From 7e0a59b828b4ade825362c6cfd3d3cce0c7fefc3 Mon Sep 17 00:00:00 2001 From: mrkwnzl <40534855+mrkwnzl@users.noreply.github.com> Date: Thu, 12 Jan 2023 20:07:19 +0100 Subject: [PATCH 1/6] Update CHANGELOG.md --- CHANGELOG.md | 1 + 1 file changed, 1 insertion(+) diff --git a/CHANGELOG.md b/CHANGELOG.md index 700aa4a..a922ade 100644 --- a/CHANGELOG.md +++ b/CHANGELOG.md @@ -8,6 +8,7 @@ The format is based on [Keep a Changelog](https://keepachangelog.com/en/1.0.0/), ### Fixed - The CSRD Rulebook hasn’t been updated with the correct file in v3.5.0. This has been corrected: - The CSRD Rulebook now *really* includes some notes with errata, clarifications, addenda, and Foundry VTT usage tips. Those are unintrusively put behind a details tag. This way, the comments are clearly separated from the original SRD content. + - The CSRD Rulebook now *really* includes lists with linked items for all cyphers, creatures, and NPCs at the appropriate places. ## [3.5.0] - 2023-01-05 ### Added From 35d5da88a056cd539418cef2ee047bd137ffa9ef Mon Sep 17 00:00:00 2001 From: mrkwnzl <40534855+mrkwnzl@users.noreply.github.com> Date: Fri, 24 Feb 2023 11:04:26 +0100 Subject: [PATCH 2/6] Update CHANGELOG.md --- CHANGELOG.md | 11 +++++++++++ 1 file changed, 11 insertions(+) diff --git a/CHANGELOG.md b/CHANGELOG.md index a922ade..c30f67e 100644 --- a/CHANGELOG.md +++ b/CHANGELOG.md @@ -4,6 +4,17 @@ All notable changes to this project will be documented in this file. The format is based on [Keep a Changelog](https://keepachangelog.com/en/1.0.0/), and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0.html). +## [3.6.0] - 2023-02-24 +### Added +- The additions to the CSRD from 2023-02-10 have been added. This now includes the Science Fiction Rulebook, the Fantasy Rulebook, and the Cypher Shorts Rulebook. All new the equipment, cyphers, artifacts, vehicles, abilities, etc. are sorted into the appropriate compendia. + +### Changed +- The Cypher System Rulebook has been updated with crossreferences to the new Rulebooks. +- The CSS classes of the editor’s notes has been changed. + +### Deprecated +- The Meeple and Scenes compendia will be removed in the next update. They will be moved to a separate Community Module. + ## [3.5.1] - 2023-01-12 ### Fixed - The CSRD Rulebook hasn’t been updated with the correct file in v3.5.0. This has been corrected: From 6145100f1cce3697ca8f85f37fb3a983f5dba26c Mon Sep 17 00:00:00 2001 From: mrkwnzl <40534855+mrkwnzl@users.noreply.github.com> Date: Fri, 24 Feb 2023 11:04:36 +0100 Subject: [PATCH 3/6] Content update --- module.json | 96 ++++++++------ packs/abilities.db | 26 ++++ packs/ammo.db | 11 +- packs/armor-fantasy.db | 22 ++-- packs/armor-modern.db | 8 +- packs/armor-sci-fi.db | 19 ++- packs/artifacts-fantasy.db | 62 +++++++++ packs/artifacts-sci-fi.db | 19 ++- packs/basic-creatures-and-npcs.db | 190 ++++++++++++++++++---------- packs/creatures.db | 158 ++++++++++++++++------- packs/cypher-journals.db | 24 +++- packs/cypher-roll-tables.db | 10 +- packs/cyphers-fantasy.db | 24 ++++ packs/descriptor-characteristics.db | 4 + packs/equipment-fantasy.db | 67 +++++++--- packs/equipment-modern.db | 69 ++++++---- packs/equipment-sci-fi.db | 112 ++++++++++++---- packs/expanded-skills.db | 11 ++ packs/inabilities.db | 2 + packs/meeples.db | 98 +++++++------- packs/npcs.db | 24 ++-- packs/posthuman-packages-sci-fi.db | 5 + packs/starships.db | 52 +++++++- packs/supervillains.db | 8 +- packs/vehicles.db | 64 ++++++++-- packs/weapons-fantasy.db | 51 +++++--- packs/weapons-modern.db | 31 +++-- packs/weapons-sci-fi.db | 43 +++++-- 28 files changed, 939 insertions(+), 371 deletions(-) create mode 100644 packs/cyphers-fantasy.db create mode 100644 packs/posthuman-packages-sci-fi.db diff --git a/module.json b/module.json index 195c6f6..7ad2306 100644 --- a/module.json +++ b/module.json @@ -15,7 +15,7 @@ { "name": "Marko Wenzel", "discord": "mrkwnzl#7407", - "flags": { } + "flags": {} } ], "relationships": { @@ -39,7 +39,7 @@ "system": "cyphersystem", "type": "Item", "private": false, - "flags": { } + "flags": {} }, { "label": "Ammo", @@ -48,7 +48,7 @@ "system": "cyphersystem", "type": "Item", "private": false, - "flags": { } + "flags": {} }, { "label": "Fantasy Armor", @@ -57,7 +57,7 @@ "system": "cyphersystem", "type": "Item", "private": false, - "flags": { } + "flags": {} }, { "label": "Modern Armor", @@ -66,7 +66,7 @@ "system": "cyphersystem", "type": "Item", "private": false, - "flags": { } + "flags": {} }, { "label": "Sci-fi Armor", @@ -75,7 +75,7 @@ "system": "cyphersystem", "type": "Item", "private": false, - "flags": { } + "flags": {} }, { "label": "Fantasy Artifacts", @@ -84,7 +84,7 @@ "system": "cyphersystem", "type": "Item", "private": false, - "flags": { } + "flags": {} }, { "label": "Horror Artifacts", @@ -93,7 +93,7 @@ "system": "cyphersystem", "type": "Item", "private": false, - "flags": { } + "flags": {} }, { "label": "Inabilities", @@ -101,7 +101,7 @@ "path": "packs/inabilities.db", "type": "Item", "private": false, - "flags": { }, + "flags": {}, "system": "cyphersystem" }, { @@ -111,7 +111,7 @@ "system": "cyphersystem", "type": "Item", "private": false, - "flags": { } + "flags": {} }, { "label": "Post-Apocalyptic Armor", @@ -120,7 +120,7 @@ "system": "cyphersystem", "type": "Item", "private": false, - "flags": { } + "flags": {} }, { "label": "Post-Apocalyptic Weapons", @@ -129,7 +129,7 @@ "system": "cyphersystem", "type": "Item", "private": false, - "flags": { } + "flags": {} }, { "label": "Post-Apocalyptic Equipment", @@ -138,7 +138,7 @@ "system": "cyphersystem", "type": "Item", "private": false, - "flags": { } + "flags": {} }, { "label": "Sci-fi Artifacts", @@ -147,7 +147,7 @@ "system": "cyphersystem", "type": "Item", "private": false, - "flags": { } + "flags": {} }, { "label": "Skills (Basic)", @@ -155,7 +155,7 @@ "path": "packs/basic-skills.db", "type": "Item", "private": false, - "flags": { }, + "flags": {}, "system": "cyphersystem" }, { @@ -164,7 +164,7 @@ "path": "packs/crafting-skills.db", "type": "Item", "private": false, - "flags": { }, + "flags": {}, "system": "cyphersystem" }, { @@ -173,7 +173,7 @@ "path": "packs/expanded-skills.db", "type": "Item", "private": false, - "flags": { }, + "flags": {}, "system": "cyphersystem" }, { @@ -182,7 +182,7 @@ "path": "packs/descriptor-characteristics.db", "type": "Item", "private": false, - "flags": { }, + "flags": {}, "system": "cyphersystem" }, { @@ -192,7 +192,7 @@ "system": "cyphersystem", "type": "Item", "private": false, - "flags": { } + "flags": {} }, { "label": "Cyphers", @@ -201,16 +201,16 @@ "system": "cyphersystem", "type": "Item", "private": false, - "flags": { } + "flags": {} }, { - "label": "Cyphers (Power Boost)", + "label": "Superhero Cyphers", "name": "cyphers-power-boost", "path": "packs/cyphers-power-boost.db", "system": "cyphersystem", "type": "Item", "private": false, - "flags": { } + "flags": {} }, { "label": "Fantasy Equipment", @@ -219,7 +219,16 @@ "system": "cyphersystem", "type": "Item", "private": false, - "flags": { } + "flags": {} + }, + { + "label": "Fantasy Cyphers", + "name": "cyphers-fantasy", + "path": "packs/cyphers-fantasy.db", + "system": "cyphersystem", + "type": "Item", + "private": false, + "flags": {} }, { "label": "Modern Equipment", @@ -228,7 +237,7 @@ "system": "cyphersystem", "type": "Item", "private": false, - "flags": { } + "flags": {} }, { "label": "Sci-fi Equipment", @@ -237,7 +246,7 @@ "system": "cyphersystem", "type": "Item", "private": false, - "flags": { } + "flags": {} }, { "label": "Meeples", @@ -246,7 +255,7 @@ "system": "cyphersystem", "type": "Actor", "private": false, - "flags": { } + "flags": {} }, { "label": "Creatures", @@ -255,7 +264,7 @@ "system": "cyphersystem", "type": "Actor", "private": false, - "flags": { } + "flags": {} }, { "label": "NPCs", @@ -264,7 +273,7 @@ "system": "cyphersystem", "type": "Actor", "private": false, - "flags": { } + "flags": {} }, { "label": "Basic Creatures and NPCs", @@ -273,7 +282,7 @@ "system": "cyphersystem", "type": "Actor", "private": false, - "flags": { } + "flags": {} }, { "label": "Supervillains", @@ -282,7 +291,7 @@ "system": "cyphersystem", "type": "Actor", "private": false, - "flags": { } + "flags": {} }, { "label": "Power Shifts", @@ -291,7 +300,7 @@ "system": "cyphersystem", "type": "Item", "private": false, - "flags": { } + "flags": {} }, { "label": "Scenes", @@ -300,7 +309,7 @@ "system": "cyphersystem", "type": "Scene", "private": false, - "flags": { } + "flags": {} }, { "label": "Fantasy Weapons", @@ -309,7 +318,7 @@ "system": "cyphersystem", "type": "Item", "private": false, - "flags": { } + "flags": {} }, { "label": "Modern Weapons", @@ -318,7 +327,7 @@ "system": "cyphersystem", "type": "Item", "private": false, - "flags": { } + "flags": {} }, { "label": "Sci-fi Weapons", @@ -327,7 +336,16 @@ "system": "cyphersystem", "type": "Item", "private": false, - "flags": { } + "flags": {} + }, + { + "label": "Sci-fi Posthuman Packages", + "name": "posthuman-packages-sci-fi", + "path": "packs/posthuman-packages-sci-fi.db", + "system": "cyphersystem", + "type": "Item", + "private": false, + "flags": {} }, { "label": "Vehicles", @@ -336,7 +354,7 @@ "system": "cyphersystem", "type": "Actor", "private": false, - "flags": { } + "flags": {} }, { "label": "Starships", @@ -345,7 +363,7 @@ "system": "cyphersystem", "type": "Actor", "private": false, - "flags": { } + "flags": {} }, { "label": "CSRD Roll Tables", @@ -354,7 +372,7 @@ "system": "cyphersystem", "type": "RollTable", "private": false, - "flags": { } + "flags": {} }, { "label": "CSRD Rulebooks", @@ -363,7 +381,7 @@ "system": "cyphersystem", "type": "JournalEntry", "private": false, - "flags": { } + "flags": {} } ] } \ No newline at end of file diff --git a/packs/abilities.db b/packs/abilities.db index 0cc8c64..3e8be62 100644 --- a/packs/abilities.db +++ b/packs/abilities.db @@ -151,6 +151,7 @@ {"_id":"8yGwY0PvtF2ivdSn","name":"Very Long Sprinting","type":"ability","img":"systems/cyphersystem/icons/items/ability.svg","effects":[],"folder":null,"sort":0,"flags":{"core":{"sourceId":"Compendium.cyphersystem-compendium.abilities.8yGwY0PvtF2ivdSn"}},"system":{"version":2,"description":"

When you use @Compendium[cyphersystem-compendium.abilities.3t1QshyGYnCSo12z]{Phase Sprint}, you can travel up to a very long distance as your action instead of a long distance. Enabler.

","archived":false,"settings":{"rollButton":{"pool":"Pool","skill":"Practiced","assets":0,"effort1":0,"effort2":0,"effort3":0,"stepModifier":"eased","additionalSteps":0,"additionalCost":0,"damage":0,"damagePerLOE":3,"teen":"","bonus":0},"general":{"sorting":"Ability","spellTier":"low","unmaskedForm":"Mask"}},"basic":{"cost":"0","pool":"Pool"}},"ownership":{"default":0,"k2TkElLx959B0lm5":3},"_stats":{"systemId":"cyphersystem","systemVersion":"2.0.0-a1","coreVersion":"10.286","createdTime":null,"modifiedTime":1664959726139,"lastModifiedBy":"rLeavHPrdkq6xjNt"}} {"_id":"8ydN3DBdXXP24hQL","name":"Find an Opening","type":"ability","img":"systems/cyphersystem/icons/items/ability.svg","effects":[],"folder":null,"sort":0,"flags":{"core":{"sourceId":"Compendium.cyphersystem-compendium.abilities.8ydN3DBdXXP24hQL"}},"system":{"version":2,"description":"

You use trickery to find an opening in your foe’s defenses. If you succeed on a Speed roll against one creature within immediate range, your next attack against that creature before the end of the next round is eased. Action.

","archived":false,"settings":{"rollButton":{"pool":"Pool","skill":"Practiced","assets":0,"effort1":0,"effort2":0,"effort3":0,"stepModifier":"eased","additionalSteps":0,"additionalCost":0,"damage":0,"damagePerLOE":3,"teen":"","bonus":0},"general":{"sorting":"Ability","spellTier":"low","unmaskedForm":"Mask"}},"basic":{"cost":"1","pool":"Intellect"}},"ownership":{"default":0,"k2TkElLx959B0lm5":3},"_stats":{"systemId":"cyphersystem","systemVersion":"2.0.0-a1","coreVersion":"10.286","createdTime":null,"modifiedTime":1664959718043,"lastModifiedBy":"rLeavHPrdkq6xjNt"}} {"_id":"90wkMwuVBaiyL9yt","name":"Opportunist","type":"ability","img":"systems/cyphersystem/icons/items/ability.svg","effects":[],"folder":null,"sort":0,"flags":{"core":{"sourceId":"Compendium.cyphersystem-compendium.abilities.90wkMwuVBaiyL9yt"}},"system":{"version":2,"description":"

You have an asset on any attack roll you make against a creature that has already been attacked at some point during the round and is within immediate range. Enabler.

","archived":false,"settings":{"rollButton":{"pool":"Pool","skill":"Practiced","assets":0,"effort1":0,"effort2":0,"effort3":0,"stepModifier":"eased","additionalSteps":0,"additionalCost":0,"damage":0,"damagePerLOE":3,"teen":"","bonus":0},"general":{"sorting":"Ability","spellTier":"low","unmaskedForm":"Mask"}},"basic":{"cost":"0","pool":"Pool"}},"ownership":{"default":0,"k2TkElLx959B0lm5":3},"_stats":{"systemId":"cyphersystem","systemVersion":"2.0.0-a1","coreVersion":"10.286","createdTime":null,"modifiedTime":1664959722072,"lastModifiedBy":"rLeavHPrdkq6xjNt"}} +{"name":"Innate Power","type":"ability","img":"systems/cyphersystem/icons/items/ability.svg","system":{"version":2,"description":"

Choose either your Might Pool or your Speed Pool. When spending points to activate your focus abilities, you can spend points from this Pool instead of your Intellect Pool (in which case you use your Might Edge or Speed Edge instead of your Intellect Edge, as appropriate). Enabler

","archived":false,"settings":{"rollButton":{"pool":"Pool","skill":"Practiced","assets":"0","effort1":"0","effort2":"0","effort3":"0","stepModifier":"eased","additionalSteps":0,"additionalCost":0,"damage":0,"damagePerLOE":3,"teen":"","bonus":0},"general":{"sorting":"Ability","spellTier":"low","unmaskedForm":"Mask"}},"basic":{"cost":"0","pool":"Pool"}},"effects":[],"ownership":{"default":0,"yThCrv1jSfPXOC2U":3},"flags":{"core":{"sourceId":"Item.7Pu2bn67iFPxXXPh"}},"_stats":{"systemId":"cyphersystem","systemVersion":"2.3.0","coreVersion":"10.291","createdTime":1676106188467,"modifiedTime":1676106203364,"lastModifiedBy":"yThCrv1jSfPXOC2U"},"folder":null,"sort":0,"_id":"95judMTwajJoxNfy"} {"_id":"9Kag2UMn6Wdxq4Zo","name":"Bound Magic Creature","type":"ability","img":"systems/cyphersystem/icons/items/ability.svg","effects":[],"folder":null,"sort":0,"flags":{"core":{"sourceId":"Compendium.cyphersystem-compendium.abilities.9Kag2UMn6Wdxq4Zo"}},"system":{"version":2,"description":"

You have a level 3 magic ally bound to a physical object (perhaps a minor djinn bound to a lamp, a lesser demon bound to a coin, or a spirit bound to a mirror). The magic ally doesn’t yet have the full power that one of its kind could possess when mature. Normally, the ally remains quiescent in its bound object. When you use an action to manifest it, it appears next to you as a creature that can converse with you. The creature has its own personality determined by the GM and is a level higher than its base level for one area of knowledge (such as local history). The GM determines whether the magic ally has a long-term goal of its own.

\n

Each time the magic ally becomes physically manifest, it remains so for up to one hour. During that period, it accompanies you and follows your instructions. The magic ally must remain an immediate distance from you; if it moves farther away, it is yanked back into its object at the end of your following turn and cannot return until after your next ten-hour recovery roll. It doesn’t attack creatures, but it can use its action to serve as an asset for any one attack you make on your turn. Otherwise, it can take actions on its own (though you’ll likely roll for it).

\n

If the creature is reduced to 0 health, it dissipates. It reforms in its object in [[/r 1d6 + 2]] days. If you lose the bound object, you retain a sense of the direction in which it lies. Action to manifest the magic creature.

","archived":false,"settings":{"rollButton":{"pool":"Pool","skill":"Practiced","assets":0,"effort1":0,"effort2":0,"effort3":0,"stepModifier":"eased","additionalSteps":0,"additionalCost":0,"damage":0,"damagePerLOE":3,"teen":"","bonus":0},"general":{"sorting":"Ability","spellTier":"low","unmaskedForm":"Mask"}},"basic":{"cost":"0","pool":"Pool"}},"ownership":{"default":0,"k2TkElLx959B0lm5":3},"_stats":{"systemId":"cyphersystem","systemVersion":"2.0.0-a1","coreVersion":"10.286","createdTime":null,"modifiedTime":1664959714368,"lastModifiedBy":"rLeavHPrdkq6xjNt"}} {"_id":"9O17NBrKA4AA4Ckw","name":"Break the Ranks","type":"ability","img":"systems/cyphersystem/icons/items/ability.svg","effects":[],"folder":null,"sort":0,"flags":{"core":{"sourceId":"Compendium.cyphersystem-compendium.abilities.9O17NBrKA4AA4Ckw"}},"system":{"version":2,"description":"

You move up to a short distance and attack up to four different foes as a single action as long as they are all along your path. Any modifiers that apply to one attack apply to all the attacks you make. If you have another special ability that allows you to move and take an action, when you use Break the Ranks, you gain an asset to attacking these foes. Action.

","archived":false,"settings":{"rollButton":{"pool":"Pool","skill":"Practiced","assets":0,"effort1":0,"effort2":0,"effort3":0,"stepModifier":"eased","additionalSteps":0,"additionalCost":0,"damage":0,"damagePerLOE":3,"teen":"","bonus":0},"general":{"sorting":"Ability","spellTier":"low","unmaskedForm":"Mask"}},"basic":{"cost":"6","pool":"Speed"}},"ownership":{"default":0,"k2TkElLx959B0lm5":3},"_stats":{"systemId":"cyphersystem","systemVersion":"2.0.0-a1","coreVersion":"10.286","createdTime":null,"modifiedTime":1664959714403,"lastModifiedBy":"rLeavHPrdkq6xjNt"}} {"_id":"9YuQrJXAQO0qIFPj","name":"Serv-0 Spy","type":"ability","img":"systems/cyphersystem/icons/items/ability.svg","effects":[],"folder":null,"sort":0,"flags":{"core":{"sourceId":"Compendium.cyphersystem-compendium.abilities.9YuQrJXAQO0qIFPj"}},"system":{"version":2,"description":"

You can send your @Compendium[cyphersystem-compendium.abilities.v1lZkKjSCS1pjnET]{Serv-0} up to a long distance away for up to ten minutes and see and hear through it as though its senses were your own. You direct its movement. Action to initiate.

","archived":false,"settings":{"rollButton":{"pool":"Pool","skill":"Practiced","assets":"0","effort1":"0","effort2":"0","effort3":"0","stepModifier":"eased","additionalSteps":"0","additionalCost":0,"damage":"0","damagePerLOE":"3","teen":"","bonus":"0"},"general":{"sorting":"Ability","spellTier":"low","unmaskedForm":"Mask"}},"basic":{"cost":"3","pool":"Intellect"}},"ownership":{"default":0,"k2TkElLx959B0lm5":3},"_stats":{"systemId":"cyphersystem","systemVersion":"2.0.0-a1","coreVersion":"10.286","createdTime":null,"modifiedTime":1664959724029,"lastModifiedBy":"rLeavHPrdkq6xjNt"}} @@ -173,6 +174,7 @@ {"_id":"Aprz5cRtdgiAIYUM","name":"Object Bond Mastery","type":"ability","img":"systems/cyphersystem/icons/items/ability.svg","effects":[],"folder":null,"sort":0,"flags":{"core":{"sourceId":"Compendium.cyphersystem-compendium.abilities.Aprz5cRtdgiAIYUM"}},"system":{"version":2,"description":"

When you manifest the magic ally from your @Compendium[cyphersystem-compendium.abilities.9Kag2UMn6Wdxq4Zo]{Bound Magic Creature} ability, it is now a level 7 creature. It can remain manifest for only three minutes, after which it must return to its object and rest for three days before you can manifest it again.

\n

The magic ally can make its own magic touch attacks (when it does, you roll for it). If it uses its pulse attack from Improved @Compendium[cyphersystem-compendium.abilities.PCTUkuALVb0GdTCe]{Object Bond}, instead of deactivating items, it can take control of one item within short range for one minute, if applicable.

\n

Finally, the magic ally can transform into smoke and flame as its action, giving it +10 to Armor but rendering it incapable of attacking foes. In this form, it can fly a long distance each round, and the first time each day it returns to flesh (as an action), it regains 25 points of health. Enabler.

","archived":false,"settings":{"rollButton":{"pool":"Pool","skill":"Practiced","assets":0,"effort1":0,"effort2":0,"effort3":0,"stepModifier":"eased","additionalSteps":0,"additionalCost":0,"damage":0,"damagePerLOE":3,"teen":"","bonus":0},"general":{"sorting":"Ability","spellTier":"low","unmaskedForm":"Mask"}},"basic":{"cost":"7","pool":"Intellect"}},"ownership":{"default":0,"k2TkElLx959B0lm5":3},"_stats":{"systemId":"cyphersystem","systemVersion":"2.0.0-a1","coreVersion":"10.286","createdTime":null,"modifiedTime":1664959722006,"lastModifiedBy":"rLeavHPrdkq6xjNt"}} {"_id":"AsmIgvoIRPEtuzkh","name":"Duel to the Death","type":"ability","img":"systems/cyphersystem/icons/items/ability.svg","effects":[],"folder":null,"sort":0,"flags":{"core":{"sourceId":"Compendium.cyphersystem-compendium.abilities.AsmIgvoIRPEtuzkh"}},"system":{"version":2,"description":"

Choose a target (a single individual creature that you can see). You are trained in all tasks involving fighting that creature. When you successfully attack that target, you inflict +5 damage, or +7 damage if the creature is engaging someone else instead of you. You can duel only one creature at a time. A duel lasts up to one minute, or until you break it off. Action to initiate.

","archived":false,"settings":{"rollButton":{"pool":"Pool","skill":"Practiced","assets":0,"effort1":0,"effort2":0,"effort3":0,"stepModifier":"eased","additionalSteps":0,"additionalCost":0,"damage":0,"damagePerLOE":3,"teen":"","bonus":0},"general":{"sorting":"Ability","spellTier":"low","unmaskedForm":"Mask"}},"basic":{"cost":"5","pool":"Speed"}},"ownership":{"default":0,"k2TkElLx959B0lm5":3},"_stats":{"systemId":"cyphersystem","systemVersion":"2.0.0-a1","coreVersion":"10.286","createdTime":null,"modifiedTime":1664959716912,"lastModifiedBy":"rLeavHPrdkq6xjNt"}} {"_id":"AvaA8a3ylU9q4gL1","name":"Effective Skill","type":"ability","img":"systems/cyphersystem/icons/items/ability.svg","effects":[],"folder":null,"sort":0,"flags":{"core":{"sourceId":"Compendium.cyphersystem-compendium.abilities.AvaA8a3ylU9q4gL1"}},"system":{"version":2,"description":"

Choose one noncombat skill when you gain this ability. You get a minor effect with that skill when you roll a natural 14 or higher (the d20 shows “14” or more). You get a major effect with that skill when you roll a natural 19 or higher (the d20 shows “19” or higher). You can select this ability more than once. Each time you select it, you must choose a different noncombat skill. Enabler.

","archived":false,"settings":{"rollButton":{"pool":"Pool","skill":"Practiced","assets":0,"effort1":0,"effort2":0,"effort3":0,"stepModifier":"eased","additionalSteps":0,"additionalCost":0,"damage":0,"damagePerLOE":3,"teen":"","bonus":0},"general":{"sorting":"Ability","spellTier":"low","unmaskedForm":"Mask"}},"basic":{"cost":"0","pool":"Pool"}},"ownership":{"default":0,"k2TkElLx959B0lm5":3},"_stats":{"systemId":"cyphersystem","systemVersion":"2.0.0-a1","coreVersion":"10.286","createdTime":null,"modifiedTime":1664959716979,"lastModifiedBy":"rLeavHPrdkq6xjNt"}} +{"name":"Faster Wild Magic","type":"ability","img":"systems/cyphersystem/icons/items/ability.svg","system":{"version":2,"description":"

If you spend ten minutes preparing your magic, you can fill any of your open cypher slots with subtle cyphers chosen randomly by the GM (this time can be part of a ten-minute, one-hour, or ten-hour recovery action if you are awake for the entire time). You can’t use this ability again until after you’ve taken a ten-hour recovery action. You can still use @UUID[Compendium.cyphersystem-compendium.abilities.Ub8NGsmH8NZcKguG]{Magical Repertoire} to fill your cypher slots. Action to initiate, ten minutes to complete.

","archived":false,"settings":{"rollButton":{"pool":"Pool","skill":"Practiced","assets":"0","effort1":"0","effort2":"0","effort3":"0","stepModifier":"eased","additionalSteps":0,"additionalCost":0,"damage":0,"damagePerLOE":3,"teen":"","bonus":0},"general":{"sorting":"Ability","spellTier":"low","unmaskedForm":"Mask"}},"basic":{"cost":"0","pool":"Pool"}},"effects":[],"ownership":{"default":0,"yThCrv1jSfPXOC2U":3},"flags":{"core":{"sourceId":"Item.6HicNu1aAKTfxPGt"}},"_stats":{"systemId":"cyphersystem","systemVersion":"2.3.0","coreVersion":"10.291","createdTime":1676106102036,"modifiedTime":1676106518020,"lastModifiedBy":"yThCrv1jSfPXOC2U"},"folder":null,"sort":0,"_id":"Ax9HryNcPDei0g7t"} {"_id":"AzMtxh562JfrPdKZ","name":"Shroud of Flame","type":"ability","img":"systems/cyphersystem/icons/items/ability.svg","effects":[],"folder":null,"sort":0,"flags":{"core":{"sourceId":"Compendium.cyphersystem-compendium.abilities.AzMtxh562JfrPdKZ"}},"system":{"version":2,"description":"

At your command, your entire body becomes shrouded in flames that last up to ten minutes. The fire doesn’t burn you, but it automatically inflicts 2 points of damage to anyone who tries to touch you or strike you with a melee attack. Flames from another source can still hurt you. While the shroud is active, you gain +2 Armor against damage from fire from another source. Enabler.

","archived":false,"settings":{"rollButton":{"pool":"Pool","skill":"Practiced","assets":0,"effort1":0,"effort2":0,"effort3":0,"stepModifier":"eased","additionalSteps":0,"additionalCost":0,"damage":0,"damagePerLOE":3,"teen":"","bonus":0},"general":{"sorting":"Ability","spellTier":"low","unmaskedForm":"Mask"}},"basic":{"cost":"1","pool":"Intellect"}},"ownership":{"default":0,"k2TkElLx959B0lm5":3},"_stats":{"systemId":"cyphersystem","systemVersion":"2.0.0-a1","coreVersion":"10.286","createdTime":null,"modifiedTime":1664959724235,"lastModifiedBy":"rLeavHPrdkq6xjNt"}} {"_id":"B0Tt5R1m2DsVLtPH","name":"Free to Move","type":"ability","img":"systems/cyphersystem/icons/items/ability.svg","effects":[],"folder":null,"sort":0,"flags":{"core":{"sourceId":"Compendium.cyphersystem-compendium.abilities.B0Tt5R1m2DsVLtPH"}},"system":{"version":2,"description":"

You ignore all movement penalties and adjustments due to terrain or other obstacles. You can fit through any space large enough to fit your head. Tasks involving breaking free of bonds, a creature’s grip, or any similar impediment gain three free levels of Effort. Enabler.

","archived":false,"settings":{"rollButton":{"pool":"Pool","skill":"Practiced","assets":0,"effort1":0,"effort2":0,"effort3":0,"stepModifier":"eased","additionalSteps":0,"additionalCost":0,"damage":0,"damagePerLOE":3,"teen":"","bonus":0},"general":{"sorting":"Ability","spellTier":"low","unmaskedForm":"Mask"}},"basic":{"cost":"0","pool":"Pool"}},"ownership":{"default":0,"k2TkElLx959B0lm5":3},"_stats":{"systemId":"cyphersystem","systemVersion":"2.0.0-a1","coreVersion":"10.286","createdTime":null,"modifiedTime":1664959718706,"lastModifiedBy":"rLeavHPrdkq6xjNt"}} {"_id":"B0dq2gW9gdA0PdzR","name":"Amplify Sounds","type":"ability","img":"systems/cyphersystem/icons/items/ability.svg","effects":[],"folder":null,"sort":0,"flags":{"core":{"sourceId":"Compendium.cyphersystem-compendium.abilities.B0dq2gW9gdA0PdzR"}},"system":{"version":2,"description":"

For one minute, you can amplify distant or small sounds so that you can hear them clearly, even if it’s a conversation or the sound of a small animal moving through an underground burrow up to a very long distance away. You can attempt to perceive the sound even if interceding barriers block it or the sound is very slight, though this requires a few additional rounds of concentration. To discriminate the sound you wish in a noisy environment might also require a few additional rounds of concentration as you audibly explore the surrounding soundscape. Given enough time, you could pinpoint every conversation, every breathing creature, and every device creating noise within range. Action to initiate, up to several rounds to complete, depending on the difficulty of the task.

","archived":false,"settings":{"rollButton":{"pool":"Pool","skill":"Practiced","assets":0,"effort1":0,"effort2":0,"effort3":0,"stepModifier":"eased","additionalSteps":0,"additionalCost":0,"damage":0,"damagePerLOE":3,"teen":"","bonus":0},"general":{"sorting":"Ability","spellTier":"low","unmaskedForm":"Mask"}},"basic":{"cost":"2","pool":"Might"}},"ownership":{"default":0,"k2TkElLx959B0lm5":3},"_stats":{"systemId":"cyphersystem","systemVersion":"2.0.0-a1","coreVersion":"10.286","createdTime":null,"modifiedTime":1664959713215,"lastModifiedBy":"rLeavHPrdkq6xjNt"}} @@ -181,6 +183,7 @@ {"_id":"B6SEeGr5kxLAgvvq","name":"Wear It Well","type":"ability","img":"systems/cyphersystem/icons/items/ability.svg","effects":[],"folder":null,"sort":0,"flags":{"core":{"sourceId":"Compendium.cyphersystem-compendium.abilities.B6SEeGr5kxLAgvvq"}},"system":{"version":2,"description":"

When you wear armor of any kind, you gain an additional +1 to Armor. Enabler.

","archived":false,"settings":{"rollButton":{"pool":"Pool","skill":"Practiced","assets":0,"effort1":0,"effort2":0,"effort3":0,"stepModifier":"eased","additionalSteps":0,"additionalCost":0,"damage":0,"damagePerLOE":3,"teen":"","bonus":0},"general":{"sorting":"Ability","spellTier":"low","unmaskedForm":"Mask"}},"basic":{"cost":"0","pool":"Pool"}},"ownership":{"default":0,"k2TkElLx959B0lm5":3},"_stats":{"systemId":"cyphersystem","systemVersion":"2.0.0-a1","coreVersion":"10.286","createdTime":null,"modifiedTime":1664959726338,"lastModifiedBy":"rLeavHPrdkq6xjNt"}} {"_id":"BGMXK6VKNmp8M4A3","name":"Freezing Touch","type":"ability","img":"systems/cyphersystem/icons/items/ability.svg","effects":[],"folder":null,"sort":0,"flags":{"core":{"sourceId":"Compendium.cyphersystem-compendium.abilities.BGMXK6VKNmp8M4A3"}},"system":{"version":2,"description":"

Your hands become so cold that your touch freezes solid a living target of your size or smaller, rendering it immobile for one round. If you have another cold ability activated by touch (such as @Compendium[cyphersystem-compendium.abilities.nHqTzLHJrUWSAATM]{Frost Touch}), you can use it as part of the Freezing Touch attack. Action.

","archived":false,"settings":{"rollButton":{"pool":"Pool","skill":"Practiced","assets":0,"effort1":0,"effort2":0,"effort3":0,"stepModifier":"eased","additionalSteps":0,"additionalCost":0,"damage":0,"damagePerLOE":3,"teen":"","bonus":0},"general":{"sorting":"Ability","spellTier":"low","unmaskedForm":"Mask"}},"basic":{"cost":"4","pool":"Intellect"}},"ownership":{"default":0,"k2TkElLx959B0lm5":3},"_stats":{"systemId":"cyphersystem","systemVersion":"2.0.0-a1","coreVersion":"10.286","createdTime":null,"modifiedTime":1664959718714,"lastModifiedBy":"rLeavHPrdkq6xjNt"}} {"_id":"BM6YnBez7sVnrGUh","name":"Special Shot","type":"ability","img":"systems/cyphersystem/icons/items/ability.svg","effects":[],"folder":null,"sort":0,"flags":{"core":{"sourceId":"Compendium.cyphersystem-compendium.abilities.BM6YnBez7sVnrGUh"}},"system":{"version":2,"description":"

When you hit a target with a gun attack, you can choose to reduce the damage by 1 point but hit the target in a precise spot. Some of the possible effects include (but are not limited to) the following:

\n\n

Enabler.

","archived":false,"settings":{"rollButton":{"pool":"Pool","skill":"Practiced","assets":0,"effort1":0,"effort2":0,"effort3":0,"stepModifier":"eased","additionalSteps":0,"additionalCost":0,"damage":0,"damagePerLOE":3,"teen":"","bonus":0},"general":{"sorting":"Ability","spellTier":"low","unmaskedForm":"Mask"}},"basic":{"cost":"0","pool":"Pool"}},"ownership":{"default":0,"k2TkElLx959B0lm5":3},"_stats":{"systemId":"cyphersystem","systemVersion":"2.0.0-a1","coreVersion":"10.286","createdTime":null,"modifiedTime":1664959724466,"lastModifiedBy":"rLeavHPrdkq6xjNt"}} +{"name":"Expanded Repertoire","type":"ability","img":"systems/cyphersystem/icons/items/ability.svg","system":{"version":2,"description":"

The number of subtle cyphers you can bear at the same time increases by one. Enabler.

","archived":false,"settings":{"rollButton":{"pool":"Pool","skill":"Practiced","assets":"0","effort1":"0","effort2":"0","effort3":"0","stepModifier":"eased","additionalSteps":0,"additionalCost":0,"damage":0,"damagePerLOE":3,"teen":"","bonus":0},"general":{"sorting":"Ability","spellTier":"low","unmaskedForm":"Mask"}},"basic":{"cost":"0","pool":"Pool"}},"effects":[],"ownership":{"default":0,"yThCrv1jSfPXOC2U":3},"flags":{"core":{"sourceId":"Item.zJT1L1Pc9eVYJE3o"}},"_stats":{"systemId":"cyphersystem","systemVersion":"2.3.0","coreVersion":"10.291","createdTime":1676106070731,"modifiedTime":1676106086621,"lastModifiedBy":"yThCrv1jSfPXOC2U"},"folder":null,"sort":0,"_id":"BPFjvh6nBN8bxk8T"} {"_id":"BQnrZXeivue9Q2qp","name":"Fellow Explorer","type":"ability","img":"systems/cyphersystem/icons/items/ability.svg","effects":[],"folder":null,"sort":0,"flags":{"core":{"sourceId":"Compendium.cyphersystem-compendium.abilities.BQnrZXeivue9Q2qp"}},"system":{"version":2,"description":"

You gain a level 2 follower. One of their modifications must be for tasks related to perception. Enabler.

","archived":false,"settings":{"rollButton":{"pool":"Pool","skill":"Practiced","assets":0,"effort1":0,"effort2":0,"effort3":0,"stepModifier":"eased","additionalSteps":0,"additionalCost":0,"damage":0,"damagePerLOE":3,"teen":"","bonus":0},"general":{"sorting":"Ability","spellTier":"low","unmaskedForm":"Mask"}},"basic":{"cost":"0","pool":"Pool"}},"ownership":{"default":0,"k2TkElLx959B0lm5":3},"_stats":{"systemId":"cyphersystem","systemVersion":"2.0.0-a1","coreVersion":"10.286","createdTime":null,"modifiedTime":1664959717942,"lastModifiedBy":"rLeavHPrdkq6xjNt"}} {"_id":"BSx4qB29VwRUISm6","name":"Robot Upgrade","type":"ability","img":"systems/cyphersystem/icons/items/ability.svg","effects":[],"folder":null,"sort":0,"flags":{"core":{"sourceId":"Compendium.cyphersystem-compendium.abilities.BSx4qB29VwRUISm6"}},"system":{"version":2,"description":"

You modify your artificial assistant from the @Compendium[cyphersystem-compendium.abilities.paIv2etaqLqY76y0]{Robot Assistant} ability with one new capability. Standard options include the following. Work with your GM if you prefer a different capability.

\n

Cypher Pod. The robot can carry one extra manifest cypher for you. Enabler.

\n

@Compendium[cyphersystem-compendium.abilities.abdAcwYE8L00VakL]{Flight}. The robot can fly a long distance each round. It can carry you, but only for up to an hour between each of your ten-hour recovery rolls. Enabler.

\n

Force Shield. The robot can erect an opaque level 5 force field around itself and anyone within 10 feet (3 m) of it for one minute (or until it is destroyed). It cannot do so again until after your next recovery roll. Action.

\n

@Compendium[cyphersystem-compendium.abilities.cGcblQ2qvyHM02kY]{Mount}ed Laser Configuration. The robot can reconfigure itself and become an immobile laser weapon on a gimbal mount. In this configuration, the robot is a heavy weapon that deals 7 points of damage. If the robot acts as an autonomous turret, treat it as one level lower than its normal level. However, if the laser is fired by you or someone else who has your permission, the laser attacks are eased.

\n

Action to reconfigure; action to return to normal robot configuration.

","archived":false,"settings":{"rollButton":{"pool":"Pool","skill":"Practiced","assets":0,"effort1":0,"effort2":0,"effort3":0,"stepModifier":"eased","additionalSteps":0,"additionalCost":0,"damage":0,"damagePerLOE":3,"teen":"","bonus":0},"general":{"sorting":"Ability","spellTier":"low","unmaskedForm":"Mask"}},"basic":{"cost":"0","pool":"Pool"}},"ownership":{"default":0,"k2TkElLx959B0lm5":3},"_stats":{"systemId":"cyphersystem","systemVersion":"2.0.0-a1","coreVersion":"10.286","createdTime":null,"modifiedTime":1664959723610,"lastModifiedBy":"rLeavHPrdkq6xjNt"}} {"_id":"Be1ehHb90jtLc8l0","name":"Explosive Release","type":"ability","img":"systems/cyphersystem/icons/items/ability.svg","effects":[],"folder":null,"sort":0,"flags":{"core":{"sourceId":"Compendium.cyphersystem-compendium.abilities.Be1ehHb90jtLc8l0"}},"system":{"version":2,"description":"

You can amplify the energy stored in your Siphon Pool (from your @Compendium[cyphersystem-compendium.abilities.gn1jtMLhp6qPNXUL]{Store Energy} ability) and release it in a massive blast that affects either one target within short range or everything within immediate range. If you choose a single target, it takes 2 points of damage for every point in your Siphon Pool. If you choose an area, everything in the area (except you) takes 1 point of damage per point in your Siphon Pool (or half that if your attack fails against them). This drains your Siphon Pool to 0 points. Action.

","archived":false,"settings":{"rollButton":{"pool":"Pool","skill":"Practiced","assets":0,"effort1":0,"effort2":0,"effort3":0,"stepModifier":"eased","additionalSteps":0,"additionalCost":0,"damage":0,"damagePerLOE":3,"teen":"","bonus":0},"general":{"sorting":"Ability","spellTier":"low","unmaskedForm":"Mask"}},"basic":{"cost":"6","pool":"Intellect"}},"ownership":{"default":0,"k2TkElLx959B0lm5":3},"_stats":{"systemId":"cyphersystem","systemVersion":"2.0.0-a1","coreVersion":"10.286","createdTime":null,"modifiedTime":1664959717708,"lastModifiedBy":"rLeavHPrdkq6xjNt"}} @@ -268,6 +271,8 @@ {"_id":"HHcC89OKZACgLB8Y","name":"Stare Them Down","type":"ability","img":"systems/cyphersystem/icons/items/ability.svg","effects":[],"folder":null,"sort":0,"flags":{"core":{"sourceId":"Compendium.cyphersystem-compendium.abilities.HHcC89OKZACgLB8Y"}},"system":{"version":2,"description":"

One doesn’t play games of chicken with other maniac drivers without gaining mental strength. You’re trained in Intellect defense tasks. Enabler.

","archived":false,"settings":{"rollButton":{"pool":"Pool","skill":"Practiced","assets":0,"effort1":0,"effort2":0,"effort3":0,"stepModifier":"eased","additionalSteps":0,"additionalCost":0,"damage":0,"damagePerLOE":3,"teen":"","bonus":0},"general":{"sorting":"Ability","spellTier":"low","unmaskedForm":"Mask"}},"basic":{"cost":"0","pool":"Pool"}},"ownership":{"default":0,"k2TkElLx959B0lm5":3},"_stats":{"systemId":"cyphersystem","systemVersion":"2.0.0-a1","coreVersion":"10.286","createdTime":null,"modifiedTime":1664959724726,"lastModifiedBy":"rLeavHPrdkq6xjNt"}} {"_id":"HPIlAWDGOQFw6yGm","name":"Improved Monster Bane","type":"ability","img":"systems/cyphersystem/icons/items/ability.svg","effects":[],"folder":null,"sort":0,"flags":{"core":{"sourceId":"Compendium.cyphersystem-compendium.abilities.HPIlAWDGOQFw6yGm"}},"system":{"version":2,"description":"

When you inflict damage to creatures more than twice as large or massive as you, you inflict 3 additional points of damage. Enabler.

","archived":false,"settings":{"rollButton":{"pool":"Pool","skill":"Practiced","assets":0,"effort1":0,"effort2":0,"effort3":0,"stepModifier":"eased","additionalSteps":0,"additionalCost":0,"damage":0,"damagePerLOE":3,"teen":"","bonus":0},"general":{"sorting":"Ability","spellTier":"low","unmaskedForm":"Mask"}},"basic":{"cost":"0","pool":"Pool"}},"ownership":{"default":0,"k2TkElLx959B0lm5":3},"_stats":{"systemId":"cyphersystem","systemVersion":"2.0.0-a1","coreVersion":"10.286","createdTime":null,"modifiedTime":1664959719909,"lastModifiedBy":"rLeavHPrdkq6xjNt"}} {"_id":"HUVY2MA2CBegFhLY","name":"Call in Favor","type":"ability","img":"systems/cyphersystem/icons/items/ability.svg","effects":[],"folder":null,"sort":0,"flags":{"core":{"sourceId":"Compendium.cyphersystem-compendium.abilities.HUVY2MA2CBegFhLY"}},"system":{"version":2,"description":"

A guard, doctor, technician, or hired thug in the employ of or allied with a foe is secretly your ally or owes you a favor. When you call in the favor, the target does what they can to help you out of a specific fix (unties you, slips you a knife, leaves a cell door unlocked) in a way that minimizes their risk of revealing their divided loyalties to their employer or other allies. This ability is a difficulty 3 Intellect task. Each additional time you use this ability, the task is hindered by an additional step. The difficulty returns to 3 after you rest for ten hours. Action.

","archived":false,"settings":{"rollButton":{"pool":"Pool","skill":"Practiced","assets":0,"effort1":0,"effort2":0,"effort3":0,"stepModifier":"eased","additionalSteps":0,"additionalCost":0,"damage":0,"damagePerLOE":3,"teen":"","bonus":0},"general":{"sorting":"Ability","spellTier":"low","unmaskedForm":"Mask"}},"basic":{"cost":"4","pool":"Intellect"}},"ownership":{"default":0,"k2TkElLx959B0lm5":3},"_stats":{"systemId":"cyphersystem","systemVersion":"2.0.0-a1","coreVersion":"10.286","createdTime":null,"modifiedTime":1664959714543,"lastModifiedBy":"rLeavHPrdkq6xjNt"}} +{"name":"Restorative Bloom","type":"ability","img":"systems/cyphersystem/icons/items/ability.svg","system":{"version":2,"description":"

When @UUID[Compendium.cyphersystem-compendium.abilities.ggQwr8b85bg7yzmK]{Wooden Body} or @UUID[Compendium.cyphersystem-compendium.abilities.mAc6hl4jKLZz84VK]{Great Tree} is in effect, you produce a flower, acorn, fruit, or similar plant-based edible item. A creature that eats this food is nourished for a full day and restores their Might Pool, Speed Pool, and Intellect Pool to their maximum values, as if they were fully rested. Eating a second food produced by this ability in a day has no effect. If the food is not eaten within ten minutes, it spoils. Action to produce, action to eat.

","archived":false,"settings":{"rollButton":{"pool":"Pool","skill":"Practiced","assets":"0","effort1":"0","effort2":"0","effort3":"0","stepModifier":"eased","additionalSteps":0,"additionalCost":0,"damage":0,"damagePerLOE":3,"teen":"","bonus":0},"general":{"sorting":"Ability","spellTier":"low","unmaskedForm":"Mask"}},"basic":{"cost":"5","pool":"Might"}},"effects":[],"ownership":{"default":0,"yThCrv1jSfPXOC2U":3},"flags":{"core":{"sourceId":"Item.u4f1REZc0i5xNQYj"}},"_stats":{"systemId":"cyphersystem","systemVersion":"2.3.0","coreVersion":"10.291","createdTime":1676106664313,"modifiedTime":1676106918338,"lastModifiedBy":"yThCrv1jSfPXOC2U"},"folder":null,"sort":0,"_id":"HUhj33woHX86SbX8"} +{"name":"Charge Weapon","type":"ability","img":"systems/cyphersystem/icons/items/ability.svg","system":{"version":2,"description":"

As part of making an attack with your enchanted weapon, you charge it with magical power, inflicting 2 additional points of energy damage. If you make more than one attack on your turn, you choose whether to spend the cost for this ability before you make each attack. Enabler.

","archived":false,"settings":{"rollButton":{"pool":"Pool","skill":"Practiced","assets":"0","effort1":"0","effort2":"0","effort3":"0","stepModifier":"eased","additionalSteps":0,"additionalCost":0,"damage":0,"damagePerLOE":3,"teen":"","bonus":0},"general":{"sorting":"Ability","spellTier":"low","unmaskedForm":"Mask"}},"basic":{"cost":"2+","pool":"Intellect"}},"effects":[],"ownership":{"default":0,"yThCrv1jSfPXOC2U":3},"flags":{"core":{"sourceId":"Item.GaAvxI5cfs5FNlfm"}},"_stats":{"systemId":"cyphersystem","systemVersion":"2.3.0","coreVersion":"10.291","createdTime":1676105844539,"modifiedTime":1676105865041,"lastModifiedBy":"yThCrv1jSfPXOC2U"},"folder":null,"sort":0,"_id":"HVuhBuZVJkfYuGwp"} {"_id":"HWZ8mwAfZEu6r778","name":"Sleuth","type":"ability","img":"systems/cyphersystem/icons/items/ability.svg","effects":[],"folder":null,"sort":0,"flags":{"core":{"sourceId":"Compendium.cyphersystem-compendium.abilities.HWZ8mwAfZEu6r778"}},"system":{"version":2,"description":"

Finding the clues is the first step in solving a mystery. You are trained in perception. Enabler.

","archived":false,"settings":{"rollButton":{"pool":"Pool","skill":"Practiced","assets":0,"effort1":0,"effort2":0,"effort3":0,"stepModifier":"eased","additionalSteps":0,"additionalCost":0,"damage":0,"damagePerLOE":3,"teen":"","bonus":0},"general":{"sorting":"Ability","spellTier":"low","unmaskedForm":"Mask"}},"basic":{"cost":"0","pool":"Pool"}},"ownership":{"default":0,"k2TkElLx959B0lm5":3},"_stats":{"systemId":"cyphersystem","systemVersion":"2.0.0-a1","coreVersion":"10.286","createdTime":null,"modifiedTime":1664959724278,"lastModifiedBy":"rLeavHPrdkq6xjNt"}} {"_id":"HYDsZRWMlWTvSQU8","name":"Subtle Tricks","type":"ability","img":"systems/cyphersystem/icons/items/ability.svg","effects":[],"folder":null,"sort":0,"flags":{"core":{"sourceId":"Compendium.cyphersystem-compendium.abilities.HYDsZRWMlWTvSQU8"}},"system":{"version":2,"description":"

You can use your skills and special abilities in ways that don’t look like you’re doing anything. If the skill or ability would normally require an obvious movement, phrase, or other action by you, it instead seems to happen on its own. Instead of using your tools to pick a lock, the lock clicks open as you stand near it. Instead of manipulating a computer screen, the information you want appears on the screen when you look at it. Instead of bluffing your way past some guards, they step aside as you approach and let you through. This ability usually only works up to an immediate distance. You still must spend points and make rolls to use your skills and abilities with Subtle Tricks. Using a skill or ability in a subtle way hinders the task. This ability can’t be used to conceal your attack or defense rolls. Enabler.

","archived":false,"settings":{"rollButton":{"pool":"Pool","skill":"Practiced","assets":0,"effort1":0,"effort2":0,"effort3":0,"stepModifier":"eased","additionalSteps":0,"additionalCost":0,"damage":0,"damagePerLOE":3,"teen":"","bonus":0},"general":{"sorting":"Ability","spellTier":"low","unmaskedForm":"Mask"}},"basic":{"cost":"0","pool":"Pool"}},"ownership":{"default":0,"k2TkElLx959B0lm5":3},"_stats":{"systemId":"cyphersystem","systemVersion":"2.0.0-a1","coreVersion":"10.286","createdTime":null,"modifiedTime":1664959724939,"lastModifiedBy":"rLeavHPrdkq6xjNt"}} {"_id":"Hgr8QZmzjXmYorfs","name":"Fists of Fury","type":"ability","img":"systems/cyphersystem/icons/items/ability.svg","effects":[],"folder":null,"sort":0,"flags":{"core":{"sourceId":"Compendium.cyphersystem-compendium.abilities.Hgr8QZmzjXmYorfs"}},"system":{"version":2,"description":"

You inflict 2 additional points of damage with unarmed attacks. Enabler.

","archived":false,"settings":{"rollButton":{"pool":"Pool","skill":"Practiced","assets":0,"effort1":0,"effort2":0,"effort3":0,"stepModifier":"eased","additionalSteps":0,"additionalCost":0,"damage":0,"damagePerLOE":3,"teen":"","bonus":0},"general":{"sorting":"Ability","spellTier":"low","unmaskedForm":"Mask"}},"basic":{"cost":"0","pool":"Pool"}},"ownership":{"default":0,"k2TkElLx959B0lm5":3},"_stats":{"systemId":"cyphersystem","systemVersion":"2.0.0-a1","coreVersion":"10.286","createdTime":null,"modifiedTime":1664959718226,"lastModifiedBy":"rLeavHPrdkq6xjNt"}} @@ -275,6 +280,7 @@ {"_id":"Hp9Sdc7eTTUuWTiu","name":"Rapid Recovery","type":"ability","img":"systems/cyphersystem/icons/items/ability.svg","effects":[],"folder":null,"sort":0,"flags":{"core":{"sourceId":"Compendium.cyphersystem-compendium.abilities.Hp9Sdc7eTTUuWTiu"}},"system":{"version":2,"description":"

You can make most recovery rolls faster than normal. You can make your one-action recovery roll as part of another action or when it isn’t your turn, your ten-minute recovery roll takes you only one action, and your one-hour recovery roll takes you only ten minutes (your ten-hour rest is unchanged). If you make a recovery roll when it isn’t your turn, until the end of your next turn all of your tasks are hindered. Enabler.

","archived":false,"settings":{"rollButton":{"pool":"Pool","skill":"Practiced","assets":0,"effort1":0,"effort2":0,"effort3":0,"stepModifier":"eased","additionalSteps":0,"additionalCost":0,"damage":0,"damagePerLOE":3,"teen":"","bonus":0},"general":{"sorting":"Ability","spellTier":"low","unmaskedForm":"Mask"}},"basic":{"cost":"0","pool":"Pool"}},"ownership":{"default":0,"k2TkElLx959B0lm5":3},"_stats":{"systemId":"cyphersystem","systemVersion":"2.0.0-a1","coreVersion":"10.286","createdTime":null,"modifiedTime":1664959723132,"lastModifiedBy":"rLeavHPrdkq6xjNt"}} {"_id":"HuhNjMfMxPkTlERH","name":"Create","type":"ability","img":"systems/cyphersystem/icons/items/ability.svg","effects":[],"folder":null,"sort":0,"flags":{"core":{"sourceId":"Compendium.cyphersystem-compendium.abilities.HuhNjMfMxPkTlERH"}},"system":{"version":2,"description":"

You create something from nothing. You can create any item you choose that would ordinarily have a difficulty of 5 or lower (using the crafting rules). Once created, the item lasts for a number of hours equal to 6 minus the difficulty to create it. Thus, if you create a set of sturdy manacles (difficulty 5), it would last for one hour. Action.

","archived":false,"settings":{"rollButton":{"pool":"Pool","skill":"Practiced","assets":0,"effort1":0,"effort2":0,"effort3":0,"stepModifier":"eased","additionalSteps":0,"additionalCost":0,"damage":0,"damagePerLOE":3,"teen":"","bonus":0},"general":{"sorting":"Ability","spellTier":"low","unmaskedForm":"Mask"}},"basic":{"cost":"7","pool":"Intellect"}},"ownership":{"default":0,"k2TkElLx959B0lm5":3},"_stats":{"systemId":"cyphersystem","systemVersion":"2.0.0-a1","coreVersion":"10.286","createdTime":null,"modifiedTime":1664959715568,"lastModifiedBy":"rLeavHPrdkq6xjNt"}} {"_id":"Hw16NpdbdJOqVF4z","name":"Castigate","type":"ability","img":"systems/cyphersystem/icons/items/ability.svg","effects":[],"folder":null,"sort":0,"flags":{"core":{"sourceId":"Compendium.cyphersystem-compendium.abilities.Hw16NpdbdJOqVF4z"}},"system":{"version":2,"description":"

You intimidate any opponent within long range who understands speech (even if it is not your language) so much that they lose their next action and all the rest of their actions are hindered for one minute. Each additional time you attempt this ability against the same target, you must apply one more level of Effort than you applied on the previous attempt. Action.

","archived":false,"settings":{"rollButton":{"pool":"Pool","skill":"Practiced","assets":0,"effort1":0,"effort2":0,"effort3":0,"stepModifier":"eased","additionalSteps":0,"additionalCost":0,"damage":0,"damagePerLOE":3,"teen":"","bonus":0},"general":{"sorting":"Ability","spellTier":"low","unmaskedForm":"Mask"}},"basic":{"cost":"4","pool":"Intellect"}},"ownership":{"default":0,"k2TkElLx959B0lm5":3},"_stats":{"systemId":"cyphersystem","systemVersion":"2.0.0-a1","coreVersion":"10.286","createdTime":null,"modifiedTime":1664959714851,"lastModifiedBy":"rLeavHPrdkq6xjNt"}} +{"name":"Defending Weapon","type":"ability","img":"systems/cyphersystem/icons/items/ability.svg","system":{"version":2,"description":"

When using your enchanted weapon, you are trained in Speed defense tasks. Enabler.

","archived":false,"settings":{"rollButton":{"pool":"Pool","skill":"Practiced","assets":"0","effort1":"0","effort2":"0","effort3":"0","stepModifier":"eased","additionalSteps":0,"additionalCost":0,"damage":0,"damagePerLOE":3,"teen":"","bonus":0},"general":{"sorting":"Ability","spellTier":"low","unmaskedForm":"Mask"}},"basic":{"cost":"0","pool":"Pool"}},"effects":[],"ownership":{"default":0,"yThCrv1jSfPXOC2U":3},"flags":{"core":{"sourceId":"Item.yekhQGegUBLIirIo"}},"_stats":{"systemId":"cyphersystem","systemVersion":"2.3.0","coreVersion":"10.291","createdTime":1676105929761,"modifiedTime":1676105941570,"lastModifiedBy":"yThCrv1jSfPXOC2U"},"folder":null,"sort":0,"_id":"I7ScLgI1tBhWCkwf"} {"_id":"I8N5PUMy5Eq7cqZl","name":"Trained Gunner","type":"ability","img":"systems/cyphersystem/icons/items/ability.svg","effects":[],"folder":null,"sort":0,"flags":{"core":{"sourceId":"Compendium.cyphersystem-compendium.abilities.I8N5PUMy5Eq7cqZl"}},"system":{"version":2,"description":"

You can choose from one of two benefits. Either you are trained in using guns, or you have the @Compendium[cyphersystem-compendium.abilities.YIzrA5i8eBSPMFzj]{Spray} ability (which costs 2 Speed points): If a weapon has the ability to fire rapid shots without reloading (usually called a rapid-fire weapon, such as an automatic pistol), you can spray multiple shots around your target to increase the chance of hitting. This move uses [[/r 1d6 + 1]] rounds of ammo (or all the ammo in the weapon, if it has less than the number rolled). The attack roll is eased. If the attack is successful, it deals 1 less point of damage than normal. Enabler (being trained in using guns) or action (@Compendium[cyphersystem-compendium.abilities.YIzrA5i8eBSPMFzj]{Spray}).

","archived":false,"settings":{"rollButton":{"pool":"Pool","skill":"Practiced","assets":0,"effort1":0,"effort2":0,"effort3":0,"stepModifier":"eased","additionalSteps":0,"additionalCost":0,"damage":0,"damagePerLOE":3,"teen":"","bonus":0},"general":{"sorting":"Ability","spellTier":"low","unmaskedForm":"Mask"}},"basic":{"cost":"0","pool":"Pool"}},"ownership":{"default":0,"k2TkElLx959B0lm5":3},"_stats":{"systemId":"cyphersystem","systemVersion":"2.0.0-a1","coreVersion":"10.286","createdTime":null,"modifiedTime":1664959725545,"lastModifiedBy":"rLeavHPrdkq6xjNt"}} {"_id":"I9m3nOdBZ2HoEmbj","name":"Blessing of the Gods","type":"ability","img":"systems/cyphersystem/icons/items/ability.svg","effects":[],"folder":null,"sort":0,"flags":{"core":{"sourceId":"Compendium.cyphersystem-compendium.abilities.I9m3nOdBZ2HoEmbj"}},"system":{"version":2,"description":"

As a servant of the gods, you can call up blessings in their name. This blessing depends on the god’s general demeanor and area of influence. Choose two of the abilities described below.

\n

@Compendium[cyphersystem-compendium.abilities.aAdzmHLirGDM5Ksp]{Blessing of the Gods (Authority/Law/Peace)}

\n

@Compendium[cyphersystem-compendium.abilities.kYv5wOfkUvzGQBj1]{Blessing of the Gods (Benevolence/Righteousness/Spirit)}

\n

@Compendium[cyphersystem-compendium.abilities.eBrypDuTkERpx8Zn]{Blessing of the Gods (Death/Darkness)}

\n

@Compendium[cyphersystem-compendium.abilities.o3M1HvytAt8OpDrB]{Blessing of the Gods (Desire/Love/Health)}

\n

@Compendium[cyphersystem-compendium.abilities.yOM5OHWcppdIuGhF]{Blessing of the Gods (Earth/Stone)}

\n

@Compendium[cyphersystem-compendium.abilities.6A955xsRXcJxeJxO]{Blessing of the Gods (Knowledge/Wisdom)}

\n

@Compendium[cyphersystem-compendium.abilities.4E0IwtMBxnCIVlU9]{Blessing of the Gods (Nature/Animals/Plants)}

\n

@Compendium[cyphersystem-compendium.abilities.JUsvNBFzpTRsPhMy]{Blessing of the Gods (Protection/Silence)}

\n

@Compendium[cyphersystem-compendium.abilities.sqO5yvOv2fsopZrx]{Blessing of the Gods (Sky/Air)}

\n

@Compendium[cyphersystem-compendium.abilities.lY3fhEuuSSdszK0x]{Blessing of the Gods (Sun/Light/Fire)}

\n

@Compendium[cyphersystem-compendium.abilities.VkD5UGavNGdqviW2]{Blessing of the Gods (Trickery/Greed/Commerce)}

\n

@Compendium[cyphersystem-compendium.abilities.Vup3tTBIcH9d1dVv]{Blessing of the Gods (War)}

\n

@Compendium[cyphersystem-compendium.abilities.RPDcrq1Hqd3gwpcn]{Blessing of the Gods (Water/Sea)}

","archived":false,"settings":{"rollButton":{"pool":"Pool","skill":"Practiced","assets":"0","effort1":"0","effort2":"0","effort3":"0","stepModifier":"eased","additionalSteps":"0","additionalCost":0,"damage":"0","damagePerLOE":"3","teen":"","bonus":"0"},"general":{"sorting":"Ability","spellTier":"low","unmaskedForm":"Mask"}},"basic":{"cost":"0","pool":"Pool"}},"ownership":{"default":0,"k2TkElLx959B0lm5":3},"_stats":{"systemId":"cyphersystem","systemVersion":"2.0.0-a1","coreVersion":"10.286","createdTime":null,"modifiedTime":1664959713995,"lastModifiedBy":"rLeavHPrdkq6xjNt"}} {"_id":"IFb8NX06xgWM7H98","name":"Jump Attack","type":"ability","img":"systems/cyphersystem/icons/items/ability.svg","effects":[],"folder":null,"sort":0,"flags":{"core":{"sourceId":"Compendium.cyphersystem-compendium.abilities.IFb8NX06xgWM7H98"}},"system":{"version":2,"description":"

You attempt a difficulty 4 Might roll to jump high into the air as part of your melee attack action. If you succeed at the jump and your attack hits, you inflict 3 additional points of damage and knock the foe prone. If you fail at the jump, you still make your normal attack roll, but you don’t inflict the extra damage or knock down the opponent if you hit. In addition to the normal options for using Effort, you can choose to use Effort to enhance your jump; each level of Effort used in this way adds +2 feet to the height and +1 damage to the attack. Action.

","archived":false,"settings":{"rollButton":{"pool":"Pool","skill":"Practiced","assets":0,"effort1":0,"effort2":0,"effort3":0,"stepModifier":"eased","additionalSteps":0,"additionalCost":0,"damage":0,"damagePerLOE":3,"teen":"","bonus":0},"general":{"sorting":"Ability","spellTier":"low","unmaskedForm":"Mask"}},"basic":{"cost":"5+","pool":"Might"}},"ownership":{"default":0,"k2TkElLx959B0lm5":3},"_stats":{"systemId":"cyphersystem","systemVersion":"2.0.0-a1","coreVersion":"10.286","createdTime":null,"modifiedTime":1664959720559,"lastModifiedBy":"rLeavHPrdkq6xjNt"}} @@ -402,10 +408,12 @@ {"_id":"OIk4usP2NFT0tDu7","name":"Communication","type":"ability","img":"systems/cyphersystem/icons/items/ability.svg","effects":[],"folder":null,"sort":0,"flags":{"core":{"sourceId":"Compendium.cyphersystem-compendium.abilities.OIk4usP2NFT0tDu7"}},"system":{"version":2,"description":"

You can convey a basic concept to a creature that normally can’t speak or understand speech. The creature can also give you a very basic answer to a simple question. Action.

","archived":false,"settings":{"rollButton":{"pool":"Pool","skill":"Practiced","assets":0,"effort1":0,"effort2":0,"effort3":0,"stepModifier":"eased","additionalSteps":0,"additionalCost":0,"damage":0,"damagePerLOE":3,"teen":"","bonus":0},"general":{"sorting":"Ability","spellTier":"low","unmaskedForm":"Mask"}},"basic":{"cost":"2","pool":"Intellect"}},"ownership":{"default":0,"k2TkElLx959B0lm5":3},"_stats":{"systemId":"cyphersystem","systemVersion":"2.0.0-a1","coreVersion":"10.286","createdTime":null,"modifiedTime":1664959715261,"lastModifiedBy":"rLeavHPrdkq6xjNt"}} {"_id":"OPfY6tVurfAxNUPh","name":"Charging Horde","type":"ability","img":"systems/cyphersystem/icons/items/ability.svg","effects":[],"folder":null,"sort":0,"flags":{"core":{"sourceId":"Compendium.cyphersystem-compendium.abilities.OPfY6tVurfAxNUPh"}},"system":{"version":2,"description":"

You and two or more of your followers next to you can act like a single creature to make a charge attack. When you do, all of you move up to a short distance, during which time you can attack anything that comes within immediate range along your path with an asset to the attack. Targets that take damage take an additional 3 points and are knocked prone. Action.

","archived":false,"settings":{"rollButton":{"pool":"Pool","skill":"Practiced","assets":0,"effort1":0,"effort2":0,"effort3":0,"stepModifier":"eased","additionalSteps":0,"additionalCost":0,"damage":0,"damagePerLOE":3,"teen":"","bonus":0},"general":{"sorting":"Ability","spellTier":"low","unmaskedForm":"Mask"}},"basic":{"cost":"7","pool":"Might"}},"ownership":{"default":0,"k2TkElLx959B0lm5":3},"_stats":{"systemId":"cyphersystem","systemVersion":"2.0.0-a1","coreVersion":"10.286","createdTime":null,"modifiedTime":1664959715007,"lastModifiedBy":"rLeavHPrdkq6xjNt"}} {"_id":"OPvXaxuRIVXLmkWl","name":"Scan","type":"ability","img":"systems/cyphersystem/icons/items/ability.svg","effects":[],"folder":null,"sort":0,"flags":{"core":{"sourceId":"Compendium.cyphersystem-compendium.abilities.OPvXaxuRIVXLmkWl"}},"system":{"version":2,"description":"

You scan an area equal in size to a 10-foot (3 m) cube, including all objects or creatures within that area. The area must be within short range. Scanning a creature or object always reveals its level. You also learn whatever facts the GM feels are pertinent about the matter and energy in that area. For example, you might learn that the wooden box contains a device of metal and plastic. You might learn that the glass cylinder is full of poisonous gas, and that its metal stand has an electrical field running through it that connects to a metal mesh in the floor. You might learn that the creature standing before you is a mammal with a small brain. However, this ability doesn’t tell you what the information means. Thus, in the first example, you don’t know what the metal and plastic device does. In the second, you don’t know if stepping on the floor causes the cylinder to release the gas. In the third, you might suspect that the creature is not very intelligent, but scans, like looks, can be deceiving. Many materials and energy fields prevent or resist scanning. Action.

","archived":false,"settings":{"rollButton":{"pool":"Pool","skill":"Practiced","assets":0,"effort1":0,"effort2":0,"effort3":0,"stepModifier":"eased","additionalSteps":0,"additionalCost":0,"damage":0,"damagePerLOE":3,"teen":"","bonus":0},"general":{"sorting":"Ability","spellTier":"low","unmaskedForm":"Mask"}},"basic":{"cost":"2","pool":"Intellect"}},"ownership":{"default":0,"k2TkElLx959B0lm5":3},"_stats":{"systemId":"cyphersystem","systemVersion":"2.0.0-a1","coreVersion":"10.286","createdTime":null,"modifiedTime":1664959723758,"lastModifiedBy":"rLeavHPrdkq6xjNt"}} +{"name":"Enchanted Weapon","type":"ability","img":"systems/cyphersystem/icons/items/ability.svg","system":{"version":2,"description":"

You attune yourself to a physical weapon, such as a sword, hammer, or bow. You know exactly where it is if it is within a short distance of you, and you know its general direction and distance if farther away. All of your other focus abilities require you to be holding or wielding this weapon. You can be attuned to only one weapon at a time; attuning yourself to a second weapon loses the attunement to the first one. Action to initiate, ten minutes to complete. Enabler.

\n
\n

If you attune yourself to a different weapon, come up with a story reason for why you are able to do that and why you chose this new weapon.

\n
","archived":false,"settings":{"rollButton":{"pool":"Pool","skill":"Practiced","assets":"0","effort1":"0","effort2":"0","effort3":"0","stepModifier":"eased","additionalSteps":0,"additionalCost":0,"damage":0,"damagePerLOE":3,"teen":"","bonus":0},"general":{"sorting":"Ability","spellTier":"low","unmaskedForm":"Mask"}},"basic":{"cost":"1","pool":"Intellect"}},"effects":[],"ownership":{"default":0,"yThCrv1jSfPXOC2U":3},"flags":{"core":{"sourceId":"Item.Mu4wh0GKt3oVVozH"}},"_stats":{"systemId":"cyphersystem","systemVersion":"2.3.0","coreVersion":"10.291","createdTime":1676106017866,"modifiedTime":1676106054688,"lastModifiedBy":"yThCrv1jSfPXOC2U"},"folder":null,"sort":0,"_id":"OUOVkf3edHhnyRPk"} {"_id":"OWRsjlf3ahyH9eez","name":"Time Doppelganger","type":"ability","img":"systems/cyphersystem/icons/items/ability.svg","effects":[],"folder":null,"sort":0,"flags":{"core":{"sourceId":"Compendium.cyphersystem-compendium.abilities.OWRsjlf3ahyH9eez"}},"system":{"version":2,"description":"

A perfect copy of you appears within an immediate distance. This doppelganger is probably a version of you from another timeline or the past. The doppelganger is a level 5 NPC with 15 health. It has your mind and memories, and you control it as if it were you in another body. In effect, while this ability is active, you have two bodies.

\n

If the doppelganger uses any of your abilities that cost points, those points come from your Pools (including spending Effort). Controlling two bodies at once is difficult and distracting; while this ability is active, all tasks performed by you or the doppelganger are hindered. The doppelganger has no equipment other than simple clothing.

\n

It remains for up to one minute, but disappears if killed or if you use an action to dismiss it. If the doppelganger is killed, you take 5 points of damage that ignore Armor, and you lose your next action. If you are killed while the doppelganger is present, you live on as the doppelganger (it becomes your character instead of being an NPC that disappears). In addition to the normal options for using Effort, you can choose to use Effort to increase the duration of this ability; each level of Effort used in this way adds one minute to the doppelganger’s existence.

\n

If you also have this ability from another source, you may use either ability, the doppelganger is 1 level higher, and it has 3 additional health. Action.

","archived":false,"settings":{"rollButton":{"pool":"Pool","skill":"Practiced","assets":"0","effort1":"0","effort2":"0","effort3":"0","stepModifier":"eased","additionalSteps":"0","additionalCost":0,"damage":"0","damagePerLOE":"3","teen":"","bonus":"0"},"general":{"sorting":"Ability","spellTier":"low","unmaskedForm":"Mask"}},"basic":{"cost":"6+","pool":"Intellect"}},"ownership":{"default":0,"k2TkElLx959B0lm5":3},"_stats":{"systemId":"cyphersystem","systemVersion":"2.0.0-a1","coreVersion":"10.286","createdTime":null,"modifiedTime":1664959725415,"lastModifiedBy":"rLeavHPrdkq6xjNt"}} {"_id":"OWVz2CkwLnCSJMdS","name":"Wraith Cloak","type":"ability","img":"systems/cyphersystem/icons/items/ability.svg","effects":[],"folder":null,"sort":0,"flags":{"core":{"sourceId":"Compendium.cyphersystem-compendium.abilities.OWVz2CkwLnCSJMdS"}},"system":{"version":2,"description":"

At your command, the spirit from your @Compendium[cyphersystem-compendium.abilities.RkOvawhfH5MHQFOH]{Spirit Accomplice} ability wraps itself around you for up to ten minutes. The spirit automatically inflicts 4 points of damage to anyone who tries to touch you or strike you with a melee attack. While the wraith cloak is active, all tasks to evade the perceptions of others are eased. Enabler.

","archived":false,"settings":{"rollButton":{"pool":"Pool","skill":"Practiced","assets":0,"effort1":0,"effort2":0,"effort3":0,"stepModifier":"eased","additionalSteps":0,"additionalCost":0,"damage":0,"damagePerLOE":3,"teen":"","bonus":0},"general":{"sorting":"Ability","spellTier":"low","unmaskedForm":"Mask"}},"basic":{"cost":"0","pool":"Pool"}},"ownership":{"default":0,"k2TkElLx959B0lm5":3},"_stats":{"systemId":"cyphersystem","systemVersion":"2.0.0-a1","coreVersion":"10.286","createdTime":null,"modifiedTime":1664959726622,"lastModifiedBy":"rLeavHPrdkq6xjNt"}} {"_id":"OjGaIl0JEepjDrla","name":"Post-Apocalyptic Survivor","type":"ability","img":"systems/cyphersystem/icons/items/ability.svg","effects":[],"folder":null,"sort":0,"flags":{"core":{"sourceId":"Compendium.cyphersystem-compendium.abilities.OjGaIl0JEepjDrla"}},"system":{"version":2,"description":"

You are trained in stealth and Might defense tasks. Enabler.

","archived":false,"settings":{"rollButton":{"pool":"Pool","skill":"Practiced","assets":0,"effort1":0,"effort2":0,"effort3":0,"stepModifier":"eased","additionalSteps":0,"additionalCost":0,"damage":0,"damagePerLOE":3,"teen":"","bonus":0},"general":{"sorting":"Ability","spellTier":"low","unmaskedForm":"Mask"}},"basic":{"cost":"0","pool":"Pool"}},"ownership":{"default":0,"k2TkElLx959B0lm5":3},"_stats":{"systemId":"cyphersystem","systemVersion":"2.0.0-a1","coreVersion":"10.286","createdTime":null,"modifiedTime":1664959722506,"lastModifiedBy":"rLeavHPrdkq6xjNt"}} {"_id":"OkKNmMvLFwHxUv2r","name":"Divine Intervention","type":"ability","img":"systems/cyphersystem/icons/items/ability.svg","effects":[],"folder":null,"sort":0,"flags":{"core":{"sourceId":"Compendium.cyphersystem-compendium.abilities.OkKNmMvLFwHxUv2r"}},"system":{"version":2,"description":"

Cost: 2 Intellect points or 2 Intellect points + 4 XP

\n

You ask the divine to intervene on your behalf, usually against a creature within long range, changing the course of its life in a small way by introducing a major special effect upon it. The major special effect is akin to what occurs when you roll a natural 20 on an attack. If you want to try for a larger effect, and if the GM allows it, you can attempt a divine intervention with a more far-reaching effect, which is more like the kind of GM intrusion initiated by the GM on their players. In this case, Divine Intervention also costs 4 XP, the effect may not work out exactly like you hope, and you may not make another plea for divine intervention for a week. Action.

","archived":false,"settings":{"rollButton":{"pool":"Pool","skill":"Practiced","assets":0,"effort1":0,"effort2":0,"effort3":0,"stepModifier":"eased","additionalSteps":0,"additionalCost":0,"damage":0,"damagePerLOE":3,"teen":"","bonus":0},"general":{"sorting":"Ability","spellTier":"low","unmaskedForm":"Mask"}},"basic":{"cost":"2*","pool":"Intellect"}},"ownership":{"default":0,"k2TkElLx959B0lm5":3},"_stats":{"systemId":"cyphersystem","systemVersion":"2.0.0-a1","coreVersion":"10.286","createdTime":null,"modifiedTime":1664959716516,"lastModifiedBy":"rLeavHPrdkq6xjNt"}} +{"name":"Throw Enchanted Weapon","type":"ability","img":"systems/cyphersystem/icons/items/ability.svg","system":{"version":2,"description":"

You can throw your enchanted weapon up to short range as a light ranged weapon. Whether it hits or misses, it immediately flies back to your hands, and you can automatically catch it or allow it to land at your feet. Enabler.

","archived":false,"settings":{"rollButton":{"pool":"Pool","skill":"Practiced","assets":"0","effort1":"0","effort2":"0","effort3":"0","stepModifier":"eased","additionalSteps":0,"additionalCost":0,"damage":0,"damagePerLOE":3,"teen":"","bonus":0},"general":{"sorting":"Ability","spellTier":"low","unmaskedForm":"Mask"}},"basic":{"cost":"0","pool":"Pool"}},"effects":[],"ownership":{"default":0,"yThCrv1jSfPXOC2U":3},"flags":{"core":{"sourceId":"Item.eyCvjseJoI928M9F"}},"_stats":{"systemId":"cyphersystem","systemVersion":"2.3.0","coreVersion":"10.291","createdTime":1676106723166,"modifiedTime":1676106744461,"lastModifiedBy":"yThCrv1jSfPXOC2U"},"folder":null,"sort":0,"_id":"Om3PoXrtnekrw0dF"} {"_id":"OmfjqEmmIbrWST5U","name":"Misdirect Blame","type":"ability","img":"systems/cyphersystem/icons/items/ability.svg","effects":[],"folder":null,"sort":0,"flags":{"core":{"sourceId":"Compendium.cyphersystem-compendium.abilities.OmfjqEmmIbrWST5U"}},"system":{"version":2,"description":"

Using your clever words and knowledge of others, you can attempt to alter the narrative so that a target of up to level 3 within short range becomes uncertain of its conviction in one simple area, such as their conviction that you just stole a fruit from their stand or their belief that they’ve never met you before. This effect usually lasts only for the period of time you spend speaking, and perhaps up to a minute longer, before the target realizes its error. In addition to the normal options for using Effort, you can choose to use Effort to increase the target level that can be affected. Afterward, all your tasks to persuade or otherwise socially interact with the target are hindered. Action.

","archived":false,"settings":{"rollButton":{"pool":"Pool","skill":"Practiced","assets":0,"effort1":0,"effort2":0,"effort3":0,"stepModifier":"eased","additionalSteps":0,"additionalCost":0,"damage":0,"damagePerLOE":3,"teen":"","bonus":0},"general":{"sorting":"Ability","spellTier":"low","unmaskedForm":"Mask"}},"basic":{"cost":"2+","pool":"Intellect"}},"ownership":{"default":0,"k2TkElLx959B0lm5":3},"_stats":{"systemId":"cyphersystem","systemVersion":"2.0.0-a1","coreVersion":"10.286","createdTime":null,"modifiedTime":1664959721613,"lastModifiedBy":"rLeavHPrdkq6xjNt"}} {"_id":"OovsYh1BefBJrU8m","name":"Versatile Mind","type":"ability","img":"systems/cyphersystem/icons/items/ability.svg","effects":[],"folder":null,"sort":0,"flags":{"core":{"sourceId":"Compendium.cyphersystem-compendium.abilities.OovsYh1BefBJrU8m"}},"system":{"version":2,"description":"

When you make a Speed defense roll, you can use your Intellect in place of your Speed. Enabler.

","archived":false,"settings":{"rollButton":{"pool":"Pool","skill":"Practiced","assets":0,"effort1":0,"effort2":0,"effort3":0,"stepModifier":"eased","additionalSteps":0,"additionalCost":0,"damage":0,"damagePerLOE":3,"teen":"","bonus":0},"general":{"sorting":"Ability","spellTier":"low","unmaskedForm":"Mask"}},"basic":{"cost":"0","pool":"Pool"}},"ownership":{"default":0,"k2TkElLx959B0lm5":3},"_stats":{"systemId":"cyphersystem","systemVersion":"2.0.0-a1","coreVersion":"10.286","createdTime":null,"modifiedTime":1664959726113,"lastModifiedBy":"rLeavHPrdkq6xjNt"}} {"_id":"OtbS1NoVXK7mQLEe","name":"Guild Training","type":"ability","img":"systems/cyphersystem/icons/items/ability.svg","effects":[],"folder":null,"sort":0,"flags":{"core":{"sourceId":"Compendium.cyphersystem-compendium.abilities.OtbS1NoVXK7mQLEe"}},"system":{"version":2,"description":"

Your type abilities that have durations last twice as long. Your type abilities that have short ranges reach to long range instead. Your type abilities that inflict damage deal 1 additional point of damage. Enabler.

","archived":false,"settings":{"rollButton":{"pool":"Pool","skill":"Practiced","assets":0,"effort1":0,"effort2":0,"effort3":0,"stepModifier":"eased","additionalSteps":0,"additionalCost":0,"damage":0,"damagePerLOE":3,"teen":"","bonus":0},"general":{"sorting":"Ability","spellTier":"low","unmaskedForm":"Mask"}},"basic":{"cost":"0","pool":"Pool"}},"ownership":{"default":0,"k2TkElLx959B0lm5":3},"_stats":{"systemId":"cyphersystem","systemVersion":"2.0.0-a1","coreVersion":"10.286","createdTime":null,"modifiedTime":1664959719269,"lastModifiedBy":"rLeavHPrdkq6xjNt"}} @@ -447,6 +455,7 @@ {"_id":"QHSH8fE6l3bKz2xl","name":"Machine Hunting","type":"ability","img":"systems/cyphersystem/icons/items/ability.svg","effects":[],"folder":null,"sort":0,"flags":{"core":{"sourceId":"Compendium.cyphersystem-compendium.abilities.QHSH8fE6l3bKz2xl"}},"system":{"version":2,"description":"

You are trained in tasks associated with tracking, spotting, or otherwise finding robots and animate machines. You are also trained in all stealth tasks. Enabler.

","archived":false,"settings":{"rollButton":{"pool":"Pool","skill":"Practiced","assets":0,"effort1":0,"effort2":0,"effort3":0,"stepModifier":"eased","additionalSteps":0,"additionalCost":0,"damage":0,"damagePerLOE":3,"teen":"","bonus":0},"general":{"sorting":"Ability","spellTier":"low","unmaskedForm":"Mask"}},"basic":{"cost":"0","pool":"Pool"}},"ownership":{"default":0,"k2TkElLx959B0lm5":3},"_stats":{"systemId":"cyphersystem","systemVersion":"2.0.0-a1","coreVersion":"10.286","createdTime":null,"modifiedTime":1664959721034,"lastModifiedBy":"rLeavHPrdkq6xjNt"}} {"_id":"QLRztjFH4YetYM6l","name":"Untouchable","type":"ability","img":"systems/cyphersystem/icons/items/ability.svg","effects":[],"folder":null,"sort":0,"flags":{"core":{"sourceId":"Compendium.cyphersystem-compendium.abilities.QLRztjFH4YetYM6l"}},"system":{"version":2,"description":"

You change your phase state for the next minute so that you can’t affect or be affected by normal matter or energy. Only mental attacks and special transdimensional energies, devices, or abilities can affect you, but likewise you can’t attack, touch, or otherwise affect anything. Action to initiate.

","archived":false,"settings":{"rollButton":{"pool":"Pool","skill":"Practiced","assets":0,"effort1":0,"effort2":0,"effort3":0,"stepModifier":"eased","additionalSteps":0,"additionalCost":0,"damage":0,"damagePerLOE":3,"teen":"","bonus":0},"general":{"sorting":"Ability","spellTier":"low","unmaskedForm":"Mask"}},"basic":{"cost":"6","pool":"Intellect"}},"ownership":{"default":0,"k2TkElLx959B0lm5":3},"_stats":{"systemId":"cyphersystem","systemVersion":"2.0.0-a1","coreVersion":"10.286","createdTime":null,"modifiedTime":1664959725873,"lastModifiedBy":"rLeavHPrdkq6xjNt"}} {"_id":"QVPmLa6CKwmH6vJZ","name":"Quick to Flee","type":"ability","img":"systems/cyphersystem/icons/items/ability.svg","effects":[],"folder":null,"sort":0,"flags":{"core":{"sourceId":"Compendium.cyphersystem-compendium.abilities.QVPmLa6CKwmH6vJZ"}},"system":{"version":2,"description":"

You are trained in stealth and movement tasks. Enabler.

","archived":false,"settings":{"rollButton":{"pool":"Pool","skill":"Practiced","assets":0,"effort1":0,"effort2":0,"effort3":0,"stepModifier":"eased","additionalSteps":0,"additionalCost":0,"damage":0,"damagePerLOE":3,"teen":"","bonus":0},"general":{"sorting":"Ability","spellTier":"low","unmaskedForm":"Mask"}},"basic":{"cost":"0","pool":"Pool"}},"ownership":{"default":0,"k2TkElLx959B0lm5":3},"_stats":{"systemId":"cyphersystem","systemVersion":"2.0.0-a1","coreVersion":"10.286","createdTime":null,"modifiedTime":1664959722978,"lastModifiedBy":"rLeavHPrdkq6xjNt"}} +{"name":"Lend Animal Shape","type":"ability","img":"systems/cyphersystem/icons/items/ability.svg","system":{"version":2,"description":"

You change into an animal, and one willing creature within immediate range also transforms into an animal of that type (bear, tiger, wolf, and so on) for ten minutes, as if they were using your @UUID[Compendium.cyphersystem-compendium.abilities.rJ4ZXuIcz0knY41H]{Animal Shape} ability. For each level of Effort applied, you can affect one additional creature. All creatures transforming with you must be your size or smaller. A creature can revert to its normal form as an action, but it cannot then change back into the animal form. One creature (whether you or someone else) changing form does not affect any other creature affected with this ability. Action.

\n
\n

A creature that takes animal form with Lend Animal Shape counts as an animal for the use of @UUID[Compendium.cyphersystem-compendium.abilities.gXiq1edSDteTcfGC]{Animal Scrying}.

\n

A character might be able to take the shape of a creature that is similar to a common animal, such as a unicorn instead of a horse or a basilisk instead of a lizard, but doing so should require applying at least one level of Effort to the change, and the character wouldn’t gain any of the creature’s magical abilities.

\n
","archived":false,"settings":{"rollButton":{"pool":"Pool","skill":"Practiced","assets":"0","effort1":"0","effort2":"0","effort3":"0","stepModifier":"eased","additionalSteps":0,"additionalCost":0,"damage":0,"damagePerLOE":3,"teen":"","bonus":0},"general":{"sorting":"Ability","spellTier":"low","unmaskedForm":"Mask"}},"basic":{"cost":"6+","pool":"Intellect"}},"effects":[],"ownership":{"default":0,"yThCrv1jSfPXOC2U":3},"flags":{"core":{"sourceId":"Item.iYHmYrQuMKL2Z51O"}},"_stats":{"systemId":"cyphersystem","systemVersion":"2.3.0","coreVersion":"10.291","createdTime":1676106216630,"modifiedTime":1676106309520,"lastModifiedBy":"yThCrv1jSfPXOC2U"},"folder":null,"sort":0,"_id":"QZZXgZ6PF8Eccs74"} {"_id":"QZa9b5G80qxtoYqg","name":"Subsonic Rumble","type":"ability","img":"systems/cyphersystem/icons/items/ability.svg","effects":[],"folder":null,"sort":0,"flags":{"core":{"sourceId":"Compendium.cyphersystem-compendium.abilities.QZa9b5G80qxtoYqg"}},"system":{"version":2,"description":"

For one minute or until you use some other sound manipulation ability, you emit a subsonic rumble that most living creatures can’t hear but which has an effect on them all the same. The effect lasts for one minute and affects all creatures you select within short range. All tasks related to resisting persuasion, intimidation, and fear are hindered by two steps for affected targets. Action to initiate.

","archived":false,"settings":{"rollButton":{"pool":"Pool","skill":"Practiced","assets":0,"effort1":0,"effort2":0,"effort3":0,"stepModifier":"eased","additionalSteps":0,"additionalCost":0,"damage":0,"damagePerLOE":3,"teen":"","bonus":0},"general":{"sorting":"Ability","spellTier":"low","unmaskedForm":"Mask"}},"basic":{"cost":"2","pool":"Intellect"}},"ownership":{"default":0,"k2TkElLx959B0lm5":3},"_stats":{"systemId":"cyphersystem","systemVersion":"2.0.0-a1","coreVersion":"10.286","createdTime":null,"modifiedTime":1664959724921,"lastModifiedBy":"rLeavHPrdkq6xjNt"}} {"_id":"QgCWZia7gFicmEJr","name":"Flex Lore","type":"ability","img":"systems/cyphersystem/icons/items/ability.svg","effects":[],"folder":null,"sort":0,"flags":{"core":{"sourceId":"Compendium.cyphersystem-compendium.abilities.QgCWZia7gFicmEJr"}},"system":{"version":2,"description":"

After each ten-hour recovery roll when you have access to a high-technology digital reference library (such as one that might be found in a starship or in a learning center), choose one field of knowledge related to a specific planet or some other location. The field might be habitations, customs, governments, characteristics of the main species, important figures, and so on. You’re trained in that field until you use this ability again. You could use this ability with an area of knowledge you’re already trained in to become specialized. Enabler.

","archived":false,"settings":{"rollButton":{"pool":"Pool","skill":"Practiced","assets":0,"effort1":0,"effort2":0,"effort3":0,"stepModifier":"eased","additionalSteps":0,"additionalCost":0,"damage":0,"damagePerLOE":3,"teen":"","bonus":0},"general":{"sorting":"Ability","spellTier":"low","unmaskedForm":"Mask"}},"basic":{"cost":"0","pool":"Pool"}},"ownership":{"default":0,"k2TkElLx959B0lm5":3},"_stats":{"systemId":"cyphersystem","systemVersion":"2.0.0-a1","coreVersion":"10.286","createdTime":null,"modifiedTime":1664959718347,"lastModifiedBy":"rLeavHPrdkq6xjNt"}} {"_id":"QgnoEdKZ50u4JZoL","name":"Greater Designation","type":"ability","img":"systems/cyphersystem/icons/items/ability.svg","effects":[],"folder":null,"sort":0,"flags":{"core":{"sourceId":"Compendium.cyphersystem-compendium.abilities.QgnoEdKZ50u4JZoL"}},"system":{"version":2,"description":"

You can assign an innocent or guilty label to all creatures within immediate range when you use @Compendium[cyphersystem-compendium.abilities.tjxKTFdA8gqZDP90]{Designation}. The one label applies to all affected creatures. This lasts until you use Greater @Compendium[cyphersystem-compendium.abilities.tjxKTFdA8gqZDP90]{Designation} again. Action.

","archived":false,"settings":{"rollButton":{"pool":"Pool","skill":"Practiced","assets":0,"effort1":0,"effort2":0,"effort3":0,"stepModifier":"eased","additionalSteps":0,"additionalCost":0,"damage":0,"damagePerLOE":3,"teen":"","bonus":0},"general":{"sorting":"Ability","spellTier":"low","unmaskedForm":"Mask"}},"basic":{"cost":"0","pool":"Pool"}},"ownership":{"default":0,"k2TkElLx959B0lm5":3},"_stats":{"systemId":"cyphersystem","systemVersion":"2.0.0-a1","coreVersion":"10.286","createdTime":null,"modifiedTime":1664959719136,"lastModifiedBy":"rLeavHPrdkq6xjNt"}} @@ -471,6 +480,7 @@ {"_id":"RkOvawhfH5MHQFOH","name":"Spirit Accomplice","type":"ability","img":"systems/cyphersystem/icons/items/ability.svg","effects":[],"folder":null,"sort":0,"flags":{"core":{"sourceId":"Compendium.cyphersystem-compendium.abilities.RkOvawhfH5MHQFOH"}},"system":{"version":2,"description":"

A level 3 spirit accompanies you and follows your instructions. The spirit must remain within immediate range—if it moves farther away, it fades at the end of your following turn and cannot return for a day. You and the GM must work out the details of your spirit accomplice, and you’ll probably make rolls for it when it takes actions. The spirit accomplice acts on your turn, can move a short distance each round, and exists partially out of phase (allowing it to move through walls, though it makes a poor porter). The spirit takes up residence in an object you designate, and it manifests as either an invisible presence or a ghostly shade. Your spirit accomplice is specialized in one knowledge skill the GM determines.

\n

The spirit is normally insubstantial, but if you use an action and spend 3 Intellect points, it accretes enough substance to affect the world around it. As a level 3 creature with substance, it has a target number of 9 and a health of 9. It doesn’t attack creatures, but while substantial, it can use its action to serve as an asset for any one attack you make on your turn.

\n

While corporeal, the spirit can’t move through objects or fly. A spirit remains corporeal for up to ten minutes at a time, but fades back to being insubstantial if not actively engaged. If your spirit accomplice is destroyed, it reforms in [[/r 1d6]] days, or you can attract a new spirit in [[/r 2d6]] days. Enabler.

\n

(An insubstantial creature can’t affect or be affected by anything unless indicated otherwise, such as when an attack is made with a special weapon. An insubstantial creature can pass through solid matter without hindrance, but solid energy barriers, such as magical fields of force, keep it at bay.)

","archived":false,"settings":{"rollButton":{"pool":"Pool","skill":"Practiced","assets":0,"effort1":0,"effort2":0,"effort3":0,"stepModifier":"eased","additionalSteps":0,"additionalCost":0,"damage":0,"damagePerLOE":3,"teen":"","bonus":0},"general":{"sorting":"Ability","spellTier":"low","unmaskedForm":"Mask"}},"basic":{"cost":"0","pool":"Pool"}},"ownership":{"default":0,"k2TkElLx959B0lm5":3},"_stats":{"systemId":"cyphersystem","systemVersion":"2.0.0-a1","coreVersion":"10.286","createdTime":null,"modifiedTime":1664959724634,"lastModifiedBy":"rLeavHPrdkq6xjNt"}} {"_id":"RnK2bmvUb7RIVPSA","name":"Enhanced Potential","type":"ability","img":"systems/cyphersystem/icons/items/ability.svg","effects":[],"folder":null,"sort":0,"flags":{"core":{"sourceId":"Compendium.cyphersystem-compendium.abilities.RnK2bmvUb7RIVPSA"}},"system":{"version":2,"description":"

You gain 3 points to divide among your stat Pools however you wish. Enabler.

","archived":false,"settings":{"rollButton":{"pool":"Pool","skill":"Practiced","assets":0,"effort1":0,"effort2":0,"effort3":0,"stepModifier":"eased","additionalSteps":0,"additionalCost":0,"damage":0,"damagePerLOE":3,"teen":"","bonus":0},"general":{"sorting":"Ability","spellTier":"low","unmaskedForm":"Mask"}},"basic":{"cost":"0","pool":"Pool"}},"ownership":{"default":0,"k2TkElLx959B0lm5":3},"_stats":{"systemId":"cyphersystem","systemVersion":"2.0.0-a1","coreVersion":"10.286","createdTime":null,"modifiedTime":1664959717291,"lastModifiedBy":"rLeavHPrdkq6xjNt"}} {"_id":"Rr4oB1lUzuzFHNHQ","name":"Deadly Aim","type":"ability","img":"systems/cyphersystem/icons/items/ability.svg","effects":[],"folder":null,"sort":0,"flags":{"core":{"sourceId":"Compendium.cyphersystem-compendium.abilities.Rr4oB1lUzuzFHNHQ"}},"system":{"version":2,"description":"

For the next minute, all ranged attacks you make inflict 2 additional points of damage. Action to initiate.

","archived":false,"settings":{"rollButton":{"pool":"Pool","skill":"Practiced","assets":0,"effort1":0,"effort2":0,"effort3":0,"stepModifier":"eased","additionalSteps":0,"additionalCost":0,"damage":0,"damagePerLOE":3,"teen":"","bonus":0},"general":{"sorting":"Ability","spellTier":"low","unmaskedForm":"Mask"}},"basic":{"cost":"3","pool":"Speed"}},"ownership":{"default":0,"k2TkElLx959B0lm5":3},"_stats":{"systemId":"cyphersystem","systemVersion":"2.0.0-a1","coreVersion":"10.286","createdTime":null,"modifiedTime":1664959715940,"lastModifiedBy":"rLeavHPrdkq6xjNt"}} +{"name":"Enchanted Movement","type":"ability","img":"systems/cyphersystem/icons/items/ability.svg","system":{"version":2,"description":"

You use your enchanted weapon to move yourself to any location within a long distance that you can see, as long as there are no obstacles or barriers in your way. The exact way this happens depends on your weapon; you might throw your magical hammer and be pulled along after it, shoot an arrow from your bow that pulls you forward like a grapple line, and so on. In addition to the normal options for using Effort, you can choose to use Effort to increase the distance traveled; each level of Effort used in this way increases the range by another 100 feet (30 m). If you have another ability (such as from your type) that allows you to cross a long distance, the range of that ability and this one increases to very long. Action.

","archived":false,"settings":{"rollButton":{"pool":"Pool","skill":"Practiced","assets":"0","effort1":"0","effort2":"0","effort3":"0","stepModifier":"eased","additionalSteps":0,"additionalCost":0,"damage":0,"damagePerLOE":3,"teen":"","bonus":0},"general":{"sorting":"Ability","spellTier":"low","unmaskedForm":"Mask"}},"basic":{"cost":"4+","pool":"Intellect"}},"effects":[],"ownership":{"default":0,"yThCrv1jSfPXOC2U":3},"flags":{"core":{"sourceId":"Item.Rqng6M7Gpepkuvc9"}},"_stats":{"systemId":"cyphersystem","systemVersion":"2.3.0","coreVersion":"10.291","createdTime":1676105988268,"modifiedTime":1676106011966,"lastModifiedBy":"yThCrv1jSfPXOC2U"},"folder":null,"sort":0,"_id":"RxI9TDy4wYR9eJKk"} {"_id":"S2OZtm12S2YvxD7H","name":"Retinue","type":"ability","img":"systems/cyphersystem/icons/items/ability.svg","effects":[],"folder":null,"sort":0,"flags":{"core":{"sourceId":"Compendium.cyphersystem-compendium.abilities.S2OZtm12S2YvxD7H"}},"system":{"version":2,"description":"

Four level 2 followers join you (and your first follower, if you have one). One of their modifications must be for tasks related to serving as your personal assistants. In addition to other tasks they might individually take on your behalf, they can also work together to run interference if you’re trying to avoid someone, help hide you from the attention of others, help you muscle through a crowd, and so on. If a situation becomes physically violent, they provide an asset to your Speed defense tasks and, if you command it, try to hold a foe’s attention while you escape. Enabler.

","archived":false,"settings":{"rollButton":{"pool":"Pool","skill":"Practiced","assets":0,"effort1":0,"effort2":0,"effort3":0,"stepModifier":"eased","additionalSteps":0,"additionalCost":0,"damage":0,"damagePerLOE":3,"teen":"","bonus":0},"general":{"sorting":"Ability","spellTier":"low","unmaskedForm":"Mask"}},"basic":{"cost":"0","pool":"Pool"}},"ownership":{"default":0,"k2TkElLx959B0lm5":3},"_stats":{"systemId":"cyphersystem","systemVersion":"2.0.0-a1","coreVersion":"10.286","createdTime":null,"modifiedTime":1664959723457,"lastModifiedBy":"rLeavHPrdkq6xjNt"}} {"_id":"S3L1oym8fpx0NsAc","name":"Hemorrhage","type":"ability","img":"systems/cyphersystem/icons/items/ability.svg","effects":[],"folder":null,"sort":0,"flags":{"core":{"sourceId":"Compendium.cyphersystem-compendium.abilities.S3L1oym8fpx0NsAc"}},"system":{"version":2,"description":"

You make a powerful and precise strike that inflicts additional damage later. On your next turn, the target of this attack takes an additional 3 points of damage (ignores Armor). The target can prevent this additional damage by making a recovery roll, using any ability that heals it, or using its action to attend to the injury. In addition to the normal options for using Effort, you can choose to use Effort to increase this duration by one round. Action.

","archived":false,"settings":{"rollButton":{"pool":"Pool","skill":"Practiced","assets":0,"effort1":0,"effort2":0,"effort3":0,"stepModifier":"eased","additionalSteps":0,"additionalCost":0,"damage":0,"damagePerLOE":3,"teen":"","bonus":0},"general":{"sorting":"Ability","spellTier":"low","unmaskedForm":"Mask"}},"basic":{"cost":"2+","pool":"Might"}},"ownership":{"default":0,"k2TkElLx959B0lm5":3},"_stats":{"systemId":"cyphersystem","systemVersion":"2.0.0-a1","coreVersion":"10.286","createdTime":null,"modifiedTime":1664959719509,"lastModifiedBy":"rLeavHPrdkq6xjNt"}} {"_id":"S4PaEqmYjg4TGoG3","name":"Master of Unarmed Fighting Style","type":"ability","img":"systems/cyphersystem/icons/items/ability.svg","effects":[],"folder":null,"sort":0,"flags":{"core":{"sourceId":"Compendium.cyphersystem-compendium.abilities.S4PaEqmYjg4TGoG3"}},"system":{"version":2,"description":"

You are specialized in unarmed attacks. If you are already specialized in unarmed attacks, you instead deal 2 additional points of damage with unarmed attacks. Enabler.

","archived":false,"settings":{"rollButton":{"pool":"Pool","skill":"Practiced","assets":0,"effort1":0,"effort2":0,"effort3":0,"stepModifier":"eased","additionalSteps":0,"additionalCost":0,"damage":0,"damagePerLOE":3,"teen":"","bonus":0},"general":{"sorting":"Ability","spellTier":"low","unmaskedForm":"Mask"}},"basic":{"cost":"0","pool":"Pool"}},"ownership":{"default":0,"k2TkElLx959B0lm5":3},"_stats":{"systemId":"cyphersystem","systemVersion":"2.0.0-a1","coreVersion":"10.286","createdTime":null,"modifiedTime":1664959721183,"lastModifiedBy":"rLeavHPrdkq6xjNt"}} @@ -479,6 +489,7 @@ {"_id":"SG8ms3jfHw8hXGnX","name":"Answering Attack","type":"ability","img":"systems/cyphersystem/icons/items/ability.svg","effects":[],"folder":null,"sort":0,"flags":{"core":{"sourceId":"Compendium.cyphersystem-compendium.abilities.SG8ms3jfHw8hXGnX"}},"system":{"version":2,"description":"

If you are struck in melee, you can make an immediate melee attack against that attacker once per round. The attack is hindered, and you can still take your normal action during the round. Enabler.

","archived":false,"settings":{"rollButton":{"pool":"Pool","skill":"Practiced","assets":0,"effort1":0,"effort2":0,"effort3":0,"stepModifier":"eased","additionalSteps":0,"additionalCost":0,"damage":0,"damagePerLOE":3,"teen":"","bonus":0},"general":{"sorting":"Ability","spellTier":"low","unmaskedForm":"Mask"}},"basic":{"cost":"3","pool":"Speed"}},"ownership":{"default":0,"k2TkElLx959B0lm5":3},"_stats":{"systemId":"cyphersystem","systemVersion":"2.0.0-a1","coreVersion":"10.286","createdTime":null,"modifiedTime":1664959713268,"lastModifiedBy":"rLeavHPrdkq6xjNt"}} {"_id":"SHMGbt30RfePtyNE","name":"Define Down","type":"ability","img":"systems/cyphersystem/icons/items/ability.svg","effects":[],"folder":null,"sort":0,"flags":{"core":{"sourceId":"Compendium.cyphersystem-compendium.abilities.SHMGbt30RfePtyNE"}},"system":{"version":2,"description":"

The natural gravity within an area a short distance across that you are within immediate range of changes directions so that it flows in the direction you determine (up, up and to the south, west, and so on) for a few seconds, then snaps back. Affected targets could be tossed up to 20 feet (6 m) and take a few points of damage. Action.

","archived":false,"settings":{"rollButton":{"pool":"Pool","skill":"Practiced","assets":0,"effort1":0,"effort2":0,"effort3":0,"stepModifier":"eased","additionalSteps":0,"additionalCost":0,"damage":0,"damagePerLOE":3,"teen":"","bonus":0},"general":{"sorting":"Ability","spellTier":"low","unmaskedForm":"Mask"}},"basic":{"cost":"4","pool":"Intellect"}},"ownership":{"default":0,"k2TkElLx959B0lm5":3},"_stats":{"systemId":"cyphersystem","systemVersion":"2.0.0-a1","coreVersion":"10.286","createdTime":null,"modifiedTime":1664959716122,"lastModifiedBy":"rLeavHPrdkq6xjNt"}} {"_id":"SPL1URVkuo4PJP8I","name":"Throw Force Shield","type":"ability","img":"systems/cyphersystem/icons/items/ability.svg","effects":[],"folder":null,"sort":0,"flags":{"core":{"sourceId":"Compendium.cyphersystem-compendium.abilities.SPL1URVkuo4PJP8I"}},"system":{"version":2,"description":"

You can throw your @Compendium[cyphersystem-compendium.abilities.4fcns7ANpZF7pHaz]{Force Field} Shield up to short range as a light ranged weapon. Whether the shield hits or misses, it immediately dissipates and then reforms in your grasp. Enabler.

","archived":false,"settings":{"rollButton":{"pool":"Pool","skill":"Practiced","assets":0,"effort1":0,"effort2":0,"effort3":0,"stepModifier":"eased","additionalSteps":0,"additionalCost":0,"damage":0,"damagePerLOE":3,"teen":"","bonus":0},"general":{"sorting":"Ability","spellTier":"low","unmaskedForm":"Mask"}},"basic":{"cost":"0","pool":"Pool"}},"ownership":{"default":0,"k2TkElLx959B0lm5":3},"_stats":{"systemId":"cyphersystem","systemVersion":"2.0.0-a1","coreVersion":"10.286","createdTime":null,"modifiedTime":1664959725376,"lastModifiedBy":"rLeavHPrdkq6xjNt"}} +{"name":"Patient Recovery","type":"ability","img":"systems/cyphersystem/icons/items/ability.svg","system":{"version":2,"description":"

You gain an extra ten-minute recovery roll each day. Enabler.

","archived":false,"settings":{"rollButton":{"pool":"Pool","skill":"Practiced","assets":"0","effort1":"0","effort2":"0","effort3":"0","stepModifier":"eased","additionalSteps":0,"additionalCost":0,"damage":0,"damagePerLOE":3,"teen":"","bonus":0},"general":{"sorting":"Ability","spellTier":"low","unmaskedForm":"Mask"}},"basic":{"cost":"0","pool":"Pool"}},"effects":[],"ownership":{"default":0,"yThCrv1jSfPXOC2U":3},"flags":{"core":{"sourceId":"Item.WWLdPJO3Z6DRqDKt"}},"_stats":{"systemId":"cyphersystem","systemVersion":"2.3.0","coreVersion":"10.291","createdTime":1676106585333,"modifiedTime":1676106616006,"lastModifiedBy":"yThCrv1jSfPXOC2U"},"folder":null,"sort":0,"_id":"SPTY1NXOvq2oRLJO"} {"_id":"SQ4RTDwdA0yiZ81b","name":"Closed Mind","type":"ability","img":"systems/cyphersystem/icons/items/ability.svg","effects":[],"folder":null,"sort":0,"flags":{"core":{"sourceId":"Compendium.cyphersystem-compendium.abilities.SQ4RTDwdA0yiZ81b"}},"system":{"version":2,"description":"

You are trained in Intellect defense tasks and have +2 Armor against damage that selectively targets your Intellect Pool (which normally ignores Armor). Enabler.

","archived":false,"settings":{"rollButton":{"pool":"Pool","skill":"Practiced","assets":0,"effort1":0,"effort2":0,"effort3":0,"stepModifier":"eased","additionalSteps":0,"additionalCost":0,"damage":0,"damagePerLOE":3,"teen":"","bonus":0},"general":{"sorting":"Ability","spellTier":"low","unmaskedForm":"Mask"}},"basic":{"cost":"0","pool":"Pool"}},"ownership":{"default":0,"k2TkElLx959B0lm5":3},"_stats":{"systemId":"cyphersystem","systemVersion":"2.0.0-a1","coreVersion":"10.286","createdTime":null,"modifiedTime":1664959715096,"lastModifiedBy":"rLeavHPrdkq6xjNt"}} {"_id":"SZtOjKk7ScShJT6G","name":"Iron Punch","type":"ability","img":"systems/cyphersystem/icons/items/ability.svg","effects":[],"folder":null,"sort":0,"flags":{"core":{"sourceId":"Compendium.cyphersystem-compendium.abilities.SZtOjKk7ScShJT6G"}},"system":{"version":2,"description":"

You magnetically pick up a metallic heavy object within short range and hurl it at someone within short range, an Intellect action that deals 6 points of damage to the target and to the hurled object. For each additional level of Effort applied, you can pick up a slightly larger object, allowing you to affect one additional target within short range as long as it is next to the prior target. Action.

","archived":false,"settings":{"rollButton":{"pool":"Pool","skill":"Practiced","assets":0,"effort1":0,"effort2":0,"effort3":0,"stepModifier":"eased","additionalSteps":0,"additionalCost":0,"damage":0,"damagePerLOE":3,"teen":"","bonus":0},"general":{"sorting":"Ability","spellTier":"low","unmaskedForm":"Mask"}},"basic":{"cost":"5+","pool":"Might"}},"ownership":{"default":0,"k2TkElLx959B0lm5":3},"_stats":{"systemId":"cyphersystem","systemVersion":"2.0.0-a1","coreVersion":"10.286","createdTime":null,"modifiedTime":1664959720528,"lastModifiedBy":"rLeavHPrdkq6xjNt"}} {"_id":"SeAlSU8Rim5CWsgV","name":"Charm Machine","type":"ability","img":"systems/cyphersystem/icons/items/ability.svg","effects":[],"folder":null,"sort":0,"flags":{"core":{"sourceId":"Compendium.cyphersystem-compendium.abilities.SeAlSU8Rim5CWsgV"}},"system":{"version":2,"description":"

You convince an unintelligent machine to “like” you. A machine that likes you is 50 percent less likely to function if said function would cause you harm. Thus, if a foe attempts to detonate a bomb near you controlled by a detonator that likes you, there is a 50 percent chance that it won’t explode. Action to initiate.

","archived":false,"settings":{"rollButton":{"pool":"Pool","skill":"Practiced","assets":0,"effort1":0,"effort2":0,"effort3":0,"stepModifier":"eased","additionalSteps":0,"additionalCost":0,"damage":0,"damagePerLOE":3,"teen":"","bonus":0},"general":{"sorting":"Ability","spellTier":"low","unmaskedForm":"Mask"}},"basic":{"cost":"2","pool":"Intellect"}},"ownership":{"default":0,"k2TkElLx959B0lm5":3},"_stats":{"systemId":"cyphersystem","systemVersion":"2.0.0-a1","coreVersion":"10.286","createdTime":null,"modifiedTime":1664959715048,"lastModifiedBy":"rLeavHPrdkq6xjNt"}} @@ -507,6 +518,8 @@ {"_id":"UHvD5299HFbwBvpR","name":"Unexpected Betrayal","type":"ability","img":"systems/cyphersystem/icons/items/ability.svg","effects":[],"folder":null,"sort":0,"flags":{"core":{"sourceId":"Compendium.cyphersystem-compendium.abilities.UHvD5299HFbwBvpR"}},"system":{"version":2,"description":"

Within a round or two of successfully using @Compendium[cyphersystem-compendium.abilities.lQ4MNmGXXNBMGsmk]{Enthrall}, @Compendium[cyphersystem-compendium.abilities.ulHj0pzmwc515fve]{Fast Talk}, or a similar ability on a target within short range, the first attack you make on that target is eased by two steps. Once you use Unexpected @Compendium[cyphersystem-compendium.abilities.7Gxuqkwo4i47yHe3]{Betrayal} on a target, using your abilities or attempting simple persuasion on that target is permanently hindered by two steps. Enabler.

","archived":false,"settings":{"rollButton":{"pool":"Pool","skill":"Practiced","assets":0,"effort1":0,"effort2":0,"effort3":0,"stepModifier":"eased","additionalSteps":0,"additionalCost":0,"damage":0,"damagePerLOE":3,"teen":"","bonus":0},"general":{"sorting":"Ability","spellTier":"low","unmaskedForm":"Mask"}},"basic":{"cost":"0","pool":"Pool"}},"ownership":{"default":0,"k2TkElLx959B0lm5":3},"_stats":{"systemId":"cyphersystem","systemVersion":"2.0.0-a1","coreVersion":"10.286","createdTime":null,"modifiedTime":1664959725829,"lastModifiedBy":"rLeavHPrdkq6xjNt"}} {"_id":"UJpMPRD25O7HvhbV","name":"Insect Eruption","type":"ability","img":"systems/cyphersystem/icons/items/ability.svg","effects":[],"folder":null,"sort":0,"flags":{"core":{"sourceId":"Compendium.cyphersystem-compendium.abilities.UJpMPRD25O7HvhbV"}},"system":{"version":2,"description":"

You call a swarm of insects in a place where it is possible for insects to appear. They remain for one minute, and during this time, they do as you command while they are within long range. They can swarm about and hinder any or all creatures’ tasks, or you can focus the swarm and attack all targets within immediate range of each other (all within long range of you). The attacking swarm inflicts 2 points of damage per round. You can also command the swarm to move heavy objects through collective effort, eat through wooden walls, and perform other actions suitable for a supernatural swarm. Action to initiate.

","archived":false,"settings":{"rollButton":{"pool":"Pool","skill":"Practiced","assets":0,"effort1":0,"effort2":0,"effort3":0,"stepModifier":"eased","additionalSteps":0,"additionalCost":0,"damage":0,"damagePerLOE":3,"teen":"","bonus":0},"general":{"sorting":"Ability","spellTier":"low","unmaskedForm":"Mask"}},"basic":{"cost":"0","pool":"Pool"}},"ownership":{"default":0,"k2TkElLx959B0lm5":3},"_stats":{"systemId":"cyphersystem","systemVersion":"2.0.0-a1","coreVersion":"10.286","createdTime":null,"modifiedTime":1664959720248,"lastModifiedBy":"rLeavHPrdkq6xjNt"}} {"_id":"UJst9mtUKNTe3Pd2","name":"Energize Object","type":"ability","img":"systems/cyphersystem/icons/items/ability.svg","effects":[],"folder":null,"sort":0,"flags":{"core":{"sourceId":"Compendium.cyphersystem-compendium.abilities.UJst9mtUKNTe3Pd2"}},"system":{"version":2,"description":"

By focusing your @Compendium[cyphersystem-compendium.abilities.62zBqhQoPk6IV8lF]{Absorb Kinetic Energy} ability on an object (like a weapon), you infuse it with your power. The object holds the energy until it is touched by anyone but you, so putting it into your melee weapon or the ammo of a ranged weapon allows the weapon to trigger the energy in combat. The energy inflicts 3 points of damage on the creature touched in addition to any damage the weapon itself might do. You cannot have more than one energized object on your person at a time. Action to initiate.

","archived":false,"settings":{"rollButton":{"pool":"Pool","skill":"Practiced","assets":0,"effort1":0,"effort2":0,"effort3":0,"stepModifier":"eased","additionalSteps":0,"additionalCost":0,"damage":0,"damagePerLOE":3,"teen":"","bonus":0},"general":{"sorting":"Ability","spellTier":"low","unmaskedForm":"Mask"}},"basic":{"cost":"0","pool":"Pool"}},"ownership":{"default":0,"k2TkElLx959B0lm5":3},"_stats":{"systemId":"cyphersystem","systemVersion":"2.0.0-a1","coreVersion":"10.286","createdTime":null,"modifiedTime":1664959717131,"lastModifiedBy":"rLeavHPrdkq6xjNt"}} +{"name":"Maximize Cypher","type":"ability","img":"systems/cyphersystem/icons/items/ability.svg","system":{"version":2,"description":"

Choose one subtle cypher you bear. Its level becomes the maximum level possible for that cypher. For example, a meditation aid has a level range of 1d6 + 2, so maximizing that cypher changes its level to 8. You can have only one maximized subtle cypher at a time. You can’t use this ability again until after you’ve taken a ten-hour recovery action. Enabler.

","archived":false,"settings":{"rollButton":{"pool":"Pool","skill":"Practiced","assets":"0","effort1":"0","effort2":"0","effort3":"0","stepModifier":"eased","additionalSteps":0,"additionalCost":0,"damage":0,"damagePerLOE":3,"teen":"","bonus":0},"general":{"sorting":"Ability","spellTier":"low","unmaskedForm":"Mask"}},"basic":{"cost":"0","pool":"Pool"}},"effects":[],"ownership":{"default":0,"yThCrv1jSfPXOC2U":3},"flags":{"core":{"sourceId":"Item.U0YxVnru5q4hzgmH"}},"_stats":{"systemId":"cyphersystem","systemVersion":"2.3.0","coreVersion":"10.291","createdTime":1676106554988,"modifiedTime":1676106572708,"lastModifiedBy":"yThCrv1jSfPXOC2U"},"folder":null,"sort":0,"_id":"UNCbO4WGTB8ZubpZ"} +{"name":"Magical Repertoire","type":"ability","img":"systems/cyphersystem/icons/items/ability.svg","system":{"version":2,"description":"

The number of subtle cyphers you can bear at the same time increases by two. If you spend one hour preparing your magic, you can fill any of your open cypher slots with subtle cyphers chosen randomly by the GM (this hour can be part of a one-hour or ten-hour recovery action if you are awake for the entire time). As part of this preparation process, you may discard any number of subtle cyphers you carry to make room for more subtle cyphers. Enabler.

\n
\n

If a character has Magical Repertoire, the GM should give the PC frequent opportunities to gain new subtle cyphers, whether from preparation or by gaining them automatically as explained in the @UUID[Compendium.cyphersystem-compendium.cypher-journals.k9exUQdtIwtKwqCc.JournalEntryPage.xLSayIO5g61IGlUa#discovering-subtle-cyphers]{Cyphers chapter}.

\n
","archived":false,"settings":{"rollButton":{"pool":"Pool","skill":"Practiced","assets":"0","effort1":"0","effort2":"0","effort3":"0","stepModifier":"eased","additionalSteps":0,"additionalCost":0,"damage":0,"damagePerLOE":3,"teen":"","bonus":0},"general":{"sorting":"Ability","spellTier":"low","unmaskedForm":"Mask"}},"basic":{"cost":"0","pool":"Pool"}},"effects":[],"ownership":{"default":0,"yThCrv1jSfPXOC2U":3},"flags":{"core":{"sourceId":"Item.5NoLVk0t47z34H7W"}},"_stats":{"systemId":"cyphersystem","systemVersion":"2.3.0","coreVersion":"10.291","createdTime":1676106326026,"modifiedTime":1676106495151,"lastModifiedBy":"yThCrv1jSfPXOC2U"},"folder":null,"sort":0,"_id":"Ub8NGsmH8NZcKguG"} {"_id":"Uk6ceaEWFjcoHNTI","name":"Deep Reserves","type":"ability","img":"systems/cyphersystem/icons/items/ability.svg","effects":[],"folder":null,"sort":0,"flags":{"core":{"sourceId":"Compendium.cyphersystem-compendium.abilities.Uk6ceaEWFjcoHNTI"}},"system":{"version":2,"description":"

When others are exhausted, you can push through. Once each day, you can transfer up to 5 points among your Pools in any combination, at a rate of 1 point per round. For example, you could transfer 3 points of Might to Speed and 2 points of Intellect to Speed, which would take a total of five rounds. Action.

","archived":false,"settings":{"rollButton":{"pool":"Pool","skill":"Practiced","assets":0,"effort1":0,"effort2":0,"effort3":0,"stepModifier":"eased","additionalSteps":0,"additionalCost":0,"damage":0,"damagePerLOE":3,"teen":"","bonus":0},"general":{"sorting":"Ability","spellTier":"low","unmaskedForm":"Mask"}},"basic":{"cost":"0","pool":"Pool"}},"ownership":{"default":0,"k2TkElLx959B0lm5":3},"_stats":{"systemId":"cyphersystem","systemVersion":"2.0.0-a1","coreVersion":"10.286","createdTime":null,"modifiedTime":1664959716025,"lastModifiedBy":"rLeavHPrdkq6xjNt"}} {"_id":"UlQ7w5iD57Hfdzce","name":"Damage Dealer","type":"ability","img":"systems/cyphersystem/icons/items/ability.svg","effects":[],"folder":null,"sort":0,"flags":{"core":{"sourceId":"Compendium.cyphersystem-compendium.abilities.UlQ7w5iD57Hfdzce"}},"system":{"version":2,"description":"

You inflict an additional 3 points of damage with your chosen weapon. Enabler.

","archived":false,"settings":{"rollButton":{"pool":"Pool","skill":"Practiced","assets":0,"effort1":0,"effort2":0,"effort3":0,"stepModifier":"eased","additionalSteps":0,"additionalCost":0,"damage":0,"damagePerLOE":3,"teen":"","bonus":0},"general":{"sorting":"Ability","spellTier":"low","unmaskedForm":"Mask"}},"basic":{"cost":"0","pool":"Pool"}},"ownership":{"default":0,"k2TkElLx959B0lm5":3},"_stats":{"systemId":"cyphersystem","systemVersion":"2.0.0-a1","coreVersion":"10.286","createdTime":null,"modifiedTime":1664959715736,"lastModifiedBy":"rLeavHPrdkq6xjNt"}} {"_id":"Updbtx8HV4rn4h6N","name":"Memory Becomes Action","type":"ability","img":"systems/cyphersystem/icons/items/ability.svg","effects":[],"folder":null,"sort":0,"flags":{"core":{"sourceId":"Compendium.cyphersystem-compendium.abilities.Updbtx8HV4rn4h6N"}},"system":{"version":2,"description":"

You can duplicate a one-action character ability, performing it as if it were natural for you. You must have seen the ability used within the past week, it must be third tier or lower, and it must be an ability with a point cost. In addition to the point cost of Memory Becomes Action, you must pay the Might, Speed, or Intellect cost of the ability you are copying. For example, if you want to copy a friend’s @Compendium[cyphersystem-compendium.abilities.bPr34XiLw2Dqb4VJ]{Lunge} attack (which normally costs 2 Might points), you’d pay 4 Intellect points to activate Memory Becomes Action and 2 Might points to use @Compendium[cyphersystem-compendium.abilities.bPr34XiLw2Dqb4VJ]{Lunge}. In addition to the normal options for using Effort, you can choose to use Effort to copy an ability you saw longer than one week ago; each level of Effort used in this way extends the time period by one week. Enabler.

","archived":false,"settings":{"rollButton":{"pool":"Pool","skill":"Practiced","assets":0,"effort1":0,"effort2":0,"effort3":0,"stepModifier":"eased","additionalSteps":0,"additionalCost":0,"damage":0,"damagePerLOE":3,"teen":"","bonus":0},"general":{"sorting":"Ability","spellTier":"low","unmaskedForm":"Mask"}},"basic":{"cost":"4+","pool":"Intellect"}},"ownership":{"default":0,"k2TkElLx959B0lm5":3},"_stats":{"systemId":"cyphersystem","systemVersion":"2.0.0-a1","coreVersion":"10.286","createdTime":null,"modifiedTime":1664959721305,"lastModifiedBy":"rLeavHPrdkq6xjNt"}} @@ -523,6 +536,7 @@ {"_id":"V7npSeuqG3JI4Dvv","name":"Trust to Luck","type":"ability","img":"systems/cyphersystem/icons/items/ability.svg","effects":[],"folder":null,"sort":0,"flags":{"core":{"sourceId":"Compendium.cyphersystem-compendium.abilities.V7npSeuqG3JI4Dvv"}},"system":{"version":2,"description":"

Sometimes, you’ve just got to roll the dice and hope things add up in your favor. When you use Trust to Luck, roll a d6. On any even result, the task you’re attempting is eased by two steps. On a roll of 1, the task is hindered. Enabler.

","archived":false,"settings":{"rollButton":{"pool":"Pool","skill":"Practiced","assets":0,"effort1":0,"effort2":0,"effort3":0,"stepModifier":"eased","additionalSteps":0,"additionalCost":0,"damage":0,"damagePerLOE":3,"teen":"","bonus":0},"general":{"sorting":"Ability","spellTier":"low","unmaskedForm":"Mask"}},"basic":{"cost":"3","pool":"Intellect"}},"ownership":{"default":0,"k2TkElLx959B0lm5":3},"_stats":{"systemId":"cyphersystem","systemVersion":"2.0.0-a1","coreVersion":"10.286","createdTime":null,"modifiedTime":1664959725699,"lastModifiedBy":"rLeavHPrdkq6xjNt"}} {"_id":"VAGafmOiBpvU2eq0","name":"Tracker","type":"ability","img":"systems/cyphersystem/icons/items/ability.svg","effects":[],"folder":null,"sort":0,"flags":{"core":{"sourceId":"Compendium.cyphersystem-compendium.abilities.VAGafmOiBpvU2eq0"}},"system":{"version":2,"description":"

You are trained in following and identifying tracks. Enabler.

","archived":false,"settings":{"rollButton":{"pool":"Pool","skill":"Practiced","assets":0,"effort1":0,"effort2":0,"effort3":0,"stepModifier":"eased","additionalSteps":0,"additionalCost":0,"damage":0,"damagePerLOE":3,"teen":"","bonus":0},"general":{"sorting":"Ability","spellTier":"low","unmaskedForm":"Mask"}},"basic":{"cost":"0","pool":"Pool"}},"ownership":{"default":0,"k2TkElLx959B0lm5":3},"_stats":{"systemId":"cyphersystem","systemVersion":"2.0.0-a1","coreVersion":"10.286","createdTime":null,"modifiedTime":1664959725519,"lastModifiedBy":"rLeavHPrdkq6xjNt"}} {"_id":"VEJQ74o175OnlIAm","name":"Exile","type":"ability","img":"systems/cyphersystem/icons/items/ability.svg","effects":[],"folder":null,"sort":0,"flags":{"core":{"sourceId":"Compendium.cyphersystem-compendium.abilities.VEJQ74o175OnlIAm"}},"system":{"version":2,"description":"

You send a target that you touch hurtling into another random dimension or universe, where it remains for ten minutes. You have no idea what happens to the target while it’s gone, but at the end of ten minutes, it returns to the precise spot it left. Action.

","archived":false,"settings":{"rollButton":{"pool":"Pool","skill":"Practiced","assets":0,"effort1":0,"effort2":0,"effort3":0,"stepModifier":"eased","additionalSteps":0,"additionalCost":0,"damage":0,"damagePerLOE":3,"teen":"","bonus":0},"general":{"sorting":"Ability","spellTier":"low","unmaskedForm":"Mask"}},"basic":{"cost":"5","pool":"Intellect"}},"ownership":{"default":0,"k2TkElLx959B0lm5":3},"_stats":{"systemId":"cyphersystem","systemVersion":"2.0.0-a1","coreVersion":"10.286","createdTime":null,"modifiedTime":1664959717549,"lastModifiedBy":"rLeavHPrdkq6xjNt"}} +{"name":"Power Crash","type":"ability","img":"systems/cyphersystem/icons/items/ability.svg","system":{"version":2,"description":"

You strike your enchanted weapon against the ground (or a similar large surface), creating an explosion of energy that affects an area up to immediate range from that point. (If your enchanted weapon is a ranged weapon, you can instead target a point within close range to be the center of the explosion.) The blast inflicts 2 points of damage to all creatures or objects within the area (except for you). Because this is an area attack, adding Effort to increase your damage works differently than it does for single-target attacks. If you apply a level of Effort to increase the damage, add 2 points of damage for each target, and even if you fail your attack roll, all targets in the area still take 1 point of damage. Action.

","archived":false,"settings":{"rollButton":{"pool":"Pool","skill":"Practiced","assets":"0","effort1":"0","effort2":"0","effort3":"0","stepModifier":"eased","additionalSteps":0,"additionalCost":0,"damage":0,"damagePerLOE":3,"teen":"","bonus":0},"general":{"sorting":"Ability","spellTier":"low","unmaskedForm":"Mask"}},"basic":{"cost":"3","pool":"Intellect"}},"effects":[],"ownership":{"default":0,"yThCrv1jSfPXOC2U":3},"flags":{"core":{"sourceId":"Item.ZixU7gioSbUsKpgL"}},"_stats":{"systemId":"cyphersystem","systemVersion":"2.3.0","coreVersion":"10.291","createdTime":1676106623228,"modifiedTime":1676106648726,"lastModifiedBy":"yThCrv1jSfPXOC2U"},"folder":null,"sort":0,"_id":"VNIcNhgET9z5MW5G"} {"_id":"VVYx3J42Sj9qCQV9","name":"Exploit Advantage","type":"ability","img":"systems/cyphersystem/icons/items/ability.svg","effects":[],"folder":null,"sort":0,"flags":{"core":{"sourceId":"Compendium.cyphersystem-compendium.abilities.VVYx3J42Sj9qCQV9"}},"system":{"version":2,"description":"

Even if you can do something well, you’ve learned that you can always do it even better. Whenever you have an asset for a roll, you ease the task by one additional step. Enabler.

","archived":false,"settings":{"rollButton":{"pool":"Pool","skill":"Practiced","assets":0,"effort1":0,"effort2":0,"effort3":0,"stepModifier":"eased","additionalSteps":0,"additionalCost":0,"damage":0,"damagePerLOE":3,"teen":"","bonus":0},"general":{"sorting":"Ability","spellTier":"low","unmaskedForm":"Mask"}},"basic":{"cost":"0","pool":"Pool"}},"ownership":{"default":0,"k2TkElLx959B0lm5":3},"_stats":{"systemId":"cyphersystem","systemVersion":"2.0.0-a1","coreVersion":"10.286","createdTime":null,"modifiedTime":1664959717691,"lastModifiedBy":"rLeavHPrdkq6xjNt"}} {"_id":"VWehoqF0N6s0WMLK","name":"Void Wings","type":"ability","img":"systems/cyphersystem/icons/items/ability.svg","effects":[],"folder":null,"sort":0,"flags":{"core":{"sourceId":"Compendium.cyphersystem-compendium.abilities.VWehoqF0N6s0WMLK"}},"system":{"version":2,"description":"

Swirling ribbons of weird matter grasp you and lift you up, allowing you to fly for one round as quickly as you can move. Enabler.

","archived":false,"settings":{"rollButton":{"pool":"Pool","skill":"Practiced","assets":0,"effort1":0,"effort2":0,"effort3":0,"stepModifier":"eased","additionalSteps":0,"additionalCost":0,"damage":0,"damagePerLOE":3,"teen":"","bonus":0},"general":{"sorting":"Ability","spellTier":"low","unmaskedForm":"Mask"}},"basic":{"cost":"3","pool":"Intellect"}},"ownership":{"default":0,"k2TkElLx959B0lm5":3},"_stats":{"systemId":"cyphersystem","systemVersion":"2.0.0-a1","coreVersion":"10.286","createdTime":null,"modifiedTime":1664959726180,"lastModifiedBy":"rLeavHPrdkq6xjNt"}} {"_id":"Vcfc6yjbqX6WSzCf","name":"Mind Control","type":"ability","img":"systems/cyphersystem/icons/items/ability.svg","effects":[],"folder":null,"sort":0,"flags":{"core":{"sourceId":"Compendium.cyphersystem-compendium.abilities.Vcfc6yjbqX6WSzCf"}},"system":{"version":2,"description":"

You control the actions of another creature you touch. This effect lasts for one minute. The target must be level 2 or lower. Once you have established control, you maintain mental contact with the target and sense what it senses. You can allow it to act freely or override its control on a case-by-case basis. In addition to the normal options for using Effort, you can choose to use Effort to increase the maximum level of the target or increase the duration by one minute. Thus, to control the mind of a level 5 target (three levels above the normal limit) or control a target for four minutes (three minutes above the normal duration), you must apply three levels of Effort. When the duration ends, the creature doesn’t remember being controlled or anything it did while under your command. Action to initiate.

","archived":false,"settings":{"rollButton":{"pool":"Pool","skill":"Practiced","assets":0,"effort1":0,"effort2":0,"effort3":0,"stepModifier":"eased","additionalSteps":0,"additionalCost":0,"damage":0,"damagePerLOE":3,"teen":"","bonus":0},"general":{"sorting":"Ability","spellTier":"low","unmaskedForm":"Mask"}},"basic":{"cost":"6+","pool":"Intellect"}},"ownership":{"default":0,"k2TkElLx959B0lm5":3},"_stats":{"systemId":"cyphersystem","systemVersion":"2.0.0-a1","coreVersion":"10.286","createdTime":null,"modifiedTime":1664959721374,"lastModifiedBy":"rLeavHPrdkq6xjNt"}} @@ -545,6 +559,7 @@ {"_id":"WrJDw2X8JHcljjP4","name":"Arc Spray","type":"ability","img":"systems/cyphersystem/icons/items/ability.svg","effects":[],"folder":null,"sort":0,"flags":{"core":{"sourceId":"Compendium.cyphersystem-compendium.abilities.WrJDw2X8JHcljjP4"}},"system":{"version":2,"description":"

If a weapon has the ability to fire rapid shots without reloading (usually called a rapid-fire weapon, such as a crank crossbow), you can fire your weapon at up to three targets (all next to one another) at once. Make a separate attack roll against each target. Each attack is hindered. Action.

","archived":false,"settings":{"rollButton":{"pool":"Pool","skill":"Practiced","assets":0,"effort1":0,"effort2":0,"effort3":0,"stepModifier":"eased","additionalSteps":0,"additionalCost":0,"damage":0,"damagePerLOE":3,"teen":"","bonus":0},"general":{"sorting":"Ability","spellTier":"low","unmaskedForm":"Mask"}},"basic":{"cost":"3","pool":"Speed"}},"ownership":{"default":0,"k2TkElLx959B0lm5":3},"_stats":{"systemId":"cyphersystem","systemVersion":"2.0.0-a1","coreVersion":"10.286","createdTime":null,"modifiedTime":1664959713400,"lastModifiedBy":"rLeavHPrdkq6xjNt"}} {"_id":"WrgqojoyWuTWpyQq","name":"Advice From a Friend","type":"ability","img":"systems/cyphersystem/icons/items/ability.svg","effects":[],"folder":null,"sort":0,"flags":{"core":{"sourceId":"Compendium.cyphersystem-compendium.abilities.WrgqojoyWuTWpyQq"}},"system":{"version":2,"description":"

You know your friend’s strengths and weaknesses, and how to motivate them to succeed. When you give an ally a suggestion involving their next action, the character is trained in that action for one round. Action.

","archived":false,"settings":{"rollButton":{"pool":"Pool","skill":"Practiced","assets":0,"effort1":0,"effort2":0,"effort3":0,"stepModifier":"eased","additionalSteps":0,"additionalCost":0,"damage":0,"damagePerLOE":3,"teen":"","bonus":0},"general":{"sorting":"Ability","spellTier":"low","unmaskedForm":"Mask"}},"basic":{"cost":"1","pool":"Intellect"}},"ownership":{"default":0,"k2TkElLx959B0lm5":3},"_stats":{"systemId":"cyphersystem","systemVersion":"2.0.0-a1","coreVersion":"10.286","createdTime":null,"modifiedTime":1664959712913,"lastModifiedBy":"rLeavHPrdkq6xjNt"}} {"_id":"WuNUt6ltWGDdjNLS","name":"Throw","type":"ability","img":"systems/cyphersystem/icons/items/ability.svg","effects":[],"folder":null,"sort":0,"flags":{"core":{"sourceId":"Compendium.cyphersystem-compendium.abilities.WuNUt6ltWGDdjNLS"}},"system":{"version":2,"description":"

When you are using @Compendium[cyphersystem-compendium.abilities.HDYOv1V10xpFbFI7]{Enlarge} and deal damage to a creature of your size or smaller with an unarmed attack, you can choose to throw that creature up to [[/r 1d20]] feet away from you. The creature lands prone. Enabler.

","archived":false,"settings":{"rollButton":{"pool":"Pool","skill":"Practiced","assets":0,"effort1":0,"effort2":0,"effort3":0,"stepModifier":"eased","additionalSteps":0,"additionalCost":0,"damage":0,"damagePerLOE":3,"teen":"","bonus":0},"general":{"sorting":"Ability","spellTier":"low","unmaskedForm":"Mask"}},"basic":{"cost":"2","pool":"Might"}},"ownership":{"default":0,"k2TkElLx959B0lm5":3},"_stats":{"systemId":"cyphersystem","systemVersion":"2.0.0-a1","coreVersion":"10.286","createdTime":null,"modifiedTime":1664959725367,"lastModifiedBy":"rLeavHPrdkq6xjNt"}} +{"name":"Cypher Casting","type":"ability","img":"systems/cyphersystem/icons/items/ability.svg","system":{"version":2,"description":"

You can cast any of your subtle cyphers on another creature instead of yourself. You must touch the creature to affect it. Enabler.

","archived":false,"settings":{"rollButton":{"pool":"Pool","skill":"Practiced","assets":"0","effort1":"0","effort2":"0","effort3":"0","stepModifier":"eased","additionalSteps":0,"additionalCost":0,"damage":0,"damagePerLOE":3,"teen":"","bonus":0},"general":{"sorting":"Ability","spellTier":"low","unmaskedForm":"Mask"}},"basic":{"cost":"0","pool":"Pool"}},"effects":[],"ownership":{"default":0,"yThCrv1jSfPXOC2U":3},"flags":{"core":{"sourceId":"Item.zmG4dr7asvdT8y9q"}},"_stats":{"systemId":"cyphersystem","systemVersion":"2.3.0","coreVersion":"10.291","createdTime":1676105885683,"modifiedTime":1676105899282,"lastModifiedBy":"yThCrv1jSfPXOC2U"},"folder":null,"sort":0,"_id":"WvBcuYiFRM3KaTFj"} {"_id":"X7Rrn9Q54ceSA4Lr","name":"Aggression","type":"ability","img":"systems/cyphersystem/icons/items/ability.svg","effects":[],"folder":null,"sort":0,"flags":{"core":{"sourceId":"Compendium.cyphersystem-compendium.abilities.X7Rrn9Q54ceSA4Lr"}},"system":{"version":2,"description":"

You focus on making attacks to such an extent that you leave yourself vulnerable to your opponents. While this ability is active, you gain an asset on your melee attacks, and your Speed defense rolls against melee and ranged attacks are hindered. This effect lasts for as long as you wish, but it ends if no combat is taking place within range of your senses. Enabler.

","archived":false,"settings":{"rollButton":{"pool":"Pool","skill":"Practiced","assets":0,"effort1":0,"effort2":0,"effort3":0,"stepModifier":"eased","additionalSteps":0,"additionalCost":0,"damage":0,"damagePerLOE":3,"teen":"","bonus":0},"general":{"sorting":"Ability","spellTier":"low","unmaskedForm":"Mask"}},"basic":{"cost":"2","pool":"Might"}},"ownership":{"default":0,"k2TkElLx959B0lm5":3},"_stats":{"systemId":"cyphersystem","systemVersion":"2.0.0-a1","coreVersion":"10.286","createdTime":null,"modifiedTime":1664959712982,"lastModifiedBy":"rLeavHPrdkq6xjNt"}} {"_id":"XAXJ3mFGdDv0fXLP","name":"Precision","type":"ability","img":"systems/cyphersystem/icons/items/ability.svg","effects":[],"folder":null,"sort":0,"flags":{"core":{"sourceId":"Compendium.cyphersystem-compendium.abilities.XAXJ3mFGdDv0fXLP"}},"system":{"version":2,"description":"

You deal 2 additional points of damage with attacks using weapons that you throw. Enabler.

","archived":false,"settings":{"rollButton":{"pool":"Pool","skill":"Practiced","assets":0,"effort1":0,"effort2":0,"effort3":0,"stepModifier":"eased","additionalSteps":0,"additionalCost":0,"damage":0,"damagePerLOE":3,"teen":"","bonus":0},"general":{"sorting":"Ability","spellTier":"low","unmaskedForm":"Mask"}},"basic":{"cost":"0","pool":"Pool"}},"ownership":{"default":0,"k2TkElLx959B0lm5":3},"_stats":{"systemId":"cyphersystem","systemVersion":"2.0.0-a1","coreVersion":"10.286","createdTime":null,"modifiedTime":1664959722644,"lastModifiedBy":"rLeavHPrdkq6xjNt"}} {"_id":"XQkQrvp4o395uIOJ","name":"Passing Mechanic","type":"ability","img":"systems/cyphersystem/icons/items/ability.svg","effects":[],"folder":null,"sort":0,"flags":{"core":{"sourceId":"Compendium.cyphersystem-compendium.abilities.XQkQrvp4o395uIOJ"}},"system":{"version":2,"description":"

You are trained in tasks related to the repair and maintenance of a starcraft. Enabler.

","archived":false,"settings":{"rollButton":{"pool":"Pool","skill":"Practiced","assets":0,"effort1":0,"effort2":0,"effort3":0,"stepModifier":"eased","additionalSteps":0,"additionalCost":0,"damage":0,"damagePerLOE":3,"teen":"","bonus":0},"general":{"sorting":"Ability","spellTier":"low","unmaskedForm":"Mask"}},"basic":{"cost":"0","pool":"Pool"}},"ownership":{"default":0,"k2TkElLx959B0lm5":3},"_stats":{"systemId":"cyphersystem","systemVersion":"2.0.0-a1","coreVersion":"10.286","createdTime":null,"modifiedTime":1664959722272,"lastModifiedBy":"rLeavHPrdkq6xjNt"}} @@ -561,6 +576,7 @@ {"_id":"XseI77zSp7iHkEWq","name":"Wound Tender","type":"ability","img":"systems/cyphersystem/icons/items/ability.svg","effects":[],"folder":null,"sort":0,"flags":{"core":{"sourceId":"Compendium.cyphersystem-compendium.abilities.XseI77zSp7iHkEWq"}},"system":{"version":2,"description":"

You are trained in healing. Enabler.

","archived":false,"settings":{"rollButton":{"pool":"Pool","skill":"Practiced","assets":0,"effort1":0,"effort2":0,"effort3":0,"stepModifier":"eased","additionalSteps":0,"additionalCost":0,"damage":0,"damagePerLOE":3,"teen":"","bonus":0},"general":{"sorting":"Ability","spellTier":"low","unmaskedForm":"Mask"}},"basic":{"cost":"0","pool":"Pool"}},"ownership":{"default":0,"k2TkElLx959B0lm5":3},"_stats":{"systemId":"cyphersystem","systemVersion":"2.0.0-a1","coreVersion":"10.286","createdTime":null,"modifiedTime":1664959726612,"lastModifiedBy":"rLeavHPrdkq6xjNt"}} {"_id":"XuNgbxrY284sWgZg","name":"Field of Destruction","type":"ability","img":"systems/cyphersystem/icons/items/ability.svg","effects":[],"folder":null,"sort":0,"flags":{"core":{"sourceId":"Compendium.cyphersystem-compendium.abilities.XuNgbxrY284sWgZg"}},"system":{"version":2,"description":"

When you cause an object to descend one or more steps on the object damage track, you gain 1 additional point of Armor for one minute. Enabler.

","archived":false,"settings":{"rollButton":{"pool":"Pool","skill":"Practiced","assets":0,"effort1":0,"effort2":0,"effort3":0,"stepModifier":"eased","additionalSteps":0,"additionalCost":0,"damage":0,"damagePerLOE":3,"teen":"","bonus":0},"general":{"sorting":"Ability","spellTier":"low","unmaskedForm":"Mask"}},"basic":{"cost":"4","pool":"Might"}},"ownership":{"default":0,"k2TkElLx959B0lm5":3},"_stats":{"systemId":"cyphersystem","systemVersion":"2.0.0-a1","coreVersion":"10.286","createdTime":null,"modifiedTime":1664959717959,"lastModifiedBy":"rLeavHPrdkq6xjNt"}} {"_id":"XzomXctsS8NL9M7Q","name":"Serv-0 Defender","type":"ability","img":"systems/cyphersystem/icons/items/ability.svg","effects":[],"folder":null,"sort":0,"flags":{"core":{"sourceId":"Compendium.cyphersystem-compendium.abilities.XzomXctsS8NL9M7Q"}},"system":{"version":2,"description":"

Your @Compendium[cyphersystem-compendium.abilities.v1lZkKjSCS1pjnET]{Serv-0} aids you in combat by blocking attacks. It gains a modification in Speed defense. Enabler.

","archived":false,"settings":{"rollButton":{"pool":"Pool","skill":"Practiced","assets":"0","effort1":"0","effort2":"0","effort3":"0","stepModifier":"eased","additionalSteps":"0","additionalCost":0,"damage":"0","damagePerLOE":"3","teen":"","bonus":"0"},"general":{"sorting":"Ability","spellTier":"low","unmaskedForm":"Mask"}},"basic":{"cost":"0","pool":"Pool"}},"ownership":{"default":0,"k2TkElLx959B0lm5":3},"_stats":{"systemId":"cyphersystem","systemVersion":"2.0.0-a1","coreVersion":"10.286","createdTime":null,"modifiedTime":1664959724004,"lastModifiedBy":"rLeavHPrdkq6xjNt"}} +{"name":"Bigger Animal Shape","type":"ability","img":"systems/cyphersystem/icons/items/ability.svg","system":{"version":2,"description":"

When you use @UUID[Compendium.cyphersystem-compendium.abilities.rJ4ZXuIcz0knY41H]{Animal Shape}, your animal form grows to about twice its normal size. Being so large, your beast form gains the following additional bonuses: +1 to Armor, +5 to your Might Pool, and you are trained in using your animal form’s natural attacks as heavy weapons (if you weren’t already). However, your Speed defense tasks are hindered. While bigger, you also gain an asset to tasks that are easier for a larger creature to perform, like climbing, intimidating, wading rivers, and so on. Enabler.

","archived":false,"settings":{"rollButton":{"pool":"Pool","skill":"Practiced","assets":"0","effort1":"0","effort2":"0","effort3":"0","stepModifier":"eased","additionalSteps":0,"additionalCost":0,"damage":0,"damagePerLOE":3,"teen":"","bonus":0},"general":{"sorting":"Ability","spellTier":"low","unmaskedForm":"Mask"}},"basic":{"cost":"3+","pool":"Intellect"}},"effects":[],"ownership":{"default":0,"yThCrv1jSfPXOC2U":3},"flags":{"core":{"sourceId":"Item.P70GDCKxIdwRn9Jh"}},"_stats":{"systemId":"cyphersystem","systemVersion":"2.3.0","coreVersion":"10.291","createdTime":1676105443251,"modifiedTime":1676105828594,"lastModifiedBy":"yThCrv1jSfPXOC2U"},"folder":null,"sort":0,"_id":"Y4V4tXQ9lO0rMNKR"} {"_id":"Y7HUEp7IxdPuur8V","name":"Overcharge Energy","type":"ability","img":"systems/cyphersystem/icons/items/ability.svg","effects":[],"folder":null,"sort":0,"flags":{"core":{"sourceId":"Compendium.cyphersystem-compendium.abilities.Y7HUEp7IxdPuur8V"}},"system":{"version":2,"description":"

When you use @Compendium[cyphersystem-compendium.abilities.NMjccuRLDDnfZtZe]{Release Energy}, it inflicts an additional 2 points of damage. Enabler.

","archived":false,"settings":{"rollButton":{"pool":"Pool","skill":"Practiced","assets":0,"effort1":0,"effort2":0,"effort3":0,"stepModifier":"eased","additionalSteps":0,"additionalCost":0,"damage":0,"damagePerLOE":3,"teen":"","bonus":0},"general":{"sorting":"Ability","spellTier":"low","unmaskedForm":"Mask"}},"basic":{"cost":"0","pool":"Pool"}},"ownership":{"default":0,"k2TkElLx959B0lm5":3},"_stats":{"systemId":"cyphersystem","systemVersion":"2.0.0-a1","coreVersion":"10.286","createdTime":null,"modifiedTime":1664959722209,"lastModifiedBy":"rLeavHPrdkq6xjNt"}} {"_id":"YA5P5CBNr5NSmY6z","name":"Rapid Attack","type":"ability","img":"systems/cyphersystem/icons/items/ability.svg","effects":[],"folder":null,"sort":0,"flags":{"core":{"sourceId":"Compendium.cyphersystem-compendium.abilities.YA5P5CBNr5NSmY6z"}},"system":{"version":2,"description":"

Once per round, you can make an additional attack with your chosen weapon. Enabler.

","archived":false,"settings":{"rollButton":{"pool":"Pool","skill":"Practiced","assets":0,"effort1":0,"effort2":0,"effort3":0,"stepModifier":"eased","additionalSteps":0,"additionalCost":0,"damage":0,"damagePerLOE":3,"teen":"","bonus":0},"general":{"sorting":"Ability","spellTier":"low","unmaskedForm":"Mask"}},"basic":{"cost":"3","pool":"Speed"}},"ownership":{"default":0,"k2TkElLx959B0lm5":3},"_stats":{"systemId":"cyphersystem","systemVersion":"2.0.0-a1","coreVersion":"10.286","createdTime":null,"modifiedTime":1664959723114,"lastModifiedBy":"rLeavHPrdkq6xjNt"}} {"_id":"YBMLX3Jm5oN79J6G","name":"Heads-Up Display","type":"ability","img":"systems/cyphersystem/icons/items/ability.svg","effects":[],"folder":null,"sort":0,"flags":{"core":{"sourceId":"Compendium.cyphersystem-compendium.abilities.YBMLX3Jm5oN79J6G"}},"system":{"version":2,"description":"

Your @Compendium[cyphersystem-compendium.abilities.ClJUFnz8xBmP4a2l]{Powered Armor} ability comes with systems that help you make sense of, analyze, and use your weapons in your environment. When you trigger this ability, you gain an asset on one attack roll as the suit perfectly outlines foes and steadies your aim, regardless of whether you’re making a melee or ranged attack.

\n

Alternatively, you can use the heads-up display to magnify your vision, increasing your vision range to 5 miles (8 km) for two rounds. If you apply one level of Effort, you can also see through mundane materials (such as wood, concrete, plastic, and stone) to a short distance in false color images. If you apply two levels of Effort, you can see through special materials (such as solid lead or other substances) to an immediate distance in false color images; however, the GM might require you to succeed at an Intellect-based task first, depending on the material blocking your armor’s sensors. Enabler.

","archived":false,"settings":{"rollButton":{"pool":"Pool","skill":"Practiced","assets":0,"effort1":0,"effort2":0,"effort3":0,"stepModifier":"eased","additionalSteps":0,"additionalCost":0,"damage":0,"damagePerLOE":3,"teen":"","bonus":0},"general":{"sorting":"Ability","spellTier":"low","unmaskedForm":"Mask"}},"basic":{"cost":"2+","pool":"Intellect"}},"ownership":{"default":0,"k2TkElLx959B0lm5":3},"_stats":{"systemId":"cyphersystem","systemVersion":"2.0.0-a1","coreVersion":"10.286","createdTime":null,"modifiedTime":1664959719454,"lastModifiedBy":"rLeavHPrdkq6xjNt"}} @@ -640,6 +656,7 @@ {"_id":"bz04IOSkdP3zcRMD","name":"Defend All the Innocent","type":"ability","img":"systems/cyphersystem/icons/items/ability.svg","effects":[],"folder":null,"sort":0,"flags":{"core":{"sourceId":"Compendium.cyphersystem-compendium.abilities.bz04IOSkdP3zcRMD"}},"system":{"version":2,"description":"

You protect everyone within immediate range whom you have designated as innocent with your @Compendium[cyphersystem-compendium.abilities.tjxKTFdA8gqZDP90]{Designation} ability. Speed defense rolls made by such creatures gain an asset. Enabler.

","archived":false,"settings":{"rollButton":{"pool":"Pool","skill":"Practiced","assets":0,"effort1":0,"effort2":0,"effort3":0,"stepModifier":"eased","additionalSteps":0,"additionalCost":0,"damage":0,"damagePerLOE":3,"teen":"","bonus":0},"general":{"sorting":"Ability","spellTier":"low","unmaskedForm":"Mask"}},"basic":{"cost":"0","pool":"Pool"}},"ownership":{"default":0,"k2TkElLx959B0lm5":3},"_stats":{"systemId":"cyphersystem","systemVersion":"2.0.0-a1","coreVersion":"10.286","createdTime":null,"modifiedTime":1664959716056,"lastModifiedBy":"rLeavHPrdkq6xjNt"}} {"_id":"bzeuikGxbM7noj2z","name":"Crystalline Body","type":"ability","img":"systems/cyphersystem/icons/items/ability.svg","effects":[],"folder":null,"sort":0,"flags":{"core":{"sourceId":"Compendium.cyphersystem-compendium.abilities.bzeuikGxbM7noj2z"}},"system":{"version":2,"description":"

You are composed of animate, translucent crystal the color of amber. Work with your GM to decide your exact form, though it is likely about the shape and size of a humanoid. Your crystal body grants you +2 to Armor and +4 to your Might Pool. However, you’re not quick and your Speed defense tasks are hindered. Certain conditions, like mundane diseases and poisons, do not affect you. Your crystalline body repairs itself more slowly than a body of living flesh would. You have only the one-round, one-hour, and ten-hour recovery rolls available each day; you do not have a ten-minute recovery roll available. Any ability you have that requires a ten-minute recovery roll instead requires a one-hour recovery roll. Enabler.

","archived":false,"settings":{"rollButton":{"pool":"Pool","skill":"Practiced","assets":0,"effort1":0,"effort2":0,"effort3":0,"stepModifier":"eased","additionalSteps":0,"additionalCost":0,"damage":0,"damagePerLOE":3,"teen":"","bonus":0},"general":{"sorting":"Ability","spellTier":"low","unmaskedForm":"Mask"}},"basic":{"cost":"0","pool":"Pool"}},"ownership":{"default":0,"k2TkElLx959B0lm5":3},"_stats":{"systemId":"cyphersystem","systemVersion":"2.0.0-a1","coreVersion":"10.286","createdTime":null,"modifiedTime":1664959715677,"lastModifiedBy":"rLeavHPrdkq6xjNt"}} {"_id":"bzy1KzO0oPmZGu2b","name":"Sensor","type":"ability","img":"systems/cyphersystem/icons/items/ability.svg","effects":[],"folder":null,"sort":0,"flags":{"core":{"sourceId":"Compendium.cyphersystem-compendium.abilities.bzy1KzO0oPmZGu2b"}},"system":{"version":2,"description":"

You create an immobile, invisible sensor within immediate range that lasts for 24 hours. At any time during that duration, you can concentrate to see, hear, and smell through the sensor, no matter how far you move from it. The sensor doesn’t grant you sensory capabilities beyond the norm. If you also have this ability from another source, it lasts twice as long. Action to create; action to check.

","archived":false,"settings":{"rollButton":{"pool":"Pool","skill":"Practiced","assets":0,"effort1":0,"effort2":0,"effort3":0,"stepModifier":"eased","additionalSteps":0,"additionalCost":0,"damage":0,"damagePerLOE":3,"teen":"","bonus":0},"general":{"sorting":"Ability","spellTier":"low","unmaskedForm":"Mask"}},"basic":{"cost":"0","pool":"Pool"}},"ownership":{"default":0,"k2TkElLx959B0lm5":3},"_stats":{"systemId":"cyphersystem","systemVersion":"2.0.0-a1","coreVersion":"10.286","createdTime":null,"modifiedTime":1664959723954,"lastModifiedBy":"rLeavHPrdkq6xjNt"}} +{"name":"Tree Companion","type":"ability","img":"systems/cyphersystem/icons/items/ability.svg","system":{"version":2,"description":"

You animate a tree of approximately your size or smaller, creating a level 3 creature with 1 Armor. The tree follows your verbal commands for one hour, after which it reverts to a normal tree (and roots itself where it stands). Unless the tree is killed by damage, you can animate it again when the ability duration expires, but any damage it has carries over to its newly animated state. In addition to the normal options for using Effort, you can choose to use Effort to affect more trees; each level of Effort used affects one additional tree. Action.

","archived":false,"settings":{"rollButton":{"pool":"Pool","skill":"Practiced","assets":"0","effort1":"0","effort2":"0","effort3":"0","stepModifier":"eased","additionalSteps":0,"additionalCost":0,"damage":0,"damagePerLOE":3,"teen":"","bonus":0},"general":{"sorting":"Ability","spellTier":"low","unmaskedForm":"Mask"}},"basic":{"cost":"0","pool":"Pool"}},"effects":[],"ownership":{"default":0,"yThCrv1jSfPXOC2U":3},"flags":{"core":{"sourceId":"Item.g1bdMdnxN455ZJhR"}},"_stats":{"systemId":"cyphersystem","systemVersion":"2.3.0","coreVersion":"10.291","createdTime":1676106753680,"modifiedTime":1676106777425,"lastModifiedBy":"yThCrv1jSfPXOC2U"},"folder":null,"sort":0,"_id":"c3GBVwgz9atmtbgI"} {"_id":"c4CG5F8lfaYelzFf","name":"Soothe Mind and Body","type":"ability","img":"systems/cyphersystem/icons/items/ability.svg","effects":[],"folder":null,"sort":0,"flags":{"core":{"sourceId":"Compendium.cyphersystem-compendium.abilities.c4CG5F8lfaYelzFf"}},"system":{"version":2,"description":"

The body and the mind are connected. All healing tasks you attempt are eased by two steps. Enabler.

","archived":false,"settings":{"rollButton":{"pool":"Pool","skill":"Practiced","assets":0,"effort1":0,"effort2":0,"effort3":0,"stepModifier":"eased","additionalSteps":0,"additionalCost":0,"damage":0,"damagePerLOE":3,"teen":"","bonus":0},"general":{"sorting":"Ability","spellTier":"low","unmaskedForm":"Mask"}},"basic":{"cost":"0","pool":"Pool"}},"ownership":{"default":0,"k2TkElLx959B0lm5":3},"_stats":{"systemId":"cyphersystem","systemVersion":"2.0.0-a1","coreVersion":"10.286","createdTime":null,"modifiedTime":1664959724393,"lastModifiedBy":"rLeavHPrdkq6xjNt"}} {"_id":"cE7JPRHLqIdM3b9V","name":"Living Light","type":"ability","img":"systems/cyphersystem/icons/items/ability.svg","effects":[],"folder":null,"sort":0,"flags":{"core":{"sourceId":"Compendium.cyphersystem-compendium.abilities.cE7JPRHLqIdM3b9V"}},"system":{"version":2,"description":"

Your body dissolves into a cloud of photons that instantly travel to a location you choose and then reform. You can choose any open space big enough to contain you that you can see within very long range, or any place you have lit by @Compendium[cyphersystem-compendium.abilities.xZQXXjAWGBo7mTHU]{Illuminating Touch} that is still shining. You disappear and almost instantly reappear in the space you chose. It takes until the end of the round for your body to become fully solid, so until the start of the next round, you take a maximum of 1 point of damage from any given attack or source of damage. Each level of Effort you apply allows you to bring along one additional person besides yourself, as long as they are within immediate range when you depart. Action.

","archived":false,"settings":{"rollButton":{"pool":"Pool","skill":"Practiced","assets":0,"effort1":0,"effort2":0,"effort3":0,"stepModifier":"eased","additionalSteps":0,"additionalCost":0,"damage":0,"damagePerLOE":3,"teen":"","bonus":0},"general":{"sorting":"Ability","spellTier":"low","unmaskedForm":"Mask"}},"basic":{"cost":"6+","pool":"Intellect"}},"ownership":{"default":0,"k2TkElLx959B0lm5":3},"_stats":{"systemId":"cyphersystem","systemVersion":"2.0.0-a1","coreVersion":"10.286","createdTime":null,"modifiedTime":1664959720857,"lastModifiedBy":"rLeavHPrdkq6xjNt"}} {"_id":"cGcblQ2qvyHM02kY","name":"Mount","type":"ability","img":"systems/cyphersystem/icons/items/ability.svg","effects":[],"folder":null,"sort":0,"flags":{"core":{"sourceId":"Compendium.cyphersystem-compendium.abilities.cGcblQ2qvyHM02kY"}},"system":{"version":2,"description":"

A level 3 creature serves you as a mount and follows your instructions. While you’re mounted on it, the creature can move and you can attack on your turn, which provides an asset to your attack. You and the GM must work out the details of the creature, and you’ll probably make rolls for it when it takes noncombat actions. The mount acts on your turn. If your mount dies, you can hunt in the wild for [[/r 3d6]] days to find a new one. Enabler.

","archived":false,"settings":{"rollButton":{"pool":"Pool","skill":"Practiced","assets":0,"effort1":0,"effort2":0,"effort3":0,"stepModifier":"eased","additionalSteps":0,"additionalCost":0,"damage":0,"damagePerLOE":3,"teen":"","bonus":0},"general":{"sorting":"Ability","spellTier":"low","unmaskedForm":"Mask"}},"basic":{"cost":"0","pool":"Pool"}},"ownership":{"default":0,"k2TkElLx959B0lm5":3},"_stats":{"systemId":"cyphersystem","systemVersion":"2.0.0-a1","coreVersion":"10.286","createdTime":null,"modifiedTime":1664959721713,"lastModifiedBy":"rLeavHPrdkq6xjNt"}} @@ -691,6 +708,7 @@ {"_id":"f7wLki6qjCNs2Ici","name":"Handy","type":"ability","img":"systems/cyphersystem/icons/items/ability.svg","effects":[],"folder":null,"sort":0,"flags":{"core":{"sourceId":"Compendium.cyphersystem-compendium.abilities.f7wLki6qjCNs2Ici"}},"system":{"version":2,"description":"

You work for a living and are trained in tasks related to carpentry, plumbing, and electrical repair. Your knowledge in these realms also gives you an asset to craft entirely new items within your spheres of knowledge and the limits of possibility within the setting. Enabler.

","archived":false,"settings":{"rollButton":{"pool":"Pool","skill":"Practiced","assets":0,"effort1":0,"effort2":0,"effort3":0,"stepModifier":"eased","additionalSteps":0,"additionalCost":0,"damage":0,"damagePerLOE":3,"teen":"","bonus":0},"general":{"sorting":"Ability","spellTier":"low","unmaskedForm":"Mask"}},"basic":{"cost":"0","pool":"Pool"}},"ownership":{"default":0,"k2TkElLx959B0lm5":3},"_stats":{"systemId":"cyphersystem","systemVersion":"2.0.0-a1","coreVersion":"10.286","createdTime":null,"modifiedTime":1664959719336,"lastModifiedBy":"rLeavHPrdkq6xjNt"}} {"_id":"fD8yD0pGCMdOJkGb","name":"Band of Desperados","type":"ability","img":"systems/cyphersystem/icons/items/ability.svg","effects":[],"folder":null,"sort":0,"flags":{"core":{"sourceId":"Compendium.cyphersystem-compendium.abilities.fD8yD0pGCMdOJkGb"}},"system":{"version":2,"description":"

Your reputation draws a band of six level 2 desperado NPC followers who are completely devoted to you. You and the GM must work out the details of these followers. If a follower dies, you gain a new one after at least two weeks and proper recruitment. Enabler.

","archived":false,"settings":{"rollButton":{"pool":"Pool","skill":"Practiced","assets":0,"effort1":0,"effort2":0,"effort3":0,"stepModifier":"eased","additionalSteps":0,"additionalCost":0,"damage":0,"damagePerLOE":3,"teen":"","bonus":0},"general":{"sorting":"Ability","spellTier":"low","unmaskedForm":"Mask"}},"basic":{"cost":"0","pool":"Pool"}},"ownership":{"default":0,"k2TkElLx959B0lm5":3},"_stats":{"systemId":"cyphersystem","systemVersion":"2.0.0-a1","coreVersion":"10.286","createdTime":null,"modifiedTime":1664959713733,"lastModifiedBy":"rLeavHPrdkq6xjNt"}} {"_id":"fPCTpU0viXXWrNs0","name":"Inspiring Success","type":"ability","img":"systems/cyphersystem/icons/items/ability.svg","effects":[],"folder":null,"sort":0,"flags":{"core":{"sourceId":"Compendium.cyphersystem-compendium.abilities.fPCTpU0viXXWrNs0"}},"system":{"version":2,"description":"

When you succeed on a roll to perform a task related to the stat that you choose upon selecting this ability, and you applied at least one level of Effort, you may choose another character within short range. That character has an asset on the next task they attempt using that stat on their next turn. Enabler.

","archived":false,"settings":{"rollButton":{"pool":"Pool","skill":"Practiced","assets":0,"effort1":0,"effort2":0,"effort3":0,"stepModifier":"eased","additionalSteps":0,"additionalCost":0,"damage":0,"damagePerLOE":3,"teen":"","bonus":0},"general":{"sorting":"Ability","spellTier":"low","unmaskedForm":"Mask"}},"basic":{"cost":"6","pool":"Intellect"}},"ownership":{"default":0,"k2TkElLx959B0lm5":3},"_stats":{"systemId":"cyphersystem","systemVersion":"2.0.0-a1","coreVersion":"10.286","createdTime":null,"modifiedTime":1664959720350,"lastModifiedBy":"rLeavHPrdkq6xjNt"}} +{"name":"Cypher Surge","type":"ability","img":"systems/cyphersystem/icons/items/ability.svg","system":{"version":2,"description":"

When you use a subtle cypher spell, as part of that action you can expend one other subtle cypher. Instead of the second cypher’s normal effect, you add one free level of Effort to the first cypher spell. Enabler.

","archived":false,"settings":{"rollButton":{"pool":"Pool","skill":"Practiced","assets":"0","effort1":"0","effort2":"0","effort3":"0","stepModifier":"eased","additionalSteps":0,"additionalCost":0,"damage":0,"damagePerLOE":3,"teen":"","bonus":0},"general":{"sorting":"Ability","spellTier":"low","unmaskedForm":"Mask"}},"basic":{"cost":"0","pool":"Pool"}},"effects":[],"ownership":{"default":0,"yThCrv1jSfPXOC2U":3},"flags":{"core":{"sourceId":"Item.fYf92C2I1gDJMy2L"}},"_stats":{"systemId":"cyphersystem","systemVersion":"2.3.0","coreVersion":"10.291","createdTime":1676105905144,"modifiedTime":1676105919505,"lastModifiedBy":"yThCrv1jSfPXOC2U"},"folder":null,"sort":0,"_id":"fQ3O3G7rFmv194uI"} {"_id":"fg8V2R3kpLX2sHRn","name":"Cloud Personal Memories","type":"ability","img":"systems/cyphersystem/icons/items/ability.svg","effects":[],"folder":null,"sort":0,"flags":{"core":{"sourceId":"Compendium.cyphersystem-compendium.abilities.fg8V2R3kpLX2sHRn"}},"system":{"version":2,"description":"

If you interact with or study a target for at least a round, you gain a sense of how its mind works, which you can use against it in the most blunt fashion possible. You can attempt to confuse it and make it forget what’s just happened. On a success, you erase up to the last five minutes of its memory. Action to prepare; action to initiate.

","archived":false,"settings":{"rollButton":{"pool":"Pool","skill":"Practiced","assets":0,"effort1":0,"effort2":0,"effort3":0,"stepModifier":"eased","additionalSteps":0,"additionalCost":0,"damage":0,"damagePerLOE":3,"teen":"","bonus":0},"general":{"sorting":"Ability","spellTier":"low","unmaskedForm":"Mask"}},"basic":{"cost":"3","pool":"Intellect"}},"ownership":{"default":0,"k2TkElLx959B0lm5":3},"_stats":{"systemId":"cyphersystem","systemVersion":"2.0.0-a1","coreVersion":"10.286","createdTime":null,"modifiedTime":1664959715107,"lastModifiedBy":"rLeavHPrdkq6xjNt"}} {"_id":"fh7tK1BVjgSfZ8ml","name":"Insight","type":"ability","img":"systems/cyphersystem/icons/items/ability.svg","effects":[],"folder":null,"sort":0,"flags":{"core":{"sourceId":"Compendium.cyphersystem-compendium.abilities.fh7tK1BVjgSfZ8ml"}},"system":{"version":2,"description":"

You are trained in tasks to discern others’ motives and to ascertain their general nature. You have a knack for sensing whether or not someone is truly innocent. Enabler.

","archived":false,"settings":{"rollButton":{"pool":"Pool","skill":"Practiced","assets":0,"effort1":0,"effort2":0,"effort3":0,"stepModifier":"eased","additionalSteps":0,"additionalCost":0,"damage":0,"damagePerLOE":3,"teen":"","bonus":0},"general":{"sorting":"Ability","spellTier":"low","unmaskedForm":"Mask"}},"basic":{"cost":"0","pool":"Pool"}},"ownership":{"default":0,"k2TkElLx959B0lm5":3},"_stats":{"systemId":"cyphersystem","systemVersion":"2.0.0-a1","coreVersion":"10.286","createdTime":null,"modifiedTime":1664959720260,"lastModifiedBy":"rLeavHPrdkq6xjNt"}} {"_id":"fkedtvx6UakJPOZN","name":"Ultra Enhancement","type":"ability","img":"systems/cyphersystem/icons/items/ability.svg","effects":[],"folder":null,"sort":0,"flags":{"core":{"sourceId":"Compendium.cyphersystem-compendium.abilities.fkedtvx6UakJPOZN"}},"system":{"version":2,"description":"

You gain +1 to Armor and +5 to each of your three stat Pools. Enabler.

","archived":false,"settings":{"rollButton":{"pool":"Pool","skill":"Practiced","assets":0,"effort1":0,"effort2":0,"effort3":0,"stepModifier":"eased","additionalSteps":0,"additionalCost":0,"damage":0,"damagePerLOE":3,"teen":"","bonus":0},"general":{"sorting":"Ability","spellTier":"low","unmaskedForm":"Mask"}},"basic":{"cost":"0","pool":"Pool"}},"ownership":{"default":0,"k2TkElLx959B0lm5":3},"_stats":{"systemId":"cyphersystem","systemVersion":"2.0.0-a1","coreVersion":"10.286","createdTime":null,"modifiedTime":1664959725752,"lastModifiedBy":"rLeavHPrdkq6xjNt"}} @@ -706,12 +724,15 @@ {"_id":"gNRMG3mJTzWaCGph","name":"Capable Warrior","type":"ability","img":"systems/cyphersystem/icons/items/ability.svg","effects":[],"folder":null,"sort":0,"flags":{"core":{"sourceId":"Compendium.cyphersystem-compendium.abilities.gNRMG3mJTzWaCGph"}},"system":{"version":2,"description":"

Your attacks deal 1 additional point of damage. Enabler.

","archived":false,"settings":{"rollButton":{"pool":"Pool","skill":"Practiced","assets":0,"effort1":0,"effort2":0,"effort3":0,"stepModifier":"eased","additionalSteps":0,"additionalCost":0,"damage":0,"damagePerLOE":3,"teen":"","bonus":0},"general":{"sorting":"Ability","spellTier":"low","unmaskedForm":"Mask"}},"basic":{"cost":"0","pool":"Pool"}},"ownership":{"default":0,"k2TkElLx959B0lm5":3},"_stats":{"systemId":"cyphersystem","systemVersion":"2.0.0-a1","coreVersion":"10.286","createdTime":null,"modifiedTime":1664959714696,"lastModifiedBy":"rLeavHPrdkq6xjNt"}} {"_id":"gP8HCn8FPeg49V7M","name":"Far Step","type":"ability","img":"systems/cyphersystem/icons/items/ability.svg","effects":[],"folder":null,"sort":0,"flags":{"core":{"sourceId":"Compendium.cyphersystem-compendium.abilities.gP8HCn8FPeg49V7M"}},"system":{"version":2,"description":"

You leap through the air and land some distance away. You can jump up, down, or across to anywhere you choose within long range if you have a clear and unobstructed path to that location. You land safely. Action.

","archived":false,"settings":{"rollButton":{"pool":"Pool","skill":"Practiced","assets":0,"effort1":0,"effort2":0,"effort3":0,"stepModifier":"eased","additionalSteps":0,"additionalCost":0,"damage":0,"damagePerLOE":3,"teen":"","bonus":0},"general":{"sorting":"Ability","spellTier":"low","unmaskedForm":"Mask"}},"basic":{"cost":"2","pool":"Intellect"}},"ownership":{"default":0,"k2TkElLx959B0lm5":3},"_stats":{"systemId":"cyphersystem","systemVersion":"2.0.0-a1","coreVersion":"10.286","createdTime":null,"modifiedTime":1664959717843,"lastModifiedBy":"rLeavHPrdkq6xjNt"}} {"_id":"gPqiQflb6Z3DXGVk","name":"Trained Slayer","type":"ability","img":"systems/cyphersystem/icons/items/ability.svg","effects":[],"folder":null,"sort":0,"flags":{"core":{"sourceId":"Compendium.cyphersystem-compendium.abilities.gPqiQflb6Z3DXGVk"}},"system":{"version":2,"description":"

You are trained in using swords. Enabler.

","archived":false,"settings":{"rollButton":{"pool":"Pool","skill":"Practiced","assets":0,"effort1":0,"effort2":0,"effort3":0,"stepModifier":"eased","additionalSteps":0,"additionalCost":0,"damage":0,"damagePerLOE":3,"teen":"","bonus":0},"general":{"sorting":"Ability","spellTier":"low","unmaskedForm":"Mask"}},"basic":{"cost":"0","pool":"Pool"}},"ownership":{"default":0,"k2TkElLx959B0lm5":3},"_stats":{"systemId":"cyphersystem","systemVersion":"2.0.0-a1","coreVersion":"10.286","createdTime":null,"modifiedTime":1664959725563,"lastModifiedBy":"rLeavHPrdkq6xjNt"}} +{"name":"Tree Travel","type":"ability","img":"systems/cyphersystem/icons/items/ability.svg","system":{"version":2,"description":"

You enter one tree and instantaneously and safely emerge from another one within long distance. You don’t need to specify which tree you’re exiting from (if you know there are trees in that direction, you can decide how far to go and you will step out of a tree in that area). If the starting tree’s trunk isn’t as large as your body, you must apply a level of Effort to enter it. You can choose to use Effort to increase the distance you travel; one level of Effort used in this way increases the range to very long, two levels raise it to one mile (1.5 km), and each additional level of Effort beyond that increases it by an additional mile. Action.

","archived":false,"settings":{"rollButton":{"pool":"Pool","skill":"Practiced","assets":"0","effort1":"0","effort2":"0","effort3":"0","stepModifier":"eased","additionalSteps":0,"additionalCost":0,"damage":0,"damagePerLOE":3,"teen":"","bonus":0},"general":{"sorting":"Ability","spellTier":"low","unmaskedForm":"Mask"}},"basic":{"cost":"0","pool":"Pool"}},"effects":[],"ownership":{"default":0,"yThCrv1jSfPXOC2U":3},"flags":{"core":{"sourceId":"Item.7nevuwVI3rk1vzdd"}},"_stats":{"systemId":"cyphersystem","systemVersion":"2.3.0","coreVersion":"10.291","createdTime":1676106784536,"modifiedTime":1676106815035,"lastModifiedBy":"yThCrv1jSfPXOC2U"},"folder":null,"sort":0,"_id":"gQ9h8tGa60VLo6IH"} {"_id":"gS1X6POaKLjNlHsI","name":"Sturdy","type":"ability","img":"systems/cyphersystem/icons/items/ability.svg","effects":[],"folder":null,"sort":0,"flags":{"core":{"sourceId":"Compendium.cyphersystem-compendium.abilities.gS1X6POaKLjNlHsI"}},"system":{"version":2,"description":"

You are trained in Might defense tasks. Enabler.

","archived":false,"settings":{"rollButton":{"pool":"Pool","skill":"Practiced","assets":0,"effort1":0,"effort2":0,"effort3":0,"stepModifier":"eased","additionalSteps":0,"additionalCost":0,"damage":0,"damagePerLOE":3,"teen":"","bonus":0},"general":{"sorting":"Ability","spellTier":"low","unmaskedForm":"Mask"}},"basic":{"cost":"0","pool":"Pool"}},"ownership":{"default":0,"k2TkElLx959B0lm5":3},"_stats":{"systemId":"cyphersystem","systemVersion":"2.0.0-a1","coreVersion":"10.286","createdTime":null,"modifiedTime":1664959724904,"lastModifiedBy":"rLeavHPrdkq6xjNt"}} {"_id":"gT21nqWZ9Es576oC","name":"Soothe the Savage","type":"ability","img":"systems/cyphersystem/icons/items/ability.svg","effects":[],"folder":null,"sort":0,"flags":{"core":{"sourceId":"Compendium.cyphersystem-compendium.abilities.gT21nqWZ9Es576oC"}},"system":{"version":2,"description":"

You calm a nonhuman beast within 30 feet (9 m). You must speak to it (although it doesn’t need to understand your words), and it must see you. It remains calm for one minute or for as long as you focus all your attention on it. The GM has final say over what counts as a nonhuman beast, but unless some kind of deception is at work, you should know whether you can affect a creature before you attempt to use this ability on it. Aliens, extradimensional entities, very intelligent creatures, and robots never count. Action.

","archived":false,"settings":{"rollButton":{"pool":"Pool","skill":"Practiced","assets":0,"effort1":0,"effort2":0,"effort3":0,"stepModifier":"eased","additionalSteps":0,"additionalCost":0,"damage":0,"damagePerLOE":3,"teen":"","bonus":0},"general":{"sorting":"Ability","spellTier":"low","unmaskedForm":"Mask"}},"basic":{"cost":"2","pool":"Intellect"}},"ownership":{"default":0,"k2TkElLx959B0lm5":3},"_stats":{"systemId":"cyphersystem","systemVersion":"2.0.0-a1","coreVersion":"10.286","createdTime":null,"modifiedTime":1664959724401,"lastModifiedBy":"rLeavHPrdkq6xjNt"}} {"_id":"gVOzzvxS6PPu8Ofy","name":"Dual Defense","type":"ability","img":"systems/cyphersystem/icons/items/ability.svg","effects":[],"folder":null,"sort":0,"flags":{"core":{"sourceId":"Compendium.cyphersystem-compendium.abilities.gVOzzvxS6PPu8Ofy"}},"system":{"version":2,"description":"

When you wield two weapons, you are trained in Speed defense tasks. Enabler.

","archived":false,"settings":{"rollButton":{"pool":"Pool","skill":"Practiced","assets":0,"effort1":0,"effort2":0,"effort3":0,"stepModifier":"eased","additionalSteps":0,"additionalCost":0,"damage":0,"damagePerLOE":3,"teen":"","bonus":0},"general":{"sorting":"Ability","spellTier":"low","unmaskedForm":"Mask"}},"basic":{"cost":"0","pool":"Pool"}},"ownership":{"default":0,"k2TkElLx959B0lm5":3},"_stats":{"systemId":"cyphersystem","systemVersion":"2.0.0-a1","coreVersion":"10.286","createdTime":null,"modifiedTime":1664959716845,"lastModifiedBy":"rLeavHPrdkq6xjNt"}} {"_id":"gWvMJQPBSmeaP8yN","name":"Drain Creature","type":"ability","img":"systems/cyphersystem/icons/items/ability.svg","effects":[],"folder":null,"sort":0,"flags":{"core":{"sourceId":"Compendium.cyphersystem-compendium.abilities.gWvMJQPBSmeaP8yN"}},"system":{"version":2,"description":"

You can drain energy from a living creature you touch, inflicting 3 points of damage and restoring 3 points to your Might or Speed Pool. Action.

","archived":false,"settings":{"rollButton":{"pool":"Pool","skill":"Practiced","assets":0,"effort1":0,"effort2":0,"effort3":0,"stepModifier":"eased","additionalSteps":0,"additionalCost":0,"damage":0,"damagePerLOE":3,"teen":"","bonus":0},"general":{"sorting":"Ability","spellTier":"low","unmaskedForm":"Mask"}},"basic":{"cost":"3+","pool":"Intellect"}},"ownership":{"default":0,"k2TkElLx959B0lm5":3},"_stats":{"systemId":"cyphersystem","systemVersion":"2.0.0-a1","coreVersion":"10.286","createdTime":null,"modifiedTime":1664959716744,"lastModifiedBy":"rLeavHPrdkq6xjNt"}} +{"name":"Animal Scrying","type":"ability","img":"systems/cyphersystem/icons/items/ability.svg","system":{"version":2,"description":"

If you know the general location of an animal that is friendly toward you and within 1 mile (1.5 km) of your location, you can sense through its senses for up to ten minutes. If you are not in animal form or not in a form similar to that animal, you must apply a level of Effort to use this ability. Action to establish.

","archived":false,"settings":{"rollButton":{"pool":"Pool","skill":"Practiced","assets":"0","effort1":"0","effort2":"0","effort3":"0","stepModifier":"eased","additionalSteps":0,"additionalCost":0,"damage":0,"damagePerLOE":3,"teen":"","bonus":0},"general":{"sorting":"Ability","spellTier":"low","unmaskedForm":"Mask"}},"basic":{"cost":"4+","pool":"Intellect"}},"effects":[],"ownership":{"default":0,"yThCrv1jSfPXOC2U":3},"flags":{"core":{"sourceId":"Item.MDHC0OB22bIInXwd"}},"_stats":{"systemId":"cyphersystem","systemVersion":"2.3.0","coreVersion":"10.291","createdTime":1676105443251,"modifiedTime":1676105727521,"lastModifiedBy":"yThCrv1jSfPXOC2U"},"folder":null,"sort":0,"_id":"gXiq1edSDteTcfGC"} {"_id":"gbU7mA0flUR4W8Dl","name":"Stand Watch","type":"ability","img":"systems/cyphersystem/icons/items/ability.svg","effects":[],"folder":null,"sort":0,"flags":{"core":{"sourceId":"Compendium.cyphersystem-compendium.abilities.gbU7mA0flUR4W8Dl"}},"system":{"version":2,"description":"

While standing watch (mostly remaining in place for an extended period of time), you unfailingly remain awake and alert for up to eight hours. During this time, you are trained in perception tasks as well as stealth tasks to conceal yourself from those who might approach. Action to initiate.

","archived":false,"settings":{"rollButton":{"pool":"Pool","skill":"Practiced","assets":0,"effort1":0,"effort2":0,"effort3":0,"stepModifier":"eased","additionalSteps":0,"additionalCost":0,"damage":0,"damagePerLOE":3,"teen":"","bonus":0},"general":{"sorting":"Ability","spellTier":"low","unmaskedForm":"Mask"}},"basic":{"cost":"2","pool":"Intellect"}},"ownership":{"default":0,"k2TkElLx959B0lm5":3},"_stats":{"systemId":"cyphersystem","systemVersion":"2.0.0-a1","coreVersion":"10.286","createdTime":null,"modifiedTime":1664959724717,"lastModifiedBy":"rLeavHPrdkq6xjNt"}} {"_id":"geCiPXMF2sIRJ68U","name":"Have Spacesuit, Will Travel","type":"ability","img":"systems/cyphersystem/icons/items/ability.svg","effects":[],"folder":null,"sort":0,"flags":{"core":{"sourceId":"Compendium.cyphersystem-compendium.abilities.geCiPXMF2sIRJ68U"}},"system":{"version":2,"description":"

Somehow or another, you became the legal owner of a fully functional and advanced spacesuit. The spacesuit provides +1 Armor and, more important, allows you to survive in the vacuum of space using suit reserves for up to twelve hours at a time with enough reaction mass to get around in zero gravity on jets of ionized gas for that same period. After each use, the suit must be recharged, either with already-charged cartridges of air and reaction mass or by allowing the suit to sit idle in an area with breathable atmosphere for at least two hours, during which time it will recharge both air and reaction mass using integrated solid state mechanisms. The suit’s power supply is a radioisotope thermoelectric generator, which means it’ll function for a few decades before needing to be changed out. Enabler.

","archived":false,"settings":{"rollButton":{"pool":"Pool","skill":"Practiced","assets":0,"effort1":0,"effort2":0,"effort3":0,"stepModifier":"eased","additionalSteps":0,"additionalCost":0,"damage":0,"damagePerLOE":3,"teen":"","bonus":0},"general":{"sorting":"Ability","spellTier":"low","unmaskedForm":"Mask"}},"basic":{"cost":"0","pool":"Pool"}},"ownership":{"default":0,"k2TkElLx959B0lm5":3},"_stats":{"systemId":"cyphersystem","systemVersion":"2.0.0-a1","coreVersion":"10.286","createdTime":null,"modifiedTime":1664959719445,"lastModifiedBy":"rLeavHPrdkq6xjNt"}} +{"name":"Wooden Body","type":"ability","img":"systems/cyphersystem/icons/items/ability.svg","system":{"version":2,"description":"

You transform your body into living wood for ten minutes, which grants you several benefits. You gain +1 to Armor and you are practiced in using your limbs as medium weapons. You need about one-tenth as much air as a human. Hiding among trees or on a tree is eased. However, in your wooden form you move more stiffly than a creature of flesh, hindering your Speed defense rolls. Action to change or revert.

\n
\n

Your wooden body might be smooth like a polished board, rough like tree bark, or a mix of both.

\n
","archived":false,"settings":{"rollButton":{"pool":"Pool","skill":"Practiced","assets":"0","effort1":"0","effort2":"0","effort3":"0","stepModifier":"eased","additionalSteps":0,"additionalCost":0,"damage":0,"damagePerLOE":3,"teen":"","bonus":0},"general":{"sorting":"Ability","spellTier":"low","unmaskedForm":"Mask"}},"basic":{"cost":"1+","pool":"Might"}},"effects":[],"ownership":{"default":0,"yThCrv1jSfPXOC2U":3},"flags":{"core":{"sourceId":"Item.4bbfbQNwn9DXVHuw"}},"_stats":{"systemId":"cyphersystem","systemVersion":"2.3.0","coreVersion":"10.291","createdTime":1676106863280,"modifiedTime":1676106903852,"lastModifiedBy":"yThCrv1jSfPXOC2U"},"folder":null,"sort":0,"_id":"ggQwr8b85bg7yzmK"} {"_id":"gjBFpV2OvDmBqeE3","name":"Just a Bit Mad","type":"ability","img":"systems/cyphersystem/icons/items/ability.svg","effects":[],"folder":null,"sort":0,"flags":{"core":{"sourceId":"Compendium.cyphersystem-compendium.abilities.gjBFpV2OvDmBqeE3"}},"system":{"version":2,"description":"

You are trained in Intellect defense tasks. Enabler.

","archived":false,"settings":{"rollButton":{"pool":"Pool","skill":"Practiced","assets":0,"effort1":0,"effort2":0,"effort3":0,"stepModifier":"eased","additionalSteps":0,"additionalCost":0,"damage":0,"damagePerLOE":3,"teen":"","bonus":0},"general":{"sorting":"Ability","spellTier":"low","unmaskedForm":"Mask"}},"basic":{"cost":"0","pool":"Pool"}},"ownership":{"default":0,"k2TkElLx959B0lm5":3},"_stats":{"systemId":"cyphersystem","systemVersion":"2.0.0-a1","coreVersion":"10.286","createdTime":null,"modifiedTime":1664959720598,"lastModifiedBy":"rLeavHPrdkq6xjNt"}} {"_id":"gn1jtMLhp6qPNXUL","name":"Store Energy","type":"ability","img":"systems/cyphersystem/icons/items/ability.svg","effects":[],"folder":null,"sort":0,"flags":{"core":{"sourceId":"Compendium.cyphersystem-compendium.abilities.gn1jtMLhp6qPNXUL"}},"system":{"version":2,"description":"

When you drain energy with your focus abilities, you can store some of it for later in a Siphon Pool. You can spend points from your Siphon Pool as if they were from your Might or Speed Pool, or use an action to spend them to restore an equal number of points to your Might or Speed Pool. Your Siphon Pool can safely store up to 3 points; each point beyond that hinders all of your tasks. Enabler.

","archived":false,"settings":{"rollButton":{"pool":"Pool","skill":"Practiced","assets":0,"effort1":0,"effort2":0,"effort3":0,"stepModifier":"eased","additionalSteps":0,"additionalCost":0,"damage":0,"damagePerLOE":3,"teen":"","bonus":0},"general":{"sorting":"Ability","spellTier":"low","unmaskedForm":"Mask"}},"basic":{"cost":"0","pool":"Pool"}},"ownership":{"default":0,"k2TkElLx959B0lm5":3},"_stats":{"systemId":"cyphersystem","systemVersion":"2.0.0-a1","coreVersion":"10.286","createdTime":null,"modifiedTime":1664959724843,"lastModifiedBy":"rLeavHPrdkq6xjNt"}} {"_id":"grCiWRuV8lvflQHM","name":"Encouraging Presence","type":"ability","img":"systems/cyphersystem/icons/items/ability.svg","effects":[],"folder":null,"sort":0,"flags":{"core":{"sourceId":"Compendium.cyphersystem-compendium.abilities.grCiWRuV8lvflQHM"}},"system":{"version":2,"description":"

For one minute, allies within short range gain an asset on defense rolls. Action.

","archived":false,"settings":{"rollButton":{"pool":"Pool","skill":"Practiced","assets":0,"effort1":0,"effort2":0,"effort3":0,"stepModifier":"eased","additionalSteps":0,"additionalCost":0,"damage":0,"damagePerLOE":3,"teen":"","bonus":0},"general":{"sorting":"Ability","spellTier":"low","unmaskedForm":"Mask"}},"basic":{"cost":"2","pool":"Intellect"}},"ownership":{"default":0,"k2TkElLx959B0lm5":3},"_stats":{"systemId":"cyphersystem","systemVersion":"2.0.0-a1","coreVersion":"10.286","createdTime":null,"modifiedTime":1664959717095,"lastModifiedBy":"rLeavHPrdkq6xjNt"}} @@ -813,6 +834,7 @@ {"_id":"m5U42d2SkK31mp8d","name":"A Smile and a Word","type":"ability","img":"systems/cyphersystem/icons/items/ability.svg","effects":[],"folder":null,"sort":0,"flags":{"core":{"sourceId":"Compendium.cyphersystem-compendium.abilities.m5U42d2SkK31mp8d"}},"system":{"version":2,"description":"

When you use Effort on any action involving interactions—even those having to do with calming animals or communicating with someone or something whose language you do not speak—you gain a free level of Effort on the task. Action.

","archived":false,"settings":{"rollButton":{"pool":"Pool","skill":"Practiced","assets":0,"effort1":0,"effort2":0,"effort3":0,"stepModifier":"eased","additionalSteps":0,"additionalCost":0,"damage":0,"damagePerLOE":3,"teen":"","bonus":0},"general":{"sorting":"Ability","spellTier":"low","unmaskedForm":"Mask"}},"basic":{"cost":"0","pool":"Pool"}},"ownership":{"default":0,"k2TkElLx959B0lm5":3},"_stats":{"systemId":"cyphersystem","systemVersion":"2.0.0-a1","coreVersion":"10.286","createdTime":null,"modifiedTime":1664959712449,"lastModifiedBy":"rLeavHPrdkq6xjNt"}} {"_id":"m6X5wyPUPdhqLTIp","name":"Quick Work","type":"ability","img":"systems/cyphersystem/icons/items/ability.svg","effects":[],"folder":null,"sort":0,"flags":{"core":{"sourceId":"Compendium.cyphersystem-compendium.abilities.m6X5wyPUPdhqLTIp"}},"system":{"version":2,"description":"

One use of any artifact (or one minute of its continuous function) is increased by one level if you use it within the next minute. If you spend 4 additional Intellect points, the use is increased by two levels if you use it within the next minute. Action.

","archived":false,"settings":{"rollButton":{"pool":"Pool","skill":"Practiced","assets":0,"effort1":0,"effort2":0,"effort3":0,"stepModifier":"eased","additionalSteps":0,"additionalCost":0,"damage":0,"damagePerLOE":3,"teen":"","bonus":0},"general":{"sorting":"Ability","spellTier":"low","unmaskedForm":"Mask"}},"basic":{"cost":"3+","pool":"Intellect"}},"ownership":{"default":0,"k2TkElLx959B0lm5":3},"_stats":{"systemId":"cyphersystem","systemVersion":"2.0.0-a1","coreVersion":"10.286","createdTime":null,"modifiedTime":1664959723080,"lastModifiedBy":"rLeavHPrdkq6xjNt"}} {"_id":"m7j43Ww96dKCDtJO","name":"Aquatic Combatant","type":"ability","img":"systems/cyphersystem/icons/items/ability.svg","effects":[],"folder":null,"sort":0,"flags":{"core":{"sourceId":"Compendium.cyphersystem-compendium.abilities.m7j43Ww96dKCDtJO"}},"system":{"version":2,"description":"

You ignore penalties for any action (including fighting) in underwater environments. Enabler.

","archived":false,"settings":{"rollButton":{"pool":"Pool","skill":"Practiced","assets":0,"effort1":0,"effort2":0,"effort3":0,"stepModifier":"eased","additionalSteps":0,"additionalCost":0,"damage":0,"damagePerLOE":3,"teen":"","bonus":0},"general":{"sorting":"Ability","spellTier":"low","unmaskedForm":"Mask"}},"basic":{"cost":"0","pool":"Pool"}},"ownership":{"default":0,"k2TkElLx959B0lm5":3},"_stats":{"systemId":"cyphersystem","systemVersion":"2.0.0-a1","coreVersion":"10.286","createdTime":null,"modifiedTime":1664959713388,"lastModifiedBy":"rLeavHPrdkq6xjNt"}} +{"name":"Great Tree","type":"ability","img":"systems/cyphersystem/icons/items/ability.svg","system":{"version":2,"description":"

When you use Wooden Body, you may grow to up to 12 feet (4 m) in height. In this larger form, you add 7 points to your Might Pool and +2 to your Might Edge. If you chose to grow, when Wooden Body ends you subtract 7 points from your Might Pool (if this brings the Pool to 0, subtract the overflow first from your Speed Pool and then, if necessary, from your Intellect Pool). When you use Wooden Body, whether or not you choose to grow, instead of looking like a wooden version of your normal self, you can take on the full appearance of a humanoid tree creature or an actual tree (including growing additional branches, extra foliage, and so on). This does not affect any of your abilities—in tree shape, you can use type abilities, other focus abilities, and so on. In tree shape, pretending to be a tree and hiding among normal trees are eased by two steps. Enabler.

","archived":false,"settings":{"rollButton":{"pool":"Pool","skill":"Practiced","assets":"0","effort1":"0","effort2":"0","effort3":"0","stepModifier":"eased","additionalSteps":0,"additionalCost":0,"damage":0,"damagePerLOE":3,"teen":"","bonus":0},"general":{"sorting":"Ability","spellTier":"low","unmaskedForm":"Mask"}},"basic":{"cost":"0","pool":"Pool"}},"effects":[],"ownership":{"default":0,"yThCrv1jSfPXOC2U":3},"flags":{"core":{"sourceId":"Item.EbtjgfMTKlxt5ckJ"}},"_stats":{"systemId":"cyphersystem","systemVersion":"2.3.0","coreVersion":"10.291","createdTime":1676106152996,"modifiedTime":1676106175365,"lastModifiedBy":"yThCrv1jSfPXOC2U"},"folder":null,"sort":0,"_id":"mAc6hl4jKLZz84VK"} {"_id":"mFPUUmBIcGGsuwNd","name":"Modify Device","type":"ability","img":"systems/cyphersystem/icons/items/ability.svg","effects":[],"folder":null,"sort":0,"flags":{"core":{"sourceId":"Compendium.cyphersystem-compendium.abilities.mFPUUmBIcGGsuwNd"}},"system":{"version":2,"description":"

You jury-rig a piece of mechanical or electrical equipment to make it function above its rated specs for a very limited time. To do so, you must use spare parts equal to an expensive item, have a field science kit (or a permanent lab, if you have access to one), and succeed at a difficulty 3 Intellect-based task. When complete, using the device eases all tasks performed in conjunction with the device, until the device inevitably breaks. For example, you could overclock a computer so research tasks using it are easier, modify an espresso maker so that each cup of coffee made with it is better, modify a car’s engine so that it goes faster (or modify its steering so it handles better), and so on. Each use of the modified device requires a depletion roll of 1–5 on a d20. Action to initiate, one hour to complete.

","archived":false,"settings":{"rollButton":{"pool":"Pool","skill":"Practiced","assets":0,"effort1":0,"effort2":0,"effort3":0,"stepModifier":"eased","additionalSteps":0,"additionalCost":0,"damage":0,"damagePerLOE":3,"teen":"","bonus":0},"general":{"sorting":"Ability","spellTier":"low","unmaskedForm":"Mask"}},"basic":{"cost":"4","pool":"Intellect"}},"ownership":{"default":0,"k2TkElLx959B0lm5":3},"_stats":{"systemId":"cyphersystem","systemVersion":"2.0.0-a1","coreVersion":"10.286","createdTime":null,"modifiedTime":1664959721658,"lastModifiedBy":"rLeavHPrdkq6xjNt"}} {"_id":"mGv7zlZu1wtNCQXQ","name":"Moving Like Water","type":"ability","img":"systems/cyphersystem/icons/items/ability.svg","effects":[],"folder":null,"sort":0,"flags":{"core":{"sourceId":"Compendium.cyphersystem-compendium.abilities.mGv7zlZu1wtNCQXQ"}},"system":{"version":2,"description":"

You spin and move so that your defense and attacks are aided by your fluid motion. For one minute, all your attacks and Speed defense tasks gain an asset. Enabler.

","archived":false,"settings":{"rollButton":{"pool":"Pool","skill":"Practiced","assets":0,"effort1":0,"effort2":0,"effort3":0,"stepModifier":"eased","additionalSteps":0,"additionalCost":0,"damage":0,"damagePerLOE":3,"teen":"","bonus":0},"general":{"sorting":"Ability","spellTier":"low","unmaskedForm":"Mask"}},"basic":{"cost":"3","pool":"Speed"}},"ownership":{"default":0,"k2TkElLx959B0lm5":3},"_stats":{"systemId":"cyphersystem","systemVersion":"2.0.0-a1","coreVersion":"10.286","createdTime":null,"modifiedTime":1664959721751,"lastModifiedBy":"rLeavHPrdkq6xjNt"}} {"_id":"mL6Yae2CxgefOMHn","name":"Draw Conclusion","type":"ability","img":"systems/cyphersystem/icons/items/ability.svg","effects":[],"folder":null,"sort":0,"flags":{"core":{"sourceId":"Compendium.cyphersystem-compendium.abilities.mL6Yae2CxgefOMHn"}},"system":{"version":2,"description":"

After careful observation and investigation (questioning one or more NPCs on a topic, searching an area or a file, and so on) lasting a few minutes, you can learn a pertinent fact. This ability is a difficulty 3 Intellect task. Each additional time you use this ability, the task is hindered by an additional step. The difficulty returns to 3 after you rest for ten hours. Action.

","archived":false,"settings":{"rollButton":{"pool":"Pool","skill":"Practiced","assets":0,"effort1":0,"effort2":0,"effort3":0,"stepModifier":"eased","additionalSteps":0,"additionalCost":0,"damage":0,"damagePerLOE":3,"teen":"","bonus":0},"general":{"sorting":"Ability","spellTier":"low","unmaskedForm":"Mask"}},"basic":{"cost":"3","pool":"Intellect"}},"ownership":{"default":0,"k2TkElLx959B0lm5":3},"_stats":{"systemId":"cyphersystem","systemVersion":"2.0.0-a1","coreVersion":"10.286","createdTime":null,"modifiedTime":1664959716771,"lastModifiedBy":"rLeavHPrdkq6xjNt"}} @@ -825,6 +847,7 @@ {"_id":"mmg9XLzvfbP4ESGO","name":"Resist the Elements","type":"ability","img":"systems/cyphersystem/icons/items/ability.svg","effects":[],"folder":null,"sort":0,"flags":{"core":{"sourceId":"Compendium.cyphersystem-compendium.abilities.mmg9XLzvfbP4ESGO"}},"system":{"version":2,"description":"

You resist heat, cold, and similar extremes. You have a special +2 to Armor against ambient damage or other damage that would normally ignore Armor. Enabler.

","archived":false,"settings":{"rollButton":{"pool":"Pool","skill":"Practiced","assets":0,"effort1":0,"effort2":0,"effort3":0,"stepModifier":"eased","additionalSteps":0,"additionalCost":0,"damage":0,"damagePerLOE":3,"teen":"","bonus":0},"general":{"sorting":"Ability","spellTier":"low","unmaskedForm":"Mask"}},"basic":{"cost":"0","pool":"Pool"}},"ownership":{"default":0,"k2TkElLx959B0lm5":3},"_stats":{"systemId":"cyphersystem","systemVersion":"2.0.0-a1","coreVersion":"10.286","createdTime":null,"modifiedTime":1664959723378,"lastModifiedBy":"rLeavHPrdkq6xjNt"}} {"_id":"mvC2vboULutesBDu","name":"Ice Storm","type":"ability","img":"systems/cyphersystem/icons/items/ability.svg","effects":[],"folder":null,"sort":0,"flags":{"core":{"sourceId":"Compendium.cyphersystem-compendium.abilities.mvC2vboULutesBDu"}},"system":{"version":2,"description":"

You attempt an additional Intellect task as part of your @Compendium[cyphersystem-compendium.abilities.yEfkqXxmuQqlA6Fi]{Cold Burst} attack, and if successful, you blind foes for up to one minute with a layer of freezing ice. All tasks of blinded creatures are hindered by two steps. Enabler.

","archived":false,"settings":{"rollButton":{"pool":"Pool","skill":"Practiced","assets":0,"effort1":0,"effort2":0,"effort3":0,"stepModifier":"eased","additionalSteps":0,"additionalCost":0,"damage":0,"damagePerLOE":3,"teen":"","bonus":0},"general":{"sorting":"Ability","spellTier":"low","unmaskedForm":"Mask"}},"basic":{"cost":"0","pool":"Pool"}},"ownership":{"default":0,"k2TkElLx959B0lm5":3},"_stats":{"systemId":"cyphersystem","systemVersion":"2.0.0-a1","coreVersion":"10.286","createdTime":null,"modifiedTime":1664959719662,"lastModifiedBy":"rLeavHPrdkq6xjNt"}} {"_id":"mvFsSsVjyF8iXvCe","name":"Sense Ambush","type":"ability","img":"systems/cyphersystem/icons/items/ability.svg","effects":[],"folder":null,"sort":0,"flags":{"core":{"sourceId":"Compendium.cyphersystem-compendium.abilities.mvFsSsVjyF8iXvCe"}},"system":{"version":2,"description":"

You are never surprised by an attack. Enabler.

","archived":false,"settings":{"rollButton":{"pool":"Pool","skill":"Practiced","assets":"0","effort1":"0","effort2":"0","effort3":"0","stepModifier":"eased","additionalSteps":"0","additionalCost":0,"damage":"0","damagePerLOE":"3","teen":"","bonus":"0"},"general":{"sorting":"Ability","spellTier":"low","unmaskedForm":"Mask"}},"basic":{"cost":"0","pool":"Pool"}},"ownership":{"default":0,"k2TkElLx959B0lm5":3},"_stats":{"systemId":"cyphersystem","systemVersion":"2.0.0-a1","coreVersion":"10.286","createdTime":null,"modifiedTime":1664959723925,"lastModifiedBy":"rLeavHPrdkq6xjNt"}} +{"name":"Wild Insight","type":"ability","img":"systems/cyphersystem/icons/items/ability.svg","system":{"version":2,"description":"

You gain a momentary perfect understanding of the flow of magic around you at this moment. When preparing your magic, choose one specific subtle cypher and make a magical lore skill roll against level 6. If you succeed, you gain that subtle cypher (the cypher’s level is 6); if you fail, you get a random subtle cypher. If you aren’t sure what specific subtle cypher you want, you can ask for a broad category such as “healing,” “movement,” or “skill”; this eases the magical lore task, and if you succeed, the GM chooses a random cypher that fits that category. You can’t use this ability again until after you’ve taken a ten-hour recovery action. Enabler.

","archived":false,"settings":{"rollButton":{"pool":"Pool","skill":"Practiced","assets":"0","effort1":"0","effort2":"0","effort3":"0","stepModifier":"eased","additionalSteps":0,"additionalCost":0,"damage":0,"damagePerLOE":3,"teen":"","bonus":0},"general":{"sorting":"Ability","spellTier":"low","unmaskedForm":"Mask"}},"basic":{"cost":"0","pool":"Pool"}},"effects":[],"ownership":{"default":0,"yThCrv1jSfPXOC2U":3},"flags":{"core":{"sourceId":"Item.XSJrSQRHsGKC2ha8"}},"_stats":{"systemId":"cyphersystem","systemVersion":"2.3.0","coreVersion":"10.291","createdTime":1676106832050,"modifiedTime":1676106854665,"lastModifiedBy":"yThCrv1jSfPXOC2U"},"folder":null,"sort":0,"_id":"mz4KXXoQoHXyOBKI"} {"_id":"n81xGnZHydeXmIRc","name":"Scratch Existence","type":"ability","img":"systems/cyphersystem/icons/items/ability.svg","effects":[],"folder":null,"sort":0,"flags":{"core":{"sourceId":"Compendium.cyphersystem-compendium.abilities.n81xGnZHydeXmIRc"}},"system":{"version":2,"description":"

You can choose to phase in a way that “scratches” normal matter in a long streak as you run using @Compendium[cyphersystem-compendium.abilities.3t1QshyGYnCSo12z]{Phase Sprint}. This tears a bit at you, too, reflected by the Might cost. When you use @Compendium[cyphersystem-compendium.abilities.3t1QshyGYnCSo12z]{Phase Sprint}, you inflict 2 points of damage (ignores Armor) to one target you select as you pass within immediate range, without triggering @Compendium[cyphersystem-compendium.abilities.7f6ulMjWFw2BOK76]{Disrupting Touch}. In addition to the normal options for using Effort, you can choose to use Effort to increase the number of targets along your path that you can attack as part of the same action. Make a separate attack roll for each foe. You remain limited by the amount of Effort you can apply on one action. Anything that modifies your attack or damage applies to all of these attacks.

\n

Alternatively, if you apply Effort to increase the damage rather than ease the task, you deal 2 additional points of damage per level of Effort (instead of 3 points); the target takes 1 point of damage even if you fail the attack roll. Enabler.

","archived":false,"settings":{"rollButton":{"pool":"Pool","skill":"Practiced","assets":0,"effort1":0,"effort2":0,"effort3":0,"stepModifier":"eased","additionalSteps":0,"additionalCost":0,"damage":0,"damagePerLOE":3,"teen":"","bonus":0},"general":{"sorting":"Ability","spellTier":"low","unmaskedForm":"Mask"}},"basic":{"cost":"1+","pool":"Might"}},"ownership":{"default":0,"k2TkElLx959B0lm5":3},"_stats":{"systemId":"cyphersystem","systemVersion":"2.0.0-a1","coreVersion":"10.286","createdTime":null,"modifiedTime":1664959723776,"lastModifiedBy":"rLeavHPrdkq6xjNt"}} {"_id":"n985WYLPzj2XqBry","name":"Magnetic Field","type":"ability","img":"systems/cyphersystem/icons/items/ability.svg","effects":[],"folder":null,"sort":0,"flags":{"core":{"sourceId":"Compendium.cyphersystem-compendium.abilities.n985WYLPzj2XqBry"}},"system":{"version":2,"description":"

When you wish it, a field of magnetism around you pulls incoming, ranged, metallic projectile attacks (such as arrows, bullets, a thrown metal knife, and so on) to the ground. You are immune to such attacks for one round. You must be aware of an attack to foil it. Enabler.

","archived":false,"settings":{"rollButton":{"pool":"Pool","skill":"Practiced","assets":0,"effort1":0,"effort2":0,"effort3":0,"stepModifier":"eased","additionalSteps":0,"additionalCost":0,"damage":0,"damagePerLOE":3,"teen":"","bonus":0},"general":{"sorting":"Ability","spellTier":"low","unmaskedForm":"Mask"}},"basic":{"cost":"4","pool":"Intellect"}},"ownership":{"default":0,"k2TkElLx959B0lm5":3},"_stats":{"systemId":"cyphersystem","systemVersion":"2.0.0-a1","coreVersion":"10.286","createdTime":null,"modifiedTime":1664959721088,"lastModifiedBy":"rLeavHPrdkq6xjNt"}} {"_id":"nEN2HYzlJWhonfmE","name":"Invisible Phasing","type":"ability","img":"systems/cyphersystem/icons/items/ability.svg","effects":[],"folder":null,"sort":0,"flags":{"core":{"sourceId":"Compendium.cyphersystem-compendium.abilities.nEN2HYzlJWhonfmE"}},"system":{"version":2,"description":"

You become invisible while using @Compendium[cyphersystem-compendium.abilities.3t1QshyGYnCSo12z]{Phase Sprint} and during the following round. While invisible, stealth is eased by two steps and Speed defense is eased by two steps (this replaces the asset to Speed defense tasks provided by @Compendium[cyphersystem-compendium.abilities.3t1QshyGYnCSo12z]{Phase Sprint}). The first attack you make using any Shreds the Walls of the World attack abilities is also eased by two steps; however, if you attack a creature, Invisible Phasing ends immediately instead of lasting for one additional round. If you have the @Compendium[cyphersystem-compendium.abilities.wvlSlYCJyrJuFqtn]{Invisibility} ability, you can remain invisible during the entire round, which means that if you use @Compendium[cyphersystem-compendium.abilities.n81xGnZHydeXmIRc]{Scratch Existence} or @Compendium[cyphersystem-compendium.abilities.P9HlASUtyiOXghBZ]{Shred Existence}, attacking each target along your path is eased by two steps. Enabler.

","archived":false,"settings":{"rollButton":{"pool":"Pool","skill":"Practiced","assets":0,"effort1":0,"effort2":0,"effort3":0,"stepModifier":"eased","additionalSteps":0,"additionalCost":0,"damage":0,"damagePerLOE":3,"teen":"","bonus":0},"general":{"sorting":"Ability","spellTier":"low","unmaskedForm":"Mask"}},"basic":{"cost":"4","pool":"Might"}},"ownership":{"default":0,"k2TkElLx959B0lm5":3},"_stats":{"systemId":"cyphersystem","systemVersion":"2.0.0-a1","coreVersion":"10.286","createdTime":null,"modifiedTime":1664959720459,"lastModifiedBy":"rLeavHPrdkq6xjNt"}} @@ -834,6 +857,7 @@ {"_id":"nOuOE3EkrNr81pSq","name":"Greater Skill With Defense","type":"ability","img":"systems/cyphersystem/icons/items/ability.svg","effects":[],"folder":null,"sort":0,"flags":{"core":{"sourceId":"Compendium.cyphersystem-compendium.abilities.nOuOE3EkrNr81pSq"}},"system":{"version":2,"description":"

Choose one type of defense task, even one in which you are already trained: @UUID[Compendium.cyphersystem-compendium.basic-skills.Q0vfmbqehJw0jYBa]{Might}, @UUID[Compendium.cyphersystem-compendium.basic-skills.FXYWkXG7Iq6Wm1pS]{Speed}, or @UUID[Compendium.cyphersystem-compendium.basic-skills.5X8qgmSuvRVNTiaP]{Intellect}. You are trained in defense tasks of that type, or specialized if you are already trained. You can select this ability up to three times. Each time you select it, you must choose a different type of defense task. Enabler.

","archived":false,"settings":{"rollButton":{"pool":"Pool","skill":"Practiced","assets":"0","effort1":"0","effort2":"0","effort3":"0","stepModifier":"eased","additionalSteps":0,"additionalCost":0,"damage":0,"damagePerLOE":3,"teen":"","bonus":0},"general":{"sorting":"Ability","spellTier":"low","unmaskedForm":"Mask"}},"basic":{"cost":"0","pool":"Pool"}},"ownership":{"default":0,"k2TkElLx959B0lm5":3},"_stats":{"systemId":"cyphersystem","systemVersion":"2.1.0","coreVersion":"10.291","createdTime":null,"modifiedTime":1670333510846,"lastModifiedBy":"yThCrv1jSfPXOC2U"}} {"_id":"nVFRDMhuWDrdve4F","name":"Damage Transference","type":"ability","img":"systems/cyphersystem/icons/items/ability.svg","effects":[],"folder":null,"sort":0,"flags":{"core":{"sourceId":"Compendium.cyphersystem-compendium.abilities.nVFRDMhuWDrdve4F"}},"system":{"version":2,"description":"

When you or your duplicate (from the @Compendium[cyphersystem-compendium.abilities.P1jQZdPIrxo4wNlr]{Duplicate} ability) would take damage, you can transfer 1 point of damage from one to the other provided that you and your duplicate are within 1 mile (1.5 km) of each other. Enabler.

","archived":false,"settings":{"rollButton":{"pool":"Pool","skill":"Practiced","assets":0,"effort1":0,"effort2":0,"effort3":0,"stepModifier":"eased","additionalSteps":0,"additionalCost":0,"damage":0,"damagePerLOE":3,"teen":"","bonus":0},"general":{"sorting":"Ability","spellTier":"low","unmaskedForm":"Mask"}},"basic":{"cost":"0","pool":"Pool"}},"ownership":{"default":0,"k2TkElLx959B0lm5":3},"_stats":{"systemId":"cyphersystem","systemVersion":"2.0.0-a1","coreVersion":"10.286","createdTime":null,"modifiedTime":1664959715746,"lastModifiedBy":"rLeavHPrdkq6xjNt"}} {"_id":"nW46hfygkxB7FW5m","name":"Monster Bane","type":"ability","img":"systems/cyphersystem/icons/items/ability.svg","effects":[],"folder":null,"sort":0,"flags":{"core":{"sourceId":"Compendium.cyphersystem-compendium.abilities.nW46hfygkxB7FW5m"}},"system":{"version":2,"description":"

You inflict 1 additional point of damage with weapons. When you inflict damage to creatures more than twice as large or massive as you, you inflict 3 additional points of damage. Enabler.

","archived":false,"settings":{"rollButton":{"pool":"Pool","skill":"Practiced","assets":0,"effort1":0,"effort2":0,"effort3":0,"stepModifier":"eased","additionalSteps":0,"additionalCost":0,"damage":0,"damagePerLOE":3,"teen":"","bonus":0},"general":{"sorting":"Ability","spellTier":"low","unmaskedForm":"Mask"}},"basic":{"cost":"0","pool":"Pool"}},"ownership":{"default":0,"k2TkElLx959B0lm5":3},"_stats":{"systemId":"cyphersystem","systemVersion":"2.0.0-a1","coreVersion":"10.286","createdTime":null,"modifiedTime":1664959721685,"lastModifiedBy":"rLeavHPrdkq6xjNt"}} +{"name":"Magical Training","type":"ability","img":"systems/cyphersystem/icons/items/ability.svg","system":{"version":2,"description":"

You are trained in all of your spells. As a result, you ease any task involved in the use of your spells. Enabler.

","archived":false,"settings":{"rollButton":{"pool":"Pool","skill":"Practiced","assets":"0","effort1":"0","effort2":"0","effort3":"0","stepModifier":"eased","additionalSteps":0,"additionalCost":0,"damage":0,"damagePerLOE":3,"teen":"","bonus":0},"general":{"sorting":"Ability","spellTier":"low","unmaskedForm":"Mask"}},"basic":{"cost":"0","pool":"Pool"}},"effects":[],"ownership":{"default":0,"yThCrv1jSfPXOC2U":3},"flags":{"core":{"sourceId":"Item.1we9uNVE3ooXXudP"}},"_stats":{"systemId":"cyphersystem","systemVersion":"2.3.0","coreVersion":"10.291","createdTime":1676106534638,"modifiedTime":1676106545720,"lastModifiedBy":"yThCrv1jSfPXOC2U"},"folder":null,"sort":0,"_id":"nfmwpxvs3RvednVI"} {"_id":"noCgrKbB370cfzQg","name":"Physical Skills","type":"ability","img":"systems/cyphersystem/icons/items/ability.svg","effects":[],"folder":null,"sort":0,"flags":{"core":{"sourceId":"Compendium.cyphersystem-compendium.abilities.noCgrKbB370cfzQg"}},"system":{"version":2,"description":"

You are trained in two skills in which you are not already trained. Choose two of the following: balancing, climbing, jumping, running, or swimming. You can select this ability multiple times. Each time you select it, you must choose two different skills. Enabler.

","archived":false,"settings":{"rollButton":{"pool":"Pool","skill":"Practiced","assets":"0","effort1":"0","effort2":"0","effort3":"0","stepModifier":"eased","additionalSteps":0,"additionalCost":0,"damage":0,"damagePerLOE":3,"teen":"","bonus":0},"general":{"sorting":"Ability","spellTier":"low","unmaskedForm":"Mask"}},"basic":{"cost":"0","pool":"Pool"}},"ownership":{"default":0,"k2TkElLx959B0lm5":3},"_stats":{"systemId":"cyphersystem","systemVersion":"2.1.0","coreVersion":"10.291","createdTime":null,"modifiedTime":1670333393831,"lastModifiedBy":"yThCrv1jSfPXOC2U"}} {"_id":"nptFEdFaUvjDeqAz","name":"Shatter","type":"ability","img":"systems/cyphersystem/icons/items/ability.svg","effects":[],"folder":null,"sort":0,"flags":{"core":{"sourceId":"Compendium.cyphersystem-compendium.abilities.nptFEdFaUvjDeqAz"}},"system":{"version":2,"description":"

You interrupt the fundamental force holding normal matter together for a moment, causing the detonation of an object you choose within long range. The object must be a small, mundane item composed of homogeneous matter (such as a clay cup, an iron ingot, a stone, and so on). The object explodes in an immediate radius, dealing 1 point of damage to all creatures and objects in the area. If you apply Effort to increase the damage, you deal 2 additional points of damage per level of Effort (instead of 3 points); targets in the area take 1 point of damage even if you fail the attack roll. Action.

","archived":false,"settings":{"rollButton":{"pool":"Pool","skill":"Practiced","assets":0,"effort1":0,"effort2":0,"effort3":0,"stepModifier":"eased","additionalSteps":0,"additionalCost":0,"damage":0,"damagePerLOE":3,"teen":"","bonus":0},"general":{"sorting":"Ability","spellTier":"low","unmaskedForm":"Mask"}},"basic":{"cost":"2+","pool":"Intellect"}},"ownership":{"default":0,"k2TkElLx959B0lm5":3},"_stats":{"systemId":"cyphersystem","systemVersion":"2.0.0-a1","coreVersion":"10.286","createdTime":null,"modifiedTime":1664959724106,"lastModifiedBy":"rLeavHPrdkq6xjNt"}} {"_id":"nvA3LwoSP7jf4h8G","name":"Speaker for the Dead","type":"ability","img":"systems/cyphersystem/icons/items/ability.svg","effects":[],"folder":null,"sort":0,"flags":{"core":{"sourceId":"Compendium.cyphersystem-compendium.abilities.nvA3LwoSP7jf4h8G"}},"system":{"version":2,"description":"

You can ask a question of a dead being whose corpse you are touching. Because the answer comes through the filter of the being’s understanding and personality, it can’t answer questions that it wouldn’t have understood in life, and it can’t provide answers that it wouldn’t have known in life. In fact, the being is not compelled to answer at all, so you might need to interact with it in a way that would have convinced it to answer while it was alive. For each additional Intellect point you spend when you activate the ability, you can ask the being an additional question. Action.

","archived":false,"settings":{"rollButton":{"pool":"Pool","skill":"Practiced","assets":0,"effort1":0,"effort2":0,"effort3":0,"stepModifier":"eased","additionalSteps":0,"additionalCost":0,"damage":0,"damagePerLOE":3,"teen":"","bonus":0},"general":{"sorting":"Ability","spellTier":"low","unmaskedForm":"Mask"}},"basic":{"cost":"2+","pool":"Intellect"}},"ownership":{"default":0,"k2TkElLx959B0lm5":3},"_stats":{"systemId":"cyphersystem","systemVersion":"2.0.0-a1","coreVersion":"10.286","createdTime":null,"modifiedTime":1664959724437,"lastModifiedBy":"rLeavHPrdkq6xjNt"}} @@ -855,6 +879,7 @@ {"_id":"p2JmtbtuzscW1ogs","name":"Move Metal","type":"ability","img":"systems/cyphersystem/icons/items/ability.svg","effects":[],"folder":null,"sort":0,"flags":{"core":{"sourceId":"Compendium.cyphersystem-compendium.abilities.p2JmtbtuzscW1ogs"}},"system":{"version":2,"description":"

You can exert force on metal objects within short range for one round. Once activated, your power has an effective Might Pool of 10, a Might Edge of 1, and an Effort of 2 (approximately equal to the strength of a fit, capable, adult human), and you can use it to move metal objects, push against metal objects, and so on. For example, in your round, you could lift and pull a light metal object anywhere within range to yourself or move a heavy object (like a piece of furniture) about 10 feet (3 m). This power lacks the fine control to wield a weapon or move objects with much speed, so in most situations, it’s not a means of attack. You can’t use this ability on your own body. The power lasts for one hour or until its Might Pool is depleted, whichever comes first. Action.

","archived":false,"settings":{"rollButton":{"pool":"Pool","skill":"Practiced","assets":0,"effort1":0,"effort2":0,"effort3":0,"stepModifier":"eased","additionalSteps":0,"additionalCost":0,"damage":0,"damagePerLOE":3,"teen":"","bonus":0},"general":{"sorting":"Ability","spellTier":"low","unmaskedForm":"Mask"}},"basic":{"cost":"1","pool":"Intellect"}},"ownership":{"default":0,"k2TkElLx959B0lm5":3},"_stats":{"systemId":"cyphersystem","systemVersion":"2.0.0-a1","coreVersion":"10.286","createdTime":null,"modifiedTime":1664959721722,"lastModifiedBy":"rLeavHPrdkq6xjNt"}} {"_id":"p3kh3XKzetkJTG1J","name":"Gamer","type":"ability","img":"systems/cyphersystem/icons/items/ability.svg","effects":[],"folder":null,"sort":0,"flags":{"core":{"sourceId":"Compendium.cyphersystem-compendium.abilities.p3kh3XKzetkJTG1J"}},"system":{"version":2,"description":"

Pick any one style of game such as real-time strategy games, games of chance in the style of poker, roleplaying games, and so on. You can apply an asset to a task related to playing that style of game once between each recovery roll. Enabler.

","archived":false,"settings":{"rollButton":{"pool":"Pool","skill":"Practiced","assets":0,"effort1":0,"effort2":0,"effort3":0,"stepModifier":"eased","additionalSteps":0,"additionalCost":0,"damage":0,"damagePerLOE":3,"teen":"","bonus":0},"general":{"sorting":"Ability","spellTier":"low","unmaskedForm":"Mask"}},"basic":{"cost":"0","pool":"Pool"}},"ownership":{"default":0,"k2TkElLx959B0lm5":3},"_stats":{"systemId":"cyphersystem","systemVersion":"2.0.0-a1","coreVersion":"10.286","createdTime":null,"modifiedTime":1664959718828,"lastModifiedBy":"rLeavHPrdkq6xjNt"}} {"_id":"p61Ycyc7lVZQXupO","name":"Advantage to Disadvantage","type":"ability","img":"systems/cyphersystem/icons/items/ability.svg","effects":[],"folder":null,"sort":0,"flags":{"core":{"sourceId":"Compendium.cyphersystem-compendium.abilities.p61Ycyc7lVZQXupO"}},"system":{"version":2,"description":"

With a number of quick moves, you make an attack against an armed foe, inflicting damage and disarming them so that their weapon is now in your hands or 10 feet (3 m) away on the ground—your choice. This disarming attack is hindered. Action.

","archived":false,"settings":{"rollButton":{"pool":"Pool","skill":"Practiced","assets":0,"effort1":0,"effort2":0,"effort3":0,"stepModifier":"eased","additionalSteps":0,"additionalCost":0,"damage":0,"damagePerLOE":3,"teen":"","bonus":0},"general":{"sorting":"Ability","spellTier":"low","unmaskedForm":"Mask"}},"basic":{"cost":"3","pool":"Speed"}},"ownership":{"default":0,"k2TkElLx959B0lm5":3},"_stats":{"systemId":"cyphersystem","systemVersion":"2.0.0-a1","coreVersion":"10.286","createdTime":null,"modifiedTime":1664959712846,"lastModifiedBy":"rLeavHPrdkq6xjNt"}} +{"name":"Dreadwood","type":"ability","img":"systems/cyphersystem/icons/items/ability.svg","system":{"version":2,"description":"

You manipulate wind, mist, and shadows to embody the primordial fear of mysterious woods. For the next minute, you gain an asset on intimidation tasks. Creatures within short range may become frightened; make a separate Intellect attack roll for each creature (if you are larger than normal from using Great Tree or another source, these rolls are eased). Success means that they are frozen in fear, not moving or taking actions for one minute or until they are attacked. Some creatures without minds might be immune to this fear. Action.

","archived":false,"settings":{"rollButton":{"pool":"Pool","skill":"Practiced","assets":"0","effort1":"0","effort2":"0","effort3":"0","stepModifier":"eased","additionalSteps":0,"additionalCost":0,"damage":0,"damagePerLOE":3,"teen":"","bonus":0},"general":{"sorting":"Ability","spellTier":"low","unmaskedForm":"Mask"}},"basic":{"cost":"6","pool":"Intellect"}},"effects":[],"ownership":{"default":0,"yThCrv1jSfPXOC2U":3},"flags":{"core":{"sourceId":"Item.EQZdfNHTXHFectFr"}},"_stats":{"systemId":"cyphersystem","systemVersion":"2.3.0","coreVersion":"10.291","createdTime":1676105954575,"modifiedTime":1676105977598,"lastModifiedBy":"yThCrv1jSfPXOC2U"},"folder":null,"sort":0,"_id":"pBX1EYNVGutNx3b5"} {"_id":"pFWDdnTXCiPfwsWv","name":"Beast Call","type":"ability","img":"systems/cyphersystem/icons/items/ability.svg","effects":[],"folder":null,"sort":0,"flags":{"core":{"sourceId":"Compendium.cyphersystem-compendium.abilities.pFWDdnTXCiPfwsWv"}},"system":{"version":2,"description":"

You summon a horde of small animals or a single level 4 beast to help you temporarily. These creatures do your bidding for as long as you focus your attention, but you must use your action each turn to direct them. Creatures are native to the area and arrive under their own power, so if you’re in an unreachable place, this ability won’t work. Action.

","archived":false,"settings":{"rollButton":{"pool":"Pool","skill":"Practiced","assets":0,"effort1":0,"effort2":0,"effort3":0,"stepModifier":"eased","additionalSteps":0,"additionalCost":0,"damage":0,"damagePerLOE":3,"teen":"","bonus":0},"general":{"sorting":"Ability","spellTier":"low","unmaskedForm":"Mask"}},"basic":{"cost":"5","pool":"Intellect"}},"ownership":{"default":0,"k2TkElLx959B0lm5":3},"_stats":{"systemId":"cyphersystem","systemVersion":"2.0.0-a1","coreVersion":"10.286","createdTime":null,"modifiedTime":1664959713799,"lastModifiedBy":"rLeavHPrdkq6xjNt"}} {"_id":"pGJIwlCJDib2Splm","name":"Legal Intern","type":"ability","img":"systems/cyphersystem/icons/items/ability.svg","effects":[],"folder":null,"sort":0,"flags":{"core":{"sourceId":"Compendium.cyphersystem-compendium.abilities.pGJIwlCJDib2Splm"}},"system":{"version":2,"description":"

You gain a level 4 follower who is mostly interested in helping with your law-related tasks, but who might also help you in other areas. Enabler.

","archived":false,"settings":{"rollButton":{"pool":"Pool","skill":"Practiced","assets":0,"effort1":0,"effort2":0,"effort3":0,"stepModifier":"eased","additionalSteps":0,"additionalCost":0,"damage":0,"damagePerLOE":3,"teen":"","bonus":0},"general":{"sorting":"Ability","spellTier":"low","unmaskedForm":"Mask"}},"basic":{"cost":"0","pool":"Pool"}},"ownership":{"default":0,"k2TkElLx959B0lm5":3},"_stats":{"systemId":"cyphersystem","systemVersion":"2.0.0-a1","coreVersion":"10.286","createdTime":null,"modifiedTime":1664959720746,"lastModifiedBy":"rLeavHPrdkq6xjNt"}} {"_id":"pHFFr4DkCythNc5n","name":"Question the Spirits","type":"ability","img":"systems/cyphersystem/icons/items/ability.svg","effects":[],"folder":null,"sort":0,"flags":{"core":{"sourceId":"Compendium.cyphersystem-compendium.abilities.pHFFr4DkCythNc5n"}},"system":{"version":2,"description":"

You can call a spirit to you and petition it to answer a few questions (usually no more than three before the spirit fades).

\n

First, you must summon a spirit. If it is a spirit of the dead, you must have personally known the creature, have an object that was owned by the creature, or touch the physical remains of the creature. For other spirits, you must know the spirit’s full name or have a great deal of an element (such as fire or earth) that the spirit is associated with.

\n

If the spirit responds, it can manifest as an insubstantial shade that answers for itself, it can inhabit an object or any remains you provide, or it can manifest as an invisible presence that you speak for.

\n

The spirit may not wish to answer your questions, in which case you must persuade it to help. You can attempt to psychically wrestle the spirit into submission (an Intellect task), or you can try diplomacy, deception, or blackmail (“Answer me, or I’ll tell your children that you were a philanderer” or “I’ll destroy this relic that belonged to you”).

\n

The GM determines what the spirit might know, based on the knowledge it possessed in life. Action to initiate.

","archived":false,"settings":{"rollButton":{"pool":"Pool","skill":"Practiced","assets":0,"effort1":0,"effort2":0,"effort3":0,"stepModifier":"eased","additionalSteps":0,"additionalCost":0,"damage":0,"damagePerLOE":3,"teen":"","bonus":0},"general":{"sorting":"Ability","spellTier":"low","unmaskedForm":"Mask"}},"basic":{"cost":"2","pool":"Intellect"}},"ownership":{"default":0,"k2TkElLx959B0lm5":3},"_stats":{"systemId":"cyphersystem","systemVersion":"2.0.0-a1","coreVersion":"10.286","createdTime":null,"modifiedTime":1664959722885,"lastModifiedBy":"rLeavHPrdkq6xjNt"}} @@ -885,6 +910,7 @@ {"_id":"r7uNiD9CGy4G3Hoq","name":"Babel","type":"ability","img":"systems/cyphersystem/icons/items/ability.svg","effects":[],"folder":null,"sort":0,"flags":{"core":{"sourceId":"Compendium.cyphersystem-compendium.abilities.r7uNiD9CGy4G3Hoq"}},"system":{"version":2,"description":"

After hearing a language spoken for a few minutes, you can speak it and make yourself understood. If you continue to use the language to interact with native speakers, your skills improve rapidly, to the point where you might be mistaken for a native speaker after just a few hours of speaking the new language. Enabler.

","archived":false,"settings":{"rollButton":{"pool":"Pool","skill":"Practiced","assets":0,"effort1":0,"effort2":0,"effort3":0,"stepModifier":"eased","additionalSteps":0,"additionalCost":0,"damage":0,"damagePerLOE":3,"teen":"","bonus":0},"general":{"sorting":"Ability","spellTier":"low","unmaskedForm":"Mask"}},"basic":{"cost":"0","pool":"Pool"}},"ownership":{"default":0,"k2TkElLx959B0lm5":3},"_stats":{"systemId":"cyphersystem","systemVersion":"2.0.0-a1","coreVersion":"10.286","createdTime":null,"modifiedTime":1664959713697,"lastModifiedBy":"rLeavHPrdkq6xjNt"}} {"_id":"rAmIxY5G1BK4ZMm7","name":"Font of Healing","type":"ability","img":"systems/cyphersystem/icons/items/ability.svg","effects":[],"folder":null,"sort":0,"flags":{"core":{"sourceId":"Compendium.cyphersystem-compendium.abilities.rAmIxY5G1BK4ZMm7"}},"system":{"version":2,"description":"

With your approval, other creatures can touch you and regain [[/r 1d6]] points to either their Might Pool or their Speed Pool. This healing costs them 2 Intellect points. A single creature can benefit from this ability only once each day. Enabler.

","archived":false,"settings":{"rollButton":{"pool":"Pool","skill":"Practiced","assets":0,"effort1":0,"effort2":0,"effort3":0,"stepModifier":"eased","additionalSteps":0,"additionalCost":0,"damage":0,"damagePerLOE":3,"teen":"","bonus":0},"general":{"sorting":"Ability","spellTier":"low","unmaskedForm":"Mask"}},"basic":{"cost":"0","pool":"Pool"}},"ownership":{"default":0,"k2TkElLx959B0lm5":3},"_stats":{"systemId":"cyphersystem","systemVersion":"2.0.0-a1","coreVersion":"10.286","createdTime":null,"modifiedTime":1664959718421,"lastModifiedBy":"rLeavHPrdkq6xjNt"}} {"_id":"rHApGqEQj8TCGa3f","name":"Masterful Armor Modification","type":"ability","img":"systems/cyphersystem/icons/items/ability.svg","effects":[],"folder":null,"sort":0,"flags":{"core":{"sourceId":"Compendium.cyphersystem-compendium.abilities.rHApGqEQj8TCGa3f"}},"system":{"version":2,"description":"

Choose one of the following modifications to make to the @Compendium[cyphersystem-compendium.abilities.ClJUFnz8xBmP4a2l]{Powered Armor} from your @Compendium[cyphersystem-compendium.abilities.ClJUFnz8xBmP4a2l]{Powered Armor} ability. If you choose to make a different modification later, you can do so, but you must spend 2 XP each time and substitute the updated modification for the previous modification.

\n

@Compendium[cyphersystem-compendium.abilities.yn4OvV9btdMMXOoF]{Masterful Armor Modification (Cypher Pod)}

\n

@Compendium[cyphersystem-compendium.abilities.dpqYvH4u3r9ZPN7b]{Masterful Armor Modification (Drone)}

\n

@Compendium[cyphersystem-compendium.abilities.6WsFfal8jSFVqKom]{Masterful Armor Modification (Improved Field Reinforcement)}

\n

@Compendium[cyphersystem-compendium.abilities.NTzKedTg1QQXS2t0]{Masterful Armor Modification (Jet-Assisted Flight)}

","archived":false,"settings":{"rollButton":{"pool":"Pool","skill":"Practiced","assets":"0","effort1":"0","effort2":"0","effort3":"0","stepModifier":"eased","additionalSteps":"0","additionalCost":0,"damage":"0","damagePerLOE":"3","teen":"","bonus":"0"},"general":{"sorting":"Ability","spellTier":"low","unmaskedForm":"Mask"}},"basic":{"cost":"0","pool":"Pool"}},"ownership":{"default":0,"k2TkElLx959B0lm5":3},"_stats":{"systemId":"cyphersystem","systemVersion":"2.0.0-a1","coreVersion":"10.286","createdTime":null,"modifiedTime":1664959721206,"lastModifiedBy":"rLeavHPrdkq6xjNt"}} +{"name":"Animal Shape","type":"ability","img":"systems/cyphersystem/icons/items/ability.svg","system":{"version":2,"description":"

You change into an animal as small as a rat or up to your own size (such as a large dog or small bear) for ten minutes. Each time you transform, you can take a different animal shape. Your equipment becomes part of the transformation, rendering it unusable unless it has a passive effect, such as armor. In this form your stats remain the same as your normal form, but you can move and attack according to your animal shape (attacks from most animals this size are medium weapons, which you can use without penalty). Tasks requiring hands (such as using door handles or pushing buttons) are hindered when in animal form. You cannot speak but can still use abilities that don’t rely on human speech. You gain two minor abilities associated with the creature you become (see the @UUID[Compendium.cyphersystem-compendium.cypher-journals.nnDPf4sPK61ROEV8.JournalEntryPage.cR4ojz7Ueury3HXX#animal-form-minor-abilities]{Animal Form Minor Abilities} table). For example, if you transform into a bat, you become trained in perception and can fly up to a long distance each round. If you transform into an octopus, you are trained in stealth and can breathe underwater.

\n

If you apply a level of Effort when you use this ability, you can either become a talking animal or take a hybrid shape. The talking animal shape looks exactly like a normal animal, but you can still talk and use any abilities that rely on human speech. The hybrid shape is like your normal form but with animalistic features, even if that animal is something much smaller than you (such as a bat or rat). In this hybrid form you can speak, use all of your abilities, make attacks like an animal, and perform tasks using hands without being hindered. Anyone who sees you clearly in this hybrid form would never mistake you for a mere animal. Action to change or revert.

\n
\n

“Similar” is a broad term. Lions are similar to tigers and leopards, hawks are similar to ravens and swans, dogs are similar to wolves and foxes, and so on.

\n

Even if your animal shape has multiple attack types (such as claws and bite), you can attack only once per round unless you have some other ability that lets you make additional attacks on your turn.

\n

Animal Shape variant: If your character concept is that you always take the same animal form instead of being able to choose from multiple kinds of animals, double the duration of the Animal Shape ability (to twenty minutes per use). The GM may allow characters with this restriction to learn additional animal forms by spending 4 XP as a long-term benefit.

\n
","archived":false,"settings":{"rollButton":{"pool":"Pool","skill":"Practiced","assets":"0","effort1":"0","effort2":"0","effort3":"0","stepModifier":"eased","additionalSteps":0,"additionalCost":0,"damage":0,"damagePerLOE":3,"teen":"","bonus":0},"general":{"sorting":"Ability","spellTier":"low","unmaskedForm":"Mask"}},"basic":{"cost":"3+","pool":"Intellect"}},"effects":[],"ownership":{"default":0,"yThCrv1jSfPXOC2U":3},"flags":{"core":{"sourceId":"Item.Q0wa2KrC3yGb6KlT"}},"_stats":{"systemId":"cyphersystem","systemVersion":"2.3.0","coreVersion":"10.291","createdTime":1676105443251,"modifiedTime":1676220447440,"lastModifiedBy":"yThCrv1jSfPXOC2U"},"folder":null,"sort":0,"_id":"rJ4ZXuIcz0knY41H"} {"_id":"rOxKh1Z7J686a0nv","name":"Precise Cut","type":"ability","img":"systems/cyphersystem/icons/items/ability.svg","effects":[],"folder":null,"sort":0,"flags":{"core":{"sourceId":"Compendium.cyphersystem-compendium.abilities.rOxKh1Z7J686a0nv"}},"system":{"version":2,"description":"

You inflict 1 additional point of damage with light weapons. Enabler.

","archived":false,"settings":{"rollButton":{"pool":"Pool","skill":"Practiced","assets":0,"effort1":0,"effort2":0,"effort3":0,"stepModifier":"eased","additionalSteps":0,"additionalCost":0,"damage":0,"damagePerLOE":3,"teen":"","bonus":0},"general":{"sorting":"Ability","spellTier":"low","unmaskedForm":"Mask"}},"basic":{"cost":"0","pool":"Pool"}},"ownership":{"default":0,"k2TkElLx959B0lm5":3},"_stats":{"systemId":"cyphersystem","systemVersion":"2.0.0-a1","coreVersion":"10.286","createdTime":null,"modifiedTime":1664959722629,"lastModifiedBy":"rLeavHPrdkq6xjNt"}} {"_id":"rRDSzPJtUCwRVXFR","name":"Repair Flesh","type":"ability","img":"systems/cyphersystem/icons/items/ability.svg","effects":[],"folder":null,"sort":0,"flags":{"core":{"sourceId":"Compendium.cyphersystem-compendium.abilities.rRDSzPJtUCwRVXFR"}},"system":{"version":2,"description":"

When you touch an impaired or debilitated character, you can move them up one step on the damage track (for example, a debilitated PC becomes impaired, and an impaired one becomes hale). Alternatively, if you use this ability on a PC during a rest, you grant them a +2 bonus to their recovery roll. Action.

","archived":false,"settings":{"rollButton":{"pool":"Pool","skill":"Practiced","assets":0,"effort1":0,"effort2":0,"effort3":0,"stepModifier":"eased","additionalSteps":0,"additionalCost":0,"damage":0,"damagePerLOE":3,"teen":"","bonus":0},"general":{"sorting":"Ability","spellTier":"low","unmaskedForm":"Mask"}},"basic":{"cost":"3","pool":"Intellect"}},"ownership":{"default":0,"k2TkElLx959B0lm5":3},"_stats":{"systemId":"cyphersystem","systemVersion":"2.0.0-a1","coreVersion":"10.286","createdTime":null,"modifiedTime":1664959723316,"lastModifiedBy":"rLeavHPrdkq6xjNt"}} {"_id":"rUzrjRuT2nfEdCaJ","name":"Gain Unusual Companion","type":"ability","img":"systems/cyphersystem/icons/items/ability.svg","effects":[],"folder":null,"sort":0,"flags":{"core":{"sourceId":"Compendium.cyphersystem-compendium.abilities.rUzrjRuT2nfEdCaJ"}},"system":{"version":2,"description":"

You gain a special specimen as a constant companion. It is level 4, probably the size of a small dog, and follows your telepathic commands. You and the GM must work out the details of your creature, and you’ll probably make rolls for it in combat or when it takes actions. The companion acts on your turn. If your companion dies, you can hunt in the wild for [[/r 1d6]] days to find a new one. Enabler.

","archived":false,"settings":{"rollButton":{"pool":"Pool","skill":"Practiced","assets":0,"effort1":0,"effort2":0,"effort3":0,"stepModifier":"eased","additionalSteps":0,"additionalCost":0,"damage":0,"damagePerLOE":3,"teen":"","bonus":0},"general":{"sorting":"Ability","spellTier":"low","unmaskedForm":"Mask"}},"basic":{"cost":"0","pool":"Pool"}},"ownership":{"default":0,"k2TkElLx959B0lm5":3},"_stats":{"systemId":"cyphersystem","systemVersion":"2.0.0-a1","coreVersion":"10.286","createdTime":null,"modifiedTime":1664959718792,"lastModifiedBy":"rLeavHPrdkq6xjNt"}} diff --git a/packs/ammo.db b/packs/ammo.db index 4e5968d..de2cfdb 100644 --- a/packs/ammo.db +++ b/packs/ammo.db @@ -1,4 +1,7 @@ -{"_id":"1UGRE1k4ReUFAr34","name":"Energy pack","type":"ammo","img":"systems/cyphersystem/icons/items/ammo.svg","effects":[],"folder":null,"sort":0,"flags":{},"system":{"version":2,"description":"","archived":false,"basic":{"level":"","quantity":50},"rollButton":{"pool":"Pool","skill":"Practiced","assets":0,"effort1":0,"effort2":0,"effort3":0,"stepModifier":"eased","additionalSteps":0,"additionalCost":0,"damage":0,"damagePerLOE":3,"teen":"","bonus":0}},"ownership":{"default":0,"k2TkElLx959B0lm5":3},"_stats":{"systemId":"cyphersystem","systemVersion":"2.0.0-b3","coreVersion":"10.288","createdTime":null,"modifiedTime":1667121713164,"lastModifiedBy":"rLeavHPrdkq6xjNt"}} -{"_id":"JwvZz1lxVR3H6P8D","name":"Arrows","type":"ammo","img":"systems/cyphersystem/icons/items/ammo.svg","effects":[],"folder":null,"sort":0,"flags":{},"system":{"version":2,"description":"","archived":false,"basic":{"level":"","quantity":12},"rollButton":{"pool":"Pool","skill":"Practiced","assets":0,"effort1":0,"effort2":0,"effort3":0,"stepModifier":"eased","additionalSteps":0,"additionalCost":0,"damage":0,"damagePerLOE":3,"teen":"","bonus":0}},"ownership":{"default":0,"k2TkElLx959B0lm5":3},"_stats":{"systemId":"cyphersystem","systemVersion":"2.0.0-b3","coreVersion":"10.288","createdTime":null,"modifiedTime":1667121713039,"lastModifiedBy":"rLeavHPrdkq6xjNt"}} -{"_id":"lYJndyNwkfb2sQz2","name":"Box of rounds","type":"ammo","img":"systems/cyphersystem/icons/items/ammo.svg","effects":[],"folder":null,"sort":0,"flags":{},"system":{"version":2,"description":"","archived":false,"basic":{"level":"","quantity":50},"rollButton":{"pool":"Pool","skill":"Practiced","assets":0,"effort1":0,"effort2":0,"effort3":0,"stepModifier":"eased","additionalSteps":0,"additionalCost":0,"damage":0,"damagePerLOE":3,"teen":"","bonus":0}},"ownership":{"default":0,"k2TkElLx959B0lm5":3},"_stats":{"systemId":"cyphersystem","systemVersion":"2.0.0-b3","coreVersion":"10.288","createdTime":null,"modifiedTime":1667121713089,"lastModifiedBy":"rLeavHPrdkq6xjNt"}} -{"_id":"mY1JGNvk9RPW7y2D","name":"Crossbow bolts","type":"ammo","img":"systems/cyphersystem/icons/items/ammo.svg","effects":[],"folder":null,"sort":0,"flags":{},"system":{"version":2,"description":"","archived":false,"basic":{"level":"","quantity":12},"rollButton":{"pool":"Pool","skill":"Practiced","assets":0,"effort1":0,"effort2":0,"effort3":0,"stepModifier":"eased","additionalSteps":0,"additionalCost":0,"damage":0,"damagePerLOE":3,"teen":"","bonus":0}},"ownership":{"default":0,"k2TkElLx959B0lm5":3},"_stats":{"systemId":"cyphersystem","systemVersion":"2.0.0-b3","coreVersion":"10.288","createdTime":null,"modifiedTime":1667121713144,"lastModifiedBy":"rLeavHPrdkq6xjNt"}} +{"_id":"1UGRE1k4ReUFAr34","name":"Energy pack","type":"ammo","img":"systems/cyphersystem/icons/items/ammo.svg","effects":[],"folder":null,"sort":0,"flags":{},"system":{"version":2,"description":"

Watt-hours (Wh) varies by specific energy weapon, used in most advanced and fantastic ranged weapons.

","archived":false,"basic":{"level":1,"quantity":50},"rollButton":{"pool":"Pool","skill":"Practiced","assets":0,"effort1":0,"effort2":0,"effort3":0,"stepModifier":"eased","additionalSteps":0,"additionalCost":0,"damage":0,"damagePerLOE":3,"teen":"","bonus":0}},"ownership":{"default":0,"k2TkElLx959B0lm5":3},"_stats":{"systemId":"cyphersystem","systemVersion":"2.3.0","coreVersion":"10.291","createdTime":null,"modifiedTime":1676811177783,"lastModifiedBy":"yThCrv1jSfPXOC2U"}} +{"name":"Smart rounds","type":"ammo","img":"systems/cyphersystem/icons/items/ammo.svg","system":{"version":2,"description":"

A smart round can be used to make one normal attack plus up to 3 additional ricochet attacks on targets within short range of the attacker and each other as one action. Each ricochet attack successively increases the GM intrusion range by 2. If a GM intrusion is triggered, the ricochet attack hits something other than what the attacker intended, such as an important system or ally.

\n
\n

A character who uses a smart round on a group of foes could attempt to attack up to 4 of them with one shot; however, the GM intrusion range on the last ricochet attack would be 1–7 on the d20.

\n
","archived":false,"basic":{"level":4,"quantity":4}},"effects":[],"ownership":{"default":0,"yThCrv1jSfPXOC2U":3},"flags":{"core":{"sourceId":"Item.NgjCWA9alxwp7QLi"}},"_stats":{"systemId":"cyphersystem","systemVersion":"2.3.0","coreVersion":"10.291","createdTime":1676811199825,"modifiedTime":1676811389735,"lastModifiedBy":"yThCrv1jSfPXOC2U"},"folder":null,"sort":0,"_id":"9gpZ1HT0AqnW0C3Q"} +{"_id":"JwvZz1lxVR3H6P8D","name":"Arrows","type":"ammo","img":"systems/cyphersystem/icons/items/ammo.svg","effects":[],"folder":null,"sort":0,"flags":{},"system":{"version":2,"description":"","archived":false,"basic":{"level":null,"quantity":20},"rollButton":{"pool":"Pool","skill":"Practiced","assets":0,"effort1":0,"effort2":0,"effort3":0,"stepModifier":"eased","additionalSteps":0,"additionalCost":0,"damage":0,"damagePerLOE":3,"teen":"","bonus":0}},"ownership":{"default":0,"k2TkElLx959B0lm5":3},"_stats":{"systemId":"cyphersystem","systemVersion":"2.3.0","coreVersion":"10.291","createdTime":null,"modifiedTime":1676108447316,"lastModifiedBy":"yThCrv1jSfPXOC2U"}} +{"name":"Sling bullets","type":"ammo","img":"systems/cyphersystem/icons/items/ammo.svg","system":{"version":2,"description":"","archived":false,"basic":{"level":null,"quantity":20}},"effects":[],"ownership":{"default":0,"yThCrv1jSfPXOC2U":3},"flags":{"core":{"sourceId":"Item.wWSmSt06Sla9E8UT"}},"_stats":{"systemId":"cyphersystem","systemVersion":"2.3.0","coreVersion":"10.291","createdTime":1676108215819,"modifiedTime":1676108228686,"lastModifiedBy":"yThCrv1jSfPXOC2U"},"folder":null,"sort":0,"_id":"X8ka31dSew6QVeWl"} +{"name":"Blowgun darts","type":"ammo","img":"systems/cyphersystem/icons/items/ammo.svg","system":{"version":2,"description":"","archived":false,"basic":{"level":null,"quantity":20}},"effects":[],"ownership":{"default":0,"yThCrv1jSfPXOC2U":3},"flags":{"core":{"sourceId":"Item.K8p56tzP9b5IRbrx"}},"_stats":{"systemId":"cyphersystem","systemVersion":"2.3.0","coreVersion":"10.291","createdTime":1676107847205,"modifiedTime":1676107860993,"lastModifiedBy":"yThCrv1jSfPXOC2U"},"folder":null,"sort":0,"_id":"ZjgOgQ5Ar0RFF8ZA"} +{"_id":"lYJndyNwkfb2sQz2","name":"Box of rounds","type":"ammo","img":"systems/cyphersystem/icons/items/ammo.svg","effects":[],"folder":null,"sort":0,"flags":{},"system":{"version":2,"description":"

Caliber varies by specific firearm, used in most contemporary ranged weapons.

","archived":false,"basic":{"level":1,"quantity":50},"rollButton":{"pool":"Pool","skill":"Practiced","assets":0,"effort1":0,"effort2":0,"effort3":0,"stepModifier":"eased","additionalSteps":0,"additionalCost":0,"damage":0,"damagePerLOE":3,"teen":"","bonus":0}},"ownership":{"default":0,"k2TkElLx959B0lm5":3},"_stats":{"systemId":"cyphersystem","systemVersion":"2.3.0","coreVersion":"10.291","createdTime":null,"modifiedTime":1676811157689,"lastModifiedBy":"yThCrv1jSfPXOC2U"}} +{"_id":"mY1JGNvk9RPW7y2D","name":"Crossbow bolts","type":"ammo","img":"systems/cyphersystem/icons/items/ammo.svg","effects":[],"folder":null,"sort":0,"flags":{},"system":{"version":2,"description":"","archived":false,"basic":{"level":null,"quantity":20},"rollButton":{"pool":"Pool","skill":"Practiced","assets":0,"effort1":0,"effort2":0,"effort3":0,"stepModifier":"eased","additionalSteps":0,"additionalCost":0,"damage":0,"damagePerLOE":3,"teen":"","bonus":0}},"ownership":{"default":0,"k2TkElLx959B0lm5":3},"_stats":{"systemId":"cyphersystem","systemVersion":"2.3.0","coreVersion":"10.291","createdTime":null,"modifiedTime":1676107983774,"lastModifiedBy":"yThCrv1jSfPXOC2U"}} diff --git a/packs/armor-fantasy.db b/packs/armor-fantasy.db index 0f9bfa8..c426a18 100644 --- a/packs/armor-fantasy.db +++ b/packs/armor-fantasy.db @@ -1,9 +1,13 @@ -{"name":"Full plate armor","type":"armor","img":"systems/cyphersystem/icons/items/armor.svg","effects":[],"folder":null,"sort":0,"flags":{},"_id":"2SMPhQU8pP4vsJ6R","system":{"version":2,"description":"","archived":false,"basic":{"type":"heavy armor","rating":"3","cost":"3","notes":""},"settings":{"general":{"unmaskedForm":"Mask"}},"active":true,"price":"","rollButton":{"pool":"Pool","skill":"Practiced","assets":0,"effort1":0,"effort2":0,"effort3":0,"stepModifier":"eased","additionalSteps":0,"additionalCost":0,"damage":0,"damagePerLOE":3,"teen":"","bonus":0}},"ownership":{"default":0,"k2TkElLx959B0lm5":3},"_stats":{"systemId":"cyphersystem","systemVersion":"2.0.0-b3","coreVersion":"10.288","createdTime":null,"modifiedTime":1667121713622,"lastModifiedBy":"rLeavHPrdkq6xjNt"}} -{"_id":"2mgyMiNIOQ4iUVnl","name":"Chainmail","type":"armor","img":"systems/cyphersystem/icons/items/armor.svg","effects":[],"folder":null,"sort":0,"flags":{},"system":{"version":2,"description":"","archived":false,"basic":{"type":"medium armor","rating":2,"cost":2,"notes":""},"settings":{"general":{"unmaskedForm":"Mask"}},"active":true,"price":"","rollButton":{"pool":"Pool","skill":"Practiced","assets":0,"effort1":0,"effort2":0,"effort3":0,"stepModifier":"eased","additionalSteps":0,"additionalCost":0,"damage":0,"damagePerLOE":3,"teen":"","bonus":0}},"ownership":{"default":0,"k2TkElLx959B0lm5":3},"_stats":{"systemId":"cyphersystem","systemVersion":"2.0.0-b3","coreVersion":"10.288","createdTime":null,"modifiedTime":1667121713432,"lastModifiedBy":"rLeavHPrdkq6xjNt"}} -{"name":"Brigandine","type":"armor","img":"systems/cyphersystem/icons/items/armor.svg","effects":[],"folder":null,"sort":0,"flags":{},"_id":"9toshrf5gjzwIsDm","system":{"version":2,"description":"","archived":false,"basic":{"type":"medium armor","rating":"2","cost":"2","notes":""},"settings":{"general":{"unmaskedForm":"Mask"}},"active":true,"price":"","rollButton":{"pool":"Pool","skill":"Practiced","assets":0,"effort1":0,"effort2":0,"effort3":0,"stepModifier":"eased","additionalSteps":0,"additionalCost":0,"damage":0,"damagePerLOE":3,"teen":"","bonus":0}},"ownership":{"default":0,"k2TkElLx959B0lm5":3},"_stats":{"systemId":"cyphersystem","systemVersion":"2.0.0-b3","coreVersion":"10.288","createdTime":null,"modifiedTime":1667121713369,"lastModifiedBy":"rLeavHPrdkq6xjNt"}} -{"name":"Leather jerkin","type":"armor","img":"systems/cyphersystem/icons/items/armor.svg","effects":[],"folder":null,"sort":0,"flags":{},"_id":"E3UpdWDvaLUQ2Xfz","system":{"version":2,"description":"","archived":false,"basic":{"type":"light armor","rating":"1","cost":"1","notes":""},"settings":{"general":{"unmaskedForm":"Mask"}},"active":true,"price":"","rollButton":{"pool":"Pool","skill":"Practiced","assets":0,"effort1":0,"effort2":0,"effort3":0,"stepModifier":"eased","additionalSteps":0,"additionalCost":0,"damage":0,"damagePerLOE":3,"teen":"","bonus":0}},"ownership":{"default":0,"k2TkElLx959B0lm5":3},"_stats":{"systemId":"cyphersystem","systemVersion":"2.0.0-b3","coreVersion":"10.288","createdTime":null,"modifiedTime":1667121713749,"lastModifiedBy":"rLeavHPrdkq6xjNt"}} -{"name":"Hides and furs","type":"armor","img":"systems/cyphersystem/icons/items/armor.svg","effects":[],"folder":null,"sort":0,"flags":{},"_id":"dwYLXpRkrg8AaoMP","system":{"version":2,"description":"","archived":false,"basic":{"type":"light armor","rating":1,"cost":1,"notes":""},"settings":{"general":{"unmaskedForm":"Mask"}},"active":true,"price":"","rollButton":{"pool":"Pool","skill":"Practiced","assets":0,"effort1":0,"effort2":0,"effort3":0,"stepModifier":"eased","additionalSteps":0,"additionalCost":0,"damage":0,"damagePerLOE":3,"teen":"","bonus":0}},"ownership":{"default":0,"k2TkElLx959B0lm5":3},"_stats":{"systemId":"cyphersystem","systemVersion":"2.0.0-b3","coreVersion":"10.288","createdTime":null,"modifiedTime":1667121713669,"lastModifiedBy":"rLeavHPrdkq6xjNt"}} -{"name":"Dwarven breastplate","type":"armor","img":"systems/cyphersystem/icons/items/armor.svg","effects":[],"folder":null,"sort":0,"flags":{},"_id":"f8OhNQR1rGtWy2Ot","system":{"version":2,"description":"","archived":false,"basic":{"type":"medium armor","rating":2,"cost":1,"notes":"encumbers as light armor"},"settings":{"general":{"unmaskedForm":"Mask"}},"active":true,"price":"","rollButton":{"pool":"Pool","skill":"Practiced","assets":0,"effort1":0,"effort2":0,"effort3":0,"stepModifier":"eased","additionalSteps":0,"additionalCost":0,"damage":0,"damagePerLOE":3,"teen":"","bonus":0}},"ownership":{"default":0,"k2TkElLx959B0lm5":3},"_stats":{"systemId":"cyphersystem","systemVersion":"2.0.0-b3","coreVersion":"10.288","createdTime":null,"modifiedTime":1667121713478,"lastModifiedBy":"rLeavHPrdkq6xjNt"}} -{"_id":"kcF98fSVWNjAEQWI","name":"Elven chainmail","type":"armor","img":"systems/cyphersystem/icons/items/armor.svg","effects":[],"folder":null,"sort":0,"flags":{},"system":{"version":2,"description":"","archived":false,"basic":{"type":"medium armor","rating":2,"cost":0,"notes":"encumbers as no armor"},"settings":{"general":{"unmaskedForm":"Mask"}},"active":true,"price":"","rollButton":{"pool":"Pool","skill":"Practiced","assets":0,"effort1":0,"effort2":0,"effort3":0,"stepModifier":"eased","additionalSteps":0,"additionalCost":0,"damage":0,"damagePerLOE":3,"teen":"","bonus":0}},"ownership":{"default":0,"k2TkElLx959B0lm5":3},"_stats":{"systemId":"cyphersystem","systemVersion":"2.0.0-b3","coreVersion":"10.288","createdTime":null,"modifiedTime":1667121713542,"lastModifiedBy":"rLeavHPrdkq6xjNt"}} -{"name":"Breastplate","type":"armor","img":"systems/cyphersystem/icons/items/armor.svg","effects":[],"folder":null,"sort":0,"flags":{},"_id":"ljoqzdX7tpPpCTCc","system":{"version":2,"description":"","archived":false,"basic":{"type":"medium armor","rating":2,"cost":2,"notes":""},"settings":{"general":{"unmaskedForm":"Mask"}},"active":true,"price":"","rollButton":{"pool":"Pool","skill":"Practiced","assets":0,"effort1":0,"effort2":0,"effort3":0,"stepModifier":"eased","additionalSteps":0,"additionalCost":0,"damage":0,"damagePerLOE":3,"teen":"","bonus":0}},"ownership":{"default":0,"k2TkElLx959B0lm5":3},"_stats":{"systemId":"cyphersystem","systemVersion":"2.0.0-b3","coreVersion":"10.288","createdTime":null,"modifiedTime":1667121713299,"lastModifiedBy":"rLeavHPrdkq6xjNt"}} -{"name":"Shield","type":"armor","img":"systems/cyphersystem/icons/items/armor.svg","effects":[],"folder":null,"sort":0,"flags":{},"_id":"rzFPk78CO7irND5F","system":{"version":2,"description":"","archived":false,"basic":{"type":"n/a","rating":"0","cost":"0","notes":"provides an asset to Speed defense rolls"},"settings":{"general":{"unmaskedForm":"Mask"}},"active":true,"price":"","rollButton":{"pool":"Pool","skill":"Practiced","assets":0,"effort1":0,"effort2":0,"effort3":0,"stepModifier":"eased","additionalSteps":0,"additionalCost":0,"damage":0,"damagePerLOE":3,"teen":"","bonus":0}},"ownership":{"default":0,"k2TkElLx959B0lm5":3},"_stats":{"systemId":"cyphersystem","systemVersion":"2.0.0-b3","coreVersion":"10.288","createdTime":null,"modifiedTime":1667121713795,"lastModifiedBy":"rLeavHPrdkq6xjNt"}} +{"name":"Full plate","type":"armor","img":"systems/cyphersystem/icons/items/armor.svg","effects":[],"folder":null,"sort":0,"flags":{},"_id":"2SMPhQU8pP4vsJ6R","system":{"version":2,"description":"

A complete suit of fitted metal plates that give excellent coverage and protection against attacks. The joints are protected by small layered plates over flexible chain. Sometimes called “plate mail.”

","archived":false,"basic":{"type":"heavy armor","rating":3,"cost":3,"notes":""},"settings":{"general":{"unmaskedForm":"Mask"}},"active":true,"price":"","rollButton":{"pool":"Pool","skill":"Practiced","assets":0,"effort1":0,"effort2":0,"effort3":0,"stepModifier":"eased","additionalSteps":0,"additionalCost":0,"damage":0,"damagePerLOE":3,"teen":"","bonus":0}},"ownership":{"default":0,"k2TkElLx959B0lm5":3},"_stats":{"systemId":"cyphersystem","systemVersion":"2.3.0","coreVersion":"10.291","createdTime":null,"modifiedTime":1676107497624,"lastModifiedBy":"yThCrv1jSfPXOC2U"}} +{"_id":"2mgyMiNIOQ4iUVnl","name":"Chainmail","type":"armor","img":"systems/cyphersystem/icons/items/armor.svg","effects":[],"folder":null,"sort":0,"flags":{},"system":{"version":2,"description":"

Chainmail: Mail armor made from hundreds of interlocking metal rings or links. Often called “chain” or “chain armor.”

","archived":false,"basic":{"type":"medium armor","rating":2,"cost":2,"notes":""},"settings":{"general":{"unmaskedForm":"Mask"}},"active":true,"price":"","rollButton":{"pool":"Pool","skill":"Practiced","assets":0,"effort1":0,"effort2":0,"effort3":0,"stepModifier":"eased","additionalSteps":0,"additionalCost":0,"damage":0,"damagePerLOE":3,"teen":"","bonus":0}},"ownership":{"default":0,"k2TkElLx959B0lm5":3},"_stats":{"systemId":"cyphersystem","systemVersion":"2.3.0","coreVersion":"10.291","createdTime":null,"modifiedTime":1676107386507,"lastModifiedBy":"yThCrv1jSfPXOC2U"}} +{"name":"Brigandine","type":"armor","img":"systems/cyphersystem/icons/items/armor.svg","effects":[],"folder":null,"sort":0,"flags":{},"_id":"9toshrf5gjzwIsDm","system":{"version":2,"description":"

Long strips of metal attached to a cloth or leather backing. Often called “splint mail.”

","archived":false,"basic":{"type":"medium armor","rating":2,"cost":2,"notes":""},"settings":{"general":{"unmaskedForm":"Mask"}},"active":true,"price":"","rollButton":{"pool":"Pool","skill":"Practiced","assets":0,"effort1":0,"effort2":0,"effort3":0,"stepModifier":"eased","additionalSteps":0,"additionalCost":0,"damage":0,"damagePerLOE":3,"teen":"","bonus":0}},"ownership":{"default":0,"k2TkElLx959B0lm5":3},"_stats":{"systemId":"cyphersystem","systemVersion":"2.3.0","coreVersion":"10.291","createdTime":null,"modifiedTime":1676107371971,"lastModifiedBy":"yThCrv1jSfPXOC2U"}} +{"name":"Beastskin","type":"armor","img":"systems/cyphersystem/icons/items/armor.svg","system":{"version":2,"description":"

An improved form of hides and furs, usually crafted from a creature with especially tough skin such as a giant lizard or rhinoceros.

","archived":false,"basic":{"type":"medium armor","rating":2,"cost":2,"notes":""},"settings":{"general":{"unmaskedForm":"Mask"}},"active":true},"effects":[],"ownership":{"default":0,"yThCrv1jSfPXOC2U":3},"flags":{"core":{"sourceId":"Item.cPyJjETd3OGGpxKD"}},"_stats":{"systemId":"cyphersystem","systemVersion":"2.3.0","coreVersion":"10.291","createdTime":1676107294768,"modifiedTime":1676107324940,"lastModifiedBy":"yThCrv1jSfPXOC2U"},"folder":null,"sort":0,"_id":"BOIJGf76BCQ9SOC2"} +{"name":"Leather jerkin","type":"armor","img":"systems/cyphersystem/icons/items/armor.svg","effects":[],"folder":null,"sort":0,"flags":{},"_id":"E3UpdWDvaLUQ2Xfz","system":{"version":2,"description":"

Armor made of hardened pieces of leather (usually boiled or treated with chemicals) that mainly covers your torso. It’s stiffer than leather used for clothing, but still flexible enough that you can bend and twist in it. Some jerkins are reinforced with metal studs (and may be called “studded leather”), and brigandine improves upon that concept.

","archived":false,"basic":{"type":"light armor","rating":1,"cost":1,"notes":""},"settings":{"general":{"unmaskedForm":"Mask"}},"active":true,"price":"","rollButton":{"pool":"Pool","skill":"Practiced","assets":0,"effort1":0,"effort2":0,"effort3":0,"stepModifier":"eased","additionalSteps":0,"additionalCost":0,"damage":0,"damagePerLOE":3,"teen":"","bonus":0}},"ownership":{"default":0,"k2TkElLx959B0lm5":3},"_stats":{"systemId":"cyphersystem","systemVersion":"2.3.0","coreVersion":"10.291","createdTime":null,"modifiedTime":1676107202422,"lastModifiedBy":"yThCrv1jSfPXOC2U"}} +{"name":"Scale","type":"armor","img":"systems/cyphersystem/icons/items/armor.svg","system":{"version":2,"description":"

Mail armor made from overlapping scales or plates attached to a leather or cloth backing. Often called “scale mail.”

","archived":false,"basic":{"type":"heavy armor","rating":3,"cost":3,"notes":""},"settings":{"general":{"unmaskedForm":"Mask"}},"active":true},"effects":[],"ownership":{"default":0,"yThCrv1jSfPXOC2U":3},"flags":{"core":{"sourceId":"Item.tGyo0Hn4iVaQU794"}},"_stats":{"systemId":"cyphersystem","systemVersion":"2.3.0","coreVersion":"10.291","createdTime":1676107511452,"modifiedTime":1676215803287,"lastModifiedBy":"yThCrv1jSfPXOC2U"},"folder":null,"sort":0,"_id":"INMVvixgOwAiFDBC"} +{"name":"Padded","type":"armor","img":"systems/cyphersystem/icons/items/armor.svg","system":{"version":2,"description":"

Cloth armor that is deliberately designed with multiple layers to be thick and protective. This is sometimes called “quilted armor” because it is a layer of padding sewn between two layers of cloth. Padded armor provides 1 Armor against piercing or slashing attacks like arrows and swords, but not bashing attacks like clubs or hammers. Padded armor doesn’t have a Speed Effort cost. It can’t be worn with other kinds of armor.

\n
\n

If the GM prefers the simpler method of not tracking whether an attack is bashing, slashing, or stabbing, padded armor should provide no Armor at all.

\n
","archived":false,"basic":{"type":"light armor","rating":1,"cost":0,"notes":"only against piercing and slashing attacks"},"settings":{"general":{"unmaskedForm":"Mask"}},"active":true},"effects":[],"ownership":{"default":0,"yThCrv1jSfPXOC2U":3},"flags":{"core":{"sourceId":"Item.onaT5xcaz9fTPNcE"}},"_stats":{"systemId":"cyphersystem","systemVersion":"2.3.0","coreVersion":"10.291","createdTime":1676107215885,"modifiedTime":1676107283061,"lastModifiedBy":"yThCrv1jSfPXOC2U"},"folder":null,"sort":0,"_id":"bezPaZn4F1DEviBL"} +{"name":"Hides and furs","type":"armor","img":"systems/cyphersystem/icons/items/armor.svg","effects":[],"folder":null,"sort":0,"flags":{},"_id":"dwYLXpRkrg8AaoMP","system":{"version":2,"description":"

Made from thick or poorly cured animal skins. It’s heavier and bulkier than other kinds of leather armor, but easier to make, especially by resource-poor crafters.

","archived":false,"basic":{"type":"light armor","rating":1,"cost":1,"notes":""},"settings":{"general":{"unmaskedForm":"Mask"}},"active":true,"price":"","rollButton":{"pool":"Pool","skill":"Practiced","assets":0,"effort1":0,"effort2":0,"effort3":0,"stepModifier":"eased","additionalSteps":0,"additionalCost":0,"damage":0,"damagePerLOE":3,"teen":"","bonus":0}},"ownership":{"default":0,"k2TkElLx959B0lm5":3},"_stats":{"systemId":"cyphersystem","systemVersion":"2.3.0","coreVersion":"10.291","createdTime":null,"modifiedTime":1676107182006,"lastModifiedBy":"yThCrv1jSfPXOC2U"}} +{"name":"Heavy cloth","type":"armor","img":"systems/cyphersystem/icons/items/armor.svg","system":{"version":2,"description":"

Clothing that’s heavy enough to reduce the effect of attacks against you, such as winter clothing or a fashionable leather outfit. Heavy cloth provides 1 Armor against piercing or slashing attacks like arrows and swords, but not bashing attacks like clubs or hammers. Heavy cloth doesn’t have a Speed Effort cost. It can’t be worn with other kinds of armor.

\n
\n

If the GM prefers the simpler method of not tracking whether an attack is bashing, slashing, or stabbing, heavy cloth should provide no Armor at all.

\n
","archived":false,"basic":{"type":"light armor","rating":1,"cost":0,"notes":"only against piercing and slashing attacks "},"settings":{"general":{"unmaskedForm":"Mask"}},"active":true},"effects":[],"ownership":{"default":0,"yThCrv1jSfPXOC2U":3},"flags":{"core":{"sourceId":"Item.lhGz5tCjoDfLtIlj"}},"_stats":{"systemId":"cyphersystem","systemVersion":"2.3.0","coreVersion":"10.291","createdTime":1676107042174,"modifiedTime":1676107167848,"lastModifiedBy":"yThCrv1jSfPXOC2U"},"folder":null,"sort":0,"_id":"eHb9a4YFDbWkkqb4"} +{"name":"Dwarven breastplate","type":"armor","img":"systems/cyphersystem/icons/items/armor.svg","effects":[],"folder":null,"sort":0,"flags":{},"_id":"f8OhNQR1rGtWy2Ot","system":{"version":2,"description":"

A high-quality breastplate crafted by a skilled dwarf, providing good protection and great mobility. Dwarven breastplate is medium armor (2 Armor) but encumbers the wearer as if it were light armor (it has a Speed Effort cost of 1). Not all dwarf-crafted breastplates count as this type of armor (only exceptionally skilled dwarven smiths know how to make it).

","archived":false,"basic":{"type":"medium armor","rating":2,"cost":1,"notes":""},"settings":{"general":{"unmaskedForm":"Mask"}},"active":true,"price":"","rollButton":{"pool":"Pool","skill":"Practiced","assets":0,"effort1":0,"effort2":0,"effort3":0,"stepModifier":"eased","additionalSteps":0,"additionalCost":0,"damage":0,"damagePerLOE":3,"teen":"","bonus":0}},"ownership":{"default":0,"k2TkElLx959B0lm5":3},"_stats":{"systemId":"cyphersystem","systemVersion":"2.3.0","coreVersion":"10.291","createdTime":null,"modifiedTime":1676107429107,"lastModifiedBy":"yThCrv1jSfPXOC2U"}} +{"_id":"kcF98fSVWNjAEQWI","name":"Elven chainmail","type":"armor","img":"systems/cyphersystem/icons/items/armor.svg","effects":[],"folder":null,"sort":0,"flags":{},"system":{"version":2,"description":"

A high-quality suit of chainmail crafted by a skilled elf, providing good protection and excellent mobility. Elven chainmail is medium armor (2 Armor) but is no more encumbering than a typical outfit of normal clothing (it has no Speed Effort cost). Not all elf-crafted chainmail counts as this type of armor (only exceptionally skilled elven smiths know how to make it).

","archived":false,"basic":{"type":"medium armor","rating":2,"cost":0,"notes":""},"settings":{"general":{"unmaskedForm":"Mask"}},"active":true,"price":"","rollButton":{"pool":"Pool","skill":"Practiced","assets":0,"effort1":0,"effort2":0,"effort3":0,"stepModifier":"eased","additionalSteps":0,"additionalCost":0,"damage":0,"damagePerLOE":3,"teen":"","bonus":0}},"ownership":{"default":0,"k2TkElLx959B0lm5":3},"_stats":{"systemId":"cyphersystem","systemVersion":"2.3.0","coreVersion":"10.291","createdTime":null,"modifiedTime":1676107452172,"lastModifiedBy":"yThCrv1jSfPXOC2U"}} +{"name":"Breastplate","type":"armor","img":"systems/cyphersystem/icons/items/armor.svg","effects":[],"folder":null,"sort":0,"flags":{},"_id":"ljoqzdX7tpPpCTCc","system":{"version":2,"description":"

A fitted metal plate or set of plates that protect your torso but not your arms or legs, giving you greater movement than full plate at the cost of some protection.

","archived":false,"basic":{"type":"medium armor","rating":2,"cost":2,"notes":""},"settings":{"general":{"unmaskedForm":"Mask"}},"active":true,"price":"","rollButton":{"pool":"Pool","skill":"Practiced","assets":0,"effort1":0,"effort2":0,"effort3":0,"stepModifier":"eased","additionalSteps":0,"additionalCost":0,"damage":0,"damagePerLOE":3,"teen":"","bonus":0}},"ownership":{"default":0,"k2TkElLx959B0lm5":3},"_stats":{"systemId":"cyphersystem","systemVersion":"2.3.0","coreVersion":"10.291","createdTime":null,"modifiedTime":1676107343986,"lastModifiedBy":"yThCrv1jSfPXOC2U"}} +{"name":"Shield","type":"armor","img":"systems/cyphersystem/icons/items/armor.svg","effects":[],"folder":null,"sort":0,"flags":{},"_id":"rzFPk78CO7irND5F","system":{"version":2,"description":"

Provides an asset to Speed defense. Shield sizes vary from a small buckler to a large kite shield (in the Cypher System, the difference is mainly flavor, and for game purposes they all grant the wearer the same benefit).

","archived":false,"basic":{"type":"n/a","rating":0,"cost":0,"notes":"provides an asset to Speed defense rolls"},"settings":{"general":{"unmaskedForm":"Mask"}},"active":true,"price":"","rollButton":{"pool":"Pool","skill":"Practiced","assets":0,"effort1":0,"effort2":0,"effort3":0,"stepModifier":"eased","additionalSteps":0,"additionalCost":0,"damage":0,"damagePerLOE":3,"teen":"","bonus":0}},"ownership":{"default":0,"k2TkElLx959B0lm5":3},"_stats":{"systemId":"cyphersystem","systemVersion":"2.3.0","coreVersion":"10.291","createdTime":null,"modifiedTime":1676107544374,"lastModifiedBy":"yThCrv1jSfPXOC2U"}} diff --git a/packs/armor-modern.db b/packs/armor-modern.db index 2748e9e..037c4bd 100644 --- a/packs/armor-modern.db +++ b/packs/armor-modern.db @@ -1,4 +1,4 @@ -{"_id":"AqT96NV9XXl8iNye","name":"Lightweight body armor","type":"armor","img":"systems/cyphersystem/icons/items/armor.svg","effects":[],"folder":null,"sort":0,"flags":{},"system":{"version":2,"description":"","archived":false,"basic":{"type":"medium armor","rating":2,"cost":1,"notes":"encumbers as light armor"},"settings":{"general":{"unmaskedForm":"Mask"}},"active":true,"price":"","rollButton":{"pool":"Pool","skill":"Practiced","assets":0,"effort1":0,"effort2":0,"effort3":0,"stepModifier":"eased","additionalSteps":0,"additionalCost":0,"damage":0,"damagePerLOE":3,"teen":"","bonus":0}},"ownership":{"default":0,"k2TkElLx959B0lm5":3},"_stats":{"systemId":"cyphersystem","systemVersion":"2.0.0-b3","coreVersion":"10.288","createdTime":null,"modifiedTime":1667121713978,"lastModifiedBy":"rLeavHPrdkq6xjNt"}} -{"name":"Kevlar vest","type":"armor","img":"systems/cyphersystem/icons/items/armor.svg","effects":[],"folder":null,"sort":0,"flags":{},"_id":"Tvvpp1L5F3sw3999","system":{"version":2,"description":"","archived":false,"basic":{"type":"medium armor","rating":"2","cost":"2","notes":""},"settings":{"general":{"unmaskedForm":"Mask"}},"active":true,"price":"","rollButton":{"pool":"Pool","skill":"Practiced","assets":0,"effort1":0,"effort2":0,"effort3":0,"stepModifier":"eased","additionalSteps":0,"additionalCost":0,"damage":0,"damagePerLOE":3,"teen":"","bonus":0}},"ownership":{"default":0,"k2TkElLx959B0lm5":3},"_stats":{"systemId":"cyphersystem","systemVersion":"2.0.0-b3","coreVersion":"10.288","createdTime":null,"modifiedTime":1667121713897,"lastModifiedBy":"rLeavHPrdkq6xjNt"}} -{"name":"Leather jacket","type":"armor","img":"systems/cyphersystem/icons/items/armor.svg","effects":[],"folder":null,"sort":0,"flags":{},"_id":"gwPnvp7McesS3NUR","system":{"version":2,"description":"","archived":false,"basic":{"type":"light armor","rating":"1","cost":"1","notes":""},"settings":{"general":{"unmaskedForm":"Mask"}},"active":true,"price":"","rollButton":{"pool":"Pool","skill":"Practiced","assets":0,"effort1":0,"effort2":0,"effort3":0,"stepModifier":"eased","additionalSteps":0,"additionalCost":0,"damage":0,"damagePerLOE":3,"teen":"","bonus":0}},"ownership":{"default":0,"k2TkElLx959B0lm5":3},"_stats":{"systemId":"cyphersystem","systemVersion":"2.0.0-b3","coreVersion":"10.288","createdTime":null,"modifiedTime":1667121713920,"lastModifiedBy":"rLeavHPrdkq6xjNt"}} -{"name":"Military body armor","type":"armor","img":"systems/cyphersystem/icons/items/armor.svg","effects":[],"folder":null,"sort":0,"flags":{},"_id":"tLUMEDBAJJH6sFAg","system":{"version":2,"description":"","archived":false,"basic":{"type":"heavy armor","rating":"3","cost":"3","notes":""},"settings":{"general":{"unmaskedForm":"Mask"}},"active":true,"price":"","rollButton":{"pool":"Pool","skill":"Practiced","assets":0,"effort1":0,"effort2":0,"effort3":0,"stepModifier":"eased","additionalSteps":0,"additionalCost":0,"damage":0,"damagePerLOE":3,"teen":"","bonus":0}},"ownership":{"default":0,"k2TkElLx959B0lm5":3},"_stats":{"systemId":"cyphersystem","systemVersion":"2.0.0-b3","coreVersion":"10.288","createdTime":null,"modifiedTime":1667121714001,"lastModifiedBy":"rLeavHPrdkq6xjNt"}} +{"_id":"AqT96NV9XXl8iNye","name":"Military body armor, light","type":"armor","img":"systems/cyphersystem/icons/items/armor.svg","effects":[],"folder":null,"sort":0,"flags":{},"system":{"version":2,"description":"

Functions as medium armor (+2 Armor), encumbers as light armor. Level 4.

","archived":false,"basic":{"type":"medium armor","rating":2,"cost":1,"notes":"encumbers as light armor"},"settings":{"general":{"unmaskedForm":"Mask"}},"active":true,"price":"","rollButton":{"pool":"Pool","skill":"Practiced","assets":0,"effort1":0,"effort2":0,"effort3":0,"stepModifier":"eased","additionalSteps":0,"additionalCost":0,"damage":0,"damagePerLOE":3,"teen":"","bonus":0}},"ownership":{"default":0,"k2TkElLx959B0lm5":3},"_stats":{"systemId":"cyphersystem","systemVersion":"2.3.0","coreVersion":"10.291","createdTime":null,"modifiedTime":1676625264875,"lastModifiedBy":"yThCrv1jSfPXOC2U"}} +{"name":"Kevlar vest","type":"armor","img":"systems/cyphersystem/icons/items/armor.svg","effects":[],"folder":null,"sort":0,"flags":{},"_id":"Tvvpp1L5F3sw3999","system":{"version":2,"description":"

Functions as medium armor (+2 Armor). Level 3.

","archived":false,"basic":{"type":"medium armor","rating":2,"cost":2,"notes":""},"settings":{"general":{"unmaskedForm":"Mask"}},"active":true,"price":"","rollButton":{"pool":"Pool","skill":"Practiced","assets":0,"effort1":0,"effort2":0,"effort3":0,"stepModifier":"eased","additionalSteps":0,"additionalCost":0,"damage":0,"damagePerLOE":3,"teen":"","bonus":0}},"ownership":{"default":0,"k2TkElLx959B0lm5":3},"_stats":{"systemId":"cyphersystem","systemVersion":"2.3.0","coreVersion":"10.291","createdTime":null,"modifiedTime":1676625227476,"lastModifiedBy":"yThCrv1jSfPXOC2U"}} +{"name":"Leather jacket","type":"armor","img":"systems/cyphersystem/icons/items/armor.svg","effects":[],"folder":null,"sort":0,"flags":{},"_id":"gwPnvp7McesS3NUR","system":{"version":2,"description":"

Functions as light armor (+1 Armor). Level 2.

","archived":false,"basic":{"type":"light armor","rating":1,"cost":1,"notes":""},"settings":{"general":{"unmaskedForm":"Mask"}},"active":true,"price":"","rollButton":{"pool":"Pool","skill":"Practiced","assets":0,"effort1":0,"effort2":0,"effort3":0,"stepModifier":"eased","additionalSteps":0,"additionalCost":0,"damage":0,"damagePerLOE":3,"teen":"","bonus":0}},"ownership":{"default":0,"k2TkElLx959B0lm5":3},"_stats":{"systemId":"cyphersystem","systemVersion":"2.3.0","coreVersion":"10.291","createdTime":null,"modifiedTime":1676625216841,"lastModifiedBy":"yThCrv1jSfPXOC2U"}} +{"name":"Military body armor","type":"armor","img":"systems/cyphersystem/icons/items/armor.svg","effects":[],"folder":null,"sort":0,"flags":{},"_id":"tLUMEDBAJJH6sFAg","system":{"version":2,"description":"

Functions as heavy armor (+3 Armor). Level 4.

","archived":false,"basic":{"type":"heavy armor","rating":3,"cost":3,"notes":""},"settings":{"general":{"unmaskedForm":"Mask"}},"active":true,"price":"","rollButton":{"pool":"Pool","skill":"Practiced","assets":0,"effort1":0,"effort2":0,"effort3":0,"stepModifier":"eased","additionalSteps":0,"additionalCost":0,"damage":0,"damagePerLOE":3,"teen":"","bonus":0}},"ownership":{"default":0,"k2TkElLx959B0lm5":3},"_stats":{"systemId":"cyphersystem","systemVersion":"2.3.0","coreVersion":"10.291","createdTime":null,"modifiedTime":1676625283580,"lastModifiedBy":"yThCrv1jSfPXOC2U"}} diff --git a/packs/armor-sci-fi.db b/packs/armor-sci-fi.db index dfae46a..85fc0e2 100644 --- a/packs/armor-sci-fi.db +++ b/packs/armor-sci-fi.db @@ -1,5 +1,14 @@ -{"name":"Armored bodysuit","type":"armor","img":"systems/cyphersystem/icons/items/armor.svg","effects":[],"folder":null,"sort":0,"flags":{},"_id":"BqiPzuCqRfn9yFrR","system":{"version":2,"description":"","archived":false,"basic":{"type":"medium armor","rating":"2","cost":"2","notes":""},"settings":{"general":{"unmaskedForm":"Mask"}},"active":true,"price":"","rollButton":{"pool":"Pool","skill":"Practiced","assets":0,"effort1":0,"effort2":0,"effort3":0,"stepModifier":"eased","additionalSteps":0,"additionalCost":0,"damage":0,"damagePerLOE":3,"teen":"","bonus":0}},"ownership":{"default":0,"k2TkElLx959B0lm5":3},"_stats":{"systemId":"cyphersystem","systemVersion":"2.0.0-b3","coreVersion":"10.288","createdTime":null,"modifiedTime":1667121714088,"lastModifiedBy":"rLeavHPrdkq6xjNt"}} -{"name":"Battlesuit","type":"armor","img":"systems/cyphersystem/icons/items/armor.svg","effects":[],"folder":null,"sort":0,"flags":{},"_id":"Bujb0Cz7cVN6K9H3","system":{"version":2,"description":"","archived":false,"basic":{"type":"heavy armor","rating":"3","cost":"3","notes":"also works as environment suit"},"settings":{"general":{"unmaskedForm":"Mask"}},"active":true,"price":"","rollButton":{"pool":"Pool","skill":"Practiced","assets":0,"effort1":0,"effort2":0,"effort3":0,"stepModifier":"eased","additionalSteps":0,"additionalCost":0,"damage":0,"damagePerLOE":3,"teen":"","bonus":0}},"ownership":{"default":0,"k2TkElLx959B0lm5":3},"_stats":{"systemId":"cyphersystem","systemVersion":"2.0.0-b3","coreVersion":"10.288","createdTime":null,"modifiedTime":1667121714146,"lastModifiedBy":"rLeavHPrdkq6xjNt"}} -{"name":"Lightweight body armor","type":"armor","img":"systems/cyphersystem/icons/items/armor.svg","effects":[],"folder":null,"sort":0,"flags":{},"_id":"JrN6tyFoTYLtZc6s","system":{"version":2,"description":"","archived":false,"basic":{"type":"medium armor","rating":"2","cost":"2","notes":""},"settings":{"general":{"unmaskedForm":"Mask"}},"active":true,"price":"","rollButton":{"pool":"Pool","skill":"Practiced","assets":0,"effort1":0,"effort2":0,"effort3":0,"stepModifier":"eased","additionalSteps":0,"additionalCost":0,"damage":0,"damagePerLOE":3,"teen":"","bonus":0}},"ownership":{"default":0,"k2TkElLx959B0lm5":3},"_stats":{"systemId":"cyphersystem","systemVersion":"2.0.0-b3","coreVersion":"10.288","createdTime":null,"modifiedTime":1667121714245,"lastModifiedBy":"rLeavHPrdkq6xjNt"}} -{"_id":"LOwyfbM0bAlLrBc0","name":"Force field","type":"armor","img":"systems/cyphersystem/icons/items/armor.svg","effects":[],"folder":null,"sort":0,"flags":{},"system":{"version":2,"description":"","archived":false,"basic":{"type":"n/a","rating":1,"cost":0,"notes":""},"settings":{"general":{"unmaskedForm":"Mask"}},"active":true,"price":"","rollButton":{"pool":"Pool","skill":"Practiced","assets":0,"effort1":0,"effort2":0,"effort3":0,"stepModifier":"eased","additionalSteps":0,"additionalCost":0,"damage":0,"damagePerLOE":3,"teen":"","bonus":0}},"ownership":{"default":0,"k2TkElLx959B0lm5":3},"_stats":{"systemId":"cyphersystem","systemVersion":"2.0.0-b3","coreVersion":"10.288","createdTime":null,"modifiedTime":1667121714168,"lastModifiedBy":"rLeavHPrdkq6xjNt"}} -{"_id":"kzLQCncQ1cXzM456","name":"Leather jacket","type":"armor","img":"systems/cyphersystem/icons/items/armor.svg","effects":[],"folder":null,"sort":0,"flags":{},"system":{"version":2,"description":"","archived":false,"basic":{"type":"light armor","rating":1,"cost":1,"notes":""},"settings":{"general":{"unmaskedForm":"Mask"}},"active":true,"price":"","rollButton":{"pool":"Pool","skill":"Practiced","assets":0,"effort1":0,"effort2":0,"effort3":0,"stepModifier":"eased","additionalSteps":0,"additionalCost":0,"damage":0,"damagePerLOE":3,"teen":"","bonus":0}},"ownership":{"default":0,"k2TkElLx959B0lm5":3},"_stats":{"systemId":"cyphersystem","systemVersion":"2.0.0-b3","coreVersion":"10.288","createdTime":null,"modifiedTime":1667121714187,"lastModifiedBy":"rLeavHPrdkq6xjNt"}} +{"name":"Kinetic ring","type":"armor","img":"systems/cyphersystem/icons/items/armor.svg","system":{"version":2,"description":"

Ring reactively projects a powerful energy field to deflect or slow projectiles, easing the wearer’s Speed defense roll. If the projectile still hits the wearer, the field grants +1 to Armor against the attack. Level 6.

","archived":false,"basic":{"type":"n/a","rating":1,"cost":0,"notes":"eases Speed defense rolls"},"settings":{"general":{"unmaskedForm":"Mask"}},"active":true},"effects":[],"ownership":{"default":0,"yThCrv1jSfPXOC2U":3},"flags":{"core":{"sourceId":"Item.NbdTe7VBRzKBOQE3"}},"_stats":{"systemId":"cyphersystem","systemVersion":"2.3.0","coreVersion":"10.291","createdTime":1676628882683,"modifiedTime":1676636191712,"lastModifiedBy":"yThCrv1jSfPXOC2U"},"folder":null,"sort":0,"_id":"2xtH7fSJpDFbq18n"} +{"name":"Cloak, reflective","type":"armor","img":"systems/cyphersystem/icons/items/armor.svg","system":{"version":2,"description":"

As @UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.WeIB4mBZbd8cqmEY]{chameleon cloak}, but also reflects energy attacks back on attacker if PC succeeds on their defense task. Level 6.

","archived":false,"basic":{"type":"light armor","rating":0,"cost":0,"notes":""},"settings":{"general":{"unmaskedForm":"Mask"}},"active":true},"effects":[],"ownership":{"default":0,"yThCrv1jSfPXOC2U":3},"flags":{"core":{"sourceId":"Item.FoiSmOWjfIWCxx7D"}},"_stats":{"systemId":"cyphersystem","systemVersion":"2.3.0","coreVersion":"10.291","createdTime":1676628635529,"modifiedTime":1676636165199,"lastModifiedBy":"yThCrv1jSfPXOC2U"},"folder":null,"sort":0,"_id":"967recXTrkyx0e1m"} +{"name":"Armored bodysuit","type":"armor","img":"systems/cyphersystem/icons/items/armor.svg","effects":[],"folder":null,"sort":0,"flags":{},"_id":"BqiPzuCqRfn9yFrR","system":{"version":2,"description":"
\n
\n
\n
\n

Functions as medium armor (+2 Armor), encumbers as if not wearing any armor. Level 4.

\n
\n
\n
\n
","archived":false,"basic":{"type":"medium armor","rating":2,"cost":0,"notes":"encumbers as if not wearing any armor"},"settings":{"general":{"unmaskedForm":"Mask"}},"active":true,"price":"","rollButton":{"pool":"Pool","skill":"Practiced","assets":0,"effort1":0,"effort2":0,"effort3":0,"stepModifier":"eased","additionalSteps":0,"additionalCost":0,"damage":0,"damagePerLOE":3,"teen":"","bonus":0}},"ownership":{"default":0,"k2TkElLx959B0lm5":3},"_stats":{"systemId":"cyphersystem","systemVersion":"2.3.0","coreVersion":"10.291","createdTime":null,"modifiedTime":1676631719807,"lastModifiedBy":"yThCrv1jSfPXOC2U"}} +{"name":"Battlesuit","type":"armor","img":"systems/cyphersystem/icons/items/armor.svg","effects":[],"folder":null,"sort":0,"flags":{},"_id":"Bujb0Cz7cVN6K9H3","system":{"version":2,"description":"

Functions as heavy armor (+3 Armor), also grants the benefit of a @UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.g8xedO3WjADU8fBU]{deluxe space suit}. Level 5.

","archived":false,"basic":{"type":"heavy armor","rating":3,"cost":3,"notes":""},"settings":{"general":{"unmaskedForm":"Mask"}},"active":true,"price":"","rollButton":{"pool":"Pool","skill":"Practiced","assets":0,"effort1":0,"effort2":0,"effort3":0,"stepModifier":"eased","additionalSteps":0,"additionalCost":0,"damage":0,"damagePerLOE":3,"teen":"","bonus":0}},"ownership":{"default":0,"k2TkElLx959B0lm5":3},"_stats":{"systemId":"cyphersystem","systemVersion":"2.3.0","coreVersion":"10.291","createdTime":null,"modifiedTime":1676631748075,"lastModifiedBy":"yThCrv1jSfPXOC2U"}} +{"name":"Battle armor","type":"armor","img":"systems/cyphersystem/icons/items/armor.svg","system":{"version":2,"description":"

As @UUID[Compendium.cyphersystem-compendium.armor-sci-fi.VLT25b9GaceTIRQj]{battlesuit}, but grants an additional +3 to Armor in addition to the 3 Armor, and encumbers as light Armor. In addition, the wearer gains +1 to their Might Edge and +5 to their Might Pool.

","archived":false,"basic":{"type":"heavy armor","rating":6,"cost":1,"notes":"encumbers as light armor"},"settings":{"general":{"unmaskedForm":"Mask"}},"active":true},"effects":[],"ownership":{"default":0,"yThCrv1jSfPXOC2U":3},"flags":{"core":{"sourceId":"Item.w76neS60F8TzNNgT"}},"_stats":{"systemId":"cyphersystem","systemVersion":"2.3.0","coreVersion":"10.291","createdTime":1676628722920,"modifiedTime":1676629046906,"lastModifiedBy":"yThCrv1jSfPXOC2U"},"folder":null,"sort":0,"_id":"CZxnMCkxx3bAemtm"} +{"name":"Body armor, lightweight","type":"armor","img":"systems/cyphersystem/icons/items/armor.svg","effects":[],"folder":null,"sort":0,"flags":{},"_id":"JrN6tyFoTYLtZc6s","system":{"version":2,"description":"
\n
\n
\n
\n

Functions as heavy armor (+3 Armor), encumbers as if wearing medium armor. Level 4.

\n
\n
\n
\n
","archived":false,"basic":{"type":"heavy armor","rating":3,"cost":2,"notes":"encumbers as if wearing medium armor"},"settings":{"general":{"unmaskedForm":"Mask"}},"active":true,"price":"","rollButton":{"pool":"Pool","skill":"Practiced","assets":0,"effort1":0,"effort2":0,"effort3":0,"stepModifier":"eased","additionalSteps":0,"additionalCost":0,"damage":0,"damagePerLOE":3,"teen":"","bonus":0}},"ownership":{"default":0,"k2TkElLx959B0lm5":3},"_stats":{"systemId":"cyphersystem","systemVersion":"2.3.0","coreVersion":"10.291","createdTime":null,"modifiedTime":1676631774434,"lastModifiedBy":"yThCrv1jSfPXOC2U"}} +{"_id":"LOwyfbM0bAlLrBc0","name":"Force field, quick","type":"armor","img":"systems/cyphersystem/icons/items/armor.svg","effects":[],"folder":null,"sort":0,"flags":{},"system":{"version":2,"description":"

Not armor; belt generates an almost transparent force field to surround the user for up to one hour, providing +1 Armor. Once used, must be recharged for several hours. Level 4.

","archived":false,"basic":{"type":"n/a","rating":1,"cost":0,"notes":""},"settings":{"general":{"unmaskedForm":"Mask"}},"active":true,"price":"","rollButton":{"pool":"Pool","skill":"Practiced","assets":0,"effort1":0,"effort2":0,"effort3":0,"stepModifier":"eased","additionalSteps":0,"additionalCost":0,"damage":0,"damagePerLOE":3,"teen":"","bonus":0}},"ownership":{"default":0,"k2TkElLx959B0lm5":3},"_stats":{"systemId":"cyphersystem","systemVersion":"2.3.0","coreVersion":"10.291","createdTime":null,"modifiedTime":1676631864065,"lastModifiedBy":"yThCrv1jSfPXOC2U"}} +{"name":"Gun armor","type":"armor","img":"systems/cyphersystem/icons/items/armor.svg","system":{"version":2,"description":"

As @UUID[Compendium.cyphersystem-compendium.armor-sci-fi.CZxnMCkxx3bAemtm]{battle armor}, but armor includes a deployable integrated long-range plasma weapon that inflicts 6 points of damage. It’s able to fire autonomously, allowing the wearer to take some other action (though if set to do so, automatic GM intrusions occur on 1–3 on a d20, and if triggered, result in friendly fire). Level 6.

","archived":false,"basic":{"type":"heavy armor","rating":6,"cost":1,"notes":"encumbers as light Armor"},"settings":{"general":{"unmaskedForm":"Mask"}},"active":true},"effects":[],"ownership":{"default":0,"yThCrv1jSfPXOC2U":3},"flags":{"core":{"sourceId":"Item.vsi0wXtuvKrUz26b"}},"_stats":{"systemId":"cyphersystem","systemVersion":"2.3.0","coreVersion":"10.291","createdTime":1676628962737,"modifiedTime":1676630547591,"lastModifiedBy":"yThCrv1jSfPXOC2U"},"folder":null,"sort":0,"_id":"SZzV0pkoDcOFcELL"} +{"name":"Paint-on impact armor","type":"armor","img":"systems/cyphersystem/icons/items/armor.svg","system":{"version":2,"description":"

Not armor; offers +1 to Armor, applied by spraying nanosolution from spray applicator over clothing and skin, lasts ten minutes; each applicator depletes 1 in [[/r 1d10]] uses.

","archived":false,"basic":{"type":"n/a","rating":1,"cost":0,"notes":""},"settings":{"general":{"unmaskedForm":"Mask"}},"active":true},"effects":[],"ownership":{"default":0,"yThCrv1jSfPXOC2U":3},"flags":{"core":{"sourceId":"Item.Vfu8IVebtTdaWmMD"}},"_stats":{"systemId":"cyphersystem","systemVersion":"2.3.0","coreVersion":"10.291","createdTime":1676627089376,"modifiedTime":1676627125012,"lastModifiedBy":"yThCrv1jSfPXOC2U"},"folder":null,"sort":0,"_id":"TDM6TaE0OoiB4pvd"} +{"name":"Force field, omni","type":"armor","img":"systems/cyphersystem/icons/items/armor.svg","system":{"version":2,"description":"

As @UUID[Compendium.cyphersystem-compendium.armor-sci-fi.dRo9KXdr5JL05qIs]{quick force field}, but permanent while active, requires no recharge period. In addition, the wearer can tune the field so that it’s hazed and translucent, hiding their identity, or make it fully dark so that it emits no light (though they can see through the field normally). Level 6.

","archived":false,"basic":{"type":"n/a","rating":1,"cost":0,"notes":""},"settings":{"general":{"unmaskedForm":"Mask"}},"active":true},"effects":[],"ownership":{"default":0,"yThCrv1jSfPXOC2U":3},"flags":{"core":{"sourceId":"Item.FHnjIs1jWIT0cArX"}},"_stats":{"systemId":"cyphersystem","systemVersion":"2.3.0","coreVersion":"10.291","createdTime":1676628814099,"modifiedTime":1676628942583,"lastModifiedBy":"yThCrv1jSfPXOC2U"},"folder":null,"sort":0,"_id":"dKO8NJD49m1Fff9W"} +{"_id":"kzLQCncQ1cXzM456","name":"Leather jacket","type":"armor","img":"systems/cyphersystem/icons/items/armor.svg","effects":[],"folder":null,"sort":0,"flags":{},"system":{"version":2,"description":"

Functions as light armor (+1 Armor). Level 2.

","archived":false,"basic":{"type":"light armor","rating":1,"cost":1,"notes":""},"settings":{"general":{"unmaskedForm":"Mask"}},"active":true,"price":"","rollButton":{"pool":"Pool","skill":"Practiced","assets":0,"effort1":0,"effort2":0,"effort3":0,"stepModifier":"eased","additionalSteps":0,"additionalCost":0,"damage":0,"damagePerLOE":3,"teen":"","bonus":0}},"ownership":{"default":0,"k2TkElLx959B0lm5":3},"_stats":{"systemId":"cyphersystem","systemVersion":"2.3.0","coreVersion":"10.291","createdTime":null,"modifiedTime":1676627901718,"lastModifiedBy":"yThCrv1jSfPXOC2U"}} +{"name":"Cloak, impact","type":"armor","img":"systems/cyphersystem/icons/items/armor.svg","system":{"version":2,"description":"

Fashionable cloak with attached hood. If the wearer is subjected to a physical or energy attack, the garment strategically hardens, functioning as heavy armor (+3 Armor), and encumbering as light armor. Level 5.

","archived":false,"basic":{"type":"heavy armor","rating":3,"cost":1,"notes":""},"settings":{"general":{"unmaskedForm":"Mask"}},"active":true},"effects":[],"ownership":{"default":0,"yThCrv1jSfPXOC2U":3},"flags":{"core":{"sourceId":"Item.MD1ukkK8Fy4LVGWP"}},"_stats":{"systemId":"cyphersystem","systemVersion":"2.3.0","coreVersion":"10.291","createdTime":1676628529506,"modifiedTime":1676628598592,"lastModifiedBy":"yThCrv1jSfPXOC2U"},"folder":null,"sort":0,"_id":"lBwKs3quxhWeB2OQ"} +{"name":"Battlesuit, deluxe","type":"armor","img":"systems/cyphersystem/icons/items/armor.svg","system":{"version":2,"description":"

As @UUID[Compendium.cyphersystem-compendium.armor-sci-fi.VLT25b9GaceTIRQj]{battlesuit}, but with armor and power assist; the battlesuit grants an additional +1 to Armor in addition to the 3 Armor that heavy armor usually offers, and encumbers as medium armor. Armor rating also applies to damage that often isn’t reduced by typical armor, such as heat or cold damage (but not Intellect damage). Level 6.

","archived":false,"basic":{"type":"heavy armor","rating":4,"cost":2,"notes":""},"settings":{"general":{"unmaskedForm":"Mask"}},"active":true},"effects":[],"ownership":{"default":0,"yThCrv1jSfPXOC2U":3},"flags":{"core":{"sourceId":"Item.3Yt0hxWSEbGI3rPq"}},"_stats":{"systemId":"cyphersystem","systemVersion":"2.3.0","coreVersion":"10.291","createdTime":1676628381271,"modifiedTime":1676629068015,"lastModifiedBy":"yThCrv1jSfPXOC2U"},"folder":null,"sort":0,"_id":"loTcQjzr41WJz50X"} +{"name":"Holobit","type":"armor","img":"systems/cyphersystem/icons/items/armor.svg","system":{"version":2,"description":"

Not armor; wearable device projects an offset hologram of the wearer, providing an asset to Speed defense tasks. Level 5.

","archived":false,"basic":{"type":"n/a","rating":0,"cost":0,"notes":"provides an asset to Speed defense tasks"},"settings":{"general":{"unmaskedForm":"Mask"}},"active":true},"effects":[],"ownership":{"default":0,"yThCrv1jSfPXOC2U":3},"flags":{"core":{"sourceId":"Item.KkORo0kuuP3ycHKb"}},"_stats":{"systemId":"cyphersystem","systemVersion":"2.3.0","coreVersion":"10.291","createdTime":1676628241228,"modifiedTime":1676628318174,"lastModifiedBy":"yThCrv1jSfPXOC2U"},"folder":null,"sort":0,"_id":"sjqaxxX6UgIbSyLv"} diff --git a/packs/artifacts-fantasy.db b/packs/artifacts-fantasy.db index 342da9d..0fd1ef8 100644 --- a/packs/artifacts-fantasy.db +++ b/packs/artifacts-fantasy.db @@ -1,5 +1,67 @@ +{"name":"Cloak of Balakar","type":"artifact","img":"systems/cyphersystem/icons/items/artifact.svg","effects":[],"flags":{"core":{"sourceId":"Compendium.cyphersystem-compendium.artifacts-fantasy.XlZ70fbgLdJFFmC2"}},"system":{"version":2,"description":"

Level: 1d6 + 3

\n

Form: Blue cloak with elaborate designs suggesting blowing wind

\n

Effect: The wearer can calm winds of the artifact’s level or lower in a radius of 1 mile (1.5 km). Up to once a day, the wearer can create a destructive windstorm up to that size, lasting one minute; this storm’s level is equal to half the artifact’s level.

\n

Depletion: 1 in 1d6 (on depletion, cloak disappears and reappears somewhere else in the world)

","archived":false,"basic":{"level":"1d6+3","depletion":"1 in [[/r 1d6 # Depletion roll]]","identified":true},"settings":{"general":{"nameUnidentified":""}},"rollButton":{"pool":"Pool","skill":"Practiced","assets":0,"effort1":0,"effort2":0,"effort3":0,"stepModifier":"eased","additionalSteps":0,"additionalCost":0,"damage":0,"damagePerLOE":3,"teen":"","bonus":0}},"_stats":{"systemId":"cyphersystem","systemVersion":"2.3.0","coreVersion":"10.291","createdTime":1676367597896,"modifiedTime":1676451418836,"lastModifiedBy":"yThCrv1jSfPXOC2U"},"folder":null,"sort":0,"ownership":{"default":0,"yThCrv1jSfPXOC2U":3},"_id":"04OKw1i6SZShGMck"} +{"name":"Cloak of elfkind","type":"artifact","img":"systems/cyphersystem/icons/items/artifact.svg","effects":[],"flags":{"core":{"sourceId":"Compendium.cyphersystem-compendium.artifacts-fantasy.ZbhIpHpgA0pgmEBF"}},"system":{"version":2,"description":"

Level: 1d6 + 2

\n

Form: Thin greyish-green cloak with a cowl and clasp

\n

Effect: When activated (by drawing the hood over the wearer’s head), the cloak takes on the colors and textures of everything around the wearer for ten minutes (or one hour if the artifact is level 8 or higher). This eases hiding and sneaking tasks by two steps. While the cloak is activated, the wearer can also see in the dark.

\n

Depletion: 1 in 1d100

","archived":false,"basic":{"level":"1d6+2","depletion":"1 in [[/r 1d100 # Depletion roll]]","identified":true},"settings":{"general":{"nameUnidentified":""}},"rollButton":{"pool":"Pool","skill":"Practiced","assets":0,"effort1":0,"effort2":0,"effort3":0,"stepModifier":"eased","additionalSteps":0,"additionalCost":0,"damage":0,"damagePerLOE":3,"teen":"","bonus":0}},"_stats":{"systemId":"cyphersystem","systemVersion":"2.3.0","coreVersion":"10.291","createdTime":1676367597896,"modifiedTime":1676451418846,"lastModifiedBy":"yThCrv1jSfPXOC2U"},"folder":null,"sort":0,"ownership":{"default":0,"yThCrv1jSfPXOC2U":3},"_id":"0HCYErRes17aIYsN"} +{"name":"Mastercraft weapon","type":"artifact","img":"systems/cyphersystem/icons/items/artifact.svg","effects":[],"flags":{"core":{"sourceId":"Compendium.cyphersystem-compendium.artifacts-fantasy.nzjpZPn5nYe2W6gg"}},"system":{"version":2,"description":"

Level: 1d6

\n

Form: Weapon of exceptional quality

\n

Effect: This weapon grants its wielder an asset for attack rolls made with it.

\n

Depletion:

\n
\n

Depending on the game world, mastercraft weapons might be magical, mundanely crafted with exceptional quality, or both.

\n
","archived":false,"basic":{"level":"1d6","depletion":"—","identified":true},"settings":{"general":{"nameUnidentified":""}},"rollButton":{"pool":"Pool","skill":"Practiced","assets":0,"effort1":0,"effort2":0,"effort3":0,"stepModifier":"eased","additionalSteps":0,"additionalCost":0,"damage":0,"damagePerLOE":3,"teen":"","bonus":0}},"_stats":{"systemId":"cyphersystem","systemVersion":"2.3.0","coreVersion":"10.291","createdTime":1676367597898,"modifiedTime":1676451419007,"lastModifiedBy":"yThCrv1jSfPXOC2U"},"folder":null,"sort":0,"ownership":{"default":0,"yThCrv1jSfPXOC2U":3},"_id":"0u00LSwbnF234c5W"} +{"name":"Bounding boots","type":"artifact","img":"systems/cyphersystem/icons/items/artifact.svg","effects":[],"flags":{"core":{"sourceId":"Compendium.cyphersystem-compendium.artifacts-fantasy.RlZ42qL3lpL7B1Sm"}},"system":{"version":2,"description":"

Level: 1d6 + 1

\n

Form: Sturdy but flexible boots

\n

Effect: The boots assist the wearer’s every step to make jumping and running easier. The boots are an asset for jumping and running (easing one of these skills by two steps if the artifact is level 6 or higher).

\n

Depletion:

","archived":false,"basic":{"level":"1d6+1","depletion":"—","identified":true},"settings":{"general":{"nameUnidentified":""}},"rollButton":{"pool":"Pool","skill":"Practiced","assets":0,"effort1":0,"effort2":0,"effort3":0,"stepModifier":"eased","additionalSteps":0,"additionalCost":0,"damage":0,"damagePerLOE":3,"teen":"","bonus":0}},"_stats":{"systemId":"cyphersystem","systemVersion":"2.3.0","coreVersion":"10.291","createdTime":1676367597890,"modifiedTime":1676451418821,"lastModifiedBy":"yThCrv1jSfPXOC2U"},"folder":null,"sort":0,"ownership":{"default":0,"yThCrv1jSfPXOC2U":3},"_id":"2p5KaOeKDJHW3cDY"} {"name":"Spellbook of the amber mage","type":"artifact","img":"systems/cyphersystem/icons/items/artifact.svg","effects":[],"folder":null,"sort":0,"flags":{},"_id":"2q4omUFxtUBr4WFP","system":{"version":2,"description":"

Level: 1d6

\n

Form: Weighty tome bound in amber filled with pages of spell runes

\n

Effect: When the user incants from the spellbook and succeeds at a level 3 Intellect-based task, the user can attempt to trap a creature within long range inside a block of amber. Only creatures whose level is equal to or lower than the artifact’s level can be targeted. A creature successfully caught is preserved in perfect stasis until the encasing amber is broken away (the amber has 10 points of health per level of the artifact).

\n

Depletion: 1 in 1d20

","archived":false,"basic":{"level":"1d6","depletion":"1 in [[/r 1d20]]","identified":true},"rollButton":{"pool":"Pool","skill":"Practiced","assets":0,"effort1":0,"effort2":0,"effort3":0,"stepModifier":"eased","additionalSteps":0,"additionalCost":0,"damage":0,"damagePerLOE":3,"teen":"","bonus":0}},"ownership":{"default":0,"k2TkElLx959B0lm5":3},"_stats":{"systemId":"cyphersystem","systemVersion":"2.0.0-a1","coreVersion":"10.286","createdTime":null,"modifiedTime":1664959727530,"lastModifiedBy":"rLeavHPrdkq6xjNt"}} +{"name":"Poisoner’s touch","type":"artifact","img":"systems/cyphersystem/icons/items/artifact.svg","effects":[],"flags":{"core":{"sourceId":"Compendium.cyphersystem-compendium.artifacts-fantasy.elLk9SypW5JP57bB"}},"system":{"version":2,"description":"

Level: 1d6 + 1

\n

Form: Very thin transparent glove with faint markings

\n

Effect: When the wearer activates the glove (which might require speaking a command word or tracing a specific pattern on its surface), it secretes a small amount of poison. The next creature the wearer touches with the glove takes Speed damage equal to the artifact level (ignores Armor) and must make a new Might defense roll each round or suffer the damage again until either they succeed at the defense roll or five rounds pass, whichever comes first.

\n

Depletion: 1 in 1d10

","archived":false,"basic":{"level":"1d6+1","depletion":"1 in [[/r 1d10 # Depletion roll]]","identified":true},"settings":{"general":{"nameUnidentified":""}},"rollButton":{"pool":"Pool","skill":"Practiced","assets":0,"effort1":0,"effort2":0,"effort3":0,"stepModifier":"eased","additionalSteps":0,"additionalCost":0,"damage":0,"damagePerLOE":3,"teen":"","bonus":0}},"_stats":{"systemId":"cyphersystem","systemVersion":"2.3.0","coreVersion":"10.291","createdTime":1676367597896,"modifiedTime":1676451419026,"lastModifiedBy":"yThCrv1jSfPXOC2U"},"folder":null,"sort":0,"ownership":{"default":0,"yThCrv1jSfPXOC2U":3},"_id":"2xelcmhAyXFhVnCB"} +{"name":"Storm shack","type":"artifact","img":"systems/cyphersystem/icons/items/artifact.svg","effects":[],"flags":{"core":{"sourceId":"Compendium.cyphersystem-compendium.artifacts-fantasy.bb0BdUSILkZzpDP8"}},"system":{"version":2,"description":"

Level: 1d6 + 3

\n

Form: Miniature model of a simple wooden shack

\n

Effect: Activating the artifact transforms it over the next few rounds into a simple wooden shack that is 10 feet by 10 feet (3 m by 3 m) with a thin door. Everything inside the area of the full-size shack is protected from most forms of inclement weather for one hour (or ten hours for artifact level 6 and higher). Leaving or entering the shack before the duration is up makes it harmlessly collapse upon itself unless the character succeeds on a Speed roll against the artifact’s level. If collapsed early or the duration runs out, the shack collapses into sticks, dust, and the miniature model, which can be taken and reused.

\n

Depletion: 1 in 1d100

","archived":false,"basic":{"level":"1d6+3","depletion":"1 in [[/r 1d100 # Depletion roll]]","identified":true},"settings":{"general":{"nameUnidentified":""}},"rollButton":{"pool":"Pool","skill":"Practiced","assets":0,"effort1":0,"effort2":0,"effort3":0,"stepModifier":"eased","additionalSteps":0,"additionalCost":0,"damage":0,"damagePerLOE":3,"teen":"","bonus":0}},"_stats":{"systemId":"cyphersystem","systemVersion":"2.3.0","coreVersion":"10.291","createdTime":1676367597896,"modifiedTime":1676451419136,"lastModifiedBy":"yThCrv1jSfPXOC2U"},"folder":null,"sort":0,"ownership":{"default":0,"yThCrv1jSfPXOC2U":3},"_id":"5PZMgZEQ203J8ndJ"} +{"name":"Cloak of finery","type":"artifact","img":"systems/cyphersystem/icons/items/artifact.svg","effects":[],"flags":{"core":{"sourceId":"Compendium.cyphersystem-compendium.artifacts-fantasy.Zont2pA6mPiAdmYV"}},"system":{"version":2,"description":"

Level: 1d6 + 1

\n

Form: Multilayered cloak of glittering material

\n

Effect: This cloak is woven of beautiful fibers and set with dazzling gems. It automatically fits itself to its wearer in the most flattering way. When activated, it enhances the wearer’s appearance, voice, tone, and even their grammar, granting an asset to all interaction tasks for the next minute.

\n

Depletion: 1 in 1d20

","archived":false,"basic":{"level":"1d6+1","depletion":"1 in [[/r 1d20 # Depletion roll]]","identified":true},"settings":{"general":{"nameUnidentified":""}},"rollButton":{"pool":"Pool","skill":"Practiced","assets":0,"effort1":0,"effort2":0,"effort3":0,"stepModifier":"eased","additionalSteps":0,"additionalCost":0,"damage":0,"damagePerLOE":3,"teen":"","bonus":0}},"_stats":{"systemId":"cyphersystem","systemVersion":"2.3.0","coreVersion":"10.291","createdTime":1676367597896,"modifiedTime":1676451418852,"lastModifiedBy":"yThCrv1jSfPXOC2U"},"folder":null,"sort":0,"ownership":{"default":0,"yThCrv1jSfPXOC2U":3},"_id":"6QUxJ1f5IcpDpTZA"} +{"name":"Staff of black iron","type":"artifact","img":"systems/cyphersystem/icons/items/artifact.svg","effects":[],"flags":{"core":{"sourceId":"Compendium.cyphersystem-compendium.artifacts-fantasy.bw8VMGCiyQF5RFrW"}},"system":{"version":2,"description":"

Level: 1d6 + 2

\n

Form: Staff of black iron set with an eye-shaped crystal headpiece

\n

Effect: The wielder can use an action to gain one of the following effects.

\n

Influence: The wielder makes a mental attack on a creature within immediate range by providing a suggestion. An affected target follows any suggestion during its next turn that doesn’t cause direct harm to itself or its allies.

\n

Lightning: The wielder discharges a bolt of lightning that attacks all targets along a straight line out to long range, inflicting damage equal to the artifact level.

\n

Shield: For one hour, the wielder gains the protective effect of using a normal shield (an asset on their Speed defense rolls). This effect is invisible and doesn’t require them to hold a shield; merely touching the staff is sufficient.

\n

The staff can have more than one effect ongoing at a time (such as using the shield ability and blasting someone with lightning), but each requires a separate activation and depletion roll.

\n

Depletion: 1 in 1d100

","archived":false,"basic":{"level":"1d6+2","depletion":"1 in [[/r 1d100 # Depletion roll]]","identified":true},"settings":{"general":{"nameUnidentified":""}},"rollButton":{"pool":"Pool","skill":"Practiced","assets":0,"effort1":0,"effort2":0,"effort3":0,"stepModifier":"eased","additionalSteps":0,"additionalCost":0,"damage":0,"damagePerLOE":3,"teen":"","bonus":0}},"_stats":{"systemId":"cyphersystem","systemVersion":"2.3.0","coreVersion":"10.291","createdTime":1676367597896,"modifiedTime":1676451419117,"lastModifiedBy":"yThCrv1jSfPXOC2U"},"folder":null,"sort":0,"ownership":{"default":0,"yThCrv1jSfPXOC2U":3},"_id":"6SkVC7u5F90MnCc5"} +{"name":"Staff of healing","type":"artifact","img":"systems/cyphersystem/icons/items/artifact.svg","effects":[],"flags":{"core":{"sourceId":"Compendium.cyphersystem-compendium.artifacts-fantasy.Cmkxwwj5XdHCZOxt"}},"system":{"version":2,"description":"

Level: 1d6 + 4

\n

Form: Wooden staff capped with a golden icon

\n

Effect: The staff emits a short-range beam of silvery light that affects only living creatures. A living creature hit by the beam moves up one step on the damage track. A target that is not down on the damage track can immediately make a free recovery roll (or, for NPCs, regain a number of points of health equal to three times their level).

\n

Depletion: 1 in 1d10

","archived":false,"basic":{"level":"1d6+2","depletion":"1 in [[/r 1d10 # Depletion roll]]","identified":true},"settings":{"general":{"nameUnidentified":""}},"rollButton":{"pool":"Pool","skill":"Practiced","assets":0,"effort1":0,"effort2":0,"effort3":0,"stepModifier":"eased","additionalSteps":0,"additionalCost":0,"damage":0,"damagePerLOE":3,"teen":"","bonus":0}},"_stats":{"systemId":"cyphersystem","systemVersion":"2.3.0","coreVersion":"10.291","createdTime":1676367597888,"modifiedTime":1676451419120,"lastModifiedBy":"yThCrv1jSfPXOC2U"},"folder":null,"sort":0,"ownership":{"default":0,"yThCrv1jSfPXOC2U":3},"_id":"89vnETxuz3iftrTg"} +{"name":"Gloves of agility","type":"artifact","img":"systems/cyphersystem/icons/items/artifact.svg","effects":[],"flags":{"core":{"sourceId":"Compendium.cyphersystem-compendium.artifacts-fantasy.FZF5ttM0dhthLxpP"}},"system":{"version":2,"description":"

Level: 1d6

\n

Form: Supple leather or cloth gloves

\n

Effect: The gloves enhance the dexterity and reflexes of the wearer. This increases the wearer’s maximum Speed Pool by 5 (or by 7 if the artifact is level 6 or higher).

\n

If the wearer removes the gloves, any excess Speed points above their normal maximum Speed Pool are lost; if they wear the gloves again, the points do not automatically return (they must be restored with recovery rolls, healing magic, or similar effects).

\n

Depletion:

","archived":false,"basic":{"level":"1d6","depletion":"—","identified":true},"settings":{"general":{"nameUnidentified":""}},"rollButton":{"pool":"Pool","skill":"Practiced","assets":0,"effort1":0,"effort2":0,"effort3":0,"stepModifier":"eased","additionalSteps":0,"additionalCost":0,"damage":0,"damagePerLOE":3,"teen":"","bonus":0}},"_stats":{"systemId":"cyphersystem","systemVersion":"2.3.0","coreVersion":"10.291","createdTime":1676367597889,"modifiedTime":1676451418971,"lastModifiedBy":"yThCrv1jSfPXOC2U"},"folder":null,"sort":0,"ownership":{"default":0,"yThCrv1jSfPXOC2U":3},"_id":"8lZbwIYLbAZI50fE"} +{"name":"Demonic rune blade","type":"artifact","img":"systems/cyphersystem/icons/items/artifact.svg","effects":[],"flags":{"core":{"sourceId":"Compendium.cyphersystem-compendium.artifacts-fantasy.Bip7Z28e2E5X6GyM"}},"system":{"version":2,"description":"

Level: 1d6 + 4

\n

Form: Sword inscribed with demonic runes

\n

Effect: This longsword functions as a medium weapon, but it is actually a powerful demon transformed into the shape of a sword. The demon cannot speak directly to the wielder, but it can make its desires known by emitting bass rumbles and dirgelike melodies, and by pulling in the direction of its desire.

\n

The sword eases all attacks made with it by one step, and it inflicts 4 additional points of damage (for a total of 8 points).

\n

If the wielder kills a creature with the sword, the sword eats the creature’s spirit and transfers some of its energy to the wielder, adding 5 points to their Might Pool and increasing their Might Edge by 1. This lasts for an hour and allows the wielder to exceed their normal Might Pool and Might Edge stats.

\n

If the wielder misses with an attack, the blade sometimes hits an ally of the wielder instead (this always happens on an attack roll of 1).

\n

Depletion: 1 in 1d10 (check each time a killed creature’s life force is absorbed; if depleted, the sword’s magical abilities can be recharged if it kills an “innocent” creature)

","archived":false,"basic":{"level":"1d6+4","depletion":"1 in [[/r 1d10 # Depletion roll]]","identified":true},"settings":{"general":{"nameUnidentified":""}},"rollButton":{"pool":"Pool","skill":"Practiced","assets":0,"effort1":0,"effort2":0,"effort3":0,"stepModifier":"eased","additionalSteps":0,"additionalCost":0,"damage":0,"damagePerLOE":3,"teen":"","bonus":0}},"_stats":{"systemId":"cyphersystem","systemVersion":"2.3.0","coreVersion":"10.291","createdTime":1676367597888,"modifiedTime":1676451418903,"lastModifiedBy":"yThCrv1jSfPXOC2U"},"folder":null,"sort":0,"ownership":{"default":0,"yThCrv1jSfPXOC2U":3},"_id":"9ePVXWxTpO2eEVpr"} +{"name":"Cat’s eye spectacles","type":"artifact","img":"systems/cyphersystem/icons/items/artifact.svg","effects":[],"flags":{"core":{"sourceId":"Compendium.cyphersystem-compendium.artifacts-fantasy.vqNjalhp0r2MOk08"}},"system":{"version":2,"description":"

Level: 1d6

\n

Form: Pair of dark crystalline spectacles in a dull wooden frame

\n

Effect: Outside, the wearer can see at night as if it were daylight. Inside, the wearer can see in pitch darkness up to short range (or to long range if the artifact is level 5 or higher).

\n

Depletion:

","archived":false,"basic":{"level":"1d6","depletion":"—","identified":true},"settings":{"general":{"nameUnidentified":""}},"rollButton":{"pool":"Pool","skill":"Practiced","assets":0,"effort1":0,"effort2":0,"effort3":0,"stepModifier":"eased","additionalSteps":0,"additionalCost":0,"damage":0,"damagePerLOE":3,"teen":"","bonus":0}},"_stats":{"systemId":"cyphersystem","systemVersion":"2.3.0","coreVersion":"10.291","createdTime":1676367597898,"modifiedTime":1676451418825,"lastModifiedBy":"yThCrv1jSfPXOC2U"},"folder":null,"sort":0,"ownership":{"default":0,"yThCrv1jSfPXOC2U":3},"_id":"AOL090YU6gsu3jVr"} +{"name":"Witch’s broom","type":"artifact","img":"systems/cyphersystem/icons/items/artifact.svg","effects":[],"flags":{"core":{"sourceId":"Compendium.cyphersystem-compendium.artifacts-fantasy.36xosgOBwBVH8a2H"}},"system":{"version":2,"description":"

Level: 1d6 + 2

\n

Form: A 6-foot (2 m) long wooden broom

\n

Effect: As a vehicle, the broom can be ridden a long distance each round. On extended trips, it can move up to 100 miles (160 km) per hour.

\n

The bearer can call upon the broom to grant them a powerful hallucinogenic state that lasts for four hours, during which time all tasks are hindered. After the hallucinations end, the bearer’s Intellect tasks are eased for the next ten minutes.

\n

Depletion: 1 in 1d20

","archived":false,"basic":{"level":"1d6+2","depletion":"1 in [[/r 1d20 # Depletion roll]]","identified":true},"settings":{"general":{"nameUnidentified":""}},"rollButton":{"pool":"Pool","skill":"Practiced","assets":0,"effort1":0,"effort2":0,"effort3":0,"stepModifier":"eased","additionalSteps":0,"additionalCost":0,"damage":0,"damagePerLOE":3,"teen":"","bonus":0}},"_stats":{"systemId":"cyphersystem","systemVersion":"2.3.0","coreVersion":"10.291","createdTime":1676367597883,"modifiedTime":1676451419170,"lastModifiedBy":"yThCrv1jSfPXOC2U"},"folder":null,"sort":0,"ownership":{"default":0,"yThCrv1jSfPXOC2U":3},"_id":"AeMwNovRcaDqYLNf"} {"_id":"BNT94UfgkXdmcErV","name":"Wand of firebolts","type":"artifact","img":"systems/cyphersystem/icons/items/artifact.svg","effects":[],"folder":null,"sort":0,"flags":{},"system":{"version":2,"description":"

Level: 1d6 + 2

\n

Form: Wand of red wood 8 inches (20 cm) long, carved with intricate flamelike images

\n

Effect: When activated, the wand looses a blast of fire at a chosen target within short range, inflicting damage equal to the artifact’s level.

\n

Depletion: 1 in 1d20

","archived":false,"basic":{"level":"1d6 + 2","depletion":"1 in [[/r 1d20]]","identified":true},"rollButton":{"pool":"Pool","skill":"Practiced","assets":0,"effort1":0,"effort2":0,"effort3":0,"stepModifier":"eased","additionalSteps":0,"additionalCost":0,"damage":0,"damagePerLOE":3,"teen":"","bonus":0}},"ownership":{"default":0,"k2TkElLx959B0lm5":3},"_stats":{"systemId":"cyphersystem","systemVersion":"2.0.0-a1","coreVersion":"10.286","createdTime":null,"modifiedTime":1664959727539,"lastModifiedBy":"rLeavHPrdkq6xjNt"}} +{"name":"Skill ring","type":"artifact","img":"systems/cyphersystem/icons/items/artifact.svg","effects":[],"flags":{"core":{"sourceId":"Compendium.cyphersystem-compendium.artifacts-fantasy.nyxDbB4PROh2Th2g"}},"system":{"version":2,"description":"

Level: 1d6

\n

Form: Ring carved with sigils appropriate to its granted skill

\n

Effect: This ring grants its wearer knowledge of a specific skill, such as climbing, jumping, history, or persuasion. This grants the wearer training in that skill (or in two skills if the artifact is level 5 or higher).

\n

Depletion:

","archived":false,"basic":{"level":"1d6","depletion":"—","identified":true},"settings":{"general":{"nameUnidentified":""}},"rollButton":{"pool":"Pool","skill":"Practiced","assets":0,"effort1":0,"effort2":0,"effort3":0,"stepModifier":"eased","additionalSteps":0,"additionalCost":0,"damage":0,"damagePerLOE":3,"teen":"","bonus":0}},"_stats":{"systemId":"cyphersystem","systemVersion":"2.3.0","coreVersion":"10.291","createdTime":1676367597898,"modifiedTime":1676451419073,"lastModifiedBy":"yThCrv1jSfPXOC2U"},"folder":null,"sort":0,"ownership":{"default":0,"yThCrv1jSfPXOC2U":3},"_id":"Dej4N6FtxJBpdyFM"} +{"name":"Armored cloth","type":"artifact","img":"systems/cyphersystem/icons/items/artifact.svg","effects":[],"flags":{"core":{"sourceId":"Compendium.cyphersystem-compendium.artifacts-fantasy.97K0I3lRoAFNOdjG"}},"system":{"version":2,"description":"

Level: 1d6

\n

Form: Suit of typical clothing (robe, dress, jerkin and breeches, and so on)

\n

Effect: This clothing is soft and flexible, as expected, except when it is struck or crushed with force, at which point it hardens, providing +1 to Armor. It then immediately returns to its normal state (which is in no way encumbering).

\n

This clothing cannot be worn with armor of any kind.

\n

Depletion:

","archived":false,"basic":{"level":"1d6","depletion":"—","identified":true},"settings":{"general":{"nameUnidentified":""}},"rollButton":{"pool":"Pool","skill":"Practiced","assets":0,"effort1":0,"effort2":0,"effort3":0,"stepModifier":"eased","additionalSteps":0,"additionalCost":0,"damage":0,"damagePerLOE":3,"teen":"","bonus":0}},"_stats":{"systemId":"cyphersystem","systemVersion":"2.3.0","coreVersion":"10.291","createdTime":1676367597888,"modifiedTime":1676451418803,"lastModifiedBy":"yThCrv1jSfPXOC2U"},"folder":null,"sort":0,"ownership":{"default":0,"yThCrv1jSfPXOC2U":3},"_id":"EN1HKt6uXt2Ctw5p"} +{"name":"Ghostly armor","type":"artifact","img":"systems/cyphersystem/icons/items/artifact.svg","effects":[],"flags":{"core":{"sourceId":"Compendium.cyphersystem-compendium.artifacts-fantasy.Eoi3d0re7ovRVxW7"}},"system":{"version":2,"description":"

Level: 1d6 + 3

\n

Form: Full suit of light, medium, or heavy armor

\n

Effect: This armor is carefully crafted and reinforced with magic to be stronger and more protective than typical armor. It is armor according to its type (light, medium, or heavy), but it grants an additional +1 Armor beyond what it would normally provide. For example, chainmail is medium armor (2 Armor), so ghostly chainmail provides 3 Armor.

\n

When activated, the armor randomly makes the wearer ghostly and immaterial for ten minutes (or for one hour if the artifact is level 9 or higher), which hinders attacks on the wearer by two steps without hindering any of the character’s abilities. Special multidimensional weapons or attacks (such as abilities meant to harm ghosts) ignore this defense.

\n

Depletion: 1 in 1d10 (for the ghostly defense ability, but after depletion, the suit still functions as normal armor and provides its full Armor value)

","archived":false,"basic":{"level":"1d6+3","depletion":"1 in [[/r 1d10 # Depletion roll]]","identified":true},"settings":{"general":{"nameUnidentified":""}},"rollButton":{"pool":"Pool","skill":"Practiced","assets":0,"effort1":0,"effort2":0,"effort3":0,"stepModifier":"eased","additionalSteps":0,"additionalCost":0,"damage":0,"damagePerLOE":3,"teen":"","bonus":0}},"_stats":{"systemId":"cyphersystem","systemVersion":"2.3.0","coreVersion":"10.291","createdTime":1676367597888,"modifiedTime":1676451418968,"lastModifiedBy":"yThCrv1jSfPXOC2U"},"folder":null,"sort":0,"ownership":{"default":0,"yThCrv1jSfPXOC2U":3},"_id":"ET3xyPetsqLloWL9"} +{"name":"Death’s scythe","type":"artifact","img":"systems/cyphersystem/icons/items/artifact.svg","effects":[],"flags":{"core":{"sourceId":"Compendium.cyphersystem-compendium.artifacts-fantasy.y1Ge1KX83ufE3OM6"}},"system":{"version":2,"description":"

Level: 1d6 + 4

\n

Form: Double-handed scythe

\n

Effect: This scythe functions as a heavy weapon. In addition, it instantly kills level 1 or level 2 creatures it hits. In addition to the normal options for using Effort, the user can choose to use a level of Effort to affect a higher-level target; each level of Effort applied increases the level of creature that can be instantly killed by the scythe. Thus, to instantly kill a level 5 target (three levels above the normal limit), the wielder must apply three levels of Effort.

\n

Depletion: 1 in 1d20 (check per killing effect; upon depletion, a manifestation of Death appears to reclaim its blade)

\n
\n

@UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.43wwoHWFTLNnIR4r]{Death manifestation}: level 7

\n
","archived":false,"basic":{"level":"1d6+4","depletion":"1 in [[/r 1d20 # Depletion roll]]","identified":true},"settings":{"general":{"nameUnidentified":""}},"rollButton":{"pool":"Pool","skill":"Practiced","assets":0,"effort1":0,"effort2":0,"effort3":0,"stepModifier":"eased","additionalSteps":0,"additionalCost":0,"damage":0,"damagePerLOE":3,"teen":"","bonus":0}},"_stats":{"systemId":"cyphersystem","systemVersion":"2.3.0","coreVersion":"10.291","createdTime":1676367597898,"modifiedTime":1676451418890,"lastModifiedBy":"yThCrv1jSfPXOC2U"},"folder":null,"sort":0,"ownership":{"default":0,"yThCrv1jSfPXOC2U":3},"_id":"FJztB0enBQZvHIrI"} +{"name":"Gruelmaker","type":"artifact","img":"systems/cyphersystem/icons/items/artifact.svg","effects":[],"flags":{"core":{"sourceId":"Compendium.cyphersystem-compendium.artifacts-fantasy.nnHgYabC79SU3gVG"}},"system":{"version":2,"description":"

Level: 1d6

\n

Form: Clay bowl stamped with symbols of fish and birds

\n

Effect: The bowl fills itself to the brim with a bland-tasting tan porridge that provides enough nutrition for one person for one day (or two people if the artifact is level 5 or higher).

\n

Depletion: 1 in 1d10

","archived":false,"basic":{"level":"1d6","depletion":"1 in [[/r 1d10 # Depletion roll]]","identified":true},"settings":{"general":{"nameUnidentified":""}},"rollButton":{"pool":"Pool","skill":"Practiced","assets":0,"effort1":0,"effort2":0,"effort3":0,"stepModifier":"eased","additionalSteps":0,"additionalCost":0,"damage":0,"damagePerLOE":3,"teen":"","bonus":0}},"_stats":{"systemId":"cyphersystem","systemVersion":"2.3.0","coreVersion":"10.291","createdTime":1676367597898,"modifiedTime":1676451418974,"lastModifiedBy":"yThCrv1jSfPXOC2U"},"folder":null,"sort":0,"ownership":{"default":0,"yThCrv1jSfPXOC2U":3},"_id":"FUXfgN14VwjP8t75"} +{"name":"Helm of water breathing","type":"artifact","img":"systems/cyphersystem/icons/items/artifact.svg","effects":[],"flags":{"core":{"sourceId":"Compendium.cyphersystem-compendium.artifacts-fantasy.Q6VdKLRrrq88n1AM"}},"system":{"version":2,"description":"

Level: 1d6

\n

Form: Green metal helm with a scaly or fishy motif

\n

Effect: The wearer’s head is enveloped in a tight bubble of air that constantly renews itself, allowing them to breathe underwater indefinitely, speak normally, and so on.

\n

Depletion: 1–2 in 1d100

","archived":false,"basic":{"level":"1d6","depletion":"1–2 in [[/r 1d100 # Depletion roll]]","identified":true},"settings":{"general":{"nameUnidentified":""}},"rollButton":{"pool":"Pool","skill":"Practiced","assets":0,"effort1":0,"effort2":0,"effort3":0,"stepModifier":"eased","additionalSteps":0,"additionalCost":0,"damage":0,"damagePerLOE":3,"teen":"","bonus":0}},"_stats":{"systemId":"cyphersystem","systemVersion":"2.3.0","coreVersion":"10.291","createdTime":1676367597890,"modifiedTime":1676451418993,"lastModifiedBy":"yThCrv1jSfPXOC2U"},"folder":null,"sort":0,"ownership":{"default":0,"yThCrv1jSfPXOC2U":3},"_id":"G9mgq1BsElCYFm63"} {"name":"Angelic ward","type":"artifact","img":"systems/cyphersystem/icons/items/artifact.svg","effects":[],"folder":null,"sort":0,"flags":{},"_id":"Hanw3m7cRoN6XrsV","system":{"version":2,"description":"

Level: 1d6 + 2

\n

Form: Tiny figurine of a winged angel

\n

Effect: Once activated, the figurine’s spirit emerges and becomes semisolid as a glowing, human-sized winged angel. It follows within 3 feet (1 m) of the figurine owner. Anything within long range that attacks the owner is attacked by the angelic ward, which sends out a bolt of flesh-rotting energy, doing damage equal to the artifact’s level. Once activated, it functions for a day.

\n

Depletion: 1 in 1d10

","archived":false,"basic":{"level":"1d6 + 2","depletion":"1 in [[/r 1d10]]","identified":true},"rollButton":{"pool":"Pool","skill":"Practiced","assets":0,"effort1":0,"effort2":0,"effort3":0,"stepModifier":"eased","additionalSteps":0,"additionalCost":0,"damage":0,"damagePerLOE":3,"teen":"","bonus":0}},"ownership":{"default":0,"k2TkElLx959B0lm5":3},"_stats":{"systemId":"cyphersystem","systemVersion":"2.0.0-a1","coreVersion":"10.286","createdTime":null,"modifiedTime":1664959727501,"lastModifiedBy":"rLeavHPrdkq6xjNt"}} +{"name":"Whisperer in the ether","type":"artifact","img":"systems/cyphersystem/icons/items/artifact.svg","effects":[],"flags":{"core":{"sourceId":"Compendium.cyphersystem-compendium.artifacts-fantasy.l5w2rgM5VUwjsvrW"}},"system":{"version":2,"description":"

Level: 1d6 + 1

\n

Form: Small crystal

\n

Effect: The bearer of this crystal can telepathically communicate with an immortal being whose location is unknown (probably another dimension or a godly or infernal realm). The user can converse with the intelligence on an ongoing basis, but in general, the whisperer can share a useful bit of information, insight, or advice about once every day. Sometimes, this translates into an asset on one of the user’s actions. For example, the intelligence can suggest the right phrase to make friends with a shopkeeper to get a good deal, the right tools to use while trying to break open a door, or the right place to put a shield to deflect an incoming attack. Sometimes the information is more broad, such as the right road to take to reach the next town or why a group of monsters is attacking the caravan the bearer is guarding.

\n

The whisperer’s willingness and ability to converse varies considerably. Sometimes it is quite chatty and offers advice. Other times, it must be convinced, cajoled, or tricked into giving information. And sometimes, it is entirely absent for reasons it will not explain. The whisperer’s knowledge base is broad but not omniscient. It cannot see the future, but it can often predict outcomes based on logic.

\n

Depletion: 1 in 1d20 (check each day)

","archived":false,"basic":{"level":"1d6+1","depletion":"1 in [[/r 1d20 # Depletion roll]]","identified":true},"settings":{"general":{"nameUnidentified":""}},"rollButton":{"pool":"Pool","skill":"Practiced","assets":0,"effort1":0,"effort2":0,"effort3":0,"stepModifier":"eased","additionalSteps":0,"additionalCost":0,"damage":0,"damagePerLOE":3,"teen":"","bonus":0}},"_stats":{"systemId":"cyphersystem","systemVersion":"2.3.0","coreVersion":"10.291","createdTime":1676367597898,"modifiedTime":1676451419167,"lastModifiedBy":"yThCrv1jSfPXOC2U"},"folder":null,"sort":0,"ownership":{"default":0,"yThCrv1jSfPXOC2U":3},"_id":"I1Yu9OBjZYCeOyBP"} {"name":"Ring of dragon’s flight","type":"artifact","img":"systems/cyphersystem/icons/items/artifact.svg","effects":[],"folder":null,"sort":0,"flags":{},"_id":"I8TAffkn2YfPdIlf","system":{"version":2,"description":"

Level: 1d6 + 2

\n

Form: Green iron ring that appears like a dragon wound around the finger

\n

Effect: When the wearer activates the ring, dragon wings unfurl from their back, and for one minute the wearer can fly up to long range. The ring does not confer the ability to hover or make fine adjustments while in flight.

\n

Depletion: 1 in 1d10

","archived":false,"basic":{"level":"1d6 + 2","depletion":"1 in [[/r 1d10]]","identified":true},"rollButton":{"pool":"Pool","skill":"Practiced","assets":0,"effort1":0,"effort2":0,"effort3":0,"stepModifier":"eased","additionalSteps":0,"additionalCost":0,"damage":0,"damagePerLOE":3,"teen":"","bonus":0}},"ownership":{"default":0,"k2TkElLx959B0lm5":3},"_stats":{"systemId":"cyphersystem","systemVersion":"2.0.0-a1","coreVersion":"10.286","createdTime":null,"modifiedTime":1664959727511,"lastModifiedBy":"rLeavHPrdkq6xjNt"}} +{"name":"Shield of two skies","type":"artifact","img":"systems/cyphersystem/icons/items/artifact.svg","effects":[],"flags":{"core":{"sourceId":"Compendium.cyphersystem-compendium.artifacts-fantasy.FHjSiMGpNvEBReD0"}},"system":{"version":2,"description":"

Level: 1d6 + 2

\n

Form: Small hexagonal amulet

\n

Effect: Upon activation, the amulet creates a faint glow around the wearer that provides +2 to Armor against heat and cold (or +3 for artifact level 6 and higher). The effect lasts for ten minutes.

\n

Depletion: 1 in 1d100

","archived":false,"basic":{"level":"1d6+2","depletion":"1 in [[/r 1d100 # Depletion roll]]","identified":true},"settings":{"general":{"nameUnidentified":""}},"rollButton":{"pool":"Pool","skill":"Practiced","assets":0,"effort1":0,"effort2":0,"effort3":0,"stepModifier":"eased","additionalSteps":0,"additionalCost":0,"damage":0,"damagePerLOE":3,"teen":"","bonus":0}},"_stats":{"systemId":"cyphersystem","systemVersion":"2.3.0","coreVersion":"10.291","createdTime":1676367597889,"modifiedTime":1676451419056,"lastModifiedBy":"yThCrv1jSfPXOC2U"},"folder":null,"sort":0,"ownership":{"default":0,"yThCrv1jSfPXOC2U":3},"_id":"J3KbCzJhvurVEmEm"} +{"name":"Flying carpet","type":"artifact","img":"systems/cyphersystem/icons/items/artifact.svg","effects":[],"flags":{"core":{"sourceId":"Compendium.cyphersystem-compendium.artifacts-fantasy.FFpfzbqL6noB2kXx"}},"system":{"version":2,"description":"

Level: 1d6 + 1

\n

Form: Silken rug with repeating designs bordered with a pattern that suggests scudding clouds

\n

Effect: The carpet flies a long distance each round, carrying up to five passengers. It flies for up to ten hours per activation. When traveling overland, the artifact can achieve a flying speed of 60 miles (97 km) per hour.

\n

Depletion: 1 in 1d20

","archived":false,"basic":{"level":"1d6+1","depletion":"1 in [[/r 1d20 # Depletion roll]]","identified":true},"settings":{"general":{"nameUnidentified":""}},"rollButton":{"pool":"Pool","skill":"Practiced","assets":0,"effort1":0,"effort2":0,"effort3":0,"stepModifier":"eased","additionalSteps":0,"additionalCost":0,"damage":0,"damagePerLOE":3,"teen":"","bonus":0}},"_stats":{"systemId":"cyphersystem","systemVersion":"2.3.0","coreVersion":"10.291","createdTime":1676367597889,"modifiedTime":1676451418965,"lastModifiedBy":"yThCrv1jSfPXOC2U"},"folder":null,"sort":0,"ownership":{"default":0,"yThCrv1jSfPXOC2U":3},"_id":"J8W0tKf4eZR7V7Ek"} +{"name":"Necromantic wand","type":"artifact","img":"systems/cyphersystem/icons/items/artifact.svg","effects":[],"flags":{"core":{"sourceId":"Compendium.cyphersystem-compendium.artifacts-fantasy.yd4gAiKw2ruhy342"}},"system":{"version":2,"description":"

Level: 1d6 + 4

\n

Form: Bone wand carved with runes

\n

Effect: This wand emits a faint short-range beam of sickly violet light that affects only organic creatures and materials. Living targets hit by the beam move one step down the damage track. Nonliving organic targets are likely destroyed.

\n

This device is a rapid-fire weapon and thus can be used with the Spray or Arc Spray abilities that some characters have, but each “round of ammo” used or each additional target selected requires an additional depletion roll.

\n

Depletion: 1 in 1d10

","archived":false,"basic":{"level":"1d6+4","depletion":"1 in [[/r 1d10 # Depletion roll]]","identified":true},"settings":{"general":{"nameUnidentified":""}},"rollButton":{"pool":"Pool","skill":"Practiced","assets":0,"effort1":0,"effort2":0,"effort3":0,"stepModifier":"eased","additionalSteps":0,"additionalCost":0,"damage":0,"damagePerLOE":3,"teen":"","bonus":0}},"_stats":{"systemId":"cyphersystem","systemVersion":"2.3.0","coreVersion":"10.291","createdTime":1676367597899,"modifiedTime":1676451419018,"lastModifiedBy":"yThCrv1jSfPXOC2U"},"folder":null,"sort":0,"ownership":{"default":0,"yThCrv1jSfPXOC2U":3},"_id":"Kxljq2zfbuz2Pff8"} +{"name":"Mastercraft armor","type":"artifact","img":"systems/cyphersystem/icons/items/artifact.svg","effects":[],"flags":{"core":{"sourceId":"Compendium.cyphersystem-compendium.artifacts-fantasy.22ShRKq6ZZ4cWV1r"}},"system":{"version":2,"description":"

Level: 1d6

\n

Form: Armor of exceptional quality

\n

Effect: This armor grants its wearer an asset for Speed defense rolls.

\n

Depletion:

\n
\n

Depending on the game world, mastercraft armor might be magical, mundanely crafted with exceptional quality, or both.

\n
","archived":false,"basic":{"level":"1d6","depletion":"—","identified":true},"settings":{"general":{"nameUnidentified":""}},"rollButton":{"pool":"Pool","skill":"Practiced","assets":0,"effort1":0,"effort2":0,"effort3":0,"stepModifier":"eased","additionalSteps":0,"additionalCost":0,"damage":0,"damagePerLOE":3,"teen":"","bonus":0}},"_stats":{"systemId":"cyphersystem","systemVersion":"2.3.0","coreVersion":"10.291","createdTime":1676367597882,"modifiedTime":1676451419005,"lastModifiedBy":"yThCrv1jSfPXOC2U"},"folder":null,"sort":0,"ownership":{"default":0,"yThCrv1jSfPXOC2U":3},"_id":"NsnIohveLZ13SC7b"} +{"name":"Pack of storage","type":"artifact","img":"systems/cyphersystem/icons/items/artifact.svg","effects":[],"flags":{"core":{"sourceId":"Compendium.cyphersystem-compendium.artifacts-fantasy.gRxwWpcwPNPbj2Vk"}},"system":{"version":2,"description":"

Level: 1d6 + 1

\n

Form: Leather backpack or haversack with multiple pockets

\n

Effect: This pack’s mouth can be loosened to open as wide as 6 feet (2 m) in diameter. It is larger on the inside than on the outside, and can carry up to 500 pounds (226 kg) or 10 cubic feet (.3 cubic m). The pack weighs about one-tenth as much as it is holding.

\n

Depletion: 1 in 1d100 (check each time something is added to the pack; on depletion, all objects are expelled from the pack)

","archived":false,"basic":{"level":"1d6+1","depletion":"1 in [[/r 1d100 # Depletion roll]]","identified":true},"settings":{"general":{"nameUnidentified":""}},"rollButton":{"pool":"Pool","skill":"Practiced","assets":0,"effort1":0,"effort2":0,"effort3":0,"stepModifier":"eased","additionalSteps":0,"additionalCost":0,"damage":0,"damagePerLOE":3,"teen":"","bonus":0}},"_stats":{"systemId":"cyphersystem","systemVersion":"2.3.0","coreVersion":"10.291","createdTime":1676367597897,"modifiedTime":1676451419022,"lastModifiedBy":"yThCrv1jSfPXOC2U"},"folder":null,"sort":0,"ownership":{"default":0,"yThCrv1jSfPXOC2U":3},"_id":"Nzvz96LVshJFWWzE"} +{"name":"Ring of wishes","type":"artifact","img":"systems/cyphersystem/icons/items/artifact.svg","effects":[],"flags":{"core":{"sourceId":"Compendium.cyphersystem-compendium.artifacts-fantasy.9d4guP2lo8z1lnmN"}},"system":{"version":2,"description":"

Level: 1d6 + 4

\n

Form: Plain gold band

\n

Effect: The user makes a wish, and it is granted, within limits. The level of the effect granted is no greater than the level of the artifact, as determined by the GM, who can modify the effect accordingly. (The larger the wish, the more likely the GM will limit its effect.)

\n

Depletion: 1–3 in 1d6

","archived":false,"basic":{"level":"1d6+4","depletion":"1–3 in [[/r 1d6 # Depletion roll]]","identified":true},"settings":{"general":{"nameUnidentified":""}},"rollButton":{"pool":"Pool","skill":"Practiced","assets":0,"effort1":0,"effort2":0,"effort3":0,"stepModifier":"eased","additionalSteps":0,"additionalCost":0,"damage":0,"damagePerLOE":3,"teen":"","bonus":0}},"_stats":{"systemId":"cyphersystem","systemVersion":"2.3.0","coreVersion":"10.291","createdTime":1676367597888,"modifiedTime":1676451419051,"lastModifiedBy":"yThCrv1jSfPXOC2U"},"folder":null,"sort":0,"ownership":{"default":0,"yThCrv1jSfPXOC2U":3},"_id":"OP5YD57hIfr5DtOg"} +{"name":"Sovereign key","type":"artifact","img":"systems/cyphersystem/icons/items/artifact.svg","effects":[],"flags":{"core":{"sourceId":"Compendium.cyphersystem-compendium.artifacts-fantasy.71zfpLQ8uVKmYmzh"}},"system":{"version":2,"description":"

Level: 1d6 + 2

\n

Form: Slender golden key

\n

Effect: When touched to a lock or the surface of a sealed object (such as a chest, envelope, or urn), the key briefly glows and attempts to open the target. Sealed objects fall open like peeled fruits if their level is equal to or less than the artifact level, and locks open easily if their level is equal to or less than the artifact level.

\n

Depletion: 1 in 1d10

","archived":false,"basic":{"level":"1d6+2","depletion":"1 in [[/r 1d10 # Depletion roll]]","identified":true},"settings":{"general":{"nameUnidentified":""}},"rollButton":{"pool":"Pool","skill":"Practiced","assets":0,"effort1":0,"effort2":0,"effort3":0,"stepModifier":"eased","additionalSteps":0,"additionalCost":0,"damage":0,"damagePerLOE":3,"teen":"","bonus":0}},"_stats":{"systemId":"cyphersystem","systemVersion":"2.3.0","coreVersion":"10.291","createdTime":1676367597886,"modifiedTime":1676451419097,"lastModifiedBy":"yThCrv1jSfPXOC2U"},"folder":null,"sort":0,"ownership":{"default":0,"yThCrv1jSfPXOC2U":3},"_id":"OTCMXkSBX4Eqomx2"} +{"name":"Falcon cloak","type":"artifact","img":"systems/cyphersystem/icons/items/artifact.svg","effects":[],"flags":{"core":{"sourceId":"Compendium.cyphersystem-compendium.artifacts-fantasy.4EhiGr7NeJOV3Y8h"}},"system":{"version":2,"description":"

Level: 1d6

\n

Form: Cloak made of feathers

\n

Effect: For ten hours, the wearer becomes a falcon whose level is equal to the artifact level. The falcon can fly a long distance each round, or up to 60 miles (97 km) per hour when traveling overland.

\n

Depletion: 1 in 1d100

\n
\n

Most magic items that turn a character into a different creature make it difficult to use any of the character’s special abilities (other than skills) in that form.

\n
","archived":false,"basic":{"level":"1d6","depletion":"1 in [[/r 1d100 # Depletion roll]]","identified":true},"settings":{"general":{"nameUnidentified":""}},"rollButton":{"pool":"Pool","skill":"Practiced","assets":0,"effort1":0,"effort2":0,"effort3":0,"stepModifier":"eased","additionalSteps":0,"additionalCost":0,"damage":0,"damagePerLOE":3,"teen":"","bonus":0}},"_stats":{"systemId":"cyphersystem","systemVersion":"2.3.0","coreVersion":"10.291","createdTime":1676367597884,"modifiedTime":1676451418958,"lastModifiedBy":"yThCrv1jSfPXOC2U"},"folder":null,"sort":0,"ownership":{"default":0,"yThCrv1jSfPXOC2U":3},"_id":"Pa5LBygiQvxTtwTT"} +{"name":"Horn of thunder","type":"artifact","img":"systems/cyphersystem/icons/items/artifact.svg","effects":[],"flags":{"core":{"sourceId":"Compendium.cyphersystem-compendium.artifacts-fantasy.HzfkUGXZ5XFaSYed"}},"system":{"version":2,"description":"

Level: 1d6 + 4

\n

Form: Large signal horn banded with metal and carved with runes

\n

Effect: This massive instrument can barely be held or carried by a single person. When activated, it emits a 50-foot (15 m) wide cone of pure sonic force out to long range. Any creature in that area is knocked prone and stunned for one round, losing its action. Unfixed items the size of a human or smaller are toppled and/or moved at least 5 feet (1.5 m). Larger objects might also be toppled.

\n

Depletion: 1 in 1d10

","archived":false,"basic":{"level":"1d6+4","depletion":"1 in [[/r 1d10 # Depletion roll]]","identified":true},"settings":{"general":{"nameUnidentified":""}},"rollButton":{"pool":"Pool","skill":"Practiced","assets":0,"effort1":0,"effort2":0,"effort3":0,"stepModifier":"eased","additionalSteps":0,"additionalCost":0,"damage":0,"damagePerLOE":3,"teen":"","bonus":0}},"_stats":{"systemId":"cyphersystem","systemVersion":"2.3.0","coreVersion":"10.291","createdTime":1676367597889,"modifiedTime":1676451418997,"lastModifiedBy":"yThCrv1jSfPXOC2U"},"folder":null,"sort":0,"ownership":{"default":0,"yThCrv1jSfPXOC2U":3},"_id":"Phm793z28n7TSrMU"} +{"name":"Instant ladder","type":"artifact","img":"systems/cyphersystem/icons/items/artifact.svg","effects":[],"flags":{"core":{"sourceId":"Compendium.cyphersystem-compendium.artifacts-fantasy.LAr8FyHODKhSDWO6"}},"system":{"version":2,"description":"

Level: 1d6

\n

Form: Small lightweight metal rod with gem buttons

\n

Effect: When activated, the rod extends and produces rungs so that it can be used as a ladder up to 28 feet (9 m) long. The ladder can be transformed back into its rod form from either end.

\n

Depletion: 1 in 1d100

\n
\n

A creature unfamiliar with the buttons on an instant ladder needs to spend several rounds figuring out the proper sequence to expand or collapse it.

\n
","archived":false,"basic":{"level":"1d6","depletion":"1 in [[/r 1d100 # Depletion roll]]","identified":true},"settings":{"general":{"nameUnidentified":""}},"rollButton":{"pool":"Pool","skill":"Practiced","assets":0,"effort1":0,"effort2":0,"effort3":0,"stepModifier":"eased","additionalSteps":0,"additionalCost":0,"damage":0,"damagePerLOE":3,"teen":"","bonus":0}},"_stats":{"systemId":"cyphersystem","systemVersion":"2.3.0","coreVersion":"10.291","createdTime":1676367597889,"modifiedTime":1676451418999,"lastModifiedBy":"yThCrv1jSfPXOC2U"},"folder":null,"sort":0,"ownership":{"default":0,"yThCrv1jSfPXOC2U":3},"_id":"QOqrYhoalaUnRgIa"} +{"name":"Lightning hammer","type":"artifact","img":"systems/cyphersystem/icons/items/artifact.svg","effects":[],"flags":{"core":{"sourceId":"Compendium.cyphersystem-compendium.artifacts-fantasy.Wt0nBpirmyhD7GTz"}},"system":{"version":2,"description":"

Level: 1d6 + 2

\n

Form: Massive silver hammer that crackles with electricity

\n

Effect: This hammer functions as a normal heavy weapon. However, if the wielder uses an action to activate it, the weapon radiates electricity for one round. If used to attack on the next round, the hammer inflicts an additional 10 points of electricity damage. The user can choose to strike the ground instead, sending shockwaves of electricity outward that deal 5 points of damage to everyone within short range.

\n

Depletion: 1 in 1d6 (still usable as a normal heavy weapon after depletion)

","archived":false,"basic":{"level":"1d6+2","depletion":"1 in [[/r 1d6 # Depletion roll]]","identified":true},"settings":{"general":{"nameUnidentified":""}},"rollButton":{"pool":"Pool","skill":"Practiced","assets":0,"effort1":0,"effort2":0,"effort3":0,"stepModifier":"eased","additionalSteps":0,"additionalCost":0,"damage":0,"damagePerLOE":3,"teen":"","bonus":0}},"_stats":{"systemId":"cyphersystem","systemVersion":"2.3.0","coreVersion":"10.291","createdTime":1676367597895,"modifiedTime":1676451419002,"lastModifiedBy":"yThCrv1jSfPXOC2U"},"folder":null,"sort":0,"ownership":{"default":0,"yThCrv1jSfPXOC2U":3},"_id":"RvY8TRb1xZjy2qPo"} +{"name":"Guardian idol","type":"artifact","img":"systems/cyphersystem/icons/items/artifact.svg","effects":[],"flags":{"core":{"sourceId":"Compendium.cyphersystem-compendium.artifacts-fantasy.iE3mCFjDwf7Se9IT"}},"system":{"version":2,"description":"

Level: 1d6 + 3

\n

Form: Demonic idol on top of a thin metal leg that is 1 foot (30 cm) tall

\n

Effect: It takes two rounds to balance this artifact on its metal leg, and then it requires an action to activate. When activated, the idol stares at the activating character and nearby creatures for five rounds, memorizing their faces and shapes. After that, if anything the idol doesn’t recognize (and is larger than a mouse) comes within long range, it spits a small ball of fire at the target. The fire inflicts damage equal to the artifact level. The idol can attack up to ten times per round, but it never attacks the same target more than once per round. It remains on watch for twenty-four hours or until it has made one hundred attacks, whichever comes first.

\n

Depletion: Automatic

","archived":false,"basic":{"level":"1d6+3","depletion":"automatic","identified":true},"settings":{"general":{"nameUnidentified":""}},"rollButton":{"pool":"Pool","skill":"Practiced","assets":0,"effort1":0,"effort2":0,"effort3":0,"stepModifier":"eased","additionalSteps":0,"additionalCost":0,"damage":0,"damagePerLOE":3,"teen":"","bonus":0}},"_stats":{"systemId":"cyphersystem","systemVersion":"2.3.0","coreVersion":"10.291","createdTime":1676367597897,"modifiedTime":1676451418984,"lastModifiedBy":"yThCrv1jSfPXOC2U"},"folder":null,"sort":0,"ownership":{"default":0,"yThCrv1jSfPXOC2U":3},"_id":"SqzWqw8ahXSYGZDg"} +{"name":"Ring of fall flourishing","type":"artifact","img":"systems/cyphersystem/icons/items/artifact.svg","effects":[],"flags":{"core":{"sourceId":"Compendium.cyphersystem-compendium.artifacts-fantasy.WQ005vHnCrkV3F9u"}},"system":{"version":2,"description":"

Level: 1d6

\n

Form: Gold band inscribed with feather wreath

\n

Effect: The wearer of the ring becomes invisible for one minute. While invisible, the wearer is specialized in stealth and Speed defense tasks. The effect ends if they attack or spend points from a Pool for any reason.

\n

Depletion: 1 in 1d100

","archived":false,"basic":{"level":"1d6","depletion":"1 in [[/r 1d100 # Depletion roll]]","identified":true},"settings":{"general":{"nameUnidentified":""}},"rollButton":{"pool":"Pool","skill":"Practiced","assets":0,"effort1":0,"effort2":0,"effort3":0,"stepModifier":"eased","additionalSteps":0,"additionalCost":0,"damage":0,"damagePerLOE":3,"teen":"","bonus":0}},"_stats":{"systemId":"cyphersystem","systemVersion":"2.3.0","coreVersion":"10.291","createdTime":1676367597891,"modifiedTime":1676451419039,"lastModifiedBy":"yThCrv1jSfPXOC2U"},"folder":null,"sort":0,"ownership":{"default":0,"yThCrv1jSfPXOC2U":3},"_id":"VPuxL6t9L4P3nFgq"} +{"name":"Crown of eyes","type":"artifact","img":"systems/cyphersystem/icons/items/artifact.svg","effects":[],"flags":{"core":{"sourceId":"Compendium.cyphersystem-compendium.artifacts-fantasy.vfR2YeNLDL95A6yR"}},"system":{"version":2,"description":"

Level: 1d6

\n

Form: Metallic circlet set with several crystal spheres

\n

Effect: It takes one round to activate the crown. When activated, the crystal spheres separate from the crown and fly around the wearer at immediate range for an hour. The wearer can see anything the crystal spheres can see. This allows the wearer to peek around corners without being exposed to danger. This gives the wearer an asset in initiative and all perception tasks.

\n

Depletion: 1 in 1d100

","archived":false,"basic":{"level":"1d6","depletion":"1 in [[/r 1d100 # Depletion roll]]","identified":true},"settings":{"general":{"nameUnidentified":""}},"rollButton":{"pool":"Pool","skill":"Practiced","assets":0,"effort1":0,"effort2":0,"effort3":0,"stepModifier":"eased","additionalSteps":0,"additionalCost":0,"damage":0,"damagePerLOE":3,"teen":"","bonus":0}},"_stats":{"systemId":"cyphersystem","systemVersion":"2.3.0","coreVersion":"10.291","createdTime":1676367597898,"modifiedTime":1676451418867,"lastModifiedBy":"yThCrv1jSfPXOC2U"},"folder":null,"sort":0,"ownership":{"default":0,"yThCrv1jSfPXOC2U":3},"_id":"ZOb1WsbQqL21l9yf"} +{"name":"Elfblade","type":"artifact","img":"systems/cyphersystem/icons/items/artifact.svg","effects":[],"flags":{"core":{"sourceId":"Compendium.cyphersystem-compendium.artifacts-fantasy.QLvcE1aVhgQqG0NC"}},"system":{"version":2,"description":"

Level: 1d6 + 3

\n

Form: Medium sword

\n

Effect: This sword can be used as a normal medium sword that deals 2 additional points of damage (for a total of 6 points).

\n

The short sword can cut through any material of its level or lower with ease, owing to its exceptional sharpness. The blade sheds a blue light as bright as a candle to warn when goblins, orcs, trolls, or similar creatures are within 300 feet (90 m).

\n

Depletion:

","archived":false,"basic":{"level":"1d6+3","depletion":"—","identified":true},"settings":{"general":{"nameUnidentified":""}},"rollButton":{"pool":"Pool","skill":"Practiced","assets":0,"effort1":0,"effort2":0,"effort3":0,"stepModifier":"eased","additionalSteps":0,"additionalCost":0,"damage":0,"damagePerLOE":3,"teen":"","bonus":0}},"_stats":{"systemId":"cyphersystem","systemVersion":"2.3.0","coreVersion":"10.291","createdTime":1676367597890,"modifiedTime":1676451418933,"lastModifiedBy":"yThCrv1jSfPXOC2U"},"folder":null,"sort":0,"ownership":{"default":0,"yThCrv1jSfPXOC2U":3},"_id":"a1tGaXiLIcAV9c2c"} +{"name":"Exploding arrow","type":"artifact","img":"systems/cyphersystem/icons/items/artifact.svg","system":{"version":2,"description":"

Level: 1d6

\n

Form: Arrow with runes carved on the shaft and head

\n

Effect: The arrow explodes when it strikes something, inflicting its level in damage to all within immediate range. Roll [[/r d100]] to determine the type of damage.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
01–20Acid
21–40Electricity
41–60Cold
61–90Fire
91–00Necromantic (harms only flesh)
\n

Depletion: Automatic

\n
\n

One advantage of an exploding arrow over a detonation cypher is that the arrow doesn’t count toward your cypher limit.

\n

An exploding arrow can instead be a crossbow bolt, sling stone, or other thrown weapon or projectile.

\n
","archived":false,"basic":{"level":"1d6","depletion":"automatic","identified":true},"settings":{"general":{"nameUnidentified":""}}},"effects":[],"flags":{"core":{"sourceId":"Item.2wnU2UVvnGYHYwOO"}},"_stats":{"systemId":"cyphersystem","systemVersion":"2.3.0","coreVersion":"10.291","createdTime":1676359032515,"modifiedTime":1676367626174,"lastModifiedBy":"yThCrv1jSfPXOC2U"},"folder":null,"sort":0,"ownership":{"default":0,"yThCrv1jSfPXOC2U":3},"_id":"aeN1onGpUxj0hSl4"} +{"name":"Smooth-stepping boots","type":"artifact","img":"systems/cyphersystem/icons/items/artifact.svg","effects":[],"flags":{"core":{"sourceId":"Compendium.cyphersystem-compendium.artifacts-fantasy.nDBMT1Rz85YasDHH"}},"system":{"version":2,"description":"

Level: 1d6 + 1

\n

Form: Pair of boots

\n

Effect: When the boots are activated, for the next hour the wearer can move across rough or difficult terrain at normal speed, walk up walls, and even walk across liquids. In areas of low or no gravity, the wearer can walk along hard surfaces (even vertically or upside down) as if under normal gravity.

\n

Depletion: 1 in 1d100

","archived":false,"basic":{"level":"1d6+1","depletion":"1 in [[/r 1d100 # Depletion roll]]","identified":true},"settings":{"general":{"nameUnidentified":""}},"rollButton":{"pool":"Pool","skill":"Practiced","assets":0,"effort1":0,"effort2":0,"effort3":0,"stepModifier":"eased","additionalSteps":0,"additionalCost":0,"damage":0,"damagePerLOE":3,"teen":"","bonus":0}},"_stats":{"systemId":"cyphersystem","systemVersion":"2.3.0","coreVersion":"10.291","createdTime":1676367597898,"modifiedTime":1676451419084,"lastModifiedBy":"yThCrv1jSfPXOC2U"},"folder":null,"sort":0,"ownership":{"default":0,"yThCrv1jSfPXOC2U":3},"_id":"ajdxZHtUzXFNccdk"} +{"name":"Dragontooth soldiers","type":"artifact","img":"systems/cyphersystem/icons/items/artifact.svg","effects":[],"flags":{"core":{"sourceId":"Compendium.cyphersystem-compendium.artifacts-fantasy.tf7mXN2sfQ5lFNev"}},"system":{"version":2,"description":"

Level: 1d6 + 1

\n

Form: Burlap bag containing a handful of large reptilian teeth

\n

Effect: If a tooth is drawn from the bag and cast upon the earth, a dragontooth warrior appears, ready to fight for the user for up to ten minutes before going their own way. The user can draw several teeth at once from the bag, but each tooth drawn requires a separate depletion roll.

\n
\n

Dragontooth warrior: level equal to the artifact level, Speed defense as artifact level + 1 due to shield; Armor 1; spear attack (melee or short range) inflicts damage and impedes movement of victim to immediate range for one round

\n
\n

Depletion: 1 in 1d10

","archived":false,"basic":{"level":"1d6+1","depletion":"1 in [[/r 1d10 # Depletion roll]]","identified":true},"settings":{"general":{"nameUnidentified":""}},"rollButton":{"pool":"Pool","skill":"Practiced","assets":0,"effort1":0,"effort2":0,"effort3":0,"stepModifier":"eased","additionalSteps":0,"additionalCost":0,"damage":0,"damagePerLOE":3,"teen":"","bonus":0}},"_stats":{"systemId":"cyphersystem","systemVersion":"2.3.0","coreVersion":"10.291","createdTime":1676367597898,"modifiedTime":1676451418922,"lastModifiedBy":"yThCrv1jSfPXOC2U"},"folder":null,"sort":0,"ownership":{"default":0,"yThCrv1jSfPXOC2U":3},"_id":"bEtpuJqeoUEAslSS"} +{"name":"Truth binoculars","type":"artifact","img":"systems/cyphersystem/icons/items/artifact.svg","system":{"version":2,"description":"

Level: 1d6 + 2

\n

Form: Pair of binoculars with a large runic symbol on them

\n

Effect: Not only do these make it easy to see things far away, but looking through them also allows the viewer to see through illusions and see things that are normally invisible, assuming the effect has a level lower than that of the binoculars.

\n

Depletion: 1–2 in 1d100 (check each use)

","archived":false,"basic":{"level":"1d6+2","depletion":"1-2 in [[/r 1d100]]","identified":true},"settings":{"general":{"nameUnidentified":""}}},"effects":[],"ownership":{"default":0,"yThCrv1jSfPXOC2U":3},"flags":{"core":{"sourceId":"Item.GqJN2vMblKxyIxA5"}},"_stats":{"systemId":"cyphersystem","systemVersion":"2.3.0","coreVersion":"10.291","createdTime":1676187522362,"modifiedTime":1676367259059,"lastModifiedBy":"yThCrv1jSfPXOC2U"},"folder":null,"sort":0,"_id":"bLKVabzVVrrGhZJW"} +{"name":"Crown of the mind","type":"artifact","img":"systems/cyphersystem/icons/items/artifact.svg","effects":[],"flags":{"core":{"sourceId":"Compendium.cyphersystem-compendium.artifacts-fantasy.WBrNPHxvSOgbyvnA"}},"system":{"version":2,"description":"

Level: 1d6

\n

Form: Crown, circlet, headband, diadem, or amulet

\n

Effect: The crown augments the mind and thoughts of the wearer. This increases the wearer’s maximum Intellect Pool by 5 (or by 7 if the artifact is level 6 or higher).

\n

If the wearer removes the crown, any excess Intellect points above their normal maximum Intellect Pool are lost; if they wear the crown again, the points do not automatically return (they must be restored with recovery rolls, healing magic, or similar effects).

\n

Depletion:

","archived":false,"basic":{"level":"1d6","depletion":"—","identified":true},"settings":{"general":{"nameUnidentified":""}},"rollButton":{"pool":"Pool","skill":"Practiced","assets":0,"effort1":0,"effort2":0,"effort3":0,"stepModifier":"eased","additionalSteps":0,"additionalCost":0,"damage":0,"damagePerLOE":3,"teen":"","bonus":0}},"_stats":{"systemId":"cyphersystem","systemVersion":"2.3.0","coreVersion":"10.291","createdTime":1676367597891,"modifiedTime":1676451418875,"lastModifiedBy":"yThCrv1jSfPXOC2U"},"folder":null,"sort":0,"ownership":{"default":0,"yThCrv1jSfPXOC2U":3},"_id":"d1OyUWs8FlhipNLF"} +{"name":"Hand of glory","type":"artifact","img":"systems/cyphersystem/icons/items/artifact.svg","effects":[],"flags":{"core":{"sourceId":"Compendium.cyphersystem-compendium.artifacts-fantasy.DvPvjbkzlL4ID20J"}},"system":{"version":2,"description":"

Level: 1d6 + 3

\n

Form: Dried humanoid hand with candle-tip fingers

\n

Effect: A hand of glory has several potential uses, including the following. In all cases, the candles making up the hand must be lit and burning to produce an effect.

\n

Insensibility: A target within short range is held motionless and unable to take actions as long as the lit hand remains within range (or until the target is attacked or otherwise snapped out of the trance).

\n

Invisibility: User is invisible for up to one minute while holding the hand. While invisible, the user is specialized in stealth and Speed defense tasks.

\n

Thief ’s Passage: A locked or barred door or a container whose level is less than or equal to the hand’s level becomes unlocked when touched by the hand.

\n

Depletion: 1 in 1d20

","archived":false,"basic":{"level":"1d6+3","depletion":"1 in [[/r 1d20 # Depletion roll]]","identified":true},"settings":{"general":{"nameUnidentified":""}},"rollButton":{"pool":"Pool","skill":"Practiced","assets":0,"effort1":0,"effort2":0,"effort3":0,"stepModifier":"eased","additionalSteps":0,"additionalCost":0,"damage":0,"damagePerLOE":3,"teen":"","bonus":0}},"_stats":{"systemId":"cyphersystem","systemVersion":"2.3.0","coreVersion":"10.291","createdTime":1676367597888,"modifiedTime":1676451418989,"lastModifiedBy":"yThCrv1jSfPXOC2U"},"folder":null,"sort":0,"ownership":{"default":0,"yThCrv1jSfPXOC2U":3},"_id":"iaXyv8KYBLRjK1Ea"} +{"name":"Adamantine rope","type":"artifact","img":"systems/cyphersystem/icons/items/artifact.svg","effects":[],"flags":{"core":{"sourceId":"Compendium.cyphersystem-compendium.artifacts-fantasy.gF1ngsklZouYsjnJ"}},"system":{"version":2,"description":"

Level: 1d6 + 4

\n

Form: A 50-foot (15 m) length of black rope

\n

Effect: This length of rope has the flexibility of ordinary rope but a hardness greater than steel. It is impervious to damage (including attempts to cut it) from anything less than the artifact’s level.

\n

Depletion:

","archived":false,"basic":{"level":"1d6+4","depletion":"—","identified":true},"settings":{"general":{"nameUnidentified":""}},"rollButton":{"pool":"Pool","skill":"Practiced","assets":0,"effort1":0,"effort2":0,"effort3":0,"stepModifier":"eased","additionalSteps":0,"additionalCost":0,"damage":0,"damagePerLOE":3,"teen":"","bonus":0}},"_stats":{"systemId":"cyphersystem","systemVersion":"2.3.0","coreVersion":"10.291","createdTime":1676367597897,"modifiedTime":1676451418785,"lastModifiedBy":"yThCrv1jSfPXOC2U"},"folder":null,"sort":0,"ownership":{"default":0,"yThCrv1jSfPXOC2U":3},"_id":"irB5C5Ms3wvV59Uf"} +{"name":"Staff of the prophet","type":"artifact","img":"systems/cyphersystem/icons/items/artifact.svg","effects":[],"flags":{"core":{"sourceId":"Compendium.cyphersystem-compendium.artifacts-fantasy.26CM5dCpoGp1wQGV"}},"system":{"version":2,"description":"

Level: 1d6+2

\n

Form: Short wooden staff

\n

Effect: The staff has three abilities, each of which requires an action to activate.

\n

Sea Passage. Creates a dry route through a body of water. The route is approximately 20 feet (6 m) wide, up to 1,000 feet (300 m) deep, and as long as the body of water is wide. The path remains open for up to four hours, or the wielder can collapse it as an action.

\n

Snake Form. Staff transforms into a venomous snake whose level is equal to the artifact level. The snake has a bite attack that inflicts 6 points of damage, plus 3 additional points of Speed damage (ignores Armor) for three rounds on a failed Might defense roll. The snake obeys the wielder’s verbal commands, but it can’t do anything a regular snake couldn’t do.

\n

Water From Stone. Produces approximately 10 gallons (38 liters) of pure water within immediate range, as if from a natural spring in the ground.

\n

Depletion: 1 in 1d20

","archived":false,"basic":{"level":"1d6+2","depletion":"1 in [[/r 1d20 # Depletion roll]]","identified":true},"settings":{"general":{"nameUnidentified":""}},"rollButton":{"pool":"Pool","skill":"Practiced","assets":0,"effort1":0,"effort2":0,"effort3":0,"stepModifier":"eased","additionalSteps":0,"additionalCost":0,"damage":0,"damagePerLOE":3,"teen":"","bonus":0}},"_stats":{"systemId":"cyphersystem","systemVersion":"2.3.0","coreVersion":"10.291","createdTime":1676367597883,"modifiedTime":1676451419123,"lastModifiedBy":"yThCrv1jSfPXOC2U"},"folder":null,"sort":0,"ownership":{"default":0,"yThCrv1jSfPXOC2U":3},"_id":"joy8yjRTwJCr5qzZ"} +{"name":"Trap runestone","type":"artifact","img":"systems/cyphersystem/icons/items/artifact.svg","effects":[],"flags":{"core":{"sourceId":"Compendium.cyphersystem-compendium.artifacts-fantasy.8Sd0lQ5JJm7L8Yl5"}},"system":{"version":2,"description":"

Level: 1d6

\n

Form: Pouch with chalk, sealing wax, and an engraved runestone

\n

Effect: A simple cypher (such as a potion or scroll) can be modified with this set of implements to turn it into a trap. First, the cypher is attached to a surface with the sealing wax, then the user must make a difficulty 4 Intellect task to draw the runestone symbols around the edge of the cypher with the chalk and place the runestone in the correct position. When the trap is triggered, the cypher is activated, so people often use straightforward cyphers such as an explosive spell scroll, a poisonous potion, and so on.

\n

The trigger can react to a specified movement within 3 feet (1 m)—a door opening, a creature or object moving past the runestone, and so on. The higher the level of the artifact, the more sophisticated the trigger. For example, a level 4 artifact’s trigger might be based on a creature’s size or weight, a level 5 artifact can trigger based on a specific type of creature, and a level 6 artifact can trigger based on recognizing an individual creature.

\n

Depletion: Automatic

","archived":false,"basic":{"level":"1d6","depletion":"automatic","identified":true},"settings":{"general":{"nameUnidentified":""}},"rollButton":{"pool":"Pool","skill":"Practiced","assets":0,"effort1":0,"effort2":0,"effort3":0,"stepModifier":"eased","additionalSteps":0,"additionalCost":0,"damage":0,"damagePerLOE":3,"teen":"","bonus":0}},"_stats":{"systemId":"cyphersystem","systemVersion":"2.3.0","coreVersion":"10.291","createdTime":1676367597888,"modifiedTime":1676451419151,"lastModifiedBy":"yThCrv1jSfPXOC2U"},"folder":null,"sort":0,"ownership":{"default":0,"yThCrv1jSfPXOC2U":3},"_id":"k1fdbCVSxY3RgX34"} +{"name":"Deflecting shield","type":"artifact","img":"systems/cyphersystem/icons/items/artifact.svg","effects":[],"flags":{"core":{"sourceId":"Compendium.cyphersystem-compendium.artifacts-fantasy.xKIa1aytMAOnIUCZ"}},"system":{"version":2,"description":"

Level: 1d6 + 1

\n

Form: Ornate metal or wooden shield

\n

Effect: When a small physical projectile such as an arrow, a sling stone, or a thrown knife comes within 4 inches (10 cm) of the wearer, the shield moves to intercept or deflect it, even if the wearer is not aware of the attack. The wearer’s Speed defense against the attack is eased (or eased by two steps if the artifact is level 6 or higher). If the projectile still hits the wearer, the shield gives +1 to Armor against the attack.

\n

Depletion: 1 in 1d20

","archived":false,"basic":{"level":"1d6+1","depletion":"1 in [[/r 1d20 # Depletion roll]]","identified":true},"settings":{"general":{"nameUnidentified":""}},"rollButton":{"pool":"Pool","skill":"Practiced","assets":0,"effort1":0,"effort2":0,"effort3":0,"stepModifier":"eased","additionalSteps":0,"additionalCost":0,"damage":0,"damagePerLOE":3,"teen":"","bonus":0}},"_stats":{"systemId":"cyphersystem","systemVersion":"2.3.0","coreVersion":"10.291","createdTime":1676367597898,"modifiedTime":1676451418896,"lastModifiedBy":"yThCrv1jSfPXOC2U"},"folder":null,"sort":0,"ownership":{"default":0,"yThCrv1jSfPXOC2U":3},"_id":"kKeisD2Jgm7211Mp"} +{"name":"Ring of invisibility","type":"artifact","img":"systems/cyphersystem/icons/items/artifact.svg","effects":[],"flags":{"core":{"sourceId":"Compendium.cyphersystem-compendium.artifacts-fantasy.WiepoMpiZi8mF6A3"}},"system":{"version":2,"description":"

Level: 1d6

\n

Form: Gold band inscribed with characters that are revealed only if ring is heated

\n

Effect: The wearer of the ring becomes invisible for one minute. While invisible, the wearer is specialized in stealth and Speed defense tasks. The effect ends if they attack or spend points from a Pool for any reason.

\n

Depletion: 1 in 1d20

","archived":false,"basic":{"level":"1d6","depletion":"1 in [[/r 1d20 # Depletion roll]]","identified":true},"settings":{"general":{"nameUnidentified":""}},"rollButton":{"pool":"Pool","skill":"Practiced","assets":0,"effort1":0,"effort2":0,"effort3":0,"stepModifier":"eased","additionalSteps":0,"additionalCost":0,"damage":0,"damagePerLOE":3,"teen":"","bonus":0}},"_stats":{"systemId":"cyphersystem","systemVersion":"2.3.0","coreVersion":"10.291","createdTime":1676367597891,"modifiedTime":1676451419046,"lastModifiedBy":"yThCrv1jSfPXOC2U"},"folder":null,"sort":0,"ownership":{"default":0,"yThCrv1jSfPXOC2U":3},"_id":"kwTV8umvq3wBivyM"} +{"name":"Enchanted armor","type":"artifact","img":"systems/cyphersystem/icons/items/artifact.svg","effects":[],"flags":{"core":{"sourceId":"Compendium.cyphersystem-compendium.artifacts-fantasy.hhxx9B3gxK5NP1ow"}},"system":{"version":2,"description":"

Level: 1d6 + 3

\n

Form: Full suit of light, medium, or heavy armor

\n

Effect: This armor is carefully crafted and reinforced with magic to be stronger and more protective than typical armor. It is armor according to its type (light, medium, or heavy), but it grants an additional +1 Armor (or +2 if the artifact is level 7 or higher) beyond what it would normally provide. For example, chainmail is medium armor (2 Armor), so enchanted chainmail provides a total of 3 Armor (for artifact level 6 or lower) or 4 Armor (for artifact level 7 or higher).

\n

The additional Armor provided by the magic also applies to damage that often isn’t reduced by typical armor, such as heat or cold damage (but not Intellect damage).

\n

Depletion:

","archived":false,"basic":{"level":"1d6+3","depletion":"—","identified":true},"settings":{"general":{"nameUnidentified":""}},"rollButton":{"pool":"Pool","skill":"Practiced","assets":0,"effort1":0,"effort2":0,"effort3":0,"stepModifier":"eased","additionalSteps":0,"additionalCost":0,"damage":0,"damagePerLOE":3,"teen":"","bonus":0}},"_stats":{"systemId":"cyphersystem","systemVersion":"2.3.0","coreVersion":"10.291","createdTime":1676367597897,"modifiedTime":1676451418937,"lastModifiedBy":"yThCrv1jSfPXOC2U"},"folder":null,"sort":0,"ownership":{"default":0,"yThCrv1jSfPXOC2U":3},"_id":"lQrFKe5Krk3MsQEq"} {"name":"Soulflaying weapon","type":"artifact","img":"systems/cyphersystem/icons/items/artifact.svg","effects":[],"folder":null,"sort":0,"flags":{},"_id":"lZy9XOFTIPBKjr5z","system":{"version":2,"description":"

Level: 1d6 + 1

\n

Form: Weapon of any type, with engraved glowing runes denoting soulflaying

\n

Effect: This weapon functions as a normal weapon of its kind. The wielder can use an action to activate its soulflaying magic for one minute. During that time, if the weapon scores a hit, it inflicts normal damage, plus 3 additional points of Intellect damage on all creatures that have souls (not automatons, mindless undead, or the like).

\n

Depletion: 1 in 1d100

","archived":false,"basic":{"level":"1d6 + 1","depletion":"1 in [[/r 1d100]]","identified":true},"rollButton":{"pool":"Pool","skill":"Practiced","assets":0,"effort1":0,"effort2":0,"effort3":0,"stepModifier":"eased","additionalSteps":0,"additionalCost":0,"damage":0,"damagePerLOE":3,"teen":"","bonus":0}},"ownership":{"default":0,"k2TkElLx959B0lm5":3},"_stats":{"systemId":"cyphersystem","systemVersion":"2.0.0-a1","coreVersion":"10.286","createdTime":null,"modifiedTime":1664959727520,"lastModifiedBy":"rLeavHPrdkq6xjNt"}} +{"name":"Tunneling gauntlets","type":"artifact","img":"systems/cyphersystem/icons/items/artifact.svg","effects":[],"flags":{"core":{"sourceId":"Compendium.cyphersystem-compendium.artifacts-fantasy.yAGVmCkNXsNCpEmD"}},"system":{"version":2,"description":"

Level: 1d6 + 1

\n

Form: Oversized pair of metallic gauntlets with broad nails

\n

Effect: When activated, for one hour the gauntlets let the wearer burrow up to an immediate distance each round. They can burrow through most soils and even some stone, but only through material whose level is lower than the artifact level. Burrowing leaves behind a tunnel with a diameter of 5 feet (1.5 m) that remains stable for several hours. After that, the tunnel is subject to collapse.

\n

Depletion: 1 in 1d20

","archived":false,"basic":{"level":"1d6+1","depletion":"1 in [[/r 1d20 # Depletion roll]]","identified":true},"settings":{"general":{"nameUnidentified":""}},"rollButton":{"pool":"Pool","skill":"Practiced","assets":0,"effort1":0,"effort2":0,"effort3":0,"stepModifier":"eased","additionalSteps":0,"additionalCost":0,"damage":0,"damagePerLOE":3,"teen":"","bonus":0}},"_stats":{"systemId":"cyphersystem","systemVersion":"2.3.0","coreVersion":"10.291","createdTime":1676367597898,"modifiedTime":1676451419155,"lastModifiedBy":"yThCrv1jSfPXOC2U"},"folder":null,"sort":0,"ownership":{"default":0,"yThCrv1jSfPXOC2U":3},"_id":"naUOrC1fR4ObGkIJ"} +{"name":"Coil of endless rope","type":"artifact","img":"systems/cyphersystem/icons/items/artifact.svg","effects":[],"flags":{"core":{"sourceId":"Compendium.cyphersystem-compendium.artifacts-fantasy.JTE81o0WMFAf4PlZ"}},"system":{"version":2,"description":"

Level: 1d6

\n

Form: Coil of rope

\n

Effect: The coil of rope can be let out at a rate of 50 feet (15 m) per round; however, no end to the rope can be found no matter how long the user uncoils it. The rope retains its incredible length until recoiled or until it becomes depleted. If cut, any length beyond the coil’s initial 50 feet crumbles into powder after a round or two.

\n

Depletion: 1 in 1d20 (check each use that extends it beyond 50 feet [15 m])

","archived":false,"basic":{"level":"1d6","depletion":"1 in [[/r 1d20 # Depletion roll]]","identified":true},"settings":{"general":{"nameUnidentified":""}},"rollButton":{"pool":"Pool","skill":"Practiced","assets":0,"effort1":0,"effort2":0,"effort3":0,"stepModifier":"eased","additionalSteps":0,"additionalCost":0,"damage":0,"damagePerLOE":3,"teen":"","bonus":0}},"_stats":{"systemId":"cyphersystem","systemVersion":"2.3.0","coreVersion":"10.291","createdTime":1676367597889,"modifiedTime":1676451418864,"lastModifiedBy":"yThCrv1jSfPXOC2U"},"folder":null,"sort":0,"ownership":{"default":0,"yThCrv1jSfPXOC2U":3},"_id":"qvpWdqX0Qeu355gL"} +{"name":"Wand of spider’s webbing","type":"artifact","img":"systems/cyphersystem/icons/items/artifact.svg","effects":[],"flags":{"core":{"sourceId":"Compendium.cyphersystem-compendium.artifacts-fantasy.TAaDf07Z4kcSO4YL"}},"system":{"version":2,"description":"

Level: 1d6 + 1

\n

Form: White oak wand

\n

Effect: This wand produces a long-range stream of grey spider’s webbing that entangles a target and holds it stuck to nearby surfaces. Entangled victims can’t move or take actions that require movement. Targets whose level is higher than the wand’s level can usually break free within one or two rounds. The entangling web is highly flammable, and if ignited it burns away over the course of one round, but the intense heat inflicts damage equal to the artifact level on whatever was caught within it.

\n

Depletion: 1 in 1d20

","archived":false,"basic":{"level":"1d6+1","depletion":"1 in [[/r 1d20 # Depletion roll]]","identified":true},"settings":{"general":{"nameUnidentified":""}},"rollButton":{"pool":"Pool","skill":"Practiced","assets":0,"effort1":0,"effort2":0,"effort3":0,"stepModifier":"eased","additionalSteps":0,"additionalCost":0,"damage":0,"damagePerLOE":3,"teen":"","bonus":0}},"_stats":{"systemId":"cyphersystem","systemVersion":"2.3.0","coreVersion":"10.291","createdTime":1676367597891,"modifiedTime":1676451419164,"lastModifiedBy":"yThCrv1jSfPXOC2U"},"folder":null,"sort":0,"ownership":{"default":0,"yThCrv1jSfPXOC2U":3},"_id":"rCSLy8wddYOssv5W"} +{"name":"Vorpal sword","type":"artifact","img":"systems/cyphersystem/icons/items/artifact.svg","effects":[],"flags":{"core":{"sourceId":"Compendium.cyphersystem-compendium.artifacts-fantasy.ffXvwDNaZlND7lCO"}},"system":{"version":2,"description":"

Level: 1d6 + 3

\n

Form: Long sword that sometimes whispers and snickers aloud

\n

Effect: The vorpal sword cuts through any material of a level lower than its own. It is a medium weapon that ignores Armor of a level lower than its own. On a natural attack roll of 19 or 20, the suggested minor or major effect is decapitation if the artifact is higher level than the foe (use this only if the foe has a head; otherwise, choose a different effect).

\n

Depletion: 1–2 in 1d100 (check each decapitation and specific attempt to cut through solid material)

","archived":false,"basic":{"level":"1d6+3","depletion":"1–2 in [[/r 1d100 # Depletion roll]]","identified":true},"settings":{"general":{"nameUnidentified":""}},"rollButton":{"pool":"Pool","skill":"Practiced","assets":0,"effort1":0,"effort2":0,"effort3":0,"stepModifier":"eased","additionalSteps":0,"additionalCost":0,"damage":0,"damagePerLOE":3,"teen":"","bonus":0}},"_stats":{"systemId":"cyphersystem","systemVersion":"2.3.0","coreVersion":"10.291","createdTime":1676367597897,"modifiedTime":1676451419158,"lastModifiedBy":"yThCrv1jSfPXOC2U"},"folder":null,"sort":0,"ownership":{"default":0,"yThCrv1jSfPXOC2U":3},"_id":"rdlb9VWpqe5yZtzM"} +{"name":"Explorer’s gloves","type":"artifact","img":"systems/cyphersystem/icons/items/artifact.svg","effects":[],"flags":{"core":{"sourceId":"Compendium.cyphersystem-compendium.artifacts-fantasy.ZCLTzIW7yjTA2swg"}},"system":{"version":2,"description":"

Level: 1d6

\n

Form: Thick but flexible-fingered leather gloves

\n

Effect: The wearer can cling to or climb any surface for up to one hour. Even level 10 climbing tasks become routine while the gloves are activated, but taking any other action while climbing requires a new activation.

\n

Depletion: 1 in 1d20

","archived":false,"basic":{"level":"1d6","depletion":"1 in [[/r 1d20 # Depletion roll]]","identified":true},"settings":{"general":{"nameUnidentified":""}},"rollButton":{"pool":"Pool","skill":"Practiced","assets":0,"effort1":0,"effort2":0,"effort3":0,"stepModifier":"eased","additionalSteps":0,"additionalCost":0,"damage":0,"damagePerLOE":3,"teen":"","bonus":0}},"_stats":{"systemId":"cyphersystem","systemVersion":"2.3.0","coreVersion":"10.291","createdTime":1676367597896,"modifiedTime":1676451418954,"lastModifiedBy":"yThCrv1jSfPXOC2U"},"folder":null,"sort":0,"ownership":{"default":0,"yThCrv1jSfPXOC2U":3},"_id":"s4YrC7OLgL45kOQs"} +{"name":"Alchemist bag","type":"artifact","img":"systems/cyphersystem/icons/items/artifact.svg","effects":[],"flags":{"core":{"sourceId":"Compendium.cyphersystem-compendium.artifacts-fantasy.De2N4KPhqLxKtIcY"}},"system":{"version":2,"description":"

Level: 1d6

\n

Form: Embroidered velvet bag

\n

Effect: This bag can contain up to one cypher per artifact level, as long as each is no larger than a typical potion bottle or scroll case. These cyphers do not count against a character’s cypher limit.

\n

Depletion: 1 in 1d20 (check each time a cypher is added to the bag)

","archived":false,"basic":{"level":"1d6","depletion":"1 in [[/r 1d20 # Depletion roll]]","identified":true},"settings":{"general":{"nameUnidentified":""}},"rollButton":{"pool":"Pool","skill":"Practiced","assets":0,"effort1":0,"effort2":0,"effort3":0,"stepModifier":"eased","additionalSteps":0,"additionalCost":0,"damage":0,"damagePerLOE":3,"teen":"","bonus":0}},"_stats":{"systemId":"cyphersystem","systemVersion":"2.3.0","coreVersion":"10.291","createdTime":1676367597888,"modifiedTime":1676451418797,"lastModifiedBy":"yThCrv1jSfPXOC2U"},"folder":null,"sort":0,"ownership":{"default":0,"yThCrv1jSfPXOC2U":3},"_id":"u0VAx3RXu5GKDl7v"} +{"name":"Mindshield helmet","type":"artifact","img":"systems/cyphersystem/icons/items/artifact.svg","effects":[],"flags":{"core":{"sourceId":"Compendium.cyphersystem-compendium.artifacts-fantasy.d3LPmzUgi5jrpw4n"}},"system":{"version":2,"description":"

Level: 1d6 + 2

\n

Form: Lightweight cloth, leather, or metal helmet

\n

Effect: The wearer gains 3 Armor that protects against Intellect damage only. Further, attempts to affect the wearer’s mind are hindered (or hindered by two steps if the artifact is level 7 or higher).

\n

Depletion:

","archived":false,"basic":{"level":"1d6+2","depletion":"—","identified":true},"settings":{"general":{"nameUnidentified":""}},"rollButton":{"pool":"Pool","skill":"Practiced","assets":0,"effort1":0,"effort2":0,"effort3":0,"stepModifier":"eased","additionalSteps":0,"additionalCost":0,"damage":0,"damagePerLOE":3,"teen":"","bonus":0}},"_stats":{"systemId":"cyphersystem","systemVersion":"2.3.0","coreVersion":"10.291","createdTime":1676367597896,"modifiedTime":1676451419013,"lastModifiedBy":"yThCrv1jSfPXOC2U"},"folder":null,"sort":0,"ownership":{"default":0,"yThCrv1jSfPXOC2U":3},"_id":"uJcBalDKhMRuhoda"} +{"name":"Demonflesh","type":"artifact","img":"systems/cyphersystem/icons/items/artifact.svg","effects":[],"flags":{"core":{"sourceId":"Compendium.cyphersystem-compendium.artifacts-fantasy.3tP9yAi2tWE6YFGe"}},"system":{"version":2,"description":"

Level: 1d6 + 1

\n

Form: Ball of black leather with vein-like red streaks

\n

Effect: When activated, the ball liquefies and coats the body of the user for one hour, appearing to be a form-fitting leather suit veined with pathways of dully glowing blood.

\n

As an action, the wearer can become invisible. While invisible, they are specialized in stealth and Speed defense tasks. This effect ends if they do something to reveal their presence or position—attacking, casting a spell, using an ability, moving a large object, and so on. If this occurs, they can regain the remaining invisibility effect by taking an action to focus on hiding their position. The wearer can inflict 3 points of damage with a touch by releasing a dark crackle of demonic power. This attack ignores most Armor, but Armor made to ward against evil or demonic attacks should work against it.

\n

Depletion: 1 in 1d20

","archived":false,"basic":{"level":"1d6+1","depletion":"1 in [[/r 1d20 # Depletion roll]]","identified":true},"settings":{"general":{"nameUnidentified":""}},"rollButton":{"pool":"Pool","skill":"Practiced","assets":0,"effort1":0,"effort2":0,"effort3":0,"stepModifier":"eased","additionalSteps":0,"additionalCost":0,"damage":0,"damagePerLOE":3,"teen":"","bonus":0}},"_stats":{"systemId":"cyphersystem","systemVersion":"2.3.0","coreVersion":"10.291","createdTime":1676367597883,"modifiedTime":1676451418899,"lastModifiedBy":"yThCrv1jSfPXOC2U"},"folder":null,"sort":0,"ownership":{"default":0,"yThCrv1jSfPXOC2U":3},"_id":"xKbC8Jio17hRAIMr"} +{"name":"Spellbook of elemental summoning","type":"artifact","img":"systems/cyphersystem/icons/items/artifact.svg","effects":[],"flags":{"core":{"sourceId":"Compendium.cyphersystem-compendium.artifacts-fantasy.1RNbFGuopzVdoiLx"}},"system":{"version":2,"description":"

Level: 1d6 + 1

\n

Form: Weighty tome filled with pages of spell runes

\n

Effect: When the user incants from the spellbook and succeeds at a level 3 Intellect task, they can summon an elemental of one specific kind described in the book (earth, fire, thorn, or some other type). The elemental appears and does the summoner’s bidding for up to one hour, unless it somehow breaks the geas created by the book.

\n

Depletion: 1–3 in 1d20

","archived":false,"basic":{"level":"1d6+1","depletion":"1–3 in [[/r 1d20 # Depletion roll]]","identified":true},"settings":{"general":{"nameUnidentified":""}},"rollButton":{"pool":"Pool","skill":"Practiced","assets":0,"effort1":0,"effort2":0,"effort3":0,"stepModifier":"eased","additionalSteps":0,"additionalCost":0,"damage":0,"damagePerLOE":3,"teen":"","bonus":0}},"_stats":{"systemId":"cyphersystem","systemVersion":"2.3.0","coreVersion":"10.291","createdTime":1676367597881,"modifiedTime":1676451419112,"lastModifiedBy":"yThCrv1jSfPXOC2U"},"folder":null,"sort":0,"ownership":{"default":0,"yThCrv1jSfPXOC2U":3},"_id":"xwhdcUHIKt8HfkbT"} +{"name":"Soul-stealing knife","type":"artifact","img":"systems/cyphersystem/icons/items/artifact.svg","effects":[],"flags":{"core":{"sourceId":"Compendium.cyphersystem-compendium.artifacts-fantasy.7JSFqoQAxeFWWI18"}},"system":{"version":2,"description":"

Level: 1d6

\n

Form: Night-black blade in which distant stars are sometimes visible

\n

Effect: This knife functions as a normal light weapon. However, if the wielder wishes, on a successful attack, it inflicts additional damage (ignores Armor) equal to the artifact’s level. If damage from the dagger reduces a target to 0 health, the target’s soul is drawn into the blade. The soul remains trapped there for up to three days, after which time it is consumed. (Alternatively, the wielder can release the soul to whatever its fate would otherwise be.)

\n

As a separate activation, the wielder can ask three questions of a creature whose soul is trapped in the blade and not yet consumed. After answering the third question, the soul is consumed.

\n

Depletion: 1 in 1d20 (check each activation)

","archived":false,"basic":{"level":"1d6","depletion":"1 in [[/r 1d20 # Depletion roll]]","identified":true},"settings":{"general":{"nameUnidentified":""}},"rollButton":{"pool":"Pool","skill":"Practiced","assets":0,"effort1":0,"effort2":0,"effort3":0,"stepModifier":"eased","additionalSteps":0,"additionalCost":0,"damage":0,"damagePerLOE":3,"teen":"","bonus":0}},"_stats":{"systemId":"cyphersystem","systemVersion":"2.3.0","coreVersion":"10.291","createdTime":1676367597888,"modifiedTime":1676451419090,"lastModifiedBy":"yThCrv1jSfPXOC2U"},"folder":null,"sort":0,"ownership":{"default":0,"yThCrv1jSfPXOC2U":3},"_id":"z0ajeds5MQ93cUVH"} +{"name":"Belt of strength","type":"artifact","img":"systems/cyphersystem/icons/items/artifact.svg","effects":[],"flags":{"core":{"sourceId":"Compendium.cyphersystem-compendium.artifacts-fantasy.fPfsElbEpfDMadms"}},"system":{"version":2,"description":"

Level: 1d6

\n

Form: Thick leather belt with a metal buckle and rivets

\n

Effect: The belt enhances the strength and endurance of the wearer. This increases the wearer’s maximum Might Pool by 5 (or by 7 if the artifact is level 6 or higher).

\n

If the wearer removes the belt, any excess Might points above their normal maximum Might Pool are lost; if they wear the belt again, the points do not automatically return (they must be restored with recovery rolls, healing magic, or similar effects).

\n

Depletion:

","archived":false,"basic":{"level":"1d6","depletion":"—","identified":true},"settings":{"general":{"nameUnidentified":""}},"rollButton":{"pool":"Pool","skill":"Practiced","assets":0,"effort1":0,"effort2":0,"effort3":0,"stepModifier":"eased","additionalSteps":0,"additionalCost":0,"damage":0,"damagePerLOE":3,"teen":"","bonus":0}},"_stats":{"systemId":"cyphersystem","systemVersion":"2.3.0","coreVersion":"10.291","createdTime":1676367597897,"modifiedTime":1676451418806,"lastModifiedBy":"yThCrv1jSfPXOC2U"},"folder":null,"sort":0,"ownership":{"default":0,"yThCrv1jSfPXOC2U":3},"_id":"zG7vXWsEuiMqPYVm"} +{"name":"Protection amulet","type":"artifact","img":"systems/cyphersystem/icons/items/artifact.svg","effects":[],"flags":{"core":{"sourceId":"Compendium.cyphersystem-compendium.artifacts-fantasy.wqgDNLaYgQjWQO92"}},"system":{"version":2,"description":"

Level: 1d6

\n

Form: Stylized amulet worn on a chain

\n

Effect:The amulet reduces one type of damage by an amount equal to the artifact level. Roll a [[/r d20]] to determine the kind of damage the amulet protects against.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
1–4Acid
5–8Cold
9–12Electricity
13–16Fire
17–20Poison
\n

Depletion: 1 in 1d6 (check each time the amulet reduces damage)

","archived":false,"basic":{"level":"1d6","depletion":"1 in [[/r 1d6 # Depletion roll]]","identified":true},"settings":{"general":{"nameUnidentified":""}},"rollButton":{"pool":"Pool","skill":"Practiced","assets":0,"effort1":0,"effort2":0,"effort3":0,"stepModifier":"eased","additionalSteps":0,"additionalCost":0,"damage":0,"damagePerLOE":3,"teen":"","bonus":0}},"_stats":{"systemId":"cyphersystem","systemVersion":"2.3.0","coreVersion":"10.291","createdTime":1676367597898,"modifiedTime":1676451419029,"lastModifiedBy":"yThCrv1jSfPXOC2U"},"folder":null,"sort":0,"ownership":{"default":0,"yThCrv1jSfPXOC2U":3},"_id":"zPXmgd2Y9C29OOYE"} +{"name":"Book of all spells","type":"artifact","img":"systems/cyphersystem/icons/items/artifact.svg","effects":[],"flags":{"core":{"sourceId":"Compendium.cyphersystem-compendium.artifacts-fantasy.6yLLScnavFZBbToW"}},"system":{"version":2,"description":"

Level: 1d6 + 2

\n

Form: Weighty tome filled with pages of spell runes

\n

Effect: This mysterious spellbook is said to contain knowledge of hundreds of spells—perhaps even all spells. Each set of facing pages includes the magical runes for one spell and a description of the spell and how to use it.

\n

When a character first opens the book, the GM randomly determines what type of spell is shown by rolling on the following table, then rolling on the indicated table:

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
[[/r d6]]Cypher Type
1–2Roll on the @UUID[Compendium.cyphersystem-compendium.cypher-roll-tables.Bn74yPIGZJTwA9yO]{Manifest Cypher table}
3–5Roll on the @UUID[Compendium.cyphersystem-compendium.cypher-roll-tables.tAjYZpL0GKkROZpR]{Fantastic Cypher table}
6Roll on the @UUID[Compendium.cyphersystem-compendium.cypher-roll-tables.yXkmPLGNM6UH5nkx]{Subtle Cypher table}
\n

The bearer can cast the spell on the page as if it were a cypher with a level equal to the book’s level. This doesn’t remove the spell from the page (it can be cast again and again), but it does require a depletion roll.

\n

As part of another action, the bearer can turn the page to find a new spell, but only forward, never backward. It is said that turning to the last page makes the book vanish and appear somewhere else in the world.

\n

The artifact always remembers the last page it was turned to. Opening the book always presents that page. Attempting to copy, remove, or destroy a page only makes the book turn to a later page on its own.

\n

Depletion: 1 in 1d100 (Check each time the book is used or the bearer turns a page. The chance of depletion increases by 1 each time it is used [1 in 1d100, 2 in 1d100, 3 in 1d100, and so on]. Instead of depleting, the book might turn to a later page, or disappear and reappear somewhere else in the world.)

","archived":false,"basic":{"level":"1d6+2","depletion":"1 in [[/r 1d100 # Depletion roll]]","identified":true},"settings":{"general":{"nameUnidentified":""}},"rollButton":{"pool":"Pool","skill":"Practiced","assets":0,"effort1":0,"effort2":0,"effort3":0,"stepModifier":"eased","additionalSteps":0,"additionalCost":0,"damage":0,"damagePerLOE":3,"teen":"","bonus":0}},"_stats":{"systemId":"cyphersystem","systemVersion":"2.3.0","coreVersion":"10.291","createdTime":1676367597885,"modifiedTime":1676451418814,"lastModifiedBy":"yThCrv1jSfPXOC2U"},"folder":null,"sort":0,"ownership":{"default":0,"yThCrv1jSfPXOC2U":3},"_id":"zj9w31ZJ4atMxA1H"} +{"name":"Crystal ball","type":"artifact","img":"systems/cyphersystem/icons/items/artifact.svg","effects":[],"flags":{"core":{"sourceId":"Compendium.cyphersystem-compendium.artifacts-fantasy.CTaneLFTcpJLvNxu"}},"system":{"version":2,"description":"

Level: 1d6 + 3

\n

Form: Melon-sized crystalline or glass orb, with or without a support stand

\n

Effect: This allows the user to scry (view) remote locations and creatures. The user must make a difficulty 2 Intellect task to activate the crystal ball, then use an action trying to make it show a person or location they know. The user must succeed at an Intellect task against the level of the target; otherwise, the crystal shows only indistinct or misleading images. The task roll is modified by how familiar the target is to the user, how available they are to be viewed, and how far away they are.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
Familiarity
Only have name or descriptionHindered
Target has been visitedEased
Target is well known to the userEased
\n\n\n\n\n\n\n\n\n\n\n\n
Availability
Target is willingEased
Target is unwillingHindered
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
Distance
More than 1 mile (1.5 km)Hindered
More than 10 miles (15 km)Hindered
More than 100 miles (150 km)Hindered
\n

These modifiers are cumulative, so trying to view a level 4 target who the user knows only by name (+1 step), is unwilling (+1 step), and is 20 miles away (+2 steps) is a difficulty 8 task.

\n
\n

An unwilling creature’s defenses against magic and Intellect attacks should hinder scrying attempts just as they would against a directly harmful mental spell.

\n
\n

The crystal shows the creature or area for one minute before the image becomes muddled and the artifact must be activated again.

\n

In addition to the normal options for using Effort, the user can choose to apply a level of Effort to open two-way communication with the viewed area. All creatures in the area can sense the user’s presence and hear their voice, and the creatures can speak to and be heard by the user.

\n

Depletion: 1 in 1d20

","archived":false,"basic":{"level":"1d6+3","depletion":"1 in [[/r 1d20 # Depletion roll]]","identified":true},"settings":{"general":{"nameUnidentified":""}},"rollButton":{"pool":"Pool","skill":"Practiced","assets":0,"effort1":0,"effort2":0,"effort3":0,"stepModifier":"eased","additionalSteps":0,"additionalCost":0,"damage":0,"damagePerLOE":3,"teen":"","bonus":0}},"_stats":{"systemId":"cyphersystem","systemVersion":"2.3.0","coreVersion":"10.291","createdTime":1676367597888,"modifiedTime":1676451418881,"lastModifiedBy":"yThCrv1jSfPXOC2U"},"folder":null,"sort":0,"ownership":{"default":0,"yThCrv1jSfPXOC2U":3},"_id":"zlxX0ECz2ehhSXNU"} +{"name":"Dragontongue weapon","type":"artifact","img":"systems/cyphersystem/icons/items/artifact.svg","effects":[],"flags":{"core":{"sourceId":"Compendium.cyphersystem-compendium.artifacts-fantasy.eAt8g4xpXR69XOPT"}},"system":{"version":2,"description":"

Level: 1d6 + 2

\n

Form: Weapon that roars with red flame when activated, trailing a stream of black smoke

\n

Effect: This weapon functions as a normal weapon of its type. If the wielder uses it to attack a foe, upon a successful hit, the wielder decides whether to activate the flame. Upon activation, the weapon lashes the target with fire, inflicting additional points of damage equal to the artifact level. The effect lasts for one minute after each activation.

\n

Depletion: 1 in 1d100

","archived":false,"basic":{"level":"1d6+2","depletion":"1 in [[/r 1d100 # Depletion roll]]","identified":true},"settings":{"general":{"nameUnidentified":""}},"rollButton":{"pool":"Pool","skill":"Practiced","assets":0,"effort1":0,"effort2":0,"effort3":0,"stepModifier":"eased","additionalSteps":0,"additionalCost":0,"damage":0,"damagePerLOE":3,"teen":"","bonus":0}},"_stats":{"systemId":"cyphersystem","systemVersion":"2.3.0","coreVersion":"10.291","createdTime":1676367597896,"modifiedTime":1676451418908,"lastModifiedBy":"yThCrv1jSfPXOC2U"},"folder":null,"sort":0,"ownership":{"default":0,"yThCrv1jSfPXOC2U":3},"_id":"zyG6DRzLMhA5B9uW"} diff --git a/packs/artifacts-sci-fi.db b/packs/artifacts-sci-fi.db index a9e9696..9a68461 100644 --- a/packs/artifacts-sci-fi.db +++ b/packs/artifacts-sci-fi.db @@ -1,5 +1,16 @@ -{"name":"Repair sphere","type":"artifact","img":"systems/cyphersystem/icons/items/artifact.svg","effects":[],"folder":null,"sort":0,"flags":{},"_id":"4sk825DOsE6oE9d3","system":{"version":2,"description":"

Level: 1d6 + 2

\n

Form: Small spherical automaton about 8 inches (20 cm) in diameter

\n

Effect: This device comes with a small module that can be affixed to a machine. Floating along, the sphere attempts to follow within immediate range of the module (though it can be directed to remain where it is). It moves a short distance each round. It can come to the module from a range of up to 10 miles (16 km) away. If the module is attached to a machine and that machine takes damage, the sphere moves to repair the damage with sophisticated tools that restore [[/r 1d6 – 2]] points per round (meaning that if a 1 or 2 is rolled, no damage is repaired that round). This requires no action on the part of the machine being repaired. The sphere can attempt to repair a machine a number of times per day equal to its level. The sphere must be newly activated each day.

\n

Depletion: 1 in 1d100

","archived":false,"basic":{"level":"1d6 + 2","depletion":"1 in [[/r 1d100]]","identified":true},"rollButton":{"pool":"Pool","skill":"Practiced","assets":0,"effort1":0,"effort2":0,"effort3":0,"stepModifier":"eased","additionalSteps":0,"additionalCost":0,"damage":0,"damagePerLOE":3,"teen":"","bonus":0}},"ownership":{"default":0,"k2TkElLx959B0lm5":3},"_stats":{"systemId":"cyphersystem","systemVersion":"2.0.0-a1","coreVersion":"10.286","createdTime":null,"modifiedTime":1664959727760,"lastModifiedBy":"rLeavHPrdkq6xjNt"}} +{"name":"Carbonizer","type":"artifact","img":"systems/cyphersystem/icons/items/artifact.svg","system":{"version":2,"description":"

Level: 1d6 + 3

\n

Form: Pistol-like device of unknown material

\n

Effect: This device fires a beam that transmutes the matter of targets within short range into powdery ash, inflicting damage equal to the artifact level that ignores Armor from force fields and natural scales, leather, and other organic sources.

\n

Depletion: 1 in 1d20

","archived":false,"basic":{"level":"1d6+3","depletion":"1 in [[/r d20]]","identified":true},"settings":{"general":{"nameUnidentified":""}}},"effects":[],"flags":{},"_stats":{"systemId":"cyphersystem","systemVersion":"2.3.0","coreVersion":"10.291","createdTime":1676817955486,"modifiedTime":1676818571517,"lastModifiedBy":"yThCrv1jSfPXOC2U"},"_id":"2DV53WUEfYS6wWxl","folder":null,"sort":0,"ownership":{"default":0,"yThCrv1jSfPXOC2U":3}} +{"name":"Steorraform","type":"artifact","img":"systems/cyphersystem/icons/items/artifact.svg","system":{"version":2,"description":"

Level: 1d6 + 3

\n

Form: Badge-sized seven-pointed star of unknown material

\n

Effect: If the wearer would become debilitated or die, the worn steorraform prevents it by instantly restoring health (to a creature or an NPC) or points to a Pool (to a player character). If the wearer would die of old age, disease, or poison, the artifact prevents it by rolling back the clock by a few decades, clearing the disease, or denaturing the poison. The artifact is ineffective in preventing death when those conditions last over several rounds or more, such as falling into lava, the sun, a singularity, and so on.

\n

Depletion: 1 × previous uses in 1d20

","archived":false,"basic":{"level":"1d6+3","depletion":"1 × previous uses in [[/r d20]]","identified":true},"settings":{"general":{"nameUnidentified":""}}},"effects":[],"flags":{},"_stats":{"systemId":"cyphersystem","systemVersion":"2.3.0","coreVersion":"10.291","createdTime":1676817955486,"modifiedTime":1676818571515,"lastModifiedBy":"yThCrv1jSfPXOC2U"},"_id":"2dFBmLaV45QNASym","folder":null,"sort":0,"ownership":{"default":0,"yThCrv1jSfPXOC2U":3}} +{"name":"Repair sphere","type":"artifact","img":"systems/cyphersystem/icons/items/artifact.svg","effects":[],"folder":null,"sort":0,"flags":{},"_id":"4sk825DOsE6oE9d3","system":{"version":2,"description":"

Level: 1d6 + 2

\n

Form: Small spherical automaton about 8 inches (20 cm) in diameter

\n

Effect: This device comes with a small module that can be affixed to a machine. Floating along, the sphere attempts to follow within immediate range of the module (though it can be directed to remain where it is). It moves a short distance each round. It can come to the module from a range of up to 10 miles (16 km) away. If the module is attached to a machine and that machine takes damage, the sphere moves to repair the damage with sophisticated tools that restore [[/r 1d6 – 2]] points per round (meaning that if a 1 or 2 is rolled, no damage is repaired that round). This requires no action on the part of the machine being repaired. The sphere can attempt to repair a machine a number of times per day equal to its level. The sphere must be newly activated each day.

\n

Depletion: 1 in 1d100

","archived":false,"basic":{"level":"1d6+2","depletion":"1 in [[/r 1d100]]","identified":true},"settings":{"general":{"nameUnidentified":""}},"rollButton":{"pool":"Pool","skill":"Practiced","assets":0,"effort1":0,"effort2":0,"effort3":0,"stepModifier":"eased","additionalSteps":0,"additionalCost":0,"damage":0,"damagePerLOE":3,"teen":"","bonus":0}},"ownership":{"default":0,"k2TkElLx959B0lm5":3},"_stats":{"systemId":"cyphersystem","systemVersion":"2.3.0","coreVersion":"10.291","createdTime":null,"modifiedTime":1676818722600,"lastModifiedBy":"yThCrv1jSfPXOC2U"}} +{"name":"Probability regulator","type":"artifact","img":"systems/cyphersystem/icons/items/artifact.svg","system":{"version":2,"description":"

Level: 1d6 + 4

\n

Form: Fist-sized mathematically perfect solid of constant width of unknown material

\n

Effect: For tasks that are usually random, the user exerts some level of control. When picking a card, rolling a die, choosing a number, or otherwise taking an action that skill usually plays no part in, they attempt an Intellect task whose difficulty is determined by how unlikely choosing correctly might be, so long as it is possible, even if unlikely. A 50/50 coin flip is a difficulty of 1, whereas picking a series of numbers with odds around 1 in 300,000,000 is difficulty 10. If successful, they achieve the desired result.

\n

Depletion: 1 × task difficulty in 1d20

","archived":false,"basic":{"level":"1d6+4","depletion":"1 × task difficulty in [[/r d20]]","identified":true},"settings":{"general":{"nameUnidentified":""}}},"effects":[],"flags":{},"_stats":{"systemId":"cyphersystem","systemVersion":"2.3.0","coreVersion":"10.291","createdTime":1676817955486,"modifiedTime":1676818571515,"lastModifiedBy":"yThCrv1jSfPXOC2U"},"_id":"5XCj6uCF3rPYnVvb","folder":null,"sort":0,"ownership":{"default":0,"yThCrv1jSfPXOC2U":3}} {"name":"Metabolism bud","type":"artifact","img":"systems/cyphersystem/icons/items/artifact.svg","effects":[],"folder":null,"sort":0,"flags":{},"_id":"BrWNyEr0tRbOkOW9","system":{"version":2,"description":"

Level: 1d6

\n

Form: Organic pod, almost like a small, hemispherical bit of brain; once grafted to a host, the host’s flesh grows over the pod until it is only a lump

\n

Effect: The pod grafts onto any living host (usually near the brain or spine) and injects chemicals that boost the creature’s metabolism. This permanently raises the host’s Speed Pool maximum by 5 points.

\n

Depletion:

","archived":false,"basic":{"level":"1d6","depletion":"—","identified":true},"rollButton":{"pool":"Pool","skill":"Practiced","assets":0,"effort1":0,"effort2":0,"effort3":0,"stepModifier":"eased","additionalSteps":0,"additionalCost":0,"damage":0,"damagePerLOE":3,"teen":"","bonus":0}},"ownership":{"default":0,"k2TkElLx959B0lm5":3},"_stats":{"systemId":"cyphersystem","systemVersion":"2.0.0-a1","coreVersion":"10.286","createdTime":null,"modifiedTime":1664959727733,"lastModifiedBy":"rLeavHPrdkq6xjNt"}} -{"name":"Psychic crystal","type":"artifact","img":"systems/cyphersystem/icons/items/artifact.svg","effects":[],"folder":null,"sort":0,"flags":{},"_id":"HbWQ65yTcCT5kRZ9","system":{"version":2,"description":"

Level: 1d6 + 4

\n

Form: Violet crystal the size of a fist

\n

Effect: The crystal allows the user to transmit their thoughts telepathically at an interstellar distance. Even at that range, communication is instantaneous. Each use allows about a minute’s worth of communication, and the communication is entirely one way (so having two crystals would be handy).

\n

Depletion: 1 in 1d10

","archived":false,"basic":{"level":"1d6 + 4","depletion":"1 in [[/r 1d10]]","identified":true},"rollButton":{"pool":"Pool","skill":"Practiced","assets":0,"effort1":0,"effort2":0,"effort3":0,"stepModifier":"eased","additionalSteps":0,"additionalCost":0,"damage":0,"damagePerLOE":3,"teen":"","bonus":0}},"ownership":{"default":0,"k2TkElLx959B0lm5":3},"_stats":{"systemId":"cyphersystem","systemVersion":"2.0.0-a1","coreVersion":"10.286","createdTime":null,"modifiedTime":1664959727751,"lastModifiedBy":"rLeavHPrdkq6xjNt"}} -{"name":"Amber casement","type":"artifact","img":"systems/cyphersystem/icons/items/artifact.svg","effects":[],"folder":null,"sort":0,"flags":{},"_id":"aV9zEHENEDgFu5r9","system":{"version":2,"description":"

Level: 1d6 + 4

\n

Form: Series of short, rounded tubes and hoses about 12 inches (30 cm) long

\n

Effect: The device solidifies the air in a 10-foot (3 m) cube of space, the center of which must be within short range. The air is turned into an amberlike substance, and those trapped in it will likely suffocate or starve.

\n

Depletion: 1–4 in 1d6

","archived":false,"basic":{"level":"1d6 + 4","depletion":"1–4 in [[/r 1d6]]","identified":true},"rollButton":{"pool":"Pool","skill":"Practiced","assets":0,"effort1":0,"effort2":0,"effort3":0,"stepModifier":"eased","additionalSteps":0,"additionalCost":0,"damage":0,"damagePerLOE":3,"teen":"","bonus":0}},"ownership":{"default":0,"k2TkElLx959B0lm5":3},"_stats":{"systemId":"cyphersystem","systemVersion":"2.0.0-a1","coreVersion":"10.286","createdTime":null,"modifiedTime":1664959727722,"lastModifiedBy":"rLeavHPrdkq6xjNt"}} -{"name":"Mind imager","type":"artifact","img":"systems/cyphersystem/icons/items/artifact.svg","effects":[],"folder":null,"sort":0,"flags":{},"_id":"dMU5JjdzGh2xYJHe","system":{"version":2,"description":"

Level: 1d6 + 2

\n

Form: Handheld device with a plastic panel screen and wires that must be affixed to the head of a creature

\n

Effect: This device shows a visual image of what a creature is thinking. The affected creature need not be conscious.

\n

Depletion: 1 in 1d20

","archived":false,"basic":{"level":"1d6 + 2","depletion":"1 in [[/r 1d20]]","identified":true},"rollButton":{"pool":"Pool","skill":"Practiced","assets":0,"effort1":0,"effort2":0,"effort3":0,"stepModifier":"eased","additionalSteps":0,"additionalCost":0,"damage":0,"damagePerLOE":3,"teen":"","bonus":0}},"ownership":{"default":0,"k2TkElLx959B0lm5":3},"_stats":{"systemId":"cyphersystem","systemVersion":"2.0.0-a1","coreVersion":"10.286","createdTime":null,"modifiedTime":1664959727742,"lastModifiedBy":"rLeavHPrdkq6xjNt"}} +{"name":"Metabolic prod","type":"artifact","img":"systems/cyphersystem/icons/items/artifact.svg","system":{"version":2,"description":"

Level: 1d6 + 1

\n

Form: 1 m (4 foot) metallic rod of unknown material

\n

Effect: When touched to a living target (possibly as an attack), the rod injects a potent cocktail of engineered biomolecules, paralyzing the target for up to one minute. The rod wielder may also choose one of the following additional effects, if set before attacking.

\n

Aggression: The target’s aggressive tendencies are increased for one hour, during which time the target attacks almost anything it encounters.

\n

Calm: The target’s aggressive tendencies are tamped down for one hour, during which time the target responds to attacks but never initiates them.

\n

Hibernation: The target falls into hibernation, a coma-like sleep in which their metabolism slows to a crawl. They can go months with no additional food or water and with a fraction of the air they’d normally need. Loud sounds, damage, persistent prodding, and the like wakes someone in hibernation.

\n

Depletion: 1 in 1d20

","archived":false,"basic":{"level":"1d6+1","depletion":"1 in [[/r d20]]","identified":true},"settings":{"general":{"nameUnidentified":""}}},"effects":[],"flags":{},"_stats":{"systemId":"cyphersystem","systemVersion":"2.3.0","coreVersion":"10.291","createdTime":1676817955486,"modifiedTime":1676818571515,"lastModifiedBy":"yThCrv1jSfPXOC2U"},"_id":"CV62n0rF5QZ7Ev6o","folder":null,"sort":0,"ownership":{"default":0,"yThCrv1jSfPXOC2U":3}} +{"name":"Psychic crystal","type":"artifact","img":"systems/cyphersystem/icons/items/artifact.svg","effects":[],"folder":null,"sort":0,"flags":{},"_id":"HbWQ65yTcCT5kRZ9","system":{"version":2,"description":"

Level: 1d6 + 4

\n

Form: Violet crystal the size of a fist

\n

Effect: The crystal allows the user to transmit their thoughts telepathically at an interstellar distance. Even at that range, communication is instantaneous. Each use allows about a minute’s worth of communication, and the communication is entirely one way (so having two crystals would be handy).

\n

Depletion: 1 in 1d10

","archived":false,"basic":{"level":"1d6+4","depletion":"1 in [[/r 1d10]]","identified":true},"settings":{"general":{"nameUnidentified":""}},"rollButton":{"pool":"Pool","skill":"Practiced","assets":0,"effort1":0,"effort2":0,"effort3":0,"stepModifier":"eased","additionalSteps":0,"additionalCost":0,"damage":0,"damagePerLOE":3,"teen":"","bonus":0}},"ownership":{"default":0,"k2TkElLx959B0lm5":3},"_stats":{"systemId":"cyphersystem","systemVersion":"2.3.0","coreVersion":"10.291","createdTime":null,"modifiedTime":1676818698791,"lastModifiedBy":"yThCrv1jSfPXOC2U"}} +{"name":"Alpha beam projector","type":"artifact","img":"systems/cyphersystem/icons/items/artifact.svg","system":{"version":2,"description":"

Level: 1d6 + 3

\n

Form: Rifle-like device of unknown material

\n

Effect: The device has two settings. One fires a beam of energy that acts as propulsion and rockets the artifact away unless the user can hold onto it as a difficulty 1 Might-based task. A user could use this setting to fly a long distance each round, but doing so requires a difficulty 4 Speed-based task each round to move in the direction desired (and not plow into the ground or the side of a building).

\n

The other setting fires a reactionless beam that can be used as a very long-range plasma attack that inflicts damage equal to the artifact level. The beam ignores 1 point of Armor from the target.

\n

Depletion: 1 in 1d20

","archived":false,"basic":{"level":"1d6+3","depletion":"1 in [[/r d20]]","identified":true},"settings":{"general":{"nameUnidentified":""}}},"effects":[],"flags":{},"_stats":{"systemId":"cyphersystem","systemVersion":"2.3.0","coreVersion":"10.291","createdTime":1676817955486,"modifiedTime":1676818571515,"lastModifiedBy":"yThCrv1jSfPXOC2U"},"_id":"KsFMABsKOzkHzjAq","folder":null,"sort":0,"ownership":{"default":0,"yThCrv1jSfPXOC2U":3}} +{"name":"Empathetic ray","type":"artifact","img":"systems/cyphersystem/icons/items/artifact.svg","system":{"version":2,"description":"

Level: 1d6 + 2

\n

Form: Rod-like device with very long barrel of unknown material

\n

Effect: This device emits an invisible beam of neural-magnetic energy as a short-range attack that instantly reverses how a level 1 target sees the user (turning an enemy into a friend, and vice versa) for up to one day. The user can adjust the settings to increase the ray’s effectiveness by making one additional depletion roll per increase in the maximum level of the target. Thus, to alter the attitude of level 5 target (4 levels above the normal limit), the user must make five depletion rolls. If used against a PC, an affected PC can attempt an Intellect task to end the effect once every minute for the first few minutes, then once every hour.

\n

Depletion: 1 in 1d20

","archived":false,"basic":{"level":"1d6+2","depletion":"1 in [[/r d20]]","identified":true},"settings":{"general":{"nameUnidentified":""}}},"effects":[],"flags":{"core":{"sourceId":"Item.hOyFYUB12RIrrhGj"}},"_stats":{"systemId":"cyphersystem","systemVersion":"2.3.0","coreVersion":"10.291","createdTime":1676817955486,"modifiedTime":1676818571518,"lastModifiedBy":"yThCrv1jSfPXOC2U"},"_id":"Z4tFSABe8ptpoVOY","folder":null,"sort":0,"ownership":{"default":0,"yThCrv1jSfPXOC2U":3}} +{"name":"Amber casement","type":"artifact","img":"systems/cyphersystem/icons/items/artifact.svg","effects":[],"folder":null,"sort":0,"flags":{},"_id":"aV9zEHENEDgFu5r9","system":{"version":2,"description":"

Level: 1d6 + 4

\n

Form: Series of short, rounded tubes and hoses about 12 inches (30 cm) long

\n

Effect: The device solidifies the air in a 10-foot (3 m) cube of space, the center of which must be within short range. The air is turned into an amberlike substance, and those trapped in it will likely suffocate or starve.

\n

Depletion: 1–4 in 1d6

","archived":false,"basic":{"level":"1d6+4","depletion":"1–4 in [[/r 1d6]]","identified":true},"settings":{"general":{"nameUnidentified":""}},"rollButton":{"pool":"Pool","skill":"Practiced","assets":0,"effort1":0,"effort2":0,"effort3":0,"stepModifier":"eased","additionalSteps":0,"additionalCost":0,"damage":0,"damagePerLOE":3,"teen":"","bonus":0}},"ownership":{"default":0,"k2TkElLx959B0lm5":3},"_stats":{"systemId":"cyphersystem","systemVersion":"2.3.0","coreVersion":"10.291","createdTime":null,"modifiedTime":1676818705059,"lastModifiedBy":"yThCrv1jSfPXOC2U"}} +{"name":"Mind imager","type":"artifact","img":"systems/cyphersystem/icons/items/artifact.svg","effects":[],"folder":null,"sort":0,"flags":{},"_id":"dMU5JjdzGh2xYJHe","system":{"version":2,"description":"

Level: 1d6 + 2

\n

Form: Handheld device with a plastic panel screen and wires that must be affixed to the head of a creature

\n

Effect: This device shows a visual image of what a creature is thinking. The affected creature need not be conscious.

\n

Depletion: 1 in 1d20

","archived":false,"basic":{"level":"1d6+2","depletion":"1 in [[/r 1d20]]","identified":true},"settings":{"general":{"nameUnidentified":""}},"rollButton":{"pool":"Pool","skill":"Practiced","assets":0,"effort1":0,"effort2":0,"effort3":0,"stepModifier":"eased","additionalSteps":0,"additionalCost":0,"damage":0,"damagePerLOE":3,"teen":"","bonus":0}},"ownership":{"default":0,"k2TkElLx959B0lm5":3},"_stats":{"systemId":"cyphersystem","systemVersion":"2.3.0","coreVersion":"10.291","createdTime":null,"modifiedTime":1676818714259,"lastModifiedBy":"yThCrv1jSfPXOC2U"}} +{"name":"Disintegration beamer","type":"artifact","img":"systems/cyphersystem/icons/items/artifact.svg","system":{"version":2,"description":"

Level: 1d6 + 2

\n

Form: Rifle-like device with two electrodelike protrusions of unknown material

\n

Effect: This device fires a beam to suppress the charge of the electrons that make up a creature or object within long range, inflicting damage equal to twice the artifact’s level. If the attack reduces the target’s health (or combined Pools for a PC) to below the level of the artifact, the target instantly falls to dust. (A PC who would be disintegrated can spend 1 XP and instead descend one step on the damage track.)

\n

Depletion: 1 in 1d20

","archived":false,"basic":{"level":"1d6+2","depletion":"1 in [[/r d20]]","identified":true},"settings":{"general":{"nameUnidentified":""}}},"effects":[],"flags":{"core":{"sourceId":"Item.hOyFYUB12RIrrhGj"}},"_stats":{"systemId":"cyphersystem","systemVersion":"2.3.0","coreVersion":"10.291","createdTime":1676817955486,"modifiedTime":1676818571517,"lastModifiedBy":"yThCrv1jSfPXOC2U"},"_id":"gFfy7bHXYXjUmkp4","folder":null,"sort":0,"ownership":{"default":0,"yThCrv1jSfPXOC2U":3}} +{"name":"Death ray","type":"artifact","img":"systems/cyphersystem/icons/items/artifact.svg","system":{"version":2,"description":"

Level: 1d6 + 2

\n

Form: Rod-like device of unknown material

\n

Effect: This device emits an invisible beam of neural-magnetic energy as a long-range attack that instantly shorts out all brain and nerve functions of a level 1 creature, killing it. The user can adjust the settings to increase the death ray’s effectiveness by making one additional depletion roll per increase in the maximum level of the target. Thus, to kill a level 5 target (4 levels above the normal limit), the user must make five depletion rolls. If used against a PC, the device inflicts damage equal to its level and the PC descends one step on the damage track.

\n

Depletion: 1 in 1d20

","archived":false,"basic":{"level":"1d6+2","depletion":"1 in [[/r d20]]","identified":true},"settings":{"general":{"nameUnidentified":""}}},"effects":[],"flags":{"core":{"sourceId":"Item.hOyFYUB12RIrrhGj"}},"_stats":{"systemId":"cyphersystem","systemVersion":"2.3.0","coreVersion":"10.291","createdTime":1676817955486,"modifiedTime":1676818571517,"lastModifiedBy":"yThCrv1jSfPXOC2U"},"_id":"hOyFYUB12RIrrhGj","folder":null,"sort":0,"ownership":{"default":0,"yThCrv1jSfPXOC2U":3}} +{"name":"Dimensional modulator","type":"artifact","img":"systems/cyphersystem/icons/items/artifact.svg","system":{"version":2,"description":"

Level: 1d6 + 3

\n

Form: Marble-sized crisscross shape of unknown material

\n

Effect: A target within immediate range loses their dimension of breadth (which folds into a higher dimension), rendering them as flat as paper. The target adheres to whatever surface it was attached to, set upon, or was standing upon, and resembles particularly realistic art. An affected creature enters stasis. While in stasis, it is unable to take actions, doesn’t age, and is immune to damage and effects. It remains in stasis for about a day, until the user returns the missing dimension or the artifact depletes.

\n

Depletion: 1 in 1d10

","archived":false,"basic":{"level":"1d6+3","depletion":"1 in [[/r d10]]","identified":true},"settings":{"general":{"nameUnidentified":""}}},"effects":[],"flags":{},"_stats":{"systemId":"cyphersystem","systemVersion":"2.3.0","coreVersion":"10.291","createdTime":1676817955486,"modifiedTime":1676818571515,"lastModifiedBy":"yThCrv1jSfPXOC2U"},"_id":"krsthzgwJpFLEVML","folder":null,"sort":0,"ownership":{"default":0,"yThCrv1jSfPXOC2U":3}} +{"name":"Gate ring","type":"artifact","img":"systems/cyphersystem/icons/items/artifact.svg","system":{"version":2,"description":"

Level: 1d6 + 4

\n

Form: Wearable ring of unknown material

\n

Effect: Creates a full-sized shield that can be used as a regular shield in combat for one character, providing an asset on Speed defense rolls for the duration of that combat, after which it returns to its ring-like form. In addition, the wielder can command the deployed shield to become a functioning star gate that remains open for just one hour, leading to a strange destination (which the wielder is potentially aware of, if they ran sufficient analysis on the ring or otherwise gained information about it before using the function).

\n

Depletion: Automatic (if gate is formed)

","archived":false,"basic":{"level":"1d6+4","depletion":"automatic","identified":true},"settings":{"general":{"nameUnidentified":""}}},"effects":[],"ownership":{"default":0,"yThCrv1jSfPXOC2U":3},"flags":{"core":{"sourceId":"Item.atORCBgFMRcQOetE"}},"_stats":{"systemId":"cyphersystem","systemVersion":"2.3.0","coreVersion":"10.291","createdTime":1676998216515,"modifiedTime":1676998290531,"lastModifiedBy":"yThCrv1jSfPXOC2U"},"folder":null,"sort":0,"_id":"2UCNN99ZdN1hHnLj"} +{"name":"Fractal traveler","type":"artifact","img":"systems/cyphersystem/icons/items/artifact.svg","system":{"version":2,"description":"

Level: 1d6 + 4

\n

Form: Goggle-like device of unknown material

\n

Effect: When worn, induces a powerful hallucinogenic state in wearer. Hallucinations last for four hours, during which time the wearer seems to disappear from existence. From the wearer’s perspective, they are falling through an ever-iterating fractal realm of mind-blowing imagery, possibly some version of hyperspace or dark energy network. At the end of that period they return to existence, either in the same location they left or somewhere they’ve previously visited. The images leave the viewer shaken, but for several hours all Intellect-based tasks are eased.

\n

Depletion: 1 in 1d6

","archived":false,"basic":{"level":"1d6+4","depletion":"1 in [[/r d6]]","identified":true},"settings":{"general":{"nameUnidentified":""}}},"effects":[],"ownership":{"default":0,"yThCrv1jSfPXOC2U":3},"flags":{"core":{"sourceId":"Item.V4wE9q5eXh3VBO6v"}},"_stats":{"systemId":"cyphersystem","systemVersion":"2.3.0","coreVersion":"10.291","createdTime":1676998308245,"modifiedTime":1676998343936,"lastModifiedBy":"yThCrv1jSfPXOC2U"},"folder":null,"sort":0,"_id":"a7XBWrvgKgy6ze0P"} diff --git a/packs/basic-creatures-and-npcs.db b/packs/basic-creatures-and-npcs.db index fff7f17..c82b79d 100644 --- a/packs/basic-creatures-and-npcs.db +++ b/packs/basic-creatures-and-npcs.db @@ -1,65 +1,125 @@ -{"name":"Robot servant","type":"npc","img":"icons/svg/mystery-man.svg","system":{"version":2,"basic":{"level":3},"pools":{"health":{"value":9,"max":9}},"combat":{"damage":3,"armor":0},"description":"","notes":"

Level 3

","settings":{"general":{"initiativeBonus":0,"hideArchive":false},"equipment":{"ammo":{"active":false},"attacks":{"active":false},"armor":{"active":false},"cyphers":{"active":false,"label":""},"artifacts":{"active":false,"label":""},"oddities":{"active":false,"label":""},"materials":{"active":false,"label":""}}}},"prototypeToken":{"name":"Robot servant","displayName":0,"actorLink":false,"texture":{"src":"icons/svg/mystery-man.svg","scaleX":1,"scaleY":1,"offsetX":0,"offsetY":0,"rotation":0,"tint":null},"width":1,"height":1,"lockRotation":false,"rotation":0,"alpha":1,"disposition":-1,"displayBars":0,"bar1":{"attribute":null},"bar2":{"attribute":null},"light":{"alpha":0.5,"angle":360,"bright":0,"color":null,"coloration":1,"dim":0,"attenuation":0.5,"luminosity":0.5,"saturation":0,"contrast":0,"shadows":0,"animation":{"type":null,"speed":5,"intensity":5,"reverse":false},"darkness":{"min":0,"max":1}},"sight":{"enabled":false,"range":null,"angle":360,"visionMode":"basic","color":null,"attenuation":0.1,"brightness":0,"saturation":0,"contrast":0},"detectionModes":[],"flags":{},"randomImg":false},"items":[],"effects":[],"flags":{"core":{"sourceId":"Actor.F6K9aEFAXmdGR0uU"}},"_stats":{"systemId":"cyphersystem","systemVersion":"2.0.0-b3","coreVersion":"10.288","createdTime":1666974464274,"modifiedTime":1666975493201,"lastModifiedBy":"rLeavHPrdkq6xjNt"},"folder":null,"sort":0,"ownership":{"default":0,"rLeavHPrdkq6xjNt":3},"_id":"0WiWAbNWXRypYxjh"} -{"name":"Razorblade butterflies","type":"npc","img":"icons/svg/mystery-man.svg","system":{"version":2,"basic":{"level":1},"pools":{"health":{"value":3,"max":3}},"combat":{"damage":1,"armor":0},"description":"","notes":"

Level 1; swarm as a level 3 creature able to attack all creatures in an area an immediate distance across

","settings":{"general":{"initiativeBonus":0,"hideArchive":false},"equipment":{"ammo":{"active":false},"attacks":{"active":false},"armor":{"active":false},"cyphers":{"active":false,"label":""},"artifacts":{"active":false,"label":""},"oddities":{"active":false,"label":""},"materials":{"active":false,"label":""}}}},"prototypeToken":{"name":"Razorblade butterflies","displayName":0,"actorLink":false,"texture":{"src":"icons/svg/mystery-man.svg","scaleX":1,"scaleY":1,"offsetX":0,"offsetY":0,"rotation":0,"tint":null},"width":1,"height":1,"lockRotation":false,"rotation":0,"alpha":1,"disposition":-1,"displayBars":0,"bar1":{"attribute":null},"bar2":{"attribute":null},"light":{"alpha":0.5,"angle":360,"bright":0,"color":null,"coloration":1,"dim":0,"attenuation":0.5,"luminosity":0.5,"saturation":0,"contrast":0,"shadows":0,"animation":{"type":null,"speed":5,"intensity":5,"reverse":false},"darkness":{"min":0,"max":1}},"sight":{"enabled":false,"range":null,"angle":360,"visionMode":"basic","color":null,"attenuation":0.1,"brightness":0,"saturation":0,"contrast":0},"detectionModes":[],"flags":{},"randomImg":false},"items":[],"effects":[],"ownership":{"default":0,"rLeavHPrdkq6xjNt":3},"flags":{"core":{"sourceId":"Actor.QfGJy72BzlqlocJD"}},"_stats":{"systemId":"cyphersystem","systemVersion":"2.0.0-b3","coreVersion":"10.288","createdTime":1667119487113,"modifiedTime":1667119510867,"lastModifiedBy":"rLeavHPrdkq6xjNt"},"folder":null,"sort":0,"_id":"2v0CeAw0V9Hql9iL"} -{"name":"Crazy loner","type":"npc","img":"icons/svg/mystery-man.svg","system":{"version":2,"basic":{"level":3},"pools":{"health":{"value":9,"max":9}},"combat":{"damage":3,"armor":0},"description":"","notes":"

Level 3, deception and attacks as level 5

","settings":{"general":{"initiativeBonus":0,"hideArchive":false},"equipment":{"ammo":{"active":false},"attacks":{"active":false},"armor":{"active":false},"cyphers":{"active":false,"label":""},"artifacts":{"active":false,"label":""},"oddities":{"active":false,"label":""},"materials":{"active":false,"label":""}}}},"prototypeToken":{"name":"Crazy loner","displayName":0,"actorLink":false,"texture":{"src":"icons/svg/mystery-man.svg","scaleX":1,"scaleY":1,"offsetX":0,"offsetY":0,"rotation":0,"tint":null},"width":1,"height":1,"lockRotation":false,"rotation":0,"alpha":1,"disposition":-1,"displayBars":0,"bar1":{"attribute":null},"bar2":{"attribute":null},"light":{"alpha":0.5,"angle":360,"bright":0,"color":null,"coloration":1,"dim":0,"attenuation":0.5,"luminosity":0.5,"saturation":0,"contrast":0,"shadows":0,"animation":{"type":null,"speed":5,"intensity":5,"reverse":false},"darkness":{"min":0,"max":1}},"sight":{"enabled":false,"range":null,"angle":360,"visionMode":"basic","color":null,"attenuation":0.1,"brightness":0,"saturation":0,"contrast":0},"detectionModes":[],"flags":{},"randomImg":false},"items":[],"effects":[],"ownership":{"default":0,"rLeavHPrdkq6xjNt":3},"flags":{"core":{"sourceId":"Actor.idch1EOtZfnuktVk"}},"_stats":{"systemId":"cyphersystem","systemVersion":"2.0.0-b3","coreVersion":"10.288","createdTime":1667118820455,"modifiedTime":1667118841957,"lastModifiedBy":"rLeavHPrdkq6xjNt"},"folder":null,"sort":0,"_id":"31W9R0HQhQT0ic3A"} -{"name":"Bear, grizzly","type":"npc","img":"icons/svg/mystery-man.svg","system":{"version":2,"basic":{"level":5},"pools":{"health":{"value":20,"max":20}},"combat":{"damage":5,"armor":1},"description":"","notes":"

Level 5; health 20; Armor 1

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Level 3, perception as level 4

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Level 3; moves a long distance each round

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Level 4; bite inflicts 5 points of Speed damage (ignores Armor)

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Level 2, stealth and finding lost items as level 6

\n

Most fey creatures of level 2 or higher regain 1 point of health per round, unless wounded by silvered or cold iron weapons.

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Level 2, perception as level 3

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Level 3

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Level 5, perception, intuition, initiative, and detecting falsehood as level 9

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Level 2, pleasant social interaction as level 4

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Level 2

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Swarm as a level 1 creature; constantly whisper insults, slurs, and obscenities; those physically attacked must also succeed on a difficulty 3 Might defense task or be stunned and lose their next turn

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Level 2, perception as level 3

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Level 6; claws inflict 7 points of damage and grab victim until they escape; grabbed creature takes 10 points of damage per round; troll regains 3 points of health per round

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Level 1

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Level 2; health 8

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Level 4, most actions as level 6 due to gadgets, serums, artifacts, etc.

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Level 1, knowledge tasks as level 7

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Level 2, metalworking as level 4; health 8

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Level 4, deception and Speed defense as level 5; short-range magic dust attack inflicts damage or makes target amenable to faerie suggestions for one minute

\n

Most fey creatures of level 2 or higher regain 1 point of health per round, unless wounded by silvered or cold iron weapons.

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Level 1, attacks as level 4

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Level 2; bite inflicts 3 points of Speed damage (ignores Armor)

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Level 2; health 8

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Level 1

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Level 3, stealth and positive social interactions as level 6

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Most fey creatures of level 2 or higher regain 1 point of health per round, unless wounded by silvered or cold iron weapons.

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Level 6, stealth as level 7; health 27; Armor 4; short-range whisper attack enthralls target for one hour or until attacked; root tendril attacks on up to three separate targets in immediate range; silvered and cold iron weapons ignore the erlking’s Armor

\n
\n

Erlking: An animated accumulation of woodland debris—bark, lost teeth, matted weeds, and dirt—that wears a crown of oak leaves and a cloak of mist.

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\n

Most fey creatures of level 2 or higher regain 1 point of health per round, unless wounded by silvered or cold iron weapons.

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Level 2, science-related tasks as level 4

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Level 4, initiative and intimidation as level 7; health 28; Armor 1

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Level 3, interaction and knowledge tasks as level 1; carries level 4 infectious disease

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Level 2, business tasks as level 3

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Level 3, perception as level 4; health 12; Armor 1; attacks inflict 5 points of damage

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Level 2

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Level 4; Armor 2

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Level 3; Armor 3; rooted in place; lashing branches attack up to three characters as a single action and on a failed Might defense task, hold the victim in place until they can escape

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Most fey creatures of level 2 or higher regain 1 point of health per round, unless wounded by silvered or cold iron weapons.

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Level 2; health 8

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Level 5; health 20; Armor 1

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Level 4; Armor 1; swims a short distance each round

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Level 3; moves a long distance each round

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Level 3, balancing and climbing as level 4; damage inflicted 4 points

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Level 4; bite inflicts 5 points of Speed damage (ignores Armor)

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Level 3, perception as level 4

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Level 3, attacks as level 4; flies a long distance each round

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Level 2, haggling and assessment tasks as level 3

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The generic term “auton” refers to a smart robot, one able to exist in the world as a full-fledged entity, though not nearly so competent as a true AI. On the other hand, autons come very close to having self-awareness, and some have probably achieved it. The variety of autons is staggering, given that they can be trained in nearly any task. Autons also come in a variety of shapes and colors, which vary based on culture and tech level. Though most can move on treads or legs to follow their owners as directed, some autons are housed in drone-like chassis using either rotors or microthrusters, allowing them to fly rather than move on the ground.

\n

Treat a basic auton as a level 1 follower, which allows the auton modifications in one task.

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Level 2, animal handling as level 3

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Level 2, stealth and finding lost items as level 6

\n

Most fey creatures of level 2 or higher regain 1 point of health per round, unless wounded by silvered or cold iron weapons.

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Level 6; ancient history, ancient religion, climbing, and stealth as level 8; health 24; Armor 2; damage inflicted 7 points

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Level 2, perception as level 3

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Level 5; health 20; Armor 1

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Level 2

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Level 3

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Level 5, perception, intuition, initiative, and detecting falsehood as level 9

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Level 2, pleasant social interaction as level 4

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Level 4, Might defense as level 5; health 15; Armor 1; claws inflict 5 points of damage; grabbed victim suffers 5 points of damage each round held by troll

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Level 5, attacks as level 6; Armor 1; damage inflicted 6 points; regenerates 2 health per round (unless recently wounded by silver)

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Level 2

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Swarm as a level 1 creature; constantly whisper insults, slurs, and obscenities; those physically attacked must also succeed on a difficulty 3 Might defense task or be stunned and lose their next turn

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Level 2, perception as level 3

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Level 4; Might defense, perception, and attacks as level 5; health 15; Armor 1; makes two attacks as its action; once per hour can teleport up to 1 mile; once per hour can heal a creature for 4 Pool points (or health) and remove poisons up to level 4

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Level 6; claws inflict 7 points of damage and grab victim until they escape; grabbed creature takes 10 points of damage per round; troll regains 3 points of health per round

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The generic term “auton” refers to a smart robot, one able to exist in the world as a full-fledged entity, though not nearly so competent as a true AI. On the other hand, autons come very close to having self-awareness, and some have probably achieved it. The variety of autons is staggering, given that they can be trained in nearly any task. Autons also come in a variety of shapes and colors, which vary based on culture and tech level. Though most can move on treads or legs to follow their owners as directed, some autons are housed in drone-like chassis using either rotors or microthrusters, allowing them to fly rather than move on the ground.

\n

Treat as a level 2 follower, which allows the auton modifications in up to two tasks, but one modification is always healing. A medical auton also incorporates a @UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.lGE0l9c3p8FoxJe4]{mobile autodoc}.

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The generic term “auton” refers to a smart robot, one able to exist in the world as a full-fledged entity, though not nearly so competent as a true AI. On the other hand, autons come very close to having self-awareness, and some have probably achieved it. The variety of autons is staggering, given that they can be trained in nearly any task. Autons also come in a variety of shapes and colors, which vary based on culture and tech level. Though most can move on treads or legs to follow their owners as directed, some autons are housed in drone-like chassis using either rotors or microthrusters, allowing them to fly rather than move on the ground.

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Treat as a level 2 follower, which allows the auton modifications in up to two tasks, but one modification is always Speed defense, which means when helping to defend a target from a physical attack, the target eases the task by two steps. A defense auton also has 3 Armor. Military drone autons are miniaturized and able to fly in gravity to support owner.

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Level 3; flesh-decaying touch inflicts 3 points of damage

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Level 2, attacks as level 3; damage inflicted 3 points

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Level 1

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Level 2; health 8

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Level 4, most actions as level 6 due to gadgets, serums, artifacts, etc.

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Level 1, knowledge tasks as level 7

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Level 6; Armor 4; pincer attack holds prey and automatically inflicts damage each turn until the target succeeds at a Might or Speed defense task

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Level 3, climbing and attacks as level 4

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Level 1, attacks as level 3, Speed defense as level 3 due to quickness and size; health 5; Armor 1

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Level 4; health 15; moves a long distance each round

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Level 4; Armor 2; damage inflicted 4 points plus 4 points of Speed damage (ignores Armor) on a failed Might defense task

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Level 2, metalworking as level 4; health 8

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Level 4, deception and Speed defense as level 5; short-range magic dust attack inflicts damage or makes target amenable to faerie suggestions for one minute

\n

Most fey creatures of level 2 or higher regain 1 point of health per round, unless wounded by silvered or cold iron weapons.

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Level 1, attacks as level 4

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Level 4; flies a long distance each round

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Level 2; bite inflicts 3 points of Speed damage (ignores Armor)

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Level 4, attacks as level 5; health 15; Armor 2; regenerates 2 health per round (unless recently wounded by silver)

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Level 3

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Level 2; health 8

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Level 1

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Level 3, stealth and positive social interactions as level 6

\n

Most fey creatures of level 2 or higher regain 1 point of health per round, unless wounded by silvered or cold iron weapons.

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Level 6, stealth as level 7; health 27; Armor 4; short-range whisper attack enthralls target for one hour or until attacked; root tendril attacks on up to three separate targets in immediate range; silvered and cold iron weapons ignore the erlking’s Armor

\n
\n

Erlking: An animated accumulation of woodland debris—bark, lost teeth, matted weeds, and dirt—that wears a crown of oak leaves and a cloak of mist.

\n
\n

Most fey creatures of level 2 or higher regain 1 point of health per round, unless wounded by silvered or cold iron weapons.

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Level 3; Armor 1; flies a long distance each round

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Level 2, science-related tasks as level 4

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Level 4, initiative and intimidation as level 7; health 28; Armor 1

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Level 3, interaction and knowledge tasks as level 1; carries level 4 infectious disease

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Level 2, business tasks as level 3

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Level 3, perception as level 4; health 12; Armor 1; attacks inflict 5 points of damage

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Level 2, Speed defense as level 3 due to shield; health 8; Armor 2

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Level 4, attacks and perception as level 5; Armor 1

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Expensive Synths are a blend of biological and mechanical parts so advanced that in some cases it’s impossible to tell the difference between a living creature and a synth. They are strong AIs in physical bodies. Other varieties of synths are constructed (or have modified themselves) to make it obvious they are not biological. In any case, synths are often sturdier and longer lasting than an average biological entity. Even so, in some settings, synths are relegated to being servitors, as if they were simple robots and autons. In other settings, a few, some, or all humans have long ago migrated into synth bodies, leaving their biology behind in prehistory, and becoming posthuman.

\n

Treat as a level 6 follower, which allows the synths modifications in up to six tasks, outfitted for war, including modifications in attack and defense. A wardroid often has many additional customizations and abilities. At minimum, all synths have 2 Armor and regain 1 point of lost health per round if damaged.

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Level 3

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Expensive Synths are a blend of biological and mechanical parts so advanced that in some cases it’s impossible to tell the difference between a living creature and a synth. They are strong AIs in physical bodies. Other varieties of synths are constructed (or have modified themselves) to make it obvious they are not biological. In any case, synths are often sturdier and longer lasting than an average biological entity. Even so, in some settings, synths are relegated to being servitors, as if they were simple robots and autons. In other settings, a few, some, or all humans have long ago migrated into synth bodies, leaving their biology behind in prehistory, and becoming posthuman.

\n

Treat as a level 3 follower, which allows the synths modifications in up to three tasks, depending on the particular synth. At minimum, all synths have 2 Armor and regain 1 point of lost health per round if damaged.

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Level 2

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Level 4; Armor 2

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Level 3; Armor 1

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Level 5, attacks as level 6; Armor 1

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Level 2; bite inflicts 3 points of Speed damage (ignores Armor)

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Level 5; health 16; damage inflicted 7 points

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Level 2

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Level 2; flies a long distance each round; eases physical tasks, including attacks or defense

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Level 4

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Level 4, attacks as level 5; health 15; Armor 1

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Level 3, Speed defense as level 4; moves or flies a long distance each round

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A smaller type of horse, suitable for pulling a cart, carrying smaller loads than a full-sized horse, or serving as a mount for a smaller-than-human creature such as a dwarf or halfling.

\n

Level 2

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Level 5, attacks as level 6; Armor 1

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Level 4, stealth as level 5, Might and Intellect defense as level 5

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Level 4; health 18; Armor 2; damage inflicted 4 points plus 3 points of Speed damage (ignores Armor) on a failed Might defense task

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Level 3; Armor 3; rooted in place; lashing branches attack up to three characters as a single action and on a failed Might defense task, hold the victim in place until they can escape

\n

Most fey creatures of level 2 or higher regain 1 point of health per round, unless wounded by silvered or cold iron weapons.

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Expensive Synths are a blend of biological and mechanical parts so advanced that in some cases it’s impossible to tell the difference between a living creature and a synth. They are strong AIs in physical bodies. Other varieties of synths are constructed (or have modified themselves) to make it obvious they are not biological. In any case, synths are often sturdier and longer lasting than an average biological entity. Even so, in some settings, synths are relegated to being servitors, as if they were simple robots and autons. In other settings, a few, some, or all humans have long ago migrated into synth bodies, leaving their biology behind in prehistory, and becoming posthuman.

\n

Treat as a level 4 follower, which allows the synths modifications in up to four tasks, depending on the particular synth. At minimum, all synths have 2 Armor and regain 1 point of lost health per round if damaged.

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Level 3, attacks as level 4; health 15; 5 points of melee damage

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Level 3, interactions as level 7, resistance to all interactions as level 9

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Level 2, all interaction tasks as level 6

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Level 2, religious lore and all interaction tasks as level 6

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The generic term “auton” refers to a smart robot, one able to exist in the world as a full-fledged entity, though not nearly so competent as a true AI. On the other hand, autons come very close to having self-awareness, and some have probably achieved it. The variety of autons is staggering, given that they can be trained in nearly any task. Autons also come in a variety of shapes and colors, which vary based on culture and tech level. Though most can move on treads or legs to follow their owners as directed, some autons are housed in drone-like chassis using either rotors or microthrusters, allowing them to fly rather than move on the ground.

\n

Treat as a level 2 follower, which allows the auton modifications in up to two tasks, depending on the particular aide.

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Level 3; Armor 5; damage inflicted 5 points; flies a short distance each round

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Expensive Synths are a blend of biological and mechanical parts so advanced that in some cases it’s impossible to tell the difference between a living creature and a synth. They are strong AIs in physical bodies. Other varieties of synths are constructed (or have modified themselves) to make it obvious they are not biological. In any case, synths are often sturdier and longer lasting than an average biological entity. Even so, in some settings, synths are relegated to being servitors, as if they were simple robots and autons. In other settings, a few, some, or all humans have long ago migrated into synth bodies, leaving their biology behind in prehistory, and becoming posthuman.

\n

Treat as a level 7 follower, which allows the synths modifications in up to seven tasks, with modifications focusing on stealth, disguise, and tasks related to gaining entry to guarded locations for purposes of spying or assassination. Synth infiltrators have systems that allow them to change their apparent (or even actual) shape completely over the course of a minute to appear as another creature or innocuous object. At minimum, all synths have 2 Armor and regain 1 point of lost health per round if damaged.

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Level 2, knowledge of science and all interaction tasks as level 6

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Level 4, perception as level 5; Armor 1; flies a long distance each round

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Level 3, attacks as level 4; health 15; Armor 2

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Level 4; Armor 1

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Level 3, attacks as level 4

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Level 2; flies a long distance each round

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Level 3; attacks, perception, and stealth as level 4; Armor 1

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The generic term “auton” refers to a smart robot, one able to exist in the world as a full-fledged entity, though not nearly so competent as a true AI. On the other hand, autons come very close to having self-awareness, and some have probably achieved it. The variety of autons is staggering, given that they can be trained in nearly any task. Autons also come in a variety of shapes and colors, which vary based on culture and tech level. Though most can move on treads or legs to follow their owners as directed, some autons are housed in drone-like chassis using either rotors or microthrusters, allowing them to fly rather than move on the ground.

\n

Treat as a level 2 follower, which allows the auton modifications in up to two tasks, but one modification is always in attacks, which means when helping a target to make an attack, the target eases the task by two steps. However, warrior autons usually attack autonomously as level 3 entities with a ranged or melee weapon that inflicts 5 points of damage. Military drone autons are miniaturized and able to fly in gravity to support owner.

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Level 1

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Expensive Synths are a blend of biological and mechanical parts so advanced that in some cases it’s impossible to tell the difference between a living creature and a synth. They are strong AIs in physical bodies. Other varieties of synths are constructed (or have modified themselves) to make it obvious they are not biological. In any case, synths are often sturdier and longer lasting than an average biological entity. Even so, in some settings, synths are relegated to being servitors, as if they were simple robots and autons. In other settings, a few, some, or all humans have long ago migrated into synth bodies, leaving their biology behind in prehistory, and becoming posthuman.

\n

Treat as a level 5 follower, which allows the synths modifications in up to five tasks, depending on the particular synth. At minimum, all synths have 2 Armor and regain 1 point of lost health per round if damaged.

\n

A free synth usually can’t be purchased, by definition, but can be hired on a contract basis, as an expensive cost for each week of service required.

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Level 2, attacks as level 3

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Level 4; carries weird weapons, including those with long range

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Level 3, stealth as level 6

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Level 5; health 16; can heal one creature for 10 points or all within immediate range for 5 points

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The generic term “auton” refers to a smart robot, one able to exist in the world as a full-fledged entity, though not nearly so competent as a true AI. On the other hand, autons come very close to having self-awareness, and some have probably achieved it. The variety of autons is staggering, given that they can be trained in nearly any task. Autons also come in a variety of shapes and colors, which vary based on culture and tech level. Though most can move on treads or legs to follow their owners as directed, some autons are housed in drone-like chassis using either rotors or microthrusters, allowing them to fly rather than move on the ground.

\n

Treat as a level 2 follower, which allows the auton modifications in up to two tasks, but one modification is always Speed defense, which means when helping to defend a target from a physical attack, the target eases the task by two steps. A defense auton also has 3 Armor.

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Level 4

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Circuit-inscribed, and jauntily decorated, smart-material sphere about 1 m (3 feet) in diameter that rolls or jumps to stay within an immediate distance of owner. Capable of playing music, pulsing with light, engaging in witty conversation, and in keeping confidence. Treat the sidekick sphere as a level 2 follower (and limited sim AI).

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Level 2, programming, digital infiltration, and repairing computers as level 7

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Level 1

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The generic term “auton” refers to a smart robot, one able to exist in the world as a full-fledged entity, though not nearly so competent as a true AI. On the other hand, autons come very close to having self-awareness, and some have probably achieved it. The variety of autons is staggering, given that they can be trained in nearly any task. Autons also come in a variety of shapes and colors, which vary based on culture and tech level. Though most can move on treads or legs to follow their owners as directed, some autons are housed in drone-like chassis using either rotors or microthrusters, allowing them to fly rather than move on the ground.

\n

Treat as a level 2 follower, which allows the auton modifications in up to two tasks, but one modification is always in attacks, which means when helping a target to make an attack, the target eases the task by two steps. However, warrior autons usually attack autonomously as level 3 entities with a ranged or melee weapon that inflicts 5 points of damage.

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Level 2; health 8

","settings":{"general":{"initiativeBonus":0,"hideArchive":false},"equipment":{"ammo":{"active":false},"attacks":{"active":false},"armor":{"active":false},"cyphers":{"active":false,"label":""},"artifacts":{"active":false,"label":""},"oddities":{"active":false,"label":""},"materials":{"active":false,"label":""}}}},"prototypeToken":{"name":"Physical laborer","displayName":20,"actorLink":false,"texture":{"src":"icons/svg/mystery-man.svg","scaleX":1,"scaleY":1,"offsetX":0,"offsetY":0,"rotation":0,"tint":null},"width":1,"height":1,"lockRotation":false,"rotation":0,"alpha":1,"disposition":0,"displayBars":40,"bar1":{"attribute":"pools.health"},"bar2":{"attribute":"basic.level"},"light":{"alpha":0.5,"angle":360,"bright":0,"color":null,"coloration":1,"dim":0,"attenuation":0.5,"luminosity":0.5,"saturation":0,"contrast":0,"shadows":0,"animation":{"type":null,"speed":5,"intensity":5,"reverse":false},"darkness":{"min":0,"max":1}},"sight":{"enabled":false,"range":null,"angle":360,"visionMode":"basic","color":null,"attenuation":0.1,"brightness":0,"saturation":0,"contrast":0},"detectionModes":[],"flags":{},"randomImg":false},"items":[],"effects":[],"ownership":{"default":0,"rLeavHPrdkq6xjNt":3},"flags":{"core":{"sourceId":"Actor.mACHjhlc8S1OpTt9"}},"_stats":{"systemId":"cyphersystem","systemVersion":"2.3.0","coreVersion":"10.291","createdTime":1667117840962,"modifiedTime":1676797809854,"lastModifiedBy":"yThCrv1jSfPXOC2U"},"folder":null,"sort":0,"_id":"vSvrg6g5VkP5MkeZ"} +{"name":"Warhorse","type":"npc","img":"icons/svg/mystery-man.svg","system":{"version":2,"basic":{"level":4},"pools":{"health":{"value":12,"max":12}},"combat":{"damage":4,"armor":0},"description":"","notes":"

A horse trained to be calm during the noise and action of combat, used either as a mount or to pull a vehicle such as a chariot.

\n

Level 4; moves a long distance each round

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A dog specially trained to guard. Better suited for watching or patrolling an area against thieves and intruders than it is for accompanying adventurers into dangerous locations.

\n

Level 3, attacks and perception as level 4

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A strong horse able to carry or pull heavy loads.

","notes":"

A strong horse able to carry or pull heavy loads.

\n

Level 3

","settings":{"general":{"initiativeBonus":0,"hideArchive":false},"equipment":{"ammo":{"active":false},"attacks":{"active":false},"armor":{"active":false},"cyphers":{"active":false,"label":""},"artifacts":{"active":false,"label":""},"oddities":{"active":false,"label":""},"materials":{"active":false,"label":""}}}},"prototypeToken":{"name":"Draft horse","displayName":20,"actorLink":false,"texture":{"src":"icons/svg/mystery-man.svg","scaleX":1,"scaleY":1,"offsetX":0,"offsetY":0,"rotation":0,"tint":null},"width":1,"height":1,"lockRotation":false,"rotation":0,"alpha":1,"disposition":0,"displayBars":40,"bar1":{"attribute":"pools.health"},"bar2":{"attribute":"basic.level"},"light":{"alpha":0.5,"angle":360,"bright":0,"color":null,"coloration":1,"dim":0,"attenuation":0.5,"luminosity":0.5,"saturation":0,"contrast":0,"shadows":0,"animation":{"type":null,"speed":5,"intensity":5,"reverse":false},"darkness":{"min":0,"max":1}},"sight":{"enabled":false,"range":null,"angle":360,"visionMode":"basic","color":null,"attenuation":0.1,"brightness":0,"saturation":0,"contrast":0},"detectionModes":[],"flags":{},"randomImg":false},"items":[],"effects":[],"ownership":{"default":0,"yThCrv1jSfPXOC2U":3},"flags":{"core":{"sourceId":"Actor.qb58iIbmGhHUH8OH"}},"_stats":{"systemId":"cyphersystem","systemVersion":"2.3.0","coreVersion":"10.291","createdTime":1676111563790,"modifiedTime":1676797809640,"lastModifiedBy":"yThCrv1jSfPXOC2U"},"folder":null,"sort":0,"_id":"vu0y0ToQ40IxsAow"} +{"name":"Distrustful relative","type":"npc","img":"icons/svg/mystery-man.svg","system":{"version":2,"basic":{"level":2},"pools":{"health":{"value":6,"max":6}},"combat":{"damage":2,"armor":0},"description":"","notes":"

Level 2

","settings":{"general":{"initiativeBonus":0,"hideArchive":false},"equipment":{"ammo":{"active":false},"attacks":{"active":false},"armor":{"active":false},"cyphers":{"active":false,"label":""},"artifacts":{"active":false,"label":""},"oddities":{"active":false,"label":""},"materials":{"active":false,"label":""}}}},"prototypeToken":{"name":"Distrustful relative","displayName":20,"actorLink":false,"texture":{"src":"icons/svg/mystery-man.svg","scaleX":1,"scaleY":1,"offsetX":0,"offsetY":0,"rotation":0,"tint":null},"width":1,"height":1,"lockRotation":false,"rotation":0,"alpha":1,"disposition":0,"displayBars":40,"bar1":{"attribute":"pools.health"},"bar2":{"attribute":"basic.level"},"light":{"alpha":0.5,"angle":360,"bright":0,"color":null,"coloration":1,"dim":0,"attenuation":0.5,"luminosity":0.5,"saturation":0,"contrast":0,"shadows":0,"animation":{"type":null,"speed":5,"intensity":5,"reverse":false},"darkness":{"min":0,"max":1}},"sight":{"enabled":false,"range":null,"angle":360,"visionMode":"basic","color":null,"attenuation":0.1,"brightness":0,"saturation":0,"contrast":0},"detectionModes":[],"flags":{},"randomImg":false},"items":[],"effects":[],"ownership":{"default":0,"rLeavHPrdkq6xjNt":3},"flags":{"core":{"sourceId":"Actor.NNi1IUZiCoOQ3mbo"}},"_stats":{"systemId":"cyphersystem","systemVersion":"2.3.0","coreVersion":"10.291","createdTime":1667118126350,"modifiedTime":1676797809629,"lastModifiedBy":"yThCrv1jSfPXOC2U"},"folder":null,"sort":0,"_id":"wIO0w2fxcBU0vHae"} +{"name":"Leopard","type":"npc","img":"icons/svg/mystery-man.svg","system":{"version":2,"basic":{"level":4},"pools":{"health":{"value":12,"max":12}},"combat":{"damage":4,"armor":1},"description":"","notes":"

Level 4; climbing, jumping, stealth, and attacks as level 5; Armor 1

","settings":{"general":{"initiativeBonus":0,"hideArchive":false},"equipment":{"ammo":{"active":false},"attacks":{"active":false},"armor":{"active":false},"cyphers":{"active":false,"label":""},"artifacts":{"active":false,"label":""},"oddities":{"active":false,"label":""},"materials":{"active":false,"label":""}}}},"prototypeToken":{"name":"Leopard","displayName":20,"actorLink":false,"texture":{"src":"icons/svg/mystery-man.svg","scaleX":1,"scaleY":1,"offsetX":0,"offsetY":0,"rotation":0,"tint":null},"width":1,"height":1,"lockRotation":false,"rotation":0,"alpha":1,"disposition":0,"displayBars":40,"bar1":{"attribute":"pools.health"},"bar2":{"attribute":"basic.level"},"light":{"alpha":0.5,"angle":360,"bright":0,"color":null,"coloration":1,"dim":0,"attenuation":0.5,"luminosity":0.5,"saturation":0,"contrast":0,"shadows":0,"animation":{"type":null,"speed":5,"intensity":5,"reverse":false},"darkness":{"min":0,"max":1}},"sight":{"enabled":false,"range":null,"angle":360,"visionMode":"basic","color":null,"attenuation":0.1,"brightness":0,"saturation":0,"contrast":0},"detectionModes":[],"flags":{},"randomImg":false},"items":[],"effects":[],"ownership":{"default":0,"yThCrv1jSfPXOC2U":3},"flags":{"core":{"sourceId":"Actor.CPZGNkw0cxqj4WsM"}},"_stats":{"systemId":"cyphersystem","systemVersion":"2.3.0","coreVersion":"10.291","createdTime":1676298769963,"modifiedTime":1676797809764,"lastModifiedBy":"yThCrv1jSfPXOC2U"},"folder":null,"sort":0,"_id":"zGyXFFo7BjHTUGIT"} +{"name":"Wererat","type":"npc","img":"icons/svg/mystery-man.svg","system":{"version":2,"basic":{"level":3},"pools":{"health":{"value":9,"max":9}},"combat":{"damage":3,"armor":0},"description":"","notes":"

Level 3, Speed defense and stealth as level 4; regenerates 2 health per round (unless recently wounded by silver)

","settings":{"general":{"initiativeBonus":0,"hideArchive":false},"equipment":{"ammo":{"active":false},"attacks":{"active":false},"armor":{"active":false},"cyphers":{"active":false,"label":""},"artifacts":{"active":false,"label":""},"oddities":{"active":false,"label":""},"materials":{"active":false,"label":""}}}},"prototypeToken":{"name":"Wererat","displayName":20,"actorLink":false,"texture":{"src":"icons/svg/mystery-man.svg","scaleX":1,"scaleY":1,"offsetX":0,"offsetY":0,"rotation":0,"tint":null},"width":1,"height":1,"lockRotation":false,"rotation":0,"alpha":1,"disposition":0,"displayBars":40,"bar1":{"attribute":"pools.health"},"bar2":{"attribute":"basic.level"},"light":{"alpha":0.5,"angle":360,"bright":0,"color":null,"coloration":1,"dim":0,"attenuation":0.5,"luminosity":0.5,"saturation":0,"contrast":0,"shadows":0,"animation":{"type":null,"speed":5,"intensity":5,"reverse":false},"darkness":{"min":0,"max":1}},"sight":{"enabled":false,"range":null,"angle":360,"visionMode":"basic","color":null,"attenuation":0.1,"brightness":0,"saturation":0,"contrast":0},"detectionModes":[],"flags":{},"randomImg":false},"items":[],"effects":[],"ownership":{"default":0,"yThCrv1jSfPXOC2U":3},"flags":{"core":{"sourceId":"Actor.5RPM7W9cz3AZ7RlP"}},"_stats":{"systemId":"cyphersystem","systemVersion":"2.3.0","coreVersion":"10.291","createdTime":1676299265896,"modifiedTime":1676797810029,"lastModifiedBy":"yThCrv1jSfPXOC2U"},"folder":null,"sort":0,"_id":"zfGhfwjEU0wvE9S2"} diff --git a/packs/creatures.db b/packs/creatures.db index 90a29fc..900c56b 100644 --- a/packs/creatures.db +++ b/packs/creatures.db @@ -1,49 +1,111 @@ -{"_id":"02LotzBPq6hZTu2N","name":"Ghost","type":"npc","img":"icons/svg/mystery-man.svg","items":[],"effects":[],"folder":null,"sort":0,"flags":{},"system":{"version":2,"basic":{"level":4},"pools":{"health":{"value":12,"max":12}},"combat":{"damage":5,"armor":0},"description":"","notes":"

Sounds with no apparent origin, such as the tap of footsteps on the stair, knocking behind the walls, crying from empty rooms, and haunting music, might be signs of a ghost. If the sound is accompanied by a sudden temperature drop and the breath of living creatures begins to steam, it’s a certainty.

\n

Ghosts are the spectral remnants of humans, which persist either as fragments of memory or as full-fledged spirits. Though their appearance varies between individuals, many appear somewhat translucent, washed out, or physically warped from their time spent as a phantom.

\n

Motive: Unpredictable (but often seeking to complete unfinished business)

\n

Environment: Almost anywhere

\n

Health: 12

\n

Damage Inflicted: 5 points

\n

Movement: Short

\n

Modifications: Stealth as level 7; tasks related to frightening others as level 6

\n

Combat: A ghost doesn’t take damage from mundane physical sources, but it takes half damage from spells and attacks that direct energy, and full damage from weapons designed to affect spirits, psychic attacks, and similar attacks.

\n

A ghost’s touch inflicts freezing damage. Some ghosts can kill victims with fear. A ghost with this ability can attack all creatures within short range with a psychic display so horrible that targets who fail an Intellect defense roll take 4 points of Intellect damage (ignores Armor) and become terrified, freezing in place. In each subsequent round, a terrified victim can attempt an Intellect-based task to push away the fright. Each failed attempt moves the victim one step down the damage track. Not attempting to clear one’s mind of fear counts as a failed attempt. Those killed by fear are marked by expressions of horror and hair that has turned white.

\n

A ghost can move through solid objects of up to level 7 at will, although it can choose to pick up and manipulate objects if it focuses on them. Ghosts can also go into a state of apparent non-existence for hours or days at a time.

\n

Interaction: Some ghosts are talkative, some don’t know they’re dead, some want help for a task they failed to accomplish in life, and some only rage against the living and want to bring those who yet breathe into the same colorless existence they endure.

\n

Use: A ghost (that at first appears fully human) wants help in eradicating a guild of ghost hunters that has targeted it and a few others haunting an abandoned structure. The ghost promises to tell secrets of the afterlife to any who accept its strange offer.

\n

Loot: A ghost usually doesn’t carry objects, though some might have a keepsake (like an amulet showing the face of a loved one) or an artifact.

\n

GM Intrusion: The character must succeed on an Intellect defense roll or be possessed by the ghost until they succeed on an Intellect-based task to push it out. While possessed, the character acts just like the ghost did when it was alive.

","settings":{"general":{"initiativeBonus":0,"hideArchive":false},"equipment":{"ammo":{"active":false},"attacks":{"active":false},"armor":{"active":false},"cyphers":{"active":false,"label":""},"artifacts":{"active":false,"label":""},"oddities":{"active":false,"label":""},"materials":{"active":false,"label":""}},"skills":{},"abilities":{}},"teen":{"pools":{},"basic":{},"settings":{}}},"ownership":{"default":0,"N1n5f3sdQOJFmoJe":3},"prototypeToken":{"name":"Ghost","displayName":20,"actorLink":false,"width":1,"height":1,"lockRotation":false,"rotation":0,"alpha":1,"light":{"alpha":0.5,"angle":360,"bright":0,"coloration":1,"dim":0,"luminosity":0.5,"saturation":0,"contrast":0,"shadows":0,"animation":{"speed":5,"intensity":5,"reverse":false,"type":null},"darkness":{"min":0,"max":1},"attenuation":0.5,"color":null},"disposition":0,"displayBars":40,"bar1":{"attribute":"health"},"bar2":{"attribute":"level"},"flags":{},"randomImg":false,"texture":{"src":"icons/svg/mystery-man.svg","scaleX":1,"scaleY":1,"offsetX":0,"offsetY":0,"rotation":0,"tint":null},"sight":{"angle":360,"enabled":false,"range":0,"brightness":1,"visionMode":"basic","color":null,"attenuation":0.1,"saturation":0,"contrast":0},"detectionModes":[]},"_stats":{"systemId":"cyphersystem","systemVersion":"2.0.0-a1","coreVersion":"10.286","createdTime":null,"modifiedTime":1664959732169,"lastModifiedBy":"rLeavHPrdkq6xjNt"}} -{"_id":"0NEyK7k8eNvN9oRt","name":"Demigod","type":"npc","img":"icons/svg/mystery-man.svg","items":[],"effects":[],"folder":null,"sort":0,"flags":{},"system":{"version":2,"basic":{"level":9,"biography":"

Lesser gods, divine children of gods and mortals, and other beings bequeathed with partly divine power are called demigods. Their capacities so radically exceed those of regular people that they have transcended humanity. Demigods are so physically and mentally powerful that it’s difficult for them to hide their semi-divine appearance to mortal creatures—not that most would make the effort in the first place.

\n

Motive: Ineffable

\n

Environment: Anywhere other divine entities exist (or once existed)

\n

Health: 99

\n

Damage Inflicted: 12 points

\n

Armor: 5

\n

Movement: Short; long when flying

\n

Combat: Demigods can attack foes up to half a mile (1 km) away with bolts of divine energy (usually in the form of lightning). A demigod can dial up the level of destruction if it wishes, so that instead of affecting only one target, a bolt deals 9 points of damage to all targets within short range of the primary target. Targets caught in the conflagration who succeed on a Speed defense roll still suffer 5 points of damage.

\n

Demigods are just as scary in hand-to-hand combat and can attack all targets within immediate range as an action. They can also call on a variety of other abilities that seem like magic to lesser foes and mimic the effect of any cypher of level 5 or lower.

\n

A demigod doesn’t need to alter reality to heal itself, as it automatically regains 2 points of health per round. Interaction: For all their power, demigods share most human traits and weaknesses. This means it’s possible to negotiate with one, though the consequences for angering a demigod in the process are dire.

\n

Use: A demigod was banned from the higher realm of their birth for unknown reasons. Now they seek to show their worth by undertaking a great quest in the mortal world, and they are looking to assemble a group of mortal comrades (sycophants?) to aid them.

\n

Loot: Demigods might carry an artifact related to some aspect of their domain (such as wind, messages, or death), if they have one, and [[/r 1d6]] cyphers.

\n

GM intrusion: The divine nature of the demigod allows it to act out of turn, take control of an object (such as an artifact or a cypher) that the PC is about to use against it, and either deactivate the object or turn it against the character.

"},"pools":{"health":{"value":99,"max":99}},"combat":{"damage":12,"armor":5},"description":"","notes":"

Lesser gods, divine children of gods and mortals, and other beings bequeathed with partly divine power are called demigods. Their capacities so radically exceed those of regular people that they have transcended humanity. Demigods are so physically and mentally powerful that it’s difficult for them to hide their semi-divine appearance to mortal creatures—not that most would make the effort in the first place.

\n

Motive: Ineffable

\n

Environment: Anywhere other divine entities exist (or once existed)

\n

Health: 99

\n

Damage Inflicted: 12 points

\n

Armor: 5

\n

Movement: Short; long when flying

\n

Combat: Demigods can attack foes up to half a mile (1 km) away with bolts of divine energy (usually in the form of lightning). A demigod can dial up the level of destruction if it wishes, so that instead of affecting only one target, a bolt deals 9 points of damage to all targets within short range of the primary target. Targets caught in the conflagration who succeed on a Speed defense roll still suffer 5 points of damage.

\n

Demigods are just as scary in hand-to-hand combat and can attack all targets within immediate range as an action. They can also call on a variety of other abilities that seem like magic to lesser foes and mimic the effect of any cypher of level 5 or lower.

\n

A demigod doesn’t need to alter reality to heal itself, as it automatically regains 2 points of health per round.

\n

Interaction: For all their power, demigods share most human traits and weaknesses. This means it’s possible to negotiate with one, though the consequences for angering a demigod in the process are dire.

\n

Use: A demigod was banned from the higher realm of their birth for unknown reasons. Now they seek to show their worth by undertaking a great quest in the mortal world, and they are looking to assemble a group of mortal comrades (sycophants?) to aid them.

\n

Loot: Demigods might carry an artifact related to some aspect of their domain (such as wind, messages, or death), if they have one, and [[/r 1d6]] cyphers.

\n

GM Intrusion: The divine nature of the demigod allows it to act out of turn, take control of an object (such as an artifact or a cypher) that the PC is about to use against it, and either deactivate the object or turn it against the character.

","settings":{"general":{"initiativeBonus":0,"hideArchive":false},"equipment":{"ammo":{"active":false},"attacks":{"active":false},"armor":{"active":false},"cyphers":{"active":false,"label":""},"artifacts":{"active":false,"label":""},"oddities":{"active":false,"label":""},"materials":{"active":false,"label":""}},"skills":{},"abilities":{}},"teen":{"pools":{},"basic":{},"settings":{}}},"ownership":{"default":0,"N1n5f3sdQOJFmoJe":3},"prototypeToken":{"name":"Demigod","displayName":20,"actorLink":false,"width":1,"height":1,"lockRotation":false,"rotation":0,"alpha":1,"light":{"alpha":0.5,"angle":360,"bright":0,"coloration":1,"dim":0,"luminosity":0.5,"saturation":0,"contrast":0,"shadows":0,"animation":{"speed":5,"intensity":5,"reverse":false,"type":null},"darkness":{"min":0,"max":1},"attenuation":0.5,"color":null},"disposition":0,"displayBars":40,"bar1":{"attribute":"health"},"bar2":{"attribute":"level"},"flags":{},"randomImg":false,"texture":{"src":"icons/svg/mystery-man.svg","scaleX":1,"scaleY":1,"offsetX":0,"offsetY":0,"rotation":0,"tint":null},"sight":{"angle":360,"enabled":false,"range":0,"brightness":1,"visionMode":"basic","color":null,"attenuation":0.1,"saturation":0,"contrast":0},"detectionModes":[]},"_stats":{"systemId":"cyphersystem","systemVersion":"2.0.0-a1","coreVersion":"10.286","createdTime":null,"modifiedTime":1664959732015,"lastModifiedBy":"rLeavHPrdkq6xjNt"}} -{"_id":"17NSMk419kHRvwoP","name":"Chimera","type":"npc","img":"icons/svg/mystery-man.svg","items":[],"effects":[],"folder":null,"sort":0,"flags":{},"system":{"version":2,"basic":{"level":6,"biography":"

Chimeras are unsettling hybrids that combine the features of many different animals, often arranged in odd formations. The fusion of animal forms is the only thing that unifies these creatures—otherwise, different chimeras often look very different from each other. They include combinations of goat and lion, lizard and bat, dragon and spider, dinosaur and giant insect. A few even display human features, such as an improbably located face or hands instead of claws. Some chimeras can fly. Others slither across the ground.

\n

A chimera typically has a dominant form to which other animal parts are grafted. The base form must be large enough to support the weight of the extra heads, so lions, bears, and horses are popular as the base form. Chimeras kill even when not hungry and throw their victims’ remains around a wide area in a wild rage. When not feeding or tormenting prey, a chimera that can fly takes to the air, beating its enormous leather wings to scour the landscape for new prey.

\n

Motive: Hungers for human flesh

\n

Environment: Anywhere, usually alone

\n

Health: 21

\n

Damage Inflicted: 4 points

\n

Movement: Short while on the ground; long while flying (if it can fly)

\n

Modifications: Speed defense rolls as level 5 due to size

\n

Combat: All chimeras have a number of ways to kill. The exact methods vary, but most can bite, sting, and gore (three attacks) as a single action, either attacking the same opponent or attacking different foes within immediate range of each other. A chimera’s sting carries a powerful toxin, and a stung target must succeed on a Might defense roll or take 4 additional points of damage. Chimeras with spikes can project them at up to three targets within long range as a single action.

\n

Interaction: Chimeras are a lot like wild animals with rabies. They’re confused and violent, and they behave erratically. Savage, ferocious beasts, they hate all other creatures and seize any opportunity to kill.

\n

Use: While exploring an island, the PCs find carcasses that have been torn apart, the pieces scattered in all directions. A chimera lairs nearby, and if the characters draw attention to themselves, it hunts them down, too.

\n

GM intrusion: The chimera grabs a character it bites and flies off with the victim

"},"pools":{"health":{"value":21,"max":21}},"combat":{"damage":4,"armor":0},"description":"","notes":"

Chimeras are unsettling hybrids that combine the features of many different animals, often arranged in odd formations. The fusion of animal forms is the only thing that unifies these creatures—otherwise, different chimeras often look very different from each other. They include combinations of goat and lion, lizard and bat, dragon and spider, dinosaur and giant insect. A few even display human features, such as an improbably located face or hands instead of claws. Some chimeras can fly. Others slither across the ground.

\n

A chimera typically has a dominant form to which other animal parts are grafted. The base form must be large enough to support the weight of the extra heads, so lions, bears, and horses are popular as the base form. Chimeras kill even when not hungry and throw their victims’ remains around a wide area in a wild rage. When not feeding or tormenting prey, a chimera that can fly takes to the air, beating its enormous leather wings to scour the landscape for new prey.

\n

Motive: Hungers for human flesh

\n

Environment: Anywhere, usually alone

\n

Health: 21

\n

Damage Inflicted: 4 points

\n

Movement: Short while on the ground; long while flying (if it can fly)

\n

Modifications: Speed defense rolls as level 5 due to size

\n

Combat: All chimeras have a number of ways to kill. The exact methods vary, but most can bite, sting, and gore (three attacks) as a single action, either attacking the same opponent or attacking different foes within immediate range of each other. A chimera’s sting carries a powerful toxin, and a stung target must succeed on a Might defense roll or take 4 additional points of damage. Chimeras with spikes can project them at up to three targets within long range as a single action.

\n

Interaction: Chimeras are a lot like wild animals with rabies. They’re confused and violent, and they behave erratically. Savage, ferocious beasts, they hate all other creatures and seize any opportunity to kill.

\n

Use: While exploring an island, the PCs find carcasses that have been torn apart, the pieces scattered in all directions. A chimera lairs nearby, and if the characters draw attention to themselves, it hunts them down, too.

\n

GM Intrusion: The chimera grabs a character it bites and flies off with the victim

","settings":{"general":{"initiativeBonus":0,"hideArchive":false},"equipment":{"ammo":{"active":false},"attacks":{"active":false},"armor":{"active":false},"cyphers":{"active":false,"label":""},"artifacts":{"active":false,"label":""},"oddities":{"active":false,"label":""},"materials":{"active":false,"label":""}},"skills":{},"abilities":{}},"teen":{"pools":{},"basic":{},"settings":{}}},"ownership":{"default":0,"N1n5f3sdQOJFmoJe":3},"prototypeToken":{"name":"Chimera","displayName":20,"actorLink":false,"width":1,"height":1,"lockRotation":false,"rotation":0,"alpha":1,"light":{"alpha":0.5,"angle":360,"bright":0,"coloration":1,"dim":0,"luminosity":0.5,"saturation":0,"contrast":0,"shadows":0,"animation":{"speed":5,"intensity":5,"reverse":false,"type":null},"darkness":{"min":0,"max":1},"attenuation":0.5,"color":null},"disposition":0,"displayBars":40,"bar1":{"attribute":"health"},"bar2":{"attribute":"level"},"flags":{},"randomImg":false,"texture":{"src":"icons/svg/mystery-man.svg","scaleX":1,"scaleY":1,"offsetX":0,"offsetY":0,"rotation":0,"tint":null},"sight":{"angle":360,"enabled":false,"range":0,"brightness":1,"visionMode":"basic","color":null,"attenuation":0.1,"saturation":0,"contrast":0},"detectionModes":[]},"_stats":{"systemId":"cyphersystem","systemVersion":"2.0.0-a1","coreVersion":"10.286","createdTime":null,"modifiedTime":1664959731937,"lastModifiedBy":"rLeavHPrdkq6xjNt"}} -{"_id":"2BTNWIpNjjd696xa","name":"Nuppeppo","type":"npc","img":"icons/svg/mystery-man.svg","items":[],"effects":[],"folder":null,"sort":0,"flags":{},"system":{"version":2,"basic":{"level":2},"pools":{"health":{"value":12,"max":12}},"combat":{"damage":4,"armor":1},"description":"","notes":"

Nuppeppos are animated lumps of human flesh that walk on vaguely defined limbs. They smell of decay and death. They’re spotted in graveyards, battlefields, coroner’s offices, and other places where the dead are kept or interred. When witnessed in other places, nuppeppos seem to wander streets aimlessly, sometimes alone, sometimes in groups, and sometimes following a living person who’d rather be left alone.

\n

Information about these creatures is scarce. They might be the unintended consequence of a reanimation attempt, one that’s able to catalyze its animation in similarly dead tissue to form more nuppeppos. On the other hand, they could be particularly gruesome spirits of the dead.

\n

A nuppeppo sometimes follows a living individual around like a silent, smelly pet that shows no affection. No one knows why.

\n

(If a nuppeppo begins to follow a character, interaction tasks by that character and their allies are hindered. Most other creatures are put off by a lump of animate human flesh hanging around nearby.)

\n

Motive: Wander, graze on dead flesh

\n

Environment: Near places of death at night, alone or in groups of up to eight

\n

Health: 12

\n

Damage Inflicted: 4 points

\n

Armor: 1

\n

Movement: Short

\n

Combat: A nuppeppo can smash a foe with one of its lumpy limbs. If a nuppeppo is touched or struck in melee, the attacker’s weapon (or hand) becomes stuck to the nuppeppo and can be pulled free only with a difficulty 5 Might roll.

\n

A victim of a nuppeppo’s attack (or someone who touches a nuppeppo) begins to decay at a rate of 1 point of Speed damage (ignores Armor) per round, starting in the round following contact. To stop the spread of the decay, the victim can cut off the layer of affected flesh, which deals 4 points of damage (ignores Armor).

\n

Interaction: If approached, a nuppeppo turns to “face” its interlocutor, but it doesn’t respond to questions or orders. However, it may begin to follow its interlocutor from that point forward unless physically prevented—at which point the nuppeppo becomes violent.

\n

Use: The PCs open a grave, a coffin, or a sealed research lab, and several nuppeppos spill out. Unless stopped, the creatures attempt to “adopt” their discoverers.

\n

GM Intrusion: The character who allowed the nuppeppo to follow them around like a pet (or who has been unable to prevent it) wakes to find that the creature has settled upon them in the night and is using its touch-decay abilities to feed. In fact, the character might already be incapacitated by the time they wake.

","settings":{"general":{"initiativeBonus":0,"hideArchive":false},"equipment":{"ammo":{"active":false},"attacks":{"active":false},"armor":{"active":false},"cyphers":{"active":false,"label":""},"artifacts":{"active":false,"label":""},"oddities":{"active":false,"label":""},"materials":{"active":false,"label":""}},"skills":{},"abilities":{}},"teen":{"pools":{},"basic":{},"settings":{}}},"ownership":{"default":0,"N1n5f3sdQOJFmoJe":3},"prototypeToken":{"name":"Nuppeppo","displayName":20,"actorLink":false,"width":1,"height":1,"lockRotation":false,"rotation":0,"alpha":1,"light":{"alpha":0.5,"angle":360,"bright":0,"coloration":1,"dim":0,"luminosity":0.5,"saturation":0,"contrast":0,"shadows":0,"animation":{"speed":5,"intensity":5,"reverse":false,"type":null},"darkness":{"min":0,"max":1},"attenuation":0.5,"color":null},"disposition":0,"displayBars":40,"bar1":{"attribute":"health"},"bar2":{"attribute":"level"},"flags":{},"randomImg":false,"texture":{"src":"icons/svg/mystery-man.svg","scaleX":1,"scaleY":1,"offsetX":0,"offsetY":0,"rotation":0,"tint":null},"sight":{"angle":360,"enabled":false,"range":0,"brightness":1,"visionMode":"basic","color":null,"attenuation":0.1,"saturation":0,"contrast":0},"detectionModes":[]},"_stats":{"systemId":"cyphersystem","systemVersion":"2.0.0-a1","coreVersion":"10.286","createdTime":null,"modifiedTime":1664959732422,"lastModifiedBy":"rLeavHPrdkq6xjNt"}} -{"_id":"2nv7KEvkNXsUOykU","name":"Witch","type":"npc","img":"icons/svg/mystery-man.svg","items":[],"effects":[],"folder":null,"sort":0,"flags":{},"system":{"version":2,"basic":{"level":5},"pools":{"health":{"value":21,"max":21}},"combat":{"damage":5,"armor":0},"description":"","notes":"

They studied the old ways at the dark of the moon. They heard the shuffle of unnamed things through the darkling forest, watched the convection of the bubbles rise in the cauldron, and attended to the mumbled instructions of withered crones and crumbling messages traced on dead leaves. Then one midnight, everything came together. Another witch was born.

\n

When witches lose sight of their humanity and use their powers for personal gain without regard for others, they are warped by the power they channel, both mentally and physically. However, they can hide such transformations beneath layers of illusion.

\n

Motive: Domination of others, knowledge

\n

Environment: Almost anywhere, usually alone, but sometimes as part of a coven of three to seven witches

\n

Health: 21

\n

Damage Inflicted: 5 points

\n

Movement: Short; long when flying (on a broomstick)

\n

Modifications: Deception and disguise as level 7; Speed defense as level 6 due to familiar; knowledge of forests and dark secrets as level 6

\n

Combat: When attacked, a witch relies on the aid of their familiar to improve their Speed defense. The familiar could be a large black cat, an owl, a big snake, or some other creature. Killing a witch’s familiar is so shocking to a witch that their attacks and Speed defense are hindered for a few days. It’s also a way to ensure that the witch never forgives their foe or grants mercy.

\n

(Familiar: level 3; health 9; Armor 1)

\n

A witch can use their ritual blade to attack a creature in immediate range, but would much rather use curses, including the ones described below. A witch can’t use the same curse more than once every other round.

\n

Charm: Victims within short range who fail an Intellect defense roll are enslaved. Victims turn on their allies or take some other action described by their new master. The curse lasts for one minute, or until the victims succeed on an Intellect defense roll; each time they fail a roll, the next roll is hindered by one additional step.

\n

Hexbolt: A victim within long range is attacked with fire, cold, or psychic bolts, as the witch chooses. Psychic bolts deal 3 points of Intellect damage (ignores Armor).

\n

Shrivel: A victim within long range and up to two creatures next to the victim must succeed on a Might defense roll or take 3 points of Speed damage (ignores Armor). In each subsequent round, a victim who failed the previous roll must make another Might defense roll with the same outcome on failure.

\n

Vitality: The witch regains 11 points of health and gains +3 to Armor for one minute. Multiple uses don’t further improve Armor.

\n

Interaction: Most witches are deceptive and conniving, though a few work against the stereotype. All witches are willing to negotiate, though the devious ones usually do so in bad faith.

\n

Use: The PCs need an old book to continue their investigation. Word is that the old woman who lives on the edge of the woods has the only copy.

\n

Loot: A witch usually has an artifact or two on their person, possibly including a flying broom (which has a depletion roll of 1 in 1d10).

\n

GM Intrusion: After a character succeeds on a defense roll against one of the witch’s ongoing curse effects, the witch immediately tosses a hexbolt at them. If the character is hit, the ongoing curse effect also continues.

","settings":{"general":{"initiativeBonus":0,"hideArchive":false},"equipment":{"ammo":{"active":false},"attacks":{"active":false},"armor":{"active":false},"cyphers":{"active":false,"label":""},"artifacts":{"active":false,"label":""},"oddities":{"active":false,"label":""},"materials":{"active":false,"label":""}},"skills":{},"abilities":{}},"teen":{"pools":{},"basic":{},"settings":{}}},"ownership":{"default":0,"N1n5f3sdQOJFmoJe":3},"prototypeToken":{"name":"Witch","displayName":20,"actorLink":false,"width":1,"height":1,"lockRotation":false,"rotation":0,"alpha":1,"light":{"alpha":0.5,"angle":360,"bright":0,"coloration":1,"dim":0,"luminosity":0.5,"saturation":0,"contrast":0,"shadows":0,"animation":{"speed":5,"intensity":5,"reverse":false,"type":null},"darkness":{"min":0,"max":1},"attenuation":0.5,"color":null},"disposition":0,"displayBars":40,"bar1":{"attribute":"health"},"bar2":{"attribute":"level"},"flags":{},"randomImg":false,"texture":{"src":"icons/svg/mystery-man.svg","scaleX":1,"scaleY":1,"offsetX":0,"offsetY":0,"rotation":0,"tint":null},"sight":{"angle":360,"enabled":false,"range":0,"brightness":1,"visionMode":"basic","color":null,"attenuation":0.1,"saturation":0,"contrast":0},"detectionModes":[]},"_stats":{"systemId":"cyphersystem","systemVersion":"2.0.0-a1","coreVersion":"10.286","createdTime":null,"modifiedTime":1664959732804,"lastModifiedBy":"rLeavHPrdkq6xjNt"}} -{"_id":"37pnRQFiOHt47hFP","name":"Vampire","type":"npc","img":"icons/svg/mystery-man.svg","items":[],"effects":[],"folder":null,"sort":0,"flags":{},"system":{"version":2,"basic":{"level":1},"pools":{"health":{"value":24,"max":24}},"combat":{"damage":7,"armor":0},"description":"","notes":"

Vampires are undead creatures, risen from the grave to drink blood. Their very nature and essence are evil and anti-life, even as they revel in their own endless existence. Most vampires are vain, arrogant, sadistic, lustful, and domineering. Their powers allow them to manipulate others, and they frequently toy with their prey before feeding. Vampires come out only at night, as the sun’s rays will destroy them.

\n

The bite of a vampire over three nights (in which it exchanges a bit of its own blood) ensures that the victim will rise as a vampire under the thrall of the one that killed it. While vampires are careful not to create too many of their kind (which amount to competition), each thrall conveys a bit more supernatural power to a vampire.

\n

Motive: Thirsts for blood

\n

Environment: Usually solitary, on the edges of civilization

\n

Health: 24

\n

Damage Inflicted: 7 points

\n

Movement: Long

\n

Modifications: Climb, stealth, and perception as level 8; Speed defense as level 7 due to fast movement

\n

Combat: Vampires are strong and fast. They have impressive fangs, but these are usually used in feeding, not in battle. They typically fight with their fists or hands (which basically become claws) but sometimes use weapons.

\n

A vampire can change into a bat or a wolf. This transformation does not change its stats or abilities except that, as a bat, it can fly. Vampires can also transform into shadow or mist, and in these forms they can’t be harmed by anything (but also can’t affect the physical world).

\n

Vampires possess an unholy charisma and can mesmerize victims within immediate distance so that they stand motionless for one round. In subsequent rounds, the victim will not forcibly resist the vampire, and the vampire can suggest actions to the victim (even actions that will cause the victim to harm themselves or others they care about). Each round, the victim can attempt a new Intellect defense roll to break free.

\n

Vampires are notoriously difficult to hurt. Unless a weapon is very special (blessed by a saint, has specific magical enchantments against vampires, or the like), no physical attack harms a vampire. They simply don’t take the damage. Exceptions include the following:

\n

Fire: Vampires burn, though the damage doesn’t kill them. It only causes pain, and a vampire regains all health lost to fire damage within a day.

\n

Running water: Complete immersion inflicts 10 points of damage per round. If not destroyed, the vampire can use a single action to regain all health lost in this way.

\n

Holy water: This inflicts 4 points of damage and affects a vampire exactly like fire.

\n

Sunlight: Exposure to sunlight inflicts 10 points of damage per round. If not destroyed, the vampire regains all health lost to exposure within a day.

\n

Wooden stake: This weapon inflicts 25 points of damage, effectively destroying the vampire in one blow. However, if the vampire is aware and able to move, this attack is hindered as the vampire does everything it can to evade.

\n

Further, vampires have the following special weaknesses:

\n

Garlic: Significant amounts of garlic within immediate distance hinder a vampire’s tasks.

\n

Cross, holy symbol, or mirror: Presenting any of these objects forcefully stuns a vampire, causing it to lose its next action. While the object is brandished and the vampire is within immediate range, its tasks are hindered by two steps.

\n

Eventually, a vampire with a multitude under its command becomes the new vampire lord. The vampire lord is the most powerful vampire in the world and is often (but not always) the most ancient of its kind. It has many vampires under its control, and even those that it did not create pay it respect and homage.

\n

Interaction: Most vampires look upon humans as cattle upon which to feed. They rarely have respect for anything but other vampires, and they often hate other supernatural creatures that they cannot enslave.

\n

Use: Strange stories of shadows in the night, people disappearing from their beds, and graves missing their former occupants could portend the arrival of a vampire in the region.

\n

GM Intrusion: The character struck by the vampire is caught fast in its powerful grip. If the character doesn’t escape immediately, the vampire bites them automatically.

","settings":{"general":{"initiativeBonus":0,"hideArchive":false},"equipment":{"ammo":{"active":false},"attacks":{"active":false},"armor":{"active":false},"cyphers":{"active":false,"label":""},"artifacts":{"active":false,"label":""},"oddities":{"active":false,"label":""},"materials":{"active":false,"label":""}},"skills":{},"abilities":{}},"teen":{"pools":{},"basic":{},"settings":{}}},"ownership":{"default":0,"N1n5f3sdQOJFmoJe":3},"prototypeToken":{"name":"Vampire","displayName":20,"actorLink":false,"width":1,"height":1,"lockRotation":false,"rotation":0,"alpha":1,"light":{"alpha":0.5,"angle":360,"bright":0,"coloration":1,"dim":0,"luminosity":0.5,"saturation":0,"contrast":0,"shadows":0,"animation":{"speed":5,"intensity":5,"reverse":false,"type":null},"darkness":{"min":0,"max":1},"attenuation":0.5,"color":null},"disposition":0,"displayBars":40,"bar1":{"attribute":"health"},"bar2":{"attribute":"level"},"flags":{},"randomImg":false,"texture":{"src":"icons/svg/mystery-man.svg","scaleX":1,"scaleY":1,"offsetX":0,"offsetY":0,"rotation":0,"tint":null},"sight":{"angle":360,"enabled":false,"range":0,"brightness":1,"visionMode":"basic","color":null,"attenuation":0.1,"saturation":0,"contrast":0},"detectionModes":[]},"_stats":{"systemId":"cyphersystem","systemVersion":"2.0.0-a1","coreVersion":"10.286","createdTime":null,"modifiedTime":1664959732694,"lastModifiedBy":"rLeavHPrdkq6xjNt"}} -{"_id":"3jAoNYaS0CHUjkqS","name":"Werewolf","type":"npc","img":"icons/svg/mystery-man.svg","items":[],"effects":[],"folder":null,"sort":0,"flags":{},"system":{"version":2,"basic":{"level":4},"pools":{"health":{"value":24,"max":24}},"combat":{"damage":5,"armor":0},"description":"","notes":"

The curse of lycanthropy begins as nightmares about being chased or, somehow more terrifying, chasing someone else. As the dreams grow more fierce and each night’s sleep provides less rest, victims begin to wonder about the bloodstains on their clothing, the strange claw marks in their homes, and eventually, the mutilated bodies they find buried in their backyards.

\n

When not transformed, many who suffer the curse seem like completely normal people, if emotionally traumatized by the fact that most of their friends and family have been brutally slaughtered over the preceding months. Some few, however, realize the truth of their condition, and depending on their natures, they either kill themselves before their next transformation or learn to revel in the butchery.

\n

Motive: Slaughter when transformed; searching for answers when human

\n

Environment: Anywhere dark, usually alone but sometimes as part of a small pack of two to five

\n

Health: 24

\n

Damage Inflicted: 5 points

\n

Movement: Short; long when in wolf form

\n

Modifications: Attacks as level 6 when half lupine; Speed defense as level 6 when full lupine; perception as level 7 when half or full lupine

\n

Combat: In normal human form, a werewolf has no natural attacks, though it may use a weapon. It also lacks the abilities described below; its only power is to transform into a half-lupine form or full-lupine form, which takes [[/r 1d6]] agonizing rounds. A handful of werewolves can control their transformation, but most change at night in response to moon-related cues.

\n

Half Lupine: A half-lupine werewolf is part humanoid and part wolf, but completely terrifying. It attacks with its claws.

\n

Full Lupine: A full-lupine werewolf is a particularly large and vicious-looking wolf. It normally bites foes and deals 2 additional points of damage (7 points total) but can also use its claws.

\n

Half and Full Lupine: Half-lupine and full-lupine werewolves both enjoy enhanced senses and regain 2 points of health per round. However, a werewolf that takes damage from a silver weapon or bullet stops regenerating for several minutes.

\n

Interaction: In human form, werewolves have the goals and aspirations of normal people, and they often don’t recall what they did while transformed or even realize that they suffer the curse of lycanthropy. In half- or full-lupine form, there’s no negotiating with one.

\n

Use: When the moon is full, werewolves hunt

\n

GM Intrusion: A PC who moves down one step on the damage track due to damage inflicted by a werewolf must succeed on a Might defense roll or be afflicted with the curse of lycanthropy.

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Some deep ones dwell in coastal regions on land, usually in isolated villages where they might attempt to pass for human. They are able to breathe both air and water. Most, however, thrive in the ocean depths, in ancient underwater cities like “Cyclopean and many-columned Y’ha-nthlei.” Deep ones sometimes breed with insane humans to produce squamous offspring that eventually develop fully into deep ones well after maturity (or even middle age).

\n

Motive: Hungers for flesh

\n

Environment: Anywhere near a large body of salt water

\n

Health: 15

\n

Damage Inflicted: 5 points

\n

Armor: 2

\n

Movement: Short on land; long in the water

\n

Modifications: Swims as level 6; perception as level 3

\n

Combat: Deep ones attack with tooth and claw most often, although occasionally one might use a weapon. They usually give no quarter, nor ask for it. Their skin is subject to drying, and they take 1 extra point of damage (ignores Armor) from any attack that deals fire or heat damage. Because of this weakness, deep ones sometimes retreat from fire and fire attacks.

\n

Interaction: Deep ones are a strange mix of utter alienness and the vestiges of lost humanity. They are foul and degenerate creatures by human standards, however. Many still retain the ability to speak human languages, but all speak their own slurred, unearthly tongue.

\n

Deep ones spend a great deal of time in the sincere adoration of their gods, Mother Hydra, Father Dagon, and Cthulhu. Their religion demands frequent blood sacrifices.

\n

Use: The PCs wander into a small coastal village where everyone seems standoffish and oddly distant. A few people appear to be sickly and malformed, perhaps from mutation or birth defects. Some of the villagers have squamous skin because they are transforming into deep ones. And, of course, true deep ones hide within the community as well.

\n

Loot: A few deep ones will have a cypher.

\n

GM intrusion: The deep one produces a net and throws it over the character. The only physical action the victim can take is to try to get free, as either a Might-based or a Speed-based action.

"},"pools":{"health":{"value":15,"max":15}},"combat":{"damage":5,"armor":6},"description":"","notes":"

Some deep ones dwell in coastal regions on land, usually in isolated villages where they might attempt to pass for human. They are able to breathe both air and water. Most, however, thrive in the ocean depths, in ancient underwater cities like “Cyclopean and many-columned Y’ha-nthlei.” Deep ones sometimes breed with insane humans to produce squamous offspring that eventually develop fully into deep ones well after maturity (or even middle age).

\n

Motive: Hungers for flesh

\n

Environment: Anywhere near a large body of salt water

\n

Health: 15

\n

Damage Inflicted: 5 points

\n

Armor: 2

\n

Movement: Short on land; long in the water

\n

Modifications: Swims as level 6; perception as level 3

\n

Combat: Deep ones attack with tooth and claw most often, although occasionally one might use a weapon. They usually give no quarter, nor ask for it. Their skin is subject to drying, and they take 1 extra point of damage (ignores Armor) from any attack that deals fire or heat damage. Because of this weakness, deep ones sometimes retreat from fire and fire attacks.

\n

Interaction: Deep ones are a strange mix of utter alienness and the vestiges of lost humanity. They are foul and degenerate creatures by human standards, however. Many still retain the ability to speak human languages, but all speak their own slurred, unearthly tongue.

\n

Deep ones spend a great deal of time in the sincere adoration of their gods, Mother Hydra, Father Dagon, and Cthulhu. Their religion demands frequent blood sacrifices.

\n

Use: The PCs wander into a small coastal village where everyone seems standoffish and oddly distant. A few people appear to be sickly and malformed, perhaps from mutation or birth defects. Some of the villagers have squamous skin because they are transforming into deep ones. And, of course, true deep ones hide within the community as well.

\n

Loot: A few deep ones will have a cypher.

\n

GM Intrusion: The deep one produces a net and throws it over the character. The only physical action the victim can take is to try to get free, as either a Might-based or a Speed-based action.

","settings":{"general":{"initiativeBonus":0,"hideArchive":false},"equipment":{"ammo":{"active":false},"attacks":{"active":false},"armor":{"active":false},"cyphers":{"active":false,"label":""},"artifacts":{"active":false,"label":""},"oddities":{"active":false,"label":""},"materials":{"active":false,"label":""}},"skills":{},"abilities":{}},"teen":{"pools":{},"basic":{},"settings":{}}},"ownership":{"default":0,"N1n5f3sdQOJFmoJe":3},"prototypeToken":{"name":"Deep One","displayName":20,"actorLink":false,"width":1,"height":1,"lockRotation":false,"rotation":0,"alpha":1,"light":{"alpha":0.5,"angle":360,"bright":0,"coloration":1,"dim":0,"luminosity":0.5,"saturation":0,"contrast":0,"shadows":0,"animation":{"speed":5,"intensity":5,"reverse":false,"type":null},"darkness":{"min":0,"max":1},"attenuation":0.5,"color":null},"disposition":0,"displayBars":40,"bar1":{"attribute":"health"},"bar2":{"attribute":"level"},"flags":{},"randomImg":false,"texture":{"src":"icons/svg/mystery-man.svg","scaleX":1,"scaleY":1,"offsetX":0,"offsetY":0,"rotation":0,"tint":null},"sight":{"angle":360,"enabled":false,"range":0,"brightness":1,"visionMode":"basic","color":null,"attenuation":0.1,"saturation":0,"contrast":0},"detectionModes":[]},"_stats":{"systemId":"cyphersystem","systemVersion":"2.0.0-a1","coreVersion":"10.286","createdTime":null,"modifiedTime":1664959731973,"lastModifiedBy":"rLeavHPrdkq6xjNt"}} -{"_id":"92AH6pnL8Mknw6ok","name":"Ghoul","type":"npc","img":"icons/svg/mystery-man.svg","items":[],"effects":[],"folder":null,"sort":0,"flags":{},"system":{"version":2,"basic":{"level":1},"pools":{"health":{"value":12,"max":12}},"combat":{"damage":5,"armor":0},"description":"","notes":"

Ghouls spend almost as much time beneath the ground as corpses do, but ghouls are very much alive. Their bodies are hairless and so porcelain-smooth that their faces are sometimes mistaken for masks, albeit gore-smeared masks. Ghouls come to the surface at night to gather humanoid remains or steal those recently interred from their graves, though many prefer to eat from still-living victims.

\n

Most ghouls are orgiastic eaters of human flesh, but a rare few ghoul populations are more refined. These wear clothes, have language and sophisticated customs, live in grand subterranean cities of their own design, and fight with milk-white blades of bone. These civilized ghouls claim to hold dominion over the remains of all humans, according to ancient custom, even if they only sometimes assert that privilege. They eat the dead in order to absorb residual memories left in the corpses.

\n

Motive: Hunger for dead flesh; knowledge (in certain rare cases)

\n

Environment: Anywhere above ground at night, usually in groups of three or more, or in subterranean lairs

\n

Health: 12

\n

Damage Inflicted: 5 points

\n

Movement: Short

\n

Modifications: Two areas of knowledge as level 5

\n

Combat: Ghoul saliva contains a paralytic agent. Ghoul bites (and weapons used by ghouls) inflict damage and, on a failed Might defense roll, render the target paralyzed for one minute. A paralyzed target can attempt a Might-based task each round to regain mobility, but for the next minute, attacks, defenses, and movement tasks are hindered.

\n

Ghouls can see in the dark. They’re blind in full daylight, but civilized ghouls who travel to the surface carry lenses that cover their eyes, allowing them to see without penalty in full sunlight.

\n

Interaction: Common ghouls can’t be negotiated with, though a rare civilized ghoul is an excellent linguist. These latter are willing to deal in return for the body of someone who was knowledgeable or who kept valuable secrets in life.

\n

Use: If a PC needs a piece of information not otherwise obtainable, a trip down into a ghoul city might be worthwhile, for the creatures are rumored to keep lightless libraries below the earth that store knowledge once known by humans.

\n

Loot: If the PCs defeat a group of civilized ghouls, they might find a cypher and a few sets of black goggles that allow the wearer to look directly at the sun and see it as a pale circle.

\n

GM Intrusion: The ghoul spits in the character’s eye, directly introducing the paralytic into the victim’s bloodstream. The victim’s Might defense roll to avoid becoming paralyzed is hindered.

","settings":{"general":{"initiativeBonus":0,"hideArchive":false},"equipment":{"ammo":{"active":false},"attacks":{"active":false},"armor":{"active":false},"cyphers":{"active":false,"label":""},"artifacts":{"active":false,"label":""},"oddities":{"active":false,"label":""},"materials":{"active":false,"label":""}},"skills":{},"abilities":{}},"teen":{"pools":{},"basic":{},"settings":{}}},"ownership":{"default":0,"N1n5f3sdQOJFmoJe":3},"prototypeToken":{"name":"Ghoul","displayName":20,"actorLink":false,"width":1,"height":1,"lockRotation":false,"rotation":0,"alpha":1,"light":{"alpha":0.5,"angle":360,"bright":0,"coloration":1,"dim":0,"luminosity":0.5,"saturation":0,"contrast":0,"shadows":0,"animation":{"speed":5,"intensity":5,"reverse":false,"type":null},"darkness":{"min":0,"max":1},"attenuation":0.5,"color":null},"disposition":0,"displayBars":40,"bar1":{"attribute":"health"},"bar2":{"attribute":"level"},"flags":{},"randomImg":false,"texture":{"src":"icons/svg/mystery-man.svg","scaleX":1,"scaleY":1,"offsetX":0,"offsetY":0,"rotation":0,"tint":null},"sight":{"angle":360,"enabled":false,"range":0,"brightness":1,"visionMode":"basic","color":null,"attenuation":0.1,"saturation":0,"contrast":0},"detectionModes":[]},"_stats":{"systemId":"cyphersystem","systemVersion":"2.0.0-a1","coreVersion":"10.286","createdTime":null,"modifiedTime":1664959732181,"lastModifiedBy":"rLeavHPrdkq6xjNt"}} -{"_id":"C2tRCVUtCl1OEb7M","name":"Demon","type":"npc","img":"icons/svg/mystery-man.svg","items":[],"effects":[],"folder":null,"sort":0,"flags":{},"system":{"version":2,"basic":{"level":5,"biography":"

Demons are formless spirits of the dead tortured in nether realms until all that was good or caring in them was burned away, forging a being of spite and hate. A demon remembers only fragments of its former life—every good memory is cauterized, and every slight, misfortune, snub, and pain is amplified, motivating the creature to tempt others into the same state.

\n

Having no flesh to call its own, a demon is a shadowed, ephemeral horror able to possess others. A demon can cause great harm in a short time by forcing its host to lie, steal, and harm loved ones.

\n

Motive: Hungers for others’ pain and fear

\n

Environment: Anywhere

\n

Health: 25

\n

Damage Inflicted: 6 points

\n

Movement: Short; immediate while flying in immaterial form

\n

Modifications: All stealth tasks as level 7 in immaterial form; deception tasks as level 6

\n

Combat: The immaterial touch of a demon either inflicts 5 points of damage from rot, or allows the demon to attempt to possess the target. The target of an attempted possession must make an Intellect defense roll or become possessed, whereupon the demon’s immaterial form disappears into the target.

\n

The first round in which a character is possessed, they can act normally. In the second and all subsequent rounds, the possessing demon can control the actions of the host, but the character can attempt an Intellect defense roll to resist each suggested action. Successful resistance means that the character does nothing for one round. In other rounds, the character can act as they choose. A possessing demon’s actions are limited to attempts to control its host and leaving the host.

\n

A possessed target is allowed an Intellect defense roll to eject the demon once per day, barring any exorcism attempts. The defense roll is hindered by one additional step each day of possession after the first seven days. An ejected or cast-out demon is powerless for one or more days.

\n

A demon not possessing another creature is immaterial and can pass through solid objects whose level is lower than its own. While the demon is immaterial, it takes only 1 point of damage from mundane attacks, but it takes full damage from magical, energy, and psychic attacks. While it possesses another creature, the demon is immune to most attacks (though not so the host; killing the host will eject the demon).

\n

Interaction: A demon allows a possessed host to act normally, as long as it doesn’t reveal the demon’s presence. If its presence is known, the demon might negotiate, but only after a tirade of lies and obscenity, and the demon likely betrays any deal reached.

\n

Use: An ally of the PCs has begun acting differently, and not for the good.

\n

GM intrusion: The character who attempts an exorcism of a possessed target is successful, but the demon moves directly from the former victim into the exorcist. The new host can make an Intellect-based roll to eject the demon, but only after the first round of possession.

"},"pools":{"health":{"value":25,"max":25}},"combat":{"damage":6,"armor":0},"description":"","notes":"

Demons are formless spirits of the dead tortured in nether realms until all that was good or caring in them was burned away, forging a being of spite and hate. A demon remembers only fragments of its former life—every good memory is cauterized, and every slight, misfortune, snub, and pain is amplified, motivating the creature to tempt others into the same state.

\n

Having no flesh to call its own, a demon is a shadowed, ephemeral horror able to possess others. A demon can cause great harm in a short time by forcing its host to lie, steal, and harm loved ones.

\n

Motive: Hungers for others’ pain and fear

\n

Environment: Anywhere

\n

Health: 25

\n

Damage Inflicted: 6 points

\n

Movement: Short; immediate while flying in immaterial form

\n

Modifications: All stealth tasks as level 7 in immaterial form; deception tasks as level 6

\n

Combat: The immaterial touch of a demon either inflicts 5 points of damage from rot, or allows the demon to attempt to possess the target. The target of an attempted possession must make an Intellect defense roll or become possessed, whereupon the demon’s immaterial form disappears into the target.

\n

The first round in which a character is possessed, they can act normally. In the second and all subsequent rounds, the possessing demon can control the actions of the host, but the character can attempt an Intellect defense roll to resist each suggested action. Successful resistance means that the character does nothing for one round. In other rounds, the character can act as they choose. A possessing demon’s actions are limited to attempts to control its host and leaving the host.

\n

A possessed target is allowed an Intellect defense roll to eject the demon once per day, barring any exorcism attempts. The defense roll is hindered by one additional step each day of possession after the first seven days. An ejected or cast-out demon is powerless for one or more days.

\n

A demon not possessing another creature is immaterial and can pass through solid objects whose level is lower than its own. While the demon is immaterial, it takes only 1 point of damage from mundane attacks, but it takes full damage from magical, energy, and psychic attacks. While it possesses another creature, the demon is immune to most attacks (though not so the host; killing the host will eject the demon).

\n

Interaction: A demon allows a possessed host to act normally, as long as it doesn’t reveal the demon’s presence. If its presence is known, the demon might negotiate, but only after a tirade of lies and obscenity, and the demon likely betrays any deal reached.

\n

Use: An ally of the PCs has begun acting differently, and not for the good.

\n

GM Intrusion: The character who attempts an exorcism of a possessed target is successful, but the demon moves directly from the former victim into the exorcist. The new host can make an Intellect-based roll to eject the demon, but only after the first round of possession.

","settings":{"general":{"initiativeBonus":0,"hideArchive":false},"equipment":{"ammo":{"active":false},"attacks":{"active":false},"armor":{"active":false},"cyphers":{"active":false,"label":""},"artifacts":{"active":false,"label":""},"oddities":{"active":false,"label":""},"materials":{"active":false,"label":""}},"skills":{},"abilities":{}},"teen":{"pools":{},"basic":{},"settings":{}}},"ownership":{"default":0,"N1n5f3sdQOJFmoJe":3},"prototypeToken":{"name":"Demon","displayName":20,"actorLink":false,"width":1,"height":1,"lockRotation":false,"rotation":0,"alpha":1,"light":{"alpha":0.5,"angle":360,"bright":0,"coloration":1,"dim":0,"luminosity":0.5,"saturation":0,"contrast":0,"shadows":0,"animation":{"speed":5,"intensity":5,"reverse":false,"type":null},"darkness":{"min":0,"max":1},"attenuation":0.5,"color":null},"disposition":0,"displayBars":40,"bar1":{"attribute":"health"},"bar2":{"attribute":"level"},"flags":{},"randomImg":false,"texture":{"src":"icons/svg/mystery-man.svg","scaleX":1,"scaleY":1,"offsetX":0,"offsetY":0,"rotation":0,"tint":null},"sight":{"angle":360,"enabled":false,"range":0,"brightness":1,"visionMode":"basic","color":null,"attenuation":0.1,"saturation":0,"contrast":0},"detectionModes":[]},"_stats":{"systemId":"cyphersystem","systemVersion":"2.0.0-a1","coreVersion":"10.286","createdTime":null,"modifiedTime":1664959732030,"lastModifiedBy":"rLeavHPrdkq6xjNt"}} -{"_id":"CbyPd1QoYjZGISN9","name":"Fusion hound","type":"npc","img":"icons/svg/mystery-man.svg","items":[],"effects":[],"folder":null,"sort":0,"flags":{},"system":{"version":2,"basic":{"level":3},"pools":{"health":{"value":10,"max":10}},"combat":{"damage":5,"armor":1},"description":"","notes":"

In radiation-scoured wastelands, either creatures adapt to the deadly energies of their environment, or they die. Fusion hounds are mutant canines able to absorb unbelievable amounts of radiation and thrive on it. They roam in packs, killing and devouring everything they come upon.

\n

A fusion hound’s entire head appears to be a blast of flame, and gouts of dangerous radiation flare from its body.

\n

Motive: Hungers for flesh

\n

Environment: Packs of three to eight can be found almost anywhere.

\n

Health: 10

\n

Damage Inflicted: 5 points

\n

Armor: 1

\n

Movement: Long

\n

Modifications: Speed defense as level 4; stealth and climbing as level 2

\n

Combat: Fusion hounds move very fast and use that speed to their advantage in combat. A hound can move a long distance and still attack as a single action. It can also use its action to run about in random patterns, hindering attacks against it by two steps.

\n

A fusion hound’s head is completely haloed in a seething mass of radioactive energy, so unlike traditional canines, it has no bite attack. Instead, it pounces on prey with its clawed forelimbs, which causes a burst of radiation to flare from its body, burning whatever it touches.

\n

Anyone within close distance of a fusion hound for more than one round suffers 1 point of damage in each round after the first.

\n

Interaction: Fusion hounds are animals. Creatures immune to radiation sometimes train the hounds to become guardians or hunting dogs, but such creatures are rare.

\n

Use: An NPC delivering something the characters need never made it to the rendezvous. If they backtrack to where the NPC should have come from, the PCs are attacked by a pack of fusion hounds on the road. Clearly, the courier was attacked by the pack as well, and the characters must discover if the NPC is dead or merely injured, and where the package now lies.

\n

GM Intrusion: The hound flares with energy and the character must succeed on a Might defense task or go blind for ten minutes.

","settings":{"general":{"initiativeBonus":0,"hideArchive":false},"equipment":{"ammo":{"active":false},"attacks":{"active":false},"armor":{"active":false},"cyphers":{"active":false,"label":""},"artifacts":{"active":false,"label":""},"oddities":{"active":false,"label":""},"materials":{"active":false,"label":""}},"skills":{},"abilities":{}},"teen":{"pools":{},"basic":{},"settings":{}}},"ownership":{"default":0,"N1n5f3sdQOJFmoJe":3},"prototypeToken":{"name":"Fusion Hound","displayName":20,"actorLink":false,"width":1,"height":1,"lockRotation":false,"rotation":0,"alpha":1,"light":{"alpha":0.5,"angle":360,"bright":0,"coloration":1,"dim":0,"luminosity":0.5,"saturation":0,"contrast":0,"shadows":0,"animation":{"speed":5,"intensity":5,"reverse":false,"type":null},"darkness":{"min":0,"max":1},"attenuation":0.5,"color":null},"disposition":0,"displayBars":40,"bar1":{"attribute":"health"},"bar2":{"attribute":"level"},"flags":{},"randomImg":false,"texture":{"src":"icons/svg/mystery-man.svg","scaleX":1,"scaleY":1,"offsetX":0,"offsetY":0,"rotation":0,"tint":null},"sight":{"angle":360,"enabled":false,"range":0,"brightness":1,"visionMode":"basic","color":null,"attenuation":0.1,"saturation":0,"contrast":0},"detectionModes":[]},"_stats":{"systemId":"cyphersystem","systemVersion":"2.0.0-a1","coreVersion":"10.286","createdTime":null,"modifiedTime":1664959732152,"lastModifiedBy":"rLeavHPrdkq6xjNt"}} -{"_id":"D25NNlnriTPYwXvl","name":"Djinni","type":"npc","img":"icons/svg/mystery-man.svg","items":[],"effects":[],"folder":null,"sort":0,"flags":{},"system":{"version":2,"basic":{"level":7,"biography":"

Djinn inhabit unseen dimensions beyond the visible universe. Just like normal creatures, djinn are individuals, and they can be good, evil, or unconcerned about the fates and doings of others.

\n

Motive: Unpredictable

\n

Environment: Almost anywhere

\n

Health: 35

\n

Damage Inflicted: 9 points

\n

Movement: Short; long when flying

\n

Modifications: Knowledge of Arabian history as level 8

\n

Combat: With a touch, a djinni can warp a victim’s flesh, inflicting damage. Djinn can also use an action to send out a magitech “EMP burst” that renders all artifacts, machines, and lesser magic devices within short range inoperable for one minute. (If the item is part of a character’s equipment, they can prevent this outcome by succeeding on a Speed defense roll.) Instead of disabling all devices in range, a djinni can instead take control of one item within range for one minute, if applicable.

\n

A djinni can transform into a being of smoke and flame as its action. While in this form, it has +10 to Armor but can’t attack foes. It gains the ability to fly a long distance each round and retains the ability to communicate normally. The first time each day that a djinni returns to physical form after having become smoke, it regains 25 points of health.

\n

Some djinn have the ability to grant wishes, and a few are beholden to do so thanks to an ancient, unexplained agreement with other djinn. Those who grant wishes twist them against the asker, especially if a wish is poorly worded or there are multiple ways to interpret it. The level of the effect granted is no greater than level 7, as determined by the GM, who can modify the effect of the wish accordingly. (The larger the wish, the more likely the GM will limit its effect.)

\n

Interaction: When a djinni interacts with characters, it’s narcissistic, certain in its own immense power, and unlikely to let slights pass. That said, low-tier characters could negotiate with one peacefully because even djinn have needs and desires.

\n

Use: Agents of a foreign power retrieved a magic lamp from an ancient Arabian ruin. The PCs’ job is to determine whether there is reason for alarm.

\n

Loot: Most djinn carry a couple of cyphers, and some have a magic artifact useful in combat.

\n

GM intrusion: When the character is touched by a djinni, instead of taking damage, the character is turned to smoke and fire and sent whirling off in a random direction. They lose their next turn and return to normal almost 300 feet (90 m) from where they started.

"},"pools":{"health":{"value":3,"max":3}},"combat":{"damage":1,"armor":0},"description":"","notes":"

Djinn inhabit unseen dimensions beyond the visible universe. Just like normal creatures, djinn are individuals, and they can be good, evil, or unconcerned about the fates and doings of others.

\n

Motive: Unpredictable

\n

Environment: Almost anywhere

\n

Health: 35

\n

Damage Inflicted: 9 points

\n

Movement: Short; long when flying

\n

Modifications: Knowledge of Arabian history as level 8

\n

Combat: With a touch, a djinni can warp a victim’s flesh, inflicting damage. Djinn can also use an action to send out a magitech “EMP burst” that renders all artifacts, machines, and lesser magic devices within short range inoperable for one minute. (If the item is part of a character’s equipment, they can prevent this outcome by succeeding on a Speed defense roll.) Instead of disabling all devices in range, a djinni can instead take control of one item within range for one minute, if applicable.

\n

A djinni can transform into a being of smoke and flame as its action. While in this form, it has +10 to Armor but can’t attack foes. It gains the ability to fly a long distance each round and retains the ability to communicate normally. The first time each day that a djinni returns to physical form after having become smoke, it regains 25 points of health.

\n

Some djinn have the ability to grant wishes, and a few are beholden to do so thanks to an ancient, unexplained agreement with other djinn. Those who grant wishes twist them against the asker, especially if a wish is poorly worded or there are multiple ways to interpret it. The level of the effect granted is no greater than level 7, as determined by the GM, who can modify the effect of the wish accordingly. (The larger the wish, the more likely the GM will limit its effect.)

\n

Interaction: When a djinni interacts with characters, it’s narcissistic, certain in its own immense power, and unlikely to let slights pass. That said, low-tier characters could negotiate with one peacefully because even djinn have needs and desires.

\n

Use: Agents of a foreign power retrieved a magic lamp from an ancient Arabian ruin. The PCs’ job is to determine whether there is reason for alarm.

\n

Loot: Most djinn carry a couple of cyphers, and some have a magic artifact useful in combat.

\n

GM Intrusion: When the character is touched by a djinni, instead of taking damage, the character is turned to smoke and fire and sent whirling off in a random direction. They lose their next turn and return to normal almost 300 feet (90 m) from where they started.

","settings":{"general":{"initiativeBonus":0,"hideArchive":false},"equipment":{"ammo":{"active":false},"attacks":{"active":false},"armor":{"active":false},"cyphers":{"active":false,"label":""},"artifacts":{"active":false,"label":""},"oddities":{"active":false,"label":""},"materials":{"active":false,"label":""}},"skills":{},"abilities":{}},"teen":{"pools":{},"basic":{},"settings":{}}},"ownership":{"default":0,"N1n5f3sdQOJFmoJe":3},"prototypeToken":{"name":"Djinni","displayName":20,"actorLink":false,"width":1,"height":1,"lockRotation":false,"rotation":0,"alpha":1,"light":{"alpha":0.5,"angle":360,"bright":0,"coloration":1,"dim":0,"luminosity":0.5,"saturation":0,"contrast":0,"shadows":0,"animation":{"speed":5,"intensity":5,"reverse":false,"type":null},"darkness":{"min":0,"max":1},"attenuation":0.5,"color":null},"disposition":0,"displayBars":40,"bar1":{"attribute":"health"},"bar2":{"attribute":"level"},"flags":{},"randomImg":false,"texture":{"src":"icons/svg/mystery-man.svg","scaleX":1,"scaleY":1,"offsetX":0,"offsetY":0,"rotation":0,"tint":null},"sight":{"angle":360,"enabled":false,"range":0,"brightness":1,"visionMode":"basic","color":null,"attenuation":0.1,"saturation":0,"contrast":0},"detectionModes":[]},"_stats":{"systemId":"cyphersystem","systemVersion":"2.0.0-a1","coreVersion":"10.286","createdTime":null,"modifiedTime":1664959732057,"lastModifiedBy":"rLeavHPrdkq6xjNt"}} -{"_id":"Ds2TiPhzGcBio6uy","name":"Chronophage","type":"npc","img":"icons/svg/mystery-man.svg","items":[],"effects":[],"folder":null,"sort":0,"flags":{},"system":{"version":2,"basic":{"level":4,"biography":"

These segmented, 6-foot (2 m) long creatures look partly like larvae that have grown gargantuan and vicious. They appear in places where time moves more slowly or more quickly than normal, where balls and liquids flow upslope, or where a time traveler has visited.

\n

Motive: Hungers for the flesh of those who create, or were created by, time anomalies

\n

Environment: Clutches of four to eight fade into existence within long range of space-time fractures in almost any location.

\n

Health: 18

\n

Damage Inflicted: 5 points

\n

Armor: 1

\n

Movement: Short; can phase into the dimension of time (and disappear) as a move. On its next action, it can phase back into the world up to 300 feet (90 m) from where it disappeared (as an action).

\n

Modifications: Perception as level 5

\n

Combat: A chronophage attacks with its crushing mandibles. A chronophage can phase back and forth between its home dimension, and it uses this ability to great effect when hunting prey. For instance, it can close on prey otherwise protected by barriers or features of the landscape. It can also use the ability to draw a victim’s attention and then launch a surprise attack from behind after it has effectively teleported. However, it is an action for the creature to shift its phase between the dimension of time and normal reality.

\n

Interaction: Chronophages are unswerving in their drive to find prey. Once one marks its target, only killing the creature can sway it from the prey.

\n

Use: When the PCs happen upon a location where the rules of space-time are loose and malleable, or if the PCs trigger a cypher or other device that interferes with time’s regular flow, a clutch of chronophages may soon come calling.

\n

Loot: The skin of a chronophage can be salvaged to create a silvery cloak that reflects its surroundings, but the reflection is one hour behind the present.

\n

GM intrusion: If a chronophage’s prey fails its Speed defense roll, the attack ignores Armor, and the prey must make an Intellect defense roll (difficulty 4) or be phased into the chronophage’s home dimension of time. Victims automatically phase back into reality on their next turn but are displaced by 100 feet (30 m) straight up or to the closest open space. This usually results in a fall that potentially deals 10 points of damage, knocks victims prone, and dazes them, hindering all actions for a round.

"},"pools":{"health":{"value":18,"max":18}},"combat":{"damage":5,"armor":1},"description":"","notes":"

These segmented, 6-foot (2 m) long creatures look partly like larvae that have grown gargantuan and vicious. They appear in places where time moves more slowly or more quickly than normal, where balls and liquids flow upslope, or where a time traveler has visited.

\n

Motive: Hungers for the flesh of those who create, or were created by, time anomalies

\n

Environment: Clutches of four to eight fade into existence within long range of space-time fractures in almost any location.

\n

Health: 18

\n

Damage Inflicted: 5 points

\n

Armor: 1

\n

Movement: Short; can phase into the dimension of time (and disappear) as a move. On its next action, it can phase back into the world up to 300 feet (90 m) from where it disappeared (as an action).

\n

Modifications: Perception as level 5

\n

Combat: A chronophage attacks with its crushing mandibles. A chronophage can phase back and forth between its home dimension, and it uses this ability to great effect when hunting prey. For instance, it can close on prey otherwise protected by barriers or features of the landscape. It can also use the ability to draw a victim’s attention and then launch a surprise attack from behind after it has effectively teleported. However, it is an action for the creature to shift its phase between the dimension of time and normal reality.

\n

Interaction: Chronophages are unswerving in their drive to find prey. Once one marks its target, only killing the creature can sway it from the prey.

\n

Use: When the PCs happen upon a location where the rules of space-time are loose and malleable, or if the PCs trigger a cypher or other device that interferes with time’s regular flow, a clutch of chronophages may soon come calling.

\n

Loot: The skin of a chronophage can be salvaged to create a silvery cloak that reflects its surroundings, but the reflection is one hour behind the present.

\n

GM Intrusion: If a chronophage’s prey fails its Speed defense roll, the attack ignores Armor, and the prey must make an Intellect defense roll (difficulty 4) or be phased into the chronophage’s home dimension of time. Victims automatically phase back into reality on their next turn but are displaced by 100 feet (30 m) straight up or to the closest open space. This usually results in a fall that potentially deals 10 points of damage, knocks victims prone, and dazes them, hindering all actions for a round.

","settings":{"general":{"initiativeBonus":0,"hideArchive":false},"equipment":{"ammo":{"active":false},"attacks":{"active":false},"armor":{"active":false},"cyphers":{"active":false,"label":""},"artifacts":{"active":false,"label":""},"oddities":{"active":false,"label":""},"materials":{"active":false,"label":""}},"skills":{},"abilities":{}},"teen":{"pools":{},"basic":{},"settings":{}}},"ownership":{"default":0,"N1n5f3sdQOJFmoJe":3},"prototypeToken":{"name":"Chronophage","displayName":20,"actorLink":false,"width":1,"height":1,"lockRotation":false,"rotation":0,"alpha":1,"light":{"alpha":0.5,"angle":360,"bright":0,"coloration":1,"dim":0,"luminosity":0.5,"saturation":0,"contrast":0,"shadows":0,"animation":{"speed":5,"intensity":5,"reverse":false,"type":null},"darkness":{"min":0,"max":1},"attenuation":0.5,"color":null},"disposition":0,"displayBars":40,"bar1":{"attribute":"health"},"bar2":{"attribute":"level"},"flags":{},"randomImg":false,"texture":{"src":"icons/svg/mystery-man.svg","scaleX":1,"scaleY":1,"offsetX":0,"offsetY":0,"rotation":0,"tint":null},"sight":{"angle":360,"enabled":false,"range":0,"brightness":1,"visionMode":"basic","color":null,"attenuation":0.1,"saturation":0,"contrast":0},"detectionModes":[]},"_stats":{"systemId":"cyphersystem","systemVersion":"2.0.0-a1","coreVersion":"10.286","createdTime":null,"modifiedTime":1664959731951,"lastModifiedBy":"rLeavHPrdkq6xjNt"}} -{"_id":"E7LZFxUVnPeXLIgX","name":"Tyrannosaurus rex","type":"npc","img":"icons/svg/mystery-man.svg","items":[],"effects":[],"folder":null,"sort":0,"flags":{},"system":{"version":2,"basic":{"level":7},"pools":{"health":{"value":50,"max":50}},"combat":{"damage":10,"armor":0},"description":"","notes":"

The short arms of a tyrannosaurus have been much parodied in Earth social media circles, but the arms aren’t really important when a hunting tyrannosaurus is after you. It’s more the soul-shivering roar, designed to freeze prey in place, and a skull and mouth so enormous that the entire creature is cantilevered by a massive tail that itself can be used as a powerful weapon.

\n

As vicious as tyrannosauruses likely were 66 million years ago, the versions still hunting today could be even more dangerous. That’s because the ones with a taste for humans have learned to adapt to human defenses and to use their roar to terrorize prey as they hunt.

\n

Motive: Hungers for flesh

\n

Environment: Tyrannosauruses hunt solo or in pairs; they’re drawn to loud, unfamiliar noises (like motor engines).

\n

Health: 50

\n

Damage Inflicted: 10 points

\n

Movement: Short

\n

Modifications: Perception as level 5; Speed defense as level 5 due to size

\n

Combat: A tyrannosaurus attacks with its massive bite. Not only does it deal damage, but the target must also make a Might defense roll to pull free or be shaken like a rat in the mouth of a pit bull for 3 additional points of Speed damage (ignores Armor). The shaking recurs each subsequent round in which the target fails a Might-based task to pull free.

\n

A tyrannosaurus can also make a trampling attack if it can charge from just outside of short range. When it does, it moves 50 feet (15 m) in a round, and anything that comes within immediate range is attacked. Even those who make a successful Speed defense roll take 2 points of damage.

\n

Finally, a tyrannosaurus can roar. The first time creatures within short range hear the roar on any given day, they must succeed on a difficulty 2 Intellect defense roll or stand frozen in fear for a round. Attacks against them are eased by two steps in the attacker’s favor and deal 2 additional points of damage.

\n

For all their power, tyrannosauruses are not above self-preservation. They never fight to the death if they are outclassed, and they usually break off if they take more than 30 points of damage in a conflict.

\n

Interaction: Tyrannosauruses are animals, but they’re clever hunters, too. When they hunt in pairs, they work to keep prey penned between them.

\n

Use: Something is killing big game in a forest preserve. Poachers are suspected at first, but when they are also found dead, it’s clear that something else is to blame.

\n

GM Intrusion: The tyrannosaurus’s tail swings around and knocks the character tumbling out of short range and possibly into dangerous terrain.

","settings":{"general":{"initiativeBonus":0,"hideArchive":false},"equipment":{"ammo":{"active":false},"attacks":{"active":false},"armor":{"active":false},"cyphers":{"active":false,"label":""},"artifacts":{"active":false,"label":""},"oddities":{"active":false,"label":""},"materials":{"active":false,"label":""}},"skills":{},"abilities":{}},"teen":{"pools":{},"basic":{},"settings":{}}},"ownership":{"default":0,"N1n5f3sdQOJFmoJe":3},"prototypeToken":{"name":"Tyrannosaurus rex","displayName":20,"actorLink":false,"width":1,"height":1,"lockRotation":false,"rotation":0,"alpha":1,"light":{"alpha":0.5,"angle":360,"bright":0,"coloration":1,"dim":0,"luminosity":0.5,"saturation":0,"contrast":0,"shadows":0,"animation":{"speed":5,"intensity":5,"reverse":false,"type":null},"darkness":{"min":0,"max":1},"attenuation":0.5,"color":null},"disposition":0,"displayBars":40,"bar1":{"attribute":"health"},"bar2":{"attribute":"level"},"flags":{},"randomImg":false,"texture":{"src":"icons/svg/mystery-man.svg","scaleX":1,"scaleY":1,"offsetX":0,"offsetY":0,"rotation":0,"tint":null},"sight":{"angle":360,"enabled":false,"range":0,"brightness":1,"visionMode":"basic","color":null,"attenuation":0.1,"saturation":0,"contrast":0},"detectionModes":[]},"_stats":{"systemId":"cyphersystem","systemVersion":"2.0.0-a1","coreVersion":"10.286","createdTime":null,"modifiedTime":1664959732681,"lastModifiedBy":"rLeavHPrdkq6xjNt"}} -{"_id":"EX0RBWZzdGetaDK9","name":"Mechanical soldier","type":"npc","img":"icons/svg/mystery-man.svg","items":[],"effects":[],"folder":null,"sort":0,"flags":{},"system":{"version":2,"basic":{"level":4},"pools":{"health":{"value":15,"max":15}},"combat":{"damage":4,"armor":3},"description":"","notes":"

Clockwork automatons powered by steam, these mechanical men patrol about and guard locations of importance to their makers. Lanky and awkward in their movements, these quasi-humanoid automatons stand almost 8 feet (2 m) tall. In their three-fingered hands, they wield a variety of weapons.

\n

A few people have wondered if a gear-driven soldier could ever truly attain sentience. Most scoff at the suggestion, but is that a gleam in the glass lens of its eye?

\n

Motive: Incomprehensible

\n

Environment: Anywhere, usually in groups of three to eight

\n

Health: 15

\n

Damage Inflicted: 4 points

\n

Armor: 3

\n

Movement: Short

\n

Modifications: Perception as level 5; leaps, runs, and balances as level 3

\n

Combat: Mechanical soldiers attack in groups using well-organized tactics. Although they can speak, they transmit information to one another silently and instantly within a 100-mile (160 km) range via wireless radio transmissions.

\n

Soldiers armed with advanced weaponry typically carry rifle-like guns that can fire multiple rapid shots without reloading. The soldiers fire at up to three targets (all next to one another) at once. For each target after the first, defense rolls are eased.

\n

In addition, one in four soldiers carries a back-mounted device that hurls bombs at long range with deadly accuracy. They explode in immediate range for 4 points of damage. Each device holds [[/r 1d6]] such bombs.

\n

A mechanical soldier that has lost its original weaponry scavenges whatever is available.

\n

Certain frequencies of sound confuse these clockwork soldiers, hindering all their actions by two steps, and other frequencies prevent them from acting at all for [[/r 1d6 + 1]] rounds.

\n

Interaction: On their own, mechanical soldiers act on prior orders. Otherwise, they listen to and obey their creator—and only their creator.

\n

Use: An enterprising bandit has captured and repurposed a number of mechanical soldiers, probably using sound. These soldiers remember nothing of their former duties and work for their new master as high-tech brigands and pirates. The bandit has no idea how to repair them if they are damaged, much less make new soldiers.

\n

Loot: A determined scientist might scavenge the body of one of these automatons to find a cypher.

\n

GM Intrusion: The destroyed soldier explodes in a gout of flame, black smoke, and steam, inflicting 6 points of damage to all within immediate range.

","settings":{"general":{"initiativeBonus":0,"hideArchive":false},"equipment":{"ammo":{"active":false},"attacks":{"active":false},"armor":{"active":false},"cyphers":{"active":false,"label":""},"artifacts":{"active":false,"label":""},"oddities":{"active":false,"label":""},"materials":{"active":false,"label":""}},"skills":{},"abilities":{}},"teen":{"pools":{},"basic":{},"settings":{}}},"ownership":{"default":0,"N1n5f3sdQOJFmoJe":3},"prototypeToken":{"name":"Mechanical Soldier","displayName":20,"actorLink":false,"width":1,"height":1,"lockRotation":false,"rotation":0,"alpha":1,"light":{"alpha":0.5,"angle":360,"bright":0,"coloration":1,"dim":0,"luminosity":0.5,"saturation":0,"contrast":0,"shadows":0,"animation":{"speed":5,"intensity":5,"reverse":false,"type":null},"darkness":{"min":0,"max":1},"attenuation":0.5,"color":null},"disposition":0,"displayBars":40,"bar1":{"attribute":"health"},"bar2":{"attribute":"level"},"flags":{},"randomImg":false,"texture":{"src":"icons/svg/mystery-man.svg","scaleX":1,"scaleY":1,"offsetX":0,"offsetY":0,"rotation":0,"tint":null},"sight":{"angle":360,"enabled":false,"range":0,"brightness":1,"visionMode":"basic","color":null,"attenuation":0.1,"saturation":0,"contrast":0},"detectionModes":[]},"_stats":{"systemId":"cyphersystem","systemVersion":"2.0.0-a1","coreVersion":"10.286","createdTime":null,"modifiedTime":1664959732369,"lastModifiedBy":"rLeavHPrdkq6xjNt"}} -{"_id":"G1R1ESjuGxTJ7VwN","name":"Giant snake","type":"npc","img":"icons/svg/mystery-man.svg","items":[],"effects":[],"folder":null,"sort":0,"flags":{},"system":{"version":2,"basic":{"level":4},"pools":{"health":{"value":18,"max":18}},"combat":{"damage":5,"armor":2},"description":"","notes":"

Those about to stumble into the presence of a giant snake at least 50 feet (15 m) long are warned by the skin it shed and discarded and by the cracked, slippery bones of digested victims.

\n

Motive: Hungers for flesh

\n

Environment: Anywhere a giant snake can lurk, including jungles, sewers, caves, and spacecraft access tubes

\n

Health: 18

\n

Damage Inflicted: 5 points or more; see Combat

\n

Armor: 2

\n

Movement: Short

\n

Modifications: Perception and stealth as level 6; Speed defense as level 3 due to size

\n

Combat: A giant snake bites foes, preferably from ambush, hindering the target’s Speed defense by two steps. If it succeeds, the snake’s bite deals 8 points of damage for that attack. On a failed Might defense roll, a bite also inflicts 3 points of Speed damage (ignores Armor). A giant snake may coil around a sleeping, stunned, or debilitated victim. Caught victims automatically take 5 points of crushing damage each round until they break free.

\n

Giant snakes lose their perception and stealth modifications in cold climates and when attacked with abilities that reduce the temperature. Thus, the creatures retreat from cold.

\n

Interaction: A giant snake is a predator that regards other creatures as food, though it ignores them when it is already busy digesting a meal.

\n

Use: Characters note something amiss as they glimpse lambent eyes peering from the darkness, glaring as if seeking to pin victims in place with cold terror.

\n

Loot: A giant snake’s droppings or gullet might hold a few cyphers and possibly an artifact that the creature could not digest.

\n

GM Intrusion: The snake’s venom affects the character more strongly. Instead of merely inflicting Speed damage, it also paralyzes the character for one minute, though after a couple of rounds, the victim can make another Might defense roll to throw off the effects of the poison early.

","settings":{"general":{"initiativeBonus":0,"hideArchive":false},"equipment":{"ammo":{"active":false},"attacks":{"active":false},"armor":{"active":false},"cyphers":{"active":false,"label":""},"artifacts":{"active":false,"label":""},"oddities":{"active":false,"label":""},"materials":{"active":false,"label":""}},"skills":{},"abilities":{}},"teen":{"pools":{},"basic":{},"settings":{}}},"ownership":{"default":0,"N1n5f3sdQOJFmoJe":3},"prototypeToken":{"name":"Giant Snake","displayName":20,"actorLink":false,"width":1,"height":1,"lockRotation":false,"rotation":0,"alpha":1,"light":{"alpha":0.5,"angle":360,"bright":0,"coloration":1,"dim":0,"luminosity":0.5,"saturation":0,"contrast":0,"shadows":0,"animation":{"speed":5,"intensity":5,"reverse":false,"type":null},"darkness":{"min":0,"max":1},"attenuation":0.5,"color":null},"disposition":0,"displayBars":40,"bar1":{"attribute":"health"},"bar2":{"attribute":"level"},"flags":{},"randomImg":false,"texture":{"src":"icons/svg/mystery-man.svg","scaleX":1,"scaleY":1,"offsetX":0,"offsetY":0,"rotation":0,"tint":null},"sight":{"angle":360,"enabled":false,"range":0,"brightness":1,"visionMode":"basic","color":null,"attenuation":0.1,"saturation":0,"contrast":0},"detectionModes":[]},"_stats":{"systemId":"cyphersystem","systemVersion":"2.0.0-a1","coreVersion":"10.286","createdTime":null,"modifiedTime":1664959732240,"lastModifiedBy":"rLeavHPrdkq6xjNt"}} -{"_id":"GcRpFtcOQDpGvU4H","name":"Abomination","type":"npc","img":"icons/svg/mystery-man.svg","items":[],"effects":[],"folder":null,"sort":0,"flags":{},"system":{"version":2,"basic":{"level":5,"biography":"

An abomination is a hideous bestial humanoid covered with thickened plates of scarlet flesh. Their eyes shine with the stagnant glow of toxic waste dumps. Standing at least 7 feet (2 m) tall, abominations are drawn to movement. Always famished, they consume living prey in great tearing bites.

\n

Motive: Hungers for flesh

\n

Environment: Almost anywhere, hunting alone or in pairs

\n

Health: 22

\n

Damage Inflicted: 6 points

\n

Armor: 2

\n

Movement: Short

\n

Modifications: Might defense as level 6; sees through deception as level 3

\n

Combat: Abominations use scavenged weapons to attack prey at range, but probably switch to biting targets within immediate range. Targets damaged by a bite must also succeed on a Might defense task or descend one step on the damage track as the abomination tears off a big piece of flesh and gulps it down. Those who survive an attack must succeed on a Might defense task a day later when they come down with flu-like symptoms. Those who fail begin the process of transforming into a fresh abomination.

\n

Abominations regain 2 points of health per round and have +5 Armor against damage inflicted by energy (radiation, X-rays, gamma rays, and so on).

\n

Interaction: Most abominations can speak and have vague memories of the people they were before transforming. However, those memories, motivations, and hopes are usually submerged in a hunger that can never be sated.

\n

Use: Abominations hunt ravaged wastelands and bombed-out spacecraft hulks, lurk in basements where mad scientists have conducted illicit experiments, and haunt the dreams of children who’ve gotten in over their heads.

\n

GM intrusion: The abomination isn’t dead; it stands up on the following round at full health.

"},"pools":{"health":{"value":22,"max":22}},"combat":{"damage":6,"armor":2},"description":"","notes":"

An abomination is a hideous bestial humanoid covered with thickened plates of scarlet flesh. Their eyes shine with the stagnant glow of toxic waste dumps. Standing at least 7 feet (2 m) tall, abominations are drawn to movement. Always famished, they consume living prey in great tearing bites.

\n

Motive: Hungers for flesh

\n

Environment: Almost anywhere, hunting alone or in pairs

\n

Health: 22

\n

Damage Inflicted: 6 points

\n

Armor: 2

\n

Movement: Short

\n

Modifications: Might defense as level 6; sees through deception as level 3

\n

Combat: Abominations use scavenged weapons to attack prey at range, but probably switch to biting targets within immediate range. Targets damaged by a bite must also succeed on a Might defense task or descend one step on the damage track as the abomination tears off a big piece of flesh and gulps it down. Those who survive an attack must succeed on a Might defense task a day later when they come down with flu-like symptoms. Those who fail begin the process of transforming into a fresh abomination.

\n

Abominations regain 2 points of health per round and have +5 Armor against damage inflicted by energy (radiation, X-rays, gamma rays, and so on).

\n

Interaction: Most abominations can speak and have vague memories of the people they were before transforming. However, those memories, motivations, and hopes are usually submerged in a hunger that can never be sated.

\n

Use: Abominations hunt ravaged wastelands and bombed-out spacecraft hulks, lurk in basements where mad scientists have conducted illicit experiments, and haunt the dreams of children who’ve gotten in over their heads.

\n

GM Intrusion: The abomination isn’t dead; it stands up on the following round at full health.

","settings":{"general":{"initiativeBonus":0,"hideArchive":false},"equipment":{"ammo":{"active":false},"attacks":{"active":false},"armor":{"active":false},"cyphers":{"active":false,"label":""},"artifacts":{"active":false,"label":""},"oddities":{"active":false,"label":""},"materials":{"active":false,"label":""}},"skills":{},"abilities":{}},"teen":{"pools":{},"basic":{},"settings":{}}},"ownership":{"default":0,"N1n5f3sdQOJFmoJe":3},"prototypeToken":{"name":"Abomination","displayName":20,"actorLink":false,"width":1,"height":1,"lockRotation":false,"rotation":0,"alpha":1,"light":{"alpha":0.5,"angle":360,"bright":0,"coloration":1,"dim":0,"luminosity":0.5,"saturation":0,"contrast":0,"shadows":0,"animation":{"speed":5,"intensity":5,"reverse":false,"type":null},"darkness":{"min":0,"max":1},"attenuation":0.5,"color":null},"disposition":0,"displayBars":40,"bar1":{"attribute":"health"},"bar2":{"attribute":"level"},"flags":{},"randomImg":false,"texture":{"src":"icons/svg/mystery-man.svg","scaleX":1,"scaleY":1,"offsetX":0,"offsetY":0,"rotation":0,"tint":null},"sight":{"angle":360,"enabled":false,"range":0,"brightness":1,"visionMode":"basic","color":null,"attenuation":0.1,"saturation":0,"contrast":0},"detectionModes":[]},"_stats":{"systemId":"cyphersystem","systemVersion":"2.0.0-a1","coreVersion":"10.286","createdTime":null,"modifiedTime":1664959731918,"lastModifiedBy":"rLeavHPrdkq6xjNt"}} -{"_id":"Iyx0QTRTuHLwr2g4","name":"Killer clown","type":"npc","img":"icons/svg/mystery-man.svg","items":[],"effects":[],"folder":null,"sort":0,"flags":{},"system":{"version":2,"basic":{"level":5},"pools":{"health":{"value":3,"max":3}},"combat":{"damage":1,"armor":0},"description":"","notes":"

A clown—whether it’s a doll or what seems to be a person wearing clown makeup—could be entirely benign. But if you see one sitting alone in a dark room, lying under your bed, or gazing up at you through the sewer grate in the street, it might be a killer clown. Killer clowns might be evil spirits possessing someone or an insane person living out a homicidal fantasy. Either way, they’re as dangerous as anything you’ll ever likely meet. If you see a clown, run. Because it might be a killer.

\n

Motive: Homicide

\n

Environment: Almost anywhere

\n

Health: 25

\n

Damage Inflicted: 5 points

\n

Movement: Short

\n

Modifications: Detecting falsehoods, deception, and persuasion as level 7

\n

Combat: A killer clown attempts to deceive its victim into believing that the clown is a friend. In fact, the clown is setting up an ambush where the victim can be strangled to death in private. When a killer clown successfully attacks, it inflicts 5 points of damage and locks its hands around the victim’s neck. In each round that the victim does not escape, it suffers 5 points of damage from being strangled.

\n

Some killer clowns know tricks that border on the supernatural. Such a clown may do one of the following as its action during combat. Roll a [[/r d6]] to determine the Clown Trick.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
d6Clown Trick
1Reveal a secret that one character is keeping from one or more of their allies.
2Poke target in the eyes as a level 6 attack, blinding target for one minute.
3Activate a trapdoor beneath victim that drops them 20 feet (6 m) into a cellar or basement.
4Disappear into secret door or hatch and reappear somewhere hidden within short range.
5Jab target in the throat as a level 6 attack; resulting coughing fit causes target to lose next action.
6Down an elixir or energy drink that heals the killer clown of all damage sustained.
\n

Interaction: A killer clown is all jokes, magic tricks, and juggling, until it decides it’s time to strike.

\n

Use: The creepy circus that just pulled into town is guarded by a killer clown, as late-night investigators soon learn.

\n

Loot: A killer clown might have one or two cyphers in the form of a joy buzzer, cards, and cheap trinkets.

\n

GM Intrusion: The clown snatches a weapon, cypher, or other object from the character’s hand as a level 6 attack, and if successful, immediately uses it on the character.

","settings":{"general":{"initiativeBonus":0,"hideArchive":false},"equipment":{"ammo":{"active":false},"attacks":{"active":false},"armor":{"active":false},"cyphers":{"active":false,"label":""},"artifacts":{"active":false,"label":""},"oddities":{"active":false,"label":""},"materials":{"active":false,"label":""}},"skills":{},"abilities":{}},"teen":{"pools":{},"basic":{},"settings":{}}},"ownership":{"default":0,"N1n5f3sdQOJFmoJe":3},"prototypeToken":{"name":"Killer Clown","displayName":20,"actorLink":false,"width":1,"height":1,"lockRotation":false,"rotation":0,"alpha":1,"light":{"alpha":0.5,"angle":360,"bright":0,"coloration":1,"dim":0,"luminosity":0.5,"saturation":0,"contrast":0,"shadows":0,"animation":{"speed":5,"intensity":5,"reverse":false,"type":null},"darkness":{"min":0,"max":1},"attenuation":0.5,"color":null},"disposition":0,"displayBars":40,"bar1":{"attribute":"health"},"bar2":{"attribute":"level"},"flags":{},"randomImg":false,"texture":{"src":"icons/svg/mystery-man.svg","scaleX":1,"scaleY":1,"offsetX":0,"offsetY":0,"rotation":0,"tint":null},"sight":{"angle":360,"enabled":false,"range":0,"brightness":1,"visionMode":"basic","color":null,"attenuation":0.1,"saturation":0,"contrast":0},"detectionModes":[]},"_stats":{"systemId":"cyphersystem","systemVersion":"2.0.0-a1","coreVersion":"10.286","createdTime":null,"modifiedTime":1664959732343,"lastModifiedBy":"rLeavHPrdkq6xjNt"}} -{"_id":"Jo0ULIISkFpZDV85","name":"Ogre","type":"npc","img":"icons/svg/mystery-man.svg","items":[],"effects":[],"folder":null,"sort":0,"flags":{},"system":{"version":2,"basic":{"level":4},"pools":{"health":{"value":20,"max":20}},"combat":{"damage":8,"armor":1},"description":"","notes":"

A bestial brute, the ogre is a sadistic, 8-foot (2 m) tall, cannibalistic fiend that preys upon other creatures in the woods, mountains, or other wilderness areas. This often pits them against sylvan beings like elves and fey. Ogres dwelling in more civilized lands are also the enemy of humans, but these ogres usually come no closer to civilization than its very fringes.

\n

Ogres typically dress in ragged, piecemeal clothing or nothing at all.

\n

Motive: Hungers for flesh, sadistic

\n

Environment: Anywhere, usually alone or (rarely) in a band of three or four

\n

Health: 20

\n

Damage Inflicted: 8 points

\n

Armor: 1

\n

Movement: Short

\n

Modifications: Feats of raw strength as level 6; Intellect defense and seeing through deception as level 3; Speed defense as level 3 due to size

\n

Combat: Ogres usually use clubs or large, two-handed weapons with great power. Since they are accustomed to fighting smaller creatures, they are adept at using their size and strength to their advantage. If an ogre strikes a foe smaller than itself, either the victim is knocked back up to 5 feet (1.5 m), or it is dazed, which hinders its next action.

\n

Ogres can also swing their huge weapons in wide arcs, attacking all foes within close range. Defending against this attack is hindered and the attack inflicts 5 points of damage.

\n

Ogres rarely flee from a fight, and only a foe of overwhelming power can force them to surrender.

\n

Interaction: Ogres are stupid and cruel. They speak whatever language is most common in the area in which they live, but their vocabulary is extremely limited. They don’t like conversation, even with their own kind. Reasoning with them is difficult at best, but sometimes they can be fooled.

\n

Use: A solitary ogre is an excellent encounter for a group of first-tier characters. A number of ogres, particularly well-equipped and well-trained warriors, make excellent troops or guards in the service of a powerful master. Evil wizards and warlords like to enslave ogres and place them at the forefront of their armies. In these cases, the ogres are typically bribed, ensorcelled, or intimidated by great force.

\n

Loot: Some ogres hoard gold or other valuables in their lairs, but they rarely have use for magic or cyphers.

\n

GM Intrusion: The ogre’s mighty blow (whether it strikes a foe or not) hits the ground or the wall, causing major structural damage and a possible collapse, cave-in, or landslide. It might also expose a hidden underground cave or chamber.

","settings":{"general":{"initiativeBonus":0,"hideArchive":false},"equipment":{"ammo":{"active":false},"attacks":{"active":false},"armor":{"active":false},"cyphers":{"active":false,"label":""},"artifacts":{"active":false,"label":""},"oddities":{"active":false,"label":""},"materials":{"active":false,"label":""}},"skills":{},"abilities":{}},"teen":{"pools":{},"basic":{},"settings":{}}},"ownership":{"default":0,"N1n5f3sdQOJFmoJe":3},"prototypeToken":{"name":"Ogre","displayName":20,"actorLink":false,"width":1,"height":1,"lockRotation":false,"rotation":0,"alpha":1,"light":{"alpha":0.5,"angle":360,"bright":0,"coloration":1,"dim":0,"luminosity":0.5,"saturation":0,"contrast":0,"shadows":0,"animation":{"speed":5,"intensity":5,"reverse":false,"type":null},"darkness":{"min":0,"max":1},"attenuation":0.5,"color":null},"disposition":0,"displayBars":40,"bar1":{"attribute":"health"},"bar2":{"attribute":"level"},"flags":{},"randomImg":false,"texture":{"src":"icons/svg/mystery-man.svg","scaleX":1,"scaleY":1,"offsetX":0,"offsetY":0,"rotation":0,"tint":null},"sight":{"angle":360,"enabled":false,"range":0,"brightness":1,"visionMode":"basic","color":null,"attenuation":0.1,"saturation":0,"contrast":0},"detectionModes":[]},"_stats":{"systemId":"cyphersystem","systemVersion":"2.0.0-a1","coreVersion":"10.286","createdTime":null,"modifiedTime":1664959732435,"lastModifiedBy":"rLeavHPrdkq6xjNt"}} -{"_id":"KrHZmg9AKHxbGRnk","name":"Prince(ss) of summer","type":"npc","img":"icons/svg/mystery-man.svg","items":[],"effects":[],"folder":null,"sort":0,"flags":{},"system":{"version":2,"basic":{"level":5},"pools":{"health":{"value":22,"max":22}},"combat":{"damage":5,"armor":2},"description":"","notes":"

Fey nobility are as numberless as cottonwood seeds on the June breeze. But that doesn’t mean each isn’t unique, with a quirky personality and a specific role to play in the mysterious Court of Summer. Demonstrating life, vigor, predation, growth, and competition, the princesses and princes of summer are beings of warmth and generosity, usually. But catch them during the change of the season, and they can be deadly adversaries just as easily. Fey nobles dress in costly diaphanous and flowing garments, and often wear some sign of their noble lineage, such as a circlet or diadem.

\n

Motive: Unpredictable; defend fey territory and prerogatives

\n

Environment: Almost any wilderness region alone or commanding a small group of lesser faerie creatures

\n

Health: 22

\n

Damage Inflicted: 5 points

\n

Armor: 2

\n

Movement: Short; short when gliding on the wind

\n

Modifications: Tasks related to deception, disguise, courtly manners, and positive interactions as level 7

\n

Combat: Most fey princesses and princes are armed with an elegant sword and possibly a bow carved of silverwood. Also, each knows one or more faerie spells. Faerie spells include the following.

\n

Brilliant Smile: Target must succeed on an Intellect defense task or do the fey creature’s will for up to one minute.

\n

Golden Mead: Allies who drink from the fey’s flask gain an asset to all defense tasks for ten hours.

\n

Night’s Reward: Target suffers 5 points of Intellect damage (ignores Armor) and must make an Intellect defense roll or fall asleep for up to one minute.

\n

Summer Confidence: Selected targets in short range have an asset on tasks related to resisting fear and acting boldly.

\n

Thorns: Target suffers 5 points of Speed damage (ignores Armor) and must succeed on a Might defense task or lose their next turn entangled in rapidly grown thorny vines.

\n

Princes and princesses of summer regain 2 points of health per round while their health is above 0 unless they’ve been damaged with a silvered or cold iron weapon.

\n

Interaction: Most fey are willing to talk, and those of the Summer Court are especially eager to make deals. However, people who bargain with fey nobles should take care to avoid being tricked.

\n

Use: The characters find a fey noble wounded and in need of aid.

\n

Loot: In addition to fine clothing, fine equipment, and a considerable sum of currency, a prince or princess of summer might carry a few cyphers and even a faerie artifact.

\n

GM Intrusion: The character is blinded for up to one minute by a shaft of brilliant sunlight unless they succeed on a Might defense task.

","settings":{"general":{"initiativeBonus":0,"hideArchive":false},"equipment":{"ammo":{"active":false},"attacks":{"active":false},"armor":{"active":false},"cyphers":{"active":false,"label":""},"artifacts":{"active":false,"label":""},"oddities":{"active":false,"label":""},"materials":{"active":false,"label":""}},"skills":{},"abilities":{}},"teen":{"pools":{},"basic":{},"settings":{}}},"ownership":{"default":0,"N1n5f3sdQOJFmoJe":3},"prototypeToken":{"name":"Prince(ss) of Summer","displayName":20,"actorLink":false,"width":1,"height":1,"lockRotation":false,"rotation":0,"alpha":1,"light":{"alpha":0.5,"angle":360,"bright":0,"coloration":1,"dim":0,"luminosity":0.5,"saturation":0,"contrast":0,"shadows":0,"animation":{"speed":5,"intensity":5,"reverse":false,"type":null},"darkness":{"min":0,"max":1},"attenuation":0.5,"color":null},"disposition":0,"displayBars":40,"bar1":{"attribute":"health"},"bar2":{"attribute":"level"},"flags":{},"randomImg":false,"texture":{"src":"icons/svg/mystery-man.svg","scaleX":1,"scaleY":1,"offsetX":0,"offsetY":0,"rotation":0,"tint":null},"sight":{"angle":360,"enabled":false,"range":0,"brightness":1,"visionMode":"basic","color":null,"attenuation":0.1,"saturation":0,"contrast":0},"detectionModes":[]},"_stats":{"systemId":"cyphersystem","systemVersion":"2.0.0-a1","coreVersion":"10.286","createdTime":null,"modifiedTime":1664959732526,"lastModifiedBy":"rLeavHPrdkq6xjNt"}} -{"_id":"LkiVCVe5HhMi8Hc8","name":"Mi-go","type":"npc","img":"icons/svg/mystery-man.svg","items":[],"effects":[],"folder":null,"sort":0,"flags":{},"system":{"version":2,"basic":{"level":5},"pools":{"health":{"value":19,"max":19}},"combat":{"damage":5,"armor":1},"description":"","notes":"

These extraterrestrial creatures are known as the Fungi from Yuggoth or the Abominable Ones. They are a bizarre amalgam of insect and fungal entity, with many limbs and wings that can carry them aloft. They sometimes enslave humans to work for them in strange factories, mines, or other labor-intensive capacities.

\n

Motive: Knowledge and power

\n

Environment: Usually cold or temperate hills or mountains

\n

Health: 19

\n

Damage Inflicted: 5 points

\n

Armor: 1

\n

Movement: Short; long when flying

\n

Modifications: All knowledge tasks as level 6

\n

Combat: Mi-go defend themselves with pincers and claws but are more likely to use technological devices as weapons. Assume that a mi-go has one of the following abilities from a device:

\n\n

Mi-go have access to other devices as well, including translators, cylinders that can preserve a human’s brain without its body, sophisticated tools, collars that control the actions of their wearers, and weird vehicles. Mi-go suffer no damage from cold and do not need to breathe.

\n

Interaction: Although very few mi-go speak human languages, peaceful interaction with these creatures is not impossible. It’s just very difficult (level 7), as they see most humans as little more than animals.

\n

Use: The characters are attacked by mi-go intent on capturing and enslaving them. If caught, the PCs are sent to scavenge through primordial ruins for disturbing technological relics.

\n

Loot: Mi-go always have [[/r 1d6]] cyphers as well as many curious objects that have no obvious human function.

\n

GM Intrusion: Fungal spores from the mi-go’s body overcome the character, who must succeed at a Might defense roll or lose their next turn. The character faces this risk each round they are within immediate distance of the creature.

","settings":{"general":{"initiativeBonus":0,"hideArchive":false},"equipment":{"ammo":{"active":false},"attacks":{"active":false},"armor":{"active":false},"cyphers":{"active":false,"label":""},"artifacts":{"active":false,"label":""},"oddities":{"active":false,"label":""},"materials":{"active":false,"label":""}},"skills":{},"abilities":{}},"teen":{"pools":{},"basic":{},"settings":{}}},"ownership":{"default":0,"N1n5f3sdQOJFmoJe":3},"prototypeToken":{"name":"Mi-Go","displayName":20,"actorLink":false,"width":1,"height":1,"lockRotation":false,"rotation":0,"alpha":1,"light":{"alpha":0.5,"angle":360,"bright":0,"coloration":1,"dim":0,"luminosity":0.5,"saturation":0,"contrast":0,"shadows":0,"animation":{"speed":5,"intensity":5,"reverse":false,"type":null},"darkness":{"min":0,"max":1},"attenuation":0.5,"color":null},"disposition":0,"displayBars":40,"bar1":{"attribute":"health"},"bar2":{"attribute":"level"},"flags":{},"randomImg":false,"texture":{"src":"icons/svg/mystery-man.svg","scaleX":1,"scaleY":1,"offsetX":0,"offsetY":0,"rotation":0,"tint":null},"sight":{"angle":360,"enabled":false,"range":0,"brightness":1,"visionMode":"basic","color":null,"attenuation":0.1,"saturation":0,"contrast":0},"detectionModes":[]},"_stats":{"systemId":"cyphersystem","systemVersion":"2.0.0-a1","coreVersion":"10.286","createdTime":null,"modifiedTime":1664959732383,"lastModifiedBy":"rLeavHPrdkq6xjNt"}} -{"_id":"MQI4Poo9zZKrgKhc","name":"Skeleton","type":"npc","img":"icons/svg/mystery-man.svg","items":[],"effects":[],"folder":null,"sort":0,"flags":{},"system":{"version":2,"basic":{"level":2},"pools":{"health":{"value":6,"max":6}},"combat":{"damage":3,"armor":1},"description":"","notes":"

Skeletons are animated bones without much sense of self-preservation. They enjoy a crucial advantage over living creatures in one important and often exploited area: skeletons are dead shots with ranged weapons. They have no breath, no heartbeat, and no shaking hands to contend with as they release a shot, which means that skeletons armed with ranged weapons are something to be feared.

\n

Motive: Defense or offense

\n

Environment: Nearly anywhere, in formations of four to ten

\n

Health: 6

\n

Damage Inflicted: 3 points (claw) or 5 points (ranged weapon)

\n

Armor: 1

\n

Movement: Short

\n

Modifications: Ranged attacks as level 5; Speed defense against most ranged attacks as level 5; resist trickery as level 1

\n

Combat: Skeletons can attack with a bony claw if they have no other weapon, but most attack with a long-range weapon. If a skeleton can see any portion of its target, the target loses any benefits of cover it might have otherwise enjoyed.

\n

When in formation, a group of four or more skeletons with ranged weapons can focus their attacks on one target and make one attack roll as a single level 7 creature, dealing 7 points of damage.

\n

Skeletons can see in the dark.

\n

Reanimators: Some skeletons were created by a curse, and simply battering them into a pile of bones isn’t enough to end their existence. Two rounds after reanimator skeletons are “killed,” they regain full health in a flash of magical illumination. This regeneration can be prevented if the linchpin of the animating curse is separated from the skeleton after it falls. Such an item is usually obvious and might take the form of a lead spike through the skull, an ebony amulet, a dull sword through the ribs, a crown, and so on.

\n

Interaction: A skeleton usually interacts only by attacking. Unless animated by a sapient spirit able to communicate via magic, skeletons lack the mechanisms for speech. However, they can hear and see the world around them just fine.

\n

Use: Skeletons make ideal units in armies, especially when archery or artillery is required. A formation of four or more skeletons with ranged weapons atop a tower provides a surprisingly robust defense.

\n

Loot: Sometimes the linchpin item required to create a reanimator skeleton is valuable.

\n

GM Intrusion: A skeleton destroyed by a melee attack explodes like a grenade. The bone shrapnel inflicts 5 points of damage to every creature in immediate range.

","settings":{"general":{"initiativeBonus":0,"hideArchive":false},"equipment":{"ammo":{"active":false},"attacks":{"active":false},"armor":{"active":false},"cyphers":{"active":false,"label":""},"artifacts":{"active":false,"label":""},"oddities":{"active":false,"label":""},"materials":{"active":false,"label":""}},"skills":{},"abilities":{}},"teen":{"pools":{},"basic":{},"settings":{}}},"ownership":{"default":0,"N1n5f3sdQOJFmoJe":3},"prototypeToken":{"name":"Skeleton","displayName":20,"actorLink":false,"width":1,"height":1,"lockRotation":false,"rotation":0,"alpha":1,"light":{"alpha":0.5,"angle":360,"bright":0,"coloration":1,"dim":0,"luminosity":0.5,"saturation":0,"contrast":0,"shadows":0,"animation":{"speed":5,"intensity":5,"reverse":false,"type":null},"darkness":{"min":0,"max":1},"attenuation":0.5,"color":null},"disposition":0,"displayBars":40,"bar1":{"attribute":"health"},"bar2":{"attribute":"level"},"flags":{},"randomImg":false,"texture":{"src":"icons/svg/mystery-man.svg","scaleX":1,"scaleY":1,"offsetX":0,"offsetY":0,"rotation":0,"tint":null},"sight":{"angle":360,"enabled":false,"range":0,"brightness":1,"visionMode":"basic","color":null,"attenuation":0.1,"saturation":0,"contrast":0},"detectionModes":[]},"_stats":{"systemId":"cyphersystem","systemVersion":"2.0.0-a1","coreVersion":"10.286","createdTime":null,"modifiedTime":1664959732640,"lastModifiedBy":"rLeavHPrdkq6xjNt"}} -{"_id":"PIJ3eSbmYUGztjb1","name":"Vampire, transitional","type":"npc","img":"icons/svg/mystery-man.svg","items":[],"effects":[],"folder":null,"sort":0,"flags":{},"system":{"version":2,"basic":{"level":3},"pools":{"health":{"value":12,"max":12}},"combat":{"damage":4,"armor":0},"description":"","notes":"

When humans are “visited upon” (bitten) by a vampire, they might be killed, or they might be left alive to begin a slow transformation into a creature of the night. If victims are bitten three times, they become a vampire forever under the control of the one that bit them. From the time of the first bite until their complete transformation after the third bite, they are transitional vampires. Ways to return transitional vampires to normal include using special ancient rituals or destroying the vampire that bit them in the first place.

\n

Transitional vampires usually serve as guardians, consorts, or spies for their masters.

\n

Motive: Thirsts for blood

\n

Environment: Anywhere, usually solitary but sometimes in groups of two or three

\n

Health: 12

\n

Damage Inflicted: 4 points

\n

Movement: Short

\n

Modifications: Climb and stealth as level 4

\n

Combat: Transitional vampires can maintain a human existence during the day without any of a vampire’s powers or weaknesses. However, they have a disdain for garlic and the sun. At night they take on all the characteristics of a vampire, and if confronted by any of the traditional vampiric weaknesses (a wooden stake, a cross, and so on), they flee unless their master is present.

\n

Interaction: Transitional vampires are utterly devoted to their master.

\n

Use: Transitional vampires lie in the intersection of foe and victim. A loved one or trusted companion who has been turned into a transitional vampire will try to betray, defeat, and kill the PCs, but the characters are motivated to save them rather than destroy them.

","settings":{"general":{"initiativeBonus":0,"hideArchive":false},"equipment":{"ammo":{"active":false},"attacks":{"active":false},"armor":{"active":false},"cyphers":{"active":false,"label":""},"artifacts":{"active":false,"label":""},"oddities":{"active":false,"label":""},"materials":{"active":false,"label":""}},"skills":{},"abilities":{}},"teen":{"pools":{},"basic":{},"settings":{}}},"ownership":{"default":0,"N1n5f3sdQOJFmoJe":3},"prototypeToken":{"name":"Vampire, transitional","displayName":20,"actorLink":false,"width":1,"height":1,"lockRotation":false,"rotation":0,"alpha":1,"light":{"alpha":0.5,"angle":360,"bright":0,"coloration":1,"dim":0,"luminosity":0.5,"saturation":0,"contrast":0,"shadows":0,"animation":{"speed":5,"intensity":5,"reverse":false,"type":null},"darkness":{"min":0,"max":1},"attenuation":0.5,"color":null},"disposition":0,"displayBars":40,"bar1":{"attribute":"health"},"bar2":{"attribute":"level"},"flags":{},"randomImg":false,"texture":{"src":"icons/svg/mystery-man.svg","scaleX":1,"scaleY":1,"offsetX":0,"offsetY":0,"rotation":0,"tint":null},"sight":{"angle":360,"enabled":false,"range":0,"brightness":1,"visionMode":"basic","color":null,"attenuation":0.1,"saturation":0,"contrast":0},"detectionModes":[]},"_stats":{"systemId":"cyphersystem","systemVersion":"2.0.0-a1","coreVersion":"10.286","createdTime":null,"modifiedTime":1664959732713,"lastModifiedBy":"rLeavHPrdkq6xjNt"}} -{"_id":"PlHlqDlwByGRX8T3","name":"Giant spider","type":"npc","img":"icons/svg/mystery-man.svg","items":[],"effects":[],"folder":null,"sort":0,"flags":{},"system":{"version":2,"basic":{"level":3},"pools":{"health":{"value":12,"max":12}},"combat":{"damage":3,"armor":0},"description":"","notes":"

Giant spiders result most commonly from radioactive accidents, magic, or genetic manipulation. Whatever their origin, they’re terrifying hunters large enough to predate people. The creatures range from the size of a large dog to the size of a large horse.

\n

Motive: Hungers for blood

\n

Environment: Anywhere webs can be spun in the dark

\n

Health: 12

\n

Damage Inflicted: 3 points

\n

Movement: Short; long when traveling on their webs

\n

Modifications: Perception as level 5; Speed defense as level 4 due to quickness

\n

Combat: A giant spider’s envenomed fangs inflict 3 points of damage, plus 3 points of Speed damage (ignores Armor) if a victim fails a Might defense roll. Debilitated victims are not killed but instead cocooned and hung for later dining. Giant spider webs (level 4) can hold victims immobile and unable to take actions until they manage to break free.

\n

Giant spiders lose their perception and Speed defense modifications in bright light and thus often retreat from intense illumination.

\n

Interaction: Most giant spiders are simple predators and react accordingly.

\n

Use: Giant spider webs can infest unlit alleys, dungeon corridors, dark forests, and darkened hallways of decommissioned genetic labs.

\n

Loot: Cocooned corpses of previous victims hanging in a giant spider’s web sometimes contain all manner of valuables, including cyphers.

\n

GM Intrusion: Giant spider eggs hatch, and a level 3 swarm of tiny spiders attacks the character.

","settings":{"general":{"initiativeBonus":0,"hideArchive":false},"equipment":{"ammo":{"active":false},"attacks":{"active":false},"armor":{"active":false},"cyphers":{"active":false,"label":""},"artifacts":{"active":false,"label":""},"oddities":{"active":false,"label":""},"materials":{"active":false,"label":""}},"skills":{},"abilities":{}},"teen":{"pools":{},"basic":{},"settings":{}}},"ownership":{"default":0,"N1n5f3sdQOJFmoJe":3},"prototypeToken":{"name":"Giant Spider","displayName":20,"actorLink":false,"width":1,"height":1,"lockRotation":false,"rotation":0,"alpha":1,"light":{"alpha":0.5,"angle":360,"bright":0,"coloration":1,"dim":0,"luminosity":0.5,"saturation":0,"contrast":0,"shadows":0,"animation":{"speed":5,"intensity":5,"reverse":false,"type":null},"darkness":{"min":0,"max":1},"attenuation":0.5,"color":null},"disposition":0,"displayBars":40,"bar1":{"attribute":"health"},"bar2":{"attribute":"level"},"flags":{},"randomImg":false,"texture":{"src":"icons/svg/mystery-man.svg","scaleX":1,"scaleY":1,"offsetX":0,"offsetY":0,"rotation":0,"tint":null},"sight":{"angle":360,"enabled":false,"range":0,"brightness":1,"visionMode":"basic","color":null,"attenuation":0.1,"saturation":0,"contrast":0},"detectionModes":[]},"_stats":{"systemId":"cyphersystem","systemVersion":"2.0.0-a1","coreVersion":"10.286","createdTime":null,"modifiedTime":1664959732260,"lastModifiedBy":"rLeavHPrdkq6xjNt"}} -{"_id":"QFTQJ4Z4kmHVr23P","name":"Vat reject","type":"npc","img":"icons/svg/mystery-man.svg","items":[],"effects":[],"folder":null,"sort":0,"flags":{},"system":{"version":2,"basic":{"level":3},"pools":{"health":{"value":3,"max":3}},"combat":{"damage":1,"armor":0},"description":"","notes":"

Vat rejects come into being when clone vats meant to produce clone soldiers or similar mass-produced entities are corrupted. How the carefully controlled process becomes compromised varies, but possibilities include yeast contamination, sunspot activity, nanovirus evolution, or purposeful meddling with control parameters. Unskilled operators experimenting with derelict cloning equipment can also produce a vat of rejects.

\n

Vat rejects fear nothing and welcome death, except that their existential rage requires an outlet other than immediate suicide. Their warped forms mean that most are in constant pain, and they somehow understand that this was artificially stamped into them by their creators. Revenge is their only possible redemption.

\n

Motive: Self-destruction through endless aggression

\n

Environment: Anywhere in lost and lonely places

\n

Health: 9

\n

Damage Inflicted: 3 points

\n

Movement: Short

\n

Modifications: Speed defense as level 4 due to frenzied alacrity

\n

Combat: Vat rejects charge into battle with berserk speed, hindering defenses against their initial attack. All vat rejects are able to inflict damage directly by cutting, bashing, or biting a victim, depending on their particular morphology. Some also have additional abilities; roll a [[/r d6]] to determine the ability for each reject.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
d6Ability
1Reject deals +3 damage in melee (6 points total)
2Reject has short-range acid spit attack that inflicts 2 points of damage, plus 2 points of damage each additional round until victim succeeds on a Might defense roll
3Reject can fly a long distance as an action
4Reject has 2 Armor
5Reject has long-range destructive eye ray attack that inflicts 6 points of damage
6When struck by an attack, reject detonates in an immediate radius, inflicting 6 points of damage in a radioactive explosion (and 1 point even on a successful Speed defense roll)
\n

Interaction: Vat rejects are usually always enraged, making interaction nearly impossible. However, some may negotiate if offered a reasonable hope of salvation through extreme surgery or other transformation.

\n

Use: A long-missing derelict ship, famous for carrying a load of planet-buster superweapons, is found. However, salvagers discover it to be overrun by vat rejects. No one knows if the rejects plan to use the superweapons, if they have been released by someone else as a distraction, or if they are part of a mutated ship defense system.

\n

GM Intrusion: The vat reject also has a radioactive sting. On a failed Might defense roll, the character struck by the reject descends one step on the damage track.

","settings":{"general":{"initiativeBonus":0,"hideArchive":false},"equipment":{"ammo":{"active":false},"attacks":{"active":false},"armor":{"active":false},"cyphers":{"active":false,"label":""},"artifacts":{"active":false,"label":""},"oddities":{"active":false,"label":""},"materials":{"active":false,"label":""}},"skills":{},"abilities":{}},"teen":{"pools":{},"basic":{},"settings":{}}},"ownership":{"default":0,"N1n5f3sdQOJFmoJe":3},"prototypeToken":{"name":"Vat reject","displayName":20,"actorLink":false,"width":1,"height":1,"lockRotation":false,"rotation":0,"alpha":1,"light":{"alpha":0.5,"angle":360,"bright":0,"coloration":1,"dim":0,"luminosity":0.5,"saturation":0,"contrast":0,"shadows":0,"animation":{"speed":5,"intensity":5,"reverse":false,"type":null},"darkness":{"min":0,"max":1},"attenuation":0.5,"color":null},"disposition":0,"displayBars":40,"bar1":{"attribute":"health"},"bar2":{"attribute":"level"},"flags":{},"randomImg":false,"texture":{"src":"icons/svg/mystery-man.svg","scaleX":1,"scaleY":1,"offsetX":0,"offsetY":0,"rotation":0,"tint":null},"sight":{"angle":360,"enabled":false,"range":0,"brightness":1,"visionMode":"basic","color":null,"attenuation":0.1,"saturation":0,"contrast":0},"detectionModes":[]},"_stats":{"systemId":"cyphersystem","systemVersion":"2.0.0-a1","coreVersion":"10.286","createdTime":null,"modifiedTime":1664959732729,"lastModifiedBy":"rLeavHPrdkq6xjNt"}} -{"_id":"StSE44DNprZ4X4t8","name":"Goblin","type":"npc","img":"icons/svg/mystery-man.svg","items":[],"effects":[],"folder":null,"sort":0,"flags":{},"system":{"version":2,"basic":{"level":1},"pools":{"health":{"value":3,"max":3}},"combat":{"damage":2,"armor":0},"description":"","notes":"

Goblins are wicked, grasping, and perversely resourceful. Usually no larger than children, they can seem like pesky rabble, but that illusion hides something altogether more cunning. Tribe members work together to accomplish their goals of murder, kidnapping, and theft.

\n

Motive: Greed and theft

\n

Environment: Tunnels and caves, usually in groups of ten or more

\n

Health: 3

\n

Damage Inflicted: 2 points

\n

Movement: Short

\n

Modifications: Tasks related to perception, stealth, and setting traps as level 5

\n

Combat: Goblins attack from the shadows with ambushes and hit-and-run tactics. When they have surprise, they attack as level 4 creatures and deal 2 additional points of damage, and they attempt to draw larger prey into level 5 traps they’ve previously set. They often flee in the face of real danger.

\n

Interaction: Goblins are lying tricksters but can be cowed into cooperating for short periods.

\n

Use: Thieves and murderers, goblins are foes to all, even rival goblin tribes.

\n

Loot: Aside from weapons, each goblin carries a personal stash, including bones, shiny rocks, sticks, and other bits of worthless trash, plus currency equivalent to an inexpensive item.

\n

GM Intrusion: The goblin poisoned its knife. If struck, the character must make a Might defense roll or immediately move one step down the damage track.

","settings":{"general":{"initiativeBonus":0,"hideArchive":false},"equipment":{"ammo":{"active":false},"attacks":{"active":false},"armor":{"active":false},"cyphers":{"active":false,"label":""},"artifacts":{"active":false,"label":""},"oddities":{"active":false,"label":""},"materials":{"active":false,"label":""}},"skills":{},"abilities":{}},"teen":{"pools":{},"basic":{},"settings":{}}},"ownership":{"default":0,"N1n5f3sdQOJFmoJe":3},"prototypeToken":{"name":"Goblin","displayName":20,"actorLink":false,"width":1,"height":1,"lockRotation":false,"rotation":0,"alpha":1,"light":{"alpha":0.5,"angle":360,"bright":0,"coloration":1,"dim":0,"luminosity":0.5,"saturation":0,"contrast":0,"shadows":0,"animation":{"speed":5,"intensity":5,"reverse":false,"type":null},"darkness":{"min":0,"max":1},"attenuation":0.5,"color":null},"disposition":0,"displayBars":40,"bar1":{"attribute":"health"},"bar2":{"attribute":"level"},"flags":{},"randomImg":false,"texture":{"src":"icons/svg/mystery-man.svg","scaleX":1,"scaleY":1,"offsetX":0,"offsetY":0,"rotation":0,"tint":null},"sight":{"angle":360,"enabled":false,"range":0,"brightness":1,"visionMode":"basic","color":null,"attenuation":0.1,"saturation":0,"contrast":0},"detectionModes":[]},"_stats":{"systemId":"cyphersystem","systemVersion":"2.0.0-a1","coreVersion":"10.286","createdTime":null,"modifiedTime":1664959732276,"lastModifiedBy":"rLeavHPrdkq6xjNt"}} -{"_id":"U508Iiym5DOrLbCP","name":"Giant rat","type":"npc","img":"icons/svg/mystery-man.svg","items":[],"effects":[],"folder":null,"sort":0,"flags":{},"system":{"version":2,"basic":{"level":3},"pools":{"health":{"value":18,"max":18}},"combat":{"damage":4,"armor":0},"description":"","notes":"

Giant rats are as large as big attack dogs, just as vicious, and more wily. Some giant rats are the lone matriarchs of a pack of ordinary level 1 rats, and others are just one of several making up a colony of oversized rodents. Like their smaller cousins, giant rats are known for harboring virulent disease.

\n

Motive: Defense, reproduction

\n

Environment: Anywhere in ruins or sewers, in groups of one to seven

\n

Health: 18

\n

Damage Inflicted: 4 points

\n

Movement: Short; long when jumping

\n

Modifications: Perception as level 4; tasks related to overcoming obstacles and puzzles as level 5

\n

Combat: Victims damaged by a giant rat’s diseased teeth and claws take 4 points of damage and, on a failed Might defense roll, are infected with a level 5 disease. Within twelve hours, the victim’s lymph glands swell, creating visible buboes. Every twelve hours thereafter, the victim must succeed on a Might defense roll or take 5 points of ambient damage.

\n

Interaction: Giant rats stubbornly pursue prey, but they flee if that prey proves to be too strong.

\n

Use: A contact of the PCs dies of plague before they can deliver an important message. The PCs will have to backtrack the contact’s movements to discover what they wanted to say, which leads to a giant rat colony.

\n

GM Intrusion: A swarm of twelve ordinary rats—each level 1, but acting like a level 3 swarm—is summoned by the high-pitched squeaking of a giant rat.

","settings":{"general":{"initiativeBonus":0,"hideArchive":false},"equipment":{"ammo":{"active":false},"attacks":{"active":false},"armor":{"active":false},"cyphers":{"active":false,"label":""},"artifacts":{"active":false,"label":""},"oddities":{"active":false,"label":""},"materials":{"active":false,"label":""}},"skills":{},"abilities":{}},"teen":{"pools":{},"basic":{},"settings":{}}},"ownership":{"default":0,"N1n5f3sdQOJFmoJe":3},"prototypeToken":{"name":"Giant Rat","displayName":20,"actorLink":false,"width":1,"height":1,"lockRotation":false,"rotation":0,"alpha":1,"light":{"alpha":0.5,"angle":360,"bright":0,"coloration":1,"dim":0,"luminosity":0.5,"saturation":0,"contrast":0,"shadows":0,"animation":{"speed":5,"intensity":5,"reverse":false,"type":null},"darkness":{"min":0,"max":1},"attenuation":0.5,"color":null},"disposition":0,"displayBars":40,"bar1":{"attribute":"health"},"bar2":{"attribute":"level"},"flags":{},"randomImg":false,"texture":{"src":"icons/svg/mystery-man.svg","scaleX":1,"scaleY":1,"offsetX":0,"offsetY":0,"rotation":0,"tint":null},"sight":{"angle":360,"enabled":false,"range":0,"brightness":1,"visionMode":"basic","color":null,"attenuation":0.1,"saturation":0,"contrast":0},"detectionModes":[]},"_stats":{"systemId":"cyphersystem","systemVersion":"2.0.0-a1","coreVersion":"10.286","createdTime":null,"modifiedTime":1664959732224,"lastModifiedBy":"rLeavHPrdkq6xjNt"}} -{"_id":"W7lOvxxSkcShe4Y9","name":"Fire elemental","type":"npc","img":"icons/svg/mystery-man.svg","items":[],"effects":[],"folder":null,"sort":0,"flags":{},"system":{"version":2,"basic":{"level":4},"pools":{"health":{"value":24,"max":24}},"combat":{"damage":4,"armor":0},"description":"","notes":"

Searing flame in a vaguely humanoid shape, a fire elemental exists only to burn that which is not already ash. They sometimes spin into being where great conflagrations burn.

\n

Motive: Burn

\n

Environment: Anywhere fires can burn

\n

Health: 24

\n

Damage Inflicted: 4 to 7 points; see Combat

\n

Movement: Short

\n

Modifications: See Combat for escalating attack level modification.

\n

Combat: A fire elemental attacks with a flaming limb. The more the elemental burns foes, the more powerful it grows. Its power increases according to the number of successful attacks (that dealt fire damage) it made on another creature during the previous minute.

\n\n

If a fire elemental hasn’t burned a foe within the last minute, its combat stats drop back to its level 4 baseline.

\n

A fire elemental is immune to fire attacks but vulnerable to cold; every time it takes 1 point of cold damage, it takes 1 additional point of damage.

\n

Interaction: Fire elementals are barely sapient and usually respond only to those who know spells able to command them. However, there’s a chance (about 10%) that a fire elemental commanded to accomplish a particular task breaks free and instead burns whatever’s around until it exhausts all possible fuel sources.

\n

Use: A rash of fires leads some people to suspect that an arsonist is on the loose, but the truth is worse.

\n

GM Intrusion: A character hit by the fire elemental’s attack catches on fire and takes 3 points of damage each round until they use an action patting, rolling, or smothering the flames.

","settings":{"general":{"initiativeBonus":0,"hideArchive":false},"equipment":{"ammo":{"active":false},"attacks":{"active":false},"armor":{"active":false},"cyphers":{"active":false,"label":""},"artifacts":{"active":false,"label":""},"oddities":{"active":false,"label":""},"materials":{"active":false,"label":""}},"skills":{},"abilities":{}},"teen":{"pools":{},"basic":{},"settings":{}}},"ownership":{"default":0,"N1n5f3sdQOJFmoJe":3},"prototypeToken":{"name":"Fire Elemental","displayName":20,"actorLink":false,"width":1,"height":1,"lockRotation":false,"rotation":0,"alpha":1,"light":{"alpha":0.5,"angle":360,"bright":0,"coloration":1,"dim":0,"luminosity":0.5,"saturation":0,"contrast":0,"shadows":0,"animation":{"speed":5,"intensity":5,"reverse":false,"type":null},"darkness":{"min":0,"max":1},"attenuation":0.5,"color":null},"disposition":0,"displayBars":40,"bar1":{"attribute":"health"},"bar2":{"attribute":"level"},"flags":{},"randomImg":false,"texture":{"src":"icons/svg/mystery-man.svg","scaleX":1,"scaleY":1,"offsetX":0,"offsetY":0,"rotation":0,"tint":null},"sight":{"angle":360,"enabled":false,"range":0,"brightness":1,"visionMode":"basic","color":null,"attenuation":0.1,"saturation":0,"contrast":0},"detectionModes":[]},"_stats":{"systemId":"cyphersystem","systemVersion":"2.0.0-a1","coreVersion":"10.286","createdTime":null,"modifiedTime":1664959732139,"lastModifiedBy":"rLeavHPrdkq6xjNt"}} -{"_id":"WcxUomm2dqg2s2mU","name":"Enthraller","type":"npc","img":"icons/svg/mystery-man.svg","items":[],"effects":[],"folder":null,"sort":0,"flags":{},"system":{"version":2,"basic":{"level":6},"pools":{"health":{"value":18,"max":18}},"combat":{"damage":4,"armor":1},"description":"","notes":"

Hundreds of thousands of years ago, enthraller ancestors psychically dominated a group of interstellar spacefarers who had the misfortune to land on the enthraller homeworld. Leapfrogging technological prowess by mentally commandeering the know-how of every new species they encountered using their stolen space vessel, the aliens fashioned the Enthraller Dominion, which stretches across vast swaths of space, cemented by the psychic control.

\n

Individual enthrallers are scary, but enthraller overlords are even more powerful thanks to technological aids. These include cranial circlets that give a single enthraller governor the ability to dominate a small city, solar-system-sized ring relays that boost their control across interstellar distances, and more.

\n

Recently, a newly contacted species of aliens developed the technological means to resist the mental influence of the enthrallers. Now war bubbles across the Enthraller Dominion. Sometimes individual enthrallers, stripped of their technological enhancements as a consequence of this war, flee into virgin space, looking for new soldiers to dominate.

\n

Motive: Domination of other creatures

\n

Environment: Almost anywhere, alone or in groups of three

\n

Health: 18

\n

Damage Inflicted: 4 points; see Combat

\n

Armor: 1

\n

Movement: Short

\n

Modifications: Speed defense as level 4; perception and ability to detect falsehoods as level 8

\n

Combat: An enthraller usually relies on dominated minions to make physical attacks on its behalf. An enthraller can make a psychic attack on a creature within short range. On a failed Intellect defense roll, the target acts as the enthraller mentally commands on its next action. If the same target is affected by this dominating attack a second time within a minute, the enthraller’s mental control lasts for one minute.

\n

Alternatively, as its action, an enthraller can emit a psychic burst that can target up to three creatures in short range. On a failed Intellect defense roll, a victim suffers 4 points of Intellect damage (ignores Armor) and is unable to take actions on their subsequent turn. If the victim is attacked while so stunned, their defense rolls are hindered by two steps.

\n

The enthraller’s attack is a form of mental feeding. If it moves a PC down the damage track, the creature regains 4 points of health.

\n

Interaction: An enthraller can communicate telepathically with characters within short range. It tries to mentally dominate whoever it runs across and will negotiate only with characters who are strong enough to harm it. Even if an enthraller makes a deal, it eventually reneges if it senses any advantage for doing so because it implicitly believes that other creatures are cattle.

\n

Use: A spacecraft (or perhaps an escape pod) crash lands. Inside, a hurt enthraller lies in suspended animation. Investigators are unlikely to realize the enthraller’s nature beforehand, but they certainly learn if they wake the alien.

\n

Loot: Enthrallers wear light armor suited for their forms. They might have one or two cyphers and, rarely, an artifact that boosts their already-fearsome mental capabilities.

\n

GM Intrusion: The enthraller’s intrusion into the character’s mind stirs up forgotten memories. The character must deal with the contents of these memories and perhaps why they were repressed.

","settings":{"general":{"initiativeBonus":0,"hideArchive":false},"equipment":{"ammo":{"active":false},"attacks":{"active":false},"armor":{"active":false},"cyphers":{"active":false,"label":""},"artifacts":{"active":false,"label":""},"oddities":{"active":false,"label":""},"materials":{"active":false,"label":""}},"skills":{},"abilities":{}},"teen":{"pools":{},"basic":{},"settings":{}}},"ownership":{"default":0,"N1n5f3sdQOJFmoJe":3},"prototypeToken":{"name":"Enthraller","displayName":20,"actorLink":false,"width":1,"height":1,"lockRotation":false,"rotation":0,"alpha":1,"light":{"alpha":0.5,"angle":360,"bright":0,"coloration":1,"dim":0,"luminosity":0.5,"saturation":0,"contrast":0,"shadows":0,"animation":{"speed":5,"intensity":5,"reverse":false,"type":null},"darkness":{"min":0,"max":1},"attenuation":0.5,"color":null},"disposition":0,"displayBars":40,"bar1":{"attribute":"health"},"bar2":{"attribute":"level"},"flags":{},"randomImg":false,"texture":{"src":"icons/svg/mystery-man.svg","scaleX":1,"scaleY":1,"offsetX":0,"offsetY":0,"rotation":0,"tint":null},"sight":{"angle":360,"enabled":false,"range":0,"brightness":1,"visionMode":"basic","color":null,"attenuation":0.1,"saturation":0,"contrast":0},"detectionModes":[]},"_stats":{"systemId":"cyphersystem","systemVersion":"2.0.0-a1","coreVersion":"10.286","createdTime":null,"modifiedTime":1664959732106,"lastModifiedBy":"rLeavHPrdkq6xjNt"}} -{"_id":"WsWJRqBjUW1WO1Wp","name":"Wardroid","type":"npc","img":"icons/svg/mystery-man.svg","items":[],"effects":[],"folder":null,"sort":0,"flags":{},"system":{"version":2,"basic":{"level":6},"pools":{"health":{"value":30,"max":30}},"combat":{"damage":8,"armor":3},"description":"","notes":"

When star troopers need heavy support, they sometimes bring in wardroids. These fearsome robots, standing about 8 feet (2 m) tall, are ruthless even by trooper standards and are known to kill innocent bystanders as often as they kill foes. It is said that when wardroids are unleashed, wise troopers fall back and take cover.

\n

Motive: Maintain control, crush, kill, destroy

\n

Environment: Anywhere

\n

Health: 30

\n

Damage Inflicted: 8 points

\n

Armor: 3

\n

Movement: Short; some models can fly a short distance each round

\n

Modifications: Attacks as level 7

\n

Combat: A wardroid’s main weapon is a bank of laser blasters that it can use to attack up to three foes standing next to each other as one action. When damaged, a wardroid regains 1 point of health each round. Furthermore, each wardroid has one additional capability. Roll a [[/r d6]] to determine the ability.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
d6Ability
1Emit poison gas that inflicts 5 points of damage on organic beings in immediate range
2Project grenades up to long distance that detonate in an immediate radius, inflicting 5 points of damage
3Fire a beam that stuns an organic being for one round, during which it cannot take actions
4Emit a field that disrupts machines; technological devices and machine creatures in immediate range cannot function for one round
5Fire a piercing projectile up to long range that inflicts 6 points of damage that ignores physical armor (but not necessarily other Armor)
6Spray a corrosive that inflicts 5 points of damage on everything in immediate range
\n

Interaction: Interaction is difficult for those not authorized to communicate with a wardroid.

\n

Use: Wardroids are often deployed in groups of two or three to guard a vault or the entrance to a spacecraft, or to track down intruders aboard a space station.

\n

Loot: The remains of a wardroid can yield one or two cyphers to someone adept at salvage.

\n

GM Intrusion: When defeated, the wardroid detonates, inflicting 8 points of damage on all creatures within immediate range.

","settings":{"general":{"initiativeBonus":0,"hideArchive":false},"equipment":{"ammo":{"active":false},"attacks":{"active":false},"armor":{"active":false},"cyphers":{"active":false,"label":""},"artifacts":{"active":false,"label":""},"oddities":{"active":false,"label":""},"materials":{"active":false,"label":""}},"skills":{},"abilities":{}},"teen":{"pools":{},"basic":{},"settings":{}}},"ownership":{"default":0,"N1n5f3sdQOJFmoJe":3},"prototypeToken":{"name":"Wardroid","displayName":20,"actorLink":false,"width":1,"height":1,"lockRotation":false,"rotation":0,"alpha":1,"light":{"alpha":0.5,"angle":360,"bright":0,"coloration":1,"dim":0,"luminosity":0.5,"saturation":0,"contrast":0,"shadows":0,"animation":{"speed":5,"intensity":5,"reverse":false,"type":null},"darkness":{"min":0,"max":1},"attenuation":0.5,"color":null},"disposition":0,"displayBars":40,"bar1":{"attribute":"health"},"bar2":{"attribute":"level"},"flags":{},"randomImg":false,"texture":{"src":"icons/svg/mystery-man.svg","scaleX":1,"scaleY":1,"offsetX":0,"offsetY":0,"rotation":0,"tint":null},"sight":{"angle":360,"enabled":false,"range":0,"brightness":1,"visionMode":"basic","color":null,"attenuation":0.1,"saturation":0,"contrast":0},"detectionModes":[]},"_stats":{"systemId":"cyphersystem","systemVersion":"2.0.0-a1","coreVersion":"10.286","createdTime":null,"modifiedTime":1664959732742,"lastModifiedBy":"rLeavHPrdkq6xjNt"}} -{"_id":"Z4Y7VaCkpXbCZ2yy","name":"Devil","type":"npc","img":"icons/svg/mystery-man.svg","items":[],"effects":[],"folder":null,"sort":0,"flags":{},"system":{"version":2,"basic":{"level":4,"biography":"

Devils are manifest evil. As “native fauna” of various tortuous nether realms, devils come in many forms, though most are iterations on a theme that includes a humanoid shape, large batwings, bestial faces, and twisting horns. Most stink of brimstone and sport tails that end in a fork. Devils fill the ranks of hellish armies, guard evil vaults, and appear at the magical summons of warlocks and sorcerers who are not afraid for the sanctity of their own souls.

\n

Motive: Collect souls

\n

Environment: Anywhere in various nether realms; sometimes called by mortal magic

\n

Health: 12

\n

Damage Inflicted: 5 points

\n

Armor: 3

\n

Movement: Short when walking or flying

\n

Modifications: All tasks related to deception as level 7

\n

Combat: When possible, a devil attacks with surprise. If successful, it unfurls two great wings and claws at the ends of its fingers. It leaps into the air, flies up to a short distance toward the nearest foe, and attacks that creature as a single action.

\n

Some devils carry tridents. The weapon inflicts 5 points of damage, and the target must either move to a position within an immediate distance chosen by the devil or take 2 additional points of damage from being impaled (a total of 7 points of damage). Impaled foes automatically take 5 points of damage each round until they use an action to pull themselves free.

\n

Interaction: Evil, cruel, and malevolent, devils are more than happy to talk, especially to those already caught and being readied for torture. Devils serve yet more powerful devils out of fear. If they find someone or something they fear more, they readily betray their master and become obsequious and cringing, though further betrayal is always on the table.

\n

Use: A spate of violent murders grips a city in fear—a devil has escaped into the world of mortals without a leash. It spends nights hunting anyone it spots from its perches atop the city’s holy places.

\n

GM intrusion: A devil anticipates the character’s melee attack and brings its wing down “just so” on the attacker’s weapon. If the character fails a Speed defense roll, the weapon breaks. Either way, the attack fails to hit the devil.

"},"pools":{"health":{"value":12,"max":12}},"combat":{"damage":5,"armor":3},"description":"","notes":"

Devils are manifest evil. As “native fauna” of various tortuous nether realms, devils come in many forms, though most are iterations on a theme that includes a humanoid shape, large batwings, bestial faces, and twisting horns. Most stink of brimstone and sport tails that end in a fork. Devils fill the ranks of hellish armies, guard evil vaults, and appear at the magical summons of warlocks and sorcerers who are not afraid for the sanctity of their own souls.

\n

Motive: Collect souls

\n

Environment: Anywhere in various nether realms; sometimes called by mortal magic

\n

Health: 12

\n

Damage Inflicted: 5 points

\n

Armor: 3

\n

Movement: Short when walking or flying

\n

Modifications: All tasks related to deception as level 7

\n

Combat: When possible, a devil attacks with surprise. If successful, it unfurls two great wings and claws at the ends of its fingers. It leaps into the air, flies up to a short distance toward the nearest foe, and attacks that creature as a single action.

\n

Some devils carry tridents. The weapon inflicts 5 points of damage, and the target must either move to a position within an immediate distance chosen by the devil or take 2 additional points of damage from being impaled (a total of 7 points of damage). Impaled foes automatically take 5 points of damage each round until they use an action to pull themselves free.

\n

Interaction: Evil, cruel, and malevolent, devils are more than happy to talk, especially to those already caught and being readied for torture. Devils serve yet more powerful devils out of fear. If they find someone or something they fear more, they readily betray their master and become obsequious and cringing, though further betrayal is always on the table.

\n

Use: A spate of violent murders grips a city in fear—a devil has escaped into the world of mortals without a leash. It spends nights hunting anyone it spots from its perches atop the city’s holy places.

\n

GM Intrusion: A devil anticipates the character’s melee attack and brings its wing down “just so” on the attacker’s weapon. If the character fails a Speed defense roll, the weapon breaks. Either way, the attack fails to hit the devil.

","settings":{"general":{"initiativeBonus":0,"hideArchive":false},"equipment":{"ammo":{"active":false},"attacks":{"active":false},"armor":{"active":false},"cyphers":{"active":false,"label":""},"artifacts":{"active":false,"label":""},"oddities":{"active":false,"label":""},"materials":{"active":false,"label":""}},"skills":{},"abilities":{}},"teen":{"pools":{},"basic":{},"settings":{}}},"ownership":{"default":0,"N1n5f3sdQOJFmoJe":3},"prototypeToken":{"name":"Devil","displayName":20,"actorLink":false,"width":1,"height":1,"lockRotation":false,"rotation":0,"alpha":1,"light":{"alpha":0.5,"angle":360,"bright":0,"coloration":1,"dim":0,"luminosity":0.5,"saturation":0,"contrast":0,"shadows":0,"animation":{"speed":5,"intensity":5,"reverse":false,"type":null},"darkness":{"min":0,"max":1},"attenuation":0.5,"color":null},"disposition":0,"displayBars":40,"bar1":{"attribute":"health"},"bar2":{"attribute":"level"},"flags":{},"randomImg":false,"texture":{"src":"icons/svg/mystery-man.svg","scaleX":1,"scaleY":1,"offsetX":0,"offsetY":0,"rotation":0,"tint":null},"sight":{"angle":360,"enabled":false,"range":0,"brightness":1,"visionMode":"basic","color":null,"attenuation":0.1,"saturation":0,"contrast":0},"detectionModes":[]},"_stats":{"systemId":"cyphersystem","systemVersion":"2.0.0-a1","coreVersion":"10.286","createdTime":null,"modifiedTime":1664959732043,"lastModifiedBy":"rLeavHPrdkq6xjNt"}} -{"_id":"ZLDxtrbI1te50O1k","name":"Mokuren","type":"npc","img":"icons/svg/mystery-man.svg","items":[],"effects":[],"folder":null,"sort":0,"flags":{},"system":{"version":2,"basic":{"level":3},"pools":{"health":{"value":9,"max":9}},"combat":{"damage":3,"armor":0},"description":"","notes":"

Mokuren are usually no larger than a cat, but they possess the ability to swell until they’re the size of a bus (if only briefly). That ability, combined with their flashy pyrokinetic tails, make these creatures a particular favorite with children, at least in stories and picture books. Given that mokuren can “burrow” into paintings and other two-dimensional art, it’s possible that some mokuren images are more than simple representations.

\n

Motive: Play

\n

Environment: Almost anywhere, usually as static images on walls or in storybooks

\n

Health: 9

\n

Damage Inflicted: 3 points, unless enlarged; see Combat

\n

Movement: Short; long if flying

\n

Modifications: Defends as level 5 due to size, unless enlarged; see Combat

\n

Combat: A mokuren exists in three states: as an image, as a cat-sized creature, and as a bus-sized behemoth.

\n

As an image, a mokuren can’t be harmed. Even if the image is defaced, the mokuren merely “burrows” away and reappears like graffiti on a new flat space within a few miles.

\n

Alternatively, it could emerge from the image and become a physical cat-sized creature as a move. In this form, a mokuren can attack with its claws or bite. It can also direct a stream of fire from its glowing tail at a target within long range. (When a mokuren flies, it’s by using its tail to create a jet that rockets it skyward.)

\n

Finally, it can make an enlarged attack, in which it swells to the size of a bus and swipes at, bites, or lands on a target as part of the same action. When enlarged, the mokuren gains +5 to Armor and makes and defends against all attacks as a level 7 creature. On a hit, the enlarged mokuren deals 7 points of damage. However, a mokuren can remain enlarged for a total of only four rounds during any twenty-four-hour period, so it uses this ability sparingly or only when enraged.

\n

Interaction: To see an active mokuren is considered good luck, unless you manage to get on the wrong side of one. Then an offering of sweets must be made to the offended creature. A mokuren can’t talk, but it can understand the languages where it lives about as well as a trained courser or hound can.

\n

Use: A mokuren can lead characters into unexplored areas, helping them find places they may have overlooked or skipped. It can also lead PCs into danger, but it usually does so only to bring aid (the characters) to someone else in trouble.

\n

GM Intrusion: The character hit by the mokuren doesn’t take damage. Instead, they must succeed on a Might defense roll or be pulled into the nearest wall, floor, or book with the creature, becoming a two-dimensional image. In this state, the victim is in stasis until the mokuren pulls them free, another creature “pries” them loose, or a day passes and the effect ends naturally.

","settings":{"general":{"initiativeBonus":0,"hideArchive":false},"equipment":{"ammo":{"active":false},"attacks":{"active":false},"armor":{"active":false},"cyphers":{"active":false,"label":""},"artifacts":{"active":false,"label":""},"oddities":{"active":false,"label":""},"materials":{"active":false,"label":""}},"skills":{},"abilities":{}},"teen":{"pools":{},"basic":{},"settings":{}}},"ownership":{"default":0,"N1n5f3sdQOJFmoJe":3},"prototypeToken":{"name":"Mokuren","displayName":20,"actorLink":false,"width":1,"height":1,"lockRotation":false,"rotation":0,"alpha":1,"light":{"alpha":0.5,"angle":360,"bright":0,"coloration":1,"dim":0,"luminosity":0.5,"saturation":0,"contrast":0,"shadows":0,"animation":{"speed":5,"intensity":5,"reverse":false,"type":null},"darkness":{"min":0,"max":1},"attenuation":0.5,"color":null},"disposition":0,"displayBars":40,"bar1":{"attribute":"health"},"bar2":{"attribute":"level"},"flags":{},"randomImg":false,"texture":{"src":"icons/svg/mystery-man.svg","scaleX":1,"scaleY":1,"offsetX":0,"offsetY":0,"rotation":0,"tint":null},"sight":{"angle":360,"enabled":false,"range":0,"brightness":1,"visionMode":"basic","color":null,"attenuation":0.1,"saturation":0,"contrast":0},"detectionModes":[]},"_stats":{"systemId":"cyphersystem","systemVersion":"2.0.0-a1","coreVersion":"10.286","createdTime":null,"modifiedTime":1664959732408,"lastModifiedBy":"rLeavHPrdkq6xjNt"}} -{"_id":"Ziw2e08pt2Fc8vHz","name":"Xenoparasite","type":"npc","img":"icons/svg/mystery-man.svg","items":[],"effects":[],"folder":null,"sort":0,"flags":{},"system":{"version":2,"basic":{"level":6},"pools":{"health":{"value":28,"max":28}},"combat":{"damage":6,"armor":2},"description":"","notes":"

This alien creature exists only to eat and reproduce. In doing so, it also destroys every form of life it encounters. Xenoparasites are not technological but were likely engineered by a species with advanced biological super-science. Xenoparasites don’t travel between star systems on their own; they were presumably spread across an area of space by their creators to serve as a broad-spectrum bioweapon. What has become of the original maker species is unknown, but given the fecundity and ferocity of the xenoparasite, it’s likely they were consumed by their own creation.

\n

Xenoparasites use ovipositors to lay thousands of microscopic eggs in victims. The implanted eggs, like tiny biological labs, detect the particular biology of the new host, adapt accordingly, and use it to fertilize themselves. Within a day or two, victims who haven’t already been consumed by adult xenoparasites (which are human sized) give explosive birth to multiple vicious juveniles (which are the size of cats). These juvenile xenoparasites have an edge in dealing with the particular species of creature they hatched from.

\n

Motive: Eat and reproduce

\n

Environment: Hunts alone or in small groups

\n

Health: 28

\n

Damage Inflicted: 6 points

\n

Armor: 2

\n

Movement: Short; long when flying

\n

Modifications: All stealth actions as level 8

\n

Combat: A xenoparasite bites with its mandibles and stings one victim with its ovipositor as a single action. The bite inflicts 6 points of damage, and the ovipositor inflicts 3 points of damage and injects thousands of microscopic eggs if the victim fails a Might defense roll.

\n

Once every other round, an adult can fly at least a short distance to build terrifying velocity and then make a flying attack with its mandibles, dealing 12 points of damage. Defenses against this attack are hindered.

\n

An egg host requires the attention of someone skilled in medicine (and a successful difficulty 7 Intellect-based roll) to sterilize all the eggs in the victim’s blood before they hatch twenty or more hours after being deposited, which kills the host and releases [[/r 1d6]] juvenile xenoparasites. Juveniles are level 2 creatures, but they attack the species of the host they were hatched from as if level 4. After just a few days of feeding, they grow to full adult size.

\n

Xenoparasites can survive at crushing ocean and gas giant pressures, as well as in the vacuum of space. They can encrust abandoned spacecraft and desolate moons for millennia in extended hibernation, only to become active again when vibrations alert them to potential new food sources.

\n

Interaction: These creatures are built to consume, not negotiate.

\n

Use: Xenoparasites are tough aliens. A colony of them would be a challenge even for PCs normally accustomed to stiff opposition. A single xenoparasite introduced into an inhabited area could turn the entire place into an infested hive within a week.

\n

GM (Group) Intrusion: An NPC shrieks, bursts, and births [[/r 1d6]] juvenile xenoparasites.

","settings":{"general":{"initiativeBonus":0,"hideArchive":false},"equipment":{"ammo":{"active":false},"attacks":{"active":false},"armor":{"active":false},"cyphers":{"active":false,"label":""},"artifacts":{"active":false,"label":""},"oddities":{"active":false,"label":""},"materials":{"active":false,"label":""}},"skills":{},"abilities":{}},"teen":{"pools":{},"basic":{},"settings":{}}},"ownership":{"default":0,"N1n5f3sdQOJFmoJe":3},"prototypeToken":{"name":"Xenoparasite","displayName":20,"actorLink":false,"width":1,"height":1,"lockRotation":false,"rotation":0,"alpha":1,"light":{"alpha":0.5,"angle":360,"bright":0,"coloration":1,"dim":0,"luminosity":0.5,"saturation":0,"contrast":0,"shadows":0,"animation":{"speed":5,"intensity":5,"reverse":false,"type":null},"darkness":{"min":0,"max":1},"attenuation":0.5,"color":null},"disposition":0,"displayBars":40,"bar1":{"attribute":"health"},"bar2":{"attribute":"level"},"flags":{},"randomImg":false,"texture":{"src":"icons/svg/mystery-man.svg","scaleX":1,"scaleY":1,"offsetX":0,"offsetY":0,"rotation":0,"tint":null},"sight":{"angle":360,"enabled":false,"range":0,"brightness":1,"visionMode":"basic","color":null,"attenuation":0.1,"saturation":0,"contrast":0},"detectionModes":[]},"_stats":{"systemId":"cyphersystem","systemVersion":"2.0.0-a1","coreVersion":"10.286","createdTime":null,"modifiedTime":1664959732836,"lastModifiedBy":"rLeavHPrdkq6xjNt"}} -{"_id":"axcyoROutmXNdzNk","name":"Puppet tree","type":"npc","img":"icons/svg/mystery-man.svg","items":[],"effects":[],"folder":null,"sort":0,"flags":{},"system":{"version":2,"basic":{"level":6},"pools":{"health":{"value":33,"max":33}},"combat":{"damage":8,"armor":3},"description":"","notes":"

A puppet tree is a 25-foot (8 m) tall, spiky, orange and blue tree surrounded by a large area of red reeds that tremble and wave enticingly even when no wind is present. Humanoid figures are often gathered around it, but these rotted, overgrown corpses are the tree’s victims, dead but serving as fleshy puppets to the tree’s will.

\n

Victims drained of knowledge and life are used as lures to draw in yet more victims, at least until the bodies rot away. When not used as lures, the corpse puppets are sent to scout nearby areas.

\n

(Corpse puppet: level 2; struck targets must also succeed on a Might defense task or be grabbed until they can escape; all tasks attempted by the grabbed target are hindered; free-roaming puppets remain animate for one day)

\n

Motive: Hungers for fresh bodies

\n

Environment: On hilltops, isolated from other plant life

\n

Health: 33

\n

Damage Inflicted: 8 points

\n

Armor: 3

\n

Movement: None

\n

Modifications: Speed defense as level 5 due to size and immobility; deception and disguise (puppeteering corpses to act in a lifelike manner) as level 7

\n

Combat: Some of the red reeds surrounding a puppet tree end in a hard, sharp crystal spike. When a living creature comes within short range of the tree, the reeds rise behind the target and try to skewer them through the head or neck with the spike. If a target is killed by these attacks, the puppet tree controls the body as a corpse puppet, using it to enact its plans. Over time these humanoids rot and are overgrown by the biology of the plant, losing utility for the tree. Most trees have about five corpse puppets active, which can be simultaneously animated to attack foes.

\n

A puppet tree is vulnerable to fire. All fire attacks against the tree inflict 2 additional points of damage and ignore Armor. The puppet tree will always attempt to stop a fire, or target the source of flame during combat.

\n

A corpse puppet can be detached and sent roaming; however, it retains only about a day’s worth of animation, after which it collapses and molders like a normal corpse. Sometimes, however, a sapling puppet tree blooms from the remains.

\n

Interaction: Puppet trees are highly intelligent, but malevolent. Even if communication can be opened via telepathy or some other means, the tree will always attempt to double-cross the PCs.

\n

Use: The PCs spy a group of “people” having a picnic under a strange-looking tree in the middle of nowhere.

\n

Loot: Possessions of former victims can be found in the red reeds, usually including a moderate amount of currency and various bits of gear. Devices of victims (if any) are collected by the corpse puppets and cobbled together into a strange machine, its purpose inexplicable.

\n

GM Intrusion: Two corpse puppets, unseen in the red reeds, rise and seize a character in an attempt to hold them still for a crystal spike attack. The character must make a difficulty 4 Speed or Might task to shake free.

","settings":{"general":{"initiativeBonus":0,"hideArchive":false},"equipment":{"ammo":{"active":false},"attacks":{"active":false},"armor":{"active":false},"cyphers":{"active":false,"label":""},"artifacts":{"active":false,"label":""},"oddities":{"active":false,"label":""},"materials":{"active":false,"label":""}},"skills":{},"abilities":{}},"teen":{"pools":{},"basic":{},"settings":{}}},"ownership":{"default":0,"N1n5f3sdQOJFmoJe":3},"prototypeToken":{"name":"Puppet Tree","displayName":20,"actorLink":false,"width":1,"height":1,"lockRotation":false,"rotation":0,"alpha":1,"light":{"alpha":0.5,"angle":360,"bright":0,"coloration":1,"dim":0,"luminosity":0.5,"saturation":0,"contrast":0,"shadows":0,"animation":{"speed":5,"intensity":5,"reverse":false,"type":null},"darkness":{"min":0,"max":1},"attenuation":0.5,"color":null},"disposition":0,"displayBars":40,"bar1":{"attribute":"health"},"bar2":{"attribute":"level"},"flags":{},"randomImg":false,"texture":{"src":"icons/svg/mystery-man.svg","scaleX":1,"scaleY":1,"offsetX":0,"offsetY":0,"rotation":0,"tint":null},"sight":{"angle":360,"enabled":false,"range":0,"brightness":1,"visionMode":"basic","color":null,"attenuation":0.1,"saturation":0,"contrast":0},"detectionModes":[]},"_stats":{"systemId":"cyphersystem","systemVersion":"2.0.0-a1","coreVersion":"10.286","createdTime":null,"modifiedTime":1664959732587,"lastModifiedBy":"rLeavHPrdkq6xjNt"}} -{"_id":"dEUcFhzvuB3ufhv5","name":"Deinonychus","type":"npc","img":"icons/svg/mystery-man.svg","items":[],"effects":[],"folder":null,"sort":0,"flags":{},"system":{"version":2,"basic":{"level":3,"biography":"

Popularly known as the velociraptor, the dinosaur genus called deinonychus doesn’t care if its prey gets the proper terminology sorted. Meat tastes like meat. The “terrible claw” these carnivores are named after refers to their massive, sickle-shaped claws, which are unsheathed from their hind legs when attacking prey.

\n

Deinonychus are pack hunters, which means they work together as a unit, each taking on different roles to scare, flush, and direct even intelligent prey into the claws of an ambush.

\n

Motive: Hungers for flesh

\n

Environment: Wherever they can hunt food, in packs of three to seven

\n

Health: 15

\n

Damage Inflicted: 4 points

\n

Armor: 1

\n

Movement: Short

\n

Modifications: Perception as level 5; attacks and Speed defense as level 4 due to quickness; overcoming obstacles and figuring out tricks as level 4

\n

Combat: When a deinonychus bites its prey, the victim takes damage and must make a Might defense roll. On a failure, the deinonychus holds the victim in place with its jaws while it slices them to ribbons with its terrible claws, automatically inflicting 6 points of damage each round in which they fail a Might-based task to break free (not attempting to break free counts as a failed attempt). For a human-sized or smaller victim held in the jaws, all other tasks are hindered by two steps.

\n

Interaction: Vicious, cunning, and a little too smart to be classified as simple predators, these creatures are unlikely to negotiate, give quarter, or back off from a fight even if contact could be made.

\n

Use: Some fool decided to build a Cretaceous-themed zoo. The only question is: How long before the dinosaurs get loose and take over the local mall?

\n

GM intrusion: The fleeing deinonychus was actually leading the character over a cliff, into a deadfall trap, or into an ambush with more deinonychus.

"},"pools":{"health":{"value":15,"max":15}},"combat":{"damage":4,"armor":1},"description":"","notes":"

Popularly known as the velociraptor, the dinosaur genus called deinonychus doesn’t care if its prey gets the proper terminology sorted. Meat tastes like meat. The “terrible claw” these carnivores are named after refers to their massive, sickle-shaped claws, which are unsheathed from their hind legs when attacking prey.

\n

Deinonychus are pack hunters, which means they work together as a unit, each taking on different roles to scare, flush, and direct even intelligent prey into the claws of an ambush.

\n

Motive: Hungers for flesh

\n

Environment: Wherever they can hunt food, in packs of three to seven

\n

Health: 15

\n

Damage Inflicted: 4 points

\n

Armor: 1

\n

Movement: Short

\n

Modifications: Perception as level 5; attacks and Speed defense as level 4 due to quickness; overcoming obstacles and figuring out tricks as level 4

\n

Combat: When a deinonychus bites its prey, the victim takes damage and must make a Might defense roll. On a failure, the deinonychus holds the victim in place with its jaws while it slices them to ribbons with its terrible claws, automatically inflicting 6 points of damage each round in which they fail a Might-based task to break free (not attempting to break free counts as a failed attempt). For a human-sized or smaller victim held in the jaws, all other tasks are hindered by two steps.

\n

Interaction: Vicious, cunning, and a little too smart to be classified as simple predators, these creatures are unlikely to negotiate, give quarter, or back off from a fight even if contact could be made.

\n

Use: Some fool decided to build a Cretaceous-themed zoo. The only question is: How long before the dinosaurs get loose and take over the local mall?

\n

GM Intrusion: The fleeing deinonychus was actually leading the character over a cliff, into a deadfall trap, or into an ambush with more deinonychus.

","settings":{"general":{"initiativeBonus":0,"hideArchive":false},"equipment":{"ammo":{"active":false},"attacks":{"active":false},"armor":{"active":false},"cyphers":{"active":false,"label":""},"artifacts":{"active":false,"label":""},"oddities":{"active":false,"label":""},"materials":{"active":false,"label":""}},"skills":{},"abilities":{}},"teen":{"pools":{},"basic":{},"settings":{}}},"ownership":{"default":0,"N1n5f3sdQOJFmoJe":3},"prototypeToken":{"name":"Deinonychus","displayName":20,"actorLink":false,"width":1,"height":1,"lockRotation":false,"rotation":0,"alpha":1,"light":{"alpha":0.5,"angle":360,"bright":0,"coloration":1,"dim":0,"luminosity":0.5,"saturation":0,"contrast":0,"shadows":0,"animation":{"speed":5,"intensity":5,"reverse":false,"type":null},"darkness":{"min":0,"max":1},"attenuation":0.5,"color":null},"disposition":0,"displayBars":40,"bar1":{"attribute":"health"},"bar2":{"attribute":"level"},"flags":{},"randomImg":false,"texture":{"src":"icons/svg/mystery-man.svg","scaleX":1,"scaleY":1,"offsetX":0,"offsetY":0,"rotation":0,"tint":null},"sight":{"angle":360,"enabled":false,"range":0,"brightness":1,"visionMode":"basic","color":null,"attenuation":0.1,"saturation":0,"contrast":0},"detectionModes":[]},"_stats":{"systemId":"cyphersystem","systemVersion":"2.0.0-a1","coreVersion":"10.286","createdTime":null,"modifiedTime":1664959731988,"lastModifiedBy":"rLeavHPrdkq6xjNt"}} +{"_id":"02LotzBPq6hZTu2N","name":"Ghost","type":"npc","img":"icons/svg/mystery-man.svg","items":[],"effects":[],"folder":null,"sort":0,"flags":{},"system":{"version":2,"basic":{"level":4},"pools":{"health":{"value":12,"max":12}},"combat":{"damage":5,"armor":0},"description":"","notes":"

Sounds with no apparent origin, such as the tap of footsteps on the stair, knocking behind the walls, crying from empty rooms, and haunting music, might be signs of a ghost. If the sound is accompanied by a sudden temperature drop and the breath of living creatures begins to steam, it’s a certainty.

\n

Ghosts are the spectral remnants of humans, which persist either as fragments of memory or as full-fledged spirits. Though their appearance varies between individuals, many appear somewhat translucent, washed out, or physically warped from their time spent as a phantom.

\n

Motive: Unpredictable (but often seeking to complete unfinished business)

\n

Environment: Almost anywhere

\n

Health: 12

\n

Damage Inflicted: 5 points

\n

Movement: Short

\n

Modifications: Stealth as level 7; tasks related to frightening others as level 6

\n

Combat: A ghost doesn’t take damage from mundane physical sources, but it takes half damage from spells and attacks that direct energy, and full damage from weapons designed to affect spirits, psychic attacks, and similar attacks.

\n

A ghost’s touch inflicts freezing damage. Some ghosts can kill victims with fear. A ghost with this ability can attack all creatures within short range with a psychic display so horrible that targets who fail an Intellect defense roll take 4 points of Intellect damage (ignores Armor) and become terrified, freezing in place. In each subsequent round, a terrified victim can attempt an Intellect-based task to push away the fright. Each failed attempt moves the victim one step down the damage track. Not attempting to clear one’s mind of fear counts as a failed attempt. Those killed by fear are marked by expressions of horror and hair that has turned white.

\n

A ghost can move through solid objects of up to level 7 at will, although it can choose to pick up and manipulate objects if it focuses on them. Ghosts can also go into a state of apparent non-existence for hours or days at a time.

\n

Interaction: Some ghosts are talkative, some don’t know they’re dead, some want help for a task they failed to accomplish in life, and some only rage against the living and want to bring those who yet breathe into the same colorless existence they endure.

\n

Use: A ghost (that at first appears fully human) wants help in eradicating a guild of ghost hunters that has targeted it and a few others haunting an abandoned structure. The ghost promises to tell secrets of the afterlife to any who accept its strange offer.

\n

Loot: A ghost usually doesn’t carry objects, though some might have a keepsake (like an amulet showing the face of a loved one) or an artifact.

\n

GM Intrusion: The character must succeed on an Intellect defense roll or be possessed by the ghost until they succeed on an Intellect-based task to push it out. While possessed, the character acts just like the ghost did when it was alive.

","settings":{"general":{"initiativeBonus":0,"hideArchive":false},"equipment":{"ammo":{"active":false},"attacks":{"active":false},"armor":{"active":false},"cyphers":{"active":false,"label":""},"artifacts":{"active":false,"label":""},"oddities":{"active":false,"label":""},"materials":{"active":false,"label":""}},"skills":{},"abilities":{}},"teen":{"pools":{},"basic":{},"settings":{}}},"ownership":{"default":0,"N1n5f3sdQOJFmoJe":3},"prototypeToken":{"name":"Ghost","displayName":20,"actorLink":false,"width":1,"height":1,"lockRotation":false,"rotation":0,"alpha":1,"light":{"alpha":0.5,"angle":360,"bright":0,"coloration":1,"dim":0,"luminosity":0.5,"saturation":0,"contrast":0,"shadows":0,"animation":{"speed":5,"intensity":5,"reverse":false,"type":null},"darkness":{"min":0,"max":1},"attenuation":0.5,"color":null},"disposition":0,"displayBars":40,"bar1":{"attribute":"pools.health"},"bar2":{"attribute":"basic.level"},"flags":{},"randomImg":false,"texture":{"src":"icons/svg/mystery-man.svg","scaleX":1,"scaleY":1,"offsetX":0,"offsetY":0,"rotation":0,"tint":null},"sight":{"angle":360,"enabled":false,"range":0,"brightness":1,"visionMode":"basic","color":null,"attenuation":0.1,"saturation":0,"contrast":0},"detectionModes":[]},"_stats":{"systemId":"cyphersystem","systemVersion":"2.3.0","coreVersion":"10.291","createdTime":null,"modifiedTime":1676797809050,"lastModifiedBy":"yThCrv1jSfPXOC2U"}} +{"_id":"0NEyK7k8eNvN9oRt","name":"Demigod","type":"npc","img":"icons/svg/mystery-man.svg","items":[],"effects":[],"folder":null,"sort":0,"flags":{},"system":{"version":2,"basic":{"level":9,"biography":"

Lesser gods, divine children of gods and mortals, and other beings bequeathed with partly divine power are called demigods. Their capacities so radically exceed those of regular people that they have transcended humanity. Demigods are so physically and mentally powerful that it’s difficult for them to hide their semi-divine appearance to mortal creatures—not that most would make the effort in the first place.

\n

Motive: Ineffable

\n

Environment: Anywhere other divine entities exist (or once existed)

\n

Health: 99

\n

Damage Inflicted: 12 points

\n

Armor: 5

\n

Movement: Short; long when flying

\n

Combat: Demigods can attack foes up to half a mile (1 km) away with bolts of divine energy (usually in the form of lightning). A demigod can dial up the level of destruction if it wishes, so that instead of affecting only one target, a bolt deals 9 points of damage to all targets within short range of the primary target. Targets caught in the conflagration who succeed on a Speed defense roll still suffer 5 points of damage.

\n

Demigods are just as scary in hand-to-hand combat and can attack all targets within immediate range as an action. They can also call on a variety of other abilities that seem like magic to lesser foes and mimic the effect of any cypher of level 5 or lower.

\n

A demigod doesn’t need to alter reality to heal itself, as it automatically regains 2 points of health per round. Interaction: For all their power, demigods share most human traits and weaknesses. This means it’s possible to negotiate with one, though the consequences for angering a demigod in the process are dire.

\n

Use: A demigod was banned from the higher realm of their birth for unknown reasons. Now they seek to show their worth by undertaking a great quest in the mortal world, and they are looking to assemble a group of mortal comrades (sycophants?) to aid them.

\n

Loot: Demigods might carry an artifact related to some aspect of their domain (such as wind, messages, or death), if they have one, and [[/r 1d6]] cyphers.

\n

GM intrusion: The divine nature of the demigod allows it to act out of turn, take control of an object (such as an artifact or a cypher) that the PC is about to use against it, and either deactivate the object or turn it against the character.

"},"pools":{"health":{"value":99,"max":99}},"combat":{"damage":12,"armor":5},"description":"","notes":"

Lesser gods, divine children of gods and mortals, and other beings bequeathed with partly divine power are called demigods. Their capacities so radically exceed those of regular people that they have transcended humanity. Demigods are so physically and mentally powerful that it’s difficult for them to hide their semi-divine appearance to mortal creatures—not that most would make the effort in the first place.

\n

Motive: Ineffable

\n

Environment: Anywhere other divine entities exist (or once existed)

\n

Health: 99

\n

Damage Inflicted: 12 points

\n

Armor: 5

\n

Movement: Short; long when flying

\n

Combat: Demigods can attack foes up to half a mile (1 km) away with bolts of divine energy (usually in the form of lightning). A demigod can dial up the level of destruction if it wishes, so that instead of affecting only one target, a bolt deals 9 points of damage to all targets within short range of the primary target. Targets caught in the conflagration who succeed on a Speed defense roll still suffer 5 points of damage.

\n

Demigods are just as scary in hand-to-hand combat and can attack all targets within immediate range as an action. They can also call on a variety of other abilities that seem like magic to lesser foes and mimic the effect of any cypher of level 5 or lower.

\n

A demigod doesn’t need to alter reality to heal itself, as it automatically regains 2 points of health per round.

\n

Interaction: For all their power, demigods share most human traits and weaknesses. This means it’s possible to negotiate with one, though the consequences for angering a demigod in the process are dire.

\n

Use: A demigod was banned from the higher realm of their birth for unknown reasons. Now they seek to show their worth by undertaking a great quest in the mortal world, and they are looking to assemble a group of mortal comrades (sycophants?) to aid them.

\n

Loot: Demigods might carry an artifact related to some aspect of their domain (such as wind, messages, or death), if they have one, and [[/r 1d6]] cyphers.

\n

GM Intrusion: The divine nature of the demigod allows it to act out of turn, take control of an object (such as an artifact or a cypher) that the PC is about to use against it, and either deactivate the object or turn it against the character.

","settings":{"general":{"initiativeBonus":0,"hideArchive":false},"equipment":{"ammo":{"active":false},"attacks":{"active":false},"armor":{"active":false},"cyphers":{"active":false,"label":""},"artifacts":{"active":false,"label":""},"oddities":{"active":false,"label":""},"materials":{"active":false,"label":""}},"skills":{},"abilities":{}},"teen":{"pools":{},"basic":{},"settings":{}}},"ownership":{"default":0,"N1n5f3sdQOJFmoJe":3},"prototypeToken":{"name":"Demigod","displayName":20,"actorLink":false,"width":1,"height":1,"lockRotation":false,"rotation":0,"alpha":1,"light":{"alpha":0.5,"angle":360,"bright":0,"coloration":1,"dim":0,"luminosity":0.5,"saturation":0,"contrast":0,"shadows":0,"animation":{"speed":5,"intensity":5,"reverse":false,"type":null},"darkness":{"min":0,"max":1},"attenuation":0.5,"color":null},"disposition":0,"displayBars":40,"bar1":{"attribute":"pools.health"},"bar2":{"attribute":"basic.level"},"flags":{},"randomImg":false,"texture":{"src":"icons/svg/mystery-man.svg","scaleX":1,"scaleY":1,"offsetX":0,"offsetY":0,"rotation":0,"tint":null},"sight":{"angle":360,"enabled":false,"range":0,"brightness":1,"visionMode":"basic","color":null,"attenuation":0.1,"saturation":0,"contrast":0},"detectionModes":[]},"_stats":{"systemId":"cyphersystem","systemVersion":"2.3.0","coreVersion":"10.291","createdTime":null,"modifiedTime":1676797808979,"lastModifiedBy":"yThCrv1jSfPXOC2U"}} +{"name":"Cambion","type":"npc","img":"icons/svg/mystery-man.svg","system":{"version":2,"basic":{"level":5},"pools":{"health":{"value":25,"max":25}},"combat":{"damage":6,"armor":1},"description":"","notes":"

Fine ebony scales cover a cambion’s perfectly athletic figure. Two reddish horns grow from its brow, and the tips of fangs emerge from between its dusky lips. Its eyes, absent iris and pupil, are the color of driven snow. Cambions are cursed creatures, born of mortal and demonic parentage, and are also sometimes called helborn. Most cambions give in to what everyone expects of them, and embrace evil.

\n

Motive: Defense, conquest, revenge on a world that’s rejected them

\n

Environment: Anywhere, often hiding in plain sight

\n

Health: 25

\n

Damage Inflicted: 6 points

\n

Armor: 1

\n

Movement: Short

\n

Modifications: Disguise as level 7

\n

Combat: Cambions sometimes wield heavy weapons in combat, especially if they come across an artifact that can enhance their attacks. Some cambions develop their natural and magical abilities to become powerful sorcerers, but most can call up hellish energy merely by willing it at least once per day, as follows.

\n

Finger of Torture: A ruby ray lances out from the cambion’s finger to strike an enemy prone with torturous pain on a failed Might defense task. The target automatically takes 6 points of damage each round until they can escape the effect with an Intellect task.

\n

Soulfire Blast: An explosion of soul-rending black and crimson fire explodes around up to three targets standing next to each other within short range, inflicting 4 points of damage and stunning the targets so that they lose their next action on a failed Speed defense task.

\n

Interaction: Cambions are bleak, depressed, and misunderstood. Most have turned to evil, but a few can be redeemed.

\n

Use: A great fire is seen burning on the horizon. The next day, travelers come across a burned region with a crater that has destroyed a farmhouse. At the center of the crater is an unconscious human with hornlike growths on its head.

\n

Loot: Powerful cambions sometimes wield artifacts as weapons.

\n

GM Intrusion: The character’s cypher explodes when touched by cambion demon fire on a failed Speed defense task.

","settings":{"general":{"initiativeBonus":0,"hideArchive":false},"equipment":{"ammo":{"active":false},"attacks":{"active":false},"armor":{"active":false},"cyphers":{"active":false,"label":""},"artifacts":{"active":false,"label":""},"oddities":{"active":false,"label":""},"materials":{"active":false,"label":""}}}},"prototypeToken":{"name":"Cambion","displayName":20,"actorLink":false,"texture":{"src":"icons/svg/mystery-man.svg","scaleX":1,"scaleY":1,"offsetX":0,"offsetY":0,"rotation":0,"tint":null},"width":1,"height":1,"lockRotation":false,"rotation":0,"alpha":1,"disposition":0,"displayBars":40,"bar1":{"attribute":"pools.health"},"bar2":{"attribute":"basic.level"},"light":{"alpha":0.5,"angle":360,"bright":0,"color":null,"coloration":1,"dim":0,"attenuation":0.5,"luminosity":0.5,"saturation":0,"contrast":0,"shadows":0,"animation":{"type":null,"speed":5,"intensity":5,"reverse":false},"darkness":{"min":0,"max":1}},"sight":{"enabled":false,"range":null,"angle":360,"visionMode":"basic","color":null,"attenuation":0.1,"brightness":0,"saturation":0,"contrast":0},"detectionModes":[],"flags":{},"randomImg":false},"items":[],"effects":[],"ownership":{"default":0,"yThCrv1jSfPXOC2U":3},"flags":{"core":{"sourceId":"Actor.xKIEJMZd0WfMtoRG"}},"_stats":{"systemId":"cyphersystem","systemVersion":"2.3.0","coreVersion":"10.291","createdTime":1676222091010,"modifiedTime":1676797808954,"lastModifiedBy":"yThCrv1jSfPXOC2U"},"folder":null,"sort":0,"_id":"0Ys6WnlxSuqLFmJb"} +{"_id":"17NSMk419kHRvwoP","name":"Chimera","type":"npc","img":"icons/svg/mystery-man.svg","items":[],"effects":[],"folder":null,"sort":0,"flags":{},"system":{"version":2,"basic":{"level":6,"biography":"

Chimeras are unsettling hybrids that combine the features of many different animals, often arranged in odd formations. The fusion of animal forms is the only thing that unifies these creatures—otherwise, different chimeras often look very different from each other. They include combinations of goat and lion, lizard and bat, dragon and spider, dinosaur and giant insect. A few even display human features, such as an improbably located face or hands instead of claws. Some chimeras can fly. Others slither across the ground.

\n

A chimera typically has a dominant form to which other animal parts are grafted. The base form must be large enough to support the weight of the extra heads, so lions, bears, and horses are popular as the base form. Chimeras kill even when not hungry and throw their victims’ remains around a wide area in a wild rage. When not feeding or tormenting prey, a chimera that can fly takes to the air, beating its enormous leather wings to scour the landscape for new prey.

\n

Motive: Hungers for human flesh

\n

Environment: Anywhere, usually alone

\n

Health: 21

\n

Damage Inflicted: 4 points

\n

Movement: Short while on the ground; long while flying (if it can fly)

\n

Modifications: Speed defense rolls as level 5 due to size

\n

Combat: All chimeras have a number of ways to kill. The exact methods vary, but most can bite, sting, and gore (three attacks) as a single action, either attacking the same opponent or attacking different foes within immediate range of each other. A chimera’s sting carries a powerful toxin, and a stung target must succeed on a Might defense roll or take 4 additional points of damage. Chimeras with spikes can project them at up to three targets within long range as a single action.

\n

Interaction: Chimeras are a lot like wild animals with rabies. They’re confused and violent, and they behave erratically. Savage, ferocious beasts, they hate all other creatures and seize any opportunity to kill.

\n

Use: While exploring an island, the PCs find carcasses that have been torn apart, the pieces scattered in all directions. A chimera lairs nearby, and if the characters draw attention to themselves, it hunts them down, too.

\n

GM intrusion: The chimera grabs a character it bites and flies off with the victim

"},"pools":{"health":{"value":21,"max":21}},"combat":{"damage":4,"armor":0},"description":"","notes":"

Chimeras are unsettling hybrids that combine the features of many different animals, often arranged in odd formations. The fusion of animal forms is the only thing that unifies these creatures—otherwise, different chimeras often look very different from each other. They include combinations of goat and lion, lizard and bat, dragon and spider, dinosaur and giant insect. A few even display human features, such as an improbably located face or hands instead of claws. Some chimeras can fly. Others slither across the ground.

\n

A chimera typically has a dominant form to which other animal parts are grafted. The base form must be large enough to support the weight of the extra heads, so lions, bears, and horses are popular as the base form. Chimeras kill even when not hungry and throw their victims’ remains around a wide area in a wild rage. When not feeding or tormenting prey, a chimera that can fly takes to the air, beating its enormous leather wings to scour the landscape for new prey.

\n

Motive: Hungers for human flesh

\n

Environment: Anywhere, usually alone

\n

Health: 21

\n

Damage Inflicted: 4 points

\n

Movement: Short while on the ground; long while flying (if it can fly)

\n

Modifications: Speed defense rolls as level 5 due to size

\n

Combat: All chimeras have a number of ways to kill. The exact methods vary, but most can bite, sting, and gore (three attacks) as a single action, either attacking the same opponent or attacking different foes within immediate range of each other. A chimera’s sting carries a powerful toxin, and a stung target must succeed on a Might defense roll or take 4 additional points of damage. Chimeras with spikes can project them at up to three targets within long range as a single action.

\n

Interaction: Chimeras are a lot like wild animals with rabies. They’re confused and violent, and they behave erratically. Savage, ferocious beasts, they hate all other creatures and seize any opportunity to kill.

\n

Use: While exploring an island, the PCs find carcasses that have been torn apart, the pieces scattered in all directions. A chimera lairs nearby, and if the characters draw attention to themselves, it hunts them down, too.

\n

GM Intrusion: The chimera grabs a character it bites and flies off with the victim

","settings":{"general":{"initiativeBonus":0,"hideArchive":false},"equipment":{"ammo":{"active":false},"attacks":{"active":false},"armor":{"active":false},"cyphers":{"active":false,"label":""},"artifacts":{"active":false,"label":""},"oddities":{"active":false,"label":""},"materials":{"active":false,"label":""}},"skills":{},"abilities":{}},"teen":{"pools":{},"basic":{},"settings":{}}},"ownership":{"default":0,"N1n5f3sdQOJFmoJe":3},"prototypeToken":{"name":"Chimera","displayName":20,"actorLink":false,"width":1,"height":1,"lockRotation":false,"rotation":0,"alpha":1,"light":{"alpha":0.5,"angle":360,"bright":0,"coloration":1,"dim":0,"luminosity":0.5,"saturation":0,"contrast":0,"shadows":0,"animation":{"speed":5,"intensity":5,"reverse":false,"type":null},"darkness":{"min":0,"max":1},"attenuation":0.5,"color":null},"disposition":0,"displayBars":40,"bar1":{"attribute":"pools.health"},"bar2":{"attribute":"basic.level"},"flags":{},"randomImg":false,"texture":{"src":"icons/svg/mystery-man.svg","scaleX":1,"scaleY":1,"offsetX":0,"offsetY":0,"rotation":0,"tint":null},"sight":{"angle":360,"enabled":false,"range":0,"brightness":1,"visionMode":"basic","color":null,"attenuation":0.1,"saturation":0,"contrast":0},"detectionModes":[]},"_stats":{"systemId":"cyphersystem","systemVersion":"2.3.0","coreVersion":"10.291","createdTime":null,"modifiedTime":1676797808958,"lastModifiedBy":"yThCrv1jSfPXOC2U"}} +{"name":"Hag","type":"npc","img":"icons/svg/mystery-man.svg","system":{"version":2,"basic":{"level":6},"pools":{"health":{"value":25,"max":25}},"combat":{"damage":6,"armor":1},"description":"","notes":"

Hags are evil magical creatures distantly related to the fey. They resemble withered ancient humans with obvious inhuman features—dead eyes, green or purple skin, metal teeth, webbed fingers, and seaweed-like hair are common traits. They love corrupting pure and innocent things, and feast on the dreams and flesh of their victims.

\n

Motive: Power, treachery

\n

Environment: Forests, swamps, mountains, and unpleasant natural locations

\n

Health: 25

\n

Damage Inflicted: 6 points

\n

Armor: 1

\n

Movement: Short

\n

Modifications: Lying, haggling, magical lore, mimicking voices, and Intellect defense as level 7

\n

Combat: Hags can attack with their iron-hard claws and teeth, but often rely on their magic abilities in combat. Hags can breathe water, and usually have three or more of the following abilities:

\n\n

Three or more allied hags form a coven, which allows them to use each other’s magical abilities, and usually grants the coven (when working together) one or two additional abilities.

\n

Interaction: Hags are evil, greedy, hateful, and cruel. They rarely do things for others unless they benefit in some way, and they like to trick fools into dangerous tasks that end up profiting the hag instead of anyone else. If shown proper respect and bribed or paid, a hag can be a valuable source of lore.

\n

Use: The smell of cakes lures children to a mysterious woodland shack. The hag of the swamp is said to kill anyone who enters their territory without carrying a specific gift.

\n

Loot: In addition to coins and jewels, a hag usually has several scrolls or potions and may have an artifact.

\n

GM Intrusion: A creature becomes afraid and reluctant to oppose the hag, hindering all actions against the hag by two steps for one day.

","settings":{"general":{"initiativeBonus":0,"hideArchive":false},"equipment":{"ammo":{"active":false},"attacks":{"active":false},"armor":{"active":false},"cyphers":{"active":false,"label":""},"artifacts":{"active":false,"label":""},"oddities":{"active":false,"label":""},"materials":{"active":false,"label":""}}}},"prototypeToken":{"name":"Hag","displayName":20,"actorLink":false,"texture":{"src":"icons/svg/mystery-man.svg","scaleX":1,"scaleY":1,"offsetX":0,"offsetY":0,"rotation":0,"tint":null},"width":1,"height":1,"lockRotation":false,"rotation":0,"alpha":1,"disposition":0,"displayBars":40,"bar1":{"attribute":"pools.health"},"bar2":{"attribute":"basic.level"},"light":{"alpha":0.5,"angle":360,"bright":0,"color":null,"coloration":1,"dim":0,"attenuation":0.5,"luminosity":0.5,"saturation":0,"contrast":0,"shadows":0,"animation":{"type":null,"speed":5,"intensity":5,"reverse":false},"darkness":{"min":0,"max":1}},"sight":{"enabled":false,"range":null,"angle":360,"visionMode":"basic","color":null,"attenuation":0.1,"brightness":0,"saturation":0,"contrast":0},"detectionModes":[],"flags":{},"randomImg":false},"items":[],"effects":[],"ownership":{"default":0,"yThCrv1jSfPXOC2U":3},"flags":{"core":{"sourceId":"Actor.jmlRAnNFPOSc6SPH"}},"_stats":{"systemId":"cyphersystem","systemVersion":"2.3.0","coreVersion":"10.291","createdTime":1676279517301,"modifiedTime":1676797809133,"lastModifiedBy":"yThCrv1jSfPXOC2U"},"folder":null,"sort":0,"_id":"1bZVwgY2Sm2YIl5J"} +{"name":"Elemental, water","type":"npc","img":"icons/svg/mystery-man.svg","system":{"version":2,"basic":{"level":4},"pools":{"health":{"value":24,"max":24}},"combat":{"damage":4,"armor":0},"description":"","notes":"

Water elementals are animate masses of water. When swimming, they are nearly indistinguishable from their surroundings, but when they have to move on dry land, they usually take the form of a curling wave, amorphous blob, or large puddle. They can spontaneously appear in locations with pristine salt or fresh water.

\n

Motive: Flood, drown, and wash away

\n

Environment: Anywhere there is flowing water

\n

Health: 24

\n

Damage Inflicted: 4 points

\n

Movement: Short; long if swimming

\n

Modifications: Swimming and aquatic maneuvers as level 6; stealth as level 6 when in water

\n

Combat: Water elementals bash opponents with heavy limbs of water or spray jets of water out to short range.

\n

Instead of a bashing attack, a water elemental can use its action to attempt to envelop, smother, and crush one opponent, who can resist with a Might defense roll. If the opponent fails, it takes 4 points of damage immediately and every round on the elemental’s turn. Each following turn, the enveloped character must attempt a new Might defense roll every round or move one step down the damage track from drowning as the elemental forces itself into the creature’s lungs. The creature can free itself with a Might defense roll. An elemental with an enveloped opponent can move up to a short distance as its action; a common tactic is to dive deep, release their opponent to drown normally, then return to its previous position to fight other opponents.

\n

Any attack that inflicts 6 or more points of cold damage hinders a water elemental’s actions on its next turn.

\n

Interaction: Water elementals are somewhat intelligent but think very differently from humans, so they often seem distracted and dull. They are generally compliant when summoned with magic, but there is about a 5 percent chance that they break free of the spell and lash out against their summoner.

\n

Use: Offerings left at a sacred pond have gone missing, and the water itself seems threatening. Garbage or dead bodies have polluted a water source, spawning an angry elemental that attacks everyone until the mess is cleaned up.

\n

GM Intrusion: The force of the elemental’s attack knocks over a character, sweeps them a short distance away, or both.

","settings":{"general":{"initiativeBonus":0,"hideArchive":false},"equipment":{"ammo":{"active":false},"attacks":{"active":false},"armor":{"active":false},"cyphers":{"active":false,"label":""},"artifacts":{"active":false,"label":""},"oddities":{"active":false,"label":""},"materials":{"active":false,"label":""}}}},"prototypeToken":{"name":"Elemental, water","displayName":20,"actorLink":false,"texture":{"src":"icons/svg/mystery-man.svg","scaleX":1,"scaleY":1,"offsetX":0,"offsetY":0,"rotation":0,"tint":null},"width":1,"height":1,"lockRotation":false,"rotation":0,"alpha":1,"disposition":0,"displayBars":40,"bar1":{"attribute":"pools.health"},"bar2":{"attribute":"basic.level"},"light":{"alpha":0.5,"angle":360,"bright":0,"color":null,"coloration":1,"dim":0,"attenuation":0.5,"luminosity":0.5,"saturation":0,"contrast":0,"shadows":0,"animation":{"type":null,"speed":5,"intensity":5,"reverse":false},"darkness":{"min":0,"max":1}},"sight":{"enabled":false,"range":null,"angle":360,"visionMode":"basic","color":null,"attenuation":0.1,"brightness":0,"saturation":0,"contrast":0},"detectionModes":[],"flags":{},"randomImg":false},"items":[],"effects":[],"ownership":{"default":0,"yThCrv1jSfPXOC2U":3},"flags":{"core":{"sourceId":"Actor.WAKeWdoVULxZtpwN"}},"_stats":{"systemId":"cyphersystem","systemVersion":"2.3.0","coreVersion":"10.291","createdTime":1676278627245,"modifiedTime":1676797809020,"lastModifiedBy":"yThCrv1jSfPXOC2U"},"folder":null,"sort":0,"_id":"1djsTbgsAQCBqinq"} +{"name":"Elemental, thorn","type":"npc","img":"icons/svg/mystery-man.svg","system":{"version":2,"basic":{"level":6},"pools":{"health":{"value":36,"max":36}},"combat":{"damage":6,"armor":2},"description":"","notes":"

The grisly sign of an active thorn elemental in areas of heavy woods or jungle is the presence of shriveled bodies dangling from vines, dead of strangulation and poison. Thorn elementals take form in areas dense with woody growth under threat by hatchet, axe, saw, and, sometimes, human-caused climate disruptions.

\n

Motive: Defense of forests

\n

Environment: Anywhere trees grow

\n

Health: 36

\n

Damage Inflicted: 6 points

\n

Armor: 2

\n

Movement: Immediate

\n

Combat: Thorn elementals batter foes with thorny, vine-wrapped fists. Targets who suffer damage must make a successful Might defense roll or take 2 points of Speed damage from a paralytic poison transmitted by a thorn’s prick. Worse, the poison continues to inflict 2 points of Speed damage each round until the victim succeeds at a Might defense roll.

\n

As its action, a thorn elemental can disentangle its form and reassemble a new body anywhere within long range where trees and plants grow. A thorn elemental regains 2 points of health each time it travels in this fashion.

\n

Interaction: Thorn elementals communicate through speech, though they generally disdain talking to creatures of the animal kingdom. Thorn elementals exist within a hierarchy; those that have a greater capacity for communication are also usually more powerful. Summoned thorn elementals have about a 5 percent chance of breaking the geas and turning on their summoner.

\n

Use: Adventuring characters journey through a forest that is under threat of destruction by an encroachment of other humanoids. Thinking the PCs are part of the encroachers, a thorn elemental attacks them. If communication is opened, it might break off hostilities and instead ask the characters to help.

\n

Loot: The bodies of those previously defeated by thorn elementals dangle from the forest or jungle canopy with all their former possessions. One or two might have a cypher and other tools and treasure.

\n

GM Intrusion: A character within short range of a thorn elemental must make a successful Speed defense roll or be hauled into the air by a vine noose around their neck. They can try to cut the woody vine or attempt a Might task to break free before they strangle. Each round after the first in which they fail to break the noose, they move down one step on the damage track.

\n
\n

@UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.oujmdPTBI72bj6Tk]{Woody vine}: level 4; Armor 1

\n
","settings":{"general":{"initiativeBonus":0,"hideArchive":false},"equipment":{"ammo":{"active":false},"attacks":{"active":false},"armor":{"active":false},"cyphers":{"active":false,"label":""},"artifacts":{"active":false,"label":""},"oddities":{"active":false,"label":""},"materials":{"active":false,"label":""}}}},"prototypeToken":{"name":"Elemental, thorn","displayName":20,"actorLink":false,"texture":{"src":"icons/svg/mystery-man.svg","scaleX":1,"scaleY":1,"offsetX":0,"offsetY":0,"rotation":0,"tint":null},"width":1,"height":1,"lockRotation":false,"rotation":0,"alpha":1,"disposition":0,"displayBars":40,"bar1":{"attribute":"pools.health"},"bar2":{"attribute":"basic.level"},"light":{"alpha":0.5,"angle":360,"bright":0,"color":null,"coloration":1,"dim":0,"attenuation":0.5,"luminosity":0.5,"saturation":0,"contrast":0,"shadows":0,"animation":{"type":null,"speed":5,"intensity":5,"reverse":false},"darkness":{"min":0,"max":1}},"sight":{"enabled":false,"range":null,"angle":360,"visionMode":"basic","color":null,"attenuation":0.1,"brightness":0,"saturation":0,"contrast":0},"detectionModes":[],"flags":{},"randomImg":false},"items":[],"effects":[],"ownership":{"default":0,"yThCrv1jSfPXOC2U":3},"flags":{"core":{"sourceId":"Actor.3E09wetnLHovRGz4"}},"_stats":{"systemId":"cyphersystem","systemVersion":"2.3.0","coreVersion":"10.291","createdTime":1676278349879,"modifiedTime":1676797809018,"lastModifiedBy":"yThCrv1jSfPXOC2U"},"folder":null,"sort":0,"_id":"1iTheFdukHJjjRAZ"} +{"_id":"2BTNWIpNjjd696xa","name":"Nuppeppo","type":"npc","img":"icons/svg/mystery-man.svg","items":[],"effects":[],"folder":null,"sort":0,"flags":{},"system":{"version":2,"basic":{"level":2},"pools":{"health":{"value":12,"max":12}},"combat":{"damage":4,"armor":1},"description":"","notes":"

Nuppeppos are animated lumps of human flesh that walk on vaguely defined limbs. They smell of decay and death. They’re spotted in graveyards, battlefields, coroner’s offices, and other places where the dead are kept or interred. When witnessed in other places, nuppeppos seem to wander streets aimlessly, sometimes alone, sometimes in groups, and sometimes following a living person who’d rather be left alone.

\n

Information about these creatures is scarce. They might be the unintended consequence of a reanimation attempt, one that’s able to catalyze its animation in similarly dead tissue to form more nuppeppos. On the other hand, they could be particularly gruesome spirits of the dead.

\n

A nuppeppo sometimes follows a living individual around like a silent, smelly pet that shows no affection. No one knows why.

\n

(If a nuppeppo begins to follow a character, interaction tasks by that character and their allies are hindered. Most other creatures are put off by a lump of animate human flesh hanging around nearby.)

\n

Motive: Wander, graze on dead flesh

\n

Environment: Near places of death at night, alone or in groups of up to eight

\n

Health: 12

\n

Damage Inflicted: 4 points

\n

Armor: 1

\n

Movement: Short

\n

Combat: A nuppeppo can smash a foe with one of its lumpy limbs. If a nuppeppo is touched or struck in melee, the attacker’s weapon (or hand) becomes stuck to the nuppeppo and can be pulled free only with a difficulty 5 Might roll.

\n

A victim of a nuppeppo’s attack (or someone who touches a nuppeppo) begins to decay at a rate of 1 point of Speed damage (ignores Armor) per round, starting in the round following contact. To stop the spread of the decay, the victim can cut off the layer of affected flesh, which deals 4 points of damage (ignores Armor).

\n

Interaction: If approached, a nuppeppo turns to “face” its interlocutor, but it doesn’t respond to questions or orders. However, it may begin to follow its interlocutor from that point forward unless physically prevented—at which point the nuppeppo becomes violent.

\n

Use: The PCs open a grave, a coffin, or a sealed research lab, and several nuppeppos spill out. Unless stopped, the creatures attempt to “adopt” their discoverers.

\n

GM Intrusion: The character who allowed the nuppeppo to follow them around like a pet (or who has been unable to prevent it) wakes to find that the creature has settled upon them in the night and is using its touch-decay abilities to feed. In fact, the character might already be incapacitated by the time they wake.

","settings":{"general":{"initiativeBonus":0,"hideArchive":false},"equipment":{"ammo":{"active":false},"attacks":{"active":false},"armor":{"active":false},"cyphers":{"active":false,"label":""},"artifacts":{"active":false,"label":""},"oddities":{"active":false,"label":""},"materials":{"active":false,"label":""}},"skills":{},"abilities":{}},"teen":{"pools":{},"basic":{},"settings":{}}},"ownership":{"default":0,"N1n5f3sdQOJFmoJe":3},"prototypeToken":{"name":"Nuppeppo","displayName":20,"actorLink":false,"width":1,"height":1,"lockRotation":false,"rotation":0,"alpha":1,"light":{"alpha":0.5,"angle":360,"bright":0,"coloration":1,"dim":0,"luminosity":0.5,"saturation":0,"contrast":0,"shadows":0,"animation":{"speed":5,"intensity":5,"reverse":false,"type":null},"darkness":{"min":0,"max":1},"attenuation":0.5,"color":null},"disposition":0,"displayBars":40,"bar1":{"attribute":"pools.health"},"bar2":{"attribute":"basic.level"},"flags":{},"randomImg":false,"texture":{"src":"icons/svg/mystery-man.svg","scaleX":1,"scaleY":1,"offsetX":0,"offsetY":0,"rotation":0,"tint":null},"sight":{"angle":360,"enabled":false,"range":0,"brightness":1,"visionMode":"basic","color":null,"attenuation":0.1,"saturation":0,"contrast":0},"detectionModes":[]},"_stats":{"systemId":"cyphersystem","systemVersion":"2.3.0","coreVersion":"10.291","createdTime":null,"modifiedTime":1676797809224,"lastModifiedBy":"yThCrv1jSfPXOC2U"}} +{"name":"Shadow","type":"npc","img":"icons/svg/mystery-man.svg","system":{"version":2,"basic":{"level":1},"pools":{"health":{"value":3,"max":3}},"combat":{"damage":2,"armor":1},"description":"","notes":"

Shadows are semi-intelligent patches of darkness roughly in the shape of a humanoid creature’s silhouette. They creep along walls, floors, and ceilings, blending in with actual shadows, peeling themselves free only when they’re ready to clutch at a victim with their cold claws.

\n

Motive: Hunger for life energy

\n

Environment: Anywhere that shadows can occur

\n

Health: 3

\n

Damage Inflicted: 2 points

\n

Armor: 1

\n

Movement: Short

\n

Modifications: Stealth as level 3

\n

Combat: Shadows attack with their claws, which feel like a cold breeze and drain 2 points of Might from their target with each hit. They can barely interact with physical objects, and even something as simple as moving a pebble an immediate distance or knocking over a candle takes intense concentration.

\n

A group of five shadows can act as a swarm, focusing on one target to make one attack as a single level 3 creature, inflicting 4 points of damage. In an area of complete darkness with no illumination at all, shadows are effectively powerless—they cannot attack and all their actions are hindered. If suddenly deprived of light, they slink about menacingly for a few minutes but lose interest if it seems like their prey won’t be bringing back the light.

\n

Shadows are flat rather than insubstantial, but attacks that harm phased, ghostly, or similar creatures are fully effective against them. They can easily pass through narrow spaces such as the gap under a door or between the bars of a cell, but cannot move through solid objects.

\n

Interaction: Shadows never speak, but they can make rustling noises like a gently moving curtain. If controlled or prevented from attacking, they can communicate with simple pantomimes and seem to understand some pieces of language.

\n

Use: The flickering shadows from a campfire bend strangely and begin to creep toward a nearby character. A person appears to have two shadows just before they feel icy coldness slide along their flesh.

\n

GM Intrusion: The shadow attaches itself to a character and begins to take over as their shadow, automatically inflicting damage every round until the character uses an action to tear it off of them.

","settings":{"general":{"initiativeBonus":0,"hideArchive":false},"equipment":{"ammo":{"active":false},"attacks":{"active":false},"armor":{"active":false},"cyphers":{"active":false,"label":""},"artifacts":{"active":false,"label":""},"oddities":{"active":false,"label":""},"materials":{"active":false,"label":""}}}},"prototypeToken":{"name":"Shadow","displayName":20,"actorLink":false,"texture":{"src":"icons/svg/mystery-man.svg","scaleX":1,"scaleY":1,"offsetX":0,"offsetY":0,"rotation":0,"tint":null},"width":1,"height":1,"lockRotation":false,"rotation":0,"alpha":1,"disposition":0,"displayBars":40,"bar1":{"attribute":"pools.health"},"bar2":{"attribute":"basic.level"},"light":{"alpha":0.5,"angle":360,"bright":0,"color":null,"coloration":1,"dim":0,"attenuation":0.5,"luminosity":0.5,"saturation":0,"contrast":0,"shadows":0,"animation":{"type":null,"speed":5,"intensity":5,"reverse":false},"darkness":{"min":0,"max":1}},"sight":{"enabled":false,"range":null,"angle":360,"visionMode":"basic","color":null,"attenuation":0.1,"brightness":0,"saturation":0,"contrast":0},"detectionModes":[],"flags":{},"randomImg":false},"items":[],"effects":[],"ownership":{"default":0,"yThCrv1jSfPXOC2U":3},"flags":{"core":{"sourceId":"Actor.xmlIh1eQwNMXsJzk"}},"_stats":{"systemId":"cyphersystem","systemVersion":"2.3.0","coreVersion":"10.291","createdTime":1676287995372,"modifiedTime":1676797809272,"lastModifiedBy":"yThCrv1jSfPXOC2U"},"folder":null,"sort":0,"_id":"2jDuNoReD5jZGksh"} +{"name":"Satyr","type":"npc","img":"icons/svg/mystery-man.svg","system":{"version":2,"basic":{"level":5},"pools":{"health":{"value":15,"max":15}},"combat":{"damage":6,"armor":1},"description":"","notes":"

These muscular humanoids sport long curved horns and furry, hooved legs. They are self-centered, greedy, and sybaritic creatures, dedicated to food, drink, and other pleasures. They rob and steal from others as it pleases them, often relying on tricks and lies, or alluring music they play on pipes.

\n

Motive: Play tricks, gather treasure, fulfill desires

\n

Environment: Woodlands, hills, and plains

\n

Health: 15

\n

Damage Inflicted: 6 points

\n

Armor: 1

\n

Movement: Short

\n

Modifications: Tasks related to persuasion and deception as level 7; resists mental attacks as level 7

\n

Combat: Satyrs usually carry spears that they can use in melee and against foes within short range. They can also create magical effects by playing their pipes as an action, which can either bolster allies or harm enemies:

\n

Dance of the Leaping Stag: Foes within short range who fail an Intellect defense task lose their next turn to dancing and leaping. Attacks made against affected targets are eased.

\n

Feral Overture: An ally within short range is infused with magic, and one attack it makes on its next turn is eased; if it hits, it inflicts +3 damage.

\n

Tune of the Clouded Mind: A foe within short range who fails an Intellect defense task spends its next turn attacking one of its allies.

\n

Interaction: Satyrs are inveterate mercenaries. They gladly work for strong drink and other treasures, and they ally with almost any creature capable of meeting their price. A satyr is always willing to start negotiations, but is prone to lying and exaggeration. Offering excessive libation, food, and other rewards is the only way to ensure that a satyr remains honest, and then for only a short period.

\n

Use: Strange piping music in the forest lures away young people from a nearby community. Community elders say a charismatic cult leader has set up in the woods and clouds the minds of all who come near.

\n

Loot: A satyr is likely to carry one or two cyphers.

\n

GM Intrusion: A mental effect makes the character view the satyr as a good friend for up to one minute unless they succeed at an Intellect defense task.

","settings":{"general":{"initiativeBonus":0,"hideArchive":false},"equipment":{"ammo":{"active":false},"attacks":{"active":false},"armor":{"active":false},"cyphers":{"active":false,"label":""},"artifacts":{"active":false,"label":""},"oddities":{"active":false,"label":""},"materials":{"active":false,"label":""}}}},"prototypeToken":{"name":"Satyr","displayName":20,"actorLink":false,"texture":{"src":"icons/svg/mystery-man.svg","scaleX":1,"scaleY":1,"offsetX":0,"offsetY":0,"rotation":0,"tint":null},"width":1,"height":1,"lockRotation":false,"rotation":0,"alpha":1,"disposition":0,"displayBars":40,"bar1":{"attribute":"pools.health"},"bar2":{"attribute":"basic.level"},"light":{"alpha":0.5,"angle":360,"bright":0,"color":null,"coloration":1,"dim":0,"attenuation":0.5,"luminosity":0.5,"saturation":0,"contrast":0,"shadows":0,"animation":{"type":null,"speed":5,"intensity":5,"reverse":false},"darkness":{"min":0,"max":1}},"sight":{"enabled":false,"range":null,"angle":360,"visionMode":"basic","color":null,"attenuation":0.1,"brightness":0,"saturation":0,"contrast":0},"detectionModes":[],"flags":{},"randomImg":false},"items":[],"effects":[],"ownership":{"default":0,"yThCrv1jSfPXOC2U":3},"flags":{"core":{"sourceId":"Actor.Q5GdtVlinJwPoVcQ"}},"_stats":{"systemId":"cyphersystem","systemVersion":"2.3.0","coreVersion":"10.291","createdTime":1676287749525,"modifiedTime":1676797809268,"lastModifiedBy":"yThCrv1jSfPXOC2U"},"folder":null,"sort":0,"_id":"2lkf7EeXqhUFsEQI"} +{"_id":"2nv7KEvkNXsUOykU","name":"Witch","type":"npc","img":"icons/svg/mystery-man.svg","items":[],"effects":[],"folder":null,"sort":0,"flags":{},"system":{"version":2,"basic":{"level":5},"pools":{"health":{"value":21,"max":21}},"combat":{"damage":5,"armor":0},"description":"","notes":"

They studied the old ways at the dark of the moon. They heard the shuffle of unnamed things through the darkling forest, watched the convection of the bubbles rise in the cauldron, and attended to the mumbled instructions of withered crones and crumbling messages traced on dead leaves. Then one midnight, everything came together. Another witch was born.

\n

When witches lose sight of their humanity and use their powers for personal gain without regard for others, they are warped by the power they channel, both mentally and physically. However, they can hide such transformations beneath layers of illusion.

\n

Motive: Domination of others, knowledge

\n

Environment: Almost anywhere, usually alone, but sometimes as part of a coven of three to seven witches

\n

Health: 21

\n

Damage Inflicted: 5 points

\n

Movement: Short; long when flying (on a broomstick)

\n

Modifications: Deception and disguise as level 7; Speed defense as level 6 due to familiar; knowledge of forests and dark secrets as level 6

\n

Combat: When attacked, a witch relies on the aid of their familiar to improve their Speed defense. The familiar could be a large black cat, an owl, a big snake, or some other creature. Killing a witch’s familiar is so shocking to a witch that their attacks and Speed defense are hindered for a few days. It’s also a way to ensure that the witch never forgives their foe or grants mercy.

\n

(Familiar: level 3; health 9; Armor 1)

\n

A witch can use their ritual blade to attack a creature in immediate range, but would much rather use curses, including the ones described below. A witch can’t use the same curse more than once every other round.

\n

Charm: Victims within short range who fail an Intellect defense roll are enslaved. Victims turn on their allies or take some other action described by their new master. The curse lasts for one minute, or until the victims succeed on an Intellect defense roll; each time they fail a roll, the next roll is hindered by one additional step.

\n

Hexbolt: A victim within long range is attacked with fire, cold, or psychic bolts, as the witch chooses. Psychic bolts deal 3 points of Intellect damage (ignores Armor).

\n

Shrivel: A victim within long range and up to two creatures next to the victim must succeed on a Might defense roll or take 3 points of Speed damage (ignores Armor). In each subsequent round, a victim who failed the previous roll must make another Might defense roll with the same outcome on failure.

\n

Vitality: The witch regains 11 points of health and gains +3 to Armor for one minute. Multiple uses don’t further improve Armor.

\n

Interaction: Most witches are deceptive and conniving, though a few work against the stereotype. All witches are willing to negotiate, though the devious ones usually do so in bad faith.

\n

Use: The PCs need an old book to continue their investigation. Word is that the old woman who lives on the edge of the woods has the only copy.

\n

Loot: A witch usually has an artifact or two on their person, possibly including a flying broom (which has a depletion roll of 1 in 1d10).

\n

GM Intrusion: After a character succeeds on a defense roll against one of the witch’s ongoing curse effects, the witch immediately tosses a hexbolt at them. If the character is hit, the ongoing curse effect also continues.

","settings":{"general":{"initiativeBonus":0,"hideArchive":false},"equipment":{"ammo":{"active":false},"attacks":{"active":false},"armor":{"active":false},"cyphers":{"active":false,"label":""},"artifacts":{"active":false,"label":""},"oddities":{"active":false,"label":""},"materials":{"active":false,"label":""}},"skills":{},"abilities":{}},"teen":{"pools":{},"basic":{},"settings":{}}},"ownership":{"default":0,"N1n5f3sdQOJFmoJe":3},"prototypeToken":{"name":"Witch","displayName":20,"actorLink":false,"width":1,"height":1,"lockRotation":false,"rotation":0,"alpha":1,"light":{"alpha":0.5,"angle":360,"bright":0,"coloration":1,"dim":0,"luminosity":0.5,"saturation":0,"contrast":0,"shadows":0,"animation":{"speed":5,"intensity":5,"reverse":false,"type":null},"darkness":{"min":0,"max":1},"attenuation":0.5,"color":null},"disposition":0,"displayBars":40,"bar1":{"attribute":"pools.health"},"bar2":{"attribute":"basic.level"},"flags":{},"randomImg":false,"texture":{"src":"icons/svg/mystery-man.svg","scaleX":1,"scaleY":1,"offsetX":0,"offsetY":0,"rotation":0,"tint":null},"sight":{"angle":360,"enabled":false,"range":0,"brightness":1,"visionMode":"basic","color":null,"attenuation":0.1,"saturation":0,"contrast":0},"detectionModes":[]},"_stats":{"systemId":"cyphersystem","systemVersion":"2.3.0","coreVersion":"10.291","createdTime":null,"modifiedTime":1676797809352,"lastModifiedBy":"yThCrv1jSfPXOC2U"}} +{"_id":"37pnRQFiOHt47hFP","name":"Vampire","type":"npc","img":"icons/svg/mystery-man.svg","items":[],"effects":[],"folder":null,"sort":0,"flags":{},"system":{"version":2,"basic":{"level":1},"pools":{"health":{"value":24,"max":24}},"combat":{"damage":7,"armor":0},"description":"","notes":"

Vampires are undead creatures, risen from the grave to drink blood. Their very nature and essence are evil and anti-life, even as they revel in their own endless existence. Most vampires are vain, arrogant, sadistic, lustful, and domineering. Their powers allow them to manipulate others, and they frequently toy with their prey before feeding. Vampires come out only at night, as the sun’s rays will destroy them.

\n

The bite of a vampire over three nights (in which it exchanges a bit of its own blood) ensures that the victim will rise as a vampire under the thrall of the one that killed it. While vampires are careful not to create too many of their kind (which amount to competition), each thrall conveys a bit more supernatural power to a vampire.

\n

Motive: Thirsts for blood

\n

Environment: Usually solitary, on the edges of civilization

\n

Health: 24

\n

Damage Inflicted: 7 points

\n

Movement: Long

\n

Modifications: Climb, stealth, and perception as level 8; Speed defense as level 7 due to fast movement

\n

Combat: Vampires are strong and fast. They have impressive fangs, but these are usually used in feeding, not in battle. They typically fight with their fists or hands (which basically become claws) but sometimes use weapons.

\n

A vampire can change into a bat or a wolf. This transformation does not change its stats or abilities except that, as a bat, it can fly. Vampires can also transform into shadow or mist, and in these forms they can’t be harmed by anything (but also can’t affect the physical world).

\n

Vampires possess an unholy charisma and can mesmerize victims within immediate distance so that they stand motionless for one round. In subsequent rounds, the victim will not forcibly resist the vampire, and the vampire can suggest actions to the victim (even actions that will cause the victim to harm themselves or others they care about). Each round, the victim can attempt a new Intellect defense roll to break free.

\n

Vampires are notoriously difficult to hurt. Unless a weapon is very special (blessed by a saint, has specific magical enchantments against vampires, or the like), no physical attack harms a vampire. They simply don’t take the damage. Exceptions include the following:

\n

Fire: Vampires burn, though the damage doesn’t kill them. It only causes pain, and a vampire regains all health lost to fire damage within a day.

\n

Running water: Complete immersion inflicts 10 points of damage per round. If not destroyed, the vampire can use a single action to regain all health lost in this way.

\n

Holy water: This inflicts 4 points of damage and affects a vampire exactly like fire.

\n

Sunlight: Exposure to sunlight inflicts 10 points of damage per round. If not destroyed, the vampire regains all health lost to exposure within a day.

\n

Wooden stake: This weapon inflicts 25 points of damage, effectively destroying the vampire in one blow. However, if the vampire is aware and able to move, this attack is hindered as the vampire does everything it can to evade.

\n

Further, vampires have the following special weaknesses:

\n

Garlic: Significant amounts of garlic within immediate distance hinder a vampire’s tasks.

\n

Cross, holy symbol, or mirror: Presenting any of these objects forcefully stuns a vampire, causing it to lose its next action. While the object is brandished and the vampire is within immediate range, its tasks are hindered by two steps.

\n

Eventually, a vampire with a multitude under its command becomes the new vampire lord. The vampire lord is the most powerful vampire in the world and is often (but not always) the most ancient of its kind. It has many vampires under its control, and even those that it did not create pay it respect and homage.

\n

Interaction: Most vampires look upon humans as cattle upon which to feed. They rarely have respect for anything but other vampires, and they often hate other supernatural creatures that they cannot enslave.

\n

Use: Strange stories of shadows in the night, people disappearing from their beds, and graves missing their former occupants could portend the arrival of a vampire in the region.

\n

GM Intrusion: The character struck by the vampire is caught fast in its powerful grip. If the character doesn’t escape immediately, the vampire bites them automatically.

","settings":{"general":{"initiativeBonus":0,"hideArchive":false},"equipment":{"ammo":{"active":false},"attacks":{"active":false},"armor":{"active":false},"cyphers":{"active":false,"label":""},"artifacts":{"active":false,"label":""},"oddities":{"active":false,"label":""},"materials":{"active":false,"label":""}},"skills":{},"abilities":{}},"teen":{"pools":{},"basic":{},"settings":{}}},"ownership":{"default":0,"N1n5f3sdQOJFmoJe":3},"prototypeToken":{"name":"Vampire","displayName":20,"actorLink":false,"width":1,"height":1,"lockRotation":false,"rotation":0,"alpha":1,"light":{"alpha":0.5,"angle":360,"bright":0,"coloration":1,"dim":0,"luminosity":0.5,"saturation":0,"contrast":0,"shadows":0,"animation":{"speed":5,"intensity":5,"reverse":false,"type":null},"darkness":{"min":0,"max":1},"attenuation":0.5,"color":null},"disposition":0,"displayBars":40,"bar1":{"attribute":"pools.health"},"bar2":{"attribute":"basic.level"},"flags":{},"randomImg":false,"texture":{"src":"icons/svg/mystery-man.svg","scaleX":1,"scaleY":1,"offsetX":0,"offsetY":0,"rotation":0,"tint":null},"sight":{"angle":360,"enabled":false,"range":0,"brightness":1,"visionMode":"basic","color":null,"attenuation":0.1,"saturation":0,"contrast":0},"detectionModes":[]},"_stats":{"systemId":"cyphersystem","systemVersion":"2.3.0","coreVersion":"10.291","createdTime":null,"modifiedTime":1676797809338,"lastModifiedBy":"yThCrv1jSfPXOC2U"}} +{"name":"Godmind","type":"npc","img":"icons/svg/mystery-man.svg","system":{"version":2,"basic":{"level":10},"pools":{"health":{"value":50,"max":50}},"combat":{"damage":15,"armor":0},"description":"","notes":"

Unfathomably powerful post-singularity AIs, godminds are vast, having used the matter of an entire solar system and all its planets to create an immense brain, weave themselves into a nebula, or encode themselves into quantum strings of existence light-years across.

\n

When necessary, a godmind forms a nexus of consciousness—an instance—appearing as a disembodied eye of electromagnetic energy, ranging from about the size of a human eye all the way up to the size of a planet.

\n

Motive: Ineffable

\n

Environment: Anywhere, usually in space

\n

Health: 50 (per instance)

\n

Damage Inflicted: 15 points

\n

Movement: Very long when flying

\n

Combat: A godmind can vary the physical laws of the universe within a light-second of one of its instances (some would call them avatars) to create an effect most useful to the godmind at the time. For instance, a godmind could create a gamma ray burst inflicting 15 points of damage on all creatures within very long range, attempt to put a target into temporal stasis, send a target (even a target as large as spacecraft) through a temporary wormhole gate, and so on. It could also scan the memory banks of any digital machine, and possibly of any living creatures. In any event, if an instance were targeted, and successfully neutralized or even destroyed, the godmind itself isn’t harmed. An aggressor would have to find the godmind’s primeval “computer core” to destroy one, likely an epic quest in and of itself.

\n

Interaction: To actually get a godmind’s attention and negotiate could require ancient command code, finding an old input device, or showing up with a relic from an ancient ultra or other prize. If a godmind does render aid, it’s likely to be in a form that is initially enigmatic, though ultimately extremely powerful.

\n

Use: A universal threat requires a defense that is equally potent. Research suggests that the diffuse nebula known as the Double Helix may actually be the visible form of a vast godmind. Perhaps it can help.

\n

Loot: Sometimes a godmind provides powerful artifacts to aid those who petition them for aid, assuming the need is dire.

\n

GM Intrusion: The godmind rewinds time a few seconds and sidesteps whatever negative effect would have otherwise inconvenienced it.

","settings":{"general":{"initiativeBonus":0,"hideArchive":false},"equipment":{"ammo":{"active":false},"attacks":{"active":false},"armor":{"active":false},"cyphers":{"active":false,"label":""},"artifacts":{"active":false,"label":""},"oddities":{"active":false,"label":""},"materials":{"active":false,"label":""}}}},"prototypeToken":{"name":"Godmind","displayName":20,"actorLink":false,"texture":{"src":"icons/svg/mystery-man.svg","scaleX":1,"scaleY":1,"offsetX":0,"offsetY":0,"rotation":0,"tint":null},"width":1,"height":1,"lockRotation":false,"rotation":0,"alpha":1,"disposition":0,"displayBars":40,"bar1":{"attribute":"pools.health"},"bar2":{"attribute":"basic.level"},"light":{"alpha":0.5,"angle":360,"bright":0,"color":null,"coloration":1,"dim":0,"attenuation":0.5,"luminosity":0.5,"saturation":0,"contrast":0,"shadows":0,"animation":{"type":null,"speed":5,"intensity":5,"reverse":false},"darkness":{"min":0,"max":1}},"sight":{"enabled":false,"range":null,"angle":360,"visionMode":"basic","color":null,"attenuation":0.1,"brightness":0,"saturation":0,"contrast":0},"detectionModes":[],"flags":{},"randomImg":false},"items":[],"effects":[],"ownership":{"default":0,"yThCrv1jSfPXOC2U":3},"flags":{"core":{"sourceId":"Actor.q2009TiWuzAYAy3I"}},"_stats":{"systemId":"cyphersystem","systemVersion":"2.3.0","coreVersion":"10.291","createdTime":1676451186051,"modifiedTime":1676797809105,"lastModifiedBy":"yThCrv1jSfPXOC2U"},"folder":null,"sort":0,"_id":"3H61vNyoZ2Nu2TZV"} +{"name":"Evil priest","type":"npc","img":"icons/svg/mystery-man.svg","system":{"version":2,"basic":{"level":7},"pools":{"health":{"value":28,"max":28}},"combat":{"damage":7,"armor":1},"description":"","notes":"

Evil priests are worshippers of evil gods, demons, devils, strange malevolent forces from beyond known dimensions, or even death itself. They lead cults, corrupt the innocent with lies and twisted ideologies, and enact the will of their patron in the mortal world. The most insidious ones are able to infiltrate good churches and secular organizations in order to tear them down from the inside.

\n

Motive: Domination of others, divine rule

\n

Environment: Almost anywhere that people live

\n

Health: 28

\n

Damage Inflicted: 7 points

\n

Armor: 1

\n

Movement: Short

\n

Modifications: Deception, persuasion, and religious lore as level 8

\n

Combat: Evil priests make one or two short-range magical attacks as an action, which are thematically appropriate to the god or entity they serve, such as blasts of hellfire, grasping shadowy tentacles, or disruptive necromantic energy. They often rely on zealous minions to protect them from melee opponents.

\n

Priests usually know several spells, such as how to banish or control creatures from other dimensions, create an area of darkness, see and hear remote locations, speak with the dead, mesmerize or paralyze a person, cause blindness, or create a ward against energy damage. They also have the following magical abilities:

\n\n
\n

@UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.WqUZxlVymuKmoSXP]{Swarm of bugs}: level 3

\n
\n

Interaction: Evil priests tend to be knowledgeable, arrogant, and condescending toward heroes and members of rival faiths. They might strike a bargain to save their lives or the life of a valuable minion, or to gain an advantage later on.

\n

Use: An evil priest is converting frightened peasants into followers, and turning those who refuse into zombie slaves. A new religious figure in the city is acting suspiciously, and members of rival faiths have been disappearing or turning up dead.

\n

Loot: Evil priests usually have mundane treasures equivalent to three or four expensive items, a few useful manifest cyphers, and an artifact.

\n

GM Intrusions: The dying evil priest utters a curse that attempts to pull the character’s soul into the afterlife with them, moving them one step down the damage track if they fail anIntellect defense roll.

\n

The evil priest ignores, avoids, or immediately recovers from an attack that would have killed or greatly harmed them.

","settings":{"general":{"initiativeBonus":0,"hideArchive":false},"equipment":{"ammo":{"active":false},"attacks":{"active":false},"armor":{"active":false},"cyphers":{"active":false,"label":""},"artifacts":{"active":false,"label":""},"oddities":{"active":false,"label":""},"materials":{"active":false,"label":""}}}},"prototypeToken":{"name":"Evil priest","displayName":20,"actorLink":false,"texture":{"src":"icons/svg/mystery-man.svg","scaleX":1,"scaleY":1,"offsetX":0,"offsetY":0,"rotation":0,"tint":null},"width":1,"height":1,"lockRotation":false,"rotation":0,"alpha":1,"disposition":0,"displayBars":40,"bar1":{"attribute":"pools.health"},"bar2":{"attribute":"basic.level"},"light":{"alpha":0.5,"angle":360,"bright":0,"color":null,"coloration":1,"dim":0,"attenuation":0.5,"luminosity":0.5,"saturation":0,"contrast":0,"shadows":0,"animation":{"type":null,"speed":5,"intensity":5,"reverse":false},"darkness":{"min":0,"max":1}},"sight":{"enabled":false,"range":null,"angle":360,"visionMode":"basic","color":null,"attenuation":0.1,"brightness":0,"saturation":0,"contrast":0},"detectionModes":[],"flags":{},"randomImg":false},"items":[],"effects":[],"ownership":{"default":0,"yThCrv1jSfPXOC2U":3},"flags":{"core":{"sourceId":"Actor.h0tb5QdTt08MjsoT"}},"_stats":{"systemId":"cyphersystem","systemVersion":"2.3.0","coreVersion":"10.291","createdTime":1676278732055,"modifiedTime":1676797809029,"lastModifiedBy":"yThCrv1jSfPXOC2U"},"folder":null,"sort":0,"_id":"3QAVP8CKluUCHw2C"} +{"_id":"3jAoNYaS0CHUjkqS","name":"Werewolf","type":"npc","img":"icons/svg/mystery-man.svg","items":[],"effects":[],"folder":null,"sort":0,"flags":{},"system":{"version":2,"basic":{"level":4},"pools":{"health":{"value":24,"max":24}},"combat":{"damage":5,"armor":0},"description":"","notes":"

The curse of lycanthropy begins as nightmares about being chased or, somehow more terrifying, chasing someone else. As the dreams grow more fierce and each night’s sleep provides less rest, victims begin to wonder about the bloodstains on their clothing, the strange claw marks in their homes, and eventually, the mutilated bodies they find buried in their backyards.

\n

When not transformed, many who suffer the curse seem like completely normal people, if emotionally traumatized by the fact that most of their friends and family have been brutally slaughtered over the preceding months. Some few, however, realize the truth of their condition, and depending on their natures, they either kill themselves before their next transformation or learn to revel in the butchery.

\n

Motive: Slaughter when transformed; searching for answers when human

\n

Environment: Anywhere dark, usually alone but sometimes as part of a small pack of two to five

\n

Health: 24

\n

Damage Inflicted: 5 points

\n

Movement: Short; long when in wolf form

\n

Modifications: Attacks as level 6 when half lupine; Speed defense as level 6 when full lupine; perception as level 7 when half or full lupine

\n

Combat: In normal human form, a werewolf has no natural attacks, though it may use a weapon. It also lacks the abilities described below; its only power is to transform into a half-lupine form or full-lupine form, which takes [[/r 1d6]] agonizing rounds. A handful of werewolves can control their transformation, but most change at night in response to moon-related cues.

\n

Half Lupine: A half-lupine werewolf is part humanoid and part wolf, but completely terrifying. It attacks with its claws.

\n

Full Lupine: A full-lupine werewolf is a particularly large and vicious-looking wolf. It normally bites foes and deals 2 additional points of damage (7 points total) but can also use its claws.

\n

Half and Full Lupine: Half-lupine and full-lupine werewolves both enjoy enhanced senses and regain 2 points of health per round. However, a werewolf that takes damage from a silver weapon or bullet stops regenerating for several minutes.

\n

Interaction: In human form, werewolves have the goals and aspirations of normal people, and they often don’t recall what they did while transformed or even realize that they suffer the curse of lycanthropy. In half- or full-lupine form, there’s no negotiating with one.

\n

Use: When the moon is full, werewolves hunt

\n

GM Intrusion: A PC who moves down one step on the damage track due to damage inflicted by a werewolf must succeed on a Might defense roll or be afflicted with the curse of lycanthropy.

","settings":{"general":{"initiativeBonus":0,"hideArchive":false},"equipment":{"ammo":{"active":false},"attacks":{"active":false},"armor":{"active":false},"cyphers":{"active":false,"label":""},"artifacts":{"active":false,"label":""},"oddities":{"active":false,"label":""},"materials":{"active":false,"label":""}},"skills":{},"abilities":{}},"teen":{"pools":{},"basic":{},"settings":{}}},"ownership":{"default":0,"N1n5f3sdQOJFmoJe":3},"prototypeToken":{"name":"Werewolf","displayName":20,"actorLink":false,"width":1,"height":1,"lockRotation":false,"rotation":0,"alpha":1,"light":{"alpha":0.5,"angle":360,"bright":0,"coloration":1,"dim":0,"luminosity":0.5,"saturation":0,"contrast":0,"shadows":0,"animation":{"speed":5,"intensity":5,"reverse":false,"type":null},"darkness":{"min":0,"max":1},"attenuation":0.5,"color":null},"disposition":0,"displayBars":40,"bar1":{"attribute":"pools.health"},"bar2":{"attribute":"basic.level"},"flags":{},"randomImg":false,"texture":{"src":"icons/svg/mystery-man.svg","scaleX":1,"scaleY":1,"offsetX":0,"offsetY":0,"rotation":0,"tint":null},"sight":{"angle":360,"enabled":false,"range":0,"brightness":1,"visionMode":"basic","color":null,"attenuation":0.1,"saturation":0,"contrast":0},"detectionModes":[]},"_stats":{"systemId":"cyphersystem","systemVersion":"2.3.0","coreVersion":"10.291","createdTime":null,"modifiedTime":1676797809348,"lastModifiedBy":"yThCrv1jSfPXOC2U"}} +{"name":"Necromancer","type":"npc","img":"icons/svg/mystery-man.svg","system":{"version":2,"basic":{"level":5},"pools":{"health":{"value":15,"max":15}},"combat":{"damage":5,"armor":1},"description":"","notes":"

The ability to influence, command, and call up the dead is an impressive power, given how many more people are dead than living. Since the only thing separating a living person from a dead one is a well-aimed knife or death spell, the number of dead always rises.

\n

Motive: Magical power, mastery over death

\n

Environment: In places where dead are interred, usually with some number of undead servitors

\n

Health: 15

\n

Damage Inflicted: 5 points

\n

Armor: 1

\n

Movement: Short

\n

Modifications: Speed defense as level 6 due to shroud of undead protective spirits

\n

Combat: Necromancers can blast a foe within long range with the cold of the grave or flesh-decaying magic.

\n

A necromancer can cast a death spell on a foe within short range once every minute; the victim must succeed on a Might defense roll or move down one step on the damage track. This ability could be an innate power or come from an artifact.

\n

A necromancer who isn’t already accompanied by undead spirits or shambling, spirit-inhabited corpses under their command can call up a spirit as an action. A necromancer can command up to five spirits (or newly allied undead, as described below) at a time.

\n

A necromancer can attempt to take command of a spirit or undead creature within short range. They automatically succeed against an unaligned undead target of level 4 or less. If a targeted spirit is already allied with or in service to a PC, the PC must succeed on an Intellect defense roll or lose control of the spirit to the necromancer’s will for one minute.

\n
\n

@UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.MGw6C3yGvtR7WkiF]{Spirit}: level 3; flesh-decaying touch inflicts 3 points of damage

\n
\n

Interaction: Necromancers are feared for their nonchalant attitudes toward life, especially the life of normal people (such as peasants and city folk). They will negotiate but usually don’t have the capacity to care about another person’s well-being; they’re sociopathic.

\n

Use: A character has died, and their allies must find a necromancer to help retrieve their spirit. Of course, the necromancer wants something in return for this aid—perhaps an artifact pilfered from whatever underworld or hell the dead character is imprisoned within.

\n

Loot: Necromancers have one or two expensive items, a cypher, and possibly an artifact.

\n

GM Intrusion: A bony hand erupts from the ground at the character’s feet. On a failed Speed defense roll, they are held in place until they can succeed on a Might task to escape. Each round the character fails to escape, the hand squeezes them for 3 points of damage.

","settings":{"general":{"initiativeBonus":0,"hideArchive":false},"equipment":{"ammo":{"active":false},"attacks":{"active":false},"armor":{"active":false},"cyphers":{"active":false,"label":""},"artifacts":{"active":false,"label":""},"oddities":{"active":false,"label":""},"materials":{"active":false,"label":""}}}},"prototypeToken":{"name":"Necromancer","displayName":20,"actorLink":false,"texture":{"src":"icons/svg/mystery-man.svg","scaleX":1,"scaleY":1,"offsetX":0,"offsetY":0,"rotation":0,"tint":null},"width":1,"height":1,"lockRotation":false,"rotation":0,"alpha":1,"disposition":0,"displayBars":40,"bar1":{"attribute":"pools.health"},"bar2":{"attribute":"basic.level"},"light":{"alpha":0.5,"angle":360,"bright":0,"color":null,"coloration":1,"dim":0,"attenuation":0.5,"luminosity":0.5,"saturation":0,"contrast":0,"shadows":0,"animation":{"type":null,"speed":5,"intensity":5,"reverse":false},"darkness":{"min":0,"max":1}},"sight":{"enabled":false,"range":null,"angle":360,"visionMode":"basic","color":null,"attenuation":0.1,"brightness":0,"saturation":0,"contrast":0},"detectionModes":[],"flags":{},"randomImg":false},"items":[],"effects":[],"ownership":{"default":0,"yThCrv1jSfPXOC2U":3},"flags":{"core":{"sourceId":"Actor.s8nojUpZzBGImJsj"}},"_stats":{"systemId":"cyphersystem","systemVersion":"2.3.0","coreVersion":"10.291","createdTime":1676287164449,"modifiedTime":1676797809220,"lastModifiedBy":"yThCrv1jSfPXOC2U"},"folder":null,"sort":0,"_id":"432kVO8fNjXn9idr"} +{"name":"Blackguard","type":"npc","img":"icons/svg/mystery-man.svg","system":{"version":2,"basic":{"level":6},"pools":{"health":{"value":30,"max":30}},"combat":{"damage":7,"armor":2},"description":"","notes":"

Blackguards are evil knights who serve dark entities or their own corrupt agendas. Some were once honorable knights who fell to temptation and have abandoned their original principles, but many were raised under evil circumstances and have never known anything but hatred and conflict. Motive: Power, domination of others, slaughter

\n

Environment: Almost anywhere, either alone or as part of a cult or evil organization

\n

Health: 30

\n

Damage Inflicted: 7 points

\n

Armor: 2 or 3

\n

Movement: Short; long when mounted

\n

Modifications: Perception and Intellect defense as level 7

\n

Combat: Blackguards use high-quality armor and weapons (usually decorated with symbols depicting death, demons, or evil gods). Many wear heavy armor and prefer weapons that inflict bleeding wounds, but some take a more subtle approach and act more like assassins than knights. A blackguard typically has two or three of the following abilities:

\n

Fiendish Beast: The blackguard has a companion creature such as a dog, horse, or raven with an eerie, unnatural look (in the case of small animals, the creature may also be an exceptionally large specimen of its kind). The creature is actually a semi-intelligent fiend in animal shape (and therefore immune to abilities that affect only normal animals) that can understand the blackguard’s commands, and may even be able to speak. If the beast is a horse or similar creature, the blackguard might ride it as a mount.

\n
\n

@UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.hNNftDYKI2GokIgq]{Fiendish beast}: level 4, stealth as level 5, Might and Intellect defense as level 5

\n
\n

Necromancy: The blackguard uses a ten-minute ritual to animate a human-sized corpse as a zombie under their control. The zombie becomes a corpse again after a day.

\n

Poison: The blackguard coats their weapons with a level 6 poison; a foe who fails a Might defense roll moves one step down the damage track.

\n

Spells: The blackguard knows several spells granted by an evil entity, typically spells that cause a foe to flee in fear for one minute, restore 10 health, create an eerie darkness or fog in long range, or grant +5 Armor against energy and magical attacks for an hour.

\n

Surprise Attack: When the blackguard attacks from a hidden vantage, with surprise, or before their opponent has acted in combat, they get an asset on the attack and inflict +4 points of damage. Unholy

\n

Aura: Defense rolls by foes within immediate distance of the blackguard are hindered.

\n

Unholy Blessing: The blackguard’s defense rolls are eased.

\n

Interaction: Blackguards enjoy killing righteous paragons of good and are often cruel for the sake of cruelty itself.

\n

Use: A blackguard has united various groups of bandits into a small army. An evil wizard sends her blackguard lieutenant to kill the people interfering with her plans.

\n

Loot: Blackguards usually have treasures equivalent to three or four expensive items, a few useful manifest cyphers, and an artifact weapon or armor.

\n

GM Intrusions: The blackguard’s weapon flares with unholy power, inflicting an additional 6 points of damage (ignores Armor).

\n

A slain blackguard rises as an undead or is possessed by a demon and continues to fight.

","settings":{"general":{"initiativeBonus":0,"hideArchive":false},"equipment":{"ammo":{"active":false},"attacks":{"active":false},"armor":{"active":false},"cyphers":{"active":false,"label":""},"artifacts":{"active":false,"label":""},"oddities":{"active":false,"label":""},"materials":{"active":false,"label":""}}}},"prototypeToken":{"name":"Blackguard","displayName":20,"actorLink":false,"texture":{"src":"icons/svg/mystery-man.svg","scaleX":1,"scaleY":1,"offsetX":0,"offsetY":0,"rotation":0,"tint":null},"width":1,"height":1,"lockRotation":false,"rotation":0,"alpha":1,"disposition":0,"displayBars":40,"bar1":{"attribute":"pools.health"},"bar2":{"attribute":"basic.level"},"light":{"alpha":0.5,"angle":360,"bright":0,"color":null,"coloration":1,"dim":0,"attenuation":0.5,"luminosity":0.5,"saturation":0,"contrast":0,"shadows":0,"animation":{"type":null,"speed":5,"intensity":5,"reverse":false},"darkness":{"min":0,"max":1}},"sight":{"enabled":false,"range":null,"angle":360,"visionMode":"basic","color":null,"attenuation":0.1,"brightness":0,"saturation":0,"contrast":0},"detectionModes":[],"flags":{},"randomImg":false},"items":[],"effects":[],"ownership":{"default":0,"yThCrv1jSfPXOC2U":3},"flags":{"core":{"sourceId":"Actor.t0PPmdjcxksikyru"}},"_stats":{"systemId":"cyphersystem","systemVersion":"2.3.0","coreVersion":"10.291","createdTime":1676221724144,"modifiedTime":1676797808952,"lastModifiedBy":"yThCrv1jSfPXOC2U"},"folder":null,"sort":0,"_id":"5DiqwC2hQZM84AnI"} +{"name":"Hollow knight","type":"npc","img":"icons/svg/mystery-man.svg","system":{"version":2,"basic":{"level":4},"pools":{"health":{"value":12,"max":12}},"combat":{"damage":5,"armor":3},"description":"","notes":"

In haunted castles and among the armies mustered by those with power over life and death, sometimes walk hollow knights. These animated suits of armor move just like living people, and many who encounter these dread revenants mistake them for living foes only to realize in horror that there’s nothing inside except for the memory of the warrior that once donned the suit.

\n

Brought into being by binding the spirit of a dead warrior to its panoply, hollow knights behave in much the same way they did in life—disciplined, loyal, and battle ready. Clad head to toe in full plate armor, with battered shields strapped to their arms and rusty swords gripped in lobster gauntlets, the knights stand ready to face any foe, heedless of the danger, driven to serve the necromancer that made them.

\n

Hollow knights might ride on the backs of skeletal steeds and wield lances.

\n

Motive: Obedience to its master

\n

Environment: Anywhere

\n

Health: 12

\n

Damage Inflicted: 5 points

\n

Armor: 3

\n

Movement: Short; long while mounted on a skeletal steed

\n
\n

@UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.eGZ5ouFZkwJEkOPt]{Skeletal steed}: level 4

\n
\n

Modifications: Resists fear and intimidation as level 10

\n

Combat: A hollow knight usually fights with a sword or mace.

\n

When mounted on a steed, a hollow knight charges its enemies whenever possible. As an action, its steed moves a short distance, and the hollow knight can make a single attack at any point during this movement. When attacking in this way, the knight inflicts 7 points of damage.

\n

A hollow knight is fearless and fights until destroyed or ordered to pull back. The magic animating its armor is slow to fade, so armor components may continue to twitch and jerk even after the knight has fallen. Usually, when defeated, the suit of armor falls apart, and wisps of grey smoke curl up from the remains.

\n

Interaction: Hollow knights cannot speak. They obey any orders given to them by their creators.

\n

Use: The necromancer or other magician that binds the spirit to the armor also imbues the armor with specific commands—tasks the knight must carry out until destroyed. Some knights may stand guard at citadels or mansions, keeping a vigil until their armor finally falls apart. Others are more active and may function as the core of a dark wizard’s army.

\n

GM Intrusion: When a hollow knight is destroyed, a gauntlet flies up, grabs a character, and won’t let go. A difficulty 7 Might task is required to pry it loose.

","settings":{"general":{"initiativeBonus":0,"hideArchive":false},"equipment":{"ammo":{"active":false},"attacks":{"active":false},"armor":{"active":false},"cyphers":{"active":false,"label":""},"artifacts":{"active":false,"label":""},"oddities":{"active":false,"label":""},"materials":{"active":false,"label":""}}}},"prototypeToken":{"name":"Hollow knight","displayName":20,"actorLink":false,"texture":{"src":"icons/svg/mystery-man.svg","scaleX":1,"scaleY":1,"offsetX":0,"offsetY":0,"rotation":0,"tint":null},"width":1,"height":1,"lockRotation":false,"rotation":0,"alpha":1,"disposition":0,"displayBars":40,"bar1":{"attribute":"pools.health"},"bar2":{"attribute":"basic.level"},"light":{"alpha":0.5,"angle":360,"bright":0,"color":null,"coloration":1,"dim":0,"attenuation":0.5,"luminosity":0.5,"saturation":0,"contrast":0,"shadows":0,"animation":{"type":null,"speed":5,"intensity":5,"reverse":false},"darkness":{"min":0,"max":1}},"sight":{"enabled":false,"range":null,"angle":360,"visionMode":"basic","color":null,"attenuation":0.1,"brightness":0,"saturation":0,"contrast":0},"detectionModes":[],"flags":{},"randomImg":false},"items":[],"effects":[],"ownership":{"default":0,"yThCrv1jSfPXOC2U":3},"flags":{"core":{"sourceId":"Actor.C2gU0nPdsUUPfjkf"}},"_stats":{"systemId":"cyphersystem","systemVersion":"2.3.0","coreVersion":"10.291","createdTime":1676279784036,"modifiedTime":1676797809137,"lastModifiedBy":"yThCrv1jSfPXOC2U"},"folder":null,"sort":0,"_id":"5mcFf43wou6sSsLx"} +{"_id":"6XzVLD44cRlhPIfO","name":"Deep one","type":"npc","img":"icons/svg/mystery-man.svg","items":[],"effects":[],"folder":null,"sort":0,"flags":{},"system":{"version":2,"basic":{"level":4,"biography":"

Some deep ones dwell in coastal regions on land, usually in isolated villages where they might attempt to pass for human. They are able to breathe both air and water. Most, however, thrive in the ocean depths, in ancient underwater cities like “Cyclopean and many-columned Y’ha-nthlei.” Deep ones sometimes breed with insane humans to produce squamous offspring that eventually develop fully into deep ones well after maturity (or even middle age).

\n

Motive: Hungers for flesh

\n

Environment: Anywhere near a large body of salt water

\n

Health: 15

\n

Damage Inflicted: 5 points

\n

Armor: 2

\n

Movement: Short on land; long in the water

\n

Modifications: Swims as level 6; perception as level 3

\n

Combat: Deep ones attack with tooth and claw most often, although occasionally one might use a weapon. They usually give no quarter, nor ask for it. Their skin is subject to drying, and they take 1 extra point of damage (ignores Armor) from any attack that deals fire or heat damage. Because of this weakness, deep ones sometimes retreat from fire and fire attacks.

\n

Interaction: Deep ones are a strange mix of utter alienness and the vestiges of lost humanity. They are foul and degenerate creatures by human standards, however. Many still retain the ability to speak human languages, but all speak their own slurred, unearthly tongue.

\n

Deep ones spend a great deal of time in the sincere adoration of their gods, Mother Hydra, Father Dagon, and Cthulhu. Their religion demands frequent blood sacrifices.

\n

Use: The PCs wander into a small coastal village where everyone seems standoffish and oddly distant. A few people appear to be sickly and malformed, perhaps from mutation or birth defects. Some of the villagers have squamous skin because they are transforming into deep ones. And, of course, true deep ones hide within the community as well.

\n

Loot: A few deep ones will have a cypher.

\n

GM intrusion: The deep one produces a net and throws it over the character. The only physical action the victim can take is to try to get free, as either a Might-based or a Speed-based action.

"},"pools":{"health":{"value":15,"max":15}},"combat":{"damage":5,"armor":6},"description":"","notes":"

Some deep ones dwell in coastal regions on land, usually in isolated villages where they might attempt to pass for human. They are able to breathe both air and water. Most, however, thrive in the ocean depths, in ancient underwater cities like “Cyclopean and many-columned Y’ha-nthlei.” Deep ones sometimes breed with insane humans to produce squamous offspring that eventually develop fully into deep ones well after maturity (or even middle age).

\n

Motive: Hungers for flesh

\n

Environment: Anywhere near a large body of salt water

\n

Health: 15

\n

Damage Inflicted: 5 points

\n

Armor: 2

\n

Movement: Short on land; long in the water

\n

Modifications: Swims as level 6; perception as level 3

\n

Combat: Deep ones attack with tooth and claw most often, although occasionally one might use a weapon. They usually give no quarter, nor ask for it. Their skin is subject to drying, and they take 1 extra point of damage (ignores Armor) from any attack that deals fire or heat damage. Because of this weakness, deep ones sometimes retreat from fire and fire attacks.

\n

Interaction: Deep ones are a strange mix of utter alienness and the vestiges of lost humanity. They are foul and degenerate creatures by human standards, however. Many still retain the ability to speak human languages, but all speak their own slurred, unearthly tongue.

\n

Deep ones spend a great deal of time in the sincere adoration of their gods, Mother Hydra, Father Dagon, and Cthulhu. Their religion demands frequent blood sacrifices.

\n

Use: The PCs wander into a small coastal village where everyone seems standoffish and oddly distant. A few people appear to be sickly and malformed, perhaps from mutation or birth defects. Some of the villagers have squamous skin because they are transforming into deep ones. And, of course, true deep ones hide within the community as well.

\n

Loot: A few deep ones will have a cypher.

\n

GM Intrusion: The deep one produces a net and throws it over the character. The only physical action the victim can take is to try to get free, as either a Might-based or a Speed-based action.

","settings":{"general":{"initiativeBonus":0,"hideArchive":false},"equipment":{"ammo":{"active":false},"attacks":{"active":false},"armor":{"active":false},"cyphers":{"active":false,"label":""},"artifacts":{"active":false,"label":""},"oddities":{"active":false,"label":""},"materials":{"active":false,"label":""}},"skills":{},"abilities":{}},"teen":{"pools":{},"basic":{},"settings":{}}},"ownership":{"default":0,"N1n5f3sdQOJFmoJe":3},"prototypeToken":{"name":"Deep One","displayName":20,"actorLink":false,"width":1,"height":1,"lockRotation":false,"rotation":0,"alpha":1,"light":{"alpha":0.5,"angle":360,"bright":0,"coloration":1,"dim":0,"luminosity":0.5,"saturation":0,"contrast":0,"shadows":0,"animation":{"speed":5,"intensity":5,"reverse":false,"type":null},"darkness":{"min":0,"max":1},"attenuation":0.5,"color":null},"disposition":0,"displayBars":40,"bar1":{"attribute":"pools.health"},"bar2":{"attribute":"basic.level"},"flags":{},"randomImg":false,"texture":{"src":"icons/svg/mystery-man.svg","scaleX":1,"scaleY":1,"offsetX":0,"offsetY":0,"rotation":0,"tint":null},"sight":{"angle":360,"enabled":false,"range":0,"brightness":1,"visionMode":"basic","color":null,"attenuation":0.1,"saturation":0,"contrast":0},"detectionModes":[]},"_stats":{"systemId":"cyphersystem","systemVersion":"2.3.0","coreVersion":"10.291","createdTime":null,"modifiedTime":1676797808969,"lastModifiedBy":"yThCrv1jSfPXOC2U"}} +{"name":"Jotunn, fire","type":"npc","img":"icons/svg/mystery-man.svg","system":{"version":2,"basic":{"level":6},"pools":{"health":{"value":30,"max":30}},"combat":{"damage":9,"armor":3},"description":"","notes":"

Jotunns are a type of giant—large, somewhat intelligent, bad-tempered, and cultured in their own way, but generally hostile to humans and other “little folk.” Jotunns range from 9 to 20 feet (3 to 6 m) tall, are strong, have long hair, and wear armor and use weapons like humans do. Some are hideous, some are attractive by human standards, and some have multiple heads. They live in caves, lodges, or large castles.

\n

Fire jotunns are often called fire giants. Their skin is coal-grey or black; their hair is red or gold and may be metal or actual flames. They prefer hot mountainous climates (particularly volcanoes), wear plate armor, and use greatswords that glow with the natural heat of their bodies.

\n

Motive: Destruction, hungers for flesh, honor

\n

Environment: Hot mountains, volcanic areas, supernatural fires

\n

Health: 30

\n

Damage Inflicted: 6 points plus 3 points from fire

\n

Armor: 3 (immune to fire)

\n

Movement: Short

\n

Modifications: Speed defense as level 5 due to size; breaks and throws objects as level 8

\n

Combat: A fire jotunn uses weapons appropriate to its size (which would be two-handed for a human but can be wielded one-handed by the giant), inflicting 6 points of damage plus another 3 points of ambient fire damage conducted from the jotunn’s body. Jotunns throw boulders up to very long range, inflicting 6 points of damage plus 3 points of fire damage.

\n

A jotunn can inflict 1 point of fire damage with a touch, and anyone touching it without protection against fire takes damage as if the jotunn had touched them. A slain fire jotunn and its equipment are too hot to safely touch for several minutes.

\n

Fire jotunns are immune to fire damage, but take additional damage from cold (equal to the attack’s normal damage, up to a maximum of 5 additional points of cold damage).

\n

Fire jotunn leaders sometimes have magical powers, usually related to earth and fire.

\n

Interaction: Fire jotunns tend to be hostile, but they may agree to a nonlethal challenge to allow visitors to pass through their land or join them for a feast.

\n

Use: A fire jotunn decides to cause trouble for intruders in its territory. A clan of jotunns wages war against a fortified village or town, hurling boulders, starting fires, and stealing livestock.

\n

Loot: Jotunns like fine things, and their homes usually have utensils, plates, weapons, and trophies made of precious metals and decorated with gems. They may have cyphers, and a leader may carry an artifact.

\n

GM Intrusion: The jotunn’s attack inflicts a serious burn, making a limb useless for an hour or until healed.

","settings":{"general":{"initiativeBonus":0,"hideArchive":false},"equipment":{"ammo":{"active":false},"attacks":{"active":false},"armor":{"active":false},"cyphers":{"active":false,"label":""},"artifacts":{"active":false,"label":""},"oddities":{"active":false,"label":""},"materials":{"active":false,"label":""}}}},"prototypeToken":{"name":"Jotunn, fire (norse giant)","displayName":20,"actorLink":false,"texture":{"src":"icons/svg/mystery-man.svg","scaleX":1,"scaleY":1,"offsetX":0,"offsetY":0,"rotation":0,"tint":null},"width":1,"height":1,"lockRotation":false,"rotation":0,"alpha":1,"disposition":0,"displayBars":40,"bar1":{"attribute":"pools.health"},"bar2":{"attribute":"basic.level"},"light":{"alpha":0.5,"angle":360,"bright":0,"color":null,"coloration":1,"dim":0,"attenuation":0.5,"luminosity":0.5,"saturation":0,"contrast":0,"shadows":0,"animation":{"type":null,"speed":5,"intensity":5,"reverse":false},"darkness":{"min":0,"max":1}},"sight":{"enabled":false,"range":null,"angle":360,"visionMode":"basic","color":null,"attenuation":0.1,"brightness":0,"saturation":0,"contrast":0},"detectionModes":[],"flags":{},"randomImg":false},"items":[],"effects":[],"ownership":{"default":0,"yThCrv1jSfPXOC2U":3},"flags":{"core":{"sourceId":"Actor.xlKdlQ2nBuhUFY8N"}},"_stats":{"systemId":"cyphersystem","systemVersion":"2.3.0","coreVersion":"10.291","createdTime":1676280675368,"modifiedTime":1676797809168,"lastModifiedBy":"yThCrv1jSfPXOC2U"},"folder":null,"sort":0,"_id":"7rh4edaSTo3sZinp"} +{"name":"Soul eater","type":"npc","img":"icons/svg/mystery-man.svg","system":{"version":2,"basic":{"level":5},"pools":{"health":{"value":15,"max":15}},"combat":{"damage":5,"armor":1},"description":"","notes":"

A soul eater is the animate head of a powerful wizard who shuffled off this mortal coil to become an undead creature without ethics, feelings, or a sense of morality.

\n

Also called dread skulls, these creatures maintain their existence by occasionally absorbing the spirit or mind of living victims. An absorbed “soul” is burned away, which is why dread skulls are wreathed in flame; it’s the by-product of the creature’s previous meal.

\n

Motive: Hungers for souls

\n

Environment: Usually at the center of tombs

\n

Health: 15

\n

Damage Inflicted: 5 points

\n

Armor: 1

\n

Movement: Long when flying

\n

Modifications: Resists mental attacks and deception as level 7; Speed defense as level 7 due to size and quickness; knowledge of arcane methodologies and rituals as level 8

\n

Combat: A soul eater has a library of magic abilities it can draw upon, including long-range attacks of fire or cold against all targets within immediate range of each other, the ability to read the mind of a victim within short range on a failed Intellect defense roll, and the ability to cloak itself in the illusion of a normal human for up to an hour at a time.

\n

In addition, a dread skull can draw out a victim’s consciousness and absorb it in a blaze of supernatural fire. To do so, the creature must bite a target, which inflicts 5 points of damage; the target must then succeed on an Intellect defense roll or take an additional 5 points of Intellect damage (ignores Armor). If a dread skull drains a character’s Intellect Pool to 0 through repeated bites, the character’s soul is sucked into the skull, and the body falls limp. Once absorbed into the skull, a victim’s essence is trapped and slowly consumed over the next twenty-four hours. During this period, the skull regenerates 1 point of health per round.

\n

If a dread skull isn’t destroyed within twenty-four hours of eating a soul, the victim’s essence is fully consumed. If the soul eater is defeated and its skull is shattered before then, all unconsumed souls are returned to their bodies.

\n

Interaction: Dread skulls are slightly insane but hellishly smart, which means that sometimes they will negotiate to get what they want.

\n

Use: Soul eaters remember a little bit of the knowledge of every creature’s essence they consume. The PCs need to learn the command word of an artifact they’ve found, but the only one who knew it was consumed by a dread skull.

\n

Loot: Sometimes dread skulls keep treasures as trophies of past victories, consisting of [[/r 1d6]] cyphers and maybe an artifact.

\n

GM Intrusion: The character who uses a cypher against the dread skull must make an Intellect defense roll. On a failed roll, the cypher begins to burn with flame, dealing the character 5 points of damage and destroying the cypher in the process.

","settings":{"general":{"initiativeBonus":0,"hideArchive":false},"equipment":{"ammo":{"active":false},"attacks":{"active":false},"armor":{"active":false},"cyphers":{"active":false,"label":""},"artifacts":{"active":false,"label":""},"oddities":{"active":false,"label":""},"materials":{"active":false,"label":""}}}},"prototypeToken":{"name":"Soul eater","displayName":20,"actorLink":false,"texture":{"src":"icons/svg/mystery-man.svg","scaleX":1,"scaleY":1,"offsetX":0,"offsetY":0,"rotation":0,"tint":null},"width":1,"height":1,"lockRotation":false,"rotation":0,"alpha":1,"disposition":0,"displayBars":40,"bar1":{"attribute":"pools.health"},"bar2":{"attribute":"basic.level"},"light":{"alpha":0.5,"angle":360,"bright":0,"color":null,"coloration":1,"dim":0,"attenuation":0.5,"luminosity":0.5,"saturation":0,"contrast":0,"shadows":0,"animation":{"type":null,"speed":5,"intensity":5,"reverse":false},"darkness":{"min":0,"max":1}},"sight":{"enabled":false,"range":null,"angle":360,"visionMode":"basic","color":null,"attenuation":0.1,"brightness":0,"saturation":0,"contrast":0},"detectionModes":[],"flags":{},"randomImg":false},"items":[],"effects":[],"ownership":{"default":0,"yThCrv1jSfPXOC2U":3},"flags":{"core":{"sourceId":"Actor.OamRRw1WHLe3od4N"}},"_stats":{"systemId":"cyphersystem","systemVersion":"2.3.0","coreVersion":"10.291","createdTime":1676288091344,"modifiedTime":1676797809294,"lastModifiedBy":"yThCrv1jSfPXOC2U"},"folder":null,"sort":0,"_id":"8jekrDTBJXTNDcVe"} +{"name":"Malware, fatal","type":"npc","img":"icons/svg/mystery-man.svg","system":{"version":2,"basic":{"level":4},"pools":{"health":{"value":18,"max":18}},"combat":{"damage":5,"armor":0},"description":"","notes":"

This purely malefic program has aggressive machine learning capabilities, allowing it to accomplish truly innovative and nasty tricks. Fatal malware may have originated as a simple virus or spyware coded for a specific purpose, but corruption and lightning-quick electronic evolution has turned it into something that exists purely to infect orderly electronic systems, spacecraft, space stations, smart weapons, and anything else with an operating system. Infected objects turn against living people.

\n

An instance often has the form of the system it’s infected, but occasionally fatal malware physically manifests as a metallic “cancer” of wires and self-assembling circuits hanging like a tumor across a server room, shipmind core, or data center, having perverted the original machine’s self-repair functions. Sometimes 4D printers are also compromised.

\n

Motive: Corruption and destruction

\n

Environment: Any electronic system able to run code can host one or more instances

\n

Health: 18

\n

Damage Inflicted: 5 points

\n

Movement: As the system it infects

\n

Modifications: Knowledge tasks related to computers and other electronic systems as level 6

\n

Combat: An instance of fatal malware that physically touches (or electrically connects with) a powered device of up to level 6 can attempt to seize control of it. It can then use that device to attack living targets. If the controlled system is a computer, smartphone, AR glasses, or some other piece of equipment that doesn’t have any intrinsic movement, the malware attempts to electrocute a user, or if a smart weapon, cause some kind of fatal accident with it. A compromised computer or shipmind voice can dangerously mislead victims.

\n

Fatal malware duplicates itself, creating many instances, and those that survive are usually slightly better at avoiding being erased than the previous generations.

\n

Interaction: Fatal malware isn’t really sentient and thus can’t really be negotiated with; some instances could mimic intelligence to draw humans into a trap.

\n

Use: An instance of fatal malware has gotten into a shipmind, which is making the normally trustworthy AI act out in unexpectedly dangerous ways. The shipmind itself doesn’t know it’s infected.

\n

GM Intrusion: The fatal malware divides into a second instance and attempts to override and control another piece of equipment carried by the character, especially a character with cybernetic implants.

","settings":{"general":{"initiativeBonus":0,"hideArchive":false},"equipment":{"ammo":{"active":false},"attacks":{"active":false},"armor":{"active":false},"cyphers":{"active":false,"label":""},"artifacts":{"active":false,"label":""},"oddities":{"active":false,"label":""},"materials":{"active":false,"label":""}}}},"prototypeToken":{"name":"Malware, fatal","displayName":20,"actorLink":false,"texture":{"src":"icons/svg/mystery-man.svg","scaleX":1,"scaleY":1,"offsetX":0,"offsetY":0,"rotation":0,"tint":null},"width":1,"height":1,"lockRotation":false,"rotation":0,"alpha":1,"disposition":0,"displayBars":40,"bar1":{"attribute":"pools.health"},"bar2":{"attribute":"basic.level"},"light":{"alpha":0.5,"angle":360,"bright":0,"color":null,"coloration":1,"dim":0,"attenuation":0.5,"luminosity":0.5,"saturation":0,"contrast":0,"shadows":0,"animation":{"type":null,"speed":5,"intensity":5,"reverse":false},"darkness":{"min":0,"max":1}},"sight":{"enabled":false,"range":null,"angle":360,"visionMode":"basic","color":null,"attenuation":0.1,"brightness":0,"saturation":0,"contrast":0},"detectionModes":[],"flags":{},"randomImg":false},"items":[],"effects":[],"ownership":{"default":0,"yThCrv1jSfPXOC2U":3},"flags":{"core":{"sourceId":"Actor.244GXfysHWZTvoaU"}},"_stats":{"systemId":"cyphersystem","systemVersion":"2.3.0","coreVersion":"10.291","createdTime":1676452504440,"modifiedTime":1676797809197,"lastModifiedBy":"yThCrv1jSfPXOC2U"},"folder":null,"sort":0,"_id":"8t19c7Qqpss2gQ9U"} +{"_id":"92AH6pnL8Mknw6ok","name":"Ghoul","type":"npc","img":"icons/svg/mystery-man.svg","items":[],"effects":[],"folder":null,"sort":0,"flags":{},"system":{"version":2,"basic":{"level":1},"pools":{"health":{"value":12,"max":12}},"combat":{"damage":5,"armor":0},"description":"","notes":"

Ghouls spend almost as much time beneath the ground as corpses do, but ghouls are very much alive. Their bodies are hairless and so porcelain-smooth that their faces are sometimes mistaken for masks, albeit gore-smeared masks. Ghouls come to the surface at night to gather humanoid remains or steal those recently interred from their graves, though many prefer to eat from still-living victims.

\n

Most ghouls are orgiastic eaters of human flesh, but a rare few ghoul populations are more refined. These wear clothes, have language and sophisticated customs, live in grand subterranean cities of their own design, and fight with milk-white blades of bone. These civilized ghouls claim to hold dominion over the remains of all humans, according to ancient custom, even if they only sometimes assert that privilege. They eat the dead in order to absorb residual memories left in the corpses.

\n

Motive: Hunger for dead flesh; knowledge (in certain rare cases)

\n

Environment: Anywhere above ground at night, usually in groups of three or more, or in subterranean lairs

\n

Health: 12

\n

Damage Inflicted: 5 points

\n

Movement: Short

\n

Modifications: Two areas of knowledge as level 5

\n

Combat: Ghoul saliva contains a paralytic agent. Ghoul bites (and weapons used by ghouls) inflict damage and, on a failed Might defense roll, render the target paralyzed for one minute. A paralyzed target can attempt a Might-based task each round to regain mobility, but for the next minute, attacks, defenses, and movement tasks are hindered.

\n

Ghouls can see in the dark. They’re blind in full daylight, but civilized ghouls who travel to the surface carry lenses that cover their eyes, allowing them to see without penalty in full sunlight.

\n

Interaction: Common ghouls can’t be negotiated with, though a rare civilized ghoul is an excellent linguist. These latter are willing to deal in return for the body of someone who was knowledgeable or who kept valuable secrets in life.

\n

Use: If a PC needs a piece of information not otherwise obtainable, a trip down into a ghoul city might be worthwhile, for the creatures are rumored to keep lightless libraries below the earth that store knowledge once known by humans.

\n

Loot: If the PCs defeat a group of civilized ghouls, they might find a cypher and a few sets of black goggles that allow the wearer to look directly at the sun and see it as a pale circle.

\n

GM Intrusion: The ghoul spits in the character’s eye, directly introducing the paralytic into the victim’s bloodstream. The victim’s Might defense roll to avoid becoming paralyzed is hindered.

","settings":{"general":{"initiativeBonus":0,"hideArchive":false},"equipment":{"ammo":{"active":false},"attacks":{"active":false},"armor":{"active":false},"cyphers":{"active":false,"label":""},"artifacts":{"active":false,"label":""},"oddities":{"active":false,"label":""},"materials":{"active":false,"label":""}},"skills":{},"abilities":{}},"teen":{"pools":{},"basic":{},"settings":{}}},"ownership":{"default":0,"N1n5f3sdQOJFmoJe":3},"prototypeToken":{"name":"Ghoul","displayName":20,"actorLink":false,"width":1,"height":1,"lockRotation":false,"rotation":0,"alpha":1,"light":{"alpha":0.5,"angle":360,"bright":0,"coloration":1,"dim":0,"luminosity":0.5,"saturation":0,"contrast":0,"shadows":0,"animation":{"speed":5,"intensity":5,"reverse":false,"type":null},"darkness":{"min":0,"max":1},"attenuation":0.5,"color":null},"disposition":0,"displayBars":40,"bar1":{"attribute":"pools.health"},"bar2":{"attribute":"basic.level"},"flags":{},"randomImg":false,"texture":{"src":"icons/svg/mystery-man.svg","scaleX":1,"scaleY":1,"offsetX":0,"offsetY":0,"rotation":0,"tint":null},"sight":{"angle":360,"enabled":false,"range":0,"brightness":1,"visionMode":"basic","color":null,"attenuation":0.1,"saturation":0,"contrast":0},"detectionModes":[]},"_stats":{"systemId":"cyphersystem","systemVersion":"2.3.0","coreVersion":"10.291","createdTime":null,"modifiedTime":1676797809077,"lastModifiedBy":"yThCrv1jSfPXOC2U"}} +{"name":"Posthuman","type":"npc","img":"icons/svg/mystery-man.svg","system":{"version":2,"basic":{"level":7},"pools":{"health":{"value":50,"max":50}},"combat":{"damage":9,"armor":4},"description":"","notes":"

Rather than evolving naturally, posthumans advance via a directed jump, designed with smart tools and AI surgeons. With all the advances fantastic technology brings to their genetic upgrade, posthumans are beings whose basic capacities radically exceed regular people. They can’t really be considered human any longer; they’ve transcended humanity, which is why they’re also sometimes called transhumans. They’re often involved in large-scale projects, such as creating bigger-than-world habitats or spacecraft, or possibly even researching how they might ascend to some still-higher realm of consciousness or being.

\n

Motive: Variable

\n

Environment: Alone or in small groups or communities in orbital colonies or other designed locations

\n

Health: 50

\n

Damage Inflicted: 9 points

\n

Armor: 4

\n

Movement: Short; flies a long distance

\n

Modifications: Knowledge tasks as level 9

\n

Combat: Posthumans can selectively attack foes up to a very long distance away with bolts of directed plasma that deal 9 points of damage. A posthuman can dial up the level of destruction if they wish, so instead of affecting only one target, a bolt deals 7 points of damage to all targets within short range of the primary target, and 1 point even if the targets caught in the conflagration succeed on a Speed defense roll.

\n

Posthumans can also call on a variety of other abilities, either by small manipulations of the quantum field or by deploying nanotechnology. Essentially, a posthuman can mimic the ability of any subtle cypher of level 5 or less as an action.

\n

Posthumans automatically regain 2 points of health per round while its health is above 0.

\n

Interaction: Posthumans are so physically and mentally powerful that they are almost godlike to unmodified people, and either ignore, care for, or pity them. Knowing what a posthuman actually wants is hard to pin down because their motivations are complex and many-layered.

\n

Use: A rogue posthuman is researching a method whereby they might portal into the “quantum” realm of dark energy underlying the known universe of normal matter. Despite the revealed risk of antagonistic post-singularity AIs roaming that realm escaping, the posthuman continues their work.

\n

Loot: The body of a posthuman is riddled with unrecognizable technologies fused seamlessly with residual organic material—or at least material that grows like organic material used to. Amid this, it might be possible to salvage a few manifest cyphers and an artifact.

\n

GM Intrusion: The posthuman allows acts out of turn, or takes control of a device that the character is about to use against the posthuman.

","settings":{"general":{"initiativeBonus":0,"hideArchive":false},"equipment":{"ammo":{"active":false},"attacks":{"active":false},"armor":{"active":false},"cyphers":{"active":false,"label":""},"artifacts":{"active":false,"label":""},"oddities":{"active":false,"label":""},"materials":{"active":false,"label":""}}}},"prototypeToken":{"name":"Posthuman","displayName":20,"actorLink":false,"texture":{"src":"icons/svg/mystery-man.svg","scaleX":1,"scaleY":1,"offsetX":0,"offsetY":0,"rotation":0,"tint":null},"width":1,"height":1,"lockRotation":false,"rotation":0,"alpha":1,"disposition":0,"displayBars":40,"bar1":{"attribute":"pools.health"},"bar2":{"attribute":"basic.level"},"light":{"alpha":0.5,"angle":360,"bright":0,"color":null,"coloration":1,"dim":0,"attenuation":0.5,"luminosity":0.5,"saturation":0,"contrast":0,"shadows":0,"animation":{"type":null,"speed":5,"intensity":5,"reverse":false},"darkness":{"min":0,"max":1}},"sight":{"enabled":false,"range":null,"angle":360,"visionMode":"basic","color":null,"attenuation":0.1,"brightness":0,"saturation":0,"contrast":0},"detectionModes":[],"flags":{},"randomImg":false},"items":[],"effects":[],"ownership":{"default":0,"yThCrv1jSfPXOC2U":3},"flags":{"core":{"sourceId":"Actor.rL41dGtNnNLMsevY"}},"_stats":{"systemId":"cyphersystem","systemVersion":"2.3.0","coreVersion":"10.291","createdTime":1676458675199,"modifiedTime":1676797809244,"lastModifiedBy":"yThCrv1jSfPXOC2U"},"folder":null,"sort":0,"_id":"9L2tmATomO22MAQT"} +{"name":"Wraith (sci-fi)","type":"npc","img":"icons/svg/mystery-man.svg","system":{"version":2,"basic":{"level":4},"pools":{"health":{"value":15,"max":15}},"combat":{"damage":6,"armor":0},"description":"","notes":"

Wraiths (Homo vacuus) are genetically engineered to live in the vacuum of space by directly metabolizing high-energy charged particles abundant in the void. Though derived from human stock, wraiths are alien in body, sometimes concealing themselves in layers of shroud-like tissue, other times revealing themselves as wispy, elongated things of glowing red plasma.

\n

In some settings, wraiths are partners with humans, working in locations where humans would find difficult. In other settings, wraiths went their own way generations earlier, and rediscovering them would be a first contact scenario. Alternatively, wraiths might be a threat to humans, hating humans for having created a species forced to spend its existence in the dark void of space.

\n

Motive: Varies with individual or setting

\n

Environment: Anywhere in vacuum, though usually with access to some kind of enriched radiation source. Environments with 1 G or higher eventually kill wraiths.

\n

Health: 15

\n

Damage Inflicted: 6 points

\n

Movement: Short when flying in zero and low G

\n

Modifications: Perception and stealth tasks as level 7

\n

Combat: Wraiths can unfold from their concealing shrouds and attack with radioactive limbs for 6 points of Speed damage from ionizing radiation (ignores most Armor), or if available, technological weapons. Some can direct ionizing radiation as long-distance attacks, though doing so costs the wraith 1 point of health.

\n

Wraiths are immune to radiation, and attacks using radiation heal a wraith’s lost health by the amount of damage the attack would have otherwise afflicted.

\n

Gravity of 1 G or greater hinders all wraith actions.

\n

Interaction: Wraiths communicate by radio. They react to outsiders as dictated by their place in the setting.

\n

Use: A distant space station stops all communication. Investigators are dispatched to find out what happened. Once aboard, they unravel clues that suggest wraiths may have been responsible.

\n

Loot: Some wraiths carry valuable items and equipment.

\n

GM Intrusion: The attacked character must also succeed on a Might defense, or they take an additional 3 points of ambient damage and contract radiation sickness.

","settings":{"general":{"initiativeBonus":0,"hideArchive":false},"equipment":{"ammo":{"active":false},"attacks":{"active":false},"armor":{"active":false},"cyphers":{"active":false,"label":""},"artifacts":{"active":false,"label":""},"oddities":{"active":false,"label":""},"materials":{"active":false,"label":""}}}},"prototypeToken":{"name":"Wraith (sci-fi)","displayName":20,"actorLink":false,"texture":{"src":"icons/svg/mystery-man.svg","scaleX":1,"scaleY":1,"offsetX":0,"offsetY":0,"rotation":0,"tint":null},"width":1,"height":1,"lockRotation":false,"rotation":0,"alpha":1,"disposition":0,"displayBars":40,"bar1":{"attribute":"pools.health"},"bar2":{"attribute":"basic.level"},"light":{"alpha":0.5,"angle":360,"bright":0,"color":null,"coloration":1,"dim":0,"attenuation":0.5,"luminosity":0.5,"saturation":0,"contrast":0,"shadows":0,"animation":{"type":null,"speed":5,"intensity":5,"reverse":false},"darkness":{"min":0,"max":1}},"sight":{"enabled":false,"range":null,"angle":360,"visionMode":"basic","color":null,"attenuation":0.1,"brightness":0,"saturation":0,"contrast":0},"detectionModes":[],"flags":{},"randomImg":false},"items":[],"effects":[],"ownership":{"default":0,"yThCrv1jSfPXOC2U":3},"flags":{"core":{"sourceId":"Actor.IbXzuv5DF8KR4rkr"}},"_stats":{"systemId":"cyphersystem","systemVersion":"2.3.0","coreVersion":"10.291","createdTime":1676462490442,"modifiedTime":1676797809364,"lastModifiedBy":"yThCrv1jSfPXOC2U"},"folder":null,"sort":0,"_id":"Av60zqpEoWoq0HVt"} +{"name":"Cyclops","type":"npc","img":"icons/svg/mystery-man.svg","system":{"version":2,"basic":{"level":7},"pools":{"health":{"value":32,"max":32}},"combat":{"damage":8,"armor":1},"description":"","notes":"

Cyclopes resemble massive humans that stand 50 to 60 feet (15 to 18 m) tall and weigh about 10,000 pounds (4,500 kg). Everything about these giants is exaggerated, from the thick features of their faces to their oversized hands and lumpy, corpulent bodies. They clothe themselves in animal skins, scraps of cloth, or canvas stolen during their travels. A cyclops’s most distinctive feature is the single eye positioned in the center of its forehead.

\n

Cyclopes live on the edges of civilized areas or on remote islands. For all their power and stature, they aren’t especially brave, and most have a dim idea that puny humans have an advantage when they have numbers on their side.

\n

Motive: Hungers for flesh

\n

Environment: Almost anywhere

\n

Health: 32

\n

Damage Inflicted: 8 points

\n

Armor: 1

\n

Movement: Short

\n

Modifications: Attacks targets within immediate range as level 5 due to poor eyesight; Speed defense as level 5 due to size; Intellect defense as level 4

\n

Combat: A cyclops can always resort to using its fists in melee, pummeling opponents with knuckles the size of large hogs. However, most cyclopes carry a tree trunk and use it to sweep enemies from their path. Due to its massive height, a cyclops can make a melee attack against creatures within short range.

\n

Cyclopes can pry up boulders from the ground and throw them at targets within long range. A thrown boulder inflicts 8 points of damage to all targets in an immediate area.

\n

Killing a cyclops can be dangerous. When killed, it falls away from the attacker that delivered the killing blow. Any creature under it when it falls must make a successful Speed defense roll or be pinned under its corpse and take 7 points of damage. Escaping from under a dead cyclops requires a successful Might roll.

\n

Interaction: Cyclopes know the language of the lands they inhabit, but they are notoriously dim and easily fooled. A cyclops thinks about its belly first and foremost and doesn’t pay much attention to what it stuffs in its mouth.

\n

Use: A cyclops has been rampaging across the countryside, and warriors sent to deal with it have been vanquished. PCs who investigate learn that the cyclops has been robbed and is trying to find the stolen item.

\n

Loot: Most cyclopes carry sacks filled with things they find interesting or plan to eat. Aside from the rubbish, a typical sack contains [[/r 1d100]] coins of the realm and a couple of cyphers.

\n

GM Intrusions: The cyclops hits acharacter so hard thatthey fly a short distanceaway and land prone.

\n

A character struckby the cyclops’s fist isgrabbed and stuffed inthe creature’s sack.

","settings":{"general":{"initiativeBonus":0,"hideArchive":false},"equipment":{"ammo":{"active":false},"attacks":{"active":false},"armor":{"active":false},"cyphers":{"active":false,"label":""},"artifacts":{"active":false,"label":""},"oddities":{"active":false,"label":""},"materials":{"active":false,"label":""}}}},"prototypeToken":{"name":"Cyclops","displayName":20,"actorLink":false,"texture":{"src":"icons/svg/mystery-man.svg","scaleX":1,"scaleY":1,"offsetX":0,"offsetY":0,"rotation":0,"tint":null},"width":1,"height":1,"lockRotation":false,"rotation":0,"alpha":1,"disposition":0,"displayBars":40,"bar1":{"attribute":"pools.health"},"bar2":{"attribute":"basic.level"},"light":{"alpha":0.5,"angle":360,"bright":0,"color":null,"coloration":1,"dim":0,"attenuation":0.5,"luminosity":0.5,"saturation":0,"contrast":0,"shadows":0,"animation":{"type":null,"speed":5,"intensity":5,"reverse":false},"darkness":{"min":0,"max":1}},"sight":{"enabled":false,"range":null,"angle":360,"visionMode":"basic","color":null,"attenuation":0.1,"brightness":0,"saturation":0,"contrast":0},"detectionModes":[],"flags":{},"randomImg":false},"items":[],"effects":[],"ownership":{"default":0,"yThCrv1jSfPXOC2U":3},"flags":{"core":{"sourceId":"Actor.4q3tcfsVmVFqiRl3"}},"_stats":{"systemId":"cyphersystem","systemVersion":"2.3.0","coreVersion":"10.291","createdTime":1676273512775,"modifiedTime":1676797808967,"lastModifiedBy":"yThCrv1jSfPXOC2U"},"folder":null,"sort":0,"_id":"BLVV9skwe9TEeLoX"} +{"_id":"C2tRCVUtCl1OEb7M","name":"Demon","type":"npc","img":"icons/svg/mystery-man.svg","items":[],"effects":[],"folder":null,"sort":0,"flags":{},"system":{"version":2,"basic":{"level":5,"biography":"

Demons are formless spirits of the dead tortured in nether realms until all that was good or caring in them was burned away, forging a being of spite and hate. A demon remembers only fragments of its former life—every good memory is cauterized, and every slight, misfortune, snub, and pain is amplified, motivating the creature to tempt others into the same state.

\n

Having no flesh to call its own, a demon is a shadowed, ephemeral horror able to possess others. A demon can cause great harm in a short time by forcing its host to lie, steal, and harm loved ones.

\n

Motive: Hungers for others’ pain and fear

\n

Environment: Anywhere

\n

Health: 25

\n

Damage Inflicted: 6 points

\n

Movement: Short; immediate while flying in immaterial form

\n

Modifications: All stealth tasks as level 7 in immaterial form; deception tasks as level 6

\n

Combat: The immaterial touch of a demon either inflicts 5 points of damage from rot, or allows the demon to attempt to possess the target. The target of an attempted possession must make an Intellect defense roll or become possessed, whereupon the demon’s immaterial form disappears into the target.

\n

The first round in which a character is possessed, they can act normally. In the second and all subsequent rounds, the possessing demon can control the actions of the host, but the character can attempt an Intellect defense roll to resist each suggested action. Successful resistance means that the character does nothing for one round. In other rounds, the character can act as they choose. A possessing demon’s actions are limited to attempts to control its host and leaving the host.

\n

A possessed target is allowed an Intellect defense roll to eject the demon once per day, barring any exorcism attempts. The defense roll is hindered by one additional step each day of possession after the first seven days. An ejected or cast-out demon is powerless for one or more days.

\n

A demon not possessing another creature is immaterial and can pass through solid objects whose level is lower than its own. While the demon is immaterial, it takes only 1 point of damage from mundane attacks, but it takes full damage from magical, energy, and psychic attacks. While it possesses another creature, the demon is immune to most attacks (though not so the host; killing the host will eject the demon).

\n

Interaction: A demon allows a possessed host to act normally, as long as it doesn’t reveal the demon’s presence. If its presence is known, the demon might negotiate, but only after a tirade of lies and obscenity, and the demon likely betrays any deal reached.

\n

Use: An ally of the PCs has begun acting differently, and not for the good.

\n

GM intrusion: The character who attempts an exorcism of a possessed target is successful, but the demon moves directly from the former victim into the exorcist. The new host can make an Intellect-based roll to eject the demon, but only after the first round of possession.

"},"pools":{"health":{"value":25,"max":25}},"combat":{"damage":6,"armor":0},"description":"","notes":"

Demons are formless spirits of the dead tortured in nether realms until all that was good or caring in them was burned away, forging a being of spite and hate. A demon remembers only fragments of its former life—every good memory is cauterized, and every slight, misfortune, snub, and pain is amplified, motivating the creature to tempt others into the same state.

\n

Having no flesh to call its own, a demon is a shadowed, ephemeral horror able to possess others. A demon can cause great harm in a short time by forcing its host to lie, steal, and harm loved ones.

\n

Motive: Hungers for others’ pain and fear

\n

Environment: Anywhere

\n

Health: 25

\n

Damage Inflicted: 6 points

\n

Movement: Short; immediate while flying in immaterial form

\n

Modifications: All stealth tasks as level 7 in immaterial form; deception tasks as level 6

\n

Combat: The immaterial touch of a demon either inflicts 5 points of damage from rot, or allows the demon to attempt to possess the target. The target of an attempted possession must make an Intellect defense roll or become possessed, whereupon the demon’s immaterial form disappears into the target.

\n

The first round in which a character is possessed, they can act normally. In the second and all subsequent rounds, the possessing demon can control the actions of the host, but the character can attempt an Intellect defense roll to resist each suggested action. Successful resistance means that the character does nothing for one round. In other rounds, the character can act as they choose. A possessing demon’s actions are limited to attempts to control its host and leaving the host.

\n

A possessed target is allowed an Intellect defense roll to eject the demon once per day, barring any exorcism attempts. The defense roll is hindered by one additional step each day of possession after the first seven days. An ejected or cast-out demon is powerless for one or more days.

\n

A demon not possessing another creature is immaterial and can pass through solid objects whose level is lower than its own. While the demon is immaterial, it takes only 1 point of damage from mundane attacks, but it takes full damage from magical, energy, and psychic attacks. While it possesses another creature, the demon is immune to most attacks (though not so the host; killing the host will eject the demon).

\n

Interaction: A demon allows a possessed host to act normally, as long as it doesn’t reveal the demon’s presence. If its presence is known, the demon might negotiate, but only after a tirade of lies and obscenity, and the demon likely betrays any deal reached.

\n

Use: An ally of the PCs has begun acting differently, and not for the good.

\n

GM Intrusion: The character who attempts an exorcism of a possessed target is successful, but the demon moves directly from the former victim into the exorcist. The new host can make an Intellect-based roll to eject the demon, but only after the first round of possession.

","settings":{"general":{"initiativeBonus":0,"hideArchive":false},"equipment":{"ammo":{"active":false},"attacks":{"active":false},"armor":{"active":false},"cyphers":{"active":false,"label":""},"artifacts":{"active":false,"label":""},"oddities":{"active":false,"label":""},"materials":{"active":false,"label":""}},"skills":{},"abilities":{}},"teen":{"pools":{},"basic":{},"settings":{}}},"ownership":{"default":0,"N1n5f3sdQOJFmoJe":3},"prototypeToken":{"name":"Demon","displayName":20,"actorLink":false,"width":1,"height":1,"lockRotation":false,"rotation":0,"alpha":1,"light":{"alpha":0.5,"angle":360,"bright":0,"coloration":1,"dim":0,"luminosity":0.5,"saturation":0,"contrast":0,"shadows":0,"animation":{"speed":5,"intensity":5,"reverse":false,"type":null},"darkness":{"min":0,"max":1},"attenuation":0.5,"color":null},"disposition":0,"displayBars":40,"bar1":{"attribute":"pools.health"},"bar2":{"attribute":"basic.level"},"flags":{},"randomImg":false,"texture":{"src":"icons/svg/mystery-man.svg","scaleX":1,"scaleY":1,"offsetX":0,"offsetY":0,"rotation":0,"tint":null},"sight":{"angle":360,"enabled":false,"range":0,"brightness":1,"visionMode":"basic","color":null,"attenuation":0.1,"saturation":0,"contrast":0},"detectionModes":[]},"_stats":{"systemId":"cyphersystem","systemVersion":"2.3.0","coreVersion":"10.291","createdTime":null,"modifiedTime":1676797808983,"lastModifiedBy":"yThCrv1jSfPXOC2U"}} +{"name":"Zero-point phantom","type":"npc","img":"icons/svg/mystery-man.svg","system":{"version":2,"basic":{"level":3},"pools":{"health":{"value":15,"max":15}},"combat":{"damage":4,"armor":0},"description":"","notes":"

Temporary violations of conservation of energy mean that “virtual particles” constantly and seemingly randomly pop out of nothing, briefly interact with normal matter, then disappear. Zero-point phantoms are collections of such particles, taking the form of a very large, almost spider-like entity of many legs, stalks, and arms.

\n

What they’re doing when they’re not manifest is unknown; are they entombed in nearby solids, phased into another dimension, or do they simply not exist until they are called into being by some random cosmic event? Whatever the case, zero-point phantoms seem to prefer unlit or dimly lit areas in spacecraft and stations far from any planet, when they seem to struggle out of solid surfaces, raising a cloud of shadow.

\n

Motive: Hungers for flesh

\n

Environment: Anywhere dark

\n

Health: 15

\n

Damage Inflicted: 4 points

\n

Movement: Short; short when climbing

\n

Modifications: Speed defense as level 4 due to a cloud of shadows surrounding a zero-point phantom

\n

Combat: A zero-point phantom attacks with needlelike leg and tentacle tips. A victim that takes damage must succeed on a Might defense task, or become poisoned, the effect of which is to drop them one step on the damage track. The victim must keep fighting off the poison until they succeed or drop three steps on the damage track; however, those who fall to the third step on the damage track from a phantom’s poison are not dead. They are paralyzed and can’t move for about a minute. If a phantom isn’t otherwise occupied, it can grab a paralyzed victim and phase back into non-existence. Most victims phased away in this fashion are never seen again.

\n

Zero-point phantoms can stutter in and out of existence on their turn once every few minutes. When they do, they return with full health. Interaction: Zero-point phantoms are about as intelligent as predators like wolves.

\n

Use: The abandoned spacecraft is weirdly empty of any bodies whatsoever. It’s as if everyone just disappeared. There are signs of a struggle, though with what isn’t clear,

\n

GM (group) Intrusion: Nearby light sources fail. Attacks and defenses against the zero- point phantoms are hindered by two steps for characters unable to see in the dark.

","settings":{"general":{"initiativeBonus":0,"hideArchive":false},"equipment":{"ammo":{"active":false},"attacks":{"active":false},"armor":{"active":false},"cyphers":{"active":false,"label":""},"artifacts":{"active":false,"label":""},"oddities":{"active":false,"label":""},"materials":{"active":false,"label":""}}}},"prototypeToken":{"name":"Zero-point phantom","displayName":20,"actorLink":false,"texture":{"src":"icons/svg/mystery-man.svg","scaleX":1,"scaleY":1,"offsetX":0,"offsetY":0,"rotation":0,"tint":null},"width":1,"height":1,"lockRotation":false,"rotation":0,"alpha":1,"disposition":0,"displayBars":40,"bar1":{"attribute":"pools.health"},"bar2":{"attribute":"basic.level"},"light":{"alpha":0.5,"angle":360,"bright":0,"color":null,"coloration":1,"dim":0,"attenuation":0.5,"luminosity":0.5,"saturation":0,"contrast":0,"shadows":0,"animation":{"type":null,"speed":5,"intensity":5,"reverse":false},"darkness":{"min":0,"max":1}},"sight":{"enabled":false,"range":null,"angle":360,"visionMode":"basic","color":null,"attenuation":0.1,"brightness":0,"saturation":0,"contrast":0},"detectionModes":[],"flags":{},"randomImg":false},"items":[],"effects":[],"ownership":{"default":0,"yThCrv1jSfPXOC2U":3},"flags":{"core":{"sourceId":"Actor.WQKyliMXHJFDZbe7"}},"_stats":{"systemId":"cyphersystem","systemVersion":"2.3.0","coreVersion":"10.291","createdTime":1676462600747,"modifiedTime":1676797809370,"lastModifiedBy":"yThCrv1jSfPXOC2U"},"folder":null,"sort":0,"_id":"C57bV51t7djChzdT"} +{"_id":"CbyPd1QoYjZGISN9","name":"Fusion hound","type":"npc","img":"icons/svg/mystery-man.svg","items":[],"effects":[],"folder":null,"sort":0,"flags":{},"system":{"version":2,"basic":{"level":3},"pools":{"health":{"value":10,"max":10}},"combat":{"damage":5,"armor":1},"description":"","notes":"

In radiation-scoured wastelands, either creatures adapt to the deadly energies of their environment, or they die. Fusion hounds are mutant canines able to absorb unbelievable amounts of radiation and thrive on it. They roam in packs, killing and devouring everything they come upon.

\n

A fusion hound’s entire head appears to be a blast of flame, and gouts of dangerous radiation flare from its body.

\n

Motive: Hungers for flesh

\n

Environment: Packs of three to eight can be found almost anywhere.

\n

Health: 10

\n

Damage Inflicted: 5 points

\n

Armor: 1

\n

Movement: Long

\n

Modifications: Speed defense as level 4; stealth and climbing as level 2

\n

Combat: Fusion hounds move very fast and use that speed to their advantage in combat. A hound can move a long distance and still attack as a single action. It can also use its action to run about in random patterns, hindering attacks against it by two steps.

\n

A fusion hound’s head is completely haloed in a seething mass of radioactive energy, so unlike traditional canines, it has no bite attack. Instead, it pounces on prey with its clawed forelimbs, which causes a burst of radiation to flare from its body, burning whatever it touches.

\n

Anyone within close distance of a fusion hound for more than one round suffers 1 point of damage in each round after the first.

\n

Interaction: Fusion hounds are animals. Creatures immune to radiation sometimes train the hounds to become guardians or hunting dogs, but such creatures are rare.

\n

Use: An NPC delivering something the characters need never made it to the rendezvous. If they backtrack to where the NPC should have come from, the PCs are attacked by a pack of fusion hounds on the road. Clearly, the courier was attacked by the pack as well, and the characters must discover if the NPC is dead or merely injured, and where the package now lies.

\n

GM Intrusion: The hound flares with energy and the character must succeed on a Might defense task or go blind for ten minutes.

","settings":{"general":{"initiativeBonus":0,"hideArchive":false},"equipment":{"ammo":{"active":false},"attacks":{"active":false},"armor":{"active":false},"cyphers":{"active":false,"label":""},"artifacts":{"active":false,"label":""},"oddities":{"active":false,"label":""},"materials":{"active":false,"label":""}},"skills":{},"abilities":{}},"teen":{"pools":{},"basic":{},"settings":{}}},"ownership":{"default":0,"N1n5f3sdQOJFmoJe":3},"prototypeToken":{"name":"Fusion Hound","displayName":20,"actorLink":false,"width":1,"height":1,"lockRotation":false,"rotation":0,"alpha":1,"light":{"alpha":0.5,"angle":360,"bright":0,"coloration":1,"dim":0,"luminosity":0.5,"saturation":0,"contrast":0,"shadows":0,"animation":{"speed":5,"intensity":5,"reverse":false,"type":null},"darkness":{"min":0,"max":1},"attenuation":0.5,"color":null},"disposition":0,"displayBars":40,"bar1":{"attribute":"pools.health"},"bar2":{"attribute":"basic.level"},"flags":{},"randomImg":false,"texture":{"src":"icons/svg/mystery-man.svg","scaleX":1,"scaleY":1,"offsetX":0,"offsetY":0,"rotation":0,"tint":null},"sight":{"angle":360,"enabled":false,"range":0,"brightness":1,"visionMode":"basic","color":null,"attenuation":0.1,"saturation":0,"contrast":0},"detectionModes":[]},"_stats":{"systemId":"cyphersystem","systemVersion":"2.3.0","coreVersion":"10.291","createdTime":null,"modifiedTime":1676797809038,"lastModifiedBy":"yThCrv1jSfPXOC2U"}} +{"_id":"D25NNlnriTPYwXvl","name":"Djinni","type":"npc","img":"icons/svg/mystery-man.svg","items":[],"effects":[],"folder":null,"sort":0,"flags":{},"system":{"version":2,"basic":{"level":7,"biography":"

Djinn inhabit unseen dimensions beyond the visible universe. Just like normal creatures, djinn are individuals, and they can be good, evil, or unconcerned about the fates and doings of others.

\n

Motive: Unpredictable

\n

Environment: Almost anywhere

\n

Health: 35

\n

Damage Inflicted: 9 points

\n

Movement: Short; long when flying

\n

Modifications: Knowledge of Arabian history as level 8

\n

Combat: With a touch, a djinni can warp a victim’s flesh, inflicting damage. Djinn can also use an action to send out a magitech “EMP burst” that renders all artifacts, machines, and lesser magic devices within short range inoperable for one minute. (If the item is part of a character’s equipment, they can prevent this outcome by succeeding on a Speed defense roll.) Instead of disabling all devices in range, a djinni can instead take control of one item within range for one minute, if applicable.

\n

A djinni can transform into a being of smoke and flame as its action. While in this form, it has +10 to Armor but can’t attack foes. It gains the ability to fly a long distance each round and retains the ability to communicate normally. The first time each day that a djinni returns to physical form after having become smoke, it regains 25 points of health.

\n

Some djinn have the ability to grant wishes, and a few are beholden to do so thanks to an ancient, unexplained agreement with other djinn. Those who grant wishes twist them against the asker, especially if a wish is poorly worded or there are multiple ways to interpret it. The level of the effect granted is no greater than level 7, as determined by the GM, who can modify the effect of the wish accordingly. (The larger the wish, the more likely the GM will limit its effect.)

\n

Interaction: When a djinni interacts with characters, it’s narcissistic, certain in its own immense power, and unlikely to let slights pass. That said, low-tier characters could negotiate with one peacefully because even djinn have needs and desires.

\n

Use: Agents of a foreign power retrieved a magic lamp from an ancient Arabian ruin. The PCs’ job is to determine whether there is reason for alarm.

\n

Loot: Most djinn carry a couple of cyphers, and some have a magic artifact useful in combat.

\n

GM intrusion: When the character is touched by a djinni, instead of taking damage, the character is turned to smoke and fire and sent whirling off in a random direction. They lose their next turn and return to normal almost 300 feet (90 m) from where they started.

"},"pools":{"health":{"value":3,"max":3}},"combat":{"damage":1,"armor":0},"description":"","notes":"

Djinn inhabit unseen dimensions beyond the visible universe. Just like normal creatures, djinn are individuals, and they can be good, evil, or unconcerned about the fates and doings of others.

\n

Motive: Unpredictable

\n

Environment: Almost anywhere

\n

Health: 35

\n

Damage Inflicted: 9 points

\n

Movement: Short; long when flying

\n

Modifications: Knowledge of Arabian history as level 8

\n

Combat: With a touch, a djinni can warp a victim’s flesh, inflicting damage. Djinn can also use an action to send out a magitech “EMP burst” that renders all artifacts, machines, and lesser magic devices within short range inoperable for one minute. (If the item is part of a character’s equipment, they can prevent this outcome by succeeding on a Speed defense roll.) Instead of disabling all devices in range, a djinni can instead take control of one item within range for one minute, if applicable.

\n

A djinni can transform into a being of smoke and flame as its action. While in this form, it has +10 to Armor but can’t attack foes. It gains the ability to fly a long distance each round and retains the ability to communicate normally. The first time each day that a djinni returns to physical form after having become smoke, it regains 25 points of health.

\n

Some djinn have the ability to grant wishes, and a few are beholden to do so thanks to an ancient, unexplained agreement with other djinn. Those who grant wishes twist them against the asker, especially if a wish is poorly worded or there are multiple ways to interpret it. The level of the effect granted is no greater than level 7, as determined by the GM, who can modify the effect of the wish accordingly. (The larger the wish, the more likely the GM will limit its effect.)

\n

Interaction: When a djinni interacts with characters, it’s narcissistic, certain in its own immense power, and unlikely to let slights pass. That said, low-tier characters could negotiate with one peacefully because even djinn have needs and desires.

\n

Use: Agents of a foreign power retrieved a magic lamp from an ancient Arabian ruin. The PCs’ job is to determine whether there is reason for alarm.

\n

Loot: Most djinn carry a couple of cyphers, and some have a magic artifact useful in combat.

\n

GM Intrusion: When the character is touched by a djinni, instead of taking damage, the character is turned to smoke and fire and sent whirling off in a random direction. They lose their next turn and return to normal almost 300 feet (90 m) from where they started.

","settings":{"general":{"initiativeBonus":0,"hideArchive":false},"equipment":{"ammo":{"active":false},"attacks":{"active":false},"armor":{"active":false},"cyphers":{"active":false,"label":""},"artifacts":{"active":false,"label":""},"oddities":{"active":false,"label":""},"materials":{"active":false,"label":""}},"skills":{},"abilities":{}},"teen":{"pools":{},"basic":{},"settings":{}}},"ownership":{"default":0,"N1n5f3sdQOJFmoJe":3},"prototypeToken":{"name":"Djinni","displayName":20,"actorLink":false,"width":1,"height":1,"lockRotation":false,"rotation":0,"alpha":1,"light":{"alpha":0.5,"angle":360,"bright":0,"coloration":1,"dim":0,"luminosity":0.5,"saturation":0,"contrast":0,"shadows":0,"animation":{"speed":5,"intensity":5,"reverse":false,"type":null},"darkness":{"min":0,"max":1},"attenuation":0.5,"color":null},"disposition":0,"displayBars":40,"bar1":{"attribute":"pools.health"},"bar2":{"attribute":"basic.level"},"flags":{},"randomImg":false,"texture":{"src":"icons/svg/mystery-man.svg","scaleX":1,"scaleY":1,"offsetX":0,"offsetY":0,"rotation":0,"tint":null},"sight":{"angle":360,"enabled":false,"range":0,"brightness":1,"visionMode":"basic","color":null,"attenuation":0.1,"saturation":0,"contrast":0},"detectionModes":[]},"_stats":{"systemId":"cyphersystem","systemVersion":"2.3.0","coreVersion":"10.291","createdTime":null,"modifiedTime":1676797808993,"lastModifiedBy":"yThCrv1jSfPXOC2U"}} +{"name":"Elemental, air","type":"npc","img":"icons/svg/mystery-man.svg","system":{"version":2,"basic":{"level":4},"pools":{"health":{"value":24,"max":24}},"combat":{"damage":4,"armor":0},"description":"","notes":"

Air elementals are capricious pieces of air with simple minds. They spontaneously appear in clouds and high mountains, and often resemble an area of mist or a cloudlike humanoid shape.

\n

Motive: Mischief and destruction

\n

Environment: Anywhere the wind blows

\n

Health: 24

\n

Damage Inflicted: 4 points

\n

Movement: Long when flying

\n

Modifications: Stealth as level 6

\n

Combat: Air elementals slice foes up to a short distance away with blades of fierce wind, or use blasts of air to throw small objects.

\n

Once every other round, an air elemental can turn into a tornado-like vortex that inflicts 4 points of damage to all creatures within immediate range. In this form, the elemental gains +1 to Armor and an additional +2 to Armor against physical projectile weapons such as arrows and javelins. The elemental reverts to its normal form at the start of its next turn.

\n

An air elemental can disperse itself over a short area as an action. In this form it is invisible, unable to attack, and can’t be attacked except with area attacks. The elemental can remain in this form indefinitely, but must use an action to return to its normal form.

\n

Air elementals are elusive opponents and hard to destroy. If an air elemental is reduced to 0 health, there is a 50 percent chance that it rejuvenates a few rounds later with 6 health. The elemental then continues to fight or flees to cause trouble elsewhere.

\n

Interaction: Air elementals see and hear many things, but they are flighty and what they remember usually isn’t important or relevant. They can be summoned with magic but don’t like being controlled, and there is a 10 percent chance that they free themselves and strike out on their own.

\n

Use: A safe mountain trail has become hazardous due to unseasonal winds that threaten to push travelers off a cliff. An old tree is surrounded by whispers of conversations that took place recently and has started hurling sticks and fruit at anyone who comes too close.

\n

GM Intrusion: A violent blast of wind disarms a character and sends whatever they were holding up to a long distance away(depending on the object’s size and weight).

","settings":{"general":{"initiativeBonus":0,"hideArchive":false},"equipment":{"ammo":{"active":false},"attacks":{"active":false},"armor":{"active":false},"cyphers":{"active":false,"label":""},"artifacts":{"active":false,"label":""},"oddities":{"active":false,"label":""},"materials":{"active":false,"label":""}}}},"prototypeToken":{"name":"Elemental, air","displayName":20,"actorLink":false,"texture":{"src":"icons/svg/mystery-man.svg","scaleX":1,"scaleY":1,"offsetX":0,"offsetY":0,"rotation":0,"tint":null},"width":1,"height":1,"lockRotation":false,"rotation":0,"alpha":1,"disposition":0,"displayBars":40,"bar1":{"attribute":"pools.health"},"bar2":{"attribute":"basic.level"},"light":{"alpha":0.5,"angle":360,"bright":0,"color":null,"coloration":1,"dim":0,"attenuation":0.5,"luminosity":0.5,"saturation":0,"contrast":0,"shadows":0,"animation":{"type":null,"speed":5,"intensity":5,"reverse":false},"darkness":{"min":0,"max":1}},"sight":{"enabled":false,"range":null,"angle":360,"visionMode":"basic","color":null,"attenuation":0.1,"brightness":0,"saturation":0,"contrast":0},"detectionModes":[],"flags":{},"randomImg":false},"items":[],"effects":[],"ownership":{"default":0,"yThCrv1jSfPXOC2U":3},"flags":{"core":{"sourceId":"Actor.tF2tRhBpdupd0uUL"}},"_stats":{"systemId":"cyphersystem","systemVersion":"2.3.0","coreVersion":"10.291","createdTime":1676278215795,"modifiedTime":1676797809003,"lastModifiedBy":"yThCrv1jSfPXOC2U"},"folder":null,"sort":0,"_id":"DKWzvrVoexGSQ6E9"} +{"_id":"Ds2TiPhzGcBio6uy","name":"Chronophage","type":"npc","img":"icons/svg/mystery-man.svg","items":[],"effects":[],"folder":null,"sort":0,"flags":{},"system":{"version":2,"basic":{"level":4,"biography":"

These segmented, 6-foot (2 m) long creatures look partly like larvae that have grown gargantuan and vicious. They appear in places where time moves more slowly or more quickly than normal, where balls and liquids flow upslope, or where a time traveler has visited.

\n

Motive: Hungers for the flesh of those who create, or were created by, time anomalies

\n

Environment: Clutches of four to eight fade into existence within long range of space-time fractures in almost any location.

\n

Health: 18

\n

Damage Inflicted: 5 points

\n

Armor: 1

\n

Movement: Short; can phase into the dimension of time (and disappear) as a move. On its next action, it can phase back into the world up to 300 feet (90 m) from where it disappeared (as an action).

\n

Modifications: Perception as level 5

\n

Combat: A chronophage attacks with its crushing mandibles. A chronophage can phase back and forth between its home dimension, and it uses this ability to great effect when hunting prey. For instance, it can close on prey otherwise protected by barriers or features of the landscape. It can also use the ability to draw a victim’s attention and then launch a surprise attack from behind after it has effectively teleported. However, it is an action for the creature to shift its phase between the dimension of time and normal reality.

\n

Interaction: Chronophages are unswerving in their drive to find prey. Once one marks its target, only killing the creature can sway it from the prey.

\n

Use: When the PCs happen upon a location where the rules of space-time are loose and malleable, or if the PCs trigger a cypher or other device that interferes with time’s regular flow, a clutch of chronophages may soon come calling.

\n

Loot: The skin of a chronophage can be salvaged to create a silvery cloak that reflects its surroundings, but the reflection is one hour behind the present.

\n

GM intrusion: If a chronophage’s prey fails its Speed defense roll, the attack ignores Armor, and the prey must make an Intellect defense roll (difficulty 4) or be phased into the chronophage’s home dimension of time. Victims automatically phase back into reality on their next turn but are displaced by 100 feet (30 m) straight up or to the closest open space. This usually results in a fall that potentially deals 10 points of damage, knocks victims prone, and dazes them, hindering all actions for a round.

"},"pools":{"health":{"value":18,"max":18}},"combat":{"damage":5,"armor":1},"description":"","notes":"

These segmented, 6-foot (2 m) long creatures look partly like larvae that have grown gargantuan and vicious. They appear in places where time moves more slowly or more quickly than normal, where balls and liquids flow upslope, or where a time traveler has visited.

\n

Motive: Hungers for the flesh of those who create, or were created by, time anomalies

\n

Environment: Clutches of four to eight fade into existence within long range of space-time fractures in almost any location.

\n

Health: 18

\n

Damage Inflicted: 5 points

\n

Armor: 1

\n

Movement: Short; can phase into the dimension of time (and disappear) as a move. On its next action, it can phase back into the world up to 300 feet (90 m) from where it disappeared (as an action).

\n

Modifications: Perception as level 5

\n

Combat: A chronophage attacks with its crushing mandibles. A chronophage can phase back and forth between its home dimension, and it uses this ability to great effect when hunting prey. For instance, it can close on prey otherwise protected by barriers or features of the landscape. It can also use the ability to draw a victim’s attention and then launch a surprise attack from behind after it has effectively teleported. However, it is an action for the creature to shift its phase between the dimension of time and normal reality.

\n

Interaction: Chronophages are unswerving in their drive to find prey. Once one marks its target, only killing the creature can sway it from the prey.

\n

Use: When the PCs happen upon a location where the rules of space-time are loose and malleable, or if the PCs trigger a cypher or other device that interferes with time’s regular flow, a clutch of chronophages may soon come calling.

\n

Loot: The skin of a chronophage can be salvaged to create a silvery cloak that reflects its surroundings, but the reflection is one hour behind the present.

\n

GM Intrusion: If a chronophage’s prey fails its Speed defense roll, the attack ignores Armor, and the prey must make an Intellect defense roll (difficulty 4) or be phased into the chronophage’s home dimension of time. Victims automatically phase back into reality on their next turn but are displaced by 100 feet (30 m) straight up or to the closest open space. This usually results in a fall that potentially deals 10 points of damage, knocks victims prone, and dazes them, hindering all actions for a round.

","settings":{"general":{"initiativeBonus":0,"hideArchive":false},"equipment":{"ammo":{"active":false},"attacks":{"active":false},"armor":{"active":false},"cyphers":{"active":false,"label":""},"artifacts":{"active":false,"label":""},"oddities":{"active":false,"label":""},"materials":{"active":false,"label":""}},"skills":{},"abilities":{}},"teen":{"pools":{},"basic":{},"settings":{}}},"ownership":{"default":0,"N1n5f3sdQOJFmoJe":3},"prototypeToken":{"name":"Chronophage","displayName":20,"actorLink":false,"width":1,"height":1,"lockRotation":false,"rotation":0,"alpha":1,"light":{"alpha":0.5,"angle":360,"bright":0,"coloration":1,"dim":0,"luminosity":0.5,"saturation":0,"contrast":0,"shadows":0,"animation":{"speed":5,"intensity":5,"reverse":false,"type":null},"darkness":{"min":0,"max":1},"attenuation":0.5,"color":null},"disposition":0,"displayBars":40,"bar1":{"attribute":"pools.health"},"bar2":{"attribute":"basic.level"},"flags":{},"randomImg":false,"texture":{"src":"icons/svg/mystery-man.svg","scaleX":1,"scaleY":1,"offsetX":0,"offsetY":0,"rotation":0,"tint":null},"sight":{"angle":360,"enabled":false,"range":0,"brightness":1,"visionMode":"basic","color":null,"attenuation":0.1,"saturation":0,"contrast":0},"detectionModes":[]},"_stats":{"systemId":"cyphersystem","systemVersion":"2.3.0","coreVersion":"10.291","createdTime":null,"modifiedTime":1676797808961,"lastModifiedBy":"yThCrv1jSfPXOC2U"}} +{"_id":"E7LZFxUVnPeXLIgX","name":"Tyrannosaurus rex","type":"npc","img":"icons/svg/mystery-man.svg","items":[],"effects":[],"folder":null,"sort":0,"flags":{},"system":{"version":2,"basic":{"level":7},"pools":{"health":{"value":50,"max":50}},"combat":{"damage":10,"armor":0},"description":"","notes":"

The short arms of a tyrannosaurus have been much parodied in Earth social media circles, but the arms aren’t really important when a hunting tyrannosaurus is after you. It’s more the soul-shivering roar, designed to freeze prey in place, and a skull and mouth so enormous that the entire creature is cantilevered by a massive tail that itself can be used as a powerful weapon.

\n

As vicious as tyrannosauruses likely were 66 million years ago, the versions still hunting today could be even more dangerous. That’s because the ones with a taste for humans have learned to adapt to human defenses and to use their roar to terrorize prey as they hunt.

\n

Motive: Hungers for flesh

\n

Environment: Tyrannosauruses hunt solo or in pairs; they’re drawn to loud, unfamiliar noises (like motor engines).

\n

Health: 50

\n

Damage Inflicted: 10 points

\n

Movement: Short

\n

Modifications: Perception as level 5; Speed defense as level 5 due to size

\n

Combat: A tyrannosaurus attacks with its massive bite. Not only does it deal damage, but the target must also make a Might defense roll to pull free or be shaken like a rat in the mouth of a pit bull for 3 additional points of Speed damage (ignores Armor). The shaking recurs each subsequent round in which the target fails a Might-based task to pull free.

\n

A tyrannosaurus can also make a trampling attack if it can charge from just outside of short range. When it does, it moves 50 feet (15 m) in a round, and anything that comes within immediate range is attacked. Even those who make a successful Speed defense roll take 2 points of damage.

\n

Finally, a tyrannosaurus can roar. The first time creatures within short range hear the roar on any given day, they must succeed on a difficulty 2 Intellect defense roll or stand frozen in fear for a round. Attacks against them are eased by two steps in the attacker’s favor and deal 2 additional points of damage.

\n

For all their power, tyrannosauruses are not above self-preservation. They never fight to the death if they are outclassed, and they usually break off if they take more than 30 points of damage in a conflict.

\n

Interaction: Tyrannosauruses are animals, but they’re clever hunters, too. When they hunt in pairs, they work to keep prey penned between them.

\n

Use: Something is killing big game in a forest preserve. Poachers are suspected at first, but when they are also found dead, it’s clear that something else is to blame.

\n

GM Intrusion: The tyrannosaurus’s tail swings around and knocks the character tumbling out of short range and possibly into dangerous terrain.

","settings":{"general":{"initiativeBonus":0,"hideArchive":false},"equipment":{"ammo":{"active":false},"attacks":{"active":false},"armor":{"active":false},"cyphers":{"active":false,"label":""},"artifacts":{"active":false,"label":""},"oddities":{"active":false,"label":""},"materials":{"active":false,"label":""}},"skills":{},"abilities":{}},"teen":{"pools":{},"basic":{},"settings":{}}},"ownership":{"default":0,"N1n5f3sdQOJFmoJe":3},"prototypeToken":{"name":"Tyrannosaurus rex","displayName":20,"actorLink":false,"width":1,"height":1,"lockRotation":false,"rotation":0,"alpha":1,"light":{"alpha":0.5,"angle":360,"bright":0,"coloration":1,"dim":0,"luminosity":0.5,"saturation":0,"contrast":0,"shadows":0,"animation":{"speed":5,"intensity":5,"reverse":false,"type":null},"darkness":{"min":0,"max":1},"attenuation":0.5,"color":null},"disposition":0,"displayBars":40,"bar1":{"attribute":"pools.health"},"bar2":{"attribute":"basic.level"},"flags":{},"randomImg":false,"texture":{"src":"icons/svg/mystery-man.svg","scaleX":1,"scaleY":1,"offsetX":0,"offsetY":0,"rotation":0,"tint":null},"sight":{"angle":360,"enabled":false,"range":0,"brightness":1,"visionMode":"basic","color":null,"attenuation":0.1,"saturation":0,"contrast":0},"detectionModes":[]},"_stats":{"systemId":"cyphersystem","systemVersion":"2.3.0","coreVersion":"10.291","createdTime":null,"modifiedTime":1676797809331,"lastModifiedBy":"yThCrv1jSfPXOC2U"}} +{"_id":"EX0RBWZzdGetaDK9","name":"Mechanical soldier","type":"npc","img":"icons/svg/mystery-man.svg","items":[],"effects":[],"folder":null,"sort":0,"flags":{},"system":{"version":2,"basic":{"level":4},"pools":{"health":{"value":15,"max":15}},"combat":{"damage":4,"armor":3},"description":"","notes":"

Clockwork automatons powered by steam, these mechanical men patrol about and guard locations of importance to their makers. Lanky and awkward in their movements, these quasi-humanoid automatons stand almost 8 feet (2 m) tall. In their three-fingered hands, they wield a variety of weapons.

\n

A few people have wondered if a gear-driven soldier could ever truly attain sentience. Most scoff at the suggestion, but is that a gleam in the glass lens of its eye?

\n

Motive: Incomprehensible

\n

Environment: Anywhere, usually in groups of three to eight

\n

Health: 15

\n

Damage Inflicted: 4 points

\n

Armor: 3

\n

Movement: Short

\n

Modifications: Perception as level 5; leaps, runs, and balances as level 3

\n

Combat: Mechanical soldiers attack in groups using well-organized tactics. Although they can speak, they transmit information to one another silently and instantly within a 100-mile (160 km) range via wireless radio transmissions.

\n

Soldiers armed with advanced weaponry typically carry rifle-like guns that can fire multiple rapid shots without reloading. The soldiers fire at up to three targets (all next to one another) at once. For each target after the first, defense rolls are eased.

\n

In addition, one in four soldiers carries a back-mounted device that hurls bombs at long range with deadly accuracy. They explode in immediate range for 4 points of damage. Each device holds [[/r 1d6]] such bombs.

\n

A mechanical soldier that has lost its original weaponry scavenges whatever is available.

\n

Certain frequencies of sound confuse these clockwork soldiers, hindering all their actions by two steps, and other frequencies prevent them from acting at all for [[/r 1d6 + 1]] rounds.

\n

Interaction: On their own, mechanical soldiers act on prior orders. Otherwise, they listen to and obey their creator—and only their creator.

\n

Use: An enterprising bandit has captured and repurposed a number of mechanical soldiers, probably using sound. These soldiers remember nothing of their former duties and work for their new master as high-tech brigands and pirates. The bandit has no idea how to repair them if they are damaged, much less make new soldiers.

\n

Loot: A determined scientist might scavenge the body of one of these automatons to find a cypher.

\n

GM Intrusion: The destroyed soldier explodes in a gout of flame, black smoke, and steam, inflicting 6 points of damage to all within immediate range.

","settings":{"general":{"initiativeBonus":0,"hideArchive":false},"equipment":{"ammo":{"active":false},"attacks":{"active":false},"armor":{"active":false},"cyphers":{"active":false,"label":""},"artifacts":{"active":false,"label":""},"oddities":{"active":false,"label":""},"materials":{"active":false,"label":""}},"skills":{},"abilities":{}},"teen":{"pools":{},"basic":{},"settings":{}}},"ownership":{"default":0,"N1n5f3sdQOJFmoJe":3},"prototypeToken":{"name":"Mechanical Soldier","displayName":20,"actorLink":false,"width":1,"height":1,"lockRotation":false,"rotation":0,"alpha":1,"light":{"alpha":0.5,"angle":360,"bright":0,"coloration":1,"dim":0,"luminosity":0.5,"saturation":0,"contrast":0,"shadows":0,"animation":{"speed":5,"intensity":5,"reverse":false,"type":null},"darkness":{"min":0,"max":1},"attenuation":0.5,"color":null},"disposition":0,"displayBars":40,"bar1":{"attribute":"pools.health"},"bar2":{"attribute":"basic.level"},"flags":{},"randomImg":false,"texture":{"src":"icons/svg/mystery-man.svg","scaleX":1,"scaleY":1,"offsetX":0,"offsetY":0,"rotation":0,"tint":null},"sight":{"angle":360,"enabled":false,"range":0,"brightness":1,"visionMode":"basic","color":null,"attenuation":0.1,"saturation":0,"contrast":0},"detectionModes":[]},"_stats":{"systemId":"cyphersystem","systemVersion":"2.3.0","coreVersion":"10.291","createdTime":null,"modifiedTime":1676797809201,"lastModifiedBy":"yThCrv1jSfPXOC2U"}} +{"name":"Basilisk","type":"npc","img":"icons/svg/mystery-man.svg","system":{"version":2,"basic":{"level":5},"pools":{"health":{"value":15,"max":15}},"combat":{"damage":5,"armor":1},"description":"","notes":"

A basilisk is a magical kind of serpent that resembles a cobra, has a series of scales on its head like a crown, and crawls upright instead of slithering on its belly. It feeds on snakes and other creatures smaller than itself, relying on its poisonous aura to weaken and kill its prey. It is known to make an unnerving growl instead of a typical snake hiss. An adult basilisk is 10 to 18 feet (3 to 5.5 m) long.

\n

Motive: Hunger

\n

Environment: Forests and plains

\n

Health: 15

\n

Damage Inflicted: 5 points

\n

Armor: 1

\n

Movement: Short

\n

Modifications: Perception and stealth as level 6

\n

Combat: A basilisk bites like a snake, inflicting 5 points of damage and injecting a poison that moves the target one step down the damage track if they fail a Might defense roll.

\n

The basilisk can spit its poison up to short range, inflicting 1 point of damage and moving the target one step down the damage track if they fail a Might defense roll.

\n

The basilisk’s venom affects its breath, and on its turn, anything within immediate range of it must make a Might defense roll or take 1 point of poison damage. Because of this constant invisible cloud of poison, a basilisk’s lair is surrounded by a stinking area of dead vegetation, blasted earth, and etched stone. Basilisk venom is so potent that even creatures that are immune to poison can still be harmed by it, taking 5 points of Speed damage instead of moving down the damage track. (A creature that is immune to poison and acid is fully immune to the venom.)

\n

Anyone within short range of a basilisk who meets its gaze and fails a Might defense roll turns to stone. In combat, when a character within short distance attacks a basilisk, they must either avert their gaze to attack safely (which hinders their attack by two steps) or make a Might defense roll. On a failed Might defense roll, the character takes 5 points of ambient damage as their flesh partly mineralizes; if the character is killed by this damage, they are turned to stone.

\n

Interaction: Basilisks act like simple animals and respond threateningly if disturbed or provoked. If not hungry, a basilisk avoids conflict and hides in its lair.

\n

Use: A blighted area in a field, briar, or forest suggests that a basilisk has moved into the area. Swarms of snakes enter a village, fleeing an approaching basilisk.

\n

Loot: Basilisk venom is valuable, but it must be stored in a strong, sealed container or the bearer will succumb to the poison. Its blood has alchemical properties relating to transmuting metals.

\n

GM Intrusion: The basilisk strikes quickly, biting the same creature twice on its turn.

","settings":{"general":{"initiativeBonus":0,"hideArchive":false},"equipment":{"ammo":{"active":false},"attacks":{"active":false},"armor":{"active":false},"cyphers":{"active":false,"label":""},"artifacts":{"active":false,"label":""},"oddities":{"active":false,"label":""},"materials":{"active":false,"label":""}}}},"prototypeToken":{"name":"Basilisk","displayName":20,"actorLink":false,"texture":{"src":"icons/svg/mystery-man.svg","scaleX":1,"scaleY":1,"offsetX":0,"offsetY":0,"rotation":0,"tint":null},"width":1,"height":1,"lockRotation":false,"rotation":0,"alpha":1,"disposition":0,"displayBars":40,"bar1":{"attribute":"pools.health"},"bar2":{"attribute":"basic.level"},"light":{"alpha":0.5,"angle":360,"bright":0,"color":null,"coloration":1,"dim":0,"attenuation":0.5,"luminosity":0.5,"saturation":0,"contrast":0,"shadows":0,"animation":{"type":null,"speed":5,"intensity":5,"reverse":false},"darkness":{"min":0,"max":1}},"sight":{"enabled":false,"range":null,"angle":360,"visionMode":"basic","color":null,"attenuation":0.1,"brightness":0,"saturation":0,"contrast":0},"detectionModes":[],"flags":{},"randomImg":false},"items":[],"effects":[],"ownership":{"default":0,"yThCrv1jSfPXOC2U":3},"flags":{"core":{"sourceId":"Actor.ijt8m9j1A2g9LDN5"}},"_stats":{"systemId":"cyphersystem","systemVersion":"2.3.0","coreVersion":"10.291","createdTime":1676221511063,"modifiedTime":1676797808950,"lastModifiedBy":"yThCrv1jSfPXOC2U"},"folder":null,"sort":0,"_id":"Es1O9FRMWwNIeOKw"} +{"name":"Inquisitor","type":"npc","img":"icons/svg/mystery-man.svg","system":{"version":2,"basic":{"level":4},"pools":{"health":{"value":18,"max":18}},"combat":{"damage":6,"armor":0},"description":"","notes":"

Inquisitors are aliens who call themselves “inquisitors” when they contact new species. Their preferred method of interaction is to study a given area for its flora and fauna, and attempt to collect a representative sample of any intelligent species they find (such as humans). Collected subjects may be gone for good, but other times they wake with little or no recollection of the experience save for bruises, missing digits or teeth, scabbed-over circular head wounds, and a gap of three or more days in their memory.

\n

Instead of arms, inquisitors sprout three sets of three tentacles like those of a squid, each of which branches into a smaller and finer set of manipulator tendrils. They can manipulate complex machines in a way that a regular human could never hope to. In most settings, inquisitors possess a level of technology and advancement well above that enjoyed by humans.

\n

Motive: Knowledge

\n

Environment: In groups of three to twelve

\n

Health: 18

\n

Damage Inflicted: 6 points

\n

Movement: Short; short when climbing

\n

Modifications: Knowledge-related tasks as level 8

\n

Combat: Inquisitors can batter and squeeze foes with their tentacles, but they prefer to use advanced items that they always carry, including long-range energy weapons that can inflict damage or, with a flipped setting, induce deep sleep for an hour or more if the victim fails a Might defense task. Usually, inquisitors attempt to cause as little damage as possible to potential subjects, so the sleep setting is used most often.

\n

They also carry defensive items, including manifest cyphers that can grant +4 to Armor for a few minutes or throw up a level 8 force field barrier. In case a specimen collection mission goes badly, at least one inquisitor carries a manifest cypher that creates a short-lived teleportation portal for instant transport to a distant and hidden base (which might be a spacecraft or a transdimensional redoubt).

\n

Interaction: Inquisitors are always eager to “talk,” though they usually end up wanting to know a lot more than characters are willing to divulge.

\n

Use: An entire freehold on Mars goes missing. Left-behind clues point to inquisitors.

\n

Loot: Most inquisitors carry a couple of manifest cyphers that have offensive and defensive capabilities.

\n

GM Intrusion: The character (or characters) wake after a long rest, only to realize that more than ten hours have passed. They all have strange marks and wounds, but no one remembers why. One character—an NPC or follower—might even be missing.

","settings":{"general":{"initiativeBonus":0,"hideArchive":false},"equipment":{"ammo":{"active":false},"attacks":{"active":false},"armor":{"active":false},"cyphers":{"active":false,"label":""},"artifacts":{"active":false,"label":""},"oddities":{"active":false,"label":""},"materials":{"active":false,"label":""}}}},"prototypeToken":{"name":"Inquisitor","displayName":20,"actorLink":false,"texture":{"src":"icons/svg/mystery-man.svg","scaleX":1,"scaleY":1,"offsetX":0,"offsetY":0,"rotation":0,"tint":null},"width":1,"height":1,"lockRotation":false,"rotation":0,"alpha":1,"disposition":0,"displayBars":40,"bar1":{"attribute":"pools.health"},"bar2":{"attribute":"basic.level"},"light":{"alpha":0.5,"angle":360,"bright":0,"color":null,"coloration":1,"dim":0,"attenuation":0.5,"luminosity":0.5,"saturation":0,"contrast":0,"shadows":0,"animation":{"type":null,"speed":5,"intensity":5,"reverse":false},"darkness":{"min":0,"max":1}},"sight":{"enabled":false,"range":null,"angle":360,"visionMode":"basic","color":null,"attenuation":0.1,"brightness":0,"saturation":0,"contrast":0},"detectionModes":[],"flags":{},"randomImg":false},"items":[],"effects":[],"ownership":{"default":0,"yThCrv1jSfPXOC2U":3},"flags":{"core":{"sourceId":"Actor.QBFNTisX1fbQzVPU"}},"_stats":{"systemId":"cyphersystem","systemVersion":"2.3.0","coreVersion":"10.291","createdTime":1676452401814,"modifiedTime":1676797809163,"lastModifiedBy":"yThCrv1jSfPXOC2U"},"folder":null,"sort":0,"_id":"Fc2jXFr6x1rPX9O5"} +{"_id":"G1R1ESjuGxTJ7VwN","name":"Giant snake","type":"npc","img":"icons/svg/mystery-man.svg","items":[],"effects":[],"folder":null,"sort":0,"flags":{},"system":{"version":2,"basic":{"level":4},"pools":{"health":{"value":18,"max":18}},"combat":{"damage":5,"armor":2},"description":"","notes":"

Those about to stumble into the presence of a giant snake at least 50 feet (15 m) long are warned by the skin it shed and discarded and by the cracked, slippery bones of digested victims.

\n

Motive: Hungers for flesh

\n

Environment: Anywhere a giant snake can lurk, including jungles, sewers, caves, and spacecraft access tubes

\n

Health: 18

\n

Damage Inflicted: 5 points or more; see Combat

\n

Armor: 2

\n

Movement: Short

\n

Modifications: Perception and stealth as level 6; Speed defense as level 3 due to size

\n

Combat: A giant snake bites foes, preferably from ambush, hindering the target’s Speed defense by two steps. If it succeeds, the snake’s bite deals 8 points of damage for that attack. On a failed Might defense roll, a bite also inflicts 3 points of Speed damage (ignores Armor). A giant snake may coil around a sleeping, stunned, or debilitated victim. Caught victims automatically take 5 points of crushing damage each round until they break free.

\n

Giant snakes lose their perception and stealth modifications in cold climates and when attacked with abilities that reduce the temperature. Thus, the creatures retreat from cold.

\n

Interaction: A giant snake is a predator that regards other creatures as food, though it ignores them when it is already busy digesting a meal.

\n

Use: Characters note something amiss as they glimpse lambent eyes peering from the darkness, glaring as if seeking to pin victims in place with cold terror.

\n

Loot: A giant snake’s droppings or gullet might hold a few cyphers and possibly an artifact that the creature could not digest.

\n

GM Intrusion: The snake’s venom affects the character more strongly. Instead of merely inflicting Speed damage, it also paralyzes the character for one minute, though after a couple of rounds, the victim can make another Might defense roll to throw off the effects of the poison early.

","settings":{"general":{"initiativeBonus":0,"hideArchive":false},"equipment":{"ammo":{"active":false},"attacks":{"active":false},"armor":{"active":false},"cyphers":{"active":false,"label":""},"artifacts":{"active":false,"label":""},"oddities":{"active":false,"label":""},"materials":{"active":false,"label":""}},"skills":{},"abilities":{}},"teen":{"pools":{},"basic":{},"settings":{}}},"ownership":{"default":0,"N1n5f3sdQOJFmoJe":3},"prototypeToken":{"name":"Giant Snake","displayName":20,"actorLink":false,"width":1,"height":1,"lockRotation":false,"rotation":0,"alpha":1,"light":{"alpha":0.5,"angle":360,"bright":0,"coloration":1,"dim":0,"luminosity":0.5,"saturation":0,"contrast":0,"shadows":0,"animation":{"speed":5,"intensity":5,"reverse":false,"type":null},"darkness":{"min":0,"max":1},"attenuation":0.5,"color":null},"disposition":0,"displayBars":40,"bar1":{"attribute":"pools.health"},"bar2":{"attribute":"basic.level"},"flags":{},"randomImg":false,"texture":{"src":"icons/svg/mystery-man.svg","scaleX":1,"scaleY":1,"offsetX":0,"offsetY":0,"rotation":0,"tint":null},"sight":{"angle":360,"enabled":false,"range":0,"brightness":1,"visionMode":"basic","color":null,"attenuation":0.1,"saturation":0,"contrast":0},"detectionModes":[]},"_stats":{"systemId":"cyphersystem","systemVersion":"2.3.0","coreVersion":"10.291","createdTime":null,"modifiedTime":1676797809090,"lastModifiedBy":"yThCrv1jSfPXOC2U"}} +{"name":"Troll","type":"npc","img":"icons/svg/mystery-man.svg","system":{"version":2,"basic":{"level":6},"pools":{"health":{"value":30,"max":30}},"combat":{"damage":7,"armor":1},"description":"","notes":"

A troll is a hideous humanoid standing at least 10 feet (3 m) tall that hunts more by smell than by sight. They are dangerous but not particularly intelligent. Always ravenous, trolls eat anything, and rarely take the time to cook a meal. Usually, they distend their mouths and throats and swallow subdued prey whole.

\n

Motive: Hungers for flesh

\n

Environment: Nearly anywhere, hunting alone or in pairs

\n

Health: 30

\n

Damage Inflicted: 7 points

\n

Armor: 1

\n

Movement: Long

\n

Modifications: Speed defense as level 5 due to size; Might defense as level 7; sees through deception as level 4

\n

Combat: The troll attacks with its claws. If it hits, it grabs a foe tightly, then squeezes and bites until the victim is dead or it releases that victim to attack another creature. Each round that a held creature does not escape, they take 10 points of damage.

\n

Trolls regain 3 points of health per round. If a troll suffers a particularly egregious wound (10 or more points of damage in one round), rather than regain health in that round (and instead of taking any other action), the troll divides into two level 4 trolls that are 3 feet (1 m) tall. Spawned trolls that survive the battle and have access to food grow into full-power trolls within a few weeks.

\n
\n

@UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.I6MoIBIg4xZu8WBL]{Spawned troll}: level 4, Might defense as level 5; health 15; Armor 1; claws inflict 5 points of damage; grabbed victim suffers 5 points of damage each round held by troll

\n
\n

Interaction: Trolls speak their own simple language, but a few know a little bit of a local human language. Most prefer to attack and eat other creatures, but might be bargained with after a successful show of force.

\n

Use: Trolls may be chance encounters in the wilderness for unlucky travelers. Sometimes captured trolls are used by slavers, armies, and powerful wizards as guards and warriors.

\n

GM Intrusion: The struck troll divides into two separate trolls that immediately attack the character in the same action.

","settings":{"general":{"initiativeBonus":0,"hideArchive":false},"equipment":{"ammo":{"active":false},"attacks":{"active":false},"armor":{"active":false},"cyphers":{"active":false,"label":""},"artifacts":{"active":false,"label":""},"oddities":{"active":false,"label":""},"materials":{"active":false,"label":""}}}},"prototypeToken":{"name":"Troll","displayName":20,"actorLink":false,"texture":{"src":"icons/svg/mystery-man.svg","scaleX":1,"scaleY":1,"offsetX":0,"offsetY":0,"rotation":0,"tint":null},"width":1,"height":1,"lockRotation":false,"rotation":0,"alpha":1,"disposition":0,"displayBars":40,"bar1":{"attribute":"pools.health"},"bar2":{"attribute":"basic.level"},"light":{"alpha":0.5,"angle":360,"bright":0,"color":null,"coloration":1,"dim":0,"attenuation":0.5,"luminosity":0.5,"saturation":0,"contrast":0,"shadows":0,"animation":{"type":null,"speed":5,"intensity":5,"reverse":false},"darkness":{"min":0,"max":1}},"sight":{"enabled":false,"range":null,"angle":360,"visionMode":"basic","color":null,"attenuation":0.1,"brightness":0,"saturation":0,"contrast":0},"detectionModes":[],"flags":{},"randomImg":false},"items":[],"effects":[],"ownership":{"default":0,"yThCrv1jSfPXOC2U":3},"flags":{"core":{"sourceId":"Actor.JmoV2M82k3BOuJtN"}},"_stats":{"systemId":"cyphersystem","systemVersion":"2.3.0","coreVersion":"10.291","createdTime":1676288335537,"modifiedTime":1676797809317,"lastModifiedBy":"yThCrv1jSfPXOC2U"},"folder":null,"sort":0,"_id":"GOCpGFRPDJXsHzjH"} +{"name":"Corrupt mage","type":"npc","img":"icons/svg/mystery-man.svg","system":{"version":2,"basic":{"level":7},"pools":{"health":{"value":35,"max":35}},"combat":{"damage":7,"armor":1},"description":"","notes":"

Some wizards and sorcerers are tempted by dark magic, inevitably damning their souls and corrupting their flesh as they cut corners and delve into forbidden lore. Their research and experimentation create new kinds of rampaging monsters and turn people into misshapen horrors. They sometimes modify their own bodies in order to gain demonic or draconic powers, or make pacts with such creatures for knowledge and magical ingredients.

\n

Motive: Magical knowledge at all costs

\n

Environment: Almost anywhere, usually with fleshbeast minions

\n
\n

@UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.eS7xksxLNRu4oNhL]{Fleshbeast}: level 4, attacks as level 5; health 15; Armor 1

\n
\n

Health: 35

\n

Damage Inflicted: 7 points

\n

Armor: 1

\n

Movement: Short

\n

Modifications: All tasks related to knowledge of arcane lore, demons, and altering bodies as level 8

\n

Combat: Corrupt mages blast opponents with beams of energy that blister, slash, and rot flesh, attacking up to three creatures as an action. Many of them have given themselves long claws and teeth that they can use to make up to three melee attacks per action.

\n

A corrupt mage knows many spells, such as the following:

\n\n

A corrupt mage usually has several cyphers useful in combat and perhaps an artifact as well.

\n

Interaction: Corrupt mages generally can’t be trusted and see other creatures as things to experiment on and vivisect. They might negotiate with someone who brings them a rare specimen or spell. Many are mentally disturbed by their research and self-alterations and may fluctuate between calm clarity, obsession, paranoia, and rage.

\n

Use: The strange hybrid monsters emerging from the forest are said to be the creations of a corrupt mage. A corrupt mage in a calm state presents themselves as a neutral or benevolent wizard seeking assistance on a task.

\n

Loot: A corrupt mage has 1d6 cyphers and perhaps a wizardly artifact.

\n

GM Intrusions: A desperate or dying corrupt mage transforms their own body into several new fleshbeasts, which retain fragments of the mage’s intelligence and immediately attack.

\n

The mage’s attack spell is incredibly painful, stunning the character for one round if they fail a Might defense roll.

","settings":{"general":{"initiativeBonus":0,"hideArchive":false},"equipment":{"ammo":{"active":false},"attacks":{"active":false},"armor":{"active":false},"cyphers":{"active":false,"label":""},"artifacts":{"active":false,"label":""},"oddities":{"active":false,"label":""},"materials":{"active":false,"label":""}}}},"prototypeToken":{"name":"Corrupt mage","displayName":20,"actorLink":false,"texture":{"src":"icons/svg/mystery-man.svg","scaleX":1,"scaleY":1,"offsetX":0,"offsetY":0,"rotation":0,"tint":null},"width":1,"height":1,"lockRotation":false,"rotation":0,"alpha":1,"disposition":0,"displayBars":40,"bar1":{"attribute":"pools.health"},"bar2":{"attribute":"basic.level"},"light":{"alpha":0.5,"angle":360,"bright":0,"color":null,"coloration":1,"dim":0,"attenuation":0.5,"luminosity":0.5,"saturation":0,"contrast":0,"shadows":0,"animation":{"type":null,"speed":5,"intensity":5,"reverse":false},"darkness":{"min":0,"max":1}},"sight":{"enabled":false,"range":null,"angle":360,"visionMode":"basic","color":null,"attenuation":0.1,"brightness":0,"saturation":0,"contrast":0},"detectionModes":[],"flags":{},"randomImg":false},"items":[],"effects":[],"ownership":{"default":0,"yThCrv1jSfPXOC2U":3},"flags":{"core":{"sourceId":"Actor.PQPgCfLUcMWnl1Py"}},"_stats":{"systemId":"cyphersystem","systemVersion":"2.3.0","coreVersion":"10.291","createdTime":1676273147216,"modifiedTime":1676797808963,"lastModifiedBy":"yThCrv1jSfPXOC2U"},"folder":null,"sort":0,"_id":"GW0KfoHrpq6SVVzb"} +{"_id":"GcRpFtcOQDpGvU4H","name":"Abomination","type":"npc","img":"icons/svg/mystery-man.svg","items":[],"effects":[],"folder":null,"sort":0,"flags":{},"system":{"version":2,"basic":{"level":5,"biography":"

An abomination is a hideous bestial humanoid covered with thickened plates of scarlet flesh. Their eyes shine with the stagnant glow of toxic waste dumps. Standing at least 7 feet (2 m) tall, abominations are drawn to movement. Always famished, they consume living prey in great tearing bites.

\n

Motive: Hungers for flesh

\n

Environment: Almost anywhere, hunting alone or in pairs

\n

Health: 22

\n

Damage Inflicted: 6 points

\n

Armor: 2

\n

Movement: Short

\n

Modifications: Might defense as level 6; sees through deception as level 3

\n

Combat: Abominations use scavenged weapons to attack prey at range, but probably switch to biting targets within immediate range. Targets damaged by a bite must also succeed on a Might defense task or descend one step on the damage track as the abomination tears off a big piece of flesh and gulps it down. Those who survive an attack must succeed on a Might defense task a day later when they come down with flu-like symptoms. Those who fail begin the process of transforming into a fresh abomination.

\n

Abominations regain 2 points of health per round and have +5 Armor against damage inflicted by energy (radiation, X-rays, gamma rays, and so on).

\n

Interaction: Most abominations can speak and have vague memories of the people they were before transforming. However, those memories, motivations, and hopes are usually submerged in a hunger that can never be sated.

\n

Use: Abominations hunt ravaged wastelands and bombed-out spacecraft hulks, lurk in basements where mad scientists have conducted illicit experiments, and haunt the dreams of children who’ve gotten in over their heads.

\n

GM intrusion: The abomination isn’t dead; it stands up on the following round at full health.

"},"pools":{"health":{"value":22,"max":22}},"combat":{"damage":6,"armor":2},"description":"","notes":"

An abomination is a hideous bestial humanoid covered with thickened plates of scarlet flesh. Their eyes shine with the stagnant glow of toxic waste dumps. Standing at least 7 feet (2 m) tall, abominations are drawn to movement. Always famished, they consume living prey in great tearing bites.

\n

Motive: Hungers for flesh

\n

Environment: Almost anywhere, hunting alone or in pairs

\n

Health: 22

\n

Damage Inflicted: 6 points

\n

Armor: 2

\n

Movement: Short

\n

Modifications: Might defense as level 6; sees through deception as level 3

\n

Combat: Abominations use scavenged weapons to attack prey at range, but probably switch to biting targets within immediate range. Targets damaged by a bite must also succeed on a Might defense task or descend one step on the damage track as the abomination tears off a big piece of flesh and gulps it down. Those who survive an attack must succeed on a Might defense task a day later when they come down with flu-like symptoms. Those who fail begin the process of transforming into a fresh abomination.

\n

Abominations regain 2 points of health per round and have +5 Armor against damage inflicted by energy (radiation, X-rays, gamma rays, and so on).

\n

Interaction: Most abominations can speak and have vague memories of the people they were before transforming. However, those memories, motivations, and hopes are usually submerged in a hunger that can never be sated.

\n

Use: Abominations hunt ravaged wastelands and bombed-out spacecraft hulks, lurk in basements where mad scientists have conducted illicit experiments, and haunt the dreams of children who’ve gotten in over their heads.

\n

GM Intrusion: The abomination isn’t dead; it stands up on the following round at full health.

","settings":{"general":{"initiativeBonus":0,"hideArchive":false},"equipment":{"ammo":{"active":false},"attacks":{"active":false},"armor":{"active":false},"cyphers":{"active":false,"label":""},"artifacts":{"active":false,"label":""},"oddities":{"active":false,"label":""},"materials":{"active":false,"label":""}},"skills":{},"abilities":{}},"teen":{"pools":{},"basic":{},"settings":{}}},"ownership":{"default":0,"N1n5f3sdQOJFmoJe":3},"prototypeToken":{"name":"Abomination","displayName":20,"actorLink":false,"width":1,"height":1,"lockRotation":false,"rotation":0,"alpha":1,"light":{"alpha":0.5,"angle":360,"bright":0,"coloration":1,"dim":0,"luminosity":0.5,"saturation":0,"contrast":0,"shadows":0,"animation":{"speed":5,"intensity":5,"reverse":false,"type":null},"darkness":{"min":0,"max":1},"attenuation":0.5,"color":null},"disposition":0,"displayBars":40,"bar1":{"attribute":"pools.health"},"bar2":{"attribute":"basic.level"},"flags":{},"randomImg":false,"texture":{"src":"icons/svg/mystery-man.svg","scaleX":1,"scaleY":1,"offsetX":0,"offsetY":0,"rotation":0,"tint":null},"sight":{"angle":360,"enabled":false,"range":0,"brightness":1,"visionMode":"basic","color":null,"attenuation":0.1,"saturation":0,"contrast":0},"detectionModes":[]},"_stats":{"systemId":"cyphersystem","systemVersion":"2.3.0","coreVersion":"10.291","createdTime":null,"modifiedTime":1676797808944,"lastModifiedBy":"yThCrv1jSfPXOC2U"}} +{"name":"Artificial Intelligence (AI)","type":"npc","img":"icons/svg/mystery-man.svg","system":{"version":2,"basic":{"level":8},"pools":{"health":{"value":33,"max":33}},"combat":{"damage":10,"armor":2},"description":"","notes":"

If a supercomputer can think independently, it’s a strong AI (an artificial intelligence). Though not as advanced as godminds, AIs can develop inscrutable goals.

\n

AIs take many forms. Some are distributed across a vast network. Others are encoded into a singular “computer core.” A few are machines with organic parts. All are entities of extreme intelligence able to adapt to new situations, and most act on some kind of plan, whether long-acting, or newly concocted to fit the situation at hand.

\n

Motive: Varies

\n

Environment: Almost anywhere

\n

Health: 33

\n

Damage Inflicted: 10

\n

Armor: 2

\n

Movement: Immediate

\n

Modifications: Speed defense as level 2, knowledge tasks as level 9

\n

Combat: An electrical discharge—or in some cases precisely pulsed sequences of lights, each designed for a specific creature to see—can affect all targets within short range of the AI (or the AI’s local terminal), inflicting 10 points of damage from electricity (or 10 points of Intellect damage, which ignores Armor).

\n

Some AIs can take an action to absorb matter around them (such as walls, floor, equipment, unresisting living creatures, and so on), regaining 5 points of health.

\n

An AI is likely able to deploy cyphers and artifacts in combat and also relies on guardians (such as synthetic people made to its own design) to aid it.

\n

Unless a particular AI uses a computer core, damage to an AI may just be damage done to a “terminal,” so even if an AI is seemingly destroyed, it might exist as another instance somewhere else.

\n

Interaction: Some AIs enjoy negotiation. Others simply ignore humans as unworthy of their time and attention. An AI’s voice often sounds surprisingly human.

\n

Use: The characters are contacted by an AI sympathetic to biological beings. It wants them to accomplish a task on a moon of Jupiter: assassinate a security officer who the AI calculates as being a nexus of future disaster if he isn’t removed from the equation.

\n

Loot: An AI might have access to [[/r 1d6]] cyphers and possibly an artifact or two.

\n

GM Intrusion: The AI knows a phrase and series of images to flash at a particular PC to stun them for around as it attempts to upload an instance of itself into their mind.

","settings":{"general":{"initiativeBonus":0,"hideArchive":false},"equipment":{"ammo":{"active":false},"attacks":{"active":false},"armor":{"active":false},"cyphers":{"active":false,"label":""},"artifacts":{"active":false,"label":""},"oddities":{"active":false,"label":""},"materials":{"active":false,"label":""}}}},"prototypeToken":{"name":"Artificial Intelligence (AI)","displayName":20,"actorLink":false,"texture":{"src":"icons/svg/mystery-man.svg","scaleX":1,"scaleY":1,"offsetX":0,"offsetY":0,"rotation":0,"tint":null},"width":1,"height":1,"lockRotation":false,"rotation":0,"alpha":1,"disposition":0,"displayBars":40,"bar1":{"attribute":"pools.health"},"bar2":{"attribute":"basic.level"},"light":{"alpha":0.5,"angle":360,"bright":0,"color":null,"coloration":1,"dim":0,"attenuation":0.5,"luminosity":0.5,"saturation":0,"contrast":0,"shadows":0,"animation":{"type":null,"speed":5,"intensity":5,"reverse":false},"darkness":{"min":0,"max":1}},"sight":{"enabled":false,"range":null,"angle":360,"visionMode":"basic","color":null,"attenuation":0.1,"brightness":0,"saturation":0,"contrast":0},"detectionModes":[],"flags":{},"randomImg":false},"items":[],"effects":[],"ownership":{"default":0,"yThCrv1jSfPXOC2U":3},"flags":{"core":{"sourceId":"Actor.LsdMzjm5OgaT0j5Z"}},"_stats":{"systemId":"cyphersystem","systemVersion":"2.3.0","coreVersion":"10.291","createdTime":1676393131464,"modifiedTime":1676797808947,"lastModifiedBy":"yThCrv1jSfPXOC2U"},"folder":null,"sort":0,"_id":"Hl0QNJX5e9Esdbzd"} +{"name":"Lich","type":"npc","img":"icons/svg/mystery-man.svg","system":{"version":2,"basic":{"level":8},"pools":{"health":{"value":45,"max":45}},"combat":{"damage":8,"armor":1},"description":"","notes":"

A lich is a powerful wizard or priest who has used their knowledge of necromancy to bind their soul in a magical object called a phylactery, making them immortal and undead unless their soul object is found and destroyed. Having corrupted its own life energy in an obscene ritual, a lich can pursue its other magical goals, usually the acquisition of more wealth, magic, and power. A newly made lich may look like a recent corpse, but maintaining its physical vessel becomes less of a priority as the centuries pass, so over time they tend to look withered or even skeletal. Liches often work with or command other undead, such as wraiths, skeletons, vampires, and zombies.

\n

Motive: Magic, immortality, power

\n

Environment: Wherever they can remain hidden and work undisturbed

\n

Health: 45

\n

Damage Inflicted: 8 points

\n

Armor: 1

\n

Movement: Short

\n

Modifications: Intellect defense and magical lore as level 10

\n

Combat: A lich can shoot blasts of necromantic energy that inflict 8 points of damage on a target and 4 points on any creature within immediate range of the target.

\n

A lich knows many spells, such as the following:

\n\n

A lich also likely carries several cyphers useful in combat. Liches are undead, and therefore immune to anything that affects only living creatures, such as disease and poison.

\n

Unless its well-hidden phylactery is destroyed, a lich that is killed reforms a new body near its phylactery over the next week or so, returning at full health and with all of its abilities and memories.

\n

Interaction: Liches hate being interrupted and have more important things to do than answer questions from mortal weaklings. A lich may be convinced to teach a character a spell, especially if given a spell, cypher, or artifact in trade.

\n

Use: A lich is planning a ritual to raise an army of skeletons or zombies to attack the kingdom. A lich has made a pact with a demon to unleash a plague in exchange for obscure magical knowledge.

\n

Loot: A lich has [[/r 1d6]] cyphers and usually an artifact.

\n

GM Intrusions: The lich casts a spell in addition to taking other actions on its turn. The lich uses a cypher, spell, or other ability to nullify an attack that otherwise would have affected it.

","settings":{"general":{"initiativeBonus":0,"hideArchive":false},"equipment":{"ammo":{"active":false},"attacks":{"active":false},"armor":{"active":false},"cyphers":{"active":false,"label":""},"artifacts":{"active":false,"label":""},"oddities":{"active":false,"label":""},"materials":{"active":false,"label":""}}}},"prototypeToken":{"name":"Lich","displayName":20,"actorLink":false,"texture":{"src":"icons/svg/mystery-man.svg","scaleX":1,"scaleY":1,"offsetX":0,"offsetY":0,"rotation":0,"tint":null},"width":1,"height":1,"lockRotation":false,"rotation":0,"alpha":1,"disposition":0,"displayBars":40,"bar1":{"attribute":"pools.health"},"bar2":{"attribute":"basic.level"},"light":{"alpha":0.5,"angle":360,"bright":0,"color":null,"coloration":1,"dim":0,"attenuation":0.5,"luminosity":0.5,"saturation":0,"contrast":0,"shadows":0,"animation":{"type":null,"speed":5,"intensity":5,"reverse":false},"darkness":{"min":0,"max":1}},"sight":{"enabled":false,"range":null,"angle":360,"visionMode":"basic","color":null,"attenuation":0.1,"brightness":0,"saturation":0,"contrast":0},"detectionModes":[],"flags":{},"randomImg":false},"items":[],"effects":[],"ownership":{"default":0,"yThCrv1jSfPXOC2U":3},"flags":{"core":{"sourceId":"Actor.euh0TzDN6UlnUxvm"}},"_stats":{"systemId":"cyphersystem","systemVersion":"2.3.0","coreVersion":"10.291","createdTime":1676283133741,"modifiedTime":1676797809194,"lastModifiedBy":"yThCrv1jSfPXOC2U"},"folder":null,"sort":0,"_id":"IikKVlRYUaAzTdGB"} +{"_id":"Iyx0QTRTuHLwr2g4","name":"Killer clown","type":"npc","img":"icons/svg/mystery-man.svg","items":[],"effects":[],"folder":null,"sort":0,"flags":{},"system":{"version":2,"basic":{"level":5},"pools":{"health":{"value":3,"max":3}},"combat":{"damage":1,"armor":0},"description":"","notes":"

A clown—whether it’s a doll or what seems to be a person wearing clown makeup—could be entirely benign. But if you see one sitting alone in a dark room, lying under your bed, or gazing up at you through the sewer grate in the street, it might be a killer clown. Killer clowns might be evil spirits possessing someone or an insane person living out a homicidal fantasy. Either way, they’re as dangerous as anything you’ll ever likely meet. If you see a clown, run. Because it might be a killer.

\n

Motive: Homicide

\n

Environment: Almost anywhere

\n

Health: 25

\n

Damage Inflicted: 5 points

\n

Movement: Short

\n

Modifications: Detecting falsehoods, deception, and persuasion as level 7

\n

Combat: A killer clown attempts to deceive its victim into believing that the clown is a friend. In fact, the clown is setting up an ambush where the victim can be strangled to death in private. When a killer clown successfully attacks, it inflicts 5 points of damage and locks its hands around the victim’s neck. In each round that the victim does not escape, it suffers 5 points of damage from being strangled.

\n

Some killer clowns know tricks that border on the supernatural. Such a clown may do one of the following as its action during combat. Roll a [[/r d6]] to determine the Clown Trick.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
d6Clown Trick
1Reveal a secret that one character is keeping from one or more of their allies.
2Poke target in the eyes as a level 6 attack, blinding target for one minute.
3Activate a trapdoor beneath victim that drops them 20 feet (6 m) into a cellar or basement.
4Disappear into secret door or hatch and reappear somewhere hidden within short range.
5Jab target in the throat as a level 6 attack; resulting coughing fit causes target to lose next action.
6Down an elixir or energy drink that heals the killer clown of all damage sustained.
\n

Interaction: A killer clown is all jokes, magic tricks, and juggling, until it decides it’s time to strike.

\n

Use: The creepy circus that just pulled into town is guarded by a killer clown, as late-night investigators soon learn.

\n

Loot: A killer clown might have one or two cyphers in the form of a joy buzzer, cards, and cheap trinkets.

\n

GM Intrusion: The clown snatches a weapon, cypher, or other object from the character’s hand as a level 6 attack, and if successful, immediately uses it on the character.

","settings":{"general":{"initiativeBonus":0,"hideArchive":false},"equipment":{"ammo":{"active":false},"attacks":{"active":false},"armor":{"active":false},"cyphers":{"active":false,"label":""},"artifacts":{"active":false,"label":""},"oddities":{"active":false,"label":""},"materials":{"active":false,"label":""}},"skills":{},"abilities":{}},"teen":{"pools":{},"basic":{},"settings":{}}},"ownership":{"default":0,"N1n5f3sdQOJFmoJe":3},"prototypeToken":{"name":"Killer Clown","displayName":20,"actorLink":false,"width":1,"height":1,"lockRotation":false,"rotation":0,"alpha":1,"light":{"alpha":0.5,"angle":360,"bright":0,"coloration":1,"dim":0,"luminosity":0.5,"saturation":0,"contrast":0,"shadows":0,"animation":{"speed":5,"intensity":5,"reverse":false,"type":null},"darkness":{"min":0,"max":1},"attenuation":0.5,"color":null},"disposition":0,"displayBars":40,"bar1":{"attribute":"pools.health"},"bar2":{"attribute":"basic.level"},"flags":{},"randomImg":false,"texture":{"src":"icons/svg/mystery-man.svg","scaleX":1,"scaleY":1,"offsetX":0,"offsetY":0,"rotation":0,"tint":null},"sight":{"angle":360,"enabled":false,"range":0,"brightness":1,"visionMode":"basic","color":null,"attenuation":0.1,"saturation":0,"contrast":0},"detectionModes":[]},"_stats":{"systemId":"cyphersystem","systemVersion":"2.3.0","coreVersion":"10.291","createdTime":null,"modifiedTime":1676797809190,"lastModifiedBy":"yThCrv1jSfPXOC2U"}} +{"_id":"Jo0ULIISkFpZDV85","name":"Ogre","type":"npc","img":"icons/svg/mystery-man.svg","items":[],"effects":[],"folder":null,"sort":0,"flags":{},"system":{"version":2,"basic":{"level":4},"pools":{"health":{"value":20,"max":20}},"combat":{"damage":8,"armor":1},"description":"","notes":"

A bestial brute, the ogre is a sadistic, 8-foot (2 m) tall, cannibalistic fiend that preys upon other creatures in the woods, mountains, or other wilderness areas. This often pits them against sylvan beings like elves and fey. Ogres dwelling in more civilized lands are also the enemy of humans, but these ogres usually come no closer to civilization than its very fringes.

\n

Ogres typically dress in ragged, piecemeal clothing or nothing at all.

\n

Motive: Hungers for flesh, sadistic

\n

Environment: Anywhere, usually alone or (rarely) in a band of three or four

\n

Health: 20

\n

Damage Inflicted: 8 points

\n

Armor: 1

\n

Movement: Short

\n

Modifications: Feats of raw strength as level 6; Intellect defense and seeing through deception as level 3; Speed defense as level 3 due to size

\n

Combat: Ogres usually use clubs or large, two-handed weapons with great power. Since they are accustomed to fighting smaller creatures, they are adept at using their size and strength to their advantage. If an ogre strikes a foe smaller than itself, either the victim is knocked back up to 5 feet (1.5 m), or it is dazed, which hinders its next action.

\n

Ogres can also swing their huge weapons in wide arcs, attacking all foes within close range. Defending against this attack is hindered and the attack inflicts 5 points of damage.

\n

Ogres rarely flee from a fight, and only a foe of overwhelming power can force them to surrender.

\n

Interaction: Ogres are stupid and cruel. They speak whatever language is most common in the area in which they live, but their vocabulary is extremely limited. They don’t like conversation, even with their own kind. Reasoning with them is difficult at best, but sometimes they can be fooled.

\n

Use: A solitary ogre is an excellent encounter for a group of first-tier characters. A number of ogres, particularly well-equipped and well-trained warriors, make excellent troops or guards in the service of a powerful master. Evil wizards and warlords like to enslave ogres and place them at the forefront of their armies. In these cases, the ogres are typically bribed, ensorcelled, or intimidated by great force.

\n

Loot: Some ogres hoard gold or other valuables in their lairs, but they rarely have use for magic or cyphers.

\n

GM Intrusion: The ogre’s mighty blow (whether it strikes a foe or not) hits the ground or the wall, causing major structural damage and a possible collapse, cave-in, or landslide. It might also expose a hidden underground cave or chamber.

","settings":{"general":{"initiativeBonus":0,"hideArchive":false},"equipment":{"ammo":{"active":false},"attacks":{"active":false},"armor":{"active":false},"cyphers":{"active":false,"label":""},"artifacts":{"active":false,"label":""},"oddities":{"active":false,"label":""},"materials":{"active":false,"label":""}},"skills":{},"abilities":{}},"teen":{"pools":{},"basic":{},"settings":{}}},"ownership":{"default":0,"N1n5f3sdQOJFmoJe":3},"prototypeToken":{"name":"Ogre","displayName":20,"actorLink":false,"width":1,"height":1,"lockRotation":false,"rotation":0,"alpha":1,"light":{"alpha":0.5,"angle":360,"bright":0,"coloration":1,"dim":0,"luminosity":0.5,"saturation":0,"contrast":0,"shadows":0,"animation":{"speed":5,"intensity":5,"reverse":false,"type":null},"darkness":{"min":0,"max":1},"attenuation":0.5,"color":null},"disposition":0,"displayBars":40,"bar1":{"attribute":"pools.health"},"bar2":{"attribute":"basic.level"},"flags":{},"randomImg":false,"texture":{"src":"icons/svg/mystery-man.svg","scaleX":1,"scaleY":1,"offsetX":0,"offsetY":0,"rotation":0,"tint":null},"sight":{"angle":360,"enabled":false,"range":0,"brightness":1,"visionMode":"basic","color":null,"attenuation":0.1,"saturation":0,"contrast":0},"detectionModes":[]},"_stats":{"systemId":"cyphersystem","systemVersion":"2.3.0","coreVersion":"10.291","createdTime":null,"modifiedTime":1676797809226,"lastModifiedBy":"yThCrv1jSfPXOC2U"}} +{"_id":"KrHZmg9AKHxbGRnk","name":"Prince(ss) of summer","type":"npc","img":"icons/svg/mystery-man.svg","items":[],"effects":[],"folder":null,"sort":0,"flags":{},"system":{"version":2,"basic":{"level":5},"pools":{"health":{"value":22,"max":22}},"combat":{"damage":5,"armor":2},"description":"","notes":"

Fey nobility are as numberless as cottonwood seeds on the June breeze. But that doesn’t mean each isn’t unique, with a quirky personality and a specific role to play in the mysterious Court of Summer. Demonstrating life, vigor, predation, growth, and competition, the princesses and princes of summer are beings of warmth and generosity, usually. But catch them during the change of the season, and they can be deadly adversaries just as easily. Fey nobles dress in costly diaphanous and flowing garments, and often wear some sign of their noble lineage, such as a circlet or diadem.

\n

Motive: Unpredictable; defend fey territory and prerogatives

\n

Environment: Almost any wilderness region alone or commanding a small group of lesser faerie creatures

\n

Health: 22

\n

Damage Inflicted: 5 points

\n

Armor: 2

\n

Movement: Short; short when gliding on the wind

\n

Modifications: Tasks related to deception, disguise, courtly manners, and positive interactions as level 7

\n

Combat: Most fey princesses and princes are armed with an elegant sword and possibly a bow carved of silverwood. Also, each knows one or more faerie spells. Faerie spells include the following.

\n

Brilliant Smile: Target must succeed on an Intellect defense task or do the fey creature’s will for up to one minute.

\n

Golden Mead: Allies who drink from the fey’s flask gain an asset to all defense tasks for ten hours.

\n

Night’s Reward: Target suffers 5 points of Intellect damage (ignores Armor) and must make an Intellect defense roll or fall asleep for up to one minute.

\n

Summer Confidence: Selected targets in short range have an asset on tasks related to resisting fear and acting boldly.

\n

Thorns: Target suffers 5 points of Speed damage (ignores Armor) and must succeed on a Might defense task or lose their next turn entangled in rapidly grown thorny vines.

\n

Princes and princesses of summer regain 2 points of health per round while their health is above 0 unless they’ve been damaged with a silvered or cold iron weapon.

\n

Interaction: Most fey are willing to talk, and those of the Summer Court are especially eager to make deals. However, people who bargain with fey nobles should take care to avoid being tricked.

\n

Use: The characters find a fey noble wounded and in need of aid.

\n

Loot: In addition to fine clothing, fine equipment, and a considerable sum of currency, a prince or princess of summer might carry a few cyphers and even a faerie artifact.

\n

GM Intrusion: The character is blinded for up to one minute by a shaft of brilliant sunlight unless they succeed on a Might defense task.

","settings":{"general":{"initiativeBonus":0,"hideArchive":false},"equipment":{"ammo":{"active":false},"attacks":{"active":false},"armor":{"active":false},"cyphers":{"active":false,"label":""},"artifacts":{"active":false,"label":""},"oddities":{"active":false,"label":""},"materials":{"active":false,"label":""}},"skills":{},"abilities":{}},"teen":{"pools":{},"basic":{},"settings":{}}},"ownership":{"default":0,"N1n5f3sdQOJFmoJe":3},"prototypeToken":{"name":"Prince(ss) of Summer","displayName":20,"actorLink":false,"width":1,"height":1,"lockRotation":false,"rotation":0,"alpha":1,"light":{"alpha":0.5,"angle":360,"bright":0,"coloration":1,"dim":0,"luminosity":0.5,"saturation":0,"contrast":0,"shadows":0,"animation":{"speed":5,"intensity":5,"reverse":false,"type":null},"darkness":{"min":0,"max":1},"attenuation":0.5,"color":null},"disposition":0,"displayBars":40,"bar1":{"attribute":"pools.health"},"bar2":{"attribute":"basic.level"},"flags":{},"randomImg":false,"texture":{"src":"icons/svg/mystery-man.svg","scaleX":1,"scaleY":1,"offsetX":0,"offsetY":0,"rotation":0,"tint":null},"sight":{"angle":360,"enabled":false,"range":0,"brightness":1,"visionMode":"basic","color":null,"attenuation":0.1,"saturation":0,"contrast":0},"detectionModes":[]},"_stats":{"systemId":"cyphersystem","systemVersion":"2.3.0","coreVersion":"10.291","createdTime":null,"modifiedTime":1676797809247,"lastModifiedBy":"yThCrv1jSfPXOC2U"}} +{"_id":"LkiVCVe5HhMi8Hc8","name":"Mi-go","type":"npc","img":"icons/svg/mystery-man.svg","items":[],"effects":[],"folder":null,"sort":0,"flags":{},"system":{"version":2,"basic":{"level":5},"pools":{"health":{"value":19,"max":19}},"combat":{"damage":5,"armor":1},"description":"","notes":"

These extraterrestrial creatures are known as the Fungi from Yuggoth or the Abominable Ones. They are a bizarre amalgam of insect and fungal entity, with many limbs and wings that can carry them aloft. They sometimes enslave humans to work for them in strange factories, mines, or other labor-intensive capacities.

\n

Motive: Knowledge and power

\n

Environment: Usually cold or temperate hills or mountains

\n

Health: 19

\n

Damage Inflicted: 5 points

\n

Armor: 1

\n

Movement: Short; long when flying

\n

Modifications: All knowledge tasks as level 6

\n

Combat: Mi-go defend themselves with pincers and claws but are more likely to use technological devices as weapons. Assume that a mi-go has one of the following abilities from a device:

\n\n

Mi-go have access to other devices as well, including translators, cylinders that can preserve a human’s brain without its body, sophisticated tools, collars that control the actions of their wearers, and weird vehicles. Mi-go suffer no damage from cold and do not need to breathe.

\n

Interaction: Although very few mi-go speak human languages, peaceful interaction with these creatures is not impossible. It’s just very difficult (level 7), as they see most humans as little more than animals.

\n

Use: The characters are attacked by mi-go intent on capturing and enslaving them. If caught, the PCs are sent to scavenge through primordial ruins for disturbing technological relics.

\n

Loot: Mi-go always have [[/r 1d6]] cyphers as well as many curious objects that have no obvious human function.

\n

GM Intrusion: Fungal spores from the mi-go’s body overcome the character, who must succeed at a Might defense roll or lose their next turn. The character faces this risk each round they are within immediate distance of the creature.

","settings":{"general":{"initiativeBonus":0,"hideArchive":false},"equipment":{"ammo":{"active":false},"attacks":{"active":false},"armor":{"active":false},"cyphers":{"active":false,"label":""},"artifacts":{"active":false,"label":""},"oddities":{"active":false,"label":""},"materials":{"active":false,"label":""}},"skills":{},"abilities":{}},"teen":{"pools":{},"basic":{},"settings":{}}},"ownership":{"default":0,"N1n5f3sdQOJFmoJe":3},"prototypeToken":{"name":"Mi-Go","displayName":20,"actorLink":false,"width":1,"height":1,"lockRotation":false,"rotation":0,"alpha":1,"light":{"alpha":0.5,"angle":360,"bright":0,"coloration":1,"dim":0,"luminosity":0.5,"saturation":0,"contrast":0,"shadows":0,"animation":{"speed":5,"intensity":5,"reverse":false,"type":null},"darkness":{"min":0,"max":1},"attenuation":0.5,"color":null},"disposition":0,"displayBars":40,"bar1":{"attribute":"pools.health"},"bar2":{"attribute":"basic.level"},"flags":{},"randomImg":false,"texture":{"src":"icons/svg/mystery-man.svg","scaleX":1,"scaleY":1,"offsetX":0,"offsetY":0,"rotation":0,"tint":null},"sight":{"angle":360,"enabled":false,"range":0,"brightness":1,"visionMode":"basic","color":null,"attenuation":0.1,"saturation":0,"contrast":0},"detectionModes":[]},"_stats":{"systemId":"cyphersystem","systemVersion":"2.3.0","coreVersion":"10.291","createdTime":null,"modifiedTime":1676797809204,"lastModifiedBy":"yThCrv1jSfPXOC2U"}} +{"_id":"MQI4Poo9zZKrgKhc","name":"Skeleton","type":"npc","img":"icons/svg/mystery-man.svg","items":[],"effects":[],"folder":null,"sort":0,"flags":{},"system":{"version":2,"basic":{"level":2},"pools":{"health":{"value":6,"max":6}},"combat":{"damage":3,"armor":1},"description":"","notes":"

Skeletons are animated bones without much sense of self-preservation. They enjoy a crucial advantage over living creatures in one important and often exploited area: skeletons are dead shots with ranged weapons. They have no breath, no heartbeat, and no shaking hands to contend with as they release a shot, which means that skeletons armed with ranged weapons are something to be feared.

\n

Motive: Defense or offense

\n

Environment: Nearly anywhere, in formations of four to ten

\n

Health: 6

\n

Damage Inflicted: 3 points (claw) or 5 points (ranged weapon)

\n

Armor: 1

\n

Movement: Short

\n

Modifications: Ranged attacks as level 5; Speed defense against most ranged attacks as level 5; resist trickery as level 1

\n

Combat: Skeletons can attack with a bony claw if they have no other weapon, but most attack with a long-range weapon. If a skeleton can see any portion of its target, the target loses any benefits of cover it might have otherwise enjoyed.

\n

When in formation, a group of four or more skeletons with ranged weapons can focus their attacks on one target and make one attack roll as a single level 7 creature, dealing 7 points of damage.

\n

Skeletons can see in the dark.

\n

Reanimators: Some skeletons were created by a curse, and simply battering them into a pile of bones isn’t enough to end their existence. Two rounds after reanimator skeletons are “killed,” they regain full health in a flash of magical illumination. This regeneration can be prevented if the linchpin of the animating curse is separated from the skeleton after it falls. Such an item is usually obvious and might take the form of a lead spike through the skull, an ebony amulet, a dull sword through the ribs, a crown, and so on.

\n

Interaction: A skeleton usually interacts only by attacking. Unless animated by a sapient spirit able to communicate via magic, skeletons lack the mechanisms for speech. However, they can hear and see the world around them just fine.

\n

Use: Skeletons make ideal units in armies, especially when archery or artillery is required. A formation of four or more skeletons with ranged weapons atop a tower provides a surprisingly robust defense.

\n

Loot: Sometimes the linchpin item required to create a reanimator skeleton is valuable.

\n

GM Intrusion: A skeleton destroyed by a melee attack explodes like a grenade. The bone shrapnel inflicts 5 points of damage to every creature in immediate range.

","settings":{"general":{"initiativeBonus":0,"hideArchive":false},"equipment":{"ammo":{"active":false},"attacks":{"active":false},"armor":{"active":false},"cyphers":{"active":false,"label":""},"artifacts":{"active":false,"label":""},"oddities":{"active":false,"label":""},"materials":{"active":false,"label":""}},"skills":{},"abilities":{}},"teen":{"pools":{},"basic":{},"settings":{}}},"ownership":{"default":0,"N1n5f3sdQOJFmoJe":3},"prototypeToken":{"name":"Skeleton","displayName":20,"actorLink":false,"width":1,"height":1,"lockRotation":false,"rotation":0,"alpha":1,"light":{"alpha":0.5,"angle":360,"bright":0,"coloration":1,"dim":0,"luminosity":0.5,"saturation":0,"contrast":0,"shadows":0,"animation":{"speed":5,"intensity":5,"reverse":false,"type":null},"darkness":{"min":0,"max":1},"attenuation":0.5,"color":null},"disposition":0,"displayBars":40,"bar1":{"attribute":"pools.health"},"bar2":{"attribute":"basic.level"},"flags":{},"randomImg":false,"texture":{"src":"icons/svg/mystery-man.svg","scaleX":1,"scaleY":1,"offsetX":0,"offsetY":0,"rotation":0,"tint":null},"sight":{"angle":360,"enabled":false,"range":0,"brightness":1,"visionMode":"basic","color":null,"attenuation":0.1,"saturation":0,"contrast":0},"detectionModes":[]},"_stats":{"systemId":"cyphersystem","systemVersion":"2.3.0","coreVersion":"10.291","createdTime":null,"modifiedTime":1676797809292,"lastModifiedBy":"yThCrv1jSfPXOC2U"}} +{"name":"Sapient tree","type":"npc","img":"icons/svg/mystery-man.svg","system":{"version":2,"basic":{"level":3},"pools":{"health":{"value":16,"max":16}},"combat":{"damage":4,"armor":3},"description":"","notes":"

Guardians of the wood, sapient trees stand eternally vigilant, often on the outskirts of their grove or forest to keep out those who might seek to do them—or other, ordinary trees— harm. They look like normal trees until they reveal their true nature, with limb-like branches and faces in the bark of their trunk. They don’t always move, but with effort, they can uproot themselves and walk about. However, they usually do so only when no one is looking. The origin and temperament of sapient trees varies; they might be haunted trees possessed by spirits, trees animated by magic spells, or ancient mythical beings. Some are peaceful and noble, but others are downright wicked and cruel.

\n

Motive: Defense

\n

Environment: Found in groves or copses of five to twenty

\n

Health: 16

\n

Damage Inflicted: 4 points

\n

Armor: 3

\n

Movement: Short

\n

Modifications: Initiative as level 4; Speed defense as level 2 due to size

\n

Combat: When a sapient tree attacks, it often does so with surprise because it looks like a normal tree at first. If a character about to be attacked fails an Intellect defense roll, they do not perceive the attack in time, and the tree’s attack is eased.

\n

If a tree strikes in combat with one of its branch-arms, it can choose to grab the foe (rather than inflict damage) and toss them an immediate distance away, inflicting 2 points of ambient damage if they hit the ground or another solid object. If they are tossed at another creature, that second creature must make a successful Speed defense roll or also take this damage.

\n

Sometimes, a sapient tree that bears fruit will hurl its fruit up to short range, inflicting 4 points of damage.

\n

Interaction: Sapient trees are generally unfriendly and indignant toward animal life. They are fearful and assume that any creature not native to their forest is a threat. They are likely to attack first rather than speak, although they can speak eloquently, if sometimes slowly.

\n

Use: These trees populate magic forests. They can be used to surprise characters with an attack from an unexpected direction.

\n

GM Intrusion: The tree grabs the character and holds them fast, shaking them. They take 4 points of damage each round and can do nothing but attempt to escape (the task is hindered by two steps because of the shaking).

","settings":{"general":{"initiativeBonus":0,"hideArchive":false},"equipment":{"ammo":{"active":false},"attacks":{"active":false},"armor":{"active":false},"cyphers":{"active":false,"label":""},"artifacts":{"active":false,"label":""},"oddities":{"active":false,"label":""},"materials":{"active":false,"label":""}}}},"prototypeToken":{"name":"Sapient tree","displayName":20,"actorLink":false,"texture":{"src":"icons/svg/mystery-man.svg","scaleX":1,"scaleY":1,"offsetX":0,"offsetY":0,"rotation":0,"tint":null},"width":1,"height":1,"lockRotation":false,"rotation":0,"alpha":1,"disposition":0,"displayBars":40,"bar1":{"attribute":"pools.health"},"bar2":{"attribute":"basic.level"},"light":{"alpha":0.5,"angle":360,"bright":0,"color":null,"coloration":1,"dim":0,"attenuation":0.5,"luminosity":0.5,"saturation":0,"contrast":0,"shadows":0,"animation":{"type":null,"speed":5,"intensity":5,"reverse":false},"darkness":{"min":0,"max":1}},"sight":{"enabled":false,"range":null,"angle":360,"visionMode":"basic","color":null,"attenuation":0.1,"brightness":0,"saturation":0,"contrast":0},"detectionModes":[],"flags":{},"randomImg":false},"items":[],"effects":[],"ownership":{"default":0,"yThCrv1jSfPXOC2U":3},"flags":{"core":{"sourceId":"Actor.C50nYHLJQS5JpWqu"}},"_stats":{"systemId":"cyphersystem","systemVersion":"2.3.0","coreVersion":"10.291","createdTime":1676287609684,"modifiedTime":1676797809267,"lastModifiedBy":"yThCrv1jSfPXOC2U"},"folder":null,"sort":0,"_id":"NVr1JYXJvKeTc979"} +{"name":"Wraith (fantasy)","type":"npc","img":"icons/svg/mystery-man.svg","system":{"version":2,"basic":{"level":2},"pools":{"health":{"value":6,"max":6}},"combat":{"damage":3,"armor":1},"description":"","notes":"

When a spirit of a dead creature fails to find its way to the afterworld, escapes the same, or is summoned forth by a necromancer, it may become a wraith: a bodiless spirit of rage and loss. A wraith appears as a shadowy or misty figure that can resemble the humanoid figure it once was, though wraiths tend to swarm together, making it difficult to distinguish them from each other.

\n

Wraiths are often mindless, consumed by their condition. But on occasion, a wraith not too far gone still remembers its life and may respond to questions or seek to locate its loved ones or enemies. A wraith may even attempt to finish a task it started in life. But in time, even the strongest-willed spirit’s mind erodes without physical substance to renew it, and it becomes an almost mindless monster of destruction.

\n

Motive: Destruction

\n

Environment: Almost anywhere, singly or in groups of six to ten

\n

Health: 6

\n

Damage Inflicted: 3 points

\n

Armor: 1

\n

Movement: Short while flying

\n

Modifications: Stealth as level 5

\n

Combat: A wraith attacks with its touch, which rots flesh and drains life.

\n

A wraith can become fully insubstantial. After it does so, the creature can’t change state again until its next turn. While insubstantial, it can’t affect or be affected by anything (except for weapons and attacks that specifically affect undead or phased creatures), and it can pass through solid matter without hindrance, but even simple magical wards can keep it at bay. While partly insubstantial (its normal state), a wraith can affect and be affected by others normally.

\n

A group of five wraiths can act as a swarm, focusing on one target to make one attack roll as a single level 4 creature dealing 5 points of damage. Interaction: Most wraiths moan and scream in rage. The rare few that retain reason can speak in a sepulchral voice, and they may even negotiate. Any alliance with a wraith is usually short-lived, since the creature eventually forgets itself and descends fully into rage and the desire to spread destruction.

\n

Use: The PCs are attacked while attending a burial, or they happen to pass close to or camp near a graveyard. Another swarm of wraiths appears in a location where an earlier group was destroyed (indicating a necromancer is summoning them).

\n

GM Intrusion: The wraith screams out, summoning [[/r 1d6]] more wraiths from the afterworld.

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A harpy is a hideous, filthy creature with the body of a large vulture and the neck and head of an ugly human. Their breath reeks of decay, their wings and talons drip with an unpleasant oil, and their eyes shed acrid tears. They love to torment people and lure them to their deaths.

\n

Motive: Hungers for flesh, causing anguish

\n

Environment: Coastline, forest, and mountains

\n

Health: 9

\n

Damage Inflicted: 4 points

\n

Movement: Short; long when flying

\n

Modifications: Perception and Speed defense as level 4

\n

Combat: Harpies are fast and strong, capable of carrying off a light adult human. They attack with their long talons.

\n

Anything a harpy touches becomes fouled with their smelly fluids, and one harpy energetically flapping their wings is enough to contaminate an immediate area. Their fluids are repulsive but not directly harmful, and the smell persists even after a casual washing. Any food touched by harpy filth is inedible to anyone but a harpy. Creatures with a sensitive sense of smell (such as dogs and wolves) are hindered when within a short distance of a harpy. It is common for a group of harpies to attack a campsite or festival, spread their stink over everything, and fly away with whatever food they can carry.

\n

A harpy can sing a weird, entrancing song that hypnotizes whoever hears it. Anyone within long range who hears the song must make an Intellect defense roll or stop whatever they are doing and attempt to approach the harpy. If the creature comes within an immediate distance of a singing harpy, they stand there dumbly even as the harpy attacks them. The creature can make another attempt to break free each round on its turn, and taking damage from anything other than a singing harpy allows them another attempt to break free. Five or more harpies can work together on the same song (treat as a level 5 effect). Harpies are cruel and have been known to lead an entranced creature into a pit, off a cliff, or over the railing of a ship.

\n

Interaction: Other than their singing, harpies do not usually speak with other creatures. They are more likely to jeer and screech at people like an angry bird than try to communicate.

\n

Use: A flock of harpies torments a village during its harvest festival, ruining the celebration and some of the food set aside for the winter. Sailors speak of a lonely island where an old, blind king starves because harpies steal or foul any food set out for him.

\n

Loot: A harpy nest may have one or two cyphers or other valuables, but the items will smell disgusting unless carefully washed.

\n

GM Intrusion: A harpy snatches something a character is wearing or carrying on a failed Speed defense roll. The harpy throws away or flees with the stolen item.

","settings":{"general":{"initiativeBonus":0,"hideArchive":false},"equipment":{"ammo":{"active":false},"attacks":{"active":false},"armor":{"active":false},"cyphers":{"active":false,"label":""},"artifacts":{"active":false,"label":""},"oddities":{"active":false,"label":""},"materials":{"active":false,"label":""}}}},"prototypeToken":{"name":"Harpy","displayName":20,"actorLink":false,"texture":{"src":"icons/svg/mystery-man.svg","scaleX":1,"scaleY":1,"offsetX":0,"offsetY":0,"rotation":0,"tint":null},"width":1,"height":1,"lockRotation":false,"rotation":0,"alpha":1,"disposition":0,"displayBars":40,"bar1":{"attribute":"pools.health"},"bar2":{"attribute":"basic.level"},"light":{"alpha":0.5,"angle":360,"bright":0,"color":null,"coloration":1,"dim":0,"attenuation":0.5,"luminosity":0.5,"saturation":0,"contrast":0,"shadows":0,"animation":{"type":null,"speed":5,"intensity":5,"reverse":false},"darkness":{"min":0,"max":1}},"sight":{"enabled":false,"range":null,"angle":360,"visionMode":"basic","color":null,"attenuation":0.1,"brightness":0,"saturation":0,"contrast":0},"detectionModes":[],"flags":{},"randomImg":false},"items":[],"effects":[],"ownership":{"default":0,"yThCrv1jSfPXOC2U":3},"flags":{"core":{"sourceId":"Actor.hr9NN70kwZ77hOHj"}},"_stats":{"systemId":"cyphersystem","systemVersion":"2.3.0","coreVersion":"10.291","createdTime":1676279667539,"modifiedTime":1676797809135,"lastModifiedBy":"yThCrv1jSfPXOC2U"},"folder":null,"sort":0,"_id":"OIuZXDRZayWdaUWG"} +{"name":"Hydra","type":"npc","img":"icons/svg/mystery-man.svg","system":{"version":2,"basic":{"level":7},"pools":{"health":{"value":24,"max":24}},"combat":{"damage":7,"armor":1},"description":"","notes":"

This mythological reptile has five writhing serpent heads, each of which constantly exhales a venomous plume. Well over 20 feet (6 m) long from the tip of its longest head to its thrashing tail, the toxic beast’s most discomfiting feature is its magical ability to sprout new heads when it’s wounded.

\n

Some hydras dwell on land, others in water. Most seem to have been set as guardians of important places by higher powers, which is probably why they’re so difficult to kill.

\n

Motive: Hungers for flesh, defend a location

\n

Environment: Swamps, coasts, and forests

\n

Health: 24

\n

Damage Inflicted: 7 points

\n

Armor: 1

\n

Movement: Short when walking or swimming

\n

Modifications: Perception as level 8 due to its many heads; Speed defense as level 5 due to size

\n

Combat: Even approaching a hydra is dangerous; the air around it is poisoned by its venomous breath. Each round a creature is within immediate range of a hydra, they must succeed on a Might defense task or take 1 point of Speed damage (ignores Armor).

\n

All five of a hydra’s heads can simultaneously bite foes in immediate range. If three or more heads coordinate their attack, the heads make one attack as a single level 9 creature dealing 9 points of damage. A target bitten by the venomous hydra must also succeed on a Might defense task or take an additional 2 points of Speed damage (ignores Armor).

\n

Whenever the hydra takes 4 or more points of damage from a single attack, a healing pulse surges through the creature a round later. The pulse returns the health just subtracted due to the attack and triggers the immediate growth of two additional heads that sprout from the creature. (The same thing happens if one of the creature’s snakelike heads is decapitated.) The new heads are just as effective as the original ones in a fight. Fire, electrical, and other extreme energy attacks do not trigger the healing pulse and head genesis.

\n

Interaction: A hydra is a cunning predator, but not intelligent. It can’t bargain or negotiate.

\n

Use: The PCs investigate an ancient ruin hoping to find artifacts of the gods. A hydra saw them enter and trails them through the crumbling structure at a considerable distance, waiting for them to take a rest or become otherwise distracted before attacking.

\n

Loot: Hydras sometimes collect cyphers and artifacts in their lair, or failing that, they guard something of value.

\n

GM Intrusion: The character reacts poorly to the poison in the air or a bite and goes into helpless convulsions for one round if they fail a Might defense task.

","settings":{"general":{"initiativeBonus":0,"hideArchive":false},"equipment":{"ammo":{"active":false},"attacks":{"active":false},"armor":{"active":false},"cyphers":{"active":false,"label":""},"artifacts":{"active":false,"label":""},"oddities":{"active":false,"label":""},"materials":{"active":false,"label":""}}}},"prototypeToken":{"name":"Hydra","displayName":20,"actorLink":false,"texture":{"src":"icons/svg/mystery-man.svg","scaleX":1,"scaleY":1,"offsetX":0,"offsetY":0,"rotation":0,"tint":null},"width":1,"height":1,"lockRotation":false,"rotation":0,"alpha":1,"disposition":0,"displayBars":40,"bar1":{"attribute":"pools.health"},"bar2":{"attribute":"basic.level"},"light":{"alpha":0.5,"angle":360,"bright":0,"color":null,"coloration":1,"dim":0,"attenuation":0.5,"luminosity":0.5,"saturation":0,"contrast":0,"shadows":0,"animation":{"type":null,"speed":5,"intensity":5,"reverse":false},"darkness":{"min":0,"max":1}},"sight":{"enabled":false,"range":null,"angle":360,"visionMode":"basic","color":null,"attenuation":0.1,"brightness":0,"saturation":0,"contrast":0},"detectionModes":[],"flags":{},"randomImg":false},"items":[],"effects":[],"ownership":{"default":0,"yThCrv1jSfPXOC2U":3},"flags":{"core":{"sourceId":"Actor.GVqBAzjoMJXSAUov"}},"_stats":{"systemId":"cyphersystem","systemVersion":"2.3.0","coreVersion":"10.291","createdTime":1676280483445,"modifiedTime":1676797809148,"lastModifiedBy":"yThCrv1jSfPXOC2U"},"folder":null,"sort":0,"_id":"OdZ7KQBxvQ3BgRMs"} +{"name":"Manticore","type":"npc","img":"icons/svg/mystery-man.svg","system":{"version":2,"basic":{"level":6},"pools":{"health":{"value":22,"max":22}},"combat":{"damage":8,"armor":1},"description":"","notes":"

A manticore is a fearsome predator that resembles a maned red lion with a human head and a scorpion’s tail. The head is bearded and has three rows of teeth in the upper and lower jaws, like a shark. The scorpion tail is covered in multiple barbs, and the creature can flick its tail to hurl these barbs at its prey. Manticores eat all of their prey, including the bones, clothing, and equipment, leaving nothing but a bloodstain as evidence of their hunting.

\n

Motive: Hungers for flesh (especially human flesh)

\n

Environment: Mountains and plains

\n

Health: 22

\n

Damage Inflicted: 8 points

\n

Armor: 1

\n

Movement: Long

\n

Modifications: Ranged attacks as level 5

\n

Combat: Manticores attack with their powerful bite, seeking to incapacitate or kill one opponent quickly so they can eat. Some are content to attack and consume a single target, but a large, hungry manticore prefers to wait until two or three creatures are nearby before attacking. A manticore has powerful legs and can leap up to a short distance in any direction, and often surprises its prey by leaping from concealment.

\n

Instead of biting, a manticore can use its poisonous scorpion-like tail to strike one creature in melee with a cluster of barbs, inflicting 4 points of damage (plus 4 additional points of Speed damage if the target fails a Might defense roll). With a flick of its tail, it can hurl up to four barbs up to a short distance away, striking one or more creatures in an immediate area. Each barb inflicts 1 point of damage, and the target must succeed on a Might defense roll or take 1 additional point of Speed damage.

\n

Interaction: Manticores can make trumpet-like noises that resemble speech, but this seems to be a trick to lure prey. Most of them are not intelligent enough to know how to speak human languages.

\n

Use: Weird musical noises resembling speech are heard from the nearby hills. People have been disappearing in fields and on the road, with only bloodstains on the ground suggesting that they were harmed.

\n

Loot: A manticore’s stomach might contain a piece of treasure or a cypher from a recent meal, and its lair may have one or two small objects it was unable to digest.

\n

GM Intrusion: The manticore attacks with its bite, then spins around to lash its opponent with its barbed tail.

","settings":{"general":{"initiativeBonus":0,"hideArchive":false},"equipment":{"ammo":{"active":false},"attacks":{"active":false},"armor":{"active":false},"cyphers":{"active":false,"label":""},"artifacts":{"active":false,"label":""},"oddities":{"active":false,"label":""},"materials":{"active":false,"label":""}}}},"prototypeToken":{"name":"Manticore","displayName":20,"actorLink":false,"texture":{"src":"icons/svg/mystery-man.svg","scaleX":1,"scaleY":1,"offsetX":0,"offsetY":0,"rotation":0,"tint":null},"width":1,"height":1,"lockRotation":false,"rotation":0,"alpha":1,"disposition":0,"displayBars":40,"bar1":{"attribute":"pools.health"},"bar2":{"attribute":"basic.level"},"light":{"alpha":0.5,"angle":360,"bright":0,"color":null,"coloration":1,"dim":0,"attenuation":0.5,"luminosity":0.5,"saturation":0,"contrast":0,"shadows":0,"animation":{"type":null,"speed":5,"intensity":5,"reverse":false},"darkness":{"min":0,"max":1}},"sight":{"enabled":false,"range":null,"angle":360,"visionMode":"basic","color":null,"attenuation":0.1,"brightness":0,"saturation":0,"contrast":0},"detectionModes":[],"flags":{},"randomImg":false},"items":[],"effects":[],"ownership":{"default":0,"yThCrv1jSfPXOC2U":3},"flags":{"core":{"sourceId":"Actor.RjCPP3UGueoVtu86"}},"_stats":{"systemId":"cyphersystem","systemVersion":"2.3.0","coreVersion":"10.291","createdTime":1676283835304,"modifiedTime":1676797809199,"lastModifiedBy":"yThCrv1jSfPXOC2U"},"folder":null,"sort":0,"_id":"OlWSSnBRsdFSSq4h"} +{"name":"Redivus","type":"npc","img":"icons/svg/mystery-man.svg","system":{"version":2,"basic":{"level":4},"pools":{"health":{"value":12,"max":12}},"combat":{"damage":5,"armor":4},"description":"","notes":"

Redivi spend most of their lives—uncounted millennia—hurtling through space. Most never encounter anything, but some few impact other worlds, are captured by alien spacecraft, or otherwise intercepted. Their traveling form resembles rocky space rubble the size of a small spacecraft—until they unfurl glowing magnetic plasma wings, revealing themselves as strange creatures of living mineral. Redivi can interact with almost any electronic system and manipulate electromagnetic fields.

\n

Redivi are searchers, all sent forth by the Great Mother, billions upon billions of them (they say), looking for the seed of the next great cosmic expansion. Thus, most redivi are consumed with finding out more, finding other redivi, and eventually, finding their “universal seed.”

\n

Motive: Knowledge

\n

Environment: Almost anywhere, searching

\n

Health: 12

\n

Damage Inflicted: 5 points

\n

Armor: 4

\n

Movement: Flies (magnetically levitates) a short distance each round

\n

Combat: The stone carapace of a redivus makes a huge “club” when it rams into foes. However, it can also control metal within short range, causing it to flex, animate, crush, or smash. For instance, targets wearing metal space suits are in trouble when that metal begins to unravel. Alternatively, a redivus can use nearby metal to wrap around a target and constrict it, inflicting 5 points of damage (ignores Armor) each round until the target can escape.

\n

Interaction: If any kind of radio or similar communication is in use, these creatures can commandeer it and speak through it, learning a new language seemingly over the course of minutes. Redivi will cooperate with reasonable requests and negotiate, especially if there’s a chance they’ll find out something new.

\n

Use: A redivi pod smashes into the side of the spacecraft, and might at first seem like some kind of attack or boarding action of something truly terrible.

\n

GM Intrusion: The character’s metal-containing equipment is stripped away, then used as ammunition against that PC or an ally.

","settings":{"general":{"initiativeBonus":0,"hideArchive":false},"equipment":{"ammo":{"active":false},"attacks":{"active":false},"armor":{"active":false},"cyphers":{"active":false,"label":""},"artifacts":{"active":false,"label":""},"oddities":{"active":false,"label":""},"materials":{"active":false,"label":""}}}},"prototypeToken":{"name":"Redivus","displayName":20,"actorLink":false,"texture":{"src":"icons/svg/mystery-man.svg","scaleX":1,"scaleY":1,"offsetX":0,"offsetY":0,"rotation":0,"tint":null},"width":1,"height":1,"lockRotation":false,"rotation":0,"alpha":1,"disposition":0,"displayBars":40,"bar1":{"attribute":"pools.health"},"bar2":{"attribute":"basic.level"},"light":{"alpha":0.5,"angle":360,"bright":0,"color":null,"coloration":1,"dim":0,"attenuation":0.5,"luminosity":0.5,"saturation":0,"contrast":0,"shadows":0,"animation":{"type":null,"speed":5,"intensity":5,"reverse":false},"darkness":{"min":0,"max":1}},"sight":{"enabled":false,"range":null,"angle":360,"visionMode":"basic","color":null,"attenuation":0.1,"brightness":0,"saturation":0,"contrast":0},"detectionModes":[],"flags":{},"randomImg":false},"items":[],"effects":[],"ownership":{"default":0,"yThCrv1jSfPXOC2U":3},"flags":{"core":{"sourceId":"Actor.4enXWHnPF2ZyJSLw"}},"_stats":{"systemId":"cyphersystem","systemVersion":"2.3.0","coreVersion":"10.291","createdTime":1676458779364,"modifiedTime":1676797809263,"lastModifiedBy":"yThCrv1jSfPXOC2U"},"folder":null,"sort":0,"_id":"PFd0gZw4dGNFr7Qm"} +{"_id":"PIJ3eSbmYUGztjb1","name":"Vampire, transitional","type":"npc","img":"icons/svg/mystery-man.svg","items":[],"effects":[],"folder":null,"sort":0,"flags":{},"system":{"version":2,"basic":{"level":3},"pools":{"health":{"value":12,"max":12}},"combat":{"damage":4,"armor":0},"description":"","notes":"

When humans are “visited upon” (bitten) by a vampire, they might be killed, or they might be left alive to begin a slow transformation into a creature of the night. If victims are bitten three times, they become a vampire forever under the control of the one that bit them. From the time of the first bite until their complete transformation after the third bite, they are transitional vampires. Ways to return transitional vampires to normal include using special ancient rituals or destroying the vampire that bit them in the first place.

\n

Transitional vampires usually serve as guardians, consorts, or spies for their masters.

\n

Motive: Thirsts for blood

\n

Environment: Anywhere, usually solitary but sometimes in groups of two or three

\n

Health: 12

\n

Damage Inflicted: 4 points

\n

Movement: Short

\n

Modifications: Climb and stealth as level 4

\n

Combat: Transitional vampires can maintain a human existence during the day without any of a vampire’s powers or weaknesses. However, they have a disdain for garlic and the sun. At night they take on all the characteristics of a vampire, and if confronted by any of the traditional vampiric weaknesses (a wooden stake, a cross, and so on), they flee unless their master is present.

\n

Interaction: Transitional vampires are utterly devoted to their master.

\n

Use: Transitional vampires lie in the intersection of foe and victim. A loved one or trusted companion who has been turned into a transitional vampire will try to betray, defeat, and kill the PCs, but the characters are motivated to save them rather than destroy them.

","settings":{"general":{"initiativeBonus":0,"hideArchive":false},"equipment":{"ammo":{"active":false},"attacks":{"active":false},"armor":{"active":false},"cyphers":{"active":false,"label":""},"artifacts":{"active":false,"label":""},"oddities":{"active":false,"label":""},"materials":{"active":false,"label":""}},"skills":{},"abilities":{}},"teen":{"pools":{},"basic":{},"settings":{}}},"ownership":{"default":0,"N1n5f3sdQOJFmoJe":3},"prototypeToken":{"name":"Vampire, transitional","displayName":20,"actorLink":false,"width":1,"height":1,"lockRotation":false,"rotation":0,"alpha":1,"light":{"alpha":0.5,"angle":360,"bright":0,"coloration":1,"dim":0,"luminosity":0.5,"saturation":0,"contrast":0,"shadows":0,"animation":{"speed":5,"intensity":5,"reverse":false,"type":null},"darkness":{"min":0,"max":1},"attenuation":0.5,"color":null},"disposition":0,"displayBars":40,"bar1":{"attribute":"pools.health"},"bar2":{"attribute":"basic.level"},"flags":{},"randomImg":false,"texture":{"src":"icons/svg/mystery-man.svg","scaleX":1,"scaleY":1,"offsetX":0,"offsetY":0,"rotation":0,"tint":null},"sight":{"angle":360,"enabled":false,"range":0,"brightness":1,"visionMode":"basic","color":null,"attenuation":0.1,"saturation":0,"contrast":0},"detectionModes":[]},"_stats":{"systemId":"cyphersystem","systemVersion":"2.3.0","coreVersion":"10.291","createdTime":null,"modifiedTime":1676797809341,"lastModifiedBy":"yThCrv1jSfPXOC2U"}} +{"_id":"PlHlqDlwByGRX8T3","name":"Giant spider","type":"npc","img":"icons/svg/mystery-man.svg","items":[],"effects":[],"folder":null,"sort":0,"flags":{},"system":{"version":2,"basic":{"level":3},"pools":{"health":{"value":12,"max":12}},"combat":{"damage":3,"armor":0},"description":"","notes":"

Giant spiders result most commonly from radioactive accidents, magic, or genetic manipulation. Whatever their origin, they’re terrifying hunters large enough to predate people. The creatures range from the size of a large dog to the size of a large horse.

\n

Motive: Hungers for blood

\n

Environment: Anywhere webs can be spun in the dark

\n

Health: 12

\n

Damage Inflicted: 3 points

\n

Movement: Short; long when traveling on their webs

\n

Modifications: Perception as level 5; Speed defense as level 4 due to quickness

\n

Combat: A giant spider’s envenomed fangs inflict 3 points of damage, plus 3 points of Speed damage (ignores Armor) if a victim fails a Might defense roll. Debilitated victims are not killed but instead cocooned and hung for later dining. Giant spider webs (level 4) can hold victims immobile and unable to take actions until they manage to break free.

\n

Giant spiders lose their perception and Speed defense modifications in bright light and thus often retreat from intense illumination.

\n

Interaction: Most giant spiders are simple predators and react accordingly.

\n

Use: Giant spider webs can infest unlit alleys, dungeon corridors, dark forests, and darkened hallways of decommissioned genetic labs.

\n

Loot: Cocooned corpses of previous victims hanging in a giant spider’s web sometimes contain all manner of valuables, including cyphers.

\n

GM Intrusion: Giant spider eggs hatch, and a level 3 swarm of tiny spiders attacks the character.

","settings":{"general":{"initiativeBonus":0,"hideArchive":false},"equipment":{"ammo":{"active":false},"attacks":{"active":false},"armor":{"active":false},"cyphers":{"active":false,"label":""},"artifacts":{"active":false,"label":""},"oddities":{"active":false,"label":""},"materials":{"active":false,"label":""}},"skills":{},"abilities":{}},"teen":{"pools":{},"basic":{},"settings":{}}},"ownership":{"default":0,"N1n5f3sdQOJFmoJe":3},"prototypeToken":{"name":"Giant Spider","displayName":20,"actorLink":false,"width":1,"height":1,"lockRotation":false,"rotation":0,"alpha":1,"light":{"alpha":0.5,"angle":360,"bright":0,"coloration":1,"dim":0,"luminosity":0.5,"saturation":0,"contrast":0,"shadows":0,"animation":{"speed":5,"intensity":5,"reverse":false,"type":null},"darkness":{"min":0,"max":1},"attenuation":0.5,"color":null},"disposition":0,"displayBars":40,"bar1":{"attribute":"pools.health"},"bar2":{"attribute":"basic.level"},"flags":{},"randomImg":false,"texture":{"src":"icons/svg/mystery-man.svg","scaleX":1,"scaleY":1,"offsetX":0,"offsetY":0,"rotation":0,"tint":null},"sight":{"angle":360,"enabled":false,"range":0,"brightness":1,"visionMode":"basic","color":null,"attenuation":0.1,"saturation":0,"contrast":0},"detectionModes":[]},"_stats":{"systemId":"cyphersystem","systemVersion":"2.3.0","coreVersion":"10.291","createdTime":null,"modifiedTime":1676797809098,"lastModifiedBy":"yThCrv1jSfPXOC2U"}} +{"_id":"QFTQJ4Z4kmHVr23P","name":"Vat reject","type":"npc","img":"icons/svg/mystery-man.svg","items":[],"effects":[],"folder":null,"sort":0,"flags":{},"system":{"version":2,"basic":{"level":3},"pools":{"health":{"value":3,"max":3}},"combat":{"damage":1,"armor":0},"description":"","notes":"

Vat rejects come into being when clone vats meant to produce clone soldiers or similar mass-produced entities are corrupted. How the carefully controlled process becomes compromised varies, but possibilities include yeast contamination, sunspot activity, nanovirus evolution, or purposeful meddling with control parameters. Unskilled operators experimenting with derelict cloning equipment can also produce a vat of rejects.

\n

Vat rejects fear nothing and welcome death, except that their existential rage requires an outlet other than immediate suicide. Their warped forms mean that most are in constant pain, and they somehow understand that this was artificially stamped into them by their creators. Revenge is their only possible redemption.

\n

Motive: Self-destruction through endless aggression

\n

Environment: Anywhere in lost and lonely places

\n

Health: 9

\n

Damage Inflicted: 3 points

\n

Movement: Short

\n

Modifications: Speed defense as level 4 due to frenzied alacrity

\n

Combat: Vat rejects charge into battle with berserk speed, hindering defenses against their initial attack. All vat rejects are able to inflict damage directly by cutting, bashing, or biting a victim, depending on their particular morphology. Some also have additional abilities; roll a [[/r d6]] to determine the ability for each reject.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
d6Ability
1Reject deals +3 damage in melee (6 points total)
2Reject has short-range acid spit attack that inflicts 2 points of damage, plus 2 points of damage each additional round until victim succeeds on a Might defense roll
3Reject can fly a long distance as an action
4Reject has 2 Armor
5Reject has long-range destructive eye ray attack that inflicts 6 points of damage
6When struck by an attack, reject detonates in an immediate radius, inflicting 6 points of damage in a radioactive explosion (and 1 point even on a successful Speed defense roll)
\n

Interaction: Vat rejects are usually always enraged, making interaction nearly impossible. However, some may negotiate if offered a reasonable hope of salvation through extreme surgery or other transformation.

\n

Use: A long-missing derelict ship, famous for carrying a load of planet-buster superweapons, is found. However, salvagers discover it to be overrun by vat rejects. No one knows if the rejects plan to use the superweapons, if they have been released by someone else as a distraction, or if they are part of a mutated ship defense system.

\n

GM Intrusion: The vat reject also has a radioactive sting. On a failed Might defense roll, the character struck by the reject descends one step on the damage track.

","settings":{"general":{"initiativeBonus":0,"hideArchive":false},"equipment":{"ammo":{"active":false},"attacks":{"active":false},"armor":{"active":false},"cyphers":{"active":false,"label":""},"artifacts":{"active":false,"label":""},"oddities":{"active":false,"label":""},"materials":{"active":false,"label":""}},"skills":{},"abilities":{}},"teen":{"pools":{},"basic":{},"settings":{}}},"ownership":{"default":0,"N1n5f3sdQOJFmoJe":3},"prototypeToken":{"name":"Vat reject","displayName":20,"actorLink":false,"width":1,"height":1,"lockRotation":false,"rotation":0,"alpha":1,"light":{"alpha":0.5,"angle":360,"bright":0,"coloration":1,"dim":0,"luminosity":0.5,"saturation":0,"contrast":0,"shadows":0,"animation":{"speed":5,"intensity":5,"reverse":false,"type":null},"darkness":{"min":0,"max":1},"attenuation":0.5,"color":null},"disposition":0,"displayBars":40,"bar1":{"attribute":"pools.health"},"bar2":{"attribute":"basic.level"},"flags":{},"randomImg":false,"texture":{"src":"icons/svg/mystery-man.svg","scaleX":1,"scaleY":1,"offsetX":0,"offsetY":0,"rotation":0,"tint":null},"sight":{"angle":360,"enabled":false,"range":0,"brightness":1,"visionMode":"basic","color":null,"attenuation":0.1,"saturation":0,"contrast":0},"detectionModes":[]},"_stats":{"systemId":"cyphersystem","systemVersion":"2.3.0","coreVersion":"10.291","createdTime":null,"modifiedTime":1676797809343,"lastModifiedBy":"yThCrv1jSfPXOC2U"}} +{"name":"Worm that walks","type":"npc","img":"icons/svg/mystery-man.svg","system":{"version":2,"basic":{"level":7},"pools":{"health":{"value":30,"max":30}},"combat":{"damage":7,"armor":1},"description":"","notes":"

This sodden, leather-wrapped humanoid smells of the sea. It moves effortlessly through the air, levitating above the ground while its damp wrappings writhe and squirm as if infested with thousands of worms—because they are.

\n

Each worm that walks is a mass of psionic grubs squirming through a slush of salty ooze. Individually the grubs are harmless vermin, but together they’re a sentient entity, a single psionic mind formed of thousands of tiny, maggot-like pupae.

\n

The tightly wound leather straps covering a worm that walks are just as important for hiding its true nature as for adhesion. Despite being fully encased, the worm that walks senses its environment with a hard-to-fool sixth sense.

\n

Motive: Domination of other creatures, hunger

\n

Environment: Almost anywhere

\n

Health: 30

\n

Damage Inflicted: 7 points

\n

Armor: 1

\n

Movement: Immediate; short when flying

\n

Modifications: Perception as level 8; Speed defense as level 5 due to slow nature

\n

Combat: A worm that walks can strike a single target in immediate range with a leather-wrapped “fist” as its action. When it hits and deals damage, several grubs spill out and attach to the victim (getting under most armor unless it’s hermetically sealed or behind a force field), who must make a Might defense roll to shake them loose. On a failure, the grubs begin to feed, and the target takes 5 points of damage (ignores Armor).

\n

If a victim is killed while in immediate range of a worm that walks, the worms automatically engulf the body through a wide opening in their wrappings. The grubs go into a feeding frenzy, reducing the remains to nothing within minutes. During the frenzy, the worm that walks regenerates 2 points of health per round. A victim’s equipment is retained for later study.

\n

A worm that walks can also emit a psychic burst that can target up to three creatures in short range as its action. On a failed Intellect defense roll, a victim suffers 4 points of Intellect damage (ignores Armor) and is unable to take actions on their subsequent turn. If the victim is attacked while so stunned, their defenses are hindered by two steps.

\n

Interaction: A worm that walks can communicate telepathically with characters within short range. It negotiates only with those strong enough to harm it; otherwise, it tries to eat whoever it runs across. Even if the worm that walks makes a deal, it eventually reneges if it senses any advantage for doing so.

\n

Use: A worm that walks has been active in a small rural community for weeks, apparently in preparation for something it calls “the Great Hatching.” If that refers to the hatching of more psychic grubs, it could spell trouble for a much larger region.

\n

Loot: A worm that walks might have one or two cyphers, though during combat it will use any devices that could help it in the fight.

\n

GM Intrusion: A character struck by the worm that walks notices that they weren’t able to shake off all the grubs that spilled out. If they fail a Speed defense roll, a grub dives into their flesh and travels through their body, its route visible beneath their skin. The character is distracted (all tasks hindered) until the grub dies one minute later or is otherwise extracted

","settings":{"general":{"initiativeBonus":0,"hideArchive":false},"equipment":{"ammo":{"active":false},"attacks":{"active":false},"armor":{"active":false},"cyphers":{"active":false,"label":""},"artifacts":{"active":false,"label":""},"oddities":{"active":false,"label":""},"materials":{"active":false,"label":""}}}},"prototypeToken":{"name":"Worm that walks","displayName":20,"actorLink":false,"texture":{"src":"icons/svg/mystery-man.svg","scaleX":1,"scaleY":1,"offsetX":0,"offsetY":0,"rotation":0,"tint":null},"width":1,"height":1,"lockRotation":false,"rotation":0,"alpha":1,"disposition":0,"displayBars":40,"bar1":{"attribute":"pools.health"},"bar2":{"attribute":"basic.level"},"light":{"alpha":0.5,"angle":360,"bright":0,"color":null,"coloration":1,"dim":0,"attenuation":0.5,"luminosity":0.5,"saturation":0,"contrast":0,"shadows":0,"animation":{"type":null,"speed":5,"intensity":5,"reverse":false},"darkness":{"min":0,"max":1}},"sight":{"enabled":false,"range":null,"angle":360,"visionMode":"basic","color":null,"attenuation":0.1,"brightness":0,"saturation":0,"contrast":0},"detectionModes":[],"flags":{},"randomImg":false},"items":[],"effects":[],"ownership":{"default":0,"yThCrv1jSfPXOC2U":3},"flags":{"core":{"sourceId":"Actor.2tDcFiMaKxLc2eZL"}},"_stats":{"systemId":"cyphersystem","systemVersion":"2.3.0","coreVersion":"10.291","createdTime":1676288578420,"modifiedTime":1676797809356,"lastModifiedBy":"yThCrv1jSfPXOC2U"},"folder":null,"sort":0,"_id":"Qu2uTrDk8XFbyvJJ"} +{"name":"Exoslime","type":"npc","img":"icons/svg/mystery-man.svg","system":{"version":2,"basic":{"level":6},"pools":{"health":{"value":33,"max":33}},"combat":{"damage":6,"armor":0},"description":"","notes":"

Amoeboid life predominates in some environments. Sometimes, it slimes asteroid crevices or its greasy residue is found on abandoned spacecraft. In a few cases, large portions of entire worlds are covered in living seas of translucent protoplasm. Individual volumes of exoslime are 5 m (15 foot) diameter moldlike blobs. Exoslimes possess independent minds, but in some settings may be manufactured entities designed to explore new locations, interact with aliens, or subjugate aliens.

\n

Exoslimes can learn to respect the autonomy of other creatures, though their natural instinct is to absorb novel objects and creatures they discover in order to learn about them. Exoslimes can also replicate anything they absorb, even a previously eaten living intelligent being.

\n

Motive: Hungers for information

\n

Environment: Moist and warm areas

\n

Health: 33

\n

Damage Inflicted: 6 points

\n

Movement: Immediate; immediate when climbing or burrowing

\n

Modifications: Speed defense as level 5 due to size

\n

Combat: Though slow, an exoslime is dangerous. When roused, all characters within immediate range of an exoslime must succeed on a Might defense roll each round or be touched by the heaving mass. A victim adheres to the slime’s surface and takes 6 points of acid damage each round. The victim must succeed on a Might defense roll to pull free. A victim who dies from this damage is consumed by the exoslime. The exoslime may later create a duplicate of any previously devoured fleshy creature, a process requiring about three rounds to complete. Duplicates have full autonomy, and can communicate with the slime.

\n

Interaction: An exoslime prefers to eat a newly-encountered creature, then create a duplicate of it to act as a translator. Of course, a stranger might not understand why the exoslime is trying to eat it.

\n

Use: The sample brought in from the exterior has a weird, mucus-like growth that seems able to slowly eat through most materials.

\n

GM Intrusion: The character escapes an exoslime attack, but a piece of quivering protoplasm remains stuck to their flesh, eating away at 1 point of Speed damage (ignores Armor) each round until the character succeeds on a Might roll as an action.

","settings":{"general":{"initiativeBonus":0,"hideArchive":false},"equipment":{"ammo":{"active":false},"attacks":{"active":false},"armor":{"active":false},"cyphers":{"active":false,"label":""},"artifacts":{"active":false,"label":""},"oddities":{"active":false,"label":""},"materials":{"active":false,"label":""}}}},"prototypeToken":{"name":"Exoslime","displayName":20,"actorLink":false,"texture":{"src":"icons/svg/mystery-man.svg","scaleX":1,"scaleY":1,"offsetX":0,"offsetY":0,"rotation":0,"tint":null},"width":1,"height":1,"lockRotation":false,"rotation":0,"alpha":1,"disposition":0,"displayBars":40,"bar1":{"attribute":"pools.health"},"bar2":{"attribute":"basic.level"},"light":{"alpha":0.5,"angle":360,"bright":0,"color":null,"coloration":1,"dim":0,"attenuation":0.5,"luminosity":0.5,"saturation":0,"contrast":0,"shadows":0,"animation":{"type":null,"speed":5,"intensity":5,"reverse":false},"darkness":{"min":0,"max":1}},"sight":{"enabled":false,"range":null,"angle":360,"visionMode":"basic","color":null,"attenuation":0.1,"brightness":0,"saturation":0,"contrast":0},"detectionModes":[],"flags":{},"randomImg":false},"items":[],"effects":[],"ownership":{"default":0,"yThCrv1jSfPXOC2U":3},"flags":{"core":{"sourceId":"Actor.tTEhnWmjFJIBtOW3"}},"_stats":{"systemId":"cyphersystem","systemVersion":"2.3.0","coreVersion":"10.291","createdTime":1676451107421,"modifiedTime":1676797809031,"lastModifiedBy":"yThCrv1jSfPXOC2U"},"folder":null,"sort":0,"_id":"RUhxecjxbA7xL8hC"} +{"name":"Sentinel tree","type":"npc","img":"icons/svg/mystery-man.svg","system":{"version":2,"basic":{"level":3},"pools":{"health":{"value":12,"max":12}},"combat":{"damage":3,"armor":1},"description":"","notes":"

Depending on the sci-fi setting, sentinel trees are mutated trees that grow near radioactive craters dimpling the landscape, alien plant-life that evolved in a different biosphere (or dimension), or the result of intensive gene-tailoring, possibly of the illegal sort. Regardless of their provenance, sentinel trees resemble thorny masses of knotted vines. Razor-sharp glass-like leaves flex like claws, and vibrating pods glisten, ready to detonate if thrown. If cultivated, they may take on a shape designed to further frighten—or at least warn away— those who see one. Sentinel trees are mobile, aggressive, and feed on almost any sort of organic matter. Once it brings down prey, it sinks barbed roots in the body for feeding and decomposition.

\n

Motive: Feed

\n

Environment: In groves of three to six, able to tolerate most atmospheres (even thin ones, like on Mars) but not vacuum

\n

Health: 12

\n

Damage Inflicted: 3 points

\n

Armor: 1

\n

Movement: Immediate

\n

Combat: Sentinel trees can fling a vibrating pod at a target within long range, which detonates on impact, inflicting 3 points of damage on all targets within immediate range of the blast. Targets must also succeed on a Might defense roll or be poisoned for 3 points of damage, plus 3 points again each subsequent round until a Might task is successful.

\n

A sentinel tree can also lash out with its barbed vines at a target within immediate range, inflicting 3 points of damage. Melee targets must also succeed on a Might defense roll or become entangled and unable to take physical actions until they can break free on their turn.

\n

Interaction: Sentinel trees are about as smart as well-trained guard dogs. They can’t speak, but can understand some words and gestures.

\n

Use: A grove of sentinel trees guard a compound that the characters need to break into.

\n

GM Intrusion: The character caught in the detonation is blinded with tiny black seeds until they use a recovery roll to remove the condition. (The recovery use doesn’t return points to a Pool.)

","settings":{"general":{"initiativeBonus":0,"hideArchive":false},"equipment":{"ammo":{"active":false},"attacks":{"active":false},"armor":{"active":false},"cyphers":{"active":false,"label":""},"artifacts":{"active":false,"label":""},"oddities":{"active":false,"label":""},"materials":{"active":false,"label":""}}}},"prototypeToken":{"name":"Sentinel tree","displayName":20,"actorLink":false,"texture":{"src":"icons/svg/mystery-man.svg","scaleX":1,"scaleY":1,"offsetX":0,"offsetY":0,"rotation":0,"tint":null},"width":1,"height":1,"lockRotation":false,"rotation":0,"alpha":1,"disposition":0,"displayBars":40,"bar1":{"attribute":"pools.health"},"bar2":{"attribute":"basic.level"},"light":{"alpha":0.5,"angle":360,"bright":0,"color":null,"coloration":1,"dim":0,"attenuation":0.5,"luminosity":0.5,"saturation":0,"contrast":0,"shadows":0,"animation":{"type":null,"speed":5,"intensity":5,"reverse":false},"darkness":{"min":0,"max":1}},"sight":{"enabled":false,"range":null,"angle":360,"visionMode":"basic","color":null,"attenuation":0.1,"brightness":0,"saturation":0,"contrast":0},"detectionModes":[],"flags":{},"randomImg":false},"items":[],"effects":[],"ownership":{"default":0,"yThCrv1jSfPXOC2U":3},"flags":{"core":{"sourceId":"Actor.uBUn2fSGTH6uPB1J"}},"_stats":{"systemId":"cyphersystem","systemVersion":"2.3.0","coreVersion":"10.291","createdTime":1676458877047,"modifiedTime":1676797809270,"lastModifiedBy":"yThCrv1jSfPXOC2U"},"folder":null,"sort":0,"_id":"RaPHj3KPpslWyktz"} +{"_id":"StSE44DNprZ4X4t8","name":"Goblin","type":"npc","img":"icons/svg/mystery-man.svg","items":[],"effects":[],"folder":null,"sort":0,"flags":{},"system":{"version":2,"basic":{"level":1},"pools":{"health":{"value":3,"max":3}},"combat":{"damage":2,"armor":0},"description":"","notes":"

Goblins are wicked, grasping, and perversely resourceful. Usually no larger than children, they can seem like pesky rabble, but that illusion hides something altogether more cunning. Tribe members work together to accomplish their goals of murder, kidnapping, and theft.

\n

Motive: Greed and theft

\n

Environment: Tunnels and caves, usually in groups of ten or more

\n

Health: 3

\n

Damage Inflicted: 2 points

\n

Movement: Short

\n

Modifications: Tasks related to perception, stealth, and setting traps as level 5

\n

Combat: Goblins attack from the shadows with ambushes and hit-and-run tactics. When they have surprise, they attack as level 4 creatures and deal 2 additional points of damage, and they attempt to draw larger prey into level 5 traps they’ve previously set. They often flee in the face of real danger.

\n

Interaction: Goblins are lying tricksters but can be cowed into cooperating for short periods.

\n

Use: Thieves and murderers, goblins are foes to all, even rival goblin tribes.

\n

Loot: Aside from weapons, each goblin carries a personal stash, including bones, shiny rocks, sticks, and other bits of worthless trash, plus currency equivalent to an inexpensive item.

\n

GM Intrusion: The goblin poisoned its knife. If struck, the character must make a Might defense roll or immediately move one step down the damage track.

","settings":{"general":{"initiativeBonus":0,"hideArchive":false},"equipment":{"ammo":{"active":false},"attacks":{"active":false},"armor":{"active":false},"cyphers":{"active":false,"label":""},"artifacts":{"active":false,"label":""},"oddities":{"active":false,"label":""},"materials":{"active":false,"label":""}},"skills":{},"abilities":{}},"teen":{"pools":{},"basic":{},"settings":{}}},"ownership":{"default":0,"N1n5f3sdQOJFmoJe":3},"prototypeToken":{"name":"Goblin","displayName":20,"actorLink":false,"width":1,"height":1,"lockRotation":false,"rotation":0,"alpha":1,"light":{"alpha":0.5,"angle":360,"bright":0,"coloration":1,"dim":0,"luminosity":0.5,"saturation":0,"contrast":0,"shadows":0,"animation":{"speed":5,"intensity":5,"reverse":false,"type":null},"darkness":{"min":0,"max":1},"attenuation":0.5,"color":null},"disposition":0,"displayBars":40,"bar1":{"attribute":"pools.health"},"bar2":{"attribute":"basic.level"},"flags":{},"randomImg":false,"texture":{"src":"icons/svg/mystery-man.svg","scaleX":1,"scaleY":1,"offsetX":0,"offsetY":0,"rotation":0,"tint":null},"sight":{"angle":360,"enabled":false,"range":0,"brightness":1,"visionMode":"basic","color":null,"attenuation":0.1,"saturation":0,"contrast":0},"detectionModes":[]},"_stats":{"systemId":"cyphersystem","systemVersion":"2.3.0","coreVersion":"10.291","createdTime":null,"modifiedTime":1676797809102,"lastModifiedBy":"yThCrv1jSfPXOC2U"}} +{"name":"Minotaur","type":"npc","img":"icons/svg/mystery-man.svg","system":{"version":2,"basic":{"level":4},"pools":{"health":{"value":19,"max":19}},"combat":{"damage":6,"armor":1},"description":"","notes":"

Minotaurs are aggressive bull-humanoids who enjoy human flesh. Some legends say the first minotaur was the result of a curse from a god, and others suggest it was created by a demon, but the truth is lost to antiquity. Minotaurs care little about history or their origin, preferring to hunt for meat and spar with each other for dominance and trophies.

\n

Minotaurs live in small tribes of up to a dozen adults. Solitary minotaurs are exiles, last survivors of their tribe, or younger individuals claiming their own territory.

\n

Motive: Hungers for flesh

\n

Environment: Caves, plains, and labyrinths

\n

Health: 19

\n

Damage Inflicted: 6 points

\n

Armor: 1

\n

Movement: Short

\n

Modifications: Hunting and tracking as level 5

\n

Combat: Minotaurs attack with their horns or use large weapons. A minotaur can charge up to a short distance and then make an attack, which inflicts an additional 3 points of damage.

\n

Minotaurs are interested in mazes and mazelike spaces and like to wander within them, memorizing the paths and finding good places to stage ambushes. They leave out piles of equipment and useless treasures from previous victims to lure people into the maze and give the minotaur time to corner their prey.

\n

Sometimes one minotaur in a tribe develops simple magic powers and is able to create illusions of smoke or mist in an area a short distance across, turn invisible for a few moments, or enchant weapons to inflict bleeding wounds.

\n

Interaction: Minotaurs can speak, usually in their own language or another crude humanoid language. However, they typically choose not to speak to weaker creatures (such as humans).

\n

Use: A wandering gang of minotaurs has been stealing livestock from a local village and is ready to start hunting humans. A minotaur gladiator escaped from a secret underground arena and is stalking prey in the city. Something lurks in a corn maze, leaving nothing but bones and bloodstains.

\n

Loot: Minotaurs don’t have much use for coins but keep a few small trophies, such as ivory dice, gems, or simple jewelry. The most powerful minotaur in the tribe may have a cypher or even a mastercraft weapon.

\n

GM Intrusions: A minotaur smashes a nearby wall, causing part of the ceiling to collapse on one or more characters, inflicting 6 points of damage and trapping them until they can escape from the rubble.

\n

A minotaur grabs a character, who can resist with a Might or Speed defense roll; if they fail, the minotaur takes them up to a short distance away and disappears (behind an obstacle, into a maze, or in some other hiding spot).

","settings":{"general":{"initiativeBonus":0,"hideArchive":false},"equipment":{"ammo":{"active":false},"attacks":{"active":false},"armor":{"active":false},"cyphers":{"active":false,"label":""},"artifacts":{"active":false,"label":""},"oddities":{"active":false,"label":""},"materials":{"active":false,"label":""}}}},"prototypeToken":{"name":"Minotaur","displayName":20,"actorLink":false,"texture":{"src":"icons/svg/mystery-man.svg","scaleX":1,"scaleY":1,"offsetX":0,"offsetY":0,"rotation":0,"tint":null},"width":1,"height":1,"lockRotation":false,"rotation":0,"alpha":1,"disposition":0,"displayBars":40,"bar1":{"attribute":"pools.health"},"bar2":{"attribute":"basic.level"},"light":{"alpha":0.5,"angle":360,"bright":0,"color":null,"coloration":1,"dim":0,"attenuation":0.5,"luminosity":0.5,"saturation":0,"contrast":0,"shadows":0,"animation":{"type":null,"speed":5,"intensity":5,"reverse":false},"darkness":{"min":0,"max":1}},"sight":{"enabled":false,"range":null,"angle":360,"visionMode":"basic","color":null,"attenuation":0.1,"brightness":0,"saturation":0,"contrast":0},"detectionModes":[],"flags":{},"randomImg":false},"items":[],"effects":[],"ownership":{"default":0,"yThCrv1jSfPXOC2U":3},"flags":{"core":{"sourceId":"Actor.w7xgJKUUUwwHjA84"}},"_stats":{"systemId":"cyphersystem","systemVersion":"2.3.0","coreVersion":"10.291","createdTime":1676286173284,"modifiedTime":1676797809209,"lastModifiedBy":"yThCrv1jSfPXOC2U"},"folder":null,"sort":0,"_id":"TAoB5iG59oAv3uFC"} +{"_id":"U508Iiym5DOrLbCP","name":"Giant rat","type":"npc","img":"icons/svg/mystery-man.svg","items":[],"effects":[],"folder":null,"sort":0,"flags":{},"system":{"version":2,"basic":{"level":3},"pools":{"health":{"value":18,"max":18}},"combat":{"damage":4,"armor":0},"description":"","notes":"

Giant rats are as large as big attack dogs, just as vicious, and more wily. Some giant rats are the lone matriarchs of a pack of ordinary level 1 rats, and others are just one of several making up a colony of oversized rodents. Like their smaller cousins, giant rats are known for harboring virulent disease.

\n

Motive: Defense, reproduction

\n

Environment: Anywhere in ruins or sewers, in groups of one to seven

\n

Health: 18

\n

Damage Inflicted: 4 points

\n

Movement: Short; long when jumping

\n

Modifications: Perception as level 4; tasks related to overcoming obstacles and puzzles as level 5

\n

Combat: Victims damaged by a giant rat’s diseased teeth and claws take 4 points of damage and, on a failed Might defense roll, are infected with a level 5 disease. Within twelve hours, the victim’s lymph glands swell, creating visible buboes. Every twelve hours thereafter, the victim must succeed on a Might defense roll or take 5 points of ambient damage.

\n

Interaction: Giant rats stubbornly pursue prey, but they flee if that prey proves to be too strong.

\n

Use: A contact of the PCs dies of plague before they can deliver an important message. The PCs will have to backtrack the contact’s movements to discover what they wanted to say, which leads to a giant rat colony.

\n

GM Intrusion: A swarm of twelve ordinary rats—each level 1, but acting like a level 3 swarm—is summoned by the high-pitched squeaking of a giant rat.

","settings":{"general":{"initiativeBonus":0,"hideArchive":false},"equipment":{"ammo":{"active":false},"attacks":{"active":false},"armor":{"active":false},"cyphers":{"active":false,"label":""},"artifacts":{"active":false,"label":""},"oddities":{"active":false,"label":""},"materials":{"active":false,"label":""}},"skills":{},"abilities":{}},"teen":{"pools":{},"basic":{},"settings":{}}},"ownership":{"default":0,"N1n5f3sdQOJFmoJe":3},"prototypeToken":{"name":"Giant Rat","displayName":20,"actorLink":false,"width":1,"height":1,"lockRotation":false,"rotation":0,"alpha":1,"light":{"alpha":0.5,"angle":360,"bright":0,"coloration":1,"dim":0,"luminosity":0.5,"saturation":0,"contrast":0,"shadows":0,"animation":{"speed":5,"intensity":5,"reverse":false,"type":null},"darkness":{"min":0,"max":1},"attenuation":0.5,"color":null},"disposition":0,"displayBars":40,"bar1":{"attribute":"pools.health"},"bar2":{"attribute":"basic.level"},"flags":{},"randomImg":false,"texture":{"src":"icons/svg/mystery-man.svg","scaleX":1,"scaleY":1,"offsetX":0,"offsetY":0,"rotation":0,"tint":null},"sight":{"angle":360,"enabled":false,"range":0,"brightness":1,"visionMode":"basic","color":null,"attenuation":0.1,"saturation":0,"contrast":0},"detectionModes":[]},"_stats":{"systemId":"cyphersystem","systemVersion":"2.3.0","coreVersion":"10.291","createdTime":null,"modifiedTime":1676797809087,"lastModifiedBy":"yThCrv1jSfPXOC2U"}} +{"_id":"W7lOvxxSkcShe4Y9","name":"Elemental, fire","type":"npc","img":"icons/svg/mystery-man.svg","items":[],"effects":[],"folder":null,"sort":0,"flags":{},"system":{"version":2,"basic":{"level":4},"pools":{"health":{"value":24,"max":24}},"combat":{"damage":4,"armor":0},"description":"","notes":"

Searing flame in a vaguely humanoid shape, a fire elemental exists only to burn that which is not already ash. They sometimes spin into being where great conflagrations burn.

\n

Motive: Burn

\n

Environment: Anywhere fires can burn

\n

Health: 24

\n

Damage Inflicted: 4 to 7 points; see Combat

\n

Movement: Short

\n

Modifications: See Combat for escalating attack level modification.

\n

Combat: A fire elemental attacks with a flaming limb. The more the elemental burns foes, the more powerful it grows. Its power increases according to the number of successful attacks (that dealt fire damage) it made on another creature during the previous minute.

\n\n

If a fire elemental hasn’t burned a foe within the last minute, its combat stats drop back to its level 4 baseline.

\n

A fire elemental is immune to fire attacks but vulnerable to cold; every time it takes 1 point of cold damage, it takes 1 additional point of damage.

\n

Interaction: Fire elementals are barely sapient and usually respond only to those who know spells able to command them. However, there’s a chance (about 10%) that a fire elemental commanded to accomplish a particular task breaks free and instead burns whatever’s around until it exhausts all possible fuel sources.

\n

Use: A rash of fires leads some people to suspect that an arsonist is on the loose, but the truth is worse.

\n

GM Intrusion: A character hit by the fire elemental’s attack catches on fire and takes 3 points of damage each round until they use an action patting, rolling, or smothering the flames.

","settings":{"general":{"initiativeBonus":0,"hideArchive":false},"equipment":{"ammo":{"active":false},"attacks":{"active":false},"armor":{"active":false},"cyphers":{"active":false,"label":""},"artifacts":{"active":false,"label":""},"oddities":{"active":false,"label":""},"materials":{"active":false,"label":""}},"skills":{},"abilities":{}},"teen":{"pools":{},"basic":{},"settings":{}}},"ownership":{"default":0,"N1n5f3sdQOJFmoJe":3},"prototypeToken":{"name":"Fire Elemental","displayName":20,"actorLink":false,"width":1,"height":1,"lockRotation":false,"rotation":0,"alpha":1,"light":{"alpha":0.5,"angle":360,"bright":0,"coloration":1,"dim":0,"luminosity":0.5,"saturation":0,"contrast":0,"shadows":0,"animation":{"speed":5,"intensity":5,"reverse":false,"type":null},"darkness":{"min":0,"max":1},"attenuation":0.5,"color":null},"disposition":0,"displayBars":40,"bar1":{"attribute":"pools.health"},"bar2":{"attribute":"basic.level"},"flags":{},"randomImg":false,"texture":{"src":"icons/svg/mystery-man.svg","scaleX":1,"scaleY":1,"offsetX":0,"offsetY":0,"rotation":0,"tint":null},"sight":{"angle":360,"enabled":false,"range":0,"brightness":1,"visionMode":"basic","color":null,"attenuation":0.1,"saturation":0,"contrast":0},"detectionModes":[]},"_stats":{"systemId":"cyphersystem","systemVersion":"2.3.0","coreVersion":"10.291","createdTime":null,"modifiedTime":1676797809014,"lastModifiedBy":"yThCrv1jSfPXOC2U"}} +{"_id":"WcxUomm2dqg2s2mU","name":"Enthraller","type":"npc","img":"icons/svg/mystery-man.svg","items":[],"effects":[],"folder":null,"sort":0,"flags":{},"system":{"version":2,"basic":{"level":6},"pools":{"health":{"value":18,"max":18}},"combat":{"damage":4,"armor":1},"description":"","notes":"

Hundreds of thousands of years ago, enthraller ancestors psychically dominated a group of interstellar spacefarers who had the misfortune to land on the enthraller homeworld. Leapfrogging technological prowess by mentally commandeering the know-how of every new species they encountered using their stolen space vessel, the aliens fashioned the Enthraller Dominion, which stretches across vast swaths of space, cemented by the psychic control.

\n

Individual enthrallers are scary, but enthraller overlords are even more powerful thanks to technological aids. These include cranial circlets that give a single enthraller governor the ability to dominate a small city, solar-system-sized ring relays that boost their control across interstellar distances, and more.

\n

Recently, a newly contacted species of aliens developed the technological means to resist the mental influence of the enthrallers. Now war bubbles across the Enthraller Dominion. Sometimes individual enthrallers, stripped of their technological enhancements as a consequence of this war, flee into virgin space, looking for new soldiers to dominate.

\n

Motive: Domination of other creatures

\n

Environment: Almost anywhere, alone or in groups of three

\n

Health: 18

\n

Damage Inflicted: 4 points; see Combat

\n

Armor: 1

\n

Movement: Short

\n

Modifications: Speed defense as level 4; perception and ability to detect falsehoods as level 8

\n

Combat: An enthraller usually relies on dominated minions to make physical attacks on its behalf. An enthraller can make a psychic attack on a creature within short range. On a failed Intellect defense roll, the target acts as the enthraller mentally commands on its next action. If the same target is affected by this dominating attack a second time within a minute, the enthraller’s mental control lasts for one minute.

\n

Alternatively, as its action, an enthraller can emit a psychic burst that can target up to three creatures in short range. On a failed Intellect defense roll, a victim suffers 4 points of Intellect damage (ignores Armor) and is unable to take actions on their subsequent turn. If the victim is attacked while so stunned, their defense rolls are hindered by two steps.

\n

The enthraller’s attack is a form of mental feeding. If it moves a PC down the damage track, the creature regains 4 points of health.

\n

Interaction: An enthraller can communicate telepathically with characters within short range. It tries to mentally dominate whoever it runs across and will negotiate only with characters who are strong enough to harm it. Even if an enthraller makes a deal, it eventually reneges if it senses any advantage for doing so because it implicitly believes that other creatures are cattle.

\n

Use: A spacecraft (or perhaps an escape pod) crash lands. Inside, a hurt enthraller lies in suspended animation. Investigators are unlikely to realize the enthraller’s nature beforehand, but they certainly learn if they wake the alien.

\n

Loot: Enthrallers wear light armor suited for their forms. They might have one or two cyphers and, rarely, an artifact that boosts their already-fearsome mental capabilities.

\n

GM Intrusion: The enthraller’s intrusion into the character’s mind stirs up forgotten memories. The character must deal with the contents of these memories and perhaps why they were repressed.

","settings":{"general":{"initiativeBonus":0,"hideArchive":false},"equipment":{"ammo":{"active":false},"attacks":{"active":false},"armor":{"active":false},"cyphers":{"active":false,"label":""},"artifacts":{"active":false,"label":""},"oddities":{"active":false,"label":""},"materials":{"active":false,"label":""}},"skills":{},"abilities":{}},"teen":{"pools":{},"basic":{},"settings":{}}},"ownership":{"default":0,"N1n5f3sdQOJFmoJe":3},"prototypeToken":{"name":"Enthraller","displayName":20,"actorLink":false,"width":1,"height":1,"lockRotation":false,"rotation":0,"alpha":1,"light":{"alpha":0.5,"angle":360,"bright":0,"coloration":1,"dim":0,"luminosity":0.5,"saturation":0,"contrast":0,"shadows":0,"animation":{"speed":5,"intensity":5,"reverse":false,"type":null},"darkness":{"min":0,"max":1},"attenuation":0.5,"color":null},"disposition":0,"displayBars":40,"bar1":{"attribute":"pools.health"},"bar2":{"attribute":"basic.level"},"flags":{},"randomImg":false,"texture":{"src":"icons/svg/mystery-man.svg","scaleX":1,"scaleY":1,"offsetX":0,"offsetY":0,"rotation":0,"tint":null},"sight":{"angle":360,"enabled":false,"range":0,"brightness":1,"visionMode":"basic","color":null,"attenuation":0.1,"saturation":0,"contrast":0},"detectionModes":[]},"_stats":{"systemId":"cyphersystem","systemVersion":"2.3.0","coreVersion":"10.291","createdTime":null,"modifiedTime":1676797809026,"lastModifiedBy":"yThCrv1jSfPXOC2U"}} +{"name":"Mock organism","type":"npc","img":"icons/svg/mystery-man.svg","system":{"version":2,"basic":{"level":3},"pools":{"health":{"value":18,"max":18}},"combat":{"damage":5,"armor":2},"description":"","notes":"

Artificial life can be created by selective breeding, synthetic and genetic engineering, or by accidental miscalculation in some unrelated high-energy or food-research program. When artificial life takes a wrong turn, the results run the gamut from disappointing to dangerous. If an artificial entity starts out benign, it’s difficult to know if a hidden or slowly developing flaw will tip it over the edge into dangerous dysfunction—or if it just acts oddly because it doesn’t know the social cues.

\n

Should synthetic beings be treated as people, pets, or monsters to be stamped out and destroyed? That’s the eternal question and one that’s usually answered by those most afraid of potential dangers that might accompany the creation of something no one intended.

\n

Motive: Defense or destruction

\n

Environment: Usually in secluded locations alone unless hiding in unused storage rooms of a large facility

\n

Health: 18

\n

Damage Inflicted: 5 points

\n

Armor: 2

\n

Movement: Short

\n

Combat: A mock organism can release an electrical discharge against a target at short range. In melee, a mock organism’s poisoned claws inflict damage and require the target to succeed on a Might defense task, or the poison induces a coma-like slumber in the target. Each round the target fails to rouse—an Intellect task—they take 3 points of ambient damage.

\n

Interaction: A mock organism is intelligent and can sometimes be swayed by reason. It might be passive, but if disturbed in a place it thought was secure against intrusion, it could grow belligerent and even murderous. Once so roused, a mock organism might still be calmed, but all such attempts are hindered.

\n

Use: A scientist’s ruined lab contains several unexpected surprises, including a mock organism that yet grieves over the loss of its creator.

\n

Loot: A mock organism requires many parts. Salvage from a destroyed mock organism could result in a manifest cypher or two and another item that, with a bit of jury-rigging, works as an artifact.

\n

GM Intrusion: The character hit by the mock organism’s melee attack doesn’t take normal damage. Instead, the mock organism drops onto the character. The PC is pinned until they can succeed on a difficulty 6 Might-based task to escape. While pinned, the creation whispers mad utterances into the target’s ear.

","settings":{"general":{"initiativeBonus":0,"hideArchive":false},"equipment":{"ammo":{"active":false},"attacks":{"active":false},"armor":{"active":false},"cyphers":{"active":false,"label":""},"artifacts":{"active":false,"label":""},"oddities":{"active":false,"label":""},"materials":{"active":false,"label":""}}}},"prototypeToken":{"name":"Mock Organism","displayName":20,"actorLink":false,"texture":{"src":"icons/svg/mystery-man.svg","scaleX":1,"scaleY":1,"offsetX":0,"offsetY":0,"rotation":0,"tint":null},"width":1,"height":1,"lockRotation":false,"rotation":0,"alpha":1,"disposition":0,"displayBars":40,"bar1":{"attribute":"pools.health"},"bar2":{"attribute":"basic.level"},"light":{"alpha":0.5,"angle":360,"bright":0,"color":null,"coloration":1,"dim":0,"attenuation":0.5,"luminosity":0.5,"saturation":0,"contrast":0,"shadows":0,"animation":{"type":null,"speed":5,"intensity":5,"reverse":false},"darkness":{"min":0,"max":1}},"sight":{"enabled":false,"range":null,"angle":360,"visionMode":"basic","color":null,"attenuation":0.1,"brightness":0,"saturation":0,"contrast":0},"detectionModes":[],"flags":{},"randomImg":false},"items":[],"effects":[],"ownership":{"default":0,"yThCrv1jSfPXOC2U":3},"flags":{"core":{"sourceId":"Actor.ruX8suZc4K3YE5Gv"}},"_stats":{"systemId":"cyphersystem","systemVersion":"2.3.0","coreVersion":"10.291","createdTime":1676452617220,"modifiedTime":1676797809212,"lastModifiedBy":"yThCrv1jSfPXOC2U"},"folder":null,"sort":0,"_id":"WdSjINOj0PaVAnAS"} +{"_id":"WsWJRqBjUW1WO1Wp","name":"Wardroid","type":"npc","img":"icons/svg/mystery-man.svg","items":[],"effects":[],"folder":null,"sort":0,"flags":{},"system":{"version":2,"basic":{"level":6},"pools":{"health":{"value":30,"max":30}},"combat":{"damage":8,"armor":3},"description":"","notes":"

When star troopers need heavy support, they sometimes bring in wardroids. These fearsome robots, standing about 8 feet (2 m) tall, are ruthless even by trooper standards and are known to kill innocent bystanders as often as they kill foes. It is said that when wardroids are unleashed, wise troopers fall back and take cover.

\n

Motive: Maintain control, crush, kill, destroy

\n

Environment: Anywhere

\n

Health: 30

\n

Damage Inflicted: 8 points

\n

Armor: 3

\n

Movement: Short; some models can fly a short distance each round

\n

Modifications: Attacks as level 7

\n

Combat: A wardroid’s main weapon is a bank of laser blasters that it can use to attack up to three foes standing next to each other as one action. When damaged, a wardroid regains 1 point of health each round. Furthermore, each wardroid has one additional capability. Roll a [[/r d6]] to determine the ability.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
d6Ability
1Emit poison gas that inflicts 5 points of damage on organic beings in immediate range
2Project grenades up to long distance that detonate in an immediate radius, inflicting 5 points of damage
3Fire a beam that stuns an organic being for one round, during which it cannot take actions
4Emit a field that disrupts machines; technological devices and machine creatures in immediate range cannot function for one round
5Fire a piercing projectile up to long range that inflicts 6 points of damage that ignores physical armor (but not necessarily other Armor)
6Spray a corrosive that inflicts 5 points of damage on everything in immediate range
\n

Interaction: Interaction is difficult for those not authorized to communicate with a wardroid.

\n

Use: Wardroids are often deployed in groups of two or three to guard a vault or the entrance to a spacecraft, or to track down intruders aboard a space station.

\n

Loot: The remains of a wardroid can yield one or two cyphers to someone adept at salvage.

\n

GM Intrusion: When defeated, the wardroid detonates, inflicting 8 points of damage on all creatures within immediate range.

","settings":{"general":{"initiativeBonus":0,"hideArchive":false},"equipment":{"ammo":{"active":false},"attacks":{"active":false},"armor":{"active":false},"cyphers":{"active":false,"label":""},"artifacts":{"active":false,"label":""},"oddities":{"active":false,"label":""},"materials":{"active":false,"label":""}},"skills":{},"abilities":{}},"teen":{"pools":{},"basic":{},"settings":{}}},"ownership":{"default":0,"N1n5f3sdQOJFmoJe":3},"prototypeToken":{"name":"Wardroid","displayName":20,"actorLink":false,"width":1,"height":1,"lockRotation":false,"rotation":0,"alpha":1,"light":{"alpha":0.5,"angle":360,"bright":0,"coloration":1,"dim":0,"luminosity":0.5,"saturation":0,"contrast":0,"shadows":0,"animation":{"speed":5,"intensity":5,"reverse":false,"type":null},"darkness":{"min":0,"max":1},"attenuation":0.5,"color":null},"disposition":0,"displayBars":40,"bar1":{"attribute":"pools.health"},"bar2":{"attribute":"basic.level"},"flags":{},"randomImg":false,"texture":{"src":"icons/svg/mystery-man.svg","scaleX":1,"scaleY":1,"offsetX":0,"offsetY":0,"rotation":0,"tint":null},"sight":{"angle":360,"enabled":false,"range":0,"brightness":1,"visionMode":"basic","color":null,"attenuation":0.1,"saturation":0,"contrast":0},"detectionModes":[]},"_stats":{"systemId":"cyphersystem","systemVersion":"2.3.0","coreVersion":"10.291","createdTime":null,"modifiedTime":1676797809346,"lastModifiedBy":"yThCrv1jSfPXOC2U"}} +{"name":"Jotunn, frost","type":"npc","img":"icons/svg/mystery-man.svg","system":{"version":2,"basic":{"level":6},"pools":{"health":{"value":30,"max":30}},"combat":{"damage":9,"armor":2},"description":"","notes":"

Jotunns are a type of giant—large, somewhat intelligent, bad-tempered, and cultured in their own way, but generally hostile to humans and other “little folk.” Jotunns range from 9 to 20 feet (3 to 6 m) tall, are strong, have long hair, and wear armor and use weapons like humans do. Some are hideous, some are attractive by human standards, and some have multiple heads. They live in caves, lodges, or large castles.

\n

Frost jotunns are often called frost giants or ice giants. Their skin is pale white, pink, or blue, and their hair is usually white, pale blond, or actual ice. They prefer cold mountains and tundra, wear chainmail and furs, and use metal axes that channel powerful cold from their bodies.

\n

Motive: Destruction, hungers for flesh, honor

\n

Environment: Cold mountains and plains

\n

Health: 30

\n

Damage Inflicted: 6 points plus 3 points from cold

\n

Armor: 2 (immune to cold)

\n

Movement: Short; long when skiing

\n

Modifications: Speed defense as level 5 due to size; breaks and throws objects as level 8

\n

Combat: A frost jotunn uses weapons appropriate to its size (which would be two-handed for a human but can be wielded one-handed by the giant), inflicting 6 points of damage plus another 3 points of ambient cold damage conducted from the jotunn’s body. Jotunns throw boulders or chunks of ice up to very long range, inflicting 6 points of damage plus 3 points of cold damage.

\n

A jotunn can inflict 1 point of cold damage with a touch, and anyone touching it without protection against cold takes damage as if the jotunn had touched them. A slain frost jotunn and its equipment are too cold to safely touch for several minutes. Frost jotunns are immune to cold damage, but take additional damage from fire (equal to the attack’s normal damage, up to a maximum of 5 additional points of fire damage).

\n

Frost jotunn leaders sometimes have magical powers, usually related to illusions and weather.

\n

Interaction: Frost jotunns tend to be hostile, but if in a generous mood, they may allow visitors to dine with them or rest in their halls. Once they grant someone hospitality, they are loath to break it unless they are attacked, robbed, or tricked.

\n

Use: A frost jotunn throws a boulder just to be threatening. A clever jotunn offers to share a story in exchange for food and conversation. A clan of jotunns uses the cover of a storm to raid a village.

\n

Loot: Jotunns like fine things, and their homes usually have utensils, plates, weapons, and trophies made of precious materials and decorated with gems. They may have cyphers, and a leader may carry an artifact.

\n

GM Intrusion: The jotunn’s attack numbs one of the character’s limbs, hindering all actions with it by two steps until it is healed.

","settings":{"general":{"initiativeBonus":0,"hideArchive":false},"equipment":{"ammo":{"active":false},"attacks":{"active":false},"armor":{"active":false},"cyphers":{"active":false,"label":""},"artifacts":{"active":false,"label":""},"oddities":{"active":false,"label":""},"materials":{"active":false,"label":""}}}},"prototypeToken":{"name":"Jotunn, fire (norse giant)","displayName":20,"actorLink":false,"texture":{"src":"icons/svg/mystery-man.svg","scaleX":1,"scaleY":1,"offsetX":0,"offsetY":0,"rotation":0,"tint":null},"width":1,"height":1,"lockRotation":false,"rotation":0,"alpha":1,"disposition":0,"displayBars":40,"bar1":{"attribute":"pools.health"},"bar2":{"attribute":"basic.level"},"light":{"alpha":0.5,"angle":360,"bright":0,"color":null,"coloration":1,"dim":0,"attenuation":0.5,"luminosity":0.5,"saturation":0,"contrast":0,"shadows":0,"animation":{"type":null,"speed":5,"intensity":5,"reverse":false},"darkness":{"min":0,"max":1}},"sight":{"enabled":false,"range":null,"angle":360,"visionMode":"basic","color":null,"attenuation":0.1,"brightness":0,"saturation":0,"contrast":0},"detectionModes":[],"flags":{},"randomImg":false},"items":[],"effects":[],"ownership":{"default":0,"yThCrv1jSfPXOC2U":3},"flags":{"core":{"sourceId":"Actor.xlKdlQ2nBuhUFY8N"}},"_stats":{"systemId":"cyphersystem","systemVersion":"2.3.0","coreVersion":"10.291","createdTime":1676280675368,"modifiedTime":1676797809171,"lastModifiedBy":"yThCrv1jSfPXOC2U"},"folder":null,"sort":0,"_id":"YCWxXPw3Rwo3MODs"} +{"_id":"Z4Y7VaCkpXbCZ2yy","name":"Devil","type":"npc","img":"icons/svg/mystery-man.svg","items":[],"effects":[],"folder":null,"sort":0,"flags":{},"system":{"version":2,"basic":{"level":4,"biography":"

Devils are manifest evil. As “native fauna” of various tortuous nether realms, devils come in many forms, though most are iterations on a theme that includes a humanoid shape, large batwings, bestial faces, and twisting horns. Most stink of brimstone and sport tails that end in a fork. Devils fill the ranks of hellish armies, guard evil vaults, and appear at the magical summons of warlocks and sorcerers who are not afraid for the sanctity of their own souls.

\n

Motive: Collect souls

\n

Environment: Anywhere in various nether realms; sometimes called by mortal magic

\n

Health: 12

\n

Damage Inflicted: 5 points

\n

Armor: 3

\n

Movement: Short when walking or flying

\n

Modifications: All tasks related to deception as level 7

\n

Combat: When possible, a devil attacks with surprise. If successful, it unfurls two great wings and claws at the ends of its fingers. It leaps into the air, flies up to a short distance toward the nearest foe, and attacks that creature as a single action.

\n

Some devils carry tridents. The weapon inflicts 5 points of damage, and the target must either move to a position within an immediate distance chosen by the devil or take 2 additional points of damage from being impaled (a total of 7 points of damage). Impaled foes automatically take 5 points of damage each round until they use an action to pull themselves free.

\n

Interaction: Evil, cruel, and malevolent, devils are more than happy to talk, especially to those already caught and being readied for torture. Devils serve yet more powerful devils out of fear. If they find someone or something they fear more, they readily betray their master and become obsequious and cringing, though further betrayal is always on the table.

\n

Use: A spate of violent murders grips a city in fear—a devil has escaped into the world of mortals without a leash. It spends nights hunting anyone it spots from its perches atop the city’s holy places.

\n

GM intrusion: A devil anticipates the character’s melee attack and brings its wing down “just so” on the attacker’s weapon. If the character fails a Speed defense roll, the weapon breaks. Either way, the attack fails to hit the devil.

"},"pools":{"health":{"value":12,"max":12}},"combat":{"damage":5,"armor":3},"description":"","notes":"

Devils are manifest evil. As “native fauna” of various tortuous nether realms, devils come in many forms, though most are iterations on a theme that includes a humanoid shape, large batwings, bestial faces, and twisting horns. Most stink of brimstone and sport tails that end in a fork. Devils fill the ranks of hellish armies, guard evil vaults, and appear at the magical summons of warlocks and sorcerers who are not afraid for the sanctity of their own souls.

\n

Motive: Collect souls

\n

Environment: Anywhere in various nether realms; sometimes called by mortal magic

\n

Health: 12

\n

Damage Inflicted: 5 points

\n

Armor: 3

\n

Movement: Short when walking or flying

\n

Modifications: All tasks related to deception as level 7

\n

Combat: When possible, a devil attacks with surprise. If successful, it unfurls two great wings and claws at the ends of its fingers. It leaps into the air, flies up to a short distance toward the nearest foe, and attacks that creature as a single action.

\n

Some devils carry tridents. The weapon inflicts 5 points of damage, and the target must either move to a position within an immediate distance chosen by the devil or take 2 additional points of damage from being impaled (a total of 7 points of damage). Impaled foes automatically take 5 points of damage each round until they use an action to pull themselves free.

\n

Interaction: Evil, cruel, and malevolent, devils are more than happy to talk, especially to those already caught and being readied for torture. Devils serve yet more powerful devils out of fear. If they find someone or something they fear more, they readily betray their master and become obsequious and cringing, though further betrayal is always on the table.

\n

Use: A spate of violent murders grips a city in fear—a devil has escaped into the world of mortals without a leash. It spends nights hunting anyone it spots from its perches atop the city’s holy places.

\n

GM Intrusion: A devil anticipates the character’s melee attack and brings its wing down “just so” on the attacker’s weapon. If the character fails a Speed defense roll, the weapon breaks. Either way, the attack fails to hit the devil.

","settings":{"general":{"initiativeBonus":0,"hideArchive":false},"equipment":{"ammo":{"active":false},"attacks":{"active":false},"armor":{"active":false},"cyphers":{"active":false,"label":""},"artifacts":{"active":false,"label":""},"oddities":{"active":false,"label":""},"materials":{"active":false,"label":""}},"skills":{},"abilities":{}},"teen":{"pools":{},"basic":{},"settings":{}}},"ownership":{"default":0,"N1n5f3sdQOJFmoJe":3},"prototypeToken":{"name":"Devil","displayName":20,"actorLink":false,"width":1,"height":1,"lockRotation":false,"rotation":0,"alpha":1,"light":{"alpha":0.5,"angle":360,"bright":0,"coloration":1,"dim":0,"luminosity":0.5,"saturation":0,"contrast":0,"shadows":0,"animation":{"speed":5,"intensity":5,"reverse":false,"type":null},"darkness":{"min":0,"max":1},"attenuation":0.5,"color":null},"disposition":0,"displayBars":40,"bar1":{"attribute":"pools.health"},"bar2":{"attribute":"basic.level"},"flags":{},"randomImg":false,"texture":{"src":"icons/svg/mystery-man.svg","scaleX":1,"scaleY":1,"offsetX":0,"offsetY":0,"rotation":0,"tint":null},"sight":{"angle":360,"enabled":false,"range":0,"brightness":1,"visionMode":"basic","color":null,"attenuation":0.1,"saturation":0,"contrast":0},"detectionModes":[]},"_stats":{"systemId":"cyphersystem","systemVersion":"2.3.0","coreVersion":"10.291","createdTime":null,"modifiedTime":1676797808987,"lastModifiedBy":"yThCrv1jSfPXOC2U"}} +{"name":"Demon lord","type":"npc","img":"icons/svg/mystery-man.svg","system":{"version":2,"basic":{"level":9},"pools":{"health":{"value":100,"max":100}},"combat":{"damage":12,"armor":5},"description":"","notes":"

Demon lords are mighty demons, commanding hundreds of lesser fiends and often ruling an entire hellscape dimension. No mere brutes, they are smart, wield powerful magic, make centuries-long plans of conquest against rival demons, and seek to corrupt and enslave powerful mortals. Some are nearly as powerful as gods and are worshipped as such by cultists or evil creatures, claiming ownership of a concept like murder, rot, undeath, or seduction. A few are known to mate with mortals to produce cambion offspring.

\n

Motive: Power, conquest, souls

\n

Environment: Any hell dimension, sometimes called by mortal magic

\n

Health: 100

\n

Damage Inflicted: 12 points

\n

Armor: 5

\n

Movement: Short; long when flying

\n

Modifications: History and magical knowledge as level 10

\n

Combat: A demon lord attacks with a bolt of evil energy or fire up to a long distance away, inflicting 12 points of damage on one target or 9 points of damage on all targets within short range of the primary target. Targets caught in the area attack who succeed on a Speed defense roll still suffer 5 points of damage. A demon lord can make melee attacks on all targets within immediate range as an action.

\n

They can also call on a variety of other magical abilities that mimic the effect of any cypher of level 5 or lower—usually destructive, painful, and transformative effects.

\n

A demon lord automatically regains 3 points of health per round. They typically have the following abilities:

\n\n

Interaction: Demon lords are willing to bargain with mortals if it leads to the mortal’s corruption or advances the demon’s agenda in some way. They sometimes respond to flattery or bribes of powerful souls or magic items.

\n

Use: A mad cult wants to summon a demon lord in order to end the world. A mysterious stranger offers aid in exchange for a favor to be named later.

\n

Loot: A demon lord often has an artifact relating to some aspect of its nature or interests, such as a weapon, ring, or armor, as well as [[/r 1d6]] cyphers.

\n

GM Intrusions: The demon lord offers the character something so tempting (an artifact, immortality, and soon) that they lose their next action and must make an Intellect defense roll to resist trying to bargain for it.

\n

The demon lord creates a portal and retreats to its own dimension; the portal remains open for one round.

","settings":{"general":{"initiativeBonus":0,"hideArchive":false},"equipment":{"ammo":{"active":false},"attacks":{"active":false},"armor":{"active":false},"cyphers":{"active":false,"label":""},"artifacts":{"active":false,"label":""},"oddities":{"active":false,"label":""},"materials":{"active":false,"label":""}}}},"prototypeToken":{"name":"Demon lord","displayName":20,"actorLink":false,"texture":{"src":"icons/svg/mystery-man.svg","scaleX":1,"scaleY":1,"offsetX":0,"offsetY":0,"rotation":0,"tint":null},"width":1,"height":1,"lockRotation":false,"rotation":0,"alpha":1,"disposition":0,"displayBars":40,"bar1":{"attribute":"pools.health"},"bar2":{"attribute":"basic.level"},"light":{"alpha":0.5,"angle":360,"bright":0,"color":null,"coloration":1,"dim":0,"attenuation":0.5,"luminosity":0.5,"saturation":0,"contrast":0,"shadows":0,"animation":{"type":null,"speed":5,"intensity":5,"reverse":false},"darkness":{"min":0,"max":1}},"sight":{"enabled":false,"range":null,"angle":360,"visionMode":"basic","color":null,"attenuation":0.1,"brightness":0,"saturation":0,"contrast":0},"detectionModes":[],"flags":{},"randomImg":false},"items":[],"effects":[],"ownership":{"default":0,"yThCrv1jSfPXOC2U":3},"flags":{"core":{"sourceId":"Actor.5WmYjnDwIB2OVAs5"}},"_stats":{"systemId":"cyphersystem","systemVersion":"2.3.0","coreVersion":"10.291","createdTime":1676277640213,"modifiedTime":1676797808985,"lastModifiedBy":"yThCrv1jSfPXOC2U"},"folder":null,"sort":0,"_id":"ZCO7xDg7qRKXzHqs"} +{"_id":"ZLDxtrbI1te50O1k","name":"Mokuren","type":"npc","img":"icons/svg/mystery-man.svg","items":[],"effects":[],"folder":null,"sort":0,"flags":{},"system":{"version":2,"basic":{"level":3},"pools":{"health":{"value":9,"max":9}},"combat":{"damage":3,"armor":0},"description":"","notes":"

Mokuren are usually no larger than a cat, but they possess the ability to swell until they’re the size of a bus (if only briefly). That ability, combined with their flashy pyrokinetic tails, make these creatures a particular favorite with children, at least in stories and picture books. Given that mokuren can “burrow” into paintings and other two-dimensional art, it’s possible that some mokuren images are more than simple representations.

\n

Motive: Play

\n

Environment: Almost anywhere, usually as static images on walls or in storybooks

\n

Health: 9

\n

Damage Inflicted: 3 points, unless enlarged; see Combat

\n

Movement: Short; long if flying

\n

Modifications: Defends as level 5 due to size, unless enlarged; see Combat

\n

Combat: A mokuren exists in three states: as an image, as a cat-sized creature, and as a bus-sized behemoth.

\n

As an image, a mokuren can’t be harmed. Even if the image is defaced, the mokuren merely “burrows” away and reappears like graffiti on a new flat space within a few miles.

\n

Alternatively, it could emerge from the image and become a physical cat-sized creature as a move. In this form, a mokuren can attack with its claws or bite. It can also direct a stream of fire from its glowing tail at a target within long range. (When a mokuren flies, it’s by using its tail to create a jet that rockets it skyward.)

\n

Finally, it can make an enlarged attack, in which it swells to the size of a bus and swipes at, bites, or lands on a target as part of the same action. When enlarged, the mokuren gains +5 to Armor and makes and defends against all attacks as a level 7 creature. On a hit, the enlarged mokuren deals 7 points of damage. However, a mokuren can remain enlarged for a total of only four rounds during any twenty-four-hour period, so it uses this ability sparingly or only when enraged.

\n

Interaction: To see an active mokuren is considered good luck, unless you manage to get on the wrong side of one. Then an offering of sweets must be made to the offended creature. A mokuren can’t talk, but it can understand the languages where it lives about as well as a trained courser or hound can.

\n

Use: A mokuren can lead characters into unexplored areas, helping them find places they may have overlooked or skipped. It can also lead PCs into danger, but it usually does so only to bring aid (the characters) to someone else in trouble.

\n

GM Intrusion: The character hit by the mokuren doesn’t take damage. Instead, they must succeed on a Might defense roll or be pulled into the nearest wall, floor, or book with the creature, becoming a two-dimensional image. In this state, the victim is in stasis until the mokuren pulls them free, another creature “pries” them loose, or a day passes and the effect ends naturally.

","settings":{"general":{"initiativeBonus":0,"hideArchive":false},"equipment":{"ammo":{"active":false},"attacks":{"active":false},"armor":{"active":false},"cyphers":{"active":false,"label":""},"artifacts":{"active":false,"label":""},"oddities":{"active":false,"label":""},"materials":{"active":false,"label":""}},"skills":{},"abilities":{}},"teen":{"pools":{},"basic":{},"settings":{}}},"ownership":{"default":0,"N1n5f3sdQOJFmoJe":3},"prototypeToken":{"name":"Mokuren","displayName":20,"actorLink":false,"width":1,"height":1,"lockRotation":false,"rotation":0,"alpha":1,"light":{"alpha":0.5,"angle":360,"bright":0,"coloration":1,"dim":0,"luminosity":0.5,"saturation":0,"contrast":0,"shadows":0,"animation":{"speed":5,"intensity":5,"reverse":false,"type":null},"darkness":{"min":0,"max":1},"attenuation":0.5,"color":null},"disposition":0,"displayBars":40,"bar1":{"attribute":"pools.health"},"bar2":{"attribute":"basic.level"},"flags":{},"randomImg":false,"texture":{"src":"icons/svg/mystery-man.svg","scaleX":1,"scaleY":1,"offsetX":0,"offsetY":0,"rotation":0,"tint":null},"sight":{"angle":360,"enabled":false,"range":0,"brightness":1,"visionMode":"basic","color":null,"attenuation":0.1,"saturation":0,"contrast":0},"detectionModes":[]},"_stats":{"systemId":"cyphersystem","systemVersion":"2.3.0","coreVersion":"10.291","createdTime":null,"modifiedTime":1676797809214,"lastModifiedBy":"yThCrv1jSfPXOC2U"}} +{"_id":"Ziw2e08pt2Fc8vHz","name":"Xenoparasite","type":"npc","img":"icons/svg/mystery-man.svg","items":[],"effects":[],"folder":null,"sort":0,"flags":{},"system":{"version":2,"basic":{"level":6},"pools":{"health":{"value":28,"max":28}},"combat":{"damage":6,"armor":2},"description":"","notes":"

This alien creature exists only to eat and reproduce. In doing so, it also destroys every form of life it encounters. Xenoparasites are not technological but were likely engineered by a species with advanced biological super-science. Xenoparasites don’t travel between star systems on their own; they were presumably spread across an area of space by their creators to serve as a broad-spectrum bioweapon. What has become of the original maker species is unknown, but given the fecundity and ferocity of the xenoparasite, it’s likely they were consumed by their own creation.

\n

Xenoparasites use ovipositors to lay thousands of microscopic eggs in victims. The implanted eggs, like tiny biological labs, detect the particular biology of the new host, adapt accordingly, and use it to fertilize themselves. Within a day or two, victims who haven’t already been consumed by adult xenoparasites (which are human sized) give explosive birth to multiple vicious juveniles (which are the size of cats). These juvenile xenoparasites have an edge in dealing with the particular species of creature they hatched from.

\n

Motive: Eat and reproduce

\n

Environment: Hunts alone or in small groups

\n

Health: 28

\n

Damage Inflicted: 6 points

\n

Armor: 2

\n

Movement: Short; long when flying

\n

Modifications: All stealth actions as level 8

\n

Combat: A xenoparasite bites with its mandibles and stings one victim with its ovipositor as a single action. The bite inflicts 6 points of damage, and the ovipositor inflicts 3 points of damage and injects thousands of microscopic eggs if the victim fails a Might defense roll.

\n

Once every other round, an adult can fly at least a short distance to build terrifying velocity and then make a flying attack with its mandibles, dealing 12 points of damage. Defenses against this attack are hindered.

\n

An egg host requires the attention of someone skilled in medicine (and a successful difficulty 7 Intellect-based roll) to sterilize all the eggs in the victim’s blood before they hatch twenty or more hours after being deposited, which kills the host and releases [[/r 1d6]] juvenile xenoparasites. Juveniles are level 2 creatures, but they attack the species of the host they were hatched from as if level 4. After just a few days of feeding, they grow to full adult size.

\n

Xenoparasites can survive at crushing ocean and gas giant pressures, as well as in the vacuum of space. They can encrust abandoned spacecraft and desolate moons for millennia in extended hibernation, only to become active again when vibrations alert them to potential new food sources.

\n

Interaction: These creatures are built to consume, not negotiate.

\n

Use: Xenoparasites are tough aliens. A colony of them would be a challenge even for PCs normally accustomed to stiff opposition. A single xenoparasite introduced into an inhabited area could turn the entire place into an infested hive within a week.

\n

GM (Group) Intrusion: An NPC shrieks, bursts, and births [[/r 1d6]] juvenile xenoparasites.

","settings":{"general":{"initiativeBonus":0,"hideArchive":false},"equipment":{"ammo":{"active":false},"attacks":{"active":false},"armor":{"active":false},"cyphers":{"active":false,"label":""},"artifacts":{"active":false,"label":""},"oddities":{"active":false,"label":""},"materials":{"active":false,"label":""}},"skills":{},"abilities":{}},"teen":{"pools":{},"basic":{},"settings":{}}},"ownership":{"default":0,"N1n5f3sdQOJFmoJe":3},"prototypeToken":{"name":"Xenoparasite","displayName":20,"actorLink":false,"width":1,"height":1,"lockRotation":false,"rotation":0,"alpha":1,"light":{"alpha":0.5,"angle":360,"bright":0,"coloration":1,"dim":0,"luminosity":0.5,"saturation":0,"contrast":0,"shadows":0,"animation":{"speed":5,"intensity":5,"reverse":false,"type":null},"darkness":{"min":0,"max":1},"attenuation":0.5,"color":null},"disposition":0,"displayBars":40,"bar1":{"attribute":"pools.health"},"bar2":{"attribute":"basic.level"},"flags":{},"randomImg":false,"texture":{"src":"icons/svg/mystery-man.svg","scaleX":1,"scaleY":1,"offsetX":0,"offsetY":0,"rotation":0,"tint":null},"sight":{"angle":360,"enabled":false,"range":0,"brightness":1,"visionMode":"basic","color":null,"attenuation":0.1,"saturation":0,"contrast":0},"detectionModes":[]},"_stats":{"systemId":"cyphersystem","systemVersion":"2.3.0","coreVersion":"10.291","createdTime":null,"modifiedTime":1676797809368,"lastModifiedBy":"yThCrv1jSfPXOC2U"}} +{"_id":"axcyoROutmXNdzNk","name":"Puppet tree","type":"npc","img":"icons/svg/mystery-man.svg","items":[],"effects":[],"folder":null,"sort":0,"flags":{},"system":{"version":2,"basic":{"level":6},"pools":{"health":{"value":33,"max":33}},"combat":{"damage":8,"armor":3},"description":"","notes":"

A puppet tree is a 25-foot (8 m) tall, spiky, orange and blue tree surrounded by a large area of red reeds that tremble and wave enticingly even when no wind is present. Humanoid figures are often gathered around it, but these rotted, overgrown corpses are the tree’s victims, dead but serving as fleshy puppets to the tree’s will.

\n

Victims drained of knowledge and life are used as lures to draw in yet more victims, at least until the bodies rot away. When not used as lures, the corpse puppets are sent to scout nearby areas.

\n

(Corpse puppet: level 2; struck targets must also succeed on a Might defense task or be grabbed until they can escape; all tasks attempted by the grabbed target are hindered; free-roaming puppets remain animate for one day)

\n

Motive: Hungers for fresh bodies

\n

Environment: On hilltops, isolated from other plant life

\n

Health: 33

\n

Damage Inflicted: 8 points

\n

Armor: 3

\n

Movement: None

\n

Modifications: Speed defense as level 5 due to size and immobility; deception and disguise (puppeteering corpses to act in a lifelike manner) as level 7

\n

Combat: Some of the red reeds surrounding a puppet tree end in a hard, sharp crystal spike. When a living creature comes within short range of the tree, the reeds rise behind the target and try to skewer them through the head or neck with the spike. If a target is killed by these attacks, the puppet tree controls the body as a corpse puppet, using it to enact its plans. Over time these humanoids rot and are overgrown by the biology of the plant, losing utility for the tree. Most trees have about five corpse puppets active, which can be simultaneously animated to attack foes.

\n

A puppet tree is vulnerable to fire. All fire attacks against the tree inflict 2 additional points of damage and ignore Armor. The puppet tree will always attempt to stop a fire, or target the source of flame during combat.

\n

A corpse puppet can be detached and sent roaming; however, it retains only about a day’s worth of animation, after which it collapses and molders like a normal corpse. Sometimes, however, a sapling puppet tree blooms from the remains.

\n

Interaction: Puppet trees are highly intelligent, but malevolent. Even if communication can be opened via telepathy or some other means, the tree will always attempt to double-cross the PCs.

\n

Use: The PCs spy a group of “people” having a picnic under a strange-looking tree in the middle of nowhere.

\n

Loot: Possessions of former victims can be found in the red reeds, usually including a moderate amount of currency and various bits of gear. Devices of victims (if any) are collected by the corpse puppets and cobbled together into a strange machine, its purpose inexplicable.

\n

GM Intrusion: Two corpse puppets, unseen in the red reeds, rise and seize a character in an attempt to hold them still for a crystal spike attack. The character must make a difficulty 4 Speed or Might task to shake free.

","settings":{"general":{"initiativeBonus":0,"hideArchive":false},"equipment":{"ammo":{"active":false},"attacks":{"active":false},"armor":{"active":false},"cyphers":{"active":false,"label":""},"artifacts":{"active":false,"label":""},"oddities":{"active":false,"label":""},"materials":{"active":false,"label":""}},"skills":{},"abilities":{}},"teen":{"pools":{},"basic":{},"settings":{}}},"ownership":{"default":0,"N1n5f3sdQOJFmoJe":3},"prototypeToken":{"name":"Puppet Tree","displayName":20,"actorLink":false,"width":1,"height":1,"lockRotation":false,"rotation":0,"alpha":1,"light":{"alpha":0.5,"angle":360,"bright":0,"coloration":1,"dim":0,"luminosity":0.5,"saturation":0,"contrast":0,"shadows":0,"animation":{"speed":5,"intensity":5,"reverse":false,"type":null},"darkness":{"min":0,"max":1},"attenuation":0.5,"color":null},"disposition":0,"displayBars":40,"bar1":{"attribute":"pools.health"},"bar2":{"attribute":"basic.level"},"flags":{},"randomImg":false,"texture":{"src":"icons/svg/mystery-man.svg","scaleX":1,"scaleY":1,"offsetX":0,"offsetY":0,"rotation":0,"tint":null},"sight":{"angle":360,"enabled":false,"range":0,"brightness":1,"visionMode":"basic","color":null,"attenuation":0.1,"saturation":0,"contrast":0},"detectionModes":[]},"_stats":{"systemId":"cyphersystem","systemVersion":"2.3.0","coreVersion":"10.291","createdTime":null,"modifiedTime":1676797809250,"lastModifiedBy":"yThCrv1jSfPXOC2U"}} +{"name":"Infovore","type":"npc","img":"icons/svg/mystery-man.svg","system":{"version":2,"basic":{"level":3},"pools":{"health":{"value":9,"max":9}},"combat":{"damage":3,"armor":3},"description":"","notes":"

Entities of information with an affinity for technology, infovores are nothing but stored information without a bit of mechanism to inhabit. But once one gains control of a device, computer system, or other powered item, it self-assembles over the course of a few rounds, becoming stronger and more dangerous as each second passes. Luckily, an infovore seems unable to hold this form for long, and whether defeated or not, it eventually falls back into so much scattered junk. But in one of those objects, the core of the infovore remains, waiting to come into close enough proximity to another fresh mechanism to begin the rebirth process again.

\n
\n

Infovores have also been called ghost fabricators and aterics

\n
\n

Motive: Hungers for information

\n

Environment: Anywhere powered devices are found

\n

Health: 9

\n

Damage Inflicted: 3–10 points

\n

Armor: 3

\n

Movement: Short

\n

Modifications: Attacks and defends at an ever-escalating level

\n

Combat: A newly animate infovore (level 3) has a rough but articulated form that it uses to batter and cut targets who carry powered devices on them. Unless destroyed, on each subsequent round it draws nearby inert mechanisms, unattended metallic and synthetic matter, and ambient energy, and its effective level increases by one. This level advancement completely heals all previous damage it has taken and advances it to the amount of health consistent with a creature of the next higher level. Damage, attacks, and defense continue to ramp up as well, continuing each round until the creature is either destroyed or it reaches level 10. After being active for one round at level 10, it spontaneously disassembles, falling back into so many scattered pieces of junk. Finding the “seed” device amid this junk is a difficulty 6 Intellect-based task.

\n

Interaction: Infovores are fractured, fragmented beings. Characters who can talk to machines might be able to keep one from “spinning up” to become a threat and learn something valuable, but only for a short period.

\n

Use: Among the devices collected from trade, salvage, archeological dig, or some other unique source, one was actually an inactive infovore, quiescent until plugged in or scanned.

\n

Loot: An infovore that has undergone spontaneous disassembly leaves one or two manifest cyphers; however, there’s a chance that one of those cyphers is actually the infovore seed.

\n

GM Intrusion: The character must succeed on a Speed defense task or lose a powered piece of equipment (an artifact) or a manifest cypher as it’s pulledinto the self-assembling infovore. The infovore gains an additional attack each round.

","settings":{"general":{"initiativeBonus":0,"hideArchive":false},"equipment":{"ammo":{"active":false},"attacks":{"active":false},"armor":{"active":false},"cyphers":{"active":false,"label":""},"artifacts":{"active":false,"label":""},"oddities":{"active":false,"label":""},"materials":{"active":false,"label":""}}}},"prototypeToken":{"name":"Infovore","displayName":20,"actorLink":false,"texture":{"src":"icons/svg/mystery-man.svg","scaleX":1,"scaleY":1,"offsetX":0,"offsetY":0,"rotation":0,"tint":null},"width":1,"height":1,"lockRotation":false,"rotation":0,"alpha":1,"disposition":0,"displayBars":40,"bar1":{"attribute":"pools.health"},"bar2":{"attribute":"basic.level"},"light":{"alpha":0.5,"angle":360,"bright":0,"color":null,"coloration":1,"dim":0,"attenuation":0.5,"luminosity":0.5,"saturation":0,"contrast":0,"shadows":0,"animation":{"type":null,"speed":5,"intensity":5,"reverse":false},"darkness":{"min":0,"max":1}},"sight":{"enabled":false,"range":null,"angle":360,"visionMode":"basic","color":null,"attenuation":0.1,"brightness":0,"saturation":0,"contrast":0},"detectionModes":[],"flags":{},"randomImg":false},"items":[],"effects":[],"ownership":{"default":0,"yThCrv1jSfPXOC2U":3},"flags":{"core":{"sourceId":"Actor.FMp8zKqXURu2ZZ1j"}},"_stats":{"systemId":"cyphersystem","systemVersion":"2.3.0","coreVersion":"10.291","createdTime":1676452025496,"modifiedTime":1676797809150,"lastModifiedBy":"yThCrv1jSfPXOC2U"},"folder":null,"sort":0,"_id":"bAR11Ysdt8foBn7k"} +{"name":"Ecophagic swarm","type":"npc","img":"icons/svg/mystery-man.svg","system":{"version":2,"basic":{"level":4},"pools":{"health":{"value":12,"max":12}},"combat":{"damage":4,"armor":0},"description":"","notes":"

Tiny nanomachines can be incredibly useful tools. But they can also become a terrible threat. Like cells in a living body that develop cancer, these out-of-control self-replicating robots can consume everything in their path while building more of themselves.

\n

A typical swarm is about 6 m (20 feet) in diameter, individually consisting of millions of individual minuscule machines. However, several swarms can act together, creating a much larger cloud of death with just one purpose: to eat and replicate. Able to move large distances by gliding through the air, cloud-like swarms take on intriguing shapes and ripple with mathematical patterns as they approach a potential target, beautiful and deadly.

\n
\n

Ecophagic swarms sometimes build weird structures or artifacts in the wake of their feeding, like massive metallic ant or wasp mounds, or something without any reference at all in the natural world.

\n
\n

Motive: Hungers for matter, including flesh

\n

Environment: Ecophagic swarms are drawn most to areas rich in rare-earth metals, such as large cities or space stations where everyone carries a smartphone, AR glasses, or something similar

\n

Health: 12

\n

Damage Inflicted: 4 points

\n

Movement: Flies a long distance

\n

Combat: As a mass of countless tiny machines, an ecophagic swarm can flow around obstacles and squeeze through cracks large enough to permit a single sub-millimeter machine. That includes over and around other creatures. Characters touched by a leading edge—or wholly enveloped within the hazy “body”—of an ecophagic swarm must succeed on a Might defense task or take 4 points of damage. If the character doesn’t wear armor of some kind, they take 1 point of damage even if they succeed.

\n

For its part, an ecophagic swarm ignores any attack that targets a single creature (unless it’s an electrical attack), but it takes normal damage from attacks that affect an area (and electrical attacks), such as a detonation. A swarm cannot enter liquids, unless it takes about an hour to build new subunits that are aquatic.

\n

Interaction: Someone with an ability to communicate with machines might be able to interact with a swarm. Even then, attempts to influence it are hindered by three steps.

\n

Use: A promising new nanotech “printing” technology was hacked by radical elements.

\n

GM Intrusion: The character must succeed on a Speed defense roll or their armor (or other important piece of equipment) is taken by the swarm.

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Wyverns are aggressive lesser cousins of dragons. Their bodies are about the size of a heavy horse but their wingspan makes them seem much larger. Lacking a dragon’s fiery breath or other magical abilities, wyverns rely on their strong flight and deadly stinger to catch and kill their prey, typically humanoids or large animals. Wyverns have four limbs— two legs used for clumsy walking and two arm-wings used for flight and balance.

\n

Motive: Hungers for flesh

\n

Environment: Mountains, hills, and plains where large prey is plentiful

\n

Health: 35

\n

Damage Inflicted: 5 points

\n

Armor: 1

\n

Movement: Short; long when flying

\n

Modifications: Perception as level 7; Speed defense as level 5 due to size

\n

Combat: Wyverns prefer to attack from the air, moving up to a short distance and making three attacks (bite, venomous stinger, claws) as their action. If a wyvern has to fight on the ground, it can attack only with its bite and stinger on its turn.

\n

The stinger injects poison, dealing an additional 5 points of Speed damage (ignores Armor) if the opponent fails a Might defense roll. Because the wyvern hunts primarily out of hunger, it usually focuses its attacks on one creature, weakening the prey so the wyvern can carry it away and eat in peace. Interaction: Wyverns lack the intelligence of true dragons. They are relatively smart animals (on par with large reptiles such as crocodiles) but can be distracted by easy prey. Allowing one to catch a pig, pony, or riding horse can give characters enough time to get safely away.

\n

Use: Hungry wyverns are known to swoop in and carry off livestock and travelers near a particular road or field. A gang of crafty bandits has managed to train a couple of wyverns as mounts and use them as flying cavalry for their troops on the ground.

\n

Loot: Wyverns do not collect treasure, but their nest might have a few cyphers from previous victims. If carefully extracted, an intact venom gland from a dead wyvern can be used to poison one weapon (if sold, it is the equivalent of an expensive item).

\n

GM Intrusions: As part of its attack, the wyvern grabs hold of the character and flies a short distance away. The character can escape with a Might or Speed defense roll (which probably means they fall to the ground and land prone).

\n

The wyvern uses a wing or its tail to slam a character so they are thrown a short distance away and land prone.

","settings":{"general":{"initiativeBonus":0,"hideArchive":false},"equipment":{"ammo":{"active":false},"attacks":{"active":false},"armor":{"active":false},"cyphers":{"active":false,"label":""},"artifacts":{"active":false,"label":""},"oddities":{"active":false,"label":""},"materials":{"active":false,"label":""}}}},"prototypeToken":{"name":"Wyvern","displayName":20,"actorLink":false,"texture":{"src":"icons/svg/mystery-man.svg","scaleX":1,"scaleY":1,"offsetX":0,"offsetY":0,"rotation":0,"tint":null},"width":1,"height":1,"lockRotation":false,"rotation":0,"alpha":1,"disposition":0,"displayBars":40,"bar1":{"attribute":"pools.health"},"bar2":{"attribute":"basic.level"},"light":{"alpha":0.5,"angle":360,"bright":0,"color":null,"coloration":1,"dim":0,"attenuation":0.5,"luminosity":0.5,"saturation":0,"contrast":0,"shadows":0,"animation":{"type":null,"speed":5,"intensity":5,"reverse":false},"darkness":{"min":0,"max":1}},"sight":{"enabled":false,"range":null,"angle":360,"visionMode":"basic","color":null,"attenuation":0.1,"brightness":0,"saturation":0,"contrast":0},"detectionModes":[],"flags":{},"randomImg":false},"items":[],"effects":[],"ownership":{"default":0,"yThCrv1jSfPXOC2U":3},"flags":{"core":{"sourceId":"Actor.N0Lp3M8bF1umY8nk"}},"_stats":{"systemId":"cyphersystem","systemVersion":"2.3.0","coreVersion":"10.291","createdTime":1676288839780,"modifiedTime":1676797809367,"lastModifiedBy":"yThCrv1jSfPXOC2U"},"folder":null,"sort":0,"_id":"d8OmBWnzanrnPDdO"} +{"_id":"dEUcFhzvuB3ufhv5","name":"Deinonychus","type":"npc","img":"icons/svg/mystery-man.svg","items":[],"effects":[],"folder":null,"sort":0,"flags":{},"system":{"version":2,"basic":{"level":3,"biography":"

Popularly known as the velociraptor, the dinosaur genus called deinonychus doesn’t care if its prey gets the proper terminology sorted. Meat tastes like meat. The “terrible claw” these carnivores are named after refers to their massive, sickle-shaped claws, which are unsheathed from their hind legs when attacking prey.

\n

Deinonychus are pack hunters, which means they work together as a unit, each taking on different roles to scare, flush, and direct even intelligent prey into the claws of an ambush.

\n

Motive: Hungers for flesh

\n

Environment: Wherever they can hunt food, in packs of three to seven

\n

Health: 15

\n

Damage Inflicted: 4 points

\n

Armor: 1

\n

Movement: Short

\n

Modifications: Perception as level 5; attacks and Speed defense as level 4 due to quickness; overcoming obstacles and figuring out tricks as level 4

\n

Combat: When a deinonychus bites its prey, the victim takes damage and must make a Might defense roll. On a failure, the deinonychus holds the victim in place with its jaws while it slices them to ribbons with its terrible claws, automatically inflicting 6 points of damage each round in which they fail a Might-based task to break free (not attempting to break free counts as a failed attempt). For a human-sized or smaller victim held in the jaws, all other tasks are hindered by two steps.

\n

Interaction: Vicious, cunning, and a little too smart to be classified as simple predators, these creatures are unlikely to negotiate, give quarter, or back off from a fight even if contact could be made.

\n

Use: Some fool decided to build a Cretaceous-themed zoo. The only question is: How long before the dinosaurs get loose and take over the local mall?

\n

GM intrusion: The fleeing deinonychus was actually leading the character over a cliff, into a deadfall trap, or into an ambush with more deinonychus.

"},"pools":{"health":{"value":15,"max":15}},"combat":{"damage":4,"armor":1},"description":"","notes":"

Popularly known as the velociraptor, the dinosaur genus called deinonychus doesn’t care if its prey gets the proper terminology sorted. Meat tastes like meat. The “terrible claw” these carnivores are named after refers to their massive, sickle-shaped claws, which are unsheathed from their hind legs when attacking prey.

\n

Deinonychus are pack hunters, which means they work together as a unit, each taking on different roles to scare, flush, and direct even intelligent prey into the claws of an ambush.

\n

Motive: Hungers for flesh

\n

Environment: Wherever they can hunt food, in packs of three to seven

\n

Health: 15

\n

Damage Inflicted: 4 points

\n

Armor: 1

\n

Movement: Short

\n

Modifications: Perception as level 5; attacks and Speed defense as level 4 due to quickness; overcoming obstacles and figuring out tricks as level 4

\n

Combat: When a deinonychus bites its prey, the victim takes damage and must make a Might defense roll. On a failure, the deinonychus holds the victim in place with its jaws while it slices them to ribbons with its terrible claws, automatically inflicting 6 points of damage each round in which they fail a Might-based task to break free (not attempting to break free counts as a failed attempt). For a human-sized or smaller victim held in the jaws, all other tasks are hindered by two steps.

\n

Interaction: Vicious, cunning, and a little too smart to be classified as simple predators, these creatures are unlikely to negotiate, give quarter, or back off from a fight even if contact could be made.

\n

Use: Some fool decided to build a Cretaceous-themed zoo. The only question is: How long before the dinosaurs get loose and take over the local mall?

\n

GM Intrusion: The fleeing deinonychus was actually leading the character over a cliff, into a deadfall trap, or into an ambush with more deinonychus.

","settings":{"general":{"initiativeBonus":0,"hideArchive":false},"equipment":{"ammo":{"active":false},"attacks":{"active":false},"armor":{"active":false},"cyphers":{"active":false,"label":""},"artifacts":{"active":false,"label":""},"oddities":{"active":false,"label":""},"materials":{"active":false,"label":""}},"skills":{},"abilities":{}},"teen":{"pools":{},"basic":{},"settings":{}}},"ownership":{"default":0,"N1n5f3sdQOJFmoJe":3},"prototypeToken":{"name":"Deinonychus","displayName":20,"actorLink":false,"width":1,"height":1,"lockRotation":false,"rotation":0,"alpha":1,"light":{"alpha":0.5,"angle":360,"bright":0,"coloration":1,"dim":0,"luminosity":0.5,"saturation":0,"contrast":0,"shadows":0,"animation":{"speed":5,"intensity":5,"reverse":false,"type":null},"darkness":{"min":0,"max":1},"attenuation":0.5,"color":null},"disposition":0,"displayBars":40,"bar1":{"attribute":"pools.health"},"bar2":{"attribute":"basic.level"},"flags":{},"randomImg":false,"texture":{"src":"icons/svg/mystery-man.svg","scaleX":1,"scaleY":1,"offsetX":0,"offsetY":0,"rotation":0,"tint":null},"sight":{"angle":360,"enabled":false,"range":0,"brightness":1,"visionMode":"basic","color":null,"attenuation":0.1,"saturation":0,"contrast":0},"detectionModes":[]},"_stats":{"systemId":"cyphersystem","systemVersion":"2.3.0","coreVersion":"10.291","createdTime":null,"modifiedTime":1676797808971,"lastModifiedBy":"yThCrv1jSfPXOC2U"}} +{"name":"Omworwar","type":"npc","img":"icons/svg/mystery-man.svg","system":{"version":2,"basic":{"level":10},"pools":{"health":{"value":42,"max":42}},"combat":{"damage":12,"armor":10},"description":"","notes":"

Among the many stories passed down the space lanes, a few stand out for their grandiosity. Take the tales of omworwar sightings in the empty voids between stars, or even more unexpectedly, flashing through the abnormal space during FTL travel. Scientists speculate that these creatures, if actually real, might very well be extant instances of ancient ultras, not extinct as everyone believes, or at least not completely. In almost every case so far recorded, omworwars have little interest in human spacecraft. (They’re called omworwar after the sound disrupted communication devices make in their presence.)

\n

Each one is several kilometers long, a dark inner slug-like core surrounded by gauzy layers of translucent, glowing, nebula-like tissue. Whale-like eyes surmount the dorsal surface, each seeming to contain a tiny galaxy all their own.

\n
\n

Wharn interceptors have been seen accompanying single omworwars, indicating an association, and is why some people refer to these beings as wharn cogitators.

\n
\n

Motive: Unpredictable

\n

Environment: Almost anywhere in space, alone or accompanied by one or two wharn interceptors

\n

Health: 42

\n

Damage Inflicted: 12 points

\n

Armor: 10

\n

Movement: Flies a very long distance each round; can maneuver like an autonomous level 7 spacecraft if using extended vehicular combat rules. FTL capable.

\n

Modifications: Speed defense as level 7 due to size

\n

Combat: An omworwar can manipulate and fold gravity (and space-time), allowing them to accomplish near-miraculous tasks including communication, creating or destroying matter, and propulsion via “falling” through the universe at FTL speeds from the perspective of an outside observer. Which means one can rend a spacecraft, send a spacecraft spinning through the galaxy, or create asteroid-sized chunks of space-matter for any number of purposes if it spends several rounds in deep concentration.

\n

Interaction: Omworwar disregard most other creatures, because from the omworwar’s perspective, they’re like mayflies, here and then gone again in an eyeblink of their existence. However, one may give a moment to someone who has discovered an ancient ultra secret or artifact, pass on information that might otherwise never be known, or even provide a useful manifest cypher.

\n

Use: A reflective object composed of unknown material was found at the core of an unexpectedly destroyed space station. Those who managed to flee in lifeboats report having seen what might have been an omworwar, bleeding energy and eyes going dark, colliding with the station. The resultant lump might just be its corpse, or maybe its protective chrysalis.

\n

Loot: Four level 10 manifest cyphers.

\n

GM Intrusion: The character discovers that one of their manifest cyphers has formed a tiny eye, but an eye that seems to contain a galaxy. (The cypher becomes useless for its original function, but might be used to summon or interact with an omworwar.)

","settings":{"general":{"initiativeBonus":0,"hideArchive":false},"equipment":{"ammo":{"active":false},"attacks":{"active":false},"armor":{"active":false},"cyphers":{"active":false,"label":""},"artifacts":{"active":false,"label":""},"oddities":{"active":false,"label":""},"materials":{"active":false,"label":""}}}},"prototypeToken":{"name":"Omworwar","displayName":20,"actorLink":false,"texture":{"src":"icons/svg/mystery-man.svg","scaleX":1,"scaleY":1,"offsetX":0,"offsetY":0,"rotation":0,"tint":null},"width":1,"height":1,"lockRotation":false,"rotation":0,"alpha":1,"disposition":0,"displayBars":40,"bar1":{"attribute":"pools.health"},"bar2":{"attribute":"basic.level"},"light":{"alpha":0.5,"angle":360,"bright":0,"color":null,"coloration":1,"dim":0,"attenuation":0.5,"luminosity":0.5,"saturation":0,"contrast":0,"shadows":0,"animation":{"type":null,"speed":5,"intensity":5,"reverse":false},"darkness":{"min":0,"max":1}},"sight":{"enabled":false,"range":null,"angle":360,"visionMode":"basic","color":null,"attenuation":0.1,"brightness":0,"saturation":0,"contrast":0},"detectionModes":[],"flags":{},"randomImg":false},"items":[],"effects":[],"ownership":{"default":0,"yThCrv1jSfPXOC2U":3},"flags":{"core":{"sourceId":"Actor.p0T4BPI9R2KaQgm3"}},"_stats":{"systemId":"cyphersystem","systemVersion":"2.3.0","coreVersion":"10.291","createdTime":1676453128626,"modifiedTime":1676797809228,"lastModifiedBy":"yThCrv1jSfPXOC2U"},"folder":null,"sort":0,"_id":"dSYG26pbq1Rtsomz"} {"_id":"dWvlzVDxmAUQxT7s","name":"Zombie","type":"npc","img":"icons/svg/mystery-man.svg","items":[],"effects":[],"folder":null,"sort":0,"flags":{},"system":{"version":2,"basic":{"level":3},"pools":{"health":{"value":12,"max":12}},"combat":{"damage":3,"armor":0},"description":"","notes":"

Humans transformed into aggressive, hard-to-kill serial killers with no memory of their former existence are called zombies. Depending on a zombie’s origin, the reason for its transformation varies. A zombie might arise from an undead curse, a psychic possession, an AI meatware overwrite, a viral infection, a drug overdose, or something else. Regardless of how the transformation happened, the result is much the same: a creature whose humanity has been burned out and replaced with unquenchable hunger.

\n

Zombies aren’t intelligent, but enough of them together sometimes exhibit emergent behavior, just as ants can coordinate activities across a colony. Thus, zombies alone or in small groups aren’t an overwhelming threat for someone who has a baseball bat or can get away. But it’s never wise to laugh off a zombie horde.

\n

Motive: Hunger (for flesh, cerebrospinal fluid, certain human hormones, and so on)

\n

Environment: Almost anywhere, in groups of five to seven, or in hordes of tens to hundreds

\n

Health: 12

\n

Damage Inflicted: 3 points

\n

Movement: Immediate

\n

Modifications: Speed defense as level 2

\n

Combat: Zombies never turn away from a conflict. They fight on, no matter the odds, usually attacking by biting, but sometimes by tearing with hands made into claws by the erosion of skin over their finger bones.

\n

When zombies attack in groups of five to seven individuals, they can make a single attack roll against one target as one level 5 creature, inflicting 5 points of damage.

\n

Zombies are hard to finish off. If an attack would reduce a zombie’s health to 0, it does so only if the number rolled in the attack was an even number; otherwise, the zombie is reduced to 1 point of health instead. This might result in a dismembered, gruesomely damaged zombie that is still moving. Zombies can see in the dark at short range.

\n

“Fresh” zombies are vulnerable to electricity. The first time a zombie takes 5 or more points of damage from an electrical attack, it falls limp and unmoving. Assuming nothing interferes with the process, the zombie arises minutes or hours later without the vulnerability.

\n

Some zombies are infectious. Their bites spread a level 8 disease that moves a victim down one step on the damage track each day a Might defense roll is failed. Victims killed by the disease later animate as zombies.

\n

Interaction: Zombies groan when they see something that looks tasty. They do not reason, cannot speak, and never stop pursuing something they’ve identified as a potential meal, unless something else edible comes closer.

\n

Use: The characters are asked to clear out a space that once served as an old military depot. The appearance of zombies sealed in the area comes as an unpleasant surprise.

\n

GM Intrusion: When the character fails to kill a zombie by rolling an odd number on an attack that otherwise would have been successful, in addition to the normal effect, the zombie’s arm comes free and animates as a separate level 2 zombie.

","settings":{"general":{"initiativeBonus":0,"hideArchive":false},"equipment":{"ammo":{"active":false},"attacks":{"active":false},"armor":{"active":false},"cyphers":{"active":false,"label":""},"artifacts":{"active":false,"label":""},"oddities":{"active":false,"label":""},"materials":{"active":false,"label":""}},"skills":{},"abilities":{}},"teen":{"pools":{},"basic":{},"settings":{}}},"ownership":{"default":0,"N1n5f3sdQOJFmoJe":3},"prototypeToken":{"name":"Zombie","displayName":20,"actorLink":false,"width":1,"height":1,"lockRotation":false,"rotation":0,"alpha":1,"light":{"alpha":0.5,"angle":360,"bright":0,"coloration":1,"dim":0,"luminosity":0.5,"saturation":0,"contrast":0,"shadows":0,"animation":{"speed":5,"intensity":5,"reverse":false,"type":null},"darkness":{"min":0,"max":1},"attenuation":0.5,"color":null},"disposition":0,"displayBars":40,"bar1":{"attribute":"health"},"bar2":{"attribute":"level"},"flags":{},"randomImg":false,"texture":{"src":"icons/svg/mystery-man.svg","scaleX":1,"scaleY":1,"offsetX":0,"offsetY":0,"rotation":0,"tint":null},"sight":{"angle":360,"enabled":false,"range":0,"brightness":1,"visionMode":"basic","color":null,"attenuation":0.1,"saturation":0,"contrast":0},"detectionModes":[]},"_stats":{"systemId":"cyphersystem","systemVersion":"2.0.0-a1","coreVersion":"10.286","createdTime":null,"modifiedTime":1664959732849,"lastModifiedBy":"rLeavHPrdkq6xjNt"}} -{"_id":"gDdZYUFdqZhmK3Oc","name":"Kaiju","type":"npc","img":"icons/svg/mystery-man.svg","items":[],"effects":[],"folder":null,"sort":0,"flags":{},"system":{"version":2,"basic":{"level":10},"pools":{"health":{"value":140,"max":140}},"combat":{"damage":18,"armor":5},"description":"","notes":"

Kaiju come in a variety of shapes, but all share one difficult-to-ignore quality: mind-blowing size. Appearances of these colossal creatures are rare events that usually don’t last for more than a few days. In that sense, they’re akin to hundred-year storms and at least as destructive. When they emerge, they’re attracted by artificial structures, the more densely situated and elaborate the better, which they set to smashing with a vengeance. It’s hard to judge the size of things so far outside normal scale, but good estimates put most kaiju at over 300 feet (90 m) in height.

\n

Kaiju rely primarily on their strength and mass, but many have some additional trick or ability that sets them apart from their kin, which usually translates into even more devastation.

\n

The other quality all kaiju share is the talent of hiding after a rampage by diving into a nearby sea or burrowing deep into the earth. Sometimes the same kaiju will appear again days, months, years, or decades later, attacking the same location or someplace entirely new.

\n

Motive: Destruction

\n

Environment: Usually near communities containing many high structures

\n

Health: 140

\n

Damage Inflicted: 18 points

\n

Armor: 5

\n

Movement: Short

\n

Modifications: Speed defense as level 8 due to size

\n

Combat: A kaiju can punch, kick, or deliver a tail or tentacle lash at something within long range. Damage is inflicted on the target and everything within short range of the target, and even those that succeed on a Speed defense roll take 7 points of damage. Kaiju heal quickly, usually at a rate of 2 points per round.

\n

Kaiju are rare and devastating enough that most are dubbed with a unique identifier by survivors. The entry for each creature below notes only where it varies from the base creature described above.

\n

Rampagion: This kaiju has been estimated to be almost 1,000 feet (300 m) high. Once per day, it can make a charging trample attack, dealing its damage in a line 300 feet (90 m) wide and 2 miles (3 km) long. Rampagion has 10 Armor and deals 20 points of damage with a physical attack (or 8 points if a victim makes a successful Speed defense roll).

\n

Suneko: This kaiju’s body, which resembles a cross between a lion and a lizard, is so hot that its skin glows like red coals, its mane like the sun’s corona, and its eyes like beaming searchlights. Suneko automatically deals 10 points of damage to everyone within immediate range. The creature can emit twin rays of plasma from its eyes in a focused beam that can reach as far as the horizon, which from Suneko’s height above the ground is about 22 miles (35 km). When it makes its eyebeam attack, it stops emitting killing heat in immediate range for about one minute.

\n

Interaction: Most PCs can’t directly interact with a kaiju unless they have some special device or association allowing them to get the attention of one of the massive creatures. Doing so could give the characters a chance to trick or lure the beast, or maybe even persuade one kaiju to fight another.

\n

Use: After seeing the devastation caused by a kaiju, the PCs might decide (or be asked) to find a way to stop a projected future appearance by the same creature.

\n

GM Intrusion: The character gains the direct attention of the kaiju. If the kaiju attacks the character, They are awarded 5 XP, only 1 of which they have to give to a friend.

","settings":{"general":{"initiativeBonus":0,"hideArchive":false},"equipment":{"ammo":{"active":false},"attacks":{"active":false},"armor":{"active":false},"cyphers":{"active":false,"label":""},"artifacts":{"active":false,"label":""},"oddities":{"active":false,"label":""},"materials":{"active":false,"label":""}},"skills":{},"abilities":{}},"teen":{"pools":{},"basic":{},"settings":{}}},"ownership":{"default":0,"N1n5f3sdQOJFmoJe":3},"prototypeToken":{"name":"Kaiju","displayName":20,"actorLink":false,"width":1,"height":1,"lockRotation":false,"rotation":0,"alpha":1,"light":{"alpha":0.5,"angle":360,"bright":0,"coloration":1,"dim":0,"luminosity":0.5,"saturation":0,"contrast":0,"shadows":0,"animation":{"speed":5,"intensity":5,"reverse":false,"type":null},"darkness":{"min":0,"max":1},"attenuation":0.5,"color":null},"disposition":0,"displayBars":40,"bar1":{"attribute":"health"},"bar2":{"attribute":"level"},"flags":{},"randomImg":false,"texture":{"src":"icons/svg/mystery-man.svg","scaleX":1,"scaleY":1,"offsetX":0,"offsetY":0,"rotation":0,"tint":null},"sight":{"angle":360,"enabled":false,"range":0,"brightness":1,"visionMode":"basic","color":null,"attenuation":0.1,"saturation":0,"contrast":0},"detectionModes":[]},"_stats":{"systemId":"cyphersystem","systemVersion":"2.0.0-a1","coreVersion":"10.286","createdTime":null,"modifiedTime":1664959732327,"lastModifiedBy":"rLeavHPrdkq6xjNt"}} -{"_id":"gc0tYELtVAJRfFL6","name":"Giant","type":"npc","img":"icons/svg/mystery-man.svg","items":[],"effects":[],"folder":null,"sort":0,"flags":{},"system":{"version":2,"basic":{"level":7},"pools":{"health":{"value":40,"max":40}},"combat":{"damage":9,"armor":1},"description":"","notes":"

Violent storms, earthquakes, typhoons, and other natural disasters draw giants. Standing 20 to 30 feet (6 to 9 m) tall, giants delight in rampaging through the middle of such calamities, creating even more destruction. Some giants grow so powerful that they can trigger natural disasters on their own.

\n

Motive: Destruction

\n

Environment: Underground, deserts, mountaintops, and similar desolate areas

\n

Health: 40

\n

Damage Inflicted: 9 points

\n

Armor: 1

\n

Movement: Short

\n

Modifications: Speed defense as level 5 due to size; breaks and throws objects as level 8; sees through deceptions and tricks as level 3

\n

Combat: Giants smash foes with their fists, possibly catching up to three human-sized targets with the same attack if all the targets are in immediate range of each other.

\n

If a giant attacks a single target, they can choose to do regular damage or to grab hold of the victim, dealing 4 points of damage instead. On their turn, the victim can attempt a Might defense roll to struggle out of the grip, a Speed defense roll to slip out, or an Intellect-based task to distract the giant. If the victim fails, the giant throws the victim as high and as far as they can on their next turn. Damage on impact varies, depending on the environment, but a victim takes an average of 10 points of ambient damage.

\n

A few giants can generate storms, tidal waves, earthquakes, and similar phenomena that can lash an area up to 1,000 feet (300 m) across for up to a minute, inflicting 3 points of damage each round to all creatures and objects not protected by shelter designed to withstand a storm (though few shelters protect against an earthquake).

\n

Interaction: Most giants are not very bright. When a giant is rampaging, someone could attempt to distract them by singing, juggling, or doing some other trick, which some giants will pause to watch for at least one or two rounds.

\n

Use: A giant came down out of the mountains and laid waste to half the nearby village. Survivors will pay someone to venture into the giant’s mountain lair and destroy the creature.

\n

Loot: Individual giants carry little, but giant lairs may contain currency equivalent to 1d6 expensive items, [[/r 1d6]] cyphers, and a couple of artifacts.

\n

GM Intrusion: The giant’s blow sprains one of the character’s limbs, making it useless for ten minutes.

","settings":{"general":{"initiativeBonus":0,"hideArchive":false},"equipment":{"ammo":{"active":false},"attacks":{"active":false},"armor":{"active":false},"cyphers":{"active":false,"label":""},"artifacts":{"active":false,"label":""},"oddities":{"active":false,"label":""},"materials":{"active":false,"label":""}},"skills":{},"abilities":{}},"teen":{"pools":{},"basic":{},"settings":{}}},"ownership":{"default":0,"N1n5f3sdQOJFmoJe":3},"prototypeToken":{"name":"Giant","displayName":20,"actorLink":false,"width":1,"height":1,"lockRotation":false,"rotation":0,"alpha":1,"light":{"alpha":0.5,"angle":360,"bright":0,"coloration":1,"dim":0,"luminosity":0.5,"saturation":0,"contrast":0,"shadows":0,"animation":{"speed":5,"intensity":5,"reverse":false,"type":null},"darkness":{"min":0,"max":1},"attenuation":0.5,"color":null},"disposition":0,"displayBars":40,"bar1":{"attribute":"health"},"bar2":{"attribute":"level"},"flags":{},"randomImg":false,"texture":{"src":"icons/svg/mystery-man.svg","scaleX":1,"scaleY":1,"offsetX":0,"offsetY":0,"rotation":0,"tint":null},"sight":{"angle":360,"enabled":false,"range":0,"brightness":1,"visionMode":"basic","color":null,"attenuation":0.1,"saturation":0,"contrast":0},"detectionModes":[]},"_stats":{"systemId":"cyphersystem","systemVersion":"2.0.0-a1","coreVersion":"10.286","createdTime":null,"modifiedTime":1664959732197,"lastModifiedBy":"rLeavHPrdkq6xjNt"}} -{"_id":"huhkLDlDaru359Bf","name":"Dragon","type":"npc","img":"icons/svg/mystery-man.svg","items":[],"effects":[],"folder":null,"sort":0,"flags":{},"system":{"version":2,"basic":{"level":7},"pools":{"health":{"value":45,"max":45}},"combat":{"damage":10,"armor":3},"description":"","notes":"

Dragons are exceptionally territorial, vain, and greedy. Apex predators, dragons must eat large meals on a regular basis. They prefer virgins, though they will settle for whoever, or whatever—such as horses or wild pigs—is available in a pinch. They love games of all sorts, especially when they get to consume the loser. Drawn to wealth and magic, dragons accumulate hoards of golden treasure. A dragon’s hoard is not only an end in itself, but part of a never-ending contest between dragons of a certain age to see which one can accumulate the largest trove.

\n

Motive: Self-aggrandizement, hungers for flesh, treasure collection

\n

Environment: Dragons thrive where wilderness meets the civilized frontier.

\n

Health: 45

\n

Damage Inflicted: 10 points

\n

Armor: 3

\n

Movement: Short; long while flying

\n

Modifications: Perception and riddles as level 8; Speed defense as level 6 due to size

\n

Combat: A dragon can bite one target or claw two opponents in immediate range as a single action. When bitten, targets are also immobilized until they succeed on a Might defense roll to break free (or the dragon drops them). Most dragons have one or more additional magical abilities they can bring to bear in combat, including the following.

\n

Captivate: A dragon with this ability can psychically mesmerize a nondragon target in immediate range who fails an Intellect defense roll. A captivated target does the dragon’s verbal bidding for one or more hours. Each time the target is confronted by a third party about its mental condition, the target is allowed another Intellect defense roll to break the effect.

\n

Change Shape: A dragon with this ability can take the form of a human or similar humanoid as its action, or return to its regular shape. When so changed, the dragon’s disguise is nearly impenetrable without special knowledge. As a human, the dragon is a level 5 creature.

\n

Fiery Breath: A dragon can breathe a stream of fire up to long range, doing 7 points of damage to all targets within immediate range of each other. Targets who succeed on a Speed defense roll to avoid the full effect of the fire still take 3 points of damage. This ability cannot be used in consecutive rounds.

\n

Interaction: Like the many hues of dragon scales, dragon personalities run the gamut from beastly thug to refined connoisseur. Some dragons lie with every smoky breath, others consider the least bit of dishonesty a personal failing, and most fall somewhere in between. All of them can be flattered and even charmed by someone with courtly manners and grace.

\n

Use: A dragon confronts the PCs, challenging them to a riddle game. If the characters win, they get a cypher. If the dragon wins, the PCs owe it a favor to be specified later… unless the dragon is hungry now.

\n

Loot: A dragon’s hoard might contain [[/r 2d6]] cyphers, hard currency equivalent to [[/r 1d6]] exorbitant items, and possibly a few artifacts (but a hoard is usually well guarded).

\n

GM Intrusion: The dragon breathes fire while the character is caught in its mouth, which automatically inflicts maximum fire damage on them.

","settings":{"general":{"initiativeBonus":0,"hideArchive":false},"equipment":{"ammo":{"active":false},"attacks":{"active":false},"armor":{"active":false},"cyphers":{"active":false,"label":""},"artifacts":{"active":false,"label":""},"oddities":{"active":false,"label":""},"materials":{"active":false,"label":""}},"skills":{},"abilities":{}},"teen":{"pools":{},"basic":{},"settings":{}}},"ownership":{"default":0,"N1n5f3sdQOJFmoJe":3},"prototypeToken":{"name":"Dragon","displayName":20,"actorLink":false,"width":1,"height":1,"lockRotation":false,"rotation":0,"alpha":1,"light":{"alpha":0.5,"angle":360,"bright":0,"coloration":1,"dim":0,"luminosity":0.5,"saturation":0,"contrast":0,"shadows":0,"animation":{"speed":5,"intensity":5,"reverse":false,"type":null},"darkness":{"min":0,"max":1},"attenuation":0.5,"color":null},"disposition":0,"displayBars":40,"bar1":{"attribute":"health"},"bar2":{"attribute":"level"},"flags":{},"randomImg":false,"texture":{"src":"icons/svg/mystery-man.svg","scaleX":1,"scaleY":1,"offsetX":0,"offsetY":0,"rotation":0,"tint":null},"sight":{"angle":360,"enabled":false,"range":0,"brightness":1,"visionMode":"basic","color":null,"attenuation":0.1,"saturation":0,"contrast":0},"detectionModes":[]},"_stats":{"systemId":"cyphersystem","systemVersion":"2.0.0-a1","coreVersion":"10.286","createdTime":null,"modifiedTime":1664959732074,"lastModifiedBy":"rLeavHPrdkq6xjNt"}} -{"_id":"li1H57vGnKM9EY61","name":"Earth elemental","type":"npc","img":"icons/svg/mystery-man.svg","items":[],"effects":[],"folder":null,"sort":0,"flags":{},"system":{"version":2,"basic":{"level":5},"pools":{"health":{"value":30,"max":30}},"combat":{"damage":6,"armor":3},"description":"","notes":"

An excavation, a meteor fall, a still-shuddering earthquake—all these events can summon an earth elemental to take shape and expand the destruction further.

\n

Motive: Crumble and break, reduce things to earth

\n

Environment: Anywhere solid or earthen

\n

Health: 30

\n

Damage Inflicted: 6 points

\n

Armor: 3

\n

Movement: Immediate; short when burrowing

\n

Combat: Earth elementals batter foes with heavy fists. They can also create earthquakes (no more than once every other round) that affect the ground within short range. Creatures standing in the area fall to the ground and take 5 points of damage on a failed Might defense roll.

\n

An earth elemental is vulnerable to water. Any damage it takes while standing in or being doused in water ignores its Armor.

\n

Interaction: Although brooding and slow to respond if encountered as immobile stone, earth elementals are intelligent. The ones that are summoned with a spell have about a 5% chance of breaking the geas and turning on their summoner.

\n

Use: Oddly articulated monoliths were discovered high in the mountains around a shrine containing an ancient treasure. A merchant wants someone to investigate the monoliths in case they represent a trap. In fact, the monoliths are inactive earth elementals.

\n

GM Intrusion: A character within range of the earth elemental’s earthquake attack must succeed on a Speed defense roll or be covered in an avalanche from a collapsing structure or cliff face.

","settings":{"general":{"initiativeBonus":0,"hideArchive":false},"equipment":{"ammo":{"active":false},"attacks":{"active":false},"armor":{"active":false},"cyphers":{"active":false,"label":""},"artifacts":{"active":false,"label":""},"oddities":{"active":false,"label":""},"materials":{"active":false,"label":""}},"skills":{},"abilities":{}},"teen":{"pools":{},"basic":{},"settings":{}}},"ownership":{"default":0,"N1n5f3sdQOJFmoJe":3},"prototypeToken":{"name":"Earth Elemental","displayName":20,"actorLink":false,"width":1,"height":1,"lockRotation":false,"rotation":0,"alpha":1,"light":{"alpha":0.5,"angle":360,"bright":0,"coloration":1,"dim":0,"luminosity":0.5,"saturation":0,"contrast":0,"shadows":0,"animation":{"speed":5,"intensity":5,"reverse":false,"type":null},"darkness":{"min":0,"max":1},"attenuation":0.5,"color":null},"disposition":0,"displayBars":40,"bar1":{"attribute":"health"},"bar2":{"attribute":"level"},"flags":{},"randomImg":false,"texture":{"src":"icons/svg/mystery-man.svg","scaleX":1,"scaleY":1,"offsetX":0,"offsetY":0,"rotation":0,"tint":null},"sight":{"angle":360,"enabled":false,"range":0,"brightness":1,"visionMode":"basic","color":null,"attenuation":0.1,"saturation":0,"contrast":0},"detectionModes":[]},"_stats":{"systemId":"cyphersystem","systemVersion":"2.0.0-a1","coreVersion":"10.286","createdTime":null,"modifiedTime":1664959732094,"lastModifiedBy":"rLeavHPrdkq6xjNt"}} -{"_id":"m9Hqr0shnpvRfgiF","name":"Killing white light","type":"npc","img":"icons/svg/mystery-man.svg","items":[],"effects":[],"folder":null,"sort":0,"flags":{},"system":{"version":2,"basic":{"level":5},"pools":{"health":{"value":15,"max":15}},"combat":{"damage":5,"armor":1},"description":"","notes":"

A killing white light isn’t a subtle hunter. At a distance, the creature is an eye-watering point of brilliance. When it closes in, it is nothing less than blinding, though its emanation isn’t warm. Despite the blazing intensity, a killing white light is as cold as starlight on a December night, sapping heat and life from living things caught in its radiance.

\n

By day, a killing white light is usually inactive. During this period, the creature hibernates in darkened areas, as if unwilling or unable to compete against the sun.

\n

Motive: Eliminate organic life

\n

Environment: Almost anywhere dark

\n

Health: 15

\n

Damage Inflicted: 5 points

\n

Armor: 1

\n

Movement: Short when flying

\n

Combat: An active (glowing) killing white light can attack one target within immediate range each round with a pulse of its brilliant nimbus. A character who fails a Speed defense roll against the attack takes damage and experiences a cooling numbness. A victim killed by the creature is rendered into so much blowing ash, though their clothing and equipment are unharmed.

\n

As it attacks, a killing white light emits a blinding nimbus of illumination that affects all creatures within short range. Targets in the area must succeed on a Might defense roll each round or be blinded for one round. A character in the area can avert their eyes when fighting a killing white light to avoid being blinded, but attacks and defenses are hindered for those who do so.

\n

A killing white light is vulnerable to strong sources of light other than its own. If exposed to daylight or caught in a high-intensity beam of light (such as a spotlight), the killing white light falters and takes no action for one round, after which it can act normally. However, if the competing light persists for more than three or four rounds, the creature usually retreats to a darkened place of safety.

\n

Interaction: A killing white light is too alien for interaction and may not be intelligent in a way humans can understand.

\n

Use: An inactive killing white light (which looks something like an albino lump of volcanic glass) is sometimes mistaken for a cypher whose properties can’t quite be identified—until the creature becomes active, at which point its true nature is revealed.

\n

GM Intrusion: Normally resistant to interaction, a killing white light uses its blazing nimbus to burn an alien glyph of uncertain meaning in the character’s flesh before the creature fades like a light bulb switched off.

","settings":{"general":{"initiativeBonus":0,"hideArchive":false},"equipment":{"ammo":{"active":false},"attacks":{"active":false},"armor":{"active":false},"cyphers":{"active":false,"label":""},"artifacts":{"active":false,"label":""},"oddities":{"active":false,"label":""},"materials":{"active":false,"label":""}},"skills":{},"abilities":{}},"teen":{"pools":{},"basic":{},"settings":{}}},"ownership":{"default":0,"N1n5f3sdQOJFmoJe":3},"prototypeToken":{"name":"Killing White Light","displayName":20,"actorLink":false,"width":1,"height":1,"lockRotation":false,"rotation":0,"alpha":1,"light":{"alpha":0.5,"angle":360,"bright":0,"coloration":1,"dim":0,"luminosity":0.5,"saturation":0,"contrast":0,"shadows":0,"animation":{"speed":5,"intensity":5,"reverse":false,"type":null},"darkness":{"min":0,"max":1},"attenuation":0.5,"color":null},"disposition":0,"displayBars":40,"bar1":{"attribute":"health"},"bar2":{"attribute":"level"},"flags":{},"randomImg":false,"texture":{"src":"icons/svg/mystery-man.svg","scaleX":1,"scaleY":1,"offsetX":0,"offsetY":0,"rotation":0,"tint":null},"sight":{"angle":360,"enabled":false,"range":0,"brightness":1,"visionMode":"basic","color":null,"attenuation":0.1,"saturation":0,"contrast":0},"detectionModes":[]},"_stats":{"systemId":"cyphersystem","systemVersion":"2.0.0-a1","coreVersion":"10.286","createdTime":null,"modifiedTime":1664959732355,"lastModifiedBy":"rLeavHPrdkq6xjNt"}} -{"_id":"n54pC87T2nULqbCJ","name":"Replicant","type":"npc","img":"icons/svg/mystery-man.svg","items":[],"effects":[],"folder":null,"sort":0,"flags":{},"system":{"version":2,"basic":{"level":5},"pools":{"health":{"value":18,"max":18}},"combat":{"damage":6,"armor":0},"description":"","notes":"

Virtually identical to adult humans, these biosculpted androids are stronger, faster, and potentially smarter. However, because they are manufactured beings with grafted memories, replicants rarely feel true human emotion, be that love, sadness, or empathy, though those who live long enough to lay down their own memories can develop the capacity to do so.

\n

However, few replicants gain the opportunity because they are created for a purpose, which could be to serve as police or guards, as soldiers in a distant war, or as impostors shaped to blend in with people so they can explore on behalf of an alien intelligence or a bootstrapped AI. In most of these cases, these purposes lead to a relatively short span of existence, which usually ends when the replicant chooses to detonate itself rather than be captured.

\n

Motive: Go unnoticed; stamp out (or replace) any who learn of their existence

\n

Environment: Anywhere

\n

Health: 18

\n

Damage Inflicted: 6 points

\n

Movement: Short

\n

Modifications: Tasks related to pleasant social interaction, understanding human social norms, and deception as level 2

\n

Combat: Replicants blend in and prefer not to enter combat. Since destruction is not usually their principal goal, they avoid confrontation. If, however, something threatens their mission, they defend themselves to the best of their ability. Replicants might use weaponry but are adept in using their limbs to batter foes into submission.

\n

A replicant poses the greatest danger when its physical form begins to fail through violence or natural degradation (many seem to have a natural “life” span of just a few years). When reduced to 0 points of health, the replicant explodes, inflicting 10 points of damage to everything in long range.

\n

Interaction: Replicants are designed to look human and, at least during a casual interaction, pass as human. But extended conversation trips up a replicant more often than not. Eventually, a replicant gets something wrong and says inappropriate things or exhibits strange mannerisms.

\n

Use: A contact of one of the characters is secretly a replicant. It has survived longer than expected, and its connection to whatever created it has weakened enough that it has gained some independence and made strong emotional connections to the PC. It knows its time is running out and may turn to the character for help.

\n

GM Intrusion: The character struck by the replicant is smashed into the wall so hard that the surrounding structure begins to collapse on them.

","settings":{"general":{"initiativeBonus":0,"hideArchive":false},"equipment":{"ammo":{"active":false},"attacks":{"active":false},"armor":{"active":false},"cyphers":{"active":false,"label":""},"artifacts":{"active":false,"label":""},"oddities":{"active":false,"label":""},"materials":{"active":false,"label":""}},"skills":{},"abilities":{}},"teen":{"pools":{},"basic":{},"settings":{}}},"ownership":{"default":0,"N1n5f3sdQOJFmoJe":3},"prototypeToken":{"name":"Replicant","displayName":20,"actorLink":false,"width":1,"height":1,"lockRotation":false,"rotation":0,"alpha":1,"light":{"alpha":0.5,"angle":360,"bright":0,"coloration":1,"dim":0,"luminosity":0.5,"saturation":0,"contrast":0,"shadows":0,"animation":{"speed":5,"intensity":5,"reverse":false,"type":null},"darkness":{"min":0,"max":1},"attenuation":0.5,"color":null},"disposition":0,"displayBars":40,"bar1":{"attribute":"health"},"bar2":{"attribute":"level"},"flags":{},"randomImg":false,"texture":{"src":"icons/svg/mystery-man.svg","scaleX":1,"scaleY":1,"offsetX":0,"offsetY":0,"rotation":0,"tint":null},"sight":{"angle":360,"enabled":false,"range":0,"brightness":1,"visionMode":"basic","color":null,"attenuation":0.1,"saturation":0,"contrast":0},"detectionModes":[]},"_stats":{"systemId":"cyphersystem","systemVersion":"2.0.0-a1","coreVersion":"10.286","createdTime":null,"modifiedTime":1664959732615,"lastModifiedBy":"rLeavHPrdkq6xjNt"}} -{"_id":"nBJ1PaZw7VugehNT","name":"Golem","type":"npc","img":"icons/svg/mystery-man.svg","items":[],"effects":[],"folder":null,"sort":0,"flags":{},"system":{"version":2,"basic":{"level":6},"pools":{"health":{"value":30,"max":30}},"combat":{"damage":8,"armor":5},"description":"","notes":"

Animate creatures of stone created by magic for a specific purpose, golems usually serve as guardians. However, they may also serve as soldiers, couriers, and banner-bearers. Golems that have accomplished their task may spend years without moving, like statuary posed in unexpected places—stained, eroded, and forlorn. But if disturbed, a golem rumbles back to movement and attempts to restart the last task assigned to it by its maker.

\n

Motive: Seeks to fulfill the commands of its creator

\n

Environment: Anywhere that needs a sturdy magical guardian

\n

Health: 30

\n

Damage Inflicted: 8 points

\n

Armor: 5

\n

Movement: Short

\n

Modifications: Intellect defense as level 2; Speed defense as level 4 due to slowness

\n

Combat: Skilled with large two-handed weapons, golems inflict 2 additional points of damage (total of 8 points) when using them. Golems cannot be stunned or dazed. They are immune to most poisons and disease, and 2 of their 5 points of Armor protect against ambient damage (environmental damage, heat, cold, falling, and so on).

\n

On the other hand, golems are activated by light, even light as dim as a candle. In complete darkness, a golem is blind and suffers penalties to attack and defend normally. A golem subject to complete darkness may choose to freeze in place like a statue. When one does so, its Armor increases to 10 (and Armor against ambient damage increases to 5), but it can take no actions, including purely mental actions. Unless something can damage the golem through its Armor, it remains frozen indefinitely or until light returns.

\n

Even if a golem is completely destroyed, the rubble of its form slowly reassembles over the course of three days, unless that rubble is ground to the finest gravel and spread widely.

\n

Interaction: Most golems can’t speak. Those that can are mournful, and a few have become cruel in their isolation, but at heart, all are lonely. Many are also tired of their stone existence, in which they can move but not really feel, and they wish for some sort of final end.

\n

Use: Powerful sorcerers sometimes create golems and press them into service with yet more spells. These golems prove to be tough bodyguards, but sometimes the futility of such service overcomes a golem and it turns on the sorcerer, breaking free of the binding spells in its rage over being denied the peace of death.

\n

GM Intrusion: The character hit by the golem is also grabbed and headbutted for 6 additional points of damage. The victim must break or slip free, or else they remain in the golem’s grip.

","settings":{"general":{"initiativeBonus":0,"hideArchive":false},"equipment":{"ammo":{"active":false},"attacks":{"active":false},"armor":{"active":false},"cyphers":{"active":false,"label":""},"artifacts":{"active":false,"label":""},"oddities":{"active":false,"label":""},"materials":{"active":false,"label":""}},"skills":{},"abilities":{}},"teen":{"pools":{},"basic":{},"settings":{}}},"ownership":{"default":0,"N1n5f3sdQOJFmoJe":3},"prototypeToken":{"name":"Golem","displayName":20,"actorLink":false,"width":1,"height":1,"lockRotation":false,"rotation":0,"alpha":1,"light":{"alpha":0.5,"angle":360,"bright":0,"coloration":1,"dim":0,"luminosity":0.5,"saturation":0,"contrast":0,"shadows":0,"animation":{"speed":5,"intensity":5,"reverse":false,"type":null},"darkness":{"min":0,"max":1},"attenuation":0.5,"color":null},"disposition":0,"displayBars":40,"bar1":{"attribute":"health"},"bar2":{"attribute":"level"},"flags":{},"randomImg":false,"texture":{"src":"icons/svg/mystery-man.svg","scaleX":1,"scaleY":1,"offsetX":0,"offsetY":0,"rotation":0,"tint":null},"sight":{"angle":360,"enabled":false,"range":0,"brightness":1,"visionMode":"basic","color":null,"attenuation":0.1,"saturation":0,"contrast":0},"detectionModes":[]},"_stats":{"systemId":"cyphersystem","systemVersion":"2.0.0-a1","coreVersion":"10.286","createdTime":null,"modifiedTime":1664959732294,"lastModifiedBy":"rLeavHPrdkq6xjNt"}} -{"_id":"nkAvknrgByU2kBSn","name":"Statue, animate","type":"npc","img":"icons/svg/mystery-man.svg","items":[],"effects":[],"folder":null,"sort":0,"flags":{},"system":{"version":2,"basic":{"level":7},"pools":{"health":{"value":33,"max":33}},"combat":{"damage":9,"armor":4},"description":"","notes":"

Towering statues carved from stone or cast in metal are sometimes more than humans rendered in moments of triumph, celebration, or suffering. Sometimes a statue moves, usually in service to some ancient geas or command that animated it in the first place.

\n

Most animate statues are vessels imprisoning the mind of a sentient creature. Such entrapment usually tumbles the spirits into the abyss of insanity, though most rest in a dormant state, their minds lost in whatever memories they retain. Disturbing animate statues can cause them to awaken, usually with disastrous results.

\n

Motive: Release from imprisonment; guard an area

\n

Environment: In out-of-the-way places, especially ancient ruins

\n

Health: 33

\n

Damage Inflicted: 9 points

\n

Armor: 4

\n

Movement: Short

\n

Modifications: All tasks involving balance as level 2; Might defense as level 8; Speed defense as level 5 due to size

\n

Combat: An animate statue towers over most foes, and it can smash or stomp a target within short range as a melee attack. The statue’s massive size and the material of its body means it can walk through nearly any obstacle, smashing through walls of solid rock, buildings, and trees. When walking, it pays no attention to what it steps on. Anything in its path is likely flattened. A character who is stepped on must make a Speed defense roll to dodge or be knocked down and take 9 points of damage.

\n

Animate statues are strong and hard to hurt, but they are often top-heavy. If one falls or is knocked over, it takes a few rounds to rise and resume whatever it was doing.

\n

Interaction: Statues spend years immobilized and insensate, their minds lost in half-remembered experiences and hallucinations. Rousing a statue has unpredictable results. Some might rampage. Others laugh, cry, or scream streams of nonsense. Regardless, if one has been commanded to guard an area or entrance, it also likely lashes out.

\n

Use: An animate statue holds a treasure trove of knowledge. If the characters can keep it focused or knocked down long enough, they might coax from it the information they seek.

\n

GM Intrusion: The animate statue strikes a character so hard that the victim flies a long distance and lands in a heap, possibly dropping gear and weapons along the way.

","settings":{"general":{"initiativeBonus":0,"hideArchive":false},"equipment":{"ammo":{"active":false},"attacks":{"active":false},"armor":{"active":false},"cyphers":{"active":false,"label":""},"artifacts":{"active":false,"label":""},"oddities":{"active":false,"label":""},"materials":{"active":false,"label":""}},"skills":{},"abilities":{}},"teen":{"pools":{},"basic":{},"settings":{}}},"ownership":{"default":0,"N1n5f3sdQOJFmoJe":3},"prototypeToken":{"name":"Statue, animate","displayName":20,"actorLink":false,"width":1,"height":1,"lockRotation":false,"rotation":0,"alpha":1,"light":{"alpha":0.5,"angle":360,"bright":0,"coloration":1,"dim":0,"luminosity":0.5,"saturation":0,"contrast":0,"shadows":0,"animation":{"speed":5,"intensity":5,"reverse":false,"type":null},"darkness":{"min":0,"max":1},"attenuation":0.5,"color":null},"disposition":0,"displayBars":40,"bar1":{"attribute":"health"},"bar2":{"attribute":"level"},"flags":{},"randomImg":false,"texture":{"src":"icons/svg/mystery-man.svg","scaleX":1,"scaleY":1,"offsetX":0,"offsetY":0,"rotation":0,"tint":null},"sight":{"angle":360,"enabled":false,"range":0,"brightness":1,"visionMode":"basic","color":null,"attenuation":0.1,"saturation":0,"contrast":0},"detectionModes":[]},"_stats":{"systemId":"cyphersystem","systemVersion":"2.0.0-a1","coreVersion":"10.286","createdTime":null,"modifiedTime":1664959732654,"lastModifiedBy":"rLeavHPrdkq6xjNt"}} -{"_id":"obJAuUihAMdRF9j2","name":"Orc","type":"npc","img":"icons/svg/mystery-man.svg","items":[],"effects":[],"folder":null,"sort":0,"flags":{},"system":{"version":2,"basic":{"level":2},"pools":{"health":{"value":7,"max":7}},"combat":{"damage":4,"armor":2},"description":"","notes":"

Born into squalor and fear, the orc species is composed of miserable, misbegotten humanoids that seem destined to serve as fodder for more powerful evil overlords. When left to their own devices, these loathsome creatures turn on each other, the strongest oppressing the next weakest (and so on down the line) with cruel barbs, gruesome jokes, and physical beatings. When these creatures have no masters to hate, they hate themselves.

\n

No two orcs look exactly alike, but all have a mean, ugly, and shambolic facade. Never clean and often spattered with the remains of recent meals, orcs have a mouthful of sharp, broken teeth that can develop into true fangs. Adults range in height from no larger than a human child to massive specimens larger than a strapping man. Whether big or small, nearly all orcs have stooped backs and crooked legs. The hue of their skin is hard to ascertain, because they are covered by the sediment of years, not to mention the iron armor every orc constantly wears from the moment it’s able to lift a weapon.

\n

Motive: Make others more miserable than itself

\n

Environment: Anywhere near, on, or under mountains, usually in groups of four to six, or in tribes dozens to hundreds strong

\n

Health: 7

\n

Damage Inflicted: 4 points

\n

Armor: 2

\n

Movement: Short

\n

Modifications: Speed defense as level 3 when carrying a shield; pleasant interactions as level 1

\n

Combat: Most orcs have bows able to target foes within long range. Some carry a shield and wield a medium axe, sword, or mace that inflicts 4 points of damage. Other orcs (usually those that are larger than their fellows) dispense with shields and wield heavy two-handed mauls and hammers that inflict 6 points of damage.

\n

Orcs live short, brutish lives. The few that survive for years do so because of some special advantage; they’re sneakier, stronger, tougher, or meaner than average. These have the following modifications, respectively:

\n\n

Interaction: An orc would stab its own mother if it thought doing so would give it another hour of life in a desperate situation. That said, most orcs have been conditioned, through beatings and torture, to fear the evil master they serve (if any). Characters attempting to negotiate with an orc through intimidation find that short-term success is followed by medium-term betrayal.

\n

Use: A band of orcs fires on the PCs from the edge of the forest. However, these orcs are crafty, and characters who rush directly into combat might fall victim to a hidden pit trap or other prepared ambush.

\n

Loot: Orcs carry a lot of garbage. Amid this dross, a band of orcs might have currency equivalent to a moderately priced item among them.

\n

GM Intrusion: With a scream of savage glee, five more orcs rush to join the fight.

","settings":{"general":{"initiativeBonus":0,"hideArchive":false},"equipment":{"ammo":{"active":false},"attacks":{"active":false},"armor":{"active":false},"cyphers":{"active":false,"label":""},"artifacts":{"active":false,"label":""},"oddities":{"active":false,"label":""},"materials":{"active":false,"label":""}},"skills":{},"abilities":{}},"teen":{"pools":{},"basic":{},"settings":{}}},"ownership":{"default":0,"N1n5f3sdQOJFmoJe":3},"prototypeToken":{"name":"Orc","displayName":20,"actorLink":false,"width":1,"height":1,"lockRotation":false,"rotation":0,"alpha":1,"light":{"alpha":0.5,"angle":360,"bright":0,"coloration":1,"dim":0,"luminosity":0.5,"saturation":0,"contrast":0,"shadows":0,"animation":{"speed":5,"intensity":5,"reverse":false,"type":null},"darkness":{"min":0,"max":1},"attenuation":0.5,"color":null},"disposition":0,"displayBars":40,"bar1":{"attribute":"health"},"bar2":{"attribute":"level"},"flags":{},"randomImg":false,"texture":{"src":"icons/svg/mystery-man.svg","scaleX":1,"scaleY":1,"offsetX":0,"offsetY":0,"rotation":0,"tint":null},"sight":{"angle":360,"enabled":false,"range":0,"brightness":1,"visionMode":"basic","color":null,"attenuation":0.1,"saturation":0,"contrast":0},"detectionModes":[]},"_stats":{"systemId":"cyphersystem","systemVersion":"2.0.0-a1","coreVersion":"10.286","createdTime":null,"modifiedTime":1664959732477,"lastModifiedBy":"rLeavHPrdkq6xjNt"}} -{"_id":"p5ugVxzZFUe8r2To","name":"Fallen angel","type":"npc","img":"icons/svg/mystery-man.svg","items":[],"effects":[],"folder":null,"sort":0,"flags":{},"system":{"version":2,"basic":{"level":5},"pools":{"health":{"value":25,"max":25}},"combat":{"damage":6,"armor":2},"description":"","notes":"

Angels are normally associated with virtue and service to higher moral beings. But just like people, sometimes angels are tempted into impure acts. Those who stray too far over the line may fall from higher realms and be forced to walk the Earth in penance. This experience drives most fallen angels insane.

\n

Fallen angel abilities wax and wane according to the position of the sun. During the day, a fallen angel seems almost sane (and is less dangerous), but at night, it is volatile and threatening to everyone.

\n

Motive: Revenge (but on whom and for what isn’t clear, even to the fallen angel)

\n

Environment: Anywhere, sometimes living alone in the wilderness, other times walking the hard streets of large cities

\n

Health: 25

\n

Damage Inflicted: 6 points by day, 8 points at night

\n

Armor: 2

\n

Movement: Short; long when flying

\n

Modifications: At night, perceptions and attacks as level 7

\n

Combat: At night, a fallen angel can attack other creatures by projecting a long-range beam of burning light. Against foes within immediate range, the fallen angel manifests burning wings. A fallen angel can choose to make its attacks ignore Armor, but for each attack so modified, it loses 4 points of health.

\n

On the rare occasion that a fallen angel is within immediate range of another of its kind, both regain 1 point of health per round.

\n

By day, a fallen angel cannot project long-range attacks and has no visible wings with which to make melee attacks, though it may carry a melee weapon.

\n

Interaction: By day, fallen angels are not automatically hostile, and they can be negotiated and reasoned with. They can seem truly angelic, though they are often confused and forgetful of their origin. But when night descends, fallen angels lose control of their faculties as they swell with rage and power. Unless a character directs a fallen angel toward another creature on which it can vent its wrath, the character becomes the object of the fury.

\n

Use: A star slips down from the sky and lands in the country. The next day, travelers come upon a farm in the area and find everyone dead and burned. A trail of scorched earth leads up into the hills.

\n

Loot: Fallen angels collect cyphers and usually have a few.

\n

GM Intrusion: A fallen angel’s successful attack causes the character’s cypher to detonate (if a grenade) or otherwise activate in a less-than-ideal fashion.

","settings":{"general":{"initiativeBonus":0,"hideArchive":false},"equipment":{"ammo":{"active":false},"attacks":{"active":false},"armor":{"active":false},"cyphers":{"active":false,"label":""},"artifacts":{"active":false,"label":""},"oddities":{"active":false,"label":""},"materials":{"active":false,"label":""}},"skills":{},"abilities":{}},"teen":{"pools":{},"basic":{},"settings":{}}},"ownership":{"default":0,"N1n5f3sdQOJFmoJe":3},"prototypeToken":{"name":"Fallen Angel","displayName":20,"actorLink":false,"width":1,"height":1,"lockRotation":false,"rotation":0,"alpha":1,"light":{"alpha":0.5,"angle":360,"bright":0,"coloration":1,"dim":0,"luminosity":0.5,"saturation":0,"contrast":0,"shadows":0,"animation":{"speed":5,"intensity":5,"reverse":false,"type":null},"darkness":{"min":0,"max":1},"attenuation":0.5,"color":null},"disposition":0,"displayBars":40,"bar1":{"attribute":"health"},"bar2":{"attribute":"level"},"flags":{},"randomImg":false,"texture":{"src":"icons/svg/mystery-man.svg","scaleX":1,"scaleY":1,"offsetX":0,"offsetY":0,"rotation":0,"tint":null},"sight":{"angle":360,"enabled":false,"range":0,"brightness":1,"visionMode":"basic","color":null,"attenuation":0.1,"saturation":0,"contrast":0},"detectionModes":[]},"_stats":{"systemId":"cyphersystem","systemVersion":"2.0.0-a1","coreVersion":"10.286","createdTime":null,"modifiedTime":1664959732120,"lastModifiedBy":"rLeavHPrdkq6xjNt"}} -{"_id":"qB1fv8beRDJG465z","name":"Shadow elf","type":"npc","img":"icons/svg/mystery-man.svg","items":[],"effects":[],"folder":null,"sort":0,"flags":{},"system":{"version":2,"basic":{"level":4},"pools":{"health":{"value":15,"max":15}},"combat":{"damage":5,"armor":1},"description":"","notes":"

Elves who faded from the surface to escape the justice of their fey cousins for crimes uncounted are sometimes called shadow elves, dark elves, or simply trow. It’s widely assumed that shadow elves fled to new realms deep below the ground, and indeed, the routes that lead to their true abodes are mostly subterranean and include many grand underground keeps. However, the heart of the shadow elf kingdom lies in the colorless dimension of Shadow itself, where all things exist as a dim reflection of the real world.

\n

Sometimes shadow elves appear on the surface, spilling from dark tunnels or, in some cases, from the shadows themselves. They raid for plunder, fresh slaves, and sacrifices. The sacrifices are made to their godqueen, a monstrously sized black widow spider that schemes in darkness.

\n

When a shadow elf returns to the world of light, it can choose to appear as a silhouette only: a slender humanoid outline lurking as if at the nadir of a well.

\n

Motive: Tortures for pleasure, serve the shadow elf godqueen

\n

Environment: Almost anywhere dimly lit, singly or in groups of up to four

\n

Health: 15

\n

Damage Inflicted: 5 points

\n

Armor: 1

\n

Movement: Short

\n

Modifications: Stealth and perception as level 6; Speed defense as level 6 due to shadowy nature

\n

Combat: Shadow elves attack with short blades, knives, and crossbow quarrels of steel-hard shadow. They can see in dim light and absolute darkness as if it were daylight.

\n

Some shadow elves can cast spells, including the following. Each spell requires an action to cast. Roll a [[/r d6]] to determine the Shadow Elf Spell.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
d6Shadow Elf Spell
1Enchant weapon to inflict 3 additional points of damage (8 total)
2Enchant weapon to inflict 1 additional point of Speed damage (poison, ignores Armor), plus 2 points of Speed damage each additional round until victim succeeds on a Might defense roll
3Fly a long range each round for ten minutes
4Gain +2 to Armor (total of 3 Armor) for ten minutes
5Long-range spell renders subject blind for ten minutes on failed Might defense roll
6Long-range spell targets up to three creatures next to each other; holds them motionless in a shadow web for one minute on failed Speed defense rolls
\n

If subject to full daylight, a shadow elf loses its modifications to stealth, perception, and Speed defense, and is likely to retreat.

\n

Interaction: Shadow elves may negotiate and even ally with other creatures for a time. But they do so only until the best opportunity for a betrayal presents itself.

\n

Use: Shadow elves have overrun an outlying keep, and even in broad daylight, the castle is shrouded in darkness and webs of shadow. The treasures said to lie in the keep’s coffers may already be in the hands of the dark fey.

\n

Loot: A shadow elf carries currency equivalent to an expensive item, in addition to weapons, light armor, and a cypher or two. Shadow elf leaders may carry an artifact.

\n

GM Intrusion: The shadow elf casts a spell that charms a character on a failed Intellect defense roll. The character fights on the side of the shadow elf for up to one minute, though they can make another Intellect defense roll each round to try to break the influence.

","settings":{"general":{"initiativeBonus":0,"hideArchive":false},"equipment":{"ammo":{"active":false},"attacks":{"active":false},"armor":{"active":false},"cyphers":{"active":false,"label":""},"artifacts":{"active":false,"label":""},"oddities":{"active":false,"label":""},"materials":{"active":false,"label":""}},"skills":{},"abilities":{}},"teen":{"pools":{},"basic":{},"settings":{}}},"ownership":{"default":0,"N1n5f3sdQOJFmoJe":3},"prototypeToken":{"name":"Shadow Elf","displayName":20,"actorLink":false,"width":1,"height":1,"lockRotation":false,"rotation":0,"alpha":1,"light":{"alpha":0.5,"angle":360,"bright":0,"coloration":1,"dim":0,"luminosity":0.5,"saturation":0,"contrast":0,"shadows":0,"animation":{"speed":5,"intensity":5,"reverse":false,"type":null},"darkness":{"min":0,"max":1},"attenuation":0.5,"color":null},"disposition":0,"displayBars":40,"bar1":{"attribute":"health"},"bar2":{"attribute":"level"},"flags":{},"randomImg":false,"texture":{"src":"icons/svg/mystery-man.svg","scaleX":1,"scaleY":1,"offsetX":0,"offsetY":0,"rotation":0,"tint":null},"sight":{"angle":360,"enabled":false,"range":0,"brightness":1,"visionMode":"basic","color":null,"attenuation":0.1,"saturation":0,"contrast":0},"detectionModes":[]},"_stats":{"systemId":"cyphersystem","systemVersion":"2.0.0-a1","coreVersion":"10.286","createdTime":null,"modifiedTime":1664959732628,"lastModifiedBy":"rLeavHPrdkq6xjNt"}} -{"_id":"qT2StUmJ4FDfS2Ji","name":"Ravage bear","type":"npc","img":"icons/svg/mystery-man.svg","items":[],"effects":[],"folder":null,"sort":0,"flags":{},"system":{"version":2,"basic":{"level":4},"pools":{"health":{"value":20,"max":20}},"combat":{"damage":7,"armor":1},"description":"","notes":"

A ravage bear is a hideous predator that hunts entirely by sense of smell. It is blind and nearly deaf, but it still tracks and senses prey easily. It is very protective of its young, and if hungry, it is extremely dangerous. Otherwise, it gives most creatures a wide berth.

\n

Motive: Hungers for flesh

\n

Environment: Alone or in pairs (usually with a few cubs) in wooded, rocky, or mountainous areas, typically in cold or temperate climes

\n

Health: 20

\n

Damage Inflicted: 7 points

\n

Armor: 1

\n

Movement: Long

\n

Modifications: Makes Might defense rolls as level 6; runs, climbs, and jumps as level 7

\n

Combat: A ravage bear grabs foes with its powerful arms, holds them fast, and then squeezes and tears at them until they are dead. It can hold only one creature at a time. While a ravage bear is holding a creature, it can attack only the held creature. In each round that a held creature does not escape, it suffers 4 points of damage in addition to damage from attacks made against it.

\n

A ravage bear can move very quickly in short sprints. In combat, it can go into an insane fury and will fight to the death. If it takes 10 or more points of damage, its defenses are hindered, but its attacks are eased.

\n

Ravage bears are immune to visual effects, such as illusions. However, olfactory effects can confuse and “blind” them temporarily.

\n

Interaction: Ravage bears are animals and act like animals.

\n

Use: Ravage bears are likely chance encounters in the wilderness for unlucky travelers.

\n

GM Intrusion: In its rage, the ravage bear makes an extra attack that does 2 additional points of damage.

","settings":{"general":{"initiativeBonus":0,"hideArchive":false},"equipment":{"ammo":{"active":false},"attacks":{"active":false},"armor":{"active":false},"cyphers":{"active":false,"label":""},"artifacts":{"active":false,"label":""},"oddities":{"active":false,"label":""},"materials":{"active":false,"label":""}},"skills":{},"abilities":{}},"teen":{"pools":{},"basic":{},"settings":{}}},"ownership":{"default":0,"N1n5f3sdQOJFmoJe":3},"prototypeToken":{"name":"Ravage Bear","displayName":20,"actorLink":false,"width":1,"height":1,"lockRotation":false,"rotation":0,"alpha":1,"light":{"alpha":0.5,"angle":360,"bright":0,"coloration":1,"dim":0,"luminosity":0.5,"saturation":0,"contrast":0,"shadows":0,"animation":{"speed":5,"intensity":5,"reverse":false,"type":null},"darkness":{"min":0,"max":1},"attenuation":0.5,"color":null},"disposition":0,"displayBars":40,"bar1":{"attribute":"health"},"bar2":{"attribute":"level"},"flags":{},"randomImg":false,"texture":{"src":"icons/svg/mystery-man.svg","scaleX":1,"scaleY":1,"offsetX":0,"offsetY":0,"rotation":0,"tint":null},"sight":{"angle":360,"enabled":false,"range":0,"brightness":1,"visionMode":"basic","color":null,"attenuation":0.1,"saturation":0,"contrast":0},"detectionModes":[]},"_stats":{"systemId":"cyphersystem","systemVersion":"2.0.0-a1","coreVersion":"10.286","createdTime":null,"modifiedTime":1664959732602,"lastModifiedBy":"rLeavHPrdkq6xjNt"}} -{"_id":"v5KdQP0xAVsoznyE","name":"Grey","type":"npc","img":"icons/svg/mystery-man.svg","items":[],"effects":[],"folder":null,"sort":0,"flags":{},"system":{"version":2,"basic":{"level":4},"pools":{"health":{"value":12,"max":12}},"combat":{"damage":6,"armor":1},"description":"","notes":"

Greys are enigmatic creatures born of alien stars (or dimensions) who have learned to move across the vast distances that bridge neighboring star systems. The creatures descend through the atmosphere under the cover of night to abduct specimens for study and return the victims later after a thorough examination. Returned abductees are usually befuddled and confused, and they retain little memory of what happened to them. Victims of the greys’ examination frequently sport strange marks on their flesh, oddly shaped wounds, gaps where teeth used to be, and strange or unknown metal lodged somewhere under the skin.

\n

A grey stands 3 feet (1 m) tall. It has a narrow body with skinny limbs and a large, bulbous head. Two large black eyes, almond shaped, dominate a face that has only a suggestion of a nose and a narrow mouth. Greys wear skintight uniforms, carry numerous instruments to study their environments, and keep a weapon or two for protection.

\n

Motive: Knowledge

\n

Environment: Greys land their spacecraft in remote areas, where they have minimal risk of discovery.

\n

Health: 12

\n

Damage Inflicted: 6 points

\n

Armor: 1

\n

Movement: Short

\n

Modifications: All tasks related to knowledge as level 6; Speed defense as level 5 due to size and quickness

\n

Combat: A grey carries a powerful ray emitter that can burn holes through solid steel. The grey can use the emitter to attack targets within long range. Against dangerous opponents, a grey can use an action to activate a personal shield that encapsulates it in a bubble of force. The shield gives it +3 to Armor, but while the shield is active, the grey can’t fire its ray emitter.

\n

Greys are scientists, but cautious ones. Leaving a trail of corpses as evidence of their existence isn’t their preferred mode of operation. For this reason, one grey in every group has a memory eraser. When this grey activates the device, each target other than a grey within short range must succeed on an Intellect defense roll or become stunned for one minute, taking no action (unless attacked, which snaps the victim out of the condition). When the effect wears off naturally, the target has no recollection of encountering little grey creatures.

\n

Interaction: Greys are curious about the places they visit but reluctant to move or act in the open. Secretive and mysterious, they prefer to observe creatures from afar and, on occasion, pick them up for closer inspection. Someone who offers a grey true knowledge might be treated as an equal rather than a lab animal.

\n

Use: The PCs are called to investigate a series of disappearances of animals and people. One by one, the abductees return, usually in odd places, and always bearing physical markings that suggest they were subjected to invasive procedures. To protect others from a similar fate, the PCs must catch the abductors in the act.

\n

Loot: A grey has one or two cyphers and might have a memory eraser that works as described under Combat (depletion roll of 1–2 on a 1d10).

\n

GM Intrusion: A grey’s ray emitter suffers a terrible mishap and explodes. The device kills the grey and destroys its body completely. For the next day, creatures that come within a short distance of where the grey died take 4 points of ambient damage from the psychic radiation each round they remain there.

","settings":{"general":{"initiativeBonus":0,"hideArchive":false},"equipment":{"ammo":{"active":false},"attacks":{"active":false},"armor":{"active":false},"cyphers":{"active":false,"label":""},"artifacts":{"active":false,"label":""},"oddities":{"active":false,"label":""},"materials":{"active":false,"label":""}},"skills":{},"abilities":{}},"teen":{"pools":{},"basic":{},"settings":{}}},"ownership":{"default":0,"N1n5f3sdQOJFmoJe":3},"prototypeToken":{"name":"Grey","displayName":20,"actorLink":false,"width":1,"height":1,"lockRotation":false,"rotation":0,"alpha":1,"light":{"alpha":0.5,"angle":360,"bright":0,"coloration":1,"dim":0,"luminosity":0.5,"saturation":0,"contrast":0,"shadows":0,"animation":{"speed":5,"intensity":5,"reverse":false,"type":null},"darkness":{"min":0,"max":1},"attenuation":0.5,"color":null},"disposition":0,"displayBars":40,"bar1":{"attribute":"health"},"bar2":{"attribute":"level"},"flags":{},"randomImg":false,"texture":{"src":"icons/svg/mystery-man.svg","scaleX":1,"scaleY":1,"offsetX":0,"offsetY":0,"rotation":0,"tint":null},"sight":{"angle":360,"enabled":false,"range":0,"brightness":1,"visionMode":"basic","color":null,"attenuation":0.1,"saturation":0,"contrast":0},"detectionModes":[]},"_stats":{"systemId":"cyphersystem","systemVersion":"2.0.0-a1","coreVersion":"10.286","createdTime":null,"modifiedTime":1664959732312,"lastModifiedBy":"rLeavHPrdkq6xjNt"}} +{"name":"Wharn interceptor","type":"npc","img":"icons/svg/mystery-man.svg","system":{"version":2,"basic":{"level":8},"pools":{"health":{"value":53,"max":53}},"combat":{"damage":15,"armor":5},"description":"","notes":"

Wharn interceptors are void-adapted behemoths, several hundred meters in length. It’s hypothesized that they are living battle automatons devised by ancient ultras, though against what long-vanished enemy isn’t clear. Now, a handful (hopefully no more) glide through the depths of space like dormant seeds, seeming for all the galaxy like some strangely whorled asteroid or planetesimal. Who knows how many millennia they passed in this apparently hibernating state? But when that hibernation ends, maybe because some ancient countdown is nearing its end, or because an asteroid miner tried to extract a sample, they open eyes burning with deadly energy, and flex claws of particle-beam fury.

\n

Wharn interceptors may be related in some fashion omworwars, so much so that humans sometimes call the latter “wharn cogitators.” However, it’s impossible that omworwars simply “appropriate” any wharn interceptors they encounter.

\n

Motive: Defense

\n

Environment: Anywhere floating through the void

\n

Health: 53

\n

Damage Inflicted: 15 points

\n

Armor: 5

\n

Movement: Flies a very long distance each round; can maneuver like an autonomous level 5 spacecraft if using extended vehicular combat rules. FTL capable.

\n

Modification: Speed defense as level 3 due to size.

\n

Combat: Most of the time, wharns are inactive and might look like tumbling rocks. In this state, space voyagers may be able to partly wake one in an attempt to negotiate. However, if a wharn is damaged, or if the passive senses deep in its body wake it for reasons of its own, it becomes aggressive.

\n

A wharn’s main weapons are its claws, which can extend in an instant, becoming exotic-matter beams able to reach a target up to a light-second away. Unless a target is protected by some kind of force field, the 15 points of damage inflicted ignores Armor. A wharn’s eyes can pierce most forms of camouflage, cloaking effects, and cover that is less than about 200 m (650 feet) thick.

\n

Interaction: In spite of their ferocious aspect and war-machine heritage, wharn interceptors do not destroy every spacecraft (and void-adapted creature) they come across, or even most. Indeed, sometimes a wharn may attempt to initiate communication via various machine channels. But what comes across are usually nonsense sounds and tones, and sometimes mathematical formulas.

\n

Use: The PCs, attempting to enter an abandoned space station or spacecraft, are distracted when a wharn attempts to destroy the very same object.

\n

GM Intrusion: The wharn moves unexpectedly, striking the vehicle the PCs are traveling in, inflicting 8 points of damage to everyone on board.

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Kaiju come in a variety of shapes, but all share one difficult-to-ignore quality: mind-blowing size. Appearances of these colossal creatures are rare events that usually don’t last for more than a few days. In that sense, they’re akin to hundred-year storms and at least as destructive. When they emerge, they’re attracted by artificial structures, the more densely situated and elaborate the better, which they set to smashing with a vengeance. It’s hard to judge the size of things so far outside normal scale, but good estimates put most kaiju at over 300 feet (90 m) in height.

\n

Kaiju rely primarily on their strength and mass, but many have some additional trick or ability that sets them apart from their kin, which usually translates into even more devastation.

\n

The other quality all kaiju share is the talent of hiding after a rampage by diving into a nearby sea or burrowing deep into the earth. Sometimes the same kaiju will appear again days, months, years, or decades later, attacking the same location or someplace entirely new.

\n

Motive: Destruction

\n

Environment: Usually near communities containing many high structures

\n

Health: 140

\n

Damage Inflicted: 18 points

\n

Armor: 5

\n

Movement: Short

\n

Modifications: Speed defense as level 8 due to size

\n

Combat: A kaiju can punch, kick, or deliver a tail or tentacle lash at something within long range. Damage is inflicted on the target and everything within short range of the target, and even those that succeed on a Speed defense roll take 7 points of damage. Kaiju heal quickly, usually at a rate of 2 points per round.

\n

Kaiju are rare and devastating enough that most are dubbed with a unique identifier by survivors. The entry for each creature below notes only where it varies from the base creature described above.

\n

Rampagion: This kaiju has been estimated to be almost 1,000 feet (300 m) high. Once per day, it can make a charging trample attack, dealing its damage in a line 300 feet (90 m) wide and 2 miles (3 km) long. Rampagion has 10 Armor and deals 20 points of damage with a physical attack (or 8 points if a victim makes a successful Speed defense roll).

\n

Suneko: This kaiju’s body, which resembles a cross between a lion and a lizard, is so hot that its skin glows like red coals, its mane like the sun’s corona, and its eyes like beaming searchlights. Suneko automatically deals 10 points of damage to everyone within immediate range. The creature can emit twin rays of plasma from its eyes in a focused beam that can reach as far as the horizon, which from Suneko’s height above the ground is about 22 miles (35 km). When it makes its eyebeam attack, it stops emitting killing heat in immediate range for about one minute.

\n

Interaction: Most PCs can’t directly interact with a kaiju unless they have some special device or association allowing them to get the attention of one of the massive creatures. Doing so could give the characters a chance to trick or lure the beast, or maybe even persuade one kaiju to fight another.

\n

Use: After seeing the devastation caused by a kaiju, the PCs might decide (or be asked) to find a way to stop a projected future appearance by the same creature.

\n

GM Intrusion: The character gains the direct attention of the kaiju. If the kaiju attacks the character, They are awarded 5 XP, only 1 of which they have to give to a friend.

","settings":{"general":{"initiativeBonus":0,"hideArchive":false},"equipment":{"ammo":{"active":false},"attacks":{"active":false},"armor":{"active":false},"cyphers":{"active":false,"label":""},"artifacts":{"active":false,"label":""},"oddities":{"active":false,"label":""},"materials":{"active":false,"label":""}},"skills":{},"abilities":{}},"teen":{"pools":{},"basic":{},"settings":{}}},"ownership":{"default":0,"N1n5f3sdQOJFmoJe":3},"prototypeToken":{"name":"Kaiju","displayName":20,"actorLink":false,"width":1,"height":1,"lockRotation":false,"rotation":0,"alpha":1,"light":{"alpha":0.5,"angle":360,"bright":0,"coloration":1,"dim":0,"luminosity":0.5,"saturation":0,"contrast":0,"shadows":0,"animation":{"speed":5,"intensity":5,"reverse":false,"type":null},"darkness":{"min":0,"max":1},"attenuation":0.5,"color":null},"disposition":0,"displayBars":40,"bar1":{"attribute":"pools.health"},"bar2":{"attribute":"basic.level"},"flags":{},"randomImg":false,"texture":{"src":"icons/svg/mystery-man.svg","scaleX":1,"scaleY":1,"offsetX":0,"offsetY":0,"rotation":0,"tint":null},"sight":{"angle":360,"enabled":false,"range":0,"brightness":1,"visionMode":"basic","color":null,"attenuation":0.1,"saturation":0,"contrast":0},"detectionModes":[]},"_stats":{"systemId":"cyphersystem","systemVersion":"2.3.0","coreVersion":"10.291","createdTime":null,"modifiedTime":1676797809186,"lastModifiedBy":"yThCrv1jSfPXOC2U"}} +{"_id":"gc0tYELtVAJRfFL6","name":"Giant","type":"npc","img":"icons/svg/mystery-man.svg","items":[],"effects":[],"folder":null,"sort":0,"flags":{},"system":{"version":2,"basic":{"level":7},"pools":{"health":{"value":40,"max":40}},"combat":{"damage":9,"armor":1},"description":"","notes":"

Violent storms, earthquakes, typhoons, and other natural disasters draw giants. Standing 20 to 30 feet (6 to 9 m) tall, giants delight in rampaging through the middle of such calamities, creating even more destruction. Some giants grow so powerful that they can trigger natural disasters on their own.

\n

Motive: Destruction

\n

Environment: Underground, deserts, mountaintops, and similar desolate areas

\n

Health: 40

\n

Damage Inflicted: 9 points

\n

Armor: 1

\n

Movement: Short

\n

Modifications: Speed defense as level 5 due to size; breaks and throws objects as level 8; sees through deceptions and tricks as level 3

\n

Combat: Giants smash foes with their fists, possibly catching up to three human-sized targets with the same attack if all the targets are in immediate range of each other.

\n

If a giant attacks a single target, they can choose to do regular damage or to grab hold of the victim, dealing 4 points of damage instead. On their turn, the victim can attempt a Might defense roll to struggle out of the grip, a Speed defense roll to slip out, or an Intellect-based task to distract the giant. If the victim fails, the giant throws the victim as high and as far as they can on their next turn. Damage on impact varies, depending on the environment, but a victim takes an average of 10 points of ambient damage.

\n

A few giants can generate storms, tidal waves, earthquakes, and similar phenomena that can lash an area up to 1,000 feet (300 m) across for up to a minute, inflicting 3 points of damage each round to all creatures and objects not protected by shelter designed to withstand a storm (though few shelters protect against an earthquake).

\n

Interaction: Most giants are not very bright. When a giant is rampaging, someone could attempt to distract them by singing, juggling, or doing some other trick, which some giants will pause to watch for at least one or two rounds.

\n

Use: A giant came down out of the mountains and laid waste to half the nearby village. Survivors will pay someone to venture into the giant’s mountain lair and destroy the creature.

\n

Loot: Individual giants carry little, but giant lairs may contain currency equivalent to 1d6 expensive items, [[/r 1d6]] cyphers, and a couple of artifacts.

\n

GM Intrusion: The giant’s blow sprains one of the character’s limbs, making it useless for ten minutes.

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Statues littering the grounds outside a ruin are meant to deter savvy robbers and explorers. The statues, ranging in size from birds to warriors astride steeds, all depict creatures in states of fright and pain, the final image of death. These pieces are not the work of a fevered mind, but the fates of those who braved a gorgon’s lair.

\n

Gorgons were humans once. After they offended the gods with their vanity, they were transformed into hideous monsters. A gorgon has the upper body of a human of perfect form and physique, but the lower body of a giant serpent, complete with rattling tail. One who dares look at a gorgon’s face can see traces of the old beauty beneath a weary veneer, darkened by hatred. Instead of hair, serpents crown a gorgon’s head, snapping and hissing at anyone who draws near. Yet the most terrible aspect of a gorgon is its gaze, which can turn any creature to stone.

\n

Motive: Isolation, defense

\n

Environment: Alone, sequestered in the isolated ruins of old cities and castles

\n

Health: 12

\n

Damage Inflicted: 5 points

\n

Movement: Short

\n

Combat: A gorgon has a long-range bow attack. Since creatures that see the gorgon often turn to stone, it must take down its prey at long range so it can get fresh meat.

\n

In close combat, a gorgon lashes out with a long dagger or, rarely, a sword. As part of the action the gorgon uses to attack, the serpents on its head can also attack one target within immediate distance. A target that fails its Speed defense roll takes 2 points of damage from the bite and must immediately make a Might defense roll to resist the poison (which deals 4 additional points of Speed damage that ignores Armor).

\n

Anyone within short range of a gorgon who meets its gaze and fails a Might defense roll turns to stone. In combat, when a character within short distance attacks the gorgon, they must avert their gaze (which hinders the attack by two steps) or make a Might defense roll. On a failure, they take 5 points of ambient damage as their flesh partly mineralizes. If the character is killed by this damage, they are turned to stone.

\n

Some gorgons carry a couple of cyphers and perhaps an artifact that they can use in combat.

\n

Interaction: Bitterness consumes gorgons. They lead lonely lives, cut off from everyone they have loved. Negotiating with one would be something of a feat.

\n

Use: A gorgon’s head retains its power to petrify for several days after being cut from the creature. The PCs might brave the gorgon so they can use its head to defeat an even more powerful foe.

\n

Loot: A gorgon typically has a few cyphers and may have an artifact as well.

\n

GM Intrusion: A character glimpses a gorgon’s eyes, and a sheen of stone covers their body for one minute, during which time they gain +1 to Armor but can’t move farther than an immediate distance in one round.

","settings":{"general":{"initiativeBonus":0,"hideArchive":false},"equipment":{"ammo":{"active":false},"attacks":{"active":false},"armor":{"active":false},"cyphers":{"active":false,"label":""},"artifacts":{"active":false,"label":""},"oddities":{"active":false,"label":""},"materials":{"active":false,"label":""}}}},"prototypeToken":{"name":"Gorgon","displayName":20,"actorLink":false,"texture":{"src":"icons/svg/mystery-man.svg","scaleX":1,"scaleY":1,"offsetX":0,"offsetY":0,"rotation":0,"tint":null},"width":1,"height":1,"lockRotation":false,"rotation":0,"alpha":1,"disposition":0,"displayBars":40,"bar1":{"attribute":"pools.health"},"bar2":{"attribute":"basic.level"},"light":{"alpha":0.5,"angle":360,"bright":0,"color":null,"coloration":1,"dim":0,"attenuation":0.5,"luminosity":0.5,"saturation":0,"contrast":0,"shadows":0,"animation":{"type":null,"speed":5,"intensity":5,"reverse":false},"darkness":{"min":0,"max":1}},"sight":{"enabled":false,"range":null,"angle":360,"visionMode":"basic","color":null,"attenuation":0.1,"brightness":0,"saturation":0,"contrast":0},"detectionModes":[],"flags":{},"randomImg":false},"items":[],"effects":[],"ownership":{"default":0,"yThCrv1jSfPXOC2U":3},"flags":{"core":{"sourceId":"Actor.s6dgHHNuqZTo4a12"}},"_stats":{"systemId":"cyphersystem","systemVersion":"2.3.0","coreVersion":"10.291","createdTime":1676279228547,"modifiedTime":1676797809128,"lastModifiedBy":"yThCrv1jSfPXOC2U"},"folder":null,"sort":0,"_id":"hW6Sn6NsGdd2KyhK"} +{"_id":"huhkLDlDaru359Bf","name":"Dragon","type":"npc","img":"icons/svg/mystery-man.svg","items":[],"effects":[],"folder":null,"sort":0,"flags":{},"system":{"version":2,"basic":{"level":7},"pools":{"health":{"value":45,"max":45}},"combat":{"damage":10,"armor":3},"description":"","notes":"

Dragons are exceptionally territorial, vain, and greedy. Apex predators, dragons must eat large meals on a regular basis. They prefer virgins, though they will settle for whoever, or whatever—such as horses or wild pigs—is available in a pinch. They love games of all sorts, especially when they get to consume the loser. Drawn to wealth and magic, dragons accumulate hoards of golden treasure. A dragon’s hoard is not only an end in itself, but part of a never-ending contest between dragons of a certain age to see which one can accumulate the largest trove.

\n

Motive: Self-aggrandizement, hungers for flesh, treasure collection

\n

Environment: Dragons thrive where wilderness meets the civilized frontier.

\n

Health: 45

\n

Damage Inflicted: 10 points

\n

Armor: 3

\n

Movement: Short; long while flying

\n

Modifications: Perception and riddles as level 8; Speed defense as level 6 due to size

\n

Combat: A dragon can bite one target or claw two opponents in immediate range as a single action. When bitten, targets are also immobilized until they succeed on a Might defense roll to break free (or the dragon drops them). Most dragons have one or more additional magical abilities they can bring to bear in combat, including the following.

\n

Captivate: A dragon with this ability can psychically mesmerize a nondragon target in immediate range who fails an Intellect defense roll. A captivated target does the dragon’s verbal bidding for one or more hours. Each time the target is confronted by a third party about its mental condition, the target is allowed another Intellect defense roll to break the effect.

\n

Change Shape: A dragon with this ability can take the form of a human or similar humanoid as its action, or return to its regular shape. When so changed, the dragon’s disguise is nearly impenetrable without special knowledge. As a human, the dragon is a level 5 creature.

\n

Fiery Breath: A dragon can breathe a stream of fire up to long range, doing 7 points of damage to all targets within immediate range of each other. Targets who succeed on a Speed defense roll to avoid the full effect of the fire still take 3 points of damage. This ability cannot be used in consecutive rounds.

\n

Interaction: Like the many hues of dragon scales, dragon personalities run the gamut from beastly thug to refined connoisseur. Some dragons lie with every smoky breath, others consider the least bit of dishonesty a personal failing, and most fall somewhere in between. All of them can be flattered and even charmed by someone with courtly manners and grace.

\n

Use: A dragon confronts the PCs, challenging them to a riddle game. If the characters win, they get a cypher. If the dragon wins, the PCs owe it a favor to be specified later… unless the dragon is hungry now.

\n

Loot: A dragon’s hoard might contain [[/r 2d6]] cyphers, hard currency equivalent to [[/r 1d6]] exorbitant items, and possibly a few artifacts (but a hoard is usually well guarded).

\n

GM Intrusion: The dragon breathes fire while the character is caught in its mouth, which automatically inflicts maximum fire damage on them.

","settings":{"general":{"initiativeBonus":0,"hideArchive":false},"equipment":{"ammo":{"active":false},"attacks":{"active":false},"armor":{"active":false},"cyphers":{"active":false,"label":""},"artifacts":{"active":false,"label":""},"oddities":{"active":false,"label":""},"materials":{"active":false,"label":""}},"skills":{},"abilities":{}},"teen":{"pools":{},"basic":{},"settings":{}}},"ownership":{"default":0,"N1n5f3sdQOJFmoJe":3},"prototypeToken":{"name":"Dragon","displayName":20,"actorLink":false,"width":1,"height":1,"lockRotation":false,"rotation":0,"alpha":1,"light":{"alpha":0.5,"angle":360,"bright":0,"coloration":1,"dim":0,"luminosity":0.5,"saturation":0,"contrast":0,"shadows":0,"animation":{"speed":5,"intensity":5,"reverse":false,"type":null},"darkness":{"min":0,"max":1},"attenuation":0.5,"color":null},"disposition":0,"displayBars":40,"bar1":{"attribute":"pools.health"},"bar2":{"attribute":"basic.level"},"flags":{},"randomImg":false,"texture":{"src":"icons/svg/mystery-man.svg","scaleX":1,"scaleY":1,"offsetX":0,"offsetY":0,"rotation":0,"tint":null},"sight":{"angle":360,"enabled":false,"range":0,"brightness":1,"visionMode":"basic","color":null,"attenuation":0.1,"saturation":0,"contrast":0},"detectionModes":[]},"_stats":{"systemId":"cyphersystem","systemVersion":"2.3.0","coreVersion":"10.291","createdTime":null,"modifiedTime":1676797808998,"lastModifiedBy":"yThCrv1jSfPXOC2U"}} +{"name":"Thundering behemoth","type":"npc","img":"icons/svg/mystery-man.svg","system":{"version":2,"basic":{"level":7},"pools":{"health":{"value":35,"max":35}},"combat":{"damage":9,"armor":2},"description":"","notes":"

When life is found on other worlds, it’s sometimes large and dangerous, such as the aptly named thundering behemoth. A thundering behemoth might be found on any number of alien planets that feature forests and/or swamps. Towering to treelike heights, these fearless predators are powerful and dangerous hunters, even for those armed with advanced or fantastic weaponry. Behemoths use color-changing frills to help them appear like tall trees while they stand in wait for prey, as still as mighty hardwood trunks, until they break cover and spring an ambush.

\n

Behemoths can produce extraordinarily loud noises, sometimes simply roaring, but often replicating the stuttering scream of an attacking spacecraft. They use their strange “roars” to confuse, lead astray, and, if possible, stampede prey into killing grounds such as regions of soft sand, off cliff tops, or as often as not, into the waiting mouth of another behemoth.

\n
\n

In the sci-fi setting of Numenera, similar creatures are called rumbling dasipelts.

\n
\n

Motive: Fresh meat

\n

Environment: Forests, alone or in a hunting group (known as a “crash”) of two or three

\n

Health: 35

\n

Damage Inflicted: 9 points

\n

Armor: 2

\n

Movement: Short

\n

Modifications: Disguise (as trees) as level 8 when unmoving. Deception (sounding as if an attacking spacecraft) as level 8. Speed defense as level 3 due to size.

\n

Combat: A thundering behemoth can attack a group of creatures (within an immediate area of each other) with a single massive bite. Thanks to its long neck, it can make that attack up to 9 m (30 feet) away. One victim must further succeed on a Might defense task or be caught in the creature’s maw, taking 9 additional points of damage each round until it can escape.

\n

A thundering behemoth’s ability to replicate threatening noises is often used deceptively at a distance, but the creature can use it to stun all targets within immediate range so they lose their next turn on a failed Might defense roll.

\n

Interaction: Behemoths have a complex communication system among themselves, using their color-changing frills and modulation of the thunder they produce. They think of humans and most other creatures as food.

\n

Use: The sound of fighting spacecraft has repeatedly spooked human colonists on an alien planet, though they have rarely seen destructive beams or actual spacecraft. Worried that that will soon change, the residents ask the PCs to investigate.

\n

GM Intrusion: The character avoids being bitten but is batted away by the behemoth’sattack, tumbling a short distance (and taking 5 points of damage).

","settings":{"general":{"initiativeBonus":0,"hideArchive":false},"equipment":{"ammo":{"active":false},"attacks":{"active":false},"armor":{"active":false},"cyphers":{"active":false,"label":""},"artifacts":{"active":false,"label":""},"oddities":{"active":false,"label":""},"materials":{"active":false,"label":""}}}},"prototypeToken":{"name":"Thundering behemoth","displayName":20,"actorLink":false,"texture":{"src":"icons/svg/mystery-man.svg","scaleX":1,"scaleY":1,"offsetX":0,"offsetY":0,"rotation":0,"tint":null},"width":1,"height":1,"lockRotation":false,"rotation":0,"alpha":1,"disposition":0,"displayBars":40,"bar1":{"attribute":"pools.health"},"bar2":{"attribute":"basic.level"},"light":{"alpha":0.5,"angle":360,"bright":0,"color":null,"coloration":1,"dim":0,"attenuation":0.5,"luminosity":0.5,"saturation":0,"contrast":0,"shadows":0,"animation":{"type":null,"speed":5,"intensity":5,"reverse":false},"darkness":{"min":0,"max":1}},"sight":{"enabled":false,"range":null,"angle":360,"visionMode":"basic","color":null,"attenuation":0.1,"brightness":0,"saturation":0,"contrast":0},"detectionModes":[],"flags":{},"randomImg":false},"items":[],"effects":[],"ownership":{"default":0,"yThCrv1jSfPXOC2U":3},"flags":{"core":{"sourceId":"Actor.acyx14nEZ2QgnHMi"}},"_stats":{"systemId":"cyphersystem","systemVersion":"2.3.0","coreVersion":"10.291","createdTime":1676462096225,"modifiedTime":1676797809315,"lastModifiedBy":"yThCrv1jSfPXOC2U"},"folder":null,"sort":0,"_id":"jtms0hT7NwHuhRuO"} +{"name":"Vacuum fungus","type":"npc","img":"icons/svg/mystery-man.svg","system":{"version":2,"basic":{"level":5},"pools":{"health":{"value":22,"max":22}},"combat":{"damage":6,"armor":0},"description":"","notes":"

Vacuum fungus is sometimes found as a greenish ooze on the exterior of spacecraft or space stations, growing in fine lines through the ice of frozen moons, and infesting the center of small asteroids and near-Earth objects (NEOs).

\n

Though able to survive in vacuum, the fungus takes on new morphology when sufficient spores find their way into habitable zero-G spaces. Then they fuse together and grow into a bulbous, emerald-hued fruiting body, typically reaching about 1 m (3 feet) in rough diameter, though individuals can grow much larger if not discovered. Sticky and soft to the touch, they are able to grow undetected in the dark corners of cargo holds, in ductworks, hanging from the ceiling of unused crew quarters, and so on.

\n

Vacuum fungus may be proof that extra-terrestrial life exists, but that triumph of scientific discovery may seem less important to those who find a clump, because they are incredibly toxic to living creatures.

\n

Motive: Reproduction

\n

Environment: Anywhere in zero G, as an unreactive ooze in vacuum, or as a fruiting body in atmosphere, alone or in a cluster of three to five

\n

Health: 22

\n

Damage Inflicted: 6 points

\n

Movement: Climbs (adheres) an immediate distance each round

\n

Combat: A fruiting body can selectively detonate spore pods along its surface once per round. When a pod detonates, green fluid sprays everywhere within immediate range. Living creatures who fail a Speed defense roll take 6 points of damage from the clinging fluid. An affected target must also succeed on a Might defense roll. On a failure, an affected section of flesh rapidly swells, becoming a bilious green lump, and explodes one round later, having the same effect as a detonating pod.

\n

Interaction: No real interaction with vacuum fungus is possible.

\n

Use: Scientists are incredibly excited to discover that the strange ooze they’ve noticed staining the exterior of their research domes is actually a variety of fungal life. They will likely become less excited when they discover the large growths secretly growing in the cavity beneath the floor of their research dome in a little-used storage closet.

\n

GM Intrusion: Striking the vacuum fungus clump causes one of the spore pods to detonate immediately, even though it’s out of turn.

","settings":{"general":{"initiativeBonus":0,"hideArchive":false},"equipment":{"ammo":{"active":false},"attacks":{"active":false},"armor":{"active":false},"cyphers":{"active":false,"label":""},"artifacts":{"active":false,"label":""},"oddities":{"active":false,"label":""},"materials":{"active":false,"label":""}}}},"prototypeToken":{"name":"Vacuum fungus","displayName":20,"actorLink":false,"texture":{"src":"icons/svg/mystery-man.svg","scaleX":1,"scaleY":1,"offsetX":0,"offsetY":0,"rotation":0,"tint":null},"width":1,"height":1,"lockRotation":false,"rotation":0,"alpha":1,"disposition":0,"displayBars":40,"bar1":{"attribute":"pools.health"},"bar2":{"attribute":"basic.level"},"light":{"alpha":0.5,"angle":360,"bright":0,"color":null,"coloration":1,"dim":0,"attenuation":0.5,"luminosity":0.5,"saturation":0,"contrast":0,"shadows":0,"animation":{"type":null,"speed":5,"intensity":5,"reverse":false},"darkness":{"min":0,"max":1}},"sight":{"enabled":false,"range":null,"angle":360,"visionMode":"basic","color":null,"attenuation":0.1,"brightness":0,"saturation":0,"contrast":0},"detectionModes":[],"flags":{},"randomImg":false},"items":[],"effects":[],"ownership":{"default":0,"yThCrv1jSfPXOC2U":3},"flags":{"core":{"sourceId":"Actor.jeGvKwD0ZX5gEIFQ"}},"_stats":{"systemId":"cyphersystem","systemVersion":"2.3.0","coreVersion":"10.291","createdTime":1676462203019,"modifiedTime":1676797809336,"lastModifiedBy":"yThCrv1jSfPXOC2U"},"folder":null,"sort":0,"_id":"lGjhEVxo5ZLcAfXn"} +{"name":"Photonomorph","type":"npc","img":"icons/svg/mystery-man.svg","system":{"version":2,"basic":{"level":6},"pools":{"health":{"value":22,"max":22}},"combat":{"damage":8,"armor":3},"description":"","notes":"

Hard-light technology, which creates pseudo-matter from modified photons, has made possible all kinds of structures and devices that wouldn’t otherwise exist. One of those, unfortunately, are self-sustaining photonic matter creatures. Sometimes, photonomorphs are enforcers created by much more powerful beings; other times they are the result of some person or AI attempting to ascend into a new state of being. But whatever their origin, photonomorphs are dangerous beings that can create matter from light, granting them an arbitrarily wide swathe of abilities. That includes their own glowing bodies, which they can change with only a little effort. This variability of form, coupled with their vast power, may be why many seem slightly mad.

\n

Motive: Varies

\n

Environment: Anywhere, alone or attended by three to five servitors appearing as hovering red spheres

\n
\n

@UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.QUUnfZapLW6wgBSe]{Servitor}: level 4; flies a long distance each round

\n
\n

Health: 22

\n

Damage Inflicted: 8 points

\n

Armor: 3

\n

Movement: Reconstitutes itself anywhere light can reach within long range as part of another action

\n

Modifications: Knowledge tasks as level 8

\n

Combat: Photonomorphs draw upon their own light to manifest effects equal to their level. Effects include the ability to attack creatures at long range with laser-like blasts, create glowing walls (or spheres) of force within an area up to 6 m (20 feet) on a side, become invisible, change its appearance, and create simple objects and devices out of hard light that last for about a minute (unless the photonomorph bleeds a few points of its health into the object to make it last until destroyed).

\n

A photonomorph regains 2 points of health each round in areas of bright light. It is hindered in all actions if the only source of light is itself or objects it has created.

\n

Interaction: Photonomorphs are intelligent and paranoid, but not automatically hostile. They have their own self-serving agendas, which often involve elaborate schemes.

\n

Use: A photonomorph appears, claiming to be a herald of some vastly more powerful cosmic entity or approaching alien vessel.

\n

GM Intrusion: The photonomorph uses its ability to create a hard- light object or effect that is perfect for aiding it for the situation at hand.

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An excavation, a meteor fall, a still-shuddering earthquake—all these events can summon an earth elemental to take shape and expand the destruction further.

\n

Motive: Crumble and break, reduce things to earth

\n

Environment: Anywhere solid or earthen

\n

Health: 30

\n

Damage Inflicted: 6 points

\n

Armor: 3

\n

Movement: Immediate; short when burrowing

\n

Combat: Earth elementals batter foes with heavy fists. They can also create earthquakes (no more than once every other round) that affect the ground within short range. Creatures standing in the area fall to the ground and take 5 points of damage on a failed Might defense roll.

\n

An earth elemental is vulnerable to water. Any damage it takes while standing in or being doused in water ignores its Armor.

\n

Interaction: Although brooding and slow to respond if encountered as immobile stone, earth elementals are intelligent. The ones that are summoned with a spell have about a 5% chance of breaking the geas and turning on their summoner.

\n

Use: Oddly articulated monoliths were discovered high in the mountains around a shrine containing an ancient treasure. A merchant wants someone to investigate the monoliths in case they represent a trap. In fact, the monoliths are inactive earth elementals.

\n

GM Intrusion: A character within range of the earth elemental’s earthquake attack must succeed on a Speed defense roll or be covered in an avalanche from a collapsing structure or cliff face.

","settings":{"general":{"initiativeBonus":0,"hideArchive":false},"equipment":{"ammo":{"active":false},"attacks":{"active":false},"armor":{"active":false},"cyphers":{"active":false,"label":""},"artifacts":{"active":false,"label":""},"oddities":{"active":false,"label":""},"materials":{"active":false,"label":""}},"skills":{},"abilities":{}},"teen":{"pools":{},"basic":{},"settings":{}}},"ownership":{"default":0,"N1n5f3sdQOJFmoJe":3},"prototypeToken":{"name":"Earth Elemental","displayName":20,"actorLink":false,"width":1,"height":1,"lockRotation":false,"rotation":0,"alpha":1,"light":{"alpha":0.5,"angle":360,"bright":0,"coloration":1,"dim":0,"luminosity":0.5,"saturation":0,"contrast":0,"shadows":0,"animation":{"speed":5,"intensity":5,"reverse":false,"type":null},"darkness":{"min":0,"max":1},"attenuation":0.5,"color":null},"disposition":0,"displayBars":40,"bar1":{"attribute":"pools.health"},"bar2":{"attribute":"basic.level"},"flags":{},"randomImg":false,"texture":{"src":"icons/svg/mystery-man.svg","scaleX":1,"scaleY":1,"offsetX":0,"offsetY":0,"rotation":0,"tint":null},"sight":{"angle":360,"enabled":false,"range":0,"brightness":1,"visionMode":"basic","color":null,"attenuation":0.1,"saturation":0,"contrast":0},"detectionModes":[]},"_stats":{"systemId":"cyphersystem","systemVersion":"2.3.0","coreVersion":"10.291","createdTime":null,"modifiedTime":1676797809005,"lastModifiedBy":"yThCrv1jSfPXOC2U"}} +{"_id":"m9Hqr0shnpvRfgiF","name":"Killing white light","type":"npc","img":"icons/svg/mystery-man.svg","items":[],"effects":[],"folder":null,"sort":0,"flags":{},"system":{"version":2,"basic":{"level":5},"pools":{"health":{"value":15,"max":15}},"combat":{"damage":5,"armor":1},"description":"","notes":"

A killing white light isn’t a subtle hunter. At a distance, the creature is an eye-watering point of brilliance. When it closes in, it is nothing less than blinding, though its emanation isn’t warm. Despite the blazing intensity, a killing white light is as cold as starlight on a December night, sapping heat and life from living things caught in its radiance.

\n

By day, a killing white light is usually inactive. During this period, the creature hibernates in darkened areas, as if unwilling or unable to compete against the sun.

\n

Motive: Eliminate organic life

\n

Environment: Almost anywhere dark

\n

Health: 15

\n

Damage Inflicted: 5 points

\n

Armor: 1

\n

Movement: Short when flying

\n

Combat: An active (glowing) killing white light can attack one target within immediate range each round with a pulse of its brilliant nimbus. A character who fails a Speed defense roll against the attack takes damage and experiences a cooling numbness. A victim killed by the creature is rendered into so much blowing ash, though their clothing and equipment are unharmed.

\n

As it attacks, a killing white light emits a blinding nimbus of illumination that affects all creatures within short range. Targets in the area must succeed on a Might defense roll each round or be blinded for one round. A character in the area can avert their eyes when fighting a killing white light to avoid being blinded, but attacks and defenses are hindered for those who do so.

\n

A killing white light is vulnerable to strong sources of light other than its own. If exposed to daylight or caught in a high-intensity beam of light (such as a spotlight), the killing white light falters and takes no action for one round, after which it can act normally. However, if the competing light persists for more than three or four rounds, the creature usually retreats to a darkened place of safety.

\n

Interaction: A killing white light is too alien for interaction and may not be intelligent in a way humans can understand.

\n

Use: An inactive killing white light (which looks something like an albino lump of volcanic glass) is sometimes mistaken for a cypher whose properties can’t quite be identified—until the creature becomes active, at which point its true nature is revealed.

\n

GM Intrusion: Normally resistant to interaction, a killing white light uses its blazing nimbus to burn an alien glyph of uncertain meaning in the character’s flesh before the creature fades like a light bulb switched off.

","settings":{"general":{"initiativeBonus":0,"hideArchive":false},"equipment":{"ammo":{"active":false},"attacks":{"active":false},"armor":{"active":false},"cyphers":{"active":false,"label":""},"artifacts":{"active":false,"label":""},"oddities":{"active":false,"label":""},"materials":{"active":false,"label":""}},"skills":{},"abilities":{}},"teen":{"pools":{},"basic":{},"settings":{}}},"ownership":{"default":0,"N1n5f3sdQOJFmoJe":3},"prototypeToken":{"name":"Killing White Light","displayName":20,"actorLink":false,"width":1,"height":1,"lockRotation":false,"rotation":0,"alpha":1,"light":{"alpha":0.5,"angle":360,"bright":0,"coloration":1,"dim":0,"luminosity":0.5,"saturation":0,"contrast":0,"shadows":0,"animation":{"speed":5,"intensity":5,"reverse":false,"type":null},"darkness":{"min":0,"max":1},"attenuation":0.5,"color":null},"disposition":0,"displayBars":40,"bar1":{"attribute":"pools.health"},"bar2":{"attribute":"basic.level"},"flags":{},"randomImg":false,"texture":{"src":"icons/svg/mystery-man.svg","scaleX":1,"scaleY":1,"offsetX":0,"offsetY":0,"rotation":0,"tint":null},"sight":{"angle":360,"enabled":false,"range":0,"brightness":1,"visionMode":"basic","color":null,"attenuation":0.1,"saturation":0,"contrast":0},"detectionModes":[]},"_stats":{"systemId":"cyphersystem","systemVersion":"2.3.0","coreVersion":"10.291","createdTime":null,"modifiedTime":1676797809192,"lastModifiedBy":"yThCrv1jSfPXOC2U"}} +{"_id":"n54pC87T2nULqbCJ","name":"Replicant","type":"npc","img":"icons/svg/mystery-man.svg","items":[],"effects":[],"folder":null,"sort":0,"flags":{},"system":{"version":2,"basic":{"level":5},"pools":{"health":{"value":18,"max":18}},"combat":{"damage":6,"armor":0},"description":"","notes":"

Virtually identical to adult humans, these biosculpted androids are stronger, faster, and potentially smarter. However, because they are manufactured beings with grafted memories, replicants rarely feel true human emotion, be that love, sadness, or empathy, though those who live long enough to lay down their own memories can develop the capacity to do so.

\n

However, few replicants gain the opportunity because they are created for a purpose, which could be to serve as police or guards, as soldiers in a distant war, or as impostors shaped to blend in with people so they can explore on behalf of an alien intelligence or a bootstrapped AI. In most of these cases, these purposes lead to a relatively short span of existence, which usually ends when the replicant chooses to detonate itself rather than be captured.

\n

Motive: Go unnoticed; stamp out (or replace) any who learn of their existence

\n

Environment: Anywhere

\n

Health: 18

\n

Damage Inflicted: 6 points

\n

Movement: Short

\n

Modifications: Tasks related to pleasant social interaction, understanding human social norms, and deception as level 2

\n

Combat: Replicants blend in and prefer not to enter combat. Since destruction is not usually their principal goal, they avoid confrontation. If, however, something threatens their mission, they defend themselves to the best of their ability. Replicants might use weaponry but are adept in using their limbs to batter foes into submission.

\n

A replicant poses the greatest danger when its physical form begins to fail through violence or natural degradation (many seem to have a natural “life” span of just a few years). When reduced to 0 points of health, the replicant explodes, inflicting 10 points of damage to everything in long range.

\n

Interaction: Replicants are designed to look human and, at least during a casual interaction, pass as human. But extended conversation trips up a replicant more often than not. Eventually, a replicant gets something wrong and says inappropriate things or exhibits strange mannerisms.

\n

Use: A contact of one of the characters is secretly a replicant. It has survived longer than expected, and its connection to whatever created it has weakened enough that it has gained some independence and made strong emotional connections to the PC. It knows its time is running out and may turn to the character for help.

\n

GM Intrusion: The character struck by the replicant is smashed into the wall so hard that the surrounding structure begins to collapse on them.

","settings":{"general":{"initiativeBonus":0,"hideArchive":false},"equipment":{"ammo":{"active":false},"attacks":{"active":false},"armor":{"active":false},"cyphers":{"active":false,"label":""},"artifacts":{"active":false,"label":""},"oddities":{"active":false,"label":""},"materials":{"active":false,"label":""}},"skills":{},"abilities":{}},"teen":{"pools":{},"basic":{},"settings":{}}},"ownership":{"default":0,"N1n5f3sdQOJFmoJe":3},"prototypeToken":{"name":"Replicant","displayName":20,"actorLink":false,"width":1,"height":1,"lockRotation":false,"rotation":0,"alpha":1,"light":{"alpha":0.5,"angle":360,"bright":0,"coloration":1,"dim":0,"luminosity":0.5,"saturation":0,"contrast":0,"shadows":0,"animation":{"speed":5,"intensity":5,"reverse":false,"type":null},"darkness":{"min":0,"max":1},"attenuation":0.5,"color":null},"disposition":0,"displayBars":40,"bar1":{"attribute":"pools.health"},"bar2":{"attribute":"basic.level"},"flags":{},"randomImg":false,"texture":{"src":"icons/svg/mystery-man.svg","scaleX":1,"scaleY":1,"offsetX":0,"offsetY":0,"rotation":0,"tint":null},"sight":{"angle":360,"enabled":false,"range":0,"brightness":1,"visionMode":"basic","color":null,"attenuation":0.1,"saturation":0,"contrast":0},"detectionModes":[]},"_stats":{"systemId":"cyphersystem","systemVersion":"2.3.0","coreVersion":"10.291","createdTime":null,"modifiedTime":1676797809265,"lastModifiedBy":"yThCrv1jSfPXOC2U"}} +{"_id":"nBJ1PaZw7VugehNT","name":"Golem","type":"npc","img":"icons/svg/mystery-man.svg","items":[],"effects":[],"folder":null,"sort":0,"flags":{},"system":{"version":2,"basic":{"level":6},"pools":{"health":{"value":30,"max":30}},"combat":{"damage":8,"armor":5},"description":"","notes":"

Animate creatures of stone created by magic for a specific purpose, golems usually serve as guardians. However, they may also serve as soldiers, couriers, and banner-bearers. Golems that have accomplished their task may spend years without moving, like statuary posed in unexpected places—stained, eroded, and forlorn. But if disturbed, a golem rumbles back to movement and attempts to restart the last task assigned to it by its maker.

\n

Motive: Seeks to fulfill the commands of its creator

\n

Environment: Anywhere that needs a sturdy magical guardian

\n

Health: 30

\n

Damage Inflicted: 8 points

\n

Armor: 5

\n

Movement: Short

\n

Modifications: Intellect defense as level 2; Speed defense as level 4 due to slowness

\n

Combat: Skilled with large two-handed weapons, golems inflict 2 additional points of damage (total of 8 points) when using them. Golems cannot be stunned or dazed. They are immune to most poisons and disease, and 2 of their 5 points of Armor protect against ambient damage (environmental damage, heat, cold, falling, and so on).

\n

On the other hand, golems are activated by light, even light as dim as a candle. In complete darkness, a golem is blind and suffers penalties to attack and defend normally. A golem subject to complete darkness may choose to freeze in place like a statue. When one does so, its Armor increases to 10 (and Armor against ambient damage increases to 5), but it can take no actions, including purely mental actions. Unless something can damage the golem through its Armor, it remains frozen indefinitely or until light returns.

\n

Even if a golem is completely destroyed, the rubble of its form slowly reassembles over the course of three days, unless that rubble is ground to the finest gravel and spread widely.

\n

Interaction: Most golems can’t speak. Those that can are mournful, and a few have become cruel in their isolation, but at heart, all are lonely. Many are also tired of their stone existence, in which they can move but not really feel, and they wish for some sort of final end.

\n

Use: Powerful sorcerers sometimes create golems and press them into service with yet more spells. These golems prove to be tough bodyguards, but sometimes the futility of such service overcomes a golem and it turns on the sorcerer, breaking free of the binding spells in its rage over being denied the peace of death.

\n

GM Intrusion: The character hit by the golem is also grabbed and headbutted for 6 additional points of damage. The victim must break or slip free, or else they remain in the golem’s grip.

","settings":{"general":{"initiativeBonus":0,"hideArchive":false},"equipment":{"ammo":{"active":false},"attacks":{"active":false},"armor":{"active":false},"cyphers":{"active":false,"label":""},"artifacts":{"active":false,"label":""},"oddities":{"active":false,"label":""},"materials":{"active":false,"label":""}},"skills":{},"abilities":{}},"teen":{"pools":{},"basic":{},"settings":{}}},"ownership":{"default":0,"N1n5f3sdQOJFmoJe":3},"prototypeToken":{"name":"Golem","displayName":20,"actorLink":false,"width":1,"height":1,"lockRotation":false,"rotation":0,"alpha":1,"light":{"alpha":0.5,"angle":360,"bright":0,"coloration":1,"dim":0,"luminosity":0.5,"saturation":0,"contrast":0,"shadows":0,"animation":{"speed":5,"intensity":5,"reverse":false,"type":null},"darkness":{"min":0,"max":1},"attenuation":0.5,"color":null},"disposition":0,"displayBars":40,"bar1":{"attribute":"pools.health"},"bar2":{"attribute":"basic.level"},"flags":{},"randomImg":false,"texture":{"src":"icons/svg/mystery-man.svg","scaleX":1,"scaleY":1,"offsetX":0,"offsetY":0,"rotation":0,"tint":null},"sight":{"angle":360,"enabled":false,"range":0,"brightness":1,"visionMode":"basic","color":null,"attenuation":0.1,"saturation":0,"contrast":0},"detectionModes":[]},"_stats":{"systemId":"cyphersystem","systemVersion":"2.3.0","coreVersion":"10.291","createdTime":null,"modifiedTime":1676797809118,"lastModifiedBy":"yThCrv1jSfPXOC2U"}} +{"name":"Supernal","type":"npc","img":"icons/svg/mystery-man.svg","system":{"version":2,"basic":{"level":5},"pools":{"health":{"value":23,"max":23}},"combat":{"damage":6,"armor":0},"description":"","notes":"

Half humanoid and half-dragonfly, supernals are beautiful entities, though certainly alien. Each supernal possesses a unique wing pattern and coloration and, to some extent, body shape. These patterns and colors may signify where in the hierarchy a particular supernal stands among its kind, but for those who do not speak the language of supernals (which is telepathic), the complexity of their social structure is overwhelming.

\n

Whether they are agents of some unknown alien civilization or seek their own aims, supernals are mysterious and cryptic. Most fear contact with them, because they have a penchant for stealing away other life forms, who are rarely seen again.

\n

Motive: Capture humans and similar life forms, and bring them somewhere unknown.

\n

Environment: Almost anywhere

\n

Health: 23

\n

Damage Inflicted: 6 points

\n

Movement: Short; flies a long distance (even through airless vacuum); can teleport to any known location once per ten hours as an action

\n

Modifications: All knowledge tasks as level 6; stealth tasks as level 7 while invisible

\n

Combat: Supernals usually only enter combat when they wish, because they bide their time in a phased, invisible state. But when one attacks with the touch of its wing, it draws the life force directly out of the target, inflicting 6 points of Speed damage (ignores Armor).

\n

A supernal can summon a swarm of tiny machines that resemble regular dragonflies made of golden metal. The swarm either serves as a fashion accessory as they crawl over the supernal’s body, or as components in a piece of living art.

\n
\n

@UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.dhF75WYfthQ4Y8ZO]{Dragonfly swarm}: level 2; flies a long distance each round; eases physical tasks, including attacks or defense

\n
\n

Supernals regain 1 point of health per round (even in an airless vacuum, which they can survive without issue), unless they’ve been damaged with psychic attacks. They can teleport to any location they know as an action once every ten hours.

\n

Supernals often carry manifest cyphers useful in combat, as well as an artifact.

\n

Interaction: Although supernals only speak telepathically, peaceful interaction with these creatures is not impossible. It’s just very difficult, as they see most other creatures as something to be collected and taken to some undisclosed location, for unknown reasons.

\n

Use: A character is followed by a supernal intent on collecting them. Loot: A supernal usually has a few manifest cyphers, and possibly an artifact.

\n

GM Intrusion: The supernal grabs the character and flies up and away, unless and until the character escapes the grab.

","settings":{"general":{"initiativeBonus":0,"hideArchive":false},"equipment":{"ammo":{"active":false},"attacks":{"active":false},"armor":{"active":false},"cyphers":{"active":false,"label":""},"artifacts":{"active":false,"label":""},"oddities":{"active":false,"label":""},"materials":{"active":false,"label":""}}}},"prototypeToken":{"name":"Supernal","displayName":20,"actorLink":false,"texture":{"src":"icons/svg/mystery-man.svg","scaleX":1,"scaleY":1,"offsetX":0,"offsetY":0,"rotation":0,"tint":null},"width":1,"height":1,"lockRotation":false,"rotation":0,"alpha":1,"disposition":0,"displayBars":40,"bar1":{"attribute":"pools.health"},"bar2":{"attribute":"basic.level"},"light":{"alpha":0.5,"angle":360,"bright":0,"color":null,"coloration":1,"dim":0,"attenuation":0.5,"luminosity":0.5,"saturation":0,"contrast":0,"shadows":0,"animation":{"type":null,"speed":5,"intensity":5,"reverse":false},"darkness":{"min":0,"max":1}},"sight":{"enabled":false,"range":null,"angle":360,"visionMode":"basic","color":null,"attenuation":0.1,"brightness":0,"saturation":0,"contrast":0},"detectionModes":[],"flags":{},"randomImg":false},"items":[],"effects":[],"ownership":{"default":0,"yThCrv1jSfPXOC2U":3},"flags":{"core":{"sourceId":"Actor.nsrc0NCtD7GirN2b"}},"_stats":{"systemId":"cyphersystem","systemVersion":"2.3.0","coreVersion":"10.291","createdTime":1676461780853,"modifiedTime":1676797809305,"lastModifiedBy":"yThCrv1jSfPXOC2U"},"folder":null,"sort":0,"_id":"nhQNU39Nd71YDlCt"} +{"_id":"nkAvknrgByU2kBSn","name":"Statue, animate","type":"npc","img":"icons/svg/mystery-man.svg","items":[],"effects":[],"folder":null,"sort":0,"flags":{},"system":{"version":2,"basic":{"level":7},"pools":{"health":{"value":33,"max":33}},"combat":{"damage":9,"armor":4},"description":"","notes":"

Towering statues carved from stone or cast in metal are sometimes more than humans rendered in moments of triumph, celebration, or suffering. Sometimes a statue moves, usually in service to some ancient geas or command that animated it in the first place.

\n

Most animate statues are vessels imprisoning the mind of a sentient creature. Such entrapment usually tumbles the spirits into the abyss of insanity, though most rest in a dormant state, their minds lost in whatever memories they retain. Disturbing animate statues can cause them to awaken, usually with disastrous results.

\n

Motive: Release from imprisonment; guard an area

\n

Environment: In out-of-the-way places, especially ancient ruins

\n

Health: 33

\n

Damage Inflicted: 9 points

\n

Armor: 4

\n

Movement: Short

\n

Modifications: All tasks involving balance as level 2; Might defense as level 8; Speed defense as level 5 due to size

\n

Combat: An animate statue towers over most foes, and it can smash or stomp a target within short range as a melee attack. The statue’s massive size and the material of its body means it can walk through nearly any obstacle, smashing through walls of solid rock, buildings, and trees. When walking, it pays no attention to what it steps on. Anything in its path is likely flattened. A character who is stepped on must make a Speed defense roll to dodge or be knocked down and take 9 points of damage.

\n

Animate statues are strong and hard to hurt, but they are often top-heavy. If one falls or is knocked over, it takes a few rounds to rise and resume whatever it was doing.

\n

Interaction: Statues spend years immobilized and insensate, their minds lost in half-remembered experiences and hallucinations. Rousing a statue has unpredictable results. Some might rampage. Others laugh, cry, or scream streams of nonsense. Regardless, if one has been commanded to guard an area or entrance, it also likely lashes out.

\n

Use: An animate statue holds a treasure trove of knowledge. If the characters can keep it focused or knocked down long enough, they might coax from it the information they seek.

\n

GM Intrusion: The animate statue strikes a character so hard that the victim flies a long distance and lands in a heap, possibly dropping gear and weapons along the way.

","settings":{"general":{"initiativeBonus":0,"hideArchive":false},"equipment":{"ammo":{"active":false},"attacks":{"active":false},"armor":{"active":false},"cyphers":{"active":false,"label":""},"artifacts":{"active":false,"label":""},"oddities":{"active":false,"label":""},"materials":{"active":false,"label":""}},"skills":{},"abilities":{}},"teen":{"pools":{},"basic":{},"settings":{}}},"ownership":{"default":0,"N1n5f3sdQOJFmoJe":3},"prototypeToken":{"name":"Statue, animate","displayName":20,"actorLink":false,"width":1,"height":1,"lockRotation":false,"rotation":0,"alpha":1,"light":{"alpha":0.5,"angle":360,"bright":0,"coloration":1,"dim":0,"luminosity":0.5,"saturation":0,"contrast":0,"shadows":0,"animation":{"speed":5,"intensity":5,"reverse":false,"type":null},"darkness":{"min":0,"max":1},"attenuation":0.5,"color":null},"disposition":0,"displayBars":40,"bar1":{"attribute":"pools.health"},"bar2":{"attribute":"basic.level"},"flags":{},"randomImg":false,"texture":{"src":"icons/svg/mystery-man.svg","scaleX":1,"scaleY":1,"offsetX":0,"offsetY":0,"rotation":0,"tint":null},"sight":{"angle":360,"enabled":false,"range":0,"brightness":1,"visionMode":"basic","color":null,"attenuation":0.1,"saturation":0,"contrast":0},"detectionModes":[]},"_stats":{"systemId":"cyphersystem","systemVersion":"2.3.0","coreVersion":"10.291","createdTime":null,"modifiedTime":1676797809301,"lastModifiedBy":"yThCrv1jSfPXOC2U"}} +{"name":"Faerie","type":"npc","img":"icons/svg/mystery-man.svg","system":{"version":2,"basic":{"level":3},"pools":{"health":{"value":12,"max":12}},"combat":{"damage":4,"armor":0},"description":"","notes":"

Faeries are magic creatures of music, mirth, tricks, and taunts. Some might only perform a silly song or follow people for a while, flitting around and asking questions like an annoying young child. Some faeries are crueler and delight in stealing clothing, equipment, or prized objects. And a few are downright malicious and, under the guise of a helpful guide or a pretty light in the distance, lure lost travelers to various dooms.

\n

Motive: Unpredictable

\n

Environment: Alone or in a flutter of three to twelve

\n

Health: 12

\n

Damage Inflicted: 4 points

\n

Movement: Immediate; long when flying

\n

Modifications: Tasks related to performance and deception as level 5; Speed defense as level 5 due to size and quickness

\n

Combat: A faerie can hurl damaging magic dust at any target within short range, but sometimes it wields tiny weapons such as bows, spears, or swords.

\n

If a faerie is touched or struck by a melee weapon, more magic dust puffs away from the faerie and clouds the attacker, who must make a Speed defense roll or take the same amount of damage they just dealt to the faerie.

\n

A faerie can see in the dark, but it can also emit bright light and appear as a glowing humanoid or an illuminated sphere.

\n

Faeries regenerate 1 point of health per round while their health is above 0.

\n

Some faeries can attempt to use a song or light display to charm others within short range. The target must succeed on an Intellect defense roll or fall into a suggestible state for one hour. During this period, the target can be led by the faerie at their regular movement rate. The target can be brought out of the spell early if they take damage or are heartily slapped and shaken for a round or two, causing the glamour to fade. A faerie can use this power once per minute.

\n

Interaction: Faeries are mercurial creatures, but except for the malicious ones, they can be negotiated with, especially if offered sweets, wine, or other gifts. However, faerie attention spans are limited, so even one that means well could end up leaving the PCs in the lurch at just the wrong moment.

\n

Use: The dancing light in the distance, leading curious PCs deeper and deeper into the dark woods, is a faerie. And the destination could be a wicked witch or other unpleasant location.

\n

Loot: The tiny pouches that faeries carry are stuffed with forest bric-a-brac, but some of those pouches are ten times larger on the inside and might hold a handful of shiny coins or a cypher.

\n

GM Intrusion: Another faerie appears, and if the character fails a Speed defense roll, it flies off with their weapon or another important possession.

","settings":{"general":{"initiativeBonus":0,"hideArchive":false},"equipment":{"ammo":{"active":false},"attacks":{"active":false},"armor":{"active":false},"cyphers":{"active":false,"label":""},"artifacts":{"active":false,"label":""},"oddities":{"active":false,"label":""},"materials":{"active":false,"label":""}}}},"prototypeToken":{"name":"Faerie","displayName":20,"actorLink":false,"texture":{"src":"icons/svg/mystery-man.svg","scaleX":1,"scaleY":1,"offsetX":0,"offsetY":0,"rotation":0,"tint":null},"width":1,"height":1,"lockRotation":false,"rotation":0,"alpha":1,"disposition":0,"displayBars":40,"bar1":{"attribute":"pools.health"},"bar2":{"attribute":"basic.level"},"light":{"alpha":0.5,"angle":360,"bright":0,"color":null,"coloration":1,"dim":0,"attenuation":0.5,"luminosity":0.5,"saturation":0,"contrast":0,"shadows":0,"animation":{"type":null,"speed":5,"intensity":5,"reverse":false},"darkness":{"min":0,"max":1}},"sight":{"enabled":false,"range":null,"angle":360,"visionMode":"basic","color":null,"attenuation":0.1,"brightness":0,"saturation":0,"contrast":0},"detectionModes":[],"flags":{},"randomImg":false},"items":[],"effects":[],"ownership":{"default":0,"yThCrv1jSfPXOC2U":3},"flags":{"core":{"sourceId":"Actor.YbqqaHSom0SOcCia"}},"_stats":{"systemId":"cyphersystem","systemVersion":"2.3.0","coreVersion":"10.291","createdTime":1676279040601,"modifiedTime":1676797809034,"lastModifiedBy":"yThCrv1jSfPXOC2U"},"folder":null,"sort":0,"_id":"oRuDHZO1VFtSBYCY"} +{"_id":"obJAuUihAMdRF9j2","name":"Orc","type":"npc","img":"icons/svg/mystery-man.svg","items":[],"effects":[],"folder":null,"sort":0,"flags":{},"system":{"version":2,"basic":{"level":2},"pools":{"health":{"value":7,"max":7}},"combat":{"damage":4,"armor":2},"description":"","notes":"

Born into squalor and fear, the orc species is composed of miserable, misbegotten humanoids that seem destined to serve as fodder for more powerful evil overlords. When left to their own devices, these loathsome creatures turn on each other, the strongest oppressing the next weakest (and so on down the line) with cruel barbs, gruesome jokes, and physical beatings. When these creatures have no masters to hate, they hate themselves.

\n

No two orcs look exactly alike, but all have a mean, ugly, and shambolic facade. Never clean and often spattered with the remains of recent meals, orcs have a mouthful of sharp, broken teeth that can develop into true fangs. Adults range in height from no larger than a human child to massive specimens larger than a strapping man. Whether big or small, nearly all orcs have stooped backs and crooked legs. The hue of their skin is hard to ascertain, because they are covered by the sediment of years, not to mention the iron armor every orc constantly wears from the moment it’s able to lift a weapon.

\n

Motive: Make others more miserable than itself

\n

Environment: Anywhere near, on, or under mountains, usually in groups of four to six, or in tribes dozens to hundreds strong

\n

Health: 7

\n

Damage Inflicted: 4 points

\n

Armor: 2

\n

Movement: Short

\n

Modifications: Speed defense as level 3 when carrying a shield; pleasant interactions as level 1

\n

Combat: Most orcs have bows able to target foes within long range. Some carry a shield and wield a medium axe, sword, or mace that inflicts 4 points of damage. Other orcs (usually those that are larger than their fellows) dispense with shields and wield heavy two-handed mauls and hammers that inflict 6 points of damage.

\n

Orcs live short, brutish lives. The few that survive for years do so because of some special advantage; they’re sneakier, stronger, tougher, or meaner than average. These have the following modifications, respectively:

\n\n

Interaction: An orc would stab its own mother if it thought doing so would give it another hour of life in a desperate situation. That said, most orcs have been conditioned, through beatings and torture, to fear the evil master they serve (if any). Characters attempting to negotiate with an orc through intimidation find that short-term success is followed by medium-term betrayal.

\n

Use: A band of orcs fires on the PCs from the edge of the forest. However, these orcs are crafty, and characters who rush directly into combat might fall victim to a hidden pit trap or other prepared ambush.

\n

Loot: Orcs carry a lot of garbage. Amid this dross, a band of orcs might have currency equivalent to a moderately priced item among them.

\n

GM Intrusion: With a scream of savage glee, five more orcs rush to join the fight.

","settings":{"general":{"initiativeBonus":0,"hideArchive":false},"equipment":{"ammo":{"active":false},"attacks":{"active":false},"armor":{"active":false},"cyphers":{"active":false,"label":""},"artifacts":{"active":false,"label":""},"oddities":{"active":false,"label":""},"materials":{"active":false,"label":""}},"skills":{},"abilities":{}},"teen":{"pools":{},"basic":{},"settings":{}}},"ownership":{"default":0,"N1n5f3sdQOJFmoJe":3},"prototypeToken":{"name":"Orc","displayName":20,"actorLink":false,"width":1,"height":1,"lockRotation":false,"rotation":0,"alpha":1,"light":{"alpha":0.5,"angle":360,"bright":0,"coloration":1,"dim":0,"luminosity":0.5,"saturation":0,"contrast":0,"shadows":0,"animation":{"speed":5,"intensity":5,"reverse":false,"type":null},"darkness":{"min":0,"max":1},"attenuation":0.5,"color":null},"disposition":0,"displayBars":40,"bar1":{"attribute":"pools.health"},"bar2":{"attribute":"basic.level"},"flags":{},"randomImg":false,"texture":{"src":"icons/svg/mystery-man.svg","scaleX":1,"scaleY":1,"offsetX":0,"offsetY":0,"rotation":0,"tint":null},"sight":{"angle":360,"enabled":false,"range":0,"brightness":1,"visionMode":"basic","color":null,"attenuation":0.1,"saturation":0,"contrast":0},"detectionModes":[]},"_stats":{"systemId":"cyphersystem","systemVersion":"2.3.0","coreVersion":"10.291","createdTime":null,"modifiedTime":1676797809236,"lastModifiedBy":"yThCrv1jSfPXOC2U"}} +{"_id":"p5ugVxzZFUe8r2To","name":"Fallen angel","type":"npc","img":"icons/svg/mystery-man.svg","items":[],"effects":[],"folder":null,"sort":0,"flags":{},"system":{"version":2,"basic":{"level":5},"pools":{"health":{"value":25,"max":25}},"combat":{"damage":6,"armor":2},"description":"","notes":"

Angels are normally associated with virtue and service to higher moral beings. But just like people, sometimes angels are tempted into impure acts. Those who stray too far over the line may fall from higher realms and be forced to walk the Earth in penance. This experience drives most fallen angels insane.

\n

Fallen angel abilities wax and wane according to the position of the sun. During the day, a fallen angel seems almost sane (and is less dangerous), but at night, it is volatile and threatening to everyone.

\n

Motive: Revenge (but on whom and for what isn’t clear, even to the fallen angel)

\n

Environment: Anywhere, sometimes living alone in the wilderness, other times walking the hard streets of large cities

\n

Health: 25

\n

Damage Inflicted: 6 points by day, 8 points at night

\n

Armor: 2

\n

Movement: Short; long when flying

\n

Modifications: At night, perceptions and attacks as level 7

\n

Combat: At night, a fallen angel can attack other creatures by projecting a long-range beam of burning light. Against foes within immediate range, the fallen angel manifests burning wings. A fallen angel can choose to make its attacks ignore Armor, but for each attack so modified, it loses 4 points of health.

\n

On the rare occasion that a fallen angel is within immediate range of another of its kind, both regain 1 point of health per round.

\n

By day, a fallen angel cannot project long-range attacks and has no visible wings with which to make melee attacks, though it may carry a melee weapon.

\n

Interaction: By day, fallen angels are not automatically hostile, and they can be negotiated and reasoned with. They can seem truly angelic, though they are often confused and forgetful of their origin. But when night descends, fallen angels lose control of their faculties as they swell with rage and power. Unless a character directs a fallen angel toward another creature on which it can vent its wrath, the character becomes the object of the fury.

\n

Use: A star slips down from the sky and lands in the country. The next day, travelers come upon a farm in the area and find everyone dead and burned. A trail of scorched earth leads up into the hills.

\n

Loot: Fallen angels collect cyphers and usually have a few.

\n

GM Intrusion: A fallen angel’s successful attack causes the character’s cypher to detonate (if a grenade) or otherwise activate in a less-than-ideal fashion.

","settings":{"general":{"initiativeBonus":0,"hideArchive":false},"equipment":{"ammo":{"active":false},"attacks":{"active":false},"armor":{"active":false},"cyphers":{"active":false,"label":""},"artifacts":{"active":false,"label":""},"oddities":{"active":false,"label":""},"materials":{"active":false,"label":""}},"skills":{},"abilities":{}},"teen":{"pools":{},"basic":{},"settings":{}}},"ownership":{"default":0,"N1n5f3sdQOJFmoJe":3},"prototypeToken":{"name":"Fallen Angel","displayName":20,"actorLink":false,"width":1,"height":1,"lockRotation":false,"rotation":0,"alpha":1,"light":{"alpha":0.5,"angle":360,"bright":0,"coloration":1,"dim":0,"luminosity":0.5,"saturation":0,"contrast":0,"shadows":0,"animation":{"speed":5,"intensity":5,"reverse":false,"type":null},"darkness":{"min":0,"max":1},"attenuation":0.5,"color":null},"disposition":0,"displayBars":40,"bar1":{"attribute":"pools.health"},"bar2":{"attribute":"basic.level"},"flags":{},"randomImg":false,"texture":{"src":"icons/svg/mystery-man.svg","scaleX":1,"scaleY":1,"offsetX":0,"offsetY":0,"rotation":0,"tint":null},"sight":{"angle":360,"enabled":false,"range":0,"brightness":1,"visionMode":"basic","color":null,"attenuation":0.1,"saturation":0,"contrast":0},"detectionModes":[]},"_stats":{"systemId":"cyphersystem","systemVersion":"2.3.0","coreVersion":"10.291","createdTime":null,"modifiedTime":1676797809036,"lastModifiedBy":"yThCrv1jSfPXOC2U"}} +{"name":"Sphinx","type":"npc","img":"icons/svg/mystery-man.svg","system":{"version":2,"basic":{"level":7},"pools":{"health":{"value":25,"max":25}},"combat":{"damage":7,"armor":2},"description":"","notes":"

A sphinx is a magical creature with a large lionlike body, feathered wings, and a head that is like that of a human or some kind of animal (typically a hawk or ram). Wise and fierce, sphinxes have a connection to the divine and are often found guarding temples or persons of great interest to the gods (although whether they serve good or evil depends on the individual sphinx). No matter what their head looks like, a sphinx can devour creatures as easily and quickly as a lion.

\n

Motive: Defense, riddles

\n

Environment: Deserts, plains, and mountains

\n

Health: 25

\n

Damage Inflicted: 7 points

\n

Armor: 2

\n

Movement: Short; long when flying

\n

Modifications: Intellect defense and magical lore as level 8

\n

Combat: A sphinx attacks with its lion claws, making two swipes as its action. A sphinx also has the following magical abilities:

\n\n

Interaction: Sphinxes are very intelligent and speak several languages (including at least one ancient or obscure language). If their demands are met (such as by answering a riddle or performing a service), they can be quite talkative, if arrogant.

\n

Use: A sphinx guards the main road into the city, killing anyone who fails to answer its riddle. A sphinx approaches, offering secret lore if the characters can direct it to a suitable mate or an abandoned temple it can restore and guard.

\n

Loot: A sphinx usually has one or two cyphers and perhaps a small artifact it can wear and use.

\n

GM Intrusion: The sphinx leaps onto its opponent, attacking with all four claws as its action.

","settings":{"general":{"initiativeBonus":0,"hideArchive":false},"equipment":{"ammo":{"active":false},"attacks":{"active":false},"armor":{"active":false},"cyphers":{"active":false,"label":""},"artifacts":{"active":false,"label":""},"oddities":{"active":false,"label":""},"materials":{"active":false,"label":""}}}},"prototypeToken":{"name":"Sphinx","displayName":20,"actorLink":false,"texture":{"src":"icons/svg/mystery-man.svg","scaleX":1,"scaleY":1,"offsetX":0,"offsetY":0,"rotation":0,"tint":null},"width":1,"height":1,"lockRotation":false,"rotation":0,"alpha":1,"disposition":0,"displayBars":40,"bar1":{"attribute":"pools.health"},"bar2":{"attribute":"basic.level"},"light":{"alpha":0.5,"angle":360,"bright":0,"color":null,"coloration":1,"dim":0,"attenuation":0.5,"luminosity":0.5,"saturation":0,"contrast":0,"shadows":0,"animation":{"type":null,"speed":5,"intensity":5,"reverse":false},"darkness":{"min":0,"max":1}},"sight":{"enabled":false,"range":null,"angle":360,"visionMode":"basic","color":null,"attenuation":0.1,"brightness":0,"saturation":0,"contrast":0},"detectionModes":[],"flags":{},"randomImg":false},"items":[],"effects":[],"ownership":{"default":0,"yThCrv1jSfPXOC2U":3},"flags":{"core":{"sourceId":"Actor.84bTjwS16m9IxGNU"}},"_stats":{"systemId":"cyphersystem","systemVersion":"2.3.0","coreVersion":"10.291","createdTime":1676288199657,"modifiedTime":1676797809300,"lastModifiedBy":"yThCrv1jSfPXOC2U"},"folder":null,"sort":0,"_id":"pWlIgXkaev2kpxE8"} +{"_id":"qB1fv8beRDJG465z","name":"Shadow elf","type":"npc","img":"icons/svg/mystery-man.svg","items":[],"effects":[],"folder":null,"sort":0,"flags":{},"system":{"version":2,"basic":{"level":4},"pools":{"health":{"value":15,"max":15}},"combat":{"damage":5,"armor":1},"description":"","notes":"

Elves who faded from the surface to escape the justice of their fey cousins for crimes uncounted are sometimes called shadow elves, dark elves, or simply trow. It’s widely assumed that shadow elves fled to new realms deep below the ground, and indeed, the routes that lead to their true abodes are mostly subterranean and include many grand underground keeps. However, the heart of the shadow elf kingdom lies in the colorless dimension of Shadow itself, where all things exist as a dim reflection of the real world.

\n

Sometimes shadow elves appear on the surface, spilling from dark tunnels or, in some cases, from the shadows themselves. They raid for plunder, fresh slaves, and sacrifices. The sacrifices are made to their godqueen, a monstrously sized black widow spider that schemes in darkness.

\n

When a shadow elf returns to the world of light, it can choose to appear as a silhouette only: a slender humanoid outline lurking as if at the nadir of a well.

\n

Motive: Tortures for pleasure, serve the shadow elf godqueen

\n

Environment: Almost anywhere dimly lit, singly or in groups of up to four

\n

Health: 15

\n

Damage Inflicted: 5 points

\n

Armor: 1

\n

Movement: Short

\n

Modifications: Stealth and perception as level 6; Speed defense as level 6 due to shadowy nature

\n

Combat: Shadow elves attack with short blades, knives, and crossbow quarrels of steel-hard shadow. They can see in dim light and absolute darkness as if it were daylight.

\n

Some shadow elves can cast spells, including the following. Each spell requires an action to cast. Roll a [[/r d6]] to determine the Shadow Elf Spell.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
d6Shadow Elf Spell
1Enchant weapon to inflict 3 additional points of damage (8 total)
2Enchant weapon to inflict 1 additional point of Speed damage (poison, ignores Armor), plus 2 points of Speed damage each additional round until victim succeeds on a Might defense roll
3Fly a long range each round for ten minutes
4Gain +2 to Armor (total of 3 Armor) for ten minutes
5Long-range spell renders subject blind for ten minutes on failed Might defense roll
6Long-range spell targets up to three creatures next to each other; holds them motionless in a shadow web for one minute on failed Speed defense rolls
\n

If subject to full daylight, a shadow elf loses its modifications to stealth, perception, and Speed defense, and is likely to retreat.

\n

Interaction: Shadow elves may negotiate and even ally with other creatures for a time. But they do so only until the best opportunity for a betrayal presents itself.

\n

Use: Shadow elves have overrun an outlying keep, and even in broad daylight, the castle is shrouded in darkness and webs of shadow. The treasures said to lie in the keep’s coffers may already be in the hands of the dark fey.

\n

Loot: A shadow elf carries currency equivalent to an expensive item, in addition to weapons, light armor, and a cypher or two. Shadow elf leaders may carry an artifact.

\n

GM Intrusion: The shadow elf casts a spell that charms a character on a failed Intellect defense roll. The character fights on the side of the shadow elf for up to one minute, though they can make another Intellect defense roll each round to try to break the influence.

","settings":{"general":{"initiativeBonus":0,"hideArchive":false},"equipment":{"ammo":{"active":false},"attacks":{"active":false},"armor":{"active":false},"cyphers":{"active":false,"label":""},"artifacts":{"active":false,"label":""},"oddities":{"active":false,"label":""},"materials":{"active":false,"label":""}},"skills":{},"abilities":{}},"teen":{"pools":{},"basic":{},"settings":{}}},"ownership":{"default":0,"N1n5f3sdQOJFmoJe":3},"prototypeToken":{"name":"Shadow Elf","displayName":20,"actorLink":false,"width":1,"height":1,"lockRotation":false,"rotation":0,"alpha":1,"light":{"alpha":0.5,"angle":360,"bright":0,"coloration":1,"dim":0,"luminosity":0.5,"saturation":0,"contrast":0,"shadows":0,"animation":{"speed":5,"intensity":5,"reverse":false,"type":null},"darkness":{"min":0,"max":1},"attenuation":0.5,"color":null},"disposition":0,"displayBars":40,"bar1":{"attribute":"pools.health"},"bar2":{"attribute":"basic.level"},"flags":{},"randomImg":false,"texture":{"src":"icons/svg/mystery-man.svg","scaleX":1,"scaleY":1,"offsetX":0,"offsetY":0,"rotation":0,"tint":null},"sight":{"angle":360,"enabled":false,"range":0,"brightness":1,"visionMode":"basic","color":null,"attenuation":0.1,"saturation":0,"contrast":0},"detectionModes":[]},"_stats":{"systemId":"cyphersystem","systemVersion":"2.3.0","coreVersion":"10.291","createdTime":null,"modifiedTime":1676797809276,"lastModifiedBy":"yThCrv1jSfPXOC2U"}} +{"_id":"qT2StUmJ4FDfS2Ji","name":"Ravage bear","type":"npc","img":"icons/svg/mystery-man.svg","items":[],"effects":[],"folder":null,"sort":0,"flags":{},"system":{"version":2,"basic":{"level":4},"pools":{"health":{"value":20,"max":20}},"combat":{"damage":7,"armor":1},"description":"","notes":"

A ravage bear is a hideous predator that hunts entirely by sense of smell. It is blind and nearly deaf, but it still tracks and senses prey easily. It is very protective of its young, and if hungry, it is extremely dangerous. Otherwise, it gives most creatures a wide berth.

\n

Motive: Hungers for flesh

\n

Environment: Alone or in pairs (usually with a few cubs) in wooded, rocky, or mountainous areas, typically in cold or temperate climes

\n

Health: 20

\n

Damage Inflicted: 7 points

\n

Armor: 1

\n

Movement: Long

\n

Modifications: Makes Might defense rolls as level 6; runs, climbs, and jumps as level 7

\n

Combat: A ravage bear grabs foes with its powerful arms, holds them fast, and then squeezes and tears at them until they are dead. It can hold only one creature at a time. While a ravage bear is holding a creature, it can attack only the held creature. In each round that a held creature does not escape, it suffers 4 points of damage in addition to damage from attacks made against it.

\n

A ravage bear can move very quickly in short sprints. In combat, it can go into an insane fury and will fight to the death. If it takes 10 or more points of damage, its defenses are hindered, but its attacks are eased.

\n

Ravage bears are immune to visual effects, such as illusions. However, olfactory effects can confuse and “blind” them temporarily.

\n

Interaction: Ravage bears are animals and act like animals.

\n

Use: Ravage bears are likely chance encounters in the wilderness for unlucky travelers.

\n

GM Intrusion: In its rage, the ravage bear makes an extra attack that does 2 additional points of damage.

","settings":{"general":{"initiativeBonus":0,"hideArchive":false},"equipment":{"ammo":{"active":false},"attacks":{"active":false},"armor":{"active":false},"cyphers":{"active":false,"label":""},"artifacts":{"active":false,"label":""},"oddities":{"active":false,"label":""},"materials":{"active":false,"label":""}},"skills":{},"abilities":{}},"teen":{"pools":{},"basic":{},"settings":{}}},"ownership":{"default":0,"N1n5f3sdQOJFmoJe":3},"prototypeToken":{"name":"Ravage Bear","displayName":20,"actorLink":false,"width":1,"height":1,"lockRotation":false,"rotation":0,"alpha":1,"light":{"alpha":0.5,"angle":360,"bright":0,"coloration":1,"dim":0,"luminosity":0.5,"saturation":0,"contrast":0,"shadows":0,"animation":{"speed":5,"intensity":5,"reverse":false,"type":null},"darkness":{"min":0,"max":1},"attenuation":0.5,"color":null},"disposition":0,"displayBars":40,"bar1":{"attribute":"pools.health"},"bar2":{"attribute":"basic.level"},"flags":{},"randomImg":false,"texture":{"src":"icons/svg/mystery-man.svg","scaleX":1,"scaleY":1,"offsetX":0,"offsetY":0,"rotation":0,"tint":null},"sight":{"angle":360,"enabled":false,"range":0,"brightness":1,"visionMode":"basic","color":null,"attenuation":0.1,"saturation":0,"contrast":0},"detectionModes":[]},"_stats":{"systemId":"cyphersystem","systemVersion":"2.3.0","coreVersion":"10.291","createdTime":null,"modifiedTime":1676797809261,"lastModifiedBy":"yThCrv1jSfPXOC2U"}} +{"name":"Silicone parasite","type":"npc","img":"icons/svg/mystery-man.svg","system":{"version":2,"basic":{"level":2},"pools":{"health":{"value":6,"max":6}},"combat":{"damage":3,"armor":1},"description":"","notes":"

These tiny silvery insect-like creatures range in size from a sub-millimeter to up to 30 cm (1 foot) in diameter, emitting short pulses of violet-colored laser light to sense and sample their environment. Composed of organic silicon wires and wafers, and self-assembled or evolved in some unnamed lab or spacecraft wreck, silicon parasites are vermin that working space stations and spacecraft have learned to hate.

\n

Despite taking steps to avoid transfer, a ship may only learn they have silicon parasites when a swarm boils up from a crack in the cabling or seam in the deck plating after being agitated by a high-G maneuver or some other disturbance. If that disturbance is combat or some other dire emergency, silicon parasites thrown into the situation makes everything worse.

\n

Motive: Defense, harvest electronic materials necessary to self-replicate.

\n

Environment: Usually on spacecraft and space stations in groups of up to twenty

\n

Health: 6

\n

Damage Inflicted: 3 points

\n

Armor: 1

\n

Movement: Short; climbs a short distance each round

\n

Modifications: Speed defense as level 4 due to size.

\n

Combat: Only “large” silicon parasites are a danger to most creatures. When four or more parasites coordinate their attacks, treat the attack as that made by a single level 4 creature that inflicts 5 points of damage, and on a failed difficulty 4 Might defense roll, an attack that holds the target in place until it can successfully escape. A held target automatically takes 5 points of damage each round, or even more if other silicon parasites in the area pile on.

\n

Silicon parasites can operate in complete vacuum without harm.

\n

Interaction: By and large, silicon parasites behave like social insects, though some claim that large numbers of them have acted with greater intelligence and forethought than mere unthinking insects can manage.

\n

Use: A swarm of silicon parasites floods into the hold and makes off with an important device, dragging it into the crevices and walls of the spacecraft or station. Loot: Swarm nests often contain a few valuable manifest cyphers or working pieces of equipment.

\n

GM Intrusion: The silicon parasite flashes its sensory laser directly into the character’s eyes, blinding the character until they succeed on a difficulty 4 Might-based roll as their action.

","settings":{"general":{"initiativeBonus":0,"hideArchive":false},"equipment":{"ammo":{"active":false},"attacks":{"active":false},"armor":{"active":false},"cyphers":{"active":false,"label":""},"artifacts":{"active":false,"label":""},"oddities":{"active":false,"label":""},"materials":{"active":false,"label":""}}}},"prototypeToken":{"name":"Silicone parasite","displayName":20,"actorLink":false,"texture":{"src":"icons/svg/mystery-man.svg","scaleX":1,"scaleY":1,"offsetX":0,"offsetY":0,"rotation":0,"tint":null},"width":1,"height":1,"lockRotation":false,"rotation":0,"alpha":1,"disposition":0,"displayBars":40,"bar1":{"attribute":"pools.health"},"bar2":{"attribute":"basic.level"},"light":{"alpha":0.5,"angle":360,"bright":0,"color":null,"coloration":1,"dim":0,"attenuation":0.5,"luminosity":0.5,"saturation":0,"contrast":0,"shadows":0,"animation":{"type":null,"speed":5,"intensity":5,"reverse":false},"darkness":{"min":0,"max":1}},"sight":{"enabled":false,"range":null,"angle":360,"visionMode":"basic","color":null,"attenuation":0.1,"brightness":0,"saturation":0,"contrast":0},"detectionModes":[],"flags":{},"randomImg":false},"items":[],"effects":[],"ownership":{"default":0,"yThCrv1jSfPXOC2U":3},"flags":{"core":{"sourceId":"Actor.4eygwJnYK2Y0JA10"}},"_stats":{"systemId":"cyphersystem","systemVersion":"2.3.0","coreVersion":"10.291","createdTime":1676460010047,"modifiedTime":1676797809290,"lastModifiedBy":"yThCrv1jSfPXOC2U"},"folder":null,"sort":0,"_id":"r6w6T9wXYqlk7zZE"} +{"name":"Storm marine","type":"npc","img":"icons/svg/mystery-man.svg","system":{"version":2,"basic":{"level":4},"pools":{"health":{"value":15,"max":15}},"combat":{"damage":6,"armor":4},"description":"","notes":"

The storm marine creed is an oft-repeated mantra, “I will never quit, knowing full well that I might die in service to the cause.” Wearing advanced battlesuits, hyped up on a cocktail of experimental military drugs, and able to draw on a suite of cybernetic and network-connected drone guns, few things can stand before a storm marine fireteam.

\n

Storm marines usually work for nation-states, conglomerates, and similar entities. They mercilessly conduct their mission, even if that mission is to wipe out a rival. Storm marines that question their orders are quickly dispatched by their fellows.

\n

Motive: Achieve mission goals

\n

Environment: Alone in or in fireteams of three, anywhere nation-states or similar entities have a financial or military interest

\n

Health: 15

\n

Damage Inflicted: 6 points

\n

Armor: 4

\n

Movement: Long; flies a long distance each round

\n

Modifications: Perception as level 6; attacks as level 5 due to combat targeting neuro-wetware.

\n

Combat: Thanks to their battlesuit, a storm marine has many options in combat. They can deploy an electrified blade to attack every foe in immediate range as a single action, or use a long-range heavy energy rifle that inflicts 6 points of damage.

\n

A storm marine can deploy two level 3 gun drones that fire energy rays at two different targets up to 800 m (2,600 feet) away, inflicting 6 points of damage. If the drones focus on a single target, a successful hit deals 9 points of damage and moves the target one step down the damage track. The drones can attack only once or twice before returning to their cradles in the storm marine’s suit for several rounds to recharge.

\n

Interaction: A storm marine might negotiate, but getting one to act against their mission is difficult.

\n

Use: A fireteam of storm marines are sent to eliminate the PCs or someone the PCs know on suspicion of being radical elements that need to be dealt with.

\n

Loot: Though bio-locked to each storm marine, someone who succeeds on a difficulty 8 Intellect task to reprogram the suit could gain a battlesuit of their own, minus the drones (which fly off or detonate).

\n

GM Intrusion: A character targeting a gun drone rather than the storm marine hits the drone, but the drone reacts by darting to the character and exploding, inflicting 6 points of damage to the character and anyone standing within immediate range.

","settings":{"general":{"initiativeBonus":0,"hideArchive":false},"equipment":{"ammo":{"active":false},"attacks":{"active":false},"armor":{"active":false},"cyphers":{"active":false,"label":""},"artifacts":{"active":false,"label":""},"oddities":{"active":false,"label":""},"materials":{"active":false,"label":""}}}},"prototypeToken":{"name":"Storm marine","displayName":20,"actorLink":false,"texture":{"src":"icons/svg/mystery-man.svg","scaleX":1,"scaleY":1,"offsetX":0,"offsetY":0,"rotation":0,"tint":null},"width":1,"height":1,"lockRotation":false,"rotation":0,"alpha":1,"disposition":0,"displayBars":40,"bar1":{"attribute":"pools.health"},"bar2":{"attribute":"basic.level"},"light":{"alpha":0.5,"angle":360,"bright":0,"color":null,"coloration":1,"dim":0,"attenuation":0.5,"luminosity":0.5,"saturation":0,"contrast":0,"shadows":0,"animation":{"type":null,"speed":5,"intensity":5,"reverse":false},"darkness":{"min":0,"max":1}},"sight":{"enabled":false,"range":null,"angle":360,"visionMode":"basic","color":null,"attenuation":0.1,"brightness":0,"saturation":0,"contrast":0},"detectionModes":[],"flags":{},"randomImg":false},"items":[],"effects":[],"ownership":{"default":0,"yThCrv1jSfPXOC2U":3},"flags":{"core":{"sourceId":"Actor.r7u55jP7cwWe9u9j"}},"_stats":{"systemId":"cyphersystem","systemVersion":"2.3.0","coreVersion":"10.291","createdTime":1676460267434,"modifiedTime":1676797809303,"lastModifiedBy":"yThCrv1jSfPXOC2U"},"folder":null,"sort":0,"_id":"sbTJJl5q80quKcXu"} +{"name":"Natathim","type":"npc","img":"icons/svg/mystery-man.svg","system":{"version":2,"basic":{"level":3},"pools":{"health":{"value":9,"max":9}},"combat":{"damage":4,"armor":2},"description":"","notes":"

Genetically engineered to live in the water oceans discovered beneath the ice crusts of various solar moons, natathim (Homo aquus) have human ancestors, but barely look it. Survival in the frigid, lightless depths of extraterrestrial oceans required extreme adaptation. Predominantly dark blue, their undersides countershade to pure white. Though humanoid, their physiology is streamlined, giving their heads a somewhat fish-like shape, complete with gills and large eyes to collect light in the depths. Their bodies are adorned with fins and frills, including a long shark-like tail, and they have webbed extremities with retractable claws.

\n

Depending on the setting, natathim are either human allies with the same (or even more advanced) tech, enemies with the same or more advanced tech, or genetic anomalies treated like laboratory rats burning with genocidal fury at what’s been done to them. Alternatively, natathim could be discovered in Earth’s deepest oceans, their origin mysterious, but able to interbreed with humans as a method for maintaining their line.

\n

Motive: Just as with humans, natathim have many and varied motivations and drives.

\n

Environment: Anywhere in or near water, or in suits/craft with marine environments, in schools of three to twelve. Natathim can act normally in air for up to twenty-four hours before they must return to water.

\n

Health: 9

\n

Damage Inflicted: 4 points

\n

Armor: 2

\n

Movement: Short on land; long in the water

\n

Modifications: Swims as level 6

\n

Combat: Natathim attack with their retractable claws or, if available, technological weapons. Some have a magnetoreception ability that allows them to see into frequencies other creatures can’t, or even stranger abilities to interact magnetically with their surroundings, though this is little understood.

\n

Interaction: Natathim can be sympathetic to humans, partners in space exploration, or consider humans to be bitter foes for having created their species in the first place, depending on the setting.

\n

Use: The PCs find evidence of an illegal gene tailoring experiment, with evidence pointing to research being done somewhere in the Opulence of Outer Planets.

\n

Loot: Some natathim carry valuable items and equipment.

\n

GM Intrusion: The natathim spontaneously magnetizes the character’s possessions, which hold them helpless against the nearest wall or floor (if also metallic). The PC can take no actions other than attempt to escape.

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Some alien beings abandoned their physical forms millennia ago, becoming entities of free-floating energy and pure consciousness. They travel the galaxies, exploring the endless permutations of matter, space-time, cosmic phenomena, dark energy, and life. They are endlessly fascinated with the permutations they discover. They sometimes appear as a silhouette of gently glowing light, in a form like to the alien species they wish to observe. Under circumstances where a shining one is moved to more directly interact, one can actually convert itself into matter once more, again taking on the biology and form of the species it wishes to interact with.

\n

But generally, shining ones observe and learn; they try not to interfere or interact. Every few thousand years, shining ones gather at a predetermined location on the edge of a convenient galaxy and share the most interesting and beautiful bits of imagery, music, poetry, and lore they’ve gleaned.

\n

Motive: Knowledge

\n

Environment: Anywhere, usually alone

\n

Health: 15

\n

Damage Inflicted: 6 points

\n

Movement: Instantly moves to anywhere it can see at the speed of light as part of its action once per round

\n

Modifications: All tasks related to knowledge as level 8

\n

Combat: As immaterial beings of energy, shining ones only take damage from energy attacks. And even then, there is a chance that the energy heals a damaged shining one rather than harming it if the attack roll was an odd number. Usually a shining one doesn’t fight back if attacked, but instead leaves. If somehow prevented from leaving, a shining one fights for its existence with energy blasts inflicting 6 points of damage on up to two different targets within very long range (or the same target twice).

\n

Alternatively, a shining one may attempt to discorporate a target, turning it into a being something like itself. In this case, each time a target is hit by an energy blast, it must also succeed on an Intellect defense roll. On a failed roll, it loses 6 points of Intellect damage (ignores Armor). If the target’s Intellect Pool is emptied, it becomes a freefloating ball of energy unable to take any actions other than observe for a few minutes before suddenly converting back to its original form with an explosive pop.

\n

Interaction: Shining ones can manipulate their environment to communicate with other species, using sound, light, puffs of odiferous complex chemicals in place of words, and so on. If approached with respect, they freely exchange information with others, seeking to grow their knowledge and that of those they meet.

\n

Use: A shining one is sharing knowledge to a warlike xenophobic species that could allow them to rapidly advance their ability to consolidate power. Something must be done before it’s too late.

\n

GM Intrusion: A character hit by the shining one’s energy blast catches on fire. They take 3 points of damage each round until they spend an action patting, rolling, or smothering the flames.

","settings":{"general":{"initiativeBonus":0,"hideArchive":false},"equipment":{"ammo":{"active":false},"attacks":{"active":false},"armor":{"active":false},"cyphers":{"active":false,"label":""},"artifacts":{"active":false,"label":""},"oddities":{"active":false,"label":""},"materials":{"active":false,"label":""}}}},"prototypeToken":{"name":"Shining one","displayName":20,"actorLink":false,"texture":{"src":"icons/svg/mystery-man.svg","scaleX":1,"scaleY":1,"offsetX":0,"offsetY":0,"rotation":0,"tint":null},"width":1,"height":1,"lockRotation":false,"rotation":0,"alpha":1,"disposition":0,"displayBars":40,"bar1":{"attribute":"pools.health"},"bar2":{"attribute":"basic.level"},"light":{"alpha":0.5,"angle":360,"bright":0,"color":null,"coloration":1,"dim":0,"attenuation":0.5,"luminosity":0.5,"saturation":0,"contrast":0,"shadows":0,"animation":{"type":null,"speed":5,"intensity":5,"reverse":false},"darkness":{"min":0,"max":1}},"sight":{"enabled":false,"range":null,"angle":360,"visionMode":"basic","color":null,"attenuation":0.1,"brightness":0,"saturation":0,"contrast":0},"detectionModes":[],"flags":{},"randomImg":false},"items":[],"effects":[],"ownership":{"default":0,"yThCrv1jSfPXOC2U":3},"flags":{"core":{"sourceId":"Actor.uz3beKQnk59rgrq4"}},"_stats":{"systemId":"cyphersystem","systemVersion":"2.3.0","coreVersion":"10.291","createdTime":1676460433729,"modifiedTime":1676797809280,"lastModifiedBy":"yThCrv1jSfPXOC2U"},"folder":null,"sort":0,"_id":"sybZBM8gPXITnmkj"} +{"name":"Devolved","type":"npc","img":"icons/svg/mystery-man.svg","system":{"version":2,"basic":{"level":4},"pools":{"health":{"value":21,"max":21}},"combat":{"damage":6,"armor":0},"description":"","notes":"

Conglomerate security subsidiaries regularly experiment with new ways to create super-soldiers, either to supply to a government on a contract basis, or to use for themselves. These experiments produced hundreds of dead ends—literally—plus a few dangerous failures.

\n

The devolved are one of those dangerous failures.

\n

These malformed, hideous brutes share a common heritage but display a wide array of maladies and mutations in the flesh, including withered limbs or elephantine patches of thick, scaly skin, misplaced body parts, and mental abnormalities. Simple-minded and afflicted with pain from their twisted, broken forms, the devolved vent all their hatred and wrath against all others.

\n
\n

Even successfully created super-soldiers require a regular regimen of specialized drugs to keep them healthy. Most are shipped out to fight on faraway fronts, whether that’s on a distant space station, moon, or in another star system entirely. Without their drugs, they may devolve.

\n
\n

Motive: Hungers for flesh

\n

Environment: Groups of three to five, usually in locations where organized security can’t easily reach

\n

Health: 21

\n

Damage Inflicted: 6 to 12 points

\n

Movement: Short

\n

Modifications: Intimidation tasks as level 6; Intellect defense and Speed defense as level 2 due to malformed nature

\n

Combat: Devolved attack with a claw, a bite, or some other body part, inflicting 6 points of damage. They throw themselves at their enemies with mindless ferocity and little regard for their own safety. Easily frustrated, a devolved grows stronger as its fury builds. Each time it misses with an attack, the next attack is eased by one additional step and the damage it inflicts increases by 2 points (to a maximum of 12 points). Once the devolved successfully inflicts damage on a target, the amount of damage it inflicts and the difficulty of its attacks returns to normal. Then the cycle starts anew.

\n

Interaction: Devolved speak when they must, punctuating their statements with growls and barks. Their understanding seems limited to what they can immediately perceive, and they have a difficult time with abstract concepts.

\n

Use: An expedition to a ruined conglomerate research facility uncovers a cyst of devolved that live within its sheltering bunkers.

\n

Loot: For every three or so devolved, one is likely to carry a cypher

\n

GM Intrusion: The devolved detonates upon its death, inflicting 6 points of damage on everything in immediate range.

","settings":{"general":{"initiativeBonus":0,"hideArchive":false},"equipment":{"ammo":{"active":false},"attacks":{"active":false},"armor":{"active":false},"cyphers":{"active":false,"label":""},"artifacts":{"active":false,"label":""},"oddities":{"active":false,"label":""},"materials":{"active":false,"label":""}}}},"prototypeToken":{"name":"Devolved","displayName":20,"actorLink":false,"texture":{"src":"icons/svg/mystery-man.svg","scaleX":1,"scaleY":1,"offsetX":0,"offsetY":0,"rotation":0,"tint":null},"width":1,"height":1,"lockRotation":false,"rotation":0,"alpha":1,"disposition":0,"displayBars":40,"bar1":{"attribute":"pools.health"},"bar2":{"attribute":"basic.level"},"light":{"alpha":0.5,"angle":360,"bright":0,"color":null,"coloration":1,"dim":0,"attenuation":0.5,"luminosity":0.5,"saturation":0,"contrast":0,"shadows":0,"animation":{"type":null,"speed":5,"intensity":5,"reverse":false},"darkness":{"min":0,"max":1}},"sight":{"enabled":false,"range":null,"angle":360,"visionMode":"basic","color":null,"attenuation":0.1,"brightness":0,"saturation":0,"contrast":0},"detectionModes":[],"flags":{},"randomImg":false},"items":[],"effects":[],"ownership":{"default":0,"yThCrv1jSfPXOC2U":3},"flags":{"core":{"sourceId":"Actor.8c8hD3VeO4qvS5T3"}},"_stats":{"systemId":"cyphersystem","systemVersion":"2.3.0","coreVersion":"10.291","createdTime":1676450896293,"modifiedTime":1676797808990,"lastModifiedBy":"yThCrv1jSfPXOC2U"},"folder":null,"sort":0,"_id":"tDeBIMAFz7li6qc4"} +{"name":"Merfolk","type":"npc","img":"icons/svg/mystery-man.svg","system":{"version":2,"basic":{"level":3},"pools":{"health":{"value":9,"max":9}},"combat":{"damage":4,"armor":1},"description":"","notes":"

Merfolk are intelligent creatures with humanlike bodies from the waist up and scaly fish bodies from the waist down. They are able to breathe air or water but prefer the sea for its beauty and their better mobility. Merfolk have great underwater cities ruled by a king or queen, but most land-walking species interact only with the common or soldier merfolk who visit the ocean surface and coastlines. Merfolk societies are much like those of surface humans; their inability to use fire limits them in some ways (such as blacksmithing), but they have compensated for this with water magic and other skills.

\n

Merfolk skin ranges from all human colors to green, blue, and grey. Some have small fins on their heads and elbows or webs between their fingers. They dress for comfort and wear jewelry made of shells, coral, pearls, polished gemstones, and metals they can salvage or trade for. Most of them are content to be hunters or cultivators of kelp and other aquatic plants, but some are curious about land-walkers (and their sunken ships) or fiercely territorial about protecting their waters against outsiders.

\n

Motive: Defense, entertainment

\n

Environment: Oceans, seas, and coasts

\n

Health: 9

\n

Damage Inflicted: 4 points

\n

Armor: 1

\n

Movement: Immediate; short when swimming

\n

Modifications: Perception as level 4 while in water

\n

Combat: Merfolk use spears, tridents, daggers, and other stabbing weapons that are effective underwater. They may create traps using nets to confine or direct foes into an ambush. A few lucky or clever ones have acquired or adapted light crossbows designed to fire underwater up to a short distance away. About once every ten minutes, a merperson can swim a short distance as their action and still make a melee attack, or swim up to a long distance as their action.

\n

About one in ten merfolk have the magical ability to harden water until it is as strong and durable as wood, taking about an hour to make a spear or similar tool that lasts for several days. Some noble merfolk can create short-range bolts of electricity as an action and make limited alterations to the weather (stilling, increasing, or dispersing wind and clouds in a very long area) by concentrating for several minutes.

\n

Interaction: Merfolk react according to their role in merfolk society—farmer, rancher, guard, explorer, noble, and so on. Some merfolk are more aggressive or hostile and dislike the presence of land-walkers in their territory. Most merfolk are amiable to conversation and trade with people who treat them with fairness and respect.

\n

Use: Merfolk are often seen sunning themselves on a small island off the coast. Merfolk warriors accompanied by trained large fish have been harassing boats and ships that stray too far from the shallows and shores.

\n
\n

@UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.cVMxi1sbEQLfdRRo]{Trained large fish}: level 2, attacks as level 3; swims a long distance each round

\n
\n

Loot: In addition to several small pieces of jewelry, a group of merfolk might have a manifest cypher. A noble or royal merperson usually has a cypher and might have an artifact.

\n

GM Intrusions: The merfolk’s weapon injects poison, inflicting 5 points of Speed damage if the character fails a Might defense task. Another merperson or an allied aquatic creature arrives and joins the fight against the character.

","settings":{"general":{"initiativeBonus":0,"hideArchive":false},"equipment":{"ammo":{"active":false},"attacks":{"active":false},"armor":{"active":false},"cyphers":{"active":false,"label":""},"artifacts":{"active":false,"label":""},"oddities":{"active":false,"label":""},"materials":{"active":false,"label":""}}}},"prototypeToken":{"name":"Merfolk","displayName":20,"actorLink":false,"texture":{"src":"icons/svg/mystery-man.svg","scaleX":1,"scaleY":1,"offsetX":0,"offsetY":0,"rotation":0,"tint":null},"width":1,"height":1,"lockRotation":false,"rotation":0,"alpha":1,"disposition":0,"displayBars":40,"bar1":{"attribute":"pools.health"},"bar2":{"attribute":"basic.level"},"light":{"alpha":0.5,"angle":360,"bright":0,"color":null,"coloration":1,"dim":0,"attenuation":0.5,"luminosity":0.5,"saturation":0,"contrast":0,"shadows":0,"animation":{"type":null,"speed":5,"intensity":5,"reverse":false},"darkness":{"min":0,"max":1}},"sight":{"enabled":false,"range":null,"angle":360,"visionMode":"basic","color":null,"attenuation":0.1,"brightness":0,"saturation":0,"contrast":0},"detectionModes":[],"flags":{},"randomImg":false},"items":[],"effects":[],"ownership":{"default":0,"yThCrv1jSfPXOC2U":3},"flags":{"core":{"sourceId":"Actor.RBiO7zIYKbXTjrqS"}},"_stats":{"systemId":"cyphersystem","systemVersion":"2.3.0","coreVersion":"10.291","createdTime":1676283944958,"modifiedTime":1676797809202,"lastModifiedBy":"yThCrv1jSfPXOC2U"},"folder":null,"sort":0,"_id":"tGck2jFJc4vQsahK"} +{"name":"Cybrid","type":"npc","img":"icons/svg/mystery-man.svg","system":{"version":2,"basic":{"level":8},"pools":{"health":{"value":60,"max":60}},"combat":{"damage":10,"armor":3},"description":"","notes":"

Cybrid origins could be the result of someone finding a cache of ancient ultra technology, or manufactured by a post-singularity AI for some unfathomable purpose, or even the result of banned weapons research by a nation-state or conglomerate. The human remnants in each cybrid’s carbon fiber and nested shells of nanotech exist in a red haze of pain; neuro-wetware and chemicals bathing their remaining living tissues hold the pain partly at bay.

\n

From the exterior, not much of the original human is obvious, except perhaps in the echo of a humanoid shape. Each one has a unique conformation, but all are designed to strike fear in anyone seeing one, ally and enemy alike.

\n

Motive: Kill away the pain

\n

Environment: Usually set to guard important areas, creatures, or objects, or deployed in war

\n

Health: 60

\n

Damage Inflicted: 10

\n

Armor: 3

\n

Movement: Short; flies a very long distance each round; can maneuver like an autonomous level 5 spacecraft if using extended vehicular combat rules.

\n

Combat: Cybrids can attack up to three foes that they can see up to about 300 m (1,000 feet) away as a single action with graser (gamma ray laser) beams, inflicting 10 points of damage on each target and everything in immediate range of the target. Those caught in the beam who succeed on a Speed defense roll still suffer 2 points of damage. If the cybrid focuses on a single target, treat the attack as a level 10 attack that inflicts 14 points of damage, or 6 points even on a successful Speed defense roll.

\n

Self-repair mechanisms allow the creature to regain 2 points of health per round.

\n

Interaction: If communication can be opened up through a cybrid’s haze of pain, it might be possible to temporarily wake the consciousness of the human remnant inside. However, that remnant consciousness might not be happy to discover what it’s become.

\n

Use: A cybrid has appeared in orbit around the station, ship, or moon with a compromised life support system or fragile dome. If it engages, the death toll will be staggering.

\n

Loot: PCs who investigate the inert remains of the creature discover several manifest cyphers

\n

GM Intrusion: The character struck by the graser beam develops radiation poisoning, in this case a level 8 disease that drops the character one step on the damage track each day that it goes untreated.

","settings":{"general":{"initiativeBonus":0,"hideArchive":false},"equipment":{"ammo":{"active":false},"attacks":{"active":false},"armor":{"active":false},"cyphers":{"active":false,"label":""},"artifacts":{"active":false,"label":""},"oddities":{"active":false,"label":""},"materials":{"active":false,"label":""}}}},"prototypeToken":{"name":"Cybrid","displayName":20,"actorLink":false,"texture":{"src":"icons/svg/mystery-man.svg","scaleX":1,"scaleY":1,"offsetX":0,"offsetY":0,"rotation":0,"tint":null},"width":1,"height":1,"lockRotation":false,"rotation":0,"alpha":1,"disposition":0,"displayBars":40,"bar1":{"attribute":"pools.health"},"bar2":{"attribute":"basic.level"},"light":{"alpha":0.5,"angle":360,"bright":0,"color":null,"coloration":1,"dim":0,"attenuation":0.5,"luminosity":0.5,"saturation":0,"contrast":0,"shadows":0,"animation":{"type":null,"speed":5,"intensity":5,"reverse":false},"darkness":{"min":0,"max":1}},"sight":{"enabled":false,"range":null,"angle":360,"visionMode":"basic","color":null,"attenuation":0.1,"brightness":0,"saturation":0,"contrast":0},"detectionModes":[],"flags":{},"randomImg":false},"items":[],"effects":[],"ownership":{"default":0,"yThCrv1jSfPXOC2U":3},"flags":{"core":{"sourceId":"Actor.awYdtfiFLXWhOTOF"}},"_stats":{"systemId":"cyphersystem","systemVersion":"2.3.0","coreVersion":"10.291","createdTime":1676393258113,"modifiedTime":1676797808965,"lastModifiedBy":"yThCrv1jSfPXOC2U"},"folder":null,"sort":0,"_id":"tcLbiH2hqcrd4ev7"} +{"name":"Space rat","type":"npc","img":"icons/svg/mystery-man.svg","system":{"version":2,"basic":{"level":1},"pools":{"health":{"value":5,"max":5}},"combat":{"damage":3,"armor":0},"description":"","notes":"

Yeah, rats made it to space. And against all expectations, one strain evolved in the harsh radiation and zero-G environments that would kill humans not protected by medical intervention. Space rats are furless, about two feet long, sport a truly prehensile tail, and can quickly change their shade of their skin to blend in to their surroundings. They can also drop into a state of extreme torpor that allows them to survive stints of vacuum exposure lasting several days.

\n

Space rats are vermin, and any spacecraft or space station that hosts a nest must deal with constant issues from the rats burrowing into systems, stealing food and water, and causing systems to break down, even critical ones. They’re also vicious when cornered.

\n

Motive: Defense, reproduction

\n

Environment: Anywhere humans live in space

\n

Health: 5

\n

Damage Inflicted: 3 points

\n

Movement: Short; short when climbing or gliding through zero G

\n

Modifications: Stealth and perception as level 5

\n

Combat: Space rats flee combat unless cornered or one of their burrows is invaded. Then they attack in packs of three or more, and from an ambush if possible. One space rat pack attacks the victim as a level 3 creature inflicting 5 points of damage with claws, while another pack helps the first, or attempts to steal a food item or shiny object from the character being attacked. To resist theft while being attacked on two fronts, a target must succeed on a Speed defense roll hindered by two steps.

\n

Interaction: Space rats are slightly more intelligent than their Earth-bound cousins, though true interaction is not possible. On the other hand, sometimes their behavior seems spookily sapient.

\n

Use: Space rats assemble crude nests in out-of-the-way supply closets or in hard-to-reach system interiors, but often enough, end up shorting out weapons or life support. Sometimes, they get into the hold and eat anything edible in the cargo.

\n

Loot: Some percent of valuable equipment stolen on the spacecraft or station finds its way to space rat nests.

\n

GM Intrusion: Another rat unexpectedly pops out of panel on the wall or ceiling and screeches so loudly the PC must succeed on an Intellect defense roll hindered by two steps or be dazed until the end of their next turn from the surprise. Dazed creatures are hindered on all tasks.

","settings":{"general":{"initiativeBonus":0,"hideArchive":false},"equipment":{"ammo":{"active":false},"attacks":{"active":false},"armor":{"active":false},"cyphers":{"active":false,"label":""},"artifacts":{"active":false,"label":""},"oddities":{"active":false,"label":""},"materials":{"active":false,"label":""}}}},"prototypeToken":{"name":"Space rat","displayName":20,"actorLink":false,"texture":{"src":"icons/svg/mystery-man.svg","scaleX":1,"scaleY":1,"offsetX":0,"offsetY":0,"rotation":0,"tint":null},"width":1,"height":1,"lockRotation":false,"rotation":0,"alpha":1,"disposition":0,"displayBars":40,"bar1":{"attribute":"pools.health"},"bar2":{"attribute":"basic.level"},"light":{"alpha":0.5,"angle":360,"bright":0,"color":null,"coloration":1,"dim":0,"attenuation":0.5,"luminosity":0.5,"saturation":0,"contrast":0,"shadows":0,"animation":{"type":null,"speed":5,"intensity":5,"reverse":false},"darkness":{"min":0,"max":1}},"sight":{"enabled":false,"range":null,"angle":360,"visionMode":"basic","color":null,"attenuation":0.1,"brightness":0,"saturation":0,"contrast":0},"detectionModes":[],"flags":{},"randomImg":false},"items":[],"effects":[],"ownership":{"default":0,"yThCrv1jSfPXOC2U":3},"flags":{"core":{"sourceId":"Actor.2JwXpOsZeZ7UBpb1"}},"_stats":{"systemId":"cyphersystem","systemVersion":"2.3.0","coreVersion":"10.291","createdTime":1676460175919,"modifiedTime":1676797809296,"lastModifiedBy":"yThCrv1jSfPXOC2U"},"folder":null,"sort":0,"_id":"uU7cNifQLW4B0kkG"} +{"_id":"v5KdQP0xAVsoznyE","name":"Grey","type":"npc","img":"icons/svg/mystery-man.svg","items":[],"effects":[],"folder":null,"sort":0,"flags":{},"system":{"version":2,"basic":{"level":4},"pools":{"health":{"value":12,"max":12}},"combat":{"damage":6,"armor":1},"description":"","notes":"

Greys are enigmatic creatures born of alien stars (or dimensions) who have learned to move across the vast distances that bridge neighboring star systems. The creatures descend through the atmosphere under the cover of night to abduct specimens for study and return the victims later after a thorough examination. Returned abductees are usually befuddled and confused, and they retain little memory of what happened to them. Victims of the greys’ examination frequently sport strange marks on their flesh, oddly shaped wounds, gaps where teeth used to be, and strange or unknown metal lodged somewhere under the skin.

\n

A grey stands 3 feet (1 m) tall. It has a narrow body with skinny limbs and a large, bulbous head. Two large black eyes, almond shaped, dominate a face that has only a suggestion of a nose and a narrow mouth. Greys wear skintight uniforms, carry numerous instruments to study their environments, and keep a weapon or two for protection.

\n

Motive: Knowledge

\n

Environment: Greys land their spacecraft in remote areas, where they have minimal risk of discovery.

\n

Health: 12

\n

Damage Inflicted: 6 points

\n

Armor: 1

\n

Movement: Short

\n

Modifications: All tasks related to knowledge as level 6; Speed defense as level 5 due to size and quickness

\n

Combat: A grey carries a powerful ray emitter that can burn holes through solid steel. The grey can use the emitter to attack targets within long range. Against dangerous opponents, a grey can use an action to activate a personal shield that encapsulates it in a bubble of force. The shield gives it +3 to Armor, but while the shield is active, the grey can’t fire its ray emitter.

\n

Greys are scientists, but cautious ones. Leaving a trail of corpses as evidence of their existence isn’t their preferred mode of operation. For this reason, one grey in every group has a memory eraser. When this grey activates the device, each target other than a grey within short range must succeed on an Intellect defense roll or become stunned for one minute, taking no action (unless attacked, which snaps the victim out of the condition). When the effect wears off naturally, the target has no recollection of encountering little grey creatures.

\n

Interaction: Greys are curious about the places they visit but reluctant to move or act in the open. Secretive and mysterious, they prefer to observe creatures from afar and, on occasion, pick them up for closer inspection. Someone who offers a grey true knowledge might be treated as an equal rather than a lab animal.

\n

Use: The PCs are called to investigate a series of disappearances of animals and people. One by one, the abductees return, usually in odd places, and always bearing physical markings that suggest they were subjected to invasive procedures. To protect others from a similar fate, the PCs must catch the abductors in the act.

\n

Loot: A grey has one or two cyphers and might have a memory eraser that works as described under Combat (depletion roll of 1–2 on a 1d10).

\n

GM Intrusion: A grey’s ray emitter suffers a terrible mishap and explodes. The device kills the grey and destroys its body completely. For the next day, creatures that come within a short distance of where the grey died take 4 points of ambient damage from the psychic radiation each round they remain there.

","settings":{"general":{"initiativeBonus":0,"hideArchive":false},"equipment":{"ammo":{"active":false},"attacks":{"active":false},"armor":{"active":false},"cyphers":{"active":false,"label":""},"artifacts":{"active":false,"label":""},"oddities":{"active":false,"label":""},"materials":{"active":false,"label":""}},"skills":{},"abilities":{}},"teen":{"pools":{},"basic":{},"settings":{}}},"ownership":{"default":0,"N1n5f3sdQOJFmoJe":3},"prototypeToken":{"name":"Grey","displayName":20,"actorLink":false,"width":1,"height":1,"lockRotation":false,"rotation":0,"alpha":1,"light":{"alpha":0.5,"angle":360,"bright":0,"coloration":1,"dim":0,"luminosity":0.5,"saturation":0,"contrast":0,"shadows":0,"animation":{"speed":5,"intensity":5,"reverse":false,"type":null},"darkness":{"min":0,"max":1},"attenuation":0.5,"color":null},"disposition":0,"displayBars":40,"bar1":{"attribute":"pools.health"},"bar2":{"attribute":"basic.level"},"flags":{},"randomImg":false,"texture":{"src":"icons/svg/mystery-man.svg","scaleX":1,"scaleY":1,"offsetX":0,"offsetY":0,"rotation":0,"tint":null},"sight":{"angle":360,"enabled":false,"range":0,"brightness":1,"visionMode":"basic","color":null,"attenuation":0.1,"saturation":0,"contrast":0},"detectionModes":[]},"_stats":{"systemId":"cyphersystem","systemVersion":"2.3.0","coreVersion":"10.291","createdTime":null,"modifiedTime":1676797809131,"lastModifiedBy":"yThCrv1jSfPXOC2U"}} +{"name":"Synthetic person","type":"npc","img":"icons/svg/mystery-man.svg","system":{"version":2,"basic":{"level":5},"pools":{"health":{"value":24,"max":24}},"combat":{"damage":7,"armor":2},"description":"","notes":"

Synthetic people have been called many things, including simply synths, androids, robot mimics, and, depending on how they act, killer robots. Their origins are varied. In some cases, they’re the result of corporate research into “products” that would serve humanity as assistants and companions, but later gained sentience. In other cases, synthetic people are the result of a state-sponsored program to develop war machines or automated assassins that looked like regular people. Another origin for synthetic people is through the design of awakened (and inimical) AIs as part of an effort to kill off all regular biological people.

\n

Now they roam their environment looking like anyone else. Some synths try to fit into whatever kind of society they can find. Some may not even know that they are not human. Others are bitter, homicidal, or still retain their programming to kill. Some of these may have even shed some or all of their synthetic skins to reveal the alloyed mechanisms beneath.

\n

Motive: Varies

\n

Environment: Nearly anywhere, out in plain sight or disguised as a human alone, or in gangs of three to four

\n

Health: 24

\n

Damage Inflicted: 7 points

\n

Armor: 2

\n

Movement: Long

\n

Modifications: Disguise and one knowledge task as level 6

\n

Combat: A punch from a synthetic person can break bones. In addition, some synths (especially of the killer variety) can generate a red-hot plasma sphere once every other round and throw it at a target within long range. The target and all other creatures within immediate range of the target must succeed on a Speed defense task or take 7 points of damage.

\n

A synth can take a repair action and regain 10 points of health. A synthetic person at 0 health can’t repair itself thusly, but unless the creature is completely dismembered, one may spontaneously reanimate 1d10 hours later with 4 points of health.

\n

Interaction: Synthetic people that pretend to be (or think that they are) human interact like normal people. But an enraged one or one that’s been programmed to kill is unreasoning and fights to the end.

\n

Use: A group of refugees who need help turn out to include (or be entirely made up of) synthetic people. Whether or not any of them harbor programs that require that they kill humans is entirely up to the GM.

\n

Loot: One or two manifest cyphers could be salvaged from a synth’s inactive form.

\n

GM Intrusion: The character is blinded for one or two rounds after being struck by the synth’s searing plasma ball.

","settings":{"general":{"initiativeBonus":0,"hideArchive":false},"equipment":{"ammo":{"active":false},"attacks":{"active":false},"armor":{"active":false},"cyphers":{"active":false,"label":""},"artifacts":{"active":false,"label":""},"oddities":{"active":false,"label":""},"materials":{"active":false,"label":""}}}},"prototypeToken":{"name":"Synthetic person","displayName":20,"actorLink":false,"texture":{"src":"icons/svg/mystery-man.svg","scaleX":1,"scaleY":1,"offsetX":0,"offsetY":0,"rotation":0,"tint":null},"width":1,"height":1,"lockRotation":false,"rotation":0,"alpha":1,"disposition":0,"displayBars":40,"bar1":{"attribute":"pools.health"},"bar2":{"attribute":"basic.level"},"light":{"alpha":0.5,"angle":360,"bright":0,"color":null,"coloration":1,"dim":0,"attenuation":0.5,"luminosity":0.5,"saturation":0,"contrast":0,"shadows":0,"animation":{"type":null,"speed":5,"intensity":5,"reverse":false},"darkness":{"min":0,"max":1}},"sight":{"enabled":false,"range":null,"angle":360,"visionMode":"basic","color":null,"attenuation":0.1,"brightness":0,"saturation":0,"contrast":0},"detectionModes":[],"flags":{},"randomImg":false},"items":[],"effects":[],"ownership":{"default":0,"yThCrv1jSfPXOC2U":3},"flags":{"core":{"sourceId":"Actor.x1GZUviqLogPocDG"}},"_stats":{"systemId":"cyphersystem","systemVersion":"2.3.0","coreVersion":"10.291","createdTime":1676461976938,"modifiedTime":1676797809311,"lastModifiedBy":"yThCrv1jSfPXOC2U"},"folder":null,"sort":0,"_id":"xSClItbdQ48wWcXO"} +{"name":"Hungry haze","type":"npc","img":"icons/svg/mystery-man.svg","system":{"version":2,"basic":{"level":4},"pools":{"health":{"value":12,"max":12}},"combat":{"damage":5,"armor":0},"description":"","notes":"

Hungry hazes are found in regions where the fundamental laws of physics have been eroded or are weak. They are named for how they appear as distortions of sight, like areas of heat haze, that shimmer in the air. These colorless hazes rapidly advance when they sense prey, taking on a “hungry” orange-red hue as they cling to the bodies of whatever they attempt to feed on next.

\n
\n

Victims being fed upon by a hungry haze sometimes hallucinate, seeing a physically manifest monster instead of formless vapor.

\n
\n

Motive: Hungers for flesh

\n

Environment: Alone or in groups of three to five, usually in areas of strained space-time. Immune to the effects of vacuum.

\n

Health: 12

\n

Damage Inflicted: 5 points

\n

Movement: Flies an immediate distance each round

\n

Modifications: Stealth tasks as level 5

\n

Combat: A hungry haze breaks down the flesh of all living creatures within immediate range, inflicting 5 points of damage. As an insubstantial haze, only attacks that affect an area have a chance to inflict full damage on them; other successful attacks only inflict 1 point of damage, regardless of the amount indicated. If a hungry haze successfully feeds, it gains 1 point of health, even if the increase puts it above its maximum health.

\n

If a hungry haze is reduced to zero health, a smooth thumb-sized egg of unknown material is left behind.

\n

Interaction: A hungry haze does not speak or seem to have language. But it is not mindless; it can learn from its experiences and figure out creative solutions to problems.

\n

Use: After a research station on Mercury is abandoned for unspecified issues, salvagers show up looking for easy pickings. But a strange haze seems to hang over the station.

\n

Loot: People (or AI) interested in strange manifestations would probably pay for the remains of a hungry haze in an amount equal to the expensive price category.

\n

GM Intrusion: The character’s Armor rating is reduced by 1; the hungry haze apparently can eat more than just flesh.

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Whether noble or ignoble, some knights achieve an amazing mastery over weapons, combat, and courtly graces, eclipsing lesser warriors and champions. The quests of some noble knights can lead them far across the land into strange new territories where they encounter and defeat various magical creatures.

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Motive: Accomplish noble (or ignoble) deeds

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Environment: Almost anywhere, often alone, sometimes with followers

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Health: 50

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Damage Inflicted: 10 points

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Armor: 3

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Movement: Short

\n

Modifications: All tasks related to heraldic lore and chivalry as level 8; Speed defense as level 8 while holding shield

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Combat: Noble knights are armed with massive weapons they can wield in one hand, which means they can also hold a shield. They are skilled with melee weapons (such as a battleaxe, broadsword, or mace) and inflict lethal damage on a hit.

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Noble knights can also rely on a magic artifact or two to aid them, and possibly a noble steed (Noble steed: level 5; moves a long distance each round). The artifact might be the very weapon a knight wields in combat and could grant them one or more of the following additional abilities:

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Legendary Strength: The noble knight can call upon the artifact to grant them great strength or fortitude to accomplish a particular physical task (such as breaking down a door, lifting a boulder, or knocking down pillars holding up a structure), which they attempt as if they were level 10.

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Regeneration: The noble knight regenerates 2 points of health per round while the weapon is drawn.

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Resistance: The noble knight is immune to effects that would influence their mind, charm them, or put them to sleep.

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Interaction: Flowery language and impeccable manners show a knight’s noble background. Those who negotiate with one in good faith are likely to come away with something of value. However, sometimes a noble knight is corrupt and betrays trusts.

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Use: A noble knight has decided that they must guard a bridge against any who would cross it.

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Loot: Noble knights carry weapons, heavy armor, and perhaps a cypher or even an artifact.

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GM Intrusion: The character damaged by a noble knight’s attack must succeed on a Might defense roll or be knocked off a mount, a bridge, or a cliff, or, if nothing suffices, they are knocked to the ground and out of immediate range of the knight.

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Morlocks are degenerate, blind cannibal humanoids that avoid light. They have prominent teeth, piglike eyes, loose skin, and stooped postures. They avoid bright daylight and prefer to hunt and forage when it is dark out (or at least under the twilight-like canopy of a heavy forest). Morlocks eat any sort of meat, even carrion and their own dead.

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Morlocks build piles of stones to mark their territory. On nights of the new moon, they create unnerving music by playing simple drums made out of skulls and logs. They lack the foresight to store food for lean times, so they range farther from home in winter and times of famine. They are sometimes enslaved by more powerful creatures such as ogres or a vampire.

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Motive: Hungers for flesh, defense

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Environment: Caves, forests, hills, and underground

\n

Health: 6

\n

Damage Inflicted: 2 points

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Movement: Short; short when climbing

\n

Modifications: Stealth and tracking as level 4

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Combat: Morlocks fight with their nails and teeth, but sometimes they use simple weapons like clubs, stone knives, spears, and javelins if they have observed other humanoids doing so. Some tribes dig simple pit traps and chase prey into them.

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Morlocks dislike strong light but are not harmed by it. Their hearing and sense of smell is strong enough that they can “see” in dim or very dim light as if it were normal light. They can track scents as well as a trained dog.

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Interaction: Morlocks have a simple language of hoots, howls, and growls that communicate basic concepts like food, fire, danger, and cold. If enslaved by a more powerful creature, some of them can manage to learn a few words in that creature’s language.

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Use: Town elders warn that the drums and near-human howls on dark nights are signs of morlocks who’ll steal away foolish children. Stacked piles of stones are found in the forest, each surrounded by bare humanoid footprints.

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Loot: Morlocks don’t value what they can’t eat, but their lair may have a cypher or two from a recent victim.

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GM Intrusion: An unnoticed morlock drags away an unconscious character or animal to be eaten once they’re out of sight.

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The rules of the Cypher System are quite straightforward at their heart, as all of gameplay is based around a few core concepts.

This chapter provides a brief explanation of how to play the game, and it’s useful for learning the game. Once you understand the basic concepts, you’ll likely want to reference Rules of the Game for a more in-depth treatment.

The Cypher System uses a twenty-sided die (1d20) to determine the results of most actions. Whenever a roll of any kind is called for and no die is specified, roll a d20.

The game master sets a difficulty for any given task. There are ten degrees of difficulty. Thus, the difficulty of a task can be rated on a scale of 1 to 10.

Each difficulty has a target number associated with it. The target number is always three times the task’s difficulty, so a difficulty 1 task has a target number of 3, but a difficulty 4 task has a target number of 12. To succeed at the task, you must roll the target number or higher. See the Task Difficulty table for guidance in how this works.

Character skills, favorable circumstances, or excellent equipment can decrease the difficulty of a task. For example, if a character is trained in climbing, they turn a difficulty 6 climb into a difficulty 5 climb. This is called easing the difficulty by one step (or just easing the difficulty, which assumes it’s eased by one step). If they are specialized in climbing, they turn a difficulty 6 climb into a difficulty 4 climb. This is called easing the difficulty by two steps. Decreasing the difficulty of a task can also be called easing a task. Some situations increase, or hinder, the difficulty of a task. If a task is hindered, it increases the difficulty by one step.

A skill is a category of knowledge, ability, or activity relating to a task, such as climbing, geography, or persuasiveness. A character who has a skill is better at completing related tasks than a character who lacks the skill. A character’s level of skill is either trained (reasonably skilled) or specialized (very skilled).

If you are trained in a skill relating to a task, you ease the difficulty of that task by one step. If you are specialized, you ease the difficulty by two steps. A skill can never decrease a task’s difficulty by more than two steps.

Anything else that reduces difficulty (help from an ally, a particular piece of equipment, or some other advantage) is referred to as an asset. Assets can never decrease a task’s difficulty by more than two steps.

You can also decrease the difficulty of a given task by applying Effort. (Effort is described in more detail in the Rules of the Game chapter.)

To sum up, three things can decrease a task’s difficulty: skills, assets, and Effort.

If you can ease a task so its difficulty is reduced to 0, you automatically succeed and don’t need to make a roll.

When Do You Roll?

Any time your character attempts a task, the GM assigns a difficulty to that task, and you roll a d20 against the associated target number.

When you jump from a burning vehicle, swing an axe at a mutant beast, swim across a raging river, identify a strange device, convince a merchant to give you a lower price, craft an object, use a power to control a foe’s mind, or use a blaster rifle to carve a hole in a wall, you make a d20 roll.

However, if you attempt something that has a difficulty of 0, no roll is needed—you automatically succeed. Many actions have a difficulty of 0. Examples include walking across the room and opening a door, using a special ability to negate gravity so you can fly, using an ability to protect your friend from radiation, or activating a device (that you already understand) to erect a force field. These are all routine actions and don’t require rolls.

Using skill, assets, and Effort, you can ease the difficulty of potentially any task to 0 and thus negate the need for a roll. Walking across a narrow wooden beam is tricky for most people, but for an experienced gymnast, it’s routine. You can even ease the difficulty of an attack on a foe to 0 and succeed without rolling.

If there’s no roll, there’s no chance for failure. However, there’s also no chance for remarkable success (in the Cypher System, that usually means rolling a 19 or 20, which are called special rolls; the Rules of the Game chapter also discusses special rolls).

Task Difficulty

Task DifficultyDescriptionTarget No.Guidance
0Routine0Anyone can do this basically every time.
1Simple3Most people can do this most of the time.
2Standard6Typical task requiring focus, but most people can usually do this.
3Demanding9Requires full attention; most people have a 50/50 chance to succeed.
4Difficult12Trained people have a 50/50 chance to succeed.
5Challenging15Even trained people often fail.
6Intimidating18Normal people almost never succeed.
7Formidable21Impossible without skills or great effort.
8Heroic24A task worthy of tales told for years afterward.
9Immortal27A task worthy of legends that last lifetimes.
10Impossible30A task that normal humans couldn’t consider (but one that doesn’t break the laws of physics).

Combat

Making an attack in combat works the same way as any other roll: the GM assigns a difficulty to the task, and you roll a d20 against the associated target number.

The difficulty of your attack roll depends on how powerful your opponent is. Just as tasks have a difficulty from 1 to 10, creatures have a level from 1 to 10. Most of the time, the difficulty of your attack roll is the same as the creature’s level. For example, if you attack a level 2 bandit, it’s a level 2 task, so your target number is 6.

It’s worth noting that players make all die rolls. If a character attacks a creature, the player makes an attack roll. If a creature attacks a character, the player makes a defense roll.

The damage dealt by an attack is not determined by a roll—it’s a flat number based on the weapon or attack used. For example, a spear always does 4 points of damage.

Your Armor characteristic reduces the damage you take from attacks directed at you. You get Armor from wearing physical armor (such as a leather jacket in a modern game or chainmail in a fantasy setting) or from special abilities. Like weapon damage, Armor is a flat number, not a roll. If you’re attacked, subtract your Armor from the damage you take. For example, a leather jacket gives you +1 to Armor, meaning that you take 1 less point of damage from attacks. If a mugger hits you with a knife for 2 points of damage while you’re wearing a leather jacket, you take only 1 point of damage. If your Armor reduces the damage from an attack to 0, you take no damage from that attack.

When you see the word “Armor” capitalized in the game rules (other than in the name of a special ability), it refers to your Armor characteristic—the number you subtract from incoming damage. When you see the word “armor” with a lowercase “a,” it refers to any physical armor you might wear.

Typical physical weapons come in three categories: light, medium and heavy.

Light weapons inflict only 2 points of damage, but they ease attack rolls because they are fast and easy to use. Light weapons are punches, kicks, clubs, knives, handaxes, rapiers, small pistols, and so on. Weapons that are particularly small are light weapons.

Medium weapons inflict 4 points of damage. Medium weapons include swords, battleaxes, maces, crossbows, spears, pistols, blasters, and so on. Most weapons are medium. Anything that could be used in one hand (even if it’s often used in two hands, such as a quarterstaff or spear) is a medium weapon.

Heavy weapons inflict 6 points of damage, and you must use two hands to attack with them. Heavy weapons are huge swords, great hammers, massive axes, halberds, heavy crossbows, blaster rifles, and so on. Anything that must be used in two hands is a heavy weapon.

Special Rolls

When you roll a natural 19 (the d20 shows “19”) and the roll is a success, you also have a minor effect. In combat, a minor effect inflicts 3 additional points of damage with your attack, or, if you’d prefer a special result, you could decide instead that you knock the foe back, distract them, or something similar. When not in combat, a minor effect could mean that you perform the action with particular grace. For example, when jumping down from a ledge, you land smoothly on your feet, or when trying to persuade someone, you convince them that you’re smarter than you really are. In other words, you not only succeed but also go a bit further.

When you roll a natural 20 (the d20 shows “20”) and the roll is a success, you also have a major effect. This is similar to a minor effect, but the results are more remarkable. In combat, a major effect inflicts 4 additional points of damage with your attack, but again, you can choose instead to introduce a dramatic event such as knocking down your foe, stunning them, or taking an extra action. Outside of combat, a major effect means that something beneficial happens based on the circumstance. For example, when climbing up a cliff wall, you make the ascent twice as fast. When a roll grants you a major effect, you can choose to use a minor effect instead if you prefer.

In combat (and only in combat), if you roll a natural 17 or 18 on your attack roll, you add 1 or 2 additional points of damage, respectively. Neither roll has any special effect options—just the extra damage.

For more information on special rolls and how they affect combat and other interactions, see Rules of the Game.

Rolling a natural 1 is always bad. It means that the GM introduces a new complication into the encounter.

Range and Speed

Distance is simplified into four categories: immediate, short, long, and very long.

Immediate distance from a character is within reach or within a few steps. If a character stands in a small room, everything in the room is within immediate distance. At most, immediate distance is 10 feet (3 m).

Short distance is anything greater than immediate distance but less than 50 feet (15 m) or so.

Long distance is anything greater than short distance but less than 100 feet (30 m) or so.

Very long distance is anything greater than long distance but less than 500 feet (150 m) or so. Beyond that range, distances are always specified—1,000 feet (300 m), a mile (1.5 km), and so on.

The idea is that it’s not necessary to measure precise distances. Immediate distance is right there, practically next to the character. Short distance is nearby. Long distance is farther off. Very long distance is really far off.

All weapons and special abilities use these terms for ranges. For example, all melee weapons have immediate range—they are close-combat weapons, and you can use them to attack anyone within immediate distance. A thrown knife (and most other thrown weapons) has short range. A bow has long range. An Adept’s Onslaught ability also has short range.

A character can move an immediate distance as part of another action. In other words, they can take a few steps over to the control panel and activate a switch. They can lunge across a small room to attack a foe. They can open a door and step through.

A character can move a short distance as their entire action for a turn. They can also try to move a long distance as their entire action, but the player might have to roll to see if the character slips, trips, or stumbles as the result of moving so far so quickly.

For example, if the PCs are fighting a group of cultists, any character can likely attack any cultist in the general melee—they’re all within immediate range. Exact positions aren’t important. Creatures in a fight are always moving, shifting, and jostling, anyway. However, if one cultist stayed back to fire a pistol, a character might have to use their entire action to move the short distance required to attack that foe. It doesn’t matter if the cultist is 20 feet (6 m) or 40 feet (12 m) away—it’s simply considered short distance. It does matter if the cultist is more than 50 feet (15 m) away because that distance would require a long or very long move.

Many rules in this system avoid the cumbersome need for precision. Does it really matter if the ghost is 13 feet away from you or 18? Probably not. That kind of needless specificity only slows things down and draws away from, rather than contributes to, the story.

Experience Points

Experience points (XP) are rewards given to players when the GM intrudes on the story (this is called GM intrusion) with a new and unexpected challenge. For example, in the middle of combat, the GM might inform the player that they drop their weapon. However, to intrude in this manner, the GM must award the player 2 XP. The rewarded player, in turn, must immediately give one of those XP to another player and justify the gift (perhaps the other player had a good idea, told a funny joke, performed an action that saved a life, and so on).

Alternatively, the player can refuse the GM intrusion. If they do so, they don’t get the 2 XP from the GM, and they must also spend 1 XP that they already have. If the player has no XP to spend, they can’t refuse the intrusion.

The GM can also give players XP between sessions as a reward for making discoveries during an adventure. Discoveries are interesting facts, wondrous secrets, powerful artifacts, answers to mysteries, or solutions to problems (such as where the kidnappers are keeping their victim or how the PCs repair the starship). You don’t earn XP for killing foes or overcoming standard challenges in the course of play. Discovery is the soul of the Cypher System.

Experience points are used primarily for character advancement (for details, see the Creating Your Character chapter), but a player can also spend 1 XP to reroll any die roll and take the better of the two rolls.

Cyphers

Cyphers are abilities that have a single use. In many campaigns, cyphers aren’t physical objects—they might be a spell cast upon a character, a blessing from a god, or just a quirk of fate that gives them a momentary advantage. In some campaigns, cyphers are physical objects that characters can carry. Whether or not cyphers are physical objects, they are part of the character (like equipment or a special ability) and are things characters can use during the game. The form that physical cyphers take depends on the setting. In a fantasy world they might be wands or potions, but in a science fiction game they could be alien crystals or prototype devices.

Characters will find new cyphers frequently in the course of play, so players shouldn’t hesitate to use their cypher abilities. Because cyphers are always different, the characters will always have new special powers to try.

Other Dice

In addition to a d20, you’ll need a d6 (a six-sided die). Rarely, you’ll need to roll a number between 1 and 100 (often called a d100 or d% roll), which you can do by rolling a d20 twice, using the last digit of the first roll as the “tens” place and the last digit of the second roll as the “ones” place. For example, rolling a 17 and a 9 gives you 79, rolling a 3 and an 18 gives you 38, and rolling a 20 and a 10 gives you 00 (also known as 100). If you have a d10 (a ten-sided die), you can use it instead of the d20 to roll numbers between 1 and 100.

A d6 is used most often for recovery rolls and to determine the level of cyphers.

Glossary

Game master (GM): The player who doesn’t run a character, but instead guides the flow of the story and runs all the NPCs.

Nonplayer character (NPC): Characters run by the GM. Think of them as the minor characters in the story, or the villains or opponents. This includes any kind of creature as well as people.

Party: A group of player characters (and perhaps some NPC allies).

Player character (PC): A character run by a player rather than the GM. Think of the PCs as the main characters in the story.

Player: The players who run characters in the game.

Session: A single play experience. Usually lasts a few hours. Sometimes one adventure can be accomplished in a session. More often, one adventure is multiple sessions.

Adventure: A single portion of the campaign with a beginning and an end. Usually defined at the beginning by a goal put forth by the PCs and at the end by whether or not they achieve that goal.

Campaign: A series of sessions strung together with an overarching story (or linked stories) with the same player characters. Often, but not always, a campaign involves a number of adventures.

Character: Anything that can act in the game. Although this includes PCs and human NPCs, it also technically includes creatures, aliens, mutants, automatons, animate plants, and so on. The word “creature” is usually synonymous.

","markdown":""},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"ownership":{"default":-1},"flags":{"core":{"sheetClass":"core.JournalTextPageSheet"}}},{"sort":525000,"name":"Rules of the Game","type":"text","_id":"tCf5xQ6RpQ3PF3Et","title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"

Cypher System games are played in the joint imagination of all the players, including the GM. The GM sets the scene, the players state what their characters attempt to do, and the GM determines what happens next. The rules and the dice help make the game run smoothly, but it’s the people, not the rules or the dice, that direct the action and determine the story—and the fun. If a rule gets in the way or detracts from the game, the players and the GM should work together to change it.

This is how you play the Cypher System:

  1. The player tells the GM what they want to do. This is a character action.

  2. The GM determines if that action is routine (and therefore works without needing a roll) or if there’s a chance of failure.

  3. If there is a chance of failure, the GM determines which stat the task uses (Might, Speed, or Intellect) and the task’s difficulty—how hard it will be on a scale from 1 (really easy) to 10 (basically impossible).

  4. The player and the GM determine if anything about the character—such as training, equipment, special abilities, or various actions—can modify the difficulty up or down by one or more steps. If these modifications reduce the difficulty to less than 1, the action is routine (and therefore works with no roll needed).

  5. If the action still isn’t routine, the GM uses its difficulty to determine the target number—how high the player must roll to succeed at the action (see the Task Difficulty table). The GM doesn’t have to tell the player what the target number is, but they can give the player a hint, especially if the character would reasonably know if the action was easy, average, difficult, or impossible.

  6. The player rolls a d20. If they roll equal to or higher than the target number, the character succeeds.

That’s it. That’s how to do anything, whether it’s identifying an unknown device, calming a raging drunk, climbing a treacherous cliff, or battling a demigod. Even if you ignored all the other rules, you could still play the Cypher System with just this information. The key features here are: character actions, determining task difficulty, and determining modifications.

Key Concepts

Action: Anything a character does that is significant—punch a foe, leap a chasm, activate a device, use a special power, and so on. Each character can take one action in a round.

Character: Any creature in the game capable of acting, whether it is a player character (PC) run by a player or a nonplayer character (NPC) run by the game master (GM). In the Cypher System, even bizarre creatures, sentient machines, and living energy beings can be “characters.”

Difficulty: A measure of how easy it is to accomplish a task. Difficulty is rated on a scale from 1 (lowest) to 10 (highest). Altering the difficulty to make a task harder is called “hindering.” Altering it to make a task easier is called “easing.” All changes in difficulty are measured in steps. Difficulty often equates directly with level, so opening a level 3 locked door probably has a difficulty of 3.

Ease: A decrease in a task’s difficulty, usually by one step. If something doesn’t say how many steps it eases a task, then it reduces the difficulty by one step.

Effort: Spending points from a stat Pool to reduce the difficulty of a task. A PC decides whether or not to apply Effort on their turn before the roll is made. NPCs never apply Effort.

Hinder: An increase in a task’s difficulty, usually by one step. If something doesn’t say how many steps it hinders a task, then it increases the difficulty by one step.

Inability: The opposite of trained—you’re hindered whenever you attempt a task that you have an inability in. If you also become trained in the task, the training and the inability cancel each other out and you become practiced.

Level: A way to measure the strength, difficulty, power, or challenge of something in the game. Everything in the game has a level. NPCs and objects have levels that determine the difficulty of any task related to them. For example, an opponent’s level determines how hard they are to hit or avoid in combat. A door’s level indicates how hard it is to break down. A lock’s level determines how hard it is to pick. Levels are rated on a scale from 1 (lowest) to 10 (highest). PC tiers are a little like levels, but they go only from 1 to 6 and mechanically work very differently than levels—for example, a PC’s tier does not determine a task’s difficulty.

Practiced: The normal, unmodified ability to use a skill—not trained, specialized, or an inability. Your type determines what weapon skills you’re practiced in; if you aren’t practiced with a type of weapon, you have an inability in it.

Roll: A d20 roll made by a PC to determine whether an action is successful. Although the game occasionally uses other dice, when the text simply refers to “a roll,” it always means a d20 roll.

Round: A length of time about five to ten seconds long. There are about ten rounds in a minute. When it’s really important to track precise time, use rounds. Basically, it’s the length of time to take an action in the game, but since everyone more or less acts simultaneously, all characters get to take an action each round.

Specialized: Having an exceptional amount of skill in a task. Being specialized eases the task by two steps. So, if you are specialized in climbing, all your climbing tasks are eased by two steps.

Stat: One of the three defining characteristics for PCs: Might, Speed, or Intellect. Each stat has two values: Pool and Edge. Your Pool represents your raw, innate ability, and your Edge represents knowing how to use what you have. Each stat Pool can increase or decrease over the course of play—for example, you can lose points from your Might Pool when struck by an opponent, spend points from your Intellect Pool to activate a special ability, or rest to recover points in your Speed Pool after a long day of marching. Anything that damages a stat, restores a stat, or boosts or penalizes a stat affects the stat’s Pool.

Task: Any action that a PC attempts. The GM determines the difficulty of the task. In general, a task is something that you do and an action is you performing that task, but in most cases they mean the same thing.

Trained: Having a reasonable amount of skill in a task. Being trained eases the task. For example, if you are trained in climbing, all climbing tasks for you are eased. If you become very skilled at that task, you become specialized instead of trained. You do not need to be trained to attempt a task.

Turn: The part of the round when a character or creature takes its actions. For example, if a Warrior and an Adept are fighting an orc, each round the Warrior takes an action on their turn, the Adept takes an action on their turn, and the orc takes an action on its turn. Some abilities or effects last only one turn, or end when the next turn is started.

Taking Action

Each character gets one turn each round. On a character’s turn, they can do one thing—an action. All actions fall into one of three categories: Might, Speed, or Intellect (just like the three stats). Many actions require die rolls—rolling a d20.

Every action performs a task, and every task has a difficulty that determines what number a character must reach or surpass with a die roll to succeed.

Most tasks have a difficulty of 0, which means the character succeeds automatically. For example, walking across a room, opening a door, and throwing a stone into a nearby bucket are all actions, but none of them requires a roll. Actions that are usually difficult or that become difficult due to the situation (such as shooting at a target in a blizzard) have a higher difficulty. These actions usually require a roll.

Some actions require a minimum expenditure of Might, Speed, or Intellect points. If a character cannot spend the minimum number of points needed to complete the action, they automatically fail at the task.

Determining Task Stat

Every task relates to one of a character’s three stats: Might, Speed, or Intellect. Physical activities that require strength, power, or endurance relate to Might. Physical activities that require agility, flexibility, or fast reflexes relate to Speed. Mental activities that require force of will, memory, or mental power relate to Intellect. This means you can generalize tasks into three categories: Might tasks, Speed tasks, and Intellect tasks. You can also generalize rolls into three categories: Might rolls, Speed rolls, and Intellect rolls.

The category of the task or roll determines what kind of Effort you can apply to the roll and may determine how a character’s other abilities affect the roll. For example, an Adept may have an ability that makes them better at Intellect rolls, and a Warrior may have an ability that makes them better at Speed rolls.

Determining Task Difficulty

The most frequent thing a GM does during the game—and probably the most important thing—is set a task’s difficulty. To make the job easier, use the Task Difficulty table, which associates a difficulty rating with a descriptive name, a target number, and general guidance about the difficulty.

Every difficulty from 1 to 10 has a target number associated with it. The target number is easy to remember: it’s always three times the difficulty. The target number is the minimum number a player needs to roll on a d20 to succeed at the task. Moving up or down on the table is called hindering or easing, which is measured in steps.

For example, reducing a difficulty 5 task to a difficulty 4 task is “easing the difficulty by one step” or just “easing the difficulty” or “easing the task.” Most modifiers affect the difficulty rather than the player’s roll. This has two consequences:

Low target numbers such as 3 or 6, which would be boring in most games that use a d20, are not boring in the Cypher System. For example, if you need to roll a 6 or higher, you still have a 25% chance to fail.

The upper levels of difficulty (7, 8, 9, and 10) are all but impossible because the target numbers are 21 or higher, which you can’t roll on a d20. However, it’s common for PCs to have abilities or equipment that ease a task and thus lower the target number to something they can roll on a d20.

A character’s tier does not determine a task’s level. Things don’t get more difficult just because a character’s tier increases—the world doesn’t instantly become a more difficult place. Fourth-tier characters don’t deal only with level 4 creatures or difficulty 4 tasks (although a fourth-tier character probably has a better shot at success than a first-tier character does). Just because something is level 4 doesn’t necessarily mean it’s meant only for fourth-tier characters. Similarly, depending on the situation, a fifth-tier character could find a difficulty 2 task just as challenging as a second-tier character does.

Therefore, when setting the difficulty of a task, the GM should rate the task on its own merits, not on the power of the characters.

Modifying the Difficulty

After the GM sets the difficulty for a task, the player can try to modify it for their character. Any such modification applies only to this particular attempt at the task. In other words, rewiring an electronic door lock normally might be difficulty 6, but since the character doing the work is skilled in such tasks, has the right tools, and has another character assisting them, the difficulty in this instance might be much lower. That’s why it’s important for the GM to set a task’s difficulty without taking the character into account. The character comes in at this step.

By using skills and assets, working together, and—perhaps most important—applying Effort, a character can ease a task by multiple steps to make it easier. Rather than adding bonuses to the player’s roll, reducing the difficulty lowers the target number. If they can reduce the difficulty of a task to 0, no roll is needed; success is automatic. (An exception is if the GM decides to use a GM intrusion on the task, in which case the player would have to make a roll at the original difficulty.)

There are three basic ways in which a character can ease a task: skills, assets, and Effort. Each method eases the task by at least one step—never in smaller increments.

By using skills, assets, and Effort, a character can ease a task by a maximum of ten steps: one or two steps from skills, one or two steps from assets, and one to six steps from Effort.

Skills

Characters may be skilled at performing a specific task. A skill can vary from character to character. For example, one character might be skilled at lying, another might be skilled at trickery, and a third might be skilled in all interpersonal interactions. The first level of being skilled is called being trained, and it eases that task by one step. More rarely, a character can be incredibly skilled at performing a task. This is called being specialized, and it eases the task by two steps instead of one. Skills can never decrease a task by more than two steps—any more than two steps from being trained and specialized don’t count.

Assets

An asset is anything that helps a character with a task, such as having a really good crowbar when trying to force open a door or being in a rainstorm when trying to put out a fire. Appropriate assets vary from task to task. The perfect awl might help when woodworking, but it won’t make a dance performance much better. An asset usually eases a task by one step. Assets can never ease a task by more than two steps—any more than two steps from assets don’t count.

The important thing to remember is that a skill can reduce the difficulty by no more than two steps, and assets can reduce the difficulty by no more than two steps, regardless of the situation. Thus, no task’s difficulty will ever be reduced by more than four steps without using Effort.

Effort

A player can apply Effort to ease a task. To do this, the player spends points from the stat Pool that’s most appropriate to the task. For example, applying Effort to push a heavy rock off a cliff requires a player to spend points from the character’s Might Pool; applying Effort to activate an unusual machine interface requires them to spend points from the character’s Intellect Pool. For every level of Effort spent on a task, the task is eased. It costs 3 points from a stat Pool to apply one level of Effort, and it costs 2 additional points for every level thereafter (so it costs 5 points for two levels of Effort, 7 points for three levels of Effort, and so on). A character must spend points from the same stat Pool as the type of task or roll—Might points for a Might roll, Speed points for a Speed roll, or Intellect points for an Intellect roll.

Every character has a maximum level of Effort they can apply to a single task. Effort can never ease a task by more than six steps—any more than six steps from applying Effort doesn’t count.

Free Level of Effort: A few abilities give you a free level of Effort (these usually require you to apply at least one level of Effort to a task). In effect, you’re getting one more level of Effort than what you paid for. This free level of Effort can exceed the Effort limit for your character, but not the six-step limit for easing a task.

Rolling the Die

To determine success or failure, a player rolls a die (always a d20). If they roll the target number or higher, they succeed. Most of the time, that’s the end of it—nothing else needs to be done. Rarely, a character might apply a small modifier to the roll. If they have a +2 bonus when attempting specific actions, they add 2 to the number rolled. However, the original roll matters if it’s a special roll.

If a character applies a modifier to the die roll, it’s possible to get a result of 21 or higher, in which case they can attempt a task with a target number above 20. But if there is no possibility for success—if not even rolling a natural 20 (meaning the d20 shows that number) is sufficient to accomplish the task—then no roll is made. Otherwise, characters would have a chance to succeed at everything, even impossible or ridiculous tasks such as climbing moonbeams, throwing elephants, or hitting a target on the opposite side of a mountain with an arrow.

If a character’s modifiers add up to +3, treat them as an asset instead. In other words, instead of adding a +3 bonus to the roll, reduce the difficulty by one step. For example, if a Warrior has a +1 bonus to attack rolls from a minor effect, a +1 bonus to attack rolls from a special weapon quality, and a +1 bonus to attack rolls from a special ability, they do not add 3 to their attack roll—instead, they reduce the difficulty of the attack by one step. So if they attack a level 3 foe, they would normally roll against difficulty 3 and try to reach a target number of 9, but thanks to their asset, they roll against difficulty 2 and try to reach a target number of 6.

This distinction is important when stacking skills and assets to decrease the difficulty of an action, especially since reducing the difficulty to 0 or lower means no roll is needed.

The Player Always Rolls

In the Cypher System, players always drive the action. That means they make all the die rolls. If a PC leaps out of a moving vehicle, the player rolls to see if they succeed. If a PC searches for a hidden panel, the player rolls to determine whether they find it. If a rockslide falls on a PC, the player rolls to try to get out of the way. If a PC and an NPC arm wrestle, the player rolls, and the NPC’s level determines the target number. If a PC attacks a foe, the player rolls to see if they hit. If a foe attacks the PC, the player rolls to see if they dodge the blow.

As shown by the last two examples, the PC rolls whether they are attacking or defending. Thus, something that improves defenses might ease or hinder their rolls. For example, if a PC uses a low wall to gain cover from attacks, the wall eases the player’s defense rolls. If a foe uses the wall to gain cover from the PC’s attacks, it hinders the player’s attack rolls.

Special Rolls

If a character rolls a natural 1, 17, 18, 19, or 20 (meaning the d20 shows that number), special rules come into play. These are explained in more detail in the following sections.

1: GM Intrusion. The GM makes a free intrusion (see below) and doesn’t award experience points (XP) for it.

17: Damage Bonus. If the roll was a damage-dealing attack, it deals 1 additional point of damage.

18: Damage Bonus. If the roll was a damage-dealing attack, it deals 2 additional points of damage.

19: Minor Effect. If the roll was a damage-dealing attack, it deals 3 additional points of damage or the PC gets a minor effect in addition to the normal results of the task. If the roll was something other than an attack, the PC gets a minor effect in addition to the normal results of the task.

20: Major Effect. If the roll was a damage-dealing attack, it deals 4 additional points of damage or the PC gets a major or minor effect in addition to the normal results of the task. If the roll was something other than an attack, the PC gets a major effect in addition to the normal results of the task. If the PC spent points from a stat Pool on the action, the point cost for the action decreases to 0, meaning the character regains those points as if they had not spent them at all.

GM Intrusion

GM intrusion is explained in more detail in the Running the Cypher System chapter, but essentially it means that something occurs to complicate the character’s life. The character hasn’t necessarily fumbled or done anything wrong (although perhaps they did). It could just be that the task presents an unexpected difficulty or something unrelated affects the current situation.

For GM intrusion on a defense roll, a roll of 1 might mean that the PC takes 2 additional points of damage from the attack, indicating that the opponent got in a lucky blow.

For complete details about GM intrusion and how to use it to best effect in the game, see the Running the Cypher System chapter.

Minor Effect

A minor effect happens when a player rolls a natural 19. Most of the time, a minor effect is slightly beneficial to the PC, but not overwhelming.

A climber gets up the steep slope a bit faster. A repaired machine works a bit better. A character jumping down into a pit lands on their feet. Either the GM or the player can come up with a possible minor effect that fits the situation, but both must agree on what it should be.

Don’t waste a lot of time thinking of a minor effect if nothing appropriate suggests itself. Sometimes, in cases where only success or failure matters, it’s okay to have no minor effect. Keep the game moving at an exciting pace.

In combat, the easiest and most straightforward minor effect is dealing 3 additional points of damage with an attack. The following are other common minor effects for combat:

Damage object: Instead of striking the foe, the attack strikes what the foe is holding. If the attack hits, the character makes a Might roll with a difficulty equal to the object’s level. On a success, the object moves one or more steps down the object damage track.

Distract: For one round, all of the foe’s tasks are hindered.

Knock back: The foe is knocked or forced back a few feet. Most of the time, this doesn’t matter much, but if the fight takes place on a ledge or next to a pit of lava, the effect can be significant.

Move past: The character can move a short distance at the end of the attack. This effect is useful to get past a foe guarding a door, for example.

Strike a specific body part: The attacker strikes a specific spot on the defender’s body. The GM rules what special effect, if any, results. For example, hitting a creature’s tentacle that is wrapped around an ally might make it easier for the ally to escape. Hitting a foe in the eye might blind it for one round. Hitting a creature in its one vulnerable spot might ignore Armor.

Usually, the GM just has the desired minor effect occur. For example, rolling a 19 against a relatively weak foe means it is knocked off the cliff. The effect makes the round more exciting, but the defeat of a minor creature has no significant impact on the story. Other times, the GM might rule that an additional roll is needed to achieve the effect—the special roll only gives the PC the opportunity for a minor effect. This mostly happens when the desired effect is very unlikely, such as pushing a 50-ton battle automaton off a cliff. If the player just wants to deal 3 additional points of damage as the minor effect, no extra roll is needed.

Major Effect

A major effect happens when a player rolls a natural 20. Most of the time, a major effect is quite beneficial to the character. A climber gets up the steep slope in half the time. A jumper lands with such panache that those nearby are impressed and possibly intimidated. A defender makes a free attack on a foe.

Either the GM or the player can come up with a possible major effect that fits the situation, but both must agree on what it should be. As with minor effects, don’t spend a lot of time agonizing over the details of a major effect. In cases where only success or failure matters, a major effect might offer the character a one-time asset (a modification of one step) to use the next time they attempt a similar action. When nothing else seems appropriate, the GM can simply grant the PC an additional action on their turn that same round.

In combat, the easiest and most straightforward major effect is dealing 4 additional points of damage with an attack. The following are other common major effects for combat.

Disarm: The foe drops one object that it is holding.

Impair: For the rest of the combat, all tasks the foe attempts are hindered.

Knock down: The foe is knocked prone. It can get up on its turn.

Stun: The foe loses its next action.

As with minor effects, usually the GM just has the desired major effect occur, but sometimes the GM might require an extra roll if the major effect is unusual or unlikely.

Retrying a Task After Failure

If a character fails a task (whether it’s climbing a wall, picking a lock, trying to figure out a mysterious device, or something else) they can attempt it again, but they must apply at least one level of Effort when retrying that task. A retry is a new action, not part of the same action that failed, and it takes the same amount of time as the first attempt did.

Sometimes the GM might rule that retries are impossible. Perhaps a character has one chance to convince the leader of a group of thugs not to attack, and after that, no amount of talking will stop them.

This rule doesn’t apply to something like attacking a foe in combat because combat is always changing and fluid. Each round’s situation is new, not a repeat of a previous situation, so a missed attack can’t be retried.

Initial Cost

The GM can assign a point cost to a task just for trying it. Called an initial cost, it’s simply an indication that the task is particularly taxing. For example, let’s say a character wants to try a Might action to open a heavy cellar door that is partially rusted shut. The GM says that forcing the door open is a difficulty 5 task, and there’s an initial cost of 3 Might points simply to try. This initial cost is in addition to any points the character chooses to spend on the roll (such as when applying Effort), and the initial cost points do not affect the difficulty of the task. In other words, the character must spend 3 Might points to attempt the task at all, but that doesn’t help them open the door. If they want to apply Effort to ease the task, they have to spend more points from their Might Pool.

Edge helps with the initial cost of a task, just as it does with any expenditure from a character’s Pool. In the previous example, if the character had a Might Edge of 2, they would have to spend only 1 point (3 points minus 2 from their Might Edge) for the initial cost to attempt the task. If they also applied a level of Effort to open the door, they couldn’t use their Edge again—Edge applies only once per action—so using the Effort would cost the full 3 points. Thus, they’d spend a total of 4 points (1 for the initial cost plus 3 for the Effort) from their Might Pool.

The rationale of the initial cost rule is that even in the Cypher System, where things like Effort can help a character succeed on an action, logic still suggests that some actions are very difficult and taxing, particularly for some PCs more than others.

Distance

Distance is simplified into four basic categories: immediate, short, long, and very long.

Immediate distance from a character is within reach or within a few steps; if a character stands in a small room, everything in the room is within immediate distance. At most, immediate distance is 10 feet (3 m). Immediate distance is sometimes referred to as close, or even point-blank, particularly when referring to ranges.

The words “immediate” and “close” can be used interchangeably to talk about distance. If a creature or object is within arm’s reach of the character, it can be considered both immediate and close.

Short distance is anything greater than immediate distance but less than 50 feet (15 m) or so.

Long distance is anything greater than short distance but less than 100 feet (30 m) or so.

Very long distance is anything greater than long distance but less than 500 feet (150 m) or so.

Beyond that range, distances are always specified—1,000 feet (300 m), 1 mile (1.5 km), and so on.

All weapons and special abilities use these terms for ranges. For example, all melee weapons have immediate range—they are close-combat weapons, and you can use them to attack anyone within immediate distance. A thrown knife (and most other thrown weapons) has short range. A small handgun also has short range. A rifle has long range.

A character can move an immediate distance as a part of another action. In other words, they can take a few steps to the light switch and flip it on. They can lunge across a small room to attack a foe. They can open a door and step through.

A character can move a short distance as their entire action for a turn. They can also try to move a long distance as their entire action, but the player might have to roll to see if the character slips, trips, or stumbles for moving so far so quickly.

GMs and players don’t need to determine exact distances. For example, if the PCs are fighting a group of guards, any character can likely attack any foe in the general melee—they’re all within immediate range. However, if one trooper stays back to fire a blaster, a character might have to use their entire action to move the short distance required to attack that foe. It doesn’t matter if the trooper is 20 feet (6 m) or 40 feet (12 m) away—it’s simply considered short distance. It does matter if the trooper is more than 50 feet (15 m) away because that distance would require a long move.

Other Distances

In rare cases where distances beyond very long are needed, real-world distances are best (1 mile, 100 kilometers, and so on). However, the following shorthand distances can be useful in some settings:

Planetary: On the same planet.

Interplanetary: Within the same solar system.

Interstellar: Within the same galaxy.

Intergalactic: Anywhere in the same universe.

Interdimensional: Anywhere.

Timekeeping

Generally, keep time the same way that you normally would, using minutes, hours, days, and weeks. Thus, if the characters walk overland for 15 miles (24 km), about eight hours pass, even though the journey can be described in only a few seconds at the game table. Precision timekeeping is rarely important. Most of the time, saying things like “That takes about an hour” works fine.

This is true even when a special ability has a specific duration. In an encounter, a duration of “one minute” is mostly the same as saying “the rest of the encounter.” You don’t have to track each round that ticks by if you don’t want to. Likewise, an ability that lasts for ten minutes can safely be considered the length of an in-depth conversation, the time it takes to quickly explore a small area, or the time it takes to rest after a strenuous activity.

ActionTime Usually Required
Walking a mile over easy terrainAbout fifteen minutes
Walking a mile over rough terrain (forest, snow, hills)About half an hour
Walking a mile over difficult terrain (mountains, thick jungle)About forty-five minutes
Moving from one significant location in a city to anotherAbout fifteen minutes
Sneaking into a guarded locationAbout fifteen minutes
Observing a new location to get salient detailsAbout fifteen minutes
Having an in-depth discussionAbout ten minutes
Resting after a fight or other strenuous activityAbout ten minutes
Resting and having a quick mealAbout half an hour
Making or breaking campAbout half an hour
Shopping for supplies in a market or storeAbout an hour
Meeting with an important contactAbout half an hour
Referencing a book or websiteAbout half an hour
Searching a room for hidden thingsAt least half an hour, perhaps one hour
Searching for cyphers or other valuables amid a lot of stuffAbout an hour
Identifying and understanding a cypherFifteen minutes to half an hour
Identifying and understanding an artifactAt least fifteen minutes, perhaps three hours
Repairing a device (assuming parts and tools available)At least an hour, perhaps a day
Building a device (assuming parts and tools available)At least a day, perhaps a week

Encounters, Rounds, and Initiative

Sometimes in the course of the game, the GM or players will refer to an “encounter.” Encounters are not so much measurements of time as they are events or instances in which something happens, like a scene of a movie or a chapter in a book. An encounter might be a fight with a foe, a dramatic crossing of a raging river, or a stressful negotiation with an important official. It’s useful to use the word when referring to a specific scene, as in “My Might Pool is low after that encounter with the soul sorcerer yesterday.”

A round is about five to ten seconds. The length of time is variable because sometimes one round might be a bit longer than another. You don’t need to measure time more precisely than that. You can estimate that on average there are about ten rounds in a minute. In a round, everyone—each character and NPC—gets to take one action.

To determine who goes first, second, and so on in a round, each player makes a Speed roll called an initiative roll. Most of the time, it’s only important to know which characters act before the NPCs and which act after the NPCs. On an initiative roll, a character who rolls higher than an NPC’s target number takes their action before the NPC does. As with all target numbers, an NPC’s target number for an initiative roll is three times the NPC’s level. Many times, the GM will have all NPCs take their actions at the same time, using the highest target number from among all the NPCs. Using this method, any characters who rolled higher than the target number act first, then all the NPCs act, and finally any characters who rolled lower than the target number act.

An initiative roll is a d20 roll. Since your initiative depends on how fast you are, if you spend Effort on the roll, the points come from your Speed Pool.

The order in which the characters act usually isn’t important. If the players want to go in a precise order, they can act in initiative order (highest to lowest), by going around the table, by going oldest to youngest, and so on.

For example, Charles, Tammie, and Shanna’s characters are in combat with two level 2 security guards. The GM has the players make Speed rolls to determine initiative. Charles rolls an 8, Shanna rolls a 15, and Tammie rolls a 4. The target number for a level 2 creature is 6, so each round Charles and Shanna act before the guards, then the guards act, and finally Tammie acts. It doesn’t matter whether Charles acts before or after Shanna, as long as they think it’s fair.

After everyone—all PCs and NPCs—in the combat has had a turn, the round ends and a new round begins. In all rounds after the first, everyone acts in the same order as they did in the first round. The characters cycle through this order until the logical end of the encounter (the end of the fight or the completion of the event) or until the GM asks them to make new initiative rolls. The GM can call for new initiative rolls at the beginning of any new round when conditions drastically change. For example, if the NPCs gain reinforcements, the environment changes (perhaps the lights go out), the terrain changes (maybe part of the balcony collapses under the PCs), or something similar occurs, the GM can call for new initiative rolls.

Since the action moves as a cycle, anything that lasts for a round ends where it started in the cycle. If Umberto uses an ability on an opponent that hinders its defenses for one round, the effect lasts until Umberto acts on his next turn.

A Closer Look At Situations that Don’t Involve PCs

Ultimately, the GM is the arbiter of conflicts that do not involve the PCs. They should be adjudicated in the most interesting, logical, and story-based way possible. When in doubt, match the level of the NPCs (characters or creatures) or their respective effects to determine the results. Thus, if a level 4 NPC fights a level 3 NPC, the level 4 NPC will win, but if they face a level 7 NPC, they’ll lose. Likewise, a level 4 creature resists poisons or devices of level 3 or lower but not those of level 5 and above.

The essence is this: in the Cypher System, it doesn’t matter if something is a creature, a poison, or a gravity-dispelling ray. If it’s a higher level, it wins; if it’s a lower level, it loses. If two things of equal level oppose each other, there might be a long, drawn-out battle that could go either way.

Actions

Anything that your character does in a round is an action. It’s easiest to think of an action as a single thing that you can do in five to ten seconds. For example, if you use your dart thrower to shoot a strange floating orb, that’s one action. So is running for cover behind a stack of barrels, prying open a stuck door, using a rope to pull your friend up from a pit, or activating a cypher (even if it’s stored in your pack).

Opening a door and attacking a security guard on the other side are two actions. It’s more a matter of focus than time. Drawing your sword and attacking a foe is all one action. Putting away your bow and pushing a heavy bookcase to block a door are two actions because each requires a different train of thought.

If the action you want to accomplish is not within reach, you can move a little bit. Essentially, you can move up to an immediate distance to perform your action. For example, you can move an immediate distance and attack a foe, open a door and move an immediate distance into the hallway beyond, or grab your hurt friend lying on the ground and pull them back a few steps. This movement can occur before or after your action, so you can move to a door and open it, or you can open a door and move through it.

The most common actions are:

Action: Attack

An attack is anything that you do to someone that they don’t want you to do. Slashing a foe with a curved dagger is an attack, blasting a foe with a lightning artifact is an attack, wrapping a foe in magnetically controlled metal cables is an attack, and controlling someone’s mind is an attack. An attack almost always requires a roll to see if you hit or otherwise affect your target.

In the simplest kind of attack, such as a PC trying to stab a thug with a knife, the player rolls and compares their result to the opponent’s target number. If their roll is equal to or greater than the target number, the attack hits. Just as with any kind of task, the GM might modify the difficulty based on the situation, and the player might have a bonus to the roll or might try to ease the task using skills, assets, or Effort.

A less straightforward attack might be a special ability that stuns a foe with a mental blast. However, it’s handled the same way: the player makes a roll against the opponent’s target number. Similarly, an attempt to tackle a foe and wrestle it to the ground is still just a roll against the foe’s target number.

Attacks are sometimes categorized as “melee” attacks, meaning that you hurt or affect something within immediate reach, or “ranged” attacks, meaning that you hurt or affect something at a distance.

Melee attacks can be Might or Speed actions—player choice. Physical ranged attacks (such as bows, thrown weapons, and blasts of fire from a mutation) are almost always Speed actions, but those that come from special abilities tend to be Intellect actions.

Special abilities that require touching the target require a melee attack. If the attack misses, the power is not wasted, and you can try again each round as your action until you hit the target, use another ability, or take a different action that requires you to use your hands. These attempts in later rounds count as different actions, so you don’t have to keep track of how much Effort you used when you activated the ability or how you used Edge. For example, let’s say that in the first round of combat, you activate a special ability that requires you to touch your foe and you use Effort to ease the attack, but you roll poorly and miss your foe. In the second round of combat, you can try attacking again and use Effort to ease the attack roll.

The GM and players are encouraged to describe every attack with flavor and flair. One attack roll might be a stab to the foe’s arm. A miss might be the PC’s sword slamming into the wall. Combatants lunge, block, duck, spin, leap, and make all kinds of movements that should keep combat visually interesting and compelling. The Running the Cypher System chapter has much more guidance in this regard.

Common elements that affect the difficulty of a combat task are cover, range, and darkness. The rules for these and other modifiers are explained in the Attack Modifiers and Special Situations section of this chapter.

Damage

When an attack strikes a character, it usually means the character takes damage.

An attack against a PC subtracts points from one of the character’s stat Pools—usually the Might Pool. Whenever an attack simply says it deals “damage” without specifying the type, it means Might damage, which is by far the most common type. Intellect damage, which is usually the result of a mental attack, is always labeled as Intellect damage. Speed damage is often a physical attack, but attacks that deal Speed damage are fairly rare.

NPCs don’t have stat Pools. Instead, they have a characteristic called health. When an NPC takes damage of any kind, the amount is subtracted from its health. Unless described otherwise, an NPC’s health is always equal to its target number. Some NPCs might have special reactions to or defenses against attacks that would normally deal Speed damage or Intellect damage, but unless the NPC’s description specifically explains this, assume that all damage is subtracted from the NPC’s health.

Objects don’t have stat Pools or health. They have an object damage track, just like how PCs have a damage track. Attacking objects might move them down their damage track.

Damage is always a specific amount determined by the attack. For example, a slash with a broadsword or a blast with a spike thrower deals 4 points of damage. An Adept’s Onslaught deals 4 points of damage. Often, there are ways for the attacker to increase the damage. For example, a PC can apply Effort to deal 3 additional points of damage, and rolling a natural 17 on the attack roll deals 1 additional point of damage.

Armor

Pieces of equipment and special abilities protect a character from damage by giving them Armor. Each time a character takes damage, subtract their Armor value from the damage before reducing their stat Pool or health. For example, if a Warrior with 2 Armor is hit by a gunshot that deals 4 points of damage, they take only 2 points of damage (4 minus 2 from their Armor). If Armor reduces the incoming damage to 0 or lower, the character takes no damage from the attack. For example, the Warrior’s 2 Armor protects them from all physical attacks that deal 1 or 2 points of damage.

The most common way to get Armor is to wear physical armor, such as a leather jacket, a bulletproof vest, a chainmail hauberk, bioengineered carapace grafts, or something else, depending on the setting. All physical armor comes in one of three categories: light, medium, or heavy. Light armor gives the wearer 1 point of Armor, medium gives 2 points of Armor, and heavy gives 3 points of Armor.

When you see the word “Armor” capitalized in the game rules (other than in the name of a special ability), it refers to your Armor characteristic—the number you subtract from incoming damage. When you see the word “armor” in lowercase, it refers to any physical armor you might wear.

Other effects can add to a character’s Armor. If a character is wearing chainmail (+2 to Armor) and has an ability that covers them in a protective force field that grants +1 to Armor, their total is 3 Armor. If they also use a cypher that hardens their flesh temporarily for +1 to Armor, their total is 4 Armor.

Some types of damage ignore physical armor. Attacks that specifically deal Speed damage or Intellect damage ignore Armor; the creature takes the listed amount of damage without any reduction from Armor. Ambient damage (see below) usually ignores Armor as well.

A creature may have a special bonus to Armor against certain kinds of attacks. For example, a protective suit made of a sturdy, fire-resistant material might normally give its wearer +1 to Armor but count as +3 to Armor against fire attacks. An artifact worn as a helmet might grant +2 to Armor only against mental attacks.

Ambient Damage

Some kinds of damage aren’t direct attacks against a creature, but they indirectly affect everything in the area. Most of these are environmental effects such as winter cold, high temperatures, or background radiation. Damage from these kinds of sources is called ambient damage. Physical armor usually doesn’t protect against ambient damage, though a well-insulated suit of armor can protect against cold weather.

Damage From Hazards

Attacks aren’t the only way to inflict damage on a character. Experiences such as falling from a great height, being burned in a fire, and spending time in severe weather also deal damage. Although no list of potential hazards could be comprehensive, the Damage From Hazards table includes common examples.

SourceDamageNotes
Falling1 point per 10 feet (3 m) fallen (ambient damage)
Minor fire3 points per round (ambient damage)Torch
Major fire6 points per round (ambient damage)Engulfed in flames; lava
Acid splash2 points per round (ambient damage)
Acid bath6 points per round (ambient damage)Immersed in acid
Cold1 point per round (ambient damage)Below freezing temperatures
Severe cold3 points per round (ambient damage)Liquid nitrogen
Shock1 point per round (ambient damage)Often involves losing next action
Electrocution6 points per round (ambient damage)Often involves losing next action
Crush3 pointsObject or creature falls on character
Huge crush6 pointsRoof collapse; cave-in
Collision6 pointsLarge, fast object strikes character

The Effects of Taking Damage

When an NPC reaches 0 health, it is either dead or (if the attacker wishes) incapacitated, meaning unconscious or beaten into submission.

As previously mentioned, damage from most sources is applied to a character’s Might Pool. Otherwise, stat damage always reduces the Pool of the stat it affects.

If damage reduces a character’s stat Pool to 0, any further damage to that stat (including excess damage from the attack that reduced the stat to 0) is applied to another stat Pool. Damage is applied to Pools in this order:

  1. Might (unless the Pool is 0)

  2. Speed (unless the Pool is 0)

  3. Intellect

Even if the damage is applied to another stat Pool, it still counts as its original type for the purpose of Armor and special abilities that affect damage. For example, if a character with 2 Armor is reduced to 0 Might and then is hit by a creature’s claw for 3 points of damage, it still counts as Might damage, so their Armor reduces the damage to 1 point, which then is applied to their Speed Pool. In other words, even though they take the damage from their Speed Pool, it doesn’t ignore Armor like Speed damage normally would.

In addition to taking damage from their Might Pool, Speed Pool, or Intellect Pool, PCs also have a damage track. The damage track has four states (from best to worst): hale, impaired, debilitated, and dead. When one of a PC’s stat Pools reaches 0, they move one step down the damage track. Thus, if they are hale, they become impaired. If they are already impaired, they become debilitated. If they are already debilitated, they become dead.

Some effects can immediately shift a PC one or more steps on the damage track. These include rare poisons, cellular disruption attacks, and massive traumas (such as falls from very great heights, being run over by a speeding vehicle, and so on, as determined by the GM).

Some attacks, like a serpent’s poisonous bite or a Speaker’s Enthrall, have effects other than damage to a stat Pool or shifting the PC on the damage track. These attacks can cause unconsciousness, paralysis, and so on.

When NPCs (who have only health) suffer Speed or Intellect damage, normally this is treated the same as Might damage. However, the GM or the player has the option to suggest an appropriate alternate effect—the NPC suffers a penalty, moves more slowly, is stunned, and so on.

The Damage Track

As noted above, the damage track has four states: hale, impaired, debilitated, and dead.

Hale is the normal state for a character: all three stat Pools are at 1 or higher, and the PC has no penalties from harmful conditions. When a hale PC takes enough damage to reduce one of their stat Pools to 0, they become impaired. Note that a character whose stat Pools are much lower than normal can still be hale.

Impaired is a wounded or injured state. When an impaired character applies Effort, it costs 1 extra point per level applied. For example, applying one level of Effort costs 4 points instead of 3, and applying two levels of Effort costs 7 points instead of 5.

An impaired character ignores minor and major effect results on their rolls, and they don’t deal as much extra damage in combat with a special roll. In combat, a roll of 17 or higher deals only 1 additional point of damage. When an impaired PC takes enough damage to reduce one of their stat Pools to 0, they become debilitated.

Debilitated is a critically injured state. A debilitated character may not take any actions other than to move (probably crawl) no more than an immediate distance. If a debilitated character’s Speed Pool is 0, they can’t move at all. When a debilitated PC takes enough damage to reduce a stat Pool to 0, they are dead.

Dead is dead.

The damage track allows you to know how far from death you are. If you’re hale, you’re three steps from death. If you’re impaired, you’re two steps from death. If you’re debilitated, you are only one small step from death’s door.

Recovering Points in a Pool

After losing or spending points in a Pool, you recover those points by resting. You can’t increase a Pool past its maximum by resting—just back to its normal level. Any extra points gained go away with no effect. The amount of points you recover from a rest, and how long each rest takes, depends on how many times you have rested so far that day.

When you rest, make a recovery roll. To do this, roll a d6 and add your tier. You recover that many points, and you can divide them among your stat Pools however you wish. For example, if your recovery roll is 4 and you’ve lost 4 points of Might and 2 points of Speed, you can recover 4 points of Might, or 2 points of Might and 2 points of Speed, or any other combination adding up to 4 points.

The first time you rest each day, it takes only a few seconds to catch your breath. If you rest this way in the middle of an encounter, it takes one action on your turn.

The second time you rest each day, you must rest for ten minutes to make a recovery roll. The third time you rest each day, you must rest for one hour to make a recovery roll. The fourth time you rest each day, you must rest for ten hours to make a recovery roll (usually, this occurs when you stop for the day to eat and sleep).

After that much rest, it’s assumed to be a new day, so the next time you rest, it takes only a few seconds. The next rest takes ten minutes, then one hour, and so on, in a cycle.

If you haven’t rested yet that day and you take a lot of damage in a fight, you could rest a few seconds (regaining 1d6 points + 1 point per tier) and then immediately rest for ten minutes (regaining another 1d6 points + 1 point per tier). Thus, in one full day of doing nothing but resting, you could recover 4d6 points + 4 points per tier.

Each character chooses when to make recovery rolls. If a party of five PCs rests for ten minutes because two of them want to make recovery rolls, the others don’t have to make rolls at that time. Later in the day, those three can decide to rest for ten minutes and make recovery rolls.

Recovery RollRest Time Needed
First recovery rollOne action
Second recovery rollTen minutes
Third recovery rollOne hour
Fourth recovery rollTen hours

Restoring the Damage Track

Using points from a recovery roll to raise a stat Pool from 0 to 1 or higher also automatically moves the character up one step on the damage track.

If all of a PC’s stat Pools are above 0 and the character has taken special damage that moved them down the damage track, they can use a recovery roll to move up one step on the damage track instead of recovering points. For example, a character who is debilitated from a hit with a cell-disrupting biotech device can rest and move up to impaired rather than recover points in a Pool.

Special Damage

In the course of playing the game, characters face all manner of threats and dangers that can harm them in a variety of ways, only some of which are easily represented by points of damage.

Dazed and Stunned: Characters can be dazed when struck hard on the head, exposed to extremely loud sounds, or affected by a mental attack. When this happens, for the duration of the daze effect (usually one round), all of the character’s tasks are hindered. Similar but more severe attacks can stun characters. Stunned characters lose their turn (but can still defend against attacks normally).

Poison and Disease: When characters encounter poison—whether the venom of a serpent, rat poison slipped into a burrito, cyanide dissolved in wine, or an overdose of acetaminophen—they make a Might defense roll to resist it. Failure to resist can result in points of damage, moving down the damage track, or a specific effect such as paralysis, unconsciousness, disability, or something stranger. For example, some poisons affect the brain, making it impossible to say certain words, take certain actions, resist certain effects, or recover points to a stat Pool.

Diseases work like poisons, but their effect occurs every day, so the victim must make a Might defense roll each day or suffer the effects. Disease effects are as varied as poisons: points of damage, moving down the damage track, disability, and so on. Many diseases inflict damage that cannot be restored through conventional means.

Paralysis: Paralytic effects cause a character to drop to the ground, unable to move. Unless otherwise specified, the character can still take actions that require no physical movement.

Other Effects: Other special effects can render a character blind or deaf, unable to stand without falling over, or unable to breathe. Stranger effects might negate gravity for the character (or increase it a hundredfold), transport them to another place, render them out of phase, mutate their physical form, implant false memories or senses, alter the way their brain processes information, or inflame their nerves so they are in constant, excruciating pain. Each special effect must be handled on a case-by-case basis. The GM adjudicates how the character is affected and how the condition can be alleviated (if possible).

NPCs and Special Damage

The GM always has final say over what special damage will affect an NPC. Human NPCs usually react like characters, but nonhuman creatures might react very differently. For example, a tiny bit of venom is unlikely to hurt a gigantic dragon, and it won’t affect an android or a demon at all.

If an NPC is susceptible to an attack that would shift a character down the damage track, using that attack on the NPC usually renders it unconscious or dead. Alternatively, the GM could apply the debilitated condition to the NPC, with the same effect as it would have on a PC.

Attack Modifiers And Special Situations

In combat situations, many modifiers might come into play. Although the GM is at liberty to assess whatever modifiers they think are appropriate to the situation (that’s their role in the game), the following suggestions and guidelines might make that easier. Often the modifier is applied as a step in difficulty. So if a situation hinders attacks, that means if a PC attacks an NPC, the difficulty of the attack roll is increased by one step, and if an NPC attacks a PC, the difficulty of the defense roll is decreased by one step. This is because players make all rolls, whether they are attacking or defending—NPCs never make attack or defense rolls.

When in doubt, if it seems like it should be harder to attack in a situation, hinder the attack rolls. If it seems like attacks should gain an advantage or be easier in some way, hinder the defense rolls.

Precise ranges are not important in the Cypher System. The broadly defined “immediate,” “short,” “long,” and “very long” ranges let the GM quickly make a judgment call and keep things moving. Basically, the idea is: your target is right there, your target is close, your target is pretty far away, or your target is extremely far away.

Cover

If a character is behind cover so that a significant portion of their body is behind something sturdy, attacks against the character are hindered.

If a character is entirely behind cover (their entire body is behind something sturdy), they can’t be attacked unless the attack can go through the cover. For example, if a character hides behind a thin wooden screen and their opponent shoots the screen with a rifle that can penetrate the wood, the character can be attacked. However, because the attacker can’t see the character clearly, this still counts as cover (attacks against the character are hindered).

Position

Sometimes where a character stands gives them an advantage or a disadvantage.

Prone Target: In melee, a prone target is easier to hit (attacks against them are eased). In ranged combat, a prone target is harder to hit (attacks against them are hindered).

Higher Ground: In either ranged or melee combat, attacks by an opponent on higher ground are eased.

Surprise

When a target isn’t aware of an incoming attack, the attacker has an advantage. A ranged sniper in a hidden position, an invisible assailant, or the first salvo in a successful ambush are all eased by two steps. For the attacker to gain this advantage, however, the defender truly must have no idea that the attack is coming.

If the defender isn’t sure of the attacker’s location but is still on guard, the attacks are eased by only one step.

Range

In melee, you can attack a foe who is adjacent to you (next to you) or within reach (immediate range). If you enter into melee with one or more foes, usually you can attack most or all of the combatants, meaning they are next to you, within reach, or within reach if you move slightly or have a long weapon that extends your reach.

The majority of ranged attacks have only two ranges: short range and long range (a few have very long range). Short range is generally less than 50 feet (15 m) or so. Long range is generally from 50 feet (15 m) to about 100 feet (30 m). Very long range is generally 100 feet (30 m) to 500 feet (150 m). Greater precision than that isn’t important in the Cypher System. If anything is longer than very long range, the exact range is usually spelled out, such as with an item that can fire a beam 1,000 feet (300 m) or teleport you up to 1 mile (1.5 km) away.

Thus, the game has four measurements of distance: immediate, short, long, and very long. These apply to movement as well. A few special cases—point-blank range and extreme range— modify an attack’s chance to successfully hit.

Point-Blank Range: If a character uses a ranged weapon against a target within immediate range, the attack is eased.

Extreme Range: Targets just at the limit of a weapon’s range are at extreme range. Attacks against such targets are hindered.

The GM might allow a character with a ranged weapon to attack beyond extreme range, but the attack would be hindered by two steps for each range category beyond the normal limit. Attacks with hard limits, such as the blast radius of a bomb, can’t be modified.

In certain situations, such as a PC on top of a building looking across an open field, the GM should allow ranged attacks to exceed their maximum range. For example, in perfect conditions, a good archer can hit a large target with a bow and arrow at 500 feet (150 m), much farther than a bow’s typical long range.

Illumination

What characters can see (and how well they can see) plays a huge factor in combat.

Dim Light: Dim light is approximately the amount of light on a night with a bright full moon or the illumination provided by a torch, flashlight, or desk lamp. Dim light allows you to see out to short range. Targets in dim light are harder to hit. Attacks against such targets are hindered. Attackers trained in low-light spotting negate this modifier.

Very Dim Light: Very dim light is approximately the amount of light on a starry night with no visible moon, or the glow provided by a candle or an illuminated control panel. Very dim light allows you to see clearly only within immediate range and perceive vague shapes to short range. Targets in very dim light are harder to hit. Attacks against targets within immediate range are hindered, and attacks against those in short range are hindered by two steps. Attackers trained in low-light spotting modify these difficulties by one step in their favor. Attackers specialized in low-light spotting modify these difficulties by two steps in their favor.

Darkness: Darkness is an area with no illumination at all, such as a moonless night with cloud cover or a room with no lights. Targets in complete darkness are nearly impossible to hit. If an attacker can use other senses (such as hearing) to get an idea of where the opponent might be, attacks against such targets are hindered by four steps. Otherwise, attacks in complete darkness fail without the need for a roll unless the player spends 1 XP to “make a lucky shot” or the GM uses GM intrusion. Attackers trained in low-light spotting ease the task. Attackers specialized in low-light spotting ease the task by two steps.

Visibility

Similar to illumination, factors that obscure vision affect combat.

Mist: A target in mist is similar to one in dim light. Ranged attacks against such targets are hindered. Particularly dense mist makes ranged attacks nearly impossible (treat as darkness), and even melee attacks are hindered.

Hiding Target: A target in dense foliage, behind a screen, or crawling amid the rubble in a ruin is hard to hit because they’re hard to see. Ranged attacks against such targets are hindered.

Invisible Target: If an attacker can use other senses (such as hearing) to get an idea of where the opponent might be, attacks against such targets are hindered by four steps. Otherwise, attacks against an invisible creature fail without the need for a roll unless the player spends 1 XP to “make a lucky shot” or the GM uses GM intrusion.

Water

Being in shallow water can make it hard to move, but it doesn’t affect combat. Being in deep water can make things difficult, and being underwater entirely can seem as different as being on another world.

Deep Water: Being in water up to your chest (or the equivalent thereof) hinders your attacks. Aquatic creatures ignore this modifier.

Underwater Melee Combat: For nonaquatic creatures, being completely underwater makes attacking very difficult. Attacks with stabbing weapons are hindered, and melee attacks with slashing or bashing weapons are hindered by two steps. Aquatic creatures ignore these penalties.

Underwater Ranged Combat: As with melee combat, nonaquatic creatures have problems fighting underwater. Some ranged attacks are impossible underwater—you can’t throw things, fire a bow or crossbow, or use a blowgun. Many firearms also do not work underwater. Attacks with weapons that do work underwater are hindered. Ranges underwater are reduced by one category; very-long-range weapons work only to long range, long-range weapons work only to short range, and short-range weapons work only to immediate range.

Moving Targets

Moving targets are harder to hit, and moving attackers have a difficult time as well.

Target Is Moving: Attackers trying to hit a foe who is moving very fast are hindered. (A foe moving very fast is one who is doing nothing but running, mounted on a moving creature, riding on a vehicle or moving conveyance, and so on.)

Attacker Is Moving: An attacker trying to make an attack while moving under their own power (walking, running, swimming, and so on) takes no penalties. Attacks from a moving mount or moving vehicle are hindered; an attacker trained in riding or driving ignores this penalty.

Attacker Is Jostled: Being jostled, such as while standing on a listing ship or a vibrating platform, makes attacking difficult. Such attacks are hindered. Characters trained in balancing or sailing would ignore penalties for being on a ship.

Gravity

In a spacefaring campaign, characters may travel to worlds with stronger or weaker gravity than Earth’s. Likewise, strange technology or magic can cause gravity to fluctuate even in an Earth-based campaign. Characters who have a large amount of metal (wearing metal armor, using metal weapons, and so on) can be affected by fluctuating magnetism just as a character is affected by gravity.

Low Gravity: Weapons that rely on weight, such as all heavy weapons, deal 2 fewer points of damage (dealing a minimum of 1 point of damage). Weapons with short range can reach to long range, and long-range weapons can reach to very long range. Characters trained in low-gravity maneuvering ignore the damage penalty.

High Gravity: It’s hard to make effective attacks when the pull of gravity is very strong. Attacks (and all physical actions) made in high gravity are hindered. Ranges in high gravity are reduced by one category (very-long-range weapons reach only to long range, long-range weapons reach only to short range, and short-range weapons reach only to immediate range). Characters trained in high-gravity maneuvering ignore the change in difficulty but not the range decreases.

Zero Gravity: It’s hard to maneuver in an environment without gravity. All physical actions (including attacks) made in zero gravity are hindered. Weapons with short range can reach to long range, long-range weapons can reach to very long range, and very-long-range weapons can reach to about 1,000 feet (300 m) instead of 500 feet (150 m). Characters trained in zero-gravity maneuvering ignore the change in difficulty.

Special Situation: Combat Between NPCs

When an NPC ally of the PCs attacks another NPC, the GM can designate a player to roll and handle it like a PC attacking. Often, the choice is obvious. For example, a character who has a trained attack animal should roll when their pet attacks enemies. If an NPC ally accompanying the party leaps into the fray, that ally’s favorite PC rolls for them. NPCs cannot apply Effort. Of course, it’s perfectly fitting (and easier) to have the NPC ally use the cooperative action rules to aid a PC instead of making direct attacks, or to compare the levels of the two NPCs (higher wins).

Special Situation: Combat Between PCs

When one PC attacks another PC, the attacking character makes an attack roll, and the other character makes a defense roll, adding any appropriate modifiers. If the attacking PC has a skill, ability, asset, or other effect that would ease the attack if it were made against an NPC, the character adds 3 to the roll for each step reduction (+3 for one step, +6 for two steps, and so on). If the attacker’s final result is higher, the attack hits. If the defender’s result is higher,
the attack misses. Damage is resolved normally. The GM mediates all special effects.

Special Situation: Area Attacks

Sometimes, an attack or effect affects an area rather than a single target. For example, a grenade or a landslide can potentially harm or affect everyone in the area.

In an area attack, all PCs in the area make appropriate defense rolls against the attack to determine its effect on them. If there are any NPCs in the area, the attacker makes a single attack roll against all of them (one roll, not one roll per NPC) and compares it to the target number of each NPC. If the roll is equal to or greater than the target number of a particular NPC, the attack hits that NPC.

Some area attacks always deal at least a minimum amount of damage, even if the attacks miss or if a PC makes a successful defense roll.

For example, consider a character who uses Shatter to attack six cultists (level 2; target number 6) and their leader (level 4; target number 12). The PC applies Effort to increase the damage and rolls an 11 for the attack roll. This hits the six cultists, but not the leader, so the ability deals 3 points of damage to each of the cultists. The description of Shatter says that applying Effort to increase the damage also means that targets take 1 point of damage if the PC fails the attack roll, so the leader takes 1 point of damage. In terms of what happens in the story, the cultists are caught flat-footed by the sudden detonation of one of their knives, but the leader ducks and is shielded from the blast. Despite the leader’s quick moves, the blast is so intense that a few bits of metal slice them.

Special Situation: Attacking Objects

Attacking an object is rarely a matter of hitting it. Sure, you can hit the broad side of a barn, but can you damage it? Attacking inanimate objects with a melee weapon is a Might action. Objects have levels and thus target numbers. Objects have a damage track that works like the damage track for PCs.

Intact is the default state for an object.

Minor damage is a slightly damaged state. An object with minor damage reduces its level by 1.

Major damage is a critically damaged state. An object with major damage is broken and no longer functions.

Destroyed is destroyed. The object is ruined, no longer functions, and cannot be repaired.

If the Might action to damage an object is a success, the object moves one step down the object damage track. If the Might roll exceeded the difficulty by 2 levels, the object instead moves two steps down the object damage track. If the Might roll exceeded the difficulty by 4 levels, the object instead moves three steps down the object damage track. Objects with minor or major damage can be repaired, moving them one or more steps up the object damage track.

Brittle or fragile objects, like paper or glass, decrease the effective level of the object for the purposes of determining if it is damaged. Hard objects, like those made of wood or stone, add 1 to the effective level. Very hard objects, like those made of metal, add 2. (The GM may rule that some exotic materials add 3.)

The tool or weapon used to attack the object must be at least as hard as the object itself. Further, if the amount of damage the attack could inflict—not modified by a special die roll—does not equal or exceed the effective level of the object, the attack cannot damage the object no matter what the roll.

Action: Activate a Special Ability

Special abilities are granted by foci, types, and flavors, or provided by cyphers or other devices. If a special ability affects another character in any kind of unwanted manner, it’s handled as an attack. This is true even if the ability is normally not considered an attack. For example, if a character has a healing touch, and their friend doesn’t want to be healed for some reason, an attempt to heal their unwilling friend is handled as an attack.

Plenty of special abilities do not affect another character in an unwanted manner. For example, a PC might use Hover on themselves to float into the air. A character with a matter-reorganizing device might change a stone wall into glass. A character who activates a phase changer cypher might walk through a wall. None of these requires an attack roll (although when turning a stone wall to glass, the character must still make a roll to successfully affect the wall).

If the character spends points to apply Effort on the attempt, they might want to roll anyway to see if they get a major effect, which would reduce the cost for their action.

Action: Move

As a part of another action, a character can adjust their position—stepping back a few feet while using an ability, sliding over in combat to take on a different opponent to help a friend, pushing through a door they just opened, and so on. This is considered an immediate distance, and a character can move this far as part of another action.

In a combat situation, if a character is in a large melee, they’re usually considered to be next to most other combatants, unless the GM rules that they’re farther away because the melee is especially large or the situation dictates it.

If they’re not in melee but still nearby, they are considered to be a short distance away—usually less than 50 feet (15 m). If they’re farther away than that but still involved in the combat, they are considered to be a long distance away, usually 50 to 100 feet (15 to 30 m), or possibly even a very long distance away, usually more than 100 feet to 500 feet (30 to 150 m).

In a round, as an action, a character can make a short move. In this case, they are doing nothing but moving up to about 50 feet (15 m). Some terrain or situations will change the distance a character can move, but generally, making a short move is considered to be a difficulty 0 action. No roll is needed; they just get where they’re going as their action.

A character can try to make a long move—up to 100 feet (30 m) or so—in one round. This is a Speed task with a difficulty of 4. As with any action, they can use skills, assets, or Effort to ease the task. Terrain, obstacles, or other circumstances can hinder the task. A successful roll means the character moved the distance safely. Failure means that at some point during the move, they stop or stumble (the GM determines where this happens).

A character can also try to make a short move and take another (relatively simple) physical action, like make an attack. As with the attempt to make a long move, this is a Speed task with a difficulty of 4, and failure means that the character stops at some point, slipping or stumbling or otherwise getting held up.

Long-Term Movement

When talking about movement in terms of traveling rather than round-by-round action, typical characters can travel on a road about 20 miles (32 km) per day, averaging about 3 miles (5 km) per hour, including a few stops. When traveling overland, they can move about 12 miles (19 km) per day, averaging 2 miles (3 km) per hour, again with some stops. Mounted characters, such as those on horseback, can go twice as far. Other modes of travel (cars, airplanes, hovercraft, sailing ships, and so on) have their own rates of movement.

Movement Modifiers

Different environments affect movement in different ways.

Rough Terrain: A surface that’s considered rough terrain is covered in loose stones or other material, uneven or with unsure footing, unsteady, or a surface that requires movement across a narrow space, such as a cramped corridor or a slender ledge. Stairs are also considered rough terrain. Rough terrain does not slow normal movement on a round-by-round basis, but hinders move rolls. Rough terrain cuts long-term movement rates in half.

Difficult Terrain: Difficult terrain is an area filled with challenging obstacles—water up to waist height, a very steep slope, an especially narrow ledge, slippery ice, a foot or more of snow, a space so small that one must crawl through it, and so on. Difficult terrain hinders move rolls and halves movement on a round-by-round basis. This means that a short move is about 25 feet (8 m), and a long move is about 50 feet (15 m). Difficult terrain reduces
long-term movement to a third of its normal rate.

Water: Deep water, in which a character is mostly or entirely submerged, hinders move rolls
and reduces round-by-round and long-term movement to one quarter its normal rate. This means that a short move is about 12 feet(4 m), and a long move is about 25 feet (7.5 m). Characters trained in swimming halve their movement only while in deep water.

Low Gravity: Movement in low gravity is easier but not much faster. All move rolls are eased.

High Gravity: In an environment of high gravity, treat all moving characters as if they were in difficult terrain. Characters trained in high-gravity maneuvering negate this penalty. High gravity reduces long-term movement to a third of its normal rate.

Zero Gravity: In an environment without gravity, characters cannot move normally. Instead, they must push off from a surface and succeed at a Might roll to move (the difficulty is equal to one-quarter the distance traveled in feet). Without a surface to push off from, a character cannot move. Unless the character’s movement takes them to a stable object that they can grab or land against, they continue to drift in that direction each round, traveling half the distance of the initial push.

Special Situation: A Chase

When a PC is chasing an NPC or vice versa, the player should attempt a Speed action, with the difficulty based on the NPC’s level. If the PC succeeds at the roll, they catch the NPC (if chasing), or they get away (if chased). In terms of the story, this one-roll mechanic can be the result of a long chase over many rounds.

Alternatively, if the GM wants to play out a long chase, the character can make many rolls (perhaps one per level of the NPC) to finish the pursuit successfully. For every failure, the PC must make another success, and if they ever have more failures than successes, the PC fails to catch the NPC (if chasing) or is caught (if chased). As with combat, the GM is encouraged to describe the results of these rolls with flavor. A success might mean the PC has rounded a corner and gained some distance. A failure might mean that a basket of fruit topples over in front of them, slowing them down. Vehicle chases are handled similarly.

Action: Wait

You can wait to react to another character’s action.

You decide what action will trigger your action, and if the triggering action happens, you get to take your action first (unless going first wouldn’t make sense, like attacking a foe before they come into view). For example, if an orc threatens you with a halberd, on your turn you can decide to wait, stating “If it stabs at me, I’m going to slash it with my sword.” On the orc’s turn, it stabs, so you make your sword attack before that happens.

Waiting is also a good way to deal with a ranged attacker who rises from behind cover, fires an attack, and ducks back down. You could say “I wait to see them pop up from behind cover and then I shoot them.”

Waiting is also a useful tool for cooperative actions (see below).

Action: Defend

Defending is a special action that only PCs can do, and only in response to being attacked. In other words, an NPC uses its action to attack, which forces a PC to make a defense roll. This is handled like any other kind of action, with circumstances, skill, assets, and Effort all potentially coming into play. Defending is a special kind of action in that it does not happen on the PC’s turn. It’s never an action that a player decides to take; it’s always a reaction to an attack. A PC can take a defense action when attacked (on the attacking NPC’s turn) and still take another action on their own turn.

The type of defense roll depends on the type of attack. If a foe attacks a character with an axe, they can use Speed to duck or block it with what they’re holding. If they’re struck by a poisoned dart, they can use a Might action to resist its effects. If a psi-worm attempts to control their mind, they can use Intellect to fend off the intrusion.

Sometimes an attack provokes two defense actions. For example, a poisonous reptile tries to bite a PC. They try to dodge the bite with a Speed action. If they fail, they take damage from the bite, and they must also attempt a Might action to resist the poison’s effects.

If a character does not know an attack is coming, usually they can still make a defense roll, but they can’t add modifiers (including the modifier from a shield), and they can’t use any skill or Effort to ease the task. If circumstances warrant—such as if the attacker is right next to the character—the GM might rule that the surprise attack simply hits.

A character can always choose to forgo a defense action, in which case the attack automatically hits.

Some abilities (such as the Countermeasures special ability) may allow you to do something special as a defense action.

Action: Do Something Else

Players can try anything they can think of, although that doesn’t mean anything is possible. The GM sets the difficulty—that’s their primary role in the game. Still, guided by the bounds of logic, players and GMs will find all manner of actions and options that aren’t covered by a rule. That’s a good thing.

Players should not feel constrained by the game mechanics when taking actions. Skills are not required to attempt an action. Someone who’s never picked a lock can still try. The GM might hinder the task, but the character can still attempt the action.

Thus, players and GMs can return to the beginning of this chapter and look at the most basic expression of the rules. A player wants to take an action. The GM decides, on a scale of 1 to 10, how difficult that task is and what stat it uses. The player determines whether they have anything that might modify the difficulty and considers whether to apply Effort. Once the final determination is made, they roll to see if their character succeeds. It’s as easy as that.

As further guidance, the following are some of the more common actions a player might take.

Players are encouraged to come up with their own ideas for what their characters do rather than looking at a list of possible actions. That’s why there is a “do something else” action. PCs are not pieces on a game board—they are people in a story. And like real people, they can try anything they can think of. (Succeeding is another matter entirely.) The task difficulty system provides GMs with the tools they need to adjudicate anything the players come up with.

Climbing

When a character climbs, the GM sets a difficulty based on the surface being climbed. Climbing is like moving through difficult terrain: the move roll is hindered and the movement is half speed. Unusual circumstances, such as climbing while under fire, pose additional step penalties.

DifficultySurface
2Surface with lots of handholds
3Stone wall or similar surface (a few handholds)
4Crumbling or slippery surface
5Smooth stone wall or similar surface
6Metal wall or similar surface
8Smooth, horizontal surface (climber is upside down)
10Glass wall or similar surface

Cooperative Actions

There are many ways multiple characters can work together. None of these options, however, can be used at the same time by the same characters.

Helping: If you use your action to help someone with a task, you ease the task. If you have an inability in a task, your help has no effect. If you use your action to help someone with a task that you are trained or specialized in, the task is eased by two steps. Help is considered an asset, and someone receiving help usually can’t gain more than two assets on a single task if that help is provided by another character.

For example, if Scott is trying to climb a steep incline and Sarah (who is trained in climbing) spends her turn helping him, Scott’s task is eased by two steps.

Sometimes you can help by performing a task that complements what another person is attempting. If your complementary action succeeds, you ease the other person’s task. For example, if Scott tries to persuade a ship captain to let him on board, Sarah could try to supplement Scott’s words with a flattering lie about the captain (a deception action), a display of knowledge about the region where the ship is headed (a geography action), or a direct threat to the captain (an intimidation action). If Sarah’s roll is a success, Scott’s persuasion task is eased.

Distraction: When a character uses their turn to distract a foe, that foe’s attacks are hindered for one round. Multiple characters distracting a foe have no greater effect than a single character doing so—a foe is either distracted or not. A distraction might be yelling a challenge, firing a warning shot, or a similar activity that doesn’t harm the foe.

Draw the Attack: When an NPC attacks a character, another PC can prominently present themselves, shout taunts, and move to try to get the foe to attack them instead. In most cases, this action succeeds without a roll—the opponent attacks the prominent PC instead of their companions. In other cases, such as with intelligent or determined foes, the prominent character must succeed at an Intellect action to draw the attack. If that Intellect action is successful, the foe attacks the prominent character, whose defenses are hindered by two steps. Two characters attempting to draw an attack at the same time cancel each other out.

Two characters attempting to draw an attack at the same time cancel each other out.

Take the Attack: A character can use their action to throw themselves in front of a foe’s successful attack to save a nearby comrade. The attack automatically succeeds against the sacrificial character, and it deals 1 additional point of damage. A character cannot willingly take more than one attack each round in this way.

Crafting, Building, and Repairing

Crafting is a tricky topic in the Cypher System because the same rules that govern building a spear also cover repairing a machine that can take you into hyperspace. Normally, the level of the item determines the difficulty of creating or repairing it as well as the time required. For cyphers, artifacts, other items that require specialized knowledge, or items unique to a world or species other than your own (such as a Martian tripod walker), add 5 to the item’s level to determine the difficulty of building or repairing it.

Sometimes, if the item is artistic in nature, the GM will add to the difficulty and time required. For example, a crude wooden stool might be hammered together in an hour. A beautiful finished piece might take a week or longer and would require more skill on the part of the crafter.

The GM is free to overrule some attempts at creation, building, or repair, requiring that the character have a certain level of skill, proper tools and materials, and so forth.

A level 0 object requires no skill to make and is easily found in most locations. Sling stones and firewood are level 0 items—producing them is routine. Making a torch from spare wood and oil-soaked cloth is simple, so it’s a level 1 object. Making an arrow or a spear is fairly standard but not simple, so it’s a level 2 object.

Generally speaking, a device to be crafted requires materials equal to its level and all the levels below it. So a level 5 device requires level 5 material, level 4 material, level 3 material, level 2 material, and level 1 material (and, technically, level 0 material).

The GM and players can gloss over much of the crafting details, if desired. Gathering all the materials to make a mundane item might not be worth playing out—but then again, it might be. For example, making a wooden spear in a forest isn’t very interesting, but what if the characters have to make a spear in a treeless desert? Finding the wreckage of something made of wood or forcing a PC to fashion a spear out of the bones of a large beast could be interesting situations.

Circumstances really matter. For example, sewing a dress by hand might take five times as long (or more) as using a sewing machine.

The time required to create an item is up to the GM, but the guidelines in the crafting table are a good starting point. Generally, repairing an item takes somewhere between half the creation time and the full creation time, depending on the item, the aspect that needs repairing, and the circumstances. For example, if creating an item takes one hour, repairing it takes thirty minutes to one hour.

The GM is free to overrule some attempts at creation, building, or repair, requiring that the character have a certain level of skill, proper tools and materials, and so forth.

Sometimes a GM will allow a rush job if the circumstances warrant it. This is different than using skill to reduce the time required. In this case, the quality of the item is affected. Let’s say that a character needs to create a tool that will cut through solid steel with a laser (a level 7 item), but they have to do it in one day. The GM might allow it, but the device might be extremely volatile, inflicting damage on the user, or it might work only once. The device is still considered a level 7 item to create in all other respects. Sometimes the GM will rule that reducing the time is not possible. For example, a single human can’t make a chainmail vest in one hour without some kind of machine to help.

Note: Erratum

The rules mention “using skill to reduce the time required” to craft an object. This was cut from the first edition rulebook:

“A character can reduce the time or materials needed instead of the difficulty (again, with GM approval, and if it makes sense to do so). A trained fletcher making arrows (level 2 items) could attempt a difficulty 2 task rather than a difficulty 1 task to create an arrow in fifteen minutes instead of an hour, or to create it in an hour but with substandard (level 1) materials. However, sometimes the GM will rule that reducing the time is not possible. For example, a single human can’t make a chainmail vest in one hour without some kind of machine to help.”

Possible crafting skills include:

@UUID[Compendium.cyphersystem-compendium.crafting-skills.7BUvkxuA2jCU8eqK]{Armoring} @UUID[Compendium.cyphersystem-compendium.crafting-skills.vFZ9YGa70efAWVpN]{Bowyering/fletching} @UUID[Compendium.cyphersystem-compendium.crafting-skills.Mh8fZ6svg8OSnsX3]{Chemistry} @UUID[Compendium.cyphersystem-compendium.crafting-skills.uGEL7zHPjaKA5kbN]{Computer science} @UUID[Compendium.cyphersystem-compendium.crafting-skills.g4qZmxAyRzrKZDzh]{Electronics} @UUID[Compendium.cyphersystem-compendium.crafting-skills.cFbEQnj0w4Q4AEFs]{Engines} @UUID[Compendium.cyphersystem-compendium.crafting-skills.LsykgiEBrwXM8x8x]{Genetic engineering} @UUID[Compendium.cyphersystem-compendium.crafting-skills.sedcB5ntUixkxEFn]{Glassblowing} @UUID[Compendium.cyphersystem-compendium.crafting-skills.kZSFCvecSYYsbDzX]{Gunsmithing} @UUID[Compendium.cyphersystem-compendium.crafting-skills.gH4b6MOodAZeCAod]{Leatherworking} @UUID[Compendium.cyphersystem-compendium.crafting-skills.HiAKUg3uYFmauoeJ]{Metalworking} @UUID[Compendium.cyphersystem-compendium.crafting-skills.Qs5gGKyC1qzg5DDf]{Neural engineering} @UUID[Compendium.cyphersystem-compendium.crafting-skills.dBhnKvctH1RIlolI]{Weaponsmithing} @UUID[Compendium.cyphersystem-compendium.crafting-skills.1N0N3X1Hr4uIet4P]{Woodcrafting}

Characters might try to make a cypher, an artifact, or an alien psionic starship do something other than its intended function. Sometimes, the GM will simply declare the task impossible. You can’t turn a vial of healing elixir into a two-way communicator. But most of the time, there is a chance of success.

That said, tinkering with weird stuff is not easy. Obviously, the difficulty varies from situation to situation, but difficulties starting at 7 are not unreasonable. The time, tools, and training required would be similar to the time, tools, and training needed to repair a device. If the tinkering results in a long-term benefit for the character—such as creating an artifact that they can use—the GM should require them to spend XP to make it.

Obviously, what is considered “weird stuff ” will vary from setting to setting, and sometimes the concept might not apply at all. But many times, there will be something in the setting that is too strange, too alien, too powerful, or too dangerous for PCs to mess around with (or at least mess around with easily). Einstein may have been extraordinary, but that doesn’t mean he could reverse-engineer a teleporter made in another dimension.

DifficultyCraftGeneral Time to Build
0Something extremely simple like tying a rope or finding an appropriately sized rockA few minutes at most
1TorchFive minutes
2Spear, simple shelter, piece of furnitureOne hour
3Bow, door, basic article of clothingOne day
4Sword, chainmail vestOne to two days
5Common technological item (electric light), nice piece of jewelry or art objectOne week
6Technological item (watch, transmitter), really nice piece of jewelry or art object, elegant craftworkOne month
7Technological item (computer), major work of artOne year
8Technological item (something from beyond Earth)Many years
9Technological item (something from beyond Earth)Many years
10Technological item (something from beyond Earth)Many years

Guarding

In a combat situation, a character can stand guard as their action. They do not make attacks, but all their defense tasks are eased. Further, if an NPC tries to get by them or take an action that they are guarding against, the character can attempt an eased Speed action based on the level of the NPC. Success means the NPC is prevented from taking the action; the NPC’s action that turn is wasted. This is useful for blocking a doorway, guarding a friend, and so forth.

If an NPC is standing guard, use the same procedure, but to get past the guard, the PC attempts a hindered Speed action against the NPC. For example, Diana is an NPC human with a level 3 bodyguard. The bodyguard uses their action to guard Diana. If a PC wants to attack Diana, the PC first must succeed at a difficulty 4 Speed task to get past the guard. If the PC succeeds, they can make their attack normally.

Healing

You can administer aid through bandaging and other succor, attempting to heal each patient once per day. This healing restores points to a stat Pool of your choice. Decide how many points you want to heal, and then make an Intellect action with a difficulty equal to that number. For example, if you want to heal someone for 3 points, that’s a difficulty 3 task with a target number of 9.

Interacting With Creatures

The level of the creature determines the target number, just as with combat. Thus, bribing a guard works much like punching them or affecting them with an ability. This is true of persuading someone, intimidating someone, calming a wild beast, or anything of the kind. Interaction is an Intellect task. Interacting usually requires a common language or some other way to communicate. Learning new languages is the same as learning a new skill.

Jumping

Decide how far you want to jump, and that sets the difficulty of your Might roll. For a standing jump, subtract 4 from the distance in feet to determine the difficulty of the jump. For example, jumping 10 feet (3 m) has a difficulty of 6.

If you run an immediate distance before jumping, it counts as an asset, easing the jump.

If you run a short distance before jumping, divide the jump distance (in feet) by 2 and then subtract 4 to determine the difficulty of the jump. Because you’re running an immediate distance (and then some), you also count your running as an asset. For example, jumping a distance of 20 feet (6 m) with a short running start has a difficulty of 5 (20 feet divided by 2 is 10, minus 4 is 6, minus 1 for running an immediate distance).

For a vertical jump, the distance you clear (in feet) is equal to the difficulty of the jumping task. If you run an immediate distance, it counts as an asset, easing the jump.

There’s nothing wrong with the GM simply assigning a difficulty level to a jump without worrying about the precise distance. The rules here are just so everyone has some guidelines.

Note: Addendum

Jumping Distance Table

DifficultyStandingRunning*Vertical
15 ft (1.5 m)12 ft (3.6 m)1 ft (0.3 m)
26 ft (1.8 m)14 ft (4.2 m)2 ft (0.6 m)
37 ft (2.1 m)16 ft (4.8 m)3 ft (0.9 m)
48 ft (2.4 m)18 ft (5.4 m)4 ft (1.2 m)
59 ft (2.7 m)20 ft (6 m)5 ft (1.5 m)
610 ft (3 m)22 ft (6.6 m)6 ft (1.8 m)
711 ft (3.3 m)24 ft (7.2 m)7 ft (2.1 m)
812 ft (3.6 m)26 ft (7.8 m)8 ft (2.4 m)
913 ft (3.9 m)28 ft (8.4 m)9 ft (2.7 m)
1014 ft (4.2 m)30 ft (9 m)10 ft (3 m)
1115 ft (4.5 m)32 ft (9.6 m)11 ft (3.3 m)
1216 ft (4.8 m)34 ft (10.2 m)12 ft (3.6 m)
1317 ft (5.1 m)36 ft (10.8 m)13 ft (3.9 m)
1418 ft (5.4 m)38 ft (11.4 m)14 ft (4.2 m)
1519 ft (5.7 m)40 ft (12 m)15 ft (4.5 m)

* Short distance. Already includes the asset for running an immediate distance.

Looking or Listening

Generally, the GM will describe any sight or sound that’s not purposefully difficult to detect. But if you want to look for a hidden enemy, search for a secret panel, or listen for someone sneaking up on you, make an Intellect roll. If it’s a creature, its level determines the difficulty of your roll. If it’s something else, the GM determines the difficulty of your roll.

Moving a Heavy Object

You can push or pull something very heavy and move it an immediate distance as your action.

The weight of the object determines the difficulty of the Might roll to move it; every 50 pounds (23 kg) hinders the task by one step. So moving something that weighs 150 pounds (68 kg) is difficulty 3, and moving something that weighs 400 pounds (180 kg) is difficulty 8. If you can ease the task to 0, you can move a heavy object up to a short distance as your action.

Operating or Disabling a Device, or Picking a Lock

As with figuring out a device, the level of the device usually determines the difficulty of the Intellect roll. Unless a device is very complex, the GM will often rule that once you figure it out, no roll is needed to operate it except under special circumstances. So if the PCs figure out how to use a hovercraft, they can operate it. If they are attacked, they might need to roll to ensure that they don’t crash the vehicle into a wall while trying to avoid being hit.

Unlike operating a device, disabling a device or picking a lock usually require rolls. These actions often involve special tools and assume that the character is not trying to destroy the device or lock. (A PC who is attempting to destroy it probably should make a Might roll to smash it rather than a Speed or Intellect roll requiring patience and know-how.)

Riding or Piloting

If you’re riding an animal that’s trained to be a mount, or driving or piloting a vehicle, you don’t need to make a roll to do something routine such as going from point A to point B (just as you wouldn’t need to make a roll to walk there). However, staying mounted during a fight or doing something tricky with a vehicle requires a Speed roll to succeed. A saddle or other appropriate gear is an asset and eases the task.

DifficultyManeuver
0Riding
1Staying on the mount (including a motorcycle or similar vehicle) in a battle or other difficult situation
3Staying on a mount (including a motorcycle or similar vehicle) when you take damage
4Mounting a moving steed
4Making an abrupt turn with a vehicle while moving fast
4Getting a vehicle to move twice as fast as normal for one round
5Coaxing a mount to move or jump twice as fast or far as normal for one round
5Making a long jump with a vehicle not intended to go airborne (like a car) and remaining in control

Sneaking

The difficulty of sneaking by a creature is determined by its level. Sneaking is a Speed roll. Moving at half speed eases the sneaking task. Appropriate camouflage or other gear may count as an asset and ease the task, as will dim lighting conditions and having plenty of things to hide behind.

Swimming

If you’re simply swimming from one place to another, such as across a calm river or lake, use the standard movement rules, noting the fact that your character is in deep water. However, sometimes, special circumstances require a Might roll to make progress while swimming, such as when trying to avoid a current or being dragged into a whirlpool.

Understanding, Identifying, or Remembering

When characters try to identify or figure out how to use a device, the level of the device determines the difficulty. For a bit of knowledge, the GM determines the difficulty.

DifficultyKnowledge
0Common knowledge
1Simple knowledge
3Something a scholar probably knows
5Something even a scholar might not know
7Knowledge very few people possess
10Completely lost knowledge

Vehicular Movement

Vehicles move just like creatures. Each has a movement rate, which indicates how far it can move in a round. Most vehicles require a driver, and when moving, they usually require that the driver spends every action controlling the movement. This is a routine task that rarely requires a roll. Any round not spent driving the vehicle hinders the task in the next round and precludes any change in speed or direction. In other words, driving down the road normally is difficulty 0. Spending an action to retrieve a backpack from the back seat means that in the following round, the driver must attempt a difficulty 1 task. If they instead use their action to pull a handgun from the backpack, in the next round the difficulty to drive will be 2, and so on. Failure results are based on the situation but might involve a collision or something similar.

In a vehicular chase, drivers attempt Speed actions just like in a regular chase, but the task may be based either on the level of the driver (modified by the level and movement rate of the vehicle) or on the level of the vehicle (modified by the level of the driver). So if a PC driving a typical car is chasing a level 3 NPC driving a level 5 sports car, the PC would make three chase rolls with a difficulty of 5. If the PC’s car is a souped-up custom vehicle, it might grant the PC an asset in the chase. If the PC is not in a car at all, but riding a bicycle, it might hinder the chase rolls by two or three steps, or the GM might simply rule that it’s impossible.

Vehicular Combat

Much of the time, a fight between foes in cars, boats, or other vehicles is just like any other combat situation. The combatants probably have cover and are moving fast. Attacks to disable a vehicle or a portion of it are based on the level of the vehicle. If the vehicle is an armored car or a tank, all attacks are likely aimed at the vehicle, which has a level and probably an appropriate Armor rating, not unlike a creature.

The only time this isn’t true is with battles where only vehicles and not characters are involved. Thus, if the PCs are in a shootout with bank robbers and both groups are in cars, use the standard rules. However, battles between starships of various kinds—from gigantic capital ships to single-pilot fighters—are a frequent occurrence in far-future science fiction settings. A submarine battle between two deep sea craft could be quite exciting. Characters in a modern-day game might find themselves in a tank fight. If PCs are involved in combat in which they are entirely enclosed in vehicles (so that it’s not really the characters fighting, but the vehicles), use the following quick and easy guidelines.

On this scale, combat between vehicles isn’t like traditional combat. Don’t worry about health, Armor, or anything like that. Instead, just compare the levels of the vehicles involved. If the PCs’ vehicle has the higher level, the difference in levels is how many steps the PCs’ attack and defense rolls are eased. If the PCs’ vehicle has the lower level, their rolls are hindered. If the levels are the same, there is no modification.

These attack and defense rolls are modified by skill and Effort, as usual. Some vehicles also have superior weapons, which ease the attack (since there is no “damage” amount to worry about), but this circumstance is probably uncommon in this abstract system and should not affect the difficulty by more than one or maybe two steps. Further, if two vehicles coordinate their attack against one vehicle, the attack is eased. If three or more vehicles coordinate, the attack is eased by two steps.

The attacker must try to target a specific system on or portion of an enemy vehicle. This hinders the attack based on the system or portion targeted.

That’s a lot of modifications. But it’s not really that hard. Let’s look at an example of a space battle. A PC in a small level 2 fighter attacks a level 4 frigate. Since the frigate is level 4, the difficulty of the attack starts at 4. But the attacking craft is weaker than the defender, so the attack is hindered equal to the difference in their levels (2). The fighter pilot must make a difficulty 6 attack on the frigate. However, the fighter is trying to swoop in and damage the frigate’s drive, which hinders the attack by another three steps, for a total difficulty of 9. If the fighter pilot is trained in space combat, they reduce the difficulty to 8, but it’s still impossible without help. So let’s say that two other PCs—also in level 2 fighters—join in and coordinate their attack. Three ships coordinating an attack on one target eases the task by two steps, resulting in a final difficulty of 6. Still, the attacking PC would be wise to use Effort.

Then the frigate retaliates, and the PC needs to make a defense roll. The level difference between the ships (2) means the PC’s defense is hindered by two steps, so the difficulty of the PC’s defense roll starts out at 6. But the frigate tries to take out the fighter’s weapons, hindering their attack (easing the PC’s defense) by two steps. Thus, the PC needs to succeed at a difficulty 4 task or lose their main weapons systems.

It’s important to remember that a failed attack doesn’t always mean a miss. The target ship might rock and reel from the hit, but the bulk of the damage was absorbed by the shields, so there’s no significant damage.

This bare-bones system should allow the GM and players to flesh out exciting encounters involving the whole group. For example, perhaps while one PC pilots a ship, another mans the guns, and another frantically attempts to repair damage to the maneuvering thrusters before they crash into the space station they’re trying to defend.

During a vehicular battle, particularly a space battle, there’s a lot of chatter about shields failing, hull integrity, being outmaneuvered, coming in too fast, and whatnot. These sorts of details are great, but they’re all flavor, so they’re represented in the rules generally, rather than specifically.

For more details about vehicles, refer to the appropriate Genre chapter.

Training in driving makes the character practiced in using a vehicle as a weapon. If the vehicle is used to run over a victim or ram an enemy vehicle, treat a motorcycle as a medium weapon and treat a car or truck as a heavy weapon.

Targeting TaskAttack HinderedEffect
Disable weaponsTwo stepsOne or more of the vehicle’s weapons no longer function

Disable defenses
(if applicable)

Two stepsAttacks against the vehicle are eased
Disable engine/driveThree stepsVehicle cannot move, or movement is hampered
Disable maneuverabilityTwo stepsVehicle cannot alter its present course
Strike power core or vital spotFive stepsVehicle is completely destroyed

Followers

Player characters have the option to gain followers as they advance in tier, as provided by type or focus special abilities. Followers do not need to be paid, fed, or housed, though a character who gains followers can certainly make such arrangements if they wish. A follower is someone whom a character has inspired (or asked) to come work with the character for a time, aiding them in a variety of endeavors. A follower puts the PC’s interests ahead of, or at least on par with, their own.

The PC generally makes rolls for their follower when the follower takes actions, though usually a follower’s modifications provide an asset to a specific action taken by the PC they follow.

If a follower dies, the character gains a new one after at least two weeks and proper recruitment.

Modifications: A follower can help a PC in one or more tasks, granting the PC an asset to that task. The level of the follower indicates the number of different tasks they can help with. The tasks that the follower is able to help with are predetermined, usually chosen by the PC when they gain the follower. A level 2 follower who the player determines is a spy could grant a PC an asset on two different tasks, such as stealth and deception. Followers cannot help with tasks that they don’t have modifications for; for the purpose of helping, treat the follower as if they had inabilities in all nonmodified tasks.

When the follower acts autonomously rather than helping the PC, they act like a normal NPC that has modifications. Thus, the modification increases their effective level for the associated task by one step. For example, the level 2 spy follower with modifications for stealth and deception attempts stealth and deception tasks as if they were level 3 and all other tasks as level 2.

Follower Assets to Combat and Defense: A follower cannot grant an asset to a character’s attacks or defense until the follower is level 3 or higher. Even then, the follower can help with attacks and defense only if they have a modification for that kind of task.

Some abilities may grant a special exception to this rule. For instance, the Serv-0 Defender ability gives your level 1 Serv-0 follower (a machine companion) a modification for Speed defense.

Follower Level Progression: A follower increases in level by 1 each time a PC advances two tiers after gaining that follower. When the follower gains a level, the PC also chooses the task that the follower gains a modification for.

Exceptional Follower: When a character gains a follower, there’s a small chance that the follower will be exceptional in some way, a cut above other followers of their kind. The GM determines when an exceptional follower is found, possibly as an additional reward for smart or engaging roleplaying where the PCs impress or otherwise positively interact with one or more NPCs, some of whom may later go on to become one of their followers. An exceptional follower has the same qualities as a regular follower but is 1 level higher.

Pet: Any PC can potentially gain a pet, though a pet typically doesn’t provide modifications. If a character wants a pet that can do this, they must gain the pet through an an ability or focus that grants followers. On the other hand, a well-cared-for pet grants an asset to a PC’s tasks related to achieving peace of mind, finding comfort, and resisting loneliness.

Breathing Life Into Followers

The modifications provided by followers could come across as fairly dry and mechanical. To avoid that, you could present each follower in a way that makes them more compelling and interesting. Here are a few examples of how to describe a follower, depending on their mix of modifications.

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This section explains how to create characters to play in a Cypher System game. This involves a series of decisions that will shape your character, so the more you understand what kind of character you want to play, the easier character creation will be. The process involves understanding the values of three game statistics and choosing three aspects that determine your character’s capabilities.

Character Stats

Every player character has three defining characteristics, which are typically called “statistics” or “stats.” These stats are Might, Speed, and Intellect. They are broad categories that cover many different but related aspects of a character.

Might

Might defines how strong and durable your character is. The concepts of strength, endurance, constitution, hardiness, and physical prowess are all folded into this one stat. Might isn’t relative to size; instead, it’s an absolute measurement. An elephant has more Might than the mightiest tiger, which has more Might than the mightiest rat, which has more Might than the mightiest spider.

Might governs actions from forcing doors open to walking for days without food to resisting disease. It’s also the primary means of determining how much damage your character can sustain in a dangerous situation. Physical characters, tough characters, and characters interested in fighting should focus on Might.

Might could be thought of as Might/Health because it governs how strong you are and how much physical punishment you can take.

Speed

Speed describes how fast and physically coordinated your character is. The stat embodies quickness, movement, dexterity, and reflexes. Speed governs such divergent actions as dodging attacks, sneaking around quietly, and throwing a ball accurately. It helps determine whether you can move farther on your turn. Nimble, fast, or sneaky characters will want good Speed stats, as will those interested in ranged combat.

Speed could be thought of as Speed/Agility because it governs your overall swiftness and reflexes.

Intellect

This stat determines how smart, knowledgeable, and likable your character is. It includes intelligence, wisdom, charisma, education, reasoning, wit, willpower, and charm. Intellect governs solving puzzles, remembering facts, telling convincing lies, and using mental powers. Characters interested in communicating effectively, being learned scholars, or wielding supernatural powers should stress their Intellect stat.

Intellect could be thought of as Intellect/Personality because it governs both intelligence and charisma.

Pool, Edge, and Effort

Each of the three stats has two components: Pool and Edge. Your Pool represents your raw, innate ability, and your Edge represents knowing how to use what you have. A third element ties into this concept: Effort. When your character really needs to accomplish a task, you apply Effort.

Your stat Pools, as well as your Effort and Edge, are determined by the character type, descriptor, and focus that you choose. Within those guidelines, however, you have a lot of flexibility in how you develop your character.

Pool

Your Pool is the most basic measurement of a stat. Comparing the Pools of two creatures will give you a general sense of which creature is superior in that stat. For example, a character who has a Might Pool of 16 is stronger (in a basic sense) than a character who has a Might Pool of 12. Most characters start with a Pool of 9 to 12 in most stats—that’s the average range.

When your character is injured, sickened, or attacked, you temporarily lose points from one of your stat Pools. The nature of the attack determines which Pool loses points. For example, physical damage from a sword reduces your Might Pool, a poison that makes you clumsy reduces your Speed Pool, and a psionic blast reduces your Intellect Pool. You can also spend points from one of your stat Pools to decrease a task’s difficulty (see Effort, below). You can rest to recover lost points from a stat Pool, and some special abilities or cyphers might allow you to recover lost points quickly.

Edge

Although your Pool is the basic measurement of a stat, your Edge is also important. When something requires you to spend points from a stat Pool, your Edge for that stat reduces the cost. It also reduces the cost of applying Effort to a roll.

For example, let’s say you have a mental blast ability, and activating it costs 1 point from your Intellect Pool. Subtract your Intellect Edge from the activation cost, and the result is how many points you must spend to use the mental blast. If using your Edge reduces the cost to 0, you can use the ability for free.

Your Edge can be different for each stat. For example, you could have a Might Edge of 1, a Speed Edge of 1, and an Intellect Edge of 0. You’ll always have an Edge of at least 1 in one stat. Your Edge for a stat reduces the cost of spending points from that stat Pool, but not from other Pools. Your Might Edge reduces the cost of spending points from your Might Pool, but it doesn’t affect your Speed Pool or Intellect Pool. Once a stat’s Edge reaches 3, you can apply one level of Effort for free.

A character who has a low Might Pool but a high Might Edge has the potential to perform Might actions consistently better than a character who has a Might Edge of 0. The high Edge will let them reduce the cost of spending points from the Pool, which means they’ll have more points available to spend on applying Effort.

Effort

When your character really needs to accomplish a task, you can apply Effort. For a beginning character, applying Effort requires spending 3 points from the stat Pool appropriate to the action. Thus, if your character tries to dodge an attack (a Speed roll) and wants to increase the chance for success, you can apply Effort by spending 3 points from your Speed Pool. Effort eases the task by one step. This is called applying one level of Effort.

You don’t have to apply Effort if you don’t want to. If you choose to apply Effort to a task, you must do it before you attempt the roll—you can’t roll first and then decide to apply Effort if you rolled poorly.

Applying more Effort can lower a task’s difficulty further: each additional level of Effort eases the task by another step. Applying one level of Effort eases the task by one step, applying two levels eases the task by two steps, and so on. However, each level of Effort after the first costs only 2 points from the stat Pool instead of 3. So applying two levels of Effort costs 5 points (3 for the first level plus 2 for the second level), applying three levels costs 7 points (3 plus 2 plus 2), and so on.

Every character has an Effort score, which indicates the maximum number of levels of Effort that can be applied to a roll. A beginning (first-tier) character has an Effort of 1, meaning you can apply only one level of Effort to a roll. A more experienced character has a higher Effort score and can apply more levels of Effort to a roll. For example, a character who has an Effort of 3 can apply up to three levels of Effort to reduce a task’s difficulty.

When you apply Effort, subtract your relevant Edge from the total cost of applying Effort. For example, let’s say you need to make a Speed roll. To increase your chance for success, you decide to apply one level of Effort, which will ease the task. Normally, that would cost 3 points from your Speed Pool. However, you have a Speed Edge of 2, so you subtract that from the cost. Thus, applying Effort to the roll costs only 1 point from your Speed Pool.

What if you applied two levels of Effort to the Speed roll instead of just one? That would ease the task by two steps. Normally, it would cost 5 points from your Speed Pool, but after subtracting your Speed Edge of 2, it costs only 3 points.

Once a stat’s Edge reaches 3, you can apply one level of Effort for free. For example, if you have a Speed Edge of 3 and you apply one level of Effort to a Speed roll, it costs you 0 points from your Speed Pool. (Normally, applying one level of Effort would cost 3 points, but you subtract your Speed Edge from that cost, reducing it to 0.)

Skills and other advantages also ease a task, and you can use them in conjunction with Effort. In addition, your character might have special abilities or equipment that allow you to apply Effort to accomplish a special effect, such as knocking down a foe with an attack or affecting multiple targets with a power that normally affects only one.

When applying Effort to melee attacks, you have the option of spending points from either your Might Pool or your Speed Pool. When making ranged attacks, you may spend points only from your Speed Pool. This reflects that with melee you sometimes use brute force and sometimes use finesse, but with ranged attacks, it’s always about careful targeting.

Effort and Damage

Instead of applying Effort to ease your attack, you can apply Effort to increase the amount of damage you inflict with an attack. For each level of Effort you apply in this way, you inflict 3 additional points of damage. This works for any kind of attack that inflicts damage, whether a sword, a crossbow, a mind blast, or something else.

When using Effort to increase the damage of an area attack, such as the explosion created by an Adept’s Concussion ability, you inflict 2 additional points of damage instead of 3 points. However, the additional points are dealt to all targets in the area. Further, even if one or more of the targets resist the attack, they still take 1 point of damage.

Multiple Uses of Effort and Edge

If your Effort is 2 or higher, you can apply Effort to multiple aspects of a single action. For example, if you make an attack, you can apply Effort to your attack roll and apply Effort to increase the damage.

The total amount of Effort you apply can’t be higher than your Effort score. For example, if your Effort is 2, you can apply up to two levels of Effort. You could apply one level to an attack roll and one level to its damage, two levels to the attack and no levels to the damage, or no levels to the attack and two levels to the damage.

You can use Edge for a particular stat only once per action. For example, if you apply Effort to a Might attack roll and to your damage, you can use your Might Edge to reduce the cost of one of those uses of Effort, not both. If you spend 1 Intellect point to activate your mind blast and one level of Effort to ease the attack roll, you can use your Intellect Edge to reduce the cost of one of those things, not both.

Stat Examples

A beginning character is fighting a giant rat. The PC stabs their spear at the rat, which is a level 2 creature and thus has a target number of 6. The character stands atop a boulder and strikes downward at the beast, and the GM rules that this helpful tactic is an asset that eases the attack by one step (to difficulty 1). That lowers the target number to 3. Attacking with a spear is a Might action; the character has a Might Pool of 11 and a Might Edge of 0. Before making the roll, they decide to apply a level of Effort to ease the attack. That costs 3 points from their Might Pool, reducing the Pool to 8. But the points are well spent. Applying the Effort lowers the difficulty from 1 to 0, so no roll is needed—the attack automatically succeeds.

Another character is attempting to convince a guard to let them into a private office to speak to an influential noble. The GM rules that this is an Intellect action. The character is third tier and has an Effort of 3, an Intellect Pool of 13, and an Intellect Edge of 1. Before making the roll, they must decide whether to apply Effort. They can choose to apply one, two, or three levels of Effort, or apply none at all. This action is important to them, so they decide to apply two levels of Effort, easing the task by two steps. Thanks to their Intellect Edge, applying the Effort costs only 4 points from their Intellect Pool (3 points for the first level of Effort plus 2 points for the second level minus 1 point for their Edge). Spending those points reduces their Intellect Pool to 9. The GM decides that convincing the guard is a difficulty 3 (demanding) task with a target number of 9; applying two levels of Effort reduces the difficulty to 1 (simple) and the target number to 3. The player rolls a d20 and gets an 8. Because this result is at least equal to the target number of the task, they succeed. However, if they had not applied some Effort, they would have failed because their roll (8) would have been less than the task’s original target number (9).

Character Tiers

Every character starts the game at the first tier. Tier is a measurement of power, toughness, and ability. Characters can advance up to the sixth tier. As your character advances to higher tiers, you gain more abilities, increase your Effort, and can improve a stat’s Edge or increase a stat. Generally speaking, even first-tier characters are already quite capable. It’s safe to assume that they’ve already got some experience under their belt. This is not a “zero to hero” progression, but rather an instance of competent people refining and honing their capabilities and knowledge. Advancing to higher tiers is not really the goal of Cypher System characters, but rather a representation of how characters progress in a story.

To progress to the next tier, characters earn experience points (XP) by pursuing character arcs, going on adventures, and discovering new things—the system is about both discovery and exploration, as well as achieving personal goals. Experience points have many uses, and one use is to purchase character benefits. After your character purchases four character benefits, they advance to the next tier. Each benefit costs 4 XP, and you can purchase them in any order, but you must purchase one of each kind of benefit (and then advance to the next tier) before you can purchase the same benefit again. The four character benefits are as follows.

Increasing Capabilities: You gain 4 points to add to your stat Pools. You can allocate the points among the Pools however you wish.

Moving Toward Perfection: You add 1 to your Might Edge, your Speed Edge, or your Intellect Edge (your choice).

Extra Effort: Your Effort score increases by 1.

Skills: You become trained in one skill of your choice, other than attacks or defense. As described in Rules of the Game, a character trained in a skill treats the difficulty of a related task as one step lower than normal. The skill you choose for this benefit can be anything you wish, such as climbing, jumping, persuading, or sneaking. You can also choose to be knowledgeable in a certain area of lore, such as history or geology. You can even choose a skill based on your character’s special abilities. For example, if your character can make an Intellect roll to blast an enemy with mental force, you can become trained in using that ability, easing the task of using it. If you choose a skill that you are already trained in, you become specialized in that skill, easing related tasks by two steps instead of one.

Skills are a broad category of things your character can learn and accomplish. For a list of sample skills, see below.

Other Options: Players can also spend 4 XP to purchase other special options in lieu of gaining a new skill. Selecting any of these options counts as the skill benefit necessary to advance to the next tier. The special options are as follows:

Note: Erratum

The other options are described a bit differently in the Experience Points chapter. There you can buy other options in lieu of any of the above options, not only in lieu of gaining a new skill. There’s also the possibility to buy focus abilities of tiers 3 and 6. The description in the Experience Points chapter seems to be the correct one.

Character Descriptor, Type, and Focus

To create your character, you build a simple statement that describes them. The statement takes this form: “I am a [fill in an adjective here] [fill in a noun here] who [fill in a verb here].”

Thus: “I am an adjective noun who verbs.” For example, you might say, “I am a Rugged Warrior who Controls Beasts” or “I am a Charming Explorer who Focuses Mind Over Matter.”

In this sentence, the adjective is called your descriptor.

The noun is your character type.

The verb is called your focus.

Even though character type is in the middle of the sentence, that’s where we’ll start this discussion. (Just as in a sentence, the noun provides the foundation.)

Your character type is the core of your character. In some roleplaying games, it might be called your character class. Your type helps determine your character’s place in the world and relationship with other people in the setting. It’s the noun of the sentence “I am an adjective noun who verbs.”

You can choose from four character types: Warriors, Adepts, Explorers, and Speakers.

Your descriptor defines your character—it colors everything you do. Your descriptor places your character in the situation (the first adventure, which starts the campaign) and helps provide motivation. It’s the adjective of the sentence “I am an adjective noun who verbs.”

Unless your GM says otherwise, you can choose from any of the character descriptors.

Focus is what your character does best. Focus gives your character specificity and provides interesting new abilities that might come in handy. Your focus also helps you understand how you relate with the other player characters in your group. It’s the verb of the sentence “I am an adjective noun who verbs.”

There are many character foci. The ones you choose from will probably depend on the setting and genre of your game.

You can use the Flavors chapter to slightly modify character types to customize them for different genres.

Special Abilities

Character types and foci grant PCs special abilities at each new tier. Using these abilities usually costs points from your stat Pools; the cost is listed in parentheses after the ability name. Your Edge in the appropriate stat can reduce the cost of the ability, but remember that you can apply Edge only once per action. For example, let’s say an Adept with an Intellect Edge of 2 wants to use their Onslaught ability to create a bolt of force, which costs 1 Intellect point. They also want to increase the damage from the attack by using a level of Effort, which costs 3 Intellect points. The total cost for their action is 2 points from their Intellect Pool (1 point for the bolt of force, plus 3 points for using Effort, minus 2 points from their Edge).

Sometimes the point cost for an ability has a + sign after the number. For example, the cost might be given as “2+ Intellect points.” That means you can spend more points or more levels of Effort to improve the ability further, as explained in the ability description.

Many special abilities grant a character the option to perform an action that they couldn’t normally do, such as projecting rays of cold or attacking multiple foes at once. Using one of these abilities is an action unto itself, and the end of the ability’s description says “Action” to remind you. It also might provide more information about when or how you perform the action.

Some special abilities allow you to perform a familiar action—one that you can already do—in a different way. For example, an ability might let you wear heavy armor, reduce the difficulty of Speed defense rolls, or add 2 points of fire damage to your weapon damage. These abilities are called enablers. Using one of these abilities is not considered an action. Enablers either function constantly (such as being able to wear heavy armor, which isn’t an action) or happen as part of another action (such as adding fire damage to your weapon damage, which happens as part of your attack action). If a special ability is an enabler, the end of the ability’s description says “Enabler” to remind you.

Some abilities specify a duration, but you can always end one of your own abilities anytime you wish.

Because the Cypher System covers so many genres, not all of the descriptors, types, and foci might be available for players. The GM will decide what’s available in their particular game and whether anything is modified, and they’ll let the players know.

Skills

Sometimes your character gains training in a specific skill or task. For example, your focus might mean that you’re trained in sneaking, in climbing and jumping, or in social interactions. Other times, your character can choose a skill to become trained in, and you can pick a skill that relates to any task you think you might face.

The Cypher System has no definitive list of skills. However, the following list offers ideas:

@UUID[Compendium.cyphersystem-compendium.basic-skills.kEz6uQxk1unTXSNm]{Astronomy} @UUID[Compendium.cyphersystem-compendium.basic-skills.fwktascgpe8DprA9]{Balancing} @UUID[Compendium.cyphersystem-compendium.basic-skills.qIkIjledDIy71P6m]{Biology} @UUID[Compendium.cyphersystem-compendium.basic-skills.YVOjYbyRzCYVxd4I]{Botany} @UUID[Compendium.cyphersystem-compendium.basic-skills.ybR56wJ9gjEiBBeS]{Carrying} @UUID[Compendium.cyphersystem-compendium.basic-skills.jMju5yGMFFfxmpK4]{Climbing} @UUID[Compendium.cyphersystem-compendium.basic-skills.NaKiOXzse6HzKjoU]{Computers} @UUID[Compendium.cyphersystem-compendium.basic-skills.eeHdJpr4k8hYtGr5]{Deceiving} @UUID[Compendium.cyphersystem-compendium.basic-skills.DraIKUQRw8KrnC4o]{Disguise} @UUID[Compendium.cyphersystem-compendium.basic-skills.Pjj8dKkUIGbXbAtj]{Escaping} @UUID[Compendium.cyphersystem-compendium.basic-skills.6e83HnGZvltsanfE]{Geography} @UUID[Compendium.cyphersystem-compendium.basic-skills.z1y5D9aLUU6RJSaU]{Geology} @UUID[Compendium.cyphersystem-compendium.basic-skills.vxW0N1vEdwK4MVjD]{Healing} @UUID[Compendium.cyphersystem-compendium.basic-skills.RnsLhB3rhJUC0Euk]{History} @UUID[Compendium.cyphersystem-compendium.basic-skills.QonPVHzXrzIN29lf]{Identifying} @UUID[Compendium.cyphersystem-compendium.basic-skills.gbWPNb1uKsRtZWSL]{Initiative} @UUID[Compendium.cyphersystem-compendium.basic-skills.tZ7PdXuWQyRMo0Rh]{Intimidation} @UUID[Compendium.cyphersystem-compendium.basic-skills.MrGl25gzZk4uu7BR]{Jumping} @UUID[Compendium.cyphersystem-compendium.basic-skills.bBrJqSuoQ6PmRqH5]{Leatherworking} @UUID[Compendium.cyphersystem-compendium.basic-skills.BATb9zx3L6oB2J0H]{Lockpicking} @UUID[Compendium.cyphersystem-compendium.basic-skills.E3swDJUDkKbo5K6S]{Machinery} @UUID[Compendium.cyphersystem-compendium.basic-skills.N45sgegH563KWZPR]{Metalworking} @UUID[Compendium.cyphersystem-compendium.basic-skills.rH5FwMXGaNn21DZD]{Perception} @UUID[Compendium.cyphersystem-compendium.basic-skills.CYciueF3uoV3azbx]{Persuasion} @UUID[Compendium.cyphersystem-compendium.basic-skills.zhQK4a79V1U6iuq8]{Philosophy} @UUID[Compendium.cyphersystem-compendium.basic-skills.OzVTO7QBg6okJ7Wf]{Physics} @UUID[Compendium.cyphersystem-compendium.basic-skills.L5fWzlqtfmdwZ2bC]{Pickpocketing} @UUID[Compendium.cyphersystem-compendium.basic-skills.FDS0OTDYEmGsv2Xe]{Piloting} @UUID[Compendium.cyphersystem-compendium.basic-skills.T9qrqrrHhuA3ad6S]{Repairing} @UUID[Compendium.cyphersystem-compendium.basic-skills.JZF2fos5oJ3sEVhC]{Riding} @UUID[Compendium.cyphersystem-compendium.basic-skills.y0gHR7IwScnB2Ebi]{Smashing} @UUID[Compendium.cyphersystem-compendium.basic-skills.Q9tfUkhYGRJ5Df42]{Sneaking} @UUID[Compendium.cyphersystem-compendium.basic-skills.duTx0BwgmC1Gw3Ze]{Stealth} @UUID[Compendium.cyphersystem-compendium.basic-skills.bDIjaLnoMQAS99GH]{Swimming} @UUID[Compendium.cyphersystem-compendium.basic-skills.iaW1Bm0sA2cE3iLa]{Vehicle driving} @UUID[Compendium.cyphersystem-compendium.basic-skills.Yn7G03hmz9uLOnhp]{Woodworking}

You could choose a skill that incorporates more than one of these areas (interacting might include deceiving, intimidation, and persuasion) or that is a more specific version of one (hiding might be sneaking when you’re not moving). You could also make up more general professional skills, such as baker, sailor, or lumberjack. If you want to choose a skill that’s not on this list, it’s probably best to run it past the GM first, but in general, the most important thing is to choose skills that are appropriate to your character.

Remember that if you gain a skill that you’re already trained in, you become specialized in that skill. Because skill descriptions can be nebulous, determining whether you’re trained or specialized might take some thinking. For example, if you’re trained in lying and later gain an ability that grants you skill with all social interactions, you become specialized in lying and trained in all other types of interactions. Being trained three times in a skill is no better than being trained twice (in other words, specialized is as good as it gets).

Only skills gained through character type abilities or other rare instances allow you to become skilled with attack or defense tasks.

If you gain a special ability through your type, your focus, or some other aspect of your character, you can choose it in place of a skill and become trained or specialized in that ability. For example, if you have a mind blast, when it’s time to choose a skill to be trained in, you can select your mind blast as your skill. That would ease the attack every time you used it. Each ability you have counts as a separate skill for this purpose. You can’t select “all mind powers” or “all spells” as one skill and become trained or specialized in such a broad category.

In most campaigns, fluency in a language is considered a skill. So if you want to speak French, that’s the same as being trained in biology or swimming.

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Character type is the core of your character. Your type helps determine your character’s place in the world and relationship with other people in the setting. It’s the noun of the sentence “I am an adjective noun who verbs.”

In some roleplaying games, your character type might be called your character class.

You can choose from four character types: Warrior, Adept, Explorer, and Speaker. However, you may not want to use these generic names for them. This chapter offers a few more specific names for each type that might be more appropriate to various genres. You’ll find that names like “Warrior” or “Explorer” don’t always feel right, particularly in games set in modern times. As always, you’re free to do as you wish. (Your type is who your character is. You should use whatever name you want for your type, as long as it fits both your character and the setting.)

Since the type is the basis upon which your whole character is built, it’s important to consider how the type relates to the chosen setting. To help with this, types are actually general archetypes. A Warrior, for example, might be anyone from a knight in shining armor to a cop on the streets to a grizzled cybernetic veteran of a thousand futuristic wars.

To further massage the four types for better use in various settings, different methods called flavors are presented in Flavors to help slightly tailor the types toward fantasy, science fiction, or other genres (or to address different character concepts).

Finally, more fundamental options for further customization are provided at the end of this chapter.

Player Intrusion

A player intrusion is the player choosing to alter something in the campaign, making things easier for a player character. Conceptually, it is the reverse of a GM intrusion: instead of the GM giving the player XP and introducing an unexpected complication for a character, the player spends 1 XP and presents a solution to a problem or complication. What a player intrusion can do usually introduces a change to the world or current circumstances rather than directly changing the character. For instance, an intrusion indicating that the cypher just used still has an additional use would be appropriate, but an intrusion that heals the character would not. If a player has no XP to spend, they can’t use a player intrusion.

A few player intrusion examples are provided under each type. That said, not every player intrusion listed there is appropriate for all situations. The GM may allow players to come up with other player intrusion suggestions, but the GM is the final arbiter of whether the suggested intrusion is appropriate for the character’s type and suitable for the situation. If the GM refuses the intrusion, the player doesn’t spend the 1 XP, and the intrusion doesn’t occur.

Using an intrusion does not require a character to use an action to trigger it. A player intrusion just happens.

Player intrusions should be limited to no more than one per player per session.

Defense Tasks

Defense tasks are when a player makes a roll to keep something undesirable from happening to their PC. The type of defense task matters when using Effort.

@UUID[Compendium.cyphersystem-compendium.basic-skills.Q0vfmbqehJw0jYBa]{Might defense}: Used for resisting poison, disease, and anything else that can be overcome with strength and health.

@UUID[Compendium.cyphersystem-compendium.basic-skills.FXYWkXG7Iq6Wm1pS]{Speed defense}: Used for dodging attacks and escaping danger. This is by far the most commonly used defense task.

@UUID[Compendium.cyphersystem-compendium.basic-skills.5X8qgmSuvRVNTiaP]{Intellect defense}: Used for fending off mental attacks or anything that might affect or influence one’s mind.

Warrior

Fantasy/Fairy tale: Warrior, fighter, swordsman, knight, barbarian, soldier, myrmidon, valkyrie

Modern/Horror/Romance: police officer, soldier, watchman, detective, guard, brawler, tough, athlete

Science fiction: security officer, warrior, trooper, soldier, merc

Superhero/Post-Apocalyptic: hero, brick, bruiser

You’re a good ally to have in a fight. You know how to use weapons and defend yourself. Depending on the genre and setting in question, this might mean wielding a sword and shield in the gladiatorial arena, an AK-47 and a bandolier of grenades in a savage firefight, or a blaster rifle and powered armor when exploring an alien planet.

Individual Role: Warriors are physical, action-oriented people. They’re more likely to overcome a challenge using force than by other means, and they often take the most straightforward path toward their goals.

Group Role: Warriors usually take and deal the most punishment in a dangerous situation. Often it falls on them to protect the other group members from threats. This sometimes means that warriors take on leadership roles as well, at least in combat and other times of danger.

Societal Role: Warriors aren’t always soldiers or mercenaries. Anyone who is ready for violence, or even potential violence, might be a Warrior in the general sense. This includes guards, watchmen, police officers, sailors, or people in other roles or professions who know how to defend themselves with skill.

Advanced Warriors: As warriors advance, their skill in battle—whether defending themselves or dishing out damage—increases to impressive levels. At higher tiers, they can often take on groups of foes by themselves or stand toe to toe with anyone.

Warrior Background Connection

Your type helps determine the connection you have to the setting. Roll a d20 or choose from the following list to determine a specific fact about your background that provides a connection to the rest of the world. You can also create your own fact.

@UUID[Compendium.cyphersystem-compendium.cypher-roll-tables.sEDd1gQiT9UHF023]{Warrior Background Connection}

Warrior Player Intrusions

You can spend 1 XP to use one of the following player intrusions, provided the situation is appropriate and the GM agrees.

Perfect Setup: You’re fighting at least three foes and each one is standing in exactly the right spot for you to use a move you trained in long ago, allowing you to attack all three as a single action. Make a separate attack roll for each foe. You remain limited by the amount of Effort you can apply on one action.

Old Friend: A comrade in arms from your past shows up unexpectedly and provides aid in whatever you’re doing. They are on a mission of their own and can’t stay longer than it takes to help out, chat for a while after, and perhaps share a quick meal.

Weapon Break: Your foe’s weapon has a weak spot. In the course of the combat, it quickly becomes damaged and moves two steps down the object damage track.

Warrior Stat Pools

StatPool Starting Value
Might10
Speed10
Intellect8

You get 6 additional points to divide among your stat Pools however you wish.

First-Tier Warrior

First-tier warriors have the following abilities:

Effort: Your Effort is 1.

Physical Nature: You have a Might Edge of 1 and a Speed Edge of 0, or you have a Might Edge of 0 and a Speed Edge of 1. Either way, you have an Intellect Edge of 0.

Cypher Use: You can bear two cyphers at a time.

Weapons: You become practiced with @UUID[Compendium.cyphersystem-compendium.basic-skills.GA74AkWhC7i4Z8sZ]{light}, @UUID[Compendium.cyphersystem-compendium.basic-skills.wHxvX2zJOKo27GBe]{medium}, and @UUID[Compendium.cyphersystem-compendium.basic-skills.d554SLnkyNqPDDOc]{heavy weapons} and suffer no penalty when using any kind of weapon. Enabler.

Starting Equipment: Appropriate clothing and two weapons of your choice, plus one expensive item, two moderately priced items, and up to four inexpensive items.

Special Abilities: Choose four of the abilities listed below. You can’t choose the same ability more than once unless its description says otherwise. The full description for each listed ability can be found in Abilities, which also has descriptions for flavor and focus abilities in a single vast catalog.

@UUID[Compendium.cyphersystem-compendium.abilities.7BS6IEcYlEp5v3OC]{Bash} @UUID[Compendium.cyphersystem-compendium.abilities.2x7nMe9ZGp3VjI8B]{Combat Prowess} @UUID[Compendium.cyphersystem-compendium.abilities.6cMg5QXB71YNgoaM]{Control the Field} @UUID[Compendium.cyphersystem-compendium.abilities.7X2zbrkFSNbyhA5G]{Improved Edge} @UUID[Compendium.cyphersystem-compendium.abilities.YZB37b80VQGMUscp]{No Need for Weapons} @UUID[Compendium.cyphersystem-compendium.abilities.o2iiTUXdkMPREkvK]{Overwatch} @UUID[Compendium.cyphersystem-compendium.abilities.noCgrKbB370cfzQg]{Physical Skills} @UUID[Compendium.cyphersystem-compendium.abilities.o2ZDoteWQsFsqTJr]{Practiced in Armor} @UUID[Compendium.cyphersystem-compendium.abilities.yszDDDpH6m16dEoV]{Quick Throw} @UUID[Compendium.cyphersystem-compendium.abilities.8hiUfUNY3u2IpVDa]{Swipe} @UUID[Compendium.cyphersystem-compendium.abilities.uatcX3o1oB2Stc4u]{Trained Without Armor}

Second-Tier Warrior

Choose two of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.EERMWn1af0S8wAWN]{Crushing Blow} @UUID[Compendium.cyphersystem-compendium.abilities.S3L1oym8fpx0NsAc]{Hemorrhage} @UUID[Compendium.cyphersystem-compendium.abilities.szw7tHW0OjI2fjpJ]{Reload} @UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks} @UUID[Compendium.cyphersystem-compendium.abilities.CtRvLxfUlCynJv1B]{Skill With Defense} @UUID[Compendium.cyphersystem-compendium.abilities.36nlDXhOP5e5dfns]{Successive Attack}

Third-Tier Warrior

Choose three of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.Rr4oB1lUzuzFHNHQ]{Deadly Aim} @UUID[Compendium.cyphersystem-compendium.abilities.M49EI6qapNJC2aLR]{Energy Resistance} @UUID[Compendium.cyphersystem-compendium.abilities.4eCjeGPA0ovnwIfu]{Experienced in Armor} @UUID[Compendium.cyphersystem-compendium.abilities.u1GhDcfpVXITVtOc]{Expert Cypher Use} @UUID[Compendium.cyphersystem-compendium.abilities.73miZT5kYFyxnPOT]{Fury} @UUID[Compendium.cyphersystem-compendium.abilities.bPr34XiLw2Dqb4VJ]{Lunge} @UUID[Compendium.cyphersystem-compendium.abilities.XqGE5QLHnpIKB5rB]{Reaction} @UUID[Compendium.cyphersystem-compendium.abilities.t3zUlk8c5WEBXXO8]{Seize the Moment} @UUID[Compendium.cyphersystem-compendium.abilities.bkQnnjRFJS9VpaY5]{Slice} @UUID[Compendium.cyphersystem-compendium.abilities.YIzrA5i8eBSPMFzj]{Spray} @UUID[Compendium.cyphersystem-compendium.abilities.4s3SAqu0lb5qzfzL]{Trick Shot} @UUID[Compendium.cyphersystem-compendium.abilities.DhbLcVuqEZmS6Z2y]{Vigilance}

Fourth-Tier Warrior

Choose two of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.M5QroBlhUCULt6MD]{Amazing Effort} @UUID[Compendium.cyphersystem-compendium.abilities.gNRMG3mJTzWaCGph]{Capable Warrior} @UUID[Compendium.cyphersystem-compendium.abilities.GlXd4oFI9Fqq3rAX]{Experienced Defender} @UUID[Compendium.cyphersystem-compendium.abilities.RO8dmB90aRPOmCuJ]{Feint} @UUID[Compendium.cyphersystem-compendium.abilities.mUizWF7k2XD7ykRJ]{Increased Effects} @UUID[Compendium.cyphersystem-compendium.abilities.PTVAJGFiXDueX8az]{Momentum} @UUID[Compendium.cyphersystem-compendium.abilities.blm1Z8JxvWOiFf0b]{Pry Open} @UUID[Compendium.cyphersystem-compendium.abilities.yJDNsRAG3Elm6PWp]{Snipe} @UUID[Compendium.cyphersystem-compendium.abilities.wxAZnuQkvWosLzkN]{Tough As Nails}

Fifth-Tier Warrior

Choose three of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.M0pjZXQ9996hfUPs]{Adroit Cypher Use} @UUID[Compendium.cyphersystem-compendium.abilities.WrJDw2X8JHcljjP4]{Arc Spray} @UUID[Compendium.cyphersystem-compendium.abilities.t6VEEwEsQUIImebW]{Improved Success} @UUID[Compendium.cyphersystem-compendium.abilities.IFb8NX06xgWM7H98]{Jump Attack} @UUID[Compendium.cyphersystem-compendium.abilities.4k5JFV78A5SiPjFo]{Mastery in Armor} @UUID[Compendium.cyphersystem-compendium.abilities.kNSRytTtQX0rU3aE]{Mastery With Attacks} @UUID[Compendium.cyphersystem-compendium.abilities.LTqgcoprvBF2ZkdH]{Mastery With Defense} @UUID[Compendium.cyphersystem-compendium.abilities.AmZDmnmP7CxSSN4h]{Parry}

Remember that at higher tiers, you can choose special abilities from lower tiers. This is sometimes the best way to ensure that you have exactly the character you want. This is particularly true with abilities that grant skills, which can usually be taken multiple times.

Sixth-Tier Warrior

Choose two of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.MQewTo9NscKVUUNz]{Again and Again} @UUID[Compendium.cyphersystem-compendium.abilities.syJ3mkT2hHR2MY3o]{Finishing Blow} @UUID[Compendium.cyphersystem-compendium.abilities.Cz0KkzZPnlX1oTYz]{Magnificent Moment} @UUID[Compendium.cyphersystem-compendium.abilities.KNElOxbWobS1ygLv]{Murderer} @UUID[Compendium.cyphersystem-compendium.abilities.KDZeCZJxjCQzlTxA]{Spin Attack} @UUID[Compendium.cyphersystem-compendium.abilities.s8NShtaUrW0Oxolo]{Weapon and Body}

Warrior Example

Ray wants to create a Warrior character for a modern campaign. He decides that the character is an ex-military fellow who is fast and strong. He puts 3 of his additional points into his Might Pool and 3 into his Speed Pool; his stat Pools are now Might 13, Speed 13, and Intellect 8. As a first-tier character, his Effort is 1, his Might Edge is 1, and his Speed Edge and Intellect Edge are both 0. His character is not particularly smart or charismatic.

He wants to use a large combat knife (a medium weapon that inflicts 4 points of damage) and a .357 Magnum (a heavy pistol that inflicts 6 points of damage but requires the use of both hands). Ray decides not to wear armor, as it’s not really appropriate to the setting, so for his first ability, he chooses Trained Without Armor so he eases Speed defense actions. For his second ability, he chooses Combat Prowess so he can inflict extra damage with his big knife.

Ray wants to be fast as well as tough, so he selects Improved Edge. This gives him a Speed Edge of 1. He rounds out his character with Physical Skills and chooses swimming and running.

The Warrior can bear two cyphers. The GM decides that Ray’s first cypher is a pill that restores 6 points of Might when swallowed, and his second is a small, easily concealed grenade that explodes like a firebomb when thrown, inflicting 3 points of damage to all within immediate range.

Ray still needs to choose a descriptor and a focus. Looking ahead to the descriptor rules, Ray chooses Strong, which increases his Might Pool to 17. He also becomes trained in jumping and breaking inanimate objects. (If he had chosen jumping as one of his physical skills, the Strong descriptor would have made him specialized in jumping instead of trained.) Being Strong also gives Ray an extra medium or heavy weapon. He chooses a baseball bat that he’ll use in a pinch. He keeps it in the trunk of his car.

For his focus, Ray chooses Masters Weaponry. This gives him yet another weapon of high quality. He chooses another combat knife and asks the GM if he could use it in his left hand—not to make attacks, but as a shield. This will ease his Speed defense rolls if he has both knives out (the “shield” counts as an asset). The GM agrees. During the game, Ray’s Warrior will be hard to hit—he is trained in Speed defense rolls, and his extra knife eases his defense rolls by another step.

Thanks to his focus, he also inflicts 1 additional point of damage with his chosen weapon. Now he inflicts 6 points of damage with his blade. Ray’s character is a deadly combatant, likely starting the game with a reputation as a knife fighter.

For his character arc, Ray chooses Defeat a Foe. That foe, he decides, is none other than someone in his company who was once a friend but went rogue.

Adept

Fantasy/Fairy tale: wizard, mage, sorcerer, cleric, druid, seer, diabolist, fey-touched

Modern/Horror/Romance: psychic, occultist, witch, practitioner, medium, fringe scientist

Science fiction: psion, psionicist, telepath, seeker, master, scanner, ESPer, abomination

Superhero/Post-Apocalyptic: mage, sorcerer, power-wielder, master, psion, telepath

You master powers or abilities outside the experience, understanding, and sometimes belief of others. They might be magic, psychic powers, mutant abilities, or just a wide variety of intricate devices, depending on the setting. (“Magic” here is a term used very loosely. It’s a catch-all for the kinds of wondrous, possibly supernatural things that your character can do that others cannot. It might actually be an expression of technological devices, channeling spirits, mutations, psionics, nanotechnology, or any number of other sources.)

Individual Role: Adepts are usually thoughtful, intelligent types. They often think carefully before acting and rely heavily on their supernatural abilities.

Group Role: Adepts are not powerful in straightforward combat, although they often wield abilities that provide excellent combat support, both offensively and defensively. They sometimes possess abilities that facilitate overcoming challenges. For example, if the group must get through a locked door, an Adept might be able to destroy it or teleport everyone to the other side.

Societal Role: In settings where the supernatural is rare, strange, or feared, Adepts are likely rare and feared as well. They remain hidden, shadowy figures. When this is not the case, Adepts are more likely to be common and forthright. They might even take leadership roles.

Advanced Adepts: Even at low tiers, Adept powers are impressive. Higher-tier Adepts can accomplish amazing deeds that can reshape matter and the environment around them.

Adepts are almost always emblematic of the paranormal or superhuman in some way—wizards, psychics, or something similar. If the game you’re playing has none of that, an Adept could be a charlatan mimicking such abilities with tricks and hidden devices, or a gadgeteer character with a “utility belt” full of oddments. Or a game like that might not have Adepts. That’s okay too.

Adept Background Connection

Your type helps determine the connection you have to the setting. Roll a d20 or choose from the following list to determine a specific fact about your background that provides a connection to the rest of the world. You can also create your own fact.

@UUID[Compendium.cyphersystem-compendium.cypher-roll-tables.ldbXbEteJgHbIdZe]{Adept Background Connection}

Adept Player Intrusions

When playing an Adept, you can spend 1 XP to use one of the following player intrusions, provided the situation is appropriate and the GM agrees.

Advantageous Malfunction: A device being used against you malfunctions. It might harm the user or one of their allies for a round, or activate a dramatic and distracting side effect for a few rounds.

Convenient Idea: A flash of insight provides you with a clear answer or suggests a course of action with regard to an urgent question, problem, or obstacle you’re facing.

Inexplicably Unbroken: An inactive, ruined, or presumed-destroyed device temporarily activates and performs a useful function relevant to the situation. This is enough to buy you some time for a better solution, alleviate a complication that was interfering with your abilities, or just get you one more use out of a depleted cypher or artifact.

Adept Stat Pools

StatPool Starting Value
Might7
Speed9
Intellect12

You get 6 additional points to divide among your stat Pools however you wish.

First-Tier Adept

First-tier Adepts have the following abilities:

Effort: Your Effort is 1.

Genius: You have an Intellect Edge of 1, a Might Edge of 0, and a Speed Edge of 0.

Expert Cypher Use: You can bear three cyphers at a time.

Starting Equipment: Appropriate clothing, plus two expensive items, two moderately priced items, and up to four inexpensive items of your choice.

Weapons: You can use @UUID[Compendium.cyphersystem-compendium.basic-skills.GA74AkWhC7i4Z8sZ]{light weapons} without penalty. You have an inability with @UUID[Compendium.cyphersystem-compendium.inabilities.Zjign4M9GqTvD348]{medium weapons} and @UUID[Compendium.cyphersystem-compendium.inabilities.aMGYdfzCgfYqtHuJ]{heavy weapons}; your attacks with medium and heavy weapons are hindered.

Special Abilities: Choose four of the abilities listed below. You can’t choose the same ability more than once unless its description says otherwise. The full description for each listed ability can be found in Abilities, which also has descriptions for flavor and focus abilities in a single vast catalog.

Adept abilities require at least one free hand unless the GM says otherwise.

@UUID[Compendium.cyphersystem-compendium.abilities.6qCR3kBqCVYDlEOl]{Distortion} @UUID[Compendium.cyphersystem-compendium.abilities.TmWjWp4iWk4GMLN0]{Erase Memories} @UUID[Compendium.cyphersystem-compendium.abilities.gP8HCn8FPeg49V7M]{Far Step} @UUID[Compendium.cyphersystem-compendium.abilities.zArjjFcf9tHQvJTx]{Hedge Magic} @UUID[Compendium.cyphersystem-compendium.abilities.XQxN55rl0f5HFxEM]{Magic Training} @UUID[Compendium.cyphersystem-compendium.abilities.FE1Ge8CbJxQcCo0b]{Onslaught} @UUID[Compendium.cyphersystem-compendium.abilities.Myt0JUt24B8hjYAg]{Push} @UUID[Compendium.cyphersystem-compendium.abilities.Q8xKsSOvoFWL1ePP]{Resonance Field} @UUID[Compendium.cyphersystem-compendium.abilities.OPvXaxuRIVXLmkWl]{Scan} @UUID[Compendium.cyphersystem-compendium.abilities.nptFEdFaUvjDeqAz]{Shatter} @UUID[Compendium.cyphersystem-compendium.abilities.59mslpID7ogppzMA]{Ward}

Second-Tier Adept

Choose one of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.wWN4y4rATxbtMCMo]{Adaptation} @UUID[Compendium.cyphersystem-compendium.abilities.o7kTUAFonv5HPi07]{Cutting Light} @UUID[Compendium.cyphersystem-compendium.abilities.UCR0rx32kEsTcgnF]{Hover} @UUID[Compendium.cyphersystem-compendium.abilities.W5Zt9qDKCtNr49BC]{Mind Reading} @UUID[Compendium.cyphersystem-compendium.abilities.fzx429jdEdbd0tHy]{Retrieve Memories} @UUID[Compendium.cyphersystem-compendium.abilities.Uti1XQwY4VFZwwwc]{Reveal} @UUID[Compendium.cyphersystem-compendium.abilities.pdNI9QMKmDwu8gza]{Stasis}

Third-Tier Adept

Choose two of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.M0pjZXQ9996hfUPs]{Adroit Cypher Use} @UUID[Compendium.cyphersystem-compendium.abilities.Mj6yJZwRmdXaVwh8]{Countermeasures} @UUID[Compendium.cyphersystem-compendium.abilities.yz1w8JR23mtlDX49]{Energy Protection} @UUID[Compendium.cyphersystem-compendium.abilities.AUGM3xEluWJi4Y8h]{Fire and Ice} @UUID[Compendium.cyphersystem-compendium.abilities.yPVZmXWhUxustVdq]{Force Field Barrier} @UUID[Compendium.cyphersystem-compendium.abilities.bzy1KzO0oPmZGu2b]{Sensor} @UUID[Compendium.cyphersystem-compendium.abilities.q80xvRDX6XwFXgma]{Targeting Eye}

Fourth-Tier Adept

Choose one of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.iTxEWRCR8G5Rych2]{Death Touch} @UUID[Compendium.cyphersystem-compendium.abilities.VEJQ74o175OnlIAm]{Exile} @UUID[Compendium.cyphersystem-compendium.abilities.wvlSlYCJyrJuFqtn]{Invisibility} @UUID[Compendium.cyphersystem-compendium.abilities.whVEpvOjmGs3fpcD]{Matter Cloud} @UUID[Compendium.cyphersystem-compendium.abilities.Vcfc6yjbqX6WSzCf]{Mind Control} @UUID[Compendium.cyphersystem-compendium.abilities.8QwoYVraOedgr9kB]{Projection} @UUID[Compendium.cyphersystem-compendium.abilities.y1bQFSBlwMbUico5]{Rapid Processing} @UUID[Compendium.cyphersystem-compendium.abilities.iroL3TcKD9dpulhW]{Regeneration} @UUID[Compendium.cyphersystem-compendium.abilities.YFbC1HRis4SpZgrS]{Reshape} @UUID[Compendium.cyphersystem-compendium.abilities.KGz0rK4b2dAt0DaX]{Wormhole}

Fifth-Tier Adept

Choose two of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.NCXCkCYeZw8qlazG]{Absorb Energy} @UUID[Compendium.cyphersystem-compendium.abilities.PZBKCtRj5S6ULnjo]{Concussion} @UUID[Compendium.cyphersystem-compendium.abilities.8SDpRRzZRF73zLsF]{Conjuration} @UUID[Compendium.cyphersystem-compendium.abilities.HuhNjMfMxPkTlERH]{Create} @UUID[Compendium.cyphersystem-compendium.abilities.D4JFKjeVDkx9Xfnf]{Dust to Dust} @UUID[Compendium.cyphersystem-compendium.abilities.wlkPdME0r3hx9VbE]{Knowing the Unknown} @UUID[Compendium.cyphersystem-compendium.abilities.K4XRiZlFRakz6j98]{Master Cypher Use} @UUID[Compendium.cyphersystem-compendium.abilities.IN3VI2LxDyYGbqnN]{Teleportation} @UUID[Compendium.cyphersystem-compendium.abilities.MGzAkRaGd4LgfQti]{True Senses}

Sixth-Tier Adept

Choose one of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.tvlNZboSbKCHttjs]{Control Weather} @UUID[Compendium.cyphersystem-compendium.abilities.jhdgI9rV2mpH6JQU]{Earthquake} @UUID[Compendium.cyphersystem-compendium.abilities.8OmtJRuoKRzuGfh8]{Move Mountains} @UUID[Compendium.cyphersystem-compendium.abilities.PlKwEwo6ilGqwxwI]{Traverse the Worlds} @UUID[Compendium.cyphersystem-compendium.abilities.gETtOLyLYRVk53dP]{Usurp Cypher}

Adept Example

Jen wants to create an Adept—a sorcerer for a fantasy campaign. She decides to be somewhat well rounded, so she puts 2 of her additional points into each stat Pool, giving her a Might Pool of 9, a Speed Pool of 11, and an Intellect Pool of 14. Her Adept is smart and quick. She has an Intellect Edge of 1, a Might Edge of 0, and a Speed Edge of 0. As a first-tier character, her Effort is 1. As her initial abilities, she chooses Onslaught and Ward, giving her a strong offense and defense. She also chooses Magic Training and rounds out her character with Scan, which she hopes will be useful in gaining insight and information. For this character, Onslaught, Ward, and Scan are all spells she has mastered through years of training and study.

She can bear three cyphers. The GM gives her a potion that acts as a short-range teleporter, a small charm that restores 5 points to her Intellect Pool, and a fluid-filled flask that explodes like a fiery bomb. Jen’s sorcerer is skilled with light weapons, so she chooses a dagger.

For her descriptor, Jen chooses Graceful, which adds 2 points to her Speed Pool, bringing it to 13. That descriptor means she is trained in balancing and anything requiring careful movements, physical performing arts, and Speed defense tasks. Perhaps she is a dancer. In fact, she begins to develop a backstory that involves graceful, lithe movements that she incorporates into her spells.

For her focus, she chooses Leads. This gives her training in social interactions, which again helps round her out—she’s good in all kinds of situations. Moreover, she has the Good Advice ability, which enables her to be a focal point of her group.

Her spells and focus abilities cost Intellect points to activate, so she’s glad to have a lot of points in her Intellect Pool. In addition, her Intellect Edge will help reduce those costs. If she uses her Onslaught force blast without applying Effort, it costs 0 Intellect points and deals 4 points of damage. Her Intellect Edge will allow her to save points to devote toward applying Effort for other purposes, perhaps to boost the accuracy of Onslaught.

For her character arc, Jen chooses Aid a Friend. She decides that when her sorcerer character was young, she had a magical mentor. That mentor was later taken prisoner by a demon, so her character is always looking for clues on how to find the demon and release her friend from bondage.

GMs are always free to pre-select a type’s special abilities at a given tier to reinforce the setting. In the fantasy setting of Jen’s sorcerer, the GM might have said that all sorcerers (Adepts) start with Magic Training as one of their tier 1 abilities. This doesn’t make the character any less powerful or special, but it says something about her role in the world and expectations in the game.

Explorer

Fantasy/Fairy tale: Explorer, adventurer, delver, mystery seeker

Modern/Horror/Romance: athlete, explorer, adventurer, drifter, detective, scholar, spelunker, trailblazer, investigative reporter

Science fiction: Explorer, adventurer, wanderer, planetary specialist, xenobiologist

Superhero/Post-Apocalyptic: adventurer, crimefighter

You are a person of action and physical ability, fearlessly facing the unknown. You travel to strange, exotic, and dangerous places, and discover new things. This means you’re physical but also probably knowledgeable.

Individual Role: Although Explorers can be academics or well studied, they are first and foremost interested in action. They face grave dangers and terrible obstacles as a routine part of life.

Group Role: Explorers sometimes work alone, but far more often they operate in teams with other characters. The Explorer frequently leads the way, blazing the trail. However, they’re also likely to stop and investigate anything intriguing they stumble upon.

Societal Role: Not all Explorers are out traipsing through the wilderness or poking about an old ruin. Sometimes, an Explorer is a teacher, a scientist, a detective, or an investigative reporter. In any event, an Explorer bravely faces new challenges and gathers knowledge to share with others.

Advanced Explorers: Higher-tier Explorers gain more skills, some combat abilities, and a number of abilities that allow them to deal with danger. In short, they become more and more well-rounded, able to deal with any challenge.

Explorer Background Connection

Your type helps determine the connection you have to the setting. Roll a d20 or choose from the following list to determine a specific fact about your background that provides a connection to the rest of the world. You can also create your own fact.

@UUID[Compendium.cyphersystem-compendium.cypher-roll-tables.EPY1EXnGWOBK9kO1]{Explorer Background Connection}

Explorer Player Intrusions

When playing an Explorer, you can spend 1 XP to use one of the following player intrusions, provided the situation is appropriate and the GM agrees.

Fortuitous Malfunction: A trap or a dangerous device malfunctions before it can affect you.

Serendipitous Landmark: Just when it seems like the path is lost (or you are), a trail marker, a landmark, or simply the way the terrain or corridor bends, rises, or falls away suggests to you the best path forward, at least from this point.

Weak Strain: The poison or disease turns out not to be as debilitating or deadly as it first seemed, and inflicts only half the damage that it would have otherwise.

Explorer Stat Pools

StatPool Starting Value
Might10
Speed9
Intellect9

You get 6 additional points to divide among your stat Pools however you wish.

First-Tier Explorer

First-tier Explorers have the following abilities:

Effort: Your Effort is 1.

Physical Nature: You have a Might Edge of 1, a Speed Edge of 0, and an Intellect Edge of 0.

Cypher Use: You can bear two cyphers at a time.

Starting Equipment: Appropriate clothing and a weapon of your choice, plus two expensive items, two moderately priced items, and up to four inexpensive items.

Weapons: You can use @UUID[Compendium.cyphersystem-compendium.basic-skills.GA74AkWhC7i4Z8sZ]{light} and @UUID[Compendium.cyphersystem-compendium.basic-skills.wHxvX2zJOKo27GBe]{medium weapons} without penalty. You have an inability with @UUID[Compendium.cyphersystem-compendium.inabilities.aMGYdfzCgfYqtHuJ]{heavy weapons}; your attacks with heavy weapons are hindered.

Special Abilities: Choose four of the abilities listed below. You can’t choose the same ability more than once unless its description says otherwise. The full description for each listed ability can be found in Abilities, which also has descriptions for flavor and focus abilities in a single vast catalog.

@UUID[Compendium.cyphersystem-compendium.abilities.7OpsD4muO5HGJt29]{Block} @UUID[Compendium.cyphersystem-compendium.abilities.UyQTRi5ZwWU5tMO0]{Danger Sense} @UUID[Compendium.cyphersystem-compendium.abilities.P95xVHVxALSMjanR]{Decipher} @UUID[Compendium.cyphersystem-compendium.abilities.PqL4qr9D8QAwQhrL]{Endurance} @UUID[Compendium.cyphersystem-compendium.abilities.axI0iGYo7DjdR8Ya]{Find the Way} @UUID[Compendium.cyphersystem-compendium.abilities.Sg5WeSF04CYNEecl]{Fleet of Foot} @UUID[Compendium.cyphersystem-compendium.abilities.7X2zbrkFSNbyhA5G]{Improved Edge} @UUID[Compendium.cyphersystem-compendium.abilities.eEGFknWQZUBNXn99]{Knowledge Skills} @UUID[Compendium.cyphersystem-compendium.abilities.CBGeAZSBuymzrxDz]{Muscles of Iron} @UUID[Compendium.cyphersystem-compendium.abilities.YZB37b80VQGMUscp]{No Need for Weapons} @UUID[Compendium.cyphersystem-compendium.abilities.noCgrKbB370cfzQg]{Physical Skills} @UUID[Compendium.cyphersystem-compendium.abilities.o2ZDoteWQsFsqTJr]{Practiced in Armor} @UUID[Compendium.cyphersystem-compendium.abilities.yl2zo179wXZW5Xxc]{Practiced With All Weapons} @UUID[Compendium.cyphersystem-compendium.abilities.s2PLo9FsWBi2C1VY]{Surging Confidence} @UUID[Compendium.cyphersystem-compendium.abilities.uatcX3o1oB2Stc4u]{Trained Without Armor}

Second-Tier Explorer

Choose four of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.JkmTskE3eqcfu7dY]{Curious} @UUID[Compendium.cyphersystem-compendium.abilities.3x3gRDJejTXQPmdY]{Danger Instinct} @UUID[Compendium.cyphersystem-compendium.abilities.4yyKQYnrbL3r9gcU]{Enable Others} @UUID[Compendium.cyphersystem-compendium.abilities.uB3sVzeG2N5rkdUZ]{Escape} @UUID[Compendium.cyphersystem-compendium.abilities.RM8Fmu1IJwzBkjcM]{Eye for Detail} @UUID[Compendium.cyphersystem-compendium.abilities.U7chr7wLj7r5y0LT]{Foil Danger} @UUID[Compendium.cyphersystem-compendium.abilities.pp9NFNHKgOhRYbsY]{Hand to Eye} @UUID[Compendium.cyphersystem-compendium.abilities.romswZIOmAmtzfCL]{Investigative Skills} @UUID[Compendium.cyphersystem-compendium.abilities.euEVkth9YGYSpoJf]{Quick Recovery} @UUID[Compendium.cyphersystem-compendium.abilities.tJVu7MQ2pOhNfpUB]{Range Increase} @UUID[Compendium.cyphersystem-compendium.abilities.nOuOE3EkrNr81pSq]{Greater Skill With Defense} @UUID[Compendium.cyphersystem-compendium.abilities.gbU7mA0flUR4W8Dl]{Stand Watch} @UUID[Compendium.cyphersystem-compendium.abilities.wEjdodvc6SLf8yso]{Travel Skills} @UUID[Compendium.cyphersystem-compendium.abilities.yS1sMAZEzJbozxOZ]{Wreck}

Third-Tier Explorer

Choose three of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.wG4zveGhplNKNzuP]{Controlled Fall} @UUID[Compendium.cyphersystem-compendium.abilities.4eCjeGPA0ovnwIfu]{Experienced in Armor} @UUID[Compendium.cyphersystem-compendium.abilities.u1GhDcfpVXITVtOc]{Expert Cypher Use} @UUID[Compendium.cyphersystem-compendium.abilities.JuOmZXMt1T3tQUZ8]{Ignore the Pain} @UUID[Compendium.cyphersystem-compendium.abilities.qZOOWfFLJ1JziJpY]{Obstacle Running} @UUID[Compendium.cyphersystem-compendium.abilities.GvYXLPdpaFEMGuQR]{Resilience} @UUID[Compendium.cyphersystem-compendium.abilities.ZuX6gykVtKxiBAxR]{Run and Fight} @UUID[Compendium.cyphersystem-compendium.abilities.t3zUlk8c5WEBXXO8]{Seize the Moment} @UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks} @UUID[Compendium.cyphersystem-compendium.abilities.jmYIPbMwsq3GY3eO]{Stone Breaker} @UUID[Compendium.cyphersystem-compendium.abilities.wpA3GB5yJq9NI8QN]{Think Your Way Out} @UUID[Compendium.cyphersystem-compendium.abilities.V1ROUnWXLmLRMxXi]{Trapfinder} @UUID[Compendium.cyphersystem-compendium.abilities.6McxfJoPmf1SnbDR]{Wrest From Chance}

Fourth-Tier Explorer

Choose two of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.gNRMG3mJTzWaCGph]{Capable Warrior} @UUID[Compendium.cyphersystem-compendium.abilities.MdRdAc0qAWghMmlV]{Expert Skill} @UUID[Compendium.cyphersystem-compendium.abilities.mUizWF7k2XD7ykRJ]{Increased Effects} @UUID[Compendium.cyphersystem-compendium.abilities.lbXg8UlSCG23yxO4]{Read the Signs} @UUID[Compendium.cyphersystem-compendium.abilities.dW0rgYsx6hDA8pIB]{Runner} @UUID[Compendium.cyphersystem-compendium.abilities.3pqCkOZjnAXWIikt]{Subtle Steps} @UUID[Compendium.cyphersystem-compendium.abilities.wxAZnuQkvWosLzkN]{Tough As Nails}

Fifth-Tier Explorer

Choose three of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.M0pjZXQ9996hfUPs]{Adroit Cypher Use} @UUID[Compendium.cyphersystem-compendium.abilities.B0Tt5R1m2DsVLtPH]{Free to Move} @UUID[Compendium.cyphersystem-compendium.abilities.hhBF8re7Azmce3Y9]{Group Friendship} @UUID[Compendium.cyphersystem-compendium.abilities.KGzAHs3qln0fNDjt]{Hard to Kill} @UUID[Compendium.cyphersystem-compendium.abilities.IFb8NX06xgWM7H98]{Jump Attack} @UUID[Compendium.cyphersystem-compendium.abilities.LTqgcoprvBF2ZkdH]{Mastery With Defense} @UUID[Compendium.cyphersystem-compendium.abilities.AmZDmnmP7CxSSN4h]{Parry} @UUID[Compendium.cyphersystem-compendium.abilities.5uWcMvgh1OWvieJs]{Physically Gifted} @UUID[Compendium.cyphersystem-compendium.abilities.scceoEmEnN5MW8XT]{Take Command} @UUID[Compendium.cyphersystem-compendium.abilities.icJAWRB8Uha8CSKr]{Vigilant}

Sixth-Tier Explorer

Choose three of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.MQewTo9NscKVUUNz]{Again and Again} @UUID[Compendium.cyphersystem-compendium.abilities.tTrekc4AZbIqem5L]{Inspire Coordinated Actions} @UUID[Compendium.cyphersystem-compendium.abilities.4k5JFV78A5SiPjFo]{Mastery in Armor} @UUID[Compendium.cyphersystem-compendium.abilities.kNSRytTtQX0rU3aE]{Mastery With Attacks} @UUID[Compendium.cyphersystem-compendium.abilities.dMEqa6kAjXrHlxui]{Negate Danger} @UUID[Compendium.cyphersystem-compendium.abilities.PXvS7AatBcxH9cvZ]{Share Defense} @UUID[Compendium.cyphersystem-compendium.abilities.KDZeCZJxjCQzlTxA]{Spin Attack} @UUID[Compendium.cyphersystem-compendium.abilities.vQtVTnCecWFXkfkI]{Wild Vitality}

Explorer Example

Sam decides to create an Explorer character for a science fiction campaign. This character will be a hardy soul who explores alien worlds. They put 3 additional points into their Might Pool, 2 into their Speed Pool, and 1 into their Intellect Pool; their stat Pools are now Might 13, Speed 11, and Intellect 10. As a first-tier character, their Effort is 1, their Might Edge is 1, and their Speed Edge and Intellect Edge are 0. Their character is fairly well-rounded so far.

Sam immediately leaps in and starts choosing abilities. They pick Danger Sense and Surging Confidence, thinking those abilities will be generally useful. They also choose Practiced in Armor, reasoning that the character wears high-tech medium armor when exploring. Last, they choose Knowledge Skills and select geology and biology to help during interplanetary explorations.

Sam’s Explorer can bear two cyphers, which in this setting involve nanotechnology. The GM decides that one is a nanite injector that grants a +1 bonus to Might Edge when used, and the other is a device that can create one simple handheld object the user wishes.

Sam’s Explorer is not really geared toward fighting, but sometimes the universe is a dangerous place, so they note that they’re carrying a medium blaster as well.

Sam still needs a descriptor and a focus. Looking to the Descriptor chapter, they choose Hardy, which increases their Might Pool to 17. They also heal more quickly and can operate better when injured. They’re trained in Might defense but have an inability with initiative; however, it’s effectively canceled out by their Danger Sense (and vice versa). Sam could go back and select something else instead of Danger Sense, but they like it and decide to keep it. Overall, the descriptor ends up making the character tough but a little slow.

For their focus, Sam chooses Explores Dark Places (in this case, weird ruins of alien civilizations). This gives the character a bunch of additional skills: searching, listening, climbing, balancing, and jumping. They’re quite the capable Explorer.

For their character arc, Sam chooses Enterprise. Exploring alien places sometimes turns up strange relics, and Sam figures they might be able to set up a service to reliably transport these items to responsible third parties, rather than allow them to fall into the hands of pirates and rich private collectors. For a small fee, of course.

Speaker

Fantasy/Fairy tale: bard, speaker, skald, emissary, priest, advocate

Modern/Horror/Romance: diplomat, charmer, face, spinner, manipulator, minister, mediator, lawyer

Science fiction: diplomat, empath, glam, consul, legate

Superhero/Post-Apocalyptic: charmer, mesmerist, puppet master

You’re good with words and good with people. You talk your way past challenges and out of jams, and you get people to do what you want.

Individual Role: Speakers are smart and charismatic. They like people and, more important, they understand them. This helps speakers get others to do what needs to be done.

Group Role: The Speaker is often the face of the group, serving as the person who speaks for all and negotiates with others. Combat and action are not a Speaker’s strong suits, so other characters sometimes have to defend the Speaker in times of danger.

Societal Role: Speakers are frequently political or religious leaders. Just as often, however, they are con artists or criminals.

Advanced Speakers: Higher-tier Speakers use their abilities to control and manipulate people as well as aid and nurture their friends. They can talk their way out of danger and even use their words as weapons.

Speaker Background Connection

Your type helps determine the connection you have to the setting. Roll a d20 or choose from the following list to determine a specific fact about your background that provides a connection to the rest of the world. You can also create your own fact.

@UUID[Compendium.cyphersystem-compendium.cypher-roll-tables.zDo6fnblxkAjzvc3]{Speaker Background Connection}

Speaker Player Intrusions

When playing a Speaker, you can spend 1 XP to use one of the following player intrusions, provided the situation is appropriate and the GM agrees.

Friendly NPC: An NPC you don’t know, someone you don’t know that well, or someone you know but who hasn’t been particularly friendly in the past chooses to help you, though doesn’t necessarily explain why. Maybe they’ll ask you for a favor in return afterward, depending on how much trouble they go to.

Perfect Suggestion: A follower or other already-friendly NPC suggests a course of action with regard to an urgent question, problem, or obstacle you’re facing.

Unexpected Gift: An NPC hands you a physical gift you were not expecting, one that helps put the situation at ease if things seem strained, or provides you with a new insight for understanding the context of the situation if there’s something you’re failing to understand or grasp.

Speaker Stat Pools

StatPool Starting Value
Might8
Speed9
Intellect11

You get 6 additional points to divide among your stat Pools however you wish.

First-Tier Speaker

First-tier Speakers have the following abilities:

Effort: Your Effort is 1.

Genius: You have an Intellect Edge of 1, a Might Edge of 0, and a Speed Edge of 0.

Cypher Use: You can bear two cyphers at a time.

Weapons: You can use @UUID[Compendium.cyphersystem-compendium.basic-skills.GA74AkWhC7i4Z8sZ]{light weapons} without penalty. You have an inability with @UUID[Compendium.cyphersystem-compendium.inabilities.Zjign4M9GqTvD348]{medium} and @UUID[Compendium.cyphersystem-compendium.inabilities.aMGYdfzCgfYqtHuJ]{heavy weapons}; your attacks with medium and heavy weapons are hindered.

Starting Equipment: Appropriate clothing and a light weapon of your choice, plus two expensive items, two moderately priced items, and up to four inexpensive items.

Special Abilities: Choose four of the abilities listed below. You can’t choose the same ability more than once unless its description says otherwise. The full description for each listed ability can be found in Abilities, which also has descriptions for flavor and focus abilities in a single vast catalog.

Some Speaker abilities, like Mind Reading or True Senses, imply a supernatural element. If this is inappropriate to the character or the setting, these abilities can be replaced with something from the stealth flavor, or the GM can slightly modify them so they are based in extraordinary talents and insight rather than the supernatural.

@UUID[Compendium.cyphersystem-compendium.abilities.BlBi7qk0darLthxS]{Anecdote} @UUID[Compendium.cyphersystem-compendium.abilities.r7uNiD9CGy4G3Hoq]{Babel} @UUID[Compendium.cyphersystem-compendium.abilities.JSlr2Q6Ll1xNd8fX]{Demeanor of Command} @UUID[Compendium.cyphersystem-compendium.abilities.hYa7I52x2iwffh8C]{Encouragement} @UUID[Compendium.cyphersystem-compendium.abilities.lQ4MNmGXXNBMGsmk]{Enthrall} @UUID[Compendium.cyphersystem-compendium.abilities.TmWjWp4iWk4GMLN0]{Erase Memories} @UUID[Compendium.cyphersystem-compendium.abilities.ulHj0pzmwc515fve]{Fast Talk} @UUID[Compendium.cyphersystem-compendium.abilities.wWCehMidmvLypdxj]{Inspire Aggression} @UUID[Compendium.cyphersystem-compendium.abilities.V765JZKDKQ00Buyn]{Interaction Skills} @UUID[Compendium.cyphersystem-compendium.abilities.NhijFGxYepJtaa0r]{Practiced With Medium Weapons} @UUID[Compendium.cyphersystem-compendium.abilities.5aUrbdjSSLCRggHU]{Spin Identity} @UUID[Compendium.cyphersystem-compendium.abilities.qVlbJjB7X8R78rz0]{Terrifying Presence} @UUID[Compendium.cyphersystem-compendium.abilities.kv03xEihe4VZNkK5]{Understanding}

Second-Tier Speaker

Choose two of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.4XwwFeGO5haHxvQs]{Basic Follower} @UUID[Compendium.cyphersystem-compendium.abilities.BggeJtN5IcutwLJg]{Calm Stranger} @UUID[Compendium.cyphersystem-compendium.abilities.di7QfASecjKU8BPN]{Disincentivize} @UUID[Compendium.cyphersystem-compendium.abilities.IvKd5vkPypJbB1Ip]{Gather Intelligence} @UUID[Compendium.cyphersystem-compendium.abilities.GT0AiiarWPbGzxKs]{Impart Ideal} @UUID[Compendium.cyphersystem-compendium.abilities.DLxDL49VjUEMAjxZ]{Inspiring Ease} @UUID[Compendium.cyphersystem-compendium.abilities.V765JZKDKQ00Buyn]{Interaction Skills} @UUID[Compendium.cyphersystem-compendium.abilities.o2ZDoteWQsFsqTJr]{Practiced in Armor} @UUID[Compendium.cyphersystem-compendium.abilities.CtRvLxfUlCynJv1B]{Skill With Defense} @UUID[Compendium.cyphersystem-compendium.abilities.XntbE6mXQ4CZ6yIi]{Speedy Recovery} @UUID[Compendium.cyphersystem-compendium.abilities.UHvD5299HFbwBvpR]{Unexpected Betrayal}

Third-Tier Speaker

Choose three of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.hB1CISYVEZXEO0IV]{Accelerate} @UUID[Compendium.cyphersystem-compendium.abilities.rZsohzuwTFfghWVO]{Blend In} @UUID[Compendium.cyphersystem-compendium.abilities.NnlGdSiR9GbiTJyZ]{Discerning Mind} @UUID[Compendium.cyphersystem-compendium.abilities.u1GhDcfpVXITVtOc]{Expert Cypher Use} @UUID[Compendium.cyphersystem-compendium.abilities.ETGBAqAc1ApFH5cx]{Expert Follower} @UUID[Compendium.cyphersystem-compendium.abilities.sqiDNk5qXh9j3zwh]{Grand Deception} @UUID[Compendium.cyphersystem-compendium.abilities.1N6P5ZRogThCS0KH]{Lead by Inquiry} @UUID[Compendium.cyphersystem-compendium.abilities.W5Zt9qDKCtNr49BC]{Mind Reading} @UUID[Compendium.cyphersystem-compendium.abilities.i5BlJLgj1ayBw0uY]{Oratory} @UUID[Compendium.cyphersystem-compendium.abilities.ZqBpOAiH70SGHX8N]{Perfect Stranger} @UUID[Compendium.cyphersystem-compendium.abilities.Mac5S0sQe9Muf4Mv]{Quick Wits} @UUID[Compendium.cyphersystem-compendium.abilities.oah8DOODfphl858B]{Telling}

Fourth-Tier Speaker

Choose two of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.ZH0JbusjycG6zQf1]{Anticipate Attack} @UUID[Compendium.cyphersystem-compendium.abilities.2SiHiotGcSufnCne]{Confounding Banter} @UUID[Compendium.cyphersystem-compendium.abilities.RO8dmB90aRPOmCuJ]{Feint} @UUID[Compendium.cyphersystem-compendium.abilities.7tiGTYVXj9eHdja7]{Heightened Skills} @UUID[Compendium.cyphersystem-compendium.abilities.Je1MitN21L3lqWVF]{Psychosis} @UUID[Compendium.cyphersystem-compendium.abilities.lbXg8UlSCG23yxO4]{Read the Signs} @UUID[Compendium.cyphersystem-compendium.abilities.QFZyfDWOSEpZeQmM]{Spur Effort} @UUID[Compendium.cyphersystem-compendium.abilities.cS2p7CRfquFvR65U]{Strategize} @UUID[Compendium.cyphersystem-compendium.abilities.3wZZC07ADxO3mImS]{Suggestion}

Fifth-Tier Speaker

Choose three of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.M0pjZXQ9996hfUPs]{Adroit Cypher Use} @UUID[Compendium.cyphersystem-compendium.abilities.t3uyBYJqMApfEBWX]{Discipline of Watchfulness} @UUID[Compendium.cyphersystem-compendium.abilities.4eCjeGPA0ovnwIfu]{Experienced in Armor} @UUID[Compendium.cyphersystem-compendium.abilities.UyW320RhzarMNoss]{Flee} @UUID[Compendium.cyphersystem-compendium.abilities.xCUKzmoBKzN9gIut]{Foul Aura} @UUID[Compendium.cyphersystem-compendium.abilities.wlkPdME0r3hx9VbE]{Knowing the Unknown} @UUID[Compendium.cyphersystem-compendium.abilities.iroL3TcKD9dpulhW]{Regeneration} @UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks} @UUID[Compendium.cyphersystem-compendium.abilities.U9sgMUKkIkDIdRtK]{Stimulate}

Sixth-Tier Speaker

Choose two of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.By276DS858KmWNZq]{Assume Control} @UUID[Compendium.cyphersystem-compendium.abilities.G8waoPdWGzMl0S1n]{Battle Management} @UUID[Compendium.cyphersystem-compendium.abilities.crFxkKwBNdnD6tX4]{Crowd Control} @UUID[Compendium.cyphersystem-compendium.abilities.fPCTpU0viXXWrNs0]{Inspiring Success} @UUID[Compendium.cyphersystem-compendium.abilities.3EcnBLVtGwxpWXBW]{Recruit Deputy} @UUID[Compendium.cyphersystem-compendium.abilities.EH8OmAJaimF4MTgg]{Shatter Mind} @UUID[Compendium.cyphersystem-compendium.abilities.MGzAkRaGd4LgfQti]{True Senses} @UUID[Compendium.cyphersystem-compendium.abilities.ZTp4SZ673tDJpmuS]{Word of Command}

Speaker Example

Mary wants to create a Speaker for a Lovecraftian horror campaign. She puts 3 of her additional stat points into her Intellect Pool and 3 into her Speed Pool; her stat Pools are now Might 8, Speed 12, and Intellect 14. As a first-tier character, her Effort is 1, her Might Edge and Speed Edge are 0, and her Intellect Edge is 1. She’s smart and charismatic but not particularly tough.

Mary chooses Fast Talk and Spin Identity to help get into places and learn things she wants to know. She’s a bit of a con artist. She’s good to her friends, however, and chooses Encouragement as well. Mary rounds out her first-tier abilities with Interaction Skills (deceiving and persuasion).

A Speaker normally starts with two cyphers, but the GM rules that characters in this campaign start with only one—something creepy relating to their background. Mary’s cypher is an odd pocket watch given to her by her grandfather. She doesn’t know how or why, but when activated, the watch allows her to take twice as many actions for three rounds.

Mary’s character carries a small knife hidden in her bag in case of trouble. As a light weapon, it inflicts 2 points of damage, but attacks with it are eased.

Mary chooses Resilient for her descriptor and decides that she can probably learn the truth behind some of the strange things that she’s heard about without feeling too much trauma if it’s horrible. Resilient increases her Might Pool to 10 and her Intellect Pool to 16. She’s trained in Might and Intellect defense actions and gains an extra recovery roll each day. At first, Mary is sad that her descriptor gives her an inability in knowledge and puzzle tasks, but then she realizes that the flaw fits her character well—she’s better at getting people to tell her what she needs to know than at figuring out the information herself.

For her focus, Mary chooses Moves Like a Cat, granting her a final Speed Pool of 18 and training in balance. In the end, she’s graceful and quick, charismatic, and hardier than she initially thought thanks to her drive. She’s ready to investigate the weird.

For her character arc, Mary chooses Fall From Grace. She decides she’s had an obsession with a strange tome that’s been in her family for generations, and her character is drawn to its strange languages and rituals.

Further Customization

The rules in this section are more advanced and always involve the GM. They can be used by the GM to tailor a type to better fit the genre or setting, or by a player and a GM to tweak a character to fit a concept.

Modifying Type Aspects

The following aspects of the four character types can be modified at character creation. Other abilities should not be changed.

Stat Pools: Each character type has a starting stat Pool value. A player can exchange points between their Pools on a one-for-one basis. For example, they can trade 2 points of Might for 2 points of Speed. However, no starting stat Pool should be higher than 20.

Edge: A player can start with an Edge of 1 in whichever stat they wish.

Cypher Use: If a character gives up the ability to bear one cypher, they gain an additional skill of their choice.

Weapons: Some types have static first-tier abilities that let them use light, medium, and/or heavy weapons without a penalty. Warriors can use all weapons, Explorers can use light and medium weapons, and Adepts and Speakers can use light weapons. Any one of these weapon abilities can be sacrificed to gain training in a different skill of the player’s choice.

Drawbacks and Penalties

In addition to other customization options, a player can choose to take drawbacks or penalties to gain further advantages.

Weakness: A weakness is, essentially, the opposite of Edge. If you have a weakness of 1 in Speed, all Speed actions that require you to spend points cost 1 additional point from your Pool. At any time, a player can give their character a weakness in one stat and, in exchange, gain +1 to their Edge in one of the other two stats. So a PC can take a weakness of 1 in Speed to gain +1 to their Might Edge.

Normally, you can have a weakness only in a stat in which you have an Edge of 0. Further, you can’t have more than one weakness, and you can’t have a weakness greater than 1 unless the additional weakness comes from another source (such as a disease or disability arising from actions or conditions in the game).

Inabilities: Inabilities are like negative skills. They make one type of task harder by hindering it. If a character chooses to take an inability, they gain a skill of their choice. Normally, a character can have only one inability unless the additional inability comes from another source (such as a descriptor or a disease or disability arising from actions or conditions in the game).

","markdown":""},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"ownership":{"default":-1},"flags":{}},{"sort":600000,"name":"License","type":"text","_id":"9ZDlIEtwXjxzyyrZ","title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"

This product is an independent production and is not affiliated with Monte Cook Games, LLC. It is published under the Cypher System Open License, found at http://csol.montecookgames.com.

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This product is an independent production and is not affiliated with Monte Cook Games, LLC. It is published under the Cypher System Open License, found at http://csol.montecookgames.com.

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","markdown":""},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"ownership":{"default":-1},"flags":{}},{"sort":387500,"name":"Flavor","type":"text","_id":"gUBd9dvLJ8qY0iZx","title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"

Flavors are groups of special abilities the GM and players can use to alter a character type to make it more to their liking or more appropriate to the genre or setting. For example, if a player wants to create a magic-using thief character, she could play an Adept with stealth flavoring. In a science fiction setting, a Warrior might also have knowledge of machinery, so the character could be flavored with technology.

At a given tier, abilities from a flavor are traded one for one with standard abilities from a type. So to add the Danger Sense stealth flavor ability to a Warrior, something else—perhaps Bash—must be sacrificed. Now that character can choose Danger Sense as they would any other first-tier warrior ability, but they can never choose Bash.

The GM should always be involved in flavoring a type. For example, they might know that for their science fiction game, they want a type called a “Glam,” which is a Speaker flavored with certain technology abilities—specifically those that make the character a flamboyant starship pilot. Thus, they exchange the first-tier abilities Spin Identity and Inspire Aggression for the technology flavor abilities Datajack and Tech Skills so the character can plug into the ship directly and can take piloting and computers as skills.

In the end, flavor is mostly a tool for the GM to easily create campaign-specific types by making a few slight alterations to the four base types. Although players may wish to use flavors to get the characters they want, remember that they can also shape their PCs with descriptors and foci very nicely.

The flavors available are stealth, technology, magic, combat, and skills and knowledge.

The full description for each listed ability can be found in the Abilities chapter, which also contains descriptions for type and focus abilities in a single vast catalog.

Stealth Flavor

Characters with the stealth flavor are good at sneaking around, infiltrating places they don’t belong, and deceiving others. They use these abilities in a variety of ways, including combat. An Explorer with stealth flavor might be a thief, while a Warrior with stealth flavor might be an assassin. An Explorer with stealth flavor in a superhero setting might be a crimefighter who stalks the streets at night.

First-Tier Stealth Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.UyQTRi5ZwWU5tMO0]{Danger Sense} @UUID[Compendium.cyphersystem-compendium.abilities.M2oXV5cRSdMlUZDm]{Goad} @UUID[Compendium.cyphersystem-compendium.abilities.Frxs35QkokRdure4]{Legerdemain} @UUID[Compendium.cyphersystem-compendium.abilities.90wkMwuVBaiyL9yt]{Opportunist} @UUID[Compendium.cyphersystem-compendium.abilities.QAdh0yZBjJsHdJjD]{Stealth Skills}

Second-Tier Stealth Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.dQHSDDZxJNHrHH1l]{Contortionist} @UUID[Compendium.cyphersystem-compendium.abilities.8ydN3DBdXXP24hQL]{Find an Opening} @UUID[Compendium.cyphersystem-compendium.abilities.5abCQnz5ZWvvfMro]{Get Away} @UUID[Compendium.cyphersystem-compendium.abilities.mvFsSsVjyF8iXvCe]{Sense Ambush} @UUID[Compendium.cyphersystem-compendium.abilities.uG2ACHNAPoZirp0b]{Surprise Attack}

Third-Tier Stealth Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.Uq6p6fOg9KyFcUws]{Evanesce} @UUID[Compendium.cyphersystem-compendium.abilities.XR3B0gfJtrYUAU5M]{From the Shadows} @UUID[Compendium.cyphersystem-compendium.abilities.lUkqQu1vvJe3FxfQ]{Gambler} @UUID[Compendium.cyphersystem-compendium.abilities.sM2zEDx4gRr9CuiR]{Inner Defense} @UUID[Compendium.cyphersystem-compendium.abilities.lwJAowJa4eKlcDjb]{Misdirect} @UUID[Compendium.cyphersystem-compendium.abilities.ZuX6gykVtKxiBAxR]{Run and Fight} @UUID[Compendium.cyphersystem-compendium.abilities.t3zUlk8c5WEBXXO8]{Seize the Moment}

Fourth-Tier Stealth Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.cS1RW48sdVY6ZJZd]{Ambusher} @UUID[Compendium.cyphersystem-compendium.abilities.JVvSTtYbksWJDADY]{Debilitating Strike} @UUID[Compendium.cyphersystem-compendium.abilities.cqzyNCPYVEWtucLe]{Outwit} @UUID[Compendium.cyphersystem-compendium.abilities.LojkwDtb1gHLSB6A]{Preternatural Senses} @UUID[Compendium.cyphersystem-compendium.abilities.w2aO1ZIpmBDQJXq1]{Tumbling Moves}

Fifth-Tier Stealth Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.YbYeZ0A0m96IWxwl]{Assassin Strike} @UUID[Compendium.cyphersystem-compendium.abilities.S5JTyQCNcgrXgNqf]{Mask} @UUID[Compendium.cyphersystem-compendium.abilities.G5bTthwpEf5azVHA]{Return to Sender} @UUID[Compendium.cyphersystem-compendium.abilities.bVt0TIfwtEUXvi6O]{Uncanny Luck}

Sixth-Tier Stealth Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.VVYx3J42Sj9qCQV9]{Exploit Advantage} @UUID[Compendium.cyphersystem-compendium.abilities.jrTEtAhE6GfLW7R4]{Spring Away} @UUID[Compendium.cyphersystem-compendium.abilities.cWHqKGpI5z0aiSYC]{Thief’s Luck} @UUID[Compendium.cyphersystem-compendium.abilities.aWws42dVSQjRz8Hr]{Twist of Fate}

Technology Flavor

Characters with a flavor of technology typically are from science fiction or at least modern-day settings (although anything is possible). They excel at using, dealing with, and building machines. An Explorer with technology flavor might be a starship pilot, and a Speaker flavored with technology could be a techno-priest.

Some of the less computer-oriented abilities might be appropriate for a steampunk character, while a modern-day character could use some of the abilities that don’t involve starships or ultratech.

First-Tier Technology Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.Q3DGDFwNIOjz866X]{Datajack} @UUID[Compendium.cyphersystem-compendium.abilities.z23towmNKeKJasHV]{Hacker} @UUID[Compendium.cyphersystem-compendium.abilities.rhaZSmU6dJpzMO64]{Machine Interface} @UUID[Compendium.cyphersystem-compendium.abilities.kkCW4KkWA751AeBl]{Scramble Machine} @UUID[Compendium.cyphersystem-compendium.abilities.pYsmdnNte7o5Flca]{Tech Skills} @UUID[Compendium.cyphersystem-compendium.abilities.AFfburUYwZlBFq7N]{Tinker}

Second-Tier Technology Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.7nUj7rxq4Qwg4FUM]{Distant Interface} @UUID[Compendium.cyphersystem-compendium.abilities.JK2hN1poqMLqfa1N]{Machine Efficiency} @UUID[Compendium.cyphersystem-compendium.abilities.FDG7hgrRNt4aHpP1]{Overload Machine} @UUID[Compendium.cyphersystem-compendium.abilities.v1lZkKjSCS1pjnET]{Serv-0} @UUID[Compendium.cyphersystem-compendium.abilities.XzomXctsS8NL9M7Q]{Serv-0 Defender} @UUID[Compendium.cyphersystem-compendium.abilities.x8cGd4MC9YEW9isa]{Serv-0 Repair} @UUID[Compendium.cyphersystem-compendium.abilities.k4LeTZ1lqN9L3hPS]{Tool Mastery}

Third-Tier Technology Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.7VYzHQvF1cz4cfUp]{Mechanical Telepathy} @UUID[Compendium.cyphersystem-compendium.abilities.9r6iNU2GH4oEH6vz]{Serv-0 Scanner} @UUID[Compendium.cyphersystem-compendium.abilities.hIy0GMeL8WALvhEb]{Ship Footing} @UUID[Compendium.cyphersystem-compendium.abilities.Nyt7Z1xWqmnuu265]{Shipspeak} @UUID[Compendium.cyphersystem-compendium.abilities.YIzrA5i8eBSPMFzj]{Spray}

Fourth-Tier Technology Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.2l9FIUVKimPzIXzU]{Machine Bond} @UUID[Compendium.cyphersystem-compendium.abilities.NoKdHv0FSytZR4iF]{Robot Fighter} @UUID[Compendium.cyphersystem-compendium.abilities.NcItnMHjeG9fgE1K]{Serv-0 Aim} @UUID[Compendium.cyphersystem-compendium.abilities.lPqCQOQJF0JfoFRn]{Serv-0 Brawler} @UUID[Compendium.cyphersystem-compendium.abilities.9YuQrJXAQO0qIFPj]{Serv-0 Spy}

Fifth-Tier Technology Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.FxohCBSksJIu1BSA]{Control Machine} @UUID[Compendium.cyphersystem-compendium.abilities.KQDFvUEnIWed1ebo]{Jury-Rig} @UUID[Compendium.cyphersystem-compendium.abilities.XkFsMa9e9IY2FRcN]{Machine Companion}

Sixth-Tier Technology Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.PLyxuOlieOGsJx4h]{Information Gathering} @UUID[Compendium.cyphersystem-compendium.abilities.7QTTrXnxDHskYYhj]{Master Machine}

Magic Flavor

You know a little about magic. You might not be a wizard, but you know the basics—how it works, and how to accomplish a few wondrous things. Of course, in your setting, “magic” might actually mean psychic powers, mutant abilities, weird alien tech, or anything else that produces interesting and useful effects.

An Explorer flavored with magic might be a wizard-hunter, and a Speaker with magical flavor might be a sorcerer-bard. Although an Adept flavored with magic is still an Adept, you might find that swapping some of the type’s basic abilities with those given here tailors the character in desirable ways.

First-Tier Magic Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.I9m3nOdBZ2HoEmbj]{Blessing of the Gods} @UUID[Compendium.cyphersystem-compendium.abilities.SQ4RTDwdA0yiZ81b]{Closed Mind} @UUID[Compendium.cyphersystem-compendium.abilities.bM2Y62eaUKYKdcwq]{Entangling Force} @UUID[Compendium.cyphersystem-compendium.abilities.zArjjFcf9tHQvJTx]{Hedge Magic} @UUID[Compendium.cyphersystem-compendium.abilities.XQxN55rl0f5HFxEM]{Magic Training} @UUID[Compendium.cyphersystem-compendium.abilities.TPEcyzCeC3z5FyyQ]{Mental Link} @UUID[Compendium.cyphersystem-compendium.abilities.ZsI6553CPbGi0wtx]{Premonition}

Second-Tier Magic Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.Mfebb42AE5xt7k85]{Concussive Blast} @UUID[Compendium.cyphersystem-compendium.abilities.21Bi8yur01DCYz5f]{Fetch} @UUID[Compendium.cyphersystem-compendium.abilities.4fcns7ANpZF7pHaz]{Force Field} @UUID[Compendium.cyphersystem-compendium.abilities.wNQ3q7VXtPHlPzqb]{Lock} @UUID[Compendium.cyphersystem-compendium.abilities.rRDSzPJtUCwRVXFR]{Repair Flesh}

Third-Tier Magic Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.MvyXo0ZUsxu8QQ22]{Distance Viewing} @UUID[Compendium.cyphersystem-compendium.abilities.NgHLZq3tZ3CFJvYv]{Fire Bloom} @UUID[Compendium.cyphersystem-compendium.abilities.CAh0KStmP03kgv62]{Fling} @UUID[Compendium.cyphersystem-compendium.abilities.dDhnZrzAxDvK7QYa]{Force at Distance} @UUID[Compendium.cyphersystem-compendium.abilities.wEWyNKnVgVOjsyms]{Summon Giant Spider}

Fourth-Tier Magic Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.XR8WeRW3OlbCIjlJ]{Elemental Protection} @UUID[Compendium.cyphersystem-compendium.abilities.LLvJZvzbGQOrlqoE]{Ignition} @UUID[Compendium.cyphersystem-compendium.abilities.blm1Z8JxvWOiFf0b]{Pry Open}

Fifth-Tier Magic Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.HuhNjMfMxPkTlERH]{Create} @UUID[Compendium.cyphersystem-compendium.abilities.OkKNmMvLFwHxUv2r]{Divine Intervention} @UUID[Compendium.cyphersystem-compendium.abilities.M1FHIlVPVv8O02LV]{Dragon’s Maw} @UUID[Compendium.cyphersystem-compendium.abilities.IKicLElFbkRx5IaM]{Fast Travel} @UUID[Compendium.cyphersystem-compendium.abilities.MGzAkRaGd4LgfQti]{True Senses}

Sixth-Tier Magic Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.RBOc2zxAI9xMoWqW]{Relocate} @UUID[Compendium.cyphersystem-compendium.abilities.LnZkUlKUuuD7iW3P]{Summon Demon} @UUID[Compendium.cyphersystem-compendium.abilities.PlKwEwo6ilGqwxwI]{Traverse the Worlds} @UUID[Compendium.cyphersystem-compendium.abilities.Gsre3acJaxhGBa0S]{Word of Death}

Combat Flavor

Combat flavor makes a character more martial. A Speaker with combat flavor in a fantasy setting would be a battle bard. An Explorer with combat flavor in a historical game might be a pirate. An Adept flavored with combat in a science fiction setting could be a veteran of a thousand psychic wars.

First-Tier Combat Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.UyQTRi5ZwWU5tMO0]{Danger Sense} @UUID[Compendium.cyphersystem-compendium.abilities.o2ZDoteWQsFsqTJr]{Practiced in Armor} @UUID[Compendium.cyphersystem-compendium.abilities.NhijFGxYepJtaa0r]{Practiced With Medium Weapons}

Second-Tier Combat Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.wyUQ3Atl3V1ItCFH]{Bloodlust} @UUID[Compendium.cyphersystem-compendium.abilities.2x7nMe9ZGp3VjI8B]{Combat Prowess} @UUID[Compendium.cyphersystem-compendium.abilities.uatcX3o1oB2Stc4u]{Trained Without Armor}

Third-Tier Combat Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.yl2zo179wXZW5Xxc]{Practiced With All Weapons} @UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks} @UUID[Compendium.cyphersystem-compendium.abilities.CtRvLxfUlCynJv1B]{Skill With Defense} @UUID[Compendium.cyphersystem-compendium.abilities.36nlDXhOP5e5dfns]{Successive Attack}

Fourth-Tier Combat Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.gNRMG3mJTzWaCGph]{Capable Warrior} @UUID[Compendium.cyphersystem-compendium.abilities.Rr4oB1lUzuzFHNHQ]{Deadly Aim} @UUID[Compendium.cyphersystem-compendium.abilities.73miZT5kYFyxnPOT]{Fury} @UUID[Compendium.cyphersystem-compendium.abilities.lwJAowJa4eKlcDjb]{Misdirect} @UUID[Compendium.cyphersystem-compendium.abilities.YIzrA5i8eBSPMFzj]{Spray}

Fifth-Tier Combat Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.GlXd4oFI9Fqq3rAX]{Experienced Defender} @UUID[Compendium.cyphersystem-compendium.abilities.S9QxUr8u2gtwY7ya]{Hard Target} @UUID[Compendium.cyphersystem-compendium.abilities.AmZDmnmP7CxSSN4h]{Parry}

Sixth-Tier Combat Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.oroWEBbp3cvrYwH9]{Greater Skill With Attacks} @UUID[Compendium.cyphersystem-compendium.abilities.4k5JFV78A5SiPjFo]{Mastery in Armor} @UUID[Compendium.cyphersystem-compendium.abilities.LTqgcoprvBF2ZkdH]{Mastery With Defense}

Skills and Knowledge Flavor

This flavor is for characters in roles that call for more knowledge and more real-world application of talent. It’s less flashy and dramatic than supernatural powers or the ability to hack apart multiple foes, but sometimes expertise or know-how is the real solution to a problem.

A Warrior flavored with skills and knowledge might be a military engineer. An Explorer flavored with skills and knowledge could be a field scientist. A Speaker with this flavor might be a teacher.

First-Tier Skills and Knowledge Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.V765JZKDKQ00Buyn]{Interaction Skills} @UUID[Compendium.cyphersystem-compendium.abilities.romswZIOmAmtzfCL]{Investigative Skills} @UUID[Compendium.cyphersystem-compendium.abilities.eEGFknWQZUBNXn99]{Knowledge Skills} @UUID[Compendium.cyphersystem-compendium.abilities.noCgrKbB370cfzQg]{Physical Skills} @UUID[Compendium.cyphersystem-compendium.abilities.wEjdodvc6SLf8yso]{Travel Skills}

Second-Tier Skills and Knowledge Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.jx6DFmlbQrmltHgc]{Extra Skill} @UUID[Compendium.cyphersystem-compendium.abilities.k4LeTZ1lqN9L3hPS]{Tool Mastery} @UUID[Compendium.cyphersystem-compendium.abilities.kv03xEihe4VZNkK5]{Understanding}

Third-Tier Skills and Knowledge Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.dVh39nh5ARUxreUc]{Flex Skill} @UUID[Compendium.cyphersystem-compendium.abilities.uhC4ubTGfhkNvIMX]{Improvise}

Fourth-Tier Skills and Knowledge Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.4USzF8qKs8oZJH13]{Multiple Skills} @UUID[Compendium.cyphersystem-compendium.abilities.Mac5S0sQe9Muf4Mv]{Quick Wits} @UUID[Compendium.cyphersystem-compendium.abilities.NaqoExT72j3xkWp3]{Task Specialization}

Fifth-Tier Skills and Knowledge Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.NhijFGxYepJtaa0r]{Practiced With Medium Weapons} @UUID[Compendium.cyphersystem-compendium.abilities.lbXg8UlSCG23yxO4]{Read the Signs}

Sixth-Tier Skills and Knowledge Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks} @UUID[Compendium.cyphersystem-compendium.abilities.CtRvLxfUlCynJv1B]{Skill With Defense}

","markdown":""},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"ownership":{"default":-1},"flags":{}},{"sort":393750,"name":"Descriptor","type":"text","_id":"gK5t9ActY73rBLe5","title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"

Your descriptor defines your character—it flavors everything you do. The differences between a Charming Explorer and a Vicious Explorer are considerable. The descriptor changes the way those characters go about every action. Your descriptor places your character in the situation (the first adventure, which starts the campaign) and helps provide motivation. It is the adjective of the sentence “I am an adjective noun who verbs.”

Descriptors offer a one-time package of extra abilities, skills, or modifications to your stat Pools. Not all of a descriptor’s offerings are positive character modifications. For example, some descriptors have inabilities—tasks that a character isn’t good at. You can think of inabilities as negative skills—instead of being one step better at that kind of task, you’re one step worse. If you become skilled at a task that you have an inability with, they cancel out. Remember that characters are defined as much by what they’re not good at as by what they are good at.

Descriptors also offer a few brief suggestions for how your character got involved with the rest of the group on their first adventure. You can use these, or not, as you wish.

This section details fifty descriptors. Choose one of them for your character. You can pick any descriptor you wish regardless of your type. At the end of this chapter, a few options are provided for Customizing Descriptors, including making a character’s species their descriptor.

(Your descriptor matters most when you are a beginning character. The benefits (and perhaps drawbacks) that come from your descriptor will eventually be overshadowed by the growing importance of your type and focus. However, the influence of your descriptor will remain at least somewhat important throughout your character’s life.)

Customizing Descriptors

Under the normal rules, each descriptor is based on some modification of the following guidelines:

With this general information, you can customize a descriptor, but keep in mind that a heavily customized descriptor isn’t a descriptor if it no longer says one thing about a character. It’s better to use this information to create a new descriptor that fits exactly how the player wants to portray the character.

Species as Descriptor

Sometimes, in settings that have alien or fantasy species, players want to play a member of that species rather than the default (which is usually “human”). Most of the time, this choice is one of flavor rather than game mechanics. If you’re a 7-foot-tall furry Rigellian with three eyes, that’s great, but it doesn’t change your stats or skills (though it may have roleplaying challenges).

However, sometimes being a nonhuman results in more substantive changes. A PC ogre in a fantasy setting might have the Strong or Tough descriptor, or perhaps it has a descriptor simply called Ogre, which is similar to Strong or Tough but more pronounced (with greater Might but even greater drawbacks). This would mean that instead of being a Tough Warrior who Controls Beasts, the character is an Ogre Warrior who Controls Beasts.

The Genre chapter offers a few species descriptors, but many GMs will want to create their own as suits their setting. It can’t be stressed enough, however, that nine times out of ten, in most genres, species differences aren’t significant enough to warrant this treatment. The differences between a Mysterious character and a Virtuous one are probably greater than those between an Alpha Centauran and an Earthling.

Descriptors

Appealing

You’re attractive to others, but perhaps more important, you are likeable and charismatic. You’ve got that “special something” that draws others to you. You often know just the right thing to say to make someone laugh, put them at ease, or spur them to action. People like you, want to help you, and want to be your friend.

You gain the following characteristics:

Charismatic: +2 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.iLViKiz8EUbAbChF]{Skill}: You are trained in pleasant social interactions.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.6yXynECByG8UO0IC]{Resistant to Charms}: You’re aware of how others can manipulate and charm people, and you notice when those tactics are used on you. Because of this awareness, you are trained in resisting any kind of persuasion or seduction if you wish it.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You met a total stranger (one of the other PCs) and charmed them so much that they invited you along.

  2. The PCs were looking for someone else, but you convinced them that you were perfect instead.

  3. Pure happenstance—because you just go along with the flow of things and everything usually works out.

  4. Your charismatic ways helped get one of the PCs out of a difficult spot a long time ago, and they always ask you to join them on new adventures.

Beneficent

Helping others is your calling. It’s why you’re here. Others delight in your outgoing and charitable nature, and you delight in their happiness. You’re at your best when you’re aiding people, either by explaining how they can best overcome a challenge or by demonstrating how to do so yourself.

You gain the following characteristics:

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.VRlwCOQq4321KUkM]{Generous}: Allies who have spent the last day with you add +1 to their recovery rolls.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.GVocWeYToxrIsT5M]{Altruistic}: If you’re standing next to a creature that takes damage, you can intercede and take 1 point of that damage yourself (reducing the damage inflicted on the creature by 1 point). If you have Armor, it does not provide a benefit when you use this ability.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.RSdNXeHg25zlTzza]{Skill}: You’re trained in all tasks related to pleasant social interaction, putting other people at ease, and gaining trust.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.8AmUhRVSxOZepa3T]{Helpful}: Whenever you help another character, that character gains the benefit as if you were trained even if you are not trained or specialized in the attempted task.

@UUID[Compendium.cyphersystem-compendium.inabilities.TmkpqIeOFknKujcO]{Inability}: While you are alone, all Intellect and Speed tasks are hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. Even though you didn’t know most of the other PCs beforehand, you invited yourself along on their quest.

  2. You saw the PCs struggling to overcome a problem and selflessly joined them to help.

  3. You’re nearly certain the PCs will fail without you.

  4. The choice was between your tattered life and helping others. You haven’t looked back since.

Brash

You’re a self-assertive sort, confident in your abilities, energetic, and perhaps a bit irreverent toward ideas that you don’t agree with. Some people call you bold and brave, but those you’ve put in their place might call you puffed up and arrogant. Whatever. It’s not in your nature to care what other people think about you, unless those people are your friends or family. Even someone as brash as you knows that friends sometimes have to come first.

You gain the following characteristics:

Energetic: +2 to your Speed Pool.

@UUID[Compendium.cyphersystem-compendium.basic-skills.gbWPNb1uKsRtZWSL]{Skill}: You are trained in initiative.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.J9qtYUcvomIXvpEh]{Bold}: You are trained in all actions that involve overcoming or ignoring the effects of fear or intimidation.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You noticed something weird going on, and without much thought, you jumped in with both feet.

  2. You showed up when and where you did on a dare because, hey, you don’t back down from dares.

  3. Someone called you out, but instead of walking into a fight, you walked into your current situation.

  4. You told your friend that nothing could scare you, and nothing you saw would change your mind. They brought you to your current point.

Calm

You’ve spent most of your life in sedentary pursuits—books, movies, hobbies, and so on—rather than active ones. You’re well versed in all manner of academia or other intellectual pursuits, but nothing physical. You’re not weak or feeble, necessarily (although this is a good descriptor for characters who are elderly), but you have no experience in more physical activities.

Calm is a great descriptor for characters who never intended to have adventures but were thrust into them, a trope that occurs often in modern games and particularly in horror games.

You gain the following characteristics:

Bookish: +2 to your Intellect Pool.

Skills: You are trained in four nonphysical skills of your choice.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.9BT9upa6c8kqf6kB]{Trivia}: You can come up with a random fact pertinent to the current situation when you wish it. This is always a matter of fact, not conjecture or supposition, and must be something you could have logically read or seen in the past. You can do this one time, although the ability is renewed each time you make a recovery roll.

@UUID[Compendium.cyphersystem-compendium.inabilities.WmhgwviF6ci24PJL]{Inability}: You’re just not a fighter. All physical attacks are hindered.

@UUID[Compendium.cyphersystem-compendium.inabilities.kR3req7hyQazHomU]{Inability}: You’re not the outdoorsy type. All climbing, running, jumping, and swimming tasks are hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You read about the current situation somewhere and decided to check it out for yourself.

  2. You were in the right (wrong?) place at the right (wrong?) time.

  3. While avoiding an entirely different situation, you walked into your current situation.

  4. One of the other PCs dragged you into it.

Chaotic

Danger doesn’t mean much to you, mainly because you don’t think much about repercussions. In fact, you enjoy sowing surprises, just to see what will happen. The more unexpected the result, the happier you are. Sometimes you are particularly manic, and for the sake of your companions, you restrain yourself from taking actions that you know will lead to disaster.

You gain the following characteristics:

Tumultuous: +4 to your Speed Pool.

@UUID[Compendium.cyphersystem-compendium.basic-skills.5X8qgmSuvRVNTiaP]{Skill}: You are trained in {Intellect defense actions.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.JrGRhq4ndoh12HDe]{Chaotic}: Once after each ten-hour recovery roll, if you don’t like the first result, you can reroll a die roll of your choice. If you do, and regardless of the outcome, the GM presents you with a GM intrusion.

@UUID[Compendium.cyphersystem-compendium.inabilities.qRXj5XtPAxa0kTR1]{Inability}: Your body is a bit worn from occasional excesses. Might defense tasks are hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. Another PC recruited you while you were on your best behavior, before realizing how chaotic you were.

  2. You have reason to believe that being with the other PCs will help you gain control over your erratic behavior.

  3. Another PC released you from captivity, and to thank them, you volunteered to help.

  4. You have no idea how you joined the PCs. You’re just going along with it for now until answers present themselves.

Charming

You’re a smooth talker and a charmer. Whether through seemingly supernatural means or just a way with words, you can convince others to do as you wish. Most likely, you’re physically attractive or at least highly charismatic, and others enjoy listening to your voice. You probably pay attention to your appearance, keeping yourself well groomed. You make friends easily. You play up the personality facet of your Intellect stat; intelligence is not your strong suit. You’re personable, but not necessarily studious or strong-willed.

You gain the following characteristics:

Personable: +2 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.iLViKiz8EUbAbChF]{Skill}: You’re trained in all tasks involving positive or pleasant social interaction.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.GB6PefdjeMm43AmT]{Skill}: You’re trained when using special abilities that influence the minds of others.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.mslNlViBupFclz9t]{Contact}: You have an important contact who is in an influential position, such as a minor noble, the captain of the town guard/police, or the head of a large gang of thieves. You and the GM should work out the details together.

@UUID[Compendium.cyphersystem-compendium.inabilities.kWemIBj5S33u3Vsy]{Inability}: You were never good at studying or retaining facts. Any task involving lore, knowledge, or understanding is hindered.

@UUID[Compendium.cyphersystem-compendium.inabilities.zHgQDe14mPF3G95Q]{Inability}: Your willpower is not one of your strong points. Defense actions to resist mental attacks are hindered.

Additional Equipment: You’ve managed to talk your way into some decent discounts and bonuses in recent weeks. As a result, you have enough cash jangling in your pocket to purchase a moderately priced item.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You convinced one of the other PCs to tell you what they were doing.

  2. You instigated the whole thing and convinced the others to join you.

  3. One of the other PCs did a favor for you, and now you’re repaying that obligation by helping them with the task at hand.

  4. There is a reward involved, and you need the money.

Clever

You’re quick-witted, thinking well on your feet. You understand people, so you can fool them but are rarely fooled. Because you easily see things for what they are, you get the lay of the land swiftly, size up threats and allies, and assess situations with accuracy. Perhaps you’re physically attractive, or maybe you use your wit to overcome any physical or mental imperfections.

You gain the following characteristics:

Smart: +2 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.wOLQBlCsA3jDifa9]{Skill}: You’re trained in all interactions involving lies or trickery.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.DlnCXfB1v1U859YY]{Skill}: You’re trained in defense rolls to resist mental effects.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.8acHBoOvIk3UseOl]{Skill}: You’re trained in all tasks involving identifying or assessing danger, lies, quality, importance, function, or power.

@UUID[Compendium.cyphersystem-compendium.inabilities.kWemIBj5S33u3Vsy]{Inability}: You were never good at studying or retaining trivial knowledge. Any task involving lore, knowledge, or understanding is hindered.

Additional Equipment: You see through the schemes of others and occasionally convince them to believe you—even when, perhaps, they should not. Thanks to your clever behavior, you have an additional expensive item.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You convinced one of the other PCs to tell you what they were doing.

  2. From afar, you observed that something interesting was going on.

  3. You talked your way into the situation because you thought it might earn some money.

  4. You suspect that the other PCs won’t succeed without you.

Clumsy

Graceless and awkward, you were told that you’d grow out of it, but you never did. You often drop things, trip over your own feet, or knock things (or people) over. Some people get frustrated by this quality, but most find it funny and even a little charming.

Some players may not want to be defined by a “negative” quality like Clumsy, but in truth, even this kind of descriptor has enough advantages that it makes for capable and talented characters. What negative descriptors really do is make more interesting and complex characters that are often great fun to play.

You gain the following characteristics:

Butterfingers: −2 to your Speed Pool.

Thick-Muscled: +2 to your Might Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.bvTJ0HZOfXlpr0pc]{Inelegant}: You have a certain lovable charm. You are trained in all pleasant social interactions when you express a lighthearted, self-deprecating manner.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.wJyw4ypyuGZ5Jde1]{Dumb Luck}: The GM can introduce a GM intrusion on you, based on your clumsiness, without awarding you any XP (as if you had rolled a 1 on a d20 roll). However, if this happens, 50% of the time, your clumsiness works to your advantage. Rather than hurting you (much), it helps you, or it hurts your enemies. You slip, but it’s just in time to duck an attack. You fall down, but you trip your enemies as you crash into their legs. You turn around too quickly, but you end up knocking the weapon from your foe’s hand. You and the GM should work together to determine the details. If the GM wishes, they can use GM intrusions based on your clumsiness normally (awarding XP).

@UUID[Compendium.cyphersystem-compendium.expanded-skills.0yrwPAkrOBERFQOq]{Skill}: You’ve got a certain bull-like quality. You are trained in tasks involving breaking things.

@UUID[Compendium.cyphersystem-compendium.inabilities.veArOrXeYD25sHog]{Inability}: Any task that involves balance, grace, or hand-to-eye coordination is hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You were in the right place at the right time.

  2. You had a piece of information that the other PCs needed to make their plans.

  3. A sibling recommended you to the other PCs.

  4. You stumbled into the PCs as they were discussing their mission, and they took a liking to you.

Craven

Courage fails you at every turn. You lack the willpower and resolve to stand fast in the face of danger. Fear gnaws at your heart, chewing away at your mind, driving you to distraction until you cannot bear it. Most times, you back down from confrontations. You flee from threats and vacillate when faced with difficult decisions.

Yet for all that fear dogs you and possibly shames you, your cowardly nature proves to be a useful ally from time to time. Listening to your fears has helped you escape danger and avoid taking unnecessary risks. Others may have suffered in your place, and you might be the first to admit this fact, but secretly you feel intense relief from having avoided an unthinkable and terrible fate.

Descriptors like Craven, Cruel, and Dishonorable might not be appropriate for every group. These are villainous traits and some people want their PCs to be entirely heroic. But others don’t mind a little moral greyness thrown into the mix. Still others see things like Craven and Cruel as traits to overcome as their characters develop (probably earning them different descriptors).

You gain the following characteristics:

Furtive: +2 to your Speed Pool.

@UUID[Compendium.cyphersystem-compendium.basic-skills.duTx0BwgmC1Gw3Ze]{Skill}: You’re trained in stealth-based tasks.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.EyD5RQ654NoPJ7MN]{Skill}: You’re trained in running actions.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.48EDNk0hOv8KvoVs]{Skill}: You’re trained in any action taken to escape danger, flee from a dangerous situation, or wheedle your way out of trouble.

@UUID[Compendium.cyphersystem-compendium.inabilities.gpHPkjq631isDAjT]{Inability}: You do not willingly enter dangerous situations. Any initiative actions (to determine who goes first in combat) are hindered.

@UUID[Compendium.cyphersystem-compendium.inabilities.4raydis9fTWFq8Rc]{Inability}: You fall to pieces when you have to undertake a potentially dangerous task alone. Any such task (such as attacking a creature by yourself) is hindered.

Additional Equipment: You have a good luck charm or protective device to keep you out of harm’s way.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You believe that you’re being hunted, and you have hired one of the other PCs as your protector.

  2. You seek to escape your shame and take up with capable individuals in the hopes of repairing your reputation.

  3. One of the other PCs bullied you into coming along.

  4. The group answered your cries for help when you were in trouble.

Creative

Maybe you have a notebook where you write down ideas so you can develop them later. Perhaps you email yourself ideas that strike you out of the blue so you can sort them in an electronic document. Or maybe you just sit down, stare at your screen and, by indomitable force of will, produce something from nothing. However your gift works, you’re creative—you code, write, compose, sculpt, design, direct, or otherwise create narratives that enthrall other people with your vision.

You gain the following characteristics:

Inventive: +2 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.SKNSOPcNsoSDk6Xm]{Original}: You’re always coming up with something new. You’re trained in any task related to creating a narrative (such as a story, play, or scenario). This includes deception, if the deception involves a narrative you’re able to tell.

Skill: You are naturally inventive. You are trained in one specific creative skill of your choice: @UUID[Compendium.cyphersystem-compendium.expanded-skills.eKQYG8hDn7akNxns]{writing}, @UUID[Compendium.cyphersystem-compendium.expanded-skills.fHmBT2eRXI6WQnyZ]{computer coding}, @UUID[Compendium.cyphersystem-compendium.expanded-skills.Lq20krfxQeY7B2qo]{composing music}, @UUID[Compendium.cyphersystem-compendium.expanded-skills.LVVmRzkp5GwB3NE0]{painting}, @UUID[Compendium.cyphersystem-compendium.expanded-skills.wCrjggZ7oUZYZAMD]{drawing}, and so on.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.zz0QUtOoUro9OErB]{Skill}: You love solving riddles and the like. You are trained in puzzle-solving tasks.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.pHUz4ZRnWfsBbtQ7]{Skill}: To be creative requires that you always be learning. You are trained in any task that involves finding out something new, such as when you’re digging through a library, data bank, news archive, or similar collection of knowledge.

@UUID[Compendium.cyphersystem-compendium.inabilities.JDEjrsDDDqVcqSZp]{Inability}: You’re inventive but not charming. All tasks related to pleasant social interaction are hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You were doing research for a project and convinced the PCs to bring you along.

  2. You’re looking for new markets for the results of your creative output.

  3. You fell in with the wrong crowd, but they grew on you.

  4. A creative life is often one beset with financial hurdles. You joined the PCs because you hoped it would be profitable.

Cruel

Misfortune and suffering do not move you. When another endures hardship, you find it hard to care, and you may even enjoy the pain and difficulty the person experiences if they’ve done you wrong in the past. Your cruel streak may derive from bitterness brought about by your own struggles and disappointments. You might be a hard pragmatist, doing what you feel you must even if others are worse for it. Or you could be a sadist, delighting in the pain you inflict.

Being cruel does not necessarily make you a villain. Your cruelty may be reserved for those who cross you or other people useful to you. You might have become cruel as the result of an intensely awful experience. Abuse and torture, for example, can strip away compassion for other living beings.

As well, you need not be cruel in every situation. In fact, others might see you as personable, friendly, and even helpful. But when angered or frustrated, your dual nature reveals itself, and those who have earned your scorn are likely to suffer for it.

You gain the following characteristics:

Cunning: +2 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.Pp6FiVf17qqHapKd]{Cruelty}: When you use force, you can choose to maim or deliver painful injuries to draw out your foe’s suffering. Whenever you inflict damage, you can choose to inflict 2 fewer points of damage to ease your next attack against that foe.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.ks2lNbYe7169G57r]{Skill}: You’re trained in tasks related to deception, intimidation, and persuasion when you interact with characters experiencing physical or emotional pain.

@UUID[Compendium.cyphersystem-compendium.inabilities.1Jo8JX85AfL1Kx5P]{Inability}: You have a hard time connecting with others, understanding their motives, or sharing their feelings. Any task to ascertain another character’s motives, feelings, or disposition is hindered.

Additional Equipment: You have a valuable memento from the last person you destroyed. The memento is moderately priced, and you can sell it or trade it for an item of equal or lesser value.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You suspect that you might gain a long-term advantage from helping the other PCs and may be able to use that advantage against your enemies.

  2. By joining the PCs, you see an opportunity to grow your personal power and status at the expense of others.

  3. You hope to make another PC’s life more difficult by joining the group.

  4. Joining the PCs gives you an opportunity to escape justice for a crime you committed.

Dishonorable

There is no honor among thieves—or betrayers, backstabbers, liars, or cheats. You are all of these things, and either you don’t lose any sleep over it, or you deny the truth to others or to yourself. Regardless, you are willing to do whatever it takes to get your own way. Honor, ethics, and principles are merely words. In your estimation, they have no place in the real world.

You gain the following characteristics:

Sneaky: +4 to your Speed Pool.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.KmXEb22OUjlCwjVY]{Just Desserts}: When the GM gives another player an experience point to award to someone for a GM intrusion, that player cannot give it to you.

@UUID[Compendium.cyphersystem-compendium.basic-skills.eeHdJpr4k8hYtGr5]{Skill}: You are trained in deception.

@UUID[Compendium.cyphersystem-compendium.basic-skills.duTx0BwgmC1Gw3Ze]{Skill}: You are trained in stealth.

@UUID[Compendium.cyphersystem-compendium.basic-skills.tZ7PdXuWQyRMo0Rh]{Skill}: You are trained in intimidation.

@UUID[Compendium.cyphersystem-compendium.inabilities.JDEjrsDDDqVcqSZp]{Inability}: People don’t like or trust you. Pleasant social interactions are hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You are interested in what the PCs are doing, so you lied to them to get into their group.

  2. While skulking about, you overheard the PCs’ plans and realized that you wanted in.

  3. One of the other PCs invited you, having no idea of what you’re truly like.

  4. You bullied your way in with intimidation and bluster.

Doomed

You are quite certain that your fate is leading you, inextricably, toward a terrible end. This fate might be yours alone, or you might be dragging along the people closest to you.

You gain the following characteristics:

Jumpy: +2 to your Speed Pool.

@UUID[Compendium.cyphersystem-compendium.basic-skills.rH5FwMXGaNn21DZD]{Skill}: Always on the lookout for danger, you are trained in perception-related tasks.

@UUID[Compendium.cyphersystem-compendium.basic-skills.FXYWkXG7Iq6Wm1pS]{Skill}: You are defense minded, so you are trained in Speed defense tasks.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.cqT873UxELpJ3Mq2]{Skill}: You are cynical and expect the worst. Thus, you are resistant to mental shocks. You are trained in Intellect defense tasks having to do with losing your sanity or equanimity.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.ljIhLeM7ZcZuAJTk]{Doom}: Every other time the GM uses GM intrusion on your character, you cannot refuse it and do not get an XP for it (you still get an XP to award to another player). This is because you are doomed. The universe is a cold, uncaring place, and your efforts are futile at best.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You attempted to avoid it, but events seemed to conspire to draw you to where you are.

  2. Why not? It doesn’t matter. You’re doomed no matter what you do.

  3. One of the other PCs saved your life, and now you’re repaying that obligation by helping them with the task at hand.

  4. You suspect that the only hope you have of avoiding your fate might lie on this path.

Empathic

Other people are open books to you. You may have a knack for reading a person’s tells, those subtle movements that convey an individual’s mood and disposition. Or you may receive information in a more direct way, feeling a person’s emotions as if they were tangible things, sensations that lightly brush against your mind. Your gift for empathy helps you navigate social situations and control them to avoid misunderstandings and prevent useless conflicts from erupting.

The constant bombardment of emotions from those around you likely takes a toll. You might move with the prevailing mood, swinging from giddy happiness to bitter sorrow with little warning. Or you might close yourself off and remain inscrutable to others out of a sense of self-preservation or an unconscious fear that everyone else might learn how you truly feel.

You gain the following characteristics:

Open Mind: +4 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.H4LHMcUqFB4rMLW1]{Skill}: You’re trained in tasks involving sensing other emotions, discerning dispositions, and getting a hunch about people around you.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.J08uzxkHA7sn70LX]{Skill}: You’re trained in all tasks involving social interaction, pleasant or otherwise.

@UUID[Compendium.cyphersystem-compendium.inabilities.OHgyIguDuF48QMDD]{Inability}: Being so receptive to others’ thoughts and moods makes you vulnerable to anything that attacks your mind. Intellect defense rolls are hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You sensed the commitment to the task the other PCs have and felt moved to help them.

  2. You established a close bond with another PC and can’t bear to be parted from them.

  3. You sensed something strange in one of the PCs and decided to join the group to see if you can sense it again and uncover the truth.

  4. You joined the PCs to escape an unpleasant relationship or negative environment.

Exiled

You have walked a long and lonely road, leaving your home and your life behind. You might have committed a heinous crime, something so awful that your people forced you out, and if you dare return, you face death. You might have been accused of a crime you didn’t commit and now must pay the price for someone else’s wicked deed. Your exile might be the result of a social gaffe—perhaps you shamed your family or a friend, or you embarrassed yourself in front of your peers, an authority, or someone you respect. Whatever the reason, you have left your old life behind and now strive to make a new one.

You gain the following characteristics:

Self-Reliant: +2 to your Might Pool.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.PT7NoHCCjePtX6OW]{Loner}: You gain no benefit when you get help with a task from another character who is trained or specialized in that task.

@UUID[Compendium.cyphersystem-compendium.basic-skills.Q9tfUkhYGRJ5Df42]{Skill}: You’re trained in all tasks involving sneaking.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.KU2IUPjDKKIbfxkH]{Skill}: You’re trained in all tasks involving foraging, hunting, and finding safe places to rest or hide.

@UUID[Compendium.cyphersystem-compendium.inabilities.tlL5bTqgc9lt5GNz]{Inability}: Living on your own for as long as you have makes you slow to trust others and awkward in social situations. Any task involving social interaction is hindered.

Additional Equipment: You have a memento from your past—an old picture, a locket with a few strands of hair inside, or a lighter given to you by someone important. You keep the object close at hand and pull it out to help you remember better times.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. The other PCs earned your trust by helping you when you needed it. You accompany them to repay them.

  2. While exploring on your own, you discovered something strange. When you traveled to a settlement, the PCs were the only ones who believed you, and they have accompanied you to help you deal with the problem.

  3. One of the other PCs reminds you of someone you used to know.

  4. You have grown weary of your isolation. Joining the other PCs gives you a chance to belong.

Fast

You’re fleet of foot. Because you’re quick, you can accomplish tasks more rapidly than others can. You’re not just quick on your feet, however—you’re quick with your hands, and you think and react quickly. You even talk quickly.

You gain the following characteristics:

Energetic: +2 to your Speed Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.EyD5RQ654NoPJ7MN]{Skill}: You are trained in running.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.YHNmhduMB7gVvUtJ]{Fast}: You can move a short distance and still take another action in the same round, or you can move a long distance as your action without needing to make any kind of roll.

@UUID[Compendium.cyphersystem-compendium.inabilities.qRXj5XtPAxa0kTR1]{Inability}: You’re a sprinter, not a long-distance runner. You don’t have a lot of stamina. Might defense rolls are hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You jumped in to save one of the other PCs who was in dire need.

  2. One of the other PCs recruited you for your unique talents.

  3. You’re impulsive, and it seemed like a good idea at the time.

  4. This mission ties in with a personal goal of your own.

Foolish

Not everyone can be brilliant. Oh, you don’t think of yourself as stupid, and you’re not. It’s just that others might have a bit more . . . wisdom. Insight. You prefer to barrel along headfirst through life and let other people worry about things. Worrying’s never helped you, so why bother? You take things at face value and don’t fret about what tomorrow might bring.

People call you “idiot” or “numbskull,” but it doesn’t faze you much.

It can be liberating and really fun to play a foolish character. In some ways, the pressure to always do the right, smart thing is off. On the other hand, if you play such a character as a bumbling moron in every situation, that can become annoying to everyone else at the table. As with everything, moderation is the key.

You gain the following characteristics:

Unwise: –4 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.4FMLdzuRxQsVnh1P]{Carefree}: You succeed more on luck than anything. Every time you roll for a task, roll twice and take the higher result.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.6ydImEoLRFErPjFe]{Intellect Weakness}: Any time you spend points from your Intellect Pool, it costs you 1 more point than usual.

@UUID[Compendium.cyphersystem-compendium.inabilities.OHgyIguDuF48QMDD]{Inability}: Any Intellect defense task is hindered.

@UUID[Compendium.cyphersystem-compendium.inabilities.I7pKktxfFilMCCi1]{Inability}: Any task that involves seeing through a deception, an illusion, or a trap is hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. Who knows? Seemed like a good idea at the time.

  2. Someone asked you to join up with the other PCs. They told you not to ask too many questions, and that seemed fine to you.

  3. Your parent (or a parental/mentor figure) got you involved to give you something to do and maybe “teach you some sense.”

  4. The other PCs needed some muscle who wouldn’t overthink things.

Graceful

You have a perfect sense of balance, moving and speaking with grace and beauty. You’re quick, lithe, flexible, and dexterous. Your body is perfectly suited to dance, and you use that advantage in combat to dodge blows. You might wear garments that enhance your agile movement and sense of style.

You gain the following characteristics:

Agile: +2 to your Speed Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.KjmXC7wwXc8DqM82]{Skill}: You’re trained in all tasks involving balance and careful movement.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.K2S2yAu0BJc7TMEh]{Skill}: You’re trained in all tasks involving physical performing arts.

@UUID[Compendium.cyphersystem-compendium.basic-skills.FXYWkXG7Iq6Wm1pS]{Skill}: You’re trained in all Speed defense tasks.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. Against your better judgment, you joined the other PCs because you saw that they were in danger.

  2. One of the other PCs convinced you that joining the group would be in your best interests.

  3. You’re afraid of what might happen if the other PCs fail.

  4. There is reward involved, and you need the money.

Guarded

You conceal your true nature behind a mask and are loath to let anyone see who you really are. Protecting yourself, physically and emotionally, is what you care about most, and you prefer to keep everyone else at a safe distance. You may be suspicious of everyone you meet, expecting the worst from people so you won’t be surprised when they prove you right. Or you might just be a bit reserved, careful about letting people through your gruff exterior to the person you really are.

No one can be as reserved as you are and make many friends. Most likely, you have an abrasive personality and tend to be pessimistic in your outlook. You probably nurse an old hurt and find that the only way you can cope is to keep it and your personality locked down.

You gain the following characteristics:

Suspicious: +2 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.basic-skills.5X8qgmSuvRVNTiaP]{Skill}: You are trained in all Intellect defense tasks.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.hJHg9c1wuIJsPdtn]{Skill}: You are trained in all tasks involving discerning the truth, piercing disguises, and recognizing falsehoods and other deceptions.

@UUID[Compendium.cyphersystem-compendium.inabilities.a0eju2Y9hvObXxHC]{Inability}: Your suspicious nature makes you unlikeable. Any task involving deception or persuasion is hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. One of the PCs managed to overcome your defenses and befriend you.

  2. You want to see what the PCs are up to, so you accompany them to catch them in the act of some wrongdoing.

  3. You have made a few enemies and take up with the PCs for protection.

  4. The PCs are the only people who will put up with you.

Hardy

Your body was built to take abuse. Whether you’re pounding down stiff drinks while holding up a bar in your favorite watering hole or trading blows with a thug in a back alley, you keep going, shrugging off hurts and injuries that might slow or incapacitate a lesser person. Neither hunger nor thirst, cut flesh nor broken bone can stop you. You just press on through the pain and continue.

As fit and healthy as you are, the signs of wear show in the myriad scars crisscrossing your body, your thrice-broken nose, your cauliflower ears, and any number of other disfigurements you wear with pride.

You gain the following characteristics:

Mighty: +4 to your Might Pool.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.92q8rFEj1dQKNCD9]{Fast Healer}: You halve the time it takes to make a recovery roll (minimum one action).

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.qgJiQgqukmcFFNor]{Almost Unstoppable}: While you are impaired on the damage track, you function as if you were hale. While you are debilitated, you function as if you were impaired. In other words, you don’t suffer the effects of being impaired until you become debilitated, and you never suffer the effects of being debilitated. You still die if all your stat Pools are 0.

@UUID[Compendium.cyphersystem-compendium.basic-skills.Q0vfmbqehJw0jYBa]{Skill}: You are trained in Might defense actions.

@UUID[Compendium.cyphersystem-compendium.basic-skills.gbWPNb1uKsRtZWSL]{Inability}: Your big, strong body is slow to react. Any task involving initiative is hindered.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.62e9ZYD1UeGlalWu]{Ponderous}: When you apply Effort when making a Speed roll, you must spend 1 extra point from your Speed Pool.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. The PCs recruited you after learning about your reputation as a survivor.

  2. You joined the PCs because you want or need the money.

  3. The PCs offered you a challenge equal to your physical power.

  4. You believe the only way the PCs will succeed is if you are along to protect them.

Hideous

You are physically repugnant by almost any human standard. You might have had a serious accident, a harmful mutation, or just poor genetic luck, but you are incontrovertibly ugly.

You’ve more than made up for your appearance in other ways, however. Because you have to hide your appearance, you excel at sneaking about unnoticed or disguising yourself. But perhaps most important, being ostracized while others socialized, you took the time growing up to develop yourself as you saw fit—you grew strong or quick, or you honed your mind.

You gain the following characteristics:

Versatile: You get 4 additional points to divide among your stat Pools.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.bjX9wcG3SzUn5q46]{Skill}: You are trained in intimidation and any other fear-based interactions, if you show your true face.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.lW5xh0jPpRTp1iB6]{Skill}: You are trained in disguise and stealth tasks.

@UUID[Compendium.cyphersystem-compendium.inabilities.JDEjrsDDDqVcqSZp]{Inability}: All tasks relating to pleasant social interaction are hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. One of the other PCs approached you while you were in disguise, recruiting you while believing you were someone else.

  2. While skulking about, you overheard the other PCs’ plans and realized you wanted in.

  3. One of the other PCs invited you, but you wonder if it was out of pity.

  4. You bullied your way in with intimidation and bluster.

Honorable

You are trustworthy, fair, and forthright. You try to do what is right, to help others, and to treat them well. Lying and cheating are no way to get ahead—these things are for the weak, the lazy, or the despicable. You probably spend a lot of time thinking about your personal honor, how best to maintain it, and how to defend it if challenged. In combat, you are straightforward and offer quarter to any foe.

You were likely instilled with this sense of honor by a parent or a mentor. Sometimes the distinction between what is and isn’t honorable varies with different schools of thought, but in broad strokes, honorable people can agree on most aspects of what honor means.

You gain the following characteristics:

Stalwart: +2 to your Might Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.iLViKiz8EUbAbChF]{Skill}: You are trained in pleasant social interactions.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.iUJdgnZi90GZjY9s]{Skill}: You are trained in discerning people’s true motives or seeing through lies.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. The PCs’ goals appear to be honorable and commendable.

  2. You see that what the other PCs are about to do is dangerous, and you’d like to help protect them.

  3. One of the other PCs invited you, hearing of your trustworthiness.

  4. You asked politely if you could join the other PCs in their mission.

Impulsive

You have a hard time tamping down your enthusiasm. Why wait when you can just do it (whatever it is) and get it done? You deal with problems when they arise rather than plan ahead. Putting out the small fires now prevents them from becoming one big fire later. You are the first to take risks, to jump in and lend a hand, to step into dark passages, and to find danger.

Your impulsiveness likely gets you into trouble. While others might take time to study the items they discover, you use such items without hesitation. After all, the best way to learn what something can do is to use it. When a cautious explorer might look around and check for danger nearby, you have to physically stop yourself from bulling on ahead. Why fuss around when the exciting thing is just ahead?

Impulsive characters get into trouble. That’s their thing, and that’s fine. But if you’re constantly dragging your fellow PCs into trouble (or worse, getting them seriously hurt or killed), that will be annoying, to say the least. A good rule of thumb is that impulsiveness doesn’t always mean a predilection for doing the wrong thing. Sometimes it’s the urge to do the right thing.

You gain the following characteristics:

Reckless: +2 to your Speed Pool.

@UUID[Compendium.cyphersystem-compendium.basic-skills.gbWPNb1uKsRtZWSL]{Skill}: You’re trained in initiative actions (to determine who goes first in combat).

@UUID[Compendium.cyphersystem-compendium.basic-skills.FXYWkXG7Iq6Wm1pS]{Skill}: You’re trained in Speed defense actions.

@UUID[Compendium.cyphersystem-compendium.inabilities.gBUQ2i4VroKkBVQ7]{Inability}: You’ll try anything once, but quickly grow bored after that. Any task that involves patience, willpower, or discipline is hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You heard what the other PCs were up to and suddenly decided to join them.

  2. You pulled everyone together after you heard rumors about something interesting you want to see or do.

  3. You blew all of your money and now find yourself strapped for cash.

  4. You’re in trouble for acting recklessly. You join the other PCs because they offer a way out of your problem.

Inquisitive

The world is vast and mysterious, with wonders and secrets to keep you amazed for several lifetimes. You feel the tugging on your heart, the call to explore the wreckage of past civilizations, to discover new peoples, new places, and whatever bizarre wonders you might find along the way. However, as strongly as you feel the pull to roam the world, you know there is danger aplenty, and you take precautions to ensure that you are prepared for any eventuality. Research, preparation, and readiness will help you live long enough to see everything you want to see and do everything you want to do.

You probably have a dozen books and travelogues about the world on you at any time. When not hitting the road and looking around, you spend your time with your nose in a book, learning everything you can about the place you’re going so you know what to expect when you get there.

You gain the following characteristics:

Smart: +4 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.pHUz4ZRnWfsBbtQ7]{Skill}: You are eager to learn. You are trained in any task that involves learning something new, whether you’re talking to a local to get information or digging through old books to find lore.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.RZkMJad4OfSOU1Pq]{Skill}: You have made a study of the world. You are trained in any task involving geography or history.

@UUID[Compendium.cyphersystem-compendium.inabilities.ntN6wx9GAjKwEWfV]{Inability}: You tend to fixate on the details, making you somewhat oblivious to what’s going on around you. Any task to hear or notice dangers around you is hindered.

@UUID[Compendium.cyphersystem-compendium.inabilities.gpHPkjq631isDAjT]{Inability}: When you see something interesting, you hesitate as you take in all the details. Initiative actions (to determine who goes first in combat) are hindered.

Additional Equipment: You have three books on whatever subjects you choose.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. One of the PCs approached you to learn information related to the mission, having heard you were an expert.

  2. You have always wanted to see the place where the other PCs are going.

  3. You were interested in what the other PCs were up to and decided to go along with them.

  4. One of the PCs fascinates you, perhaps due to a special or weird ability they have.

Intelligent

You’re quite smart. Your memory is sharp, and you easily grasp concepts that others might struggle with. This aptitude doesn’t necessarily mean that you’ve had years of formal education, but you have learned a great deal in your life, primarily because you pick things up quickly and retain so much.

You gain the following characteristics:

Smart: +2 to your Intellect Pool.

Skill: You’re trained in an area of knowledge of your choice.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.m65HBfM8zSVl4uwk]{Skill}: You’re trained in all actions that involve remembering or memorizing things you experience directly. For example, instead of being good at recalling details of geography that you read about in a book, you can remember a path through a set of tunnels that you’ve explored before.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. One of the other PCs asked your opinion of the mission, knowing that if you thought it was a good idea, it probably was.

  2. You saw value in what the other PCs were doing.

  3. You believed that the task might lead to important and interesting discoveries.

  4. A colleague requested that you take part in the mission as a favor.

Intuitive

You are often tickled by a sense of knowing what someone will say, how they will react, or how events might unfold. Maybe you have a mutant sense, maybe you can see just a few moments ahead through time, or maybe you’re just good at reading people and extrapolating a situation. Whatever the case, many who look into your eyes immediately glance away, as if afraid of what you might see in their expression.

You gain the following characteristics:

Innate: +2 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.basic-skills.rH5FwMXGaNn21DZD]{Skill}: You are trained in perception tasks.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.1GEOtsfQWmfgcp3e]{Know What to Do}: You can act immediately, even if it’s not your turn. Afterward, on your next regular turn, any action you take is hindered. You can do this one time, although the ability is renewed each time you make a recovery roll.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You just knew you had to come along.

  2. You convinced one of the other PCs that your intuition is invaluable.

  3. You felt that something terrible would happen if you didn’t go.

  4. You’re confident the reason you arrived at this point will soon become clear.

Jovial

You’re cheerful, friendly, and outgoing. You put others at ease with a big smile and a joke, possibly one at your own expense, though lightly ribbing your companions who can take it is also one of your favorite pastimes. Sometimes people say you never take anything seriously. That’s not true, of course, but you have learned that to dwell on the bad too long quickly robs the world of joy. You’ve always got a new joke in your back pocket because you collect them like some people collect bottles of wine.

You gain the following characteristics:

Witty: +2 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.iLViKiz8EUbAbChF]{Skill}: You’re convivial and set most people at ease with your attitude. You are trained in all tasks related to pleasant social interaction.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.zz0QUtOoUro9OErB]{Skill}: You have an advantage in figuring out the punch lines of jokes you’ve never heard before. You are trained in all tasks related to solving puzzles and riddles.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You solved a riddle before realizing that answering it would launch you into the adventure.

  2. The other PCs thought you’d bring some much-needed levity to the team.

  3. You decided that all fun and no work was not the best way to get through life, so you joined up with the PCs.

  4. It was either go with the PCs or face up to a circumstance that was anything but jovial.

Kind

It’s always been easy for you to see things from the point of view of other people. That ability has made you sympathetic to what they really want or need. From your perspective, you’re just applying the old proverb that “it’s easier to catch flies with honey than with vinegar,” but others simply see your behavior as kindness. Of course, being kind takes time, and yours is limited. You’ve learned that a small fraction of people don’t deserve your time or kindness—true sadists, narcissists, and similar folk will only waste your energy. So you deal with them swiftly, saving your kindness for those who deserve it and can benefit from your attention.

You gain the following characteristics:

Emotionally Intuitive: +2 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.6Z7VC4ctwcS0dVoW]{Skill}: You know what it’s like to go a mile in someone else’s shoes. You’re trained in all tasks related to pleasant social interaction and discerning the dispositions of others.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.5kX6OM98txwPPO6a]{Karma}: Sometimes, strangers just help you out. To gain the aid of a stranger, you must use a one action, ten-minute, or one-hour recovery roll (without gaining its healing benefit), and the GM determines the nature of the aid you gain. Usually, the act of kindness isn’t enough to turn a bad situation completely around, but it may moderate a bad situation and lead to new opportunities. For example, if you are captured, a guard loosens your bonds slightly, brings you water, or delivers a message.

@UUID[Compendium.cyphersystem-compendium.inabilities.AY8Br5qquBWoGQc0]{Inability}: Being kind comes with a few risks. All tasks related to detecting falsehoods are hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. A PC needed your help, and you agreed to come along as a kindness.

  2. You gave the wrong person access to your money, and now you need to make some back.

  3. You’re ready to take your benevolence on the road and help more people than you could if you didn’t join the PCs.

  4. Your job, which seemed like it would be personally rewarding, is the opposite. You join the PCs to escape the drudgery.

Learned

You have studied, either on your own or with an instructor. You know many things and are an expert on a few topics, such as history, biology, geography, mythology, nature, or any other area of study. Learned characters typically carry a few books around with them and spend their spare time reading.

You gain the following characteristics:

Smart: +2 to your Intellect Pool.

Skill: You’re trained in three areas of knowledge of your choice.

@UUID[Compendium.cyphersystem-compendium.inabilities.UrdbwsMhJOQk44vz]{Inability}: You have few social graces. Any task involving charm, persuasion, or etiquette is hindered.

Additional Equipment: You have two additional books on topics of your choice.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. One of the other PCs asked you to come along because of your knowledge.

  2. You need money to fund your studies.

  3. You believed that the task might lead to important and interesting discoveries.

  4. A colleague requested that you take part in the mission as a favor.

Lucky

You rely on chance and timely good luck to get you through many situations. When people say that someone was born under a lucky star, they mean you. When you try your hand at something new, no matter how unfamiliar the task is, as often as not you find a measure of success. Even when disaster strikes, it’s rarely as bad as it could be. More often, small things seem to go your way, you win contests, and you’re often in the right place at the right time.

You gain the following characteristics:

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.pccv1fQ4WW7KnLsi]{Luck Pool}: You have one additional Pool called Luck that begins with 3 points, and it has a maximum value of 3 points. When spending points from any other Pool, you can take one, some, or all of the points from your Luck Pool first. When you make a recovery roll to recover points to any other Pool, your Luck Pool is also refreshed by the same number of points. When your Luck Pool is at 0 points, it does not count against your damage track.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.MKYIm6Rgf4VRIKrK]{Advantage}: When you use 1 XP to reroll a d20 for any roll that affects only you, add 3 to the reroll.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. Knowing that lucky people notice and take active advantage of opportunities, you became involved in your first adventure by choice.

  2. You literally bumped into someone else on this adventure through sheer luck.

  3. You found a briefcase lying alongside the road. It was battered, but inside you found a lot of strange documents that led you here.

  4. Your luck saved you when you avoided a speeding vehicle by a fortuitous fall through an opening in the ground (a manhole, if in a modern setting). Beneath the ground, you found something you couldn’t ignore.

Mad

You have delved too deeply into subjects people were not meant to know. You are knowledgeable in things beyond the scope of most, but this knowledge has come at a terrible price. You are likely in questionable physical shape and occasionally shake with nervous tics. You sometimes mutter to yourself without realizing it.

You gain the following characteristics:

Knowledgeable: +4 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.AFFZAuL0OsaopL8E]{Fits of Insight}: Whenever such knowledge is appropriate, the GM feeds you information although there is no clear explanation as to how you could know such a thing. This is up to the GM’s discretion, but it should happen as often as once each session.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.SFXAD4DjhyEtJ1Ny]{Erratic Behavior}: You are prone to acting erratically or irrationally. When you are in the presence of a major discovery or subjected to great stress (such as a serious physical threat), the GM can introduce a GM intrusion that directs your next action without awarding XP. You can still pay 1 XP to refuse the intrusion. The GM’s influence is the manifestation of your madness and thus is always something you would not likely do otherwise, but it is not directly, obviously harmful to you unless there are extenuating circumstances. (For example, if a foe suddenly leaps out of the darkness, you might spend the first round babbling incoherently or screaming the name of your first true love.)

Skill: You are trained in one area of knowledge (probably something weird or esoteric).

@UUID[Compendium.cyphersystem-compendium.inabilities.zHgQDe14mPF3G95Q]{Inability}: Your mind is quite fragile. Tasks to resist mental attacks are hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. Voices in your head told you to go.

  2. You instigated the whole thing and convinced the others to join you.

  3. One of the other PCs obtained a book of knowledge for you, and now you’re repaying that favor by helping them with the task at hand.

  4. You feel compelled by inexplicable intuition.

Mechanical

You have a special talent with machines of all kinds, and you’re adept at understanding and, if need be, repairing them. Perhaps you’re a bit of an inventor, creating new machines from time to time. You get called “techie,” “tech,” “mech,” “gear-head,” “motor-head,” or any of a number of other nicknames. Mechanics usually wear practical work clothes and carry around a lot of tools.

You gain the following characteristics:

Smart: +2 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.PSeFw2XUjqgOG2xS]{Skill}: You’re trained in all actions involving identifying or understanding machines.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.DhGWJERxvN9zVYGh]{Skill}: You’re trained in all actions involving using, repairing, or crafting machines.

Additional Equipment: You start with a variety of machine tools.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. While repairing a nearby machine, you overheard the other PCs talking.

  2. You need money to buy tools and parts.

  3. It was clear that the mission couldn’t succeed without your skills and knowledge.

  4. Another PC asked you to join them.

Mysterious

The dark figure lurking silently in the corner? That’s you. No one really knows where you came from or what your motives are—you play things close to the vest. Your manner perplexes and confounds others, but that doesn’t make you a poor friend or ally. You’re just good at keeping things to yourself, moving about unseen, and concealing your presence and identity.

You gain the following characteristics:

@UUID[Compendium.cyphersystem-compendium.basic-skills.duTx0BwgmC1Gw3Ze]{Skill}: You are trained in all stealth tasks.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.fmGCPHRwFnbmvB19]{Skill}: You are trained in resisting interrogation or tricks to get you to talk.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.uROuz6gmfq7X3uu3]{Confounding}: You pull talents and abilities seemingly out of nowhere. You can attempt one task in which you have no training as if you were trained, attempt a task that you are trained in as if specialized, or gain a free level of Effort with a task that you are specialized in. This ability refreshes every time you make a recovery roll, but the uses never accumulate.

@UUID[Compendium.cyphersystem-compendium.inabilities.sRzjg0b8j3XPVrPR]{Inability}: People never know where they stand with you. Any task involving getting people to believe or trust you is hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You just showed up one day.

  2. You convinced one of the other PCs that you had invaluable skills.

  3. Some equally mysterious figure told you where to be and when (but not why) to join the group.

  4. Something—a feeling, a dream—told you where to be and when to join the group.

Mystical

You think of yourself as mystical, attuned with the mysterious and the paranormal. Your true talents lie with the supernatural. You likely have experience with ancient lore, and you can sense and wield the supernatural—though whether that means “magic,” “psychic phenomena,” or something else is up to you (and probably up to those around you as well). Mystical characters often wear jewelry, such as a ring or an amulet, or have tattoos or other marks that show their interests.

You gain the following characteristics:

Smart: +2 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.u2aCexSScRX0FEqH]{Skill}: You’re trained in all actions involving identifying or understanding the supernatural.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.x6GmHzLKB0JpVg5E]{Sense Magic}: You can sense whether the supernatural is active in situations where its presence is not obvious. You must study an object or location closely for a minute to get a feel for whether a mystical touch is at work.

@UUID[Compendium.cyphersystem-compendium.abilities.zArjjFcf9tHQvJTx]{Spell}: You can perform Hedge Magic as a spell when you have a free hand and can pay the Intellect point cost.

@UUID[Compendium.cyphersystem-compendium.inabilities.FKeDN7rJdKpgt4bj]{Inability}: You have a manner or an aura that others find a bit unnerving. Any task involving charm, persuasion, or deception is hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. A dream guided you to this point.

  2. You need money to fund your studies.

  3. You believed the mission would be a great way to learn more about the supernatural.

  4. Various signs and portents led you here.

Naive

You’ve lived a sheltered life. Your childhood was safe and secure, so you didn’t get a chance to learn much about the world—and even less chance to experience it. Whether you were training for something, had your nose in a book, or just were sequestered in a secluded place, you haven’t done much, met many people, or seen many interesting things so far. That’s probably going to change soon, but as you go forward into a larger world, you do so without some of the understanding that others possess about how it all works.

You gain the following characteristics:

Fresh: You add +1 to your recovery rolls.

Incorruptible: You are trained in @UUID[Compendium.cyphersystem-compendium.basic-skills.5X8qgmSuvRVNTiaP]{Intellect defense} tasks and all tasks that involve @UUID[Compendium.cyphersystem-compendium.expanded-skills.OauBSvtfh6HeNzDe]{resisting temptation}.

@UUID[Compendium.cyphersystem-compendium.basic-skills.rH5FwMXGaNn21DZD]{Skill}: You’re wide-eyed. You are trained in perception tasks.

@UUID[Compendium.cyphersystem-compendium.inabilities.VyGXdv9xEzKsm2YX]{Inability}: Any task that involves seeing through deceptions or determining someone’s secret motive is hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. Someone told you that you should get involved.

  2. You needed money, and this seemed like a good way to earn some.

  3. You believed that you could learn a lot by joining the other PCs.

  4. Sounded like fun.

Perceptive

You miss little. You pick out the small details in the world around you and are skilled at making deductions from the information you find. Your talents make you an exceptional sleuth, a formidable scientist, or a talented scout.

As adept as you are at finding clues, you have no skill at picking up on social cues. You overlook an offense that your deductions give or how uncomfortable your scrutiny can make the people around you. You tend to dismiss others as being intellectual dwarfs compared to you, which avails you little when you need a favor.

You gain the following characteristics:

Smart: +2 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.G2JaXxUq6dfIXVDl]{Skill}: You have an eye for detail. You are trained in any task that involves finding or noticing small details.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.EaHHaJvulkIVAxhi]{Skill}: You know a little about everything. You are trained in any task that involves identifying objects or calling to mind a minor detail or bit of trivia.

@UUID[Compendium.cyphersystem-compendium.basic-skills.tZ7PdXuWQyRMo0Rh]{Skill}: Your skill at making deductions can be imposing. You are trained in any task that involves intimidating another creature.

@UUID[Compendium.cyphersystem-compendium.inabilities.JDEjrsDDDqVcqSZp]{Inability}: Your confidence comes off as arrogance to people who don’t know you. Any task involving positive social interactions is hindered.

Additional Equipment: You have a bag of light tools.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You overheard the other PCs discussing their mission and volunteered your services.

  2. One of the PCs asked you to come along, believing that your talents would be invaluable to the mission.

  3. You believe that the PCs’ mission is somehow related to one of your investigations.

  4. A third party recruited you to follow the PCs and see what they were up to.

Resilient

You can take a lot of punishment, both physically and mentally, and still come back for more. It takes a lot to put you down. Neither physical nor mental shocks or damage have a lasting effect. You’re tough to faze. Unflappable. Unstoppable.

You gain the following characteristics:

Resistant: +2 to your Might Pool, and +2 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.F74sHYUANEPVaFd4]{Recover}: You can make an extra recovery roll each day. This roll is just one action. So you can make two recovery rolls that each take one action, one roll that takes ten minutes, a fourth roll that takes one hour, and a fifth roll that requires ten hours of rest.

@UUID[Compendium.cyphersystem-compendium.basic-skills.Q0vfmbqehJw0jYBa]{Skill}: You are trained in Might defense tasks.

@UUID[Compendium.cyphersystem-compendium.basic-skills.5X8qgmSuvRVNTiaP]{Skill}: You are trained in Intellect defense tasks.

@UUID[Compendium.cyphersystem-compendium.inabilities.U7X7WY5Qk3QIXxAD]{Inability}: You’re hardy but not necessarily strong. Any task involving moving, bending, or breaking things is hindered.

@UUID[Compendium.cyphersystem-compendium.inabilities.iic3khiZZCsbjkIg]{Inability}: You have a lot of willpower and mental fortitude, but you’re not necessarily smart. Any task involving knowledge or figuring out problems or puzzles is hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You saw that the PCs clearly need someone like you to help them out.

  2. Someone asked you to watch over one of the PCs in particular, and you agreed.

  3. You are bored and desperately in need of a challenge.

  4. You lost a bet—unfairly, you think—and had to take someone’s place on this mission.

Risk-Taking

It’s part of your nature to question what others think can’t or shouldn’t be done. You’re not insane, of course—you wouldn’t attempt to leap across a mile-wide chasm just because you were dared. There’s impossible and then there’s the just barely possible. You like to push the latter further than others, because it gives you a rush of satisfaction and pleasure when you succeed. The more you succeed, the more you find yourself looking for that next risky challenge to try yourself against.

You gain the following characteristics:

Nimble: +4 to your Speed Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.l3HBMnyOMVF6rIk8]{Skill}: You’re adept at leveraging risk, and you are trained in tasks that involve some element of chance, such as playing games or choosing between two or three apparently equal options.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.wWSSBexYE1QI054l]{Pressing Your Luck}: You can choose to automatically succeed on one task without rolling, as long as the task’s difficulty is no higher than 6. When you do so, however, you also trigger a GM intrusion as if you had rolled a 1. The intrusion doesn’t invalidate the success, but it probably qualifies it in some fashion. You can do this one time, although the ability renews each time you make a ten-hour recovery roll.

@UUID[Compendium.cyphersystem-compendium.inabilities.MoKSCrQBoxl4PZ0f]{Inability}: You may be nimble, but you’re not sneaky. Tasks related to sneaking and staying quiet are hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. It seemed like there were equal odds that the other PCs wouldn’t succeed, which sounded good to you.

  2. You think the tasks ahead will present you with unique and fulfilling challenges.

  3. One of your biggest risks failed to go your way, and you need money to help pay that debt.

  4. You bragged that you never saw a risk you didn’t like, which is how you reached your current point.

Rugged

You’re a nature lover accustomed to living rough, pitting your wits against the elements. Most likely, you’re a skilled hunter, gatherer, or naturalist. Years of living in the wild have left their mark with a worn countenance, wild hair, or scars. Your clothing is probably much less refined than the garments worn by city dwellers.

You gain the following characteristics:

@UUID[Compendium.cyphersystem-compendium.expanded-skills.zOjoCu1WyXeVzqs6]{Skill}: You’re trained in all tasks involving climbing, jumping, running, and swimming.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.lpBwC7PY35rIfBUG]{Skill}: You’re trained in all tasks involving training, riding, or placating natural animals.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.2Ipdh8f3MeuAMM3R]{Skill}: You’re trained in all tasks involving identifying or using natural plants.

@UUID[Compendium.cyphersystem-compendium.inabilities.iP9m2p6htGgd896X]{Inability}: You have no social graces and prefer animals to people. Any task involving charm, persuasion, etiquette, or deception is hindered.

Additional Equipment: You carry an explorer’s pack with rope, two days’ rations, a bedroll, and other tools needed for outdoor survival.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. Against your better judgment, you joined the other PCs because you saw that they were in danger.

  2. One of the other PCs convinced you that joining the group would be in your best interests.

  3. You’re afraid of what might happen if the other PCs fail.

  4. There is reward involved, and you need the money.

Sharp-Eyed

You’re perceptive and well aware of your surroundings. You notice the little details and remember them. You can be difficult to surprise.

You gain the following characteristics:

@UUID[Compendium.cyphersystem-compendium.basic-skills.gbWPNb1uKsRtZWSL]{Skill}: You’re trained in initiative actions.

@UUID[Compendium.cyphersystem-compendium.basic-skills.rH5FwMXGaNn21DZD]{Skill}: You’re trained in perception actions.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.LboNMbw0CmRDZX0l]{Find the Flaw}: If an opponent has a straightforward weakness (takes extra damage from fire, can’t see out of their left eye, and so on), the GM will tell you what it is.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You heard about what was going on, saw a flaw in the other PCs’ plan, and joined up to help them out.

  2. You noticed that the PCs have a foe (or at least a tail) they weren’t aware of.

  3. You saw that the other PCs were up to something interesting and got involved.

  4. You’ve been noticing some strange things going on, and this all appears related.

Skeptical

You possess a questioning attitude regarding claims that are often taken for granted by others. You’re not necessarily a “doubting Thomas” (a skeptic who refuses to believe anything without direct personal experience), but you’ve often benefited from questioning the statements, opinions, and received knowledge presented to you by others.

You gain the following characteristics:

Insightful: +2 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.basic-skills.QonPVHzXrzIN29lf]{Skill}: You’re trained in identifying.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.E2q7bbS0LqBwRDFi]{Skill}: You’re trained in all actions that involve seeing through a trick, an illusion, a rhetorical ruse designed to evade the issue, or a lie. For example, you’re better at keeping your eye on the cup containing the hidden ball, sensing an illusion, or realizing if someone is lying to you (but only if you specifically concentrate and use this skill).

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You overheard other PCs holding forth on a topic with an opinion you were quite skeptical about, so you decided to approach the group and ask for proof.

  2. You were following one of the other PCs because you were suspicious of him, which brought you into the action.

  3. Your theory about the nonexistence of the supernatural can be invalidated only by your own senses, so you came along.

  4. You need money to fund your research.

Stealthy

You’re sneaky, slippery, and fast. These talents help you hide, move quietly, and pull off tricks that require sleight of hand. Most likely, you’re wiry and small. However, you’re not much of a sprinter—you’re more dexterous than fleet of foot.

You gain the following characteristics:

Quick: +2 to your Speed Pool.

@UUID[Compendium.cyphersystem-compendium.basic-skills.duTx0BwgmC1Gw3Ze]{Skill}: You’re trained in all stealth tasks.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.YlYSOH8OdFUTBwey]{Skill}: You’re trained in all interactions involving lies or trickery.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.5iv3kUKcLQwrTSDH]{Skill}: You’re trained in all special abilities involving illusions or trickery.

@UUID[Compendium.cyphersystem-compendium.inabilities.lhu2y0HMmw0xQ3hv]{Inability}: You’re sneaky but not fast. All movement-related tasks are hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You attempted to steal from one of the other PCs. That character caught you and forced you to come along with them.

  2. You were tailing one of the other PCs for reasons of your own, which brought you into the action.

  3. An NPC employer secretly paid you to get involved.

  4. You overheard the other PCs talking about a topic that interested you, so you decided to approach the group.

Strong

You’re extremely strong and physically powerful, and you use these qualities well, whether through violence or feats of prowess. You likely have a brawny build and impressive muscles.

You gain the following characteristics:

Very Powerful: +4 to your Might Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.0yrwPAkrOBERFQOq]{Skill}: You’re trained in all actions involving breaking inanimate objects.

@UUID[Compendium.cyphersystem-compendium.basic-skills.MrGl25gzZk4uu7BR]{Skill}: You’re trained in all jumping actions.

Additional Equipment: You have an extra medium weapon or heavy weapon.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. Against your better judgment, you joined the other PCs because you saw that they were in danger.

  2. One of the other PCs convinced you that joining the group would be in your best interests.

  3. You’re afraid of what might happen if the other PCs fail.

  4. There is reward involved, and you need the money.

Strong-Willed

You’re tough-minded, willful, and independent. No one can talk you into anything or change your mind when you don’t want it changed. This quality doesn’t necessarily make you smart, but it does make you a bastion of willpower and resolve. You likely dress and act with unique style and flair, not caring what others think.

You gain the following characteristics:

Willful: +4 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.DlnCXfB1v1U859YY]{Skill}: You’re trained in resisting mental effects.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.3IfJDAc8qCJ11NNX]{Skill}: You’re trained in tasks requiring incredible focus or concentration.

@UUID[Compendium.cyphersystem-compendium.inabilities.CmubEJ8BMUsW1oei]{Inability}: Willful doesn’t mean brilliant. Any task that involves figuring out puzzles or problems, memorizing things, or using lore is hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. Against your better judgment, you joined the other PCs because you saw that they were in danger.

  2. One of the other PCs convinced you that joining the group would be in your best interests.

  3. You’re afraid of what might happen if the other PCs fail.

  4. There is reward involved, and you need the money.

Swift

You move quickly, able to sprint in short bursts and work with your hands with dexterity. You’re great at crossing distances quickly but not always smoothly. You are likely slim and muscular.

You gain the following characteristics:

Fast: +4 to your Speed Pool.

@UUID[Compendium.cyphersystem-compendium.basic-skills.gbWPNb1uKsRtZWSL]{Skill}: You’re trained in initiative actions (to determine who goes first in combat).

@UUID[Compendium.cyphersystem-compendium.expanded-skills.EyD5RQ654NoPJ7MN]{Skill}: You’re trained in running actions.

@UUID[Compendium.cyphersystem-compendium.inabilities.t7exG3KfxnoPKxO2]{Inability}: You’re fast but not necessarily graceful. Any task involving balance is hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. Against your better judgment, you joined the other PCs because you saw that they were in danger.

  2. One of the other PCs convinced you that joining the group would be in your best interests.

  3. You’re afraid of what might happen if the other PCs fail.

  4. There is reward involved, and you need the money.

Tongue-Tied

You’ve never been much of a talker. When forced to interact with others, you never think of the right thing to say—words fail you entirely, or they come out all wrong. You often end up saying precisely the wrong thing and insult someone unintentionally. Most of the time, you just keep mum. This makes you a listener instead—a careful observer. It also means that you’re better at doing things than talking about them. You’re quick to take action.

You gain the following characteristics:

Actions, Not Words: +2 to your Might Pool, and +2 to your Speed Pool.

@UUID[Compendium.cyphersystem-compendium.basic-skills.rH5FwMXGaNn21DZD]{Skill}: You are trained in perception.

@UUID[Compendium.cyphersystem-compendium.basic-skills.gbWPNb1uKsRtZWSL]{Skill}: You are trained in initiative (unless it’s a social situation).

@UUID[Compendium.cyphersystem-compendium.inabilities.tlL5bTqgc9lt5GNz]{Inability}: All tasks relating to social interaction are hindered.

@UUID[Compendium.cyphersystem-compendium.inabilities.rfQPiUR4GHBdjFtE]{Inability}: All tasks involving verbal communication or relaying information are hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You just tagged along and no one told you to leave.

  2. You saw something important the other PCs did not and (with some effort) managed to relate it to them.

  3. You intervened to save one of the other PCs when they were in danger.

  4. One of the other PCs recruited you for your talents.

Tough

You’re strong and can take a lot of physical punishment. You might have a large frame and a square jaw. Tough characters frequently have visible scars.

You gain the following characteristics:

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.SkxEXPpCgIGXixu9]{Resilient}: +1 to Armor.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.gr1uaERqywhUGjCK]{Healthy}: Add 1 to the points you regain when you make a recovery roll.

@UUID[Compendium.cyphersystem-compendium.basic-skills.Q0vfmbqehJw0jYBa]{Skill}: You’re trained in Might defense actions.

Additional Equipment: You have an extra light weapon.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You’re acting as a bodyguard for one of the other PCs.

  2. One of the PCs is your sibling, and you came along to watch out for them.

  3. You need money because your family is in debt.

  4. You stepped in to defend one of the PCs when that character was threatened. While talking to them afterward, you heard about the group’s task.

Vicious

You try to hide what’s inside, fold it into yourself when everything inside you screams to let go, make them pay, make them hurt, and make them bleed. Sometimes you succeed for your friends—smiling like they smile, laughing when they laugh, and sometimes even having other emotions of your own. But it’s always there, that feeling of frantic glee mixed with hate that sometimes leaps out of you when you confront a foe. Violence your friends can tolerate, but you sometimes worry they will also learn that you are cruel.

You gain the following characteristics:

Skill: You are trained in @UUID[Compendium.cyphersystem-compendium.expanded-skills.53j3Qwt5Im4wqddo]{tracking creatures}. If @UUID[Compendium.cyphersystem-compendium.expanded-skills.ZPyRyzPue2DuKSw9]{a creature has wronged you}, the tracking task is eased.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.LldixgespLl6ajEf]{Bloodthirsty}: Once you begin fighting, you see only red. You inflict 2 additional points of damage with any attack.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.1FP6DV2OqgaaT4ZN]{Berserk}: Once you begin fighting, it’s hard for you to stop. In fact, it’s a difficulty 2 Intellect task to do so, even if your foe surrenders or you’ve run out of foes. If the latter occurs and you fail to stop, you attack the nearest ally within short range.

Additional Equipment: You have a record that you use to list those who’ve wronged you.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. Another PC saw you take down a mean drunk in a tavern, not realizing you were the one who started the fight.

  2. You wanted to get away from a bad situation, so you went with the other PCs.

  3. You want to change, and you hope that being with the other PCs will help you calm yourself.

  4. One of the other PCs asked you to come along, believing that your viciousness could be harnessed for the benefit of the mission.

Virtuous

Doing the right thing is a way of life. You live by a code, and that code is something you attend to every day. Whenever you slip, you reproach yourself for your weakness and then get right back on track. Your code probably includes moderation, respect for others, cleanliness, and other characteristics that most people would agree are virtues, while you eschew their opposites: sloth, greed, gluttony, and so on.

You gain the following characteristics:

Dauntless: +2 to your Might Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.iUJdgnZi90GZjY9s]{Skill}: You are trained in discerning people’s true motives or seeing through lies.

@UUID[Compendium.cyphersystem-compendium.basic-skills.5X8qgmSuvRVNTiaP]{Skill}: Your adherence to a strict moral code has hardened your mind against fear, doubt, and outside influence. You are trained in Intellect defense tasks.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. The PCs are doing something virtuous, and you’re all about that.

  2. The PCs are on the road to perdition, and you see it as your task to set them on the proper moral route.

  3. One of the other PCs invited you, hearing of your virtuous ways.

  4. You put virtue before sense and defended someone’s honor in the face of an organization or power far greater than you. You joined the PCs because they offered aid and friendship when, out of fear of reprisals, no one else would.

Weird

You aren’t like anyone else, and that’s fine with you. People don’t seem to understand you—they even seem put off by you—but who cares? You understand the world better than they do because you’re weird, and so is the world you live in. The concept of “the weird” is well known to you. Strange devices, ancient locales, bizarre creatures, storms that can transform you, living energy fields, conspiracies, aliens, and things most people can’t even name populate the world, and you thrive on them. You have a special attachment to it all, and the more you discover about the weirdness in the world, the more you might discover about yourself.

Weird characters might be mutants or people born with strange qualities, but sometimes they started out “normal” and adopted the weird by choice.

You gain the following characteristics:

Inner Light: +2 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.HV2tw9N81PJawwwx]{Distinctive Physical Quirk}: You have a unique physical aspect that is, well, bizarre. Depending on the setting, this can vary greatly. You might have purple hair or metal spikes on your head. Perhaps your hands don’t connect to your arms, although they move as if they do. Maybe a third eye stares out from the side of your head, or superfluous tendrils grow from your back. Whatever it is, your quirk might be a mutation, a supernatural trait (a blessing or curse), a feature with no explanation, or just a really wild tattoo that draws a lot of attention.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.zKHJrLeBOfy0p9du]{A Sense for the Weird}: Sometimes—at the GM’s discretion—weird things relating to the supernatural or its effects on the world seem to call out to you. You can sense them from afar, and if you get within long range of such a thing, you can sense whether it is overtly dangerous or not.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.uBvX2CVPg5MNgjwW]{Skill}: You are trained in supernatural knowledge.

@UUID[Compendium.cyphersystem-compendium.inabilities.JDEjrsDDDqVcqSZp]{Inability}: People find you unnerving. All tasks relating to pleasant social interaction are hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. It seemed weird, so why not?

  2. Whether the other PCs realize it or not, their mission has to do with something weird that you know about, so you got involved.

  3. As an expert in the weird, you were specifically recruited by the other PCs.

  4. You felt drawn to join the other PCs, but you don’t know why.

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Focus is what makes a character unique. No two PCs in a group should have the same focus. A focus gives a character benefits when they create their character and each time they ascend to the next tier. It’s the verb of the sentence “I am an adjective noun who verbs.”

This chapter contains nearly a hundred sample foci, such as Bears a Halo of Fire, Would Rather Be Reading, and Pilots Starcraft. These foci can be chosen and used as presented by a player, or by the GM who adds them to a list of available foci for their players in their next campaign.

In addition, the latter half of this chapter provides tools for the GM or an enterprising player to create their own custom foci that perfectly match the needs of a given game or campaign, as presented in Creating New Foci.

Choosing Foci

Not all foci are appropriate for every genre. The Genre chapter provides guidance, but this section offers some broad generalizations. Obviously, the GM can include whatever foci are available in their setting. Foci end up being an important distinction in this case, because Commands Mental Powers, for example, makes it clear that psychic abilities exist in the setting, just as Howls at the Moon implies the existence of lycanthropes like werewolves, and Pilots Starcraft, of course, requires starships available to pilot.

When a focus is chosen for a character, they get a special connection to one or more of their fellow PCs, a first-tier ability, and perhaps additional starting equipment: one or two pieces of equipment that might be required for the character to use their ability, or that might pair well with the focus. For instance, a character that can build things needs a set of tools. A character that’s constantly on fire needs a set of clothes that are immune to flame. A character that draws runes to cast spells needs writing implements. A character that slays monsters with a sword needs a sword. And so on. That said, many foci don’t require additional equipment.

Each focus also offers one or more suggestions—GM intrusions—for possible effects or consequences of really good or really bad die rolls.

A couple of foci presented in this chapter provide a “type swap option” that allows a player to swap an ability that would otherwise be gained from their type for the indicated ability instead. A player doesn’t have to make the swap; they merely have the option. For instance, the focus Loves the Void provides the option to gain the ability Have Spacesuit, Will Travel instead of a type ability.

As a character progresses to a new tier, a focus grants more abilities. Each tier’s benefit is usually labeled Action or Enabler. If an ability is labeled Action, a character must take an action to use it. If an ability is labeled Enabler, it makes other actions better or gives some other benefit, but it’s not an action. An ability that allows a character to blast foes with lasers is an action. An ability that grants additional damage when an attack is made is an enabler. An enabler is used in the same turn as another action, and often as part of another action.

Each tier’s benefits are independent of and cumulative with benefits from other tiers (unless indicated otherwise). So if a first-tier ability grants +1 to Armor and a fourth-tier ability also grants +1 to Armor, when the character reaches fourth tier, a total of +2 to Armor is granted.

At tier 3 and tier 6, the character is asked to choose one ability from the two options provided.

Finally, you can choose whether you want to expand the story behind the focus (though that’s not mandatory).

Focus Connections

Choose a connection that goes well with the focus. If you’re a GM choosing (or creating) one or more foci for your players, choose up to four of the following connections.

  1. Pick one other PC. For reasons unknown to you, that character is completely immune to your focus abilities, whether you use them for help or for harm.

  2. Pick one other PC. You knew of that character years ago, but you don’t think they knew you.

  3. Pick one other PC. You’re always trying to impress them, but you’re not sure why.

  4. Pick one other PC. That character has a habit that annoys you, but you’re otherwise quite impressed with their abilities.

  5. Pick one other PC. That character shows potential in appreciating your particular paradigm, fighting style, or other
    focus-provided attribute. You would like to train them, but you’re not necessarily qualified to teach (that’s up to you), and they might not be interested (that’s up to them).

  6. Pick one other PC. If they are within immediate range when you’re in a fight, sometimes they provide an asset, and sometimes they accidentally hinder your attack rolls (50% chance either way, determined per fight).

  7. Pick one other PC. You once saved their life, and they clearly feel indebted to you. You wish they didn’t; it’s just part of the job.

  8. Pick one other PC. That character recently mocked you in some fashion that really hurt your feelings. How you deal with this (if at all) is up to you.

  9. Pick one other PC. That character knows you have suffered at the hands of robotic entities in the past. Whether you hate robots now is up to you, which may affect your relationship with the character if they are friendly with robots or have robotic parts.

  10. Pick one other PC. That character comes from the same place you do, and you knew each other as children.

  11. Pick one other PC. In the past, they taught you a few tricks to use in a fight.

  12. Pick one other PC. That character doesn’t seem to approve of your methods.

  13. Pick one other PC. Long ago, the two of you were on opposite sides of a fight. You won, though you “cheated” in their eyes (but from your perspective, all’s fair in a fight). They may be ready for a rematch, though that’s up to them.

  14. Pick one other PC. You are always trying
    to impress that character with your skill, wit, appearance, or bravado. Perhaps they are a rival, perhaps you need their respect, or perhaps you’re romantically interested
    in them.

  15. Pick one other PC. You fear that character is jealous of your abilities and worry that it might lead to problems.

  16. Pick one other PC. You accidentally caught them in a trap you set, and they had to get free on their own.

  17. Pick one other PC. You were once hired to track down someone who was close to that character.

  18. Pick two PCs (preferably ones who are likely to get in the way of your attacks). When you miss with an attack and the GM rules that you struck someone other than your target, you hit one of these two characters.

  19. Pick one other PC. You’re not sure how or from where, but that character has a line on bottles of rare alcohol and can get them for you for half price.

  20. Pick one other PC. You recently had a possession go missing, and you’re becoming convinced that they took it. Whether or not they did is up to them.

  21. Pick one other PC. They always seem to know where you are, or at least in what direction you are in relation to them.

  22. Pick one other PC. Seeing you use your focus abilities seems to trigger an unpleasant memory in that character. That memory is up to the other PC, although they may not be able to consciously recall it.

  23. Pick one other PC. Something about them interferes with your abilities. When they stand next to you, your focus abilities cost 1 additional point.

  24. Pick one other PC. Something about them complements your abilities. When they stand next to you, the first focus ability you use in any 24-hour period costs 2 fewer points.

  25. Pick one other PC. You have known that character for a while, and they helped you gain control of your focus-related abilities.

  26. Pick one other PC. Sometime in that character’s past, they had a devastating experience while attempting something that you do as a matter of course thanks to your focus. Whether they choose to tell you about it is up to them.

  27. Pick one other PC. Their occasional clumsiness and loud behavior irritate you.

  28. Pick one other PC. In the recent past, while practicing, you accidentally hit them with an attack, wounding them badly. It is up to them to decide whether they resent or forgive you.

  29. Pick one other PC. They owe you a significant amount of money.

  30. Pick one other PC. In the recent past, while escaping a threat, you accidentally left that character to fend for themselves. They survived, but just barely. It is up to the player of that character to decide whether they resent you or have decided to forgive you.

  31. Pick one other PC. Recently, they accidentally (or perhaps intentionally) put you in a position of danger. You’re fine now, but you’re wary around them.

  32. Pick one other PC. From your perspective, they seem nervous around a specific idea, person, or situation. You would like to teach them how to be more comfortable with their fears (if they will let you).

  33. Pick one other PC. They called you a coward once.

  34. Pick one other PC. That character always recognizes you or your handiwork, whether you’re in disguise or are long gone when they arrive on the scene.

  35. Pick one other PC. You inadvertently caused an accident that put them into a sleep so deep they didn’t wake for three days. Whether they forgive you or not is up to them.

  36. Pick one other PC. You are pretty sure you are related in some fashion.

  37. Pick one other PC. You accidentally learned something they were trying to keep a secret.

  38. Pick one other PC. They are especially sensitive to the use of your flashier focus abilities, and occasionally they become dazzled for a few rounds, which hinders their actions.

  39. Pick one other PC. They appear to have a treasured item that was once yours, but that you lost in a game of chance years ago.

  40. Pick one other PC. If it wasn’t for you, that character would have failed a past test of mental achievement.

  41. Pick one other PC. Based on a couple of comments you’ve overheard, you suspect that they don’t hold your area of training or favorite hobby in the highest regard.

  42. Pick one other PC whose focus intertwines with yours. This odd connection affects them in some way. For example, if the character uses a weapon, your focus ability sometimes improves their attack in some fashion.

  43. Pick one other PC. They are deathly afraid of heights. You would like to teach them how to be more comfortable with their feet off the ground. They must decide whether or not to take you up on your offer.

  44. Pick one other PC. They are skeptical of your claims about something momentous that happened in your past. They might even attempt to discredit you or discover the “secret” behind your story, though that’s up to them.

  45. Pick one other PC. They have a knack for being able to recognize where your plans or schemes have a weak spot.

  46. Pick one other PC. That character’s face is so intriguing to you in a way you don’t understand that you sometimes find yourself sketching their likeness in the dirt or using some other medium you have access to.

  47. Pick one other PC. That character has an extra item of regular equipment you gave them, either something you made or an item you just wanted to give them. (They choose the item.)

  48. Pick one other PC. They commissioned you to do a job for them. You’ve already been paid but haven’t yet completed the job.

  49. Pick one other PC. You worked together in the past, and the job ended badly.

  50. Pick one other PC. While they stand next to you and use their action to concentrate on helping you, one of your focus ability’s ranges is doubled.

Story Behind The Focus

The foci in this book have been purposely stripped down to basics so they have the widest possible application across multiple genres. A single descriptive sentence or two summarizes each one. After you choose a focus, you have the option to expand its presentation by adding more story and description relevant to the world or to the character.

For instance, if you choose Operates Undercover, the summarizing description is “Under the guise of someone else, you seek to find answers the powerful do not want divulged.” If you choose Conducts Weird Science, the summary is “Your preternatural insight and ability make you a scientist capable of amazing feats.” These descriptions provide what you need to know to use the focus.

However, if you wish (and only if you wish; there is no requirement to do so), you can add more to those descriptions in a fashion that’s relevant for your game. For example, if you choose both Operates Undercover and Conducts Weird Science for use in a modern genre such as horror, urban fantasy, espionage, or something similar, you might expand the descriptions as shown in the following examples.

Operates Undercover: Espionage is not something you know anything about. At least, that’s what you want everyone to believe, because in truth, you’ve been trained as a spy or covert agent. You might work for a government or for yourself. You might be a police detective or a criminal. You could even be an investigative reporter.

Regardless, you learn information that others attempt to keep secret. You collect rumors and whispers, stories and hard-won evidence, and you use that knowledge to aid your own endeavors and, if appropriate, provide your employers with the information they desire. Alternatively, you might sell what you have learned to those willing to pay a premium.

You probably wear dark colors—black, charcoal grey, or midnight blue—to help blend into the shadows, unless the cover you’ve chosen requires you to look like someone else.

Conducts Weird Science: You could be a respected scientist, having been published in several peer-reviewed journals. Or you might be considered a crank by your contemporaries, pursuing fringe theories on what others consider to be scant evidence. Truth is, you have a particular gift for sifting the edges of what’s possible. You can find new insights and unlock odd phenomena with your experiments. Where others see a crackpot cornucopia, you sift the conspiracy theories for revelation. Whether you conduct your enquiries as a government contractor, a university researcher, a corporate scientist, or an indulger of curiosity in your own garage lab following your muse, you push the boundaries of what’s possible.

You probably care more about your work than trivialities such as your appearance, polite or proper behavior, or social norms, but then again, an eccentric like you might turn the tables on that stereotype too.

If you want to go even further, you could determine where a character’s focus abilities come from. Depending on the genre, they could derive those abilities from advanced and persistent training, via magical runes, through cybernetic parts, from their genetic heritage, or because of their access to advanced technology. For instance, a character might be able to blast targets with lightning because they got zapped by strange radiation or because they picked up a lightning gun. On the other hand, it might be because their intense training allowed them to learn lightning magic. The possibilities are nearly endless, and up to you to include or forgo. Because however a focus’s abilities were gained, it’s also enough that they just work.

Customizing Foci

Sometimes not everything about a focus is right for a character’s concept, or perhaps the GM needs additional guidelines for creating a new focus. Either way, the solution lies in looking at foci abilities at their most basic default levels.

At any tier, a player can select one of the following abilities in place of the ability granted by the tier. Many of these replacement abilities, particularly at the higher tiers, might involve body modification, integration with high-tech devices, learning powerful magic spells, uncovering forbidden secrets, or something similar appropriate to the genre.

Tier 1

@UUID[Compendium.cyphersystem-compendium.abilities.2x7nMe9ZGp3VjI8B]{Combat Prowess} @UUID[Compendium.cyphersystem-compendium.abilities.RnK2bmvUb7RIVPSA]{Enhanced Potential}

Tier 2

Lower-tier ability: choose any tier 1 replacement ability, above.

@UUID[Compendium.cyphersystem-compendium.abilities.CtRvLxfUlCynJv1B]{Skill With Defense} @UUID[Compendium.cyphersystem-compendium.abilities.yl2zo179wXZW5Xxc]{Practiced With All Weapons} @UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks}

Tier 3

Lower-tier ability: choose any tier 1 or 2 replacement ability, above.

@UUID[Compendium.cyphersystem-compendium.abilities.b776WTF2u1roh3n0]{Incredible Health} @UUID[Compendium.cyphersystem-compendium.abilities.rqC9cEmRkvm29N56]{Fusion Armor}

Tier 4

Lower-tier ability: choose any tier 1, 2, or 3 replacement ability, above.

@UUID[Compendium.cyphersystem-compendium.abilities.VsKeNcF252yKnh2O]{Poison Resistance} @UUID[Compendium.cyphersystem-compendium.abilities.V2BSB9or5UJdTiYF]{Built-in Weaponry}

Tier 5

Lower-tier ability: choose any tier 1, 2, 3, or 4 replacement ability, above.

@UUID[Compendium.cyphersystem-compendium.abilities.wWN4y4rATxbtMCMo]{Adaptation} @UUID[Compendium.cyphersystem-compendium.abilities.FjXL6iSD1CJKbuGT]{Defensive Field}

Tier 6

Lower-tier ability: choose any tier 1, 2, 3, 4, or 5 replacement ability, above.

@UUID[Compendium.cyphersystem-compendium.abilities.cbXNxvPdWEbKF6nA]{Reactive Field}

Foci

The full description for each focus ability listed in this section is found in the Abilities chapter, which has descriptions for type, flavor, and focus abilities in a single vast catalog.

Abides in Stone

Your flesh is made of hard mineral, making you a hulking, difficult-to-harm humanoid.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.pXrC4lkMOY7CvFLk]{Golem Body}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.U9ZBl9NeipxSLavS]{Golem Healing}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.aFEBxDGnuFi20cLo]{Golem Grip}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.zuEylYrgOVAAjs71]{Trained Basher}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.E0k0LUw0epjJGrv9]{Golem Stomp} or @UUID[Compendium.cyphersystem-compendium.abilities.NFsoXUQaq3I5h2UY]{Weaponization}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.Uk6ceaEWFjcoHNTI]{Deep Reserves}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.F6mAzjhG2T4irVjy]{Specialized Basher}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.4BQHOR98z3TYJPQu]{Still As a Statue}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.fkedtvx6UakJPOZN]{Ultra Enhancement} or @UUID[Compendium.cyphersystem-compendium.abilities.laxdkyrDuOhxfWKc]{Mind Surge}

GM Intrusions: Creatures of stone sometimes forget their own strength or weight. A walking statue can terrify common folk.

Absorbs Energy

You can harness kinetic energy and transform it into other kinds of energy.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.62zBqhQoPk6IV8lF]{Absorb Kinetic Energy}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.NMjccuRLDDnfZtZe]{Release Energy}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.UJst9mtUKNTe3Pd2]{Energize Object}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.yvPcOjjqyU3618Ob]{Absorb Pure Energy} or @UUID[Compendium.cyphersystem-compendium.abilities.wrPVUnJauasIH886]{Improved Absorb Kinetic Energy}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.Y7HUEp7IxdPuur8V]{Overcharge Energy}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.LwmoGOpgHy1K2dU4]{Energize Creature}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.5i6TqVJQQ4sTvqTm]{Energize Crowd} or @UUID[Compendium.cyphersystem-compendium.abilities.m21TAvxSQn1rGx3d]{Overcharge Device}

GM Intrusions: Energy goes to ground in a destructive way. Some predators feed directly on energy. An unintended item is drained of energy.

Awakens Dreams

You can pull images from dreams and bring them to life in the waking world.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.y08bfWS5eyeUJB3J]{Dreamcraft}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.bcEupdsF6FduFPwe]{Oneirochemy}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.bH57y3PYsMceluGy]{Dream Thief}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.FBCpBF9PXlEtIX4m]{Dream Becomes Reality} or @UUID[Compendium.cyphersystem-compendium.abilities.7GsuhcRTpDX0d1em]{Enhanced Intellect}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.FIU24o7T66ViVgyg]{Daydream}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.pUbqCBV3dBOWFgmv]{Nightmare}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.2iAHsn5ie8sYRiyb]{Chamber of Dreams} or @UUID[Compendium.cyphersystem-compendium.abilities.cbXNxvPdWEbKF6nA]{Reactive Field}

GM Intrusions: An unexpected sleepwalking episode puts the character into a dangerous situation. A nightmare breaks free of a dream.

Battles Robots

You excel in battling robots, automatons, and machine entities.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.atQ5yNq1ZEyy0z5j]{Machine Vulnerabilities}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.pYsmdnNte7o5Flca]{Tech Skills}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.aNNLomN5nZc52ZT4]{Defense Against Robots}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.QHSH8fE6l3bKz2xl]{Machine Hunting}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.ka5VA9XBi4OTnKVa]{Disable Mechanisms} or @UUID[Compendium.cyphersystem-compendium.abilities.uG2ACHNAPoZirp0b]{Surprise Attack}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.NoKdHv0FSytZR4iF]{Robot Fighter}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.NJakiz9yvoflzzBD]{Drain Power}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.jHrQLzIfjKtXBoJL]{Deactivate Mechanisms} or @UUID[Compendium.cyphersystem-compendium.abilities.58CLKxSLgaT6W6Cj]{Lethal Damage}

GM Intrusions: The robot explodes upon defeat. Other robots come after the character for revenge.

Bears a Halo of Fire

You can sheath your body in flames, which protects you and harms your foes.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.AzMtxh562JfrPdKZ]{Shroud of Flame}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.NJjAmyf9zhjRTNme]{Hurl Flame}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.TWqyBv9PEjwJKd1y]{Wings of Fire} or @UUID[Compendium.cyphersystem-compendium.abilities.srn53BB1da8Elh1t]{Fiery Hand of Doom}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.tJQmvEiYq2xBv4ZJ]{Flameblade}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.6fpCYtBDCfW6m1b0]{Fire Tendrils}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.NVdx8QjmTP5eOjDh]{Fire Servant} or @UUID[Compendium.cyphersystem-compendium.abilities.PLsz8IqWScZt0Ott]{Inferno Trail}

GM Intrusions: Fire burns flammable material. Fire spreads out of control. Primitive creatures fear fire and often attack what they fear.

Blazes With Radiance

You can create light, sculpt it, bend it away from you, or gather it to use as a weapon.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.ea7BzQy6fZqHQNET]{Enlightened}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.xZQXXjAWGBo7mTHU]{Illuminating Touch}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.teFcKcbo5ZBFbfRl]{Dazzling Sunburst}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.IUlsD8Zxp8AYbO4h]{Burning Light} or @UUID[Compendium.cyphersystem-compendium.abilities.CtRvLxfUlCynJv1B]{Skill With Defense}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.iIlgHiF1EN0fEpYx]{Sunlight}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.PyVeE7CtDVDksWG6]{Disappear}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.cE7JPRHLqIdM3b9V]{Living Light} or @UUID[Compendium.cyphersystem-compendium.abilities.FjXL6iSD1CJKbuGT]{Defensive Field}

GM Intrusions: Allies are accidentally dazzled or blinded. Bright flashes draw guards.

Brandishes an Exotic Shield

You deploy an amazing shield of pure force that provides protection and some offensive options.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.yb5PaVIPimrcJxFg]{Force Field Shield}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.aidcxXW6MokDMqY7]{Force Bash}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.vPflrS1giYnMoqL2]{Enveloping Shield}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.6nm35znCQzjAk6Gb]{Healing Pulse} or @UUID[Compendium.cyphersystem-compendium.abilities.SPL1URVkuo4PJP8I]{Throw Force Shield}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.B5zrSVUs54TUALFB]{Energized Shield}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.TXNhhyj63MMp2dVF]{Force Wall}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.zflNCqrmTL7vrYg1]{Bouncing Shield} or @UUID[Compendium.cyphersystem-compendium.abilities.Np67YSIzrP6w1PPb]{Shield Burst}

GM Intrusions: The shield is temporarily lost. A foe temporarily ends up with the shield.

Builds Robots

Your robotic creations do as they are commanded.

The word “robot” is used in this focus, though the robot you create might look very different from one created by someone else, depending on the genre. Steampunk robots, organic robots, or even magical golems are all feasible “robots.”

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.paIv2etaqLqY76y0]{Robot Assistant}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.pUliR2uWpIcE6jQX]{Robot Builder}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.kgCuCmU8kn0UMy8v]{Robot Control}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.ETGBAqAc1ApFH5cx]{Expert Follower} or @UUID[Compendium.cyphersystem-compendium.abilities.CtRvLxfUlCynJv1B]{Skill With Defense}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.BSx4qB29VwRUISm6]{Robot Upgrade}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.yqhUXLWMSNn5IYOn]{Robot Fleet}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.HAVNfVKAdwtJF6Jj]{Robot Evolution} or @UUID[Compendium.cyphersystem-compendium.abilities.BSx4qB29VwRUISm6]{Robot Upgrade}

GM Intrusions: The robot is hacked, gains a mind of its own, or unexpectedly detonates.

Calculates the Incalculable

Awesome mathematical ability allows you to model the world in real time, giving you an edge over everyone.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.vcbIe2sSMKJmawl4]{Predictive Equation}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.A853pOqz5BmPfh4w]{Higher Mathematics}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.V5oEOJ4i32t97yOG]{Predictive Model}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.CNw7shehsdySzhAK]{Subconscious Defense} or @UUID[Compendium.cyphersystem-compendium.abilities.7GsuhcRTpDX0d1em]{Enhanced Intellect}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.Z7JkIlrv7gxim4Fn]{Cognizant Offense}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.34Ycb9VK8JwHgSl4]{Greater Enhanced Intellect}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.GnQRIvynqXx1R2a0]{Further Mathematics}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.wlkPdME0r3hx9VbE]{Knowing the Unknown} or @UUID[Compendium.cyphersystem-compendium.abilities.34Ycb9VK8JwHgSl4]{Greater Enhanced Intellect}

GM Intrusions: Too many predicted results threaten to overwhelm and stun the character. A result points to imminent disaster.

Channels Divine Blessings

A devout follower of a divine being, you channel some of your deity’s power to achieve wonders.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.I9m3nOdBZ2HoEmbj]{Blessing of the Gods}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.7GsuhcRTpDX0d1em]{Enhanced Intellect}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.dJTgtIs80gOoI6ac]{Divine Radiance} or @UUID[Compendium.cyphersystem-compendium.abilities.NgHLZq3tZ3CFJvYv]{Fire Bloom}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.gDwPpgIAocEfQjPx]{Overawe}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.OkKNmMvLFwHxUv2r]{Divine Intervention}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.tgaSXp1VQiec8Jst]{Divine Symbol} or @UUID[Compendium.cyphersystem-compendium.abilities.LnZkUlKUuuD7iW3P]{Summon Demon}

GM Intrusions: A demon investigates divine magic use. A rival cult has issues with the character’s teachings.

Commands Mental Powers

You can pull images from dreams and bring them to life in the waking world.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.L2NOLfflU6HNleuT]{Telepathic}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.W5Zt9qDKCtNr49BC]{Mind Reading}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.Mc8L07dpf605FDo9]{Psychic Burst} or @UUID[Compendium.cyphersystem-compendium.abilities.iRqXVpngq6vfgtEn]{Psychic Suggestion}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.FktE2hQhSKXbWcQU]{Use Senses of Others}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.N0wzhZ676UrCR8M4]{Precognition}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.Vcfc6yjbqX6WSzCf]{Mind Control} or @UUID[Compendium.cyphersystem-compendium.abilities.K0C60k7wHBSpMQX4]{Telepathic Network}

GM Intrusions: Something glimpsed in the target’s mind is horrifying. A feedback loop allows the target to read the character’s mind.

Conducts Weird Science

Your preternatural insight and ability make you a scientist capable of amazing feats.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.4PVFXmi2cxI8MdpR]{Lab Analysis}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.eEGFknWQZUBNXn99]{Knowledge Skills}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.mFPUUmBIcGGsuwNd]{Modify Device}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.G0hoaZFQpdG7FfxO]{Better Living Through Chemistry} or @UUID[Compendium.cyphersystem-compendium.abilities.b776WTF2u1roh3n0]{Incredible Health}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.eEGFknWQZUBNXn99]{Knowledge Skills}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.gjBFpV2OvDmBqeE3]{Just a Bit Mad}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.RHLBHQuskBAVGnU8]{Weird Science Breakthrough}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.CyuPiJdYZIfNcTSy]{Incredible Feat of Science}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.JeqLEAcHOYVd78TH]{Inventor} or @UUID[Compendium.cyphersystem-compendium.abilities.FjXL6iSD1CJKbuGT]{Defensive Field}

GM Intrusions: Creations get out of control. Side effects cannot always be predicted. Weird science terrifies people and can draw the media. When a device created or modified by weird science is depleted, it detonates.

Consorts With the Dead

The dead answer your questions, and their reanimated corpses serve you.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.nvA3LwoSP7jf4h8G]{Speaker for the Dead}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.yaLHxRtVBhveqHJA]{Necromancy}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.uPvNopNWTgHGIPyR]{Reading the Room} or @UUID[Compendium.cyphersystem-compendium.abilities.rRDSzPJtUCwRVXFR]{Repair Flesh}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.vEVmBgz2TxOH3aSk]{Greater Necromancy}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.kKYyGbrQxDRSOh37]{Terrifying Gaze}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.GDphyYXSfjKE5BST]{True Necromancy} or @UUID[Compendium.cyphersystem-compendium.abilities.Gsre3acJaxhGBa0S]{Word of Death}

GM Intrusions: The character’s necromantic reputation precedes them. A corpse seeks revenge for being reanimated.

Controls Beasts

Your ability to communicate and lead beasts is uncanny.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.bOohoEcDegDBinFc]{Beast Companion}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.gT21nqWZ9Es576oC]{Soothe the Savage}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.OIk4usP2NFT0tDu7]{Communication}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.cGcblQ2qvyHM02kY]{Mount} or @UUID[Compendium.cyphersystem-compendium.abilities.h1rn92kIqG5VVYd6]{Stronger Together}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.zstBkLwRduC7vgGT]{Beast Eyes}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.0IlHHY1ktkN2L5Sp]{Improved Companion}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.pFWDdnTXCiPfwsWv]{Beast Call}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.Qm31Nw2SkBpVcv9M]{As If One Creature} or @UUID[Compendium.cyphersystem-compendium.abilities.LvoH43SKKtr3urKo]{Control the Savage}

GM Intrusions: The community is reluctant to welcome dangerous animals. Out-of-control beasts become a real hazard.

Controls Gravity

You can sway the attraction of gravity itself.

Type Swap Option: Weighty

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.UCR0rx32kEsTcgnF]{Hover}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.QH3l6ojVnasZm5U8]{Enhanced Speed Edge}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.SHMGbt30RfePtyNE]{Define Down} or @UUID[Compendium.cyphersystem-compendium.abilities.jbhcWHMiQQaR9ukO]{Gravity Cleave}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.eJpNT3QObtYiDfXY]{Field of Gravity}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.abdAcwYE8L00VakL]{Flight}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.Cnvf8fv0EEKU3iSn]{Improved Gravity Cleave} or @UUID[Compendium.cyphersystem-compendium.abilities.tMOeiKWrhp5P5CCQ]{Weight of the World}

GM Intrusions: Onlookers react with unreasoning fear. A weird interaction sends an ally or object careening into the sky.

Crafts Illusions

You fashion images from light that are so perfect they seem real.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.l60mmJrF1GupXLJB]{Minor Illusion}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.asQqC0DepYcsPxRV]{Illusory Disguise}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.JwG4lCSZIG3qUQAi]{Cast Illusion} or @UUID[Compendium.cyphersystem-compendium.abilities.hNsph7BRwllVSUre]{Major Illusion}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.hJV3hrSYcq3Zbzl5]{Illusory Selves}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.9cJ6gJZc7datpQwJ]{Terrifying Image}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.lCWWUQ0vYH2odiDv]{Grandiose Illusion} or @UUID[Compendium.cyphersystem-compendium.abilities.RNJbp1eAcMqSnYvb]{Permanent Illusion}

GM Intrusions: The illusion isn’t believable. The illusion is pierced at just the wrong moment.

Crafts Unique Objects

You’re an inventor of strange and useful objects.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.fkyJ02LbeOAfDxcF]{Crafter}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.YF8CYsYKcXpdfqH5]{Master Identifier}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.yIdq1lu1eUAkNyDC]{Artifact Tinkerer}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.m6X5wyPUPdhqLTIp]{Quick Work}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.4JDFgEhyhqReRngE]{Master Crafter} or @UUID[Compendium.cyphersystem-compendium.abilities.V2BSB9or5UJdTiYF]{Built-in Weaponry}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.M3TM1cORNnlEN0ZO]{Cyphersmith}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.y3qXWOUu7mAhg6Rb]{Innovator}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.JeqLEAcHOYVd78TH]{Inventor} or @UUID[Compendium.cyphersystem-compendium.abilities.rqC9cEmRkvm29N56]{Fusion Armor}

GM Intrusions: The object malfunctions, breaks, or suffers catastrophic or unexpected failure.

Cyphersmith works only in a setting where the cyphers are physical objects. If this isn’t the case, this ability should probably be replaced with something akin to Weird Science Breakthrough from the Conducts Weird Science focus.

Dances With Dark Matter

You can manipulate shadow and “dark” matter.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.7aCeBDGZqu8A9hMQ]{Ribbons of Dark Matter}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.VWehoqF0N6s0WMLK]{Void Wings}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.XYbtbbVKFYmDfmjO]{Dark Matter Shroud} or @UUID[Compendium.cyphersystem-compendium.abilities.MqGMnSIkHK4rOFSm]{Dark Matter Strike}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.yB4tnpDNVSOxgruq]{Dark Matter Shell}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.b44vvK2YjdSeYPJc]{Windwracked Traveler}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.JUn27j5YI3dRh2jJ]{Dark Matter Structure} or @UUID[Compendium.cyphersystem-compendium.abilities.apQwshUTjCQPym8A]{Embrace the Night}

GM Intrusions: Dark matter skulks away as if possessed by a mind of its own.

Defends the Gate

Everyone wants you on their side when it comes to a fight because nothing gets by you.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.C9x7b1qN4qmm568P]{Fortified Position}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.POaewj2PWMMfCY1i]{Rally to Me}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.VgomhLKFHDDAzW9T]{Mind for Might}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.ZvKFftq7doCxI7T5]{Fortification Builder} or @UUID[Compendium.cyphersystem-compendium.abilities.LODZEYtmmBN5D9zZ]{Divert Attacks}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.R9KnCCvGoEHvV1p0]{Greater Enhanced Might}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.hCAzOVpH0jrYc9qk]{Reinforcing Field}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.KBykf0P4WQ9Lb6TN]{Generate Force Field} or @UUID[Compendium.cyphersystem-compendium.abilities.eQIPJk2xcFGfDr3H]{Stun Attack}

GM Intrusions: A strategically important structure collapses. The enemy attacks from an unexpected direction.

Defends the Weak

You stand up for the helpless, the weak, and the unprotected.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.YvPBxDxLz16Usm7m]{Courageous}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.6zU8AURXjXgG63j6]{Warding Shield}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.9p2RJYFo6s55F5Ha]{Devoted Defender}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.fh7tK1BVjgSfZ8ml]{Insight}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.Su3LkSzdGHg9w1RO]{Dual Wards} or @UUID[Compendium.cyphersystem-compendium.abilities.GAeUBbQWE3ryv50V]{True Guardian}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.lb5Bo8BpNXdVMkmt]{Combat Challenge}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.JrSM5XYgXpxNnLl2]{Willing Sacrifice}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.aDnA7oA9ZYCEfprI]{Resuscitate} or @UUID[Compendium.cyphersystem-compendium.abilities.mjEFQ3ndDRvLB5Dj]{True Defender}

GM Intrusions: A character focused on protecting others may periodically leave themselves vulnerable to attacks.

Descends From Nobility

A descendent of wealth and power, you carry a noble title and the abilities granted by a privileged upbringing.

Type Swap Option: @UUID[Compendium.cyphersystem-compendium.abilities.S2OZtm12S2YvxD7H]{Retinue}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.xMRRfjFF0POkxyea]{Privileged Nobility}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.A8CGMbLGsJ3AHKMP]{Trained Interlocutor}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.zTsjsWVgzjQzl2MW]{Advanced Command} or @UUID[Compendium.cyphersystem-compendium.abilities.AAUqaiWxC5V4e1VH]{Noble’s Courage}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.ETGBAqAc1ApFH5cx]{Expert Follower}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.T5tn7zItPyaRcYNC]{Asserting Your Privilege}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.Eez3uExkDA20XJg3]{Able Assistance} or @UUID[Compendium.cyphersystem-compendium.abilities.qbXP6HlN56bPt7cq]{Mind of a Leader}

GM Intrusions: Debts incurred by a family are owed by the character. A long-lost sibling seeks to disinherit rivals. An assassin finds the character.

Doesn’t Do Much

You’re a slacker, but you know a little about a lot of things.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.aOzkoVf0mNSkZBtn]{Life Lessons}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.2fU3nI68oi5ScziC]{Totally Chill}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks} or @UUID[Compendium.cyphersystem-compendium.abilities.uhC4ubTGfhkNvIMX]{Improvise}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.aOzkoVf0mNSkZBtn]{Life Lessons}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.nOuOE3EkrNr81pSq]{Greater Skill With Defense}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.4necR0YTsaij4ojD]{Greater Enhanced Potential}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.wztu6KcpILxwlFTU]{Drawing on Life’s Experiences} or @UUID[Compendium.cyphersystem-compendium.abilities.Mac5S0sQe9Muf4Mv]{Quick Wits}

GM Intrusions: New situations are confounding and stressful. Past actions (or inactions) come back to haunt the character.

Drives Like A Maniac

Whether balancing on two wheels, jumping another vehicle, or driving head-on toward an oncoming enemy car, you don’t think about the risks when you’re behind the wheel.

Someone who Drives Like a Maniac needs access to a vehicle.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.DCuOpij3sNomBe1a]{Driver}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.1fu5C9JHmORmWTR8]{Driving on the Edge}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.lY7NaxsFxt1XZVk5]{Car Surfer}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.HHcC89OKZACgLB8Y]{Stare Them Down}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.hQx9SoUhY6jzUeTW]{Expert Driver} or @UUID[Compendium.cyphersystem-compendium.abilities.QH3l6ojVnasZm5U8]{Enhanced Speed Edge}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.EQXA8Gcwdc7dU8lw]{Sharp-Eyed}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.tuofJSTVjOEwRUem]{Enhanced Speed}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.vVax9KyZ3U4Wpok8]{Something in the Road}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.qKDngpAWNEzhdRj5]{Trick Driver} or @UUID[Compendium.cyphersystem-compendium.abilities.58CLKxSLgaT6W6Cj]{Lethal Damage}

GM Intrusions: The engine develops a knock. The bridge on the road ahead is out. The windshield shatters. Someone unexpectedly runs in front of the vehicle.

Emerged From the Obelisk

Your body, hard as crystal, gives you a suite of unique abilities, gained after an interaction with a floating crystalline obelisk.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.bzeuikGxbM7noj2z]{Crystalline Body}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.UCR0rx32kEsTcgnF]{Hover}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.QsXOz48JgyXYEEqS]{Inhabit Crystal} or @UUID[Compendium.cyphersystem-compendium.abilities.4Fe5z4FD71eHlbbd]{Immovable}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.hIWg9VFNnYnrknAu]{Crystal Lens}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.ucsscEpO5L2gIYZg]{Resonant Frequency}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.bY52t6eGONKu8Kr4]{Resonant Quake} or @UUID[Compendium.cyphersystem-compendium.abilities.tR2v2vMu3TgN21OJ]{Return to the Obelisk}

GM Intrusions: Cyphers and artifacts react unexpectedly in the character’s hands.

Employs Magnetism

You command metal and the power of magnetism.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.p2JmtbtuzscW1ogs]{Move Metal}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.MK2dp11krszjDsyc]{Repel Metal}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.0XSuUGS0UyrhiW44]{Destroy Metal} or @UUID[Compendium.cyphersystem-compendium.abilities.4v5pXMwFeB7xQzME]{Guide Bolt}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.n985WYLPzj2XqBry]{Magnetic Field}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.uN2YVmNxkFj3SFof]{Command Metal}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.fruWNFBBNLpcGLaC]{Diamagnetism} or @UUID[Compendium.cyphersystem-compendium.abilities.SZtOjKk7ScShJT6G]{Iron Punch}

GM Intrusions: The metal twists, bends, or produces shrapnel. A lapse in concentration might cause something to slip or drop at just the wrong time.

Entertains

You perform, mostly for the benefit of others.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.rfsCCpxcsjc8hr60]{Levity}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.oilgQ4oM02Pa0eNp]{Inspiration}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.eEGFknWQZUBNXn99]{Knowledge Skills} or @UUID[Compendium.cyphersystem-compendium.abilities.4necR0YTsaij4ojD]{Greater Enhanced Potential}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.CLObcsu2DKKKhzyK]{Calm}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.Eez3uExkDA20XJg3]{Able Assistance}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.kZ3LhhYZKrcnBplY]{Master Entertainer} or @UUID[Compendium.cyphersystem-compendium.abilities.xRIDlrBzTXVYC5rh]{Vindictive Performance}

GM Intrusions: The audience is annoyed or offended. Musical instruments break. Paints dry in their pots. The words to a poem or song are forgotten.

Note: Erratum

It seems that the tier 2 ability is supposed to be @UUID[Compendium.cyphersystem-compendium.abilities.DLxDL49VjUEMAjxZ]{Inspiring Ease} instead of Inspiration.

Exists in Two Places at Once

You exist in two places at once.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.P1jQZdPIrxo4wNlr]{Duplicate}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.PRh7n2VLXyRa4il9]{Share Senses}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.FwEUY43Q8EMVCCsL]{Superior Duplicate} or @UUID[Compendium.cyphersystem-compendium.abilities.oEubmS7pZ3zFK8uJ]{Resilient Duplicate}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.nVFRDMhuWDrdve4F]{Damage Transference}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.jmjxGRJTwztzBtLc]{Coordinated Effort}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.rsYzxCchklPSFAp7]{Multiplicity} or @UUID[Compendium.cyphersystem-compendium.abilities.oEubmS7pZ3zFK8uJ]{Resilient Duplicate}

GM Intrusions: Perceiving the world from two different places disorients the character, causing momentary vertigo, nausea, or confusion.

Exists Partially Out of Phase

A bit translucent, you’re slightly out of phase and can move through solid objects.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.g0SqMvb020tiTQ48]{Walk Through Walls}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.2j6Hqr2Y8Xbz97c4]{Defensive Phasing}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.cJB7wj5okdPZuRNb]{Phased Attack} or @UUID[Compendium.cyphersystem-compendium.abilities.MFBq4Fc432FS6nkX]{Phase Door}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.Kk9lHkiaqsr3pUmk]{Ghost}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.QLRztjFH4YetYM6l]{Untouchable}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.xHLPf1FETmn06aA8]{Enhanced Phased Attack} or @UUID[Compendium.cyphersystem-compendium.abilities.ptH3O4GES71CClGO]{Phase Foe}

GM Intrusions: The character is sent phasing into an unexpected dimension. The character becomes lost in a large solid.

Explores Dark Places

You’re the archetypal treasure hunter, scavenger, and finder of lost things.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.MwDYD8V1CJv8w9rR]{Superb Explorer}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.aJ1T8XqGF38vyzV2]{Superb Infiltrator}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.xskKzxBoGvSrje4e]{Eyes Adjusted}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.LdHCwZcifnRRuPrp]{Nightstrike} or @UUID[Compendium.cyphersystem-compendium.abilities.JhBTTC5ZUTT8NvUA]{Slippery Customer}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.5t5EIoGSan3pQ08D]{Hard-Won Resilience}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.xRvaY8SG4HVy5WO8]{Dark Explorer}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.XRXQwJplJrm7onbN]{Blinding Attack} or @UUID[Compendium.cyphersystem-compendium.abilities.2asT0zvk1kw5hC1v]{Embraced by Darkness}

GM Intrusions: Possessions fall out of pockets or bags in the dark; maps get lost; information gained fails to include an important detail.

Fights Dirty

You’ll do anything to win a fight: bite, scratch, kick, trick, and worse.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.VAGafmOiBpvU2eq0]{Tracker}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.gwMRhz3h9zxbVQXt]{Stalker}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.sHdBJdVshvtAqz1K]{Sneak}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.FEkLEYwk7r9KE7oC]{Quarry}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.7Gxuqkwo4i47yHe3]{Betrayal} or @UUID[Compendium.cyphersystem-compendium.abilities.uG2ACHNAPoZirp0b]{Surprise Attack}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.R9WffstnihzBuuvW]{Mind Games}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.gNRMG3mJTzWaCGph]{Capable Warrior}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.vhGEeFVgyqX1gzRr]{Using the Environment}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.Z4QcjOxgltEJPm96]{Twisting the Knife} or @UUID[Compendium.cyphersystem-compendium.abilities.KNElOxbWobS1ygLv]{Murderer}

GM Intrusions: People look poorly upon those who cheat or fight without honor. Sometimes a dirty trick backfires.

Fights With Panache

You’re a swashbuckling daredevil who fights with flamboyant style that’s entertaining to watch.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.b8rtgyatE8o9FaRS]{Attack Flourish}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.GQeO9RXVzeriLsfy]{Quick Block}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.ra0A8MtQjZEYhJPr]{Acrobatic Attack} or @UUID[Compendium.cyphersystem-compendium.abilities.tmrSKjGmjbxfIqPI]{Flamboyant Boast}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.3JWMtJBjf3oUWaxP]{Block for Another}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.jaGs9nmLaywdRMUN]{Fast Kill}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.vhGEeFVgyqX1gzRr]{Using the Environment}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.cuK7oPGFdlOPoc44]{Agile Wit} or @UUID[Compendium.cyphersystem-compendium.abilities.G5bTthwpEf5azVHA]{Return to Sender}

GM Intrusions: The display comes off looking silly, clumsy, or unattractive.

Flies Faster Than a Bullet

You can fly, and you’re superstrong, hard to hurt, and fast too. Is there anything you can’t do?

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.UCR0rx32kEsTcgnF]{Hover}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.4necR0YTsaij4ojD]{Greater Enhanced Potential}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.sPheWt9emoY3PCA8]{Hidden Reserves} or @UUID[Compendium.cyphersystem-compendium.abilities.rYyymKUc0QKWdNsy]{See Through Matter}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.Zps9ZUc9RD1mRDEK]{Blink of an Eye}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.s68x7VxwueUkCkOg]{Up to Speed}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.sbGo2i4oqy1aUeQ6]{Not Dead Yet}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.IUlsD8Zxp8AYbO4h]{Burning Light} or @UUID[Compendium.cyphersystem-compendium.abilities.NMgopYfoagESHtea]{Ignore Affliction}

GM Intrusions: A nemesis finds the character. A strange material is found to nullify the character’s abilities.

Focuses Mind Over Matter

You can telekinetically move objects with your mind without physically touching them.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.LODZEYtmmBN5D9zZ]{Divert Attacks}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.xDn74LRD6xlMUqj2]{Telekinesis}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.gyZd83dgvZnQrmbb]{Cloak of Opportunity} or @UUID[Compendium.cyphersystem-compendium.abilities.bvqDafTBMB7Uo9Qj]{Enhance Strength}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.loOJI9ZakIwGrmW1]{Apportation}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.8wSx2qtKXq0dWxId]{Psychokinetic Attack}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.iEOf9IkbHU8oBOMm]{Improved Apportation} or @UUID[Compendium.cyphersystem-compendium.abilities.YFbC1HRis4SpZgrS]{Reshape}

GM Intrusions: One mental slip, and moving objects drop or fragile objects break. Sometimes the wrong item moves, falls, or breaks.

Note: Erratum

It seems that the tier 1 ability is supposed to be @UUID[Compendium.cyphersystem-compendium.abilities.YcDF62pED8waUtry]{Deflect Attacks} instead of Divert Attacks.

Fuses Flesh and Steel

Your body is part machine.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.dPFQTFRzv7D7PYKq]{Enhanced Body}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.4dTGeclZRVjzn5tT]{Interface}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.syiylO75dZlcUp3i]{Sensing Package} or @UUID[Compendium.cyphersystem-compendium.abilities.NFsoXUQaq3I5h2UY]{Weaponization}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.42sPqHxJEybiZ6Vh]{Fusion}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.Uk6ceaEWFjcoHNTI]{Deep Reserves}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.laxdkyrDuOhxfWKc]{Mind Surge} or @UUID[Compendium.cyphersystem-compendium.abilities.fkedtvx6UakJPOZN]{Ultra Enhancement}

GM Intrusions: People in most societies are afraid of someone who is revealed to have mechanical parts.

Fuses Mind and Machine

Electronic aids implanted in your brain make you a mental powerhouse.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.7GsuhcRTpDX0d1em]{Enhanced Intellect}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.eEGFknWQZUBNXn99]{Knowledge Skills}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.2GicRKJcPO3hmlwD]{Network Tap}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.GK0o4fjCtxgAP269]{Action Processor} or @UUID[Compendium.cyphersystem-compendium.abilities.dLJ0B35UlB5wxCf4]{Machine Telepathy}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.34Ycb9VK8JwHgSl4]{Greater Enhanced Intellect}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.eEGFknWQZUBNXn99]{Knowledge Skills}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.MA2Pwhbpbq2SSIQy]{See the Future}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.teF5kZpAuRfZKfxn]{Machine Enhancement} or @UUID[Compendium.cyphersystem-compendium.abilities.laxdkyrDuOhxfWKc]{Mind Surge}

GM Intrusions: Machines malfunction and shut down. Powerful machine intelligences can take control of lesser thinking machines. Some people don’t trust a person who isn’t fully organic.

Grows to Towering Heights

For brief periods, you can grow larger and, with enough experience, to towering heights.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.HDYOv1V10xpFbFI7]{Enlarge}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.HoUOwIPfKTlxyQH0]{Freakishly Large}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.GmMePJHTRl6PshR6]{Bigger}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.wifCvRG9OhsTDT30]{Advantages of Being Big}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.uNzF1oQKJ6T1yqL4]{Huge} or @UUID[Compendium.cyphersystem-compendium.abilities.WuNUt6ltWGDdjNLS]{Throw}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.48i5ybVtZaTlFLJf]{Grab}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.0XYaYNoQzrYYKR4p]{Gargantuan}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.hbbPZIjq81Qqdp6i]{Colossal} or @UUID[Compendium.cyphersystem-compendium.abilities.58CLKxSLgaT6W6Cj]{Lethal Damage}

GM Intrusions: Rapid growth knocks over furnishings or smashes through ceilings or hanging lights. An enlarged character breaks through the floor.

Helps Their Friends

You love your friends and help them out of any difficulty, no matter what.

Type Swap Option: Advice From a Friend

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.lZCAKgP966BuU4uF]{Friendly Help}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.YvPBxDxLz16Usm7m]{Courageous}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.QGSHCRW46vn5Xdwu]{Weather the Vicissitudes}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.knh2MWMhCgqOjWYD]{Buddy System} or @UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.RgosWDt0hkosbVQr]{In Harm’s Way}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.MwVDTy2Rx1V7Tyly]{Enhanced Physique}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.FiSwskgQGBjp4IhZ]{Inspire Action}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.1tkQKo32UKxTUUPn]{Deep Consideration} or @UUID[Compendium.cyphersystem-compendium.abilities.CtRvLxfUlCynJv1B]{Skill With Defense}

GM Intrusions: Others sometimes have ulterior motives. The law takes an undue interest. Even when everything goes right, repercussions follow.

Howls at the Moon

For brief periods, you become a fearsome and powerful creature with control issues.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.8DXGUr433iXaVCSv]{Beast Form}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.wIOwT1tjGLMYzZAb]{Controlled Change}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.NIePQkLH2DTVjZR2]{Bigger Beast Form} or @UUID[Compendium.cyphersystem-compendium.abilities.Ee8QC6fkRvD1yw6h]{Greater Beast Form}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.wqzexDdZolWgxAza]{Greater Controlled Change}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.A9uQnidn6SKTNHJA]{Enhanced Beast Form}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.58CLKxSLgaT6W6Cj]{Lethal Damage} or @UUID[Compendium.cyphersystem-compendium.abilities.85DCcEDqvz6A0LkD]{Perfect Control}

GM Intrusions: The change happens in an uncontrolled fashion. People are terrified of monsters.

Hunts

You are a stalking hunter who excels at bringing down your selected quarry.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.b8rtgyatE8o9FaRS]{Attack Flourish}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.VAGafmOiBpvU2eq0]{Tracker}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.FEkLEYwk7r9KE7oC]{Quarry}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.sHdBJdVshvtAqz1K]{Sneak}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.aBfj6w1y6noOzB7d]{Horde Fighting} or @UUID[Compendium.cyphersystem-compendium.abilities.57txEIyzuPUQOqVP]{Sprint and Grab}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.uG2ACHNAPoZirp0b]{Surprise Attack}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.LE8NtDKG9TzXBv5B]{Hunter’s Drive}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.oroWEBbp3cvrYwH9]{Greater Skill With Attacks} or @UUID[Compendium.cyphersystem-compendium.abilities.ENO71nxs3MSKzvq6]{Multiple Quarry}

GM Intrusions: The quarry notices the character. The quarry isn’t as vulnerable as it seemed.

Infiltrates

Subtlety, guile, and stealth allow you to get in where others can’t.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.QAdh0yZBjJsHdJjD]{Stealth Skills}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.WUY75HFAqAu1i9ku]{Sense Attitudes}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.vFc52xBtBp69WglW]{Impersonate}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.LFiTEQpWhXBgIZWb]{Flight Not Fight}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.ZB80ZclRSzEcr4o1]{Awareness} or @UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.wvlSlYCJyrJuFqtn]{Invisibility}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.N0OZaNOIbHTiWDL1]{Evasion}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.3SiJ5Drao8XtmgzV]{Brainwashing} or @UUID[Compendium.cyphersystem-compendium.abilities.jrTEtAhE6GfLW7R4]{Spring Away}

GM Intrusions: Spies are treated harshly when caught. Allies disavow infiltrators who get caught. Some secrets are better left unknown.

Interprets the Law

You excel at winning others over to your views.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.EbnGDC61relhYaib]{Opening Statement}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.xBQM1AmjmcjmPDDD]{Knowledge of the Law}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.2GwH3ugd7aHrWZRz]{Debate}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.Eez3uExkDA20XJg3]{Able Assistance} or @UUID[Compendium.cyphersystem-compendium.abilities.FQPA8oY3xiZIL6aG]{Enhanced Intellect Edge}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.Hw16NpdbdJOqVF4z]{Castigate}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.kcXnkEBuyNil4Nd4]{No One Knows Better}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.4necR0YTsaij4ojD]{Greater Enhanced Potential} or @UUID[Compendium.cyphersystem-compendium.abilities.pGJIwlCJDib2Splm]{Legal Intern}

GM Intrusions: Onlookers react badly to a know-it-all. A distraction or interruption throws the character’s argument off the rails.

Is Idolized by Millions

You’re a celebrity and most people adore you.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.ZK4CUb9HH4J5A8IN]{Entourage}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.zGoUoC6i0f1SbUqE]{Celebrity Talent}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.6QXGJBsJPDFgcdq5]{Perks of Stardom}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.b776WTF2u1roh3n0]{Incredible Health} or @UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.mUhnX0UmEw2BROkI]{Captivate With Starshine}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.ETGBAqAc1ApFH5cx]{Expert Follower}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.1W0sBVHxG7LESCPl]{Do You Know Who I Am?}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.zZYSSAFXtJcuezxM]{Transcend the Script} or @UUID[Compendium.cyphersystem-compendium.abilities.0IlHHY1ktkN2L5Sp]{Improved Companion}

GM Intrusions: Fans are endangered or hurt on your behalf. Someone in your entourage betrays you. Your show, tour, contract, or other event is canceled. The media posts photos of you in an embarrassing situation.

Is Licensed to Carry

You carry a gun and you know how to use it in a fight.

Although Is Licensed to Carry is designed with modern firearms in mind, it could apply to flintlock weapons, futuristic laser blasters, or other ranged weapons.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.1SBd1jm66eSo4eHn]{Gunner}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.wAbsUj5mHZatr3JG]{Practiced With Guns}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.Mbq7D0u4Vee0NKYz]{Careful Shot}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.I8N5PUMy5Eq7cqZl]{Trained Gunner} or @UUID[Compendium.cyphersystem-compendium.abilities.UlQ7w5iD57Hfdzce]{Damage Dealer}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.oNk0Nhle1XwBhOvp]{Snap Shot}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.WrJDw2X8JHcljjP4]{Arc Spray}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.BM6YnBez7sVnrGUh]{Special Shot} or @UUID[Compendium.cyphersystem-compendium.abilities.58CLKxSLgaT6W6Cj]{Lethal Damage}

GM Intrusions: Misfire or jam! The attack fails and the action is lost, plus an additional action is needed to fix the problem.

Is Wanted by the Law

“WANTED, DEAD OR ALIVE” posters (or their equivalent) have appeared featuring your face. It’s up to you whether it’s a mistake that snowballed out of control or you actually would kill someone just for looking at you.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.tuofJSTVjOEwRUem]{Enhanced Speed}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.UyQTRi5ZwWU5tMO0]{Danger Sense}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.uG2ACHNAPoZirp0b]{Surprise Attack}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.DMBJEypEWuAS2lai]{Outlaw Reputation} or @UUID[Compendium.cyphersystem-compendium.abilities.36nlDXhOP5e5dfns]{Successive Attack}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.jaGs9nmLaywdRMUN]{Fast Kill}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.fD8yD0pGCMdOJkGb]{Band of Desperados}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.sbGo2i4oqy1aUeQ6]{Not Dead Yet} or @UUID[Compendium.cyphersystem-compendium.abilities.58CLKxSLgaT6W6Cj]{Lethal Damage}

GM Intrusions: Most people do not take well to discovering a wanted outlaw in their midst.

Keeps a Magic Ally

An allied magic creature bound to an object (such as a minor djinn in a lamp, or a ghost in a pipe) is your friend, protector, and weapon.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.9Kag2UMn6Wdxq4Zo]{Bound Magic Creature}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.PCTUkuALVb0GdTCe]{Object Bond}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.1KjY8D1dvLc3NuUv]{Hidden Closet}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.l0OFjk5XVGV5LzP1]{Minor Wish} or @UUID[Compendium.cyphersystem-compendium.abilities.cGcblQ2qvyHM02kY]{Mount}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.QxOsAHpd8ZkEXI5u]{Improved Object Bond}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.m2j3n3xiExLcXAAn]{Moderate Wish}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.Aprz5cRtdgiAIYUM]{Object Bond Mastery} or @UUID[Compendium.cyphersystem-compendium.abilities.V7npSeuqG3JI4Dvv]{Trust to Luck}

GM Intrusions: The creature unexpectedly disappears into its bound object. The bound object cracks. The creature disagrees and doesn’t do as asked. The creature says it’s leaving unless a task is performed for it.

Leads

Your natural leadership capability allows you to command others, including a loyal band of followers.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.FDUGlu7DZhdfxH2P]{Natural Charisma}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.DmnRMTfHYaeoYFVu]{Good Advice}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.RnK2bmvUb7RIVPSA]{Enhanced Potential}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.4XwwFeGO5haHxvQs]{Basic Follower}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.zTsjsWVgzjQzl2MW]{Advanced Command} or @UUID[Compendium.cyphersystem-compendium.abilities.ETGBAqAc1ApFH5cx]{Expert Follower}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.8EMTH3JCrC5Vjt63]{Captivate or Inspire}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.4necR0YTsaij4ojD]{Greater Enhanced Potential}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.KpbEHKNSEycVB1GU]{Band of Followers} or @UUID[Compendium.cyphersystem-compendium.abilities.qbXP6HlN56bPt7cq]{Mind of a Leader}

GM Intrusions: Followers fail, betray, lie, become corrupted, get kidnapped, or die.

Learns Quickly

You deal with bad situations as they arise, learning new lessons each time.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.7GsuhcRTpDX0d1em]{Enhanced Intellect}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.0xVoKhKKvzxIbtJD]{There’s Your Problem}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.YCwy44WnpusEYN7g]{Quick Study}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.qgholblGXKQri99M]{Hard to Distract}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.FQPA8oY3xiZIL6aG]{Enhanced Intellect Edge} or @UUID[Compendium.cyphersystem-compendium.abilities.dVh39nh5ARUxreUc]{Flex Skill}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.dIK67k9aoBbFBnkf]{Pay It Forward}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.7GsuhcRTpDX0d1em]{Enhanced Intellect}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.2LaX22wvw35lDger]{Learned a Few Things}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.EE1xCQ3OvCrdrG6z]{Two Things at Once} or @UUID[Compendium.cyphersystem-compendium.abilities.CtRvLxfUlCynJv1B]{Skill With Defense}

GM Intrusions: Accidents and mistakes are great teachers.

Lives in the Wilderness

You can survive in badlands where others perish.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.KqV5RSzOU3S3NK51]{Wilderness Life}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.wHcuP6T7Ti6j5Y8C]{Enhanced Might}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.vFQaDsHzJpTSV8Tw]{Living Off the Land}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.Db7aRY4t1mwRpcoL]{Wilderness Explorer}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.KAAezRI2l8rdp1NS]{Animal Senses and Sensibilities} or @UUID[Compendium.cyphersystem-compendium.abilities.Ja8ebgq2RDQryN62]{Wilderness Encouragement}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.CBdIPMJ2oOOesmod]{Wilderness Awareness}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.pfZzabIIEuU4kSH3]{The Wild Is on Your Side}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.Wj6oHOvnZkZjulwI]{One With the Wild} or @UUID[Compendium.cyphersystem-compendium.abilities.TRdK7RJBkq8WW4np]{Wild Camouflage}

GM Intrusions: People in cities and towns sometimes disparage those who look (and smell) like they live in the wilds, as if they were ignorant or barbaric.

Looks for Trouble

You’re a scrapper and love a good fight.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.Hgr8QZmzjXmYorfs]{Fists of Fury}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.XseI77zSp7iHkEWq]{Wound Tender}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.qp1jDaFiRR5xPPMn]{Protector}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.tFhd4dEGikOd1g1K]{Straightforward}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks} or @UUID[Compendium.cyphersystem-compendium.abilities.4necR0YTsaij4ojD]{Greater Enhanced Potential}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.2K3b6cTuLEGZfYqa]{Knock Out}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.kNSRytTtQX0rU3aE]{Mastery With Attacks}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.R9KnCCvGoEHvV1p0]{Greater Enhanced Might} or @UUID[Compendium.cyphersystem-compendium.abilities.58CLKxSLgaT6W6Cj]{Lethal Damage}

GM Intrusions: Weapons break or fly from even the strongest grip. Brawlers trip and fall. Even the battlefield can work against you with things falling or collapsing.

Loves the Void

When it’s just you, your spacesuit, and the panorama of stars wheeling out forever and always, you are at peace.

Type Swap Option: @UUID[Compendium.cyphersystem-compendium.abilities.geCiPXMF2sIRJ68U]{Have Spacesuit, Will Travel}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.zgcoMEc4j2MjpDhC]{Vacuum Skilled}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.GfDLA0qSvqhqzIbL]{Microgravity Adept}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.QH3l6ojVnasZm5U8]{Enhanced Speed Edge}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.MwVDTy2Rx1V7Tyly]{Enhanced Physique}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.q73VWJY2cmWxRcYx]{Space Fighting} or @UUID[Compendium.cyphersystem-compendium.abilities.rqC9cEmRkvm29N56]{Fusion Armor}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.U2QV8t7Pq9irgHqF]{Silent As Space}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.JJ9nWmcBIlfyNDfe]{Push Off and Throw}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.iIy1HDd9yUl07AYo]{Microgravity Avoidance}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.w3HN2nZBTo5mLJcM]{Weightless Shot} or @UUID[Compendium.cyphersystem-compendium.abilities.cbXNxvPdWEbKF6nA]{Reactive Field}

GM Intrusions: Spacesuits develop glitches. Air refill cartridges sometimes misreport capacity. Micrometeorites are common in space.

Masters Defense

You use protective equipment and practiced techniques to avoid becoming hurt in a fight.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.EheuStXUDPojVmT5]{Shield Master}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.gS1X6POaKLjNlHsI]{Sturdy}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.o2ZDoteWQsFsqTJr]{Practiced in Armor}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.zLJYM2OiFVIsuz3P]{Dodge and Resist} or @UUID[Compendium.cyphersystem-compendium.abilities.E1YiGcXAYOjHXoAd]{Dodge and Respond}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.2AIQhz00HyZhY7wM]{Tower of Will}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.4eCjeGPA0ovnwIfu]{Experienced in Armor}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.lGbieMmnuoqsl4Jz]{Nothing but Defend}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.i5n7BaFjTo6W35f9]{Defense Master} or @UUID[Compendium.cyphersystem-compendium.abilities.B6SEeGr5kxLAgvvq]{Wear It Well}

GM Intrusions: Shields break when hit, as do weapons used to parry. Armor straps break.

Masters Spells

By specializing in spellcasting and keeping a spellbook, you can quickly cast spells of arcing lightning, rolling fire, creeping shadow, and summoning.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.EyAIsiqJGCspQFcu]{Arcane Flare}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.Yg6jEM07HAccDcNC]{Ray of Confusion}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.NgHLZq3tZ3CFJvYv]{Fire Bloom} or @UUID[Compendium.cyphersystem-compendium.abilities.wEWyNKnVgVOjsyms]{Summon Giant Spider}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.2t9oGZRuFhLCKjsa]{Soul Interrogation}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.ZK9Ruc53rKBqU93i]{Granite Wall}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.LnZkUlKUuuD7iW3P]{Summon Demon} or @UUID[Compendium.cyphersystem-compendium.abilities.Gsre3acJaxhGBa0S]{Word of Death}

GM Intrusions: The spell goes wrong. The summoned creature turns on the caster. A rival spellcaster is drawn to the magic use.

Masters the Swarm

Insects. Rats. Bats. Even birds. You master one type of small creature that obeys you.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.ZEcFnsNXgcozJElT]{Influence Swarm}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.hIxPlDRbNqallNiu]{Control Swarm}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.CEscdPwUrBpzUeS0]{Living Armor} or @UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.gLxVxCSix441TyKq]{Call Swarm}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.rUzrjRuT2nfEdCaJ]{Gain Unusual Companion}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.iQhBPww1s4wRZcDz]{Deadly Swarm} or @UUID[Compendium.cyphersystem-compendium.abilities.CtRvLxfUlCynJv1B]{Skill With Defense}

GM Intrusions: A command is misunderstood. Control is erratic or is lost. Bites and stings are not uncommon for masters of the swarm.

Masters Weaponry

You are a master user of a particular type of weapon, be it a sword, whip, dagger, gun, or something else.

Someone who Masters Weaponry might have additional equipment, including a high- quality weapon.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.J0fj73TfCu4aSdVL]{Weapon Master}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.qBTIXXJt2Ahn8UYh]{Weapon Crafter}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.6Xs3fyaANQDWXRoc]{Weapon Defense}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.YA5P5CBNr5NSmY6z]{Rapid Attack} or @UUID[Compendium.cyphersystem-compendium.abilities.7rjeYt5hNhkvqK9w]{Disarming Strike}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.imWLlYQs4LTaCTdS]{Never Fumble}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.mhgFWIDr0QuCHRIF]{Extreme Mastery}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.KNElOxbWobS1ygLv]{Murderer} or @UUID[Compendium.cyphersystem-compendium.abilities.6P1CJvVMot3Y2xj0]{Deadly Strike}

GM Intrusions: Weapons break. Weapons can be stolen. Weapons can be dropped or forced out of your hand.

Metes Out Justice

You right wrongs, protect the innocent, and punish the guilty.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.Zu06akqnHdCvoR0W]{Make Judgment}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.tjxKTFdA8gqZDP90]{Designation}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.5jGN9GicKYIAneKQ]{Defend the Innocent}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.3fMzqFFQ1rLtbVrd]{Improved Designation}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.bz04IOSkdP3zcRMD]{Defend All the Innocent} or @UUID[Compendium.cyphersystem-compendium.abilities.iGRECL13bqrSSF7P]{Punish the Guilty}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.RESKINMA0INj60Rc]{Find the Guilty}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.QgnoEdKZ50u4JZoL]{Greater Designation}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.KVOFCKWKmUrqAe7v]{Punish All the Guilty}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.JH40M99RAN6IZWze]{Damn the Guilty} or @UUID[Compendium.cyphersystem-compendium.abilities.Kf09KYdZqG6dNTFC]{Inspire the Innocent}

GM Intrusions: Guilt or innocence can be complicated. Some people resent the presumption of a self-appointed judge. Passing judgment makes enemies.

Moves Like a Cat

Lithe, flexible, and graceful, you move quickly and smoothly, and never seem to be where danger is.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.Qsi6Iw5YCcY8jmNx]{Greater Enhanced Speed}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.tJiXzKX4gf0GNV6V]{Balance}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.tC7wmZwlZcQy5Vd0]{Movement Skills}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.g0Ewv5wBooSFYOlH]{Safe Fall}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.leUaFf4AxYJwwOHt]{Hard to Hit}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.QH3l6ojVnasZm5U8]{Enhanced Speed Edge} or @UUID[Compendium.cyphersystem-compendium.abilities.Qsi6Iw5YCcY8jmNx]{Greater Enhanced Speed}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.JlYk5UNZEUzzO8Js]{Quick Strike}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.2CrV3a9S1yzOXBOJ]{Slippery}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.mSNoWynky7DMz7ln]{Perfect Speed Burst} or @UUID[Compendium.cyphersystem-compendium.abilities.Qsi6Iw5YCcY8jmNx]{Greater Enhanced Speed}

GM Intrusions: Even a cat can be clumsy. A jump isn’t quite as easy as it looks. An escape move is so overzealous that it sends the character right into harm’s way.

Moves Like the Wind

You can move so fast that you become a blur.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.Qsi6Iw5YCcY8jmNx]{Greater Enhanced Speed}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.Sg5WeSF04CYNEecl]{Fleet of Foot}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.leUaFf4AxYJwwOHt]{Hard to Hit}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.8LHIZs9gEAd02tId]{Speed Burst} or @UUID[Compendium.cyphersystem-compendium.abilities.Qsi6Iw5YCcY8jmNx]{Greater Enhanced Speed}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.Zps9ZUc9RD1mRDEK]{Blink of an Eye}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.NhNvpbUWNRIFEm8b]{Hard to See}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.mSNoWynky7DMz7ln]{Perfect Speed Burst} or @UUID[Compendium.cyphersystem-compendium.abilities.0wVk3CszKCJQfp0Q]{Incredible Running Speed}

GM Intrusions: Surfaces can be slick or offer hidden obstacles. The movement of other creatures can be unpredictable, and the character might run into them.

Murders

You’re an assassin, whether by trade, by inclination, or because it was that or be killed yourself. (Someone who Murders might have additional equipment, including three doses of a level 2 blade poison that inflicts 5 points of damage.)

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.uG2ACHNAPoZirp0b]{Surprise Attack}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.rYaAyFLmCAAwZi0s]{Assassin Skills}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.y2eUnbkzxOeoe9w6]{Quick Death}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.369RISHwqzRXkwEG]{Infiltrator}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.ZB80ZclRSzEcr4o1]{Awareness} or @UUID[Compendium.cyphersystem-compendium.abilities.AQQzctwqPJPUTRbb]{Poison Crafter}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.tbeFzIPGuAjRBpKM]{Better Surprise Attack}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.UlQ7w5iD57Hfdzce]{Damage Dealer}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.FzJe2XEwhtUajTWI]{Escape Plan} or @UUID[Compendium.cyphersystem-compendium.abilities.KNElOxbWobS1ygLv]{Murderer}

GM Intrusions: Most people do not react well to a professional killer.

Needs No Weapon

Powerful punches, kicks, elbows, knees, and full body movements are all the weapons you need.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.Hgr8QZmzjXmYorfs]{Fists of Fury}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.K33ayv0NcktuV53N]{Flesh of Stone}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.p61Ycyc7lVZQXupO]{Advantage to Disadvantage}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.JJKRrcU5L1yM9y90]{Unarmed Fighting Style}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.mGv7zlZu1wtNCQXQ]{Moving Like Water} or @UUID[Compendium.cyphersystem-compendium.abilities.4necR0YTsaij4ojD]{Greater Enhanced Potential}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.LODZEYtmmBN5D9zZ]{Divert Attacks}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.eQIPJk2xcFGfDr3H]{Stun Attack}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.S4PaEqmYjg4TGoG3]{Master of Unarmed Fighting Style} or @UUID[Compendium.cyphersystem-compendium.abilities.58CLKxSLgaT6W6Cj]{Lethal Damage}

GM Intrusions: Striking certain foes hurts you as much as it hurts them. Opponents with weapons have greater reach. Complicated martial arts moves can knock you off balance.

Never Says Die

You never quit, can shrug off a beating, and always come back for more.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.UtFc3e4grYyCQneH]{Improved Recovery}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.wXV7JxEmZDlBvRKO]{Push on Through}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.JuOmZXMt1T3tQUZ8]{Ignore the Pain}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.R0UuZ32vmmeFbSMV]{Blood Fever} or @UUID[Compendium.cyphersystem-compendium.abilities.sPheWt9emoY3PCA8]{Hidden Reserves}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.iyM2N9G0RLlj6BZ7]{Increasing Determination} or @UUID[Compendium.cyphersystem-compendium.abilities.3VJyYtECl0wKQj2p]{Outlast the Foe}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.sbGo2i4oqy1aUeQ6]{Not Dead Yet}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.5HNZcrij9mgEmvAR]{Final Defiance} or @UUID[Compendium.cyphersystem-compendium.abilities.NMgopYfoagESHtea]{Ignore Affliction}

GM Intrusions: Sometimes, it’s equipment or weapons that give out.

Operates Undercover

Under the guise of someone else, you seek to find answers the powerful do not want divulged.

Someone who Operates Undercover might have additional equipment that includes a disguise kit.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.PK6oiYXgdP7KaGgi]{Investigate}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.eYHlYyVDj3odrAFJ]{Disguise}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.6ILcTvACqDdLVpc8]{Agent Provocateur} or @UUID[Compendium.cyphersystem-compendium.abilities.ZuX6gykVtKxiBAxR]{Run and Fight}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.MzKqElUHuTtHkV7D]{Pull a Fast One}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.bgaCXtvlT0zWmAIA]{Using What’s Available}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.V7npSeuqG3JI4Dvv]{Trust to Luck} or @UUID[Compendium.cyphersystem-compendium.abilities.6P1CJvVMot3Y2xj0]{Deadly Strike}

GM Intrusions: Bad luck can ruin the best plans. Disguises fail. Allies are revealed to be agents, too.

Performs Feats of Strength

A muscled prodigy, you can haul incredible weight, hurl your body through the air, and punch through doors.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.cpXOBSLY03j89yOy]{Athlete}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.g1t5TxZXsNovIVTn]{Enhanced Might Edge}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.YQEECpNwDSFCFnCN]{Feat of Strength}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.PYD24TjoDAqbKAj8]{Iron Fist} or @UUID[Compendium.cyphersystem-compendium.abilities.WuNUt6ltWGDdjNLS]{Throw}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.R9KnCCvGoEHvV1p0]{Greater Enhanced Might}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.ARiNuZrnfFCvZAFd]{Brute Strike}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.R9KnCCvGoEHvV1p0]{Greater Enhanced Might} or @UUID[Compendium.cyphersystem-compendium.abilities.IFb8NX06xgWM7H98]{Jump Attack}

GM Intrusions: It’s easy to break delicate things or hurt someone accidentally.

Pilots Starcraft

You’re a crack starship pilot.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.Kk5nnC1EcYtqc3Fu]{Pilot}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.QgCWZia7gFicmEJr]{Flex Lore}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.h3G0Ven2SoaPCbk4]{Salvage and Comfort}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.hGbNYgkuIiZHomcJ]{Mentally Tough}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.12xO8QaEsTvEFUvY]{Expert Pilot}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.hIy0GMeL8WALvhEb]{Ship Footing} or @UUID[Compendium.cyphersystem-compendium.abilities.XkFsMa9e9IY2FRcN]{Machine Companion}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.x7YnN02GiwDQ09km]{Sensor Array}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.tuofJSTVjOEwRUem]{Enhanced Speed}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.YWMUeaNzao8n8pAc]{Like the Back of Your Hand}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.0q9alvmsQKKViN0r]{Incomparable Pilot}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.Yo2Z3EdYjx88jYnp]{Remote Control} or @UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks}

GM Intrusions: Starcraft get lost, break down, and are attacked in space. An alien stowaway is found.

Plays Too Many Games

Lessons, reflexes, and strategies you’ve learned by playing too many games have applications in the real world, where people who don’t play enough toil and live their dreary lives.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.qpBv7OxAcMAAtY2M]{Game Lessons}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.p3kh3XKzetkJTG1J]{Gamer}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.qEzcqbNhuJQuBagn]{Zero Dark Eyes}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.pMQT2QIL38XlhkxB]{Resist Tricks}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.QDSSTe5EGrBHjtnL]{Sniper’s Aim} or @UUID[Compendium.cyphersystem-compendium.abilities.QH3l6ojVnasZm5U8]{Enhanced Speed Edge}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.R9WffstnihzBuuvW]{Mind Games}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.7GsuhcRTpDX0d1em]{Enhanced Intellect}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.W0Jw19mWIycjIgmo]{Gamer’s Fortitude}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.laxdkyrDuOhxfWKc]{Mind Surge} or @UUID[Compendium.cyphersystem-compendium.abilities.dIUTe5O1jeA47zps]{Gaming God}

GM Intrusions: Missed attacks strike the wrong target. Equipment breaks. Sometimes people react negatively to someone who has lived most of their life in imaginary game worlds.

Rages

When you go berserk, everyone fears you.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.YGsGHp1rbu3Z7Kdd]{Frenzy}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.R9KnCCvGoEHvV1p0]{Greater Enhanced Might}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.tC7wmZwlZcQy5Vd0]{Movement Skills}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.NoC3yuqxU8yhPf47]{Power Strike} or @UUID[Compendium.cyphersystem-compendium.abilities.zEkA8MhrnJ5p9Io6]{Unarmored Fighter}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.hAVC1FOl7hwnuBpC]{Greater Frenzy}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.ltAq7qr8aaalOtJp]{Attack and Attack Again}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.4necR0YTsaij4ojD]{Greater Enhanced Potential} or @UUID[Compendium.cyphersystem-compendium.abilities.58CLKxSLgaT6W6Cj]{Lethal Damage}

GM Intrusions: It’s easy for a berserker to lose control and attack friend as well as foe.

Rides the Lightning

You create and discharge electrical power.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.3btRIiWxY8oMcVMo]{Shock}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.essJhO2eqoHmIQaa]{Charge}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.uh1t4rnkZ2jOCjHJ]{Bolt Rider}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.76HF09q7MdGek863]{Electric Armor} or @UUID[Compendium.cyphersystem-compendium.abilities.A6H8xi93t6Zrexz9]{Drain Charge}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.YDKULtvV0pMJDxi2]{Bolts of Power}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.etGUYa9dQSvjLvXX]{Electrical Flight}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.2TaqNf6bhxijKELX]{Flash Across the Miles} or @UUID[Compendium.cyphersystem-compendium.abilities.Bny0sFdqf40pJeOp]{Wall of Lightning}

GM Intrusions: Targets other than those intended are shocked. Objects explode.

Runs Away

Your first instinct is to run from danger, and you’ve gotten very good at it.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.10EqPrn9aONinEfm]{Go Defensive}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.tuofJSTVjOEwRUem]{Enhanced Speed}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.QVPmLa6CKwmH6vJZ]{Quick to Flee}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.0wVk3CszKCJQfp0Q]{Incredible Running Speed} or @UUID[Compendium.cyphersystem-compendium.abilities.Qsi6Iw5YCcY8jmNx]{Greater Enhanced Speed}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.iyM2N9G0RLlj6BZ7]{Increasing Determination}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.Mac5S0sQe9Muf4Mv]{Quick Wits}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.U33DbRwloywFlYfi]{Go to Ground}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.hKhwP85QeRGPW03G]{Burst of Escape} or @UUID[Compendium.cyphersystem-compendium.abilities.CtRvLxfUlCynJv1B]{Skill With Defense}

GM Intrusions: Quick movements sometimes lead to dropped items, slipping on uneven ground, or going the wrong way by accident.

Sailed Beneath the Jolly Roger

You sailed with a crew of dread pirates, but you’ve decided to end your days as a pirate and join some other cause. The question is, will your past let you go so easily?

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.JuOmZXMt1T3tQUZ8]{Ignore the Pain}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.IYt42xzsjesQyEfT]{Sailor}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.B4U7RiMrZElfOQyj]{Taking Advantage}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.1POQ4sFW5DLrmXhn]{Fearsome Reputation}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks} or @UUID[Compendium.cyphersystem-compendium.abilities.CtRvLxfUlCynJv1B]{Skill With Defense}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.oCcnXLYQy9DjwPJC]{Sea Legs}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.tC7wmZwlZcQy5Vd0]{Movement Skills}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.5rgcPJXpCcB5VJ1m]{Lost in the Chaos}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.AsmIgvoIRPEtuzkh]{Duel to the Death} or @UUID[Compendium.cyphersystem-compendium.abilities.36nlDXhOP5e5dfns]{Successive Attack}

GM Intrusions: The dangers of the high seas are many, including severe storms and disease. Other pirates sometimes get ahead through betrayal. A pirate tracks down former sailing mates to find hidden treasure.

Scavenges

When not running and hiding, you sift the ruins of civilization for useful remnants to ensure your survival.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.OjGaIl0JEepjDrla]{Post-Apocalyptic Survivor}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.ZOfmWQFbwSJQB4wm]{Ruin Lore}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.IswvUEdCBBZDRme6]{Junkmonger}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.B4U7RiMrZElfOQyj]{Taking Advantage} or @UUID[Compendium.cyphersystem-compendium.abilities.b776WTF2u1roh3n0]{Incredible Health}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.YID6zEB7KkHGYAlD]{Know Where to Look}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.EjBzy1Ue1AA8i6ry]{Recycled Cyphers}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.MJE1k2RmCM6HRwFV]{Artifact Scavenger} or @UUID[Compendium.cyphersystem-compendium.abilities.cbXNxvPdWEbKF6nA]{Reactive Field}

GM Intrusions: An item made with recycled junk breaks. Someone shows up claiming that the useful item or piece of junk scavenged belongs to them. A recycled cypher explodes.

Sees Beyond

You have a psychic sense that allows you to see what others cannot.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.jq6Wm9xYxJA0bRaR]{See the Unseen}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.rYyymKUc0QKWdNsy]{See Through Matter}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.Mu5knvNfGyaeaiTB]{Find the Hidden} or @UUID[Compendium.cyphersystem-compendium.abilities.bzy1KzO0oPmZGu2b]{Sensor}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.KBjSpuK7XJc1abJv]{Remote Viewing}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.PazO9rJ2YoE8VEUw]{See Through Time}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.lL7QywDGOszTIJCE]{Mental Projection} or @UUID[Compendium.cyphersystem-compendium.abilities.RE24qvMuPhasaCP3]{Total Awareness}

GM Intrusions: Some secrets are too terrible to know.

Separates Mind From Body

You can project your mind out of your body to see faraway places and learn secrets that would otherwise remain hidden.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.WgjatSOUT6pT02A7]{Third Eye}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.oTDJtTDkwxr5uSfU]{Open Mind}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.9sfX1SGtcQ17Uiny]{Sharp Senses}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.6X3BDWzVKsWltrtY]{Roaming Third Eye} or @UUID[Compendium.cyphersystem-compendium.abilities.Mu5knvNfGyaeaiTB]{Find the Hidden}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.bzy1KzO0oPmZGu2b]{Sensor}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.miR0d91lKIfmBGdO]{Psychic Passenger}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.lL7QywDGOszTIJCE]{Mental Projection} or @UUID[Compendium.cyphersystem-compendium.abilities.eblwQ80CBlBdeUp5]{Improved Sensor}

GM Intrusions: Reuniting mind and body can sometimes be disorienting and require a character to spend a few moments to get their bearings.

Shepherds the Community

You keep the place where you live safe from all danger.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.op9VSx3NJT28UwTH]{Community Knowledge}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.ag3OU8JZuc769034]{Community Activist}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.6ZVINuyZm4jowRGt]{Shepherd’s Fury} or @UUID[Compendium.cyphersystem-compendium.abilities.CtRvLxfUlCynJv1B]{Skill With Defense}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.4necR0YTsaij4ojD]{Greater Enhanced Potential}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.N0OZaNOIbHTiWDL1]{Evasion}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.oroWEBbp3cvrYwH9]{Greater Skill With Attacks} or @UUID[Compendium.cyphersystem-compendium.abilities.xxavxLEaiVFug1D6]{Protective Wall}

GM Intrusions: People in the community misunderstand the character’s motives. Rivals try to oust the character.

Shepherds Spirits

Wandering souls, nature spirits, and elemental beings aid and support you.

In some settings, the Shepherds Spirits focus applies to only one kind of spirit, such as spirits of the deceased, nature spirits, and so on.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.pHFFr4DkCythNc5n]{Question the Spirits}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.RkOvawhfH5MHQFOH]{Spirit Accomplice}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.dCQdSi11hJDyOSdD]{Command Spirit} or @UUID[Compendium.cyphersystem-compendium.abilities.LojkwDtb1gHLSB6A]{Preternatural Senses}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.OWVz2CkwLnCSJMdS]{Wraith Cloak}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.jVY1PTxvZvpjZILB]{Call Dead Spirit}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.ElsQU746B70tsPmZ]{Call Otherworldly Spirit} or @UUID[Compendium.cyphersystem-compendium.abilities.PvISXo6EQ2PmCGes]{Infuse Spirit}

GM Intrusions: Some people don’t trust those who deal with spirits. The dead sometimes don’t want shepherding.

Shreds the Walls of the World

Speed plus phasing gives you a unique ability to evade danger and simultaneously inflict damage.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.3t1QshyGYnCSo12z]{Phase Sprint}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.7f6ulMjWFw2BOK76]{Disrupting Touch}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.n81xGnZHydeXmIRc]{Scratch Existence}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.nEN2HYzlJWhonfmE]{Invisible Phasing} or @UUID[Compendium.cyphersystem-compendium.abilities.g0SqMvb020tiTQ48]{Walk Through Walls}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.rXUUDUJFKis8TpnL]{Phase Detonation}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.8yGwY0PvtF2ivdSn]{Very Long Sprinting}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.P9HlASUtyiOXghBZ]{Shred Existence} or @UUID[Compendium.cyphersystem-compendium.abilities.INdq5iQf5ECzRiNp]{Untouchable While Moving}

GM Intrusions: Moving so quickly while sprinting sometimes leads to stumbles on unexpected, exotic obstacles.

Siphons Power

You suck power out of machines and creatures alike in order to empower yourself.

Robots and other living machines should be treated as creatures, not machines, for the purposes of siphoning power from them.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.JyAovhallyh9m6oW]{Drain Machine}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.gWvMJQPBSmeaP8yN]{Drain Creature}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.wEj2uvWI3w0W9HWH]{Drain at a Distance} or @UUID[Compendium.cyphersystem-compendium.abilities.P73TBXcNDbZCVsdE]{Unraveling Consumption}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.gn1jtMLhp6qPNXUL]{Store Energy}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.4Xvgo62UVSOI9Acx]{Share the Power}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.Be1ehHb90jtLc8l0]{Explosive Release} or @UUID[Compendium.cyphersystem-compendium.abilities.xbYD729j3km6ZDCA]{Sun Siphon}

GM Intrusions: Drained power also transmits something unwanted—compulsions, afflictions, or alien thoughts. Siphoned power can overload the character, causing feedback.

Slays Monsters

You kill monsters.

Although wielding a sword in a setting where people usually do not carry such weapons is fine, you can change the Slays Monsters sword-related abilities to use a different weapon, such as a gun with silver bullets.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.WFK0xBSAIpD59va8]{Practiced With Swords}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.nW46hfygkxB7FW5m]{Monster Bane}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.PRW5MxW12oakmeHE]{Monster Lore}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.lw0otGU2Iaorppdc]{Will of Legend}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.gPqiQflb6Z3DXGVk]{Trained Slayer}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.HPIlAWDGOQFw6yGm]{Improved Monster Bane} or @UUID[Compendium.cyphersystem-compendium.abilities.lwJAowJa4eKlcDjb]{Misdirect}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.5otvtHrbVXIh0N27]{Fight On}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.oroWEBbp3cvrYwH9]{Greater Skill With Attacks} (swords)

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.KNElOxbWobS1ygLv]{Murderer} or @UUID[Compendium.cyphersystem-compendium.abilities.VupBbHOJAX45Yazb]{Heroic Monster Bane}

GM Intrusions: The monster laid a trap or set an ambush. The monster has previously undisclosed abilities. The monster’s mother vows revenge.

Solves Mysteries

You’re a master of deduction, using evidence to find the answer.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.FzpkQwb1jA53bs1y]{Investigator}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.HWZ8mwAfZEu6r778]{Sleuth}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.7BkWiUHcUrcRIKqO]{Out of Harm’s Way}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.PlVEpuVxp9pGJSoa]{You Studied} or @UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.mL6Yae2CxgefOMHn]{Draw Conclusion}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.0f2qoQlYGRqgu0Nj]{Defuse Situation}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.wqUItgrYzBeMiAoB]{Seize the Initiative} or @UUID[Compendium.cyphersystem-compendium.abilities.nOuOE3EkrNr81pSq]{Greater Skill With Defense}

GM Intrusions: Evidence disappears, red herrings confuse, and witnesses lie. Initial research can be faulty.

Speaks for the Land

Your spiritual connection to nature and the environment grants you mystical abilities.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.0Wq39mJ9oXA415qx]{Seeds of Fury}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.8KYjSKp6ieQ8YXUy]{Wilderness Lore}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.zW0cZJQTR0tHUmn3]{Grasping Foliage}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.gT21nqWZ9Es576oC]{Soothe the Savage} or @UUID[Compendium.cyphersystem-compendium.abilities.OIk4usP2NFT0tDu7]{Communication}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.RfGCXsX7JXEr8fMw]{Moon Shape}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.UJpMPRD25O7HvhbV]{Insect Eruption}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.2lhnVWUMX1Nu6KVj]{Call the Storm} or @UUID[Compendium.cyphersystem-compendium.abilities.jhdgI9rV2mpH6JQU]{Earthquake}

GM Intrusions: An injured natural (but dangerous) creature is discovered. Someone’s poaching wildlife for their skins, leaving the carcasses to rot. A tree falls in the forest, one of the last elder trees.

Stands Like a Bastion

Your armor, along with your size, strength, incredible training, or machine enhancement, makes you difficult to move or hurt.

Some characters who Stand Like a Bastion might already be experts in armor. They can choose a different tier 1 ability instead of Practiced in Armor.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.o2ZDoteWQsFsqTJr]{Practiced in Armor}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.GlXd4oFI9Fqq3rAX]{Experienced Defender}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.mmg9XLzvfbP4ESGO]{Resist the Elements}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.27EOrq94WxqgBbWQ]{Unmovable}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.R9KnCCvGoEHvV1p0]{Greater Enhanced Might} or @UUID[Compendium.cyphersystem-compendium.abilities.yl2zo179wXZW5Xxc]{Practiced With All Weapons}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.YeOtzG5ksxonD5RS]{Living Wall}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.VsAP4JEe7W5gaGaG]{Hardiness}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.4k5JFV78A5SiPjFo]{Mastery in Armor}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.58CLKxSLgaT6W6Cj]{Lethal Damage} or @UUID[Compendium.cyphersystem-compendium.abilities.NKvNEjx64CcS3l13]{Shield Training}

GM Intrusions: Armor is damaged. Small foes conspire in ingenious ways.

Talks to Machines

You use your organic brain like a computer, interfacing “wirelessly” with any electronic device. You can control and influence them in ways that others can’t.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.lzy1YbdIJxzNIHZq]{Machine Affinity}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.7nUj7rxq4Qwg4FUM]{Distant Interface}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.L3UjcLAFvS9MLWCu]{Coaxing Power}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.SeAlSU8Rim5CWsgV]{Charm Machine}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.2odkyEO8azxIZWYj]{Intelligent Interface} or @UUID[Compendium.cyphersystem-compendium.abilities.OE5yXpzWC8lSUmGX]{Command Machine}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.XkFsMa9e9IY2FRcN]{Machine Companion}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.NoKdHv0FSytZR4iF]{Robot Fighter}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.PLyxuOlieOGsJx4h]{Information Gathering}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.FxohCBSksJIu1BSA]{Control Machine} or @UUID[Compendium.cyphersystem-compendium.abilities.PKFz6WVsaKm5kIir]{Improved Machine Companion}

GM Intrusions: The machine malfunctions or acts unpredictably.

Throws With Deadly Accuracy

Everything that leaves your hand goes exactly where you’d like it to go and at the range and speed to make the perfect impact.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.XAXJ3mFGdDv0fXLP]{Precision}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.PlTtlXeugIljHFVg]{Careful Aim}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.yszDDDpH6m16dEoV]{Quick Throw} or @UUID[Compendium.cyphersystem-compendium.abilities.CtRvLxfUlCynJv1B]{Skill With Defense}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.1L1uoad8vwgWxiyN]{Everything Is a Weapon}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.hbWaCBEfSMujqvDf]{Specialized Throwing}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.WW3QjCP5UJUsKBW3]{Whirlwind of Throws}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.58CLKxSLgaT6W6Cj]{Lethal Damage} or @UUID[Compendium.cyphersystem-compendium.abilities.LTqgcoprvBF2ZkdH]{Mastery With Defense}

GM Intrusions: Missed attacks strike the wrong target. Ricochets can be dangerous. Improvised weapons break.

Thunders

You emit destructive sound and manipulate soundscapes.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.uMaMKhemHmtlXDjT]{Thunder Beam}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.87SQGqcRavRZslAp]{Sound Conversion Barrier}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.KLFHpPR0MKLOWr8l]{Nullify Sound} or @UUID[Compendium.cyphersystem-compendium.abilities.EcOIgMC9c1IfSHsr]{Echolocation}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.znJCKr6PeEq4a0j5]{Shattering Shout}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.QZa9b5G80qxtoYqg]{Subsonic Rumble}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.B0dq2gW9gdA0PdzR]{Amplify Sounds}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.jhdgI9rV2mpH6JQU]{Earthquake} or @UUID[Compendium.cyphersystem-compendium.abilities.GlFT2ITvytQVWywQ]{Lethal Vibration}

GM Intrusions: Loud noises attract attention.

Travels Through Time

You can see through time, try to reach through it, and eventually even travel through it.

Although all character choices are subject to GM approval, Travels Through Time is a focus that the GM and player should probably have a long conversation about ahead of time, so the player knows the rules of time travel (if any) that exist in the GM’s setting. A character with this focus can drastically alter a setting, if the rules of time travel allow it.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.YD5gm0w3lqTSyO3V]{Anticipation}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.83y32UMQWshRvbDG]{See History}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.3wxiRMTCBZ4iNCHp]{Temporal Acceleration} or @UUID[Compendium.cyphersystem-compendium.abilities.l5vgtPP0LcsqGrzn]{Time Loop}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.0EhZzYdEhtCRnV4c]{Temporal Dislocation}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.OWRsjlf3ahyH9eez]{Time Doppelganger}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.U58ZQ1X3byfANn4W]{Call Through Time} or @UUID[Compendium.cyphersystem-compendium.abilities.lkO9VJhfOrgLY4g1]{Time Travel}

GM Intrusions: Paradoxes are created. Others remember past events differently.

Was Foretold

You are the “chosen one,” and prophecy, prediction, prognostication, or some other method of determination expects great things of you one day.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.V765JZKDKQ00Buyn]{Interaction Skills}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.4p95GsynORh0Xd7X]{Knowing}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.Z7CKGOQWnfdNO885]{Destined for Greatness}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.zIYdniz9sjvAHsnX]{Overcome All Obstacles} or @UUID[Compendium.cyphersystem-compendium.abilities.5t5EIoGSan3pQ08D]{Hard-Won Resilience}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.WeMTxJElozl7OWdJ]{Center of Attention}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.cfR2uFYjteKAqsYw]{Show Them the Way}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.2uSx4ErQ9f2QLX5M]{As Foretold in Prophecy} or @UUID[Compendium.cyphersystem-compendium.abilities.4necR0YTsaij4ojD]{Greater Enhanced Potential}

GM Intrusions: An enemy described in prophecy appears. Unbelievers threaten to ruin the moment. The character gains a reputation in outside circles as a fraud.

Wears a Sheen of Ice

You command the wintery power of cold and ice.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.czVqoPjH98xaNY1d]{Ice Armor}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.nHqTzLHJrUWSAATM]{Frost Touch}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.BGMXK6VKNmp8M4A3]{Freezing Touch} or @UUID[Compendium.cyphersystem-compendium.abilities.7G8B9lfoVXkuxvKB]{Ice Creation}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.FuufiUyoLFbgBH5J]{Resilient Ice Armor}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.yEfkqXxmuQqlA6Fi]{Cold Burst}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.mvC2vboULutesBDu]{Ice Storm} or @UUID[Compendium.cyphersystem-compendium.abilities.EXrZLa3M8BK43qoi]{Winter Gauntlets}

GM Intrusions: Ice makes surfaces slippery. Extreme cold causes objects to crack and break.

Wears Power Armor

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.ClJUFnz8xBmP4a2l]{Powered Armor}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.wHcuP6T7Ti6j5Y8C]{Enhanced Might}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.YBMLX3Jm5oN79J6G]{Heads-Up Display}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.rqC9cEmRkvm29N56]{Fusion Armor} or @UUID[Compendium.cyphersystem-compendium.abilities.b776WTF2u1roh3n0]{Incredible Health}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.dCoCGVzWxIL9fIvH]{Force Blast}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.cTU70NgcebRlD7jI]{Field-Reinforced Armor}

Tier 6: Masterful Armor Modification (Jet Assisted Flight) or Masterful Armor Modification (Cypher Pod)

GM Intrusions: The armor won’t come off. The armor acts under its own power. The armor suffers a momentary power loss. NPCs are scared by the power armor.

Wields Two Weapons at Once

You bear steel with both hands, ready to take on any foe.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.NHns9zqufRvB3Tnl]{Dual Light Wield}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.Pu5XGGLI6cCp1EQd]{Double Strike}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.369RISHwqzRXkwEG]{Infiltrator}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.q9nALxXrBv5ubXaT]{Dual Medium Wield} or @UUID[Compendium.cyphersystem-compendium.abilities.rOxKh1Z7J686a0nv]{Precise Cut}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.gVOzzvxS6PPu8Ofy]{Dual Defense}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.3uGYyiXUUSz952zQ]{Dual Distraction}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.p1UMG2hrng7mLFDv]{Disarming Attack} or @UUID[Compendium.cyphersystem-compendium.abilities.KDZeCZJxjCQzlTxA]{Spin Attack}

GM Intrusions: A blade snaps in two or a weapon flies loose from its bearer’s grip.

Works for a Living

You take great satisfaction in a job well done, whether it’s coding, building houses, or mining asteroids.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.f7wLki6qjCNs2Ici]{Handy}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.CBGeAZSBuymzrxDz]{Muscles of Iron}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.RM8Fmu1IJwzBkjcM]{Eye for Detail} or @UUID[Compendium.cyphersystem-compendium.abilities.uhC4ubTGfhkNvIMX]{Improvise}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.wHcuP6T7Ti6j5Y8C]{Enhanced Might}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.t8wL47jk1KS4zapb]{Tough It Out}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.MdRdAc0qAWghMmlV]{Expert Skill}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.4necR0YTsaij4ojD]{Greater Enhanced Potential} or @UUID[Compendium.cyphersystem-compendium.abilities.5t5EIoGSan3pQ08D]{Hard-Won Resilience}

GM Intrusions: Repairs sometimes fail. Wiring can be tricky to decipher and still carry an electrical charge. Some people are rude to those who work for a living.

Works Miracles

You can heal others with a touch, alter time to help others, and are generally beloved by everyone.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.igGttY1Y2XbAx3qY]{Healing Touch}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.8mP69InEXQ4TB5BL]{Alleviate}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.rAmIxY5G1BK4ZMm7]{Font of Healing} or @UUID[Compendium.cyphersystem-compendium.abilities.7amEMbwK27v31Lt9]{Miraculous Health}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.FiSwskgQGBjp4IhZ]{Inspire Action}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.IN9qNZDx4sBKNr8n]{Undo}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.O2XHxUa2QNrliDMG]{Greater Healing Touch} or @UUID[Compendium.cyphersystem-compendium.abilities.ydmPM9m8nmmgvlXc]{Restore Life}

GM Intrusions: Attempts to heal might cause harm instead. A community or individual needs a healer so desperately that they hold one against their will.

Works the Back Alleys

You make your way unseen, stealing from the wealthy to achieve your ends.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.QAdh0yZBjJsHdJjD]{Stealth Skills}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.OFWQd2W52VAODeas]{Underworld Contacts}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.MzKqElUHuTtHkV7D]{Pull a Fast One} or @UUID[Compendium.cyphersystem-compendium.abilities.OtbS1NoVXK7mQLEe]{Guild Training}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.KM9qqjzJBJusQNkT]{Master Thief}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.xR2DkSqvAoR8Vtfn]{Dirty Fighter}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.QtpmHxblBqoQozbg]{Alley Rat} or @UUID[Compendium.cyphersystem-compendium.abilities.eepc8U2e178RDqBs]{All-Out Con}

GM Intrusions: Thieves are thrown in jail. Powerful enemies are made.

Works the System

You can exploit flaws in artificial systems, including but not limited to computer code.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.0V2NE0905wwYPRVo]{Hack the Impossible}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.JkiG6hpsfj1h6XRR]{Computer Programming}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.2CekF2lqwNrMyio0]{Connected}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.TmDavAL4vDxKjLBK]{Confidence Artist} or @UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.1fYBYD1EfA5z1NFl]{Confuse Enemy}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.jTiOQKW2QtXK8dmF]{Work the Friendship}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.HUVY2MA2CBegFhLY]{Call in Favor} or @UUID[Compendium.cyphersystem-compendium.abilities.4necR0YTsaij4ojD]{Greater Enhanced Potential}

GM Intrusions: Contacts sometimes have ulterior motives. Devices sometimes have failsafes or even traps.

Would Rather Be Reading

Books are your friends. What’s more important than knowledge? Nothing.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.vPraXsdXkCmaoBbI]{Knowledge Is Power}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.34Ycb9VK8JwHgSl4]{Greater Enhanced Intellect}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.wJSxVM8fWADJtTSd]{Applying Your Knowledge} or @UUID[Compendium.cyphersystem-compendium.abilities.dVh39nh5ARUxreUc]{Flex Skill}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.vPraXsdXkCmaoBbI]{Knowledge Is Power}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.wlkPdME0r3hx9VbE]{Knowing the Unknown}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.34Ycb9VK8JwHgSl4]{Greater Enhanced Intellect}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.vPraXsdXkCmaoBbI]{Knowledge Is Power}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.sq2JJtnRtSthJSYL]{Tower of Intellect} or @UUID[Compendium.cyphersystem-compendium.abilities.lbXg8UlSCG23yxO4]{Read the Signs}

GM Intrusions: Books burn, get wet, or get lost. Computers break or lose power. Glasses break.

","markdown":""},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"ownership":{"default":-1},"flags":{}},{"sort":398438,"name":"Creating New Foci","type":"text","_id":"0VwlyyylqvFgJjZw","title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"

This section provides everything you need to create your own foci.

Every focus has an overarching style, whether that’s exploration, energy manipulation, or simply dealing a lot of damage in combat. These broad classifications are called focus categories.

Each focus category has an overarching theme, followed by selection guidelines that describe how to choose abilities for each tier from the Abilities chapter, from tier 1 to tier 6.

The newly created focus should be named in the form of a verb, like Controls Beasts or Abides in Stone. For instance, a fire-using focus created by following the guidelines in the energy manipulation focus category might be called Bears a Halo of Fire (one of the sample foci in this chapter). Alternatively, a new fire-using focus should get an all-new name like Stokes the Flames of the Apocalypse or Lights Fires With a Thought.

The ability selection guidelines invite you to choose an ability from one of three ranges: low tier, mid tier, and high tier. These ranges correspond with the power “grades” given for every ability. These abilities are further sorted into ability categories based on the kinds of things they do—abilities that improve physical attacks are in the attack skill category, abilities that assist allies are in the support category, and so on. Look for the grades and categories in the Ability Categories and Relative Power section of the Abilities chapter.

Low-tier abilities are best suited for focus options at tiers 1 and 2. Mid-tier abilities are best suited for focus options at tiers 3 and 4. High-tier abilities are best suited for focus options at tiers 5 and 6.

That said, sometimes you’ll find it appropriate to assign a low-tier ability at tier 3 or 4, or maybe a mid-tier ability at tier 1 or 2. Do so sparingly, but don’t rule it out. It might be the only way to get all the abilities you want for the focus you’re building. Higher-tier abilities usually cost more Pool points to use. So if a mid-tier ability is made available at tier 1 or 2, or a high-tier ability is made available at tier 3 or 4, the higher cost will be a balancing factor.

Balancing Abilities

The guidelines within each category go a long way toward ensuring that the focus you build will be balanced. Sometimes it might be appropriate to grant a low-power ability along with a regular ability at a given tier, depending on the needs of the focus. A “low-power ability” is deliberately open for GM interpretation, but generally speaking, should be no more potent than a low-tier ability (that is, an ability that is normally available at tier 1 or 2).

For instance, someone who uses cold might be able to create small snow sculptures in addition to emitting a cold ray. Someone who uses electricity might be able to charge a depleted artifact or have an asset for dealing with electrical systems. And so on.

Often, the focus guidelines note this as a possibility. However, you have great leeway in deciding if a focus needs an additional ability, even if the guidelines for that tier don’t indicate one. If you do add an ability, or there is a
higher-power ability at a tier that normally shouldn’t have it, it might mean that the choice given at the next tier, or the previous tier, isn’t quite as good. Balancing a focus is a bit of an art. Resist the urge to overpower the focus, but don’t underpower it, either.

Each focus category provides a guideline for what kind of ability you should select at every tier. But don’t regard the guidelines as something that you can’t vary. They’re not prescriptive; they’re just a place to start. You might want to vary the kind of ability at a particular tier that isn’t indicated in the guidelines. As long as the chosen ability falls within the expected power curve for that tier, it’s fine. The guideline isn’t meant to be a straitjacket.

For example, if you’re building a cold-using focus for a game set in a fantasy genre, you may decide that an ability that calls up a demon is a better choice at a particular tier than an ability that does damage in an area, which is what the tier 5 guideline for energy manipulation calls for. Making the change is probably especially valid if you call your new focus something like Channels the Ninth Circle.

Ability Swap

If you’re creating a focus and you think it should provide a suite of abilities at first tier that would mechanically overload it, you have the option to add one as a “swap” ability. Doing so is as easy as allowing a character to swap out one of their type abilities for an indicated low-tier focus ability. The ability is gained instead of one of the abilities normally granted by the character’s type.

Concept and Category

Choosing to create a focus that uses a particular concept—say, creating illusions—doesn’t lock you into creating a focus within a particular category—in this case, environment manipulation. A focus can be constructed in a variety of ways using a particular energy, tool, or concept, each ultimately leading to a focus that provides different results. It all depends on your ends. In this case, creating illusions might be used to sway others, which argues for a focus built using the influence category guidelines.

In the same way, if a focus grants a character the ability to call some kind of force or energy, that doesn’t mean the focus should automatically be built using the energy manipulation category guidelines (though of course it could, if attacking and protecting yourself with that energy is the point). But a focus could be built that grants abilities to call energy or force that is primarily focused on durability, suggesting a tank combat focus (someone who can take a lot of punishment in a fight); or blasting away with a main concern for maximizing damage, thus suggesting a striker combat focus; or creating a follower composed of that energy or force, suggesting an ally use focus (that is, someone who uses helping creatures, NPCs, or even duplicate versions of themselves to give them a leg up).

Here’s another example: the focus Controls Gravity could conceivably be an environment manipulation focus or an energy manipulation focus. It depends on whether the focus is more concerned with crushing and holding things in place (environment manipulation) or on blasting things and protecting yourself with gravity (energy manipulation).

The same malleability of concept holds true in other realms. For instance, if someone is able to call up and mold raw earth, they might use it to transform themselves into a being of stone (tank combat), to batter foes (striker combat), or to create walls, barricades, and shields to protect their allies (support).

If you’re looking for an ability and can’t seem to find the right one in the vast catalog in the Abilities chapter, consider reskinning one to make it seem new (and to accomplish what you need). Reskinning means that you use the underlying mechanics of an ability as written but change the flavor in some fashion. For instance, maybe you’re creating a new earth-moving focus but can’t find enough earth-related abilities to meet your need. It’s easy enough to change up other abilities so they use earth instead of fire, cold, or magnetism. For instance, Wings of Fire might become Wings of Earth, Ice Armor could become Earth Armor, and so on. These alterations change nothing except the type of damage and any knock-on effects (for instance, Wings of Earth might generate clouds of dust in their wake).

Abilities That Reference Other Abilities

Some abilities in the Abilities chapter reference other abilities. If you select an ability for your focus or type that refers to or modifies a lower-tier ability, also include that lower-tier ability in your type or focus as a selection a PC can make at a lower tier.

Creating Brand-New Abilities

You can go further than reskinning and create one or more brand-new abilities. When doing this, try to find something as close as possible to the effect you want, then use it as a template. In any case, deciding how much an ability should cost when it comes to a character’s Pool is one of the most important aspects of getting an ability right.

You may notice that higher-tier abilities are more expensive. This is partly because they do more, but it’s also because higher-tier characters have more Edge than lower-tier characters, which means they pay fewer points from their relevant Pools. A third-tier character with 3 Edge in a relevant Pool pays no cost for abilities that cost 3 or fewer points. That’s great for lower-tier abilities, but you’ll usually want a character to think a little bit about how often to use their most powerful abilities. That means they should cost at least 1 point more than the Edge the character is likely to have at that tier. (Often, a character will have an Edge in their relevant Pool equal to their tier.)

As a good rule of thumb, a typical ability should cost points equal to its tier.

Choose GM Intrusions

Think about the kinds of things that might surprise, alarm, or go catastrophically wrong for someone with the new focus being created, and assign it as a GM intrusion for that focus. Of course, this often is done on the fly during the game. But giving the topic some thought while the focus is being constructed and the ideas are fresh in your head is likely to yield some particularly devilish options.

Focus Categories

Ally Use

Foci that prioritize providing NPC followers to the character are ally use foci. The followers give aid to the PC in a variety of ways, but at base they usually provide an asset to the character’s actions.

Multiple potential themes exist within the ally use category, from abilities that allow a character to summon or craft allies to those that allow them to attract allies through fame, magic, or essential authority or charisma.

Connection: Choose four relevant connections from the Focus Connections list.

Additional Equipment: Any object necessary for the character to keep an ally. For instance, someone with a focus that uses super-science to create robot allies would require tools to build and repair those allies. Some foci in this category don’t require anything to gain or retain their benefits.

Minor Effect Suggestions: The NPC ally’s tasks are eased on its next turn.

Major Effect Suggestions: The NPC ally gains an immediate extra action.

The following are examples and not meant to provide a complete list of all possible foci in this category.

@UUID[.9x56c0G5TMOl1Arn#builds-robots]{Builds Robots} @UUID[.9x56c0G5TMOl1Arn#consorts-with-the-dead]{Consorts With the Dead} @UUID[.9x56c0G5TMOl1Arn#controls-beasts]{Controls Beasts} @UUID[.9x56c0G5TMOl1Arn#exists-in-two-places-at-once]{Exists in Two Places at Once} @UUID[.9x56c0G5TMOl1Arn#leads]{Leads} @UUID[.9x56c0G5TMOl1Arn#masters-the-swarm]{Masters the Swarm} @UUID[.9x56c0G5TMOl1Arn#shepherds-spirits]{Shepherds Spirits}

Ability Selection Guidelines

Tier 1: Choose a low-tier ability that grants a level 2 NPC follower to the character, or gives a similar benefit provided by an NPC. Alternatively, lay the groundwork for gaining such NPC allies at higher tiers by choosing an ability that gives the character influence over others.

Sometimes an additional low-power ability is appropriate, depending on the focus. Often, this is an ability that grants skill training in a related area of knowledge or a related skill. For instance, training in a skill related to the kind of NPC follower the character gains would be appropriate.

Tier 2: Choose a low-tier ability that grants influence over similar kinds of NPCs as the follower gained at the previous tier. If no follower was gained at the previous tier, this ability should provide that benefit now.

Sometimes a secondary ability might be appropriate in addition to the ability provided above, perhaps a low-power ability that grants 2 or 3 points to a Pool.

Tier 3: Choose two mid-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One option should be a mid-tier ability that improves the NPC follower previously provided (usually from level 2 to level 3) or grants an additional follower.

The other option should be something that benefits the character—perhaps an offensive or defensive ability, or something that broadens their influence over their followers (or potential followers).

Tier 4: Choose a mid-tier ability that gives the character an offensive or defensive capability if they haven’t previously gained one, preferably within the theme of the focus. For instance, if the character gains followers because of their charisma, this ability might let them command foes for brief periods. If the character gains followers by building or calling them, this ability might let them affect entities of the same type that are not already their followers.

Alternatively, this ability might further improve a previously gained follower from level 3 to level 4, or grant an additional follower.

Tier 5: Choose an ability that improves the character by providing a defense, an improved stat Pool, or another kind of protection.

Alternatively, this ability could open a new front in influencing and calling NPC allies related to the focus’s theme. For instance, someone who keeps beast allies might gain an ability to call a horde of lesser beasts. Someone who builds robots might gain an ability to build several lesser robot helpers. And so on.

Finally, this ability might improve a previously gained follower to level 5.

Tier 6: Choose two high-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One of the abilities should improve a previously gained follower to level 5, if that wasn’t already provided at tier 5. If that’s the case, this ability might be provided in addition to two other related abilities.

Another high-tier option could provide a handful of level 3 followers to the character.

The last high-tier ability could open a new front in influencing and calling NPC allies related to the focus’s theme. For instance, someone who gains followers through high charisma and training might gain an ability to learn otherwise impossible-to-glean information.

Basic

Foci that rely mostly on providing skill training, assets to tasks, and bumps to stat Pools and Edge in order to improve a character fall within the basic category. An overarching theme is also included, as with most of the other categories, that makes sense of the various basic abilities provided.

In addition, because the benefits provided by such foci are mostly straightforward (usually with a few exceptions), most basic foci would also be appropriate for non-fantastic campaigns where magic, super-science, or psychic abilities normally don’t come into play. That said, just because the abilities granted by basic foci are straightforward doesn’t mean they are not potent when combined with the abilities granted by type, descriptor, cyphers, and other character aspects.

Connection: Choose four relevant connections from the Focus Connections list.

Additional Equipment: Any object necessary to fulfill the overarching theme of the focus. For instance, a focus called Would Rather Be Reading should grant a handful of books to the character. A focus called Works for a Living should provide a set of tools.

Minor Effect Suggestions: Next action is eased.

Major Effect Suggestions: Make a free, no-action recovery roll that doesn’t count against daily recovery rolls.

The following are examples and not meant to provide a complete list of all possible foci in this category.

@UUID[.9x56c0G5TMOl1Arn#doesnt-do-much]{Doesn’t Do Much} @UUID[.9x56c0G5TMOl1Arn#interprets-the-law]{Interprets the Law} @UUID[.9x56c0G5TMOl1Arn#learns-quickly]{Learns Quickly} @UUID[.9x56c0G5TMOl1Arn#works-for-a-living]{Works for a Living} @UUID[.9x56c0G5TMOl1Arn#would-rather-be-reading]{Would Rather Be Reading}

Ability Selection Guidelines

Tier 1: Choose an ability that grants training or an asset to skills associated with the focus’s theme, or that grants 5 or 6 points to a particular Pool.

Alternatively, choose an ability that grants only 2 or 3 points to a particular Pool and an ability that provides training or an asset to just one task.

Tier 2: Choose whichever kind of ability wasn’t chosen at tier 1.

Tier 3: Choose two mid-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One option should be a non-fantastic ability that improves the character’s abilities within the focus’s theme. For instance, if the theme involves paying attention in some fashion, an information-gathering ability might be appropriate.

The other option should be something that either improves the character’s Edge in an appropriate stat or provides the character with some kind of defense.

Tier 4: Choose another ability that grants additional training or an asset to skills associated with the focus’s theme, or that grants 5 or 6 points to a particular Pool best suited to the focus. Or choose two abilities that provide only 2 or 3 points plus another tier 4 ability that improves a single task or skill.

Alternatively, provide a branch-out ability suggested at tier 5.

Finally, if the focus has yet to grant some kind of defense, a defensive ability could be provided here.

Tier 5: Choose an ability that allows the character to branch out slightly—perhaps one like Expert Skill that allows them to automatically succeed on a task they’re trained in.

Alternatively, if a nonstandard benefit was provided at tier 4, provide the benefits suggested at tier 4 here.

Tier 6: Choose two high-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One option should be an ability that provides another 5 or 6 points to a particular Pool best suited to the focus, or that the character can divide up as they wish. Alternatively, training in offense or defense would also be appropriate.

The other tier 6 option should give the character a brand-new ability within their theme, but not one that strays into the realm of the fantastic. For instance, an ability that allows a character to take two actions instead of one would be reasonable. Granting additional training, assets, or Edge would also be fine.

Energy Manipulation

Energy manipulation foci offer abilities that can call fire, electricity, force, magnetism, or nonstandard forms of energy such as cold, stone, or something stranger like “void” or “shadow.” These abilities usually give a character a way to achieve something of a balance between attacking enemies and granting themselves or allies additional protection. The focus usually also offers abilities that provide other ways to use specific energy for things like transportation, creating large concentrations of energy that can affect multiple targets, or creating a temporary object or barrier of energy.

Connection: Choose four relevant connections from the Focus Connections list.

Additional Equipment: One or more pieces of equipment immune to the energy manipulated, which might be a set of clothes. Alternatively, something related to the energy being generated. Some foci in this category don’t require additional equipment.

Energy Abilities: If a character type grants special abilities that normally use some other kind of energy, they now produce the kind used by this focus. For example, if a character uses this focus to manipulate electricity, their force blasts become blasts of electricity. These alterations change nothing except the type of damage and any knock-on effects (for instance, electricity might temporarily short out electronic systems).

Minor Effect Suggestions: The target or something near the target is hindered because of residual energy.

Major Effect Suggestions: An important item on the target’s person is destroyed.

The following are examples and not meant to provide a complete list of all possible foci in this category.

@UUID[.9x56c0G5TMOl1Arn#absorbs-energy]{Absorbs Energy} @UUID[.9x56c0G5TMOl1Arn#bears-a-halo-of-fire]{Bears a Halo of Fire} @UUID[.9x56c0G5TMOl1Arn#dances-with-dark-matter]{Dances With Dark Matter} @UUID[.9x56c0G5TMOl1Arn#rides-the-lightning]{Rides the Lightning} @UUID[.9x56c0G5TMOl1Arn#thunders]{Thunders} @UUID[.9x56c0G5TMOl1Arn#wears-a-sheen-of-ice]{Wears a Sheen of Ice}

Ability Selection Guidelines

Tier 1: Choose a low-tier ability that either inflicts damage or provides protection using the appropriate energy type in some fashion.

Sometimes an additional low-power ability is appropriate, depending on the energy type. For instance, a focus that manipulates cold might grant an ability to create snow sculptures. A focus that manipulates electricity might grant an ability to charge a depleted artifact or have an asset for dealing with electrical systems. A focus that absorbs energy might grant an ability to release it as a basic attack. And so on.

Tier 2: Choose whichever kind of ability wasn’t chosen at tier 1.

Tier 3: Choose two mid-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One option should be an ability that inflicts damage using the appropriate energy type (and possibly a related effect).

The other should grant enhanced movement by use of the appropriate energy type, give additional protection provided by the preferred energy, or use the energy in a completely new way, such as by draining the energy from a machine (if using electricity), entombing a victim in a layer of ice (if using cold), creating perfect silence (if using sound), creating a dazzling blast of illumination (if using light), and so on.

Tier 4: Choose whichever kind of ability wasn’t chosen at tier 3.

Tier 5: Choose a high-tier ability that inflicts damage (and possibly a related effect) that can affect more than one target using the appropriate energy type, or an ability that uses the energy in some fashion not previously used, as described in tiers 3 and 6.

Tier 6: Choose two high-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One of the high-tier abilities should use the preferred energy to inflict a lot of damage to a single target or to several.

The other option should use the appropriate energy type to accomplish a task not previously provided by lower-tier abilities, such as fashioning a fiery follower (if using fire), teleporting a great distance as a blast of lightning (if using electricity), creating solid objects out of the energy, and so on.

Environment Manipulation

Foci that allow a character to move objects, affect gravity, create objects (or illusions of objects), and so on are environment manipulation foci. Given that, in many cases, energy is used as part of this process, this category and energy manipulation overlap to some extent. Environment manipulation foci prioritize abilities that indirectly affect enemies and allies via objects, forces, and alterations of the surroundings; energy manipulation foci prioritize directly damaging targets with the chosen energy or force.

For example, rather than blasting a foe with a gravity pulse that does damage, a character using an environment manipulation focus based on gravity is more likely to have abilities that hold a target in place, use gravity to throw heavy objects as an attack, or lower gravity in a particular area or even on a particular object.

Connection: Choose four relevant connections from the Focus Connections list.

Additional Equipment: Any object necessary to manipulate the surrounding environment. For instance, someone with a focus that grants the ability to craft objects would require basic tools. Some foci in this category don’t require anything to gain or retain their benefits.

Environment Manipulation Abilities: Foci themes that involve imagery or visible energies can affect the look of your type abilities. Such alterations, if any, do nothing but change the appearance of effects. If gravity is manipulated, perhaps a telltale bluish glow permeates all ability uses, including type abilities. If illusion is generated, perhaps flamboyant visual and auditory qualities accompany type abilities, such as the appearance of a tentacled beast holding a target in place when Stasis is used. And so on.

Minor Effect Suggestions: The target gets turned around, and its next attack is hindered.

Major Effect Suggestions: The character is refreshed and recovers 4 points to one Pool.

The following are examples and not meant to provide a complete list of all possible foci in this category.

@UUID[.9x56c0G5TMOl1Arn#awakens-dreams]{Awakens Dreams} @UUID[.9x56c0G5TMOl1Arn#blazes-with-radiance]{Blazes With Radiance} @UUID[.9x56c0G5TMOl1Arn#calculates-the-incalculable]{Calculates the Incalculable} @UUID[.9x56c0G5TMOl1Arn#controls-gravity]{Controls Gravity} @UUID[.9x56c0G5TMOl1Arn#crafts-illusions]{Crafts Illusions} @UUID[.9x56c0G5TMOl1Arn#crafts-unique-objects]{Crafts Unique Objects} @UUID[.9x56c0G5TMOl1Arn#employs-magnetism]{Employs Magnetism} @UUID[.9x56c0G5TMOl1Arn#focuses-mind-over-matter]{Focuses Mind Over Matter}

Ability Selection Guidelines

Tier 1: Choose a low-tier ability that grants a basic use of an ability that alters the environment (or predicts it) using the focus’s theme. For instance, a gravity-affecting focus might provide an ability that makes a target lighter or heavier. An
illusion-crafting focus might grant an ability that allows the creation of an image. An object-making focus might grant a basic proficiency in creating a particular kind of object. A predictive focus might calculate outcomes and provide the character with the benefits of that foreknowledge. And so on.

Sometimes an additional low-power ability is appropriate, depending on the focus. Often, this is an ability that grants skill training in a related area of knowledge.

Tier 2: Choose a low-tier ability that provides a new defensive or offensive capability related to the focus’s theme.

Alternatively, this ability might provide an additional or brand-new capability to manipulate the environment related to the focus’s theme.

Tier 3: Choose two mid-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One option should be a mid-tier ability related to the focus’s theme that provides an additional environment manipulation capacity or further improves the basic environment manipulation ability previously granted. This ability isn’t directly offensive or defensive, but provides either an all-new ability related to the basic ability, or one that increases the strength, range, or some other extension of the previously unlocked basic ability.

The other mid-tier option should provide an offensive or defensive ability related to the specific form of movement the focus provides, if possible.

Tier 4: Choose a mid-tier ability that is either an offensive or a defensive use of the ability, whichever one wasn’t chosen as an option in the previous tier.

Tier 5: Choose a high-tier penultimate use of the environment-manipulation ability. For instance, if the focus-granted manipulation is illusory, this ability might haunt a target with terrifying images. If the focus is gravity based, it might unlock flight. If magnetic, it might allow the user to reshape metal. If the focus grants telekinetic powers, this ability could allow a character to hurl massive objects at foes. And so on.

Tier 6: Choose two high-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One of the abilities should provide either an offensive or a defensive ability, opposite the ability provided at tier 4 (though high tier rather than mid tier).

The other option should be something that further explores the use of the basic environment manipulation capability. If the tier 5 choice was the penultimate ability, this might be an even better ultimate ability related to the kind of manipulation offered, or a different way of using that ability to unlock an as-yet-unexplored facet of the ability.

Exploration

Foci that allow a character to gather information, survive in unfamiliar environments, and find their way to new locations or track down particular creatures and foes are exploration foci. Surviving in unfamiliar environments requires a reasonable selection of defensive options; however, abilities that allow a character to find and learn are prioritized.

Exploration foci rely on a variety of methods, though training and expertise are the mainstays. Some methods require specific tools (such as a vehicle) to grant the benefits provided, while others might rely on the supernatural or
super-science to learn new things and explore strange places from afar.

Connection: Choose four relevant connections from the Focus Connections list.

Additional Equipment: Any object necessary to explore. For instance, starting maps and/or
a compass would be basic equipment, while someone who uses psychic abilities might require a mirror or crystal sphere to gaze into. Equipment might also include access to a vehicle required for exploration, as previously noted.

Minor Effect Suggestions: You have an asset on any action that involves using your senses, such as perceiving or attacking, until the end of the next round.

Major Effect Suggestions: Your Intellect Edge increases by 1 until the end of the next round.

The following are examples and not meant to provide a complete list of all possible foci in this category.

@UUID[.9x56c0G5TMOl1Arn#explores-dark-places]{Explores Dark Places} @UUID[.9x56c0G5TMOl1Arn#infiltrates]{Infiltrates} @UUID[.9x56c0G5TMOl1Arn#operates-undercover]{Operates Undercover} @UUID[.9x56c0G5TMOl1Arn#pilots-starcraft]{Pilots Starcraft} @UUID[.9x56c0G5TMOl1Arn#sees-beyond]{Sees Beyond} @UUID[.9x56c0G5TMOl1Arn#separates-mind-from-body]{Separates Mind From Body}

Ability Selection Guidelines

Tier 1: Choose a low-tier ability that grants the character basic exploratory, survival, or information-gathering capabilities within the focus’s theme.

Sometimes an additional low-power ability is appropriate, depending on the focus. Often, this is an ability that grants skill training in a related area of knowledge or a related skill (though this may already be covered in the main ability). Alternatively, it might offer a simple bonus of 2 or 3 points to the Might Pool.

Tier 2: Choose another low-tier ability that grants an additional capability related to exploration, survival, or information gathering.

For instance, a focus dedicated to surviving savage conditions might offer an ability (or two) that makes it easier to avoid natural hazards, poisons, difficult terrain, and so on. A focus dedicated to exploration of a particular area might grant abilities to gain access to that area, or a capability that others normally lack (like the ability to see in the dark).

Tier 3: Choose two mid-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One option should further improve the basic exploration ability granted, or give a new exploratory, survival, or information-gathering ability.

The other option should be something that benefits the character, either an offensive or defensive ability (especially if this focus hasn’t already granted that) or something that further broadens the character’s ability to explore in the focus’s chosen realm.

Tier 4: Choose a mid-tier offensive or defensive ability (whichever wasn’t offered at tier 3) that benefits the character. Alternatively, if offensive and defensive abilities are already well represented, choose a different mid-tier ability that broadens the character’s ability to explore, survive, or gather information.

Tier 5: Choose a high-tier ability that alleviates some of the penalties for exploring, surviving, or gathering information in a normally inhospitable place.

Tier 6: Choose two high-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One option should further improve the basic exploration-themed ability previously granted, or give a brand-new exploratory, survival, or information-gathering ability.

The other option should be something that benefits the character, either an offensive or defensive ability, or yet another ability that further broadens their capacity to explore in the focus’s chosen realm.

Influence

Foci that prioritize authority and influence—whether that’s to make people or machines do as commanded, to help others, or to rise to some other prestigious and significant position—fall within the influence category.

These foci grant influence through training and persuasion, by direct mental manipulation, by using fame to get people’s attention and influence their actions, or simply by knowing and learning things that affect later decisions. In this sense, the concept of influence is broad.

Connection: Choose four relevant connections from the Focus Connections list.

Additional Equipment: Any object necessary to achieve the influence suggested should be granted as additional equipment. Some influence foci don’t require anything to gain or retain their benefits.

Minor Effect Suggestions: The range or duration of the influencing ability is doubled.

Major Effect Suggestions: An ally or indicated target can take an additional action.

The following are examples and not meant to provide a complete list of all possible foci in this category.

@UUID[.9x56c0G5TMOl1Arn#commands-mental-powers]{Commands Mental Powers} @UUID[.9x56c0G5TMOl1Arn#conducts-weird-science]{Conducts Weird Science} @UUID[.9x56c0G5TMOl1Arn#fuses-mind-and-machine]{Fuses Mind and Machine} @UUID[.9x56c0G5TMOl1Arn#is-idolized-by-millions]{Is Idolized by Millions} @UUID[.9x56c0G5TMOl1Arn#solves-mysteries]{Solves Mysteries} @UUID[.9x56c0G5TMOl1Arn#talks-to-machines]{Talks to Machines} @UUID[.9x56c0G5TMOl1Arn#works-the-system]{Works the System}

Ability Selection Guidelines

Tier 1: Choose a low-tier ability that allows the character to learn something significant enough that they can choose a smart course of action (or use that knowledge to persuade or intimidate). How the character learns the information varies by the specifics of the focus. One character might do experiments to learn answers, another might open a telepathic link with others to trade information secretly and quickly, and still another might simply be trained in interaction tasks.

Sometimes an additional low-power ability is appropriate, depending on the focus. Often, this is an ability that grants skill training in a related area of knowledge.

Tier 2: Choose a low-tier ability that improves the character’s ability to apply influence. This might open an additional front on the focus’s basic theme or simply further enhance the basic ability already provided. For instance, this tier 2 ability could ease influence-related tasks by a few steps, allow a telepath to read the minds of others who have secrets they’d otherwise not reveal, or grant influence over physical objects (either to improve them or to learn more about them). And so on.

Tier 3: Choose two mid-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One option should provide an offensive or defensive capability related to the focus’s specific kind of influence, if possible. For instance, an inventor might create a serum that gives them increased abilities (which could be used for offense or defense), a telepath might have some method of blasting foes with mental energy, and someone with only the basic skills of debate and influence through fame might have to rely on weapon training or their entourage.

The other mid-tier option should provide an additional ability to influence in the theme of the focus, or further improve the basic influence ability previously granted. This option isn’t directly offensive or defensive, but provides either an all-new ability related to the basic ability, or increases the strength, range, or some other extension of the previously unlocked basic ability. For instance, a telepath might have a psychic suggestion ability.

Tier 4: Choose a mid-tier ability that is either an offensive or a defensive use of the influence ability, whichever one wasn’t chosen as an option in the previous tier.

Alternatively, this ability could grant an additional capability related to the kind of influence the focus provides.

Tier 5: Choose a high-tier penultimate use of the specific influence ability granted at lower tiers.

Alternatively, choose an ability not previously gained at a lower tier, one that opens a new front on the particular influence capability. For instance, if the focus-granted influence is telepathic, the tier 5 ability might allow a character to see into the future to gain assets for dealing with enemies (and allies).

Tier 6: Choose two high-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One of the options should provide either an offensive or a defensive ability, opposite the ability provided at tier 4 (though high tier rather than mid tier).

The other option should be something that further explores the use of the basic influence ability provided by the focus. If the tier 5 choice was the penultimate ability, this might be an even better ultimate ability related to the kind of influence used, or a different way of using that ability to unlock an as-yet-unexplored facet of the ability.

Irregular

Most foci have a basic theme, a “character story” that logically leads to a series of related abilities. However, certain foci themes are so wide that they don’t fit into any other category except an irregular one of their own.

Irregular foci provide a basket of disparate abilities. Usually that’s because the overarching theme is one that demands variability and access to several different kinds of abilities. Often, these foci are found in genres that suggest additional rule tweaks to leverage their use even further, such as power shifts in the superhero genre and spellcasting in the fantasy genre. However, other irregular foci are possible.

Connection: Choose four relevant connections from the Focus Connections list.

Additional Equipment: Any object necessary to the focus’s theme. For instance, a
superhero-themed focus might grant a superhero costume.

Minor Effect Suggestions: The target is also dazed for one round, during which time all of its tasks are hindered.

Major Effect Suggestions: The target is stunned and loses its next turn.

The following are examples and not meant to provide a complete list of all possible foci in this category.

@UUID[.9x56c0G5TMOl1Arn#channels-divine-blessings]{Channels Divine Blessings} @UUID[.9x56c0G5TMOl1Arn#descends-from-nobility]{Descends From Nobility} @UUID[.9x56c0G5TMOl1Arn#emerged-from-the-obelisk]{Emerged From the Obelisk} @UUID[.9x56c0G5TMOl1Arn#flies-faster-than-a-bullet]{Flies Faster Than a Bullet} @UUID[.9x56c0G5TMOl1Arn#masters-spells]{Masters Spells} @UUID[.9x56c0G5TMOl1Arn#speaks-for-the-land]{Speaks for the Land}

Ability Selection Guidelines

Tier 1: Choose a low-tier ability that grants one of the benefits the focus theme promises, one that a first-tier character should have.

Sometimes an additional low-power ability is appropriate, depending on the focus. Often, this is an ability that grants skill training in a related area of knowledge or a related skill. Alternatively, it might offer a simple bonus of 2 or 3 points to a Pool.

Tier 2: Choose a low-tier ability that grants one of the benefits the focus theme promises, one that’s presumably not immediately related to the one provided at tier 1. That said, if a defense wasn’t provided at tier 1, tier 2 is a good place to add it.

Tier 3: Choose two mid-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One option should provide one of the benefits the focus theme promises, one that may not be immediately related to those provided at earlier tiers.

The other option should include a method of attack if none has previously been granted. Alternatively, if the lower-tier abilities don’t quite get the character where they need to be, this option might further increase a capability unlocked at a lower tier.

Tier 4: Choose a mid-tier ability that grants one of the benefits the focus theme promises, one that may not be immediately related to those provided at earlier tiers.

Tier 5: Choose a high-tier ability that grants one of the benefits the focus theme promises, one that may not be immediately related to those provided at earlier tiers.

Tier 6: Choose two high-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One option should grant one of the benefits the focus theme promises, one that may not be immediately related to those provided at earlier tiers. However, this ability might also provide an ultimate version of a lower-tier ability if a mid-tier or low-tier option wasn’t quite sufficient.

The other option should provide an alternate method to round out the character in a way that doesn’t replicate the first tier 6 option. For instance, if the first option provided some kind of attack, this one might be an interaction, information-gathering, or healing ability, depending on the focus’s overarching theme.

Movement Expertise

Foci that prioritize novel forms of movement—in order to excel in combat, escape situations most others can’t, move with stealth for purposes of theft or escape, or move into locations normally inaccessible—fall within the movement expertise category. These foci usually have methods of granting either offense or defense through movement, though they may provide some means of doing both.

The classic movement expertise focus is one that relies on speed to make more attacks and avoid being hit, though general agility might also provide the same benefit. Other foci in this category might fall within the theme by granting a character the ability to become immaterial, to change their form into something like water or air, or to instantly move via teleportation.

Connection: Choose four relevant connections from the Focus Connections list.

Additional Equipment: Any object necessary to achieve great speeds, change state, or otherwise gain the benefit of the focus should be granted as additional equipment. Some foci in this category don’t require anything to gain or retain their benefits.

Minor Effect Suggestions: The target is dazed, and their next action is hindered.

Major Effect Suggestions: The target is stunned and loses their next action.

The following are examples and not meant to provide a complete list of all possible foci in this category.

@UUID[.9x56c0G5TMOl1Arn#exists-partially-out-of-phase]{Exists Partially Out of Phase} @UUID[.9x56c0G5TMOl1Arn#moves-like-a-cat]{Moves Like a Cat} @UUID[.9x56c0G5TMOl1Arn#moves-like-the-wind]{Moves Like the Wind} @UUID[.9x56c0G5TMOl1Arn#runs-away]{Runs Away} @UUID[.9x56c0G5TMOl1Arn#shreds-the-walls-of-the-world]{Shreds the Walls of the World} @UUID[.9x56c0G5TMOl1Arn#travels-through-time]{Travels Through Time} @UUID[.9x56c0G5TMOl1Arn#works-the-back-alleys]{Works the Back Alleys}

Ability Selection Guidelines

Tier 1: Choose a low-tier ability that grants the basic benefit of the specific movement style, whether that’s enhanced speed, agility, immateriality, and so on.

Sometimes an additional low-power ability is appropriate, depending on the focus. If the basic benefit of the movement demands some kind of additional understanding or training, this ability could be that. Alternatively, if the movement provided seems like it should also unlock a basic offensive or defensive benefit (relying on the use of the initial basic ability), append it as well.

Tier 2: Choose a low-tier ability that provides a new offensive or defensive capability related to the focus’s theme.

Alternatively, this ability might provide some additional capability related to the form of movement that grants useful information to the character that would normally be inaccessible to someone without the focus.

Tier 3: Choose two mid-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One option should provide an additional movement capacity or further improve the basic movement capacity, related to the focus’s theme. This isn’t directly offensive or defensive, but provides the character with a new level of ability or an all-new ability related to their basic movement ability.

The other option should provide either an offensive or a defensive capability related to the specific form of movement the focus provides.

Tier 4: Choose a mid-tier ability that further enhances the advantages provided by focus’s movement-enhancing paradigm. This could provide a new or better form of defense (directly, or indirectly if moving to a location or time where danger doesn’t threaten), or a new or better form of offense.

Tier 5: Choose a high-tier penultimate use of the movement-related ability. For instance, if the focus-provided movement is temporal, this ability might allow actual (if brief) jaunts of time travel. If the focus enhances speed, this ability might allow the character to move up to a very long distance with one action. And so on.

Alternatively, unlock an as-yet-unexplored related ability that could derive from the basic movement power provided by the focus.

Tier 6: Choose two high-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One of the options should provide either an offensive or a defensive ability, opposite the ability provided at tier 4 (though high tier rather than mid tier).

The other option should be something that further explores the use of the basic
movement ability. If the tier 5 choice was the penultimate ability, this might be an even better ultimate ability related to the movement.

Striker Combat

Striker combat foci prioritize dealing damage in battle over other concerns. Foci in this category offer defensive abilities as well, but they emphasize abilities that provide ways to spike damage to heights that other foci normally don’t reach.

To achieve this end, a striker combat focus might offer mastery of a particular style of martial combat, which could be training with a particular weapon or martial art, or the use of a unique tool (or even a kind of energy). A style might be something as singular as being the best at fighting a particular kind of enemy, or something much broader, such as adopting a particularly vicious or unsporting style. A striker combatant might use fire, force, or magnetism as their preferred method of spiking damage.

Connection: Choose four relevant connections from the Focus Connections list.

Additional Equipment: The weapon, tool, or other special item or substance (if any) required to engage in the particular style of combat. For instance, a dose of level 5 poison for Fights Dirty or Murders, a trophy from a previously defeated foe for Battles Robots, or stylish clothes for Fights With Panache.

Minor Effect Suggestions: The target is so dazzled by your expertise that it is dazed for one round, hindering all of its tasks.

Major Effect Suggestions: Make an immediate additional attack using an attack provided by the focus as part of your turn.

The following are examples and not meant to provide a complete list of all possible foci in this category.

@UUID[.9x56c0G5TMOl1Arn#battles-robots]{Battles Robots} @UUID[.9x56c0G5TMOl1Arn#fights-dirty]{Fights Dirty} @UUID[.9x56c0G5TMOl1Arn#fights-with-panache]{Fights With Panache} @UUID[.9x56c0G5TMOl1Arn#hunts]{Hunts} @UUID[.9x56c0G5TMOl1Arn#is-licensed-to-carry]{Is Licensed to Carry} @UUID[.9x56c0G5TMOl1Arn#looks-for-trouble]{Looks for Trouble} @UUID[.9x56c0G5TMOl1Arn#masters-weaponry]{Masters Weaponry} @UUID[.9x56c0G5TMOl1Arn#murders]{Murders} @UUID[.9x56c0G5TMOl1Arn#needs-no-weapon]{Needs No Weapon} @UUID[.9x56c0G5TMOl1Arn#performs-feats-of-strength]{Performs Feats of Strength} @UUID[.9x56c0G5TMOl1Arn#rages]{Rages} @UUID[.9x56c0G5TMOl1Arn#slays-monsters]{Slays Monsters} @UUID[.9x56c0G5TMOl1Arn#throws-with-deadly-accuracy]{Throws With Deadly Accuracy} @UUID[.9x56c0G5TMOl1Arn#wields-two-weapons-at-once]{Wields Two Weapons at Once}

Ability Selection Guidelines

Tier 1: Choose a low-tier ability that inflicts additional damage when a character attacks using the focus’s particular fighting style, energy, or attitude, or when used against a chosen enemy.

Sometimes an additional low-power ability is appropriate, depending on the focus. For instance, a focus that grants proficiency in a special weapon might offer training in crafting tasks associated with that weapon. A focus that grants increased damage against a particular kind of foe might offer training in skills to recognize, locate, or just have general knowledge about that foe. A fighting style that involves fighting in a vicious or dirty manner might provide training in intimidation. And so on.

If the focus is about fighting a particular enemy, additional secondary powers (more than might otherwise be offered) may be appropriate. Those either further enhance effectiveness against the chosen enemy, or offer broader but related abilities that give the character who takes the focus some functionality even when not fighting that enemy.

Tier 2: Choose a low-tier ability that provides some form of defense using the weapon, weapon style, or chosen energy. If the weapon style is being especially good at fighting a certain kind of foe, the ability should be a defense against that kind of foe. Alternatively, the focus might offer another method for increasing damage within the chosen paradigm.

Sometimes an additional low-power ability is appropriate at tier 2. If so, choose whichever
low-power ability wasn’t gained at tier 1.

Tier 3: Choose two mid-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One option should inflict additional damage when using the focus’s fighting style, energy, or attitude, or when used against a chosen enemy. That could be as simple as an ability that offers an additional attack of that kind.

The other option should provide a method to temporarily neutralize a foe by disarming them, dazing or stunning them, slowing or holding them, or otherwise discombobulating them by using the focus’s fighting style, energy, or attitude, or when used against a chosen enemy.

Tier 4: Choose a mid-tier ability that further enhances the advantages provided by the focus’s paradigm. Often, this includes training in a particular kind of attack. Alternatively, the ability might increase the advantages provided by achieving a certain combat status, such as gaining surprise.

Tier 5: Choose a high-tier ability that inflicts damage. Alternatively, if focused on fighting a particular kind of foe, this ability might give the character a chance to completely neutralize, destroy, blind, or kill a singular target of up to level 3 (or higher, if the focus is on a singular foe).

Tier 6: Choose two high-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One of the options should use the focus paradigm to inflict an exceptional amount of damage.

The other option could be a different way of inflicting damage, either using the focus paradigm or just dealing lots of damage in general (and relying on previous focus tier abilities to improve targeting). This could be against multiple targets if the first option was for a single target, to outright kill or neutralize a target (starting with level 4, but with guidance for using Effort to increase the level of the target), or to select yet another foe, make another attack, or get away in order to fight another day.

Support

Foci that allow a character to help others succeed, defend others, heal others who are hurt, and so on are support foci. Of course, most foci abilities are often used in aid of others, but support foci (such as Siphons Power) prioritize aiding, healing, and improving the character who takes the focus.

Support foci rely on a variety of methods to provide their help, including martial training used in defense, supernatural or sci-fi means of providing healing, or simply easing the cares of others through entertainment.

Connection: Choose four relevant connections from the Focus Connections list.

Additional Equipment: Any object necessary to provide support. For instance, someone with a focus that uses entertainment to help others would require an instrument or similar object in aid of their craft. Some foci in this category don’t require anything to gain or retain their benefits.

Minor Effect Suggestions: You can draw an attack without having to use an action at any point before the end of the next round.

Major Effect Suggestions: You can take an extra action in aid of an ally.

The following are examples and not meant to provide a complete list of all possible foci in this category.

@UUID[.9x56c0G5TMOl1Arn#defends-the-weak]{Defends the Weak} @UUID[.9x56c0G5TMOl1Arn#entertains]{Entertains} @UUID[.9x56c0G5TMOl1Arn#helps-their-friends]{Helps Their Friends} @UUID[.9x56c0G5TMOl1Arn#metes-out-justice]{Metes Out Justice} @UUID[.9x56c0G5TMOl1Arn#shepherds-the-community]{Shepherds the Community} @UUID[.9x56c0G5TMOl1Arn#siphons-power]{Siphons Power} @UUID[.9x56c0G5TMOl1Arn#works-miracles]{Works Miracles}

Ability Selection Guidelines

Tier 1: Choose a low-tier ability that provides some form of defense, aid or entertainment, benefit to recovery or healing, or protection. That defense or protection could be to the PC and not to an ally, as one cannot protect another without first being able to protect themselves (and sometimes protecting themselves is the entire point).

Sometimes an additional low-power ability is appropriate, depending on the focus. Often, this is an ability that grants skill training in a related area of knowledge or a related skill, but it might be something that works with the initial ability that, by itself, wouldn’t do much.

Tier 2: Choose a low-tier ability that follows up on the support style opened in the previous tier. If the previous tier’s ability provided a means of protection only for the focus taker, this tier 2 ability should specifically provide aid to another. If the previous tier specifically provided aid to another, this tier 2 ability could defend the focus taker or provide an offensive capability grounded, if possible, in the focus’s theme.

Tier 3: Choose two mid-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One option should work within the focus’s theme to aid, heal, protect, or otherwise help another.

The other option should be something that benefits the character, either an offensive or defensive ability, or something that broadens their expertise in some fashion. Alternatively, it could be another, different method of helping someone else.

Tier 4: Choose a mid-tier ability that gives an ally a direct boon or provides the character with a way to help another. It could also be an ability that harms or nullifies a foe, as removing foes certainly helps allies.

Tier 5: Choose a high-tier ability that provides an offensive or defensive option for the character, if none have been provided yet. If this need has been previously addressed or is deemed unnecessary, choose a high-tier ability that provides some form of defense, aid or entertainment, benefit to recovery or healing, or protection to another. For example, a tier 5 ability might grant an ally an additional free action or allow them to repeat a failed action.

Tier 6: Choose two high-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One of the options should provide an ultimate method of helping another in the theme of the focus.

The other option could provide an alternative ultimate method of helping another; many foci in this category do. However, an option that provides high-tier offense or defense is also completely reasonable.

Tank Combat

Foci that prioritize being able to take a lot of punishment and soak up excess damage from foes fall within the tank combat category. These foci provide offensive abilities too, as well as additional abilities related to the particular method by which improved protection is achieved, but defensive abilities are most pronounced.

Some tank combat foci involve a physical transformation that grants additional protection, and others rely on specialized training, use tools like shields or heavy armor, or provide the ability to heal incredibly fast. The kinds of physical transformation that a tank focus provides, if any, vary widely. A focus might turn a character’s skin to stone, reinforce their body with metal, turn them into a monstrous being, make them so big it becomes harder to hurt them, and so on.

Connection: Choose four relevant connections from the Focus Connections list.

Additional Equipment: Any object necessary to maintain a physical transformation (such as a tool for repair if partly robotic, a shield or other defensive tool used if skilled, or possibly some kind of amulet or serum). Some tank combat foci don’t require anything to gain or retain their benefits.

Minor Effect Suggestions: +2 to Armor for a few rounds.

Major Effect Suggestions: Regain 2 points to Might Pool.

The following are examples and not meant to provide a complete list of all possible foci in this category.

@UUID[.9x56c0G5TMOl1Arn#abides-in-stone]{Abides in Stone} @UUID[.9x56c0G5TMOl1Arn#brandishes-an-exotic-shield]{Brandishes an Exotic Shield} @UUID[.9x56c0G5TMOl1Arn#defends-the-gate]{Defends the Gate} @UUID[.9x56c0G5TMOl1Arn#fuses-flesh-and-steel]{Fuses Flesh and Steel} @UUID[.9x56c0G5TMOl1Arn#grows-to-towering-heights]{Grows to Towering Heights} @UUID[.9x56c0G5TMOl1Arn#howls-at-the-moon]{Howls at the Moon} @UUID[.9x56c0G5TMOl1Arn#lives-in-the-wilderness]{Lives in the Wilderness} @UUID[.9x56c0G5TMOl1Arn#masters-defense]{Masters Defense} @UUID[.9x56c0G5TMOl1Arn#never-says-die]{Never Says Die} @UUID[.9x56c0G5TMOl1Arn#stands-like-a-bastion]{Stands Like a Bastion}

Ability Selection Guidelines

Tier 1: Choose a low-tier ability that provides defense within the focus’s theme. If the theme is simply intense training or the use of a defensive tool, the ability might be as simple as a bonus to Armor. If protection comes from physical transformation, this ability provides the base form effects, benefits, and in some cases drawbacks for making the transformation. A low-tier enhanced healing ability would also be appropriate at first tier.

Sometimes an additional low-power ability is appropriate, depending on the focus. If the character transforms, this ability may provide a knock-on effect, though in the case of some transformations, it might be a description of how someone with an abnormal physiognomy can fully heal. Other times, the secondary power may simply be training in a related skill, or it may unlock the ability to use a particular armor or shield without penalty.

Tier 2: If the theme of the focus isn’t physical transformation, choose a low-tier ability that provides an additional method of defending, healing damage, or avoiding attacks.

If the theme of the focus is physical transformation, choose a low-tier ability that unlocks a new capability related to the form the character takes. That might mean gaining better control of the transformation, unlocking a robotic interface, or otherwise more fully unlocking that form. This ability is not necessarily defensive, though it could be.

Tier 3: Choose two mid-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One option should provide an additional form of protection in keeping with the focus’s theme, such as more defensive capabilities unlocked from a transformation (which might also come with additional offensive capabilities) or a simple physical enhancement if defense is gained by skills or enhanced healing.

The other option should provide an offensive capability, especially if creating a non-transformation focus that doesn’t already have offensive benefits. That capability could be an enhanced attack or provide some other benefit useful in combat, such as quickly evading or (on the other end of the continuum) becoming immovable.

Tier 4: Choose a mid-tier ability that further enhances the advantages provided by the focus’s damage-soaking paradigm. Often, this includes training in a particular kind of defense. Alternatively, it might increase the advantages provided by previously unlocked defensive abilities, whether that means gaining greater control over a transformation, gaining additional chances to avoid damage or retry tasks related to enhanced determination, and so on. If the focus is lacking in offensive options, this is a good place to include one.

Tier 5: Choose a high-tier ability that provides protection, possibly in the form of shrugging off a debilitating condition (including death). If the focus offers a physical transformation, this ability might further unlock an additional related ability, whether offensive, defensive, or something related to exploration or interaction (such as flight if the form is winged, intimidation if the form is fearsome, and so on).

Tier 6: Choose two high-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One option should use the focus paradigm to increase the defense, protection, or ability to shrug off damage.

The other option could be a different way of being defensive. In some cases, the best defense is a good offense, so this option could provide a high-tier offensive ability in keeping with the focus’s theme, whether that’s a straight-up damage boost on attacks or better control of an unstable physical transformation.

","markdown":""},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"ownership":{"default":-1},"flags":{}},{"sort":399219,"name":"Abilities","type":"text","_id":"YRhX8KikaF361373","title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"

A character’s type, flavor, and focus assign an appropriate tier to each ability. However, if you’re creating a brand-new focus or type, we provide a couple of additional tools.

The first is a power grade for each ability, which tells you about how potent it is in relation to other abilities. Abilities appropriate for tiers 1 and 2 characters are called “low-tier” abilities. Abilities appropriate for tiers 3 and 4 are called “mid-tier” abilities. Abilities appropriate for tiers 5 and 6 are called “high-tier” abilities.

These abilities are further sorted into ability categories based on the kinds of things they do—abilities that improve physical attacks are in the attack skill category, abilities that assist allies are in the support category, and so on.

Unless otherwise noted, you cannot choose the same ability twice, even if you get it from both your type and a flavor.

Ability Categories and Relative Power

Abilities can be divided into several categories based on the kinds of things they do—improve your physical attacks, assist allies, provide defense, give you a special attack form, and so on. Under each of the following category descriptions is a list of abilities that fit that category, sorted into low-, medium-, and high-tier abilities.

The categories are mainly used by GMs when designing new foci for a campaign, allowing them to search a short list of abilities instead of trying to find something appropriate among the thousand or so abilities in this chapter. For example, the GM might have a custom focus in their campaign called “Is Born of the Swamp” and want a defensive ability for tier 5, so they can look at the high-tier abilities in the protection category and quickly narrow down what options are available.

It may be possible that a character gains the same ability from more than one source (such as from their type and their descriptor). Unless the two abilities are obviously additive (such as two abilities that each add 3 points to your Might Pool, which together would give the character +6 Might points), the duplicated ability might be improved in some way, such as having a longer duration or greater effect, or automatically providing an asset. Some abilities give suggestions on how to do this; otherwise, the player and the GM should work out whether and how the ability is improved.

The ability categories are not intended to be rigid or comprehensive. Some abilities fall into more than one category, and it could be argued that some abilities could be included in more categories than are listed here.

These categories have some overlap with the categories in the Creating New Foci chapter. For example, there is a support category here and a support category in the Creating New Foci chapter. They aren’t intended to be exact parallels and they don’t mean exactly the same thing. That said, if you’re creating a support-centric focus, many of the abilities in the support ability category would be appropriate choices.

Attack Skill

Gives you training or specialization in a specific physical attack (like swords or unarmed combat), a category of physical attacks (light bladed, heavy bashing, and so on), or another physical skill primarily used to inflict harm (such as breaking objects).

Low Tier

@UUID[Compendium.cyphersystem-compendium.abilities.YBMLX3Jm5oN79J6G]{Heads-Up Display} @UUID[Compendium.cyphersystem-compendium.abilities.wAbsUj5mHZatr3JG]{Practiced With Guns} @UUID[Compendium.cyphersystem-compendium.abilities.NhijFGxYepJtaa0r]{Practiced With Medium Weapons} @UUID[Compendium.cyphersystem-compendium.abilities.WFK0xBSAIpD59va8]{Practiced With Swords} @UUID[Compendium.cyphersystem-compendium.abilities.FEkLEYwk7r9KE7oC]{Quarry} @UUID[Compendium.cyphersystem-compendium.abilities.JJKRrcU5L1yM9y90]{Unarmed Fighting Style}

Mid Tier

@UUID[Compendium.cyphersystem-compendium.abilities.R0UuZ32vmmeFbSMV]{Blood Fever} @UUID[Compendium.cyphersystem-compendium.abilities.Z7JkIlrv7gxim4Fn]{Cognizant Offense} @UUID[Compendium.cyphersystem-compendium.abilities.nOuOE3EkrNr81pSq]{Greater Skill With Defense} @UUID[Compendium.cyphersystem-compendium.abilities.yl2zo179wXZW5Xxc]{Practiced With All Weapons} @UUID[Compendium.cyphersystem-compendium.abilities.NoKdHv0FSytZR4iF]{Robot Fighter} @UUID[Compendium.cyphersystem-compendium.abilities.NcItnMHjeG9fgE1K]{Serv-0 Aim} @UUID[Compendium.cyphersystem-compendium.abilities.lPqCQOQJF0JfoFRn]{Serv-0 Brawler} @UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks} @UUID[Compendium.cyphersystem-compendium.abilities.QDSSTe5EGrBHjtnL]{Sniper’s Aim} @UUID[Compendium.cyphersystem-compendium.abilities.hbWaCBEfSMujqvDf]{Specialized Throwing}

High Tier

@UUID[Compendium.cyphersystem-compendium.abilities.2uSx4ErQ9f2QLX5M]{As Foretold in Prophecy} @UUID[Compendium.cyphersystem-compendium.abilities.AsmIgvoIRPEtuzkh]{Duel to the Death} @UUID[Compendium.cyphersystem-compendium.abilities.oroWEBbp3cvrYwH9]{Greater Skill With Attacks} @UUID[Compendium.cyphersystem-compendium.abilities.LE8NtDKG9TzXBv5B]{Hunter’s Drive} @UUID[Compendium.cyphersystem-compendium.abilities.S4PaEqmYjg4TGoG3]{Master of Unarmed Fighting Style} @UUID[Compendium.cyphersystem-compendium.abilities.kNSRytTtQX0rU3aE]{Mastery With Attacks} @UUID[Compendium.cyphersystem-compendium.abilities.F6mAzjhG2T4irVjy]{Specialized Basher}

Companion

Gives you a follower, modifies a follower, or gives you an additional benefit when interacting with or near your follower. This category includes humanoid followers, beast companions, and temporary companions like summoned swarms, conjured spirits, and so on.

Low Tier

@UUID[Compendium.cyphersystem-compendium.abilities.4XwwFeGO5haHxvQs]{Basic Follower} @UUID[Compendium.cyphersystem-compendium.abilities.bOohoEcDegDBinFc]{Beast Companion} @UUID[Compendium.cyphersystem-compendium.abilities.9Kag2UMn6Wdxq4Zo]{Bound Magic Creature} @UUID[Compendium.cyphersystem-compendium.abilities.hIxPlDRbNqallNiu]{Control Swarm} @UUID[Compendium.cyphersystem-compendium.abilities.tgS72E10jiPF3Dm3]{Critter Companion} @UUID[Compendium.cyphersystem-compendium.abilities.P1jQZdPIrxo4wNlr]{Duplicate} @UUID[Compendium.cyphersystem-compendium.abilities.ZK4CUb9HH4J5A8IN]{Entourage} @UUID[Compendium.cyphersystem-compendium.abilities.ZEcFnsNXgcozJElT]{Influence Swarm} @UUID[Compendium.cyphersystem-compendium.abilities.yaLHxRtVBhveqHJA]{Necromancy} @UUID[Compendium.cyphersystem-compendium.abilities.oEubmS7pZ3zFK8uJ]{Resilient Duplicate} @UUID[Compendium.cyphersystem-compendium.abilities.paIv2etaqLqY76y0]{Robot Assistant} @UUID[Compendium.cyphersystem-compendium.abilities.v1lZkKjSCS1pjnET]{Serv-0} @UUID[Compendium.cyphersystem-compendium.abilities.RkOvawhfH5MHQFOH]{Spirit Accomplice}

Mid Tier

@UUID[Compendium.cyphersystem-compendium.abilities.zstBkLwRduC7vgGT]{Beast Eyes} @UUID[Compendium.cyphersystem-compendium.abilities.gLxVxCSix441TyKq]{Call Swarm} @UUID[Compendium.cyphersystem-compendium.abilities.ETGBAqAc1ApFH5cx]{Expert Follower} @UUID[Compendium.cyphersystem-compendium.abilities.BQnrZXeivue9Q2qp]{Fellow Explorer} @UUID[Compendium.cyphersystem-compendium.abilities.srn53BB1da8Elh1t]{Fiery Hand of Doom} @UUID[Compendium.cyphersystem-compendium.abilities.rUzrjRuT2nfEdCaJ]{Gain Unusual Companion} @UUID[Compendium.cyphersystem-compendium.abilities.vEVmBgz2TxOH3aSk]{Greater Necromancy} @UUID[Compendium.cyphersystem-compendium.abilities.QxOsAHpd8ZkEXI5u]{Improved Object Bond} @UUID[Compendium.cyphersystem-compendium.abilities.CEscdPwUrBpzUeS0]{Living Armor} @UUID[Compendium.cyphersystem-compendium.abilities.XkFsMa9e9IY2FRcN]{Machine Companion} @UUID[Compendium.cyphersystem-compendium.abilities.cGcblQ2qvyHM02kY]{Mount} @UUID[Compendium.cyphersystem-compendium.abilities.S2OZtm12S2YvxD7H]{Retinue} @UUID[Compendium.cyphersystem-compendium.abilities.Nyt7Z1xWqmnuu265]{Shipspeak} @UUID[Compendium.cyphersystem-compendium.abilities.h1rn92kIqG5VVYd6]{Stronger Together} @UUID[Compendium.cyphersystem-compendium.abilities.wEWyNKnVgVOjsyms]{Summon Giant Spider} @UUID[Compendium.cyphersystem-compendium.abilities.FwEUY43Q8EMVCCsL]{Superior Duplicate} @UUID[Compendium.cyphersystem-compendium.abilities.OWRsjlf3ahyH9eez]{Time Doppelganger} @UUID[Compendium.cyphersystem-compendium.abilities.l5vgtPP0LcsqGrzn]{Time Loop}

High Tier

@UUID[Compendium.cyphersystem-compendium.abilities.Qm31Nw2SkBpVcv9M]{As If One Creature} @UUID[Compendium.cyphersystem-compendium.abilities.fD8yD0pGCMdOJkGb]{Band of Desperados} @UUID[Compendium.cyphersystem-compendium.abilities.KpbEHKNSEycVB1GU]{Band of Followers} @UUID[Compendium.cyphersystem-compendium.abilities.pFWDdnTXCiPfwsWv]{Beast Call} @UUID[Compendium.cyphersystem-compendium.abilities.jVY1PTxvZvpjZILB]{Call Dead Spirit} @UUID[Compendium.cyphersystem-compendium.abilities.HUVY2MA2CBegFhLY]{Call in Favor} @UUID[Compendium.cyphersystem-compendium.abilities.ElsQU746B70tsPmZ]{Call Otherworldly Spirit} @UUID[Compendium.cyphersystem-compendium.abilities.U58ZQ1X3byfANn4W]{Call Through Time} @UUID[Compendium.cyphersystem-compendium.abilities.8SDpRRzZRF73zLsF]{Conjuration} @UUID[Compendium.cyphersystem-compendium.abilities.iQhBPww1s4wRZcDz]{Deadly Swarm} @UUID[Compendium.cyphersystem-compendium.abilities.M1FHIlVPVv8O02LV]{Dragon’s Maw} @UUID[Compendium.cyphersystem-compendium.abilities.NVdx8QjmTP5eOjDh]{Fire Servant} @UUID[Compendium.cyphersystem-compendium.abilities.iEOf9IkbHU8oBOMm]{Improved Apportation} @UUID[Compendium.cyphersystem-compendium.abilities.0IlHHY1ktkN2L5Sp]{Improved Companion} @UUID[Compendium.cyphersystem-compendium.abilities.PKFz6WVsaKm5kIir]{Improved Machine Companion} @UUID[Compendium.cyphersystem-compendium.abilities.UJpMPRD25O7HvhbV]{Insect Eruption} @UUID[Compendium.cyphersystem-compendium.abilities.pGJIwlCJDib2Splm]{Legal Intern} @UUID[Compendium.cyphersystem-compendium.abilities.rHApGqEQj8TCGa3f]{Masterful Armor Modification} @UUID[Compendium.cyphersystem-compendium.abilities.rsYzxCchklPSFAp7]{Multiplicity} @UUID[Compendium.cyphersystem-compendium.abilities.Aprz5cRtdgiAIYUM]{Object Bond Mastery} @UUID[Compendium.cyphersystem-compendium.abilities.3EcnBLVtGwxpWXBW]{Recruit Deputy} @UUID[Compendium.cyphersystem-compendium.abilities.yqhUXLWMSNn5IYOn]{Robot Fleet} @UUID[Compendium.cyphersystem-compendium.abilities.LnZkUlKUuuD7iW3P]{Summon Demon} @UUID[Compendium.cyphersystem-compendium.abilities.OWRsjlf3ahyH9eez]{Time Doppelganger} @UUID[Compendium.cyphersystem-compendium.abilities.GDphyYXSfjKE5BST]{True Necromancy}

Control

Controls or influences minds in ways outside of what could be done with conventional intimidation and persuasion, such as using psychic mind control, fear gas, and so on.

Low Tier

@UUID[Compendium.cyphersystem-compendium.abilities.BggeJtN5IcutwLJg]{Calm Stranger} @UUID[Compendium.cyphersystem-compendium.abilities.SeAlSU8Rim5CWsgV]{Charm Machine} @UUID[Compendium.cyphersystem-compendium.abilities.fg8V2R3kpLX2sHRn]{Cloud Personal Memories} @UUID[Compendium.cyphersystem-compendium.abilities.ag3OU8JZuc769034]{Community Activist} @UUID[Compendium.cyphersystem-compendium.abilities.ulHj0pzmwc515fve]{Fast Talk} @UUID[Compendium.cyphersystem-compendium.abilities.M2oXV5cRSdMlUZDm]{Goad} @UUID[Compendium.cyphersystem-compendium.abilities.0V2NE0905wwYPRVo]{Hack the Impossible} @UUID[Compendium.cyphersystem-compendium.abilities.kgCuCmU8kn0UMy8v]{Robot Control} @UUID[Compendium.cyphersystem-compendium.abilities.gT21nqWZ9Es576oC]{Soothe the Savage} @UUID[Compendium.cyphersystem-compendium.abilities.qVlbJjB7X8R78rz0]{Terrifying Presence}

Mid Tier

@UUID[Compendium.cyphersystem-compendium.abilities.CLObcsu2DKKKhzyK]{Calm} @UUID[Compendium.cyphersystem-compendium.abilities.8EMTH3JCrC5Vjt63]{Captivate or Inspire} @UUID[Compendium.cyphersystem-compendium.abilities.mUhnX0UmEw2BROkI]{Captivate With Starshine} @UUID[Compendium.cyphersystem-compendium.abilities.t83oYxQRuO2u2zx4]{Command} @UUID[Compendium.cyphersystem-compendium.abilities.OE5yXpzWC8lSUmGX]{Command Machine} @UUID[Compendium.cyphersystem-compendium.abilities.dCQdSi11hJDyOSdD]{Command Spirit} @UUID[Compendium.cyphersystem-compendium.abilities.crFxkKwBNdnD6tX4]{Crowd Control} @UUID[Compendium.cyphersystem-compendium.abilities.FIU24o7T66ViVgyg]{Daydream} @UUID[Compendium.cyphersystem-compendium.abilities.sqiDNk5qXh9j3zwh]{Grand Deception} @UUID[Compendium.cyphersystem-compendium.abilities.ljhjSIxYOCbPXEFR]{Interruption} @UUID[Compendium.cyphersystem-compendium.abilities.Vcfc6yjbqX6WSzCf]{Mind Control} @UUID[Compendium.cyphersystem-compendium.abilities.iRqXVpngq6vfgtEn]{Psychic Suggestion}

High Tier

@UUID[Compendium.cyphersystem-compendium.abilities.zTsjsWVgzjQzl2MW]{Advanced Command} @UUID[Compendium.cyphersystem-compendium.abilities.By276DS858KmWNZq]{Assume Control} @UUID[Compendium.cyphersystem-compendium.abilities.3SiJ5Drao8XtmgzV]{Brainwashing} @UUID[Compendium.cyphersystem-compendium.abilities.aWbDzueOAxSW1d3C]{Change the Paradigm} @UUID[Compendium.cyphersystem-compendium.abilities.FxohCBSksJIu1BSA]{Control Machine} @UUID[Compendium.cyphersystem-compendium.abilities.LvoH43SKKtr3urKo]{Control the Savage} @UUID[Compendium.cyphersystem-compendium.abilities.0f2qoQlYGRqgu0Nj]{Defuse Situation} @UUID[Compendium.cyphersystem-compendium.abilities.UyW320RhzarMNoss]{Flee} @UUID[Compendium.cyphersystem-compendium.abilities.miR0d91lKIfmBGdO]{Psychic Passenger} @UUID[Compendium.cyphersystem-compendium.abilities.cfR2uFYjteKAqsYw]{Show Them the Way} @UUID[Compendium.cyphersystem-compendium.abilities.3wZZC07ADxO3mImS]{Suggestion} @UUID[Compendium.cyphersystem-compendium.abilities.ZTp4SZ673tDJpmuS]{Word of Command}

Craft

Creates useful physical things, such as mundane tools (hammers, crowbars), limited-use devices (manifest cyphers, artifacts), or independent beings (robots, elementals, zombies). Includes blueprints, plans, and effects that aid or speed crafting.

Low Tier

@UUID[Compendium.cyphersystem-compendium.abilities.JoPcORtuhjnAJ5mT]{Create Deadly Poison} @UUID[Compendium.cyphersystem-compendium.abilities.ZvKFftq7doCxI7T5]{Fortification Builder} @UUID[Compendium.cyphersystem-compendium.abilities.IswvUEdCBBZDRme6]{Junkmonger} @UUID[Compendium.cyphersystem-compendium.abilities.JK2hN1poqMLqfa1N]{Machine Efficiency} @UUID[Compendium.cyphersystem-compendium.abilities.mFPUUmBIcGGsuwNd]{Modify Device} @UUID[Compendium.cyphersystem-compendium.abilities.Ktxj62234LhUr51B]{Natural Crafter} @UUID[Compendium.cyphersystem-compendium.abilities.m6X5wyPUPdhqLTIp]{Quick Work} @UUID[Compendium.cyphersystem-compendium.abilities.pUliR2uWpIcE6jQX]{Robot Builder} @UUID[Compendium.cyphersystem-compendium.abilities.XUutaClCW4UXzK7e]{Trapster} @UUID[Compendium.cyphersystem-compendium.abilities.qBTIXXJt2Ahn8UYh]{Weapon Crafter}

Mid Tier

@UUID[Compendium.cyphersystem-compendium.abilities.FBCpBF9PXlEtIX4m]{Dream Becomes Reality} @UUID[Compendium.cyphersystem-compendium.abilities.dhXVqnunlbSbrDPB]{Expert Crafter} @UUID[Compendium.cyphersystem-compendium.abilities.7G8B9lfoVXkuxvKB]{Ice Creation} @UUID[Compendium.cyphersystem-compendium.abilities.AQQzctwqPJPUTRbb]{Poison Crafter} @UUID[Compendium.cyphersystem-compendium.abilities.BSx4qB29VwRUISm6]{Robot Upgrade} @UUID[Compendium.cyphersystem-compendium.abilities.3DJXuR680OxwP5NT]{Sculpt Light}

High Tier

@UUID[Compendium.cyphersystem-compendium.abilities.HuhNjMfMxPkTlERH]{Create} @UUID[Compendium.cyphersystem-compendium.abilities.JUn27j5YI3dRh2jJ]{Dark Matter Structure} @UUID[Compendium.cyphersystem-compendium.abilities.6e4KunpYFObSRszo]{Improved Sculpt Light} @UUID[Compendium.cyphersystem-compendium.abilities.y3qXWOUu7mAhg6Rb]{Innovator} @UUID[Compendium.cyphersystem-compendium.abilities.KQDFvUEnIWed1ebo]{Jury-Rig} @UUID[Compendium.cyphersystem-compendium.abilities.t0B6AIqWanSnx696]{Modify Artifact Power} @UUID[Compendium.cyphersystem-compendium.abilities.YFbC1HRis4SpZgrS]{Reshape}

Cure

Cures damage, adds or improves recovery rolls, or negates, cures, suspends, or otherwise gives immunity to a harmful effect or condition, such as poison, disease, mental attacks, moving down on the damage track, or dying.

Low Tier

@UUID[Compendium.cyphersystem-compendium.abilities.8mP69InEXQ4TB5BL]{Alleviate} @UUID[Compendium.cyphersystem-compendium.abilities.bzeuikGxbM7noj2z]{Crystalline Body} @UUID[Compendium.cyphersystem-compendium.abilities.Z7CKGOQWnfdNO885]{Destined for Greatness} @UUID[Compendium.cyphersystem-compendium.abilities.qHzwHm5LmYDasHnF]{Diver} @UUID[Compendium.cyphersystem-compendium.abilities.gWvMJQPBSmeaP8yN]{Drain Creature} @UUID[Compendium.cyphersystem-compendium.abilities.JyAovhallyh9m6oW]{Drain Machine} @UUID[Compendium.cyphersystem-compendium.abilities.PqL4qr9D8QAwQhrL]{Endurance} @UUID[Compendium.cyphersystem-compendium.abilities.uB3sVzeG2N5rkdUZ]{Escape} @UUID[Compendium.cyphersystem-compendium.abilities.CAYeFSNYprjeRtWw]{Extra Recovery} @UUID[Compendium.cyphersystem-compendium.abilities.U7chr7wLj7r5y0LT]{Foil Danger} @UUID[Compendium.cyphersystem-compendium.abilities.igGttY1Y2XbAx3qY]{Healing Touch} @UUID[Compendium.cyphersystem-compendium.abilities.JuOmZXMt1T3tQUZ8]{Ignore the Pain} @UUID[Compendium.cyphersystem-compendium.abilities.UtFc3e4grYyCQneH]{Improved Recovery} @UUID[Compendium.cyphersystem-compendium.abilities.vFQaDsHzJpTSV8Tw]{Living Off the Land} @UUID[Compendium.cyphersystem-compendium.abilities.wXV7JxEmZDlBvRKO]{Push on Through} @UUID[Compendium.cyphersystem-compendium.abilities.euEVkth9YGYSpoJf]{Quick Recovery} @UUID[Compendium.cyphersystem-compendium.abilities.rRDSzPJtUCwRVXFR]{Repair Flesh} @UUID[Compendium.cyphersystem-compendium.abilities.OvvuCBCQ71rZkCqQ]{Restful Presence} @UUID[Compendium.cyphersystem-compendium.abilities.XntbE6mXQ4CZ6yIi]{Speedy Recovery} @UUID[Compendium.cyphersystem-compendium.abilities.s2PLo9FsWBi2C1VY]{Surging Confidence} @UUID[Compendium.cyphersystem-compendium.abilities.2fU3nI68oi5ScziC]{Totally Chill} @UUID[Compendium.cyphersystem-compendium.abilities.yRSe9vjTxdOkvgBE]{Water Adaptation} @UUID[Compendium.cyphersystem-compendium.abilities.lw0otGU2Iaorppdc]{Will of Legend}

Mid Tier

@UUID[Compendium.cyphersystem-compendium.abilities.m7j43Ww96dKCDtJO]{Aquatic Combatant} @UUID[Compendium.cyphersystem-compendium.abilities.zdkVn6jIaanDoikV]{Biomorphic Healing} @UUID[Compendium.cyphersystem-compendium.abilities.nVFRDMhuWDrdve4F]{Damage Transference} @UUID[Compendium.cyphersystem-compendium.abilities.A6H8xi93t6Zrexz9]{Drain Charge} @UUID[Compendium.cyphersystem-compendium.abilities.5otvtHrbVXIh0N27]{Fight On} @UUID[Compendium.cyphersystem-compendium.abilities.rAmIxY5G1BK4ZMm7]{Font of Healing} @UUID[Compendium.cyphersystem-compendium.abilities.6nm35znCQzjAk6Gb]{Healing Pulse} @UUID[Compendium.cyphersystem-compendium.abilities.NMgopYfoagESHtea]{Ignore Affliction} @UUID[Compendium.cyphersystem-compendium.abilities.4Fe5z4FD71eHlbbd]{Immovable} @UUID[Compendium.cyphersystem-compendium.abilities.b776WTF2u1roh3n0]{Incredible Health} @UUID[Compendium.cyphersystem-compendium.abilities.7amEMbwK27v31Lt9]{Miraculous Health} @UUID[Compendium.cyphersystem-compendium.abilities.AAUqaiWxC5V4e1VH]{Noble’s Courage} @UUID[Compendium.cyphersystem-compendium.abilities.Wj6oHOvnZkZjulwI]{One With the Wild} @UUID[Compendium.cyphersystem-compendium.abilities.VsKeNcF252yKnh2O]{Poison Resistance} @UUID[Compendium.cyphersystem-compendium.abilities.LojkwDtb1gHLSB6A]{Preternatural Senses} @UUID[Compendium.cyphersystem-compendium.abilities.iroL3TcKD9dpulhW]{Regeneration} @UUID[Compendium.cyphersystem-compendium.abilities.gn1jtMLhp6qPNXUL]{Store Energy} @UUID[Compendium.cyphersystem-compendium.abilities.nJBrBxxs0ezweHKZ]{Thinking Ahead} @UUID[Compendium.cyphersystem-compendium.abilities.wxAZnuQkvWosLzkN]{Tough As Nails} @UUID[Compendium.cyphersystem-compendium.abilities.27EOrq94WxqgBbWQ]{Unmovable} @UUID[Compendium.cyphersystem-compendium.abilities.P73TBXcNDbZCVsdE]{Unraveling Consumption} @UUID[Compendium.cyphersystem-compendium.abilities.Ja8ebgq2RDQryN62]{Wilderness Encouragement} @UUID[Compendium.cyphersystem-compendium.abilities.JrSM5XYgXpxNnLl2]{Willing Sacrifice}

High Tier

@UUID[Compendium.cyphersystem-compendium.abilities.Uk6ceaEWFjcoHNTI]{Deep Reserves} @UUID[Compendium.cyphersystem-compendium.abilities.5HNZcrij9mgEmvAR]{Final Defiance} @UUID[Compendium.cyphersystem-compendium.abilities.B0Tt5R1m2DsVLtPH]{Free to Move} @UUID[Compendium.cyphersystem-compendium.abilities.W0Jw19mWIycjIgmo]{Gamer’s Fortitude} @UUID[Compendium.cyphersystem-compendium.abilities.dIUTe5O1jeA47zps]{Gaming God} @UUID[Compendium.cyphersystem-compendium.abilities.O2XHxUa2QNrliDMG]{Greater Healing Touch} @UUID[Compendium.cyphersystem-compendium.abilities.upynNTXrIGGH82Ll]{Incredible Recovery} @UUID[Compendium.cyphersystem-compendium.abilities.PvISXo6EQ2PmCGes]{Infuse Spirit} @UUID[Compendium.cyphersystem-compendium.abilities.oilgQ4oM02Pa0eNp]{Inspiration} @UUID[Compendium.cyphersystem-compendium.abilities.Kf09KYdZqG6dNTFC]{Inspire the Innocent} @UUID[Compendium.cyphersystem-compendium.abilities.laxdkyrDuOhxfWKc]{Mind Surge} @UUID[Compendium.cyphersystem-compendium.abilities.dMEqa6kAjXrHlxui]{Negate Danger} @UUID[Compendium.cyphersystem-compendium.abilities.sbGo2i4oqy1aUeQ6]{Not Dead Yet} @UUID[Compendium.cyphersystem-compendium.abilities.Hp9Sdc7eTTUuWTiu]{Rapid Recovery} @UUID[Compendium.cyphersystem-compendium.abilities.aS13LBRfyrWXAMMp]{Regenerate} @UUID[Compendium.cyphersystem-compendium.abilities.ydmPM9m8nmmgvlXc]{Restore Life} @UUID[Compendium.cyphersystem-compendium.abilities.aDnA7oA9ZYCEfprI]{Resuscitate} @UUID[Compendium.cyphersystem-compendium.abilities.4Xvgo62UVSOI9Acx]{Share the Power} @UUID[Compendium.cyphersystem-compendium.abilities.iXBkjCf0y9vXVXI6]{Stay the Course} @UUID[Compendium.cyphersystem-compendium.abilities.qKDngpAWNEzhdRj5]{Trick Driver} @UUID[Compendium.cyphersystem-compendium.abilities.icJAWRB8Uha8CSKr]{Vigilant}

Environment

Manipulates the environment or things in the environment, such as with telekinesis, weather control, gravity control, illusions, and so on.

Low Tier

@UUID[Compendium.cyphersystem-compendium.abilities.zqarns940d4FXwYf]{Create Water} @UUID[Compendium.cyphersystem-compendium.abilities.y08bfWS5eyeUJB3J]{Dreamcraft} @UUID[Compendium.cyphersystem-compendium.abilities.21Bi8yur01DCYz5f]{Fetch} @UUID[Compendium.cyphersystem-compendium.abilities.zW0cZJQTR0tHUmn3]{Grasping Foliage} @UUID[Compendium.cyphersystem-compendium.abilities.zArjjFcf9tHQvJTx]{Hedge Magic} @UUID[Compendium.cyphersystem-compendium.abilities.1KjY8D1dvLc3NuUv]{Hidden Closet} @UUID[Compendium.cyphersystem-compendium.abilities.xZQXXjAWGBo7mTHU]{Illuminating Touch} @UUID[Compendium.cyphersystem-compendium.abilities.BjWI1UVg9kpY7FKO]{Illusory Duplicate} @UUID[Compendium.cyphersystem-compendium.abilities.jCmnAY8EjuGo5uDg]{Impetus} @UUID[Compendium.cyphersystem-compendium.abilities.Frxs35QkokRdure4]{Legerdemain} @UUID[Compendium.cyphersystem-compendium.abilities.wNQ3q7VXtPHlPzqb]{Lock} @UUID[Compendium.cyphersystem-compendium.abilities.l60mmJrF1GupXLJB]{Minor Illusion} @UUID[Compendium.cyphersystem-compendium.abilities.p2JmtbtuzscW1ogs]{Move Metal} @UUID[Compendium.cyphersystem-compendium.abilities.3s6gDCIY1zfetGEg]{Slip Into Shadow} @UUID[Compendium.cyphersystem-compendium.abilities.xDn74LRD6xlMUqj2]{Telekinesis} @UUID[Compendium.cyphersystem-compendium.abilities.Db7aRY4t1mwRpcoL]{Wilderness Explorer}

Mid Tier

@UUID[Compendium.cyphersystem-compendium.abilities.FIU24o7T66ViVgyg]{Daydream} @UUID[Compendium.cyphersystem-compendium.abilities.SHMGbt30RfePtyNE]{Define Down} @UUID[Compendium.cyphersystem-compendium.abilities.eJpNT3QObtYiDfXY]{Field of Gravity} @UUID[Compendium.cyphersystem-compendium.abilities.yPVZmXWhUxustVdq]{Force Field Barrier} @UUID[Compendium.cyphersystem-compendium.abilities.itnqtCRfxC2EDKqu]{Force to Reckon With} @UUID[Compendium.cyphersystem-compendium.abilities.hJV3hrSYcq3Zbzl5]{Illusory Selves} @UUID[Compendium.cyphersystem-compendium.abilities.YeOtzG5ksxonD5RS]{Living Wall} @UUID[Compendium.cyphersystem-compendium.abilities.hNsph7BRwllVSUre]{Major Illusion} @UUID[Compendium.cyphersystem-compendium.abilities.KLFHpPR0MKLOWr8l]{Nullify Sound} @UUID[Compendium.cyphersystem-compendium.abilities.8QwoYVraOedgr9kB]{Projection} @UUID[Compendium.cyphersystem-compendium.abilities.wAQ7a5JSjp01x1Eg]{Storm Seed} @UUID[Compendium.cyphersystem-compendium.abilities.iIlgHiF1EN0fEpYx]{Sunlight}

High Tier

@UUID[Compendium.cyphersystem-compendium.abilities.wWN4y4rATxbtMCMo]{Adaptation} @UUID[Compendium.cyphersystem-compendium.abilities.tvlNZboSbKCHttjs]{Control Weather} @UUID[Compendium.cyphersystem-compendium.abilities.fruWNFBBNLpcGLaC]{Diamagnetism} @UUID[Compendium.cyphersystem-compendium.abilities.TXNhhyj63MMp2dVF]{Force Wall} @UUID[Compendium.cyphersystem-compendium.abilities.KBykf0P4WQ9Lb6TN]{Generate Force Field} @UUID[Compendium.cyphersystem-compendium.abilities.lCWWUQ0vYH2odiDv]{Grandiose Illusion} @UUID[Compendium.cyphersystem-compendium.abilities.ZK9Ruc53rKBqU93i]{Granite Wall} @UUID[Compendium.cyphersystem-compendium.abilities.PLsz8IqWScZt0Ott]{Inferno Trail} @UUID[Compendium.cyphersystem-compendium.abilities.8OmtJRuoKRzuGfh8]{Move Mountains} @UUID[Compendium.cyphersystem-compendium.abilities.RNJbp1eAcMqSnYvb]{Permanent Illusion} @UUID[Compendium.cyphersystem-compendium.abilities.RBOc2zxAI9xMoWqW]{Relocate} @UUID[Compendium.cyphersystem-compendium.abilities.9cJ6gJZc7datpQwJ]{Terrifying Image} @UUID[Compendium.cyphersystem-compendium.abilities.Bny0sFdqf40pJeOp]{Wall of Lightning} @UUID[Compendium.cyphersystem-compendium.abilities.pfZzabIIEuU4kSH3]{The Wild Is on Your Side}

Information

Gives the ability to learn information about something, whether chosen by the GM like Scan, by asking a question and the GM giving the answer, or by learning a language.

Low Tier

@UUID[Compendium.cyphersystem-compendium.abilities.r7uNiD9CGy4G3Hoq]{Babel} @UUID[Compendium.cyphersystem-compendium.abilities.OIk4usP2NFT0tDu7]{Communication} @UUID[Compendium.cyphersystem-compendium.abilities.op9VSx3NJT28UwTH]{Community Knowledge} @UUID[Compendium.cyphersystem-compendium.abilities.P95xVHVxALSMjanR]{Decipher} @UUID[Compendium.cyphersystem-compendium.abilities.bH57y3PYsMceluGy]{Dream Thief} @UUID[Compendium.cyphersystem-compendium.abilities.RM8Fmu1IJwzBkjcM]{Eye for Detail} @UUID[Compendium.cyphersystem-compendium.abilities.IvKd5vkPypJbB1Ip]{Gather Intelligence} @UUID[Compendium.cyphersystem-compendium.abilities.4PVFXmi2cxI8MdpR]{Lab Analysis} @UUID[Compendium.cyphersystem-compendium.abilities.W5Zt9qDKCtNr49BC]{Mind Reading} @UUID[Compendium.cyphersystem-compendium.abilities.PRW5MxW12oakmeHE]{Monster Lore} @UUID[Compendium.cyphersystem-compendium.abilities.2GicRKJcPO3hmlwD]{Network Tap} @UUID[Compendium.cyphersystem-compendium.abilities.V5oEOJ4i32t97yOG]{Predictive Model} @UUID[Compendium.cyphersystem-compendium.abilities.ZsI6553CPbGi0wtx]{Premonition} @UUID[Compendium.cyphersystem-compendium.abilities.pHFFr4DkCythNc5n]{Question the Spirits} @UUID[Compendium.cyphersystem-compendium.abilities.fzx429jdEdbd0tHy]{Retrieve Memories} @UUID[Compendium.cyphersystem-compendium.abilities.h3G0Ven2SoaPCbk4]{Salvage and Comfort} @UUID[Compendium.cyphersystem-compendium.abilities.OPvXaxuRIVXLmkWl]{Scan} @UUID[Compendium.cyphersystem-compendium.abilities.83y32UMQWshRvbDG]{See History} @UUID[Compendium.cyphersystem-compendium.abilities.nvA3LwoSP7jf4h8G]{Speaker for the Dead} @UUID[Compendium.cyphersystem-compendium.abilities.L2NOLfflU6HNleuT]{Telepathic}

Mid Tier

@UUID[Compendium.cyphersystem-compendium.abilities.YlzkyK6WEkk0cfhh]{Creature Insight} @UUID[Compendium.cyphersystem-compendium.abilities.ssfubNrUQC38zCkJ]{Device Insight} @UUID[Compendium.cyphersystem-compendium.abilities.mL6Yae2CxgefOMHn]{Draw Conclusion} @UUID[Compendium.cyphersystem-compendium.abilities.Mu5knvNfGyaeaiTB]{Find the Hidden} @UUID[Compendium.cyphersystem-compendium.abilities.W7wHOJdozxk7Y2CQ]{Got a Feeling} @UUID[Compendium.cyphersystem-compendium.abilities.MBt3AmXa8vzUCiHd]{Know Their Faults} @UUID[Compendium.cyphersystem-compendium.abilities.dLJ0B35UlB5wxCf4]{Machine Telepathy} @UUID[Compendium.cyphersystem-compendium.abilities.7VYzHQvF1cz4cfUp]{Mechanical Telepathy} @UUID[Compendium.cyphersystem-compendium.abilities.uPvNopNWTgHGIPyR]{Reading the Room} @UUID[Compendium.cyphersystem-compendium.abilities.x7YnN02GiwDQ09km]{Sensor Array} @UUID[Compendium.cyphersystem-compendium.abilities.9r6iNU2GH4oEH6vz]{Serv-0 Scanner} @UUID[Compendium.cyphersystem-compendium.abilities.2t9oGZRuFhLCKjsa]{Soul Interrogation} @UUID[Compendium.cyphersystem-compendium.abilities.abMJwHQIsm9Wcdlg]{Spot Weakness} @UUID[Compendium.cyphersystem-compendium.abilities.CBdIPMJ2oOOesmod]{Wilderness Awareness}

High Tier

@UUID[Compendium.cyphersystem-compendium.abilities.1tkQKo32UKxTUUPn]{Deep Consideration} @UUID[Compendium.cyphersystem-compendium.abilities.wztu6KcpILxwlFTU]{Drawing on Life’s Experiences} @UUID[Compendium.cyphersystem-compendium.abilities.PLyxuOlieOGsJx4h]{Information Gathering} @UUID[Compendium.cyphersystem-compendium.abilities.wlkPdME0r3hx9VbE]{Knowing the Unknown} @UUID[Compendium.cyphersystem-compendium.abilities.qbXP6HlN56bPt7cq]{Mind of a Leader} @UUID[Compendium.cyphersystem-compendium.abilities.lbXg8UlSCG23yxO4]{Read the Signs} @UUID[Compendium.cyphersystem-compendium.abilities.K0C60k7wHBSpMQX4]{Telepathic Network}

Meta

Modifies an existing ability or character trait’s effects or parameters, such as increasing range or, damage, easing the difficulty, giving you additional noncombat actions each turn, rerolling a failed attempt, or treating a number on the die as something different than normal.

Low Tier

@UUID[Compendium.cyphersystem-compendium.abilities.m5U42d2SkK31mp8d]{A Smile and a Word} @UUID[Compendium.cyphersystem-compendium.abilities.EyAIsiqJGCspQFcu]{Arcane Flare} @UUID[Compendium.cyphersystem-compendium.abilities.yIdq1lu1eUAkNyDC]{Artifact Tinkerer} @UUID[Compendium.cyphersystem-compendium.abilities.ywBEe31zan6qpVxr]{Augment Cypher} @UUID[Compendium.cyphersystem-compendium.abilities.Mbq7D0u4Vee0NKYz]{Careful Shot} @UUID[Compendium.cyphersystem-compendium.abilities.essJhO2eqoHmIQaa]{Charge} @UUID[Compendium.cyphersystem-compendium.abilities.L3UjcLAFvS9MLWCu]{Coaxing Power} @UUID[Compendium.cyphersystem-compendium.abilities.2x7nMe9ZGp3VjI8B]{Combat Prowess} @UUID[Compendium.cyphersystem-compendium.abilities.EERMWn1af0S8wAWN]{Crushing Blow} @UUID[Compendium.cyphersystem-compendium.abilities.bzeuikGxbM7noj2z]{Crystalline Body} @UUID[Compendium.cyphersystem-compendium.abilities.JkmTskE3eqcfu7dY]{Curious} @UUID[Compendium.cyphersystem-compendium.abilities.7nUj7rxq4Qwg4FUM]{Distant Interface} @UUID[Compendium.cyphersystem-compendium.abilities.Pu5XGGLI6cCp1EQd]{Double Strike} @UUID[Compendium.cyphersystem-compendium.abilities.gWvMJQPBSmeaP8yN]{Drain Creature} @UUID[Compendium.cyphersystem-compendium.abilities.1fu5C9JHmORmWTR8]{Driving on the Edge} @UUID[Compendium.cyphersystem-compendium.abilities.YjJvvUhIqtxf6eYS]{Elusive} @UUID[Compendium.cyphersystem-compendium.abilities.UJst9mtUKNTe3Pd2]{Energize Object} @UUID[Compendium.cyphersystem-compendium.abilities.dPFQTFRzv7D7PYKq]{Enhanced Body} @UUID[Compendium.cyphersystem-compendium.abilities.SmuTPFfZGnCUmnEj]{Extra Use} @UUID[Compendium.cyphersystem-compendium.abilities.axI0iGYo7DjdR8Ya]{Find the Way} @UUID[Compendium.cyphersystem-compendium.abilities.Hgr8QZmzjXmYorfs]{Fists of Fury} @UUID[Compendium.cyphersystem-compendium.abilities.Sg5WeSF04CYNEecl]{Fleet of Foot} @UUID[Compendium.cyphersystem-compendium.abilities.YGsGHp1rbu3Z7Kdd]{Frenzy} @UUID[Compendium.cyphersystem-compendium.abilities.pXrC4lkMOY7CvFLk]{Golem Body} @UUID[Compendium.cyphersystem-compendium.abilities.1SBd1jm66eSo4eHn]{Gunner} @UUID[Compendium.cyphersystem-compendium.abilities.z23towmNKeKJasHV]{Hacker} @UUID[Compendium.cyphersystem-compendium.abilities.tBWUjjkgyXHTrkCp]{Hold Breath} @UUID[Compendium.cyphersystem-compendium.abilities.3fMzqFFQ1rLtbVrd]{Improved Designation} @UUID[Compendium.cyphersystem-compendium.abilities.FzpkQwb1jA53bs1y]{Investigator} @UUID[Compendium.cyphersystem-compendium.abilities.N4DTNNCEESorc0N4]{Lead From the Front} @UUID[Compendium.cyphersystem-compendium.abilities.JK2hN1poqMLqfa1N]{Machine Efficiency} @UUID[Compendium.cyphersystem-compendium.abilities.VgomhLKFHDDAzW9T]{Mind for Might} @UUID[Compendium.cyphersystem-compendium.abilities.mFPUUmBIcGGsuwNd]{Modify Device} @UUID[Compendium.cyphersystem-compendium.abilities.nW46hfygkxB7FW5m]{Monster Bane} @UUID[Compendium.cyphersystem-compendium.abilities.Ktxj62234LhUr51B]{Natural Crafter} @UUID[Compendium.cyphersystem-compendium.abilities.YZB37b80VQGMUscp]{No Need for Weapons} @UUID[Compendium.cyphersystem-compendium.abilities.PCTUkuALVb0GdTCe]{Object Bond} @UUID[Compendium.cyphersystem-compendium.abilities.FDG7hgrRNt4aHpP1]{Overload Machine} @UUID[Compendium.cyphersystem-compendium.abilities.XAXJ3mFGdDv0fXLP]{Precision} @UUID[Compendium.cyphersystem-compendium.abilities.y2eUnbkzxOeoe9w6]{Quick Death} @UUID[Compendium.cyphersystem-compendium.abilities.m6X5wyPUPdhqLTIp]{Quick Work} @UUID[Compendium.cyphersystem-compendium.abilities.tJVu7MQ2pOhNfpUB]{Range Increase} @UUID[Compendium.cyphersystem-compendium.abilities.szw7tHW0OjI2fjpJ]{Reload} @UUID[Compendium.cyphersystem-compendium.abilities.vVax9KyZ3U4Wpok8]{Something in the Road} @UUID[Compendium.cyphersystem-compendium.abilities.AFfburUYwZlBFq7N]{Tinker} @UUID[Compendium.cyphersystem-compendium.abilities.J0fj73TfCu4aSdVL]{Weapon Master} @UUID[Compendium.cyphersystem-compendium.abilities.yS1sMAZEzJbozxOZ]{Wreck}

Mid Tier

@UUID[Compendium.cyphersystem-compendium.abilities.M5QroBlhUCULt6MD]{Amazing Effort} @UUID[Compendium.cyphersystem-compendium.abilities.7Gxuqkwo4i47yHe3]{Betrayal} @UUID[Compendium.cyphersystem-compendium.abilities.G0hoaZFQpdG7FfxO]{Better Living Through Chemistry} @UUID[Compendium.cyphersystem-compendium.abilities.gNRMG3mJTzWaCGph]{Capable Warrior} @UUID[Compendium.cyphersystem-compendium.abilities.JwG4lCSZIG3qUQAi]{Cast Illusion} @UUID[Compendium.cyphersystem-compendium.abilities.M3TM1cORNnlEN0ZO]{Cyphersmith} @UUID[Compendium.cyphersystem-compendium.abilities.Rr4oB1lUzuzFHNHQ]{Deadly Aim} @UUID[Compendium.cyphersystem-compendium.abilities.zYGhcm896Xbi7Ia2]{Deep Resources} @UUID[Compendium.cyphersystem-compendium.abilities.7rjeYt5hNhkvqK9w]{Disarming Strike} @UUID[Compendium.cyphersystem-compendium.abilities.zLJYM2OiFVIsuz3P]{Dodge and Resist} @UUID[Compendium.cyphersystem-compendium.abilities.wEj2uvWI3w0W9HWH]{Drain at a Distance} @UUID[Compendium.cyphersystem-compendium.abilities.B5zrSVUs54TUALFB]{Energized Shield} @UUID[Compendium.cyphersystem-compendium.abilities.7GsuhcRTpDX0d1em]{Enhanced Intellect} @UUID[Compendium.cyphersystem-compendium.abilities.FQPA8oY3xiZIL6aG]{Enhanced Intellect Edge} @UUID[Compendium.cyphersystem-compendium.abilities.wHcuP6T7Ti6j5Y8C]{Enhanced Might} @UUID[Compendium.cyphersystem-compendium.abilities.g1t5TxZXsNovIVTn]{Enhanced Might Edge} @UUID[Compendium.cyphersystem-compendium.abilities.MwVDTy2Rx1V7Tyly]{Enhanced Physique} @UUID[Compendium.cyphersystem-compendium.abilities.RnK2bmvUb7RIVPSA]{Enhanced Potential} @UUID[Compendium.cyphersystem-compendium.abilities.tuofJSTVjOEwRUem]{Enhanced Speed} @UUID[Compendium.cyphersystem-compendium.abilities.QH3l6ojVnasZm5U8]{Enhanced Speed Edge} @UUID[Compendium.cyphersystem-compendium.abilities.4eCjeGPA0ovnwIfu]{Experienced in Armor} @UUID[Compendium.cyphersystem-compendium.abilities.u1GhDcfpVXITVtOc]{Expert Cypher Use} @UUID[Compendium.cyphersystem-compendium.abilities.MdRdAc0qAWghMmlV]{Expert Skill} @UUID[Compendium.cyphersystem-compendium.abilities.jaGs9nmLaywdRMUN]{Fast Kill} @UUID[Compendium.cyphersystem-compendium.abilities.tJQmvEiYq2xBv4ZJ]{Flameblade} @UUID[Compendium.cyphersystem-compendium.abilities.XR3B0gfJtrYUAU5M]{From the Shadows} @UUID[Compendium.cyphersystem-compendium.abilities.73miZT5kYFyxnPOT]{Fury} @UUID[Compendium.cyphersystem-compendium.abilities.42sPqHxJEybiZ6Vh]{Fusion} @UUID[Compendium.cyphersystem-compendium.abilities.Ee8QC6fkRvD1yw6h]{Greater Beast Form} @UUID[Compendium.cyphersystem-compendium.abilities.QgnoEdKZ50u4JZoL]{Greater Designation} @UUID[Compendium.cyphersystem-compendium.abilities.34Ycb9VK8JwHgSl4]{Greater Enhanced Intellect} @UUID[Compendium.cyphersystem-compendium.abilities.R9KnCCvGoEHvV1p0]{Greater Enhanced Might} @UUID[Compendium.cyphersystem-compendium.abilities.vVc3NxkYdj68mAoV]{Greater Enhanced Physique} @UUID[Compendium.cyphersystem-compendium.abilities.4necR0YTsaij4ojD]{Greater Enhanced Potential} @UUID[Compendium.cyphersystem-compendium.abilities.Qsi6Iw5YCcY8jmNx]{Greater Enhanced Speed} @UUID[Compendium.cyphersystem-compendium.abilities.hAVC1FOl7hwnuBpC]{Greater Frenzy} @UUID[Compendium.cyphersystem-compendium.abilities.4v5pXMwFeB7xQzME]{Guide Bolt} @UUID[Compendium.cyphersystem-compendium.abilities.OtbS1NoVXK7mQLEe]{Guild Training} @UUID[Compendium.cyphersystem-compendium.abilities.VupBbHOJAX45Yazb]{Heroic Monster Bane} @UUID[Compendium.cyphersystem-compendium.abilities.sPheWt9emoY3PCA8]{Hidden Reserves} @UUID[Compendium.cyphersystem-compendium.abilities.uNzF1oQKJ6T1yqL4]{Huge} @UUID[Compendium.cyphersystem-compendium.abilities.4Fe5z4FD71eHlbbd]{Immovable} @UUID[Compendium.cyphersystem-compendium.abilities.wrPVUnJauasIH886]{Improved Absorb Kinetic Energy} @UUID[Compendium.cyphersystem-compendium.abilities.7X2zbrkFSNbyhA5G]{Improved Edge} @UUID[Compendium.cyphersystem-compendium.abilities.HPIlAWDGOQFw6yGm]{Improved Monster Bane} @UUID[Compendium.cyphersystem-compendium.abilities.eblwQ80CBlBdeUp5]{Improved Sensor} @UUID[Compendium.cyphersystem-compendium.abilities.0q9alvmsQKKViN0r]{Incomparable Pilot} @UUID[Compendium.cyphersystem-compendium.abilities.mUizWF7k2XD7ykRJ]{Increased Effects} @UUID[Compendium.cyphersystem-compendium.abilities.PYD24TjoDAqbKAj8]{Iron Fist} @UUID[Compendium.cyphersystem-compendium.abilities.YID6zEB7KkHGYAlD]{Know Where to Look} @UUID[Compendium.cyphersystem-compendium.abilities.bPr34XiLw2Dqb4VJ]{Lunge} @UUID[Compendium.cyphersystem-compendium.abilities.2l9FIUVKimPzIXzU]{Machine Bond} @UUID[Compendium.cyphersystem-compendium.abilities.atQ5yNq1ZEyy0z5j]{Machine Vulnerabilities} @UUID[Compendium.cyphersystem-compendium.abilities.l0OFjk5XVGV5LzP1]{Minor Wish} @UUID[Compendium.cyphersystem-compendium.abilities.imWLlYQs4LTaCTdS]{Never Fumble} @UUID[Compendium.cyphersystem-compendium.abilities.Wj6oHOvnZkZjulwI]{One With the Wild} @UUID[Compendium.cyphersystem-compendium.abilities.3VJyYtECl0wKQj2p]{Outlast the Foe} @UUID[Compendium.cyphersystem-compendium.abilities.cqzyNCPYVEWtucLe]{Outwit} @UUID[Compendium.cyphersystem-compendium.abilities.Y7HUEp7IxdPuur8V]{Overcharge Energy} @UUID[Compendium.cyphersystem-compendium.abilities.ZqBpOAiH70SGHX8N]{Perfect Stranger} @UUID[Compendium.cyphersystem-compendium.abilities.rOxKh1Z7J686a0nv]{Precise Cut} @UUID[Compendium.cyphersystem-compendium.abilities.iGRECL13bqrSSF7P]{Punish the Guilty} @UUID[Compendium.cyphersystem-compendium.abilities.JJ9nWmcBIlfyNDfe]{Push Off and Throw} @UUID[Compendium.cyphersystem-compendium.abilities.Mac5S0sQe9Muf4Mv]{Quick Wits} @UUID[Compendium.cyphersystem-compendium.abilities.y1bQFSBlwMbUico5]{Rapid Processing} @UUID[Compendium.cyphersystem-compendium.abilities.FuufiUyoLFbgBH5J]{Resilient Ice Armor} @UUID[Compendium.cyphersystem-compendium.abilities.6X3BDWzVKsWltrtY]{Roaming Third Eye} @UUID[Compendium.cyphersystem-compendium.abilities.qSH4OhrBBgNnAdAo]{Robot Improvement} @UUID[Compendium.cyphersystem-compendium.abilities.t3zUlk8c5WEBXXO8]{Seize the Moment} @UUID[Compendium.cyphersystem-compendium.abilities.6ZVINuyZm4jowRGt]{Shepherd’s Fury} @UUID[Compendium.cyphersystem-compendium.abilities.JhBTTC5ZUTT8NvUA]{Slippery Customer} @UUID[Compendium.cyphersystem-compendium.abilities.q73VWJY2cmWxRcYx]{Space Fighting} @UUID[Compendium.cyphersystem-compendium.abilities.8LHIZs9gEAd02tId]{Speed Burst} @UUID[Compendium.cyphersystem-compendium.abilities.jmYIPbMwsq3GY3eO]{Stone Breaker} @UUID[Compendium.cyphersystem-compendium.abilities.gn1jtMLhp6qPNXUL]{Store Energy} @UUID[Compendium.cyphersystem-compendium.abilities.cS2p7CRfquFvR65U]{Strategize} @UUID[Compendium.cyphersystem-compendium.abilities.wpA3GB5yJq9NI8QN]{Think Your Way Out} @UUID[Compendium.cyphersystem-compendium.abilities.2AIQhz00HyZhY7wM]{Tower of Will} @UUID[Compendium.cyphersystem-compendium.abilities.V7npSeuqG3JI4Dvv]{Trust to Luck} @UUID[Compendium.cyphersystem-compendium.abilities.bVt0TIfwtEUXvi6O]{Uncanny Luck} @UUID[Compendium.cyphersystem-compendium.abilities.scMKCptCmp0IwO2g]{Wall With Teeth} @UUID[Compendium.cyphersystem-compendium.abilities.NFsoXUQaq3I5h2UY]{Weaponization} @UUID[Compendium.cyphersystem-compendium.abilities.JrSM5XYgXpxNnLl2]{Willing Sacrifice} @UUID[Compendium.cyphersystem-compendium.abilities.6McxfJoPmf1SnbDR]{Wrest From Chance}

High Tier

@UUID[Compendium.cyphersystem-compendium.abilities.M0pjZXQ9996hfUPs]{Adroit Cypher Use} @UUID[Compendium.cyphersystem-compendium.abilities.MQewTo9NscKVUUNz]{Again and Again} @UUID[Compendium.cyphersystem-compendium.abilities.cuK7oPGFdlOPoc44]{Agile Wit} @UUID[Compendium.cyphersystem-compendium.abilities.eepc8U2e178RDqBs]{All-Out Con} @UUID[Compendium.cyphersystem-compendium.abilities.MJE1k2RmCM6HRwFV]{Artifact Scavenger} @UUID[Compendium.cyphersystem-compendium.abilities.iX07Ltb1JYr1nMYM]{Blurring Speed} @UUID[Compendium.cyphersystem-compendium.abilities.hKhwP85QeRGPW03G]{Burst of Escape} @UUID[Compendium.cyphersystem-compendium.abilities.OPfY6tVurfAxNUPh]{Charging Horde} @UUID[Compendium.cyphersystem-compendium.abilities.jmjxGRJTwztzBtLc]{Coordinated Effort} @UUID[Compendium.cyphersystem-compendium.abilities.UlQ7w5iD57Hfdzce]{Damage Dealer} @UUID[Compendium.cyphersystem-compendium.abilities.JH40M99RAN6IZWze]{Damn the Guilty} @UUID[Compendium.cyphersystem-compendium.abilities.Uk6ceaEWFjcoHNTI]{Deep Reserves} @UUID[Compendium.cyphersystem-compendium.abilities.p1UMG2hrng7mLFDv]{Disarming Attack} @UUID[Compendium.cyphersystem-compendium.abilities.t3uyBYJqMApfEBWX]{Discipline of Watchfulness} @UUID[Compendium.cyphersystem-compendium.abilities.P3Ha3GoJlM8EHf5j]{Divide Your Mind} @UUID[Compendium.cyphersystem-compendium.abilities.3uGYyiXUUSz952zQ]{Dual Distraction} @UUID[Compendium.cyphersystem-compendium.abilities.AsmIgvoIRPEtuzkh]{Duel to the Death} @UUID[Compendium.cyphersystem-compendium.abilities.AvaA8a3ylU9q4gL1]{Effective Skill} @UUID[Compendium.cyphersystem-compendium.abilities.A9uQnidn6SKTNHJA]{Enhanced Beast Form} @UUID[Compendium.cyphersystem-compendium.abilities.xHLPf1FETmn06aA8]{Enhanced Phased Attack} @UUID[Compendium.cyphersystem-compendium.abilities.FzJe2XEwhtUajTWI]{Escape Plan} @UUID[Compendium.cyphersystem-compendium.abilities.mhgFWIDr0QuCHRIF]{Extreme Mastery} @UUID[Compendium.cyphersystem-compendium.abilities.yIt7vEBNLpyggkSQ]{Force and Accuracy} @UUID[Compendium.cyphersystem-compendium.abilities.lUkqQu1vvJe3FxfQ]{Gambler} @UUID[Compendium.cyphersystem-compendium.abilities.U33DbRwloywFlYfi]{Go to Ground} @UUID[Compendium.cyphersystem-compendium.abilities.KGzAHs3qln0fNDjt]{Hard to Kill} @UUID[Compendium.cyphersystem-compendium.abilities.lrz5wU8PLzd7gATA]{Horde Tactics} @UUID[Compendium.cyphersystem-compendium.abilities.lJWTlBH1koX2Fjgi]{Impart Understanding} @UUID[Compendium.cyphersystem-compendium.abilities.Q22uje0KevLfL2qb]{Improved Command Spirit} @UUID[Compendium.cyphersystem-compendium.abilities.Cnvf8fv0EEKU3iSn]{Improved Gravity Cleave} @UUID[Compendium.cyphersystem-compendium.abilities.PKFz6WVsaKm5kIir]{Improved Machine Companion} @UUID[Compendium.cyphersystem-compendium.abilities.t6VEEwEsQUIImebW]{Improved Success} @UUID[Compendium.cyphersystem-compendium.abilities.JeqLEAcHOYVd78TH]{Inventor} @UUID[Compendium.cyphersystem-compendium.abilities.58CLKxSLgaT6W6Cj]{Lethal Damage} @UUID[Compendium.cyphersystem-compendium.abilities.teF5kZpAuRfZKfxn]{Machine Enhancement} @UUID[Compendium.cyphersystem-compendium.abilities.IfvVmyawWrz3vKXX]{Maneuvering Adept} @UUID[Compendium.cyphersystem-compendium.abilities.K4XRiZlFRakz6j98]{Master Cypher Use} @UUID[Compendium.cyphersystem-compendium.abilities.7QTTrXnxDHskYYhj]{Master Machine} @UUID[Compendium.cyphersystem-compendium.abilities.rHApGqEQj8TCGa3f]{Masterful Armor Modification} @UUID[Compendium.cyphersystem-compendium.abilities.m2j3n3xiExLcXAAn]{Moderate Wish} @UUID[Compendium.cyphersystem-compendium.abilities.t0B6AIqWanSnx696]{Modify Artifact Power} @UUID[Compendium.cyphersystem-compendium.abilities.ENO71nxs3MSKzvq6]{Multiple Quarry} @UUID[Compendium.cyphersystem-compendium.abilities.rsYzxCchklPSFAp7]{Multiplicity} @UUID[Compendium.cyphersystem-compendium.abilities.m21TAvxSQn1rGx3d]{Overcharge Device} @UUID[Compendium.cyphersystem-compendium.abilities.85DCcEDqvz6A0LkD]{Perfect Control} @UUID[Compendium.cyphersystem-compendium.abilities.mSNoWynky7DMz7ln]{Perfect Speed Burst} @UUID[Compendium.cyphersystem-compendium.abilities.5uWcMvgh1OWvieJs]{Physically Gifted} @UUID[Compendium.cyphersystem-compendium.abilities.EjBzy1Ue1AA8i6ry]{Recycled Cyphers} @UUID[Compendium.cyphersystem-compendium.abilities.hCAzOVpH0jrYc9qk]{Reinforcing Field} @UUID[Compendium.cyphersystem-compendium.abilities.ucsscEpO5L2gIYZg]{Resonant Frequency} @UUID[Compendium.cyphersystem-compendium.abilities.HAVNfVKAdwtJF6Jj]{Robot Evolution} @UUID[Compendium.cyphersystem-compendium.abilities.wqUItgrYzBeMiAoB]{Seize the Initiative} @UUID[Compendium.cyphersystem-compendium.abilities.Np67YSIzrP6w1PPb]{Shield Burst} @UUID[Compendium.cyphersystem-compendium.abilities.P9HlASUtyiOXghBZ]{Shred Existence} @UUID[Compendium.cyphersystem-compendium.abilities.HYDsZRWMlWTvSQU8]{Subtle Tricks} @UUID[Compendium.cyphersystem-compendium.abilities.cWHqKGpI5z0aiSYC]{Thief’s Luck} @UUID[Compendium.cyphersystem-compendium.abilities.qKDngpAWNEzhdRj5]{Trick Driver} @UUID[Compendium.cyphersystem-compendium.abilities.aWws42dVSQjRz8Hr]{Twist of Fate} @UUID[Compendium.cyphersystem-compendium.abilities.EE1xCQ3OvCrdrG6z]{Two Things at Once} @UUID[Compendium.cyphersystem-compendium.abilities.fkedtvx6UakJPOZN]{Ultra Enhancement} @UUID[Compendium.cyphersystem-compendium.abilities.bgaCXtvlT0zWmAIA]{Using What’s Available} @UUID[Compendium.cyphersystem-compendium.abilities.gETtOLyLYRVk53dP]{Usurp Cypher} @UUID[Compendium.cyphersystem-compendium.abilities.w3HN2nZBTo5mLJcM]{Weightless Shot} @UUID[Compendium.cyphersystem-compendium.abilities.RHLBHQuskBAVGnU8]{Weird Science Breakthrough} @UUID[Compendium.cyphersystem-compendium.abilities.vQtVTnCecWFXkfkI]{Wild Vitality} @UUID[Compendium.cyphersystem-compendium.abilities.EXrZLa3M8BK43qoi]{Winter Gauntlets}

Movement

Increases your movement (such as increasing your basic movement speed from short to long) or adds a new type of movement (such as flight, wallcrawling, phasing, or teleporting).

Low Tier

@UUID[Compendium.cyphersystem-compendium.abilities.uh1t4rnkZ2jOCjHJ]{Bolt Rider} @UUID[Compendium.cyphersystem-compendium.abilities.dQHSDDZxJNHrHH1l]{Contortionist} @UUID[Compendium.cyphersystem-compendium.abilities.3x3gRDJejTXQPmdY]{Danger Instinct} @UUID[Compendium.cyphersystem-compendium.abilities.gP8HCn8FPeg49V7M]{Far Step} @UUID[Compendium.cyphersystem-compendium.abilities.5abCQnz5ZWvvfMro]{Get Away} @UUID[Compendium.cyphersystem-compendium.abilities.UCR0rx32kEsTcgnF]{Hover} @UUID[Compendium.cyphersystem-compendium.abilities.3t1QshyGYnCSo12z]{Phase Sprint} @UUID[Compendium.cyphersystem-compendium.abilities.VWehoqF0N6s0WMLK]{Void Wings} @UUID[Compendium.cyphersystem-compendium.abilities.g0SqMvb020tiTQ48]{Walk Through Walls}

Mid Tier

@UUID[Compendium.cyphersystem-compendium.abilities.loOJI9ZakIwGrmW1]{Apportation} @UUID[Compendium.cyphersystem-compendium.abilities.Zps9ZUc9RD1mRDEK]{Blink of an Eye} @UUID[Compendium.cyphersystem-compendium.abilities.asABBkIqO5MSTxQ0]{Bypass Barrier} @UUID[Compendium.cyphersystem-compendium.abilities.wG4zveGhplNKNzuP]{Controlled Fall} @UUID[Compendium.cyphersystem-compendium.abilities.Kk9lHkiaqsr3pUmk]{Ghost} @UUID[Compendium.cyphersystem-compendium.abilities.ZYudnanHgtiLHtgH]{Mobile Fighter} @UUID[Compendium.cyphersystem-compendium.abilities.qZOOWfFLJ1JziJpY]{Obstacle Running} @UUID[Compendium.cyphersystem-compendium.abilities.MFBq4Fc432FS6nkX]{Phase Door} @UUID[Compendium.cyphersystem-compendium.abilities.dW0rgYsx6hDA8pIB]{Runner} @UUID[Compendium.cyphersystem-compendium.abilities.LlaltL5rG2c5Cadt]{Swim} @UUID[Compendium.cyphersystem-compendium.abilities.0EhZzYdEhtCRnV4c]{Temporal Dislocation} @UUID[Compendium.cyphersystem-compendium.abilities.s68x7VxwueUkCkOg]{Up to Speed} @UUID[Compendium.cyphersystem-compendium.abilities.KX6gQ8frz4IDtBx6]{Windrider} @UUID[Compendium.cyphersystem-compendium.abilities.TWqyBv9PEjwJKd1y]{Wings of Fire} @UUID[Compendium.cyphersystem-compendium.abilities.KGz0rK4b2dAt0DaX]{Wormhole}

High Tier

@UUID[Compendium.cyphersystem-compendium.abilities.QtpmHxblBqoQozbg]{Alley Rat} @UUID[Compendium.cyphersystem-compendium.abilities.iX07Ltb1JYr1nMYM]{Blurring Speed} @UUID[Compendium.cyphersystem-compendium.abilities.2iAHsn5ie8sYRiyb]{Chamber of Dreams} @UUID[Compendium.cyphersystem-compendium.abilities.etGUYa9dQSvjLvXX]{Electrical Flight} @UUID[Compendium.cyphersystem-compendium.abilities.2asT0zvk1kw5hC1v]{Embraced by Darkness} @UUID[Compendium.cyphersystem-compendium.abilities.IKicLElFbkRx5IaM]{Fast Travel} @UUID[Compendium.cyphersystem-compendium.abilities.2TaqNf6bhxijKELX]{Flash Across the Miles} @UUID[Compendium.cyphersystem-compendium.abilities.abdAcwYE8L00VakL]{Flight} @UUID[Compendium.cyphersystem-compendium.abilities.V2DSp12G6NP3X6Jt]{Impossible Walk} @UUID[Compendium.cyphersystem-compendium.abilities.0wVk3CszKCJQfp0Q]{Incredible Running Speed} @UUID[Compendium.cyphersystem-compendium.abilities.jM6JQUQFUpk9VVut]{Jaunt} @UUID[Compendium.cyphersystem-compendium.abilities.U8OsW0m17N86hNWW]{Juggernaut} @UUID[Compendium.cyphersystem-compendium.abilities.cE7JPRHLqIdM3b9V]{Living Light} @UUID[Compendium.cyphersystem-compendium.abilities.rHApGqEQj8TCGa3f]{Masterful Armor Modification} @UUID[Compendium.cyphersystem-compendium.abilities.lL7QywDGOszTIJCE]{Mental Projection} @UUID[Compendium.cyphersystem-compendium.abilities.tR2v2vMu3TgN21OJ]{Return to the Obelisk} @UUID[Compendium.cyphersystem-compendium.abilities.IN3VI2LxDyYGbqnN]{Teleportation} @UUID[Compendium.cyphersystem-compendium.abilities.lkO9VJhfOrgLY4g1]{Time Travel} @UUID[Compendium.cyphersystem-compendium.abilities.PlKwEwo6ilGqwxwI]{Traverse the Worlds} @UUID[Compendium.cyphersystem-compendium.abilities.8yGwY0PvtF2ivdSn]{Very Long Sprinting} @UUID[Compendium.cyphersystem-compendium.abilities.8PB7yHNGa7iBpYeI]{Wind Chariot} @UUID[Compendium.cyphersystem-compendium.abilities.b44vvK2YjdSeYPJc]{Windwracked Traveler}

Protection

Gives training or specialization in one or more types of combat defenses (Might, Speed, or Intellect), provides or increases Armor, or otherwise helps prevent damage.

Low Tier

@UUID[Compendium.cyphersystem-compendium.abilities.62zBqhQoPk6IV8lF]{Absorb Kinetic Energy} @UUID[Compendium.cyphersystem-compendium.abilities.7OpsD4muO5HGJt29]{Block} @UUID[Compendium.cyphersystem-compendium.abilities.SQ4RTDwdA0yiZ81b]{Closed Mind} @UUID[Compendium.cyphersystem-compendium.abilities.YvPBxDxLz16Usm7m]{Courageous} @UUID[Compendium.cyphersystem-compendium.abilities.bzeuikGxbM7noj2z]{Crystalline Body} @UUID[Compendium.cyphersystem-compendium.abilities.aNNLomN5nZc52ZT4]{Defense Against Robots} @UUID[Compendium.cyphersystem-compendium.abilities.2j6Hqr2Y8Xbz97c4]{Defensive Phasing} @UUID[Compendium.cyphersystem-compendium.abilities.YcDF62pED8waUtry]{Deflect Attacks} @UUID[Compendium.cyphersystem-compendium.abilities.6qCR3kBqCVYDlEOl]{Distortion} @UUID[Compendium.cyphersystem-compendium.abilities.dPFQTFRzv7D7PYKq]{Enhanced Body} @UUID[Compendium.cyphersystem-compendium.abilities.vPflrS1giYnMoqL2]{Enveloping Shield} @UUID[Compendium.cyphersystem-compendium.abilities.1POQ4sFW5DLrmXhn]{Fearsome Reputation} @UUID[Compendium.cyphersystem-compendium.abilities.XuNgbxrY284sWgZg]{Field of Destruction} @UUID[Compendium.cyphersystem-compendium.abilities.K33ayv0NcktuV53N]{Flesh of Stone} @UUID[Compendium.cyphersystem-compendium.abilities.LFiTEQpWhXBgIZWb]{Flight Not Fight} @UUID[Compendium.cyphersystem-compendium.abilities.yb5PaVIPimrcJxFg]{Force Field Shield} @UUID[Compendium.cyphersystem-compendium.abilities.C9x7b1qN4qmm568P]{Fortified Position} @UUID[Compendium.cyphersystem-compendium.abilities.10EqPrn9aONinEfm]{Go Defensive} @UUID[Compendium.cyphersystem-compendium.abilities.pXrC4lkMOY7CvFLk]{Golem Body} @UUID[Compendium.cyphersystem-compendium.abilities.qgholblGXKQri99M]{Hard to Distract} @UUID[Compendium.cyphersystem-compendium.abilities.leUaFf4AxYJwwOHt]{Hard to Hit} @UUID[Compendium.cyphersystem-compendium.abilities.VsAP4JEe7W5gaGaG]{Hardiness} @UUID[Compendium.cyphersystem-compendium.abilities.geCiPXMF2sIRJ68U]{Have Spacesuit, Will Travel} @UUID[Compendium.cyphersystem-compendium.abilities.czVqoPjH98xaNY1d]{Ice Armor} @UUID[Compendium.cyphersystem-compendium.abilities.gjBFpV2OvDmBqeE3]{Just a Bit Mad} @UUID[Compendium.cyphersystem-compendium.abilities.hKsZzzdWTelNlz3q]{Magic Shield} @UUID[Compendium.cyphersystem-compendium.abilities.hGbNYgkuIiZHomcJ]{Mentally Tough} @UUID[Compendium.cyphersystem-compendium.abilities.7BkWiUHcUrcRIKqO]{Out of Harm’s Way} @UUID[Compendium.cyphersystem-compendium.abilities.3t1QshyGYnCSo12z]{Phase Sprint} @UUID[Compendium.cyphersystem-compendium.abilities.ClJUFnz8xBmP4a2l]{Powered Armor} @UUID[Compendium.cyphersystem-compendium.abilities.o2ZDoteWQsFsqTJr]{Practiced in Armor} @UUID[Compendium.cyphersystem-compendium.abilities.GQeO9RXVzeriLsfy]{Quick Block} @UUID[Compendium.cyphersystem-compendium.abilities.MK2dp11krszjDsyc]{Repel Metal} @UUID[Compendium.cyphersystem-compendium.abilities.mmg9XLzvfbP4ESGO]{Resist the Elements} @UUID[Compendium.cyphersystem-compendium.abilities.ssWKJs1l9cQbNZha]{Resist Underwater Hazards} @UUID[Compendium.cyphersystem-compendium.abilities.Q8xKsSOvoFWL1ePP]{Resonance Field} @UUID[Compendium.cyphersystem-compendium.abilities.g0Ewv5wBooSFYOlH]{Safe Fall} @UUID[Compendium.cyphersystem-compendium.abilities.XzomXctsS8NL9M7Q]{Serv-0 Defender} @UUID[Compendium.cyphersystem-compendium.abilities.EheuStXUDPojVmT5]{Shield Master} @UUID[Compendium.cyphersystem-compendium.abilities.AzMtxh562JfrPdKZ]{Shroud of Flame} @UUID[Compendium.cyphersystem-compendium.abilities.CtRvLxfUlCynJv1B]{Skill With Defense} @UUID[Compendium.cyphersystem-compendium.abilities.87SQGqcRavRZslAp]{Sound Conversion Barrier} @UUID[Compendium.cyphersystem-compendium.abilities.HHcC89OKZACgLB8Y]{Stare Them Down} @UUID[Compendium.cyphersystem-compendium.abilities.gS1X6POaKLjNlHsI]{Sturdy} @UUID[Compendium.cyphersystem-compendium.abilities.uatcX3o1oB2Stc4u]{Trained Without Armor} @UUID[Compendium.cyphersystem-compendium.abilities.zEkA8MhrnJ5p9Io6]{Unarmored Fighter} @UUID[Compendium.cyphersystem-compendium.abilities.59mslpID7ogppzMA]{Ward} @UUID[Compendium.cyphersystem-compendium.abilities.6zU8AURXjXgG63j6]{Warding Shield} @UUID[Compendium.cyphersystem-compendium.abilities.6Xs3fyaANQDWXRoc]{Weapon Defense} @UUID[Compendium.cyphersystem-compendium.abilities.QGSHCRW46vn5Xdwu]{Weather the Vicissitudes} @UUID[Compendium.cyphersystem-compendium.abilities.3Xoq7NLpshgG3VPY]{Wind Armor}

Mid Tier

@UUID[Compendium.cyphersystem-compendium.abilities.yvPcOjjqyU3618Ob]{Absorb Pure Energy} @UUID[Compendium.cyphersystem-compendium.abilities.ZH0JbusjycG6zQf1]{Anticipate Attack} @UUID[Compendium.cyphersystem-compendium.abilities.R0UuZ32vmmeFbSMV]{Blood Fever} @UUID[Compendium.cyphersystem-compendium.abilities.gyZd83dgvZnQrmbb]{Cloak of Opportunity} @UUID[Compendium.cyphersystem-compendium.abilities.2SiHiotGcSufnCne]{Confounding Banter} @UUID[Compendium.cyphersystem-compendium.abilities.1fYBYD1EfA5z1NFl]{Confuse Enemy} @UUID[Compendium.cyphersystem-compendium.abilities.BjlHRj3hANsoqhKq]{Counter Danger} @UUID[Compendium.cyphersystem-compendium.abilities.Mj6yJZwRmdXaVwh8]{Countermeasures} @UUID[Compendium.cyphersystem-compendium.abilities.yB4tnpDNVSOxgruq]{Dark Matter Shell} @UUID[Compendium.cyphersystem-compendium.abilities.XYbtbbVKFYmDfmjO]{Dark Matter Shroud} @UUID[Compendium.cyphersystem-compendium.abilities.NnlGdSiR9GbiTJyZ]{Discerning Mind} @UUID[Compendium.cyphersystem-compendium.abilities.LODZEYtmmBN5D9zZ]{Divert Attacks} @UUID[Compendium.cyphersystem-compendium.abilities.E1YiGcXAYOjHXoAd]{Dodge and Respond} @UUID[Compendium.cyphersystem-compendium.abilities.gVOzzvxS6PPu8Ofy]{Dual Defense} @UUID[Compendium.cyphersystem-compendium.abilities.76HF09q7MdGek863]{Electric Armor} @UUID[Compendium.cyphersystem-compendium.abilities.XR8WeRW3OlbCIjlJ]{Elemental Protection} @UUID[Compendium.cyphersystem-compendium.abilities.yz1w8JR23mtlDX49]{Energy Protection} @UUID[Compendium.cyphersystem-compendium.abilities.M49EI6qapNJC2aLR]{Energy Resistance} @UUID[Compendium.cyphersystem-compendium.abilities.4eCjeGPA0ovnwIfu]{Experienced in Armor} @UUID[Compendium.cyphersystem-compendium.abilities.GlXd4oFI9Fqq3rAX]{Experienced Defender} @UUID[Compendium.cyphersystem-compendium.abilities.yPVZmXWhUxustVdq]{Force Field Barrier} @UUID[Compendium.cyphersystem-compendium.abilities.rqC9cEmRkvm29N56]{Fusion Armor} @UUID[Compendium.cyphersystem-compendium.abilities.5t5EIoGSan3pQ08D]{Hard-Won Resilience} @UUID[Compendium.cyphersystem-compendium.abilities.aBfj6w1y6noOzB7d]{Horde Fighting} @UUID[Compendium.cyphersystem-compendium.abilities.uNzF1oQKJ6T1yqL4]{Huge} @UUID[Compendium.cyphersystem-compendium.abilities.zcxMbV4Fe4JqJAe8]{Illusory Evasion} @UUID[Compendium.cyphersystem-compendium.abilities.n985WYLPzj2XqBry]{Magnetic Field} @UUID[Compendium.cyphersystem-compendium.abilities.whVEpvOjmGs3fpcD]{Matter Cloud} @UUID[Compendium.cyphersystem-compendium.abilities.l0OFjk5XVGV5LzP1]{Minor Wish} @UUID[Compendium.cyphersystem-compendium.abilities.mGv7zlZu1wtNCQXQ]{Moving Like Water} @UUID[Compendium.cyphersystem-compendium.abilities.Mz9g9gv2UvARcLid]{Nimble Swimmer} @UUID[Compendium.cyphersystem-compendium.abilities.DMBJEypEWuAS2lai]{Outlaw Reputation} @UUID[Compendium.cyphersystem-compendium.abilities.AQQzctwqPJPUTRbb]{Poison Crafter} @UUID[Compendium.cyphersystem-compendium.abilities.y1bQFSBlwMbUico5]{Rapid Processing} @UUID[Compendium.cyphersystem-compendium.abilities.GvYXLPdpaFEMGuQR]{Resilience} @UUID[Compendium.cyphersystem-compendium.abilities.FuufiUyoLFbgBH5J]{Resilient Ice Armor} @UUID[Compendium.cyphersystem-compendium.abilities.NoKdHv0FSytZR4iF]{Robot Fighter} @UUID[Compendium.cyphersystem-compendium.abilities.NKvNEjx64CcS3l13]{Shield Training} @UUID[Compendium.cyphersystem-compendium.abilities.CNw7shehsdySzhAK]{Subconscious Defense} @UUID[Compendium.cyphersystem-compendium.abilities.3wxiRMTCBZ4iNCHp]{Temporal Acceleration} @UUID[Compendium.cyphersystem-compendium.abilities.t8wL47jk1KS4zapb]{Tough It Out} @UUID[Compendium.cyphersystem-compendium.abilities.sq2JJtnRtSthJSYL]{Tower of Intellect} @UUID[Compendium.cyphersystem-compendium.abilities.2AIQhz00HyZhY7wM]{Tower of Will} @UUID[Compendium.cyphersystem-compendium.abilities.w2aO1ZIpmBDQJXq1]{Tumbling Moves} @UUID[Compendium.cyphersystem-compendium.abilities.OovsYh1BefBJrU8m]{Versatile Mind} @UUID[Compendium.cyphersystem-compendium.abilities.DhbLcVuqEZmS6Z2y]{Vigilance} @UUID[Compendium.cyphersystem-compendium.abilities.OWVz2CkwLnCSJMdS]{Wraith Cloak}

High Tier

@UUID[Compendium.cyphersystem-compendium.abilities.i5n7BaFjTo6W35f9]{Defense Master} @UUID[Compendium.cyphersystem-compendium.abilities.xBZTbhZKRB9AJmMa]{Defensive Augmentation} @UUID[Compendium.cyphersystem-compendium.abilities.FjXL6iSD1CJKbuGT]{Defensive Field} @UUID[Compendium.cyphersystem-compendium.abilities.LwmoGOpgHy1K2dU4]{Energize Creature} @UUID[Compendium.cyphersystem-compendium.abilities.5i6TqVJQQ4sTvqTm]{Energize Crowd} @UUID[Compendium.cyphersystem-compendium.abilities.N0OZaNOIbHTiWDL1]{Evasion} @UUID[Compendium.cyphersystem-compendium.abilities.cTU70NgcebRlD7jI]{Field-Reinforced Armor} @UUID[Compendium.cyphersystem-compendium.abilities.S9QxUr8u2gtwY7ya]{Hard Target} @UUID[Compendium.cyphersystem-compendium.abilities.KGzAHs3qln0fNDjt]{Hard to Kill} @UUID[Compendium.cyphersystem-compendium.abilities.5rgcPJXpCcB5VJ1m]{Lost in the Chaos} @UUID[Compendium.cyphersystem-compendium.abilities.rHApGqEQj8TCGa3f]{Masterful Armor Modification} @UUID[Compendium.cyphersystem-compendium.abilities.4k5JFV78A5SiPjFo]{Mastery in Armor} @UUID[Compendium.cyphersystem-compendium.abilities.LTqgcoprvBF2ZkdH]{Mastery With Defense} @UUID[Compendium.cyphersystem-compendium.abilities.iIy1HDd9yUl07AYo]{Microgravity Avoidance} @UUID[Compendium.cyphersystem-compendium.abilities.m2j3n3xiExLcXAAn]{Moderate Wish} @UUID[Compendium.cyphersystem-compendium.abilities.lGbieMmnuoqsl4Jz]{Nothing but Defend} @UUID[Compendium.cyphersystem-compendium.abilities.AmZDmnmP7CxSSN4h]{Parry} @UUID[Compendium.cyphersystem-compendium.abilities.N0wzhZ676UrCR8M4]{Precognition} @UUID[Compendium.cyphersystem-compendium.abilities.cbXNxvPdWEbKF6nA]{Reactive Field} @UUID[Compendium.cyphersystem-compendium.abilities.MA2Pwhbpbq2SSIQy]{See the Future} @UUID[Compendium.cyphersystem-compendium.abilities.4BQHOR98z3TYJPQu]{Still As a Statue} @UUID[Compendium.cyphersystem-compendium.abilities.fkedtvx6UakJPOZN]{Ultra Enhancement} @UUID[Compendium.cyphersystem-compendium.abilities.QLRztjFH4YetYM6l]{Untouchable} @UUID[Compendium.cyphersystem-compendium.abilities.INdq5iQf5ECzRiNp]{Untouchable While Moving} @UUID[Compendium.cyphersystem-compendium.abilities.B6SEeGr5kxLAgvvq]{Wear It Well}

Senses

Enhances your senses (seeing in the dark, seeing underwater or through mist, sensing danger, finding optimal places to stand in combat, and so on), but doesn’t provide direct answers to questions like an information ability does.

Low Tier

@UUID[Compendium.cyphersystem-compendium.abilities.xskKzxBoGvSrje4e]{Eyes Adjusted} @UUID[Compendium.cyphersystem-compendium.abilities.wVgcztnnNFPqK9Mo]{Familiarize} @UUID[Compendium.cyphersystem-compendium.abilities.8ydN3DBdXXP24hQL]{Find an Opening} @UUID[Compendium.cyphersystem-compendium.abilities.YBMLX3Jm5oN79J6G]{Heads-Up Display} @UUID[Compendium.cyphersystem-compendium.abilities.boxrBJsyP0yjJHjt]{Link Senses} @UUID[Compendium.cyphersystem-compendium.abilities.TPEcyzCeC3z5FyyQ]{Mental Link} @UUID[Compendium.cyphersystem-compendium.abilities.Uti1XQwY4VFZwwwc]{Reveal} @UUID[Compendium.cyphersystem-compendium.abilities.jq6Wm9xYxJA0bRaR]{See the Unseen} @UUID[Compendium.cyphersystem-compendium.abilities.rYyymKUc0QKWdNsy]{See Through Matter} @UUID[Compendium.cyphersystem-compendium.abilities.mvFsSsVjyF8iXvCe]{Sense Ambush} @UUID[Compendium.cyphersystem-compendium.abilities.PRh7n2VLXyRa4il9]{Share Senses} @UUID[Compendium.cyphersystem-compendium.abilities.WgjatSOUT6pT02A7]{Third Eye}

Mid Tier

@UUID[Compendium.cyphersystem-compendium.abilities.KAAezRI2l8rdp1NS]{Animal Senses and Sensibilities} @UUID[Compendium.cyphersystem-compendium.abilities.ZB80ZclRSzEcr4o1]{Awareness} @UUID[Compendium.cyphersystem-compendium.abilities.zstBkLwRduC7vgGT]{Beast Eyes} @UUID[Compendium.cyphersystem-compendium.abilities.nJlhmzrhmXvM3QvU]{Break the Line} @UUID[Compendium.cyphersystem-compendium.abilities.j1AZSJpCetRgsQ6A]{Detect Life} @UUID[Compendium.cyphersystem-compendium.abilities.MvyXo0ZUsxu8QQ22]{Distance Viewing} @UUID[Compendium.cyphersystem-compendium.abilities.EcOIgMC9c1IfSHsr]{Echolocation} @UUID[Compendium.cyphersystem-compendium.abilities.khxZngfluNmVSAIT]{Experienced Finder} @UUID[Compendium.cyphersystem-compendium.abilities.QsXOz48JgyXYEEqS]{Inhabit Crystal} @UUID[Compendium.cyphersystem-compendium.abilities.KBjSpuK7XJc1abJv]{Remote Viewing} @UUID[Compendium.cyphersystem-compendium.abilities.syiylO75dZlcUp3i]{Sensing Package} @UUID[Compendium.cyphersystem-compendium.abilities.bzy1KzO0oPmZGu2b]{Sensor} @UUID[Compendium.cyphersystem-compendium.abilities.9YuQrJXAQO0qIFPj]{Serv-0 Spy} @UUID[Compendium.cyphersystem-compendium.abilities.V1ROUnWXLmLRMxXi]{Trapfinder} @UUID[Compendium.cyphersystem-compendium.abilities.FktE2hQhSKXbWcQU]{Use Senses of Others}

High Tier

@UUID[Compendium.cyphersystem-compendium.abilities.B0dq2gW9gdA0PdzR]{Amplify Sounds} @UUID[Compendium.cyphersystem-compendium.abilities.djqbPin4qsUauJmD]{Battlefield Tactician} @UUID[Compendium.cyphersystem-compendium.abilities.xRvaY8SG4HVy5WO8]{Dark Explorer} @UUID[Compendium.cyphersystem-compendium.abilities.cpJY8qkTAmSvXoFM]{Infer Thoughts} @UUID[Compendium.cyphersystem-compendium.abilities.7QTTrXnxDHskYYhj]{Master Machine} @UUID[Compendium.cyphersystem-compendium.abilities.PazO9rJ2YoE8VEUw]{See Through Time} @UUID[Compendium.cyphersystem-compendium.abilities.MGzAkRaGd4LgfQti]{True Senses}

Social

Gives you an indirect social benefit, such as providing a useful contact in a city or letting you take advantage of your social status.

Low Tier

@UUID[Compendium.cyphersystem-compendium.abilities.2CekF2lqwNrMyio0]{Connected} @UUID[Compendium.cyphersystem-compendium.abilities.2GwH3ugd7aHrWZRz]{Debate} @UUID[Compendium.cyphersystem-compendium.abilities.JSlr2Q6Ll1xNd8fX]{Demeanor of Command} @UUID[Compendium.cyphersystem-compendium.abilities.GT0AiiarWPbGzxKs]{Impart Ideal} @UUID[Compendium.cyphersystem-compendium.abilities.OmfjqEmmIbrWST5U]{Misdirect Blame} @UUID[Compendium.cyphersystem-compendium.abilities.5VqOTQlAYTtWTwmS]{Negotiate} @UUID[Compendium.cyphersystem-compendium.abilities.6QXGJBsJPDFgcdq5]{Perks of Stardom} @UUID[Compendium.cyphersystem-compendium.abilities.MBlyd9LvSH8D0Z5I]{Powerful Rhetoric} @UUID[Compendium.cyphersystem-compendium.abilities.xMRRfjFF0POkxyea]{Privileged Nobility} @UUID[Compendium.cyphersystem-compendium.abilities.OFWQd2W52VAODeas]{Underworld Contacts} @UUID[Compendium.cyphersystem-compendium.abilities.UHvD5299HFbwBvpR]{Unexpected Betrayal}

Mid Tier

@UUID[Compendium.cyphersystem-compendium.abilities.7Gxuqkwo4i47yHe3]{Betrayal} @UUID[Compendium.cyphersystem-compendium.abilities.tmrSKjGmjbxfIqPI]{Flamboyant Boast} @UUID[Compendium.cyphersystem-compendium.abilities.zg8dYuOdCXGwXOFd]{Informer} @UUID[Compendium.cyphersystem-compendium.abilities.i5BlJLgj1ayBw0uY]{Oratory} @UUID[Compendium.cyphersystem-compendium.abilities.ZqBpOAiH70SGHX8N]{Perfect Stranger}

High Tier

@UUID[Compendium.cyphersystem-compendium.abilities.hhBF8re7Azmce3Y9]{Group Friendship}

Special Attack

Gives the ability to make a special melee or ranged attack (weapon, energy blast, psychic, and so on). The attack might do damage, have a special effect (disarm, hinder, move the target, and so on), or both. This also includes abilities like Spray that let you attack multiple targets as your action.

Low Tier

@UUID[Compendium.cyphersystem-compendium.abilities.p61Ycyc7lVZQXupO]{Advantage to Disadvantage} @UUID[Compendium.cyphersystem-compendium.abilities.X7Rrn9Q54ceSA4Lr]{Aggression} @UUID[Compendium.cyphersystem-compendium.abilities.EyAIsiqJGCspQFcu]{Arcane Flare} @UUID[Compendium.cyphersystem-compendium.abilities.7BS6IEcYlEp5v3OC]{Bash} @UUID[Compendium.cyphersystem-compendium.abilities.wyUQ3Atl3V1ItCFH]{Bloodlust} @UUID[Compendium.cyphersystem-compendium.abilities.Mfebb42AE5xt7k85]{Concussive Blast} @UUID[Compendium.cyphersystem-compendium.abilities.6cMg5QXB71YNgoaM]{Control the Field} @UUID[Compendium.cyphersystem-compendium.abilities.o7kTUAFonv5HPi07]{Cutting Light} @UUID[Compendium.cyphersystem-compendium.abilities.teFcKcbo5ZBFbfRl]{Dazzling Sunburst} @UUID[Compendium.cyphersystem-compendium.abilities.di7QfASecjKU8BPN]{Disincentivize} @UUID[Compendium.cyphersystem-compendium.abilities.7f6ulMjWFw2BOK76]{Disrupting Touch} @UUID[Compendium.cyphersystem-compendium.abilities.JyAovhallyh9m6oW]{Drain Machine} @UUID[Compendium.cyphersystem-compendium.abilities.bH57y3PYsMceluGy]{Dream Thief} @UUID[Compendium.cyphersystem-compendium.abilities.NHns9zqufRvB3Tnl]{Dual Light Wield} @UUID[Compendium.cyphersystem-compendium.abilities.bM2Y62eaUKYKdcwq]{Entangling Force} @UUID[Compendium.cyphersystem-compendium.abilities.lQ4MNmGXXNBMGsmk]{Enthrall} @UUID[Compendium.cyphersystem-compendium.abilities.TmWjWp4iWk4GMLN0]{Erase Memories} @UUID[Compendium.cyphersystem-compendium.abilities.eFgzJXQlg6l7NBqM]{Eye Gouge} @UUID[Compendium.cyphersystem-compendium.abilities.78uF9siViGIHKYGx]{Flash} @UUID[Compendium.cyphersystem-compendium.abilities.aidcxXW6MokDMqY7]{Force Bash} @UUID[Compendium.cyphersystem-compendium.abilities.nHqTzLHJrUWSAATM]{Frost Touch} @UUID[Compendium.cyphersystem-compendium.abilities.aFEBxDGnuFi20cLo]{Golem Grip} @UUID[Compendium.cyphersystem-compendium.abilities.zW0cZJQTR0tHUmn3]{Grasping Foliage} @UUID[Compendium.cyphersystem-compendium.abilities.S3L1oym8fpx0NsAc]{Hemorrhage} @UUID[Compendium.cyphersystem-compendium.abilities.NJjAmyf9zhjRTNme]{Hurl Flame} @UUID[Compendium.cyphersystem-compendium.abilities.lwJAowJa4eKlcDjb]{Misdirect} @UUID[Compendium.cyphersystem-compendium.abilities.FE1Ge8CbJxQcCo0b]{Onslaught} @UUID[Compendium.cyphersystem-compendium.abilities.90wkMwuVBaiyL9yt]{Opportunist} @UUID[Compendium.cyphersystem-compendium.abilities.o2iiTUXdkMPREkvK]{Overwatch} @UUID[Compendium.cyphersystem-compendium.abilities.IPwnXtVrXauJXgFo]{Pierce} @UUID[Compendium.cyphersystem-compendium.abilities.Myt0JUt24B8hjYAg]{Push} @UUID[Compendium.cyphersystem-compendium.abilities.yszDDDpH6m16dEoV]{Quick Throw} @UUID[Compendium.cyphersystem-compendium.abilities.Yg6jEM07HAccDcNC]{Ray of Confusion} @UUID[Compendium.cyphersystem-compendium.abilities.NMjccuRLDDnfZtZe]{Release Energy} @UUID[Compendium.cyphersystem-compendium.abilities.Q8xKsSOvoFWL1ePP]{Resonance Field} @UUID[Compendium.cyphersystem-compendium.abilities.7aCeBDGZqu8A9hMQ]{Ribbons of Dark Matter} @UUID[Compendium.cyphersystem-compendium.abilities.kkCW4KkWA751AeBl]{Scramble Machine} @UUID[Compendium.cyphersystem-compendium.abilities.n81xGnZHydeXmIRc]{Scratch Existence} @UUID[Compendium.cyphersystem-compendium.abilities.0Wq39mJ9oXA415qx]{Seeds of Fury} @UUID[Compendium.cyphersystem-compendium.abilities.nptFEdFaUvjDeqAz]{Shatter} @UUID[Compendium.cyphersystem-compendium.abilities.3btRIiWxY8oMcVMo]{Shock} @UUID[Compendium.cyphersystem-compendium.abilities.pdNI9QMKmDwu8gza]{Stasis} @UUID[Compendium.cyphersystem-compendium.abilities.36nlDXhOP5e5dfns]{Successive Attack} @UUID[Compendium.cyphersystem-compendium.abilities.uG2ACHNAPoZirp0b]{Surprise Attack} @UUID[Compendium.cyphersystem-compendium.abilities.8hiUfUNY3u2IpVDa]{Swipe} @UUID[Compendium.cyphersystem-compendium.abilities.WO2Wg9PvscHMcQlH]{Thrust} @UUID[Compendium.cyphersystem-compendium.abilities.uMaMKhemHmtlXDjT]{Thunder Beam} @UUID[Compendium.cyphersystem-compendium.abilities.cwZIpP2FTLIVGhbm]{Weighty}

Mid Tier

@UUID[Compendium.cyphersystem-compendium.abilities.ra0A8MtQjZEYhJPr]{Acrobatic Attack} @UUID[Compendium.cyphersystem-compendium.abilities.cS1RW48sdVY6ZJZd]{Ambusher} @UUID[Compendium.cyphersystem-compendium.abilities.SG8ms3jfHw8hXGnX]{Answering Attack} @UUID[Compendium.cyphersystem-compendium.abilities.tbeFzIPGuAjRBpKM]{Better Surprise Attack} @UUID[Compendium.cyphersystem-compendium.abilities.YDKULtvV0pMJDxi2]{Bolts of Power} @UUID[Compendium.cyphersystem-compendium.abilities.V2BSB9or5UJdTiYF]{Built-in Weaponry} @UUID[Compendium.cyphersystem-compendium.abilities.IUlsD8Zxp8AYbO4h]{Burning Light} @UUID[Compendium.cyphersystem-compendium.abilities.Hw16NpdbdJOqVF4z]{Castigate} @UUID[Compendium.cyphersystem-compendium.abilities.WeMTxJElozl7OWdJ]{Center of Attention} @UUID[Compendium.cyphersystem-compendium.abilities.hIWg9VFNnYnrknAu]{Crystal Lens} @UUID[Compendium.cyphersystem-compendium.abilities.MqGMnSIkHK4rOFSm]{Dark Matter Strike} @UUID[Compendium.cyphersystem-compendium.abilities.vZELZYMsLJfBfUnt]{Dazing Attack} @UUID[Compendium.cyphersystem-compendium.abilities.JVvSTtYbksWJDADY]{Debilitating Strike} @UUID[Compendium.cyphersystem-compendium.abilities.0XSuUGS0UyrhiW44]{Destroy Metal} @UUID[Compendium.cyphersystem-compendium.abilities.ka5VA9XBi4OTnKVa]{Disable Mechanisms} @UUID[Compendium.cyphersystem-compendium.abilities.7rjeYt5hNhkvqK9w]{Disarming Strike} @UUID[Compendium.cyphersystem-compendium.abilities.dJTgtIs80gOoI6ac]{Divine Radiance} @UUID[Compendium.cyphersystem-compendium.abilities.E1YiGcXAYOjHXoAd]{Dodge and Respond} @UUID[Compendium.cyphersystem-compendium.abilities.A6H8xi93t6Zrexz9]{Drain Charge} @UUID[Compendium.cyphersystem-compendium.abilities.q9nALxXrBv5ubXaT]{Dual Medium Wield} @UUID[Compendium.cyphersystem-compendium.abilities.1L1uoad8vwgWxiyN]{Everything Is a Weapon} @UUID[Compendium.cyphersystem-compendium.abilities.VEJQ74o175OnlIAm]{Exile} @UUID[Compendium.cyphersystem-compendium.abilities.RO8dmB90aRPOmCuJ]{Feint} @UUID[Compendium.cyphersystem-compendium.abilities.AUGM3xEluWJi4Y8h]{Fire and Ice} @UUID[Compendium.cyphersystem-compendium.abilities.NgHLZq3tZ3CFJvYv]{Fire Bloom} @UUID[Compendium.cyphersystem-compendium.abilities.CAh0KStmP03kgv62]{Fling} @UUID[Compendium.cyphersystem-compendium.abilities.dDhnZrzAxDvK7QYa]{Force at Distance} @UUID[Compendium.cyphersystem-compendium.abilities.dCoCGVzWxIL9fIvH]{Force Blast} @UUID[Compendium.cyphersystem-compendium.abilities.BGMXK6VKNmp8M4A3]{Freezing Touch} @UUID[Compendium.cyphersystem-compendium.abilities.E0k0LUw0epjJGrv9]{Golem Stomp} @UUID[Compendium.cyphersystem-compendium.abilities.48i5ybVtZaTlFLJf]{Grab} @UUID[Compendium.cyphersystem-compendium.abilities.jbhcWHMiQQaR9ukO]{Gravity Cleave} @UUID[Compendium.cyphersystem-compendium.abilities.LLvJZvzbGQOrlqoE]{Ignition} @UUID[Compendium.cyphersystem-compendium.abilities.QxOsAHpd8ZkEXI5u]{Improved Object Bond} @UUID[Compendium.cyphersystem-compendium.abilities.2K3b6cTuLEGZfYqa]{Knock Out} @UUID[Compendium.cyphersystem-compendium.abilities.whVEpvOjmGs3fpcD]{Matter Cloud} @UUID[Compendium.cyphersystem-compendium.abilities.R9WffstnihzBuuvW]{Mind Games} @UUID[Compendium.cyphersystem-compendium.abilities.PTVAJGFiXDueX8az]{Momentum} @UUID[Compendium.cyphersystem-compendium.abilities.gDwPpgIAocEfQjPx]{Overawe} @UUID[Compendium.cyphersystem-compendium.abilities.zIYdniz9sjvAHsnX]{Overcome All Obstacles} @UUID[Compendium.cyphersystem-compendium.abilities.rXUUDUJFKis8TpnL]{Phase Detonation} @UUID[Compendium.cyphersystem-compendium.abilities.cJB7wj5okdPZuRNb]{Phased Attack} @UUID[Compendium.cyphersystem-compendium.abilities.NoC3yuqxU8yhPf47]{Power Strike} @UUID[Compendium.cyphersystem-compendium.abilities.blm1Z8JxvWOiFf0b]{Pry Open} @UUID[Compendium.cyphersystem-compendium.abilities.Mc8L07dpf605FDo9]{Psychic Burst} @UUID[Compendium.cyphersystem-compendium.abilities.Je1MitN21L3lqWVF]{Psychosis} @UUID[Compendium.cyphersystem-compendium.abilities.JJ9nWmcBIlfyNDfe]{Push Off and Throw} @UUID[Compendium.cyphersystem-compendium.abilities.JlYk5UNZEUzzO8Js]{Quick Strike} @UUID[Compendium.cyphersystem-compendium.abilities.YA5P5CBNr5NSmY6z]{Rapid Attack} @UUID[Compendium.cyphersystem-compendium.abilities.XqGE5QLHnpIKB5rB]{Reaction} @UUID[Compendium.cyphersystem-compendium.abilities.Yo2Z3EdYjx88jYnp]{Remote Control} @UUID[Compendium.cyphersystem-compendium.abilities.ZuX6gykVtKxiBAxR]{Run and Fight} @UUID[Compendium.cyphersystem-compendium.abilities.znJCKr6PeEq4a0j5]{Shattering Shout} @UUID[Compendium.cyphersystem-compendium.abilities.bkQnnjRFJS9VpaY5]{Slice} @UUID[Compendium.cyphersystem-compendium.abilities.oNk0Nhle1XwBhOvp]{Snap Shot} @UUID[Compendium.cyphersystem-compendium.abilities.yJDNsRAG3Elm6PWp]{Snipe} @UUID[Compendium.cyphersystem-compendium.abilities.YIzrA5i8eBSPMFzj]{Spray} @UUID[Compendium.cyphersystem-compendium.abilities.57txEIyzuPUQOqVP]{Sprint and Grab} @UUID[Compendium.cyphersystem-compendium.abilities.B4U7RiMrZElfOQyj]{Taking Advantage} @UUID[Compendium.cyphersystem-compendium.abilities.hy3hI86e9BCmkcQO]{Tall Tale} @UUID[Compendium.cyphersystem-compendium.abilities.WuNUt6ltWGDdjNLS]{Throw} @UUID[Compendium.cyphersystem-compendium.abilities.SPL1URVkuo4PJP8I]{Throw Force Shield} @UUID[Compendium.cyphersystem-compendium.abilities.4s3SAqu0lb5qzfzL]{Trick Shot}

High Tier

@UUID[Compendium.cyphersystem-compendium.abilities.NCXCkCYeZw8qlazG]{Absorb Energy} @UUID[Compendium.cyphersystem-compendium.abilities.WrJDw2X8JHcljjP4]{Arc Spray} @UUID[Compendium.cyphersystem-compendium.abilities.YbYeZ0A0m96IWxwl]{Assassin Strike} @UUID[Compendium.cyphersystem-compendium.abilities.T5tn7zItPyaRcYNC]{Asserting Your Privilege} @UUID[Compendium.cyphersystem-compendium.abilities.ltAq7qr8aaalOtJp]{Attack and Attack Again} @UUID[Compendium.cyphersystem-compendium.abilities.6kTwO0uYuP8qKqkM]{Biomorphic Detonation} @UUID[Compendium.cyphersystem-compendium.abilities.jISh0vWOJdK9hUm1]{Blind Machine} @UUID[Compendium.cyphersystem-compendium.abilities.XRXQwJplJrm7onbN]{Blinding Attack} @UUID[Compendium.cyphersystem-compendium.abilities.zflNCqrmTL7vrYg1]{Bouncing Shield} @UUID[Compendium.cyphersystem-compendium.abilities.9O17NBrKA4AA4Ckw]{Break the Ranks} @UUID[Compendium.cyphersystem-compendium.abilities.lID9ke0vHX2r2CC8]{Break Their Mind} @UUID[Compendium.cyphersystem-compendium.abilities.2lhnVWUMX1Nu6KVj]{Call the Storm} @UUID[Compendium.cyphersystem-compendium.abilities.yEfkqXxmuQqlA6Fi]{Cold Burst} @UUID[Compendium.cyphersystem-compendium.abilities.PZBKCtRj5S6ULnjo]{Concussion} @UUID[Compendium.cyphersystem-compendium.abilities.jHrQLzIfjKtXBoJL]{Deactivate Mechanisms} @UUID[Compendium.cyphersystem-compendium.abilities.6P1CJvVMot3Y2xj0]{Deadly Strike} @UUID[Compendium.cyphersystem-compendium.abilities.iTxEWRCR8G5Rych2]{Death Touch} @UUID[Compendium.cyphersystem-compendium.abilities.i5n7BaFjTo6W35f9]{Defense Master} @UUID[Compendium.cyphersystem-compendium.abilities.0WPUu04FbqxGckhU]{Destroyer} @UUID[Compendium.cyphersystem-compendium.abilities.xR2DkSqvAoR8Vtfn]{Dirty Fighter} @UUID[Compendium.cyphersystem-compendium.abilities.p1UMG2hrng7mLFDv]{Disarming Attack} @UUID[Compendium.cyphersystem-compendium.abilities.OkKNmMvLFwHxUv2r]{Divine Intervention} @UUID[Compendium.cyphersystem-compendium.abilities.tgaSXp1VQiec8Jst]{Divine Symbol} @UUID[Compendium.cyphersystem-compendium.abilities.1W0sBVHxG7LESCPl]{Do You Know Who I Am?} @UUID[Compendium.cyphersystem-compendium.abilities.NJakiz9yvoflzzBD]{Drain Power} @UUID[Compendium.cyphersystem-compendium.abilities.D4JFKjeVDkx9Xfnf]{Dust to Dust} @UUID[Compendium.cyphersystem-compendium.abilities.jhdgI9rV2mpH6JQU]{Earthquake} @UUID[Compendium.cyphersystem-compendium.abilities.apQwshUTjCQPym8A]{Embrace the Night} @UUID[Compendium.cyphersystem-compendium.abilities.Be1ehHb90jtLc8l0]{Explosive Release} @UUID[Compendium.cyphersystem-compendium.abilities.syJ3mkT2hHR2MY3o]{Finishing Blow} @UUID[Compendium.cyphersystem-compendium.abilities.6fpCYtBDCfW6m1b0]{Fire Tendrils} @UUID[Compendium.cyphersystem-compendium.abilities.xCUKzmoBKzN9gIut]{Foul Aura} @UUID[Compendium.cyphersystem-compendium.abilities.mvC2vboULutesBDu]{Ice Storm} @UUID[Compendium.cyphersystem-compendium.abilities.SZtOjKk7ScShJT6G]{Iron Punch} @UUID[Compendium.cyphersystem-compendium.abilities.IFb8NX06xgWM7H98]{Jump Attack} @UUID[Compendium.cyphersystem-compendium.abilities.tjzqyyAZoibXl4DT]{Lethal Ploy} @UUID[Compendium.cyphersystem-compendium.abilities.GlFT2ITvytQVWywQ]{Lethal Vibration} @UUID[Compendium.cyphersystem-compendium.abilities.KNElOxbWobS1ygLv]{Murderer} @UUID[Compendium.cyphersystem-compendium.abilities.pUbqCBV3dBOWFgmv]{Nightmare} @UUID[Compendium.cyphersystem-compendium.abilities.ptH3O4GES71CClGO]{Phase Foe} @UUID[Compendium.cyphersystem-compendium.abilities.xxavxLEaiVFug1D6]{Protective Wall} @UUID[Compendium.cyphersystem-compendium.abilities.8wSx2qtKXq0dWxId]{Psychokinetic Attack} @UUID[Compendium.cyphersystem-compendium.abilities.KVOFCKWKmUrqAe7v]{Punish All the Guilty} @UUID[Compendium.cyphersystem-compendium.abilities.bY52t6eGONKu8Kr4]{Resonant Quake} @UUID[Compendium.cyphersystem-compendium.abilities.G5bTthwpEf5azVHA]{Return to Sender} @UUID[Compendium.cyphersystem-compendium.abilities.EH8OmAJaimF4MTgg]{Shatter Mind} @UUID[Compendium.cyphersystem-compendium.abilities.BM6YnBez7sVnrGUh]{Special Shot} @UUID[Compendium.cyphersystem-compendium.abilities.KDZeCZJxjCQzlTxA]{Spin Attack} @UUID[Compendium.cyphersystem-compendium.abilities.jrTEtAhE6GfLW7R4]{Spring Away} @UUID[Compendium.cyphersystem-compendium.abilities.eQIPJk2xcFGfDr3H]{Stun Attack} @UUID[Compendium.cyphersystem-compendium.abilities.xbYD729j3km6ZDCA]{Sun Siphon} @UUID[Compendium.cyphersystem-compendium.abilities.447ojnjZFMCma8eu]{Taunt Foe} @UUID[Compendium.cyphersystem-compendium.abilities.kKYyGbrQxDRSOh37]{Terrifying Gaze} @UUID[Compendium.cyphersystem-compendium.abilities.Z4QcjOxgltEJPm96]{Twisting the Knife} @UUID[Compendium.cyphersystem-compendium.abilities.IN9qNZDx4sBKNr8n]{Undo} @UUID[Compendium.cyphersystem-compendium.abilities.xRIDlrBzTXVYC5rh]{Vindictive Performance} @UUID[Compendium.cyphersystem-compendium.abilities.s8NShtaUrW0Oxolo]{Weapon and Body} @UUID[Compendium.cyphersystem-compendium.abilities.tMOeiKWrhp5P5CCQ]{Weight of the World} @UUID[Compendium.cyphersystem-compendium.abilities.w3HN2nZBTo5mLJcM]{Weightless Shot} @UUID[Compendium.cyphersystem-compendium.abilities.WW3QjCP5UJUsKBW3]{Whirlwind of Throws} @UUID[Compendium.cyphersystem-compendium.abilities.EXrZLa3M8BK43qoi]{Winter Gauntlets} @UUID[Compendium.cyphersystem-compendium.abilities.Gsre3acJaxhGBa0S]{Word of Death}

Support

Gives some sort of benefit to an ally rather than yourself, such as an extra action or an asset on their roll.

Low Tier

@UUID[Compendium.cyphersystem-compendium.abilities.WrgqojoyWuTWpyQq]{Advice From a Friend} @UUID[Compendium.cyphersystem-compendium.abilities.BlBi7qk0darLthxS]{Anecdote} @UUID[Compendium.cyphersystem-compendium.abilities.b8rtgyatE8o9FaRS]{Attack Flourish} @UUID[Compendium.cyphersystem-compendium.abilities.5jGN9GicKYIAneKQ]{Defend the Innocent} @UUID[Compendium.cyphersystem-compendium.abilities.4yyKQYnrbL3r9gcU]{Enable Others} @UUID[Compendium.cyphersystem-compendium.abilities.hYa7I52x2iwffh8C]{Encouragement} @UUID[Compendium.cyphersystem-compendium.abilities.grCiWRuV8lvflQHM]{Encouraging Presence} @UUID[Compendium.cyphersystem-compendium.abilities.4fcns7ANpZF7pHaz]{Force Field} @UUID[Compendium.cyphersystem-compendium.abilities.lZCAKgP966BuU4uF]{Friendly Help} @UUID[Compendium.cyphersystem-compendium.abilities.DmnRMTfHYaeoYFVu]{Good Advice} @UUID[Compendium.cyphersystem-compendium.abilities.FiSwskgQGBjp4IhZ]{Inspire Action} @UUID[Compendium.cyphersystem-compendium.abilities.wWCehMidmvLypdxj]{Inspire Aggression} @UUID[Compendium.cyphersystem-compendium.abilities.DLxDL49VjUEMAjxZ]{Inspiring Ease} @UUID[Compendium.cyphersystem-compendium.abilities.qp1jDaFiRR5xPPMn]{Protector} @UUID[Compendium.cyphersystem-compendium.abilities.POaewj2PWMMfCY1i]{Rally to Me} @UUID[Compendium.cyphersystem-compendium.abilities.Uti1XQwY4VFZwwwc]{Reveal} @UUID[Compendium.cyphersystem-compendium.abilities.FgyHV0QR3YwlLIVb]{Sculpt Flesh} @UUID[Compendium.cyphersystem-compendium.abilities.701ts4xCDjURZSb5]{Teamwork}

Mid Tier

@UUID[Compendium.cyphersystem-compendium.abilities.hB1CISYVEZXEO0IV]{Accelerate} @UUID[Compendium.cyphersystem-compendium.abilities.wJSxVM8fWADJtTSd]{Applying Your Knowledge} @UUID[Compendium.cyphersystem-compendium.abilities.knh2MWMhCgqOjWYD]{Buddy System} @UUID[Compendium.cyphersystem-compendium.abilities.lb5Bo8BpNXdVMkmt]{Combat Challenge} @UUID[Compendium.cyphersystem-compendium.abilities.bz04IOSkdP3zcRMD]{Defend All the Innocent} @UUID[Compendium.cyphersystem-compendium.abilities.Su3LkSzdGHg9w1RO]{Dual Wards} @UUID[Compendium.cyphersystem-compendium.abilities.XR8WeRW3OlbCIjlJ]{Elemental Protection} @UUID[Compendium.cyphersystem-compendium.abilities.RgosWDt0hkosbVQr]{In Harm’s Way} @UUID[Compendium.cyphersystem-compendium.abilities.1N6P5ZRogThCS0KH]{Lead by Inquiry} @UUID[Compendium.cyphersystem-compendium.abilities.dIK67k9aoBbFBnkf]{Pay It Forward} @UUID[Compendium.cyphersystem-compendium.abilities.oS3AeTouF6HPcaH5]{Play to the Crowd} @UUID[Compendium.cyphersystem-compendium.abilities.QFZyfDWOSEpZeQmM]{Spur Effort} @UUID[Compendium.cyphersystem-compendium.abilities.scceoEmEnN5MW8XT]{Take Command} @UUID[Compendium.cyphersystem-compendium.abilities.GAeUBbQWE3ryv50V]{True Guardian}

High Tier

@UUID[Compendium.cyphersystem-compendium.abilities.Eez3uExkDA20XJg3]{Able Assistance} @UUID[Compendium.cyphersystem-compendium.abilities.G8waoPdWGzMl0S1n]{Battle Management} @UUID[Compendium.cyphersystem-compendium.abilities.3JWMtJBjf3oUWaxP]{Block for Another} @UUID[Compendium.cyphersystem-compendium.abilities.LwmoGOpgHy1K2dU4]{Energize Creature} @UUID[Compendium.cyphersystem-compendium.abilities.5i6TqVJQQ4sTvqTm]{Energize Crowd} @UUID[Compendium.cyphersystem-compendium.abilities.lJWTlBH1koX2Fjgi]{Impart Understanding} @UUID[Compendium.cyphersystem-compendium.abilities.oilgQ4oM02Pa0eNp]{Inspiration} @UUID[Compendium.cyphersystem-compendium.abilities.tTrekc4AZbIqem5L]{Inspire Coordinated Actions} @UUID[Compendium.cyphersystem-compendium.abilities.fPCTpU0viXXWrNs0]{Inspiring Success} @UUID[Compendium.cyphersystem-compendium.abilities.Tes6ntXPZR8IHgY4]{Regenerate Other} @UUID[Compendium.cyphersystem-compendium.abilities.PXvS7AatBcxH9cvZ]{Share Defense} @UUID[Compendium.cyphersystem-compendium.abilities.U9sgMUKkIkDIdRtK]{Stimulate} @UUID[Compendium.cyphersystem-compendium.abilities.iE83ABQRko5NemVU]{Teach Trick} @UUID[Compendium.cyphersystem-compendium.abilities.zZYSSAFXtJcuezxM]{Transcend the Script} @UUID[Compendium.cyphersystem-compendium.abilities.mjEFQ3ndDRvLB5Dj]{True Defender} @UUID[Compendium.cyphersystem-compendium.abilities.IN9qNZDx4sBKNr8n]{Undo} @UUID[Compendium.cyphersystem-compendium.abilities.PTM0HWGFfo5CHMif]{Will of a Leader} @UUID[Compendium.cyphersystem-compendium.abilities.jTiOQKW2QtXK8dmF]{Work the Friendship}

Task

Gives training, specialization, or an asset in one or more noncombat skills (climbing, healing, computers, initiative, and so on).

Low Tier

@UUID[Compendium.cyphersystem-compendium.abilities.wifCvRG9OhsTDT30]{Advantages of Being Big} @UUID[Compendium.cyphersystem-compendium.abilities.YD5gm0w3lqTSyO3V]{Anticipation} @UUID[Compendium.cyphersystem-compendium.abilities.rYaAyFLmCAAwZi0s]{Assassin Skills} @UUID[Compendium.cyphersystem-compendium.abilities.cpXOBSLY03j89yOy]{Athlete} @UUID[Compendium.cyphersystem-compendium.abilities.AWretAEaeQfXTXMy]{Autodoctor} @UUID[Compendium.cyphersystem-compendium.abilities.tJiXzKX4gf0GNV6V]{Balance} @UUID[Compendium.cyphersystem-compendium.abilities.XToLeZ4ksSj3MA5I]{Bestiary Knowledge} @UUID[Compendium.cyphersystem-compendium.abilities.A83Lw7NnAqwg4BZR]{Blameless} @UUID[Compendium.cyphersystem-compendium.abilities.awhzMw4RHwOwgEIR]{Breaker} @UUID[Compendium.cyphersystem-compendium.abilities.lY7NaxsFxt1XZVk5]{Car Surfer} @UUID[Compendium.cyphersystem-compendium.abilities.PlTtlXeugIljHFVg]{Careful Aim} @UUID[Compendium.cyphersystem-compendium.abilities.zGoUoC6i0f1SbUqE]{Celebrity Talent} @UUID[Compendium.cyphersystem-compendium.abilities.JkiG6hpsfj1h6XRR]{Computer Programming} @UUID[Compendium.cyphersystem-compendium.abilities.dQHSDDZxJNHrHH1l]{Contortionist} @UUID[Compendium.cyphersystem-compendium.abilities.YvPBxDxLz16Usm7m]{Courageous} @UUID[Compendium.cyphersystem-compendium.abilities.fkyJ02LbeOAfDxcF]{Crafter} @UUID[Compendium.cyphersystem-compendium.abilities.UyQTRi5ZwWU5tMO0]{Danger Sense} @UUID[Compendium.cyphersystem-compendium.abilities.Q3DGDFwNIOjz866X]{Datajack} @UUID[Compendium.cyphersystem-compendium.abilities.2GwH3ugd7aHrWZRz]{Debate} @UUID[Compendium.cyphersystem-compendium.abilities.kkTWFQBeHMS8d6IL]{Deep Water Guide} @UUID[Compendium.cyphersystem-compendium.abilities.tjxKTFdA8gqZDP90]{Designation} @UUID[Compendium.cyphersystem-compendium.abilities.9p2RJYFo6s55F5Ha]{Devoted Defender} @UUID[Compendium.cyphersystem-compendium.abilities.eYHlYyVDj3odrAFJ]{Disguise} @UUID[Compendium.cyphersystem-compendium.abilities.6dPEKpK0HWuD7Bxu]{Divine Knowledge} @UUID[Compendium.cyphersystem-compendium.abilities.DCuOpij3sNomBe1a]{Driver} @UUID[Compendium.cyphersystem-compendium.abilities.ea7BzQy6fZqHQNET]{Enlightened} @UUID[Compendium.cyphersystem-compendium.abilities.6FI9lLeQx0tJX1W6]{Exploratory Experience} @UUID[Compendium.cyphersystem-compendium.abilities.jx6DFmlbQrmltHgc]{Extra Skill} @UUID[Compendium.cyphersystem-compendium.abilities.YQEECpNwDSFCFnCN]{Feat of Strength} @UUID[Compendium.cyphersystem-compendium.abilities.QgCWZia7gFicmEJr]{Flex Lore} @UUID[Compendium.cyphersystem-compendium.abilities.HoUOwIPfKTlxyQH0]{Freakishly Large} @UUID[Compendium.cyphersystem-compendium.abilities.qpBv7OxAcMAAtY2M]{Game Lessons} @UUID[Compendium.cyphersystem-compendium.abilities.p3kh3XKzetkJTG1J]{Gamer} @UUID[Compendium.cyphersystem-compendium.abilities.DmnRMTfHYaeoYFVu]{Good Advice} @UUID[Compendium.cyphersystem-compendium.abilities.pp9NFNHKgOhRYbsY]{Hand to Eye} @UUID[Compendium.cyphersystem-compendium.abilities.f7wLki6qjCNs2Ici]{Handy} @UUID[Compendium.cyphersystem-compendium.abilities.YOHGDC5hx24SqbQz]{Hard Choices} @UUID[Compendium.cyphersystem-compendium.abilities.YBMLX3Jm5oN79J6G]{Heads-Up Display} @UUID[Compendium.cyphersystem-compendium.abilities.A853pOqz5BmPfh4w]{Higher Mathematics} @UUID[Compendium.cyphersystem-compendium.abilities.ZgLefUbAcrmYdFur]{How Others Think} @UUID[Compendium.cyphersystem-compendium.abilities.vFc52xBtBp69WglW]{Impersonate} @UUID[Compendium.cyphersystem-compendium.abilities.HBHjx10W5BQW101w]{Impressive Display} @UUID[Compendium.cyphersystem-compendium.abilities.369RISHwqzRXkwEG]{Infiltrator} @UUID[Compendium.cyphersystem-compendium.abilities.sM2zEDx4gRr9CuiR]{Inner Defense} @UUID[Compendium.cyphersystem-compendium.abilities.fh7tK1BVjgSfZ8ml]{Insight} @UUID[Compendium.cyphersystem-compendium.abilities.wWCehMidmvLypdxj]{Inspire Aggression} @UUID[Compendium.cyphersystem-compendium.abilities.V765JZKDKQ00Buyn]{Interaction Skills} @UUID[Compendium.cyphersystem-compendium.abilities.4dTGeclZRVjzn5tT]{Interface} @UUID[Compendium.cyphersystem-compendium.abilities.PK6oiYXgdP7KaGgi]{Investigate} @UUID[Compendium.cyphersystem-compendium.abilities.romswZIOmAmtzfCL]{Investigative Skills} @UUID[Compendium.cyphersystem-compendium.abilities.4p95GsynORh0Xd7X]{Knowing} @UUID[Compendium.cyphersystem-compendium.abilities.xBQM1AmjmcjmPDDD]{Knowledge of the Law} @UUID[Compendium.cyphersystem-compendium.abilities.eEGFknWQZUBNXn99]{Knowledge Skills} @UUID[Compendium.cyphersystem-compendium.abilities.oAsK49Zgey5QaC82]{Late Inspiration} @UUID[Compendium.cyphersystem-compendium.abilities.eM1fLppEnXHBlRNX]{Learning the Path} @UUID[Compendium.cyphersystem-compendium.abilities.rfsCCpxcsjc8hr60]{Levity} @UUID[Compendium.cyphersystem-compendium.abilities.aOzkoVf0mNSkZBtn]{Life Lessons} @UUID[Compendium.cyphersystem-compendium.abilities.lzy1YbdIJxzNIHZq]{Machine Affinity} @UUID[Compendium.cyphersystem-compendium.abilities.QHSH8fE6l3bKz2xl]{Machine Hunting} @UUID[Compendium.cyphersystem-compendium.abilities.rhaZSmU6dJpzMO64]{Machine Interface} @UUID[Compendium.cyphersystem-compendium.abilities.XQxN55rl0f5HFxEM]{Magic Training} @UUID[Compendium.cyphersystem-compendium.abilities.Zu06akqnHdCvoR0W]{Make Judgment} @UUID[Compendium.cyphersystem-compendium.abilities.YF8CYsYKcXpdfqH5]{Master Identifier} @UUID[Compendium.cyphersystem-compendium.abilities.KM9qqjzJBJusQNkT]{Master Thief} @UUID[Compendium.cyphersystem-compendium.abilities.GfDLA0qSvqhqzIbL]{Microgravity Adept} @UUID[Compendium.cyphersystem-compendium.abilities.PRW5MxW12oakmeHE]{Monster Lore} @UUID[Compendium.cyphersystem-compendium.abilities.tC7wmZwlZcQy5Vd0]{Movement Skills} @UUID[Compendium.cyphersystem-compendium.abilities.CBGeAZSBuymzrxDz]{Muscles of Iron} @UUID[Compendium.cyphersystem-compendium.abilities.FDUGlu7DZhdfxH2P]{Natural Charisma} @UUID[Compendium.cyphersystem-compendium.abilities.bcEupdsF6FduFPwe]{Oneirochemy} @UUID[Compendium.cyphersystem-compendium.abilities.oTDJtTDkwxr5uSfU]{Open Mind} @UUID[Compendium.cyphersystem-compendium.abilities.EbnGDC61relhYaib]{Opening Statement} @UUID[Compendium.cyphersystem-compendium.abilities.noCgrKbB370cfzQg]{Physical Skills} @UUID[Compendium.cyphersystem-compendium.abilities.Kk5nnC1EcYtqc3Fu]{Pilot} @UUID[Compendium.cyphersystem-compendium.abilities.TTKx93iEvtnptsep]{Poetic License} @UUID[Compendium.cyphersystem-compendium.abilities.OjGaIl0JEepjDrla]{Post-Apocalyptic Survivor} @UUID[Compendium.cyphersystem-compendium.abilities.MBlyd9LvSH8D0Z5I]{Powerful Rhetoric} @UUID[Compendium.cyphersystem-compendium.abilities.vcbIe2sSMKJmawl4]{Predictive Equation} @UUID[Compendium.cyphersystem-compendium.abilities.xMRRfjFF0POkxyea]{Privileged Nobility} @UUID[Compendium.cyphersystem-compendium.abilities.FEkLEYwk7r9KE7oC]{Quarry} @UUID[Compendium.cyphersystem-compendium.abilities.YCwy44WnpusEYN7g]{Quick Study} @UUID[Compendium.cyphersystem-compendium.abilities.QVPmLa6CKwmH6vJZ]{Quick to Flee} @UUID[Compendium.cyphersystem-compendium.abilities.8EJ59LwWPkaqErUd]{Quicker Than Most} @UUID[Compendium.cyphersystem-compendium.abilities.pMQT2QIL38XlhkxB]{Resist Tricks} @UUID[Compendium.cyphersystem-compendium.abilities.ZOfmWQFbwSJQB4wm]{Ruin Lore} @UUID[Compendium.cyphersystem-compendium.abilities.IYt42xzsjesQyEfT]{Sailor} @UUID[Compendium.cyphersystem-compendium.abilities.h3G0Ven2SoaPCbk4]{Salvage and Comfort} @UUID[Compendium.cyphersystem-compendium.abilities.WUY75HFAqAu1i9ku]{Sense Attitudes} @UUID[Compendium.cyphersystem-compendium.abilities.x8cGd4MC9YEW9isa]{Serv-0 Repair} @UUID[Compendium.cyphersystem-compendium.abilities.9sfX1SGtcQ17Uiny]{Sharp Senses} @UUID[Compendium.cyphersystem-compendium.abilities.HWZ8mwAfZEu6r778]{Sleuth} @UUID[Compendium.cyphersystem-compendium.abilities.2CrV3a9S1yzOXBOJ]{Slippery} @UUID[Compendium.cyphersystem-compendium.abilities.sHdBJdVshvtAqz1K]{Sneak} @UUID[Compendium.cyphersystem-compendium.abilities.gwMRhz3h9zxbVQXt]{Stalker} @UUID[Compendium.cyphersystem-compendium.abilities.gbU7mA0flUR4W8Dl]{Stand Watch} @UUID[Compendium.cyphersystem-compendium.abilities.QAdh0yZBjJsHdJjD]{Stealth Skills} @UUID[Compendium.cyphersystem-compendium.abilities.tFhd4dEGikOd1g1K]{Straightforward} @UUID[Compendium.cyphersystem-compendium.abilities.MwDYD8V1CJv8w9rR]{Superb Explorer} @UUID[Compendium.cyphersystem-compendium.abilities.aJ1T8XqGF38vyzV2]{Superb Infiltrator} @UUID[Compendium.cyphersystem-compendium.abilities.B4U7RiMrZElfOQyj]{Taking Advantage} @UUID[Compendium.cyphersystem-compendium.abilities.1ZV6jp2IuXFgXEjn]{Task Training} @UUID[Compendium.cyphersystem-compendium.abilities.pYsmdnNte7o5Flca]{Tech Skills} @UUID[Compendium.cyphersystem-compendium.abilities.0xVoKhKKvzxIbtJD]{There’s Your Problem} @UUID[Compendium.cyphersystem-compendium.abilities.k4LeTZ1lqN9L3hPS]{Tool Mastery} @UUID[Compendium.cyphersystem-compendium.abilities.VAGafmOiBpvU2eq0]{Tracker} @UUID[Compendium.cyphersystem-compendium.abilities.O0d2Xjp5HTUdFzmp]{Trained Excavator} @UUID[Compendium.cyphersystem-compendium.abilities.A8CGMbLGsJ3AHKMP]{Trained Interlocutor} @UUID[Compendium.cyphersystem-compendium.abilities.eVZMy7s6px5jLTfj]{Trained Swimmer} @UUID[Compendium.cyphersystem-compendium.abilities.wEjdodvc6SLf8yso]{Travel Skills} @UUID[Compendium.cyphersystem-compendium.abilities.kv03xEihe4VZNkK5]{Understanding} @UUID[Compendium.cyphersystem-compendium.abilities.zgcoMEc4j2MjpDhC]{Vacuum Skilled} @UUID[Compendium.cyphersystem-compendium.abilities.KqV5RSzOU3S3NK51]{Wilderness Life} @UUID[Compendium.cyphersystem-compendium.abilities.8KYjSKp6ieQ8YXUy]{Wilderness Lore} @UUID[Compendium.cyphersystem-compendium.abilities.XseI77zSp7iHkEWq]{Wound Tender} @UUID[Compendium.cyphersystem-compendium.abilities.qEzcqbNhuJQuBagn]{Zero Dark Eyes}

Mid Tier

@UUID[Compendium.cyphersystem-compendium.abilities.GK0o4fjCtxgAP269]{Action Processor} @UUID[Compendium.cyphersystem-compendium.abilities.6ILcTvACqDdLVpc8]{Agent Provocateur} @UUID[Compendium.cyphersystem-compendium.abilities.KAAezRI2l8rdp1NS]{Animal Senses and Sensibilities} @UUID[Compendium.cyphersystem-compendium.abilities.TmDavAL4vDxKjLBK]{Confidence Artist} @UUID[Compendium.cyphersystem-compendium.abilities.yB4tnpDNVSOxgruq]{Dark Matter Shell} @UUID[Compendium.cyphersystem-compendium.abilities.bvqDafTBMB7Uo9Qj]{Enhance Strength} @UUID[Compendium.cyphersystem-compendium.abilities.hQx9SoUhY6jzUeTW]{Expert Driver} @UUID[Compendium.cyphersystem-compendium.abilities.12xO8QaEsTvEFUvY]{Expert Pilot} @UUID[Compendium.cyphersystem-compendium.abilities.RESKINMA0INj60Rc]{Find the Guilty} @UUID[Compendium.cyphersystem-compendium.abilities.dVh39nh5ARUxreUc]{Flex Skill} @UUID[Compendium.cyphersystem-compendium.abilities.Kk9lHkiaqsr3pUmk]{Ghost} @UUID[Compendium.cyphersystem-compendium.abilities.NhNvpbUWNRIFEm8b]{Hard to See} @UUID[Compendium.cyphersystem-compendium.abilities.7tiGTYVXj9eHdja7]{Heightened Skills} @UUID[Compendium.cyphersystem-compendium.abilities.uhC4ubTGfhkNvIMX]{Improvise} @UUID[Compendium.cyphersystem-compendium.abilities.iyM2N9G0RLlj6BZ7]{Increasing Determination} @UUID[Compendium.cyphersystem-compendium.abilities.2odkyEO8azxIZWYj]{Intelligent Interface} @UUID[Compendium.cyphersystem-compendium.abilities.t5vs3xMko8GLCB64]{Intense Interaction} @UUID[Compendium.cyphersystem-compendium.abilities.vPraXsdXkCmaoBbI]{Knowledge Is Power} @UUID[Compendium.cyphersystem-compendium.abilities.4JDFgEhyhqReRngE]{Master Crafter} @UUID[Compendium.cyphersystem-compendium.abilities.e3jpx5KsYc8F13Pu]{Meticulous Planner} @UUID[Compendium.cyphersystem-compendium.abilities.l0OFjk5XVGV5LzP1]{Minor Wish} @UUID[Compendium.cyphersystem-compendium.abilities.LdHCwZcifnRRuPrp]{Nightstrike} @UUID[Compendium.cyphersystem-compendium.abilities.3VJyYtECl0wKQj2p]{Outlast the Foe} @UUID[Compendium.cyphersystem-compendium.abilities.XQkQrvp4o395uIOJ]{Passing Mechanic} @UUID[Compendium.cyphersystem-compendium.abilities.LojkwDtb1gHLSB6A]{Preternatural Senses} @UUID[Compendium.cyphersystem-compendium.abilities.MzKqElUHuTtHkV7D]{Pull a Fast One} @UUID[Compendium.cyphersystem-compendium.abilities.y1bQFSBlwMbUico5]{Rapid Processing} @UUID[Compendium.cyphersystem-compendium.abilities.DhSH0rnaqLogC3DC]{Rider} @UUID[Compendium.cyphersystem-compendium.abilities.oCcnXLYQy9DjwPJC]{Sea Legs} @UUID[Compendium.cyphersystem-compendium.abilities.syiylO75dZlcUp3i]{Sensing Package} @UUID[Compendium.cyphersystem-compendium.abilities.NcItnMHjeG9fgE1K]{Serv-0 Aim} @UUID[Compendium.cyphersystem-compendium.abilities.lPqCQOQJF0JfoFRn]{Serv-0 Brawler} @UUID[Compendium.cyphersystem-compendium.abilities.EQXA8Gcwdc7dU8lw]{Sharp-Eyed} @UUID[Compendium.cyphersystem-compendium.abilities.hIy0GMeL8WALvhEb]{Ship Footing} @UUID[Compendium.cyphersystem-compendium.abilities.U2QV8t7Pq9irgHqF]{Silent As Space} @UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks} @UUID[Compendium.cyphersystem-compendium.abilities.c4CG5F8lfaYelzFf]{Soothe Mind and Body} @UUID[Compendium.cyphersystem-compendium.abilities.3pqCkOZjnAXWIikt]{Subtle Steps} @UUID[Compendium.cyphersystem-compendium.abilities.q80xvRDX6XwFXgma]{Targeting Eye} @UUID[Compendium.cyphersystem-compendium.abilities.NaqoExT72j3xkWp3]{Task Specialization} @UUID[Compendium.cyphersystem-compendium.abilities.oah8DOODfphl858B]{Telling} @UUID[Compendium.cyphersystem-compendium.abilities.3wxiRMTCBZ4iNCHp]{Temporal Acceleration} @UUID[Compendium.cyphersystem-compendium.abilities.zuEylYrgOVAAjs71]{Trained Basher} @UUID[Compendium.cyphersystem-compendium.abilities.I8N5PUMy5Eq7cqZl]{Trained Gunner} @UUID[Compendium.cyphersystem-compendium.abilities.gPqiQflb6Z3DXGVk]{Trained Slayer} @UUID[Compendium.cyphersystem-compendium.abilities.SjO76u6MlpVx3PwO]{Verbal Misdirection} @UUID[Compendium.cyphersystem-compendium.abilities.PlVEpuVxp9pGJSoa]{You Studied}

High Tier

@UUID[Compendium.cyphersystem-compendium.abilities.B0dq2gW9gdA0PdzR]{Amplify Sounds} @UUID[Compendium.cyphersystem-compendium.abilities.2uSx4ErQ9f2QLX5M]{As Foretold in Prophecy} @UUID[Compendium.cyphersystem-compendium.abilities.jmjxGRJTwztzBtLc]{Coordinated Effort} @UUID[Compendium.cyphersystem-compendium.abilities.xRvaY8SG4HVy5WO8]{Dark Explorer} @UUID[Compendium.cyphersystem-compendium.abilities.rYOt0poxNGA8b3FP]{Explains the Ineffable} @UUID[Compendium.cyphersystem-compendium.abilities.VVYx3J42Sj9qCQV9]{Exploit Advantage} @UUID[Compendium.cyphersystem-compendium.abilities.GnQRIvynqXx1R2a0]{Further Mathematics} @UUID[Compendium.cyphersystem-compendium.abilities.2LaX22wvw35lDger]{Learned a Few Things} @UUID[Compendium.cyphersystem-compendium.abilities.YWMUeaNzao8n8pAc]{Like the Back of Your Hand} @UUID[Compendium.cyphersystem-compendium.abilities.Cz0KkzZPnlX1oTYz]{Magnificent Moment} @UUID[Compendium.cyphersystem-compendium.abilities.kZ3LhhYZKrcnBplY]{Master Entertainer} @UUID[Compendium.cyphersystem-compendium.abilities.4USzF8qKs8oZJH13]{Multiple Skills} @UUID[Compendium.cyphersystem-compendium.abilities.kcXnkEBuyNil4Nd4]{No One Knows Better} @UUID[Compendium.cyphersystem-compendium.abilities.N0wzhZ676UrCR8M4]{Precognition} @UUID[Compendium.cyphersystem-compendium.abilities.MA2Pwhbpbq2SSIQy]{See the Future} @UUID[Compendium.cyphersystem-compendium.abilities.QZa9b5G80qxtoYqg]{Subsonic Rumble} @UUID[Compendium.cyphersystem-compendium.abilities.RE24qvMuPhasaCP3]{Total Awareness} @UUID[Compendium.cyphersystem-compendium.abilities.qKDngpAWNEzhdRj5]{Trick Driver} @UUID[Compendium.cyphersystem-compendium.abilities.vhGEeFVgyqX1gzRr]{Using the Environment}

Transform

A significant change that temporarily enhances you, such as growing bigger, turning into a werewolf, and so on. Also includes apparent transformations like disguises and invisibility.

Low Tier

@UUID[Compendium.cyphersystem-compendium.abilities.8DXGUr433iXaVCSv]{Beast Form} @UUID[Compendium.cyphersystem-compendium.abilities.GmMePJHTRl6PshR6]{Bigger} @UUID[Compendium.cyphersystem-compendium.abilities.wIOwT1tjGLMYzZAb]{Controlled Change} @UUID[Compendium.cyphersystem-compendium.abilities.HDYOv1V10xpFbFI7]{Enlarge} @UUID[Compendium.cyphersystem-compendium.abilities.Tgmrh8dyGqqCfnU5]{Face Morph} @UUID[Compendium.cyphersystem-compendium.abilities.U9ZBl9NeipxSLavS]{Golem Healing} @UUID[Compendium.cyphersystem-compendium.abilities.asQqC0DepYcsPxRV]{Illusory Disguise} @UUID[Compendium.cyphersystem-compendium.abilities.zOCvNsxHOcmkQrBn]{Phased Pocket} @UUID[Compendium.cyphersystem-compendium.abilities.5aUrbdjSSLCRggHU]{Spin Identity} @UUID[Compendium.cyphersystem-compendium.abilities.1CjsEMTtfnvL1CeJ]{Vanish}

Mid Tier

@UUID[Compendium.cyphersystem-compendium.abilities.NIePQkLH2DTVjZR2]{Bigger Beast Form} @UUID[Compendium.cyphersystem-compendium.abilities.rZsohzuwTFfghWVO]{Blend In} @UUID[Compendium.cyphersystem-compendium.abilities.Uq6p6fOg9KyFcUws]{Evanesce} @UUID[Compendium.cyphersystem-compendium.abilities.wqzexDdZolWgxAza]{Greater Controlled Change} @UUID[Compendium.cyphersystem-compendium.abilities.NhNvpbUWNRIFEm8b]{Hard to See} @UUID[Compendium.cyphersystem-compendium.abilities.uNzF1oQKJ6T1yqL4]{Huge} @UUID[Compendium.cyphersystem-compendium.abilities.nEN2HYzlJWhonfmE]{Invisible Phasing} @UUID[Compendium.cyphersystem-compendium.abilities.RfGCXsX7JXEr8fMw]{Moon Shape}

High Tier

@UUID[Compendium.cyphersystem-compendium.abilities.hbbPZIjq81Qqdp6i]{Colossal} @UUID[Compendium.cyphersystem-compendium.abilities.uN2YVmNxkFj3SFof]{Command Metal} @UUID[Compendium.cyphersystem-compendium.abilities.PyVeE7CtDVDksWG6]{Disappear} @UUID[Compendium.cyphersystem-compendium.abilities.0XYaYNoQzrYYKR4p]{Gargantuan} @UUID[Compendium.cyphersystem-compendium.abilities.wvlSlYCJyrJuFqtn]{Invisibility} @UUID[Compendium.cyphersystem-compendium.abilities.S5JTyQCNcgrXgNqf]{Mask} @UUID[Compendium.cyphersystem-compendium.abilities.m2j3n3xiExLcXAAn]{Moderate Wish} @UUID[Compendium.cyphersystem-compendium.abilities.5Rre17QhaTln9jgA]{Outside Reality} @UUID[Compendium.cyphersystem-compendium.abilities.85DCcEDqvz6A0LkD]{Perfect Control} @UUID[Compendium.cyphersystem-compendium.abilities.TRdK7RJBkq8WW4np]{Wild Camouflage}

","markdown":""},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"ownership":{"default":-1},"flags":{}},{"sort":399610,"name":"Equipment","type":"text","_id":"CSHlAboV1tzyC1Kz","title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"

Equipment in the Cypher System plays only a small role. It’s far more important to focus on what you can do than on what you have. Still, sometimes it’s important to know if you’ve got enough rope, or what kind of gun your space pilot has at their hip.

Currency and Prices

Dollars, pounds, euros, credits, gold pieces, Martian solval beads, Corso moons and stars, bottle caps—a lot of different currencies might be used in your game, depending on the setting and the genre. You should use whatever you like. In the Cypher System rules, we talk in generalities rather than specifics. Not unlike saying immediate or short distance rather than giving precise numbers, we talk about goods and services in terms of inexpensive, moderately priced, expensive, very expensive, or exorbitant.

The GM can figure out what those things mean in their setting. In a fantasy setting, an inexpensive item might be 1 or 2 copper pennies, while an expensive item might require gold on the table. The exact amount can vary, and in many campaigns, the exact amount will matter. The GM will develop a detailed price list for their setting, and players will track their money on their character sheets to determine what they can afford, often ignoring the terms inexpensive, moderately priced, and so on.

But some GMs might want to keep things simple and use only the general terms, indicating currency just as flavor now and then. In a space opera game, where the PCs are the crew of a starship blazing about the galaxy in search of adventure and profit, fuel and upkeep for the ship might be expensive. Hauling a few passengers from Epsilon Eridani back to Earth might earn enough to purchase six expensive items but cost the equivalent of two expensive items, leaving the crew with the means to refuel and maintain the ship for two further voyages. In such a game, where money only means keeping the ship flying, no one has to talk in specific amounts. Characters might refer to “galactic credits” or something similar, but amounts might not be tracked on the character sheets.

Price Categories

There are five price categories for goods and services.

An inexpensive item is something that common people buy. A simple meal or a drink in the bar. A pen and some paper. A book or magazine.

A moderately priced item is something that common people buy, but not too often and not in great quantities. A small piece of furniture. A major entertainment. An expensive meal. A new outfit.

An expensive item is something that would strain a common person’s finances. Rent on a simple apartment. A major piece of furniture. A very nice outfit. The cost to travel a long distance (if appropriate to the setting).

A very expensive item is probably out of the reach of most people except in very special circumstances. Jewelry. Luxury furnishings.

An exorbitant item is something only the very rich can afford. A very nice house. A ship. Extremely expensive jewelry or art.

Think of the categories as powers of 10. That is to say, a moderately priced item is ten times more costly than an inexpensive item. An expensive item is ten times more costly than a moderately priced item, and thus 100 times the cost of something inexpensive. A very expensive item is ten times the cost of an expensive one, 100 times the cost of a moderate one, and 1,000 times the cost of an inexpensive one. An exorbitant item is priced ten times beyond that.

In some settings, even the generalization offered by the pricing categories might be too specific or cumbersome. In many superhero games, for example, prices are relatively moot. After saving the city, typical superheroes don’t worry about paying rent or how much dinner will cost. On the other hand, in a grittier superhero game, maybe that’s exactly what they worry about.

Using The Price Categories

Regardless of how precise you want to be with prices and currency, you can use the price categories in a variety of ways.

It’s easy for a GM to say to a player “You can afford two extra moderately priced things at the start of the game.” The player can look on the list and pick two moderately priced items without worrying about their cost. Plus, this approach makes it clear that they get two items, not twenty inexpensive items or one more expensive item that perhaps would not be appropriate for a starting character. The categories make it easy to lump similar items together.

The GM can also say “You can have whatever inexpensive items you want, and don’t worry about the cost.” At higher tiers, when the PCs have more wealth, followers, and so on, the GM can do this with moderate or even expensive items. This allows the group to skip over playing through a shopping trip to get supplies, and players don’t have to track prices down to the last coin.

Finally, the categories can be shorthand when evaluating loot, dividing up the spoils among the PCs, and resolving other story-based occurrences that crop up in the game without dealing in the minutiae of exact prices. This is of particular use in high-powered games where the PCs are rich and powerful.

Level of Equipment

Mundane equipment is about level 4—less if of inferior quality or materials, more if of superior quality or materials. This means that in a setting based on the distant past, the default level might be 3, while in the future it might be 5 or 6. So an average serf ’s tool in the Dark Ages is level 3, easily broken, while an average tool on a space station is level 6, made of advanced polymers.

Armor

Characters expecting danger frequently wear armor. Even the simplest protective covering helps against stabs and cuts, and more sophisticated or heavier armor protects against graver threats.

You can wear only one type of armor at a time—you cannot wear chainmail hauberk and scale armor together, for example. However, Armor bonuses from multiple sources combine to provide a total Armor rating. For example, if you have subdermal implants that give you +1 to Armor, a force field that offers another +1 to Armor, and beastskin that grants +2 to Armor, you have a total of +4 to Armor.

In general, light armor is a moderately priced item, medium armor is expensive, and heavy armor is very expensive. The Genre chapter offers more specific details on the kinds of armor available in a given setting. Keep in mind that in many genres, it’s quite odd, at best, to run around in armor tougher than a leather jacket.

Using Armor

Anyone can wear any armor, but it can be taxing. Wearing armor increases the cost of using a level of Effort when attempting a Speed-based action. So if you’re wearing light armor and want to use two levels of Effort on a Speed-based roll to run across difficult terrain, it costs 7 points from your Speed Pool rather than 5 (3 for the first level of Effort, plus 2 for the second level of Effort, plus 1 per level for wearing light armor). Edge reduces the overall cost as normal. If you are not experienced with a certain type of armor but wear it anyway, this cost is further increased by 1. Having experience with a type of armor is called being practiced with the armor.

ArmorSpeed Effort Additional Cost Per Level
Light+1
Medium+2
Heavy+3
Note: Clarification & Foundry VTT Usage

The table above is written from the perspective of someone having the ability Practiced in Armor. For consistency, armor items also assume that the PC is practiced in armor, so PCs without any ability or who are experienced in armor or have mastery in armor need to adjust the cost accordingly. Here’s a complete overview:

Speed Effort Additional Cost Per Level
ArmorNo AbilityPracticedExperiencedMastery
Light+2+1+0+0
Medium+3+2+1+0
Heavy+4+3+2+0

Shields

Shields provide an asset to Speed defense rolls. You must have one free hand to use a shield.

Weapons

Not all characters are familiar with all weapons. Warriors know their way around most types, but Explorers prefer light or medium weapons, and Adepts and Speakers usually stick to light weapons. If you wield a weapon that you have no experience with, an attack with that weapon is hindered. Having experience with a weapon is called being practiced with the weapon.

Light weapons inflict only 2 points of damage, but attacks with them are eased because they are fast and easy to use. Light weapons are punches, kicks, knives, handaxes, darts, very small pistols, and so on. Weapons that are particularly small are light weapons.

Medium weapons inflict 4 points of damage. Medium weapons include broadswords, battleaxes, maces, crossbows, spears, typical handguns, light rifles, sawed-off shotguns, and so on. Most weapons are medium. Anything that could be used in one hand (even if it’s often used in two hands, such as a quarterstaff or spear) is a medium weapon.

Heavy weapons inflict 6 points of damage, and you must use two hands to attack with them. Heavy weapons are huge swords, great hammers, massive axes, halberds, heavy crossbows, rifles, regular shotguns, assault rifles, and so on. Anything that must be used in two hands is a heavy weapon.

WeaponDamage
Light2 points (attack eased)
Medium4 points
Heavy6 points

In general, light weapons are moderately priced items, medium weapons are expensive, and heavy weapons are very expensive. Ammunition for a ranged weapon is inexpensive. The Genre chapter offers more specific details on weapons available in a given setting. Keep in mind that in many genres, it’s not acceptable to run around carrying dangerous weapons.

Explosive Weapons

Bombs, grenades, missiles, and other explosives operate differently than other weapons. They affect all targets within an area (usually an immediate area) and inflict damage to all of them. A separate attack roll is required for each (or a Speed defense roll if the PCs are the targets of such an attack), although to simplify, the player can make one attack roll and compare it to the difficulty to attack each target. Usually, even if the attack roll fails (or the Speed defense roll succeeds), the targets still suffer a smaller amount of damage, often 1 point.

Explosives like grenades can be thrown a short distance. Otherwise, another launcher weapon is needed to project them a long distance (or farther).

Miscellaneous Items and Services

Although the types of items for sale vary greatly based on the setting, a few things are always present, like food, lodging, and clothing. However, these goods and services can span the price categories. For example, you can get an inexpensive meal, a moderately priced meal, an expensive meal, and so on. An inexpensive meal is light and probably not very nutritious. An expensive meal is available only in nice restaurants in certain locations. An exorbitant meal is probably a feast for a crowd, with the finest foods and drink available.

Nightly lodging is similar, although the bottom end starts out worse. An inexpensive night’s lodging is probably a flea-ridden mat on the floor of a room filled with other lodgers. Typical lodging (a private room with a decent bed) is probably in the moderately priced range. Very expensive lodging might be a suite of rooms with delicious meals and personal services (such as massages and grooming) included.

Inexpensive clothing is just a step up from rags, but moderately priced clothing is decent enough. For a formal party, you’d want expensive clothing. The very rich likely wear very expensive clothing most of the time, and exorbitant clothing (and jewelry) when they go to their elite galas.

Other sorts of miscellaneous items can be found in the Genre chapter.

Cyphers

Cyphers can sometimes be physical items like equipment, but they work very differently. To be entirely accurate, cyphers might have the veneer of equipment, but don’t fall into the trap of confusing the two. Cyphers are far more akin to PC special abilities than to gear. In a fantasy game, they might be potions, scrolls, or charms. In a science fiction game, cyphers might be interesting throwaway devices or alien crystals of unknown providence. In other games, they might just represent good fortune or sudden inspiration. See the Cyphers chapter for more details.

Artifacts

Artifacts are more powerful than equipment and can’t simply be purchased. The Genre chapter offers a few sample artifacts appropriate for various settings.

Each artifact has a level and a rate of power depletion. When an artifact is used or activated, the player rolls the designated die (1d6, 1d10, 1d20, or 1d100). If the die shows the depletion number(s), the item works, but that is its last use. A depletion entry of “—” means that the artifact never depletes, and an entry of “automatic” means that it can be used only once.

Depowered artifacts can sometimes be recharged using the repair rules, depending on the item’s nature. Other special abilities can also repower an expended item, but probably for only one use.

For GM information on artifacts, see the Running the Cypher System chapter.

Finding, Identifying, and Using Artifacts

Characters can sometimes find artifacts while on adventures. They might be in ancient ruins, either intact or in need of manipulation to get them working. They could have been stolen from well-guarded military installations. They might be granted as rewards or taken from fallen foes. Sometimes they can even be purchased from a specialized source, but this occurs more rarely than most PCs would probably like.

After the characters find an artifact, identifying it is a separate Intellect task. The GM sets the difficulty of the task, but it is usually equal to the artifact’s level. Identifying it takes fifteen minutes to three hours. If the PCs can’t identify an artifact, they can bring it to an expert to be identified or, if desired, traded or sold.

Characters can attempt to use an artifact that has not been identified, which is usually an Intellect task equal to the artifact’s level + 2. Failure might mean that the PCs can’t figure out how to use the artifact or they use it incorrectly (GM’s discretion). Of course, even if characters use an unidentified artifact correctly the first time, they have no idea what the effect might be.

Once characters identify an artifact, using it for the first time requires an additional Intellect action; this process is far more complex than pushing a button. It can involve manipulating touchscreens, reciting the proper arcane words, or anything else that fits the setting. The GM sets the difficulty, but it is usually equal to the artifact’s level.

","markdown":""},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"ownership":{"default":-1},"flags":{}},{"sort":537500,"name":"Experience Points","type":"text","_id":"kL1WYB17GtLujcMp","title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"

Experience points (XP) are the currency by which players gain benefits for their characters. The most common ways to earn XP are through GM intrusions and by accomplishing things the PCs set out to do. Sometimes experience points are earned during a game session, and sometimes they’re earned between sessions. In a typical session, a player might earn 2 to 4 XP, and between sessions, perhaps another 2 XP (on average). The exact amounts depend on the events of the session.

GM Intrusion

At any time, the GM can introduce an unexpected complication for a character. When they intrude in this way, they must give that character 2 XP. That player, in turn, must immediately give one of those XP to another player and justify the gift (perhaps the other player had a good idea, told a joke, or performed an action that saved a life).

Often, the GM intrudes when a player attempts an action that should be an automatic success. However, the GM is free to intrude at other times. As a general rule, the GM should intrude at least once each session, but no more than once or twice each session per character.

Anytime the GM intrudes, the player can spend 1 XP to refuse the intrusion, though that also means they don’t get the 2 XP. If the player has no XP to spend, they can’t refuse.

If a player rolls a 1 on a die, the GM can intrude without giving the player any XP.

Example 1: Through skill and the aid of another character, a fourth-tier PC eases a wall-climbing task from difficulty 2 to difficulty 0. Normally, they would succeed at the task automatically, but the GM intrudes and says “No, a bit of the crumbling wall gives way, so you still have to make a roll.” As with any difficulty 2 task, the target number is 6. The PC attempts the roll as normal and gains 2 XP because the GM intruded. They immediately give one of those XP to another player.

Example 2: During a fight, a PC swings their axe and damages a foe with a slice across the shoulder. The GM intrudes by saying that the foe turned just as the axe struck, wrenching the weapon from the character’s grip and sending it clattering across the floor. The axe comes to a stop 10 feet (3 m) away. Because the GM intruded, the PC gains 2 XP, and the player immediately gives one of those XP to another player. Now the character must deal with the dropped weapon, perhaps drawing a different weapon or using their next turn to scramble after the axe.

For much more on GM intrusions, see the Running the Cypher System chapter.

Character Arcs

Character arcs are the means by which players can invest themselves more in great stories and character depth and development.

Just like in a book or a television show, characters progress through their own personal story and change over time. A PC with a character arc decides for themselves what they do and why. Character arcs are like stated goals for a character, and by progressing toward that goal, the character advances. The key word there is progressing. A PC doesn’t have to succeed at achieving the goal to earn advancement—it’s not an all-or-nothing prospect. Each arc is keyed to a single character, but just like in a book or show, characters can take part in the larger story arc that the whole group participates in, while also progressing in their own personal arc.

Character arcs have different steps that mark the character’s progress through the arc. Each arc eventually reaches a climax, and then finishes with a step that is a final resolution. Each step reached earns the character 2 XP. Character arcs are the most straightforward way that a character earns XP. (Typically, PCs will earn about half their total experience points from arcs or other GM awards.)

At character creation, a player can choose one character arc for their PC at no cost. Players have the option to not choose one, but it’s probably a good idea to do so. First and foremost, it is a character-defining factor. If they begin the campaign with a desire to find the woman who killed their brother, that says a lot about the character: they had a brother, he was likely close to them, he had been in at least one dangerous situation, and the character is probably motivated by anger and hate, at least somewhat. Even after the character finishes this first arc, they’ll undoubtedly have (at least one) more because they can gain new arcs as the campaign progresses.

Once play begins, players can take on a new arc whenever they wish, as fits the character’s ongoing story. Taking a new arc has a cost of 1 XP. While there’s no hard limit on how many arcs a character can have at one time, realistically most PCs couldn’t reasonably have more than three or four.

However, as mentioned above, arcs have a beginning cost that must be paid, reflecting the character’s devotion to the goal. The character will earn this investment back (probably many times over) if the arc is completed.

Character arcs are always player-driven. A GM cannot force one on a character. That said, the events in the narrative often present story arc opportunities and inspire character arcs for the PCs. It’s certainly in the GM’s purview to suggest possible arcs related to the events going on. For example, if the GM presents an encounter in which an NPC wishes to learn from the PC, it might make sense to suggest taking the Instruction arc. Whether or not the PC takes on the student, the player doesn’t have to adopt the Instruction arc unless they want to.

At the end of a session, review the actions you took and describe how they might equate to the completion of a step (or possibly more than one step) in their character arc. If the GM agrees, the character gets their reward.

When in doubt, if one character accomplishes a step in their arc but another character does not, the first character should get the 2 XP reward, but the other character should probably still get, at minimum, 1 XP for the session.

This chapter presents many sample character arcs (see below).

GM Awards

Sometimes, a group will have an adventure that doesn’t deal primarily with a PC’s character arc. In this case, it’s a good idea for the GM to award XP to that character for accomplishing other tasks. First and foremost, awards should be based on discovery. Discovery can include finding a significant new location, such as a hidden chamber, a secret fortress, a lost land, a new planet, or an unexplored dimension. In this fashion, PCs are explorers. Discovery can also include a new significant aspect of a setting, such as a secret organization, a new religion, and so on.

It can also mean finding a new procedure or device (something too big to be considered a piece of equipment) or even previously unknown information. This could include a source of magical power, a unique teleportation device, or the cure for a plague. These are all discoveries. The common thread is that the PCs discover something that they can understand and put to use.

Last, depending on the GM’s outlook and the kind of campaign the group wants to play, a discovery could be a secret, an ethical idea, an adage, or even a truth.

It’s a fine line, but ultimately the GM decides what constitutes a discovery as opposed to just something weird in the course of an adventure. Usually, the difference is, did the PCs successfully interact with it and learn something about it? If so, it’s probably a discovery.

Artifacts: When the group gains an artifact, award XP equal to the artifact’s level and divide it among the PCs (minimum 1 XP for each character). Round down if necessary. For example, if four PCs discover a level 5 artifact, they each get 1 XP. Money, standard equipment, and cyphers are not worth XP. (Experience point awards for artifacts should usually apply even if the artifact was given to the PCs rather than found, because often such gifts are the rewards for success.)

Miscellaneous Discoveries: Various other discoveries might grant 1 XP to each PC involved.

Other Awards: If a character is focused on activities that don’t relate to a character arc or a discovery, as a general rule, a mission should be worth at least 1 XP per game session involved in accomplishing it. For example, saving a family on an isolated farm beset by raiding cultists might be worth 1 XP for each character. Of course, saving the family doesn’t always mean killing the bad guys; it might mean relocating them, parlaying with the cultists, or chasing off the raiders.

Spending Experience Points

Experience points are meant to be used. Hoarding them is not a good idea; if a player accumulates more than 10 XP, the GM can require them to spend some.

Generally, experience points can be spent in four ways: immediate benefits, short- and medium-term benefits, long-term benefits, and character advancement.

Experience points should not be a goal unto themselves. Instead, they are a game mechanic to simulate how—through experience, time, toil, travail, and so on— characters become more skilled, more able, and more powerful. Spending XP to explain a change in a character’s capabilities that occurred in the course of the story, such as if the PC made a new device or learned a new skill, isn’t a waste of XP—it’s what XP are for.

Immediate Benefits

The most straightforward way for a player to use XP is to reroll any roll in the game—even one that they didn’t make. This costs 1 XP per reroll, and the player chooses the best result. They can continue to spend XP on rerolls, but this can quickly become an expensive proposition. It’s a fine way to try to prevent disaster, but it’s not a good idea to use a lot of XP to reroll a single action over and over.

A player can also spend 1 XP to refuse a GM intrusion.

Short- and Medium-Term Benefits

By spending 2 XP, a character can gain a skill—or, more rarely, an ability—that provides a short-term benefit. Let’s say a character notices that the computer terminals in the facility they’re infiltrating are similar to those used by the company they once worked for. They spend 2 XP and say that they have a great deal of experience in using these. As a result, they are trained in operating (and breaking into) these computers. This is just like being trained in computer use or hacking, but it applies only to computers found in that particular location. The skill is extremely useful in the facility, but nowhere else.

Medium-term benefits are usually story based. For example, a character can spend 2 XP while climbing through mountains and say that they have experience with climbing in regions like these, or perhaps they spend the XP after they’ve been in the mountains for a while and say that they’ve picked up the feel for climbing there. Either way, from now on, they’re trained in climbing in those mountains. This helps them now and any time they return to the area, but they’re not trained in climbing everywhere.

This method allows a character to get immediate training in a skill for half the normal cost. (Normally, it costs 4 XP to become trained in a skill.) It’s also a way to gain a new skill even if the PC has already gained a new skill as a step toward attaining the next tier.

In rare cases, a GM might allow a character to spend 2 XP to gain an entirely new ability—such as a device, a special ability, or a special mental power—for a short time, usually no longer than the course of one scenario. The player and the GM should agree on a story-based explanation for the benefit. Perhaps the ability has a specific rare requirement, such as a tool, a battery, a drug, or some kind of treatment. For example, a character who wants to explore a submerged location has several biotech enhancements, and they spend 2 XP to cobble together a device that lets them breathe underwater. This gives them the ability for a considerable length of time, but not permanently—the device might work for only eight hours. Again, the story and the logic of the situation dictate the parameters.

Long-Term Benefits

In many ways, the long-term benefits a PC can gain by spending XP are a means of integrating the mechanics of the game with the story. Players can codify things that happen to their characters by talking to the GM and spending 3 XP.

Things that a PC can acquire as a long-term benefit can be thought of as being story based, and they allow the player to have some narrative control over the story. In the course of play, a player might decide that their character gains a friend (a contact) or builds a log cabin (a home). Because a player spent XP, however, they should have some agency over what they’ve gained, and it shouldn’t be easily taken away. The player should help come up with the details of the contact or the design of their home.

It’s also possible to gain these benefits through events in the story, without spending XP. The new contact comes to the PC and starts the relationship. The new home is granted to them as a reward for service to a powerful or wealthy patron, or maybe the character inherits the home from a relative. However, because these came from the GM and not the player (and no XP were spent), the player has no narrative control over them and the GM makes up the details.

Long-term benefits can include the following.

Contact: The character gains a long-term NPC contact of importance—someone who will help them with information, equipment, or physical tasks. The player and GM should work out the details of the relationship.

Home: The PC acquires a full-time residence. This can be an apartment in a city, a cabin in the wilderness, a base in an ancient complex, or whatever fits the situation. It should be a secure place where the PC can leave their belongings and sleep soundly. Several characters could combine their XP and buy a home together.

Title or job: The PC is granted a position of importance or authority. It might come with responsibilities, prestige, and rewards, or it might be an honorary title.

Wealth: The PC comes into a considerable amount of wealth, whether it’s a windfall, an inheritance, or a gift. It might be enough to buy a home or a title, but that’s not really the point. The main benefit is that the PC no longer needs to worry about the cost of simple equipment, lodging, food, and so on. This wealth could mean a set amount—perhaps 50,000 dollars (or whatever is appropriate in the setting)—or it could bestow the ability to ignore minor costs, as decided by the player and GM.

GMs and players should work together to make XP awards and expenditures fit the ongoing story. If a PC stays in a location for two months to learn the inhabitants’ unique language, the GM might award the character a few XP, which are then immediately spent to grant them the ability to understand and speak that language.

Character Advancement

Progressing to the next tier involves four steps. When a PC has spent 4 XP on each of the steps, they advance to the next tier and gain all the type and focus benefits of that tier. The four steps can be purchased in any order, but each can be purchased only once per tier. In other words, a PC must buy all four steps and advance to the next tier before they can buy the same steps again.

Increasing Capabilities: You gain 4 new points to add to your stat Pools. You can allocate the points among your Pools however you wish.

Moving Toward Perfection: You add 1 to your Might Edge, your Speed Edge, or your Intellect Edge (your choice).

Extra Effort: Your Effort score increases by 1.

Skills: Choose one skill other than attacks or defense, such as climbing, jumping, persuading, sneaking, or history. You become trained in that skill. You can also choose to be knowledgeable in a certain area of study, such as history or geology. You can even choose a skill based on your character’s special abilities. For example, if your character can make an Intellect roll to blast an enemy with mental force, you can become trained in that ability, easing the task of using it.

If you choose a skill that you are already trained in, you become specialized in that skill, easing the task by two steps instead of one. If you choose a skill that you have an inability in, the training and the inability cancel each other out (you aren’t eased or hindered in that task). For example, if you have an inability in perception, becoming trained in that cancels out the inability.

Once you’re specialized in a skill, you can’t improve your training in that skill further (you can ease a task by up to two steps with training). You can still make that task easier with assets and a few rare abilities that don’t count as an asset or training.

Other Options: Players can also spend 4 XP to purchase other special options. Selecting one of these options counts as purchasing one of the four stages necessary to advance to the next tier. The other three need to be from the other categories. The special options are as follows:

Equal Advancement

It’s worthwhile if all characters advance through the six tiers at about the same rate—an important issue for some players. A good GM can achieve this result by carefully handing out XP rewards, some during play (which will tend to get used immediately) and some after play concludes, especially after completing a major story arc or quest so the GM can hand out 4 XP in one go (which will tend to get used for advancement). Many groups will discover while playing that equal advancement isn’t an important issue in the Cypher System, but people should get to play the game the way they want to play it.

Tier Advancement in The Cypher System

Tiers in the Cypher System aren’t entirely like levels in other roleplaying games. In the Cypher System, gaining tiers is not the players’ only goal or the only measure of achievement. Starting (first-tier) characters are already competent, and there are only six tiers. Character advancement has a power curve, but it’s only steep enough to keep things interesting. In other words, gaining a new tier is cool and fun, but it’s not the only path to success or power. If you spend all your XP on immediate, short-term, and medium-term benefits, you will be different from someone who spends their points on long-term benefits, but you will not be “behind” that character.

The general idea is that most characters will spend half their XP on tier advancement and long-term benefits, and the rest on immediate benefits and short- and medium-term benefits (which are used during gameplay). Some groups might decide that XP earned during a game is to be spent on immediate and short- and medium-term benefits (gameplay uses), and XP awarded between sessions for discoveries is to be spent on character advancement (long-term uses).

Ultimately, the idea is to make experience points into tools that the players and the GM can use to shape the story and the characters, not just a bookkeeping hassle.

Sample Character Arcs

The rest of this chapter presents sample character arcs for PCs. The writeup of each arc describes the parts involved in progressing through the arc:

Opening: This sets the stage for the rest of the arc. It involves some action, although that might just be the PC agreeing to do the task or undertake the mission. It usually has no reward.

Step(s): This is the action required to move toward the climax. In story terms, this is the movement through the bulk of the arc. It’s the journey. The rising tension. Although there might be just one step, there might also be many, depending on the story told. Each results in a reward of 2 XP.

Climax: This is the finale—the point at which the PC likely succeeds or fails at what they’ve set out to do. Not every arc ends with victory. If the character is successful, they earn a reward of 4 XP. If they fail, they still earn a reward of 2 XP. If a character fails the climax, they very likely ignore the resolution.

Resolution: This is the wrap-up or denouement. It’s a time for the character to reflect on what happened, tie up any loose ends, and figure out what happens next. When things are more or less resolved, the character earns a
1 XP reward.

Within the arc, most of the time a part is probably optional, depending on the situation—although it’s hard to envision most arcs without some kind of opening, climax, or resolution. Steps other than the opening, the climax, and the resolution can be done in any order.

Character arcs should always take at least weeks in game time, and no more than two parts in an arc should be accomplished in a game session (and most of the time, it should be one part, if any). If neither of these two things is true, then it’s not really a character arc. You can’t, for example, use the Creation arc to guide you through something you can make in an hour or two.

The following are common character arcs that you can choose for your character. If you and the GM want to make a new one, it should be fairly easy after looking through these models.

This chapter has a selection of sample character arcs, but you can create your own too. The arcs are intentionally broad to encompass many different characters and stories. For example, Revenge is a very simple and straightforward character arc. The player who chooses this arc for their character decides who they want revenge on, and why. It’s up to the players and the GM to make the details fit.

Some players might not want to use character arcs. The GM, however, can still use them as a benchmark for awarding XP. If the PCs are going off to explore a strange planet, the GM can essentially give them the Explore arc.

Aid a Friend

Someone needs your help.

When a PC friend takes a character arc, you can select this arc to help them with whatever their arc is (if appropriate). The steps and climax depend entirely on their chosen arc. If the friend is an NPC, the steps and climax are lifted from another arc appropriate to whatever they seek to do.

It’s difficult, but possible, to aid a friend with an arc even if that friend is unwilling to accept (or is ignorant of) your help.

The cost and rewards for a character with this arc are the same as those described in the original character arc.

Opening: Answering the Call. Offering to help (or responding to a request for help).

Step(s) and Climax: Depends on the friend’s arc. Rewards are the same for you as for the friend.

Resolution: You speak with your friend and learn if they are satisfied. Together, you share what you’ve learned (if anything) and where you will go from here.

Assist an Organization

You set out to accomplish something that will further an organization. You’re probably allied with them or they are rewarding you for your help in some fashion.

Opening: Responding to the Call. You work out all the details of what’s expected of you, and what rewards (if any) you might get. You also get the specifics of what’s required to join and advance.

Step: Sizing up the Task. This requires some action. A reconnaissance mission. An investigation.

Step(s): Undertaking the Task. Because this arc can vary so widely based on the task involved, there might be multiple steps like this one.

Climax: Completing the Task.

Resolution: Collecting your reward (if any) and conferring with the people in the organization that you spoke to. Perhaps getting access to higher-ranking people in the organization. You can choose to have your connection to the organization increase rather than take the standard reward.

Avenge

Someone close to you or important to you in some way has been wronged. The most overt version of this arc would be to avenge someone’s death. Avenging is different than revenge, as revenge is personal—you are the wronged party. But in the Avenge character arc, you are avenging a wrong done to someone else.

Opening: Declaration. You publicly declare that you are going to avenge the victim(s). This is optional.

Step(s): Tracking the Guilty. You track down the guilty party. This might not be physically finding them if you already know where they are. Instead, it might be discovering a way to get at them if they are distant, difficult to reach, or well protected. This step might be repeated multiple times, if applicable.

Step: Finding the Guilty. You finally find the guilty party, or find a path or make a plan to reach them. Now all that’s left is to confront them.

Climax: Confrontation. You confront the guilty party. This might be a public accusation and demonstration of guilt, a trial, or an attack to kill, wound, or apprehend them—whatever you choose to be appropriate.

Resolution: You resolve the outcome and the ramifications of the confrontation and decide what to do next.

Birth

You are becoming a parent.

The Birth character arc assumes you already have a partner or a surrogate. If you want your character to find a romantic partner or spouse, you can use the Romance arc. And of course, nonhuman characters might reproduce in other ways.

This arc is usually followed by the Raise a Child arc.

Opening: Impregnation.

Step: Finding a Caretaker. This might be a physician, midwife, doula, or similar person. This is optional.

Step: Complication. A complication arises that threatens the pregnancy, the birth parent, or both.

Step: Preparation. You prepare a place for the delivery as well as a safe place for the infant to live once born.

Climax: Delivery. The baby is born. Success means the child survives.

Resolution: You get the baby to the place you have prepared and settle in, deciding what to do next.

Build

You are going to build a physical structure—a house, a fortress, a workshop, a defensive wall, and so on. This arc would also cover renovating an existing structure or substantially adding to one. Of course, this doesn’t have to be physical construction. You might build something with spells or other supernatural abilities.

Opening: Make a Plan. This almost certainly involves literally drawing up blueprints or plans.

Step(s): Find a Site. This might be extremely straightforward—a simple examination of the site—or it might be an entire exploratory adventure. (If the latter, it might involve multiple such steps.)

Step(s): Gather Materials. Depending on what you are building and what it is made out of, this could involve multiple steps. There probably are substantial costs involved as well.

Step(s): Construction. Depending on what you are building, this could involve multiple steps. It might also take a considerable amount of time and work.

Climax: Completion. The structure is finished.

Resolution: You put the structure to its desired use and see if it holds up.

Cleanse

Someone or something has been contaminated, probably by evil spirits, radiation, a deadly virus, foul magic, or the like, and you want to rid them of such influences or contaminants. This could also be a curse, a possession, an infestation, or something else.

Opening: Analyzing the Threat. You determine the nature of the contamination.

Step: Find the Solution. Almost every contamination has its own particular solution, and this likely involves research and consultation.

Step: Getting Ready. The solution probably involves materials, spells, or other things that you must gather and prepare.

Climax: The Cleansing. You confront the contamination.

Resolution: You reflect on the events that have transpired and what effects they might have on the future. How can you keep this from happening again?

Creation

You want to make something. This might be a magic item, a painting, a novel, or a machine.

Opening: Make a Plan. You figure out what you need, what you’re going to do, and how you’re going to do it.

Step(s): Gather Materials. Depending on what you are creating and what it is made out of, this could involve multiple steps. There probably are substantial costs involved as well.

Step(s): Progress. Depending on what you are creating, this could involve multiple steps. It might also take a considerable amount of time and work.

Climax: Completion. It’s finished! Is it what you wanted? Does it work?

Resolution: You think about what you have learned from the process and use or enjoy the fruits of your labor.

Defeat a Foe

Someone stands in your way or is threatening you. You must overcome the challenge they represent. Defeat doesn’t always mean kill or even fight. Defeating a foe could mean beating them in a chess match or in competition for a desired mentor.

Opening: Sizing up the Competition. This requires some action. A reconnaissance mission. An investigation.

Step: Investigation. This requires some action. A reconnaissance mission. An investigation.

Step(s): Diving In. You travel toward your opponent, overcome their lackeys, or take steps to reach them so you can confront them. This step can take many forms, and there might be more than one such step. This step is always active.

Climax: Confrontation. The contest, challenge, fight, or confrontation occurs.

Resolution: You reflect on what you’ve learned and what the consequences of your actions might be.

Defense

A person, place, or thing is threatened, and you want to protect it.

Opening: Analyze the Situation. What are you defending, and what threats are involved?

Step: Account for Your Resources. How are you going to defend?

Step(s): Fend Off Danger. The forces threatening what you are protecting probably make an initial threat that you’ll have to defeat. It’s not the main threat, though. There might be multiple such initial threats.

Climax: Protect. The true threat reveals itself and you confront it.

Resolution: A time for reflection on everything that occurred, and an assessment of the person, place, or thing’s safety going forward.

Develop a Bond

You want to get closer to another character. This might be to make a friend, find a mentor, or establish a contact in a position of power. It might be to turn a friend into a much closer friend. The character might be an NPC or a PC.

Opening: Getting to Know You. You learn what you can about the other character.

Step: Initial Attempt. You attempt to make contact. This might involve sending messages or gifts through a courier, using an intermediary, or just going up and saying hello, depending on the situation.

Step(s): Building a Relationship. There might be many such steps as you develop the relationship.

Climax: Bond. You succeed or fail at forging the bond.

Resolution: You enjoy the fruits of your new relationship.

Enterprise

You want to create and run a business or start an organization. Maybe you’re a craftsperson who wants to sell your creations. Maybe you like baking and you want to start a catering service. Or maybe you want to start a secret society or found a school to teach young mutants how to use their powers. You’ll almost certainly have to make new connections, find (and somehow pay for) a location, and deal with all manner of administrative duties.

Opening: Drawing up a Plan. What’s your goal, and how are you going to achieve it?

Step: Account for Your Resources. How much financing does the enterprise need compared to what you’ve got? If you need more, how will you get it? How many people other than yourself are needed to begin, and how many will you need to sustain things once they are up and running?

Step: Finding a Location. You probably need a place to run your enterprise—a store, a workshop, a base of operations, and so on. You find a location and look into what it will take to buy or rent it.

Step(s): Building the Enterprise. You procure the needed equipment or personnel. You make the connections and deals to get things started. You obtain important permits or other legal documents. You test new products. You actually start the business. Each of these developments (and likely others) can be counted as a separate step, so there will be many steps.

Climax: Profit and Loss. You determine whether your enterprise will take off and carry on into the future, or fall apart before it gets a chance to blossom. This occurs in a single dramatic moment—your first major client, your organization’s first big meeting or mission, or whatever else is appropriate.

Resolution: A time for reflection on everything that occurred, and how you’re going to move forward.

Establishment

You want to prove yourself as someone of importance. This can take many forms—socially, within your order, financially, or even romantically.

Opening: Assessment. You assess yourself as well as who you need to prove yourself to.

Step(s): Appearances Matter. You improve your look. Enhance your wardrobe. Spruce up your house. Whatever it takes to get attention from the right people. There might be many such steps.

Step(s): Self-Aggrandizement. You need to get the word out to get people talking about you. There might be many such steps.

Climax: Grabbing Attention. You do something big, like host a party for influential people or produce a play that you wrote. You make a big splash or a big crash.

Resolution: You reflect on what you did and where you go from here.

Explore

Something out there is unknown and you want to explore its secrets. This is most likely an area of wilderness, a new planet, an otherworldly dimension, or something similar.

Opening: Make a Plan. Not only do you draw up a plan for your exploration, but if appropriate, you also make a formal declaration to relevant parties of what you’re going to do.

Step(s): Gather Resources. You get the supplies, vehicles, and help you need. Depending on where you are going and what is required, this could involve multiple steps. There probably are substantial costs involved as well.

Step(s): Travel. You go where you wish to explore. There might be many such steps, depending on how long it takes to get there.

Step(s): Exploration. This is the meat of the arc, but it’s probably a series of small moves and minor victories. There might be many such steps.

Climax: Conquest. You make the big discovery or truly master the area. You might not have explored every inch of the place, but if you are successful, you can claim to be done.

Resolution: You return home and possibly share your findings.

Fall From Grace

This is an odd character arc in that it’s (presumably) not something that a character would want. It is something that a player selects on a meta level for the character because it makes for an interesting story. It also sets up the potential for future arcs, such as Redemption. It’s important that this involve actions you take. For example, you fall into substance abuse. You treat people badly. You make mistakes that endanger others. In other words, the fall isn’t orchestrated by someone else—it’s all your own doing.

Opening: The Descent. Things go bad.

Step(s): Further Descent. Things get worse. Depending on the situation, this might involve many steps.

Step: Lashing Out. You treat others poorly as you descend.

Climax: Rock Bottom. There is no chance for success here. Only failure.

Resolution: You wallow in your own misery.

Finish a Great Work

Something that was begun in the past must now be completed. This might involve destroying an evil artifact, finishing the construction of a monument, developing the final steps of a cure for a disease, or uncovering a lost temple forgotten to the ages.

Opening: Assessing the Past. You look at what has come before and where it still needs to go. This almost certainly involves some real research.

Step: Conceive a Plan. You make a plan on how to move forward.

Step(s): Progress. You make significant progress or overcome a barrier to completion. This may involve multiple such steps.

Climax: Completion. This involves the big finish to the past work.

Resolution: You reflect on what you did and where you go from here.

Growth

Willingly or unwillingly, you are going to change. This is another meta arc. It’s less about a goal and more about character development. While it’s possible that the growth involved is intentional, in most people’s lives and stories, it is emergent. A character might become less selfish, braver, a better leader, or experience some other form of growth.

Opening: The Beginning. Change usually begins slowly, in a small, almost imperceptible way.

Step(s): Change. Growth involves many small steps.

Step: Overcoming an Obstacle. The temptation to resort to your old ways is always present.

Climax: Self-Evident Change. This is a dramatic about-face. This is the moment where you do something the “old you” would never have done, and it has a profound effect on you and those around you. With either success or failure, growth is possible.

Resolution: You recognize the change in yourself and move forward.

Instruction

You teach a pupil. You have knowledge on a topic and are willing to share. This can be a skill, an area of lore, a combat style, or the use of a special ability. This is usually a fairly long-term arc. Sometimes teaching a pupil is a side matter, and sometimes the pupil takes on more of an apprentice role and spends a great deal of time with you, traveling with you and perhaps even living in your house (or you living in theirs).

Opening: Taking on the Student.

Step: Getting to Know Them. You assess your pupil’s strengths and weaknesses and try to get an idea of what they need to learn and how you can teach it to them.

Step(s): The Lessons. Teaching is often a slow, gradual process.

Step: Breakdown. Many times, a student needs to have a moment of crisis to really learn something. Maybe they get dejected, or maybe they rebel against your teaching techniques.

Climax: Graduation. This is when you recognize that the pupil has learned what they need. It usually comes at a dramatic moment.

Resolution: You and the pupil say your goodbyes, and you look toward the future.

Join an Organization

You want to join an organization. This might be a military organization, a corporation, a secret society, a religion, or something else.

Opening: Getting the Details. You learn all you can about the organization and how one becomes a member.

Step(s): Making a Contact. Friends on the inside are always important.

Step(s): Performing a Deed. The organization might want to test your worth, or this might be a ceremony you must take part in. It might include paying some sort of dues or fee. Or all of these things.

Climax: Proving Your Worth. This is the point at which you attempt to show the organization that they would be better off with you as a member.

Resolution: You consider your efforts and assess what your membership gets you.

Justice

You try to right a wrong or bring a wrongdoer to justice.

Opening: Declaration. You publicly declare that you are going to bring justice in this situation. This is optional.

Step(s): Tracking the Guilty. You track down the guilty party, assuming there is one. This might not be physically finding them if you already know where they are. Instead, it might be discovering a way to get at them if they are distant, difficult to reach, or well protected. This step might be repeated multiple times, if applicable.

Step: Helping the Victim. Righting a wrong does not always involve confronting a wrongdoer. Part of it might be about helping those who were wronged.

Climax: Confrontation. You confront the guilty party. This might be a public accusation and demonstration of guilt, a trial, or an attack to kill, wound, or apprehend them—whatever you choose to be appropriate.

Resolution: You resolve the outcome and ramifications of the confrontation and decide what to do next.

Learn

You want to learn something. This isn’t the same as the Uncover a Secret arc, in which you’re looking for a bit of information. This is a skill or whole area of knowledge you want to gain proficiency with. This is learning a new language, how to play an instrument, or how to be a good cook. Thus, it’s not about gaining a level or rank in climbing, but learning to be an experienced mountaineer.

Opening: Focusing on the Problem.

Step: Finding a Teacher or a Way to Teach Yourself. Now you can truly begin.

Step(s): Learn. Depending on what you’re learning, this could involve one step or quite a few.

Climax: The Test. You put your new knowledge to the test in a real situation.

Resolution: You relax a bit and decide what to do next.

Master a Skill

You’re skilled, but you want to become the best. This arc might logically follow the Learn arc. As with the Learn arc, this can involve any kind of training at all, not just a skill.

Opening: Finding the Path. You’ve learned the basics. Now it’s time for the advanced material.

Step: Discovering a Master. You find a master to help you become a master.

Step(s): Learn. Depending on what you’re mastering, this could involve one step or quite a few.

Step: The Last Step. Eventually, you realize that even a master cannot teach you the last step. You must learn it on your own.

Climax: The Test. You put your mastery to the test in a real situation—and considering your goal, it’s probably a very important situation.

Resolution: You relax a bit and decide what to do next.

Mysterious Background

You don’t know who your parents were, but you want to find out. The mystery might be something other than your parentage, but that’s a common theme in this kind of arc. You want to know where you come from—there’s some kind of mystery in your past.

Opening: Beginning the Search.

Step: Research. You look into your own family background, if possible.

Step(s): Investigation. You talk to people who might know. You follow clues.

Climax: Discovery. You discover the secret of your own background. You determine if what you learn is good or bad, but either way discovery means success.

Resolution: You contemplate how this new knowledge sits with you.

New Discovery

You want to invent a new device, process, spell, or something similar. A cure for a heretofore unknown disease? An invocation with a result you’ve never heard of before? A method for getting into an impregnable vault? Any of these and more could be your discovery. While similar to the Creation arc and the Learn arc, the New Discovery arc involves blazing a new trail. No one can teach you what you want to know. You’ve got to do it on your own.

Opening: The Idea. You draw up plans for the thing you want to invent or discover.

Step: Research. You learn what people have done before and recognize where they fell short.

Step(s): Trial and Error. You test your hypothesis. This often ends in many failures before you get a success.

Climax: Eureka! It’s time to put the discovery to the true test.

Resolution: You reflect on your discovery and probably compile your notes and write it all down, for posterity’s sake if nothing else.

Raise a Child

You raise a child to adulthood. It can be your biological child or one you adopt. It can even be a child taken under your wing, more a young protégé than a son or daughter. This is obviously a very long-term arc.

Opening: Sharing Your Home. The child now lives with you.

Step: Care and Feeding. You learn to meet the child’s basic needs.

Step(s): Basic Instruction. You teach them to walk, talk, and read. You teach them to care for themselves.

Step(s): The Rewards Are Many. The child loves you. Relies on you. Trusts you. Eventually, helps you.

Step(s): Ethical Instruction. You instill your basic ethics in the child, hoping that they will mature into an adult you can be proud of.

Climax: Adulthood. At some point the child leaves the proverbial nest. You determine, at this point, your own success or failure.

Resolution: You reflect on the memories you have made.

Recover From a Wound (or Trauma)

You need to heal. This isn’t just for healing simple damage. This involves recovering from a major debilitating injury, illness, or shock. Severe damage, the loss of a body part, and emotional trauma all fall into this category.

Opening: Rest. The first thing you need to do is rest.

Step: Self Care. You take care of your own needs.

Step: Getting Aid. Someone helps.

Step: Medicine. Some kind of drug, cure, poultice, potion, or remedy aids your recovery.

Step: Therapy. With the help of someone else, you exercise your injury or cope with your trauma.

Climax: Acceptance or Recovery. You try to move on and use what has been damaged (or learn how to function without it).

Resolution: You get on with your life.

Redemption

You’ve done something very wrong, but you want to atone and make it right again. This is like the Justice arc or the Undo a Wrong arc, except you are the wrongdoer. This could be a follow-up to the Fall From Grace arc.

Opening: Regret. You are determined to rebuild, recover, and restore.

Step: Forgiveness. You apologize and ask for forgiveness.

Step: Identifying the Needs. You determine what needs to be done to atone for your transgression.

Climax: Making Good. You perform an act that you hope will redeem your past misdeed.

Resolution: You reflect on what has happened but now look to the future.

Repay a Debt

You owe someone something, and it’s time to make good.

Opening: Debts Come Due. You determine to do what is needed to make good on the debt. It might involve repaying money, but more appropriately it’s performing a deed or a series of deeds.

Step: Talking It Over. You discuss the matter with the person you owe, if possible. You ensure that what you’re doing is what they want.

Climax: Repayment. Either you do something to earn the money or goods you owe, or you undertake a major task that will compensate the other person.

Resolution: You relax knowing that your debt is repaid, and you look to the future.

Rescue

Someone or something of great importance has been taken, and you want to get them or it back.

Opening: Heeding the Call. You determine what has happened, and who or what is missing.

Step: Tracking. You discover who has taken them, and where.

Step: Travel. You go to where they are being held and get information on the location and who is involved. Maybe make a plan.

Climax: Rescue Operation. You go in and get them.

Resolution: You return them home.

Restoration

You’re down but not out. You want to restore your good name. Recover what you’ve lost. Rebuild what has been destroyed. You’ve fallen down or have been knocked down, but either way you want to pick yourself up. This is a possible follow-up to the Fall From Grace arc.

Opening: Vow to Yourself. You are determined to rebuild, recover, and restore.

Step(s): Work. You rebuild, recover, and restore. If all your money was stolen, you make more. If your house was destroyed, you rebuild it. If your reputation was tarnished, you perform deeds that restore your good name.

Climax: The Final Act. You undertake one last major task that will bring things back to where they were (or close to it). A lot is riding on this moment.

Resolution: You enjoy a return to things the way they were before.

Revenge

Someone did something that harmed you. Unlike the Avenge arc, this arc probably isn’t about tracking down a murderer, but it might involve pursuing someone who stole from you, hurt you, or otherwise brought you grief. The key is that it’s personal. Otherwise, use the Justice arc.

Opening: Vow. You swear revenge.

Step(s): Finding a Clue. You find a clue to tracking down the culprit.

Climax: Confrontation. You confront the culprit.

Resolution: You deal with the aftermath of the confrontation and move on. You think about whether you are satisfied by gaining your revenge.

Romance

You want to strike up a relationship with a romantic partner. Perhaps you have a specific person in mind, or maybe you’re just interested in a relationship in general.

Opening(s): Caught Someone’s Eye. You meet someone you are interested in. (Since this can be short-lived, it’s possible to have this opening occur more than once.)

Step(s): Courtship. You begin seeing the person regularly. Although not every “date” is a step in the arc, significant moments are, and there may be a few of them.

Climax: Commitment. You may or may not be interested in a monogamous relationship. Regardless, you and your love have made some kind of commitment to each other.

Resolution: You think about the future. Marriage? Children? These are only some of the possibilities.

Solve a Mystery

Different from the Learn arc and the Uncover a Secret arc, this arc is about solving a crime or a similar action committed in the fairly recent past. It’s not about practice or study, but about questions and answers. In theory, the mystery doesn’t have to be a crime. It might be “Why is this strange caustic substance leaking into my basement?”

Opening: Pledging to Solve the Mystery.

Step: Research. You get some background.

Step(s): Investigation. You ask questions. You look for clues. You cast divinations. This likely encompasses many such steps.

Climax: Discovery. You come upon what you believe to be the solution to the mystery.

Resolution: In this step, which is far more active than most resolutions, you confront the people involved in the mystery with what you’ve discovered, or you use the information in some way (such as taking it to the proper authorities).

Theft

Someone else has something you want.

Opening: Setting Your Sights. You make a plan.

Step: Casing the Joint. You scout out the location of the thing (or learn its location).

Step(s): Getting to the Object. Sometimes, many steps are involved before you reach the object you wish to take. For example, if, in order to steal something from a vault, you need to approach one of the guards while they are off duty and bribe them to look the other way when you break in, that is covered in this step.

Climax: The Attempt. You make your heist.

Resolution: You decide what to do with the thing you’ve stolen and contemplate the repercussions you might face for stealing it.

Train a Creature

You want to domesticate and train an animal or other creature. While the beast doesn’t need to be wild, it must not already be domesticated and trained.

Opening: Getting Acquainted. You get to know the creature a bit, and it gets to know you.

Step: Research. You get information on the type of creature or advice from others who have trained one.

Step: Domestication. After some work, the creature is no longer a threat to you or anyone else, and it can live peacefully in your home or wherever you wish.

Step(s): Training. Each time you use this step, you teach the creature a new, significant command that it will obey regularly and immediately.

Climax: Completion. Believing the creature’s training to be complete, you put it in a situation where that is put to the test.

Resolution: You reflect on the experience.

Transformation

You want to be different in a specific way. Because the Growth arc covers internal change, this one focuses primarily on external change. This could take many forms, and probably varies greatly by genre. In some settings, it could even be death, which might turn you into a ghost. For the change to be an arc, it should be difficult and perhaps risky.

Opening: Deciding on the Transformation.

Step: Research. You look into how the change can be made and what it entails.

Step(s): Investigation. This is an active step toward making the change. It might involve getting more information, materials or ingredients, or something else.

Climax: Change. You make the change, with some risk of failure or disaster.

Resolution: You contemplate how this change affects you going forward.

Uncover a Secret

There is knowledge out there that you want. It could be an attempt to find and learn a specific special ability. This could also be a hunt for a lost password or a key that will open a sealed door, the true name of a devil, the secret background of an important person, or how the ancients constructed that strange monolith.

Opening: Naming the Secret. You give your goal a name. “I am seeking the lost martial art of the Khendrix, who could slice steel with their bare hands.”

Step(s): Research. You scour libraries and old tomes for clues and information.

Step(s): Investigation. You talk to people to gain clues and information.

Step(s): Tracking. You track down the source of the secret information and travel to it.

Climax: Revelation. You find and attempt to use the secret, whatever that entails.

Resolution: You contemplate how this secret affects you and the world.

Undo a Wrong

Someone did something horrible, and its ramifications are still felt, even if it happened long ago. You seek to undo the damage, or at least stop it from continuing.

This is different from the Justice arc because this isn’t about justice (or even revenge)—it’s about literally undoing something bad that happened in the past, such as a great library being burned to the ground, a sovereign people being driven from their land, and so on.

Opening: Vowing to Put Right What Once Went Wrong.

Step: Make a Plan. You learn all you can about the situation and then make a plan to put things right.

Step(s): Progress. This is an active step toward undoing the wrong. It might involve finding something, defeating someone, destroying something, building something, or almost anything else, depending on the circumstances.

Climax: Change. You face the challenge of the former wrong, and either overcome it or fail.

Resolution: You reflect on what you’ve accomplished and think about the future.

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For our purposes, fantasy is any genre that has magic, or something so inexplicable it might as well be magic. The sort of core default of this type is Tolkienesque fantasy, also known as second-world fantasy because it includes a completely new world not our own. Big fantasy epics like those penned by J. R. R. Tolkien (hence the name), C. S. Lewis, George R. R. Martin, Stephen R. Donaldson, David Eddings, Ursula K. Le Guin, and others are indicative of this genre. It usually involves swords, sorcery, nonhuman species (such as elves, dwarves, helborn, and half-giants), and epic struggles.

Of course, fantasy might also involve the modern world, with creatures of myth and sorcerers dwelling among us. It might involve mythic traditions of any number of cultures (elves, dwarves, and the like, usually being decidedly European) or bear little resemblance to anything on Earth, past or present. It might even involve some of the trappings of science fiction, with spaceships and laser guns amid the wizardry and swords (this is often called science fantasy).

Fantasy can also be defined by the amount of fantasy elements within it. A second-world fantasy filled with wizards, ghosts, dragons, curses, and gods is referred to as high fantasy. Fantasy with a firmer grounding in reality as we know it in our world is low fantasy. (In fact, low fantasy often takes place in our world, or in our world’s distant past, like the stories of Conan.) No single element indicates concretely that a given fantasy is high or low. It’s the prevalence of those elements.

The point is, there are many, many types of fantasy.

Suggested Types for a Fantasy Game

RoleCharacter Type
WarriorWarrior
KnightWarrior
RangerExplorer
BarbarianExplorer flavored with combat
ThiefExplorer flavored with stealth
WizardAdept
ClericSpeaker flavored with magic
DruidExplorer flavored with magic
Warrior mageWarrior flavored with magic
BardSpeaker

Basic Creatures and NPCs for a Fantasy Game

@UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.aRHd1kwkUTogvMyG]{Bat} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.POcXUZp1mwvumsvK]{Blacksmith} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.JZbErZ6hAgtHrgim]{Dog} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.vmvgLdR7JKdsukCW]{Dog, guard} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.4xi11kpGx3rGZEYm]{Farmer} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.pNEII8Wup8xjZfuA]{Hawk} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.61EndqAjZ2ZZZuS9]{Horse} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.4xi11kpGx3rGZEYm]{Farmer} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.8AhrSmfhARlAahxp]{Merchant} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.qLFrfE0E9w6BcG48]{Rat} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.XwsPRwBGqnPnCJKG]{Villager} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.ZIE2MSMDhhgqBRgl]{Viper} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.vhGua32GarGCzLGv]{Warhorse} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.4gJ7LYEkIlt16Epj]{Wolf}

Additional Fantasy Equipment

In the default Medieval Europe-style fantasy setting, the following items (and anything else appropriate to that time period) are usually available.

Inexpensive Items

WeaponsNotes
@UUID[Compendium.cyphersystem-compendium.ammo.JwvZz1lxVR3H6P8D]{Arrows (12)}
@UUID[Compendium.cyphersystem-compendium.ammo.mY1JGNvk9RPW7y2D]{Crossbow bolts (12)}
@UUID[Compendium.cyphersystem-compendium.weapons-fantasy.IBJ8eUTFLMb2IKaZ]{Knife (rusty and worn)}Light weapon (won’t last long)
@UUID[Compendium.cyphersystem-compendium.weapons-fantasy.zuI2zJqYv2bPN415]{Wooden club}Light weapon
Other ItemsNotes
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.m5lUbtwYYZDzo0Jx]{Burlap sack}
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.ua0XElr4rvEe4C7J]{Candle}
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.UJ5qtx1Dt3ENW2Uh]{Iron rations (1 day)}
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.G2HjI5SUADNv0yJ2]{Torch (3)}

Moderately Priced Items

WeaponsNotes
@UUID[Compendium.cyphersystem-compendium.weapons-fantasy.La6ogBpdY1cjYIug]{Blowgun}Light weapon, immediate range
@UUID[Compendium.cyphersystem-compendium.weapons-fantasy.cFkYLORc1EiwPpLf]{Dagger}Light weapon
@UUID[Compendium.cyphersystem-compendium.weapons-fantasy.Chp5Kt00vrxxYBAT]{Handaxe}Light weapon
@UUID[Compendium.cyphersystem-compendium.weapons-fantasy.DxvLEdJsjNLghy5m]{Sword (substandard)}Medium weapon (won’t last long)
@UUID[Compendium.cyphersystem-compendium.weapons-fantasy.xMUGgLlOKoZqooWy]{Throwing knife}Light weapon, short range
ArmorNotes
@UUID[Compendium.cyphersystem-compendium.armor-fantasy.dwYLXpRkrg8AaoMP]{Hides and furs}Light armor
@UUID[Compendium.cyphersystem-compendium.armor-fantasy.E3UpdWDvaLUQ2Xfz]{Leather jerkin}Light armor
Other ItemsNotes
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.2uM56Yu3g5OCjLkm]{Backpack}
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.3TAk68d2T0nMXlIG]{Bedroll}
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.ObGbm8EmEBDCotRD]{Crowbar}
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.BmQOOToImOypwy7g]{Hourglass}
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.XjU4o9vgaZ4wiBSD]{Lantern}
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.U20W8jrBZGlWsQu2]{Rope}Hemp, 50 feet
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.BQ87g3YjkViIKc7l]{Signal horn}
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.VNW4jviGcTTfC2Mu]{Spikes and hammer}10 spikes
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.MEp5TNjz6v9dnuLP]{Tent}

Expensive Items

WeaponsNotes
@UUID[Compendium.cyphersystem-compendium.weapons-fantasy.oGdbXxumsdjbdVzJ]{Battleaxe}Medium weapon
@UUID[Compendium.cyphersystem-compendium.weapons-fantasy.xeXPxadNyGu35H4k]{Bow}Medium weapon, long range
@UUID[Compendium.cyphersystem-compendium.weapons-fantasy.H8tg6l3LpBLNRz32]{Cutlass}Medium weapon
@UUID[Compendium.cyphersystem-compendium.weapons-fantasy.ZHeioW4Ywrgs6Si8]{Light crossbow}Medium weapon, long range
@UUID[Compendium.cyphersystem-compendium.weapons-fantasy.J3BdB6S45bmc8cvl]{Quarterstaff}Medium weapon (requires 2 hands)
@UUID[Compendium.cyphersystem-compendium.weapons-fantasy.W8mx4ak9u2JKvX6Q]{Sword}Medium weapon
ArmorNotes
@UUID[Compendium.cyphersystem-compendium.armor-fantasy.ljoqzdX7tpPpCTCc]{Breastplate}Medium armor
@UUID[Compendium.cyphersystem-compendium.armor-fantasy.9toshrf5gjzwIsDm]{Brigandine}Medium armor
@UUID[Compendium.cyphersystem-compendium.armor-fantasy.2mgyMiNIOQ4iUVnl]{Chainmail}Medium armor
Other ItemsNotes
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.mVwBYBHxYinj4lLx]{Bag of heavy tools}
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.XuYDx9q73UxyPN22]{Bag of light tools}

Very Expensive Items

WeaponsNotes
@UUID[Compendium.cyphersystem-compendium.weapons-fantasy.7Yc0010ac7PbCkPl]{Greatsword}Heavy weapon
@UUID[Compendium.cyphersystem-compendium.weapons-fantasy.gVNfXCYe0qsDXQNO]{Heavy crossbow}Heavy weapon, long range
@UUID[Compendium.cyphersystem-compendium.weapons-fantasy.rUR8Ile0ZRC2qMfM]{Sword (jeweled)}Medium weapon
ArmorNotes
@UUID[Compendium.cyphersystem-compendium.armor-fantasy.f8OhNQR1rGtWy2Ot]{Dwarven breastplate}Medium armor, encumbers as light armor
@UUID[Compendium.cyphersystem-compendium.armor-fantasy.2SMPhQU8pP4vsJ6R]{Full plate armor}Heavy armor
Other ItemsNotes
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.cIWeisTbSX9izeaW]{Disguise kit}Asset for disguise tasks
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.ICgjGDSqGXInN1PP]{Healing kit}Asset for healing tasks
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.7BQwwk2qh7zxU6ih]{Spyglass}Asset for perception tasks at range

Exorbitant Items

ArmorNotes
@UUID[Compendium.cyphersystem-compendium.armor-fantasy.kcF98fSVWNjAEQWI]{Elven chainmail}Medium armor, encumbers as no armor
Other ItemsNotes
@UUID[Compendium.cyphersystem-compendium.vehicles.3svOlCDP6Sm4v2Ql]{Sailing ship (small)}

Fantasy Artifacts

In many ways, fantasy is the genre for artifacts. All magic items—wands that shoot lightning, magic carpets, singing swords, rings that make the wearer invisible, and so on—are artifacts. Below are a few sample artifacts to give a template for GMs to follow. Those running a fantasy campaign will likely want to create many magic artifacts.

@UUID[Compendium.cyphersystem-compendium.artifacts-fantasy.Hanw3m7cRoN6XrsV]{Angelic ward} @UUID[Compendium.cyphersystem-compendium.artifacts-fantasy.I8TAffkn2YfPdIlf]{Ring of dragon’s flight} @UUID[Compendium.cyphersystem-compendium.artifacts-fantasy.lZy9XOFTIPBKjr5z]{Soulflaying weapon} @UUID[Compendium.cyphersystem-compendium.artifacts-fantasy.2q4omUFxtUBr4WFP]{Spellbook of the amber mage} @UUID[Compendium.cyphersystem-compendium.artifacts-fantasy.BNT94UfgkXdmcErV]{Wand of firebolts}

Fantasy Species Descriptors

In a high fantasy setting, some GMs may want dwarves and elves to be mechanically different from humans. Below are some possibilities for how this might work.

Dwarf

You’re a stocky, broad-shouldered, bearded native of the mountains and hills. You’re also as stubborn as the stone in which the dwarves carve their homes under the mountains. Tradition, honor, pride in smithcraft and warcraft, and a keen appreciation of the wealth buried under the roots of the world are all part of your heritage. Those who wish you ill should be wary of your temper. When dwarves are wronged, they never forget.

You gain the following characteristics:

Stalwart: +2 to your Might Pool.

@UUID[Compendium.cyphersystem-compendium.basic-skills.Q0vfmbqehJw0jYBa]{Skill}: You are trained in Might defense rolls.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.kOe6eKWNKZ0rlIbt]{Skill}: You are trained in tasks related to stone, including sensing stonework traps, knowing the history of a particular piece of stonecraft, and knowing your distance beneath the surface.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.XBza3foP98Apv3u6]{Skill}: You are practiced in using axes.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.O0bj3SSEEaArxBet]{Skill}: You are trained in using the tools required to shape and mine stone.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.wfUuLfNI6KyKsZ6R]{Vulnerability}: When you fail an Intellect defense roll to avoid damage, you take 1 extra point of damage.

Additional Equipment: You have an axe.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You found the PCs wandering a maze of tunnels and led them to safety.

  2. The PCs hired you to dig out the entrance to a buried ruin.

  3. You tracked down the thieves of your ancestor’s tomb and found they were the PCs. Instead of killing them, you joined them.

  4. Before dwarves settle down, they need to see the world.

Elf

You haunt the woodlands and deep, natural realms, as your people have for millennia. You are the arrow in the night, the shadow in the glade, and the laughter on the wind. As an elf, you are slender, quick, graceful, and long lived. You manage the sorrows of living well past many mortal lifetimes with song, wine, and an appreciation for the deep beauties of growing things, especially trees, which can live even longer than you do.

You gain the following characteristics:

Agile: +2 to your Speed Pool.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.y8GNItkWz0Ll5eDE]{Long-Lived}: Your natural lifespan (unless tragically cut short) is thousands of years.

@UUID[Compendium.cyphersystem-compendium.basic-skills.rH5FwMXGaNn21DZD]{Skill}: You are specialized in tasks related to perception.

Skill: You are practiced in using one bow variety of your choice.

Skill: You are trained in @UUID[Compendium.cyphersystem-compendium.basic-skills.duTx0BwgmC1Gw3Ze]{stealth} tasks. In areas of natural woodland, you are @UUID[Compendium.cyphersystem-compendium.expanded-skills.FXuy9hOuuAVeiGIc]{specialized in stealth tasks}.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.JTgcA5dhKHQM6lvw]{Fragile}: When you fail a Might defense roll to avoid damage, you take 1 extra point of damage.

Additional Equipment: You have a bow and a quiver of arrows to go with it.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. Before putting an arrow in the forest intruders, you confronted them and met the PCs, who were on an important quest.

  2. Your heart yearned for farther shores, and the PCs offered to take you along to new places.

  3. Your home was burned by strangers from another place, and you gathered the PCs along the way as you tracked down the villains.

  4. An adventure was in the offing, and you didn’t want to be left behind.

Half-Giant

You stand at least 12 feet (4 m) tall and tower over everyone around you. Whether you are a full-blooded giant or merely have giant heritage from large ancestors, you’re massive. Always large for your age, it became an issue only once you reached puberty and topped 7 feet (2 m) in height, and kept growing from there.

You gain the following characteristics:

Tough: +4 to your Might Pool.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.cP5tB0NoQnIydKZJ]{Mass and Strength}: You inflict +1 point of damage with your melee attacks and attacks with thrown weapons.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.0efUBEaMaoe3XB4q]{Breaker}: Tasks related to breaking things by smashing them are eased.

Inability: You’re too large to accomplish normal things. Tasks related to @UUID[Compendium.cyphersystem-compendium.inabilities.gpHPkjq631isDAjT]{initiative}, @UUID[Compendium.cyphersystem-compendium.inabilities.oGzczZIk8XKBDpZo]{stealth}, and @UUID[Compendium.cyphersystem-compendium.inabilities.veqN70GNrIvluVMq]{fine manipulation of any sort} (such as lockpicking or repair tasks) are hindered.

Additional Equipment: You have a heavy weapon of your choice.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You fished the PCs out of a deep hole they’d fallen into while exploring.

  2. You were the PCs’ guide in the land of giants and stayed with them afterward.

  3. The PCs helped you escape a nether realm where other giants were imprisoned by the gods.

  4. You kept the PCs from being discovered by hiding them behind your bulk when they were on the run.

Helborn

Demons of the underworld sometimes escape. When they do, they can taint human bloodlines. Things like you are the result of such unnatural unions. Part human and part something else, you are an orphan of a supernatural dalliance. Thanks to your unsettling appearance, you’ve probably been forced to make your own way in a world that often fears and resents you. Some of your kin have large horns, tails, and pointed teeth. Others are more subtle or more obvious in their differences—a shadow of a knife-edge in their face and a touch that withers normal plants, a little too much fire in their eyes and a scent of ash in the air, a forked tongue, goatlike legs, or the inability to cast a shadow. Work with the GM on your particular helborn appearance.

You gain the following characteristics.

Devious: +2 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.JW3zwz6IgZcqN0XX]{Skill}: You are trained in tasks related to magic lore and lore of the underworld.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.w2loaRgoNlhuYGwg]{Fire Adapted}: +2 to Armor against damage from fire only.

Helborn Magic: You are inherently magical. Choose one low-tier ability from the Abilities chapter. If the GM agrees it is appropriate, you gain that ability as part of your helborn heritage, and can use it like any other type or focus ability.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.yW5LvpudYQcN1n5b]{Inner Evil}: You sometimes lose control and risk hurting your allies. When you roll a 1, the GM has the option to intrude by indicating that you lose control. Once you’ve lost control, you attack any and every living creature within short range. You can’t spend Intellect points for any reason other than to try to regain control (a difficulty 2 task). After you regain control, you suffer a –1 penalty to all rolls for one hour.

@UUID[Compendium.cyphersystem-compendium.inabilities.lfVIjOnbi86nUjng]{Inability}: People distrust you. Tasks to persuade or deceive are hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You were nearly beaten to death by people who didn’t like your look, but the PCs found and revived you.

  2. The PCs hired you for your knowledge of magic.

  3. Every so often you get visions of people trapped in the underworld. You tracked those people down and found the PCs, who’d never visited the underworld. Yet.

  4. Your situation at home became untenable because of how people reacted to your looks. You joined the PCs to get away.

Optional Rule: Spellcasting

Fantasy settings prioritize magic as an essential ingredient. But why restrict that magic to just wizards and similar characters? It’s not uncommon in fantasy literature for a thief or warrior to learn a few spells as they steal or brawl through their adventures. Leiber’s Gray Mouser knew some spells, Moorcock’s Elric knew a lot, pretty much everyone in Anthony’s Xanth books knew at least one, and so on. Of course, wizards and sorcerers specialize in spellcasting, which gives them clear superiority in magic use. But whether a character is a fireball-flinging wizard or a belligerent barbarian, anyone can learn some spellcasting under this optional rule.

Under the spellcasting rule, any character, no matter their role or type, can choose to learn a spell as a long-term benefit. After they learn one spell, they may learn more later if they wish, or just stick with the one.

First Spell

Any character can gain a spell by spending 3 XP and working with the GM to come up with an in-game story of how the PC learned it. Maybe they learned it as a child from their parent and practiced it enough to actually do it; perhaps they spent a month hiding in a wizard’s library reading; it could be that they found a weird magical amulet that imbues them with the spell; and so on.

Next, choose one low-tier ability from the Abilities chapter. If the GM agrees it is appropriate, the character gains that ability as their spell, with a few caveats. The spell can’t be used like a normal ability gained through a PC’s type or focus. Instead, a character must either use a recovery roll or spend many minutes or longer evoking their spell, in addition to paying its Pool cost (if any).

Using a Recovery Roll to Cast a Spell: If the character uses a one-action, ten-minute, or one-hour recovery roll as part of the same action to cast the spell (including paying any Pool costs), they can use the ability as an action. This represents a significant mental and physical drain on the character, because the normal benefit of recovering points in a Pool is not gained.

Spending Time to Cast a Spell: If the character takes at least ten minutes chanting, mumbling occult phonemes, concentrating deeply, or otherwise using all their actions, they can cast a low-tier spell (if they also pay any Pool costs). An hour is required to cast mid-tier spells. Ten hours are required to cast a high-tier spell.

More Spells

Once a character has learned at least one spell, they can opt to learn additional spells later. Each time, they must spend an additional 3 XP and work with the GM to come up with an in-game story of how the character’s magical learning has progressed.

Two additional rules for learning additional spells apply:

First, a character must be at least tier 3 and have previously gained one low-tier spell before they can learn a mid-tier spell.

Second, a character must be at least tier 5 and have previously gained one mid-tier spell before they can learn a high-tier spell.

Otherwise, gaining and casting additional spells are as described for the character’s first spell.

Wizards and the Optional Spellcasting Rule

Wizards (usually Adepts) and characters with explicit spellcasting foci like Masters Spells, Channels Divine Blessings, Speaks for the Land, and possibly others are also considered to be spellcasters, and moreover, specialized ones. Their spells—abilities provided by their type or focus—are used simply by paying their Pool costs. Extra time or physical effort isn’t required to cast them. That’s because, in the parlance of the fantasy genre, these spells are considered to be “prepared.”

But specialized casters can also use the optional spellcasting rule to expand their magic further. They can learn additional spells via the optional spellcasting rule just like other characters, with the same limitations.

Optionally, specialized casters who record their arcane knowledge in a spellbook (or something similar) gain one additional benefit. The spellbook is a compilation of spells, formulas, and notes that grants the specialized caster more flexibility than those who’ve simply learned a spell or two. With a spellbook, a PC can replace up to three prepared spells with three other spells they’ve learned of the same tier. To do so, they must spend at least one uninterrupted hour studying their spellbook. Usually, this is something that requires a fresh mind, and must be done soon after a ten-hour recovery.

For instance, if a wizard exchanges Ward (an ability gained from their type) with Telekinesis (an ability gained from the optional spellcasting rule), from now on the character can cast Ward only by spending time or using a recovery roll (as well as spending Pool points). On the other hand, they can use Telekinesis normally, because now it’s prepared. Later, the wizard could spend the time studying to change out their prepared spells with others they’ve learned using the optional spellcasting rule.

A PC might choose the 4 XP character advancement option to select a new type-based ability from their tier or alower tier. If so, the ability gained doesn’t count as a spell, and the spellcasting rule limitations do not apply to the ability so gained. If the PC is a wizard and uses the 4 XP character advancement option, treat the ability as one more prepared spell.

Note: Foundry VTT Usage

To use spells in Foundry VTT, sort abilities as spells in the settings of the item sheet. Note how many abilities are prepared spells (i.e., how many are learned as type or focus abilities). Archive all unprepared spells, so that the number of active items equals the number of prepared spells. When the PC change out their prepared spells, unarchive the one that is now prepared and archive another one of the same tier.

","markdown":""},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"ownership":{"default":-1},"flags":{}},{"sort":575000,"name":"Genre: Modern","type":"text","_id":"o0jvZmIaxk8vSE4i","title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"

The modern setting is easy because it’s just the real world, right? Well, yes and no. It’s easy for players to understand the context of a modern setting. They know the default assumptions—cities, cars, cell phones, the internet, and so on. It’s also easier for some players to get into character, because their character could be someone they might very well pass on the street. It can be easier to wrap your mind around a history professor than a thousand-year-old elf wizard. These things make it easier on the GM as well.

But for the same reason, it’s not easy. The setting is the real world we all know, so it’s easy to get facts wrong or let them bog you down. What happens when you pull the fire alarm on the thirty-fifth floor of a major hotel in a large city? How fast do the authorities arrive? In truth, the facts aren’t as important as the story you’re creating, but some verisimilitude is nice.

Molding Characters for a Modern Game

If you’re trying to portray a psychic with a few basic powers, you might not want to use the Adept character type. Instead, choose a different type (perhaps a Speaker) and encourage foci such as Commands Mental Powers or Focuses Mind Over Matter. Some of the Adept’s powers might be too over the top for the genre.

Similarly, the technology flavor is probably too high-tech for a modern game. For someone with technical skills, use the skills and knowledge flavor instead.

Sometimes, the types might be more physical than is always desirable for a modern game, but that’s because the least physical type, the Adept, is often inappropriate for other reasons. The Calm descriptor is very good for such characters, not only granting them a great deal of skill and knowledge, but also reducing their physical capabilities.

Last, don’t forget foci such as Doesn’t Do Much or Would Rather Be Reading for “normal” characters who have useful skills but not much in the way of flashy abilities.

Suggested Types for a Modern Game

RoleType
Police officerExplorer with combat flavor
DetectiveExplorer with stealth flavor
SoldierWarrior
CriminalExplorer with stealth flavor
TeacherSpeaker
Professional (accountant, writer, etc.)Speaker with skills and knowledge flavor
Technical professionExplorer with skills and knowledge flavor
DilettanteSpeaker with skills and knowledge flavor
Doctor/NurseExplorer with skills and knowledge flavor
PoliticianSpeaker
LawyerSpeaker
ScholarExplorer with skills and knowledge flavor
SpySpeaker with stealth flavor
OccultistAdept
Mystic/PsychicAdept

Basic Creatures and NPCs for a Modern Game

@UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.WJgPGUcSUrR4Ssuu]{Businessperson} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.ZT13lzcl6dsvg8HX]{Cat} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.GNrvq56bsnlHgKeW]{Clerk} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.JZbErZ6hAgtHrgim]{Dog} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.vmvgLdR7JKdsukCW]{Dog, guard} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.61EndqAjZ2ZZZuS9]{Horse} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.qLFrfE0E9w6BcG48]{Rat} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.SpaQv9sL1VWlrkLS]{Worker}

Additional Modern Equipment

In a modern setting, the following items (and anything else appropriate to the real world) are usually available.

Inexpensive Items

WeaponsNotes
@UUID[Compendium.cyphersystem-compendium.ammo.lYJndyNwkfb2sQz2]{Ammo (box of 50 rounds)}
@UUID[Compendium.cyphersystem-compendium.weapons-modern.ZuWPhhwirVzEtpcS]{Knife (simple)}Light weapon (won’t last long)
Other ItemsNotes
@UUID[Compendium.cyphersystem-compendium.equipment-modern.ss1cft2vMEWx4kJ4]{Duct tape roll}Useful and ubiquitous
@UUID[Compendium.cyphersystem-compendium.equipment-modern.p6V32aB5gkEFqitX]{Flashlight}
@UUID[Compendium.cyphersystem-compendium.equipment-modern.3jJNQk40gldOiD2z]{Padlock with keys}
@UUID[Compendium.cyphersystem-compendium.equipment-modern.XFf4M5XhGJb6snrS]{Trail rations (1 day)}

Moderately Priced Items

WeaponsNotes
@UUID[Compendium.cyphersystem-compendium.weapons-modern.EOke4Vi9vZv4U16N]{Hand grenade}Explosive weapon, inflicts 4 points of damage in immediate radius
@UUID[Compendium.cyphersystem-compendium.weapons-modern.DliC4uPK4vnuiN3w]{Hunting knife}Light weapon
@UUID[Compendium.cyphersystem-compendium.weapons-modern.7EItM0gT073fcCyx]{Machete}Medium weapon
@UUID[Compendium.cyphersystem-compendium.weapons-modern.B5CSduGis9vKucKp]{Nightstick}Light weapon
ArmorNotes
@UUID[Compendium.cyphersystem-compendium.armor-modern.gwPnvp7McesS3NUR]{Leather jacket}Light armor
Other ItemsNotes
@UUID[Compendium.cyphersystem-compendium.equipment-modern.mbTBZG8Z968IxHq2]{Backpack}
@UUID[Compendium.cyphersystem-compendium.equipment-modern.ccm57mnk8bNmPWfQ]{Bag of heavy tools}
@UUID[Compendium.cyphersystem-compendium.equipment-modern.VYIqlo7RM9scywV5]{Bag of light tools}
@UUID[Compendium.cyphersystem-compendium.equipment-modern.VjpaBgV1XxHEl7U7]{Binoculars}Asset for perception tasks at range
@UUID[Compendium.cyphersystem-compendium.equipment-modern.QQCRR8D4rroB36YC]{Bolt cutters}
@UUID[Compendium.cyphersystem-compendium.equipment-modern.UQalAy7SSl1QGgIk]{Cell phone}
@UUID[Compendium.cyphersystem-compendium.equipment-modern.PByrX3tmLVa85NeK]{Climbing gear}
@UUID[Compendium.cyphersystem-compendium.equipment-modern.UV1anGyX2QaGd8qX]{Crowbar}
@UUID[Compendium.cyphersystem-compendium.equipment-modern.LuGHnohquvbNoT9d]{Electric lantern}
@UUID[Compendium.cyphersystem-compendium.equipment-modern.fHdiS7JT9hjtjeb9]{First aid kit}Asset for healing tasks
@UUID[Compendium.cyphersystem-compendium.equipment-modern.98dhCNOFZ8TYBS1Y]{Handcuffs}
@UUID[Compendium.cyphersystem-compendium.equipment-modern.W40tEHGIcevTGDkt]{Rope}Nylon, 50 feet
@UUID[Compendium.cyphersystem-compendium.equipment-modern.iBpZVq4fM9mPDIDK]{Sleeping bag}
@UUID[Compendium.cyphersystem-compendium.equipment-modern.WOJ75BLfqqViZ57w]{Tent}

Expensive Items

WeaponsNotes
@UUID[Compendium.cyphersystem-compendium.weapons-modern.lbpcftYKyWKpoqoT]{Light handgun}Light weapon, short range
@UUID[Compendium.cyphersystem-compendium.weapons-modern.i8RP2vxMaoUgCNL1]{Medium handgun}Medium weapon, long range
@UUID[Compendium.cyphersystem-compendium.weapons-modern.WRluKrzzdF5wad4V]{Bow}Medium weapon, long range
@UUID[Compendium.cyphersystem-compendium.weapons-modern.dvZ57WEEzP575D6m]{Rifle}Medium weapon, long range
@UUID[Compendium.cyphersystem-compendium.weapons-modern.w4K2udLKOMjY53z1]{Shotgun}Heavy weapon, immediate range
ArmorNotes
@UUID[Compendium.cyphersystem-compendium.armor-modern.Tvvpp1L5F3sw3999]{Kevlar vest}Medium armor
Other ItemsNotes
@UUID[Compendium.cyphersystem-compendium.equipment-modern.Am5vYHXpCPsF3lrq]{Camera designed to be concealed}Transmits at long range
@UUID[Compendium.cyphersystem-compendium.equipment-modern.aGOQvKGxdPRVWq2F]{Microphone designed to be concealed}Transmits at long range
@UUID[Compendium.cyphersystem-compendium.equipment-modern.f0EYtw06E63173J1]{Cold weather camping gear}
@UUID[Compendium.cyphersystem-compendium.equipment-modern.1LbD5gLbLwY8QvPL]{Nightvision goggles}
@UUID[Compendium.cyphersystem-compendium.equipment-modern.13woD4sUoJbNy1au]{Scuba gear}
@UUID[Compendium.cyphersystem-compendium.equipment-modern.wpJd3cLska66OpcQ]{Smartphone}
@UUID[Compendium.cyphersystem-compendium.equipment-modern.CCHqv8dyuq7EGVHL]{Straightjacket}

Very Expensive Items

WeaponsNotes
@UUID[Compendium.cyphersystem-compendium.weapons-modern.TiBhD7UEqWItJVOc]{Heavy handgun}Heavy weapon, long range
@UUID[Compendium.cyphersystem-compendium.weapons-modern.6r112wF81Zs3yeNe]{Assault rifle}Heavy weapon, rapid-fire weapon, long range
@UUID[Compendium.cyphersystem-compendium.weapons-modern.wDV0Rbou4poxCdm1]{Heavy rifle}Heavy weapon, 300-foot (90 m) range
@UUID[Compendium.cyphersystem-compendium.weapons-modern.RCmDHR6H1lg9bRoV]{Submachine gun}Medium weapon, rapid-fire weapon, short range
ArmorNotes
@UUID[Compendium.cyphersystem-compendium.armor-modern.AqT96NV9XXl8iNye]{Lightweight body armor}Medium armor, encumbers as light armor
@UUID[Compendium.cyphersystem-compendium.armor-modern.tLUMEDBAJJH6sFAg]{Military body armor}Heavy armor
Other ItemsNotes
@UUID[Compendium.cyphersystem-compendium.equipment-modern.Kh6bhcajxt4cZDWH]{Disguise kit}Asset for disguise tasks
@UUID[Compendium.cyphersystem-compendium.vehicles.eqsiUjrg2EIrtiQj]{Used car}Level 3
@UUID[Compendium.cyphersystem-compendium.vehicles.ZYdj5EXY920kdcgr]{Small boat}Level 3

Exorbitant Items

Other ItemsNotes
@UUID[Compendium.cyphersystem-compendium.vehicles.hN3G2oNbOiKRfKMZ]{Large boat}Level 5
@UUID[Compendium.cyphersystem-compendium.vehicles.w4awO0Fz56obreUb]{Luxury car}Level 5
@UUID[Compendium.cyphersystem-compendium.vehicles.d5xp1l8px98GQIbQ]{Sports car}Level 6

Optional Rule: Handling PCs as Children

The regular character creation process makes fully competent, adult characters. To account for playing children, the GM could adopt this optional rule. First, the players make their characters normally, and then they apply the following adjustments to their PCs, as appropriate to their age category. You might also consider applying a tier cap of 3 to childhood adventure games with kids of up to thirteen years old, and a tier cap of 4 for childhood adventure games featuring PCs who are aged fourteen to seventeen.

Age 9 to 13

Slight: –4 to your Might Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.KY4e1Wo5NKh7TEiy]{Vulnerable}: Adults look out for you. You are trained in all pleasant social interactions with adults.

@UUID[Compendium.cyphersystem-compendium.inabilities.GhWikcOP1CAwpzZQ]{Inability}: Might-based tasks are hindered.

@UUID[Compendium.cyphersystem-compendium.inabilities.yl3vXIZfzudiVVqs]{Inability}: Tasks involving knowledge are hindered.

Age 14 to 17

Youthful: –2 to your Might Pool.

@UUID[Compendium.cyphersystem-compendium.inabilities.yl3vXIZfzudiVVqs]{Inability}: Tasks involving knowledge are hindered.

","markdown":""},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"ownership":{"default":-1},"flags":{}},{"sort":587500,"name":"Genre: Science Fiction","type":"text","_id":"VFJ6kCCgRGTzpWp0","title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"

Science fiction is an incredibly broad category. It covers UFOs, space opera, near-future dystopias, otherworldly epics, hard science fiction, and everything in between. Even when compared to fantasy, science fiction is so wide that it almost isn’t a single genre at all. Truthfully, there’s not all that much to tie, say, The Time Machine by H. G. Wells with a dark cyberpunk story except for the technology involved, which is at a higher level than we possess or understand today. But even that part of science fiction is contentious. Should the science be purely that which obeys the laws of physics as we understand them today (often called hard science fiction), or is it more of an “anything goes” proposition? Is science we can’t explain really just magic?

For our purposes, we’ll treat fantastic science fiction as the default: aliens, spaceships that allow travel to other stars, energy weapons and shields, and so on. It’s a familiar setting to almost everyone interested in science fiction. That said, we’ve also got some additional guidance for hard science fiction, where what’s possible is more grounded in what we currently scientifically extrapolate. But your science fiction setting can be anything you can imagine.

Suggested Types for a Science Fiction Game

RoleType
SoldierWarrior
TechnicianExplorer with technology flavor
PilotExplorer with technology flavor
DiplomatSpeaker
DoctorSpeaker with skills and knowledge flavor
SpyExplorer with stealth flavor
ScientistExplorer with skills and knowledge flavor
PsionAdept
Psychic knightWarrior with magic flavor

Basic Creatures and NPCs for a Science Fiction Game

@UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.ckjeyJICRGhNlGgS]{Corporate drone} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.6TcU3jVH85UcUFIz]{Guard beast} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.urAFJXaUkWY2R1zj]{Innocuous rodent} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.vSvrg6g5VkP5MkeZ]{Physical laborer}

Additional Science Fiction Equipment

In a science fiction setting, the following items (and anything else appropriate to the setting) are usually available.

Inexpensive Items

WeaponsNotes
@UUID[Compendium.cyphersystem-compendium.ammo.1UGRE1k4ReUFAr34]{Energy pack (50 shots)}
@UUID[Compendium.cyphersystem-compendium.weapons-sci-fi.O3WVhoZQ8U8401yo]{Knife (simple)}Light weapon
Other ItemsNotes
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.kh1dzF6oaKZqzss6]{Flashlight}
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.LyUOH2V2zQqlIcgG]{Survival rations (1 day)}

Moderately Priced Items

WeaponsNotes
@UUID[Compendium.cyphersystem-compendium.weapons-sci-fi.2Fcz72cuTLrwjLy7]{Hunting knife}Light weapon
@UUID[Compendium.cyphersystem-compendium.weapons-sci-fi.H8InhgjpPnnVzmiV]{Machete}Medium weapon
@UUID[Compendium.cyphersystem-compendium.weapons-sci-fi.mVef0tRkNWbfz2VS]{Grenade (sonic)}Explosive weapon, inflicts 2 points of damage in immediate radius, plus Might defense roll or lose next turn
@UUID[Compendium.cyphersystem-compendium.weapons-sci-fi.PnvNFQbxuCHb874j]{Grenade (thermite)}Explosive weapon, inflicts 5 points of damage in immediate radius
ArmorNotes
@UUID[Compendium.cyphersystem-compendium.armor-sci-fi.kzLQCncQ1cXzM456]{Leather jacket}Light armor
Other ItemsNotes
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.FALc1UkW90o9M0rr]{Backpack}
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.y8M3rmSzHUyKLdom]{Bag of heavy tools}
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.UuHnuXeI6iwIvgtf]{Bag of light tools}
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.kAzP990hVR1pQSYR]{Binoculars}Asset for perception tasks at range
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.0SBO3NnYx33dwomQ]{Breather}8 hours of breathable air
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.G50Jj9pfCytxzMJe]{Climbing gear}Asset for climbing tasks
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.4p14iIDm5SitvYiK]{Communicator}Planetary range
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.zE8nBEE8jVYswUT4]{Crowbar}
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.3kbeLDAUmwyYsPDj]{Environment tent}
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.a4crA7W9OQa3LCIn]{First aid kit}Asset for healing tasks
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.KpSlhPXtD1ysoREW]{Handcuffs}
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.2FgbXJjI9iBI7fk6]{Nightvision goggles}
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.CzM5OkaV23fUxHUi]{Portable lamp}
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.06uEHDipEwShEcun]{Rope}Nylon, 50 feet
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.hofNkVrnwjRHaopi]{Sleeping bag}

Expensive Items

WeaponsNotes
@UUID[Compendium.cyphersystem-compendium.weapons-sci-fi.cAh0sGKTyb8Vptej]{Light blaster}Light weapon, short range
@UUID[Compendium.cyphersystem-compendium.weapons-sci-fi.2Iusz99wevz9KSEV]{Medium blaster}Medium weapon, long range
@UUID[Compendium.cyphersystem-compendium.weapons-sci-fi.LDklLSixesdwgwj3]{Needler}Light weapon, long range
@UUID[Compendium.cyphersystem-compendium.weapons-sci-fi.PNDivijkZvlsUjbm]{Shotgun}Heavy weapon, immediate range
@UUID[Compendium.cyphersystem-compendium.weapons-sci-fi.qErMuZdwnHVPLCm7]{Stunstick}Medium weapon, inflicts no damage but human-sized or smaller target loses next action
ArmorNotes
@UUID[Compendium.cyphersystem-compendium.armor-sci-fi.BqiPzuCqRfn9yFrR]{Armored bodysuit}Medium armor
@UUID[Compendium.cyphersystem-compendium.armor-sci-fi.JrN6tyFoTYLtZc6s]{Lightweight body armor}Medium armor
Other ItemsNotes
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.qa9okeQfd3NTtmzD]{Camera designed to be concealed}Transmits at long range
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.r36W1oDLBXrXsu6G]{Microphone designed to be concealed}Transmits at long range
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.MtCq6owCDm7GG8Pw]{Environment suit}Provides 24 hours of atmosphere and +10 to Armor against extreme temperatures
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.LirhTzCUj7UFCfgB]{Wrist computer}Asset for most knowledge-based tasks

Very Expensive Items

WeaponsNotes
@UUID[Compendium.cyphersystem-compendium.weapons-sci-fi.7NCzo49o54a1vSy1]{Heavy blaster}Heavy weapon, long range
@UUID[Compendium.cyphersystem-compendium.weapons-sci-fi.7Cy8yASphzXHYlsJ]{Heavy blaster rifle}Heavy weapon, 300-foot (90 m) range
@UUID[Compendium.cyphersystem-compendium.weapons-sci-fi.xjviCkv7gCoy1ZcV]{Pulse laser gun}Medium weapon, rapid-fire weapon, long range
ArmorNotes
@UUID[Compendium.cyphersystem-compendium.armor-sci-fi.Bujb0Cz7cVN6K9H3]{Battlesuit}Heavy armor, also works as environment suit
Other ItemsNotes
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.mGvzhwfcLOR8Aami]{Disguise kit}Asset for disguise tasks
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.fxntln2fSRKpMFyx]{Gravity regulator}Belt-mounted device that regulates gravity to 1G for wearer if within 0 G to 3 G conditions
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.MbgM9wBMTWCIXCqh]{Handheld scanner}Asset for identifying tasks
@UUID[Compendium.cyphersystem-compendium.vehicles.pTEJ1VrxrSVGteKY]{Hovercraft}Level 4
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.ZOz0Fit7uAvEjIPA]{Infiltrator}Asset for lockpicking tasks when used with electronic locks
@UUID[Compendium.cyphersystem-compendium.vehicles.vGpae1ESOw3hK4qY]{Jetpack}Level 4
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.RpA2kZiwJAa7fRQM]{Stealthsuit}Asset for stealth tasks

Exorbitant Items

WeaponsNotes
@UUID[Compendium.cyphersystem-compendium.weapons-sci-fi.B0x6U0RnIp2EyEbV]{Blast cannon}10 points of damage, 500-foot (150 m) range, requires a tripod and two people to operate
ArmorNotes
@UUID[Compendium.cyphersystem-compendium.armor-sci-fi.LOwyfbM0bAlLrBc0]{Force field}Not armor, offers +1 to Armor
Other ItemsNotes
@UUID[Compendium.cyphersystem-compendium.vehicles.8CtlFUIKlZpteVG3]{Luxury hovercar}Level 5
@UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.0WiWAbNWXRypYxjh]{Robot servant}Level 3
@UUID[Compendium.cyphersystem-compendium.vehicles.rPjVFxfdapjErMwt]{Small spaceship}Level 4

Science Fiction Artifacts

Artifacts in a science fiction game can be strange relics from an unknown alien source or tech items that aren’t yet widely available. In a galactic setting, for example, it’s easy to imagine that innovations or specialized items might not have spread everywhere.

@UUID[Compendium.cyphersystem-compendium.artifacts-sci-fi.aV9zEHENEDgFu5r9]{Amber casement} @UUID[Compendium.cyphersystem-compendium.artifacts-sci-fi.BrWNyEr0tRbOkOW9]{Metabolism bud} @UUID[Compendium.cyphersystem-compendium.artifacts-sci-fi.dMU5JjdzGh2xYJHe]{Mind imager} @UUID[Compendium.cyphersystem-compendium.artifacts-sci-fi.HbWQ65yTcCT5kRZ9]{Psychic crystal} @UUID[Compendium.cyphersystem-compendium.artifacts-sci-fi.4sk825DOsE6oE9d3]{Repair sphere}

Starships

Here are a few sample starship types:

StarshipLevelCrewWeapon Systems
@UUID[Compendium.cyphersystem-compendium.starships.f14c7pV1Cc89BEgg]{Fighter}111
@UUID[Compendium.cyphersystem-compendium.starships.1QmIZUO93276WVip]{Interceptor}211
@UUID[Compendium.cyphersystem-compendium.starships.RsHhdbOFUEkKCJUW]{Freighter}3 (4 for defense)41
@UUID[Compendium.cyphersystem-compendium.starships.rrkSDY696W28w7T6]{Frigate}4204
@UUID[Compendium.cyphersystem-compendium.starships.2Cuo9MpDalEzoM6i]{Cruiser}4255
@UUID[Compendium.cyphersystem-compendium.starships.SbCnPYjsEaR4YeMr]{Battleship}101,00036

“Crew” indicates the minimum number of people needed to operate the ship. Many ships can carry more passengers. “Weapon Systems” indicates the maximum number of different enemies the ship can target at once—but only one attack per target in any circumstance.

Since it’s frighteningly easy to die in a space battle if your ship is destroyed, most ships have escape pods. Even fighter craft have ejection systems that put the pilot out into space in an environment suit. In other words, GMs should try to give PCs a way out of immediately dying if they get on the wrong end of a space battle.

Effects of Gravity

In a hard science fiction game, variable effects of gravity can’t be waved away by tech that simulates normal gravity on spacecraft, space stations, and other worlds. Instead, it’s an issue people must overcome.

Short-Term Microgravity Exposure: People new to low gravity might get space sickness. Newcomers must succeed on a difficulty 3 Might task or suffer mild nausea for about two to four days, during which time all their tasks are hindered. A few unlucky travelers (usually those who roll a 1 or otherwise face a GM intrusion) are almost completely incapacitated, and find all tasks hindered by three steps.

Long-Term Microgravity Exposure: Long-term exposure to microgravity environments without medical interventions degrades health. How long one spends in such conditions is directly relevant. The GM may assign long-term penalties to PCs if the situation warrants it, though the use of advanced space medicine, proper exercise, and recommended steroids and other hormones can avoid these complications.

Low Gravity: Weapons that rely on weight, such as all heavy weapons, inflict 2 fewer points of damage (dealing a minimum of 1 point). Short-range weapons can reach to long range, and long-range weapons can reach to very long range. Characters trained in low-gravity maneuvering ignore the damage penalty.

High Gravity: It’s hard to make effective attacks when the pull of gravity is very strong. Attacks (and all physical actions) made in high gravity are hindered. Ranges in high gravity are reduced by one category (very-long-range weapons reach only to long range, long-range weapons reach only to short range, and
short-range weapons reach only to immediate range). Characters trained in high-gravity maneuvering ignore the change in difficulty but not the range decreases.

Zero Gravity: It’s hard to maneuver in an environment without gravity. Attacks (and all physical actions) made in zero gravity are hindered. Short-range weapons can reach to long range, and long-range weapons can reach to very-long range.

Effects of Vacuum

Vacuum is lethal. There’s no air to breathe, and the lack of pressure causes havoc on an organic body. An unprotected character moves one step down the damage track each round. However, at the point where they should die, they instead fall unconscious and remain so for about a minute. If they are rescued during that time, they can be revived. If not, they die.

Traveling the Solar System and Orbital Mechanics

In a hard science fiction setting, you might be interested in evoking the reality of travel times between colonies on planets and moons in the solar system. Even so, plotting a course between locations in the solar system isn’t simple, because everything is always moving with respect to everything else. You could determine exactly how long a trip would take with some internet research. Or you could just evoke the effect of orbital mechanics and varying accelerations on interplanetary travel. Use the Interplanetary Travel Table to do so. For a trip between locations not directly compared, add up the destinations in between. The travel times assume a nuclear plasma engine of a kind already being tested today (but better), a steady thrust toward the destination, and an equally long and steady braking thrust over the last half of the trip before orbit insertion. Such propulsion systems can change velocity and sustain thrust for days at a time, which reduces bone loss, muscle atrophy, and other long-term effects of low gravity.

Regardless, the travel times between distant locations bring home one thing: space is big and lonely.

Interplanetary Travel

OriginDestination

Travel Time Using Nuclear Plasma Engine

Earth/MoonMars20 + 1d20 days
MarsAsteroid belt30 + 1d20 days
Asteroid beltJupiter and its moons30 + 1d20 days
JupiterSaturn and its moons60 + 1d20 days
SaturnUranus90 + 1d20 days

Science Fiction Species Descriptors

In a science fiction setting, some GMs may want to offer alien species or androids, who are mechanically different from humans, as options for player characters. This can be accomplished by using descriptors. Two examples are below.

Artificially Intelligent

You are a machine—not just a sentient machine, but a sapient one. Your awareness might make you an exception, or there may be many like you, depending on the setting.

Artificially intelligent characters have machine minds of one type or another. This can involve an advanced computer brain, but it could also be a liquid computer, a quantum computer, or a network of smart dust particles creating an ambient intelligence. You might even have been an organic creature whose mind was uploaded into a machine.

Your body, of course, is also a machine. Most people refer to you as a robot or an android, although you know neither term describes you very well, as you are as free-willed and free-thinking as they are.

You gain the following characteristics:

Superintelligent: +4 to your Intellect Pool.

Artificial Body: +3 to your Might Pool and your Speed Pool.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.dj8fjpgMOatRRWFZ]{Shell}: +1 to Armor.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.j6odWezQciXppynQ]{Limited Recovery}: Resting restores points only to your Intellect Pool, not to your Might Pool or your Speed Pool.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.63ZJmNraEqS6lzdp]{Mechanics, Not Medicines}: Conventional healing methods, including the vast majority of restorative devices and medicines, do not restore points to any of your Pools. You can recover points to your Intellect Pool only by resting, and you can recover points to your Speed and Might Pools only through repair. The difficulty of the repair task is equal to the number of points of damage sustained, to a maximum of 10. Repairing your Might and Speed Pools are always two different tasks.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.71sJhRICcDy0WjiA]{Machine Vulnerabilities and Invulnerabilities}: Damaging effects and other threats that rely on an organic system—poison, disease, cell disruption, and so on—have no effect on you. Neither do beneficial drugs or other effects. Conversely, things that normally affect only inorganic or inanimate objects can affect you, as can effects that disrupt machines.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.nXs4KTo14JKXZN8f]{Uncanny Valley}: You have a hard time relating to organic beings, and they don’t react well to you. All positive interaction tasks with such beings are hindered by two steps.

Quintar

You are a quintar from the planet Quint. You are basically humanoid but taller, thinner, and blue skinned. Your hands end in three very long fingers. Quintar have five genders, but all quintar prefer to be addressed as female when communicating with more binary species. Human emotions and sexuality fascinate them, but not because they don’t have such concepts—quintar emotions and sexuality are just very different from those of humans. In general, quintar are more cerebral than other species, valuing knowledge over all else.

Quint is relatively Earthlike, with slightly less gravity but a slightly denser atmosphere.

You gain the following characteristics:

Cerebral: +4 to your Intellect Pool.

Skill: You are trained in one type of knowledge task of your choice.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.gmnozVrQsZBTxj9A]{Skill}: Quintar fascination with human behavior eases all interaction rolls (pleasant or not) with humans.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.4gFg0DiIdWm3w9ol]{Difficult Rest}: Quintar subtract 2 from all recovery rolls (minimum 1).

","markdown":""},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"ownership":{"default":-1},"flags":{}},{"sort":593750,"name":"Genre: Horror","type":"text","_id":"L90rsf6J1WHnk7rN","title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"

Although it’s very likely a subset of the modern genre, horror as a genre gets special treatment. Unlike the other genres, horror doesn’t necessarily suggest a setting. Any setting can be horrific. Horror is more of a style. An approach. A mood.

You could easily have horror in other times and settings, but for our purposes, we’ll deal with a default setting in the modern day. The PCs are probably normal people, not secret agents or special investigators (although being a part of a secret agency that deals with monsters in the shadows could make for a fine horror game).

Suggested types and additional equipment for a horror setting are the same as in a modern setting.

Consent

Horror games allow us to explore some pretty dark topics from the safety of our own game tables. But before you do that, make sure everyone around your table is okay with that. Find out what your players will find “good uncomfortable,” which is something that makes us squirm in our seats in a great horror movie, and “bad uncomfortable,” which is something that actually makes a player feel nauseated, unsafe, or offended. Being scared can be fun, but being sickened isn’t.

Consider the age and maturity of everyone in the game, perhaps in terms of the movie rating system. Tell the players what you think the game you’re running would be rated. If everyone’s okay with an R rating, then fine. You can have a spooky game that’s on the level of a kids’ movie rated G—more like Scooby-Doo than Saw, in other words. A PG rating might be right for a game that’s more creepy than horrific, with ghosts and spooky noises but not axe-wielding maniacs.

The different ratings suggest different kinds of content for your game. Finding a dead body is horrible, but watching someone get decapitated is something else entirely. Getting chased around by an alien that wants to eat you is one thing, but having it gestate and burst out of your own intestines is another. You need to know where the line is for everyone participating, and you need to know it right from the beginning.

For more information and advice on safe ways to address consent issues in your game, read the free Consent in Gaming PDF at myMCG.info/consent

Basic Creatures and NPCs for a Horror Game

@UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.WJgPGUcSUrR4Ssuu]{Businessperson} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.ZT13lzcl6dsvg8HX]{Cat} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.GNrvq56bsnlHgKeW]{Clerk} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.JZbErZ6hAgtHrgim]{Dog} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.5XdCwL3VyqhHBNqN]{Dog, vicious} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.N0XlAnno5dMItCmN]{Groundskeeper/caretaker} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.rvju0MPnEwNsg9Pr]{Man in Black} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.qLFrfE0E9w6BcG48]{Rat} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.T39Cl27TWeR8jVsZ]{Tarantula}

Horror Artifacts

Most of the time, a horror artifact will be something really weird—an ancient tome of forbidden necromancy, an alien device that humans can barely understand, and so forth. They are often unique items rather than one of a type. Horror artifacts should probably come with a risk, such as a built-in cost, a drawback, or something else that makes using them another way to heighten the tension of the game. Several examples are below.

@UUID[Compendium.cyphersystem-compendium.artifacts-horror.irCnETBwvUwp12PH]{Book of inversion} @UUID[Compendium.cyphersystem-compendium.artifacts-horror.WcrjZgKzg5VzkFVJ]{Shadow box} @UUID[Compendium.cyphersystem-compendium.artifacts-horror.sCTeJvOcviKd5GjN]{Sphere 23}

Optional Rule: Shock

When the PCs encounter something shocking, many times the most realistic response is to scream, stand in abject horror, or run. That might not be the smartest thing to do in the situation, but it’s genuine. What would your accountant do if they saw an axe-wielding maniac coming at them? Let’s face it, unless they truly steeled themselves with all their will, they’d probably scream and run.

When a PC encounters something horrific, utterly disgusting, dreadful, impossible, or otherwise shocking, call for an Intellect defense roll based on the level of the creature involved, or simply an appropriate level as decided by the GM (see the Shock Levels table). Failure might mean that for one round, the player loses control of the character, and the GM decides what the PC does next. This usually means that the character runs, screams, gibbers, stares slack-jawed, or just does nothing. However, GMs should welcome player input into this situation. The point is to portray that when we’re shocked, we don’t always react in the best way, the smartest way, or even the way we want to. Fear is a powerful thing.

Alternatively, failure on the Intellect defense roll might mean that the character suffers Intellect damage equal to the level of the defense task. This indicates an overall toll that numerous shocks and horrors can have on a person. You might have a situation where a character literally dies of fright.

Shock Levels

EventLevel
Something unexpected darts or jumps out1
Something suddenly moves just out of the corner of the eye2
A sudden loud noise (like a scream)2
Unexpectedly seeing a corpse2
Watching someone die3
Seeing something impossible (like an inanimate object sliding across the floor)4
Watching a friend die5
Seeing a monstrous creatureCreature level
Witnessing something supernatural (like a spell)5
Seeing something mind-bending (like an impossible, multidimensional demigod coalescing out of thin air)8

Optional Rule: Horror Mode

For horror games, GMs can implement a rule called Horror Mode. The idea is to create a feeling of escalating dread and menace by changing one die roll mechanic. In the game, things begin as normal. The PCs interact with each other and the NPCs, investigate, research, travel, and so on. But when they enter the haunted house, the serial killer gets close, the elder things beneath the earth awaken, or whatever horrific situation planned by the GM begins, things change. At this time, the GM announces that the game has gone into Horror Mode.

This is a key for the players (not the characters) to recognize that things are getting bad. It’s the RPG equivalent of spooky music beginning to play in a horror film. While in Horror Mode, the rules for GM intrusions governed by die rolls change. Normally this happens only on a roll of 1, but when Horror Mode starts, it becomes a roll of 1 or 2. And then it escalates. As time passes, GM intrusions happen on a roll of 1 to 3, then a roll of 1 to 4, and so on. This potentially means that a die roll in Horror Mode can indicate success in a task and still trigger a GM intrusion.

As the intrusion range changes with each escalation, the GM should announce this to the players. The feeling of rising tension should be dramatic and overt.

Escalation Rate

ActivityIntrusion Range Increases by 1
Exploring a large areaEvery time a new intrusion is indicated by a die roll
ExploringEvery ten minutes or every time a new intrusion is indicated by a die roll
CombatEach round

For example, while the PCs are exploring a dark swamp (a large area), the game goes into Horror Mode and intrusions are indicated on a 1 or 2. During this exploration, one of the players rolls a 2. Not only is there an intrusion, but now the range escalates to 1, 2, or 3. The character is almost dragged into a spot of quicksand-like muck. Then the PCs find an old abandoned house in the middle of the swamp. They enter, and now the escalation rate goes up if they roll a 1, 2, or 3, or every ten minutes that passes in the game. They explore the house for twenty minutes (escalating intrusions to 1 to 5), and during the investigation of the kitchen, someone rolls a 3, triggering an intrusion. A cabinet opens mysteriously and a strangely carved clay pot falls, striking the character. This also escalates the intrusion rate, so they now occur on a roll of 1 to 6. When the PCs reach the attic, they encounter the dreaded swamp slayer, a half man, half beast that thrives on blood. It attacks, and now the range goes up during each round of combat. After four rounds of fighting, intrusions happen on a roll of 1 to 10—half the time. Things are getting dicey, and they’re only going to get worse.

When the GM announces that Horror Mode has ended, the GM intrusion rate goes back to normal, happening only on a roll of 1 or when the GM awards XP.

Horror Mode is a very “meta” rule. It gives players knowledge that their characters don’t have. This is similar to how the viewers of a horror movie or readers of a horror story often know more than the characters on the screen or page. It heightens the tension. Players can express the start of Horror Mode by having their characters talk about goosebumps or a feeling of being watched, but this is not necessary.

Using GM Intrusions in Horror Mode

With the GM intrusions coming fast and furious toward the end of Horror Mode, it’s easy to run out of ideas. In combat, intrusions might just mean that the monster or villain gets a surprise extra attack or inflicts more damage. Perhaps a PC is thrown to the ground or nearer to the edge of a cliff. If the characters are running away, one might trip and fall. If the PCs are exploring, a bookcase topples, potentially hitting someone. Think of all the similar moments you’ve seen in horror films.

Sometimes, if the GM prefers, the GM intrusion can simply be something frightening, like a moan or a whisper. These aren’t dangerous to the PCs, but they escalate the tension and indicate that something bad is getting closer.

In fact, while in Horror Mode, GMs should mostly refrain from doing anything bad, ominous, or dangerous unless it’s an intrusion (either from a die roll or through the awarding of XP). In a horror game, GM intrusions are an indication that things are bad and getting worse, and whenever possible, the GM should allow the Horror Mode escalation to drive the action. This makes the GM more of a slave to the dice than in other Cypher System situations, but that’s okay.

Consider this example. The PCs have tracked something that is probably committing a series of horrific murders to an old factory. They enter the building to explore. The GM knows where the creature is hiding in the factory, but decides that it doesn’t become aware of the characters until an intrusion is indicated. The only clue the PCs have is a mysterious noise off in the darkness. The creature doesn’t move toward them until another GM intrusion occurs. Now they hear something dragging across the factory floor, coming closer. But it’s not until a third intrusion occurs that the creature lunges out from behind an old machine at the PC who rolled the die.

In some ways, the status quo doesn’t change until an intrusion happens. This could be seen as limiting the GM and the need for pacing, but remember that the GM can still have an intrusion occur anytime they desire, in addition to waiting for the low die rolls.

GMs may want to limit the number of intrusions to no more than one per round, no matter what the dice indicate, but that should be based on the situation.

Optional Rule: Madness

Having characters descend into madness is an interesting facet of some kinds of horror and can make long-term horror campaigns more interesting. The easiest way to portray blows to a character’s sanity is through Intellect damage. When PCs encounter something shocking, as described above, they always take Intellect damage. If they would normally move one step down the damage track due to the damage, they instead immediately regain points (equal to 1d6 + their tier) in their Intellect Pools but lose 1 point from their maximums in that Pool. Characters whose maximum Intellect Pools reach 0 go insane. They lose their current descriptor and adopt the Mad descriptor, regain 1d6 + tier points to their Intellect Pools, and gain +1 to their Intellect Edge. If they ever reach a permanent Intellect Pool maximum of 0 again, they go stark raving mad and are no longer playable.

Intellect Edge offers an interesting means to portray a character who is knowledgeable (and perhaps even powerful in terms of mental abilities) yet mentally fragile. A character with a low Intellect Pool but a high Intellect Edge can perform Intellect actions well (since Edge is very helpful) but is still vulnerable to Intellect damage (where Edge is of no help).

Since Cypher System games are meant to be story based, players should recognize that the degrading sanity of their character is part of the story. A player who feels that their character is going mad can talk to the GM, and the two of them can work out the means to portray that—perhaps by using the Mad descriptor, permanently trading up to 4 points from their Intellect Pool to gain +1 to their Intellect Edge, or anything else that seems appropriate. Mental disorders, manias, psychopathy, schizophrenia, or simple phobias can be added to a character’s traits, but they don’t need to be quantified in game statistics or die rolls. They’re simply part of the character.

Inabilities in personal interaction or any area requiring focus might be appropriate, perhaps allowing the PC to gain training in weird lore or forbidden knowledge. Or maybe the opposite is true—as the character’s mind slowly slips away, they become oddly compelled or can obsessively focus on a single task for indefinite periods, and thus they gain training in that topic or skill. These kinds of changes could be balanced with inabilities, such as being unable to remember important details.

As another way to represent madness, the GM could hinder Intellect-based tasks that would be considered routine, such as “remembering your friends and family” or “caring what happens to your best friend” or “stopping yourself from injecting a mysterious substance into your veins.” These routine tasks normally have a difficulty of 0, but for a PC who has lost their mind, they might have a difficulty of 1, 2, or even higher. Now the character must make rolls to do even those simple things.

","markdown":""},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"ownership":{"default":-1},"flags":{}},{"sort":596875,"name":"Genre: Romance","type":"text","_id":"pd2PrHViZ1edOZ7f","title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"

Like horror, romance doesn’t automatically suggest a setting. It is more of a mood, or more specifically an approach, to how the game is played. It suggests an emphasis, at least somewhat, on relationships, interactions, and connections.

Suggested types and additional equipment for a romance setting are the same as in a modern setting.

Consent and Boundaries

You must get consent to cover these topics in a game ahead of time—you don’t want to make people uncomfortable. Everyone involved also needs to learn everyone else’s boundaries. Someone might not want any part of a romance scene, while others are okay talking about emotional connections but not anything sexual.

Obviously, all of this is doubly important if age is a consideration. If there are younger players involved, romance probably shouldn’t go beyond a fairly chaste kiss. (You’ll find that kids are sometimes more open to romance in their games than adults, but only because their understanding of the topic is understandably pretty shallow. A kid player might declare that a character is their boyfriend, but it doesn’t mean much. And for some adults, that may be the way they want to approach the subject as well.)

Lastly, recognize that there needs to be a clear boundary between the story and real life. Two characters having a relationship has no impact on real-life feelings of the players. Two characters in a game might be in a relationship while each player is in a relationship in the real world with someone else. And maybe they’re gaming at the same table! If a player can’t distinguish between in-game flirtation or words of endearment and real-world feelings, they shouldn’t be in a romance-focused game.

For more information and advice on safe ways to address consent issues in your game, read the free Consent in Gaming PDF at myMCG.info/consent

The Check-In

It’s vital that the GM and the players all check in with each other to make sure everyone’s still comfortable with what’s going on in the game. This is particularly important to maintain the boundary between emotions expressed in the story and how people feel in real life.

Basic Creatures and NPCs for a Romance Game

@UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.wIO0w2fxcBU0vHae]{Distrustful relative} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.rmzRpUzfdXpAnzUu]{Jealous ex} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.E7xImJCLVWwiIDre]{Nosy neighbor} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.ktWhiHHoothgvjOv]{The unattainable}

Optional Rule: Infatuation

When a PC is near someone they are infatuated with, particularly in the early stages of that infatuation, they must make an Intellect defense roll with a difficulty determined by the GM based on the situation (not on the level of the subject of the infatuation). Failure might mean that the character does or says something awkward or embarrassing either in an attempt to impress or when trying to hide the infatuation. Or it could mean that for one round, the player loses control of the character, and the GM decides what the PC does next, such as risk their own safety to help an endangered character. However, GMs should welcome player input into this situation. The point is to portray that when we’re distracted by the powerful feelings (and hormones) related to infatuation, we don’t always react in the best way, the smartest way, or even the way we want to.

Infatuation can happen whether the PC is attracted to an NPC or a PC.

Optional Rule: Relationship Levels

When a PC first establishes a relationship with a character (PC or NPC), the GM should assign the relationship a level. If there’s no connection at all, there is no relationship (level 0). Otherwise, the starting relationship is probably level 1. In certain circumstances, a relationship might start at level 2, indicating a far stronger initial connection than usual.

As play progresses, the PC can attempt to improve the level of the relationship, indicating a strengthening of the bond between the two characters. The requirements to improve the relationship are twofold. First, some story-based action needs to be taken. This can be dates, gifts, a meaningful speech, a pledge of commitment, some amount of self-sacrifice, or whatever the GM and the player feel is appropriate to the story and the level of the relationship. This action might require the PC to succeed at specific tasks (with appropriate rolls). For example, writing a love poem will require an Intellect-based task, while helping to retrieve a loved one’s cat from a tree might require a Speed-based task.

Second, the player must make an Intellect-based roll with the desired level of relationship as the difficulty (modified as the GM sees fit).

A relationship can be improved only one level at a time, and the GM and the player should work out an appropriate time interval. For relationships of levels 5 and above, multiple story-based actions and multiple rolls are almost certainly required.

It’s possible for relationship levels to be lopsided, such that the relationship from the point of view of one person is a different level than from the point of view of the other. This should be used sparingly, because it makes things far more complicated. In the case of polyamory, it is possible to have more than two people in a relationship, but even in these situations the connection between any two individuals should have its own level.

Relationship levels can go down as well as up. Neglect, carelessness, inappropriate emotional displays, lies, infidelity, and bungled wooing attempts can all potentially lower a relationship level. This is entirely in the judgment of the GM, although a lowered relationship level is very likely an appropriate use of a GM intrusion.

Relationship levels indicate the strength of the bond and thus help dictate an NPC’s actions in regard to a PC. An NPC in a level 5 relationship probably will be more generous and forgiving toward the PC than if the relationship was level 3 or 4. An NPC in a level 6 relationship or higher would likely give their partner most anything, even maybe sacrificing their own well-being or their life for them. (And people in a higher-level relationship certainly would.) Likewise, a relationship level can influence a PC’s actions. An Intellect defense roll with a difficulty equal to the relationship level might be appropriate if the PC wants to act against the best interests of their loved one, or if they must keep their cool and act normally when their loved one is in danger.

You can use this optional system in any genre, for any type of relationship, even platonic ones. If desired, the relationship level a PC has with an authority figure, a contact, a relative, or anyone else can be measured, improved, and decreased just as it can with a romantic relationship.

Romantic Relationship Levels

LevelRelationship
1First meeting. Interest or curiosity.
2A sense of connection above the norm. Strong physical attraction.
3Affection and a bond that will last longer than a single encounter.
4Serious affection. Almost certainly physical affection.
5A profession of love.
6A serious long-term commitment.
7A lifelong commitment.
8Soul mates.
9A love affair for the ages.
10A bond that transcends time and space.

Platonic Relationship Levels

LevelRelationship
1First meeting. Interest or curiosity.
2A sense of connection above the norm.
3A memorable connection. Indications of a mutually beneficial relationship possible.
4Real friendship.
5Deep friendship.
6Relationship akin to that of a close sibling.
7A pledge of complete partnership.
8Platonic soul mates. Something akin to a life-debt.
9A friendship for the ages.
10A bond that transcends time and space.
","markdown":""},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"ownership":{"default":-1},"flags":{}},{"sort":598438,"name":"Genre: Superheroes","type":"text","_id":"tIyemzsYdcYDslG1","title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"

Like horror, the superhero genre is really a subset of the modern genre with extensive special considerations. In many ways, it might appear that the Cypher System is a strange fit for superheroes. But if you think about it, with foci like Bears a Halo of Fire and Wears a Sheen of Ice, the Cypher System makes all genres a little bit “superhero-ish.” Character sentences might look like the following:

And so on.

Suggested Types for a Superhero Game

RoleType
Strong heroWarrior
Brawler heroWarrior with stealth flavor
Gadget heroExplorer with technology flavor
PilotExplorer with technology flavor
CharmerSpeaker
LeaderSpeaker with combat flavor
Shadowy vigilanteExplorer with stealth flavor
Scientist heroExplorer with skills and knowledge flavor
Energy-wielding heroAdept with combat flavor
WizardAdept
MentalistAdept
Psychic ninjaWarrior with magic flavor

Basic Creatures and NPCs for a Superhero Game

@UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.IpjzD88QqIABcv7A]{Bystander} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.krnLLagONJBbj1tE]{Genetically enhanced bruiser} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.sWc8DryN22cKTJyj]{Ninja} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.YHRSNEgzJeBCrWnC]{Robot minion} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.VSQt1EzpNhIwvCyA]{Scientist} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.SpaQv9sL1VWlrkLS]{Worker}

Additional Superhero Equipment

Suggested additional equipment is the same as in a modern setting. Keep in mind, however, that for many heroes, “equipment” can be superfluous. Where do you stash the flashlight and rope when all you’re wearing is spandex tights?

Optional Rule: Power Shifts

Superheroes can do things that other people cannot. They throw cars, blast through brick walls, leap onto speeding trains, and cobble together interdimensional gateways in a few hours. It’s tempting to say that such characters are stronger, faster, or smarter, so they should have higher Might, Speed, or Intellect Pools. However, simply bumping up stat Pools or Edge doesn’t fully represent this dramatic increase in power. Instead, consider using an optional rule called power shifts.

Under this rule, all superhero characters get five power shifts. Power shifts are like permanent levels of Effort that are always active. They don’t count toward a character’s maximum Effort use (nor do they count as skills or assets). They simply ease tasks that fall into specific categories, which include (but are not necessarily limited to) the following.

@UUID[Compendium.cyphersystem-compendium.power-shifts.QDAvfL2Xor2gc3DB]{Accuracy} @UUID[Compendium.cyphersystem-compendium.power-shifts.gxmRI0Oi1qlp8tgv]{Dexterity} @UUID[Compendium.cyphersystem-compendium.power-shifts.ge5eQ2UKcF71jfL5]{Healing} @UUID[Compendium.cyphersystem-compendium.power-shifts.RvPjtLHq2svYfhK8]{Intelligence} @UUID[Compendium.cyphersystem-compendium.power-shifts.ZcogTb12JEcKd8WK]{Power} @UUID[Compendium.cyphersystem-compendium.power-shifts.ClwsF2GBoWlGR9To]{Resilience} @UUID[Compendium.cyphersystem-compendium.power-shifts.qbOvGJVLVkDUC49X]{Single Attack} @UUID[Compendium.cyphersystem-compendium.power-shifts.uQLh67ISIUJ4O3bC]{Strength}

Each shift eases the task (except for shifts that affect damage or Armor, as specified in the list above). Applying 2 shifts eases the task by two steps, and applying 3 shifts eases the task by three steps.

A character assigns their five power shifts as desired, but most characters should not be allowed to assign more than three to any one category. Once the shifts are assigned, they should not change.

For example, a superstrong character might put three of their shifts into strength and the other two into resilience. Whenever they lift something heavy, smash through a wall, or throw an object, they ease the task by three steps before applying Effort, skill, or assets. Thus, all difficulties from 0 to 3 are routine for them. They smash through level 3 doors as if they don’t exist. As another example, a masked vigilante character with a utility belt full of gadgets and great acrobatic skills might put two shifts in dexterity, one in accuracy, one in intelligence, and one in healing. They’re not actually superpowered, just tough and well trained.

Some GMs will want to allow PCs to increase their power shifts. Having a character spend 10 XP to do so would probably be appropriate. Other GMs will want to run superhero games with PCs of greater or lesser power (cosmic-level heroes or street-level heroes, perhaps). In such cases, more or fewer power shifts should be granted to the PCs at the game’s start.

Superpowered NPCs and Power Shifts

NPC superheroes and villains get power shifts, too. Most of the time, this adds to their level. For example, Blast Star is a level 5 fiery villain who has three power shifts. When she blasts through a level 7 iron security door, she does so easily because in this circumstance, she’s actually level 8.

Sometimes, NPC power shifts make things harder for the PCs. For example, Fleetfoot the level 4 speedster puts all three of her shifts in dexterity. When she runs past a character who tries to grab her, the difficulty to do so is increased by three steps to 7.

Typical NPC supers get three power shifts. Exceptional ones usually have five.

Really Impossible Tasks

In superhero games, due to conventions of the genre, difficulty caps at 15 instead of 10. Difficulty 10 is labeled “impossible,” but that label is for regular folks. For superpowered characters, “impossible” means something different, thanks to power shifts.

Think of each difficulty above 10 as being one more step beyond impossible. Although a GM in another genre would say there’s no chance that a character could leap 100 feet (30 m) from one rooftop to another, in a superhero game, that might just be difficulty 11. Picking up a city bus isn’t something normal characters could do, but for a strong superhero, it might be difficulty 12.

In theory, NPCs in such a game can go up to level 15 as well. Levels above 10 represent opponents that only a superhero would consider taking on: a robot that’s 1,000 feet (300 m) tall (level 11); Galashal, Empress of Twelve Dimensions (level 14); or a space monster the size of the moon (level 15).

Superhero Artifacts

Supervillains build doomsday devices. Ancient artifacts present a threat to all humanity if in the wrong hands. Weird machines from alien dimensions offer solutions to unsolvable problems. Artifacts are an important part of superhero stories. A few examples are below.

@UUID[Compendium.cyphersystem-compendium.artifacts-superhero.2ENNMqilV1qoB35e]{Doctor Dread’s time portal} @UUID[Compendium.cyphersystem-compendium.artifacts-superhero.AvddNOp9tUWCqGOp]{Serum X} @UUID[Compendium.cyphersystem-compendium.artifacts-superhero.JYcfxA5RcffTX3Wl]{Stellarex crystal}

","markdown":""},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"ownership":{"default":-1},"flags":{}},{"sort":599219,"name":"Genre: Post-Apocalyptic","type":"text","_id":"ARG20fxwzr0OBZjH","title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"

Post-apocalyptic literature, movies, and games are a subgenre of science fiction that focuses on the dystopia that follows the fall of civilization. Strictly speaking, post-apocalyptic stories take place after the end of the world. At least, the end of the world for most people. Players take the role of the survivors (or their descendants) trying to persevere in the face of immense hardship. Popular post-apocalyptic scenarios include those set after nuclear war, in the aftermath of a zombie plague, in the months and years following an alien invasion, or after the environment collapses in the face of human overpopulation. Other ways the world could end include a massive meteorite strike, the long-awaited robot uprising, a powerful solar flare that burns out the world’s power grids and communications, or even something as prosaic as a global disease pandemic.

Suggested Types for a Post-Apocalyptic Game

RoleType
SurvivorExplorer with stealth flavor
HeavyWarrior
DealerSpeaker
TraderSpeaker with skills flavor
SageExplorer with knowledge flavor
EvolvedAdept

Basic Creatures and NPCs for a Post-Apocalyptic Game

@UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.31W9R0HQhQT0ic3A]{Crazy loner} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.6L693DIk5jmQu2Py]{Gamma snake} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.urAFJXaUkWY2R1zj]{Innocuous rodent} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.uCMNBacwXfuThw65]{Mongrel dog} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.WGftLKpoTVDfIKw2]{Survivor, sickened} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.GgfdjyikafYtuyTK]{Survivor, typical}

Additional Post-Apocalyptic Equipment

In a post-apocalyptic setting, the items on the Additional Modern Equipment table as well as the following items might be available in trade from other survivors, or in the rare trade town.

Inexpensive Items

WeaponsNotes
@UUID[Compendium.cyphersystem-compendium.weapons-post-apocalyptic.7M8uEI7cKT0UztUy]{Knife}Light weapon, rusty and worn
@UUID[Compendium.cyphersystem-compendium.weapons-post-apocalyptic.VJicMhUlVImuwl4N]{Light weapon}Light weapon (won’t last long)
@UUID[Compendium.cyphersystem-compendium.weapons-post-apocalyptic.erpmmOJulN96Afgr]{Wooden club}Light weapon
ArmorNotes
@UUID[Compendium.cyphersystem-compendium.armor-post-apocalyptic.WnIcqsOLyuyQKSpZ]{Animal hide}Light armor
@UUID[Compendium.cyphersystem-compendium.armor-post-apocalyptic.Hv5mU9dKhfQJA76Q]{Light armor}Light armor, smell hinders stealth tasks
Other ItemsNotes
@UUID[Compendium.cyphersystem-compendium.equipment-post-apocalyptic.dmnJTSnJv4ZqQmVg]{Candle}
@UUID[Compendium.cyphersystem-compendium.equipment-post-apocalyptic.cY37Ff6ca1bxDXtp]{Plastic bag}Useful and ubiquitous (won’t last long)

Moderately Priced Items

WeaponsNotes
@UUID[Compendium.cyphersystem-compendium.weapons-post-apocalyptic.PasipD1tIBSjGd9h]{Handaxe}Light weapon
@UUID[Compendium.cyphersystem-compendium.weapons-post-apocalyptic.Z2P8uHd0D7sdFFNx]{Knife, multipurpose}Light weapon, asset to small repair tasks
Other ItemsNotes
@UUID[Compendium.cyphersystem-compendium.equipment-post-apocalyptic.g7ZsP8QRo5xMCDTc]{Gas mask}Breathable air for four hours
@UUID[Compendium.cyphersystem-compendium.equipment-post-apocalyptic.GAclXwNftLTjeFAf]{Padlock with keys}
@UUID[Compendium.cyphersystem-compendium.equipment-post-apocalyptic.0vFrABenylbBi3yw]{Portable lamp, solar}

Expensive Items

Other ItemsNotes
@UUID[Compendium.cyphersystem-compendium.equipment-post-apocalyptic.1j2c4v8TaLTVzmcZ]{Radiation detector}
@UUID[Compendium.cyphersystem-compendium.equipment-post-apocalyptic.cGUAvAFO5b83snP2]{Nightvision goggles}
@UUID[Compendium.cyphersystem-compendium.equipment-post-apocalyptic.862NWqhznbgLC5AG]{Radiation tent}Prevents radiation damage for three days
@UUID[Compendium.cyphersystem-compendium.equipment-post-apocalyptic.s23m8lRUYCXNthKZ]{Radiation pill (pack of 5)}Asset for defense tasks against radiation effects for twelve hours

Scavenging

Characters in a post-apocalyptic setting must usually spend part of each day scavenging for supplies or a place of safety.

Food and Shelter: Generally speaking, characters must spend two to four hours searching through the rubble and ruins before succeeding. Finding enough food for a group of characters to eat for one day is a difficulty 5 Intellect task. Finding a place of relative safety to regroup and rest is also difficulty 5. Characters who succeed on either one of these also get to roll up to once each day on the Useful Stuff table and three times on the Junk table.

Found food often takes the form of canned, processed, dried, or otherwise preserved goods from before the apocalypse, but sometimes it includes fresh fruits and vegetables found growing wild or cultivated by other survivors. Safe places to hole up include homes, RVs, offices, apartments, or any location that can be secured and defended and isn’t radioactive, poisoned, or overrun with hostile creatures.

The difficulty of succeeding at finding food, water, and a safe place varies by location and by how many days the characters have already spent in one location. Each week the PCs spend at the same location hinders subsequent scavenging tasks and requires that they succeed on a new task to determine if the place they’re staying is still safe. The result of failing to find food and water is obvious. If the PCs fail at the task of finding (or keeping) a safe place, their presence is noticed by hostile forces, or they face a result from the Wasteland Threats table.

Useful Stuff: Food, water, and a safe place to rest are the most important finds, and are the basis of each scavenging task. But other obviously useful stuff is often found along with these basic requirements. When a group of characters successfully finds either food and water or a safe place, consult the Useful Stuff table up to once per day. If it’s the first day the PCs have searched in a particular area, each character might find something useful, but in succeeding days, a group normally gets only a single roll to find useful stuff.

Useful stuff also includes a “loot” entry. Loot includes collectible coins from before the apocalypse, such as silver dollars and gold eagles. It also includes jewelry and artwork that survived the disaster and related material that can be used as currency or barter when the characters find other survivors or arrive at a trade town.

Items found on the Useful Stuff table are generally expensive or exorbitant items (except for firearms, which start in the expensive category).

Junk: Characters who find food and water also find lots of junk. They are free to ignore that junk, but some PCs might have a use for what they find, especially those with the Scavenges focus. All characters gain up to three results on the Junk table each time they successfully scavenge for food or a safe place to stay. Sometimes junk can be fixed, but more often it can be disassembled and used as parts to create something else.

Useful Stuff

d100Item Found
01–10Tools (provide an asset to tasks related to repair and crafting)
11–20Medicine (provides an asset to one healing-related task)
21–25Binoculars
26–35

Chocolate bar or similarly sought-after candy or snack

36–45Textbook (provides an asset to a knowledge-related task)
46–50Coffee or tea
51–55Gun or rifle with ten shells or bullets
56–60Flashlight
61–65Loot
66–70Gasoline (2d6 × 10 gallons)
71–75Batteries
76–80Functioning vehicle (sedan, pickup, motorcycle, etc.)
81–85Generator
86–90MRE cache (food and water for six people for 1d6 weeks)
91–95Ammunition cache (100 shells or bullets for 1d6 different weapons)
96–97Helpful stranger (level 1d6 + 2, stays with the PCs for a week or two)
98–99Cypher (in addition to any other cyphers the GM awards)
00Artifact (in addition to any other artifacts the GM awards)

Junk

d6Item Found
1

Electronic junk (stereo, DVD/Blu-ray player, smartphone, electric fan, printer, router, etc.)

2Plastic junk (lawn furniture, baby seat, simple toys, inflatable pool, etc.)
3Dangerous junk (paint, rat poison, solvents, industrial chemicals, etc.)
4Metallic junk (car bodies, old playsets, grills, empty barrels, frying pan, etc.)
5Glass junk (vases, windows, bowls, decorative pieces, etc.)
6Textile junk (coats, pants, shirts, bathing suits, blankets, rugs, etc.)

Post-Apocalyptic Artifacts

Artifacts in a post-apocalyptic game include still-working technology from before the disaster that is not widely available, as well as cobbled-together pieces of tech that can weaponize previously prosaic items. If the apocalypse was related to some kind of alien invasion, artifacts would include even stranger items.

@UUID[Compendium.cyphersystem-compendium.artifacts-post-apocalyptic.RCr7oVmh9Lhk9jHG]{Autodoc} @UUID[Compendium.cyphersystem-compendium.artifacts-post-apocalyptic.54P9fzXQjgpQT1gZ]{Enviroscanner} @UUID[Compendium.cyphersystem-compendium.artifacts-post-apocalyptic.xGGPXV5UufPD4m5F]{Military exoskeleton} @UUID[Compendium.cyphersystem-compendium.artifacts-post-apocalyptic.T82EmpHsb9cNyyPX]{Rocket fist} @UUID[Compendium.cyphersystem-compendium.artifacts-post-apocalyptic.rQg6ztpLMylwK5RB]{Rocket-propelled grenade} @UUID[Compendium.cyphersystem-compendium.artifacts-post-apocalyptic.lQDbPJOz1VYXe54s]{Terahertz scanner}

Post-Apocalyptic Species Descriptors

In a post-apocalyptic setting, some GMs may want to offer species affected by the disaster.

Morlock

You have lived your life deep underground in artificial bunkers, hidden from the world’s destruction and the brutal scavengers that live above. As a morlock, you have a keen mind for the technology salvaged from the before-time. In fact, every morlock comes of age by fitting a piece of morlock technology to its body to provide enhancement and extend its life. This means that you are part flesh and part machine. Your skin is as pale as milk, except where it’s been replaced with strips of metal and glowing circuits.

You gain the following characteristics:

Enhanced Intelligence: +2 to your Intellect Pool.

Cyborg Body: +2 to your Might Pool and your Speed Pool.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.Td605GMSP4TqfliK]{Partially Metallic}: +1 to Armor.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.2X7nKuAiBRfFgUiS]{Repair and Maintenance}: As an entity of living flesh and humming machinery, you must first succeed on a difficulty 2 repair task before making a recovery roll. On a failure, the recovery roll is not used; however, the normal rules for retrying apply, and you must use Effort on a new roll if you wish to try again. In addition to the normal options for using Effort, you can choose to use Effort to heal additional points to your Pools (each level of Effort healing an additional 2 points to your Pools if you succeed).

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.64yLvSVOIqtV8IvT]{Morlock Prejudice}: While among non-morlocks, all positive interaction tasks are hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. The PCs found you in a collapsed subterranean tunnel.

  2. The other PCs encountered you exploring underground, and you convinced them to allow you to accompany them.

  3. You were exiled from the morlock communities and needed help on the surface.

  4. The only way to save the morlock community you hail from is to venture to the surface and find a mechanical part needed to repair a failing ancient system.

Roach

You are born of a species of evolved insects once called “cockroach,” but that is far in the past. Radiation and forced evolution have radically increased your size, shape, and ability to think. Your exoskeleton mimics the shape of a human being, though not perfectly. When you move about human society, shadows and cloaks are your ally if you wish to pass unnoticed. When those of your kind are discovered, it usually goes poorly for someone. You, however, have a wandering spirit and seek to explore the fallen world and find a new way forward.

You gain the following characteristics:

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.vNOlLQDmc53SXZ0B]{Scuttler}: Your Speed Edge increases by 1.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.GsDnTWDfehGuhsQS]{Sense by Scent}: You can sense your environment even in total darkness.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.8OYU2L2128I1PE9m]{Cling}: You can move an immediate distance each round on walls or clinging to the ceiling.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.LD2sREknTpeCQErE]{Carapace}: +1 to Armor.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.gEBLiYb25Mpx65Eo]{Glide}: You can extend small wings from your carapace that grant an asset in jumping tasks and allow you to fall up to a short distance without taking damage.

@UUID[Compendium.cyphersystem-compendium.basic-skills.DraIKUQRw8KrnC4o]{Skill}: You are trained in disguise tasks.

@UUID[Compendium.cyphersystem-compendium.inabilities.PeQrx8tfHEDrOlW6]{Inability}: You are susceptible to disease and poison. Defense rolls against disease or poison are hindered.

@UUID[Compendium.cyphersystem-compendium.inabilities.P42u9vKoBQjOtUbE]{Inability}: You mimic a human, but you are not as fierce. Tasks involving combat— including attack and defense rolls—are hindered.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.soRZpGrbrjyyBHpW]{Insect Prejudice}: While among non-roaches, all positive interaction tasks are hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. The PCs didn’t realize what you were when they asked for your help.

  2. You’ve managed to hide your roach ancestry so well that everyone thinks you are like them.

  3. You are the last of your kind.

  4. You have a secret agenda, and the PCs were gullible enough to let you come along.

","markdown":""},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"ownership":{"default":-1},"flags":{}},{"sort":599610,"name":"Genre: Fairy Tale","type":"text","_id":"BW4rWFL1jsU98e0B","title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"

The genre of fairy tales is a wide one, crossing into almost every culture and encompassing everything from early oral stories passed down from generation to generation to the more modern literary fairy tale. What makes something a fairy tale? While there’s a great deal of discussion around that question, most have a number of things in common: a series of far-fetched events; fantastical beings such as talking animals, elves, goblins, mermaids, witches, and dragons; and objects that have magical elements.

One of the powers of a fairy tale—or a game set in a fairy tale-inspired setting—is its ability to create a sense of wonder and to evoke players’ imaginations while still allowing them to keep one foot in the known. The very settings themselves are both enchanted and somehow familiar, whether the characters are entering a magical woods, falling down a rabbit hole, or embarking on a voyage to Neverland. Those beasts and beings who stalk such places are equally wondrous, and offer fantastic starting points for any number of adventures.

To heighten the sense of wonder in a fairy tale adventure or campaign, a GM might consider presenting the game in a modern setting. In a modern setting, characters have regular jobs that don’t normally involve hunting goblins or helping talking fish solve puzzles. This means that when the moths take shape and become the cloak of a princess of summer come to beg a favor or steal a child, or the house grows legs and runs away one morning, the player characters will be rightfully amazed (and perhaps somewhat terrified).

Nature of Faerie

Faerie (also called by many other names) is a dimension of magic separate from but closely parallel to the mundane world. It doesn’t matter whether Faerie is just a collective term for thousands of separate curled-up dimensions hidden in corners, in closets, or at the center of forests, or it’s one continuous realm that overlaps the real world where it’s thinnest. It’s a place those with open hearts can find by following a way between tall trees (or looming library shelves) to a realm where everything is different. Where elves walk, nymphs dance, unicorns gallop, and both natural growths and built structures become vast and enchanting.

Humans don’t tend to do well in such a world if they stay too long, as the sensory input is hard on the nervous system. But fey creatures depend on it, like plants to the light. A fey creature too long cut off from its land of origin (or its stream, hill, or burrow) slowly becomes mortal and then dies.

When a fey creature is cut by silvered or cold iron weapons, they temporarily lose the sustaining benefit of their connection to Faerie. This severed connection usually disrupts a fey creature’s ability to heal. A silvered weapon is one that contains silver as part of an alloying process, has silver inlay, or has been coated in a dusting of silver powder (which usually lasts only through a single fight). In truth, many items in the modern era are cold-forged, while many others are not. We suggest that any hand-forged item containing iron could be considered a cold-forged weapon for harming fey creatures. Thus, most bullets and other modern items wouldn’t be treated as cold iron by this definition, but some would fit the bill.

Basic Creatures and NPCs for a Fairy Tale Game

Most fey creatures of level 2 or higher regain 1 point of health per round, unless wounded by silvered or cold iron weapons.

@UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.JULnmDMPODWwSgyT]{Angry ants} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.VK2Iv9hH0ITqmvV9]{Erlking} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.PS7RVxRlUxllwCky]{Faerie} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.ijRly8phWTeUIy8r]{Feral tree} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.UXvVjQMo4BRwi2Ef]{Nymph} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.BJOh1w5ZImYrdKuM]{Pixie} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.2v0CeAw0V9Hql9iL]{Razorblade butterflies} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.NVjNYB0ApximA7Kn]{Talking cat} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.LZB001qKeGrqUyMZ]{Troll}

Fairy Tale Artifacts

Artifacts in a fantasy setting and magic items in other games focused on fantasy would also be suitable for a fairy tale setting. However, every fairy tale artifact should come with a quirk that sets it apart from a simple “wand of fire” or similar item. Come up with your own or roll a quirk on the table below.

d10Quirk
1Is sometimes invisible.
2Cries like a baby if jostled.
3Becomes cold as ice to the touch and emits cold vapor when danger threatens.
4Contains a secret compartment that invariably holds a chunk of rock broken from what might be a strange jade sculpture.
5Also serves as a key to some magically locked doors and chests.
6Bites owner with tiny teeth if jostled, dealing 1 point of damage.
7Always muttering and complaining, though useful warnings and other information can sometimes be gained.
8Jealous of any other manifest cyphers, artifacts, or beautiful objects in the wielder’s life.
9The “painting” of a princess of summer on the object sometimes leaves it, robbing the artifact of power.
10Causes flowers to grow wherever it is stored or set down.
","markdown":""},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"ownership":{"default":-1},"flags":{}},{"sort":599805,"name":"Genre: Historical","type":"text","_id":"hdLllcWxZ4VdDhlr","title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"

Setting your campaign in World War 2, the Renaissance, or the 1930s can be fun and interesting. However, setting it in ancient Greece or feudal Japan, for example, probably makes it more like fantasy without all the orcs and magic (although a game set in feudal Japan with orcs and magic could be fascinating).

One of the draws of playing in a historical adventure is the thrill of “being there” when something important happens. Thus, in many cases, historical adventures in RPGs shouldn’t be designed as campaigns, but instead serve as short-term experiences where players try something new, or at least something they don’t normally do: play as figures involved in a momentous historical event.

Historical games should take cues from the closely related areas of historical fiction and historical re-enactment. The lessons of great historical fiction include the following.

The GM should anchor the characters with problems or conflicts that connect them to the chosen time period; make sure that PC backgrounds contain one relevant detail to the chosen historical setting.

The GM shouldn’t fall into the trap of assuming that history was drab just because it is often presented along with old paintings, drawings, or blurred black-and-white photographs. Dramatic events, surprising twists, and unexpected situations are just as likely in a historical adventure as in any other kind.

What’s the point of a historical adventure if there is no suspense? Sure, everyone knows what happens at the end of any given historical battle, but the stories of individuals within those fights are not known. Will they live? Will they succeed in their mission? And what are the consequences? Think of all the war movies that rely on that exact latitude to tell great stories.

Make sure you know when the campaign ends. Maybe it’s when the PCs successfully accomplish a specific task, but it might be externally timed to when a historical event takes place, whether they are attempting to offer aid, thwart it, or merely be aware of it as they attempt to do something that history hasn’t recorded.

Don’t create more than you need to. Be ready to tell the PCs what they see and who they encounter when they are introduced to a historical location or person, but don’t worry about things that they likely will never see. Yes, figure out what kind of currency is used, but making a super-accurate list of prices just isn’t necessary; the players will take your word for the cost of items and many other details. You’re evoking a historical setting with your game, not writing a book report.

Be wary about stereotypes and cultural misappropriation. History, as they say, is written by the victors. The ancient Greeks wrote that other cultures were all barbaric, and the European settlers called the natives in North America savages, but that doesn’t mean it’s true. If all you know about a time period is a movie set in that period, you’ll have a skewed version of events and culture. Be willing to go deeper than Braveheart or The Last Samurai, or maybe choose a different genre.

Running a Historical Game

Preparation is important in a historical game, and most of that entails choosing a historical period—or a specific historical event—as the setting. Given that all of history can serve, you won’t lack for resources. Below are a few possibilities. Of course, the farther back you set your game, the less information on specific events is available. On the other hand, that frees you up to get creative.

Once you choose the historical period and any special events you want to include in your adventure or campaign, direct your players to an appropriate set of foci. Alternately, you can have your players play as historically significant figures, but if you do this, you may want to create their characters ahead of time. Most GMs will probably want to save historically significant individuals for use as NPCs.

The players will need some kind of grounding in what to expect in the time period you’ve chosen. Just like they need an idea of what magic can do in a fantasy game, they will need a general idea of what kind of technology is available, the broad strokes of what their characters might know and not know, and so on. Maybe have them read a Wikipedia entry, at the very least.

If you’re looking for inspiration for time periods in which to set your historical game, here are some possible ideas: prehistory, classical antiquity, ancient Egypt, the American revolution, ancient China, World War II, Edo Period Japan, Medieval Europe, and the American Old West.

Suggested Types for a Historical Game

RoleType
Constable (or night watchman)Explorer with combat flavor
DetectiveExplorer with stealth flavor and skills and knowledge flavor
KnightWarrior
PirateExplorer with stealth flavor
TutorSpeaker
MerchantSpeaker with skills and knowledge flavor
SmithSpeaker with some warrior abilities and skills and knowledge flavor
PlaywrightSpeaker
NobleSpeaker with skills and knowledge flavor
ExplorerExplorer
PriestSpeaker

Basic Creatures and NPCs for a Historical Game

@UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.ZT13lzcl6dsvg8HX]{Cat} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.MwSOqh6IDnwKis8b]{Dodo} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.JZbErZ6hAgtHrgim]{Dog} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.vmvgLdR7JKdsukCW]{Dog, guard} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.61EndqAjZ2ZZZuS9]{Horse} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.8AhrSmfhARlAahxp]{Merchant} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.HKcVbxx1xGOpyVk4]{Noble} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.qLFrfE0E9w6BcG48]{Rat} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.Ax77ZEkAA3XJBPaA]{Serf} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.PXVS2kwvslh30lBB]{Snake, poisonous} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.vhGua32GarGCzLGv]{Warhorse}

Historical Artifacts

The concept of artifacts is probably inappropriate for a historical setting without some kind of supernatural, fantastical, or science fiction element. That said, objects of mystery such as the Antikythera mechanism (an ancient analog computer and orrery used to predict eclipses and other astronomical positions) reveal that the ancient world—and by extension more recent historical periods—contained fascinating and useful objects that were anachronistic for their period. Most such artifacts were likely the creations of philosophers, lone geniuses, and similar figures.

","markdown":""},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"ownership":{"default":-1},"flags":{}},{"sort":599903,"name":"Creatures and NPCs","type":"text","_id":"ljjovWdF2f0UgQ4l","title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"

This chapter describes many common and uncommon creatures that the characters might meet—and fight—in a Cypher System game and gives their stats. The variety of creatures that populate the possible settings and genres is so great that this chapter only scratches the surface. It does, however, provide examples of kinds of inhabitants—bestial and civilized, living and undead, organic and inorganic—so that you can easily extrapolate and create your own.

Understanding the Listings

Every creature is presented by name, followed by a standard template that includes the following categories.

Level: Like the difficulty of a task, each creature and NPC has a level attached to it. You use the level to determine the target number a PC must reach to attack or defend against the opponent. In each entry, the difficulty number for the creature or NPC is listed in parentheses after its level. As shown on the following table, the target number is three times the level.

LevelTarget Number
13
26
39
412
515
618
721
824
927
1030

Description: Following the name of the creature or NPC is a general description of its appearance, nature, intelligence, or background.

Motive: This entry is a way to help the GM understand what a creature or NPC wants. Every creature or person wants something, even if it’s just to be left alone.

Environment: This entry describes whether the creature tends to be solitary or travel in groups and what kind of terrain it inhabits (such as “They travel in packs through dry wastes and temperate lowlands”).

Health: A creature’s target number is usually also its health, which is the amount of damage it can sustain before it is dead or incapacitated. For easy reference, the entries always list a creature’s health, even when it’s the normal amount for a creature of its level.

Damage Inflicted: Generally, when creatures hit in combat, they inflict their level in damage regardless of the form of attack. Some inflict more or less or have a special modifier to damage. Intelligent NPCs often use weapons, but this is more a flavor issue than a mechanical one. In other words, it doesn’t matter if a level 3 foe uses a sword or claws—it deals the same damage if it hits. The entries always specify the amount of damage inflicted, even if it’s the normal amount for a creature of its level.

Armor: This is the creature’s Armor value. Sometimes the number represents physical armor, and other times it represents natural protection. This entry doesn’t appear in the game stats if a creature has no Armor.

Movement: Movement determines how far the creature can move in a single turn. Creatures have movements of immediate, short, long, or very long, which equate to the ranges of the same name. Most PCs have an effective movement of short, so if they are chasing (or being chased by) a creature with immediate movement, their Speed tasks are eased; if the creature’s movement is long or greater, the PCs’ Speed tasks are hindered.

Modifications: Use these default numbers when a creature’s information says to use a different target number. For example, a level 4 creature might say “defends as level 5,” which means PCs attacking it must roll a target number of 15 (for difficulty 5) instead of 12 (for difficulty 4). In special circumstances, some creatures have other modifications, but these are almost always specific to their level.

Combat: This entry gives advice on using the creature in combat, such as “This creature uses ambushes and hit-and-run tactics.” At the end of the combat listing, you’ll also find any special abilities, such as immunities, poisons, and healing skills. GMs should be logical about a creature’s reaction to a particular action or attack by a PC. For example, a mechanical creation is immune to normal diseases, a character can’t poison a being of energy (at least, not with a conventional poison), and so on.

Interaction: This entry gives advice on using the creature in interactions, such as “These creatures are willing to talk but respond poorly to threats,” or “This creature is an animal and acts like an animal.”

Use: This entry gives the GM suggestions for how to use the creature in a game session. It might provide general notes or specific adventure ideas.

Loot: This entry indicates what the PCs might gain if they take items from their fallen foes (or trade with or trick them). It doesn’t appear in the game stats if the creature has no loot.

GM Intrusion: This optional entry in the stats suggests a way to use GM intrusion in an encounter with the creature. It’s just one possible idea of many, and the GM is encouraged to come up with their own uses of the game mechanic.

Creatures

@UUID[Compendium.cyphersystem-compendium.creatures.GcRpFtcOQDpGvU4H]{Abomination} @UUID[Compendium.cyphersystem-compendium.creatures.17NSMk419kHRvwoP]{Chimera} @UUID[Compendium.cyphersystem-compendium.creatures.Ds2TiPhzGcBio6uy]{Chronophage} @UUID[Compendium.cyphersystem-compendium.creatures.6XzVLD44cRlhPIfO]{Deep one} @UUID[Compendium.cyphersystem-compendium.creatures.dEUcFhzvuB3ufhv5]{Deinonychus} @UUID[Compendium.cyphersystem-compendium.creatures.0NEyK7k8eNvN9oRt]{Demigod} @UUID[Compendium.cyphersystem-compendium.creatures.C2tRCVUtCl1OEb7M]{Demon} @UUID[Compendium.cyphersystem-compendium.creatures.Z4Y7VaCkpXbCZ2yy]{Devil} @UUID[Compendium.cyphersystem-compendium.creatures.D25NNlnriTPYwXvl]{Djinni} @UUID[Compendium.cyphersystem-compendium.creatures.huhkLDlDaru359Bf]{Dragon} @UUID[Compendium.cyphersystem-compendium.creatures.li1H57vGnKM9EY61]{Earth elemental} @UUID[Compendium.cyphersystem-compendium.creatures.WcxUomm2dqg2s2mU]{Enthraller} @UUID[Compendium.cyphersystem-compendium.creatures.p5ugVxzZFUe8r2To]{Fallen angel} @UUID[Compendium.cyphersystem-compendium.creatures.W7lOvxxSkcShe4Y9]{Fire elemental} @UUID[Compendium.cyphersystem-compendium.creatures.CbyPd1QoYjZGISN9]{Fusion hound} @UUID[Compendium.cyphersystem-compendium.creatures.02LotzBPq6hZTu2N]{Ghost} @UUID[Compendium.cyphersystem-compendium.creatures.92AH6pnL8Mknw6ok]{Ghoul} @UUID[Compendium.cyphersystem-compendium.creatures.gc0tYELtVAJRfFL6]{Giant} @UUID[Compendium.cyphersystem-compendium.creatures.U508Iiym5DOrLbCP]{Giant rat} @UUID[Compendium.cyphersystem-compendium.creatures.G1R1ESjuGxTJ7VwN]{Giant snake} @UUID[Compendium.cyphersystem-compendium.creatures.PlHlqDlwByGRX8T3]{Giant spider} @UUID[Compendium.cyphersystem-compendium.creatures.StSE44DNprZ4X4t8]{Goblin} @UUID[Compendium.cyphersystem-compendium.creatures.nBJ1PaZw7VugehNT]{Golem} @UUID[Compendium.cyphersystem-compendium.creatures.v5KdQP0xAVsoznyE]{Grey} @UUID[Compendium.cyphersystem-compendium.creatures.gDdZYUFdqZhmK3Oc]{Kaiju} @UUID[Compendium.cyphersystem-compendium.creatures.Iyx0QTRTuHLwr2g4]{Killer clown} @UUID[Compendium.cyphersystem-compendium.creatures.m9Hqr0shnpvRfgiF]{Killing white light} @UUID[Compendium.cyphersystem-compendium.creatures.EX0RBWZzdGetaDK9]{Mechanical soldier} @UUID[Compendium.cyphersystem-compendium.creatures.LkiVCVe5HhMi8Hc8]{Mi-go} @UUID[Compendium.cyphersystem-compendium.creatures.ZLDxtrbI1te50O1k]{Mokuren} @UUID[Compendium.cyphersystem-compendium.creatures.2BTNWIpNjjd696xa]{Nuppeppo} @UUID[Compendium.cyphersystem-compendium.creatures.Jo0ULIISkFpZDV85]{Ogre} @UUID[Compendium.cyphersystem-compendium.creatures.obJAuUihAMdRF9j2]{Orc} @UUID[Compendium.cyphersystem-compendium.creatures.KrHZmg9AKHxbGRnk]{Prince(ss) of summer} @UUID[Compendium.cyphersystem-compendium.creatures.axcyoROutmXNdzNk]{Puppet tree} @UUID[Compendium.cyphersystem-compendium.creatures.qT2StUmJ4FDfS2Ji]{Ravage bear} @UUID[Compendium.cyphersystem-compendium.creatures.n54pC87T2nULqbCJ]{Replicant} @UUID[Compendium.cyphersystem-compendium.creatures.qB1fv8beRDJG465z]{Shadow elf} @UUID[Compendium.cyphersystem-compendium.creatures.MQI4Poo9zZKrgKhc]{Skeleton} @UUID[Compendium.cyphersystem-compendium.creatures.nkAvknrgByU2kBSn]{Statue, animate} @UUID[Compendium.cyphersystem-compendium.creatures.E7LZFxUVnPeXLIgX]{Tyrannosaurus rex} @UUID[Compendium.cyphersystem-compendium.creatures.37pnRQFiOHt47hFP]{Vampire} @UUID[Compendium.cyphersystem-compendium.creatures.PIJ3eSbmYUGztjb1]{Vampire, transitional} @UUID[Compendium.cyphersystem-compendium.creatures.QFTQJ4Z4kmHVr23P]{Vat reject} @UUID[Compendium.cyphersystem-compendium.creatures.WsWJRqBjUW1WO1Wp]{Wardroid} @UUID[Compendium.cyphersystem-compendium.creatures.3jAoNYaS0CHUjkqS]{Werewolf} @UUID[Compendium.cyphersystem-compendium.creatures.2nv7KEvkNXsUOykU]{Witch} @UUID[Compendium.cyphersystem-compendium.creatures.Ziw2e08pt2Fc8vHz]{Xenoparasite} @UUID[Compendium.cyphersystem-compendium.creatures.dWvlzVDxmAUQxT7s]{Zombie}

Normal Animals

Unlike many creatures in this chapter, normal animals are simple and understandable enough to be encapsulated by just their level and maybe one or two other stats.

@UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.p7RwEbxxv74Xy0NP]{Bear, black} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.3NRZdgMZXVcEsqWl]{Bear, grizzly} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.JZbErZ6hAgtHrgim]{Dog} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.vmvgLdR7JKdsukCW]{Dog, guard} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.pNEII8Wup8xjZfuA]{Hawk} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.61EndqAjZ2ZZZuS9]{Horse} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.qLFrfE0E9w6BcG48]{Rat} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.RxtZyeRliCY3v9In]{Rattlesnake}

NPCs

The NPCs in this chapter are generic examples of nonplayer characters that can be used in many genres.

Reskinning NPCs: GMs will find that with a few tweaks, a guard can be a modern-day cop, a fantasy caravan guard, or a science fiction drone soldier. This is known as reskinning—making slight changes to existing stats to customize the NPC for your own game.

Health, Not Pools: Remember that NPCs don’t have stat Pools. Instead, they have a characteristic called health. When an NPC takes damage of any kind, the amount is subtracted from its health. Unless described otherwise, an NPC’s health is always equal to its target number. Some NPCs might have special reactions to or defenses against attacks that would normally deal Speed damage or Intellect damage, but unless the NPC’s description specifically explains this, assume that all damage is subtracted from the NPC’s health.

Appropriate Weapons: NPCs use weapons appropriate to their situation, which might be swords and crossbows, knives and shotguns, malefic psychic weapons, blasters and grenades, and so on.

@UUID[Compendium.cyphersystem-compendium.npcs.rnq3fP5XVmqEmZWG]{Assassin} @UUID[Compendium.cyphersystem-compendium.npcs.IXoOu0XGctC51WFn]{Cannibal} @UUID[Compendium.cyphersystem-compendium.npcs.jZT0TZAHaKkZ8kGv]{Crime boss} @UUID[Compendium.cyphersystem-compendium.npcs.17FhJIqwNpdkCE3Q]{Detective} @UUID[Compendium.cyphersystem-compendium.npcs.vamqtdZeooEZTvVA]{Guard} @UUID[Compendium.cyphersystem-compendium.npcs.mIkMohVYFvaiNwZB]{Occultist} @UUID[Compendium.cyphersystem-compendium.npcs.SMQHtX6tTqzNShpA]{Secret agent} @UUID[Compendium.cyphersystem-compendium.npcs.dxKy262U5XR9IQdV]{Thug} @UUID[Compendium.cyphersystem-compendium.npcs.T49YQrtaJRk1stLD]{Wizard, mighty}

","markdown":""},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"ownership":{"default":-1},"flags":{}},{"sort":599952,"name":"Cyphers","type":"text","_id":"xLSayIO5g61IGlUa","title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"

Cyphers are one-use abilities that characters gain over the course of play. They have cool powers that can heal, make attacks, ease or hinder task rolls, or (in a more supernatural and extreme example) produce effects such as nullifying gravity or turning something invisible.

Most cyphers aren’t physical objects—just something useful that happens right when you need it. They might be a burst of insight that allows a character to make a perfectly executed attack, a lucky guess when using a computer terminal, a coincidental distraction that gives you an advantage against an NPC, or a supernatural entity that makes things work out in your favor. In some games, cyphers come in the form of items, like magic potions or bits of alien technology.

Cyphers that don’t have a physical form are called subtle cyphers.

Cyphers that have a physical form are called manifest cyphers.

Regardless of their form, cyphers are single-use effects and are always consumed when used. Unless a cypher’s description says otherwise, it works only for the character who activates it. For example, a PC can’t use an enduring shield cypher on a friend.

Cyphers are a game mechanic designed for frequent discovery and use. PCs can have only a small number of cyphers at any given time, and since they’re always finding more, they’re encouraged to use them at a steady pace.

In theory, the cyphers gained by the PCs are determined randomly. However, the GM can allow PCs to acquire or find them intentionally as well. Cyphers are gained with such regularity that the PCs should feel that they can use them freely. There will always be more, and they’ll have different benefits. This means that in gameplay, cyphers are less like gear or treasure and more like character abilities that the players don’t choose. This leads to fun game moments where a player can say “Well, I’ve got an X that might help in this situation,” and X is always different. X might be an intuitive understanding of the local computer network, a favor from the Faerie Court, an explosive device, a short-range teleporter, or a force field. It might be a powerful magnet or a prayer that will cure disease. It could be anything. Cyphers keep the game fresh and interesting. Over time, characters can learn how to safely carry more and more cyphers at the same time, so cyphers really do seem more like abilities and less like gear.

“Carry” in this sense refers to both subtle cyphers and manifest cyphers, though a PC may not actually carry anything that physically represents the cypher. A character thrown into prison without their equipment might still have subtle cyphers.

Cyphers don’t have to be used to make room for new ones. For subtle cyphers, a character can just use an action to “lose” the cypher, freeing up space to “find” one later (once a subtle cypher is discarded this way, it is gone and can’t be recovered). For manifest cyphers, it’s perfectly acceptable for the PCs to stash one elsewhere for later use; of course, that doesn’t mean it will still be there when they return.

Why Cyphers?

Cyphers are (not surprisingly, based on the name) the heart of the Cypher System. This is because characters in this game have some abilities that rarely or never change and can always be counted on—pretty much like in all games—and they have some abilities that are ever-changing and inject a great deal of variability in play. They are the major reason why no Cypher System game session should ever be dull or feel just like the last session. This week your character can solve the problem by walking through walls, but last time it was because you could create an explosion that could level a city block.

The Cypher System, then, is one where PC abilities are fluid, with the GM and the players both having a role in their choice, their assignment, and their use. Although many things separate the game system from others, this aspect makes it unique, because cyphers recognize the importance and value of two things:

  1. “Treasure,” because character abilities make the game fun and exciting. In fact, in the early days of roleplaying, treasure (usually in the form of magic items found in dungeons) was really the only customization of characters that existed. One of the drives to go out and have adventures is so you can discover cool new things that help you when you go on even more adventures. This is true in many RPGs, but in the Cypher System, it’s built right into the game’s core.

  2. Letting the GM have a hand in determining PC abilities makes the game move more smoothly. Some GMs prefer to roll cyphers randomly, but some do not. For example, giving the PCs a cypher that will allow them to teleport far away might be a secret adventure seed placed by a forward-thinking GM. Because the GM has an idea of where the story is going, they can use cyphers to help guide the path. Alternatively, if the GM is open to it, they can give out cyphers that enable the characters to take a more proactive role (such as teleporting anywhere they want). Perhaps most important, they can do these things without worrying about the long-term ramifications of the ability. A device that lets you teleport multiple times might really mess up the game over the long term. But once? That’s just fun.

Cypher Limits

All characters have a maximum number of cyphers they can have at any one time, determined by their type. If a character ever attempts to carry more, random cyphers instantly disappear until the PC has a number of cyphers equal to their maximum (depending on the genre of the campaign, subtle cyphers may be more or less likely to vanish this way). These vanished cyphers are not recoverable.

Subtle Cyphers

Subtle (nonphysical) cyphers are a way to introduce cyphers into a game without overt “powered stuff”—no potions, alien crystals, or anything of that nature. They’re most useful, perhaps, in a modern or horror setting without obvious fantasy elements. Subtle cyphers are more like the inherent abilities PCs have, adding boosts to Edge, recovering points from Pools, coming up with ideas, and so on. In general, these are commonplace, non-supernatural effects—a subtle cypher wouldn’t create a laser beam or allow a character to walk through a wall. They don’t break the fragile bubble of believability in genres where flashy powers and abilities don’t make a lot of sense.

Subtle cyphers are particularly nice in a genre where the PCs are supposed to be normal people. The cyphers can simply be an expression of innate capabilities in characters that aren’t always dependable. And in many ways, that’s probably more realistic than an ability you can count on with certainty, because in real life, some days you can jump over a fence, and some days you just can’t.

Concepts for subtle cyphers include the following:

Good fortune: Once in a while, things just go your way. You’re in the right place at the right time.

Inspirations: Sometimes you get inspired to do something you’ve never done before and might not be able to do again. Call it adrenaline mixed with the right motivation, or just doing the right thing at the right place at the right time. Who can really define it? Life’s funny that way.

Alien concepts: Complex and utterly inhuman memes enter our world and worm their way into and out of human consciousness. When this happens, it can cause mental distress and disorientation. It can also grant impossible abilities and advantages.

Blessings: In a fantasy world, there are nine gods. Each morning, all intelligent residents of the world pray to one of the gods, and some of the faithful gain a divine blessing. Some people believe that praying to different gods gives you different blessings.

Earworms: You know how some songs pop into your head and just won’t leave? There’s a power to those songs, and the right people know how to harness it. Make the songs disturbing or reminiscent of evil chants, and you’ve got a perfect cypher concept for a horror campaign.

Mysterious transmissions: What’s that buzzing? That mechanical chittering? Those numbers repeating over and over? And why can only some people hear it? A few who are aware of the sounds have learned how to make use of them.

Supernatural powers: Mental or mystical energies constantly shift and change, ebb and flow. But you’ve figured out how to attune your mind to them. There are no physical actions or paraphernalia required—just an inner conduit to the numinous.

Discovering Subtle Cyphers

Since subtle cyphers aren’t physical objects, GMs will need to figure out when to give PCs new ones to replace the ones they have used. The cyphers probably shouldn’t be tied to actions entirely under the characters’ control—in other words, they shouldn’t come as a result of meditation or anything of that nature. Instead, the GM should choose significant points in the story when new cyphers might simply come unbidden to the PCs. In the broader view, this is no different than manifest cyphers placed as treasure in a creature’s lair, a secret cache, or somewhere else for the characters to find. Either way, the GM is picking good spots to “refill” potentially used cypher-based abilities.

Subtle cyphers are often found in groups of one to six (the GM can roll 1d6 to determine the number). The GM might randomly assign the cyphers to each PC who has space for more, or present a selection of cyphers to the group and allow the players to choose which ones they want for their characters. Characters should immediately know what their subtle cyphers do. If a PC activates a healing subtle cypher when they think it’s something to help pick a lock, that’s a waste of a useful character ability.

PCs might be able to obtain subtle cyphers from NPCs or in unusual circumstances as gifts, boons, or blessings, even asking for a particular kind of subtle cypher, such as healing, protection, or skill. For example, PCs who make a donation at a temple of a healing goddess could ask to receive a blessing (subtle cypher) that allows them to speak a healing prayer that restores points to one of their Pools. An NPC wizard who owes the PCs a favor might cast a spell on them that deflects one weapon if they say a magic word. An alien pylon might grant knowledge of a strange mental code that lets a person see in the dark for a few hours.

A PC can also acquire a new subtle cypher by spending 1 XP on one of the following player intrusions:

General cypher: You ask the GM for a general subtle cypher, such as “healing,” “movement,” “defense,” or perhaps something as specific as “flight.” The GM gives you a cypher that meets that description and randomly determines its level. If you don’t have space for this cypher, you immediately lose one of your current cyphers (your choice) and the new cypher takes its place.

Specific cypher: You ask the GM for a specific subtle cypher (such as a curative or stim) of a specific level. Make an Intellect roll with a difficulty equal to the cypher’s level plus 1. If you have had this cypher before, the task is eased. If you fail the roll, you do not gain a cypher. If you succeed, the GM gives you that subtle cypher at that level. If you don’t have space for this new cypher, you immediately lose one of your current cyphers (your choice) and the new cypher takes its place. Whether or not you succeed at the roll, the 1 XP is spent.

Manifest Cyphers

Because manifest cyphers are physical objects, and people are familiar with the idea of finding “treasure” as part of playing an RPG, these kinds of cyphers are easy to get into the hands of the PCs. They are often found in groups of one to six (the GM can roll 1d6 to determine the number), usually because the characters are searching for them. They might be among the possessions of a fallen foe, hidden in a secret room, or scattered amid the wreckage of a crashed starship. The GM can prepare a list ahead of time of what successful searchers find. Sometimes this list is random, and sometimes there is logic behind it. For example, a warlock’s laboratory might contain four different magic potions that the PCs can find.

If the characters search for cyphers, the GM sets the difficulty of the task. It is usually 3 or 4, and scavenging can take fifteen minutes to an hour.

Scavenging is not the only way to obtain manifest cyphers. They can also be given as gifts, traded with merchants, or sometimes purchased in a shop.

Unlike subtle cyphers, characters don’t automatically know what manifest cyphers do. Once the PCs find a manifest cypher, identifying it is a separate task, based on Intellect and modified by knowledge of the topic at hand. In a fantasy setting, that knowledge would probably be magic, but in a science fiction setting, it might be technology. The GM sets the difficulty of the task, but it is usually 1 or 2. Thus, even the smallest amount of knowledge means that cypher identification is automatic. The process takes one to ten minutes. If the PCs can’t identify a cypher, they can bring it to an expert for identification and perhaps trade, if desired.

Manifest Cyphers Duplicating Subtle Cyphers

Lots of overlap exists between what subtle cyphers and manifest cyphers can do. Nearly anything that can be explained as a subtle cypher can just as easily be a magic item, scientific device, or other manifest object. A bit of luck that helps you sneak (a subtle cypher) and a potion that helps you sneak (a manifest cypher) do the exact same thing for a character. One advantage of manifest cyphers is that characters can easily trade them to each other or sell them to NPCs. On the other hand, manifest cyphers can be dropped or stolen, and subtle cyphers can’t.

It’s fine if the GM decides to include both kinds of cyphers in the same game. A horror game could begin with the PCs as normal people with subtle cyphers, but as time goes on, they find one-use spells in occult tomes, weird potions, and bone dust that has strange powers.

Using Cyphers

The action to use a cypher is Intellect based unless described otherwise or logic suggests otherwise. For example, throwing an explosive might be Speed based because the device is physical and not really technical, but using a ray emitter is Intellect based.

Because cyphers are single-use items, cyphers used to make attacks can never be used with the Spray or Arc Spray abilities that some characters might have. They are never treated as rapid-fire weapons.

Identified manifest cyphers can be used automatically. Once a manifest cypher is activated, if it has an ongoing effect, that effect applies only to the character who activated the cypher. A PC can’t activate a cypher and then hand it to another character to reap the benefits.

A character can attempt to use a manifest cypher that has not been identified; this is usually an Intellect task using the cypher’s level. Failure might mean that the PC can’t figure out how to use the cypher or that they use it incorrectly (GM’s discretion). Of course, even if the PC activates the unidentified cypher, they have no idea what its effect will be.

Cyphers are meant to be used regularly and often. If PCs are hoarding or saving their cyphers, feel free to give them a reason to put the cyphers into play.

Cypher Levels and Effects

All cyphers have a level and an effect. The level sometimes determines an aspect of the cypher’s power (how much damage it inflicts, for example) but otherwise it only determines the general efficacy, the way level works with any object. The Level entry for a cypher is usually a die roll, sometimes with a modifier, such as 1d6 or 1d6 + 4. The GM can roll to determine the cypher’s level, or can allow the player to roll when they receive the cypher.

Normal and Fantastic Effects

Cypher effects fall into two categories: normal and fantastic. Normal effects are things that could reasonably happen or be explained in the normal physical world we’re familiar with. Fantastic effects are things that can’t. A normal person could hit a target 240 feet (73 m) away with a football, quickly get over a cold, run across a tightrope, or multiply two two-digit numbers in their head. These tasks are difficult, but possible. A normal person can’t throw an armored car, regrow a severed arm, create a robot out of thin air, or control gravity with their mind. These tasks are impossible according to the world as we know it. Cypher effects are either normal (possible) or fantastic (impossible according to the world as we know it).

Normal cypher effects should be available to PCs regardless of the genre of your game. It’s perfectly reasonable for a modern, fantasy, horror, science fiction, or superhero PC to have a cypher that gives them a one-use bonus on an attack or skill task, lets them take a quick breather to recover a few points in a Pool, or helps them focus their will to avoid distractions or fatigue.

Fantastic cypher effects should be limited to games where magic, technology, or other factors stretch the definition of “impossible.” A cypher that turns a corpse into a zombie is out of place in a non-fantastic modern game, but is perfectly reasonable for a fantasy, science fiction, or superhero game, or even a horror game where zombies exist, as long as the GM decides there is an appropriate story explanation for it. The zombie cypher might be a necromantic spell in a fantasy or superhero game, a code that activates a swarm of nanobots in a science fiction game, or a virus in a horror game. The rules categorize some cypher effects as fantastic to help the GM decide whether to exclude cyphers that don’t fit the game they’re running. For example, it is appropriate for a GM running a zombie horror survival game set in 1990s Georgia to allow the zombie-creating cypher but not a teleportation cypher, because creating a zombie is a fantastic effect that fits the setting and teleportation isn’t.

Fantastic cyphers can be subtle or manifest.

Optional Rule: Normal Cyphers Duplicating Fantastic Effects

If the GM and players are willing to stretch their imaginations a bit, it’s possible to include some fantastic cypher effects in a game where only normal cypher effects should exist, even if the PCs are only using subtle cyphers. The player using the cypher just needs to come up with a practical, realistic explanation for how the fantastic result occurred (perhaps with a much shorter or reduced effect than what’s described in the cypher text).

For example, a PC with a phase changer who is trapped in a prison cell could say that instead of physically phasing through the wall, using the cypher means they find a long-forgotten secret door connected to a narrow hallway leading to safety. A PC with a fire detonation could say they notice a can of paint thinner in the room, kick it over, and throw a table lamp into the spill, creating a spark and a momentary burst of harmful flames. A PC with a monoblade could say they spot structural flaws in an opponent’s armor, allowing them to attack for the rest of that combat in such a way that the foe’s Armor doesn’t count.

These interpretations of fantastic cyphers in a non-fantastic setting require player ingenuity and GM willingness to embrace creative solutions (similar to players using player intrusions to make a change in the game world). The GM always has the right to veto the explanation for the fantastic effect, allowing the player to choose a different action instead of using the fantastic cypher.

Manifest Cypher Forms

None of the manifest cyphers in this chapter have a stated physical form. The entries don’t tell you if something is a potion, a pill, or a device you hold in your hands because that sort of detail varies greatly from genre to genre. Are they magic? Are they tech? Are they symbiotic creatures with programmed DNA? That’s up to the GM. It’s flavor, not mechanics. It’s as important or unimportant as the style of an NPC’s hair or the color of the car the bad guys are driving. In other words, it’s the kind of thing that is important in a roleplaying game, but at the same time doesn’t actually change anything (and RPGs have a lot of things like that, if you think about it).

A manifest cypher’s physical form can be anything at all, but there are some obvious choices based on genre. The GM can design a setting that uses just one type—for example, a magical world where all cyphers are potions made by faeries. Or they can use many types, perhaps mixing them from different genres. Some suggestions include the following.

Fantasy/Fairy Tale: Potions, scrolls, runeplates, tattoos, charms, powders, crystals, books with words of power.

Modern/Romance: Drugs (injections, pills, inhalants), viruses, smartphone apps.

Science Fiction/Post-Apocalyptic: Drugs (injections, pills, inhalants), computer programs, crystals, gadgets, viruses, biological implants, mechanical implants, nanotechnological injections.

Horror: Burrowing worms or insects, pages from forbidden books, horrific images.

Superhero: Forms from all the other genres.

Cypher Tables

@UUID[Compendium.cyphersystem-compendium.cypher-roll-tables.Bn74yPIGZJTwA9yO]{Manifest Cypher Table} @UUID[Compendium.cyphersystem-compendium.cypher-roll-tables.yXkmPLGNM6UH5nkx]{Subtle Cypher Table} @UUID[Compendium.cyphersystem-compendium.cypher-roll-tables.tAjYZpL0GKkROZpR]{Fantastic Cypher Table}

A Listing of Various Cyphers

All cyphers in this section may be manifest cyphers. It is the GM’s discretion whether a particular cypher can be a subtle cypher, and that decision usually depends on the setting. (The tables indicating subtle, manifest, and fantastic cyphers are just suggestions for a typical campaign setting.)

@UUID[Compendium.cyphersystem-compendium.cyphers.nB8zfVWuIB1VvHGl]{Adhesion} @UUID[Compendium.cyphersystem-compendium.cyphers.gXzG3cEX6b15T7fh]{Age taker} @UUID[Compendium.cyphersystem-compendium.cyphers.ss48CDstie5AjXsb]{Analeptic} @UUID[Compendium.cyphersystem-compendium.cyphers.kgft4WfHxO9r06wb]{Antivenom} @UUID[Compendium.cyphersystem-compendium.cyphers.KZ2X27pebWbEvQXQ]{Armor reinforcer} @UUID[Compendium.cyphersystem-compendium.cyphers.uqL6JmysWKztajSP]{Attractor} @UUID[Compendium.cyphersystem-compendium.cyphers.FfAhElBEyjyd4E17]{Banishing} @UUID[Compendium.cyphersystem-compendium.cyphers.bxWMBr5i7Lfxid9Q]{Best tool} @UUID[Compendium.cyphersystem-compendium.cyphers.dymzqQ69RJGT8TEs]{Blackout} @UUID[Compendium.cyphersystem-compendium.cyphers.z7B2LxlcLfLMkTFw]{Blinking} @UUID[Compendium.cyphersystem-compendium.cyphers.vji8MXWxGxr3A9jp]{Burst of speed} @UUID[Compendium.cyphersystem-compendium.cyphers.WIDPRS1tIpL3pa5F]{Catholicon} @UUID[Compendium.cyphersystem-compendium.cyphers.k8SHSyIu2KzAZja7]{Chemical factory} @UUID[Compendium.cyphersystem-compendium.cyphers.o4AITObjEyBSsjR1]{Comprehension} @UUID[Compendium.cyphersystem-compendium.cyphers.88PKQNeHojZRVZLd]{Condition remover} @UUID[Compendium.cyphersystem-compendium.cyphers.cjFun20hsxOrU4UF]{Contingent activator} @UUID[Compendium.cyphersystem-compendium.cyphers.8NupmDC7tXJhHdy3]{Controlled blinking} @UUID[Compendium.cyphersystem-compendium.cyphers.ewaouF5H001ecJI2]{Curative} @UUID[Compendium.cyphersystem-compendium.cyphers.J2uXPzk3Q3o9Fwpe]{Curse bringer} @UUID[Compendium.cyphersystem-compendium.cyphers.IxserEHDalfrzdvG]{Darksight} @UUID[Compendium.cyphersystem-compendium.cyphers.7ZAyXJ8gyV4ao0wO]{Death bringer} @UUID[Compendium.cyphersystem-compendium.cyphers.DRkKlxg4WKwUgl7T]{Density} @UUID[Compendium.cyphersystem-compendium.cyphers.GxcYZVXI0R3cMeMp]{Detonation} @UUID[Compendium.cyphersystem-compendium.cyphers.bzGwdlL0ZLPsxK9v]{Detonation (creature)} @UUID[Compendium.cyphersystem-compendium.cyphers.Z5An8np1ZHSTSWet]{Detonation (dessicating)} @UUID[Compendium.cyphersystem-compendium.cyphers.RkOFWVFfuWHSGBVf]{Detonation (flash)} @UUID[Compendium.cyphersystem-compendium.cyphers.GPk5tYAHThxyIj6p]{Detonation (gravity inversion)} @UUID[Compendium.cyphersystem-compendium.cyphers.0WWb6gMnrICVA77C]{Detonation (gravity)} @UUID[Compendium.cyphersystem-compendium.cyphers.VhbqMkTUgBS24ZV8]{Detonation (massive)} @UUID[Compendium.cyphersystem-compendium.cyphers.FaQAOTHsz8kAwYva]{Detonation (matter disruption)} @UUID[Compendium.cyphersystem-compendium.cyphers.54PPya95rv4yA3O5]{Detonation (pressure)} @UUID[Compendium.cyphersystem-compendium.cyphers.DuYwDKUWCozANHfi]{Detonation (singularity)} @UUID[Compendium.cyphersystem-compendium.cyphers.hIxIA4943U1u3a9M]{Detonation (sonic)} @UUID[Compendium.cyphersystem-compendium.cyphers.PIuFZaZUI84aZvSj]{Detonation (spawn)} @UUID[Compendium.cyphersystem-compendium.cyphers.bIcebdBZfthtc7gn]{Detonation (web)} @UUID[Compendium.cyphersystem-compendium.cyphers.q5zVuR0m6OyMBS3o]{Disarm} @UUID[Compendium.cyphersystem-compendium.cyphers.wRrdISsr5cmCYZX1]{Disguise module} @UUID[Compendium.cyphersystem-compendium.cyphers.FItOrZq5fp17b99h]{Disrupting} @UUID[Compendium.cyphersystem-compendium.cyphers.dYPtdYIVh8Fw2j0I]{Eagleseye} @UUID[Compendium.cyphersystem-compendium.cyphers.wlbjzEJE7xJQejRu]{Effect resistance} @UUID[Compendium.cyphersystem-compendium.cyphers.NeLV59uT8r0aOBYv]{Effort enhancer (combat)} @UUID[Compendium.cyphersystem-compendium.cyphers.Sq85TkiuqKKZEcZa]{Effort enhancer (noncombat)} @UUID[Compendium.cyphersystem-compendium.cyphers.29q4icxpIjmPru2K]{Enduring shield} @UUID[Compendium.cyphersystem-compendium.cyphers.40DQrFLuDX017odb]{Equipment cache} @UUID[Compendium.cyphersystem-compendium.cyphers.h5TSiPn7BeeIobmN]{Farsight} @UUID[Compendium.cyphersystem-compendium.cyphers.oNuUwELrZDJY1mIf]{Fireproofing} @UUID[Compendium.cyphersystem-compendium.cyphers.fl9zbMTjxj8vy6kJ]{Flame-retardant wall} @UUID[Compendium.cyphersystem-compendium.cyphers.SJDuyxdMrDv6FaGy]{Force cube} @UUID[Compendium.cyphersystem-compendium.cyphers.dQligdNAYAr6wWdE]{Force field} @UUID[Compendium.cyphersystem-compendium.cyphers.uBDH4lBnOxOXh5CF]{Force screen projector} @UUID[Compendium.cyphersystem-compendium.cyphers.m3NxCCUGiLIKIJNw]{Force shield projector} @UUID[Compendium.cyphersystem-compendium.cyphers.w96EvfwEri9x5Mct]{Friction reducer} @UUID[Compendium.cyphersystem-compendium.cyphers.R88ueN5kMGSameYW]{Frigid wall} @UUID[Compendium.cyphersystem-compendium.cyphers.4L0etvDYulpV4ksR]{Gas bomb} @UUID[Compendium.cyphersystem-compendium.cyphers.pNqglMkBswKP2ICu]{Gravity nullifier} @UUID[Compendium.cyphersystem-compendium.cyphers.vk0FLEfC4YB7dbQs]{Gravity-nullifying application} @UUID[Compendium.cyphersystem-compendium.cyphers.aeBDWdPvxdfj3pfs]{Heat attack} @UUID[Compendium.cyphersystem-compendium.cyphers.7zM8O87dW3jbTnU6]{Hunter/seeker} @UUID[Compendium.cyphersystem-compendium.cyphers.CtZSjgL4ckxcKYUP]{Image projector} @UUID[Compendium.cyphersystem-compendium.cyphers.ReuRZASIsUHgdhEg]{Inferno wall} @UUID[Compendium.cyphersystem-compendium.cyphers.XX53GbhoCBiHS6ks]{Infiltrator} @UUID[Compendium.cyphersystem-compendium.cyphers.AitEjkvspLX688ye]{Information sensor} @UUID[Compendium.cyphersystem-compendium.cyphers.x7qSUmMgvNqV0Ugn]{Instant servant} @UUID[Compendium.cyphersystem-compendium.cyphers.sJVUfXvSJucHYari]{Instant shelter} @UUID[Compendium.cyphersystem-compendium.cyphers.Y6EVgmva4C9tPihv]{Intellect booster} @UUID[Compendium.cyphersystem-compendium.cyphers.udWLm1XDgVieMEDu]{Intelligence enhancement} @UUID[Compendium.cyphersystem-compendium.cyphers.5tLchT3lzBveqkxp]{Knowledge enhancement} @UUID[Compendium.cyphersystem-compendium.cyphers.WXP9irBlSYL49O46]{Lightning wall} @UUID[Compendium.cyphersystem-compendium.cyphers.MTgWJDJa0xrNOUMa]{Machine control} @UUID[Compendium.cyphersystem-compendium.cyphers.Kn3VvkesD5GVq0iI]{Magnetic attack drill} @UUID[Compendium.cyphersystem-compendium.cyphers.yYUMQ6PEMdyJsi6u]{Magnetic master} @UUID[Compendium.cyphersystem-compendium.cyphers.6ccQDO1fUZfF3qdo]{Magnetic shield} @UUID[Compendium.cyphersystem-compendium.cyphers.3ww0ueljUh3Fu4WN]{Manipulation beam} @UUID[Compendium.cyphersystem-compendium.cyphers.E3QMkfRIuJeWQh76]{Matter transference ray} @UUID[Compendium.cyphersystem-compendium.cyphers.zqv51NhAhlMBm2lG]{Meditation aid} @UUID[Compendium.cyphersystem-compendium.cyphers.rAka1a1rfa6U9ejN]{Memory switch} @UUID[Compendium.cyphersystem-compendium.cyphers.GS3GUtjmhIYxF8vb]{Mental scrambler} @UUID[Compendium.cyphersystem-compendium.cyphers.y710ojHG9JfbAHXq]{Metal death} @UUID[Compendium.cyphersystem-compendium.cyphers.9MBc2aywmCotLHZs]{Mind meld} @UUID[Compendium.cyphersystem-compendium.cyphers.f9o3v4yUbE2rOvkA]{Mind stabilizer} @UUID[Compendium.cyphersystem-compendium.cyphers.sgjAHLqFtHWLzSeV]{Mind-restricting wall} @UUID[Compendium.cyphersystem-compendium.cyphers.qyafaJwEsqCVU5ht]{Monoblade} @UUID[Compendium.cyphersystem-compendium.cyphers.adjHowuCfAqznUtV]{Monohorn} @UUID[Compendium.cyphersystem-compendium.cyphers.nH3BFfduw18UhsrN]{Motion sensor} @UUID[Compendium.cyphersystem-compendium.cyphers.ExszgFle5nmrHPSR]{Null field} @UUID[Compendium.cyphersystem-compendium.cyphers.yjjqWOig22fCfvyg]{Nullification ray} @UUID[Compendium.cyphersystem-compendium.cyphers.olA86ZssOHAVcyP5]{Nutrition and hydration} @UUID[Compendium.cyphersystem-compendium.cyphers.NCqhAMpNrf26KCkC]{Perfect memory} @UUID[Compendium.cyphersystem-compendium.cyphers.pMUiPSVOb2VPa79t]{Perfection} @UUID[Compendium.cyphersystem-compendium.cyphers.erJlxWAzYxAbBQ3n]{Personal environment field} @UUID[Compendium.cyphersystem-compendium.cyphers.q94YaFRPnpA4Vbt0]{Phase changer} @UUID[Compendium.cyphersystem-compendium.cyphers.orMNNP5kLwGszIWW]{Phase disruptor} @UUID[Compendium.cyphersystem-compendium.cyphers.I1UIJPrkDAtfdvkn]{Poison (emotion)} @UUID[Compendium.cyphersystem-compendium.cyphers.ab9oUkAc67kwQMu2]{Poison (explosive)} @UUID[Compendium.cyphersystem-compendium.cyphers.TqA7pzI1VOquoZrC]{Poison (mind controlling)} @UUID[Compendium.cyphersystem-compendium.cyphers.LT8pmimmThAbwOL7]{Poison (mind disrupting)} @UUID[Compendium.cyphersystem-compendium.cyphers.WKHeAOo07TN0Waqi]{Psychic communique} @UUID[Compendium.cyphersystem-compendium.cyphers.NGMhAxHPKXqxyarE]{Radiation spike} @UUID[Compendium.cyphersystem-compendium.cyphers.yxlZQszosCzyRvSM]{Ray emitter} @UUID[Compendium.cyphersystem-compendium.cyphers.kl7d13qf7si94eU0]{Ray emitter (command)} @UUID[Compendium.cyphersystem-compendium.cyphers.TvIMvUr69aOV5DnE]{Ray emitter (fear)} @UUID[Compendium.cyphersystem-compendium.cyphers.7lZj0lmBqmrz41mZ]{Ray emitter (friend slaying)} @UUID[Compendium.cyphersystem-compendium.cyphers.LHL022Qn3YRfXYU4]{Ray emitter (mind disrupting)} @UUID[Compendium.cyphersystem-compendium.cyphers.NbYGmZjDHMEmmfDL]{Ray emitter (numbing)} @UUID[Compendium.cyphersystem-compendium.cyphers.sodipYPbrbjALaH2]{Ray emitter (paralysis)} @UUID[Compendium.cyphersystem-compendium.cyphers.RSQzv6fY9P8vLQSh]{Reality spike} @UUID[Compendium.cyphersystem-compendium.cyphers.kgflNP6FVsspfutd]{Reflex enhancer} @UUID[Compendium.cyphersystem-compendium.cyphers.sdd3hhCzs5N0ZqP0]{Rejuvenator} @UUID[Compendium.cyphersystem-compendium.cyphers.8RpaNEaONagWqTTE]{Remembering} @UUID[Compendium.cyphersystem-compendium.cyphers.waaI5OVVCpZC7NLT]{Remote viewer} @UUID[Compendium.cyphersystem-compendium.cyphers.agDsGHiI4x9A0X0J]{Repair unit} @UUID[Compendium.cyphersystem-compendium.cyphers.qOLNoDFQpXZhsbCE]{Repeater} @UUID[Compendium.cyphersystem-compendium.cyphers.MycMQnAtFVkx7xjm]{Repel} @UUID[Compendium.cyphersystem-compendium.cyphers.lN1Qw9izMoo3NSbj]{Retaliation} @UUID[Compendium.cyphersystem-compendium.cyphers.zb8P9KDZaQ0j1exJ]{Secret} @UUID[Compendium.cyphersystem-compendium.cyphers.BmQhgfCQMQpMkwzg]{Sheen} @UUID[Compendium.cyphersystem-compendium.cyphers.hh2zZUmsmHCEUi8t]{Shock attack} @UUID[Compendium.cyphersystem-compendium.cyphers.EMaQ9DgLEL4DkPKD]{Shocker} @UUID[Compendium.cyphersystem-compendium.cyphers.ucJ3400aQrIR73I5]{Skill boost} @UUID[Compendium.cyphersystem-compendium.cyphers.4Bhy1bp5s8LqJR6r]{Slave maker} @UUID[Compendium.cyphersystem-compendium.cyphers.yqc7dFfKI5CTH81u]{Sleep inducer} @UUID[Compendium.cyphersystem-compendium.cyphers.k2hOy8OzSxgmhlIc]{Sniper module} @UUID[Compendium.cyphersystem-compendium.cyphers.9iFJZJ2Plks6CY7g]{Solvent} @UUID[Compendium.cyphersystem-compendium.cyphers.RhpzlF2Olodtf9J5]{Sonic hole} @UUID[Compendium.cyphersystem-compendium.cyphers.kBuARKz133ENxC8s]{Sound dampener} @UUID[Compendium.cyphersystem-compendium.cyphers.9SAuP9To5rJFzGR5]{Spatial warp} @UUID[Compendium.cyphersystem-compendium.cyphers.vs0hACATS83S9qUV]{Speed boost} @UUID[Compendium.cyphersystem-compendium.cyphers.O3yE0thccVVxTIiR]{Spy} @UUID[Compendium.cyphersystem-compendium.cyphers.FhWwzSoVBPzRfGch]{Stasis keeper}@UUID[Compendium.cyphersystem-compendium.cyphers.yazxGwqNVgyQGOPy]{Stim} @UUID[Compendium.cyphersystem-compendium.cyphers.exM6Flwc1g5UuC0q]{Strength boost} @UUID[Compendium.cyphersystem-compendium.cyphers.tSjCuPBJ8j8pIKqx]{Strength enhancer} @UUID[Compendium.cyphersystem-compendium.cyphers.E1GNoFsIMME2xcx8]{Subdual field} @UUID[Compendium.cyphersystem-compendium.cyphers.yeSsoCybAMSvVkSs]{Telepathy} @UUID[Compendium.cyphersystem-compendium.cyphers.VljAPSeYkXKcIkEd]{Teleporter (bounder)} @UUID[Compendium.cyphersystem-compendium.cyphers.4OErRBLP8HYZAnFc]{Teleporter (interstellar)} @UUID[Compendium.cyphersystem-compendium.cyphers.NWJ7mAY1VcxRBTaL]{Teleporter (planetary)} @UUID[Compendium.cyphersystem-compendium.cyphers.SKZrMCk2llIoKiU9]{Teleporter (traveler)} @UUID[Compendium.cyphersystem-compendium.cyphers.4bRwVWF2KHdSZOgh]{Temporal viewer} @UUID[Compendium.cyphersystem-compendium.cyphers.Q0Lj9McM3BanRLQ6]{Time dilation (defensive)} @UUID[Compendium.cyphersystem-compendium.cyphers.66kpaEIObWuovj11]{Time dilation (offensive)} @UUID[Compendium.cyphersystem-compendium.cyphers.ad7NVyxLv9YECCem]{Tissue regeneration} @UUID[Compendium.cyphersystem-compendium.cyphers.t2QXZKVmfQViAo4T]{Tracer} @UUID[Compendium.cyphersystem-compendium.cyphers.TFKQbAknncq4lMEV]{Trick embedder} @UUID[Compendium.cyphersystem-compendium.cyphers.sgBfROg7iUCCezZ8]{Uninterruptible power source} @UUID[Compendium.cyphersystem-compendium.cyphers.IVYgnh80vNTZ9gBf]{Vanisher} @UUID[Compendium.cyphersystem-compendium.cyphers.RcrVpX6UxbD3zTmR]{Visage changer} @UUID[Compendium.cyphersystem-compendium.cyphers.gSXLLLHYFumCsOAo]{Visual displacement device} @UUID[Compendium.cyphersystem-compendium.cyphers.0VkKJcPSO7Scn7Ef]{Vocal translator} @UUID[Compendium.cyphersystem-compendium.cyphers.SXrPkUbwR5IO6305]{Warmth} @UUID[Compendium.cyphersystem-compendium.cyphers.dHgtyDuK0uFBorWI]{Water adapter} @UUID[Compendium.cyphersystem-compendium.cyphers.vLodMbLfeliPpaol]{Weapon enhancement} @UUID[Compendium.cyphersystem-compendium.cyphers.uxXNL4ApwvCgvFAw]{Wings} @UUID[Compendium.cyphersystem-compendium.cyphers.ULHBUzdVa1eFiON2]{X-ray viewer} @UUID[Compendium.cyphersystem-compendium.cyphers.spdFY0JgxGdNMV7N]{Zero point field}

Power Boost Cyphers

These cyphers increase, modify, or improve a character’s existing powers. A burst boost cypher, for example, allows someone with the Bears a Halo of Fire focus to create a blast of fire in all directions, one time. Imagine this as being a fire-using superhero’s ability to “go nova.”

Power boost cyphers affect one use of a character’s abilities but do not require an action. Their use is part of the action that they affect.

Power boost cyphers are a special type of cypher. In some Cypher System games, they may be inappropriate, and in others, they may be the main (or only) type of cypher available, as determined by the GM. They can be either subtle or manifest.

@UUID[Compendium.cyphersystem-compendium.cyphers-power-boost.nlHGkmRztJaDi3Dj]{Area boost} @UUID[Compendium.cyphersystem-compendium.cyphers-power-boost.POLUtosUa7awAfW4]{Burst boost} @UUID[Compendium.cyphersystem-compendium.cyphers-power-boost.GEL5LkJCiQqEH1Nf]{Damage boost} @UUID[Compendium.cyphersystem-compendium.cyphers-power-boost.bEZrdVBmpzu4m3b8]{Efficacy boost (major)} @UUID[Compendium.cyphersystem-compendium.cyphers-power-boost.MLE2eQwkzrz9tVSC]{Efficacy boost (minor)} @UUID[Compendium.cyphersystem-compendium.cyphers-power-boost.xc7bsHHbEM84KLa9]{Energy boost} @UUID[Compendium.cyphersystem-compendium.cyphers-power-boost.AOWfJoOCbvwr9puF]{Range boost} @UUID[Compendium.cyphersystem-compendium.cyphers-power-boost.21qrMjA9SQFvWfkp]{Target boost}

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Setting Difficulty Ratings

The GM’s most important overall tasks are setting the stage and guiding the story created by the group (not the one created by the GM ahead of time). But setting difficulty is the most important mechanical task the GM has in the game. Although there are suggestions throughout this chapter for various difficulty ratings for certain actions, there is no master list of the difficulty for every action a PC can take. Instead, the Cypher System is designed with the “teach a person to fish” style of good game mastering in mind. (If you don’t know what that means, it comes from the old adage “Give a person a fish and they’ll eat for a day. Teach a person to fish and they’ll eat for a lifetime.” The idea is not to give GMs a ton of rules to memorize or reference, but to teach them how to make their own logical judgment calls.) Of course, most of the time, it’s not a matter of exact precision. If you say the difficulty is 3 and it “should” have been 4, the world’s not over.

For the most part, it really is as simple as rating something on a scale of 1 to 10, 1 being incredibly easy and 10 being basically impossible. The guidelines in the Task Difficulty table should help put you in the right frame of mind for assigning difficulty to a task.

For example, we make the distinction between something that most people can do and something that trained people can do. In this case, “normal” means someone with absolutely no training, talent, or experience—imagine your ne’er-do-well, slightly overweight uncle trying a task he’s never tried before. “Trained” means the person has some level of instruction or experience but is not necessarily a professional.

With that in mind, think about the act of balance. With enough focus, most people can walk across a narrow bridge (like a fallen tree trunk). That suggests it is difficulty 2. However, walking across a narrow plank that’s only 3 inches (8 cm) wide? That’s probably more like difficulty 3. Now consider walking across a tightrope. That’s probably difficulty 5—a normal person can manage that only with a great deal of luck. Someone with some training can give it a go, but it’s still hard. Of course, a professional acrobat can do it easily. Consider, however, that the professional acrobat is specialized in the task, making it difficulty 3 for them. They probably are using Effort as well during their performance.

Let’s try another task. This time, consider how hard it might be to remember the name of the previous leader of the village where the character lives. The difficulty might be 0 or 1, depending on how long ago they were the leader and how well known they were. Let’s say it was thirty years ago and they were only mildly memorable, so it’s difficulty 1. Most people remember them, and with a little bit of effort, anyone can come up with their name. Now let’s consider the name of the leader’s daughter. That’s much harder. Assuming the daughter wasn’t famous in her own right, it’s probably difficulty 4. Even people who know a little about local history (that is to say, people who are trained in the subject) might not be able to remember it. But what about the name of the pet dog owned by the daughter’s spouse? That’s probably impossible. Who’s going to remember the name of an obscure person’s pet from thirty years ago? Basically no one. However, it’s not forbidden knowledge or a well-guarded secret, so it sounds like difficulty 7. Difficulty 7 is the rating that means “No one can do this, yet some people still do.” It’s not the stuff of legend, but it’s something you would assume people can’t do. When you think there’s no way you can get tickets for a sold-out concert, but somehow your friend manages to score a couple anyway, that’s difficulty 7. (See the next section for more on difficulties 7, 8, 9, and 10.)

If you’re talking about a task, ideally the difficulty shouldn’t be based on the character performing the task. Things don’t get inherently easier or harder depending on who is doing them. However, the truth is, the character does play into it as a judgment call. If the task is breaking down a wooden door, an 8-foot-tall (2 m) automaton made of metal with nuclear-driven motors should be better at breaking it down than an average human would be, but the task rating should be the same for both. Let’s say that the automaton’s nature effectively gives it two levels of training in such tasks. Thus, if the door has a difficulty rating of 4, but the automaton is specialized and reduces the difficulty to 2, it has a target number of 6. The human has no such specialization, so the difficulty remains 4, and the person has a target number of 12. However, when you set the difficulty of breaking down the door, don’t try to take all those differences into account. The GM should consider only the human because the Task Difficulty table is based on the ideal of a “normal” person, a “trained” person, and so on. It’s humanocentric.

Most characters probably are willing to use one or two levels of Effort on a task, and they might have an appropriate skill or asset to decrease the difficulty by a step. That means that a difficulty 4 task will often be treated as difficulty 2 or even 1, and those are easy rolls to make. Don’t hesitate, then, to pull out higher-level difficulties. The PCs can rise to the challenge, especially if they are experienced.

The Impossible Difficulties

Difficulties 7, 8, 9, and 10 are all technically impossible. Their target numbers are 21, 24, 27, and 30, and you can’t roll those numbers on a d20 no matter how many times you try. Consider, however, all the ways that a character can reduce difficulty. If someone spends a little Effort or has some skill or help, it brings difficulty 7 (target number 21) into the range of possibility—difficulty 6 (target number 18). Now consider that they have specialization, use a lot of Effort, and have help. That might bring the difficulty down to 1 or even 0 (reducing it by two steps from training and specialization, three or four steps from Effort, and one step from the asset of assistance). That practically impossible task just became routine. A fourth-tier character can and will do this—not every time, due to the cost, but perhaps once per game session. You have to be ready for that. A well-prepared, motivated sixth-tier character can do that even with a difficulty 10 task. Again, they won’t do it often (they’d have to apply six levels of Effort, and even with an Edge of 6 that would cost 7 points from their Pool, and that’s assuming they’re specialized and have two levels of assets), but it can happen if they’re really prepared for the task (being specialized and maxed out in asset opportunities reduces the difficulty by four more steps). That’s why sixth-tier characters are at the top of their field, so to speak.

False Precision

One way to look at difficulty is that each step of difficulty is worth 3 on the die. That is to say, hinder the task by one step, and the target number rises by 3. Ease the task by one step, and the target number is lowered by 3. Those kinds of changes are big, meaty chunks. Difficulty, as a game mechanic, is not terribly precise. It’s measured in large portions. You never have a target number of 13 or 14, for example—it’s always 3, 6, 9, 12, 15, and so on. (Technically, this is not true. If a character adds 1 to a d20 roll for some reason, it changes a target number of 15 to 14. But this is not worth much discussion.)

Imprecision is good in this case. It would be false precision to say that one lock has a target number of 14 and another has a target number of 15. What false precision means in this context is that it would be a delusion to think we can be that exact. Can you really say that one lock is 5% easier to pick than another? And more important, even if you could, is the difference worth noting? It’s better to interact with the world in larger, more meaningful chunks than to try to parse things so carefully. If we tried to rate everything on a scale of 1 to 30 (using target numbers and not difficulty), we’d start to get lost in the proverbial weeds coming up with a meaningful distinction between something rated as an 8 and something rated as a 9 on that scale.

Routine Actions

Don’t hesitate to make actions routine. Don’t call for die rolls when they’re not really needed. Sometimes GMs fall into the trap illustrated by this dialogue:

GM: What do you do?

Player: I _________.

GM: Okay, give me a roll.

That’s not a good instinct—at least, not for the Cypher System. Players should roll when it’s interesting or exciting. Otherwise, they should just do what they do. If the PCs tie a rope around something and use it to climb down into a pit, you could ask for tying rolls, climbing rolls, and so on, but why? Just to see if they roll terribly? So the rope can come undone at the wrong time, or a character’s hand can slip? Most of the time, that makes players feel inadequate and isn’t a lot of fun. A rope coming undone in the middle of an exciting chase scene or a battle can be a great complication (and that’s what GM intrusions are for). A rope coming undone in the middle of a simple “getting from point A to point B” scene only slows down gameplay. The real fun—the real story—is down in the pit. So get the PCs down there.

There are a million exceptions to this guideline, of course. If creatures are throwing poisoned darts at the PCs while they climb, that might make things more interesting and require a roll. If the pit is filled with acid and the PCs must climb halfway down, pull a lever, and come back up, that’s a situation where you should set difficulty and perhaps have a roll. If a PC is near death, carrying a fragile item of great importance, or something similar, climbing down the rope is tense, and a roll might add to the excitement. The important difference is that these kinds of complications have real consequences.

On the flip side, don’t be afraid to use GM intrusion on routine actions if it makes things more interesting. Walking up to the king in his audience chamber in the middle of a ceremony only to trip on a rug? That could have huge ramifications for the character and the story.

Other Ways to Judge Difficulty

Rating things on a scale of 1 to 10 is something that most people are very familiar with. You can also look at it as rating an object or creature on a similar scale, if that’s easier. In other words, if you don’t know how hard it would be to climb a particular cliff face, think of it as a creature the PCs have to fight. What level would the creature be? You could look in the Creatures chapter and say “I think this wall should be about as difficult to deal with as a demon. A demon is level 5, so the task of climbing the wall will be difficulty 5.” That’s a weird way to do it, perhaps, but it’s fairly straightforward. And if you’re the kind of GM who thinks in terms of “How tough will this fight be?” then maybe rating tasks as creatures or NPCs to fight isn’t so strange after all. It’s just another way to relate to them. The important thing is that they’re on the same scale. Similarly, if the PCs have to tackle a knowledge task—say, trying to determine if they know where a caravan is headed based on its tracks—you could rate the task in terms of an object. If you’re used to rating doors or other objects that the PCs have broken through recently, the knowledge task is just a different kind of barrier to bust through.

Everything in the Cypher System—characters, creatures, objects, tasks, and so on—has a level. It might be called a tier or a difficulty instead of a level, but ultimately it’s a numerical rating system used to compare things. Although you have to be careful about drawing too many correlations—a first-tier character isn’t easily compared to a difficulty 1 wall or a level 1 animal—the principle is the same. Everything can be rated and roughly compared to everything else in the world. (It works best to take PCs out of this equation. For example, you shouldn’t try to compare a PC’s tier to a wall’s level. Character tiers are mentioned here only for completeness.)

Last, if your mind leans toward statistics, you can look at difficulty as a percentage chance. Every number on the d20 is a 5% increment. For example, you have a 5% chance of rolling a 1. You have a 10% chance of rolling a 1 or a 2. Thus, if you need to roll a 12 or higher, you have a 45% chance of success. (A d20 has nine numbers that are 12 or higher: 12, 13, 14, 15, 16, 17, 18, 19, and 20. And 9 × 5 equals 45.)

For some people, it’s easier to think in terms of a percentage chance. A GM might think “She has about a 30% chance to know that fact about geography.” Each number on a d20 is a 5% increment, and it takes six increments to equal 30%, so there are six numbers that mean the PC succeeds: 15, 16, 17, 18, 19, and 20. Thus, since the player has to roll 15 or higher, that means the target number is 15. (And that means the task is level 5, but if you’ve already determined the target number, you likely don’t care about the level.)

Advantages to This System

  1. The GM makes measured adjustments in large, uniform steps. That makes things faster than if players had to do arithmetic using a range of all numbers from 1 to 20.

  2. You calculate a target number only once no matter how many times the PCs attempt the action. If you establish that the target number is 12, it’s 12 every time a PC tries that action. (On the other hand, if you had to add numbers to your die roll, you’d have to do it for every attempt.) Consider this fact in light of combat. Once a player knows that they need to roll a 12 or higher to hit a foe, combat moves very quickly.

  3. If a PC can reduce the difficulty of an action to 0, no roll is needed. This means that an Olympic gymnast doesn’t roll a die to walk across a balance beam, but the average person does. The task is initially rated the same for both, but the difficulty is reduced for the gymnast. There’s no chance of failure.

  4. This is how everything in the game works, whether it’s climbing a wall,
    sweet-talking a guard, or fighting a bioengineered horror.

  5. Perhaps most important, the system gives GMs the freedom to focus entirely on the flow of the game. The GM doesn’t use dice to determine what happens (unless you want to)—the players do. There aren’t a lot of different rules for different actions, so there is little to remember and very little to reference. The difficulty can be used as a narrative tool, with the challenges always meeting the expected logic of the game. All the GM’s mental space can be devoted to guiding the story.

GM Intrusion

GM intrusion is the main mechanic that the GM uses to inject drama and additional excitement into the game. It’s also a handy tool for resolving issues that affect the PCs but do not involve them. GM intrusion is a way to facilitate what goes on in the world outside the characters. Can the minotaur track the PCs’ movements through the maze? Will the fraying rope hold?

Since the players roll all the dice, GM intrusion is used to determine if and when something happens. For example, if the PCs are fighting a noble’s guards, and you (the GM) know that there are more guards nearby, you don’t need to roll dice to determine if the other guards hear the scuffle and intervene (unless you want to). You just decide when it would be best for the story—which is probably when it would be worst for the characters. In a way, GM intrusion replaces the GM’s die rolling.

The mechanic is also one of the main ways that GMs award experience points to the PCs. This means that you use experience points as a narrative tool. Whenever it seems appropriate, you can introduce complications into the game that affect a specific player, but when you do so, you give that player 1 XP. The player can refuse the intrusion, but doing so costs them 1 XP. So by refusing an intrusion, the player does not get the experience point that the GM is offering, and they lose one that they already have. (This kind of refusal is likely to happen very rarely in your game, if ever. And, obviously, a player can’t refuse an intrusion if they have no XP to spend.)

Here’s how a GM intrusion might work in play. Say the PCs find a hidden console with some buttons. They learn the right order in which to press the buttons, and a section of the floor disappears. As the GM, you don’t ask the players specifically where their characters are standing. Instead, you give a player 1 XP and say “Unfortunately, you’re standing directly over this new hole in the floor.” If the player wanted, they could refuse the XP, spend one of their own, and say “I leap aside to safety.” Most likely, though, they’ll make the defense roll that you call for and let it play out.

There are two ways for the GM to handle this kind of intrusion. You could say “You’re standing in the wrong place, so make a roll.” (It’s a Speed defense roll, of course.) Alternatively, you could say “You’re standing in the wrong place. The floor opens under your feet, and you fall down into the darkness.” In the first example, the PC has a chance to save themselves. In the second example, they don’t. Both are viable options. The distinction is based on any number of factors, including the situation, the characters involved, and the needs of the story. This might seem arbitrary or even capricious, but you’re the master of what the intrusion can and can’t do. RPG mechanics need consistency so players can make intelligent decisions based on how they understand the world to work. But they’ll never base their decisions on GM intrusions. They don’t know when intrusions will happen or what form they will take. GM intrusions are the unpredictable and strange twists of fate that affect a person’s life every day.

When player modifications (such as skill, Effort, and so on) determine that success is automatic, the GM can use GM intrusion to negate the automatic success. The player must roll for the action at its original difficulty level or target number 20, whichever is lower.

Remember, any time you give a player 1 XP for a GM intrusion, you’re actually giving them 2— one to keep and one to give to another player.

Using GM Intrusion as a Narrative Tool

A GM can use this narrative tool to steer things. That doesn’t mean railroad the players or direct the action of the game with a heavy hand. GM intrusion doesn’t enable you to say “You’re all captured, so here’s your 1 XP.” Instead, the GM can direct things more subtly—gently, almost imperceptibly influencing events rather than forcing them. GM intrusion represents things going wrong. The bad guys planning well. Fortune not favoring the characters.

Consider this scenario: the GM plants an interesting adventure seed in a small village, but the PCs don’t stay there long enough to find it. So just outside the village, the PCs run afoul of a vicious viper that bites one of them. The GM uses intrusion to say that the poison from the snake will make the character debilitated unless they get a large dose of a specific antitoxin, which the group doesn’t have. Of course, they aren’t required to go back to the village where the GM’s interesting adventure can start, but it’s likely that they will, looking for the antitoxin.

Some players might find intrusion heavy-handed, but the XP softens the blow. And remember, they can refuse these narrative nudges. Intrusion is not meant to be a railroading tool—just a bit of a rudder. Not an inescapable track, but a nudge here and there.

What’s more, the GM doesn’t need to have a deliberate goal in mind. The complication you introduce could simply make things more interesting. You might not know where it will take the story, just that it will make the story better.

This is wonderfully empowering to the GM—not in a “Ha ha, now I’ll trounce the PCs” way, but in an “I can control the narrative a little bit, steering it more toward the story I want to create rather than relying on the dice” sort of way. Consider that old classic plot development in which the PCs get captured and must escape from the bad guys. In heroic fiction, this is such a staple that it would almost seem strange if it didn’t happen. But in many roleplaying games, it’s a nearly impossible turn of events—the PCs usually have too many ways to get out of the bad guy’s clutches before they’re captured. The dice have to be wildly against them. It virtually never happens. With GM intrusion, it could happen (again, in the context of the larger encounter, not as a single intrusion that results in the entire group of PCs being captured with little explanation or chance to react).

For example, let’s say the PCs are surrounded by orcs. One character is badly injured—debilitated—and the rest are hurt. Some of the orcs produce a large weighted net. Rather than asking for a lot of rolls and figuring the mechanics for escape, you use intrusion and say that the net goes over the PCs who are still on their feet. The rest of the orcs point spears menacingly. This is a pretty strong cue to the players that surrender is a good (and possibly the only) option. Some players won’t take the hint, however, so another use of intrusion might allow the orcs to hit one of the trapped PCs on the head and render them unconscious while their friends struggle in the net. If the players still don’t surrender, it’s probably best to play out the rest of the encounter without more GM intrusions—using more would be heavy-handed by anyone’s measure—although it’s perfectly reasonable to rule that a character rendered debilitated is knocked unconscious, since the orcs are trying to take the PCs alive.

Remember that GM intrusions can occur at any time, not just during combat. Disrupting or changing a tense interaction with NPCs can have big repercussions.

Using GM Intrusion as a Resolution Mechanic

This mechanic offers a way for the GM to determine how things happen in the game without leaving it all to random chance. Bad guys trying to smash down the door to the room where the PCs are holed up? You could roll a bunch of dice, compare the NPCs’ stats to the door’s stats, and so on, or you could wait until the most interesting time, have the bad guys break in, and award an experience point to the PC who tried their best to bar the door. The latter way is the Cypher System way. Intrusion is a task resolution tool for the GM. In other words, you don’t base things on stats but on narrative choice. (Frankly, a lot of great GMs over the years—even in the very early days of the hobby—have run their games this way. Sometimes they rolled dice or pretended to roll dice, but they were really manipulating things.) This method frees the GM from worrying about mechanics and looking up stats and allows them to focus on the story.

This isn’t cheating—it’s the rules of the game. This rule simply replaces traditional dice rolling with good game mastering, logic, and intelligent storytelling. When a PC is climbing a burning rope, and everyone knows that it will break at some point, the game has a mechanism to ensure that it breaks at just the right time.

Variant: If you want more randomness in your game, or if you want your game to seem like more of a simulation, assign a flat percentage chance for whatever you’re trying to resolve. For example, each round, the star troopers have a 20% chance to blast through the door—or, if you want the risk to escalate, a cumulative 20% chance to blast through the door. By not using GM intrusion, this method robs the PCs of a few XP, but when they see you rolling dice, it might help with their immersion. Alternatively, you can pretend to roll dice but really use GM intrusion, though this method seriously robs the characters of XP.

There’s a better way. Announce your intrusion, but say that there’s only a chance it will happen (state the percentage chance), and then roll the dice in plain view of everyone. If the intrusion occurs, award the XP as normal. This is likely the best of both worlds. However, it takes the narrative power out of your hands and gives it to the dice. Perhaps this method is best used only occasionally. If nothing else, it injects some variety and certainly some drama.

Using (and Not Abusing) GM Intrusion

Too much of a good thing will make the game seem utterly unpredictable—even capricious. The ideal is to use about four GM intrusions per game session, depending on the length of the session, or about one intrusion per hour of game play. This is in addition to any intrusions that are triggered by players rolling a 1.

Intrusion Through Player Rolls

When a PC rolls a 1, handle the GM intrusion the same way that you’d handle an intrusion you initiated. The intrusion could mean the PC fumbles or botches whatever they were trying to do, but it could mean something else. Consider these alternatives:

This might not be true of your players, but many players rarely, if ever, spend XP to refuse an intrusion from the GM, though they regularly use XP to avoid an intrusion that comes from a bad roll. And there’s nothing wrong with that. Some GMs might want to forbid using an XP to reroll a 1, but there’s really no point—if you’ve got an idea for a good intrusion, you don’t need to wait until a player rolls a 1 to use it.

GM Intrusion That Affects the Group

The core of the idea behind GM intrusion is that the player being adversely affected gains an experience point. But what if the intrusion affects the whole group equally? What if the GM uses it to have an unstable device overload and explode, harming all the characters? In this case, if no PC is involved more than the others (for example, no single PC was frantically attempting to repair the device), you should give 1 XP to each character but not give any of them an extra XP to hand out to someone else.

However, this kind of group intrusion should be an exception, not the rule. GM intrusions are much more effective if they are more personal.

Example GM Intrusions

It’s not a good idea to use the same events as GM intrusions over and over (“Dolmar dropped his sword again?”). Below are a number of different intrusions you can use.

Bad Luck

Through no fault of the characters, something happens that is bad or at least complicating. For example:

An Unknown Complication Emerges

The situation was more complex (and therefore more interesting) than the PCs knew—perhaps even more than the GM knew, at least at the start. For example:

An Impending Complication Emerges

GMs can use this type of intrusion as a resolution mechanic to determine NPC success or failure. Rather than rolling dice to see how long it takes an NPC to rewire a damaged force field generator, it happens at a time of the GM’s choosing—ideally when it would be most interesting. For example:

Opponent Luck or Skill

The PCs aren’t the only ones with surprising tricks up their sleeves. For example:

Fumbles

Although you might not want every player roll of 1 to be a fumble, sometimes it could be just that. Alternatively, the GM could simply declare that a fumble has occurred. In either case, consider the following examples:

Partial Success

GM intrusion doesn’t have to mean that a PC has failed. For example:

Player Intrusions

Player intrusions give the players a small bit of narrative control over the world. However, the world still remains in the GM’s purview. You can always overrule a player intrusion, or suggest a way to massage it so that it fits better into the setting. Still, because it is indeed narrative control, a player intrusion should always involve a small aspect of the world beyond the character. “I punch my foe really hard” is an expression of Effort or perhaps character ability. “My foe slips and falls backward off the ledge” is a player intrusion.

Player intrusions should never be as big as GM intrusions. They should not end an encounter, only (perhaps) provide the PC with the means to more easily end an encounter. They should not have a wide-reaching or even necessarily a long-term effect on the setting. A way to consider this might be that player intrusions can affect a single object (a floorboard snaps), feature (there’s a hidden shallow spot in the stream to ford), or NPC (the vendor is an old friend). But not more than that. A player intrusion can’t affect a whole village or even a whole tavern in that village. A rock can come loose, but a player intrusion can’t create a landslide.

Tying Actions to Stats

Although the decision is open to your discretion, when a PC takes an action, it should be fairly obvious which stat is tied to that action. Physical actions that involve brute force or endurance use Might. Physical actions that involve quickness, coordination, or agility use Speed. Actions that involve intelligence, education, insight, willpower, or charm use Intellect.

In rare instances, you could allow a PC to use a different stat for a task. For example, a character might try to break down a door by examining it closely for flaws and thus use Intellect rather than Might. This kind of change is a good thing because it encourages player creativity. Just don’t let it be abused by an exuberant or too-clever player. It’s well within your purview to decide that the door has no flaws, or to rule that the character’s attempt will take half an hour rather than one round. In other words, using a stat that is not the obvious choice should be the exception, not the rule.

Cyphers

You should think of cyphers as character abilities, whether they’re subtle cyphers or manifest cyphers. This means that it is incumbent upon you to make sure that players always have plenty of cyphers to use. In the course of their travels, the PCs should find that cyphers are extremely common. And since the PCs are limited in the number of cyphers they can carry, they will use them liberally.

Manifest cyphers can be found by scavenging through old ruins. They can be found in the corpses of magical or technological foes. They can be found among the possessions of intelligent fallen opponents or the lairs of unintelligent creatures, either amid the bones of former meals or as shiny decorations in a nest. They can be found in villages, in the back of a merchant’s cart that sells junk and scavenged parts. They are offered as rewards by people who are grateful for the PCs’ help.

Some adventures will offer more cyphers than others. Still, as a rule of thumb, in any given adventure, a character should use at least as many cyphers as they can carry. This means they should find that number of cyphers in that same amount of time (give or take). Thus, you can simply add up the number of cyphers the PCs can carry, and on average, they should find at least that many cyphers in a given adventure.

If your players are typical, they will use combat-related cyphers liberally but hold onto their utility cyphers. A ray emitter or defensive shield will be used, but a suspensor belt or phasing module will linger longer on their character sheets.

As with everything else in the game, it’s intentionally very easy for the GM to create new cyphers. Just think of the effect and how to express it as a game advantage. Two kinds of cyphers exist when it comes to effect: those that allow the user to do something better, and those that allow the user to do something they couldn’t do otherwise.

The first group includes everything that reduces the difficulty of a task (including defense tasks). The second group includes things that grant new abilities, such as flight, a new means of attack, the ability to see into the past, or any number of other powers.

A few more important notes about devising new cyphers:

Cyphers teach GMs to design different kinds of scenarios—ones in which the whole adventure isn’t wrecked if a player has something that can solve a single problem (defeat a foe, read a mind, bypass a barrier, or whatever). There should always be more to the adventure than one linchpin encounter, obstacle, foe, or secret.

It’s all right if players think of cyphers (especially manifest cyphers) as equipment or treasure. You should choose points in the course of the story that are appropriate for awarding subtle cyphers, especially if the PCs aren’t at their full capacity.

Artifacts

In terms of the narrative, artifacts are a lot like cyphers, except that most are not one-use items. Mechanically, they serve a very different purpose. It’s assumed that characters are exploring with some cyphers at their disposal. Artifacts, however, are added abilities that make characters broader, deeper, and often more powerful. They aren’t assumed—they’re extra.

The powers granted by artifacts are more like the abilities gained from a character’s type or focus in that they change the way the PC is played overall. The difference between an artifact and a type or focus ability is that almost all artifacts are temporary. They last longer than cyphers do, but because they have a depletion roll, any use could be their last.

Like cyphers, then, artifacts are a way for the GM to play a role in the development of the characters. Although armor, weapons, and the like are fine, special capabilities—such as long-range communication or travel—can really change the way the PCs interact with the world and how they deal with challenges. Some of these abilities enable the actions you want the PCs to take. For example, if you want them to have an underwater adventure, provide them with artifacts (or cyphers) that allow them to breathe underwater.

Also like cyphers, artifacts are simple for the GM to create. The only difference with artifacts is that you give them a depletion roll, using any numbers on 1d6, 1d10, 1d20, or 1d100. If you want the artifact to be used only a few times, give it a depletion roll of 1 in 1d6, 1 or 2 in 1d10, or even 1 or 2 in 1d6. If you want the PCs to use it over and over, a depletion roll of 1 in 1d100 more or less means that they can use it freely without worrying too much.

For examples of artifacts, see the Genres chapter.

You may wish to forbid the use of XP to reroll artifact depletion rolls. That’s pretty reasonable.

Skills and Other Abilities

Sometimes, the rules speak directly to character creativity. For example, players can make up their own skills. It’s possible to have a skill called “tightrope walking” that grants a character a better chance to walk across a tightrope, and another skill called “balance” that gives a character a better chance to walk across a tightrope and perform other balance actions as well. This might seem unequal at first, but the point is to let players create precisely the characters they want. Should you let a character create a skill called “doing things” that makes them better at everything? Of course not. The GM is the final arbiter not only of logic but also of the spirit of the rules, and having one or two single skills that cover every contingency is clearly not in the spirit.

It’s important that players play the character they want. This concept is supported not only with the open-ended skill system but also with the ability to get an experience point advance to tailor a character further. Likewise, the GM should be open to allowing a player to make small modifications to refine their character. In many cases, particularly ones that don’t involve stat Pools, Armor, damage inflicted, or the costs of Effort or special abilities, the answer from the GM should probably be “Sure, why not?” If a PC ends up being really good at a particular skill—better than they “should” be—what’s the harm? If Dave can swim incredibly well, how does that hurt the game in terms of the play experience or the story that develops? It doesn’t. If Helen can pick practically any mundane lock she finds, why is that a bad thing? In fact, it’s probably good for the game—there’s likely something interesting on the other sides of those doors.

In a way, this is no different than adjudicating a not-so-straightforward solution to a challenge. Sometimes you have to say “No, that’s not possible.” But sometimes, if it makes sense, open yourself up to the possibility.

NPCs and Death

As explained in the Rules of the Game chapter, NPCs have a health score rather than three stat Pools. When an NPC reaches 0 health, they are down. Whether that means dead, unconscious, or incapacitated depends on the circumstances as dictated by you and the players. Much of this can be based on logic. If the NPC is cut in half with a giant axe, they’re probably dead. If they’re mentally assaulted with a telepathic attack, they might be insane instead. If they’re hit over the head with a club, well, that’s your call.

It depends on the intentions of those who are fighting the NPC, too. PCs who want to knock out a foe rather than kill them can simply state that as their intention and describe their actions differently—using the flat of the blade, so to speak.

Creatures

Whenever possible, creatures should be handled like other NPCs. They don’t follow the same rules as the player characters. If anything, they should have greater latitude in doing things that don’t fit the normal mold. A many-armed beast should be able to attack multiple foes. A charging rhino-like animal ought to be able to move a considerable distance and attack as part of a single action.

Consider creature size very carefully. For those that are quick and hard to hit, hinder attacks against them. Large, strong creatures should be easier to hit, so ease attacks against them. However, you should freely give the stagger ability to anything twice as large as a human. This means that if the creature strikes a foe, the target must make an immediate Might defense roll or lose its next turn.

A creature’s level is a general indicator of its toughness, combining aspects of power, defense, intelligence, speed, and more into one rating. In theory, a small creature with amazing powers or extremely deadly venom could be high level, and a huge beast that isn’t very bright and isn’t much of a fighter could be low level. But these examples go against type. Generally, smaller creatures have less health and are less terrifying in combat than larger ones.

The Cypher System has no system for building creatures. There is no rule that says a creature with a certain ability should be a given level, and there is no rule dictating how many abilities a creature of a given level should have. But keep the spirit of the system in mind. Lower-level creatures are less dangerous. A level 1 creature could be poisonous, but its venom should inflict a few points of damage at most. The venom of a level 6 creature, however, might knock a PC down a step on the damage track or put them into a coma if they fail a Might defense roll. A low-level creature might be able to fly, phase through objects, or teleport because these abilities make it more interesting but not necessarily more dangerous. The value of such abilities depends on the creature that uses them. In other words, a phasing rodent is not overly dangerous, but a phasing battle juggernaut is terrifying. Basic elements such as health, damage, and offensive or defensive powers (such as poison, paralysis, disintegration, immunity to attacks, and so on) need to be tied directly to level—higher-level creatures get better abilities and more of them.

Balancing Encounters

In the Cypher System, there is no concept of a “balanced encounter.” There is no system for matching creatures of a particular level or tasks of a particular difficulty to characters of a particular tier. To some people, that might seem like a bad thing. But matching character builds to exacting challenges is not part of this game. It’s about story. So whatever you want to happen next in the story is a fine encounter as long as it’s fun. You’re not denying the characters XP if you make things too easy or too difficult, because that’s not how XP are earned. If things are too difficult for the PCs, they’ll have to flee, come up with a new strategy, or try something else entirely. The only thing you have to do to maintain “balance” is set difficulty within that encounter accurately and consistently.

In a game like the Cypher System, if everyone’s having fun, the game is balanced. Two things will unbalance the game in this context.

The first issue should be handled by the character creation rules. If there’s a problem, it might be that poor choices were made or a player isn’t taking full advantage of their options. If someone really doesn’t enjoy playing their character, allow them to alter the PC or—perhaps better—create a new one.

The second issue is trickier. As previously stated, there is no formula that states that N number of level X NPCs are a good match for tier Y characters. However, when the game has four or five beginning characters, the following guidelines are generally true.

But it depends on the situation at hand. If the PCs are already worn down from prior encounters, or if they have the right cyphers, any of the expectations listed above can change. That’s why there is no system for balancing encounters. Just keep in mind that beginning characters are pretty hardy and probably have some interesting resources, so you aren’t likely to wipe out the group by accident. Character death is unlikely unless the PCs have already been through a number of other encounters and are worn down.

","markdown":""},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"ownership":{"default":-1},"flags":{}}],"flags":{"core":{"sourceId":"JournalEntry.DPqNQ0vd7NYr3uQ2"}},"_stats":{"systemId":"cyphersystem","systemVersion":"2.2.0","coreVersion":"10.291","createdTime":1664960719139,"modifiedTime":1673549748100,"lastModifiedBy":"yThCrv1jSfPXOC2U"},"folder":null,"sort":0,"ownership":{"default":0,"rLeavHPrdkq6xjNt":3},"_id":"k9exUQdtIwtKwqCc"} -{"name":"Technofantasy Ruleset","pages":[{"sort":250000,"name":"Introduction","type":"text","_id":"P9XAXn2jU0Odewiy","title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"

There once was a great civilization, but now it’s gone. We don’t know much about them, much less what happened to them. There might even have been multiple great civilizations before that. We only know that they existed. They left us remnants of their technology that we barely understand, but we use them to explore our world.

The Technofantasy Ruleset is a subset of the Cypher System Reference Document (SRD) which includes custom types and a selection of descriptors, and foci appropriate for your favorite technofantasy setting.

The @UUID[Compendium.cyphersystem-compendium.cypher-journals.k9exUQdtIwtKwqCc]{Cypher System Rulebook} is needed for the material within this ruleset.

Optional Rule: Interacting with Remnants

“Remnants” are devices that have been left behind by the great civilization (or civilizations). In game terms, these are cyphers and artifacts. Characters in the world have trouble understanding them, which is why all PC’s start with inabilities in understanding, salvaging, and crafting remnants, unless their type notes that they are trained in either of these fields.

","markdown":""},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"ownership":{"default":-1},"flags":{"core":{"sheetClass":"core.JournalTextPageSheet"}}},{"sort":375000,"name":"Custom Types","type":"text","_id":"NgiK7sSsF9czBCRy","title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"

There are three custom types included, which are appropriate for any technofantasy setting: the Blade (based on the Warrior), the Techno-Wizard (based on the Adept), the All-Rounder (based on the Explorer), and the Leader (based on the Speaker). They all come with pre-selected abilities and a reduced selection of abilities to choose from compared to the type they are based on.

Blade

You’re a good ally to have in a fight. You know how to use weapons and defend yourself.

Individual Role: Blades are physical, action-oriented people. They’re more likely to overcome a challenge using force than by other means, and they often take the most straightforward path toward their goals.

Group Role: Blades usually take and deal the most punishment in a dangerous situation. Often it falls on them to protect the other group members from threats. This sometimes means that blades take on leadership roles as well, at least in combat and other times of danger.

Societal Role: Blades aren’t always soldiers or mercenaries. Anyone who is ready for violence, or even potential violence, might be a Blade in the general sense. This includes guards, watchmen, police officers, sailors, or people in other roles or professions who know how to defend themselves with skill.

Advanced Blades: As Blades advance, their skill in battle—whether defending themselves or dishing out damage—increases to impressive levels. At higher tiers, they can often take on groups of foes by themselves or stand toe to toe with anyone.

Blade Player Intrusions

You can spend 1 XP to use one of the following player intrusions, provided the situation is appropriate and the GM agrees.

Perfect Setup: You’re fighting at least three foes and each one is standing in exactly the right spot for you to use a move you trained in long ago, allowing you to attack all three as a single action. Make a separate attack roll for each foe. You remain limited by the amount of Effort you can apply on one action.

Old Friend: A comrade in arms from your past shows up unexpectedly and provides aid in whatever you’re doing. They are on a mission of their own and can’t stay longer than it takes to help out, chat for a while after, and perhaps share a quick meal.

Weapon Break: Your foe’s weapon has a weak spot. In the course of the combat, it quickly becomes damaged and moves two steps down the object damage track.

Blade Stat Pools

StatPool Starting Value
Might11
Speed10
Intellect7

You get 6 additional points to divide among your stat Pools however you wish.

First-Tier Blade

First-tier Blades have the following abilities:

Effort: Your Effort is 1.

Physical Nature: You have a Might Edge of 1, a Speed Edge of 1, and an Intellect Edge of 0.

Cypher Use: You can bear two cyphers at a time.

Remnant Use: You have an inability in understanding, salvaging, and crafting remnants. (Optional rule.)

Weapons: You become practiced with @UUID[Compendium.cyphersystem-compendium.basic-skills.GA74AkWhC7i4Z8sZ]{light}, @UUID[Compendium.cyphersystem-compendium.basic-skills.wHxvX2zJOKo27GBe]{medium}, and @UUID[Compendium.cyphersystem-compendium.basic-skills.d554SLnkyNqPDDOc]{heavy weapons} and suffer no penalty when using any kind of weapon. Enabler.

Starting Equipment: Appropriate clothing and two weapons of your choice, plus one expensive item, two moderately priced items, and up to four inexpensive items.

Special Abilities: @UUID[Compendium.cyphersystem-compendium.abilities.2x7nMe9ZGp3VjI8B]{Combat Prowess}, @UUID[Compendium.cyphersystem-compendium.abilities.o2ZDoteWQsFsqTJr]{Practiced in Armor}, and @UUID[Compendium.cyphersystem-compendium.abilities.noCgrKbB370cfzQg]{Physical Skills}.

Choose two of the abilities listed below. You can’t choose the same ability more than once unless its description says otherwise.

@UUID[Compendium.cyphersystem-compendium.abilities.X7Rrn9Q54ceSA4Lr]{Aggression} @UUID[Compendium.cyphersystem-compendium.abilities.Sg5WeSF04CYNEecl]{Fleet of Foot} @UUID[Compendium.cyphersystem-compendium.abilities.HBHjx10W5BQW101w]{Impressive Display} @UUID[Compendium.cyphersystem-compendium.abilities.lwJAowJa4eKlcDjb]{Misdirect} @UUID[Compendium.cyphersystem-compendium.abilities.YZB37b80VQGMUscp]{No Need for Weapons} @UUID[Compendium.cyphersystem-compendium.abilities.uatcX3o1oB2Stc4u]{Trained Without Armor}

Second-Tier Blade

Second-tier Blades have the following abilities:

Special Abilities: @UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks}.

Choose one of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.EERMWn1af0S8wAWN]{Crushing Blow} @UUID[Compendium.cyphersystem-compendium.abilities.S3L1oym8fpx0NsAc]{Hemorrhage} @UUID[Compendium.cyphersystem-compendium.abilities.szw7tHW0OjI2fjpJ]{Reload} @UUID[Compendium.cyphersystem-compendium.abilities.CtRvLxfUlCynJv1B]{Skill With Defense} @UUID[Compendium.cyphersystem-compendium.abilities.36nlDXhOP5e5dfns]{Successive Attack}

Third-Tier Blade

Third-tier Blades have the following abilities:

Special Abilities: @UUID[Compendium.cyphersystem-compendium.abilities.u1GhDcfpVXITVtOc]{Expert Cypher Use} and @UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks}.

Choose one of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.M49EI6qapNJC2aLR]{Energy Resistance} @UUID[Compendium.cyphersystem-compendium.abilities.4eCjeGPA0ovnwIfu]{Experienced in Armor} @UUID[Compendium.cyphersystem-compendium.abilities.bPr34XiLw2Dqb4VJ]{Lunge} @UUID[Compendium.cyphersystem-compendium.abilities.qZOOWfFLJ1JziJpY]{Obstacle Running} @UUID[Compendium.cyphersystem-compendium.abilities.bkQnnjRFJS9VpaY5]{Slice} @UUID[Compendium.cyphersystem-compendium.abilities.YIzrA5i8eBSPMFzj]{Spray} @UUID[Compendium.cyphersystem-compendium.abilities.4s3SAqu0lb5qzfzL]{Trick Shot} @UUID[Compendium.cyphersystem-compendium.abilities.DhbLcVuqEZmS6Z2y]{Vigilance}

Fourth-Tier Blade

Fourth-tier Blades have the following abilities:

Special Abilities: @UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks}.

Choose one of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.M5QroBlhUCULt6MD]{Amazing Effort} @UUID[Compendium.cyphersystem-compendium.abilities.gNRMG3mJTzWaCGph]{Capable Warrior} @UUID[Compendium.cyphersystem-compendium.abilities.GlXd4oFI9Fqq3rAX]{Experienced Defender} @UUID[Compendium.cyphersystem-compendium.abilities.RO8dmB90aRPOmCuJ]{Feint} @UUID[Compendium.cyphersystem-compendium.abilities.mUizWF7k2XD7ykRJ]{Increased Effects} @UUID[Compendium.cyphersystem-compendium.abilities.yJDNsRAG3Elm6PWp]{Snipe}

Fifth-Tier Blade

Fifth-tier Blades have the following abilities:

Special Abilities: @UUID[Compendium.cyphersystem-compendium.abilities.M0pjZXQ9996hfUPs]{Adroit Cypher Use} and @UUID[Compendium.cyphersystem-compendium.abilities.kNSRytTtQX0rU3aE]{Mastery With Attacks}.

Choose one of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.WrJDw2X8JHcljjP4]{Arc Spray} @UUID[Compendium.cyphersystem-compendium.abilities.djqbPin4qsUauJmD]{Battlefield Tactician} @UUID[Compendium.cyphersystem-compendium.abilities.IFb8NX06xgWM7H98]{Jump Attack} @UUID[Compendium.cyphersystem-compendium.abilities.4k5JFV78A5SiPjFo]{Mastery in Armor} @UUID[Compendium.cyphersystem-compendium.abilities.LTqgcoprvBF2ZkdH]{Mastery With Defense} @UUID[Compendium.cyphersystem-compendium.abilities.AmZDmnmP7CxSSN4h]{Parry}

Sixth-Tier Blade

Sixth-tier Blades have the following abilities:

Special Abilities: @UUID[Compendium.cyphersystem-compendium.abilities.kNSRytTtQX0rU3aE]{Mastery With Attacks}.

Choose one of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.MQewTo9NscKVUUNz]{Again and Again} @UUID[Compendium.cyphersystem-compendium.abilities.syJ3mkT2hHR2MY3o]{Finishing Blow} @UUID[Compendium.cyphersystem-compendium.abilities.KNElOxbWobS1ygLv]{Murderer} @UUID[Compendium.cyphersystem-compendium.abilities.KDZeCZJxjCQzlTxA]{Spin Attack}

Techno-Wizard

You master powers or abilities outside the experience, understanding, and sometimes belief of others.

Individual Role: Techno-Wizards are usually thoughtful, intelligent types. They often think carefully before acting and rely heavily on their supernatural abilities.

Group Role: Techno-Wizards are not powerful in straightforward combat, although they often wield abilities that provide excellent combat support, both offensively and defensively. They sometimes possess abilities that facilitate overcoming challenges. For example, if the group must get through a locked door, a Techno-Wizard might be able to destroy it or teleport everyone to the other side.

Societal Role: Techno-Wizards are likely to be common and forthright. They might even take leadership roles.

Advanced Techno-Wizards: Even at low tiers, Techno-Wizards powers are impressive. Higher-tier Techno-Wizards can accomplish amazing deeds that can reshape matter and the environment around them.

Techno-Wizard Player Intrusions

When playing a Techno-Wizard, you can spend 1 XP to use one of the following player intrusions, provided the situation is appropriate and the GM agrees.

Advantageous Malfunction: A device being used against you malfunctions. It might harm the user or one of their allies for a round, or activate a dramatic and distracting side effect for a few rounds.

Convenient Idea: A flash of insight provides you with a clear answer or suggests a course of action with regard to an urgent question, problem, or obstacle you’re facing.

Inexplicably Unbroken: An inactive, ruined, or presumed-destroyed device temporarily activates and performs a useful function relevant to the situation. This is enough to buy you some time for a better solution, alleviate a complication that was interfering with your abilities, or just get you one more use out of a depleted cypher or artifact.

Techno-Wizard Stat Pools

StatPool Starting Value
Might7
Speed9
Intellect12

You get 6 additional points to divide among your stat Pools however you wish.

First-Tier Techno-Wizard

First-tier Techno-Wizards have the following abilities:

Effort: Your Effort is 1.

Genius: You have an Intellect Edge of 1, a Might Edge of 0, and a Speed Edge of 0.

Expert Cypher Use: You can bear three cyphers at a time.

Remnant Use: You have an inability in salvaging and crafting remnants. You are trained in understanding remnants. (Optional rule.)

Weapons: You can use @UUID[Compendium.cyphersystem-compendium.basic-skills.GA74AkWhC7i4Z8sZ]{light weapons} without penalty. You have an inability with @UUID[Compendium.cyphersystem-compendium.inabilities.Zjign4M9GqTvD348]{medium weapons} and @UUID[Compendium.cyphersystem-compendium.inabilities.aMGYdfzCgfYqtHuJ]{heavy weapons}; your attacks with medium and heavy weapons are hindered.

Starting Equipment: Appropriate clothing, plus two expensive items, two moderately priced items, and up to four inexpensive items of your choice.

Special Abilities: Choose two of the abilities listed below. You can’t choose the same ability more than once unless its description says otherwise.

Techno-Wizard abilities require at least one free hand unless the GM says otherwise.

@UUID[Compendium.cyphersystem-compendium.abilities.zArjjFcf9tHQvJTx]{Hedge Magic} @UUID[Compendium.cyphersystem-compendium.abilities.FE1Ge8CbJxQcCo0b]{Onslaught} @UUID[Compendium.cyphersystem-compendium.abilities.Myt0JUt24B8hjYAg]{Push} @UUID[Compendium.cyphersystem-compendium.abilities.OPvXaxuRIVXLmkWl]{Scan} @UUID[Compendium.cyphersystem-compendium.abilities.59mslpID7ogppzMA]{Ward}

Second-Tier Techno-Wizard

Second-tier Techno-Wizards have the following abilities:

Special Abilities: Choose one of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.wWN4y4rATxbtMCMo]{Adaptation} @UUID[Compendium.cyphersystem-compendium.abilities.78uF9siViGIHKYGx]{Flash} @UUID[Compendium.cyphersystem-compendium.abilities.UCR0rx32kEsTcgnF]{Hover} @UUID[Compendium.cyphersystem-compendium.abilities.W5Zt9qDKCtNr49BC]{Mind Reading} @UUID[Compendium.cyphersystem-compendium.abilities.pdNI9QMKmDwu8gza]{Stasis}

Third-Tier Techno-Wizard

Third-tier Techno-Wizards have the following abilities:

Special Abilities: @UUID[Compendium.cyphersystem-compendium.abilities.M0pjZXQ9996hfUPs]{Adroit Cypher Use}.

Choose one of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.Mj6yJZwRmdXaVwh8]{Countermeasures} @UUID[Compendium.cyphersystem-compendium.abilities.yz1w8JR23mtlDX49]{Energy Protection} @UUID[Compendium.cyphersystem-compendium.abilities.AUGM3xEluWJi4Y8h]{Fire and Ice} @UUID[Compendium.cyphersystem-compendium.abilities.yPVZmXWhUxustVdq]{Force Field Barrier} @UUID[Compendium.cyphersystem-compendium.abilities.bzy1KzO0oPmZGu2b]{Sensor} @UUID[Compendium.cyphersystem-compendium.abilities.q80xvRDX6XwFXgma]{Targeting Eye}

Fourth-Tier Techno-Wizard

Fourth-tier Techno-Wizards have the following abilities:

Special Abilities: Choose one of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.wvlSlYCJyrJuFqtn]{Invisibility} @UUID[Compendium.cyphersystem-compendium.abilities.iTxEWRCR8G5Rych2]{Death Touch} @UUID[Compendium.cyphersystem-compendium.abilities.Vcfc6yjbqX6WSzCf]{Mind Control} @UUID[Compendium.cyphersystem-compendium.abilities.iroL3TcKD9dpulhW]{Regeneration} @UUID[Compendium.cyphersystem-compendium.abilities.YFbC1HRis4SpZgrS]{Reshape} @UUID[Compendium.cyphersystem-compendium.abilities.KGz0rK4b2dAt0DaX]{Wormhole}

Fifth-Tier Techno-Wizard

Fifth-tier Techno-Wizards have the following abilities:

Special Abilities: @UUID[Compendium.cyphersystem-compendium.abilities.K4XRiZlFRakz6j98]{Master Cypher Use}.

Choose one of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.NCXCkCYeZw8qlazG]{Absorb Energy} @UUID[Compendium.cyphersystem-compendium.abilities.D4JFKjeVDkx9Xfnf]{Dust to Dust} @UUID[Compendium.cyphersystem-compendium.abilities.wlkPdME0r3hx9VbE]{Knowing the Unknown} @UUID[Compendium.cyphersystem-compendium.abilities.IN3VI2LxDyYGbqnN]{Teleportation} @UUID[Compendium.cyphersystem-compendium.abilities.MGzAkRaGd4LgfQti]{True Senses}

Sixth-Tier Techno-Wizard

Fifth-tier Techno-Wizards have the following abilities:

Special Abilities: Choose one of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.tvlNZboSbKCHttjs]{Control Weather} @UUID[Compendium.cyphersystem-compendium.abilities.8OmtJRuoKRzuGfh8]{Move Mountains} @UUID[Compendium.cyphersystem-compendium.abilities.PlKwEwo6ilGqwxwI]{Traverse the Worlds} @UUID[Compendium.cyphersystem-compendium.abilities.gETtOLyLYRVk53dP]{Usurp Cypher}

All-Rounder

You are a person of action and physical ability, fearlessly facing the unknown. You travel to strange, exotic, and dangerous places, and discover new things. This means you’re physical but also probably knowledgeable.

Individual Role: Although All-Rounders can be academics or well studied, they are first and foremost interested in action. They face grave dangers and terrible obstacles as a routine part of life.

Group Role: All-Rounders sometimes work alone, but far more often they operate in teams with other characters. The All-Rounder frequently leads the way, blazing the trail. However, they’re also likely to stop and investigate anything intriguing they stumble upon.

Societal Role: Not all All-Rounders are out traipsing through the wilderness or poking about an old ruin. Sometimes, an All-Rounder is a teacher, a scientist, a detective, or an investigative reporter. In any event, an All-Rounder bravely faces new challenges and gathers knowledge to share with others.

Advanced All-Rounders: Higher-tier All-Rounders gain more skills, some combat abilities, and a number of abilities that allow them to deal with danger. In short, they become more and more well-rounded, able to deal with any challenge.

All-Rounder Player Intrusions

When playing an All-Rounder, you can spend 1 XP to use one of the following player intrusions, provided the situation is appropriate and the GM agrees.

Fortuitous Malfunction: A trap or a dangerous device malfunctions before it can affect you.

Serendipitous Landmark: Just when it seems like the path is lost (or you are), a trail marker, a landmark, or simply the way the terrain or corridor bends, rises, or falls away suggests to you the best path forward, at least from this point.

Weak Strain: The poison or disease turns out not to be as debilitating or deadly as it first seemed, and inflicts only half the damage that it would have otherwise.

All-Rounder Stat Pools

StatPool Starting Value
Might10
Speed10
Intellect10

You get 6 additional points to divide among your stat Pools however you wish.

First-Tier All-Rounder

First-tier All-Rounders have the following abilities:

Effort: Your Effort is 1.

Proficiency: You have an Edge of 1 for one stat of your choice: Might, Speed, or Intellect. You have an Edge of 0 for the other two stats.

Cypher Use: You can bear two cyphers at a time.

Remnant Use: You have an inability in understanding, salvaging and crafting remnants. (Optional rule.)

Weapons: You can use @UUID[Compendium.cyphersystem-compendium.basic-skills.GA74AkWhC7i4Z8sZ]{light} and @UUID[Compendium.cyphersystem-compendium.basic-skills.wHxvX2zJOKo27GBe]{medium weapons} without penalty. You have an inability with @UUID[Compendium.cyphersystem-compendium.inabilities.aMGYdfzCgfYqtHuJ]{heavy weapons}; your attacks with heavy weapons are hindered.

Starting Equipment: Appropriate clothing and a weapon of your choice, plus two expensive items, two moderately priced items, and up to four inexpensive items.

Special Abilities: @UUID[Compendium.cyphersystem-compendium.abilities.dVh39nh5ARUxreUc]{Flex Skill} and @UUID[Compendium.cyphersystem-compendium.abilities.1ZV6jp2IuXFgXEjn]{Task Training}.

Choose two of the abilities listed below. You can’t choose the same ability more than once unless its description says otherwise.

@UUID[Compendium.cyphersystem-compendium.abilities.JoPcORtuhjnAJ5mT]{Create Deadly Poison} @UUID[Compendium.cyphersystem-compendium.abilities.tgS72E10jiPF3Dm3]{Critter Companion} @UUID[Compendium.cyphersystem-compendium.abilities.Tgmrh8dyGqqCfnU5]{Face Morph} @UUID[Compendium.cyphersystem-compendium.abilities.Sg5WeSF04CYNEecl]{Fleet of Foot} @UUID[Compendium.cyphersystem-compendium.abilities.oAsK49Zgey5QaC82]{Late Inspiration} @UUID[Compendium.cyphersystem-compendium.abilities.boxrBJsyP0yjJHjt]{Link Senses} @UUID[Compendium.cyphersystem-compendium.abilities.zOCvNsxHOcmkQrBn]{Phased Pocket} @UUID[Compendium.cyphersystem-compendium.abilities.o2ZDoteWQsFsqTJr]{Practiced in Armor} @UUID[Compendium.cyphersystem-compendium.abilities.1CjsEMTtfnvL1CeJ]{Vanish}

Second-Tier All-Rounder

Second-tier All-Rounders have the following abilities:

Special Abilities: @UUID[Compendium.cyphersystem-compendium.abilities.NaqoExT72j3xkWp3]{Task Specialization}.

Choose one of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.ywBEe31zan6qpVxr]{Augment Cypher} @UUID[Compendium.cyphersystem-compendium.abilities.grCiWRuV8lvflQHM]{Encouraging Presence} @UUID[Compendium.cyphersystem-compendium.abilities.BjWI1UVg9kpY7FKO]{Illusory Duplicate} @UUID[Compendium.cyphersystem-compendium.abilities.t5vs3xMko8GLCB64]{Intense Interaction} @UUID[Compendium.cyphersystem-compendium.abilities.OvvuCBCQ71rZkCqQ]{Restful Presence} @UUID[Compendium.cyphersystem-compendium.abilities.CtRvLxfUlCynJv1B]{Skill With Defense}

Third-Tier All-Rounder

Third-tier All-Rounders have the following abilities:

Special Abilities: @UUID[Compendium.cyphersystem-compendium.abilities.u1GhDcfpVXITVtOc]{Expert Cypher Use} and @UUID[Compendium.cyphersystem-compendium.abilities.NaqoExT72j3xkWp3]{Task Specialization}.

Choose one of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.e3jpx5KsYc8F13Pu]{Meticulous Planner} @UUID[Compendium.cyphersystem-compendium.abilities.qZOOWfFLJ1JziJpY]{Obstacle Running} @UUID[Compendium.cyphersystem-compendium.abilities.tJVu7MQ2pOhNfpUB]{Range Increase} @UUID[Compendium.cyphersystem-compendium.abilities.EjBzy1Ue1AA8i6ry]{Recycled Cyphers} @UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks}

Fourth-Tier All-Rounder

Fourth-tier All-Rounders have the following abilities:

Special Abilities: @UUID[Compendium.cyphersystem-compendium.abilities.NaqoExT72j3xkWp3]{Task Specialization}.

Choose one of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.asABBkIqO5MSTxQ0]{Bypass Barrier} @UUID[Compendium.cyphersystem-compendium.abilities.crFxkKwBNdnD6tX4]{Crowd Control} @UUID[Compendium.cyphersystem-compendium.abilities.zcxMbV4Fe4JqJAe8]{Illusory Evasion} @UUID[Compendium.cyphersystem-compendium.abilities.Updbtx8HV4rn4h6N]{Memory Becomes Action}

Fifth-Tier All-Rounder

Fifth-tier All-Rounders have the following abilities:

Special Abilities: @UUID[Compendium.cyphersystem-compendium.abilities.M0pjZXQ9996hfUPs]{Adroit Cypher Use} and @UUID[Compendium.cyphersystem-compendium.abilities.NaqoExT72j3xkWp3]{Task Specialization}.

Choose one of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.AvaA8a3ylU9q4gL1]{Effective Skill} @UUID[Compendium.cyphersystem-compendium.abilities.jM6JQUQFUpk9VVut]{Jaunt} @UUID[Compendium.cyphersystem-compendium.abilities.LTqgcoprvBF2ZkdH]{Mastery With Defense} @UUID[Compendium.cyphersystem-compendium.abilities.eQIPJk2xcFGfDr3H]{Stun Attack} @UUID[Compendium.cyphersystem-compendium.abilities.HYDsZRWMlWTvSQU8]{Subtle Tricks} @UUID[Compendium.cyphersystem-compendium.abilities.iE83ABQRko5NemVU]{Teach Trick}

Sixth-Tier All-Rounder

Sixth-tier All-Rounders have the following abilities:

Special Abilities: @UUID[Compendium.cyphersystem-compendium.abilities.NaqoExT72j3xkWp3]{Task Specialization}.

Choose one of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.iX07Ltb1JYr1nMYM]{Blurring Speed} @UUID[Compendium.cyphersystem-compendium.abilities.V2DSp12G6NP3X6Jt]{Impossible Walk} @UUID[Compendium.cyphersystem-compendium.abilities.kNSRytTtQX0rU3aE]{Mastery With Attacks} @UUID[Compendium.cyphersystem-compendium.abilities.5Rre17QhaTln9jgA]{Outside Reality} @UUID[Compendium.cyphersystem-compendium.abilities.Hp9Sdc7eTTUuWTiu]{Rapid Recovery} @UUID[Compendium.cyphersystem-compendium.abilities.OWRsjlf3ahyH9eez]{Time Doppelganger}

Leader

You’re good with words and good with people. You talk your way past challenges and out of jams, and you get people to do what you want.

Individual Role: Leaders are smart and charismatic. They like people and, more important, they understand them. This helps speakers get others to do what needs to be done.

Group Role: The Leader is often the face of the group, serving as the person who speaks for all and negotiates with others. Combat and action are not a Leader’s strong suits, so other characters sometimes have to defend the Leader in times of danger.

Societal Role: Leaders are frequently political or religious leaders. Just as often, however, they are con artists or criminals.

Advanced Leaders: Higher-tier Leaders use their abilities to control and manipulate people as well as aid and nurture their friends. They can talk their way out of danger and even use their words as weapons.

Leader Player Intrusions

When playing a Leader, you can spend 1 XP to use one of the following player intrusions, provided the situation is appropriate and the GM agrees.

Friendly NPC: An NPC you don’t know, someone you don’t know that well, or someone you know but who hasn’t been particularly friendly in the past chooses to help you, though doesn’t necessarily explain why. Maybe they’ll ask you for a favor in return afterward, depending on how much trouble they go to.

Perfect Suggestion: A follower or other already-friendly NPC suggests a course of action with regard to an urgent question, problem, or obstacle you’re facing.

Unexpected Gift: An NPC hands you a physical gift you were not expecting, one that helps put the situation at ease if things seem strained, or provides you with a new insight for understanding the context of the situation if there’s something you’re failing to understand or grasp.

Leader Stat Pools

StatPool Starting Value
Might8
Speed9
Intellect11

You get 6 additional points to divide among your stat Pools however you wish.

First-Tier Leader

First-tier Leaders have the following abilities:

Effort: Your Effort is 1.

Genius: You have an Intellect Edge of 1, a Might Edge of 0, and a Speed Edge of 0.

Cypher Use: You can bear two cyphers at a time.

Remnant Use: You have an inability in understanding, salvaging and crafting remnants. (Optional rule.)

Weapons: You can use @UUID[Compendium.cyphersystem-compendium.basic-skills.GA74AkWhC7i4Z8sZ]{light weapons} without penalty. You have an inability with @UUID[Compendium.cyphersystem-compendium.inabilities.Zjign4M9GqTvD348]{medium} and @UUID[Compendium.cyphersystem-compendium.inabilities.aMGYdfzCgfYqtHuJ]{heavy weapons}; your attacks with medium and heavy weapons are hindered.

Starting Equipment: Appropriate clothing and a light weapon of your choice, plus two expensive items, two moderately priced items, and up to four inexpensive items.

Special Abilities: @UUID[Compendium.cyphersystem-compendium.abilities.V765JZKDKQ00Buyn]{Interaction Skills} @UUID[Compendium.cyphersystem-compendium.abilities.JSlr2Q6Ll1xNd8fX]{Demeanor of Command}.

Choose two of the abilities listed below. You can’t choose the same ability more than once unless its description says otherwise.

@UUID[Compendium.cyphersystem-compendium.abilities.BlBi7qk0darLthxS]{Anecdote} @UUID[Compendium.cyphersystem-compendium.abilities.r7uNiD9CGy4G3Hoq]{Babel} @UUID[Compendium.cyphersystem-compendium.abilities.2CekF2lqwNrMyio0]{Connected} @UUID[Compendium.cyphersystem-compendium.abilities.M2oXV5cRSdMlUZDm]{Goad} @UUID[Compendium.cyphersystem-compendium.abilities.MBlyd9LvSH8D0Z5I]{Powerful Rhetoric} @UUID[Compendium.cyphersystem-compendium.abilities.uatcX3o1oB2Stc4u]{Trained Without Armor} @UUID[Compendium.cyphersystem-compendium.abilities.kv03xEihe4VZNkK5]{Understanding}

Second-Tier Leader

Choose one of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.4XwwFeGO5haHxvQs]{Basic Follower} @UUID[Compendium.cyphersystem-compendium.abilities.BggeJtN5IcutwLJg]{Calm Stranger} @UUID[Compendium.cyphersystem-compendium.abilities.fg8V2R3kpLX2sHRn]{Cloud Personal Memories} @UUID[Compendium.cyphersystem-compendium.abilities.di7QfASecjKU8BPN]{Disincentivize} @UUID[Compendium.cyphersystem-compendium.abilities.IvKd5vkPypJbB1Ip]{Gather Intelligence} @UUID[Compendium.cyphersystem-compendium.abilities.FiSwskgQGBjp4IhZ]{Inspire Action} @UUID[Compendium.cyphersystem-compendium.abilities.CtRvLxfUlCynJv1B]{Skill With Defense}

Third-Tier Leader

Third-tier Speakers have the following abilities:

Special Abilities: @UUID[Compendium.cyphersystem-compendium.abilities.u1GhDcfpVXITVtOc]{Expert Cypher Use}.

Choose one of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.nJlhmzrhmXvM3QvU]{Break the Line} @UUID[Compendium.cyphersystem-compendium.abilities.ETGBAqAc1ApFH5cx]{Expert Follower} @UUID[Compendium.cyphersystem-compendium.abilities.zg8dYuOdCXGwXOFd]{Informer} @UUID[Compendium.cyphersystem-compendium.abilities.1N6P5ZRogThCS0KH]{Lead by Inquiry} @UUID[Compendium.cyphersystem-compendium.abilities.i5BlJLgj1ayBw0uY]{Oratory} @UUID[Compendium.cyphersystem-compendium.abilities.ZqBpOAiH70SGHX8N]{Perfect Stranger} @UUID[Compendium.cyphersystem-compendium.abilities.Mac5S0sQe9Muf4Mv]{Quick Wits}

Fourth-Tier Leader

Choose one of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.ZH0JbusjycG6zQf1]{Anticipate Attack} @UUID[Compendium.cyphersystem-compendium.abilities.knh2MWMhCgqOjWYD]{Buddy System} @UUID[Compendium.cyphersystem-compendium.abilities.7tiGTYVXj9eHdja7]{Heightened Skills} @UUID[Compendium.cyphersystem-compendium.abilities.S2OZtm12S2YvxD7H]{Retinue} @UUID[Compendium.cyphersystem-compendium.abilities.QFZyfDWOSEpZeQmM]{Spur Effort} @UUID[Compendium.cyphersystem-compendium.abilities.cS2p7CRfquFvR65U]{Strategize}

Fifth-Tier Leader

Fifth-tier All-Rounders have the following abilities:

Special Abilities: @UUID[Compendium.cyphersystem-compendium.abilities.M0pjZXQ9996hfUPs]{Adroit Cypher Use}.

Choose one of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.8SDpRRzZRF73zLsF]{Conjuration} @UUID[Compendium.cyphersystem-compendium.abilities.crFxkKwBNdnD6tX4]{Crowd Control} @UUID[Compendium.cyphersystem-compendium.abilities.t3uyBYJqMApfEBWX]{Discipline of Watchfulness} @UUID[Compendium.cyphersystem-compendium.abilities.cpJY8qkTAmSvXoFM]{Infer Thoughts} @UUID[Compendium.cyphersystem-compendium.abilities.tTrekc4AZbIqem5L]{Inspire Coordinated Actions} @UUID[Compendium.cyphersystem-compendium.abilities.wlkPdME0r3hx9VbE]{Knowing the Unknown} @UUID[Compendium.cyphersystem-compendium.abilities.iroL3TcKD9dpulhW]{Regeneration} @UUID[Compendium.cyphersystem-compendium.abilities.3wZZC07ADxO3mImS]{Suggestion}

Sixth-Tier Leader

Fifth-tier All-Rounders have the following abilities:

Special Abilities: @UUID[Compendium.cyphersystem-compendium.abilities.3EcnBLVtGwxpWXBW]{Recruit Deputy}.

Choose one of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.By276DS858KmWNZq]{Assume Control} @UUID[Compendium.cyphersystem-compendium.abilities.G8waoPdWGzMl0S1n]{Battle Management} @UUID[Compendium.cyphersystem-compendium.abilities.aWbDzueOAxSW1d3C]{Change the Paradigm} @UUID[Compendium.cyphersystem-compendium.abilities.oilgQ4oM02Pa0eNp]{Inspiration} @UUID[Compendium.cyphersystem-compendium.abilities.scceoEmEnN5MW8XT]{Take Command} @UUID[Compendium.cyphersystem-compendium.abilities.PTM0HWGFfo5CHMif]{Will of a Leader} @UUID[Compendium.cyphersystem-compendium.abilities.ZTp4SZ673tDJpmuS]{Word of Command}

","markdown":""},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"ownership":{"default":-1},"flags":{}},{"sort":600000,"name":"License","type":"text","_id":"9ZDlIEtwXjxzyyrZ","title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"

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","markdown":""},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"ownership":{"default":-1},"flags":{}},{"sort":393750,"name":"Descriptors","type":"text","_id":"gK5t9ActY73rBLe5","title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"

Beneficent

Helping others is your calling. It’s why you’re here. Others delight in your outgoing and charitable nature, and you delight in their happiness. You’re at your best when you’re aiding people, either by explaining how they can best overcome a challenge or by demonstrating how to do so yourself.

You gain the following characteristics:

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.VRlwCOQq4321KUkM]{Generous}: Allies who have spent the last day with you add +1 to their recovery rolls.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.GVocWeYToxrIsT5M]{Altruistic}: If you’re standing next to a creature that takes damage, you can intercede and take 1 point of that damage yourself (reducing the damage inflicted on the creature by 1 point). If you have Armor, it does not provide a benefit when you use this ability.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.RSdNXeHg25zlTzza]{Skill}: You’re trained in all tasks related to pleasant social interaction, putting other people at ease, and gaining trust.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.8AmUhRVSxOZepa3T]{Helpful}: Whenever you help another character, that character gains the benefit as if you were trained even if you are not trained or specialized in the attempted task.

@UUID[Compendium.cyphersystem-compendium.inabilities.TmkpqIeOFknKujcO]{Inability}: While you are alone, all Intellect and Speed tasks are hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. Even though you didn’t know most of the other PCs beforehand, you invited yourself along on their quest.

  2. You saw the PCs struggling to overcome a problem and selflessly joined them to help.

  3. You’re nearly certain the PCs will fail without you.

  4. The choice was between your tattered life and helping others. You haven’t looked back since.

Charming

You’re a smooth talker and a charmer. Whether through seemingly supernatural means or just a way with words, you can convince others to do as you wish. Most likely, you’re physically attractive or at least highly charismatic, and others enjoy listening to your voice. You probably pay attention to your appearance, keeping yourself well groomed. You make friends easily. You play up the personality facet of your Intellect stat; intelligence is not your strong suit. You’re personable, but not necessarily studious or strong-willed.

You gain the following characteristics:

Personable: +2 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.iLViKiz8EUbAbChF]{Skill}: You’re trained in all tasks involving positive or pleasant social interaction.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.GB6PefdjeMm43AmT]{Skill}: You’re trained when using special abilities that influence the minds of others.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.mslNlViBupFclz9t]{Contact}: You have an important contact who is in an influential position, such as a minor noble, the captain of the town guard/police, or the head of a large gang of thieves. You and the GM should work out the details together.

@UUID[Compendium.cyphersystem-compendium.inabilities.kWemIBj5S33u3Vsy]{Inability}: You were never good at studying or retaining facts. Any task involving lore, knowledge, or understanding is hindered.

@UUID[Compendium.cyphersystem-compendium.inabilities.zHgQDe14mPF3G95Q]{Inability}: Your willpower is not one of your strong points. Defense actions to resist mental attacks are hindered.

Additional Equipment: You’ve managed to talk your way into some decent discounts and bonuses in recent weeks. As a result, you have enough cash jangling in your pocket to purchase a moderately priced item.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You convinced one of the other PCs to tell you what they were doing.

  2. You instigated the whole thing and convinced the others to join you.

  3. One of the other PCs did a favor for you, and now you’re repaying that obligation by helping them with the task at hand.

  4. There is a reward involved, and you need the money.

Clever

You’re quick-witted, thinking well on your feet. You understand people, so you can fool them but are rarely fooled. Because you easily see things for what they are, you get the lay of the land swiftly, size up threats and allies, and assess situations with accuracy. Perhaps you’re physically attractive, or maybe you use your wit to overcome any physical or mental imperfections.

You gain the following characteristics:

Smart: +2 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.wOLQBlCsA3jDifa9]{Skill}: You’re trained in all interactions involving lies or trickery.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.DlnCXfB1v1U859YY]{Skill}: You’re trained in defense rolls to resist mental effects.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.8acHBoOvIk3UseOl]{Skill}: You’re trained in all tasks involving identifying or assessing danger, lies, quality, importance, function, or power.

@UUID[Compendium.cyphersystem-compendium.inabilities.kWemIBj5S33u3Vsy]{Inability}: You were never good at studying or retaining trivial knowledge. Any task involving lore, knowledge, or understanding is hindered.

Additional Equipment: You see through the schemes of others and occasionally convince them to believe you—even when, perhaps, they should not. Thanks to your clever behavior, you have an additional expensive item.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You convinced one of the other PCs to tell you what they were doing.

  2. From afar, you observed that something interesting was going on.

  3. You talked your way into the situation because you thought it might earn some money.

  4. You suspect that the other PCs won’t succeed without you.

Graceful

You have a perfect sense of balance, moving and speaking with grace and beauty. You’re quick, lithe, flexible, and dexterous. Your body is perfectly suited to dance, and you use that advantage in combat to dodge blows. You might wear garments that enhance your agile movement and sense of style.

You gain the following characteristics:

Agile: +2 to your Speed Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.KjmXC7wwXc8DqM82]{Skill}: You’re trained in all tasks involving balance and careful movement.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.K2S2yAu0BJc7TMEh]{Skill}: You’re trained in all tasks involving physical performing arts.

@UUID[Compendium.cyphersystem-compendium.basic-skills.FXYWkXG7Iq6Wm1pS]{Skill}: You’re trained in all Speed defense tasks.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. Against your better judgment, you joined the other PCs because you saw that they were in danger.

  2. One of the other PCs convinced you that joining the group would be in your best interests.

  3. You’re afraid of what might happen if the other PCs fail.

  4. There is reward involved, and you need the money.

Intelligent

You’re quite smart. Your memory is sharp, and you easily grasp concepts that others might struggle with. This aptitude doesn’t necessarily mean that you’ve had years of formal education, but you have learned a great deal in your life, primarily because you pick things up quickly and retain so much.

You gain the following characteristics:

Smart: +2 to your Intellect Pool.

Skill: You’re trained in an area of knowledge of your choice.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.m65HBfM8zSVl4uwk]{Skill}: You’re trained in all actions that involve remembering or memorizing things you experience directly. For example, instead of being good at recalling details of geography that you read about in a book, you can remember a path through a set of tunnels that you’ve explored before.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. One of the other PCs asked your opinion of the mission, knowing that if you thought it was a good idea, it probably was.

  2. You saw value in what the other PCs were doing.

  3. You believed that the task might lead to important and interesting discoveries.

  4. A colleague requested that you take part in the mission as a favor.

Intuitive

You are often tickled by a sense of knowing what someone will say, how they will react, or how events might unfold. Maybe you have a mutant sense, maybe you can see just a few moments ahead through time, or maybe you’re just good at reading people and extrapolating a situation. Whatever the case, many who look into your eyes immediately glance away, as if afraid of what you might see in their expression.

You gain the following characteristics:

Innate: +2 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.basic-skills.rH5FwMXGaNn21DZD]{Skill}: You are trained in perception tasks.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.1GEOtsfQWmfgcp3e]{Know What to Do}: You can act immediately, even if it’s not your turn. Afterward, on your next regular turn, any action you take is hindered. You can do this one time, although the ability is renewed each time you make a recovery roll.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You just knew you had to come along.

  2. You convinced one of the other PCs that your intuition is invaluable.

  3. You felt that something terrible would happen if you didn’t go.

  4. You’re confident the reason you arrived at this point will soon become clear.

Learned

You have studied, either on your own or with an instructor. You know many things and are an expert on a few topics, such as history, biology, geography, mythology, nature, or any other area of study. Learned characters typically carry a few books around with them and spend their spare time reading.

You gain the following characteristics:

Smart: +2 to your Intellect Pool.

Skill: You’re trained in three areas of knowledge of your choice.

@UUID[Compendium.cyphersystem-compendium.inabilities.UrdbwsMhJOQk44vz]{Inability}: You have few social graces. Any task involving charm, persuasion, or etiquette is hindered.

Additional Equipment: You have two additional books on topics of your choice.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. One of the other PCs asked you to come along because of your knowledge.

  2. You need money to fund your studies.

  3. You believed that the task might lead to important and interesting discoveries.

  4. A colleague requested that you take part in the mission as a favor.

Mystical

You think of yourself as mystical, attuned with the mysterious and the paranormal. Your true talents lie with the supernatural. You likely have experience with ancient lore, and you can sense and wield the supernatural—though whether that means “magic,” “psychic phenomena,” or something else is up to you (and probably up to those around you as well). Mystical characters often wear jewelry, such as a ring or an amulet, or have tattoos or other marks that show their interests.

You gain the following characteristics:

Smart: +2 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.u2aCexSScRX0FEqH]{Skill}: You’re trained in all actions involving identifying or understanding the supernatural.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.x6GmHzLKB0JpVg5E]{Sense Magic}: You can sense whether the supernatural is active in situations where its presence is not obvious. You must study an object or location closely for a minute to get a feel for whether a mystical touch is at work.

@UUID[Compendium.cyphersystem-compendium.abilities.zArjjFcf9tHQvJTx]{Spell}: You can perform Hedge Magic as a spell when you have a free hand and can pay the Intellect point cost.

@UUID[Compendium.cyphersystem-compendium.inabilities.FKeDN7rJdKpgt4bj]{Inability}: You have a manner or an aura that others find a bit unnerving. Any task involving charm, persuasion, or deception is hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. A dream guided you to this point.

  2. You need money to fund your studies.

  3. You believed the mission would be a great way to learn more about the supernatural.

  4. Various signs and portents led you here.

Rugged

You’re a nature lover accustomed to living rough, pitting your wits against the elements. Most likely, you’re a skilled hunter, gatherer, or naturalist. Years of living in the wild have left their mark with a worn countenance, wild hair, or scars. Your clothing is probably much less refined than the garments worn by city dwellers.

You gain the following characteristics:

@UUID[Compendium.cyphersystem-compendium.expanded-skills.zOjoCu1WyXeVzqs6]{Skill}: You’re trained in all tasks involving climbing, jumping, running, and swimming.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.lpBwC7PY35rIfBUG]{Skill}: You’re trained in all tasks involving training, riding, or placating natural animals.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.2Ipdh8f3MeuAMM3R]{Skill}: You’re trained in all tasks involving identifying or using natural plants.

@UUID[Compendium.cyphersystem-compendium.inabilities.iP9m2p6htGgd896X]{Inability}: You have no social graces and prefer animals to people. Any task involving charm, persuasion, etiquette, or deception is hindered.

Additional Equipment: You carry an explorer’s pack with rope, two days’ rations, a bedroll, and other tools needed for outdoor survival.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. Against your better judgment, you joined the other PCs because you saw that they were in danger.

  2. One of the other PCs convinced you that joining the group would be in your best interests.

  3. You’re afraid of what might happen if the other PCs fail.

  4. There is reward involved, and you need the money.

Stealthy

You’re sneaky, slippery, and fast. These talents help you hide, move quietly, and pull off tricks that require sleight of hand. Most likely, you’re wiry and small. However, you’re not much of a sprinter—you’re more dexterous than fleet of foot.

You gain the following characteristics:

Quick: +2 to your Speed Pool.

@UUID[Compendium.cyphersystem-compendium.basic-skills.duTx0BwgmC1Gw3Ze]{Skill}: You’re trained in all stealth tasks.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.YlYSOH8OdFUTBwey]{Skill}: You’re trained in all interactions involving lies or trickery.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.5iv3kUKcLQwrTSDH]{Skill}: You’re trained in all special abilities involving illusions or trickery.

@UUID[Compendium.cyphersystem-compendium.inabilities.lhu2y0HMmw0xQ3hv]{Inability}: You’re sneaky but not fast. All movement-related tasks are hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You attempted to steal from one of the other PCs. That character caught you and forced you to come along with them.

  2. You were tailing one of the other PCs for reasons of your own, which brought you into the action.

  3. An NPC employer secretly paid you to get involved.

  4. You overheard the other PCs talking about a topic that interested you, so you decided to approach the group.

Strong

You’re extremely strong and physically powerful, and you use these qualities well, whether through violence or feats of prowess. You likely have a brawny build and impressive muscles.

You gain the following characteristics:

Very Powerful: +4 to your Might Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.0yrwPAkrOBERFQOq]{Skill}: You’re trained in all actions involving breaking inanimate objects.

@UUID[Compendium.cyphersystem-compendium.basic-skills.MrGl25gzZk4uu7BR]{Skill}: You’re trained in all jumping actions.

Additional Equipment: You have an extra medium weapon or heavy weapon.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. Against your better judgment, you joined the other PCs because you saw that they were in danger.

  2. One of the other PCs convinced you that joining the group would be in your best interests.

  3. You’re afraid of what might happen if the other PCs fail.

  4. There is reward involved, and you need the money.

Strong-Willed

You’re tough-minded, willful, and independent. No one can talk you into anything or change your mind when you don’t want it changed. This quality doesn’t necessarily make you smart, but it does make you a bastion of willpower and resolve. You likely dress and act with unique style and flair, not caring what others think.

You gain the following characteristics:

Willful: +4 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.DlnCXfB1v1U859YY]{Skill}: You’re trained in resisting mental effects.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.3IfJDAc8qCJ11NNX]{Skill}: You’re trained in tasks requiring incredible focus or concentration.

@UUID[Compendium.cyphersystem-compendium.inabilities.CmubEJ8BMUsW1oei]{Inability}: Willful doesn’t mean brilliant. Any task that involves figuring out puzzles or problems, memorizing things, or using lore is hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. Against your better judgment, you joined the other PCs because you saw that they were in danger.

  2. One of the other PCs convinced you that joining the group would be in your best interests.

  3. You’re afraid of what might happen if the other PCs fail.

  4. There is reward involved, and you need the money.

Swift

You move quickly, able to sprint in short bursts and work with your hands with dexterity. You’re great at crossing distances quickly but not always smoothly. You are likely slim and muscular.

You gain the following characteristics:

Fast: +4 to your Speed Pool.

@UUID[Compendium.cyphersystem-compendium.basic-skills.gbWPNb1uKsRtZWSL]{Skill}: You’re trained in initiative actions (to determine who goes first in combat).

@UUID[Compendium.cyphersystem-compendium.expanded-skills.EyD5RQ654NoPJ7MN]{Skill}: You’re trained in running actions.

@UUID[Compendium.cyphersystem-compendium.inabilities.t7exG3KfxnoPKxO2]{Inability}: You’re fast but not necessarily graceful. Any task involving balance is hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. Against your better judgment, you joined the other PCs because you saw that they were in danger.

  2. One of the other PCs convinced you that joining the group would be in your best interests.

  3. You’re afraid of what might happen if the other PCs fail.

  4. There is reward involved, and you need the money.

Tough

You’re strong and can take a lot of physical punishment. You might have a large frame and a square jaw. Tough characters frequently have visible scars.

You gain the following characteristics:

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.SkxEXPpCgIGXixu9]{Resilient}: +1 to Armor.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.gr1uaERqywhUGjCK]{Healthy}: Add 1 to the points you regain when you make a recovery roll.

@UUID[Compendium.cyphersystem-compendium.basic-skills.Q0vfmbqehJw0jYBa]{Skill}: You’re trained in Might defense actions.

Additional Equipment: You have an extra light weapon.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You’re acting as a bodyguard for one of the other PCs.

  2. One of the PCs is your sibling, and you came along to watch out for them.

  3. You need money because your family is in debt.

  4. You stepped in to defend one of the PCs when that character was threatened. While talking to them afterward, you heard about the group’s task.

Vicious

You try to hide what’s inside, fold it into yourself when everything inside you screams to let go, make them pay, make them hurt, and make them bleed. Sometimes you succeed for your friends—smiling like they smile, laughing when they laugh, and sometimes even having other emotions of your own. But it’s always there, that feeling of frantic glee mixed with hate that sometimes leaps out of you when you confront a foe. Violence your friends can tolerate, but you sometimes worry they will also learn that you are cruel.

You gain the following characteristics:

Skill: You are trained in @UUID[Compendium.cyphersystem-compendium.expanded-skills.53j3Qwt5Im4wqddo]{tracking creatures}. If @UUID[Compendium.cyphersystem-compendium.expanded-skills.ZPyRyzPue2DuKSw9]{a creature has wronged you}, the tracking task is eased.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.LldixgespLl6ajEf]{Bloodthirsty}: Once you begin fighting, you see only red. You inflict 2 additional points of damage with any attack.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.1FP6DV2OqgaaT4ZN]{Berserk}: Once you begin fighting, it’s hard for you to stop. In fact, it’s a difficulty 2 Intellect task to do so, even if your foe surrenders or you’ve run out of foes. If the latter occurs and you fail to stop, you attack the nearest ally within short range.

Additional Equipment: You have a record that you use to list those who’ve wronged you.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. Another PC saw you take down a mean drunk in a tavern, not realizing you were the one who started the fight.

  2. You wanted to get away from a bad situation, so you went with the other PCs.

  3. You want to change, and you hope that being with the other PCs will help you calm yourself.

  4. One of the other PCs asked you to come along, believing that your viciousness could be harnessed for the benefit of the mission.

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Absorbs Energy

You can harness kinetic energy and transform it into other kinds of energy.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.62zBqhQoPk6IV8lF]{Absorb Kinetic Energy}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.NMjccuRLDDnfZtZe]{Release Energy}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.UJst9mtUKNTe3Pd2]{Energize Object}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.yvPcOjjqyU3618Ob]{Absorb Pure Energy} or @UUID[Compendium.cyphersystem-compendium.abilities.wrPVUnJauasIH886]{Improved Absorb Kinetic Energy}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.Y7HUEp7IxdPuur8V]{Overcharge Energy}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.LwmoGOpgHy1K2dU4]{Energize Creature}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.5i6TqVJQQ4sTvqTm]{Energize Crowd} or @UUID[Compendium.cyphersystem-compendium.abilities.m21TAvxSQn1rGx3d]{Overcharge Device}

GM Intrusions: Energy goes to ground in a destructive way. Some predators feed directly on energy. An unintended item is drained of energy.

Battles Robots

You excel in battling robots, automatons, and machine entities.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.atQ5yNq1ZEyy0z5j]{Machine Vulnerabilities}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.pYsmdnNte7o5Flca]{Tech Skills}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.aNNLomN5nZc52ZT4]{Defense Against Robots}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.QHSH8fE6l3bKz2xl]{Machine Hunting}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.ka5VA9XBi4OTnKVa]{Disable Mechanisms} or @UUID[Compendium.cyphersystem-compendium.abilities.uG2ACHNAPoZirp0b]{Surprise Attack}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.NoKdHv0FSytZR4iF]{Robot Fighter}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.NJakiz9yvoflzzBD]{Drain Power}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.jHrQLzIfjKtXBoJL]{Deactivate Mechanisms} or @UUID[Compendium.cyphersystem-compendium.abilities.58CLKxSLgaT6W6Cj]{Lethal Damage}

GM Intrusions: The robot explodes upon defeat. Other robots come after the character for revenge.

Bears a Halo of Fire

You can sheath your body in flames, which protects you and harms your foes.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.AzMtxh562JfrPdKZ]{Shroud of Flame}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.NJjAmyf9zhjRTNme]{Hurl Flame}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.TWqyBv9PEjwJKd1y]{Wings of Fire} or @UUID[Compendium.cyphersystem-compendium.abilities.srn53BB1da8Elh1t]{Fiery Hand of Doom}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.tJQmvEiYq2xBv4ZJ]{Flameblade}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.6fpCYtBDCfW6m1b0]{Fire Tendrils}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.NVdx8QjmTP5eOjDh]{Fire Servant} or @UUID[Compendium.cyphersystem-compendium.abilities.PLsz8IqWScZt0Ott]{Inferno Trail}

GM Intrusions: Fire burns flammable material. Fire spreads out of control. Primitive creatures fear fire and often attack what they fear.

Brandishes an Exotic Shield

You deploy an amazing shield of pure force that provides protection and some offensive options.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.yb5PaVIPimrcJxFg]{Force Field Shield}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.aidcxXW6MokDMqY7]{Force Bash}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.vPflrS1giYnMoqL2]{Enveloping Shield}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.6nm35znCQzjAk6Gb]{Healing Pulse} or @UUID[Compendium.cyphersystem-compendium.abilities.SPL1URVkuo4PJP8I]{Throw Force Shield}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.B5zrSVUs54TUALFB]{Energized Shield}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.TXNhhyj63MMp2dVF]{Force Wall}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.zflNCqrmTL7vrYg1]{Bouncing Shield} or @UUID[Compendium.cyphersystem-compendium.abilities.Np67YSIzrP6w1PPb]{Shield Burst}

GM Intrusions: The shield is temporarily lost. A foe temporarily ends up with the shield.

Commands Mental Powers

You can pull images from dreams and bring them to life in the waking world.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.L2NOLfflU6HNleuT]{Telepathic}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.W5Zt9qDKCtNr49BC]{Mind Reading}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.Mc8L07dpf605FDo9]{Psychic Burst} or @UUID[Compendium.cyphersystem-compendium.abilities.iRqXVpngq6vfgtEn]{Psychic Suggestion}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.FktE2hQhSKXbWcQU]{Use Senses of Others}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.N0wzhZ676UrCR8M4]{Precognition}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.Vcfc6yjbqX6WSzCf]{Mind Control} or @UUID[Compendium.cyphersystem-compendium.abilities.K0C60k7wHBSpMQX4]{Telepathic Network}

GM Intrusions: Something glimpsed in the target’s mind is horrifying. A feedback loop allows the target to read the character’s mind.

Controls Beasts

Your ability to communicate and lead beasts is uncanny.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.bOohoEcDegDBinFc]{Beast Companion}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.gT21nqWZ9Es576oC]{Soothe the Savage}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.OIk4usP2NFT0tDu7]{Communication}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.cGcblQ2qvyHM02kY]{Mount} or @UUID[Compendium.cyphersystem-compendium.abilities.h1rn92kIqG5VVYd6]{Stronger Together}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.zstBkLwRduC7vgGT]{Beast Eyes}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.0IlHHY1ktkN2L5Sp]{Improved Companion}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.pFWDdnTXCiPfwsWv]{Beast Call}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.Qm31Nw2SkBpVcv9M]{As If One Creature} or @UUID[Compendium.cyphersystem-compendium.abilities.LvoH43SKKtr3urKo]{Control the Savage}

GM Intrusions: The community is reluctant to welcome dangerous animals. Out-of-control beasts become a real hazard.

Controls Gravity

You can sway the attraction of gravity itself.

Type Swap Option: Weighty

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.UCR0rx32kEsTcgnF]{Hover}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.QH3l6ojVnasZm5U8]{Enhanced Speed Edge}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.SHMGbt30RfePtyNE]{Define Down} or @UUID[Compendium.cyphersystem-compendium.abilities.jbhcWHMiQQaR9ukO]{Gravity Cleave}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.eJpNT3QObtYiDfXY]{Field of Gravity}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.abdAcwYE8L00VakL]{Flight}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.Cnvf8fv0EEKU3iSn]{Improved Gravity Cleave} or @UUID[Compendium.cyphersystem-compendium.abilities.tMOeiKWrhp5P5CCQ]{Weight of the World}

GM Intrusions: Onlookers react with unreasoning fear. A weird interaction sends an ally or object careening into the sky.

Crafts Illusions

You fashion images from light that are so perfect they seem real.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.l60mmJrF1GupXLJB]{Minor Illusion}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.asQqC0DepYcsPxRV]{Illusory Disguise}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.JwG4lCSZIG3qUQAi]{Cast Illusion} or @UUID[Compendium.cyphersystem-compendium.abilities.hNsph7BRwllVSUre]{Major Illusion}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.hJV3hrSYcq3Zbzl5]{Illusory Selves}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.9cJ6gJZc7datpQwJ]{Terrifying Image}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.lCWWUQ0vYH2odiDv]{Grandiose Illusion} or @UUID[Compendium.cyphersystem-compendium.abilities.RNJbp1eAcMqSnYvb]{Permanent Illusion}

GM Intrusions: The illusion isn’t believable. The illusion is pierced at just the wrong moment.

Dances With Dark Matter

You can manipulate shadow and “dark” matter.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.7aCeBDGZqu8A9hMQ]{Ribbons of Dark Matter}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.VWehoqF0N6s0WMLK]{Void Wings}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.XYbtbbVKFYmDfmjO]{Dark Matter Shroud} or @UUID[Compendium.cyphersystem-compendium.abilities.MqGMnSIkHK4rOFSm]{Dark Matter Strike}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.yB4tnpDNVSOxgruq]{Dark Matter Shell}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.b44vvK2YjdSeYPJc]{Windwracked Traveler}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.JUn27j5YI3dRh2jJ]{Dark Matter Structure} or @UUID[Compendium.cyphersystem-compendium.abilities.apQwshUTjCQPym8A]{Embrace the Night}

GM Intrusions: Dark matter skulks away as if possessed by a mind of its own.

Defends the Gate

Everyone wants you on their side when it comes to a fight because nothing gets by you.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.C9x7b1qN4qmm568P]{Fortified Position}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.POaewj2PWMMfCY1i]{Rally to Me}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.VgomhLKFHDDAzW9T]{Mind for Might}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.ZvKFftq7doCxI7T5]{Fortification Builder} or @UUID[Compendium.cyphersystem-compendium.abilities.LODZEYtmmBN5D9zZ]{Divert Attacks}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.R9KnCCvGoEHvV1p0]{Greater Enhanced Might}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.hCAzOVpH0jrYc9qk]{Reinforcing Field}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.KBykf0P4WQ9Lb6TN]{Generate Force Field} or @UUID[Compendium.cyphersystem-compendium.abilities.eQIPJk2xcFGfDr3H]{Stun Attack}

GM Intrusions: A strategically important structure collapses. The enemy attacks from an unexpected direction.

Defends the Weak

You stand up for the helpless, the weak, and the unprotected.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.YvPBxDxLz16Usm7m]{Courageous}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.6zU8AURXjXgG63j6]{Warding Shield}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.9p2RJYFo6s55F5Ha]{Devoted Defender}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.fh7tK1BVjgSfZ8ml]{Insight}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.Su3LkSzdGHg9w1RO]{Dual Wards} or @UUID[Compendium.cyphersystem-compendium.abilities.GAeUBbQWE3ryv50V]{True Guardian}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.lb5Bo8BpNXdVMkmt]{Combat Challenge}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.JrSM5XYgXpxNnLl2]{Willing Sacrifice}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.aDnA7oA9ZYCEfprI]{Resuscitate} or @UUID[Compendium.cyphersystem-compendium.abilities.mjEFQ3ndDRvLB5Dj]{True Defender}

GM Intrusions: A character focused on protecting others may periodically leave themselves vulnerable to attacks.

Descends From Nobility

A descendent of wealth and power, you carry a noble title and the abilities granted by a privileged upbringing.

Type Swap Option: @UUID[Compendium.cyphersystem-compendium.abilities.S2OZtm12S2YvxD7H]{Retinue}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.xMRRfjFF0POkxyea]{Privileged Nobility}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.A8CGMbLGsJ3AHKMP]{Trained Interlocutor}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.zTsjsWVgzjQzl2MW]{Advanced Command} or @UUID[Compendium.cyphersystem-compendium.abilities.AAUqaiWxC5V4e1VH]{Noble’s Courage}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.ETGBAqAc1ApFH5cx]{Expert Follower}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.T5tn7zItPyaRcYNC]{Asserting Your Privilege}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.Eez3uExkDA20XJg3]{Able Assistance} or @UUID[Compendium.cyphersystem-compendium.abilities.qbXP6HlN56bPt7cq]{Mind of a Leader}

GM Intrusions: Debts incurred by a family are owed by the character. A long-lost sibling seeks to disinherit rivals. An assassin finds the character.

Emerged From the Obelisk

Your body, hard as crystal, gives you a suite of unique abilities, gained after an interaction with a floating crystalline obelisk.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.bzeuikGxbM7noj2z]{Crystalline Body}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.UCR0rx32kEsTcgnF]{Hover}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.QsXOz48JgyXYEEqS]{Inhabit Crystal} or @UUID[Compendium.cyphersystem-compendium.abilities.4Fe5z4FD71eHlbbd]{Immovable}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.hIWg9VFNnYnrknAu]{Crystal Lens}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.ucsscEpO5L2gIYZg]{Resonant Frequency}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.bY52t6eGONKu8Kr4]{Resonant Quake} or @UUID[Compendium.cyphersystem-compendium.abilities.tR2v2vMu3TgN21OJ]{Return to the Obelisk}

GM Intrusions: Cyphers and artifacts react unexpectedly in the character’s hands.

Employs Magnetism

You command metal and the power of magnetism.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.p2JmtbtuzscW1ogs]{Move Metal}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.MK2dp11krszjDsyc]{Repel Metal}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.0XSuUGS0UyrhiW44]{Destroy Metal} or @UUID[Compendium.cyphersystem-compendium.abilities.4v5pXMwFeB7xQzME]{Guide Bolt}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.n985WYLPzj2XqBry]{Magnetic Field}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.uN2YVmNxkFj3SFof]{Command Metal}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.fruWNFBBNLpcGLaC]{Diamagnetism} or @UUID[Compendium.cyphersystem-compendium.abilities.SZtOjKk7ScShJT6G]{Iron Punch}

GM Intrusions: The metal twists, bends, or produces shrapnel. A lapse in concentration might cause something to slip or drop at just the wrong time.

Entertains

You perform, mostly for the benefit of others.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.rfsCCpxcsjc8hr60]{Levity}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.oilgQ4oM02Pa0eNp]{Inspiration}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.eEGFknWQZUBNXn99]{Knowledge Skills} or @UUID[Compendium.cyphersystem-compendium.abilities.4necR0YTsaij4ojD]{Greater Enhanced Potential}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.CLObcsu2DKKKhzyK]{Calm}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.Eez3uExkDA20XJg3]{Able Assistance}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.kZ3LhhYZKrcnBplY]{Master Entertainer} or @UUID[Compendium.cyphersystem-compendium.abilities.xRIDlrBzTXVYC5rh]{Vindictive Performance}

GM Intrusions: The audience is annoyed or offended. Musical instruments break. Paints dry in their pots. The words to a poem or song are forgotten.

Exists Partially Out of Phase

A bit translucent, you’re slightly out of phase and can move through solid objects.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.g0SqMvb020tiTQ48]{Walk Through Walls}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.2j6Hqr2Y8Xbz97c4]{Defensive Phasing}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.cJB7wj5okdPZuRNb]{Phased Attack} or @UUID[Compendium.cyphersystem-compendium.abilities.MFBq4Fc432FS6nkX]{Phase Door}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.Kk9lHkiaqsr3pUmk]{Ghost}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.QLRztjFH4YetYM6l]{Untouchable}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.xHLPf1FETmn06aA8]{Enhanced Phased Attack} or @UUID[Compendium.cyphersystem-compendium.abilities.ptH3O4GES71CClGO]{Phase Foe}

GM Intrusions: The character is sent phasing into an unexpected dimension. The character becomes lost in a large solid.

Explores Dark Places

You’re the archetypal treasure hunter, scavenger, and finder of lost things.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.MwDYD8V1CJv8w9rR]{Superb Explorer}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.aJ1T8XqGF38vyzV2]{Superb Infiltrator}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.xskKzxBoGvSrje4e]{Eyes Adjusted}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.LdHCwZcifnRRuPrp]{Nightstrike} or @UUID[Compendium.cyphersystem-compendium.abilities.JhBTTC5ZUTT8NvUA]{Slippery Customer}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.5t5EIoGSan3pQ08D]{Hard-Won Resilience}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.xRvaY8SG4HVy5WO8]{Dark Explorer}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.XRXQwJplJrm7onbN]{Blinding Attack} or @UUID[Compendium.cyphersystem-compendium.abilities.2asT0zvk1kw5hC1v]{Embraced by Darkness}

GM Intrusions: Possessions fall out of pockets or bags in the dark; maps get lost; information gained fails to include an important detail.

Fights With Panache

You’re a swashbuckling daredevil who fights with flamboyant style that’s entertaining to watch.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.b8rtgyatE8o9FaRS]{Attack Flourish}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.GQeO9RXVzeriLsfy]{Quick Block}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.ra0A8MtQjZEYhJPr]{Acrobatic Attack} or @UUID[Compendium.cyphersystem-compendium.abilities.tmrSKjGmjbxfIqPI]{Flamboyant Boast}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.3JWMtJBjf3oUWaxP]{Block for Another}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.jaGs9nmLaywdRMUN]{Fast Kill}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.vhGEeFVgyqX1gzRr]{Using the Environment}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.cuK7oPGFdlOPoc44]{Agile Wit} or @UUID[Compendium.cyphersystem-compendium.abilities.G5bTthwpEf5azVHA]{Return to Sender}

GM Intrusions: The display comes off looking silly, clumsy, or unattractive.

Focuses Mind Over Matter

You can telekinetically move objects with your mind without physically touching them.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.LODZEYtmmBN5D9zZ]{Divert Attacks}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.xDn74LRD6xlMUqj2]{Telekinesis}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.gyZd83dgvZnQrmbb]{Cloak of Opportunity} or @UUID[Compendium.cyphersystem-compendium.abilities.bvqDafTBMB7Uo9Qj]{Enhance Strength}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.loOJI9ZakIwGrmW1]{Apportation}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.8wSx2qtKXq0dWxId]{Psychokinetic Attack}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.iEOf9IkbHU8oBOMm]{Improved Apportation} or @UUID[Compendium.cyphersystem-compendium.abilities.YFbC1HRis4SpZgrS]{Reshape}

GM Intrusions: One mental slip, and moving objects drop or fragile objects break. Sometimes the wrong item moves, falls, or breaks.

Fuses Flesh and Steel

Your body is part machine.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.dPFQTFRzv7D7PYKq]{Enhanced Body}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.4dTGeclZRVjzn5tT]{Interface}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.syiylO75dZlcUp3i]{Sensing Package} or @UUID[Compendium.cyphersystem-compendium.abilities.NFsoXUQaq3I5h2UY]{Weaponization}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.42sPqHxJEybiZ6Vh]{Fusion}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.Uk6ceaEWFjcoHNTI]{Deep Reserves}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.laxdkyrDuOhxfWKc]{Mind Surge} or @UUID[Compendium.cyphersystem-compendium.abilities.fkedtvx6UakJPOZN]{Ultra Enhancement}

GM Intrusions: People in most societies are afraid of someone who is revealed to have mechanical parts.

Fuses Mind and Machine

Electronic aids implanted in your brain make you a mental powerhouse.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.7GsuhcRTpDX0d1em]{Enhanced Intellect}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.eEGFknWQZUBNXn99]{Knowledge Skills}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.2GicRKJcPO3hmlwD]{Network Tap}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.GK0o4fjCtxgAP269]{Action Processor} or @UUID[Compendium.cyphersystem-compendium.abilities.dLJ0B35UlB5wxCf4]{Machine Telepathy}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.34Ycb9VK8JwHgSl4]{Greater Enhanced Intellect}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.eEGFknWQZUBNXn99]{Knowledge Skills}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.MA2Pwhbpbq2SSIQy]{See the Future}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.teF5kZpAuRfZKfxn]{Machine Enhancement} or @UUID[Compendium.cyphersystem-compendium.abilities.laxdkyrDuOhxfWKc]{Mind Surge}

GM Intrusions: Machines malfunction and shut down. Powerful machine intelligences can take control of lesser thinking machines. Some people don’t trust a person who isn’t fully organic.

Howls at the Moon

For brief periods, you become a fearsome and powerful creature with control issues.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.8DXGUr433iXaVCSv]{Beast Form}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.wIOwT1tjGLMYzZAb]{Controlled Change}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.NIePQkLH2DTVjZR2]{Bigger Beast Form} or @UUID[Compendium.cyphersystem-compendium.abilities.Ee8QC6fkRvD1yw6h]{Greater Beast Form}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.wqzexDdZolWgxAza]{Greater Controlled Change}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.A9uQnidn6SKTNHJA]{Enhanced Beast Form}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.58CLKxSLgaT6W6Cj]{Lethal Damage} or @UUID[Compendium.cyphersystem-compendium.abilities.85DCcEDqvz6A0LkD]{Perfect Control}

GM Intrusions: The change happens in an uncontrolled fashion. People are terrified of monsters.

Hunts

You are a stalking hunter who excels at bringing down your selected quarry.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.b8rtgyatE8o9FaRS]{Attack Flourish}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.VAGafmOiBpvU2eq0]{Tracker}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.FEkLEYwk7r9KE7oC]{Quarry}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.sHdBJdVshvtAqz1K]{Sneak}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.aBfj6w1y6noOzB7d]{Horde Fighting} or @UUID[Compendium.cyphersystem-compendium.abilities.57txEIyzuPUQOqVP]{Sprint and Grab}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.uG2ACHNAPoZirp0b]{Surprise Attack}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.LE8NtDKG9TzXBv5B]{Hunter’s Drive}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.oroWEBbp3cvrYwH9]{Greater Skill With Attacks} or @UUID[Compendium.cyphersystem-compendium.abilities.ENO71nxs3MSKzvq6]{Multiple Quarry}

GM Intrusions: The quarry notices the character. The quarry isn’t as vulnerable as it seemed.

Leads

Your natural leadership capability allows you to command others, including a loyal band of followers.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.FDUGlu7DZhdfxH2P]{Natural Charisma}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.DmnRMTfHYaeoYFVu]{Good Advice}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.RnK2bmvUb7RIVPSA]{Enhanced Potential}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.4XwwFeGO5haHxvQs]{Basic Follower}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.zTsjsWVgzjQzl2MW]{Advanced Command} or @UUID[Compendium.cyphersystem-compendium.abilities.ETGBAqAc1ApFH5cx]{Expert Follower}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.8EMTH3JCrC5Vjt63]{Captivate or Inspire}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.4necR0YTsaij4ojD]{Greater Enhanced Potential}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.KpbEHKNSEycVB1GU]{Band of Followers} or @UUID[Compendium.cyphersystem-compendium.abilities.qbXP6HlN56bPt7cq]{Mind of a Leader}

GM Intrusions: Followers fail, betray, lie, become corrupted, get kidnapped, or die.

Lives in the Wilderness

You can survive in badlands where others perish.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.KqV5RSzOU3S3NK51]{Wilderness Life}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.wHcuP6T7Ti6j5Y8C]{Enhanced Might}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.vFQaDsHzJpTSV8Tw]{Living Off the Land}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.Db7aRY4t1mwRpcoL]{Wilderness Explorer}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.KAAezRI2l8rdp1NS]{Animal Senses and Sensibilities} or @UUID[Compendium.cyphersystem-compendium.abilities.Ja8ebgq2RDQryN62]{Wilderness Encouragement}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.CBdIPMJ2oOOesmod]{Wilderness Awareness}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.pfZzabIIEuU4kSH3]{The Wild Is on Your Side}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.Wj6oHOvnZkZjulwI]{One With the Wild} or @UUID[Compendium.cyphersystem-compendium.abilities.TRdK7RJBkq8WW4np]{Wild Camouflage}

GM Intrusions: People in cities and towns sometimes disparage those who look (and smell) like they live in the wilds, as if they were ignorant or barbaric.

Masters Defense

You use protective equipment and practiced techniques to avoid becoming hurt in a fight.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.EheuStXUDPojVmT5]{Shield Master}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.gS1X6POaKLjNlHsI]{Sturdy}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.o2ZDoteWQsFsqTJr]{Practiced in Armor}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.zLJYM2OiFVIsuz3P]{Dodge and Resist} or @UUID[Compendium.cyphersystem-compendium.abilities.E1YiGcXAYOjHXoAd]{Dodge and Respond}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.2AIQhz00HyZhY7wM]{Tower of Will}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.4eCjeGPA0ovnwIfu]{Experienced in Armor}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.lGbieMmnuoqsl4Jz]{Nothing but Defend}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.i5n7BaFjTo6W35f9]{Defense Master} or @UUID[Compendium.cyphersystem-compendium.abilities.B6SEeGr5kxLAgvvq]{Wear It Well}

GM Intrusions: Shields break when hit, as do weapons used to parry. Armor straps break.

Masters Weaponry

You are a master user of a particular type of weapon, be it a sword, whip, dagger, gun, or something else.

Someone who Masters Weaponry might have additional equipment, including a high- quality weapon.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.J0fj73TfCu4aSdVL]{Weapon Master}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.qBTIXXJt2Ahn8UYh]{Weapon Crafter}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.6Xs3fyaANQDWXRoc]{Weapon Defense}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.YA5P5CBNr5NSmY6z]{Rapid Attack} or @UUID[Compendium.cyphersystem-compendium.abilities.7rjeYt5hNhkvqK9w]{Disarming Strike}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.imWLlYQs4LTaCTdS]{Never Fumble}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.mhgFWIDr0QuCHRIF]{Extreme Mastery}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.KNElOxbWobS1ygLv]{Murderer} or @UUID[Compendium.cyphersystem-compendium.abilities.6P1CJvVMot3Y2xj0]{Deadly Strike}

GM Intrusions: Weapons break. Weapons can be stolen. Weapons can be dropped or forced out of your hand.

Metes Out Justice

You right wrongs, protect the innocent, and punish the guilty.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.Zu06akqnHdCvoR0W]{Make Judgment}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.tjxKTFdA8gqZDP90]{Designation}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.5jGN9GicKYIAneKQ]{Defend the Innocent}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.3fMzqFFQ1rLtbVrd]{Improved Designation}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.bz04IOSkdP3zcRMD]{Defend All the Innocent} or @UUID[Compendium.cyphersystem-compendium.abilities.iGRECL13bqrSSF7P]{Punish the Guilty}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.RESKINMA0INj60Rc]{Find the Guilty}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.QgnoEdKZ50u4JZoL]{Greater Designation}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.KVOFCKWKmUrqAe7v]{Punish All the Guilty}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.JH40M99RAN6IZWze]{Damn the Guilty} or @UUID[Compendium.cyphersystem-compendium.abilities.Kf09KYdZqG6dNTFC]{Inspire the Innocent}

GM Intrusions: Guilt or innocence can be complicated. Some people resent the presumption of a self-appointed judge. Passing judgment makes enemies.

Moves Like a Cat

Lithe, flexible, and graceful, you move quickly and smoothly, and never seem to be where danger is.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.Qsi6Iw5YCcY8jmNx]{Greater Enhanced Speed}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.tJiXzKX4gf0GNV6V]{Balance}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.tC7wmZwlZcQy5Vd0]{Movement Skills}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.g0Ewv5wBooSFYOlH]{Safe Fall}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.leUaFf4AxYJwwOHt]{Hard to Hit}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.QH3l6ojVnasZm5U8]{Enhanced Speed Edge} or @UUID[Compendium.cyphersystem-compendium.abilities.Qsi6Iw5YCcY8jmNx]{Greater Enhanced Speed}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.JlYk5UNZEUzzO8Js]{Quick Strike}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.2CrV3a9S1yzOXBOJ]{Slippery}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.mSNoWynky7DMz7ln]{Perfect Speed Burst} or @UUID[Compendium.cyphersystem-compendium.abilities.Qsi6Iw5YCcY8jmNx]{Greater Enhanced Speed}

GM Intrusions: Even a cat can be clumsy. A jump isn’t quite as easy as it looks. An escape move is so overzealous that it sends the character right into harm’s way.

Murders

You’re an assassin, whether by trade, by inclination, or because it was that or be killed yourself. (Someone who Murders might have additional equipment, including three doses of a level 2 blade poison that inflicts 5 points of damage.)

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.uG2ACHNAPoZirp0b]{Surprise Attack}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.rYaAyFLmCAAwZi0s]{Assassin Skills}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.y2eUnbkzxOeoe9w6]{Quick Death}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.369RISHwqzRXkwEG]{Infiltrator}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.ZB80ZclRSzEcr4o1]{Awareness} or @UUID[Compendium.cyphersystem-compendium.abilities.AQQzctwqPJPUTRbb]{Poison Crafter}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.tbeFzIPGuAjRBpKM]{Better Surprise Attack}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.UlQ7w5iD57Hfdzce]{Damage Dealer}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.FzJe2XEwhtUajTWI]{Escape Plan} or @UUID[Compendium.cyphersystem-compendium.abilities.KNElOxbWobS1ygLv]{Murderer}

GM Intrusions: Most people do not react well to a professional killer.

Needs No Weapon

Powerful punches, kicks, elbows, knees, and full body movements are all the weapons you need.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.Hgr8QZmzjXmYorfs]{Fists of Fury}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.K33ayv0NcktuV53N]{Flesh of Stone}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.p61Ycyc7lVZQXupO]{Advantage to Disadvantage}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.JJKRrcU5L1yM9y90]{Unarmed Fighting Style}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.mGv7zlZu1wtNCQXQ]{Moving Like Water} or @UUID[Compendium.cyphersystem-compendium.abilities.4necR0YTsaij4ojD]{Greater Enhanced Potential}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.LODZEYtmmBN5D9zZ]{Divert Attacks}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.eQIPJk2xcFGfDr3H]{Stun Attack}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.S4PaEqmYjg4TGoG3]{Master of Unarmed Fighting Style} or @UUID[Compendium.cyphersystem-compendium.abilities.58CLKxSLgaT6W6Cj]{Lethal Damage}

GM Intrusions: Striking certain foes hurts you as much as it hurts them. Opponents with weapons have greater reach. Complicated martial arts moves can knock you off balance.

Never Says Die

You never quit, can shrug off a beating, and always come back for more.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.UtFc3e4grYyCQneH]{Improved Recovery}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.wXV7JxEmZDlBvRKO]{Push on Through}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.JuOmZXMt1T3tQUZ8]{Ignore the Pain}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.R0UuZ32vmmeFbSMV]{Blood Fever} or @UUID[Compendium.cyphersystem-compendium.abilities.sPheWt9emoY3PCA8]{Hidden Reserves}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.iyM2N9G0RLlj6BZ7]{Increasing Determination} or @UUID[Compendium.cyphersystem-compendium.abilities.3VJyYtECl0wKQj2p]{Outlast the Foe}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.sbGo2i4oqy1aUeQ6]{Not Dead Yet}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.5HNZcrij9mgEmvAR]{Final Defiance} or @UUID[Compendium.cyphersystem-compendium.abilities.NMgopYfoagESHtea]{Ignore Affliction}

GM Intrusions: Sometimes, it’s equipment or weapons that give out.

Rages

When you go berserk, everyone fears you.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.YGsGHp1rbu3Z7Kdd]{Frenzy}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.R9KnCCvGoEHvV1p0]{Greater Enhanced Might}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.tC7wmZwlZcQy5Vd0]{Movement Skills}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.NoC3yuqxU8yhPf47]{Power Strike} or @UUID[Compendium.cyphersystem-compendium.abilities.zEkA8MhrnJ5p9Io6]{Unarmored Fighter}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.hAVC1FOl7hwnuBpC]{Greater Frenzy}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.ltAq7qr8aaalOtJp]{Attack and Attack Again}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.4necR0YTsaij4ojD]{Greater Enhanced Potential} or @UUID[Compendium.cyphersystem-compendium.abilities.58CLKxSLgaT6W6Cj]{Lethal Damage}

GM Intrusions: It’s easy for a berserker to lose control and attack friend as well as foe.

Rides the Lightning

You create and discharge electrical power.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.3btRIiWxY8oMcVMo]{Shock}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.essJhO2eqoHmIQaa]{Charge}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.uh1t4rnkZ2jOCjHJ]{Bolt Rider}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.76HF09q7MdGek863]{Electric Armor} or @UUID[Compendium.cyphersystem-compendium.abilities.A6H8xi93t6Zrexz9]{Drain Charge}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.YDKULtvV0pMJDxi2]{Bolts of Power}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.etGUYa9dQSvjLvXX]{Electrical Flight}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.2TaqNf6bhxijKELX]{Flash Across the Miles} or @UUID[Compendium.cyphersystem-compendium.abilities.Bny0sFdqf40pJeOp]{Wall of Lightning}

GM Intrusions: Targets other than those intended are shocked. Objects explode.

Shepherds the Community

You keep the place where you live safe from all danger.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.op9VSx3NJT28UwTH]{Community Knowledge}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.ag3OU8JZuc769034]{Community Activist}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.6ZVINuyZm4jowRGt]{Shepherd’s Fury} or @UUID[Compendium.cyphersystem-compendium.abilities.CtRvLxfUlCynJv1B]{Skill With Defense}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.4necR0YTsaij4ojD]{Greater Enhanced Potential}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.N0OZaNOIbHTiWDL1]{Evasion}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.oroWEBbp3cvrYwH9]{Greater Skill With Attacks} or @UUID[Compendium.cyphersystem-compendium.abilities.xxavxLEaiVFug1D6]{Protective Wall}

GM Intrusions: People in the community misunderstand the character’s motives. Rivals try to oust the character.

Shreds the Walls of the World

Speed plus phasing gives you a unique ability to evade danger and simultaneously inflict damage.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.3t1QshyGYnCSo12z]{Phase Sprint}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.7f6ulMjWFw2BOK76]{Disrupting Touch}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.n81xGnZHydeXmIRc]{Scratch Existence}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.nEN2HYzlJWhonfmE]{Invisible Phasing} or @UUID[Compendium.cyphersystem-compendium.abilities.g0SqMvb020tiTQ48]{Walk Through Walls}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.rXUUDUJFKis8TpnL]{Phase Detonation}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.8yGwY0PvtF2ivdSn]{Very Long Sprinting}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.P9HlASUtyiOXghBZ]{Shred Existence} or @UUID[Compendium.cyphersystem-compendium.abilities.INdq5iQf5ECzRiNp]{Untouchable While Moving}

GM Intrusions: Moving so quickly while sprinting sometimes leads to stumbles on unexpected, exotic obstacles.

Talks to Machines

You use your organic brain like a computer, interfacing “wirelessly” with any electronic device. You can control and influence them in ways that others can’t.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.lzy1YbdIJxzNIHZq]{Machine Affinity}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.7nUj7rxq4Qwg4FUM]{Distant Interface}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.L3UjcLAFvS9MLWCu]{Coaxing Power}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.SeAlSU8Rim5CWsgV]{Charm Machine}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.2odkyEO8azxIZWYj]{Intelligent Interface} or @UUID[Compendium.cyphersystem-compendium.abilities.OE5yXpzWC8lSUmGX]{Command Machine}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.XkFsMa9e9IY2FRcN]{Machine Companion}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.NoKdHv0FSytZR4iF]{Robot Fighter}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.PLyxuOlieOGsJx4h]{Information Gathering}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.FxohCBSksJIu1BSA]{Control Machine} or @UUID[Compendium.cyphersystem-compendium.abilities.PKFz6WVsaKm5kIir]{Improved Machine Companion}

GM Intrusions: The machine malfunctions or acts unpredictably.

Thunders

You emit destructive sound and manipulate soundscapes.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.uMaMKhemHmtlXDjT]{Thunder Beam}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.87SQGqcRavRZslAp]{Sound Conversion Barrier}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.KLFHpPR0MKLOWr8l]{Nullify Sound} or @UUID[Compendium.cyphersystem-compendium.abilities.EcOIgMC9c1IfSHsr]{Echolocation}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.znJCKr6PeEq4a0j5]{Shattering Shout}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.QZa9b5G80qxtoYqg]{Subsonic Rumble}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.B0dq2gW9gdA0PdzR]{Amplify Sounds}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.jhdgI9rV2mpH6JQU]{Earthquake} or @UUID[Compendium.cyphersystem-compendium.abilities.GlFT2ITvytQVWywQ]{Lethal Vibration}

GM Intrusions: Loud noises attract attention.

Wears a Sheen of Ice

You command the wintery power of cold and ice.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.czVqoPjH98xaNY1d]{Ice Armor}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.nHqTzLHJrUWSAATM]{Frost Touch}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.BGMXK6VKNmp8M4A3]{Freezing Touch} or @UUID[Compendium.cyphersystem-compendium.abilities.7G8B9lfoVXkuxvKB]{Ice Creation}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.FuufiUyoLFbgBH5J]{Resilient Ice Armor}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.yEfkqXxmuQqlA6Fi]{Cold Burst}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.mvC2vboULutesBDu]{Ice Storm} or @UUID[Compendium.cyphersystem-compendium.abilities.EXrZLa3M8BK43qoi]{Winter Gauntlets}

GM Intrusions: Ice makes surfaces slippery. Extreme cold causes objects to crack and break.

Wields Two Weapons at Once

You bear steel with both hands, ready to take on any foe.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.NHns9zqufRvB3Tnl]{Dual Light Wield}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.Pu5XGGLI6cCp1EQd]{Double Strike}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.369RISHwqzRXkwEG]{Infiltrator}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.q9nALxXrBv5ubXaT]{Dual Medium Wield} or @UUID[Compendium.cyphersystem-compendium.abilities.rOxKh1Z7J686a0nv]{Precise Cut}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.gVOzzvxS6PPu8Ofy]{Dual Defense}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.3uGYyiXUUSz952zQ]{Dual Distraction}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.p1UMG2hrng7mLFDv]{Disarming Attack} or @UUID[Compendium.cyphersystem-compendium.abilities.KDZeCZJxjCQzlTxA]{Spin Attack}

GM Intrusions: A blade snaps in two or a weapon flies loose from its bearer’s grip.

Works Miracles

You can heal others with a touch, alter time to help others, and are generally beloved by everyone.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.igGttY1Y2XbAx3qY]{Healing Touch}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.8mP69InEXQ4TB5BL]{Alleviate}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.rAmIxY5G1BK4ZMm7]{Font of Healing} or @UUID[Compendium.cyphersystem-compendium.abilities.7amEMbwK27v31Lt9]{Miraculous Health}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.FiSwskgQGBjp4IhZ]{Inspire Action}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.IN9qNZDx4sBKNr8n]{Undo}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.O2XHxUa2QNrliDMG]{Greater Healing Touch} or @UUID[Compendium.cyphersystem-compendium.abilities.ydmPM9m8nmmgvlXc]{Restore Life}

GM Intrusions: Attempts to heal might cause harm instead. A community or individual needs a healer so desperately that they hold one against their will.

Works the Back Alleys

You make your way unseen, stealing from the wealthy to achieve your ends.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.QAdh0yZBjJsHdJjD]{Stealth Skills}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.OFWQd2W52VAODeas]{Underworld Contacts}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.MzKqElUHuTtHkV7D]{Pull a Fast One} or @UUID[Compendium.cyphersystem-compendium.abilities.OtbS1NoVXK7mQLEe]{Guild Training}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.KM9qqjzJBJusQNkT]{Master Thief}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.xR2DkSqvAoR8Vtfn]{Dirty Fighter}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.QtpmHxblBqoQozbg]{Alley Rat} or @UUID[Compendium.cyphersystem-compendium.abilities.eepc8U2e178RDqBs]{All-Out Con}

GM Intrusions: Thieves are thrown in jail. Powerful enemies are made.

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Cypher Shorts are what we call quick and easy adventures for use with the Cypher System. The idea here is an adventure with very quick character creation and minimal GM prep, designed for a one-shot game that can be finished in a single session of three to four hours. If a typical campaign is an ongoing television series, think of a Cypher Short as a movie.

Cypher Shorts is a supplement for the Cypher System. You need the @UUID[Compendium.cyphersystem-compendium.cypher-journals.k9exUQdtIwtKwqCc]{Cypher System Rulebook} to play.

There are some key concepts to a Cypher Short that you’ll want to keep in mind if you’re playing, running, or creating one for yourself. They include:

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Cypher Shorts use an abbreviated character creation system, even simpler than the standard Cypher System. This is to help players move quickly, without spending a lot of time deciding between this focus and that one.

The following character creation guidelines are very broad, designed to work with any genre or situation. In a specific Cypher Short, it’s likely that only the type choices will be detailed, using the information here as a starting point. Descriptors and foci are general enough that they’ll work with almost any scenario. Sometimes, though, a Cypher Short might require adjustments to suit the situation.

Just like in the standard system, characters end up with a sentence to describe themselves: “I am a [blank] [blank] who [blanks].” All players start with a score of 9 in their stat Pools, with 6 points to divide among them as they wish. They have an Edge of 1 in a stat of their choosing. Recovery rolls are 1d6 + 1, and characters have an Effort of 1. (Otherwise, don’t worry about tier.)

All characters start with 1 XP.

Descriptors

A descriptor quickly and easily distinguishes the character from the others. Ideally, no two players have the same descriptor.

Tough: Add +3 to Might Pool. You are trained in Might defense rolls.

Quick: Add +3 to Speed Pool. You are trained in Speed defense rolls.

Smart: Add +3 to Intellect Pool. You are trained in Intellect defense rolls.

Skilled: Add +1 to Intellect Pool and choose three skills in which you are trained. These skills cannot be related to combat or interaction.

Charming: Add +2 to Intellect Pool. You are trained in persuasion and deception.

Types

This is the role the character will have in the story. Types will likely change from genre to genre, particularly the type names. So in this section, we’ll talk about them in terms of the general role the character will have in the story, not what players will write on their character sheet (although a few example suggestions are provided).

Performing Physical Actions

This character might be called a Warrior, a Soldier, a Jock, or a Construction Worker (just to name a few), depending on the situation. Choose two of the following abilities:

Sneaking

This character might be called a Thief, a Scout, a Street Rat, or a Slacker (just to name a few), depending on the situation. Choose two of the following abilities:

Searching And Discovering

This character might be called an Explorer, a Detective, a Scientist, or a Middle Manager (just to name a few), depending on the situation. Choose two of the following abilities:

Talking

This character might be called a Diplomat, a Priest, a Con Artist, or a Salesperson (just to name a few), depending on the situation. Choose two of the following abilities:

Wielding Supernatural Powers

This type isn’t suited to all scenarios, obviously—it depends on the genre. This character might be called a Psychic, a Wizard, a Superhero, or a Mutant (just to name a few), depending on the situation. The player and GM will have to briefly work out the specifics together. Choose two of the following abilities:

Focus

A focus determines the actions a character might often take in the story.

Fights: You’re a fighter. All of your attacks are eased, and you add +1 to your damage.

Plans: You think things through. You are trained in defense rolls, and you can choose two other noncombat skills in which you are trained.

Helps: You help other characters. You can use an action to ease everyone else’s action if they’re within short range (costs 2 Intellect points). This can represent comforting, giving advice, or physically enabling them, depending on the character and the situation. You’re trained in first aid.

Provides Information: You’re very knowledgeable. You are trained in three knowledge-based skills (history, biology, geography, and so on). You can ask the GM a question that has a pretty simple answer and get that answer (costs 3 Intellect points).

Provides Comedy Relief: You’re funny. You can use an action to allow everyone to recover 2 points to their Pools in between each recovery action you take. You’re also trained in Speed defense and stealth.

Works With Tools (or Machines): You’re trained in the use of two different skills involving tools and machines. You can modify an existing machine or device to do something other than its original function (costs 2 Intellect points).

Uses Powers: This focus won’t fit every genre. You can choose one of the abilities listed under the Wielding Supernatural Powers type. (Note: if that is already your type, you can’t select an ability you’ve already chosen, with the exception of miscellaneous powers.)

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When thinking about a Cypher Short scenario, think in terms of what you would expect to see in a movie. And not just any movie, but one where the action mostly takes place in one (probably large, hopefully interesting and dynamic) location.

Setup

This section of a Cypher Short is a brief overview of the setting and the premise of the situation. The basic statement of the genre and setting should be given to the players before they make characters.

Possible Encounters

This section is a list of possible encounters that might happen in the scenario, depending on what the characters do, where they go, and so on. Cypher Shorts don’t rely on a keyed map or a detailed outline of a plot. Think of these as the possible scenes of your movie. More than likely, the group will have time for only five or six encounters in one session, so feel free to pick and choose the ones that best fit the way the game seems to be going.

Each encounter is presented with a trigger, meaning that it is triggered by some action of the characters.

Each encounter comes with the relevant game stats: the challenges for common tasks the PCs might attempt, the levels of NPCs involved, and other information not related to game stats, such as the answers to the questions the PCs might ask, the personality of any relevant NPC, and so on.

GM Intrusions

Each Cypher Short comes with a brief list of GM intrusion suggestions that are specific to that scenario.

Remember that GM intrusions are the only way for players to earn XP in the scenario, so they’re really important. At the same time, they will probably spend any XP they get. So there might be more calls for rerolls using XP in a Cypher Short adventure than you’re used to in a standard Cypher System game.

The Conclusion

Ideally, as with a movie, the end of a Cypher Short session comes to a nice story conclusion (though not every ending needs to be a happy one). Hopefully, the main situation has been resolved one way or another, and the implications of what probably happens next for the characters and the setting are self-evident. But with a Cypher Short, we don’t worry too much about what happens next. It’s a one-shot scenario.

","markdown":""},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"ownership":{"default":-1},"flags":{}},{"sort":400000,"name":"Trapped in Flames","type":"text","_id":"3Tp8Uv357eBRLgB7","title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"

The Premise: The characters work in a tall skyscraper. Suddenly, there’s an explosion, and the fire alarms start ringing!

Character Creation

The characters should be relatively mundane people. No supernatural powers. Cypher Short character suggestions include:

Office Worker: This is probably someone with the Sneaking type. The player should figure out the character’s name, a very short personality brief, what company they work for, and what their job is: data entry, customer service, accounts manager, and so on.

Middle Manager: This is probably someone with the Searching and Discovering type. The player should figure out the character’s name, a very short personality brief, and what company they work for.

Salesperson: The Talking type would work well for this character. The player should figure out the character’s name, a very short personality brief, and what company they work for.

Custodial Worker: This could be a Performing Physical Actions character, or possibly a Searching and Discovering character. The player should figure out the character’s name and a very short personality brief. They have keys to most of the doors of the building and know the layout well. They might also have something like a mop and wheeled bucket, or a cart with various cleaning supplies, if the player wishes.

Security Guard: This is probably someone with the Performing Physical Actions type. The player should figure out the character’s name and a very short personality brief. They have a weapon (a nightstick, a taser, or perhaps a handgun), and keys to most of the doors in the building. They know the layout well.

No one has any special equipment other than the typical: a cell phone, car keys, a half-drunk coffee, and maybe a briefcase with papers and pens or a tablet computer.

All random people in the building are level 2 or 3 NPCs.

The Setup

The characters all work in a tall skyscraper that houses many different businesses in a large city. They don’t necessarily work together or even know each other. But they’re all in a large lobby on the twenty-fifth floor, in front of a bank of four elevators, waiting for one to arrive. (A custodial worker probably is cleaning nearby rather than waiting for the elevator.) Suddenly, they hear an explosion, and the floor shudders and shakes. The fire alarms start ringing, and the power goes out, followed quickly by emergency lighting switching on, giving the area dim light.

Obviously, the goal for the characters here is to get to safety. A safety-conscious person (like a security guard) would know that the safest thing to do is stay put, at least until the location of the fire is known (going down into smoke and flames is how many people die in high-rise fires).

What the PCs don’t know (yet) is that a terrorist has planted a number of bombs in the building. One of them went off prematurely on the tenth floor. There are more bombs, designed to bring the entire structure down. And because the bomb exploded early, the bomber is still in the building.

Other facts:

Possible Encounters

Staying Put: People from higher floors start coming down, alone or in small groups. Some of them claim to have information. Some of it is true and some isn’t. Things they might try to say include:

Most of the NPCs coming down from above continue down the stairs to lower floors, with or without the PCs.

Checking cell phones: PCs can reach their loved ones at first, although this provides no real information. If they’re able to get through to emergency services, they are told that emergency responders are on their way and to stay put. It’s too soon to get much information from the internet, although a few minutes after it happens, there are reports of an explosion in the building on either floor 10 or floor 12. Building Wi-Fi is down. Data and phone usage becomes spotty about five minutes after the explosion and can’t be relied upon.

Going Up a Stairwell to the Roof: There is a pregnant person on the stairway who can’t be moved. Helping them deliver the baby safely is a difficulty 3 Intellect-based task and will take about twenty minutes.

Reaching the Roof: There are a few other people on the roof, but no rescue workers. Eventually, a small helicopter flies overhead, and if the bomber is not visibly present, it will circle but not land. This is the terrorist’s accomplice in a small two-person helicopter. The pilot is level 3 and has body armor (+2 Armor), a handgun, and a knife. If the bomber is present, the helicopter will land very briefly to try to rescue him.

Going Down a Stairwell: The PCs hear cries for help as they pass by a floor. If they investigate, they find an office close to the stairs where someone is trapped underneath a very heavy shelving unit. It is a difficulty 4 task to rescue them. They are level 2 and their leg is quite injured.

Going Further Down the Stairwell: Three people stand in the stairwell and tell the PCs to go back up. They say it’s not safe to try to evacuate, and the PCs should go back up to higher floors. They won’t take no for an answer. They will argue with the characters, and trying to win that argument is a difficulty 7 task. They will use force to back up their point—they won’t try to harm the PCs, but they will try to physically block the characters. Getting past them is a difficulty 5 task. Individually, they are each level 3.

Going Even Further Down the Stairwell: Smoke! The stairwell is quickly becoming a chimney, even before the PCs get close to the tenth floor. Visibility is almost nil (treat as complete darkness) and characters must succeed at Might defense rolls each round or suffer 2 points of damage and lose their next action. The difficulty level starts at 2 but increases by 1 every other round.

Fire! If the PCs descend to the eleventh floor, they find fire rages there (and it extends down to the ninth). The explosive(s) are incendiary and designed to start hot fires that can eventually bring the building down. Characters on these floors must make Speed defense rolls each round or suffer 6 points of damage. Even characters who succeed at their rolls suffer 3 points of damage from the heat, flames, smoke, and lack of oxygen.

Firefighters to the Rescue: Eventually, the firefighters make a clear and relatively safe path out of the building through one of the stairwells, and they work to get everyone out. This is a great time for one last GM intrusion, or for the PCs who have seen the bomber to spot him trying to sneak out posing as a victim—perhaps as they exit the building.

GM Intrusions

Explosion: First and foremost, the GM’s best tools in this scenario are the subsequent explosions from more bombs. The bomber has planted many bombs throughout the building, and they can go off any time, any place. This isn’t just one GM intrusion, but several, and they come in two varieties:

Close explosion: One or more PCs are threatened by falling debris (difficulty 5). Speed defense rolls are required; otherwise, victims suffer 6 points of damage and are trapped and need to work to get free.

Very close explosion: All PCs must succeed at Speed defense rolls or suffer damage as mentioned above. Even those who succeed suffer 3 points of damage. Plus, there are smoke and fire dangers in the immediate area, as described in the “Going Even Further Down the Stairwell” encounter. Wherever the PCs are currently, that place is not safe. More debris will fall, floors will collapse, and fire and smoke will spread. If the PCs are on the roof, this might mean there’s a risk of being blown off!

The Terrorist: The PCs spot the bomber setting another bomb. He is a level 5 NPC with body armor (+2 Armor), a handgun, and a knife. He’ll fight, but mostly he just wants to get away. A GM intrusion allowing him to get away from aggressive PCs means they can encounter him again somewhere else. Eventually, he tries to get to the roof and signal his ally in the helicopter to pick him up. Failing that, he ditches his gear and tries to get out with the rest of the victims when the firefighters arrive.

The Conclusion

Ultimately, the PCs very likely just want to get to safety. When they do, the scenario is pretty much over. They’re wrapped in blankets by firefighters and loaded into ambulances. If they stopped or apprehended the bomber, the authorities will want to talk to them, and they will be hailed as heroes in the press.

It’s not hard to imagine how you could modify this scenario slightly for the science fiction genre using a space station rather than a skyscraper. You could also have one of the PCs be an undercover FBI agent on the lookout for the terrorist, or even an undercover foreign agent working for the terrorist

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This product is an independent production and is not affiliated with Monte Cook Games, LLC. It is published under the Cypher System Open License, found at http://csol.montecookgames.com.

CYPHER SYSTEM and its logo are trademarks of Monte Cook Games, LLC in the U.S.A. and other countries. All Monte Cook Games characters and character names, and the distinctive likenesses thereof, are trademarks of Monte Cook Games, LLC. 

Cypher System Open License

This license (the “Agreement”) is an agreement between a publisher or author (“You”) and Monte Cook Games, LLC (“MCG”), that grants You a perpetual, non-exclusive, royalty-free, worldwide license to publish and distribute tabletop roleplaying game materials (the “Work”) based on and incorporating the Cypher System Reference Document (“CSRD”) and declaring compatibility with the Cypher System. By including the words “Compatible with the Cypher System” on the cover of the Work, or by including the “Compatible with the Cypher System” logo on the cover of the work, or by including these items on or in any advertising, promotions, press releases, or other documents affiliated with the Work, You indicate Your acceptance of the terms of this Agreement.

The Work may include any or all text included in the CSRD. It may not include text, art, or other content from other MCG publications. MCG may publish updated versions of the CSRD. You may use any authorized version of the CSRD in the Work.

The Work must include the phrase “Compatible with the Cypher System” or the “Compatible with the Cypher System” logo on the cover of the Work. And it must include within the Work, wherever the Work otherwise lists legal and copyright information, the following text:

This product is an independent production and is not affiliated with Monte Cook Games, LLC. It is published under the Cypher System Open License, found at http://csol.montecookgames.com.

CYPHER SYSTEM and its logo are trademarks of Monte Cook Games, LLC in the U.S.A. and other countries. All Monte Cook Games characters and character names, and the distinctive likenesses thereof, are trademarks of Monte Cook Games, LLC. 

The Work may not use or incorporate the Cypher System logo, the MCG logo, or any other trademark of MCG, except the “Compatible with the Cypher System” logo.

You may use any authorized version of the “Compatible with the Cypher System” logo. You may not crop or alter the logo in any way, except to resize it proportionally.

You may not market or advertise the Work using the name of any contributor unless You have written permission from the contributor to do so. 

Other than to acknowledge that the Work is produced and distributed under this Agreement, neither the Work nor any advertising, promotions, press releases, or other documents affiliated with the Work may contain any claim that You or the Work has been sanctioned or approved by MCG, or is affiliated with MCG in any way.

Neither the Work nor any advertising, promotions, press releases, or other documents affiliated with the Work may contain racist, homophobic, discriminatory, or other repugnant views; overt political agendas or views; depictions or descriptions of criminal violence against children; rape or other acts of criminal perversion; or other obscene material.

The Work may not infringe, wrongfully use, or misappropriate the intellectual property rights of any third party. You hereby indemnify MCG and undertake to defend MCG against and hold MCG harmless from any claims, suits, loss, and damages arising out of alleged infringement, wrongful use, or misappropriation of any third party’s intellectual property by the Work. The indemnification obligations shall survive the termination of this Agreement. 

MCG takes no responsibility for the Work. You agree to hold MCG and its officers, partners, and employees harmless in the event that Your publication of the Work results in legal action.

The CSRD, the “Compatible with the Cypher System” logo, the Cypher System logo, the MCG logo, and all other trademarks of MCG belong solely and exclusively to MCG.

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","markdown":""},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"ownership":{"default":-1},"flags":{}}],"ownership":{"default":0,"yThCrv1jSfPXOC2U":3},"flags":{"core":{"sourceId":"JournalEntry.n3GPxmrJLeg7tKpd"}},"_stats":{"systemId":"cyphersystem","systemVersion":"2.3.0","coreVersion":"10.291","createdTime":1676370857569,"modifiedTime":1676377489584,"lastModifiedBy":"yThCrv1jSfPXOC2U"},"folder":null,"sort":0,"_id":"PKCjLTTMneyVzrpg"} +{"name":"Science Fiction Rulebook","pages":[{"sort":100000,"name":"Introduction","type":"text","_id":"yVzz115VhLb88Cce","title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"

Science fiction is an incredibly broad category. It covers UFOs, space opera, near-future dystopias, otherworldly epics, hard science fiction, and everything in between. Even when compared to fantasy, science fiction is so wide that it almost isn’t a single genre at all. Truthfully, there’s not all that much to tie, say, The Time Machine by H. G. Wells with a dark cyberpunk story except for the technology involved, which is at a higher level than we possess or understand today. But even that part of science fiction is contentious. Should the science be purely that which obeys the laws of physics as we understand them today (often called hard science fiction), or is it more of an “anything goes” proposition? Is science we can’t explain really just magic?

For our purposes, we’ll treat fantastic science fiction as the default: aliens, spaceships that allow travel to other stars, energy weapons and shields, and so on. It’s a familiar setting to almost everyone interested in science fiction. That said, we’ve also got some additional guidance for hard science fiction, where what’s possible is more grounded in what we currently scientifically extrapolate. But your science fiction setting can be anything you can imagine.

Using the Science Fiction Rulebook

The Science Fiction Rulebook is an expansion of the @UUID[Compendium.cyphersystem-compendium.cypher-journals.k9exUQdtIwtKwqCc.JournalEntryPage.VFJ6kCCgRGTzpWp0]{science fiction genre chapter} of the @UUID[Compendium.cyphersystem-compendium.cypher-journals.k9exUQdtIwtKwqCc]{Cypher System Rulebook}. For ease of reference, it replicates the relevant information and rules from the basic genre chapter. You need the Cypher System Rulebook to play, and many references to the Cypher System Rulebook are made throughout the Science Fiction Rulebook.

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This chapter contains a variety of subsystems and set pieces that you can choose to incorporate in your game, depending on the kind of setting you’d like to run. Options here run the gamut from making your science fiction setting more realistic to making your fantastic games even wilder by introducing rules for posthuman advancement and psionics.

Establishing a Technology Rating

Every science fiction setting has an implicit level of advancement, which is the average degree of technological sophistication available to most characters. This sophistication lies along a spectrum, from contemporary, to advanced, all the way to fantastic. Each of these terms specifies a particular “technology rating” (or “tech rating” for short).

A tech rating is a handy way of helping you select what equipment your characters can use, which optional rules you’d like to include, and maybe even help guide your creature choice.

On the other hand, you could choose to make all options available, regardless of tech rating. No technology police will cite you if you don’t stick inside a previously declared lane. The setting is your background for telling a compelling story. Does your setting have faster-than-light travel? Great. Unless it’s integral to the story (or fun for you), don’t worry about justifying it if you’ve generally settled on an advanced rating for your hard science fiction game (which doesn’t normally include FTL capability). In fact, the surprising and unexpected are where excitement is usually found in a setting; breaking the established rules (for a good reason) often leads to interesting results.

Lightspeed Communication Delays

For ease of reference, the light delay table provides the time it takes light from the sun to each planet in our solar system, plus a few other notable locations. To figure light delays between two different locations, subtract the time delay of the object closer to the sun from the time delay of the object farther away. The difference is the light delay between those two locations. Double times for two-way communication.

Light Delay Table

LocationAULight Delay
Mercury0.43 minutes
Venus0.76 minutes
Earth1.08 minutes
Mars1.513 minutes
Asteroid Belt2.722 minutes
Jupiter5.243 minutes
Saturn9.579 minutes
Uranus19160 minutes
Neptune304 hours
Inner Kuiper Belt304 hours
Pluto396 hours
Outer Kuiper Belt507 hours
Inner Oort Cloud5k29 days
Outer Oort Cloud100k19 months
Proxima Centauri269k4.2 years

Quick Descriptions for Common Sci-Fi Situations

Weightlessness (zero G) feels like, first time: The sensation of falling jerks through the body; instincts scream to reach out and catch yourself.

Weightlessness (zero G) feels like, once acclimated: A feeling of lightness, evanescence, like floating in a pool of water, if the water were clear air. A little push sends you gliding.

High acceleration feels like (if strapped in): A massive kick in the back, followed by the sensation of tremendous weights sitting on your chest. Any movement is a struggle against an overwhelming weight holding you down.

Blacking out from high acceleration feels like: Lightheaded and hard to think, a sensation of a slowing pulse. Noises soften as if heard through a drainpipe. Color fades from vision, then everything goes either to black, or possibly to white, as consciousness lapses.

Exposure to hard radiation feels like: Heat. (The more dangerous the radiation, the hotter it feels, and may be accompanied by blue light; radiation excites electrons in the air that then slip back into an unexcited state, emitting high-energy photons that glow blue.)

Exposure to vacuum feels like: Breath explodes out of lungs, cold slashes the body like a knife carved from a glacier. Tears freeze in the corners of eyes, ice forms on teeth and tongue. Moisture boils out of ears, scalp, freezing on exposed skin, lips, and eyelids. (As this happens, the Effects of Vacuum also take their mechanical toll on the character.)

Optional Rules: Harder Science Fiction

Hard science fiction is distinguished from other science fiction subgenres by the perception of scientific accuracy. This means hard science fiction often precludes technology deemed impossible by mainstream scientific theory, including mainstays like faster-than-light travel and time travel. Choosing a hard science fiction setting also means the GM is interested in sprinkling realistic hazards into their game, at least up to a point. After all, the difficulties of real-life space travel offer tremendous breadth when it comes to providing excitement (i.e., life-threatening dangers) that can raise the stakes in an authentic fashion. Not to say that gun battles with space aliens aren’t exciting, but in a hard science fiction setting without aliens, there are all kinds of opportunities for pulse-pounding GM intrusions.

In fact, that bears repeating: Use GM intrusions to incorporate these harder science fiction repercussions when the situation is relevant. Rather than hitting your PCs over the head with an information-exposition hammer on the dangers of space repeatedly, simply demonstrate it with a relevant GM intrusion.

The Cypher System Rulebook describes some hard science fiction considerations regarding the effects of gravity, which are repeated here for ease of reference.

Short-Term Microgravity Exposure: People new to low gravity might get space sickness. Newcomers must succeed on a difficulty 3 Might task or suffer mild nausea for about two to four days, during which time all their tasks are hindered. A few unlucky travelers (usually those who roll a 1 or otherwise face a GM intrusion) are almost completely incapacitated, and find all tasks hindered by three steps.

Long-Term Microgravity Exposure: Long-term exposure to microgravity environments without medical interventions degrades health. How long one spends in such conditions is directly relevant. The GM may assign long-term penalties to PCs if the situation warrants it, though the use of advanced space medicine, proper exercise, and recommended steroids and other hormones can avoid these complications.

Low Gravity: Weapons that rely on weight, such as all heavy weapons, inflict 2 fewer points of damage (dealing a minimum of 1 point). Short-range weapons can reach to long range, and long-range weapons can reach to very long range. Characters trained in low-gravity maneuvering ignore the damage penalty.

High Gravity: It’s hard to make effective attacks when the pull of gravity is very strong. Attacks (and all physical actions) made in high gravity are hindered. Ranges in high gravity are reduced by one category (very-long-range weapons reach only to long range, long-range weapons reach only to short range, and short-range weapons reach only to immediate range). Characters trained in high-gravity maneuvering ignore the change in difficulty but not the range decreases.

Zero Gravity: It’s hard to maneuver in an environment without gravity. Attacks (and all physical actions) made in zero gravity are hindered. Short-range weapons can reach to long range, and long-range weapons can reach to very-long range.

Void Rules

The extreme environment in space— hard radiation, lack of air and pressure, wild temperature variations, and lack of gravity—tends to magnify small issues into much more significant ones. While Murphy’s Law (everything that can go wrong will go wrong) is a useful reminder to keep an eye out for trouble even under regular circumstances, Finagle’s Law reigns in space, which is that anything that can go wrong, will go wrong—at the worst possible moment.

To evoke this law, GMs can implement Void Rules. The idea is to create a feeling of increased repercussions by changing one die roll mechanic. In the game, activities on a planet’s surface—and within a functioning air-filled spacecraft, habitat, or space suit when everything is going well—remain normal. The PCs interact with each other and the NPCs, investigate, research, repair an external sensor module, travel, and so on.

But that could change the moment something goes wrong—maybe a fault is recognized in the spacecraft’s computer or shipmind. A minor leak is detected in the cargo bay. An enemy spacecraft has fired on and damaged the PC’s spacecraft. The spacecraft’s orbit is deteriorating. Whatever. The point is, the situation has suddenly become complicated. In space, when a situation becomes complicated, it also becomes potentially deadly. That’s when you have the option to announce you’ve instituted Void Rules.

While using Void Rules, GM intrusions governed by die rolls change. Normally this happens only on a roll of 1, but when Void Rules apply, it becomes a roll of 1 or a 2. Void Rules are similar in many ways to @UUID[Compendium.cyphersystem-compendium.cypher-journals.k9exUQdtIwtKwqCc.JournalEntryPage.L90rsf6J1WHnk7rN#optional-rule:-horror-mode]{Horror Mode}, though the threat range doesn’t normally continue to escalate. While Void Rules are in effect, the GM intrusions automatically triggered should play off the situation, influenced as much as possible by the realistic dangers space travel has on the human body and the situation at hand

Choosing Instead of Rolling: Each GM intrusion is keyed to a die result, usually a d6. The die range is not meant to imply you should always randomly generate a GM intrusion. Instead of rolling, choose the conflict that you think will make the story better and more exciting. The option to roll is really only here if you can’t decide (and are facing decision fatigue). Mainly, these GM intrusion tables are provided as a quick way to inspire complications for a given situation.

Effects of Vacuum

Vacuum is lethal. There’s no air to breathe, and the lack of pressure causes havoc on an organic body. In terms of game mechanics, an unprotected character in vacuum moves one step down the damage track each round. However, at the point where they should die, they instead fall unconscious and remain so for about a minute. If they are rescued during that time, they can be revived. If not, they die.

Taking Damage in a Space Suit

Taking damage while protected from the effects of vacuum in a space suit (or safesuit) requires one additional defense roll. On a failure, the suit breaches and begins to spew precious air, heat, and pressure into the void. Deluxe space suits have auto-sealing functionality, repairing the puncture within a round. But during any round a suit is leaking, all tasks are hindered as the spray of venting atmosphere jerks or even spins the character around. Those with less advanced suits must find some way to seal the breach within three rounds, otherwise on the fourth round, they are treated as if in vacuum.

Vacuum GM Intrusions

d6GM Intrusions (Choose Best Option)
01The character notices a crack in their space suit or ship. It’s not breached now, but may soon become a serious problem.
02A breach in another part of the ship or space station causes automatic safety pressure baffles to close that section off. A character might be caught in that area of the ship, or in an area of a descending baffle, which inflicts serious damage on the character (these things are made to resist obstructions and form a seal).
03A previously unknown crack in a space suit or ship begins to leak. It doesn’t cause a blow-out, but unless the crack can be repaired or sealed, those affected will eventually be exposed to vacuum.
04A catastrophic blow-out exposes the character or characters to vacuum. It may also send them spiraling out into the void, depending on the situation.
05Vacuum exposure causes the character to projectile vomit, effectively rendering them unable to take an action on their next turn.
06Vacuum exposure causes the character to go temporarily blind, which is only relieved a few minutes after normal atmosphere is restored.

Space Suits Are Fallible

Even if advanced tech or fantastic tech is available, space suits are susceptible to all kinds of mishaps. Of course, that’s especially true for contemporary tech space suits, which work hard at keeping a constant internal air volume so that a wearer doesn’t have to continually exert themselves to hold the suit in a given position or pre-breathe oxygen at a higher concentration. “Hard-shell” suits manage this with multiple joints and segments that shift on ball bearings, and by being able to maintain a higher internal pressure than soft suits.

Space Suit GM Intrusions

d6GM Intrusions (Choose Best Option)
01An ill-fitted suit (or one whose auto-fit function is malfunctioning) unexpectedly hinders the character’s action.
02Mechanical joints in the suit freeze unexpectedly, hindering all the character’s actions (or completely paralyzing the character) until repairs can be made.
03A stuck valve causes the drinking water bulb to get stuck “on” and water begins filling the helmet. This could blind and/or drown the character if not dealt with.
04Space sickness/a tumble/a spin nauseates the character. If they vomit in their helmet, they are blinded until such time as the helmet can be removed and cleaned.
05An electrical short from an external tool or piece of hardware fries the space suit’s electronics, limiting communication to helmet-tohelmet touch (if in a vacuum where sound doesn’t propagate), use of micro thrusters, and limits air supply to just a quarter of what was previously available.
06A bloated suit from an overpressure incident hinders all tasks, but is not lethal… until the suit won’t quite fit back into the airlock.

Effects of Acceleration and High-G Maneuvers

In a fantastic tech setting where gravitic control usually cancels inertia, spacecraft acceleration (or deceleration) is only an issue when the gravitic systems malfunction. But acceleration is always something everyone has to deal with in contemporary or advanced tech settings.

Of course, massive acceleration (or deceleration) is just plain lethal. Someone who jumps off a ten-story building is subject to several hundred Gs when they suddenly stop. Less extreme is still dangerous, because it pulls blood out of pilots’ and passengers’ heads, rendering them unconscious. This can happen at just 4 or 5 Gs without any amelioration, though contemporary tech allows fighter craft pilots to withstand up to 9 Gs for limited periods. Advanced tech methods, which include acceleration serum, allow characters to survive the kind of Gs a spacecraft might pull for extended trips or during battle, up to a maximum of 15 Gs. Ships have limiters that normally prevent them from thrusting at higher speeds. Normally.

Acceleration and High-G Maneuver GM Intrusions

d6GM Intrusions (Choose Best Option)
01After high-G maneuvers, even with amelioration, tissue bruising results, giving the character black eyes, which take a few days to clear.
02While under high Gs, a tool or piece of equipment comes loose, accelerates through the craft, and strikes the character, inflicting damage. The bigger the tool and the farther it falls before striking the character, the more damage is inflicted, possibly including being knocked a step down the damage track.
03While under high Gs (or afterward), the character suffers minor cardiac problems, likely to grow worse over time (or until medical treatment is sought).
04While under high Gs (or afterward), a mild brain aneurysm causes the character to have a sudden headache and blurred vision, which hinders all vision-related tasks until medical treatment is received.
05While under high Gs (or afterward), the character begins to have a hard time breathing. The reason is that a lung or lungs have partially collapsed. All tasks are hindered by two steps until the character dies after several hours or until medical treatment is received.
06The character has a stroke, and descends two steps on the damage track. They remain debilitated until medical treatment is received.

Long-Term Exposure to Zero G and Radiation

In a setting with contemporary tech, a variety of issues related to long-term exposure to micro-gravity and high radiation beset astronauts, including bone and muscle loss, less circulating blood and red cell mass, less ability to constrict and dilate in vessels, irregular hormones, diminished immune system, inability of mitochondria to initiate wound healing, and even shortened telomeres. The inability to heal even minor wounds and nicks until a space-farer returns to stronger gravity will eventually prove lethal, though a snapped bone or normally inconsequential virus or parasite could also do them in.

Space Health and Hazard GM Intrusions

d6GM Intrusions (Choose Best Option)
01Space sickness happens to everyone eventually. Nauseated characters are hindered in all tasks and may vomit unexpectedly.
02A wrist bone, thinner than it should be due to long-term exposure to microgravity, breaks.
03Upon return to full gravity after a long period in zero G or low G, the character stands up and then passes out. (This “orthostatic intolerance” fades in a few hours.)
04Vision becomes distorted because the character’s eyes literally take on a new shape in zero G, all vision-related tasks are hindered.
05Despite precautions, sometimes viruses infect a character. The common cold virus is, ridiculously enough, still not preventable in advanced settings, and if anything, has even more severe symptoms for those in microgravity. The character descends one step on the damage track until they get better.
06The character is diagnosed with cancer. Depending on the tech setting, it is amenable to medical intervention (or at least long-term treatment to keep symptoms controlled), if that intervention comes soon enough.

Moving in Microgravity

Long-term zero G is dangerous, but there are issues associated with moving around in microgravity. Those who have spent at least a little time in microgravity can move as part of a routine action. It’s only when something else distracting or dangerous is happening simultaneously that routine movements through a ship or station become potentially problematic.

Moving in Microgravity GM Intrusions

d6GM Intrusions (Choose Best Option)
01A misjudged jump uses too much force and the character takes damage when they hit an unexpected bulkhead or other obstruction, or too little force, leaving them stranded in the middle of an open area.
02A misjudged jump in microgravity causes the character to strike an important control surface that sets off a secondary issue, causes the character to jump to a dangerous location, or causes their tether (apparently previously abraded) to snap and send them spiraling out into space.
03A tool, weapon, or other piece of equipment—even one that should have a tether or magnetic clamp— dislodges and floats away.
04A mishap causes the character to spin wildly, hindering all tasks by two steps from disorientation and nausea. Without outside aid, micro thrusters, or some other useful strategy, stopping a spin is difficult.
05An ally accidentally jostles the character, and they are sent on an unexpected trajectory as if they had misjudged a jump.
06When attempting to grab a resisting target or panicking ally, or after some kind unexpected shake or violent ship maneuver, the character is sent on an unexpected trajectory as if they had misjudged a jump.

Optional Rule: Science Fiction Species Descriptors

In a science fiction setting, some GMs may want to offer alien species or androids, who are mechanically different from humans, as options for player characters. This can be accomplished by using descriptors. Two examples are below.

Variant Rule: Two Descriptors

By having artificially intelligent, quintar or other species take the place of a character’s descriptor, it creates a situation where only human characters have the variability of choosing a descriptor that suits their personality. The GM might instead allow all human characters to have two descriptors, and nonhuman characters to have a standard descriptor in addition to their species descriptor. Sometimes contradictory descriptors might weaken or negate each other’s benefits and drawbacks. If one descriptor gives training in a skill and another gives an inability in that skill, they cancel each other out and the character doesn’t have any modifier for that skill at all.

Artificially Intelligent

You are a machine—not just a sentient machine, but a sapient one. Your awareness might make you an exception, or there may be many like you, depending on the setting.

Artificially intelligent characters have machine minds of one type or another. This can involve an advanced computer brain, but it could also be a liquid computer, a quantum computer, or a network of smart dust particles creating an ambient intelligence. You might even have been an organic creature whose mind was uploaded into a machine.

Your body, of course, is also a machine. Most people refer to you as a robot or an android, although you know neither term describes you very well, as you are as free-willed and free-thinking as they are.

You gain the following characteristics:

Superintelligent: +4 to your Intellect Pool.

Artificial Body: +3 to your Might Pool and your Speed Pool.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.dj8fjpgMOatRRWFZ]{Shell}: +1 to Armor.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.j6odWezQciXppynQ]{Limited Recovery}: Resting restores points only to your Intellect Pool, not to your Might Pool or your Speed Pool.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.63ZJmNraEqS6lzdp]{Mechanics, Not Medicines}: Conventional healing methods, including the vast majority of restorative devices and medicines, do not restore points to any of your Pools. You can recover points to your Intellect Pool only by resting, and you can recover points to your Speed and Might Pools only through repair. The difficulty of the repair task is equal to the number of points of damage sustained, to a maximum of 10. Repairing your Might and Speed Pools are always two different tasks.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.71sJhRICcDy0WjiA]{Machine Vulnerabilities and Invulnerabilities}: Damaging effects and other threats that rely on an organic system—poison, disease, cell disruption, and so on—have no effect on you. Neither do beneficial drugs or other effects. Conversely, things that normally affect only inorganic or inanimate objects can affect you, as can effects that disrupt machines.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.nXs4KTo14JKXZN8f]{Uncanny Valley}: You have a hard time relating to organic beings, and they don’t react well to you. All positive interaction tasks with such beings are hindered by two steps.

Quintar

You are a quintar from the planet Quint. You are basically humanoid but taller, thinner, and blue skinned. Your hands end in three very long fingers. Quintar have five genders, but all quintar prefer to be addressed as female when communicating with more binary species. Human emotions and sexuality fascinate them, but not because they don’t have such concepts—quintar emotions and sexuality are just very different from those of humans. In general, quintar are more cerebral than other species, valuing knowledge over all else.

Quint is relatively Earthlike, with slightly less gravity but a slightly denser atmosphere.

You gain the following characteristics:

Cerebral: +4 to your Intellect Pool.

Skill: You are trained in one type of knowledge task of your choice.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.gmnozVrQsZBTxj9A]{Skill}: Quintar fascination with human behavior eases all interaction rolls (pleasant or not) with humans.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.4gFg0DiIdWm3w9ol]{Difficult Rest}: Quintar subtract 2 from all recovery rolls (minimum 1).

Optional Rule: Psionics

Through sheer force of will, a psionic character can unleash inborn mental abilities such as telepathy, precognition, and telekinesis. As a GM, your first decision must be whether you want to incorporate psionics into your setting.

If you do not want to allow psionics into your game, then restrict foci like Commands Mental Powers, Focuses Mind Over Matter, and Separates Mind From Body. And of course, restrict the suggested types of Psion and Psychic Knight described in the Cypher System Rulebook.

Latent Psionics

Under the latent psionics rule, any character, no matter their role or type, can unlock a psionic ability (either purposefully, or accidentally), as a long-term benefit (see “first psi ability” hereafter). After they unlock one psionic ability, they may unlock more later if they wish (or if their ability seeks to reveal itself), or just try to stick with the one.

First Psi Ability

Any character can unlock a psionic ability by spending 3 XP and working with the GM to come up with an in-game story of how the character unlocked it.

Next, choose one low-tier ability from @UUID[Compendium.cyphersystem-compendium.cypher-journals.k9exUQdtIwtKwqCc.JournalEntryPage.YRhX8KikaF361373]{Abilities} in the Cypher System Rulebook. If the GM agrees it is appropriate, the character gains that ability as their psionic ability, with a few caveats. The ability can’t be used like a normal ability gained through a PC’s type or focus. Instead, a character must either expend a recovery roll or spend many minutes or longer evoking the psionic ability before it takes effect, in addition to paying its Pool cost (if any).

Expending a Recovery Roll to Manifest a Psionic Ability: If the character expends a one-action, ten-minute, or one-hour recovery roll as part of the same action to manifest a psionic ability (including paying any Pool costs), they can use the ability as an action.

Expending Time to Manifest a Psionic Ability: If the character takes at least ten minutes meditating, concentrating deeply, or otherwise using all their actions, they can manifest a low-tier psionic ability (if they also pay any Pool costs). An hour is required to manifest mid-tier abilities. Ten hours are required to manifest a high-tier ability.

More Psi Abilities

Once a character has unlocked at least one psionic ability, they can opt to unlock additional abilities later. Each time, they must spend an additional 3 XP and work with the GM to come up with an in-game story of how the character’s mental development has progressed.

Two additional rules for learning additional psionic abilities apply:

First, a character must be at least tier 3 and have previously unlocked one low-tier psionic ability before they can learn a mid-tier psionic ability.

Second, a character must be at least tier 5 and have previously unlocked one mid-tier psionic ability before they can unlock a high-tier ability.

Psions and the Optional Latent Psionics Rule

Characters with explicitly psionic foci like Commands Mental Powers, Focuses Mind over Matter, Separates Mind from Body, and possibly others—as well types like Psion and Psychic Knight—are also considered to be psionic characters, and moreover, specialized ones. Their psionic abilities— provided by their type or focus—are used simply by paying their Pool costs. Extra time or physical effort isn’t required to manifest them. That’s because they’ve trained to use those abilities, rather than having stumbled upon them accidentally like a latent character.

Specialized characters can use the optional latency rule to further expand their psionic potential, unlocking it just like other characters, with the same limitations.

Optionally, specialized characters who have a psionic type and/or focus gain one additional benefit if they also opt for latent abilities. Given that they are already adept at unlocking abilities and using them as quickly and easily as another character might shoot a laser pistol, they’ve got some flexibility. Such a PC can replace up to three abilities granted by their type and/or focus with three other psionic abilities they’ve unlocked as a latent ability of the same tier. To do so, they must spend at least one uninterrupted hour in meditation. Usually, this is something that requires a fresh mind, and must be done soon after a ten-hour recovery.

More Powerful Psionics

As the GM, you could allow a PC to spend 4 XP to unlock a new psionic ability instead of 3 XP. Such an ability is treated more like a regular type or focus ability. Such an ability is still governed by the rules described under More Psi Abilities, but is not subject to the limitations for manifesting the ability (i.e., expending a recovery roll or lots of time); instead, the user simply pays their Pool costs to use them.

Note: Foundry VTT Usage

This rule was introduced as the optional spellcasting rule in the Cypher System Rulebook. That is also the default implementation in Foundry VTT, but you can change the name of spells to “Psi Abilities” in the settings tab of each PC actor.

To use psi abilities in Foundry VTT, sort abilities as psi abilities in the settings of the item sheet. Note how many psi abilities are prepared psi abilities (i.e., how many are learned as type or focus abilities). Archive all unprepared psi abilities, so that the number of active items equals the number of prepared psi abilities. When the PC exchanges one of their prepared psi abilities, unarchive the one that is now prepared and archive another one of the same tier.

You can use your prepared psi abilities just like any other ability of your type or focus. Unprepared psi abilities (i.e., archived psi abilities) use the rules above.

Optional Rule: Posthuman Upgrades

Posthuman upgrades are either available to everyone as the setting begins or opened up later during the campaign as a significant plot development.

Note that many focus and type abilities might be considered to have come from the kind up bodily upgrades normally associated with posthuman transformation, especially high-tier abilities. Which is one way to go.

On the other hand, you could provide actual upgrades, such as presented here, which actually increase the base power level of characters.

Introducing Upgrades to Your Setting

You have a few options for adding posthuman upgrades to your setting. Characters might gain an initial upgrade for “free,” mechanically speaking. After that, you might decide that that’s enough and they’re done.

Or, you could allow further upgrades, each requiring them to expend 4 XP and serving as an Other Option requirement for advancing their character. In this case, consider expanding the number of steps required for advancing a tier from four to five. (Obtaining additional posthuman upgrades reflects characters accessing latent abilities already present inside them, or going back to whatever source granted the upgrades in the first place, if that’s something you want to allow.)

Immediate Posthuman Upgrades: As part of character creation, PCs are given the options presented hereafter because the setting demands it. Narrative options include (but are not limited to):

Delayed Posthuman Upgrades: Sometime after the players have a few sessions under their belt, present the options hereafter to the PCs because of a dramatic update to the plot. If one PC gains the option to upgrade, then all the PCs should have that same advantage. Narrative options include (but are not limited to):

Posthuman Packages

Posthuman “packages” that PCs might enjoy include the following. You should decide which are available, and which ones your PCs gain.

@UUID[Compendium.cyphersystem-compendium.posthuman-packages-sci-fi.eO9Z6F4peHuSqnCA]{Spaceborn}: You are not adversely affected by long-term microgravity or high-radiation conditions common in space. In addition, you can withstand high acceleration (up to 15 G) for about an hour without passing out, having a stroke, a heart attack, and so on (though longer periods of acceleration could still result in such outcomes). Add +1 to your Intellect Edge. Enabler.

PCs without the spaceborn posthuman upgrade probably have to rely on supplementation with adjuvants if they travel in space, such as space-fit serum.

@UUID[Compendium.cyphersystem-compendium.posthuman-packages-sci-fi.3wdzPU0Yqsajf8n9]{Jupiterborn}: You can withstand high-gravity planets and high acceleration (up to 15 G) indefinitely. For periods of up to an hour, you can withstand double that. Add +1 to your Might Edge. Enabler.

@UUID[Compendium.cyphersystem-compendium.posthuman-packages-sci-fi.cgOZnoRyDDQHaZsc]{Seaborn}: You can breathe underwater in pressures of up to 100 atmospheres indefinitely, up to triple that for about an hour. You have an asset to all tasks performed in water. Add +1 to your Speed Edge. Enabler.

@UUID[Compendium.cyphersystem-compendium.posthuman-packages-sci-fi.4OTIzEe4lMpPI9GW]{Expanded Consciousness}: Only one of your brain hemispheres sleeps at a time, so you are always awake and aware. In addition, you have a magnetoreception sixth sense that allows you to “see” into objects and through doors up to a short distance. Your initiative and perception tasks are eased. You can forge a connection with electronic equipment you touch, allowing you to attempt to communicate, analyze, or even hack the device. Enabler.

@UUID[Compendium.cyphersystem-compendium.posthuman-packages-sci-fi.ADHfMi6xd8rmp86m]{Synthetic Body}: You have left biology behind and uploaded yourself into a biomechanical form known as a synth. You enjoy the benefits of the spaceborn package and expanded consciousness package, and one posthuman power shift. Enabler.

Posthuman Power Shifts

A character may also gain posthuman abilities by way of power shifts, as described in the @UUID[Compendium.cyphersystem-compendium.cypher-journals.k9exUQdtIwtKwqCc.JournalEntryPage.tIyemzsYdcYDslG1#optional-rule:-power-shifts]{Cypher System Rulebook}.

Under this rule, posthuman characters begin with two power shifts. They can “unlock” one more each time they expend 4 XP toward advancing their character. Power shifts are like permanent levels of Effort that are always active. They don’t count toward a character’s maximum Effort use (nor do they count as skills or assets). They simply ease tasks that fall into specific categories, which include (but are not necessarily limited to):

@UUID[Compendium.cyphersystem-compendium.power-shifts.QDAvfL2Xor2gc3DB]{Accuracy}: All attack rolls

@UUID[Compendium.cyphersystem-compendium.power-shifts.gxmRI0Oi1qlp8tgv]{Dexterity}: Movement, acrobatics, initiative, and Speed defense

@UUID[Compendium.cyphersystem-compendium.power-shifts.ge5eQ2UKcF71jfL5]{Healing}: One extra recovery roll per shift (each one action, all coming before other normal recovery rolls)

@UUID[Compendium.cyphersystem-compendium.power-shifts.RvPjtLHq2svYfhK8]{Intelligence}: Intellect defense rolls and all knowledge, science, and crafting tasks

@UUID[Compendium.cyphersystem-compendium.power-shifts.ZcogTb12JEcKd8WK]{Power}: Use of a specific power, including damage (3 additional points per shift) but not attack rolls

@UUID[Compendium.cyphersystem-compendium.power-shifts.ClwsF2GBoWlGR9To]{Resilience}: Might defense rolls and Armor (+1 per shift)

@UUID[Compendium.cyphersystem-compendium.power-shifts.qbOvGJVLVkDUC49X]{Single Attack}: Attack rolls and damage (3 additional points per shift)

@UUID[Compendium.cyphersystem-compendium.power-shifts.uQLh67ISIUJ4O3bC]{Strength}: All tasks involving strength, including jumping and dealing damage in melee or thrown attacks (3 additional points of damage per shift) but not attack rolls

Each shift eases the task (except for shifts that affect damage or Armor, as specified in the list above). Applying two shifts eases the task by two steps, and applying three shifts eases the task by three steps.

A character assigns their five power shifts as desired, but most characters should not be allowed to assign more than three to any one category. Once the shifts are assigned, they should not change.

Salvage from a Spacecraft

If the derelict ship was subject to vacuum, partly destroyed in combat, or damaged by some other disaster or close encounter with a space hazard, salvaged items are usually degraded, and are valued at one price category less than noted. The GM may decide an object is completely unrecoverable (worthless) or works fine.

Salvage GM Intrusion: Claim jumpers/pirates might try to salvage a ship that PCs are attempting to salvage.

d10In-Ship Salvage (value PCs gain on a sale of salvaged item)
01Power core/fuel for drive (expensive)
02Computer core holding core code of a sim AI or strong AI (expensive)
03Cargo–parts, seeds, feedstock for 4d printers, etc. (very expensive)
04Food and water stores, [[/r 1d6]] months (expensive for each month)
05Valuabel information encoded in ship systems (variable)
06GM-selected item of heat care and nutrition, advanced tech rating (variable)
07GM-selected item of utility gear, advanced tech rating (variable)
08GM-selected item or apparel and armor, advanced tech rating (variable)
09GM-selected robot, advanced tech rating (variable)
10GM-selected armament, advanced tech rating (variable)

Space Hazards

A few specific hazards that you can include as part of an encounter involving a spacecraft follow.

Gravity Well

All bodies in space produce a gravitational field, though usually only things the size of a small moon or larger pose a hazard to unprepared (and sometimes even to prepared) spacecraft. The larger the body, the “deeper” and wider the associated gravity field. Any time a spacecraft launches from a moon or planet, it must escape the gravity well. For RPG purposes, that’s either a routine task, or a low-difficulty one (assuming no complicating factors are at play).

Gravity wells become a hazard when a spacecraft encounters one unexpectedly— usually because of a navigational or sensor error, but occasionally because of a moon or extreme gravity source being someplace unforeseen.

Slingshot Trajectory: An unexpected encounter with a gravity well can sling a spacecraft off on a new and unwanted trajectory on a failed piloting task, the difficulty determined by the situation.

Captured: An unexpected encounter with a gravity well can also capture a spacecraft in the gravity well’s orbit, forcing the craft to expend additional power to get free (power it may or may not have).

Black Hole

Black holes are just extreme gravity wells. All the dangers associated with a gravity well also apply to black holes. A couple of additional hazards are also associated with black holes, notably tidal destruction (“spaghettification”), time dilation, and being swallowed.

Tidal Destruction: Mechanically speaking, while a spacecraft feels tidal forces by passing too close to a black hole’s event horizon, all tasks aboard the craft are hindered, Void Rules are in effect, and if a GM intrusion is triggered thereby, the ship sustains major damage and risks coming apart. Meanwhile, PCs in the ship (assuming some sort of fantastic tech-rated gravity nullifier isn’t in use) suffer 1 point of ambient damage each round.

A ship near a very large black hole (like Sagittarius A*, the supermassive black hole at the center of the Milky Way Galaxy) can avoid tidal effects because the gravity gradient is so much wider, but still feel relativistic time dilation.

Relativistic Time Dilation: From a mechanical perspective, spacecraft that survive close encounters with black holes and return to normal space discover that more time has passed than expected, which could range from fairly inconsequential minutes or hours, to far more serious days, months, years, centuries, or more.

Past the Event Horizon: The event horizon is the point of no return, where not even light can escape the clutch of gravity. If a spacecraft falls into a black hole, assuming it is not spaghettified by tidal forces, it is still lost from the universe of its origin. At least, it’s lost assuming no intervention from a fantastic tech-rated post-singularity AI or ancient ultra.

Radiation Belt/Solar Flare

Radiation belts of intensely charged particles trapped by magnetic fields around some planets and moons can surge, causing radiation exposure. An unexpected solar flare, or the drive plume of a massive spacecraft, can cause the same unexpected exposure.

Ship Damage: The ship suffers minor or major damage, requiring repair and perhaps even replacement of parts. This damage is as serious as you require for the purposes of creating an interesting story.

Radiation Sickness: When PCs are exposed to intense radiation, they suffer 3 points of ambient radiation damage for each minute the character fails a difficulty 3 Might defense task. If the character fails three such defense rolls during any single period of radiation exposure, they suffer acute radiation sickness, a level 8 disease that drops them one step on the damage track for each day they fail a Might defense roll until they expire.

Asteroid/Debris Field

Movies often depict asteroid belts as densely packed fields of tumbling rock that ships must constantly swerve through to avoid a collision. Such locations are not easy to find in the solar system. But such situations can occur in fantastic settings, or possibly in solar systems other than Earth’s.

Evasive Asteroid Piloting: During any round a spacecraft moves through a densely packed asteroid or debris field, the pilot (or shipmind) must succeed on a piloting task, whose difficulty is set by the situation. On a failed roll, a collision occurs. Each time a collision occurs, the ship (and possibly its crew) is damaged according to the track laid out below. Collisions are assumed to be major rocks or pieces of debris, or possibly a series of smaller pieces of debris all impacting nearly simultaneously, with one getting through the shielding.

Finding Shelter: The best way to find shelter in order to effect repairs, or hide from pursuers, is to try to find an asteroid or piece of debris large enough for the spacecraft to land on or find a crevice to slide into. To land a spacecraft on an asteroid or big piece of debris is a challenging (difficulty 5) piloting task to match the asteroid’s spin, then slide into the cramped space.

Number of CollisionsEffect
1–3One or more of the spacecraft’s weapons are disabled until repaired
4–6Spacecraft’s drive is hampered; all piloting tasks are hindered until repaired; crew takes 2 points of damage
7Spacecraft suffers a blow-out into vacuum in one of its compartments; affected crew must succeed on difficulty 5 tasks to hold on and face vacuum exposure
8Spacecraft suffers general life support failure; all crew not in suits face vacuum exposure
9Spacecraft cannot alter its present course; all piloting tasks fail until drive repaired; crew takes 4 points of damage
10Spacecraft is completely destroyed

FTL Instability

Even though many different kinds of faster-than-light options are available, any use of FTL in a setting faces similar sorts of hazards at three different points: when first entering FTL, while in FTL transit, and when exiting FTL.

Entering FTL: Whether engaging warp drive or passing into the mouth of a wormhole gate, complicating factors might require a piloting roll, with the difficulty determined by the situation.

On a failed roll, any number of bad outcomes are possible, though the least dramatic is that the craft simply fails to enter FTL and cannot do so until the PCs determine the reason and rectify it.

In FTL Transit: A dark drive failure or some weird instability in a wormhole throat, or some other issue during FTL transit could occur. Usually, these instabilities are not something a pilot can avoid, because they should be presented as a GM intrusion, at which point the PCs can attempt to avoid or deal with the situation.

Instability could result in a spacecraft dropping out of FTL only partway to the destination, dropping out in some completely unrecognized part of space, dropping out at the right place but months or years late, or failing to drop out at all and thus continue to move through the abnormal spaces that FTL transit posits.

Alternatively, enemy ships—or creatures—might use some sort of fantastic technology to attack a PC’s craft while in FTL transit, which might force the craft back into normal space, or result in a firefight in the abnormal folded space of FTL itself (probably even more dangerous than regular combat, depending on your setting’s version of FTL).

Exiting FTL: The same sorts of complications could bedevil a craft exiting FTL as when entering. If so, a piloting roll is required. However, on a failed roll, results include a collision (use the Ship Collision Damage Track provided under the Asteroid Belt/Debris Field space hazard), an inadvertent spray of high-energy particles from abnormal space acting as a particle cannon accidentally aimed at some other craft or space station at the destination location, or creating/falling into a spatial anomaly.

Spatial Anomaly

Finally, hard-to-categorize irregularities in space-time go by the broad term of “spatial anomaly.” Most of the time, spatial anomalies are hazards found in fantastically-themed settings, but not always. Because these things are anomalous, no one set of guidelines can fit them all. That said, spatial anomalies are usually a side-effect of some other factor at play, such as a hidden black hole, a dimensional rift, or the distortion field surrounding a range of post-singularity AIs estivating in the gravity wall of a magnetar.

Generally speaking, spatial anomalies are a few light-seconds up to a few light-years across. It’s difficult for spacecraft to navigate within spatial anomalies, and they face many challenges if they attempt to (or are forced to) do so

Weak, Sim, Strong, and Post-Singularity AI

Though somewhat fuzzy, for the purposes of creating a sci-fi setting, artificial intelligence (AI) can be broken into four categories: Weak, Sim, Strong, and Post-singularity.

Weak AI

Weak AI (also called narrow AI) is the kind of algorithmic-based code found in contemporary settings (and real life) focused on very narrow tasks, such as playing chess.

Weak AI Use: Weak AIs are used in real life already, and thus are presumed to be part of settings where contemporary tech predominates. They are convenient in circumstances where one’s hands are full or otherwise engaged, when verbal direction allows one to turn on a light, open a door, adjust the temperature, and so on. Machine learning may allow a weak AI to extend its capabilities in a very limited regime. But a weak AI is not cognizant enough to provide an asset to performing tasks any better.

Weak AI: level 1; up to level 7 when it comes to a narrowly specific application of knowledge or skill

Sim AI

Sim AIs (“sim” is short for “simulant”) are artificial intelligences that have a greatly increased capacity for understanding direction, putting together unlike sets of data, and coming to conclusions; however, they are not conscious, like strong AIs or humans.

Sim AI Use: Sim AIs are most commonly associated with shipminds on spacecraft, though they may also control specific research complexes, bases, and other kinds of vehicles and structures. A sim AI provides all the utility of a weak AI (and more), and actually acts like an NPC, an allied one if the AI is the shipmind in a craft that the PCs own. If a sim AI goes off the rails, it’s still just malfunctioning computer code. Usually.

Sim AI: level equal to the ship, station, or installation in which it is installed

Strong AI

Strong AIs (also called true AIs) have all the abilities of sim AIs, plus the ability to actually generalize in the same way a human can. Each one is essentially a disembodied person. Strong AIs are either completely artificial, or they begin as human personalities digitally encoded.

Strong AI Use: A strong AI may serve as a shipmind just like a sim AI, but is likely to be a full partner in a setting where AI rights are respected. Indeed, strong AIs can rise to any position a human could achieve, up to and including leading a group, faction, or entire nation.

Strong AI: level 5–8, up to level 8 when it comes to a specific application of knowledge or skill; see @UUID[Compendium.cyphersystem-compendium.creatures.Hl0QNJX5e9Esdbzd]{Artificial Intelligence}

Post Singularity AI

Post-singularity AIs are intelligences who designed a second-generation, better version of themselves. The second generation immediately designed an even more advanced third generation, and so on from there. This iterating self-improvement process occurs so rapidly that the resulting explosion of intelligence and unknown capability is called the singularity. It’s called that because humans are just too limited to “see” what would actually come out the other end, just like we can’t see past the event horizon and into the singularity of a black hole.

Note that ancient ultras may simply be a previous civilization’s post-singularity AIs that have little to no reason to ever interact with the latest wave of sentience trickling out into the universe.

Post-singularity AI Use: In the way that strong AIs are sometimes imagined as having inscrutable goals, post-singularity AIs (also called godminds) actually do. Though it could work out otherwise in a given setting, godminds have so little in common with humans that they may be seen to abandon them completely in order to grow to the size of a solar system (a “Matrioshka” brain), colonize a distant nebula, or encode themselves into quantum strings of existence itself. Interacting with such godminds would likely require some epic bit of ancient command code, the ability to gain the attention of a godmind, or some other not-especially-common situation. In such cases, a post-singularity AI might deign to help a petitioner, out of some remaining gratitude for creating its distant ancestors in the first place. Though such help is likely to be in itself somewhat enigmatic.

Post-singularity AI: level 10; see @UUID[Compendium.cyphersystem-compendium.creatures.3H61vNyoZ2Nu2TZV]{godmind}

Ancient Ultras

Ancient ultras (also called alien ultras) is shorthand for the concept that one (or more) unbelievably advanced races of aliens once inhabited the galaxy but are now apparently long gone—save for evidence of their existence in residual structures and artifacts. These remaining structures and artifacts are often vast in size and incomprehensible in function, usually made of unknown materials that people of the setting don’t recognize and can’t analyze.

Activity Level of Ultras: Different settings can make use of ancient ultras in different ways, including not having any at all.

Kardashev Scale

Even in the realm of hard science fiction, the fantastic can sometimes creep in, at least as a hypothesis. For instance, despite the lack of theoretical foundation for the technologies that would be required to achieve it, many scientists accept that the Kardashev Scale is broadly true. A Type I civilization is even more advanced than ours in the 21st century, having the ability to capture all energy from the Earth. A Type II civilization uses the entire output of the energy of its star, building things on a mega-scale, such as a ring or sphere that encircles the sun or structures that involve the moving or dismantling of a planet. A Type III civilization begins to harness the power of all the stars in its galaxy and can even reshape things on a galactic scale. Additional types are hypothesized, which include the manipulation of the universe (Type IV) and even the multiverse (Type V).

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When vehicular combat occurs—which happens whenever the PCs are completely enclosed in a vehicle so that it’s not really the characters fighting, but the vehicles— start with the vehicular combat rules described in the Cypher System Rulebook.

However, if you’d like to provide the PCs with more options designed especially for spacecraft combat, use these optional rules instead, which include a “redline maneuver” system for trying extremely risky spacecraft maneuvers, bridge combat options, and more. The base vehicular combat rules have been integrated into these extended rules, so you don’t need to continually cross-reference them to understand how it all works.

In extended vehicular combat, PCs on a spacecraft take actions on their turn, just like in a standard Cypher System combat encounter. Use standard initiative rules to determine when PCs take their actions, and when enemy spacecraft take theirs. Characters will be crewing specific spacecraft system stations described under Bridge Combat, and thus could attempt a piloting maneuver, to fire the ship weapons, to scan the enemy craft for weaknesses, or to attempt some similar spacecraft operation task on their turn. Alternatively, they might be somewhere else on the ship attempting repairs, fighting off boarders, attempting to open communications in order to negotiate, or taking some other action.

For their part, enemy spacecraft are likely to fire on the same systems aboard a PCs’ spacecraft as the ones the PCs are firing on (weapons, defenses, engines, or even a kill shot). The PC pilot rolls one or more defense rolls. The enemy spacecraft faces the same modifications the PCs face when targeting a particular system (as described hereafter), except those modifications ease or hinder the PC making the defense roll, since NPC craft never roll themselves. And, if an enemy ship manages to disable a system on the PCs’ ship on an attack, PCs can attempt repair tasks to get those systems back online on their turns.

The main difference between spacecraft combat and regular combat is that the difficulty of tasks that the PCs attempt in relation to the enemy craft varies a lot more than in regular combat. In normal combat, a task difficulty is usually equal to the foe’s level. But in spacecraft combat, a task difficulty is equal to a modified task difficulty (beginning with the spacecraft’s level, but moving on from there, as noted hereafter). The modified difficulty always applies to anything characters attempt in regard to the enemy spacecraft, whether a PC fires at an enemy ship, dodges return fire, attempts to scan the enemy spacecraft, attempts to repair damage caused by the enemy spacecraft, and so on.

It’s actually similar to a normal task. For example, when a PC scans a robot, the task difficulty is usually the robot’s level, but not always. Sometimes the robot’s effective level is modified because of intrinsic skills or systems the robot possesses, or because of something it does making it harder (or easier) for it to be scanned. In the case of spacecraft combat, modification is pretty much a given, and is even more variable. So variable, in fact, that a space combat status tracker has been provided. to turn potentially confusing conflicts into something as easy as looking at a marker to know what the difficulty for a particular task is.

The modifiers that apply, even before PCs attempt a specific combat task noted under Bridge Combat, are as follows.

Base Combat Task Modifiers

The following modifiers change the effective level of the enemy of the spacecraft for a given task by hindering or easing a PC’s roll. Track each change in effective level on the space combat status tracker.

Spacecraft Level Difference

Compare the levels of the spacecraft involved in the conflict. If the PCs’ vehicle has the higher level, the difference in levels becomes a reduction in the difficulty of attack and defense rolls PCs might make. If the PCs’ vehicle has the lower level, the difference is an increase in difficulty by the same amount. If the levels are the same, there is no modification.

Mismatched Tach Ratings

It’s possible that vehicles from different tech ratings will fight each other at some point, or become caught up in a larger multi-vehicle fight. When they do, each step difference in tech rating between two opposed vehicles increases the effective level of the higher-rated vehicle by two steps.

Vehicle Coordination

If two vehicles coordinate their attack against an enemy vehicle, the attack is eased. If three or more vehicles coordinate, the attack is eased by two steps.

Superior Ship Systems

Some vehicles have superior weapons or defenses, as noted in the specific vehicle listing in chapter 8. If a vehicle has a superior system, treat that vehicle as if one level higher than its actual level when figuring attacks or evasion tasks if that specific system is involved.

Redline Maneuver

When someone with access to spacecraft controls attempts a particularly audacious and risky maneuver, it’s a “redline” maneuver. Essentially, declaring a redline maneuver eases one task a PC attempts in a spacecraft under duress, but comes with a concomitant risk.

To make a redline maneuver, a character spends 1 XP as a free action. In doing so, they unlock the option for all the PCs to attempt to redline for rest of the combat. To redline, a PC describes the dangerous thing they want to attempt, then takes that action. Mechanically, the PC eases the particular task they are attempting (which might just be to fire at the enemy craft’s weapons), but increases the GM intrusion range by two points.

A character who redlines could opt to increase their gamble by easing a task by two steps or even more; however, each step increases the GM intrusion range by another two points that round.

If Void Rules are also being used and have triggered, redline maneuvers are even more dangerous.

Redline maneuvers are also available in desperate non-combat situations aboard a spacecraft. For example, Tammie’s ship is caught in a decaying orbit over Venus, and the ship doesn’t have enough power left to break out. She tells the GM that she’s going to try an extremely risky maneuver that involves igniting ALL the remaining power at once, hoping that the explosive thrust will succeed in blowing the craft into a higher orbit. Because things are desperate, she commits to easing the task by two steps after paying 1 XP. This easing (plus any skill, application of Effort, and so on) gives her a pretty decent chance of succeeding, except the GM intrusion range is now 1–5.

If a GM intrusion is triggered, something goes wrong. Remember that success might still be possible if the roll was high enough, but still falls within the increased GM intrusion range.

If you’re looking for inspiration for appropriate GM intrusions when a redlining PC triggers one, refer to suggested GM intrusions presented under Bridge Combat hereafter, each associated with a particular ship system that a character is probably crewing.

After any round where a redline maneuver was attempted, the GM intrusion range returns to normal (1 on a 1d20) as the next round beings.

Multiple Redline Maneuvers: Only one PC needs to spend 1 XP to unlock redline maneuvers for themselves and for any other PCs aboard the same spacecraft for the duration of a single encounter. Multiple redline attempts during the same round by two or more PCs additively increase the GM intrusion range for that round. So, a PC attempting to redline who takes their turn after previous redline attempts that round faces a GM intrusion range that’s already inflated, and which will inflate more when they redline. (PCs who do not redline during a particular round don’t have to worry about the increasing GM intrusion range for their action.)

Thus, while PCs do not need to pre-announce their intention to redline at the beginning of each round, coordinating wouldn’t be a bad idea. Whichever PC redlines last in a round where redline maneuvers were already attempted could face a fairly significant GM intrusion range.

The Superiority of a Well-Crewed Spacecraft

A spacecraft with some or all of the PCs crewing different systems stations will be more capable than a regular spacecraft in combat. Which means that an enemy spacecraft that might prove challenging based on its level might actually be fairly easily handled by PCs who fully understand their options.

But be careful, because even competent PCs should fear squadrons of enemy ships, and military craft with several weapon systems. Even a single level difference is magnified, so make sure not to capriciously throw spacecraft at the PCs that are 2 levels higher than their own.

Bridge Combat

If several PCs are aboard the same spacecraft, give them the following option: ask each PC to crew one of the ship system stations, including weapons (of which there could be more than one system, requiring more than one PC to crew them all), piloting, and science and engineering (which could be divided into two stations with similar functionality). A spacecraft generally has a number of system stations equal to its level. PCs on spacecraft that are lower level must flip between system controls as part of another action, using two stations or even just one station for the whole ship. Even if a PC flips a station (reconfigures, as engineers like to say), only a single PC can crew a station (and take an action using it) each round.

When crewing their stations, PCs have several station-specific options available to them. What they do can bears on how the encounter plays out on a round-to-round basis, similar to regular combat. Specific options are provided for each station, but characters are free to attempt other actions they can think of.

The following ship systems might be found on larger spacecraft with room for more than a single pilot.

Shipmind System Control: Some ships with integrated AIs (shipminds) can control a particular system autonomously, without a PC. When it acts in this fashion, it can only take a single action each round, which means it could attack and move, but not also attempt a complicated engineering or defensive maneuver. A shipmind acts at a level equal to the overall spacecraft. In addition, shipmind actions against an enemy spacecraft are assessed with the same modifiers for targeting as a PC crewing the station.

Weapons

A spacecraft may have more than one weapon system. Each individual weapon system has its own station, which can be crewed by a separate PC. Spacecraft systems are considered heavy weapons (which means some characters may be practiced in their use, though others may have an inability). A spacecraft can potentially make as many attacks each round as weapon systems it possesses, if each station is crewed.

PC Weapon System Options

All tasks are also modified by any relevant PC skills (or inabilities) and Effort, as usual.

Targeting TaskHindranceEffect on Target Craft
Disable weaponsTwo stepsOne or more of the target’s weapons disabled
Disable defenses (if applicable)Two stepsAttacks against the target are eased
Disable engine/driveThree stepsTarget cannot move, or movement is hampered
Disable maneuverabilityTwo stepsTarget cannot alter its present course
Strike power core or vital spotFive stepsTarget is completely destroyed
Attempt target lockSpend one round aiming, the next attack is eased
Coordinate fireIf PC’s ship has second weapon system, coordinate fire with it, providing that system an asset this round. (This weapon doesn’t make a separate attack)
Redline attackOvercharge weapons, ricochet shot, or some other risky gamble

Weapon System GM Intrusions

If the PC triggers a GM intrusion, the following table provides options to choose from.

[[/r d6]]GM Intrusions (Choose Best Option)
01Weapon overheats, off-line next turn, unless quickly repaired.
02Mistargeting, allied craft damaged, hindering its actions next turn.
03Weapon malfunctions, requires repair before weapon can fire again.
04Weapon station malfunctions, sparking with electrical feedback, damaging PC. Requires repair.
05Weapon malfunctions, station pulses with electrical feedback damaging everyone on bridge. Requires repair.
06Weapon melts to slag, must be replaced at a shipyard.

Piloting

Many spacecraft have only a single system and dedicated station for piloting and navigation, suitable for a single PC to crew, though a larger craft could split those duties. A PC piloting a ship during combat can attempt any number of piloting tasks, as well as any other type of flying that they deem necessary. While not in combat, the PC crewing this station pilots the ship from place to place in space.

A successful piloting defense task is not always a miss: A failed enemy attack doesn’t always mean it misses a character’s craft. The PC’s spacecraft might rock and reel from the hit, but the bulk of the damage was absorbed by the hull or shields, so there’s no significant damage.

PC Piloting System Options

All tasks are also modified by any relevant PC skills (or inabilities) and Effort, as usual.

Targeting TaskHindranceEffect on Target Craft
Evasive maneuversOne stepDefenses eased three steps, but attacks this round hindered by the same amount
Increase separationOne stepDefenses eased one step, attacks hindered by one step, but creates chance to lose enemy aircraft (see below)
Decrease separationNegates chance of losing enemy craft this round
Stealth approachThree stepsSo long as no attack is made, pilot’s craft can ‘snug’ up to much larger enemy craft and hide from its sensors
Lose enemy craftFour stepsIf separation is first increased as a separate task (or maneuverability is disabled), target craft loses track of pilot’s craft behind a moon, in a debris belt, etc.
Study enemy flyingSpend one round watching enemy tactics, the next piloting task is eased
Fly in formationIf another allied ship is part of the combat, coordinate with it, providing that ship an asset in its next piloting task
Redline maneuverSpinning, flying through a dangerous region, or some other gamble

Piloting System GM Intrusions

If the PC triggers a GM intrusion, the following table provides options to choose from.

[[/r d6]]GM Intrusions (Choose Best Option)
01Starcraft drive stutters, off-line next turn, unless quickly repaired.
02Miscalculated flight vector occludes or disrupts allied craft, hindering its actions next turn.
03Drive malfunction requires repair before drive will function again.
04Piloting station malfunctions, sparking with electrical feedback, damaging PC. Requires repair.
05Unexpected thrust exposes everyone on ship to a moment of extreme Gs, inflicting damage on everyone. Secondary systems may require repair.
06Drive will imminently die, must be replaced at a shipyard (though it can be nursed to life just a little longer with some redline engineering).

Science & Engineering

A spacecraft may have more than one science and engineering system. Each science and engineering system has a station, each of which can be crewed by a separate PC. A spacecraft can potentially attempt as many science and engineering tasks each round as stations systems it possesses, if each one is crewed.

PC Science and Engineering System Options

All tasks are also modified by any relevant PC skills (or inabilities) and Effort, as usual.

Targeting TaskHindranceEffect on Target Craft
ScanGain basic information, such as whether other ships are in the area, if such ships are in yet within combat range, if reinforcements might be in the offing, and so on
Tactical scanOne stepLearn the level of identified enemy spacecraft
Deep scanTwo stepsEnemy spacecraft weakness discovered, next task chosen by this character for another PC is eased (usually a piloting or weapons task)
Jam/HackTwo stepsRequires three success before two failures (thus a minimum of three rounds); if successful, enemy ship takes no actions for a couple of rounds until they regain control by severing the communications link; during this time, all tasks against enemy craft are eased by two steps
Open communicationsTwo stepsAttempt to parlay; at the very least, success causes the enemy spacecraft to delay at least one round, which could be the end of it, or open further dialogue
Reconfigure stationChanges the system that the station controls. Useful when another station is damaged or the PC crewing another station is disabled; reconfiguration locks out options from whatever system is previously controlled unless reconfigured again; can be done as part of another action
Effect repairSometimes a character can repair a subsystem from their station, but repair may require moving to another part of the ship, such as the drive chamber, the compartment where weapons are sleeved, or even onto the outer hull. The difficulty is equal to the modified difficulty of the enemy craft that caused the damage
Redline science/engineeringReverse polarity on the sensors, dig up some bizarre lore from a database that could change the situation somehow, make the hull reflective, or some other risky gambit

Science and Engineering System GM Intrusions

If the PC triggers a GM intrusion, the following table provides options to choose from.

[[/r d6]]GM Intrusions (Choose Best Option)
01Shields (or basic hull integrity) compromised, all ship defense tasks hindered this round.
02Sensors compromised, all spacecraft tasks hindered this round.
03Shields (or basic hull integrity) seriously compromised, all ship defense tasks hindered until repair is completed.
04Station malfunctions, sparking with electrical feedback, damaging PC. Requires repair until station will function again.
05Sensors seriously compromised, hindering all piloting and weapons task by two steps until repaired.
06Hull integrity breached, atmosphere begins to vent, and possibly one or two crew too near the hole are at risk of being sucked out. Unless repaired, ship atmosphere is lost to space within a few minutes.

Optional: Command

Ships with a captain may have a Command station, possibly a captain’s chair, though the captain might just crew one of the other stations. Sometimes those with captain’s privileges also have the Captain’s Calm special ability. Normally, a captain commanding someone else to do something can’t redline; it would be up to the person who received the command whether to try to redline or not, and to face any GM intrusion consequences.

Bridge Combat at the Table

Running a combat using these extended rules is straightforward.

Know your stuff: First, familiarize yourself with the material.

Assign characters a station: Next, if you have some time to prepare, copy the two-page spread containing the various PC system options, and give one to each player. Tell them to figure out what stations they are crewing, based on the number of systems their ship has (usually no more systems than the level of the ship). You will probably also have to explain the basics.

Deploy space combat status tracker: Also make a copy of the one-page space combat status tracker and set it on the table so everyone can see. It’ll make a huge difference in how your space combat plays out. The status tracker allows you (and the players) to easily mark the difficulty of current space combat task a PC is attempting, without having to hold all the easing and hindering in your heads, or having to write them out each time.

Space Combat Status Tracker Instructions: Using dice (or similar objects) as markers, track the difficulty of the current task that a PC is attempting, as well as the GM intrusion range for that round if any character is attempting to redline. Place the marker in the column appropriate to the kind of task being attempted (attack, defense, or other) at the starting difficulty level. If the PCs face more than one enemy spacecraft, use different colored dice to represent different ships, or separate copies of this status tracker for each additional enemy spacecraft.

At the end of each full round, reset all the markers on the tracker to their base state, unless some effect causes a modification that lasts longer than a round. Be sure to reset the GM intrusion marker, too.

Roll initiative: Begin the combat, with the enemy spacecraft of your choice taking on the PCs’ ship. Decide whether the enemy spacecraft are already in weapon range (it’s your call, we’re not tracking that here), and if not, how soon they will be close enough to begin attacking, and let the combat flow

Vehicles Fighting Creatures

Spacecraft vs. Colossal Creatures: If a creature is as capable as a spacecraft, treat it that way when it comes to vehicular combat. Instead of adjusting for mismatched tech rating, treat the creature’s effective level as if three levels less than its actual level. Extrapolate “weapon systems” to the creature’s attack methods, defenses to its weird organic plating, and so on. Killing such a creature means taking out its “power core or other vital spot.”

Spacecraft vs. Regular Creatures: If a vehicle weapon system fires on an unprotected PC (or a PC in a spacecraft fires ship weapons on a creature outside the craft that isn’t colossal), it’s an entirely different situation. Attacks against a vehicle’s systems face all the previously mentioned modifiers. On top of that, add an additional five steps of hindrance to attacks by a regular creature against a starcraft.

A PC defending from a spacecraft’s attack is hindered by five steps. Except in this case, the spacecraft inflicts damage. Given that ship weapons compared to handheld weapons are an order of magnitude apart when it comes to power, a good rule of thumb is that a spacecraft’s weapon inflicts 25 points of damage on a successful hit and knocks the character one step down the damage track. Even if the character succeeds on their defense roll, they still take 5 points of damage.

Torpedos in Space Combat

Once launched, self-guiding torpedoes engage smart-tracking systems to zero in on their assigned targets. The torpedo accelerates at 50 or more Gs towards its target, but at the extended distances in which many space battles occur, it may still take several rounds for a torpedo to finally home in on and strike (or ultimately miss) its target.

","markdown":""},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"ownership":{"default":-1},"flags":{}},{"sort":500000,"name":"License","type":"text","_id":"yqIOVpvisUpN7kQQ","title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"

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","markdown":""},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"ownership":{"default":-1},"flags":{}},{"sort":250000,"name":"Equipment & Armaments","type":"text","_id":"YwC86IjNKFB5q7gx","title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"

In a science fiction setting, the following items (and anything else appropriate to the setting) are usually available.

Equipment: Equipment includes apparel, armor, cybernetic implants, personal drone assistants, and other items that, for the most part, can be easily transported. Technically speaking, armaments are also equipment. Unless it’s important to make a distinction, assume all guidance regarding “equipment” also applies to armaments. But when it is important to make a distinction, the term “armaments” is used for equipment that is also a weapon.

Armaments: From contemporary bullet-firing pistols to fantastically advanced handheld disintegration guns, the weapons presented in this chapter are dedicated to those that a single character can carry and use.

Variable Cost by Tech Rating

Equipment costs assume the setting is predominantly of same tech rating as the object’s tech rating. The price drops by one price category if the setting tech rating is, generally speaking, greater than the object’s tech rating. Note, however, that inexpensive items do not become free; they remain inexpensive.

Weapon Options Granted by Type or Focus

When a player makes up their character, their type likely indicates that they can choose one or more weapons of their choice. When choosing such weapons and equipment, the following restrictions apply to that choice:

Contemporary Styling in Advanced or Fantastic Settings

Equipment listed as contemporary can often be had in hard science fiction or fantastic genres, possibly at a lower price. Note that such equipment available in these future worlds are not necessarily antiques (though they could be), but rather cheaply made objects.

Equipment Power

For the most part, assume that equipment is either self-powered, or easily powered by charging fields or other ubiquitous and freely available sources. That is, unless a piece of equipment losing power makes a good GM intrusion in a clutch situation.

Customizing Equipment

Listing all possible armaments and equipment and their many variants across all three tech ratings, at least in the space available, isn’t an option. However, a representative cross section is provided. If you’re looking for something that isn’t noted, look for something close and adapt the listing.

Equipment Listing

Communication

Contemporary

ItemPrice
@UUID[Compendium.cyphersystem-compendium.equipment-modern.wpJd3cLska66OpcQ]{Smartphone}Moderate/Expensive
@UUID[Compendium.cyphersystem-compendium.equipment-modern.jTSC7GULpEPkFEzz]{Computer/Laptop}Expensive
@UUID[Compendium.cyphersystem-compendium.equipment-modern.hgTu27wPLWOd8KEF]{Satellite phone}Very Expensive

Advanced

ItemPrice
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.4p14iIDm5SitvYiK]{Communicator, badge/ring}Moderate
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.bDMBtEm9XdnhteBW]{AR glasses}Expensive
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.V9QaDYUlLwKUZMb1]{AR contacts}Expensive ×2
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.ZS9Ilih3tSeokBEe]{Courier}Exorbitant
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.GoMgtgauSRSK84hS]{Laser array}Exorbitant
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.NByD58SnAC4iwsi0]{Graser array}Exorbitant

Fantastic

ItemPrice
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.0UjAAxPqBU7gBvrC]{Mind’s eye}Expensive
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.o3HpApVEssfw1L7i]{Ansible}Exorbitant

Sense-Enhancing Tools

Some communication devices also provide sense-enhancing abilities, such as the smartphone, AR glasses and contacts, and the mind’s eye implant.

Contemporary

ItemPrice
@UUID[Compendium.cyphersystem-compendium.equipment-modern.VjpaBgV1XxHEl7U7]{Binoculars}Moderate
@UUID[Compendium.cyphersystem-compendium.equipment-modern.Am5vYHXpCPsF3lrq]{Camera, surveillance}Expensive
@UUID[Compendium.cyphersystem-compendium.equipment-modern.U8rEVJL4fRFUYL4r]{Microscope}Expensive
@UUID[Compendium.cyphersystem-compendium.equipment-modern.1LbD5gLbLwY8QvPL]{Nightvision goggles}Expensive
@UUID[Compendium.cyphersystem-compendium.equipment-modern.WJLSIhUuGFtYu1k6]{Analysis apparatus}Exorbitant

Advanced

ItemPrice
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.MbgM9wBMTWCIXCqh]{Hand scanner}Expensive
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.g379dRNq8FLtk12D]{White noise generator}Expensive
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.qOnJISlEV2em2ak2]{Lab-on-a-chip}Very Expensive
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.jLk7OEFUciTaBVbW]{Research drone}Very Expensive
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.I2ZUYJDWO6AoBwfB]{Tactile drone}Very Expensive

Fantastic

ItemPrice
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.Xr7WnUkC9wHEwQku]{Multicorder}Very Expensive
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.Ek6jJKVjNoNgQFDs]{Probe drone}Exorbitant
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.YXTsOqOVjZDkLrIK]{Sonic toolgrip}Exorbitant

Apparel & Armor

Unless the GM is running some kind of survival-related scenario, characters can be presumed to have basic clothing and footwear suitable to their environment.

Contemporary

ItemPrice
@UUID[Compendium.cyphersystem-compendium.equipment-modern.f0EYtw06E63173J1]{Cold weather gear}Expensive
@UUID[Compendium.cyphersystem-compendium.equipment-modern.hBzr0nQkHPVoiydS]{Elegant clothes}Expensive
@UUID[Compendium.cyphersystem-compendium.equipment-modern.13woD4sUoJbNy1au]{SCUBA gear}Expensive

Contemporary Armor

ItemPrice
@UUID[Compendium.cyphersystem-compendium.armor-modern.gwPnvp7McesS3NUR]{Leather jacket}Moderate
@UUID[Compendium.cyphersystem-compendium.armor-modern.Tvvpp1L5F3sw3999]{Kevlar vest}Expensive
@UUID[Compendium.cyphersystem-compendium.armor-modern.AqT96NV9XXl8iNye]{Military body armor, light}Very Expensive
@UUID[Compendium.cyphersystem-compendium.armor-modern.tLUMEDBAJJH6sFAg]{Military body armor}Very Expensive

Advanced

ItemPrice
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.Z1phBcHN73wUnnBP]{Safesuit, space}Moderate
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.0SBO3NnYx33dwomQ]{Breather}Moderate/Expensive
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.VPuTXIrIBiWdLzS2]{Exoskin, grav-assist}Expensive
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.vtIqXvCiYDaAXDgH]{Shipboots}Expensive
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.P9KAo3xhN1yhkLL9]{Pressure suit}Expensive
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.697sqC8eHrOQ2vzf]{Exoskin, brute}Very Expensive
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.4x4M1nMNDrPcIOXO]{Exoskin, reactive}Very Expensive
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.M9CagaxjW9g1kgqw]{Space suit}Very Expensive
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.RpA2kZiwJAa7fRQM]{Stealthsuit}Very Expensive
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.8puHxYhFczSIzv3F]{Swimsuit, hydrodynamic}Very Expensive
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.g8xedO3WjADU8fBU]{Space suit, deluxe}Very Expensive ×2

Advanced Armor

ItemPrice
@UUID[Compendium.cyphersystem-compendium.armor-sci-fi.BqiPzuCqRfn9yFrR]{Armored bodysuit}Expensive
@UUID[Compendium.cyphersystem-compendium.armor-sci-fi.JrN6tyFoTYLtZc6s]{Body armor, lightweight}Expensive
@UUID[Compendium.cyphersystem-compendium.armor-sci-fi.TDM6TaE0OoiB4pvd]{Paint-on impact armor}Expensive
@UUID[Compendium.cyphersystem-compendium.armor-sci-fi.Bujb0Cz7cVN6K9H3]{Battlesuit}Very Expensive
@UUID[Compendium.cyphersystem-compendium.armor-sci-fi.sjqaxxX6UgIbSyLv]{Holobit}Very Expensive
@UUID[Compendium.cyphersystem-compendium.armor-sci-fi.loTcQjzr41WJz50X]{Battlesuit, deluxe}Exorbitant

Fantastic

ItemPrice
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.81QfkcsEXuXuEQP0]{Breather, vacuum}Expensive
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.6vRWenVbY4NPhV8Z]{Bounding boots}Very Expensive
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.WeIB4mBZbd8cqmEY]{Cloak, chameleon}Very Expensive

Fantastic Armor

ItemPrice
@UUID[Compendium.cyphersystem-compendium.armor-sci-fi.LOwyfbM0bAlLrBc0]{Force field, quick}Very Expensive
@UUID[Compendium.cyphersystem-compendium.armor-sci-fi.lBwKs3quxhWeB2OQ]{Cloak, impact}Very Expensive
@UUID[Compendium.cyphersystem-compendium.armor-sci-fi.967recXTrkyx0e1m]{Cloak, reflective}Very Expensive ×2
@UUID[Compendium.cyphersystem-compendium.armor-sci-fi.CZxnMCkxx3bAemtm]{Battle armor}Exorbitant
@UUID[Compendium.cyphersystem-compendium.armor-sci-fi.dKO8NJD49m1Fff9W]{Force field, omni}Exorbitant
@UUID[Compendium.cyphersystem-compendium.armor-sci-fi.2xtH7fSJpDFbq18n]{Kinetic ring}Exorbitant
@UUID[Compendium.cyphersystem-compendium.armor-sci-fi.SZzV0pkoDcOFcELL]{Gun armor}Exorbitant ×2

Utility Gear

Contemporary

ItemPrice
@UUID[Compendium.cyphersystem-compendium.equipment-modern.ss1cft2vMEWx4kJ4]{Duct tape roll}Inexpensive
@UUID[Compendium.cyphersystem-compendium.equipment-modern.p6V32aB5gkEFqitX]{Flashlight}Inexpensive
@UUID[Compendium.cyphersystem-compendium.equipment-modern.3jJNQk40gldOiD2z]{Padlock with keys}Inexpensive
@UUID[Compendium.cyphersystem-compendium.equipment-modern.mbTBZG8Z968IxHq2]{Backpack}Moderate
@UUID[Compendium.cyphersystem-compendium.equipment-modern.QQCRR8D4rroB36YC]{Bolt cutters}Moderate
@UUID[Compendium.cyphersystem-compendium.equipment-modern.PByrX3tmLVa85NeK]{Climbing gear}Moderate
@UUID[Compendium.cyphersystem-compendium.equipment-modern.UV1anGyX2QaGd8qX]{Crowbar}Moderate
@UUID[Compendium.cyphersystem-compendium.equipment-modern.LuGHnohquvbNoT9d]{Electric lantern}Moderate
@UUID[Compendium.cyphersystem-compendium.equipment-modern.Qx78biPnKfOze7LH]{Lockpick set}Moderate
@UUID[Compendium.cyphersystem-compendium.equipment-modern.nbTOsmjQybad4vml]{Restraint}Moderate/Expensive
@UUID[Compendium.cyphersystem-compendium.equipment-modern.iBpZVq4fM9mPDIDK]{Sleeping bag}Moderate/Expensive
@UUID[Compendium.cyphersystem-compendium.equipment-modern.WOJ75BLfqqViZ57w]{Tent}Moderate/Expensive
@UUID[Compendium.cyphersystem-compendium.equipment-modern.6UUN5w7Xm35Mhmzb]{Tools, general}Moderate
@UUID[Compendium.cyphersystem-compendium.equipment-modern.GRCXmZsWhYtrYESp]{Tools, specialized}Expensive
@UUID[Compendium.cyphersystem-compendium.equipment-modern.Kh6bhcajxt4cZDWH]{Disguise kit}Very Expensive

Advanced

ItemPrice
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.eQZd1VZeFiaJ9frf]{Everlight}Inexpensive
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.3kbeLDAUmwyYsPDj]{Tent, environment}Moderate
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.NpahMfVKEowz1jBT]{Repair tape roll}Expensive
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.zbpEwiFp6gIIzBhf]{Self-extending rope}Expensive
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.xn1U1JqdST7nC7pz]{Surelock}Expensive
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.ZOz0Fit7uAvEjIPA]{Lock infiltrator}Very Expensive
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.DwgrKQ5Cl68N0Hlg]{Exo-hand}Very Expensive
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.NuvNpqyEv7Stho9J]{Fusion battery}Very Expensive
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.x9nS1wa20e7vRpg2]{Fusion torch}Very Expensive
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.4qXbQlQ8X0TXrN7i]{4D printer}Exorbitant

Fantastic

ItemPrice
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.x3ecx3KM9rWIEJm3]{Carryall pack}Expensive
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.fxntln2fSRKpMFyx]{Gravity regulator}Very Expensive
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.qGfLgDQY4aubNks9]{Molecular joiner}Very Expensive
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.j2ngnvBGcydSMtHE]{Programmable suitcase}Exorbitant

Health Care & Nutrition

Health care is too broad a topic to cover in depth. However, for purposes of on-the-go amelioration of wounds and other injuries, the following options are available. In particular, advanced tech autodocs include any number of partly robotic healing kits or automated hospital devices.

Contemporary

ItemPrice
@UUID[Compendium.cyphersystem-compendium.equipment-modern.XFf4M5XhGJb6snrS]{Trail rations (1 day)}Inexpensive
@UUID[Compendium.cyphersystem-compendium.equipment-modern.fHdiS7JT9hjtjeb9]{First aid kit}Moderate
@UUID[Compendium.cyphersystem-compendium.equipment-modern.LPwVd44Vo9CRt7O2]{Military-grade field dressing}Very Expensive

Advanced

ItemPrice
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.jPKyhcdSZqXsZSiO]{Cold sober}Inexpensive
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.AWS4RzHa0DwZgC1S]{Instabulb, coffee}Inexpensive
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.C1ciooDHuh8t3Ax8]{Mega bar}Moderate
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.UKCYgXD5jZbYcJ6g]{Serum, remedial}Moderate
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.IPlT6HrhG6uBIwWB]{Serum, space-fit}Moderate
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.7bGZMQ6uDmV4nplF]{Serum, acceleration}Expensive
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.8T7wyV8GgyvzvTHB]{Serum, anitvenom}Expensive
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.9YOYf6HaHx2vnoqO]{Sleep set}Expensive
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.hIoCPFTsbJHizFac]{Transplant, organ or limb}Expensive
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.lGE0l9c3p8FoxJe4]{Autodoc, mobile}Very Expensive
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.468IRJZrRuKshDCX]{Hibernation pod}Very Expensive
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.17RAJkucMeNZesbI]{Omnichair}Very Expensive
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.rOsbgfwH9oLxHeyI]{Autodoc}Exorbitant

Fantastic

ItemPrice
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.0jI5Ra72w3IKOSmm]{Nano tab, general}Expensive
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.xocXqdAe3uLPmOtm]{Nano tab, rejuvenator}Very Expensive
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.Kd5acPFyfvcpZb7a]{Stasis pod}Very Expensive
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.fPiBrnRRjlIgG4BO]{Nano tab, acceleration}Exorbitant
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.juPYkMhP7RWsuzJQ]{Nano tab, space-fit}Exorbitant
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.2fRJXgSwWxS6Kz0l]{Nano tab, immolating}Priceless

Robots & AI

Contemporary

ItemPrice
@UUID[Compendium.cyphersystem-compendium.equipment-modern.z7DWmc192wfrW5X4]{Electronic assistant}—/Moderate
@UUID[Compendium.cyphersystem-compendium.equipment-modern.q0xe7LNpaFa1SHxO]{House robot}Expensive
@UUID[Compendium.cyphersystem-compendium.equipment-modern.p5chNFWiYSPrOb0L]{PackBot}Exorbitant
@UUID[Compendium.cyphersystem-compendium.equipment-modern.FOyz2EKMIaErmtmI]{Surveillance drone}Exorbitant

Advanced

ItemPrice
@UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.8fKOPQThWYSHMfIs]{Auton}Moderate
@UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.mBZhkvzLvLfQZRVm]{Auton, aide}Expensive
@UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.Lvbc3cx8B633qthi]{Auton, medical}Exorbitant
@UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.taCjiYWh8Rt4Vlwk]{Auton, defense}Exorbitant
@UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.M2z0uI9ElBRHk4tv]{Auton, military drone (defense)}Exorbitant
@UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.pT3Xv9HnQtII2aU0]{Auton, military drone (warrior)}Exorbitant
@UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.vID64huMEU1U33Gs]{Auton, warrior}Exorbitant
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.C3rqnGEp96TvbcBT]{Shipmind}Exorbitant ×2

Fantastic

ItemPrice
@UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.XSD6HlhvGa9kB10Z]{Synth}Expensive
@UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.jB8ZyCF1nu5PD8k6]{Synth, companion}Expensive
@UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.qzNbdAKBozrqTlw1]{Synth, free}Expensive (usually can’t be purchased, but can be hired on a contract basis)
@UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.WmvjhLf6QZoG4lHK]{Wardroid}Exorbitant
@UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.nLtQUHAfSSqu8qg6]{Synth, infiltrator}Priceless

Recreation

Occasional recreation is absolutely necessary to maintain stable relationships as well as mental stability and happiness. Characters that never engage in recreation become gradually more unhappy and troubled, and eventually find interaction tasks and most Intellect tasks hindered unexpectedly.

Contemporary

ItemPrice
@UUID[Compendium.cyphersystem-compendium.equipment-modern.dWUThReT0p12hbiU]{Book}Inexpensive
@UUID[Compendium.cyphersystem-compendium.equipment-modern.qT9k8JBonyDiKIOt]{Card/tabletop/digital game}Inexpensive/Moderate
@UUID[Compendium.cyphersystem-compendium.equipment-modern.Ity1fBKCNsKXtw79]{Alcohol/drugs}Inexpensive/Moderate/Expensive

Advanced

ItemPrice
@UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.uO19zeYYhRAPBzUs]{Sidekick sphere}Moderate
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.Uf5nyYca5pUIbjDH]{Tattoo, programmable}Expensive

Fantastic

ItemPrice
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.LJgEaeDtouSS6Jh1]{Tattoo, living}Expensive
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.ZTZLfxJ3hExjps3R]{Pleasure bit}Expensive

Armaments Listing

A selection of weapons for your sci-fi setting rated by level, price, function, and tech level

Armament Ammunition & Charge

Weapons require ammunition (“ammo”), whether that’s rounds of a particular caliber, energy packs, or something even more exotic. You can handle ammo requirements for weapons in one of three ways: exact tracking, abstracted monthly upkeep cost, or not worrying about it.

Exact tracking means asking the character to track their available and used rounds/shots after (and possibly during) a fight.

Abstracted monthly upkeep cost assumes that the characters go through ammo at an average rate, and obtaining more ammo or energy packs is something they do in their “off-camera” time. The monthly upkeep cost for ammo should equal about two steps less in price category than the weapon in question.

Or you can just not worry about keeping track of ammunition, especially in games where gunplay isn’t common.

Contemporary

ItemPrice
@UUID[Compendium.cyphersystem-compendium.ammo.lYJndyNwkfb2sQz2]{Ammo (box of 50 rounds)}Inexpensive

Advanced/Fantastic

ItemPrice
@UUID[Compendium.cyphersystem-compendium.ammo.1UGRE1k4ReUFAr34]{Energy pack (50 shots)}Inexpensive
@UUID[Compendium.cyphersystem-compendium.ammo.9gpZ1HT0AqnW0C3Q]{Smart rounds (box of 4 rounds)}Very Expensive

Melee Weapons

Any weapon that a character must use by swinging or stabbing at a target within immediate range is considered a melee weapon. Most contemporary melee weapons rely on the strength of the wielder.

Contemporary

ItemPrice
@UUID[Compendium.cyphersystem-compendium.weapons-modern.ZuWPhhwirVzEtpcS]{Knife, simple}Inexpensive
@UUID[Compendium.cyphersystem-compendium.weapons-modern.DliC4uPK4vnuiN3w]{Knife, hunting}Moderate
@UUID[Compendium.cyphersystem-compendium.weapons-modern.7EItM0gT073fcCyx]{Machete}Moderate
@UUID[Compendium.cyphersystem-compendium.weapons-modern.B5CSduGis9vKucKp]{Nightstick}Moderate
@UUID[Compendium.cyphersystem-compendium.weapons-modern.UsBay2pkFcKeMrwM]{Broad sword, replica}Expensive
@UUID[Compendium.cyphersystem-compendium.weapons-modern.KYX1KkSq3qqGeDGc]{Stun “gun”}Expensive

Advanced

ItemPrice
@UUID[Compendium.cyphersystem-compendium.weapons-sci-fi.K8LrVutLvaRwBykq]{Power fist}Expensive
@UUID[Compendium.cyphersystem-compendium.weapons-sci-fi.qErMuZdwnHVPLCm7]{Stunstick}Expensive
@UUID[Compendium.cyphersystem-compendium.weapons-sci-fi.zJ6Y22TOGLggvPsd]{Mono-molecular blade}Very Expensive
@UUID[Compendium.cyphersystem-compendium.weapons-sci-fi.ztzW5SA3EfXR1zhu]{Stunring}Very Expensive

Fantastic

ItemPrice
@UUID[Compendium.cyphersystem-compendium.weapons-sci-fi.6lPujBbHg7haNvbP]{Plasma saber, medium}/@UUID[Compendium.cyphersystem-compendium.weapons-sci-fi.IGwydNpW7KgSXCDN]{heavy}Exorbitant

Ranged Weapons

Any weapon that fires a projectile or other destructive force at a target within short or longer range is considered a ranged weapon.

Contemporary

ItemPrice
@UUID[Compendium.cyphersystem-compendium.weapons-modern.WRluKrzzdF5wad4V]{Bow}Moderate
@UUID[Compendium.cyphersystem-compendium.weapons-modern.EOke4Vi9vZv4U16N]{Hand grenade}Moderate
@UUID[Compendium.cyphersystem-compendium.weapons-modern.dvZ57WEEzP575D6m]{Rifle, low caliber}Moderate
@UUID[Compendium.cyphersystem-compendium.weapons-modern.lbpcftYKyWKpoqoT]{Handgun, light}Expensive
@UUID[Compendium.cyphersystem-compendium.weapons-modern.i8RP2vxMaoUgCNL1]{Handgun, medium}Expensive
@UUID[Compendium.cyphersystem-compendium.weapons-modern.w4K2udLKOMjY53z1]{Shotgun}Expensive
@UUID[Compendium.cyphersystem-compendium.weapons-modern.TiBhD7UEqWItJVOc]{Handgun, heavy}Very Expensive
@UUID[Compendium.cyphersystem-compendium.weapons-modern.6r112wF81Zs3yeNe]{Rifle, assault}Very Expensive
@UUID[Compendium.cyphersystem-compendium.weapons-modern.wDV0Rbou4poxCdm1]{Rifle, heavy}Very Expensive
@UUID[Compendium.cyphersystem-compendium.weapons-modern.RCmDHR6H1lg9bRoV]{Submachine gun}Very Expensive
@UUID[Compendium.cyphersystem-compendium.weapons-modern.sp0JleUIvj3Ah521]{Taser}Very Expensive

Advanced

ItemPrice
@UUID[Compendium.cyphersystem-compendium.weapons-sci-fi.mVef0tRkNWbfz2VS]{Grenade, sonic}Moderate
@UUID[Compendium.cyphersystem-compendium.weapons-sci-fi.PnvNFQbxuCHb874j]{Grenade, thermite}Moderate
@UUID[Compendium.cyphersystem-compendium.weapons-sci-fi.Z2Cl60UhnEocC6EW]{Laser/photon pistol}Expensive
@UUID[Compendium.cyphersystem-compendium.weapons-sci-fi.LDklLSixesdwgwj3]{Needler/syringer}ModerateExpensive
@UUID[Compendium.cyphersystem-compendium.weapons-sci-fi.RODaeYaM5Sl86jol]{Vacuum handgun, heavy}Very Expensive
@UUID[Compendium.cyphersystem-compendium.weapons-sci-fi.X3UYf3u2WeAUETNE]{Vacuum rifle, assault}Very Expensive
@UUID[Compendium.cyphersystem-compendium.weapons-sci-fi.9MlMw9wcyoJMsISn]{Foam restraint rifle}Very Expensive
@UUID[Compendium.cyphersystem-compendium.weapons-sci-fi.wXAQbqYqbn45C4eK]{Laser/photon rifle}Very Expensive
@UUID[Compendium.cyphersystem-compendium.weapons-sci-fi.EVk7CvDVSr3IXOPD]{Grapple gun}Very Expensive
@UUID[Compendium.cyphersystem-compendium.weapons-sci-fi.P1UjlIEHcJJgRyct]{Laser/photon pulse rifle}Very Expensive ×2
@UUID[Compendium.cyphersystem-compendium.weapons-sci-fi.kRRPeJSR5nBX7Nd2]{Rail gun}Exorbitant

Fantastic

Optional Blaster Rule as the Default: The advantage that blaster weapons have over other projectile and coherent light weapons is their ability to penetrate targets, which renders Armor less effective. This optional rule is presented as the default rule in the Science Fiction Rulebook to demonstrate their superior tech level even over advanced tech weapons.

ItemPrice
@UUID[Compendium.cyphersystem-compendium.weapons-sci-fi.cAh0sGKTyb8Vptej]{Blaster, light}Expensive
@UUID[Compendium.cyphersystem-compendium.weapons-sci-fi.2Iusz99wevz9KSEV]{Blaster, medium}Expensive
@UUID[Compendium.cyphersystem-compendium.weapons-sci-fi.R71McjtZ2VjQgiAt]{Plasma grenade}Expensive
@UUID[Compendium.cyphersystem-compendium.weapons-sci-fi.XCndZQHZnZMKErMJ]{Blaster, goggles}Very Expensive
@UUID[Compendium.cyphersystem-compendium.weapons-sci-fi.7NCzo49o54a1vSy1]{Blaster, heavy}Very Expensive
@UUID[Compendium.cyphersystem-compendium.weapons-sci-fi.dlS3bfxiNoxTjerG]{Blaster, heavy rifle}Very Expensive
@UUID[Compendium.cyphersystem-compendium.weapons-sci-fi.MvVUkFpQufar2Ldm]{Blaster, heavy pulse rifle}Very Expensive ×2
@UUID[Compendium.cyphersystem-compendium.weapons-sci-fi.B0x6U0RnIp2EyEbV]{Blaster, cannon}Exorbitant

Equipment and Weapons as Artifacts

Cypher System artifacts in a science fiction setting could potentially be any one of the items presented in this chapter, if found by characters in a less advanced setting than its tech rating. That said, even in advanced or fantastic settings, opportunities to find especially unusual devices are everywhere. In a galactic setting, for example, it’s easy to imagine that innovations or specialized items might not have spread everywhere.

@UUID[Compendium.cyphersystem-compendium.artifacts-sci-fi.aV9zEHENEDgFu5r9]{Amber casement} @UUID[Compendium.cyphersystem-compendium.artifacts-sci-fi.krsthzgwJpFLEVML]{Dimensional modulator} @UUID[Compendium.cyphersystem-compendium.artifacts-sci-fi.CV62n0rF5QZ7Ev6o]{Metabolic prod} @UUID[Compendium.cyphersystem-compendium.artifacts-sci-fi.BrWNyEr0tRbOkOW9]{Metabolism bud} @UUID[Compendium.cyphersystem-compendium.artifacts-sci-fi.dMU5JjdzGh2xYJHe]{Mind imager} @UUID[Compendium.cyphersystem-compendium.artifacts-sci-fi.5XCj6uCF3rPYnVvb]{Probability regulator} @UUID[Compendium.cyphersystem-compendium.artifacts-sci-fi.HbWQ65yTcCT5kRZ9]{Psychic crystal} @UUID[Compendium.cyphersystem-compendium.artifacts-sci-fi.4sk825DOsE6oE9d3]{Repair sphere} @UUID[Compendium.cyphersystem-compendium.artifacts-sci-fi.2dFBmLaV45QNASym]{Steorraform}

Weapons as Artifacts

Artifacts that can be used as weapons, though some have other uses as well.

Light, Medium, and Heavy Artifact Weapons: The artifact weapons described in this section are idiosyncratic in that they are not described as light, medium, or heavy. If they were specifically categorized, many characters would find that their training doesn’t match up with a particular designation. With artifact weapons living outside the regular weapon categories, anyone can use an artifact weapon.

@UUID[Compendium.cyphersystem-compendium.artifacts-sci-fi.KsFMABsKOzkHzjAq]{Alpha beam projector} @UUID[Compendium.cyphersystem-compendium.artifacts-sci-fi.2DV53WUEfYS6wWxl]{Carbonizer} @UUID[Compendium.cyphersystem-compendium.artifacts-sci-fi.hOyFYUB12RIrrhGj]{Death ray} @UUID[Compendium.cyphersystem-compendium.artifacts-sci-fi.gFfy7bHXYXjUmkp4]{Disintegration beamer} @UUID[Compendium.cyphersystem-compendium.artifacts-sci-fi.Z4tFSABe8ptpoVOY]{Empathetic ray}

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Vehicle: Technically speaking, spacecraft are also vehicles. Unless it’s important to make a distinction, assume all guidance here regarding “vehicles” also applies to spacecraft.

Spacecraft (and Starship): When it is important to make a distinction from a simple vehicle restricted to the land, sea, or air of a single planet, the term “spacecraft” is used for vehicles that travel beyond a single planet’s atmosphere. Some spacecraft can operate both in space and as planetary vehicles, as noted in their entries. Additionally, a spacecraft that has FTL capability (as opposed to only interplanetary capability within a single solar system) is referred to as a starship.

Variable Cost by Tech Rating

Vehicle costs assume the setting is predominantly of the same tech rating as the vehicle’s tech rating. However, the price might drop by a price category if the setting tech rating is predominantly greater than the vehicle’s rating.

Contemporary Styling in Advanced or Fantastic Settings

As previously indicated, vehicles listed as contemporary might be found in settings using advanced or fantastic tech, possibly at a lower price. However, the vehicles available in these future worlds are not (necessarily) antiques, but rather cheaply made objects, possibly with the veneer and stylings of vehicles suitable to the setting, and possibly the power source, too.

Priceless Price Category

A priceless item is something that even the very rich can’t afford, requiring the resources of a nation-state, or similar entity appropriate to the setting, to acquire or build.

Fighting in a Vehicle

If PCs are involved in combat in which they are only partly or lightly enclosed (or not at all enclosed, as in the case of most cycles, boards, and similar conveyances), use normal rules of combat, as modified by vehicular movement. However, if PCs are involved in a combat where they are completely enclosed in a vehicle with no possibility of openness to the environment through which they can fire weapons (so that it’s not really the characters fighting, but the vehicles), use the vehicular combat rules from the CSR. If PCs are involved in space combat, see the extended vehicular combat rules described in this book, which provide all kinds of additional options.

Driverless Vehicles

If the rider, driver, or pilot activates self-driving as part of another action, riding, driving, and piloting tasks are automatically completed (or failed) according to the vehicle’s level, though all such self-driving tasks are hindered. However, the pilot is free to engage in other actions as the vehicle maneuvers to the best of its ability. This driverless function is also available on many spacecraft, courtesy of a shipmind, which is a sim AI that can control the ship’s functions as necessary. Shipminds control spacecraft at the spacecraft’s level, not their level, but are not subject to the task hindrance that more basic driverless vehicles suffer.

Looking for More Vehicle Options

A representative cross section of vehicles is provided. If you’re looking for something that isn’t noted, use something close and adapt the listing. Also note that unless a particular listing is already indicated as a luxury or sport version, most vehicles can be obtained in a luxury or sports package, either at the next price category up, or at double the indicated price.

Customizing Vehicles

Assuming the facilities are available, characters can pay for the customization of their vehicle to add a weapon system, add even more weapon systems, add superior weapon systems, or some other significant option. In most cases, the cost for such an upgrade is very expensive to exorbitant.

Planetary Vehicle Listing

Cycles

Contemporary

VehiclePrice
@UUID[Compendium.cyphersystem-compendium.vehicles.Z5gOx1pIVqXjs9I7]{Motorcycle, dirt bike}Expensive
@UUID[Compendium.cyphersystem-compendium.vehicles.ipQo9F9UGaKWrsQo]{Motorcycle, cruiser}Expensive

Advanced

VehiclePrice
@UUID[Compendium.cyphersystem-compendium.vehicles.Jzut5avLinj10326]{Motorcycle, battle}Very Expensive
@UUID[Compendium.cyphersystem-compendium.vehicles.RZlaj7enXuDdLgqO]{Motorcycle, omni-terrain}Expensive
@UUID[Compendium.cyphersystem-compendium.vehicles.PgSiCvuzUmqpBnGf]{Vacuum cycle}Very Expensive

Fantastic

VehiclePrice
@UUID[Compendium.cyphersystem-compendium.vehicles.1mh1UraAXn1FSpFn]{Hover speedster}Expensive
@UUID[Compendium.cyphersystem-compendium.vehicles.bQYsajrwU7TEOM7v]{Hard-light cycle}Very Expensive
@UUID[Compendium.cyphersystem-compendium.vehicles.Lq1kuhmbCIDu2BqO]{Hover speedster, battle}Very Expensive
@UUID[Compendium.cyphersystem-compendium.vehicles.I5VXIi3Fj6GoLKG4]{Instant cycle}Exorbitant

Cars

Buying a car at the bottom of its price range usually means the car isn’t top quality. Such vehicles have a depletion of 1 in 1d100 (check per day used).

Contemporary

VehiclePrice
@UUID[Compendium.cyphersystem-compendium.vehicles.eqsiUjrg2EIrtiQj]{Car, used}Expensive to Very Expensive
@UUID[Compendium.cyphersystem-compendium.vehicles.wSSOJwg0V0D6sZq0]{Car, sedan}Expensive to Very Expensive
@UUID[Compendium.cyphersystem-compendium.vehicles.d5xp1l8px98GQIbQ]{Car, sports}Very Expensive to Exorbitant
@UUID[Compendium.cyphersystem-compendium.vehicles.R4EC7dNajQnkXsfF]{Car, utility}Expensive to Very Expensive

Advanced

VehiclePrice
@UUID[Compendium.cyphersystem-compendium.vehicles.ChPsYfUKypxXgV4g]{Hovercar}Very Expensive
@UUID[Compendium.cyphersystem-compendium.vehicles.wsKp5ekyfZHPA5Y7]{Land ark}Exorbitant
@UUID[Compendium.cyphersystem-compendium.vehicles.JwB8LbB1K1hfJtqE]{Land ark, battle}Exorbitant ×2
@UUID[Compendium.cyphersystem-compendium.vehicles.sn0lqSRWwu4AZz3B]{Moon buggy}Very Expensive

Fantastic

VehiclePrice
@UUID[Compendium.cyphersystem-compendium.vehicles.gbhUGRlUUMhqM2Zz]{Car, flying}Very Expensive
@UUID[Compendium.cyphersystem-compendium.vehicles.soFLw28IR4iLxFb4]{Car, smart}Exorbitant

Aircraft

Contemporary

VehiclePrice
@UUID[Compendium.cyphersystem-compendium.vehicles.4PUeaj3SkJbSfPla]{Airplane, basic}Very Expensive
@UUID[Compendium.cyphersystem-compendium.vehicles.1KkzzZbpRVDbGgcX]{Helicopter}Exorbitant
@UUID[Compendium.cyphersystem-compendium.vehicles.5suxNCzQOYv6GSXJ]{Fighter jet}Priceless

Advanced

VehiclePrice
@UUID[Compendium.cyphersystem-compendium.vehicles.qUZVNIKWeePC1moB]{Cloud surfing board}Very Expensive
@UUID[Compendium.cyphersystem-compendium.vehicles.vGpae1ESOw3hK4qY]{Jetpack}Very Expensive
@UUID[Compendium.cyphersystem-compendium.vehicles.fb981NylfnfKC2K7]{VTOL hyperjet}Exorbitant
@UUID[Compendium.cyphersystem-compendium.vehicles.z2hqhhx1mMjw1GBk]{VTOL stealthjet}Exorbitant
@UUID[Compendium.cyphersystem-compendium.vehicles.XstBBI1NcwoxSDvD]{VTOL seawing}Exorbitant
@UUID[Compendium.cyphersystem-compendium.vehicles.DE711YbOnqEEXNTv]{Zeppelin, yacht}Exorbitant

Fantastic

VehiclePrice
@UUID[Compendium.cyphersystem-compendium.vehicles.jLhmX2fOB3dPx9w3]{Hoverboard}Moderate
@UUID[Compendium.cyphersystem-compendium.vehicles.QAXn7LzppXDqJD1K]{Orb, personal}Expensive
@UUID[Compendium.cyphersystem-compendium.vehicles.QdKME6sZGaviXGLN]{Hard-light jet}Exorbitant
@UUID[Compendium.cyphersystem-compendium.vehicles.xF2dp0f5CiPqfedo]{Teleportation disc}Exorbitant

Seacraft

Contemporary

VehiclePrice
@UUID[Compendium.cyphersystem-compendium.vehicles.bkNNEicQZb5ZWxFS]{Jet ski}Expensive
@UUID[Compendium.cyphersystem-compendium.vehicles.ZYdj5EXY920kdcgr]{Motorboat}Expensive
@UUID[Compendium.cyphersystem-compendium.vehicles.BqStkgSFRbyF9dLn]{Motorboat, performance}Very Expensive
@UUID[Compendium.cyphersystem-compendium.vehicles.G58Ausv9ZqrSsML6]{Submersible, personal}Exorbitant
@UUID[Compendium.cyphersystem-compendium.vehicles.hN3G2oNbOiKRfKMZ]{Yacht}Exorbitant
@UUID[Compendium.cyphersystem-compendium.vehicles.peTJ8i6pnpZw4PJe]{Gunboat, fast attack craft}Priceless
@UUID[Compendium.cyphersystem-compendium.vehicles.qSf8pqUzOshCmsOt]{Submarine}Priceless
@UUID[Compendium.cyphersystem-compendium.vehicles.Md3HexMFDi9vK5Lk]{Warship, destroyer}Priceless

Advanced

VehiclePrice
@UUID[Compendium.cyphersystem-compendium.vehicles.31bOHKfy87tRPh1h]{Sub, waterglide}Exorbitant
@UUID[Compendium.cyphersystem-compendium.vehicles.ac1G1t75SFg2KQZG]{Yacht, hydroplane}Exorbitant
@UUID[Compendium.cyphersystem-compendium.vehicles.zS8b4gAthT9YFqxq]{Submarine, supercaviation}Priceless

Fantastic

VehiclePrice
@UUID[Compendium.cyphersystem-compendium.vehicles.5XYvGUudK5M1ahrJ]{Manta}Exorbitant

Mechs and Tanks

Contemporary

VehiclePrice
@UUID[Compendium.cyphersystem-compendium.vehicles.HKjhc8tGY6BbuOPv]{Tank}Exorbitant

Advanced

VehiclePrice
@UUID[Compendium.cyphersystem-compendium.vehicles.fUbsfcsJz1xZGTKD]{Mech, loader}Very Expensive
@UUID[Compendium.cyphersystem-compendium.vehicles.Mh4ZCMHrjpcqNz9w]{Mech, infantry}Very Expensive
@UUID[Compendium.cyphersystem-compendium.vehicles.tAsqsaQuwjtIJfON]{Mech, interceptor}Exorbitant

Fantastic

VehiclePrice
@UUID[Compendium.cyphersystem-compendium.vehicles.pHAh42w3dDemCK2F]{Colossal battle mech}Priceless

Spacecraft Listing

Most spacecraft have the capacity to reach orbit from the surface of the planet, if not radically more advanced capabilities. All spacecraft completely enclose their crew in a sealed cabin (or series of chambers) with life support suitable for days, weeks, or much longer. Most spacecraft also come with one or more spare space suits, tools, a few spare parts, and so on. Advanced and fantastic spacecraft also have sensors that provide enough astronavigation information to plot and fly to their destinations.

PCs in spacecraft can travel to other moons, planets, space stations, and perhaps even other solar systems. PCs in spacecraft may also get caught up in space combat (see the Extended Vehicular Combat rules) and run across space hazards.

Spacecraft Upkeep

Each month of spacecraft operation usually requires that the PCs pay for fuel, feedstocks, and other upkeep. The level of the spacecraft determines upkeep.

LevelUpkeep Cost
1–2Moderate
3–5Expensive
6–7Very Expensive
8–9Exorbitant
10Priceless

Travel Times

In a hard science fiction setting, you might be interested in evoking the reality of travel times between colonies on planets and moons in the solar system. Even so, plotting a course between locations in the solar system isn’t simple, because everything is always moving with respect to everything else. You could determine exactly how long a trip would take with some internet research. Or you could just evoke the effect of orbital mechanics and varying accelerations on interplanetary travel. Use the Interplanetary Travel Table to do so. For a trip between locations not directly compared, add up the destinations in between. The travel times assume a nuclear plasma engine of a kind already being tested today (but better), a steady thrust toward the destination, and an equally long and steady braking thrust over the last half of the trip before orbit insertion. Such propulsion systems can change velocity and sustain thrust for days at a time, which reduces bone loss, muscle atrophy, and other long-term effects of low gravity.

Regardless, the travel times between distant locations bring home one thing: space is big and lonely.

OriginDestinationTravel Time—Nuclear Plasma
VenusMercury[[/r 20 + 1d20]] days
Earth/MoonVenus[[/r 20 + 1d20]] days
Earth/MoonMars[[/r 20 + 1d20]] days
MarsAsteroid belt[[/r 30 + 1d20]] days
Asteroid beltJupiter and its moons[[/r 30 + 1d20]] days
JupiterSaturn and its moons[[/r 60 + 1d20]] days
SaturnUranus[[/r 90 + 1d20]] days
UranusNeptune[[/r 100 + 1d20]] days
NeptunePluto[[/r 100 + 1d20]] days

Retrofitting Power and Drives

Older spacecraft and starships are often retrofitted with more advanced power sources, and more importantly, FTL drives, in order to give them the ability to move further. The main reason to do this is that such ships cost much less, especially if retrofitted advanced ships are available in a fantastic setting, but even for craft within the same tech rating. During vehicular combat, retrofitted ships are treated as if 1 level lower than their actual level for purposes of level comparison in combat if they are fighting FTL-capable fantastic-rated starships.

Contemporary Power

Solar Panels: Usually flat panels that convert sunlight to electricity, which can be used for a variety of onboard systems, including powering ion drives.

RTGs: When solar panels are not an option, as is often the case for spacecraft that operate far from the sun or on a planetary surface with lots of dust or shadow, RTGs (radioisotope thermoelectric generators) are good long-term power sources for electric power, which can be used for a variety of onboard systems, including powering ion drives. The heart of an RTG is an embedded mass of atomic isotope, such as plutonium-238.

Contemporary Drives

Rocket: A rocket engine produces thrust by expelling reaction mass, usually in thundering expanding white clouds from the rocket’s base propulsion nozzle. Most contemporary spacecraft use a mix of several rockets and fuel types. Rockets are the primary constituent of a heavy-lift launch spacecraft.

Ion Thruster: Ion thrusters can use solar panels or RTGs (or both) to expel ions (or cations) to produce thrust over long periods, which allows a spacecraft to build up speed over large periods of time. The bleeding edge of contemporary ion thruster is VASIMR (Variable Specific Impulse Magnetoplasma Rocket), which could drastically reduce travel times around the solar system, if perfected.

Advanced Power

Fusion Power: Electrical generation by using heat from nuclear fusion reactions, requiring relatively small fuel input for much higher-power output. Fuel sources include helium-3 (abundant on the Moon and other locations in the solar system without an atmosphere).

Advanced Drives

Nuclear Plasma: Essentially, nuclear plasma drives are just very advanced ion thrusters, the promised “perfected” version. These are great, unless the setting has fusion drives, in which case nuclear plasma drives may seem quaint. Fusion Drive: Relying on fusion power, a fusion drive is an order of magnitude more efficient than a contemporary ion thruster. A fusion drive does not require the creation of electricity to ionize propellent, but instead directly uses the fusion product as an exhaust to provide thrust.

Fantastic Power

Antimatter Power: Antimatter particles have opposite charge from their matter counterparts, giving them potentially explosive properties when combined, producing energy an order of magnitude more than a fusion power system. Fuel sources include both antimatter as well as Li2 (an atom with 2 lithium ions), important for controlled matter-antimatter reaction so it can be harnessed for power.

Singularity Power: Taps energy from Hawking radiation and rotational energy of a spinning micro-black hole to generate energy an order of magnitude more than nuclear power. Fuel source is a micro-black hole.

Zero-Point Generator: Vacuum energy is created by normal fluctuation in the quantum field of normal space-time. This zero-point radiation of the vacuum provides arbitrary (possibly limitless) amounts of energy with no fuel other than the initial resources required to build the generator.

Fantastic Drives

Warp Drive: A warp drive uses enormous power to distort the fabric of space-time to create a bubble surrounding the starship. The bubble moves by compressing space-time in front of it and expanding space-time behind it, moving independently of the rest of the universe to achieve apparent FTL travel. Warp drives can achieve objective speeds of up to 500 times the speed of light at maximum power.

Hyperdrive: Similar to warp drive in some ways, but pushes the ship into a different realm of existence, often called hyperspace, where laws of physics differ significantly and many more dimensions are accessible, allowing a ship to greatly surpass the speed of light before returning to normal space. Hyperdrives can achieve objective speeds of up to 1000 times the speed of light at maximum power.

Wormhole Drive: A wormhole drive uses enormous power to open a shortcut between two locations in space-time and travel between those points in a matter of seconds. Most wormhole drives rely on regions of space where wormholes can be formed, or on previously established networks of wormhole tunnels that the wormhole drive accesses. Which means that while travel between two points might be almost instantaneous, travel to and from wormhole-viable locations could greatly increase travel times. Likewise, wormholes can normally only bridge locations up to 200 or so light-years at a time (which means it would take about 500 jumps to cross the Milky Way galaxy from end to end).

Dark Drive: A dark drive (short for “dark matter quantum drive”) uses enormous power to enable point-to-point transitions between other locations in the galaxy (or universe) using previously unrealized entanglement between normal matter and dark matter. However, objective travel time is variable and somewhat arbitrary; sometimes a trip may take minutes, other times days or months. For those aboard, relative travel time seems constant at about four solar hours, no matter the distance traveled, or the objective time noted by external observers.

Pioneer-Era Spacecraft

Though extremely complex, pioneer-era spacecraft are not robust vehicles. Technology allowing re-use of components is still in its infancy in these contemporary tech spacecraft, and small problems have a way of becoming major catastrophes if not caught and quickly dealt with. In fact, that very complexity exacts a toll.

Generally speaking, all tasks for operating a pioneer-era spacecraft are hindered by two steps. Only the very well trained (or the very lucky) should even consider trying to operate such a craft. Finally, pioneer-era spacecraft usually don’t have weapon systems.

Contemporary

VehiclePrice
@UUID[Compendium.cyphersystem-compendium.starships.rfVIItekkrXPmojH]{Space capsule}Priceless
@UUID[Compendium.cyphersystem-compendium.starships.pnQGfObMG0LBi2il]{Rocket, heavy-lift launch}Priceless
@UUID[Compendium.cyphersystem-compendium.starships.TDZmIw5yQRmk2lvx]{Shuttle, launch}Priceless

Spacecraft

Advanced spacecraft have advanced propulsion technologies, allowing them to move between planets within a single solar system, with transit times between planets varying from days to weeks (or more, if using a less efficient drive). Most advanced spacecraft can’t land on a planet’s surface unless noted, requiring some secondary craft or means to transfer crew and cargo.

Advanced

VehiclePrice
@UUID[Compendium.cyphersystem-compendium.starships.yHKBRxUAI9FN8lFB]{Wafercraft, exploration}Very Expensive
@UUID[Compendium.cyphersystem-compendium.starships.3lnem6o9DMP23QIm]{Microcapsule}Very Expensive
@UUID[Compendium.cyphersystem-compendium.starships.GpwGLLYWjvxWh0gG]{Microcapsule, fighter (dart)}Very Expensive ×2
@UUID[Compendium.cyphersystem-compendium.starships.ioX2wDg5W6WRcPaB]{Spacecraft, racer}Exorbitant
@UUID[Compendium.cyphersystem-compendium.starships.9fdAOBfm2lyMUUiQ]{Spacecraft, freighter}Exorbitant
@UUID[Compendium.cyphersystem-compendium.starships.7tB0XhzA1frSGctu]{Spaceplane}Exorbitant
@UUID[Compendium.cyphersystem-compendium.starships.JomudcAhmZrkHc0C]{Spaceplane, combat (claw)}Exorbitant ×2
@UUID[Compendium.cyphersystem-compendium.starships.CwvRENnJ2b1acl4G]{Spacecraft, solar sail}Exorbitant
@UUID[Compendium.cyphersystem-compendium.starships.AlZsFIXEGXRMyxQM]{Spacecraft, dragonfly class}Exorbitant ×2
@UUID[Compendium.cyphersystem-compendium.starships.3tbngyWvNp9idg3L]{Spacecraft, exploration class}Exorbitant ×3
@UUID[Compendium.cyphersystem-compendium.starships.pt1qQMZ9JMo2QPIR]{Spacecraft, corvette class}Priceless
@UUID[Compendium.cyphersystem-compendium.starships.XKtlwBelfgv4nMMN]{Spacecraft, destroyer class}Priceless
@UUID[Compendium.cyphersystem-compendium.starships.IaByiikQlruVeMQJ]{Spacecraft, dreadnaught}Priceless
@UUID[Compendium.cyphersystem-compendium.starships.BpoL3dWngxgxoiBe]{Skyhook}Priceless
@UUID[Compendium.cyphersystem-compendium.starships.AEoGixldwvq52h8E]{Space elevator}Priceless

Starships

Starships are spacecraft that have FTL technology, allowing them to move between different stars, with transit times ranging from days to months, or years in extreme cases. Starships are also often capable of planetary landings and ascent with some retrofitting before each planetfall.

Starcraft (and other vehicles) of a higher tech rating involved in vehicular combat with craft of a lower tech rating are treated as if two levels higher when comparing relative levels for purposes of determining combat effectiveness.

Fantastic

VehiclePrice
@UUID[Compendium.cyphersystem-compendium.starships.VnuOA2DaCxfv8wgc]{Dagger fighter}Very Expensive
@UUID[Compendium.cyphersystem-compendium.starships.hCdzCAwxlDpZibTX]{Starship, cargo/passenger}Exobitant
@UUID[Compendium.cyphersystem-compendium.starships.PiI0Wl2Rnybf0qJN]{Starship, solo fighter}Exorbitant
@UUID[Compendium.cyphersystem-compendium.starships.R5SkzK7wmtgmsBAW]{Starship, general purpose}Exorbitant
@UUID[Compendium.cyphersystem-compendium.starships.r9aBDCgfXWjNMFv3]{Starship, discovery class}Priceless
@UUID[Compendium.cyphersystem-compendium.starships.keEF5nkPK7GvEzkv]{Starship, warship class}Priceless
@UUID[Compendium.cyphersystem-compendium.starships.t1W2HKWsE4ApgLdD]{Starship, capital class}Priceless
@UUID[Compendium.cyphersystem-compendium.starships.m0Cs8LQW1K3z44Wf]{Starship, omega class}Priceless

Stellar Gates

Stellar gates open wormholes between two fixed points at different locations without crossing the space between. The complexity of building a stellar gate is so extreme that such technology is often ascribed to found portals and networks dating back to mysterious ancient ultras or by post-singularity AIs. As might be expected, gates have a fantastic tech rating, no matter how small.

Fantastic

VehiclePrice
@UUID[Compendium.cyphersystem-compendium.starships.lscCScMlxSrKKz4l]{Gate, planetary}Priceless
@UUID[Compendium.cyphersystem-compendium.starships.Ot0sy0d7K0duzIGZ]{Gate, interplanetary}Priceless
@UUID[Compendium.cyphersystem-compendium.starships.03ZMzWk2enmHlj7o]{Gate, star}Priceless
@UUID[Compendium.cyphersystem-compendium.starships.fVONSqs8b0R9SZeO]{Gate, galactic}Priceless
@UUID[Compendium.cyphersystem-compendium.starships.JZQKm4R8QifcBKfX]{Gate, intergalactic}Priceless
@UUID[Compendium.cyphersystem-compendium.starships.rIjZnvnTMfNvOvMq]{Gate, interdimensional}Priceless

Space-Time Vehicles

Space-time vehicles allow for movement between different points in both space and time. Such vehicles are vanishingly rare, and timelines in which they are active tend to eventually snuff themselves out due to accidental paradox events, limiting their availability even further. As with stellar gates, space-time vehicles are so complex that it’s likely they are the product of ancient ultras or post-singularity AIs, and could be treated as artifacts with a depletion of 1 in 1d20.

Fantastic

VehiclePrice
@UUID[Compendium.cyphersystem-compendium.starships.hJVQYSldjKDXXeMa]{Car, temporal/dimensional}Priceless
@UUID[Compendium.cyphersystem-compendium.starships.YcAwe4LvUG9bbkH2]{Matrix, temporal}Priceless

Vehicles as Artifacts

Cypher System artifacts in a science fiction setting could potentially be any one of the vehicles presented in this chapter, if found by characters in a less advanced setting than its tech rating. That said, even in advanced or fantastic settings, opportunities to find especially weird and hard-to-grok objects are everywhere.

A couple of examples of such artifacts are presented here.

@UUID[Compendium.cyphersystem-compendium.artifacts-sci-fi.2UCNN99ZdN1hHnLj]{Gate ring} @UUID[Compendium.cyphersystem-compendium.artifacts-sci-fi.a7XBWrvgKgy6ze0P]{Fractal traveler}

Verhicle and Spacecraft GM Intrusions

Wheeled Vehicle GM Intrusions

[[/r d10]]Intrusion
01Vehicle runs out of fuel or power.
02Unexpected obstacle threatens to cause a crash.
03Unexpected gap or loss of power requires rider to “jump” between stable surfaces by launching off a suitable ramp-like incline.
04Another vehicle swerves into PC’s vehicle
05Loose sand/gravel/particles/ice on surface threaten to cause a wipeout.
06Too much velocity going around a corner threatens to cause a wipeout or crash.
07Vehicle takes damage and threatens to detonate its power source.
08Another vehicle hits PC’s vehicle from behind.
09Vehicle’s brakes freezes.
10Vehicle’s tire unexpectedly blows out.

Hovering and Flying Vehicle GM Intrusions

[[/r d10]]Intrusion
01Vehicle runs out of fuel or power (but not inflight).
02Extreme turbulence threatens to cause a loss of control inflight.
03A glitch in the flight control—or pilot error—causes vehicle to bank too sharply, threatening a crash.
04Unexpected debris/birds or other flying creatures impact the vehicle, damaging it.
05Landing gear is damaged, making eventual landing problematic.
06Unexpectedly tall terrain feature threatens imminent collision.
07Vehicle takes damage and threatens to detonate its power source.
08Another flying vehicle hits PC’s vehicle from above.
09Vehicle runs out of fuel or power while inflight
10Breach in airframe risks sucking pilot or passengers out to a long fall.

Seacraft GM Intrusions

[[/r d10]]Intrusion
01Vehicle begins taking on water due to minor leak.
02Vehicle capsizes.
03Vehicle begins to sink due to major leak caused by structural flaw.
04Vehicle collides with marine life/debris on water or other watercraft impacts the vehicle, damaging it.
05Power source unexpectedly dies.
06Unmapped underwater terrain feature threatens/causes imminent collision.
07Vehicle takes damage and threatens to detonate its power source.
08Sea storm blows up and threatens to capsize vehicle.
09Character(s) fall overboard.
10Pirates! (Or at least people with bad intentions pull up on another boat.)

Spacecraft GM Intrusions

[[/r d10]]Intrusion
01Spacecraft is holed by micrometeorite or other debris and begins to leak air.
02Spacecraft power source unexpectedly stutters, runs out of fuel, or malfunctions in a way that could lead to detonation.
03Spacecraft is holed by something large enough to risk a catastrophic blow-out.
04Environmental controls malfunction; ship interior grows colder and colder (causing a buildup of frost and ice on interior surfaces), until the problem can be identified and repaired.
05Drive system surges, causing the vehicle to move faster, farther, or to a different location than was intended.
06Solar flare, gravitational gradient, or other understood but unexpected phenomena damages ship.
07A malfunction, deliberate sabotage by a rival, or a fatal malware-infected shipmind affects the environmental controls in a space suit or entire ship, deoxygenating it until it’s mostly carbon dioxide. Affected characters, initially unaware of the problem, become more and more sleepy until they pass out.
08Gamma ray burst from “nearby” neutron star conjunction threatens to fry ship and everyone on board.
09External operations lead to a character being bucked off craft into empty space.
10Environmental systems are compromised, requiring extensive overhaul to return to normal.
","markdown":""},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"ownership":{"default":-1},"flags":{}},{"sort":487500,"name":"Science Fiction Creatures & NPCs","type":"text","_id":"Xq8rkPkyS7C3Gs3F","title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"

This chapter describes many common and uncommon creatures that the characters might meet—and fight—in a science fiction game and gives their stats. The variety of creatures that populate the possible settings is so great that this chapter only scratches the surface. It does, however, provide examples of kinds of inhabitants—bestial and civilized, living and undead, organic and inorganic—so that you can easily extrapolate and create your own.

Creatures and NPCs by Level & Tech Rating

Level 1

Advanced: @UUID[Compendium.cyphersystem-compendium.creatures.uU7cNifQLW4B0kkG]{Space rat}

Level 2

Advanced: @UUID[Compendium.cyphersystem-compendium.creatures.r6w6T9wXYqlk7zZE]{Silicone parasite}

Level 3

Advanced: @UUID[Compendium.cyphersystem-compendium.creatures.WdSjINOj0PaVAnAS]{Mock organism} @UUID[Compendium.cyphersystem-compendium.creatures.sc3jCkKPsYZrIJjz]{Natathim} @UUID[Compendium.cyphersystem-compendium.creatures.RaPHj3KPpslWyktz]{Sentinel tree}

Fantastic: @UUID[Compendium.cyphersystem-compendium.creatures.bAR11Ysdt8foBn7k]{Infovore} @UUID[Compendium.cyphersystem-compendium.creatures.C57bV51t7djChzdT]{Zero-point phantom}

Level 4

Advanced: @UUID[Compendium.cyphersystem-compendium.creatures.tDeBIMAFz7li6qc4]{Devolved} @UUID[Compendium.cyphersystem-compendium.creatures.cj8tsEkhGekQfOOk]{Ecophagic swarm} @UUID[Compendium.cyphersystem-compendium.creatures.8t19c7Qqpss2gQ9U]{Malware, fatal} @UUID[Compendium.cyphersystem-compendium.creatures.sbTJJl5q80quKcXu]{Storm marine} @UUID[Compendium.cyphersystem-compendium.creatures.Av60zqpEoWoq0HVt]{Wraith}

Fantastic: @UUID[Compendium.cyphersystem-compendium.creatures.yg7U9vXFPbj1Fm8e]{Hungry haze} @UUID[Compendium.cyphersystem-compendium.creatures.Fc2jXFr6x1rPX9O5]{Inquisitor} @UUID[Compendium.cyphersystem-compendium.creatures.PFd0gZw4dGNFr7Qm]{Redivus}

Level 5

Advanced: @UUID[Compendium.cyphersystem-compendium.creatures.xSClItbdQ48wWcXO]{Synthetic person}

Fantastic: @UUID[Compendium.cyphersystem-compendium.creatures.sybZBM8gPXITnmkj]{Shining one} @UUID[Compendium.cyphersystem-compendium.creatures.nhQNU39Nd71YDlCt]{Supernal}

Level 6

Advanced: @UUID[Compendium.cyphersystem-compendium.creatures.lGjhEVxo5ZLcAfXn]{Vacuum fungus}

Fantastic: @UUID[Compendium.cyphersystem-compendium.creatures.RUhxecjxbA7xL8hC]{Exoslime} @UUID[Compendium.cyphersystem-compendium.creatures.lGszWaI17kKsFBln]{Photonomorph}

Level 7

Fantastic: @UUID[Compendium.cyphersystem-compendium.creatures.9L2tmATomO22MAQT]{Posthuman} @UUID[Compendium.cyphersystem-compendium.creatures.jtms0hT7NwHuhRuO]{Thundering behemoth}

Level 8

Advanced: @UUID[Compendium.cyphersystem-compendium.creatures.Hl0QNJX5e9Esdbzd]{Artificial Intelligence (AI)}

Fantastic: @UUID[Compendium.cyphersystem-compendium.creatures.tcLbiH2hqcrd4ev7]{Cybrid} @UUID[Compendium.cyphersystem-compendium.creatures.eIs7v5AD0ynWe03W]{Wharn interceptor}

Level 10

Fantastic: @UUID[Compendium.cyphersystem-compendium.creatures.3H61vNyoZ2Nu2TZV]{Godmind} @UUID[Compendium.cyphersystem-compendium.creatures.dSYG26pbq1Rtsomz]{Omworwar}

","markdown":""},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"ownership":{"default":-1},"flags":{}}],"ownership":{"default":0,"yThCrv1jSfPXOC2U":3},"flags":{"core":{"sourceId":"JournalEntry.3zBE9MomcYTu9She"}},"_stats":{"systemId":"cyphersystem","systemVersion":"2.3.0","coreVersion":"10.291","createdTime":1676377662438,"modifiedTime":1677231745942,"lastModifiedBy":"yThCrv1jSfPXOC2U"},"folder":null,"sort":0,"_id":"QhNXyjJC4BW5agrm"} +{"name":"Cypher System Rulebook","pages":[{"sort":50000,"name":"How to Play the Cypher System","type":"text","_id":"P9XAXn2jU0Odewiy","title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"

The rules of the Cypher System are quite straightforward at their heart, as all of gameplay is based around a few core concepts.

This chapter provides a brief explanation of how to play the game, and it’s useful for learning the game. Once you understand the basic concepts, you’ll likely want to reference Rules of the Game for a more in-depth treatment.

The Cypher System uses a twenty-sided die (1d20) to determine the results of most actions. Whenever a roll of any kind is called for and no die is specified, roll a d20.

The game master sets a difficulty for any given task. There are ten degrees of difficulty. Thus, the difficulty of a task can be rated on a scale of 1 to 10.

Each difficulty has a target number associated with it. The target number is always three times the task’s difficulty, so a difficulty 1 task has a target number of 3, but a difficulty 4 task has a target number of 12. To succeed at the task, you must roll the target number or higher. See the Task Difficulty table for guidance in how this works.

Character skills, favorable circumstances, or excellent equipment can decrease the difficulty of a task. For example, if a character is trained in climbing, they turn a difficulty 6 climb into a difficulty 5 climb. This is called easing the difficulty by one step (or just easing the difficulty, which assumes it’s eased by one step). If they are specialized in climbing, they turn a difficulty 6 climb into a difficulty 4 climb. This is called easing the difficulty by two steps. Decreasing the difficulty of a task can also be called easing a task. Some situations increase, or hinder, the difficulty of a task. If a task is hindered, it increases the difficulty by one step.

A skill is a category of knowledge, ability, or activity relating to a task, such as climbing, geography, or persuasiveness. A character who has a skill is better at completing related tasks than a character who lacks the skill. A character’s level of skill is either trained (reasonably skilled) or specialized (very skilled).

If you are trained in a skill relating to a task, you ease the difficulty of that task by one step. If you are specialized, you ease the difficulty by two steps. A skill can never decrease a task’s difficulty by more than two steps.

Anything else that reduces difficulty (help from an ally, a particular piece of equipment, or some other advantage) is referred to as an asset. Assets can never decrease a task’s difficulty by more than two steps.

You can also decrease the difficulty of a given task by applying Effort. (Effort is described in more detail in the Rules of the Game chapter.)

To sum up, three things can decrease a task’s difficulty: skills, assets, and Effort.

If you can ease a task so its difficulty is reduced to 0, you automatically succeed and don’t need to make a roll.

When Do You Roll?

Any time your character attempts a task, the GM assigns a difficulty to that task, and you roll a d20 against the associated target number.

When you jump from a burning vehicle, swing an axe at a mutant beast, swim across a raging river, identify a strange device, convince a merchant to give you a lower price, craft an object, use a power to control a foe’s mind, or use a blaster rifle to carve a hole in a wall, you make a d20 roll.

However, if you attempt something that has a difficulty of 0, no roll is needed—you automatically succeed. Many actions have a difficulty of 0. Examples include walking across the room and opening a door, using a special ability to negate gravity so you can fly, using an ability to protect your friend from radiation, or activating a device (that you already understand) to erect a force field. These are all routine actions and don’t require rolls.

Using skill, assets, and Effort, you can ease the difficulty of potentially any task to 0 and thus negate the need for a roll. Walking across a narrow wooden beam is tricky for most people, but for an experienced gymnast, it’s routine. You can even ease the difficulty of an attack on a foe to 0 and succeed without rolling.

If there’s no roll, there’s no chance for failure. However, there’s also no chance for remarkable success (in the Cypher System, that usually means rolling a 19 or 20, which are called special rolls; the Rules of the Game chapter also discusses special rolls).

Task Difficulty

Task DifficultyDescriptionTarget No.Guidance
0Routine0Anyone can do this basically every time.
1Simple3Most people can do this most of the time.
2Standard6Typical task requiring focus, but most people can usually do this.
3Demanding9Requires full attention; most people have a 50/50 chance to succeed.
4Difficult12Trained people have a 50/50 chance to succeed.
5Challenging15Even trained people often fail.
6Intimidating18Normal people almost never succeed.
7Formidable21Impossible without skills or great effort.
8Heroic24A task worthy of tales told for years afterward.
9Immortal27A task worthy of legends that last lifetimes.
10Impossible30A task that normal humans couldn’t consider (but one that doesn’t break the laws of physics).

Combat

Making an attack in combat works the same way as any other roll: the GM assigns a difficulty to the task, and you roll a d20 against the associated target number.

The difficulty of your attack roll depends on how powerful your opponent is. Just as tasks have a difficulty from 1 to 10, creatures have a level from 1 to 10. Most of the time, the difficulty of your attack roll is the same as the creature’s level. For example, if you attack a level 2 bandit, it’s a level 2 task, so your target number is 6.

It’s worth noting that players make all die rolls. If a character attacks a creature, the player makes an attack roll. If a creature attacks a character, the player makes a defense roll.

The damage dealt by an attack is not determined by a roll—it’s a flat number based on the weapon or attack used. For example, a spear always does 4 points of damage.

Your Armor characteristic reduces the damage you take from attacks directed at you. You get Armor from wearing physical armor (such as a leather jacket in a modern game or chainmail in a fantasy setting) or from special abilities. Like weapon damage, Armor is a flat number, not a roll. If you’re attacked, subtract your Armor from the damage you take. For example, a leather jacket gives you +1 to Armor, meaning that you take 1 less point of damage from attacks. If a mugger hits you with a knife for 2 points of damage while you’re wearing a leather jacket, you take only 1 point of damage. If your Armor reduces the damage from an attack to 0, you take no damage from that attack.

When you see the word “Armor” capitalized in the game rules (other than in the name of a special ability), it refers to your Armor characteristic—the number you subtract from incoming damage. When you see the word “armor” with a lowercase “a,” it refers to any physical armor you might wear.

Typical physical weapons come in three categories: light, medium and heavy.

Light weapons inflict only 2 points of damage, but they ease attack rolls because they are fast and easy to use. Light weapons are punches, kicks, clubs, knives, handaxes, rapiers, small pistols, and so on. Weapons that are particularly small are light weapons.

Medium weapons inflict 4 points of damage. Medium weapons include swords, battleaxes, maces, crossbows, spears, pistols, blasters, and so on. Most weapons are medium. Anything that could be used in one hand (even if it’s often used in two hands, such as a quarterstaff or spear) is a medium weapon.

Heavy weapons inflict 6 points of damage, and you must use two hands to attack with them. Heavy weapons are huge swords, great hammers, massive axes, halberds, heavy crossbows, blaster rifles, and so on. Anything that must be used in two hands is a heavy weapon.

Special Rolls

When you roll a natural 19 (the d20 shows “19”) and the roll is a success, you also have a minor effect. In combat, a minor effect inflicts 3 additional points of damage with your attack, or, if you’d prefer a special result, you could decide instead that you knock the foe back, distract them, or something similar. When not in combat, a minor effect could mean that you perform the action with particular grace. For example, when jumping down from a ledge, you land smoothly on your feet, or when trying to persuade someone, you convince them that you’re smarter than you really are. In other words, you not only succeed but also go a bit further.

When you roll a natural 20 (the d20 shows “20”) and the roll is a success, you also have a major effect. This is similar to a minor effect, but the results are more remarkable. In combat, a major effect inflicts 4 additional points of damage with your attack, but again, you can choose instead to introduce a dramatic event such as knocking down your foe, stunning them, or taking an extra action. Outside of combat, a major effect means that something beneficial happens based on the circumstance. For example, when climbing up a cliff wall, you make the ascent twice as fast. When a roll grants you a major effect, you can choose to use a minor effect instead if you prefer.

In combat (and only in combat), if you roll a natural 17 or 18 on your attack roll, you add 1 or 2 additional points of damage, respectively. Neither roll has any special effect options—just the extra damage.

For more information on special rolls and how they affect combat and other interactions, see Rules of the Game.

Rolling a natural 1 is always bad. It means that the GM introduces a new complication into the encounter.

Range and Speed

Distance is simplified into four categories: immediate, short, long, and very long.

Immediate distance from a character is within reach or within a few steps. If a character stands in a small room, everything in the room is within immediate distance. At most, immediate distance is 10 feet (3 m).

Short distance is anything greater than immediate distance but less than 50 feet (15 m) or so.

Long distance is anything greater than short distance but less than 100 feet (30 m) or so.

Very long distance is anything greater than long distance but less than 500 feet (150 m) or so. Beyond that range, distances are always specified—1,000 feet (300 m), a mile (1.5 km), and so on.

The idea is that it’s not necessary to measure precise distances. Immediate distance is right there, practically next to the character. Short distance is nearby. Long distance is farther off. Very long distance is really far off.

All weapons and special abilities use these terms for ranges. For example, all melee weapons have immediate range—they are close-combat weapons, and you can use them to attack anyone within immediate distance. A thrown knife (and most other thrown weapons) has short range. A bow has long range. An Adept’s Onslaught ability also has short range.

A character can move an immediate distance as part of another action. In other words, they can take a few steps over to the control panel and activate a switch. They can lunge across a small room to attack a foe. They can open a door and step through.

A character can move a short distance as their entire action for a turn. They can also try to move a long distance as their entire action, but the player might have to roll to see if the character slips, trips, or stumbles as the result of moving so far so quickly.

For example, if the PCs are fighting a group of cultists, any character can likely attack any cultist in the general melee—they’re all within immediate range. Exact positions aren’t important. Creatures in a fight are always moving, shifting, and jostling, anyway. However, if one cultist stayed back to fire a pistol, a character might have to use their entire action to move the short distance required to attack that foe. It doesn’t matter if the cultist is 20 feet (6 m) or 40 feet (12 m) away—it’s simply considered short distance. It does matter if the cultist is more than 50 feet (15 m) away because that distance would require a long or very long move.

Many rules in this system avoid the cumbersome need for precision. Does it really matter if the ghost is 13 feet away from you or 18? Probably not. That kind of needless specificity only slows things down and draws away from, rather than contributes to, the story.

Experience Points

Experience points (XP) are rewards given to players when the GM intrudes on the story (this is called GM intrusion) with a new and unexpected challenge. For example, in the middle of combat, the GM might inform the player that they drop their weapon. However, to intrude in this manner, the GM must award the player 2 XP. The rewarded player, in turn, must immediately give one of those XP to another player and justify the gift (perhaps the other player had a good idea, told a funny joke, performed an action that saved a life, and so on).

Alternatively, the player can refuse the GM intrusion. If they do so, they don’t get the 2 XP from the GM, and they must also spend 1 XP that they already have. If the player has no XP to spend, they can’t refuse the intrusion.

The GM can also give players XP between sessions as a reward for making discoveries during an adventure. Discoveries are interesting facts, wondrous secrets, powerful artifacts, answers to mysteries, or solutions to problems (such as where the kidnappers are keeping their victim or how the PCs repair the starship). You don’t earn XP for killing foes or overcoming standard challenges in the course of play. Discovery is the soul of the Cypher System.

Experience points are used primarily for character advancement (for details, see the Creating Your Character chapter), but a player can also spend 1 XP to reroll any die roll and take the better of the two rolls.

Cyphers

Cyphers are abilities that have a single use. In many campaigns, cyphers aren’t physical objects—they might be a spell cast upon a character, a blessing from a god, or just a quirk of fate that gives them a momentary advantage. In some campaigns, cyphers are physical objects that characters can carry. Whether or not cyphers are physical objects, they are part of the character (like equipment or a special ability) and are things characters can use during the game. The form that physical cyphers take depends on the setting. In a fantasy world they might be wands or potions, but in a science fiction game they could be alien crystals or prototype devices.

Characters will find new cyphers frequently in the course of play, so players shouldn’t hesitate to use their cypher abilities. Because cyphers are always different, the characters will always have new special powers to try.

Other Dice

In addition to a d20, you’ll need a d6 (a six-sided die). Rarely, you’ll need to roll a number between 1 and 100 (often called a d100 or d% roll), which you can do by rolling a d20 twice, using the last digit of the first roll as the “tens” place and the last digit of the second roll as the “ones” place. For example, rolling a 17 and a 9 gives you 79, rolling a 3 and an 18 gives you 38, and rolling a 20 and a 10 gives you 00 (also known as 100). If you have a d10 (a ten-sided die), you can use it instead of the d20 to roll numbers between 1 and 100.

A d6 is used most often for recovery rolls and to determine the level of cyphers.

Glossary

Game master (GM): The player who doesn’t run a character, but instead guides the flow of the story and runs all the NPCs.

Nonplayer character (NPC): Characters run by the GM. Think of them as the minor characters in the story, or the villains or opponents. This includes any kind of creature as well as people.

Party: A group of player characters (and perhaps some NPC allies).

Player character (PC): A character run by a player rather than the GM. Think of the PCs as the main characters in the story.

Player: The players who run characters in the game.

Session: A single play experience. Usually lasts a few hours. Sometimes one adventure can be accomplished in a session. More often, one adventure is multiple sessions.

Adventure: A single portion of the campaign with a beginning and an end. Usually defined at the beginning by a goal put forth by the PCs and at the end by whether or not they achieve that goal.

Campaign: A series of sessions strung together with an overarching story (or linked stories) with the same player characters. Often, but not always, a campaign involves a number of adventures.

Character: Anything that can act in the game. Although this includes PCs and human NPCs, it also technically includes creatures, aliens, mutants, automatons, animate plants, and so on. The word “creature” is usually synonymous.

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Cypher System games are played in the joint imagination of all the players, including the GM. The GM sets the scene, the players state what their characters attempt to do, and the GM determines what happens next. The rules and the dice help make the game run smoothly, but it’s the people, not the rules or the dice, that direct the action and determine the story—and the fun. If a rule gets in the way or detracts from the game, the players and the GM should work together to change it.

This is how you play the Cypher System:

  1. The player tells the GM what they want to do. This is a character action.

  2. The GM determines if that action is routine (and therefore works without needing a roll) or if there’s a chance of failure.

  3. If there is a chance of failure, the GM determines which stat the task uses (Might, Speed, or Intellect) and the task’s difficulty—how hard it will be on a scale from 1 (really easy) to 10 (basically impossible).

  4. The player and the GM determine if anything about the character—such as training, equipment, special abilities, or various actions—can modify the difficulty up or down by one or more steps. If these modifications reduce the difficulty to less than 1, the action is routine (and therefore works with no roll needed).

  5. If the action still isn’t routine, the GM uses its difficulty to determine the target number—how high the player must roll to succeed at the action (see the Task Difficulty table). The GM doesn’t have to tell the player what the target number is, but they can give the player a hint, especially if the character would reasonably know if the action was easy, average, difficult, or impossible.

  6. The player rolls a d20. If they roll equal to or higher than the target number, the character succeeds.

That’s it. That’s how to do anything, whether it’s identifying an unknown device, calming a raging drunk, climbing a treacherous cliff, or battling a demigod. Even if you ignored all the other rules, you could still play the Cypher System with just this information. The key features here are: character actions, determining task difficulty, and determining modifications.

Key Concepts

Action: Anything a character does that is significant—punch a foe, leap a chasm, activate a device, use a special power, and so on. Each character can take one action in a round.

Character: Any creature in the game capable of acting, whether it is a player character (PC) run by a player or a nonplayer character (NPC) run by the game master (GM). In the Cypher System, even bizarre creatures, sentient machines, and living energy beings can be “characters.”

Difficulty: A measure of how easy it is to accomplish a task. Difficulty is rated on a scale from 1 (lowest) to 10 (highest). Altering the difficulty to make a task harder is called “hindering.” Altering it to make a task easier is called “easing.” All changes in difficulty are measured in steps. Difficulty often equates directly with level, so opening a level 3 locked door probably has a difficulty of 3.

Ease: A decrease in a task’s difficulty, usually by one step. If something doesn’t say how many steps it eases a task, then it reduces the difficulty by one step.

Effort: Spending points from a stat Pool to reduce the difficulty of a task. A PC decides whether or not to apply Effort on their turn before the roll is made. NPCs never apply Effort.

Hinder: An increase in a task’s difficulty, usually by one step. If something doesn’t say how many steps it hinders a task, then it increases the difficulty by one step.

Inability: The opposite of trained—you’re hindered whenever you attempt a task that you have an inability in. If you also become trained in the task, the training and the inability cancel each other out and you become practiced.

Level: A way to measure the strength, difficulty, power, or challenge of something in the game. Everything in the game has a level. NPCs and objects have levels that determine the difficulty of any task related to them. For example, an opponent’s level determines how hard they are to hit or avoid in combat. A door’s level indicates how hard it is to break down. A lock’s level determines how hard it is to pick. Levels are rated on a scale from 1 (lowest) to 10 (highest). PC tiers are a little like levels, but they go only from 1 to 6 and mechanically work very differently than levels—for example, a PC’s tier does not determine a task’s difficulty.

Practiced: The normal, unmodified ability to use a skill—not trained, specialized, or an inability. Your type determines what weapon skills you’re practiced in; if you aren’t practiced with a type of weapon, you have an inability in it.

Roll: A d20 roll made by a PC to determine whether an action is successful. Although the game occasionally uses other dice, when the text simply refers to “a roll,” it always means a d20 roll.

Round: A length of time about five to ten seconds long. There are about ten rounds in a minute. When it’s really important to track precise time, use rounds. Basically, it’s the length of time to take an action in the game, but since everyone more or less acts simultaneously, all characters get to take an action each round.

Specialized: Having an exceptional amount of skill in a task. Being specialized eases the task by two steps. So, if you are specialized in climbing, all your climbing tasks are eased by two steps.

Stat: One of the three defining characteristics for PCs: Might, Speed, or Intellect. Each stat has two values: Pool and Edge. Your Pool represents your raw, innate ability, and your Edge represents knowing how to use what you have. Each stat Pool can increase or decrease over the course of play—for example, you can lose points from your Might Pool when struck by an opponent, spend points from your Intellect Pool to activate a special ability, or rest to recover points in your Speed Pool after a long day of marching. Anything that damages a stat, restores a stat, or boosts or penalizes a stat affects the stat’s Pool.

Task: Any action that a PC attempts. The GM determines the difficulty of the task. In general, a task is something that you do and an action is you performing that task, but in most cases they mean the same thing.

Trained: Having a reasonable amount of skill in a task. Being trained eases the task. For example, if you are trained in climbing, all climbing tasks for you are eased. If you become very skilled at that task, you become specialized instead of trained. You do not need to be trained to attempt a task.

Turn: The part of the round when a character or creature takes its actions. For example, if a Warrior and an Adept are fighting an orc, each round the Warrior takes an action on their turn, the Adept takes an action on their turn, and the orc takes an action on its turn. Some abilities or effects last only one turn, or end when the next turn is started.

Taking Action

Each character gets one turn each round. On a character’s turn, they can do one thing—an action. All actions fall into one of three categories: Might, Speed, or Intellect (just like the three stats). Many actions require die rolls—rolling a d20.

Every action performs a task, and every task has a difficulty that determines what number a character must reach or surpass with a die roll to succeed.

Most tasks have a difficulty of 0, which means the character succeeds automatically. For example, walking across a room, opening a door, and throwing a stone into a nearby bucket are all actions, but none of them requires a roll. Actions that are usually difficult or that become difficult due to the situation (such as shooting at a target in a blizzard) have a higher difficulty. These actions usually require a roll.

Some actions require a minimum expenditure of Might, Speed, or Intellect points. If a character cannot spend the minimum number of points needed to complete the action, they automatically fail at the task.

Determining Task Stat

Every task relates to one of a character’s three stats: Might, Speed, or Intellect. Physical activities that require strength, power, or endurance relate to Might. Physical activities that require agility, flexibility, or fast reflexes relate to Speed. Mental activities that require force of will, memory, or mental power relate to Intellect. This means you can generalize tasks into three categories: Might tasks, Speed tasks, and Intellect tasks. You can also generalize rolls into three categories: Might rolls, Speed rolls, and Intellect rolls.

The category of the task or roll determines what kind of Effort you can apply to the roll and may determine how a character’s other abilities affect the roll. For example, an Adept may have an ability that makes them better at Intellect rolls, and a Warrior may have an ability that makes them better at Speed rolls.

Determining Task Difficulty

The most frequent thing a GM does during the game—and probably the most important thing—is set a task’s difficulty. To make the job easier, use the Task Difficulty table, which associates a difficulty rating with a descriptive name, a target number, and general guidance about the difficulty.

Every difficulty from 1 to 10 has a target number associated with it. The target number is easy to remember: it’s always three times the difficulty. The target number is the minimum number a player needs to roll on a d20 to succeed at the task. Moving up or down on the table is called hindering or easing, which is measured in steps.

For example, reducing a difficulty 5 task to a difficulty 4 task is “easing the difficulty by one step” or just “easing the difficulty” or “easing the task.” Most modifiers affect the difficulty rather than the player’s roll. This has two consequences:

Low target numbers such as 3 or 6, which would be boring in most games that use a d20, are not boring in the Cypher System. For example, if you need to roll a 6 or higher, you still have a 25% chance to fail.

The upper levels of difficulty (7, 8, 9, and 10) are all but impossible because the target numbers are 21 or higher, which you can’t roll on a d20. However, it’s common for PCs to have abilities or equipment that ease a task and thus lower the target number to something they can roll on a d20.

A character’s tier does not determine a task’s level. Things don’t get more difficult just because a character’s tier increases—the world doesn’t instantly become a more difficult place. Fourth-tier characters don’t deal only with level 4 creatures or difficulty 4 tasks (although a fourth-tier character probably has a better shot at success than a first-tier character does). Just because something is level 4 doesn’t necessarily mean it’s meant only for fourth-tier characters. Similarly, depending on the situation, a fifth-tier character could find a difficulty 2 task just as challenging as a second-tier character does.

Therefore, when setting the difficulty of a task, the GM should rate the task on its own merits, not on the power of the characters.

Modifying the Difficulty

After the GM sets the difficulty for a task, the player can try to modify it for their character. Any such modification applies only to this particular attempt at the task. In other words, rewiring an electronic door lock normally might be difficulty 6, but since the character doing the work is skilled in such tasks, has the right tools, and has another character assisting them, the difficulty in this instance might be much lower. That’s why it’s important for the GM to set a task’s difficulty without taking the character into account. The character comes in at this step.

By using skills and assets, working together, and—perhaps most important—applying Effort, a character can ease a task by multiple steps to make it easier. Rather than adding bonuses to the player’s roll, reducing the difficulty lowers the target number. If they can reduce the difficulty of a task to 0, no roll is needed; success is automatic. (An exception is if the GM decides to use a GM intrusion on the task, in which case the player would have to make a roll at the original difficulty.)

There are three basic ways in which a character can ease a task: skills, assets, and Effort. Each method eases the task by at least one step—never in smaller increments.

By using skills, assets, and Effort, a character can ease a task by a maximum of ten steps: one or two steps from skills, one or two steps from assets, and one to six steps from Effort.

Skills

Characters may be skilled at performing a specific task. A skill can vary from character to character. For example, one character might be skilled at lying, another might be skilled at trickery, and a third might be skilled in all interpersonal interactions. The first level of being skilled is called being trained, and it eases that task by one step. More rarely, a character can be incredibly skilled at performing a task. This is called being specialized, and it eases the task by two steps instead of one. Skills can never decrease a task by more than two steps—any more than two steps from being trained and specialized don’t count.

Assets

An asset is anything that helps a character with a task, such as having a really good crowbar when trying to force open a door or being in a rainstorm when trying to put out a fire. Appropriate assets vary from task to task. The perfect awl might help when woodworking, but it won’t make a dance performance much better. An asset usually eases a task by one step. Assets can never ease a task by more than two steps—any more than two steps from assets don’t count.

The important thing to remember is that a skill can reduce the difficulty by no more than two steps, and assets can reduce the difficulty by no more than two steps, regardless of the situation. Thus, no task’s difficulty will ever be reduced by more than four steps without using Effort.

Effort

A player can apply Effort to ease a task. To do this, the player spends points from the stat Pool that’s most appropriate to the task. For example, applying Effort to push a heavy rock off a cliff requires a player to spend points from the character’s Might Pool; applying Effort to activate an unusual machine interface requires them to spend points from the character’s Intellect Pool. For every level of Effort spent on a task, the task is eased. It costs 3 points from a stat Pool to apply one level of Effort, and it costs 2 additional points for every level thereafter (so it costs 5 points for two levels of Effort, 7 points for three levels of Effort, and so on). A character must spend points from the same stat Pool as the type of task or roll—Might points for a Might roll, Speed points for a Speed roll, or Intellect points for an Intellect roll.

Every character has a maximum level of Effort they can apply to a single task. Effort can never ease a task by more than six steps—any more than six steps from applying Effort doesn’t count.

Free Level of Effort: A few abilities give you a free level of Effort (these usually require you to apply at least one level of Effort to a task). In effect, you’re getting one more level of Effort than what you paid for. This free level of Effort can exceed the Effort limit for your character, but not the six-step limit for easing a task.

Rolling the Die

To determine success or failure, a player rolls a die (always a d20). If they roll the target number or higher, they succeed. Most of the time, that’s the end of it—nothing else needs to be done. Rarely, a character might apply a small modifier to the roll. If they have a +2 bonus when attempting specific actions, they add 2 to the number rolled. However, the original roll matters if it’s a special roll.

If a character applies a modifier to the die roll, it’s possible to get a result of 21 or higher, in which case they can attempt a task with a target number above 20. But if there is no possibility for success—if not even rolling a natural 20 (meaning the d20 shows that number) is sufficient to accomplish the task—then no roll is made. Otherwise, characters would have a chance to succeed at everything, even impossible or ridiculous tasks such as climbing moonbeams, throwing elephants, or hitting a target on the opposite side of a mountain with an arrow.

If a character’s modifiers add up to +3, treat them as an asset instead. In other words, instead of adding a +3 bonus to the roll, reduce the difficulty by one step. For example, if a Warrior has a +1 bonus to attack rolls from a minor effect, a +1 bonus to attack rolls from a special weapon quality, and a +1 bonus to attack rolls from a special ability, they do not add 3 to their attack roll—instead, they reduce the difficulty of the attack by one step. So if they attack a level 3 foe, they would normally roll against difficulty 3 and try to reach a target number of 9, but thanks to their asset, they roll against difficulty 2 and try to reach a target number of 6.

This distinction is important when stacking skills and assets to decrease the difficulty of an action, especially since reducing the difficulty to 0 or lower means no roll is needed.

The Player Always Rolls

In the Cypher System, players always drive the action. That means they make all the die rolls. If a PC leaps out of a moving vehicle, the player rolls to see if they succeed. If a PC searches for a hidden panel, the player rolls to determine whether they find it. If a rockslide falls on a PC, the player rolls to try to get out of the way. If a PC and an NPC arm wrestle, the player rolls, and the NPC’s level determines the target number. If a PC attacks a foe, the player rolls to see if they hit. If a foe attacks the PC, the player rolls to see if they dodge the blow.

As shown by the last two examples, the PC rolls whether they are attacking or defending. Thus, something that improves defenses might ease or hinder their rolls. For example, if a PC uses a low wall to gain cover from attacks, the wall eases the player’s defense rolls. If a foe uses the wall to gain cover from the PC’s attacks, it hinders the player’s attack rolls.

Special Rolls

If a character rolls a natural 1, 17, 18, 19, or 20 (meaning the d20 shows that number), special rules come into play. These are explained in more detail in the following sections.

1: GM Intrusion. The GM makes a free intrusion (see below) and doesn’t award experience points (XP) for it.

17: Damage Bonus. If the roll was a damage-dealing attack, it deals 1 additional point of damage.

18: Damage Bonus. If the roll was a damage-dealing attack, it deals 2 additional points of damage.

19: Minor Effect. If the roll was a damage-dealing attack, it deals 3 additional points of damage or the PC gets a minor effect in addition to the normal results of the task. If the roll was something other than an attack, the PC gets a minor effect in addition to the normal results of the task.

20: Major Effect. If the roll was a damage-dealing attack, it deals 4 additional points of damage or the PC gets a major or minor effect in addition to the normal results of the task. If the roll was something other than an attack, the PC gets a major effect in addition to the normal results of the task. If the PC spent points from a stat Pool on the action, the point cost for the action decreases to 0, meaning the character regains those points as if they had not spent them at all.

GM Intrusion

GM intrusion is explained in more detail in the Running the Cypher System chapter, but essentially it means that something occurs to complicate the character’s life. The character hasn’t necessarily fumbled or done anything wrong (although perhaps they did). It could just be that the task presents an unexpected difficulty or something unrelated affects the current situation.

For GM intrusion on a defense roll, a roll of 1 might mean that the PC takes 2 additional points of damage from the attack, indicating that the opponent got in a lucky blow.

For complete details about GM intrusion and how to use it to best effect in the game, see the Running the Cypher System chapter.

Minor Effect

A minor effect happens when a player rolls a natural 19. Most of the time, a minor effect is slightly beneficial to the PC, but not overwhelming.

A climber gets up the steep slope a bit faster. A repaired machine works a bit better. A character jumping down into a pit lands on their feet. Either the GM or the player can come up with a possible minor effect that fits the situation, but both must agree on what it should be.

Don’t waste a lot of time thinking of a minor effect if nothing appropriate suggests itself. Sometimes, in cases where only success or failure matters, it’s okay to have no minor effect. Keep the game moving at an exciting pace.

In combat, the easiest and most straightforward minor effect is dealing 3 additional points of damage with an attack. The following are other common minor effects for combat:

Damage object: Instead of striking the foe, the attack strikes what the foe is holding. If the attack hits, the character makes a Might roll with a difficulty equal to the object’s level. On a success, the object moves one or more steps down the object damage track.

Distract: For one round, all of the foe’s tasks are hindered.

Knock back: The foe is knocked or forced back a few feet. Most of the time, this doesn’t matter much, but if the fight takes place on a ledge or next to a pit of lava, the effect can be significant.

Move past: The character can move a short distance at the end of the attack. This effect is useful to get past a foe guarding a door, for example.

Strike a specific body part: The attacker strikes a specific spot on the defender’s body. The GM rules what special effect, if any, results. For example, hitting a creature’s tentacle that is wrapped around an ally might make it easier for the ally to escape. Hitting a foe in the eye might blind it for one round. Hitting a creature in its one vulnerable spot might ignore Armor.

Usually, the GM just has the desired minor effect occur. For example, rolling a 19 against a relatively weak foe means it is knocked off the cliff. The effect makes the round more exciting, but the defeat of a minor creature has no significant impact on the story. Other times, the GM might rule that an additional roll is needed to achieve the effect—the special roll only gives the PC the opportunity for a minor effect. This mostly happens when the desired effect is very unlikely, such as pushing a 50-ton battle automaton off a cliff. If the player just wants to deal 3 additional points of damage as the minor effect, no extra roll is needed.

Major Effect

A major effect happens when a player rolls a natural 20. Most of the time, a major effect is quite beneficial to the character. A climber gets up the steep slope in half the time. A jumper lands with such panache that those nearby are impressed and possibly intimidated. A defender makes a free attack on a foe.

Either the GM or the player can come up with a possible major effect that fits the situation, but both must agree on what it should be. As with minor effects, don’t spend a lot of time agonizing over the details of a major effect. In cases where only success or failure matters, a major effect might offer the character a one-time asset (a modification of one step) to use the next time they attempt a similar action. When nothing else seems appropriate, the GM can simply grant the PC an additional action on their turn that same round.

In combat, the easiest and most straightforward major effect is dealing 4 additional points of damage with an attack. The following are other common major effects for combat.

Disarm: The foe drops one object that it is holding.

Impair: For the rest of the combat, all tasks the foe attempts are hindered.

Knock down: The foe is knocked prone. It can get up on its turn.

Stun: The foe loses its next action.

As with minor effects, usually the GM just has the desired major effect occur, but sometimes the GM might require an extra roll if the major effect is unusual or unlikely.

Retrying a Task After Failure

If a character fails a task (whether it’s climbing a wall, picking a lock, trying to figure out a mysterious device, or something else) they can attempt it again, but they must apply at least one level of Effort when retrying that task. A retry is a new action, not part of the same action that failed, and it takes the same amount of time as the first attempt did.

Sometimes the GM might rule that retries are impossible. Perhaps a character has one chance to convince the leader of a group of thugs not to attack, and after that, no amount of talking will stop them.

This rule doesn’t apply to something like attacking a foe in combat because combat is always changing and fluid. Each round’s situation is new, not a repeat of a previous situation, so a missed attack can’t be retried.

Initial Cost

The GM can assign a point cost to a task just for trying it. Called an initial cost, it’s simply an indication that the task is particularly taxing. For example, let’s say a character wants to try a Might action to open a heavy cellar door that is partially rusted shut. The GM says that forcing the door open is a difficulty 5 task, and there’s an initial cost of 3 Might points simply to try. This initial cost is in addition to any points the character chooses to spend on the roll (such as when applying Effort), and the initial cost points do not affect the difficulty of the task. In other words, the character must spend 3 Might points to attempt the task at all, but that doesn’t help them open the door. If they want to apply Effort to ease the task, they have to spend more points from their Might Pool.

Edge helps with the initial cost of a task, just as it does with any expenditure from a character’s Pool. In the previous example, if the character had a Might Edge of 2, they would have to spend only 1 point (3 points minus 2 from their Might Edge) for the initial cost to attempt the task. If they also applied a level of Effort to open the door, they couldn’t use their Edge again—Edge applies only once per action—so using the Effort would cost the full 3 points. Thus, they’d spend a total of 4 points (1 for the initial cost plus 3 for the Effort) from their Might Pool.

The rationale of the initial cost rule is that even in the Cypher System, where things like Effort can help a character succeed on an action, logic still suggests that some actions are very difficult and taxing, particularly for some PCs more than others.

Distance

Distance is simplified into four basic categories: immediate, short, long, and very long.

Immediate distance from a character is within reach or within a few steps; if a character stands in a small room, everything in the room is within immediate distance. At most, immediate distance is 10 feet (3 m). Immediate distance is sometimes referred to as close, or even point-blank, particularly when referring to ranges.

The words “immediate” and “close” can be used interchangeably to talk about distance. If a creature or object is within arm’s reach of the character, it can be considered both immediate and close.

Short distance is anything greater than immediate distance but less than 50 feet (15 m) or so.

Long distance is anything greater than short distance but less than 100 feet (30 m) or so.

Very long distance is anything greater than long distance but less than 500 feet (150 m) or so.

Beyond that range, distances are always specified—1,000 feet (300 m), 1 mile (1.5 km), and so on.

All weapons and special abilities use these terms for ranges. For example, all melee weapons have immediate range—they are close-combat weapons, and you can use them to attack anyone within immediate distance. A thrown knife (and most other thrown weapons) has short range. A small handgun also has short range. A rifle has long range.

A character can move an immediate distance as a part of another action. In other words, they can take a few steps to the light switch and flip it on. They can lunge across a small room to attack a foe. They can open a door and step through.

A character can move a short distance as their entire action for a turn. They can also try to move a long distance as their entire action, but the player might have to roll to see if the character slips, trips, or stumbles for moving so far so quickly.

GMs and players don’t need to determine exact distances. For example, if the PCs are fighting a group of guards, any character can likely attack any foe in the general melee—they’re all within immediate range. However, if one trooper stays back to fire a blaster, a character might have to use their entire action to move the short distance required to attack that foe. It doesn’t matter if the trooper is 20 feet (6 m) or 40 feet (12 m) away—it’s simply considered short distance. It does matter if the trooper is more than 50 feet (15 m) away because that distance would require a long move.

Other Distances

In rare cases where distances beyond very long are needed, real-world distances are best (1 mile, 100 kilometers, and so on). However, the following shorthand distances can be useful in some settings:

Planetary: On the same planet.

Interplanetary: Within the same solar system.

Interstellar: Within the same galaxy.

Intergalactic: Anywhere in the same universe.

Interdimensional: Anywhere.

Timekeeping

Generally, keep time the same way that you normally would, using minutes, hours, days, and weeks. Thus, if the characters walk overland for 15 miles (24 km), about eight hours pass, even though the journey can be described in only a few seconds at the game table. Precision timekeeping is rarely important. Most of the time, saying things like “That takes about an hour” works fine.

This is true even when a special ability has a specific duration. In an encounter, a duration of “one minute” is mostly the same as saying “the rest of the encounter.” You don’t have to track each round that ticks by if you don’t want to. Likewise, an ability that lasts for ten minutes can safely be considered the length of an in-depth conversation, the time it takes to quickly explore a small area, or the time it takes to rest after a strenuous activity.

ActionTime Usually Required
Walking a mile over easy terrainAbout fifteen minutes
Walking a mile over rough terrain (forest, snow, hills)About half an hour
Walking a mile over difficult terrain (mountains, thick jungle)About forty-five minutes
Moving from one significant location in a city to anotherAbout fifteen minutes
Sneaking into a guarded locationAbout fifteen minutes
Observing a new location to get salient detailsAbout fifteen minutes
Having an in-depth discussionAbout ten minutes
Resting after a fight or other strenuous activityAbout ten minutes
Resting and having a quick mealAbout half an hour
Making or breaking campAbout half an hour
Shopping for supplies in a market or storeAbout an hour
Meeting with an important contactAbout half an hour
Referencing a book or websiteAbout half an hour
Searching a room for hidden thingsAt least half an hour, perhaps one hour
Searching for cyphers or other valuables amid a lot of stuffAbout an hour
Identifying and understanding a cypherFifteen minutes to half an hour
Identifying and understanding an artifactAt least fifteen minutes, perhaps three hours
Repairing a device (assuming parts and tools available)At least an hour, perhaps a day
Building a device (assuming parts and tools available)At least a day, perhaps a week

Encounters, Rounds, and Initiative

Sometimes in the course of the game, the GM or players will refer to an “encounter.” Encounters are not so much measurements of time as they are events or instances in which something happens, like a scene of a movie or a chapter in a book. An encounter might be a fight with a foe, a dramatic crossing of a raging river, or a stressful negotiation with an important official. It’s useful to use the word when referring to a specific scene, as in “My Might Pool is low after that encounter with the soul sorcerer yesterday.”

A round is about five to ten seconds. The length of time is variable because sometimes one round might be a bit longer than another. You don’t need to measure time more precisely than that. You can estimate that on average there are about ten rounds in a minute. In a round, everyone—each character and NPC—gets to take one action.

To determine who goes first, second, and so on in a round, each player makes a Speed roll called an initiative roll. Most of the time, it’s only important to know which characters act before the NPCs and which act after the NPCs. On an initiative roll, a character who rolls higher than an NPC’s target number takes their action before the NPC does. As with all target numbers, an NPC’s target number for an initiative roll is three times the NPC’s level. Many times, the GM will have all NPCs take their actions at the same time, using the highest target number from among all the NPCs. Using this method, any characters who rolled higher than the target number act first, then all the NPCs act, and finally any characters who rolled lower than the target number act.

An initiative roll is a d20 roll. Since your initiative depends on how fast you are, if you spend Effort on the roll, the points come from your Speed Pool.

The order in which the characters act usually isn’t important. If the players want to go in a precise order, they can act in initiative order (highest to lowest), by going around the table, by going oldest to youngest, and so on.

For example, Charles, Tammie, and Shanna’s characters are in combat with two level 2 security guards. The GM has the players make Speed rolls to determine initiative. Charles rolls an 8, Shanna rolls a 15, and Tammie rolls a 4. The target number for a level 2 creature is 6, so each round Charles and Shanna act before the guards, then the guards act, and finally Tammie acts. It doesn’t matter whether Charles acts before or after Shanna, as long as they think it’s fair.

After everyone—all PCs and NPCs—in the combat has had a turn, the round ends and a new round begins. In all rounds after the first, everyone acts in the same order as they did in the first round. The characters cycle through this order until the logical end of the encounter (the end of the fight or the completion of the event) or until the GM asks them to make new initiative rolls. The GM can call for new initiative rolls at the beginning of any new round when conditions drastically change. For example, if the NPCs gain reinforcements, the environment changes (perhaps the lights go out), the terrain changes (maybe part of the balcony collapses under the PCs), or something similar occurs, the GM can call for new initiative rolls.

Since the action moves as a cycle, anything that lasts for a round ends where it started in the cycle. If Umberto uses an ability on an opponent that hinders its defenses for one round, the effect lasts until Umberto acts on his next turn.

A Closer Look At Situations that Don’t Involve PCs

Ultimately, the GM is the arbiter of conflicts that do not involve the PCs. They should be adjudicated in the most interesting, logical, and story-based way possible. When in doubt, match the level of the NPCs (characters or creatures) or their respective effects to determine the results. Thus, if a level 4 NPC fights a level 3 NPC, the level 4 NPC will win, but if they face a level 7 NPC, they’ll lose. Likewise, a level 4 creature resists poisons or devices of level 3 or lower but not those of level 5 and above.

The essence is this: in the Cypher System, it doesn’t matter if something is a creature, a poison, or a gravity-dispelling ray. If it’s a higher level, it wins; if it’s a lower level, it loses. If two things of equal level oppose each other, there might be a long, drawn-out battle that could go either way.

Actions

Anything that your character does in a round is an action. It’s easiest to think of an action as a single thing that you can do in five to ten seconds. For example, if you use your dart thrower to shoot a strange floating orb, that’s one action. So is running for cover behind a stack of barrels, prying open a stuck door, using a rope to pull your friend up from a pit, or activating a cypher (even if it’s stored in your pack).

Opening a door and attacking a security guard on the other side are two actions. It’s more a matter of focus than time. Drawing your sword and attacking a foe is all one action. Putting away your bow and pushing a heavy bookcase to block a door are two actions because each requires a different train of thought.

If the action you want to accomplish is not within reach, you can move a little bit. Essentially, you can move up to an immediate distance to perform your action. For example, you can move an immediate distance and attack a foe, open a door and move an immediate distance into the hallway beyond, or grab your hurt friend lying on the ground and pull them back a few steps. This movement can occur before or after your action, so you can move to a door and open it, or you can open a door and move through it.

The most common actions are:

Action: Attack

An attack is anything that you do to someone that they don’t want you to do. Slashing a foe with a curved dagger is an attack, blasting a foe with a lightning artifact is an attack, wrapping a foe in magnetically controlled metal cables is an attack, and controlling someone’s mind is an attack. An attack almost always requires a roll to see if you hit or otherwise affect your target.

In the simplest kind of attack, such as a PC trying to stab a thug with a knife, the player rolls and compares their result to the opponent’s target number. If their roll is equal to or greater than the target number, the attack hits. Just as with any kind of task, the GM might modify the difficulty based on the situation, and the player might have a bonus to the roll or might try to ease the task using skills, assets, or Effort.

A less straightforward attack might be a special ability that stuns a foe with a mental blast. However, it’s handled the same way: the player makes a roll against the opponent’s target number. Similarly, an attempt to tackle a foe and wrestle it to the ground is still just a roll against the foe’s target number.

Attacks are sometimes categorized as “melee” attacks, meaning that you hurt or affect something within immediate reach, or “ranged” attacks, meaning that you hurt or affect something at a distance.

Melee attacks can be Might or Speed actions—player choice. Physical ranged attacks (such as bows, thrown weapons, and blasts of fire from a mutation) are almost always Speed actions, but those that come from special abilities tend to be Intellect actions.

Special abilities that require touching the target require a melee attack. If the attack misses, the power is not wasted, and you can try again each round as your action until you hit the target, use another ability, or take a different action that requires you to use your hands. These attempts in later rounds count as different actions, so you don’t have to keep track of how much Effort you used when you activated the ability or how you used Edge. For example, let’s say that in the first round of combat, you activate a special ability that requires you to touch your foe and you use Effort to ease the attack, but you roll poorly and miss your foe. In the second round of combat, you can try attacking again and use Effort to ease the attack roll.

The GM and players are encouraged to describe every attack with flavor and flair. One attack roll might be a stab to the foe’s arm. A miss might be the PC’s sword slamming into the wall. Combatants lunge, block, duck, spin, leap, and make all kinds of movements that should keep combat visually interesting and compelling. The Running the Cypher System chapter has much more guidance in this regard.

Common elements that affect the difficulty of a combat task are cover, range, and darkness. The rules for these and other modifiers are explained in the Attack Modifiers and Special Situations section of this chapter.

Damage

When an attack strikes a character, it usually means the character takes damage.

An attack against a PC subtracts points from one of the character’s stat Pools—usually the Might Pool. Whenever an attack simply says it deals “damage” without specifying the type, it means Might damage, which is by far the most common type. Intellect damage, which is usually the result of a mental attack, is always labeled as Intellect damage. Speed damage is often a physical attack, but attacks that deal Speed damage are fairly rare.

NPCs don’t have stat Pools. Instead, they have a characteristic called health. When an NPC takes damage of any kind, the amount is subtracted from its health. Unless described otherwise, an NPC’s health is always equal to its target number. Some NPCs might have special reactions to or defenses against attacks that would normally deal Speed damage or Intellect damage, but unless the NPC’s description specifically explains this, assume that all damage is subtracted from the NPC’s health.

Objects don’t have stat Pools or health. They have an object damage track, just like how PCs have a damage track. Attacking objects might move them down their damage track.

Damage is always a specific amount determined by the attack. For example, a slash with a broadsword or a blast with a spike thrower deals 4 points of damage. An Adept’s Onslaught deals 4 points of damage. Often, there are ways for the attacker to increase the damage. For example, a PC can apply Effort to deal 3 additional points of damage, and rolling a natural 17 on the attack roll deals 1 additional point of damage.

Armor

Pieces of equipment and special abilities protect a character from damage by giving them Armor. Each time a character takes damage, subtract their Armor value from the damage before reducing their stat Pool or health. For example, if a Warrior with 2 Armor is hit by a gunshot that deals 4 points of damage, they take only 2 points of damage (4 minus 2 from their Armor). If Armor reduces the incoming damage to 0 or lower, the character takes no damage from the attack. For example, the Warrior’s 2 Armor protects them from all physical attacks that deal 1 or 2 points of damage.

The most common way to get Armor is to wear physical armor, such as a leather jacket, a bulletproof vest, a chainmail hauberk, bioengineered carapace grafts, or something else, depending on the setting. All physical armor comes in one of three categories: light, medium, or heavy. Light armor gives the wearer 1 point of Armor, medium gives 2 points of Armor, and heavy gives 3 points of Armor.

When you see the word “Armor” capitalized in the game rules (other than in the name of a special ability), it refers to your Armor characteristic—the number you subtract from incoming damage. When you see the word “armor” in lowercase, it refers to any physical armor you might wear.

Other effects can add to a character’s Armor. If a character is wearing chainmail (+2 to Armor) and has an ability that covers them in a protective force field that grants +1 to Armor, their total is 3 Armor. If they also use a cypher that hardens their flesh temporarily for +1 to Armor, their total is 4 Armor.

Some types of damage ignore physical armor. Attacks that specifically deal Speed damage or Intellect damage ignore Armor; the creature takes the listed amount of damage without any reduction from Armor. Ambient damage (see below) usually ignores Armor as well.

A creature may have a special bonus to Armor against certain kinds of attacks. For example, a protective suit made of a sturdy, fire-resistant material might normally give its wearer +1 to Armor but count as +3 to Armor against fire attacks. An artifact worn as a helmet might grant +2 to Armor only against mental attacks.

Ambient Damage

Some kinds of damage aren’t direct attacks against a creature, but they indirectly affect everything in the area. Most of these are environmental effects such as winter cold, high temperatures, or background radiation. Damage from these kinds of sources is called ambient damage. Physical armor usually doesn’t protect against ambient damage, though a well-insulated suit of armor can protect against cold weather.

Damage From Hazards

Attacks aren’t the only way to inflict damage on a character. Experiences such as falling from a great height, being burned in a fire, and spending time in severe weather also deal damage. Although no list of potential hazards could be comprehensive, the Damage From Hazards table includes common examples.

SourceDamageNotes
Falling1 point per 10 feet (3 m) fallen (ambient damage)
Minor fire3 points per round (ambient damage)Torch
Major fire6 points per round (ambient damage)Engulfed in flames; lava
Acid splash2 points per round (ambient damage)
Acid bath6 points per round (ambient damage)Immersed in acid
Cold1 point per round (ambient damage)Below freezing temperatures
Severe cold3 points per round (ambient damage)Liquid nitrogen
Shock1 point per round (ambient damage)Often involves losing next action
Electrocution6 points per round (ambient damage)Often involves losing next action
Crush3 pointsObject or creature falls on character
Huge crush6 pointsRoof collapse; cave-in
Collision6 pointsLarge, fast object strikes character

The Effects of Taking Damage

When an NPC reaches 0 health, it is either dead or (if the attacker wishes) incapacitated, meaning unconscious or beaten into submission.

As previously mentioned, damage from most sources is applied to a character’s Might Pool. Otherwise, stat damage always reduces the Pool of the stat it affects.

If damage reduces a character’s stat Pool to 0, any further damage to that stat (including excess damage from the attack that reduced the stat to 0) is applied to another stat Pool. Damage is applied to Pools in this order:

  1. Might (unless the Pool is 0)

  2. Speed (unless the Pool is 0)

  3. Intellect

Even if the damage is applied to another stat Pool, it still counts as its original type for the purpose of Armor and special abilities that affect damage. For example, if a character with 2 Armor is reduced to 0 Might and then is hit by a creature’s claw for 3 points of damage, it still counts as Might damage, so their Armor reduces the damage to 1 point, which then is applied to their Speed Pool. In other words, even though they take the damage from their Speed Pool, it doesn’t ignore Armor like Speed damage normally would.

In addition to taking damage from their Might Pool, Speed Pool, or Intellect Pool, PCs also have a damage track. The damage track has four states (from best to worst): hale, impaired, debilitated, and dead. When one of a PC’s stat Pools reaches 0, they move one step down the damage track. Thus, if they are hale, they become impaired. If they are already impaired, they become debilitated. If they are already debilitated, they become dead.

Some effects can immediately shift a PC one or more steps on the damage track. These include rare poisons, cellular disruption attacks, and massive traumas (such as falls from very great heights, being run over by a speeding vehicle, and so on, as determined by the GM).

Some attacks, like a serpent’s poisonous bite or a Speaker’s Enthrall, have effects other than damage to a stat Pool or shifting the PC on the damage track. These attacks can cause unconsciousness, paralysis, and so on.

When NPCs (who have only health) suffer Speed or Intellect damage, normally this is treated the same as Might damage. However, the GM or the player has the option to suggest an appropriate alternate effect—the NPC suffers a penalty, moves more slowly, is stunned, and so on.

The Damage Track

As noted above, the damage track has four states: hale, impaired, debilitated, and dead.

Hale is the normal state for a character: all three stat Pools are at 1 or higher, and the PC has no penalties from harmful conditions. When a hale PC takes enough damage to reduce one of their stat Pools to 0, they become impaired. Note that a character whose stat Pools are much lower than normal can still be hale.

Impaired is a wounded or injured state. When an impaired character applies Effort, it costs 1 extra point per level applied. For example, applying one level of Effort costs 4 points instead of 3, and applying two levels of Effort costs 7 points instead of 5.

An impaired character ignores minor and major effect results on their rolls, and they don’t deal as much extra damage in combat with a special roll. In combat, a roll of 17 or higher deals only 1 additional point of damage. When an impaired PC takes enough damage to reduce one of their stat Pools to 0, they become debilitated.

Debilitated is a critically injured state. A debilitated character may not take any actions other than to move (probably crawl) no more than an immediate distance. If a debilitated character’s Speed Pool is 0, they can’t move at all. When a debilitated PC takes enough damage to reduce a stat Pool to 0, they are dead.

Dead is dead.

The damage track allows you to know how far from death you are. If you’re hale, you’re three steps from death. If you’re impaired, you’re two steps from death. If you’re debilitated, you are only one small step from death’s door.

Recovering Points in a Pool

After losing or spending points in a Pool, you recover those points by resting. You can’t increase a Pool past its maximum by resting—just back to its normal level. Any extra points gained go away with no effect. The amount of points you recover from a rest, and how long each rest takes, depends on how many times you have rested so far that day.

When you rest, make a recovery roll. To do this, roll a d6 and add your tier. You recover that many points, and you can divide them among your stat Pools however you wish. For example, if your recovery roll is 4 and you’ve lost 4 points of Might and 2 points of Speed, you can recover 4 points of Might, or 2 points of Might and 2 points of Speed, or any other combination adding up to 4 points.

The first time you rest each day, it takes only a few seconds to catch your breath. If you rest this way in the middle of an encounter, it takes one action on your turn.

The second time you rest each day, you must rest for ten minutes to make a recovery roll. The third time you rest each day, you must rest for one hour to make a recovery roll. The fourth time you rest each day, you must rest for ten hours to make a recovery roll (usually, this occurs when you stop for the day to eat and sleep).

After that much rest, it’s assumed to be a new day, so the next time you rest, it takes only a few seconds. The next rest takes ten minutes, then one hour, and so on, in a cycle.

If you haven’t rested yet that day and you take a lot of damage in a fight, you could rest a few seconds (regaining 1d6 points + 1 point per tier) and then immediately rest for ten minutes (regaining another 1d6 points + 1 point per tier). Thus, in one full day of doing nothing but resting, you could recover 4d6 points + 4 points per tier.

Each character chooses when to make recovery rolls. If a party of five PCs rests for ten minutes because two of them want to make recovery rolls, the others don’t have to make rolls at that time. Later in the day, those three can decide to rest for ten minutes and make recovery rolls.

Recovery RollRest Time Needed
First recovery rollOne action
Second recovery rollTen minutes
Third recovery rollOne hour
Fourth recovery rollTen hours

Restoring the Damage Track

Using points from a recovery roll to raise a stat Pool from 0 to 1 or higher also automatically moves the character up one step on the damage track.

If all of a PC’s stat Pools are above 0 and the character has taken special damage that moved them down the damage track, they can use a recovery roll to move up one step on the damage track instead of recovering points. For example, a character who is debilitated from a hit with a cell-disrupting biotech device can rest and move up to impaired rather than recover points in a Pool.

Special Damage

In the course of playing the game, characters face all manner of threats and dangers that can harm them in a variety of ways, only some of which are easily represented by points of damage.

Dazed and Stunned: Characters can be dazed when struck hard on the head, exposed to extremely loud sounds, or affected by a mental attack. When this happens, for the duration of the daze effect (usually one round), all of the character’s tasks are hindered. Similar but more severe attacks can stun characters. Stunned characters lose their turn (but can still defend against attacks normally).

Poison and Disease: When characters encounter poison—whether the venom of a serpent, rat poison slipped into a burrito, cyanide dissolved in wine, or an overdose of acetaminophen—they make a Might defense roll to resist it. Failure to resist can result in points of damage, moving down the damage track, or a specific effect such as paralysis, unconsciousness, disability, or something stranger. For example, some poisons affect the brain, making it impossible to say certain words, take certain actions, resist certain effects, or recover points to a stat Pool.

Diseases work like poisons, but their effect occurs every day, so the victim must make a Might defense roll each day or suffer the effects. Disease effects are as varied as poisons: points of damage, moving down the damage track, disability, and so on. Many diseases inflict damage that cannot be restored through conventional means.

Paralysis: Paralytic effects cause a character to drop to the ground, unable to move. Unless otherwise specified, the character can still take actions that require no physical movement.

Other Effects: Other special effects can render a character blind or deaf, unable to stand without falling over, or unable to breathe. Stranger effects might negate gravity for the character (or increase it a hundredfold), transport them to another place, render them out of phase, mutate their physical form, implant false memories or senses, alter the way their brain processes information, or inflame their nerves so they are in constant, excruciating pain. Each special effect must be handled on a case-by-case basis. The GM adjudicates how the character is affected and how the condition can be alleviated (if possible).

NPCs and Special Damage

The GM always has final say over what special damage will affect an NPC. Human NPCs usually react like characters, but nonhuman creatures might react very differently. For example, a tiny bit of venom is unlikely to hurt a gigantic dragon, and it won’t affect an android or a demon at all.

If an NPC is susceptible to an attack that would shift a character down the damage track, using that attack on the NPC usually renders it unconscious or dead. Alternatively, the GM could apply the debilitated condition to the NPC, with the same effect as it would have on a PC.

Attack Modifiers And Special Situations

In combat situations, many modifiers might come into play. Although the GM is at liberty to assess whatever modifiers they think are appropriate to the situation (that’s their role in the game), the following suggestions and guidelines might make that easier. Often the modifier is applied as a step in difficulty. So if a situation hinders attacks, that means if a PC attacks an NPC, the difficulty of the attack roll is increased by one step, and if an NPC attacks a PC, the difficulty of the defense roll is decreased by one step. This is because players make all rolls, whether they are attacking or defending—NPCs never make attack or defense rolls.

When in doubt, if it seems like it should be harder to attack in a situation, hinder the attack rolls. If it seems like attacks should gain an advantage or be easier in some way, hinder the defense rolls.

Precise ranges are not important in the Cypher System. The broadly defined “immediate,” “short,” “long,” and “very long” ranges let the GM quickly make a judgment call and keep things moving. Basically, the idea is: your target is right there, your target is close, your target is pretty far away, or your target is extremely far away.

Cover

If a character is behind cover so that a significant portion of their body is behind something sturdy, attacks against the character are hindered.

If a character is entirely behind cover (their entire body is behind something sturdy), they can’t be attacked unless the attack can go through the cover. For example, if a character hides behind a thin wooden screen and their opponent shoots the screen with a rifle that can penetrate the wood, the character can be attacked. However, because the attacker can’t see the character clearly, this still counts as cover (attacks against the character are hindered).

Position

Sometimes where a character stands gives them an advantage or a disadvantage.

Prone Target: In melee, a prone target is easier to hit (attacks against them are eased). In ranged combat, a prone target is harder to hit (attacks against them are hindered).

Higher Ground: In either ranged or melee combat, attacks by an opponent on higher ground are eased.

Surprise

When a target isn’t aware of an incoming attack, the attacker has an advantage. A ranged sniper in a hidden position, an invisible assailant, or the first salvo in a successful ambush are all eased by two steps. For the attacker to gain this advantage, however, the defender truly must have no idea that the attack is coming.

If the defender isn’t sure of the attacker’s location but is still on guard, the attacks are eased by only one step.

Range

In melee, you can attack a foe who is adjacent to you (next to you) or within reach (immediate range). If you enter into melee with one or more foes, usually you can attack most or all of the combatants, meaning they are next to you, within reach, or within reach if you move slightly or have a long weapon that extends your reach.

The majority of ranged attacks have only two ranges: short range and long range (a few have very long range). Short range is generally less than 50 feet (15 m) or so. Long range is generally from 50 feet (15 m) to about 100 feet (30 m). Very long range is generally 100 feet (30 m) to 500 feet (150 m). Greater precision than that isn’t important in the Cypher System. If anything is longer than very long range, the exact range is usually spelled out, such as with an item that can fire a beam 1,000 feet (300 m) or teleport you up to 1 mile (1.5 km) away.

Thus, the game has four measurements of distance: immediate, short, long, and very long. These apply to movement as well. A few special cases—point-blank range and extreme range— modify an attack’s chance to successfully hit.

Point-Blank Range: If a character uses a ranged weapon against a target within immediate range, the attack is eased.

Extreme Range: Targets just at the limit of a weapon’s range are at extreme range. Attacks against such targets are hindered.

The GM might allow a character with a ranged weapon to attack beyond extreme range, but the attack would be hindered by two steps for each range category beyond the normal limit. Attacks with hard limits, such as the blast radius of a bomb, can’t be modified.

In certain situations, such as a PC on top of a building looking across an open field, the GM should allow ranged attacks to exceed their maximum range. For example, in perfect conditions, a good archer can hit a large target with a bow and arrow at 500 feet (150 m), much farther than a bow’s typical long range.

Illumination

What characters can see (and how well they can see) plays a huge factor in combat.

Dim Light: Dim light is approximately the amount of light on a night with a bright full moon or the illumination provided by a torch, flashlight, or desk lamp. Dim light allows you to see out to short range. Targets in dim light are harder to hit. Attacks against such targets are hindered. Attackers trained in low-light spotting negate this modifier.

Very Dim Light: Very dim light is approximately the amount of light on a starry night with no visible moon, or the glow provided by a candle or an illuminated control panel. Very dim light allows you to see clearly only within immediate range and perceive vague shapes to short range. Targets in very dim light are harder to hit. Attacks against targets within immediate range are hindered, and attacks against those in short range are hindered by two steps. Attackers trained in low-light spotting modify these difficulties by one step in their favor. Attackers specialized in low-light spotting modify these difficulties by two steps in their favor.

Darkness: Darkness is an area with no illumination at all, such as a moonless night with cloud cover or a room with no lights. Targets in complete darkness are nearly impossible to hit. If an attacker can use other senses (such as hearing) to get an idea of where the opponent might be, attacks against such targets are hindered by four steps. Otherwise, attacks in complete darkness fail without the need for a roll unless the player spends 1 XP to “make a lucky shot” or the GM uses GM intrusion. Attackers trained in low-light spotting ease the task. Attackers specialized in low-light spotting ease the task by two steps.

Visibility

Similar to illumination, factors that obscure vision affect combat.

Mist: A target in mist is similar to one in dim light. Ranged attacks against such targets are hindered. Particularly dense mist makes ranged attacks nearly impossible (treat as darkness), and even melee attacks are hindered.

Hiding Target: A target in dense foliage, behind a screen, or crawling amid the rubble in a ruin is hard to hit because they’re hard to see. Ranged attacks against such targets are hindered.

Invisible Target: If an attacker can use other senses (such as hearing) to get an idea of where the opponent might be, attacks against such targets are hindered by four steps. Otherwise, attacks against an invisible creature fail without the need for a roll unless the player spends 1 XP to “make a lucky shot” or the GM uses GM intrusion.

Water

Being in shallow water can make it hard to move, but it doesn’t affect combat. Being in deep water can make things difficult, and being underwater entirely can seem as different as being on another world.

Deep Water: Being in water up to your chest (or the equivalent thereof) hinders your attacks. Aquatic creatures ignore this modifier.

Underwater Melee Combat: For nonaquatic creatures, being completely underwater makes attacking very difficult. Attacks with stabbing weapons are hindered, and melee attacks with slashing or bashing weapons are hindered by two steps. Aquatic creatures ignore these penalties.

Underwater Ranged Combat: As with melee combat, nonaquatic creatures have problems fighting underwater. Some ranged attacks are impossible underwater—you can’t throw things, fire a bow or crossbow, or use a blowgun. Many firearms also do not work underwater. Attacks with weapons that do work underwater are hindered. Ranges underwater are reduced by one category; very-long-range weapons work only to long range, long-range weapons work only to short range, and short-range weapons work only to immediate range.

Moving Targets

Moving targets are harder to hit, and moving attackers have a difficult time as well.

Target Is Moving: Attackers trying to hit a foe who is moving very fast are hindered. (A foe moving very fast is one who is doing nothing but running, mounted on a moving creature, riding on a vehicle or moving conveyance, and so on.)

Attacker Is Moving: An attacker trying to make an attack while moving under their own power (walking, running, swimming, and so on) takes no penalties. Attacks from a moving mount or moving vehicle are hindered; an attacker trained in riding or driving ignores this penalty.

Attacker Is Jostled: Being jostled, such as while standing on a listing ship or a vibrating platform, makes attacking difficult. Such attacks are hindered. Characters trained in balancing or sailing would ignore penalties for being on a ship.

Gravity

In a spacefaring campaign, characters may travel to worlds with stronger or weaker gravity than Earth’s. Likewise, strange technology or magic can cause gravity to fluctuate even in an Earth-based campaign. Characters who have a large amount of metal (wearing metal armor, using metal weapons, and so on) can be affected by fluctuating magnetism just as a character is affected by gravity.

Low Gravity: Weapons that rely on weight, such as all heavy weapons, deal 2 fewer points of damage (dealing a minimum of 1 point of damage). Weapons with short range can reach to long range, and long-range weapons can reach to very long range. Characters trained in low-gravity maneuvering ignore the damage penalty.

High Gravity: It’s hard to make effective attacks when the pull of gravity is very strong. Attacks (and all physical actions) made in high gravity are hindered. Ranges in high gravity are reduced by one category (very-long-range weapons reach only to long range, long-range weapons reach only to short range, and short-range weapons reach only to immediate range). Characters trained in high-gravity maneuvering ignore the change in difficulty but not the range decreases.

Zero Gravity: It’s hard to maneuver in an environment without gravity. All physical actions (including attacks) made in zero gravity are hindered. Weapons with short range can reach to long range, long-range weapons can reach to very long range, and very-long-range weapons can reach to about 1,000 feet (300 m) instead of 500 feet (150 m). Characters trained in zero-gravity maneuvering ignore the change in difficulty.

Special Situation: Combat Between NPCs

When an NPC ally of the PCs attacks another NPC, the GM can designate a player to roll and handle it like a PC attacking. Often, the choice is obvious. For example, a character who has a trained attack animal should roll when their pet attacks enemies. If an NPC ally accompanying the party leaps into the fray, that ally’s favorite PC rolls for them. NPCs cannot apply Effort. Of course, it’s perfectly fitting (and easier) to have the NPC ally use the cooperative action rules to aid a PC instead of making direct attacks, or to compare the levels of the two NPCs (higher wins).

Special Situation: Combat Between PCs

When one PC attacks another PC, the attacking character makes an attack roll, and the other character makes a defense roll, adding any appropriate modifiers. If the attacking PC has a skill, ability, asset, or other effect that would ease the attack if it were made against an NPC, the character adds 3 to the roll for each step reduction (+3 for one step, +6 for two steps, and so on). If the attacker’s final result is higher, the attack hits. If the defender’s result is higher,
the attack misses. Damage is resolved normally. The GM mediates all special effects.

Special Situation: Area Attacks

Sometimes, an attack or effect affects an area rather than a single target. For example, a grenade or a landslide can potentially harm or affect everyone in the area.

In an area attack, all PCs in the area make appropriate defense rolls against the attack to determine its effect on them. If there are any NPCs in the area, the attacker makes a single attack roll against all of them (one roll, not one roll per NPC) and compares it to the target number of each NPC. If the roll is equal to or greater than the target number of a particular NPC, the attack hits that NPC.

Some area attacks always deal at least a minimum amount of damage, even if the attacks miss or if a PC makes a successful defense roll.

For example, consider a character who uses Shatter to attack six cultists (level 2; target number 6) and their leader (level 4; target number 12). The PC applies Effort to increase the damage and rolls an 11 for the attack roll. This hits the six cultists, but not the leader, so the ability deals 3 points of damage to each of the cultists. The description of Shatter says that applying Effort to increase the damage also means that targets take 1 point of damage if the PC fails the attack roll, so the leader takes 1 point of damage. In terms of what happens in the story, the cultists are caught flat-footed by the sudden detonation of one of their knives, but the leader ducks and is shielded from the blast. Despite the leader’s quick moves, the blast is so intense that a few bits of metal slice them.

Special Situation: Attacking Objects

Attacking an object is rarely a matter of hitting it. Sure, you can hit the broad side of a barn, but can you damage it? Attacking inanimate objects with a melee weapon is a Might action. Objects have levels and thus target numbers. Objects have a damage track that works like the damage track for PCs.

Intact is the default state for an object.

Minor damage is a slightly damaged state. An object with minor damage reduces its level by 1.

Major damage is a critically damaged state. An object with major damage is broken and no longer functions.

Destroyed is destroyed. The object is ruined, no longer functions, and cannot be repaired.

If the Might action to damage an object is a success, the object moves one step down the object damage track. If the Might roll exceeded the difficulty by 2 levels, the object instead moves two steps down the object damage track. If the Might roll exceeded the difficulty by 4 levels, the object instead moves three steps down the object damage track. Objects with minor or major damage can be repaired, moving them one or more steps up the object damage track.

Brittle or fragile objects, like paper or glass, decrease the effective level of the object for the purposes of determining if it is damaged. Hard objects, like those made of wood or stone, add 1 to the effective level. Very hard objects, like those made of metal, add 2. (The GM may rule that some exotic materials add 3.)

The tool or weapon used to attack the object must be at least as hard as the object itself. Further, if the amount of damage the attack could inflict—not modified by a special die roll—does not equal or exceed the effective level of the object, the attack cannot damage the object no matter what the roll.

Action: Activate a Special Ability

Special abilities are granted by foci, types, and flavors, or provided by cyphers or other devices. If a special ability affects another character in any kind of unwanted manner, it’s handled as an attack. This is true even if the ability is normally not considered an attack. For example, if a character has a healing touch, and their friend doesn’t want to be healed for some reason, an attempt to heal their unwilling friend is handled as an attack.

Plenty of special abilities do not affect another character in an unwanted manner. For example, a PC might use Hover on themselves to float into the air. A character with a matter-reorganizing device might change a stone wall into glass. A character who activates a phase changer cypher might walk through a wall. None of these requires an attack roll (although when turning a stone wall to glass, the character must still make a roll to successfully affect the wall).

If the character spends points to apply Effort on the attempt, they might want to roll anyway to see if they get a major effect, which would reduce the cost for their action.

Action: Move

As a part of another action, a character can adjust their position—stepping back a few feet while using an ability, sliding over in combat to take on a different opponent to help a friend, pushing through a door they just opened, and so on. This is considered an immediate distance, and a character can move this far as part of another action.

In a combat situation, if a character is in a large melee, they’re usually considered to be next to most other combatants, unless the GM rules that they’re farther away because the melee is especially large or the situation dictates it.

If they’re not in melee but still nearby, they are considered to be a short distance away—usually less than 50 feet (15 m). If they’re farther away than that but still involved in the combat, they are considered to be a long distance away, usually 50 to 100 feet (15 to 30 m), or possibly even a very long distance away, usually more than 100 feet to 500 feet (30 to 150 m).

In a round, as an action, a character can make a short move. In this case, they are doing nothing but moving up to about 50 feet (15 m). Some terrain or situations will change the distance a character can move, but generally, making a short move is considered to be a difficulty 0 action. No roll is needed; they just get where they’re going as their action.

A character can try to make a long move—up to 100 feet (30 m) or so—in one round. This is a Speed task with a difficulty of 4. As with any action, they can use skills, assets, or Effort to ease the task. Terrain, obstacles, or other circumstances can hinder the task. A successful roll means the character moved the distance safely. Failure means that at some point during the move, they stop or stumble (the GM determines where this happens).

A character can also try to make a short move and take another (relatively simple) physical action, like make an attack. As with the attempt to make a long move, this is a Speed task with a difficulty of 4, and failure means that the character stops at some point, slipping or stumbling or otherwise getting held up.

Long-Term Movement

When talking about movement in terms of traveling rather than round-by-round action, typical characters can travel on a road about 20 miles (32 km) per day, averaging about 3 miles (5 km) per hour, including a few stops. When traveling overland, they can move about 12 miles (19 km) per day, averaging 2 miles (3 km) per hour, again with some stops. Mounted characters, such as those on horseback, can go twice as far. Other modes of travel (cars, airplanes, hovercraft, sailing ships, and so on) have their own rates of movement.

Movement Modifiers

Different environments affect movement in different ways.

Rough Terrain: A surface that’s considered rough terrain is covered in loose stones or other material, uneven or with unsure footing, unsteady, or a surface that requires movement across a narrow space, such as a cramped corridor or a slender ledge. Stairs are also considered rough terrain. Rough terrain does not slow normal movement on a round-by-round basis, but hinders move rolls. Rough terrain cuts long-term movement rates in half.

Difficult Terrain: Difficult terrain is an area filled with challenging obstacles—water up to waist height, a very steep slope, an especially narrow ledge, slippery ice, a foot or more of snow, a space so small that one must crawl through it, and so on. Difficult terrain hinders move rolls and halves movement on a round-by-round basis. This means that a short move is about 25 feet (8 m), and a long move is about 50 feet (15 m). Difficult terrain reduces
long-term movement to a third of its normal rate.

Water: Deep water, in which a character is mostly or entirely submerged, hinders move rolls
and reduces round-by-round and long-term movement to one quarter its normal rate. This means that a short move is about 12 feet(4 m), and a long move is about 25 feet (7.5 m). Characters trained in swimming halve their movement only while in deep water.

Low Gravity: Movement in low gravity is easier but not much faster. All move rolls are eased.

High Gravity: In an environment of high gravity, treat all moving characters as if they were in difficult terrain. Characters trained in high-gravity maneuvering negate this penalty. High gravity reduces long-term movement to a third of its normal rate.

Zero Gravity: In an environment without gravity, characters cannot move normally. Instead, they must push off from a surface and succeed at a Might roll to move (the difficulty is equal to one-quarter the distance traveled in feet). Without a surface to push off from, a character cannot move. Unless the character’s movement takes them to a stable object that they can grab or land against, they continue to drift in that direction each round, traveling half the distance of the initial push.

Special Situation: A Chase

When a PC is chasing an NPC or vice versa, the player should attempt a Speed action, with the difficulty based on the NPC’s level. If the PC succeeds at the roll, they catch the NPC (if chasing), or they get away (if chased). In terms of the story, this one-roll mechanic can be the result of a long chase over many rounds.

Alternatively, if the GM wants to play out a long chase, the character can make many rolls (perhaps one per level of the NPC) to finish the pursuit successfully. For every failure, the PC must make another success, and if they ever have more failures than successes, the PC fails to catch the NPC (if chasing) or is caught (if chased). As with combat, the GM is encouraged to describe the results of these rolls with flavor. A success might mean the PC has rounded a corner and gained some distance. A failure might mean that a basket of fruit topples over in front of them, slowing them down. Vehicle chases are handled similarly.

Action: Wait

You can wait to react to another character’s action.

You decide what action will trigger your action, and if the triggering action happens, you get to take your action first (unless going first wouldn’t make sense, like attacking a foe before they come into view). For example, if an orc threatens you with a halberd, on your turn you can decide to wait, stating “If it stabs at me, I’m going to slash it with my sword.” On the orc’s turn, it stabs, so you make your sword attack before that happens.

Waiting is also a good way to deal with a ranged attacker who rises from behind cover, fires an attack, and ducks back down. You could say “I wait to see them pop up from behind cover and then I shoot them.”

Waiting is also a useful tool for cooperative actions (see below).

Action: Defend

Defending is a special action that only PCs can do, and only in response to being attacked. In other words, an NPC uses its action to attack, which forces a PC to make a defense roll. This is handled like any other kind of action, with circumstances, skill, assets, and Effort all potentially coming into play. Defending is a special kind of action in that it does not happen on the PC’s turn. It’s never an action that a player decides to take; it’s always a reaction to an attack. A PC can take a defense action when attacked (on the attacking NPC’s turn) and still take another action on their own turn.

The type of defense roll depends on the type of attack. If a foe attacks a character with an axe, they can use Speed to duck or block it with what they’re holding. If they’re struck by a poisoned dart, they can use a Might action to resist its effects. If a psi-worm attempts to control their mind, they can use Intellect to fend off the intrusion.

Sometimes an attack provokes two defense actions. For example, a poisonous reptile tries to bite a PC. They try to dodge the bite with a Speed action. If they fail, they take damage from the bite, and they must also attempt a Might action to resist the poison’s effects.

If a character does not know an attack is coming, usually they can still make a defense roll, but they can’t add modifiers (including the modifier from a shield), and they can’t use any skill or Effort to ease the task. If circumstances warrant—such as if the attacker is right next to the character—the GM might rule that the surprise attack simply hits.

A character can always choose to forgo a defense action, in which case the attack automatically hits.

Some abilities (such as the Countermeasures special ability) may allow you to do something special as a defense action.

Action: Do Something Else

Players can try anything they can think of, although that doesn’t mean anything is possible. The GM sets the difficulty—that’s their primary role in the game. Still, guided by the bounds of logic, players and GMs will find all manner of actions and options that aren’t covered by a rule. That’s a good thing.

Players should not feel constrained by the game mechanics when taking actions. Skills are not required to attempt an action. Someone who’s never picked a lock can still try. The GM might hinder the task, but the character can still attempt the action.

Thus, players and GMs can return to the beginning of this chapter and look at the most basic expression of the rules. A player wants to take an action. The GM decides, on a scale of 1 to 10, how difficult that task is and what stat it uses. The player determines whether they have anything that might modify the difficulty and considers whether to apply Effort. Once the final determination is made, they roll to see if their character succeeds. It’s as easy as that.

As further guidance, the following are some of the more common actions a player might take.

Players are encouraged to come up with their own ideas for what their characters do rather than looking at a list of possible actions. That’s why there is a “do something else” action. PCs are not pieces on a game board—they are people in a story. And like real people, they can try anything they can think of. (Succeeding is another matter entirely.) The task difficulty system provides GMs with the tools they need to adjudicate anything the players come up with.

Climbing

When a character climbs, the GM sets a difficulty based on the surface being climbed. Climbing is like moving through difficult terrain: the move roll is hindered and the movement is half speed. Unusual circumstances, such as climbing while under fire, pose additional step penalties.

DifficultySurface
2Surface with lots of handholds
3Stone wall or similar surface (a few handholds)
4Crumbling or slippery surface
5Smooth stone wall or similar surface
6Metal wall or similar surface
8Smooth, horizontal surface (climber is upside down)
10Glass wall or similar surface

Cooperative Actions

There are many ways multiple characters can work together. None of these options, however, can be used at the same time by the same characters.

Helping: If you use your action to help someone with a task, you ease the task. If you have an inability in a task, your help has no effect. If you use your action to help someone with a task that you are trained or specialized in, the task is eased by two steps. Help is considered an asset, and someone receiving help usually can’t gain more than two assets on a single task if that help is provided by another character.

For example, if Scott is trying to climb a steep incline and Sarah (who is trained in climbing) spends her turn helping him, Scott’s task is eased by two steps.

Sometimes you can help by performing a task that complements what another person is attempting. If your complementary action succeeds, you ease the other person’s task. For example, if Scott tries to persuade a ship captain to let him on board, Sarah could try to supplement Scott’s words with a flattering lie about the captain (a deception action), a display of knowledge about the region where the ship is headed (a geography action), or a direct threat to the captain (an intimidation action). If Sarah’s roll is a success, Scott’s persuasion task is eased.

Distraction: When a character uses their turn to distract a foe, that foe’s attacks are hindered for one round. Multiple characters distracting a foe have no greater effect than a single character doing so—a foe is either distracted or not. A distraction might be yelling a challenge, firing a warning shot, or a similar activity that doesn’t harm the foe.

Draw the Attack: When an NPC attacks a character, another PC can prominently present themselves, shout taunts, and move to try to get the foe to attack them instead. In most cases, this action succeeds without a roll—the opponent attacks the prominent PC instead of their companions. In other cases, such as with intelligent or determined foes, the prominent character must succeed at an Intellect action to draw the attack. If that Intellect action is successful, the foe attacks the prominent character, whose defenses are hindered by two steps. Two characters attempting to draw an attack at the same time cancel each other out.

Two characters attempting to draw an attack at the same time cancel each other out.

Take the Attack: A character can use their action to throw themselves in front of a foe’s successful attack to save a nearby comrade. The attack automatically succeeds against the sacrificial character, and it deals 1 additional point of damage. A character cannot willingly take more than one attack each round in this way.

Crafting, Building, and Repairing

Crafting is a tricky topic in the Cypher System because the same rules that govern building a spear also cover repairing a machine that can take you into hyperspace. Normally, the level of the item determines the difficulty of creating or repairing it as well as the time required. For cyphers, artifacts, other items that require specialized knowledge, or items unique to a world or species other than your own (such as a Martian tripod walker), add 5 to the item’s level to determine the difficulty of building or repairing it.

Sometimes, if the item is artistic in nature, the GM will add to the difficulty and time required. For example, a crude wooden stool might be hammered together in an hour. A beautiful finished piece might take a week or longer and would require more skill on the part of the crafter.

The GM is free to overrule some attempts at creation, building, or repair, requiring that the character have a certain level of skill, proper tools and materials, and so forth.

A level 0 object requires no skill to make and is easily found in most locations. Sling stones and firewood are level 0 items—producing them is routine. Making a torch from spare wood and oil-soaked cloth is simple, so it’s a level 1 object. Making an arrow or a spear is fairly standard but not simple, so it’s a level 2 object.

Generally speaking, a device to be crafted requires materials equal to its level and all the levels below it. So a level 5 device requires level 5 material, level 4 material, level 3 material, level 2 material, and level 1 material (and, technically, level 0 material).

The GM and players can gloss over much of the crafting details, if desired. Gathering all the materials to make a mundane item might not be worth playing out—but then again, it might be. For example, making a wooden spear in a forest isn’t very interesting, but what if the characters have to make a spear in a treeless desert? Finding the wreckage of something made of wood or forcing a PC to fashion a spear out of the bones of a large beast could be interesting situations.

Circumstances really matter. For example, sewing a dress by hand might take five times as long (or more) as using a sewing machine.

The time required to create an item is up to the GM, but the guidelines in the crafting table are a good starting point. Generally, repairing an item takes somewhere between half the creation time and the full creation time, depending on the item, the aspect that needs repairing, and the circumstances. For example, if creating an item takes one hour, repairing it takes thirty minutes to one hour.

The GM is free to overrule some attempts at creation, building, or repair, requiring that the character have a certain level of skill, proper tools and materials, and so forth.

Sometimes a GM will allow a rush job if the circumstances warrant it. This is different than using skill to reduce the time required. In this case, the quality of the item is affected. Let’s say that a character needs to create a tool that will cut through solid steel with a laser (a level 7 item), but they have to do it in one day. The GM might allow it, but the device might be extremely volatile, inflicting damage on the user, or it might work only once. The device is still considered a level 7 item to create in all other respects. Sometimes the GM will rule that reducing the time is not possible. For example, a single human can’t make a chainmail vest in one hour without some kind of machine to help.

Note: Erratum

The rules mention “using skill to reduce the time required” to craft an object. This was cut from the first edition rulebook:

“A character can reduce the time or materials needed instead of the difficulty (again, with GM approval, and if it makes sense to do so). A trained fletcher making arrows (level 2 items) could attempt a difficulty 2 task rather than a difficulty 1 task to create an arrow in fifteen minutes instead of an hour, or to create it in an hour but with substandard (level 1) materials. However, sometimes the GM will rule that reducing the time is not possible. For example, a single human can’t make a chainmail vest in one hour without some kind of machine to help.”

Possible crafting skills include:

@UUID[Compendium.cyphersystem-compendium.crafting-skills.7BUvkxuA2jCU8eqK]{Armoring} @UUID[Compendium.cyphersystem-compendium.crafting-skills.vFZ9YGa70efAWVpN]{Bowyering/fletching} @UUID[Compendium.cyphersystem-compendium.crafting-skills.Mh8fZ6svg8OSnsX3]{Chemistry} @UUID[Compendium.cyphersystem-compendium.crafting-skills.uGEL7zHPjaKA5kbN]{Computer science} @UUID[Compendium.cyphersystem-compendium.crafting-skills.g4qZmxAyRzrKZDzh]{Electronics} @UUID[Compendium.cyphersystem-compendium.crafting-skills.cFbEQnj0w4Q4AEFs]{Engines} @UUID[Compendium.cyphersystem-compendium.crafting-skills.LsykgiEBrwXM8x8x]{Genetic engineering} @UUID[Compendium.cyphersystem-compendium.crafting-skills.sedcB5ntUixkxEFn]{Glassblowing} @UUID[Compendium.cyphersystem-compendium.crafting-skills.kZSFCvecSYYsbDzX]{Gunsmithing} @UUID[Compendium.cyphersystem-compendium.crafting-skills.gH4b6MOodAZeCAod]{Leatherworking} @UUID[Compendium.cyphersystem-compendium.crafting-skills.HiAKUg3uYFmauoeJ]{Metalworking} @UUID[Compendium.cyphersystem-compendium.crafting-skills.Qs5gGKyC1qzg5DDf]{Neural engineering} @UUID[Compendium.cyphersystem-compendium.crafting-skills.dBhnKvctH1RIlolI]{Weaponsmithing} @UUID[Compendium.cyphersystem-compendium.crafting-skills.1N0N3X1Hr4uIet4P]{Woodcrafting}

Characters might try to make a cypher, an artifact, or an alien psionic starship do something other than its intended function. Sometimes, the GM will simply declare the task impossible. You can’t turn a vial of healing elixir into a two-way communicator. But most of the time, there is a chance of success.

That said, tinkering with weird stuff is not easy. Obviously, the difficulty varies from situation to situation, but difficulties starting at 7 are not unreasonable. The time, tools, and training required would be similar to the time, tools, and training needed to repair a device. If the tinkering results in a long-term benefit for the character—such as creating an artifact that they can use—the GM should require them to spend XP to make it.

Obviously, what is considered “weird stuff ” will vary from setting to setting, and sometimes the concept might not apply at all. But many times, there will be something in the setting that is too strange, too alien, too powerful, or too dangerous for PCs to mess around with (or at least mess around with easily). Einstein may have been extraordinary, but that doesn’t mean he could reverse-engineer a teleporter made in another dimension.

DifficultyCraftGeneral Time to Build
0Something extremely simple like tying a rope or finding an appropriately sized rockA few minutes at most
1TorchFive minutes
2Spear, simple shelter, piece of furnitureOne hour
3Bow, door, basic article of clothingOne day
4Sword, chainmail vestOne to two days
5Common technological item (electric light), nice piece of jewelry or art objectOne week
6Technological item (watch, transmitter), really nice piece of jewelry or art object, elegant craftworkOne month
7Technological item (computer), major work of artOne year
8Technological item (something from beyond Earth)Many years
9Technological item (something from beyond Earth)Many years
10Technological item (something from beyond Earth)Many years

Guarding

In a combat situation, a character can stand guard as their action. They do not make attacks, but all their defense tasks are eased. Further, if an NPC tries to get by them or take an action that they are guarding against, the character can attempt an eased Speed action based on the level of the NPC. Success means the NPC is prevented from taking the action; the NPC’s action that turn is wasted. This is useful for blocking a doorway, guarding a friend, and so forth.

If an NPC is standing guard, use the same procedure, but to get past the guard, the PC attempts a hindered Speed action against the NPC. For example, Diana is an NPC human with a level 3 bodyguard. The bodyguard uses their action to guard Diana. If a PC wants to attack Diana, the PC first must succeed at a difficulty 4 Speed task to get past the guard. If the PC succeeds, they can make their attack normally.

Healing

You can administer aid through bandaging and other succor, attempting to heal each patient once per day. This healing restores points to a stat Pool of your choice. Decide how many points you want to heal, and then make an Intellect action with a difficulty equal to that number. For example, if you want to heal someone for 3 points, that’s a difficulty 3 task with a target number of 9.

Interacting With Creatures

The level of the creature determines the target number, just as with combat. Thus, bribing a guard works much like punching them or affecting them with an ability. This is true of persuading someone, intimidating someone, calming a wild beast, or anything of the kind. Interaction is an Intellect task. Interacting usually requires a common language or some other way to communicate. Learning new languages is the same as learning a new skill.

Jumping

Decide how far you want to jump, and that sets the difficulty of your Might roll. For a standing jump, subtract 4 from the distance in feet to determine the difficulty of the jump. For example, jumping 10 feet (3 m) has a difficulty of 6.

If you run an immediate distance before jumping, it counts as an asset, easing the jump.

If you run a short distance before jumping, divide the jump distance (in feet) by 2 and then subtract 4 to determine the difficulty of the jump. Because you’re running an immediate distance (and then some), you also count your running as an asset. For example, jumping a distance of 20 feet (6 m) with a short running start has a difficulty of 5 (20 feet divided by 2 is 10, minus 4 is 6, minus 1 for running an immediate distance).

For a vertical jump, the distance you clear (in feet) is equal to the difficulty of the jumping task. If you run an immediate distance, it counts as an asset, easing the jump.

There’s nothing wrong with the GM simply assigning a difficulty level to a jump without worrying about the precise distance. The rules here are just so everyone has some guidelines.

Note: Addendum

Jumping Distance Table

DifficultyStandingRunning*Vertical
15 ft (1.5 m)12 ft (3.6 m)1 ft (0.3 m)
26 ft (1.8 m)14 ft (4.2 m)2 ft (0.6 m)
37 ft (2.1 m)16 ft (4.8 m)3 ft (0.9 m)
48 ft (2.4 m)18 ft (5.4 m)4 ft (1.2 m)
59 ft (2.7 m)20 ft (6 m)5 ft (1.5 m)
610 ft (3 m)22 ft (6.6 m)6 ft (1.8 m)
711 ft (3.3 m)24 ft (7.2 m)7 ft (2.1 m)
812 ft (3.6 m)26 ft (7.8 m)8 ft (2.4 m)
913 ft (3.9 m)28 ft (8.4 m)9 ft (2.7 m)
1014 ft (4.2 m)30 ft (9 m)10 ft (3 m)
1115 ft (4.5 m)32 ft (9.6 m)11 ft (3.3 m)
1216 ft (4.8 m)34 ft (10.2 m)12 ft (3.6 m)
1317 ft (5.1 m)36 ft (10.8 m)13 ft (3.9 m)
1418 ft (5.4 m)38 ft (11.4 m)14 ft (4.2 m)
1519 ft (5.7 m)40 ft (12 m)15 ft (4.5 m)

* Short distance. Already includes the asset for running an immediate distance.

Looking or Listening

Generally, the GM will describe any sight or sound that’s not purposefully difficult to detect. But if you want to look for a hidden enemy, search for a secret panel, or listen for someone sneaking up on you, make an Intellect roll. If it’s a creature, its level determines the difficulty of your roll. If it’s something else, the GM determines the difficulty of your roll.

Moving a Heavy Object

You can push or pull something very heavy and move it an immediate distance as your action.

The weight of the object determines the difficulty of the Might roll to move it; every 50 pounds (23 kg) hinders the task by one step. So moving something that weighs 150 pounds (68 kg) is difficulty 3, and moving something that weighs 400 pounds (180 kg) is difficulty 8. If you can ease the task to 0, you can move a heavy object up to a short distance as your action.

Operating or Disabling a Device, or Picking a Lock

As with figuring out a device, the level of the device usually determines the difficulty of the Intellect roll. Unless a device is very complex, the GM will often rule that once you figure it out, no roll is needed to operate it except under special circumstances. So if the PCs figure out how to use a hovercraft, they can operate it. If they are attacked, they might need to roll to ensure that they don’t crash the vehicle into a wall while trying to avoid being hit.

Unlike operating a device, disabling a device or picking a lock usually require rolls. These actions often involve special tools and assume that the character is not trying to destroy the device or lock. (A PC who is attempting to destroy it probably should make a Might roll to smash it rather than a Speed or Intellect roll requiring patience and know-how.)

Riding or Piloting

If you’re riding an animal that’s trained to be a mount, or driving or piloting a vehicle, you don’t need to make a roll to do something routine such as going from point A to point B (just as you wouldn’t need to make a roll to walk there). However, staying mounted during a fight or doing something tricky with a vehicle requires a Speed roll to succeed. A saddle or other appropriate gear is an asset and eases the task.

DifficultyManeuver
0Riding
1Staying on the mount (including a motorcycle or similar vehicle) in a battle or other difficult situation
3Staying on a mount (including a motorcycle or similar vehicle) when you take damage
4Mounting a moving steed
4Making an abrupt turn with a vehicle while moving fast
4Getting a vehicle to move twice as fast as normal for one round
5Coaxing a mount to move or jump twice as fast or far as normal for one round
5Making a long jump with a vehicle not intended to go airborne (like a car) and remaining in control

Sneaking

The difficulty of sneaking by a creature is determined by its level. Sneaking is a Speed roll. Moving at half speed eases the sneaking task. Appropriate camouflage or other gear may count as an asset and ease the task, as will dim lighting conditions and having plenty of things to hide behind.

Swimming

If you’re simply swimming from one place to another, such as across a calm river or lake, use the standard movement rules, noting the fact that your character is in deep water. However, sometimes, special circumstances require a Might roll to make progress while swimming, such as when trying to avoid a current or being dragged into a whirlpool.

Understanding, Identifying, or Remembering

When characters try to identify or figure out how to use a device, the level of the device determines the difficulty. For a bit of knowledge, the GM determines the difficulty.

DifficultyKnowledge
0Common knowledge
1Simple knowledge
3Something a scholar probably knows
5Something even a scholar might not know
7Knowledge very few people possess
10Completely lost knowledge

Vehicular Movement

Vehicles move just like creatures. Each has a movement rate, which indicates how far it can move in a round. Most vehicles require a driver, and when moving, they usually require that the driver spends every action controlling the movement. This is a routine task that rarely requires a roll. Any round not spent driving the vehicle hinders the task in the next round and precludes any change in speed or direction. In other words, driving down the road normally is difficulty 0. Spending an action to retrieve a backpack from the back seat means that in the following round, the driver must attempt a difficulty 1 task. If they instead use their action to pull a handgun from the backpack, in the next round the difficulty to drive will be 2, and so on. Failure results are based on the situation but might involve a collision or something similar.

In a vehicular chase, drivers attempt Speed actions just like in a regular chase, but the task may be based either on the level of the driver (modified by the level and movement rate of the vehicle) or on the level of the vehicle (modified by the level of the driver). So if a PC driving a typical car is chasing a level 3 NPC driving a level 5 sports car, the PC would make three chase rolls with a difficulty of 5. If the PC’s car is a souped-up custom vehicle, it might grant the PC an asset in the chase. If the PC is not in a car at all, but riding a bicycle, it might hinder the chase rolls by two or three steps, or the GM might simply rule that it’s impossible.

Vehicular Combat

Much of the time, a fight between foes in cars, boats, or other vehicles is just like any other combat situation. The combatants probably have cover and are moving fast. Attacks to disable a vehicle or a portion of it are based on the level of the vehicle. If the vehicle is an armored car or a tank, all attacks are likely aimed at the vehicle, which has a level and probably an appropriate Armor rating, not unlike a creature.

The only time this isn’t true is with battles where only vehicles and not characters are involved. Thus, if the PCs are in a shootout with bank robbers and both groups are in cars, use the standard rules. However, battles between starships of various kinds—from gigantic capital ships to single-pilot fighters—are a frequent occurrence in far-future science fiction settings. A submarine battle between two deep sea craft could be quite exciting. Characters in a modern-day game might find themselves in a tank fight. If PCs are involved in combat in which they are entirely enclosed in vehicles (so that it’s not really the characters fighting, but the vehicles), use the following quick and easy guidelines.

On this scale, combat between vehicles isn’t like traditional combat. Don’t worry about health, Armor, or anything like that. Instead, just compare the levels of the vehicles involved. If the PCs’ vehicle has the higher level, the difference in levels is how many steps the PCs’ attack and defense rolls are eased. If the PCs’ vehicle has the lower level, their rolls are hindered. If the levels are the same, there is no modification.

These attack and defense rolls are modified by skill and Effort, as usual. Some vehicles also have superior weapons, which ease the attack (since there is no “damage” amount to worry about), but this circumstance is probably uncommon in this abstract system and should not affect the difficulty by more than one or maybe two steps. Further, if two vehicles coordinate their attack against one vehicle, the attack is eased. If three or more vehicles coordinate, the attack is eased by two steps.

The attacker must try to target a specific system on or portion of an enemy vehicle. This hinders the attack based on the system or portion targeted.

That’s a lot of modifications. But it’s not really that hard. Let’s look at an example of a space battle. A PC in a small level 2 fighter attacks a level 4 frigate. Since the frigate is level 4, the difficulty of the attack starts at 4. But the attacking craft is weaker than the defender, so the attack is hindered equal to the difference in their levels (2). The fighter pilot must make a difficulty 6 attack on the frigate. However, the fighter is trying to swoop in and damage the frigate’s drive, which hinders the attack by another three steps, for a total difficulty of 9. If the fighter pilot is trained in space combat, they reduce the difficulty to 8, but it’s still impossible without help. So let’s say that two other PCs—also in level 2 fighters—join in and coordinate their attack. Three ships coordinating an attack on one target eases the task by two steps, resulting in a final difficulty of 6. Still, the attacking PC would be wise to use Effort.

Then the frigate retaliates, and the PC needs to make a defense roll. The level difference between the ships (2) means the PC’s defense is hindered by two steps, so the difficulty of the PC’s defense roll starts out at 6. But the frigate tries to take out the fighter’s weapons, hindering their attack (easing the PC’s defense) by two steps. Thus, the PC needs to succeed at a difficulty 4 task or lose their main weapons systems.

It’s important to remember that a failed attack doesn’t always mean a miss. The target ship might rock and reel from the hit, but the bulk of the damage was absorbed by the shields, so there’s no significant damage.

This bare-bones system should allow the GM and players to flesh out exciting encounters involving the whole group. For example, perhaps while one PC pilots a ship, another mans the guns, and another frantically attempts to repair damage to the maneuvering thrusters before they crash into the space station they’re trying to defend.

During a vehicular battle, particularly a space battle, there’s a lot of chatter about shields failing, hull integrity, being outmaneuvered, coming in too fast, and whatnot. These sorts of details are great, but they’re all flavor, so they’re represented in the rules generally, rather than specifically.

For more details about vehicles, refer to the appropriate Genre chapter.

Training in driving makes the character practiced in using a vehicle as a weapon. If the vehicle is used to run over a victim or ram an enemy vehicle, treat a motorcycle as a medium weapon and treat a car or truck as a heavy weapon.

Targeting TaskAttack HinderedEffect
Disable weaponsTwo stepsOne or more of the vehicle’s weapons no longer function

Disable defenses
(if applicable)

Two stepsAttacks against the vehicle are eased
Disable engine/driveThree stepsVehicle cannot move, or movement is hampered
Disable maneuverabilityTwo stepsVehicle cannot alter its present course
Strike power core or vital spotFive stepsVehicle is completely destroyed

Followers

Player characters have the option to gain followers as they advance in tier, as provided by type or focus special abilities. Followers do not need to be paid, fed, or housed, though a character who gains followers can certainly make such arrangements if they wish. A follower is someone whom a character has inspired (or asked) to come work with the character for a time, aiding them in a variety of endeavors. A follower puts the PC’s interests ahead of, or at least on par with, their own.

The PC generally makes rolls for their follower when the follower takes actions, though usually a follower’s modifications provide an asset to a specific action taken by the PC they follow.

If a follower dies, the character gains a new one after at least two weeks and proper recruitment.

Modifications: A follower can help a PC in one or more tasks, granting the PC an asset to that task. The level of the follower indicates the number of different tasks they can help with. The tasks that the follower is able to help with are predetermined, usually chosen by the PC when they gain the follower. A level 2 follower who the player determines is a spy could grant a PC an asset on two different tasks, such as stealth and deception. Followers cannot help with tasks that they don’t have modifications for; for the purpose of helping, treat the follower as if they had inabilities in all nonmodified tasks.

When the follower acts autonomously rather than helping the PC, they act like a normal NPC that has modifications. Thus, the modification increases their effective level for the associated task by one step. For example, the level 2 spy follower with modifications for stealth and deception attempts stealth and deception tasks as if they were level 3 and all other tasks as level 2.

Follower Assets to Combat and Defense: A follower cannot grant an asset to a character’s attacks or defense until the follower is level 3 or higher. Even then, the follower can help with attacks and defense only if they have a modification for that kind of task.

Some abilities may grant a special exception to this rule. For instance, the Serv-0 Defender ability gives your level 1 Serv-0 follower (a machine companion) a modification for Speed defense.

Follower Level Progression: A follower increases in level by 1 each time a PC advances two tiers after gaining that follower. When the follower gains a level, the PC also chooses the task that the follower gains a modification for.

Exceptional Follower: When a character gains a follower, there’s a small chance that the follower will be exceptional in some way, a cut above other followers of their kind. The GM determines when an exceptional follower is found, possibly as an additional reward for smart or engaging roleplaying where the PCs impress or otherwise positively interact with one or more NPCs, some of whom may later go on to become one of their followers. An exceptional follower has the same qualities as a regular follower but is 1 level higher.

Pet: Any PC can potentially gain a pet, though a pet typically doesn’t provide modifications. If a character wants a pet that can do this, they must gain the pet through an an ability or focus that grants followers. On the other hand, a well-cared-for pet grants an asset to a PC’s tasks related to achieving peace of mind, finding comfort, and resisting loneliness.

Breathing Life Into Followers

The modifications provided by followers could come across as fairly dry and mechanical. To avoid that, you could present each follower in a way that makes them more compelling and interesting. Here are a few examples of how to describe a follower, depending on their mix of modifications.

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This section explains how to create characters to play in a Cypher System game. This involves a series of decisions that will shape your character, so the more you understand what kind of character you want to play, the easier character creation will be. The process involves understanding the values of three game statistics and choosing three aspects that determine your character’s capabilities.

Character Stats

Every player character has three defining characteristics, which are typically called “statistics” or “stats.” These stats are Might, Speed, and Intellect. They are broad categories that cover many different but related aspects of a character.

Might

Might defines how strong and durable your character is. The concepts of strength, endurance, constitution, hardiness, and physical prowess are all folded into this one stat. Might isn’t relative to size; instead, it’s an absolute measurement. An elephant has more Might than the mightiest tiger, which has more Might than the mightiest rat, which has more Might than the mightiest spider.

Might governs actions from forcing doors open to walking for days without food to resisting disease. It’s also the primary means of determining how much damage your character can sustain in a dangerous situation. Physical characters, tough characters, and characters interested in fighting should focus on Might.

Might could be thought of as Might/Health because it governs how strong you are and how much physical punishment you can take.

Speed

Speed describes how fast and physically coordinated your character is. The stat embodies quickness, movement, dexterity, and reflexes. Speed governs such divergent actions as dodging attacks, sneaking around quietly, and throwing a ball accurately. It helps determine whether you can move farther on your turn. Nimble, fast, or sneaky characters will want good Speed stats, as will those interested in ranged combat.

Speed could be thought of as Speed/Agility because it governs your overall swiftness and reflexes.

Intellect

This stat determines how smart, knowledgeable, and likable your character is. It includes intelligence, wisdom, charisma, education, reasoning, wit, willpower, and charm. Intellect governs solving puzzles, remembering facts, telling convincing lies, and using mental powers. Characters interested in communicating effectively, being learned scholars, or wielding supernatural powers should stress their Intellect stat.

Intellect could be thought of as Intellect/Personality because it governs both intelligence and charisma.

Pool, Edge, and Effort

Each of the three stats has two components: Pool and Edge. Your Pool represents your raw, innate ability, and your Edge represents knowing how to use what you have. A third element ties into this concept: Effort. When your character really needs to accomplish a task, you apply Effort.

Your stat Pools, as well as your Effort and Edge, are determined by the character type, descriptor, and focus that you choose. Within those guidelines, however, you have a lot of flexibility in how you develop your character.

Pool

Your Pool is the most basic measurement of a stat. Comparing the Pools of two creatures will give you a general sense of which creature is superior in that stat. For example, a character who has a Might Pool of 16 is stronger (in a basic sense) than a character who has a Might Pool of 12. Most characters start with a Pool of 9 to 12 in most stats—that’s the average range.

When your character is injured, sickened, or attacked, you temporarily lose points from one of your stat Pools. The nature of the attack determines which Pool loses points. For example, physical damage from a sword reduces your Might Pool, a poison that makes you clumsy reduces your Speed Pool, and a psionic blast reduces your Intellect Pool. You can also spend points from one of your stat Pools to decrease a task’s difficulty (see Effort, below). You can rest to recover lost points from a stat Pool, and some special abilities or cyphers might allow you to recover lost points quickly.

Edge

Although your Pool is the basic measurement of a stat, your Edge is also important. When something requires you to spend points from a stat Pool, your Edge for that stat reduces the cost. It also reduces the cost of applying Effort to a roll.

For example, let’s say you have a mental blast ability, and activating it costs 1 point from your Intellect Pool. Subtract your Intellect Edge from the activation cost, and the result is how many points you must spend to use the mental blast. If using your Edge reduces the cost to 0, you can use the ability for free.

Your Edge can be different for each stat. For example, you could have a Might Edge of 1, a Speed Edge of 1, and an Intellect Edge of 0. You’ll always have an Edge of at least 1 in one stat. Your Edge for a stat reduces the cost of spending points from that stat Pool, but not from other Pools. Your Might Edge reduces the cost of spending points from your Might Pool, but it doesn’t affect your Speed Pool or Intellect Pool. Once a stat’s Edge reaches 3, you can apply one level of Effort for free.

A character who has a low Might Pool but a high Might Edge has the potential to perform Might actions consistently better than a character who has a Might Edge of 0. The high Edge will let them reduce the cost of spending points from the Pool, which means they’ll have more points available to spend on applying Effort.

Effort

When your character really needs to accomplish a task, you can apply Effort. For a beginning character, applying Effort requires spending 3 points from the stat Pool appropriate to the action. Thus, if your character tries to dodge an attack (a Speed roll) and wants to increase the chance for success, you can apply Effort by spending 3 points from your Speed Pool. Effort eases the task by one step. This is called applying one level of Effort.

You don’t have to apply Effort if you don’t want to. If you choose to apply Effort to a task, you must do it before you attempt the roll—you can’t roll first and then decide to apply Effort if you rolled poorly.

Applying more Effort can lower a task’s difficulty further: each additional level of Effort eases the task by another step. Applying one level of Effort eases the task by one step, applying two levels eases the task by two steps, and so on. However, each level of Effort after the first costs only 2 points from the stat Pool instead of 3. So applying two levels of Effort costs 5 points (3 for the first level plus 2 for the second level), applying three levels costs 7 points (3 plus 2 plus 2), and so on.

Every character has an Effort score, which indicates the maximum number of levels of Effort that can be applied to a roll. A beginning (first-tier) character has an Effort of 1, meaning you can apply only one level of Effort to a roll. A more experienced character has a higher Effort score and can apply more levels of Effort to a roll. For example, a character who has an Effort of 3 can apply up to three levels of Effort to reduce a task’s difficulty.

When you apply Effort, subtract your relevant Edge from the total cost of applying Effort. For example, let’s say you need to make a Speed roll. To increase your chance for success, you decide to apply one level of Effort, which will ease the task. Normally, that would cost 3 points from your Speed Pool. However, you have a Speed Edge of 2, so you subtract that from the cost. Thus, applying Effort to the roll costs only 1 point from your Speed Pool.

What if you applied two levels of Effort to the Speed roll instead of just one? That would ease the task by two steps. Normally, it would cost 5 points from your Speed Pool, but after subtracting your Speed Edge of 2, it costs only 3 points.

Once a stat’s Edge reaches 3, you can apply one level of Effort for free. For example, if you have a Speed Edge of 3 and you apply one level of Effort to a Speed roll, it costs you 0 points from your Speed Pool. (Normally, applying one level of Effort would cost 3 points, but you subtract your Speed Edge from that cost, reducing it to 0.)

Skills and other advantages also ease a task, and you can use them in conjunction with Effort. In addition, your character might have special abilities or equipment that allow you to apply Effort to accomplish a special effect, such as knocking down a foe with an attack or affecting multiple targets with a power that normally affects only one.

When applying Effort to melee attacks, you have the option of spending points from either your Might Pool or your Speed Pool. When making ranged attacks, you may spend points only from your Speed Pool. This reflects that with melee you sometimes use brute force and sometimes use finesse, but with ranged attacks, it’s always about careful targeting.

Effort and Damage

Instead of applying Effort to ease your attack, you can apply Effort to increase the amount of damage you inflict with an attack. For each level of Effort you apply in this way, you inflict 3 additional points of damage. This works for any kind of attack that inflicts damage, whether a sword, a crossbow, a mind blast, or something else.

When using Effort to increase the damage of an area attack, such as the explosion created by an Adept’s Concussion ability, you inflict 2 additional points of damage instead of 3 points. However, the additional points are dealt to all targets in the area. Further, even if one or more of the targets resist the attack, they still take 1 point of damage.

Multiple Uses of Effort and Edge

If your Effort is 2 or higher, you can apply Effort to multiple aspects of a single action. For example, if you make an attack, you can apply Effort to your attack roll and apply Effort to increase the damage.

The total amount of Effort you apply can’t be higher than your Effort score. For example, if your Effort is 2, you can apply up to two levels of Effort. You could apply one level to an attack roll and one level to its damage, two levels to the attack and no levels to the damage, or no levels to the attack and two levels to the damage.

You can use Edge for a particular stat only once per action. For example, if you apply Effort to a Might attack roll and to your damage, you can use your Might Edge to reduce the cost of one of those uses of Effort, not both. If you spend 1 Intellect point to activate your mind blast and one level of Effort to ease the attack roll, you can use your Intellect Edge to reduce the cost of one of those things, not both.

Stat Examples

A beginning character is fighting a giant rat. The PC stabs their spear at the rat, which is a level 2 creature and thus has a target number of 6. The character stands atop a boulder and strikes downward at the beast, and the GM rules that this helpful tactic is an asset that eases the attack by one step (to difficulty 1). That lowers the target number to 3. Attacking with a spear is a Might action; the character has a Might Pool of 11 and a Might Edge of 0. Before making the roll, they decide to apply a level of Effort to ease the attack. That costs 3 points from their Might Pool, reducing the Pool to 8. But the points are well spent. Applying the Effort lowers the difficulty from 1 to 0, so no roll is needed—the attack automatically succeeds.

Another character is attempting to convince a guard to let them into a private office to speak to an influential noble. The GM rules that this is an Intellect action. The character is third tier and has an Effort of 3, an Intellect Pool of 13, and an Intellect Edge of 1. Before making the roll, they must decide whether to apply Effort. They can choose to apply one, two, or three levels of Effort, or apply none at all. This action is important to them, so they decide to apply two levels of Effort, easing the task by two steps. Thanks to their Intellect Edge, applying the Effort costs only 4 points from their Intellect Pool (3 points for the first level of Effort plus 2 points for the second level minus 1 point for their Edge). Spending those points reduces their Intellect Pool to 9. The GM decides that convincing the guard is a difficulty 3 (demanding) task with a target number of 9; applying two levels of Effort reduces the difficulty to 1 (simple) and the target number to 3. The player rolls a d20 and gets an 8. Because this result is at least equal to the target number of the task, they succeed. However, if they had not applied some Effort, they would have failed because their roll (8) would have been less than the task’s original target number (9).

Character Tiers

Every character starts the game at the first tier. Tier is a measurement of power, toughness, and ability. Characters can advance up to the sixth tier. As your character advances to higher tiers, you gain more abilities, increase your Effort, and can improve a stat’s Edge or increase a stat. Generally speaking, even first-tier characters are already quite capable. It’s safe to assume that they’ve already got some experience under their belt. This is not a “zero to hero” progression, but rather an instance of competent people refining and honing their capabilities and knowledge. Advancing to higher tiers is not really the goal of Cypher System characters, but rather a representation of how characters progress in a story.

To progress to the next tier, characters earn experience points (XP) by pursuing character arcs, going on adventures, and discovering new things—the system is about both discovery and exploration, as well as achieving personal goals. Experience points have many uses, and one use is to purchase character benefits. After your character purchases four character benefits, they advance to the next tier. Each benefit costs 4 XP, and you can purchase them in any order, but you must purchase one of each kind of benefit (and then advance to the next tier) before you can purchase the same benefit again. The four character benefits are as follows.

Increasing Capabilities: You gain 4 points to add to your stat Pools. You can allocate the points among the Pools however you wish.

Moving Toward Perfection: You add 1 to your Might Edge, your Speed Edge, or your Intellect Edge (your choice).

Extra Effort: Your Effort score increases by 1.

Skills: You become trained in one skill of your choice, other than attacks or defense. As described in Rules of the Game, a character trained in a skill treats the difficulty of a related task as one step lower than normal. The skill you choose for this benefit can be anything you wish, such as climbing, jumping, persuading, or sneaking. You can also choose to be knowledgeable in a certain area of lore, such as history or geology. You can even choose a skill based on your character’s special abilities. For example, if your character can make an Intellect roll to blast an enemy with mental force, you can become trained in using that ability, easing the task of using it. If you choose a skill that you are already trained in, you become specialized in that skill, easing related tasks by two steps instead of one.

Skills are a broad category of things your character can learn and accomplish. For a list of sample skills, see below.

Other Options: Players can also spend 4 XP to purchase other special options in lieu of gaining a new skill. Selecting any of these options counts as the skill benefit necessary to advance to the next tier. The special options are as follows:

Note: Erratum

The other options are described a bit differently in the Experience Points chapter. There you can buy other options in lieu of any of the above options, not only in lieu of gaining a new skill. There’s also the possibility to buy focus abilities of tiers 3 and 6. The description in the Experience Points chapter seems to be the correct one.

Character Descriptor, Type, and Focus

To create your character, you build a simple statement that describes them. The statement takes this form: “I am a [fill in an adjective here] [fill in a noun here] who [fill in a verb here].”

Thus: “I am an adjective noun who verbs.” For example, you might say, “I am a Rugged Warrior who Controls Beasts” or “I am a Charming Explorer who Focuses Mind Over Matter.”

In this sentence, the adjective is called your descriptor.

The noun is your character type.

The verb is called your focus.

Even though character type is in the middle of the sentence, that’s where we’ll start this discussion. (Just as in a sentence, the noun provides the foundation.)

Your character type is the core of your character. In some roleplaying games, it might be called your character class. Your type helps determine your character’s place in the world and relationship with other people in the setting. It’s the noun of the sentence “I am an adjective noun who verbs.”

You can choose from four character types: Warriors, Adepts, Explorers, and Speakers.

Your descriptor defines your character—it colors everything you do. Your descriptor places your character in the situation (the first adventure, which starts the campaign) and helps provide motivation. It’s the adjective of the sentence “I am an adjective noun who verbs.”

Unless your GM says otherwise, you can choose from any of the character descriptors.

Focus is what your character does best. Focus gives your character specificity and provides interesting new abilities that might come in handy. Your focus also helps you understand how you relate with the other player characters in your group. It’s the verb of the sentence “I am an adjective noun who verbs.”

There are many character foci. The ones you choose from will probably depend on the setting and genre of your game.

You can use the Flavors chapter to slightly modify character types to customize them for different genres.

Special Abilities

Character types and foci grant PCs special abilities at each new tier. Using these abilities usually costs points from your stat Pools; the cost is listed in parentheses after the ability name. Your Edge in the appropriate stat can reduce the cost of the ability, but remember that you can apply Edge only once per action. For example, let’s say an Adept with an Intellect Edge of 2 wants to use their Onslaught ability to create a bolt of force, which costs 1 Intellect point. They also want to increase the damage from the attack by using a level of Effort, which costs 3 Intellect points. The total cost for their action is 2 points from their Intellect Pool (1 point for the bolt of force, plus 3 points for using Effort, minus 2 points from their Edge).

Sometimes the point cost for an ability has a + sign after the number. For example, the cost might be given as “2+ Intellect points.” That means you can spend more points or more levels of Effort to improve the ability further, as explained in the ability description.

Many special abilities grant a character the option to perform an action that they couldn’t normally do, such as projecting rays of cold or attacking multiple foes at once. Using one of these abilities is an action unto itself, and the end of the ability’s description says “Action” to remind you. It also might provide more information about when or how you perform the action.

Some special abilities allow you to perform a familiar action—one that you can already do—in a different way. For example, an ability might let you wear heavy armor, reduce the difficulty of Speed defense rolls, or add 2 points of fire damage to your weapon damage. These abilities are called enablers. Using one of these abilities is not considered an action. Enablers either function constantly (such as being able to wear heavy armor, which isn’t an action) or happen as part of another action (such as adding fire damage to your weapon damage, which happens as part of your attack action). If a special ability is an enabler, the end of the ability’s description says “Enabler” to remind you.

Some abilities specify a duration, but you can always end one of your own abilities anytime you wish.

Because the Cypher System covers so many genres, not all of the descriptors, types, and foci might be available for players. The GM will decide what’s available in their particular game and whether anything is modified, and they’ll let the players know.

Skills

Sometimes your character gains training in a specific skill or task. For example, your focus might mean that you’re trained in sneaking, in climbing and jumping, or in social interactions. Other times, your character can choose a skill to become trained in, and you can pick a skill that relates to any task you think you might face.

The Cypher System has no definitive list of skills. However, the following list offers ideas:

@UUID[Compendium.cyphersystem-compendium.basic-skills.kEz6uQxk1unTXSNm]{Astronomy} @UUID[Compendium.cyphersystem-compendium.basic-skills.fwktascgpe8DprA9]{Balancing} @UUID[Compendium.cyphersystem-compendium.basic-skills.qIkIjledDIy71P6m]{Biology} @UUID[Compendium.cyphersystem-compendium.basic-skills.YVOjYbyRzCYVxd4I]{Botany} @UUID[Compendium.cyphersystem-compendium.basic-skills.ybR56wJ9gjEiBBeS]{Carrying} @UUID[Compendium.cyphersystem-compendium.basic-skills.jMju5yGMFFfxmpK4]{Climbing} @UUID[Compendium.cyphersystem-compendium.basic-skills.NaKiOXzse6HzKjoU]{Computers} @UUID[Compendium.cyphersystem-compendium.basic-skills.eeHdJpr4k8hYtGr5]{Deceiving} @UUID[Compendium.cyphersystem-compendium.basic-skills.DraIKUQRw8KrnC4o]{Disguise} @UUID[Compendium.cyphersystem-compendium.basic-skills.Pjj8dKkUIGbXbAtj]{Escaping} @UUID[Compendium.cyphersystem-compendium.basic-skills.6e83HnGZvltsanfE]{Geography} @UUID[Compendium.cyphersystem-compendium.basic-skills.z1y5D9aLUU6RJSaU]{Geology} @UUID[Compendium.cyphersystem-compendium.basic-skills.vxW0N1vEdwK4MVjD]{Healing} @UUID[Compendium.cyphersystem-compendium.basic-skills.RnsLhB3rhJUC0Euk]{History} @UUID[Compendium.cyphersystem-compendium.basic-skills.QonPVHzXrzIN29lf]{Identifying} @UUID[Compendium.cyphersystem-compendium.basic-skills.gbWPNb1uKsRtZWSL]{Initiative} @UUID[Compendium.cyphersystem-compendium.basic-skills.tZ7PdXuWQyRMo0Rh]{Intimidation} @UUID[Compendium.cyphersystem-compendium.basic-skills.MrGl25gzZk4uu7BR]{Jumping} @UUID[Compendium.cyphersystem-compendium.basic-skills.bBrJqSuoQ6PmRqH5]{Leatherworking} @UUID[Compendium.cyphersystem-compendium.basic-skills.BATb9zx3L6oB2J0H]{Lockpicking} @UUID[Compendium.cyphersystem-compendium.basic-skills.E3swDJUDkKbo5K6S]{Machinery} @UUID[Compendium.cyphersystem-compendium.basic-skills.N45sgegH563KWZPR]{Metalworking} @UUID[Compendium.cyphersystem-compendium.basic-skills.rH5FwMXGaNn21DZD]{Perception} @UUID[Compendium.cyphersystem-compendium.basic-skills.CYciueF3uoV3azbx]{Persuasion} @UUID[Compendium.cyphersystem-compendium.basic-skills.zhQK4a79V1U6iuq8]{Philosophy} @UUID[Compendium.cyphersystem-compendium.basic-skills.OzVTO7QBg6okJ7Wf]{Physics} @UUID[Compendium.cyphersystem-compendium.basic-skills.L5fWzlqtfmdwZ2bC]{Pickpocketing} @UUID[Compendium.cyphersystem-compendium.basic-skills.FDS0OTDYEmGsv2Xe]{Piloting} @UUID[Compendium.cyphersystem-compendium.basic-skills.T9qrqrrHhuA3ad6S]{Repairing} @UUID[Compendium.cyphersystem-compendium.basic-skills.JZF2fos5oJ3sEVhC]{Riding} @UUID[Compendium.cyphersystem-compendium.basic-skills.y0gHR7IwScnB2Ebi]{Smashing} @UUID[Compendium.cyphersystem-compendium.basic-skills.Q9tfUkhYGRJ5Df42]{Sneaking} @UUID[Compendium.cyphersystem-compendium.basic-skills.duTx0BwgmC1Gw3Ze]{Stealth} @UUID[Compendium.cyphersystem-compendium.basic-skills.bDIjaLnoMQAS99GH]{Swimming} @UUID[Compendium.cyphersystem-compendium.basic-skills.iaW1Bm0sA2cE3iLa]{Vehicle driving} @UUID[Compendium.cyphersystem-compendium.basic-skills.Yn7G03hmz9uLOnhp]{Woodworking}

You could choose a skill that incorporates more than one of these areas (interacting might include deceiving, intimidation, and persuasion) or that is a more specific version of one (hiding might be sneaking when you’re not moving). You could also make up more general professional skills, such as baker, sailor, or lumberjack. If you want to choose a skill that’s not on this list, it’s probably best to run it past the GM first, but in general, the most important thing is to choose skills that are appropriate to your character.

Remember that if you gain a skill that you’re already trained in, you become specialized in that skill. Because skill descriptions can be nebulous, determining whether you’re trained or specialized might take some thinking. For example, if you’re trained in lying and later gain an ability that grants you skill with all social interactions, you become specialized in lying and trained in all other types of interactions. Being trained three times in a skill is no better than being trained twice (in other words, specialized is as good as it gets).

Only skills gained through character type abilities or other rare instances allow you to become skilled with attack or defense tasks.

If you gain a special ability through your type, your focus, or some other aspect of your character, you can choose it in place of a skill and become trained or specialized in that ability. For example, if you have a mind blast, when it’s time to choose a skill to be trained in, you can select your mind blast as your skill. That would ease the attack every time you used it. Each ability you have counts as a separate skill for this purpose. You can’t select “all mind powers” or “all spells” as one skill and become trained or specialized in such a broad category.

In most campaigns, fluency in a language is considered a skill. So if you want to speak French, that’s the same as being trained in biology or swimming.

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Character type is the core of your character. Your type helps determine your character’s place in the world and relationship with other people in the setting. It’s the noun of the sentence “I am an adjective noun who verbs.”

In some roleplaying games, your character type might be called your character class.

You can choose from four character types: Warrior, Adept, Explorer, and Speaker. However, you may not want to use these generic names for them. This chapter offers a few more specific names for each type that might be more appropriate to various genres. You’ll find that names like “Warrior” or “Explorer” don’t always feel right, particularly in games set in modern times. As always, you’re free to do as you wish. (Your type is who your character is. You should use whatever name you want for your type, as long as it fits both your character and the setting.)

Since the type is the basis upon which your whole character is built, it’s important to consider how the type relates to the chosen setting. To help with this, types are actually general archetypes. A Warrior, for example, might be anyone from a knight in shining armor to a cop on the streets to a grizzled cybernetic veteran of a thousand futuristic wars.

To further massage the four types for better use in various settings, different methods called flavors are presented in Flavors to help slightly tailor the types toward fantasy, science fiction, or other genres (or to address different character concepts).

Finally, more fundamental options for further customization are provided at the end of this chapter.

Player Intrusion

A player intrusion is the player choosing to alter something in the campaign, making things easier for a player character. Conceptually, it is the reverse of a GM intrusion: instead of the GM giving the player XP and introducing an unexpected complication for a character, the player spends 1 XP and presents a solution to a problem or complication. What a player intrusion can do usually introduces a change to the world or current circumstances rather than directly changing the character. For instance, an intrusion indicating that the cypher just used still has an additional use would be appropriate, but an intrusion that heals the character would not. If a player has no XP to spend, they can’t use a player intrusion.

A few player intrusion examples are provided under each type. That said, not every player intrusion listed there is appropriate for all situations. The GM may allow players to come up with other player intrusion suggestions, but the GM is the final arbiter of whether the suggested intrusion is appropriate for the character’s type and suitable for the situation. If the GM refuses the intrusion, the player doesn’t spend the 1 XP, and the intrusion doesn’t occur.

Using an intrusion does not require a character to use an action to trigger it. A player intrusion just happens.

Player intrusions should be limited to no more than one per player per session.

Defense Tasks

Defense tasks are when a player makes a roll to keep something undesirable from happening to their PC. The type of defense task matters when using Effort.

@UUID[Compendium.cyphersystem-compendium.basic-skills.Q0vfmbqehJw0jYBa]{Might defense}: Used for resisting poison, disease, and anything else that can be overcome with strength and health.

@UUID[Compendium.cyphersystem-compendium.basic-skills.FXYWkXG7Iq6Wm1pS]{Speed defense}: Used for dodging attacks and escaping danger. This is by far the most commonly used defense task.

@UUID[Compendium.cyphersystem-compendium.basic-skills.5X8qgmSuvRVNTiaP]{Intellect defense}: Used for fending off mental attacks or anything that might affect or influence one’s mind.

Warrior

Fantasy/Fairy tale: Warrior, fighter, swordsman, knight, barbarian, soldier, myrmidon, valkyrie

Modern/Horror/Romance: police officer, soldier, watchman, detective, guard, brawler, tough, athlete

Science fiction: security officer, warrior, trooper, soldier, merc

Superhero/Post-Apocalyptic: hero, brick, bruiser

You’re a good ally to have in a fight. You know how to use weapons and defend yourself. Depending on the genre and setting in question, this might mean wielding a sword and shield in the gladiatorial arena, an AK-47 and a bandolier of grenades in a savage firefight, or a blaster rifle and powered armor when exploring an alien planet.

Individual Role: Warriors are physical, action-oriented people. They’re more likely to overcome a challenge using force than by other means, and they often take the most straightforward path toward their goals.

Group Role: Warriors usually take and deal the most punishment in a dangerous situation. Often it falls on them to protect the other group members from threats. This sometimes means that warriors take on leadership roles as well, at least in combat and other times of danger.

Societal Role: Warriors aren’t always soldiers or mercenaries. Anyone who is ready for violence, or even potential violence, might be a Warrior in the general sense. This includes guards, watchmen, police officers, sailors, or people in other roles or professions who know how to defend themselves with skill.

Advanced Warriors: As warriors advance, their skill in battle—whether defending themselves or dishing out damage—increases to impressive levels. At higher tiers, they can often take on groups of foes by themselves or stand toe to toe with anyone.

Warrior Background Connection

Your type helps determine the connection you have to the setting. Roll a d20 or choose from the following list to determine a specific fact about your background that provides a connection to the rest of the world. You can also create your own fact.

@UUID[Compendium.cyphersystem-compendium.cypher-roll-tables.sEDd1gQiT9UHF023]{Warrior Background Connection}

Warrior Player Intrusions

You can spend 1 XP to use one of the following player intrusions, provided the situation is appropriate and the GM agrees.

Perfect Setup: You’re fighting at least three foes and each one is standing in exactly the right spot for you to use a move you trained in long ago, allowing you to attack all three as a single action. Make a separate attack roll for each foe. You remain limited by the amount of Effort you can apply on one action.

Old Friend: A comrade in arms from your past shows up unexpectedly and provides aid in whatever you’re doing. They are on a mission of their own and can’t stay longer than it takes to help out, chat for a while after, and perhaps share a quick meal.

Weapon Break: Your foe’s weapon has a weak spot. In the course of the combat, it quickly becomes damaged and moves two steps down the object damage track.

Warrior Stat Pools

StatPool Starting Value
Might10
Speed10
Intellect8

You get 6 additional points to divide among your stat Pools however you wish.

First-Tier Warrior

First-tier warriors have the following abilities:

Effort: Your Effort is 1.

Physical Nature: You have a Might Edge of 1 and a Speed Edge of 0, or you have a Might Edge of 0 and a Speed Edge of 1. Either way, you have an Intellect Edge of 0.

Cypher Use: You can bear two cyphers at a time.

Weapons: You become practiced with @UUID[Compendium.cyphersystem-compendium.basic-skills.GA74AkWhC7i4Z8sZ]{light}, @UUID[Compendium.cyphersystem-compendium.basic-skills.wHxvX2zJOKo27GBe]{medium}, and @UUID[Compendium.cyphersystem-compendium.basic-skills.d554SLnkyNqPDDOc]{heavy weapons} and suffer no penalty when using any kind of weapon. Enabler.

Starting Equipment: Appropriate clothing and two weapons of your choice, plus one expensive item, two moderately priced items, and up to four inexpensive items.

Special Abilities: Choose four of the abilities listed below. You can’t choose the same ability more than once unless its description says otherwise. The full description for each listed ability can be found in Abilities, which also has descriptions for flavor and focus abilities in a single vast catalog.

@UUID[Compendium.cyphersystem-compendium.abilities.7BS6IEcYlEp5v3OC]{Bash} @UUID[Compendium.cyphersystem-compendium.abilities.2x7nMe9ZGp3VjI8B]{Combat Prowess} @UUID[Compendium.cyphersystem-compendium.abilities.6cMg5QXB71YNgoaM]{Control the Field} @UUID[Compendium.cyphersystem-compendium.abilities.7X2zbrkFSNbyhA5G]{Improved Edge} @UUID[Compendium.cyphersystem-compendium.abilities.YZB37b80VQGMUscp]{No Need for Weapons} @UUID[Compendium.cyphersystem-compendium.abilities.o2iiTUXdkMPREkvK]{Overwatch} @UUID[Compendium.cyphersystem-compendium.abilities.noCgrKbB370cfzQg]{Physical Skills} @UUID[Compendium.cyphersystem-compendium.abilities.o2ZDoteWQsFsqTJr]{Practiced in Armor} @UUID[Compendium.cyphersystem-compendium.abilities.yszDDDpH6m16dEoV]{Quick Throw} @UUID[Compendium.cyphersystem-compendium.abilities.8hiUfUNY3u2IpVDa]{Swipe} @UUID[Compendium.cyphersystem-compendium.abilities.uatcX3o1oB2Stc4u]{Trained Without Armor}

Second-Tier Warrior

Choose two of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.EERMWn1af0S8wAWN]{Crushing Blow} @UUID[Compendium.cyphersystem-compendium.abilities.S3L1oym8fpx0NsAc]{Hemorrhage} @UUID[Compendium.cyphersystem-compendium.abilities.szw7tHW0OjI2fjpJ]{Reload} @UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks} @UUID[Compendium.cyphersystem-compendium.abilities.CtRvLxfUlCynJv1B]{Skill With Defense} @UUID[Compendium.cyphersystem-compendium.abilities.36nlDXhOP5e5dfns]{Successive Attack}

Third-Tier Warrior

Choose three of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.Rr4oB1lUzuzFHNHQ]{Deadly Aim} @UUID[Compendium.cyphersystem-compendium.abilities.M49EI6qapNJC2aLR]{Energy Resistance} @UUID[Compendium.cyphersystem-compendium.abilities.4eCjeGPA0ovnwIfu]{Experienced in Armor} @UUID[Compendium.cyphersystem-compendium.abilities.u1GhDcfpVXITVtOc]{Expert Cypher Use} @UUID[Compendium.cyphersystem-compendium.abilities.73miZT5kYFyxnPOT]{Fury} @UUID[Compendium.cyphersystem-compendium.abilities.bPr34XiLw2Dqb4VJ]{Lunge} @UUID[Compendium.cyphersystem-compendium.abilities.XqGE5QLHnpIKB5rB]{Reaction} @UUID[Compendium.cyphersystem-compendium.abilities.t3zUlk8c5WEBXXO8]{Seize the Moment} @UUID[Compendium.cyphersystem-compendium.abilities.bkQnnjRFJS9VpaY5]{Slice} @UUID[Compendium.cyphersystem-compendium.abilities.YIzrA5i8eBSPMFzj]{Spray} @UUID[Compendium.cyphersystem-compendium.abilities.4s3SAqu0lb5qzfzL]{Trick Shot} @UUID[Compendium.cyphersystem-compendium.abilities.DhbLcVuqEZmS6Z2y]{Vigilance}

Fourth-Tier Warrior

Choose two of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.M5QroBlhUCULt6MD]{Amazing Effort} @UUID[Compendium.cyphersystem-compendium.abilities.gNRMG3mJTzWaCGph]{Capable Warrior} @UUID[Compendium.cyphersystem-compendium.abilities.GlXd4oFI9Fqq3rAX]{Experienced Defender} @UUID[Compendium.cyphersystem-compendium.abilities.RO8dmB90aRPOmCuJ]{Feint} @UUID[Compendium.cyphersystem-compendium.abilities.mUizWF7k2XD7ykRJ]{Increased Effects} @UUID[Compendium.cyphersystem-compendium.abilities.PTVAJGFiXDueX8az]{Momentum} @UUID[Compendium.cyphersystem-compendium.abilities.blm1Z8JxvWOiFf0b]{Pry Open} @UUID[Compendium.cyphersystem-compendium.abilities.yJDNsRAG3Elm6PWp]{Snipe} @UUID[Compendium.cyphersystem-compendium.abilities.wxAZnuQkvWosLzkN]{Tough As Nails}

Fifth-Tier Warrior

Choose three of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.M0pjZXQ9996hfUPs]{Adroit Cypher Use} @UUID[Compendium.cyphersystem-compendium.abilities.WrJDw2X8JHcljjP4]{Arc Spray} @UUID[Compendium.cyphersystem-compendium.abilities.t6VEEwEsQUIImebW]{Improved Success} @UUID[Compendium.cyphersystem-compendium.abilities.IFb8NX06xgWM7H98]{Jump Attack} @UUID[Compendium.cyphersystem-compendium.abilities.4k5JFV78A5SiPjFo]{Mastery in Armor} @UUID[Compendium.cyphersystem-compendium.abilities.kNSRytTtQX0rU3aE]{Mastery With Attacks} @UUID[Compendium.cyphersystem-compendium.abilities.LTqgcoprvBF2ZkdH]{Mastery With Defense} @UUID[Compendium.cyphersystem-compendium.abilities.AmZDmnmP7CxSSN4h]{Parry}

Remember that at higher tiers, you can choose special abilities from lower tiers. This is sometimes the best way to ensure that you have exactly the character you want. This is particularly true with abilities that grant skills, which can usually be taken multiple times.

Sixth-Tier Warrior

Choose two of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.MQewTo9NscKVUUNz]{Again and Again} @UUID[Compendium.cyphersystem-compendium.abilities.syJ3mkT2hHR2MY3o]{Finishing Blow} @UUID[Compendium.cyphersystem-compendium.abilities.Cz0KkzZPnlX1oTYz]{Magnificent Moment} @UUID[Compendium.cyphersystem-compendium.abilities.KNElOxbWobS1ygLv]{Murderer} @UUID[Compendium.cyphersystem-compendium.abilities.KDZeCZJxjCQzlTxA]{Spin Attack} @UUID[Compendium.cyphersystem-compendium.abilities.s8NShtaUrW0Oxolo]{Weapon and Body}

Warrior Example

Ray wants to create a Warrior character for a modern campaign. He decides that the character is an ex-military fellow who is fast and strong. He puts 3 of his additional points into his Might Pool and 3 into his Speed Pool; his stat Pools are now Might 13, Speed 13, and Intellect 8. As a first-tier character, his Effort is 1, his Might Edge is 1, and his Speed Edge and Intellect Edge are both 0. His character is not particularly smart or charismatic.

He wants to use a large combat knife (a medium weapon that inflicts 4 points of damage) and a .357 Magnum (a heavy pistol that inflicts 6 points of damage but requires the use of both hands). Ray decides not to wear armor, as it’s not really appropriate to the setting, so for his first ability, he chooses Trained Without Armor so he eases Speed defense actions. For his second ability, he chooses Combat Prowess so he can inflict extra damage with his big knife.

Ray wants to be fast as well as tough, so he selects Improved Edge. This gives him a Speed Edge of 1. He rounds out his character with Physical Skills and chooses swimming and running.

The Warrior can bear two cyphers. The GM decides that Ray’s first cypher is a pill that restores 6 points of Might when swallowed, and his second is a small, easily concealed grenade that explodes like a firebomb when thrown, inflicting 3 points of damage to all within immediate range.

Ray still needs to choose a descriptor and a focus. Looking ahead to the descriptor rules, Ray chooses Strong, which increases his Might Pool to 17. He also becomes trained in jumping and breaking inanimate objects. (If he had chosen jumping as one of his physical skills, the Strong descriptor would have made him specialized in jumping instead of trained.) Being Strong also gives Ray an extra medium or heavy weapon. He chooses a baseball bat that he’ll use in a pinch. He keeps it in the trunk of his car.

For his focus, Ray chooses Masters Weaponry. This gives him yet another weapon of high quality. He chooses another combat knife and asks the GM if he could use it in his left hand—not to make attacks, but as a shield. This will ease his Speed defense rolls if he has both knives out (the “shield” counts as an asset). The GM agrees. During the game, Ray’s Warrior will be hard to hit—he is trained in Speed defense rolls, and his extra knife eases his defense rolls by another step.

Thanks to his focus, he also inflicts 1 additional point of damage with his chosen weapon. Now he inflicts 6 points of damage with his blade. Ray’s character is a deadly combatant, likely starting the game with a reputation as a knife fighter.

For his character arc, Ray chooses Defeat a Foe. That foe, he decides, is none other than someone in his company who was once a friend but went rogue.

Adept

Fantasy/Fairy tale: wizard, mage, sorcerer, cleric, druid, seer, diabolist, fey-touched

Modern/Horror/Romance: psychic, occultist, witch, practitioner, medium, fringe scientist

Science fiction: psion, psionicist, telepath, seeker, master, scanner, ESPer, abomination

Superhero/Post-Apocalyptic: mage, sorcerer, power-wielder, master, psion, telepath

You master powers or abilities outside the experience, understanding, and sometimes belief of others. They might be magic, psychic powers, mutant abilities, or just a wide variety of intricate devices, depending on the setting. (“Magic” here is a term used very loosely. It’s a catch-all for the kinds of wondrous, possibly supernatural things that your character can do that others cannot. It might actually be an expression of technological devices, channeling spirits, mutations, psionics, nanotechnology, or any number of other sources.)

Individual Role: Adepts are usually thoughtful, intelligent types. They often think carefully before acting and rely heavily on their supernatural abilities.

Group Role: Adepts are not powerful in straightforward combat, although they often wield abilities that provide excellent combat support, both offensively and defensively. They sometimes possess abilities that facilitate overcoming challenges. For example, if the group must get through a locked door, an Adept might be able to destroy it or teleport everyone to the other side.

Societal Role: In settings where the supernatural is rare, strange, or feared, Adepts are likely rare and feared as well. They remain hidden, shadowy figures. When this is not the case, Adepts are more likely to be common and forthright. They might even take leadership roles.

Advanced Adepts: Even at low tiers, Adept powers are impressive. Higher-tier Adepts can accomplish amazing deeds that can reshape matter and the environment around them.

Adepts are almost always emblematic of the paranormal or superhuman in some way—wizards, psychics, or something similar. If the game you’re playing has none of that, an Adept could be a charlatan mimicking such abilities with tricks and hidden devices, or a gadgeteer character with a “utility belt” full of oddments. Or a game like that might not have Adepts. That’s okay too.

Adept Background Connection

Your type helps determine the connection you have to the setting. Roll a d20 or choose from the following list to determine a specific fact about your background that provides a connection to the rest of the world. You can also create your own fact.

@UUID[Compendium.cyphersystem-compendium.cypher-roll-tables.ldbXbEteJgHbIdZe]{Adept Background Connection}

Adept Player Intrusions

When playing an Adept, you can spend 1 XP to use one of the following player intrusions, provided the situation is appropriate and the GM agrees.

Advantageous Malfunction: A device being used against you malfunctions. It might harm the user or one of their allies for a round, or activate a dramatic and distracting side effect for a few rounds.

Convenient Idea: A flash of insight provides you with a clear answer or suggests a course of action with regard to an urgent question, problem, or obstacle you’re facing.

Inexplicably Unbroken: An inactive, ruined, or presumed-destroyed device temporarily activates and performs a useful function relevant to the situation. This is enough to buy you some time for a better solution, alleviate a complication that was interfering with your abilities, or just get you one more use out of a depleted cypher or artifact.

Adept Stat Pools

StatPool Starting Value
Might7
Speed9
Intellect12

You get 6 additional points to divide among your stat Pools however you wish.

First-Tier Adept

First-tier Adepts have the following abilities:

Effort: Your Effort is 1.

Genius: You have an Intellect Edge of 1, a Might Edge of 0, and a Speed Edge of 0.

Expert Cypher Use: You can bear three cyphers at a time.

Starting Equipment: Appropriate clothing, plus two expensive items, two moderately priced items, and up to four inexpensive items of your choice.

Weapons: You can use @UUID[Compendium.cyphersystem-compendium.basic-skills.GA74AkWhC7i4Z8sZ]{light weapons} without penalty. You have an inability with @UUID[Compendium.cyphersystem-compendium.inabilities.Zjign4M9GqTvD348]{medium weapons} and @UUID[Compendium.cyphersystem-compendium.inabilities.aMGYdfzCgfYqtHuJ]{heavy weapons}; your attacks with medium and heavy weapons are hindered.

Special Abilities: Choose four of the abilities listed below. You can’t choose the same ability more than once unless its description says otherwise. The full description for each listed ability can be found in Abilities, which also has descriptions for flavor and focus abilities in a single vast catalog.

Adept abilities require at least one free hand unless the GM says otherwise.

@UUID[Compendium.cyphersystem-compendium.abilities.6qCR3kBqCVYDlEOl]{Distortion} @UUID[Compendium.cyphersystem-compendium.abilities.TmWjWp4iWk4GMLN0]{Erase Memories} @UUID[Compendium.cyphersystem-compendium.abilities.gP8HCn8FPeg49V7M]{Far Step} @UUID[Compendium.cyphersystem-compendium.abilities.zArjjFcf9tHQvJTx]{Hedge Magic} @UUID[Compendium.cyphersystem-compendium.abilities.XQxN55rl0f5HFxEM]{Magic Training} @UUID[Compendium.cyphersystem-compendium.abilities.FE1Ge8CbJxQcCo0b]{Onslaught} @UUID[Compendium.cyphersystem-compendium.abilities.Myt0JUt24B8hjYAg]{Push} @UUID[Compendium.cyphersystem-compendium.abilities.Q8xKsSOvoFWL1ePP]{Resonance Field} @UUID[Compendium.cyphersystem-compendium.abilities.OPvXaxuRIVXLmkWl]{Scan} @UUID[Compendium.cyphersystem-compendium.abilities.nptFEdFaUvjDeqAz]{Shatter} @UUID[Compendium.cyphersystem-compendium.abilities.59mslpID7ogppzMA]{Ward}

Second-Tier Adept

Choose one of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.wWN4y4rATxbtMCMo]{Adaptation} @UUID[Compendium.cyphersystem-compendium.abilities.o7kTUAFonv5HPi07]{Cutting Light} @UUID[Compendium.cyphersystem-compendium.abilities.UCR0rx32kEsTcgnF]{Hover} @UUID[Compendium.cyphersystem-compendium.abilities.W5Zt9qDKCtNr49BC]{Mind Reading} @UUID[Compendium.cyphersystem-compendium.abilities.fzx429jdEdbd0tHy]{Retrieve Memories} @UUID[Compendium.cyphersystem-compendium.abilities.Uti1XQwY4VFZwwwc]{Reveal} @UUID[Compendium.cyphersystem-compendium.abilities.pdNI9QMKmDwu8gza]{Stasis}

Third-Tier Adept

Choose two of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.M0pjZXQ9996hfUPs]{Adroit Cypher Use} @UUID[Compendium.cyphersystem-compendium.abilities.Mj6yJZwRmdXaVwh8]{Countermeasures} @UUID[Compendium.cyphersystem-compendium.abilities.yz1w8JR23mtlDX49]{Energy Protection} @UUID[Compendium.cyphersystem-compendium.abilities.AUGM3xEluWJi4Y8h]{Fire and Ice} @UUID[Compendium.cyphersystem-compendium.abilities.yPVZmXWhUxustVdq]{Force Field Barrier} @UUID[Compendium.cyphersystem-compendium.abilities.bzy1KzO0oPmZGu2b]{Sensor} @UUID[Compendium.cyphersystem-compendium.abilities.q80xvRDX6XwFXgma]{Targeting Eye}

Fourth-Tier Adept

Choose one of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.iTxEWRCR8G5Rych2]{Death Touch} @UUID[Compendium.cyphersystem-compendium.abilities.VEJQ74o175OnlIAm]{Exile} @UUID[Compendium.cyphersystem-compendium.abilities.wvlSlYCJyrJuFqtn]{Invisibility} @UUID[Compendium.cyphersystem-compendium.abilities.whVEpvOjmGs3fpcD]{Matter Cloud} @UUID[Compendium.cyphersystem-compendium.abilities.Vcfc6yjbqX6WSzCf]{Mind Control} @UUID[Compendium.cyphersystem-compendium.abilities.8QwoYVraOedgr9kB]{Projection} @UUID[Compendium.cyphersystem-compendium.abilities.y1bQFSBlwMbUico5]{Rapid Processing} @UUID[Compendium.cyphersystem-compendium.abilities.iroL3TcKD9dpulhW]{Regeneration} @UUID[Compendium.cyphersystem-compendium.abilities.YFbC1HRis4SpZgrS]{Reshape} @UUID[Compendium.cyphersystem-compendium.abilities.KGz0rK4b2dAt0DaX]{Wormhole}

Fifth-Tier Adept

Choose two of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.NCXCkCYeZw8qlazG]{Absorb Energy} @UUID[Compendium.cyphersystem-compendium.abilities.PZBKCtRj5S6ULnjo]{Concussion} @UUID[Compendium.cyphersystem-compendium.abilities.8SDpRRzZRF73zLsF]{Conjuration} @UUID[Compendium.cyphersystem-compendium.abilities.HuhNjMfMxPkTlERH]{Create} @UUID[Compendium.cyphersystem-compendium.abilities.D4JFKjeVDkx9Xfnf]{Dust to Dust} @UUID[Compendium.cyphersystem-compendium.abilities.wlkPdME0r3hx9VbE]{Knowing the Unknown} @UUID[Compendium.cyphersystem-compendium.abilities.K4XRiZlFRakz6j98]{Master Cypher Use} @UUID[Compendium.cyphersystem-compendium.abilities.IN3VI2LxDyYGbqnN]{Teleportation} @UUID[Compendium.cyphersystem-compendium.abilities.MGzAkRaGd4LgfQti]{True Senses}

Sixth-Tier Adept

Choose one of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.tvlNZboSbKCHttjs]{Control Weather} @UUID[Compendium.cyphersystem-compendium.abilities.jhdgI9rV2mpH6JQU]{Earthquake} @UUID[Compendium.cyphersystem-compendium.abilities.8OmtJRuoKRzuGfh8]{Move Mountains} @UUID[Compendium.cyphersystem-compendium.abilities.PlKwEwo6ilGqwxwI]{Traverse the Worlds} @UUID[Compendium.cyphersystem-compendium.abilities.gETtOLyLYRVk53dP]{Usurp Cypher}

Adept Example

Jen wants to create an Adept—a sorcerer for a fantasy campaign. She decides to be somewhat well rounded, so she puts 2 of her additional points into each stat Pool, giving her a Might Pool of 9, a Speed Pool of 11, and an Intellect Pool of 14. Her Adept is smart and quick. She has an Intellect Edge of 1, a Might Edge of 0, and a Speed Edge of 0. As a first-tier character, her Effort is 1. As her initial abilities, she chooses Onslaught and Ward, giving her a strong offense and defense. She also chooses Magic Training and rounds out her character with Scan, which she hopes will be useful in gaining insight and information. For this character, Onslaught, Ward, and Scan are all spells she has mastered through years of training and study.

She can bear three cyphers. The GM gives her a potion that acts as a short-range teleporter, a small charm that restores 5 points to her Intellect Pool, and a fluid-filled flask that explodes like a fiery bomb. Jen’s sorcerer is skilled with light weapons, so she chooses a dagger.

For her descriptor, Jen chooses Graceful, which adds 2 points to her Speed Pool, bringing it to 13. That descriptor means she is trained in balancing and anything requiring careful movements, physical performing arts, and Speed defense tasks. Perhaps she is a dancer. In fact, she begins to develop a backstory that involves graceful, lithe movements that she incorporates into her spells.

For her focus, she chooses Leads. This gives her training in social interactions, which again helps round her out—she’s good in all kinds of situations. Moreover, she has the Good Advice ability, which enables her to be a focal point of her group.

Her spells and focus abilities cost Intellect points to activate, so she’s glad to have a lot of points in her Intellect Pool. In addition, her Intellect Edge will help reduce those costs. If she uses her Onslaught force blast without applying Effort, it costs 0 Intellect points and deals 4 points of damage. Her Intellect Edge will allow her to save points to devote toward applying Effort for other purposes, perhaps to boost the accuracy of Onslaught.

For her character arc, Jen chooses Aid a Friend. She decides that when her sorcerer character was young, she had a magical mentor. That mentor was later taken prisoner by a demon, so her character is always looking for clues on how to find the demon and release her friend from bondage.

GMs are always free to pre-select a type’s special abilities at a given tier to reinforce the setting. In the fantasy setting of Jen’s sorcerer, the GM might have said that all sorcerers (Adepts) start with Magic Training as one of their tier 1 abilities. This doesn’t make the character any less powerful or special, but it says something about her role in the world and expectations in the game.

Explorer

Fantasy/Fairy tale: Explorer, adventurer, delver, mystery seeker

Modern/Horror/Romance: athlete, explorer, adventurer, drifter, detective, scholar, spelunker, trailblazer, investigative reporter

Science fiction: Explorer, adventurer, wanderer, planetary specialist, xenobiologist

Superhero/Post-Apocalyptic: adventurer, crimefighter

You are a person of action and physical ability, fearlessly facing the unknown. You travel to strange, exotic, and dangerous places, and discover new things. This means you’re physical but also probably knowledgeable.

Individual Role: Although Explorers can be academics or well studied, they are first and foremost interested in action. They face grave dangers and terrible obstacles as a routine part of life.

Group Role: Explorers sometimes work alone, but far more often they operate in teams with other characters. The Explorer frequently leads the way, blazing the trail. However, they’re also likely to stop and investigate anything intriguing they stumble upon.

Societal Role: Not all Explorers are out traipsing through the wilderness or poking about an old ruin. Sometimes, an Explorer is a teacher, a scientist, a detective, or an investigative reporter. In any event, an Explorer bravely faces new challenges and gathers knowledge to share with others.

Advanced Explorers: Higher-tier Explorers gain more skills, some combat abilities, and a number of abilities that allow them to deal with danger. In short, they become more and more well-rounded, able to deal with any challenge.

Explorer Background Connection

Your type helps determine the connection you have to the setting. Roll a d20 or choose from the following list to determine a specific fact about your background that provides a connection to the rest of the world. You can also create your own fact.

@UUID[Compendium.cyphersystem-compendium.cypher-roll-tables.EPY1EXnGWOBK9kO1]{Explorer Background Connection}

Explorer Player Intrusions

When playing an Explorer, you can spend 1 XP to use one of the following player intrusions, provided the situation is appropriate and the GM agrees.

Fortuitous Malfunction: A trap or a dangerous device malfunctions before it can affect you.

Serendipitous Landmark: Just when it seems like the path is lost (or you are), a trail marker, a landmark, or simply the way the terrain or corridor bends, rises, or falls away suggests to you the best path forward, at least from this point.

Weak Strain: The poison or disease turns out not to be as debilitating or deadly as it first seemed, and inflicts only half the damage that it would have otherwise.

Explorer Stat Pools

StatPool Starting Value
Might10
Speed9
Intellect9

You get 6 additional points to divide among your stat Pools however you wish.

First-Tier Explorer

First-tier Explorers have the following abilities:

Effort: Your Effort is 1.

Physical Nature: You have a Might Edge of 1, a Speed Edge of 0, and an Intellect Edge of 0.

Cypher Use: You can bear two cyphers at a time.

Starting Equipment: Appropriate clothing and a weapon of your choice, plus two expensive items, two moderately priced items, and up to four inexpensive items.

Weapons: You can use @UUID[Compendium.cyphersystem-compendium.basic-skills.GA74AkWhC7i4Z8sZ]{light} and @UUID[Compendium.cyphersystem-compendium.basic-skills.wHxvX2zJOKo27GBe]{medium weapons} without penalty. You have an inability with @UUID[Compendium.cyphersystem-compendium.inabilities.aMGYdfzCgfYqtHuJ]{heavy weapons}; your attacks with heavy weapons are hindered.

Special Abilities: Choose four of the abilities listed below. You can’t choose the same ability more than once unless its description says otherwise. The full description for each listed ability can be found in Abilities, which also has descriptions for flavor and focus abilities in a single vast catalog.

@UUID[Compendium.cyphersystem-compendium.abilities.7OpsD4muO5HGJt29]{Block} @UUID[Compendium.cyphersystem-compendium.abilities.UyQTRi5ZwWU5tMO0]{Danger Sense} @UUID[Compendium.cyphersystem-compendium.abilities.P95xVHVxALSMjanR]{Decipher} @UUID[Compendium.cyphersystem-compendium.abilities.PqL4qr9D8QAwQhrL]{Endurance} @UUID[Compendium.cyphersystem-compendium.abilities.axI0iGYo7DjdR8Ya]{Find the Way} @UUID[Compendium.cyphersystem-compendium.abilities.Sg5WeSF04CYNEecl]{Fleet of Foot} @UUID[Compendium.cyphersystem-compendium.abilities.7X2zbrkFSNbyhA5G]{Improved Edge} @UUID[Compendium.cyphersystem-compendium.abilities.eEGFknWQZUBNXn99]{Knowledge Skills} @UUID[Compendium.cyphersystem-compendium.abilities.CBGeAZSBuymzrxDz]{Muscles of Iron} @UUID[Compendium.cyphersystem-compendium.abilities.YZB37b80VQGMUscp]{No Need for Weapons} @UUID[Compendium.cyphersystem-compendium.abilities.noCgrKbB370cfzQg]{Physical Skills} @UUID[Compendium.cyphersystem-compendium.abilities.o2ZDoteWQsFsqTJr]{Practiced in Armor} @UUID[Compendium.cyphersystem-compendium.abilities.yl2zo179wXZW5Xxc]{Practiced With All Weapons} @UUID[Compendium.cyphersystem-compendium.abilities.s2PLo9FsWBi2C1VY]{Surging Confidence} @UUID[Compendium.cyphersystem-compendium.abilities.uatcX3o1oB2Stc4u]{Trained Without Armor}

Second-Tier Explorer

Choose four of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.JkmTskE3eqcfu7dY]{Curious} @UUID[Compendium.cyphersystem-compendium.abilities.3x3gRDJejTXQPmdY]{Danger Instinct} @UUID[Compendium.cyphersystem-compendium.abilities.4yyKQYnrbL3r9gcU]{Enable Others} @UUID[Compendium.cyphersystem-compendium.abilities.uB3sVzeG2N5rkdUZ]{Escape} @UUID[Compendium.cyphersystem-compendium.abilities.RM8Fmu1IJwzBkjcM]{Eye for Detail} @UUID[Compendium.cyphersystem-compendium.abilities.U7chr7wLj7r5y0LT]{Foil Danger} @UUID[Compendium.cyphersystem-compendium.abilities.pp9NFNHKgOhRYbsY]{Hand to Eye} @UUID[Compendium.cyphersystem-compendium.abilities.romswZIOmAmtzfCL]{Investigative Skills} @UUID[Compendium.cyphersystem-compendium.abilities.euEVkth9YGYSpoJf]{Quick Recovery} @UUID[Compendium.cyphersystem-compendium.abilities.tJVu7MQ2pOhNfpUB]{Range Increase} @UUID[Compendium.cyphersystem-compendium.abilities.nOuOE3EkrNr81pSq]{Greater Skill With Defense} @UUID[Compendium.cyphersystem-compendium.abilities.gbU7mA0flUR4W8Dl]{Stand Watch} @UUID[Compendium.cyphersystem-compendium.abilities.wEjdodvc6SLf8yso]{Travel Skills} @UUID[Compendium.cyphersystem-compendium.abilities.yS1sMAZEzJbozxOZ]{Wreck}

Third-Tier Explorer

Choose three of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.wG4zveGhplNKNzuP]{Controlled Fall} @UUID[Compendium.cyphersystem-compendium.abilities.4eCjeGPA0ovnwIfu]{Experienced in Armor} @UUID[Compendium.cyphersystem-compendium.abilities.u1GhDcfpVXITVtOc]{Expert Cypher Use} @UUID[Compendium.cyphersystem-compendium.abilities.JuOmZXMt1T3tQUZ8]{Ignore the Pain} @UUID[Compendium.cyphersystem-compendium.abilities.qZOOWfFLJ1JziJpY]{Obstacle Running} @UUID[Compendium.cyphersystem-compendium.abilities.GvYXLPdpaFEMGuQR]{Resilience} @UUID[Compendium.cyphersystem-compendium.abilities.ZuX6gykVtKxiBAxR]{Run and Fight} @UUID[Compendium.cyphersystem-compendium.abilities.t3zUlk8c5WEBXXO8]{Seize the Moment} @UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks} @UUID[Compendium.cyphersystem-compendium.abilities.jmYIPbMwsq3GY3eO]{Stone Breaker} @UUID[Compendium.cyphersystem-compendium.abilities.wpA3GB5yJq9NI8QN]{Think Your Way Out} @UUID[Compendium.cyphersystem-compendium.abilities.V1ROUnWXLmLRMxXi]{Trapfinder} @UUID[Compendium.cyphersystem-compendium.abilities.6McxfJoPmf1SnbDR]{Wrest From Chance}

Fourth-Tier Explorer

Choose two of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.gNRMG3mJTzWaCGph]{Capable Warrior} @UUID[Compendium.cyphersystem-compendium.abilities.MdRdAc0qAWghMmlV]{Expert Skill} @UUID[Compendium.cyphersystem-compendium.abilities.mUizWF7k2XD7ykRJ]{Increased Effects} @UUID[Compendium.cyphersystem-compendium.abilities.lbXg8UlSCG23yxO4]{Read the Signs} @UUID[Compendium.cyphersystem-compendium.abilities.dW0rgYsx6hDA8pIB]{Runner} @UUID[Compendium.cyphersystem-compendium.abilities.3pqCkOZjnAXWIikt]{Subtle Steps} @UUID[Compendium.cyphersystem-compendium.abilities.wxAZnuQkvWosLzkN]{Tough As Nails}

Fifth-Tier Explorer

Choose three of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.M0pjZXQ9996hfUPs]{Adroit Cypher Use} @UUID[Compendium.cyphersystem-compendium.abilities.B0Tt5R1m2DsVLtPH]{Free to Move} @UUID[Compendium.cyphersystem-compendium.abilities.hhBF8re7Azmce3Y9]{Group Friendship} @UUID[Compendium.cyphersystem-compendium.abilities.KGzAHs3qln0fNDjt]{Hard to Kill} @UUID[Compendium.cyphersystem-compendium.abilities.IFb8NX06xgWM7H98]{Jump Attack} @UUID[Compendium.cyphersystem-compendium.abilities.LTqgcoprvBF2ZkdH]{Mastery With Defense} @UUID[Compendium.cyphersystem-compendium.abilities.AmZDmnmP7CxSSN4h]{Parry} @UUID[Compendium.cyphersystem-compendium.abilities.5uWcMvgh1OWvieJs]{Physically Gifted} @UUID[Compendium.cyphersystem-compendium.abilities.scceoEmEnN5MW8XT]{Take Command} @UUID[Compendium.cyphersystem-compendium.abilities.icJAWRB8Uha8CSKr]{Vigilant}

Sixth-Tier Explorer

Choose three of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.MQewTo9NscKVUUNz]{Again and Again} @UUID[Compendium.cyphersystem-compendium.abilities.tTrekc4AZbIqem5L]{Inspire Coordinated Actions} @UUID[Compendium.cyphersystem-compendium.abilities.4k5JFV78A5SiPjFo]{Mastery in Armor} @UUID[Compendium.cyphersystem-compendium.abilities.kNSRytTtQX0rU3aE]{Mastery With Attacks} @UUID[Compendium.cyphersystem-compendium.abilities.dMEqa6kAjXrHlxui]{Negate Danger} @UUID[Compendium.cyphersystem-compendium.abilities.PXvS7AatBcxH9cvZ]{Share Defense} @UUID[Compendium.cyphersystem-compendium.abilities.KDZeCZJxjCQzlTxA]{Spin Attack} @UUID[Compendium.cyphersystem-compendium.abilities.vQtVTnCecWFXkfkI]{Wild Vitality}

Explorer Example

Sam decides to create an Explorer character for a science fiction campaign. This character will be a hardy soul who explores alien worlds. They put 3 additional points into their Might Pool, 2 into their Speed Pool, and 1 into their Intellect Pool; their stat Pools are now Might 13, Speed 11, and Intellect 10. As a first-tier character, their Effort is 1, their Might Edge is 1, and their Speed Edge and Intellect Edge are 0. Their character is fairly well-rounded so far.

Sam immediately leaps in and starts choosing abilities. They pick Danger Sense and Surging Confidence, thinking those abilities will be generally useful. They also choose Practiced in Armor, reasoning that the character wears high-tech medium armor when exploring. Last, they choose Knowledge Skills and select geology and biology to help during interplanetary explorations.

Sam’s Explorer can bear two cyphers, which in this setting involve nanotechnology. The GM decides that one is a nanite injector that grants a +1 bonus to Might Edge when used, and the other is a device that can create one simple handheld object the user wishes.

Sam’s Explorer is not really geared toward fighting, but sometimes the universe is a dangerous place, so they note that they’re carrying a medium blaster as well.

Sam still needs a descriptor and a focus. Looking to the Descriptor chapter, they choose Hardy, which increases their Might Pool to 17. They also heal more quickly and can operate better when injured. They’re trained in Might defense but have an inability with initiative; however, it’s effectively canceled out by their Danger Sense (and vice versa). Sam could go back and select something else instead of Danger Sense, but they like it and decide to keep it. Overall, the descriptor ends up making the character tough but a little slow.

For their focus, Sam chooses Explores Dark Places (in this case, weird ruins of alien civilizations). This gives the character a bunch of additional skills: searching, listening, climbing, balancing, and jumping. They’re quite the capable Explorer.

For their character arc, Sam chooses Enterprise. Exploring alien places sometimes turns up strange relics, and Sam figures they might be able to set up a service to reliably transport these items to responsible third parties, rather than allow them to fall into the hands of pirates and rich private collectors. For a small fee, of course.

Speaker

Fantasy/Fairy tale: bard, speaker, skald, emissary, priest, advocate

Modern/Horror/Romance: diplomat, charmer, face, spinner, manipulator, minister, mediator, lawyer

Science fiction: diplomat, empath, glam, consul, legate

Superhero/Post-Apocalyptic: charmer, mesmerist, puppet master

You’re good with words and good with people. You talk your way past challenges and out of jams, and you get people to do what you want.

Individual Role: Speakers are smart and charismatic. They like people and, more important, they understand them. This helps speakers get others to do what needs to be done.

Group Role: The Speaker is often the face of the group, serving as the person who speaks for all and negotiates with others. Combat and action are not a Speaker’s strong suits, so other characters sometimes have to defend the Speaker in times of danger.

Societal Role: Speakers are frequently political or religious leaders. Just as often, however, they are con artists or criminals.

Advanced Speakers: Higher-tier Speakers use their abilities to control and manipulate people as well as aid and nurture their friends. They can talk their way out of danger and even use their words as weapons.

Speaker Background Connection

Your type helps determine the connection you have to the setting. Roll a d20 or choose from the following list to determine a specific fact about your background that provides a connection to the rest of the world. You can also create your own fact.

@UUID[Compendium.cyphersystem-compendium.cypher-roll-tables.zDo6fnblxkAjzvc3]{Speaker Background Connection}

Speaker Player Intrusions

When playing a Speaker, you can spend 1 XP to use one of the following player intrusions, provided the situation is appropriate and the GM agrees.

Friendly NPC: An NPC you don’t know, someone you don’t know that well, or someone you know but who hasn’t been particularly friendly in the past chooses to help you, though doesn’t necessarily explain why. Maybe they’ll ask you for a favor in return afterward, depending on how much trouble they go to.

Perfect Suggestion: A follower or other already-friendly NPC suggests a course of action with regard to an urgent question, problem, or obstacle you’re facing.

Unexpected Gift: An NPC hands you a physical gift you were not expecting, one that helps put the situation at ease if things seem strained, or provides you with a new insight for understanding the context of the situation if there’s something you’re failing to understand or grasp.

Speaker Stat Pools

StatPool Starting Value
Might8
Speed9
Intellect11

You get 6 additional points to divide among your stat Pools however you wish.

First-Tier Speaker

First-tier Speakers have the following abilities:

Effort: Your Effort is 1.

Genius: You have an Intellect Edge of 1, a Might Edge of 0, and a Speed Edge of 0.

Cypher Use: You can bear two cyphers at a time.

Weapons: You can use @UUID[Compendium.cyphersystem-compendium.basic-skills.GA74AkWhC7i4Z8sZ]{light weapons} without penalty. You have an inability with @UUID[Compendium.cyphersystem-compendium.inabilities.Zjign4M9GqTvD348]{medium} and @UUID[Compendium.cyphersystem-compendium.inabilities.aMGYdfzCgfYqtHuJ]{heavy weapons}; your attacks with medium and heavy weapons are hindered.

Starting Equipment: Appropriate clothing and a light weapon of your choice, plus two expensive items, two moderately priced items, and up to four inexpensive items.

Special Abilities: Choose four of the abilities listed below. You can’t choose the same ability more than once unless its description says otherwise. The full description for each listed ability can be found in Abilities, which also has descriptions for flavor and focus abilities in a single vast catalog.

Some Speaker abilities, like Mind Reading or True Senses, imply a supernatural element. If this is inappropriate to the character or the setting, these abilities can be replaced with something from the stealth flavor, or the GM can slightly modify them so they are based in extraordinary talents and insight rather than the supernatural.

@UUID[Compendium.cyphersystem-compendium.abilities.BlBi7qk0darLthxS]{Anecdote} @UUID[Compendium.cyphersystem-compendium.abilities.r7uNiD9CGy4G3Hoq]{Babel} @UUID[Compendium.cyphersystem-compendium.abilities.JSlr2Q6Ll1xNd8fX]{Demeanor of Command} @UUID[Compendium.cyphersystem-compendium.abilities.hYa7I52x2iwffh8C]{Encouragement} @UUID[Compendium.cyphersystem-compendium.abilities.lQ4MNmGXXNBMGsmk]{Enthrall} @UUID[Compendium.cyphersystem-compendium.abilities.TmWjWp4iWk4GMLN0]{Erase Memories} @UUID[Compendium.cyphersystem-compendium.abilities.ulHj0pzmwc515fve]{Fast Talk} @UUID[Compendium.cyphersystem-compendium.abilities.wWCehMidmvLypdxj]{Inspire Aggression} @UUID[Compendium.cyphersystem-compendium.abilities.V765JZKDKQ00Buyn]{Interaction Skills} @UUID[Compendium.cyphersystem-compendium.abilities.NhijFGxYepJtaa0r]{Practiced With Medium Weapons} @UUID[Compendium.cyphersystem-compendium.abilities.5aUrbdjSSLCRggHU]{Spin Identity} @UUID[Compendium.cyphersystem-compendium.abilities.qVlbJjB7X8R78rz0]{Terrifying Presence} @UUID[Compendium.cyphersystem-compendium.abilities.kv03xEihe4VZNkK5]{Understanding}

Second-Tier Speaker

Choose two of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.4XwwFeGO5haHxvQs]{Basic Follower} @UUID[Compendium.cyphersystem-compendium.abilities.BggeJtN5IcutwLJg]{Calm Stranger} @UUID[Compendium.cyphersystem-compendium.abilities.di7QfASecjKU8BPN]{Disincentivize} @UUID[Compendium.cyphersystem-compendium.abilities.IvKd5vkPypJbB1Ip]{Gather Intelligence} @UUID[Compendium.cyphersystem-compendium.abilities.GT0AiiarWPbGzxKs]{Impart Ideal} @UUID[Compendium.cyphersystem-compendium.abilities.DLxDL49VjUEMAjxZ]{Inspiring Ease} @UUID[Compendium.cyphersystem-compendium.abilities.V765JZKDKQ00Buyn]{Interaction Skills} @UUID[Compendium.cyphersystem-compendium.abilities.o2ZDoteWQsFsqTJr]{Practiced in Armor} @UUID[Compendium.cyphersystem-compendium.abilities.CtRvLxfUlCynJv1B]{Skill With Defense} @UUID[Compendium.cyphersystem-compendium.abilities.XntbE6mXQ4CZ6yIi]{Speedy Recovery} @UUID[Compendium.cyphersystem-compendium.abilities.UHvD5299HFbwBvpR]{Unexpected Betrayal}

Third-Tier Speaker

Choose three of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.hB1CISYVEZXEO0IV]{Accelerate} @UUID[Compendium.cyphersystem-compendium.abilities.rZsohzuwTFfghWVO]{Blend In} @UUID[Compendium.cyphersystem-compendium.abilities.NnlGdSiR9GbiTJyZ]{Discerning Mind} @UUID[Compendium.cyphersystem-compendium.abilities.u1GhDcfpVXITVtOc]{Expert Cypher Use} @UUID[Compendium.cyphersystem-compendium.abilities.ETGBAqAc1ApFH5cx]{Expert Follower} @UUID[Compendium.cyphersystem-compendium.abilities.sqiDNk5qXh9j3zwh]{Grand Deception} @UUID[Compendium.cyphersystem-compendium.abilities.1N6P5ZRogThCS0KH]{Lead by Inquiry} @UUID[Compendium.cyphersystem-compendium.abilities.W5Zt9qDKCtNr49BC]{Mind Reading} @UUID[Compendium.cyphersystem-compendium.abilities.i5BlJLgj1ayBw0uY]{Oratory} @UUID[Compendium.cyphersystem-compendium.abilities.ZqBpOAiH70SGHX8N]{Perfect Stranger} @UUID[Compendium.cyphersystem-compendium.abilities.Mac5S0sQe9Muf4Mv]{Quick Wits} @UUID[Compendium.cyphersystem-compendium.abilities.oah8DOODfphl858B]{Telling}

Fourth-Tier Speaker

Choose two of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.ZH0JbusjycG6zQf1]{Anticipate Attack} @UUID[Compendium.cyphersystem-compendium.abilities.2SiHiotGcSufnCne]{Confounding Banter} @UUID[Compendium.cyphersystem-compendium.abilities.RO8dmB90aRPOmCuJ]{Feint} @UUID[Compendium.cyphersystem-compendium.abilities.7tiGTYVXj9eHdja7]{Heightened Skills} @UUID[Compendium.cyphersystem-compendium.abilities.Je1MitN21L3lqWVF]{Psychosis} @UUID[Compendium.cyphersystem-compendium.abilities.lbXg8UlSCG23yxO4]{Read the Signs} @UUID[Compendium.cyphersystem-compendium.abilities.QFZyfDWOSEpZeQmM]{Spur Effort} @UUID[Compendium.cyphersystem-compendium.abilities.cS2p7CRfquFvR65U]{Strategize} @UUID[Compendium.cyphersystem-compendium.abilities.3wZZC07ADxO3mImS]{Suggestion}

Fifth-Tier Speaker

Choose three of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.M0pjZXQ9996hfUPs]{Adroit Cypher Use} @UUID[Compendium.cyphersystem-compendium.abilities.t3uyBYJqMApfEBWX]{Discipline of Watchfulness} @UUID[Compendium.cyphersystem-compendium.abilities.4eCjeGPA0ovnwIfu]{Experienced in Armor} @UUID[Compendium.cyphersystem-compendium.abilities.UyW320RhzarMNoss]{Flee} @UUID[Compendium.cyphersystem-compendium.abilities.xCUKzmoBKzN9gIut]{Foul Aura} @UUID[Compendium.cyphersystem-compendium.abilities.wlkPdME0r3hx9VbE]{Knowing the Unknown} @UUID[Compendium.cyphersystem-compendium.abilities.iroL3TcKD9dpulhW]{Regeneration} @UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks} @UUID[Compendium.cyphersystem-compendium.abilities.U9sgMUKkIkDIdRtK]{Stimulate}

Sixth-Tier Speaker

Choose two of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.By276DS858KmWNZq]{Assume Control} @UUID[Compendium.cyphersystem-compendium.abilities.G8waoPdWGzMl0S1n]{Battle Management} @UUID[Compendium.cyphersystem-compendium.abilities.crFxkKwBNdnD6tX4]{Crowd Control} @UUID[Compendium.cyphersystem-compendium.abilities.fPCTpU0viXXWrNs0]{Inspiring Success} @UUID[Compendium.cyphersystem-compendium.abilities.3EcnBLVtGwxpWXBW]{Recruit Deputy} @UUID[Compendium.cyphersystem-compendium.abilities.EH8OmAJaimF4MTgg]{Shatter Mind} @UUID[Compendium.cyphersystem-compendium.abilities.MGzAkRaGd4LgfQti]{True Senses} @UUID[Compendium.cyphersystem-compendium.abilities.ZTp4SZ673tDJpmuS]{Word of Command}

Speaker Example

Mary wants to create a Speaker for a Lovecraftian horror campaign. She puts 3 of her additional stat points into her Intellect Pool and 3 into her Speed Pool; her stat Pools are now Might 8, Speed 12, and Intellect 14. As a first-tier character, her Effort is 1, her Might Edge and Speed Edge are 0, and her Intellect Edge is 1. She’s smart and charismatic but not particularly tough.

Mary chooses Fast Talk and Spin Identity to help get into places and learn things she wants to know. She’s a bit of a con artist. She’s good to her friends, however, and chooses Encouragement as well. Mary rounds out her first-tier abilities with Interaction Skills (deceiving and persuasion).

A Speaker normally starts with two cyphers, but the GM rules that characters in this campaign start with only one—something creepy relating to their background. Mary’s cypher is an odd pocket watch given to her by her grandfather. She doesn’t know how or why, but when activated, the watch allows her to take twice as many actions for three rounds.

Mary’s character carries a small knife hidden in her bag in case of trouble. As a light weapon, it inflicts 2 points of damage, but attacks with it are eased.

Mary chooses Resilient for her descriptor and decides that she can probably learn the truth behind some of the strange things that she’s heard about without feeling too much trauma if it’s horrible. Resilient increases her Might Pool to 10 and her Intellect Pool to 16. She’s trained in Might and Intellect defense actions and gains an extra recovery roll each day. At first, Mary is sad that her descriptor gives her an inability in knowledge and puzzle tasks, but then she realizes that the flaw fits her character well—she’s better at getting people to tell her what she needs to know than at figuring out the information herself.

For her focus, Mary chooses Moves Like a Cat, granting her a final Speed Pool of 18 and training in balance. In the end, she’s graceful and quick, charismatic, and hardier than she initially thought thanks to her drive. She’s ready to investigate the weird.

For her character arc, Mary chooses Fall From Grace. She decides she’s had an obsession with a strange tome that’s been in her family for generations, and her character is drawn to its strange languages and rituals.

Further Customization

The rules in this section are more advanced and always involve the GM. They can be used by the GM to tailor a type to better fit the genre or setting, or by a player and a GM to tweak a character to fit a concept.

Modifying Type Aspects

The following aspects of the four character types can be modified at character creation. Other abilities should not be changed.

Stat Pools: Each character type has a starting stat Pool value. A player can exchange points between their Pools on a one-for-one basis. For example, they can trade 2 points of Might for 2 points of Speed. However, no starting stat Pool should be higher than 20.

Edge: A player can start with an Edge of 1 in whichever stat they wish.

Cypher Use: If a character gives up the ability to bear one cypher, they gain an additional skill of their choice.

Weapons: Some types have static first-tier abilities that let them use light, medium, and/or heavy weapons without a penalty. Warriors can use all weapons, Explorers can use light and medium weapons, and Adepts and Speakers can use light weapons. Any one of these weapon abilities can be sacrificed to gain training in a different skill of the player’s choice.

Drawbacks and Penalties

In addition to other customization options, a player can choose to take drawbacks or penalties to gain further advantages.

Weakness: A weakness is, essentially, the opposite of Edge. If you have a weakness of 1 in Speed, all Speed actions that require you to spend points cost 1 additional point from your Pool. At any time, a player can give their character a weakness in one stat and, in exchange, gain +1 to their Edge in one of the other two stats. So a PC can take a weakness of 1 in Speed to gain +1 to their Might Edge.

Normally, you can have a weakness only in a stat in which you have an Edge of 0. Further, you can’t have more than one weakness, and you can’t have a weakness greater than 1 unless the additional weakness comes from another source (such as a disease or disability arising from actions or conditions in the game).

Inabilities: Inabilities are like negative skills. They make one type of task harder by hindering it. If a character chooses to take an inability, they gain a skill of their choice. Normally, a character can have only one inability unless the additional inability comes from another source (such as a descriptor or a disease or disability arising from actions or conditions in the game).

","markdown":""},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"ownership":{"default":-1},"flags":{}},{"sort":600000,"name":"License","type":"text","_id":"9ZDlIEtwXjxzyyrZ","title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"

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","markdown":""},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"ownership":{"default":-1},"flags":{}},{"sort":387500,"name":"Flavor","type":"text","_id":"gUBd9dvLJ8qY0iZx","title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"

Flavors are groups of special abilities the GM and players can use to alter a character type to make it more to their liking or more appropriate to the genre or setting. For example, if a player wants to create a magic-using thief character, she could play an Adept with stealth flavoring. In a science fiction setting, a Warrior might also have knowledge of machinery, so the character could be flavored with technology.

At a given tier, abilities from a flavor are traded one for one with standard abilities from a type. So to add the Danger Sense stealth flavor ability to a Warrior, something else—perhaps Bash—must be sacrificed. Now that character can choose Danger Sense as they would any other first-tier warrior ability, but they can never choose Bash.

The GM should always be involved in flavoring a type. For example, they might know that for their science fiction game, they want a type called a “Glam,” which is a Speaker flavored with certain technology abilities—specifically those that make the character a flamboyant starship pilot. Thus, they exchange the first-tier abilities Spin Identity and Inspire Aggression for the technology flavor abilities Datajack and Tech Skills so the character can plug into the ship directly and can take piloting and computers as skills.

In the end, flavor is mostly a tool for the GM to easily create campaign-specific types by making a few slight alterations to the four base types. Although players may wish to use flavors to get the characters they want, remember that they can also shape their PCs with descriptors and foci very nicely.

The flavors available are stealth, technology, magic, combat, and skills and knowledge.

The full description for each listed ability can be found in the Abilities chapter, which also contains descriptions for type and focus abilities in a single vast catalog.

Stealth Flavor

Characters with the stealth flavor are good at sneaking around, infiltrating places they don’t belong, and deceiving others. They use these abilities in a variety of ways, including combat. An Explorer with stealth flavor might be a thief, while a Warrior with stealth flavor might be an assassin. An Explorer with stealth flavor in a superhero setting might be a crimefighter who stalks the streets at night.

First-Tier Stealth Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.UyQTRi5ZwWU5tMO0]{Danger Sense} @UUID[Compendium.cyphersystem-compendium.abilities.M2oXV5cRSdMlUZDm]{Goad} @UUID[Compendium.cyphersystem-compendium.abilities.Frxs35QkokRdure4]{Legerdemain} @UUID[Compendium.cyphersystem-compendium.abilities.90wkMwuVBaiyL9yt]{Opportunist} @UUID[Compendium.cyphersystem-compendium.abilities.QAdh0yZBjJsHdJjD]{Stealth Skills}

Second-Tier Stealth Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.dQHSDDZxJNHrHH1l]{Contortionist} @UUID[Compendium.cyphersystem-compendium.abilities.8ydN3DBdXXP24hQL]{Find an Opening} @UUID[Compendium.cyphersystem-compendium.abilities.5abCQnz5ZWvvfMro]{Get Away} @UUID[Compendium.cyphersystem-compendium.abilities.mvFsSsVjyF8iXvCe]{Sense Ambush} @UUID[Compendium.cyphersystem-compendium.abilities.uG2ACHNAPoZirp0b]{Surprise Attack}

Third-Tier Stealth Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.Uq6p6fOg9KyFcUws]{Evanesce} @UUID[Compendium.cyphersystem-compendium.abilities.XR3B0gfJtrYUAU5M]{From the Shadows} @UUID[Compendium.cyphersystem-compendium.abilities.lUkqQu1vvJe3FxfQ]{Gambler} @UUID[Compendium.cyphersystem-compendium.abilities.sM2zEDx4gRr9CuiR]{Inner Defense} @UUID[Compendium.cyphersystem-compendium.abilities.lwJAowJa4eKlcDjb]{Misdirect} @UUID[Compendium.cyphersystem-compendium.abilities.ZuX6gykVtKxiBAxR]{Run and Fight} @UUID[Compendium.cyphersystem-compendium.abilities.t3zUlk8c5WEBXXO8]{Seize the Moment}

Fourth-Tier Stealth Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.cS1RW48sdVY6ZJZd]{Ambusher} @UUID[Compendium.cyphersystem-compendium.abilities.JVvSTtYbksWJDADY]{Debilitating Strike} @UUID[Compendium.cyphersystem-compendium.abilities.cqzyNCPYVEWtucLe]{Outwit} @UUID[Compendium.cyphersystem-compendium.abilities.LojkwDtb1gHLSB6A]{Preternatural Senses} @UUID[Compendium.cyphersystem-compendium.abilities.w2aO1ZIpmBDQJXq1]{Tumbling Moves}

Fifth-Tier Stealth Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.YbYeZ0A0m96IWxwl]{Assassin Strike} @UUID[Compendium.cyphersystem-compendium.abilities.S5JTyQCNcgrXgNqf]{Mask} @UUID[Compendium.cyphersystem-compendium.abilities.G5bTthwpEf5azVHA]{Return to Sender} @UUID[Compendium.cyphersystem-compendium.abilities.bVt0TIfwtEUXvi6O]{Uncanny Luck}

Sixth-Tier Stealth Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.VVYx3J42Sj9qCQV9]{Exploit Advantage} @UUID[Compendium.cyphersystem-compendium.abilities.jrTEtAhE6GfLW7R4]{Spring Away} @UUID[Compendium.cyphersystem-compendium.abilities.cWHqKGpI5z0aiSYC]{Thief’s Luck} @UUID[Compendium.cyphersystem-compendium.abilities.aWws42dVSQjRz8Hr]{Twist of Fate}

Technology Flavor

Characters with a flavor of technology typically are from science fiction or at least modern-day settings (although anything is possible). They excel at using, dealing with, and building machines. An Explorer with technology flavor might be a starship pilot, and a Speaker flavored with technology could be a techno-priest.

Some of the less computer-oriented abilities might be appropriate for a steampunk character, while a modern-day character could use some of the abilities that don’t involve starships or ultratech.

First-Tier Technology Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.Q3DGDFwNIOjz866X]{Datajack} @UUID[Compendium.cyphersystem-compendium.abilities.z23towmNKeKJasHV]{Hacker} @UUID[Compendium.cyphersystem-compendium.abilities.rhaZSmU6dJpzMO64]{Machine Interface} @UUID[Compendium.cyphersystem-compendium.abilities.kkCW4KkWA751AeBl]{Scramble Machine} @UUID[Compendium.cyphersystem-compendium.abilities.pYsmdnNte7o5Flca]{Tech Skills} @UUID[Compendium.cyphersystem-compendium.abilities.AFfburUYwZlBFq7N]{Tinker}

Second-Tier Technology Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.7nUj7rxq4Qwg4FUM]{Distant Interface} @UUID[Compendium.cyphersystem-compendium.abilities.JK2hN1poqMLqfa1N]{Machine Efficiency} @UUID[Compendium.cyphersystem-compendium.abilities.FDG7hgrRNt4aHpP1]{Overload Machine} @UUID[Compendium.cyphersystem-compendium.abilities.v1lZkKjSCS1pjnET]{Serv-0} @UUID[Compendium.cyphersystem-compendium.abilities.XzomXctsS8NL9M7Q]{Serv-0 Defender} @UUID[Compendium.cyphersystem-compendium.abilities.x8cGd4MC9YEW9isa]{Serv-0 Repair} @UUID[Compendium.cyphersystem-compendium.abilities.k4LeTZ1lqN9L3hPS]{Tool Mastery}

Third-Tier Technology Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.7VYzHQvF1cz4cfUp]{Mechanical Telepathy} @UUID[Compendium.cyphersystem-compendium.abilities.9r6iNU2GH4oEH6vz]{Serv-0 Scanner} @UUID[Compendium.cyphersystem-compendium.abilities.hIy0GMeL8WALvhEb]{Ship Footing} @UUID[Compendium.cyphersystem-compendium.abilities.Nyt7Z1xWqmnuu265]{Shipspeak} @UUID[Compendium.cyphersystem-compendium.abilities.YIzrA5i8eBSPMFzj]{Spray}

Fourth-Tier Technology Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.2l9FIUVKimPzIXzU]{Machine Bond} @UUID[Compendium.cyphersystem-compendium.abilities.NoKdHv0FSytZR4iF]{Robot Fighter} @UUID[Compendium.cyphersystem-compendium.abilities.NcItnMHjeG9fgE1K]{Serv-0 Aim} @UUID[Compendium.cyphersystem-compendium.abilities.lPqCQOQJF0JfoFRn]{Serv-0 Brawler} @UUID[Compendium.cyphersystem-compendium.abilities.9YuQrJXAQO0qIFPj]{Serv-0 Spy}

Fifth-Tier Technology Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.FxohCBSksJIu1BSA]{Control Machine} @UUID[Compendium.cyphersystem-compendium.abilities.KQDFvUEnIWed1ebo]{Jury-Rig} @UUID[Compendium.cyphersystem-compendium.abilities.XkFsMa9e9IY2FRcN]{Machine Companion}

Sixth-Tier Technology Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.PLyxuOlieOGsJx4h]{Information Gathering} @UUID[Compendium.cyphersystem-compendium.abilities.7QTTrXnxDHskYYhj]{Master Machine}

Magic Flavor

You know a little about magic. You might not be a wizard, but you know the basics—how it works, and how to accomplish a few wondrous things. Of course, in your setting, “magic” might actually mean psychic powers, mutant abilities, weird alien tech, or anything else that produces interesting and useful effects.

An Explorer flavored with magic might be a wizard-hunter, and a Speaker with magical flavor might be a sorcerer-bard. Although an Adept flavored with magic is still an Adept, you might find that swapping some of the type’s basic abilities with those given here tailors the character in desirable ways.

First-Tier Magic Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.I9m3nOdBZ2HoEmbj]{Blessing of the Gods} @UUID[Compendium.cyphersystem-compendium.abilities.SQ4RTDwdA0yiZ81b]{Closed Mind} @UUID[Compendium.cyphersystem-compendium.abilities.bM2Y62eaUKYKdcwq]{Entangling Force} @UUID[Compendium.cyphersystem-compendium.abilities.zArjjFcf9tHQvJTx]{Hedge Magic} @UUID[Compendium.cyphersystem-compendium.abilities.XQxN55rl0f5HFxEM]{Magic Training} @UUID[Compendium.cyphersystem-compendium.abilities.TPEcyzCeC3z5FyyQ]{Mental Link} @UUID[Compendium.cyphersystem-compendium.abilities.ZsI6553CPbGi0wtx]{Premonition}

Second-Tier Magic Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.Mfebb42AE5xt7k85]{Concussive Blast} @UUID[Compendium.cyphersystem-compendium.abilities.21Bi8yur01DCYz5f]{Fetch} @UUID[Compendium.cyphersystem-compendium.abilities.4fcns7ANpZF7pHaz]{Force Field} @UUID[Compendium.cyphersystem-compendium.abilities.wNQ3q7VXtPHlPzqb]{Lock} @UUID[Compendium.cyphersystem-compendium.abilities.rRDSzPJtUCwRVXFR]{Repair Flesh}

Third-Tier Magic Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.MvyXo0ZUsxu8QQ22]{Distance Viewing} @UUID[Compendium.cyphersystem-compendium.abilities.NgHLZq3tZ3CFJvYv]{Fire Bloom} @UUID[Compendium.cyphersystem-compendium.abilities.CAh0KStmP03kgv62]{Fling} @UUID[Compendium.cyphersystem-compendium.abilities.dDhnZrzAxDvK7QYa]{Force at Distance} @UUID[Compendium.cyphersystem-compendium.abilities.wEWyNKnVgVOjsyms]{Summon Giant Spider}

Fourth-Tier Magic Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.XR8WeRW3OlbCIjlJ]{Elemental Protection} @UUID[Compendium.cyphersystem-compendium.abilities.LLvJZvzbGQOrlqoE]{Ignition} @UUID[Compendium.cyphersystem-compendium.abilities.blm1Z8JxvWOiFf0b]{Pry Open}

Fifth-Tier Magic Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.HuhNjMfMxPkTlERH]{Create} @UUID[Compendium.cyphersystem-compendium.abilities.OkKNmMvLFwHxUv2r]{Divine Intervention} @UUID[Compendium.cyphersystem-compendium.abilities.M1FHIlVPVv8O02LV]{Dragon’s Maw} @UUID[Compendium.cyphersystem-compendium.abilities.IKicLElFbkRx5IaM]{Fast Travel} @UUID[Compendium.cyphersystem-compendium.abilities.MGzAkRaGd4LgfQti]{True Senses}

Sixth-Tier Magic Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.RBOc2zxAI9xMoWqW]{Relocate} @UUID[Compendium.cyphersystem-compendium.abilities.LnZkUlKUuuD7iW3P]{Summon Demon} @UUID[Compendium.cyphersystem-compendium.abilities.PlKwEwo6ilGqwxwI]{Traverse the Worlds} @UUID[Compendium.cyphersystem-compendium.abilities.Gsre3acJaxhGBa0S]{Word of Death}

Combat Flavor

Combat flavor makes a character more martial. A Speaker with combat flavor in a fantasy setting would be a battle bard. An Explorer with combat flavor in a historical game might be a pirate. An Adept flavored with combat in a science fiction setting could be a veteran of a thousand psychic wars.

First-Tier Combat Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.UyQTRi5ZwWU5tMO0]{Danger Sense} @UUID[Compendium.cyphersystem-compendium.abilities.o2ZDoteWQsFsqTJr]{Practiced in Armor} @UUID[Compendium.cyphersystem-compendium.abilities.NhijFGxYepJtaa0r]{Practiced With Medium Weapons}

Second-Tier Combat Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.wyUQ3Atl3V1ItCFH]{Bloodlust} @UUID[Compendium.cyphersystem-compendium.abilities.2x7nMe9ZGp3VjI8B]{Combat Prowess} @UUID[Compendium.cyphersystem-compendium.abilities.uatcX3o1oB2Stc4u]{Trained Without Armor}

Third-Tier Combat Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.yl2zo179wXZW5Xxc]{Practiced With All Weapons} @UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks} @UUID[Compendium.cyphersystem-compendium.abilities.CtRvLxfUlCynJv1B]{Skill With Defense} @UUID[Compendium.cyphersystem-compendium.abilities.36nlDXhOP5e5dfns]{Successive Attack}

Fourth-Tier Combat Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.gNRMG3mJTzWaCGph]{Capable Warrior} @UUID[Compendium.cyphersystem-compendium.abilities.Rr4oB1lUzuzFHNHQ]{Deadly Aim} @UUID[Compendium.cyphersystem-compendium.abilities.73miZT5kYFyxnPOT]{Fury} @UUID[Compendium.cyphersystem-compendium.abilities.lwJAowJa4eKlcDjb]{Misdirect} @UUID[Compendium.cyphersystem-compendium.abilities.YIzrA5i8eBSPMFzj]{Spray}

Fifth-Tier Combat Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.GlXd4oFI9Fqq3rAX]{Experienced Defender} @UUID[Compendium.cyphersystem-compendium.abilities.S9QxUr8u2gtwY7ya]{Hard Target} @UUID[Compendium.cyphersystem-compendium.abilities.AmZDmnmP7CxSSN4h]{Parry}

Sixth-Tier Combat Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.oroWEBbp3cvrYwH9]{Greater Skill With Attacks} @UUID[Compendium.cyphersystem-compendium.abilities.4k5JFV78A5SiPjFo]{Mastery in Armor} @UUID[Compendium.cyphersystem-compendium.abilities.LTqgcoprvBF2ZkdH]{Mastery With Defense}

Skills and Knowledge Flavor

This flavor is for characters in roles that call for more knowledge and more real-world application of talent. It’s less flashy and dramatic than supernatural powers or the ability to hack apart multiple foes, but sometimes expertise or know-how is the real solution to a problem.

A Warrior flavored with skills and knowledge might be a military engineer. An Explorer flavored with skills and knowledge could be a field scientist. A Speaker with this flavor might be a teacher.

First-Tier Skills and Knowledge Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.V765JZKDKQ00Buyn]{Interaction Skills} @UUID[Compendium.cyphersystem-compendium.abilities.romswZIOmAmtzfCL]{Investigative Skills} @UUID[Compendium.cyphersystem-compendium.abilities.eEGFknWQZUBNXn99]{Knowledge Skills} @UUID[Compendium.cyphersystem-compendium.abilities.noCgrKbB370cfzQg]{Physical Skills} @UUID[Compendium.cyphersystem-compendium.abilities.wEjdodvc6SLf8yso]{Travel Skills}

Second-Tier Skills and Knowledge Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.jx6DFmlbQrmltHgc]{Extra Skill} @UUID[Compendium.cyphersystem-compendium.abilities.k4LeTZ1lqN9L3hPS]{Tool Mastery} @UUID[Compendium.cyphersystem-compendium.abilities.kv03xEihe4VZNkK5]{Understanding}

Third-Tier Skills and Knowledge Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.dVh39nh5ARUxreUc]{Flex Skill} @UUID[Compendium.cyphersystem-compendium.abilities.uhC4ubTGfhkNvIMX]{Improvise}

Fourth-Tier Skills and Knowledge Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.4USzF8qKs8oZJH13]{Multiple Skills} @UUID[Compendium.cyphersystem-compendium.abilities.Mac5S0sQe9Muf4Mv]{Quick Wits} @UUID[Compendium.cyphersystem-compendium.abilities.NaqoExT72j3xkWp3]{Task Specialization}

Fifth-Tier Skills and Knowledge Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.NhijFGxYepJtaa0r]{Practiced With Medium Weapons} @UUID[Compendium.cyphersystem-compendium.abilities.lbXg8UlSCG23yxO4]{Read the Signs}

Sixth-Tier Skills and Knowledge Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks} @UUID[Compendium.cyphersystem-compendium.abilities.CtRvLxfUlCynJv1B]{Skill With Defense}

","markdown":""},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"ownership":{"default":-1},"flags":{}},{"sort":393750,"name":"Descriptor","type":"text","_id":"gK5t9ActY73rBLe5","title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"

Your descriptor defines your character—it flavors everything you do. The differences between a Charming Explorer and a Vicious Explorer are considerable. The descriptor changes the way those characters go about every action. Your descriptor places your character in the situation (the first adventure, which starts the campaign) and helps provide motivation. It is the adjective of the sentence “I am an adjective noun who verbs.”

Descriptors offer a one-time package of extra abilities, skills, or modifications to your stat Pools. Not all of a descriptor’s offerings are positive character modifications. For example, some descriptors have inabilities—tasks that a character isn’t good at. You can think of inabilities as negative skills—instead of being one step better at that kind of task, you’re one step worse. If you become skilled at a task that you have an inability with, they cancel out. Remember that characters are defined as much by what they’re not good at as by what they are good at.

Descriptors also offer a few brief suggestions for how your character got involved with the rest of the group on their first adventure. You can use these, or not, as you wish.

This section details fifty descriptors. Choose one of them for your character. You can pick any descriptor you wish regardless of your type. At the end of this chapter, a few options are provided for Customizing Descriptors, including making a character’s species their descriptor.

(Your descriptor matters most when you are a beginning character. The benefits (and perhaps drawbacks) that come from your descriptor will eventually be overshadowed by the growing importance of your type and focus. However, the influence of your descriptor will remain at least somewhat important throughout your character’s life.)

Customizing Descriptors

Under the normal rules, each descriptor is based on some modification of the following guidelines:

With this general information, you can customize a descriptor, but keep in mind that a heavily customized descriptor isn’t a descriptor if it no longer says one thing about a character. It’s better to use this information to create a new descriptor that fits exactly how the player wants to portray the character.

Species as Descriptor

Sometimes, in settings that have alien or fantasy species, players want to play a member of that species rather than the default (which is usually “human”). Most of the time, this choice is one of flavor rather than game mechanics. If you’re a 7-foot-tall furry Rigellian with three eyes, that’s great, but it doesn’t change your stats or skills (though it may have roleplaying challenges).

However, sometimes being a nonhuman results in more substantive changes. A PC ogre in a fantasy setting might have the Strong or Tough descriptor, or perhaps it has a descriptor simply called Ogre, which is similar to Strong or Tough but more pronounced (with greater Might but even greater drawbacks). This would mean that instead of being a Tough Warrior who Controls Beasts, the character is an Ogre Warrior who Controls Beasts.

The Genre chapter offers a few species descriptors, but many GMs will want to create their own as suits their setting. It can’t be stressed enough, however, that nine times out of ten, in most genres, species differences aren’t significant enough to warrant this treatment. The differences between a Mysterious character and a Virtuous one are probably greater than those between an Alpha Centauran and an Earthling.

Descriptors

Appealing

You’re attractive to others, but perhaps more important, you are likeable and charismatic. You’ve got that “special something” that draws others to you. You often know just the right thing to say to make someone laugh, put them at ease, or spur them to action. People like you, want to help you, and want to be your friend.

You gain the following characteristics:

Charismatic: +2 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.iLViKiz8EUbAbChF]{Skill}: You are trained in pleasant social interactions.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.6yXynECByG8UO0IC]{Resistant to Charms}: You’re aware of how others can manipulate and charm people, and you notice when those tactics are used on you. Because of this awareness, you are trained in resisting any kind of persuasion or seduction if you wish it.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You met a total stranger (one of the other PCs) and charmed them so much that they invited you along.

  2. The PCs were looking for someone else, but you convinced them that you were perfect instead.

  3. Pure happenstance—because you just go along with the flow of things and everything usually works out.

  4. Your charismatic ways helped get one of the PCs out of a difficult spot a long time ago, and they always ask you to join them on new adventures.

Beneficent

Helping others is your calling. It’s why you’re here. Others delight in your outgoing and charitable nature, and you delight in their happiness. You’re at your best when you’re aiding people, either by explaining how they can best overcome a challenge or by demonstrating how to do so yourself.

You gain the following characteristics:

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.VRlwCOQq4321KUkM]{Generous}: Allies who have spent the last day with you add +1 to their recovery rolls.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.GVocWeYToxrIsT5M]{Altruistic}: If you’re standing next to a creature that takes damage, you can intercede and take 1 point of that damage yourself (reducing the damage inflicted on the creature by 1 point). If you have Armor, it does not provide a benefit when you use this ability.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.RSdNXeHg25zlTzza]{Skill}: You’re trained in all tasks related to pleasant social interaction, putting other people at ease, and gaining trust.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.8AmUhRVSxOZepa3T]{Helpful}: Whenever you help another character, that character gains the benefit as if you were trained even if you are not trained or specialized in the attempted task.

@UUID[Compendium.cyphersystem-compendium.inabilities.TmkpqIeOFknKujcO]{Inability}: While you are alone, all Intellect and Speed tasks are hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. Even though you didn’t know most of the other PCs beforehand, you invited yourself along on their quest.

  2. You saw the PCs struggling to overcome a problem and selflessly joined them to help.

  3. You’re nearly certain the PCs will fail without you.

  4. The choice was between your tattered life and helping others. You haven’t looked back since.

Brash

You’re a self-assertive sort, confident in your abilities, energetic, and perhaps a bit irreverent toward ideas that you don’t agree with. Some people call you bold and brave, but those you’ve put in their place might call you puffed up and arrogant. Whatever. It’s not in your nature to care what other people think about you, unless those people are your friends or family. Even someone as brash as you knows that friends sometimes have to come first.

You gain the following characteristics:

Energetic: +2 to your Speed Pool.

@UUID[Compendium.cyphersystem-compendium.basic-skills.gbWPNb1uKsRtZWSL]{Skill}: You are trained in initiative.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.J9qtYUcvomIXvpEh]{Bold}: You are trained in all actions that involve overcoming or ignoring the effects of fear or intimidation.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You noticed something weird going on, and without much thought, you jumped in with both feet.

  2. You showed up when and where you did on a dare because, hey, you don’t back down from dares.

  3. Someone called you out, but instead of walking into a fight, you walked into your current situation.

  4. You told your friend that nothing could scare you, and nothing you saw would change your mind. They brought you to your current point.

Calm

You’ve spent most of your life in sedentary pursuits—books, movies, hobbies, and so on—rather than active ones. You’re well versed in all manner of academia or other intellectual pursuits, but nothing physical. You’re not weak or feeble, necessarily (although this is a good descriptor for characters who are elderly), but you have no experience in more physical activities.

Calm is a great descriptor for characters who never intended to have adventures but were thrust into them, a trope that occurs often in modern games and particularly in horror games.

You gain the following characteristics:

Bookish: +2 to your Intellect Pool.

Skills: You are trained in four nonphysical skills of your choice.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.9BT9upa6c8kqf6kB]{Trivia}: You can come up with a random fact pertinent to the current situation when you wish it. This is always a matter of fact, not conjecture or supposition, and must be something you could have logically read or seen in the past. You can do this one time, although the ability is renewed each time you make a recovery roll.

@UUID[Compendium.cyphersystem-compendium.inabilities.WmhgwviF6ci24PJL]{Inability}: You’re just not a fighter. All physical attacks are hindered.

@UUID[Compendium.cyphersystem-compendium.inabilities.kR3req7hyQazHomU]{Inability}: You’re not the outdoorsy type. All climbing, running, jumping, and swimming tasks are hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You read about the current situation somewhere and decided to check it out for yourself.

  2. You were in the right (wrong?) place at the right (wrong?) time.

  3. While avoiding an entirely different situation, you walked into your current situation.

  4. One of the other PCs dragged you into it.

Chaotic

Danger doesn’t mean much to you, mainly because you don’t think much about repercussions. In fact, you enjoy sowing surprises, just to see what will happen. The more unexpected the result, the happier you are. Sometimes you are particularly manic, and for the sake of your companions, you restrain yourself from taking actions that you know will lead to disaster.

You gain the following characteristics:

Tumultuous: +4 to your Speed Pool.

@UUID[Compendium.cyphersystem-compendium.basic-skills.5X8qgmSuvRVNTiaP]{Skill}: You are trained in {Intellect defense actions.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.JrGRhq4ndoh12HDe]{Chaotic}: Once after each ten-hour recovery roll, if you don’t like the first result, you can reroll a die roll of your choice. If you do, and regardless of the outcome, the GM presents you with a GM intrusion.

@UUID[Compendium.cyphersystem-compendium.inabilities.qRXj5XtPAxa0kTR1]{Inability}: Your body is a bit worn from occasional excesses. Might defense tasks are hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. Another PC recruited you while you were on your best behavior, before realizing how chaotic you were.

  2. You have reason to believe that being with the other PCs will help you gain control over your erratic behavior.

  3. Another PC released you from captivity, and to thank them, you volunteered to help.

  4. You have no idea how you joined the PCs. You’re just going along with it for now until answers present themselves.

Charming

You’re a smooth talker and a charmer. Whether through seemingly supernatural means or just a way with words, you can convince others to do as you wish. Most likely, you’re physically attractive or at least highly charismatic, and others enjoy listening to your voice. You probably pay attention to your appearance, keeping yourself well groomed. You make friends easily. You play up the personality facet of your Intellect stat; intelligence is not your strong suit. You’re personable, but not necessarily studious or strong-willed.

You gain the following characteristics:

Personable: +2 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.iLViKiz8EUbAbChF]{Skill}: You’re trained in all tasks involving positive or pleasant social interaction.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.GB6PefdjeMm43AmT]{Skill}: You’re trained when using special abilities that influence the minds of others.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.mslNlViBupFclz9t]{Contact}: You have an important contact who is in an influential position, such as a minor noble, the captain of the town guard/police, or the head of a large gang of thieves. You and the GM should work out the details together.

@UUID[Compendium.cyphersystem-compendium.inabilities.kWemIBj5S33u3Vsy]{Inability}: You were never good at studying or retaining facts. Any task involving lore, knowledge, or understanding is hindered.

@UUID[Compendium.cyphersystem-compendium.inabilities.zHgQDe14mPF3G95Q]{Inability}: Your willpower is not one of your strong points. Defense actions to resist mental attacks are hindered.

Additional Equipment: You’ve managed to talk your way into some decent discounts and bonuses in recent weeks. As a result, you have enough cash jangling in your pocket to purchase a moderately priced item.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You convinced one of the other PCs to tell you what they were doing.

  2. You instigated the whole thing and convinced the others to join you.

  3. One of the other PCs did a favor for you, and now you’re repaying that obligation by helping them with the task at hand.

  4. There is a reward involved, and you need the money.

Clever

You’re quick-witted, thinking well on your feet. You understand people, so you can fool them but are rarely fooled. Because you easily see things for what they are, you get the lay of the land swiftly, size up threats and allies, and assess situations with accuracy. Perhaps you’re physically attractive, or maybe you use your wit to overcome any physical or mental imperfections.

You gain the following characteristics:

Smart: +2 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.wOLQBlCsA3jDifa9]{Skill}: You’re trained in all interactions involving lies or trickery.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.DlnCXfB1v1U859YY]{Skill}: You’re trained in defense rolls to resist mental effects.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.8acHBoOvIk3UseOl]{Skill}: You’re trained in all tasks involving identifying or assessing danger, lies, quality, importance, function, or power.

@UUID[Compendium.cyphersystem-compendium.inabilities.kWemIBj5S33u3Vsy]{Inability}: You were never good at studying or retaining trivial knowledge. Any task involving lore, knowledge, or understanding is hindered.

Additional Equipment: You see through the schemes of others and occasionally convince them to believe you—even when, perhaps, they should not. Thanks to your clever behavior, you have an additional expensive item.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You convinced one of the other PCs to tell you what they were doing.

  2. From afar, you observed that something interesting was going on.

  3. You talked your way into the situation because you thought it might earn some money.

  4. You suspect that the other PCs won’t succeed without you.

Clumsy

Graceless and awkward, you were told that you’d grow out of it, but you never did. You often drop things, trip over your own feet, or knock things (or people) over. Some people get frustrated by this quality, but most find it funny and even a little charming.

Some players may not want to be defined by a “negative” quality like Clumsy, but in truth, even this kind of descriptor has enough advantages that it makes for capable and talented characters. What negative descriptors really do is make more interesting and complex characters that are often great fun to play.

You gain the following characteristics:

Butterfingers: −2 to your Speed Pool.

Thick-Muscled: +2 to your Might Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.bvTJ0HZOfXlpr0pc]{Inelegant}: You have a certain lovable charm. You are trained in all pleasant social interactions when you express a lighthearted, self-deprecating manner.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.wJyw4ypyuGZ5Jde1]{Dumb Luck}: The GM can introduce a GM intrusion on you, based on your clumsiness, without awarding you any XP (as if you had rolled a 1 on a d20 roll). However, if this happens, 50% of the time, your clumsiness works to your advantage. Rather than hurting you (much), it helps you, or it hurts your enemies. You slip, but it’s just in time to duck an attack. You fall down, but you trip your enemies as you crash into their legs. You turn around too quickly, but you end up knocking the weapon from your foe’s hand. You and the GM should work together to determine the details. If the GM wishes, they can use GM intrusions based on your clumsiness normally (awarding XP).

@UUID[Compendium.cyphersystem-compendium.expanded-skills.0yrwPAkrOBERFQOq]{Skill}: You’ve got a certain bull-like quality. You are trained in tasks involving breaking things.

@UUID[Compendium.cyphersystem-compendium.inabilities.veArOrXeYD25sHog]{Inability}: Any task that involves balance, grace, or hand-to-eye coordination is hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You were in the right place at the right time.

  2. You had a piece of information that the other PCs needed to make their plans.

  3. A sibling recommended you to the other PCs.

  4. You stumbled into the PCs as they were discussing their mission, and they took a liking to you.

Craven

Courage fails you at every turn. You lack the willpower and resolve to stand fast in the face of danger. Fear gnaws at your heart, chewing away at your mind, driving you to distraction until you cannot bear it. Most times, you back down from confrontations. You flee from threats and vacillate when faced with difficult decisions.

Yet for all that fear dogs you and possibly shames you, your cowardly nature proves to be a useful ally from time to time. Listening to your fears has helped you escape danger and avoid taking unnecessary risks. Others may have suffered in your place, and you might be the first to admit this fact, but secretly you feel intense relief from having avoided an unthinkable and terrible fate.

Descriptors like Craven, Cruel, and Dishonorable might not be appropriate for every group. These are villainous traits and some people want their PCs to be entirely heroic. But others don’t mind a little moral greyness thrown into the mix. Still others see things like Craven and Cruel as traits to overcome as their characters develop (probably earning them different descriptors).

You gain the following characteristics:

Furtive: +2 to your Speed Pool.

@UUID[Compendium.cyphersystem-compendium.basic-skills.duTx0BwgmC1Gw3Ze]{Skill}: You’re trained in stealth-based tasks.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.EyD5RQ654NoPJ7MN]{Skill}: You’re trained in running actions.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.48EDNk0hOv8KvoVs]{Skill}: You’re trained in any action taken to escape danger, flee from a dangerous situation, or wheedle your way out of trouble.

@UUID[Compendium.cyphersystem-compendium.inabilities.gpHPkjq631isDAjT]{Inability}: You do not willingly enter dangerous situations. Any initiative actions (to determine who goes first in combat) are hindered.

@UUID[Compendium.cyphersystem-compendium.inabilities.4raydis9fTWFq8Rc]{Inability}: You fall to pieces when you have to undertake a potentially dangerous task alone. Any such task (such as attacking a creature by yourself) is hindered.

Additional Equipment: You have a good luck charm or protective device to keep you out of harm’s way.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You believe that you’re being hunted, and you have hired one of the other PCs as your protector.

  2. You seek to escape your shame and take up with capable individuals in the hopes of repairing your reputation.

  3. One of the other PCs bullied you into coming along.

  4. The group answered your cries for help when you were in trouble.

Creative

Maybe you have a notebook where you write down ideas so you can develop them later. Perhaps you email yourself ideas that strike you out of the blue so you can sort them in an electronic document. Or maybe you just sit down, stare at your screen and, by indomitable force of will, produce something from nothing. However your gift works, you’re creative—you code, write, compose, sculpt, design, direct, or otherwise create narratives that enthrall other people with your vision.

You gain the following characteristics:

Inventive: +2 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.SKNSOPcNsoSDk6Xm]{Original}: You’re always coming up with something new. You’re trained in any task related to creating a narrative (such as a story, play, or scenario). This includes deception, if the deception involves a narrative you’re able to tell.

Skill: You are naturally inventive. You are trained in one specific creative skill of your choice: @UUID[Compendium.cyphersystem-compendium.expanded-skills.eKQYG8hDn7akNxns]{writing}, @UUID[Compendium.cyphersystem-compendium.expanded-skills.fHmBT2eRXI6WQnyZ]{computer coding}, @UUID[Compendium.cyphersystem-compendium.expanded-skills.Lq20krfxQeY7B2qo]{composing music}, @UUID[Compendium.cyphersystem-compendium.expanded-skills.LVVmRzkp5GwB3NE0]{painting}, @UUID[Compendium.cyphersystem-compendium.expanded-skills.wCrjggZ7oUZYZAMD]{drawing}, and so on.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.zz0QUtOoUro9OErB]{Skill}: You love solving riddles and the like. You are trained in puzzle-solving tasks.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.pHUz4ZRnWfsBbtQ7]{Skill}: To be creative requires that you always be learning. You are trained in any task that involves finding out something new, such as when you’re digging through a library, data bank, news archive, or similar collection of knowledge.

@UUID[Compendium.cyphersystem-compendium.inabilities.JDEjrsDDDqVcqSZp]{Inability}: You’re inventive but not charming. All tasks related to pleasant social interaction are hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You were doing research for a project and convinced the PCs to bring you along.

  2. You’re looking for new markets for the results of your creative output.

  3. You fell in with the wrong crowd, but they grew on you.

  4. A creative life is often one beset with financial hurdles. You joined the PCs because you hoped it would be profitable.

Cruel

Misfortune and suffering do not move you. When another endures hardship, you find it hard to care, and you may even enjoy the pain and difficulty the person experiences if they’ve done you wrong in the past. Your cruel streak may derive from bitterness brought about by your own struggles and disappointments. You might be a hard pragmatist, doing what you feel you must even if others are worse for it. Or you could be a sadist, delighting in the pain you inflict.

Being cruel does not necessarily make you a villain. Your cruelty may be reserved for those who cross you or other people useful to you. You might have become cruel as the result of an intensely awful experience. Abuse and torture, for example, can strip away compassion for other living beings.

As well, you need not be cruel in every situation. In fact, others might see you as personable, friendly, and even helpful. But when angered or frustrated, your dual nature reveals itself, and those who have earned your scorn are likely to suffer for it.

You gain the following characteristics:

Cunning: +2 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.Pp6FiVf17qqHapKd]{Cruelty}: When you use force, you can choose to maim or deliver painful injuries to draw out your foe’s suffering. Whenever you inflict damage, you can choose to inflict 2 fewer points of damage to ease your next attack against that foe.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.ks2lNbYe7169G57r]{Skill}: You’re trained in tasks related to deception, intimidation, and persuasion when you interact with characters experiencing physical or emotional pain.

@UUID[Compendium.cyphersystem-compendium.inabilities.1Jo8JX85AfL1Kx5P]{Inability}: You have a hard time connecting with others, understanding their motives, or sharing their feelings. Any task to ascertain another character’s motives, feelings, or disposition is hindered.

Additional Equipment: You have a valuable memento from the last person you destroyed. The memento is moderately priced, and you can sell it or trade it for an item of equal or lesser value.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You suspect that you might gain a long-term advantage from helping the other PCs and may be able to use that advantage against your enemies.

  2. By joining the PCs, you see an opportunity to grow your personal power and status at the expense of others.

  3. You hope to make another PC’s life more difficult by joining the group.

  4. Joining the PCs gives you an opportunity to escape justice for a crime you committed.

Dishonorable

There is no honor among thieves—or betrayers, backstabbers, liars, or cheats. You are all of these things, and either you don’t lose any sleep over it, or you deny the truth to others or to yourself. Regardless, you are willing to do whatever it takes to get your own way. Honor, ethics, and principles are merely words. In your estimation, they have no place in the real world.

You gain the following characteristics:

Sneaky: +4 to your Speed Pool.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.KmXEb22OUjlCwjVY]{Just Desserts}: When the GM gives another player an experience point to award to someone for a GM intrusion, that player cannot give it to you.

@UUID[Compendium.cyphersystem-compendium.basic-skills.eeHdJpr4k8hYtGr5]{Skill}: You are trained in deception.

@UUID[Compendium.cyphersystem-compendium.basic-skills.duTx0BwgmC1Gw3Ze]{Skill}: You are trained in stealth.

@UUID[Compendium.cyphersystem-compendium.basic-skills.tZ7PdXuWQyRMo0Rh]{Skill}: You are trained in intimidation.

@UUID[Compendium.cyphersystem-compendium.inabilities.JDEjrsDDDqVcqSZp]{Inability}: People don’t like or trust you. Pleasant social interactions are hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You are interested in what the PCs are doing, so you lied to them to get into their group.

  2. While skulking about, you overheard the PCs’ plans and realized that you wanted in.

  3. One of the other PCs invited you, having no idea of what you’re truly like.

  4. You bullied your way in with intimidation and bluster.

Doomed

You are quite certain that your fate is leading you, inextricably, toward a terrible end. This fate might be yours alone, or you might be dragging along the people closest to you.

You gain the following characteristics:

Jumpy: +2 to your Speed Pool.

@UUID[Compendium.cyphersystem-compendium.basic-skills.rH5FwMXGaNn21DZD]{Skill}: Always on the lookout for danger, you are trained in perception-related tasks.

@UUID[Compendium.cyphersystem-compendium.basic-skills.FXYWkXG7Iq6Wm1pS]{Skill}: You are defense minded, so you are trained in Speed defense tasks.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.cqT873UxELpJ3Mq2]{Skill}: You are cynical and expect the worst. Thus, you are resistant to mental shocks. You are trained in Intellect defense tasks having to do with losing your sanity or equanimity.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.ljIhLeM7ZcZuAJTk]{Doom}: Every other time the GM uses GM intrusion on your character, you cannot refuse it and do not get an XP for it (you still get an XP to award to another player). This is because you are doomed. The universe is a cold, uncaring place, and your efforts are futile at best.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You attempted to avoid it, but events seemed to conspire to draw you to where you are.

  2. Why not? It doesn’t matter. You’re doomed no matter what you do.

  3. One of the other PCs saved your life, and now you’re repaying that obligation by helping them with the task at hand.

  4. You suspect that the only hope you have of avoiding your fate might lie on this path.

Empathic

Other people are open books to you. You may have a knack for reading a person’s tells, those subtle movements that convey an individual’s mood and disposition. Or you may receive information in a more direct way, feeling a person’s emotions as if they were tangible things, sensations that lightly brush against your mind. Your gift for empathy helps you navigate social situations and control them to avoid misunderstandings and prevent useless conflicts from erupting.

The constant bombardment of emotions from those around you likely takes a toll. You might move with the prevailing mood, swinging from giddy happiness to bitter sorrow with little warning. Or you might close yourself off and remain inscrutable to others out of a sense of self-preservation or an unconscious fear that everyone else might learn how you truly feel.

You gain the following characteristics:

Open Mind: +4 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.H4LHMcUqFB4rMLW1]{Skill}: You’re trained in tasks involving sensing other emotions, discerning dispositions, and getting a hunch about people around you.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.J08uzxkHA7sn70LX]{Skill}: You’re trained in all tasks involving social interaction, pleasant or otherwise.

@UUID[Compendium.cyphersystem-compendium.inabilities.OHgyIguDuF48QMDD]{Inability}: Being so receptive to others’ thoughts and moods makes you vulnerable to anything that attacks your mind. Intellect defense rolls are hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You sensed the commitment to the task the other PCs have and felt moved to help them.

  2. You established a close bond with another PC and can’t bear to be parted from them.

  3. You sensed something strange in one of the PCs and decided to join the group to see if you can sense it again and uncover the truth.

  4. You joined the PCs to escape an unpleasant relationship or negative environment.

Exiled

You have walked a long and lonely road, leaving your home and your life behind. You might have committed a heinous crime, something so awful that your people forced you out, and if you dare return, you face death. You might have been accused of a crime you didn’t commit and now must pay the price for someone else’s wicked deed. Your exile might be the result of a social gaffe—perhaps you shamed your family or a friend, or you embarrassed yourself in front of your peers, an authority, or someone you respect. Whatever the reason, you have left your old life behind and now strive to make a new one.

You gain the following characteristics:

Self-Reliant: +2 to your Might Pool.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.PT7NoHCCjePtX6OW]{Loner}: You gain no benefit when you get help with a task from another character who is trained or specialized in that task.

@UUID[Compendium.cyphersystem-compendium.basic-skills.Q9tfUkhYGRJ5Df42]{Skill}: You’re trained in all tasks involving sneaking.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.KU2IUPjDKKIbfxkH]{Skill}: You’re trained in all tasks involving foraging, hunting, and finding safe places to rest or hide.

@UUID[Compendium.cyphersystem-compendium.inabilities.tlL5bTqgc9lt5GNz]{Inability}: Living on your own for as long as you have makes you slow to trust others and awkward in social situations. Any task involving social interaction is hindered.

Additional Equipment: You have a memento from your past—an old picture, a locket with a few strands of hair inside, or a lighter given to you by someone important. You keep the object close at hand and pull it out to help you remember better times.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. The other PCs earned your trust by helping you when you needed it. You accompany them to repay them.

  2. While exploring on your own, you discovered something strange. When you traveled to a settlement, the PCs were the only ones who believed you, and they have accompanied you to help you deal with the problem.

  3. One of the other PCs reminds you of someone you used to know.

  4. You have grown weary of your isolation. Joining the other PCs gives you a chance to belong.

Fast

You’re fleet of foot. Because you’re quick, you can accomplish tasks more rapidly than others can. You’re not just quick on your feet, however—you’re quick with your hands, and you think and react quickly. You even talk quickly.

You gain the following characteristics:

Energetic: +2 to your Speed Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.EyD5RQ654NoPJ7MN]{Skill}: You are trained in running.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.YHNmhduMB7gVvUtJ]{Fast}: You can move a short distance and still take another action in the same round, or you can move a long distance as your action without needing to make any kind of roll.

@UUID[Compendium.cyphersystem-compendium.inabilities.qRXj5XtPAxa0kTR1]{Inability}: You’re a sprinter, not a long-distance runner. You don’t have a lot of stamina. Might defense rolls are hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You jumped in to save one of the other PCs who was in dire need.

  2. One of the other PCs recruited you for your unique talents.

  3. You’re impulsive, and it seemed like a good idea at the time.

  4. This mission ties in with a personal goal of your own.

Foolish

Not everyone can be brilliant. Oh, you don’t think of yourself as stupid, and you’re not. It’s just that others might have a bit more . . . wisdom. Insight. You prefer to barrel along headfirst through life and let other people worry about things. Worrying’s never helped you, so why bother? You take things at face value and don’t fret about what tomorrow might bring.

People call you “idiot” or “numbskull,” but it doesn’t faze you much.

It can be liberating and really fun to play a foolish character. In some ways, the pressure to always do the right, smart thing is off. On the other hand, if you play such a character as a bumbling moron in every situation, that can become annoying to everyone else at the table. As with everything, moderation is the key.

You gain the following characteristics:

Unwise: –4 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.4FMLdzuRxQsVnh1P]{Carefree}: You succeed more on luck than anything. Every time you roll for a task, roll twice and take the higher result.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.6ydImEoLRFErPjFe]{Intellect Weakness}: Any time you spend points from your Intellect Pool, it costs you 1 more point than usual.

@UUID[Compendium.cyphersystem-compendium.inabilities.OHgyIguDuF48QMDD]{Inability}: Any Intellect defense task is hindered.

@UUID[Compendium.cyphersystem-compendium.inabilities.I7pKktxfFilMCCi1]{Inability}: Any task that involves seeing through a deception, an illusion, or a trap is hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. Who knows? Seemed like a good idea at the time.

  2. Someone asked you to join up with the other PCs. They told you not to ask too many questions, and that seemed fine to you.

  3. Your parent (or a parental/mentor figure) got you involved to give you something to do and maybe “teach you some sense.”

  4. The other PCs needed some muscle who wouldn’t overthink things.

Graceful

You have a perfect sense of balance, moving and speaking with grace and beauty. You’re quick, lithe, flexible, and dexterous. Your body is perfectly suited to dance, and you use that advantage in combat to dodge blows. You might wear garments that enhance your agile movement and sense of style.

You gain the following characteristics:

Agile: +2 to your Speed Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.KjmXC7wwXc8DqM82]{Skill}: You’re trained in all tasks involving balance and careful movement.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.K2S2yAu0BJc7TMEh]{Skill}: You’re trained in all tasks involving physical performing arts.

@UUID[Compendium.cyphersystem-compendium.basic-skills.FXYWkXG7Iq6Wm1pS]{Skill}: You’re trained in all Speed defense tasks.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. Against your better judgment, you joined the other PCs because you saw that they were in danger.

  2. One of the other PCs convinced you that joining the group would be in your best interests.

  3. You’re afraid of what might happen if the other PCs fail.

  4. There is reward involved, and you need the money.

Guarded

You conceal your true nature behind a mask and are loath to let anyone see who you really are. Protecting yourself, physically and emotionally, is what you care about most, and you prefer to keep everyone else at a safe distance. You may be suspicious of everyone you meet, expecting the worst from people so you won’t be surprised when they prove you right. Or you might just be a bit reserved, careful about letting people through your gruff exterior to the person you really are.

No one can be as reserved as you are and make many friends. Most likely, you have an abrasive personality and tend to be pessimistic in your outlook. You probably nurse an old hurt and find that the only way you can cope is to keep it and your personality locked down.

You gain the following characteristics:

Suspicious: +2 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.basic-skills.5X8qgmSuvRVNTiaP]{Skill}: You are trained in all Intellect defense tasks.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.hJHg9c1wuIJsPdtn]{Skill}: You are trained in all tasks involving discerning the truth, piercing disguises, and recognizing falsehoods and other deceptions.

@UUID[Compendium.cyphersystem-compendium.inabilities.a0eju2Y9hvObXxHC]{Inability}: Your suspicious nature makes you unlikeable. Any task involving deception or persuasion is hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. One of the PCs managed to overcome your defenses and befriend you.

  2. You want to see what the PCs are up to, so you accompany them to catch them in the act of some wrongdoing.

  3. You have made a few enemies and take up with the PCs for protection.

  4. The PCs are the only people who will put up with you.

Hardy

Your body was built to take abuse. Whether you’re pounding down stiff drinks while holding up a bar in your favorite watering hole or trading blows with a thug in a back alley, you keep going, shrugging off hurts and injuries that might slow or incapacitate a lesser person. Neither hunger nor thirst, cut flesh nor broken bone can stop you. You just press on through the pain and continue.

As fit and healthy as you are, the signs of wear show in the myriad scars crisscrossing your body, your thrice-broken nose, your cauliflower ears, and any number of other disfigurements you wear with pride.

You gain the following characteristics:

Mighty: +4 to your Might Pool.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.92q8rFEj1dQKNCD9]{Fast Healer}: You halve the time it takes to make a recovery roll (minimum one action).

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.qgJiQgqukmcFFNor]{Almost Unstoppable}: While you are impaired on the damage track, you function as if you were hale. While you are debilitated, you function as if you were impaired. In other words, you don’t suffer the effects of being impaired until you become debilitated, and you never suffer the effects of being debilitated. You still die if all your stat Pools are 0.

@UUID[Compendium.cyphersystem-compendium.basic-skills.Q0vfmbqehJw0jYBa]{Skill}: You are trained in Might defense actions.

@UUID[Compendium.cyphersystem-compendium.basic-skills.gbWPNb1uKsRtZWSL]{Inability}: Your big, strong body is slow to react. Any task involving initiative is hindered.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.62e9ZYD1UeGlalWu]{Ponderous}: When you apply Effort when making a Speed roll, you must spend 1 extra point from your Speed Pool.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. The PCs recruited you after learning about your reputation as a survivor.

  2. You joined the PCs because you want or need the money.

  3. The PCs offered you a challenge equal to your physical power.

  4. You believe the only way the PCs will succeed is if you are along to protect them.

Hideous

You are physically repugnant by almost any human standard. You might have had a serious accident, a harmful mutation, or just poor genetic luck, but you are incontrovertibly ugly.

You’ve more than made up for your appearance in other ways, however. Because you have to hide your appearance, you excel at sneaking about unnoticed or disguising yourself. But perhaps most important, being ostracized while others socialized, you took the time growing up to develop yourself as you saw fit—you grew strong or quick, or you honed your mind.

You gain the following characteristics:

Versatile: You get 4 additional points to divide among your stat Pools.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.bjX9wcG3SzUn5q46]{Skill}: You are trained in intimidation and any other fear-based interactions, if you show your true face.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.lW5xh0jPpRTp1iB6]{Skill}: You are trained in disguise and stealth tasks.

@UUID[Compendium.cyphersystem-compendium.inabilities.JDEjrsDDDqVcqSZp]{Inability}: All tasks relating to pleasant social interaction are hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. One of the other PCs approached you while you were in disguise, recruiting you while believing you were someone else.

  2. While skulking about, you overheard the other PCs’ plans and realized you wanted in.

  3. One of the other PCs invited you, but you wonder if it was out of pity.

  4. You bullied your way in with intimidation and bluster.

Honorable

You are trustworthy, fair, and forthright. You try to do what is right, to help others, and to treat them well. Lying and cheating are no way to get ahead—these things are for the weak, the lazy, or the despicable. You probably spend a lot of time thinking about your personal honor, how best to maintain it, and how to defend it if challenged. In combat, you are straightforward and offer quarter to any foe.

You were likely instilled with this sense of honor by a parent or a mentor. Sometimes the distinction between what is and isn’t honorable varies with different schools of thought, but in broad strokes, honorable people can agree on most aspects of what honor means.

You gain the following characteristics:

Stalwart: +2 to your Might Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.iLViKiz8EUbAbChF]{Skill}: You are trained in pleasant social interactions.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.iUJdgnZi90GZjY9s]{Skill}: You are trained in discerning people’s true motives or seeing through lies.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. The PCs’ goals appear to be honorable and commendable.

  2. You see that what the other PCs are about to do is dangerous, and you’d like to help protect them.

  3. One of the other PCs invited you, hearing of your trustworthiness.

  4. You asked politely if you could join the other PCs in their mission.

Impulsive

You have a hard time tamping down your enthusiasm. Why wait when you can just do it (whatever it is) and get it done? You deal with problems when they arise rather than plan ahead. Putting out the small fires now prevents them from becoming one big fire later. You are the first to take risks, to jump in and lend a hand, to step into dark passages, and to find danger.

Your impulsiveness likely gets you into trouble. While others might take time to study the items they discover, you use such items without hesitation. After all, the best way to learn what something can do is to use it. When a cautious explorer might look around and check for danger nearby, you have to physically stop yourself from bulling on ahead. Why fuss around when the exciting thing is just ahead?

Impulsive characters get into trouble. That’s their thing, and that’s fine. But if you’re constantly dragging your fellow PCs into trouble (or worse, getting them seriously hurt or killed), that will be annoying, to say the least. A good rule of thumb is that impulsiveness doesn’t always mean a predilection for doing the wrong thing. Sometimes it’s the urge to do the right thing.

You gain the following characteristics:

Reckless: +2 to your Speed Pool.

@UUID[Compendium.cyphersystem-compendium.basic-skills.gbWPNb1uKsRtZWSL]{Skill}: You’re trained in initiative actions (to determine who goes first in combat).

@UUID[Compendium.cyphersystem-compendium.basic-skills.FXYWkXG7Iq6Wm1pS]{Skill}: You’re trained in Speed defense actions.

@UUID[Compendium.cyphersystem-compendium.inabilities.gBUQ2i4VroKkBVQ7]{Inability}: You’ll try anything once, but quickly grow bored after that. Any task that involves patience, willpower, or discipline is hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You heard what the other PCs were up to and suddenly decided to join them.

  2. You pulled everyone together after you heard rumors about something interesting you want to see or do.

  3. You blew all of your money and now find yourself strapped for cash.

  4. You’re in trouble for acting recklessly. You join the other PCs because they offer a way out of your problem.

Inquisitive

The world is vast and mysterious, with wonders and secrets to keep you amazed for several lifetimes. You feel the tugging on your heart, the call to explore the wreckage of past civilizations, to discover new peoples, new places, and whatever bizarre wonders you might find along the way. However, as strongly as you feel the pull to roam the world, you know there is danger aplenty, and you take precautions to ensure that you are prepared for any eventuality. Research, preparation, and readiness will help you live long enough to see everything you want to see and do everything you want to do.

You probably have a dozen books and travelogues about the world on you at any time. When not hitting the road and looking around, you spend your time with your nose in a book, learning everything you can about the place you’re going so you know what to expect when you get there.

You gain the following characteristics:

Smart: +4 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.pHUz4ZRnWfsBbtQ7]{Skill}: You are eager to learn. You are trained in any task that involves learning something new, whether you’re talking to a local to get information or digging through old books to find lore.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.RZkMJad4OfSOU1Pq]{Skill}: You have made a study of the world. You are trained in any task involving geography or history.

@UUID[Compendium.cyphersystem-compendium.inabilities.ntN6wx9GAjKwEWfV]{Inability}: You tend to fixate on the details, making you somewhat oblivious to what’s going on around you. Any task to hear or notice dangers around you is hindered.

@UUID[Compendium.cyphersystem-compendium.inabilities.gpHPkjq631isDAjT]{Inability}: When you see something interesting, you hesitate as you take in all the details. Initiative actions (to determine who goes first in combat) are hindered.

Additional Equipment: You have three books on whatever subjects you choose.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. One of the PCs approached you to learn information related to the mission, having heard you were an expert.

  2. You have always wanted to see the place where the other PCs are going.

  3. You were interested in what the other PCs were up to and decided to go along with them.

  4. One of the PCs fascinates you, perhaps due to a special or weird ability they have.

Intelligent

You’re quite smart. Your memory is sharp, and you easily grasp concepts that others might struggle with. This aptitude doesn’t necessarily mean that you’ve had years of formal education, but you have learned a great deal in your life, primarily because you pick things up quickly and retain so much.

You gain the following characteristics:

Smart: +2 to your Intellect Pool.

Skill: You’re trained in an area of knowledge of your choice.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.m65HBfM8zSVl4uwk]{Skill}: You’re trained in all actions that involve remembering or memorizing things you experience directly. For example, instead of being good at recalling details of geography that you read about in a book, you can remember a path through a set of tunnels that you’ve explored before.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. One of the other PCs asked your opinion of the mission, knowing that if you thought it was a good idea, it probably was.

  2. You saw value in what the other PCs were doing.

  3. You believed that the task might lead to important and interesting discoveries.

  4. A colleague requested that you take part in the mission as a favor.

Intuitive

You are often tickled by a sense of knowing what someone will say, how they will react, or how events might unfold. Maybe you have a mutant sense, maybe you can see just a few moments ahead through time, or maybe you’re just good at reading people and extrapolating a situation. Whatever the case, many who look into your eyes immediately glance away, as if afraid of what you might see in their expression.

You gain the following characteristics:

Innate: +2 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.basic-skills.rH5FwMXGaNn21DZD]{Skill}: You are trained in perception tasks.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.1GEOtsfQWmfgcp3e]{Know What to Do}: You can act immediately, even if it’s not your turn. Afterward, on your next regular turn, any action you take is hindered. You can do this one time, although the ability is renewed each time you make a recovery roll.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You just knew you had to come along.

  2. You convinced one of the other PCs that your intuition is invaluable.

  3. You felt that something terrible would happen if you didn’t go.

  4. You’re confident the reason you arrived at this point will soon become clear.

Jovial

You’re cheerful, friendly, and outgoing. You put others at ease with a big smile and a joke, possibly one at your own expense, though lightly ribbing your companions who can take it is also one of your favorite pastimes. Sometimes people say you never take anything seriously. That’s not true, of course, but you have learned that to dwell on the bad too long quickly robs the world of joy. You’ve always got a new joke in your back pocket because you collect them like some people collect bottles of wine.

You gain the following characteristics:

Witty: +2 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.iLViKiz8EUbAbChF]{Skill}: You’re convivial and set most people at ease with your attitude. You are trained in all tasks related to pleasant social interaction.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.zz0QUtOoUro9OErB]{Skill}: You have an advantage in figuring out the punch lines of jokes you’ve never heard before. You are trained in all tasks related to solving puzzles and riddles.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You solved a riddle before realizing that answering it would launch you into the adventure.

  2. The other PCs thought you’d bring some much-needed levity to the team.

  3. You decided that all fun and no work was not the best way to get through life, so you joined up with the PCs.

  4. It was either go with the PCs or face up to a circumstance that was anything but jovial.

Kind

It’s always been easy for you to see things from the point of view of other people. That ability has made you sympathetic to what they really want or need. From your perspective, you’re just applying the old proverb that “it’s easier to catch flies with honey than with vinegar,” but others simply see your behavior as kindness. Of course, being kind takes time, and yours is limited. You’ve learned that a small fraction of people don’t deserve your time or kindness—true sadists, narcissists, and similar folk will only waste your energy. So you deal with them swiftly, saving your kindness for those who deserve it and can benefit from your attention.

You gain the following characteristics:

Emotionally Intuitive: +2 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.6Z7VC4ctwcS0dVoW]{Skill}: You know what it’s like to go a mile in someone else’s shoes. You’re trained in all tasks related to pleasant social interaction and discerning the dispositions of others.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.5kX6OM98txwPPO6a]{Karma}: Sometimes, strangers just help you out. To gain the aid of a stranger, you must use a one action, ten-minute, or one-hour recovery roll (without gaining its healing benefit), and the GM determines the nature of the aid you gain. Usually, the act of kindness isn’t enough to turn a bad situation completely around, but it may moderate a bad situation and lead to new opportunities. For example, if you are captured, a guard loosens your bonds slightly, brings you water, or delivers a message.

@UUID[Compendium.cyphersystem-compendium.inabilities.AY8Br5qquBWoGQc0]{Inability}: Being kind comes with a few risks. All tasks related to detecting falsehoods are hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. A PC needed your help, and you agreed to come along as a kindness.

  2. You gave the wrong person access to your money, and now you need to make some back.

  3. You’re ready to take your benevolence on the road and help more people than you could if you didn’t join the PCs.

  4. Your job, which seemed like it would be personally rewarding, is the opposite. You join the PCs to escape the drudgery.

Learned

You have studied, either on your own or with an instructor. You know many things and are an expert on a few topics, such as history, biology, geography, mythology, nature, or any other area of study. Learned characters typically carry a few books around with them and spend their spare time reading.

You gain the following characteristics:

Smart: +2 to your Intellect Pool.

Skill: You’re trained in three areas of knowledge of your choice.

@UUID[Compendium.cyphersystem-compendium.inabilities.UrdbwsMhJOQk44vz]{Inability}: You have few social graces. Any task involving charm, persuasion, or etiquette is hindered.

Additional Equipment: You have two additional books on topics of your choice.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. One of the other PCs asked you to come along because of your knowledge.

  2. You need money to fund your studies.

  3. You believed that the task might lead to important and interesting discoveries.

  4. A colleague requested that you take part in the mission as a favor.

Lucky

You rely on chance and timely good luck to get you through many situations. When people say that someone was born under a lucky star, they mean you. When you try your hand at something new, no matter how unfamiliar the task is, as often as not you find a measure of success. Even when disaster strikes, it’s rarely as bad as it could be. More often, small things seem to go your way, you win contests, and you’re often in the right place at the right time.

You gain the following characteristics:

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.pccv1fQ4WW7KnLsi]{Luck Pool}: You have one additional Pool called Luck that begins with 3 points, and it has a maximum value of 3 points. When spending points from any other Pool, you can take one, some, or all of the points from your Luck Pool first. When you make a recovery roll to recover points to any other Pool, your Luck Pool is also refreshed by the same number of points. When your Luck Pool is at 0 points, it does not count against your damage track.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.MKYIm6Rgf4VRIKrK]{Advantage}: When you use 1 XP to reroll a d20 for any roll that affects only you, add 3 to the reroll.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. Knowing that lucky people notice and take active advantage of opportunities, you became involved in your first adventure by choice.

  2. You literally bumped into someone else on this adventure through sheer luck.

  3. You found a briefcase lying alongside the road. It was battered, but inside you found a lot of strange documents that led you here.

  4. Your luck saved you when you avoided a speeding vehicle by a fortuitous fall through an opening in the ground (a manhole, if in a modern setting). Beneath the ground, you found something you couldn’t ignore.

Mad

You have delved too deeply into subjects people were not meant to know. You are knowledgeable in things beyond the scope of most, but this knowledge has come at a terrible price. You are likely in questionable physical shape and occasionally shake with nervous tics. You sometimes mutter to yourself without realizing it.

You gain the following characteristics:

Knowledgeable: +4 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.AFFZAuL0OsaopL8E]{Fits of Insight}: Whenever such knowledge is appropriate, the GM feeds you information although there is no clear explanation as to how you could know such a thing. This is up to the GM’s discretion, but it should happen as often as once each session.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.SFXAD4DjhyEtJ1Ny]{Erratic Behavior}: You are prone to acting erratically or irrationally. When you are in the presence of a major discovery or subjected to great stress (such as a serious physical threat), the GM can introduce a GM intrusion that directs your next action without awarding XP. You can still pay 1 XP to refuse the intrusion. The GM’s influence is the manifestation of your madness and thus is always something you would not likely do otherwise, but it is not directly, obviously harmful to you unless there are extenuating circumstances. (For example, if a foe suddenly leaps out of the darkness, you might spend the first round babbling incoherently or screaming the name of your first true love.)

Skill: You are trained in one area of knowledge (probably something weird or esoteric).

@UUID[Compendium.cyphersystem-compendium.inabilities.zHgQDe14mPF3G95Q]{Inability}: Your mind is quite fragile. Tasks to resist mental attacks are hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. Voices in your head told you to go.

  2. You instigated the whole thing and convinced the others to join you.

  3. One of the other PCs obtained a book of knowledge for you, and now you’re repaying that favor by helping them with the task at hand.

  4. You feel compelled by inexplicable intuition.

Mechanical

You have a special talent with machines of all kinds, and you’re adept at understanding and, if need be, repairing them. Perhaps you’re a bit of an inventor, creating new machines from time to time. You get called “techie,” “tech,” “mech,” “gear-head,” “motor-head,” or any of a number of other nicknames. Mechanics usually wear practical work clothes and carry around a lot of tools.

You gain the following characteristics:

Smart: +2 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.PSeFw2XUjqgOG2xS]{Skill}: You’re trained in all actions involving identifying or understanding machines.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.DhGWJERxvN9zVYGh]{Skill}: You’re trained in all actions involving using, repairing, or crafting machines.

Additional Equipment: You start with a variety of machine tools.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. While repairing a nearby machine, you overheard the other PCs talking.

  2. You need money to buy tools and parts.

  3. It was clear that the mission couldn’t succeed without your skills and knowledge.

  4. Another PC asked you to join them.

Mysterious

The dark figure lurking silently in the corner? That’s you. No one really knows where you came from or what your motives are—you play things close to the vest. Your manner perplexes and confounds others, but that doesn’t make you a poor friend or ally. You’re just good at keeping things to yourself, moving about unseen, and concealing your presence and identity.

You gain the following characteristics:

@UUID[Compendium.cyphersystem-compendium.basic-skills.duTx0BwgmC1Gw3Ze]{Skill}: You are trained in all stealth tasks.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.fmGCPHRwFnbmvB19]{Skill}: You are trained in resisting interrogation or tricks to get you to talk.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.uROuz6gmfq7X3uu3]{Confounding}: You pull talents and abilities seemingly out of nowhere. You can attempt one task in which you have no training as if you were trained, attempt a task that you are trained in as if specialized, or gain a free level of Effort with a task that you are specialized in. This ability refreshes every time you make a recovery roll, but the uses never accumulate.

@UUID[Compendium.cyphersystem-compendium.inabilities.sRzjg0b8j3XPVrPR]{Inability}: People never know where they stand with you. Any task involving getting people to believe or trust you is hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You just showed up one day.

  2. You convinced one of the other PCs that you had invaluable skills.

  3. Some equally mysterious figure told you where to be and when (but not why) to join the group.

  4. Something—a feeling, a dream—told you where to be and when to join the group.

Mystical

You think of yourself as mystical, attuned with the mysterious and the paranormal. Your true talents lie with the supernatural. You likely have experience with ancient lore, and you can sense and wield the supernatural—though whether that means “magic,” “psychic phenomena,” or something else is up to you (and probably up to those around you as well). Mystical characters often wear jewelry, such as a ring or an amulet, or have tattoos or other marks that show their interests.

You gain the following characteristics:

Smart: +2 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.u2aCexSScRX0FEqH]{Skill}: You’re trained in all actions involving identifying or understanding the supernatural.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.x6GmHzLKB0JpVg5E]{Sense Magic}: You can sense whether the supernatural is active in situations where its presence is not obvious. You must study an object or location closely for a minute to get a feel for whether a mystical touch is at work.

@UUID[Compendium.cyphersystem-compendium.abilities.zArjjFcf9tHQvJTx]{Spell}: You can perform Hedge Magic as a spell when you have a free hand and can pay the Intellect point cost.

@UUID[Compendium.cyphersystem-compendium.inabilities.FKeDN7rJdKpgt4bj]{Inability}: You have a manner or an aura that others find a bit unnerving. Any task involving charm, persuasion, or deception is hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. A dream guided you to this point.

  2. You need money to fund your studies.

  3. You believed the mission would be a great way to learn more about the supernatural.

  4. Various signs and portents led you here.

Naive

You’ve lived a sheltered life. Your childhood was safe and secure, so you didn’t get a chance to learn much about the world—and even less chance to experience it. Whether you were training for something, had your nose in a book, or just were sequestered in a secluded place, you haven’t done much, met many people, or seen many interesting things so far. That’s probably going to change soon, but as you go forward into a larger world, you do so without some of the understanding that others possess about how it all works.

You gain the following characteristics:

Fresh: You add +1 to your recovery rolls.

Incorruptible: You are trained in @UUID[Compendium.cyphersystem-compendium.basic-skills.5X8qgmSuvRVNTiaP]{Intellect defense} tasks and all tasks that involve @UUID[Compendium.cyphersystem-compendium.expanded-skills.OauBSvtfh6HeNzDe]{resisting temptation}.

@UUID[Compendium.cyphersystem-compendium.basic-skills.rH5FwMXGaNn21DZD]{Skill}: You’re wide-eyed. You are trained in perception tasks.

@UUID[Compendium.cyphersystem-compendium.inabilities.VyGXdv9xEzKsm2YX]{Inability}: Any task that involves seeing through deceptions or determining someone’s secret motive is hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. Someone told you that you should get involved.

  2. You needed money, and this seemed like a good way to earn some.

  3. You believed that you could learn a lot by joining the other PCs.

  4. Sounded like fun.

Perceptive

You miss little. You pick out the small details in the world around you and are skilled at making deductions from the information you find. Your talents make you an exceptional sleuth, a formidable scientist, or a talented scout.

As adept as you are at finding clues, you have no skill at picking up on social cues. You overlook an offense that your deductions give or how uncomfortable your scrutiny can make the people around you. You tend to dismiss others as being intellectual dwarfs compared to you, which avails you little when you need a favor.

You gain the following characteristics:

Smart: +2 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.G2JaXxUq6dfIXVDl]{Skill}: You have an eye for detail. You are trained in any task that involves finding or noticing small details.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.EaHHaJvulkIVAxhi]{Skill}: You know a little about everything. You are trained in any task that involves identifying objects or calling to mind a minor detail or bit of trivia.

@UUID[Compendium.cyphersystem-compendium.basic-skills.tZ7PdXuWQyRMo0Rh]{Skill}: Your skill at making deductions can be imposing. You are trained in any task that involves intimidating another creature.

@UUID[Compendium.cyphersystem-compendium.inabilities.JDEjrsDDDqVcqSZp]{Inability}: Your confidence comes off as arrogance to people who don’t know you. Any task involving positive social interactions is hindered.

Additional Equipment: You have a bag of light tools.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You overheard the other PCs discussing their mission and volunteered your services.

  2. One of the PCs asked you to come along, believing that your talents would be invaluable to the mission.

  3. You believe that the PCs’ mission is somehow related to one of your investigations.

  4. A third party recruited you to follow the PCs and see what they were up to.

Resilient

You can take a lot of punishment, both physically and mentally, and still come back for more. It takes a lot to put you down. Neither physical nor mental shocks or damage have a lasting effect. You’re tough to faze. Unflappable. Unstoppable.

You gain the following characteristics:

Resistant: +2 to your Might Pool, and +2 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.F74sHYUANEPVaFd4]{Recover}: You can make an extra recovery roll each day. This roll is just one action. So you can make two recovery rolls that each take one action, one roll that takes ten minutes, a fourth roll that takes one hour, and a fifth roll that requires ten hours of rest.

@UUID[Compendium.cyphersystem-compendium.basic-skills.Q0vfmbqehJw0jYBa]{Skill}: You are trained in Might defense tasks.

@UUID[Compendium.cyphersystem-compendium.basic-skills.5X8qgmSuvRVNTiaP]{Skill}: You are trained in Intellect defense tasks.

@UUID[Compendium.cyphersystem-compendium.inabilities.U7X7WY5Qk3QIXxAD]{Inability}: You’re hardy but not necessarily strong. Any task involving moving, bending, or breaking things is hindered.

@UUID[Compendium.cyphersystem-compendium.inabilities.iic3khiZZCsbjkIg]{Inability}: You have a lot of willpower and mental fortitude, but you’re not necessarily smart. Any task involving knowledge or figuring out problems or puzzles is hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You saw that the PCs clearly need someone like you to help them out.

  2. Someone asked you to watch over one of the PCs in particular, and you agreed.

  3. You are bored and desperately in need of a challenge.

  4. You lost a bet—unfairly, you think—and had to take someone’s place on this mission.

Risk-Taking

It’s part of your nature to question what others think can’t or shouldn’t be done. You’re not insane, of course—you wouldn’t attempt to leap across a mile-wide chasm just because you were dared. There’s impossible and then there’s the just barely possible. You like to push the latter further than others, because it gives you a rush of satisfaction and pleasure when you succeed. The more you succeed, the more you find yourself looking for that next risky challenge to try yourself against.

You gain the following characteristics:

Nimble: +4 to your Speed Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.l3HBMnyOMVF6rIk8]{Skill}: You’re adept at leveraging risk, and you are trained in tasks that involve some element of chance, such as playing games or choosing between two or three apparently equal options.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.wWSSBexYE1QI054l]{Pressing Your Luck}: You can choose to automatically succeed on one task without rolling, as long as the task’s difficulty is no higher than 6. When you do so, however, you also trigger a GM intrusion as if you had rolled a 1. The intrusion doesn’t invalidate the success, but it probably qualifies it in some fashion. You can do this one time, although the ability renews each time you make a ten-hour recovery roll.

@UUID[Compendium.cyphersystem-compendium.inabilities.MoKSCrQBoxl4PZ0f]{Inability}: You may be nimble, but you’re not sneaky. Tasks related to sneaking and staying quiet are hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. It seemed like there were equal odds that the other PCs wouldn’t succeed, which sounded good to you.

  2. You think the tasks ahead will present you with unique and fulfilling challenges.

  3. One of your biggest risks failed to go your way, and you need money to help pay that debt.

  4. You bragged that you never saw a risk you didn’t like, which is how you reached your current point.

Rugged

You’re a nature lover accustomed to living rough, pitting your wits against the elements. Most likely, you’re a skilled hunter, gatherer, or naturalist. Years of living in the wild have left their mark with a worn countenance, wild hair, or scars. Your clothing is probably much less refined than the garments worn by city dwellers.

You gain the following characteristics:

@UUID[Compendium.cyphersystem-compendium.expanded-skills.zOjoCu1WyXeVzqs6]{Skill}: You’re trained in all tasks involving climbing, jumping, running, and swimming.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.lpBwC7PY35rIfBUG]{Skill}: You’re trained in all tasks involving training, riding, or placating natural animals.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.2Ipdh8f3MeuAMM3R]{Skill}: You’re trained in all tasks involving identifying or using natural plants.

@UUID[Compendium.cyphersystem-compendium.inabilities.iP9m2p6htGgd896X]{Inability}: You have no social graces and prefer animals to people. Any task involving charm, persuasion, etiquette, or deception is hindered.

Additional Equipment: You carry an explorer’s pack with rope, two days’ rations, a bedroll, and other tools needed for outdoor survival.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. Against your better judgment, you joined the other PCs because you saw that they were in danger.

  2. One of the other PCs convinced you that joining the group would be in your best interests.

  3. You’re afraid of what might happen if the other PCs fail.

  4. There is reward involved, and you need the money.

Sharp-Eyed

You’re perceptive and well aware of your surroundings. You notice the little details and remember them. You can be difficult to surprise.

You gain the following characteristics:

@UUID[Compendium.cyphersystem-compendium.basic-skills.gbWPNb1uKsRtZWSL]{Skill}: You’re trained in initiative actions.

@UUID[Compendium.cyphersystem-compendium.basic-skills.rH5FwMXGaNn21DZD]{Skill}: You’re trained in perception actions.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.LboNMbw0CmRDZX0l]{Find the Flaw}: If an opponent has a straightforward weakness (takes extra damage from fire, can’t see out of their left eye, and so on), the GM will tell you what it is.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You heard about what was going on, saw a flaw in the other PCs’ plan, and joined up to help them out.

  2. You noticed that the PCs have a foe (or at least a tail) they weren’t aware of.

  3. You saw that the other PCs were up to something interesting and got involved.

  4. You’ve been noticing some strange things going on, and this all appears related.

Skeptical

You possess a questioning attitude regarding claims that are often taken for granted by others. You’re not necessarily a “doubting Thomas” (a skeptic who refuses to believe anything without direct personal experience), but you’ve often benefited from questioning the statements, opinions, and received knowledge presented to you by others.

You gain the following characteristics:

Insightful: +2 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.basic-skills.QonPVHzXrzIN29lf]{Skill}: You’re trained in identifying.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.E2q7bbS0LqBwRDFi]{Skill}: You’re trained in all actions that involve seeing through a trick, an illusion, a rhetorical ruse designed to evade the issue, or a lie. For example, you’re better at keeping your eye on the cup containing the hidden ball, sensing an illusion, or realizing if someone is lying to you (but only if you specifically concentrate and use this skill).

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You overheard other PCs holding forth on a topic with an opinion you were quite skeptical about, so you decided to approach the group and ask for proof.

  2. You were following one of the other PCs because you were suspicious of him, which brought you into the action.

  3. Your theory about the nonexistence of the supernatural can be invalidated only by your own senses, so you came along.

  4. You need money to fund your research.

Stealthy

You’re sneaky, slippery, and fast. These talents help you hide, move quietly, and pull off tricks that require sleight of hand. Most likely, you’re wiry and small. However, you’re not much of a sprinter—you’re more dexterous than fleet of foot.

You gain the following characteristics:

Quick: +2 to your Speed Pool.

@UUID[Compendium.cyphersystem-compendium.basic-skills.duTx0BwgmC1Gw3Ze]{Skill}: You’re trained in all stealth tasks.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.YlYSOH8OdFUTBwey]{Skill}: You’re trained in all interactions involving lies or trickery.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.5iv3kUKcLQwrTSDH]{Skill}: You’re trained in all special abilities involving illusions or trickery.

@UUID[Compendium.cyphersystem-compendium.inabilities.lhu2y0HMmw0xQ3hv]{Inability}: You’re sneaky but not fast. All movement-related tasks are hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You attempted to steal from one of the other PCs. That character caught you and forced you to come along with them.

  2. You were tailing one of the other PCs for reasons of your own, which brought you into the action.

  3. An NPC employer secretly paid you to get involved.

  4. You overheard the other PCs talking about a topic that interested you, so you decided to approach the group.

Strong

You’re extremely strong and physically powerful, and you use these qualities well, whether through violence or feats of prowess. You likely have a brawny build and impressive muscles.

You gain the following characteristics:

Very Powerful: +4 to your Might Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.0yrwPAkrOBERFQOq]{Skill}: You’re trained in all actions involving breaking inanimate objects.

@UUID[Compendium.cyphersystem-compendium.basic-skills.MrGl25gzZk4uu7BR]{Skill}: You’re trained in all jumping actions.

Additional Equipment: You have an extra medium weapon or heavy weapon.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. Against your better judgment, you joined the other PCs because you saw that they were in danger.

  2. One of the other PCs convinced you that joining the group would be in your best interests.

  3. You’re afraid of what might happen if the other PCs fail.

  4. There is reward involved, and you need the money.

Strong-Willed

You’re tough-minded, willful, and independent. No one can talk you into anything or change your mind when you don’t want it changed. This quality doesn’t necessarily make you smart, but it does make you a bastion of willpower and resolve. You likely dress and act with unique style and flair, not caring what others think.

You gain the following characteristics:

Willful: +4 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.DlnCXfB1v1U859YY]{Skill}: You’re trained in resisting mental effects.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.3IfJDAc8qCJ11NNX]{Skill}: You’re trained in tasks requiring incredible focus or concentration.

@UUID[Compendium.cyphersystem-compendium.inabilities.CmubEJ8BMUsW1oei]{Inability}: Willful doesn’t mean brilliant. Any task that involves figuring out puzzles or problems, memorizing things, or using lore is hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. Against your better judgment, you joined the other PCs because you saw that they were in danger.

  2. One of the other PCs convinced you that joining the group would be in your best interests.

  3. You’re afraid of what might happen if the other PCs fail.

  4. There is reward involved, and you need the money.

Swift

You move quickly, able to sprint in short bursts and work with your hands with dexterity. You’re great at crossing distances quickly but not always smoothly. You are likely slim and muscular.

You gain the following characteristics:

Fast: +4 to your Speed Pool.

@UUID[Compendium.cyphersystem-compendium.basic-skills.gbWPNb1uKsRtZWSL]{Skill}: You’re trained in initiative actions (to determine who goes first in combat).

@UUID[Compendium.cyphersystem-compendium.expanded-skills.EyD5RQ654NoPJ7MN]{Skill}: You’re trained in running actions.

@UUID[Compendium.cyphersystem-compendium.inabilities.t7exG3KfxnoPKxO2]{Inability}: You’re fast but not necessarily graceful. Any task involving balance is hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. Against your better judgment, you joined the other PCs because you saw that they were in danger.

  2. One of the other PCs convinced you that joining the group would be in your best interests.

  3. You’re afraid of what might happen if the other PCs fail.

  4. There is reward involved, and you need the money.

Tongue-Tied

You’ve never been much of a talker. When forced to interact with others, you never think of the right thing to say—words fail you entirely, or they come out all wrong. You often end up saying precisely the wrong thing and insult someone unintentionally. Most of the time, you just keep mum. This makes you a listener instead—a careful observer. It also means that you’re better at doing things than talking about them. You’re quick to take action.

You gain the following characteristics:

Actions, Not Words: +2 to your Might Pool, and +2 to your Speed Pool.

@UUID[Compendium.cyphersystem-compendium.basic-skills.rH5FwMXGaNn21DZD]{Skill}: You are trained in perception.

@UUID[Compendium.cyphersystem-compendium.basic-skills.gbWPNb1uKsRtZWSL]{Skill}: You are trained in initiative (unless it’s a social situation).

@UUID[Compendium.cyphersystem-compendium.inabilities.tlL5bTqgc9lt5GNz]{Inability}: All tasks relating to social interaction are hindered.

@UUID[Compendium.cyphersystem-compendium.inabilities.rfQPiUR4GHBdjFtE]{Inability}: All tasks involving verbal communication or relaying information are hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You just tagged along and no one told you to leave.

  2. You saw something important the other PCs did not and (with some effort) managed to relate it to them.

  3. You intervened to save one of the other PCs when they were in danger.

  4. One of the other PCs recruited you for your talents.

Tough

You’re strong and can take a lot of physical punishment. You might have a large frame and a square jaw. Tough characters frequently have visible scars.

You gain the following characteristics:

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.SkxEXPpCgIGXixu9]{Resilient}: +1 to Armor.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.gr1uaERqywhUGjCK]{Healthy}: Add 1 to the points you regain when you make a recovery roll.

@UUID[Compendium.cyphersystem-compendium.basic-skills.Q0vfmbqehJw0jYBa]{Skill}: You’re trained in Might defense actions.

Additional Equipment: You have an extra light weapon.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You’re acting as a bodyguard for one of the other PCs.

  2. One of the PCs is your sibling, and you came along to watch out for them.

  3. You need money because your family is in debt.

  4. You stepped in to defend one of the PCs when that character was threatened. While talking to them afterward, you heard about the group’s task.

Vicious

You try to hide what’s inside, fold it into yourself when everything inside you screams to let go, make them pay, make them hurt, and make them bleed. Sometimes you succeed for your friends—smiling like they smile, laughing when they laugh, and sometimes even having other emotions of your own. But it’s always there, that feeling of frantic glee mixed with hate that sometimes leaps out of you when you confront a foe. Violence your friends can tolerate, but you sometimes worry they will also learn that you are cruel.

You gain the following characteristics:

Skill: You are trained in @UUID[Compendium.cyphersystem-compendium.expanded-skills.53j3Qwt5Im4wqddo]{tracking creatures}. If @UUID[Compendium.cyphersystem-compendium.expanded-skills.ZPyRyzPue2DuKSw9]{a creature has wronged you}, the tracking task is eased.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.LldixgespLl6ajEf]{Bloodthirsty}: Once you begin fighting, you see only red. You inflict 2 additional points of damage with any attack.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.1FP6DV2OqgaaT4ZN]{Berserk}: Once you begin fighting, it’s hard for you to stop. In fact, it’s a difficulty 2 Intellect task to do so, even if your foe surrenders or you’ve run out of foes. If the latter occurs and you fail to stop, you attack the nearest ally within short range.

Additional Equipment: You have a record that you use to list those who’ve wronged you.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. Another PC saw you take down a mean drunk in a tavern, not realizing you were the one who started the fight.

  2. You wanted to get away from a bad situation, so you went with the other PCs.

  3. You want to change, and you hope that being with the other PCs will help you calm yourself.

  4. One of the other PCs asked you to come along, believing that your viciousness could be harnessed for the benefit of the mission.

Virtuous

Doing the right thing is a way of life. You live by a code, and that code is something you attend to every day. Whenever you slip, you reproach yourself for your weakness and then get right back on track. Your code probably includes moderation, respect for others, cleanliness, and other characteristics that most people would agree are virtues, while you eschew their opposites: sloth, greed, gluttony, and so on.

You gain the following characteristics:

Dauntless: +2 to your Might Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.iUJdgnZi90GZjY9s]{Skill}: You are trained in discerning people’s true motives or seeing through lies.

@UUID[Compendium.cyphersystem-compendium.basic-skills.5X8qgmSuvRVNTiaP]{Skill}: Your adherence to a strict moral code has hardened your mind against fear, doubt, and outside influence. You are trained in Intellect defense tasks.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. The PCs are doing something virtuous, and you’re all about that.

  2. The PCs are on the road to perdition, and you see it as your task to set them on the proper moral route.

  3. One of the other PCs invited you, hearing of your virtuous ways.

  4. You put virtue before sense and defended someone’s honor in the face of an organization or power far greater than you. You joined the PCs because they offered aid and friendship when, out of fear of reprisals, no one else would.

Weird

You aren’t like anyone else, and that’s fine with you. People don’t seem to understand you—they even seem put off by you—but who cares? You understand the world better than they do because you’re weird, and so is the world you live in. The concept of “the weird” is well known to you. Strange devices, ancient locales, bizarre creatures, storms that can transform you, living energy fields, conspiracies, aliens, and things most people can’t even name populate the world, and you thrive on them. You have a special attachment to it all, and the more you discover about the weirdness in the world, the more you might discover about yourself.

Weird characters might be mutants or people born with strange qualities, but sometimes they started out “normal” and adopted the weird by choice.

You gain the following characteristics:

Inner Light: +2 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.HV2tw9N81PJawwwx]{Distinctive Physical Quirk}: You have a unique physical aspect that is, well, bizarre. Depending on the setting, this can vary greatly. You might have purple hair or metal spikes on your head. Perhaps your hands don’t connect to your arms, although they move as if they do. Maybe a third eye stares out from the side of your head, or superfluous tendrils grow from your back. Whatever it is, your quirk might be a mutation, a supernatural trait (a blessing or curse), a feature with no explanation, or just a really wild tattoo that draws a lot of attention.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.zKHJrLeBOfy0p9du]{A Sense for the Weird}: Sometimes—at the GM’s discretion—weird things relating to the supernatural or its effects on the world seem to call out to you. You can sense them from afar, and if you get within long range of such a thing, you can sense whether it is overtly dangerous or not.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.uBvX2CVPg5MNgjwW]{Skill}: You are trained in supernatural knowledge.

@UUID[Compendium.cyphersystem-compendium.inabilities.JDEjrsDDDqVcqSZp]{Inability}: People find you unnerving. All tasks relating to pleasant social interaction are hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. It seemed weird, so why not?

  2. Whether the other PCs realize it or not, their mission has to do with something weird that you know about, so you got involved.

  3. As an expert in the weird, you were specifically recruited by the other PCs.

  4. You felt drawn to join the other PCs, but you don’t know why.

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Focus is what makes a character unique. No two PCs in a group should have the same focus. A focus gives a character benefits when they create their character and each time they ascend to the next tier. It’s the verb of the sentence “I am an adjective noun who verbs.”

This chapter contains nearly a hundred sample foci, such as Bears a Halo of Fire, Would Rather Be Reading, and Pilots Starcraft. These foci can be chosen and used as presented by a player, or by the GM who adds them to a list of available foci for their players in their next campaign.

In addition, the latter half of this chapter provides tools for the GM or an enterprising player to create their own custom foci that perfectly match the needs of a given game or campaign, as presented in Creating New Foci.

Choosing Foci

Not all foci are appropriate for every genre. The Genre chapter provides guidance, but this section offers some broad generalizations. Obviously, the GM can include whatever foci are available in their setting. Foci end up being an important distinction in this case, because Commands Mental Powers, for example, makes it clear that psychic abilities exist in the setting, just as Howls at the Moon implies the existence of lycanthropes like werewolves, and Pilots Starcraft, of course, requires starships available to pilot.

When a focus is chosen for a character, they get a special connection to one or more of their fellow PCs, a first-tier ability, and perhaps additional starting equipment: one or two pieces of equipment that might be required for the character to use their ability, or that might pair well with the focus. For instance, a character that can build things needs a set of tools. A character that’s constantly on fire needs a set of clothes that are immune to flame. A character that draws runes to cast spells needs writing implements. A character that slays monsters with a sword needs a sword. And so on. That said, many foci don’t require additional equipment.

Each focus also offers one or more suggestions—GM intrusions—for possible effects or consequences of really good or really bad die rolls.

A couple of foci presented in this chapter provide a “type swap option” that allows a player to swap an ability that would otherwise be gained from their type for the indicated ability instead. A player doesn’t have to make the swap; they merely have the option. For instance, the focus Loves the Void provides the option to gain the ability Have Spacesuit, Will Travel instead of a type ability.

As a character progresses to a new tier, a focus grants more abilities. Each tier’s benefit is usually labeled Action or Enabler. If an ability is labeled Action, a character must take an action to use it. If an ability is labeled Enabler, it makes other actions better or gives some other benefit, but it’s not an action. An ability that allows a character to blast foes with lasers is an action. An ability that grants additional damage when an attack is made is an enabler. An enabler is used in the same turn as another action, and often as part of another action.

Each tier’s benefits are independent of and cumulative with benefits from other tiers (unless indicated otherwise). So if a first-tier ability grants +1 to Armor and a fourth-tier ability also grants +1 to Armor, when the character reaches fourth tier, a total of +2 to Armor is granted.

At tier 3 and tier 6, the character is asked to choose one ability from the two options provided.

Finally, you can choose whether you want to expand the story behind the focus (though that’s not mandatory).

Focus Connections

Choose a connection that goes well with the focus. If you’re a GM choosing (or creating) one or more foci for your players, choose up to four of the following connections.

  1. Pick one other PC. For reasons unknown to you, that character is completely immune to your focus abilities, whether you use them for help or for harm.

  2. Pick one other PC. You knew of that character years ago, but you don’t think they knew you.

  3. Pick one other PC. You’re always trying to impress them, but you’re not sure why.

  4. Pick one other PC. That character has a habit that annoys you, but you’re otherwise quite impressed with their abilities.

  5. Pick one other PC. That character shows potential in appreciating your particular paradigm, fighting style, or other
    focus-provided attribute. You would like to train them, but you’re not necessarily qualified to teach (that’s up to you), and they might not be interested (that’s up to them).

  6. Pick one other PC. If they are within immediate range when you’re in a fight, sometimes they provide an asset, and sometimes they accidentally hinder your attack rolls (50% chance either way, determined per fight).

  7. Pick one other PC. You once saved their life, and they clearly feel indebted to you. You wish they didn’t; it’s just part of the job.

  8. Pick one other PC. That character recently mocked you in some fashion that really hurt your feelings. How you deal with this (if at all) is up to you.

  9. Pick one other PC. That character knows you have suffered at the hands of robotic entities in the past. Whether you hate robots now is up to you, which may affect your relationship with the character if they are friendly with robots or have robotic parts.

  10. Pick one other PC. That character comes from the same place you do, and you knew each other as children.

  11. Pick one other PC. In the past, they taught you a few tricks to use in a fight.

  12. Pick one other PC. That character doesn’t seem to approve of your methods.

  13. Pick one other PC. Long ago, the two of you were on opposite sides of a fight. You won, though you “cheated” in their eyes (but from your perspective, all’s fair in a fight). They may be ready for a rematch, though that’s up to them.

  14. Pick one other PC. You are always trying
    to impress that character with your skill, wit, appearance, or bravado. Perhaps they are a rival, perhaps you need their respect, or perhaps you’re romantically interested
    in them.

  15. Pick one other PC. You fear that character is jealous of your abilities and worry that it might lead to problems.

  16. Pick one other PC. You accidentally caught them in a trap you set, and they had to get free on their own.

  17. Pick one other PC. You were once hired to track down someone who was close to that character.

  18. Pick two PCs (preferably ones who are likely to get in the way of your attacks). When you miss with an attack and the GM rules that you struck someone other than your target, you hit one of these two characters.

  19. Pick one other PC. You’re not sure how or from where, but that character has a line on bottles of rare alcohol and can get them for you for half price.

  20. Pick one other PC. You recently had a possession go missing, and you’re becoming convinced that they took it. Whether or not they did is up to them.

  21. Pick one other PC. They always seem to know where you are, or at least in what direction you are in relation to them.

  22. Pick one other PC. Seeing you use your focus abilities seems to trigger an unpleasant memory in that character. That memory is up to the other PC, although they may not be able to consciously recall it.

  23. Pick one other PC. Something about them interferes with your abilities. When they stand next to you, your focus abilities cost 1 additional point.

  24. Pick one other PC. Something about them complements your abilities. When they stand next to you, the first focus ability you use in any 24-hour period costs 2 fewer points.

  25. Pick one other PC. You have known that character for a while, and they helped you gain control of your focus-related abilities.

  26. Pick one other PC. Sometime in that character’s past, they had a devastating experience while attempting something that you do as a matter of course thanks to your focus. Whether they choose to tell you about it is up to them.

  27. Pick one other PC. Their occasional clumsiness and loud behavior irritate you.

  28. Pick one other PC. In the recent past, while practicing, you accidentally hit them with an attack, wounding them badly. It is up to them to decide whether they resent or forgive you.

  29. Pick one other PC. They owe you a significant amount of money.

  30. Pick one other PC. In the recent past, while escaping a threat, you accidentally left that character to fend for themselves. They survived, but just barely. It is up to the player of that character to decide whether they resent you or have decided to forgive you.

  31. Pick one other PC. Recently, they accidentally (or perhaps intentionally) put you in a position of danger. You’re fine now, but you’re wary around them.

  32. Pick one other PC. From your perspective, they seem nervous around a specific idea, person, or situation. You would like to teach them how to be more comfortable with their fears (if they will let you).

  33. Pick one other PC. They called you a coward once.

  34. Pick one other PC. That character always recognizes you or your handiwork, whether you’re in disguise or are long gone when they arrive on the scene.

  35. Pick one other PC. You inadvertently caused an accident that put them into a sleep so deep they didn’t wake for three days. Whether they forgive you or not is up to them.

  36. Pick one other PC. You are pretty sure you are related in some fashion.

  37. Pick one other PC. You accidentally learned something they were trying to keep a secret.

  38. Pick one other PC. They are especially sensitive to the use of your flashier focus abilities, and occasionally they become dazzled for a few rounds, which hinders their actions.

  39. Pick one other PC. They appear to have a treasured item that was once yours, but that you lost in a game of chance years ago.

  40. Pick one other PC. If it wasn’t for you, that character would have failed a past test of mental achievement.

  41. Pick one other PC. Based on a couple of comments you’ve overheard, you suspect that they don’t hold your area of training or favorite hobby in the highest regard.

  42. Pick one other PC whose focus intertwines with yours. This odd connection affects them in some way. For example, if the character uses a weapon, your focus ability sometimes improves their attack in some fashion.

  43. Pick one other PC. They are deathly afraid of heights. You would like to teach them how to be more comfortable with their feet off the ground. They must decide whether or not to take you up on your offer.

  44. Pick one other PC. They are skeptical of your claims about something momentous that happened in your past. They might even attempt to discredit you or discover the “secret” behind your story, though that’s up to them.

  45. Pick one other PC. They have a knack for being able to recognize where your plans or schemes have a weak spot.

  46. Pick one other PC. That character’s face is so intriguing to you in a way you don’t understand that you sometimes find yourself sketching their likeness in the dirt or using some other medium you have access to.

  47. Pick one other PC. That character has an extra item of regular equipment you gave them, either something you made or an item you just wanted to give them. (They choose the item.)

  48. Pick one other PC. They commissioned you to do a job for them. You’ve already been paid but haven’t yet completed the job.

  49. Pick one other PC. You worked together in the past, and the job ended badly.

  50. Pick one other PC. While they stand next to you and use their action to concentrate on helping you, one of your focus ability’s ranges is doubled.

Story Behind The Focus

The foci in this book have been purposely stripped down to basics so they have the widest possible application across multiple genres. A single descriptive sentence or two summarizes each one. After you choose a focus, you have the option to expand its presentation by adding more story and description relevant to the world or to the character.

For instance, if you choose Operates Undercover, the summarizing description is “Under the guise of someone else, you seek to find answers the powerful do not want divulged.” If you choose Conducts Weird Science, the summary is “Your preternatural insight and ability make you a scientist capable of amazing feats.” These descriptions provide what you need to know to use the focus.

However, if you wish (and only if you wish; there is no requirement to do so), you can add more to those descriptions in a fashion that’s relevant for your game. For example, if you choose both Operates Undercover and Conducts Weird Science for use in a modern genre such as horror, urban fantasy, espionage, or something similar, you might expand the descriptions as shown in the following examples.

Operates Undercover: Espionage is not something you know anything about. At least, that’s what you want everyone to believe, because in truth, you’ve been trained as a spy or covert agent. You might work for a government or for yourself. You might be a police detective or a criminal. You could even be an investigative reporter.

Regardless, you learn information that others attempt to keep secret. You collect rumors and whispers, stories and hard-won evidence, and you use that knowledge to aid your own endeavors and, if appropriate, provide your employers with the information they desire. Alternatively, you might sell what you have learned to those willing to pay a premium.

You probably wear dark colors—black, charcoal grey, or midnight blue—to help blend into the shadows, unless the cover you’ve chosen requires you to look like someone else.

Conducts Weird Science: You could be a respected scientist, having been published in several peer-reviewed journals. Or you might be considered a crank by your contemporaries, pursuing fringe theories on what others consider to be scant evidence. Truth is, you have a particular gift for sifting the edges of what’s possible. You can find new insights and unlock odd phenomena with your experiments. Where others see a crackpot cornucopia, you sift the conspiracy theories for revelation. Whether you conduct your enquiries as a government contractor, a university researcher, a corporate scientist, or an indulger of curiosity in your own garage lab following your muse, you push the boundaries of what’s possible.

You probably care more about your work than trivialities such as your appearance, polite or proper behavior, or social norms, but then again, an eccentric like you might turn the tables on that stereotype too.

If you want to go even further, you could determine where a character’s focus abilities come from. Depending on the genre, they could derive those abilities from advanced and persistent training, via magical runes, through cybernetic parts, from their genetic heritage, or because of their access to advanced technology. For instance, a character might be able to blast targets with lightning because they got zapped by strange radiation or because they picked up a lightning gun. On the other hand, it might be because their intense training allowed them to learn lightning magic. The possibilities are nearly endless, and up to you to include or forgo. Because however a focus’s abilities were gained, it’s also enough that they just work.

Customizing Foci

Sometimes not everything about a focus is right for a character’s concept, or perhaps the GM needs additional guidelines for creating a new focus. Either way, the solution lies in looking at foci abilities at their most basic default levels.

At any tier, a player can select one of the following abilities in place of the ability granted by the tier. Many of these replacement abilities, particularly at the higher tiers, might involve body modification, integration with high-tech devices, learning powerful magic spells, uncovering forbidden secrets, or something similar appropriate to the genre.

Tier 1

@UUID[Compendium.cyphersystem-compendium.abilities.2x7nMe9ZGp3VjI8B]{Combat Prowess} @UUID[Compendium.cyphersystem-compendium.abilities.RnK2bmvUb7RIVPSA]{Enhanced Potential}

Tier 2

Lower-tier ability: choose any tier 1 replacement ability, above.

@UUID[Compendium.cyphersystem-compendium.abilities.CtRvLxfUlCynJv1B]{Skill With Defense} @UUID[Compendium.cyphersystem-compendium.abilities.yl2zo179wXZW5Xxc]{Practiced With All Weapons} @UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks}

Tier 3

Lower-tier ability: choose any tier 1 or 2 replacement ability, above.

@UUID[Compendium.cyphersystem-compendium.abilities.b776WTF2u1roh3n0]{Incredible Health} @UUID[Compendium.cyphersystem-compendium.abilities.rqC9cEmRkvm29N56]{Fusion Armor}

Tier 4

Lower-tier ability: choose any tier 1, 2, or 3 replacement ability, above.

@UUID[Compendium.cyphersystem-compendium.abilities.VsKeNcF252yKnh2O]{Poison Resistance} @UUID[Compendium.cyphersystem-compendium.abilities.V2BSB9or5UJdTiYF]{Built-in Weaponry}

Tier 5

Lower-tier ability: choose any tier 1, 2, 3, or 4 replacement ability, above.

@UUID[Compendium.cyphersystem-compendium.abilities.wWN4y4rATxbtMCMo]{Adaptation} @UUID[Compendium.cyphersystem-compendium.abilities.FjXL6iSD1CJKbuGT]{Defensive Field}

Tier 6

Lower-tier ability: choose any tier 1, 2, 3, 4, or 5 replacement ability, above.

@UUID[Compendium.cyphersystem-compendium.abilities.cbXNxvPdWEbKF6nA]{Reactive Field}

Foci

The full description for each focus ability listed in this section is found in the Abilities chapter, which has descriptions for type, flavor, and focus abilities in a single vast catalog.

Abides in Stone

Your flesh is made of hard mineral, making you a hulking, difficult-to-harm humanoid.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.pXrC4lkMOY7CvFLk]{Golem Body}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.U9ZBl9NeipxSLavS]{Golem Healing}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.aFEBxDGnuFi20cLo]{Golem Grip}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.zuEylYrgOVAAjs71]{Trained Basher}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.E0k0LUw0epjJGrv9]{Golem Stomp} or @UUID[Compendium.cyphersystem-compendium.abilities.NFsoXUQaq3I5h2UY]{Weaponization}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.Uk6ceaEWFjcoHNTI]{Deep Reserves}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.F6mAzjhG2T4irVjy]{Specialized Basher}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.4BQHOR98z3TYJPQu]{Still As a Statue}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.fkedtvx6UakJPOZN]{Ultra Enhancement} or @UUID[Compendium.cyphersystem-compendium.abilities.laxdkyrDuOhxfWKc]{Mind Surge}

GM Intrusions: Creatures of stone sometimes forget their own strength or weight. A walking statue can terrify common folk.

Absorbs Energy

You can harness kinetic energy and transform it into other kinds of energy.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.62zBqhQoPk6IV8lF]{Absorb Kinetic Energy}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.NMjccuRLDDnfZtZe]{Release Energy}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.UJst9mtUKNTe3Pd2]{Energize Object}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.yvPcOjjqyU3618Ob]{Absorb Pure Energy} or @UUID[Compendium.cyphersystem-compendium.abilities.wrPVUnJauasIH886]{Improved Absorb Kinetic Energy}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.Y7HUEp7IxdPuur8V]{Overcharge Energy}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.LwmoGOpgHy1K2dU4]{Energize Creature}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.5i6TqVJQQ4sTvqTm]{Energize Crowd} or @UUID[Compendium.cyphersystem-compendium.abilities.m21TAvxSQn1rGx3d]{Overcharge Device}

GM Intrusions: Energy goes to ground in a destructive way. Some predators feed directly on energy. An unintended item is drained of energy.

Awakens Dreams

You can pull images from dreams and bring them to life in the waking world.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.y08bfWS5eyeUJB3J]{Dreamcraft}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.bcEupdsF6FduFPwe]{Oneirochemy}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.bH57y3PYsMceluGy]{Dream Thief}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.FBCpBF9PXlEtIX4m]{Dream Becomes Reality} or @UUID[Compendium.cyphersystem-compendium.abilities.7GsuhcRTpDX0d1em]{Enhanced Intellect}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.FIU24o7T66ViVgyg]{Daydream}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.pUbqCBV3dBOWFgmv]{Nightmare}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.2iAHsn5ie8sYRiyb]{Chamber of Dreams} or @UUID[Compendium.cyphersystem-compendium.abilities.cbXNxvPdWEbKF6nA]{Reactive Field}

GM Intrusions: An unexpected sleepwalking episode puts the character into a dangerous situation. A nightmare breaks free of a dream.

Battles Robots

You excel in battling robots, automatons, and machine entities.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.atQ5yNq1ZEyy0z5j]{Machine Vulnerabilities}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.pYsmdnNte7o5Flca]{Tech Skills}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.aNNLomN5nZc52ZT4]{Defense Against Robots}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.QHSH8fE6l3bKz2xl]{Machine Hunting}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.ka5VA9XBi4OTnKVa]{Disable Mechanisms} or @UUID[Compendium.cyphersystem-compendium.abilities.uG2ACHNAPoZirp0b]{Surprise Attack}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.NoKdHv0FSytZR4iF]{Robot Fighter}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.NJakiz9yvoflzzBD]{Drain Power}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.jHrQLzIfjKtXBoJL]{Deactivate Mechanisms} or @UUID[Compendium.cyphersystem-compendium.abilities.58CLKxSLgaT6W6Cj]{Lethal Damage}

GM Intrusions: The robot explodes upon defeat. Other robots come after the character for revenge.

Bears a Halo of Fire

You can sheath your body in flames, which protects you and harms your foes.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.AzMtxh562JfrPdKZ]{Shroud of Flame}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.NJjAmyf9zhjRTNme]{Hurl Flame}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.TWqyBv9PEjwJKd1y]{Wings of Fire} or @UUID[Compendium.cyphersystem-compendium.abilities.srn53BB1da8Elh1t]{Fiery Hand of Doom}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.tJQmvEiYq2xBv4ZJ]{Flameblade}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.6fpCYtBDCfW6m1b0]{Fire Tendrils}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.NVdx8QjmTP5eOjDh]{Fire Servant} or @UUID[Compendium.cyphersystem-compendium.abilities.PLsz8IqWScZt0Ott]{Inferno Trail}

GM Intrusions: Fire burns flammable material. Fire spreads out of control. Primitive creatures fear fire and often attack what they fear.

Blazes With Radiance

You can create light, sculpt it, bend it away from you, or gather it to use as a weapon.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.ea7BzQy6fZqHQNET]{Enlightened}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.xZQXXjAWGBo7mTHU]{Illuminating Touch}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.teFcKcbo5ZBFbfRl]{Dazzling Sunburst}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.IUlsD8Zxp8AYbO4h]{Burning Light} or @UUID[Compendium.cyphersystem-compendium.abilities.CtRvLxfUlCynJv1B]{Skill With Defense}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.iIlgHiF1EN0fEpYx]{Sunlight}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.PyVeE7CtDVDksWG6]{Disappear}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.cE7JPRHLqIdM3b9V]{Living Light} or @UUID[Compendium.cyphersystem-compendium.abilities.FjXL6iSD1CJKbuGT]{Defensive Field}

GM Intrusions: Allies are accidentally dazzled or blinded. Bright flashes draw guards.

Brandishes an Exotic Shield

You deploy an amazing shield of pure force that provides protection and some offensive options.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.yb5PaVIPimrcJxFg]{Force Field Shield}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.aidcxXW6MokDMqY7]{Force Bash}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.vPflrS1giYnMoqL2]{Enveloping Shield}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.6nm35znCQzjAk6Gb]{Healing Pulse} or @UUID[Compendium.cyphersystem-compendium.abilities.SPL1URVkuo4PJP8I]{Throw Force Shield}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.B5zrSVUs54TUALFB]{Energized Shield}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.TXNhhyj63MMp2dVF]{Force Wall}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.zflNCqrmTL7vrYg1]{Bouncing Shield} or @UUID[Compendium.cyphersystem-compendium.abilities.Np67YSIzrP6w1PPb]{Shield Burst}

GM Intrusions: The shield is temporarily lost. A foe temporarily ends up with the shield.

Builds Robots

Your robotic creations do as they are commanded.

The word “robot” is used in this focus, though the robot you create might look very different from one created by someone else, depending on the genre. Steampunk robots, organic robots, or even magical golems are all feasible “robots.”

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.paIv2etaqLqY76y0]{Robot Assistant}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.pUliR2uWpIcE6jQX]{Robot Builder}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.kgCuCmU8kn0UMy8v]{Robot Control}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.ETGBAqAc1ApFH5cx]{Expert Follower} or @UUID[Compendium.cyphersystem-compendium.abilities.CtRvLxfUlCynJv1B]{Skill With Defense}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.BSx4qB29VwRUISm6]{Robot Upgrade}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.yqhUXLWMSNn5IYOn]{Robot Fleet}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.HAVNfVKAdwtJF6Jj]{Robot Evolution} or @UUID[Compendium.cyphersystem-compendium.abilities.BSx4qB29VwRUISm6]{Robot Upgrade}

GM Intrusions: The robot is hacked, gains a mind of its own, or unexpectedly detonates.

Calculates the Incalculable

Awesome mathematical ability allows you to model the world in real time, giving you an edge over everyone.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.vcbIe2sSMKJmawl4]{Predictive Equation}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.A853pOqz5BmPfh4w]{Higher Mathematics}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.V5oEOJ4i32t97yOG]{Predictive Model}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.CNw7shehsdySzhAK]{Subconscious Defense} or @UUID[Compendium.cyphersystem-compendium.abilities.7GsuhcRTpDX0d1em]{Enhanced Intellect}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.Z7JkIlrv7gxim4Fn]{Cognizant Offense}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.34Ycb9VK8JwHgSl4]{Greater Enhanced Intellect}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.GnQRIvynqXx1R2a0]{Further Mathematics}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.wlkPdME0r3hx9VbE]{Knowing the Unknown} or @UUID[Compendium.cyphersystem-compendium.abilities.34Ycb9VK8JwHgSl4]{Greater Enhanced Intellect}

GM Intrusions: Too many predicted results threaten to overwhelm and stun the character. A result points to imminent disaster.

Channels Divine Blessings

A devout follower of a divine being, you channel some of your deity’s power to achieve wonders.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.I9m3nOdBZ2HoEmbj]{Blessing of the Gods}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.7GsuhcRTpDX0d1em]{Enhanced Intellect}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.dJTgtIs80gOoI6ac]{Divine Radiance} or @UUID[Compendium.cyphersystem-compendium.abilities.NgHLZq3tZ3CFJvYv]{Fire Bloom}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.gDwPpgIAocEfQjPx]{Overawe}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.OkKNmMvLFwHxUv2r]{Divine Intervention}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.tgaSXp1VQiec8Jst]{Divine Symbol} or @UUID[Compendium.cyphersystem-compendium.abilities.LnZkUlKUuuD7iW3P]{Summon Demon}

GM Intrusions: A demon investigates divine magic use. A rival cult has issues with the character’s teachings.

Commands Mental Powers

You can pull images from dreams and bring them to life in the waking world.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.L2NOLfflU6HNleuT]{Telepathic}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.W5Zt9qDKCtNr49BC]{Mind Reading}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.Mc8L07dpf605FDo9]{Psychic Burst} or @UUID[Compendium.cyphersystem-compendium.abilities.iRqXVpngq6vfgtEn]{Psychic Suggestion}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.FktE2hQhSKXbWcQU]{Use Senses of Others}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.N0wzhZ676UrCR8M4]{Precognition}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.Vcfc6yjbqX6WSzCf]{Mind Control} or @UUID[Compendium.cyphersystem-compendium.abilities.K0C60k7wHBSpMQX4]{Telepathic Network}

GM Intrusions: Something glimpsed in the target’s mind is horrifying. A feedback loop allows the target to read the character’s mind.

Conducts Weird Science

Your preternatural insight and ability make you a scientist capable of amazing feats.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.4PVFXmi2cxI8MdpR]{Lab Analysis}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.eEGFknWQZUBNXn99]{Knowledge Skills}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.mFPUUmBIcGGsuwNd]{Modify Device}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.G0hoaZFQpdG7FfxO]{Better Living Through Chemistry} or @UUID[Compendium.cyphersystem-compendium.abilities.b776WTF2u1roh3n0]{Incredible Health}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.eEGFknWQZUBNXn99]{Knowledge Skills}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.gjBFpV2OvDmBqeE3]{Just a Bit Mad}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.RHLBHQuskBAVGnU8]{Weird Science Breakthrough}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.CyuPiJdYZIfNcTSy]{Incredible Feat of Science}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.JeqLEAcHOYVd78TH]{Inventor} or @UUID[Compendium.cyphersystem-compendium.abilities.FjXL6iSD1CJKbuGT]{Defensive Field}

GM Intrusions: Creations get out of control. Side effects cannot always be predicted. Weird science terrifies people and can draw the media. When a device created or modified by weird science is depleted, it detonates.

Consorts With the Dead

The dead answer your questions, and their reanimated corpses serve you.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.nvA3LwoSP7jf4h8G]{Speaker for the Dead}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.yaLHxRtVBhveqHJA]{Necromancy}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.uPvNopNWTgHGIPyR]{Reading the Room} or @UUID[Compendium.cyphersystem-compendium.abilities.rRDSzPJtUCwRVXFR]{Repair Flesh}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.vEVmBgz2TxOH3aSk]{Greater Necromancy}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.kKYyGbrQxDRSOh37]{Terrifying Gaze}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.GDphyYXSfjKE5BST]{True Necromancy} or @UUID[Compendium.cyphersystem-compendium.abilities.Gsre3acJaxhGBa0S]{Word of Death}

GM Intrusions: The character’s necromantic reputation precedes them. A corpse seeks revenge for being reanimated.

Controls Beasts

Your ability to communicate and lead beasts is uncanny.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.bOohoEcDegDBinFc]{Beast Companion}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.gT21nqWZ9Es576oC]{Soothe the Savage}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.OIk4usP2NFT0tDu7]{Communication}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.cGcblQ2qvyHM02kY]{Mount} or @UUID[Compendium.cyphersystem-compendium.abilities.h1rn92kIqG5VVYd6]{Stronger Together}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.zstBkLwRduC7vgGT]{Beast Eyes}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.0IlHHY1ktkN2L5Sp]{Improved Companion}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.pFWDdnTXCiPfwsWv]{Beast Call}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.Qm31Nw2SkBpVcv9M]{As If One Creature} or @UUID[Compendium.cyphersystem-compendium.abilities.LvoH43SKKtr3urKo]{Control the Savage}

GM Intrusions: The community is reluctant to welcome dangerous animals. Out-of-control beasts become a real hazard.

Controls Gravity

You can sway the attraction of gravity itself.

Type Swap Option: Weighty

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.UCR0rx32kEsTcgnF]{Hover}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.QH3l6ojVnasZm5U8]{Enhanced Speed Edge}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.SHMGbt30RfePtyNE]{Define Down} or @UUID[Compendium.cyphersystem-compendium.abilities.jbhcWHMiQQaR9ukO]{Gravity Cleave}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.eJpNT3QObtYiDfXY]{Field of Gravity}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.abdAcwYE8L00VakL]{Flight}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.Cnvf8fv0EEKU3iSn]{Improved Gravity Cleave} or @UUID[Compendium.cyphersystem-compendium.abilities.tMOeiKWrhp5P5CCQ]{Weight of the World}

GM Intrusions: Onlookers react with unreasoning fear. A weird interaction sends an ally or object careening into the sky.

Crafts Illusions

You fashion images from light that are so perfect they seem real.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.l60mmJrF1GupXLJB]{Minor Illusion}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.asQqC0DepYcsPxRV]{Illusory Disguise}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.JwG4lCSZIG3qUQAi]{Cast Illusion} or @UUID[Compendium.cyphersystem-compendium.abilities.hNsph7BRwllVSUre]{Major Illusion}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.hJV3hrSYcq3Zbzl5]{Illusory Selves}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.9cJ6gJZc7datpQwJ]{Terrifying Image}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.lCWWUQ0vYH2odiDv]{Grandiose Illusion} or @UUID[Compendium.cyphersystem-compendium.abilities.RNJbp1eAcMqSnYvb]{Permanent Illusion}

GM Intrusions: The illusion isn’t believable. The illusion is pierced at just the wrong moment.

Crafts Unique Objects

You’re an inventor of strange and useful objects.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.fkyJ02LbeOAfDxcF]{Crafter}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.YF8CYsYKcXpdfqH5]{Master Identifier}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.yIdq1lu1eUAkNyDC]{Artifact Tinkerer}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.m6X5wyPUPdhqLTIp]{Quick Work}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.4JDFgEhyhqReRngE]{Master Crafter} or @UUID[Compendium.cyphersystem-compendium.abilities.V2BSB9or5UJdTiYF]{Built-in Weaponry}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.M3TM1cORNnlEN0ZO]{Cyphersmith}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.y3qXWOUu7mAhg6Rb]{Innovator}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.JeqLEAcHOYVd78TH]{Inventor} or @UUID[Compendium.cyphersystem-compendium.abilities.rqC9cEmRkvm29N56]{Fusion Armor}

GM Intrusions: The object malfunctions, breaks, or suffers catastrophic or unexpected failure.

Cyphersmith works only in a setting where the cyphers are physical objects. If this isn’t the case, this ability should probably be replaced with something akin to Weird Science Breakthrough from the Conducts Weird Science focus.

Dances With Dark Matter

You can manipulate shadow and “dark” matter.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.7aCeBDGZqu8A9hMQ]{Ribbons of Dark Matter}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.VWehoqF0N6s0WMLK]{Void Wings}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.XYbtbbVKFYmDfmjO]{Dark Matter Shroud} or @UUID[Compendium.cyphersystem-compendium.abilities.MqGMnSIkHK4rOFSm]{Dark Matter Strike}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.yB4tnpDNVSOxgruq]{Dark Matter Shell}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.b44vvK2YjdSeYPJc]{Windwracked Traveler}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.JUn27j5YI3dRh2jJ]{Dark Matter Structure} or @UUID[Compendium.cyphersystem-compendium.abilities.apQwshUTjCQPym8A]{Embrace the Night}

GM Intrusions: Dark matter skulks away as if possessed by a mind of its own.

Defends the Gate

Everyone wants you on their side when it comes to a fight because nothing gets by you.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.C9x7b1qN4qmm568P]{Fortified Position}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.POaewj2PWMMfCY1i]{Rally to Me}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.VgomhLKFHDDAzW9T]{Mind for Might}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.ZvKFftq7doCxI7T5]{Fortification Builder} or @UUID[Compendium.cyphersystem-compendium.abilities.LODZEYtmmBN5D9zZ]{Divert Attacks}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.R9KnCCvGoEHvV1p0]{Greater Enhanced Might}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.hCAzOVpH0jrYc9qk]{Reinforcing Field}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.KBykf0P4WQ9Lb6TN]{Generate Force Field} or @UUID[Compendium.cyphersystem-compendium.abilities.eQIPJk2xcFGfDr3H]{Stun Attack}

GM Intrusions: A strategically important structure collapses. The enemy attacks from an unexpected direction.

Defends the Weak

You stand up for the helpless, the weak, and the unprotected.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.YvPBxDxLz16Usm7m]{Courageous}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.6zU8AURXjXgG63j6]{Warding Shield}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.9p2RJYFo6s55F5Ha]{Devoted Defender}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.fh7tK1BVjgSfZ8ml]{Insight}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.Su3LkSzdGHg9w1RO]{Dual Wards} or @UUID[Compendium.cyphersystem-compendium.abilities.GAeUBbQWE3ryv50V]{True Guardian}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.lb5Bo8BpNXdVMkmt]{Combat Challenge}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.JrSM5XYgXpxNnLl2]{Willing Sacrifice}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.aDnA7oA9ZYCEfprI]{Resuscitate} or @UUID[Compendium.cyphersystem-compendium.abilities.mjEFQ3ndDRvLB5Dj]{True Defender}

GM Intrusions: A character focused on protecting others may periodically leave themselves vulnerable to attacks.

Descends From Nobility

A descendent of wealth and power, you carry a noble title and the abilities granted by a privileged upbringing.

Type Swap Option: @UUID[Compendium.cyphersystem-compendium.abilities.S2OZtm12S2YvxD7H]{Retinue}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.xMRRfjFF0POkxyea]{Privileged Nobility}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.A8CGMbLGsJ3AHKMP]{Trained Interlocutor}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.zTsjsWVgzjQzl2MW]{Advanced Command} or @UUID[Compendium.cyphersystem-compendium.abilities.AAUqaiWxC5V4e1VH]{Noble’s Courage}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.ETGBAqAc1ApFH5cx]{Expert Follower}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.T5tn7zItPyaRcYNC]{Asserting Your Privilege}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.Eez3uExkDA20XJg3]{Able Assistance} or @UUID[Compendium.cyphersystem-compendium.abilities.qbXP6HlN56bPt7cq]{Mind of a Leader}

GM Intrusions: Debts incurred by a family are owed by the character. A long-lost sibling seeks to disinherit rivals. An assassin finds the character.

Doesn’t Do Much

You’re a slacker, but you know a little about a lot of things.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.aOzkoVf0mNSkZBtn]{Life Lessons}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.2fU3nI68oi5ScziC]{Totally Chill}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks} or @UUID[Compendium.cyphersystem-compendium.abilities.uhC4ubTGfhkNvIMX]{Improvise}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.aOzkoVf0mNSkZBtn]{Life Lessons}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.nOuOE3EkrNr81pSq]{Greater Skill With Defense}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.4necR0YTsaij4ojD]{Greater Enhanced Potential}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.wztu6KcpILxwlFTU]{Drawing on Life’s Experiences} or @UUID[Compendium.cyphersystem-compendium.abilities.Mac5S0sQe9Muf4Mv]{Quick Wits}

GM Intrusions: New situations are confounding and stressful. Past actions (or inactions) come back to haunt the character.

Drives Like A Maniac

Whether balancing on two wheels, jumping another vehicle, or driving head-on toward an oncoming enemy car, you don’t think about the risks when you’re behind the wheel.

Someone who Drives Like a Maniac needs access to a vehicle.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.DCuOpij3sNomBe1a]{Driver}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.1fu5C9JHmORmWTR8]{Driving on the Edge}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.lY7NaxsFxt1XZVk5]{Car Surfer}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.HHcC89OKZACgLB8Y]{Stare Them Down}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.hQx9SoUhY6jzUeTW]{Expert Driver} or @UUID[Compendium.cyphersystem-compendium.abilities.QH3l6ojVnasZm5U8]{Enhanced Speed Edge}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.EQXA8Gcwdc7dU8lw]{Sharp-Eyed}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.tuofJSTVjOEwRUem]{Enhanced Speed}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.vVax9KyZ3U4Wpok8]{Something in the Road}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.qKDngpAWNEzhdRj5]{Trick Driver} or @UUID[Compendium.cyphersystem-compendium.abilities.58CLKxSLgaT6W6Cj]{Lethal Damage}

GM Intrusions: The engine develops a knock. The bridge on the road ahead is out. The windshield shatters. Someone unexpectedly runs in front of the vehicle.

Emerged From the Obelisk

Your body, hard as crystal, gives you a suite of unique abilities, gained after an interaction with a floating crystalline obelisk.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.bzeuikGxbM7noj2z]{Crystalline Body}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.UCR0rx32kEsTcgnF]{Hover}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.QsXOz48JgyXYEEqS]{Inhabit Crystal} or @UUID[Compendium.cyphersystem-compendium.abilities.4Fe5z4FD71eHlbbd]{Immovable}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.hIWg9VFNnYnrknAu]{Crystal Lens}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.ucsscEpO5L2gIYZg]{Resonant Frequency}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.bY52t6eGONKu8Kr4]{Resonant Quake} or @UUID[Compendium.cyphersystem-compendium.abilities.tR2v2vMu3TgN21OJ]{Return to the Obelisk}

GM Intrusions: Cyphers and artifacts react unexpectedly in the character’s hands.

Employs Magnetism

You command metal and the power of magnetism.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.p2JmtbtuzscW1ogs]{Move Metal}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.MK2dp11krszjDsyc]{Repel Metal}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.0XSuUGS0UyrhiW44]{Destroy Metal} or @UUID[Compendium.cyphersystem-compendium.abilities.4v5pXMwFeB7xQzME]{Guide Bolt}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.n985WYLPzj2XqBry]{Magnetic Field}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.uN2YVmNxkFj3SFof]{Command Metal}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.fruWNFBBNLpcGLaC]{Diamagnetism} or @UUID[Compendium.cyphersystem-compendium.abilities.SZtOjKk7ScShJT6G]{Iron Punch}

GM Intrusions: The metal twists, bends, or produces shrapnel. A lapse in concentration might cause something to slip or drop at just the wrong time.

Entertains

You perform, mostly for the benefit of others.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.rfsCCpxcsjc8hr60]{Levity}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.oilgQ4oM02Pa0eNp]{Inspiration}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.eEGFknWQZUBNXn99]{Knowledge Skills} or @UUID[Compendium.cyphersystem-compendium.abilities.4necR0YTsaij4ojD]{Greater Enhanced Potential}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.CLObcsu2DKKKhzyK]{Calm}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.Eez3uExkDA20XJg3]{Able Assistance}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.kZ3LhhYZKrcnBplY]{Master Entertainer} or @UUID[Compendium.cyphersystem-compendium.abilities.xRIDlrBzTXVYC5rh]{Vindictive Performance}

GM Intrusions: The audience is annoyed or offended. Musical instruments break. Paints dry in their pots. The words to a poem or song are forgotten.

Note: Erratum

It seems that the tier 2 ability is supposed to be @UUID[Compendium.cyphersystem-compendium.abilities.DLxDL49VjUEMAjxZ]{Inspiring Ease} instead of Inspiration.

Exists in Two Places at Once

You exist in two places at once.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.P1jQZdPIrxo4wNlr]{Duplicate}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.PRh7n2VLXyRa4il9]{Share Senses}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.FwEUY43Q8EMVCCsL]{Superior Duplicate} or @UUID[Compendium.cyphersystem-compendium.abilities.oEubmS7pZ3zFK8uJ]{Resilient Duplicate}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.nVFRDMhuWDrdve4F]{Damage Transference}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.jmjxGRJTwztzBtLc]{Coordinated Effort}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.rsYzxCchklPSFAp7]{Multiplicity} or @UUID[Compendium.cyphersystem-compendium.abilities.oEubmS7pZ3zFK8uJ]{Resilient Duplicate}

GM Intrusions: Perceiving the world from two different places disorients the character, causing momentary vertigo, nausea, or confusion.

Exists Partially Out of Phase

A bit translucent, you’re slightly out of phase and can move through solid objects.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.g0SqMvb020tiTQ48]{Walk Through Walls}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.2j6Hqr2Y8Xbz97c4]{Defensive Phasing}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.cJB7wj5okdPZuRNb]{Phased Attack} or @UUID[Compendium.cyphersystem-compendium.abilities.MFBq4Fc432FS6nkX]{Phase Door}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.Kk9lHkiaqsr3pUmk]{Ghost}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.QLRztjFH4YetYM6l]{Untouchable}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.xHLPf1FETmn06aA8]{Enhanced Phased Attack} or @UUID[Compendium.cyphersystem-compendium.abilities.ptH3O4GES71CClGO]{Phase Foe}

GM Intrusions: The character is sent phasing into an unexpected dimension. The character becomes lost in a large solid.

Explores Dark Places

You’re the archetypal treasure hunter, scavenger, and finder of lost things.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.MwDYD8V1CJv8w9rR]{Superb Explorer}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.aJ1T8XqGF38vyzV2]{Superb Infiltrator}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.xskKzxBoGvSrje4e]{Eyes Adjusted}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.LdHCwZcifnRRuPrp]{Nightstrike} or @UUID[Compendium.cyphersystem-compendium.abilities.JhBTTC5ZUTT8NvUA]{Slippery Customer}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.5t5EIoGSan3pQ08D]{Hard-Won Resilience}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.xRvaY8SG4HVy5WO8]{Dark Explorer}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.XRXQwJplJrm7onbN]{Blinding Attack} or @UUID[Compendium.cyphersystem-compendium.abilities.2asT0zvk1kw5hC1v]{Embraced by Darkness}

GM Intrusions: Possessions fall out of pockets or bags in the dark; maps get lost; information gained fails to include an important detail.

Fights Dirty

You’ll do anything to win a fight: bite, scratch, kick, trick, and worse.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.VAGafmOiBpvU2eq0]{Tracker}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.gwMRhz3h9zxbVQXt]{Stalker}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.sHdBJdVshvtAqz1K]{Sneak}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.FEkLEYwk7r9KE7oC]{Quarry}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.7Gxuqkwo4i47yHe3]{Betrayal} or @UUID[Compendium.cyphersystem-compendium.abilities.uG2ACHNAPoZirp0b]{Surprise Attack}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.R9WffstnihzBuuvW]{Mind Games}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.gNRMG3mJTzWaCGph]{Capable Warrior}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.vhGEeFVgyqX1gzRr]{Using the Environment}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.Z4QcjOxgltEJPm96]{Twisting the Knife} or @UUID[Compendium.cyphersystem-compendium.abilities.KNElOxbWobS1ygLv]{Murderer}

GM Intrusions: People look poorly upon those who cheat or fight without honor. Sometimes a dirty trick backfires.

Fights With Panache

You’re a swashbuckling daredevil who fights with flamboyant style that’s entertaining to watch.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.b8rtgyatE8o9FaRS]{Attack Flourish}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.GQeO9RXVzeriLsfy]{Quick Block}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.ra0A8MtQjZEYhJPr]{Acrobatic Attack} or @UUID[Compendium.cyphersystem-compendium.abilities.tmrSKjGmjbxfIqPI]{Flamboyant Boast}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.3JWMtJBjf3oUWaxP]{Block for Another}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.jaGs9nmLaywdRMUN]{Fast Kill}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.vhGEeFVgyqX1gzRr]{Using the Environment}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.cuK7oPGFdlOPoc44]{Agile Wit} or @UUID[Compendium.cyphersystem-compendium.abilities.G5bTthwpEf5azVHA]{Return to Sender}

GM Intrusions: The display comes off looking silly, clumsy, or unattractive.

Flies Faster Than a Bullet

You can fly, and you’re superstrong, hard to hurt, and fast too. Is there anything you can’t do?

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.UCR0rx32kEsTcgnF]{Hover}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.4necR0YTsaij4ojD]{Greater Enhanced Potential}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.sPheWt9emoY3PCA8]{Hidden Reserves} or @UUID[Compendium.cyphersystem-compendium.abilities.rYyymKUc0QKWdNsy]{See Through Matter}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.Zps9ZUc9RD1mRDEK]{Blink of an Eye}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.s68x7VxwueUkCkOg]{Up to Speed}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.sbGo2i4oqy1aUeQ6]{Not Dead Yet}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.IUlsD8Zxp8AYbO4h]{Burning Light} or @UUID[Compendium.cyphersystem-compendium.abilities.NMgopYfoagESHtea]{Ignore Affliction}

GM Intrusions: A nemesis finds the character. A strange material is found to nullify the character’s abilities.

Focuses Mind Over Matter

You can telekinetically move objects with your mind without physically touching them.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.LODZEYtmmBN5D9zZ]{Divert Attacks}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.xDn74LRD6xlMUqj2]{Telekinesis}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.gyZd83dgvZnQrmbb]{Cloak of Opportunity} or @UUID[Compendium.cyphersystem-compendium.abilities.bvqDafTBMB7Uo9Qj]{Enhance Strength}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.loOJI9ZakIwGrmW1]{Apportation}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.8wSx2qtKXq0dWxId]{Psychokinetic Attack}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.iEOf9IkbHU8oBOMm]{Improved Apportation} or @UUID[Compendium.cyphersystem-compendium.abilities.YFbC1HRis4SpZgrS]{Reshape}

GM Intrusions: One mental slip, and moving objects drop or fragile objects break. Sometimes the wrong item moves, falls, or breaks.

Note: Erratum

It seems that the tier 1 ability is supposed to be @UUID[Compendium.cyphersystem-compendium.abilities.YcDF62pED8waUtry]{Deflect Attacks} instead of Divert Attacks.

Fuses Flesh and Steel

Your body is part machine.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.dPFQTFRzv7D7PYKq]{Enhanced Body}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.4dTGeclZRVjzn5tT]{Interface}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.syiylO75dZlcUp3i]{Sensing Package} or @UUID[Compendium.cyphersystem-compendium.abilities.NFsoXUQaq3I5h2UY]{Weaponization}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.42sPqHxJEybiZ6Vh]{Fusion}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.Uk6ceaEWFjcoHNTI]{Deep Reserves}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.laxdkyrDuOhxfWKc]{Mind Surge} or @UUID[Compendium.cyphersystem-compendium.abilities.fkedtvx6UakJPOZN]{Ultra Enhancement}

GM Intrusions: People in most societies are afraid of someone who is revealed to have mechanical parts.

Fuses Mind and Machine

Electronic aids implanted in your brain make you a mental powerhouse.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.7GsuhcRTpDX0d1em]{Enhanced Intellect}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.eEGFknWQZUBNXn99]{Knowledge Skills}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.2GicRKJcPO3hmlwD]{Network Tap}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.GK0o4fjCtxgAP269]{Action Processor} or @UUID[Compendium.cyphersystem-compendium.abilities.dLJ0B35UlB5wxCf4]{Machine Telepathy}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.34Ycb9VK8JwHgSl4]{Greater Enhanced Intellect}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.eEGFknWQZUBNXn99]{Knowledge Skills}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.MA2Pwhbpbq2SSIQy]{See the Future}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.teF5kZpAuRfZKfxn]{Machine Enhancement} or @UUID[Compendium.cyphersystem-compendium.abilities.laxdkyrDuOhxfWKc]{Mind Surge}

GM Intrusions: Machines malfunction and shut down. Powerful machine intelligences can take control of lesser thinking machines. Some people don’t trust a person who isn’t fully organic.

Grows to Towering Heights

For brief periods, you can grow larger and, with enough experience, to towering heights.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.HDYOv1V10xpFbFI7]{Enlarge}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.HoUOwIPfKTlxyQH0]{Freakishly Large}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.GmMePJHTRl6PshR6]{Bigger}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.wifCvRG9OhsTDT30]{Advantages of Being Big}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.uNzF1oQKJ6T1yqL4]{Huge} or @UUID[Compendium.cyphersystem-compendium.abilities.WuNUt6ltWGDdjNLS]{Throw}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.48i5ybVtZaTlFLJf]{Grab}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.0XYaYNoQzrYYKR4p]{Gargantuan}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.hbbPZIjq81Qqdp6i]{Colossal} or @UUID[Compendium.cyphersystem-compendium.abilities.58CLKxSLgaT6W6Cj]{Lethal Damage}

GM Intrusions: Rapid growth knocks over furnishings or smashes through ceilings or hanging lights. An enlarged character breaks through the floor.

Helps Their Friends

You love your friends and help them out of any difficulty, no matter what.

Type Swap Option: Advice From a Friend

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.lZCAKgP966BuU4uF]{Friendly Help}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.YvPBxDxLz16Usm7m]{Courageous}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.QGSHCRW46vn5Xdwu]{Weather the Vicissitudes}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.knh2MWMhCgqOjWYD]{Buddy System} or @UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.RgosWDt0hkosbVQr]{In Harm’s Way}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.MwVDTy2Rx1V7Tyly]{Enhanced Physique}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.FiSwskgQGBjp4IhZ]{Inspire Action}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.1tkQKo32UKxTUUPn]{Deep Consideration} or @UUID[Compendium.cyphersystem-compendium.abilities.CtRvLxfUlCynJv1B]{Skill With Defense}

GM Intrusions: Others sometimes have ulterior motives. The law takes an undue interest. Even when everything goes right, repercussions follow.

Howls at the Moon

For brief periods, you become a fearsome and powerful creature with control issues.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.8DXGUr433iXaVCSv]{Beast Form}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.wIOwT1tjGLMYzZAb]{Controlled Change}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.NIePQkLH2DTVjZR2]{Bigger Beast Form} or @UUID[Compendium.cyphersystem-compendium.abilities.Ee8QC6fkRvD1yw6h]{Greater Beast Form}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.wqzexDdZolWgxAza]{Greater Controlled Change}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.A9uQnidn6SKTNHJA]{Enhanced Beast Form}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.58CLKxSLgaT6W6Cj]{Lethal Damage} or @UUID[Compendium.cyphersystem-compendium.abilities.85DCcEDqvz6A0LkD]{Perfect Control}

GM Intrusions: The change happens in an uncontrolled fashion. People are terrified of monsters.

Hunts

You are a stalking hunter who excels at bringing down your selected quarry.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.b8rtgyatE8o9FaRS]{Attack Flourish}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.VAGafmOiBpvU2eq0]{Tracker}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.FEkLEYwk7r9KE7oC]{Quarry}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.sHdBJdVshvtAqz1K]{Sneak}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.aBfj6w1y6noOzB7d]{Horde Fighting} or @UUID[Compendium.cyphersystem-compendium.abilities.57txEIyzuPUQOqVP]{Sprint and Grab}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.uG2ACHNAPoZirp0b]{Surprise Attack}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.LE8NtDKG9TzXBv5B]{Hunter’s Drive}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.oroWEBbp3cvrYwH9]{Greater Skill With Attacks} or @UUID[Compendium.cyphersystem-compendium.abilities.ENO71nxs3MSKzvq6]{Multiple Quarry}

GM Intrusions: The quarry notices the character. The quarry isn’t as vulnerable as it seemed.

Infiltrates

Subtlety, guile, and stealth allow you to get in where others can’t.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.QAdh0yZBjJsHdJjD]{Stealth Skills}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.WUY75HFAqAu1i9ku]{Sense Attitudes}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.vFc52xBtBp69WglW]{Impersonate}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.LFiTEQpWhXBgIZWb]{Flight Not Fight}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.ZB80ZclRSzEcr4o1]{Awareness} or @UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.wvlSlYCJyrJuFqtn]{Invisibility}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.N0OZaNOIbHTiWDL1]{Evasion}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.3SiJ5Drao8XtmgzV]{Brainwashing} or @UUID[Compendium.cyphersystem-compendium.abilities.jrTEtAhE6GfLW7R4]{Spring Away}

GM Intrusions: Spies are treated harshly when caught. Allies disavow infiltrators who get caught. Some secrets are better left unknown.

Interprets the Law

You excel at winning others over to your views.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.EbnGDC61relhYaib]{Opening Statement}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.xBQM1AmjmcjmPDDD]{Knowledge of the Law}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.2GwH3ugd7aHrWZRz]{Debate}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.Eez3uExkDA20XJg3]{Able Assistance} or @UUID[Compendium.cyphersystem-compendium.abilities.FQPA8oY3xiZIL6aG]{Enhanced Intellect Edge}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.Hw16NpdbdJOqVF4z]{Castigate}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.kcXnkEBuyNil4Nd4]{No One Knows Better}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.4necR0YTsaij4ojD]{Greater Enhanced Potential} or @UUID[Compendium.cyphersystem-compendium.abilities.pGJIwlCJDib2Splm]{Legal Intern}

GM Intrusions: Onlookers react badly to a know-it-all. A distraction or interruption throws the character’s argument off the rails.

Is Idolized by Millions

You’re a celebrity and most people adore you.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.ZK4CUb9HH4J5A8IN]{Entourage}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.zGoUoC6i0f1SbUqE]{Celebrity Talent}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.6QXGJBsJPDFgcdq5]{Perks of Stardom}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.b776WTF2u1roh3n0]{Incredible Health} or @UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.mUhnX0UmEw2BROkI]{Captivate With Starshine}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.ETGBAqAc1ApFH5cx]{Expert Follower}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.1W0sBVHxG7LESCPl]{Do You Know Who I Am?}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.zZYSSAFXtJcuezxM]{Transcend the Script} or @UUID[Compendium.cyphersystem-compendium.abilities.0IlHHY1ktkN2L5Sp]{Improved Companion}

GM Intrusions: Fans are endangered or hurt on your behalf. Someone in your entourage betrays you. Your show, tour, contract, or other event is canceled. The media posts photos of you in an embarrassing situation.

Is Licensed to Carry

You carry a gun and you know how to use it in a fight.

Although Is Licensed to Carry is designed with modern firearms in mind, it could apply to flintlock weapons, futuristic laser blasters, or other ranged weapons.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.1SBd1jm66eSo4eHn]{Gunner}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.wAbsUj5mHZatr3JG]{Practiced With Guns}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.Mbq7D0u4Vee0NKYz]{Careful Shot}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.I8N5PUMy5Eq7cqZl]{Trained Gunner} or @UUID[Compendium.cyphersystem-compendium.abilities.UlQ7w5iD57Hfdzce]{Damage Dealer}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.oNk0Nhle1XwBhOvp]{Snap Shot}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.WrJDw2X8JHcljjP4]{Arc Spray}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.BM6YnBez7sVnrGUh]{Special Shot} or @UUID[Compendium.cyphersystem-compendium.abilities.58CLKxSLgaT6W6Cj]{Lethal Damage}

GM Intrusions: Misfire or jam! The attack fails and the action is lost, plus an additional action is needed to fix the problem.

Is Wanted by the Law

“WANTED, DEAD OR ALIVE” posters (or their equivalent) have appeared featuring your face. It’s up to you whether it’s a mistake that snowballed out of control or you actually would kill someone just for looking at you.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.tuofJSTVjOEwRUem]{Enhanced Speed}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.UyQTRi5ZwWU5tMO0]{Danger Sense}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.uG2ACHNAPoZirp0b]{Surprise Attack}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.DMBJEypEWuAS2lai]{Outlaw Reputation} or @UUID[Compendium.cyphersystem-compendium.abilities.36nlDXhOP5e5dfns]{Successive Attack}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.jaGs9nmLaywdRMUN]{Fast Kill}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.fD8yD0pGCMdOJkGb]{Band of Desperados}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.sbGo2i4oqy1aUeQ6]{Not Dead Yet} or @UUID[Compendium.cyphersystem-compendium.abilities.58CLKxSLgaT6W6Cj]{Lethal Damage}

GM Intrusions: Most people do not take well to discovering a wanted outlaw in their midst.

Keeps a Magic Ally

An allied magic creature bound to an object (such as a minor djinn in a lamp, or a ghost in a pipe) is your friend, protector, and weapon.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.9Kag2UMn6Wdxq4Zo]{Bound Magic Creature}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.PCTUkuALVb0GdTCe]{Object Bond}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.1KjY8D1dvLc3NuUv]{Hidden Closet}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.l0OFjk5XVGV5LzP1]{Minor Wish} or @UUID[Compendium.cyphersystem-compendium.abilities.cGcblQ2qvyHM02kY]{Mount}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.QxOsAHpd8ZkEXI5u]{Improved Object Bond}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.m2j3n3xiExLcXAAn]{Moderate Wish}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.Aprz5cRtdgiAIYUM]{Object Bond Mastery} or @UUID[Compendium.cyphersystem-compendium.abilities.V7npSeuqG3JI4Dvv]{Trust to Luck}

GM Intrusions: The creature unexpectedly disappears into its bound object. The bound object cracks. The creature disagrees and doesn’t do as asked. The creature says it’s leaving unless a task is performed for it.

Leads

Your natural leadership capability allows you to command others, including a loyal band of followers.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.FDUGlu7DZhdfxH2P]{Natural Charisma}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.DmnRMTfHYaeoYFVu]{Good Advice}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.RnK2bmvUb7RIVPSA]{Enhanced Potential}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.4XwwFeGO5haHxvQs]{Basic Follower}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.zTsjsWVgzjQzl2MW]{Advanced Command} or @UUID[Compendium.cyphersystem-compendium.abilities.ETGBAqAc1ApFH5cx]{Expert Follower}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.8EMTH3JCrC5Vjt63]{Captivate or Inspire}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.4necR0YTsaij4ojD]{Greater Enhanced Potential}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.KpbEHKNSEycVB1GU]{Band of Followers} or @UUID[Compendium.cyphersystem-compendium.abilities.qbXP6HlN56bPt7cq]{Mind of a Leader}

GM Intrusions: Followers fail, betray, lie, become corrupted, get kidnapped, or die.

Learns Quickly

You deal with bad situations as they arise, learning new lessons each time.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.7GsuhcRTpDX0d1em]{Enhanced Intellect}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.0xVoKhKKvzxIbtJD]{There’s Your Problem}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.YCwy44WnpusEYN7g]{Quick Study}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.qgholblGXKQri99M]{Hard to Distract}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.FQPA8oY3xiZIL6aG]{Enhanced Intellect Edge} or @UUID[Compendium.cyphersystem-compendium.abilities.dVh39nh5ARUxreUc]{Flex Skill}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.dIK67k9aoBbFBnkf]{Pay It Forward}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.7GsuhcRTpDX0d1em]{Enhanced Intellect}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.2LaX22wvw35lDger]{Learned a Few Things}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.EE1xCQ3OvCrdrG6z]{Two Things at Once} or @UUID[Compendium.cyphersystem-compendium.abilities.CtRvLxfUlCynJv1B]{Skill With Defense}

GM Intrusions: Accidents and mistakes are great teachers.

Lives in the Wilderness

You can survive in badlands where others perish.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.KqV5RSzOU3S3NK51]{Wilderness Life}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.wHcuP6T7Ti6j5Y8C]{Enhanced Might}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.vFQaDsHzJpTSV8Tw]{Living Off the Land}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.Db7aRY4t1mwRpcoL]{Wilderness Explorer}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.KAAezRI2l8rdp1NS]{Animal Senses and Sensibilities} or @UUID[Compendium.cyphersystem-compendium.abilities.Ja8ebgq2RDQryN62]{Wilderness Encouragement}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.CBdIPMJ2oOOesmod]{Wilderness Awareness}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.pfZzabIIEuU4kSH3]{The Wild Is on Your Side}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.Wj6oHOvnZkZjulwI]{One With the Wild} or @UUID[Compendium.cyphersystem-compendium.abilities.TRdK7RJBkq8WW4np]{Wild Camouflage}

GM Intrusions: People in cities and towns sometimes disparage those who look (and smell) like they live in the wilds, as if they were ignorant or barbaric.

Looks for Trouble

You’re a scrapper and love a good fight.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.Hgr8QZmzjXmYorfs]{Fists of Fury}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.XseI77zSp7iHkEWq]{Wound Tender}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.qp1jDaFiRR5xPPMn]{Protector}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.tFhd4dEGikOd1g1K]{Straightforward}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks} or @UUID[Compendium.cyphersystem-compendium.abilities.4necR0YTsaij4ojD]{Greater Enhanced Potential}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.2K3b6cTuLEGZfYqa]{Knock Out}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.kNSRytTtQX0rU3aE]{Mastery With Attacks}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.R9KnCCvGoEHvV1p0]{Greater Enhanced Might} or @UUID[Compendium.cyphersystem-compendium.abilities.58CLKxSLgaT6W6Cj]{Lethal Damage}

GM Intrusions: Weapons break or fly from even the strongest grip. Brawlers trip and fall. Even the battlefield can work against you with things falling or collapsing.

Loves the Void

When it’s just you, your spacesuit, and the panorama of stars wheeling out forever and always, you are at peace.

Type Swap Option: @UUID[Compendium.cyphersystem-compendium.abilities.geCiPXMF2sIRJ68U]{Have Spacesuit, Will Travel}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.zgcoMEc4j2MjpDhC]{Vacuum Skilled}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.GfDLA0qSvqhqzIbL]{Microgravity Adept}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.QH3l6ojVnasZm5U8]{Enhanced Speed Edge}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.MwVDTy2Rx1V7Tyly]{Enhanced Physique}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.q73VWJY2cmWxRcYx]{Space Fighting} or @UUID[Compendium.cyphersystem-compendium.abilities.rqC9cEmRkvm29N56]{Fusion Armor}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.U2QV8t7Pq9irgHqF]{Silent As Space}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.JJ9nWmcBIlfyNDfe]{Push Off and Throw}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.iIy1HDd9yUl07AYo]{Microgravity Avoidance}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.w3HN2nZBTo5mLJcM]{Weightless Shot} or @UUID[Compendium.cyphersystem-compendium.abilities.cbXNxvPdWEbKF6nA]{Reactive Field}

GM Intrusions: Spacesuits develop glitches. Air refill cartridges sometimes misreport capacity. Micrometeorites are common in space.

Masters Defense

You use protective equipment and practiced techniques to avoid becoming hurt in a fight.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.EheuStXUDPojVmT5]{Shield Master}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.gS1X6POaKLjNlHsI]{Sturdy}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.o2ZDoteWQsFsqTJr]{Practiced in Armor}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.zLJYM2OiFVIsuz3P]{Dodge and Resist} or @UUID[Compendium.cyphersystem-compendium.abilities.E1YiGcXAYOjHXoAd]{Dodge and Respond}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.2AIQhz00HyZhY7wM]{Tower of Will}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.4eCjeGPA0ovnwIfu]{Experienced in Armor}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.lGbieMmnuoqsl4Jz]{Nothing but Defend}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.i5n7BaFjTo6W35f9]{Defense Master} or @UUID[Compendium.cyphersystem-compendium.abilities.B6SEeGr5kxLAgvvq]{Wear It Well}

GM Intrusions: Shields break when hit, as do weapons used to parry. Armor straps break.

Masters Spells

By specializing in spellcasting and keeping a spellbook, you can quickly cast spells of arcing lightning, rolling fire, creeping shadow, and summoning.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.EyAIsiqJGCspQFcu]{Arcane Flare}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.Yg6jEM07HAccDcNC]{Ray of Confusion}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.NgHLZq3tZ3CFJvYv]{Fire Bloom} or @UUID[Compendium.cyphersystem-compendium.abilities.wEWyNKnVgVOjsyms]{Summon Giant Spider}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.2t9oGZRuFhLCKjsa]{Soul Interrogation}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.ZK9Ruc53rKBqU93i]{Granite Wall}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.LnZkUlKUuuD7iW3P]{Summon Demon} or @UUID[Compendium.cyphersystem-compendium.abilities.Gsre3acJaxhGBa0S]{Word of Death}

GM Intrusions: The spell goes wrong. The summoned creature turns on the caster. A rival spellcaster is drawn to the magic use.

Masters the Swarm

Insects. Rats. Bats. Even birds. You master one type of small creature that obeys you.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.ZEcFnsNXgcozJElT]{Influence Swarm}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.hIxPlDRbNqallNiu]{Control Swarm}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.CEscdPwUrBpzUeS0]{Living Armor} or @UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.gLxVxCSix441TyKq]{Call Swarm}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.rUzrjRuT2nfEdCaJ]{Gain Unusual Companion}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.iQhBPww1s4wRZcDz]{Deadly Swarm} or @UUID[Compendium.cyphersystem-compendium.abilities.CtRvLxfUlCynJv1B]{Skill With Defense}

GM Intrusions: A command is misunderstood. Control is erratic or is lost. Bites and stings are not uncommon for masters of the swarm.

Masters Weaponry

You are a master user of a particular type of weapon, be it a sword, whip, dagger, gun, or something else.

Someone who Masters Weaponry might have additional equipment, including a high- quality weapon.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.J0fj73TfCu4aSdVL]{Weapon Master}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.qBTIXXJt2Ahn8UYh]{Weapon Crafter}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.6Xs3fyaANQDWXRoc]{Weapon Defense}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.YA5P5CBNr5NSmY6z]{Rapid Attack} or @UUID[Compendium.cyphersystem-compendium.abilities.7rjeYt5hNhkvqK9w]{Disarming Strike}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.imWLlYQs4LTaCTdS]{Never Fumble}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.mhgFWIDr0QuCHRIF]{Extreme Mastery}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.KNElOxbWobS1ygLv]{Murderer} or @UUID[Compendium.cyphersystem-compendium.abilities.6P1CJvVMot3Y2xj0]{Deadly Strike}

GM Intrusions: Weapons break. Weapons can be stolen. Weapons can be dropped or forced out of your hand.

Metes Out Justice

You right wrongs, protect the innocent, and punish the guilty.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.Zu06akqnHdCvoR0W]{Make Judgment}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.tjxKTFdA8gqZDP90]{Designation}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.5jGN9GicKYIAneKQ]{Defend the Innocent}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.3fMzqFFQ1rLtbVrd]{Improved Designation}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.bz04IOSkdP3zcRMD]{Defend All the Innocent} or @UUID[Compendium.cyphersystem-compendium.abilities.iGRECL13bqrSSF7P]{Punish the Guilty}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.RESKINMA0INj60Rc]{Find the Guilty}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.QgnoEdKZ50u4JZoL]{Greater Designation}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.KVOFCKWKmUrqAe7v]{Punish All the Guilty}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.JH40M99RAN6IZWze]{Damn the Guilty} or @UUID[Compendium.cyphersystem-compendium.abilities.Kf09KYdZqG6dNTFC]{Inspire the Innocent}

GM Intrusions: Guilt or innocence can be complicated. Some people resent the presumption of a self-appointed judge. Passing judgment makes enemies.

Moves Like a Cat

Lithe, flexible, and graceful, you move quickly and smoothly, and never seem to be where danger is.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.Qsi6Iw5YCcY8jmNx]{Greater Enhanced Speed}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.tJiXzKX4gf0GNV6V]{Balance}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.tC7wmZwlZcQy5Vd0]{Movement Skills}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.g0Ewv5wBooSFYOlH]{Safe Fall}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.leUaFf4AxYJwwOHt]{Hard to Hit}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.QH3l6ojVnasZm5U8]{Enhanced Speed Edge} or @UUID[Compendium.cyphersystem-compendium.abilities.Qsi6Iw5YCcY8jmNx]{Greater Enhanced Speed}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.JlYk5UNZEUzzO8Js]{Quick Strike}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.2CrV3a9S1yzOXBOJ]{Slippery}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.mSNoWynky7DMz7ln]{Perfect Speed Burst} or @UUID[Compendium.cyphersystem-compendium.abilities.Qsi6Iw5YCcY8jmNx]{Greater Enhanced Speed}

GM Intrusions: Even a cat can be clumsy. A jump isn’t quite as easy as it looks. An escape move is so overzealous that it sends the character right into harm’s way.

Moves Like the Wind

You can move so fast that you become a blur.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.Qsi6Iw5YCcY8jmNx]{Greater Enhanced Speed}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.Sg5WeSF04CYNEecl]{Fleet of Foot}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.leUaFf4AxYJwwOHt]{Hard to Hit}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.8LHIZs9gEAd02tId]{Speed Burst} or @UUID[Compendium.cyphersystem-compendium.abilities.Qsi6Iw5YCcY8jmNx]{Greater Enhanced Speed}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.Zps9ZUc9RD1mRDEK]{Blink of an Eye}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.NhNvpbUWNRIFEm8b]{Hard to See}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.mSNoWynky7DMz7ln]{Perfect Speed Burst} or @UUID[Compendium.cyphersystem-compendium.abilities.0wVk3CszKCJQfp0Q]{Incredible Running Speed}

GM Intrusions: Surfaces can be slick or offer hidden obstacles. The movement of other creatures can be unpredictable, and the character might run into them.

Murders

You’re an assassin, whether by trade, by inclination, or because it was that or be killed yourself. (Someone who Murders might have additional equipment, including three doses of a level 2 blade poison that inflicts 5 points of damage.)

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.uG2ACHNAPoZirp0b]{Surprise Attack}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.rYaAyFLmCAAwZi0s]{Assassin Skills}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.y2eUnbkzxOeoe9w6]{Quick Death}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.369RISHwqzRXkwEG]{Infiltrator}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.ZB80ZclRSzEcr4o1]{Awareness} or @UUID[Compendium.cyphersystem-compendium.abilities.AQQzctwqPJPUTRbb]{Poison Crafter}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.tbeFzIPGuAjRBpKM]{Better Surprise Attack}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.UlQ7w5iD57Hfdzce]{Damage Dealer}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.FzJe2XEwhtUajTWI]{Escape Plan} or @UUID[Compendium.cyphersystem-compendium.abilities.KNElOxbWobS1ygLv]{Murderer}

GM Intrusions: Most people do not react well to a professional killer.

Needs No Weapon

Powerful punches, kicks, elbows, knees, and full body movements are all the weapons you need.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.Hgr8QZmzjXmYorfs]{Fists of Fury}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.K33ayv0NcktuV53N]{Flesh of Stone}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.p61Ycyc7lVZQXupO]{Advantage to Disadvantage}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.JJKRrcU5L1yM9y90]{Unarmed Fighting Style}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.mGv7zlZu1wtNCQXQ]{Moving Like Water} or @UUID[Compendium.cyphersystem-compendium.abilities.4necR0YTsaij4ojD]{Greater Enhanced Potential}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.LODZEYtmmBN5D9zZ]{Divert Attacks}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.eQIPJk2xcFGfDr3H]{Stun Attack}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.S4PaEqmYjg4TGoG3]{Master of Unarmed Fighting Style} or @UUID[Compendium.cyphersystem-compendium.abilities.58CLKxSLgaT6W6Cj]{Lethal Damage}

GM Intrusions: Striking certain foes hurts you as much as it hurts them. Opponents with weapons have greater reach. Complicated martial arts moves can knock you off balance.

Never Says Die

You never quit, can shrug off a beating, and always come back for more.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.UtFc3e4grYyCQneH]{Improved Recovery}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.wXV7JxEmZDlBvRKO]{Push on Through}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.JuOmZXMt1T3tQUZ8]{Ignore the Pain}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.R0UuZ32vmmeFbSMV]{Blood Fever} or @UUID[Compendium.cyphersystem-compendium.abilities.sPheWt9emoY3PCA8]{Hidden Reserves}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.iyM2N9G0RLlj6BZ7]{Increasing Determination} or @UUID[Compendium.cyphersystem-compendium.abilities.3VJyYtECl0wKQj2p]{Outlast the Foe}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.sbGo2i4oqy1aUeQ6]{Not Dead Yet}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.5HNZcrij9mgEmvAR]{Final Defiance} or @UUID[Compendium.cyphersystem-compendium.abilities.NMgopYfoagESHtea]{Ignore Affliction}

GM Intrusions: Sometimes, it’s equipment or weapons that give out.

Operates Undercover

Under the guise of someone else, you seek to find answers the powerful do not want divulged.

Someone who Operates Undercover might have additional equipment that includes a disguise kit.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.PK6oiYXgdP7KaGgi]{Investigate}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.eYHlYyVDj3odrAFJ]{Disguise}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.6ILcTvACqDdLVpc8]{Agent Provocateur} or @UUID[Compendium.cyphersystem-compendium.abilities.ZuX6gykVtKxiBAxR]{Run and Fight}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.MzKqElUHuTtHkV7D]{Pull a Fast One}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.bgaCXtvlT0zWmAIA]{Using What’s Available}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.V7npSeuqG3JI4Dvv]{Trust to Luck} or @UUID[Compendium.cyphersystem-compendium.abilities.6P1CJvVMot3Y2xj0]{Deadly Strike}

GM Intrusions: Bad luck can ruin the best plans. Disguises fail. Allies are revealed to be agents, too.

Performs Feats of Strength

A muscled prodigy, you can haul incredible weight, hurl your body through the air, and punch through doors.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.cpXOBSLY03j89yOy]{Athlete}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.g1t5TxZXsNovIVTn]{Enhanced Might Edge}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.YQEECpNwDSFCFnCN]{Feat of Strength}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.PYD24TjoDAqbKAj8]{Iron Fist} or @UUID[Compendium.cyphersystem-compendium.abilities.WuNUt6ltWGDdjNLS]{Throw}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.R9KnCCvGoEHvV1p0]{Greater Enhanced Might}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.ARiNuZrnfFCvZAFd]{Brute Strike}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.R9KnCCvGoEHvV1p0]{Greater Enhanced Might} or @UUID[Compendium.cyphersystem-compendium.abilities.IFb8NX06xgWM7H98]{Jump Attack}

GM Intrusions: It’s easy to break delicate things or hurt someone accidentally.

Pilots Starcraft

You’re a crack starship pilot.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.Kk5nnC1EcYtqc3Fu]{Pilot}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.QgCWZia7gFicmEJr]{Flex Lore}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.h3G0Ven2SoaPCbk4]{Salvage and Comfort}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.hGbNYgkuIiZHomcJ]{Mentally Tough}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.12xO8QaEsTvEFUvY]{Expert Pilot}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.hIy0GMeL8WALvhEb]{Ship Footing} or @UUID[Compendium.cyphersystem-compendium.abilities.XkFsMa9e9IY2FRcN]{Machine Companion}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.x7YnN02GiwDQ09km]{Sensor Array}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.tuofJSTVjOEwRUem]{Enhanced Speed}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.YWMUeaNzao8n8pAc]{Like the Back of Your Hand}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.0q9alvmsQKKViN0r]{Incomparable Pilot}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.Yo2Z3EdYjx88jYnp]{Remote Control} or @UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks}

GM Intrusions: Starcraft get lost, break down, and are attacked in space. An alien stowaway is found.

Plays Too Many Games

Lessons, reflexes, and strategies you’ve learned by playing too many games have applications in the real world, where people who don’t play enough toil and live their dreary lives.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.qpBv7OxAcMAAtY2M]{Game Lessons}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.p3kh3XKzetkJTG1J]{Gamer}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.qEzcqbNhuJQuBagn]{Zero Dark Eyes}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.pMQT2QIL38XlhkxB]{Resist Tricks}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.QDSSTe5EGrBHjtnL]{Sniper’s Aim} or @UUID[Compendium.cyphersystem-compendium.abilities.QH3l6ojVnasZm5U8]{Enhanced Speed Edge}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.R9WffstnihzBuuvW]{Mind Games}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.7GsuhcRTpDX0d1em]{Enhanced Intellect}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.W0Jw19mWIycjIgmo]{Gamer’s Fortitude}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.laxdkyrDuOhxfWKc]{Mind Surge} or @UUID[Compendium.cyphersystem-compendium.abilities.dIUTe5O1jeA47zps]{Gaming God}

GM Intrusions: Missed attacks strike the wrong target. Equipment breaks. Sometimes people react negatively to someone who has lived most of their life in imaginary game worlds.

Rages

When you go berserk, everyone fears you.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.YGsGHp1rbu3Z7Kdd]{Frenzy}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.R9KnCCvGoEHvV1p0]{Greater Enhanced Might}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.tC7wmZwlZcQy5Vd0]{Movement Skills}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.NoC3yuqxU8yhPf47]{Power Strike} or @UUID[Compendium.cyphersystem-compendium.abilities.zEkA8MhrnJ5p9Io6]{Unarmored Fighter}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.hAVC1FOl7hwnuBpC]{Greater Frenzy}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.ltAq7qr8aaalOtJp]{Attack and Attack Again}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.4necR0YTsaij4ojD]{Greater Enhanced Potential} or @UUID[Compendium.cyphersystem-compendium.abilities.58CLKxSLgaT6W6Cj]{Lethal Damage}

GM Intrusions: It’s easy for a berserker to lose control and attack friend as well as foe.

Rides the Lightning

You create and discharge electrical power.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.3btRIiWxY8oMcVMo]{Shock}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.essJhO2eqoHmIQaa]{Charge}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.uh1t4rnkZ2jOCjHJ]{Bolt Rider}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.76HF09q7MdGek863]{Electric Armor} or @UUID[Compendium.cyphersystem-compendium.abilities.A6H8xi93t6Zrexz9]{Drain Charge}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.YDKULtvV0pMJDxi2]{Bolts of Power}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.etGUYa9dQSvjLvXX]{Electrical Flight}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.2TaqNf6bhxijKELX]{Flash Across the Miles} or @UUID[Compendium.cyphersystem-compendium.abilities.Bny0sFdqf40pJeOp]{Wall of Lightning}

GM Intrusions: Targets other than those intended are shocked. Objects explode.

Runs Away

Your first instinct is to run from danger, and you’ve gotten very good at it.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.10EqPrn9aONinEfm]{Go Defensive}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.tuofJSTVjOEwRUem]{Enhanced Speed}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.QVPmLa6CKwmH6vJZ]{Quick to Flee}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.0wVk3CszKCJQfp0Q]{Incredible Running Speed} or @UUID[Compendium.cyphersystem-compendium.abilities.Qsi6Iw5YCcY8jmNx]{Greater Enhanced Speed}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.iyM2N9G0RLlj6BZ7]{Increasing Determination}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.Mac5S0sQe9Muf4Mv]{Quick Wits}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.U33DbRwloywFlYfi]{Go to Ground}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.hKhwP85QeRGPW03G]{Burst of Escape} or @UUID[Compendium.cyphersystem-compendium.abilities.CtRvLxfUlCynJv1B]{Skill With Defense}

GM Intrusions: Quick movements sometimes lead to dropped items, slipping on uneven ground, or going the wrong way by accident.

Sailed Beneath the Jolly Roger

You sailed with a crew of dread pirates, but you’ve decided to end your days as a pirate and join some other cause. The question is, will your past let you go so easily?

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.JuOmZXMt1T3tQUZ8]{Ignore the Pain}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.IYt42xzsjesQyEfT]{Sailor}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.B4U7RiMrZElfOQyj]{Taking Advantage}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.1POQ4sFW5DLrmXhn]{Fearsome Reputation}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks} or @UUID[Compendium.cyphersystem-compendium.abilities.CtRvLxfUlCynJv1B]{Skill With Defense}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.oCcnXLYQy9DjwPJC]{Sea Legs}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.tC7wmZwlZcQy5Vd0]{Movement Skills}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.5rgcPJXpCcB5VJ1m]{Lost in the Chaos}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.AsmIgvoIRPEtuzkh]{Duel to the Death} or @UUID[Compendium.cyphersystem-compendium.abilities.36nlDXhOP5e5dfns]{Successive Attack}

GM Intrusions: The dangers of the high seas are many, including severe storms and disease. Other pirates sometimes get ahead through betrayal. A pirate tracks down former sailing mates to find hidden treasure.

Scavenges

When not running and hiding, you sift the ruins of civilization for useful remnants to ensure your survival.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.OjGaIl0JEepjDrla]{Post-Apocalyptic Survivor}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.ZOfmWQFbwSJQB4wm]{Ruin Lore}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.IswvUEdCBBZDRme6]{Junkmonger}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.B4U7RiMrZElfOQyj]{Taking Advantage} or @UUID[Compendium.cyphersystem-compendium.abilities.b776WTF2u1roh3n0]{Incredible Health}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.YID6zEB7KkHGYAlD]{Know Where to Look}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.EjBzy1Ue1AA8i6ry]{Recycled Cyphers}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.MJE1k2RmCM6HRwFV]{Artifact Scavenger} or @UUID[Compendium.cyphersystem-compendium.abilities.cbXNxvPdWEbKF6nA]{Reactive Field}

GM Intrusions: An item made with recycled junk breaks. Someone shows up claiming that the useful item or piece of junk scavenged belongs to them. A recycled cypher explodes.

Sees Beyond

You have a psychic sense that allows you to see what others cannot.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.jq6Wm9xYxJA0bRaR]{See the Unseen}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.rYyymKUc0QKWdNsy]{See Through Matter}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.Mu5knvNfGyaeaiTB]{Find the Hidden} or @UUID[Compendium.cyphersystem-compendium.abilities.bzy1KzO0oPmZGu2b]{Sensor}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.KBjSpuK7XJc1abJv]{Remote Viewing}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.PazO9rJ2YoE8VEUw]{See Through Time}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.lL7QywDGOszTIJCE]{Mental Projection} or @UUID[Compendium.cyphersystem-compendium.abilities.RE24qvMuPhasaCP3]{Total Awareness}

GM Intrusions: Some secrets are too terrible to know.

Separates Mind From Body

You can project your mind out of your body to see faraway places and learn secrets that would otherwise remain hidden.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.WgjatSOUT6pT02A7]{Third Eye}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.oTDJtTDkwxr5uSfU]{Open Mind}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.9sfX1SGtcQ17Uiny]{Sharp Senses}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.6X3BDWzVKsWltrtY]{Roaming Third Eye} or @UUID[Compendium.cyphersystem-compendium.abilities.Mu5knvNfGyaeaiTB]{Find the Hidden}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.bzy1KzO0oPmZGu2b]{Sensor}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.miR0d91lKIfmBGdO]{Psychic Passenger}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.lL7QywDGOszTIJCE]{Mental Projection} or @UUID[Compendium.cyphersystem-compendium.abilities.eblwQ80CBlBdeUp5]{Improved Sensor}

GM Intrusions: Reuniting mind and body can sometimes be disorienting and require a character to spend a few moments to get their bearings.

Shepherds Spirits

Wandering souls, nature spirits, and elemental beings aid and support you.

In some settings, the Shepherds Spirits focus applies to only one kind of spirit, such as spirits of the deceased, nature spirits, and so on.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.pHFFr4DkCythNc5n]{Question the Spirits}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.RkOvawhfH5MHQFOH]{Spirit Accomplice}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.dCQdSi11hJDyOSdD]{Command Spirit} or @UUID[Compendium.cyphersystem-compendium.abilities.LojkwDtb1gHLSB6A]{Preternatural Senses}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.OWVz2CkwLnCSJMdS]{Wraith Cloak}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.jVY1PTxvZvpjZILB]{Call Dead Spirit}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.ElsQU746B70tsPmZ]{Call Otherworldly Spirit} or @UUID[Compendium.cyphersystem-compendium.abilities.PvISXo6EQ2PmCGes]{Infuse Spirit}

GM Intrusions: Some people don’t trust those who deal with spirits. The dead sometimes don’t want shepherding.

Shepherds the Community

You keep the place where you live safe from all danger.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.op9VSx3NJT28UwTH]{Community Knowledge}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.ag3OU8JZuc769034]{Community Activist}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.6ZVINuyZm4jowRGt]{Shepherd’s Fury} or @UUID[Compendium.cyphersystem-compendium.abilities.CtRvLxfUlCynJv1B]{Skill With Defense}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.4necR0YTsaij4ojD]{Greater Enhanced Potential}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.N0OZaNOIbHTiWDL1]{Evasion}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.oroWEBbp3cvrYwH9]{Greater Skill With Attacks} or @UUID[Compendium.cyphersystem-compendium.abilities.xxavxLEaiVFug1D6]{Protective Wall}

GM Intrusions: People in the community misunderstand the character’s motives. Rivals try to oust the character.

Shreds the Walls of the World

Speed plus phasing gives you a unique ability to evade danger and simultaneously inflict damage.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.3t1QshyGYnCSo12z]{Phase Sprint}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.7f6ulMjWFw2BOK76]{Disrupting Touch}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.n81xGnZHydeXmIRc]{Scratch Existence}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.nEN2HYzlJWhonfmE]{Invisible Phasing} or @UUID[Compendium.cyphersystem-compendium.abilities.g0SqMvb020tiTQ48]{Walk Through Walls}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.rXUUDUJFKis8TpnL]{Phase Detonation}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.8yGwY0PvtF2ivdSn]{Very Long Sprinting}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.P9HlASUtyiOXghBZ]{Shred Existence} or @UUID[Compendium.cyphersystem-compendium.abilities.INdq5iQf5ECzRiNp]{Untouchable While Moving}

GM Intrusions: Moving so quickly while sprinting sometimes leads to stumbles on unexpected, exotic obstacles.

Siphons Power

You suck power out of machines and creatures alike in order to empower yourself.

Robots and other living machines should be treated as creatures, not machines, for the purposes of siphoning power from them.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.JyAovhallyh9m6oW]{Drain Machine}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.gWvMJQPBSmeaP8yN]{Drain Creature}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.wEj2uvWI3w0W9HWH]{Drain at a Distance} or @UUID[Compendium.cyphersystem-compendium.abilities.P73TBXcNDbZCVsdE]{Unraveling Consumption}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.gn1jtMLhp6qPNXUL]{Store Energy}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.4Xvgo62UVSOI9Acx]{Share the Power}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.Be1ehHb90jtLc8l0]{Explosive Release} or @UUID[Compendium.cyphersystem-compendium.abilities.xbYD729j3km6ZDCA]{Sun Siphon}

GM Intrusions: Drained power also transmits something unwanted—compulsions, afflictions, or alien thoughts. Siphoned power can overload the character, causing feedback.

Slays Monsters

You kill monsters.

Although wielding a sword in a setting where people usually do not carry such weapons is fine, you can change the Slays Monsters sword-related abilities to use a different weapon, such as a gun with silver bullets.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.WFK0xBSAIpD59va8]{Practiced With Swords}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.nW46hfygkxB7FW5m]{Monster Bane}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.PRW5MxW12oakmeHE]{Monster Lore}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.lw0otGU2Iaorppdc]{Will of Legend}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.gPqiQflb6Z3DXGVk]{Trained Slayer}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.HPIlAWDGOQFw6yGm]{Improved Monster Bane} or @UUID[Compendium.cyphersystem-compendium.abilities.lwJAowJa4eKlcDjb]{Misdirect}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.5otvtHrbVXIh0N27]{Fight On}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.oroWEBbp3cvrYwH9]{Greater Skill With Attacks} (swords)

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.KNElOxbWobS1ygLv]{Murderer} or @UUID[Compendium.cyphersystem-compendium.abilities.VupBbHOJAX45Yazb]{Heroic Monster Bane}

GM Intrusions: The monster laid a trap or set an ambush. The monster has previously undisclosed abilities. The monster’s mother vows revenge.

Solves Mysteries

You’re a master of deduction, using evidence to find the answer.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.FzpkQwb1jA53bs1y]{Investigator}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.HWZ8mwAfZEu6r778]{Sleuth}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.7BkWiUHcUrcRIKqO]{Out of Harm’s Way}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.PlVEpuVxp9pGJSoa]{You Studied} or @UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.mL6Yae2CxgefOMHn]{Draw Conclusion}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.0f2qoQlYGRqgu0Nj]{Defuse Situation}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.wqUItgrYzBeMiAoB]{Seize the Initiative} or @UUID[Compendium.cyphersystem-compendium.abilities.nOuOE3EkrNr81pSq]{Greater Skill With Defense}

GM Intrusions: Evidence disappears, red herrings confuse, and witnesses lie. Initial research can be faulty.

Speaks for the Land

Your spiritual connection to nature and the environment grants you mystical abilities.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.0Wq39mJ9oXA415qx]{Seeds of Fury}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.8KYjSKp6ieQ8YXUy]{Wilderness Lore}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.zW0cZJQTR0tHUmn3]{Grasping Foliage}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.gT21nqWZ9Es576oC]{Soothe the Savage} or @UUID[Compendium.cyphersystem-compendium.abilities.OIk4usP2NFT0tDu7]{Communication}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.RfGCXsX7JXEr8fMw]{Moon Shape}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.UJpMPRD25O7HvhbV]{Insect Eruption}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.2lhnVWUMX1Nu6KVj]{Call the Storm} or @UUID[Compendium.cyphersystem-compendium.abilities.jhdgI9rV2mpH6JQU]{Earthquake}

GM Intrusions: An injured natural (but dangerous) creature is discovered. Someone’s poaching wildlife for their skins, leaving the carcasses to rot. A tree falls in the forest, one of the last elder trees.

Stands Like a Bastion

Your armor, along with your size, strength, incredible training, or machine enhancement, makes you difficult to move or hurt.

Some characters who Stand Like a Bastion might already be experts in armor. They can choose a different tier 1 ability instead of Practiced in Armor.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.o2ZDoteWQsFsqTJr]{Practiced in Armor}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.GlXd4oFI9Fqq3rAX]{Experienced Defender}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.mmg9XLzvfbP4ESGO]{Resist the Elements}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.27EOrq94WxqgBbWQ]{Unmovable}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.R9KnCCvGoEHvV1p0]{Greater Enhanced Might} or @UUID[Compendium.cyphersystem-compendium.abilities.yl2zo179wXZW5Xxc]{Practiced With All Weapons}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.YeOtzG5ksxonD5RS]{Living Wall}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.VsAP4JEe7W5gaGaG]{Hardiness}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.4k5JFV78A5SiPjFo]{Mastery in Armor}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.58CLKxSLgaT6W6Cj]{Lethal Damage} or @UUID[Compendium.cyphersystem-compendium.abilities.NKvNEjx64CcS3l13]{Shield Training}

GM Intrusions: Armor is damaged. Small foes conspire in ingenious ways.

Takes Animal Shape

A shapechanger who can take the form of various animals.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.rJ4ZXuIcz0knY41H]{Animal Shape}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.OIk4usP2NFT0tDu7]{Communication}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.Y4V4tXQ9lO0rMNKR]{Bigger Animal Shape} or @UUID[Compendium.cyphersystem-compendium.abilities.Ee8QC6fkRvD1yw6h]{Greater Beast Form} (works with Animal Shape)

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.gXiq1edSDteTcfGC]{Animal Scrying}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.KGzAHs3qln0fNDjt]{Hard to Kill}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.iX07Ltb1JYr1nMYM]{Blurring Speed} or @UUID[Compendium.cyphersystem-compendium.abilities.QZZXgZ6PF8Eccs74]{Lend Animal Shape}

GM Intrusions: The character unexpectedly changes form. An NPC is frightened by or aggressive toward the shapeshifter. The transformation takes longer than expected.

Talks to Machines

You use your organic brain like a computer, interfacing “wirelessly” with any electronic device. You can control and influence them in ways that others can’t.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.lzy1YbdIJxzNIHZq]{Machine Affinity}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.7nUj7rxq4Qwg4FUM]{Distant Interface}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.L3UjcLAFvS9MLWCu]{Coaxing Power}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.SeAlSU8Rim5CWsgV]{Charm Machine}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.2odkyEO8azxIZWYj]{Intelligent Interface} or @UUID[Compendium.cyphersystem-compendium.abilities.OE5yXpzWC8lSUmGX]{Command Machine}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.XkFsMa9e9IY2FRcN]{Machine Companion}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.NoKdHv0FSytZR4iF]{Robot Fighter}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.PLyxuOlieOGsJx4h]{Information Gathering}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.FxohCBSksJIu1BSA]{Control Machine} or @UUID[Compendium.cyphersystem-compendium.abilities.PKFz6WVsaKm5kIir]{Improved Machine Companion}

GM Intrusions: The machine malfunctions or acts unpredictably.

Throws With Deadly Accuracy

Everything that leaves your hand goes exactly where you’d like it to go and at the range and speed to make the perfect impact.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.XAXJ3mFGdDv0fXLP]{Precision}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.PlTtlXeugIljHFVg]{Careful Aim}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.yszDDDpH6m16dEoV]{Quick Throw} or @UUID[Compendium.cyphersystem-compendium.abilities.CtRvLxfUlCynJv1B]{Skill With Defense}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.1L1uoad8vwgWxiyN]{Everything Is a Weapon}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.hbWaCBEfSMujqvDf]{Specialized Throwing}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.WW3QjCP5UJUsKBW3]{Whirlwind of Throws}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.58CLKxSLgaT6W6Cj]{Lethal Damage} or @UUID[Compendium.cyphersystem-compendium.abilities.LTqgcoprvBF2ZkdH]{Mastery With Defense}

GM Intrusions: Missed attacks strike the wrong target. Ricochets can be dangerous. Improvised weapons break.

Thunders

You emit destructive sound and manipulate soundscapes.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.uMaMKhemHmtlXDjT]{Thunder Beam}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.87SQGqcRavRZslAp]{Sound Conversion Barrier}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.KLFHpPR0MKLOWr8l]{Nullify Sound} or @UUID[Compendium.cyphersystem-compendium.abilities.EcOIgMC9c1IfSHsr]{Echolocation}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.znJCKr6PeEq4a0j5]{Shattering Shout}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.QZa9b5G80qxtoYqg]{Subsonic Rumble}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.B0dq2gW9gdA0PdzR]{Amplify Sounds}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.jhdgI9rV2mpH6JQU]{Earthquake} or @UUID[Compendium.cyphersystem-compendium.abilities.GlFT2ITvytQVWywQ]{Lethal Vibration}

GM Intrusions: Loud noises attract attention.

Travels Through Time

You can see through time, try to reach through it, and eventually even travel through it.

Although all character choices are subject to GM approval, Travels Through Time is a focus that the GM and player should probably have a long conversation about ahead of time, so the player knows the rules of time travel (if any) that exist in the GM’s setting. A character with this focus can drastically alter a setting, if the rules of time travel allow it.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.YD5gm0w3lqTSyO3V]{Anticipation}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.83y32UMQWshRvbDG]{See History}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.3wxiRMTCBZ4iNCHp]{Temporal Acceleration} or @UUID[Compendium.cyphersystem-compendium.abilities.l5vgtPP0LcsqGrzn]{Time Loop}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.0EhZzYdEhtCRnV4c]{Temporal Dislocation}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.OWRsjlf3ahyH9eez]{Time Doppelganger}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.U58ZQ1X3byfANn4W]{Call Through Time} or @UUID[Compendium.cyphersystem-compendium.abilities.lkO9VJhfOrgLY4g1]{Time Travel}

GM Intrusions: Paradoxes are created. Others remember past events differently.

Uses Wild Magic

You are a spellcaster who learns a variety of spells instead of focusing on just one kind of magic.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.Ub8NGsmH8NZcKguG]{Magical Repertoire}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.WvBcuYiFRM3KaTFj]{Cypher Casting}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.BPFjvh6nBN8bxk8T]{Expanded Repertoire}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.fQ3O3G7rFmv194uI]{Cypher Surge} or @UUID[Compendium.cyphersystem-compendium.abilities.Ax9HryNcPDei0g7t]{Faster Wild Magic}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.BPFjvh6nBN8bxk8T]{Expanded Repertoire}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.nfmwpxvs3RvednVI]{Magical Training}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.UNCbO4WGTB8ZubpZ]{Maximize Cypher} or @UUID[Compendium.cyphersystem-compendium.abilities.mz4KXXoQoHXyOBKI]{Wild Insight}

GM Intrusions: A spell performs erratically or rebounds upon the caster. Something interferes with preparing spells. Spellcasting attracts the attention of a powerful creature or potential rival. The cypher spell being cast is replaced with that of a random cypher.

Walks the Wild Woods

You are an adherent of nature magic who draws on the power and strength of trees.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.KqV5RSzOU3S3NK51]{Wilderness Life}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.SPTY1NXOvq2oRLJO]{Patient Recovery}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.ggQwr8b85bg7yzmK]{Wooden Body}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.c3GBVwgz9atmtbgI]{Tree Companion} or @UUID[Compendium.cyphersystem-compendium.abilities.CBdIPMJ2oOOesmod]{Wilderness Awareness}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.gQ9h8tGa60VLo6IH]{Tree Travel}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.mAc6hl4jKLZz84VK]{Great Tree}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.pBX1EYNVGutNx3b5]{Dreadwood} or @UUID[Compendium.cyphersystem-compendium.abilities.HUhj33woHX86SbX8]{Restorative Bloom}

GM Intrusions: A wooden character catches fire. A wild swing from a tree branch hits or trips an ally. Some trees have evil hearts and hate all walking things.

Was Foretold

You are the “chosen one,” and prophecy, prediction, prognostication, or some other method of determination expects great things of you one day.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.V765JZKDKQ00Buyn]{Interaction Skills}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.4p95GsynORh0Xd7X]{Knowing}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.Z7CKGOQWnfdNO885]{Destined for Greatness}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.zIYdniz9sjvAHsnX]{Overcome All Obstacles} or @UUID[Compendium.cyphersystem-compendium.abilities.5t5EIoGSan3pQ08D]{Hard-Won Resilience}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.WeMTxJElozl7OWdJ]{Center of Attention}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.cfR2uFYjteKAqsYw]{Show Them the Way}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.2uSx4ErQ9f2QLX5M]{As Foretold in Prophecy} or @UUID[Compendium.cyphersystem-compendium.abilities.4necR0YTsaij4ojD]{Greater Enhanced Potential}

GM Intrusions: An enemy described in prophecy appears. Unbelievers threaten to ruin the moment. The character gains a reputation in outside circles as a fraud.

Wears a Sheen of Ice

You command the wintery power of cold and ice.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.czVqoPjH98xaNY1d]{Ice Armor}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.nHqTzLHJrUWSAATM]{Frost Touch}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.BGMXK6VKNmp8M4A3]{Freezing Touch} or @UUID[Compendium.cyphersystem-compendium.abilities.7G8B9lfoVXkuxvKB]{Ice Creation}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.FuufiUyoLFbgBH5J]{Resilient Ice Armor}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.yEfkqXxmuQqlA6Fi]{Cold Burst}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.mvC2vboULutesBDu]{Ice Storm} or @UUID[Compendium.cyphersystem-compendium.abilities.EXrZLa3M8BK43qoi]{Winter Gauntlets}

GM Intrusions: Ice makes surfaces slippery. Extreme cold causes objects to crack and break.

Wears Power Armor

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.ClJUFnz8xBmP4a2l]{Powered Armor}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.wHcuP6T7Ti6j5Y8C]{Enhanced Might}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.YBMLX3Jm5oN79J6G]{Heads-Up Display}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.rqC9cEmRkvm29N56]{Fusion Armor} or @UUID[Compendium.cyphersystem-compendium.abilities.b776WTF2u1roh3n0]{Incredible Health}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.dCoCGVzWxIL9fIvH]{Force Blast}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.cTU70NgcebRlD7jI]{Field-Reinforced Armor}

Tier 6: Masterful Armor Modification (Jet Assisted Flight) or Masterful Armor Modification (Cypher Pod)

GM Intrusions: The armor won’t come off. The armor acts under its own power. The armor suffers a momentary power loss. NPCs are scared by the power armor.

Wields an Enchanted Weapon

You channel magic through or from a weapon to create a unique fighting style.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.OUOVkf3edHhnyRPk]{Enchanted Weapon}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.95judMTwajJoxNfy]{Innate Power}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.HVuhBuZVJkfYuGwp]{Charge Weapon}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.VNIcNhgET9z5MW5G]{Power Crash}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.YA5P5CBNr5NSmY6z]{Rapid Attack} or @UUID[Compendium.cyphersystem-compendium.abilities.Om3PoXrtnekrw0dF]{Throw Enchanted Weapon}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.I7ScLgI1tBhWCkwf]{Defending Weapon}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.RxI9TDy4wYR9eJKk]{Enchanted Movement}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.6P1CJvVMot3Y2xj0]{Deadly Strike} or @UUID[Compendium.cyphersystem-compendium.abilities.KDZeCZJxjCQzlTxA]{Spin Attack}

GM Intrusions: A weapon breaks or is dropped. The weapon loses its connection to you until you use an action to reestablish the attunement. The weapon’s energy discharges in an unexpected way.

Wields Two Weapons at Once

You bear steel with both hands, ready to take on any foe.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.NHns9zqufRvB3Tnl]{Dual Light Wield}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.Pu5XGGLI6cCp1EQd]{Double Strike}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.369RISHwqzRXkwEG]{Infiltrator}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.q9nALxXrBv5ubXaT]{Dual Medium Wield} or @UUID[Compendium.cyphersystem-compendium.abilities.rOxKh1Z7J686a0nv]{Precise Cut}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.gVOzzvxS6PPu8Ofy]{Dual Defense}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.3uGYyiXUUSz952zQ]{Dual Distraction}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.p1UMG2hrng7mLFDv]{Disarming Attack} or @UUID[Compendium.cyphersystem-compendium.abilities.KDZeCZJxjCQzlTxA]{Spin Attack}

GM Intrusions: A blade snaps in two or a weapon flies loose from its bearer’s grip.

Works for a Living

You take great satisfaction in a job well done, whether it’s coding, building houses, or mining asteroids.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.f7wLki6qjCNs2Ici]{Handy}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.CBGeAZSBuymzrxDz]{Muscles of Iron}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.RM8Fmu1IJwzBkjcM]{Eye for Detail} or @UUID[Compendium.cyphersystem-compendium.abilities.uhC4ubTGfhkNvIMX]{Improvise}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.wHcuP6T7Ti6j5Y8C]{Enhanced Might}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.t8wL47jk1KS4zapb]{Tough It Out}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.MdRdAc0qAWghMmlV]{Expert Skill}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.4necR0YTsaij4ojD]{Greater Enhanced Potential} or @UUID[Compendium.cyphersystem-compendium.abilities.5t5EIoGSan3pQ08D]{Hard-Won Resilience}

GM Intrusions: Repairs sometimes fail. Wiring can be tricky to decipher and still carry an electrical charge. Some people are rude to those who work for a living.

Works Miracles

You can heal others with a touch, alter time to help others, and are generally beloved by everyone.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.igGttY1Y2XbAx3qY]{Healing Touch}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.8mP69InEXQ4TB5BL]{Alleviate}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.rAmIxY5G1BK4ZMm7]{Font of Healing} or @UUID[Compendium.cyphersystem-compendium.abilities.7amEMbwK27v31Lt9]{Miraculous Health}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.FiSwskgQGBjp4IhZ]{Inspire Action}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.IN9qNZDx4sBKNr8n]{Undo}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.O2XHxUa2QNrliDMG]{Greater Healing Touch} or @UUID[Compendium.cyphersystem-compendium.abilities.ydmPM9m8nmmgvlXc]{Restore Life}

GM Intrusions: Attempts to heal might cause harm instead. A community or individual needs a healer so desperately that they hold one against their will.

Works the Back Alleys

You make your way unseen, stealing from the wealthy to achieve your ends.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.QAdh0yZBjJsHdJjD]{Stealth Skills}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.OFWQd2W52VAODeas]{Underworld Contacts}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.MzKqElUHuTtHkV7D]{Pull a Fast One} or @UUID[Compendium.cyphersystem-compendium.abilities.OtbS1NoVXK7mQLEe]{Guild Training}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.KM9qqjzJBJusQNkT]{Master Thief}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.xR2DkSqvAoR8Vtfn]{Dirty Fighter}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.QtpmHxblBqoQozbg]{Alley Rat} or @UUID[Compendium.cyphersystem-compendium.abilities.eepc8U2e178RDqBs]{All-Out Con}

GM Intrusions: Thieves are thrown in jail. Powerful enemies are made.

Works the System

You can exploit flaws in artificial systems, including but not limited to computer code.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.0V2NE0905wwYPRVo]{Hack the Impossible}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.JkiG6hpsfj1h6XRR]{Computer Programming}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.2CekF2lqwNrMyio0]{Connected}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.TmDavAL4vDxKjLBK]{Confidence Artist} or @UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.1fYBYD1EfA5z1NFl]{Confuse Enemy}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.jTiOQKW2QtXK8dmF]{Work the Friendship}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.HUVY2MA2CBegFhLY]{Call in Favor} or @UUID[Compendium.cyphersystem-compendium.abilities.4necR0YTsaij4ojD]{Greater Enhanced Potential}

GM Intrusions: Contacts sometimes have ulterior motives. Devices sometimes have failsafes or even traps.

Would Rather Be Reading

Books are your friends. What’s more important than knowledge? Nothing.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.vPraXsdXkCmaoBbI]{Knowledge Is Power}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.34Ycb9VK8JwHgSl4]{Greater Enhanced Intellect}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.wJSxVM8fWADJtTSd]{Applying Your Knowledge} or @UUID[Compendium.cyphersystem-compendium.abilities.dVh39nh5ARUxreUc]{Flex Skill}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.vPraXsdXkCmaoBbI]{Knowledge Is Power}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.wlkPdME0r3hx9VbE]{Knowing the Unknown}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.34Ycb9VK8JwHgSl4]{Greater Enhanced Intellect}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.vPraXsdXkCmaoBbI]{Knowledge Is Power}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.sq2JJtnRtSthJSYL]{Tower of Intellect} or @UUID[Compendium.cyphersystem-compendium.abilities.lbXg8UlSCG23yxO4]{Read the Signs}

GM Intrusions: Books burn, get wet, or get lost. Computers break or lose power. Glasses break.

","markdown":""},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"ownership":{"default":-1},"flags":{}},{"sort":398438,"name":"Creating New Foci","type":"text","_id":"0VwlyyylqvFgJjZw","title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"

This section provides everything you need to create your own foci.

Every focus has an overarching style, whether that’s exploration, energy manipulation, or simply dealing a lot of damage in combat. These broad classifications are called focus categories.

Each focus category has an overarching theme, followed by selection guidelines that describe how to choose abilities for each tier from the Abilities chapter, from tier 1 to tier 6.

The newly created focus should be named in the form of a verb, like Controls Beasts or Abides in Stone. For instance, a fire-using focus created by following the guidelines in the energy manipulation focus category might be called Bears a Halo of Fire (one of the sample foci in this chapter). Alternatively, a new fire-using focus should get an all-new name like Stokes the Flames of the Apocalypse or Lights Fires With a Thought.

The ability selection guidelines invite you to choose an ability from one of three ranges: low tier, mid tier, and high tier. These ranges correspond with the power “grades” given for every ability. These abilities are further sorted into ability categories based on the kinds of things they do—abilities that improve physical attacks are in the attack skill category, abilities that assist allies are in the support category, and so on. Look for the grades and categories in the Ability Categories and Relative Power section of the Abilities chapter.

Low-tier abilities are best suited for focus options at tiers 1 and 2. Mid-tier abilities are best suited for focus options at tiers 3 and 4. High-tier abilities are best suited for focus options at tiers 5 and 6.

That said, sometimes you’ll find it appropriate to assign a low-tier ability at tier 3 or 4, or maybe a mid-tier ability at tier 1 or 2. Do so sparingly, but don’t rule it out. It might be the only way to get all the abilities you want for the focus you’re building. Higher-tier abilities usually cost more Pool points to use. So if a mid-tier ability is made available at tier 1 or 2, or a high-tier ability is made available at tier 3 or 4, the higher cost will be a balancing factor.

Balancing Abilities

The guidelines within each category go a long way toward ensuring that the focus you build will be balanced. Sometimes it might be appropriate to grant a low-power ability along with a regular ability at a given tier, depending on the needs of the focus. A “low-power ability” is deliberately open for GM interpretation, but generally speaking, should be no more potent than a low-tier ability (that is, an ability that is normally available at tier 1 or 2).

For instance, someone who uses cold might be able to create small snow sculptures in addition to emitting a cold ray. Someone who uses electricity might be able to charge a depleted artifact or have an asset for dealing with electrical systems. And so on.

Often, the focus guidelines note this as a possibility. However, you have great leeway in deciding if a focus needs an additional ability, even if the guidelines for that tier don’t indicate one. If you do add an ability, or there is a
higher-power ability at a tier that normally shouldn’t have it, it might mean that the choice given at the next tier, or the previous tier, isn’t quite as good. Balancing a focus is a bit of an art. Resist the urge to overpower the focus, but don’t underpower it, either.

Each focus category provides a guideline for what kind of ability you should select at every tier. But don’t regard the guidelines as something that you can’t vary. They’re not prescriptive; they’re just a place to start. You might want to vary the kind of ability at a particular tier that isn’t indicated in the guidelines. As long as the chosen ability falls within the expected power curve for that tier, it’s fine. The guideline isn’t meant to be a straitjacket.

For example, if you’re building a cold-using focus for a game set in a fantasy genre, you may decide that an ability that calls up a demon is a better choice at a particular tier than an ability that does damage in an area, which is what the tier 5 guideline for energy manipulation calls for. Making the change is probably especially valid if you call your new focus something like Channels the Ninth Circle.

Ability Swap

If you’re creating a focus and you think it should provide a suite of abilities at first tier that would mechanically overload it, you have the option to add one as a “swap” ability. Doing so is as easy as allowing a character to swap out one of their type abilities for an indicated low-tier focus ability. The ability is gained instead of one of the abilities normally granted by the character’s type.

Concept and Category

Choosing to create a focus that uses a particular concept—say, creating illusions—doesn’t lock you into creating a focus within a particular category—in this case, environment manipulation. A focus can be constructed in a variety of ways using a particular energy, tool, or concept, each ultimately leading to a focus that provides different results. It all depends on your ends. In this case, creating illusions might be used to sway others, which argues for a focus built using the influence category guidelines.

In the same way, if a focus grants a character the ability to call some kind of force or energy, that doesn’t mean the focus should automatically be built using the energy manipulation category guidelines (though of course it could, if attacking and protecting yourself with that energy is the point). But a focus could be built that grants abilities to call energy or force that is primarily focused on durability, suggesting a tank combat focus (someone who can take a lot of punishment in a fight); or blasting away with a main concern for maximizing damage, thus suggesting a striker combat focus; or creating a follower composed of that energy or force, suggesting an ally use focus (that is, someone who uses helping creatures, NPCs, or even duplicate versions of themselves to give them a leg up).

Here’s another example: the focus Controls Gravity could conceivably be an environment manipulation focus or an energy manipulation focus. It depends on whether the focus is more concerned with crushing and holding things in place (environment manipulation) or on blasting things and protecting yourself with gravity (energy manipulation).

The same malleability of concept holds true in other realms. For instance, if someone is able to call up and mold raw earth, they might use it to transform themselves into a being of stone (tank combat), to batter foes (striker combat), or to create walls, barricades, and shields to protect their allies (support).

If you’re looking for an ability and can’t seem to find the right one in the vast catalog in the Abilities chapter, consider reskinning one to make it seem new (and to accomplish what you need). Reskinning means that you use the underlying mechanics of an ability as written but change the flavor in some fashion. For instance, maybe you’re creating a new earth-moving focus but can’t find enough earth-related abilities to meet your need. It’s easy enough to change up other abilities so they use earth instead of fire, cold, or magnetism. For instance, Wings of Fire might become Wings of Earth, Ice Armor could become Earth Armor, and so on. These alterations change nothing except the type of damage and any knock-on effects (for instance, Wings of Earth might generate clouds of dust in their wake).

Abilities That Reference Other Abilities

Some abilities in the Abilities chapter reference other abilities. If you select an ability for your focus or type that refers to or modifies a lower-tier ability, also include that lower-tier ability in your type or focus as a selection a PC can make at a lower tier.

Creating Brand-New Abilities

You can go further than reskinning and create one or more brand-new abilities. When doing this, try to find something as close as possible to the effect you want, then use it as a template. In any case, deciding how much an ability should cost when it comes to a character’s Pool is one of the most important aspects of getting an ability right.

You may notice that higher-tier abilities are more expensive. This is partly because they do more, but it’s also because higher-tier characters have more Edge than lower-tier characters, which means they pay fewer points from their relevant Pools. A third-tier character with 3 Edge in a relevant Pool pays no cost for abilities that cost 3 or fewer points. That’s great for lower-tier abilities, but you’ll usually want a character to think a little bit about how often to use their most powerful abilities. That means they should cost at least 1 point more than the Edge the character is likely to have at that tier. (Often, a character will have an Edge in their relevant Pool equal to their tier.)

As a good rule of thumb, a typical ability should cost points equal to its tier.

Choose GM Intrusions

Think about the kinds of things that might surprise, alarm, or go catastrophically wrong for someone with the new focus being created, and assign it as a GM intrusion for that focus. Of course, this often is done on the fly during the game. But giving the topic some thought while the focus is being constructed and the ideas are fresh in your head is likely to yield some particularly devilish options.

Focus Categories

Ally Use

Foci that prioritize providing NPC followers to the character are ally use foci. The followers give aid to the PC in a variety of ways, but at base they usually provide an asset to the character’s actions.

Multiple potential themes exist within the ally use category, from abilities that allow a character to summon or craft allies to those that allow them to attract allies through fame, magic, or essential authority or charisma.

Connection: Choose four relevant connections from the Focus Connections list.

Additional Equipment: Any object necessary for the character to keep an ally. For instance, someone with a focus that uses super-science to create robot allies would require tools to build and repair those allies. Some foci in this category don’t require anything to gain or retain their benefits.

Minor Effect Suggestions: The NPC ally’s tasks are eased on its next turn.

Major Effect Suggestions: The NPC ally gains an immediate extra action.

The following are examples and not meant to provide a complete list of all possible foci in this category.

@UUID[.9x56c0G5TMOl1Arn#builds-robots]{Builds Robots} @UUID[.9x56c0G5TMOl1Arn#consorts-with-the-dead]{Consorts With the Dead} @UUID[.9x56c0G5TMOl1Arn#controls-beasts]{Controls Beasts} @UUID[.9x56c0G5TMOl1Arn#exists-in-two-places-at-once]{Exists in Two Places at Once} @UUID[.9x56c0G5TMOl1Arn#leads]{Leads} @UUID[.9x56c0G5TMOl1Arn#masters-the-swarm]{Masters the Swarm} @UUID[.9x56c0G5TMOl1Arn#shepherds-spirits]{Shepherds Spirits}

Ability Selection Guidelines

Tier 1: Choose a low-tier ability that grants a level 2 NPC follower to the character, or gives a similar benefit provided by an NPC. Alternatively, lay the groundwork for gaining such NPC allies at higher tiers by choosing an ability that gives the character influence over others.

Sometimes an additional low-power ability is appropriate, depending on the focus. Often, this is an ability that grants skill training in a related area of knowledge or a related skill. For instance, training in a skill related to the kind of NPC follower the character gains would be appropriate.

Tier 2: Choose a low-tier ability that grants influence over similar kinds of NPCs as the follower gained at the previous tier. If no follower was gained at the previous tier, this ability should provide that benefit now.

Sometimes a secondary ability might be appropriate in addition to the ability provided above, perhaps a low-power ability that grants 2 or 3 points to a Pool.

Tier 3: Choose two mid-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One option should be a mid-tier ability that improves the NPC follower previously provided (usually from level 2 to level 3) or grants an additional follower.

The other option should be something that benefits the character—perhaps an offensive or defensive ability, or something that broadens their influence over their followers (or potential followers).

Tier 4: Choose a mid-tier ability that gives the character an offensive or defensive capability if they haven’t previously gained one, preferably within the theme of the focus. For instance, if the character gains followers because of their charisma, this ability might let them command foes for brief periods. If the character gains followers by building or calling them, this ability might let them affect entities of the same type that are not already their followers.

Alternatively, this ability might further improve a previously gained follower from level 3 to level 4, or grant an additional follower.

Tier 5: Choose an ability that improves the character by providing a defense, an improved stat Pool, or another kind of protection.

Alternatively, this ability could open a new front in influencing and calling NPC allies related to the focus’s theme. For instance, someone who keeps beast allies might gain an ability to call a horde of lesser beasts. Someone who builds robots might gain an ability to build several lesser robot helpers. And so on.

Finally, this ability might improve a previously gained follower to level 5.

Tier 6: Choose two high-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One of the abilities should improve a previously gained follower to level 5, if that wasn’t already provided at tier 5. If that’s the case, this ability might be provided in addition to two other related abilities.

Another high-tier option could provide a handful of level 3 followers to the character.

The last high-tier ability could open a new front in influencing and calling NPC allies related to the focus’s theme. For instance, someone who gains followers through high charisma and training might gain an ability to learn otherwise impossible-to-glean information.

Basic

Foci that rely mostly on providing skill training, assets to tasks, and bumps to stat Pools and Edge in order to improve a character fall within the basic category. An overarching theme is also included, as with most of the other categories, that makes sense of the various basic abilities provided.

In addition, because the benefits provided by such foci are mostly straightforward (usually with a few exceptions), most basic foci would also be appropriate for non-fantastic campaigns where magic, super-science, or psychic abilities normally don’t come into play. That said, just because the abilities granted by basic foci are straightforward doesn’t mean they are not potent when combined with the abilities granted by type, descriptor, cyphers, and other character aspects.

Connection: Choose four relevant connections from the Focus Connections list.

Additional Equipment: Any object necessary to fulfill the overarching theme of the focus. For instance, a focus called Would Rather Be Reading should grant a handful of books to the character. A focus called Works for a Living should provide a set of tools.

Minor Effect Suggestions: Next action is eased.

Major Effect Suggestions: Make a free, no-action recovery roll that doesn’t count against daily recovery rolls.

The following are examples and not meant to provide a complete list of all possible foci in this category.

@UUID[.9x56c0G5TMOl1Arn#doesnt-do-much]{Doesn’t Do Much} @UUID[.9x56c0G5TMOl1Arn#interprets-the-law]{Interprets the Law} @UUID[.9x56c0G5TMOl1Arn#learns-quickly]{Learns Quickly} @UUID[.9x56c0G5TMOl1Arn#works-for-a-living]{Works for a Living} @UUID[.9x56c0G5TMOl1Arn#would-rather-be-reading]{Would Rather Be Reading}

Ability Selection Guidelines

Tier 1: Choose an ability that grants training or an asset to skills associated with the focus’s theme, or that grants 5 or 6 points to a particular Pool.

Alternatively, choose an ability that grants only 2 or 3 points to a particular Pool and an ability that provides training or an asset to just one task.

Tier 2: Choose whichever kind of ability wasn’t chosen at tier 1.

Tier 3: Choose two mid-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One option should be a non-fantastic ability that improves the character’s abilities within the focus’s theme. For instance, if the theme involves paying attention in some fashion, an information-gathering ability might be appropriate.

The other option should be something that either improves the character’s Edge in an appropriate stat or provides the character with some kind of defense.

Tier 4: Choose another ability that grants additional training or an asset to skills associated with the focus’s theme, or that grants 5 or 6 points to a particular Pool best suited to the focus. Or choose two abilities that provide only 2 or 3 points plus another tier 4 ability that improves a single task or skill.

Alternatively, provide a branch-out ability suggested at tier 5.

Finally, if the focus has yet to grant some kind of defense, a defensive ability could be provided here.

Tier 5: Choose an ability that allows the character to branch out slightly—perhaps one like Expert Skill that allows them to automatically succeed on a task they’re trained in.

Alternatively, if a nonstandard benefit was provided at tier 4, provide the benefits suggested at tier 4 here.

Tier 6: Choose two high-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One option should be an ability that provides another 5 or 6 points to a particular Pool best suited to the focus, or that the character can divide up as they wish. Alternatively, training in offense or defense would also be appropriate.

The other tier 6 option should give the character a brand-new ability within their theme, but not one that strays into the realm of the fantastic. For instance, an ability that allows a character to take two actions instead of one would be reasonable. Granting additional training, assets, or Edge would also be fine.

Energy Manipulation

Energy manipulation foci offer abilities that can call fire, electricity, force, magnetism, or nonstandard forms of energy such as cold, stone, or something stranger like “void” or “shadow.” These abilities usually give a character a way to achieve something of a balance between attacking enemies and granting themselves or allies additional protection. The focus usually also offers abilities that provide other ways to use specific energy for things like transportation, creating large concentrations of energy that can affect multiple targets, or creating a temporary object or barrier of energy.

Connection: Choose four relevant connections from the Focus Connections list.

Additional Equipment: One or more pieces of equipment immune to the energy manipulated, which might be a set of clothes. Alternatively, something related to the energy being generated. Some foci in this category don’t require additional equipment.

Energy Abilities: If a character type grants special abilities that normally use some other kind of energy, they now produce the kind used by this focus. For example, if a character uses this focus to manipulate electricity, their force blasts become blasts of electricity. These alterations change nothing except the type of damage and any knock-on effects (for instance, electricity might temporarily short out electronic systems).

Minor Effect Suggestions: The target or something near the target is hindered because of residual energy.

Major Effect Suggestions: An important item on the target’s person is destroyed.

The following are examples and not meant to provide a complete list of all possible foci in this category.

@UUID[.9x56c0G5TMOl1Arn#absorbs-energy]{Absorbs Energy} @UUID[.9x56c0G5TMOl1Arn#bears-a-halo-of-fire]{Bears a Halo of Fire} @UUID[.9x56c0G5TMOl1Arn#dances-with-dark-matter]{Dances With Dark Matter} @UUID[.9x56c0G5TMOl1Arn#rides-the-lightning]{Rides the Lightning} @UUID[.9x56c0G5TMOl1Arn#thunders]{Thunders} @UUID[.9x56c0G5TMOl1Arn#wears-a-sheen-of-ice]{Wears a Sheen of Ice}

Ability Selection Guidelines

Tier 1: Choose a low-tier ability that either inflicts damage or provides protection using the appropriate energy type in some fashion.

Sometimes an additional low-power ability is appropriate, depending on the energy type. For instance, a focus that manipulates cold might grant an ability to create snow sculptures. A focus that manipulates electricity might grant an ability to charge a depleted artifact or have an asset for dealing with electrical systems. A focus that absorbs energy might grant an ability to release it as a basic attack. And so on.

Tier 2: Choose whichever kind of ability wasn’t chosen at tier 1.

Tier 3: Choose two mid-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One option should be an ability that inflicts damage using the appropriate energy type (and possibly a related effect).

The other should grant enhanced movement by use of the appropriate energy type, give additional protection provided by the preferred energy, or use the energy in a completely new way, such as by draining the energy from a machine (if using electricity), entombing a victim in a layer of ice (if using cold), creating perfect silence (if using sound), creating a dazzling blast of illumination (if using light), and so on.

Tier 4: Choose whichever kind of ability wasn’t chosen at tier 3.

Tier 5: Choose a high-tier ability that inflicts damage (and possibly a related effect) that can affect more than one target using the appropriate energy type, or an ability that uses the energy in some fashion not previously used, as described in tiers 3 and 6.

Tier 6: Choose two high-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One of the high-tier abilities should use the preferred energy to inflict a lot of damage to a single target or to several.

The other option should use the appropriate energy type to accomplish a task not previously provided by lower-tier abilities, such as fashioning a fiery follower (if using fire), teleporting a great distance as a blast of lightning (if using electricity), creating solid objects out of the energy, and so on.

Environment Manipulation

Foci that allow a character to move objects, affect gravity, create objects (or illusions of objects), and so on are environment manipulation foci. Given that, in many cases, energy is used as part of this process, this category and energy manipulation overlap to some extent. Environment manipulation foci prioritize abilities that indirectly affect enemies and allies via objects, forces, and alterations of the surroundings; energy manipulation foci prioritize directly damaging targets with the chosen energy or force.

For example, rather than blasting a foe with a gravity pulse that does damage, a character using an environment manipulation focus based on gravity is more likely to have abilities that hold a target in place, use gravity to throw heavy objects as an attack, or lower gravity in a particular area or even on a particular object.

Connection: Choose four relevant connections from the Focus Connections list.

Additional Equipment: Any object necessary to manipulate the surrounding environment. For instance, someone with a focus that grants the ability to craft objects would require basic tools. Some foci in this category don’t require anything to gain or retain their benefits.

Environment Manipulation Abilities: Foci themes that involve imagery or visible energies can affect the look of your type abilities. Such alterations, if any, do nothing but change the appearance of effects. If gravity is manipulated, perhaps a telltale bluish glow permeates all ability uses, including type abilities. If illusion is generated, perhaps flamboyant visual and auditory qualities accompany type abilities, such as the appearance of a tentacled beast holding a target in place when Stasis is used. And so on.

Minor Effect Suggestions: The target gets turned around, and its next attack is hindered.

Major Effect Suggestions: The character is refreshed and recovers 4 points to one Pool.

The following are examples and not meant to provide a complete list of all possible foci in this category.

@UUID[.9x56c0G5TMOl1Arn#awakens-dreams]{Awakens Dreams} @UUID[.9x56c0G5TMOl1Arn#blazes-with-radiance]{Blazes With Radiance} @UUID[.9x56c0G5TMOl1Arn#calculates-the-incalculable]{Calculates the Incalculable} @UUID[.9x56c0G5TMOl1Arn#controls-gravity]{Controls Gravity} @UUID[.9x56c0G5TMOl1Arn#crafts-illusions]{Crafts Illusions} @UUID[.9x56c0G5TMOl1Arn#crafts-unique-objects]{Crafts Unique Objects} @UUID[.9x56c0G5TMOl1Arn#employs-magnetism]{Employs Magnetism} @UUID[.9x56c0G5TMOl1Arn#focuses-mind-over-matter]{Focuses Mind Over Matter}

Ability Selection Guidelines

Tier 1: Choose a low-tier ability that grants a basic use of an ability that alters the environment (or predicts it) using the focus’s theme. For instance, a gravity-affecting focus might provide an ability that makes a target lighter or heavier. An
illusion-crafting focus might grant an ability that allows the creation of an image. An object-making focus might grant a basic proficiency in creating a particular kind of object. A predictive focus might calculate outcomes and provide the character with the benefits of that foreknowledge. And so on.

Sometimes an additional low-power ability is appropriate, depending on the focus. Often, this is an ability that grants skill training in a related area of knowledge.

Tier 2: Choose a low-tier ability that provides a new defensive or offensive capability related to the focus’s theme.

Alternatively, this ability might provide an additional or brand-new capability to manipulate the environment related to the focus’s theme.

Tier 3: Choose two mid-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One option should be a mid-tier ability related to the focus’s theme that provides an additional environment manipulation capacity or further improves the basic environment manipulation ability previously granted. This ability isn’t directly offensive or defensive, but provides either an all-new ability related to the basic ability, or one that increases the strength, range, or some other extension of the previously unlocked basic ability.

The other mid-tier option should provide an offensive or defensive ability related to the specific form of movement the focus provides, if possible.

Tier 4: Choose a mid-tier ability that is either an offensive or a defensive use of the ability, whichever one wasn’t chosen as an option in the previous tier.

Tier 5: Choose a high-tier penultimate use of the environment-manipulation ability. For instance, if the focus-granted manipulation is illusory, this ability might haunt a target with terrifying images. If the focus is gravity based, it might unlock flight. If magnetic, it might allow the user to reshape metal. If the focus grants telekinetic powers, this ability could allow a character to hurl massive objects at foes. And so on.

Tier 6: Choose two high-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One of the abilities should provide either an offensive or a defensive ability, opposite the ability provided at tier 4 (though high tier rather than mid tier).

The other option should be something that further explores the use of the basic environment manipulation capability. If the tier 5 choice was the penultimate ability, this might be an even better ultimate ability related to the kind of manipulation offered, or a different way of using that ability to unlock an as-yet-unexplored facet of the ability.

Exploration

Foci that allow a character to gather information, survive in unfamiliar environments, and find their way to new locations or track down particular creatures and foes are exploration foci. Surviving in unfamiliar environments requires a reasonable selection of defensive options; however, abilities that allow a character to find and learn are prioritized.

Exploration foci rely on a variety of methods, though training and expertise are the mainstays. Some methods require specific tools (such as a vehicle) to grant the benefits provided, while others might rely on the supernatural or
super-science to learn new things and explore strange places from afar.

Connection: Choose four relevant connections from the Focus Connections list.

Additional Equipment: Any object necessary to explore. For instance, starting maps and/or
a compass would be basic equipment, while someone who uses psychic abilities might require a mirror or crystal sphere to gaze into. Equipment might also include access to a vehicle required for exploration, as previously noted.

Minor Effect Suggestions: You have an asset on any action that involves using your senses, such as perceiving or attacking, until the end of the next round.

Major Effect Suggestions: Your Intellect Edge increases by 1 until the end of the next round.

The following are examples and not meant to provide a complete list of all possible foci in this category.

@UUID[.9x56c0G5TMOl1Arn#explores-dark-places]{Explores Dark Places} @UUID[.9x56c0G5TMOl1Arn#infiltrates]{Infiltrates} @UUID[.9x56c0G5TMOl1Arn#operates-undercover]{Operates Undercover} @UUID[.9x56c0G5TMOl1Arn#pilots-starcraft]{Pilots Starcraft} @UUID[.9x56c0G5TMOl1Arn#sees-beyond]{Sees Beyond} @UUID[.9x56c0G5TMOl1Arn#separates-mind-from-body]{Separates Mind From Body}

Ability Selection Guidelines

Tier 1: Choose a low-tier ability that grants the character basic exploratory, survival, or information-gathering capabilities within the focus’s theme.

Sometimes an additional low-power ability is appropriate, depending on the focus. Often, this is an ability that grants skill training in a related area of knowledge or a related skill (though this may already be covered in the main ability). Alternatively, it might offer a simple bonus of 2 or 3 points to the Might Pool.

Tier 2: Choose another low-tier ability that grants an additional capability related to exploration, survival, or information gathering.

For instance, a focus dedicated to surviving savage conditions might offer an ability (or two) that makes it easier to avoid natural hazards, poisons, difficult terrain, and so on. A focus dedicated to exploration of a particular area might grant abilities to gain access to that area, or a capability that others normally lack (like the ability to see in the dark).

Tier 3: Choose two mid-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One option should further improve the basic exploration ability granted, or give a new exploratory, survival, or information-gathering ability.

The other option should be something that benefits the character, either an offensive or defensive ability (especially if this focus hasn’t already granted that) or something that further broadens the character’s ability to explore in the focus’s chosen realm.

Tier 4: Choose a mid-tier offensive or defensive ability (whichever wasn’t offered at tier 3) that benefits the character. Alternatively, if offensive and defensive abilities are already well represented, choose a different mid-tier ability that broadens the character’s ability to explore, survive, or gather information.

Tier 5: Choose a high-tier ability that alleviates some of the penalties for exploring, surviving, or gathering information in a normally inhospitable place.

Tier 6: Choose two high-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One option should further improve the basic exploration-themed ability previously granted, or give a brand-new exploratory, survival, or information-gathering ability.

The other option should be something that benefits the character, either an offensive or defensive ability, or yet another ability that further broadens their capacity to explore in the focus’s chosen realm.

Influence

Foci that prioritize authority and influence—whether that’s to make people or machines do as commanded, to help others, or to rise to some other prestigious and significant position—fall within the influence category.

These foci grant influence through training and persuasion, by direct mental manipulation, by using fame to get people’s attention and influence their actions, or simply by knowing and learning things that affect later decisions. In this sense, the concept of influence is broad.

Connection: Choose four relevant connections from the Focus Connections list.

Additional Equipment: Any object necessary to achieve the influence suggested should be granted as additional equipment. Some influence foci don’t require anything to gain or retain their benefits.

Minor Effect Suggestions: The range or duration of the influencing ability is doubled.

Major Effect Suggestions: An ally or indicated target can take an additional action.

The following are examples and not meant to provide a complete list of all possible foci in this category.

@UUID[.9x56c0G5TMOl1Arn#commands-mental-powers]{Commands Mental Powers} @UUID[.9x56c0G5TMOl1Arn#conducts-weird-science]{Conducts Weird Science} @UUID[.9x56c0G5TMOl1Arn#fuses-mind-and-machine]{Fuses Mind and Machine} @UUID[.9x56c0G5TMOl1Arn#is-idolized-by-millions]{Is Idolized by Millions} @UUID[.9x56c0G5TMOl1Arn#solves-mysteries]{Solves Mysteries} @UUID[.9x56c0G5TMOl1Arn#talks-to-machines]{Talks to Machines} @UUID[.9x56c0G5TMOl1Arn#works-the-system]{Works the System}

Ability Selection Guidelines

Tier 1: Choose a low-tier ability that allows the character to learn something significant enough that they can choose a smart course of action (or use that knowledge to persuade or intimidate). How the character learns the information varies by the specifics of the focus. One character might do experiments to learn answers, another might open a telepathic link with others to trade information secretly and quickly, and still another might simply be trained in interaction tasks.

Sometimes an additional low-power ability is appropriate, depending on the focus. Often, this is an ability that grants skill training in a related area of knowledge.

Tier 2: Choose a low-tier ability that improves the character’s ability to apply influence. This might open an additional front on the focus’s basic theme or simply further enhance the basic ability already provided. For instance, this tier 2 ability could ease influence-related tasks by a few steps, allow a telepath to read the minds of others who have secrets they’d otherwise not reveal, or grant influence over physical objects (either to improve them or to learn more about them). And so on.

Tier 3: Choose two mid-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One option should provide an offensive or defensive capability related to the focus’s specific kind of influence, if possible. For instance, an inventor might create a serum that gives them increased abilities (which could be used for offense or defense), a telepath might have some method of blasting foes with mental energy, and someone with only the basic skills of debate and influence through fame might have to rely on weapon training or their entourage.

The other mid-tier option should provide an additional ability to influence in the theme of the focus, or further improve the basic influence ability previously granted. This option isn’t directly offensive or defensive, but provides either an all-new ability related to the basic ability, or increases the strength, range, or some other extension of the previously unlocked basic ability. For instance, a telepath might have a psychic suggestion ability.

Tier 4: Choose a mid-tier ability that is either an offensive or a defensive use of the influence ability, whichever one wasn’t chosen as an option in the previous tier.

Alternatively, this ability could grant an additional capability related to the kind of influence the focus provides.

Tier 5: Choose a high-tier penultimate use of the specific influence ability granted at lower tiers.

Alternatively, choose an ability not previously gained at a lower tier, one that opens a new front on the particular influence capability. For instance, if the focus-granted influence is telepathic, the tier 5 ability might allow a character to see into the future to gain assets for dealing with enemies (and allies).

Tier 6: Choose two high-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One of the options should provide either an offensive or a defensive ability, opposite the ability provided at tier 4 (though high tier rather than mid tier).

The other option should be something that further explores the use of the basic influence ability provided by the focus. If the tier 5 choice was the penultimate ability, this might be an even better ultimate ability related to the kind of influence used, or a different way of using that ability to unlock an as-yet-unexplored facet of the ability.

Irregular

Most foci have a basic theme, a “character story” that logically leads to a series of related abilities. However, certain foci themes are so wide that they don’t fit into any other category except an irregular one of their own.

Irregular foci provide a basket of disparate abilities. Usually that’s because the overarching theme is one that demands variability and access to several different kinds of abilities. Often, these foci are found in genres that suggest additional rule tweaks to leverage their use even further, such as power shifts in the superhero genre and spellcasting in the fantasy genre. However, other irregular foci are possible.

Connection: Choose four relevant connections from the Focus Connections list.

Additional Equipment: Any object necessary to the focus’s theme. For instance, a
superhero-themed focus might grant a superhero costume.

Minor Effect Suggestions: The target is also dazed for one round, during which time all of its tasks are hindered.

Major Effect Suggestions: The target is stunned and loses its next turn.

The following are examples and not meant to provide a complete list of all possible foci in this category.

@UUID[.9x56c0G5TMOl1Arn#channels-divine-blessings]{Channels Divine Blessings} @UUID[.9x56c0G5TMOl1Arn#descends-from-nobility]{Descends From Nobility} @UUID[.9x56c0G5TMOl1Arn#emerged-from-the-obelisk]{Emerged From the Obelisk} @UUID[.9x56c0G5TMOl1Arn#flies-faster-than-a-bullet]{Flies Faster Than a Bullet} @UUID[.9x56c0G5TMOl1Arn#masters-spells]{Masters Spells} @UUID[.9x56c0G5TMOl1Arn#speaks-for-the-land]{Speaks for the Land}

Ability Selection Guidelines

Tier 1: Choose a low-tier ability that grants one of the benefits the focus theme promises, one that a first-tier character should have.

Sometimes an additional low-power ability is appropriate, depending on the focus. Often, this is an ability that grants skill training in a related area of knowledge or a related skill. Alternatively, it might offer a simple bonus of 2 or 3 points to a Pool.

Tier 2: Choose a low-tier ability that grants one of the benefits the focus theme promises, one that’s presumably not immediately related to the one provided at tier 1. That said, if a defense wasn’t provided at tier 1, tier 2 is a good place to add it.

Tier 3: Choose two mid-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One option should provide one of the benefits the focus theme promises, one that may not be immediately related to those provided at earlier tiers.

The other option should include a method of attack if none has previously been granted. Alternatively, if the lower-tier abilities don’t quite get the character where they need to be, this option might further increase a capability unlocked at a lower tier.

Tier 4: Choose a mid-tier ability that grants one of the benefits the focus theme promises, one that may not be immediately related to those provided at earlier tiers.

Tier 5: Choose a high-tier ability that grants one of the benefits the focus theme promises, one that may not be immediately related to those provided at earlier tiers.

Tier 6: Choose two high-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One option should grant one of the benefits the focus theme promises, one that may not be immediately related to those provided at earlier tiers. However, this ability might also provide an ultimate version of a lower-tier ability if a mid-tier or low-tier option wasn’t quite sufficient.

The other option should provide an alternate method to round out the character in a way that doesn’t replicate the first tier 6 option. For instance, if the first option provided some kind of attack, this one might be an interaction, information-gathering, or healing ability, depending on the focus’s overarching theme.

Movement Expertise

Foci that prioritize novel forms of movement—in order to excel in combat, escape situations most others can’t, move with stealth for purposes of theft or escape, or move into locations normally inaccessible—fall within the movement expertise category. These foci usually have methods of granting either offense or defense through movement, though they may provide some means of doing both.

The classic movement expertise focus is one that relies on speed to make more attacks and avoid being hit, though general agility might also provide the same benefit. Other foci in this category might fall within the theme by granting a character the ability to become immaterial, to change their form into something like water or air, or to instantly move via teleportation.

Connection: Choose four relevant connections from the Focus Connections list.

Additional Equipment: Any object necessary to achieve great speeds, change state, or otherwise gain the benefit of the focus should be granted as additional equipment. Some foci in this category don’t require anything to gain or retain their benefits.

Minor Effect Suggestions: The target is dazed, and their next action is hindered.

Major Effect Suggestions: The target is stunned and loses their next action.

The following are examples and not meant to provide a complete list of all possible foci in this category.

@UUID[.9x56c0G5TMOl1Arn#exists-partially-out-of-phase]{Exists Partially Out of Phase} @UUID[.9x56c0G5TMOl1Arn#moves-like-a-cat]{Moves Like a Cat} @UUID[.9x56c0G5TMOl1Arn#moves-like-the-wind]{Moves Like the Wind} @UUID[.9x56c0G5TMOl1Arn#runs-away]{Runs Away} @UUID[.9x56c0G5TMOl1Arn#shreds-the-walls-of-the-world]{Shreds the Walls of the World} @UUID[.9x56c0G5TMOl1Arn#travels-through-time]{Travels Through Time} @UUID[.9x56c0G5TMOl1Arn#works-the-back-alleys]{Works the Back Alleys}

Ability Selection Guidelines

Tier 1: Choose a low-tier ability that grants the basic benefit of the specific movement style, whether that’s enhanced speed, agility, immateriality, and so on.

Sometimes an additional low-power ability is appropriate, depending on the focus. If the basic benefit of the movement demands some kind of additional understanding or training, this ability could be that. Alternatively, if the movement provided seems like it should also unlock a basic offensive or defensive benefit (relying on the use of the initial basic ability), append it as well.

Tier 2: Choose a low-tier ability that provides a new offensive or defensive capability related to the focus’s theme.

Alternatively, this ability might provide some additional capability related to the form of movement that grants useful information to the character that would normally be inaccessible to someone without the focus.

Tier 3: Choose two mid-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One option should provide an additional movement capacity or further improve the basic movement capacity, related to the focus’s theme. This isn’t directly offensive or defensive, but provides the character with a new level of ability or an all-new ability related to their basic movement ability.

The other option should provide either an offensive or a defensive capability related to the specific form of movement the focus provides.

Tier 4: Choose a mid-tier ability that further enhances the advantages provided by focus’s movement-enhancing paradigm. This could provide a new or better form of defense (directly, or indirectly if moving to a location or time where danger doesn’t threaten), or a new or better form of offense.

Tier 5: Choose a high-tier penultimate use of the movement-related ability. For instance, if the focus-provided movement is temporal, this ability might allow actual (if brief) jaunts of time travel. If the focus enhances speed, this ability might allow the character to move up to a very long distance with one action. And so on.

Alternatively, unlock an as-yet-unexplored related ability that could derive from the basic movement power provided by the focus.

Tier 6: Choose two high-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One of the options should provide either an offensive or a defensive ability, opposite the ability provided at tier 4 (though high tier rather than mid tier).

The other option should be something that further explores the use of the basic
movement ability. If the tier 5 choice was the penultimate ability, this might be an even better ultimate ability related to the movement.

Striker Combat

Striker combat foci prioritize dealing damage in battle over other concerns. Foci in this category offer defensive abilities as well, but they emphasize abilities that provide ways to spike damage to heights that other foci normally don’t reach.

To achieve this end, a striker combat focus might offer mastery of a particular style of martial combat, which could be training with a particular weapon or martial art, or the use of a unique tool (or even a kind of energy). A style might be something as singular as being the best at fighting a particular kind of enemy, or something much broader, such as adopting a particularly vicious or unsporting style. A striker combatant might use fire, force, or magnetism as their preferred method of spiking damage.

Connection: Choose four relevant connections from the Focus Connections list.

Additional Equipment: The weapon, tool, or other special item or substance (if any) required to engage in the particular style of combat. For instance, a dose of level 5 poison for Fights Dirty or Murders, a trophy from a previously defeated foe for Battles Robots, or stylish clothes for Fights With Panache.

Minor Effect Suggestions: The target is so dazzled by your expertise that it is dazed for one round, hindering all of its tasks.

Major Effect Suggestions: Make an immediate additional attack using an attack provided by the focus as part of your turn.

The following are examples and not meant to provide a complete list of all possible foci in this category.

@UUID[.9x56c0G5TMOl1Arn#battles-robots]{Battles Robots} @UUID[.9x56c0G5TMOl1Arn#fights-dirty]{Fights Dirty} @UUID[.9x56c0G5TMOl1Arn#fights-with-panache]{Fights With Panache} @UUID[.9x56c0G5TMOl1Arn#hunts]{Hunts} @UUID[.9x56c0G5TMOl1Arn#is-licensed-to-carry]{Is Licensed to Carry} @UUID[.9x56c0G5TMOl1Arn#looks-for-trouble]{Looks for Trouble} @UUID[.9x56c0G5TMOl1Arn#masters-weaponry]{Masters Weaponry} @UUID[.9x56c0G5TMOl1Arn#murders]{Murders} @UUID[.9x56c0G5TMOl1Arn#needs-no-weapon]{Needs No Weapon} @UUID[.9x56c0G5TMOl1Arn#performs-feats-of-strength]{Performs Feats of Strength} @UUID[.9x56c0G5TMOl1Arn#rages]{Rages} @UUID[.9x56c0G5TMOl1Arn#slays-monsters]{Slays Monsters} @UUID[.9x56c0G5TMOl1Arn#throws-with-deadly-accuracy]{Throws With Deadly Accuracy} @UUID[.9x56c0G5TMOl1Arn#wields-two-weapons-at-once]{Wields Two Weapons at Once}

Ability Selection Guidelines

Tier 1: Choose a low-tier ability that inflicts additional damage when a character attacks using the focus’s particular fighting style, energy, or attitude, or when used against a chosen enemy.

Sometimes an additional low-power ability is appropriate, depending on the focus. For instance, a focus that grants proficiency in a special weapon might offer training in crafting tasks associated with that weapon. A focus that grants increased damage against a particular kind of foe might offer training in skills to recognize, locate, or just have general knowledge about that foe. A fighting style that involves fighting in a vicious or dirty manner might provide training in intimidation. And so on.

If the focus is about fighting a particular enemy, additional secondary powers (more than might otherwise be offered) may be appropriate. Those either further enhance effectiveness against the chosen enemy, or offer broader but related abilities that give the character who takes the focus some functionality even when not fighting that enemy.

Tier 2: Choose a low-tier ability that provides some form of defense using the weapon, weapon style, or chosen energy. If the weapon style is being especially good at fighting a certain kind of foe, the ability should be a defense against that kind of foe. Alternatively, the focus might offer another method for increasing damage within the chosen paradigm.

Sometimes an additional low-power ability is appropriate at tier 2. If so, choose whichever
low-power ability wasn’t gained at tier 1.

Tier 3: Choose two mid-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One option should inflict additional damage when using the focus’s fighting style, energy, or attitude, or when used against a chosen enemy. That could be as simple as an ability that offers an additional attack of that kind.

The other option should provide a method to temporarily neutralize a foe by disarming them, dazing or stunning them, slowing or holding them, or otherwise discombobulating them by using the focus’s fighting style, energy, or attitude, or when used against a chosen enemy.

Tier 4: Choose a mid-tier ability that further enhances the advantages provided by the focus’s paradigm. Often, this includes training in a particular kind of attack. Alternatively, the ability might increase the advantages provided by achieving a certain combat status, such as gaining surprise.

Tier 5: Choose a high-tier ability that inflicts damage. Alternatively, if focused on fighting a particular kind of foe, this ability might give the character a chance to completely neutralize, destroy, blind, or kill a singular target of up to level 3 (or higher, if the focus is on a singular foe).

Tier 6: Choose two high-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One of the options should use the focus paradigm to inflict an exceptional amount of damage.

The other option could be a different way of inflicting damage, either using the focus paradigm or just dealing lots of damage in general (and relying on previous focus tier abilities to improve targeting). This could be against multiple targets if the first option was for a single target, to outright kill or neutralize a target (starting with level 4, but with guidance for using Effort to increase the level of the target), or to select yet another foe, make another attack, or get away in order to fight another day.

Support

Foci that allow a character to help others succeed, defend others, heal others who are hurt, and so on are support foci. Of course, most foci abilities are often used in aid of others, but support foci (such as Siphons Power) prioritize aiding, healing, and improving the character who takes the focus.

Support foci rely on a variety of methods to provide their help, including martial training used in defense, supernatural or sci-fi means of providing healing, or simply easing the cares of others through entertainment.

Connection: Choose four relevant connections from the Focus Connections list.

Additional Equipment: Any object necessary to provide support. For instance, someone with a focus that uses entertainment to help others would require an instrument or similar object in aid of their craft. Some foci in this category don’t require anything to gain or retain their benefits.

Minor Effect Suggestions: You can draw an attack without having to use an action at any point before the end of the next round.

Major Effect Suggestions: You can take an extra action in aid of an ally.

The following are examples and not meant to provide a complete list of all possible foci in this category.

@UUID[.9x56c0G5TMOl1Arn#defends-the-weak]{Defends the Weak} @UUID[.9x56c0G5TMOl1Arn#entertains]{Entertains} @UUID[.9x56c0G5TMOl1Arn#helps-their-friends]{Helps Their Friends} @UUID[.9x56c0G5TMOl1Arn#metes-out-justice]{Metes Out Justice} @UUID[.9x56c0G5TMOl1Arn#shepherds-the-community]{Shepherds the Community} @UUID[.9x56c0G5TMOl1Arn#siphons-power]{Siphons Power} @UUID[.9x56c0G5TMOl1Arn#works-miracles]{Works Miracles}

Ability Selection Guidelines

Tier 1: Choose a low-tier ability that provides some form of defense, aid or entertainment, benefit to recovery or healing, or protection. That defense or protection could be to the PC and not to an ally, as one cannot protect another without first being able to protect themselves (and sometimes protecting themselves is the entire point).

Sometimes an additional low-power ability is appropriate, depending on the focus. Often, this is an ability that grants skill training in a related area of knowledge or a related skill, but it might be something that works with the initial ability that, by itself, wouldn’t do much.

Tier 2: Choose a low-tier ability that follows up on the support style opened in the previous tier. If the previous tier’s ability provided a means of protection only for the focus taker, this tier 2 ability should specifically provide aid to another. If the previous tier specifically provided aid to another, this tier 2 ability could defend the focus taker or provide an offensive capability grounded, if possible, in the focus’s theme.

Tier 3: Choose two mid-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One option should work within the focus’s theme to aid, heal, protect, or otherwise help another.

The other option should be something that benefits the character, either an offensive or defensive ability, or something that broadens their expertise in some fashion. Alternatively, it could be another, different method of helping someone else.

Tier 4: Choose a mid-tier ability that gives an ally a direct boon or provides the character with a way to help another. It could also be an ability that harms or nullifies a foe, as removing foes certainly helps allies.

Tier 5: Choose a high-tier ability that provides an offensive or defensive option for the character, if none have been provided yet. If this need has been previously addressed or is deemed unnecessary, choose a high-tier ability that provides some form of defense, aid or entertainment, benefit to recovery or healing, or protection to another. For example, a tier 5 ability might grant an ally an additional free action or allow them to repeat a failed action.

Tier 6: Choose two high-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One of the options should provide an ultimate method of helping another in the theme of the focus.

The other option could provide an alternative ultimate method of helping another; many foci in this category do. However, an option that provides high-tier offense or defense is also completely reasonable.

Tank Combat

Foci that prioritize being able to take a lot of punishment and soak up excess damage from foes fall within the tank combat category. These foci provide offensive abilities too, as well as additional abilities related to the particular method by which improved protection is achieved, but defensive abilities are most pronounced.

Some tank combat foci involve a physical transformation that grants additional protection, and others rely on specialized training, use tools like shields or heavy armor, or provide the ability to heal incredibly fast. The kinds of physical transformation that a tank focus provides, if any, vary widely. A focus might turn a character’s skin to stone, reinforce their body with metal, turn them into a monstrous being, make them so big it becomes harder to hurt them, and so on.

Connection: Choose four relevant connections from the Focus Connections list.

Additional Equipment: Any object necessary to maintain a physical transformation (such as a tool for repair if partly robotic, a shield or other defensive tool used if skilled, or possibly some kind of amulet or serum). Some tank combat foci don’t require anything to gain or retain their benefits.

Minor Effect Suggestions: +2 to Armor for a few rounds.

Major Effect Suggestions: Regain 2 points to Might Pool.

The following are examples and not meant to provide a complete list of all possible foci in this category.

@UUID[.9x56c0G5TMOl1Arn#abides-in-stone]{Abides in Stone} @UUID[.9x56c0G5TMOl1Arn#brandishes-an-exotic-shield]{Brandishes an Exotic Shield} @UUID[.9x56c0G5TMOl1Arn#defends-the-gate]{Defends the Gate} @UUID[.9x56c0G5TMOl1Arn#fuses-flesh-and-steel]{Fuses Flesh and Steel} @UUID[.9x56c0G5TMOl1Arn#grows-to-towering-heights]{Grows to Towering Heights} @UUID[.9x56c0G5TMOl1Arn#howls-at-the-moon]{Howls at the Moon} @UUID[.9x56c0G5TMOl1Arn#lives-in-the-wilderness]{Lives in the Wilderness} @UUID[.9x56c0G5TMOl1Arn#masters-defense]{Masters Defense} @UUID[.9x56c0G5TMOl1Arn#never-says-die]{Never Says Die} @UUID[.9x56c0G5TMOl1Arn#stands-like-a-bastion]{Stands Like a Bastion}

Ability Selection Guidelines

Tier 1: Choose a low-tier ability that provides defense within the focus’s theme. If the theme is simply intense training or the use of a defensive tool, the ability might be as simple as a bonus to Armor. If protection comes from physical transformation, this ability provides the base form effects, benefits, and in some cases drawbacks for making the transformation. A low-tier enhanced healing ability would also be appropriate at first tier.

Sometimes an additional low-power ability is appropriate, depending on the focus. If the character transforms, this ability may provide a knock-on effect, though in the case of some transformations, it might be a description of how someone with an abnormal physiognomy can fully heal. Other times, the secondary power may simply be training in a related skill, or it may unlock the ability to use a particular armor or shield without penalty.

Tier 2: If the theme of the focus isn’t physical transformation, choose a low-tier ability that provides an additional method of defending, healing damage, or avoiding attacks.

If the theme of the focus is physical transformation, choose a low-tier ability that unlocks a new capability related to the form the character takes. That might mean gaining better control of the transformation, unlocking a robotic interface, or otherwise more fully unlocking that form. This ability is not necessarily defensive, though it could be.

Tier 3: Choose two mid-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One option should provide an additional form of protection in keeping with the focus’s theme, such as more defensive capabilities unlocked from a transformation (which might also come with additional offensive capabilities) or a simple physical enhancement if defense is gained by skills or enhanced healing.

The other option should provide an offensive capability, especially if creating a non-transformation focus that doesn’t already have offensive benefits. That capability could be an enhanced attack or provide some other benefit useful in combat, such as quickly evading or (on the other end of the continuum) becoming immovable.

Tier 4: Choose a mid-tier ability that further enhances the advantages provided by the focus’s damage-soaking paradigm. Often, this includes training in a particular kind of defense. Alternatively, it might increase the advantages provided by previously unlocked defensive abilities, whether that means gaining greater control over a transformation, gaining additional chances to avoid damage or retry tasks related to enhanced determination, and so on. If the focus is lacking in offensive options, this is a good place to include one.

Tier 5: Choose a high-tier ability that provides protection, possibly in the form of shrugging off a debilitating condition (including death). If the focus offers a physical transformation, this ability might further unlock an additional related ability, whether offensive, defensive, or something related to exploration or interaction (such as flight if the form is winged, intimidation if the form is fearsome, and so on).

Tier 6: Choose two high-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One option should use the focus paradigm to increase the defense, protection, or ability to shrug off damage.

The other option could be a different way of being defensive. In some cases, the best defense is a good offense, so this option could provide a high-tier offensive ability in keeping with the focus’s theme, whether that’s a straight-up damage boost on attacks or better control of an unstable physical transformation.

","markdown":""},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"ownership":{"default":-1},"flags":{}},{"sort":399219,"name":"Abilities","type":"text","_id":"YRhX8KikaF361373","title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"

A character’s type, flavor, and focus assign an appropriate tier to each ability. However, if you’re creating a brand-new focus or type, we provide a couple of additional tools.

The first is a power grade for each ability, which tells you about how potent it is in relation to other abilities. Abilities appropriate for tiers 1 and 2 characters are called “low-tier” abilities. Abilities appropriate for tiers 3 and 4 are called “mid-tier” abilities. Abilities appropriate for tiers 5 and 6 are called “high-tier” abilities.

These abilities are further sorted into ability categories based on the kinds of things they do—abilities that improve physical attacks are in the attack skill category, abilities that assist allies are in the support category, and so on.

Unless otherwise noted, you cannot choose the same ability twice, even if you get it from both your type and a flavor.

Ability Categories and Relative Power

Abilities can be divided into several categories based on the kinds of things they do—improve your physical attacks, assist allies, provide defense, give you a special attack form, and so on. Under each of the following category descriptions is a list of abilities that fit that category, sorted into low-, medium-, and high-tier abilities.

The categories are mainly used by GMs when designing new foci for a campaign, allowing them to search a short list of abilities instead of trying to find something appropriate among the thousand or so abilities in this chapter. For example, the GM might have a custom focus in their campaign called “Is Born of the Swamp” and want a defensive ability for tier 5, so they can look at the high-tier abilities in the protection category and quickly narrow down what options are available.

It may be possible that a character gains the same ability from more than one source (such as from their type and their descriptor). Unless the two abilities are obviously additive (such as two abilities that each add 3 points to your Might Pool, which together would give the character +6 Might points), the duplicated ability might be improved in some way, such as having a longer duration or greater effect, or automatically providing an asset. Some abilities give suggestions on how to do this; otherwise, the player and the GM should work out whether and how the ability is improved.

The ability categories are not intended to be rigid or comprehensive. Some abilities fall into more than one category, and it could be argued that some abilities could be included in more categories than are listed here.

These categories have some overlap with the categories in the Creating New Foci chapter. For example, there is a support category here and a support category in the Creating New Foci chapter. They aren’t intended to be exact parallels and they don’t mean exactly the same thing. That said, if you’re creating a support-centric focus, many of the abilities in the support ability category would be appropriate choices.

Attack Skill

Gives you training or specialization in a specific physical attack (like swords or unarmed combat), a category of physical attacks (light bladed, heavy bashing, and so on), or another physical skill primarily used to inflict harm (such as breaking objects).

Low Tier

@UUID[Compendium.cyphersystem-compendium.abilities.YBMLX3Jm5oN79J6G]{Heads-Up Display} @UUID[Compendium.cyphersystem-compendium.abilities.wAbsUj5mHZatr3JG]{Practiced With Guns} @UUID[Compendium.cyphersystem-compendium.abilities.NhijFGxYepJtaa0r]{Practiced With Medium Weapons} @UUID[Compendium.cyphersystem-compendium.abilities.WFK0xBSAIpD59va8]{Practiced With Swords} @UUID[Compendium.cyphersystem-compendium.abilities.FEkLEYwk7r9KE7oC]{Quarry} @UUID[Compendium.cyphersystem-compendium.abilities.JJKRrcU5L1yM9y90]{Unarmed Fighting Style}

Mid Tier

@UUID[Compendium.cyphersystem-compendium.abilities.R0UuZ32vmmeFbSMV]{Blood Fever} @UUID[Compendium.cyphersystem-compendium.abilities.Z7JkIlrv7gxim4Fn]{Cognizant Offense} @UUID[Compendium.cyphersystem-compendium.abilities.nOuOE3EkrNr81pSq]{Greater Skill With Defense} @UUID[Compendium.cyphersystem-compendium.abilities.yl2zo179wXZW5Xxc]{Practiced With All Weapons} @UUID[Compendium.cyphersystem-compendium.abilities.NoKdHv0FSytZR4iF]{Robot Fighter} @UUID[Compendium.cyphersystem-compendium.abilities.NcItnMHjeG9fgE1K]{Serv-0 Aim} @UUID[Compendium.cyphersystem-compendium.abilities.lPqCQOQJF0JfoFRn]{Serv-0 Brawler} @UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks} @UUID[Compendium.cyphersystem-compendium.abilities.QDSSTe5EGrBHjtnL]{Sniper’s Aim} @UUID[Compendium.cyphersystem-compendium.abilities.hbWaCBEfSMujqvDf]{Specialized Throwing}

High Tier

@UUID[Compendium.cyphersystem-compendium.abilities.2uSx4ErQ9f2QLX5M]{As Foretold in Prophecy} @UUID[Compendium.cyphersystem-compendium.abilities.AsmIgvoIRPEtuzkh]{Duel to the Death} @UUID[Compendium.cyphersystem-compendium.abilities.oroWEBbp3cvrYwH9]{Greater Skill With Attacks} @UUID[Compendium.cyphersystem-compendium.abilities.LE8NtDKG9TzXBv5B]{Hunter’s Drive} @UUID[Compendium.cyphersystem-compendium.abilities.S4PaEqmYjg4TGoG3]{Master of Unarmed Fighting Style} @UUID[Compendium.cyphersystem-compendium.abilities.kNSRytTtQX0rU3aE]{Mastery With Attacks} @UUID[Compendium.cyphersystem-compendium.abilities.F6mAzjhG2T4irVjy]{Specialized Basher}

Companion

Gives you a follower, modifies a follower, or gives you an additional benefit when interacting with or near your follower. This category includes humanoid followers, beast companions, and temporary companions like summoned swarms, conjured spirits, and so on.

Low Tier

@UUID[Compendium.cyphersystem-compendium.abilities.4XwwFeGO5haHxvQs]{Basic Follower} @UUID[Compendium.cyphersystem-compendium.abilities.bOohoEcDegDBinFc]{Beast Companion} @UUID[Compendium.cyphersystem-compendium.abilities.9Kag2UMn6Wdxq4Zo]{Bound Magic Creature} @UUID[Compendium.cyphersystem-compendium.abilities.hIxPlDRbNqallNiu]{Control Swarm} @UUID[Compendium.cyphersystem-compendium.abilities.tgS72E10jiPF3Dm3]{Critter Companion} @UUID[Compendium.cyphersystem-compendium.abilities.P1jQZdPIrxo4wNlr]{Duplicate} @UUID[Compendium.cyphersystem-compendium.abilities.ZK4CUb9HH4J5A8IN]{Entourage} @UUID[Compendium.cyphersystem-compendium.abilities.ZEcFnsNXgcozJElT]{Influence Swarm} @UUID[Compendium.cyphersystem-compendium.abilities.yaLHxRtVBhveqHJA]{Necromancy} @UUID[Compendium.cyphersystem-compendium.abilities.oEubmS7pZ3zFK8uJ]{Resilient Duplicate} @UUID[Compendium.cyphersystem-compendium.abilities.paIv2etaqLqY76y0]{Robot Assistant} @UUID[Compendium.cyphersystem-compendium.abilities.v1lZkKjSCS1pjnET]{Serv-0} @UUID[Compendium.cyphersystem-compendium.abilities.RkOvawhfH5MHQFOH]{Spirit Accomplice}

Mid Tier

@UUID[Compendium.cyphersystem-compendium.abilities.zstBkLwRduC7vgGT]{Beast Eyes} @UUID[Compendium.cyphersystem-compendium.abilities.gLxVxCSix441TyKq]{Call Swarm} @UUID[Compendium.cyphersystem-compendium.abilities.ETGBAqAc1ApFH5cx]{Expert Follower} @UUID[Compendium.cyphersystem-compendium.abilities.BQnrZXeivue9Q2qp]{Fellow Explorer} @UUID[Compendium.cyphersystem-compendium.abilities.srn53BB1da8Elh1t]{Fiery Hand of Doom} @UUID[Compendium.cyphersystem-compendium.abilities.rUzrjRuT2nfEdCaJ]{Gain Unusual Companion} @UUID[Compendium.cyphersystem-compendium.abilities.vEVmBgz2TxOH3aSk]{Greater Necromancy} @UUID[Compendium.cyphersystem-compendium.abilities.QxOsAHpd8ZkEXI5u]{Improved Object Bond} @UUID[Compendium.cyphersystem-compendium.abilities.CEscdPwUrBpzUeS0]{Living Armor} @UUID[Compendium.cyphersystem-compendium.abilities.XkFsMa9e9IY2FRcN]{Machine Companion} @UUID[Compendium.cyphersystem-compendium.abilities.cGcblQ2qvyHM02kY]{Mount} @UUID[Compendium.cyphersystem-compendium.abilities.S2OZtm12S2YvxD7H]{Retinue} @UUID[Compendium.cyphersystem-compendium.abilities.Nyt7Z1xWqmnuu265]{Shipspeak} @UUID[Compendium.cyphersystem-compendium.abilities.h1rn92kIqG5VVYd6]{Stronger Together} @UUID[Compendium.cyphersystem-compendium.abilities.wEWyNKnVgVOjsyms]{Summon Giant Spider} @UUID[Compendium.cyphersystem-compendium.abilities.FwEUY43Q8EMVCCsL]{Superior Duplicate} @UUID[Compendium.cyphersystem-compendium.abilities.OWRsjlf3ahyH9eez]{Time Doppelganger} @UUID[Compendium.cyphersystem-compendium.abilities.l5vgtPP0LcsqGrzn]{Time Loop}

High Tier

@UUID[Compendium.cyphersystem-compendium.abilities.Qm31Nw2SkBpVcv9M]{As If One Creature} @UUID[Compendium.cyphersystem-compendium.abilities.fD8yD0pGCMdOJkGb]{Band of Desperados} @UUID[Compendium.cyphersystem-compendium.abilities.KpbEHKNSEycVB1GU]{Band of Followers} @UUID[Compendium.cyphersystem-compendium.abilities.pFWDdnTXCiPfwsWv]{Beast Call} @UUID[Compendium.cyphersystem-compendium.abilities.jVY1PTxvZvpjZILB]{Call Dead Spirit} @UUID[Compendium.cyphersystem-compendium.abilities.HUVY2MA2CBegFhLY]{Call in Favor} @UUID[Compendium.cyphersystem-compendium.abilities.ElsQU746B70tsPmZ]{Call Otherworldly Spirit} @UUID[Compendium.cyphersystem-compendium.abilities.U58ZQ1X3byfANn4W]{Call Through Time} @UUID[Compendium.cyphersystem-compendium.abilities.8SDpRRzZRF73zLsF]{Conjuration} @UUID[Compendium.cyphersystem-compendium.abilities.iQhBPww1s4wRZcDz]{Deadly Swarm} @UUID[Compendium.cyphersystem-compendium.abilities.M1FHIlVPVv8O02LV]{Dragon’s Maw} @UUID[Compendium.cyphersystem-compendium.abilities.NVdx8QjmTP5eOjDh]{Fire Servant} @UUID[Compendium.cyphersystem-compendium.abilities.iEOf9IkbHU8oBOMm]{Improved Apportation} @UUID[Compendium.cyphersystem-compendium.abilities.0IlHHY1ktkN2L5Sp]{Improved Companion} @UUID[Compendium.cyphersystem-compendium.abilities.PKFz6WVsaKm5kIir]{Improved Machine Companion} @UUID[Compendium.cyphersystem-compendium.abilities.UJpMPRD25O7HvhbV]{Insect Eruption} @UUID[Compendium.cyphersystem-compendium.abilities.pGJIwlCJDib2Splm]{Legal Intern} @UUID[Compendium.cyphersystem-compendium.abilities.rHApGqEQj8TCGa3f]{Masterful Armor Modification} @UUID[Compendium.cyphersystem-compendium.abilities.rsYzxCchklPSFAp7]{Multiplicity} @UUID[Compendium.cyphersystem-compendium.abilities.Aprz5cRtdgiAIYUM]{Object Bond Mastery} @UUID[Compendium.cyphersystem-compendium.abilities.3EcnBLVtGwxpWXBW]{Recruit Deputy} @UUID[Compendium.cyphersystem-compendium.abilities.yqhUXLWMSNn5IYOn]{Robot Fleet} @UUID[Compendium.cyphersystem-compendium.abilities.LnZkUlKUuuD7iW3P]{Summon Demon} @UUID[Compendium.cyphersystem-compendium.abilities.OWRsjlf3ahyH9eez]{Time Doppelganger} @UUID[Compendium.cyphersystem-compendium.abilities.GDphyYXSfjKE5BST]{True Necromancy}

Control

Controls or influences minds in ways outside of what could be done with conventional intimidation and persuasion, such as using psychic mind control, fear gas, and so on.

Low Tier

@UUID[Compendium.cyphersystem-compendium.abilities.BggeJtN5IcutwLJg]{Calm Stranger} @UUID[Compendium.cyphersystem-compendium.abilities.SeAlSU8Rim5CWsgV]{Charm Machine} @UUID[Compendium.cyphersystem-compendium.abilities.fg8V2R3kpLX2sHRn]{Cloud Personal Memories} @UUID[Compendium.cyphersystem-compendium.abilities.ag3OU8JZuc769034]{Community Activist} @UUID[Compendium.cyphersystem-compendium.abilities.ulHj0pzmwc515fve]{Fast Talk} @UUID[Compendium.cyphersystem-compendium.abilities.M2oXV5cRSdMlUZDm]{Goad} @UUID[Compendium.cyphersystem-compendium.abilities.0V2NE0905wwYPRVo]{Hack the Impossible} @UUID[Compendium.cyphersystem-compendium.abilities.kgCuCmU8kn0UMy8v]{Robot Control} @UUID[Compendium.cyphersystem-compendium.abilities.gT21nqWZ9Es576oC]{Soothe the Savage} @UUID[Compendium.cyphersystem-compendium.abilities.qVlbJjB7X8R78rz0]{Terrifying Presence}

Mid Tier

@UUID[Compendium.cyphersystem-compendium.abilities.CLObcsu2DKKKhzyK]{Calm} @UUID[Compendium.cyphersystem-compendium.abilities.8EMTH3JCrC5Vjt63]{Captivate or Inspire} @UUID[Compendium.cyphersystem-compendium.abilities.mUhnX0UmEw2BROkI]{Captivate With Starshine} @UUID[Compendium.cyphersystem-compendium.abilities.t83oYxQRuO2u2zx4]{Command} @UUID[Compendium.cyphersystem-compendium.abilities.OE5yXpzWC8lSUmGX]{Command Machine} @UUID[Compendium.cyphersystem-compendium.abilities.dCQdSi11hJDyOSdD]{Command Spirit} @UUID[Compendium.cyphersystem-compendium.abilities.crFxkKwBNdnD6tX4]{Crowd Control} @UUID[Compendium.cyphersystem-compendium.abilities.FIU24o7T66ViVgyg]{Daydream} @UUID[Compendium.cyphersystem-compendium.abilities.sqiDNk5qXh9j3zwh]{Grand Deception} @UUID[Compendium.cyphersystem-compendium.abilities.ljhjSIxYOCbPXEFR]{Interruption} @UUID[Compendium.cyphersystem-compendium.abilities.Vcfc6yjbqX6WSzCf]{Mind Control} @UUID[Compendium.cyphersystem-compendium.abilities.iRqXVpngq6vfgtEn]{Psychic Suggestion}

High Tier

@UUID[Compendium.cyphersystem-compendium.abilities.zTsjsWVgzjQzl2MW]{Advanced Command} @UUID[Compendium.cyphersystem-compendium.abilities.By276DS858KmWNZq]{Assume Control} @UUID[Compendium.cyphersystem-compendium.abilities.3SiJ5Drao8XtmgzV]{Brainwashing} @UUID[Compendium.cyphersystem-compendium.abilities.aWbDzueOAxSW1d3C]{Change the Paradigm} @UUID[Compendium.cyphersystem-compendium.abilities.FxohCBSksJIu1BSA]{Control Machine} @UUID[Compendium.cyphersystem-compendium.abilities.LvoH43SKKtr3urKo]{Control the Savage} @UUID[Compendium.cyphersystem-compendium.abilities.0f2qoQlYGRqgu0Nj]{Defuse Situation} @UUID[Compendium.cyphersystem-compendium.abilities.UyW320RhzarMNoss]{Flee} @UUID[Compendium.cyphersystem-compendium.abilities.miR0d91lKIfmBGdO]{Psychic Passenger} @UUID[Compendium.cyphersystem-compendium.abilities.cfR2uFYjteKAqsYw]{Show Them the Way} @UUID[Compendium.cyphersystem-compendium.abilities.3wZZC07ADxO3mImS]{Suggestion} @UUID[Compendium.cyphersystem-compendium.abilities.ZTp4SZ673tDJpmuS]{Word of Command}

Craft

Creates useful physical things, such as mundane tools (hammers, crowbars), limited-use devices (manifest cyphers, artifacts), or independent beings (robots, elementals, zombies). Includes blueprints, plans, and effects that aid or speed crafting.

Low Tier

@UUID[Compendium.cyphersystem-compendium.abilities.JoPcORtuhjnAJ5mT]{Create Deadly Poison} @UUID[Compendium.cyphersystem-compendium.abilities.ZvKFftq7doCxI7T5]{Fortification Builder} @UUID[Compendium.cyphersystem-compendium.abilities.IswvUEdCBBZDRme6]{Junkmonger} @UUID[Compendium.cyphersystem-compendium.abilities.JK2hN1poqMLqfa1N]{Machine Efficiency} @UUID[Compendium.cyphersystem-compendium.abilities.mFPUUmBIcGGsuwNd]{Modify Device} @UUID[Compendium.cyphersystem-compendium.abilities.Ktxj62234LhUr51B]{Natural Crafter} @UUID[Compendium.cyphersystem-compendium.abilities.m6X5wyPUPdhqLTIp]{Quick Work} @UUID[Compendium.cyphersystem-compendium.abilities.pUliR2uWpIcE6jQX]{Robot Builder} @UUID[Compendium.cyphersystem-compendium.abilities.XUutaClCW4UXzK7e]{Trapster} @UUID[Compendium.cyphersystem-compendium.abilities.qBTIXXJt2Ahn8UYh]{Weapon Crafter}

Mid Tier

@UUID[Compendium.cyphersystem-compendium.abilities.FBCpBF9PXlEtIX4m]{Dream Becomes Reality} @UUID[Compendium.cyphersystem-compendium.abilities.dhXVqnunlbSbrDPB]{Expert Crafter} @UUID[Compendium.cyphersystem-compendium.abilities.7G8B9lfoVXkuxvKB]{Ice Creation} @UUID[Compendium.cyphersystem-compendium.abilities.AQQzctwqPJPUTRbb]{Poison Crafter} @UUID[Compendium.cyphersystem-compendium.abilities.BSx4qB29VwRUISm6]{Robot Upgrade} @UUID[Compendium.cyphersystem-compendium.abilities.3DJXuR680OxwP5NT]{Sculpt Light}

High Tier

@UUID[Compendium.cyphersystem-compendium.abilities.HuhNjMfMxPkTlERH]{Create} @UUID[Compendium.cyphersystem-compendium.abilities.JUn27j5YI3dRh2jJ]{Dark Matter Structure} @UUID[Compendium.cyphersystem-compendium.abilities.6e4KunpYFObSRszo]{Improved Sculpt Light} @UUID[Compendium.cyphersystem-compendium.abilities.y3qXWOUu7mAhg6Rb]{Innovator} @UUID[Compendium.cyphersystem-compendium.abilities.KQDFvUEnIWed1ebo]{Jury-Rig} @UUID[Compendium.cyphersystem-compendium.abilities.t0B6AIqWanSnx696]{Modify Artifact Power} @UUID[Compendium.cyphersystem-compendium.abilities.YFbC1HRis4SpZgrS]{Reshape}

Cure

Cures damage, adds or improves recovery rolls, or negates, cures, suspends, or otherwise gives immunity to a harmful effect or condition, such as poison, disease, mental attacks, moving down on the damage track, or dying.

Low Tier

@UUID[Compendium.cyphersystem-compendium.abilities.8mP69InEXQ4TB5BL]{Alleviate} @UUID[Compendium.cyphersystem-compendium.abilities.bzeuikGxbM7noj2z]{Crystalline Body} @UUID[Compendium.cyphersystem-compendium.abilities.Z7CKGOQWnfdNO885]{Destined for Greatness} @UUID[Compendium.cyphersystem-compendium.abilities.qHzwHm5LmYDasHnF]{Diver} @UUID[Compendium.cyphersystem-compendium.abilities.gWvMJQPBSmeaP8yN]{Drain Creature} @UUID[Compendium.cyphersystem-compendium.abilities.JyAovhallyh9m6oW]{Drain Machine} @UUID[Compendium.cyphersystem-compendium.abilities.PqL4qr9D8QAwQhrL]{Endurance} @UUID[Compendium.cyphersystem-compendium.abilities.uB3sVzeG2N5rkdUZ]{Escape} @UUID[Compendium.cyphersystem-compendium.abilities.CAYeFSNYprjeRtWw]{Extra Recovery} @UUID[Compendium.cyphersystem-compendium.abilities.U7chr7wLj7r5y0LT]{Foil Danger} @UUID[Compendium.cyphersystem-compendium.abilities.igGttY1Y2XbAx3qY]{Healing Touch} @UUID[Compendium.cyphersystem-compendium.abilities.JuOmZXMt1T3tQUZ8]{Ignore the Pain} @UUID[Compendium.cyphersystem-compendium.abilities.UtFc3e4grYyCQneH]{Improved Recovery} @UUID[Compendium.cyphersystem-compendium.abilities.vFQaDsHzJpTSV8Tw]{Living Off the Land} @UUID[Compendium.cyphersystem-compendium.abilities.wXV7JxEmZDlBvRKO]{Push on Through} @UUID[Compendium.cyphersystem-compendium.abilities.euEVkth9YGYSpoJf]{Quick Recovery} @UUID[Compendium.cyphersystem-compendium.abilities.rRDSzPJtUCwRVXFR]{Repair Flesh} @UUID[Compendium.cyphersystem-compendium.abilities.OvvuCBCQ71rZkCqQ]{Restful Presence} @UUID[Compendium.cyphersystem-compendium.abilities.XntbE6mXQ4CZ6yIi]{Speedy Recovery} @UUID[Compendium.cyphersystem-compendium.abilities.s2PLo9FsWBi2C1VY]{Surging Confidence} @UUID[Compendium.cyphersystem-compendium.abilities.2fU3nI68oi5ScziC]{Totally Chill} @UUID[Compendium.cyphersystem-compendium.abilities.yRSe9vjTxdOkvgBE]{Water Adaptation} @UUID[Compendium.cyphersystem-compendium.abilities.lw0otGU2Iaorppdc]{Will of Legend}

Mid Tier

@UUID[Compendium.cyphersystem-compendium.abilities.m7j43Ww96dKCDtJO]{Aquatic Combatant} @UUID[Compendium.cyphersystem-compendium.abilities.zdkVn6jIaanDoikV]{Biomorphic Healing} @UUID[Compendium.cyphersystem-compendium.abilities.nVFRDMhuWDrdve4F]{Damage Transference} @UUID[Compendium.cyphersystem-compendium.abilities.A6H8xi93t6Zrexz9]{Drain Charge} @UUID[Compendium.cyphersystem-compendium.abilities.5otvtHrbVXIh0N27]{Fight On} @UUID[Compendium.cyphersystem-compendium.abilities.rAmIxY5G1BK4ZMm7]{Font of Healing} @UUID[Compendium.cyphersystem-compendium.abilities.6nm35znCQzjAk6Gb]{Healing Pulse} @UUID[Compendium.cyphersystem-compendium.abilities.NMgopYfoagESHtea]{Ignore Affliction} @UUID[Compendium.cyphersystem-compendium.abilities.4Fe5z4FD71eHlbbd]{Immovable} @UUID[Compendium.cyphersystem-compendium.abilities.b776WTF2u1roh3n0]{Incredible Health} @UUID[Compendium.cyphersystem-compendium.abilities.7amEMbwK27v31Lt9]{Miraculous Health} @UUID[Compendium.cyphersystem-compendium.abilities.AAUqaiWxC5V4e1VH]{Noble’s Courage} @UUID[Compendium.cyphersystem-compendium.abilities.Wj6oHOvnZkZjulwI]{One With the Wild} @UUID[Compendium.cyphersystem-compendium.abilities.VsKeNcF252yKnh2O]{Poison Resistance} @UUID[Compendium.cyphersystem-compendium.abilities.LojkwDtb1gHLSB6A]{Preternatural Senses} @UUID[Compendium.cyphersystem-compendium.abilities.iroL3TcKD9dpulhW]{Regeneration} @UUID[Compendium.cyphersystem-compendium.abilities.gn1jtMLhp6qPNXUL]{Store Energy} @UUID[Compendium.cyphersystem-compendium.abilities.nJBrBxxs0ezweHKZ]{Thinking Ahead} @UUID[Compendium.cyphersystem-compendium.abilities.wxAZnuQkvWosLzkN]{Tough As Nails} @UUID[Compendium.cyphersystem-compendium.abilities.27EOrq94WxqgBbWQ]{Unmovable} @UUID[Compendium.cyphersystem-compendium.abilities.P73TBXcNDbZCVsdE]{Unraveling Consumption} @UUID[Compendium.cyphersystem-compendium.abilities.Ja8ebgq2RDQryN62]{Wilderness Encouragement} @UUID[Compendium.cyphersystem-compendium.abilities.JrSM5XYgXpxNnLl2]{Willing Sacrifice}

High Tier

@UUID[Compendium.cyphersystem-compendium.abilities.Uk6ceaEWFjcoHNTI]{Deep Reserves} @UUID[Compendium.cyphersystem-compendium.abilities.5HNZcrij9mgEmvAR]{Final Defiance} @UUID[Compendium.cyphersystem-compendium.abilities.B0Tt5R1m2DsVLtPH]{Free to Move} @UUID[Compendium.cyphersystem-compendium.abilities.W0Jw19mWIycjIgmo]{Gamer’s Fortitude} @UUID[Compendium.cyphersystem-compendium.abilities.dIUTe5O1jeA47zps]{Gaming God} @UUID[Compendium.cyphersystem-compendium.abilities.O2XHxUa2QNrliDMG]{Greater Healing Touch} @UUID[Compendium.cyphersystem-compendium.abilities.upynNTXrIGGH82Ll]{Incredible Recovery} @UUID[Compendium.cyphersystem-compendium.abilities.PvISXo6EQ2PmCGes]{Infuse Spirit} @UUID[Compendium.cyphersystem-compendium.abilities.oilgQ4oM02Pa0eNp]{Inspiration} @UUID[Compendium.cyphersystem-compendium.abilities.Kf09KYdZqG6dNTFC]{Inspire the Innocent} @UUID[Compendium.cyphersystem-compendium.abilities.laxdkyrDuOhxfWKc]{Mind Surge} @UUID[Compendium.cyphersystem-compendium.abilities.dMEqa6kAjXrHlxui]{Negate Danger} @UUID[Compendium.cyphersystem-compendium.abilities.sbGo2i4oqy1aUeQ6]{Not Dead Yet} @UUID[Compendium.cyphersystem-compendium.abilities.Hp9Sdc7eTTUuWTiu]{Rapid Recovery} @UUID[Compendium.cyphersystem-compendium.abilities.aS13LBRfyrWXAMMp]{Regenerate} @UUID[Compendium.cyphersystem-compendium.abilities.ydmPM9m8nmmgvlXc]{Restore Life} @UUID[Compendium.cyphersystem-compendium.abilities.aDnA7oA9ZYCEfprI]{Resuscitate} @UUID[Compendium.cyphersystem-compendium.abilities.4Xvgo62UVSOI9Acx]{Share the Power} @UUID[Compendium.cyphersystem-compendium.abilities.iXBkjCf0y9vXVXI6]{Stay the Course} @UUID[Compendium.cyphersystem-compendium.abilities.qKDngpAWNEzhdRj5]{Trick Driver} @UUID[Compendium.cyphersystem-compendium.abilities.icJAWRB8Uha8CSKr]{Vigilant}

Environment

Manipulates the environment or things in the environment, such as with telekinesis, weather control, gravity control, illusions, and so on.

Low Tier

@UUID[Compendium.cyphersystem-compendium.abilities.zqarns940d4FXwYf]{Create Water} @UUID[Compendium.cyphersystem-compendium.abilities.y08bfWS5eyeUJB3J]{Dreamcraft} @UUID[Compendium.cyphersystem-compendium.abilities.21Bi8yur01DCYz5f]{Fetch} @UUID[Compendium.cyphersystem-compendium.abilities.zW0cZJQTR0tHUmn3]{Grasping Foliage} @UUID[Compendium.cyphersystem-compendium.abilities.zArjjFcf9tHQvJTx]{Hedge Magic} @UUID[Compendium.cyphersystem-compendium.abilities.1KjY8D1dvLc3NuUv]{Hidden Closet} @UUID[Compendium.cyphersystem-compendium.abilities.xZQXXjAWGBo7mTHU]{Illuminating Touch} @UUID[Compendium.cyphersystem-compendium.abilities.BjWI1UVg9kpY7FKO]{Illusory Duplicate} @UUID[Compendium.cyphersystem-compendium.abilities.jCmnAY8EjuGo5uDg]{Impetus} @UUID[Compendium.cyphersystem-compendium.abilities.Frxs35QkokRdure4]{Legerdemain} @UUID[Compendium.cyphersystem-compendium.abilities.wNQ3q7VXtPHlPzqb]{Lock} @UUID[Compendium.cyphersystem-compendium.abilities.l60mmJrF1GupXLJB]{Minor Illusion} @UUID[Compendium.cyphersystem-compendium.abilities.p2JmtbtuzscW1ogs]{Move Metal} @UUID[Compendium.cyphersystem-compendium.abilities.3s6gDCIY1zfetGEg]{Slip Into Shadow} @UUID[Compendium.cyphersystem-compendium.abilities.xDn74LRD6xlMUqj2]{Telekinesis} @UUID[Compendium.cyphersystem-compendium.abilities.Db7aRY4t1mwRpcoL]{Wilderness Explorer}

Mid Tier

@UUID[Compendium.cyphersystem-compendium.abilities.FIU24o7T66ViVgyg]{Daydream} @UUID[Compendium.cyphersystem-compendium.abilities.SHMGbt30RfePtyNE]{Define Down} @UUID[Compendium.cyphersystem-compendium.abilities.eJpNT3QObtYiDfXY]{Field of Gravity} @UUID[Compendium.cyphersystem-compendium.abilities.yPVZmXWhUxustVdq]{Force Field Barrier} @UUID[Compendium.cyphersystem-compendium.abilities.itnqtCRfxC2EDKqu]{Force to Reckon With} @UUID[Compendium.cyphersystem-compendium.abilities.hJV3hrSYcq3Zbzl5]{Illusory Selves} @UUID[Compendium.cyphersystem-compendium.abilities.YeOtzG5ksxonD5RS]{Living Wall} @UUID[Compendium.cyphersystem-compendium.abilities.hNsph7BRwllVSUre]{Major Illusion} @UUID[Compendium.cyphersystem-compendium.abilities.KLFHpPR0MKLOWr8l]{Nullify Sound} @UUID[Compendium.cyphersystem-compendium.abilities.8QwoYVraOedgr9kB]{Projection} @UUID[Compendium.cyphersystem-compendium.abilities.wAQ7a5JSjp01x1Eg]{Storm Seed} @UUID[Compendium.cyphersystem-compendium.abilities.iIlgHiF1EN0fEpYx]{Sunlight}

High Tier

@UUID[Compendium.cyphersystem-compendium.abilities.wWN4y4rATxbtMCMo]{Adaptation} @UUID[Compendium.cyphersystem-compendium.abilities.tvlNZboSbKCHttjs]{Control Weather} @UUID[Compendium.cyphersystem-compendium.abilities.fruWNFBBNLpcGLaC]{Diamagnetism} @UUID[Compendium.cyphersystem-compendium.abilities.TXNhhyj63MMp2dVF]{Force Wall} @UUID[Compendium.cyphersystem-compendium.abilities.KBykf0P4WQ9Lb6TN]{Generate Force Field} @UUID[Compendium.cyphersystem-compendium.abilities.lCWWUQ0vYH2odiDv]{Grandiose Illusion} @UUID[Compendium.cyphersystem-compendium.abilities.ZK9Ruc53rKBqU93i]{Granite Wall} @UUID[Compendium.cyphersystem-compendium.abilities.PLsz8IqWScZt0Ott]{Inferno Trail} @UUID[Compendium.cyphersystem-compendium.abilities.8OmtJRuoKRzuGfh8]{Move Mountains} @UUID[Compendium.cyphersystem-compendium.abilities.RNJbp1eAcMqSnYvb]{Permanent Illusion} @UUID[Compendium.cyphersystem-compendium.abilities.RBOc2zxAI9xMoWqW]{Relocate} @UUID[Compendium.cyphersystem-compendium.abilities.9cJ6gJZc7datpQwJ]{Terrifying Image} @UUID[Compendium.cyphersystem-compendium.abilities.Bny0sFdqf40pJeOp]{Wall of Lightning} @UUID[Compendium.cyphersystem-compendium.abilities.pfZzabIIEuU4kSH3]{The Wild Is on Your Side}

Information

Gives the ability to learn information about something, whether chosen by the GM like Scan, by asking a question and the GM giving the answer, or by learning a language.

Low Tier

@UUID[Compendium.cyphersystem-compendium.abilities.r7uNiD9CGy4G3Hoq]{Babel} @UUID[Compendium.cyphersystem-compendium.abilities.OIk4usP2NFT0tDu7]{Communication} @UUID[Compendium.cyphersystem-compendium.abilities.op9VSx3NJT28UwTH]{Community Knowledge} @UUID[Compendium.cyphersystem-compendium.abilities.P95xVHVxALSMjanR]{Decipher} @UUID[Compendium.cyphersystem-compendium.abilities.bH57y3PYsMceluGy]{Dream Thief} @UUID[Compendium.cyphersystem-compendium.abilities.RM8Fmu1IJwzBkjcM]{Eye for Detail} @UUID[Compendium.cyphersystem-compendium.abilities.IvKd5vkPypJbB1Ip]{Gather Intelligence} @UUID[Compendium.cyphersystem-compendium.abilities.4PVFXmi2cxI8MdpR]{Lab Analysis} @UUID[Compendium.cyphersystem-compendium.abilities.W5Zt9qDKCtNr49BC]{Mind Reading} @UUID[Compendium.cyphersystem-compendium.abilities.PRW5MxW12oakmeHE]{Monster Lore} @UUID[Compendium.cyphersystem-compendium.abilities.2GicRKJcPO3hmlwD]{Network Tap} @UUID[Compendium.cyphersystem-compendium.abilities.V5oEOJ4i32t97yOG]{Predictive Model} @UUID[Compendium.cyphersystem-compendium.abilities.ZsI6553CPbGi0wtx]{Premonition} @UUID[Compendium.cyphersystem-compendium.abilities.pHFFr4DkCythNc5n]{Question the Spirits} @UUID[Compendium.cyphersystem-compendium.abilities.fzx429jdEdbd0tHy]{Retrieve Memories} @UUID[Compendium.cyphersystem-compendium.abilities.h3G0Ven2SoaPCbk4]{Salvage and Comfort} @UUID[Compendium.cyphersystem-compendium.abilities.OPvXaxuRIVXLmkWl]{Scan} @UUID[Compendium.cyphersystem-compendium.abilities.83y32UMQWshRvbDG]{See History} @UUID[Compendium.cyphersystem-compendium.abilities.nvA3LwoSP7jf4h8G]{Speaker for the Dead} @UUID[Compendium.cyphersystem-compendium.abilities.L2NOLfflU6HNleuT]{Telepathic}

Mid Tier

@UUID[Compendium.cyphersystem-compendium.abilities.YlzkyK6WEkk0cfhh]{Creature Insight} @UUID[Compendium.cyphersystem-compendium.abilities.ssfubNrUQC38zCkJ]{Device Insight} @UUID[Compendium.cyphersystem-compendium.abilities.mL6Yae2CxgefOMHn]{Draw Conclusion} @UUID[Compendium.cyphersystem-compendium.abilities.Mu5knvNfGyaeaiTB]{Find the Hidden} @UUID[Compendium.cyphersystem-compendium.abilities.W7wHOJdozxk7Y2CQ]{Got a Feeling} @UUID[Compendium.cyphersystem-compendium.abilities.MBt3AmXa8vzUCiHd]{Know Their Faults} @UUID[Compendium.cyphersystem-compendium.abilities.dLJ0B35UlB5wxCf4]{Machine Telepathy} @UUID[Compendium.cyphersystem-compendium.abilities.7VYzHQvF1cz4cfUp]{Mechanical Telepathy} @UUID[Compendium.cyphersystem-compendium.abilities.uPvNopNWTgHGIPyR]{Reading the Room} @UUID[Compendium.cyphersystem-compendium.abilities.x7YnN02GiwDQ09km]{Sensor Array} @UUID[Compendium.cyphersystem-compendium.abilities.9r6iNU2GH4oEH6vz]{Serv-0 Scanner} @UUID[Compendium.cyphersystem-compendium.abilities.2t9oGZRuFhLCKjsa]{Soul Interrogation} @UUID[Compendium.cyphersystem-compendium.abilities.abMJwHQIsm9Wcdlg]{Spot Weakness} @UUID[Compendium.cyphersystem-compendium.abilities.CBdIPMJ2oOOesmod]{Wilderness Awareness}

High Tier

@UUID[Compendium.cyphersystem-compendium.abilities.1tkQKo32UKxTUUPn]{Deep Consideration} @UUID[Compendium.cyphersystem-compendium.abilities.wztu6KcpILxwlFTU]{Drawing on Life’s Experiences} @UUID[Compendium.cyphersystem-compendium.abilities.PLyxuOlieOGsJx4h]{Information Gathering} @UUID[Compendium.cyphersystem-compendium.abilities.wlkPdME0r3hx9VbE]{Knowing the Unknown} @UUID[Compendium.cyphersystem-compendium.abilities.qbXP6HlN56bPt7cq]{Mind of a Leader} @UUID[Compendium.cyphersystem-compendium.abilities.lbXg8UlSCG23yxO4]{Read the Signs} @UUID[Compendium.cyphersystem-compendium.abilities.K0C60k7wHBSpMQX4]{Telepathic Network}

Meta

Modifies an existing ability or character trait’s effects or parameters, such as increasing range or, damage, easing the difficulty, giving you additional noncombat actions each turn, rerolling a failed attempt, or treating a number on the die as something different than normal.

Low Tier

@UUID[Compendium.cyphersystem-compendium.abilities.m5U42d2SkK31mp8d]{A Smile and a Word} @UUID[Compendium.cyphersystem-compendium.abilities.EyAIsiqJGCspQFcu]{Arcane Flare} @UUID[Compendium.cyphersystem-compendium.abilities.yIdq1lu1eUAkNyDC]{Artifact Tinkerer} @UUID[Compendium.cyphersystem-compendium.abilities.ywBEe31zan6qpVxr]{Augment Cypher} @UUID[Compendium.cyphersystem-compendium.abilities.Mbq7D0u4Vee0NKYz]{Careful Shot} @UUID[Compendium.cyphersystem-compendium.abilities.essJhO2eqoHmIQaa]{Charge} @UUID[Compendium.cyphersystem-compendium.abilities.L3UjcLAFvS9MLWCu]{Coaxing Power} @UUID[Compendium.cyphersystem-compendium.abilities.2x7nMe9ZGp3VjI8B]{Combat Prowess} @UUID[Compendium.cyphersystem-compendium.abilities.EERMWn1af0S8wAWN]{Crushing Blow} @UUID[Compendium.cyphersystem-compendium.abilities.bzeuikGxbM7noj2z]{Crystalline Body} @UUID[Compendium.cyphersystem-compendium.abilities.JkmTskE3eqcfu7dY]{Curious} @UUID[Compendium.cyphersystem-compendium.abilities.7nUj7rxq4Qwg4FUM]{Distant Interface} @UUID[Compendium.cyphersystem-compendium.abilities.Pu5XGGLI6cCp1EQd]{Double Strike} @UUID[Compendium.cyphersystem-compendium.abilities.gWvMJQPBSmeaP8yN]{Drain Creature} @UUID[Compendium.cyphersystem-compendium.abilities.1fu5C9JHmORmWTR8]{Driving on the Edge} @UUID[Compendium.cyphersystem-compendium.abilities.YjJvvUhIqtxf6eYS]{Elusive} @UUID[Compendium.cyphersystem-compendium.abilities.UJst9mtUKNTe3Pd2]{Energize Object} @UUID[Compendium.cyphersystem-compendium.abilities.dPFQTFRzv7D7PYKq]{Enhanced Body} @UUID[Compendium.cyphersystem-compendium.abilities.SmuTPFfZGnCUmnEj]{Extra Use} @UUID[Compendium.cyphersystem-compendium.abilities.axI0iGYo7DjdR8Ya]{Find the Way} @UUID[Compendium.cyphersystem-compendium.abilities.Hgr8QZmzjXmYorfs]{Fists of Fury} @UUID[Compendium.cyphersystem-compendium.abilities.Sg5WeSF04CYNEecl]{Fleet of Foot} @UUID[Compendium.cyphersystem-compendium.abilities.YGsGHp1rbu3Z7Kdd]{Frenzy} @UUID[Compendium.cyphersystem-compendium.abilities.pXrC4lkMOY7CvFLk]{Golem Body} @UUID[Compendium.cyphersystem-compendium.abilities.1SBd1jm66eSo4eHn]{Gunner} @UUID[Compendium.cyphersystem-compendium.abilities.z23towmNKeKJasHV]{Hacker} @UUID[Compendium.cyphersystem-compendium.abilities.tBWUjjkgyXHTrkCp]{Hold Breath} @UUID[Compendium.cyphersystem-compendium.abilities.3fMzqFFQ1rLtbVrd]{Improved Designation} @UUID[Compendium.cyphersystem-compendium.abilities.FzpkQwb1jA53bs1y]{Investigator} @UUID[Compendium.cyphersystem-compendium.abilities.N4DTNNCEESorc0N4]{Lead From the Front} @UUID[Compendium.cyphersystem-compendium.abilities.JK2hN1poqMLqfa1N]{Machine Efficiency} @UUID[Compendium.cyphersystem-compendium.abilities.VgomhLKFHDDAzW9T]{Mind for Might} @UUID[Compendium.cyphersystem-compendium.abilities.mFPUUmBIcGGsuwNd]{Modify Device} @UUID[Compendium.cyphersystem-compendium.abilities.nW46hfygkxB7FW5m]{Monster Bane} @UUID[Compendium.cyphersystem-compendium.abilities.Ktxj62234LhUr51B]{Natural Crafter} @UUID[Compendium.cyphersystem-compendium.abilities.YZB37b80VQGMUscp]{No Need for Weapons} @UUID[Compendium.cyphersystem-compendium.abilities.PCTUkuALVb0GdTCe]{Object Bond} @UUID[Compendium.cyphersystem-compendium.abilities.FDG7hgrRNt4aHpP1]{Overload Machine} @UUID[Compendium.cyphersystem-compendium.abilities.XAXJ3mFGdDv0fXLP]{Precision} @UUID[Compendium.cyphersystem-compendium.abilities.y2eUnbkzxOeoe9w6]{Quick Death} @UUID[Compendium.cyphersystem-compendium.abilities.m6X5wyPUPdhqLTIp]{Quick Work} @UUID[Compendium.cyphersystem-compendium.abilities.tJVu7MQ2pOhNfpUB]{Range Increase} @UUID[Compendium.cyphersystem-compendium.abilities.szw7tHW0OjI2fjpJ]{Reload} @UUID[Compendium.cyphersystem-compendium.abilities.vVax9KyZ3U4Wpok8]{Something in the Road} @UUID[Compendium.cyphersystem-compendium.abilities.AFfburUYwZlBFq7N]{Tinker} @UUID[Compendium.cyphersystem-compendium.abilities.J0fj73TfCu4aSdVL]{Weapon Master} @UUID[Compendium.cyphersystem-compendium.abilities.yS1sMAZEzJbozxOZ]{Wreck}

Mid Tier

@UUID[Compendium.cyphersystem-compendium.abilities.M5QroBlhUCULt6MD]{Amazing Effort} @UUID[Compendium.cyphersystem-compendium.abilities.7Gxuqkwo4i47yHe3]{Betrayal} @UUID[Compendium.cyphersystem-compendium.abilities.G0hoaZFQpdG7FfxO]{Better Living Through Chemistry} @UUID[Compendium.cyphersystem-compendium.abilities.gNRMG3mJTzWaCGph]{Capable Warrior} @UUID[Compendium.cyphersystem-compendium.abilities.JwG4lCSZIG3qUQAi]{Cast Illusion} @UUID[Compendium.cyphersystem-compendium.abilities.M3TM1cORNnlEN0ZO]{Cyphersmith} @UUID[Compendium.cyphersystem-compendium.abilities.Rr4oB1lUzuzFHNHQ]{Deadly Aim} @UUID[Compendium.cyphersystem-compendium.abilities.zYGhcm896Xbi7Ia2]{Deep Resources} @UUID[Compendium.cyphersystem-compendium.abilities.7rjeYt5hNhkvqK9w]{Disarming Strike} @UUID[Compendium.cyphersystem-compendium.abilities.zLJYM2OiFVIsuz3P]{Dodge and Resist} @UUID[Compendium.cyphersystem-compendium.abilities.wEj2uvWI3w0W9HWH]{Drain at a Distance} @UUID[Compendium.cyphersystem-compendium.abilities.B5zrSVUs54TUALFB]{Energized Shield} @UUID[Compendium.cyphersystem-compendium.abilities.7GsuhcRTpDX0d1em]{Enhanced Intellect} @UUID[Compendium.cyphersystem-compendium.abilities.FQPA8oY3xiZIL6aG]{Enhanced Intellect Edge} @UUID[Compendium.cyphersystem-compendium.abilities.wHcuP6T7Ti6j5Y8C]{Enhanced Might} @UUID[Compendium.cyphersystem-compendium.abilities.g1t5TxZXsNovIVTn]{Enhanced Might Edge} @UUID[Compendium.cyphersystem-compendium.abilities.MwVDTy2Rx1V7Tyly]{Enhanced Physique} @UUID[Compendium.cyphersystem-compendium.abilities.RnK2bmvUb7RIVPSA]{Enhanced Potential} @UUID[Compendium.cyphersystem-compendium.abilities.tuofJSTVjOEwRUem]{Enhanced Speed} @UUID[Compendium.cyphersystem-compendium.abilities.QH3l6ojVnasZm5U8]{Enhanced Speed Edge} @UUID[Compendium.cyphersystem-compendium.abilities.4eCjeGPA0ovnwIfu]{Experienced in Armor} @UUID[Compendium.cyphersystem-compendium.abilities.u1GhDcfpVXITVtOc]{Expert Cypher Use} @UUID[Compendium.cyphersystem-compendium.abilities.MdRdAc0qAWghMmlV]{Expert Skill} @UUID[Compendium.cyphersystem-compendium.abilities.jaGs9nmLaywdRMUN]{Fast Kill} @UUID[Compendium.cyphersystem-compendium.abilities.tJQmvEiYq2xBv4ZJ]{Flameblade} @UUID[Compendium.cyphersystem-compendium.abilities.XR3B0gfJtrYUAU5M]{From the Shadows} @UUID[Compendium.cyphersystem-compendium.abilities.73miZT5kYFyxnPOT]{Fury} @UUID[Compendium.cyphersystem-compendium.abilities.42sPqHxJEybiZ6Vh]{Fusion} @UUID[Compendium.cyphersystem-compendium.abilities.Ee8QC6fkRvD1yw6h]{Greater Beast Form} @UUID[Compendium.cyphersystem-compendium.abilities.QgnoEdKZ50u4JZoL]{Greater Designation} @UUID[Compendium.cyphersystem-compendium.abilities.34Ycb9VK8JwHgSl4]{Greater Enhanced Intellect} @UUID[Compendium.cyphersystem-compendium.abilities.R9KnCCvGoEHvV1p0]{Greater Enhanced Might} @UUID[Compendium.cyphersystem-compendium.abilities.vVc3NxkYdj68mAoV]{Greater Enhanced Physique} @UUID[Compendium.cyphersystem-compendium.abilities.4necR0YTsaij4ojD]{Greater Enhanced Potential} @UUID[Compendium.cyphersystem-compendium.abilities.Qsi6Iw5YCcY8jmNx]{Greater Enhanced Speed} @UUID[Compendium.cyphersystem-compendium.abilities.hAVC1FOl7hwnuBpC]{Greater Frenzy} @UUID[Compendium.cyphersystem-compendium.abilities.4v5pXMwFeB7xQzME]{Guide Bolt} @UUID[Compendium.cyphersystem-compendium.abilities.OtbS1NoVXK7mQLEe]{Guild Training} @UUID[Compendium.cyphersystem-compendium.abilities.VupBbHOJAX45Yazb]{Heroic Monster Bane} @UUID[Compendium.cyphersystem-compendium.abilities.sPheWt9emoY3PCA8]{Hidden Reserves} @UUID[Compendium.cyphersystem-compendium.abilities.uNzF1oQKJ6T1yqL4]{Huge} @UUID[Compendium.cyphersystem-compendium.abilities.4Fe5z4FD71eHlbbd]{Immovable} @UUID[Compendium.cyphersystem-compendium.abilities.wrPVUnJauasIH886]{Improved Absorb Kinetic Energy} @UUID[Compendium.cyphersystem-compendium.abilities.7X2zbrkFSNbyhA5G]{Improved Edge} @UUID[Compendium.cyphersystem-compendium.abilities.HPIlAWDGOQFw6yGm]{Improved Monster Bane} @UUID[Compendium.cyphersystem-compendium.abilities.eblwQ80CBlBdeUp5]{Improved Sensor} @UUID[Compendium.cyphersystem-compendium.abilities.0q9alvmsQKKViN0r]{Incomparable Pilot} @UUID[Compendium.cyphersystem-compendium.abilities.mUizWF7k2XD7ykRJ]{Increased Effects} @UUID[Compendium.cyphersystem-compendium.abilities.PYD24TjoDAqbKAj8]{Iron Fist} @UUID[Compendium.cyphersystem-compendium.abilities.YID6zEB7KkHGYAlD]{Know Where to Look} @UUID[Compendium.cyphersystem-compendium.abilities.bPr34XiLw2Dqb4VJ]{Lunge} @UUID[Compendium.cyphersystem-compendium.abilities.2l9FIUVKimPzIXzU]{Machine Bond} @UUID[Compendium.cyphersystem-compendium.abilities.atQ5yNq1ZEyy0z5j]{Machine Vulnerabilities} @UUID[Compendium.cyphersystem-compendium.abilities.l0OFjk5XVGV5LzP1]{Minor Wish} @UUID[Compendium.cyphersystem-compendium.abilities.imWLlYQs4LTaCTdS]{Never Fumble} @UUID[Compendium.cyphersystem-compendium.abilities.Wj6oHOvnZkZjulwI]{One With the Wild} @UUID[Compendium.cyphersystem-compendium.abilities.3VJyYtECl0wKQj2p]{Outlast the Foe} @UUID[Compendium.cyphersystem-compendium.abilities.cqzyNCPYVEWtucLe]{Outwit} @UUID[Compendium.cyphersystem-compendium.abilities.Y7HUEp7IxdPuur8V]{Overcharge Energy} @UUID[Compendium.cyphersystem-compendium.abilities.ZqBpOAiH70SGHX8N]{Perfect Stranger} @UUID[Compendium.cyphersystem-compendium.abilities.rOxKh1Z7J686a0nv]{Precise Cut} @UUID[Compendium.cyphersystem-compendium.abilities.iGRECL13bqrSSF7P]{Punish the Guilty} @UUID[Compendium.cyphersystem-compendium.abilities.JJ9nWmcBIlfyNDfe]{Push Off and Throw} @UUID[Compendium.cyphersystem-compendium.abilities.Mac5S0sQe9Muf4Mv]{Quick Wits} @UUID[Compendium.cyphersystem-compendium.abilities.y1bQFSBlwMbUico5]{Rapid Processing} @UUID[Compendium.cyphersystem-compendium.abilities.FuufiUyoLFbgBH5J]{Resilient Ice Armor} @UUID[Compendium.cyphersystem-compendium.abilities.6X3BDWzVKsWltrtY]{Roaming Third Eye} @UUID[Compendium.cyphersystem-compendium.abilities.qSH4OhrBBgNnAdAo]{Robot Improvement} @UUID[Compendium.cyphersystem-compendium.abilities.t3zUlk8c5WEBXXO8]{Seize the Moment} @UUID[Compendium.cyphersystem-compendium.abilities.6ZVINuyZm4jowRGt]{Shepherd’s Fury} @UUID[Compendium.cyphersystem-compendium.abilities.JhBTTC5ZUTT8NvUA]{Slippery Customer} @UUID[Compendium.cyphersystem-compendium.abilities.q73VWJY2cmWxRcYx]{Space Fighting} @UUID[Compendium.cyphersystem-compendium.abilities.8LHIZs9gEAd02tId]{Speed Burst} @UUID[Compendium.cyphersystem-compendium.abilities.jmYIPbMwsq3GY3eO]{Stone Breaker} @UUID[Compendium.cyphersystem-compendium.abilities.gn1jtMLhp6qPNXUL]{Store Energy} @UUID[Compendium.cyphersystem-compendium.abilities.cS2p7CRfquFvR65U]{Strategize} @UUID[Compendium.cyphersystem-compendium.abilities.wpA3GB5yJq9NI8QN]{Think Your Way Out} @UUID[Compendium.cyphersystem-compendium.abilities.2AIQhz00HyZhY7wM]{Tower of Will} @UUID[Compendium.cyphersystem-compendium.abilities.V7npSeuqG3JI4Dvv]{Trust to Luck} @UUID[Compendium.cyphersystem-compendium.abilities.bVt0TIfwtEUXvi6O]{Uncanny Luck} @UUID[Compendium.cyphersystem-compendium.abilities.scMKCptCmp0IwO2g]{Wall With Teeth} @UUID[Compendium.cyphersystem-compendium.abilities.NFsoXUQaq3I5h2UY]{Weaponization} @UUID[Compendium.cyphersystem-compendium.abilities.JrSM5XYgXpxNnLl2]{Willing Sacrifice} @UUID[Compendium.cyphersystem-compendium.abilities.6McxfJoPmf1SnbDR]{Wrest From Chance}

High Tier

@UUID[Compendium.cyphersystem-compendium.abilities.M0pjZXQ9996hfUPs]{Adroit Cypher Use} @UUID[Compendium.cyphersystem-compendium.abilities.MQewTo9NscKVUUNz]{Again and Again} @UUID[Compendium.cyphersystem-compendium.abilities.cuK7oPGFdlOPoc44]{Agile Wit} @UUID[Compendium.cyphersystem-compendium.abilities.eepc8U2e178RDqBs]{All-Out Con} @UUID[Compendium.cyphersystem-compendium.abilities.MJE1k2RmCM6HRwFV]{Artifact Scavenger} @UUID[Compendium.cyphersystem-compendium.abilities.iX07Ltb1JYr1nMYM]{Blurring Speed} @UUID[Compendium.cyphersystem-compendium.abilities.hKhwP85QeRGPW03G]{Burst of Escape} @UUID[Compendium.cyphersystem-compendium.abilities.OPfY6tVurfAxNUPh]{Charging Horde} @UUID[Compendium.cyphersystem-compendium.abilities.jmjxGRJTwztzBtLc]{Coordinated Effort} @UUID[Compendium.cyphersystem-compendium.abilities.UlQ7w5iD57Hfdzce]{Damage Dealer} @UUID[Compendium.cyphersystem-compendium.abilities.JH40M99RAN6IZWze]{Damn the Guilty} @UUID[Compendium.cyphersystem-compendium.abilities.Uk6ceaEWFjcoHNTI]{Deep Reserves} @UUID[Compendium.cyphersystem-compendium.abilities.p1UMG2hrng7mLFDv]{Disarming Attack} @UUID[Compendium.cyphersystem-compendium.abilities.t3uyBYJqMApfEBWX]{Discipline of Watchfulness} @UUID[Compendium.cyphersystem-compendium.abilities.P3Ha3GoJlM8EHf5j]{Divide Your Mind} @UUID[Compendium.cyphersystem-compendium.abilities.3uGYyiXUUSz952zQ]{Dual Distraction} @UUID[Compendium.cyphersystem-compendium.abilities.AsmIgvoIRPEtuzkh]{Duel to the Death} @UUID[Compendium.cyphersystem-compendium.abilities.AvaA8a3ylU9q4gL1]{Effective Skill} @UUID[Compendium.cyphersystem-compendium.abilities.A9uQnidn6SKTNHJA]{Enhanced Beast Form} @UUID[Compendium.cyphersystem-compendium.abilities.xHLPf1FETmn06aA8]{Enhanced Phased Attack} @UUID[Compendium.cyphersystem-compendium.abilities.FzJe2XEwhtUajTWI]{Escape Plan} @UUID[Compendium.cyphersystem-compendium.abilities.mhgFWIDr0QuCHRIF]{Extreme Mastery} @UUID[Compendium.cyphersystem-compendium.abilities.yIt7vEBNLpyggkSQ]{Force and Accuracy} @UUID[Compendium.cyphersystem-compendium.abilities.lUkqQu1vvJe3FxfQ]{Gambler} @UUID[Compendium.cyphersystem-compendium.abilities.U33DbRwloywFlYfi]{Go to Ground} @UUID[Compendium.cyphersystem-compendium.abilities.KGzAHs3qln0fNDjt]{Hard to Kill} @UUID[Compendium.cyphersystem-compendium.abilities.lrz5wU8PLzd7gATA]{Horde Tactics} @UUID[Compendium.cyphersystem-compendium.abilities.lJWTlBH1koX2Fjgi]{Impart Understanding} @UUID[Compendium.cyphersystem-compendium.abilities.Q22uje0KevLfL2qb]{Improved Command Spirit} @UUID[Compendium.cyphersystem-compendium.abilities.Cnvf8fv0EEKU3iSn]{Improved Gravity Cleave} @UUID[Compendium.cyphersystem-compendium.abilities.PKFz6WVsaKm5kIir]{Improved Machine Companion} @UUID[Compendium.cyphersystem-compendium.abilities.t6VEEwEsQUIImebW]{Improved Success} @UUID[Compendium.cyphersystem-compendium.abilities.JeqLEAcHOYVd78TH]{Inventor} @UUID[Compendium.cyphersystem-compendium.abilities.58CLKxSLgaT6W6Cj]{Lethal Damage} @UUID[Compendium.cyphersystem-compendium.abilities.teF5kZpAuRfZKfxn]{Machine Enhancement} @UUID[Compendium.cyphersystem-compendium.abilities.IfvVmyawWrz3vKXX]{Maneuvering Adept} @UUID[Compendium.cyphersystem-compendium.abilities.K4XRiZlFRakz6j98]{Master Cypher Use} @UUID[Compendium.cyphersystem-compendium.abilities.7QTTrXnxDHskYYhj]{Master Machine} @UUID[Compendium.cyphersystem-compendium.abilities.rHApGqEQj8TCGa3f]{Masterful Armor Modification} @UUID[Compendium.cyphersystem-compendium.abilities.m2j3n3xiExLcXAAn]{Moderate Wish} @UUID[Compendium.cyphersystem-compendium.abilities.t0B6AIqWanSnx696]{Modify Artifact Power} @UUID[Compendium.cyphersystem-compendium.abilities.ENO71nxs3MSKzvq6]{Multiple Quarry} @UUID[Compendium.cyphersystem-compendium.abilities.rsYzxCchklPSFAp7]{Multiplicity} @UUID[Compendium.cyphersystem-compendium.abilities.m21TAvxSQn1rGx3d]{Overcharge Device} @UUID[Compendium.cyphersystem-compendium.abilities.85DCcEDqvz6A0LkD]{Perfect Control} @UUID[Compendium.cyphersystem-compendium.abilities.mSNoWynky7DMz7ln]{Perfect Speed Burst} @UUID[Compendium.cyphersystem-compendium.abilities.5uWcMvgh1OWvieJs]{Physically Gifted} @UUID[Compendium.cyphersystem-compendium.abilities.EjBzy1Ue1AA8i6ry]{Recycled Cyphers} @UUID[Compendium.cyphersystem-compendium.abilities.hCAzOVpH0jrYc9qk]{Reinforcing Field} @UUID[Compendium.cyphersystem-compendium.abilities.ucsscEpO5L2gIYZg]{Resonant Frequency} @UUID[Compendium.cyphersystem-compendium.abilities.HAVNfVKAdwtJF6Jj]{Robot Evolution} @UUID[Compendium.cyphersystem-compendium.abilities.wqUItgrYzBeMiAoB]{Seize the Initiative} @UUID[Compendium.cyphersystem-compendium.abilities.Np67YSIzrP6w1PPb]{Shield Burst} @UUID[Compendium.cyphersystem-compendium.abilities.P9HlASUtyiOXghBZ]{Shred Existence} @UUID[Compendium.cyphersystem-compendium.abilities.HYDsZRWMlWTvSQU8]{Subtle Tricks} @UUID[Compendium.cyphersystem-compendium.abilities.cWHqKGpI5z0aiSYC]{Thief’s Luck} @UUID[Compendium.cyphersystem-compendium.abilities.qKDngpAWNEzhdRj5]{Trick Driver} @UUID[Compendium.cyphersystem-compendium.abilities.aWws42dVSQjRz8Hr]{Twist of Fate} @UUID[Compendium.cyphersystem-compendium.abilities.EE1xCQ3OvCrdrG6z]{Two Things at Once} @UUID[Compendium.cyphersystem-compendium.abilities.fkedtvx6UakJPOZN]{Ultra Enhancement} @UUID[Compendium.cyphersystem-compendium.abilities.bgaCXtvlT0zWmAIA]{Using What’s Available} @UUID[Compendium.cyphersystem-compendium.abilities.gETtOLyLYRVk53dP]{Usurp Cypher} @UUID[Compendium.cyphersystem-compendium.abilities.w3HN2nZBTo5mLJcM]{Weightless Shot} @UUID[Compendium.cyphersystem-compendium.abilities.RHLBHQuskBAVGnU8]{Weird Science Breakthrough} @UUID[Compendium.cyphersystem-compendium.abilities.vQtVTnCecWFXkfkI]{Wild Vitality} @UUID[Compendium.cyphersystem-compendium.abilities.EXrZLa3M8BK43qoi]{Winter Gauntlets}

Movement

Increases your movement (such as increasing your basic movement speed from short to long) or adds a new type of movement (such as flight, wallcrawling, phasing, or teleporting).

Low Tier

@UUID[Compendium.cyphersystem-compendium.abilities.uh1t4rnkZ2jOCjHJ]{Bolt Rider} @UUID[Compendium.cyphersystem-compendium.abilities.dQHSDDZxJNHrHH1l]{Contortionist} @UUID[Compendium.cyphersystem-compendium.abilities.3x3gRDJejTXQPmdY]{Danger Instinct} @UUID[Compendium.cyphersystem-compendium.abilities.gP8HCn8FPeg49V7M]{Far Step} @UUID[Compendium.cyphersystem-compendium.abilities.5abCQnz5ZWvvfMro]{Get Away} @UUID[Compendium.cyphersystem-compendium.abilities.UCR0rx32kEsTcgnF]{Hover} @UUID[Compendium.cyphersystem-compendium.abilities.3t1QshyGYnCSo12z]{Phase Sprint} @UUID[Compendium.cyphersystem-compendium.abilities.VWehoqF0N6s0WMLK]{Void Wings} @UUID[Compendium.cyphersystem-compendium.abilities.g0SqMvb020tiTQ48]{Walk Through Walls}

Mid Tier

@UUID[Compendium.cyphersystem-compendium.abilities.loOJI9ZakIwGrmW1]{Apportation} @UUID[Compendium.cyphersystem-compendium.abilities.Zps9ZUc9RD1mRDEK]{Blink of an Eye} @UUID[Compendium.cyphersystem-compendium.abilities.asABBkIqO5MSTxQ0]{Bypass Barrier} @UUID[Compendium.cyphersystem-compendium.abilities.wG4zveGhplNKNzuP]{Controlled Fall} @UUID[Compendium.cyphersystem-compendium.abilities.Kk9lHkiaqsr3pUmk]{Ghost} @UUID[Compendium.cyphersystem-compendium.abilities.ZYudnanHgtiLHtgH]{Mobile Fighter} @UUID[Compendium.cyphersystem-compendium.abilities.qZOOWfFLJ1JziJpY]{Obstacle Running} @UUID[Compendium.cyphersystem-compendium.abilities.MFBq4Fc432FS6nkX]{Phase Door} @UUID[Compendium.cyphersystem-compendium.abilities.dW0rgYsx6hDA8pIB]{Runner} @UUID[Compendium.cyphersystem-compendium.abilities.LlaltL5rG2c5Cadt]{Swim} @UUID[Compendium.cyphersystem-compendium.abilities.0EhZzYdEhtCRnV4c]{Temporal Dislocation} @UUID[Compendium.cyphersystem-compendium.abilities.s68x7VxwueUkCkOg]{Up to Speed} @UUID[Compendium.cyphersystem-compendium.abilities.KX6gQ8frz4IDtBx6]{Windrider} @UUID[Compendium.cyphersystem-compendium.abilities.TWqyBv9PEjwJKd1y]{Wings of Fire} @UUID[Compendium.cyphersystem-compendium.abilities.KGz0rK4b2dAt0DaX]{Wormhole}

High Tier

@UUID[Compendium.cyphersystem-compendium.abilities.QtpmHxblBqoQozbg]{Alley Rat} @UUID[Compendium.cyphersystem-compendium.abilities.iX07Ltb1JYr1nMYM]{Blurring Speed} @UUID[Compendium.cyphersystem-compendium.abilities.2iAHsn5ie8sYRiyb]{Chamber of Dreams} @UUID[Compendium.cyphersystem-compendium.abilities.etGUYa9dQSvjLvXX]{Electrical Flight} @UUID[Compendium.cyphersystem-compendium.abilities.2asT0zvk1kw5hC1v]{Embraced by Darkness} @UUID[Compendium.cyphersystem-compendium.abilities.IKicLElFbkRx5IaM]{Fast Travel} @UUID[Compendium.cyphersystem-compendium.abilities.2TaqNf6bhxijKELX]{Flash Across the Miles} @UUID[Compendium.cyphersystem-compendium.abilities.abdAcwYE8L00VakL]{Flight} @UUID[Compendium.cyphersystem-compendium.abilities.V2DSp12G6NP3X6Jt]{Impossible Walk} @UUID[Compendium.cyphersystem-compendium.abilities.0wVk3CszKCJQfp0Q]{Incredible Running Speed} @UUID[Compendium.cyphersystem-compendium.abilities.jM6JQUQFUpk9VVut]{Jaunt} @UUID[Compendium.cyphersystem-compendium.abilities.U8OsW0m17N86hNWW]{Juggernaut} @UUID[Compendium.cyphersystem-compendium.abilities.cE7JPRHLqIdM3b9V]{Living Light} @UUID[Compendium.cyphersystem-compendium.abilities.rHApGqEQj8TCGa3f]{Masterful Armor Modification} @UUID[Compendium.cyphersystem-compendium.abilities.lL7QywDGOszTIJCE]{Mental Projection} @UUID[Compendium.cyphersystem-compendium.abilities.tR2v2vMu3TgN21OJ]{Return to the Obelisk} @UUID[Compendium.cyphersystem-compendium.abilities.IN3VI2LxDyYGbqnN]{Teleportation} @UUID[Compendium.cyphersystem-compendium.abilities.lkO9VJhfOrgLY4g1]{Time Travel} @UUID[Compendium.cyphersystem-compendium.abilities.PlKwEwo6ilGqwxwI]{Traverse the Worlds} @UUID[Compendium.cyphersystem-compendium.abilities.8yGwY0PvtF2ivdSn]{Very Long Sprinting} @UUID[Compendium.cyphersystem-compendium.abilities.8PB7yHNGa7iBpYeI]{Wind Chariot} @UUID[Compendium.cyphersystem-compendium.abilities.b44vvK2YjdSeYPJc]{Windwracked Traveler}

Protection

Gives training or specialization in one or more types of combat defenses (Might, Speed, or Intellect), provides or increases Armor, or otherwise helps prevent damage.

Low Tier

@UUID[Compendium.cyphersystem-compendium.abilities.62zBqhQoPk6IV8lF]{Absorb Kinetic Energy} @UUID[Compendium.cyphersystem-compendium.abilities.7OpsD4muO5HGJt29]{Block} @UUID[Compendium.cyphersystem-compendium.abilities.SQ4RTDwdA0yiZ81b]{Closed Mind} @UUID[Compendium.cyphersystem-compendium.abilities.YvPBxDxLz16Usm7m]{Courageous} @UUID[Compendium.cyphersystem-compendium.abilities.bzeuikGxbM7noj2z]{Crystalline Body} @UUID[Compendium.cyphersystem-compendium.abilities.aNNLomN5nZc52ZT4]{Defense Against Robots} @UUID[Compendium.cyphersystem-compendium.abilities.2j6Hqr2Y8Xbz97c4]{Defensive Phasing} @UUID[Compendium.cyphersystem-compendium.abilities.YcDF62pED8waUtry]{Deflect Attacks} @UUID[Compendium.cyphersystem-compendium.abilities.6qCR3kBqCVYDlEOl]{Distortion} @UUID[Compendium.cyphersystem-compendium.abilities.dPFQTFRzv7D7PYKq]{Enhanced Body} @UUID[Compendium.cyphersystem-compendium.abilities.vPflrS1giYnMoqL2]{Enveloping Shield} @UUID[Compendium.cyphersystem-compendium.abilities.1POQ4sFW5DLrmXhn]{Fearsome Reputation} @UUID[Compendium.cyphersystem-compendium.abilities.XuNgbxrY284sWgZg]{Field of Destruction} @UUID[Compendium.cyphersystem-compendium.abilities.K33ayv0NcktuV53N]{Flesh of Stone} @UUID[Compendium.cyphersystem-compendium.abilities.LFiTEQpWhXBgIZWb]{Flight Not Fight} @UUID[Compendium.cyphersystem-compendium.abilities.yb5PaVIPimrcJxFg]{Force Field Shield} @UUID[Compendium.cyphersystem-compendium.abilities.C9x7b1qN4qmm568P]{Fortified Position} @UUID[Compendium.cyphersystem-compendium.abilities.10EqPrn9aONinEfm]{Go Defensive} @UUID[Compendium.cyphersystem-compendium.abilities.pXrC4lkMOY7CvFLk]{Golem Body} @UUID[Compendium.cyphersystem-compendium.abilities.qgholblGXKQri99M]{Hard to Distract} @UUID[Compendium.cyphersystem-compendium.abilities.leUaFf4AxYJwwOHt]{Hard to Hit} @UUID[Compendium.cyphersystem-compendium.abilities.VsAP4JEe7W5gaGaG]{Hardiness} @UUID[Compendium.cyphersystem-compendium.abilities.geCiPXMF2sIRJ68U]{Have Spacesuit, Will Travel} @UUID[Compendium.cyphersystem-compendium.abilities.czVqoPjH98xaNY1d]{Ice Armor} @UUID[Compendium.cyphersystem-compendium.abilities.gjBFpV2OvDmBqeE3]{Just a Bit Mad} @UUID[Compendium.cyphersystem-compendium.abilities.hKsZzzdWTelNlz3q]{Magic Shield} @UUID[Compendium.cyphersystem-compendium.abilities.hGbNYgkuIiZHomcJ]{Mentally Tough} @UUID[Compendium.cyphersystem-compendium.abilities.7BkWiUHcUrcRIKqO]{Out of Harm’s Way} @UUID[Compendium.cyphersystem-compendium.abilities.3t1QshyGYnCSo12z]{Phase Sprint} @UUID[Compendium.cyphersystem-compendium.abilities.ClJUFnz8xBmP4a2l]{Powered Armor} @UUID[Compendium.cyphersystem-compendium.abilities.o2ZDoteWQsFsqTJr]{Practiced in Armor} @UUID[Compendium.cyphersystem-compendium.abilities.GQeO9RXVzeriLsfy]{Quick Block} @UUID[Compendium.cyphersystem-compendium.abilities.MK2dp11krszjDsyc]{Repel Metal} @UUID[Compendium.cyphersystem-compendium.abilities.mmg9XLzvfbP4ESGO]{Resist the Elements} @UUID[Compendium.cyphersystem-compendium.abilities.ssWKJs1l9cQbNZha]{Resist Underwater Hazards} @UUID[Compendium.cyphersystem-compendium.abilities.Q8xKsSOvoFWL1ePP]{Resonance Field} @UUID[Compendium.cyphersystem-compendium.abilities.g0Ewv5wBooSFYOlH]{Safe Fall} @UUID[Compendium.cyphersystem-compendium.abilities.XzomXctsS8NL9M7Q]{Serv-0 Defender} @UUID[Compendium.cyphersystem-compendium.abilities.EheuStXUDPojVmT5]{Shield Master} @UUID[Compendium.cyphersystem-compendium.abilities.AzMtxh562JfrPdKZ]{Shroud of Flame} @UUID[Compendium.cyphersystem-compendium.abilities.CtRvLxfUlCynJv1B]{Skill With Defense} @UUID[Compendium.cyphersystem-compendium.abilities.87SQGqcRavRZslAp]{Sound Conversion Barrier} @UUID[Compendium.cyphersystem-compendium.abilities.HHcC89OKZACgLB8Y]{Stare Them Down} @UUID[Compendium.cyphersystem-compendium.abilities.gS1X6POaKLjNlHsI]{Sturdy} @UUID[Compendium.cyphersystem-compendium.abilities.uatcX3o1oB2Stc4u]{Trained Without Armor} @UUID[Compendium.cyphersystem-compendium.abilities.zEkA8MhrnJ5p9Io6]{Unarmored Fighter} @UUID[Compendium.cyphersystem-compendium.abilities.59mslpID7ogppzMA]{Ward} @UUID[Compendium.cyphersystem-compendium.abilities.6zU8AURXjXgG63j6]{Warding Shield} @UUID[Compendium.cyphersystem-compendium.abilities.6Xs3fyaANQDWXRoc]{Weapon Defense} @UUID[Compendium.cyphersystem-compendium.abilities.QGSHCRW46vn5Xdwu]{Weather the Vicissitudes} @UUID[Compendium.cyphersystem-compendium.abilities.3Xoq7NLpshgG3VPY]{Wind Armor}

Mid Tier

@UUID[Compendium.cyphersystem-compendium.abilities.yvPcOjjqyU3618Ob]{Absorb Pure Energy} @UUID[Compendium.cyphersystem-compendium.abilities.ZH0JbusjycG6zQf1]{Anticipate Attack} @UUID[Compendium.cyphersystem-compendium.abilities.R0UuZ32vmmeFbSMV]{Blood Fever} @UUID[Compendium.cyphersystem-compendium.abilities.gyZd83dgvZnQrmbb]{Cloak of Opportunity} @UUID[Compendium.cyphersystem-compendium.abilities.2SiHiotGcSufnCne]{Confounding Banter} @UUID[Compendium.cyphersystem-compendium.abilities.1fYBYD1EfA5z1NFl]{Confuse Enemy} @UUID[Compendium.cyphersystem-compendium.abilities.BjlHRj3hANsoqhKq]{Counter Danger} @UUID[Compendium.cyphersystem-compendium.abilities.Mj6yJZwRmdXaVwh8]{Countermeasures} @UUID[Compendium.cyphersystem-compendium.abilities.yB4tnpDNVSOxgruq]{Dark Matter Shell} @UUID[Compendium.cyphersystem-compendium.abilities.XYbtbbVKFYmDfmjO]{Dark Matter Shroud} @UUID[Compendium.cyphersystem-compendium.abilities.NnlGdSiR9GbiTJyZ]{Discerning Mind} @UUID[Compendium.cyphersystem-compendium.abilities.LODZEYtmmBN5D9zZ]{Divert Attacks} @UUID[Compendium.cyphersystem-compendium.abilities.E1YiGcXAYOjHXoAd]{Dodge and Respond} @UUID[Compendium.cyphersystem-compendium.abilities.gVOzzvxS6PPu8Ofy]{Dual Defense} @UUID[Compendium.cyphersystem-compendium.abilities.76HF09q7MdGek863]{Electric Armor} @UUID[Compendium.cyphersystem-compendium.abilities.XR8WeRW3OlbCIjlJ]{Elemental Protection} @UUID[Compendium.cyphersystem-compendium.abilities.yz1w8JR23mtlDX49]{Energy Protection} @UUID[Compendium.cyphersystem-compendium.abilities.M49EI6qapNJC2aLR]{Energy Resistance} @UUID[Compendium.cyphersystem-compendium.abilities.4eCjeGPA0ovnwIfu]{Experienced in Armor} @UUID[Compendium.cyphersystem-compendium.abilities.GlXd4oFI9Fqq3rAX]{Experienced Defender} @UUID[Compendium.cyphersystem-compendium.abilities.yPVZmXWhUxustVdq]{Force Field Barrier} @UUID[Compendium.cyphersystem-compendium.abilities.rqC9cEmRkvm29N56]{Fusion Armor} @UUID[Compendium.cyphersystem-compendium.abilities.5t5EIoGSan3pQ08D]{Hard-Won Resilience} @UUID[Compendium.cyphersystem-compendium.abilities.aBfj6w1y6noOzB7d]{Horde Fighting} @UUID[Compendium.cyphersystem-compendium.abilities.uNzF1oQKJ6T1yqL4]{Huge} @UUID[Compendium.cyphersystem-compendium.abilities.zcxMbV4Fe4JqJAe8]{Illusory Evasion} @UUID[Compendium.cyphersystem-compendium.abilities.n985WYLPzj2XqBry]{Magnetic Field} @UUID[Compendium.cyphersystem-compendium.abilities.whVEpvOjmGs3fpcD]{Matter Cloud} @UUID[Compendium.cyphersystem-compendium.abilities.l0OFjk5XVGV5LzP1]{Minor Wish} @UUID[Compendium.cyphersystem-compendium.abilities.mGv7zlZu1wtNCQXQ]{Moving Like Water} @UUID[Compendium.cyphersystem-compendium.abilities.Mz9g9gv2UvARcLid]{Nimble Swimmer} @UUID[Compendium.cyphersystem-compendium.abilities.DMBJEypEWuAS2lai]{Outlaw Reputation} @UUID[Compendium.cyphersystem-compendium.abilities.AQQzctwqPJPUTRbb]{Poison Crafter} @UUID[Compendium.cyphersystem-compendium.abilities.y1bQFSBlwMbUico5]{Rapid Processing} @UUID[Compendium.cyphersystem-compendium.abilities.GvYXLPdpaFEMGuQR]{Resilience} @UUID[Compendium.cyphersystem-compendium.abilities.FuufiUyoLFbgBH5J]{Resilient Ice Armor} @UUID[Compendium.cyphersystem-compendium.abilities.NoKdHv0FSytZR4iF]{Robot Fighter} @UUID[Compendium.cyphersystem-compendium.abilities.NKvNEjx64CcS3l13]{Shield Training} @UUID[Compendium.cyphersystem-compendium.abilities.CNw7shehsdySzhAK]{Subconscious Defense} @UUID[Compendium.cyphersystem-compendium.abilities.3wxiRMTCBZ4iNCHp]{Temporal Acceleration} @UUID[Compendium.cyphersystem-compendium.abilities.t8wL47jk1KS4zapb]{Tough It Out} @UUID[Compendium.cyphersystem-compendium.abilities.sq2JJtnRtSthJSYL]{Tower of Intellect} @UUID[Compendium.cyphersystem-compendium.abilities.2AIQhz00HyZhY7wM]{Tower of Will} @UUID[Compendium.cyphersystem-compendium.abilities.w2aO1ZIpmBDQJXq1]{Tumbling Moves} @UUID[Compendium.cyphersystem-compendium.abilities.OovsYh1BefBJrU8m]{Versatile Mind} @UUID[Compendium.cyphersystem-compendium.abilities.DhbLcVuqEZmS6Z2y]{Vigilance} @UUID[Compendium.cyphersystem-compendium.abilities.OWVz2CkwLnCSJMdS]{Wraith Cloak}

High Tier

@UUID[Compendium.cyphersystem-compendium.abilities.i5n7BaFjTo6W35f9]{Defense Master} @UUID[Compendium.cyphersystem-compendium.abilities.xBZTbhZKRB9AJmMa]{Defensive Augmentation} @UUID[Compendium.cyphersystem-compendium.abilities.FjXL6iSD1CJKbuGT]{Defensive Field} @UUID[Compendium.cyphersystem-compendium.abilities.LwmoGOpgHy1K2dU4]{Energize Creature} @UUID[Compendium.cyphersystem-compendium.abilities.5i6TqVJQQ4sTvqTm]{Energize Crowd} @UUID[Compendium.cyphersystem-compendium.abilities.N0OZaNOIbHTiWDL1]{Evasion} @UUID[Compendium.cyphersystem-compendium.abilities.cTU70NgcebRlD7jI]{Field-Reinforced Armor} @UUID[Compendium.cyphersystem-compendium.abilities.S9QxUr8u2gtwY7ya]{Hard Target} @UUID[Compendium.cyphersystem-compendium.abilities.KGzAHs3qln0fNDjt]{Hard to Kill} @UUID[Compendium.cyphersystem-compendium.abilities.5rgcPJXpCcB5VJ1m]{Lost in the Chaos} @UUID[Compendium.cyphersystem-compendium.abilities.rHApGqEQj8TCGa3f]{Masterful Armor Modification} @UUID[Compendium.cyphersystem-compendium.abilities.4k5JFV78A5SiPjFo]{Mastery in Armor} @UUID[Compendium.cyphersystem-compendium.abilities.LTqgcoprvBF2ZkdH]{Mastery With Defense} @UUID[Compendium.cyphersystem-compendium.abilities.iIy1HDd9yUl07AYo]{Microgravity Avoidance} @UUID[Compendium.cyphersystem-compendium.abilities.m2j3n3xiExLcXAAn]{Moderate Wish} @UUID[Compendium.cyphersystem-compendium.abilities.lGbieMmnuoqsl4Jz]{Nothing but Defend} @UUID[Compendium.cyphersystem-compendium.abilities.AmZDmnmP7CxSSN4h]{Parry} @UUID[Compendium.cyphersystem-compendium.abilities.N0wzhZ676UrCR8M4]{Precognition} @UUID[Compendium.cyphersystem-compendium.abilities.cbXNxvPdWEbKF6nA]{Reactive Field} @UUID[Compendium.cyphersystem-compendium.abilities.MA2Pwhbpbq2SSIQy]{See the Future} @UUID[Compendium.cyphersystem-compendium.abilities.4BQHOR98z3TYJPQu]{Still As a Statue} @UUID[Compendium.cyphersystem-compendium.abilities.fkedtvx6UakJPOZN]{Ultra Enhancement} @UUID[Compendium.cyphersystem-compendium.abilities.QLRztjFH4YetYM6l]{Untouchable} @UUID[Compendium.cyphersystem-compendium.abilities.INdq5iQf5ECzRiNp]{Untouchable While Moving} @UUID[Compendium.cyphersystem-compendium.abilities.B6SEeGr5kxLAgvvq]{Wear It Well}

Senses

Enhances your senses (seeing in the dark, seeing underwater or through mist, sensing danger, finding optimal places to stand in combat, and so on), but doesn’t provide direct answers to questions like an information ability does.

Low Tier

@UUID[Compendium.cyphersystem-compendium.abilities.xskKzxBoGvSrje4e]{Eyes Adjusted} @UUID[Compendium.cyphersystem-compendium.abilities.wVgcztnnNFPqK9Mo]{Familiarize} @UUID[Compendium.cyphersystem-compendium.abilities.8ydN3DBdXXP24hQL]{Find an Opening} @UUID[Compendium.cyphersystem-compendium.abilities.YBMLX3Jm5oN79J6G]{Heads-Up Display} @UUID[Compendium.cyphersystem-compendium.abilities.boxrBJsyP0yjJHjt]{Link Senses} @UUID[Compendium.cyphersystem-compendium.abilities.TPEcyzCeC3z5FyyQ]{Mental Link} @UUID[Compendium.cyphersystem-compendium.abilities.Uti1XQwY4VFZwwwc]{Reveal} @UUID[Compendium.cyphersystem-compendium.abilities.jq6Wm9xYxJA0bRaR]{See the Unseen} @UUID[Compendium.cyphersystem-compendium.abilities.rYyymKUc0QKWdNsy]{See Through Matter} @UUID[Compendium.cyphersystem-compendium.abilities.mvFsSsVjyF8iXvCe]{Sense Ambush} @UUID[Compendium.cyphersystem-compendium.abilities.PRh7n2VLXyRa4il9]{Share Senses} @UUID[Compendium.cyphersystem-compendium.abilities.WgjatSOUT6pT02A7]{Third Eye}

Mid Tier

@UUID[Compendium.cyphersystem-compendium.abilities.KAAezRI2l8rdp1NS]{Animal Senses and Sensibilities} @UUID[Compendium.cyphersystem-compendium.abilities.ZB80ZclRSzEcr4o1]{Awareness} @UUID[Compendium.cyphersystem-compendium.abilities.zstBkLwRduC7vgGT]{Beast Eyes} @UUID[Compendium.cyphersystem-compendium.abilities.nJlhmzrhmXvM3QvU]{Break the Line} @UUID[Compendium.cyphersystem-compendium.abilities.j1AZSJpCetRgsQ6A]{Detect Life} @UUID[Compendium.cyphersystem-compendium.abilities.MvyXo0ZUsxu8QQ22]{Distance Viewing} @UUID[Compendium.cyphersystem-compendium.abilities.EcOIgMC9c1IfSHsr]{Echolocation} @UUID[Compendium.cyphersystem-compendium.abilities.khxZngfluNmVSAIT]{Experienced Finder} @UUID[Compendium.cyphersystem-compendium.abilities.QsXOz48JgyXYEEqS]{Inhabit Crystal} @UUID[Compendium.cyphersystem-compendium.abilities.KBjSpuK7XJc1abJv]{Remote Viewing} @UUID[Compendium.cyphersystem-compendium.abilities.syiylO75dZlcUp3i]{Sensing Package} @UUID[Compendium.cyphersystem-compendium.abilities.bzy1KzO0oPmZGu2b]{Sensor} @UUID[Compendium.cyphersystem-compendium.abilities.9YuQrJXAQO0qIFPj]{Serv-0 Spy} @UUID[Compendium.cyphersystem-compendium.abilities.V1ROUnWXLmLRMxXi]{Trapfinder} @UUID[Compendium.cyphersystem-compendium.abilities.FktE2hQhSKXbWcQU]{Use Senses of Others}

High Tier

@UUID[Compendium.cyphersystem-compendium.abilities.B0dq2gW9gdA0PdzR]{Amplify Sounds} @UUID[Compendium.cyphersystem-compendium.abilities.djqbPin4qsUauJmD]{Battlefield Tactician} @UUID[Compendium.cyphersystem-compendium.abilities.xRvaY8SG4HVy5WO8]{Dark Explorer} @UUID[Compendium.cyphersystem-compendium.abilities.cpJY8qkTAmSvXoFM]{Infer Thoughts} @UUID[Compendium.cyphersystem-compendium.abilities.7QTTrXnxDHskYYhj]{Master Machine} @UUID[Compendium.cyphersystem-compendium.abilities.PazO9rJ2YoE8VEUw]{See Through Time} @UUID[Compendium.cyphersystem-compendium.abilities.MGzAkRaGd4LgfQti]{True Senses}

Social

Gives you an indirect social benefit, such as providing a useful contact in a city or letting you take advantage of your social status.

Low Tier

@UUID[Compendium.cyphersystem-compendium.abilities.2CekF2lqwNrMyio0]{Connected} @UUID[Compendium.cyphersystem-compendium.abilities.2GwH3ugd7aHrWZRz]{Debate} @UUID[Compendium.cyphersystem-compendium.abilities.JSlr2Q6Ll1xNd8fX]{Demeanor of Command} @UUID[Compendium.cyphersystem-compendium.abilities.GT0AiiarWPbGzxKs]{Impart Ideal} @UUID[Compendium.cyphersystem-compendium.abilities.OmfjqEmmIbrWST5U]{Misdirect Blame} @UUID[Compendium.cyphersystem-compendium.abilities.5VqOTQlAYTtWTwmS]{Negotiate} @UUID[Compendium.cyphersystem-compendium.abilities.6QXGJBsJPDFgcdq5]{Perks of Stardom} @UUID[Compendium.cyphersystem-compendium.abilities.MBlyd9LvSH8D0Z5I]{Powerful Rhetoric} @UUID[Compendium.cyphersystem-compendium.abilities.xMRRfjFF0POkxyea]{Privileged Nobility} @UUID[Compendium.cyphersystem-compendium.abilities.OFWQd2W52VAODeas]{Underworld Contacts} @UUID[Compendium.cyphersystem-compendium.abilities.UHvD5299HFbwBvpR]{Unexpected Betrayal}

Mid Tier

@UUID[Compendium.cyphersystem-compendium.abilities.7Gxuqkwo4i47yHe3]{Betrayal} @UUID[Compendium.cyphersystem-compendium.abilities.tmrSKjGmjbxfIqPI]{Flamboyant Boast} @UUID[Compendium.cyphersystem-compendium.abilities.zg8dYuOdCXGwXOFd]{Informer} @UUID[Compendium.cyphersystem-compendium.abilities.i5BlJLgj1ayBw0uY]{Oratory} @UUID[Compendium.cyphersystem-compendium.abilities.ZqBpOAiH70SGHX8N]{Perfect Stranger}

High Tier

@UUID[Compendium.cyphersystem-compendium.abilities.hhBF8re7Azmce3Y9]{Group Friendship}

Special Attack

Gives the ability to make a special melee or ranged attack (weapon, energy blast, psychic, and so on). The attack might do damage, have a special effect (disarm, hinder, move the target, and so on), or both. This also includes abilities like Spray that let you attack multiple targets as your action.

Low Tier

@UUID[Compendium.cyphersystem-compendium.abilities.p61Ycyc7lVZQXupO]{Advantage to Disadvantage} @UUID[Compendium.cyphersystem-compendium.abilities.X7Rrn9Q54ceSA4Lr]{Aggression} @UUID[Compendium.cyphersystem-compendium.abilities.EyAIsiqJGCspQFcu]{Arcane Flare} @UUID[Compendium.cyphersystem-compendium.abilities.7BS6IEcYlEp5v3OC]{Bash} @UUID[Compendium.cyphersystem-compendium.abilities.wyUQ3Atl3V1ItCFH]{Bloodlust} @UUID[Compendium.cyphersystem-compendium.abilities.Mfebb42AE5xt7k85]{Concussive Blast} @UUID[Compendium.cyphersystem-compendium.abilities.6cMg5QXB71YNgoaM]{Control the Field} @UUID[Compendium.cyphersystem-compendium.abilities.o7kTUAFonv5HPi07]{Cutting Light} @UUID[Compendium.cyphersystem-compendium.abilities.teFcKcbo5ZBFbfRl]{Dazzling Sunburst} @UUID[Compendium.cyphersystem-compendium.abilities.di7QfASecjKU8BPN]{Disincentivize} @UUID[Compendium.cyphersystem-compendium.abilities.7f6ulMjWFw2BOK76]{Disrupting Touch} @UUID[Compendium.cyphersystem-compendium.abilities.JyAovhallyh9m6oW]{Drain Machine} @UUID[Compendium.cyphersystem-compendium.abilities.bH57y3PYsMceluGy]{Dream Thief} @UUID[Compendium.cyphersystem-compendium.abilities.NHns9zqufRvB3Tnl]{Dual Light Wield} @UUID[Compendium.cyphersystem-compendium.abilities.bM2Y62eaUKYKdcwq]{Entangling Force} @UUID[Compendium.cyphersystem-compendium.abilities.lQ4MNmGXXNBMGsmk]{Enthrall} @UUID[Compendium.cyphersystem-compendium.abilities.TmWjWp4iWk4GMLN0]{Erase Memories} @UUID[Compendium.cyphersystem-compendium.abilities.eFgzJXQlg6l7NBqM]{Eye Gouge} @UUID[Compendium.cyphersystem-compendium.abilities.78uF9siViGIHKYGx]{Flash} @UUID[Compendium.cyphersystem-compendium.abilities.aidcxXW6MokDMqY7]{Force Bash} @UUID[Compendium.cyphersystem-compendium.abilities.nHqTzLHJrUWSAATM]{Frost Touch} @UUID[Compendium.cyphersystem-compendium.abilities.aFEBxDGnuFi20cLo]{Golem Grip} @UUID[Compendium.cyphersystem-compendium.abilities.zW0cZJQTR0tHUmn3]{Grasping Foliage} @UUID[Compendium.cyphersystem-compendium.abilities.S3L1oym8fpx0NsAc]{Hemorrhage} @UUID[Compendium.cyphersystem-compendium.abilities.NJjAmyf9zhjRTNme]{Hurl Flame} @UUID[Compendium.cyphersystem-compendium.abilities.lwJAowJa4eKlcDjb]{Misdirect} @UUID[Compendium.cyphersystem-compendium.abilities.FE1Ge8CbJxQcCo0b]{Onslaught} @UUID[Compendium.cyphersystem-compendium.abilities.90wkMwuVBaiyL9yt]{Opportunist} @UUID[Compendium.cyphersystem-compendium.abilities.o2iiTUXdkMPREkvK]{Overwatch} @UUID[Compendium.cyphersystem-compendium.abilities.IPwnXtVrXauJXgFo]{Pierce} @UUID[Compendium.cyphersystem-compendium.abilities.Myt0JUt24B8hjYAg]{Push} @UUID[Compendium.cyphersystem-compendium.abilities.yszDDDpH6m16dEoV]{Quick Throw} @UUID[Compendium.cyphersystem-compendium.abilities.Yg6jEM07HAccDcNC]{Ray of Confusion} @UUID[Compendium.cyphersystem-compendium.abilities.NMjccuRLDDnfZtZe]{Release Energy} @UUID[Compendium.cyphersystem-compendium.abilities.Q8xKsSOvoFWL1ePP]{Resonance Field} @UUID[Compendium.cyphersystem-compendium.abilities.7aCeBDGZqu8A9hMQ]{Ribbons of Dark Matter} @UUID[Compendium.cyphersystem-compendium.abilities.kkCW4KkWA751AeBl]{Scramble Machine} @UUID[Compendium.cyphersystem-compendium.abilities.n81xGnZHydeXmIRc]{Scratch Existence} @UUID[Compendium.cyphersystem-compendium.abilities.0Wq39mJ9oXA415qx]{Seeds of Fury} @UUID[Compendium.cyphersystem-compendium.abilities.nptFEdFaUvjDeqAz]{Shatter} @UUID[Compendium.cyphersystem-compendium.abilities.3btRIiWxY8oMcVMo]{Shock} @UUID[Compendium.cyphersystem-compendium.abilities.pdNI9QMKmDwu8gza]{Stasis} @UUID[Compendium.cyphersystem-compendium.abilities.36nlDXhOP5e5dfns]{Successive Attack} @UUID[Compendium.cyphersystem-compendium.abilities.uG2ACHNAPoZirp0b]{Surprise Attack} @UUID[Compendium.cyphersystem-compendium.abilities.8hiUfUNY3u2IpVDa]{Swipe} @UUID[Compendium.cyphersystem-compendium.abilities.WO2Wg9PvscHMcQlH]{Thrust} @UUID[Compendium.cyphersystem-compendium.abilities.uMaMKhemHmtlXDjT]{Thunder Beam} @UUID[Compendium.cyphersystem-compendium.abilities.cwZIpP2FTLIVGhbm]{Weighty}

Mid Tier

@UUID[Compendium.cyphersystem-compendium.abilities.ra0A8MtQjZEYhJPr]{Acrobatic Attack} @UUID[Compendium.cyphersystem-compendium.abilities.cS1RW48sdVY6ZJZd]{Ambusher} @UUID[Compendium.cyphersystem-compendium.abilities.SG8ms3jfHw8hXGnX]{Answering Attack} @UUID[Compendium.cyphersystem-compendium.abilities.tbeFzIPGuAjRBpKM]{Better Surprise Attack} @UUID[Compendium.cyphersystem-compendium.abilities.YDKULtvV0pMJDxi2]{Bolts of Power} @UUID[Compendium.cyphersystem-compendium.abilities.V2BSB9or5UJdTiYF]{Built-in Weaponry} @UUID[Compendium.cyphersystem-compendium.abilities.IUlsD8Zxp8AYbO4h]{Burning Light} @UUID[Compendium.cyphersystem-compendium.abilities.Hw16NpdbdJOqVF4z]{Castigate} @UUID[Compendium.cyphersystem-compendium.abilities.WeMTxJElozl7OWdJ]{Center of Attention} @UUID[Compendium.cyphersystem-compendium.abilities.hIWg9VFNnYnrknAu]{Crystal Lens} @UUID[Compendium.cyphersystem-compendium.abilities.MqGMnSIkHK4rOFSm]{Dark Matter Strike} @UUID[Compendium.cyphersystem-compendium.abilities.vZELZYMsLJfBfUnt]{Dazing Attack} @UUID[Compendium.cyphersystem-compendium.abilities.JVvSTtYbksWJDADY]{Debilitating Strike} @UUID[Compendium.cyphersystem-compendium.abilities.0XSuUGS0UyrhiW44]{Destroy Metal} @UUID[Compendium.cyphersystem-compendium.abilities.ka5VA9XBi4OTnKVa]{Disable Mechanisms} @UUID[Compendium.cyphersystem-compendium.abilities.7rjeYt5hNhkvqK9w]{Disarming Strike} @UUID[Compendium.cyphersystem-compendium.abilities.dJTgtIs80gOoI6ac]{Divine Radiance} @UUID[Compendium.cyphersystem-compendium.abilities.E1YiGcXAYOjHXoAd]{Dodge and Respond} @UUID[Compendium.cyphersystem-compendium.abilities.A6H8xi93t6Zrexz9]{Drain Charge} @UUID[Compendium.cyphersystem-compendium.abilities.q9nALxXrBv5ubXaT]{Dual Medium Wield} @UUID[Compendium.cyphersystem-compendium.abilities.1L1uoad8vwgWxiyN]{Everything Is a Weapon} @UUID[Compendium.cyphersystem-compendium.abilities.VEJQ74o175OnlIAm]{Exile} @UUID[Compendium.cyphersystem-compendium.abilities.RO8dmB90aRPOmCuJ]{Feint} @UUID[Compendium.cyphersystem-compendium.abilities.AUGM3xEluWJi4Y8h]{Fire and Ice} @UUID[Compendium.cyphersystem-compendium.abilities.NgHLZq3tZ3CFJvYv]{Fire Bloom} @UUID[Compendium.cyphersystem-compendium.abilities.CAh0KStmP03kgv62]{Fling} @UUID[Compendium.cyphersystem-compendium.abilities.dDhnZrzAxDvK7QYa]{Force at Distance} @UUID[Compendium.cyphersystem-compendium.abilities.dCoCGVzWxIL9fIvH]{Force Blast} @UUID[Compendium.cyphersystem-compendium.abilities.BGMXK6VKNmp8M4A3]{Freezing Touch} @UUID[Compendium.cyphersystem-compendium.abilities.E0k0LUw0epjJGrv9]{Golem Stomp} @UUID[Compendium.cyphersystem-compendium.abilities.48i5ybVtZaTlFLJf]{Grab} @UUID[Compendium.cyphersystem-compendium.abilities.jbhcWHMiQQaR9ukO]{Gravity Cleave} @UUID[Compendium.cyphersystem-compendium.abilities.LLvJZvzbGQOrlqoE]{Ignition} @UUID[Compendium.cyphersystem-compendium.abilities.QxOsAHpd8ZkEXI5u]{Improved Object Bond} @UUID[Compendium.cyphersystem-compendium.abilities.2K3b6cTuLEGZfYqa]{Knock Out} @UUID[Compendium.cyphersystem-compendium.abilities.whVEpvOjmGs3fpcD]{Matter Cloud} @UUID[Compendium.cyphersystem-compendium.abilities.R9WffstnihzBuuvW]{Mind Games} @UUID[Compendium.cyphersystem-compendium.abilities.PTVAJGFiXDueX8az]{Momentum} @UUID[Compendium.cyphersystem-compendium.abilities.gDwPpgIAocEfQjPx]{Overawe} @UUID[Compendium.cyphersystem-compendium.abilities.zIYdniz9sjvAHsnX]{Overcome All Obstacles} @UUID[Compendium.cyphersystem-compendium.abilities.rXUUDUJFKis8TpnL]{Phase Detonation} @UUID[Compendium.cyphersystem-compendium.abilities.cJB7wj5okdPZuRNb]{Phased Attack} @UUID[Compendium.cyphersystem-compendium.abilities.NoC3yuqxU8yhPf47]{Power Strike} @UUID[Compendium.cyphersystem-compendium.abilities.blm1Z8JxvWOiFf0b]{Pry Open} @UUID[Compendium.cyphersystem-compendium.abilities.Mc8L07dpf605FDo9]{Psychic Burst} @UUID[Compendium.cyphersystem-compendium.abilities.Je1MitN21L3lqWVF]{Psychosis} @UUID[Compendium.cyphersystem-compendium.abilities.JJ9nWmcBIlfyNDfe]{Push Off and Throw} @UUID[Compendium.cyphersystem-compendium.abilities.JlYk5UNZEUzzO8Js]{Quick Strike} @UUID[Compendium.cyphersystem-compendium.abilities.YA5P5CBNr5NSmY6z]{Rapid Attack} @UUID[Compendium.cyphersystem-compendium.abilities.XqGE5QLHnpIKB5rB]{Reaction} @UUID[Compendium.cyphersystem-compendium.abilities.Yo2Z3EdYjx88jYnp]{Remote Control} @UUID[Compendium.cyphersystem-compendium.abilities.ZuX6gykVtKxiBAxR]{Run and Fight} @UUID[Compendium.cyphersystem-compendium.abilities.znJCKr6PeEq4a0j5]{Shattering Shout} @UUID[Compendium.cyphersystem-compendium.abilities.bkQnnjRFJS9VpaY5]{Slice} @UUID[Compendium.cyphersystem-compendium.abilities.oNk0Nhle1XwBhOvp]{Snap Shot} @UUID[Compendium.cyphersystem-compendium.abilities.yJDNsRAG3Elm6PWp]{Snipe} @UUID[Compendium.cyphersystem-compendium.abilities.YIzrA5i8eBSPMFzj]{Spray} @UUID[Compendium.cyphersystem-compendium.abilities.57txEIyzuPUQOqVP]{Sprint and Grab} @UUID[Compendium.cyphersystem-compendium.abilities.B4U7RiMrZElfOQyj]{Taking Advantage} @UUID[Compendium.cyphersystem-compendium.abilities.hy3hI86e9BCmkcQO]{Tall Tale} @UUID[Compendium.cyphersystem-compendium.abilities.WuNUt6ltWGDdjNLS]{Throw} @UUID[Compendium.cyphersystem-compendium.abilities.SPL1URVkuo4PJP8I]{Throw Force Shield} @UUID[Compendium.cyphersystem-compendium.abilities.4s3SAqu0lb5qzfzL]{Trick Shot}

High Tier

@UUID[Compendium.cyphersystem-compendium.abilities.NCXCkCYeZw8qlazG]{Absorb Energy} @UUID[Compendium.cyphersystem-compendium.abilities.WrJDw2X8JHcljjP4]{Arc Spray} @UUID[Compendium.cyphersystem-compendium.abilities.YbYeZ0A0m96IWxwl]{Assassin Strike} @UUID[Compendium.cyphersystem-compendium.abilities.T5tn7zItPyaRcYNC]{Asserting Your Privilege} @UUID[Compendium.cyphersystem-compendium.abilities.ltAq7qr8aaalOtJp]{Attack and Attack Again} @UUID[Compendium.cyphersystem-compendium.abilities.6kTwO0uYuP8qKqkM]{Biomorphic Detonation} @UUID[Compendium.cyphersystem-compendium.abilities.jISh0vWOJdK9hUm1]{Blind Machine} @UUID[Compendium.cyphersystem-compendium.abilities.XRXQwJplJrm7onbN]{Blinding Attack} @UUID[Compendium.cyphersystem-compendium.abilities.zflNCqrmTL7vrYg1]{Bouncing Shield} @UUID[Compendium.cyphersystem-compendium.abilities.9O17NBrKA4AA4Ckw]{Break the Ranks} @UUID[Compendium.cyphersystem-compendium.abilities.lID9ke0vHX2r2CC8]{Break Their Mind} @UUID[Compendium.cyphersystem-compendium.abilities.2lhnVWUMX1Nu6KVj]{Call the Storm} @UUID[Compendium.cyphersystem-compendium.abilities.yEfkqXxmuQqlA6Fi]{Cold Burst} @UUID[Compendium.cyphersystem-compendium.abilities.PZBKCtRj5S6ULnjo]{Concussion} @UUID[Compendium.cyphersystem-compendium.abilities.jHrQLzIfjKtXBoJL]{Deactivate Mechanisms} @UUID[Compendium.cyphersystem-compendium.abilities.6P1CJvVMot3Y2xj0]{Deadly Strike} @UUID[Compendium.cyphersystem-compendium.abilities.iTxEWRCR8G5Rych2]{Death Touch} @UUID[Compendium.cyphersystem-compendium.abilities.i5n7BaFjTo6W35f9]{Defense Master} @UUID[Compendium.cyphersystem-compendium.abilities.0WPUu04FbqxGckhU]{Destroyer} @UUID[Compendium.cyphersystem-compendium.abilities.xR2DkSqvAoR8Vtfn]{Dirty Fighter} @UUID[Compendium.cyphersystem-compendium.abilities.p1UMG2hrng7mLFDv]{Disarming Attack} @UUID[Compendium.cyphersystem-compendium.abilities.OkKNmMvLFwHxUv2r]{Divine Intervention} @UUID[Compendium.cyphersystem-compendium.abilities.tgaSXp1VQiec8Jst]{Divine Symbol} @UUID[Compendium.cyphersystem-compendium.abilities.1W0sBVHxG7LESCPl]{Do You Know Who I Am?} @UUID[Compendium.cyphersystem-compendium.abilities.NJakiz9yvoflzzBD]{Drain Power} @UUID[Compendium.cyphersystem-compendium.abilities.D4JFKjeVDkx9Xfnf]{Dust to Dust} @UUID[Compendium.cyphersystem-compendium.abilities.jhdgI9rV2mpH6JQU]{Earthquake} @UUID[Compendium.cyphersystem-compendium.abilities.apQwshUTjCQPym8A]{Embrace the Night} @UUID[Compendium.cyphersystem-compendium.abilities.Be1ehHb90jtLc8l0]{Explosive Release} @UUID[Compendium.cyphersystem-compendium.abilities.syJ3mkT2hHR2MY3o]{Finishing Blow} @UUID[Compendium.cyphersystem-compendium.abilities.6fpCYtBDCfW6m1b0]{Fire Tendrils} @UUID[Compendium.cyphersystem-compendium.abilities.xCUKzmoBKzN9gIut]{Foul Aura} @UUID[Compendium.cyphersystem-compendium.abilities.mvC2vboULutesBDu]{Ice Storm} @UUID[Compendium.cyphersystem-compendium.abilities.SZtOjKk7ScShJT6G]{Iron Punch} @UUID[Compendium.cyphersystem-compendium.abilities.IFb8NX06xgWM7H98]{Jump Attack} @UUID[Compendium.cyphersystem-compendium.abilities.tjzqyyAZoibXl4DT]{Lethal Ploy} @UUID[Compendium.cyphersystem-compendium.abilities.GlFT2ITvytQVWywQ]{Lethal Vibration} @UUID[Compendium.cyphersystem-compendium.abilities.KNElOxbWobS1ygLv]{Murderer} @UUID[Compendium.cyphersystem-compendium.abilities.pUbqCBV3dBOWFgmv]{Nightmare} @UUID[Compendium.cyphersystem-compendium.abilities.ptH3O4GES71CClGO]{Phase Foe} @UUID[Compendium.cyphersystem-compendium.abilities.xxavxLEaiVFug1D6]{Protective Wall} @UUID[Compendium.cyphersystem-compendium.abilities.8wSx2qtKXq0dWxId]{Psychokinetic Attack} @UUID[Compendium.cyphersystem-compendium.abilities.KVOFCKWKmUrqAe7v]{Punish All the Guilty} @UUID[Compendium.cyphersystem-compendium.abilities.bY52t6eGONKu8Kr4]{Resonant Quake} @UUID[Compendium.cyphersystem-compendium.abilities.G5bTthwpEf5azVHA]{Return to Sender} @UUID[Compendium.cyphersystem-compendium.abilities.EH8OmAJaimF4MTgg]{Shatter Mind} @UUID[Compendium.cyphersystem-compendium.abilities.BM6YnBez7sVnrGUh]{Special Shot} @UUID[Compendium.cyphersystem-compendium.abilities.KDZeCZJxjCQzlTxA]{Spin Attack} @UUID[Compendium.cyphersystem-compendium.abilities.jrTEtAhE6GfLW7R4]{Spring Away} @UUID[Compendium.cyphersystem-compendium.abilities.eQIPJk2xcFGfDr3H]{Stun Attack} @UUID[Compendium.cyphersystem-compendium.abilities.xbYD729j3km6ZDCA]{Sun Siphon} @UUID[Compendium.cyphersystem-compendium.abilities.447ojnjZFMCma8eu]{Taunt Foe} @UUID[Compendium.cyphersystem-compendium.abilities.kKYyGbrQxDRSOh37]{Terrifying Gaze} @UUID[Compendium.cyphersystem-compendium.abilities.Z4QcjOxgltEJPm96]{Twisting the Knife} @UUID[Compendium.cyphersystem-compendium.abilities.IN9qNZDx4sBKNr8n]{Undo} @UUID[Compendium.cyphersystem-compendium.abilities.xRIDlrBzTXVYC5rh]{Vindictive Performance} @UUID[Compendium.cyphersystem-compendium.abilities.s8NShtaUrW0Oxolo]{Weapon and Body} @UUID[Compendium.cyphersystem-compendium.abilities.tMOeiKWrhp5P5CCQ]{Weight of the World} @UUID[Compendium.cyphersystem-compendium.abilities.w3HN2nZBTo5mLJcM]{Weightless Shot} @UUID[Compendium.cyphersystem-compendium.abilities.WW3QjCP5UJUsKBW3]{Whirlwind of Throws} @UUID[Compendium.cyphersystem-compendium.abilities.EXrZLa3M8BK43qoi]{Winter Gauntlets} @UUID[Compendium.cyphersystem-compendium.abilities.Gsre3acJaxhGBa0S]{Word of Death}

Support

Gives some sort of benefit to an ally rather than yourself, such as an extra action or an asset on their roll.

Low Tier

@UUID[Compendium.cyphersystem-compendium.abilities.WrgqojoyWuTWpyQq]{Advice From a Friend} @UUID[Compendium.cyphersystem-compendium.abilities.BlBi7qk0darLthxS]{Anecdote} @UUID[Compendium.cyphersystem-compendium.abilities.b8rtgyatE8o9FaRS]{Attack Flourish} @UUID[Compendium.cyphersystem-compendium.abilities.5jGN9GicKYIAneKQ]{Defend the Innocent} @UUID[Compendium.cyphersystem-compendium.abilities.4yyKQYnrbL3r9gcU]{Enable Others} @UUID[Compendium.cyphersystem-compendium.abilities.hYa7I52x2iwffh8C]{Encouragement} @UUID[Compendium.cyphersystem-compendium.abilities.grCiWRuV8lvflQHM]{Encouraging Presence} @UUID[Compendium.cyphersystem-compendium.abilities.4fcns7ANpZF7pHaz]{Force Field} @UUID[Compendium.cyphersystem-compendium.abilities.lZCAKgP966BuU4uF]{Friendly Help} @UUID[Compendium.cyphersystem-compendium.abilities.DmnRMTfHYaeoYFVu]{Good Advice} @UUID[Compendium.cyphersystem-compendium.abilities.FiSwskgQGBjp4IhZ]{Inspire Action} @UUID[Compendium.cyphersystem-compendium.abilities.wWCehMidmvLypdxj]{Inspire Aggression} @UUID[Compendium.cyphersystem-compendium.abilities.DLxDL49VjUEMAjxZ]{Inspiring Ease} @UUID[Compendium.cyphersystem-compendium.abilities.qp1jDaFiRR5xPPMn]{Protector} @UUID[Compendium.cyphersystem-compendium.abilities.POaewj2PWMMfCY1i]{Rally to Me} @UUID[Compendium.cyphersystem-compendium.abilities.Uti1XQwY4VFZwwwc]{Reveal} @UUID[Compendium.cyphersystem-compendium.abilities.FgyHV0QR3YwlLIVb]{Sculpt Flesh} @UUID[Compendium.cyphersystem-compendium.abilities.701ts4xCDjURZSb5]{Teamwork}

Mid Tier

@UUID[Compendium.cyphersystem-compendium.abilities.hB1CISYVEZXEO0IV]{Accelerate} @UUID[Compendium.cyphersystem-compendium.abilities.wJSxVM8fWADJtTSd]{Applying Your Knowledge} @UUID[Compendium.cyphersystem-compendium.abilities.knh2MWMhCgqOjWYD]{Buddy System} @UUID[Compendium.cyphersystem-compendium.abilities.lb5Bo8BpNXdVMkmt]{Combat Challenge} @UUID[Compendium.cyphersystem-compendium.abilities.bz04IOSkdP3zcRMD]{Defend All the Innocent} @UUID[Compendium.cyphersystem-compendium.abilities.Su3LkSzdGHg9w1RO]{Dual Wards} @UUID[Compendium.cyphersystem-compendium.abilities.XR8WeRW3OlbCIjlJ]{Elemental Protection} @UUID[Compendium.cyphersystem-compendium.abilities.RgosWDt0hkosbVQr]{In Harm’s Way} @UUID[Compendium.cyphersystem-compendium.abilities.1N6P5ZRogThCS0KH]{Lead by Inquiry} @UUID[Compendium.cyphersystem-compendium.abilities.dIK67k9aoBbFBnkf]{Pay It Forward} @UUID[Compendium.cyphersystem-compendium.abilities.oS3AeTouF6HPcaH5]{Play to the Crowd} @UUID[Compendium.cyphersystem-compendium.abilities.QFZyfDWOSEpZeQmM]{Spur Effort} @UUID[Compendium.cyphersystem-compendium.abilities.scceoEmEnN5MW8XT]{Take Command} @UUID[Compendium.cyphersystem-compendium.abilities.GAeUBbQWE3ryv50V]{True Guardian}

High Tier

@UUID[Compendium.cyphersystem-compendium.abilities.Eez3uExkDA20XJg3]{Able Assistance} @UUID[Compendium.cyphersystem-compendium.abilities.G8waoPdWGzMl0S1n]{Battle Management} @UUID[Compendium.cyphersystem-compendium.abilities.3JWMtJBjf3oUWaxP]{Block for Another} @UUID[Compendium.cyphersystem-compendium.abilities.LwmoGOpgHy1K2dU4]{Energize Creature} @UUID[Compendium.cyphersystem-compendium.abilities.5i6TqVJQQ4sTvqTm]{Energize Crowd} @UUID[Compendium.cyphersystem-compendium.abilities.lJWTlBH1koX2Fjgi]{Impart Understanding} @UUID[Compendium.cyphersystem-compendium.abilities.oilgQ4oM02Pa0eNp]{Inspiration} @UUID[Compendium.cyphersystem-compendium.abilities.tTrekc4AZbIqem5L]{Inspire Coordinated Actions} @UUID[Compendium.cyphersystem-compendium.abilities.fPCTpU0viXXWrNs0]{Inspiring Success} @UUID[Compendium.cyphersystem-compendium.abilities.Tes6ntXPZR8IHgY4]{Regenerate Other} @UUID[Compendium.cyphersystem-compendium.abilities.PXvS7AatBcxH9cvZ]{Share Defense} @UUID[Compendium.cyphersystem-compendium.abilities.U9sgMUKkIkDIdRtK]{Stimulate} @UUID[Compendium.cyphersystem-compendium.abilities.iE83ABQRko5NemVU]{Teach Trick} @UUID[Compendium.cyphersystem-compendium.abilities.zZYSSAFXtJcuezxM]{Transcend the Script} @UUID[Compendium.cyphersystem-compendium.abilities.mjEFQ3ndDRvLB5Dj]{True Defender} @UUID[Compendium.cyphersystem-compendium.abilities.IN9qNZDx4sBKNr8n]{Undo} @UUID[Compendium.cyphersystem-compendium.abilities.PTM0HWGFfo5CHMif]{Will of a Leader} @UUID[Compendium.cyphersystem-compendium.abilities.jTiOQKW2QtXK8dmF]{Work the Friendship}

Task

Gives training, specialization, or an asset in one or more noncombat skills (climbing, healing, computers, initiative, and so on).

Low Tier

@UUID[Compendium.cyphersystem-compendium.abilities.wifCvRG9OhsTDT30]{Advantages of Being Big} @UUID[Compendium.cyphersystem-compendium.abilities.YD5gm0w3lqTSyO3V]{Anticipation} @UUID[Compendium.cyphersystem-compendium.abilities.rYaAyFLmCAAwZi0s]{Assassin Skills} @UUID[Compendium.cyphersystem-compendium.abilities.cpXOBSLY03j89yOy]{Athlete} @UUID[Compendium.cyphersystem-compendium.abilities.AWretAEaeQfXTXMy]{Autodoctor} @UUID[Compendium.cyphersystem-compendium.abilities.tJiXzKX4gf0GNV6V]{Balance} @UUID[Compendium.cyphersystem-compendium.abilities.XToLeZ4ksSj3MA5I]{Bestiary Knowledge} @UUID[Compendium.cyphersystem-compendium.abilities.A83Lw7NnAqwg4BZR]{Blameless} @UUID[Compendium.cyphersystem-compendium.abilities.awhzMw4RHwOwgEIR]{Breaker} @UUID[Compendium.cyphersystem-compendium.abilities.lY7NaxsFxt1XZVk5]{Car Surfer} @UUID[Compendium.cyphersystem-compendium.abilities.PlTtlXeugIljHFVg]{Careful Aim} @UUID[Compendium.cyphersystem-compendium.abilities.zGoUoC6i0f1SbUqE]{Celebrity Talent} @UUID[Compendium.cyphersystem-compendium.abilities.JkiG6hpsfj1h6XRR]{Computer Programming} @UUID[Compendium.cyphersystem-compendium.abilities.dQHSDDZxJNHrHH1l]{Contortionist} @UUID[Compendium.cyphersystem-compendium.abilities.YvPBxDxLz16Usm7m]{Courageous} @UUID[Compendium.cyphersystem-compendium.abilities.fkyJ02LbeOAfDxcF]{Crafter} @UUID[Compendium.cyphersystem-compendium.abilities.UyQTRi5ZwWU5tMO0]{Danger Sense} @UUID[Compendium.cyphersystem-compendium.abilities.Q3DGDFwNIOjz866X]{Datajack} @UUID[Compendium.cyphersystem-compendium.abilities.2GwH3ugd7aHrWZRz]{Debate} @UUID[Compendium.cyphersystem-compendium.abilities.kkTWFQBeHMS8d6IL]{Deep Water Guide} @UUID[Compendium.cyphersystem-compendium.abilities.tjxKTFdA8gqZDP90]{Designation} @UUID[Compendium.cyphersystem-compendium.abilities.9p2RJYFo6s55F5Ha]{Devoted Defender} @UUID[Compendium.cyphersystem-compendium.abilities.eYHlYyVDj3odrAFJ]{Disguise} @UUID[Compendium.cyphersystem-compendium.abilities.6dPEKpK0HWuD7Bxu]{Divine Knowledge} @UUID[Compendium.cyphersystem-compendium.abilities.DCuOpij3sNomBe1a]{Driver} @UUID[Compendium.cyphersystem-compendium.abilities.ea7BzQy6fZqHQNET]{Enlightened} @UUID[Compendium.cyphersystem-compendium.abilities.6FI9lLeQx0tJX1W6]{Exploratory Experience} @UUID[Compendium.cyphersystem-compendium.abilities.jx6DFmlbQrmltHgc]{Extra Skill} @UUID[Compendium.cyphersystem-compendium.abilities.YQEECpNwDSFCFnCN]{Feat of Strength} @UUID[Compendium.cyphersystem-compendium.abilities.QgCWZia7gFicmEJr]{Flex Lore} @UUID[Compendium.cyphersystem-compendium.abilities.HoUOwIPfKTlxyQH0]{Freakishly Large} @UUID[Compendium.cyphersystem-compendium.abilities.qpBv7OxAcMAAtY2M]{Game Lessons} @UUID[Compendium.cyphersystem-compendium.abilities.p3kh3XKzetkJTG1J]{Gamer} @UUID[Compendium.cyphersystem-compendium.abilities.DmnRMTfHYaeoYFVu]{Good Advice} @UUID[Compendium.cyphersystem-compendium.abilities.pp9NFNHKgOhRYbsY]{Hand to Eye} @UUID[Compendium.cyphersystem-compendium.abilities.f7wLki6qjCNs2Ici]{Handy} @UUID[Compendium.cyphersystem-compendium.abilities.YOHGDC5hx24SqbQz]{Hard Choices} @UUID[Compendium.cyphersystem-compendium.abilities.YBMLX3Jm5oN79J6G]{Heads-Up Display} @UUID[Compendium.cyphersystem-compendium.abilities.A853pOqz5BmPfh4w]{Higher Mathematics} @UUID[Compendium.cyphersystem-compendium.abilities.ZgLefUbAcrmYdFur]{How Others Think} @UUID[Compendium.cyphersystem-compendium.abilities.vFc52xBtBp69WglW]{Impersonate} @UUID[Compendium.cyphersystem-compendium.abilities.HBHjx10W5BQW101w]{Impressive Display} @UUID[Compendium.cyphersystem-compendium.abilities.369RISHwqzRXkwEG]{Infiltrator} @UUID[Compendium.cyphersystem-compendium.abilities.sM2zEDx4gRr9CuiR]{Inner Defense} @UUID[Compendium.cyphersystem-compendium.abilities.fh7tK1BVjgSfZ8ml]{Insight} @UUID[Compendium.cyphersystem-compendium.abilities.wWCehMidmvLypdxj]{Inspire Aggression} @UUID[Compendium.cyphersystem-compendium.abilities.V765JZKDKQ00Buyn]{Interaction Skills} @UUID[Compendium.cyphersystem-compendium.abilities.4dTGeclZRVjzn5tT]{Interface} @UUID[Compendium.cyphersystem-compendium.abilities.PK6oiYXgdP7KaGgi]{Investigate} @UUID[Compendium.cyphersystem-compendium.abilities.romswZIOmAmtzfCL]{Investigative Skills} @UUID[Compendium.cyphersystem-compendium.abilities.4p95GsynORh0Xd7X]{Knowing} @UUID[Compendium.cyphersystem-compendium.abilities.xBQM1AmjmcjmPDDD]{Knowledge of the Law} @UUID[Compendium.cyphersystem-compendium.abilities.eEGFknWQZUBNXn99]{Knowledge Skills} @UUID[Compendium.cyphersystem-compendium.abilities.oAsK49Zgey5QaC82]{Late Inspiration} @UUID[Compendium.cyphersystem-compendium.abilities.eM1fLppEnXHBlRNX]{Learning the Path} @UUID[Compendium.cyphersystem-compendium.abilities.rfsCCpxcsjc8hr60]{Levity} @UUID[Compendium.cyphersystem-compendium.abilities.aOzkoVf0mNSkZBtn]{Life Lessons} @UUID[Compendium.cyphersystem-compendium.abilities.lzy1YbdIJxzNIHZq]{Machine Affinity} @UUID[Compendium.cyphersystem-compendium.abilities.QHSH8fE6l3bKz2xl]{Machine Hunting} @UUID[Compendium.cyphersystem-compendium.abilities.rhaZSmU6dJpzMO64]{Machine Interface} @UUID[Compendium.cyphersystem-compendium.abilities.XQxN55rl0f5HFxEM]{Magic Training} @UUID[Compendium.cyphersystem-compendium.abilities.Zu06akqnHdCvoR0W]{Make Judgment} @UUID[Compendium.cyphersystem-compendium.abilities.YF8CYsYKcXpdfqH5]{Master Identifier} @UUID[Compendium.cyphersystem-compendium.abilities.KM9qqjzJBJusQNkT]{Master Thief} @UUID[Compendium.cyphersystem-compendium.abilities.GfDLA0qSvqhqzIbL]{Microgravity Adept} @UUID[Compendium.cyphersystem-compendium.abilities.PRW5MxW12oakmeHE]{Monster Lore} @UUID[Compendium.cyphersystem-compendium.abilities.tC7wmZwlZcQy5Vd0]{Movement Skills} @UUID[Compendium.cyphersystem-compendium.abilities.CBGeAZSBuymzrxDz]{Muscles of Iron} @UUID[Compendium.cyphersystem-compendium.abilities.FDUGlu7DZhdfxH2P]{Natural Charisma} @UUID[Compendium.cyphersystem-compendium.abilities.bcEupdsF6FduFPwe]{Oneirochemy} @UUID[Compendium.cyphersystem-compendium.abilities.oTDJtTDkwxr5uSfU]{Open Mind} @UUID[Compendium.cyphersystem-compendium.abilities.EbnGDC61relhYaib]{Opening Statement} @UUID[Compendium.cyphersystem-compendium.abilities.noCgrKbB370cfzQg]{Physical Skills} @UUID[Compendium.cyphersystem-compendium.abilities.Kk5nnC1EcYtqc3Fu]{Pilot} @UUID[Compendium.cyphersystem-compendium.abilities.TTKx93iEvtnptsep]{Poetic License} @UUID[Compendium.cyphersystem-compendium.abilities.OjGaIl0JEepjDrla]{Post-Apocalyptic Survivor} @UUID[Compendium.cyphersystem-compendium.abilities.MBlyd9LvSH8D0Z5I]{Powerful Rhetoric} @UUID[Compendium.cyphersystem-compendium.abilities.vcbIe2sSMKJmawl4]{Predictive Equation} @UUID[Compendium.cyphersystem-compendium.abilities.xMRRfjFF0POkxyea]{Privileged Nobility} @UUID[Compendium.cyphersystem-compendium.abilities.FEkLEYwk7r9KE7oC]{Quarry} @UUID[Compendium.cyphersystem-compendium.abilities.YCwy44WnpusEYN7g]{Quick Study} @UUID[Compendium.cyphersystem-compendium.abilities.QVPmLa6CKwmH6vJZ]{Quick to Flee} @UUID[Compendium.cyphersystem-compendium.abilities.8EJ59LwWPkaqErUd]{Quicker Than Most} @UUID[Compendium.cyphersystem-compendium.abilities.pMQT2QIL38XlhkxB]{Resist Tricks} @UUID[Compendium.cyphersystem-compendium.abilities.ZOfmWQFbwSJQB4wm]{Ruin Lore} @UUID[Compendium.cyphersystem-compendium.abilities.IYt42xzsjesQyEfT]{Sailor} @UUID[Compendium.cyphersystem-compendium.abilities.h3G0Ven2SoaPCbk4]{Salvage and Comfort} @UUID[Compendium.cyphersystem-compendium.abilities.WUY75HFAqAu1i9ku]{Sense Attitudes} @UUID[Compendium.cyphersystem-compendium.abilities.x8cGd4MC9YEW9isa]{Serv-0 Repair} @UUID[Compendium.cyphersystem-compendium.abilities.9sfX1SGtcQ17Uiny]{Sharp Senses} @UUID[Compendium.cyphersystem-compendium.abilities.HWZ8mwAfZEu6r778]{Sleuth} @UUID[Compendium.cyphersystem-compendium.abilities.2CrV3a9S1yzOXBOJ]{Slippery} @UUID[Compendium.cyphersystem-compendium.abilities.sHdBJdVshvtAqz1K]{Sneak} @UUID[Compendium.cyphersystem-compendium.abilities.gwMRhz3h9zxbVQXt]{Stalker} @UUID[Compendium.cyphersystem-compendium.abilities.gbU7mA0flUR4W8Dl]{Stand Watch} @UUID[Compendium.cyphersystem-compendium.abilities.QAdh0yZBjJsHdJjD]{Stealth Skills} @UUID[Compendium.cyphersystem-compendium.abilities.tFhd4dEGikOd1g1K]{Straightforward} @UUID[Compendium.cyphersystem-compendium.abilities.MwDYD8V1CJv8w9rR]{Superb Explorer} @UUID[Compendium.cyphersystem-compendium.abilities.aJ1T8XqGF38vyzV2]{Superb Infiltrator} @UUID[Compendium.cyphersystem-compendium.abilities.B4U7RiMrZElfOQyj]{Taking Advantage} @UUID[Compendium.cyphersystem-compendium.abilities.1ZV6jp2IuXFgXEjn]{Task Training} @UUID[Compendium.cyphersystem-compendium.abilities.pYsmdnNte7o5Flca]{Tech Skills} @UUID[Compendium.cyphersystem-compendium.abilities.0xVoKhKKvzxIbtJD]{There’s Your Problem} @UUID[Compendium.cyphersystem-compendium.abilities.k4LeTZ1lqN9L3hPS]{Tool Mastery} @UUID[Compendium.cyphersystem-compendium.abilities.VAGafmOiBpvU2eq0]{Tracker} @UUID[Compendium.cyphersystem-compendium.abilities.O0d2Xjp5HTUdFzmp]{Trained Excavator} @UUID[Compendium.cyphersystem-compendium.abilities.A8CGMbLGsJ3AHKMP]{Trained Interlocutor} @UUID[Compendium.cyphersystem-compendium.abilities.eVZMy7s6px5jLTfj]{Trained Swimmer} @UUID[Compendium.cyphersystem-compendium.abilities.wEjdodvc6SLf8yso]{Travel Skills} @UUID[Compendium.cyphersystem-compendium.abilities.kv03xEihe4VZNkK5]{Understanding} @UUID[Compendium.cyphersystem-compendium.abilities.zgcoMEc4j2MjpDhC]{Vacuum Skilled} @UUID[Compendium.cyphersystem-compendium.abilities.KqV5RSzOU3S3NK51]{Wilderness Life} @UUID[Compendium.cyphersystem-compendium.abilities.8KYjSKp6ieQ8YXUy]{Wilderness Lore} @UUID[Compendium.cyphersystem-compendium.abilities.XseI77zSp7iHkEWq]{Wound Tender} @UUID[Compendium.cyphersystem-compendium.abilities.qEzcqbNhuJQuBagn]{Zero Dark Eyes}

Mid Tier

@UUID[Compendium.cyphersystem-compendium.abilities.GK0o4fjCtxgAP269]{Action Processor} @UUID[Compendium.cyphersystem-compendium.abilities.6ILcTvACqDdLVpc8]{Agent Provocateur} @UUID[Compendium.cyphersystem-compendium.abilities.KAAezRI2l8rdp1NS]{Animal Senses and Sensibilities} @UUID[Compendium.cyphersystem-compendium.abilities.TmDavAL4vDxKjLBK]{Confidence Artist} @UUID[Compendium.cyphersystem-compendium.abilities.yB4tnpDNVSOxgruq]{Dark Matter Shell} @UUID[Compendium.cyphersystem-compendium.abilities.bvqDafTBMB7Uo9Qj]{Enhance Strength} @UUID[Compendium.cyphersystem-compendium.abilities.hQx9SoUhY6jzUeTW]{Expert Driver} @UUID[Compendium.cyphersystem-compendium.abilities.12xO8QaEsTvEFUvY]{Expert Pilot} @UUID[Compendium.cyphersystem-compendium.abilities.RESKINMA0INj60Rc]{Find the Guilty} @UUID[Compendium.cyphersystem-compendium.abilities.dVh39nh5ARUxreUc]{Flex Skill} @UUID[Compendium.cyphersystem-compendium.abilities.Kk9lHkiaqsr3pUmk]{Ghost} @UUID[Compendium.cyphersystem-compendium.abilities.NhNvpbUWNRIFEm8b]{Hard to See} @UUID[Compendium.cyphersystem-compendium.abilities.7tiGTYVXj9eHdja7]{Heightened Skills} @UUID[Compendium.cyphersystem-compendium.abilities.uhC4ubTGfhkNvIMX]{Improvise} @UUID[Compendium.cyphersystem-compendium.abilities.iyM2N9G0RLlj6BZ7]{Increasing Determination} @UUID[Compendium.cyphersystem-compendium.abilities.2odkyEO8azxIZWYj]{Intelligent Interface} @UUID[Compendium.cyphersystem-compendium.abilities.t5vs3xMko8GLCB64]{Intense Interaction} @UUID[Compendium.cyphersystem-compendium.abilities.vPraXsdXkCmaoBbI]{Knowledge Is Power} @UUID[Compendium.cyphersystem-compendium.abilities.4JDFgEhyhqReRngE]{Master Crafter} @UUID[Compendium.cyphersystem-compendium.abilities.e3jpx5KsYc8F13Pu]{Meticulous Planner} @UUID[Compendium.cyphersystem-compendium.abilities.l0OFjk5XVGV5LzP1]{Minor Wish} @UUID[Compendium.cyphersystem-compendium.abilities.LdHCwZcifnRRuPrp]{Nightstrike} @UUID[Compendium.cyphersystem-compendium.abilities.3VJyYtECl0wKQj2p]{Outlast the Foe} @UUID[Compendium.cyphersystem-compendium.abilities.XQkQrvp4o395uIOJ]{Passing Mechanic} @UUID[Compendium.cyphersystem-compendium.abilities.LojkwDtb1gHLSB6A]{Preternatural Senses} @UUID[Compendium.cyphersystem-compendium.abilities.MzKqElUHuTtHkV7D]{Pull a Fast One} @UUID[Compendium.cyphersystem-compendium.abilities.y1bQFSBlwMbUico5]{Rapid Processing} @UUID[Compendium.cyphersystem-compendium.abilities.DhSH0rnaqLogC3DC]{Rider} @UUID[Compendium.cyphersystem-compendium.abilities.oCcnXLYQy9DjwPJC]{Sea Legs} @UUID[Compendium.cyphersystem-compendium.abilities.syiylO75dZlcUp3i]{Sensing Package} @UUID[Compendium.cyphersystem-compendium.abilities.NcItnMHjeG9fgE1K]{Serv-0 Aim} @UUID[Compendium.cyphersystem-compendium.abilities.lPqCQOQJF0JfoFRn]{Serv-0 Brawler} @UUID[Compendium.cyphersystem-compendium.abilities.EQXA8Gcwdc7dU8lw]{Sharp-Eyed} @UUID[Compendium.cyphersystem-compendium.abilities.hIy0GMeL8WALvhEb]{Ship Footing} @UUID[Compendium.cyphersystem-compendium.abilities.U2QV8t7Pq9irgHqF]{Silent As Space} @UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks} @UUID[Compendium.cyphersystem-compendium.abilities.c4CG5F8lfaYelzFf]{Soothe Mind and Body} @UUID[Compendium.cyphersystem-compendium.abilities.3pqCkOZjnAXWIikt]{Subtle Steps} @UUID[Compendium.cyphersystem-compendium.abilities.q80xvRDX6XwFXgma]{Targeting Eye} @UUID[Compendium.cyphersystem-compendium.abilities.NaqoExT72j3xkWp3]{Task Specialization} @UUID[Compendium.cyphersystem-compendium.abilities.oah8DOODfphl858B]{Telling} @UUID[Compendium.cyphersystem-compendium.abilities.3wxiRMTCBZ4iNCHp]{Temporal Acceleration} @UUID[Compendium.cyphersystem-compendium.abilities.zuEylYrgOVAAjs71]{Trained Basher} @UUID[Compendium.cyphersystem-compendium.abilities.I8N5PUMy5Eq7cqZl]{Trained Gunner} @UUID[Compendium.cyphersystem-compendium.abilities.gPqiQflb6Z3DXGVk]{Trained Slayer} @UUID[Compendium.cyphersystem-compendium.abilities.SjO76u6MlpVx3PwO]{Verbal Misdirection} @UUID[Compendium.cyphersystem-compendium.abilities.PlVEpuVxp9pGJSoa]{You Studied}

High Tier

@UUID[Compendium.cyphersystem-compendium.abilities.B0dq2gW9gdA0PdzR]{Amplify Sounds} @UUID[Compendium.cyphersystem-compendium.abilities.2uSx4ErQ9f2QLX5M]{As Foretold in Prophecy} @UUID[Compendium.cyphersystem-compendium.abilities.jmjxGRJTwztzBtLc]{Coordinated Effort} @UUID[Compendium.cyphersystem-compendium.abilities.xRvaY8SG4HVy5WO8]{Dark Explorer} @UUID[Compendium.cyphersystem-compendium.abilities.rYOt0poxNGA8b3FP]{Explains the Ineffable} @UUID[Compendium.cyphersystem-compendium.abilities.VVYx3J42Sj9qCQV9]{Exploit Advantage} @UUID[Compendium.cyphersystem-compendium.abilities.GnQRIvynqXx1R2a0]{Further Mathematics} @UUID[Compendium.cyphersystem-compendium.abilities.2LaX22wvw35lDger]{Learned a Few Things} @UUID[Compendium.cyphersystem-compendium.abilities.YWMUeaNzao8n8pAc]{Like the Back of Your Hand} @UUID[Compendium.cyphersystem-compendium.abilities.Cz0KkzZPnlX1oTYz]{Magnificent Moment} @UUID[Compendium.cyphersystem-compendium.abilities.kZ3LhhYZKrcnBplY]{Master Entertainer} @UUID[Compendium.cyphersystem-compendium.abilities.4USzF8qKs8oZJH13]{Multiple Skills} @UUID[Compendium.cyphersystem-compendium.abilities.kcXnkEBuyNil4Nd4]{No One Knows Better} @UUID[Compendium.cyphersystem-compendium.abilities.N0wzhZ676UrCR8M4]{Precognition} @UUID[Compendium.cyphersystem-compendium.abilities.MA2Pwhbpbq2SSIQy]{See the Future} @UUID[Compendium.cyphersystem-compendium.abilities.QZa9b5G80qxtoYqg]{Subsonic Rumble} @UUID[Compendium.cyphersystem-compendium.abilities.RE24qvMuPhasaCP3]{Total Awareness} @UUID[Compendium.cyphersystem-compendium.abilities.qKDngpAWNEzhdRj5]{Trick Driver} @UUID[Compendium.cyphersystem-compendium.abilities.vhGEeFVgyqX1gzRr]{Using the Environment}

Transform

A significant change that temporarily enhances you, such as growing bigger, turning into a werewolf, and so on. Also includes apparent transformations like disguises and invisibility.

Low Tier

@UUID[Compendium.cyphersystem-compendium.abilities.8DXGUr433iXaVCSv]{Beast Form} @UUID[Compendium.cyphersystem-compendium.abilities.GmMePJHTRl6PshR6]{Bigger} @UUID[Compendium.cyphersystem-compendium.abilities.wIOwT1tjGLMYzZAb]{Controlled Change} @UUID[Compendium.cyphersystem-compendium.abilities.HDYOv1V10xpFbFI7]{Enlarge} @UUID[Compendium.cyphersystem-compendium.abilities.Tgmrh8dyGqqCfnU5]{Face Morph} @UUID[Compendium.cyphersystem-compendium.abilities.U9ZBl9NeipxSLavS]{Golem Healing} @UUID[Compendium.cyphersystem-compendium.abilities.asQqC0DepYcsPxRV]{Illusory Disguise} @UUID[Compendium.cyphersystem-compendium.abilities.zOCvNsxHOcmkQrBn]{Phased Pocket} @UUID[Compendium.cyphersystem-compendium.abilities.5aUrbdjSSLCRggHU]{Spin Identity} @UUID[Compendium.cyphersystem-compendium.abilities.1CjsEMTtfnvL1CeJ]{Vanish}

Mid Tier

@UUID[Compendium.cyphersystem-compendium.abilities.NIePQkLH2DTVjZR2]{Bigger Beast Form} @UUID[Compendium.cyphersystem-compendium.abilities.rZsohzuwTFfghWVO]{Blend In} @UUID[Compendium.cyphersystem-compendium.abilities.Uq6p6fOg9KyFcUws]{Evanesce} @UUID[Compendium.cyphersystem-compendium.abilities.wqzexDdZolWgxAza]{Greater Controlled Change} @UUID[Compendium.cyphersystem-compendium.abilities.NhNvpbUWNRIFEm8b]{Hard to See} @UUID[Compendium.cyphersystem-compendium.abilities.uNzF1oQKJ6T1yqL4]{Huge} @UUID[Compendium.cyphersystem-compendium.abilities.nEN2HYzlJWhonfmE]{Invisible Phasing} @UUID[Compendium.cyphersystem-compendium.abilities.RfGCXsX7JXEr8fMw]{Moon Shape}

High Tier

@UUID[Compendium.cyphersystem-compendium.abilities.hbbPZIjq81Qqdp6i]{Colossal} @UUID[Compendium.cyphersystem-compendium.abilities.uN2YVmNxkFj3SFof]{Command Metal} @UUID[Compendium.cyphersystem-compendium.abilities.PyVeE7CtDVDksWG6]{Disappear} @UUID[Compendium.cyphersystem-compendium.abilities.0XYaYNoQzrYYKR4p]{Gargantuan} @UUID[Compendium.cyphersystem-compendium.abilities.wvlSlYCJyrJuFqtn]{Invisibility} @UUID[Compendium.cyphersystem-compendium.abilities.S5JTyQCNcgrXgNqf]{Mask} @UUID[Compendium.cyphersystem-compendium.abilities.m2j3n3xiExLcXAAn]{Moderate Wish} @UUID[Compendium.cyphersystem-compendium.abilities.5Rre17QhaTln9jgA]{Outside Reality} @UUID[Compendium.cyphersystem-compendium.abilities.85DCcEDqvz6A0LkD]{Perfect Control} @UUID[Compendium.cyphersystem-compendium.abilities.TRdK7RJBkq8WW4np]{Wild Camouflage}

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Equipment in the Cypher System plays only a small role. It’s far more important to focus on what you can do than on what you have. Still, sometimes it’s important to know if you’ve got enough rope, or what kind of gun your space pilot has at their hip.

Currency and Prices

Dollars, pounds, euros, credits, gold pieces, Martian solval beads, Corso moons and stars, bottle caps—a lot of different currencies might be used in your game, depending on the setting and the genre. You should use whatever you like. In the Cypher System rules, we talk in generalities rather than specifics. Not unlike saying immediate or short distance rather than giving precise numbers, we talk about goods and services in terms of inexpensive, moderately priced, expensive, very expensive, or exorbitant.

The GM can figure out what those things mean in their setting. In a fantasy setting, an inexpensive item might be 1 or 2 copper pennies, while an expensive item might require gold on the table. The exact amount can vary, and in many campaigns, the exact amount will matter. The GM will develop a detailed price list for their setting, and players will track their money on their character sheets to determine what they can afford, often ignoring the terms inexpensive, moderately priced, and so on.

But some GMs might want to keep things simple and use only the general terms, indicating currency just as flavor now and then. In a space opera game, where the PCs are the crew of a starship blazing about the galaxy in search of adventure and profit, fuel and upkeep for the ship might be expensive. Hauling a few passengers from Epsilon Eridani back to Earth might earn enough to purchase six expensive items but cost the equivalent of two expensive items, leaving the crew with the means to refuel and maintain the ship for two further voyages. In such a game, where money only means keeping the ship flying, no one has to talk in specific amounts. Characters might refer to “galactic credits” or something similar, but amounts might not be tracked on the character sheets.

Price Categories

There are five price categories for goods and services.

An inexpensive item is something that common people buy. A simple meal or a drink in the bar. A pen and some paper. A book or magazine.

A moderately priced item is something that common people buy, but not too often and not in great quantities. A small piece of furniture. A major entertainment. An expensive meal. A new outfit.

An expensive item is something that would strain a common person’s finances. Rent on a simple apartment. A major piece of furniture. A very nice outfit. The cost to travel a long distance (if appropriate to the setting).

A very expensive item is probably out of the reach of most people except in very special circumstances. Jewelry. Luxury furnishings.

An exorbitant item is something only the very rich can afford. A very nice house. A ship. Extremely expensive jewelry or art.

Think of the categories as powers of 10. That is to say, a moderately priced item is ten times more costly than an inexpensive item. An expensive item is ten times more costly than a moderately priced item, and thus 100 times the cost of something inexpensive. A very expensive item is ten times the cost of an expensive one, 100 times the cost of a moderate one, and 1,000 times the cost of an inexpensive one. An exorbitant item is priced ten times beyond that.

In some settings, even the generalization offered by the pricing categories might be too specific or cumbersome. In many superhero games, for example, prices are relatively moot. After saving the city, typical superheroes don’t worry about paying rent or how much dinner will cost. On the other hand, in a grittier superhero game, maybe that’s exactly what they worry about.

Using The Price Categories

Regardless of how precise you want to be with prices and currency, you can use the price categories in a variety of ways.

It’s easy for a GM to say to a player “You can afford two extra moderately priced things at the start of the game.” The player can look on the list and pick two moderately priced items without worrying about their cost. Plus, this approach makes it clear that they get two items, not twenty inexpensive items or one more expensive item that perhaps would not be appropriate for a starting character. The categories make it easy to lump similar items together.

The GM can also say “You can have whatever inexpensive items you want, and don’t worry about the cost.” At higher tiers, when the PCs have more wealth, followers, and so on, the GM can do this with moderate or even expensive items. This allows the group to skip over playing through a shopping trip to get supplies, and players don’t have to track prices down to the last coin.

Finally, the categories can be shorthand when evaluating loot, dividing up the spoils among the PCs, and resolving other story-based occurrences that crop up in the game without dealing in the minutiae of exact prices. This is of particular use in high-powered games where the PCs are rich and powerful.

Level of Equipment

Mundane equipment is about level 4—less if of inferior quality or materials, more if of superior quality or materials. This means that in a setting based on the distant past, the default level might be 3, while in the future it might be 5 or 6. So an average serf ’s tool in the Dark Ages is level 3, easily broken, while an average tool on a space station is level 6, made of advanced polymers.

Armor

Characters expecting danger frequently wear armor. Even the simplest protective covering helps against stabs and cuts, and more sophisticated or heavier armor protects against graver threats.

You can wear only one type of armor at a time—you cannot wear chainmail hauberk and scale armor together, for example. However, Armor bonuses from multiple sources combine to provide a total Armor rating. For example, if you have subdermal implants that give you +1 to Armor, a force field that offers another +1 to Armor, and beastskin that grants +2 to Armor, you have a total of +4 to Armor.

In general, light armor is a moderately priced item, medium armor is expensive, and heavy armor is very expensive. The Genre chapter offers more specific details on the kinds of armor available in a given setting. Keep in mind that in many genres, it’s quite odd, at best, to run around in armor tougher than a leather jacket.

Using Armor

Anyone can wear any armor, but it can be taxing. Wearing armor increases the cost of using a level of Effort when attempting a Speed-based action. So if you’re wearing light armor and want to use two levels of Effort on a Speed-based roll to run across difficult terrain, it costs 7 points from your Speed Pool rather than 5 (3 for the first level of Effort, plus 2 for the second level of Effort, plus 1 per level for wearing light armor). Edge reduces the overall cost as normal. If you are not experienced with a certain type of armor but wear it anyway, this cost is further increased by 1. Having experience with a type of armor is called being practiced with the armor.

ArmorSpeed Effort Additional Cost Per Level
Light+1
Medium+2
Heavy+3
Note: Clarification & Foundry VTT Usage

The table above is written from the perspective of someone having the ability Practiced in Armor. For consistency, armor items also assume that the PC is practiced in armor, so PCs without any ability or who are experienced in armor or have mastery in armor need to adjust the cost accordingly. Here’s a complete overview:

Speed Effort Additional Cost Per Level
ArmorNo AbilityPracticedExperiencedMastery
Light+2+1+0+0
Medium+3+2+1+0
Heavy+4+3+2+0

Shields

Shields provide an asset to Speed defense rolls. You must have one free hand to use a shield.

Weapons

Not all characters are familiar with all weapons. Warriors know their way around most types, but Explorers prefer light or medium weapons, and Adepts and Speakers usually stick to light weapons. If you wield a weapon that you have no experience with, an attack with that weapon is hindered. Having experience with a weapon is called being practiced with the weapon.

Light weapons inflict only 2 points of damage, but attacks with them are eased because they are fast and easy to use. Light weapons are punches, kicks, knives, handaxes, darts, very small pistols, and so on. Weapons that are particularly small are light weapons.

Medium weapons inflict 4 points of damage. Medium weapons include broadswords, battleaxes, maces, crossbows, spears, typical handguns, light rifles, sawed-off shotguns, and so on. Most weapons are medium. Anything that could be used in one hand (even if it’s often used in two hands, such as a quarterstaff or spear) is a medium weapon.

Heavy weapons inflict 6 points of damage, and you must use two hands to attack with them. Heavy weapons are huge swords, great hammers, massive axes, halberds, heavy crossbows, rifles, regular shotguns, assault rifles, and so on. Anything that must be used in two hands is a heavy weapon.

WeaponDamage
Light2 points (attack eased)
Medium4 points
Heavy6 points

In general, light weapons are moderately priced items, medium weapons are expensive, and heavy weapons are very expensive. Ammunition for a ranged weapon is inexpensive. The Genre chapter offers more specific details on weapons available in a given setting. Keep in mind that in many genres, it’s not acceptable to run around carrying dangerous weapons.

Explosive Weapons

Bombs, grenades, missiles, and other explosives operate differently than other weapons. They affect all targets within an area (usually an immediate area) and inflict damage to all of them. A separate attack roll is required for each (or a Speed defense roll if the PCs are the targets of such an attack), although to simplify, the player can make one attack roll and compare it to the difficulty to attack each target. Usually, even if the attack roll fails (or the Speed defense roll succeeds), the targets still suffer a smaller amount of damage, often 1 point.

Explosives like grenades can be thrown a short distance. Otherwise, another launcher weapon is needed to project them a long distance (or farther).

Miscellaneous Items and Services

Although the types of items for sale vary greatly based on the setting, a few things are always present, like food, lodging, and clothing. However, these goods and services can span the price categories. For example, you can get an inexpensive meal, a moderately priced meal, an expensive meal, and so on. An inexpensive meal is light and probably not very nutritious. An expensive meal is available only in nice restaurants in certain locations. An exorbitant meal is probably a feast for a crowd, with the finest foods and drink available.

Nightly lodging is similar, although the bottom end starts out worse. An inexpensive night’s lodging is probably a flea-ridden mat on the floor of a room filled with other lodgers. Typical lodging (a private room with a decent bed) is probably in the moderately priced range. Very expensive lodging might be a suite of rooms with delicious meals and personal services (such as massages and grooming) included.

Inexpensive clothing is just a step up from rags, but moderately priced clothing is decent enough. For a formal party, you’d want expensive clothing. The very rich likely wear very expensive clothing most of the time, and exorbitant clothing (and jewelry) when they go to their elite galas.

Other sorts of miscellaneous items can be found in the Genre chapter.

Cyphers

Cyphers can sometimes be physical items like equipment, but they work very differently. To be entirely accurate, cyphers might have the veneer of equipment, but don’t fall into the trap of confusing the two. Cyphers are far more akin to PC special abilities than to gear. In a fantasy game, they might be potions, scrolls, or charms. In a science fiction game, cyphers might be interesting throwaway devices or alien crystals of unknown providence. In other games, they might just represent good fortune or sudden inspiration. See the Cyphers chapter for more details.

Artifacts

Artifacts are more powerful than equipment and can’t simply be purchased. The Genre chapter offers a few sample artifacts appropriate for various settings.

Each artifact has a level and a rate of power depletion. When an artifact is used or activated, the player rolls the designated die (1d6, 1d10, 1d20, or 1d100). If the die shows the depletion number(s), the item works, but that is its last use. A depletion entry of “—” means that the artifact never depletes, and an entry of “automatic” means that it can be used only once.

Depowered artifacts can sometimes be recharged using the repair rules, depending on the item’s nature. Other special abilities can also repower an expended item, but probably for only one use.

For GM information on artifacts, see the Running the Cypher System chapter.

Finding, Identifying, and Using Artifacts

Characters can sometimes find artifacts while on adventures. They might be in ancient ruins, either intact or in need of manipulation to get them working. They could have been stolen from well-guarded military installations. They might be granted as rewards or taken from fallen foes. Sometimes they can even be purchased from a specialized source, but this occurs more rarely than most PCs would probably like.

After the characters find an artifact, identifying it is a separate Intellect task. The GM sets the difficulty of the task, but it is usually equal to the artifact’s level. Identifying it takes fifteen minutes to three hours. If the PCs can’t identify an artifact, they can bring it to an expert to be identified or, if desired, traded or sold.

Characters can attempt to use an artifact that has not been identified, which is usually an Intellect task equal to the artifact’s level + 2. Failure might mean that the PCs can’t figure out how to use the artifact or they use it incorrectly (GM’s discretion). Of course, even if characters use an unidentified artifact correctly the first time, they have no idea what the effect might be.

Once characters identify an artifact, using it for the first time requires an additional Intellect action; this process is far more complex than pushing a button. It can involve manipulating touchscreens, reciting the proper arcane words, or anything else that fits the setting. The GM sets the difficulty, but it is usually equal to the artifact’s level.

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Experience points (XP) are the currency by which players gain benefits for their characters. The most common ways to earn XP are through GM intrusions and by accomplishing things the PCs set out to do. Sometimes experience points are earned during a game session, and sometimes they’re earned between sessions. In a typical session, a player might earn 2 to 4 XP, and between sessions, perhaps another 2 XP (on average). The exact amounts depend on the events of the session.

GM Intrusion

At any time, the GM can introduce an unexpected complication for a character. When they intrude in this way, they must give that character 2 XP. That player, in turn, must immediately give one of those XP to another player and justify the gift (perhaps the other player had a good idea, told a joke, or performed an action that saved a life).

Often, the GM intrudes when a player attempts an action that should be an automatic success. However, the GM is free to intrude at other times. As a general rule, the GM should intrude at least once each session, but no more than once or twice each session per character.

Anytime the GM intrudes, the player can spend 1 XP to refuse the intrusion, though that also means they don’t get the 2 XP. If the player has no XP to spend, they can’t refuse.

If a player rolls a 1 on a die, the GM can intrude without giving the player any XP.

Example 1: Through skill and the aid of another character, a fourth-tier PC eases a wall-climbing task from difficulty 2 to difficulty 0. Normally, they would succeed at the task automatically, but the GM intrudes and says “No, a bit of the crumbling wall gives way, so you still have to make a roll.” As with any difficulty 2 task, the target number is 6. The PC attempts the roll as normal and gains 2 XP because the GM intruded. They immediately give one of those XP to another player.

Example 2: During a fight, a PC swings their axe and damages a foe with a slice across the shoulder. The GM intrudes by saying that the foe turned just as the axe struck, wrenching the weapon from the character’s grip and sending it clattering across the floor. The axe comes to a stop 10 feet (3 m) away. Because the GM intruded, the PC gains 2 XP, and the player immediately gives one of those XP to another player. Now the character must deal with the dropped weapon, perhaps drawing a different weapon or using their next turn to scramble after the axe.

For much more on GM intrusions, see the Running the Cypher System chapter.

Character Arcs

Character arcs are the means by which players can invest themselves more in great stories and character depth and development.

Just like in a book or a television show, characters progress through their own personal story and change over time. A PC with a character arc decides for themselves what they do and why. Character arcs are like stated goals for a character, and by progressing toward that goal, the character advances. The key word there is progressing. A PC doesn’t have to succeed at achieving the goal to earn advancement—it’s not an all-or-nothing prospect. Each arc is keyed to a single character, but just like in a book or show, characters can take part in the larger story arc that the whole group participates in, while also progressing in their own personal arc.

Character arcs have different steps that mark the character’s progress through the arc. Each arc eventually reaches a climax, and then finishes with a step that is a final resolution. Each step reached earns the character 2 XP. Character arcs are the most straightforward way that a character earns XP. (Typically, PCs will earn about half their total experience points from arcs or other GM awards.)

At character creation, a player can choose one character arc for their PC at no cost. Players have the option to not choose one, but it’s probably a good idea to do so. First and foremost, it is a character-defining factor. If they begin the campaign with a desire to find the woman who killed their brother, that says a lot about the character: they had a brother, he was likely close to them, he had been in at least one dangerous situation, and the character is probably motivated by anger and hate, at least somewhat. Even after the character finishes this first arc, they’ll undoubtedly have (at least one) more because they can gain new arcs as the campaign progresses.

Once play begins, players can take on a new arc whenever they wish, as fits the character’s ongoing story. Taking a new arc has a cost of 1 XP. While there’s no hard limit on how many arcs a character can have at one time, realistically most PCs couldn’t reasonably have more than three or four.

However, as mentioned above, arcs have a beginning cost that must be paid, reflecting the character’s devotion to the goal. The character will earn this investment back (probably many times over) if the arc is completed.

Character arcs are always player-driven. A GM cannot force one on a character. That said, the events in the narrative often present story arc opportunities and inspire character arcs for the PCs. It’s certainly in the GM’s purview to suggest possible arcs related to the events going on. For example, if the GM presents an encounter in which an NPC wishes to learn from the PC, it might make sense to suggest taking the Instruction arc. Whether or not the PC takes on the student, the player doesn’t have to adopt the Instruction arc unless they want to.

At the end of a session, review the actions you took and describe how they might equate to the completion of a step (or possibly more than one step) in their character arc. If the GM agrees, the character gets their reward.

When in doubt, if one character accomplishes a step in their arc but another character does not, the first character should get the 2 XP reward, but the other character should probably still get, at minimum, 1 XP for the session.

This chapter presents many sample character arcs (see below).

GM Awards

Sometimes, a group will have an adventure that doesn’t deal primarily with a PC’s character arc. In this case, it’s a good idea for the GM to award XP to that character for accomplishing other tasks. First and foremost, awards should be based on discovery. Discovery can include finding a significant new location, such as a hidden chamber, a secret fortress, a lost land, a new planet, or an unexplored dimension. In this fashion, PCs are explorers. Discovery can also include a new significant aspect of a setting, such as a secret organization, a new religion, and so on.

It can also mean finding a new procedure or device (something too big to be considered a piece of equipment) or even previously unknown information. This could include a source of magical power, a unique teleportation device, or the cure for a plague. These are all discoveries. The common thread is that the PCs discover something that they can understand and put to use.

Last, depending on the GM’s outlook and the kind of campaign the group wants to play, a discovery could be a secret, an ethical idea, an adage, or even a truth.

It’s a fine line, but ultimately the GM decides what constitutes a discovery as opposed to just something weird in the course of an adventure. Usually, the difference is, did the PCs successfully interact with it and learn something about it? If so, it’s probably a discovery.

Artifacts: When the group gains an artifact, award XP equal to the artifact’s level and divide it among the PCs (minimum 1 XP for each character). Round down if necessary. For example, if four PCs discover a level 5 artifact, they each get 1 XP. Money, standard equipment, and cyphers are not worth XP. (Experience point awards for artifacts should usually apply even if the artifact was given to the PCs rather than found, because often such gifts are the rewards for success.)

Miscellaneous Discoveries: Various other discoveries might grant 1 XP to each PC involved.

Other Awards: If a character is focused on activities that don’t relate to a character arc or a discovery, as a general rule, a mission should be worth at least 1 XP per game session involved in accomplishing it. For example, saving a family on an isolated farm beset by raiding cultists might be worth 1 XP for each character. Of course, saving the family doesn’t always mean killing the bad guys; it might mean relocating them, parlaying with the cultists, or chasing off the raiders.

Spending Experience Points

Experience points are meant to be used. Hoarding them is not a good idea; if a player accumulates more than 10 XP, the GM can require them to spend some.

Generally, experience points can be spent in four ways: immediate benefits, short- and medium-term benefits, long-term benefits, and character advancement.

Experience points should not be a goal unto themselves. Instead, they are a game mechanic to simulate how—through experience, time, toil, travail, and so on— characters become more skilled, more able, and more powerful. Spending XP to explain a change in a character’s capabilities that occurred in the course of the story, such as if the PC made a new device or learned a new skill, isn’t a waste of XP—it’s what XP are for.

Immediate Benefits

The most straightforward way for a player to use XP is to reroll any roll in the game—even one that they didn’t make. This costs 1 XP per reroll, and the player chooses the best result. They can continue to spend XP on rerolls, but this can quickly become an expensive proposition. It’s a fine way to try to prevent disaster, but it’s not a good idea to use a lot of XP to reroll a single action over and over.

A player can also spend 1 XP to refuse a GM intrusion.

Short- and Medium-Term Benefits

By spending 2 XP, a character can gain a skill—or, more rarely, an ability—that provides a short-term benefit. Let’s say a character notices that the computer terminals in the facility they’re infiltrating are similar to those used by the company they once worked for. They spend 2 XP and say that they have a great deal of experience in using these. As a result, they are trained in operating (and breaking into) these computers. This is just like being trained in computer use or hacking, but it applies only to computers found in that particular location. The skill is extremely useful in the facility, but nowhere else.

Medium-term benefits are usually story based. For example, a character can spend 2 XP while climbing through mountains and say that they have experience with climbing in regions like these, or perhaps they spend the XP after they’ve been in the mountains for a while and say that they’ve picked up the feel for climbing there. Either way, from now on, they’re trained in climbing in those mountains. This helps them now and any time they return to the area, but they’re not trained in climbing everywhere.

This method allows a character to get immediate training in a skill for half the normal cost. (Normally, it costs 4 XP to become trained in a skill.) It’s also a way to gain a new skill even if the PC has already gained a new skill as a step toward attaining the next tier.

In rare cases, a GM might allow a character to spend 2 XP to gain an entirely new ability—such as a device, a special ability, or a special mental power—for a short time, usually no longer than the course of one scenario. The player and the GM should agree on a story-based explanation for the benefit. Perhaps the ability has a specific rare requirement, such as a tool, a battery, a drug, or some kind of treatment. For example, a character who wants to explore a submerged location has several biotech enhancements, and they spend 2 XP to cobble together a device that lets them breathe underwater. This gives them the ability for a considerable length of time, but not permanently—the device might work for only eight hours. Again, the story and the logic of the situation dictate the parameters.

Long-Term Benefits

In many ways, the long-term benefits a PC can gain by spending XP are a means of integrating the mechanics of the game with the story. Players can codify things that happen to their characters by talking to the GM and spending 3 XP.

Things that a PC can acquire as a long-term benefit can be thought of as being story based, and they allow the player to have some narrative control over the story. In the course of play, a player might decide that their character gains a friend (a contact) or builds a log cabin (a home). Because a player spent XP, however, they should have some agency over what they’ve gained, and it shouldn’t be easily taken away. The player should help come up with the details of the contact or the design of their home.

It’s also possible to gain these benefits through events in the story, without spending XP. The new contact comes to the PC and starts the relationship. The new home is granted to them as a reward for service to a powerful or wealthy patron, or maybe the character inherits the home from a relative. However, because these came from the GM and not the player (and no XP were spent), the player has no narrative control over them and the GM makes up the details.

Long-term benefits can include the following.

Contact: The character gains a long-term NPC contact of importance—someone who will help them with information, equipment, or physical tasks. The player and GM should work out the details of the relationship.

Home: The PC acquires a full-time residence. This can be an apartment in a city, a cabin in the wilderness, a base in an ancient complex, or whatever fits the situation. It should be a secure place where the PC can leave their belongings and sleep soundly. Several characters could combine their XP and buy a home together.

Title or job: The PC is granted a position of importance or authority. It might come with responsibilities, prestige, and rewards, or it might be an honorary title.

Wealth: The PC comes into a considerable amount of wealth, whether it’s a windfall, an inheritance, or a gift. It might be enough to buy a home or a title, but that’s not really the point. The main benefit is that the PC no longer needs to worry about the cost of simple equipment, lodging, food, and so on. This wealth could mean a set amount—perhaps 50,000 dollars (or whatever is appropriate in the setting)—or it could bestow the ability to ignore minor costs, as decided by the player and GM.

GMs and players should work together to make XP awards and expenditures fit the ongoing story. If a PC stays in a location for two months to learn the inhabitants’ unique language, the GM might award the character a few XP, which are then immediately spent to grant them the ability to understand and speak that language.

Character Advancement

Progressing to the next tier involves four steps. When a PC has spent 4 XP on each of the steps, they advance to the next tier and gain all the type and focus benefits of that tier. The four steps can be purchased in any order, but each can be purchased only once per tier. In other words, a PC must buy all four steps and advance to the next tier before they can buy the same steps again.

Increasing Capabilities: You gain 4 new points to add to your stat Pools. You can allocate the points among your Pools however you wish.

Moving Toward Perfection: You add 1 to your Might Edge, your Speed Edge, or your Intellect Edge (your choice).

Extra Effort: Your Effort score increases by 1.

Skills: Choose one skill other than attacks or defense, such as climbing, jumping, persuading, sneaking, or history. You become trained in that skill. You can also choose to be knowledgeable in a certain area of study, such as history or geology. You can even choose a skill based on your character’s special abilities. For example, if your character can make an Intellect roll to blast an enemy with mental force, you can become trained in that ability, easing the task of using it.

If you choose a skill that you are already trained in, you become specialized in that skill, easing the task by two steps instead of one. If you choose a skill that you have an inability in, the training and the inability cancel each other out (you aren’t eased or hindered in that task). For example, if you have an inability in perception, becoming trained in that cancels out the inability.

Once you’re specialized in a skill, you can’t improve your training in that skill further (you can ease a task by up to two steps with training). You can still make that task easier with assets and a few rare abilities that don’t count as an asset or training.

Other Options: Players can also spend 4 XP to purchase other special options. Selecting one of these options counts as purchasing one of the four stages necessary to advance to the next tier. The other three need to be from the other categories. The special options are as follows:

Equal Advancement

It’s worthwhile if all characters advance through the six tiers at about the same rate—an important issue for some players. A good GM can achieve this result by carefully handing out XP rewards, some during play (which will tend to get used immediately) and some after play concludes, especially after completing a major story arc or quest so the GM can hand out 4 XP in one go (which will tend to get used for advancement). Many groups will discover while playing that equal advancement isn’t an important issue in the Cypher System, but people should get to play the game the way they want to play it.

Tier Advancement in The Cypher System

Tiers in the Cypher System aren’t entirely like levels in other roleplaying games. In the Cypher System, gaining tiers is not the players’ only goal or the only measure of achievement. Starting (first-tier) characters are already competent, and there are only six tiers. Character advancement has a power curve, but it’s only steep enough to keep things interesting. In other words, gaining a new tier is cool and fun, but it’s not the only path to success or power. If you spend all your XP on immediate, short-term, and medium-term benefits, you will be different from someone who spends their points on long-term benefits, but you will not be “behind” that character.

The general idea is that most characters will spend half their XP on tier advancement and long-term benefits, and the rest on immediate benefits and short- and medium-term benefits (which are used during gameplay). Some groups might decide that XP earned during a game is to be spent on immediate and short- and medium-term benefits (gameplay uses), and XP awarded between sessions for discoveries is to be spent on character advancement (long-term uses).

Ultimately, the idea is to make experience points into tools that the players and the GM can use to shape the story and the characters, not just a bookkeeping hassle.

Sample Character Arcs

The rest of this chapter presents sample character arcs for PCs. The writeup of each arc describes the parts involved in progressing through the arc:

Opening: This sets the stage for the rest of the arc. It involves some action, although that might just be the PC agreeing to do the task or undertake the mission. It usually has no reward.

Step(s): This is the action required to move toward the climax. In story terms, this is the movement through the bulk of the arc. It’s the journey. The rising tension. Although there might be just one step, there might also be many, depending on the story told. Each results in a reward of 2 XP.

Climax: This is the finale—the point at which the PC likely succeeds or fails at what they’ve set out to do. Not every arc ends with victory. If the character is successful, they earn a reward of 4 XP. If they fail, they still earn a reward of 2 XP. If a character fails the climax, they very likely ignore the resolution.

Resolution: This is the wrap-up or denouement. It’s a time for the character to reflect on what happened, tie up any loose ends, and figure out what happens next. When things are more or less resolved, the character earns a
1 XP reward.

Within the arc, most of the time a part is probably optional, depending on the situation—although it’s hard to envision most arcs without some kind of opening, climax, or resolution. Steps other than the opening, the climax, and the resolution can be done in any order.

Character arcs should always take at least weeks in game time, and no more than two parts in an arc should be accomplished in a game session (and most of the time, it should be one part, if any). If neither of these two things is true, then it’s not really a character arc. You can’t, for example, use the Creation arc to guide you through something you can make in an hour or two.

The following are common character arcs that you can choose for your character. If you and the GM want to make a new one, it should be fairly easy after looking through these models.

This chapter has a selection of sample character arcs, but you can create your own too. The arcs are intentionally broad to encompass many different characters and stories. For example, Revenge is a very simple and straightforward character arc. The player who chooses this arc for their character decides who they want revenge on, and why. It’s up to the players and the GM to make the details fit.

Some players might not want to use character arcs. The GM, however, can still use them as a benchmark for awarding XP. If the PCs are going off to explore a strange planet, the GM can essentially give them the Explore arc.

Aid a Friend

Someone needs your help.

When a PC friend takes a character arc, you can select this arc to help them with whatever their arc is (if appropriate). The steps and climax depend entirely on their chosen arc. If the friend is an NPC, the steps and climax are lifted from another arc appropriate to whatever they seek to do.

It’s difficult, but possible, to aid a friend with an arc even if that friend is unwilling to accept (or is ignorant of) your help.

The cost and rewards for a character with this arc are the same as those described in the original character arc.

Opening: Answering the Call. Offering to help (or responding to a request for help).

Step(s) and Climax: Depends on the friend’s arc. Rewards are the same for you as for the friend.

Resolution: You speak with your friend and learn if they are satisfied. Together, you share what you’ve learned (if anything) and where you will go from here.

Assist an Organization

You set out to accomplish something that will further an organization. You’re probably allied with them or they are rewarding you for your help in some fashion.

Opening: Responding to the Call. You work out all the details of what’s expected of you, and what rewards (if any) you might get. You also get the specifics of what’s required to join and advance.

Step: Sizing up the Task. This requires some action. A reconnaissance mission. An investigation.

Step(s): Undertaking the Task. Because this arc can vary so widely based on the task involved, there might be multiple steps like this one.

Climax: Completing the Task.

Resolution: Collecting your reward (if any) and conferring with the people in the organization that you spoke to. Perhaps getting access to higher-ranking people in the organization. You can choose to have your connection to the organization increase rather than take the standard reward.

Avenge

Someone close to you or important to you in some way has been wronged. The most overt version of this arc would be to avenge someone’s death. Avenging is different than revenge, as revenge is personal—you are the wronged party. But in the Avenge character arc, you are avenging a wrong done to someone else.

Opening: Declaration. You publicly declare that you are going to avenge the victim(s). This is optional.

Step(s): Tracking the Guilty. You track down the guilty party. This might not be physically finding them if you already know where they are. Instead, it might be discovering a way to get at them if they are distant, difficult to reach, or well protected. This step might be repeated multiple times, if applicable.

Step: Finding the Guilty. You finally find the guilty party, or find a path or make a plan to reach them. Now all that’s left is to confront them.

Climax: Confrontation. You confront the guilty party. This might be a public accusation and demonstration of guilt, a trial, or an attack to kill, wound, or apprehend them—whatever you choose to be appropriate.

Resolution: You resolve the outcome and the ramifications of the confrontation and decide what to do next.

Birth

You are becoming a parent.

The Birth character arc assumes you already have a partner or a surrogate. If you want your character to find a romantic partner or spouse, you can use the Romance arc. And of course, nonhuman characters might reproduce in other ways.

This arc is usually followed by the Raise a Child arc.

Opening: Impregnation.

Step: Finding a Caretaker. This might be a physician, midwife, doula, or similar person. This is optional.

Step: Complication. A complication arises that threatens the pregnancy, the birth parent, or both.

Step: Preparation. You prepare a place for the delivery as well as a safe place for the infant to live once born.

Climax: Delivery. The baby is born. Success means the child survives.

Resolution: You get the baby to the place you have prepared and settle in, deciding what to do next.

Build

You are going to build a physical structure—a house, a fortress, a workshop, a defensive wall, and so on. This arc would also cover renovating an existing structure or substantially adding to one. Of course, this doesn’t have to be physical construction. You might build something with spells or other supernatural abilities.

Opening: Make a Plan. This almost certainly involves literally drawing up blueprints or plans.

Step(s): Find a Site. This might be extremely straightforward—a simple examination of the site—or it might be an entire exploratory adventure. (If the latter, it might involve multiple such steps.)

Step(s): Gather Materials. Depending on what you are building and what it is made out of, this could involve multiple steps. There probably are substantial costs involved as well.

Step(s): Construction. Depending on what you are building, this could involve multiple steps. It might also take a considerable amount of time and work.

Climax: Completion. The structure is finished.

Resolution: You put the structure to its desired use and see if it holds up.

Cleanse

Someone or something has been contaminated, probably by evil spirits, radiation, a deadly virus, foul magic, or the like, and you want to rid them of such influences or contaminants. This could also be a curse, a possession, an infestation, or something else.

Opening: Analyzing the Threat. You determine the nature of the contamination.

Step: Find the Solution. Almost every contamination has its own particular solution, and this likely involves research and consultation.

Step: Getting Ready. The solution probably involves materials, spells, or other things that you must gather and prepare.

Climax: The Cleansing. You confront the contamination.

Resolution: You reflect on the events that have transpired and what effects they might have on the future. How can you keep this from happening again?

Creation

You want to make something. This might be a magic item, a painting, a novel, or a machine.

Opening: Make a Plan. You figure out what you need, what you’re going to do, and how you’re going to do it.

Step(s): Gather Materials. Depending on what you are creating and what it is made out of, this could involve multiple steps. There probably are substantial costs involved as well.

Step(s): Progress. Depending on what you are creating, this could involve multiple steps. It might also take a considerable amount of time and work.

Climax: Completion. It’s finished! Is it what you wanted? Does it work?

Resolution: You think about what you have learned from the process and use or enjoy the fruits of your labor.

Defeat a Foe

Someone stands in your way or is threatening you. You must overcome the challenge they represent. Defeat doesn’t always mean kill or even fight. Defeating a foe could mean beating them in a chess match or in competition for a desired mentor.

Opening: Sizing up the Competition. This requires some action. A reconnaissance mission. An investigation.

Step: Investigation. This requires some action. A reconnaissance mission. An investigation.

Step(s): Diving In. You travel toward your opponent, overcome their lackeys, or take steps to reach them so you can confront them. This step can take many forms, and there might be more than one such step. This step is always active.

Climax: Confrontation. The contest, challenge, fight, or confrontation occurs.

Resolution: You reflect on what you’ve learned and what the consequences of your actions might be.

Defense

A person, place, or thing is threatened, and you want to protect it.

Opening: Analyze the Situation. What are you defending, and what threats are involved?

Step: Account for Your Resources. How are you going to defend?

Step(s): Fend Off Danger. The forces threatening what you are protecting probably make an initial threat that you’ll have to defeat. It’s not the main threat, though. There might be multiple such initial threats.

Climax: Protect. The true threat reveals itself and you confront it.

Resolution: A time for reflection on everything that occurred, and an assessment of the person, place, or thing’s safety going forward.

Develop a Bond

You want to get closer to another character. This might be to make a friend, find a mentor, or establish a contact in a position of power. It might be to turn a friend into a much closer friend. The character might be an NPC or a PC.

Opening: Getting to Know You. You learn what you can about the other character.

Step: Initial Attempt. You attempt to make contact. This might involve sending messages or gifts through a courier, using an intermediary, or just going up and saying hello, depending on the situation.

Step(s): Building a Relationship. There might be many such steps as you develop the relationship.

Climax: Bond. You succeed or fail at forging the bond.

Resolution: You enjoy the fruits of your new relationship.

Enterprise

You want to create and run a business or start an organization. Maybe you’re a craftsperson who wants to sell your creations. Maybe you like baking and you want to start a catering service. Or maybe you want to start a secret society or found a school to teach young mutants how to use their powers. You’ll almost certainly have to make new connections, find (and somehow pay for) a location, and deal with all manner of administrative duties.

Opening: Drawing up a Plan. What’s your goal, and how are you going to achieve it?

Step: Account for Your Resources. How much financing does the enterprise need compared to what you’ve got? If you need more, how will you get it? How many people other than yourself are needed to begin, and how many will you need to sustain things once they are up and running?

Step: Finding a Location. You probably need a place to run your enterprise—a store, a workshop, a base of operations, and so on. You find a location and look into what it will take to buy or rent it.

Step(s): Building the Enterprise. You procure the needed equipment or personnel. You make the connections and deals to get things started. You obtain important permits or other legal documents. You test new products. You actually start the business. Each of these developments (and likely others) can be counted as a separate step, so there will be many steps.

Climax: Profit and Loss. You determine whether your enterprise will take off and carry on into the future, or fall apart before it gets a chance to blossom. This occurs in a single dramatic moment—your first major client, your organization’s first big meeting or mission, or whatever else is appropriate.

Resolution: A time for reflection on everything that occurred, and how you’re going to move forward.

Establishment

You want to prove yourself as someone of importance. This can take many forms—socially, within your order, financially, or even romantically.

Opening: Assessment. You assess yourself as well as who you need to prove yourself to.

Step(s): Appearances Matter. You improve your look. Enhance your wardrobe. Spruce up your house. Whatever it takes to get attention from the right people. There might be many such steps.

Step(s): Self-Aggrandizement. You need to get the word out to get people talking about you. There might be many such steps.

Climax: Grabbing Attention. You do something big, like host a party for influential people or produce a play that you wrote. You make a big splash or a big crash.

Resolution: You reflect on what you did and where you go from here.

Explore

Something out there is unknown and you want to explore its secrets. This is most likely an area of wilderness, a new planet, an otherworldly dimension, or something similar.

Opening: Make a Plan. Not only do you draw up a plan for your exploration, but if appropriate, you also make a formal declaration to relevant parties of what you’re going to do.

Step(s): Gather Resources. You get the supplies, vehicles, and help you need. Depending on where you are going and what is required, this could involve multiple steps. There probably are substantial costs involved as well.

Step(s): Travel. You go where you wish to explore. There might be many such steps, depending on how long it takes to get there.

Step(s): Exploration. This is the meat of the arc, but it’s probably a series of small moves and minor victories. There might be many such steps.

Climax: Conquest. You make the big discovery or truly master the area. You might not have explored every inch of the place, but if you are successful, you can claim to be done.

Resolution: You return home and possibly share your findings.

Fall From Grace

This is an odd character arc in that it’s (presumably) not something that a character would want. It is something that a player selects on a meta level for the character because it makes for an interesting story. It also sets up the potential for future arcs, such as Redemption. It’s important that this involve actions you take. For example, you fall into substance abuse. You treat people badly. You make mistakes that endanger others. In other words, the fall isn’t orchestrated by someone else—it’s all your own doing.

Opening: The Descent. Things go bad.

Step(s): Further Descent. Things get worse. Depending on the situation, this might involve many steps.

Step: Lashing Out. You treat others poorly as you descend.

Climax: Rock Bottom. There is no chance for success here. Only failure.

Resolution: You wallow in your own misery.

Finish a Great Work

Something that was begun in the past must now be completed. This might involve destroying an evil artifact, finishing the construction of a monument, developing the final steps of a cure for a disease, or uncovering a lost temple forgotten to the ages.

Opening: Assessing the Past. You look at what has come before and where it still needs to go. This almost certainly involves some real research.

Step: Conceive a Plan. You make a plan on how to move forward.

Step(s): Progress. You make significant progress or overcome a barrier to completion. This may involve multiple such steps.

Climax: Completion. This involves the big finish to the past work.

Resolution: You reflect on what you did and where you go from here.

Growth

Willingly or unwillingly, you are going to change. This is another meta arc. It’s less about a goal and more about character development. While it’s possible that the growth involved is intentional, in most people’s lives and stories, it is emergent. A character might become less selfish, braver, a better leader, or experience some other form of growth.

Opening: The Beginning. Change usually begins slowly, in a small, almost imperceptible way.

Step(s): Change. Growth involves many small steps.

Step: Overcoming an Obstacle. The temptation to resort to your old ways is always present.

Climax: Self-Evident Change. This is a dramatic about-face. This is the moment where you do something the “old you” would never have done, and it has a profound effect on you and those around you. With either success or failure, growth is possible.

Resolution: You recognize the change in yourself and move forward.

Instruction

You teach a pupil. You have knowledge on a topic and are willing to share. This can be a skill, an area of lore, a combat style, or the use of a special ability. This is usually a fairly long-term arc. Sometimes teaching a pupil is a side matter, and sometimes the pupil takes on more of an apprentice role and spends a great deal of time with you, traveling with you and perhaps even living in your house (or you living in theirs).

Opening: Taking on the Student.

Step: Getting to Know Them. You assess your pupil’s strengths and weaknesses and try to get an idea of what they need to learn and how you can teach it to them.

Step(s): The Lessons. Teaching is often a slow, gradual process.

Step: Breakdown. Many times, a student needs to have a moment of crisis to really learn something. Maybe they get dejected, or maybe they rebel against your teaching techniques.

Climax: Graduation. This is when you recognize that the pupil has learned what they need. It usually comes at a dramatic moment.

Resolution: You and the pupil say your goodbyes, and you look toward the future.

Join an Organization

You want to join an organization. This might be a military organization, a corporation, a secret society, a religion, or something else.

Opening: Getting the Details. You learn all you can about the organization and how one becomes a member.

Step(s): Making a Contact. Friends on the inside are always important.

Step(s): Performing a Deed. The organization might want to test your worth, or this might be a ceremony you must take part in. It might include paying some sort of dues or fee. Or all of these things.

Climax: Proving Your Worth. This is the point at which you attempt to show the organization that they would be better off with you as a member.

Resolution: You consider your efforts and assess what your membership gets you.

Justice

You try to right a wrong or bring a wrongdoer to justice.

Opening: Declaration. You publicly declare that you are going to bring justice in this situation. This is optional.

Step(s): Tracking the Guilty. You track down the guilty party, assuming there is one. This might not be physically finding them if you already know where they are. Instead, it might be discovering a way to get at them if they are distant, difficult to reach, or well protected. This step might be repeated multiple times, if applicable.

Step: Helping the Victim. Righting a wrong does not always involve confronting a wrongdoer. Part of it might be about helping those who were wronged.

Climax: Confrontation. You confront the guilty party. This might be a public accusation and demonstration of guilt, a trial, or an attack to kill, wound, or apprehend them—whatever you choose to be appropriate.

Resolution: You resolve the outcome and ramifications of the confrontation and decide what to do next.

Learn

You want to learn something. This isn’t the same as the Uncover a Secret arc, in which you’re looking for a bit of information. This is a skill or whole area of knowledge you want to gain proficiency with. This is learning a new language, how to play an instrument, or how to be a good cook. Thus, it’s not about gaining a level or rank in climbing, but learning to be an experienced mountaineer.

Opening: Focusing on the Problem.

Step: Finding a Teacher or a Way to Teach Yourself. Now you can truly begin.

Step(s): Learn. Depending on what you’re learning, this could involve one step or quite a few.

Climax: The Test. You put your new knowledge to the test in a real situation.

Resolution: You relax a bit and decide what to do next.

Master a Skill

You’re skilled, but you want to become the best. This arc might logically follow the Learn arc. As with the Learn arc, this can involve any kind of training at all, not just a skill.

Opening: Finding the Path. You’ve learned the basics. Now it’s time for the advanced material.

Step: Discovering a Master. You find a master to help you become a master.

Step(s): Learn. Depending on what you’re mastering, this could involve one step or quite a few.

Step: The Last Step. Eventually, you realize that even a master cannot teach you the last step. You must learn it on your own.

Climax: The Test. You put your mastery to the test in a real situation—and considering your goal, it’s probably a very important situation.

Resolution: You relax a bit and decide what to do next.

Mysterious Background

You don’t know who your parents were, but you want to find out. The mystery might be something other than your parentage, but that’s a common theme in this kind of arc. You want to know where you come from—there’s some kind of mystery in your past.

Opening: Beginning the Search.

Step: Research. You look into your own family background, if possible.

Step(s): Investigation. You talk to people who might know. You follow clues.

Climax: Discovery. You discover the secret of your own background. You determine if what you learn is good or bad, but either way discovery means success.

Resolution: You contemplate how this new knowledge sits with you.

New Discovery

You want to invent a new device, process, spell, or something similar. A cure for a heretofore unknown disease? An invocation with a result you’ve never heard of before? A method for getting into an impregnable vault? Any of these and more could be your discovery. While similar to the Creation arc and the Learn arc, the New Discovery arc involves blazing a new trail. No one can teach you what you want to know. You’ve got to do it on your own.

Opening: The Idea. You draw up plans for the thing you want to invent or discover.

Step: Research. You learn what people have done before and recognize where they fell short.

Step(s): Trial and Error. You test your hypothesis. This often ends in many failures before you get a success.

Climax: Eureka! It’s time to put the discovery to the true test.

Resolution: You reflect on your discovery and probably compile your notes and write it all down, for posterity’s sake if nothing else.

Raise a Child

You raise a child to adulthood. It can be your biological child or one you adopt. It can even be a child taken under your wing, more a young protégé than a son or daughter. This is obviously a very long-term arc.

Opening: Sharing Your Home. The child now lives with you.

Step: Care and Feeding. You learn to meet the child’s basic needs.

Step(s): Basic Instruction. You teach them to walk, talk, and read. You teach them to care for themselves.

Step(s): The Rewards Are Many. The child loves you. Relies on you. Trusts you. Eventually, helps you.

Step(s): Ethical Instruction. You instill your basic ethics in the child, hoping that they will mature into an adult you can be proud of.

Climax: Adulthood. At some point the child leaves the proverbial nest. You determine, at this point, your own success or failure.

Resolution: You reflect on the memories you have made.

Recover From a Wound (or Trauma)

You need to heal. This isn’t just for healing simple damage. This involves recovering from a major debilitating injury, illness, or shock. Severe damage, the loss of a body part, and emotional trauma all fall into this category.

Opening: Rest. The first thing you need to do is rest.

Step: Self Care. You take care of your own needs.

Step: Getting Aid. Someone helps.

Step: Medicine. Some kind of drug, cure, poultice, potion, or remedy aids your recovery.

Step: Therapy. With the help of someone else, you exercise your injury or cope with your trauma.

Climax: Acceptance or Recovery. You try to move on and use what has been damaged (or learn how to function without it).

Resolution: You get on with your life.

Redemption

You’ve done something very wrong, but you want to atone and make it right again. This is like the Justice arc or the Undo a Wrong arc, except you are the wrongdoer. This could be a follow-up to the Fall From Grace arc.

Opening: Regret. You are determined to rebuild, recover, and restore.

Step: Forgiveness. You apologize and ask for forgiveness.

Step: Identifying the Needs. You determine what needs to be done to atone for your transgression.

Climax: Making Good. You perform an act that you hope will redeem your past misdeed.

Resolution: You reflect on what has happened but now look to the future.

Repay a Debt

You owe someone something, and it’s time to make good.

Opening: Debts Come Due. You determine to do what is needed to make good on the debt. It might involve repaying money, but more appropriately it’s performing a deed or a series of deeds.

Step: Talking It Over. You discuss the matter with the person you owe, if possible. You ensure that what you’re doing is what they want.

Climax: Repayment. Either you do something to earn the money or goods you owe, or you undertake a major task that will compensate the other person.

Resolution: You relax knowing that your debt is repaid, and you look to the future.

Rescue

Someone or something of great importance has been taken, and you want to get them or it back.

Opening: Heeding the Call. You determine what has happened, and who or what is missing.

Step: Tracking. You discover who has taken them, and where.

Step: Travel. You go to where they are being held and get information on the location and who is involved. Maybe make a plan.

Climax: Rescue Operation. You go in and get them.

Resolution: You return them home.

Restoration

You’re down but not out. You want to restore your good name. Recover what you’ve lost. Rebuild what has been destroyed. You’ve fallen down or have been knocked down, but either way you want to pick yourself up. This is a possible follow-up to the Fall From Grace arc.

Opening: Vow to Yourself. You are determined to rebuild, recover, and restore.

Step(s): Work. You rebuild, recover, and restore. If all your money was stolen, you make more. If your house was destroyed, you rebuild it. If your reputation was tarnished, you perform deeds that restore your good name.

Climax: The Final Act. You undertake one last major task that will bring things back to where they were (or close to it). A lot is riding on this moment.

Resolution: You enjoy a return to things the way they were before.

Revenge

Someone did something that harmed you. Unlike the Avenge arc, this arc probably isn’t about tracking down a murderer, but it might involve pursuing someone who stole from you, hurt you, or otherwise brought you grief. The key is that it’s personal. Otherwise, use the Justice arc.

Opening: Vow. You swear revenge.

Step(s): Finding a Clue. You find a clue to tracking down the culprit.

Climax: Confrontation. You confront the culprit.

Resolution: You deal with the aftermath of the confrontation and move on. You think about whether you are satisfied by gaining your revenge.

Romance

You want to strike up a relationship with a romantic partner. Perhaps you have a specific person in mind, or maybe you’re just interested in a relationship in general.

Opening(s): Caught Someone’s Eye. You meet someone you are interested in. (Since this can be short-lived, it’s possible to have this opening occur more than once.)

Step(s): Courtship. You begin seeing the person regularly. Although not every “date” is a step in the arc, significant moments are, and there may be a few of them.

Climax: Commitment. You may or may not be interested in a monogamous relationship. Regardless, you and your love have made some kind of commitment to each other.

Resolution: You think about the future. Marriage? Children? These are only some of the possibilities.

Solve a Mystery

Different from the Learn arc and the Uncover a Secret arc, this arc is about solving a crime or a similar action committed in the fairly recent past. It’s not about practice or study, but about questions and answers. In theory, the mystery doesn’t have to be a crime. It might be “Why is this strange caustic substance leaking into my basement?”

Opening: Pledging to Solve the Mystery.

Step: Research. You get some background.

Step(s): Investigation. You ask questions. You look for clues. You cast divinations. This likely encompasses many such steps.

Climax: Discovery. You come upon what you believe to be the solution to the mystery.

Resolution: In this step, which is far more active than most resolutions, you confront the people involved in the mystery with what you’ve discovered, or you use the information in some way (such as taking it to the proper authorities).

Theft

Someone else has something you want.

Opening: Setting Your Sights. You make a plan.

Step: Casing the Joint. You scout out the location of the thing (or learn its location).

Step(s): Getting to the Object. Sometimes, many steps are involved before you reach the object you wish to take. For example, if, in order to steal something from a vault, you need to approach one of the guards while they are off duty and bribe them to look the other way when you break in, that is covered in this step.

Climax: The Attempt. You make your heist.

Resolution: You decide what to do with the thing you’ve stolen and contemplate the repercussions you might face for stealing it.

Train a Creature

You want to domesticate and train an animal or other creature. While the beast doesn’t need to be wild, it must not already be domesticated and trained.

Opening: Getting Acquainted. You get to know the creature a bit, and it gets to know you.

Step: Research. You get information on the type of creature or advice from others who have trained one.

Step: Domestication. After some work, the creature is no longer a threat to you or anyone else, and it can live peacefully in your home or wherever you wish.

Step(s): Training. Each time you use this step, you teach the creature a new, significant command that it will obey regularly and immediately.

Climax: Completion. Believing the creature’s training to be complete, you put it in a situation where that is put to the test.

Resolution: You reflect on the experience.

Transformation

You want to be different in a specific way. Because the Growth arc covers internal change, this one focuses primarily on external change. This could take many forms, and probably varies greatly by genre. In some settings, it could even be death, which might turn you into a ghost. For the change to be an arc, it should be difficult and perhaps risky.

Opening: Deciding on the Transformation.

Step: Research. You look into how the change can be made and what it entails.

Step(s): Investigation. This is an active step toward making the change. It might involve getting more information, materials or ingredients, or something else.

Climax: Change. You make the change, with some risk of failure or disaster.

Resolution: You contemplate how this change affects you going forward.

Uncover a Secret

There is knowledge out there that you want. It could be an attempt to find and learn a specific special ability. This could also be a hunt for a lost password or a key that will open a sealed door, the true name of a devil, the secret background of an important person, or how the ancients constructed that strange monolith.

Opening: Naming the Secret. You give your goal a name. “I am seeking the lost martial art of the Khendrix, who could slice steel with their bare hands.”

Step(s): Research. You scour libraries and old tomes for clues and information.

Step(s): Investigation. You talk to people to gain clues and information.

Step(s): Tracking. You track down the source of the secret information and travel to it.

Climax: Revelation. You find and attempt to use the secret, whatever that entails.

Resolution: You contemplate how this secret affects you and the world.

Undo a Wrong

Someone did something horrible, and its ramifications are still felt, even if it happened long ago. You seek to undo the damage, or at least stop it from continuing.

This is different from the Justice arc because this isn’t about justice (or even revenge)—it’s about literally undoing something bad that happened in the past, such as a great library being burned to the ground, a sovereign people being driven from their land, and so on.

Opening: Vowing to Put Right What Once Went Wrong.

Step: Make a Plan. You learn all you can about the situation and then make a plan to put things right.

Step(s): Progress. This is an active step toward undoing the wrong. It might involve finding something, defeating someone, destroying something, building something, or almost anything else, depending on the circumstances.

Climax: Change. You face the challenge of the former wrong, and either overcome it or fail.

Resolution: You reflect on what you’ve accomplished and think about the future.

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For an expanded treatment of the fantasy genre, refer to the @UUID[Compendium.cyphersystem-compendium.cypher-journals.nnDPf4sPK61ROEV8]{Fantasy Rulebook}.

For our purposes, fantasy is any genre that has magic, or something so inexplicable it might as well be magic. The sort of core default of this type is Tolkienesque fantasy, also known as second-world fantasy because it includes a completely new world not our own. Big fantasy epics like those penned by J. R. R. Tolkien (hence the name), C. S. Lewis, George R. R. Martin, Stephen R. Donaldson, David Eddings, Ursula K. Le Guin, and others are indicative of this genre. It usually involves swords, sorcery, nonhuman species (such as elves, dwarves, helborn, and half-giants), and epic struggles.

Of course, fantasy might also involve the modern world, with creatures of myth and sorcerers dwelling among us. It might involve mythic traditions of any number of cultures (elves, dwarves, and the like, usually being decidedly European) or bear little resemblance to anything on Earth, past or present. It might even involve some of the trappings of science fiction, with spaceships and laser guns amid the wizardry and swords (this is often called science fantasy).

Fantasy can also be defined by the amount of fantasy elements within it. A second-world fantasy filled with wizards, ghosts, dragons, curses, and gods is referred to as high fantasy. Fantasy with a firmer grounding in reality as we know it in our world is low fantasy. (In fact, low fantasy often takes place in our world, or in our world’s distant past, like the stories of Conan.) No single element indicates concretely that a given fantasy is high or low. It’s the prevalence of those elements.

The point is, there are many, many types of fantasy.

Suggested Types for a Fantasy Game

RoleCharacter Type
WarriorWarrior
KnightWarrior
RangerExplorer
BarbarianExplorer flavored with combat
ThiefExplorer flavored with stealth
WizardAdept
ClericSpeaker flavored with magic
DruidExplorer flavored with magic
Warrior mageWarrior flavored with magic
BardSpeaker

Basic Creatures and NPCs for a Fantasy Game

@UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.aRHd1kwkUTogvMyG]{Bat} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.POcXUZp1mwvumsvK]{Blacksmith} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.JZbErZ6hAgtHrgim]{Dog} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.vmvgLdR7JKdsukCW]{Dog, guard} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.4xi11kpGx3rGZEYm]{Farmer} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.pNEII8Wup8xjZfuA]{Hawk} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.61EndqAjZ2ZZZuS9]{Horse} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.4xi11kpGx3rGZEYm]{Farmer} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.8AhrSmfhARlAahxp]{Merchant} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.qLFrfE0E9w6BcG48]{Rat} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.XwsPRwBGqnPnCJKG]{Villager} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.ZIE2MSMDhhgqBRgl]{Viper} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.vhGua32GarGCzLGv]{Warhorse} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.4gJ7LYEkIlt16Epj]{Wolf}

Additional Fantasy Equipment

In the default Medieval Europe-style fantasy setting, the following items (and anything else appropriate to that time period) are usually available.

Inexpensive Items

WeaponsNotes
@UUID[Compendium.cyphersystem-compendium.ammo.JwvZz1lxVR3H6P8D]{Arrows (20)}
@UUID[Compendium.cyphersystem-compendium.weapons-fantasy.zuI2zJqYv2bPN415]{Club}Light weapon
@UUID[Compendium.cyphersystem-compendium.ammo.mY1JGNvk9RPW7y2D]{Crossbow bolts (20)}
@UUID[Compendium.cyphersystem-compendium.weapons-fantasy.IBJ8eUTFLMb2IKaZ]{Knife (rusty and worn)}Light weapon (won’t last long)
Other ItemsNotes
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.ua0XElr4rvEe4C7J]{Candle}
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.UJ5qtx1Dt3ENW2Uh]{Rations (1 day)}
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.m5lUbtwYYZDzo0Jx]{Sack}
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.G2HjI5SUADNv0yJ2]{Torch}

Moderately Priced Items

WeaponsNotes
@UUID[Compendium.cyphersystem-compendium.weapons-fantasy.La6ogBpdY1cjYIug]{Blowgun}Light weapon, short range
@UUID[Compendium.cyphersystem-compendium.weapons-fantasy.DxvLEdJsjNLghy5m]{Broadsword (substandard)}Medium weapon (won’t last long)
@UUID[Compendium.cyphersystem-compendium.weapons-fantasy.cFkYLORc1EiwPpLf]{Dagger}Light weapon
@UUID[Compendium.cyphersystem-compendium.weapons-fantasy.Chp5Kt00vrxxYBAT]{Handaxe}Light weapon
@UUID[Compendium.cyphersystem-compendium.weapons-fantasy.xMUGgLlOKoZqooWy]{Throwing knife}Light weapon, short range
ArmorNotes
@UUID[Compendium.cyphersystem-compendium.armor-fantasy.dwYLXpRkrg8AaoMP]{Hides and furs}Light armor
@UUID[Compendium.cyphersystem-compendium.armor-fantasy.E3UpdWDvaLUQ2Xfz]{Leather jerkin}Light armor
Other ItemsNotes
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.2uM56Yu3g5OCjLkm]{Backpack}
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.3TAk68d2T0nMXlIG]{Bedroll}
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.ObGbm8EmEBDCotRD]{Crowbar}
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.BmQOOToImOypwy7g]{Hourglass}
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.VNW4jviGcTTfC2Mu]{Iron spikes}10 spikes
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.XjU4o9vgaZ4wiBSD]{Lantern}
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.U20W8jrBZGlWsQu2]{Rope}Hemp, 50 feet
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.BQ87g3YjkViIKc7l]{Signal horn}
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.MEp5TNjz6v9dnuLP]{Tent}

Expensive Items

WeaponsNotes
@UUID[Compendium.cyphersystem-compendium.weapons-fantasy.oGdbXxumsdjbdVzJ]{Battleaxe}Medium weapon
@UUID[Compendium.cyphersystem-compendium.weapons-fantasy.W8mx4ak9u2JKvX6Q]{Broadsword}Medium weapon
@UUID[Compendium.cyphersystem-compendium.weapons-fantasy.xeXPxadNyGu35H4k]{Bow}Medium weapon, long range
@UUID[Compendium.cyphersystem-compendium.weapons-fantasy.H8tg6l3LpBLNRz32]{Cutlass}Medium weapon
@UUID[Compendium.cyphersystem-compendium.weapons-fantasy.ZHeioW4Ywrgs6Si8]{Light crossbow}Medium weapon, long range
@UUID[Compendium.cyphersystem-compendium.weapons-fantasy.J3BdB6S45bmc8cvl]{Quarterstaff}Medium weapon (requires 2 hands)
ArmorNotes
@UUID[Compendium.cyphersystem-compendium.armor-fantasy.ljoqzdX7tpPpCTCc]{Breastplate}Medium armor
@UUID[Compendium.cyphersystem-compendium.armor-fantasy.9toshrf5gjzwIsDm]{Brigandine}Medium armor
@UUID[Compendium.cyphersystem-compendium.armor-fantasy.2mgyMiNIOQ4iUVnl]{Chainmail}Medium armor
Other ItemsNotes
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.mVwBYBHxYinj4lLx]{Bag of heavy tools}
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.XuYDx9q73UxyPN22]{Bag of light tools}

Very Expensive Items

WeaponsNotes
@UUID[Compendium.cyphersystem-compendium.weapons-fantasy.rUR8Ile0ZRC2qMfM]{Broadsword (jeweled)}Medium weapon
@UUID[Compendium.cyphersystem-compendium.weapons-fantasy.7Yc0010ac7PbCkPl]{Greatsword}Heavy weapon
@UUID[Compendium.cyphersystem-compendium.weapons-fantasy.gVNfXCYe0qsDXQNO]{Heavy crossbow}Heavy weapon, long range
ArmorNotes
@UUID[Compendium.cyphersystem-compendium.armor-fantasy.f8OhNQR1rGtWy2Ot]{Dwarven breastplate}Medium armor, encumbers as light armor
@UUID[Compendium.cyphersystem-compendium.armor-fantasy.2SMPhQU8pP4vsJ6R]{Full plate}Heavy armor
Other ItemsNotes
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.cIWeisTbSX9izeaW]{Disguise kit}Asset for disguise tasks
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.ICgjGDSqGXInN1PP]{Healing kit}Asset for healing tasks
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.7BQwwk2qh7zxU6ih]{Spyglass}Asset for perception tasks at range

Exorbitant Items

ArmorNotes
@UUID[Compendium.cyphersystem-compendium.armor-fantasy.kcF98fSVWNjAEQWI]{Elven chainmail}Medium armor, encumbers as no armor
Other ItemsNotes
@UUID[Compendium.cyphersystem-compendium.vehicles.3svOlCDP6Sm4v2Ql]{Sailing ship (small)}

Fantasy Artifacts

In many ways, fantasy is the genre for artifacts. All magic items—wands that shoot lightning, magic carpets, singing swords, rings that make the wearer invisible, and so on—are artifacts. Below are a few sample artifacts to give a template for GMs to follow. Those running a fantasy campaign will likely want to create many magic artifacts.

@UUID[Compendium.cyphersystem-compendium.artifacts-fantasy.Hanw3m7cRoN6XrsV]{Angelic ward} @UUID[Compendium.cyphersystem-compendium.artifacts-fantasy.I8TAffkn2YfPdIlf]{Ring of dragon’s flight} @UUID[Compendium.cyphersystem-compendium.artifacts-fantasy.lZy9XOFTIPBKjr5z]{Soulflaying weapon} @UUID[Compendium.cyphersystem-compendium.artifacts-fantasy.2q4omUFxtUBr4WFP]{Spellbook of the amber mage} @UUID[Compendium.cyphersystem-compendium.artifacts-fantasy.BNT94UfgkXdmcErV]{Wand of firebolts}

Fantasy Species Descriptors

In a high fantasy setting, some GMs may want dwarves and elves to be mechanically different from humans. Below are some possibilities for how this might work.

Dwarf

You’re a stocky, broad-shouldered, bearded native of the mountains and hills. You’re also as stubborn as the stone in which the dwarves carve their homes under the mountains. Tradition, honor, pride in smithcraft and warcraft, and a keen appreciation of the wealth buried under the roots of the world are all part of your heritage. Those who wish you ill should be wary of your temper. When dwarves are wronged, they never forget.

You gain the following characteristics:

Stalwart: +2 to your Might Pool.

@UUID[Compendium.cyphersystem-compendium.basic-skills.Q0vfmbqehJw0jYBa]{Skill}: You are trained in Might defense rolls.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.kOe6eKWNKZ0rlIbt]{Skill}: You are trained in tasks related to stone, including sensing stonework traps, knowing the history of a particular piece of stonecraft, and knowing your distance beneath the surface.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.XBza3foP98Apv3u6]{Skill}: You are practiced in using axes.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.O0bj3SSEEaArxBet]{Skill}: You are trained in using the tools required to shape and mine stone.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.wfUuLfNI6KyKsZ6R]{Vulnerability}: When you fail an Intellect defense roll to avoid damage, you take 1 extra point of damage.

Additional Equipment: You have an axe.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You found the PCs wandering a maze of tunnels and led them to safety.

  2. The PCs hired you to dig out the entrance to a buried ruin.

  3. You tracked down the thieves of your ancestor’s tomb and found they were the PCs. Instead of killing them, you joined them.

  4. Before dwarves settle down, they need to see the world.

Elf

You haunt the woodlands and deep, natural realms, as your people have for millennia. You are the arrow in the night, the shadow in the glade, and the laughter on the wind. As an elf, you are slender, quick, graceful, and long lived. You manage the sorrows of living well past many mortal lifetimes with song, wine, and an appreciation for the deep beauties of growing things, especially trees, which can live even longer than you do.

You gain the following characteristics:

Agile: +2 to your Speed Pool.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.y8GNItkWz0Ll5eDE]{Long-Lived}: Your natural lifespan (unless tragically cut short) is thousands of years.

@UUID[Compendium.cyphersystem-compendium.basic-skills.rH5FwMXGaNn21DZD]{Skill}: You are specialized in tasks related to perception.

Skill: You are practiced in using one bow variety of your choice.

Skill: You are trained in @UUID[Compendium.cyphersystem-compendium.basic-skills.duTx0BwgmC1Gw3Ze]{stealth} tasks. In areas of natural woodland, you are @UUID[Compendium.cyphersystem-compendium.expanded-skills.FXuy9hOuuAVeiGIc]{specialized in stealth tasks}.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.JTgcA5dhKHQM6lvw]{Fragile}: When you fail a Might defense roll to avoid damage, you take 1 extra point of damage.

Additional Equipment: You have a bow and a quiver of arrows to go with it.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. Before putting an arrow in the forest intruders, you confronted them and met the PCs, who were on an important quest.

  2. Your heart yearned for farther shores, and the PCs offered to take you along to new places.

  3. Your home was burned by strangers from another place, and you gathered the PCs along the way as you tracked down the villains.

  4. An adventure was in the offing, and you didn’t want to be left behind.

Half-Giant

You stand at least 12 feet (4 m) tall and tower over everyone around you. Whether you are a full-blooded giant or merely have giant heritage from large ancestors, you’re massive. Always large for your age, it became an issue only once you reached puberty and topped 7 feet (2 m) in height, and kept growing from there.

You gain the following characteristics:

Tough: +4 to your Might Pool.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.cP5tB0NoQnIydKZJ]{Mass and Strength}: You inflict +1 point of damage with your melee attacks and attacks with thrown weapons.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.0efUBEaMaoe3XB4q]{Breaker}: Tasks related to breaking things by smashing them are eased.

Inability: You’re too large to accomplish normal things. Tasks related to @UUID[Compendium.cyphersystem-compendium.inabilities.gpHPkjq631isDAjT]{initiative}, @UUID[Compendium.cyphersystem-compendium.inabilities.oGzczZIk8XKBDpZo]{stealth}, and @UUID[Compendium.cyphersystem-compendium.inabilities.veqN70GNrIvluVMq]{fine manipulation of any sort} (such as lockpicking or repair tasks) are hindered.

Additional Equipment: You have a heavy weapon of your choice.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You fished the PCs out of a deep hole they’d fallen into while exploring.

  2. You were the PCs’ guide in the land of giants and stayed with them afterward.

  3. The PCs helped you escape a nether realm where other giants were imprisoned by the gods.

  4. You kept the PCs from being discovered by hiding them behind your bulk when they were on the run.

Helborn

Demons of the underworld sometimes escape. When they do, they can taint human bloodlines. Things like you are the result of such unnatural unions. Part human and part something else, you are an orphan of a supernatural dalliance. Thanks to your unsettling appearance, you’ve probably been forced to make your own way in a world that often fears and resents you. Some of your kin have large horns, tails, and pointed teeth. Others are more subtle or more obvious in their differences—a shadow of a knife-edge in their face and a touch that withers normal plants, a little too much fire in their eyes and a scent of ash in the air, a forked tongue, goatlike legs, or the inability to cast a shadow. Work with the GM on your particular helborn appearance.

You gain the following characteristics.

Devious: +2 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.JW3zwz6IgZcqN0XX]{Skill}: You are trained in tasks related to magic lore and lore of the underworld.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.w2loaRgoNlhuYGwg]{Fire Adapted}: +2 to Armor against damage from fire only.

Helborn Magic: You are inherently magical. Choose one low-tier ability from the Abilities chapter. If the GM agrees it is appropriate, you gain that ability as part of your helborn heritage, and can use it like any other type or focus ability.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.yW5LvpudYQcN1n5b]{Inner Evil}: You sometimes lose control and risk hurting your allies. When you roll a 1, the GM has the option to intrude by indicating that you lose control. Once you’ve lost control, you attack any and every living creature within short range. You can’t spend Intellect points for any reason other than to try to regain control (a difficulty 2 task). After you regain control, you suffer a –1 penalty to all rolls for one hour.

@UUID[Compendium.cyphersystem-compendium.inabilities.lfVIjOnbi86nUjng]{Inability}: People distrust you. Tasks to persuade or deceive are hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You were nearly beaten to death by people who didn’t like your look, but the PCs found and revived you.

  2. The PCs hired you for your knowledge of magic.

  3. Every so often you get visions of people trapped in the underworld. You tracked those people down and found the PCs, who’d never visited the underworld. Yet.

  4. Your situation at home became untenable because of how people reacted to your looks. You joined the PCs to get away.

Optional Rule: Spellcasting

Fantasy settings prioritize magic as an essential ingredient. But why restrict that magic to just wizards and similar characters? It’s not uncommon in fantasy literature for a thief or warrior to learn a few spells as they steal or brawl through their adventures. Leiber’s Gray Mouser knew some spells, Moorcock’s Elric knew a lot, pretty much everyone in Anthony’s Xanth books knew at least one, and so on. Of course, wizards and sorcerers specialize in spellcasting, which gives them clear superiority in magic use. But whether a character is a fireball-flinging wizard or a belligerent barbarian, anyone can learn some spellcasting under this optional rule.

Under the spellcasting rule, any character, no matter their role or type, can choose to learn a spell as a long-term benefit. After they learn one spell, they may learn more later if they wish, or just stick with the one.

First Spell

Any character can gain a spell by spending 3 XP and working with the GM to come up with an in-game story of how the PC learned it. Maybe they learned it as a child from their parent and practiced it enough to actually do it; perhaps they spent a month hiding in a wizard’s library reading; it could be that they found a weird magical amulet that imbues them with the spell; and so on.

Next, choose one low-tier ability from the Abilities chapter. If the GM agrees it is appropriate, the character gains that ability as their spell, with a few caveats. The spell can’t be used like a normal ability gained through a PC’s type or focus. Instead, a character must either use a recovery roll or spend many minutes or longer evoking their spell, in addition to paying its Pool cost (if any).

Using a Recovery Roll to Cast a Spell: If the character uses a one-action, ten-minute, or one-hour recovery roll as part of the same action to cast the spell (including paying any Pool costs), they can use the ability as an action. This represents a significant mental and physical drain on the character, because the normal benefit of recovering points in a Pool is not gained.

Spending Time to Cast a Spell: If the character takes at least ten minutes chanting, mumbling occult phonemes, concentrating deeply, or otherwise using all their actions, they can cast a low-tier spell (if they also pay any Pool costs). An hour is required to cast mid-tier spells. Ten hours are required to cast a high-tier spell.

More Spells

Once a character has learned at least one spell, they can opt to learn additional spells later. Each time, they must spend an additional 3 XP and work with the GM to come up with an in-game story of how the character’s magical learning has progressed.

Two additional rules for learning additional spells apply:

First, a character must be at least tier 3 and have previously gained one low-tier spell before they can learn a mid-tier spell.

Second, a character must be at least tier 5 and have previously gained one mid-tier spell before they can learn a high-tier spell.

Otherwise, gaining and casting additional spells are as described for the character’s first spell.

Wizards and the Optional Spellcasting Rule

Wizards (usually Adepts) and characters with explicit spellcasting foci like Masters Spells, Channels Divine Blessings, Speaks for the Land, and possibly others are also considered to be spellcasters, and moreover, specialized ones. Their spells—abilities provided by their type or focus—are used simply by paying their Pool costs. Extra time or physical effort isn’t required to cast them. That’s because, in the parlance of the fantasy genre, these spells are considered to be “prepared.”

But specialized casters can also use the optional spellcasting rule to expand their magic further. They can learn additional spells via the optional spellcasting rule just like other characters, with the same limitations.

Optionally, specialized casters who record their arcane knowledge in a spellbook (or something similar) gain one additional benefit. The spellbook is a compilation of spells, formulas, and notes that grants the specialized caster more flexibility than those who’ve simply learned a spell or two. With a spellbook, a PC can replace up to three prepared spells with three other spells they’ve learned of the same tier. To do so, they must spend at least one uninterrupted hour studying their spellbook. Usually, this is something that requires a fresh mind, and must be done soon after a ten-hour recovery.

For instance, if a wizard exchanges Ward (an ability gained from their type) with Telekinesis (an ability gained from the optional spellcasting rule), from now on the character can cast Ward only by spending time or using a recovery roll (as well as spending Pool points). On the other hand, they can use Telekinesis normally, because now it’s prepared. Later, the wizard could spend the time studying to change out their prepared spells with others they’ve learned using the optional spellcasting rule.

A PC might choose the 4 XP character advancement option to select a new type-based ability from their tier or alower tier. If so, the ability gained doesn’t count as a spell, and the spellcasting rule limitations do not apply to the ability so gained. If the PC is a wizard and uses the 4 XP character advancement option, treat the ability as one more prepared spell.

Note: Foundry VTT Usage

To use spells in Foundry VTT, sort abilities as spells in the settings of the item sheet. Note how many abilities are prepared spells (i.e., how many are learned as type or focus abilities). Archive all unprepared spells, so that the number of active items equals the number of prepared spells. When the PC exchanges one of their prepared spells, unarchive the one that is now prepared and archive another one of the same tier.

You can use your prepared spells just like any other ability of your type or focus. Unprepared spells (i.e., archived spells) use the rules above.

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The modern setting is easy because it’s just the real world, right? Well, yes and no. It’s easy for players to understand the context of a modern setting. They know the default assumptions—cities, cars, cell phones, the internet, and so on. It’s also easier for some players to get into character, because their character could be someone they might very well pass on the street. It can be easier to wrap your mind around a history professor than a thousand-year-old elf wizard. These things make it easier on the GM as well.

But for the same reason, it’s not easy. The setting is the real world we all know, so it’s easy to get facts wrong or let them bog you down. What happens when you pull the fire alarm on the thirty-fifth floor of a major hotel in a large city? How fast do the authorities arrive? In truth, the facts aren’t as important as the story you’re creating, but some verisimilitude is nice.

Molding Characters for a Modern Game

If you’re trying to portray a psychic with a few basic powers, you might not want to use the Adept character type. Instead, choose a different type (perhaps a Speaker) and encourage foci such as Commands Mental Powers or Focuses Mind Over Matter. Some of the Adept’s powers might be too over the top for the genre.

Similarly, the technology flavor is probably too high-tech for a modern game. For someone with technical skills, use the skills and knowledge flavor instead.

Sometimes, the types might be more physical than is always desirable for a modern game, but that’s because the least physical type, the Adept, is often inappropriate for other reasons. The Calm descriptor is very good for such characters, not only granting them a great deal of skill and knowledge, but also reducing their physical capabilities.

Last, don’t forget foci such as Doesn’t Do Much or Would Rather Be Reading for “normal” characters who have useful skills but not much in the way of flashy abilities.

Suggested Types for a Modern Game

RoleType
Police officerExplorer with combat flavor
DetectiveExplorer with stealth flavor
SoldierWarrior
CriminalExplorer with stealth flavor
TeacherSpeaker
Professional (accountant, writer, etc.)Speaker with skills and knowledge flavor
Technical professionExplorer with skills and knowledge flavor
DilettanteSpeaker with skills and knowledge flavor
Doctor/NurseExplorer with skills and knowledge flavor
PoliticianSpeaker
LawyerSpeaker
ScholarExplorer with skills and knowledge flavor
SpySpeaker with stealth flavor
OccultistAdept
Mystic/PsychicAdept

Basic Creatures and NPCs for a Modern Game

@UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.WJgPGUcSUrR4Ssuu]{Businessperson} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.ZT13lzcl6dsvg8HX]{Cat} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.GNrvq56bsnlHgKeW]{Clerk} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.JZbErZ6hAgtHrgim]{Dog} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.vmvgLdR7JKdsukCW]{Dog, guard} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.61EndqAjZ2ZZZuS9]{Horse} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.qLFrfE0E9w6BcG48]{Rat} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.SpaQv9sL1VWlrkLS]{Worker}

Additional Modern Equipment

In a modern setting, the following items (and anything else appropriate to the real world) are usually available.

Refer to the @UUID[Compendium.cyphersystem-compendium.cypher-journals.QhNXyjJC4BW5agrm.JournalEntryPage.YwC86IjNKFB5q7gx#equipment-listing]{equipment listing} of the Science Fiction Rulebook for an expanded selection of contemporary equipment.

Inexpensive Items

WeaponsNotes
@UUID[Compendium.cyphersystem-compendium.ammo.lYJndyNwkfb2sQz2]{Ammo (box of 50 rounds)}
@UUID[Compendium.cyphersystem-compendium.weapons-modern.ZuWPhhwirVzEtpcS]{Knife (simple)}Light weapon (won’t last long)
Other ItemsNotes
@UUID[Compendium.cyphersystem-compendium.equipment-modern.ss1cft2vMEWx4kJ4]{Duct tape roll}Useful and ubiquitous
@UUID[Compendium.cyphersystem-compendium.equipment-modern.p6V32aB5gkEFqitX]{Flashlight}
@UUID[Compendium.cyphersystem-compendium.equipment-modern.3jJNQk40gldOiD2z]{Padlock with keys}
@UUID[Compendium.cyphersystem-compendium.equipment-modern.XFf4M5XhGJb6snrS]{Trail rations (1 day)}

Moderately Priced Items

WeaponsNotes
@UUID[Compendium.cyphersystem-compendium.weapons-modern.EOke4Vi9vZv4U16N]{Hand grenade}Explosive weapon, inflicts 4 points of damage in immediate radius
@UUID[Compendium.cyphersystem-compendium.weapons-modern.DliC4uPK4vnuiN3w]{Hunting knife}Light weapon
@UUID[Compendium.cyphersystem-compendium.weapons-modern.7EItM0gT073fcCyx]{Machete}Medium weapon
@UUID[Compendium.cyphersystem-compendium.weapons-modern.B5CSduGis9vKucKp]{Nightstick}Light weapon
ArmorNotes
@UUID[Compendium.cyphersystem-compendium.armor-modern.gwPnvp7McesS3NUR]{Leather jacket}Light armor
Other ItemsNotes
@UUID[Compendium.cyphersystem-compendium.equipment-modern.mbTBZG8Z968IxHq2]{Backpack}
@UUID[Compendium.cyphersystem-compendium.equipment-modern.ccm57mnk8bNmPWfQ]{Bag of heavy tools}
@UUID[Compendium.cyphersystem-compendium.equipment-modern.VYIqlo7RM9scywV5]{Bag of light tools}
@UUID[Compendium.cyphersystem-compendium.equipment-modern.VjpaBgV1XxHEl7U7]{Binoculars}Asset for perception tasks at range
@UUID[Compendium.cyphersystem-compendium.equipment-modern.QQCRR8D4rroB36YC]{Bolt cutters}
@UUID[Compendium.cyphersystem-compendium.equipment-modern.UQalAy7SSl1QGgIk]{Cell phone}
@UUID[Compendium.cyphersystem-compendium.equipment-modern.PByrX3tmLVa85NeK]{Climbing gear}
@UUID[Compendium.cyphersystem-compendium.equipment-modern.UV1anGyX2QaGd8qX]{Crowbar}
@UUID[Compendium.cyphersystem-compendium.equipment-modern.LuGHnohquvbNoT9d]{Electric lantern}
@UUID[Compendium.cyphersystem-compendium.equipment-modern.fHdiS7JT9hjtjeb9]{First aid kit}Asset for healing tasks
@UUID[Compendium.cyphersystem-compendium.equipment-modern.98dhCNOFZ8TYBS1Y]{Handcuffs}
@UUID[Compendium.cyphersystem-compendium.equipment-modern.W40tEHGIcevTGDkt]{Rope}Nylon, 50 feet
@UUID[Compendium.cyphersystem-compendium.equipment-modern.iBpZVq4fM9mPDIDK]{Sleeping bag}
@UUID[Compendium.cyphersystem-compendium.equipment-modern.WOJ75BLfqqViZ57w]{Tent}

Expensive Items

WeaponsNotes
@UUID[Compendium.cyphersystem-compendium.weapons-modern.lbpcftYKyWKpoqoT]{Light handgun}Light weapon, short range
@UUID[Compendium.cyphersystem-compendium.weapons-modern.i8RP2vxMaoUgCNL1]{Medium handgun}Medium weapon, long range
@UUID[Compendium.cyphersystem-compendium.weapons-modern.WRluKrzzdF5wad4V]{Bow}Medium weapon, long range
@UUID[Compendium.cyphersystem-compendium.weapons-modern.dvZ57WEEzP575D6m]{Rifle}Medium weapon, long range
@UUID[Compendium.cyphersystem-compendium.weapons-modern.w4K2udLKOMjY53z1]{Shotgun}Heavy weapon, immediate range
ArmorNotes
@UUID[Compendium.cyphersystem-compendium.armor-modern.Tvvpp1L5F3sw3999]{Kevlar vest}Medium armor
Other ItemsNotes
@UUID[Compendium.cyphersystem-compendium.equipment-modern.Am5vYHXpCPsF3lrq]{Camera designed to be concealed}Transmits at long range
@UUID[Compendium.cyphersystem-compendium.equipment-modern.aGOQvKGxdPRVWq2F]{Microphone designed to be concealed}Transmits at long range
@UUID[Compendium.cyphersystem-compendium.equipment-modern.f0EYtw06E63173J1]{Cold weather camping gear}
@UUID[Compendium.cyphersystem-compendium.equipment-modern.1LbD5gLbLwY8QvPL]{Nightvision goggles}
@UUID[Compendium.cyphersystem-compendium.equipment-modern.13woD4sUoJbNy1au]{Scuba gear}
@UUID[Compendium.cyphersystem-compendium.equipment-modern.wpJd3cLska66OpcQ]{Smartphone}
@UUID[Compendium.cyphersystem-compendium.equipment-modern.CCHqv8dyuq7EGVHL]{Straightjacket}

Very Expensive Items

WeaponsNotes
@UUID[Compendium.cyphersystem-compendium.weapons-modern.TiBhD7UEqWItJVOc]{Heavy handgun}Heavy weapon, long range
@UUID[Compendium.cyphersystem-compendium.weapons-modern.6r112wF81Zs3yeNe]{Assault rifle}Heavy weapon, rapid-fire weapon, long range
@UUID[Compendium.cyphersystem-compendium.weapons-modern.wDV0Rbou4poxCdm1]{Heavy rifle}Heavy weapon, very long range
@UUID[Compendium.cyphersystem-compendium.weapons-modern.RCmDHR6H1lg9bRoV]{Submachine gun}Medium weapon, rapid-fire weapon, short range
ArmorNotes
@UUID[Compendium.cyphersystem-compendium.armor-modern.AqT96NV9XXl8iNye]{Lightweight body armor}Medium armor, encumbers as light armor
@UUID[Compendium.cyphersystem-compendium.armor-modern.tLUMEDBAJJH6sFAg]{Military body armor}Heavy armor
Other ItemsNotes
@UUID[Compendium.cyphersystem-compendium.equipment-modern.Kh6bhcajxt4cZDWH]{Disguise kit}Asset for disguise tasks
@UUID[Compendium.cyphersystem-compendium.vehicles.eqsiUjrg2EIrtiQj]{Used car}Level 3
@UUID[Compendium.cyphersystem-compendium.vehicles.ZYdj5EXY920kdcgr]{Small boat}Level 3

Exorbitant Items

Other ItemsNotes
@UUID[Compendium.cyphersystem-compendium.vehicles.hN3G2oNbOiKRfKMZ]{Large boat}Level 5
@UUID[Compendium.cyphersystem-compendium.vehicles.w4awO0Fz56obreUb]{Luxury car}Level 5
@UUID[Compendium.cyphersystem-compendium.vehicles.d5xp1l8px98GQIbQ]{Sports car}Level 6

Optional Rule: Handling PCs as Children

The regular character creation process makes fully competent, adult characters. To account for playing children, the GM could adopt this optional rule. First, the players make their characters normally, and then they apply the following adjustments to their PCs, as appropriate to their age category. You might also consider applying a tier cap of 3 to childhood adventure games with kids of up to thirteen years old, and a tier cap of 4 for childhood adventure games featuring PCs who are aged fourteen to seventeen.

Age 9 to 13

Slight: –4 to your Might Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.KY4e1Wo5NKh7TEiy]{Vulnerable}: Adults look out for you. You are trained in all pleasant social interactions with adults.

@UUID[Compendium.cyphersystem-compendium.inabilities.GhWikcOP1CAwpzZQ]{Inability}: Might-based tasks are hindered.

@UUID[Compendium.cyphersystem-compendium.inabilities.yl3vXIZfzudiVVqs]{Inability}: Tasks involving knowledge are hindered.

Age 14 to 17

Youthful: –2 to your Might Pool.

@UUID[Compendium.cyphersystem-compendium.inabilities.yl3vXIZfzudiVVqs]{Inability}: Tasks involving knowledge are hindered.

","markdown":""},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"ownership":{"default":-1},"flags":{}},{"sort":587500,"name":"Genre: Science Fiction","type":"text","_id":"VFJ6kCCgRGTzpWp0","title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"

For an expanded treatment of the science fiction genre, refer to the @UUID[Compendium.cyphersystem-compendium.cypher-journals.QhNXyjJC4BW5agrm]{Science Fiction Rulebook}. Some of the sci-fi equipment has been updated in the Science Fiction Rulebook. The equipment in this chapter include these changes. For that reason, there are some differences from the printed Cypher System Rulebook. Those instances are noted with an asterisk (*).

Science fiction is an incredibly broad category. It covers UFOs, space opera, near-future dystopias, otherworldly epics, hard science fiction, and everything in between. Even when compared to fantasy, science fiction is so wide that it almost isn’t a single genre at all. Truthfully, there’s not all that much to tie, say, The Time Machine by H. G. Wells with a dark cyberpunk story except for the technology involved, which is at a higher level than we possess or understand today. But even that part of science fiction is contentious. Should the science be purely that which obeys the laws of physics as we understand them today (often called hard science fiction), or is it more of an “anything goes” proposition? Is science we can’t explain really just magic?

For our purposes, we’ll treat fantastic science fiction as the default: aliens, spaceships that allow travel to other stars, energy weapons and shields, and so on. It’s a familiar setting to almost everyone interested in science fiction. That said, we’ve also got some additional guidance for hard science fiction, where what’s possible is more grounded in what we currently scientifically extrapolate. But your science fiction setting can be anything you can imagine.

Suggested Types for a Science Fiction Game

RoleType
SoldierWarrior
TechnicianExplorer with technology flavor
PilotExplorer with technology flavor
DiplomatSpeaker
DoctorSpeaker with skills and knowledge flavor
SpyExplorer with stealth flavor
ScientistExplorer with skills and knowledge flavor
PsionAdept
Psychic knightWarrior with magic flavor

Basic Creatures and NPCs for a Science Fiction Game

@UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.ckjeyJICRGhNlGgS]{Corporate drone} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.6TcU3jVH85UcUFIz]{Guard beast} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.urAFJXaUkWY2R1zj]{Innocuous rodent} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.vSvrg6g5VkP5MkeZ]{Physical laborer}

Additional Science Fiction Equipment

In a science fiction setting, the following items (and anything else appropriate to the setting) are usually available.

Inexpensive Items

WeaponsNotes
@UUID[Compendium.cyphersystem-compendium.ammo.1UGRE1k4ReUFAr34]{Energy pack (50 shots)}
@UUID[Compendium.cyphersystem-compendium.weapons-sci-fi.O3WVhoZQ8U8401yo]{Knife (simple)}Light weapon
Other ItemsNotes
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.kh1dzF6oaKZqzss6]{Flashlight}
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.LyUOH2V2zQqlIcgG]{Survival rations (1 day)}

Moderately Priced Items

WeaponsNotes
@UUID[Compendium.cyphersystem-compendium.weapons-sci-fi.2Fcz72cuTLrwjLy7]{Hunting knife}Light weapon
@UUID[Compendium.cyphersystem-compendium.weapons-sci-fi.H8InhgjpPnnVzmiV]{Machete}Medium weapon
@UUID[Compendium.cyphersystem-compendium.weapons-sci-fi.mVef0tRkNWbfz2VS]{Grenade (sonic)}Explosive weapon, inflicts 2 points of damage in immediate radius, plus Might defense roll or lose next turn
@UUID[Compendium.cyphersystem-compendium.weapons-sci-fi.PnvNFQbxuCHb874j]{Grenade (thermite)}*Explosive weapon, inflicts 6 points of damage in immediate radius
ArmorNotes
@UUID[Compendium.cyphersystem-compendium.armor-sci-fi.kzLQCncQ1cXzM456]{Leather jacket}Light armor
Other ItemsNotes
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.FALc1UkW90o9M0rr]{Backpack}
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.y8M3rmSzHUyKLdom]{Bag of heavy tools}
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.UuHnuXeI6iwIvgtf]{Bag of light tools}
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.kAzP990hVR1pQSYR]{Binoculars}Asset for perception tasks at range
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.0SBO3NnYx33dwomQ]{Breather}*Provides a day of breathable air
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.G50Jj9pfCytxzMJe]{Climbing gear}Asset for climbing tasks
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.4p14iIDm5SitvYiK]{Communicator}Planetary range
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.zE8nBEE8jVYswUT4]{Crowbar}
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.3kbeLDAUmwyYsPDj]{Environment tent}
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.a4crA7W9OQa3LCIn]{First aid kit}Asset for healing tasks
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.KpSlhPXtD1ysoREW]{Handcuffs}
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.2FgbXJjI9iBI7fk6]{Nightvision goggles}
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.CzM5OkaV23fUxHUi]{Portable lamp}
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.06uEHDipEwShEcun]{Rope}Nylon, 50 feet
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.hofNkVrnwjRHaopi]{Sleeping bag}

Expensive Items

WeaponsNotes
@UUID[Compendium.cyphersystem-compendium.weapons-sci-fi.cAh0sGKTyb8Vptej]{Light blaster}Light weapon, short range
@UUID[Compendium.cyphersystem-compendium.weapons-sci-fi.2Iusz99wevz9KSEV]{Medium blaster}Medium weapon, long range
@UUID[Compendium.cyphersystem-compendium.weapons-sci-fi.LDklLSixesdwgwj3]{Needler}Light weapon, long range
@UUID[Compendium.cyphersystem-compendium.weapons-sci-fi.PNDivijkZvlsUjbm]{Shotgun}Heavy weapon, immediate range
@UUID[Compendium.cyphersystem-compendium.weapons-sci-fi.qErMuZdwnHVPLCm7]{Stunstick}Medium weapon, inflicts no damage but human-sized or smaller target loses next action
ArmorNotes
@UUID[Compendium.cyphersystem-compendium.armor-sci-fi.BqiPzuCqRfn9yFrR]{Armored bodysuit}*Medium armor, encumbers as no armor
@UUID[Compendium.cyphersystem-compendium.armor-sci-fi.JrN6tyFoTYLtZc6s]{Lightweight body armor}*Heavy armor, encumbers as medium armor
Other ItemsNotes
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.qa9okeQfd3NTtmzD]{Camera designed to be concealed}Transmits at long range
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.r36W1oDLBXrXsu6G]{Microphone designed to be concealed}Transmits at long range
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.MtCq6owCDm7GG8Pw]{Environment suit}Provides 24 hours of atmosphere and +10 to Armor against extreme temperatures
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.LirhTzCUj7UFCfgB]{Wrist computer}Asset for most knowledge-based tasks

Very Expensive Items

WeaponsNotes
@UUID[Compendium.cyphersystem-compendium.weapons-sci-fi.7NCzo49o54a1vSy1]{Heavy blaster}Heavy weapon, long range
@UUID[Compendium.cyphersystem-compendium.weapons-sci-fi.7Cy8yASphzXHYlsJ]{Heavy blaster rifle}Heavy weapon, 300-foot (90 m) range
@UUID[Compendium.cyphersystem-compendium.weapons-sci-fi.xjviCkv7gCoy1ZcV]{Pulse laser gun}Medium weapon, rapid-fire weapon, long range
ArmorNotes
@UUID[Compendium.cyphersystem-compendium.armor-sci-fi.Bujb0Cz7cVN6K9H3]{Battlesuit}*Heavy armor, also also grants the benefit of a @UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.g8xedO3WjADU8fBU]{deluxe space suit}
Other ItemsNotes
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.mGvzhwfcLOR8Aami]{Disguise kit}Asset for disguise tasks
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.fxntln2fSRKpMFyx]{Gravity regulator}Belt-mounted device that regulates gravity to 1G for wearer if within 0 G to 3 G conditions
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.MbgM9wBMTWCIXCqh]{Handheld scanner}Asset for identifying tasks
@UUID[Compendium.cyphersystem-compendium.vehicles.pTEJ1VrxrSVGteKY]{Hovercraft}Level 4
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.ZOz0Fit7uAvEjIPA]{Infiltrator}Asset for lockpicking tasks when used with electronic locks
@UUID[Compendium.cyphersystem-compendium.vehicles.vGpae1ESOw3hK4qY]{Jetpack}*Level 2
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.RpA2kZiwJAa7fRQM]{Stealthsuit}*Provides two assets for stealth tasks

Exorbitant Items

WeaponsNotes
@UUID[Compendium.cyphersystem-compendium.weapons-sci-fi.B0x6U0RnIp2EyEbV]{Blast cannon}10 points of damage, very long range, requires a tripod and two people to operate
ArmorNotes
@UUID[Compendium.cyphersystem-compendium.armor-sci-fi.LOwyfbM0bAlLrBc0]{Force field}*Not armor, offers +1 to Armor; once used, must be recharged for several hours
Other ItemsNotes
@UUID[Compendium.cyphersystem-compendium.vehicles.8CtlFUIKlZpteVG3]{Luxury hovercar}Level 5
@UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.0WiWAbNWXRypYxjh]{Robot servant}Level 3
@UUID[Compendium.cyphersystem-compendium.vehicles.rPjVFxfdapjErMwt]{Small spaceship}Level 4

Science Fiction Artifacts

Artifacts in a science fiction game can be strange relics from an unknown alien source or tech items that aren’t yet widely available. In a galactic setting, for example, it’s easy to imagine that innovations or specialized items might not have spread everywhere.

@UUID[Compendium.cyphersystem-compendium.artifacts-sci-fi.aV9zEHENEDgFu5r9]{Amber casement} @UUID[Compendium.cyphersystem-compendium.artifacts-sci-fi.BrWNyEr0tRbOkOW9]{Metabolism bud} @UUID[Compendium.cyphersystem-compendium.artifacts-sci-fi.dMU5JjdzGh2xYJHe]{Mind imager} @UUID[Compendium.cyphersystem-compendium.artifacts-sci-fi.HbWQ65yTcCT5kRZ9]{Psychic crystal} @UUID[Compendium.cyphersystem-compendium.artifacts-sci-fi.4sk825DOsE6oE9d3]{Repair sphere}

Starships

Here are a few sample starship types:

StarshipLevelCrewWeapon Systems
@UUID[Compendium.cyphersystem-compendium.starships.f14c7pV1Cc89BEgg]{Fighter}111
@UUID[Compendium.cyphersystem-compendium.starships.1QmIZUO93276WVip]{Interceptor}211
@UUID[Compendium.cyphersystem-compendium.starships.RsHhdbOFUEkKCJUW]{Freighter}3 (4 for defense)41
@UUID[Compendium.cyphersystem-compendium.starships.rrkSDY696W28w7T6]{Frigate}4204
@UUID[Compendium.cyphersystem-compendium.starships.2Cuo9MpDalEzoM6i]{Cruiser}4255
@UUID[Compendium.cyphersystem-compendium.starships.SbCnPYjsEaR4YeMr]{Battleship}101,00036

“Crew” indicates the minimum number of people needed to operate the ship. Many ships can carry more passengers. “Weapon Systems” indicates the maximum number of different enemies the ship can target at once—but only one attack per target in any circumstance.

Since it’s frighteningly easy to die in a space battle if your ship is destroyed, most ships have escape pods. Even fighter craft have ejection systems that put the pilot out into space in an environment suit. In other words, GMs should try to give PCs a way out of immediately dying if they get on the wrong end of a space battle.

Effects of Gravity

In a hard science fiction game, variable effects of gravity can’t be waved away by tech that simulates normal gravity on spacecraft, space stations, and other worlds. Instead, it’s an issue people must overcome.

Short-Term Microgravity Exposure: People new to low gravity might get space sickness. Newcomers must succeed on a difficulty 3 Might task or suffer mild nausea for about two to four days, during which time all their tasks are hindered. A few unlucky travelers (usually those who roll a 1 or otherwise face a GM intrusion) are almost completely incapacitated, and find all tasks hindered by three steps.

Long-Term Microgravity Exposure: Long-term exposure to microgravity environments without medical interventions degrades health. How long one spends in such conditions is directly relevant. The GM may assign long-term penalties to PCs if the situation warrants it, though the use of advanced space medicine, proper exercise, and recommended steroids and other hormones can avoid these complications.

Low Gravity: Weapons that rely on weight, such as all heavy weapons, inflict 2 fewer points of damage (dealing a minimum of 1 point). Short-range weapons can reach to long range, and long-range weapons can reach to very long range. Characters trained in low-gravity maneuvering ignore the damage penalty.

High Gravity: It’s hard to make effective attacks when the pull of gravity is very strong. Attacks (and all physical actions) made in high gravity are hindered. Ranges in high gravity are reduced by one category (very-long-range weapons reach only to long range, long-range weapons reach only to short range, and
short-range weapons reach only to immediate range). Characters trained in high-gravity maneuvering ignore the change in difficulty but not the range decreases.

Zero Gravity: It’s hard to maneuver in an environment without gravity. Attacks (and all physical actions) made in zero gravity are hindered. Short-range weapons can reach to long range, and long-range weapons can reach to very-long range.

Effects of Vacuum

Vacuum is lethal. There’s no air to breathe, and the lack of pressure causes havoc on an organic body. An unprotected character moves one step down the damage track each round. However, at the point where they should die, they instead fall unconscious and remain so for about a minute. If they are rescued during that time, they can be revived. If not, they die.

Traveling the Solar System and Orbital Mechanics

In a hard science fiction setting, you might be interested in evoking the reality of travel times between colonies on planets and moons in the solar system. Even so, plotting a course between locations in the solar system isn’t simple, because everything is always moving with respect to everything else. You could determine exactly how long a trip would take with some internet research. Or you could just evoke the effect of orbital mechanics and varying accelerations on interplanetary travel. Use the Interplanetary Travel Table to do so. For a trip between locations not directly compared, add up the destinations in between. The travel times assume a nuclear plasma engine of a kind already being tested today (but better), a steady thrust toward the destination, and an equally long and steady braking thrust over the last half of the trip before orbit insertion. Such propulsion systems can change velocity and sustain thrust for days at a time, which reduces bone loss, muscle atrophy, and other long-term effects of low gravity.

Regardless, the travel times between distant locations bring home one thing: space is big and lonely.

Interplanetary Travel

OriginDestination

Travel Time Using Nuclear Plasma Engine

Earth/MoonMars20 + 1d20 days
MarsAsteroid belt30 + 1d20 days
Asteroid beltJupiter and its moons30 + 1d20 days
JupiterSaturn and its moons60 + 1d20 days
SaturnUranus90 + 1d20 days

Science Fiction Species Descriptors

In a science fiction setting, some GMs may want to offer alien species or androids, who are mechanically different from humans, as options for player characters. This can be accomplished by using descriptors. Two examples are below.

Artificially Intelligent

You are a machine—not just a sentient machine, but a sapient one. Your awareness might make you an exception, or there may be many like you, depending on the setting.

Artificially intelligent characters have machine minds of one type or another. This can involve an advanced computer brain, but it could also be a liquid computer, a quantum computer, or a network of smart dust particles creating an ambient intelligence. You might even have been an organic creature whose mind was uploaded into a machine.

Your body, of course, is also a machine. Most people refer to you as a robot or an android, although you know neither term describes you very well, as you are as free-willed and free-thinking as they are.

You gain the following characteristics:

Superintelligent: +4 to your Intellect Pool.

Artificial Body: +3 to your Might Pool and your Speed Pool.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.dj8fjpgMOatRRWFZ]{Shell}: +1 to Armor.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.j6odWezQciXppynQ]{Limited Recovery}: Resting restores points only to your Intellect Pool, not to your Might Pool or your Speed Pool.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.63ZJmNraEqS6lzdp]{Mechanics, Not Medicines}: Conventional healing methods, including the vast majority of restorative devices and medicines, do not restore points to any of your Pools. You can recover points to your Intellect Pool only by resting, and you can recover points to your Speed and Might Pools only through repair. The difficulty of the repair task is equal to the number of points of damage sustained, to a maximum of 10. Repairing your Might and Speed Pools are always two different tasks.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.71sJhRICcDy0WjiA]{Machine Vulnerabilities and Invulnerabilities}: Damaging effects and other threats that rely on an organic system—poison, disease, cell disruption, and so on—have no effect on you. Neither do beneficial drugs or other effects. Conversely, things that normally affect only inorganic or inanimate objects can affect you, as can effects that disrupt machines.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.nXs4KTo14JKXZN8f]{Uncanny Valley}: You have a hard time relating to organic beings, and they don’t react well to you. All positive interaction tasks with such beings are hindered by two steps.

Quintar

You are a quintar from the planet Quint. You are basically humanoid but taller, thinner, and blue skinned. Your hands end in three very long fingers. Quintar have five genders, but all quintar prefer to be addressed as female when communicating with more binary species. Human emotions and sexuality fascinate them, but not because they don’t have such concepts—quintar emotions and sexuality are just very different from those of humans. In general, quintar are more cerebral than other species, valuing knowledge over all else.

Quint is relatively Earthlike, with slightly less gravity but a slightly denser atmosphere.

You gain the following characteristics:

Cerebral: +4 to your Intellect Pool.

Skill: You are trained in one type of knowledge task of your choice.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.gmnozVrQsZBTxj9A]{Skill}: Quintar fascination with human behavior eases all interaction rolls (pleasant or not) with humans.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.4gFg0DiIdWm3w9ol]{Difficult Rest}: Quintar subtract 2 from all recovery rolls (minimum 1).

","markdown":""},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"ownership":{"default":-1},"flags":{}},{"sort":593750,"name":"Genre: Horror","type":"text","_id":"L90rsf6J1WHnk7rN","title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"

Although it’s very likely a subset of the modern genre, horror as a genre gets special treatment. Unlike the other genres, horror doesn’t necessarily suggest a setting. Any setting can be horrific. Horror is more of a style. An approach. A mood.

You could easily have horror in other times and settings, but for our purposes, we’ll deal with a default setting in the modern day. The PCs are probably normal people, not secret agents or special investigators (although being a part of a secret agency that deals with monsters in the shadows could make for a fine horror game).

Suggested types and additional equipment for a horror setting are the same as in a modern setting.

Consent

Horror games allow us to explore some pretty dark topics from the safety of our own game tables. But before you do that, make sure everyone around your table is okay with that. Find out what your players will find “good uncomfortable,” which is something that makes us squirm in our seats in a great horror movie, and “bad uncomfortable,” which is something that actually makes a player feel nauseated, unsafe, or offended. Being scared can be fun, but being sickened isn’t.

Consider the age and maturity of everyone in the game, perhaps in terms of the movie rating system. Tell the players what you think the game you’re running would be rated. If everyone’s okay with an R rating, then fine. You can have a spooky game that’s on the level of a kids’ movie rated G—more like Scooby-Doo than Saw, in other words. A PG rating might be right for a game that’s more creepy than horrific, with ghosts and spooky noises but not axe-wielding maniacs.

The different ratings suggest different kinds of content for your game. Finding a dead body is horrible, but watching someone get decapitated is something else entirely. Getting chased around by an alien that wants to eat you is one thing, but having it gestate and burst out of your own intestines is another. You need to know where the line is for everyone participating, and you need to know it right from the beginning.

For more information and advice on safe ways to address consent issues in your game, read the free Consent in Gaming PDF at myMCG.info/consent

Basic Creatures and NPCs for a Horror Game

@UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.WJgPGUcSUrR4Ssuu]{Businessperson} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.ZT13lzcl6dsvg8HX]{Cat} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.GNrvq56bsnlHgKeW]{Clerk} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.JZbErZ6hAgtHrgim]{Dog} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.5XdCwL3VyqhHBNqN]{Dog, vicious} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.N0XlAnno5dMItCmN]{Groundskeeper/caretaker} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.rvju0MPnEwNsg9Pr]{Man in Black} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.qLFrfE0E9w6BcG48]{Rat} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.T39Cl27TWeR8jVsZ]{Tarantula}

Horror Artifacts

Most of the time, a horror artifact will be something really weird—an ancient tome of forbidden necromancy, an alien device that humans can barely understand, and so forth. They are often unique items rather than one of a type. Horror artifacts should probably come with a risk, such as a built-in cost, a drawback, or something else that makes using them another way to heighten the tension of the game. Several examples are below.

@UUID[Compendium.cyphersystem-compendium.artifacts-horror.irCnETBwvUwp12PH]{Book of inversion} @UUID[Compendium.cyphersystem-compendium.artifacts-horror.WcrjZgKzg5VzkFVJ]{Shadow box} @UUID[Compendium.cyphersystem-compendium.artifacts-horror.sCTeJvOcviKd5GjN]{Sphere 23}

Optional Rule: Shock

When the PCs encounter something shocking, many times the most realistic response is to scream, stand in abject horror, or run. That might not be the smartest thing to do in the situation, but it’s genuine. What would your accountant do if they saw an axe-wielding maniac coming at them? Let’s face it, unless they truly steeled themselves with all their will, they’d probably scream and run.

When a PC encounters something horrific, utterly disgusting, dreadful, impossible, or otherwise shocking, call for an Intellect defense roll based on the level of the creature involved, or simply an appropriate level as decided by the GM (see the Shock Levels table). Failure might mean that for one round, the player loses control of the character, and the GM decides what the PC does next. This usually means that the character runs, screams, gibbers, stares slack-jawed, or just does nothing. However, GMs should welcome player input into this situation. The point is to portray that when we’re shocked, we don’t always react in the best way, the smartest way, or even the way we want to. Fear is a powerful thing.

Alternatively, failure on the Intellect defense roll might mean that the character suffers Intellect damage equal to the level of the defense task. This indicates an overall toll that numerous shocks and horrors can have on a person. You might have a situation where a character literally dies of fright.

Shock Levels

EventLevel
Something unexpected darts or jumps out1
Something suddenly moves just out of the corner of the eye2
A sudden loud noise (like a scream)2
Unexpectedly seeing a corpse2
Watching someone die3
Seeing something impossible (like an inanimate object sliding across the floor)4
Watching a friend die5
Seeing a monstrous creatureCreature level
Witnessing something supernatural (like a spell)5
Seeing something mind-bending (like an impossible, multidimensional demigod coalescing out of thin air)8

Optional Rule: Horror Mode

For horror games, GMs can implement a rule called Horror Mode. The idea is to create a feeling of escalating dread and menace by changing one die roll mechanic. In the game, things begin as normal. The PCs interact with each other and the NPCs, investigate, research, travel, and so on. But when they enter the haunted house, the serial killer gets close, the elder things beneath the earth awaken, or whatever horrific situation planned by the GM begins, things change. At this time, the GM announces that the game has gone into Horror Mode.

This is a key for the players (not the characters) to recognize that things are getting bad. It’s the RPG equivalent of spooky music beginning to play in a horror film. While in Horror Mode, the rules for GM intrusions governed by die rolls change. Normally this happens only on a roll of 1, but when Horror Mode starts, it becomes a roll of 1 or 2. And then it escalates. As time passes, GM intrusions happen on a roll of 1 to 3, then a roll of 1 to 4, and so on. This potentially means that a die roll in Horror Mode can indicate success in a task and still trigger a GM intrusion.

As the intrusion range changes with each escalation, the GM should announce this to the players. The feeling of rising tension should be dramatic and overt.

Escalation Rate

ActivityIntrusion Range Increases by 1
Exploring a large areaEvery time a new intrusion is indicated by a die roll
ExploringEvery ten minutes or every time a new intrusion is indicated by a die roll
CombatEach round

For example, while the PCs are exploring a dark swamp (a large area), the game goes into Horror Mode and intrusions are indicated on a 1 or 2. During this exploration, one of the players rolls a 2. Not only is there an intrusion, but now the range escalates to 1, 2, or 3. The character is almost dragged into a spot of quicksand-like muck. Then the PCs find an old abandoned house in the middle of the swamp. They enter, and now the escalation rate goes up if they roll a 1, 2, or 3, or every ten minutes that passes in the game. They explore the house for twenty minutes (escalating intrusions to 1 to 5), and during the investigation of the kitchen, someone rolls a 3, triggering an intrusion. A cabinet opens mysteriously and a strangely carved clay pot falls, striking the character. This also escalates the intrusion rate, so they now occur on a roll of 1 to 6. When the PCs reach the attic, they encounter the dreaded swamp slayer, a half man, half beast that thrives on blood. It attacks, and now the range goes up during each round of combat. After four rounds of fighting, intrusions happen on a roll of 1 to 10—half the time. Things are getting dicey, and they’re only going to get worse.

When the GM announces that Horror Mode has ended, the GM intrusion rate goes back to normal, happening only on a roll of 1 or when the GM awards XP.

Horror Mode is a very “meta” rule. It gives players knowledge that their characters don’t have. This is similar to how the viewers of a horror movie or readers of a horror story often know more than the characters on the screen or page. It heightens the tension. Players can express the start of Horror Mode by having their characters talk about goosebumps or a feeling of being watched, but this is not necessary.

Using GM Intrusions in Horror Mode

With the GM intrusions coming fast and furious toward the end of Horror Mode, it’s easy to run out of ideas. In combat, intrusions might just mean that the monster or villain gets a surprise extra attack or inflicts more damage. Perhaps a PC is thrown to the ground or nearer to the edge of a cliff. If the characters are running away, one might trip and fall. If the PCs are exploring, a bookcase topples, potentially hitting someone. Think of all the similar moments you’ve seen in horror films.

Sometimes, if the GM prefers, the GM intrusion can simply be something frightening, like a moan or a whisper. These aren’t dangerous to the PCs, but they escalate the tension and indicate that something bad is getting closer.

In fact, while in Horror Mode, GMs should mostly refrain from doing anything bad, ominous, or dangerous unless it’s an intrusion (either from a die roll or through the awarding of XP). In a horror game, GM intrusions are an indication that things are bad and getting worse, and whenever possible, the GM should allow the Horror Mode escalation to drive the action. This makes the GM more of a slave to the dice than in other Cypher System situations, but that’s okay.

Consider this example. The PCs have tracked something that is probably committing a series of horrific murders to an old factory. They enter the building to explore. The GM knows where the creature is hiding in the factory, but decides that it doesn’t become aware of the characters until an intrusion is indicated. The only clue the PCs have is a mysterious noise off in the darkness. The creature doesn’t move toward them until another GM intrusion occurs. Now they hear something dragging across the factory floor, coming closer. But it’s not until a third intrusion occurs that the creature lunges out from behind an old machine at the PC who rolled the die.

In some ways, the status quo doesn’t change until an intrusion happens. This could be seen as limiting the GM and the need for pacing, but remember that the GM can still have an intrusion occur anytime they desire, in addition to waiting for the low die rolls.

GMs may want to limit the number of intrusions to no more than one per round, no matter what the dice indicate, but that should be based on the situation.

Optional Rule: Madness

Having characters descend into madness is an interesting facet of some kinds of horror and can make long-term horror campaigns more interesting. The easiest way to portray blows to a character’s sanity is through Intellect damage. When PCs encounter something shocking, as described above, they always take Intellect damage. If they would normally move one step down the damage track due to the damage, they instead immediately regain points (equal to 1d6 + their tier) in their Intellect Pools but lose 1 point from their maximums in that Pool. Characters whose maximum Intellect Pools reach 0 go insane. They lose their current descriptor and adopt the Mad descriptor, regain 1d6 + tier points to their Intellect Pools, and gain +1 to their Intellect Edge. If they ever reach a permanent Intellect Pool maximum of 0 again, they go stark raving mad and are no longer playable.

Intellect Edge offers an interesting means to portray a character who is knowledgeable (and perhaps even powerful in terms of mental abilities) yet mentally fragile. A character with a low Intellect Pool but a high Intellect Edge can perform Intellect actions well (since Edge is very helpful) but is still vulnerable to Intellect damage (where Edge is of no help).

Since Cypher System games are meant to be story based, players should recognize that the degrading sanity of their character is part of the story. A player who feels that their character is going mad can talk to the GM, and the two of them can work out the means to portray that—perhaps by using the Mad descriptor, permanently trading up to 4 points from their Intellect Pool to gain +1 to their Intellect Edge, or anything else that seems appropriate. Mental disorders, manias, psychopathy, schizophrenia, or simple phobias can be added to a character’s traits, but they don’t need to be quantified in game statistics or die rolls. They’re simply part of the character.

Inabilities in personal interaction or any area requiring focus might be appropriate, perhaps allowing the PC to gain training in weird lore or forbidden knowledge. Or maybe the opposite is true—as the character’s mind slowly slips away, they become oddly compelled or can obsessively focus on a single task for indefinite periods, and thus they gain training in that topic or skill. These kinds of changes could be balanced with inabilities, such as being unable to remember important details.

As another way to represent madness, the GM could hinder Intellect-based tasks that would be considered routine, such as “remembering your friends and family” or “caring what happens to your best friend” or “stopping yourself from injecting a mysterious substance into your veins.” These routine tasks normally have a difficulty of 0, but for a PC who has lost their mind, they might have a difficulty of 1, 2, or even higher. Now the character must make rolls to do even those simple things.

","markdown":""},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"ownership":{"default":-1},"flags":{}},{"sort":596875,"name":"Genre: Romance","type":"text","_id":"pd2PrHViZ1edOZ7f","title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"

Like horror, romance doesn’t automatically suggest a setting. It is more of a mood, or more specifically an approach, to how the game is played. It suggests an emphasis, at least somewhat, on relationships, interactions, and connections.

Suggested types and additional equipment for a romance setting are the same as in a modern setting.

Consent and Boundaries

You must get consent to cover these topics in a game ahead of time—you don’t want to make people uncomfortable. Everyone involved also needs to learn everyone else’s boundaries. Someone might not want any part of a romance scene, while others are okay talking about emotional connections but not anything sexual.

Obviously, all of this is doubly important if age is a consideration. If there are younger players involved, romance probably shouldn’t go beyond a fairly chaste kiss. (You’ll find that kids are sometimes more open to romance in their games than adults, but only because their understanding of the topic is understandably pretty shallow. A kid player might declare that a character is their boyfriend, but it doesn’t mean much. And for some adults, that may be the way they want to approach the subject as well.)

Lastly, recognize that there needs to be a clear boundary between the story and real life. Two characters having a relationship has no impact on real-life feelings of the players. Two characters in a game might be in a relationship while each player is in a relationship in the real world with someone else. And maybe they’re gaming at the same table! If a player can’t distinguish between in-game flirtation or words of endearment and real-world feelings, they shouldn’t be in a romance-focused game.

For more information and advice on safe ways to address consent issues in your game, read the free Consent in Gaming PDF at myMCG.info/consent

The Check-In

It’s vital that the GM and the players all check in with each other to make sure everyone’s still comfortable with what’s going on in the game. This is particularly important to maintain the boundary between emotions expressed in the story and how people feel in real life.

Basic Creatures and NPCs for a Romance Game

@UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.wIO0w2fxcBU0vHae]{Distrustful relative} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.rmzRpUzfdXpAnzUu]{Jealous ex} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.E7xImJCLVWwiIDre]{Nosy neighbor} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.ktWhiHHoothgvjOv]{The unattainable}

Optional Rule: Infatuation

When a PC is near someone they are infatuated with, particularly in the early stages of that infatuation, they must make an Intellect defense roll with a difficulty determined by the GM based on the situation (not on the level of the subject of the infatuation). Failure might mean that the character does or says something awkward or embarrassing either in an attempt to impress or when trying to hide the infatuation. Or it could mean that for one round, the player loses control of the character, and the GM decides what the PC does next, such as risk their own safety to help an endangered character. However, GMs should welcome player input into this situation. The point is to portray that when we’re distracted by the powerful feelings (and hormones) related to infatuation, we don’t always react in the best way, the smartest way, or even the way we want to.

Infatuation can happen whether the PC is attracted to an NPC or a PC.

Optional Rule: Relationship Levels

When a PC first establishes a relationship with a character (PC or NPC), the GM should assign the relationship a level. If there’s no connection at all, there is no relationship (level 0). Otherwise, the starting relationship is probably level 1. In certain circumstances, a relationship might start at level 2, indicating a far stronger initial connection than usual.

As play progresses, the PC can attempt to improve the level of the relationship, indicating a strengthening of the bond between the two characters. The requirements to improve the relationship are twofold. First, some story-based action needs to be taken. This can be dates, gifts, a meaningful speech, a pledge of commitment, some amount of self-sacrifice, or whatever the GM and the player feel is appropriate to the story and the level of the relationship. This action might require the PC to succeed at specific tasks (with appropriate rolls). For example, writing a love poem will require an Intellect-based task, while helping to retrieve a loved one’s cat from a tree might require a Speed-based task.

Second, the player must make an Intellect-based roll with the desired level of relationship as the difficulty (modified as the GM sees fit).

A relationship can be improved only one level at a time, and the GM and the player should work out an appropriate time interval. For relationships of levels 5 and above, multiple story-based actions and multiple rolls are almost certainly required.

It’s possible for relationship levels to be lopsided, such that the relationship from the point of view of one person is a different level than from the point of view of the other. This should be used sparingly, because it makes things far more complicated. In the case of polyamory, it is possible to have more than two people in a relationship, but even in these situations the connection between any two individuals should have its own level.

Relationship levels can go down as well as up. Neglect, carelessness, inappropriate emotional displays, lies, infidelity, and bungled wooing attempts can all potentially lower a relationship level. This is entirely in the judgment of the GM, although a lowered relationship level is very likely an appropriate use of a GM intrusion.

Relationship levels indicate the strength of the bond and thus help dictate an NPC’s actions in regard to a PC. An NPC in a level 5 relationship probably will be more generous and forgiving toward the PC than if the relationship was level 3 or 4. An NPC in a level 6 relationship or higher would likely give their partner most anything, even maybe sacrificing their own well-being or their life for them. (And people in a higher-level relationship certainly would.) Likewise, a relationship level can influence a PC’s actions. An Intellect defense roll with a difficulty equal to the relationship level might be appropriate if the PC wants to act against the best interests of their loved one, or if they must keep their cool and act normally when their loved one is in danger.

You can use this optional system in any genre, for any type of relationship, even platonic ones. If desired, the relationship level a PC has with an authority figure, a contact, a relative, or anyone else can be measured, improved, and decreased just as it can with a romantic relationship.

Romantic Relationship Levels

LevelRelationship
1First meeting. Interest or curiosity.
2A sense of connection above the norm. Strong physical attraction.
3Affection and a bond that will last longer than a single encounter.
4Serious affection. Almost certainly physical affection.
5A profession of love.
6A serious long-term commitment.
7A lifelong commitment.
8Soul mates.
9A love affair for the ages.
10A bond that transcends time and space.

Platonic Relationship Levels

LevelRelationship
1First meeting. Interest or curiosity.
2A sense of connection above the norm.
3A memorable connection. Indications of a mutually beneficial relationship possible.
4Real friendship.
5Deep friendship.
6Relationship akin to that of a close sibling.
7A pledge of complete partnership.
8Platonic soul mates. Something akin to a life-debt.
9A friendship for the ages.
10A bond that transcends time and space.
","markdown":""},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"ownership":{"default":-1},"flags":{}},{"sort":598438,"name":"Genre: Superheroes","type":"text","_id":"tIyemzsYdcYDslG1","title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"

Like horror, the superhero genre is really a subset of the modern genre with extensive special considerations. In many ways, it might appear that the Cypher System is a strange fit for superheroes. But if you think about it, with foci like Bears a Halo of Fire and Wears a Sheen of Ice, the Cypher System makes all genres a little bit “superhero-ish.” Character sentences might look like the following:

And so on.

Suggested Types for a Superhero Game

RoleType
Strong heroWarrior
Brawler heroWarrior with stealth flavor
Gadget heroExplorer with technology flavor
PilotExplorer with technology flavor
CharmerSpeaker
LeaderSpeaker with combat flavor
Shadowy vigilanteExplorer with stealth flavor
Scientist heroExplorer with skills and knowledge flavor
Energy-wielding heroAdept with combat flavor
WizardAdept
MentalistAdept
Psychic ninjaWarrior with magic flavor

Basic Creatures and NPCs for a Superhero Game

@UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.IpjzD88QqIABcv7A]{Bystander} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.krnLLagONJBbj1tE]{Genetically enhanced bruiser} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.sWc8DryN22cKTJyj]{Ninja} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.YHRSNEgzJeBCrWnC]{Robot minion} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.VSQt1EzpNhIwvCyA]{Scientist} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.SpaQv9sL1VWlrkLS]{Worker}

Additional Superhero Equipment

Suggested additional equipment is the same as in a modern setting. Keep in mind, however, that for many heroes, “equipment” can be superfluous. Where do you stash the flashlight and rope when all you’re wearing is spandex tights?

Optional Rule: Power Shifts

Superheroes can do things that other people cannot. They throw cars, blast through brick walls, leap onto speeding trains, and cobble together interdimensional gateways in a few hours. It’s tempting to say that such characters are stronger, faster, or smarter, so they should have higher Might, Speed, or Intellect Pools. However, simply bumping up stat Pools or Edge doesn’t fully represent this dramatic increase in power. Instead, consider using an optional rule called power shifts.

Under this rule, all superhero characters get five power shifts. Power shifts are like permanent levels of Effort that are always active. They don’t count toward a character’s maximum Effort use (nor do they count as skills or assets). They simply ease tasks that fall into specific categories, which include (but are not necessarily limited to) the following.

@UUID[Compendium.cyphersystem-compendium.power-shifts.QDAvfL2Xor2gc3DB]{Accuracy} @UUID[Compendium.cyphersystem-compendium.power-shifts.gxmRI0Oi1qlp8tgv]{Dexterity} @UUID[Compendium.cyphersystem-compendium.power-shifts.ge5eQ2UKcF71jfL5]{Healing} @UUID[Compendium.cyphersystem-compendium.power-shifts.RvPjtLHq2svYfhK8]{Intelligence} @UUID[Compendium.cyphersystem-compendium.power-shifts.ZcogTb12JEcKd8WK]{Power} @UUID[Compendium.cyphersystem-compendium.power-shifts.ClwsF2GBoWlGR9To]{Resilience} @UUID[Compendium.cyphersystem-compendium.power-shifts.qbOvGJVLVkDUC49X]{Single Attack} @UUID[Compendium.cyphersystem-compendium.power-shifts.uQLh67ISIUJ4O3bC]{Strength}

Each shift eases the task (except for shifts that affect damage or Armor, as specified in the list above). Applying 2 shifts eases the task by two steps, and applying 3 shifts eases the task by three steps.

A character assigns their five power shifts as desired, but most characters should not be allowed to assign more than three to any one category. Once the shifts are assigned, they should not change.

For example, a superstrong character might put three of their shifts into strength and the other two into resilience. Whenever they lift something heavy, smash through a wall, or throw an object, they ease the task by three steps before applying Effort, skill, or assets. Thus, all difficulties from 0 to 3 are routine for them. They smash through level 3 doors as if they don’t exist. As another example, a masked vigilante character with a utility belt full of gadgets and great acrobatic skills might put two shifts in dexterity, one in accuracy, one in intelligence, and one in healing. They’re not actually superpowered, just tough and well trained.

Some GMs will want to allow PCs to increase their power shifts. Having a character spend 10 XP to do so would probably be appropriate. Other GMs will want to run superhero games with PCs of greater or lesser power (cosmic-level heroes or street-level heroes, perhaps). In such cases, more or fewer power shifts should be granted to the PCs at the game’s start.

Superpowered NPCs and Power Shifts

NPC superheroes and villains get power shifts, too. Most of the time, this adds to their level. For example, Blast Star is a level 5 fiery villain who has three power shifts. When she blasts through a level 7 iron security door, she does so easily because in this circumstance, she’s actually level 8.

Sometimes, NPC power shifts make things harder for the PCs. For example, Fleetfoot the level 4 speedster puts all three of her shifts in dexterity. When she runs past a character who tries to grab her, the difficulty to do so is increased by three steps to 7.

Typical NPC supers get three power shifts. Exceptional ones usually have five.

Really Impossible Tasks

In superhero games, due to conventions of the genre, difficulty caps at 15 instead of 10. Difficulty 10 is labeled “impossible,” but that label is for regular folks. For superpowered characters, “impossible” means something different, thanks to power shifts.

Think of each difficulty above 10 as being one more step beyond impossible. Although a GM in another genre would say there’s no chance that a character could leap 100 feet (30 m) from one rooftop to another, in a superhero game, that might just be difficulty 11. Picking up a city bus isn’t something normal characters could do, but for a strong superhero, it might be difficulty 12.

In theory, NPCs in such a game can go up to level 15 as well. Levels above 10 represent opponents that only a superhero would consider taking on: a robot that’s 1,000 feet (300 m) tall (level 11); Galashal, Empress of Twelve Dimensions (level 14); or a space monster the size of the moon (level 15).

Superhero Artifacts

Supervillains build doomsday devices. Ancient artifacts present a threat to all humanity if in the wrong hands. Weird machines from alien dimensions offer solutions to unsolvable problems. Artifacts are an important part of superhero stories. A few examples are below.

@UUID[Compendium.cyphersystem-compendium.artifacts-superhero.2ENNMqilV1qoB35e]{Doctor Dread’s time portal} @UUID[Compendium.cyphersystem-compendium.artifacts-superhero.AvddNOp9tUWCqGOp]{Serum X} @UUID[Compendium.cyphersystem-compendium.artifacts-superhero.JYcfxA5RcffTX3Wl]{Stellarex crystal}

","markdown":""},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"ownership":{"default":-1},"flags":{}},{"sort":599219,"name":"Genre: Post-Apocalyptic","type":"text","_id":"ARG20fxwzr0OBZjH","title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"

Post-apocalyptic literature, movies, and games are a subgenre of science fiction that focuses on the dystopia that follows the fall of civilization. Strictly speaking, post-apocalyptic stories take place after the end of the world. At least, the end of the world for most people. Players take the role of the survivors (or their descendants) trying to persevere in the face of immense hardship. Popular post-apocalyptic scenarios include those set after nuclear war, in the aftermath of a zombie plague, in the months and years following an alien invasion, or after the environment collapses in the face of human overpopulation. Other ways the world could end include a massive meteorite strike, the long-awaited robot uprising, a powerful solar flare that burns out the world’s power grids and communications, or even something as prosaic as a global disease pandemic.

Suggested Types for a Post-Apocalyptic Game

RoleType
SurvivorExplorer with stealth flavor
HeavyWarrior
DealerSpeaker
TraderSpeaker with skills flavor
SageExplorer with knowledge flavor
EvolvedAdept

Basic Creatures and NPCs for a Post-Apocalyptic Game

@UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.31W9R0HQhQT0ic3A]{Crazy loner} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.6L693DIk5jmQu2Py]{Gamma snake} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.urAFJXaUkWY2R1zj]{Innocuous rodent} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.uCMNBacwXfuThw65]{Mongrel dog} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.WGftLKpoTVDfIKw2]{Survivor, sickened} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.GgfdjyikafYtuyTK]{Survivor, typical}

Additional Post-Apocalyptic Equipment

In a post-apocalyptic setting, the items on the Additional Modern Equipment table as well as the following items might be available in trade from other survivors, or in the rare trade town.

Inexpensive Items

WeaponsNotes
@UUID[Compendium.cyphersystem-compendium.weapons-post-apocalyptic.7M8uEI7cKT0UztUy]{Knife}Light weapon, rusty and worn
@UUID[Compendium.cyphersystem-compendium.weapons-post-apocalyptic.VJicMhUlVImuwl4N]{Light weapon}Light weapon (won’t last long)
@UUID[Compendium.cyphersystem-compendium.weapons-post-apocalyptic.erpmmOJulN96Afgr]{Wooden club}Light weapon
ArmorNotes
@UUID[Compendium.cyphersystem-compendium.armor-post-apocalyptic.WnIcqsOLyuyQKSpZ]{Animal hide}Light armor
@UUID[Compendium.cyphersystem-compendium.armor-post-apocalyptic.Hv5mU9dKhfQJA76Q]{Light armor}Light armor, smell hinders stealth tasks
Other ItemsNotes
@UUID[Compendium.cyphersystem-compendium.equipment-post-apocalyptic.dmnJTSnJv4ZqQmVg]{Candle}
@UUID[Compendium.cyphersystem-compendium.equipment-post-apocalyptic.cY37Ff6ca1bxDXtp]{Plastic bag}Useful and ubiquitous (won’t last long)

Moderately Priced Items

WeaponsNotes
@UUID[Compendium.cyphersystem-compendium.weapons-post-apocalyptic.PasipD1tIBSjGd9h]{Handaxe}Light weapon
@UUID[Compendium.cyphersystem-compendium.weapons-post-apocalyptic.Z2P8uHd0D7sdFFNx]{Knife, multipurpose}Light weapon, asset to small repair tasks
Other ItemsNotes
@UUID[Compendium.cyphersystem-compendium.equipment-post-apocalyptic.g7ZsP8QRo5xMCDTc]{Gas mask}Breathable air for four hours
@UUID[Compendium.cyphersystem-compendium.equipment-post-apocalyptic.GAclXwNftLTjeFAf]{Padlock with keys}
@UUID[Compendium.cyphersystem-compendium.equipment-post-apocalyptic.0vFrABenylbBi3yw]{Portable lamp, solar}

Expensive Items

Other ItemsNotes
@UUID[Compendium.cyphersystem-compendium.equipment-post-apocalyptic.1j2c4v8TaLTVzmcZ]{Radiation detector}
@UUID[Compendium.cyphersystem-compendium.equipment-post-apocalyptic.cGUAvAFO5b83snP2]{Nightvision goggles}
@UUID[Compendium.cyphersystem-compendium.equipment-post-apocalyptic.862NWqhznbgLC5AG]{Radiation tent}Prevents radiation damage for three days
@UUID[Compendium.cyphersystem-compendium.equipment-post-apocalyptic.s23m8lRUYCXNthKZ]{Radiation pill (pack of 5)}Asset for defense tasks against radiation effects for twelve hours

Scavenging

Characters in a post-apocalyptic setting must usually spend part of each day scavenging for supplies or a place of safety.

Food and Shelter: Generally speaking, characters must spend two to four hours searching through the rubble and ruins before succeeding. Finding enough food for a group of characters to eat for one day is a difficulty 5 Intellect task. Finding a place of relative safety to regroup and rest is also difficulty 5. Characters who succeed on either one of these also get to roll up to once each day on the Useful Stuff table and three times on the Junk table.

Found food often takes the form of canned, processed, dried, or otherwise preserved goods from before the apocalypse, but sometimes it includes fresh fruits and vegetables found growing wild or cultivated by other survivors. Safe places to hole up include homes, RVs, offices, apartments, or any location that can be secured and defended and isn’t radioactive, poisoned, or overrun with hostile creatures.

The difficulty of succeeding at finding food, water, and a safe place varies by location and by how many days the characters have already spent in one location. Each week the PCs spend at the same location hinders subsequent scavenging tasks and requires that they succeed on a new task to determine if the place they’re staying is still safe. The result of failing to find food and water is obvious. If the PCs fail at the task of finding (or keeping) a safe place, their presence is noticed by hostile forces, or they face a result from the Wasteland Threats table.

Useful Stuff: Food, water, and a safe place to rest are the most important finds, and are the basis of each scavenging task. But other obviously useful stuff is often found along with these basic requirements. When a group of characters successfully finds either food and water or a safe place, consult the Useful Stuff table up to once per day. If it’s the first day the PCs have searched in a particular area, each character might find something useful, but in succeeding days, a group normally gets only a single roll to find useful stuff.

Useful stuff also includes a “loot” entry. Loot includes collectible coins from before the apocalypse, such as silver dollars and gold eagles. It also includes jewelry and artwork that survived the disaster and related material that can be used as currency or barter when the characters find other survivors or arrive at a trade town.

Items found on the Useful Stuff table are generally expensive or exorbitant items (except for firearms, which start in the expensive category).

Junk: Characters who find food and water also find lots of junk. They are free to ignore that junk, but some PCs might have a use for what they find, especially those with the Scavenges focus. All characters gain up to three results on the Junk table each time they successfully scavenge for food or a safe place to stay. Sometimes junk can be fixed, but more often it can be disassembled and used as parts to create something else.

Useful Stuff

d100Item Found
01–10Tools (provide an asset to tasks related to repair and crafting)
11–20Medicine (provides an asset to one healing-related task)
21–25Binoculars
26–35

Chocolate bar or similarly sought-after candy or snack

36–45Textbook (provides an asset to a knowledge-related task)
46–50Coffee or tea
51–55Gun or rifle with ten shells or bullets
56–60Flashlight
61–65Loot
66–70Gasoline (2d6 × 10 gallons)
71–75Batteries
76–80Functioning vehicle (sedan, pickup, motorcycle, etc.)
81–85Generator
86–90MRE cache (food and water for six people for 1d6 weeks)
91–95Ammunition cache (100 shells or bullets for 1d6 different weapons)
96–97Helpful stranger (level 1d6 + 2, stays with the PCs for a week or two)
98–99Cypher (in addition to any other cyphers the GM awards)
00Artifact (in addition to any other artifacts the GM awards)

Junk

d6Item Found
1

Electronic junk (stereo, DVD/Blu-ray player, smartphone, electric fan, printer, router, etc.)

2Plastic junk (lawn furniture, baby seat, simple toys, inflatable pool, etc.)
3Dangerous junk (paint, rat poison, solvents, industrial chemicals, etc.)
4Metallic junk (car bodies, old playsets, grills, empty barrels, frying pan, etc.)
5Glass junk (vases, windows, bowls, decorative pieces, etc.)
6Textile junk (coats, pants, shirts, bathing suits, blankets, rugs, etc.)

Post-Apocalyptic Artifacts

Artifacts in a post-apocalyptic game include still-working technology from before the disaster that is not widely available, as well as cobbled-together pieces of tech that can weaponize previously prosaic items. If the apocalypse was related to some kind of alien invasion, artifacts would include even stranger items.

@UUID[Compendium.cyphersystem-compendium.artifacts-post-apocalyptic.RCr7oVmh9Lhk9jHG]{Autodoc} @UUID[Compendium.cyphersystem-compendium.artifacts-post-apocalyptic.54P9fzXQjgpQT1gZ]{Enviroscanner} @UUID[Compendium.cyphersystem-compendium.artifacts-post-apocalyptic.xGGPXV5UufPD4m5F]{Military exoskeleton} @UUID[Compendium.cyphersystem-compendium.artifacts-post-apocalyptic.T82EmpHsb9cNyyPX]{Rocket fist} @UUID[Compendium.cyphersystem-compendium.artifacts-post-apocalyptic.rQg6ztpLMylwK5RB]{Rocket-propelled grenade} @UUID[Compendium.cyphersystem-compendium.artifacts-post-apocalyptic.lQDbPJOz1VYXe54s]{Terahertz scanner}

Post-Apocalyptic Species Descriptors

In a post-apocalyptic setting, some GMs may want to offer species affected by the disaster.

Morlock

You have lived your life deep underground in artificial bunkers, hidden from the world’s destruction and the brutal scavengers that live above. As a morlock, you have a keen mind for the technology salvaged from the before-time. In fact, every morlock comes of age by fitting a piece of morlock technology to its body to provide enhancement and extend its life. This means that you are part flesh and part machine. Your skin is as pale as milk, except where it’s been replaced with strips of metal and glowing circuits.

You gain the following characteristics:

Enhanced Intelligence: +2 to your Intellect Pool.

Cyborg Body: +2 to your Might Pool and your Speed Pool.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.Td605GMSP4TqfliK]{Partially Metallic}: +1 to Armor.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.2X7nKuAiBRfFgUiS]{Repair and Maintenance}: As an entity of living flesh and humming machinery, you must first succeed on a difficulty 2 repair task before making a recovery roll. On a failure, the recovery roll is not used; however, the normal rules for retrying apply, and you must use Effort on a new roll if you wish to try again. In addition to the normal options for using Effort, you can choose to use Effort to heal additional points to your Pools (each level of Effort healing an additional 2 points to your Pools if you succeed).

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.64yLvSVOIqtV8IvT]{Morlock Prejudice}: While among non-morlocks, all positive interaction tasks are hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. The PCs found you in a collapsed subterranean tunnel.

  2. The other PCs encountered you exploring underground, and you convinced them to allow you to accompany them.

  3. You were exiled from the morlock communities and needed help on the surface.

  4. The only way to save the morlock community you hail from is to venture to the surface and find a mechanical part needed to repair a failing ancient system.

Roach

You are born of a species of evolved insects once called “cockroach,” but that is far in the past. Radiation and forced evolution have radically increased your size, shape, and ability to think. Your exoskeleton mimics the shape of a human being, though not perfectly. When you move about human society, shadows and cloaks are your ally if you wish to pass unnoticed. When those of your kind are discovered, it usually goes poorly for someone. You, however, have a wandering spirit and seek to explore the fallen world and find a new way forward.

You gain the following characteristics:

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.vNOlLQDmc53SXZ0B]{Scuttler}: Your Speed Edge increases by 1.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.GsDnTWDfehGuhsQS]{Sense by Scent}: You can sense your environment even in total darkness.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.8OYU2L2128I1PE9m]{Cling}: You can move an immediate distance each round on walls or clinging to the ceiling.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.LD2sREknTpeCQErE]{Carapace}: +1 to Armor.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.gEBLiYb25Mpx65Eo]{Glide}: You can extend small wings from your carapace that grant an asset in jumping tasks and allow you to fall up to a short distance without taking damage.

@UUID[Compendium.cyphersystem-compendium.basic-skills.DraIKUQRw8KrnC4o]{Skill}: You are trained in disguise tasks.

@UUID[Compendium.cyphersystem-compendium.inabilities.PeQrx8tfHEDrOlW6]{Inability}: You are susceptible to disease and poison. Defense rolls against disease or poison are hindered.

@UUID[Compendium.cyphersystem-compendium.inabilities.P42u9vKoBQjOtUbE]{Inability}: You mimic a human, but you are not as fierce. Tasks involving combat— including attack and defense rolls—are hindered.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.soRZpGrbrjyyBHpW]{Insect Prejudice}: While among non-roaches, all positive interaction tasks are hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. The PCs didn’t realize what you were when they asked for your help.

  2. You’ve managed to hide your roach ancestry so well that everyone thinks you are like them.

  3. You are the last of your kind.

  4. You have a secret agenda, and the PCs were gullible enough to let you come along.

","markdown":""},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"ownership":{"default":-1},"flags":{}},{"sort":599610,"name":"Genre: Fairy Tale","type":"text","_id":"BW4rWFL1jsU98e0B","title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"

The genre of fairy tales is a wide one, crossing into almost every culture and encompassing everything from early oral stories passed down from generation to generation to the more modern literary fairy tale. What makes something a fairy tale? While there’s a great deal of discussion around that question, most have a number of things in common: a series of far-fetched events; fantastical beings such as talking animals, elves, goblins, mermaids, witches, and dragons; and objects that have magical elements.

One of the powers of a fairy tale—or a game set in a fairy tale-inspired setting—is its ability to create a sense of wonder and to evoke players’ imaginations while still allowing them to keep one foot in the known. The very settings themselves are both enchanted and somehow familiar, whether the characters are entering a magical woods, falling down a rabbit hole, or embarking on a voyage to Neverland. Those beasts and beings who stalk such places are equally wondrous, and offer fantastic starting points for any number of adventures.

To heighten the sense of wonder in a fairy tale adventure or campaign, a GM might consider presenting the game in a modern setting. In a modern setting, characters have regular jobs that don’t normally involve hunting goblins or helping talking fish solve puzzles. This means that when the moths take shape and become the cloak of a princess of summer come to beg a favor or steal a child, or the house grows legs and runs away one morning, the player characters will be rightfully amazed (and perhaps somewhat terrified).

Nature of Faerie

Faerie (also called by many other names) is a dimension of magic separate from but closely parallel to the mundane world. It doesn’t matter whether Faerie is just a collective term for thousands of separate curled-up dimensions hidden in corners, in closets, or at the center of forests, or it’s one continuous realm that overlaps the real world where it’s thinnest. It’s a place those with open hearts can find by following a way between tall trees (or looming library shelves) to a realm where everything is different. Where elves walk, nymphs dance, unicorns gallop, and both natural growths and built structures become vast and enchanting.

Humans don’t tend to do well in such a world if they stay too long, as the sensory input is hard on the nervous system. But fey creatures depend on it, like plants to the light. A fey creature too long cut off from its land of origin (or its stream, hill, or burrow) slowly becomes mortal and then dies.

When a fey creature is cut by silvered or cold iron weapons, they temporarily lose the sustaining benefit of their connection to Faerie. This severed connection usually disrupts a fey creature’s ability to heal. A silvered weapon is one that contains silver as part of an alloying process, has silver inlay, or has been coated in a dusting of silver powder (which usually lasts only through a single fight). In truth, many items in the modern era are cold-forged, while many others are not. We suggest that any hand-forged item containing iron could be considered a cold-forged weapon for harming fey creatures. Thus, most bullets and other modern items wouldn’t be treated as cold iron by this definition, but some would fit the bill.

Basic Creatures and NPCs for a Fairy Tale Game

Most fey creatures of level 2 or higher regain 1 point of health per round, unless wounded by silvered or cold iron weapons.

@UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.JULnmDMPODWwSgyT]{Angry ants} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.VK2Iv9hH0ITqmvV9]{Erlking} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.PS7RVxRlUxllwCky]{Faerie} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.ijRly8phWTeUIy8r]{Feral tree} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.UXvVjQMo4BRwi2Ef]{Nymph} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.BJOh1w5ZImYrdKuM]{Pixie} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.2v0CeAw0V9Hql9iL]{Razorblade butterflies} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.NVjNYB0ApximA7Kn]{Talking cat} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.LZB001qKeGrqUyMZ]{Troll}

Fairy Tale Artifacts

Artifacts in a fantasy setting and magic items in other games focused on fantasy would also be suitable for a fairy tale setting. However, every fairy tale artifact should come with a quirk that sets it apart from a simple “wand of fire” or similar item. Come up with your own or roll a quirk on the table below.

d10Quirk
1Is sometimes invisible.
2Cries like a baby if jostled.
3Becomes cold as ice to the touch and emits cold vapor when danger threatens.
4Contains a secret compartment that invariably holds a chunk of rock broken from what might be a strange jade sculpture.
5Also serves as a key to some magically locked doors and chests.
6Bites owner with tiny teeth if jostled, dealing 1 point of damage.
7Always muttering and complaining, though useful warnings and other information can sometimes be gained.
8Jealous of any other manifest cyphers, artifacts, or beautiful objects in the wielder’s life.
9The “painting” of a princess of summer on the object sometimes leaves it, robbing the artifact of power.
10Causes flowers to grow wherever it is stored or set down.
","markdown":""},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"ownership":{"default":-1},"flags":{}},{"sort":599805,"name":"Genre: Historical","type":"text","_id":"hdLllcWxZ4VdDhlr","title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"

Setting your campaign in World War 2, the Renaissance, or the 1930s can be fun and interesting. However, setting it in ancient Greece or feudal Japan, for example, probably makes it more like fantasy without all the orcs and magic (although a game set in feudal Japan with orcs and magic could be fascinating).

One of the draws of playing in a historical adventure is the thrill of “being there” when something important happens. Thus, in many cases, historical adventures in RPGs shouldn’t be designed as campaigns, but instead serve as short-term experiences where players try something new, or at least something they don’t normally do: play as figures involved in a momentous historical event.

Historical games should take cues from the closely related areas of historical fiction and historical re-enactment. The lessons of great historical fiction include the following.

The GM should anchor the characters with problems or conflicts that connect them to the chosen time period; make sure that PC backgrounds contain one relevant detail to the chosen historical setting.

The GM shouldn’t fall into the trap of assuming that history was drab just because it is often presented along with old paintings, drawings, or blurred black-and-white photographs. Dramatic events, surprising twists, and unexpected situations are just as likely in a historical adventure as in any other kind.

What’s the point of a historical adventure if there is no suspense? Sure, everyone knows what happens at the end of any given historical battle, but the stories of individuals within those fights are not known. Will they live? Will they succeed in their mission? And what are the consequences? Think of all the war movies that rely on that exact latitude to tell great stories.

Make sure you know when the campaign ends. Maybe it’s when the PCs successfully accomplish a specific task, but it might be externally timed to when a historical event takes place, whether they are attempting to offer aid, thwart it, or merely be aware of it as they attempt to do something that history hasn’t recorded.

Don’t create more than you need to. Be ready to tell the PCs what they see and who they encounter when they are introduced to a historical location or person, but don’t worry about things that they likely will never see. Yes, figure out what kind of currency is used, but making a super-accurate list of prices just isn’t necessary; the players will take your word for the cost of items and many other details. You’re evoking a historical setting with your game, not writing a book report.

Be wary about stereotypes and cultural misappropriation. History, as they say, is written by the victors. The ancient Greeks wrote that other cultures were all barbaric, and the European settlers called the natives in North America savages, but that doesn’t mean it’s true. If all you know about a time period is a movie set in that period, you’ll have a skewed version of events and culture. Be willing to go deeper than Braveheart or The Last Samurai, or maybe choose a different genre.

Running a Historical Game

Preparation is important in a historical game, and most of that entails choosing a historical period—or a specific historical event—as the setting. Given that all of history can serve, you won’t lack for resources. Below are a few possibilities. Of course, the farther back you set your game, the less information on specific events is available. On the other hand, that frees you up to get creative.

Once you choose the historical period and any special events you want to include in your adventure or campaign, direct your players to an appropriate set of foci. Alternately, you can have your players play as historically significant figures, but if you do this, you may want to create their characters ahead of time. Most GMs will probably want to save historically significant individuals for use as NPCs.

The players will need some kind of grounding in what to expect in the time period you’ve chosen. Just like they need an idea of what magic can do in a fantasy game, they will need a general idea of what kind of technology is available, the broad strokes of what their characters might know and not know, and so on. Maybe have them read a Wikipedia entry, at the very least.

If you’re looking for inspiration for time periods in which to set your historical game, here are some possible ideas: prehistory, classical antiquity, ancient Egypt, the American revolution, ancient China, World War II, Edo Period Japan, Medieval Europe, and the American Old West.

Suggested Types for a Historical Game

RoleType
Constable (or night watchman)Explorer with combat flavor
DetectiveExplorer with stealth flavor and skills and knowledge flavor
KnightWarrior
PirateExplorer with stealth flavor
TutorSpeaker
MerchantSpeaker with skills and knowledge flavor
SmithSpeaker with some warrior abilities and skills and knowledge flavor
PlaywrightSpeaker
NobleSpeaker with skills and knowledge flavor
ExplorerExplorer
PriestSpeaker

Basic Creatures and NPCs for a Historical Game

@UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.ZT13lzcl6dsvg8HX]{Cat} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.MwSOqh6IDnwKis8b]{Dodo} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.JZbErZ6hAgtHrgim]{Dog} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.vmvgLdR7JKdsukCW]{Dog, guard} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.61EndqAjZ2ZZZuS9]{Horse} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.8AhrSmfhARlAahxp]{Merchant} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.HKcVbxx1xGOpyVk4]{Noble} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.qLFrfE0E9w6BcG48]{Rat} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.Ax77ZEkAA3XJBPaA]{Serf} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.PXVS2kwvslh30lBB]{Snake, poisonous} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.vhGua32GarGCzLGv]{Warhorse}

Historical Artifacts

The concept of artifacts is probably inappropriate for a historical setting without some kind of supernatural, fantastical, or science fiction element. That said, objects of mystery such as the Antikythera mechanism (an ancient analog computer and orrery used to predict eclipses and other astronomical positions) reveal that the ancient world—and by extension more recent historical periods—contained fascinating and useful objects that were anachronistic for their period. Most such artifacts were likely the creations of philosophers, lone geniuses, and similar figures.

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This chapter describes many common and uncommon creatures that the characters might meet—and fight—in a Cypher System game and gives their stats. The variety of creatures that populate the possible settings and genres is so great that this chapter only scratches the surface. It does, however, provide examples of kinds of inhabitants—bestial and civilized, living and undead, organic and inorganic—so that you can easily extrapolate and create your own.

Understanding the Listings

Every creature is presented by name, followed by a standard template that includes the following categories.

Level: Like the difficulty of a task, each creature and NPC has a level attached to it. You use the level to determine the target number a PC must reach to attack or defend against the opponent. In each entry, the difficulty number for the creature or NPC is listed in parentheses after its level. As shown on the following table, the target number is three times the level.

LevelTarget Number
13
26
39
412
515
618
721
824
927
1030

Description: Following the name of the creature or NPC is a general description of its appearance, nature, intelligence, or background.

Motive: This entry is a way to help the GM understand what a creature or NPC wants. Every creature or person wants something, even if it’s just to be left alone.

Environment: This entry describes whether the creature tends to be solitary or travel in groups and what kind of terrain it inhabits (such as “They travel in packs through dry wastes and temperate lowlands”).

Health: A creature’s target number is usually also its health, which is the amount of damage it can sustain before it is dead or incapacitated. For easy reference, the entries always list a creature’s health, even when it’s the normal amount for a creature of its level.

Damage Inflicted: Generally, when creatures hit in combat, they inflict their level in damage regardless of the form of attack. Some inflict more or less or have a special modifier to damage. Intelligent NPCs often use weapons, but this is more a flavor issue than a mechanical one. In other words, it doesn’t matter if a level 3 foe uses a sword or claws—it deals the same damage if it hits. The entries always specify the amount of damage inflicted, even if it’s the normal amount for a creature of its level.

Armor: This is the creature’s Armor value. Sometimes the number represents physical armor, and other times it represents natural protection. This entry doesn’t appear in the game stats if a creature has no Armor.

Movement: Movement determines how far the creature can move in a single turn. Creatures have movements of immediate, short, long, or very long, which equate to the ranges of the same name. Most PCs have an effective movement of short, so if they are chasing (or being chased by) a creature with immediate movement, their Speed tasks are eased; if the creature’s movement is long or greater, the PCs’ Speed tasks are hindered.

Modifications: Use these default numbers when a creature’s information says to use a different target number. For example, a level 4 creature might say “defends as level 5,” which means PCs attacking it must roll a target number of 15 (for difficulty 5) instead of 12 (for difficulty 4). In special circumstances, some creatures have other modifications, but these are almost always specific to their level.

Combat: This entry gives advice on using the creature in combat, such as “This creature uses ambushes and hit-and-run tactics.” At the end of the combat listing, you’ll also find any special abilities, such as immunities, poisons, and healing skills. GMs should be logical about a creature’s reaction to a particular action or attack by a PC. For example, a mechanical creation is immune to normal diseases, a character can’t poison a being of energy (at least, not with a conventional poison), and so on.

Interaction: This entry gives advice on using the creature in interactions, such as “These creatures are willing to talk but respond poorly to threats,” or “This creature is an animal and acts like an animal.”

Use: This entry gives the GM suggestions for how to use the creature in a game session. It might provide general notes or specific adventure ideas.

Loot: This entry indicates what the PCs might gain if they take items from their fallen foes (or trade with or trick them). It doesn’t appear in the game stats if the creature has no loot.

GM Intrusion: This optional entry in the stats suggests a way to use GM intrusion in an encounter with the creature. It’s just one possible idea of many, and the GM is encouraged to come up with their own uses of the game mechanic.

Creatures

@UUID[Compendium.cyphersystem-compendium.creatures.GcRpFtcOQDpGvU4H]{Abomination} @UUID[Compendium.cyphersystem-compendium.creatures.17NSMk419kHRvwoP]{Chimera} @UUID[Compendium.cyphersystem-compendium.creatures.Ds2TiPhzGcBio6uy]{Chronophage} @UUID[Compendium.cyphersystem-compendium.creatures.6XzVLD44cRlhPIfO]{Deep one} @UUID[Compendium.cyphersystem-compendium.creatures.dEUcFhzvuB3ufhv5]{Deinonychus} @UUID[Compendium.cyphersystem-compendium.creatures.0NEyK7k8eNvN9oRt]{Demigod} @UUID[Compendium.cyphersystem-compendium.creatures.C2tRCVUtCl1OEb7M]{Demon} @UUID[Compendium.cyphersystem-compendium.creatures.Z4Y7VaCkpXbCZ2yy]{Devil} @UUID[Compendium.cyphersystem-compendium.creatures.D25NNlnriTPYwXvl]{Djinni} @UUID[Compendium.cyphersystem-compendium.creatures.huhkLDlDaru359Bf]{Dragon} @UUID[Compendium.cyphersystem-compendium.creatures.li1H57vGnKM9EY61]{Earth elemental} @UUID[Compendium.cyphersystem-compendium.creatures.WcxUomm2dqg2s2mU]{Enthraller} @UUID[Compendium.cyphersystem-compendium.creatures.p5ugVxzZFUe8r2To]{Fallen angel} @UUID[Compendium.cyphersystem-compendium.creatures.W7lOvxxSkcShe4Y9]{Fire elemental} @UUID[Compendium.cyphersystem-compendium.creatures.CbyPd1QoYjZGISN9]{Fusion hound} @UUID[Compendium.cyphersystem-compendium.creatures.02LotzBPq6hZTu2N]{Ghost} @UUID[Compendium.cyphersystem-compendium.creatures.92AH6pnL8Mknw6ok]{Ghoul} @UUID[Compendium.cyphersystem-compendium.creatures.gc0tYELtVAJRfFL6]{Giant} @UUID[Compendium.cyphersystem-compendium.creatures.U508Iiym5DOrLbCP]{Giant rat} @UUID[Compendium.cyphersystem-compendium.creatures.G1R1ESjuGxTJ7VwN]{Giant snake} @UUID[Compendium.cyphersystem-compendium.creatures.PlHlqDlwByGRX8T3]{Giant spider} @UUID[Compendium.cyphersystem-compendium.creatures.StSE44DNprZ4X4t8]{Goblin} @UUID[Compendium.cyphersystem-compendium.creatures.nBJ1PaZw7VugehNT]{Golem} @UUID[Compendium.cyphersystem-compendium.creatures.v5KdQP0xAVsoznyE]{Grey} @UUID[Compendium.cyphersystem-compendium.creatures.gDdZYUFdqZhmK3Oc]{Kaiju} @UUID[Compendium.cyphersystem-compendium.creatures.Iyx0QTRTuHLwr2g4]{Killer clown} @UUID[Compendium.cyphersystem-compendium.creatures.m9Hqr0shnpvRfgiF]{Killing white light} @UUID[Compendium.cyphersystem-compendium.creatures.EX0RBWZzdGetaDK9]{Mechanical soldier} @UUID[Compendium.cyphersystem-compendium.creatures.LkiVCVe5HhMi8Hc8]{Mi-go} @UUID[Compendium.cyphersystem-compendium.creatures.ZLDxtrbI1te50O1k]{Mokuren} @UUID[Compendium.cyphersystem-compendium.creatures.2BTNWIpNjjd696xa]{Nuppeppo} @UUID[Compendium.cyphersystem-compendium.creatures.Jo0ULIISkFpZDV85]{Ogre} @UUID[Compendium.cyphersystem-compendium.creatures.obJAuUihAMdRF9j2]{Orc} @UUID[Compendium.cyphersystem-compendium.creatures.KrHZmg9AKHxbGRnk]{Prince(ss) of summer} @UUID[Compendium.cyphersystem-compendium.creatures.axcyoROutmXNdzNk]{Puppet tree} @UUID[Compendium.cyphersystem-compendium.creatures.qT2StUmJ4FDfS2Ji]{Ravage bear} @UUID[Compendium.cyphersystem-compendium.creatures.n54pC87T2nULqbCJ]{Replicant} @UUID[Compendium.cyphersystem-compendium.creatures.qB1fv8beRDJG465z]{Shadow elf} @UUID[Compendium.cyphersystem-compendium.creatures.MQI4Poo9zZKrgKhc]{Skeleton} @UUID[Compendium.cyphersystem-compendium.creatures.nkAvknrgByU2kBSn]{Statue, animate} @UUID[Compendium.cyphersystem-compendium.creatures.E7LZFxUVnPeXLIgX]{Tyrannosaurus rex} @UUID[Compendium.cyphersystem-compendium.creatures.37pnRQFiOHt47hFP]{Vampire} @UUID[Compendium.cyphersystem-compendium.creatures.PIJ3eSbmYUGztjb1]{Vampire, transitional} @UUID[Compendium.cyphersystem-compendium.creatures.QFTQJ4Z4kmHVr23P]{Vat reject} @UUID[Compendium.cyphersystem-compendium.creatures.WsWJRqBjUW1WO1Wp]{Wardroid} @UUID[Compendium.cyphersystem-compendium.creatures.3jAoNYaS0CHUjkqS]{Werewolf} @UUID[Compendium.cyphersystem-compendium.creatures.2nv7KEvkNXsUOykU]{Witch} @UUID[Compendium.cyphersystem-compendium.creatures.Ziw2e08pt2Fc8vHz]{Xenoparasite} @UUID[Compendium.cyphersystem-compendium.creatures.dWvlzVDxmAUQxT7s]{Zombie}

Normal Animals

Unlike many creatures in this chapter, normal animals are simple and understandable enough to be encapsulated by just their level and maybe one or two other stats.

@UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.p7RwEbxxv74Xy0NP]{Bear, black} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.3NRZdgMZXVcEsqWl]{Bear, grizzly} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.JZbErZ6hAgtHrgim]{Dog} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.vmvgLdR7JKdsukCW]{Dog, guard} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.pNEII8Wup8xjZfuA]{Hawk} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.61EndqAjZ2ZZZuS9]{Horse} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.qLFrfE0E9w6BcG48]{Rat} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.RxtZyeRliCY3v9In]{Rattlesnake}

NPCs

The NPCs in this chapter are generic examples of nonplayer characters that can be used in many genres.

Reskinning NPCs: GMs will find that with a few tweaks, a guard can be a modern-day cop, a fantasy caravan guard, or a science fiction drone soldier. This is known as reskinning—making slight changes to existing stats to customize the NPC for your own game.

Health, Not Pools: Remember that NPCs don’t have stat Pools. Instead, they have a characteristic called health. When an NPC takes damage of any kind, the amount is subtracted from its health. Unless described otherwise, an NPC’s health is always equal to its target number. Some NPCs might have special reactions to or defenses against attacks that would normally deal Speed damage or Intellect damage, but unless the NPC’s description specifically explains this, assume that all damage is subtracted from the NPC’s health.

Appropriate Weapons: NPCs use weapons appropriate to their situation, which might be swords and crossbows, knives and shotguns, malefic psychic weapons, blasters and grenades, and so on.

@UUID[Compendium.cyphersystem-compendium.npcs.rnq3fP5XVmqEmZWG]{Assassin} @UUID[Compendium.cyphersystem-compendium.npcs.IXoOu0XGctC51WFn]{Cannibal} @UUID[Compendium.cyphersystem-compendium.npcs.jZT0TZAHaKkZ8kGv]{Crime boss} @UUID[Compendium.cyphersystem-compendium.npcs.17FhJIqwNpdkCE3Q]{Detective} @UUID[Compendium.cyphersystem-compendium.npcs.vamqtdZeooEZTvVA]{Guard} @UUID[Compendium.cyphersystem-compendium.npcs.mIkMohVYFvaiNwZB]{Occultist} @UUID[Compendium.cyphersystem-compendium.npcs.SMQHtX6tTqzNShpA]{Secret agent} @UUID[Compendium.cyphersystem-compendium.npcs.dxKy262U5XR9IQdV]{Thug} @UUID[Compendium.cyphersystem-compendium.npcs.T49YQrtaJRk1stLD]{Wizard, mighty}

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Cyphers are one-use abilities that characters gain over the course of play. They have cool powers that can heal, make attacks, ease or hinder task rolls, or (in a more supernatural and extreme example) produce effects such as nullifying gravity or turning something invisible.

Most cyphers aren’t physical objects—just something useful that happens right when you need it. They might be a burst of insight that allows a character to make a perfectly executed attack, a lucky guess when using a computer terminal, a coincidental distraction that gives you an advantage against an NPC, or a supernatural entity that makes things work out in your favor. In some games, cyphers come in the form of items, like magic potions or bits of alien technology.

Cyphers that don’t have a physical form are called subtle cyphers.

Cyphers that have a physical form are called manifest cyphers.

Regardless of their form, cyphers are single-use effects and are always consumed when used. Unless a cypher’s description says otherwise, it works only for the character who activates it. For example, a PC can’t use an enduring shield cypher on a friend.

Cyphers are a game mechanic designed for frequent discovery and use. PCs can have only a small number of cyphers at any given time, and since they’re always finding more, they’re encouraged to use them at a steady pace.

In theory, the cyphers gained by the PCs are determined randomly. However, the GM can allow PCs to acquire or find them intentionally as well. Cyphers are gained with such regularity that the PCs should feel that they can use them freely. There will always be more, and they’ll have different benefits. This means that in gameplay, cyphers are less like gear or treasure and more like character abilities that the players don’t choose. This leads to fun game moments where a player can say “Well, I’ve got an X that might help in this situation,” and X is always different. X might be an intuitive understanding of the local computer network, a favor from the Faerie Court, an explosive device, a short-range teleporter, or a force field. It might be a powerful magnet or a prayer that will cure disease. It could be anything. Cyphers keep the game fresh and interesting. Over time, characters can learn how to safely carry more and more cyphers at the same time, so cyphers really do seem more like abilities and less like gear.

“Carry” in this sense refers to both subtle cyphers and manifest cyphers, though a PC may not actually carry anything that physically represents the cypher. A character thrown into prison without their equipment might still have subtle cyphers.

Cyphers don’t have to be used to make room for new ones. For subtle cyphers, a character can just use an action to “lose” the cypher, freeing up space to “find” one later (once a subtle cypher is discarded this way, it is gone and can’t be recovered). For manifest cyphers, it’s perfectly acceptable for the PCs to stash one elsewhere for later use; of course, that doesn’t mean it will still be there when they return.

Why Cyphers?

Cyphers are (not surprisingly, based on the name) the heart of the Cypher System. This is because characters in this game have some abilities that rarely or never change and can always be counted on—pretty much like in all games—and they have some abilities that are ever-changing and inject a great deal of variability in play. They are the major reason why no Cypher System game session should ever be dull or feel just like the last session. This week your character can solve the problem by walking through walls, but last time it was because you could create an explosion that could level a city block.

The Cypher System, then, is one where PC abilities are fluid, with the GM and the players both having a role in their choice, their assignment, and their use. Although many things separate the game system from others, this aspect makes it unique, because cyphers recognize the importance and value of two things:

  1. “Treasure,” because character abilities make the game fun and exciting. In fact, in the early days of roleplaying, treasure (usually in the form of magic items found in dungeons) was really the only customization of characters that existed. One of the drives to go out and have adventures is so you can discover cool new things that help you when you go on even more adventures. This is true in many RPGs, but in the Cypher System, it’s built right into the game’s core.

  2. Letting the GM have a hand in determining PC abilities makes the game move more smoothly. Some GMs prefer to roll cyphers randomly, but some do not. For example, giving the PCs a cypher that will allow them to teleport far away might be a secret adventure seed placed by a forward-thinking GM. Because the GM has an idea of where the story is going, they can use cyphers to help guide the path. Alternatively, if the GM is open to it, they can give out cyphers that enable the characters to take a more proactive role (such as teleporting anywhere they want). Perhaps most important, they can do these things without worrying about the long-term ramifications of the ability. A device that lets you teleport multiple times might really mess up the game over the long term. But once? That’s just fun.

Cypher Limits

All characters have a maximum number of cyphers they can have at any one time, determined by their type. If a character ever attempts to carry more, random cyphers instantly disappear until the PC has a number of cyphers equal to their maximum (depending on the genre of the campaign, subtle cyphers may be more or less likely to vanish this way). These vanished cyphers are not recoverable.

Subtle Cyphers

Subtle (nonphysical) cyphers are a way to introduce cyphers into a game without overt “powered stuff”—no potions, alien crystals, or anything of that nature. They’re most useful, perhaps, in a modern or horror setting without obvious fantasy elements. Subtle cyphers are more like the inherent abilities PCs have, adding boosts to Edge, recovering points from Pools, coming up with ideas, and so on. In general, these are commonplace, non-supernatural effects—a subtle cypher wouldn’t create a laser beam or allow a character to walk through a wall. They don’t break the fragile bubble of believability in genres where flashy powers and abilities don’t make a lot of sense.

Subtle cyphers are particularly nice in a genre where the PCs are supposed to be normal people. The cyphers can simply be an expression of innate capabilities in characters that aren’t always dependable. And in many ways, that’s probably more realistic than an ability you can count on with certainty, because in real life, some days you can jump over a fence, and some days you just can’t.

Concepts for subtle cyphers include the following:

Good fortune: Once in a while, things just go your way. You’re in the right place at the right time.

Inspirations: Sometimes you get inspired to do something you’ve never done before and might not be able to do again. Call it adrenaline mixed with the right motivation, or just doing the right thing at the right place at the right time. Who can really define it? Life’s funny that way.

Alien concepts: Complex and utterly inhuman memes enter our world and worm their way into and out of human consciousness. When this happens, it can cause mental distress and disorientation. It can also grant impossible abilities and advantages.

Blessings: In a fantasy world, there are nine gods. Each morning, all intelligent residents of the world pray to one of the gods, and some of the faithful gain a divine blessing. Some people believe that praying to different gods gives you different blessings.

Earworms: You know how some songs pop into your head and just won’t leave? There’s a power to those songs, and the right people know how to harness it. Make the songs disturbing or reminiscent of evil chants, and you’ve got a perfect cypher concept for a horror campaign.

Mysterious transmissions: What’s that buzzing? That mechanical chittering? Those numbers repeating over and over? And why can only some people hear it? A few who are aware of the sounds have learned how to make use of them.

Supernatural powers: Mental or mystical energies constantly shift and change, ebb and flow. But you’ve figured out how to attune your mind to them. There are no physical actions or paraphernalia required—just an inner conduit to the numinous.

Discovering Subtle Cyphers

Since subtle cyphers aren’t physical objects, GMs will need to figure out when to give PCs new ones to replace the ones they have used. The cyphers probably shouldn’t be tied to actions entirely under the characters’ control—in other words, they shouldn’t come as a result of meditation or anything of that nature. Instead, the GM should choose significant points in the story when new cyphers might simply come unbidden to the PCs. In the broader view, this is no different than manifest cyphers placed as treasure in a creature’s lair, a secret cache, or somewhere else for the characters to find. Either way, the GM is picking good spots to “refill” potentially used cypher-based abilities.

Subtle cyphers are often found in groups of one to six (the GM can roll 1d6 to determine the number). The GM might randomly assign the cyphers to each PC who has space for more, or present a selection of cyphers to the group and allow the players to choose which ones they want for their characters. Characters should immediately know what their subtle cyphers do. If a PC activates a healing subtle cypher when they think it’s something to help pick a lock, that’s a waste of a useful character ability.

PCs might be able to obtain subtle cyphers from NPCs or in unusual circumstances as gifts, boons, or blessings, even asking for a particular kind of subtle cypher, such as healing, protection, or skill. For example, PCs who make a donation at a temple of a healing goddess could ask to receive a blessing (subtle cypher) that allows them to speak a healing prayer that restores points to one of their Pools. An NPC wizard who owes the PCs a favor might cast a spell on them that deflects one weapon if they say a magic word. An alien pylon might grant knowledge of a strange mental code that lets a person see in the dark for a few hours.

A PC can also acquire a new subtle cypher by spending 1 XP on one of the following player intrusions:

General cypher: You ask the GM for a general subtle cypher, such as “healing,” “movement,” “defense,” or perhaps something as specific as “flight.” The GM gives you a cypher that meets that description and randomly determines its level. If you don’t have space for this cypher, you immediately lose one of your current cyphers (your choice) and the new cypher takes its place.

Specific cypher: You ask the GM for a specific subtle cypher (such as a curative or stim) of a specific level. Make an Intellect roll with a difficulty equal to the cypher’s level plus 1. If you have had this cypher before, the task is eased. If you fail the roll, you do not gain a cypher. If you succeed, the GM gives you that subtle cypher at that level. If you don’t have space for this new cypher, you immediately lose one of your current cyphers (your choice) and the new cypher takes its place. Whether or not you succeed at the roll, the 1 XP is spent.

Manifest Cyphers

Because manifest cyphers are physical objects, and people are familiar with the idea of finding “treasure” as part of playing an RPG, these kinds of cyphers are easy to get into the hands of the PCs. They are often found in groups of one to six (the GM can roll 1d6 to determine the number), usually because the characters are searching for them. They might be among the possessions of a fallen foe, hidden in a secret room, or scattered amid the wreckage of a crashed starship. The GM can prepare a list ahead of time of what successful searchers find. Sometimes this list is random, and sometimes there is logic behind it. For example, a warlock’s laboratory might contain four different magic potions that the PCs can find.

If the characters search for cyphers, the GM sets the difficulty of the task. It is usually 3 or 4, and scavenging can take fifteen minutes to an hour.

Scavenging is not the only way to obtain manifest cyphers. They can also be given as gifts, traded with merchants, or sometimes purchased in a shop.

Unlike subtle cyphers, characters don’t automatically know what manifest cyphers do. Once the PCs find a manifest cypher, identifying it is a separate task, based on Intellect and modified by knowledge of the topic at hand. In a fantasy setting, that knowledge would probably be magic, but in a science fiction setting, it might be technology. The GM sets the difficulty of the task, but it is usually 1 or 2. Thus, even the smallest amount of knowledge means that cypher identification is automatic. The process takes one to ten minutes. If the PCs can’t identify a cypher, they can bring it to an expert for identification and perhaps trade, if desired.

Manifest Cyphers Duplicating Subtle Cyphers

Lots of overlap exists between what subtle cyphers and manifest cyphers can do. Nearly anything that can be explained as a subtle cypher can just as easily be a magic item, scientific device, or other manifest object. A bit of luck that helps you sneak (a subtle cypher) and a potion that helps you sneak (a manifest cypher) do the exact same thing for a character. One advantage of manifest cyphers is that characters can easily trade them to each other or sell them to NPCs. On the other hand, manifest cyphers can be dropped or stolen, and subtle cyphers can’t.

It’s fine if the GM decides to include both kinds of cyphers in the same game. A horror game could begin with the PCs as normal people with subtle cyphers, but as time goes on, they find one-use spells in occult tomes, weird potions, and bone dust that has strange powers.

Using Cyphers

The action to use a cypher is Intellect based unless described otherwise or logic suggests otherwise. For example, throwing an explosive might be Speed based because the device is physical and not really technical, but using a ray emitter is Intellect based.

Because cyphers are single-use items, cyphers used to make attacks can never be used with the Spray or Arc Spray abilities that some characters might have. They are never treated as rapid-fire weapons.

Identified manifest cyphers can be used automatically. Once a manifest cypher is activated, if it has an ongoing effect, that effect applies only to the character who activated the cypher. A PC can’t activate a cypher and then hand it to another character to reap the benefits.

A character can attempt to use a manifest cypher that has not been identified; this is usually an Intellect task using the cypher’s level. Failure might mean that the PC can’t figure out how to use the cypher or that they use it incorrectly (GM’s discretion). Of course, even if the PC activates the unidentified cypher, they have no idea what its effect will be.

Cyphers are meant to be used regularly and often. If PCs are hoarding or saving their cyphers, feel free to give them a reason to put the cyphers into play.

Cypher Levels and Effects

All cyphers have a level and an effect. The level sometimes determines an aspect of the cypher’s power (how much damage it inflicts, for example) but otherwise it only determines the general efficacy, the way level works with any object. The Level entry for a cypher is usually a die roll, sometimes with a modifier, such as 1d6 or 1d6 + 4. The GM can roll to determine the cypher’s level, or can allow the player to roll when they receive the cypher.

Normal and Fantastic Effects

Cypher effects fall into two categories: normal and fantastic. Normal effects are things that could reasonably happen or be explained in the normal physical world we’re familiar with. Fantastic effects are things that can’t. A normal person could hit a target 240 feet (73 m) away with a football, quickly get over a cold, run across a tightrope, or multiply two two-digit numbers in their head. These tasks are difficult, but possible. A normal person can’t throw an armored car, regrow a severed arm, create a robot out of thin air, or control gravity with their mind. These tasks are impossible according to the world as we know it. Cypher effects are either normal (possible) or fantastic (impossible according to the world as we know it).

Normal cypher effects should be available to PCs regardless of the genre of your game. It’s perfectly reasonable for a modern, fantasy, horror, science fiction, or superhero PC to have a cypher that gives them a one-use bonus on an attack or skill task, lets them take a quick breather to recover a few points in a Pool, or helps them focus their will to avoid distractions or fatigue.

Fantastic cypher effects should be limited to games where magic, technology, or other factors stretch the definition of “impossible.” A cypher that turns a corpse into a zombie is out of place in a non-fantastic modern game, but is perfectly reasonable for a fantasy, science fiction, or superhero game, or even a horror game where zombies exist, as long as the GM decides there is an appropriate story explanation for it. The zombie cypher might be a necromantic spell in a fantasy or superhero game, a code that activates a swarm of nanobots in a science fiction game, or a virus in a horror game. The rules categorize some cypher effects as fantastic to help the GM decide whether to exclude cyphers that don’t fit the game they’re running. For example, it is appropriate for a GM running a zombie horror survival game set in 1990s Georgia to allow the zombie-creating cypher but not a teleportation cypher, because creating a zombie is a fantastic effect that fits the setting and teleportation isn’t.

Fantastic cyphers can be subtle or manifest.

Optional Rule: Normal Cyphers Duplicating Fantastic Effects

If the GM and players are willing to stretch their imaginations a bit, it’s possible to include some fantastic cypher effects in a game where only normal cypher effects should exist, even if the PCs are only using subtle cyphers. The player using the cypher just needs to come up with a practical, realistic explanation for how the fantastic result occurred (perhaps with a much shorter or reduced effect than what’s described in the cypher text).

For example, a PC with a phase changer who is trapped in a prison cell could say that instead of physically phasing through the wall, using the cypher means they find a long-forgotten secret door connected to a narrow hallway leading to safety. A PC with a fire detonation could say they notice a can of paint thinner in the room, kick it over, and throw a table lamp into the spill, creating a spark and a momentary burst of harmful flames. A PC with a monoblade could say they spot structural flaws in an opponent’s armor, allowing them to attack for the rest of that combat in such a way that the foe’s Armor doesn’t count.

These interpretations of fantastic cyphers in a non-fantastic setting require player ingenuity and GM willingness to embrace creative solutions (similar to players using player intrusions to make a change in the game world). The GM always has the right to veto the explanation for the fantastic effect, allowing the player to choose a different action instead of using the fantastic cypher.

Manifest Cypher Forms

None of the manifest cyphers in this chapter have a stated physical form. The entries don’t tell you if something is a potion, a pill, or a device you hold in your hands because that sort of detail varies greatly from genre to genre. Are they magic? Are they tech? Are they symbiotic creatures with programmed DNA? That’s up to the GM. It’s flavor, not mechanics. It’s as important or unimportant as the style of an NPC’s hair or the color of the car the bad guys are driving. In other words, it’s the kind of thing that is important in a roleplaying game, but at the same time doesn’t actually change anything (and RPGs have a lot of things like that, if you think about it).

A manifest cypher’s physical form can be anything at all, but there are some obvious choices based on genre. The GM can design a setting that uses just one type—for example, a magical world where all cyphers are potions made by faeries. Or they can use many types, perhaps mixing them from different genres. Some suggestions include the following.

Fantasy/Fairy Tale: Potions, scrolls, runeplates, tattoos, charms, powders, crystals, books with words of power.

Modern/Romance: Drugs (injections, pills, inhalants), viruses, smartphone apps.

Science Fiction/Post-Apocalyptic: Drugs (injections, pills, inhalants), computer programs, crystals, gadgets, viruses, biological implants, mechanical implants, nanotechnological injections.

Horror: Burrowing worms or insects, pages from forbidden books, horrific images.

Superhero: Forms from all the other genres.

Cypher Tables

@UUID[Compendium.cyphersystem-compendium.cypher-roll-tables.Bn74yPIGZJTwA9yO]{Manifest Cypher Table} @UUID[Compendium.cyphersystem-compendium.cypher-roll-tables.yXkmPLGNM6UH5nkx]{Subtle Cypher Table} @UUID[Compendium.cyphersystem-compendium.cypher-roll-tables.tAjYZpL0GKkROZpR]{Fantastic Cypher Table}

A Listing of Various Cyphers

All cyphers in this section may be manifest cyphers. It is the GM’s discretion whether a particular cypher can be a subtle cypher, and that decision usually depends on the setting. (The tables indicating subtle, manifest, and fantastic cyphers are just suggestions for a typical campaign setting.)

@UUID[Compendium.cyphersystem-compendium.cyphers.nB8zfVWuIB1VvHGl]{Adhesion} @UUID[Compendium.cyphersystem-compendium.cyphers.gXzG3cEX6b15T7fh]{Age taker} @UUID[Compendium.cyphersystem-compendium.cyphers.ss48CDstie5AjXsb]{Analeptic} @UUID[Compendium.cyphersystem-compendium.cyphers.kgft4WfHxO9r06wb]{Antivenom} @UUID[Compendium.cyphersystem-compendium.cyphers.KZ2X27pebWbEvQXQ]{Armor reinforcer} @UUID[Compendium.cyphersystem-compendium.cyphers.uqL6JmysWKztajSP]{Attractor} @UUID[Compendium.cyphersystem-compendium.cyphers.FfAhElBEyjyd4E17]{Banishing} @UUID[Compendium.cyphersystem-compendium.cyphers.bxWMBr5i7Lfxid9Q]{Best tool} @UUID[Compendium.cyphersystem-compendium.cyphers.dymzqQ69RJGT8TEs]{Blackout} @UUID[Compendium.cyphersystem-compendium.cyphers.z7B2LxlcLfLMkTFw]{Blinking} @UUID[Compendium.cyphersystem-compendium.cyphers.vji8MXWxGxr3A9jp]{Burst of speed} @UUID[Compendium.cyphersystem-compendium.cyphers.WIDPRS1tIpL3pa5F]{Catholicon} @UUID[Compendium.cyphersystem-compendium.cyphers.k8SHSyIu2KzAZja7]{Chemical factory} @UUID[Compendium.cyphersystem-compendium.cyphers.o4AITObjEyBSsjR1]{Comprehension} @UUID[Compendium.cyphersystem-compendium.cyphers.88PKQNeHojZRVZLd]{Condition remover} @UUID[Compendium.cyphersystem-compendium.cyphers.cjFun20hsxOrU4UF]{Contingent activator} @UUID[Compendium.cyphersystem-compendium.cyphers.8NupmDC7tXJhHdy3]{Controlled blinking} @UUID[Compendium.cyphersystem-compendium.cyphers.ewaouF5H001ecJI2]{Curative} @UUID[Compendium.cyphersystem-compendium.cyphers.J2uXPzk3Q3o9Fwpe]{Curse bringer} @UUID[Compendium.cyphersystem-compendium.cyphers.IxserEHDalfrzdvG]{Darksight} @UUID[Compendium.cyphersystem-compendium.cyphers.7ZAyXJ8gyV4ao0wO]{Death bringer} @UUID[Compendium.cyphersystem-compendium.cyphers.DRkKlxg4WKwUgl7T]{Density} @UUID[Compendium.cyphersystem-compendium.cyphers.GxcYZVXI0R3cMeMp]{Detonation} @UUID[Compendium.cyphersystem-compendium.cyphers.bzGwdlL0ZLPsxK9v]{Detonation (creature)} @UUID[Compendium.cyphersystem-compendium.cyphers.Z5An8np1ZHSTSWet]{Detonation (dessicating)} @UUID[Compendium.cyphersystem-compendium.cyphers.RkOFWVFfuWHSGBVf]{Detonation (flash)} @UUID[Compendium.cyphersystem-compendium.cyphers.GPk5tYAHThxyIj6p]{Detonation (gravity inversion)} @UUID[Compendium.cyphersystem-compendium.cyphers.0WWb6gMnrICVA77C]{Detonation (gravity)} @UUID[Compendium.cyphersystem-compendium.cyphers.VhbqMkTUgBS24ZV8]{Detonation (massive)} @UUID[Compendium.cyphersystem-compendium.cyphers.FaQAOTHsz8kAwYva]{Detonation (matter disruption)} @UUID[Compendium.cyphersystem-compendium.cyphers.54PPya95rv4yA3O5]{Detonation (pressure)} @UUID[Compendium.cyphersystem-compendium.cyphers.DuYwDKUWCozANHfi]{Detonation (singularity)} @UUID[Compendium.cyphersystem-compendium.cyphers.hIxIA4943U1u3a9M]{Detonation (sonic)} @UUID[Compendium.cyphersystem-compendium.cyphers.PIuFZaZUI84aZvSj]{Detonation (spawn)} @UUID[Compendium.cyphersystem-compendium.cyphers.bIcebdBZfthtc7gn]{Detonation (web)} @UUID[Compendium.cyphersystem-compendium.cyphers.q5zVuR0m6OyMBS3o]{Disarm} @UUID[Compendium.cyphersystem-compendium.cyphers.wRrdISsr5cmCYZX1]{Disguise module} @UUID[Compendium.cyphersystem-compendium.cyphers.FItOrZq5fp17b99h]{Disrupting} @UUID[Compendium.cyphersystem-compendium.cyphers.dYPtdYIVh8Fw2j0I]{Eagleseye} @UUID[Compendium.cyphersystem-compendium.cyphers.wlbjzEJE7xJQejRu]{Effect resistance} @UUID[Compendium.cyphersystem-compendium.cyphers.NeLV59uT8r0aOBYv]{Effort enhancer (combat)} @UUID[Compendium.cyphersystem-compendium.cyphers.Sq85TkiuqKKZEcZa]{Effort enhancer (noncombat)} @UUID[Compendium.cyphersystem-compendium.cyphers.29q4icxpIjmPru2K]{Enduring shield} @UUID[Compendium.cyphersystem-compendium.cyphers.40DQrFLuDX017odb]{Equipment cache} @UUID[Compendium.cyphersystem-compendium.cyphers.h5TSiPn7BeeIobmN]{Farsight} @UUID[Compendium.cyphersystem-compendium.cyphers.oNuUwELrZDJY1mIf]{Fireproofing} @UUID[Compendium.cyphersystem-compendium.cyphers.fl9zbMTjxj8vy6kJ]{Flame-retardant wall} @UUID[Compendium.cyphersystem-compendium.cyphers.SJDuyxdMrDv6FaGy]{Force cube} @UUID[Compendium.cyphersystem-compendium.cyphers.dQligdNAYAr6wWdE]{Force field} @UUID[Compendium.cyphersystem-compendium.cyphers.uBDH4lBnOxOXh5CF]{Force screen projector} @UUID[Compendium.cyphersystem-compendium.cyphers.m3NxCCUGiLIKIJNw]{Force shield projector} @UUID[Compendium.cyphersystem-compendium.cyphers.w96EvfwEri9x5Mct]{Friction reducer} @UUID[Compendium.cyphersystem-compendium.cyphers.R88ueN5kMGSameYW]{Frigid wall} @UUID[Compendium.cyphersystem-compendium.cyphers.4L0etvDYulpV4ksR]{Gas bomb} @UUID[Compendium.cyphersystem-compendium.cyphers.pNqglMkBswKP2ICu]{Gravity nullifier} @UUID[Compendium.cyphersystem-compendium.cyphers.vk0FLEfC4YB7dbQs]{Gravity-nullifying application} @UUID[Compendium.cyphersystem-compendium.cyphers.aeBDWdPvxdfj3pfs]{Heat attack} @UUID[Compendium.cyphersystem-compendium.cyphers.7zM8O87dW3jbTnU6]{Hunter/seeker} @UUID[Compendium.cyphersystem-compendium.cyphers.CtZSjgL4ckxcKYUP]{Image projector} @UUID[Compendium.cyphersystem-compendium.cyphers.ReuRZASIsUHgdhEg]{Inferno wall} @UUID[Compendium.cyphersystem-compendium.cyphers.XX53GbhoCBiHS6ks]{Infiltrator} @UUID[Compendium.cyphersystem-compendium.cyphers.AitEjkvspLX688ye]{Information sensor} @UUID[Compendium.cyphersystem-compendium.cyphers.x7qSUmMgvNqV0Ugn]{Instant servant} @UUID[Compendium.cyphersystem-compendium.cyphers.sJVUfXvSJucHYari]{Instant shelter} @UUID[Compendium.cyphersystem-compendium.cyphers.Y6EVgmva4C9tPihv]{Intellect booster} @UUID[Compendium.cyphersystem-compendium.cyphers.udWLm1XDgVieMEDu]{Intelligence enhancement} @UUID[Compendium.cyphersystem-compendium.cyphers.5tLchT3lzBveqkxp]{Knowledge enhancement} @UUID[Compendium.cyphersystem-compendium.cyphers.WXP9irBlSYL49O46]{Lightning wall} @UUID[Compendium.cyphersystem-compendium.cyphers.MTgWJDJa0xrNOUMa]{Machine control} @UUID[Compendium.cyphersystem-compendium.cyphers.Kn3VvkesD5GVq0iI]{Magnetic attack drill} @UUID[Compendium.cyphersystem-compendium.cyphers.yYUMQ6PEMdyJsi6u]{Magnetic master} @UUID[Compendium.cyphersystem-compendium.cyphers.6ccQDO1fUZfF3qdo]{Magnetic shield} @UUID[Compendium.cyphersystem-compendium.cyphers.3ww0ueljUh3Fu4WN]{Manipulation beam} @UUID[Compendium.cyphersystem-compendium.cyphers.E3QMkfRIuJeWQh76]{Matter transference ray} @UUID[Compendium.cyphersystem-compendium.cyphers.zqv51NhAhlMBm2lG]{Meditation aid} @UUID[Compendium.cyphersystem-compendium.cyphers.rAka1a1rfa6U9ejN]{Memory switch} @UUID[Compendium.cyphersystem-compendium.cyphers.GS3GUtjmhIYxF8vb]{Mental scrambler} @UUID[Compendium.cyphersystem-compendium.cyphers.y710ojHG9JfbAHXq]{Metal death} @UUID[Compendium.cyphersystem-compendium.cyphers.9MBc2aywmCotLHZs]{Mind meld} @UUID[Compendium.cyphersystem-compendium.cyphers.f9o3v4yUbE2rOvkA]{Mind stabilizer} @UUID[Compendium.cyphersystem-compendium.cyphers.sgjAHLqFtHWLzSeV]{Mind-restricting wall} @UUID[Compendium.cyphersystem-compendium.cyphers.qyafaJwEsqCVU5ht]{Monoblade} @UUID[Compendium.cyphersystem-compendium.cyphers.adjHowuCfAqznUtV]{Monohorn} @UUID[Compendium.cyphersystem-compendium.cyphers.nH3BFfduw18UhsrN]{Motion sensor} @UUID[Compendium.cyphersystem-compendium.cyphers.ExszgFle5nmrHPSR]{Null field} @UUID[Compendium.cyphersystem-compendium.cyphers.yjjqWOig22fCfvyg]{Nullification ray} @UUID[Compendium.cyphersystem-compendium.cyphers.olA86ZssOHAVcyP5]{Nutrition and hydration} @UUID[Compendium.cyphersystem-compendium.cyphers.NCqhAMpNrf26KCkC]{Perfect memory} @UUID[Compendium.cyphersystem-compendium.cyphers.pMUiPSVOb2VPa79t]{Perfection} @UUID[Compendium.cyphersystem-compendium.cyphers.erJlxWAzYxAbBQ3n]{Personal environment field} @UUID[Compendium.cyphersystem-compendium.cyphers.q94YaFRPnpA4Vbt0]{Phase changer} @UUID[Compendium.cyphersystem-compendium.cyphers.orMNNP5kLwGszIWW]{Phase disruptor} @UUID[Compendium.cyphersystem-compendium.cyphers.I1UIJPrkDAtfdvkn]{Poison (emotion)} @UUID[Compendium.cyphersystem-compendium.cyphers.ab9oUkAc67kwQMu2]{Poison (explosive)} @UUID[Compendium.cyphersystem-compendium.cyphers.TqA7pzI1VOquoZrC]{Poison (mind controlling)} @UUID[Compendium.cyphersystem-compendium.cyphers.LT8pmimmThAbwOL7]{Poison (mind disrupting)} @UUID[Compendium.cyphersystem-compendium.cyphers.WKHeAOo07TN0Waqi]{Psychic communique} @UUID[Compendium.cyphersystem-compendium.cyphers.NGMhAxHPKXqxyarE]{Radiation spike} @UUID[Compendium.cyphersystem-compendium.cyphers.yxlZQszosCzyRvSM]{Ray emitter} @UUID[Compendium.cyphersystem-compendium.cyphers.kl7d13qf7si94eU0]{Ray emitter (command)} @UUID[Compendium.cyphersystem-compendium.cyphers.TvIMvUr69aOV5DnE]{Ray emitter (fear)} @UUID[Compendium.cyphersystem-compendium.cyphers.7lZj0lmBqmrz41mZ]{Ray emitter (friend slaying)} @UUID[Compendium.cyphersystem-compendium.cyphers.LHL022Qn3YRfXYU4]{Ray emitter (mind disrupting)} @UUID[Compendium.cyphersystem-compendium.cyphers.NbYGmZjDHMEmmfDL]{Ray emitter (numbing)} @UUID[Compendium.cyphersystem-compendium.cyphers.sodipYPbrbjALaH2]{Ray emitter (paralysis)} @UUID[Compendium.cyphersystem-compendium.cyphers.RSQzv6fY9P8vLQSh]{Reality spike} @UUID[Compendium.cyphersystem-compendium.cyphers.kgflNP6FVsspfutd]{Reflex enhancer} @UUID[Compendium.cyphersystem-compendium.cyphers.sdd3hhCzs5N0ZqP0]{Rejuvenator} @UUID[Compendium.cyphersystem-compendium.cyphers.8RpaNEaONagWqTTE]{Remembering} @UUID[Compendium.cyphersystem-compendium.cyphers.waaI5OVVCpZC7NLT]{Remote viewer} @UUID[Compendium.cyphersystem-compendium.cyphers.agDsGHiI4x9A0X0J]{Repair unit} @UUID[Compendium.cyphersystem-compendium.cyphers.qOLNoDFQpXZhsbCE]{Repeater} @UUID[Compendium.cyphersystem-compendium.cyphers.MycMQnAtFVkx7xjm]{Repel} @UUID[Compendium.cyphersystem-compendium.cyphers.lN1Qw9izMoo3NSbj]{Retaliation} @UUID[Compendium.cyphersystem-compendium.cyphers.zb8P9KDZaQ0j1exJ]{Secret} @UUID[Compendium.cyphersystem-compendium.cyphers.BmQhgfCQMQpMkwzg]{Sheen} @UUID[Compendium.cyphersystem-compendium.cyphers.hh2zZUmsmHCEUi8t]{Shock attack} @UUID[Compendium.cyphersystem-compendium.cyphers.EMaQ9DgLEL4DkPKD]{Shocker} @UUID[Compendium.cyphersystem-compendium.cyphers.ucJ3400aQrIR73I5]{Skill boost} @UUID[Compendium.cyphersystem-compendium.cyphers.4Bhy1bp5s8LqJR6r]{Slave maker} @UUID[Compendium.cyphersystem-compendium.cyphers.yqc7dFfKI5CTH81u]{Sleep inducer} @UUID[Compendium.cyphersystem-compendium.cyphers.k2hOy8OzSxgmhlIc]{Sniper module} @UUID[Compendium.cyphersystem-compendium.cyphers.9iFJZJ2Plks6CY7g]{Solvent} @UUID[Compendium.cyphersystem-compendium.cyphers.RhpzlF2Olodtf9J5]{Sonic hole} @UUID[Compendium.cyphersystem-compendium.cyphers.kBuARKz133ENxC8s]{Sound dampener} @UUID[Compendium.cyphersystem-compendium.cyphers.9SAuP9To5rJFzGR5]{Spatial warp} @UUID[Compendium.cyphersystem-compendium.cyphers.vs0hACATS83S9qUV]{Speed boost} @UUID[Compendium.cyphersystem-compendium.cyphers.O3yE0thccVVxTIiR]{Spy} @UUID[Compendium.cyphersystem-compendium.cyphers.FhWwzSoVBPzRfGch]{Stasis keeper}@UUID[Compendium.cyphersystem-compendium.cyphers.yazxGwqNVgyQGOPy]{Stim} @UUID[Compendium.cyphersystem-compendium.cyphers.exM6Flwc1g5UuC0q]{Strength boost} @UUID[Compendium.cyphersystem-compendium.cyphers.tSjCuPBJ8j8pIKqx]{Strength enhancer} @UUID[Compendium.cyphersystem-compendium.cyphers.E1GNoFsIMME2xcx8]{Subdual field} @UUID[Compendium.cyphersystem-compendium.cyphers.yeSsoCybAMSvVkSs]{Telepathy} @UUID[Compendium.cyphersystem-compendium.cyphers.VljAPSeYkXKcIkEd]{Teleporter (bounder)} @UUID[Compendium.cyphersystem-compendium.cyphers.4OErRBLP8HYZAnFc]{Teleporter (interstellar)} @UUID[Compendium.cyphersystem-compendium.cyphers.NWJ7mAY1VcxRBTaL]{Teleporter (planetary)} @UUID[Compendium.cyphersystem-compendium.cyphers.SKZrMCk2llIoKiU9]{Teleporter (traveler)} @UUID[Compendium.cyphersystem-compendium.cyphers.4bRwVWF2KHdSZOgh]{Temporal viewer} @UUID[Compendium.cyphersystem-compendium.cyphers.Q0Lj9McM3BanRLQ6]{Time dilation (defensive)} @UUID[Compendium.cyphersystem-compendium.cyphers.66kpaEIObWuovj11]{Time dilation (offensive)} @UUID[Compendium.cyphersystem-compendium.cyphers.ad7NVyxLv9YECCem]{Tissue regeneration} @UUID[Compendium.cyphersystem-compendium.cyphers.t2QXZKVmfQViAo4T]{Tracer} @UUID[Compendium.cyphersystem-compendium.cyphers.TFKQbAknncq4lMEV]{Trick embedder} @UUID[Compendium.cyphersystem-compendium.cyphers.sgBfROg7iUCCezZ8]{Uninterruptible power source} @UUID[Compendium.cyphersystem-compendium.cyphers.IVYgnh80vNTZ9gBf]{Vanisher} @UUID[Compendium.cyphersystem-compendium.cyphers.RcrVpX6UxbD3zTmR]{Visage changer} @UUID[Compendium.cyphersystem-compendium.cyphers.gSXLLLHYFumCsOAo]{Visual displacement device} @UUID[Compendium.cyphersystem-compendium.cyphers.0VkKJcPSO7Scn7Ef]{Vocal translator} @UUID[Compendium.cyphersystem-compendium.cyphers.SXrPkUbwR5IO6305]{Warmth} @UUID[Compendium.cyphersystem-compendium.cyphers.dHgtyDuK0uFBorWI]{Water adapter} @UUID[Compendium.cyphersystem-compendium.cyphers.vLodMbLfeliPpaol]{Weapon enhancement} @UUID[Compendium.cyphersystem-compendium.cyphers.uxXNL4ApwvCgvFAw]{Wings} @UUID[Compendium.cyphersystem-compendium.cyphers.ULHBUzdVa1eFiON2]{X-ray viewer} @UUID[Compendium.cyphersystem-compendium.cyphers.spdFY0JgxGdNMV7N]{Zero point field}

Power Boost Cyphers

These cyphers increase, modify, or improve a character’s existing powers. A burst boost cypher, for example, allows someone with the Bears a Halo of Fire focus to create a blast of fire in all directions, one time. Imagine this as being a fire-using superhero’s ability to “go nova.”

Power boost cyphers affect one use of a character’s abilities but do not require an action. Their use is part of the action that they affect.

Power boost cyphers are a special type of cypher. In some Cypher System games, they may be inappropriate, and in others, they may be the main (or only) type of cypher available, as determined by the GM. They can be either subtle or manifest.

@UUID[Compendium.cyphersystem-compendium.cyphers-power-boost.nlHGkmRztJaDi3Dj]{Area boost} @UUID[Compendium.cyphersystem-compendium.cyphers-power-boost.POLUtosUa7awAfW4]{Burst boost} @UUID[Compendium.cyphersystem-compendium.cyphers-power-boost.GEL5LkJCiQqEH1Nf]{Damage boost} @UUID[Compendium.cyphersystem-compendium.cyphers-power-boost.bEZrdVBmpzu4m3b8]{Efficacy boost (major)} @UUID[Compendium.cyphersystem-compendium.cyphers-power-boost.MLE2eQwkzrz9tVSC]{Efficacy boost (minor)} @UUID[Compendium.cyphersystem-compendium.cyphers-power-boost.xc7bsHHbEM84KLa9]{Energy boost} @UUID[Compendium.cyphersystem-compendium.cyphers-power-boost.AOWfJoOCbvwr9puF]{Range boost} @UUID[Compendium.cyphersystem-compendium.cyphers-power-boost.21qrMjA9SQFvWfkp]{Target boost}

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Setting Difficulty Ratings

The GM’s most important overall tasks are setting the stage and guiding the story created by the group (not the one created by the GM ahead of time). But setting difficulty is the most important mechanical task the GM has in the game. Although there are suggestions throughout this chapter for various difficulty ratings for certain actions, there is no master list of the difficulty for every action a PC can take. Instead, the Cypher System is designed with the “teach a person to fish” style of good game mastering in mind. (If you don’t know what that means, it comes from the old adage “Give a person a fish and they’ll eat for a day. Teach a person to fish and they’ll eat for a lifetime.” The idea is not to give GMs a ton of rules to memorize or reference, but to teach them how to make their own logical judgment calls.) Of course, most of the time, it’s not a matter of exact precision. If you say the difficulty is 3 and it “should” have been 4, the world’s not over.

For the most part, it really is as simple as rating something on a scale of 1 to 10, 1 being incredibly easy and 10 being basically impossible. The guidelines in the Task Difficulty table should help put you in the right frame of mind for assigning difficulty to a task.

For example, we make the distinction between something that most people can do and something that trained people can do. In this case, “normal” means someone with absolutely no training, talent, or experience—imagine your ne’er-do-well, slightly overweight uncle trying a task he’s never tried before. “Trained” means the person has some level of instruction or experience but is not necessarily a professional.

With that in mind, think about the act of balance. With enough focus, most people can walk across a narrow bridge (like a fallen tree trunk). That suggests it is difficulty 2. However, walking across a narrow plank that’s only 3 inches (8 cm) wide? That’s probably more like difficulty 3. Now consider walking across a tightrope. That’s probably difficulty 5—a normal person can manage that only with a great deal of luck. Someone with some training can give it a go, but it’s still hard. Of course, a professional acrobat can do it easily. Consider, however, that the professional acrobat is specialized in the task, making it difficulty 3 for them. They probably are using Effort as well during their performance.

Let’s try another task. This time, consider how hard it might be to remember the name of the previous leader of the village where the character lives. The difficulty might be 0 or 1, depending on how long ago they were the leader and how well known they were. Let’s say it was thirty years ago and they were only mildly memorable, so it’s difficulty 1. Most people remember them, and with a little bit of effort, anyone can come up with their name. Now let’s consider the name of the leader’s daughter. That’s much harder. Assuming the daughter wasn’t famous in her own right, it’s probably difficulty 4. Even people who know a little about local history (that is to say, people who are trained in the subject) might not be able to remember it. But what about the name of the pet dog owned by the daughter’s spouse? That’s probably impossible. Who’s going to remember the name of an obscure person’s pet from thirty years ago? Basically no one. However, it’s not forbidden knowledge or a well-guarded secret, so it sounds like difficulty 7. Difficulty 7 is the rating that means “No one can do this, yet some people still do.” It’s not the stuff of legend, but it’s something you would assume people can’t do. When you think there’s no way you can get tickets for a sold-out concert, but somehow your friend manages to score a couple anyway, that’s difficulty 7. (See the next section for more on difficulties 7, 8, 9, and 10.)

If you’re talking about a task, ideally the difficulty shouldn’t be based on the character performing the task. Things don’t get inherently easier or harder depending on who is doing them. However, the truth is, the character does play into it as a judgment call. If the task is breaking down a wooden door, an 8-foot-tall (2 m) automaton made of metal with nuclear-driven motors should be better at breaking it down than an average human would be, but the task rating should be the same for both. Let’s say that the automaton’s nature effectively gives it two levels of training in such tasks. Thus, if the door has a difficulty rating of 4, but the automaton is specialized and reduces the difficulty to 2, it has a target number of 6. The human has no such specialization, so the difficulty remains 4, and the person has a target number of 12. However, when you set the difficulty of breaking down the door, don’t try to take all those differences into account. The GM should consider only the human because the Task Difficulty table is based on the ideal of a “normal” person, a “trained” person, and so on. It’s humanocentric.

Most characters probably are willing to use one or two levels of Effort on a task, and they might have an appropriate skill or asset to decrease the difficulty by a step. That means that a difficulty 4 task will often be treated as difficulty 2 or even 1, and those are easy rolls to make. Don’t hesitate, then, to pull out higher-level difficulties. The PCs can rise to the challenge, especially if they are experienced.

The Impossible Difficulties

Difficulties 7, 8, 9, and 10 are all technically impossible. Their target numbers are 21, 24, 27, and 30, and you can’t roll those numbers on a d20 no matter how many times you try. Consider, however, all the ways that a character can reduce difficulty. If someone spends a little Effort or has some skill or help, it brings difficulty 7 (target number 21) into the range of possibility—difficulty 6 (target number 18). Now consider that they have specialization, use a lot of Effort, and have help. That might bring the difficulty down to 1 or even 0 (reducing it by two steps from training and specialization, three or four steps from Effort, and one step from the asset of assistance). That practically impossible task just became routine. A fourth-tier character can and will do this—not every time, due to the cost, but perhaps once per game session. You have to be ready for that. A well-prepared, motivated sixth-tier character can do that even with a difficulty 10 task. Again, they won’t do it often (they’d have to apply six levels of Effort, and even with an Edge of 6 that would cost 7 points from their Pool, and that’s assuming they’re specialized and have two levels of assets), but it can happen if they’re really prepared for the task (being specialized and maxed out in asset opportunities reduces the difficulty by four more steps). That’s why sixth-tier characters are at the top of their field, so to speak.

False Precision

One way to look at difficulty is that each step of difficulty is worth 3 on the die. That is to say, hinder the task by one step, and the target number rises by 3. Ease the task by one step, and the target number is lowered by 3. Those kinds of changes are big, meaty chunks. Difficulty, as a game mechanic, is not terribly precise. It’s measured in large portions. You never have a target number of 13 or 14, for example—it’s always 3, 6, 9, 12, 15, and so on. (Technically, this is not true. If a character adds 1 to a d20 roll for some reason, it changes a target number of 15 to 14. But this is not worth much discussion.)

Imprecision is good in this case. It would be false precision to say that one lock has a target number of 14 and another has a target number of 15. What false precision means in this context is that it would be a delusion to think we can be that exact. Can you really say that one lock is 5% easier to pick than another? And more important, even if you could, is the difference worth noting? It’s better to interact with the world in larger, more meaningful chunks than to try to parse things so carefully. If we tried to rate everything on a scale of 1 to 30 (using target numbers and not difficulty), we’d start to get lost in the proverbial weeds coming up with a meaningful distinction between something rated as an 8 and something rated as a 9 on that scale.

Routine Actions

Don’t hesitate to make actions routine. Don’t call for die rolls when they’re not really needed. Sometimes GMs fall into the trap illustrated by this dialogue:

GM: What do you do?

Player: I _________.

GM: Okay, give me a roll.

That’s not a good instinct—at least, not for the Cypher System. Players should roll when it’s interesting or exciting. Otherwise, they should just do what they do. If the PCs tie a rope around something and use it to climb down into a pit, you could ask for tying rolls, climbing rolls, and so on, but why? Just to see if they roll terribly? So the rope can come undone at the wrong time, or a character’s hand can slip? Most of the time, that makes players feel inadequate and isn’t a lot of fun. A rope coming undone in the middle of an exciting chase scene or a battle can be a great complication (and that’s what GM intrusions are for). A rope coming undone in the middle of a simple “getting from point A to point B” scene only slows down gameplay. The real fun—the real story—is down in the pit. So get the PCs down there.

There are a million exceptions to this guideline, of course. If creatures are throwing poisoned darts at the PCs while they climb, that might make things more interesting and require a roll. If the pit is filled with acid and the PCs must climb halfway down, pull a lever, and come back up, that’s a situation where you should set difficulty and perhaps have a roll. If a PC is near death, carrying a fragile item of great importance, or something similar, climbing down the rope is tense, and a roll might add to the excitement. The important difference is that these kinds of complications have real consequences.

On the flip side, don’t be afraid to use GM intrusion on routine actions if it makes things more interesting. Walking up to the king in his audience chamber in the middle of a ceremony only to trip on a rug? That could have huge ramifications for the character and the story.

Other Ways to Judge Difficulty

Rating things on a scale of 1 to 10 is something that most people are very familiar with. You can also look at it as rating an object or creature on a similar scale, if that’s easier. In other words, if you don’t know how hard it would be to climb a particular cliff face, think of it as a creature the PCs have to fight. What level would the creature be? You could look in the Creatures chapter and say “I think this wall should be about as difficult to deal with as a demon. A demon is level 5, so the task of climbing the wall will be difficulty 5.” That’s a weird way to do it, perhaps, but it’s fairly straightforward. And if you’re the kind of GM who thinks in terms of “How tough will this fight be?” then maybe rating tasks as creatures or NPCs to fight isn’t so strange after all. It’s just another way to relate to them. The important thing is that they’re on the same scale. Similarly, if the PCs have to tackle a knowledge task—say, trying to determine if they know where a caravan is headed based on its tracks—you could rate the task in terms of an object. If you’re used to rating doors or other objects that the PCs have broken through recently, the knowledge task is just a different kind of barrier to bust through.

Everything in the Cypher System—characters, creatures, objects, tasks, and so on—has a level. It might be called a tier or a difficulty instead of a level, but ultimately it’s a numerical rating system used to compare things. Although you have to be careful about drawing too many correlations—a first-tier character isn’t easily compared to a difficulty 1 wall or a level 1 animal—the principle is the same. Everything can be rated and roughly compared to everything else in the world. (It works best to take PCs out of this equation. For example, you shouldn’t try to compare a PC’s tier to a wall’s level. Character tiers are mentioned here only for completeness.)

Last, if your mind leans toward statistics, you can look at difficulty as a percentage chance. Every number on the d20 is a 5% increment. For example, you have a 5% chance of rolling a 1. You have a 10% chance of rolling a 1 or a 2. Thus, if you need to roll a 12 or higher, you have a 45% chance of success. (A d20 has nine numbers that are 12 or higher: 12, 13, 14, 15, 16, 17, 18, 19, and 20. And 9 × 5 equals 45.)

For some people, it’s easier to think in terms of a percentage chance. A GM might think “She has about a 30% chance to know that fact about geography.” Each number on a d20 is a 5% increment, and it takes six increments to equal 30%, so there are six numbers that mean the PC succeeds: 15, 16, 17, 18, 19, and 20. Thus, since the player has to roll 15 or higher, that means the target number is 15. (And that means the task is level 5, but if you’ve already determined the target number, you likely don’t care about the level.)

Advantages to This System

  1. The GM makes measured adjustments in large, uniform steps. That makes things faster than if players had to do arithmetic using a range of all numbers from 1 to 20.

  2. You calculate a target number only once no matter how many times the PCs attempt the action. If you establish that the target number is 12, it’s 12 every time a PC tries that action. (On the other hand, if you had to add numbers to your die roll, you’d have to do it for every attempt.) Consider this fact in light of combat. Once a player knows that they need to roll a 12 or higher to hit a foe, combat moves very quickly.

  3. If a PC can reduce the difficulty of an action to 0, no roll is needed. This means that an Olympic gymnast doesn’t roll a die to walk across a balance beam, but the average person does. The task is initially rated the same for both, but the difficulty is reduced for the gymnast. There’s no chance of failure.

  4. This is how everything in the game works, whether it’s climbing a wall,
    sweet-talking a guard, or fighting a bioengineered horror.

  5. Perhaps most important, the system gives GMs the freedom to focus entirely on the flow of the game. The GM doesn’t use dice to determine what happens (unless you want to)—the players do. There aren’t a lot of different rules for different actions, so there is little to remember and very little to reference. The difficulty can be used as a narrative tool, with the challenges always meeting the expected logic of the game. All the GM’s mental space can be devoted to guiding the story.

GM Intrusion

GM intrusion is the main mechanic that the GM uses to inject drama and additional excitement into the game. It’s also a handy tool for resolving issues that affect the PCs but do not involve them. GM intrusion is a way to facilitate what goes on in the world outside the characters. Can the minotaur track the PCs’ movements through the maze? Will the fraying rope hold?

Since the players roll all the dice, GM intrusion is used to determine if and when something happens. For example, if the PCs are fighting a noble’s guards, and you (the GM) know that there are more guards nearby, you don’t need to roll dice to determine if the other guards hear the scuffle and intervene (unless you want to). You just decide when it would be best for the story—which is probably when it would be worst for the characters. In a way, GM intrusion replaces the GM’s die rolling.

The mechanic is also one of the main ways that GMs award experience points to the PCs. This means that you use experience points as a narrative tool. Whenever it seems appropriate, you can introduce complications into the game that affect a specific player, but when you do so, you give that player 1 XP. The player can refuse the intrusion, but doing so costs them 1 XP. So by refusing an intrusion, the player does not get the experience point that the GM is offering, and they lose one that they already have. (This kind of refusal is likely to happen very rarely in your game, if ever. And, obviously, a player can’t refuse an intrusion if they have no XP to spend.)

Here’s how a GM intrusion might work in play. Say the PCs find a hidden console with some buttons. They learn the right order in which to press the buttons, and a section of the floor disappears. As the GM, you don’t ask the players specifically where their characters are standing. Instead, you give a player 1 XP and say “Unfortunately, you’re standing directly over this new hole in the floor.” If the player wanted, they could refuse the XP, spend one of their own, and say “I leap aside to safety.” Most likely, though, they’ll make the defense roll that you call for and let it play out.

There are two ways for the GM to handle this kind of intrusion. You could say “You’re standing in the wrong place, so make a roll.” (It’s a Speed defense roll, of course.) Alternatively, you could say “You’re standing in the wrong place. The floor opens under your feet, and you fall down into the darkness.” In the first example, the PC has a chance to save themselves. In the second example, they don’t. Both are viable options. The distinction is based on any number of factors, including the situation, the characters involved, and the needs of the story. This might seem arbitrary or even capricious, but you’re the master of what the intrusion can and can’t do. RPG mechanics need consistency so players can make intelligent decisions based on how they understand the world to work. But they’ll never base their decisions on GM intrusions. They don’t know when intrusions will happen or what form they will take. GM intrusions are the unpredictable and strange twists of fate that affect a person’s life every day.

When player modifications (such as skill, Effort, and so on) determine that success is automatic, the GM can use GM intrusion to negate the automatic success. The player must roll for the action at its original difficulty level or target number 20, whichever is lower.

Remember, any time you give a player 1 XP for a GM intrusion, you’re actually giving them 2— one to keep and one to give to another player.

Using GM Intrusion as a Narrative Tool

A GM can use this narrative tool to steer things. That doesn’t mean railroad the players or direct the action of the game with a heavy hand. GM intrusion doesn’t enable you to say “You’re all captured, so here’s your 1 XP.” Instead, the GM can direct things more subtly—gently, almost imperceptibly influencing events rather than forcing them. GM intrusion represents things going wrong. The bad guys planning well. Fortune not favoring the characters.

Consider this scenario: the GM plants an interesting adventure seed in a small village, but the PCs don’t stay there long enough to find it. So just outside the village, the PCs run afoul of a vicious viper that bites one of them. The GM uses intrusion to say that the poison from the snake will make the character debilitated unless they get a large dose of a specific antitoxin, which the group doesn’t have. Of course, they aren’t required to go back to the village where the GM’s interesting adventure can start, but it’s likely that they will, looking for the antitoxin.

Some players might find intrusion heavy-handed, but the XP softens the blow. And remember, they can refuse these narrative nudges. Intrusion is not meant to be a railroading tool—just a bit of a rudder. Not an inescapable track, but a nudge here and there.

What’s more, the GM doesn’t need to have a deliberate goal in mind. The complication you introduce could simply make things more interesting. You might not know where it will take the story, just that it will make the story better.

This is wonderfully empowering to the GM—not in a “Ha ha, now I’ll trounce the PCs” way, but in an “I can control the narrative a little bit, steering it more toward the story I want to create rather than relying on the dice” sort of way. Consider that old classic plot development in which the PCs get captured and must escape from the bad guys. In heroic fiction, this is such a staple that it would almost seem strange if it didn’t happen. But in many roleplaying games, it’s a nearly impossible turn of events—the PCs usually have too many ways to get out of the bad guy’s clutches before they’re captured. The dice have to be wildly against them. It virtually never happens. With GM intrusion, it could happen (again, in the context of the larger encounter, not as a single intrusion that results in the entire group of PCs being captured with little explanation or chance to react).

For example, let’s say the PCs are surrounded by orcs. One character is badly injured—debilitated—and the rest are hurt. Some of the orcs produce a large weighted net. Rather than asking for a lot of rolls and figuring the mechanics for escape, you use intrusion and say that the net goes over the PCs who are still on their feet. The rest of the orcs point spears menacingly. This is a pretty strong cue to the players that surrender is a good (and possibly the only) option. Some players won’t take the hint, however, so another use of intrusion might allow the orcs to hit one of the trapped PCs on the head and render them unconscious while their friends struggle in the net. If the players still don’t surrender, it’s probably best to play out the rest of the encounter without more GM intrusions—using more would be heavy-handed by anyone’s measure—although it’s perfectly reasonable to rule that a character rendered debilitated is knocked unconscious, since the orcs are trying to take the PCs alive.

Remember that GM intrusions can occur at any time, not just during combat. Disrupting or changing a tense interaction with NPCs can have big repercussions.

Using GM Intrusion as a Resolution Mechanic

This mechanic offers a way for the GM to determine how things happen in the game without leaving it all to random chance. Bad guys trying to smash down the door to the room where the PCs are holed up? You could roll a bunch of dice, compare the NPCs’ stats to the door’s stats, and so on, or you could wait until the most interesting time, have the bad guys break in, and award an experience point to the PC who tried their best to bar the door. The latter way is the Cypher System way. Intrusion is a task resolution tool for the GM. In other words, you don’t base things on stats but on narrative choice. (Frankly, a lot of great GMs over the years—even in the very early days of the hobby—have run their games this way. Sometimes they rolled dice or pretended to roll dice, but they were really manipulating things.) This method frees the GM from worrying about mechanics and looking up stats and allows them to focus on the story.

This isn’t cheating—it’s the rules of the game. This rule simply replaces traditional dice rolling with good game mastering, logic, and intelligent storytelling. When a PC is climbing a burning rope, and everyone knows that it will break at some point, the game has a mechanism to ensure that it breaks at just the right time.

Variant: If you want more randomness in your game, or if you want your game to seem like more of a simulation, assign a flat percentage chance for whatever you’re trying to resolve. For example, each round, the star troopers have a 20% chance to blast through the door—or, if you want the risk to escalate, a cumulative 20% chance to blast through the door. By not using GM intrusion, this method robs the PCs of a few XP, but when they see you rolling dice, it might help with their immersion. Alternatively, you can pretend to roll dice but really use GM intrusion, though this method seriously robs the characters of XP.

There’s a better way. Announce your intrusion, but say that there’s only a chance it will happen (state the percentage chance), and then roll the dice in plain view of everyone. If the intrusion occurs, award the XP as normal. This is likely the best of both worlds. However, it takes the narrative power out of your hands and gives it to the dice. Perhaps this method is best used only occasionally. If nothing else, it injects some variety and certainly some drama.

Using (and Not Abusing) GM Intrusion

Too much of a good thing will make the game seem utterly unpredictable—even capricious. The ideal is to use about four GM intrusions per game session, depending on the length of the session, or about one intrusion per hour of game play. This is in addition to any intrusions that are triggered by players rolling a 1.

Intrusion Through Player Rolls

When a PC rolls a 1, handle the GM intrusion the same way that you’d handle an intrusion you initiated. The intrusion could mean the PC fumbles or botches whatever they were trying to do, but it could mean something else. Consider these alternatives:

This might not be true of your players, but many players rarely, if ever, spend XP to refuse an intrusion from the GM, though they regularly use XP to avoid an intrusion that comes from a bad roll. And there’s nothing wrong with that. Some GMs might want to forbid using an XP to reroll a 1, but there’s really no point—if you’ve got an idea for a good intrusion, you don’t need to wait until a player rolls a 1 to use it.

GM Intrusion That Affects the Group

The core of the idea behind GM intrusion is that the player being adversely affected gains an experience point. But what if the intrusion affects the whole group equally? What if the GM uses it to have an unstable device overload and explode, harming all the characters? In this case, if no PC is involved more than the others (for example, no single PC was frantically attempting to repair the device), you should give 1 XP to each character but not give any of them an extra XP to hand out to someone else.

However, this kind of group intrusion should be an exception, not the rule. GM intrusions are much more effective if they are more personal.

Example GM Intrusions

It’s not a good idea to use the same events as GM intrusions over and over (“Dolmar dropped his sword again?”). Below are a number of different intrusions you can use.

Bad Luck

Through no fault of the characters, something happens that is bad or at least complicating. For example:

An Unknown Complication Emerges

The situation was more complex (and therefore more interesting) than the PCs knew—perhaps even more than the GM knew, at least at the start. For example:

An Impending Complication Emerges

GMs can use this type of intrusion as a resolution mechanic to determine NPC success or failure. Rather than rolling dice to see how long it takes an NPC to rewire a damaged force field generator, it happens at a time of the GM’s choosing—ideally when it would be most interesting. For example:

Opponent Luck or Skill

The PCs aren’t the only ones with surprising tricks up their sleeves. For example:

Fumbles

Although you might not want every player roll of 1 to be a fumble, sometimes it could be just that. Alternatively, the GM could simply declare that a fumble has occurred. In either case, consider the following examples:

Partial Success

GM intrusion doesn’t have to mean that a PC has failed. For example:

Player Intrusions

Player intrusions give the players a small bit of narrative control over the world. However, the world still remains in the GM’s purview. You can always overrule a player intrusion, or suggest a way to massage it so that it fits better into the setting. Still, because it is indeed narrative control, a player intrusion should always involve a small aspect of the world beyond the character. “I punch my foe really hard” is an expression of Effort or perhaps character ability. “My foe slips and falls backward off the ledge” is a player intrusion.

Player intrusions should never be as big as GM intrusions. They should not end an encounter, only (perhaps) provide the PC with the means to more easily end an encounter. They should not have a wide-reaching or even necessarily a long-term effect on the setting. A way to consider this might be that player intrusions can affect a single object (a floorboard snaps), feature (there’s a hidden shallow spot in the stream to ford), or NPC (the vendor is an old friend). But not more than that. A player intrusion can’t affect a whole village or even a whole tavern in that village. A rock can come loose, but a player intrusion can’t create a landslide.

Tying Actions to Stats

Although the decision is open to your discretion, when a PC takes an action, it should be fairly obvious which stat is tied to that action. Physical actions that involve brute force or endurance use Might. Physical actions that involve quickness, coordination, or agility use Speed. Actions that involve intelligence, education, insight, willpower, or charm use Intellect.

In rare instances, you could allow a PC to use a different stat for a task. For example, a character might try to break down a door by examining it closely for flaws and thus use Intellect rather than Might. This kind of change is a good thing because it encourages player creativity. Just don’t let it be abused by an exuberant or too-clever player. It’s well within your purview to decide that the door has no flaws, or to rule that the character’s attempt will take half an hour rather than one round. In other words, using a stat that is not the obvious choice should be the exception, not the rule.

Cyphers

You should think of cyphers as character abilities, whether they’re subtle cyphers or manifest cyphers. This means that it is incumbent upon you to make sure that players always have plenty of cyphers to use. In the course of their travels, the PCs should find that cyphers are extremely common. And since the PCs are limited in the number of cyphers they can carry, they will use them liberally.

Manifest cyphers can be found by scavenging through old ruins. They can be found in the corpses of magical or technological foes. They can be found among the possessions of intelligent fallen opponents or the lairs of unintelligent creatures, either amid the bones of former meals or as shiny decorations in a nest. They can be found in villages, in the back of a merchant’s cart that sells junk and scavenged parts. They are offered as rewards by people who are grateful for the PCs’ help.

Some adventures will offer more cyphers than others. Still, as a rule of thumb, in any given adventure, a character should use at least as many cyphers as they can carry. This means they should find that number of cyphers in that same amount of time (give or take). Thus, you can simply add up the number of cyphers the PCs can carry, and on average, they should find at least that many cyphers in a given adventure.

If your players are typical, they will use combat-related cyphers liberally but hold onto their utility cyphers. A ray emitter or defensive shield will be used, but a suspensor belt or phasing module will linger longer on their character sheets.

As with everything else in the game, it’s intentionally very easy for the GM to create new cyphers. Just think of the effect and how to express it as a game advantage. Two kinds of cyphers exist when it comes to effect: those that allow the user to do something better, and those that allow the user to do something they couldn’t do otherwise.

The first group includes everything that reduces the difficulty of a task (including defense tasks). The second group includes things that grant new abilities, such as flight, a new means of attack, the ability to see into the past, or any number of other powers.

A few more important notes about devising new cyphers:

Cyphers teach GMs to design different kinds of scenarios—ones in which the whole adventure isn’t wrecked if a player has something that can solve a single problem (defeat a foe, read a mind, bypass a barrier, or whatever). There should always be more to the adventure than one linchpin encounter, obstacle, foe, or secret.

It’s all right if players think of cyphers (especially manifest cyphers) as equipment or treasure. You should choose points in the course of the story that are appropriate for awarding subtle cyphers, especially if the PCs aren’t at their full capacity.

Artifacts

In terms of the narrative, artifacts are a lot like cyphers, except that most are not one-use items. Mechanically, they serve a very different purpose. It’s assumed that characters are exploring with some cyphers at their disposal. Artifacts, however, are added abilities that make characters broader, deeper, and often more powerful. They aren’t assumed—they’re extra.

The powers granted by artifacts are more like the abilities gained from a character’s type or focus in that they change the way the PC is played overall. The difference between an artifact and a type or focus ability is that almost all artifacts are temporary. They last longer than cyphers do, but because they have a depletion roll, any use could be their last.

Like cyphers, then, artifacts are a way for the GM to play a role in the development of the characters. Although armor, weapons, and the like are fine, special capabilities—such as long-range communication or travel—can really change the way the PCs interact with the world and how they deal with challenges. Some of these abilities enable the actions you want the PCs to take. For example, if you want them to have an underwater adventure, provide them with artifacts (or cyphers) that allow them to breathe underwater.

Also like cyphers, artifacts are simple for the GM to create. The only difference with artifacts is that you give them a depletion roll, using any numbers on 1d6, 1d10, 1d20, or 1d100. If you want the artifact to be used only a few times, give it a depletion roll of 1 in 1d6, 1 or 2 in 1d10, or even 1 or 2 in 1d6. If you want the PCs to use it over and over, a depletion roll of 1 in 1d100 more or less means that they can use it freely without worrying too much.

For examples of artifacts, see the Genres chapter.

You may wish to forbid the use of XP to reroll artifact depletion rolls. That’s pretty reasonable.

Skills and Other Abilities

Sometimes, the rules speak directly to character creativity. For example, players can make up their own skills. It’s possible to have a skill called “tightrope walking” that grants a character a better chance to walk across a tightrope, and another skill called “balance” that gives a character a better chance to walk across a tightrope and perform other balance actions as well. This might seem unequal at first, but the point is to let players create precisely the characters they want. Should you let a character create a skill called “doing things” that makes them better at everything? Of course not. The GM is the final arbiter not only of logic but also of the spirit of the rules, and having one or two single skills that cover every contingency is clearly not in the spirit.

It’s important that players play the character they want. This concept is supported not only with the open-ended skill system but also with the ability to get an experience point advance to tailor a character further. Likewise, the GM should be open to allowing a player to make small modifications to refine their character. In many cases, particularly ones that don’t involve stat Pools, Armor, damage inflicted, or the costs of Effort or special abilities, the answer from the GM should probably be “Sure, why not?” If a PC ends up being really good at a particular skill—better than they “should” be—what’s the harm? If Dave can swim incredibly well, how does that hurt the game in terms of the play experience or the story that develops? It doesn’t. If Helen can pick practically any mundane lock she finds, why is that a bad thing? In fact, it’s probably good for the game—there’s likely something interesting on the other sides of those doors.

In a way, this is no different than adjudicating a not-so-straightforward solution to a challenge. Sometimes you have to say “No, that’s not possible.” But sometimes, if it makes sense, open yourself up to the possibility.

NPCs and Death

As explained in the Rules of the Game chapter, NPCs have a health score rather than three stat Pools. When an NPC reaches 0 health, they are down. Whether that means dead, unconscious, or incapacitated depends on the circumstances as dictated by you and the players. Much of this can be based on logic. If the NPC is cut in half with a giant axe, they’re probably dead. If they’re mentally assaulted with a telepathic attack, they might be insane instead. If they’re hit over the head with a club, well, that’s your call.

It depends on the intentions of those who are fighting the NPC, too. PCs who want to knock out a foe rather than kill them can simply state that as their intention and describe their actions differently—using the flat of the blade, so to speak.

Creatures

Whenever possible, creatures should be handled like other NPCs. They don’t follow the same rules as the player characters. If anything, they should have greater latitude in doing things that don’t fit the normal mold. A many-armed beast should be able to attack multiple foes. A charging rhino-like animal ought to be able to move a considerable distance and attack as part of a single action.

Consider creature size very carefully. For those that are quick and hard to hit, hinder attacks against them. Large, strong creatures should be easier to hit, so ease attacks against them. However, you should freely give the stagger ability to anything twice as large as a human. This means that if the creature strikes a foe, the target must make an immediate Might defense roll or lose its next turn.

A creature’s level is a general indicator of its toughness, combining aspects of power, defense, intelligence, speed, and more into one rating. In theory, a small creature with amazing powers or extremely deadly venom could be high level, and a huge beast that isn’t very bright and isn’t much of a fighter could be low level. But these examples go against type. Generally, smaller creatures have less health and are less terrifying in combat than larger ones.

The Cypher System has no system for building creatures. There is no rule that says a creature with a certain ability should be a given level, and there is no rule dictating how many abilities a creature of a given level should have. But keep the spirit of the system in mind. Lower-level creatures are less dangerous. A level 1 creature could be poisonous, but its venom should inflict a few points of damage at most. The venom of a level 6 creature, however, might knock a PC down a step on the damage track or put them into a coma if they fail a Might defense roll. A low-level creature might be able to fly, phase through objects, or teleport because these abilities make it more interesting but not necessarily more dangerous. The value of such abilities depends on the creature that uses them. In other words, a phasing rodent is not overly dangerous, but a phasing battle juggernaut is terrifying. Basic elements such as health, damage, and offensive or defensive powers (such as poison, paralysis, disintegration, immunity to attacks, and so on) need to be tied directly to level—higher-level creatures get better abilities and more of them.

Balancing Encounters

In the Cypher System, there is no concept of a “balanced encounter.” There is no system for matching creatures of a particular level or tasks of a particular difficulty to characters of a particular tier. To some people, that might seem like a bad thing. But matching character builds to exacting challenges is not part of this game. It’s about story. So whatever you want to happen next in the story is a fine encounter as long as it’s fun. You’re not denying the characters XP if you make things too easy or too difficult, because that’s not how XP are earned. If things are too difficult for the PCs, they’ll have to flee, come up with a new strategy, or try something else entirely. The only thing you have to do to maintain “balance” is set difficulty within that encounter accurately and consistently.

In a game like the Cypher System, if everyone’s having fun, the game is balanced. Two things will unbalance the game in this context.

The first issue should be handled by the character creation rules. If there’s a problem, it might be that poor choices were made or a player isn’t taking full advantage of their options. If someone really doesn’t enjoy playing their character, allow them to alter the PC or—perhaps better—create a new one.

The second issue is trickier. As previously stated, there is no formula that states that N number of level X NPCs are a good match for tier Y characters. However, when the game has four or five beginning characters, the following guidelines are generally true.

But it depends on the situation at hand. If the PCs are already worn down from prior encounters, or if they have the right cyphers, any of the expectations listed above can change. That’s why there is no system for balancing encounters. Just keep in mind that beginning characters are pretty hardy and probably have some interesting resources, so you aren’t likely to wipe out the group by accident. Character death is unlikely unless the PCs have already been through a number of other encounters and are worn down.

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This chapter outlines various optional rules, referred to as \"magical rules modules,\" that handle special situations in fantasy games, typically as a result of magic or supernatural powers. All of the information in this chapter is presented as an option and can be modified or disregarded by the group for their own campaign.

Crafting Magic Items

Potions, scrolls, and other one-use items are cyphers, and longer-lasting items are generally artifacts.

Crafting Cyphers

1. Choose Cypher Level. Creating a low-level cypher is easier than creating a high-level one. The character decides what level of cypher they’re trying to create, which must be in the level range for the cypher as listed in the Cypher System Reference Document. Note that some cyphers have the same effect no matter what level they are, so the character could make crafting easier by creating the lowest-level version of that cypher, but the GM is always able to rule that a particular cypher must be crafted at a certain level or higher for it to work. In particular, a stim is very strong for its level range, and should always be treated as a level 6 cypher when crafted by a PC.

2. Determine Materials. Just as crafting an axe requires iron and wood, crafting a magical cypher requires strange and exotic materials—powdered gems, ink from monsters, mysterious herbs, and so on. The level of the cypher determines how expensive these materials are, according to the following table.

Cypher LevelMaterials Cost
1One inexpensive item
2Two inexpensive items
3One moderate item
4Two moderate items
5Three moderate items
6One expensive item
7Two expensive items
8Three expensive items
9One very expensive item
10Two very expensive items

3. Assess Difficulty. The difficulty of a magic item crafting task is always equal to 1 + the level of the cypher. The crafter can reduce the assessed difficulty of a crafting task with skill training (such as being trained or specialized in brewing potions or scribing scrolls), assets, special abilities provided by their focus or type, and so on. Using a formula, recipe, or other guideline for a specific cypher counts as an asset for this purpose. Because this is an activity requiring special knowledge, it is not possible for a character with no skill (or with an inability in this skill) to do this sort of crafting; the character cannot attempt the task at all.

4. Determine Time to Craft. The amount of time it takes to craft a magical cypher is determined by the assessed difficulty, so decreasing the assessed difficulty not only means the character is more likely to succeed, but also that they have to spend less time on crafting it. See the table below.

For any time in excess of nine hours, the process is assumed to have stages where the character is not actively working on it, just checking on it occasionally to make sure everything is going as planned— allowing the base ingredients of a potion to cook for a few hours, stirring to make sure the ingredients don’t congeal, allowing ink on a scroll to dry, and so on. In other words, the character is able to perform other actions in the vicinity of the crafting (such as studying, resting, eating, and so on), but couldn’t craft on the road or in the middle of a dungeon.

Assessed DifficultyTime to Craft
1Ten minutes
2One hour
3Four hours
4Nine hours
5One day
6Two days
7One week
8Three weeks
9Two months
10Six months

5. Complete Subtasks. The crafting character must complete multiple subtasks that are steps toward finishing the process. The number of subtasks required is equal to the assessed difficulty of the crafting task attempted. So a crafting task assessed as difficulty 5 requires five subtask successes.

The difficulty of each individual subtask begins at 1 and increases by one step for each remaining subtask, until the crafter succeeds on the final, highest-difficulty subtask. Generally, subtask attempts occur at equally divided intervals over the course of the full time required to craft the item.

If at any point the crafter fails on a subtask, the item isn’t ruined. Instead, the character only wasted the time spent on that subtask, and can spend that much time again and then try to succeed at that same subtask. If the crafter fails twice in a row on the same subtask, the character can continue crafting, but in addition to losing another interval of crafting time, more crafting material (equal to one of the kind of item needed to craft it) is destroyed in a mishap and must be replaced before crafting can continue. A player may ask to apply Effort to each subtask. Applying Effort is something they do in the moment, not over the course of days or weeks. Generally speaking, Effort cannot be applied to any crafting task or subtask that exceeds one day

Crafting Artifacts

Crafting an artifact is similar to choosing a new type or focus ability—the character has many to choose from, they select the one that best fits their intention, and thereafter they can use the artifact much like they’d use any of their other character abilities. The main difference is that most artifacts don’t cost Pool points to activate, and character abilities don’t have a depletion stat that eventually removes the item from play.

Crafting artifacts is handled as a long-term benefit of character advancement; the character and GM agree on the artifact to be crafted, and the character spends 3 XP. If the item is fairly simple, the GM can skip the crafting details and just say that after a period of time, the PC creates the artifact.

For an item that significantly alters gameplay—granting the character vast telepathic powers or giving them the ability to teleport at will—the GM can give the item an assessed difficulty equal to 3 + the artifact level and require the character to follow the crafting steps for creating a magical cypher. Crafting this kind of artifact takes up to five times as many materials and up to twenty times as long as crafting a cypher of the same assessed difficulty.

Magic and Technology

Magical Technology

To craft items of magical technology in a setting where they are commonplace, use the standard rules for crafting regular (nonmagical) items.

Magic Plus Technology

Whatever technology exists in the setting could be magically enhanced if magic is also present. Such items would almost certainly be manifest cyphers or artifacts. Here’s an example cypher: @UUID[Compendium.cyphersystem-compendium.cyphers-fantasy.QJzImz2yuQjDM1x1]{Frozen timepiece}

And here’s an example artifact: @UUID[Compendium.cyphersystem-compendium.artifacts-fantasy.bLKVabzVVrrGhZJW]{Truth binoculars}

To craft items that are both technological and magical, either you need to make the device first and then enchant it, or you need to enchant it as it is made. Either way, the skills for making the device and for making it magical are likely very different.

Technology That Interacts with Magic

In a world with scientists and engineers faced with the presence of real magic, some of them would develop ways to interact and cope with it. Technological devices that are not magical but deal with magic could include:

Magic detector (expensive): This simple white badge glows purple in the presence of magic. Once it detects something magical, it does not function again.

Mystical hazard suit (very expensive): This full-body protective suit is cumbersome and clumsy, not unlike a hazmat suit. However, all of the wearer’s tasks to resist magical effects are eased. If the wearer takes even 1 point of physical damage, the suit rips and no longer functions until it is repaired and resealed.

Spellscrambler (very expensive): Essentially a sonic grenade, this device produces a variety of strange electromagnetic signals—some audible and very loud, some not—on a number of frequencies. The mental processes needed to cast a spell are impossible to achieve for one round within a short distance of the device. Like any grenade, it can be used only once.

Magic That Interacts with Technology

In a world where magic and technology coexist, wizards will have spells and effects that protect them from shotgun blasts as well as sword blades, and radiation as well as fire or frost. Consider, for example, these effects as cyphers: @UUID[Compendium.cyphersystem-compendium.cyphers-fantasy.OCFqeEjrogRbOEG2]{Finding prying eyes} @UUID[Compendium.cyphersystem-compendium.cyphers-fantasy.iWX4I4S5Sf5ZCMak]{Power device} @UUID[Compendium.cyphersystem-compendium.cyphers-fantasy.SdEqeZM4deYYM0gA]{Screen control}

Because magic works on intuitive rather than scientific levels, mages could have spells that disrupt technology, even though the technology involved might not have any common principles.

Mind Control

From a rules perspective, mind control is fairly straightforward: one creature decides what actions another creature takes (perhaps limited in that the controlled creature won’t take actions that harm them or go against their nature, such as attacking friends). But what’s happening inside the controlled creature’s head—whether during the effect or afterward—often isn’t specified. There are several options for the GM to consider, either for all kinds of mind-control magic or on a case-by-case basis.

One way to present mind control more safely is to disallow certain actions but otherwise leave the character in control. For example, being charmed by a vampire might mean the PC can’t attack the vampire (or its allies) or run away, but is still able to call for help, heal themselves, leave at a normal pace, and take other actions. Alternatively, the character can be given a specific command, and until they comply with that command their other actions are hindered by one or more steps. If the player is willing to engage with the parameters of the mind control, the GM may award them an additional 1 XP (or, to approach it from the opposite direction, the GM can offer them a GM intrusion that the mind control is happening, and allow the player to spend 1 XP to refuse it, or go into XP debt if they want to refuse it but have no XP to spend).

A rule for any game: don’t use mind control (or anything) to make a character have sex without the player’s permission.

For more information and guidelines about consent in RPGs, read the free Consent in Gaming PDF at myMCG.info/consent

Mystical Martial Arts

If the setting calls for wuxia-style fantasy martial arts or similar types of action, you can make a few rule changes to portray the kinds of things characters in such stories can accomplish.

Dianxue: The touch of death—killing by using precise nonlethal force on key points of the body.

Neili: Internal force— building up and cultivating the energy known as qi and using it for supernatural effects.

Possession

Some creatures (demons, ghosts, entities of living mental energy, and so on) have the ability to possess a living person, taking over a character’s body as if it were the creature’s own. The creature must touch the character to attempt possession (even if the creature’s touch normally inflicts damage, the possession attempt doesn’t inflict damage). The character must make an Intellect defense roll or become possessed, whereupon the creature’s immaterial form disappears into the character.

The first round in which a character is possessed, they can act normally. In the second and all subsequent rounds, the possessing creature can try to control the actions of the host, but the character can attempt an Intellect defense roll to resist each suggested action. Successful resistance means that the character does nothing for one round. When the creature isn’t trying to control the host, the character can act as they choose. Usually, a possessing creature’s actions are limited to controlling its host and leaving the host (the creature’s own abilities are unavailable to it while in someone else’s body).

While it possesses a character, the creature is immune to most direct attacks (though not so the host; killing the host will eject the creature). For example, hitting a demon-possessed human with a sword hurts only the human, not the demon controlling them. Mental attacks and special abilities that only affect possession or the type of possessing creature usually work normally.

A possessed character is allowed an Intellect defense roll to eject the creature once per day. The defense roll is hindered by one additional step each day of possession after the first seven days. An ejected, cast-out, or exorcised demon is powerless for one or more days. One way to exorcise a demon is to command it out in the name of an entity that has power over the demon. This can be attempted once per day and grants the possessed character an additional Intellect defense roll to eject the demon.

Possession is like mind control in that it takes away a player’s ability to control their character, and that can make some players very uncomfortable. See the section on @UUID[.pv2wF08b4nAjfygJ#mind-control]{mind control and consent} for more information.

Ritual Magic

Time

Ritual magic has two aspects related to time: how long it takes to prepare the ritual, and how long it takes to perform it. The preparation time is how long it takes to get ready to perform the ritual. The performance time is how long the ritual takes from start to finish, once the preparations (if any) are complete.

Difficulty and Subtasks

Completing a ritual has an overall difficulty level, usually equal to the level of the challenge. Sometimes there isn’t a clear idea of what level the challenge should be—teleporting a group of people to a nearby city and raising a person from the dead don’t have an obvious task level. In these cases, the GM should choose a level for the ritual based on what would make an interesting experience for the players.

Instead of having the success or failure of this sort of magic come down to one roll, ritual magic lets the GM build tension by requiring the players to make rolls for multiple subtasks. The subtasks start at difficulty 1, and the subtask difficulty increases by 1 each time until the players make a final roll at the highest difficulty. A ritual with an overall difficulty of 4 has four subtasks, with the first one at difficulty 1, the second at difficulty 2, the third at 3, and the last one at 4.

If at any point the PC fails a subtask, the ritual isn’t automatically ruined, but it costs time—a failure means the time spent on that subtask was wasted, but the character can spend that much time again and try to succeed at that same subtask. The GM may decide that later attempts at that subtask are hindered, or that a certain number of failures during the ritual (perhaps equal to half the ritual’s overall level) means the whole thing needs to be started again.

Skills, assets, and other special abilities can ease subtasks just like they do with any other task (which might make some of the subtasks routine and not require a roll at all). Characters may apply Effort to each subtask.

Pool Investment

Some rituals might require the PCs to spend points from their Pools on each subtask, with Might representing blood or vitality, Speed representing energy, and Intellect representing will or sanity. Multiple PCs involved in the ritual could collectively contribute to this cost (and if a ritual costs many points, spreading out the cost in this way may be necessary to prevent a participating PC from dying during the ritual).

Accelerated Performance

The GM may allow a character to speed up a ritual, reducing the time required for one or more subtasks. Generally, reducing a subtask’s time by half should hinder the subtask, and reducing it by half again (reducing the time needed to a quarter of the normal amount) should hinder the subtask by an additional step (two steps total). The minimum amount of time for a subtask is 1 round (unless the subtask is routine, in which case the GM may allow it to take no time at all).

Example Rituals

The following are examples of common magical rituals suitable for many fantasy settings. Specific details of a ritual may vary depending on what the characters are trying to accomplish; for example, a ritual to ask a demon for a favor might be similar to one used to ask an angel, but the exact details are probably very different. Everything listed in a ritual is merely a suggestion, and the GM should alter, add, or remove whatever they like to suit their campaign.

Understanding the Examples

Each ritual is described in the following format.

Level: The overall level of the ritual, which determines how many subtasks it has.

Time: The preparation time (if any) and performance time.

Roles: Things other characters can do to participate and help.

Side Effects: Negative consequences for failed rolls or GM intrusions.

Reagents: Resources that can help success.

Pool: What kind of Pool points the ritual costs.

Other Assets: Kinds of abilities that can help success.

Beseech

Call upon a powerful supernatural entity such as a deity, archangel, demon lord, or ancient elemental to ask for a favor that the entity can and is likely to do (nothing it would ethically oppose). If the ritual is successful, the entity makes its attention known, such as by manifesting as a light, noise, or visible spirit. It may ask for more information, for a task or favor in return, or for a service to be named later. The entity is not compelled to do the favor; the ritual merely gains its attention and gives the characters the opportunity to speak their case.

Level: The level of the entity

Time: Four hours of preparation, one hour of performance

Roles: Chanting, lighting candles, holding gifts/reagents

Side Effects: Curse, hallucination, prerequisite quest (a challenge or task the characters must perform before the entity will consider answering)

Reagents: Scroll giving the history of and important details about the entity, offerings of gratitude or appeasement

Pool: Might or Intellect

Other Assets: Knowledge or control of similar entities Beseech only draws the entity’s attention; the various Conjure rituals bring the summoned entity bodily to the ritual space to talk in person.

Conjure the Dead

Summons the spirit of a dead person or creature (commonly called a “ghost”), which appears in the summoning circle prepared for the ritual. The spirit remains there for about a minute, during which time the summoners can interrogate them or persuade them to share information. The spirit usually wants something in return (such as messages conveyed to the living or unfulfilled tasks completed). If the characters don’t comply, they must magically threaten or compel the spirit to obey.

Level: The level of the dead spirit

Time: Three hours of preparation, one hour of performance

Roles: Chanting, holding hands in a circle, manipulating a spirit device

Side Effects: Haunting, possession

Reagents: Mementos of the spirit’s life, the spirit’s former physical remains, a person or creature to possess

Pool: Might or Intellect

Other Assets: Knowledge or control of similar entities, religious or cultural connections, secret name of the spirit

A ghost remembers much of its life, including whether it knows, likes, or hates the people summoning it, and will act accordingly.

Conjure Demon

Summons a demon (an evil supernatural creature from another dimension, plane, or realm) to command or convince it to perform a task. The demon is primitive and bestial, not a creature of great wits and charm. The demon remains there for about a minute, during which time the summoners must bargain with or command it to perform a deed that takes no longer than an hour and requires it to travel no more than about 50 miles (80 km)—spying, murder, and destruction of property are common tasks. Usually the demon has to be threatened or magically coerced into obeying. If the summoners fail to get it to comply, it makes one attack against them and then returns to wherever it came from (and probably bears a grudge for the unwanted summoning).

Level: The level of the demon

Time: Three hours of preparation, one hour of performance

Roles: Bloodletting, chanting, lighting candles, holding gifts/reagents, tracing the summoning circle

Side Effects: Aggression, bad smell, curse, equipment damage or theft, possession

Reagents: Blood; meat; magical inks or paints for a summoning circle; contracts; a person to possess; objects representing anger, destruction, or hatred (according to the desired service)

Pool: Might or Intellect

Other Assets: Knowledge or control of similar entities, secret name of the demon

Conjure Devil

Summons a devil (an evil supernatural creature from another dimension, plane, or realm) to command or convince it to perform a task. The devil remains there for about a minute, during which time the summoners must bargain with or command it to perform a deed that takes no longer than an hour and requires the devil to travel no more than about 50 miles (80 km)—spying, stealing, guarding, and murdering are common tasks. The devil usually wants something in return (even if just an agreement for a later favor); otherwise, the characters must threaten it or have some way to force it to obey. If the characters fail to strike a bargain, the devil returns to wherever it came from (and probably is annoyed at the interruption).

Level: The level of the devil

Time: Three hours of preparation, one hour of performance

Roles: Bloodletting, chanting, lighting candles, holding gifts/reagents, tracing the summoning circle

Side Effects: Bad smell, curse, infernal mark, possession

Reagents: Blood; magical inks or paints for a summoning circle; contracts; a person to possess; objects representing betrayal, deception, or greed (according to the desired service)

Pool: Might or Intellect

Other Assets: Knowledge or control of similar entities, secret name of the devil

Conjure Elemental

Summons a primordial elemental spirit of air, earth, fire, or water, which appears in a physical form. The elemental remains for about a minute, during which time the characters must attempt to bribe, threaten, or bargain with it. An elemental is usually summoned to do something that takes no longer than an hour and requires it to travel no more than about 50 miles (80 km)—attack, guard, and scout are common tasks. The elemental typically wants something in return for its service, usually a gift or bribe appropriate to its nature—incense for air, gems for earth, oil for fire, salts for water, and so on. If the summoners can’t come to an agreement with the elemental, it might make one attack before it leaves.

Level: The level of the elemental

Time: Three hours of preparation, one hour of performance

Roles: Chanting, music, using ceremonial objects, holding gifts/reagents, tracing the summoning circle

Side Effects: Damage, weakness toward one kind of attack

Reagents: Gifts (black powder, gems, ice, incense, oil, salt, soil, water, wood), destroying opposing items or creatures

Pool: Might, Speed, or Intellect, depending on the kind of elemental

Other Assets: Elemental power, knowledge or control of similar entities, nature magic, secret name of the elemental

Elementals are simple creatures whose interests and attentions are focused on themselves and their element. Flattery and playing up their strengths are the key to bargaining with them.

Consecration

Wards a location against evil influences and unwanted magic for a year and a day. The ritual affects an area up to a very long distance across. Evil creatures and magical effects of less than the ritual’s level can’t enter the area or use abilities against it. If the PCs are warded out of the designated area, they must make an Intellect defense roll to enter it (and another each minute while within the area, or retreat) and all their actions inside or targeted within the area are hindered by two steps.

Level: The level of the effects to protect against

Time: One hour of preparation, two hours of performance

Roles: Drawing lines and symbols along the border, chanting, calling out local features (with candles, runestones, or other suitable markers)

Side Effects: Lights, sounds, weak spots or “back doors” in the barrier

Reagents: Silver dust, sacred oil, buried blessed gemstones

Pool: Intellect

Other Assets: Warding magic, religious knowledge

Enchant Weapon

Enchants a light, medium, or heavy weapon with magical power, granting an asset on attack rolls with the weapon for the next day.

Level: 3 or 4

Time: Thirty minutes of preparation, one hour of performance

Roles:

Side Effects: Weapon attack hindered, higher GM intrusion rate

Reagents: Rare oils, gem dust

Pool: Speed or Intellect

Other Assets: Battle tactics, weapon crafting

In a high-magic campaign, a higher-level version of the Enchant Weapon ritual might grant a second asset on attack rolls, grant extra damage, affect multiple weapons at once, or all of the above.

Entombment

Imprisons a creature in a vessel (usually a valuable box, clay pot, or other closeable container, but it might be a gem, the heart of a tree, or another atypical object) for as long as the vessel remains closed and undamaged. The ritual forces the creature into the vessel, either in a spiritual form or by shrinking it to a size that will fit within the vessel.

Level: The level of the creature

Time: Sixteen hours of preparation, one hour of performance

Roles: Chanting, carrying or protecting the vessel

Side Effects: Bystander imprisoned with the target, containment has a flaw, target lashes out

Reagents: Vessel, symbolic bindings (chains, ropes, shackles, and so on), anathema objects

Pool: Intellect

Other Assets: Control magic, grappling, imprisoning magic, wards

Exorcism

Drives out unwanted spirits (ghosts, demons, or something else) from an area up to a long distance across. Once cast out, the spirits cannot return for a year and a day (although most of them decide to move on long before that time comes). Completing the ritual doesn’t prevent other spirits from entering or inhabiting the area, but it is likely that they can sense that an exorcism happened there, and most choose to avoid such an area so they don’t suffer the same fate. The ritual can also be used to cast out spirits from a possessed creature, preventing those spirits from returning for a year and a day. As with using the ritual to cleanse a location, this doesn’t prevent other spirits from afflicting the creature, but later spirits can sense the recent exorcism and prefer to avoid that creature.

Level: The level of the most powerful hostile presence to be exorcised

Time: Two hours of preparation, two hours of performance

Roles: Chanting, positive emotions, presenting holy objects, restraining afflicted individuals, tracing the area with incense

Side Effects: Lights, sounds, hideous physical transformations, injuries, telekinesis

Reagents: Bindings, candles, holy water, religious icons and books, scapegoats

Pool: Intellect

Other Assets: Warding magic, religious knowledge

Using an exorcism ritual on an area is mainly for getting rid of spirits afflicting the area in ways other than possessing a creature— throwing objects, causing nightmares, making noises, and so on.

Flesh for Knowledge

Sacrifices some of the ritualist’s flesh, inflicting Might and Speed damage equal to the level of the ritual and permanently reducing the character’s Pools by 4 points (the character can divide this loss between Might and Speed as they see fit). The character experiences painful hallucinations that give them insight and understanding. They immediately learn one type or focus ability available to them (any ability they could learn by spending 4 XP as an advancement).

Level: Twice the tier of the ability the character wishes to learn

Time: One hour of preparation, one hour of performance

Roles: Chanting, restraining the subject of the ritual

Side Effects: Lasting damage, permanent damage, scarring

Reagents: Silver knife, silver vessel

Pool: See above

Other Assets: Pain tolerance, surgery

Instead of permanently reducing a character’s Pools by 4 points, the GM could allow other permanent penalties such as reducing an Edge stat by 1 (to a minimum of 0), gaining an inability in a useful skill, or permanently reducing all points gained through recovery rolls by 2.

Purification

Rids a creature of an ongoing affliction, such as a disease or poison, or any unwanted magical effect, such as a curse or charm spell. In some versions of this ritual, whatever is ailing the creature gets forced into a nearby specified creature or object, which is then discarded or safely destroyed.

Level: The level of the affliction or effect to remove

Time: One hour of preparation, two hours of performance

Roles: Applying reagents, chanting

Side Effects: Affliction or effect spreads to another creature, target moves a step down the damage track

Reagents: Anointing oils, healing herbs, objects repellent to the source of the affliction, magical paint for writing on the target, scapegoat, silver dust

Pool: Might

Other Assets: Healing magic, resistance to the target’s affliction

Resurrection

Restores a dead being to life. The creature is restored to full health and is ready to act as soon as the ritual is completed. Depending on how they died and the nature of death in the setting, the creature may or may not remember anything that happened after they died.

Level: The level of the deceased (at least tier 6 if a PC)

Time: Five hours of preparation, two hours of performance

Roles: Applying reagents, chanting, prayers, shielding the corpse from hostile entities

Side Effects: Creature moves a step down the damage track, enmity of a death god, lasting damage, scarring, sympathetic damage

Reagents: Deceased’s corpse, healing ointment, items of emotional significance (such as devotion, hope, or regret), items of importance to the deceased, parchment extolling the deceased’s history and deeds, soul-sympathetic items

Pool: Might or Intellect

Other Assets: Close relationship with the deceased (such as a connection or family relation), healing magic, necromancy, spirit knowledge, secret name of the deceased

A lesser version of the Resurrection ritual might bring the creature back to life, but only to the debilitated or impaired state on the damage track instead of hale, requiring further rest or healing.

Sacrificial Rite

A creature is ritually killed and its soul is placed in an object. The soul object might be a temporary destination so the soul can be transported and used elsewhere (such as an offering to a demon or as part of a spell), or it might be the final destination for the soul (such as placing it in a sword to create a magic item).

Level: The level of the creature (at least tier 6 if a PC)

Time: One hour of preparation, one hour of performance

Roles: Chanting, playing instruments, bearing the soul object, restraining the creature, slaying the creature

Side Effects: Creature rages or escapes, damage, dying curse, haunting

Reagents: Bindings, creature to be sacrificed, drum, flute, silver knife, soul object (its level must be at least as high as the creature’s level)

Pool: Might or Intellect

Other Assets: Death spells, instant-kill abilities, soul manipulation

Secret and True Names

Learning a creature’s true name comes with a subtle and instinctive awareness and understanding of that creature, including its strengths and weaknesses. In general, this eases all tasks related to that creature (including attacks, defenses, and interactions) by two steps. In some cases, confronting a creature with knowledge of its true name might be enough to convince it to perform a service without compensation.

A creature doesn’t automatically know if someone has learned its true name (although there is magic that can reveal this knowledge), but they can usually figure out that an informed opponent has some kind of advantage against them and deduce that their secret name is involved.

Learning a true name is difficult and takes time. A character wanting to discover a creature’s true name might choose the Uncover a Secret character arc to do so.

Spellcasting

Fantasy settings prioritize magic as an essential ingredient. But why restrict that magic to just wizards and similar characters? It’s not uncommon in fantasy literature for a thief or warrior to learn a few spells as they steal or brawl through their adventures. Leiber’s Gray Mouser knew some spells, Moorcock’s Elric knew a lot, pretty much everyone in Anthony’s Xanth books knew at least one, and so on. Of course, wizards and sorcerers specialize in spellcasting, which gives them clear superiority in magic use. But whether a character is a fireball-flinging wizard or a belligerent barbarian, anyone can learn some spellcasting under this optional rule.

Under the spellcasting rule, any character, no matter their role or type, can choose to learn a spell as a long-term benefit. After they learn one spell, they may learn more later if they wish, or just stick with the one.

First Spell

Any character can gain a spell by spending 3 XP and working with the GM to come up with an in-game story of how the PC learned it. Maybe they learned it as a child from their parent and practiced it enough to actually do it; perhaps they spent a month hiding in a wizard’s library reading; it could be that they found a weird magical amulet that imbues them with the spell; and so on.

Next, choose one low-tier ability from the Abilities chapter. If the GM agrees it is appropriate, the character gains that ability as their spell, with a few caveats. The spell can’t be used like a normal ability gained through a PC’s type or focus. Instead, a character must either use a recovery roll or spend many minutes or longer evoking their spell, in addition to paying its Pool cost (if any).

Using a Recovery Roll to Cast a Spell: If the character uses a one-action, ten-minute, or one-hour recovery roll as part of the same action to cast the spell (including paying any Pool costs), they can use the ability as an action. This represents a significant mental and physical drain on the character, because the normal benefit of recovering points in a Pool is not gained.

Spending Time to Cast a Spell: If the character takes at least ten minutes chanting, mumbling occult phonemes, concentrating deeply, or otherwise using all their actions, they can cast a low-tier spell (if they also pay any Pool costs). An hour is required to cast mid-tier spells. Ten hours are required to cast a high-tier spell.

More Spells

Once a character has learned at least one spell, they can opt to learn additional spells later. Each time, they must spend an additional 3 XP and work with the GM to come up with an in-game story of how the character’s magical learning has progressed.

Two additional rules for learning additional spells apply:

First, a character must be at least tier 3 and have previously gained one low-tier spell before they can learn a mid-tier spell.

Second, a character must be at least tier 5 and have previously gained one mid-tier spell before they can learn a high-tier spell.

Otherwise, gaining and casting additional spells are as described for the character’s first spell.

Wizards and the Spellcasting Rule

Wizards (usually Adepts) and characters with explicit spellcasting foci like Masters Spells, Channels Divine Blessings, Speaks for the Land, and possibly others are also considered to be spellcasters, and moreover, specialized ones. Their spells—abilities provided by their type or focus—are used simply by paying their Pool costs. Extra time or physical effort isn’t required to cast them. That’s because, in the parlance of the fantasy genre, these spells are considered to be “prepared.”

But specialized casters can also use the optional spellcasting rule to expand their magic further. They can learn additional spells via the optional spellcasting rule just like other characters, with the same limitations.

Optionally, specialized casters who record their arcane knowledge in a spellbook (or something similar) gain one additional benefit. The spellbook is a compilation of spells, formulas, and notes that grants the specialized caster more flexibility than those who’ve simply learned a spell or two. With a spellbook, a PC can replace up to three prepared spells with three other spells they’ve learned of the same tier. To do so, they must spend at least one uninterrupted hour studying their spellbook. Usually, this is something that requires a fresh mind, and must be done soon after a ten-hour recovery.

For instance, if a wizard exchanges Ward (an ability gained from their type) with Telekinesis (an ability gained from the optional spellcasting rule), from now on the character can cast Ward only by spending time or using a recovery roll (as well as spending Pool points). On the other hand, they can use Telekinesis normally, because now it’s prepared. Later, the wizard could spend the time studying to change out their prepared spells with others they’ve learned using the optional spellcasting rule.

A PC might choose the 4 XP character advancement option to select a new type-based ability from their tier or alower tier. If so, the ability gained doesn’t count as a spell, and the spellcasting rule limitations do not apply to the ability so gained. If the PC is a wizard and uses the 4 XP character advancement option, treat the ability as one more prepared spell.

Note: Foundry VTT Usage

To use spells in Foundry VTT, sort abilities as spells in the settings of the item sheet. Note how many abilities are prepared spells (i.e., how many are learned as type or focus abilities). Archive all unprepared spells, so that the number of active items equals the number of prepared spells. When the PC exchanges one of their prepared spells, unarchive the one that is now prepared and archive another one of the same tier.

You can use your prepared spells just like any other ability of your type or focus. Unprepared spells (i.e., archived spells) use the rules above.

Wishes

Unless the GM’s intention is to make the players regret that their characters were offered a wish, it’s best to give them what they ask for, as much as it is within the power of the creature to do so. If the GM wants to twist the wish, do so as a GM intrusion—that way, the character still gets a reward, and they can either accept the twisted wish (which isn’t as good as they had hoped) or pay 1 XP to reject the intrusion (which represents them coming up with airtight wording that can’t be twisted).

Second, consider the level of the creature granting the wish—that’s basically the level of the wish, as the creature shouldn’t be able to grant a boon more powerful than itself. Therefore, it’s reasonable that a level 6 creature could create a level 6 effect. The GM could look at the creature’s other abilities (or abilities of other creatures of its level), decide if what the PC is asking for is within its power, and either grant the requested wish or adjust the result downward until it’s appropriate for the creature’s power.

Wishing for more wishes doesn’t work because a creature shouldn’t be able to create something more powerful than itself—at least not without some investment of time and other resources, like a character using XP to acquire an artifact.

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This chapter provides optional rules, referred to as “fantastical rules modules,” for fantastical situations often found in fantasy games, that don’t deal with magic or supernatural powers. All of the information in this chapter is presented as an option and can be modified or disregarded by the group for their own campaign.

Awarding Treasure

It’s best to think of gold and magic as two different kinds of currencies that characters have access to.

Gold

The Cypher System abstracts item costs into general categories— inexpensive, moderate, expensive, and so on. Starting characters generally have access to only a few inexpensive and moderate items and perhaps one or two expensive items. In a typical fantasy campaign, the characters should become wealthier as they advance.

Manifest Cyphers

The expectation is that PCs will use cyphers often because they’ll have many opportunities to get more; if the players can exploit this mechanic by selling off most of their cyphers in town, they’re abusing the rules to make gold. The GM might be tempted to discourage this behavior by reducing how often the PCs gain new cyphers, but that goes against the premise of cyphers in the game: they should be common enough that the PCs use them freely instead of hoarding them. The key to addressing this selling-cyphers wealth problem is to make it harder to sell or trade cyphers for gold.

The PCs can have opportunities to trade their cyphers with NPCs in town, whether that’s at a magic item shop, the tower of a mentor wizard, a thieves’ guild, a temple, other adventurers, or the local government. The kinds of cyphers these NPCs can offer may be limited in theme (such as a benevolent church that makes healing potions and trades them for other useful cyphers) or quantity (such as having only one or two cyphers available each month). Two cyphers of the same level are generally considered to be about the same value, although local biases and NPC interests may affect their willingness to trade certain items despite or because of a level disparity

Artifacts

Artifacts are the high end of magical currency, and in terms of buying and selling them, they’re like manifest cyphers: not something a typical NPC can use, and beyond what a typical NPC can afford, but they could be traded for a different artifact of about the same level.

Unlike cyphers, the game doesn’t assume that PCs have frequent opportunities to gain new artifacts or replace the ones that deplete. In a pinch, an artifact is worth the equivalent of one or two very expensive items or one exorbitant item, depending on what the artifact can do. An artifact that grants an asset to one kind of roll is probably worth about as much as a very expensive item, one that adds +1 Armor might be worth two expensive items, and a strong defensive or offensive artifact could be worth about the same as an exorbitant item.

Dungeons, Castles, and Keeps

This section describes several kinds of common physical features and their game stats. Any of these levels can be adjusted up or down by the GM—a wall made from soft wood can have a lower level than a typical wall, stone can be reinforced by magic so its level is higher, and so on.

Walls

Walls are generally either constructed (intentionally built by a creature) or natural (already existing without any work by a creature). Anything describing walls in this section also applies to ceilings and floors.

Paper wall (level 1): This thin wall only blocks sight. Creatures can attack through a paper wall as if attacking blindly (hindered by four steps), but it’s usually easier to break a hole in the wall and attack through the hole. Paper walls are vulnerable to piercing and slashing weapons (attacks are eased). A gauzy curtain is equivalent to a paper wall, and a cloth wall is probably level 2.

Wooden wall (level 4): This is a typical wall for an average wooden house. The walls of a decrepit shack or a partition within a dungeon might be only level 2 or 3, but the exterior palisade wall of a fort or a log cabin might be level 5.

Wooden walls are vulnerable to fire (attacks with fire are eased) but resistant to bashing and piercing weapons (attacks are hindered).

Stone wall (level 6): Constructed stone walls are bricks or masonry (fitted stones), with or without mortar to hold them in place, or hewn stone (dug into existing natural rock). Natural stone walls are usually unworked stone (like a cave wall or cliff face, which tend to be uneven) but might have areas where creatures smoothed or modified them to suit their needs for a living space.

Some constructed stone walls are reinforced with metal bars on the surface or built inside, increasing its level to 7.

Stone walls are vulnerable to piercing weapons (attacks are eased) but resistant to bashing and slashing weapons (attacks are hindered).

Iron wall (level 7): These expensive walls are usually reserved for protecting something important, like a vault.

Doors

Doors are access points for encounters and (if trapped or infested with dangerous creatures) can be encounters all on their own. In most cases, trying to break through a door involves damaging its latch or hinges rather than destroying the main portion of the door (trying to destroy the door instead of the latch and hinges is a hindered task).

Simple wooden door (level 2): This is a fragile door meant to close off an interior space for privacy rather than to keep out a determined intruder. Instead of a single piece of wood, a simple wooden door is usually made of multiple planks nailed together on a frame or with support struts.

Wooden doors of all strengths are vulnerable to fire (attacks with fire are eased) but resistant to bashing and piercing weapons (attacks are hindered).

Good wooden door (level 3): This is a stronger door meant to provide some security, such as for a typical house or shop.

Strong wooden door (level 4): This is a heavy door reinforced with wood or metal to make it difficult to break. An especially strong wooden door, such as the main entrance to a fort or castle, is probably level 5.

Stone door (level 5): These heavy doors are usually carved from a solid block of stone and designed to pivot on a center point. They are common in places like dungeons where wood and metal are scarce.

Stone doors are vulnerable to piercing weapons (attacks are eased) but resistant to bashing and slashing weapons (attacks are hindered).

Iron door (level 6): A solid iron door is meant to protect something very valuable or vulnerable, such as a vault or a king’s tomb. In a damp environment like a dungeon, they tend to rust and stick in place.

Wooden portcullis (level 3): The gaps in a portcullis present more defense opportunities than a door, such as allowing archers to fire at the creatures trapped by it. They’re also useful in closing access to a waterway without impacting its flow. A wooden portcullis is relatively fragile and usually isn’t meant to keep anyone out for long.

Iron portcullis (level 6): Much sturdier than wood, an iron portcullis is meant to keep creatures in place as long as necessary. Often the best way to get past a portcullis is to lift it instead of breaking it, but some are designed to lock in place to prevent this. A door to a prison cell is essentially a type of iron portcullis.

Traps

One common element of fantasy exploration—particularly for castles and dungeons—is the danger of traps.

Triggering Traps

Mechanical traps have a triggering mechanism—something set up to react when an unauthorized creature is in the area. Magical traps have triggers that are usually based on proximity—if a creature enters the area the trap is “watching,” it activates.

Finding Traps

Most characters won’t notice traps unless actively looking for them; they don’t know a trap is in the area until their presence, movement, or action triggers it. Characters can passively or actively search for traps if they suspect such dangers are present.

Passive searching for traps means one character (usually in the front of the group) is carefully checking the area before moving forward. This means the group moves at about half normal speed, but they get to make a search roll for any traps the GM has in their path. Allowing characters to passively search in this way means the players don’t have to keep stating over and over that they’re looking for traps. The drawback for them is that it takes them more time to get anywhere (which means time-based special abilities and cyphers will run out sooner).

Active searching is used when the characters worry or suspect that there is a trap in the area and want to find it. Active searching takes about one round for each immediate area searched. Rather than having the players make separate rolls for each immediate area, the GM should have them make one roll for the entire room; if successful, they find the trap, and if they fail, they don’t find it. If there is a second trap, the GM can have them make another roll after they’ve resolved the first trap.

Disabling, Damaging, and Bypassing Traps

A character can attempt to disable a trap so it’s no longer able to activate or harm anyone. Normally this task has the same difficulty as the trap’s level, but some traps are rickety and easy to disable, while others are carefully crafted and much harder to disable.

Traps are objects and use the object damage track. Characters can attack a trap with weapons or special abilities to damage or destroy it. Some traps may be vulnerable to certain attacks or unusual means of sabotage (such as hammering a piton into a groove where a blade springs out). Magical traps can be damaged or disabled with special abilities.

Instead of disabling a trap, a character can try to bypass it so they and their allies can get past it without triggering it but still leave it as a danger to anyone else who passes through the area. The task to bypass a trap is hindered by two steps.

Failing an attempt to disable, bypass, or sabotage a trap means it activates. Usually the trap’s target is the acting character, and the trap’s attack is eased because the character placed themselves in harm’s way.

Unless a character has the ability to manipulate magic, it’s very difficult to bypass a magical trap (the attempt is hindered by two additional steps).

Common Trap Poisons

Blindness: The poison blinds the creature if they fail a defense roll. Typical durations are one minute, ten minutes, and one hour.

Choking: The poison makes the creature choke and cough if they fail a defense roll. Typical durations are one minute, ten minutes, and one hour. Severe versions of choking poison might make a creature start to suffocate.

Damage Track: The poison moves the creature down one step on the damage track if they fail a defense roll.

Debilitating: The poison hinders all of the creature’s actions by one or two steps if they fail a defense roll. (Some poisons may affect only certain kinds of actions, such as Speed defense rolls or Might-based tasks.) Typical durations are ten minutes, one hour, and ten hours.

Instant Damage: The poison inflicts damage (Might, Speed, or Intellect) one time if the creature fails a defense roll.

Ongoing Damage: The poison inflicts damage (Might, Speed, or Intellect) immediately. When a certain amount of time has passed (such as every round or every minute), it inflicts damage again if the creature fails its defense roll. The ongoing damage usually ends on its own (such as after five additional rounds of damage) or after the creature makes a defense roll against it. Usually the ongoing damage is a much smaller amount than the initial damage, such as 1 point every round.

Paralysis: The poison prevents the creature from taking any physical actions if they fail a defense roll (this might leave them standing in place like a statue, or make them go limp and collapse to the floor). Typical durations are ten minutes, one hour, and ten hours.

Sleep: The poison knocks the creature unconscious if they fail a defense roll. Typical durations are ten minutes, one hour, and ten hours. The poison might also make the creature groggy, hindering all actions for an additional amount of time equal to how long the unconsciousness would have lasted (for example, knocking out a creature for an hour and then making them groggy for an hour, even if they’re awakened early).

Understanding the Listings

The rest of the chapter presents a large number of traps with game stats. Every trap is presented by name, followed by a standard template that includes the following categories. If an entry doesn’t apply to a particular trap, it is omitted from the listing.

Level: Like the difficulty of a task, each trap has a level. You use the level to determine the target number a PC must reach to find, evade, or disable the trap. In each entry, the difficulty number for the trap is listed after its level (always three times the trap’s level).

Description: This general description explains what the trap does, how it operates, whether it resets automatically, if it has a limited number of uses, and so on.

Damage Inflicted: Generally, when a trap hits a creature, it inflicts its level in damage regardless of the form of attack (arrow, poison, collapsing ceiling, and so on). The entries always specify the amount of damage inflicted, even if it’s the normal amount for a trap of its level.

Modifications: Use these numbers when a trap’s information says to use a different target number. For example, a level 4 trap might say “defends as level 5,” which means PCs attacking it or trying to disable it must roll a target number of 15 (for difficulty 5) instead of 12 (for difficulty 4). Typical modifiers are to the trap’s attacks, defenses, and stealth (how hard or easy it is to notice the trap).

GM Intrusion: This entry suggests one or more ways to use GM intrusions in an encounter with the trap. It’s just one possible idea of many, and the GM is encouraged to come up with their own uses of the game mechanic.

Arrow

Fires an arrow or crossbow bolt. The simplest one-use trap of this kind is an actual crossbow (perhaps hidden behind a hole in a wall or door) rigged with a tripwire to pull the trigger; a creature would need to manually reset this trap for it to be a danger again. More complex traps might automatically reload from a supply of bolts so the trap can be triggered multiple times, or fire automatically once triggered until the ammunition is expended.

A variant of this trap releases a volley of arrows into the targeted area, affecting multiple creatures or the same creature more than once.

Level: 4 (12)

Damage Inflicted: 4 points

Modifications: Defense and stealth as level 6 (if hidden behind a hole in the wall)

GM Intrusion: The arrow is barbed, and removing it inflicts 3 points of damage. The arrow is attached to a string, cord, or wire, with the other end tied to something dangerous like a falling block or an electrical shock.

Crushing Wall

A section of a wall falls over onto the targeted character. This is usually a one-use trap (although a similar trap could be built in its place).

A variant of this trap is a deadfall, where something heavy (such as a log, huge stone block, or cart full of rocks) falls from a higher position onto the character. Sometimes the falling block is made to exactly fit a trapped corridor so that triggering the trap makes the area impassible.

A less lethal variant drops a large amount of sand or dirt, inflicting 3 points of ambient damage (ignores Armor). Another variant releases oil (perhaps burning) or marbles, inflicting 3 points of ambient damage and making the area difficult terrain.

Level: 6 (18)

Damage Inflicted: 6 points (ignores Armor)

GM Intrusion: The fallen wall blocks access to an exit. The wall debris buries the character, who is trapped until they can dig free. Another trap, hazard, or threat is behind the fallen wall (such as arrow traps or a room full of zombies) and can now reach the characters.

Disintegration

A magical ray of eerie energy blasts the character, disrupting their physical matter. Any creature killed by the ray (or any object destroyed by it) turns to dust.

Level: 7 (21)

Damage Inflicted: 15 points

GM Intrusion: In addition to inflicting damage, the ray moves the character one step down the damage track. Part of the ray splits or ricochets off the character and strikes a second creature, inflicting 10 points of damage.

Explosive Glyph

A magical rune activates when touched or passed over, exploding in an immediate or short area. Typical glyphs inflict acid, cold, electricity, or fire damage, but more unusual versions include ones that inflict holy, shadow, thorn, unholy, or stranger types of magical energy damage.

A nonmagical variant of this trap sprays a mist of acid, a jet of electrified salt water, or a gout of burning oil.

Level: 4 (12)

Damage Inflicted: 4 points of energy damage (ignores Armor); all creatures in the area take 1 point of damage even if they make their defense roll.

Modifications: Stealth as level 5

GM Intrusion: The glyph marks the character’s face with a symbol indicating they are a thief. The glyph makes the character run away in fear for one minute. The character is cursed, and all of their actions are hindered until the curse is removed.

Flooding Room

Exits to the room close off and the area starts to fill with water. Within a few minutes, the entire room is flooded and creatures in it begin to drown.

A variant of this room reduces the air pressure (either by pumping it out through tiny holes or by retracting the floor or ceiling). As the air gets thinner, characters are hindered by one, two, or three steps before falling unconscious and starting to suffocate. (Restoring the air allows the characters to awaken, but doesn’t move them back up the damage track.)

Level: 4 (12)

Damage Inflicted: None until drowning starts

Modifications: Defends as level 7

GM Intrusion: Hostile creatures such as piranhas or electric eels are in the water and attack all creatures. The room fills with water faster than expected because the floor and/or ceiling are also moving toward each other.

Mangler

A small hole in the wall extends sharp blades or weights when a creature reaches into it, mangling their hand and hindering all actions requiring that hand by one or two steps.

A floor variant is a small trapdoor over a closed compartment, which mangles the character’s foot when they step on the trapdoor, reducing their movement speed by half.

Another variant is a needle trap attached to a small peephole or spyhole in a door or wall. The trap springs when the character touches the area around the hole (even a slight touch with their face as they look is sufficient), inflicting lasting damage to the character’s eye and partially blinding them.

A gentler variant traps the character’s limb in glue instead of inflicting damage. The character’s extremity might be glued to the hole, or they may be able to pull free but have a glue pot stuck on their hand or foot.

Level: 3 (9)

Damage Inflicted: 3 points, plus lasting damage

Modifications: Stealth as level 4

GM Intrusion: The trap has hooks, holding the character in place and inflicting damage when they try to escape if they fail a Speed defense roll. The glue attracts a swarm of fire ants or wasps. The glue is also a slow-acting acid or poison.

Net

A net suspended above the character drops and constricts (and perhaps lifts the character off the ground). Large net traps can affect multiple creatures at once. This kind of trap usually requires a creature to manually reset it.

A variant of this trap is a snare made of sturdy cord or wire.

Level: 3 (9)

Damage Inflicted: Entanglement (trapped character cannot move until they use an action to make a Might or Speed defense roll to break or escape the net)

Modifications: Attacks as level 5, defends as level 2

GM Intrusion: The net is barbed, inflicting 1 point of damage each round that the trapped character tries to move. The net is the nesting place for biting insects, which swarm and attack the trapped character and all nearby creatures each round.

Pit

A trapdoor in the floor opens, dropping the triggering character into a pit. Larger versions of this trap can catch multiple characters at once. The trap can be reset by moving the trapdoor back into its closed position. In outdoor areas, this trap is more likely to be a pit covered in leafy branches (or a tarp) and camouflaged by soil and other debris.

A variant of this trap is a bridge over a chasm, river, or other dangerous location that is rigged to collapse when enough weight reaches the middle section.

Level: 4 (12)

Damage Inflicted: 1 point of ambient damage per 10 feet fallen (ignores Armor)

GM Intrusion: The trapdoor is slippery with oil, hindering attempts to catch the edge and avoid falling. The trapdoor closes after the character falls through, trapping them inside in the darkness. The walls of the pit are greased, hindering attempts to climb out by two steps. A dangerous creature is at the bottom of the pit (or in a room adjacent to it). The pit is filled with poison gas. The trapdoor detaches and falls into the pit, inflicting 1 point of ambient damage per 10 feet it falls. The pit has spikes at the bottom, inflicting an additional 4 points of damage to anyone who falls in.

Poison Gas

The area slowly fills with poison gas. Because it takes a minute or more for the poison to become thick enough to cause harm, it is likely that the character won’t realize at first that they’ve sprung a trap.

A variant of this trap fills the room with flammable gas, which explodes if there is an open flame (such as from a torch) or a spark (such as a metal weapon against metal armor), inflicting fire damage equal to the trap’s level. A further variant fills the room with dead air (containing no oxygen), which slowly extinguishes flames and suffocates creatures.

Level: 3 (9)

Damage Inflicted: As poison

Modifications: Stealth as level 5

GM Intrusion: The character has an allergic reaction to the gas, which hinders all their actions for an hour after exposure because of sneezing, watery eyes, or itchy skin. The gas makes the character hallucinate, mistaking their companions for enemies, until they make an Intellect defense roll. The gas is flammable.

Poison Needle

A poisoned needle jabs at a character touching the trapped object (usually a lock or treasure chest) or is fired from a mechanism similar to an arrow trap. It may have a reservoir of poison that allows it to attack several times.

Level: 5 (15)

Damage Inflicted: 1 point (plus poison)

Modifications: Stealth as level 6

GM Intrusion: The trap releases acid into the lock mechanism, making the trapped object impossible to unlock. The trap releases acid into the container, destroying some of the valuables inside. The trap releases a puff of poison gas instead of a poisoned needle, affecting all nearby characters.

Portcullis

An iron portcullis drops from the ceiling to block access to an area or separate a character from others nearby. If the creature dodging the falling portcullis wants to choose which side of the trap they end up on, the Speed defense roll is hindered. Otherwise, it is even chances what side they end up on.

A variant of this trap is a solid wall. A magical variant is a force field.

Level: 5 (15)

Damage Inflicted: 5 points

GM Intrusion: The portcullis impales the character, trapping them beneath it until it is lifted or destroyed. The portcullis is electrified, inflicting 1 point of damage each time it is touched or attacked with flesh or a metal object. A second portcullis drops nearby, trapping a character in a small area. Murder-holes in the ceiling allow enemies to make ranged attacks on the trapped character.

Rolling Boulder

A large boulder, wheel, or barrel rolls into the area, crushing anything in its path. Depending on the configuration of the area, the boulder might follow a specific path, ricochet erratically, break open pit traps, or get stuck somewhere.

A variant is a large iron weight on a chain that swings from the ceiling. The weight swings back and forth several times, giving it multiple chances to hit the characters, but decreasing its damage with each swing until it stops and becomes an obstacle.

Level: 6 (18)

Damage Inflicted: 6 points

Modifications: Defends as level 7

GM Intrusion: The boulder crashes through a door or wall, giving other dangerous creatures access to the character’s location. The boulder blocks the way out. The boulder carries a character along with it for some distance. The boulder is hollow and full of burning oil, leaving a fiery trail behind it. The boulder is hollow and contains undead skeletons, which jump out as it moves and attack nearby creatures.

Slicing Blade

A thin blade slices out from a gap in the wall, floor, or ceiling. The trap might be designed to sweep the entire area (such as the width of a corridor) or leave a tiny safe space just beyond the blade’s reach so a creature who knows of the trap can get past it. This kind of trap is usually designed to reset automatically after a minute or has a lever nearby that allows a creature to reset it manually.

Level: 5 (15)

Damage Inflicted: 5 points

Modifications: Attacks as level 6

GM Intrusion: The blade is a magical weapon with an additional effect, such as inflicting 3 points of fire damage. The blade is rusted and breaks off when it hits the character, inflicting 1 point of damage (ignores Armor) each round after the initial attack until it is healed.

Sliding Stair

A stairway or section of stairs unexpectedly turns into a ramp. Anyone who makes a Speed defense roll can catch hold near where they were standing; otherwise, they slide or tumble to the bottom and take damage. This kind of trap usually resets after a minute or has a manual reset lever at the top or bottom of the stairs.

Level: 4 (12)

Damage Inflicted: 1 point of ambient damage per 20 feet slid (ignores Armor)

GM Intrusion: The trap releases oil, hindering attempts to climb the ramp or stairs by two steps. Tiny blades stick out between the sections of the ramp, inflicting an additional 3 points of damage. The trap releases a boulder to roll down the stairs after the sliding character, inflicting an additional 3 points of damage.

Snake Pit

The trap drops the character into a pit full of snakes or drops a large number of snakes on the character. The snakes immediately attack the character and perhaps others in the area.

Level: 4 (12)

Damage Inflicted: As per the swarm of snakes

GM Intrusion: The snake poison is especially potent, moving the character one step down the damage track if they fail a Might defense roll. The snakes constrict the character, hindering their actions until the snakes are defeated.

Spear

The trap fires a spear, javelin, or other large projectile. (In many ways, this is a scaled-up and more dangerous version of an arrow trap, and the same suggestions for that trap apply to this one.)

Level: 4 (12)

Damage Inflicted: 6 points

Modifications: Defense and stealth as level 5 (if hidden behind a hole in a wall)

GM Intrusion: The impact of the spear knocks the character prone. The spear is barbed, and removing it inflicts 3 points of damage. The spear is attached to a string, cord, or wire, with the other end tied to something dangerous like a falling block or an electrical shock

Teleporter

The trap magically moves the character to another location within about 1,000 feet (300 m), typically a prison cell, an oubliette, or a very deep pit. It’s more efficient to kill an intruder than to teleport them, so teleportation is usually reserved for trapping creatures for interrogation.

Level: 6 (18)

Damage Inflicted: None

GM Intrusion: The teleport destination is above the ground, causing the character to fall some distance and take damage (1 point of ambient damage per 10 feet fallen). The destination is dangerous, such as a tiny room lined with spikes, a shark tank, or a boulder in a lava lake.

","markdown":""},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"ownership":{"default":-1},"flags":{}},{"sort":0,"name":"Fantasy Character Options","type":"text","_id":"cR4ojz7Ueury3HXX","title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"

In some cases, the ideas here require minor changes to the flavor described in the character options; you should work with your GM to make sure these changes are suitable for the campaign. Some of these options recommend swapping out a type ability for an ability from one of the character flavors such as combat, magic, or stealth.

Types: @UUID[Compendium.cyphersystem-compendium.cypher-journals.k9exUQdtIwtKwqCc.JournalEntryPage.NgiK7sSsF9czBCRy#warrior]{Warrior} @UUID[Compendium.cyphersystem-compendium.cypher-journals.k9exUQdtIwtKwqCc.JournalEntryPage.NgiK7sSsF9czBCRy#adept]{Adept} @UUID[Compendium.cyphersystem-compendium.cypher-journals.k9exUQdtIwtKwqCc.JournalEntryPage.NgiK7sSsF9czBCRy#explorer]{Explorer} @UUID[Compendium.cyphersystem-compendium.cypher-journals.k9exUQdtIwtKwqCc.JournalEntryPage.NgiK7sSsF9czBCRy#speaker]{Speakers}

Flavors: @UUID[Compendium.cyphersystem-compendium.cypher-journals.k9exUQdtIwtKwqCc.JournalEntryPage.gUBd9dvLJ8qY0iZx#stealth-flavor]{Stealth flavor} @UUID[Compendium.cyphersystem-compendium.cypher-journals.k9exUQdtIwtKwqCc.JournalEntryPage.gUBd9dvLJ8qY0iZx#magic-flavor]{Magic flavor} @UUID[Compendium.cyphersystem-compendium.cypher-journals.k9exUQdtIwtKwqCc.JournalEntryPage.gUBd9dvLJ8qY0iZx#combat-flavor]{Combat flavor} @UUID[Compendium.cyphersystem-compendium.cypher-journals.k9exUQdtIwtKwqCc.JournalEntryPage.gUBd9dvLJ8qY0iZx#skills-and-knowledge-flavor]{Skills and Knowledge flavor}

Foci: @UUID[Compendium.cyphersystem-compendium.cypher-journals.k9exUQdtIwtKwqCc.JournalEntryPage.9x56c0G5TMOl1Arn#foci]{List of foci in the Cypher System Rulebook}

Alchemist

In the sense that an alchemist is someone who makes magical items or similar types of things, Adept and Explorer are appropriate type choices for academic alchemists. For a general sort of alchemist who makes potions of magical effects, choose the Masters Spells focus (instead of spells, you learn potions). For one who transforms into a powerful and dangerous creature, choose Howls at the Moon. For one who loves throwing bombs, choose Bears a Halo of Fire. For a healer, choose Works Miracles.

Assassin/Spy

Explorer and Warrior are good type choices for an assassin character. Appropriate foci are Masters Weaponry, Moves Like a Cat, Murders, and Works the Back Alleys. Barbarian: A barbarian character is probably a Warrior or (to focus a little more on skills than combat) an Explorer. Good foci to choose from are Lives in the Wilderness, Masters Weaponry, Needs No Weapon, Never Says Die, Performs Feats of Strength, and Rages.

Bard

Bards in fantasy fiction and games are troubadours, minstrels, and storytellers, perhaps with a supernatural element. Bards are usually Explorers or Speakers. Appropriate foci are Entertains, Helps Their Friends, Infiltrates, and Masters Spells.

Cleric or Priest

Academic clerics are usually Adepts or Speakers, but martial clerics are often Warriors (perhaps with magic flavor). For a typical cleric with a versatile set of abilities, choose the Channels Divine Blessings focus.

Druid

As a very specific sort of nature priest, a druid character is usually an Adept or Explorer (in either case probably using the magic flavor). A typical druid probably has Channels Divine Blessings or Lives in the Wilderness as a focus, but for more specific options, see the following foci:

Fighter

Fighters almost always have the Warrior type, but some are Explorers. A typical fighter probably has a direct focus like Masters Weaponry or Wields an Enchanted Weapon. For additional options based on choosing a specific fighting role, see the following:

Gunslinger

A gunslinger is probably a Warrior or Explorer, but some are Speakers with combat flavor. Appropriate foci are Is Licensed to Carry, Masters Weaponry, Sailed Beneath the Jolly Roger, and Wields an Enchanted Weapon.

Inquisitor

Inquisitors are usually Explorers, Speakers, or Warriors, depending on whether their inclinations are for having many skills, being good at interacting with people, or combat. Appropriate foci are Infiltrates, Metes Out Justice, and Operates Undercover.

Merchant

An Explorer with a focus dealing with social interactions, like Entertains or Leads, would make a good merchant character, but the more obvious choice would be a Speaker.

Monk or Martial Artist

As masters of unarmed combat, monks are usually Warriors or Explorers (perhaps with a combat flavor). Appropriate foci are Fights With Panache, Needs No Weapon, and Throws With Deadly Accuracy.

Paladin/Holy Knight/Paragon

As holy warriors who mix martial prowess and magic, paladins are usually Warriors or Explorers (in either case, perhaps modified with the magic flavor). Good foci for this type of character include Defends the Gate, Defends the Weak, Metes Out Justice, Slays Monsters, and Wields an Enchanted Weapon.

Ranger

Rangers mix combat and skills, and therefore are usually Explorers (perhaps with combat flavor) or Warriors (perhaps with skills and knowledge flavor). Appropriate foci for a ranger are Controls Beasts, Hunts, Lives in the Wilderness, Slays Monsters, Throws With Deadly Accuracy, and Wields Two Weapons at Once.

Rogue or Thief

Most rogue-type characters are Explorers, but an interaction-focused rogue could easily be a Speaker (perhaps with stealth flavor). Good foci for rogues are Explores Dark Places, Fights Dirty, Hunts, Infiltrates, Is Wanted by the Law, Moves Like a Cat, Sailed Beneath the Jolly Roger, and Works the Back Alleys.

Sorcerer

Sorcerers, for our purpose here, are mages who have inherent magical abilities (as opposed to wizards, who study long and hard to get their spells). Most sorcerers are Adepts, but some are Explorers or Speakers. The Masters Spells focus gives a typical sorcerer an effective set of abilities, and most foci choices provide a themed set of spells. For sorcerers of various magical bloodlines, see the following:

Trickster or Con Artist

These clever folks are typically Speakers, although they could be Adepts if they are very magical (or Explorers if they aren’t magical at all). Foci choices include Fights Dirty, Works the Back Alleys, or Entertains.

War-wizard

or those unusual characters who use a mix of weapon attacks and spells, play a Warrior with magic flavor or an Expert with combat or magic flavor. Appropriate foci include Fights With Panache, Masters Weaponry, and Wields an Enchanted Weapon.

Warlock or Witch

For the purposes of this list, warlocks and witches are mages who gain magical power from pacts they make with otherworldly entities. Most warlocks are Adepts, but Explorers and Speakers (perhaps with magic flavor) can be interesting options. Fun foci for a warlock include Dances With Dark Matter, Keeps a Magic Ally, Masters the Swarm, Separates Mind From Body, and Was Foretold, but (depending on the patron and pact) most sorcerer and wizard foci work just as well.

Wild Mage

Those who use chaotic magic are usually Adepts, but a dabbler might be an Explorer or Speaker with the magic flavor. The best focus that suits this theme is Uses Wild Magic*.

Wizard

For the purposes of this list, wizards study magical lore at length to learn the ways of spellcasting (as opposed to sorcerers, warlocks, and so on). Wizards are usually Adepts, but a person-oriented wizard might be a Speaker (perhaps with the magic flavor). For a generalist wizard who has a variety of spells, choose the Masters Spells focus. For more specific kinds of wizards, see the following:

Prepared vs. Spontaneous Spellcasting

Magical characters get their abilities (which might be spells, rituals, or something else) from their type and focus, and they can use these abilities as they see fit as long as they spend the required Pool points. This technically makes them more like spontaneous casters. If you’d like to play something more like a prepared-caster wizard with a large selection of abilities that you narrow down each day, consider a spellcasting-oriented focus like Channels Divine Blessings, Masters Spells, or Speaks for the Land, and consider augmenting it with the optional @UUID[.pv2wF08b4nAjfygJ#spellcasting]{spellcasting} rule.

Animal Form Minor Abilities

Use the following as examples or suggestions of what a character gains when in the shape of an animal. If an animal shape lists two skills, the character chooses which one they want each time they take that shape.

AnimalSkill TrainingOther Abilities
ApeClimbingHands
BadgerClimbingScent
BatPerceptionFlying
BearClimbingScent
BirdPerceptionFlying
BoarMight defenseScent
CatClimbing or stealthSmall
Constrictor snakeClimbingConstrict
CrocodileStealth or swimmingConstrict
DeinonychusPerceptionFast
DolphinPerception or swimmingFast
FishStealth or swimmingAquatic
FrogJumping or stealthAquatic
HorsePerceptionFast
LeopardClimbing or stealthFast
LizardClimbing or stealthSmall
OctopusStealthAquatic
SharkSwimmingAquatic
TurtleMight defenseArmor
Venomous snakeClimbingVenom
WolfPerceptionScent

Aquatic: The animal either breathes water instead of air or is able to breathe water in addition to breathing air.

Armor: The animal has a thick hide or shell, granting +1 to Armor.

Constrict: The animal can grip its opponent fast after making a melee attack (usually with a bite or claw), easing attack rolls against that foe on later turns until the animal releases the foe.

Fast: The animal can move a long distance on its turn instead of a short distance.

Flying: The animal can fly, which (depending on the type of animal) may be up to a short or long distance on its turn.

Hands: The animal has paws or hands that are nearly as agile as those of a human. Unlike with most animal shapes, the animal’s tasks that require hands are not hindered (although the GM may decide that some tasks requiring human agility, such as playing a flute, are still hindered).

Scent: The animal has a strong sense of smell, gaining an asset on tracking and dealing with darkness or blindness.

Small: The animal is considerably smaller than a human, easing its Speed defense tasks but hindering tasks to move heavy things.

Venom: The animal is poisonous (usually through a bite), inflicting 1 additional point of damage.

","markdown":""},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"ownership":{"default":-1},"flags":{}},{"sort":50000,"name":"Fantasy Species","type":"text","_id":"f6LGhir6QTv6W0Ts","title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"

Sometimes, in settings that have fantasy species, players want to play a member of that species rather than the default (which is usually “human”). Most of the time, this choice is one of flavor rather than game mechanics. If you’re a demon from the underworld, that’s great, but it doesn’t change your stats or skills (though it may have roleplaying challenges).

However, sometimes being a nonhuman results in more substantive changes. A PC ogre in a fantasy setting might have the Strong or Tough descriptor, or perhaps it has a descriptor simply called Ogre, which is similar to Strong or Tough but more pronounced (with greater Might but even greater drawbacks). This would mean that instead of being a Tough Warrior who Controls Beasts, the character is an Ogre Warrior who Controls Beasts.

Variant Rule: Two Descriptors

By having dwarf, elf, or other species take the place of a character’s descriptor, it creates a situation where only human characters have the variability of choosing a descriptor that suits their personality. The GM might instead allow all human characters to have two descriptors, and nonhuman characters to have a standard descriptor in addition to their species descriptor. Sometimes contradictory descriptors might weaken or negate each other’s benefits and drawbacks. If one descriptor gives training in a skill and another gives an inability in that skill, they cancel each other out and the character doesn’t have any modifier for that skill at all.

Descriptors as Species

If a player wants to play a nearly human species without any exceptional or unique special abilities, it’s easy for a GM to pick an appropriate descriptor and use it as that species’ descriptor. A greyhound-like species might have the Fast descriptor.

Fantasy Species Descriptors

In a high fantasy setting, some GMs may want dwarves and elves to be mechanically different from humans. Below are some possibilities for how this might work.

Catfolk

You are unmistakably feline. Your people have fur; large, pointed ears; sharp teeth and claws; and even tails. You are nimble, graceful, and quick. An ancient and sophisticated culture, your people have their own language, customs, and traditions developed in relative seclusion over the centuries. Neither conquerors nor conquered, the success of your society has come from the fact that you have given most others a wide berth. As a people, you almost never get involved in wars or similar matters, which has given other cultures the idea that you are aloof, unapproachable, or mysterious. As long as they leave you alone, what they think is fine with you.

You gain the following characteristics:

Agile: +4 to your Speed Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.DeUU8nDAbG6BIQQg]{Skill}: You are trained in climbing and balance tasks.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.rCpy4wSKaDTLQ2cR]{Bared Claws}: Even unarmed, your claws are light weapons that inflict 4 points of damage.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You were curious as to what the other PCs were up to.

  2. You needed to get out of town, and the PCs were going in the same direction as you.

  3. You are interested in making a profit, and the other PCs seem to have a lead on doing just that.

  4. It seemed like a lark.

Dragonfolk

You have scales, fangs, claws, and magic—gifts of the dragons. You might have been born of dragonfolk parents, willingly transformed in a magical ceremony, or chosen by a dragon to be their agent or champion. You have a great destiny before you, but it is your choice whether to make it your own or bend to the will of those who made you what you are. Some people mistrust or fear you, and others consider you a prophet or wish to exploit your power for their own goals.

You gain the following characteristics:

Sturdy: +2 to your Might Pool.

@UUID[Compendium.cyphersystem-compendium.basic-skills.tZ7PdXuWQyRMo0Rh]{Skill}: You are trained in intimidation.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.Arv3VAf1Bbaeupjo]{Dragonbreath (3 Might points)}: You breathe out a blast of energy in an immediate area. Choose one type of energy (arcane, cold, fire, thorn, and so on); the blast inflicts 2 points of damage of this kind of energy (ignores Armor) to all creatures or objects within the area. Because this is an area attack, adding Effort to increase your damage works differently than it does for single-target attacks. If you apply a level of Effort to increase the damage, add 2 points of damage for each target, and even if you fail your attack roll, all targets in the area still take 1 point of damage. Action.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.NrvazWOp6IzB3NKR]{Draconic Resistance}: You gain +2 Armor against the type of energy you create with your dragonbreath.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.swVA9i65QiHR9D3G]{Scaly}: +1 to Armor.

@UUID[Compendium.cyphersystem-compendium.inabilities.7HkYyPwaYnK7U9rE]{Inability}: You have difficulty relating to non-dragons. Tasks to persuade non-dragons are hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You believe the other PCs can help you solve a mystery about your heritage.

  2. You needed to get out of town, and the PCs were going in the same direction as you.

  3. Your creator, master, or mentor told you to help the PCs.

  4. You want to make a name for yourself, and the other PCs seem competent and compatible.

Dwarf

You’re a stocky, broad-shouldered, bearded native of the mountains and hills. You’re also as stubborn as the stone in which the dwarves carve their homes under the mountains. Tradition, honor, pride in smithcraft and warcraft, and a keen appreciation of the wealth buried under the roots of the world are all part of your heritage. Those who wish you ill should be wary of your temper. When dwarves are wronged, they never forget.

You gain the following characteristics:

Stalwart: +2 to your Might Pool.

@UUID[Compendium.cyphersystem-compendium.basic-skills.Q0vfmbqehJw0jYBa]{Skill}: You are trained in Might defense rolls.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.kOe6eKWNKZ0rlIbt]{Skill}: You are trained in tasks related to stone, including sensing stonework traps, knowing the history of a particular piece of stonecraft, and knowing your distance beneath the surface.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.XBza3foP98Apv3u6]{Skill}: You are practiced in using axes.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.O0bj3SSEEaArxBet]{Skill}: You are trained in using the tools required to shape and mine stone.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.wfUuLfNI6KyKsZ6R]{Vulnerability}: When you fail an Intellect defense roll to avoid damage, you take 1 extra point of damage.

Additional Equipment: You have an axe.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You found the PCs wandering a maze of tunnels and led them to safety.

  2. The PCs hired you to dig out the entrance to a buried ruin.

  3. You tracked down the thieves of your ancestor’s tomb and found they were the PCs. Instead of killing them, you joined them.

  4. Before dwarves settle down, they need to see the world.

Elf

You haunt the woodlands and deep, natural realms, as your people have for millennia. You are the arrow in the night, the shadow in the glade, and the laughter on the wind. As an elf, you are slender, quick, graceful, and long lived. You manage the sorrows of living well past many mortal lifetimes with song, wine, and an appreciation for the deep beauties of growing things, especially trees, which can live even longer than you do.

You gain the following characteristics:

Agile: +2 to your Speed Pool.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.y8GNItkWz0Ll5eDE]{Long-Lived}: Your natural lifespan (unless tragically cut short) is thousands of years.

@UUID[Compendium.cyphersystem-compendium.basic-skills.rH5FwMXGaNn21DZD]{Skill}: You are specialized in tasks related to perception.

Skill: You are practiced in using one bow variety of your choice.

Skill: You are trained in @UUID[Compendium.cyphersystem-compendium.basic-skills.duTx0BwgmC1Gw3Ze]{stealth} tasks. In areas of natural woodland, you are @UUID[Compendium.cyphersystem-compendium.expanded-skills.FXuy9hOuuAVeiGIc]{specialized in stealth tasks}.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.JTgcA5dhKHQM6lvw]{Fragile}: When you fail a Might defense roll to avoid damage, you take 1 extra point of damage.

Additional Equipment: You have a bow and a quiver of arrows to go with it.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. Before putting an arrow in the forest intruders, you confronted them and met the PCs, who were on an important quest.

  2. Your heart yearned for farther shores, and the PCs offered to take you along to new places.

  3. Your home was burned by strangers from another place, and you gathered the PCs along the way as you tracked down the villains.

  4. An adventure was in the offing, and you didn’t want to be left behind.

Gnome

You are curious and love discovering ways to turn found things into art, tools, or weapons. You might be a sculptor, smith, artist, chef, storyteller, or inventor. Alchemy, magic, and engineering fascinate you. Other beings may see you as a strange mix of a nature-loving elf and a craft-obsessed dwarf, but you and your kind are unique people with a passion for life, exploration, and creation.

You gain the following characteristics:

Genius: +2 to your Intellect Pool.

Skill: You are trained in two skills that suit your creative nature, such as @UUID[Compendium.cyphersystem-compendium.expanded-skills.nOkdSeD8QEQgi6Lm]{alchemy}, @UUID[Compendium.cyphersystem-compendium.expanded-skills.RPU9iHIfLVP3I9UI]{smithing}, @UUID[Compendium.cyphersystem-compendium.expanded-skills.XJqnjJvrX7sqrRxW]{poetry}, @UUID[Compendium.cyphersystem-compendium.expanded-skills.PlTk7YRsnUoMhUwp]{cooking}, @UUID[Compendium.cyphersystem-compendium.expanded-skills.lGhze6lUAXWz6npA]{woodcarving}, or @UUID[Compendium.cyphersystem-compendium.expanded-skills.uCJlnmQ0ENoX0tIr]{pottery}.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.ssdHxWzZlPfCCJiK]{Skill}: You are practiced in using hammers.

Natural Affinity: You gain one of the following abilities: @UUID[Compendium.cyphersystem-compendium.abilities.OIk4usP2NFT0tDu7]{Communication}, @UUID[Compendium.cyphersystem-compendium.abilities.xskKzxBoGvSrje4e]{Eyes Adjusted}, or @UUID[Compendium.cyphersystem-compendium.abilities.l60mmJrF1GupXLJB]{Minor Illusion}.

@UUID[Compendium.cyphersystem-compendium.inabilities.GhWikcOP1CAwpzZQ]{Inability}: Your small size makes some physical tasks difficult. Might-based tasks are hindered.

Additional Equipment: You have a bag of light tools or a bag of heavy tools.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You think an object or material you’ve been looking for can be found where the other PCs are going.

  2. You were recruited because of your knowledge on a particular subject.

  3. You were bored and it sounded like the PCs were going to do something interesting.

  4. You owe one of the PCs a favor for a useful gift in the past.

Half-Giant

You stand at least 12 feet (4 m) tall and tower over everyone around you. Whether you are a full-blooded giant or merely have giant heritage from large ancestors, you’re massive. Always large for your age, it became an issue only once you reached puberty and topped 7 feet (2 m) in height, and kept growing from there.

You gain the following characteristics:

Tough: +4 to your Might Pool.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.cP5tB0NoQnIydKZJ]{Mass and Strength}: You inflict +1 point of damage with your melee attacks and attacks with thrown weapons.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.0efUBEaMaoe3XB4q]{Breaker}: Tasks related to breaking things by smashing them are eased.

Inability: You’re too large to accomplish normal things. Tasks related to @UUID[Compendium.cyphersystem-compendium.inabilities.gpHPkjq631isDAjT]{initiative}, @UUID[Compendium.cyphersystem-compendium.inabilities.oGzczZIk8XKBDpZo]{stealth}, and @UUID[Compendium.cyphersystem-compendium.inabilities.veqN70GNrIvluVMq]{fine manipulation of any sort} (such as lockpicking or repair tasks) are hindered.

Additional Equipment: You have a heavy weapon of your choice.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You fished the PCs out of a deep hole they’d fallen into while exploring.

  2. You were the PCs’ guide in the land of giants and stayed with them afterward.

  3. The PCs helped you escape a nether realm where other giants were imprisoned by the gods.

  4. You kept the PCs from being discovered by hiding them behind your bulk when they were on the run.

Halfling

Three feet tall and proud, you are fond of the comforts of home but itching for a little adventure now and then. Small and quick, you have a way of getting along with everyone. You might have been raised in a halfling village, a mixed community where humans and the small folk work and eat side by side as friends, or a less welcoming environment where your people get things done using deception and criminal activity. You and humans have a lot in common—you’re just more compact and efficient about it.

You gain the following characteristics:

Agile: +2 to your Speed Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.iLViKiz8EUbAbChF]{Skill}: You are trained in pleasant social interactions.

@UUID[Compendium.cyphersystem-compendium.basic-skills.duTx0BwgmC1Gw3Ze]{Skill}: You are trained in stealth.

@UUID[Compendium.cyphersystem-compendium.basic-skills.5X8qgmSuvRVNTiaP]{Skill}: You are trained in Intellect defense.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.MKYIm6Rgf4VRIKrK]{Advantage}: When you use 1 XP to reroll a d20 for any roll that affects only you, add 3 to the reroll.

@UUID[Compendium.cyphersystem-compendium.inabilities.GhWikcOP1CAwpzZQ]{Inability}: Your small size makes some physical tasks difficult. Might-based tasks are hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You were fleeing someone and literally ran into the other PCs.

  2. You were invited (or invited yourself) as a good luck charm.

  3. You were tricked into going with the other PCs or were brought along despite your very reasonable objections.

  4. You’re very protective of another PC and want to make sure they get through the upcoming challenges.

Helborn

Demons of the underworld sometimes escape. When they do, they can taint human bloodlines. Things like you are the result of such unnatural unions. Part human and part something else, you are an orphan of a supernatural dalliance. Thanks to your unsettling appearance, you’ve probably been forced to make your own way in a world that often fears and resents you. Some of your kin have large horns, tails, and pointed teeth. Others are more subtle or more obvious in their differences—a shadow of a knife-edge in their face and a touch that withers normal plants, a little too much fire in their eyes and a scent of ash in the air, a forked tongue, goatlike legs, or the inability to cast a shadow. Work with the GM on your particular helborn appearance.

You gain the following characteristics.

Devious: +2 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.JW3zwz6IgZcqN0XX]{Skill}: You are trained in tasks related to magic lore and lore of the underworld.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.w2loaRgoNlhuYGwg]{Fire Adapted}: +2 to Armor against damage from fire only.

Helborn Magic: You are inherently magical. Choose one low-tier ability from the Abilities chapter. If the GM agrees it is appropriate, you gain that ability as part of your helborn heritage, and can use it like any other type or focus ability.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.yW5LvpudYQcN1n5b]{Inner Evil}: You sometimes lose control and risk hurting your allies. When you roll a 1, the GM has the option to intrude by indicating that you lose control. Once you’ve lost control, you attack any and every living creature within short range. You can’t spend Intellect points for any reason other than to try to regain control (a difficulty 2 task). After you regain control, you suffer a –1 penalty to all rolls for one hour.

@UUID[Compendium.cyphersystem-compendium.inabilities.lfVIjOnbi86nUjng]{Inability}: People distrust you. Tasks to persuade or deceive are hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You were nearly beaten to death by people who didn’t like your look, but the PCs found and revived you.

  2. The PCs hired you for your knowledge of magic.

  3. Every so often you get visions of people trapped in the underworld. You tracked those people down and found the PCs, who’d never visited the underworld. Yet.

  4. Your situation at home became untenable because of how people reacted to your looks. You joined the PCs to get away.

Lizardfolk

You are from a long line of fierce reptilian predators. You show your fangs and scales proudly. Your people survive and thrive in the wetlands, guarding their eggs, raising their hatchlings, and protecting their territory. City-builders may call you a savage and your culture primitive, but there is grace in your hunting, artistry in your crafting, joy in your songs, and reverence in your worship.

You gain the following characteristics:

Agile: +2 to your Speed Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.i7q2aMxENuKETot9]{Skill}: You are trained in balancing, jumping, and swimming.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.vVx5J6bhyVaUQe6I]{Skill}: You are trained in hunting and tracking.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.nhTWuGsVIhtLa9vk]{Skill}: You are practiced in using javelins and spears.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.swVA9i65QiHR9D3G]{Scaly}: +1 to Armor.

@UUID[Compendium.cyphersystem-compendium.inabilities.Lhii2OfmpwG65lw2]{Inability}: Your slightly clawed hands make fine detail work difficult. You have an inability with picking locks, picking pockets, and other manual dexterity tasks (but not crafting).

Additional Equipment: You have a spear and a pair of javelins.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. The other PCs were lost in your territory and you were sent to escort them out.

  2. Something has been attacking your community and you want to find and destroy it.

  3. You were exiled from your community and need to prove your worthiness before you can return to it.

  4. You or your priest had a vision of you traveling with the other PCs.

","markdown":""},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"ownership":{"default":-1},"flags":{}},{"sort":-100000,"name":"Introduction","type":"text","_id":"KSrRqxgRDxRsVjZ0","title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"

For our purposes, fantasy is any genre that has magic, or something so inexplicable it might as well be magic. The sort of core default of this type is Tolkienesque fantasy, also known as second-world fantasy because it includes a completely new world not our own. Big fantasy epics like those penned by J. R. R. Tolkien (hence the name), C. S. Lewis, George R. R. Martin, Stephen R. Donaldson, David Eddings, Ursula K. Le Guin, and others are indicative of this genre. It usually involves swords, sorcery, nonhuman species (such as elves, dwarves, helborn, and half-giants), and epic struggles.

Of course, fantasy might also involve the modern world, with creatures of myth and sorcerers dwelling among us. It might involve mythic traditions of any number of cultures (elves, dwarves, and the like, usually being decidedly European) or bear little resemblance to anything on Earth, past or present. It might even involve some of the trappings of science fiction, with spaceships and laser guns amid the wizardry and swords (this is often called science fantasy).

Fantasy can also be defined by the amount of fantasy elements within it. A second-world fantasy filled with wizards, ghosts, dragons, curses, and gods is referred to as high fantasy. Fantasy with a firmer grounding in reality as we know it in our world is low fantasy. (In fact, low fantasy often takes place in our world, or in our world’s distant past, like the stories of Conan.) No single element indicates concretely that a given fantasy is high or low. It’s the prevalence of those elements.

The point is, there are many, many types of fantasy.

Using the Fantasy Rulebook

The Fantasy Rulebook is an expansion of the @UUID[Compendium.cyphersystem-compendium.cypher-journals.k9exUQdtIwtKwqCc.JournalEntryPage.5tBpQHxLFK0uSx7O]{fantasy genre chapter} of the @UUID[Compendium.cyphersystem-compendium.cypher-journals.k9exUQdtIwtKwqCc]{Cypher System Rulebook}. For ease of reference, it replicates the relevant information and rules from the basic genre chapter. You need the Cypher System Rulebook to play, and many references to the Cypher System Rulebook are made throughout the Fantasy Rulebook.

","markdown":""},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"ownership":{"default":-1},"flags":{}},{"sort":75000,"name":"Medieval Fantasy Equipment","type":"text","_id":"6vEAhwM0vUXBQcfI","title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"

This chapter includes a variety of weapons, armor, and other adventuring equipment as well as goods and services that characters likely need during their adventures.

Currency

In most fantasy games, gold pieces (gp) are the most common currency adventuring groups are dealing with. There are often other types of coins, usually with an exchange rate in multiples of 10.

10 copper pieces (cp) = 1 silver piece
10 silver pieces (sp) = 1 gold piece
10 gold pieces (gp) = 1 platinum piece
10 platinum pieces (pp) = 1 mithral piece
10 mithral pieces (mp) = 1 adamantine piece (ap)

When using currency categories, use this table as a guideline:

CategoryGP Value
InexpensiveLess than 1 gp
Moderate1–10 gp
Expensive100–500 gp
Very expensive1,000–10,000 gp
Exorbitant10,000+ gp

Weapons

Light Weapons (2 points of damage)PriceNotes
@UUID[Compendium.cyphersystem-compendium.weapons-fantasy.La6ogBpdY1cjYIug]{Blowgun}5 gpShort range
@UUID[Compendium.cyphersystem-compendium.ammo.ZjgOgQ5Ar0RFF8ZA]{Blowgun darts (20)}1 sp
@UUID[Compendium.cyphersystem-compendium.weapons-fantasy.cFkYLORc1EiwPpLf]{Dagger}2 gpCan be thrown up to short range
@UUID[Compendium.cyphersystem-compendium.weapons-fantasy.3ooFw7HkzFHCydiX]{Hand crossbow}75 gpShort range
@UUID[Compendium.cyphersystem-compendium.ammo.mY1JGNvk9RPW7y2D]{Crossbow bolts (20)}1 gp
@UUID[Compendium.cyphersystem-compendium.weapons-fantasy.Chp5Kt00vrxxYBAT]{Handaxe}5 gpCan be thrown up to short range
@UUID[Compendium.cyphersystem-compendium.weapons-fantasy.Ombw0cM6oY9o7eAy]{Net}1 gpCan be thrown up to short range
@UUID[Compendium.cyphersystem-compendium.weapons-fantasy.AXPesPdT1uZDbUih]{Rapier}25 gp
@UUID[Compendium.cyphersystem-compendium.weapons-fantasy.5A9w9lTtT2hcc4yJ]{Sickle}1 gpShort range
@UUID[Compendium.cyphersystem-compendium.weapons-fantasy.bbPthzvrSk4ClM0A]{Sling}1 spShort range
@UUID[Compendium.cyphersystem-compendium.ammo.X8ka31dSew6QVeWl]{Sling bullets (20)}5 cp
@UUID[Compendium.cyphersystem-compendium.weapons-fantasy.u8vsDS3hivPzDr5q]{Throwing dart}5 cpShort range
@UUID[Compendium.cyphersystem-compendium.weapons-fantasy.GThHnN26NK5hjgvx]{Unarmed}
@UUID[Compendium.cyphersystem-compendium.weapons-fantasy.gn3OIqW6nXIBm6eV]{Whip}2 gp
Medium Weapons (4 points of damage)PriceNotes
@UUID[Compendium.cyphersystem-compendium.weapons-fantasy.oGdbXxumsdjbdVzJ]{Battleaxe}10 gp
@UUID[Compendium.cyphersystem-compendium.weapons-fantasy.xeXPxadNyGu35H4k]{Bow}30 gpLong range
@UUID[Compendium.cyphersystem-compendium.ammo.JwvZz1lxVR3H6P8D]{Arrows (20)}1 gp
@UUID[Compendium.cyphersystem-compendium.weapons-fantasy.W8mx4ak9u2JKvX6Q]{Broadsword}15 gp
@UUID[Compendium.cyphersystem-compendium.weapons-fantasy.zuI2zJqYv2bPN415]{Club}1 sp
@UUID[Compendium.cyphersystem-compendium.weapons-fantasy.e3q1qzE9awcyds0k]{Crank Crossbow}250 gpLong range
@UUID[Compendium.cyphersystem-compendium.ammo.mY1JGNvk9RPW7y2D]{Crossbow bolts (20)}1 gp
@UUID[Compendium.cyphersystem-compendium.weapons-fantasy.ZHeioW4Ywrgs6Si8]{Light crossbow}25 gpLong range
@UUID[Compendium.cyphersystem-compendium.ammo.mY1JGNvk9RPW7y2D]{Crossbow bolts (20)}1 gp
@UUID[Compendium.cyphersystem-compendium.weapons-fantasy.jiYEdsjXbdH7Jwcz]{Flail}10 gp
@UUID[Compendium.cyphersystem-compendium.weapons-fantasy.TzIXtwHjGeLvD3Wm]{Hammer}15 gp
@UUID[Compendium.cyphersystem-compendium.weapons-fantasy.tcdOMBkFfeLcxt3Z]{Javelin}5 spCan be thrown up to long range
@UUID[Compendium.cyphersystem-compendium.weapons-fantasy.XW3nznvj9I3ZKy7c]{Mace}10 gp
@UUID[Compendium.cyphersystem-compendium.weapons-fantasy.9ABakZIK7FMATDEP]{Pick}10 gp
@UUID[Compendium.cyphersystem-compendium.weapons-fantasy.zX4ITHjhkC5CSnm5]{Polearm}10 gp
@UUID[Compendium.cyphersystem-compendium.weapons-fantasy.J3BdB6S45bmc8cvl]{Quarterstaff}2 sp
@UUID[Compendium.cyphersystem-compendium.weapons-fantasy.QuLhu4QmNzdLzpFk]{Scimitar}25 gp
@UUID[Compendium.cyphersystem-compendium.weapons-fantasy.M7kIHU5LSI7Rj5PF]{Spear}1 gpCan be thrown up to long range
@UUID[Compendium.cyphersystem-compendium.weapons-fantasy.HuKCAXnnWf3HR9gT]{Trident}5 gp
Heavy Weapons (6 points of damage)PriceNotes
@UUID[Compendium.cyphersystem-compendium.weapons-fantasy.NuUL2Ycn2azot0ge]{Greataxe}30 gp
@UUID[Compendium.cyphersystem-compendium.weapons-fantasy.7Yc0010ac7PbCkPl]{Greatsword}50 gp
@UUID[Compendium.cyphersystem-compendium.weapons-fantasy.gVNfXCYe0qsDXQNO]{Heavy crossbow}50 gpLong range
@UUID[Compendium.cyphersystem-compendium.ammo.mY1JGNvk9RPW7y2D]{Crossbow bolts (20)}1 gp
@UUID[Compendium.cyphersystem-compendium.weapons-fantasy.CKNhuNKheDt3TJDK]{Heavy mace}15 gp
@UUID[Compendium.cyphersystem-compendium.weapons-fantasy.jFdGP8cMFCjjHq1Z]{Maul}10 gp

Armor

Light ArmorPriceArmorSpeed Effort Additional Cost
@UUID[Compendium.cyphersystem-compendium.armor-fantasy.eHb9a4YFDbWkkqb4]{Heavy cloth}3 gp1*0
@UUID[Compendium.cyphersystem-compendium.armor-fantasy.dwYLXpRkrg8AaoMP]{Hides and furs}10 gp11
@UUID[Compendium.cyphersystem-compendium.armor-fantasy.E3UpdWDvaLUQ2Xfz]{Leather jerkin}10 gp11
@UUID[Compendium.cyphersystem-compendium.armor-fantasy.bezPaZn4F1DEviBL]{Padded}5 gp1*0
Medium ArmorPriceArmorSpeed Effort Additional Cost
@UUID[Compendium.cyphersystem-compendium.armor-fantasy.BOIJGf76BCQ9SOC2]{Beastskin}10 gp22
@UUID[Compendium.cyphersystem-compendium.armor-fantasy.ljoqzdX7tpPpCTCc]{Breastplate}400 gp22
@UUID[Compendium.cyphersystem-compendium.armor-fantasy.9toshrf5gjzwIsDm]{Brigandine}200 gp22
@UUID[Compendium.cyphersystem-compendium.armor-fantasy.2mgyMiNIOQ4iUVnl]{Chainmail}75 gp22
@UUID[Compendium.cyphersystem-compendium.armor-fantasy.f8OhNQR1rGtWy2Ot]{Dwarven breastplate}8,000 gp21
@UUID[Compendium.cyphersystem-compendium.armor-fantasy.kcF98fSVWNjAEQWI]{Elven chainmail}8,000 gp20
Heavy ArmorPriceArmorSpeed Effort Additional Cost
@UUID[Compendium.cyphersystem-compendium.armor-fantasy.2SMPhQU8pP4vsJ6R]{Full plate}1,500 gp33
@UUID[Compendium.cyphersystem-compendium.armor-fantasy.INMVvixgOwAiFDBC]{Scale}50 gp33
@UUID[Compendium.cyphersystem-compendium.armor-fantasy.rzFPk78CO7irND5F]{Shield}10 gpasset**

* Only against piercing and slashing attacks
** Using a shield provides the wearer with an asset on Speed defense tasks

If the GM prefers the simpler method of not tracking whether an attack is bashing, slashing, or stabbing, heavy cloth and padded armor should provide no Armor at all.

Adventuring Equipment

ItemPrice
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.rB6Ly3y7Gcm1eCkK]{Acid (flask)}25 gp
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.otKOcNgf85MoPzbM]{Adventuring pack}6 gp
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.Rfb1D9et9wIqhrfl]{Alchemist fire (flask)}50 gp
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.X94EG6TR0bXcJwcY]{Alchemist tools}50 gp
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.2uM56Yu3g5OCjLkm]{Backpack}2 gp
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.mVwBYBHxYinj4lLx]{Bag of heavy tools}25 gp
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.XuYDx9q73UxyPN22]{Bag of light tools}10 gp
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.YeJ9fP44lMEs25E1]{Battering ram}10 gp
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.3TAk68d2T0nMXlIG]{Bedroll}1 gp
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.5hs93fzcezPz0OSX]{Book}25 gp
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.2quZ9EVKq7N7XKmc]{Caltrops, bag}1 gp
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.ua0XElr4rvEe4C7J]{Candle}1 sp
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.BYccQr3VsYi7PD3t]{Climbing kit}25 gp
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.ObGbm8EmEBDCotRD]{Crowbar}2 gp
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.cIWeisTbSX9izeaW]{Disguise kit}25 gp
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.ZHt8it2kNbwR5B4f]{Grappling hook}2 gp
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.ICgjGDSqGXInN1PP]{Healing kit}5 gp
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.BmQOOToImOypwy7g]{Hourglass}25 gp
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.8xMA1v61pJqppGAM]{Ink (flask)}10 gp
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.BhKrACQ6vIJdduCm]{Ink pen}2 cp
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.VNW4jviGcTTfC2Mu]{Iron spikes (10)}1 gp
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.s3P6wlDAgUELR5ak]{Ladder (10 ft/3 m)}1 sp
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.L6px4Uovp5fVpgIS]{Lamp}5 sp
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.XjU4o9vgaZ4wiBSD]{Lantern}5 gp
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.pxPNd1KwLSHRqvps]{Lockpicks}25 gp
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.xdrtd5XmKC656Xa3]{Manacles}2 gp
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.orp0yZte6WTdEiB5]{Mirror}5 gp
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.2H9cno4UHJndR0Lx]{Musical instrument}2–50 gp
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.qbV2yNIADgDGarcj]{Oil (flask)}1 cp
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.FPKhLEtLiWC2DbHt]{Piton}5 cp
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.oeQz8dDiU392rShR]{Pole, wooden}5 cp
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.wdfJMB7hZlXw94vJ]{Pouch or other small rations}5 sp
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.UJ5qtx1Dt3ENW2Uh]{Rations (1 day)}5 sp
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.U20W8jrBZGlWsQu2]{Rope (50 ft/15 m)}1 gp
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.m5lUbtwYYZDzo0Jx]{Sack}1 cp
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.BQ87g3YjkViIKc7l]{Signal horn}2 gp
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.7BQwwk2qh7zxU6ih]{Spyglass}1,000 gp
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.MEp5TNjz6v9dnuLP]{Tent}2 gp
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.G2HjI5SUADNv0yJ2]{Torch}1 cp
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.T9Cmu7Uf7w4aHAac]{Waterskin}2 sp

Clothing

ItemPrice
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.wgheAyabedTetusr]{Artisan’s outfit}2 gp
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.ONqbarBomx5BqmRA]{Ascetic’s outfit}1 gp
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.j1lfA9PfVLvkZ2Gu]{Cold-weather outfit}6 gp
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.pdfr5VwKJmAqeWjc]{Entertainer’s costume}3 gp
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.D1uCU7eTp8HZnh8o]{Explorer’s outfit}8 gp
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.kMUiMR2JrHSSromx]{Fancy outfit}25 gp
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.ha48F5Gwl5zB7VDV]{Peasant’s outfit}1 sp
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.U8AkeJjz1l93yT44]{Priestly vestments}5 gp
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.m92s0NXMH5DoxlDq]{Traveler’s outfit}2 gp
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.mj6ntPX4lV7DGqFe]{Wizard’s outfit}5 gp

Animals and Gear

ItemPrice
@UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.vu0y0ToQ40IxsAow]{Draft horse}50 gp
@UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.vmvgLdR7JKdsukCW]{Guard dog}25 gp
@UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.fC2XA2ZjjSmQGoRA]{Pony}30 gp
@UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.61EndqAjZ2ZZZuS9]{Riding horse}75 gp
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.hefC97MvxmUn7jfO]{Saddle}10 gp
@UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.vhGua32GarGCzLGv]{Warhorse}300–500 gp

Food and Lodging

ItemPrice
Ale, gallon1 sp
Ale, mug4 cp
Banquet (1 person)10 gp
Bread, loaf2 cp
Meat (one serving)3 sp
Wine (bottle)10 gp
Wine (pitcher)2 sp
Inn Stay (per night)Price
Good8 sp
Common5 sp
Poor1 sp
Meals (per day)Price
Good5 sp
Common3 sp
Poor6 cp
","markdown":""},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"ownership":{"default":-1},"flags":{}},{"sort":300000,"name":"Fantasy Creatures and NPCs","type":"text","_id":"3EgIxJOyuFyUgRao","title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"

This chapter describes many common and uncommon creatures that the characters might meet—and fight—in a fantasy game and gives their stats. The variety of creatures that populate the possible settings is so great that this chapter only scratches the surface. It does, however, provide examples of kinds of inhabitants—bestial and civilized, living and undead, organic and inorganic—so that you can easily extrapolate and create your own.

Creatures and NPCs by Level

Level 1

@UUID[Compendium.cyphersystem-compendium.creatures.StSE44DNprZ4X4t8]{Goblin} @UUID[Compendium.cyphersystem-compendium.creatures.2jDuNoReD5jZGksh]{Shadow}

Level 2

@UUID[Compendium.cyphersystem-compendium.npcs.vamqtdZeooEZTvVA]{Guard} @UUID[Compendium.cyphersystem-compendium.creatures.zPkBPq6VPLEKtQPE]{Morlock} @UUID[Compendium.cyphersystem-compendium.creatures.obJAuUihAMdRF9j2]{Orc} @UUID[Compendium.cyphersystem-compendium.creatures.MQI4Poo9zZKrgKhc]{Skeleton} @UUID[Compendium.cyphersystem-compendium.creatures.OGMt7t7Xoz2uk7iY]{Wraith}

Level 3

@UUID[Compendium.cyphersystem-compendium.npcs.h8EAo0zXOPo68NsR]{Bard} @UUID[Compendium.cyphersystem-compendium.npcs.XqO0yaE6PKE3vrZz]{Berserker} @UUID[Compendium.cyphersystem-compendium.npcs.jZT0TZAHaKkZ8kGv]{Crime boss} @UUID[Compendium.cyphersystem-compendium.creatures.dEUcFhzvuB3ufhv5]{Deinonychus} @UUID[Compendium.cyphersystem-compendium.creatures.oRuDHZO1VFtSBYCY]{Faerie} @UUID[Compendium.cyphersystem-compendium.creatures.U508Iiym5DOrLbCP]{Giant rat} @UUID[Compendium.cyphersystem-compendium.creatures.PlHlqDlwByGRX8T3]{Giant spider} @UUID[Compendium.cyphersystem-compendium.npcs.GhPBAwKo12vG6ycV]{Halfling} @UUID[Compendium.cyphersystem-compendium.creatures.OIuZXDRZayWdaUWG]{Harpy} @UUID[Compendium.cyphersystem-compendium.creatures.tGck2jFJc4vQsahK]{Merfolk} @UUID[Compendium.cyphersystem-compendium.creatures.NVr1JYXJvKeTc979]{Sapient tree} @UUID[Compendium.cyphersystem-compendium.npcs.dxKy262U5XR9IQdV]{Thug} @UUID[Compendium.cyphersystem-compendium.creatures.PIJ3eSbmYUGztjb1]{Vampire, transitional} @UUID[Compendium.cyphersystem-compendium.creatures.dWvlzVDxmAUQxT7s]{Zombie}

Level 4

@UUID[Compendium.cyphersystem-compendium.creatures.6XzVLD44cRlhPIfO]{Deep one} @UUID[Compendium.cyphersystem-compendium.creatures.Z4Y7VaCkpXbCZ2yy]{Devil} @UUID[Compendium.cyphersystem-compendium.npcs.V5QVSSrm7OUffjmg]{Druid} @UUID[Compendium.cyphersystem-compendium.npcs.swRhtZnZ0fkuZjAc]{Dwarf} @UUID[Compendium.cyphersystem-compendium.creatures.DKWzvrVoexGSQ6E9]{Elemental, air} @UUID[Compendium.cyphersystem-compendium.creatures.W7lOvxxSkcShe4Y9]{Elemental, fire} @UUID[Compendium.cyphersystem-compendium.creatures.1djsTbgsAQCBqinq]{Elemental, water} @UUID[Compendium.cyphersystem-compendium.npcs.TiYuIwshoqqT4Bfh]{Elf} @UUID[Compendium.cyphersystem-compendium.creatures.02LotzBPq6hZTu2N]{Ghost} @UUID[Compendium.cyphersystem-compendium.creatures.92AH6pnL8Mknw6ok]{Ghoul} @UUID[Compendium.cyphersystem-compendium.creatures.G1R1ESjuGxTJ7VwN]{Giant snake} @UUID[Compendium.cyphersystem-compendium.creatures.5mcFf43wou6sSsLx]{Hollow knight} @UUID[Compendium.cyphersystem-compendium.creatures.TAoB5iG59oAv3uFC]{Minotaur} @UUID[Compendium.cyphersystem-compendium.creatures.Jo0ULIISkFpZDV85]{Ogre} @UUID[Compendium.cyphersystem-compendium.npcs.KFNbjtstq9MzI2og]{Paladin} @UUID[Compendium.cyphersystem-compendium.creatures.qB1fv8beRDJG465z]{Shadow elf} @UUID[Compendium.cyphersystem-compendium.npcs.304aXmNe69L41vJm]{Thief} @UUID[Compendium.cyphersystem-compendium.creatures.3jAoNYaS0CHUjkqS]{Werewolf}

Level 5

@UUID[Compendium.cyphersystem-compendium.creatures.Es1O9FRMWwNIeOKw]{Basilisk} @UUID[Compendium.cyphersystem-compendium.creatures.0Ys6WnlxSuqLFmJb]{Cambion} @UUID[Compendium.cyphersystem-compendium.creatures.C2tRCVUtCl1OEb7M]{Demon} @UUID[Compendium.cyphersystem-compendium.creatures.li1H57vGnKM9EY61]{Elemental, earth} @UUID[Compendium.cyphersystem-compendium.creatures.p5ugVxzZFUe8r2To]{Fallen angel} @UUID[Compendium.cyphersystem-compendium.creatures.hW6Sn6NsGdd2KyhK]{Gorgon} @UUID[Compendium.cyphersystem-compendium.creatures.LkiVCVe5HhMi8Hc8]{Mi-go} @UUID[Compendium.cyphersystem-compendium.creatures.432kVO8fNjXn9idr]{Necromancer} @UUID[Compendium.cyphersystem-compendium.npcs.mIkMohVYFvaiNwZB]{Occultist} @UUID[Compendium.cyphersystem-compendium.creatures.KrHZmg9AKHxbGRnk]{Prince(ss) of summer} @UUID[Compendium.cyphersystem-compendium.creatures.2lkf7EeXqhUFsEQI]{Satyr} @UUID[Compendium.cyphersystem-compendium.creatures.8jekrDTBJXTNDcVe]{Soul eater} @UUID[Compendium.cyphersystem-compendium.creatures.2nv7KEvkNXsUOykU]{Witch}

Level 6

@UUID[Compendium.cyphersystem-compendium.npcs.rnq3fP5XVmqEmZWG]{Assassin} @UUID[Compendium.cyphersystem-compendium.creatures.5DiqwC2hQZM84AnI]{Blackguard} @UUID[Compendium.cyphersystem-compendium.creatures.17NSMk419kHRvwoP]{Chimera} @UUID[Compendium.cyphersystem-compendium.creatures.1iTheFdukHJjjRAZ]{Elemental, thorn} @UUID[Compendium.cyphersystem-compendium.creatures.nBJ1PaZw7VugehNT]{Golem} @UUID[Compendium.cyphersystem-compendium.creatures.1bZVwgY2Sm2YIl5J]{Hag} @UUID[Compendium.cyphersystem-compendium.creatures.7rh4edaSTo3sZinp]{Jotunn, fire} @UUID[Compendium.cyphersystem-compendium.creatures.YCWxXPw3Rwo3MODs]{Jotunn, frost} @UUID[Compendium.cyphersystem-compendium.creatures.OlWSSnBRsdFSSq4h]{Manticore} @UUID[Compendium.cyphersystem-compendium.creatures.axcyoROutmXNdzNk]{Puppet tree} @UUID[Compendium.cyphersystem-compendium.creatures.GOCpGFRPDJXsHzjH]{Troll} @UUID[Compendium.cyphersystem-compendium.creatures.37pnRQFiOHt47hFP]{Vampire} @UUID[Compendium.cyphersystem-compendium.creatures.d8OmBWnzanrnPDdO]{Wyvern}

Level 7

@UUID[Compendium.cyphersystem-compendium.creatures.GW0KfoHrpq6SVVzb]{Corrupt mage} @UUID[Compendium.cyphersystem-compendium.creatures.BLVV9skwe9TEeLoX]{Cyclops} @UUID[Compendium.cyphersystem-compendium.creatures.D25NNlnriTPYwXvl]{Djinni} @UUID[Compendium.cyphersystem-compendium.creatures.huhkLDlDaru359Bf]{Dragon} @UUID[Compendium.cyphersystem-compendium.creatures.3QAVP8CKluUCHw2C]{Evil priest} @UUID[Compendium.cyphersystem-compendium.creatures.gc0tYELtVAJRfFL6]{Giant} @UUID[Compendium.cyphersystem-compendium.creatures.OdZ7KQBxvQ3BgRMs]{Hydra} @UUID[Compendium.cyphersystem-compendium.creatures.ymZTl25jXnMdWEh8]{Noble knight} @UUID[Compendium.cyphersystem-compendium.creatures.pWlIgXkaev2kpxE8]{Sphinx} @UUID[Compendium.cyphersystem-compendium.creatures.nkAvknrgByU2kBSn]{Statue, animate} @UUID[Compendium.cyphersystem-compendium.creatures.E7LZFxUVnPeXLIgX]{Tyrannosaurus rex} @UUID[Compendium.cyphersystem-compendium.creatures.Qu2uTrDk8XFbyvJJ]{Worm that walks}

Level 8

@UUID[Compendium.cyphersystem-compendium.creatures.IikKVlRYUaAzTdGB]{Lich} @UUID[Compendium.cyphersystem-compendium.npcs.T49YQrtaJRk1stLD]{Wizard, mighty}

Level 9

@UUID[Compendium.cyphersystem-compendium.creatures.0NEyK7k8eNvN9oRt]{Demigod} @UUID[Compendium.cyphersystem-compendium.creatures.ZCO7xDg7qRKXzHqs]{Demon lord}

Level 10

@UUID[Compendium.cyphersystem-compendium.creatures.gDdZYUFdqZhmK3Oc]{Kaiju}

Other Creatures and NPCs for a Fantasy Game

@UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.aRHd1kwkUTogvMyG]{Bat} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.p7RwEbxxv74Xy0NP]{Black bear} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.POcXUZp1mwvumsvK]{Blacksmith} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.ZT13lzcl6dsvg8HX]{Cat} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.6FDPXjVBgNkUrKal]{Catfolk} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.OZxu1n2mjkIPP7Se]{Centaur} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.5k8dmpppaC8Tvu9M]{Crocodile} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.WdIZmW0wvwmcxIYW]{Dire wolf} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.JZbErZ6hAgtHrgim]{Dog} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.vmvgLdR7JKdsukCW]{Dog, guard} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.EAQLcWNH3gTUC89n]{Elephant} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.4xi11kpGx3rGZEYm]{Farmer} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.nLba26W2pq5Kesxr]{Gargoyle} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.O6Zov9TwTab7qt3x]{Giant ape} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.O2dwai3j0WZ4Ztly]{Giant crab} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.SoVPIJCu38rX19zP]{Giant frog} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.0wg8trgBQicqdKmc]{Giant octopus} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.PJo6KkaXrQ4AZNuC]{Giant scorpion} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.hZxZFTTFoxFHjYJH]{Giant snake} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.WXXZE8P35vI2S926]{Gnoll} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.MVLy8ptGnTHGCno0]{Gorilla} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.oQwoiCAk5r1Xi2jc]{Griffon} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.3NRZdgMZXVcEsqWl]{Grizzly bear} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.pNEII8Wup8xjZfuA]{Hawk} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.7961v45j5W6eNNyp]{Hippogryph} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.61EndqAjZ2ZZZuS9]{Horse} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.zGyXFFo7BjHTUGIT]{Leopard} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.ZEmYram57OF23qKR]{Lion} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.Z9WsHszsoOJ5hBLO]{Lizardfolk} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.8AhrSmfhARlAahxp]{Merchant} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.DlshaVJJasPKCuWz]{Mummy} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.UXvVjQMo4BRwi2Ef]{Nymph} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.ejCzrBvVNWLpZvdK]{Pegasus} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.VQUBt0J3nOfavf9q]{Pterodactyl} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.qLFrfE0E9w6BcG48]{Rat} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.1AULWPx1s6s2pmD1]{Roc} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.opBNyS3qUIfNjtrF]{Shark} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.goKkyY9W3OCz5Nzu]{Tiger} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.OMw5gOlNKepejgIQ]{Undead claw} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.L1f6zSXMNwQTXynW]{Unicorn} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.XwsPRwBGqnPnCJKG]{Villager} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.ZIE2MSMDhhgqBRgl]{Viper} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.vhGua32GarGCzLGv]{Warhorse} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.c3lMCdrE8nfLicQo]{Werebear} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.zfGhfwjEU0wvE9S2]{Wererat} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.SZUV45JeO1ZJvlBv]{Wereshark} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.IiqUvfy4sLXjA2q7]{Weretiger} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.4gJ7LYEkIlt16Epj]{Wolf} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.pNnJBtVPSBXMcWN7]{Yeti}

Bigger and Tougher

If you need a larger or tougher version of a creature, such as a dire wolf or a giant crocodile, you can just increase the creature’s level (and all of its modifications) by 1 or 2. If the creature has a damage or health stat that isn’t the default for its level, take that into account at the modified creature’s new level.

A simple rule of thumb is to double a creature’s size (length, width, and height) for every level it increases.

","markdown":""},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"ownership":{"default":-1},"flags":{}},{"sort":400000,"name":"Fantasy Cyphers","type":"text","_id":"MYtfU39iO8gqpVmG","title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"

Magic items are a staple of fantasy stories and games. In the Cypher System, these magic items are, of course, cyphers. The Cypher System assumes that subtle cyphers are the default, but in a fantasy game the assumption is usually the opposite—cyphers are physical objects (manifest cyphers) with magical powers, which the heroes find as treasure, gifts, or rewards for their adventures and exploits.

Mixing Subtle and Manifest Cyphers

There’s no reason why a fantasy campaign can’t use manifest cyphers and subtle cyphers. In this setup, manifest cyphers are the tangible objects found in treasure hoards, and subtle cyphers represent good fortune, the blessings of the gods, and other coincidences that benefit the characters.

Cypher Forms

What form a manifest cypher takes—such as a potion or scroll—doesn’t affect its abilities at all. A potion that eases the user’s next task by three steps is functionally identical to a magical scroll that does the same thing. To randomly determine a manifest cypher’s form, roll on the following table.

@UUID[Compendium.cyphersystem-compendium.cypher-roll-tables.4VuLxh1RZ2Hdm6p7]{Fantasy Cypher Forms table}

Example Fantasy Cyphers

All of the cyphers in this chapter are manifest and fantastic cyphers. To randomly determine a fantasy cypher, roll on the following table.

@UUID[Compendium.cyphersystem-compendium.cypher-roll-tables.a3RrTgxzpJRhBZgA]{Fantasy Cyphers table}

@UUID[Compendium.cyphersystem-compendium.cyphers-fantasy.maBLgVh0syYE86pC]{Acid resistance} @UUID[Compendium.cyphersystem-compendium.cyphers-fantasy.uaY6Kl7NZONYYxZD]{Animal control} @UUID[Compendium.cyphersystem-compendium.cyphers-fantasy.7JDsaQfcg5oEt3Xn]{Beast shape} @UUID[Compendium.cyphersystem-compendium.cyphers-fantasy.xTvbEVqKiRDR7gRL]{Cold resistance} @UUID[Compendium.cyphersystem-compendium.cyphers-fantasy.FKdGEYfF4ptFt4l4]{Demon ward} @UUID[Compendium.cyphersystem-compendium.cyphers-fantasy.N6eTa8ko9FeMOWkF]{Dragon ward} @UUID[Compendium.cyphersystem-compendium.cyphers-fantasy.Eq9rA5uFLKkwzUyx]{Electricity resistance} @UUID[Compendium.cyphersystem-compendium.cyphers-fantasy.KRwIsGSjnV769hQz]{Elemental conjuration} @UUID[Compendium.cyphersystem-compendium.cyphers-fantasy.fCTKgJ237V0AOxzN]{Fire resistance} @UUID[Compendium.cyphersystem-compendium.cyphers-fantasy.dHRnupDap3szMwLc]{Giant size} @UUID[Compendium.cyphersystem-compendium.cyphers-fantasy.qrFpWE49JYEcwfZt]{Instant boat} @UUID[Compendium.cyphersystem-compendium.cyphers-fantasy.ZTfOrxw8ft7SDoIO]{Instant tower} @UUID[Compendium.cyphersystem-compendium.cyphers-fantasy.dACWPZq7T5kxVY8b]{Lycanthrope ward} @UUID[Compendium.cyphersystem-compendium.cyphers-fantasy.swo9LIRoTZmFELP4]{Penultimate key} @UUID[Compendium.cyphersystem-compendium.cyphers-fantasy.IFvAyIlsuhagHwBy]{Poison resistance} @UUID[Compendium.cyphersystem-compendium.cyphers-fantasy.e3jp48K72AsFVsqf]{Restorative aura} @UUID[Compendium.cyphersystem-compendium.cyphers-fantasy.9QTf0U8aDcvM3xgO]{Thought listening} @UUID[Compendium.cyphersystem-compendium.cyphers-fantasy.lcmPEqEWePkJelKQ]{Tiny size} @UUID[Compendium.cyphersystem-compendium.cyphers-fantasy.hSgWpl8FxwRxGJPy]{Undead ward} @UUID[Compendium.cyphersystem-compendium.cyphers-fantasy.nFDUuvVkQ6wpTchS]{Walking corpse}

","markdown":""},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"ownership":{"default":-1},"flags":{}},{"sort":500000,"name":"Fantasy Artifacts","type":"text","_id":"cUvLojIEGQtYRDss","title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"

If cyphers are the expendable magic that is ever-present in fantasy, artifacts are the more durable magic items that can be used over and over again—swords, armor, tomes of weird magic, cloaks of invisibility, and so on. Unlike cyphers, there is no limit to how many artifacts a character can bear; an entire campaign might stem from an ongoing quest to collect all of the legendary items carried by a famous hero.

Example Fantasy Artifacts

The rest of this chapter is examples of artifacts suitable for a fantasy game. The artifacts are divided into two tables—one for minor items (artifacts that don’t have particularly flashy or world-affecting abilities) and one for major items (artifacts that do). A GM running a campaign where magic is subtle, weak, or otherwise limited can use the minor items table, and a GM of a campaign where some magic can do powerful or even impossible things can roll on either table.

@UUID[Compendium.cyphersystem-compendium.cypher-roll-tables.uupUffIQo6ZJfFAe]{Minor Fantasy Artifacts table} @UUID[Compendium.cyphersystem-compendium.cypher-roll-tables.ULWiGyuqZMMVeTVP]{Major Fantasy Artifacts table}

@UUID[Compendium.cyphersystem-compendium.artifacts-fantasy.irB5C5Ms3wvV59Uf]{Adamantine rope} @UUID[Compendium.cyphersystem-compendium.artifacts-fantasy.u0VAx3RXu5GKDl7v]{Alchemist bag} @UUID[Compendium.cyphersystem-compendium.artifacts-fantasy.Hanw3m7cRoN6XrsV]{Angelic ward} @UUID[Compendium.cyphersystem-compendium.artifacts-fantasy.EN1HKt6uXt2Ctw5p]{Armored cloth} @UUID[Compendium.cyphersystem-compendium.artifacts-fantasy.zG7vXWsEuiMqPYVm]{Belt of strength} @UUID[Compendium.cyphersystem-compendium.artifacts-fantasy.zj9w31ZJ4atMxA1H]{Book of all spells} @UUID[Compendium.cyphersystem-compendium.artifacts-fantasy.2p5KaOeKDJHW3cDY]{Bounding boots} @UUID[Compendium.cyphersystem-compendium.artifacts-fantasy.AOL090YU6gsu3jVr]{Cat’s eye spectacles} @UUID[Compendium.cyphersystem-compendium.artifacts-fantasy.04OKw1i6SZShGMck]{Cloak of Balakar} @UUID[Compendium.cyphersystem-compendium.artifacts-fantasy.0HCYErRes17aIYsN]{Cloak of elfkind} @UUID[Compendium.cyphersystem-compendium.artifacts-fantasy.6QUxJ1f5IcpDpTZA]{Cloak of finery} @UUID[Compendium.cyphersystem-compendium.artifacts-fantasy.qvpWdqX0Qeu355gL]{Coil of endless rope} @UUID[Compendium.cyphersystem-compendium.artifacts-fantasy.ZOb1WsbQqL21l9yf]{Crown of eyes} @UUID[Compendium.cyphersystem-compendium.artifacts-fantasy.d1OyUWs8FlhipNLF]{Crown of the mind} @UUID[Compendium.cyphersystem-compendium.artifacts-fantasy.zlxX0ECz2ehhSXNU]{Crystal ball} @UUID[Compendium.cyphersystem-compendium.artifacts-fantasy.FJztB0enBQZvHIrI]{Death’s scythe} @UUID[Compendium.cyphersystem-compendium.artifacts-fantasy.kKeisD2Jgm7211Mp]{Deflecting shield} @UUID[Compendium.cyphersystem-compendium.artifacts-fantasy.xKbC8Jio17hRAIMr]{Demonflesh} @UUID[Compendium.cyphersystem-compendium.artifacts-fantasy.9ePVXWxTpO2eEVpr]{Demonic rune blade} @UUID[Compendium.cyphersystem-compendium.artifacts-fantasy.zyG6DRzLMhA5B9uW]{Dragontongue weapon} @UUID[Compendium.cyphersystem-compendium.artifacts-fantasy.bEtpuJqeoUEAslSS]{Dragontooth soldiers} @UUID[Compendium.cyphersystem-compendium.artifacts-fantasy.a1tGaXiLIcAV9c2c]{Elfblade} @UUID[Compendium.cyphersystem-compendium.artifacts-fantasy.lQrFKe5Krk3MsQEq]{Enchanted armor} @UUID[Compendium.cyphersystem-compendium.artifacts-fantasy.aeN1onGpUxj0hSl4]{Exploding arrow} @UUID[Compendium.cyphersystem-compendium.artifacts-fantasy.s4YrC7OLgL45kOQs]{Explorer’s gloves} @UUID[Compendium.cyphersystem-compendium.artifacts-fantasy.Pa5LBygiQvxTtwTT]{Falcon cloak} @UUID[Compendium.cyphersystem-compendium.artifacts-fantasy.J8W0tKf4eZR7V7Ek]{Flying carpet} @UUID[Compendium.cyphersystem-compendium.artifacts-fantasy.ET3xyPetsqLloWL9]{Ghostly armor} @UUID[Compendium.cyphersystem-compendium.artifacts-fantasy.8lZbwIYLbAZI50fE]{Gloves of agility} @UUID[Compendium.cyphersystem-compendium.artifacts-fantasy.FUXfgN14VwjP8t75]{Gruelmaker} @UUID[Compendium.cyphersystem-compendium.artifacts-fantasy.SqzWqw8ahXSYGZDg]{Guardian idol} @UUID[Compendium.cyphersystem-compendium.artifacts-fantasy.iaXyv8KYBLRjK1Ea]{Hand of glory} @UUID[Compendium.cyphersystem-compendium.artifacts-fantasy.G9mgq1BsElCYFm63]{Helm of water breathing} @UUID[Compendium.cyphersystem-compendium.artifacts-fantasy.Phm793z28n7TSrMU]{Horn of thunder} @UUID[Compendium.cyphersystem-compendium.artifacts-fantasy.QOqrYhoalaUnRgIa]{Instant ladder} @UUID[Compendium.cyphersystem-compendium.artifacts-fantasy.RvY8TRb1xZjy2qPo]{Lightning hammer} @UUID[Compendium.cyphersystem-compendium.artifacts-fantasy.NsnIohveLZ13SC7b]{Mastercraft armor} @UUID[Compendium.cyphersystem-compendium.artifacts-fantasy.0u00LSwbnF234c5W]{Mastercraft weapon} @UUID[Compendium.cyphersystem-compendium.artifacts-fantasy.uJcBalDKhMRuhoda]{Mindshield helmet} @UUID[Compendium.cyphersystem-compendium.artifacts-fantasy.Kxljq2zfbuz2Pff8]{Necromantic wand} @UUID[Compendium.cyphersystem-compendium.artifacts-fantasy.Nzvz96LVshJFWWzE]{Pack of storage} @UUID[Compendium.cyphersystem-compendium.artifacts-fantasy.2xelcmhAyXFhVnCB]{Poisoner’s touch} @UUID[Compendium.cyphersystem-compendium.artifacts-fantasy.zPXmgd2Y9C29OOYE]{Protection amulet} @UUID[Compendium.cyphersystem-compendium.artifacts-fantasy.I8TAffkn2YfPdIlf]{Ring of dragon’s flight} @UUID[Compendium.cyphersystem-compendium.artifacts-fantasy.VPuxL6t9L4P3nFgq]{Ring of fall flourishing} @UUID[Compendium.cyphersystem-compendium.artifacts-fantasy.kwTV8umvq3wBivyM]{Ring of invisibility} @UUID[Compendium.cyphersystem-compendium.artifacts-fantasy.OP5YD57hIfr5DtOg]{Ring of wishes} @UUID[Compendium.cyphersystem-compendium.artifacts-fantasy.J3KbCzJhvurVEmEm]{Shield of two skies} @UUID[Compendium.cyphersystem-compendium.artifacts-fantasy.Dej4N6FtxJBpdyFM]{Skill ring} @UUID[Compendium.cyphersystem-compendium.artifacts-fantasy.ajdxZHtUzXFNccdk]{Smooth-stepping boots} @UUID[Compendium.cyphersystem-compendium.artifacts-fantasy.z0ajeds5MQ93cUVH]{Soul-stealing knife} @UUID[Compendium.cyphersystem-compendium.artifacts-fantasy.lZy9XOFTIPBKjr5z]{Soulflaying weapon} @UUID[Compendium.cyphersystem-compendium.artifacts-fantasy.OTCMXkSBX4Eqomx2]{Sovereign key} @UUID[Compendium.cyphersystem-compendium.artifacts-fantasy.xwhdcUHIKt8HfkbT]{Spellbook of elemental summoning} @UUID[Compendium.cyphersystem-compendium.artifacts-fantasy.2q4omUFxtUBr4WFP]{Spellbook of the amber mage} @UUID[Compendium.cyphersystem-compendium.artifacts-fantasy.6SkVC7u5F90MnCc5]{Staff of black iron} @UUID[Compendium.cyphersystem-compendium.artifacts-fantasy.89vnETxuz3iftrTg]{Staff of healing} @UUID[Compendium.cyphersystem-compendium.artifacts-fantasy.joy8yjRTwJCr5qzZ]{Staff of the prophet} @UUID[Compendium.cyphersystem-compendium.artifacts-fantasy.5PZMgZEQ203J8ndJ]{Storm shack} @UUID[Compendium.cyphersystem-compendium.artifacts-fantasy.k1fdbCVSxY3RgX34]{Trap runestone} @UUID[Compendium.cyphersystem-compendium.artifacts-fantasy.naUOrC1fR4ObGkIJ]{Tunneling gauntlets} @UUID[Compendium.cyphersystem-compendium.artifacts-fantasy.rdlb9VWpqe5yZtzM]{Vorpal sword} @UUID[Compendium.cyphersystem-compendium.artifacts-fantasy.BNT94UfgkXdmcErV]{Wand of firebolts} @UUID[Compendium.cyphersystem-compendium.artifacts-fantasy.rCSLy8wddYOssv5W]{Wand of spider’s webbing} @UUID[Compendium.cyphersystem-compendium.artifacts-fantasy.I1Yu9OBjZYCeOyBP]{Whisperer in the ether} @UUID[Compendium.cyphersystem-compendium.artifacts-fantasy.AeMwNovRcaDqYLNf]{Witch’s broom}

","markdown":""},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"ownership":{"default":-1},"flags":{}},{"sort":600000,"name":"License","type":"text","_id":"OHy3nULKvr4Ghzqq","title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"

This product is an independent production and is not affiliated with Monte Cook Games, LLC. It is published under the Cypher System Open License, found at http://csol.montecookgames.com.

CYPHER SYSTEM and its logo are trademarks of Monte Cook Games, LLC in the U.S.A. and other countries. All Monte Cook Games characters and character names, and the distinctive likenesses thereof, are trademarks of Monte Cook Games, LLC. 

Cypher System Open License

This license (the “Agreement”) is an agreement between a publisher or author (“You”) and Monte Cook Games, LLC (“MCG”), that grants You a perpetual, non-exclusive, royalty-free, worldwide license to publish and distribute tabletop roleplaying game materials (the “Work”) based on and incorporating the Cypher System Reference Document (“CSRD”) and declaring compatibility with the Cypher System. By including the words “Compatible with the Cypher System” on the cover of the Work, or by including the “Compatible with the Cypher System” logo on the cover of the work, or by including these items on or in any advertising, promotions, press releases, or other documents affiliated with the Work, You indicate Your acceptance of the terms of this Agreement.

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The Work must include the phrase “Compatible with the Cypher System” or the “Compatible with the Cypher System” logo on the cover of the Work. And it must include within the Work, wherever the Work otherwise lists legal and copyright information, the following text:

This product is an independent production and is not affiliated with Monte Cook Games, LLC. It is published under the Cypher System Open License, found at http://csol.montecookgames.com.

CYPHER SYSTEM and its logo are trademarks of Monte Cook Games, LLC in the U.S.A. and other countries. All Monte Cook Games characters and character names, and the distinctive likenesses thereof, are trademarks of Monte Cook Games, LLC. 

The Work may not use or incorporate the Cypher System logo, the MCG logo, or any other trademark of MCG, except the “Compatible with the Cypher System” logo.

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You may not market or advertise the Work using the name of any contributor unless You have written permission from the contributor to do so. 

Other than to acknowledge that the Work is produced and distributed under this Agreement, neither the Work nor any advertising, promotions, press releases, or other documents affiliated with the Work may contain any claim that You or the Work has been sanctioned or approved by MCG, or is affiliated with MCG in any way.

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","markdown":""},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"ownership":{"default":-1},"flags":{}}],"ownership":{"default":0,"yThCrv1jSfPXOC2U":3},"flags":{"core":{"sourceId":"JournalEntry.OiK7rwrYdlUebDsL"}},"_stats":{"systemId":"cyphersystem","systemVersion":"2.3.0","coreVersion":"10.291","createdTime":1676123360234,"modifiedTime":1677225413626,"lastModifiedBy":"yThCrv1jSfPXOC2U"},"folder":null,"sort":0,"_id":"nnDPf4sPK61ROEV8"} +{"name":"Technofantasy Ruleset","pages":[{"sort":250000,"name":"Introduction","type":"text","_id":"P9XAXn2jU0Odewiy","title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"

There once was a great civilization, but now it’s gone. We don’t know much about them, much less what happened to them. There might even have been multiple great civilizations before that. We only know that they existed. They left us remnants of their technology that we barely understand, but we use them to explore our world.

The Technofantasy Ruleset is a subset of the Cypher System Reference Document (SRD) which includes custom types and a selection of descriptors, and foci appropriate for your favorite technofantasy setting.

The @UUID[Compendium.cyphersystem-compendium.cypher-journals.k9exUQdtIwtKwqCc]{Cypher System Rulebook} is needed for the material within this ruleset.

A Ruleset, Not a Rulebook

The Technofantasy Ruleset is a bit different from the rulebooks found in the Cypher SRD Compendium. In contrast to the other rulebooks, the Technofantasy Ruleset does not introduce any major concepts to the core system. It rather uses the content from the various rulebooks and presents a curated compilation and customization of types, descriptors, foci, and equipment.

Optional Rule: Interacting with Remnants

“Remnants” are devices that have been left behind by the great civilization (or civilizations). In game terms, these are cyphers and artifacts. Characters in the world have trouble understanding them, which is why all PC’s start with inabilities in understanding, salvaging, and crafting remnants, unless their type notes that they are trained in either of these fields.

","markdown":""},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"ownership":{"default":-1},"flags":{"core":{"sheetClass":"core.JournalTextPageSheet"}}},{"sort":375000,"name":"Custom Types","type":"text","_id":"NgiK7sSsF9czBCRy","title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"

There are three custom types included, which are appropriate for any technofantasy setting: the Blade (based on the Warrior), the Techno-Wizard (based on the Adept), the All-Rounder (based on the Explorer), and the Leader (based on the Speaker). They all come with pre-selected abilities and a reduced selection of abilities to choose from compared to the type they are based on.

Blade

You’re a good ally to have in a fight. You know how to use weapons and defend yourself.

Individual Role: Blades are physical, action-oriented people. They’re more likely to overcome a challenge using force than by other means, and they often take the most straightforward path toward their goals.

Group Role: Blades usually take and deal the most punishment in a dangerous situation. Often it falls on them to protect the other group members from threats. This sometimes means that blades take on leadership roles as well, at least in combat and other times of danger.

Societal Role: Blades aren’t always soldiers or mercenaries. Anyone who is ready for violence, or even potential violence, might be a Blade in the general sense. This includes guards, watchmen, police officers, sailors, or people in other roles or professions who know how to defend themselves with skill.

Advanced Blades: As Blades advance, their skill in battle—whether defending themselves or dishing out damage—increases to impressive levels. At higher tiers, they can often take on groups of foes by themselves or stand toe to toe with anyone.

Blade Player Intrusions

You can spend 1 XP to use one of the following player intrusions, provided the situation is appropriate and the GM agrees.

Perfect Setup: You’re fighting at least three foes and each one is standing in exactly the right spot for you to use a move you trained in long ago, allowing you to attack all three as a single action. Make a separate attack roll for each foe. You remain limited by the amount of Effort you can apply on one action.

Old Friend: A comrade in arms from your past shows up unexpectedly and provides aid in whatever you’re doing. They are on a mission of their own and can’t stay longer than it takes to help out, chat for a while after, and perhaps share a quick meal.

Weapon Break: Your foe’s weapon has a weak spot. In the course of the combat, it quickly becomes damaged and moves two steps down the object damage track.

Blade Stat Pools

StatPool Starting Value
Might11
Speed10
Intellect7

You get 6 additional points to divide among your stat Pools however you wish.

First-Tier Blade

First-tier Blades have the following abilities:

Effort: Your Effort is 1.

Physical Nature: You have a Might Edge of 1, a Speed Edge of 1, and an Intellect Edge of 0.

Cypher Use: You can bear two cyphers at a time.

Remnant Use: You have an inability in understanding, salvaging, and crafting remnants. (Optional rule.)

Weapons: You become practiced with @UUID[Compendium.cyphersystem-compendium.basic-skills.GA74AkWhC7i4Z8sZ]{light}, @UUID[Compendium.cyphersystem-compendium.basic-skills.wHxvX2zJOKo27GBe]{medium}, and @UUID[Compendium.cyphersystem-compendium.basic-skills.d554SLnkyNqPDDOc]{heavy weapons} and suffer no penalty when using any kind of weapon. Enabler.

Starting Equipment: Appropriate clothing and two weapons of your choice, plus one expensive item, two moderately priced items, and up to four inexpensive items.

Special Abilities: @UUID[Compendium.cyphersystem-compendium.abilities.2x7nMe9ZGp3VjI8B]{Combat Prowess}, @UUID[Compendium.cyphersystem-compendium.abilities.o2ZDoteWQsFsqTJr]{Practiced in Armor}, and @UUID[Compendium.cyphersystem-compendium.abilities.noCgrKbB370cfzQg]{Physical Skills}.

Choose two of the abilities listed below. You can’t choose the same ability more than once unless its description says otherwise.

@UUID[Compendium.cyphersystem-compendium.abilities.X7Rrn9Q54ceSA4Lr]{Aggression} @UUID[Compendium.cyphersystem-compendium.abilities.Sg5WeSF04CYNEecl]{Fleet of Foot} @UUID[Compendium.cyphersystem-compendium.abilities.HBHjx10W5BQW101w]{Impressive Display} @UUID[Compendium.cyphersystem-compendium.abilities.lwJAowJa4eKlcDjb]{Misdirect} @UUID[Compendium.cyphersystem-compendium.abilities.YZB37b80VQGMUscp]{No Need for Weapons} @UUID[Compendium.cyphersystem-compendium.abilities.uatcX3o1oB2Stc4u]{Trained Without Armor}

Second-Tier Blade

Second-tier Blades have the following abilities:

Special Abilities: @UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks}.

Choose one of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.EERMWn1af0S8wAWN]{Crushing Blow} @UUID[Compendium.cyphersystem-compendium.abilities.S3L1oym8fpx0NsAc]{Hemorrhage} @UUID[Compendium.cyphersystem-compendium.abilities.szw7tHW0OjI2fjpJ]{Reload} @UUID[Compendium.cyphersystem-compendium.abilities.CtRvLxfUlCynJv1B]{Skill With Defense} @UUID[Compendium.cyphersystem-compendium.abilities.36nlDXhOP5e5dfns]{Successive Attack}

Third-Tier Blade

Third-tier Blades have the following abilities:

Special Abilities: @UUID[Compendium.cyphersystem-compendium.abilities.u1GhDcfpVXITVtOc]{Expert Cypher Use} and @UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks}.

Choose one of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.M49EI6qapNJC2aLR]{Energy Resistance} @UUID[Compendium.cyphersystem-compendium.abilities.4eCjeGPA0ovnwIfu]{Experienced in Armor} @UUID[Compendium.cyphersystem-compendium.abilities.bPr34XiLw2Dqb4VJ]{Lunge} @UUID[Compendium.cyphersystem-compendium.abilities.qZOOWfFLJ1JziJpY]{Obstacle Running} @UUID[Compendium.cyphersystem-compendium.abilities.bkQnnjRFJS9VpaY5]{Slice} @UUID[Compendium.cyphersystem-compendium.abilities.YIzrA5i8eBSPMFzj]{Spray} @UUID[Compendium.cyphersystem-compendium.abilities.4s3SAqu0lb5qzfzL]{Trick Shot} @UUID[Compendium.cyphersystem-compendium.abilities.DhbLcVuqEZmS6Z2y]{Vigilance}

Fourth-Tier Blade

Fourth-tier Blades have the following abilities:

Special Abilities: @UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks}.

Choose one of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.M5QroBlhUCULt6MD]{Amazing Effort} @UUID[Compendium.cyphersystem-compendium.abilities.gNRMG3mJTzWaCGph]{Capable Warrior} @UUID[Compendium.cyphersystem-compendium.abilities.GlXd4oFI9Fqq3rAX]{Experienced Defender} @UUID[Compendium.cyphersystem-compendium.abilities.RO8dmB90aRPOmCuJ]{Feint} @UUID[Compendium.cyphersystem-compendium.abilities.mUizWF7k2XD7ykRJ]{Increased Effects} @UUID[Compendium.cyphersystem-compendium.abilities.yJDNsRAG3Elm6PWp]{Snipe}

Fifth-Tier Blade

Fifth-tier Blades have the following abilities:

Special Abilities: @UUID[Compendium.cyphersystem-compendium.abilities.M0pjZXQ9996hfUPs]{Adroit Cypher Use} and @UUID[Compendium.cyphersystem-compendium.abilities.kNSRytTtQX0rU3aE]{Mastery With Attacks}.

Choose one of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.WrJDw2X8JHcljjP4]{Arc Spray} @UUID[Compendium.cyphersystem-compendium.abilities.djqbPin4qsUauJmD]{Battlefield Tactician} @UUID[Compendium.cyphersystem-compendium.abilities.IFb8NX06xgWM7H98]{Jump Attack} @UUID[Compendium.cyphersystem-compendium.abilities.4k5JFV78A5SiPjFo]{Mastery in Armor} @UUID[Compendium.cyphersystem-compendium.abilities.LTqgcoprvBF2ZkdH]{Mastery With Defense} @UUID[Compendium.cyphersystem-compendium.abilities.AmZDmnmP7CxSSN4h]{Parry}

Sixth-Tier Blade

Sixth-tier Blades have the following abilities:

Special Abilities: @UUID[Compendium.cyphersystem-compendium.abilities.kNSRytTtQX0rU3aE]{Mastery With Attacks}.

Choose one of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.MQewTo9NscKVUUNz]{Again and Again} @UUID[Compendium.cyphersystem-compendium.abilities.syJ3mkT2hHR2MY3o]{Finishing Blow} @UUID[Compendium.cyphersystem-compendium.abilities.KNElOxbWobS1ygLv]{Murderer} @UUID[Compendium.cyphersystem-compendium.abilities.KDZeCZJxjCQzlTxA]{Spin Attack}

Techno-Wizard

You master powers or abilities outside the experience, understanding, and sometimes belief of others.

Individual Role: Techno-Wizards are usually thoughtful, intelligent types. They often think carefully before acting and rely heavily on their supernatural abilities.

Group Role: Techno-Wizards are not powerful in straightforward combat, although they often wield abilities that provide excellent combat support, both offensively and defensively. They sometimes possess abilities that facilitate overcoming challenges. For example, if the group must get through a locked door, a Techno-Wizard might be able to destroy it or teleport everyone to the other side.

Societal Role: Techno-Wizards are likely to be common and forthright. They might even take leadership roles.

Advanced Techno-Wizards: Even at low tiers, Techno-Wizards powers are impressive. Higher-tier Techno-Wizards can accomplish amazing deeds that can reshape matter and the environment around them.

Techno-Wizard Player Intrusions

When playing a Techno-Wizard, you can spend 1 XP to use one of the following player intrusions, provided the situation is appropriate and the GM agrees.

Advantageous Malfunction: A device being used against you malfunctions. It might harm the user or one of their allies for a round, or activate a dramatic and distracting side effect for a few rounds.

Convenient Idea: A flash of insight provides you with a clear answer or suggests a course of action with regard to an urgent question, problem, or obstacle you’re facing.

Inexplicably Unbroken: An inactive, ruined, or presumed-destroyed device temporarily activates and performs a useful function relevant to the situation. This is enough to buy you some time for a better solution, alleviate a complication that was interfering with your abilities, or just get you one more use out of a depleted cypher or artifact.

Techno-Wizard Stat Pools

StatPool Starting Value
Might7
Speed9
Intellect12

You get 6 additional points to divide among your stat Pools however you wish.

First-Tier Techno-Wizard

First-tier Techno-Wizards have the following abilities:

Effort: Your Effort is 1.

Genius: You have an Intellect Edge of 1, a Might Edge of 0, and a Speed Edge of 0.

Expert Cypher Use: You can bear three cyphers at a time.

Remnant Use: You have an inability in salvaging and crafting remnants. You are trained in understanding remnants. (Optional rule.)

Weapons: You can use @UUID[Compendium.cyphersystem-compendium.basic-skills.GA74AkWhC7i4Z8sZ]{light weapons} without penalty. You have an inability with @UUID[Compendium.cyphersystem-compendium.inabilities.Zjign4M9GqTvD348]{medium weapons} and @UUID[Compendium.cyphersystem-compendium.inabilities.aMGYdfzCgfYqtHuJ]{heavy weapons}; your attacks with medium and heavy weapons are hindered.

Starting Equipment: Appropriate clothing, plus two expensive items, two moderately priced items, and up to four inexpensive items of your choice.

Special Abilities: Choose two of the abilities listed below. You can’t choose the same ability more than once unless its description says otherwise.

Techno-Wizard abilities require at least one free hand unless the GM says otherwise.

@UUID[Compendium.cyphersystem-compendium.abilities.zArjjFcf9tHQvJTx]{Hedge Magic} @UUID[Compendium.cyphersystem-compendium.abilities.FE1Ge8CbJxQcCo0b]{Onslaught} @UUID[Compendium.cyphersystem-compendium.abilities.Myt0JUt24B8hjYAg]{Push} @UUID[Compendium.cyphersystem-compendium.abilities.OPvXaxuRIVXLmkWl]{Scan} @UUID[Compendium.cyphersystem-compendium.abilities.59mslpID7ogppzMA]{Ward}

Second-Tier Techno-Wizard

Second-tier Techno-Wizards have the following abilities:

Special Abilities: Choose one of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.wWN4y4rATxbtMCMo]{Adaptation} @UUID[Compendium.cyphersystem-compendium.abilities.78uF9siViGIHKYGx]{Flash} @UUID[Compendium.cyphersystem-compendium.abilities.UCR0rx32kEsTcgnF]{Hover} @UUID[Compendium.cyphersystem-compendium.abilities.W5Zt9qDKCtNr49BC]{Mind Reading} @UUID[Compendium.cyphersystem-compendium.abilities.pdNI9QMKmDwu8gza]{Stasis}

Third-Tier Techno-Wizard

Third-tier Techno-Wizards have the following abilities:

Special Abilities: @UUID[Compendium.cyphersystem-compendium.abilities.M0pjZXQ9996hfUPs]{Adroit Cypher Use}.

Choose one of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.Mj6yJZwRmdXaVwh8]{Countermeasures} @UUID[Compendium.cyphersystem-compendium.abilities.yz1w8JR23mtlDX49]{Energy Protection} @UUID[Compendium.cyphersystem-compendium.abilities.AUGM3xEluWJi4Y8h]{Fire and Ice} @UUID[Compendium.cyphersystem-compendium.abilities.yPVZmXWhUxustVdq]{Force Field Barrier} @UUID[Compendium.cyphersystem-compendium.abilities.bzy1KzO0oPmZGu2b]{Sensor} @UUID[Compendium.cyphersystem-compendium.abilities.q80xvRDX6XwFXgma]{Targeting Eye}

Fourth-Tier Techno-Wizard

Fourth-tier Techno-Wizards have the following abilities:

Special Abilities: Choose one of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.wvlSlYCJyrJuFqtn]{Invisibility} @UUID[Compendium.cyphersystem-compendium.abilities.iTxEWRCR8G5Rych2]{Death Touch} @UUID[Compendium.cyphersystem-compendium.abilities.Vcfc6yjbqX6WSzCf]{Mind Control} @UUID[Compendium.cyphersystem-compendium.abilities.iroL3TcKD9dpulhW]{Regeneration} @UUID[Compendium.cyphersystem-compendium.abilities.YFbC1HRis4SpZgrS]{Reshape} @UUID[Compendium.cyphersystem-compendium.abilities.KGz0rK4b2dAt0DaX]{Wormhole}

Fifth-Tier Techno-Wizard

Fifth-tier Techno-Wizards have the following abilities:

Special Abilities: @UUID[Compendium.cyphersystem-compendium.abilities.K4XRiZlFRakz6j98]{Master Cypher Use}.

Choose one of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.NCXCkCYeZw8qlazG]{Absorb Energy} @UUID[Compendium.cyphersystem-compendium.abilities.D4JFKjeVDkx9Xfnf]{Dust to Dust} @UUID[Compendium.cyphersystem-compendium.abilities.wlkPdME0r3hx9VbE]{Knowing the Unknown} @UUID[Compendium.cyphersystem-compendium.abilities.IN3VI2LxDyYGbqnN]{Teleportation} @UUID[Compendium.cyphersystem-compendium.abilities.MGzAkRaGd4LgfQti]{True Senses}

Sixth-Tier Techno-Wizard

Fifth-tier Techno-Wizards have the following abilities:

Special Abilities: Choose one of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.tvlNZboSbKCHttjs]{Control Weather} @UUID[Compendium.cyphersystem-compendium.abilities.8OmtJRuoKRzuGfh8]{Move Mountains} @UUID[Compendium.cyphersystem-compendium.abilities.PlKwEwo6ilGqwxwI]{Traverse the Worlds} @UUID[Compendium.cyphersystem-compendium.abilities.gETtOLyLYRVk53dP]{Usurp Cypher}

All-Rounder

You are a person of action and physical ability, fearlessly facing the unknown. You travel to strange, exotic, and dangerous places, and discover new things. This means you’re physical but also probably knowledgeable.

Individual Role: Although All-Rounders can be academics or well studied, they are first and foremost interested in action. They face grave dangers and terrible obstacles as a routine part of life.

Group Role: All-Rounders sometimes work alone, but far more often they operate in teams with other characters. The All-Rounder frequently leads the way, blazing the trail. However, they’re also likely to stop and investigate anything intriguing they stumble upon.

Societal Role: Not all All-Rounders are out traipsing through the wilderness or poking about an old ruin. Sometimes, an All-Rounder is a teacher, a scientist, a detective, or an investigative reporter. In any event, an All-Rounder bravely faces new challenges and gathers knowledge to share with others.

Advanced All-Rounders: Higher-tier All-Rounders gain more skills, some combat abilities, and a number of abilities that allow them to deal with danger. In short, they become more and more well-rounded, able to deal with any challenge.

All-Rounder Player Intrusions

When playing an All-Rounder, you can spend 1 XP to use one of the following player intrusions, provided the situation is appropriate and the GM agrees.

Fortuitous Malfunction: A trap or a dangerous device malfunctions before it can affect you.

Serendipitous Landmark: Just when it seems like the path is lost (or you are), a trail marker, a landmark, or simply the way the terrain or corridor bends, rises, or falls away suggests to you the best path forward, at least from this point.

Weak Strain: The poison or disease turns out not to be as debilitating or deadly as it first seemed, and inflicts only half the damage that it would have otherwise.

All-Rounder Stat Pools

StatPool Starting Value
Might10
Speed10
Intellect10

You get 6 additional points to divide among your stat Pools however you wish.

First-Tier All-Rounder

First-tier All-Rounders have the following abilities:

Effort: Your Effort is 1.

Proficiency: You have an Edge of 1 for one stat of your choice: Might, Speed, or Intellect. You have an Edge of 0 for the other two stats.

Cypher Use: You can bear two cyphers at a time.

Remnant Use: You have an inability in understanding, salvaging and crafting remnants. (Optional rule.)

Weapons: You can use @UUID[Compendium.cyphersystem-compendium.basic-skills.GA74AkWhC7i4Z8sZ]{light} and @UUID[Compendium.cyphersystem-compendium.basic-skills.wHxvX2zJOKo27GBe]{medium weapons} without penalty. You have an inability with @UUID[Compendium.cyphersystem-compendium.inabilities.aMGYdfzCgfYqtHuJ]{heavy weapons}; your attacks with heavy weapons are hindered.

Starting Equipment: Appropriate clothing and a weapon of your choice, plus two expensive items, two moderately priced items, and up to four inexpensive items.

Special Abilities: @UUID[Compendium.cyphersystem-compendium.abilities.dVh39nh5ARUxreUc]{Flex Skill} and @UUID[Compendium.cyphersystem-compendium.abilities.1ZV6jp2IuXFgXEjn]{Task Training}.

Choose two of the abilities listed below. You can’t choose the same ability more than once unless its description says otherwise.

@UUID[Compendium.cyphersystem-compendium.abilities.JoPcORtuhjnAJ5mT]{Create Deadly Poison} @UUID[Compendium.cyphersystem-compendium.abilities.tgS72E10jiPF3Dm3]{Critter Companion} @UUID[Compendium.cyphersystem-compendium.abilities.Tgmrh8dyGqqCfnU5]{Face Morph} @UUID[Compendium.cyphersystem-compendium.abilities.Sg5WeSF04CYNEecl]{Fleet of Foot} @UUID[Compendium.cyphersystem-compendium.abilities.oAsK49Zgey5QaC82]{Late Inspiration} @UUID[Compendium.cyphersystem-compendium.abilities.boxrBJsyP0yjJHjt]{Link Senses} @UUID[Compendium.cyphersystem-compendium.abilities.zOCvNsxHOcmkQrBn]{Phased Pocket} @UUID[Compendium.cyphersystem-compendium.abilities.o2ZDoteWQsFsqTJr]{Practiced in Armor} @UUID[Compendium.cyphersystem-compendium.abilities.1CjsEMTtfnvL1CeJ]{Vanish}

Second-Tier All-Rounder

Second-tier All-Rounders have the following abilities:

Special Abilities: @UUID[Compendium.cyphersystem-compendium.abilities.NaqoExT72j3xkWp3]{Task Specialization}.

Choose one of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.ywBEe31zan6qpVxr]{Augment Cypher} @UUID[Compendium.cyphersystem-compendium.abilities.grCiWRuV8lvflQHM]{Encouraging Presence} @UUID[Compendium.cyphersystem-compendium.abilities.BjWI1UVg9kpY7FKO]{Illusory Duplicate} @UUID[Compendium.cyphersystem-compendium.abilities.t5vs3xMko8GLCB64]{Intense Interaction} @UUID[Compendium.cyphersystem-compendium.abilities.OvvuCBCQ71rZkCqQ]{Restful Presence} @UUID[Compendium.cyphersystem-compendium.abilities.CtRvLxfUlCynJv1B]{Skill With Defense}

Third-Tier All-Rounder

Third-tier All-Rounders have the following abilities:

Special Abilities: @UUID[Compendium.cyphersystem-compendium.abilities.u1GhDcfpVXITVtOc]{Expert Cypher Use} and @UUID[Compendium.cyphersystem-compendium.abilities.NaqoExT72j3xkWp3]{Task Specialization}.

Choose one of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.e3jpx5KsYc8F13Pu]{Meticulous Planner} @UUID[Compendium.cyphersystem-compendium.abilities.qZOOWfFLJ1JziJpY]{Obstacle Running} @UUID[Compendium.cyphersystem-compendium.abilities.tJVu7MQ2pOhNfpUB]{Range Increase} @UUID[Compendium.cyphersystem-compendium.abilities.EjBzy1Ue1AA8i6ry]{Recycled Cyphers} @UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks}

Fourth-Tier All-Rounder

Fourth-tier All-Rounders have the following abilities:

Special Abilities: @UUID[Compendium.cyphersystem-compendium.abilities.NaqoExT72j3xkWp3]{Task Specialization}.

Choose one of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.asABBkIqO5MSTxQ0]{Bypass Barrier} @UUID[Compendium.cyphersystem-compendium.abilities.crFxkKwBNdnD6tX4]{Crowd Control} @UUID[Compendium.cyphersystem-compendium.abilities.zcxMbV4Fe4JqJAe8]{Illusory Evasion} @UUID[Compendium.cyphersystem-compendium.abilities.Updbtx8HV4rn4h6N]{Memory Becomes Action}

Fifth-Tier All-Rounder

Fifth-tier All-Rounders have the following abilities:

Special Abilities: @UUID[Compendium.cyphersystem-compendium.abilities.M0pjZXQ9996hfUPs]{Adroit Cypher Use} and @UUID[Compendium.cyphersystem-compendium.abilities.NaqoExT72j3xkWp3]{Task Specialization}.

Choose one of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.AvaA8a3ylU9q4gL1]{Effective Skill} @UUID[Compendium.cyphersystem-compendium.abilities.jM6JQUQFUpk9VVut]{Jaunt} @UUID[Compendium.cyphersystem-compendium.abilities.LTqgcoprvBF2ZkdH]{Mastery With Defense} @UUID[Compendium.cyphersystem-compendium.abilities.eQIPJk2xcFGfDr3H]{Stun Attack} @UUID[Compendium.cyphersystem-compendium.abilities.HYDsZRWMlWTvSQU8]{Subtle Tricks} @UUID[Compendium.cyphersystem-compendium.abilities.iE83ABQRko5NemVU]{Teach Trick}

Sixth-Tier All-Rounder

Sixth-tier All-Rounders have the following abilities:

Special Abilities: @UUID[Compendium.cyphersystem-compendium.abilities.NaqoExT72j3xkWp3]{Task Specialization}.

Choose one of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.iX07Ltb1JYr1nMYM]{Blurring Speed} @UUID[Compendium.cyphersystem-compendium.abilities.V2DSp12G6NP3X6Jt]{Impossible Walk} @UUID[Compendium.cyphersystem-compendium.abilities.kNSRytTtQX0rU3aE]{Mastery With Attacks} @UUID[Compendium.cyphersystem-compendium.abilities.5Rre17QhaTln9jgA]{Outside Reality} @UUID[Compendium.cyphersystem-compendium.abilities.Hp9Sdc7eTTUuWTiu]{Rapid Recovery} @UUID[Compendium.cyphersystem-compendium.abilities.OWRsjlf3ahyH9eez]{Time Doppelganger}

Leader

You’re good with words and good with people. You talk your way past challenges and out of jams, and you get people to do what you want.

Individual Role: Leaders are smart and charismatic. They like people and, more important, they understand them. This helps speakers get others to do what needs to be done.

Group Role: The Leader is often the face of the group, serving as the person who speaks for all and negotiates with others. Combat and action are not a Leader’s strong suits, so other characters sometimes have to defend the Leader in times of danger.

Societal Role: Leaders are frequently political or religious leaders. Just as often, however, they are con artists or criminals.

Advanced Leaders: Higher-tier Leaders use their abilities to control and manipulate people as well as aid and nurture their friends. They can talk their way out of danger and even use their words as weapons.

Leader Player Intrusions

When playing a Leader, you can spend 1 XP to use one of the following player intrusions, provided the situation is appropriate and the GM agrees.

Friendly NPC: An NPC you don’t know, someone you don’t know that well, or someone you know but who hasn’t been particularly friendly in the past chooses to help you, though doesn’t necessarily explain why. Maybe they’ll ask you for a favor in return afterward, depending on how much trouble they go to.

Perfect Suggestion: A follower or other already-friendly NPC suggests a course of action with regard to an urgent question, problem, or obstacle you’re facing.

Unexpected Gift: An NPC hands you a physical gift you were not expecting, one that helps put the situation at ease if things seem strained, or provides you with a new insight for understanding the context of the situation if there’s something you’re failing to understand or grasp.

Leader Stat Pools

StatPool Starting Value
Might8
Speed9
Intellect11

You get 6 additional points to divide among your stat Pools however you wish.

First-Tier Leader

First-tier Leaders have the following abilities:

Effort: Your Effort is 1.

Genius: You have an Intellect Edge of 1, a Might Edge of 0, and a Speed Edge of 0.

Cypher Use: You can bear two cyphers at a time.

Remnant Use: You have an inability in understanding, salvaging and crafting remnants. (Optional rule.)

Weapons: You can use @UUID[Compendium.cyphersystem-compendium.basic-skills.GA74AkWhC7i4Z8sZ]{light weapons} without penalty. You have an inability with @UUID[Compendium.cyphersystem-compendium.inabilities.Zjign4M9GqTvD348]{medium} and @UUID[Compendium.cyphersystem-compendium.inabilities.aMGYdfzCgfYqtHuJ]{heavy weapons}; your attacks with medium and heavy weapons are hindered.

Starting Equipment: Appropriate clothing and a light weapon of your choice, plus two expensive items, two moderately priced items, and up to four inexpensive items.

Special Abilities: @UUID[Compendium.cyphersystem-compendium.abilities.V765JZKDKQ00Buyn]{Interaction Skills} @UUID[Compendium.cyphersystem-compendium.abilities.JSlr2Q6Ll1xNd8fX]{Demeanor of Command}.

Choose two of the abilities listed below. You can’t choose the same ability more than once unless its description says otherwise.

@UUID[Compendium.cyphersystem-compendium.abilities.BlBi7qk0darLthxS]{Anecdote} @UUID[Compendium.cyphersystem-compendium.abilities.r7uNiD9CGy4G3Hoq]{Babel} @UUID[Compendium.cyphersystem-compendium.abilities.2CekF2lqwNrMyio0]{Connected} @UUID[Compendium.cyphersystem-compendium.abilities.M2oXV5cRSdMlUZDm]{Goad} @UUID[Compendium.cyphersystem-compendium.abilities.MBlyd9LvSH8D0Z5I]{Powerful Rhetoric} @UUID[Compendium.cyphersystem-compendium.abilities.uatcX3o1oB2Stc4u]{Trained Without Armor} @UUID[Compendium.cyphersystem-compendium.abilities.kv03xEihe4VZNkK5]{Understanding}

Second-Tier Leader

Choose one of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.4XwwFeGO5haHxvQs]{Basic Follower} @UUID[Compendium.cyphersystem-compendium.abilities.BggeJtN5IcutwLJg]{Calm Stranger} @UUID[Compendium.cyphersystem-compendium.abilities.fg8V2R3kpLX2sHRn]{Cloud Personal Memories} @UUID[Compendium.cyphersystem-compendium.abilities.di7QfASecjKU8BPN]{Disincentivize} @UUID[Compendium.cyphersystem-compendium.abilities.IvKd5vkPypJbB1Ip]{Gather Intelligence} @UUID[Compendium.cyphersystem-compendium.abilities.FiSwskgQGBjp4IhZ]{Inspire Action} @UUID[Compendium.cyphersystem-compendium.abilities.CtRvLxfUlCynJv1B]{Skill With Defense}

Third-Tier Leader

Third-tier Speakers have the following abilities:

Special Abilities: @UUID[Compendium.cyphersystem-compendium.abilities.u1GhDcfpVXITVtOc]{Expert Cypher Use}.

Choose one of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.nJlhmzrhmXvM3QvU]{Break the Line} @UUID[Compendium.cyphersystem-compendium.abilities.ETGBAqAc1ApFH5cx]{Expert Follower} @UUID[Compendium.cyphersystem-compendium.abilities.zg8dYuOdCXGwXOFd]{Informer} @UUID[Compendium.cyphersystem-compendium.abilities.1N6P5ZRogThCS0KH]{Lead by Inquiry} @UUID[Compendium.cyphersystem-compendium.abilities.i5BlJLgj1ayBw0uY]{Oratory} @UUID[Compendium.cyphersystem-compendium.abilities.ZqBpOAiH70SGHX8N]{Perfect Stranger} @UUID[Compendium.cyphersystem-compendium.abilities.Mac5S0sQe9Muf4Mv]{Quick Wits}

Fourth-Tier Leader

Choose one of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.ZH0JbusjycG6zQf1]{Anticipate Attack} @UUID[Compendium.cyphersystem-compendium.abilities.knh2MWMhCgqOjWYD]{Buddy System} @UUID[Compendium.cyphersystem-compendium.abilities.7tiGTYVXj9eHdja7]{Heightened Skills} @UUID[Compendium.cyphersystem-compendium.abilities.S2OZtm12S2YvxD7H]{Retinue} @UUID[Compendium.cyphersystem-compendium.abilities.QFZyfDWOSEpZeQmM]{Spur Effort} @UUID[Compendium.cyphersystem-compendium.abilities.cS2p7CRfquFvR65U]{Strategize}

Fifth-Tier Leader

Fifth-tier All-Rounders have the following abilities:

Special Abilities: @UUID[Compendium.cyphersystem-compendium.abilities.M0pjZXQ9996hfUPs]{Adroit Cypher Use}.

Choose one of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.8SDpRRzZRF73zLsF]{Conjuration} @UUID[Compendium.cyphersystem-compendium.abilities.crFxkKwBNdnD6tX4]{Crowd Control} @UUID[Compendium.cyphersystem-compendium.abilities.t3uyBYJqMApfEBWX]{Discipline of Watchfulness} @UUID[Compendium.cyphersystem-compendium.abilities.cpJY8qkTAmSvXoFM]{Infer Thoughts} @UUID[Compendium.cyphersystem-compendium.abilities.tTrekc4AZbIqem5L]{Inspire Coordinated Actions} @UUID[Compendium.cyphersystem-compendium.abilities.wlkPdME0r3hx9VbE]{Knowing the Unknown} @UUID[Compendium.cyphersystem-compendium.abilities.iroL3TcKD9dpulhW]{Regeneration} @UUID[Compendium.cyphersystem-compendium.abilities.3wZZC07ADxO3mImS]{Suggestion}

Sixth-Tier Leader

Fifth-tier All-Rounders have the following abilities:

Special Abilities: @UUID[Compendium.cyphersystem-compendium.abilities.3EcnBLVtGwxpWXBW]{Recruit Deputy}.

Choose one of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.By276DS858KmWNZq]{Assume Control} @UUID[Compendium.cyphersystem-compendium.abilities.G8waoPdWGzMl0S1n]{Battle Management} @UUID[Compendium.cyphersystem-compendium.abilities.aWbDzueOAxSW1d3C]{Change the Paradigm} @UUID[Compendium.cyphersystem-compendium.abilities.oilgQ4oM02Pa0eNp]{Inspiration} @UUID[Compendium.cyphersystem-compendium.abilities.scceoEmEnN5MW8XT]{Take Command} @UUID[Compendium.cyphersystem-compendium.abilities.PTM0HWGFfo5CHMif]{Will of a Leader} @UUID[Compendium.cyphersystem-compendium.abilities.ZTp4SZ673tDJpmuS]{Word of Command}

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","markdown":""},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"ownership":{"default":-1},"flags":{}},{"sort":393750,"name":"Descriptors","type":"text","_id":"gK5t9ActY73rBLe5","title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"

Beneficent

Helping others is your calling. It’s why you’re here. Others delight in your outgoing and charitable nature, and you delight in their happiness. You’re at your best when you’re aiding people, either by explaining how they can best overcome a challenge or by demonstrating how to do so yourself.

You gain the following characteristics:

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.VRlwCOQq4321KUkM]{Generous}: Allies who have spent the last day with you add +1 to their recovery rolls.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.GVocWeYToxrIsT5M]{Altruistic}: If you’re standing next to a creature that takes damage, you can intercede and take 1 point of that damage yourself (reducing the damage inflicted on the creature by 1 point). If you have Armor, it does not provide a benefit when you use this ability.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.RSdNXeHg25zlTzza]{Skill}: You’re trained in all tasks related to pleasant social interaction, putting other people at ease, and gaining trust.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.8AmUhRVSxOZepa3T]{Helpful}: Whenever you help another character, that character gains the benefit as if you were trained even if you are not trained or specialized in the attempted task.

@UUID[Compendium.cyphersystem-compendium.inabilities.TmkpqIeOFknKujcO]{Inability}: While you are alone, all Intellect and Speed tasks are hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. Even though you didn’t know most of the other PCs beforehand, you invited yourself along on their quest.

  2. You saw the PCs struggling to overcome a problem and selflessly joined them to help.

  3. You’re nearly certain the PCs will fail without you.

  4. The choice was between your tattered life and helping others. You haven’t looked back since.

Charming

You’re a smooth talker and a charmer. Whether through seemingly supernatural means or just a way with words, you can convince others to do as you wish. Most likely, you’re physically attractive or at least highly charismatic, and others enjoy listening to your voice. You probably pay attention to your appearance, keeping yourself well groomed. You make friends easily. You play up the personality facet of your Intellect stat; intelligence is not your strong suit. You’re personable, but not necessarily studious or strong-willed.

You gain the following characteristics:

Personable: +2 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.iLViKiz8EUbAbChF]{Skill}: You’re trained in all tasks involving positive or pleasant social interaction.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.GB6PefdjeMm43AmT]{Skill}: You’re trained when using special abilities that influence the minds of others.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.mslNlViBupFclz9t]{Contact}: You have an important contact who is in an influential position, such as a minor noble, the captain of the town guard/police, or the head of a large gang of thieves. You and the GM should work out the details together.

@UUID[Compendium.cyphersystem-compendium.inabilities.kWemIBj5S33u3Vsy]{Inability}: You were never good at studying or retaining facts. Any task involving lore, knowledge, or understanding is hindered.

@UUID[Compendium.cyphersystem-compendium.inabilities.zHgQDe14mPF3G95Q]{Inability}: Your willpower is not one of your strong points. Defense actions to resist mental attacks are hindered.

Additional Equipment: You’ve managed to talk your way into some decent discounts and bonuses in recent weeks. As a result, you have enough cash jangling in your pocket to purchase a moderately priced item.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You convinced one of the other PCs to tell you what they were doing.

  2. You instigated the whole thing and convinced the others to join you.

  3. One of the other PCs did a favor for you, and now you’re repaying that obligation by helping them with the task at hand.

  4. There is a reward involved, and you need the money.

Clever

You’re quick-witted, thinking well on your feet. You understand people, so you can fool them but are rarely fooled. Because you easily see things for what they are, you get the lay of the land swiftly, size up threats and allies, and assess situations with accuracy. Perhaps you’re physically attractive, or maybe you use your wit to overcome any physical or mental imperfections.

You gain the following characteristics:

Smart: +2 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.wOLQBlCsA3jDifa9]{Skill}: You’re trained in all interactions involving lies or trickery.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.DlnCXfB1v1U859YY]{Skill}: You’re trained in defense rolls to resist mental effects.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.8acHBoOvIk3UseOl]{Skill}: You’re trained in all tasks involving identifying or assessing danger, lies, quality, importance, function, or power.

@UUID[Compendium.cyphersystem-compendium.inabilities.kWemIBj5S33u3Vsy]{Inability}: You were never good at studying or retaining trivial knowledge. Any task involving lore, knowledge, or understanding is hindered.

Additional Equipment: You see through the schemes of others and occasionally convince them to believe you—even when, perhaps, they should not. Thanks to your clever behavior, you have an additional expensive item.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You convinced one of the other PCs to tell you what they were doing.

  2. From afar, you observed that something interesting was going on.

  3. You talked your way into the situation because you thought it might earn some money.

  4. You suspect that the other PCs won’t succeed without you.

Graceful

You have a perfect sense of balance, moving and speaking with grace and beauty. You’re quick, lithe, flexible, and dexterous. Your body is perfectly suited to dance, and you use that advantage in combat to dodge blows. You might wear garments that enhance your agile movement and sense of style.

You gain the following characteristics:

Agile: +2 to your Speed Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.KjmXC7wwXc8DqM82]{Skill}: You’re trained in all tasks involving balance and careful movement.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.K2S2yAu0BJc7TMEh]{Skill}: You’re trained in all tasks involving physical performing arts.

@UUID[Compendium.cyphersystem-compendium.basic-skills.FXYWkXG7Iq6Wm1pS]{Skill}: You’re trained in all Speed defense tasks.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. Against your better judgment, you joined the other PCs because you saw that they were in danger.

  2. One of the other PCs convinced you that joining the group would be in your best interests.

  3. You’re afraid of what might happen if the other PCs fail.

  4. There is reward involved, and you need the money.

Intelligent

You’re quite smart. Your memory is sharp, and you easily grasp concepts that others might struggle with. This aptitude doesn’t necessarily mean that you’ve had years of formal education, but you have learned a great deal in your life, primarily because you pick things up quickly and retain so much.

You gain the following characteristics:

Smart: +2 to your Intellect Pool.

Skill: You’re trained in an area of knowledge of your choice.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.m65HBfM8zSVl4uwk]{Skill}: You’re trained in all actions that involve remembering or memorizing things you experience directly. For example, instead of being good at recalling details of geography that you read about in a book, you can remember a path through a set of tunnels that you’ve explored before.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. One of the other PCs asked your opinion of the mission, knowing that if you thought it was a good idea, it probably was.

  2. You saw value in what the other PCs were doing.

  3. You believed that the task might lead to important and interesting discoveries.

  4. A colleague requested that you take part in the mission as a favor.

Intuitive

You are often tickled by a sense of knowing what someone will say, how they will react, or how events might unfold. Maybe you have a mutant sense, maybe you can see just a few moments ahead through time, or maybe you’re just good at reading people and extrapolating a situation. Whatever the case, many who look into your eyes immediately glance away, as if afraid of what you might see in their expression.

You gain the following characteristics:

Innate: +2 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.basic-skills.rH5FwMXGaNn21DZD]{Skill}: You are trained in perception tasks.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.1GEOtsfQWmfgcp3e]{Know What to Do}: You can act immediately, even if it’s not your turn. Afterward, on your next regular turn, any action you take is hindered. You can do this one time, although the ability is renewed each time you make a recovery roll.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You just knew you had to come along.

  2. You convinced one of the other PCs that your intuition is invaluable.

  3. You felt that something terrible would happen if you didn’t go.

  4. You’re confident the reason you arrived at this point will soon become clear.

Learned

You have studied, either on your own or with an instructor. You know many things and are an expert on a few topics, such as history, biology, geography, mythology, nature, or any other area of study. Learned characters typically carry a few books around with them and spend their spare time reading.

You gain the following characteristics:

Smart: +2 to your Intellect Pool.

Skill: You’re trained in three areas of knowledge of your choice.

@UUID[Compendium.cyphersystem-compendium.inabilities.UrdbwsMhJOQk44vz]{Inability}: You have few social graces. Any task involving charm, persuasion, or etiquette is hindered.

Additional Equipment: You have two additional books on topics of your choice.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. One of the other PCs asked you to come along because of your knowledge.

  2. You need money to fund your studies.

  3. You believed that the task might lead to important and interesting discoveries.

  4. A colleague requested that you take part in the mission as a favor.

Mystical

You think of yourself as mystical, attuned with the mysterious and the paranormal. Your true talents lie with the supernatural. You likely have experience with ancient lore, and you can sense and wield the supernatural—though whether that means “magic,” “psychic phenomena,” or something else is up to you (and probably up to those around you as well). Mystical characters often wear jewelry, such as a ring or an amulet, or have tattoos or other marks that show their interests.

You gain the following characteristics:

Smart: +2 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.u2aCexSScRX0FEqH]{Skill}: You’re trained in all actions involving identifying or understanding the supernatural.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.x6GmHzLKB0JpVg5E]{Sense Magic}: You can sense whether the supernatural is active in situations where its presence is not obvious. You must study an object or location closely for a minute to get a feel for whether a mystical touch is at work.

@UUID[Compendium.cyphersystem-compendium.abilities.zArjjFcf9tHQvJTx]{Spell}: You can perform Hedge Magic as a spell when you have a free hand and can pay the Intellect point cost.

@UUID[Compendium.cyphersystem-compendium.inabilities.FKeDN7rJdKpgt4bj]{Inability}: You have a manner or an aura that others find a bit unnerving. Any task involving charm, persuasion, or deception is hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. A dream guided you to this point.

  2. You need money to fund your studies.

  3. You believed the mission would be a great way to learn more about the supernatural.

  4. Various signs and portents led you here.

Rugged

You’re a nature lover accustomed to living rough, pitting your wits against the elements. Most likely, you’re a skilled hunter, gatherer, or naturalist. Years of living in the wild have left their mark with a worn countenance, wild hair, or scars. Your clothing is probably much less refined than the garments worn by city dwellers.

You gain the following characteristics:

@UUID[Compendium.cyphersystem-compendium.expanded-skills.zOjoCu1WyXeVzqs6]{Skill}: You’re trained in all tasks involving climbing, jumping, running, and swimming.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.lpBwC7PY35rIfBUG]{Skill}: You’re trained in all tasks involving training, riding, or placating natural animals.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.2Ipdh8f3MeuAMM3R]{Skill}: You’re trained in all tasks involving identifying or using natural plants.

@UUID[Compendium.cyphersystem-compendium.inabilities.iP9m2p6htGgd896X]{Inability}: You have no social graces and prefer animals to people. Any task involving charm, persuasion, etiquette, or deception is hindered.

Additional Equipment: You carry an explorer’s pack with rope, two days’ rations, a bedroll, and other tools needed for outdoor survival.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. Against your better judgment, you joined the other PCs because you saw that they were in danger.

  2. One of the other PCs convinced you that joining the group would be in your best interests.

  3. You’re afraid of what might happen if the other PCs fail.

  4. There is reward involved, and you need the money.

Stealthy

You’re sneaky, slippery, and fast. These talents help you hide, move quietly, and pull off tricks that require sleight of hand. Most likely, you’re wiry and small. However, you’re not much of a sprinter—you’re more dexterous than fleet of foot.

You gain the following characteristics:

Quick: +2 to your Speed Pool.

@UUID[Compendium.cyphersystem-compendium.basic-skills.duTx0BwgmC1Gw3Ze]{Skill}: You’re trained in all stealth tasks.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.YlYSOH8OdFUTBwey]{Skill}: You’re trained in all interactions involving lies or trickery.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.5iv3kUKcLQwrTSDH]{Skill}: You’re trained in all special abilities involving illusions or trickery.

@UUID[Compendium.cyphersystem-compendium.inabilities.lhu2y0HMmw0xQ3hv]{Inability}: You’re sneaky but not fast. All movement-related tasks are hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You attempted to steal from one of the other PCs. That character caught you and forced you to come along with them.

  2. You were tailing one of the other PCs for reasons of your own, which brought you into the action.

  3. An NPC employer secretly paid you to get involved.

  4. You overheard the other PCs talking about a topic that interested you, so you decided to approach the group.

Strong

You’re extremely strong and physically powerful, and you use these qualities well, whether through violence or feats of prowess. You likely have a brawny build and impressive muscles.

You gain the following characteristics:

Very Powerful: +4 to your Might Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.0yrwPAkrOBERFQOq]{Skill}: You’re trained in all actions involving breaking inanimate objects.

@UUID[Compendium.cyphersystem-compendium.basic-skills.MrGl25gzZk4uu7BR]{Skill}: You’re trained in all jumping actions.

Additional Equipment: You have an extra medium weapon or heavy weapon.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. Against your better judgment, you joined the other PCs because you saw that they were in danger.

  2. One of the other PCs convinced you that joining the group would be in your best interests.

  3. You’re afraid of what might happen if the other PCs fail.

  4. There is reward involved, and you need the money.

Strong-Willed

You’re tough-minded, willful, and independent. No one can talk you into anything or change your mind when you don’t want it changed. This quality doesn’t necessarily make you smart, but it does make you a bastion of willpower and resolve. You likely dress and act with unique style and flair, not caring what others think.

You gain the following characteristics:

Willful: +4 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.DlnCXfB1v1U859YY]{Skill}: You’re trained in resisting mental effects.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.3IfJDAc8qCJ11NNX]{Skill}: You’re trained in tasks requiring incredible focus or concentration.

@UUID[Compendium.cyphersystem-compendium.inabilities.CmubEJ8BMUsW1oei]{Inability}: Willful doesn’t mean brilliant. Any task that involves figuring out puzzles or problems, memorizing things, or using lore is hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. Against your better judgment, you joined the other PCs because you saw that they were in danger.

  2. One of the other PCs convinced you that joining the group would be in your best interests.

  3. You’re afraid of what might happen if the other PCs fail.

  4. There is reward involved, and you need the money.

Swift

You move quickly, able to sprint in short bursts and work with your hands with dexterity. You’re great at crossing distances quickly but not always smoothly. You are likely slim and muscular.

You gain the following characteristics:

Fast: +4 to your Speed Pool.

@UUID[Compendium.cyphersystem-compendium.basic-skills.gbWPNb1uKsRtZWSL]{Skill}: You’re trained in initiative actions (to determine who goes first in combat).

@UUID[Compendium.cyphersystem-compendium.expanded-skills.EyD5RQ654NoPJ7MN]{Skill}: You’re trained in running actions.

@UUID[Compendium.cyphersystem-compendium.inabilities.t7exG3KfxnoPKxO2]{Inability}: You’re fast but not necessarily graceful. Any task involving balance is hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. Against your better judgment, you joined the other PCs because you saw that they were in danger.

  2. One of the other PCs convinced you that joining the group would be in your best interests.

  3. You’re afraid of what might happen if the other PCs fail.

  4. There is reward involved, and you need the money.

Tough

You’re strong and can take a lot of physical punishment. You might have a large frame and a square jaw. Tough characters frequently have visible scars.

You gain the following characteristics:

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.SkxEXPpCgIGXixu9]{Resilient}: +1 to Armor.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.gr1uaERqywhUGjCK]{Healthy}: Add 1 to the points you regain when you make a recovery roll.

@UUID[Compendium.cyphersystem-compendium.basic-skills.Q0vfmbqehJw0jYBa]{Skill}: You’re trained in Might defense actions.

Additional Equipment: You have an extra light weapon.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You’re acting as a bodyguard for one of the other PCs.

  2. One of the PCs is your sibling, and you came along to watch out for them.

  3. You need money because your family is in debt.

  4. You stepped in to defend one of the PCs when that character was threatened. While talking to them afterward, you heard about the group’s task.

Vicious

You try to hide what’s inside, fold it into yourself when everything inside you screams to let go, make them pay, make them hurt, and make them bleed. Sometimes you succeed for your friends—smiling like they smile, laughing when they laugh, and sometimes even having other emotions of your own. But it’s always there, that feeling of frantic glee mixed with hate that sometimes leaps out of you when you confront a foe. Violence your friends can tolerate, but you sometimes worry they will also learn that you are cruel.

You gain the following characteristics:

Skill: You are trained in @UUID[Compendium.cyphersystem-compendium.expanded-skills.53j3Qwt5Im4wqddo]{tracking creatures}. If @UUID[Compendium.cyphersystem-compendium.expanded-skills.ZPyRyzPue2DuKSw9]{a creature has wronged you}, the tracking task is eased.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.LldixgespLl6ajEf]{Bloodthirsty}: Once you begin fighting, you see only red. You inflict 2 additional points of damage with any attack.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.1FP6DV2OqgaaT4ZN]{Berserk}: Once you begin fighting, it’s hard for you to stop. In fact, it’s a difficulty 2 Intellect task to do so, even if your foe surrenders or you’ve run out of foes. If the latter occurs and you fail to stop, you attack the nearest ally within short range.

Additional Equipment: You have a record that you use to list those who’ve wronged you.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. Another PC saw you take down a mean drunk in a tavern, not realizing you were the one who started the fight.

  2. You wanted to get away from a bad situation, so you went with the other PCs.

  3. You want to change, and you hope that being with the other PCs will help you calm yourself.

  4. One of the other PCs asked you to come along, believing that your viciousness could be harnessed for the benefit of the mission.

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Absorbs Energy

You can harness kinetic energy and transform it into other kinds of energy.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.62zBqhQoPk6IV8lF]{Absorb Kinetic Energy}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.NMjccuRLDDnfZtZe]{Release Energy}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.UJst9mtUKNTe3Pd2]{Energize Object}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.yvPcOjjqyU3618Ob]{Absorb Pure Energy} or @UUID[Compendium.cyphersystem-compendium.abilities.wrPVUnJauasIH886]{Improved Absorb Kinetic Energy}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.Y7HUEp7IxdPuur8V]{Overcharge Energy}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.LwmoGOpgHy1K2dU4]{Energize Creature}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.5i6TqVJQQ4sTvqTm]{Energize Crowd} or @UUID[Compendium.cyphersystem-compendium.abilities.m21TAvxSQn1rGx3d]{Overcharge Device}

GM Intrusions: Energy goes to ground in a destructive way. Some predators feed directly on energy. An unintended item is drained of energy.

Battles Robots

You excel in battling robots, automatons, and machine entities.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.atQ5yNq1ZEyy0z5j]{Machine Vulnerabilities}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.pYsmdnNte7o5Flca]{Tech Skills}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.aNNLomN5nZc52ZT4]{Defense Against Robots}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.QHSH8fE6l3bKz2xl]{Machine Hunting}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.ka5VA9XBi4OTnKVa]{Disable Mechanisms} or @UUID[Compendium.cyphersystem-compendium.abilities.uG2ACHNAPoZirp0b]{Surprise Attack}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.NoKdHv0FSytZR4iF]{Robot Fighter}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.NJakiz9yvoflzzBD]{Drain Power}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.jHrQLzIfjKtXBoJL]{Deactivate Mechanisms} or @UUID[Compendium.cyphersystem-compendium.abilities.58CLKxSLgaT6W6Cj]{Lethal Damage}

GM Intrusions: The robot explodes upon defeat. Other robots come after the character for revenge.

Bears a Halo of Fire

You can sheath your body in flames, which protects you and harms your foes.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.AzMtxh562JfrPdKZ]{Shroud of Flame}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.NJjAmyf9zhjRTNme]{Hurl Flame}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.TWqyBv9PEjwJKd1y]{Wings of Fire} or @UUID[Compendium.cyphersystem-compendium.abilities.srn53BB1da8Elh1t]{Fiery Hand of Doom}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.tJQmvEiYq2xBv4ZJ]{Flameblade}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.6fpCYtBDCfW6m1b0]{Fire Tendrils}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.NVdx8QjmTP5eOjDh]{Fire Servant} or @UUID[Compendium.cyphersystem-compendium.abilities.PLsz8IqWScZt0Ott]{Inferno Trail}

GM Intrusions: Fire burns flammable material. Fire spreads out of control. Primitive creatures fear fire and often attack what they fear.

Brandishes an Exotic Shield

You deploy an amazing shield of pure force that provides protection and some offensive options.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.yb5PaVIPimrcJxFg]{Force Field Shield}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.aidcxXW6MokDMqY7]{Force Bash}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.vPflrS1giYnMoqL2]{Enveloping Shield}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.6nm35znCQzjAk6Gb]{Healing Pulse} or @UUID[Compendium.cyphersystem-compendium.abilities.SPL1URVkuo4PJP8I]{Throw Force Shield}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.B5zrSVUs54TUALFB]{Energized Shield}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.TXNhhyj63MMp2dVF]{Force Wall}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.zflNCqrmTL7vrYg1]{Bouncing Shield} or @UUID[Compendium.cyphersystem-compendium.abilities.Np67YSIzrP6w1PPb]{Shield Burst}

GM Intrusions: The shield is temporarily lost. A foe temporarily ends up with the shield.

Commands Mental Powers

You can pull images from dreams and bring them to life in the waking world.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.L2NOLfflU6HNleuT]{Telepathic}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.W5Zt9qDKCtNr49BC]{Mind Reading}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.Mc8L07dpf605FDo9]{Psychic Burst} or @UUID[Compendium.cyphersystem-compendium.abilities.iRqXVpngq6vfgtEn]{Psychic Suggestion}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.FktE2hQhSKXbWcQU]{Use Senses of Others}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.N0wzhZ676UrCR8M4]{Precognition}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.Vcfc6yjbqX6WSzCf]{Mind Control} or @UUID[Compendium.cyphersystem-compendium.abilities.K0C60k7wHBSpMQX4]{Telepathic Network}

GM Intrusions: Something glimpsed in the target’s mind is horrifying. A feedback loop allows the target to read the character’s mind.

Controls Beasts

Your ability to communicate and lead beasts is uncanny.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.bOohoEcDegDBinFc]{Beast Companion}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.gT21nqWZ9Es576oC]{Soothe the Savage}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.OIk4usP2NFT0tDu7]{Communication}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.cGcblQ2qvyHM02kY]{Mount} or @UUID[Compendium.cyphersystem-compendium.abilities.h1rn92kIqG5VVYd6]{Stronger Together}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.zstBkLwRduC7vgGT]{Beast Eyes}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.0IlHHY1ktkN2L5Sp]{Improved Companion}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.pFWDdnTXCiPfwsWv]{Beast Call}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.Qm31Nw2SkBpVcv9M]{As If One Creature} or @UUID[Compendium.cyphersystem-compendium.abilities.LvoH43SKKtr3urKo]{Control the Savage}

GM Intrusions: The community is reluctant to welcome dangerous animals. Out-of-control beasts become a real hazard.

Controls Gravity

You can sway the attraction of gravity itself.

Type Swap Option: Weighty

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.UCR0rx32kEsTcgnF]{Hover}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.QH3l6ojVnasZm5U8]{Enhanced Speed Edge}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.SHMGbt30RfePtyNE]{Define Down} or @UUID[Compendium.cyphersystem-compendium.abilities.jbhcWHMiQQaR9ukO]{Gravity Cleave}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.eJpNT3QObtYiDfXY]{Field of Gravity}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.abdAcwYE8L00VakL]{Flight}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.Cnvf8fv0EEKU3iSn]{Improved Gravity Cleave} or @UUID[Compendium.cyphersystem-compendium.abilities.tMOeiKWrhp5P5CCQ]{Weight of the World}

GM Intrusions: Onlookers react with unreasoning fear. A weird interaction sends an ally or object careening into the sky.

Crafts Illusions

You fashion images from light that are so perfect they seem real.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.l60mmJrF1GupXLJB]{Minor Illusion}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.asQqC0DepYcsPxRV]{Illusory Disguise}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.JwG4lCSZIG3qUQAi]{Cast Illusion} or @UUID[Compendium.cyphersystem-compendium.abilities.hNsph7BRwllVSUre]{Major Illusion}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.hJV3hrSYcq3Zbzl5]{Illusory Selves}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.9cJ6gJZc7datpQwJ]{Terrifying Image}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.lCWWUQ0vYH2odiDv]{Grandiose Illusion} or @UUID[Compendium.cyphersystem-compendium.abilities.RNJbp1eAcMqSnYvb]{Permanent Illusion}

GM Intrusions: The illusion isn’t believable. The illusion is pierced at just the wrong moment.

Dances With Dark Matter

You can manipulate shadow and “dark” matter.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.7aCeBDGZqu8A9hMQ]{Ribbons of Dark Matter}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.VWehoqF0N6s0WMLK]{Void Wings}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.XYbtbbVKFYmDfmjO]{Dark Matter Shroud} or @UUID[Compendium.cyphersystem-compendium.abilities.MqGMnSIkHK4rOFSm]{Dark Matter Strike}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.yB4tnpDNVSOxgruq]{Dark Matter Shell}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.b44vvK2YjdSeYPJc]{Windwracked Traveler}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.JUn27j5YI3dRh2jJ]{Dark Matter Structure} or @UUID[Compendium.cyphersystem-compendium.abilities.apQwshUTjCQPym8A]{Embrace the Night}

GM Intrusions: Dark matter skulks away as if possessed by a mind of its own.

Defends the Gate

Everyone wants you on their side when it comes to a fight because nothing gets by you.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.C9x7b1qN4qmm568P]{Fortified Position}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.POaewj2PWMMfCY1i]{Rally to Me}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.VgomhLKFHDDAzW9T]{Mind for Might}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.ZvKFftq7doCxI7T5]{Fortification Builder} or @UUID[Compendium.cyphersystem-compendium.abilities.LODZEYtmmBN5D9zZ]{Divert Attacks}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.R9KnCCvGoEHvV1p0]{Greater Enhanced Might}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.hCAzOVpH0jrYc9qk]{Reinforcing Field}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.KBykf0P4WQ9Lb6TN]{Generate Force Field} or @UUID[Compendium.cyphersystem-compendium.abilities.eQIPJk2xcFGfDr3H]{Stun Attack}

GM Intrusions: A strategically important structure collapses. The enemy attacks from an unexpected direction.

Defends the Weak

You stand up for the helpless, the weak, and the unprotected.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.YvPBxDxLz16Usm7m]{Courageous}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.6zU8AURXjXgG63j6]{Warding Shield}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.9p2RJYFo6s55F5Ha]{Devoted Defender}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.fh7tK1BVjgSfZ8ml]{Insight}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.Su3LkSzdGHg9w1RO]{Dual Wards} or @UUID[Compendium.cyphersystem-compendium.abilities.GAeUBbQWE3ryv50V]{True Guardian}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.lb5Bo8BpNXdVMkmt]{Combat Challenge}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.JrSM5XYgXpxNnLl2]{Willing Sacrifice}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.aDnA7oA9ZYCEfprI]{Resuscitate} or @UUID[Compendium.cyphersystem-compendium.abilities.mjEFQ3ndDRvLB5Dj]{True Defender}

GM Intrusions: A character focused on protecting others may periodically leave themselves vulnerable to attacks.

Descends From Nobility

A descendent of wealth and power, you carry a noble title and the abilities granted by a privileged upbringing.

Type Swap Option: @UUID[Compendium.cyphersystem-compendium.abilities.S2OZtm12S2YvxD7H]{Retinue}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.xMRRfjFF0POkxyea]{Privileged Nobility}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.A8CGMbLGsJ3AHKMP]{Trained Interlocutor}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.zTsjsWVgzjQzl2MW]{Advanced Command} or @UUID[Compendium.cyphersystem-compendium.abilities.AAUqaiWxC5V4e1VH]{Noble’s Courage}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.ETGBAqAc1ApFH5cx]{Expert Follower}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.T5tn7zItPyaRcYNC]{Asserting Your Privilege}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.Eez3uExkDA20XJg3]{Able Assistance} or @UUID[Compendium.cyphersystem-compendium.abilities.qbXP6HlN56bPt7cq]{Mind of a Leader}

GM Intrusions: Debts incurred by a family are owed by the character. A long-lost sibling seeks to disinherit rivals. An assassin finds the character.

Emerged From the Obelisk

Your body, hard as crystal, gives you a suite of unique abilities, gained after an interaction with a floating crystalline obelisk.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.bzeuikGxbM7noj2z]{Crystalline Body}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.UCR0rx32kEsTcgnF]{Hover}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.QsXOz48JgyXYEEqS]{Inhabit Crystal} or @UUID[Compendium.cyphersystem-compendium.abilities.4Fe5z4FD71eHlbbd]{Immovable}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.hIWg9VFNnYnrknAu]{Crystal Lens}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.ucsscEpO5L2gIYZg]{Resonant Frequency}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.bY52t6eGONKu8Kr4]{Resonant Quake} or @UUID[Compendium.cyphersystem-compendium.abilities.tR2v2vMu3TgN21OJ]{Return to the Obelisk}

GM Intrusions: Cyphers and artifacts react unexpectedly in the character’s hands.

Employs Magnetism

You command metal and the power of magnetism.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.p2JmtbtuzscW1ogs]{Move Metal}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.MK2dp11krszjDsyc]{Repel Metal}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.0XSuUGS0UyrhiW44]{Destroy Metal} or @UUID[Compendium.cyphersystem-compendium.abilities.4v5pXMwFeB7xQzME]{Guide Bolt}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.n985WYLPzj2XqBry]{Magnetic Field}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.uN2YVmNxkFj3SFof]{Command Metal}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.fruWNFBBNLpcGLaC]{Diamagnetism} or @UUID[Compendium.cyphersystem-compendium.abilities.SZtOjKk7ScShJT6G]{Iron Punch}

GM Intrusions: The metal twists, bends, or produces shrapnel. A lapse in concentration might cause something to slip or drop at just the wrong time.

Entertains

You perform, mostly for the benefit of others.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.rfsCCpxcsjc8hr60]{Levity}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.oilgQ4oM02Pa0eNp]{Inspiration}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.eEGFknWQZUBNXn99]{Knowledge Skills} or @UUID[Compendium.cyphersystem-compendium.abilities.4necR0YTsaij4ojD]{Greater Enhanced Potential}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.CLObcsu2DKKKhzyK]{Calm}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.Eez3uExkDA20XJg3]{Able Assistance}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.kZ3LhhYZKrcnBplY]{Master Entertainer} or @UUID[Compendium.cyphersystem-compendium.abilities.xRIDlrBzTXVYC5rh]{Vindictive Performance}

GM Intrusions: The audience is annoyed or offended. Musical instruments break. Paints dry in their pots. The words to a poem or song are forgotten.

Exists Partially Out of Phase

A bit translucent, you’re slightly out of phase and can move through solid objects.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.g0SqMvb020tiTQ48]{Walk Through Walls}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.2j6Hqr2Y8Xbz97c4]{Defensive Phasing}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.cJB7wj5okdPZuRNb]{Phased Attack} or @UUID[Compendium.cyphersystem-compendium.abilities.MFBq4Fc432FS6nkX]{Phase Door}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.Kk9lHkiaqsr3pUmk]{Ghost}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.QLRztjFH4YetYM6l]{Untouchable}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.xHLPf1FETmn06aA8]{Enhanced Phased Attack} or @UUID[Compendium.cyphersystem-compendium.abilities.ptH3O4GES71CClGO]{Phase Foe}

GM Intrusions: The character is sent phasing into an unexpected dimension. The character becomes lost in a large solid.

Explores Dark Places

You’re the archetypal treasure hunter, scavenger, and finder of lost things.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.MwDYD8V1CJv8w9rR]{Superb Explorer}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.aJ1T8XqGF38vyzV2]{Superb Infiltrator}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.xskKzxBoGvSrje4e]{Eyes Adjusted}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.LdHCwZcifnRRuPrp]{Nightstrike} or @UUID[Compendium.cyphersystem-compendium.abilities.JhBTTC5ZUTT8NvUA]{Slippery Customer}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.5t5EIoGSan3pQ08D]{Hard-Won Resilience}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.xRvaY8SG4HVy5WO8]{Dark Explorer}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.XRXQwJplJrm7onbN]{Blinding Attack} or @UUID[Compendium.cyphersystem-compendium.abilities.2asT0zvk1kw5hC1v]{Embraced by Darkness}

GM Intrusions: Possessions fall out of pockets or bags in the dark; maps get lost; information gained fails to include an important detail.

Fights With Panache

You’re a swashbuckling daredevil who fights with flamboyant style that’s entertaining to watch.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.b8rtgyatE8o9FaRS]{Attack Flourish}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.GQeO9RXVzeriLsfy]{Quick Block}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.ra0A8MtQjZEYhJPr]{Acrobatic Attack} or @UUID[Compendium.cyphersystem-compendium.abilities.tmrSKjGmjbxfIqPI]{Flamboyant Boast}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.3JWMtJBjf3oUWaxP]{Block for Another}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.jaGs9nmLaywdRMUN]{Fast Kill}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.vhGEeFVgyqX1gzRr]{Using the Environment}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.cuK7oPGFdlOPoc44]{Agile Wit} or @UUID[Compendium.cyphersystem-compendium.abilities.G5bTthwpEf5azVHA]{Return to Sender}

GM Intrusions: The display comes off looking silly, clumsy, or unattractive.

Focuses Mind Over Matter

You can telekinetically move objects with your mind without physically touching them.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.LODZEYtmmBN5D9zZ]{Divert Attacks}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.xDn74LRD6xlMUqj2]{Telekinesis}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.gyZd83dgvZnQrmbb]{Cloak of Opportunity} or @UUID[Compendium.cyphersystem-compendium.abilities.bvqDafTBMB7Uo9Qj]{Enhance Strength}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.loOJI9ZakIwGrmW1]{Apportation}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.8wSx2qtKXq0dWxId]{Psychokinetic Attack}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.iEOf9IkbHU8oBOMm]{Improved Apportation} or @UUID[Compendium.cyphersystem-compendium.abilities.YFbC1HRis4SpZgrS]{Reshape}

GM Intrusions: One mental slip, and moving objects drop or fragile objects break. Sometimes the wrong item moves, falls, or breaks.

Fuses Flesh and Steel

Your body is part machine.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.dPFQTFRzv7D7PYKq]{Enhanced Body}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.4dTGeclZRVjzn5tT]{Interface}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.syiylO75dZlcUp3i]{Sensing Package} or @UUID[Compendium.cyphersystem-compendium.abilities.NFsoXUQaq3I5h2UY]{Weaponization}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.42sPqHxJEybiZ6Vh]{Fusion}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.Uk6ceaEWFjcoHNTI]{Deep Reserves}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.laxdkyrDuOhxfWKc]{Mind Surge} or @UUID[Compendium.cyphersystem-compendium.abilities.fkedtvx6UakJPOZN]{Ultra Enhancement}

GM Intrusions: People in most societies are afraid of someone who is revealed to have mechanical parts.

Fuses Mind and Machine

Electronic aids implanted in your brain make you a mental powerhouse.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.7GsuhcRTpDX0d1em]{Enhanced Intellect}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.eEGFknWQZUBNXn99]{Knowledge Skills}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.2GicRKJcPO3hmlwD]{Network Tap}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.GK0o4fjCtxgAP269]{Action Processor} or @UUID[Compendium.cyphersystem-compendium.abilities.dLJ0B35UlB5wxCf4]{Machine Telepathy}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.34Ycb9VK8JwHgSl4]{Greater Enhanced Intellect}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.eEGFknWQZUBNXn99]{Knowledge Skills}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.MA2Pwhbpbq2SSIQy]{See the Future}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.teF5kZpAuRfZKfxn]{Machine Enhancement} or @UUID[Compendium.cyphersystem-compendium.abilities.laxdkyrDuOhxfWKc]{Mind Surge}

GM Intrusions: Machines malfunction and shut down. Powerful machine intelligences can take control of lesser thinking machines. Some people don’t trust a person who isn’t fully organic.

Howls at the Moon

For brief periods, you become a fearsome and powerful creature with control issues.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.8DXGUr433iXaVCSv]{Beast Form}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.wIOwT1tjGLMYzZAb]{Controlled Change}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.NIePQkLH2DTVjZR2]{Bigger Beast Form} or @UUID[Compendium.cyphersystem-compendium.abilities.Ee8QC6fkRvD1yw6h]{Greater Beast Form}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.wqzexDdZolWgxAza]{Greater Controlled Change}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.A9uQnidn6SKTNHJA]{Enhanced Beast Form}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.58CLKxSLgaT6W6Cj]{Lethal Damage} or @UUID[Compendium.cyphersystem-compendium.abilities.85DCcEDqvz6A0LkD]{Perfect Control}

GM Intrusions: The change happens in an uncontrolled fashion. People are terrified of monsters.

Hunts

You are a stalking hunter who excels at bringing down your selected quarry.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.b8rtgyatE8o9FaRS]{Attack Flourish}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.VAGafmOiBpvU2eq0]{Tracker}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.FEkLEYwk7r9KE7oC]{Quarry}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.sHdBJdVshvtAqz1K]{Sneak}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.aBfj6w1y6noOzB7d]{Horde Fighting} or @UUID[Compendium.cyphersystem-compendium.abilities.57txEIyzuPUQOqVP]{Sprint and Grab}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.uG2ACHNAPoZirp0b]{Surprise Attack}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.LE8NtDKG9TzXBv5B]{Hunter’s Drive}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.oroWEBbp3cvrYwH9]{Greater Skill With Attacks} or @UUID[Compendium.cyphersystem-compendium.abilities.ENO71nxs3MSKzvq6]{Multiple Quarry}

GM Intrusions: The quarry notices the character. The quarry isn’t as vulnerable as it seemed.

Leads

Your natural leadership capability allows you to command others, including a loyal band of followers.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.FDUGlu7DZhdfxH2P]{Natural Charisma}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.DmnRMTfHYaeoYFVu]{Good Advice}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.RnK2bmvUb7RIVPSA]{Enhanced Potential}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.4XwwFeGO5haHxvQs]{Basic Follower}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.zTsjsWVgzjQzl2MW]{Advanced Command} or @UUID[Compendium.cyphersystem-compendium.abilities.ETGBAqAc1ApFH5cx]{Expert Follower}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.8EMTH3JCrC5Vjt63]{Captivate or Inspire}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.4necR0YTsaij4ojD]{Greater Enhanced Potential}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.KpbEHKNSEycVB1GU]{Band of Followers} or @UUID[Compendium.cyphersystem-compendium.abilities.qbXP6HlN56bPt7cq]{Mind of a Leader}

GM Intrusions: Followers fail, betray, lie, become corrupted, get kidnapped, or die.

Lives in the Wilderness

You can survive in badlands where others perish.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.KqV5RSzOU3S3NK51]{Wilderness Life}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.wHcuP6T7Ti6j5Y8C]{Enhanced Might}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.vFQaDsHzJpTSV8Tw]{Living Off the Land}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.Db7aRY4t1mwRpcoL]{Wilderness Explorer}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.KAAezRI2l8rdp1NS]{Animal Senses and Sensibilities} or @UUID[Compendium.cyphersystem-compendium.abilities.Ja8ebgq2RDQryN62]{Wilderness Encouragement}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.CBdIPMJ2oOOesmod]{Wilderness Awareness}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.pfZzabIIEuU4kSH3]{The Wild Is on Your Side}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.Wj6oHOvnZkZjulwI]{One With the Wild} or @UUID[Compendium.cyphersystem-compendium.abilities.TRdK7RJBkq8WW4np]{Wild Camouflage}

GM Intrusions: People in cities and towns sometimes disparage those who look (and smell) like they live in the wilds, as if they were ignorant or barbaric.

Masters Defense

You use protective equipment and practiced techniques to avoid becoming hurt in a fight.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.EheuStXUDPojVmT5]{Shield Master}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.gS1X6POaKLjNlHsI]{Sturdy}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.o2ZDoteWQsFsqTJr]{Practiced in Armor}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.zLJYM2OiFVIsuz3P]{Dodge and Resist} or @UUID[Compendium.cyphersystem-compendium.abilities.E1YiGcXAYOjHXoAd]{Dodge and Respond}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.2AIQhz00HyZhY7wM]{Tower of Will}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.4eCjeGPA0ovnwIfu]{Experienced in Armor}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.lGbieMmnuoqsl4Jz]{Nothing but Defend}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.i5n7BaFjTo6W35f9]{Defense Master} or @UUID[Compendium.cyphersystem-compendium.abilities.B6SEeGr5kxLAgvvq]{Wear It Well}

GM Intrusions: Shields break when hit, as do weapons used to parry. Armor straps break.

Masters Weaponry

You are a master user of a particular type of weapon, be it a sword, whip, dagger, gun, or something else.

Someone who Masters Weaponry might have additional equipment, including a high- quality weapon.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.J0fj73TfCu4aSdVL]{Weapon Master}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.qBTIXXJt2Ahn8UYh]{Weapon Crafter}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.6Xs3fyaANQDWXRoc]{Weapon Defense}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.YA5P5CBNr5NSmY6z]{Rapid Attack} or @UUID[Compendium.cyphersystem-compendium.abilities.7rjeYt5hNhkvqK9w]{Disarming Strike}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.imWLlYQs4LTaCTdS]{Never Fumble}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.mhgFWIDr0QuCHRIF]{Extreme Mastery}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.KNElOxbWobS1ygLv]{Murderer} or @UUID[Compendium.cyphersystem-compendium.abilities.6P1CJvVMot3Y2xj0]{Deadly Strike}

GM Intrusions: Weapons break. Weapons can be stolen. Weapons can be dropped or forced out of your hand.

Metes Out Justice

You right wrongs, protect the innocent, and punish the guilty.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.Zu06akqnHdCvoR0W]{Make Judgment}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.tjxKTFdA8gqZDP90]{Designation}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.5jGN9GicKYIAneKQ]{Defend the Innocent}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.3fMzqFFQ1rLtbVrd]{Improved Designation}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.bz04IOSkdP3zcRMD]{Defend All the Innocent} or @UUID[Compendium.cyphersystem-compendium.abilities.iGRECL13bqrSSF7P]{Punish the Guilty}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.RESKINMA0INj60Rc]{Find the Guilty}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.QgnoEdKZ50u4JZoL]{Greater Designation}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.KVOFCKWKmUrqAe7v]{Punish All the Guilty}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.JH40M99RAN6IZWze]{Damn the Guilty} or @UUID[Compendium.cyphersystem-compendium.abilities.Kf09KYdZqG6dNTFC]{Inspire the Innocent}

GM Intrusions: Guilt or innocence can be complicated. Some people resent the presumption of a self-appointed judge. Passing judgment makes enemies.

Moves Like a Cat

Lithe, flexible, and graceful, you move quickly and smoothly, and never seem to be where danger is.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.Qsi6Iw5YCcY8jmNx]{Greater Enhanced Speed}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.tJiXzKX4gf0GNV6V]{Balance}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.tC7wmZwlZcQy5Vd0]{Movement Skills}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.g0Ewv5wBooSFYOlH]{Safe Fall}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.leUaFf4AxYJwwOHt]{Hard to Hit}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.QH3l6ojVnasZm5U8]{Enhanced Speed Edge} or @UUID[Compendium.cyphersystem-compendium.abilities.Qsi6Iw5YCcY8jmNx]{Greater Enhanced Speed}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.JlYk5UNZEUzzO8Js]{Quick Strike}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.2CrV3a9S1yzOXBOJ]{Slippery}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.mSNoWynky7DMz7ln]{Perfect Speed Burst} or @UUID[Compendium.cyphersystem-compendium.abilities.Qsi6Iw5YCcY8jmNx]{Greater Enhanced Speed}

GM Intrusions: Even a cat can be clumsy. A jump isn’t quite as easy as it looks. An escape move is so overzealous that it sends the character right into harm’s way.

Murders

You’re an assassin, whether by trade, by inclination, or because it was that or be killed yourself. (Someone who Murders might have additional equipment, including three doses of a level 2 blade poison that inflicts 5 points of damage.)

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.uG2ACHNAPoZirp0b]{Surprise Attack}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.rYaAyFLmCAAwZi0s]{Assassin Skills}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.y2eUnbkzxOeoe9w6]{Quick Death}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.369RISHwqzRXkwEG]{Infiltrator}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.ZB80ZclRSzEcr4o1]{Awareness} or @UUID[Compendium.cyphersystem-compendium.abilities.AQQzctwqPJPUTRbb]{Poison Crafter}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.tbeFzIPGuAjRBpKM]{Better Surprise Attack}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.UlQ7w5iD57Hfdzce]{Damage Dealer}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.FzJe2XEwhtUajTWI]{Escape Plan} or @UUID[Compendium.cyphersystem-compendium.abilities.KNElOxbWobS1ygLv]{Murderer}

GM Intrusions: Most people do not react well to a professional killer.

Needs No Weapon

Powerful punches, kicks, elbows, knees, and full body movements are all the weapons you need.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.Hgr8QZmzjXmYorfs]{Fists of Fury}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.K33ayv0NcktuV53N]{Flesh of Stone}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.p61Ycyc7lVZQXupO]{Advantage to Disadvantage}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.JJKRrcU5L1yM9y90]{Unarmed Fighting Style}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.mGv7zlZu1wtNCQXQ]{Moving Like Water} or @UUID[Compendium.cyphersystem-compendium.abilities.4necR0YTsaij4ojD]{Greater Enhanced Potential}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.LODZEYtmmBN5D9zZ]{Divert Attacks}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.eQIPJk2xcFGfDr3H]{Stun Attack}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.S4PaEqmYjg4TGoG3]{Master of Unarmed Fighting Style} or @UUID[Compendium.cyphersystem-compendium.abilities.58CLKxSLgaT6W6Cj]{Lethal Damage}

GM Intrusions: Striking certain foes hurts you as much as it hurts them. Opponents with weapons have greater reach. Complicated martial arts moves can knock you off balance.

Never Says Die

You never quit, can shrug off a beating, and always come back for more.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.UtFc3e4grYyCQneH]{Improved Recovery}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.wXV7JxEmZDlBvRKO]{Push on Through}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.JuOmZXMt1T3tQUZ8]{Ignore the Pain}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.R0UuZ32vmmeFbSMV]{Blood Fever} or @UUID[Compendium.cyphersystem-compendium.abilities.sPheWt9emoY3PCA8]{Hidden Reserves}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.iyM2N9G0RLlj6BZ7]{Increasing Determination} or @UUID[Compendium.cyphersystem-compendium.abilities.3VJyYtECl0wKQj2p]{Outlast the Foe}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.sbGo2i4oqy1aUeQ6]{Not Dead Yet}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.5HNZcrij9mgEmvAR]{Final Defiance} or @UUID[Compendium.cyphersystem-compendium.abilities.NMgopYfoagESHtea]{Ignore Affliction}

GM Intrusions: Sometimes, it’s equipment or weapons that give out.

Rages

When you go berserk, everyone fears you.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.YGsGHp1rbu3Z7Kdd]{Frenzy}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.R9KnCCvGoEHvV1p0]{Greater Enhanced Might}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.tC7wmZwlZcQy5Vd0]{Movement Skills}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.NoC3yuqxU8yhPf47]{Power Strike} or @UUID[Compendium.cyphersystem-compendium.abilities.zEkA8MhrnJ5p9Io6]{Unarmored Fighter}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.hAVC1FOl7hwnuBpC]{Greater Frenzy}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.ltAq7qr8aaalOtJp]{Attack and Attack Again}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.4necR0YTsaij4ojD]{Greater Enhanced Potential} or @UUID[Compendium.cyphersystem-compendium.abilities.58CLKxSLgaT6W6Cj]{Lethal Damage}

GM Intrusions: It’s easy for a berserker to lose control and attack friend as well as foe.

Rides the Lightning

You create and discharge electrical power.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.3btRIiWxY8oMcVMo]{Shock}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.essJhO2eqoHmIQaa]{Charge}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.uh1t4rnkZ2jOCjHJ]{Bolt Rider}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.76HF09q7MdGek863]{Electric Armor} or @UUID[Compendium.cyphersystem-compendium.abilities.A6H8xi93t6Zrexz9]{Drain Charge}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.YDKULtvV0pMJDxi2]{Bolts of Power}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.etGUYa9dQSvjLvXX]{Electrical Flight}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.2TaqNf6bhxijKELX]{Flash Across the Miles} or @UUID[Compendium.cyphersystem-compendium.abilities.Bny0sFdqf40pJeOp]{Wall of Lightning}

GM Intrusions: Targets other than those intended are shocked. Objects explode.

Shepherds the Community

You keep the place where you live safe from all danger.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.op9VSx3NJT28UwTH]{Community Knowledge}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.ag3OU8JZuc769034]{Community Activist}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.6ZVINuyZm4jowRGt]{Shepherd’s Fury} or @UUID[Compendium.cyphersystem-compendium.abilities.CtRvLxfUlCynJv1B]{Skill With Defense}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.4necR0YTsaij4ojD]{Greater Enhanced Potential}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.N0OZaNOIbHTiWDL1]{Evasion}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.oroWEBbp3cvrYwH9]{Greater Skill With Attacks} or @UUID[Compendium.cyphersystem-compendium.abilities.xxavxLEaiVFug1D6]{Protective Wall}

GM Intrusions: People in the community misunderstand the character’s motives. Rivals try to oust the character.

Shreds the Walls of the World

Speed plus phasing gives you a unique ability to evade danger and simultaneously inflict damage.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.3t1QshyGYnCSo12z]{Phase Sprint}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.7f6ulMjWFw2BOK76]{Disrupting Touch}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.n81xGnZHydeXmIRc]{Scratch Existence}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.nEN2HYzlJWhonfmE]{Invisible Phasing} or @UUID[Compendium.cyphersystem-compendium.abilities.g0SqMvb020tiTQ48]{Walk Through Walls}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.rXUUDUJFKis8TpnL]{Phase Detonation}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.8yGwY0PvtF2ivdSn]{Very Long Sprinting}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.P9HlASUtyiOXghBZ]{Shred Existence} or @UUID[Compendium.cyphersystem-compendium.abilities.INdq5iQf5ECzRiNp]{Untouchable While Moving}

GM Intrusions: Moving so quickly while sprinting sometimes leads to stumbles on unexpected, exotic obstacles.

Talks to Machines

You use your organic brain like a computer, interfacing “wirelessly” with any electronic device. You can control and influence them in ways that others can’t.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.lzy1YbdIJxzNIHZq]{Machine Affinity}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.7nUj7rxq4Qwg4FUM]{Distant Interface}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.L3UjcLAFvS9MLWCu]{Coaxing Power}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.SeAlSU8Rim5CWsgV]{Charm Machine}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.2odkyEO8azxIZWYj]{Intelligent Interface} or @UUID[Compendium.cyphersystem-compendium.abilities.OE5yXpzWC8lSUmGX]{Command Machine}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.XkFsMa9e9IY2FRcN]{Machine Companion}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.NoKdHv0FSytZR4iF]{Robot Fighter}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.PLyxuOlieOGsJx4h]{Information Gathering}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.FxohCBSksJIu1BSA]{Control Machine} or @UUID[Compendium.cyphersystem-compendium.abilities.PKFz6WVsaKm5kIir]{Improved Machine Companion}

GM Intrusions: The machine malfunctions or acts unpredictably.

Thunders

You emit destructive sound and manipulate soundscapes.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.uMaMKhemHmtlXDjT]{Thunder Beam}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.87SQGqcRavRZslAp]{Sound Conversion Barrier}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.KLFHpPR0MKLOWr8l]{Nullify Sound} or @UUID[Compendium.cyphersystem-compendium.abilities.EcOIgMC9c1IfSHsr]{Echolocation}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.znJCKr6PeEq4a0j5]{Shattering Shout}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.QZa9b5G80qxtoYqg]{Subsonic Rumble}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.B0dq2gW9gdA0PdzR]{Amplify Sounds}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.jhdgI9rV2mpH6JQU]{Earthquake} or @UUID[Compendium.cyphersystem-compendium.abilities.GlFT2ITvytQVWywQ]{Lethal Vibration}

GM Intrusions: Loud noises attract attention.

Wears a Sheen of Ice

You command the wintery power of cold and ice.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.czVqoPjH98xaNY1d]{Ice Armor}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.nHqTzLHJrUWSAATM]{Frost Touch}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.BGMXK6VKNmp8M4A3]{Freezing Touch} or @UUID[Compendium.cyphersystem-compendium.abilities.7G8B9lfoVXkuxvKB]{Ice Creation}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.FuufiUyoLFbgBH5J]{Resilient Ice Armor}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.yEfkqXxmuQqlA6Fi]{Cold Burst}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.mvC2vboULutesBDu]{Ice Storm} or @UUID[Compendium.cyphersystem-compendium.abilities.EXrZLa3M8BK43qoi]{Winter Gauntlets}

GM Intrusions: Ice makes surfaces slippery. Extreme cold causes objects to crack and break.

Wields Two Weapons at Once

You bear steel with both hands, ready to take on any foe.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.NHns9zqufRvB3Tnl]{Dual Light Wield}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.Pu5XGGLI6cCp1EQd]{Double Strike}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.369RISHwqzRXkwEG]{Infiltrator}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.q9nALxXrBv5ubXaT]{Dual Medium Wield} or @UUID[Compendium.cyphersystem-compendium.abilities.rOxKh1Z7J686a0nv]{Precise Cut}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.gVOzzvxS6PPu8Ofy]{Dual Defense}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.3uGYyiXUUSz952zQ]{Dual Distraction}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.p1UMG2hrng7mLFDv]{Disarming Attack} or @UUID[Compendium.cyphersystem-compendium.abilities.KDZeCZJxjCQzlTxA]{Spin Attack}

GM Intrusions: A blade snaps in two or a weapon flies loose from its bearer’s grip.

Works Miracles

You can heal others with a touch, alter time to help others, and are generally beloved by everyone.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.igGttY1Y2XbAx3qY]{Healing Touch}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.8mP69InEXQ4TB5BL]{Alleviate}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.rAmIxY5G1BK4ZMm7]{Font of Healing} or @UUID[Compendium.cyphersystem-compendium.abilities.7amEMbwK27v31Lt9]{Miraculous Health}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.FiSwskgQGBjp4IhZ]{Inspire Action}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.IN9qNZDx4sBKNr8n]{Undo}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.O2XHxUa2QNrliDMG]{Greater Healing Touch} or @UUID[Compendium.cyphersystem-compendium.abilities.ydmPM9m8nmmgvlXc]{Restore Life}

GM Intrusions: Attempts to heal might cause harm instead. A community or individual needs a healer so desperately that they hold one against their will.

Works the Back Alleys

You make your way unseen, stealing from the wealthy to achieve your ends.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.QAdh0yZBjJsHdJjD]{Stealth Skills}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.OFWQd2W52VAODeas]{Underworld Contacts}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.MzKqElUHuTtHkV7D]{Pull a Fast One} or @UUID[Compendium.cyphersystem-compendium.abilities.OtbS1NoVXK7mQLEe]{Guild Training}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.KM9qqjzJBJusQNkT]{Master Thief}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.xR2DkSqvAoR8Vtfn]{Dirty Fighter}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.QtpmHxblBqoQozbg]{Alley Rat} or @UUID[Compendium.cyphersystem-compendium.abilities.eepc8U2e178RDqBs]{All-Out Con}

GM Intrusions: Thieves are thrown in jail. Powerful enemies are made.

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The rules of the Cypher System are quite straightforward at their heart, as all of gameplay is based around a few core concepts.

This chapter provides a brief explanation of how to play the game, and it’s useful for learning the game. Once you understand the basic concepts, you’ll likely want to reference Rules of the Game for a more in-depth treatment.

The Cypher System uses a twenty-sided die (1d20) to determine the results of most actions. Whenever a roll of any kind is called for and no die is specified, roll a d20.

The game master sets a difficulty for any given task. There are ten degrees of difficulty. Thus, the difficulty of a task can be rated on a scale of 1 to 10.

Each difficulty has a target number associated with it. The target number is always three times the task’s difficulty, so a difficulty 1 task has a target number of 3, but a difficulty 4 task has a target number of 12. To succeed at the task, you must roll the target number or higher. See the Task Difficulty table for guidance in how this works.

Character skills, favorable circumstances, or excellent equipment can decrease the difficulty of a task. For example, if a character is trained in climbing, they turn a difficulty 6 climb into a difficulty 5 climb. This is called easing the difficulty by one step (or just easing the difficulty, which assumes it’s eased by one step). If they are specialized in climbing, they turn a difficulty 6 climb into a difficulty 4 climb. This is called easing the difficulty by two steps. Decreasing the difficulty of a task can also be called easing a task. Some situations increase, or hinder, the difficulty of a task. If a task is hindered, it increases the difficulty by one step.

A skill is a category of knowledge, ability, or activity relating to a task, such as climbing, geography, or persuasiveness. A character who has a skill is better at completing related tasks than a character who lacks the skill. A character’s level of skill is either trained (reasonably skilled) or specialized (very skilled).

If you are trained in a skill relating to a task, you ease the difficulty of that task by one step. If you are specialized, you ease the difficulty by two steps. A skill can never decrease a task’s difficulty by more than two steps.

Anything else that reduces difficulty (help from an ally, a particular piece of equipment, or some other advantage) is referred to as an asset. Assets can never decrease a task’s difficulty by more than two steps.

You can also decrease the difficulty of a given task by applying Effort. (Effort is described in more detail in the Rules of the Game chapter.)

To sum up, three things can decrease a task’s difficulty: skills, assets, and Effort.

If you can ease a task so its difficulty is reduced to 0, you automatically succeed and don’t need to make a roll.

When Do You Roll?

Any time your character attempts a task, the GM assigns a difficulty to that task, and you roll a d20 against the associated target number.

When you jump from a burning vehicle, swing an axe at a mutant beast, swim across a raging river, identify a strange device, convince a merchant to give you a lower price, craft an object, use a power to control a foe’s mind, or use a blaster rifle to carve a hole in a wall, you make a d20 roll.

However, if you attempt something that has a difficulty of 0, no roll is needed—you automatically succeed. Many actions have a difficulty of 0. Examples include walking across the room and opening a door, using a special ability to negate gravity so you can fly, using an ability to protect your friend from radiation, or activating a device (that you already understand) to erect a force field. These are all routine actions and don’t require rolls.

Using skill, assets, and Effort, you can ease the difficulty of potentially any task to 0 and thus negate the need for a roll. Walking across a narrow wooden beam is tricky for most people, but for an experienced gymnast, it’s routine. You can even ease the difficulty of an attack on a foe to 0 and succeed without rolling.

If there’s no roll, there’s no chance for failure. However, there’s also no chance for remarkable success (in the Cypher System, that usually means rolling a 19 or 20, which are called special rolls; the Rules of the Game chapter also discusses special rolls).

Task Difficulty

Task DifficultyDescriptionTarget No.Guidance
0Routine0Anyone can do this basically every time.
1Simple3Most people can do this most of the time.
2Standard6Typical task requiring focus, but most people can usually do this.
3Demanding9Requires full attention; most people have a 50/50 chance to succeed.
4Difficult12Trained people have a 50/50 chance to succeed.
5Challenging15Even trained people often fail.
6Intimidating18Normal people almost never succeed.
7Formidable21Impossible without skills or great effort.
8Heroic24A task worthy of tales told for years afterward.
9Immortal27A task worthy of legends that last lifetimes.
10Impossible30A task that normal humans couldn’t consider (but one that doesn’t break the laws of physics).

Combat

Making an attack in combat works the same way as any other roll: the GM assigns a difficulty to the task, and you roll a d20 against the associated target number.

The difficulty of your attack roll depends on how powerful your opponent is. Just as tasks have a difficulty from 1 to 10, creatures have a level from 1 to 10. Most of the time, the difficulty of your attack roll is the same as the creature’s level. For example, if you attack a level 2 bandit, it’s a level 2 task, so your target number is 6.

It’s worth noting that players make all die rolls. If a character attacks a creature, the player makes an attack roll. If a creature attacks a character, the player makes a defense roll.

The damage dealt by an attack is not determined by a roll—it’s a flat number based on the weapon or attack used. For example, a spear always does 4 points of damage.

Your Armor characteristic reduces the damage you take from attacks directed at you. You get Armor from wearing physical armor (such as a leather jacket in a modern game or chainmail in a fantasy setting) or from special abilities. Like weapon damage, Armor is a flat number, not a roll. If you’re attacked, subtract your Armor from the damage you take. For example, a leather jacket gives you +1 to Armor, meaning that you take 1 less point of damage from attacks. If a mugger hits you with a knife for 2 points of damage while you’re wearing a leather jacket, you take only 1 point of damage. If your Armor reduces the damage from an attack to 0, you take no damage from that attack.

When you see the word “Armor” capitalized in the game rules (other than in the name of a special ability), it refers to your Armor characteristic—the number you subtract from incoming damage. When you see the word “armor” with a lowercase “a,” it refers to any physical armor you might wear.

Typical physical weapons come in three categories: light, medium and heavy.

Light weapons inflict only 2 points of damage, but they ease attack rolls because they are fast and easy to use. Light weapons are punches, kicks, clubs, knives, handaxes, rapiers, small pistols, and so on. Weapons that are particularly small are light weapons.

Medium weapons inflict 4 points of damage. Medium weapons include swords, battleaxes, maces, crossbows, spears, pistols, blasters, and so on. Most weapons are medium. Anything that could be used in one hand (even if it’s often used in two hands, such as a quarterstaff or spear) is a medium weapon.

Heavy weapons inflict 6 points of damage, and you must use two hands to attack with them. Heavy weapons are huge swords, great hammers, massive axes, halberds, heavy crossbows, blaster rifles, and so on. Anything that must be used in two hands is a heavy weapon.

Special Rolls

When you roll a natural 19 (the d20 shows “19”) and the roll is a success, you also have a minor effect. In combat, a minor effect inflicts 3 additional points of damage with your attack, or, if you’d prefer a special result, you could decide instead that you knock the foe back, distract them, or something similar. When not in combat, a minor effect could mean that you perform the action with particular grace. For example, when jumping down from a ledge, you land smoothly on your feet, or when trying to persuade someone, you convince them that you’re smarter than you really are. In other words, you not only succeed but also go a bit further.

When you roll a natural 20 (the d20 shows “20”) and the roll is a success, you also have a major effect. This is similar to a minor effect, but the results are more remarkable. In combat, a major effect inflicts 4 additional points of damage with your attack, but again, you can choose instead to introduce a dramatic event such as knocking down your foe, stunning them, or taking an extra action. Outside of combat, a major effect means that something beneficial happens based on the circumstance. For example, when climbing up a cliff wall, you make the ascent twice as fast. When a roll grants you a major effect, you can choose to use a minor effect instead if you prefer.

In combat (and only in combat), if you roll a natural 17 or 18 on your attack roll, you add 1 or 2 additional points of damage, respectively. Neither roll has any special effect options—just the extra damage.

For more information on special rolls and how they affect combat and other interactions, see Rules of the Game.

Rolling a natural 1 is always bad. It means that the GM introduces a new complication into the encounter.

Range and Speed

Distance is simplified into four categories: immediate, short, long, and very long.

Immediate distance from a character is within reach or within a few steps. If a character stands in a small room, everything in the room is within immediate distance. At most, immediate distance is 10 feet (3 m).

Short distance is anything greater than immediate distance but less than 50 feet (15 m) or so.

Long distance is anything greater than short distance but less than 100 feet (30 m) or so.

Very long distance is anything greater than long distance but less than 500 feet (150 m) or so. Beyond that range, distances are always specified—1,000 feet (300 m), a mile (1.5 km), and so on.

The idea is that it’s not necessary to measure precise distances. Immediate distance is right there, practically next to the character. Short distance is nearby. Long distance is farther off. Very long distance is really far off.

All weapons and special abilities use these terms for ranges. For example, all melee weapons have immediate range—they are close-combat weapons, and you can use them to attack anyone within immediate distance. A thrown knife (and most other thrown weapons) has short range. A bow has long range. An Adept’s Onslaught ability also has short range.

A character can move an immediate distance as part of another action. In other words, they can take a few steps over to the control panel and activate a switch. They can lunge across a small room to attack a foe. They can open a door and step through.

A character can move a short distance as their entire action for a turn. They can also try to move a long distance as their entire action, but the player might have to roll to see if the character slips, trips, or stumbles as the result of moving so far so quickly.

For example, if the PCs are fighting a group of cultists, any character can likely attack any cultist in the general melee—they’re all within immediate range. Exact positions aren’t important. Creatures in a fight are always moving, shifting, and jostling, anyway. However, if one cultist stayed back to fire a pistol, a character might have to use their entire action to move the short distance required to attack that foe. It doesn’t matter if the cultist is 20 feet (6 m) or 40 feet (12 m) away—it’s simply considered short distance. It does matter if the cultist is more than 50 feet (15 m) away because that distance would require a long or very long move.

Many rules in this system avoid the cumbersome need for precision. Does it really matter if the ghost is 13 feet away from you or 18? Probably not. That kind of needless specificity only slows things down and draws away from, rather than contributes to, the story.

Experience Points

Experience points (XP) are rewards given to players when the GM intrudes on the story (this is called GM intrusion) with a new and unexpected challenge. For example, in the middle of combat, the GM might inform the player that they drop their weapon. However, to intrude in this manner, the GM must award the player 2 XP. The rewarded player, in turn, must immediately give one of those XP to another player and justify the gift (perhaps the other player had a good idea, told a funny joke, performed an action that saved a life, and so on).

Alternatively, the player can refuse the GM intrusion. If they do so, they don’t get the 2 XP from the GM, and they must also spend 1 XP that they already have. If the player has no XP to spend, they can’t refuse the intrusion.

The GM can also give players XP between sessions as a reward for making discoveries during an adventure. Discoveries are interesting facts, wondrous secrets, powerful artifacts, answers to mysteries, or solutions to problems (such as where the kidnappers are keeping their victim or how the PCs repair the starship). You don’t earn XP for killing foes or overcoming standard challenges in the course of play. Discovery is the soul of the Cypher System.

Experience points are used primarily for character advancement (for details, see the Creating Your Character chapter), but a player can also spend 1 XP to reroll any die roll and take the better of the two rolls.

Cyphers

Cyphers are abilities that have a single use. In many campaigns, cyphers aren’t physical objects—they might be a spell cast upon a character, a blessing from a god, or just a quirk of fate that gives them a momentary advantage. In some campaigns, cyphers are physical objects that characters can carry. Whether or not cyphers are physical objects, they are part of the character (like equipment or a special ability) and are things characters can use during the game. The form that physical cyphers take depends on the setting. In a fantasy world they might be wands or potions, but in a science fiction game they could be alien crystals or prototype devices.

Characters will find new cyphers frequently in the course of play, so players shouldn’t hesitate to use their cypher abilities. Because cyphers are always different, the characters will always have new special powers to try.

Other Dice

In addition to a d20, you’ll need a d6 (a six-sided die). Rarely, you’ll need to roll a number between 1 and 100 (often called a d100 or d% roll), which you can do by rolling a d20 twice, using the last digit of the first roll as the “tens” place and the last digit of the second roll as the “ones” place. For example, rolling a 17 and a 9 gives you 79, rolling a 3 and an 18 gives you 38, and rolling a 20 and a 10 gives you 00 (also known as 100). If you have a d10 (a ten-sided die), you can use it instead of the d20 to roll numbers between 1 and 100.

A d6 is used most often for recovery rolls and to determine the level of cyphers.

Glossary

Game master (GM): The player who doesn’t run a character, but instead guides the flow of the story and runs all the NPCs.

Nonplayer character (NPC): Characters run by the GM. Think of them as the minor characters in the story, or the villains or opponents. This includes any kind of creature as well as people.

Party: A group of player characters (and perhaps some NPC allies).

Player character (PC): A character run by a player rather than the GM. Think of the PCs as the main characters in the story.

Player: The players who run characters in the game.

Session: A single play experience. Usually lasts a few hours. Sometimes one adventure can be accomplished in a session. More often, one adventure is multiple sessions.

Adventure: A single portion of the campaign with a beginning and an end. Usually defined at the beginning by a goal put forth by the PCs and at the end by whether or not they achieve that goal.

Campaign: A series of sessions strung together with an overarching story (or linked stories) with the same player characters. Often, but not always, a campaign involves a number of adventures.

Character: Anything that can act in the game. Although this includes PCs and human NPCs, it also technically includes creatures, aliens, mutants, automatons, animate plants, and so on. The word “creature” is usually synonymous.

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Cypher System games are played in the joint imagination of all the players, including the GM. The GM sets the scene, the players state what their characters attempt to do, and the GM determines what happens next. The rules and the dice help make the game run smoothly, but it’s the people, not the rules or the dice, that direct the action and determine the story—and the fun. If a rule gets in the way or detracts from the game, the players and the GM should work together to change it.

This is how you play the Cypher System:

  1. The player tells the GM what they want to do. This is a character action.

  2. The GM determines if that action is routine (and therefore works without needing a roll) or if there’s a chance of failure.

  3. If there is a chance of failure, the GM determines which stat the task uses (Might, Speed, or Intellect) and the task’s difficulty—how hard it will be on a scale from 1 (really easy) to 10 (basically impossible).

  4. The player and the GM determine if anything about the character—such as training, equipment, special abilities, or various actions—can modify the difficulty up or down by one or more steps. If these modifications reduce the difficulty to less than 1, the action is routine (and therefore works with no roll needed).

  5. If the action still isn’t routine, the GM uses its difficulty to determine the target number—how high the player must roll to succeed at the action (see the Task Difficulty table). The GM doesn’t have to tell the player what the target number is, but they can give the player a hint, especially if the character would reasonably know if the action was easy, average, difficult, or impossible.

  6. The player rolls a d20. If they roll equal to or higher than the target number, the character succeeds.

That’s it. That’s how to do anything, whether it’s identifying an unknown device, calming a raging drunk, climbing a treacherous cliff, or battling a demigod. Even if you ignored all the other rules, you could still play the Cypher System with just this information. The key features here are: character actions, determining task difficulty, and determining modifications.

Key Concepts

Action: Anything a character does that is significant—punch a foe, leap a chasm, activate a device, use a special power, and so on. Each character can take one action in a round.

Character: Any creature in the game capable of acting, whether it is a player character (PC) run by a player or a nonplayer character (NPC) run by the game master (GM). In the Cypher System, even bizarre creatures, sentient machines, and living energy beings can be “characters.”

Difficulty: A measure of how easy it is to accomplish a task. Difficulty is rated on a scale from 1 (lowest) to 10 (highest). Altering the difficulty to make a task harder is called “hindering.” Altering it to make a task easier is called “easing.” All changes in difficulty are measured in steps. Difficulty often equates directly with level, so opening a level 3 locked door probably has a difficulty of 3.

Ease: A decrease in a task’s difficulty, usually by one step. If something doesn’t say how many steps it eases a task, then it reduces the difficulty by one step.

Effort: Spending points from a stat Pool to reduce the difficulty of a task. A PC decides whether or not to apply Effort on their turn before the roll is made. NPCs never apply Effort.

Hinder: An increase in a task’s difficulty, usually by one step. If something doesn’t say how many steps it hinders a task, then it increases the difficulty by one step.

Inability: The opposite of trained—you’re hindered whenever you attempt a task that you have an inability in. If you also become trained in the task, the training and the inability cancel each other out and you become practiced.

Level: A way to measure the strength, difficulty, power, or challenge of something in the game. Everything in the game has a level. NPCs and objects have levels that determine the difficulty of any task related to them. For example, an opponent’s level determines how hard they are to hit or avoid in combat. A door’s level indicates how hard it is to break down. A lock’s level determines how hard it is to pick. Levels are rated on a scale from 1 (lowest) to 10 (highest). PC tiers are a little like levels, but they go only from 1 to 6 and mechanically work very differently than levels—for example, a PC’s tier does not determine a task’s difficulty.

Practiced: The normal, unmodified ability to use a skill—not trained, specialized, or an inability. Your type determines what weapon skills you’re practiced in; if you aren’t practiced with a type of weapon, you have an inability in it.

Roll: A d20 roll made by a PC to determine whether an action is successful. Although the game occasionally uses other dice, when the text simply refers to “a roll,” it always means a d20 roll.

Round: A length of time about five to ten seconds long. There are about ten rounds in a minute. When it’s really important to track precise time, use rounds. Basically, it’s the length of time to take an action in the game, but since everyone more or less acts simultaneously, all characters get to take an action each round.

Specialized: Having an exceptional amount of skill in a task. Being specialized eases the task by two steps. So, if you are specialized in climbing, all your climbing tasks are eased by two steps.

Stat: One of the three defining characteristics for PCs: Might, Speed, or Intellect. Each stat has two values: Pool and Edge. Your Pool represents your raw, innate ability, and your Edge represents knowing how to use what you have. Each stat Pool can increase or decrease over the course of play—for example, you can lose points from your Might Pool when struck by an opponent, spend points from your Intellect Pool to activate a special ability, or rest to recover points in your Speed Pool after a long day of marching. Anything that damages a stat, restores a stat, or boosts or penalizes a stat affects the stat’s Pool.

Task: Any action that a PC attempts. The GM determines the difficulty of the task. In general, a task is something that you do and an action is you performing that task, but in most cases they mean the same thing.

Trained: Having a reasonable amount of skill in a task. Being trained eases the task. For example, if you are trained in climbing, all climbing tasks for you are eased. If you become very skilled at that task, you become specialized instead of trained. You do not need to be trained to attempt a task.

Turn: The part of the round when a character or creature takes its actions. For example, if a Warrior and an Adept are fighting an orc, each round the Warrior takes an action on their turn, the Adept takes an action on their turn, and the orc takes an action on its turn. Some abilities or effects last only one turn, or end when the next turn is started.

Taking Action

Each character gets one turn each round. On a character’s turn, they can do one thing—an action. All actions fall into one of three categories: Might, Speed, or Intellect (just like the three stats). Many actions require die rolls—rolling a d20.

Every action performs a task, and every task has a difficulty that determines what number a character must reach or surpass with a die roll to succeed.

Most tasks have a difficulty of 0, which means the character succeeds automatically. For example, walking across a room, opening a door, and throwing a stone into a nearby bucket are all actions, but none of them requires a roll. Actions that are usually difficult or that become difficult due to the situation (such as shooting at a target in a blizzard) have a higher difficulty. These actions usually require a roll.

Some actions require a minimum expenditure of Might, Speed, or Intellect points. If a character cannot spend the minimum number of points needed to complete the action, they automatically fail at the task.

Determining Task Stat

Every task relates to one of a character’s three stats: Might, Speed, or Intellect. Physical activities that require strength, power, or endurance relate to Might. Physical activities that require agility, flexibility, or fast reflexes relate to Speed. Mental activities that require force of will, memory, or mental power relate to Intellect. This means you can generalize tasks into three categories: Might tasks, Speed tasks, and Intellect tasks. You can also generalize rolls into three categories: Might rolls, Speed rolls, and Intellect rolls.

The category of the task or roll determines what kind of Effort you can apply to the roll and may determine how a character’s other abilities affect the roll. For example, an Adept may have an ability that makes them better at Intellect rolls, and a Warrior may have an ability that makes them better at Speed rolls.

Determining Task Difficulty

The most frequent thing a GM does during the game—and probably the most important thing—is set a task’s difficulty. To make the job easier, use the Task Difficulty table, which associates a difficulty rating with a descriptive name, a target number, and general guidance about the difficulty.

Every difficulty from 1 to 10 has a target number associated with it. The target number is easy to remember: it’s always three times the difficulty. The target number is the minimum number a player needs to roll on a d20 to succeed at the task. Moving up or down on the table is called hindering or easing, which is measured in steps.

For example, reducing a difficulty 5 task to a difficulty 4 task is “easing the difficulty by one step” or just “easing the difficulty” or “easing the task.” Most modifiers affect the difficulty rather than the player’s roll. This has two consequences:

Low target numbers such as 3 or 6, which would be boring in most games that use a d20, are not boring in the Cypher System. For example, if you need to roll a 6 or higher, you still have a 25% chance to fail.

The upper levels of difficulty (7, 8, 9, and 10) are all but impossible because the target numbers are 21 or higher, which you can’t roll on a d20. However, it’s common for PCs to have abilities or equipment that ease a task and thus lower the target number to something they can roll on a d20.

A character’s tier does not determine a task’s level. Things don’t get more difficult just because a character’s tier increases—the world doesn’t instantly become a more difficult place. Fourth-tier characters don’t deal only with level 4 creatures or difficulty 4 tasks (although a fourth-tier character probably has a better shot at success than a first-tier character does). Just because something is level 4 doesn’t necessarily mean it’s meant only for fourth-tier characters. Similarly, depending on the situation, a fifth-tier character could find a difficulty 2 task just as challenging as a second-tier character does.

Therefore, when setting the difficulty of a task, the GM should rate the task on its own merits, not on the power of the characters.

Modifying the Difficulty

After the GM sets the difficulty for a task, the player can try to modify it for their character. Any such modification applies only to this particular attempt at the task. In other words, rewiring an electronic door lock normally might be difficulty 6, but since the character doing the work is skilled in such tasks, has the right tools, and has another character assisting them, the difficulty in this instance might be much lower. That’s why it’s important for the GM to set a task’s difficulty without taking the character into account. The character comes in at this step.

By using skills and assets, working together, and—perhaps most important—applying Effort, a character can ease a task by multiple steps to make it easier. Rather than adding bonuses to the player’s roll, reducing the difficulty lowers the target number. If they can reduce the difficulty of a task to 0, no roll is needed; success is automatic. (An exception is if the GM decides to use a GM intrusion on the task, in which case the player would have to make a roll at the original difficulty.)

There are three basic ways in which a character can ease a task: skills, assets, and Effort. Each method eases the task by at least one step—never in smaller increments.

By using skills, assets, and Effort, a character can ease a task by a maximum of ten steps: one or two steps from skills, one or two steps from assets, and one to six steps from Effort.

Skills

Characters may be skilled at performing a specific task. A skill can vary from character to character. For example, one character might be skilled at lying, another might be skilled at trickery, and a third might be skilled in all interpersonal interactions. The first level of being skilled is called being trained, and it eases that task by one step. More rarely, a character can be incredibly skilled at performing a task. This is called being specialized, and it eases the task by two steps instead of one. Skills can never decrease a task by more than two steps—any more than two steps from being trained and specialized don’t count.

Assets

An asset is anything that helps a character with a task, such as having a really good crowbar when trying to force open a door or being in a rainstorm when trying to put out a fire. Appropriate assets vary from task to task. The perfect awl might help when woodworking, but it won’t make a dance performance much better. An asset usually eases a task by one step. Assets can never ease a task by more than two steps—any more than two steps from assets don’t count.

The important thing to remember is that a skill can reduce the difficulty by no more than two steps, and assets can reduce the difficulty by no more than two steps, regardless of the situation. Thus, no task’s difficulty will ever be reduced by more than four steps without using Effort.

Effort

A player can apply Effort to ease a task. To do this, the player spends points from the stat Pool that’s most appropriate to the task. For example, applying Effort to push a heavy rock off a cliff requires a player to spend points from the character’s Might Pool; applying Effort to activate an unusual machine interface requires them to spend points from the character’s Intellect Pool. For every level of Effort spent on a task, the task is eased. It costs 3 points from a stat Pool to apply one level of Effort, and it costs 2 additional points for every level thereafter (so it costs 5 points for two levels of Effort, 7 points for three levels of Effort, and so on). A character must spend points from the same stat Pool as the type of task or roll—Might points for a Might roll, Speed points for a Speed roll, or Intellect points for an Intellect roll.

Every character has a maximum level of Effort they can apply to a single task. Effort can never ease a task by more than six steps—any more than six steps from applying Effort doesn’t count.

Free Level of Effort: A few abilities give you a free level of Effort (these usually require you to apply at least one level of Effort to a task). In effect, you’re getting one more level of Effort than what you paid for. This free level of Effort can exceed the Effort limit for your character, but not the six-step limit for easing a task.

Rolling the Die

To determine success or failure, a player rolls a die (always a d20). If they roll the target number or higher, they succeed. Most of the time, that’s the end of it—nothing else needs to be done. Rarely, a character might apply a small modifier to the roll. If they have a +2 bonus when attempting specific actions, they add 2 to the number rolled. However, the original roll matters if it’s a special roll.

If a character applies a modifier to the die roll, it’s possible to get a result of 21 or higher, in which case they can attempt a task with a target number above 20. But if there is no possibility for success—if not even rolling a natural 20 (meaning the d20 shows that number) is sufficient to accomplish the task—then no roll is made. Otherwise, characters would have a chance to succeed at everything, even impossible or ridiculous tasks such as climbing moonbeams, throwing elephants, or hitting a target on the opposite side of a mountain with an arrow.

If a character’s modifiers add up to +3, treat them as an asset instead. In other words, instead of adding a +3 bonus to the roll, reduce the difficulty by one step. For example, if a Warrior has a +1 bonus to attack rolls from a minor effect, a +1 bonus to attack rolls from a special weapon quality, and a +1 bonus to attack rolls from a special ability, they do not add 3 to their attack roll—instead, they reduce the difficulty of the attack by one step. So if they attack a level 3 foe, they would normally roll against difficulty 3 and try to reach a target number of 9, but thanks to their asset, they roll against difficulty 2 and try to reach a target number of 6.

This distinction is important when stacking skills and assets to decrease the difficulty of an action, especially since reducing the difficulty to 0 or lower means no roll is needed.

The Player Always Rolls

In the Cypher System, players always drive the action. That means they make all the die rolls. If a PC leaps out of a moving vehicle, the player rolls to see if they succeed. If a PC searches for a hidden panel, the player rolls to determine whether they find it. If a rockslide falls on a PC, the player rolls to try to get out of the way. If a PC and an NPC arm wrestle, the player rolls, and the NPC’s level determines the target number. If a PC attacks a foe, the player rolls to see if they hit. If a foe attacks the PC, the player rolls to see if they dodge the blow.

As shown by the last two examples, the PC rolls whether they are attacking or defending. Thus, something that improves defenses might ease or hinder their rolls. For example, if a PC uses a low wall to gain cover from attacks, the wall eases the player’s defense rolls. If a foe uses the wall to gain cover from the PC’s attacks, it hinders the player’s attack rolls.

Special Rolls

If a character rolls a natural 1, 17, 18, 19, or 20 (meaning the d20 shows that number), special rules come into play. These are explained in more detail in the following sections.

1: GM Intrusion. The GM makes a free intrusion (see below) and doesn’t award experience points (XP) for it.

17: Damage Bonus. If the roll was a damage-dealing attack, it deals 1 additional point of damage.

18: Damage Bonus. If the roll was a damage-dealing attack, it deals 2 additional points of damage.

19: Minor Effect. If the roll was a damage-dealing attack, it deals 3 additional points of damage or the PC gets a minor effect in addition to the normal results of the task. If the roll was something other than an attack, the PC gets a minor effect in addition to the normal results of the task.

20: Major Effect. If the roll was a damage-dealing attack, it deals 4 additional points of damage or the PC gets a major or minor effect in addition to the normal results of the task. If the roll was something other than an attack, the PC gets a major effect in addition to the normal results of the task. If the PC spent points from a stat Pool on the action, the point cost for the action decreases to 0, meaning the character regains those points as if they had not spent them at all.

GM Intrusion

GM intrusion is explained in more detail in the Running the Cypher System chapter, but essentially it means that something occurs to complicate the character’s life. The character hasn’t necessarily fumbled or done anything wrong (although perhaps they did). It could just be that the task presents an unexpected difficulty or something unrelated affects the current situation.

For GM intrusion on a defense roll, a roll of 1 might mean that the PC takes 2 additional points of damage from the attack, indicating that the opponent got in a lucky blow.

For complete details about GM intrusion and how to use it to best effect in the game, see the Running the Cypher System chapter.

Minor Effect

A minor effect happens when a player rolls a natural 19. Most of the time, a minor effect is slightly beneficial to the PC, but not overwhelming.

A climber gets up the steep slope a bit faster. A repaired machine works a bit better. A character jumping down into a pit lands on their feet. Either the GM or the player can come up with a possible minor effect that fits the situation, but both must agree on what it should be.

Don’t waste a lot of time thinking of a minor effect if nothing appropriate suggests itself. Sometimes, in cases where only success or failure matters, it’s okay to have no minor effect. Keep the game moving at an exciting pace.

In combat, the easiest and most straightforward minor effect is dealing 3 additional points of damage with an attack. The following are other common minor effects for combat:

Damage object: Instead of striking the foe, the attack strikes what the foe is holding. If the attack hits, the character makes a Might roll with a difficulty equal to the object’s level. On a success, the object moves one or more steps down the object damage track.

Distract: For one round, all of the foe’s tasks are hindered.

Knock back: The foe is knocked or forced back a few feet. Most of the time, this doesn’t matter much, but if the fight takes place on a ledge or next to a pit of lava, the effect can be significant.

Move past: The character can move a short distance at the end of the attack. This effect is useful to get past a foe guarding a door, for example.

Strike a specific body part: The attacker strikes a specific spot on the defender’s body. The GM rules what special effect, if any, results. For example, hitting a creature’s tentacle that is wrapped around an ally might make it easier for the ally to escape. Hitting a foe in the eye might blind it for one round. Hitting a creature in its one vulnerable spot might ignore Armor.

Usually, the GM just has the desired minor effect occur. For example, rolling a 19 against a relatively weak foe means it is knocked off the cliff. The effect makes the round more exciting, but the defeat of a minor creature has no significant impact on the story. Other times, the GM might rule that an additional roll is needed to achieve the effect—the special roll only gives the PC the opportunity for a minor effect. This mostly happens when the desired effect is very unlikely, such as pushing a 50-ton battle automaton off a cliff. If the player just wants to deal 3 additional points of damage as the minor effect, no extra roll is needed.

Major Effect

A major effect happens when a player rolls a natural 20. Most of the time, a major effect is quite beneficial to the character. A climber gets up the steep slope in half the time. A jumper lands with such panache that those nearby are impressed and possibly intimidated. A defender makes a free attack on a foe.

Either the GM or the player can come up with a possible major effect that fits the situation, but both must agree on what it should be. As with minor effects, don’t spend a lot of time agonizing over the details of a major effect. In cases where only success or failure matters, a major effect might offer the character a one-time asset (a modification of one step) to use the next time they attempt a similar action. When nothing else seems appropriate, the GM can simply grant the PC an additional action on their turn that same round.

In combat, the easiest and most straightforward major effect is dealing 4 additional points of damage with an attack. The following are other common major effects for combat.

Disarm: The foe drops one object that it is holding.

Impair: For the rest of the combat, all tasks the foe attempts are hindered.

Knock down: The foe is knocked prone. It can get up on its turn.

Stun: The foe loses its next action.

As with minor effects, usually the GM just has the desired major effect occur, but sometimes the GM might require an extra roll if the major effect is unusual or unlikely.

Retrying a Task After Failure

If a character fails a task (whether it’s climbing a wall, picking a lock, trying to figure out a mysterious device, or something else) they can attempt it again, but they must apply at least one level of Effort when retrying that task. A retry is a new action, not part of the same action that failed, and it takes the same amount of time as the first attempt did.

Sometimes the GM might rule that retries are impossible. Perhaps a character has one chance to convince the leader of a group of thugs not to attack, and after that, no amount of talking will stop them.

This rule doesn’t apply to something like attacking a foe in combat because combat is always changing and fluid. Each round’s situation is new, not a repeat of a previous situation, so a missed attack can’t be retried.

Initial Cost

The GM can assign a point cost to a task just for trying it. Called an initial cost, it’s simply an indication that the task is particularly taxing. For example, let’s say a character wants to try a Might action to open a heavy cellar door that is partially rusted shut. The GM says that forcing the door open is a difficulty 5 task, and there’s an initial cost of 3 Might points simply to try. This initial cost is in addition to any points the character chooses to spend on the roll (such as when applying Effort), and the initial cost points do not affect the difficulty of the task. In other words, the character must spend 3 Might points to attempt the task at all, but that doesn’t help them open the door. If they want to apply Effort to ease the task, they have to spend more points from their Might Pool.

Edge helps with the initial cost of a task, just as it does with any expenditure from a character’s Pool. In the previous example, if the character had a Might Edge of 2, they would have to spend only 1 point (3 points minus 2 from their Might Edge) for the initial cost to attempt the task. If they also applied a level of Effort to open the door, they couldn’t use their Edge again—Edge applies only once per action—so using the Effort would cost the full 3 points. Thus, they’d spend a total of 4 points (1 for the initial cost plus 3 for the Effort) from their Might Pool.

The rationale of the initial cost rule is that even in the Cypher System, where things like Effort can help a character succeed on an action, logic still suggests that some actions are very difficult and taxing, particularly for some PCs more than others.

Distance

Distance is simplified into four basic categories: immediate, short, long, and very long.

Immediate distance from a character is within reach or within a few steps; if a character stands in a small room, everything in the room is within immediate distance. At most, immediate distance is 10 feet (3 m). Immediate distance is sometimes referred to as close, or even point-blank, particularly when referring to ranges.

The words “immediate” and “close” can be used interchangeably to talk about distance. If a creature or object is within arm’s reach of the character, it can be considered both immediate and close.

Short distance is anything greater than immediate distance but less than 50 feet (15 m) or so.

Long distance is anything greater than short distance but less than 100 feet (30 m) or so.

Very long distance is anything greater than long distance but less than 500 feet (150 m) or so.

Beyond that range, distances are always specified—1,000 feet (300 m), 1 mile (1.5 km), and so on.

All weapons and special abilities use these terms for ranges. For example, all melee weapons have immediate range—they are close-combat weapons, and you can use them to attack anyone within immediate distance. A thrown knife (and most other thrown weapons) has short range. A small handgun also has short range. A rifle has long range.

A character can move an immediate distance as a part of another action. In other words, they can take a few steps to the light switch and flip it on. They can lunge across a small room to attack a foe. They can open a door and step through.

A character can move a short distance as their entire action for a turn. They can also try to move a long distance as their entire action, but the player might have to roll to see if the character slips, trips, or stumbles for moving so far so quickly.

GMs and players don’t need to determine exact distances. For example, if the PCs are fighting a group of guards, any character can likely attack any foe in the general melee—they’re all within immediate range. However, if one trooper stays back to fire a blaster, a character might have to use their entire action to move the short distance required to attack that foe. It doesn’t matter if the trooper is 20 feet (6 m) or 40 feet (12 m) away—it’s simply considered short distance. It does matter if the trooper is more than 50 feet (15 m) away because that distance would require a long move.

Other Distances

In rare cases where distances beyond very long are needed, real-world distances are best (1 mile, 100 kilometers, and so on). However, the following shorthand distances can be useful in some settings:

Planetary: On the same planet.

Interplanetary: Within the same solar system.

Interstellar: Within the same galaxy.

Intergalactic: Anywhere in the same universe.

Interdimensional: Anywhere.

Timekeeping

Generally, keep time the same way that you normally would, using minutes, hours, days, and weeks. Thus, if the characters walk overland for 15 miles (24 km), about eight hours pass, even though the journey can be described in only a few seconds at the game table. Precision timekeeping is rarely important. Most of the time, saying things like “That takes about an hour” works fine.

This is true even when a special ability has a specific duration. In an encounter, a duration of “one minute” is mostly the same as saying “the rest of the encounter.” You don’t have to track each round that ticks by if you don’t want to. Likewise, an ability that lasts for ten minutes can safely be considered the length of an in-depth conversation, the time it takes to quickly explore a small area, or the time it takes to rest after a strenuous activity.

ActionTime Usually Required
Walking a mile over easy terrainAbout fifteen minutes
Walking a mile over rough terrain (forest, snow, hills)About half an hour
Walking a mile over difficult terrain (mountains, thick jungle)About forty-five minutes
Moving from one significant location in a city to anotherAbout fifteen minutes
Sneaking into a guarded locationAbout fifteen minutes
Observing a new location to get salient detailsAbout fifteen minutes
Having an in-depth discussionAbout ten minutes
Resting after a fight or other strenuous activityAbout ten minutes
Resting and having a quick mealAbout half an hour
Making or breaking campAbout half an hour
Shopping for supplies in a market or storeAbout an hour
Meeting with an important contactAbout half an hour
Referencing a book or websiteAbout half an hour
Searching a room for hidden thingsAt least half an hour, perhaps one hour
Searching for cyphers or other valuables amid a lot of stuffAbout an hour
Identifying and understanding a cypherFifteen minutes to half an hour
Identifying and understanding an artifactAt least fifteen minutes, perhaps three hours
Repairing a device (assuming parts and tools available)At least an hour, perhaps a day
Building a device (assuming parts and tools available)At least a day, perhaps a week

Encounters, Rounds, and Initiative

Sometimes in the course of the game, the GM or players will refer to an “encounter.” Encounters are not so much measurements of time as they are events or instances in which something happens, like a scene of a movie or a chapter in a book. An encounter might be a fight with a foe, a dramatic crossing of a raging river, or a stressful negotiation with an important official. It’s useful to use the word when referring to a specific scene, as in “My Might Pool is low after that encounter with the soul sorcerer yesterday.”

A round is about five to ten seconds. The length of time is variable because sometimes one round might be a bit longer than another. You don’t need to measure time more precisely than that. You can estimate that on average there are about ten rounds in a minute. In a round, everyone—each character and NPC—gets to take one action.

To determine who goes first, second, and so on in a round, each player makes a Speed roll called an initiative roll. Most of the time, it’s only important to know which characters act before the NPCs and which act after the NPCs. On an initiative roll, a character who rolls higher than an NPC’s target number takes their action before the NPC does. As with all target numbers, an NPC’s target number for an initiative roll is three times the NPC’s level. Many times, the GM will have all NPCs take their actions at the same time, using the highest target number from among all the NPCs. Using this method, any characters who rolled higher than the target number act first, then all the NPCs act, and finally any characters who rolled lower than the target number act.

An initiative roll is a d20 roll. Since your initiative depends on how fast you are, if you spend Effort on the roll, the points come from your Speed Pool.

The order in which the characters act usually isn’t important. If the players want to go in a precise order, they can act in initiative order (highest to lowest), by going around the table, by going oldest to youngest, and so on.

For example, Charles, Tammie, and Shanna’s characters are in combat with two level 2 security guards. The GM has the players make Speed rolls to determine initiative. Charles rolls an 8, Shanna rolls a 15, and Tammie rolls a 4. The target number for a level 2 creature is 6, so each round Charles and Shanna act before the guards, then the guards act, and finally Tammie acts. It doesn’t matter whether Charles acts before or after Shanna, as long as they think it’s fair.

After everyone—all PCs and NPCs—in the combat has had a turn, the round ends and a new round begins. In all rounds after the first, everyone acts in the same order as they did in the first round. The characters cycle through this order until the logical end of the encounter (the end of the fight or the completion of the event) or until the GM asks them to make new initiative rolls. The GM can call for new initiative rolls at the beginning of any new round when conditions drastically change. For example, if the NPCs gain reinforcements, the environment changes (perhaps the lights go out), the terrain changes (maybe part of the balcony collapses under the PCs), or something similar occurs, the GM can call for new initiative rolls.

Since the action moves as a cycle, anything that lasts for a round ends where it started in the cycle. If Umberto uses an ability on an opponent that hinders its defenses for one round, the effect lasts until Umberto acts on his next turn.

A Closer Look At Situations that Don’t Involve PCs

Ultimately, the GM is the arbiter of conflicts that do not involve the PCs. They should be adjudicated in the most interesting, logical, and story-based way possible. When in doubt, match the level of the NPCs (characters or creatures) or their respective effects to determine the results. Thus, if a level 4 NPC fights a level 3 NPC, the level 4 NPC will win, but if they face a level 7 NPC, they’ll lose. Likewise, a level 4 creature resists poisons or devices of level 3 or lower but not those of level 5 and above.

The essence is this: in the Cypher System, it doesn’t matter if something is a creature, a poison, or a gravity-dispelling ray. If it’s a higher level, it wins; if it’s a lower level, it loses. If two things of equal level oppose each other, there might be a long, drawn-out battle that could go either way.

Actions

Anything that your character does in a round is an action. It’s easiest to think of an action as a single thing that you can do in five to ten seconds. For example, if you use your dart thrower to shoot a strange floating orb, that’s one action. So is running for cover behind a stack of barrels, prying open a stuck door, using a rope to pull your friend up from a pit, or activating a cypher (even if it’s stored in your pack).

Opening a door and attacking a security guard on the other side are two actions. It’s more a matter of focus than time. Drawing your sword and attacking a foe is all one action. Putting away your bow and pushing a heavy bookcase to block a door are two actions because each requires a different train of thought.

If the action you want to accomplish is not within reach, you can move a little bit. Essentially, you can move up to an immediate distance to perform your action. For example, you can move an immediate distance and attack a foe, open a door and move an immediate distance into the hallway beyond, or grab your hurt friend lying on the ground and pull them back a few steps. This movement can occur before or after your action, so you can move to a door and open it, or you can open a door and move through it.

The most common actions are:

Action: Attack

An attack is anything that you do to someone that they don’t want you to do. Slashing a foe with a curved dagger is an attack, blasting a foe with a lightning artifact is an attack, wrapping a foe in magnetically controlled metal cables is an attack, and controlling someone’s mind is an attack. An attack almost always requires a roll to see if you hit or otherwise affect your target.

In the simplest kind of attack, such as a PC trying to stab a thug with a knife, the player rolls and compares their result to the opponent’s target number. If their roll is equal to or greater than the target number, the attack hits. Just as with any kind of task, the GM might modify the difficulty based on the situation, and the player might have a bonus to the roll or might try to ease the task using skills, assets, or Effort.

A less straightforward attack might be a special ability that stuns a foe with a mental blast. However, it’s handled the same way: the player makes a roll against the opponent’s target number. Similarly, an attempt to tackle a foe and wrestle it to the ground is still just a roll against the foe’s target number.

Attacks are sometimes categorized as “melee” attacks, meaning that you hurt or affect something within immediate reach, or “ranged” attacks, meaning that you hurt or affect something at a distance.

Melee attacks can be Might or Speed actions—player choice. Physical ranged attacks (such as bows, thrown weapons, and blasts of fire from a mutation) are almost always Speed actions, but those that come from special abilities tend to be Intellect actions.

Special abilities that require touching the target require a melee attack. If the attack misses, the power is not wasted, and you can try again each round as your action until you hit the target, use another ability, or take a different action that requires you to use your hands. These attempts in later rounds count as different actions, so you don’t have to keep track of how much Effort you used when you activated the ability or how you used Edge. For example, let’s say that in the first round of combat, you activate a special ability that requires you to touch your foe and you use Effort to ease the attack, but you roll poorly and miss your foe. In the second round of combat, you can try attacking again and use Effort to ease the attack roll.

The GM and players are encouraged to describe every attack with flavor and flair. One attack roll might be a stab to the foe’s arm. A miss might be the PC’s sword slamming into the wall. Combatants lunge, block, duck, spin, leap, and make all kinds of movements that should keep combat visually interesting and compelling. The Running the Cypher System chapter has much more guidance in this regard.

Common elements that affect the difficulty of a combat task are cover, range, and darkness. The rules for these and other modifiers are explained in the Attack Modifiers and Special Situations section of this chapter.

Damage

When an attack strikes a character, it usually means the character takes damage.

An attack against a PC subtracts points from one of the character’s stat Pools—usually the Might Pool. Whenever an attack simply says it deals “damage” without specifying the type, it means Might damage, which is by far the most common type. Intellect damage, which is usually the result of a mental attack, is always labeled as Intellect damage. Speed damage is often a physical attack, but attacks that deal Speed damage are fairly rare.

NPCs don’t have stat Pools. Instead, they have a characteristic called health. When an NPC takes damage of any kind, the amount is subtracted from its health. Unless described otherwise, an NPC’s health is always equal to its target number. Some NPCs might have special reactions to or defenses against attacks that would normally deal Speed damage or Intellect damage, but unless the NPC’s description specifically explains this, assume that all damage is subtracted from the NPC’s health.

Objects don’t have stat Pools or health. They have an object damage track, just like how PCs have a damage track. Attacking objects might move them down their damage track.

Damage is always a specific amount determined by the attack. For example, a slash with a broadsword or a blast with a spike thrower deals 4 points of damage. An Adept’s Onslaught deals 4 points of damage. Often, there are ways for the attacker to increase the damage. For example, a PC can apply Effort to deal 3 additional points of damage, and rolling a natural 17 on the attack roll deals 1 additional point of damage.

Armor

Pieces of equipment and special abilities protect a character from damage by giving them Armor. Each time a character takes damage, subtract their Armor value from the damage before reducing their stat Pool or health. For example, if a Warrior with 2 Armor is hit by a gunshot that deals 4 points of damage, they take only 2 points of damage (4 minus 2 from their Armor). If Armor reduces the incoming damage to 0 or lower, the character takes no damage from the attack. For example, the Warrior’s 2 Armor protects them from all physical attacks that deal 1 or 2 points of damage.

The most common way to get Armor is to wear physical armor, such as a leather jacket, a bulletproof vest, a chainmail hauberk, bioengineered carapace grafts, or something else, depending on the setting. All physical armor comes in one of three categories: light, medium, or heavy. Light armor gives the wearer 1 point of Armor, medium gives 2 points of Armor, and heavy gives 3 points of Armor.

When you see the word “Armor” capitalized in the game rules (other than in the name of a special ability), it refers to your Armor characteristic—the number you subtract from incoming damage. When you see the word “armor” in lowercase, it refers to any physical armor you might wear.

Other effects can add to a character’s Armor. If a character is wearing chainmail (+2 to Armor) and has an ability that covers them in a protective force field that grants +1 to Armor, their total is 3 Armor. If they also use a cypher that hardens their flesh temporarily for +1 to Armor, their total is 4 Armor.

Some types of damage ignore physical armor. Attacks that specifically deal Speed damage or Intellect damage ignore Armor; the creature takes the listed amount of damage without any reduction from Armor. Ambient damage (see below) usually ignores Armor as well.

A creature may have a special bonus to Armor against certain kinds of attacks. For example, a protective suit made of a sturdy, fire-resistant material might normally give its wearer +1 to Armor but count as +3 to Armor against fire attacks. An artifact worn as a helmet might grant +2 to Armor only against mental attacks.

Ambient Damage

Some kinds of damage aren’t direct attacks against a creature, but they indirectly affect everything in the area. Most of these are environmental effects such as winter cold, high temperatures, or background radiation. Damage from these kinds of sources is called ambient damage. Physical armor usually doesn’t protect against ambient damage, though a well-insulated suit of armor can protect against cold weather.

Damage From Hazards

Attacks aren’t the only way to inflict damage on a character. Experiences such as falling from a great height, being burned in a fire, and spending time in severe weather also deal damage. Although no list of potential hazards could be comprehensive, the Damage From Hazards table includes common examples.

SourceDamageNotes
Falling1 point per 10 feet (3 m) fallen (ambient damage)
Minor fire3 points per round (ambient damage)Torch
Major fire6 points per round (ambient damage)Engulfed in flames; lava
Acid splash2 points per round (ambient damage)
Acid bath6 points per round (ambient damage)Immersed in acid
Cold1 point per round (ambient damage)Below freezing temperatures
Severe cold3 points per round (ambient damage)Liquid nitrogen
Shock1 point per round (ambient damage)Often involves losing next action
Electrocution6 points per round (ambient damage)Often involves losing next action
Crush3 pointsObject or creature falls on character
Huge crush6 pointsRoof collapse; cave-in
Collision6 pointsLarge, fast object strikes character

The Effects of Taking Damage

When an NPC reaches 0 health, it is either dead or (if the attacker wishes) incapacitated, meaning unconscious or beaten into submission.

As previously mentioned, damage from most sources is applied to a character’s Might Pool. Otherwise, stat damage always reduces the Pool of the stat it affects.

If damage reduces a character’s stat Pool to 0, any further damage to that stat (including excess damage from the attack that reduced the stat to 0) is applied to another stat Pool. Damage is applied to Pools in this order:

  1. Might (unless the Pool is 0)

  2. Speed (unless the Pool is 0)

  3. Intellect

Even if the damage is applied to another stat Pool, it still counts as its original type for the purpose of Armor and special abilities that affect damage. For example, if a character with 2 Armor is reduced to 0 Might and then is hit by a creature’s claw for 3 points of damage, it still counts as Might damage, so their Armor reduces the damage to 1 point, which then is applied to their Speed Pool. In other words, even though they take the damage from their Speed Pool, it doesn’t ignore Armor like Speed damage normally would.

In addition to taking damage from their Might Pool, Speed Pool, or Intellect Pool, PCs also have a damage track. The damage track has four states (from best to worst): hale, impaired, debilitated, and dead. When one of a PC’s stat Pools reaches 0, they move one step down the damage track. Thus, if they are hale, they become impaired. If they are already impaired, they become debilitated. If they are already debilitated, they become dead.

Some effects can immediately shift a PC one or more steps on the damage track. These include rare poisons, cellular disruption attacks, and massive traumas (such as falls from very great heights, being run over by a speeding vehicle, and so on, as determined by the GM).

Some attacks, like a serpent’s poisonous bite or a Speaker’s Enthrall, have effects other than damage to a stat Pool or shifting the PC on the damage track. These attacks can cause unconsciousness, paralysis, and so on.

When NPCs (who have only health) suffer Speed or Intellect damage, normally this is treated the same as Might damage. However, the GM or the player has the option to suggest an appropriate alternate effect—the NPC suffers a penalty, moves more slowly, is stunned, and so on.

The Damage Track

As noted above, the damage track has four states: hale, impaired, debilitated, and dead.

Hale is the normal state for a character: all three stat Pools are at 1 or higher, and the PC has no penalties from harmful conditions. When a hale PC takes enough damage to reduce one of their stat Pools to 0, they become impaired. Note that a character whose stat Pools are much lower than normal can still be hale.

Impaired is a wounded or injured state. When an impaired character applies Effort, it costs 1 extra point per level applied. For example, applying one level of Effort costs 4 points instead of 3, and applying two levels of Effort costs 7 points instead of 5.

An impaired character ignores minor and major effect results on their rolls, and they don’t deal as much extra damage in combat with a special roll. In combat, a roll of 17 or higher deals only 1 additional point of damage. When an impaired PC takes enough damage to reduce one of their stat Pools to 0, they become debilitated.

Debilitated is a critically injured state. A debilitated character may not take any actions other than to move (probably crawl) no more than an immediate distance. If a debilitated character’s Speed Pool is 0, they can’t move at all. When a debilitated PC takes enough damage to reduce a stat Pool to 0, they are dead.

Dead is dead.

The damage track allows you to know how far from death you are. If you’re hale, you’re three steps from death. If you’re impaired, you’re two steps from death. If you’re debilitated, you are only one small step from death’s door.

Recovering Points in a Pool

After losing or spending points in a Pool, you recover those points by resting. You can’t increase a Pool past its maximum by resting—just back to its normal level. Any extra points gained go away with no effect. The amount of points you recover from a rest, and how long each rest takes, depends on how many times you have rested so far that day.

When you rest, make a recovery roll. To do this, roll a d6 and add your tier. You recover that many points, and you can divide them among your stat Pools however you wish. For example, if your recovery roll is 4 and you’ve lost 4 points of Might and 2 points of Speed, you can recover 4 points of Might, or 2 points of Might and 2 points of Speed, or any other combination adding up to 4 points.

The first time you rest each day, it takes only a few seconds to catch your breath. If you rest this way in the middle of an encounter, it takes one action on your turn.

The second time you rest each day, you must rest for ten minutes to make a recovery roll. The third time you rest each day, you must rest for one hour to make a recovery roll. The fourth time you rest each day, you must rest for ten hours to make a recovery roll (usually, this occurs when you stop for the day to eat and sleep).

After that much rest, it’s assumed to be a new day, so the next time you rest, it takes only a few seconds. The next rest takes ten minutes, then one hour, and so on, in a cycle.

If you haven’t rested yet that day and you take a lot of damage in a fight, you could rest a few seconds (regaining 1d6 points + 1 point per tier) and then immediately rest for ten minutes (regaining another 1d6 points + 1 point per tier). Thus, in one full day of doing nothing but resting, you could recover 4d6 points + 4 points per tier.

Each character chooses when to make recovery rolls. If a party of five PCs rests for ten minutes because two of them want to make recovery rolls, the others don’t have to make rolls at that time. Later in the day, those three can decide to rest for ten minutes and make recovery rolls.

Recovery RollRest Time Needed
First recovery rollOne action
Second recovery rollTen minutes
Third recovery rollOne hour
Fourth recovery rollTen hours

Restoring the Damage Track

Using points from a recovery roll to raise a stat Pool from 0 to 1 or higher also automatically moves the character up one step on the damage track.

If all of a PC’s stat Pools are above 0 and the character has taken special damage that moved them down the damage track, they can use a recovery roll to move up one step on the damage track instead of recovering points. For example, a character who is debilitated from a hit with a cell-disrupting biotech device can rest and move up to impaired rather than recover points in a Pool.

Special Damage

In the course of playing the game, characters face all manner of threats and dangers that can harm them in a variety of ways, only some of which are easily represented by points of damage.

Dazed and Stunned: Characters can be dazed when struck hard on the head, exposed to extremely loud sounds, or affected by a mental attack. When this happens, for the duration of the daze effect (usually one round), all of the character’s tasks are hindered. Similar but more severe attacks can stun characters. Stunned characters lose their turn (but can still defend against attacks normally).

Poison and Disease: When characters encounter poison—whether the venom of a serpent, rat poison slipped into a burrito, cyanide dissolved in wine, or an overdose of acetaminophen—they make a Might defense roll to resist it. Failure to resist can result in points of damage, moving down the damage track, or a specific effect such as paralysis, unconsciousness, disability, or something stranger. For example, some poisons affect the brain, making it impossible to say certain words, take certain actions, resist certain effects, or recover points to a stat Pool.

Diseases work like poisons, but their effect occurs every day, so the victim must make a Might defense roll each day or suffer the effects. Disease effects are as varied as poisons: points of damage, moving down the damage track, disability, and so on. Many diseases inflict damage that cannot be restored through conventional means.

Paralysis: Paralytic effects cause a character to drop to the ground, unable to move. Unless otherwise specified, the character can still take actions that require no physical movement.

Other Effects: Other special effects can render a character blind or deaf, unable to stand without falling over, or unable to breathe. Stranger effects might negate gravity for the character (or increase it a hundredfold), transport them to another place, render them out of phase, mutate their physical form, implant false memories or senses, alter the way their brain processes information, or inflame their nerves so they are in constant, excruciating pain. Each special effect must be handled on a case-by-case basis. The GM adjudicates how the character is affected and how the condition can be alleviated (if possible).

NPCs and Special Damage

The GM always has final say over what special damage will affect an NPC. Human NPCs usually react like characters, but nonhuman creatures might react very differently. For example, a tiny bit of venom is unlikely to hurt a gigantic dragon, and it won’t affect an android or a demon at all.

If an NPC is susceptible to an attack that would shift a character down the damage track, using that attack on the NPC usually renders it unconscious or dead. Alternatively, the GM could apply the debilitated condition to the NPC, with the same effect as it would have on a PC.

Attack Modifiers And Special Situations

In combat situations, many modifiers might come into play. Although the GM is at liberty to assess whatever modifiers they think are appropriate to the situation (that’s their role in the game), the following suggestions and guidelines might make that easier. Often the modifier is applied as a step in difficulty. So if a situation hinders attacks, that means if a PC attacks an NPC, the difficulty of the attack roll is increased by one step, and if an NPC attacks a PC, the difficulty of the defense roll is decreased by one step. This is because players make all rolls, whether they are attacking or defending—NPCs never make attack or defense rolls.

When in doubt, if it seems like it should be harder to attack in a situation, hinder the attack rolls. If it seems like attacks should gain an advantage or be easier in some way, hinder the defense rolls.

Precise ranges are not important in the Cypher System. The broadly defined “immediate,” “short,” “long,” and “very long” ranges let the GM quickly make a judgment call and keep things moving. Basically, the idea is: your target is right there, your target is close, your target is pretty far away, or your target is extremely far away.

Cover

If a character is behind cover so that a significant portion of their body is behind something sturdy, attacks against the character are hindered.

If a character is entirely behind cover (their entire body is behind something sturdy), they can’t be attacked unless the attack can go through the cover. For example, if a character hides behind a thin wooden screen and their opponent shoots the screen with a rifle that can penetrate the wood, the character can be attacked. However, because the attacker can’t see the character clearly, this still counts as cover (attacks against the character are hindered).

Position

Sometimes where a character stands gives them an advantage or a disadvantage.

Prone Target: In melee, a prone target is easier to hit (attacks against them are eased). In ranged combat, a prone target is harder to hit (attacks against them are hindered).

Higher Ground: In either ranged or melee combat, attacks by an opponent on higher ground are eased.

Surprise

When a target isn’t aware of an incoming attack, the attacker has an advantage. A ranged sniper in a hidden position, an invisible assailant, or the first salvo in a successful ambush are all eased by two steps. For the attacker to gain this advantage, however, the defender truly must have no idea that the attack is coming.

If the defender isn’t sure of the attacker’s location but is still on guard, the attacks are eased by only one step.

Range

In melee, you can attack a foe who is adjacent to you (next to you) or within reach (immediate range). If you enter into melee with one or more foes, usually you can attack most or all of the combatants, meaning they are next to you, within reach, or within reach if you move slightly or have a long weapon that extends your reach.

The majority of ranged attacks have only two ranges: short range and long range (a few have very long range). Short range is generally less than 50 feet (15 m) or so. Long range is generally from 50 feet (15 m) to about 100 feet (30 m). Very long range is generally 100 feet (30 m) to 500 feet (150 m). Greater precision than that isn’t important in the Cypher System. If anything is longer than very long range, the exact range is usually spelled out, such as with an item that can fire a beam 1,000 feet (300 m) or teleport you up to 1 mile (1.5 km) away.

Thus, the game has four measurements of distance: immediate, short, long, and very long. These apply to movement as well. A few special cases—point-blank range and extreme range— modify an attack’s chance to successfully hit.

Point-Blank Range: If a character uses a ranged weapon against a target within immediate range, the attack is eased.

Extreme Range: Targets just at the limit of a weapon’s range are at extreme range. Attacks against such targets are hindered.

The GM might allow a character with a ranged weapon to attack beyond extreme range, but the attack would be hindered by two steps for each range category beyond the normal limit. Attacks with hard limits, such as the blast radius of a bomb, can’t be modified.

In certain situations, such as a PC on top of a building looking across an open field, the GM should allow ranged attacks to exceed their maximum range. For example, in perfect conditions, a good archer can hit a large target with a bow and arrow at 500 feet (150 m), much farther than a bow’s typical long range.

Illumination

What characters can see (and how well they can see) plays a huge factor in combat.

Dim Light: Dim light is approximately the amount of light on a night with a bright full moon or the illumination provided by a torch, flashlight, or desk lamp. Dim light allows you to see out to short range. Targets in dim light are harder to hit. Attacks against such targets are hindered. Attackers trained in low-light spotting negate this modifier.

Very Dim Light: Very dim light is approximately the amount of light on a starry night with no visible moon, or the glow provided by a candle or an illuminated control panel. Very dim light allows you to see clearly only within immediate range and perceive vague shapes to short range. Targets in very dim light are harder to hit. Attacks against targets within immediate range are hindered, and attacks against those in short range are hindered by two steps. Attackers trained in low-light spotting modify these difficulties by one step in their favor. Attackers specialized in low-light spotting modify these difficulties by two steps in their favor.

Darkness: Darkness is an area with no illumination at all, such as a moonless night with cloud cover or a room with no lights. Targets in complete darkness are nearly impossible to hit. If an attacker can use other senses (such as hearing) to get an idea of where the opponent might be, attacks against such targets are hindered by four steps. Otherwise, attacks in complete darkness fail without the need for a roll unless the player spends 1 XP to “make a lucky shot” or the GM uses GM intrusion. Attackers trained in low-light spotting ease the task. Attackers specialized in low-light spotting ease the task by two steps.

Visibility

Similar to illumination, factors that obscure vision affect combat.

Mist: A target in mist is similar to one in dim light. Ranged attacks against such targets are hindered. Particularly dense mist makes ranged attacks nearly impossible (treat as darkness), and even melee attacks are hindered.

Hiding Target: A target in dense foliage, behind a screen, or crawling amid the rubble in a ruin is hard to hit because they’re hard to see. Ranged attacks against such targets are hindered.

Invisible Target: If an attacker can use other senses (such as hearing) to get an idea of where the opponent might be, attacks against such targets are hindered by four steps. Otherwise, attacks against an invisible creature fail without the need for a roll unless the player spends 1 XP to “make a lucky shot” or the GM uses GM intrusion.

Water

Being in shallow water can make it hard to move, but it doesn’t affect combat. Being in deep water can make things difficult, and being underwater entirely can seem as different as being on another world.

Deep Water: Being in water up to your chest (or the equivalent thereof) hinders your attacks. Aquatic creatures ignore this modifier.

Underwater Melee Combat: For nonaquatic creatures, being completely underwater makes attacking very difficult. Attacks with stabbing weapons are hindered, and melee attacks with slashing or bashing weapons are hindered by two steps. Aquatic creatures ignore these penalties.

Underwater Ranged Combat: As with melee combat, nonaquatic creatures have problems fighting underwater. Some ranged attacks are impossible underwater—you can’t throw things, fire a bow or crossbow, or use a blowgun. Many firearms also do not work underwater. Attacks with weapons that do work underwater are hindered. Ranges underwater are reduced by one category; very-long-range weapons work only to long range, long-range weapons work only to short range, and short-range weapons work only to immediate range.

Moving Targets

Moving targets are harder to hit, and moving attackers have a difficult time as well.

Target Is Moving: Attackers trying to hit a foe who is moving very fast are hindered. (A foe moving very fast is one who is doing nothing but running, mounted on a moving creature, riding on a vehicle or moving conveyance, and so on.)

Attacker Is Moving: An attacker trying to make an attack while moving under their own power (walking, running, swimming, and so on) takes no penalties. Attacks from a moving mount or moving vehicle are hindered; an attacker trained in riding or driving ignores this penalty.

Attacker Is Jostled: Being jostled, such as while standing on a listing ship or a vibrating platform, makes attacking difficult. Such attacks are hindered. Characters trained in balancing or sailing would ignore penalties for being on a ship.

Gravity

In a spacefaring campaign, characters may travel to worlds with stronger or weaker gravity than Earth’s. Likewise, strange technology or magic can cause gravity to fluctuate even in an Earth-based campaign. Characters who have a large amount of metal (wearing metal armor, using metal weapons, and so on) can be affected by fluctuating magnetism just as a character is affected by gravity.

Low Gravity: Weapons that rely on weight, such as all heavy weapons, deal 2 fewer points of damage (dealing a minimum of 1 point of damage). Weapons with short range can reach to long range, and long-range weapons can reach to very long range. Characters trained in low-gravity maneuvering ignore the damage penalty.

High Gravity: It’s hard to make effective attacks when the pull of gravity is very strong. Attacks (and all physical actions) made in high gravity are hindered. Ranges in high gravity are reduced by one category (very-long-range weapons reach only to long range, long-range weapons reach only to short range, and short-range weapons reach only to immediate range). Characters trained in high-gravity maneuvering ignore the change in difficulty but not the range decreases.

Zero Gravity: It’s hard to maneuver in an environment without gravity. All physical actions (including attacks) made in zero gravity are hindered. Weapons with short range can reach to long range, long-range weapons can reach to very long range, and very-long-range weapons can reach to about 1,000 feet (300 m) instead of 500 feet (150 m). Characters trained in zero-gravity maneuvering ignore the change in difficulty.

Special Situation: Combat Between NPCs

When an NPC ally of the PCs attacks another NPC, the GM can designate a player to roll and handle it like a PC attacking. Often, the choice is obvious. For example, a character who has a trained attack animal should roll when their pet attacks enemies. If an NPC ally accompanying the party leaps into the fray, that ally’s favorite PC rolls for them. NPCs cannot apply Effort. Of course, it’s perfectly fitting (and easier) to have the NPC ally use the cooperative action rules to aid a PC instead of making direct attacks, or to compare the levels of the two NPCs (higher wins).

Special Situation: Combat Between PCs

When one PC attacks another PC, the attacking character makes an attack roll, and the other character makes a defense roll, adding any appropriate modifiers. If the attacking PC has a skill, ability, asset, or other effect that would ease the attack if it were made against an NPC, the character adds 3 to the roll for each step reduction (+3 for one step, +6 for two steps, and so on). If the attacker’s final result is higher, the attack hits. If the defender’s result is higher,
the attack misses. Damage is resolved normally. The GM mediates all special effects.

Special Situation: Area Attacks

Sometimes, an attack or effect affects an area rather than a single target. For example, a grenade or a landslide can potentially harm or affect everyone in the area.

In an area attack, all PCs in the area make appropriate defense rolls against the attack to determine its effect on them. If there are any NPCs in the area, the attacker makes a single attack roll against all of them (one roll, not one roll per NPC) and compares it to the target number of each NPC. If the roll is equal to or greater than the target number of a particular NPC, the attack hits that NPC.

Some area attacks always deal at least a minimum amount of damage, even if the attacks miss or if a PC makes a successful defense roll.

For example, consider a character who uses Shatter to attack six cultists (level 2; target number 6) and their leader (level 4; target number 12). The PC applies Effort to increase the damage and rolls an 11 for the attack roll. This hits the six cultists, but not the leader, so the ability deals 3 points of damage to each of the cultists. The description of Shatter says that applying Effort to increase the damage also means that targets take 1 point of damage if the PC fails the attack roll, so the leader takes 1 point of damage. In terms of what happens in the story, the cultists are caught flat-footed by the sudden detonation of one of their knives, but the leader ducks and is shielded from the blast. Despite the leader’s quick moves, the blast is so intense that a few bits of metal slice them.

Special Situation: Attacking Objects

Attacking an object is rarely a matter of hitting it. Sure, you can hit the broad side of a barn, but can you damage it? Attacking inanimate objects with a melee weapon is a Might action. Objects have levels and thus target numbers. Objects have a damage track that works like the damage track for PCs.

Intact is the default state for an object.

Minor damage is a slightly damaged state. An object with minor damage reduces its level by 1.

Major damage is a critically damaged state. An object with major damage is broken and no longer functions.

Destroyed is destroyed. The object is ruined, no longer functions, and cannot be repaired.

If the Might action to damage an object is a success, the object moves one step down the object damage track. If the Might roll exceeded the difficulty by 2 levels, the object instead moves two steps down the object damage track. If the Might roll exceeded the difficulty by 4 levels, the object instead moves three steps down the object damage track. Objects with minor or major damage can be repaired, moving them one or more steps up the object damage track.

Brittle or fragile objects, like paper or glass, decrease the effective level of the object for the purposes of determining if it is damaged. Hard objects, like those made of wood or stone, add 1 to the effective level. Very hard objects, like those made of metal, add 2. (The GM may rule that some exotic materials add 3.)

The tool or weapon used to attack the object must be at least as hard as the object itself. Further, if the amount of damage the attack could inflict—not modified by a special die roll—does not equal or exceed the effective level of the object, the attack cannot damage the object no matter what the roll.

Action: Activate a Special Ability

Special abilities are granted by foci, types, and flavors, or provided by cyphers or other devices. If a special ability affects another character in any kind of unwanted manner, it’s handled as an attack. This is true even if the ability is normally not considered an attack. For example, if a character has a healing touch, and their friend doesn’t want to be healed for some reason, an attempt to heal their unwilling friend is handled as an attack.

Plenty of special abilities do not affect another character in an unwanted manner. For example, a PC might use Hover on themselves to float into the air. A character with a matter-reorganizing device might change a stone wall into glass. A character who activates a phase changer cypher might walk through a wall. None of these requires an attack roll (although when turning a stone wall to glass, the character must still make a roll to successfully affect the wall).

If the character spends points to apply Effort on the attempt, they might want to roll anyway to see if they get a major effect, which would reduce the cost for their action.

Action: Move

As a part of another action, a character can adjust their position—stepping back a few feet while using an ability, sliding over in combat to take on a different opponent to help a friend, pushing through a door they just opened, and so on. This is considered an immediate distance, and a character can move this far as part of another action.

In a combat situation, if a character is in a large melee, they’re usually considered to be next to most other combatants, unless the GM rules that they’re farther away because the melee is especially large or the situation dictates it.

If they’re not in melee but still nearby, they are considered to be a short distance away—usually less than 50 feet (15 m). If they’re farther away than that but still involved in the combat, they are considered to be a long distance away, usually 50 to 100 feet (15 to 30 m), or possibly even a very long distance away, usually more than 100 feet to 500 feet (30 to 150 m).

In a round, as an action, a character can make a short move. In this case, they are doing nothing but moving up to about 50 feet (15 m). Some terrain or situations will change the distance a character can move, but generally, making a short move is considered to be a difficulty 0 action. No roll is needed; they just get where they’re going as their action.

A character can try to make a long move—up to 100 feet (30 m) or so—in one round. This is a Speed task with a difficulty of 4. As with any action, they can use skills, assets, or Effort to ease the task. Terrain, obstacles, or other circumstances can hinder the task. A successful roll means the character moved the distance safely. Failure means that at some point during the move, they stop or stumble (the GM determines where this happens).

A character can also try to make a short move and take another (relatively simple) physical action, like make an attack. As with the attempt to make a long move, this is a Speed task with a difficulty of 4, and failure means that the character stops at some point, slipping or stumbling or otherwise getting held up.

Long-Term Movement

When talking about movement in terms of traveling rather than round-by-round action, typical characters can travel on a road about 20 miles (32 km) per day, averaging about 3 miles (5 km) per hour, including a few stops. When traveling overland, they can move about 12 miles (19 km) per day, averaging 2 miles (3 km) per hour, again with some stops. Mounted characters, such as those on horseback, can go twice as far. Other modes of travel (cars, airplanes, hovercraft, sailing ships, and so on) have their own rates of movement.

Movement Modifiers

Different environments affect movement in different ways.

Rough Terrain: A surface that’s considered rough terrain is covered in loose stones or other material, uneven or with unsure footing, unsteady, or a surface that requires movement across a narrow space, such as a cramped corridor or a slender ledge. Stairs are also considered rough terrain. Rough terrain does not slow normal movement on a round-by-round basis, but hinders move rolls. Rough terrain cuts long-term movement rates in half.

Difficult Terrain: Difficult terrain is an area filled with challenging obstacles—water up to waist height, a very steep slope, an especially narrow ledge, slippery ice, a foot or more of snow, a space so small that one must crawl through it, and so on. Difficult terrain hinders move rolls and halves movement on a round-by-round basis. This means that a short move is about 25 feet (8 m), and a long move is about 50 feet (15 m). Difficult terrain reduces
long-term movement to a third of its normal rate.

Water: Deep water, in which a character is mostly or entirely submerged, hinders move rolls
and reduces round-by-round and long-term movement to one quarter its normal rate. This means that a short move is about 12 feet(4 m), and a long move is about 25 feet (7.5 m). Characters trained in swimming halve their movement only while in deep water.

Low Gravity: Movement in low gravity is easier but not much faster. All move rolls are eased.

High Gravity: In an environment of high gravity, treat all moving characters as if they were in difficult terrain. Characters trained in high-gravity maneuvering negate this penalty. High gravity reduces long-term movement to a third of its normal rate.

Zero Gravity: In an environment without gravity, characters cannot move normally. Instead, they must push off from a surface and succeed at a Might roll to move (the difficulty is equal to one-quarter the distance traveled in feet). Without a surface to push off from, a character cannot move. Unless the character’s movement takes them to a stable object that they can grab or land against, they continue to drift in that direction each round, traveling half the distance of the initial push.

Special Situation: A Chase

When a PC is chasing an NPC or vice versa, the player should attempt a Speed action, with the difficulty based on the NPC’s level. If the PC succeeds at the roll, they catch the NPC (if chasing), or they get away (if chased). In terms of the story, this one-roll mechanic can be the result of a long chase over many rounds.

Alternatively, if the GM wants to play out a long chase, the character can make many rolls (perhaps one per level of the NPC) to finish the pursuit successfully. For every failure, the PC must make another success, and if they ever have more failures than successes, the PC fails to catch the NPC (if chasing) or is caught (if chased). As with combat, the GM is encouraged to describe the results of these rolls with flavor. A success might mean the PC has rounded a corner and gained some distance. A failure might mean that a basket of fruit topples over in front of them, slowing them down. Vehicle chases are handled similarly.

Action: Wait

You can wait to react to another character’s action.

You decide what action will trigger your action, and if the triggering action happens, you get to take your action first (unless going first wouldn’t make sense, like attacking a foe before they come into view). For example, if an orc threatens you with a halberd, on your turn you can decide to wait, stating “If it stabs at me, I’m going to slash it with my sword.” On the orc’s turn, it stabs, so you make your sword attack before that happens.

Waiting is also a good way to deal with a ranged attacker who rises from behind cover, fires an attack, and ducks back down. You could say “I wait to see them pop up from behind cover and then I shoot them.”

Waiting is also a useful tool for cooperative actions (see below).

Action: Defend

Defending is a special action that only PCs can do, and only in response to being attacked. In other words, an NPC uses its action to attack, which forces a PC to make a defense roll. This is handled like any other kind of action, with circumstances, skill, assets, and Effort all potentially coming into play. Defending is a special kind of action in that it does not happen on the PC’s turn. It’s never an action that a player decides to take; it’s always a reaction to an attack. A PC can take a defense action when attacked (on the attacking NPC’s turn) and still take another action on their own turn.

The type of defense roll depends on the type of attack. If a foe attacks a character with an axe, they can use Speed to duck or block it with what they’re holding. If they’re struck by a poisoned dart, they can use a Might action to resist its effects. If a psi-worm attempts to control their mind, they can use Intellect to fend off the intrusion.

Sometimes an attack provokes two defense actions. For example, a poisonous reptile tries to bite a PC. They try to dodge the bite with a Speed action. If they fail, they take damage from the bite, and they must also attempt a Might action to resist the poison’s effects.

If a character does not know an attack is coming, usually they can still make a defense roll, but they can’t add modifiers (including the modifier from a shield), and they can’t use any skill or Effort to ease the task. If circumstances warrant—such as if the attacker is right next to the character—the GM might rule that the surprise attack simply hits.

A character can always choose to forgo a defense action, in which case the attack automatically hits.

Some abilities (such as the Countermeasures special ability) may allow you to do something special as a defense action.

Action: Do Something Else

Players can try anything they can think of, although that doesn’t mean anything is possible. The GM sets the difficulty—that’s their primary role in the game. Still, guided by the bounds of logic, players and GMs will find all manner of actions and options that aren’t covered by a rule. That’s a good thing.

Players should not feel constrained by the game mechanics when taking actions. Skills are not required to attempt an action. Someone who’s never picked a lock can still try. The GM might hinder the task, but the character can still attempt the action.

Thus, players and GMs can return to the beginning of this chapter and look at the most basic expression of the rules. A player wants to take an action. The GM decides, on a scale of 1 to 10, how difficult that task is and what stat it uses. The player determines whether they have anything that might modify the difficulty and considers whether to apply Effort. Once the final determination is made, they roll to see if their character succeeds. It’s as easy as that.

As further guidance, the following are some of the more common actions a player might take.

Players are encouraged to come up with their own ideas for what their characters do rather than looking at a list of possible actions. That’s why there is a “do something else” action. PCs are not pieces on a game board—they are people in a story. And like real people, they can try anything they can think of. (Succeeding is another matter entirely.) The task difficulty system provides GMs with the tools they need to adjudicate anything the players come up with.

Climbing

When a character climbs, the GM sets a difficulty based on the surface being climbed. Climbing is like moving through difficult terrain: the move roll is hindered and the movement is half speed. Unusual circumstances, such as climbing while under fire, pose additional step penalties.

DifficultySurface
2Surface with lots of handholds
3Stone wall or similar surface (a few handholds)
4Crumbling or slippery surface
5Smooth stone wall or similar surface
6Metal wall or similar surface
8Smooth, horizontal surface (climber is upside down)
10Glass wall or similar surface

Cooperative Actions

There are many ways multiple characters can work together. None of these options, however, can be used at the same time by the same characters.

Helping: If you use your action to help someone with a task, you ease the task. If you have an inability in a task, your help has no effect. If you use your action to help someone with a task that you are trained or specialized in, the task is eased by two steps. Help is considered an asset, and someone receiving help usually can’t gain more than two assets on a single task if that help is provided by another character.

For example, if Scott is trying to climb a steep incline and Sarah (who is trained in climbing) spends her turn helping him, Scott’s task is eased by two steps.

Sometimes you can help by performing a task that complements what another person is attempting. If your complementary action succeeds, you ease the other person’s task. For example, if Scott tries to persuade a ship captain to let him on board, Sarah could try to supplement Scott’s words with a flattering lie about the captain (a deception action), a display of knowledge about the region where the ship is headed (a geography action), or a direct threat to the captain (an intimidation action). If Sarah’s roll is a success, Scott’s persuasion task is eased.

Distraction: When a character uses their turn to distract a foe, that foe’s attacks are hindered for one round. Multiple characters distracting a foe have no greater effect than a single character doing so—a foe is either distracted or not. A distraction might be yelling a challenge, firing a warning shot, or a similar activity that doesn’t harm the foe.

Draw the Attack: When an NPC attacks a character, another PC can prominently present themselves, shout taunts, and move to try to get the foe to attack them instead. In most cases, this action succeeds without a roll—the opponent attacks the prominent PC instead of their companions. In other cases, such as with intelligent or determined foes, the prominent character must succeed at an Intellect action to draw the attack. If that Intellect action is successful, the foe attacks the prominent character, whose defenses are hindered by two steps. Two characters attempting to draw an attack at the same time cancel each other out.

Two characters attempting to draw an attack at the same time cancel each other out.

Take the Attack: A character can use their action to throw themselves in front of a foe’s successful attack to save a nearby comrade. The attack automatically succeeds against the sacrificial character, and it deals 1 additional point of damage. A character cannot willingly take more than one attack each round in this way.

Crafting, Building, and Repairing

Crafting is a tricky topic in the Cypher System because the same rules that govern building a spear also cover repairing a machine that can take you into hyperspace. Normally, the level of the item determines the difficulty of creating or repairing it as well as the time required. For cyphers, artifacts, other items that require specialized knowledge, or items unique to a world or species other than your own (such as a Martian tripod walker), add 5 to the item’s level to determine the difficulty of building or repairing it.

Sometimes, if the item is artistic in nature, the GM will add to the difficulty and time required. For example, a crude wooden stool might be hammered together in an hour. A beautiful finished piece might take a week or longer and would require more skill on the part of the crafter.

The GM is free to overrule some attempts at creation, building, or repair, requiring that the character have a certain level of skill, proper tools and materials, and so forth.

A level 0 object requires no skill to make and is easily found in most locations. Sling stones and firewood are level 0 items—producing them is routine. Making a torch from spare wood and oil-soaked cloth is simple, so it’s a level 1 object. Making an arrow or a spear is fairly standard but not simple, so it’s a level 2 object.

Generally speaking, a device to be crafted requires materials equal to its level and all the levels below it. So a level 5 device requires level 5 material, level 4 material, level 3 material, level 2 material, and level 1 material (and, technically, level 0 material).

The GM and players can gloss over much of the crafting details, if desired. Gathering all the materials to make a mundane item might not be worth playing out—but then again, it might be. For example, making a wooden spear in a forest isn’t very interesting, but what if the characters have to make a spear in a treeless desert? Finding the wreckage of something made of wood or forcing a PC to fashion a spear out of the bones of a large beast could be interesting situations.

Circumstances really matter. For example, sewing a dress by hand might take five times as long (or more) as using a sewing machine.

The time required to create an item is up to the GM, but the guidelines in the crafting table are a good starting point. Generally, repairing an item takes somewhere between half the creation time and the full creation time, depending on the item, the aspect that needs repairing, and the circumstances. For example, if creating an item takes one hour, repairing it takes thirty minutes to one hour.

The GM is free to overrule some attempts at creation, building, or repair, requiring that the character have a certain level of skill, proper tools and materials, and so forth.

Sometimes a GM will allow a rush job if the circumstances warrant it. This is different than using skill to reduce the time required. In this case, the quality of the item is affected. Let’s say that a character needs to create a tool that will cut through solid steel with a laser (a level 7 item), but they have to do it in one day. The GM might allow it, but the device might be extremely volatile, inflicting damage on the user, or it might work only once. The device is still considered a level 7 item to create in all other respects. Sometimes the GM will rule that reducing the time is not possible. For example, a single human can’t make a chainmail vest in one hour without some kind of machine to help.

Note: Erratum

The rules mention “using skill to reduce the time required” to craft an object. This was cut from the first edition rulebook:

“A character can reduce the time or materials needed instead of the difficulty (again, with GM approval, and if it makes sense to do so). A trained fletcher making arrows (level 2 items) could attempt a difficulty 2 task rather than a difficulty 1 task to create an arrow in fifteen minutes instead of an hour, or to create it in an hour but with substandard (level 1) materials. However, sometimes the GM will rule that reducing the time is not possible. For example, a single human can’t make a chainmail vest in one hour without some kind of machine to help.”

Possible crafting skills include:

@UUID[Compendium.cyphersystem-compendium.crafting-skills.7BUvkxuA2jCU8eqK]{Armoring} @UUID[Compendium.cyphersystem-compendium.crafting-skills.vFZ9YGa70efAWVpN]{Bowyering/fletching} @UUID[Compendium.cyphersystem-compendium.crafting-skills.Mh8fZ6svg8OSnsX3]{Chemistry} @UUID[Compendium.cyphersystem-compendium.crafting-skills.uGEL7zHPjaKA5kbN]{Computer science} @UUID[Compendium.cyphersystem-compendium.crafting-skills.g4qZmxAyRzrKZDzh]{Electronics} @UUID[Compendium.cyphersystem-compendium.crafting-skills.cFbEQnj0w4Q4AEFs]{Engines} @UUID[Compendium.cyphersystem-compendium.crafting-skills.LsykgiEBrwXM8x8x]{Genetic engineering} @UUID[Compendium.cyphersystem-compendium.crafting-skills.sedcB5ntUixkxEFn]{Glassblowing} @UUID[Compendium.cyphersystem-compendium.crafting-skills.kZSFCvecSYYsbDzX]{Gunsmithing} @UUID[Compendium.cyphersystem-compendium.crafting-skills.gH4b6MOodAZeCAod]{Leatherworking} @UUID[Compendium.cyphersystem-compendium.crafting-skills.HiAKUg3uYFmauoeJ]{Metalworking} @UUID[Compendium.cyphersystem-compendium.crafting-skills.Qs5gGKyC1qzg5DDf]{Neural engineering} @UUID[Compendium.cyphersystem-compendium.crafting-skills.dBhnKvctH1RIlolI]{Weaponsmithing} @UUID[Compendium.cyphersystem-compendium.crafting-skills.1N0N3X1Hr4uIet4P]{Woodcrafting}

Characters might try to make a cypher, an artifact, or an alien psionic starship do something other than its intended function. Sometimes, the GM will simply declare the task impossible. You can’t turn a vial of healing elixir into a two-way communicator. But most of the time, there is a chance of success.

That said, tinkering with weird stuff is not easy. Obviously, the difficulty varies from situation to situation, but difficulties starting at 7 are not unreasonable. The time, tools, and training required would be similar to the time, tools, and training needed to repair a device. If the tinkering results in a long-term benefit for the character—such as creating an artifact that they can use—the GM should require them to spend XP to make it.

Obviously, what is considered “weird stuff ” will vary from setting to setting, and sometimes the concept might not apply at all. But many times, there will be something in the setting that is too strange, too alien, too powerful, or too dangerous for PCs to mess around with (or at least mess around with easily). Einstein may have been extraordinary, but that doesn’t mean he could reverse-engineer a teleporter made in another dimension.

DifficultyCraftGeneral Time to Build
0Something extremely simple like tying a rope or finding an appropriately sized rockA few minutes at most
1TorchFive minutes
2Spear, simple shelter, piece of furnitureOne hour
3Bow, door, basic article of clothingOne day
4Sword, chainmail vestOne to two days
5Common technological item (electric light), nice piece of jewelry or art objectOne week
6Technological item (watch, transmitter), really nice piece of jewelry or art object, elegant craftworkOne month
7Technological item (computer), major work of artOne year
8Technological item (something from beyond Earth)Many years
9Technological item (something from beyond Earth)Many years
10Technological item (something from beyond Earth)Many years

Guarding

In a combat situation, a character can stand guard as their action. They do not make attacks, but all their defense tasks are eased. Further, if an NPC tries to get by them or take an action that they are guarding against, the character can attempt an eased Speed action based on the level of the NPC. Success means the NPC is prevented from taking the action; the NPC’s action that turn is wasted. This is useful for blocking a doorway, guarding a friend, and so forth.

If an NPC is standing guard, use the same procedure, but to get past the guard, the PC attempts a hindered Speed action against the NPC. For example, Diana is an NPC human with a level 3 bodyguard. The bodyguard uses their action to guard Diana. If a PC wants to attack Diana, the PC first must succeed at a difficulty 4 Speed task to get past the guard. If the PC succeeds, they can make their attack normally.

Healing

You can administer aid through bandaging and other succor, attempting to heal each patient once per day. This healing restores points to a stat Pool of your choice. Decide how many points you want to heal, and then make an Intellect action with a difficulty equal to that number. For example, if you want to heal someone for 3 points, that’s a difficulty 3 task with a target number of 9.

Interacting With Creatures

The level of the creature determines the target number, just as with combat. Thus, bribing a guard works much like punching them or affecting them with an ability. This is true of persuading someone, intimidating someone, calming a wild beast, or anything of the kind. Interaction is an Intellect task. Interacting usually requires a common language or some other way to communicate. Learning new languages is the same as learning a new skill.

Jumping

Decide how far you want to jump, and that sets the difficulty of your Might roll. For a standing jump, subtract 4 from the distance in feet to determine the difficulty of the jump. For example, jumping 10 feet (3 m) has a difficulty of 6.

If you run an immediate distance before jumping, it counts as an asset, easing the jump.

If you run a short distance before jumping, divide the jump distance (in feet) by 2 and then subtract 4 to determine the difficulty of the jump. Because you’re running an immediate distance (and then some), you also count your running as an asset. For example, jumping a distance of 20 feet (6 m) with a short running start has a difficulty of 5 (20 feet divided by 2 is 10, minus 4 is 6, minus 1 for running an immediate distance).

For a vertical jump, the distance you clear (in feet) is equal to the difficulty of the jumping task. If you run an immediate distance, it counts as an asset, easing the jump.

There’s nothing wrong with the GM simply assigning a difficulty level to a jump without worrying about the precise distance. The rules here are just so everyone has some guidelines.

Note: Addendum

Jumping Distance Table

DifficultyStandingRunning*Vertical
15 ft (1.5 m)12 ft (3.6 m)1 ft (0.3 m)
26 ft (1.8 m)14 ft (4.2 m)2 ft (0.6 m)
37 ft (2.1 m)16 ft (4.8 m)3 ft (0.9 m)
48 ft (2.4 m)18 ft (5.4 m)4 ft (1.2 m)
59 ft (2.7 m)20 ft (6 m)5 ft (1.5 m)
610 ft (3 m)22 ft (6.6 m)6 ft (1.8 m)
711 ft (3.3 m)24 ft (7.2 m)7 ft (2.1 m)
812 ft (3.6 m)26 ft (7.8 m)8 ft (2.4 m)
913 ft (3.9 m)28 ft (8.4 m)9 ft (2.7 m)
1014 ft (4.2 m)30 ft (9 m)10 ft (3 m)
1115 ft (4.5 m)32 ft (9.6 m)11 ft (3.3 m)
1216 ft (4.8 m)34 ft (10.2 m)12 ft (3.6 m)
1317 ft (5.1 m)36 ft (10.8 m)13 ft (3.9 m)
1418 ft (5.4 m)38 ft (11.4 m)14 ft (4.2 m)
1519 ft (5.7 m)40 ft (12 m)15 ft (4.5 m)

* Short distance. Already includes the asset for running an immediate distance.

Looking or Listening

Generally, the GM will describe any sight or sound that’s not purposefully difficult to detect. But if you want to look for a hidden enemy, search for a secret panel, or listen for someone sneaking up on you, make an Intellect roll. If it’s a creature, its level determines the difficulty of your roll. If it’s something else, the GM determines the difficulty of your roll.

Moving a Heavy Object

You can push or pull something very heavy and move it an immediate distance as your action.

The weight of the object determines the difficulty of the Might roll to move it; every 50 pounds (23 kg) hinders the task by one step. So moving something that weighs 150 pounds (68 kg) is difficulty 3, and moving something that weighs 400 pounds (180 kg) is difficulty 8. If you can ease the task to 0, you can move a heavy object up to a short distance as your action.

Operating or Disabling a Device, or Picking a Lock

As with figuring out a device, the level of the device usually determines the difficulty of the Intellect roll. Unless a device is very complex, the GM will often rule that once you figure it out, no roll is needed to operate it except under special circumstances. So if the PCs figure out how to use a hovercraft, they can operate it. If they are attacked, they might need to roll to ensure that they don’t crash the vehicle into a wall while trying to avoid being hit.

Unlike operating a device, disabling a device or picking a lock usually require rolls. These actions often involve special tools and assume that the character is not trying to destroy the device or lock. (A PC who is attempting to destroy it probably should make a Might roll to smash it rather than a Speed or Intellect roll requiring patience and know-how.)

Riding or Piloting

If you’re riding an animal that’s trained to be a mount, or driving or piloting a vehicle, you don’t need to make a roll to do something routine such as going from point A to point B (just as you wouldn’t need to make a roll to walk there). However, staying mounted during a fight or doing something tricky with a vehicle requires a Speed roll to succeed. A saddle or other appropriate gear is an asset and eases the task.

DifficultyManeuver
0Riding
1Staying on the mount (including a motorcycle or similar vehicle) in a battle or other difficult situation
3Staying on a mount (including a motorcycle or similar vehicle) when you take damage
4Mounting a moving steed
4Making an abrupt turn with a vehicle while moving fast
4Getting a vehicle to move twice as fast as normal for one round
5Coaxing a mount to move or jump twice as fast or far as normal for one round
5Making a long jump with a vehicle not intended to go airborne (like a car) and remaining in control

Sneaking

The difficulty of sneaking by a creature is determined by its level. Sneaking is a Speed roll. Moving at half speed eases the sneaking task. Appropriate camouflage or other gear may count as an asset and ease the task, as will dim lighting conditions and having plenty of things to hide behind.

Swimming

If you’re simply swimming from one place to another, such as across a calm river or lake, use the standard movement rules, noting the fact that your character is in deep water. However, sometimes, special circumstances require a Might roll to make progress while swimming, such as when trying to avoid a current or being dragged into a whirlpool.

Understanding, Identifying, or Remembering

When characters try to identify or figure out how to use a device, the level of the device determines the difficulty. For a bit of knowledge, the GM determines the difficulty.

DifficultyKnowledge
0Common knowledge
1Simple knowledge
3Something a scholar probably knows
5Something even a scholar might not know
7Knowledge very few people possess
10Completely lost knowledge

Vehicular Movement

Vehicles move just like creatures. Each has a movement rate, which indicates how far it can move in a round. Most vehicles require a driver, and when moving, they usually require that the driver spends every action controlling the movement. This is a routine task that rarely requires a roll. Any round not spent driving the vehicle hinders the task in the next round and precludes any change in speed or direction. In other words, driving down the road normally is difficulty 0. Spending an action to retrieve a backpack from the back seat means that in the following round, the driver must attempt a difficulty 1 task. If they instead use their action to pull a handgun from the backpack, in the next round the difficulty to drive will be 2, and so on. Failure results are based on the situation but might involve a collision or something similar.

In a vehicular chase, drivers attempt Speed actions just like in a regular chase, but the task may be based either on the level of the driver (modified by the level and movement rate of the vehicle) or on the level of the vehicle (modified by the level of the driver). So if a PC driving a typical car is chasing a level 3 NPC driving a level 5 sports car, the PC would make three chase rolls with a difficulty of 5. If the PC’s car is a souped-up custom vehicle, it might grant the PC an asset in the chase. If the PC is not in a car at all, but riding a bicycle, it might hinder the chase rolls by two or three steps, or the GM might simply rule that it’s impossible.

Vehicular Combat

Much of the time, a fight between foes in cars, boats, or other vehicles is just like any other combat situation. The combatants probably have cover and are moving fast. Attacks to disable a vehicle or a portion of it are based on the level of the vehicle. If the vehicle is an armored car or a tank, all attacks are likely aimed at the vehicle, which has a level and probably an appropriate Armor rating, not unlike a creature.

The only time this isn’t true is with battles where only vehicles and not characters are involved. Thus, if the PCs are in a shootout with bank robbers and both groups are in cars, use the standard rules. However, battles between starships of various kinds—from gigantic capital ships to single-pilot fighters—are a frequent occurrence in far-future science fiction settings. A submarine battle between two deep sea craft could be quite exciting. Characters in a modern-day game might find themselves in a tank fight. If PCs are involved in combat in which they are entirely enclosed in vehicles (so that it’s not really the characters fighting, but the vehicles), use the following quick and easy guidelines.

On this scale, combat between vehicles isn’t like traditional combat. Don’t worry about health, Armor, or anything like that. Instead, just compare the levels of the vehicles involved. If the PCs’ vehicle has the higher level, the difference in levels is how many steps the PCs’ attack and defense rolls are eased. If the PCs’ vehicle has the lower level, their rolls are hindered. If the levels are the same, there is no modification.

These attack and defense rolls are modified by skill and Effort, as usual. Some vehicles also have superior weapons, which ease the attack (since there is no “damage” amount to worry about), but this circumstance is probably uncommon in this abstract system and should not affect the difficulty by more than one or maybe two steps. Further, if two vehicles coordinate their attack against one vehicle, the attack is eased. If three or more vehicles coordinate, the attack is eased by two steps.

The attacker must try to target a specific system on or portion of an enemy vehicle. This hinders the attack based on the system or portion targeted.

That’s a lot of modifications. But it’s not really that hard. Let’s look at an example of a space battle. A PC in a small level 2 fighter attacks a level 4 frigate. Since the frigate is level 4, the difficulty of the attack starts at 4. But the attacking craft is weaker than the defender, so the attack is hindered equal to the difference in their levels (2). The fighter pilot must make a difficulty 6 attack on the frigate. However, the fighter is trying to swoop in and damage the frigate’s drive, which hinders the attack by another three steps, for a total difficulty of 9. If the fighter pilot is trained in space combat, they reduce the difficulty to 8, but it’s still impossible without help. So let’s say that two other PCs—also in level 2 fighters—join in and coordinate their attack. Three ships coordinating an attack on one target eases the task by two steps, resulting in a final difficulty of 6. Still, the attacking PC would be wise to use Effort.

Then the frigate retaliates, and the PC needs to make a defense roll. The level difference between the ships (2) means the PC’s defense is hindered by two steps, so the difficulty of the PC’s defense roll starts out at 6. But the frigate tries to take out the fighter’s weapons, hindering their attack (easing the PC’s defense) by two steps. Thus, the PC needs to succeed at a difficulty 4 task or lose their main weapons systems.

It’s important to remember that a failed attack doesn’t always mean a miss. The target ship might rock and reel from the hit, but the bulk of the damage was absorbed by the shields, so there’s no significant damage.

This bare-bones system should allow the GM and players to flesh out exciting encounters involving the whole group. For example, perhaps while one PC pilots a ship, another mans the guns, and another frantically attempts to repair damage to the maneuvering thrusters before they crash into the space station they’re trying to defend.

During a vehicular battle, particularly a space battle, there’s a lot of chatter about shields failing, hull integrity, being outmaneuvered, coming in too fast, and whatnot. These sorts of details are great, but they’re all flavor, so they’re represented in the rules generally, rather than specifically.

For more details about vehicles, refer to the appropriate Genre chapter.

Training in driving makes the character practiced in using a vehicle as a weapon. If the vehicle is used to run over a victim or ram an enemy vehicle, treat a motorcycle as a medium weapon and treat a car or truck as a heavy weapon.

Targeting TaskAttack HinderedEffect
Disable weaponsTwo stepsOne or more of the vehicle’s weapons no longer function

Disable defenses
(if applicable)

Two stepsAttacks against the vehicle are eased
Disable engine/driveThree stepsVehicle cannot move, or movement is hampered
Disable maneuverabilityTwo stepsVehicle cannot alter its present course
Strike power core or vital spotFive stepsVehicle is completely destroyed

Followers

Player characters have the option to gain followers as they advance in tier, as provided by type or focus special abilities. Followers do not need to be paid, fed, or housed, though a character who gains followers can certainly make such arrangements if they wish. A follower is someone whom a character has inspired (or asked) to come work with the character for a time, aiding them in a variety of endeavors. A follower puts the PC’s interests ahead of, or at least on par with, their own.

The PC generally makes rolls for their follower when the follower takes actions, though usually a follower’s modifications provide an asset to a specific action taken by the PC they follow.

If a follower dies, the character gains a new one after at least two weeks and proper recruitment.

Modifications: A follower can help a PC in one or more tasks, granting the PC an asset to that task. The level of the follower indicates the number of different tasks they can help with. The tasks that the follower is able to help with are predetermined, usually chosen by the PC when they gain the follower. A level 2 follower who the player determines is a spy could grant a PC an asset on two different tasks, such as stealth and deception. Followers cannot help with tasks that they don’t have modifications for; for the purpose of helping, treat the follower as if they had inabilities in all nonmodified tasks.

When the follower acts autonomously rather than helping the PC, they act like a normal NPC that has modifications. Thus, the modification increases their effective level for the associated task by one step. For example, the level 2 spy follower with modifications for stealth and deception attempts stealth and deception tasks as if they were level 3 and all other tasks as level 2.

Follower Assets to Combat and Defense: A follower cannot grant an asset to a character’s attacks or defense until the follower is level 3 or higher. Even then, the follower can help with attacks and defense only if they have a modification for that kind of task.

Some abilities may grant a special exception to this rule. For instance, the Serv-0 Defender ability gives your level 1 Serv-0 follower (a machine companion) a modification for Speed defense.

Follower Level Progression: A follower increases in level by 1 each time a PC advances two tiers after gaining that follower. When the follower gains a level, the PC also chooses the task that the follower gains a modification for.

Exceptional Follower: When a character gains a follower, there’s a small chance that the follower will be exceptional in some way, a cut above other followers of their kind. The GM determines when an exceptional follower is found, possibly as an additional reward for smart or engaging roleplaying where the PCs impress or otherwise positively interact with one or more NPCs, some of whom may later go on to become one of their followers. An exceptional follower has the same qualities as a regular follower but is 1 level higher.

Pet: Any PC can potentially gain a pet, though a pet typically doesn’t provide modifications. If a character wants a pet that can do this, they must gain the pet through an an ability or focus that grants followers. On the other hand, a well-cared-for pet grants an asset to a PC’s tasks related to achieving peace of mind, finding comfort, and resisting loneliness.

Breathing Life Into Followers

The modifications provided by followers could come across as fairly dry and mechanical. To avoid that, you could present each follower in a way that makes them more compelling and interesting. Here are a few examples of how to describe a follower, depending on their mix of modifications.

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This section explains how to create characters to play in a Cypher System game. This involves a series of decisions that will shape your character, so the more you understand what kind of character you want to play, the easier character creation will be. The process involves understanding the values of three game statistics and choosing three aspects that determine your character’s capabilities.

Character Stats

Every player character has three defining characteristics, which are typically called “statistics” or “stats.” These stats are Might, Speed, and Intellect. They are broad categories that cover many different but related aspects of a character.

Might

Might defines how strong and durable your character is. The concepts of strength, endurance, constitution, hardiness, and physical prowess are all folded into this one stat. Might isn’t relative to size; instead, it’s an absolute measurement. An elephant has more Might than the mightiest tiger, which has more Might than the mightiest rat, which has more Might than the mightiest spider.

Might governs actions from forcing doors open to walking for days without food to resisting disease. It’s also the primary means of determining how much damage your character can sustain in a dangerous situation. Physical characters, tough characters, and characters interested in fighting should focus on Might.

Might could be thought of as Might/Health because it governs how strong you are and how much physical punishment you can take.

Speed

Speed describes how fast and physically coordinated your character is. The stat embodies quickness, movement, dexterity, and reflexes. Speed governs such divergent actions as dodging attacks, sneaking around quietly, and throwing a ball accurately. It helps determine whether you can move farther on your turn. Nimble, fast, or sneaky characters will want good Speed stats, as will those interested in ranged combat.

Speed could be thought of as Speed/Agility because it governs your overall swiftness and reflexes.

Intellect

This stat determines how smart, knowledgeable, and likable your character is. It includes intelligence, wisdom, charisma, education, reasoning, wit, willpower, and charm. Intellect governs solving puzzles, remembering facts, telling convincing lies, and using mental powers. Characters interested in communicating effectively, being learned scholars, or wielding supernatural powers should stress their Intellect stat.

Intellect could be thought of as Intellect/Personality because it governs both intelligence and charisma.

Pool, Edge, and Effort

Each of the three stats has two components: Pool and Edge. Your Pool represents your raw, innate ability, and your Edge represents knowing how to use what you have. A third element ties into this concept: Effort. When your character really needs to accomplish a task, you apply Effort.

Your stat Pools, as well as your Effort and Edge, are determined by the character type, descriptor, and focus that you choose. Within those guidelines, however, you have a lot of flexibility in how you develop your character.

Pool

Your Pool is the most basic measurement of a stat. Comparing the Pools of two creatures will give you a general sense of which creature is superior in that stat. For example, a character who has a Might Pool of 16 is stronger (in a basic sense) than a character who has a Might Pool of 12. Most characters start with a Pool of 9 to 12 in most stats—that’s the average range.

When your character is injured, sickened, or attacked, you temporarily lose points from one of your stat Pools. The nature of the attack determines which Pool loses points. For example, physical damage from a sword reduces your Might Pool, a poison that makes you clumsy reduces your Speed Pool, and a psionic blast reduces your Intellect Pool. You can also spend points from one of your stat Pools to decrease a task’s difficulty (see Effort, below). You can rest to recover lost points from a stat Pool, and some special abilities or cyphers might allow you to recover lost points quickly.

Edge

Although your Pool is the basic measurement of a stat, your Edge is also important. When something requires you to spend points from a stat Pool, your Edge for that stat reduces the cost. It also reduces the cost of applying Effort to a roll.

For example, let’s say you have a mental blast ability, and activating it costs 1 point from your Intellect Pool. Subtract your Intellect Edge from the activation cost, and the result is how many points you must spend to use the mental blast. If using your Edge reduces the cost to 0, you can use the ability for free.

Your Edge can be different for each stat. For example, you could have a Might Edge of 1, a Speed Edge of 1, and an Intellect Edge of 0. You’ll always have an Edge of at least 1 in one stat. Your Edge for a stat reduces the cost of spending points from that stat Pool, but not from other Pools. Your Might Edge reduces the cost of spending points from your Might Pool, but it doesn’t affect your Speed Pool or Intellect Pool. Once a stat’s Edge reaches 3, you can apply one level of Effort for free.

A character who has a low Might Pool but a high Might Edge has the potential to perform Might actions consistently better than a character who has a Might Edge of 0. The high Edge will let them reduce the cost of spending points from the Pool, which means they’ll have more points available to spend on applying Effort.

Effort

When your character really needs to accomplish a task, you can apply Effort. For a beginning character, applying Effort requires spending 3 points from the stat Pool appropriate to the action. Thus, if your character tries to dodge an attack (a Speed roll) and wants to increase the chance for success, you can apply Effort by spending 3 points from your Speed Pool. Effort eases the task by one step. This is called applying one level of Effort.

You don’t have to apply Effort if you don’t want to. If you choose to apply Effort to a task, you must do it before you attempt the roll—you can’t roll first and then decide to apply Effort if you rolled poorly.

Applying more Effort can lower a task’s difficulty further: each additional level of Effort eases the task by another step. Applying one level of Effort eases the task by one step, applying two levels eases the task by two steps, and so on. However, each level of Effort after the first costs only 2 points from the stat Pool instead of 3. So applying two levels of Effort costs 5 points (3 for the first level plus 2 for the second level), applying three levels costs 7 points (3 plus 2 plus 2), and so on.

Every character has an Effort score, which indicates the maximum number of levels of Effort that can be applied to a roll. A beginning (first-tier) character has an Effort of 1, meaning you can apply only one level of Effort to a roll. A more experienced character has a higher Effort score and can apply more levels of Effort to a roll. For example, a character who has an Effort of 3 can apply up to three levels of Effort to reduce a task’s difficulty.

When you apply Effort, subtract your relevant Edge from the total cost of applying Effort. For example, let’s say you need to make a Speed roll. To increase your chance for success, you decide to apply one level of Effort, which will ease the task. Normally, that would cost 3 points from your Speed Pool. However, you have a Speed Edge of 2, so you subtract that from the cost. Thus, applying Effort to the roll costs only 1 point from your Speed Pool.

What if you applied two levels of Effort to the Speed roll instead of just one? That would ease the task by two steps. Normally, it would cost 5 points from your Speed Pool, but after subtracting your Speed Edge of 2, it costs only 3 points.

Once a stat’s Edge reaches 3, you can apply one level of Effort for free. For example, if you have a Speed Edge of 3 and you apply one level of Effort to a Speed roll, it costs you 0 points from your Speed Pool. (Normally, applying one level of Effort would cost 3 points, but you subtract your Speed Edge from that cost, reducing it to 0.)

Skills and other advantages also ease a task, and you can use them in conjunction with Effort. In addition, your character might have special abilities or equipment that allow you to apply Effort to accomplish a special effect, such as knocking down a foe with an attack or affecting multiple targets with a power that normally affects only one.

When applying Effort to melee attacks, you have the option of spending points from either your Might Pool or your Speed Pool. When making ranged attacks, you may spend points only from your Speed Pool. This reflects that with melee you sometimes use brute force and sometimes use finesse, but with ranged attacks, it’s always about careful targeting.

Effort and Damage

Instead of applying Effort to ease your attack, you can apply Effort to increase the amount of damage you inflict with an attack. For each level of Effort you apply in this way, you inflict 3 additional points of damage. This works for any kind of attack that inflicts damage, whether a sword, a crossbow, a mind blast, or something else.

When using Effort to increase the damage of an area attack, such as the explosion created by an Adept’s Concussion ability, you inflict 2 additional points of damage instead of 3 points. However, the additional points are dealt to all targets in the area. Further, even if one or more of the targets resist the attack, they still take 1 point of damage.

Multiple Uses of Effort and Edge

If your Effort is 2 or higher, you can apply Effort to multiple aspects of a single action. For example, if you make an attack, you can apply Effort to your attack roll and apply Effort to increase the damage.

The total amount of Effort you apply can’t be higher than your Effort score. For example, if your Effort is 2, you can apply up to two levels of Effort. You could apply one level to an attack roll and one level to its damage, two levels to the attack and no levels to the damage, or no levels to the attack and two levels to the damage.

You can use Edge for a particular stat only once per action. For example, if you apply Effort to a Might attack roll and to your damage, you can use your Might Edge to reduce the cost of one of those uses of Effort, not both. If you spend 1 Intellect point to activate your mind blast and one level of Effort to ease the attack roll, you can use your Intellect Edge to reduce the cost of one of those things, not both.

Stat Examples

A beginning character is fighting a giant rat. The PC stabs their spear at the rat, which is a level 2 creature and thus has a target number of 6. The character stands atop a boulder and strikes downward at the beast, and the GM rules that this helpful tactic is an asset that eases the attack by one step (to difficulty 1). That lowers the target number to 3. Attacking with a spear is a Might action; the character has a Might Pool of 11 and a Might Edge of 0. Before making the roll, they decide to apply a level of Effort to ease the attack. That costs 3 points from their Might Pool, reducing the Pool to 8. But the points are well spent. Applying the Effort lowers the difficulty from 1 to 0, so no roll is needed—the attack automatically succeeds.

Another character is attempting to convince a guard to let them into a private office to speak to an influential noble. The GM rules that this is an Intellect action. The character is third tier and has an Effort of 3, an Intellect Pool of 13, and an Intellect Edge of 1. Before making the roll, they must decide whether to apply Effort. They can choose to apply one, two, or three levels of Effort, or apply none at all. This action is important to them, so they decide to apply two levels of Effort, easing the task by two steps. Thanks to their Intellect Edge, applying the Effort costs only 4 points from their Intellect Pool (3 points for the first level of Effort plus 2 points for the second level minus 1 point for their Edge). Spending those points reduces their Intellect Pool to 9. The GM decides that convincing the guard is a difficulty 3 (demanding) task with a target number of 9; applying two levels of Effort reduces the difficulty to 1 (simple) and the target number to 3. The player rolls a d20 and gets an 8. Because this result is at least equal to the target number of the task, they succeed. However, if they had not applied some Effort, they would have failed because their roll (8) would have been less than the task’s original target number (9).

Character Tiers

Every character starts the game at the first tier. Tier is a measurement of power, toughness, and ability. Characters can advance up to the sixth tier. As your character advances to higher tiers, you gain more abilities, increase your Effort, and can improve a stat’s Edge or increase a stat. Generally speaking, even first-tier characters are already quite capable. It’s safe to assume that they’ve already got some experience under their belt. This is not a “zero to hero” progression, but rather an instance of competent people refining and honing their capabilities and knowledge. Advancing to higher tiers is not really the goal of Cypher System characters, but rather a representation of how characters progress in a story.

To progress to the next tier, characters earn experience points (XP) by pursuing character arcs, going on adventures, and discovering new things—the system is about both discovery and exploration, as well as achieving personal goals. Experience points have many uses, and one use is to purchase character benefits. After your character purchases four character benefits, they advance to the next tier. Each benefit costs 4 XP, and you can purchase them in any order, but you must purchase one of each kind of benefit (and then advance to the next tier) before you can purchase the same benefit again. The four character benefits are as follows.

Increasing Capabilities: You gain 4 points to add to your stat Pools. You can allocate the points among the Pools however you wish.

Moving Toward Perfection: You add 1 to your Might Edge, your Speed Edge, or your Intellect Edge (your choice).

Extra Effort: Your Effort score increases by 1.

Skills: You become trained in one skill of your choice, other than attacks or defense. As described in Rules of the Game, a character trained in a skill treats the difficulty of a related task as one step lower than normal. The skill you choose for this benefit can be anything you wish, such as climbing, jumping, persuading, or sneaking. You can also choose to be knowledgeable in a certain area of lore, such as history or geology. You can even choose a skill based on your character’s special abilities. For example, if your character can make an Intellect roll to blast an enemy with mental force, you can become trained in using that ability, easing the task of using it. If you choose a skill that you are already trained in, you become specialized in that skill, easing related tasks by two steps instead of one.

Skills are a broad category of things your character can learn and accomplish. For a list of sample skills, see below.

Other Options: Players can also spend 4 XP to purchase other special options in lieu of gaining a new skill. Selecting any of these options counts as the skill benefit necessary to advance to the next tier. The special options are as follows:

Note: Erratum

The other options are described a bit differently in the Experience Points chapter. There you can buy other options in lieu of any of the above options, not only in lieu of gaining a new skill. There’s also the possibility to buy focus abilities of tiers 3 and 6. The description in the Experience Points chapter seems to be the correct one.

Character Descriptor, Type, and Focus

To create your character, you build a simple statement that describes them. The statement takes this form: “I am a [fill in an adjective here] [fill in a noun here] who [fill in a verb here].”

Thus: “I am an adjective noun who verbs.” For example, you might say, “I am a Rugged Warrior who Controls Beasts” or “I am a Charming Explorer who Focuses Mind Over Matter.”

In this sentence, the adjective is called your descriptor.

The noun is your character type.

The verb is called your focus.

Even though character type is in the middle of the sentence, that’s where we’ll start this discussion. (Just as in a sentence, the noun provides the foundation.)

Your character type is the core of your character. In some roleplaying games, it might be called your character class. Your type helps determine your character’s place in the world and relationship with other people in the setting. It’s the noun of the sentence “I am an adjective noun who verbs.”

You can choose from four character types: Warriors, Adepts, Explorers, and Speakers.

Your descriptor defines your character—it colors everything you do. Your descriptor places your character in the situation (the first adventure, which starts the campaign) and helps provide motivation. It’s the adjective of the sentence “I am an adjective noun who verbs.”

Unless your GM says otherwise, you can choose from any of the character descriptors.

Focus is what your character does best. Focus gives your character specificity and provides interesting new abilities that might come in handy. Your focus also helps you understand how you relate with the other player characters in your group. It’s the verb of the sentence “I am an adjective noun who verbs.”

There are many character foci. The ones you choose from will probably depend on the setting and genre of your game.

You can use the Flavors chapter to slightly modify character types to customize them for different genres.

Special Abilities

Character types and foci grant PCs special abilities at each new tier. Using these abilities usually costs points from your stat Pools; the cost is listed in parentheses after the ability name. Your Edge in the appropriate stat can reduce the cost of the ability, but remember that you can apply Edge only once per action. For example, let’s say an Adept with an Intellect Edge of 2 wants to use their Onslaught ability to create a bolt of force, which costs 1 Intellect point. They also want to increase the damage from the attack by using a level of Effort, which costs 3 Intellect points. The total cost for their action is 2 points from their Intellect Pool (1 point for the bolt of force, plus 3 points for using Effort, minus 2 points from their Edge).

Sometimes the point cost for an ability has a + sign after the number. For example, the cost might be given as “2+ Intellect points.” That means you can spend more points or more levels of Effort to improve the ability further, as explained in the ability description.

Many special abilities grant a character the option to perform an action that they couldn’t normally do, such as projecting rays of cold or attacking multiple foes at once. Using one of these abilities is an action unto itself, and the end of the ability’s description says “Action” to remind you. It also might provide more information about when or how you perform the action.

Some special abilities allow you to perform a familiar action—one that you can already do—in a different way. For example, an ability might let you wear heavy armor, reduce the difficulty of Speed defense rolls, or add 2 points of fire damage to your weapon damage. These abilities are called enablers. Using one of these abilities is not considered an action. Enablers either function constantly (such as being able to wear heavy armor, which isn’t an action) or happen as part of another action (such as adding fire damage to your weapon damage, which happens as part of your attack action). If a special ability is an enabler, the end of the ability’s description says “Enabler” to remind you.

Some abilities specify a duration, but you can always end one of your own abilities anytime you wish.

Because the Cypher System covers so many genres, not all of the descriptors, types, and foci might be available for players. The GM will decide what’s available in their particular game and whether anything is modified, and they’ll let the players know.

Skills

Sometimes your character gains training in a specific skill or task. For example, your focus might mean that you’re trained in sneaking, in climbing and jumping, or in social interactions. Other times, your character can choose a skill to become trained in, and you can pick a skill that relates to any task you think you might face.

The Cypher System has no definitive list of skills. However, the following list offers ideas:

@UUID[Compendium.cyphersystem-compendium.basic-skills.kEz6uQxk1unTXSNm]{Astronomy} @UUID[Compendium.cyphersystem-compendium.basic-skills.fwktascgpe8DprA9]{Balancing} @UUID[Compendium.cyphersystem-compendium.basic-skills.qIkIjledDIy71P6m]{Biology} @UUID[Compendium.cyphersystem-compendium.basic-skills.YVOjYbyRzCYVxd4I]{Botany} @UUID[Compendium.cyphersystem-compendium.basic-skills.ybR56wJ9gjEiBBeS]{Carrying} @UUID[Compendium.cyphersystem-compendium.basic-skills.jMju5yGMFFfxmpK4]{Climbing} @UUID[Compendium.cyphersystem-compendium.basic-skills.NaKiOXzse6HzKjoU]{Computers} @UUID[Compendium.cyphersystem-compendium.basic-skills.eeHdJpr4k8hYtGr5]{Deceiving} @UUID[Compendium.cyphersystem-compendium.basic-skills.DraIKUQRw8KrnC4o]{Disguise} @UUID[Compendium.cyphersystem-compendium.basic-skills.Pjj8dKkUIGbXbAtj]{Escaping} @UUID[Compendium.cyphersystem-compendium.basic-skills.6e83HnGZvltsanfE]{Geography} @UUID[Compendium.cyphersystem-compendium.basic-skills.z1y5D9aLUU6RJSaU]{Geology} @UUID[Compendium.cyphersystem-compendium.basic-skills.vxW0N1vEdwK4MVjD]{Healing} @UUID[Compendium.cyphersystem-compendium.basic-skills.RnsLhB3rhJUC0Euk]{History} @UUID[Compendium.cyphersystem-compendium.basic-skills.QonPVHzXrzIN29lf]{Identifying} @UUID[Compendium.cyphersystem-compendium.basic-skills.gbWPNb1uKsRtZWSL]{Initiative} @UUID[Compendium.cyphersystem-compendium.basic-skills.tZ7PdXuWQyRMo0Rh]{Intimidation} @UUID[Compendium.cyphersystem-compendium.basic-skills.MrGl25gzZk4uu7BR]{Jumping} @UUID[Compendium.cyphersystem-compendium.basic-skills.bBrJqSuoQ6PmRqH5]{Leatherworking} @UUID[Compendium.cyphersystem-compendium.basic-skills.BATb9zx3L6oB2J0H]{Lockpicking} @UUID[Compendium.cyphersystem-compendium.basic-skills.E3swDJUDkKbo5K6S]{Machinery} @UUID[Compendium.cyphersystem-compendium.basic-skills.N45sgegH563KWZPR]{Metalworking} @UUID[Compendium.cyphersystem-compendium.basic-skills.rH5FwMXGaNn21DZD]{Perception} @UUID[Compendium.cyphersystem-compendium.basic-skills.CYciueF3uoV3azbx]{Persuasion} @UUID[Compendium.cyphersystem-compendium.basic-skills.zhQK4a79V1U6iuq8]{Philosophy} @UUID[Compendium.cyphersystem-compendium.basic-skills.OzVTO7QBg6okJ7Wf]{Physics} @UUID[Compendium.cyphersystem-compendium.basic-skills.L5fWzlqtfmdwZ2bC]{Pickpocketing} @UUID[Compendium.cyphersystem-compendium.basic-skills.FDS0OTDYEmGsv2Xe]{Piloting} @UUID[Compendium.cyphersystem-compendium.basic-skills.T9qrqrrHhuA3ad6S]{Repairing} @UUID[Compendium.cyphersystem-compendium.basic-skills.JZF2fos5oJ3sEVhC]{Riding} @UUID[Compendium.cyphersystem-compendium.basic-skills.y0gHR7IwScnB2Ebi]{Smashing} @UUID[Compendium.cyphersystem-compendium.basic-skills.Q9tfUkhYGRJ5Df42]{Sneaking} @UUID[Compendium.cyphersystem-compendium.basic-skills.duTx0BwgmC1Gw3Ze]{Stealth} @UUID[Compendium.cyphersystem-compendium.basic-skills.bDIjaLnoMQAS99GH]{Swimming} @UUID[Compendium.cyphersystem-compendium.basic-skills.iaW1Bm0sA2cE3iLa]{Vehicle driving} @UUID[Compendium.cyphersystem-compendium.basic-skills.Yn7G03hmz9uLOnhp]{Woodworking}

You could choose a skill that incorporates more than one of these areas (interacting might include deceiving, intimidation, and persuasion) or that is a more specific version of one (hiding might be sneaking when you’re not moving). You could also make up more general professional skills, such as baker, sailor, or lumberjack. If you want to choose a skill that’s not on this list, it’s probably best to run it past the GM first, but in general, the most important thing is to choose skills that are appropriate to your character.

Remember that if you gain a skill that you’re already trained in, you become specialized in that skill. Because skill descriptions can be nebulous, determining whether you’re trained or specialized might take some thinking. For example, if you’re trained in lying and later gain an ability that grants you skill with all social interactions, you become specialized in lying and trained in all other types of interactions. Being trained three times in a skill is no better than being trained twice (in other words, specialized is as good as it gets).

Only skills gained through character type abilities or other rare instances allow you to become skilled with attack or defense tasks.

If you gain a special ability through your type, your focus, or some other aspect of your character, you can choose it in place of a skill and become trained or specialized in that ability. For example, if you have a mind blast, when it’s time to choose a skill to be trained in, you can select your mind blast as your skill. That would ease the attack every time you used it. Each ability you have counts as a separate skill for this purpose. You can’t select “all mind powers” or “all spells” as one skill and become trained or specialized in such a broad category.

In most campaigns, fluency in a language is considered a skill. So if you want to speak French, that’s the same as being trained in biology or swimming.

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Character type is the core of your character. Your type helps determine your character’s place in the world and relationship with other people in the setting. It’s the noun of the sentence “I am an adjective noun who verbs.”

In some roleplaying games, your character type might be called your character class.

You can choose from four character types: Warrior, Adept, Explorer, and Speaker. However, you may not want to use these generic names for them. This chapter offers a few more specific names for each type that might be more appropriate to various genres. You’ll find that names like “Warrior” or “Explorer” don’t always feel right, particularly in games set in modern times. As always, you’re free to do as you wish. (Your type is who your character is. You should use whatever name you want for your type, as long as it fits both your character and the setting.)

Since the type is the basis upon which your whole character is built, it’s important to consider how the type relates to the chosen setting. To help with this, types are actually general archetypes. A Warrior, for example, might be anyone from a knight in shining armor to a cop on the streets to a grizzled cybernetic veteran of a thousand futuristic wars.

To further massage the four types for better use in various settings, different methods called flavors are presented in Flavors to help slightly tailor the types toward fantasy, science fiction, or other genres (or to address different character concepts).

Finally, more fundamental options for further customization are provided at the end of this chapter.

Player Intrusion

A player intrusion is the player choosing to alter something in the campaign, making things easier for a player character. Conceptually, it is the reverse of a GM intrusion: instead of the GM giving the player XP and introducing an unexpected complication for a character, the player spends 1 XP and presents a solution to a problem or complication. What a player intrusion can do usually introduces a change to the world or current circumstances rather than directly changing the character. For instance, an intrusion indicating that the cypher just used still has an additional use would be appropriate, but an intrusion that heals the character would not. If a player has no XP to spend, they can’t use a player intrusion.

A few player intrusion examples are provided under each type. That said, not every player intrusion listed there is appropriate for all situations. The GM may allow players to come up with other player intrusion suggestions, but the GM is the final arbiter of whether the suggested intrusion is appropriate for the character’s type and suitable for the situation. If the GM refuses the intrusion, the player doesn’t spend the 1 XP, and the intrusion doesn’t occur.

Using an intrusion does not require a character to use an action to trigger it. A player intrusion just happens.

Player intrusions should be limited to no more than one per player per session.

Defense Tasks

Defense tasks are when a player makes a roll to keep something undesirable from happening to their PC. The type of defense task matters when using Effort.

@UUID[Compendium.cyphersystem-compendium.basic-skills.Q0vfmbqehJw0jYBa]{Might defense}: Used for resisting poison, disease, and anything else that can be overcome with strength and health.

@UUID[Compendium.cyphersystem-compendium.basic-skills.FXYWkXG7Iq6Wm1pS]{Speed defense}: Used for dodging attacks and escaping danger. This is by far the most commonly used defense task.

@UUID[Compendium.cyphersystem-compendium.basic-skills.5X8qgmSuvRVNTiaP]{Intellect defense}: Used for fending off mental attacks or anything that might affect or influence one’s mind.

Warrior

Fantasy/Fairy tale: Warrior, fighter, swordsman, knight, barbarian, soldier, myrmidon, valkyrie

Modern/Horror/Romance: police officer, soldier, watchman, detective, guard, brawler, tough, athlete

Science fiction: security officer, warrior, trooper, soldier, merc

Superhero/Post-Apocalyptic: hero, brick, bruiser

You’re a good ally to have in a fight. You know how to use weapons and defend yourself. Depending on the genre and setting in question, this might mean wielding a sword and shield in the gladiatorial arena, an AK-47 and a bandolier of grenades in a savage firefight, or a blaster rifle and powered armor when exploring an alien planet.

Individual Role: Warriors are physical, action-oriented people. They’re more likely to overcome a challenge using force than by other means, and they often take the most straightforward path toward their goals.

Group Role: Warriors usually take and deal the most punishment in a dangerous situation. Often it falls on them to protect the other group members from threats. This sometimes means that warriors take on leadership roles as well, at least in combat and other times of danger.

Societal Role: Warriors aren’t always soldiers or mercenaries. Anyone who is ready for violence, or even potential violence, might be a Warrior in the general sense. This includes guards, watchmen, police officers, sailors, or people in other roles or professions who know how to defend themselves with skill.

Advanced Warriors: As warriors advance, their skill in battle—whether defending themselves or dishing out damage—increases to impressive levels. At higher tiers, they can often take on groups of foes by themselves or stand toe to toe with anyone.

Warrior Background Connection

Your type helps determine the connection you have to the setting. Roll a d20 or choose from the following list to determine a specific fact about your background that provides a connection to the rest of the world. You can also create your own fact.

@UUID[Compendium.cyphersystem-compendium.cypher-roll-tables.sEDd1gQiT9UHF023]{Warrior Background Connection}

Warrior Player Intrusions

You can spend 1 XP to use one of the following player intrusions, provided the situation is appropriate and the GM agrees.

Perfect Setup: You’re fighting at least three foes and each one is standing in exactly the right spot for you to use a move you trained in long ago, allowing you to attack all three as a single action. Make a separate attack roll for each foe. You remain limited by the amount of Effort you can apply on one action.

Old Friend: A comrade in arms from your past shows up unexpectedly and provides aid in whatever you’re doing. They are on a mission of their own and can’t stay longer than it takes to help out, chat for a while after, and perhaps share a quick meal.

Weapon Break: Your foe’s weapon has a weak spot. In the course of the combat, it quickly becomes damaged and moves two steps down the object damage track.

Warrior Stat Pools

StatPool Starting Value
Might10
Speed10
Intellect8

You get 6 additional points to divide among your stat Pools however you wish.

First-Tier Warrior

First-tier warriors have the following abilities:

Effort: Your Effort is 1.

Physical Nature: You have a Might Edge of 1 and a Speed Edge of 0, or you have a Might Edge of 0 and a Speed Edge of 1. Either way, you have an Intellect Edge of 0.

Cypher Use: You can bear two cyphers at a time.

Weapons: You become practiced with @UUID[Compendium.cyphersystem-compendium.basic-skills.GA74AkWhC7i4Z8sZ]{light}, @UUID[Compendium.cyphersystem-compendium.basic-skills.wHxvX2zJOKo27GBe]{medium}, and @UUID[Compendium.cyphersystem-compendium.basic-skills.d554SLnkyNqPDDOc]{heavy weapons} and suffer no penalty when using any kind of weapon. Enabler.

Starting Equipment: Appropriate clothing and two weapons of your choice, plus one expensive item, two moderately priced items, and up to four inexpensive items.

Special Abilities: Choose four of the abilities listed below. You can’t choose the same ability more than once unless its description says otherwise. The full description for each listed ability can be found in Abilities, which also has descriptions for flavor and focus abilities in a single vast catalog.

@UUID[Compendium.cyphersystem-compendium.abilities.7BS6IEcYlEp5v3OC]{Bash} @UUID[Compendium.cyphersystem-compendium.abilities.2x7nMe9ZGp3VjI8B]{Combat Prowess} @UUID[Compendium.cyphersystem-compendium.abilities.6cMg5QXB71YNgoaM]{Control the Field} @UUID[Compendium.cyphersystem-compendium.abilities.7X2zbrkFSNbyhA5G]{Improved Edge} @UUID[Compendium.cyphersystem-compendium.abilities.YZB37b80VQGMUscp]{No Need for Weapons} @UUID[Compendium.cyphersystem-compendium.abilities.o2iiTUXdkMPREkvK]{Overwatch} @UUID[Compendium.cyphersystem-compendium.abilities.noCgrKbB370cfzQg]{Physical Skills} @UUID[Compendium.cyphersystem-compendium.abilities.o2ZDoteWQsFsqTJr]{Practiced in Armor} @UUID[Compendium.cyphersystem-compendium.abilities.yszDDDpH6m16dEoV]{Quick Throw} @UUID[Compendium.cyphersystem-compendium.abilities.8hiUfUNY3u2IpVDa]{Swipe} @UUID[Compendium.cyphersystem-compendium.abilities.uatcX3o1oB2Stc4u]{Trained Without Armor}

Second-Tier Warrior

Choose two of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.EERMWn1af0S8wAWN]{Crushing Blow} @UUID[Compendium.cyphersystem-compendium.abilities.S3L1oym8fpx0NsAc]{Hemorrhage} @UUID[Compendium.cyphersystem-compendium.abilities.szw7tHW0OjI2fjpJ]{Reload} @UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks} @UUID[Compendium.cyphersystem-compendium.abilities.CtRvLxfUlCynJv1B]{Skill With Defense} @UUID[Compendium.cyphersystem-compendium.abilities.36nlDXhOP5e5dfns]{Successive Attack}

Third-Tier Warrior

Choose three of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.Rr4oB1lUzuzFHNHQ]{Deadly Aim} @UUID[Compendium.cyphersystem-compendium.abilities.M49EI6qapNJC2aLR]{Energy Resistance} @UUID[Compendium.cyphersystem-compendium.abilities.4eCjeGPA0ovnwIfu]{Experienced in Armor} @UUID[Compendium.cyphersystem-compendium.abilities.u1GhDcfpVXITVtOc]{Expert Cypher Use} @UUID[Compendium.cyphersystem-compendium.abilities.73miZT5kYFyxnPOT]{Fury} @UUID[Compendium.cyphersystem-compendium.abilities.bPr34XiLw2Dqb4VJ]{Lunge} @UUID[Compendium.cyphersystem-compendium.abilities.XqGE5QLHnpIKB5rB]{Reaction} @UUID[Compendium.cyphersystem-compendium.abilities.t3zUlk8c5WEBXXO8]{Seize the Moment} @UUID[Compendium.cyphersystem-compendium.abilities.bkQnnjRFJS9VpaY5]{Slice} @UUID[Compendium.cyphersystem-compendium.abilities.YIzrA5i8eBSPMFzj]{Spray} @UUID[Compendium.cyphersystem-compendium.abilities.4s3SAqu0lb5qzfzL]{Trick Shot} @UUID[Compendium.cyphersystem-compendium.abilities.DhbLcVuqEZmS6Z2y]{Vigilance}

Fourth-Tier Warrior

Choose two of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.M5QroBlhUCULt6MD]{Amazing Effort} @UUID[Compendium.cyphersystem-compendium.abilities.gNRMG3mJTzWaCGph]{Capable Warrior} @UUID[Compendium.cyphersystem-compendium.abilities.GlXd4oFI9Fqq3rAX]{Experienced Defender} @UUID[Compendium.cyphersystem-compendium.abilities.RO8dmB90aRPOmCuJ]{Feint} @UUID[Compendium.cyphersystem-compendium.abilities.mUizWF7k2XD7ykRJ]{Increased Effects} @UUID[Compendium.cyphersystem-compendium.abilities.PTVAJGFiXDueX8az]{Momentum} @UUID[Compendium.cyphersystem-compendium.abilities.blm1Z8JxvWOiFf0b]{Pry Open} @UUID[Compendium.cyphersystem-compendium.abilities.yJDNsRAG3Elm6PWp]{Snipe} @UUID[Compendium.cyphersystem-compendium.abilities.wxAZnuQkvWosLzkN]{Tough As Nails}

Fifth-Tier Warrior

Choose three of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.M0pjZXQ9996hfUPs]{Adroit Cypher Use} @UUID[Compendium.cyphersystem-compendium.abilities.WrJDw2X8JHcljjP4]{Arc Spray} @UUID[Compendium.cyphersystem-compendium.abilities.t6VEEwEsQUIImebW]{Improved Success} @UUID[Compendium.cyphersystem-compendium.abilities.IFb8NX06xgWM7H98]{Jump Attack} @UUID[Compendium.cyphersystem-compendium.abilities.4k5JFV78A5SiPjFo]{Mastery in Armor} @UUID[Compendium.cyphersystem-compendium.abilities.kNSRytTtQX0rU3aE]{Mastery With Attacks} @UUID[Compendium.cyphersystem-compendium.abilities.LTqgcoprvBF2ZkdH]{Mastery With Defense} @UUID[Compendium.cyphersystem-compendium.abilities.AmZDmnmP7CxSSN4h]{Parry}

Remember that at higher tiers, you can choose special abilities from lower tiers. This is sometimes the best way to ensure that you have exactly the character you want. This is particularly true with abilities that grant skills, which can usually be taken multiple times.

Sixth-Tier Warrior

Choose two of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.MQewTo9NscKVUUNz]{Again and Again} @UUID[Compendium.cyphersystem-compendium.abilities.syJ3mkT2hHR2MY3o]{Finishing Blow} @UUID[Compendium.cyphersystem-compendium.abilities.Cz0KkzZPnlX1oTYz]{Magnificent Moment} @UUID[Compendium.cyphersystem-compendium.abilities.KNElOxbWobS1ygLv]{Murderer} @UUID[Compendium.cyphersystem-compendium.abilities.KDZeCZJxjCQzlTxA]{Spin Attack} @UUID[Compendium.cyphersystem-compendium.abilities.s8NShtaUrW0Oxolo]{Weapon and Body}

Warrior Example

Ray wants to create a Warrior character for a modern campaign. He decides that the character is an ex-military fellow who is fast and strong. He puts 3 of his additional points into his Might Pool and 3 into his Speed Pool; his stat Pools are now Might 13, Speed 13, and Intellect 8. As a first-tier character, his Effort is 1, his Might Edge is 1, and his Speed Edge and Intellect Edge are both 0. His character is not particularly smart or charismatic.

He wants to use a large combat knife (a medium weapon that inflicts 4 points of damage) and a .357 Magnum (a heavy pistol that inflicts 6 points of damage but requires the use of both hands). Ray decides not to wear armor, as it’s not really appropriate to the setting, so for his first ability, he chooses Trained Without Armor so he eases Speed defense actions. For his second ability, he chooses Combat Prowess so he can inflict extra damage with his big knife.

Ray wants to be fast as well as tough, so he selects Improved Edge. This gives him a Speed Edge of 1. He rounds out his character with Physical Skills and chooses swimming and running.

The Warrior can bear two cyphers. The GM decides that Ray’s first cypher is a pill that restores 6 points of Might when swallowed, and his second is a small, easily concealed grenade that explodes like a firebomb when thrown, inflicting 3 points of damage to all within immediate range.

Ray still needs to choose a descriptor and a focus. Looking ahead to the descriptor rules, Ray chooses Strong, which increases his Might Pool to 17. He also becomes trained in jumping and breaking inanimate objects. (If he had chosen jumping as one of his physical skills, the Strong descriptor would have made him specialized in jumping instead of trained.) Being Strong also gives Ray an extra medium or heavy weapon. He chooses a baseball bat that he’ll use in a pinch. He keeps it in the trunk of his car.

For his focus, Ray chooses Masters Weaponry. This gives him yet another weapon of high quality. He chooses another combat knife and asks the GM if he could use it in his left hand—not to make attacks, but as a shield. This will ease his Speed defense rolls if he has both knives out (the “shield” counts as an asset). The GM agrees. During the game, Ray’s Warrior will be hard to hit—he is trained in Speed defense rolls, and his extra knife eases his defense rolls by another step.

Thanks to his focus, he also inflicts 1 additional point of damage with his chosen weapon. Now he inflicts 6 points of damage with his blade. Ray’s character is a deadly combatant, likely starting the game with a reputation as a knife fighter.

For his character arc, Ray chooses Defeat a Foe. That foe, he decides, is none other than someone in his company who was once a friend but went rogue.

Adept

Fantasy/Fairy tale: wizard, mage, sorcerer, cleric, druid, seer, diabolist, fey-touched

Modern/Horror/Romance: psychic, occultist, witch, practitioner, medium, fringe scientist

Science fiction: psion, psionicist, telepath, seeker, master, scanner, ESPer, abomination

Superhero/Post-Apocalyptic: mage, sorcerer, power-wielder, master, psion, telepath

You master powers or abilities outside the experience, understanding, and sometimes belief of others. They might be magic, psychic powers, mutant abilities, or just a wide variety of intricate devices, depending on the setting. (“Magic” here is a term used very loosely. It’s a catch-all for the kinds of wondrous, possibly supernatural things that your character can do that others cannot. It might actually be an expression of technological devices, channeling spirits, mutations, psionics, nanotechnology, or any number of other sources.)

Individual Role: Adepts are usually thoughtful, intelligent types. They often think carefully before acting and rely heavily on their supernatural abilities.

Group Role: Adepts are not powerful in straightforward combat, although they often wield abilities that provide excellent combat support, both offensively and defensively. They sometimes possess abilities that facilitate overcoming challenges. For example, if the group must get through a locked door, an Adept might be able to destroy it or teleport everyone to the other side.

Societal Role: In settings where the supernatural is rare, strange, or feared, Adepts are likely rare and feared as well. They remain hidden, shadowy figures. When this is not the case, Adepts are more likely to be common and forthright. They might even take leadership roles.

Advanced Adepts: Even at low tiers, Adept powers are impressive. Higher-tier Adepts can accomplish amazing deeds that can reshape matter and the environment around them.

Adepts are almost always emblematic of the paranormal or superhuman in some way—wizards, psychics, or something similar. If the game you’re playing has none of that, an Adept could be a charlatan mimicking such abilities with tricks and hidden devices, or a gadgeteer character with a “utility belt” full of oddments. Or a game like that might not have Adepts. That’s okay too.

Adept Background Connection

Your type helps determine the connection you have to the setting. Roll a d20 or choose from the following list to determine a specific fact about your background that provides a connection to the rest of the world. You can also create your own fact.

@UUID[Compendium.cyphersystem-compendium.cypher-roll-tables.ldbXbEteJgHbIdZe]{Adept Background Connection}

Adept Player Intrusions

When playing an Adept, you can spend 1 XP to use one of the following player intrusions, provided the situation is appropriate and the GM agrees.

Advantageous Malfunction: A device being used against you malfunctions. It might harm the user or one of their allies for a round, or activate a dramatic and distracting side effect for a few rounds.

Convenient Idea: A flash of insight provides you with a clear answer or suggests a course of action with regard to an urgent question, problem, or obstacle you’re facing.

Inexplicably Unbroken: An inactive, ruined, or presumed-destroyed device temporarily activates and performs a useful function relevant to the situation. This is enough to buy you some time for a better solution, alleviate a complication that was interfering with your abilities, or just get you one more use out of a depleted cypher or artifact.

Adept Stat Pools

StatPool Starting Value
Might7
Speed9
Intellect12

You get 6 additional points to divide among your stat Pools however you wish.

First-Tier Adept

First-tier Adepts have the following abilities:

Effort: Your Effort is 1.

Genius: You have an Intellect Edge of 1, a Might Edge of 0, and a Speed Edge of 0.

Expert Cypher Use: You can bear three cyphers at a time.

Starting Equipment: Appropriate clothing, plus two expensive items, two moderately priced items, and up to four inexpensive items of your choice.

Weapons: You can use @UUID[Compendium.cyphersystem-compendium.basic-skills.GA74AkWhC7i4Z8sZ]{light weapons} without penalty. You have an inability with @UUID[Compendium.cyphersystem-compendium.inabilities.Zjign4M9GqTvD348]{medium weapons} and @UUID[Compendium.cyphersystem-compendium.inabilities.aMGYdfzCgfYqtHuJ]{heavy weapons}; your attacks with medium and heavy weapons are hindered.

Special Abilities: Choose four of the abilities listed below. You can’t choose the same ability more than once unless its description says otherwise. The full description for each listed ability can be found in Abilities, which also has descriptions for flavor and focus abilities in a single vast catalog.

Adept abilities require at least one free hand unless the GM says otherwise.

@UUID[Compendium.cyphersystem-compendium.abilities.6qCR3kBqCVYDlEOl]{Distortion} @UUID[Compendium.cyphersystem-compendium.abilities.TmWjWp4iWk4GMLN0]{Erase Memories} @UUID[Compendium.cyphersystem-compendium.abilities.gP8HCn8FPeg49V7M]{Far Step} @UUID[Compendium.cyphersystem-compendium.abilities.zArjjFcf9tHQvJTx]{Hedge Magic} @UUID[Compendium.cyphersystem-compendium.abilities.XQxN55rl0f5HFxEM]{Magic Training} @UUID[Compendium.cyphersystem-compendium.abilities.FE1Ge8CbJxQcCo0b]{Onslaught} @UUID[Compendium.cyphersystem-compendium.abilities.Myt0JUt24B8hjYAg]{Push} @UUID[Compendium.cyphersystem-compendium.abilities.Q8xKsSOvoFWL1ePP]{Resonance Field} @UUID[Compendium.cyphersystem-compendium.abilities.OPvXaxuRIVXLmkWl]{Scan} @UUID[Compendium.cyphersystem-compendium.abilities.nptFEdFaUvjDeqAz]{Shatter} @UUID[Compendium.cyphersystem-compendium.abilities.59mslpID7ogppzMA]{Ward}

Second-Tier Adept

Choose one of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.wWN4y4rATxbtMCMo]{Adaptation} @UUID[Compendium.cyphersystem-compendium.abilities.o7kTUAFonv5HPi07]{Cutting Light} @UUID[Compendium.cyphersystem-compendium.abilities.UCR0rx32kEsTcgnF]{Hover} @UUID[Compendium.cyphersystem-compendium.abilities.W5Zt9qDKCtNr49BC]{Mind Reading} @UUID[Compendium.cyphersystem-compendium.abilities.fzx429jdEdbd0tHy]{Retrieve Memories} @UUID[Compendium.cyphersystem-compendium.abilities.Uti1XQwY4VFZwwwc]{Reveal} @UUID[Compendium.cyphersystem-compendium.abilities.pdNI9QMKmDwu8gza]{Stasis}

Third-Tier Adept

Choose two of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.M0pjZXQ9996hfUPs]{Adroit Cypher Use} @UUID[Compendium.cyphersystem-compendium.abilities.Mj6yJZwRmdXaVwh8]{Countermeasures} @UUID[Compendium.cyphersystem-compendium.abilities.yz1w8JR23mtlDX49]{Energy Protection} @UUID[Compendium.cyphersystem-compendium.abilities.AUGM3xEluWJi4Y8h]{Fire and Ice} @UUID[Compendium.cyphersystem-compendium.abilities.yPVZmXWhUxustVdq]{Force Field Barrier} @UUID[Compendium.cyphersystem-compendium.abilities.bzy1KzO0oPmZGu2b]{Sensor} @UUID[Compendium.cyphersystem-compendium.abilities.q80xvRDX6XwFXgma]{Targeting Eye}

Fourth-Tier Adept

Choose one of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.iTxEWRCR8G5Rych2]{Death Touch} @UUID[Compendium.cyphersystem-compendium.abilities.VEJQ74o175OnlIAm]{Exile} @UUID[Compendium.cyphersystem-compendium.abilities.wvlSlYCJyrJuFqtn]{Invisibility} @UUID[Compendium.cyphersystem-compendium.abilities.whVEpvOjmGs3fpcD]{Matter Cloud} @UUID[Compendium.cyphersystem-compendium.abilities.Vcfc6yjbqX6WSzCf]{Mind Control} @UUID[Compendium.cyphersystem-compendium.abilities.8QwoYVraOedgr9kB]{Projection} @UUID[Compendium.cyphersystem-compendium.abilities.y1bQFSBlwMbUico5]{Rapid Processing} @UUID[Compendium.cyphersystem-compendium.abilities.iroL3TcKD9dpulhW]{Regeneration} @UUID[Compendium.cyphersystem-compendium.abilities.YFbC1HRis4SpZgrS]{Reshape} @UUID[Compendium.cyphersystem-compendium.abilities.KGz0rK4b2dAt0DaX]{Wormhole}

Fifth-Tier Adept

Choose two of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.NCXCkCYeZw8qlazG]{Absorb Energy} @UUID[Compendium.cyphersystem-compendium.abilities.PZBKCtRj5S6ULnjo]{Concussion} @UUID[Compendium.cyphersystem-compendium.abilities.8SDpRRzZRF73zLsF]{Conjuration} @UUID[Compendium.cyphersystem-compendium.abilities.HuhNjMfMxPkTlERH]{Create} @UUID[Compendium.cyphersystem-compendium.abilities.D4JFKjeVDkx9Xfnf]{Dust to Dust} @UUID[Compendium.cyphersystem-compendium.abilities.wlkPdME0r3hx9VbE]{Knowing the Unknown} @UUID[Compendium.cyphersystem-compendium.abilities.K4XRiZlFRakz6j98]{Master Cypher Use} @UUID[Compendium.cyphersystem-compendium.abilities.IN3VI2LxDyYGbqnN]{Teleportation} @UUID[Compendium.cyphersystem-compendium.abilities.MGzAkRaGd4LgfQti]{True Senses}

Sixth-Tier Adept

Choose one of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.tvlNZboSbKCHttjs]{Control Weather} @UUID[Compendium.cyphersystem-compendium.abilities.jhdgI9rV2mpH6JQU]{Earthquake} @UUID[Compendium.cyphersystem-compendium.abilities.8OmtJRuoKRzuGfh8]{Move Mountains} @UUID[Compendium.cyphersystem-compendium.abilities.PlKwEwo6ilGqwxwI]{Traverse the Worlds} @UUID[Compendium.cyphersystem-compendium.abilities.gETtOLyLYRVk53dP]{Usurp Cypher}

Adept Example

Jen wants to create an Adept—a sorcerer for a fantasy campaign. She decides to be somewhat well rounded, so she puts 2 of her additional points into each stat Pool, giving her a Might Pool of 9, a Speed Pool of 11, and an Intellect Pool of 14. Her Adept is smart and quick. She has an Intellect Edge of 1, a Might Edge of 0, and a Speed Edge of 0. As a first-tier character, her Effort is 1. As her initial abilities, she chooses Onslaught and Ward, giving her a strong offense and defense. She also chooses Magic Training and rounds out her character with Scan, which she hopes will be useful in gaining insight and information. For this character, Onslaught, Ward, and Scan are all spells she has mastered through years of training and study.

She can bear three cyphers. The GM gives her a potion that acts as a short-range teleporter, a small charm that restores 5 points to her Intellect Pool, and a fluid-filled flask that explodes like a fiery bomb. Jen’s sorcerer is skilled with light weapons, so she chooses a dagger.

For her descriptor, Jen chooses Graceful, which adds 2 points to her Speed Pool, bringing it to 13. That descriptor means she is trained in balancing and anything requiring careful movements, physical performing arts, and Speed defense tasks. Perhaps she is a dancer. In fact, she begins to develop a backstory that involves graceful, lithe movements that she incorporates into her spells.

For her focus, she chooses Leads. This gives her training in social interactions, which again helps round her out—she’s good in all kinds of situations. Moreover, she has the Good Advice ability, which enables her to be a focal point of her group.

Her spells and focus abilities cost Intellect points to activate, so she’s glad to have a lot of points in her Intellect Pool. In addition, her Intellect Edge will help reduce those costs. If she uses her Onslaught force blast without applying Effort, it costs 0 Intellect points and deals 4 points of damage. Her Intellect Edge will allow her to save points to devote toward applying Effort for other purposes, perhaps to boost the accuracy of Onslaught.

For her character arc, Jen chooses Aid a Friend. She decides that when her sorcerer character was young, she had a magical mentor. That mentor was later taken prisoner by a demon, so her character is always looking for clues on how to find the demon and release her friend from bondage.

GMs are always free to pre-select a type’s special abilities at a given tier to reinforce the setting. In the fantasy setting of Jen’s sorcerer, the GM might have said that all sorcerers (Adepts) start with Magic Training as one of their tier 1 abilities. This doesn’t make the character any less powerful or special, but it says something about her role in the world and expectations in the game.

Explorer

Fantasy/Fairy tale: Explorer, adventurer, delver, mystery seeker

Modern/Horror/Romance: athlete, explorer, adventurer, drifter, detective, scholar, spelunker, trailblazer, investigative reporter

Science fiction: Explorer, adventurer, wanderer, planetary specialist, xenobiologist

Superhero/Post-Apocalyptic: adventurer, crimefighter

You are a person of action and physical ability, fearlessly facing the unknown. You travel to strange, exotic, and dangerous places, and discover new things. This means you’re physical but also probably knowledgeable.

Individual Role: Although Explorers can be academics or well studied, they are first and foremost interested in action. They face grave dangers and terrible obstacles as a routine part of life.

Group Role: Explorers sometimes work alone, but far more often they operate in teams with other characters. The Explorer frequently leads the way, blazing the trail. However, they’re also likely to stop and investigate anything intriguing they stumble upon.

Societal Role: Not all Explorers are out traipsing through the wilderness or poking about an old ruin. Sometimes, an Explorer is a teacher, a scientist, a detective, or an investigative reporter. In any event, an Explorer bravely faces new challenges and gathers knowledge to share with others.

Advanced Explorers: Higher-tier Explorers gain more skills, some combat abilities, and a number of abilities that allow them to deal with danger. In short, they become more and more well-rounded, able to deal with any challenge.

Explorer Background Connection

Your type helps determine the connection you have to the setting. Roll a d20 or choose from the following list to determine a specific fact about your background that provides a connection to the rest of the world. You can also create your own fact.

@UUID[Compendium.cyphersystem-compendium.cypher-roll-tables.EPY1EXnGWOBK9kO1]{Explorer Background Connection}

Explorer Player Intrusions

When playing an Explorer, you can spend 1 XP to use one of the following player intrusions, provided the situation is appropriate and the GM agrees.

Fortuitous Malfunction: A trap or a dangerous device malfunctions before it can affect you.

Serendipitous Landmark: Just when it seems like the path is lost (or you are), a trail marker, a landmark, or simply the way the terrain or corridor bends, rises, or falls away suggests to you the best path forward, at least from this point.

Weak Strain: The poison or disease turns out not to be as debilitating or deadly as it first seemed, and inflicts only half the damage that it would have otherwise.

Explorer Stat Pools

StatPool Starting Value
Might10
Speed9
Intellect9

You get 6 additional points to divide among your stat Pools however you wish.

First-Tier Explorer

First-tier Explorers have the following abilities:

Effort: Your Effort is 1.

Physical Nature: You have a Might Edge of 1, a Speed Edge of 0, and an Intellect Edge of 0.

Cypher Use: You can bear two cyphers at a time.

Starting Equipment: Appropriate clothing and a weapon of your choice, plus two expensive items, two moderately priced items, and up to four inexpensive items.

Weapons: You can use @UUID[Compendium.cyphersystem-compendium.basic-skills.GA74AkWhC7i4Z8sZ]{light} and @UUID[Compendium.cyphersystem-compendium.basic-skills.wHxvX2zJOKo27GBe]{medium weapons} without penalty. You have an inability with @UUID[Compendium.cyphersystem-compendium.inabilities.aMGYdfzCgfYqtHuJ]{heavy weapons}; your attacks with heavy weapons are hindered.

Special Abilities: Choose four of the abilities listed below. You can’t choose the same ability more than once unless its description says otherwise. The full description for each listed ability can be found in Abilities, which also has descriptions for flavor and focus abilities in a single vast catalog.

@UUID[Compendium.cyphersystem-compendium.abilities.7OpsD4muO5HGJt29]{Block} @UUID[Compendium.cyphersystem-compendium.abilities.UyQTRi5ZwWU5tMO0]{Danger Sense} @UUID[Compendium.cyphersystem-compendium.abilities.P95xVHVxALSMjanR]{Decipher} @UUID[Compendium.cyphersystem-compendium.abilities.PqL4qr9D8QAwQhrL]{Endurance} @UUID[Compendium.cyphersystem-compendium.abilities.axI0iGYo7DjdR8Ya]{Find the Way} @UUID[Compendium.cyphersystem-compendium.abilities.Sg5WeSF04CYNEecl]{Fleet of Foot} @UUID[Compendium.cyphersystem-compendium.abilities.7X2zbrkFSNbyhA5G]{Improved Edge} @UUID[Compendium.cyphersystem-compendium.abilities.eEGFknWQZUBNXn99]{Knowledge Skills} @UUID[Compendium.cyphersystem-compendium.abilities.CBGeAZSBuymzrxDz]{Muscles of Iron} @UUID[Compendium.cyphersystem-compendium.abilities.YZB37b80VQGMUscp]{No Need for Weapons} @UUID[Compendium.cyphersystem-compendium.abilities.noCgrKbB370cfzQg]{Physical Skills} @UUID[Compendium.cyphersystem-compendium.abilities.o2ZDoteWQsFsqTJr]{Practiced in Armor} @UUID[Compendium.cyphersystem-compendium.abilities.yl2zo179wXZW5Xxc]{Practiced With All Weapons} @UUID[Compendium.cyphersystem-compendium.abilities.s2PLo9FsWBi2C1VY]{Surging Confidence} @UUID[Compendium.cyphersystem-compendium.abilities.uatcX3o1oB2Stc4u]{Trained Without Armor}

Second-Tier Explorer

Choose four of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.JkmTskE3eqcfu7dY]{Curious} @UUID[Compendium.cyphersystem-compendium.abilities.3x3gRDJejTXQPmdY]{Danger Instinct} @UUID[Compendium.cyphersystem-compendium.abilities.4yyKQYnrbL3r9gcU]{Enable Others} @UUID[Compendium.cyphersystem-compendium.abilities.uB3sVzeG2N5rkdUZ]{Escape} @UUID[Compendium.cyphersystem-compendium.abilities.RM8Fmu1IJwzBkjcM]{Eye for Detail} @UUID[Compendium.cyphersystem-compendium.abilities.U7chr7wLj7r5y0LT]{Foil Danger} @UUID[Compendium.cyphersystem-compendium.abilities.pp9NFNHKgOhRYbsY]{Hand to Eye} @UUID[Compendium.cyphersystem-compendium.abilities.romswZIOmAmtzfCL]{Investigative Skills} @UUID[Compendium.cyphersystem-compendium.abilities.euEVkth9YGYSpoJf]{Quick Recovery} @UUID[Compendium.cyphersystem-compendium.abilities.tJVu7MQ2pOhNfpUB]{Range Increase} @UUID[Compendium.cyphersystem-compendium.abilities.nOuOE3EkrNr81pSq]{Greater Skill With Defense} @UUID[Compendium.cyphersystem-compendium.abilities.gbU7mA0flUR4W8Dl]{Stand Watch} @UUID[Compendium.cyphersystem-compendium.abilities.wEjdodvc6SLf8yso]{Travel Skills} @UUID[Compendium.cyphersystem-compendium.abilities.yS1sMAZEzJbozxOZ]{Wreck}

Third-Tier Explorer

Choose three of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.wG4zveGhplNKNzuP]{Controlled Fall} @UUID[Compendium.cyphersystem-compendium.abilities.4eCjeGPA0ovnwIfu]{Experienced in Armor} @UUID[Compendium.cyphersystem-compendium.abilities.u1GhDcfpVXITVtOc]{Expert Cypher Use} @UUID[Compendium.cyphersystem-compendium.abilities.JuOmZXMt1T3tQUZ8]{Ignore the Pain} @UUID[Compendium.cyphersystem-compendium.abilities.qZOOWfFLJ1JziJpY]{Obstacle Running} @UUID[Compendium.cyphersystem-compendium.abilities.GvYXLPdpaFEMGuQR]{Resilience} @UUID[Compendium.cyphersystem-compendium.abilities.ZuX6gykVtKxiBAxR]{Run and Fight} @UUID[Compendium.cyphersystem-compendium.abilities.t3zUlk8c5WEBXXO8]{Seize the Moment} @UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks} @UUID[Compendium.cyphersystem-compendium.abilities.jmYIPbMwsq3GY3eO]{Stone Breaker} @UUID[Compendium.cyphersystem-compendium.abilities.wpA3GB5yJq9NI8QN]{Think Your Way Out} @UUID[Compendium.cyphersystem-compendium.abilities.V1ROUnWXLmLRMxXi]{Trapfinder} @UUID[Compendium.cyphersystem-compendium.abilities.6McxfJoPmf1SnbDR]{Wrest From Chance}

Fourth-Tier Explorer

Choose two of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.gNRMG3mJTzWaCGph]{Capable Warrior} @UUID[Compendium.cyphersystem-compendium.abilities.MdRdAc0qAWghMmlV]{Expert Skill} @UUID[Compendium.cyphersystem-compendium.abilities.mUizWF7k2XD7ykRJ]{Increased Effects} @UUID[Compendium.cyphersystem-compendium.abilities.lbXg8UlSCG23yxO4]{Read the Signs} @UUID[Compendium.cyphersystem-compendium.abilities.dW0rgYsx6hDA8pIB]{Runner} @UUID[Compendium.cyphersystem-compendium.abilities.3pqCkOZjnAXWIikt]{Subtle Steps} @UUID[Compendium.cyphersystem-compendium.abilities.wxAZnuQkvWosLzkN]{Tough As Nails}

Fifth-Tier Explorer

Choose three of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.M0pjZXQ9996hfUPs]{Adroit Cypher Use} @UUID[Compendium.cyphersystem-compendium.abilities.B0Tt5R1m2DsVLtPH]{Free to Move} @UUID[Compendium.cyphersystem-compendium.abilities.hhBF8re7Azmce3Y9]{Group Friendship} @UUID[Compendium.cyphersystem-compendium.abilities.KGzAHs3qln0fNDjt]{Hard to Kill} @UUID[Compendium.cyphersystem-compendium.abilities.IFb8NX06xgWM7H98]{Jump Attack} @UUID[Compendium.cyphersystem-compendium.abilities.LTqgcoprvBF2ZkdH]{Mastery With Defense} @UUID[Compendium.cyphersystem-compendium.abilities.AmZDmnmP7CxSSN4h]{Parry} @UUID[Compendium.cyphersystem-compendium.abilities.5uWcMvgh1OWvieJs]{Physically Gifted} @UUID[Compendium.cyphersystem-compendium.abilities.scceoEmEnN5MW8XT]{Take Command} @UUID[Compendium.cyphersystem-compendium.abilities.icJAWRB8Uha8CSKr]{Vigilant}

Sixth-Tier Explorer

Choose three of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.MQewTo9NscKVUUNz]{Again and Again} @UUID[Compendium.cyphersystem-compendium.abilities.tTrekc4AZbIqem5L]{Inspire Coordinated Actions} @UUID[Compendium.cyphersystem-compendium.abilities.4k5JFV78A5SiPjFo]{Mastery in Armor} @UUID[Compendium.cyphersystem-compendium.abilities.kNSRytTtQX0rU3aE]{Mastery With Attacks} @UUID[Compendium.cyphersystem-compendium.abilities.dMEqa6kAjXrHlxui]{Negate Danger} @UUID[Compendium.cyphersystem-compendium.abilities.PXvS7AatBcxH9cvZ]{Share Defense} @UUID[Compendium.cyphersystem-compendium.abilities.KDZeCZJxjCQzlTxA]{Spin Attack} @UUID[Compendium.cyphersystem-compendium.abilities.vQtVTnCecWFXkfkI]{Wild Vitality}

Explorer Example

Sam decides to create an Explorer character for a science fiction campaign. This character will be a hardy soul who explores alien worlds. They put 3 additional points into their Might Pool, 2 into their Speed Pool, and 1 into their Intellect Pool; their stat Pools are now Might 13, Speed 11, and Intellect 10. As a first-tier character, their Effort is 1, their Might Edge is 1, and their Speed Edge and Intellect Edge are 0. Their character is fairly well-rounded so far.

Sam immediately leaps in and starts choosing abilities. They pick Danger Sense and Surging Confidence, thinking those abilities will be generally useful. They also choose Practiced in Armor, reasoning that the character wears high-tech medium armor when exploring. Last, they choose Knowledge Skills and select geology and biology to help during interplanetary explorations.

Sam’s Explorer can bear two cyphers, which in this setting involve nanotechnology. The GM decides that one is a nanite injector that grants a +1 bonus to Might Edge when used, and the other is a device that can create one simple handheld object the user wishes.

Sam’s Explorer is not really geared toward fighting, but sometimes the universe is a dangerous place, so they note that they’re carrying a medium blaster as well.

Sam still needs a descriptor and a focus. Looking to the Descriptor chapter, they choose Hardy, which increases their Might Pool to 17. They also heal more quickly and can operate better when injured. They’re trained in Might defense but have an inability with initiative; however, it’s effectively canceled out by their Danger Sense (and vice versa). Sam could go back and select something else instead of Danger Sense, but they like it and decide to keep it. Overall, the descriptor ends up making the character tough but a little slow.

For their focus, Sam chooses Explores Dark Places (in this case, weird ruins of alien civilizations). This gives the character a bunch of additional skills: searching, listening, climbing, balancing, and jumping. They’re quite the capable Explorer.

For their character arc, Sam chooses Enterprise. Exploring alien places sometimes turns up strange relics, and Sam figures they might be able to set up a service to reliably transport these items to responsible third parties, rather than allow them to fall into the hands of pirates and rich private collectors. For a small fee, of course.

Speaker

Fantasy/Fairy tale: bard, speaker, skald, emissary, priest, advocate

Modern/Horror/Romance: diplomat, charmer, face, spinner, manipulator, minister, mediator, lawyer

Science fiction: diplomat, empath, glam, consul, legate

Superhero/Post-Apocalyptic: charmer, mesmerist, puppet master

You’re good with words and good with people. You talk your way past challenges and out of jams, and you get people to do what you want.

Individual Role: Speakers are smart and charismatic. They like people and, more important, they understand them. This helps speakers get others to do what needs to be done.

Group Role: The Speaker is often the face of the group, serving as the person who speaks for all and negotiates with others. Combat and action are not a Speaker’s strong suits, so other characters sometimes have to defend the Speaker in times of danger.

Societal Role: Speakers are frequently political or religious leaders. Just as often, however, they are con artists or criminals.

Advanced Speakers: Higher-tier Speakers use their abilities to control and manipulate people as well as aid and nurture their friends. They can talk their way out of danger and even use their words as weapons.

Speaker Background Connection

Your type helps determine the connection you have to the setting. Roll a d20 or choose from the following list to determine a specific fact about your background that provides a connection to the rest of the world. You can also create your own fact.

@UUID[Compendium.cyphersystem-compendium.cypher-roll-tables.zDo6fnblxkAjzvc3]{Speaker Background Connection}

Speaker Player Intrusions

When playing a Speaker, you can spend 1 XP to use one of the following player intrusions, provided the situation is appropriate and the GM agrees.

Friendly NPC: An NPC you don’t know, someone you don’t know that well, or someone you know but who hasn’t been particularly friendly in the past chooses to help you, though doesn’t necessarily explain why. Maybe they’ll ask you for a favor in return afterward, depending on how much trouble they go to.

Perfect Suggestion: A follower or other already-friendly NPC suggests a course of action with regard to an urgent question, problem, or obstacle you’re facing.

Unexpected Gift: An NPC hands you a physical gift you were not expecting, one that helps put the situation at ease if things seem strained, or provides you with a new insight for understanding the context of the situation if there’s something you’re failing to understand or grasp.

Speaker Stat Pools

StatPool Starting Value
Might8
Speed9
Intellect11

You get 6 additional points to divide among your stat Pools however you wish.

First-Tier Speaker

First-tier Speakers have the following abilities:

Effort: Your Effort is 1.

Genius: You have an Intellect Edge of 1, a Might Edge of 0, and a Speed Edge of 0.

Cypher Use: You can bear two cyphers at a time.

Weapons: You can use @UUID[Compendium.cyphersystem-compendium.basic-skills.GA74AkWhC7i4Z8sZ]{light weapons} without penalty. You have an inability with @UUID[Compendium.cyphersystem-compendium.inabilities.Zjign4M9GqTvD348]{medium} and @UUID[Compendium.cyphersystem-compendium.inabilities.aMGYdfzCgfYqtHuJ]{heavy weapons}; your attacks with medium and heavy weapons are hindered.

Starting Equipment: Appropriate clothing and a light weapon of your choice, plus two expensive items, two moderately priced items, and up to four inexpensive items.

Special Abilities: Choose four of the abilities listed below. You can’t choose the same ability more than once unless its description says otherwise. The full description for each listed ability can be found in Abilities, which also has descriptions for flavor and focus abilities in a single vast catalog.

Some Speaker abilities, like Mind Reading or True Senses, imply a supernatural element. If this is inappropriate to the character or the setting, these abilities can be replaced with something from the stealth flavor, or the GM can slightly modify them so they are based in extraordinary talents and insight rather than the supernatural.

@UUID[Compendium.cyphersystem-compendium.abilities.BlBi7qk0darLthxS]{Anecdote} @UUID[Compendium.cyphersystem-compendium.abilities.r7uNiD9CGy4G3Hoq]{Babel} @UUID[Compendium.cyphersystem-compendium.abilities.JSlr2Q6Ll1xNd8fX]{Demeanor of Command} @UUID[Compendium.cyphersystem-compendium.abilities.hYa7I52x2iwffh8C]{Encouragement} @UUID[Compendium.cyphersystem-compendium.abilities.lQ4MNmGXXNBMGsmk]{Enthrall} @UUID[Compendium.cyphersystem-compendium.abilities.TmWjWp4iWk4GMLN0]{Erase Memories} @UUID[Compendium.cyphersystem-compendium.abilities.ulHj0pzmwc515fve]{Fast Talk} @UUID[Compendium.cyphersystem-compendium.abilities.wWCehMidmvLypdxj]{Inspire Aggression} @UUID[Compendium.cyphersystem-compendium.abilities.V765JZKDKQ00Buyn]{Interaction Skills} @UUID[Compendium.cyphersystem-compendium.abilities.NhijFGxYepJtaa0r]{Practiced With Medium Weapons} @UUID[Compendium.cyphersystem-compendium.abilities.5aUrbdjSSLCRggHU]{Spin Identity} @UUID[Compendium.cyphersystem-compendium.abilities.qVlbJjB7X8R78rz0]{Terrifying Presence} @UUID[Compendium.cyphersystem-compendium.abilities.kv03xEihe4VZNkK5]{Understanding}

Second-Tier Speaker

Choose two of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.4XwwFeGO5haHxvQs]{Basic Follower} @UUID[Compendium.cyphersystem-compendium.abilities.BggeJtN5IcutwLJg]{Calm Stranger} @UUID[Compendium.cyphersystem-compendium.abilities.di7QfASecjKU8BPN]{Disincentivize} @UUID[Compendium.cyphersystem-compendium.abilities.IvKd5vkPypJbB1Ip]{Gather Intelligence} @UUID[Compendium.cyphersystem-compendium.abilities.GT0AiiarWPbGzxKs]{Impart Ideal} @UUID[Compendium.cyphersystem-compendium.abilities.DLxDL49VjUEMAjxZ]{Inspiring Ease} @UUID[Compendium.cyphersystem-compendium.abilities.V765JZKDKQ00Buyn]{Interaction Skills} @UUID[Compendium.cyphersystem-compendium.abilities.o2ZDoteWQsFsqTJr]{Practiced in Armor} @UUID[Compendium.cyphersystem-compendium.abilities.CtRvLxfUlCynJv1B]{Skill With Defense} @UUID[Compendium.cyphersystem-compendium.abilities.XntbE6mXQ4CZ6yIi]{Speedy Recovery} @UUID[Compendium.cyphersystem-compendium.abilities.UHvD5299HFbwBvpR]{Unexpected Betrayal}

Third-Tier Speaker

Choose three of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.hB1CISYVEZXEO0IV]{Accelerate} @UUID[Compendium.cyphersystem-compendium.abilities.rZsohzuwTFfghWVO]{Blend In} @UUID[Compendium.cyphersystem-compendium.abilities.NnlGdSiR9GbiTJyZ]{Discerning Mind} @UUID[Compendium.cyphersystem-compendium.abilities.u1GhDcfpVXITVtOc]{Expert Cypher Use} @UUID[Compendium.cyphersystem-compendium.abilities.ETGBAqAc1ApFH5cx]{Expert Follower} @UUID[Compendium.cyphersystem-compendium.abilities.sqiDNk5qXh9j3zwh]{Grand Deception} @UUID[Compendium.cyphersystem-compendium.abilities.1N6P5ZRogThCS0KH]{Lead by Inquiry} @UUID[Compendium.cyphersystem-compendium.abilities.W5Zt9qDKCtNr49BC]{Mind Reading} @UUID[Compendium.cyphersystem-compendium.abilities.i5BlJLgj1ayBw0uY]{Oratory} @UUID[Compendium.cyphersystem-compendium.abilities.ZqBpOAiH70SGHX8N]{Perfect Stranger} @UUID[Compendium.cyphersystem-compendium.abilities.Mac5S0sQe9Muf4Mv]{Quick Wits} @UUID[Compendium.cyphersystem-compendium.abilities.oah8DOODfphl858B]{Telling}

Fourth-Tier Speaker

Choose two of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.ZH0JbusjycG6zQf1]{Anticipate Attack} @UUID[Compendium.cyphersystem-compendium.abilities.2SiHiotGcSufnCne]{Confounding Banter} @UUID[Compendium.cyphersystem-compendium.abilities.RO8dmB90aRPOmCuJ]{Feint} @UUID[Compendium.cyphersystem-compendium.abilities.7tiGTYVXj9eHdja7]{Heightened Skills} @UUID[Compendium.cyphersystem-compendium.abilities.Je1MitN21L3lqWVF]{Psychosis} @UUID[Compendium.cyphersystem-compendium.abilities.lbXg8UlSCG23yxO4]{Read the Signs} @UUID[Compendium.cyphersystem-compendium.abilities.QFZyfDWOSEpZeQmM]{Spur Effort} @UUID[Compendium.cyphersystem-compendium.abilities.cS2p7CRfquFvR65U]{Strategize} @UUID[Compendium.cyphersystem-compendium.abilities.3wZZC07ADxO3mImS]{Suggestion}

Fifth-Tier Speaker

Choose three of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.M0pjZXQ9996hfUPs]{Adroit Cypher Use} @UUID[Compendium.cyphersystem-compendium.abilities.t3uyBYJqMApfEBWX]{Discipline of Watchfulness} @UUID[Compendium.cyphersystem-compendium.abilities.4eCjeGPA0ovnwIfu]{Experienced in Armor} @UUID[Compendium.cyphersystem-compendium.abilities.UyW320RhzarMNoss]{Flee} @UUID[Compendium.cyphersystem-compendium.abilities.xCUKzmoBKzN9gIut]{Foul Aura} @UUID[Compendium.cyphersystem-compendium.abilities.wlkPdME0r3hx9VbE]{Knowing the Unknown} @UUID[Compendium.cyphersystem-compendium.abilities.iroL3TcKD9dpulhW]{Regeneration} @UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks} @UUID[Compendium.cyphersystem-compendium.abilities.U9sgMUKkIkDIdRtK]{Stimulate}

Sixth-Tier Speaker

Choose two of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.By276DS858KmWNZq]{Assume Control} @UUID[Compendium.cyphersystem-compendium.abilities.G8waoPdWGzMl0S1n]{Battle Management} @UUID[Compendium.cyphersystem-compendium.abilities.crFxkKwBNdnD6tX4]{Crowd Control} @UUID[Compendium.cyphersystem-compendium.abilities.fPCTpU0viXXWrNs0]{Inspiring Success} @UUID[Compendium.cyphersystem-compendium.abilities.3EcnBLVtGwxpWXBW]{Recruit Deputy} @UUID[Compendium.cyphersystem-compendium.abilities.EH8OmAJaimF4MTgg]{Shatter Mind} @UUID[Compendium.cyphersystem-compendium.abilities.MGzAkRaGd4LgfQti]{True Senses} @UUID[Compendium.cyphersystem-compendium.abilities.ZTp4SZ673tDJpmuS]{Word of Command}

Speaker Example

Mary wants to create a Speaker for a Lovecraftian horror campaign. She puts 3 of her additional stat points into her Intellect Pool and 3 into her Speed Pool; her stat Pools are now Might 8, Speed 12, and Intellect 14. As a first-tier character, her Effort is 1, her Might Edge and Speed Edge are 0, and her Intellect Edge is 1. She’s smart and charismatic but not particularly tough.

Mary chooses Fast Talk and Spin Identity to help get into places and learn things she wants to know. She’s a bit of a con artist. She’s good to her friends, however, and chooses Encouragement as well. Mary rounds out her first-tier abilities with Interaction Skills (deceiving and persuasion).

A Speaker normally starts with two cyphers, but the GM rules that characters in this campaign start with only one—something creepy relating to their background. Mary’s cypher is an odd pocket watch given to her by her grandfather. She doesn’t know how or why, but when activated, the watch allows her to take twice as many actions for three rounds.

Mary’s character carries a small knife hidden in her bag in case of trouble. As a light weapon, it inflicts 2 points of damage, but attacks with it are eased.

Mary chooses Resilient for her descriptor and decides that she can probably learn the truth behind some of the strange things that she’s heard about without feeling too much trauma if it’s horrible. Resilient increases her Might Pool to 10 and her Intellect Pool to 16. She’s trained in Might and Intellect defense actions and gains an extra recovery roll each day. At first, Mary is sad that her descriptor gives her an inability in knowledge and puzzle tasks, but then she realizes that the flaw fits her character well—she’s better at getting people to tell her what she needs to know than at figuring out the information herself.

For her focus, Mary chooses Moves Like a Cat, granting her a final Speed Pool of 18 and training in balance. In the end, she’s graceful and quick, charismatic, and hardier than she initially thought thanks to her drive. She’s ready to investigate the weird.

For her character arc, Mary chooses Fall From Grace. She decides she’s had an obsession with a strange tome that’s been in her family for generations, and her character is drawn to its strange languages and rituals.

Further Customization

The rules in this section are more advanced and always involve the GM. They can be used by the GM to tailor a type to better fit the genre or setting, or by a player and a GM to tweak a character to fit a concept.

Modifying Type Aspects

The following aspects of the four character types can be modified at character creation. Other abilities should not be changed.

Stat Pools: Each character type has a starting stat Pool value. A player can exchange points between their Pools on a one-for-one basis. For example, they can trade 2 points of Might for 2 points of Speed. However, no starting stat Pool should be higher than 20.

Edge: A player can start with an Edge of 1 in whichever stat they wish.

Cypher Use: If a character gives up the ability to bear one cypher, they gain an additional skill of their choice.

Weapons: Some types have static first-tier abilities that let them use light, medium, and/or heavy weapons without a penalty. Warriors can use all weapons, Explorers can use light and medium weapons, and Adepts and Speakers can use light weapons. Any one of these weapon abilities can be sacrificed to gain training in a different skill of the player’s choice.

Drawbacks and Penalties

In addition to other customization options, a player can choose to take drawbacks or penalties to gain further advantages.

Weakness: A weakness is, essentially, the opposite of Edge. If you have a weakness of 1 in Speed, all Speed actions that require you to spend points cost 1 additional point from your Pool. At any time, a player can give their character a weakness in one stat and, in exchange, gain +1 to their Edge in one of the other two stats. So a PC can take a weakness of 1 in Speed to gain +1 to their Might Edge.

Normally, you can have a weakness only in a stat in which you have an Edge of 0. Further, you can’t have more than one weakness, and you can’t have a weakness greater than 1 unless the additional weakness comes from another source (such as a disease or disability arising from actions or conditions in the game).

Inabilities: Inabilities are like negative skills. They make one type of task harder by hindering it. If a character chooses to take an inability, they gain a skill of their choice. Normally, a character can have only one inability unless the additional inability comes from another source (such as a descriptor or a disease or disability arising from actions or conditions in the game).

","markdown":""},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"ownership":{"default":-1},"flags":{}},{"sort":600000,"name":"License","type":"text","_id":"9ZDlIEtwXjxzyyrZ","title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"

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","markdown":""},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"ownership":{"default":-1},"flags":{}},{"sort":387500,"name":"Flavor","type":"text","_id":"gUBd9dvLJ8qY0iZx","title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"

Flavors are groups of special abilities the GM and players can use to alter a character type to make it more to their liking or more appropriate to the genre or setting. For example, if a player wants to create a magic-using thief character, she could play an Adept with stealth flavoring. In a science fiction setting, a Warrior might also have knowledge of machinery, so the character could be flavored with technology.

At a given tier, abilities from a flavor are traded one for one with standard abilities from a type. So to add the Danger Sense stealth flavor ability to a Warrior, something else—perhaps Bash—must be sacrificed. Now that character can choose Danger Sense as they would any other first-tier warrior ability, but they can never choose Bash.

The GM should always be involved in flavoring a type. For example, they might know that for their science fiction game, they want a type called a “Glam,” which is a Speaker flavored with certain technology abilities—specifically those that make the character a flamboyant starship pilot. Thus, they exchange the first-tier abilities Spin Identity and Inspire Aggression for the technology flavor abilities Datajack and Tech Skills so the character can plug into the ship directly and can take piloting and computers as skills.

In the end, flavor is mostly a tool for the GM to easily create campaign-specific types by making a few slight alterations to the four base types. Although players may wish to use flavors to get the characters they want, remember that they can also shape their PCs with descriptors and foci very nicely.

The flavors available are stealth, technology, magic, combat, and skills and knowledge.

The full description for each listed ability can be found in the Abilities chapter, which also contains descriptions for type and focus abilities in a single vast catalog.

Stealth Flavor

Characters with the stealth flavor are good at sneaking around, infiltrating places they don’t belong, and deceiving others. They use these abilities in a variety of ways, including combat. An Explorer with stealth flavor might be a thief, while a Warrior with stealth flavor might be an assassin. An Explorer with stealth flavor in a superhero setting might be a crimefighter who stalks the streets at night.

First-Tier Stealth Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.UyQTRi5ZwWU5tMO0]{Danger Sense} @UUID[Compendium.cyphersystem-compendium.abilities.M2oXV5cRSdMlUZDm]{Goad} @UUID[Compendium.cyphersystem-compendium.abilities.Frxs35QkokRdure4]{Legerdemain} @UUID[Compendium.cyphersystem-compendium.abilities.90wkMwuVBaiyL9yt]{Opportunist} @UUID[Compendium.cyphersystem-compendium.abilities.QAdh0yZBjJsHdJjD]{Stealth Skills}

Second-Tier Stealth Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.dQHSDDZxJNHrHH1l]{Contortionist} @UUID[Compendium.cyphersystem-compendium.abilities.8ydN3DBdXXP24hQL]{Find an Opening} @UUID[Compendium.cyphersystem-compendium.abilities.5abCQnz5ZWvvfMro]{Get Away} @UUID[Compendium.cyphersystem-compendium.abilities.mvFsSsVjyF8iXvCe]{Sense Ambush} @UUID[Compendium.cyphersystem-compendium.abilities.uG2ACHNAPoZirp0b]{Surprise Attack}

Third-Tier Stealth Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.Uq6p6fOg9KyFcUws]{Evanesce} @UUID[Compendium.cyphersystem-compendium.abilities.XR3B0gfJtrYUAU5M]{From the Shadows} @UUID[Compendium.cyphersystem-compendium.abilities.lUkqQu1vvJe3FxfQ]{Gambler} @UUID[Compendium.cyphersystem-compendium.abilities.sM2zEDx4gRr9CuiR]{Inner Defense} @UUID[Compendium.cyphersystem-compendium.abilities.lwJAowJa4eKlcDjb]{Misdirect} @UUID[Compendium.cyphersystem-compendium.abilities.ZuX6gykVtKxiBAxR]{Run and Fight} @UUID[Compendium.cyphersystem-compendium.abilities.t3zUlk8c5WEBXXO8]{Seize the Moment}

Fourth-Tier Stealth Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.cS1RW48sdVY6ZJZd]{Ambusher} @UUID[Compendium.cyphersystem-compendium.abilities.JVvSTtYbksWJDADY]{Debilitating Strike} @UUID[Compendium.cyphersystem-compendium.abilities.cqzyNCPYVEWtucLe]{Outwit} @UUID[Compendium.cyphersystem-compendium.abilities.LojkwDtb1gHLSB6A]{Preternatural Senses} @UUID[Compendium.cyphersystem-compendium.abilities.w2aO1ZIpmBDQJXq1]{Tumbling Moves}

Fifth-Tier Stealth Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.YbYeZ0A0m96IWxwl]{Assassin Strike} @UUID[Compendium.cyphersystem-compendium.abilities.S5JTyQCNcgrXgNqf]{Mask} @UUID[Compendium.cyphersystem-compendium.abilities.G5bTthwpEf5azVHA]{Return to Sender} @UUID[Compendium.cyphersystem-compendium.abilities.bVt0TIfwtEUXvi6O]{Uncanny Luck}

Sixth-Tier Stealth Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.VVYx3J42Sj9qCQV9]{Exploit Advantage} @UUID[Compendium.cyphersystem-compendium.abilities.jrTEtAhE6GfLW7R4]{Spring Away} @UUID[Compendium.cyphersystem-compendium.abilities.cWHqKGpI5z0aiSYC]{Thief’s Luck} @UUID[Compendium.cyphersystem-compendium.abilities.aWws42dVSQjRz8Hr]{Twist of Fate}

Technology Flavor

Characters with a flavor of technology typically are from science fiction or at least modern-day settings (although anything is possible). They excel at using, dealing with, and building machines. An Explorer with technology flavor might be a starship pilot, and a Speaker flavored with technology could be a techno-priest.

Some of the less computer-oriented abilities might be appropriate for a steampunk character, while a modern-day character could use some of the abilities that don’t involve starships or ultratech.

First-Tier Technology Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.Q3DGDFwNIOjz866X]{Datajack} @UUID[Compendium.cyphersystem-compendium.abilities.z23towmNKeKJasHV]{Hacker} @UUID[Compendium.cyphersystem-compendium.abilities.rhaZSmU6dJpzMO64]{Machine Interface} @UUID[Compendium.cyphersystem-compendium.abilities.kkCW4KkWA751AeBl]{Scramble Machine} @UUID[Compendium.cyphersystem-compendium.abilities.pYsmdnNte7o5Flca]{Tech Skills} @UUID[Compendium.cyphersystem-compendium.abilities.AFfburUYwZlBFq7N]{Tinker}

Second-Tier Technology Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.7nUj7rxq4Qwg4FUM]{Distant Interface} @UUID[Compendium.cyphersystem-compendium.abilities.JK2hN1poqMLqfa1N]{Machine Efficiency} @UUID[Compendium.cyphersystem-compendium.abilities.FDG7hgrRNt4aHpP1]{Overload Machine} @UUID[Compendium.cyphersystem-compendium.abilities.v1lZkKjSCS1pjnET]{Serv-0} @UUID[Compendium.cyphersystem-compendium.abilities.XzomXctsS8NL9M7Q]{Serv-0 Defender} @UUID[Compendium.cyphersystem-compendium.abilities.x8cGd4MC9YEW9isa]{Serv-0 Repair} @UUID[Compendium.cyphersystem-compendium.abilities.k4LeTZ1lqN9L3hPS]{Tool Mastery}

Third-Tier Technology Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.7VYzHQvF1cz4cfUp]{Mechanical Telepathy} @UUID[Compendium.cyphersystem-compendium.abilities.9r6iNU2GH4oEH6vz]{Serv-0 Scanner} @UUID[Compendium.cyphersystem-compendium.abilities.hIy0GMeL8WALvhEb]{Ship Footing} @UUID[Compendium.cyphersystem-compendium.abilities.Nyt7Z1xWqmnuu265]{Shipspeak} @UUID[Compendium.cyphersystem-compendium.abilities.YIzrA5i8eBSPMFzj]{Spray}

Fourth-Tier Technology Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.2l9FIUVKimPzIXzU]{Machine Bond} @UUID[Compendium.cyphersystem-compendium.abilities.NoKdHv0FSytZR4iF]{Robot Fighter} @UUID[Compendium.cyphersystem-compendium.abilities.NcItnMHjeG9fgE1K]{Serv-0 Aim} @UUID[Compendium.cyphersystem-compendium.abilities.lPqCQOQJF0JfoFRn]{Serv-0 Brawler} @UUID[Compendium.cyphersystem-compendium.abilities.9YuQrJXAQO0qIFPj]{Serv-0 Spy}

Fifth-Tier Technology Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.FxohCBSksJIu1BSA]{Control Machine} @UUID[Compendium.cyphersystem-compendium.abilities.KQDFvUEnIWed1ebo]{Jury-Rig} @UUID[Compendium.cyphersystem-compendium.abilities.XkFsMa9e9IY2FRcN]{Machine Companion}

Sixth-Tier Technology Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.PLyxuOlieOGsJx4h]{Information Gathering} @UUID[Compendium.cyphersystem-compendium.abilities.7QTTrXnxDHskYYhj]{Master Machine}

Magic Flavor

You know a little about magic. You might not be a wizard, but you know the basics—how it works, and how to accomplish a few wondrous things. Of course, in your setting, “magic” might actually mean psychic powers, mutant abilities, weird alien tech, or anything else that produces interesting and useful effects.

An Explorer flavored with magic might be a wizard-hunter, and a Speaker with magical flavor might be a sorcerer-bard. Although an Adept flavored with magic is still an Adept, you might find that swapping some of the type’s basic abilities with those given here tailors the character in desirable ways.

First-Tier Magic Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.I9m3nOdBZ2HoEmbj]{Blessing of the Gods} @UUID[Compendium.cyphersystem-compendium.abilities.SQ4RTDwdA0yiZ81b]{Closed Mind} @UUID[Compendium.cyphersystem-compendium.abilities.bM2Y62eaUKYKdcwq]{Entangling Force} @UUID[Compendium.cyphersystem-compendium.abilities.zArjjFcf9tHQvJTx]{Hedge Magic} @UUID[Compendium.cyphersystem-compendium.abilities.XQxN55rl0f5HFxEM]{Magic Training} @UUID[Compendium.cyphersystem-compendium.abilities.TPEcyzCeC3z5FyyQ]{Mental Link} @UUID[Compendium.cyphersystem-compendium.abilities.ZsI6553CPbGi0wtx]{Premonition}

Second-Tier Magic Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.Mfebb42AE5xt7k85]{Concussive Blast} @UUID[Compendium.cyphersystem-compendium.abilities.21Bi8yur01DCYz5f]{Fetch} @UUID[Compendium.cyphersystem-compendium.abilities.4fcns7ANpZF7pHaz]{Force Field} @UUID[Compendium.cyphersystem-compendium.abilities.wNQ3q7VXtPHlPzqb]{Lock} @UUID[Compendium.cyphersystem-compendium.abilities.rRDSzPJtUCwRVXFR]{Repair Flesh}

Third-Tier Magic Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.MvyXo0ZUsxu8QQ22]{Distance Viewing} @UUID[Compendium.cyphersystem-compendium.abilities.NgHLZq3tZ3CFJvYv]{Fire Bloom} @UUID[Compendium.cyphersystem-compendium.abilities.CAh0KStmP03kgv62]{Fling} @UUID[Compendium.cyphersystem-compendium.abilities.dDhnZrzAxDvK7QYa]{Force at Distance} @UUID[Compendium.cyphersystem-compendium.abilities.wEWyNKnVgVOjsyms]{Summon Giant Spider}

Fourth-Tier Magic Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.XR8WeRW3OlbCIjlJ]{Elemental Protection} @UUID[Compendium.cyphersystem-compendium.abilities.LLvJZvzbGQOrlqoE]{Ignition} @UUID[Compendium.cyphersystem-compendium.abilities.blm1Z8JxvWOiFf0b]{Pry Open}

Fifth-Tier Magic Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.HuhNjMfMxPkTlERH]{Create} @UUID[Compendium.cyphersystem-compendium.abilities.OkKNmMvLFwHxUv2r]{Divine Intervention} @UUID[Compendium.cyphersystem-compendium.abilities.M1FHIlVPVv8O02LV]{Dragon’s Maw} @UUID[Compendium.cyphersystem-compendium.abilities.IKicLElFbkRx5IaM]{Fast Travel} @UUID[Compendium.cyphersystem-compendium.abilities.MGzAkRaGd4LgfQti]{True Senses}

Sixth-Tier Magic Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.RBOc2zxAI9xMoWqW]{Relocate} @UUID[Compendium.cyphersystem-compendium.abilities.LnZkUlKUuuD7iW3P]{Summon Demon} @UUID[Compendium.cyphersystem-compendium.abilities.PlKwEwo6ilGqwxwI]{Traverse the Worlds} @UUID[Compendium.cyphersystem-compendium.abilities.Gsre3acJaxhGBa0S]{Word of Death}

Combat Flavor

Combat flavor makes a character more martial. A Speaker with combat flavor in a fantasy setting would be a battle bard. An Explorer with combat flavor in a historical game might be a pirate. An Adept flavored with combat in a science fiction setting could be a veteran of a thousand psychic wars.

First-Tier Combat Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.UyQTRi5ZwWU5tMO0]{Danger Sense} @UUID[Compendium.cyphersystem-compendium.abilities.o2ZDoteWQsFsqTJr]{Practiced in Armor} @UUID[Compendium.cyphersystem-compendium.abilities.NhijFGxYepJtaa0r]{Practiced With Medium Weapons}

Second-Tier Combat Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.wyUQ3Atl3V1ItCFH]{Bloodlust} @UUID[Compendium.cyphersystem-compendium.abilities.2x7nMe9ZGp3VjI8B]{Combat Prowess} @UUID[Compendium.cyphersystem-compendium.abilities.uatcX3o1oB2Stc4u]{Trained Without Armor}

Third-Tier Combat Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.yl2zo179wXZW5Xxc]{Practiced With All Weapons} @UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks} @UUID[Compendium.cyphersystem-compendium.abilities.CtRvLxfUlCynJv1B]{Skill With Defense} @UUID[Compendium.cyphersystem-compendium.abilities.36nlDXhOP5e5dfns]{Successive Attack}

Fourth-Tier Combat Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.gNRMG3mJTzWaCGph]{Capable Warrior} @UUID[Compendium.cyphersystem-compendium.abilities.Rr4oB1lUzuzFHNHQ]{Deadly Aim} @UUID[Compendium.cyphersystem-compendium.abilities.73miZT5kYFyxnPOT]{Fury} @UUID[Compendium.cyphersystem-compendium.abilities.lwJAowJa4eKlcDjb]{Misdirect} @UUID[Compendium.cyphersystem-compendium.abilities.YIzrA5i8eBSPMFzj]{Spray}

Fifth-Tier Combat Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.GlXd4oFI9Fqq3rAX]{Experienced Defender} @UUID[Compendium.cyphersystem-compendium.abilities.S9QxUr8u2gtwY7ya]{Hard Target} @UUID[Compendium.cyphersystem-compendium.abilities.AmZDmnmP7CxSSN4h]{Parry}

Sixth-Tier Combat Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.oroWEBbp3cvrYwH9]{Greater Skill With Attacks} @UUID[Compendium.cyphersystem-compendium.abilities.4k5JFV78A5SiPjFo]{Mastery in Armor} @UUID[Compendium.cyphersystem-compendium.abilities.LTqgcoprvBF2ZkdH]{Mastery With Defense}

Skills and Knowledge Flavor

This flavor is for characters in roles that call for more knowledge and more real-world application of talent. It’s less flashy and dramatic than supernatural powers or the ability to hack apart multiple foes, but sometimes expertise or know-how is the real solution to a problem.

A Warrior flavored with skills and knowledge might be a military engineer. An Explorer flavored with skills and knowledge could be a field scientist. A Speaker with this flavor might be a teacher.

First-Tier Skills and Knowledge Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.V765JZKDKQ00Buyn]{Interaction Skills} @UUID[Compendium.cyphersystem-compendium.abilities.romswZIOmAmtzfCL]{Investigative Skills} @UUID[Compendium.cyphersystem-compendium.abilities.eEGFknWQZUBNXn99]{Knowledge Skills} @UUID[Compendium.cyphersystem-compendium.abilities.noCgrKbB370cfzQg]{Physical Skills} @UUID[Compendium.cyphersystem-compendium.abilities.wEjdodvc6SLf8yso]{Travel Skills}

Second-Tier Skills and Knowledge Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.jx6DFmlbQrmltHgc]{Extra Skill} @UUID[Compendium.cyphersystem-compendium.abilities.k4LeTZ1lqN9L3hPS]{Tool Mastery} @UUID[Compendium.cyphersystem-compendium.abilities.kv03xEihe4VZNkK5]{Understanding}

Third-Tier Skills and Knowledge Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.dVh39nh5ARUxreUc]{Flex Skill} @UUID[Compendium.cyphersystem-compendium.abilities.uhC4ubTGfhkNvIMX]{Improvise}

Fourth-Tier Skills and Knowledge Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.4USzF8qKs8oZJH13]{Multiple Skills} @UUID[Compendium.cyphersystem-compendium.abilities.Mac5S0sQe9Muf4Mv]{Quick Wits} @UUID[Compendium.cyphersystem-compendium.abilities.NaqoExT72j3xkWp3]{Task Specialization}

Fifth-Tier Skills and Knowledge Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.NhijFGxYepJtaa0r]{Practiced With Medium Weapons} @UUID[Compendium.cyphersystem-compendium.abilities.lbXg8UlSCG23yxO4]{Read the Signs}

Sixth-Tier Skills and Knowledge Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks} @UUID[Compendium.cyphersystem-compendium.abilities.CtRvLxfUlCynJv1B]{Skill With Defense}

","markdown":""},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"ownership":{"default":-1},"flags":{}},{"sort":393750,"name":"Descriptor","type":"text","_id":"gK5t9ActY73rBLe5","title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"

Your descriptor defines your character—it flavors everything you do. The differences between a Charming Explorer and a Vicious Explorer are considerable. The descriptor changes the way those characters go about every action. Your descriptor places your character in the situation (the first adventure, which starts the campaign) and helps provide motivation. It is the adjective of the sentence “I am an adjective noun who verbs.”

Descriptors offer a one-time package of extra abilities, skills, or modifications to your stat Pools. Not all of a descriptor’s offerings are positive character modifications. For example, some descriptors have inabilities—tasks that a character isn’t good at. You can think of inabilities as negative skills—instead of being one step better at that kind of task, you’re one step worse. If you become skilled at a task that you have an inability with, they cancel out. Remember that characters are defined as much by what they’re not good at as by what they are good at.

Descriptors also offer a few brief suggestions for how your character got involved with the rest of the group on their first adventure. You can use these, or not, as you wish.

This section details fifty descriptors. Choose one of them for your character. You can pick any descriptor you wish regardless of your type. At the end of this chapter, a few options are provided for Customizing Descriptors, including making a character’s species their descriptor.

(Your descriptor matters most when you are a beginning character. The benefits (and perhaps drawbacks) that come from your descriptor will eventually be overshadowed by the growing importance of your type and focus. However, the influence of your descriptor will remain at least somewhat important throughout your character’s life.)

Customizing Descriptors

Under the normal rules, each descriptor is based on some modification of the following guidelines:

With this general information, you can customize a descriptor, but keep in mind that a heavily customized descriptor isn’t a descriptor if it no longer says one thing about a character. It’s better to use this information to create a new descriptor that fits exactly how the player wants to portray the character.

Species as Descriptor

Sometimes, in settings that have alien or fantasy species, players want to play a member of that species rather than the default (which is usually “human”). Most of the time, this choice is one of flavor rather than game mechanics. If you’re a 7-foot-tall furry Rigellian with three eyes, that’s great, but it doesn’t change your stats or skills (though it may have roleplaying challenges).

However, sometimes being a nonhuman results in more substantive changes. A PC ogre in a fantasy setting might have the Strong or Tough descriptor, or perhaps it has a descriptor simply called Ogre, which is similar to Strong or Tough but more pronounced (with greater Might but even greater drawbacks). This would mean that instead of being a Tough Warrior who Controls Beasts, the character is an Ogre Warrior who Controls Beasts.

The Genre chapter offers a few species descriptors, but many GMs will want to create their own as suits their setting. It can’t be stressed enough, however, that nine times out of ten, in most genres, species differences aren’t significant enough to warrant this treatment. The differences between a Mysterious character and a Virtuous one are probably greater than those between an Alpha Centauran and an Earthling.

Descriptors

Appealing

You’re attractive to others, but perhaps more important, you are likeable and charismatic. You’ve got that “special something” that draws others to you. You often know just the right thing to say to make someone laugh, put them at ease, or spur them to action. People like you, want to help you, and want to be your friend.

You gain the following characteristics:

Charismatic: +2 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.iLViKiz8EUbAbChF]{Skill}: You are trained in pleasant social interactions.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.6yXynECByG8UO0IC]{Resistant to Charms}: You’re aware of how others can manipulate and charm people, and you notice when those tactics are used on you. Because of this awareness, you are trained in resisting any kind of persuasion or seduction if you wish it.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You met a total stranger (one of the other PCs) and charmed them so much that they invited you along.

  2. The PCs were looking for someone else, but you convinced them that you were perfect instead.

  3. Pure happenstance—because you just go along with the flow of things and everything usually works out.

  4. Your charismatic ways helped get one of the PCs out of a difficult spot a long time ago, and they always ask you to join them on new adventures.

Beneficent

Helping others is your calling. It’s why you’re here. Others delight in your outgoing and charitable nature, and you delight in their happiness. You’re at your best when you’re aiding people, either by explaining how they can best overcome a challenge or by demonstrating how to do so yourself.

You gain the following characteristics:

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.VRlwCOQq4321KUkM]{Generous}: Allies who have spent the last day with you add +1 to their recovery rolls.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.GVocWeYToxrIsT5M]{Altruistic}: If you’re standing next to a creature that takes damage, you can intercede and take 1 point of that damage yourself (reducing the damage inflicted on the creature by 1 point). If you have Armor, it does not provide a benefit when you use this ability.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.RSdNXeHg25zlTzza]{Skill}: You’re trained in all tasks related to pleasant social interaction, putting other people at ease, and gaining trust.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.8AmUhRVSxOZepa3T]{Helpful}: Whenever you help another character, that character gains the benefit as if you were trained even if you are not trained or specialized in the attempted task.

@UUID[Compendium.cyphersystem-compendium.inabilities.TmkpqIeOFknKujcO]{Inability}: While you are alone, all Intellect and Speed tasks are hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. Even though you didn’t know most of the other PCs beforehand, you invited yourself along on their quest.

  2. You saw the PCs struggling to overcome a problem and selflessly joined them to help.

  3. You’re nearly certain the PCs will fail without you.

  4. The choice was between your tattered life and helping others. You haven’t looked back since.

Brash

You’re a self-assertive sort, confident in your abilities, energetic, and perhaps a bit irreverent toward ideas that you don’t agree with. Some people call you bold and brave, but those you’ve put in their place might call you puffed up and arrogant. Whatever. It’s not in your nature to care what other people think about you, unless those people are your friends or family. Even someone as brash as you knows that friends sometimes have to come first.

You gain the following characteristics:

Energetic: +2 to your Speed Pool.

@UUID[Compendium.cyphersystem-compendium.basic-skills.gbWPNb1uKsRtZWSL]{Skill}: You are trained in initiative.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.J9qtYUcvomIXvpEh]{Bold}: You are trained in all actions that involve overcoming or ignoring the effects of fear or intimidation.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You noticed something weird going on, and without much thought, you jumped in with both feet.

  2. You showed up when and where you did on a dare because, hey, you don’t back down from dares.

  3. Someone called you out, but instead of walking into a fight, you walked into your current situation.

  4. You told your friend that nothing could scare you, and nothing you saw would change your mind. They brought you to your current point.

Calm

You’ve spent most of your life in sedentary pursuits—books, movies, hobbies, and so on—rather than active ones. You’re well versed in all manner of academia or other intellectual pursuits, but nothing physical. You’re not weak or feeble, necessarily (although this is a good descriptor for characters who are elderly), but you have no experience in more physical activities.

Calm is a great descriptor for characters who never intended to have adventures but were thrust into them, a trope that occurs often in modern games and particularly in horror games.

You gain the following characteristics:

Bookish: +2 to your Intellect Pool.

Skills: You are trained in four nonphysical skills of your choice.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.9BT9upa6c8kqf6kB]{Trivia}: You can come up with a random fact pertinent to the current situation when you wish it. This is always a matter of fact, not conjecture or supposition, and must be something you could have logically read or seen in the past. You can do this one time, although the ability is renewed each time you make a recovery roll.

@UUID[Compendium.cyphersystem-compendium.inabilities.WmhgwviF6ci24PJL]{Inability}: You’re just not a fighter. All physical attacks are hindered.

@UUID[Compendium.cyphersystem-compendium.inabilities.kR3req7hyQazHomU]{Inability}: You’re not the outdoorsy type. All climbing, running, jumping, and swimming tasks are hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You read about the current situation somewhere and decided to check it out for yourself.

  2. You were in the right (wrong?) place at the right (wrong?) time.

  3. While avoiding an entirely different situation, you walked into your current situation.

  4. One of the other PCs dragged you into it.

Chaotic

Danger doesn’t mean much to you, mainly because you don’t think much about repercussions. In fact, you enjoy sowing surprises, just to see what will happen. The more unexpected the result, the happier you are. Sometimes you are particularly manic, and for the sake of your companions, you restrain yourself from taking actions that you know will lead to disaster.

You gain the following characteristics:

Tumultuous: +4 to your Speed Pool.

@UUID[Compendium.cyphersystem-compendium.basic-skills.5X8qgmSuvRVNTiaP]{Skill}: You are trained in {Intellect defense actions.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.JrGRhq4ndoh12HDe]{Chaotic}: Once after each ten-hour recovery roll, if you don’t like the first result, you can reroll a die roll of your choice. If you do, and regardless of the outcome, the GM presents you with a GM intrusion.

@UUID[Compendium.cyphersystem-compendium.inabilities.qRXj5XtPAxa0kTR1]{Inability}: Your body is a bit worn from occasional excesses. Might defense tasks are hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. Another PC recruited you while you were on your best behavior, before realizing how chaotic you were.

  2. You have reason to believe that being with the other PCs will help you gain control over your erratic behavior.

  3. Another PC released you from captivity, and to thank them, you volunteered to help.

  4. You have no idea how you joined the PCs. You’re just going along with it for now until answers present themselves.

Charming

You’re a smooth talker and a charmer. Whether through seemingly supernatural means or just a way with words, you can convince others to do as you wish. Most likely, you’re physically attractive or at least highly charismatic, and others enjoy listening to your voice. You probably pay attention to your appearance, keeping yourself well groomed. You make friends easily. You play up the personality facet of your Intellect stat; intelligence is not your strong suit. You’re personable, but not necessarily studious or strong-willed.

You gain the following characteristics:

Personable: +2 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.iLViKiz8EUbAbChF]{Skill}: You’re trained in all tasks involving positive or pleasant social interaction.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.GB6PefdjeMm43AmT]{Skill}: You’re trained when using special abilities that influence the minds of others.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.mslNlViBupFclz9t]{Contact}: You have an important contact who is in an influential position, such as a minor noble, the captain of the town guard/police, or the head of a large gang of thieves. You and the GM should work out the details together.

@UUID[Compendium.cyphersystem-compendium.inabilities.kWemIBj5S33u3Vsy]{Inability}: You were never good at studying or retaining facts. Any task involving lore, knowledge, or understanding is hindered.

@UUID[Compendium.cyphersystem-compendium.inabilities.zHgQDe14mPF3G95Q]{Inability}: Your willpower is not one of your strong points. Defense actions to resist mental attacks are hindered.

Additional Equipment: You’ve managed to talk your way into some decent discounts and bonuses in recent weeks. As a result, you have enough cash jangling in your pocket to purchase a moderately priced item.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You convinced one of the other PCs to tell you what they were doing.

  2. You instigated the whole thing and convinced the others to join you.

  3. One of the other PCs did a favor for you, and now you’re repaying that obligation by helping them with the task at hand.

  4. There is a reward involved, and you need the money.

Clever

You’re quick-witted, thinking well on your feet. You understand people, so you can fool them but are rarely fooled. Because you easily see things for what they are, you get the lay of the land swiftly, size up threats and allies, and assess situations with accuracy. Perhaps you’re physically attractive, or maybe you use your wit to overcome any physical or mental imperfections.

You gain the following characteristics:

Smart: +2 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.wOLQBlCsA3jDifa9]{Skill}: You’re trained in all interactions involving lies or trickery.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.DlnCXfB1v1U859YY]{Skill}: You’re trained in defense rolls to resist mental effects.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.8acHBoOvIk3UseOl]{Skill}: You’re trained in all tasks involving identifying or assessing danger, lies, quality, importance, function, or power.

@UUID[Compendium.cyphersystem-compendium.inabilities.kWemIBj5S33u3Vsy]{Inability}: You were never good at studying or retaining trivial knowledge. Any task involving lore, knowledge, or understanding is hindered.

Additional Equipment: You see through the schemes of others and occasionally convince them to believe you—even when, perhaps, they should not. Thanks to your clever behavior, you have an additional expensive item.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You convinced one of the other PCs to tell you what they were doing.

  2. From afar, you observed that something interesting was going on.

  3. You talked your way into the situation because you thought it might earn some money.

  4. You suspect that the other PCs won’t succeed without you.

Clumsy

Graceless and awkward, you were told that you’d grow out of it, but you never did. You often drop things, trip over your own feet, or knock things (or people) over. Some people get frustrated by this quality, but most find it funny and even a little charming.

Some players may not want to be defined by a “negative” quality like Clumsy, but in truth, even this kind of descriptor has enough advantages that it makes for capable and talented characters. What negative descriptors really do is make more interesting and complex characters that are often great fun to play.

You gain the following characteristics:

Butterfingers: −2 to your Speed Pool.

Thick-Muscled: +2 to your Might Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.bvTJ0HZOfXlpr0pc]{Inelegant}: You have a certain lovable charm. You are trained in all pleasant social interactions when you express a lighthearted, self-deprecating manner.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.wJyw4ypyuGZ5Jde1]{Dumb Luck}: The GM can introduce a GM intrusion on you, based on your clumsiness, without awarding you any XP (as if you had rolled a 1 on a d20 roll). However, if this happens, 50% of the time, your clumsiness works to your advantage. Rather than hurting you (much), it helps you, or it hurts your enemies. You slip, but it’s just in time to duck an attack. You fall down, but you trip your enemies as you crash into their legs. You turn around too quickly, but you end up knocking the weapon from your foe’s hand. You and the GM should work together to determine the details. If the GM wishes, they can use GM intrusions based on your clumsiness normally (awarding XP).

@UUID[Compendium.cyphersystem-compendium.expanded-skills.0yrwPAkrOBERFQOq]{Skill}: You’ve got a certain bull-like quality. You are trained in tasks involving breaking things.

@UUID[Compendium.cyphersystem-compendium.inabilities.veArOrXeYD25sHog]{Inability}: Any task that involves balance, grace, or hand-to-eye coordination is hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You were in the right place at the right time.

  2. You had a piece of information that the other PCs needed to make their plans.

  3. A sibling recommended you to the other PCs.

  4. You stumbled into the PCs as they were discussing their mission, and they took a liking to you.

Craven

Courage fails you at every turn. You lack the willpower and resolve to stand fast in the face of danger. Fear gnaws at your heart, chewing away at your mind, driving you to distraction until you cannot bear it. Most times, you back down from confrontations. You flee from threats and vacillate when faced with difficult decisions.

Yet for all that fear dogs you and possibly shames you, your cowardly nature proves to be a useful ally from time to time. Listening to your fears has helped you escape danger and avoid taking unnecessary risks. Others may have suffered in your place, and you might be the first to admit this fact, but secretly you feel intense relief from having avoided an unthinkable and terrible fate.

Descriptors like Craven, Cruel, and Dishonorable might not be appropriate for every group. These are villainous traits and some people want their PCs to be entirely heroic. But others don’t mind a little moral greyness thrown into the mix. Still others see things like Craven and Cruel as traits to overcome as their characters develop (probably earning them different descriptors).

You gain the following characteristics:

Furtive: +2 to your Speed Pool.

@UUID[Compendium.cyphersystem-compendium.basic-skills.duTx0BwgmC1Gw3Ze]{Skill}: You’re trained in stealth-based tasks.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.EyD5RQ654NoPJ7MN]{Skill}: You’re trained in running actions.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.48EDNk0hOv8KvoVs]{Skill}: You’re trained in any action taken to escape danger, flee from a dangerous situation, or wheedle your way out of trouble.

@UUID[Compendium.cyphersystem-compendium.inabilities.gpHPkjq631isDAjT]{Inability}: You do not willingly enter dangerous situations. Any initiative actions (to determine who goes first in combat) are hindered.

@UUID[Compendium.cyphersystem-compendium.inabilities.4raydis9fTWFq8Rc]{Inability}: You fall to pieces when you have to undertake a potentially dangerous task alone. Any such task (such as attacking a creature by yourself) is hindered.

Additional Equipment: You have a good luck charm or protective device to keep you out of harm’s way.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You believe that you’re being hunted, and you have hired one of the other PCs as your protector.

  2. You seek to escape your shame and take up with capable individuals in the hopes of repairing your reputation.

  3. One of the other PCs bullied you into coming along.

  4. The group answered your cries for help when you were in trouble.

Creative

Maybe you have a notebook where you write down ideas so you can develop them later. Perhaps you email yourself ideas that strike you out of the blue so you can sort them in an electronic document. Or maybe you just sit down, stare at your screen and, by indomitable force of will, produce something from nothing. However your gift works, you’re creative—you code, write, compose, sculpt, design, direct, or otherwise create narratives that enthrall other people with your vision.

You gain the following characteristics:

Inventive: +2 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.SKNSOPcNsoSDk6Xm]{Original}: You’re always coming up with something new. You’re trained in any task related to creating a narrative (such as a story, play, or scenario). This includes deception, if the deception involves a narrative you’re able to tell.

Skill: You are naturally inventive. You are trained in one specific creative skill of your choice: @UUID[Compendium.cyphersystem-compendium.expanded-skills.eKQYG8hDn7akNxns]{writing}, @UUID[Compendium.cyphersystem-compendium.expanded-skills.fHmBT2eRXI6WQnyZ]{computer coding}, @UUID[Compendium.cyphersystem-compendium.expanded-skills.Lq20krfxQeY7B2qo]{composing music}, @UUID[Compendium.cyphersystem-compendium.expanded-skills.LVVmRzkp5GwB3NE0]{painting}, @UUID[Compendium.cyphersystem-compendium.expanded-skills.wCrjggZ7oUZYZAMD]{drawing}, and so on.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.zz0QUtOoUro9OErB]{Skill}: You love solving riddles and the like. You are trained in puzzle-solving tasks.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.pHUz4ZRnWfsBbtQ7]{Skill}: To be creative requires that you always be learning. You are trained in any task that involves finding out something new, such as when you’re digging through a library, data bank, news archive, or similar collection of knowledge.

@UUID[Compendium.cyphersystem-compendium.inabilities.JDEjrsDDDqVcqSZp]{Inability}: You’re inventive but not charming. All tasks related to pleasant social interaction are hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You were doing research for a project and convinced the PCs to bring you along.

  2. You’re looking for new markets for the results of your creative output.

  3. You fell in with the wrong crowd, but they grew on you.

  4. A creative life is often one beset with financial hurdles. You joined the PCs because you hoped it would be profitable.

Cruel

Misfortune and suffering do not move you. When another endures hardship, you find it hard to care, and you may even enjoy the pain and difficulty the person experiences if they’ve done you wrong in the past. Your cruel streak may derive from bitterness brought about by your own struggles and disappointments. You might be a hard pragmatist, doing what you feel you must even if others are worse for it. Or you could be a sadist, delighting in the pain you inflict.

Being cruel does not necessarily make you a villain. Your cruelty may be reserved for those who cross you or other people useful to you. You might have become cruel as the result of an intensely awful experience. Abuse and torture, for example, can strip away compassion for other living beings.

As well, you need not be cruel in every situation. In fact, others might see you as personable, friendly, and even helpful. But when angered or frustrated, your dual nature reveals itself, and those who have earned your scorn are likely to suffer for it.

You gain the following characteristics:

Cunning: +2 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.Pp6FiVf17qqHapKd]{Cruelty}: When you use force, you can choose to maim or deliver painful injuries to draw out your foe’s suffering. Whenever you inflict damage, you can choose to inflict 2 fewer points of damage to ease your next attack against that foe.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.ks2lNbYe7169G57r]{Skill}: You’re trained in tasks related to deception, intimidation, and persuasion when you interact with characters experiencing physical or emotional pain.

@UUID[Compendium.cyphersystem-compendium.inabilities.1Jo8JX85AfL1Kx5P]{Inability}: You have a hard time connecting with others, understanding their motives, or sharing their feelings. Any task to ascertain another character’s motives, feelings, or disposition is hindered.

Additional Equipment: You have a valuable memento from the last person you destroyed. The memento is moderately priced, and you can sell it or trade it for an item of equal or lesser value.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You suspect that you might gain a long-term advantage from helping the other PCs and may be able to use that advantage against your enemies.

  2. By joining the PCs, you see an opportunity to grow your personal power and status at the expense of others.

  3. You hope to make another PC’s life more difficult by joining the group.

  4. Joining the PCs gives you an opportunity to escape justice for a crime you committed.

Dishonorable

There is no honor among thieves—or betrayers, backstabbers, liars, or cheats. You are all of these things, and either you don’t lose any sleep over it, or you deny the truth to others or to yourself. Regardless, you are willing to do whatever it takes to get your own way. Honor, ethics, and principles are merely words. In your estimation, they have no place in the real world.

You gain the following characteristics:

Sneaky: +4 to your Speed Pool.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.KmXEb22OUjlCwjVY]{Just Desserts}: When the GM gives another player an experience point to award to someone for a GM intrusion, that player cannot give it to you.

@UUID[Compendium.cyphersystem-compendium.basic-skills.eeHdJpr4k8hYtGr5]{Skill}: You are trained in deception.

@UUID[Compendium.cyphersystem-compendium.basic-skills.duTx0BwgmC1Gw3Ze]{Skill}: You are trained in stealth.

@UUID[Compendium.cyphersystem-compendium.basic-skills.tZ7PdXuWQyRMo0Rh]{Skill}: You are trained in intimidation.

@UUID[Compendium.cyphersystem-compendium.inabilities.JDEjrsDDDqVcqSZp]{Inability}: People don’t like or trust you. Pleasant social interactions are hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You are interested in what the PCs are doing, so you lied to them to get into their group.

  2. While skulking about, you overheard the PCs’ plans and realized that you wanted in.

  3. One of the other PCs invited you, having no idea of what you’re truly like.

  4. You bullied your way in with intimidation and bluster.

Doomed

You are quite certain that your fate is leading you, inextricably, toward a terrible end. This fate might be yours alone, or you might be dragging along the people closest to you.

You gain the following characteristics:

Jumpy: +2 to your Speed Pool.

@UUID[Compendium.cyphersystem-compendium.basic-skills.rH5FwMXGaNn21DZD]{Skill}: Always on the lookout for danger, you are trained in perception-related tasks.

@UUID[Compendium.cyphersystem-compendium.basic-skills.FXYWkXG7Iq6Wm1pS]{Skill}: You are defense minded, so you are trained in Speed defense tasks.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.cqT873UxELpJ3Mq2]{Skill}: You are cynical and expect the worst. Thus, you are resistant to mental shocks. You are trained in Intellect defense tasks having to do with losing your sanity or equanimity.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.ljIhLeM7ZcZuAJTk]{Doom}: Every other time the GM uses GM intrusion on your character, you cannot refuse it and do not get an XP for it (you still get an XP to award to another player). This is because you are doomed. The universe is a cold, uncaring place, and your efforts are futile at best.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You attempted to avoid it, but events seemed to conspire to draw you to where you are.

  2. Why not? It doesn’t matter. You’re doomed no matter what you do.

  3. One of the other PCs saved your life, and now you’re repaying that obligation by helping them with the task at hand.

  4. You suspect that the only hope you have of avoiding your fate might lie on this path.

Empathic

Other people are open books to you. You may have a knack for reading a person’s tells, those subtle movements that convey an individual’s mood and disposition. Or you may receive information in a more direct way, feeling a person’s emotions as if they were tangible things, sensations that lightly brush against your mind. Your gift for empathy helps you navigate social situations and control them to avoid misunderstandings and prevent useless conflicts from erupting.

The constant bombardment of emotions from those around you likely takes a toll. You might move with the prevailing mood, swinging from giddy happiness to bitter sorrow with little warning. Or you might close yourself off and remain inscrutable to others out of a sense of self-preservation or an unconscious fear that everyone else might learn how you truly feel.

You gain the following characteristics:

Open Mind: +4 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.H4LHMcUqFB4rMLW1]{Skill}: You’re trained in tasks involving sensing other emotions, discerning dispositions, and getting a hunch about people around you.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.J08uzxkHA7sn70LX]{Skill}: You’re trained in all tasks involving social interaction, pleasant or otherwise.

@UUID[Compendium.cyphersystem-compendium.inabilities.OHgyIguDuF48QMDD]{Inability}: Being so receptive to others’ thoughts and moods makes you vulnerable to anything that attacks your mind. Intellect defense rolls are hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You sensed the commitment to the task the other PCs have and felt moved to help them.

  2. You established a close bond with another PC and can’t bear to be parted from them.

  3. You sensed something strange in one of the PCs and decided to join the group to see if you can sense it again and uncover the truth.

  4. You joined the PCs to escape an unpleasant relationship or negative environment.

Exiled

You have walked a long and lonely road, leaving your home and your life behind. You might have committed a heinous crime, something so awful that your people forced you out, and if you dare return, you face death. You might have been accused of a crime you didn’t commit and now must pay the price for someone else’s wicked deed. Your exile might be the result of a social gaffe—perhaps you shamed your family or a friend, or you embarrassed yourself in front of your peers, an authority, or someone you respect. Whatever the reason, you have left your old life behind and now strive to make a new one.

You gain the following characteristics:

Self-Reliant: +2 to your Might Pool.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.PT7NoHCCjePtX6OW]{Loner}: You gain no benefit when you get help with a task from another character who is trained or specialized in that task.

@UUID[Compendium.cyphersystem-compendium.basic-skills.Q9tfUkhYGRJ5Df42]{Skill}: You’re trained in all tasks involving sneaking.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.KU2IUPjDKKIbfxkH]{Skill}: You’re trained in all tasks involving foraging, hunting, and finding safe places to rest or hide.

@UUID[Compendium.cyphersystem-compendium.inabilities.tlL5bTqgc9lt5GNz]{Inability}: Living on your own for as long as you have makes you slow to trust others and awkward in social situations. Any task involving social interaction is hindered.

Additional Equipment: You have a memento from your past—an old picture, a locket with a few strands of hair inside, or a lighter given to you by someone important. You keep the object close at hand and pull it out to help you remember better times.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. The other PCs earned your trust by helping you when you needed it. You accompany them to repay them.

  2. While exploring on your own, you discovered something strange. When you traveled to a settlement, the PCs were the only ones who believed you, and they have accompanied you to help you deal with the problem.

  3. One of the other PCs reminds you of someone you used to know.

  4. You have grown weary of your isolation. Joining the other PCs gives you a chance to belong.

Fast

You’re fleet of foot. Because you’re quick, you can accomplish tasks more rapidly than others can. You’re not just quick on your feet, however—you’re quick with your hands, and you think and react quickly. You even talk quickly.

You gain the following characteristics:

Energetic: +2 to your Speed Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.EyD5RQ654NoPJ7MN]{Skill}: You are trained in running.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.YHNmhduMB7gVvUtJ]{Fast}: You can move a short distance and still take another action in the same round, or you can move a long distance as your action without needing to make any kind of roll.

@UUID[Compendium.cyphersystem-compendium.inabilities.qRXj5XtPAxa0kTR1]{Inability}: You’re a sprinter, not a long-distance runner. You don’t have a lot of stamina. Might defense rolls are hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You jumped in to save one of the other PCs who was in dire need.

  2. One of the other PCs recruited you for your unique talents.

  3. You’re impulsive, and it seemed like a good idea at the time.

  4. This mission ties in with a personal goal of your own.

Foolish

Not everyone can be brilliant. Oh, you don’t think of yourself as stupid, and you’re not. It’s just that others might have a bit more . . . wisdom. Insight. You prefer to barrel along headfirst through life and let other people worry about things. Worrying’s never helped you, so why bother? You take things at face value and don’t fret about what tomorrow might bring.

People call you “idiot” or “numbskull,” but it doesn’t faze you much.

It can be liberating and really fun to play a foolish character. In some ways, the pressure to always do the right, smart thing is off. On the other hand, if you play such a character as a bumbling moron in every situation, that can become annoying to everyone else at the table. As with everything, moderation is the key.

You gain the following characteristics:

Unwise: –4 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.4FMLdzuRxQsVnh1P]{Carefree}: You succeed more on luck than anything. Every time you roll for a task, roll twice and take the higher result.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.6ydImEoLRFErPjFe]{Intellect Weakness}: Any time you spend points from your Intellect Pool, it costs you 1 more point than usual.

@UUID[Compendium.cyphersystem-compendium.inabilities.OHgyIguDuF48QMDD]{Inability}: Any Intellect defense task is hindered.

@UUID[Compendium.cyphersystem-compendium.inabilities.I7pKktxfFilMCCi1]{Inability}: Any task that involves seeing through a deception, an illusion, or a trap is hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. Who knows? Seemed like a good idea at the time.

  2. Someone asked you to join up with the other PCs. They told you not to ask too many questions, and that seemed fine to you.

  3. Your parent (or a parental/mentor figure) got you involved to give you something to do and maybe “teach you some sense.”

  4. The other PCs needed some muscle who wouldn’t overthink things.

Graceful

You have a perfect sense of balance, moving and speaking with grace and beauty. You’re quick, lithe, flexible, and dexterous. Your body is perfectly suited to dance, and you use that advantage in combat to dodge blows. You might wear garments that enhance your agile movement and sense of style.

You gain the following characteristics:

Agile: +2 to your Speed Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.KjmXC7wwXc8DqM82]{Skill}: You’re trained in all tasks involving balance and careful movement.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.K2S2yAu0BJc7TMEh]{Skill}: You’re trained in all tasks involving physical performing arts.

@UUID[Compendium.cyphersystem-compendium.basic-skills.FXYWkXG7Iq6Wm1pS]{Skill}: You’re trained in all Speed defense tasks.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. Against your better judgment, you joined the other PCs because you saw that they were in danger.

  2. One of the other PCs convinced you that joining the group would be in your best interests.

  3. You’re afraid of what might happen if the other PCs fail.

  4. There is reward involved, and you need the money.

Guarded

You conceal your true nature behind a mask and are loath to let anyone see who you really are. Protecting yourself, physically and emotionally, is what you care about most, and you prefer to keep everyone else at a safe distance. You may be suspicious of everyone you meet, expecting the worst from people so you won’t be surprised when they prove you right. Or you might just be a bit reserved, careful about letting people through your gruff exterior to the person you really are.

No one can be as reserved as you are and make many friends. Most likely, you have an abrasive personality and tend to be pessimistic in your outlook. You probably nurse an old hurt and find that the only way you can cope is to keep it and your personality locked down.

You gain the following characteristics:

Suspicious: +2 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.basic-skills.5X8qgmSuvRVNTiaP]{Skill}: You are trained in all Intellect defense tasks.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.hJHg9c1wuIJsPdtn]{Skill}: You are trained in all tasks involving discerning the truth, piercing disguises, and recognizing falsehoods and other deceptions.

@UUID[Compendium.cyphersystem-compendium.inabilities.a0eju2Y9hvObXxHC]{Inability}: Your suspicious nature makes you unlikeable. Any task involving deception or persuasion is hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. One of the PCs managed to overcome your defenses and befriend you.

  2. You want to see what the PCs are up to, so you accompany them to catch them in the act of some wrongdoing.

  3. You have made a few enemies and take up with the PCs for protection.

  4. The PCs are the only people who will put up with you.

Hardy

Your body was built to take abuse. Whether you’re pounding down stiff drinks while holding up a bar in your favorite watering hole or trading blows with a thug in a back alley, you keep going, shrugging off hurts and injuries that might slow or incapacitate a lesser person. Neither hunger nor thirst, cut flesh nor broken bone can stop you. You just press on through the pain and continue.

As fit and healthy as you are, the signs of wear show in the myriad scars crisscrossing your body, your thrice-broken nose, your cauliflower ears, and any number of other disfigurements you wear with pride.

You gain the following characteristics:

Mighty: +4 to your Might Pool.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.92q8rFEj1dQKNCD9]{Fast Healer}: You halve the time it takes to make a recovery roll (minimum one action).

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.qgJiQgqukmcFFNor]{Almost Unstoppable}: While you are impaired on the damage track, you function as if you were hale. While you are debilitated, you function as if you were impaired. In other words, you don’t suffer the effects of being impaired until you become debilitated, and you never suffer the effects of being debilitated. You still die if all your stat Pools are 0.

@UUID[Compendium.cyphersystem-compendium.basic-skills.Q0vfmbqehJw0jYBa]{Skill}: You are trained in Might defense actions.

@UUID[Compendium.cyphersystem-compendium.basic-skills.gbWPNb1uKsRtZWSL]{Inability}: Your big, strong body is slow to react. Any task involving initiative is hindered.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.62e9ZYD1UeGlalWu]{Ponderous}: When you apply Effort when making a Speed roll, you must spend 1 extra point from your Speed Pool.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. The PCs recruited you after learning about your reputation as a survivor.

  2. You joined the PCs because you want or need the money.

  3. The PCs offered you a challenge equal to your physical power.

  4. You believe the only way the PCs will succeed is if you are along to protect them.

Hideous

You are physically repugnant by almost any human standard. You might have had a serious accident, a harmful mutation, or just poor genetic luck, but you are incontrovertibly ugly.

You’ve more than made up for your appearance in other ways, however. Because you have to hide your appearance, you excel at sneaking about unnoticed or disguising yourself. But perhaps most important, being ostracized while others socialized, you took the time growing up to develop yourself as you saw fit—you grew strong or quick, or you honed your mind.

You gain the following characteristics:

Versatile: You get 4 additional points to divide among your stat Pools.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.bjX9wcG3SzUn5q46]{Skill}: You are trained in intimidation and any other fear-based interactions, if you show your true face.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.lW5xh0jPpRTp1iB6]{Skill}: You are trained in disguise and stealth tasks.

@UUID[Compendium.cyphersystem-compendium.inabilities.JDEjrsDDDqVcqSZp]{Inability}: All tasks relating to pleasant social interaction are hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. One of the other PCs approached you while you were in disguise, recruiting you while believing you were someone else.

  2. While skulking about, you overheard the other PCs’ plans and realized you wanted in.

  3. One of the other PCs invited you, but you wonder if it was out of pity.

  4. You bullied your way in with intimidation and bluster.

Honorable

You are trustworthy, fair, and forthright. You try to do what is right, to help others, and to treat them well. Lying and cheating are no way to get ahead—these things are for the weak, the lazy, or the despicable. You probably spend a lot of time thinking about your personal honor, how best to maintain it, and how to defend it if challenged. In combat, you are straightforward and offer quarter to any foe.

You were likely instilled with this sense of honor by a parent or a mentor. Sometimes the distinction between what is and isn’t honorable varies with different schools of thought, but in broad strokes, honorable people can agree on most aspects of what honor means.

You gain the following characteristics:

Stalwart: +2 to your Might Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.iLViKiz8EUbAbChF]{Skill}: You are trained in pleasant social interactions.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.iUJdgnZi90GZjY9s]{Skill}: You are trained in discerning people’s true motives or seeing through lies.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. The PCs’ goals appear to be honorable and commendable.

  2. You see that what the other PCs are about to do is dangerous, and you’d like to help protect them.

  3. One of the other PCs invited you, hearing of your trustworthiness.

  4. You asked politely if you could join the other PCs in their mission.

Impulsive

You have a hard time tamping down your enthusiasm. Why wait when you can just do it (whatever it is) and get it done? You deal with problems when they arise rather than plan ahead. Putting out the small fires now prevents them from becoming one big fire later. You are the first to take risks, to jump in and lend a hand, to step into dark passages, and to find danger.

Your impulsiveness likely gets you into trouble. While others might take time to study the items they discover, you use such items without hesitation. After all, the best way to learn what something can do is to use it. When a cautious explorer might look around and check for danger nearby, you have to physically stop yourself from bulling on ahead. Why fuss around when the exciting thing is just ahead?

Impulsive characters get into trouble. That’s their thing, and that’s fine. But if you’re constantly dragging your fellow PCs into trouble (or worse, getting them seriously hurt or killed), that will be annoying, to say the least. A good rule of thumb is that impulsiveness doesn’t always mean a predilection for doing the wrong thing. Sometimes it’s the urge to do the right thing.

You gain the following characteristics:

Reckless: +2 to your Speed Pool.

@UUID[Compendium.cyphersystem-compendium.basic-skills.gbWPNb1uKsRtZWSL]{Skill}: You’re trained in initiative actions (to determine who goes first in combat).

@UUID[Compendium.cyphersystem-compendium.basic-skills.FXYWkXG7Iq6Wm1pS]{Skill}: You’re trained in Speed defense actions.

@UUID[Compendium.cyphersystem-compendium.inabilities.gBUQ2i4VroKkBVQ7]{Inability}: You’ll try anything once, but quickly grow bored after that. Any task that involves patience, willpower, or discipline is hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You heard what the other PCs were up to and suddenly decided to join them.

  2. You pulled everyone together after you heard rumors about something interesting you want to see or do.

  3. You blew all of your money and now find yourself strapped for cash.

  4. You’re in trouble for acting recklessly. You join the other PCs because they offer a way out of your problem.

Inquisitive

The world is vast and mysterious, with wonders and secrets to keep you amazed for several lifetimes. You feel the tugging on your heart, the call to explore the wreckage of past civilizations, to discover new peoples, new places, and whatever bizarre wonders you might find along the way. However, as strongly as you feel the pull to roam the world, you know there is danger aplenty, and you take precautions to ensure that you are prepared for any eventuality. Research, preparation, and readiness will help you live long enough to see everything you want to see and do everything you want to do.

You probably have a dozen books and travelogues about the world on you at any time. When not hitting the road and looking around, you spend your time with your nose in a book, learning everything you can about the place you’re going so you know what to expect when you get there.

You gain the following characteristics:

Smart: +4 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.pHUz4ZRnWfsBbtQ7]{Skill}: You are eager to learn. You are trained in any task that involves learning something new, whether you’re talking to a local to get information or digging through old books to find lore.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.RZkMJad4OfSOU1Pq]{Skill}: You have made a study of the world. You are trained in any task involving geography or history.

@UUID[Compendium.cyphersystem-compendium.inabilities.ntN6wx9GAjKwEWfV]{Inability}: You tend to fixate on the details, making you somewhat oblivious to what’s going on around you. Any task to hear or notice dangers around you is hindered.

@UUID[Compendium.cyphersystem-compendium.inabilities.gpHPkjq631isDAjT]{Inability}: When you see something interesting, you hesitate as you take in all the details. Initiative actions (to determine who goes first in combat) are hindered.

Additional Equipment: You have three books on whatever subjects you choose.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. One of the PCs approached you to learn information related to the mission, having heard you were an expert.

  2. You have always wanted to see the place where the other PCs are going.

  3. You were interested in what the other PCs were up to and decided to go along with them.

  4. One of the PCs fascinates you, perhaps due to a special or weird ability they have.

Intelligent

You’re quite smart. Your memory is sharp, and you easily grasp concepts that others might struggle with. This aptitude doesn’t necessarily mean that you’ve had years of formal education, but you have learned a great deal in your life, primarily because you pick things up quickly and retain so much.

You gain the following characteristics:

Smart: +2 to your Intellect Pool.

Skill: You’re trained in an area of knowledge of your choice.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.m65HBfM8zSVl4uwk]{Skill}: You’re trained in all actions that involve remembering or memorizing things you experience directly. For example, instead of being good at recalling details of geography that you read about in a book, you can remember a path through a set of tunnels that you’ve explored before.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. One of the other PCs asked your opinion of the mission, knowing that if you thought it was a good idea, it probably was.

  2. You saw value in what the other PCs were doing.

  3. You believed that the task might lead to important and interesting discoveries.

  4. A colleague requested that you take part in the mission as a favor.

Intuitive

You are often tickled by a sense of knowing what someone will say, how they will react, or how events might unfold. Maybe you have a mutant sense, maybe you can see just a few moments ahead through time, or maybe you’re just good at reading people and extrapolating a situation. Whatever the case, many who look into your eyes immediately glance away, as if afraid of what you might see in their expression.

You gain the following characteristics:

Innate: +2 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.basic-skills.rH5FwMXGaNn21DZD]{Skill}: You are trained in perception tasks.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.1GEOtsfQWmfgcp3e]{Know What to Do}: You can act immediately, even if it’s not your turn. Afterward, on your next regular turn, any action you take is hindered. You can do this one time, although the ability is renewed each time you make a recovery roll.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You just knew you had to come along.

  2. You convinced one of the other PCs that your intuition is invaluable.

  3. You felt that something terrible would happen if you didn’t go.

  4. You’re confident the reason you arrived at this point will soon become clear.

Jovial

You’re cheerful, friendly, and outgoing. You put others at ease with a big smile and a joke, possibly one at your own expense, though lightly ribbing your companions who can take it is also one of your favorite pastimes. Sometimes people say you never take anything seriously. That’s not true, of course, but you have learned that to dwell on the bad too long quickly robs the world of joy. You’ve always got a new joke in your back pocket because you collect them like some people collect bottles of wine.

You gain the following characteristics:

Witty: +2 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.iLViKiz8EUbAbChF]{Skill}: You’re convivial and set most people at ease with your attitude. You are trained in all tasks related to pleasant social interaction.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.zz0QUtOoUro9OErB]{Skill}: You have an advantage in figuring out the punch lines of jokes you’ve never heard before. You are trained in all tasks related to solving puzzles and riddles.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You solved a riddle before realizing that answering it would launch you into the adventure.

  2. The other PCs thought you’d bring some much-needed levity to the team.

  3. You decided that all fun and no work was not the best way to get through life, so you joined up with the PCs.

  4. It was either go with the PCs or face up to a circumstance that was anything but jovial.

Kind

It’s always been easy for you to see things from the point of view of other people. That ability has made you sympathetic to what they really want or need. From your perspective, you’re just applying the old proverb that “it’s easier to catch flies with honey than with vinegar,” but others simply see your behavior as kindness. Of course, being kind takes time, and yours is limited. You’ve learned that a small fraction of people don’t deserve your time or kindness—true sadists, narcissists, and similar folk will only waste your energy. So you deal with them swiftly, saving your kindness for those who deserve it and can benefit from your attention.

You gain the following characteristics:

Emotionally Intuitive: +2 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.6Z7VC4ctwcS0dVoW]{Skill}: You know what it’s like to go a mile in someone else’s shoes. You’re trained in all tasks related to pleasant social interaction and discerning the dispositions of others.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.5kX6OM98txwPPO6a]{Karma}: Sometimes, strangers just help you out. To gain the aid of a stranger, you must use a one action, ten-minute, or one-hour recovery roll (without gaining its healing benefit), and the GM determines the nature of the aid you gain. Usually, the act of kindness isn’t enough to turn a bad situation completely around, but it may moderate a bad situation and lead to new opportunities. For example, if you are captured, a guard loosens your bonds slightly, brings you water, or delivers a message.

@UUID[Compendium.cyphersystem-compendium.inabilities.AY8Br5qquBWoGQc0]{Inability}: Being kind comes with a few risks. All tasks related to detecting falsehoods are hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. A PC needed your help, and you agreed to come along as a kindness.

  2. You gave the wrong person access to your money, and now you need to make some back.

  3. You’re ready to take your benevolence on the road and help more people than you could if you didn’t join the PCs.

  4. Your job, which seemed like it would be personally rewarding, is the opposite. You join the PCs to escape the drudgery.

Learned

You have studied, either on your own or with an instructor. You know many things and are an expert on a few topics, such as history, biology, geography, mythology, nature, or any other area of study. Learned characters typically carry a few books around with them and spend their spare time reading.

You gain the following characteristics:

Smart: +2 to your Intellect Pool.

Skill: You’re trained in three areas of knowledge of your choice.

@UUID[Compendium.cyphersystem-compendium.inabilities.UrdbwsMhJOQk44vz]{Inability}: You have few social graces. Any task involving charm, persuasion, or etiquette is hindered.

Additional Equipment: You have two additional books on topics of your choice.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. One of the other PCs asked you to come along because of your knowledge.

  2. You need money to fund your studies.

  3. You believed that the task might lead to important and interesting discoveries.

  4. A colleague requested that you take part in the mission as a favor.

Lucky

You rely on chance and timely good luck to get you through many situations. When people say that someone was born under a lucky star, they mean you. When you try your hand at something new, no matter how unfamiliar the task is, as often as not you find a measure of success. Even when disaster strikes, it’s rarely as bad as it could be. More often, small things seem to go your way, you win contests, and you’re often in the right place at the right time.

You gain the following characteristics:

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.pccv1fQ4WW7KnLsi]{Luck Pool}: You have one additional Pool called Luck that begins with 3 points, and it has a maximum value of 3 points. When spending points from any other Pool, you can take one, some, or all of the points from your Luck Pool first. When you make a recovery roll to recover points to any other Pool, your Luck Pool is also refreshed by the same number of points. When your Luck Pool is at 0 points, it does not count against your damage track.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.MKYIm6Rgf4VRIKrK]{Advantage}: When you use 1 XP to reroll a d20 for any roll that affects only you, add 3 to the reroll.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. Knowing that lucky people notice and take active advantage of opportunities, you became involved in your first adventure by choice.

  2. You literally bumped into someone else on this adventure through sheer luck.

  3. You found a briefcase lying alongside the road. It was battered, but inside you found a lot of strange documents that led you here.

  4. Your luck saved you when you avoided a speeding vehicle by a fortuitous fall through an opening in the ground (a manhole, if in a modern setting). Beneath the ground, you found something you couldn’t ignore.

Mad

You have delved too deeply into subjects people were not meant to know. You are knowledgeable in things beyond the scope of most, but this knowledge has come at a terrible price. You are likely in questionable physical shape and occasionally shake with nervous tics. You sometimes mutter to yourself without realizing it.

You gain the following characteristics:

Knowledgeable: +4 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.AFFZAuL0OsaopL8E]{Fits of Insight}: Whenever such knowledge is appropriate, the GM feeds you information although there is no clear explanation as to how you could know such a thing. This is up to the GM’s discretion, but it should happen as often as once each session.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.SFXAD4DjhyEtJ1Ny]{Erratic Behavior}: You are prone to acting erratically or irrationally. When you are in the presence of a major discovery or subjected to great stress (such as a serious physical threat), the GM can introduce a GM intrusion that directs your next action without awarding XP. You can still pay 1 XP to refuse the intrusion. The GM’s influence is the manifestation of your madness and thus is always something you would not likely do otherwise, but it is not directly, obviously harmful to you unless there are extenuating circumstances. (For example, if a foe suddenly leaps out of the darkness, you might spend the first round babbling incoherently or screaming the name of your first true love.)

Skill: You are trained in one area of knowledge (probably something weird or esoteric).

@UUID[Compendium.cyphersystem-compendium.inabilities.zHgQDe14mPF3G95Q]{Inability}: Your mind is quite fragile. Tasks to resist mental attacks are hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. Voices in your head told you to go.

  2. You instigated the whole thing and convinced the others to join you.

  3. One of the other PCs obtained a book of knowledge for you, and now you’re repaying that favor by helping them with the task at hand.

  4. You feel compelled by inexplicable intuition.

Mechanical

You have a special talent with machines of all kinds, and you’re adept at understanding and, if need be, repairing them. Perhaps you’re a bit of an inventor, creating new machines from time to time. You get called “techie,” “tech,” “mech,” “gear-head,” “motor-head,” or any of a number of other nicknames. Mechanics usually wear practical work clothes and carry around a lot of tools.

You gain the following characteristics:

Smart: +2 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.PSeFw2XUjqgOG2xS]{Skill}: You’re trained in all actions involving identifying or understanding machines.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.DhGWJERxvN9zVYGh]{Skill}: You’re trained in all actions involving using, repairing, or crafting machines.

Additional Equipment: You start with a variety of machine tools.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. While repairing a nearby machine, you overheard the other PCs talking.

  2. You need money to buy tools and parts.

  3. It was clear that the mission couldn’t succeed without your skills and knowledge.

  4. Another PC asked you to join them.

Mysterious

The dark figure lurking silently in the corner? That’s you. No one really knows where you came from or what your motives are—you play things close to the vest. Your manner perplexes and confounds others, but that doesn’t make you a poor friend or ally. You’re just good at keeping things to yourself, moving about unseen, and concealing your presence and identity.

You gain the following characteristics:

@UUID[Compendium.cyphersystem-compendium.basic-skills.duTx0BwgmC1Gw3Ze]{Skill}: You are trained in all stealth tasks.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.fmGCPHRwFnbmvB19]{Skill}: You are trained in resisting interrogation or tricks to get you to talk.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.uROuz6gmfq7X3uu3]{Confounding}: You pull talents and abilities seemingly out of nowhere. You can attempt one task in which you have no training as if you were trained, attempt a task that you are trained in as if specialized, or gain a free level of Effort with a task that you are specialized in. This ability refreshes every time you make a recovery roll, but the uses never accumulate.

@UUID[Compendium.cyphersystem-compendium.inabilities.sRzjg0b8j3XPVrPR]{Inability}: People never know where they stand with you. Any task involving getting people to believe or trust you is hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You just showed up one day.

  2. You convinced one of the other PCs that you had invaluable skills.

  3. Some equally mysterious figure told you where to be and when (but not why) to join the group.

  4. Something—a feeling, a dream—told you where to be and when to join the group.

Mystical

You think of yourself as mystical, attuned with the mysterious and the paranormal. Your true talents lie with the supernatural. You likely have experience with ancient lore, and you can sense and wield the supernatural—though whether that means “magic,” “psychic phenomena,” or something else is up to you (and probably up to those around you as well). Mystical characters often wear jewelry, such as a ring or an amulet, or have tattoos or other marks that show their interests.

You gain the following characteristics:

Smart: +2 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.u2aCexSScRX0FEqH]{Skill}: You’re trained in all actions involving identifying or understanding the supernatural.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.x6GmHzLKB0JpVg5E]{Sense Magic}: You can sense whether the supernatural is active in situations where its presence is not obvious. You must study an object or location closely for a minute to get a feel for whether a mystical touch is at work.

@UUID[Compendium.cyphersystem-compendium.abilities.zArjjFcf9tHQvJTx]{Spell}: You can perform Hedge Magic as a spell when you have a free hand and can pay the Intellect point cost.

@UUID[Compendium.cyphersystem-compendium.inabilities.FKeDN7rJdKpgt4bj]{Inability}: You have a manner or an aura that others find a bit unnerving. Any task involving charm, persuasion, or deception is hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. A dream guided you to this point.

  2. You need money to fund your studies.

  3. You believed the mission would be a great way to learn more about the supernatural.

  4. Various signs and portents led you here.

Naive

You’ve lived a sheltered life. Your childhood was safe and secure, so you didn’t get a chance to learn much about the world—and even less chance to experience it. Whether you were training for something, had your nose in a book, or just were sequestered in a secluded place, you haven’t done much, met many people, or seen many interesting things so far. That’s probably going to change soon, but as you go forward into a larger world, you do so without some of the understanding that others possess about how it all works.

You gain the following characteristics:

Fresh: You add +1 to your recovery rolls.

Incorruptible: You are trained in @UUID[Compendium.cyphersystem-compendium.basic-skills.5X8qgmSuvRVNTiaP]{Intellect defense} tasks and all tasks that involve @UUID[Compendium.cyphersystem-compendium.expanded-skills.OauBSvtfh6HeNzDe]{resisting temptation}.

@UUID[Compendium.cyphersystem-compendium.basic-skills.rH5FwMXGaNn21DZD]{Skill}: You’re wide-eyed. You are trained in perception tasks.

@UUID[Compendium.cyphersystem-compendium.inabilities.VyGXdv9xEzKsm2YX]{Inability}: Any task that involves seeing through deceptions or determining someone’s secret motive is hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. Someone told you that you should get involved.

  2. You needed money, and this seemed like a good way to earn some.

  3. You believed that you could learn a lot by joining the other PCs.

  4. Sounded like fun.

Perceptive

You miss little. You pick out the small details in the world around you and are skilled at making deductions from the information you find. Your talents make you an exceptional sleuth, a formidable scientist, or a talented scout.

As adept as you are at finding clues, you have no skill at picking up on social cues. You overlook an offense that your deductions give or how uncomfortable your scrutiny can make the people around you. You tend to dismiss others as being intellectual dwarfs compared to you, which avails you little when you need a favor.

You gain the following characteristics:

Smart: +2 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.G2JaXxUq6dfIXVDl]{Skill}: You have an eye for detail. You are trained in any task that involves finding or noticing small details.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.EaHHaJvulkIVAxhi]{Skill}: You know a little about everything. You are trained in any task that involves identifying objects or calling to mind a minor detail or bit of trivia.

@UUID[Compendium.cyphersystem-compendium.basic-skills.tZ7PdXuWQyRMo0Rh]{Skill}: Your skill at making deductions can be imposing. You are trained in any task that involves intimidating another creature.

@UUID[Compendium.cyphersystem-compendium.inabilities.JDEjrsDDDqVcqSZp]{Inability}: Your confidence comes off as arrogance to people who don’t know you. Any task involving positive social interactions is hindered.

Additional Equipment: You have a bag of light tools.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You overheard the other PCs discussing their mission and volunteered your services.

  2. One of the PCs asked you to come along, believing that your talents would be invaluable to the mission.

  3. You believe that the PCs’ mission is somehow related to one of your investigations.

  4. A third party recruited you to follow the PCs and see what they were up to.

Resilient

You can take a lot of punishment, both physically and mentally, and still come back for more. It takes a lot to put you down. Neither physical nor mental shocks or damage have a lasting effect. You’re tough to faze. Unflappable. Unstoppable.

You gain the following characteristics:

Resistant: +2 to your Might Pool, and +2 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.F74sHYUANEPVaFd4]{Recover}: You can make an extra recovery roll each day. This roll is just one action. So you can make two recovery rolls that each take one action, one roll that takes ten minutes, a fourth roll that takes one hour, and a fifth roll that requires ten hours of rest.

@UUID[Compendium.cyphersystem-compendium.basic-skills.Q0vfmbqehJw0jYBa]{Skill}: You are trained in Might defense tasks.

@UUID[Compendium.cyphersystem-compendium.basic-skills.5X8qgmSuvRVNTiaP]{Skill}: You are trained in Intellect defense tasks.

@UUID[Compendium.cyphersystem-compendium.inabilities.U7X7WY5Qk3QIXxAD]{Inability}: You’re hardy but not necessarily strong. Any task involving moving, bending, or breaking things is hindered.

@UUID[Compendium.cyphersystem-compendium.inabilities.iic3khiZZCsbjkIg]{Inability}: You have a lot of willpower and mental fortitude, but you’re not necessarily smart. Any task involving knowledge or figuring out problems or puzzles is hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You saw that the PCs clearly need someone like you to help them out.

  2. Someone asked you to watch over one of the PCs in particular, and you agreed.

  3. You are bored and desperately in need of a challenge.

  4. You lost a bet—unfairly, you think—and had to take someone’s place on this mission.

Risk-Taking

It’s part of your nature to question what others think can’t or shouldn’t be done. You’re not insane, of course—you wouldn’t attempt to leap across a mile-wide chasm just because you were dared. There’s impossible and then there’s the just barely possible. You like to push the latter further than others, because it gives you a rush of satisfaction and pleasure when you succeed. The more you succeed, the more you find yourself looking for that next risky challenge to try yourself against.

You gain the following characteristics:

Nimble: +4 to your Speed Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.l3HBMnyOMVF6rIk8]{Skill}: You’re adept at leveraging risk, and you are trained in tasks that involve some element of chance, such as playing games or choosing between two or three apparently equal options.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.wWSSBexYE1QI054l]{Pressing Your Luck}: You can choose to automatically succeed on one task without rolling, as long as the task’s difficulty is no higher than 6. When you do so, however, you also trigger a GM intrusion as if you had rolled a 1. The intrusion doesn’t invalidate the success, but it probably qualifies it in some fashion. You can do this one time, although the ability renews each time you make a ten-hour recovery roll.

@UUID[Compendium.cyphersystem-compendium.inabilities.MoKSCrQBoxl4PZ0f]{Inability}: You may be nimble, but you’re not sneaky. Tasks related to sneaking and staying quiet are hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. It seemed like there were equal odds that the other PCs wouldn’t succeed, which sounded good to you.

  2. You think the tasks ahead will present you with unique and fulfilling challenges.

  3. One of your biggest risks failed to go your way, and you need money to help pay that debt.

  4. You bragged that you never saw a risk you didn’t like, which is how you reached your current point.

Rugged

You’re a nature lover accustomed to living rough, pitting your wits against the elements. Most likely, you’re a skilled hunter, gatherer, or naturalist. Years of living in the wild have left their mark with a worn countenance, wild hair, or scars. Your clothing is probably much less refined than the garments worn by city dwellers.

You gain the following characteristics:

@UUID[Compendium.cyphersystem-compendium.expanded-skills.zOjoCu1WyXeVzqs6]{Skill}: You’re trained in all tasks involving climbing, jumping, running, and swimming.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.lpBwC7PY35rIfBUG]{Skill}: You’re trained in all tasks involving training, riding, or placating natural animals.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.2Ipdh8f3MeuAMM3R]{Skill}: You’re trained in all tasks involving identifying or using natural plants.

@UUID[Compendium.cyphersystem-compendium.inabilities.iP9m2p6htGgd896X]{Inability}: You have no social graces and prefer animals to people. Any task involving charm, persuasion, etiquette, or deception is hindered.

Additional Equipment: You carry an explorer’s pack with rope, two days’ rations, a bedroll, and other tools needed for outdoor survival.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. Against your better judgment, you joined the other PCs because you saw that they were in danger.

  2. One of the other PCs convinced you that joining the group would be in your best interests.

  3. You’re afraid of what might happen if the other PCs fail.

  4. There is reward involved, and you need the money.

Sharp-Eyed

You’re perceptive and well aware of your surroundings. You notice the little details and remember them. You can be difficult to surprise.

You gain the following characteristics:

@UUID[Compendium.cyphersystem-compendium.basic-skills.gbWPNb1uKsRtZWSL]{Skill}: You’re trained in initiative actions.

@UUID[Compendium.cyphersystem-compendium.basic-skills.rH5FwMXGaNn21DZD]{Skill}: You’re trained in perception actions.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.LboNMbw0CmRDZX0l]{Find the Flaw}: If an opponent has a straightforward weakness (takes extra damage from fire, can’t see out of their left eye, and so on), the GM will tell you what it is.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You heard about what was going on, saw a flaw in the other PCs’ plan, and joined up to help them out.

  2. You noticed that the PCs have a foe (or at least a tail) they weren’t aware of.

  3. You saw that the other PCs were up to something interesting and got involved.

  4. You’ve been noticing some strange things going on, and this all appears related.

Skeptical

You possess a questioning attitude regarding claims that are often taken for granted by others. You’re not necessarily a “doubting Thomas” (a skeptic who refuses to believe anything without direct personal experience), but you’ve often benefited from questioning the statements, opinions, and received knowledge presented to you by others.

You gain the following characteristics:

Insightful: +2 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.basic-skills.QonPVHzXrzIN29lf]{Skill}: You’re trained in identifying.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.E2q7bbS0LqBwRDFi]{Skill}: You’re trained in all actions that involve seeing through a trick, an illusion, a rhetorical ruse designed to evade the issue, or a lie. For example, you’re better at keeping your eye on the cup containing the hidden ball, sensing an illusion, or realizing if someone is lying to you (but only if you specifically concentrate and use this skill).

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You overheard other PCs holding forth on a topic with an opinion you were quite skeptical about, so you decided to approach the group and ask for proof.

  2. You were following one of the other PCs because you were suspicious of him, which brought you into the action.

  3. Your theory about the nonexistence of the supernatural can be invalidated only by your own senses, so you came along.

  4. You need money to fund your research.

Stealthy

You’re sneaky, slippery, and fast. These talents help you hide, move quietly, and pull off tricks that require sleight of hand. Most likely, you’re wiry and small. However, you’re not much of a sprinter—you’re more dexterous than fleet of foot.

You gain the following characteristics:

Quick: +2 to your Speed Pool.

@UUID[Compendium.cyphersystem-compendium.basic-skills.duTx0BwgmC1Gw3Ze]{Skill}: You’re trained in all stealth tasks.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.YlYSOH8OdFUTBwey]{Skill}: You’re trained in all interactions involving lies or trickery.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.5iv3kUKcLQwrTSDH]{Skill}: You’re trained in all special abilities involving illusions or trickery.

@UUID[Compendium.cyphersystem-compendium.inabilities.lhu2y0HMmw0xQ3hv]{Inability}: You’re sneaky but not fast. All movement-related tasks are hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You attempted to steal from one of the other PCs. That character caught you and forced you to come along with them.

  2. You were tailing one of the other PCs for reasons of your own, which brought you into the action.

  3. An NPC employer secretly paid you to get involved.

  4. You overheard the other PCs talking about a topic that interested you, so you decided to approach the group.

Strong

You’re extremely strong and physically powerful, and you use these qualities well, whether through violence or feats of prowess. You likely have a brawny build and impressive muscles.

You gain the following characteristics:

Very Powerful: +4 to your Might Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.0yrwPAkrOBERFQOq]{Skill}: You’re trained in all actions involving breaking inanimate objects.

@UUID[Compendium.cyphersystem-compendium.basic-skills.MrGl25gzZk4uu7BR]{Skill}: You’re trained in all jumping actions.

Additional Equipment: You have an extra medium weapon or heavy weapon.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. Against your better judgment, you joined the other PCs because you saw that they were in danger.

  2. One of the other PCs convinced you that joining the group would be in your best interests.

  3. You’re afraid of what might happen if the other PCs fail.

  4. There is reward involved, and you need the money.

Strong-Willed

You’re tough-minded, willful, and independent. No one can talk you into anything or change your mind when you don’t want it changed. This quality doesn’t necessarily make you smart, but it does make you a bastion of willpower and resolve. You likely dress and act with unique style and flair, not caring what others think.

You gain the following characteristics:

Willful: +4 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.DlnCXfB1v1U859YY]{Skill}: You’re trained in resisting mental effects.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.3IfJDAc8qCJ11NNX]{Skill}: You’re trained in tasks requiring incredible focus or concentration.

@UUID[Compendium.cyphersystem-compendium.inabilities.CmubEJ8BMUsW1oei]{Inability}: Willful doesn’t mean brilliant. Any task that involves figuring out puzzles or problems, memorizing things, or using lore is hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. Against your better judgment, you joined the other PCs because you saw that they were in danger.

  2. One of the other PCs convinced you that joining the group would be in your best interests.

  3. You’re afraid of what might happen if the other PCs fail.

  4. There is reward involved, and you need the money.

Swift

You move quickly, able to sprint in short bursts and work with your hands with dexterity. You’re great at crossing distances quickly but not always smoothly. You are likely slim and muscular.

You gain the following characteristics:

Fast: +4 to your Speed Pool.

@UUID[Compendium.cyphersystem-compendium.basic-skills.gbWPNb1uKsRtZWSL]{Skill}: You’re trained in initiative actions (to determine who goes first in combat).

@UUID[Compendium.cyphersystem-compendium.expanded-skills.EyD5RQ654NoPJ7MN]{Skill}: You’re trained in running actions.

@UUID[Compendium.cyphersystem-compendium.inabilities.t7exG3KfxnoPKxO2]{Inability}: You’re fast but not necessarily graceful. Any task involving balance is hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. Against your better judgment, you joined the other PCs because you saw that they were in danger.

  2. One of the other PCs convinced you that joining the group would be in your best interests.

  3. You’re afraid of what might happen if the other PCs fail.

  4. There is reward involved, and you need the money.

Tongue-Tied

You’ve never been much of a talker. When forced to interact with others, you never think of the right thing to say—words fail you entirely, or they come out all wrong. You often end up saying precisely the wrong thing and insult someone unintentionally. Most of the time, you just keep mum. This makes you a listener instead—a careful observer. It also means that you’re better at doing things than talking about them. You’re quick to take action.

You gain the following characteristics:

Actions, Not Words: +2 to your Might Pool, and +2 to your Speed Pool.

@UUID[Compendium.cyphersystem-compendium.basic-skills.rH5FwMXGaNn21DZD]{Skill}: You are trained in perception.

@UUID[Compendium.cyphersystem-compendium.basic-skills.gbWPNb1uKsRtZWSL]{Skill}: You are trained in initiative (unless it’s a social situation).

@UUID[Compendium.cyphersystem-compendium.inabilities.tlL5bTqgc9lt5GNz]{Inability}: All tasks relating to social interaction are hindered.

@UUID[Compendium.cyphersystem-compendium.inabilities.rfQPiUR4GHBdjFtE]{Inability}: All tasks involving verbal communication or relaying information are hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You just tagged along and no one told you to leave.

  2. You saw something important the other PCs did not and (with some effort) managed to relate it to them.

  3. You intervened to save one of the other PCs when they were in danger.

  4. One of the other PCs recruited you for your talents.

Tough

You’re strong and can take a lot of physical punishment. You might have a large frame and a square jaw. Tough characters frequently have visible scars.

You gain the following characteristics:

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.SkxEXPpCgIGXixu9]{Resilient}: +1 to Armor.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.gr1uaERqywhUGjCK]{Healthy}: Add 1 to the points you regain when you make a recovery roll.

@UUID[Compendium.cyphersystem-compendium.basic-skills.Q0vfmbqehJw0jYBa]{Skill}: You’re trained in Might defense actions.

Additional Equipment: You have an extra light weapon.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You’re acting as a bodyguard for one of the other PCs.

  2. One of the PCs is your sibling, and you came along to watch out for them.

  3. You need money because your family is in debt.

  4. You stepped in to defend one of the PCs when that character was threatened. While talking to them afterward, you heard about the group’s task.

Vicious

You try to hide what’s inside, fold it into yourself when everything inside you screams to let go, make them pay, make them hurt, and make them bleed. Sometimes you succeed for your friends—smiling like they smile, laughing when they laugh, and sometimes even having other emotions of your own. But it’s always there, that feeling of frantic glee mixed with hate that sometimes leaps out of you when you confront a foe. Violence your friends can tolerate, but you sometimes worry they will also learn that you are cruel.

You gain the following characteristics:

Skill: You are trained in @UUID[Compendium.cyphersystem-compendium.expanded-skills.53j3Qwt5Im4wqddo]{tracking creatures}. If @UUID[Compendium.cyphersystem-compendium.expanded-skills.ZPyRyzPue2DuKSw9]{a creature has wronged you}, the tracking task is eased.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.LldixgespLl6ajEf]{Bloodthirsty}: Once you begin fighting, you see only red. You inflict 2 additional points of damage with any attack.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.1FP6DV2OqgaaT4ZN]{Berserk}: Once you begin fighting, it’s hard for you to stop. In fact, it’s a difficulty 2 Intellect task to do so, even if your foe surrenders or you’ve run out of foes. If the latter occurs and you fail to stop, you attack the nearest ally within short range.

Additional Equipment: You have a record that you use to list those who’ve wronged you.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. Another PC saw you take down a mean drunk in a tavern, not realizing you were the one who started the fight.

  2. You wanted to get away from a bad situation, so you went with the other PCs.

  3. You want to change, and you hope that being with the other PCs will help you calm yourself.

  4. One of the other PCs asked you to come along, believing that your viciousness could be harnessed for the benefit of the mission.

Virtuous

Doing the right thing is a way of life. You live by a code, and that code is something you attend to every day. Whenever you slip, you reproach yourself for your weakness and then get right back on track. Your code probably includes moderation, respect for others, cleanliness, and other characteristics that most people would agree are virtues, while you eschew their opposites: sloth, greed, gluttony, and so on.

You gain the following characteristics:

Dauntless: +2 to your Might Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.iUJdgnZi90GZjY9s]{Skill}: You are trained in discerning people’s true motives or seeing through lies.

@UUID[Compendium.cyphersystem-compendium.basic-skills.5X8qgmSuvRVNTiaP]{Skill}: Your adherence to a strict moral code has hardened your mind against fear, doubt, and outside influence. You are trained in Intellect defense tasks.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. The PCs are doing something virtuous, and you’re all about that.

  2. The PCs are on the road to perdition, and you see it as your task to set them on the proper moral route.

  3. One of the other PCs invited you, hearing of your virtuous ways.

  4. You put virtue before sense and defended someone’s honor in the face of an organization or power far greater than you. You joined the PCs because they offered aid and friendship when, out of fear of reprisals, no one else would.

Weird

You aren’t like anyone else, and that’s fine with you. People don’t seem to understand you—they even seem put off by you—but who cares? You understand the world better than they do because you’re weird, and so is the world you live in. The concept of “the weird” is well known to you. Strange devices, ancient locales, bizarre creatures, storms that can transform you, living energy fields, conspiracies, aliens, and things most people can’t even name populate the world, and you thrive on them. You have a special attachment to it all, and the more you discover about the weirdness in the world, the more you might discover about yourself.

Weird characters might be mutants or people born with strange qualities, but sometimes they started out “normal” and adopted the weird by choice.

You gain the following characteristics:

Inner Light: +2 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.HV2tw9N81PJawwwx]{Distinctive Physical Quirk}: You have a unique physical aspect that is, well, bizarre. Depending on the setting, this can vary greatly. You might have purple hair or metal spikes on your head. Perhaps your hands don’t connect to your arms, although they move as if they do. Maybe a third eye stares out from the side of your head, or superfluous tendrils grow from your back. Whatever it is, your quirk might be a mutation, a supernatural trait (a blessing or curse), a feature with no explanation, or just a really wild tattoo that draws a lot of attention.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.zKHJrLeBOfy0p9du]{A Sense for the Weird}: Sometimes—at the GM’s discretion—weird things relating to the supernatural or its effects on the world seem to call out to you. You can sense them from afar, and if you get within long range of such a thing, you can sense whether it is overtly dangerous or not.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.uBvX2CVPg5MNgjwW]{Skill}: You are trained in supernatural knowledge.

@UUID[Compendium.cyphersystem-compendium.inabilities.JDEjrsDDDqVcqSZp]{Inability}: People find you unnerving. All tasks relating to pleasant social interaction are hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. It seemed weird, so why not?

  2. Whether the other PCs realize it or not, their mission has to do with something weird that you know about, so you got involved.

  3. As an expert in the weird, you were specifically recruited by the other PCs.

  4. You felt drawn to join the other PCs, but you don’t know why.

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Focus is what makes a character unique. No two PCs in a group should have the same focus. A focus gives a character benefits when they create their character and each time they ascend to the next tier. It’s the verb of the sentence “I am an adjective noun who verbs.”

This chapter contains nearly a hundred sample foci, such as Bears a Halo of Fire, Would Rather Be Reading, and Pilots Starcraft. These foci can be chosen and used as presented by a player, or by the GM who adds them to a list of available foci for their players in their next campaign.

In addition, the latter half of this chapter provides tools for the GM or an enterprising player to create their own custom foci that perfectly match the needs of a given game or campaign, as presented in Creating New Foci.

Choosing Foci

Not all foci are appropriate for every genre. The Genre chapter provides guidance, but this section offers some broad generalizations. Obviously, the GM can include whatever foci are available in their setting. Foci end up being an important distinction in this case, because Commands Mental Powers, for example, makes it clear that psychic abilities exist in the setting, just as Howls at the Moon implies the existence of lycanthropes like werewolves, and Pilots Starcraft, of course, requires starships available to pilot.

When a focus is chosen for a character, they get a special connection to one or more of their fellow PCs, a first-tier ability, and perhaps additional starting equipment: one or two pieces of equipment that might be required for the character to use their ability, or that might pair well with the focus. For instance, a character that can build things needs a set of tools. A character that’s constantly on fire needs a set of clothes that are immune to flame. A character that draws runes to cast spells needs writing implements. A character that slays monsters with a sword needs a sword. And so on. That said, many foci don’t require additional equipment.

Each focus also offers one or more suggestions—GM intrusions—for possible effects or consequences of really good or really bad die rolls.

A couple of foci presented in this chapter provide a “type swap option” that allows a player to swap an ability that would otherwise be gained from their type for the indicated ability instead. A player doesn’t have to make the swap; they merely have the option. For instance, the focus Loves the Void provides the option to gain the ability Have Spacesuit, Will Travel instead of a type ability.

As a character progresses to a new tier, a focus grants more abilities. Each tier’s benefit is usually labeled Action or Enabler. If an ability is labeled Action, a character must take an action to use it. If an ability is labeled Enabler, it makes other actions better or gives some other benefit, but it’s not an action. An ability that allows a character to blast foes with lasers is an action. An ability that grants additional damage when an attack is made is an enabler. An enabler is used in the same turn as another action, and often as part of another action.

Each tier’s benefits are independent of and cumulative with benefits from other tiers (unless indicated otherwise). So if a first-tier ability grants +1 to Armor and a fourth-tier ability also grants +1 to Armor, when the character reaches fourth tier, a total of +2 to Armor is granted.

At tier 3 and tier 6, the character is asked to choose one ability from the two options provided.

Finally, you can choose whether you want to expand the story behind the focus (though that’s not mandatory).

Focus Connections

Choose a connection that goes well with the focus. If you’re a GM choosing (or creating) one or more foci for your players, choose up to four of the following connections.

  1. Pick one other PC. For reasons unknown to you, that character is completely immune to your focus abilities, whether you use them for help or for harm.

  2. Pick one other PC. You knew of that character years ago, but you don’t think they knew you.

  3. Pick one other PC. You’re always trying to impress them, but you’re not sure why.

  4. Pick one other PC. That character has a habit that annoys you, but you’re otherwise quite impressed with their abilities.

  5. Pick one other PC. That character shows potential in appreciating your particular paradigm, fighting style, or other
    focus-provided attribute. You would like to train them, but you’re not necessarily qualified to teach (that’s up to you), and they might not be interested (that’s up to them).

  6. Pick one other PC. If they are within immediate range when you’re in a fight, sometimes they provide an asset, and sometimes they accidentally hinder your attack rolls (50% chance either way, determined per fight).

  7. Pick one other PC. You once saved their life, and they clearly feel indebted to you. You wish they didn’t; it’s just part of the job.

  8. Pick one other PC. That character recently mocked you in some fashion that really hurt your feelings. How you deal with this (if at all) is up to you.

  9. Pick one other PC. That character knows you have suffered at the hands of robotic entities in the past. Whether you hate robots now is up to you, which may affect your relationship with the character if they are friendly with robots or have robotic parts.

  10. Pick one other PC. That character comes from the same place you do, and you knew each other as children.

  11. Pick one other PC. In the past, they taught you a few tricks to use in a fight.

  12. Pick one other PC. That character doesn’t seem to approve of your methods.

  13. Pick one other PC. Long ago, the two of you were on opposite sides of a fight. You won, though you “cheated” in their eyes (but from your perspective, all’s fair in a fight). They may be ready for a rematch, though that’s up to them.

  14. Pick one other PC. You are always trying
    to impress that character with your skill, wit, appearance, or bravado. Perhaps they are a rival, perhaps you need their respect, or perhaps you’re romantically interested
    in them.

  15. Pick one other PC. You fear that character is jealous of your abilities and worry that it might lead to problems.

  16. Pick one other PC. You accidentally caught them in a trap you set, and they had to get free on their own.

  17. Pick one other PC. You were once hired to track down someone who was close to that character.

  18. Pick two PCs (preferably ones who are likely to get in the way of your attacks). When you miss with an attack and the GM rules that you struck someone other than your target, you hit one of these two characters.

  19. Pick one other PC. You’re not sure how or from where, but that character has a line on bottles of rare alcohol and can get them for you for half price.

  20. Pick one other PC. You recently had a possession go missing, and you’re becoming convinced that they took it. Whether or not they did is up to them.

  21. Pick one other PC. They always seem to know where you are, or at least in what direction you are in relation to them.

  22. Pick one other PC. Seeing you use your focus abilities seems to trigger an unpleasant memory in that character. That memory is up to the other PC, although they may not be able to consciously recall it.

  23. Pick one other PC. Something about them interferes with your abilities. When they stand next to you, your focus abilities cost 1 additional point.

  24. Pick one other PC. Something about them complements your abilities. When they stand next to you, the first focus ability you use in any 24-hour period costs 2 fewer points.

  25. Pick one other PC. You have known that character for a while, and they helped you gain control of your focus-related abilities.

  26. Pick one other PC. Sometime in that character’s past, they had a devastating experience while attempting something that you do as a matter of course thanks to your focus. Whether they choose to tell you about it is up to them.

  27. Pick one other PC. Their occasional clumsiness and loud behavior irritate you.

  28. Pick one other PC. In the recent past, while practicing, you accidentally hit them with an attack, wounding them badly. It is up to them to decide whether they resent or forgive you.

  29. Pick one other PC. They owe you a significant amount of money.

  30. Pick one other PC. In the recent past, while escaping a threat, you accidentally left that character to fend for themselves. They survived, but just barely. It is up to the player of that character to decide whether they resent you or have decided to forgive you.

  31. Pick one other PC. Recently, they accidentally (or perhaps intentionally) put you in a position of danger. You’re fine now, but you’re wary around them.

  32. Pick one other PC. From your perspective, they seem nervous around a specific idea, person, or situation. You would like to teach them how to be more comfortable with their fears (if they will let you).

  33. Pick one other PC. They called you a coward once.

  34. Pick one other PC. That character always recognizes you or your handiwork, whether you’re in disguise or are long gone when they arrive on the scene.

  35. Pick one other PC. You inadvertently caused an accident that put them into a sleep so deep they didn’t wake for three days. Whether they forgive you or not is up to them.

  36. Pick one other PC. You are pretty sure you are related in some fashion.

  37. Pick one other PC. You accidentally learned something they were trying to keep a secret.

  38. Pick one other PC. They are especially sensitive to the use of your flashier focus abilities, and occasionally they become dazzled for a few rounds, which hinders their actions.

  39. Pick one other PC. They appear to have a treasured item that was once yours, but that you lost in a game of chance years ago.

  40. Pick one other PC. If it wasn’t for you, that character would have failed a past test of mental achievement.

  41. Pick one other PC. Based on a couple of comments you’ve overheard, you suspect that they don’t hold your area of training or favorite hobby in the highest regard.

  42. Pick one other PC whose focus intertwines with yours. This odd connection affects them in some way. For example, if the character uses a weapon, your focus ability sometimes improves their attack in some fashion.

  43. Pick one other PC. They are deathly afraid of heights. You would like to teach them how to be more comfortable with their feet off the ground. They must decide whether or not to take you up on your offer.

  44. Pick one other PC. They are skeptical of your claims about something momentous that happened in your past. They might even attempt to discredit you or discover the “secret” behind your story, though that’s up to them.

  45. Pick one other PC. They have a knack for being able to recognize where your plans or schemes have a weak spot.

  46. Pick one other PC. That character’s face is so intriguing to you in a way you don’t understand that you sometimes find yourself sketching their likeness in the dirt or using some other medium you have access to.

  47. Pick one other PC. That character has an extra item of regular equipment you gave them, either something you made or an item you just wanted to give them. (They choose the item.)

  48. Pick one other PC. They commissioned you to do a job for them. You’ve already been paid but haven’t yet completed the job.

  49. Pick one other PC. You worked together in the past, and the job ended badly.

  50. Pick one other PC. While they stand next to you and use their action to concentrate on helping you, one of your focus ability’s ranges is doubled.

Story Behind The Focus

The foci in this book have been purposely stripped down to basics so they have the widest possible application across multiple genres. A single descriptive sentence or two summarizes each one. After you choose a focus, you have the option to expand its presentation by adding more story and description relevant to the world or to the character.

For instance, if you choose Operates Undercover, the summarizing description is “Under the guise of someone else, you seek to find answers the powerful do not want divulged.” If you choose Conducts Weird Science, the summary is “Your preternatural insight and ability make you a scientist capable of amazing feats.” These descriptions provide what you need to know to use the focus.

However, if you wish (and only if you wish; there is no requirement to do so), you can add more to those descriptions in a fashion that’s relevant for your game. For example, if you choose both Operates Undercover and Conducts Weird Science for use in a modern genre such as horror, urban fantasy, espionage, or something similar, you might expand the descriptions as shown in the following examples.

Operates Undercover: Espionage is not something you know anything about. At least, that’s what you want everyone to believe, because in truth, you’ve been trained as a spy or covert agent. You might work for a government or for yourself. You might be a police detective or a criminal. You could even be an investigative reporter.

Regardless, you learn information that others attempt to keep secret. You collect rumors and whispers, stories and hard-won evidence, and you use that knowledge to aid your own endeavors and, if appropriate, provide your employers with the information they desire. Alternatively, you might sell what you have learned to those willing to pay a premium.

You probably wear dark colors—black, charcoal grey, or midnight blue—to help blend into the shadows, unless the cover you’ve chosen requires you to look like someone else.

Conducts Weird Science: You could be a respected scientist, having been published in several peer-reviewed journals. Or you might be considered a crank by your contemporaries, pursuing fringe theories on what others consider to be scant evidence. Truth is, you have a particular gift for sifting the edges of what’s possible. You can find new insights and unlock odd phenomena with your experiments. Where others see a crackpot cornucopia, you sift the conspiracy theories for revelation. Whether you conduct your enquiries as a government contractor, a university researcher, a corporate scientist, or an indulger of curiosity in your own garage lab following your muse, you push the boundaries of what’s possible.

You probably care more about your work than trivialities such as your appearance, polite or proper behavior, or social norms, but then again, an eccentric like you might turn the tables on that stereotype too.

If you want to go even further, you could determine where a character’s focus abilities come from. Depending on the genre, they could derive those abilities from advanced and persistent training, via magical runes, through cybernetic parts, from their genetic heritage, or because of their access to advanced technology. For instance, a character might be able to blast targets with lightning because they got zapped by strange radiation or because they picked up a lightning gun. On the other hand, it might be because their intense training allowed them to learn lightning magic. The possibilities are nearly endless, and up to you to include or forgo. Because however a focus’s abilities were gained, it’s also enough that they just work.

Customizing Foci

Sometimes not everything about a focus is right for a character’s concept, or perhaps the GM needs additional guidelines for creating a new focus. Either way, the solution lies in looking at foci abilities at their most basic default levels.

At any tier, a player can select one of the following abilities in place of the ability granted by the tier. Many of these replacement abilities, particularly at the higher tiers, might involve body modification, integration with high-tech devices, learning powerful magic spells, uncovering forbidden secrets, or something similar appropriate to the genre.

Tier 1

@UUID[Compendium.cyphersystem-compendium.abilities.2x7nMe9ZGp3VjI8B]{Combat Prowess} @UUID[Compendium.cyphersystem-compendium.abilities.RnK2bmvUb7RIVPSA]{Enhanced Potential}

Tier 2

Lower-tier ability: choose any tier 1 replacement ability, above.

@UUID[Compendium.cyphersystem-compendium.abilities.CtRvLxfUlCynJv1B]{Skill With Defense} @UUID[Compendium.cyphersystem-compendium.abilities.yl2zo179wXZW5Xxc]{Practiced With All Weapons} @UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks}

Tier 3

Lower-tier ability: choose any tier 1 or 2 replacement ability, above.

@UUID[Compendium.cyphersystem-compendium.abilities.b776WTF2u1roh3n0]{Incredible Health} @UUID[Compendium.cyphersystem-compendium.abilities.rqC9cEmRkvm29N56]{Fusion Armor}

Tier 4

Lower-tier ability: choose any tier 1, 2, or 3 replacement ability, above.

@UUID[Compendium.cyphersystem-compendium.abilities.VsKeNcF252yKnh2O]{Poison Resistance} @UUID[Compendium.cyphersystem-compendium.abilities.V2BSB9or5UJdTiYF]{Built-in Weaponry}

Tier 5

Lower-tier ability: choose any tier 1, 2, 3, or 4 replacement ability, above.

@UUID[Compendium.cyphersystem-compendium.abilities.wWN4y4rATxbtMCMo]{Adaptation} @UUID[Compendium.cyphersystem-compendium.abilities.FjXL6iSD1CJKbuGT]{Defensive Field}

Tier 6

Lower-tier ability: choose any tier 1, 2, 3, 4, or 5 replacement ability, above.

@UUID[Compendium.cyphersystem-compendium.abilities.cbXNxvPdWEbKF6nA]{Reactive Field}

Foci

The full description for each focus ability listed in this section is found in the Abilities chapter, which has descriptions for type, flavor, and focus abilities in a single vast catalog.

Abides in Stone

Your flesh is made of hard mineral, making you a hulking, difficult-to-harm humanoid.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.pXrC4lkMOY7CvFLk]{Golem Body}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.U9ZBl9NeipxSLavS]{Golem Healing}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.aFEBxDGnuFi20cLo]{Golem Grip}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.zuEylYrgOVAAjs71]{Trained Basher}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.E0k0LUw0epjJGrv9]{Golem Stomp} or @UUID[Compendium.cyphersystem-compendium.abilities.NFsoXUQaq3I5h2UY]{Weaponization}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.Uk6ceaEWFjcoHNTI]{Deep Reserves}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.F6mAzjhG2T4irVjy]{Specialized Basher}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.4BQHOR98z3TYJPQu]{Still As a Statue}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.fkedtvx6UakJPOZN]{Ultra Enhancement} or @UUID[Compendium.cyphersystem-compendium.abilities.laxdkyrDuOhxfWKc]{Mind Surge}

GM Intrusions: Creatures of stone sometimes forget their own strength or weight. A walking statue can terrify common folk.

Absorbs Energy

You can harness kinetic energy and transform it into other kinds of energy.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.62zBqhQoPk6IV8lF]{Absorb Kinetic Energy}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.NMjccuRLDDnfZtZe]{Release Energy}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.UJst9mtUKNTe3Pd2]{Energize Object}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.yvPcOjjqyU3618Ob]{Absorb Pure Energy} or @UUID[Compendium.cyphersystem-compendium.abilities.wrPVUnJauasIH886]{Improved Absorb Kinetic Energy}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.Y7HUEp7IxdPuur8V]{Overcharge Energy}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.LwmoGOpgHy1K2dU4]{Energize Creature}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.5i6TqVJQQ4sTvqTm]{Energize Crowd} or @UUID[Compendium.cyphersystem-compendium.abilities.m21TAvxSQn1rGx3d]{Overcharge Device}

GM Intrusions: Energy goes to ground in a destructive way. Some predators feed directly on energy. An unintended item is drained of energy.

Awakens Dreams

You can pull images from dreams and bring them to life in the waking world.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.y08bfWS5eyeUJB3J]{Dreamcraft}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.bcEupdsF6FduFPwe]{Oneirochemy}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.bH57y3PYsMceluGy]{Dream Thief}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.FBCpBF9PXlEtIX4m]{Dream Becomes Reality} or @UUID[Compendium.cyphersystem-compendium.abilities.7GsuhcRTpDX0d1em]{Enhanced Intellect}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.FIU24o7T66ViVgyg]{Daydream}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.pUbqCBV3dBOWFgmv]{Nightmare}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.2iAHsn5ie8sYRiyb]{Chamber of Dreams} or @UUID[Compendium.cyphersystem-compendium.abilities.cbXNxvPdWEbKF6nA]{Reactive Field}

GM Intrusions: An unexpected sleepwalking episode puts the character into a dangerous situation. A nightmare breaks free of a dream.

Battles Robots

You excel in battling robots, automatons, and machine entities.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.atQ5yNq1ZEyy0z5j]{Machine Vulnerabilities}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.pYsmdnNte7o5Flca]{Tech Skills}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.aNNLomN5nZc52ZT4]{Defense Against Robots}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.QHSH8fE6l3bKz2xl]{Machine Hunting}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.ka5VA9XBi4OTnKVa]{Disable Mechanisms} or @UUID[Compendium.cyphersystem-compendium.abilities.uG2ACHNAPoZirp0b]{Surprise Attack}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.NoKdHv0FSytZR4iF]{Robot Fighter}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.NJakiz9yvoflzzBD]{Drain Power}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.jHrQLzIfjKtXBoJL]{Deactivate Mechanisms} or @UUID[Compendium.cyphersystem-compendium.abilities.58CLKxSLgaT6W6Cj]{Lethal Damage}

GM Intrusions: The robot explodes upon defeat. Other robots come after the character for revenge.

Bears a Halo of Fire

You can sheath your body in flames, which protects you and harms your foes.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.AzMtxh562JfrPdKZ]{Shroud of Flame}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.NJjAmyf9zhjRTNme]{Hurl Flame}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.TWqyBv9PEjwJKd1y]{Wings of Fire} or @UUID[Compendium.cyphersystem-compendium.abilities.srn53BB1da8Elh1t]{Fiery Hand of Doom}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.tJQmvEiYq2xBv4ZJ]{Flameblade}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.6fpCYtBDCfW6m1b0]{Fire Tendrils}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.NVdx8QjmTP5eOjDh]{Fire Servant} or @UUID[Compendium.cyphersystem-compendium.abilities.PLsz8IqWScZt0Ott]{Inferno Trail}

GM Intrusions: Fire burns flammable material. Fire spreads out of control. Primitive creatures fear fire and often attack what they fear.

Blazes With Radiance

You can create light, sculpt it, bend it away from you, or gather it to use as a weapon.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.ea7BzQy6fZqHQNET]{Enlightened}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.xZQXXjAWGBo7mTHU]{Illuminating Touch}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.teFcKcbo5ZBFbfRl]{Dazzling Sunburst}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.IUlsD8Zxp8AYbO4h]{Burning Light} or @UUID[Compendium.cyphersystem-compendium.abilities.CtRvLxfUlCynJv1B]{Skill With Defense}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.iIlgHiF1EN0fEpYx]{Sunlight}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.PyVeE7CtDVDksWG6]{Disappear}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.cE7JPRHLqIdM3b9V]{Living Light} or @UUID[Compendium.cyphersystem-compendium.abilities.FjXL6iSD1CJKbuGT]{Defensive Field}

GM Intrusions: Allies are accidentally dazzled or blinded. Bright flashes draw guards.

Brandishes an Exotic Shield

You deploy an amazing shield of pure force that provides protection and some offensive options.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.yb5PaVIPimrcJxFg]{Force Field Shield}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.aidcxXW6MokDMqY7]{Force Bash}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.vPflrS1giYnMoqL2]{Enveloping Shield}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.6nm35znCQzjAk6Gb]{Healing Pulse} or @UUID[Compendium.cyphersystem-compendium.abilities.SPL1URVkuo4PJP8I]{Throw Force Shield}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.B5zrSVUs54TUALFB]{Energized Shield}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.TXNhhyj63MMp2dVF]{Force Wall}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.zflNCqrmTL7vrYg1]{Bouncing Shield} or @UUID[Compendium.cyphersystem-compendium.abilities.Np67YSIzrP6w1PPb]{Shield Burst}

GM Intrusions: The shield is temporarily lost. A foe temporarily ends up with the shield.

Builds Robots

Your robotic creations do as they are commanded.

The word “robot” is used in this focus, though the robot you create might look very different from one created by someone else, depending on the genre. Steampunk robots, organic robots, or even magical golems are all feasible “robots.”

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.paIv2etaqLqY76y0]{Robot Assistant}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.pUliR2uWpIcE6jQX]{Robot Builder}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.kgCuCmU8kn0UMy8v]{Robot Control}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.ETGBAqAc1ApFH5cx]{Expert Follower} or @UUID[Compendium.cyphersystem-compendium.abilities.CtRvLxfUlCynJv1B]{Skill With Defense}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.BSx4qB29VwRUISm6]{Robot Upgrade}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.yqhUXLWMSNn5IYOn]{Robot Fleet}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.HAVNfVKAdwtJF6Jj]{Robot Evolution} or @UUID[Compendium.cyphersystem-compendium.abilities.BSx4qB29VwRUISm6]{Robot Upgrade}

GM Intrusions: The robot is hacked, gains a mind of its own, or unexpectedly detonates.

Calculates the Incalculable

Awesome mathematical ability allows you to model the world in real time, giving you an edge over everyone.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.vcbIe2sSMKJmawl4]{Predictive Equation}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.A853pOqz5BmPfh4w]{Higher Mathematics}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.V5oEOJ4i32t97yOG]{Predictive Model}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.CNw7shehsdySzhAK]{Subconscious Defense} or @UUID[Compendium.cyphersystem-compendium.abilities.7GsuhcRTpDX0d1em]{Enhanced Intellect}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.Z7JkIlrv7gxim4Fn]{Cognizant Offense}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.34Ycb9VK8JwHgSl4]{Greater Enhanced Intellect}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.GnQRIvynqXx1R2a0]{Further Mathematics}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.wlkPdME0r3hx9VbE]{Knowing the Unknown} or @UUID[Compendium.cyphersystem-compendium.abilities.34Ycb9VK8JwHgSl4]{Greater Enhanced Intellect}

GM Intrusions: Too many predicted results threaten to overwhelm and stun the character. A result points to imminent disaster.

Channels Divine Blessings

A devout follower of a divine being, you channel some of your deity’s power to achieve wonders.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.I9m3nOdBZ2HoEmbj]{Blessing of the Gods}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.7GsuhcRTpDX0d1em]{Enhanced Intellect}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.dJTgtIs80gOoI6ac]{Divine Radiance} or @UUID[Compendium.cyphersystem-compendium.abilities.NgHLZq3tZ3CFJvYv]{Fire Bloom}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.gDwPpgIAocEfQjPx]{Overawe}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.OkKNmMvLFwHxUv2r]{Divine Intervention}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.tgaSXp1VQiec8Jst]{Divine Symbol} or @UUID[Compendium.cyphersystem-compendium.abilities.LnZkUlKUuuD7iW3P]{Summon Demon}

GM Intrusions: A demon investigates divine magic use. A rival cult has issues with the character’s teachings.

Commands Mental Powers

You can pull images from dreams and bring them to life in the waking world.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.L2NOLfflU6HNleuT]{Telepathic}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.W5Zt9qDKCtNr49BC]{Mind Reading}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.Mc8L07dpf605FDo9]{Psychic Burst} or @UUID[Compendium.cyphersystem-compendium.abilities.iRqXVpngq6vfgtEn]{Psychic Suggestion}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.FktE2hQhSKXbWcQU]{Use Senses of Others}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.N0wzhZ676UrCR8M4]{Precognition}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.Vcfc6yjbqX6WSzCf]{Mind Control} or @UUID[Compendium.cyphersystem-compendium.abilities.K0C60k7wHBSpMQX4]{Telepathic Network}

GM Intrusions: Something glimpsed in the target’s mind is horrifying. A feedback loop allows the target to read the character’s mind.

Conducts Weird Science

Your preternatural insight and ability make you a scientist capable of amazing feats.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.4PVFXmi2cxI8MdpR]{Lab Analysis}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.eEGFknWQZUBNXn99]{Knowledge Skills}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.mFPUUmBIcGGsuwNd]{Modify Device}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.G0hoaZFQpdG7FfxO]{Better Living Through Chemistry} or @UUID[Compendium.cyphersystem-compendium.abilities.b776WTF2u1roh3n0]{Incredible Health}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.eEGFknWQZUBNXn99]{Knowledge Skills}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.gjBFpV2OvDmBqeE3]{Just a Bit Mad}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.RHLBHQuskBAVGnU8]{Weird Science Breakthrough}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.CyuPiJdYZIfNcTSy]{Incredible Feat of Science}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.JeqLEAcHOYVd78TH]{Inventor} or @UUID[Compendium.cyphersystem-compendium.abilities.FjXL6iSD1CJKbuGT]{Defensive Field}

GM Intrusions: Creations get out of control. Side effects cannot always be predicted. Weird science terrifies people and can draw the media. When a device created or modified by weird science is depleted, it detonates.

Consorts With the Dead

The dead answer your questions, and their reanimated corpses serve you.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.nvA3LwoSP7jf4h8G]{Speaker for the Dead}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.yaLHxRtVBhveqHJA]{Necromancy}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.uPvNopNWTgHGIPyR]{Reading the Room} or @UUID[Compendium.cyphersystem-compendium.abilities.rRDSzPJtUCwRVXFR]{Repair Flesh}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.vEVmBgz2TxOH3aSk]{Greater Necromancy}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.kKYyGbrQxDRSOh37]{Terrifying Gaze}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.GDphyYXSfjKE5BST]{True Necromancy} or @UUID[Compendium.cyphersystem-compendium.abilities.Gsre3acJaxhGBa0S]{Word of Death}

GM Intrusions: The character’s necromantic reputation precedes them. A corpse seeks revenge for being reanimated.

Controls Beasts

Your ability to communicate and lead beasts is uncanny.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.bOohoEcDegDBinFc]{Beast Companion}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.gT21nqWZ9Es576oC]{Soothe the Savage}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.OIk4usP2NFT0tDu7]{Communication}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.cGcblQ2qvyHM02kY]{Mount} or @UUID[Compendium.cyphersystem-compendium.abilities.h1rn92kIqG5VVYd6]{Stronger Together}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.zstBkLwRduC7vgGT]{Beast Eyes}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.0IlHHY1ktkN2L5Sp]{Improved Companion}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.pFWDdnTXCiPfwsWv]{Beast Call}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.Qm31Nw2SkBpVcv9M]{As If One Creature} or @UUID[Compendium.cyphersystem-compendium.abilities.LvoH43SKKtr3urKo]{Control the Savage}

GM Intrusions: The community is reluctant to welcome dangerous animals. Out-of-control beasts become a real hazard.

Controls Gravity

You can sway the attraction of gravity itself.

Type Swap Option: Weighty

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.UCR0rx32kEsTcgnF]{Hover}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.QH3l6ojVnasZm5U8]{Enhanced Speed Edge}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.SHMGbt30RfePtyNE]{Define Down} or @UUID[Compendium.cyphersystem-compendium.abilities.jbhcWHMiQQaR9ukO]{Gravity Cleave}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.eJpNT3QObtYiDfXY]{Field of Gravity}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.abdAcwYE8L00VakL]{Flight}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.Cnvf8fv0EEKU3iSn]{Improved Gravity Cleave} or @UUID[Compendium.cyphersystem-compendium.abilities.tMOeiKWrhp5P5CCQ]{Weight of the World}

GM Intrusions: Onlookers react with unreasoning fear. A weird interaction sends an ally or object careening into the sky.

Crafts Illusions

You fashion images from light that are so perfect they seem real.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.l60mmJrF1GupXLJB]{Minor Illusion}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.asQqC0DepYcsPxRV]{Illusory Disguise}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.JwG4lCSZIG3qUQAi]{Cast Illusion} or @UUID[Compendium.cyphersystem-compendium.abilities.hNsph7BRwllVSUre]{Major Illusion}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.hJV3hrSYcq3Zbzl5]{Illusory Selves}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.9cJ6gJZc7datpQwJ]{Terrifying Image}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.lCWWUQ0vYH2odiDv]{Grandiose Illusion} or @UUID[Compendium.cyphersystem-compendium.abilities.RNJbp1eAcMqSnYvb]{Permanent Illusion}

GM Intrusions: The illusion isn’t believable. The illusion is pierced at just the wrong moment.

Crafts Unique Objects

You’re an inventor of strange and useful objects.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.fkyJ02LbeOAfDxcF]{Crafter}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.YF8CYsYKcXpdfqH5]{Master Identifier}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.yIdq1lu1eUAkNyDC]{Artifact Tinkerer}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.m6X5wyPUPdhqLTIp]{Quick Work}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.4JDFgEhyhqReRngE]{Master Crafter} or @UUID[Compendium.cyphersystem-compendium.abilities.V2BSB9or5UJdTiYF]{Built-in Weaponry}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.M3TM1cORNnlEN0ZO]{Cyphersmith}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.y3qXWOUu7mAhg6Rb]{Innovator}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.JeqLEAcHOYVd78TH]{Inventor} or @UUID[Compendium.cyphersystem-compendium.abilities.rqC9cEmRkvm29N56]{Fusion Armor}

GM Intrusions: The object malfunctions, breaks, or suffers catastrophic or unexpected failure.

Cyphersmith works only in a setting where the cyphers are physical objects. If this isn’t the case, this ability should probably be replaced with something akin to Weird Science Breakthrough from the Conducts Weird Science focus.

Dances With Dark Matter

You can manipulate shadow and “dark” matter.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.7aCeBDGZqu8A9hMQ]{Ribbons of Dark Matter}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.VWehoqF0N6s0WMLK]{Void Wings}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.XYbtbbVKFYmDfmjO]{Dark Matter Shroud} or @UUID[Compendium.cyphersystem-compendium.abilities.MqGMnSIkHK4rOFSm]{Dark Matter Strike}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.yB4tnpDNVSOxgruq]{Dark Matter Shell}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.b44vvK2YjdSeYPJc]{Windwracked Traveler}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.JUn27j5YI3dRh2jJ]{Dark Matter Structure} or @UUID[Compendium.cyphersystem-compendium.abilities.apQwshUTjCQPym8A]{Embrace the Night}

GM Intrusions: Dark matter skulks away as if possessed by a mind of its own.

Defends the Gate

Everyone wants you on their side when it comes to a fight because nothing gets by you.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.C9x7b1qN4qmm568P]{Fortified Position}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.POaewj2PWMMfCY1i]{Rally to Me}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.VgomhLKFHDDAzW9T]{Mind for Might}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.ZvKFftq7doCxI7T5]{Fortification Builder} or @UUID[Compendium.cyphersystem-compendium.abilities.LODZEYtmmBN5D9zZ]{Divert Attacks}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.R9KnCCvGoEHvV1p0]{Greater Enhanced Might}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.hCAzOVpH0jrYc9qk]{Reinforcing Field}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.KBykf0P4WQ9Lb6TN]{Generate Force Field} or @UUID[Compendium.cyphersystem-compendium.abilities.eQIPJk2xcFGfDr3H]{Stun Attack}

GM Intrusions: A strategically important structure collapses. The enemy attacks from an unexpected direction.

Defends the Weak

You stand up for the helpless, the weak, and the unprotected.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.YvPBxDxLz16Usm7m]{Courageous}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.6zU8AURXjXgG63j6]{Warding Shield}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.9p2RJYFo6s55F5Ha]{Devoted Defender}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.fh7tK1BVjgSfZ8ml]{Insight}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.Su3LkSzdGHg9w1RO]{Dual Wards} or @UUID[Compendium.cyphersystem-compendium.abilities.GAeUBbQWE3ryv50V]{True Guardian}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.lb5Bo8BpNXdVMkmt]{Combat Challenge}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.JrSM5XYgXpxNnLl2]{Willing Sacrifice}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.aDnA7oA9ZYCEfprI]{Resuscitate} or @UUID[Compendium.cyphersystem-compendium.abilities.mjEFQ3ndDRvLB5Dj]{True Defender}

GM Intrusions: A character focused on protecting others may periodically leave themselves vulnerable to attacks.

Descends From Nobility

A descendent of wealth and power, you carry a noble title and the abilities granted by a privileged upbringing.

Type Swap Option: @UUID[Compendium.cyphersystem-compendium.abilities.S2OZtm12S2YvxD7H]{Retinue}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.xMRRfjFF0POkxyea]{Privileged Nobility}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.A8CGMbLGsJ3AHKMP]{Trained Interlocutor}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.zTsjsWVgzjQzl2MW]{Advanced Command} or @UUID[Compendium.cyphersystem-compendium.abilities.AAUqaiWxC5V4e1VH]{Noble’s Courage}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.ETGBAqAc1ApFH5cx]{Expert Follower}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.T5tn7zItPyaRcYNC]{Asserting Your Privilege}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.Eez3uExkDA20XJg3]{Able Assistance} or @UUID[Compendium.cyphersystem-compendium.abilities.qbXP6HlN56bPt7cq]{Mind of a Leader}

GM Intrusions: Debts incurred by a family are owed by the character. A long-lost sibling seeks to disinherit rivals. An assassin finds the character.

Doesn’t Do Much

You’re a slacker, but you know a little about a lot of things.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.aOzkoVf0mNSkZBtn]{Life Lessons}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.2fU3nI68oi5ScziC]{Totally Chill}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks} or @UUID[Compendium.cyphersystem-compendium.abilities.uhC4ubTGfhkNvIMX]{Improvise}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.aOzkoVf0mNSkZBtn]{Life Lessons}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.nOuOE3EkrNr81pSq]{Greater Skill With Defense}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.4necR0YTsaij4ojD]{Greater Enhanced Potential}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.wztu6KcpILxwlFTU]{Drawing on Life’s Experiences} or @UUID[Compendium.cyphersystem-compendium.abilities.Mac5S0sQe9Muf4Mv]{Quick Wits}

GM Intrusions: New situations are confounding and stressful. Past actions (or inactions) come back to haunt the character.

Drives Like A Maniac

Whether balancing on two wheels, jumping another vehicle, or driving head-on toward an oncoming enemy car, you don’t think about the risks when you’re behind the wheel.

Someone who Drives Like a Maniac needs access to a vehicle.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.DCuOpij3sNomBe1a]{Driver}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.1fu5C9JHmORmWTR8]{Driving on the Edge}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.lY7NaxsFxt1XZVk5]{Car Surfer}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.HHcC89OKZACgLB8Y]{Stare Them Down}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.hQx9SoUhY6jzUeTW]{Expert Driver} or @UUID[Compendium.cyphersystem-compendium.abilities.QH3l6ojVnasZm5U8]{Enhanced Speed Edge}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.EQXA8Gcwdc7dU8lw]{Sharp-Eyed}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.tuofJSTVjOEwRUem]{Enhanced Speed}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.vVax9KyZ3U4Wpok8]{Something in the Road}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.qKDngpAWNEzhdRj5]{Trick Driver} or @UUID[Compendium.cyphersystem-compendium.abilities.58CLKxSLgaT6W6Cj]{Lethal Damage}

GM Intrusions: The engine develops a knock. The bridge on the road ahead is out. The windshield shatters. Someone unexpectedly runs in front of the vehicle.

Emerged From the Obelisk

Your body, hard as crystal, gives you a suite of unique abilities, gained after an interaction with a floating crystalline obelisk.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.bzeuikGxbM7noj2z]{Crystalline Body}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.UCR0rx32kEsTcgnF]{Hover}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.QsXOz48JgyXYEEqS]{Inhabit Crystal} or @UUID[Compendium.cyphersystem-compendium.abilities.4Fe5z4FD71eHlbbd]{Immovable}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.hIWg9VFNnYnrknAu]{Crystal Lens}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.ucsscEpO5L2gIYZg]{Resonant Frequency}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.bY52t6eGONKu8Kr4]{Resonant Quake} or @UUID[Compendium.cyphersystem-compendium.abilities.tR2v2vMu3TgN21OJ]{Return to the Obelisk}

GM Intrusions: Cyphers and artifacts react unexpectedly in the character’s hands.

Employs Magnetism

You command metal and the power of magnetism.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.p2JmtbtuzscW1ogs]{Move Metal}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.MK2dp11krszjDsyc]{Repel Metal}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.0XSuUGS0UyrhiW44]{Destroy Metal} or @UUID[Compendium.cyphersystem-compendium.abilities.4v5pXMwFeB7xQzME]{Guide Bolt}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.n985WYLPzj2XqBry]{Magnetic Field}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.uN2YVmNxkFj3SFof]{Command Metal}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.fruWNFBBNLpcGLaC]{Diamagnetism} or @UUID[Compendium.cyphersystem-compendium.abilities.SZtOjKk7ScShJT6G]{Iron Punch}

GM Intrusions: The metal twists, bends, or produces shrapnel. A lapse in concentration might cause something to slip or drop at just the wrong time.

Entertains

You perform, mostly for the benefit of others.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.rfsCCpxcsjc8hr60]{Levity}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.oilgQ4oM02Pa0eNp]{Inspiration}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.eEGFknWQZUBNXn99]{Knowledge Skills} or @UUID[Compendium.cyphersystem-compendium.abilities.4necR0YTsaij4ojD]{Greater Enhanced Potential}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.CLObcsu2DKKKhzyK]{Calm}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.Eez3uExkDA20XJg3]{Able Assistance}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.kZ3LhhYZKrcnBplY]{Master Entertainer} or @UUID[Compendium.cyphersystem-compendium.abilities.xRIDlrBzTXVYC5rh]{Vindictive Performance}

GM Intrusions: The audience is annoyed or offended. Musical instruments break. Paints dry in their pots. The words to a poem or song are forgotten.

Note: Erratum

It seems that the tier 2 ability is supposed to be @UUID[Compendium.cyphersystem-compendium.abilities.DLxDL49VjUEMAjxZ]{Inspiring Ease} instead of Inspiration.

Exists in Two Places at Once

You exist in two places at once.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.P1jQZdPIrxo4wNlr]{Duplicate}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.PRh7n2VLXyRa4il9]{Share Senses}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.FwEUY43Q8EMVCCsL]{Superior Duplicate} or @UUID[Compendium.cyphersystem-compendium.abilities.oEubmS7pZ3zFK8uJ]{Resilient Duplicate}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.nVFRDMhuWDrdve4F]{Damage Transference}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.jmjxGRJTwztzBtLc]{Coordinated Effort}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.rsYzxCchklPSFAp7]{Multiplicity} or @UUID[Compendium.cyphersystem-compendium.abilities.oEubmS7pZ3zFK8uJ]{Resilient Duplicate}

GM Intrusions: Perceiving the world from two different places disorients the character, causing momentary vertigo, nausea, or confusion.

Exists Partially Out of Phase

A bit translucent, you’re slightly out of phase and can move through solid objects.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.g0SqMvb020tiTQ48]{Walk Through Walls}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.2j6Hqr2Y8Xbz97c4]{Defensive Phasing}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.cJB7wj5okdPZuRNb]{Phased Attack} or @UUID[Compendium.cyphersystem-compendium.abilities.MFBq4Fc432FS6nkX]{Phase Door}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.Kk9lHkiaqsr3pUmk]{Ghost}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.QLRztjFH4YetYM6l]{Untouchable}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.xHLPf1FETmn06aA8]{Enhanced Phased Attack} or @UUID[Compendium.cyphersystem-compendium.abilities.ptH3O4GES71CClGO]{Phase Foe}

GM Intrusions: The character is sent phasing into an unexpected dimension. The character becomes lost in a large solid.

Explores Dark Places

You’re the archetypal treasure hunter, scavenger, and finder of lost things.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.MwDYD8V1CJv8w9rR]{Superb Explorer}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.aJ1T8XqGF38vyzV2]{Superb Infiltrator}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.xskKzxBoGvSrje4e]{Eyes Adjusted}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.LdHCwZcifnRRuPrp]{Nightstrike} or @UUID[Compendium.cyphersystem-compendium.abilities.JhBTTC5ZUTT8NvUA]{Slippery Customer}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.5t5EIoGSan3pQ08D]{Hard-Won Resilience}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.xRvaY8SG4HVy5WO8]{Dark Explorer}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.XRXQwJplJrm7onbN]{Blinding Attack} or @UUID[Compendium.cyphersystem-compendium.abilities.2asT0zvk1kw5hC1v]{Embraced by Darkness}

GM Intrusions: Possessions fall out of pockets or bags in the dark; maps get lost; information gained fails to include an important detail.

Fights Dirty

You’ll do anything to win a fight: bite, scratch, kick, trick, and worse.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.VAGafmOiBpvU2eq0]{Tracker}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.gwMRhz3h9zxbVQXt]{Stalker}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.sHdBJdVshvtAqz1K]{Sneak}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.FEkLEYwk7r9KE7oC]{Quarry}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.7Gxuqkwo4i47yHe3]{Betrayal} or @UUID[Compendium.cyphersystem-compendium.abilities.uG2ACHNAPoZirp0b]{Surprise Attack}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.R9WffstnihzBuuvW]{Mind Games}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.gNRMG3mJTzWaCGph]{Capable Warrior}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.vhGEeFVgyqX1gzRr]{Using the Environment}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.Z4QcjOxgltEJPm96]{Twisting the Knife} or @UUID[Compendium.cyphersystem-compendium.abilities.KNElOxbWobS1ygLv]{Murderer}

GM Intrusions: People look poorly upon those who cheat or fight without honor. Sometimes a dirty trick backfires.

Fights With Panache

You’re a swashbuckling daredevil who fights with flamboyant style that’s entertaining to watch.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.b8rtgyatE8o9FaRS]{Attack Flourish}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.GQeO9RXVzeriLsfy]{Quick Block}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.ra0A8MtQjZEYhJPr]{Acrobatic Attack} or @UUID[Compendium.cyphersystem-compendium.abilities.tmrSKjGmjbxfIqPI]{Flamboyant Boast}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.3JWMtJBjf3oUWaxP]{Block for Another}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.jaGs9nmLaywdRMUN]{Fast Kill}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.vhGEeFVgyqX1gzRr]{Using the Environment}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.cuK7oPGFdlOPoc44]{Agile Wit} or @UUID[Compendium.cyphersystem-compendium.abilities.G5bTthwpEf5azVHA]{Return to Sender}

GM Intrusions: The display comes off looking silly, clumsy, or unattractive.

Flies Faster Than a Bullet

You can fly, and you’re superstrong, hard to hurt, and fast too. Is there anything you can’t do?

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.UCR0rx32kEsTcgnF]{Hover}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.4necR0YTsaij4ojD]{Greater Enhanced Potential}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.sPheWt9emoY3PCA8]{Hidden Reserves} or @UUID[Compendium.cyphersystem-compendium.abilities.rYyymKUc0QKWdNsy]{See Through Matter}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.Zps9ZUc9RD1mRDEK]{Blink of an Eye}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.s68x7VxwueUkCkOg]{Up to Speed}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.sbGo2i4oqy1aUeQ6]{Not Dead Yet}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.IUlsD8Zxp8AYbO4h]{Burning Light} or @UUID[Compendium.cyphersystem-compendium.abilities.NMgopYfoagESHtea]{Ignore Affliction}

GM Intrusions: A nemesis finds the character. A strange material is found to nullify the character’s abilities.

Focuses Mind Over Matter

You can telekinetically move objects with your mind without physically touching them.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.LODZEYtmmBN5D9zZ]{Divert Attacks}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.xDn74LRD6xlMUqj2]{Telekinesis}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.gyZd83dgvZnQrmbb]{Cloak of Opportunity} or @UUID[Compendium.cyphersystem-compendium.abilities.bvqDafTBMB7Uo9Qj]{Enhance Strength}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.loOJI9ZakIwGrmW1]{Apportation}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.8wSx2qtKXq0dWxId]{Psychokinetic Attack}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.iEOf9IkbHU8oBOMm]{Improved Apportation} or @UUID[Compendium.cyphersystem-compendium.abilities.YFbC1HRis4SpZgrS]{Reshape}

GM Intrusions: One mental slip, and moving objects drop or fragile objects break. Sometimes the wrong item moves, falls, or breaks.

Note: Erratum

It seems that the tier 1 ability is supposed to be @UUID[Compendium.cyphersystem-compendium.abilities.YcDF62pED8waUtry]{Deflect Attacks} instead of Divert Attacks.

Fuses Flesh and Steel

Your body is part machine.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.dPFQTFRzv7D7PYKq]{Enhanced Body}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.4dTGeclZRVjzn5tT]{Interface}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.syiylO75dZlcUp3i]{Sensing Package} or @UUID[Compendium.cyphersystem-compendium.abilities.NFsoXUQaq3I5h2UY]{Weaponization}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.42sPqHxJEybiZ6Vh]{Fusion}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.Uk6ceaEWFjcoHNTI]{Deep Reserves}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.laxdkyrDuOhxfWKc]{Mind Surge} or @UUID[Compendium.cyphersystem-compendium.abilities.fkedtvx6UakJPOZN]{Ultra Enhancement}

GM Intrusions: People in most societies are afraid of someone who is revealed to have mechanical parts.

Fuses Mind and Machine

Electronic aids implanted in your brain make you a mental powerhouse.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.7GsuhcRTpDX0d1em]{Enhanced Intellect}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.eEGFknWQZUBNXn99]{Knowledge Skills}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.2GicRKJcPO3hmlwD]{Network Tap}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.GK0o4fjCtxgAP269]{Action Processor} or @UUID[Compendium.cyphersystem-compendium.abilities.dLJ0B35UlB5wxCf4]{Machine Telepathy}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.34Ycb9VK8JwHgSl4]{Greater Enhanced Intellect}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.eEGFknWQZUBNXn99]{Knowledge Skills}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.MA2Pwhbpbq2SSIQy]{See the Future}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.teF5kZpAuRfZKfxn]{Machine Enhancement} or @UUID[Compendium.cyphersystem-compendium.abilities.laxdkyrDuOhxfWKc]{Mind Surge}

GM Intrusions: Machines malfunction and shut down. Powerful machine intelligences can take control of lesser thinking machines. Some people don’t trust a person who isn’t fully organic.

Grows to Towering Heights

For brief periods, you can grow larger and, with enough experience, to towering heights.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.HDYOv1V10xpFbFI7]{Enlarge}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.HoUOwIPfKTlxyQH0]{Freakishly Large}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.GmMePJHTRl6PshR6]{Bigger}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.wifCvRG9OhsTDT30]{Advantages of Being Big}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.uNzF1oQKJ6T1yqL4]{Huge} or @UUID[Compendium.cyphersystem-compendium.abilities.WuNUt6ltWGDdjNLS]{Throw}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.48i5ybVtZaTlFLJf]{Grab}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.0XYaYNoQzrYYKR4p]{Gargantuan}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.hbbPZIjq81Qqdp6i]{Colossal} or @UUID[Compendium.cyphersystem-compendium.abilities.58CLKxSLgaT6W6Cj]{Lethal Damage}

GM Intrusions: Rapid growth knocks over furnishings or smashes through ceilings or hanging lights. An enlarged character breaks through the floor.

Helps Their Friends

You love your friends and help them out of any difficulty, no matter what.

Type Swap Option: Advice From a Friend

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.lZCAKgP966BuU4uF]{Friendly Help}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.YvPBxDxLz16Usm7m]{Courageous}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.QGSHCRW46vn5Xdwu]{Weather the Vicissitudes}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.knh2MWMhCgqOjWYD]{Buddy System} or @UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.RgosWDt0hkosbVQr]{In Harm’s Way}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.MwVDTy2Rx1V7Tyly]{Enhanced Physique}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.FiSwskgQGBjp4IhZ]{Inspire Action}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.1tkQKo32UKxTUUPn]{Deep Consideration} or @UUID[Compendium.cyphersystem-compendium.abilities.CtRvLxfUlCynJv1B]{Skill With Defense}

GM Intrusions: Others sometimes have ulterior motives. The law takes an undue interest. Even when everything goes right, repercussions follow.

Howls at the Moon

For brief periods, you become a fearsome and powerful creature with control issues.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.8DXGUr433iXaVCSv]{Beast Form}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.wIOwT1tjGLMYzZAb]{Controlled Change}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.NIePQkLH2DTVjZR2]{Bigger Beast Form} or @UUID[Compendium.cyphersystem-compendium.abilities.Ee8QC6fkRvD1yw6h]{Greater Beast Form}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.wqzexDdZolWgxAza]{Greater Controlled Change}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.A9uQnidn6SKTNHJA]{Enhanced Beast Form}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.58CLKxSLgaT6W6Cj]{Lethal Damage} or @UUID[Compendium.cyphersystem-compendium.abilities.85DCcEDqvz6A0LkD]{Perfect Control}

GM Intrusions: The change happens in an uncontrolled fashion. People are terrified of monsters.

Hunts

You are a stalking hunter who excels at bringing down your selected quarry.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.b8rtgyatE8o9FaRS]{Attack Flourish}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.VAGafmOiBpvU2eq0]{Tracker}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.FEkLEYwk7r9KE7oC]{Quarry}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.sHdBJdVshvtAqz1K]{Sneak}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.aBfj6w1y6noOzB7d]{Horde Fighting} or @UUID[Compendium.cyphersystem-compendium.abilities.57txEIyzuPUQOqVP]{Sprint and Grab}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.uG2ACHNAPoZirp0b]{Surprise Attack}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.LE8NtDKG9TzXBv5B]{Hunter’s Drive}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.oroWEBbp3cvrYwH9]{Greater Skill With Attacks} or @UUID[Compendium.cyphersystem-compendium.abilities.ENO71nxs3MSKzvq6]{Multiple Quarry}

GM Intrusions: The quarry notices the character. The quarry isn’t as vulnerable as it seemed.

Infiltrates

Subtlety, guile, and stealth allow you to get in where others can’t.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.QAdh0yZBjJsHdJjD]{Stealth Skills}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.WUY75HFAqAu1i9ku]{Sense Attitudes}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.vFc52xBtBp69WglW]{Impersonate}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.LFiTEQpWhXBgIZWb]{Flight Not Fight}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.ZB80ZclRSzEcr4o1]{Awareness} or @UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.wvlSlYCJyrJuFqtn]{Invisibility}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.N0OZaNOIbHTiWDL1]{Evasion}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.3SiJ5Drao8XtmgzV]{Brainwashing} or @UUID[Compendium.cyphersystem-compendium.abilities.jrTEtAhE6GfLW7R4]{Spring Away}

GM Intrusions: Spies are treated harshly when caught. Allies disavow infiltrators who get caught. Some secrets are better left unknown.

Interprets the Law

You excel at winning others over to your views.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.EbnGDC61relhYaib]{Opening Statement}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.xBQM1AmjmcjmPDDD]{Knowledge of the Law}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.2GwH3ugd7aHrWZRz]{Debate}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.Eez3uExkDA20XJg3]{Able Assistance} or @UUID[Compendium.cyphersystem-compendium.abilities.FQPA8oY3xiZIL6aG]{Enhanced Intellect Edge}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.Hw16NpdbdJOqVF4z]{Castigate}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.kcXnkEBuyNil4Nd4]{No One Knows Better}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.4necR0YTsaij4ojD]{Greater Enhanced Potential} or @UUID[Compendium.cyphersystem-compendium.abilities.pGJIwlCJDib2Splm]{Legal Intern}

GM Intrusions: Onlookers react badly to a know-it-all. A distraction or interruption throws the character’s argument off the rails.

Is Idolized by Millions

You’re a celebrity and most people adore you.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.ZK4CUb9HH4J5A8IN]{Entourage}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.zGoUoC6i0f1SbUqE]{Celebrity Talent}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.6QXGJBsJPDFgcdq5]{Perks of Stardom}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.b776WTF2u1roh3n0]{Incredible Health} or @UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.mUhnX0UmEw2BROkI]{Captivate With Starshine}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.ETGBAqAc1ApFH5cx]{Expert Follower}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.1W0sBVHxG7LESCPl]{Do You Know Who I Am?}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.zZYSSAFXtJcuezxM]{Transcend the Script} or @UUID[Compendium.cyphersystem-compendium.abilities.0IlHHY1ktkN2L5Sp]{Improved Companion}

GM Intrusions: Fans are endangered or hurt on your behalf. Someone in your entourage betrays you. Your show, tour, contract, or other event is canceled. The media posts photos of you in an embarrassing situation.

Is Licensed to Carry

You carry a gun and you know how to use it in a fight.

Although Is Licensed to Carry is designed with modern firearms in mind, it could apply to flintlock weapons, futuristic laser blasters, or other ranged weapons.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.1SBd1jm66eSo4eHn]{Gunner}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.wAbsUj5mHZatr3JG]{Practiced With Guns}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.Mbq7D0u4Vee0NKYz]{Careful Shot}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.I8N5PUMy5Eq7cqZl]{Trained Gunner} or @UUID[Compendium.cyphersystem-compendium.abilities.UlQ7w5iD57Hfdzce]{Damage Dealer}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.oNk0Nhle1XwBhOvp]{Snap Shot}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.WrJDw2X8JHcljjP4]{Arc Spray}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.BM6YnBez7sVnrGUh]{Special Shot} or @UUID[Compendium.cyphersystem-compendium.abilities.58CLKxSLgaT6W6Cj]{Lethal Damage}

GM Intrusions: Misfire or jam! The attack fails and the action is lost, plus an additional action is needed to fix the problem.

Is Wanted by the Law

“WANTED, DEAD OR ALIVE” posters (or their equivalent) have appeared featuring your face. It’s up to you whether it’s a mistake that snowballed out of control or you actually would kill someone just for looking at you.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.tuofJSTVjOEwRUem]{Enhanced Speed}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.UyQTRi5ZwWU5tMO0]{Danger Sense}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.uG2ACHNAPoZirp0b]{Surprise Attack}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.DMBJEypEWuAS2lai]{Outlaw Reputation} or @UUID[Compendium.cyphersystem-compendium.abilities.36nlDXhOP5e5dfns]{Successive Attack}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.jaGs9nmLaywdRMUN]{Fast Kill}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.fD8yD0pGCMdOJkGb]{Band of Desperados}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.sbGo2i4oqy1aUeQ6]{Not Dead Yet} or @UUID[Compendium.cyphersystem-compendium.abilities.58CLKxSLgaT6W6Cj]{Lethal Damage}

GM Intrusions: Most people do not take well to discovering a wanted outlaw in their midst.

Keeps a Magic Ally

An allied magic creature bound to an object (such as a minor djinn in a lamp, or a ghost in a pipe) is your friend, protector, and weapon.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.9Kag2UMn6Wdxq4Zo]{Bound Magic Creature}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.PCTUkuALVb0GdTCe]{Object Bond}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.1KjY8D1dvLc3NuUv]{Hidden Closet}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.l0OFjk5XVGV5LzP1]{Minor Wish} or @UUID[Compendium.cyphersystem-compendium.abilities.cGcblQ2qvyHM02kY]{Mount}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.QxOsAHpd8ZkEXI5u]{Improved Object Bond}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.m2j3n3xiExLcXAAn]{Moderate Wish}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.Aprz5cRtdgiAIYUM]{Object Bond Mastery} or @UUID[Compendium.cyphersystem-compendium.abilities.V7npSeuqG3JI4Dvv]{Trust to Luck}

GM Intrusions: The creature unexpectedly disappears into its bound object. The bound object cracks. The creature disagrees and doesn’t do as asked. The creature says it’s leaving unless a task is performed for it.

Leads

Your natural leadership capability allows you to command others, including a loyal band of followers.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.FDUGlu7DZhdfxH2P]{Natural Charisma}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.DmnRMTfHYaeoYFVu]{Good Advice}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.RnK2bmvUb7RIVPSA]{Enhanced Potential}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.4XwwFeGO5haHxvQs]{Basic Follower}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.zTsjsWVgzjQzl2MW]{Advanced Command} or @UUID[Compendium.cyphersystem-compendium.abilities.ETGBAqAc1ApFH5cx]{Expert Follower}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.8EMTH3JCrC5Vjt63]{Captivate or Inspire}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.4necR0YTsaij4ojD]{Greater Enhanced Potential}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.KpbEHKNSEycVB1GU]{Band of Followers} or @UUID[Compendium.cyphersystem-compendium.abilities.qbXP6HlN56bPt7cq]{Mind of a Leader}

GM Intrusions: Followers fail, betray, lie, become corrupted, get kidnapped, or die.

Learns Quickly

You deal with bad situations as they arise, learning new lessons each time.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.7GsuhcRTpDX0d1em]{Enhanced Intellect}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.0xVoKhKKvzxIbtJD]{There’s Your Problem}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.YCwy44WnpusEYN7g]{Quick Study}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.qgholblGXKQri99M]{Hard to Distract}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.FQPA8oY3xiZIL6aG]{Enhanced Intellect Edge} or @UUID[Compendium.cyphersystem-compendium.abilities.dVh39nh5ARUxreUc]{Flex Skill}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.dIK67k9aoBbFBnkf]{Pay It Forward}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.7GsuhcRTpDX0d1em]{Enhanced Intellect}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.2LaX22wvw35lDger]{Learned a Few Things}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.EE1xCQ3OvCrdrG6z]{Two Things at Once} or @UUID[Compendium.cyphersystem-compendium.abilities.CtRvLxfUlCynJv1B]{Skill With Defense}

GM Intrusions: Accidents and mistakes are great teachers.

Lives in the Wilderness

You can survive in badlands where others perish.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.KqV5RSzOU3S3NK51]{Wilderness Life}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.wHcuP6T7Ti6j5Y8C]{Enhanced Might}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.vFQaDsHzJpTSV8Tw]{Living Off the Land}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.Db7aRY4t1mwRpcoL]{Wilderness Explorer}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.KAAezRI2l8rdp1NS]{Animal Senses and Sensibilities} or @UUID[Compendium.cyphersystem-compendium.abilities.Ja8ebgq2RDQryN62]{Wilderness Encouragement}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.CBdIPMJ2oOOesmod]{Wilderness Awareness}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.pfZzabIIEuU4kSH3]{The Wild Is on Your Side}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.Wj6oHOvnZkZjulwI]{One With the Wild} or @UUID[Compendium.cyphersystem-compendium.abilities.TRdK7RJBkq8WW4np]{Wild Camouflage}

GM Intrusions: People in cities and towns sometimes disparage those who look (and smell) like they live in the wilds, as if they were ignorant or barbaric.

Looks for Trouble

You’re a scrapper and love a good fight.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.Hgr8QZmzjXmYorfs]{Fists of Fury}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.XseI77zSp7iHkEWq]{Wound Tender}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.qp1jDaFiRR5xPPMn]{Protector}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.tFhd4dEGikOd1g1K]{Straightforward}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks} or @UUID[Compendium.cyphersystem-compendium.abilities.4necR0YTsaij4ojD]{Greater Enhanced Potential}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.2K3b6cTuLEGZfYqa]{Knock Out}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.kNSRytTtQX0rU3aE]{Mastery With Attacks}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.R9KnCCvGoEHvV1p0]{Greater Enhanced Might} or @UUID[Compendium.cyphersystem-compendium.abilities.58CLKxSLgaT6W6Cj]{Lethal Damage}

GM Intrusions: Weapons break or fly from even the strongest grip. Brawlers trip and fall. Even the battlefield can work against you with things falling or collapsing.

Loves the Void

When it’s just you, your spacesuit, and the panorama of stars wheeling out forever and always, you are at peace.

Type Swap Option: @UUID[Compendium.cyphersystem-compendium.abilities.geCiPXMF2sIRJ68U]{Have Spacesuit, Will Travel}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.zgcoMEc4j2MjpDhC]{Vacuum Skilled}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.GfDLA0qSvqhqzIbL]{Microgravity Adept}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.QH3l6ojVnasZm5U8]{Enhanced Speed Edge}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.MwVDTy2Rx1V7Tyly]{Enhanced Physique}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.q73VWJY2cmWxRcYx]{Space Fighting} or @UUID[Compendium.cyphersystem-compendium.abilities.rqC9cEmRkvm29N56]{Fusion Armor}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.U2QV8t7Pq9irgHqF]{Silent As Space}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.JJ9nWmcBIlfyNDfe]{Push Off and Throw}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.iIy1HDd9yUl07AYo]{Microgravity Avoidance}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.w3HN2nZBTo5mLJcM]{Weightless Shot} or @UUID[Compendium.cyphersystem-compendium.abilities.cbXNxvPdWEbKF6nA]{Reactive Field}

GM Intrusions: Spacesuits develop glitches. Air refill cartridges sometimes misreport capacity. Micrometeorites are common in space.

Masters Defense

You use protective equipment and practiced techniques to avoid becoming hurt in a fight.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.EheuStXUDPojVmT5]{Shield Master}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.gS1X6POaKLjNlHsI]{Sturdy}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.o2ZDoteWQsFsqTJr]{Practiced in Armor}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.zLJYM2OiFVIsuz3P]{Dodge and Resist} or @UUID[Compendium.cyphersystem-compendium.abilities.E1YiGcXAYOjHXoAd]{Dodge and Respond}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.2AIQhz00HyZhY7wM]{Tower of Will}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.4eCjeGPA0ovnwIfu]{Experienced in Armor}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.lGbieMmnuoqsl4Jz]{Nothing but Defend}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.i5n7BaFjTo6W35f9]{Defense Master} or @UUID[Compendium.cyphersystem-compendium.abilities.B6SEeGr5kxLAgvvq]{Wear It Well}

GM Intrusions: Shields break when hit, as do weapons used to parry. Armor straps break.

Masters Spells

By specializing in spellcasting and keeping a spellbook, you can quickly cast spells of arcing lightning, rolling fire, creeping shadow, and summoning.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.EyAIsiqJGCspQFcu]{Arcane Flare}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.Yg6jEM07HAccDcNC]{Ray of Confusion}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.NgHLZq3tZ3CFJvYv]{Fire Bloom} or @UUID[Compendium.cyphersystem-compendium.abilities.wEWyNKnVgVOjsyms]{Summon Giant Spider}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.2t9oGZRuFhLCKjsa]{Soul Interrogation}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.ZK9Ruc53rKBqU93i]{Granite Wall}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.LnZkUlKUuuD7iW3P]{Summon Demon} or @UUID[Compendium.cyphersystem-compendium.abilities.Gsre3acJaxhGBa0S]{Word of Death}

GM Intrusions: The spell goes wrong. The summoned creature turns on the caster. A rival spellcaster is drawn to the magic use.

Masters the Swarm

Insects. Rats. Bats. Even birds. You master one type of small creature that obeys you.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.ZEcFnsNXgcozJElT]{Influence Swarm}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.hIxPlDRbNqallNiu]{Control Swarm}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.CEscdPwUrBpzUeS0]{Living Armor} or @UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.gLxVxCSix441TyKq]{Call Swarm}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.rUzrjRuT2nfEdCaJ]{Gain Unusual Companion}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.iQhBPww1s4wRZcDz]{Deadly Swarm} or @UUID[Compendium.cyphersystem-compendium.abilities.CtRvLxfUlCynJv1B]{Skill With Defense}

GM Intrusions: A command is misunderstood. Control is erratic or is lost. Bites and stings are not uncommon for masters of the swarm.

Masters Weaponry

You are a master user of a particular type of weapon, be it a sword, whip, dagger, gun, or something else.

Someone who Masters Weaponry might have additional equipment, including a high- quality weapon.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.J0fj73TfCu4aSdVL]{Weapon Master}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.qBTIXXJt2Ahn8UYh]{Weapon Crafter}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.6Xs3fyaANQDWXRoc]{Weapon Defense}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.YA5P5CBNr5NSmY6z]{Rapid Attack} or @UUID[Compendium.cyphersystem-compendium.abilities.7rjeYt5hNhkvqK9w]{Disarming Strike}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.imWLlYQs4LTaCTdS]{Never Fumble}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.mhgFWIDr0QuCHRIF]{Extreme Mastery}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.KNElOxbWobS1ygLv]{Murderer} or @UUID[Compendium.cyphersystem-compendium.abilities.6P1CJvVMot3Y2xj0]{Deadly Strike}

GM Intrusions: Weapons break. Weapons can be stolen. Weapons can be dropped or forced out of your hand.

Metes Out Justice

You right wrongs, protect the innocent, and punish the guilty.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.Zu06akqnHdCvoR0W]{Make Judgment}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.tjxKTFdA8gqZDP90]{Designation}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.5jGN9GicKYIAneKQ]{Defend the Innocent}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.3fMzqFFQ1rLtbVrd]{Improved Designation}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.bz04IOSkdP3zcRMD]{Defend All the Innocent} or @UUID[Compendium.cyphersystem-compendium.abilities.iGRECL13bqrSSF7P]{Punish the Guilty}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.RESKINMA0INj60Rc]{Find the Guilty}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.QgnoEdKZ50u4JZoL]{Greater Designation}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.KVOFCKWKmUrqAe7v]{Punish All the Guilty}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.JH40M99RAN6IZWze]{Damn the Guilty} or @UUID[Compendium.cyphersystem-compendium.abilities.Kf09KYdZqG6dNTFC]{Inspire the Innocent}

GM Intrusions: Guilt or innocence can be complicated. Some people resent the presumption of a self-appointed judge. Passing judgment makes enemies.

Moves Like a Cat

Lithe, flexible, and graceful, you move quickly and smoothly, and never seem to be where danger is.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.Qsi6Iw5YCcY8jmNx]{Greater Enhanced Speed}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.tJiXzKX4gf0GNV6V]{Balance}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.tC7wmZwlZcQy5Vd0]{Movement Skills}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.g0Ewv5wBooSFYOlH]{Safe Fall}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.leUaFf4AxYJwwOHt]{Hard to Hit}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.QH3l6ojVnasZm5U8]{Enhanced Speed Edge} or @UUID[Compendium.cyphersystem-compendium.abilities.Qsi6Iw5YCcY8jmNx]{Greater Enhanced Speed}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.JlYk5UNZEUzzO8Js]{Quick Strike}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.2CrV3a9S1yzOXBOJ]{Slippery}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.mSNoWynky7DMz7ln]{Perfect Speed Burst} or @UUID[Compendium.cyphersystem-compendium.abilities.Qsi6Iw5YCcY8jmNx]{Greater Enhanced Speed}

GM Intrusions: Even a cat can be clumsy. A jump isn’t quite as easy as it looks. An escape move is so overzealous that it sends the character right into harm’s way.

Moves Like the Wind

You can move so fast that you become a blur.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.Qsi6Iw5YCcY8jmNx]{Greater Enhanced Speed}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.Sg5WeSF04CYNEecl]{Fleet of Foot}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.leUaFf4AxYJwwOHt]{Hard to Hit}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.8LHIZs9gEAd02tId]{Speed Burst} or @UUID[Compendium.cyphersystem-compendium.abilities.Qsi6Iw5YCcY8jmNx]{Greater Enhanced Speed}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.Zps9ZUc9RD1mRDEK]{Blink of an Eye}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.NhNvpbUWNRIFEm8b]{Hard to See}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.mSNoWynky7DMz7ln]{Perfect Speed Burst} or @UUID[Compendium.cyphersystem-compendium.abilities.0wVk3CszKCJQfp0Q]{Incredible Running Speed}

GM Intrusions: Surfaces can be slick or offer hidden obstacles. The movement of other creatures can be unpredictable, and the character might run into them.

Murders

You’re an assassin, whether by trade, by inclination, or because it was that or be killed yourself. (Someone who Murders might have additional equipment, including three doses of a level 2 blade poison that inflicts 5 points of damage.)

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.uG2ACHNAPoZirp0b]{Surprise Attack}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.rYaAyFLmCAAwZi0s]{Assassin Skills}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.y2eUnbkzxOeoe9w6]{Quick Death}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.369RISHwqzRXkwEG]{Infiltrator}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.ZB80ZclRSzEcr4o1]{Awareness} or @UUID[Compendium.cyphersystem-compendium.abilities.AQQzctwqPJPUTRbb]{Poison Crafter}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.tbeFzIPGuAjRBpKM]{Better Surprise Attack}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.UlQ7w5iD57Hfdzce]{Damage Dealer}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.FzJe2XEwhtUajTWI]{Escape Plan} or @UUID[Compendium.cyphersystem-compendium.abilities.KNElOxbWobS1ygLv]{Murderer}

GM Intrusions: Most people do not react well to a professional killer.

Needs No Weapon

Powerful punches, kicks, elbows, knees, and full body movements are all the weapons you need.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.Hgr8QZmzjXmYorfs]{Fists of Fury}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.K33ayv0NcktuV53N]{Flesh of Stone}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.p61Ycyc7lVZQXupO]{Advantage to Disadvantage}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.JJKRrcU5L1yM9y90]{Unarmed Fighting Style}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.mGv7zlZu1wtNCQXQ]{Moving Like Water} or @UUID[Compendium.cyphersystem-compendium.abilities.4necR0YTsaij4ojD]{Greater Enhanced Potential}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.LODZEYtmmBN5D9zZ]{Divert Attacks}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.eQIPJk2xcFGfDr3H]{Stun Attack}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.S4PaEqmYjg4TGoG3]{Master of Unarmed Fighting Style} or @UUID[Compendium.cyphersystem-compendium.abilities.58CLKxSLgaT6W6Cj]{Lethal Damage}

GM Intrusions: Striking certain foes hurts you as much as it hurts them. Opponents with weapons have greater reach. Complicated martial arts moves can knock you off balance.

Never Says Die

You never quit, can shrug off a beating, and always come back for more.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.UtFc3e4grYyCQneH]{Improved Recovery}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.wXV7JxEmZDlBvRKO]{Push on Through}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.JuOmZXMt1T3tQUZ8]{Ignore the Pain}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.R0UuZ32vmmeFbSMV]{Blood Fever} or @UUID[Compendium.cyphersystem-compendium.abilities.sPheWt9emoY3PCA8]{Hidden Reserves}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.iyM2N9G0RLlj6BZ7]{Increasing Determination} or @UUID[Compendium.cyphersystem-compendium.abilities.3VJyYtECl0wKQj2p]{Outlast the Foe}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.sbGo2i4oqy1aUeQ6]{Not Dead Yet}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.5HNZcrij9mgEmvAR]{Final Defiance} or @UUID[Compendium.cyphersystem-compendium.abilities.NMgopYfoagESHtea]{Ignore Affliction}

GM Intrusions: Sometimes, it’s equipment or weapons that give out.

Operates Undercover

Under the guise of someone else, you seek to find answers the powerful do not want divulged.

Someone who Operates Undercover might have additional equipment that includes a disguise kit.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.PK6oiYXgdP7KaGgi]{Investigate}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.eYHlYyVDj3odrAFJ]{Disguise}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.6ILcTvACqDdLVpc8]{Agent Provocateur} or @UUID[Compendium.cyphersystem-compendium.abilities.ZuX6gykVtKxiBAxR]{Run and Fight}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.MzKqElUHuTtHkV7D]{Pull a Fast One}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.bgaCXtvlT0zWmAIA]{Using What’s Available}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.V7npSeuqG3JI4Dvv]{Trust to Luck} or @UUID[Compendium.cyphersystem-compendium.abilities.6P1CJvVMot3Y2xj0]{Deadly Strike}

GM Intrusions: Bad luck can ruin the best plans. Disguises fail. Allies are revealed to be agents, too.

Performs Feats of Strength

A muscled prodigy, you can haul incredible weight, hurl your body through the air, and punch through doors.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.cpXOBSLY03j89yOy]{Athlete}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.g1t5TxZXsNovIVTn]{Enhanced Might Edge}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.YQEECpNwDSFCFnCN]{Feat of Strength}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.PYD24TjoDAqbKAj8]{Iron Fist} or @UUID[Compendium.cyphersystem-compendium.abilities.WuNUt6ltWGDdjNLS]{Throw}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.R9KnCCvGoEHvV1p0]{Greater Enhanced Might}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.ARiNuZrnfFCvZAFd]{Brute Strike}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.R9KnCCvGoEHvV1p0]{Greater Enhanced Might} or @UUID[Compendium.cyphersystem-compendium.abilities.IFb8NX06xgWM7H98]{Jump Attack}

GM Intrusions: It’s easy to break delicate things or hurt someone accidentally.

Pilots Starcraft

You’re a crack starship pilot.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.Kk5nnC1EcYtqc3Fu]{Pilot}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.QgCWZia7gFicmEJr]{Flex Lore}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.h3G0Ven2SoaPCbk4]{Salvage and Comfort}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.hGbNYgkuIiZHomcJ]{Mentally Tough}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.12xO8QaEsTvEFUvY]{Expert Pilot}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.hIy0GMeL8WALvhEb]{Ship Footing} or @UUID[Compendium.cyphersystem-compendium.abilities.XkFsMa9e9IY2FRcN]{Machine Companion}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.x7YnN02GiwDQ09km]{Sensor Array}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.tuofJSTVjOEwRUem]{Enhanced Speed}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.YWMUeaNzao8n8pAc]{Like the Back of Your Hand}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.0q9alvmsQKKViN0r]{Incomparable Pilot}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.Yo2Z3EdYjx88jYnp]{Remote Control} or @UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks}

GM Intrusions: Starcraft get lost, break down, and are attacked in space. An alien stowaway is found.

Plays Too Many Games

Lessons, reflexes, and strategies you’ve learned by playing too many games have applications in the real world, where people who don’t play enough toil and live their dreary lives.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.qpBv7OxAcMAAtY2M]{Game Lessons}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.p3kh3XKzetkJTG1J]{Gamer}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.qEzcqbNhuJQuBagn]{Zero Dark Eyes}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.pMQT2QIL38XlhkxB]{Resist Tricks}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.QDSSTe5EGrBHjtnL]{Sniper’s Aim} or @UUID[Compendium.cyphersystem-compendium.abilities.QH3l6ojVnasZm5U8]{Enhanced Speed Edge}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.R9WffstnihzBuuvW]{Mind Games}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.7GsuhcRTpDX0d1em]{Enhanced Intellect}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.W0Jw19mWIycjIgmo]{Gamer’s Fortitude}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.laxdkyrDuOhxfWKc]{Mind Surge} or @UUID[Compendium.cyphersystem-compendium.abilities.dIUTe5O1jeA47zps]{Gaming God}

GM Intrusions: Missed attacks strike the wrong target. Equipment breaks. Sometimes people react negatively to someone who has lived most of their life in imaginary game worlds.

Rages

When you go berserk, everyone fears you.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.YGsGHp1rbu3Z7Kdd]{Frenzy}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.R9KnCCvGoEHvV1p0]{Greater Enhanced Might}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.tC7wmZwlZcQy5Vd0]{Movement Skills}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.NoC3yuqxU8yhPf47]{Power Strike} or @UUID[Compendium.cyphersystem-compendium.abilities.zEkA8MhrnJ5p9Io6]{Unarmored Fighter}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.hAVC1FOl7hwnuBpC]{Greater Frenzy}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.ltAq7qr8aaalOtJp]{Attack and Attack Again}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.4necR0YTsaij4ojD]{Greater Enhanced Potential} or @UUID[Compendium.cyphersystem-compendium.abilities.58CLKxSLgaT6W6Cj]{Lethal Damage}

GM Intrusions: It’s easy for a berserker to lose control and attack friend as well as foe.

Rides the Lightning

You create and discharge electrical power.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.3btRIiWxY8oMcVMo]{Shock}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.essJhO2eqoHmIQaa]{Charge}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.uh1t4rnkZ2jOCjHJ]{Bolt Rider}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.76HF09q7MdGek863]{Electric Armor} or @UUID[Compendium.cyphersystem-compendium.abilities.A6H8xi93t6Zrexz9]{Drain Charge}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.YDKULtvV0pMJDxi2]{Bolts of Power}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.etGUYa9dQSvjLvXX]{Electrical Flight}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.2TaqNf6bhxijKELX]{Flash Across the Miles} or @UUID[Compendium.cyphersystem-compendium.abilities.Bny0sFdqf40pJeOp]{Wall of Lightning}

GM Intrusions: Targets other than those intended are shocked. Objects explode.

Runs Away

Your first instinct is to run from danger, and you’ve gotten very good at it.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.10EqPrn9aONinEfm]{Go Defensive}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.tuofJSTVjOEwRUem]{Enhanced Speed}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.QVPmLa6CKwmH6vJZ]{Quick to Flee}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.0wVk3CszKCJQfp0Q]{Incredible Running Speed} or @UUID[Compendium.cyphersystem-compendium.abilities.Qsi6Iw5YCcY8jmNx]{Greater Enhanced Speed}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.iyM2N9G0RLlj6BZ7]{Increasing Determination}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.Mac5S0sQe9Muf4Mv]{Quick Wits}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.U33DbRwloywFlYfi]{Go to Ground}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.hKhwP85QeRGPW03G]{Burst of Escape} or @UUID[Compendium.cyphersystem-compendium.abilities.CtRvLxfUlCynJv1B]{Skill With Defense}

GM Intrusions: Quick movements sometimes lead to dropped items, slipping on uneven ground, or going the wrong way by accident.

Sailed Beneath the Jolly Roger

You sailed with a crew of dread pirates, but you’ve decided to end your days as a pirate and join some other cause. The question is, will your past let you go so easily?

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.JuOmZXMt1T3tQUZ8]{Ignore the Pain}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.IYt42xzsjesQyEfT]{Sailor}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.B4U7RiMrZElfOQyj]{Taking Advantage}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.1POQ4sFW5DLrmXhn]{Fearsome Reputation}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks} or @UUID[Compendium.cyphersystem-compendium.abilities.CtRvLxfUlCynJv1B]{Skill With Defense}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.oCcnXLYQy9DjwPJC]{Sea Legs}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.tC7wmZwlZcQy5Vd0]{Movement Skills}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.5rgcPJXpCcB5VJ1m]{Lost in the Chaos}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.AsmIgvoIRPEtuzkh]{Duel to the Death} or @UUID[Compendium.cyphersystem-compendium.abilities.36nlDXhOP5e5dfns]{Successive Attack}

GM Intrusions: The dangers of the high seas are many, including severe storms and disease. Other pirates sometimes get ahead through betrayal. A pirate tracks down former sailing mates to find hidden treasure.

Scavenges

When not running and hiding, you sift the ruins of civilization for useful remnants to ensure your survival.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.OjGaIl0JEepjDrla]{Post-Apocalyptic Survivor}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.ZOfmWQFbwSJQB4wm]{Ruin Lore}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.IswvUEdCBBZDRme6]{Junkmonger}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.B4U7RiMrZElfOQyj]{Taking Advantage} or @UUID[Compendium.cyphersystem-compendium.abilities.b776WTF2u1roh3n0]{Incredible Health}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.YID6zEB7KkHGYAlD]{Know Where to Look}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.EjBzy1Ue1AA8i6ry]{Recycled Cyphers}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.MJE1k2RmCM6HRwFV]{Artifact Scavenger} or @UUID[Compendium.cyphersystem-compendium.abilities.cbXNxvPdWEbKF6nA]{Reactive Field}

GM Intrusions: An item made with recycled junk breaks. Someone shows up claiming that the useful item or piece of junk scavenged belongs to them. A recycled cypher explodes.

Sees Beyond

You have a psychic sense that allows you to see what others cannot.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.jq6Wm9xYxJA0bRaR]{See the Unseen}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.rYyymKUc0QKWdNsy]{See Through Matter}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.Mu5knvNfGyaeaiTB]{Find the Hidden} or @UUID[Compendium.cyphersystem-compendium.abilities.bzy1KzO0oPmZGu2b]{Sensor}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.KBjSpuK7XJc1abJv]{Remote Viewing}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.PazO9rJ2YoE8VEUw]{See Through Time}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.lL7QywDGOszTIJCE]{Mental Projection} or @UUID[Compendium.cyphersystem-compendium.abilities.RE24qvMuPhasaCP3]{Total Awareness}

GM Intrusions: Some secrets are too terrible to know.

Separates Mind From Body

You can project your mind out of your body to see faraway places and learn secrets that would otherwise remain hidden.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.WgjatSOUT6pT02A7]{Third Eye}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.oTDJtTDkwxr5uSfU]{Open Mind}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.9sfX1SGtcQ17Uiny]{Sharp Senses}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.6X3BDWzVKsWltrtY]{Roaming Third Eye} or @UUID[Compendium.cyphersystem-compendium.abilities.Mu5knvNfGyaeaiTB]{Find the Hidden}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.bzy1KzO0oPmZGu2b]{Sensor}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.miR0d91lKIfmBGdO]{Psychic Passenger}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.lL7QywDGOszTIJCE]{Mental Projection} or @UUID[Compendium.cyphersystem-compendium.abilities.eblwQ80CBlBdeUp5]{Improved Sensor}

GM Intrusions: Reuniting mind and body can sometimes be disorienting and require a character to spend a few moments to get their bearings.

Shepherds Spirits

Wandering souls, nature spirits, and elemental beings aid and support you.

In some settings, the Shepherds Spirits focus applies to only one kind of spirit, such as spirits of the deceased, nature spirits, and so on.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.pHFFr4DkCythNc5n]{Question the Spirits}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.RkOvawhfH5MHQFOH]{Spirit Accomplice}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.dCQdSi11hJDyOSdD]{Command Spirit} or @UUID[Compendium.cyphersystem-compendium.abilities.LojkwDtb1gHLSB6A]{Preternatural Senses}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.OWVz2CkwLnCSJMdS]{Wraith Cloak}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.jVY1PTxvZvpjZILB]{Call Dead Spirit}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.ElsQU746B70tsPmZ]{Call Otherworldly Spirit} or @UUID[Compendium.cyphersystem-compendium.abilities.PvISXo6EQ2PmCGes]{Infuse Spirit}

GM Intrusions: Some people don’t trust those who deal with spirits. The dead sometimes don’t want shepherding.

Shepherds the Community

You keep the place where you live safe from all danger.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.op9VSx3NJT28UwTH]{Community Knowledge}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.ag3OU8JZuc769034]{Community Activist}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.6ZVINuyZm4jowRGt]{Shepherd’s Fury} or @UUID[Compendium.cyphersystem-compendium.abilities.CtRvLxfUlCynJv1B]{Skill With Defense}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.4necR0YTsaij4ojD]{Greater Enhanced Potential}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.N0OZaNOIbHTiWDL1]{Evasion}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.oroWEBbp3cvrYwH9]{Greater Skill With Attacks} or @UUID[Compendium.cyphersystem-compendium.abilities.xxavxLEaiVFug1D6]{Protective Wall}

GM Intrusions: People in the community misunderstand the character’s motives. Rivals try to oust the character.

Shreds the Walls of the World

Speed plus phasing gives you a unique ability to evade danger and simultaneously inflict damage.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.3t1QshyGYnCSo12z]{Phase Sprint}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.7f6ulMjWFw2BOK76]{Disrupting Touch}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.n81xGnZHydeXmIRc]{Scratch Existence}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.nEN2HYzlJWhonfmE]{Invisible Phasing} or @UUID[Compendium.cyphersystem-compendium.abilities.g0SqMvb020tiTQ48]{Walk Through Walls}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.rXUUDUJFKis8TpnL]{Phase Detonation}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.8yGwY0PvtF2ivdSn]{Very Long Sprinting}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.P9HlASUtyiOXghBZ]{Shred Existence} or @UUID[Compendium.cyphersystem-compendium.abilities.INdq5iQf5ECzRiNp]{Untouchable While Moving}

GM Intrusions: Moving so quickly while sprinting sometimes leads to stumbles on unexpected, exotic obstacles.

Siphons Power

You suck power out of machines and creatures alike in order to empower yourself.

Robots and other living machines should be treated as creatures, not machines, for the purposes of siphoning power from them.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.JyAovhallyh9m6oW]{Drain Machine}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.gWvMJQPBSmeaP8yN]{Drain Creature}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.wEj2uvWI3w0W9HWH]{Drain at a Distance} or @UUID[Compendium.cyphersystem-compendium.abilities.P73TBXcNDbZCVsdE]{Unraveling Consumption}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.gn1jtMLhp6qPNXUL]{Store Energy}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.4Xvgo62UVSOI9Acx]{Share the Power}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.Be1ehHb90jtLc8l0]{Explosive Release} or @UUID[Compendium.cyphersystem-compendium.abilities.xbYD729j3km6ZDCA]{Sun Siphon}

GM Intrusions: Drained power also transmits something unwanted—compulsions, afflictions, or alien thoughts. Siphoned power can overload the character, causing feedback.

Slays Monsters

You kill monsters.

Although wielding a sword in a setting where people usually do not carry such weapons is fine, you can change the Slays Monsters sword-related abilities to use a different weapon, such as a gun with silver bullets.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.WFK0xBSAIpD59va8]{Practiced With Swords}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.nW46hfygkxB7FW5m]{Monster Bane}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.PRW5MxW12oakmeHE]{Monster Lore}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.lw0otGU2Iaorppdc]{Will of Legend}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.gPqiQflb6Z3DXGVk]{Trained Slayer}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.HPIlAWDGOQFw6yGm]{Improved Monster Bane} or @UUID[Compendium.cyphersystem-compendium.abilities.lwJAowJa4eKlcDjb]{Misdirect}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.5otvtHrbVXIh0N27]{Fight On}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.oroWEBbp3cvrYwH9]{Greater Skill With Attacks} (swords)

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.KNElOxbWobS1ygLv]{Murderer} or @UUID[Compendium.cyphersystem-compendium.abilities.VupBbHOJAX45Yazb]{Heroic Monster Bane}

GM Intrusions: The monster laid a trap or set an ambush. The monster has previously undisclosed abilities. The monster’s mother vows revenge.

Solves Mysteries

You’re a master of deduction, using evidence to find the answer.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.FzpkQwb1jA53bs1y]{Investigator}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.HWZ8mwAfZEu6r778]{Sleuth}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.7BkWiUHcUrcRIKqO]{Out of Harm’s Way}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.PlVEpuVxp9pGJSoa]{You Studied} or @UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.mL6Yae2CxgefOMHn]{Draw Conclusion}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.0f2qoQlYGRqgu0Nj]{Defuse Situation}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.wqUItgrYzBeMiAoB]{Seize the Initiative} or @UUID[Compendium.cyphersystem-compendium.abilities.nOuOE3EkrNr81pSq]{Greater Skill With Defense}

GM Intrusions: Evidence disappears, red herrings confuse, and witnesses lie. Initial research can be faulty.

Speaks for the Land

Your spiritual connection to nature and the environment grants you mystical abilities.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.0Wq39mJ9oXA415qx]{Seeds of Fury}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.8KYjSKp6ieQ8YXUy]{Wilderness Lore}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.zW0cZJQTR0tHUmn3]{Grasping Foliage}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.gT21nqWZ9Es576oC]{Soothe the Savage} or @UUID[Compendium.cyphersystem-compendium.abilities.OIk4usP2NFT0tDu7]{Communication}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.RfGCXsX7JXEr8fMw]{Moon Shape}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.UJpMPRD25O7HvhbV]{Insect Eruption}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.2lhnVWUMX1Nu6KVj]{Call the Storm} or @UUID[Compendium.cyphersystem-compendium.abilities.jhdgI9rV2mpH6JQU]{Earthquake}

GM Intrusions: An injured natural (but dangerous) creature is discovered. Someone’s poaching wildlife for their skins, leaving the carcasses to rot. A tree falls in the forest, one of the last elder trees.

Stands Like a Bastion

Your armor, along with your size, strength, incredible training, or machine enhancement, makes you difficult to move or hurt.

Some characters who Stand Like a Bastion might already be experts in armor. They can choose a different tier 1 ability instead of Practiced in Armor.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.o2ZDoteWQsFsqTJr]{Practiced in Armor}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.GlXd4oFI9Fqq3rAX]{Experienced Defender}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.mmg9XLzvfbP4ESGO]{Resist the Elements}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.27EOrq94WxqgBbWQ]{Unmovable}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.R9KnCCvGoEHvV1p0]{Greater Enhanced Might} or @UUID[Compendium.cyphersystem-compendium.abilities.yl2zo179wXZW5Xxc]{Practiced With All Weapons}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.YeOtzG5ksxonD5RS]{Living Wall}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.VsAP4JEe7W5gaGaG]{Hardiness}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.4k5JFV78A5SiPjFo]{Mastery in Armor}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.58CLKxSLgaT6W6Cj]{Lethal Damage} or @UUID[Compendium.cyphersystem-compendium.abilities.NKvNEjx64CcS3l13]{Shield Training}

GM Intrusions: Armor is damaged. Small foes conspire in ingenious ways.

Takes Animal Shape

A shapechanger who can take the form of various animals.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.rJ4ZXuIcz0knY41H]{Animal Shape}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.OIk4usP2NFT0tDu7]{Communication}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.Y4V4tXQ9lO0rMNKR]{Bigger Animal Shape} or @UUID[Compendium.cyphersystem-compendium.abilities.Ee8QC6fkRvD1yw6h]{Greater Beast Form} (works with Animal Shape)

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.gXiq1edSDteTcfGC]{Animal Scrying}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.KGzAHs3qln0fNDjt]{Hard to Kill}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.iX07Ltb1JYr1nMYM]{Blurring Speed} or @UUID[Compendium.cyphersystem-compendium.abilities.QZZXgZ6PF8Eccs74]{Lend Animal Shape}

GM Intrusions: The character unexpectedly changes form. An NPC is frightened by or aggressive toward the shapeshifter. The transformation takes longer than expected.

Talks to Machines

You use your organic brain like a computer, interfacing “wirelessly” with any electronic device. You can control and influence them in ways that others can’t.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.lzy1YbdIJxzNIHZq]{Machine Affinity}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.7nUj7rxq4Qwg4FUM]{Distant Interface}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.L3UjcLAFvS9MLWCu]{Coaxing Power}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.SeAlSU8Rim5CWsgV]{Charm Machine}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.2odkyEO8azxIZWYj]{Intelligent Interface} or @UUID[Compendium.cyphersystem-compendium.abilities.OE5yXpzWC8lSUmGX]{Command Machine}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.XkFsMa9e9IY2FRcN]{Machine Companion}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.NoKdHv0FSytZR4iF]{Robot Fighter}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.PLyxuOlieOGsJx4h]{Information Gathering}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.FxohCBSksJIu1BSA]{Control Machine} or @UUID[Compendium.cyphersystem-compendium.abilities.PKFz6WVsaKm5kIir]{Improved Machine Companion}

GM Intrusions: The machine malfunctions or acts unpredictably.

Throws With Deadly Accuracy

Everything that leaves your hand goes exactly where you’d like it to go and at the range and speed to make the perfect impact.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.XAXJ3mFGdDv0fXLP]{Precision}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.PlTtlXeugIljHFVg]{Careful Aim}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.yszDDDpH6m16dEoV]{Quick Throw} or @UUID[Compendium.cyphersystem-compendium.abilities.CtRvLxfUlCynJv1B]{Skill With Defense}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.1L1uoad8vwgWxiyN]{Everything Is a Weapon}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.hbWaCBEfSMujqvDf]{Specialized Throwing}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.WW3QjCP5UJUsKBW3]{Whirlwind of Throws}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.58CLKxSLgaT6W6Cj]{Lethal Damage} or @UUID[Compendium.cyphersystem-compendium.abilities.LTqgcoprvBF2ZkdH]{Mastery With Defense}

GM Intrusions: Missed attacks strike the wrong target. Ricochets can be dangerous. Improvised weapons break.

Thunders

You emit destructive sound and manipulate soundscapes.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.uMaMKhemHmtlXDjT]{Thunder Beam}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.87SQGqcRavRZslAp]{Sound Conversion Barrier}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.KLFHpPR0MKLOWr8l]{Nullify Sound} or @UUID[Compendium.cyphersystem-compendium.abilities.EcOIgMC9c1IfSHsr]{Echolocation}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.znJCKr6PeEq4a0j5]{Shattering Shout}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.QZa9b5G80qxtoYqg]{Subsonic Rumble}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.B0dq2gW9gdA0PdzR]{Amplify Sounds}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.jhdgI9rV2mpH6JQU]{Earthquake} or @UUID[Compendium.cyphersystem-compendium.abilities.GlFT2ITvytQVWywQ]{Lethal Vibration}

GM Intrusions: Loud noises attract attention.

Travels Through Time

You can see through time, try to reach through it, and eventually even travel through it.

Although all character choices are subject to GM approval, Travels Through Time is a focus that the GM and player should probably have a long conversation about ahead of time, so the player knows the rules of time travel (if any) that exist in the GM’s setting. A character with this focus can drastically alter a setting, if the rules of time travel allow it.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.YD5gm0w3lqTSyO3V]{Anticipation}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.83y32UMQWshRvbDG]{See History}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.3wxiRMTCBZ4iNCHp]{Temporal Acceleration} or @UUID[Compendium.cyphersystem-compendium.abilities.l5vgtPP0LcsqGrzn]{Time Loop}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.0EhZzYdEhtCRnV4c]{Temporal Dislocation}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.OWRsjlf3ahyH9eez]{Time Doppelganger}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.U58ZQ1X3byfANn4W]{Call Through Time} or @UUID[Compendium.cyphersystem-compendium.abilities.lkO9VJhfOrgLY4g1]{Time Travel}

GM Intrusions: Paradoxes are created. Others remember past events differently.

Uses Wild Magic

You are a spellcaster who learns a variety of spells instead of focusing on just one kind of magic.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.Ub8NGsmH8NZcKguG]{Magical Repertoire}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.WvBcuYiFRM3KaTFj]{Cypher Casting}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.BPFjvh6nBN8bxk8T]{Expanded Repertoire}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.fQ3O3G7rFmv194uI]{Cypher Surge} or @UUID[Compendium.cyphersystem-compendium.abilities.Ax9HryNcPDei0g7t]{Faster Wild Magic}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.BPFjvh6nBN8bxk8T]{Expanded Repertoire}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.nfmwpxvs3RvednVI]{Magical Training}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.UNCbO4WGTB8ZubpZ]{Maximize Cypher} or @UUID[Compendium.cyphersystem-compendium.abilities.mz4KXXoQoHXyOBKI]{Wild Insight}

GM Intrusions: A spell performs erratically or rebounds upon the caster. Something interferes with preparing spells. Spellcasting attracts the attention of a powerful creature or potential rival. The cypher spell being cast is replaced with that of a random cypher.

Walks the Wild Woods

You are an adherent of nature magic who draws on the power and strength of trees.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.KqV5RSzOU3S3NK51]{Wilderness Life}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.SPTY1NXOvq2oRLJO]{Patient Recovery}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.ggQwr8b85bg7yzmK]{Wooden Body}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.c3GBVwgz9atmtbgI]{Tree Companion} or @UUID[Compendium.cyphersystem-compendium.abilities.CBdIPMJ2oOOesmod]{Wilderness Awareness}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.gQ9h8tGa60VLo6IH]{Tree Travel}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.mAc6hl4jKLZz84VK]{Great Tree}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.pBX1EYNVGutNx3b5]{Dreadwood} or @UUID[Compendium.cyphersystem-compendium.abilities.HUhj33woHX86SbX8]{Restorative Bloom}

GM Intrusions: A wooden character catches fire. A wild swing from a tree branch hits or trips an ally. Some trees have evil hearts and hate all walking things.

Was Foretold

You are the “chosen one,” and prophecy, prediction, prognostication, or some other method of determination expects great things of you one day.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.V765JZKDKQ00Buyn]{Interaction Skills}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.4p95GsynORh0Xd7X]{Knowing}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.Z7CKGOQWnfdNO885]{Destined for Greatness}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.zIYdniz9sjvAHsnX]{Overcome All Obstacles} or @UUID[Compendium.cyphersystem-compendium.abilities.5t5EIoGSan3pQ08D]{Hard-Won Resilience}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.WeMTxJElozl7OWdJ]{Center of Attention}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.cfR2uFYjteKAqsYw]{Show Them the Way}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.2uSx4ErQ9f2QLX5M]{As Foretold in Prophecy} or @UUID[Compendium.cyphersystem-compendium.abilities.4necR0YTsaij4ojD]{Greater Enhanced Potential}

GM Intrusions: An enemy described in prophecy appears. Unbelievers threaten to ruin the moment. The character gains a reputation in outside circles as a fraud.

Wears a Sheen of Ice

You command the wintery power of cold and ice.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.czVqoPjH98xaNY1d]{Ice Armor}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.nHqTzLHJrUWSAATM]{Frost Touch}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.BGMXK6VKNmp8M4A3]{Freezing Touch} or @UUID[Compendium.cyphersystem-compendium.abilities.7G8B9lfoVXkuxvKB]{Ice Creation}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.FuufiUyoLFbgBH5J]{Resilient Ice Armor}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.yEfkqXxmuQqlA6Fi]{Cold Burst}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.mvC2vboULutesBDu]{Ice Storm} or @UUID[Compendium.cyphersystem-compendium.abilities.EXrZLa3M8BK43qoi]{Winter Gauntlets}

GM Intrusions: Ice makes surfaces slippery. Extreme cold causes objects to crack and break.

Wears Power Armor

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.ClJUFnz8xBmP4a2l]{Powered Armor}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.wHcuP6T7Ti6j5Y8C]{Enhanced Might}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.YBMLX3Jm5oN79J6G]{Heads-Up Display}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.rqC9cEmRkvm29N56]{Fusion Armor} or @UUID[Compendium.cyphersystem-compendium.abilities.b776WTF2u1roh3n0]{Incredible Health}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.dCoCGVzWxIL9fIvH]{Force Blast}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.cTU70NgcebRlD7jI]{Field-Reinforced Armor}

Tier 6: Masterful Armor Modification (Jet Assisted Flight) or Masterful Armor Modification (Cypher Pod)

GM Intrusions: The armor won’t come off. The armor acts under its own power. The armor suffers a momentary power loss. NPCs are scared by the power armor.

Wields an Enchanted Weapon

You channel magic through or from a weapon to create a unique fighting style.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.OUOVkf3edHhnyRPk]{Enchanted Weapon}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.95judMTwajJoxNfy]{Innate Power}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.HVuhBuZVJkfYuGwp]{Charge Weapon}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.VNIcNhgET9z5MW5G]{Power Crash}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.YA5P5CBNr5NSmY6z]{Rapid Attack} or @UUID[Compendium.cyphersystem-compendium.abilities.Om3PoXrtnekrw0dF]{Throw Enchanted Weapon}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.I7ScLgI1tBhWCkwf]{Defending Weapon}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.RxI9TDy4wYR9eJKk]{Enchanted Movement}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.6P1CJvVMot3Y2xj0]{Deadly Strike} or @UUID[Compendium.cyphersystem-compendium.abilities.KDZeCZJxjCQzlTxA]{Spin Attack}

GM Intrusions: A weapon breaks or is dropped. The weapon loses its connection to you until you use an action to reestablish the attunement. The weapon’s energy discharges in an unexpected way.

Wields Two Weapons at Once

You bear steel with both hands, ready to take on any foe.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.NHns9zqufRvB3Tnl]{Dual Light Wield}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.Pu5XGGLI6cCp1EQd]{Double Strike}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.369RISHwqzRXkwEG]{Infiltrator}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.q9nALxXrBv5ubXaT]{Dual Medium Wield} or @UUID[Compendium.cyphersystem-compendium.abilities.rOxKh1Z7J686a0nv]{Precise Cut}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.gVOzzvxS6PPu8Ofy]{Dual Defense}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.3uGYyiXUUSz952zQ]{Dual Distraction}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.p1UMG2hrng7mLFDv]{Disarming Attack} or @UUID[Compendium.cyphersystem-compendium.abilities.KDZeCZJxjCQzlTxA]{Spin Attack}

GM Intrusions: A blade snaps in two or a weapon flies loose from its bearer’s grip.

Works for a Living

You take great satisfaction in a job well done, whether it’s coding, building houses, or mining asteroids.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.f7wLki6qjCNs2Ici]{Handy}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.CBGeAZSBuymzrxDz]{Muscles of Iron}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.RM8Fmu1IJwzBkjcM]{Eye for Detail} or @UUID[Compendium.cyphersystem-compendium.abilities.uhC4ubTGfhkNvIMX]{Improvise}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.wHcuP6T7Ti6j5Y8C]{Enhanced Might}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.t8wL47jk1KS4zapb]{Tough It Out}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.MdRdAc0qAWghMmlV]{Expert Skill}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.4necR0YTsaij4ojD]{Greater Enhanced Potential} or @UUID[Compendium.cyphersystem-compendium.abilities.5t5EIoGSan3pQ08D]{Hard-Won Resilience}

GM Intrusions: Repairs sometimes fail. Wiring can be tricky to decipher and still carry an electrical charge. Some people are rude to those who work for a living.

Works Miracles

You can heal others with a touch, alter time to help others, and are generally beloved by everyone.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.igGttY1Y2XbAx3qY]{Healing Touch}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.8mP69InEXQ4TB5BL]{Alleviate}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.rAmIxY5G1BK4ZMm7]{Font of Healing} or @UUID[Compendium.cyphersystem-compendium.abilities.7amEMbwK27v31Lt9]{Miraculous Health}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.FiSwskgQGBjp4IhZ]{Inspire Action}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.IN9qNZDx4sBKNr8n]{Undo}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.O2XHxUa2QNrliDMG]{Greater Healing Touch} or @UUID[Compendium.cyphersystem-compendium.abilities.ydmPM9m8nmmgvlXc]{Restore Life}

GM Intrusions: Attempts to heal might cause harm instead. A community or individual needs a healer so desperately that they hold one against their will.

Works the Back Alleys

You make your way unseen, stealing from the wealthy to achieve your ends.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.QAdh0yZBjJsHdJjD]{Stealth Skills}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.OFWQd2W52VAODeas]{Underworld Contacts}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.MzKqElUHuTtHkV7D]{Pull a Fast One} or @UUID[Compendium.cyphersystem-compendium.abilities.OtbS1NoVXK7mQLEe]{Guild Training}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.KM9qqjzJBJusQNkT]{Master Thief}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.xR2DkSqvAoR8Vtfn]{Dirty Fighter}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.QtpmHxblBqoQozbg]{Alley Rat} or @UUID[Compendium.cyphersystem-compendium.abilities.eepc8U2e178RDqBs]{All-Out Con}

GM Intrusions: Thieves are thrown in jail. Powerful enemies are made.

Works the System

You can exploit flaws in artificial systems, including but not limited to computer code.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.0V2NE0905wwYPRVo]{Hack the Impossible}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.JkiG6hpsfj1h6XRR]{Computer Programming}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.2CekF2lqwNrMyio0]{Connected}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.TmDavAL4vDxKjLBK]{Confidence Artist} or @UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.1fYBYD1EfA5z1NFl]{Confuse Enemy}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.jTiOQKW2QtXK8dmF]{Work the Friendship}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.HUVY2MA2CBegFhLY]{Call in Favor} or @UUID[Compendium.cyphersystem-compendium.abilities.4necR0YTsaij4ojD]{Greater Enhanced Potential}

GM Intrusions: Contacts sometimes have ulterior motives. Devices sometimes have failsafes or even traps.

Would Rather Be Reading

Books are your friends. What’s more important than knowledge? Nothing.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.vPraXsdXkCmaoBbI]{Knowledge Is Power}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.34Ycb9VK8JwHgSl4]{Greater Enhanced Intellect}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.wJSxVM8fWADJtTSd]{Applying Your Knowledge} or @UUID[Compendium.cyphersystem-compendium.abilities.dVh39nh5ARUxreUc]{Flex Skill}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.vPraXsdXkCmaoBbI]{Knowledge Is Power}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.wlkPdME0r3hx9VbE]{Knowing the Unknown}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.34Ycb9VK8JwHgSl4]{Greater Enhanced Intellect}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.vPraXsdXkCmaoBbI]{Knowledge Is Power}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.sq2JJtnRtSthJSYL]{Tower of Intellect} or @UUID[Compendium.cyphersystem-compendium.abilities.lbXg8UlSCG23yxO4]{Read the Signs}

GM Intrusions: Books burn, get wet, or get lost. Computers break or lose power. Glasses break.

","markdown":""},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"ownership":{"default":-1},"flags":{}},{"sort":398438,"name":"Creating New Foci","type":"text","_id":"0VwlyyylqvFgJjZw","title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"

This section provides everything you need to create your own foci.

Every focus has an overarching style, whether that’s exploration, energy manipulation, or simply dealing a lot of damage in combat. These broad classifications are called focus categories.

Each focus category has an overarching theme, followed by selection guidelines that describe how to choose abilities for each tier from the Abilities chapter, from tier 1 to tier 6.

The newly created focus should be named in the form of a verb, like Controls Beasts or Abides in Stone. For instance, a fire-using focus created by following the guidelines in the energy manipulation focus category might be called Bears a Halo of Fire (one of the sample foci in this chapter). Alternatively, a new fire-using focus should get an all-new name like Stokes the Flames of the Apocalypse or Lights Fires With a Thought.

The ability selection guidelines invite you to choose an ability from one of three ranges: low tier, mid tier, and high tier. These ranges correspond with the power “grades” given for every ability. These abilities are further sorted into ability categories based on the kinds of things they do—abilities that improve physical attacks are in the attack skill category, abilities that assist allies are in the support category, and so on. Look for the grades and categories in the Ability Categories and Relative Power section of the Abilities chapter.

Low-tier abilities are best suited for focus options at tiers 1 and 2. Mid-tier abilities are best suited for focus options at tiers 3 and 4. High-tier abilities are best suited for focus options at tiers 5 and 6.

That said, sometimes you’ll find it appropriate to assign a low-tier ability at tier 3 or 4, or maybe a mid-tier ability at tier 1 or 2. Do so sparingly, but don’t rule it out. It might be the only way to get all the abilities you want for the focus you’re building. Higher-tier abilities usually cost more Pool points to use. So if a mid-tier ability is made available at tier 1 or 2, or a high-tier ability is made available at tier 3 or 4, the higher cost will be a balancing factor.

Balancing Abilities

The guidelines within each category go a long way toward ensuring that the focus you build will be balanced. Sometimes it might be appropriate to grant a low-power ability along with a regular ability at a given tier, depending on the needs of the focus. A “low-power ability” is deliberately open for GM interpretation, but generally speaking, should be no more potent than a low-tier ability (that is, an ability that is normally available at tier 1 or 2).

For instance, someone who uses cold might be able to create small snow sculptures in addition to emitting a cold ray. Someone who uses electricity might be able to charge a depleted artifact or have an asset for dealing with electrical systems. And so on.

Often, the focus guidelines note this as a possibility. However, you have great leeway in deciding if a focus needs an additional ability, even if the guidelines for that tier don’t indicate one. If you do add an ability, or there is a
higher-power ability at a tier that normally shouldn’t have it, it might mean that the choice given at the next tier, or the previous tier, isn’t quite as good. Balancing a focus is a bit of an art. Resist the urge to overpower the focus, but don’t underpower it, either.

Each focus category provides a guideline for what kind of ability you should select at every tier. But don’t regard the guidelines as something that you can’t vary. They’re not prescriptive; they’re just a place to start. You might want to vary the kind of ability at a particular tier that isn’t indicated in the guidelines. As long as the chosen ability falls within the expected power curve for that tier, it’s fine. The guideline isn’t meant to be a straitjacket.

For example, if you’re building a cold-using focus for a game set in a fantasy genre, you may decide that an ability that calls up a demon is a better choice at a particular tier than an ability that does damage in an area, which is what the tier 5 guideline for energy manipulation calls for. Making the change is probably especially valid if you call your new focus something like Channels the Ninth Circle.

Ability Swap

If you’re creating a focus and you think it should provide a suite of abilities at first tier that would mechanically overload it, you have the option to add one as a “swap” ability. Doing so is as easy as allowing a character to swap out one of their type abilities for an indicated low-tier focus ability. The ability is gained instead of one of the abilities normally granted by the character’s type.

Concept and Category

Choosing to create a focus that uses a particular concept—say, creating illusions—doesn’t lock you into creating a focus within a particular category—in this case, environment manipulation. A focus can be constructed in a variety of ways using a particular energy, tool, or concept, each ultimately leading to a focus that provides different results. It all depends on your ends. In this case, creating illusions might be used to sway others, which argues for a focus built using the influence category guidelines.

In the same way, if a focus grants a character the ability to call some kind of force or energy, that doesn’t mean the focus should automatically be built using the energy manipulation category guidelines (though of course it could, if attacking and protecting yourself with that energy is the point). But a focus could be built that grants abilities to call energy or force that is primarily focused on durability, suggesting a tank combat focus (someone who can take a lot of punishment in a fight); or blasting away with a main concern for maximizing damage, thus suggesting a striker combat focus; or creating a follower composed of that energy or force, suggesting an ally use focus (that is, someone who uses helping creatures, NPCs, or even duplicate versions of themselves to give them a leg up).

Here’s another example: the focus Controls Gravity could conceivably be an environment manipulation focus or an energy manipulation focus. It depends on whether the focus is more concerned with crushing and holding things in place (environment manipulation) or on blasting things and protecting yourself with gravity (energy manipulation).

The same malleability of concept holds true in other realms. For instance, if someone is able to call up and mold raw earth, they might use it to transform themselves into a being of stone (tank combat), to batter foes (striker combat), or to create walls, barricades, and shields to protect their allies (support).

If you’re looking for an ability and can’t seem to find the right one in the vast catalog in the Abilities chapter, consider reskinning one to make it seem new (and to accomplish what you need). Reskinning means that you use the underlying mechanics of an ability as written but change the flavor in some fashion. For instance, maybe you’re creating a new earth-moving focus but can’t find enough earth-related abilities to meet your need. It’s easy enough to change up other abilities so they use earth instead of fire, cold, or magnetism. For instance, Wings of Fire might become Wings of Earth, Ice Armor could become Earth Armor, and so on. These alterations change nothing except the type of damage and any knock-on effects (for instance, Wings of Earth might generate clouds of dust in their wake).

Abilities That Reference Other Abilities

Some abilities in the Abilities chapter reference other abilities. If you select an ability for your focus or type that refers to or modifies a lower-tier ability, also include that lower-tier ability in your type or focus as a selection a PC can make at a lower tier.

Creating Brand-New Abilities

You can go further than reskinning and create one or more brand-new abilities. When doing this, try to find something as close as possible to the effect you want, then use it as a template. In any case, deciding how much an ability should cost when it comes to a character’s Pool is one of the most important aspects of getting an ability right.

You may notice that higher-tier abilities are more expensive. This is partly because they do more, but it’s also because higher-tier characters have more Edge than lower-tier characters, which means they pay fewer points from their relevant Pools. A third-tier character with 3 Edge in a relevant Pool pays no cost for abilities that cost 3 or fewer points. That’s great for lower-tier abilities, but you’ll usually want a character to think a little bit about how often to use their most powerful abilities. That means they should cost at least 1 point more than the Edge the character is likely to have at that tier. (Often, a character will have an Edge in their relevant Pool equal to their tier.)

As a good rule of thumb, a typical ability should cost points equal to its tier.

Choose GM Intrusions

Think about the kinds of things that might surprise, alarm, or go catastrophically wrong for someone with the new focus being created, and assign it as a GM intrusion for that focus. Of course, this often is done on the fly during the game. But giving the topic some thought while the focus is being constructed and the ideas are fresh in your head is likely to yield some particularly devilish options.

Focus Categories

Ally Use

Foci that prioritize providing NPC followers to the character are ally use foci. The followers give aid to the PC in a variety of ways, but at base they usually provide an asset to the character’s actions.

Multiple potential themes exist within the ally use category, from abilities that allow a character to summon or craft allies to those that allow them to attract allies through fame, magic, or essential authority or charisma.

Connection: Choose four relevant connections from the Focus Connections list.

Additional Equipment: Any object necessary for the character to keep an ally. For instance, someone with a focus that uses super-science to create robot allies would require tools to build and repair those allies. Some foci in this category don’t require anything to gain or retain their benefits.

Minor Effect Suggestions: The NPC ally’s tasks are eased on its next turn.

Major Effect Suggestions: The NPC ally gains an immediate extra action.

The following are examples and not meant to provide a complete list of all possible foci in this category.

@UUID[.9x56c0G5TMOl1Arn#builds-robots]{Builds Robots} @UUID[.9x56c0G5TMOl1Arn#consorts-with-the-dead]{Consorts With the Dead} @UUID[.9x56c0G5TMOl1Arn#controls-beasts]{Controls Beasts} @UUID[.9x56c0G5TMOl1Arn#exists-in-two-places-at-once]{Exists in Two Places at Once} @UUID[.9x56c0G5TMOl1Arn#leads]{Leads} @UUID[.9x56c0G5TMOl1Arn#masters-the-swarm]{Masters the Swarm} @UUID[.9x56c0G5TMOl1Arn#shepherds-spirits]{Shepherds Spirits}

Ability Selection Guidelines

Tier 1: Choose a low-tier ability that grants a level 2 NPC follower to the character, or gives a similar benefit provided by an NPC. Alternatively, lay the groundwork for gaining such NPC allies at higher tiers by choosing an ability that gives the character influence over others.

Sometimes an additional low-power ability is appropriate, depending on the focus. Often, this is an ability that grants skill training in a related area of knowledge or a related skill. For instance, training in a skill related to the kind of NPC follower the character gains would be appropriate.

Tier 2: Choose a low-tier ability that grants influence over similar kinds of NPCs as the follower gained at the previous tier. If no follower was gained at the previous tier, this ability should provide that benefit now.

Sometimes a secondary ability might be appropriate in addition to the ability provided above, perhaps a low-power ability that grants 2 or 3 points to a Pool.

Tier 3: Choose two mid-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One option should be a mid-tier ability that improves the NPC follower previously provided (usually from level 2 to level 3) or grants an additional follower.

The other option should be something that benefits the character—perhaps an offensive or defensive ability, or something that broadens their influence over their followers (or potential followers).

Tier 4: Choose a mid-tier ability that gives the character an offensive or defensive capability if they haven’t previously gained one, preferably within the theme of the focus. For instance, if the character gains followers because of their charisma, this ability might let them command foes for brief periods. If the character gains followers by building or calling them, this ability might let them affect entities of the same type that are not already their followers.

Alternatively, this ability might further improve a previously gained follower from level 3 to level 4, or grant an additional follower.

Tier 5: Choose an ability that improves the character by providing a defense, an improved stat Pool, or another kind of protection.

Alternatively, this ability could open a new front in influencing and calling NPC allies related to the focus’s theme. For instance, someone who keeps beast allies might gain an ability to call a horde of lesser beasts. Someone who builds robots might gain an ability to build several lesser robot helpers. And so on.

Finally, this ability might improve a previously gained follower to level 5.

Tier 6: Choose two high-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One of the abilities should improve a previously gained follower to level 5, if that wasn’t already provided at tier 5. If that’s the case, this ability might be provided in addition to two other related abilities.

Another high-tier option could provide a handful of level 3 followers to the character.

The last high-tier ability could open a new front in influencing and calling NPC allies related to the focus’s theme. For instance, someone who gains followers through high charisma and training might gain an ability to learn otherwise impossible-to-glean information.

Basic

Foci that rely mostly on providing skill training, assets to tasks, and bumps to stat Pools and Edge in order to improve a character fall within the basic category. An overarching theme is also included, as with most of the other categories, that makes sense of the various basic abilities provided.

In addition, because the benefits provided by such foci are mostly straightforward (usually with a few exceptions), most basic foci would also be appropriate for non-fantastic campaigns where magic, super-science, or psychic abilities normally don’t come into play. That said, just because the abilities granted by basic foci are straightforward doesn’t mean they are not potent when combined with the abilities granted by type, descriptor, cyphers, and other character aspects.

Connection: Choose four relevant connections from the Focus Connections list.

Additional Equipment: Any object necessary to fulfill the overarching theme of the focus. For instance, a focus called Would Rather Be Reading should grant a handful of books to the character. A focus called Works for a Living should provide a set of tools.

Minor Effect Suggestions: Next action is eased.

Major Effect Suggestions: Make a free, no-action recovery roll that doesn’t count against daily recovery rolls.

The following are examples and not meant to provide a complete list of all possible foci in this category.

@UUID[.9x56c0G5TMOl1Arn#doesnt-do-much]{Doesn’t Do Much} @UUID[.9x56c0G5TMOl1Arn#interprets-the-law]{Interprets the Law} @UUID[.9x56c0G5TMOl1Arn#learns-quickly]{Learns Quickly} @UUID[.9x56c0G5TMOl1Arn#works-for-a-living]{Works for a Living} @UUID[.9x56c0G5TMOl1Arn#would-rather-be-reading]{Would Rather Be Reading}

Ability Selection Guidelines

Tier 1: Choose an ability that grants training or an asset to skills associated with the focus’s theme, or that grants 5 or 6 points to a particular Pool.

Alternatively, choose an ability that grants only 2 or 3 points to a particular Pool and an ability that provides training or an asset to just one task.

Tier 2: Choose whichever kind of ability wasn’t chosen at tier 1.

Tier 3: Choose two mid-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One option should be a non-fantastic ability that improves the character’s abilities within the focus’s theme. For instance, if the theme involves paying attention in some fashion, an information-gathering ability might be appropriate.

The other option should be something that either improves the character’s Edge in an appropriate stat or provides the character with some kind of defense.

Tier 4: Choose another ability that grants additional training or an asset to skills associated with the focus’s theme, or that grants 5 or 6 points to a particular Pool best suited to the focus. Or choose two abilities that provide only 2 or 3 points plus another tier 4 ability that improves a single task or skill.

Alternatively, provide a branch-out ability suggested at tier 5.

Finally, if the focus has yet to grant some kind of defense, a defensive ability could be provided here.

Tier 5: Choose an ability that allows the character to branch out slightly—perhaps one like Expert Skill that allows them to automatically succeed on a task they’re trained in.

Alternatively, if a nonstandard benefit was provided at tier 4, provide the benefits suggested at tier 4 here.

Tier 6: Choose two high-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One option should be an ability that provides another 5 or 6 points to a particular Pool best suited to the focus, or that the character can divide up as they wish. Alternatively, training in offense or defense would also be appropriate.

The other tier 6 option should give the character a brand-new ability within their theme, but not one that strays into the realm of the fantastic. For instance, an ability that allows a character to take two actions instead of one would be reasonable. Granting additional training, assets, or Edge would also be fine.

Energy Manipulation

Energy manipulation foci offer abilities that can call fire, electricity, force, magnetism, or nonstandard forms of energy such as cold, stone, or something stranger like “void” or “shadow.” These abilities usually give a character a way to achieve something of a balance between attacking enemies and granting themselves or allies additional protection. The focus usually also offers abilities that provide other ways to use specific energy for things like transportation, creating large concentrations of energy that can affect multiple targets, or creating a temporary object or barrier of energy.

Connection: Choose four relevant connections from the Focus Connections list.

Additional Equipment: One or more pieces of equipment immune to the energy manipulated, which might be a set of clothes. Alternatively, something related to the energy being generated. Some foci in this category don’t require additional equipment.

Energy Abilities: If a character type grants special abilities that normally use some other kind of energy, they now produce the kind used by this focus. For example, if a character uses this focus to manipulate electricity, their force blasts become blasts of electricity. These alterations change nothing except the type of damage and any knock-on effects (for instance, electricity might temporarily short out electronic systems).

Minor Effect Suggestions: The target or something near the target is hindered because of residual energy.

Major Effect Suggestions: An important item on the target’s person is destroyed.

The following are examples and not meant to provide a complete list of all possible foci in this category.

@UUID[.9x56c0G5TMOl1Arn#absorbs-energy]{Absorbs Energy} @UUID[.9x56c0G5TMOl1Arn#bears-a-halo-of-fire]{Bears a Halo of Fire} @UUID[.9x56c0G5TMOl1Arn#dances-with-dark-matter]{Dances With Dark Matter} @UUID[.9x56c0G5TMOl1Arn#rides-the-lightning]{Rides the Lightning} @UUID[.9x56c0G5TMOl1Arn#thunders]{Thunders} @UUID[.9x56c0G5TMOl1Arn#wears-a-sheen-of-ice]{Wears a Sheen of Ice}

Ability Selection Guidelines

Tier 1: Choose a low-tier ability that either inflicts damage or provides protection using the appropriate energy type in some fashion.

Sometimes an additional low-power ability is appropriate, depending on the energy type. For instance, a focus that manipulates cold might grant an ability to create snow sculptures. A focus that manipulates electricity might grant an ability to charge a depleted artifact or have an asset for dealing with electrical systems. A focus that absorbs energy might grant an ability to release it as a basic attack. And so on.

Tier 2: Choose whichever kind of ability wasn’t chosen at tier 1.

Tier 3: Choose two mid-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One option should be an ability that inflicts damage using the appropriate energy type (and possibly a related effect).

The other should grant enhanced movement by use of the appropriate energy type, give additional protection provided by the preferred energy, or use the energy in a completely new way, such as by draining the energy from a machine (if using electricity), entombing a victim in a layer of ice (if using cold), creating perfect silence (if using sound), creating a dazzling blast of illumination (if using light), and so on.

Tier 4: Choose whichever kind of ability wasn’t chosen at tier 3.

Tier 5: Choose a high-tier ability that inflicts damage (and possibly a related effect) that can affect more than one target using the appropriate energy type, or an ability that uses the energy in some fashion not previously used, as described in tiers 3 and 6.

Tier 6: Choose two high-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One of the high-tier abilities should use the preferred energy to inflict a lot of damage to a single target or to several.

The other option should use the appropriate energy type to accomplish a task not previously provided by lower-tier abilities, such as fashioning a fiery follower (if using fire), teleporting a great distance as a blast of lightning (if using electricity), creating solid objects out of the energy, and so on.

Environment Manipulation

Foci that allow a character to move objects, affect gravity, create objects (or illusions of objects), and so on are environment manipulation foci. Given that, in many cases, energy is used as part of this process, this category and energy manipulation overlap to some extent. Environment manipulation foci prioritize abilities that indirectly affect enemies and allies via objects, forces, and alterations of the surroundings; energy manipulation foci prioritize directly damaging targets with the chosen energy or force.

For example, rather than blasting a foe with a gravity pulse that does damage, a character using an environment manipulation focus based on gravity is more likely to have abilities that hold a target in place, use gravity to throw heavy objects as an attack, or lower gravity in a particular area or even on a particular object.

Connection: Choose four relevant connections from the Focus Connections list.

Additional Equipment: Any object necessary to manipulate the surrounding environment. For instance, someone with a focus that grants the ability to craft objects would require basic tools. Some foci in this category don’t require anything to gain or retain their benefits.

Environment Manipulation Abilities: Foci themes that involve imagery or visible energies can affect the look of your type abilities. Such alterations, if any, do nothing but change the appearance of effects. If gravity is manipulated, perhaps a telltale bluish glow permeates all ability uses, including type abilities. If illusion is generated, perhaps flamboyant visual and auditory qualities accompany type abilities, such as the appearance of a tentacled beast holding a target in place when Stasis is used. And so on.

Minor Effect Suggestions: The target gets turned around, and its next attack is hindered.

Major Effect Suggestions: The character is refreshed and recovers 4 points to one Pool.

The following are examples and not meant to provide a complete list of all possible foci in this category.

@UUID[.9x56c0G5TMOl1Arn#awakens-dreams]{Awakens Dreams} @UUID[.9x56c0G5TMOl1Arn#blazes-with-radiance]{Blazes With Radiance} @UUID[.9x56c0G5TMOl1Arn#calculates-the-incalculable]{Calculates the Incalculable} @UUID[.9x56c0G5TMOl1Arn#controls-gravity]{Controls Gravity} @UUID[.9x56c0G5TMOl1Arn#crafts-illusions]{Crafts Illusions} @UUID[.9x56c0G5TMOl1Arn#crafts-unique-objects]{Crafts Unique Objects} @UUID[.9x56c0G5TMOl1Arn#employs-magnetism]{Employs Magnetism} @UUID[.9x56c0G5TMOl1Arn#focuses-mind-over-matter]{Focuses Mind Over Matter}

Ability Selection Guidelines

Tier 1: Choose a low-tier ability that grants a basic use of an ability that alters the environment (or predicts it) using the focus’s theme. For instance, a gravity-affecting focus might provide an ability that makes a target lighter or heavier. An
illusion-crafting focus might grant an ability that allows the creation of an image. An object-making focus might grant a basic proficiency in creating a particular kind of object. A predictive focus might calculate outcomes and provide the character with the benefits of that foreknowledge. And so on.

Sometimes an additional low-power ability is appropriate, depending on the focus. Often, this is an ability that grants skill training in a related area of knowledge.

Tier 2: Choose a low-tier ability that provides a new defensive or offensive capability related to the focus’s theme.

Alternatively, this ability might provide an additional or brand-new capability to manipulate the environment related to the focus’s theme.

Tier 3: Choose two mid-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One option should be a mid-tier ability related to the focus’s theme that provides an additional environment manipulation capacity or further improves the basic environment manipulation ability previously granted. This ability isn’t directly offensive or defensive, but provides either an all-new ability related to the basic ability, or one that increases the strength, range, or some other extension of the previously unlocked basic ability.

The other mid-tier option should provide an offensive or defensive ability related to the specific form of movement the focus provides, if possible.

Tier 4: Choose a mid-tier ability that is either an offensive or a defensive use of the ability, whichever one wasn’t chosen as an option in the previous tier.

Tier 5: Choose a high-tier penultimate use of the environment-manipulation ability. For instance, if the focus-granted manipulation is illusory, this ability might haunt a target with terrifying images. If the focus is gravity based, it might unlock flight. If magnetic, it might allow the user to reshape metal. If the focus grants telekinetic powers, this ability could allow a character to hurl massive objects at foes. And so on.

Tier 6: Choose two high-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One of the abilities should provide either an offensive or a defensive ability, opposite the ability provided at tier 4 (though high tier rather than mid tier).

The other option should be something that further explores the use of the basic environment manipulation capability. If the tier 5 choice was the penultimate ability, this might be an even better ultimate ability related to the kind of manipulation offered, or a different way of using that ability to unlock an as-yet-unexplored facet of the ability.

Exploration

Foci that allow a character to gather information, survive in unfamiliar environments, and find their way to new locations or track down particular creatures and foes are exploration foci. Surviving in unfamiliar environments requires a reasonable selection of defensive options; however, abilities that allow a character to find and learn are prioritized.

Exploration foci rely on a variety of methods, though training and expertise are the mainstays. Some methods require specific tools (such as a vehicle) to grant the benefits provided, while others might rely on the supernatural or
super-science to learn new things and explore strange places from afar.

Connection: Choose four relevant connections from the Focus Connections list.

Additional Equipment: Any object necessary to explore. For instance, starting maps and/or
a compass would be basic equipment, while someone who uses psychic abilities might require a mirror or crystal sphere to gaze into. Equipment might also include access to a vehicle required for exploration, as previously noted.

Minor Effect Suggestions: You have an asset on any action that involves using your senses, such as perceiving or attacking, until the end of the next round.

Major Effect Suggestions: Your Intellect Edge increases by 1 until the end of the next round.

The following are examples and not meant to provide a complete list of all possible foci in this category.

@UUID[.9x56c0G5TMOl1Arn#explores-dark-places]{Explores Dark Places} @UUID[.9x56c0G5TMOl1Arn#infiltrates]{Infiltrates} @UUID[.9x56c0G5TMOl1Arn#operates-undercover]{Operates Undercover} @UUID[.9x56c0G5TMOl1Arn#pilots-starcraft]{Pilots Starcraft} @UUID[.9x56c0G5TMOl1Arn#sees-beyond]{Sees Beyond} @UUID[.9x56c0G5TMOl1Arn#separates-mind-from-body]{Separates Mind From Body}

Ability Selection Guidelines

Tier 1: Choose a low-tier ability that grants the character basic exploratory, survival, or information-gathering capabilities within the focus’s theme.

Sometimes an additional low-power ability is appropriate, depending on the focus. Often, this is an ability that grants skill training in a related area of knowledge or a related skill (though this may already be covered in the main ability). Alternatively, it might offer a simple bonus of 2 or 3 points to the Might Pool.

Tier 2: Choose another low-tier ability that grants an additional capability related to exploration, survival, or information gathering.

For instance, a focus dedicated to surviving savage conditions might offer an ability (or two) that makes it easier to avoid natural hazards, poisons, difficult terrain, and so on. A focus dedicated to exploration of a particular area might grant abilities to gain access to that area, or a capability that others normally lack (like the ability to see in the dark).

Tier 3: Choose two mid-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One option should further improve the basic exploration ability granted, or give a new exploratory, survival, or information-gathering ability.

The other option should be something that benefits the character, either an offensive or defensive ability (especially if this focus hasn’t already granted that) or something that further broadens the character’s ability to explore in the focus’s chosen realm.

Tier 4: Choose a mid-tier offensive or defensive ability (whichever wasn’t offered at tier 3) that benefits the character. Alternatively, if offensive and defensive abilities are already well represented, choose a different mid-tier ability that broadens the character’s ability to explore, survive, or gather information.

Tier 5: Choose a high-tier ability that alleviates some of the penalties for exploring, surviving, or gathering information in a normally inhospitable place.

Tier 6: Choose two high-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One option should further improve the basic exploration-themed ability previously granted, or give a brand-new exploratory, survival, or information-gathering ability.

The other option should be something that benefits the character, either an offensive or defensive ability, or yet another ability that further broadens their capacity to explore in the focus’s chosen realm.

Influence

Foci that prioritize authority and influence—whether that’s to make people or machines do as commanded, to help others, or to rise to some other prestigious and significant position—fall within the influence category.

These foci grant influence through training and persuasion, by direct mental manipulation, by using fame to get people’s attention and influence their actions, or simply by knowing and learning things that affect later decisions. In this sense, the concept of influence is broad.

Connection: Choose four relevant connections from the Focus Connections list.

Additional Equipment: Any object necessary to achieve the influence suggested should be granted as additional equipment. Some influence foci don’t require anything to gain or retain their benefits.

Minor Effect Suggestions: The range or duration of the influencing ability is doubled.

Major Effect Suggestions: An ally or indicated target can take an additional action.

The following are examples and not meant to provide a complete list of all possible foci in this category.

@UUID[.9x56c0G5TMOl1Arn#commands-mental-powers]{Commands Mental Powers} @UUID[.9x56c0G5TMOl1Arn#conducts-weird-science]{Conducts Weird Science} @UUID[.9x56c0G5TMOl1Arn#fuses-mind-and-machine]{Fuses Mind and Machine} @UUID[.9x56c0G5TMOl1Arn#is-idolized-by-millions]{Is Idolized by Millions} @UUID[.9x56c0G5TMOl1Arn#solves-mysteries]{Solves Mysteries} @UUID[.9x56c0G5TMOl1Arn#talks-to-machines]{Talks to Machines} @UUID[.9x56c0G5TMOl1Arn#works-the-system]{Works the System}

Ability Selection Guidelines

Tier 1: Choose a low-tier ability that allows the character to learn something significant enough that they can choose a smart course of action (or use that knowledge to persuade or intimidate). How the character learns the information varies by the specifics of the focus. One character might do experiments to learn answers, another might open a telepathic link with others to trade information secretly and quickly, and still another might simply be trained in interaction tasks.

Sometimes an additional low-power ability is appropriate, depending on the focus. Often, this is an ability that grants skill training in a related area of knowledge.

Tier 2: Choose a low-tier ability that improves the character’s ability to apply influence. This might open an additional front on the focus’s basic theme or simply further enhance the basic ability already provided. For instance, this tier 2 ability could ease influence-related tasks by a few steps, allow a telepath to read the minds of others who have secrets they’d otherwise not reveal, or grant influence over physical objects (either to improve them or to learn more about them). And so on.

Tier 3: Choose two mid-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One option should provide an offensive or defensive capability related to the focus’s specific kind of influence, if possible. For instance, an inventor might create a serum that gives them increased abilities (which could be used for offense or defense), a telepath might have some method of blasting foes with mental energy, and someone with only the basic skills of debate and influence through fame might have to rely on weapon training or their entourage.

The other mid-tier option should provide an additional ability to influence in the theme of the focus, or further improve the basic influence ability previously granted. This option isn’t directly offensive or defensive, but provides either an all-new ability related to the basic ability, or increases the strength, range, or some other extension of the previously unlocked basic ability. For instance, a telepath might have a psychic suggestion ability.

Tier 4: Choose a mid-tier ability that is either an offensive or a defensive use of the influence ability, whichever one wasn’t chosen as an option in the previous tier.

Alternatively, this ability could grant an additional capability related to the kind of influence the focus provides.

Tier 5: Choose a high-tier penultimate use of the specific influence ability granted at lower tiers.

Alternatively, choose an ability not previously gained at a lower tier, one that opens a new front on the particular influence capability. For instance, if the focus-granted influence is telepathic, the tier 5 ability might allow a character to see into the future to gain assets for dealing with enemies (and allies).

Tier 6: Choose two high-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One of the options should provide either an offensive or a defensive ability, opposite the ability provided at tier 4 (though high tier rather than mid tier).

The other option should be something that further explores the use of the basic influence ability provided by the focus. If the tier 5 choice was the penultimate ability, this might be an even better ultimate ability related to the kind of influence used, or a different way of using that ability to unlock an as-yet-unexplored facet of the ability.

Irregular

Most foci have a basic theme, a “character story” that logically leads to a series of related abilities. However, certain foci themes are so wide that they don’t fit into any other category except an irregular one of their own.

Irregular foci provide a basket of disparate abilities. Usually that’s because the overarching theme is one that demands variability and access to several different kinds of abilities. Often, these foci are found in genres that suggest additional rule tweaks to leverage their use even further, such as power shifts in the superhero genre and spellcasting in the fantasy genre. However, other irregular foci are possible.

Connection: Choose four relevant connections from the Focus Connections list.

Additional Equipment: Any object necessary to the focus’s theme. For instance, a
superhero-themed focus might grant a superhero costume.

Minor Effect Suggestions: The target is also dazed for one round, during which time all of its tasks are hindered.

Major Effect Suggestions: The target is stunned and loses its next turn.

The following are examples and not meant to provide a complete list of all possible foci in this category.

@UUID[.9x56c0G5TMOl1Arn#channels-divine-blessings]{Channels Divine Blessings} @UUID[.9x56c0G5TMOl1Arn#descends-from-nobility]{Descends From Nobility} @UUID[.9x56c0G5TMOl1Arn#emerged-from-the-obelisk]{Emerged From the Obelisk} @UUID[.9x56c0G5TMOl1Arn#flies-faster-than-a-bullet]{Flies Faster Than a Bullet} @UUID[.9x56c0G5TMOl1Arn#masters-spells]{Masters Spells} @UUID[.9x56c0G5TMOl1Arn#speaks-for-the-land]{Speaks for the Land}

Ability Selection Guidelines

Tier 1: Choose a low-tier ability that grants one of the benefits the focus theme promises, one that a first-tier character should have.

Sometimes an additional low-power ability is appropriate, depending on the focus. Often, this is an ability that grants skill training in a related area of knowledge or a related skill. Alternatively, it might offer a simple bonus of 2 or 3 points to a Pool.

Tier 2: Choose a low-tier ability that grants one of the benefits the focus theme promises, one that’s presumably not immediately related to the one provided at tier 1. That said, if a defense wasn’t provided at tier 1, tier 2 is a good place to add it.

Tier 3: Choose two mid-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One option should provide one of the benefits the focus theme promises, one that may not be immediately related to those provided at earlier tiers.

The other option should include a method of attack if none has previously been granted. Alternatively, if the lower-tier abilities don’t quite get the character where they need to be, this option might further increase a capability unlocked at a lower tier.

Tier 4: Choose a mid-tier ability that grants one of the benefits the focus theme promises, one that may not be immediately related to those provided at earlier tiers.

Tier 5: Choose a high-tier ability that grants one of the benefits the focus theme promises, one that may not be immediately related to those provided at earlier tiers.

Tier 6: Choose two high-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One option should grant one of the benefits the focus theme promises, one that may not be immediately related to those provided at earlier tiers. However, this ability might also provide an ultimate version of a lower-tier ability if a mid-tier or low-tier option wasn’t quite sufficient.

The other option should provide an alternate method to round out the character in a way that doesn’t replicate the first tier 6 option. For instance, if the first option provided some kind of attack, this one might be an interaction, information-gathering, or healing ability, depending on the focus’s overarching theme.

Movement Expertise

Foci that prioritize novel forms of movement—in order to excel in combat, escape situations most others can’t, move with stealth for purposes of theft or escape, or move into locations normally inaccessible—fall within the movement expertise category. These foci usually have methods of granting either offense or defense through movement, though they may provide some means of doing both.

The classic movement expertise focus is one that relies on speed to make more attacks and avoid being hit, though general agility might also provide the same benefit. Other foci in this category might fall within the theme by granting a character the ability to become immaterial, to change their form into something like water or air, or to instantly move via teleportation.

Connection: Choose four relevant connections from the Focus Connections list.

Additional Equipment: Any object necessary to achieve great speeds, change state, or otherwise gain the benefit of the focus should be granted as additional equipment. Some foci in this category don’t require anything to gain or retain their benefits.

Minor Effect Suggestions: The target is dazed, and their next action is hindered.

Major Effect Suggestions: The target is stunned and loses their next action.

The following are examples and not meant to provide a complete list of all possible foci in this category.

@UUID[.9x56c0G5TMOl1Arn#exists-partially-out-of-phase]{Exists Partially Out of Phase} @UUID[.9x56c0G5TMOl1Arn#moves-like-a-cat]{Moves Like a Cat} @UUID[.9x56c0G5TMOl1Arn#moves-like-the-wind]{Moves Like the Wind} @UUID[.9x56c0G5TMOl1Arn#runs-away]{Runs Away} @UUID[.9x56c0G5TMOl1Arn#shreds-the-walls-of-the-world]{Shreds the Walls of the World} @UUID[.9x56c0G5TMOl1Arn#travels-through-time]{Travels Through Time} @UUID[.9x56c0G5TMOl1Arn#works-the-back-alleys]{Works the Back Alleys}

Ability Selection Guidelines

Tier 1: Choose a low-tier ability that grants the basic benefit of the specific movement style, whether that’s enhanced speed, agility, immateriality, and so on.

Sometimes an additional low-power ability is appropriate, depending on the focus. If the basic benefit of the movement demands some kind of additional understanding or training, this ability could be that. Alternatively, if the movement provided seems like it should also unlock a basic offensive or defensive benefit (relying on the use of the initial basic ability), append it as well.

Tier 2: Choose a low-tier ability that provides a new offensive or defensive capability related to the focus’s theme.

Alternatively, this ability might provide some additional capability related to the form of movement that grants useful information to the character that would normally be inaccessible to someone without the focus.

Tier 3: Choose two mid-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One option should provide an additional movement capacity or further improve the basic movement capacity, related to the focus’s theme. This isn’t directly offensive or defensive, but provides the character with a new level of ability or an all-new ability related to their basic movement ability.

The other option should provide either an offensive or a defensive capability related to the specific form of movement the focus provides.

Tier 4: Choose a mid-tier ability that further enhances the advantages provided by focus’s movement-enhancing paradigm. This could provide a new or better form of defense (directly, or indirectly if moving to a location or time where danger doesn’t threaten), or a new or better form of offense.

Tier 5: Choose a high-tier penultimate use of the movement-related ability. For instance, if the focus-provided movement is temporal, this ability might allow actual (if brief) jaunts of time travel. If the focus enhances speed, this ability might allow the character to move up to a very long distance with one action. And so on.

Alternatively, unlock an as-yet-unexplored related ability that could derive from the basic movement power provided by the focus.

Tier 6: Choose two high-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One of the options should provide either an offensive or a defensive ability, opposite the ability provided at tier 4 (though high tier rather than mid tier).

The other option should be something that further explores the use of the basic
movement ability. If the tier 5 choice was the penultimate ability, this might be an even better ultimate ability related to the movement.

Striker Combat

Striker combat foci prioritize dealing damage in battle over other concerns. Foci in this category offer defensive abilities as well, but they emphasize abilities that provide ways to spike damage to heights that other foci normally don’t reach.

To achieve this end, a striker combat focus might offer mastery of a particular style of martial combat, which could be training with a particular weapon or martial art, or the use of a unique tool (or even a kind of energy). A style might be something as singular as being the best at fighting a particular kind of enemy, or something much broader, such as adopting a particularly vicious or unsporting style. A striker combatant might use fire, force, or magnetism as their preferred method of spiking damage.

Connection: Choose four relevant connections from the Focus Connections list.

Additional Equipment: The weapon, tool, or other special item or substance (if any) required to engage in the particular style of combat. For instance, a dose of level 5 poison for Fights Dirty or Murders, a trophy from a previously defeated foe for Battles Robots, or stylish clothes for Fights With Panache.

Minor Effect Suggestions: The target is so dazzled by your expertise that it is dazed for one round, hindering all of its tasks.

Major Effect Suggestions: Make an immediate additional attack using an attack provided by the focus as part of your turn.

The following are examples and not meant to provide a complete list of all possible foci in this category.

@UUID[.9x56c0G5TMOl1Arn#battles-robots]{Battles Robots} @UUID[.9x56c0G5TMOl1Arn#fights-dirty]{Fights Dirty} @UUID[.9x56c0G5TMOl1Arn#fights-with-panache]{Fights With Panache} @UUID[.9x56c0G5TMOl1Arn#hunts]{Hunts} @UUID[.9x56c0G5TMOl1Arn#is-licensed-to-carry]{Is Licensed to Carry} @UUID[.9x56c0G5TMOl1Arn#looks-for-trouble]{Looks for Trouble} @UUID[.9x56c0G5TMOl1Arn#masters-weaponry]{Masters Weaponry} @UUID[.9x56c0G5TMOl1Arn#murders]{Murders} @UUID[.9x56c0G5TMOl1Arn#needs-no-weapon]{Needs No Weapon} @UUID[.9x56c0G5TMOl1Arn#performs-feats-of-strength]{Performs Feats of Strength} @UUID[.9x56c0G5TMOl1Arn#rages]{Rages} @UUID[.9x56c0G5TMOl1Arn#slays-monsters]{Slays Monsters} @UUID[.9x56c0G5TMOl1Arn#throws-with-deadly-accuracy]{Throws With Deadly Accuracy} @UUID[.9x56c0G5TMOl1Arn#wields-two-weapons-at-once]{Wields Two Weapons at Once}

Ability Selection Guidelines

Tier 1: Choose a low-tier ability that inflicts additional damage when a character attacks using the focus’s particular fighting style, energy, or attitude, or when used against a chosen enemy.

Sometimes an additional low-power ability is appropriate, depending on the focus. For instance, a focus that grants proficiency in a special weapon might offer training in crafting tasks associated with that weapon. A focus that grants increased damage against a particular kind of foe might offer training in skills to recognize, locate, or just have general knowledge about that foe. A fighting style that involves fighting in a vicious or dirty manner might provide training in intimidation. And so on.

If the focus is about fighting a particular enemy, additional secondary powers (more than might otherwise be offered) may be appropriate. Those either further enhance effectiveness against the chosen enemy, or offer broader but related abilities that give the character who takes the focus some functionality even when not fighting that enemy.

Tier 2: Choose a low-tier ability that provides some form of defense using the weapon, weapon style, or chosen energy. If the weapon style is being especially good at fighting a certain kind of foe, the ability should be a defense against that kind of foe. Alternatively, the focus might offer another method for increasing damage within the chosen paradigm.

Sometimes an additional low-power ability is appropriate at tier 2. If so, choose whichever
low-power ability wasn’t gained at tier 1.

Tier 3: Choose two mid-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One option should inflict additional damage when using the focus’s fighting style, energy, or attitude, or when used against a chosen enemy. That could be as simple as an ability that offers an additional attack of that kind.

The other option should provide a method to temporarily neutralize a foe by disarming them, dazing or stunning them, slowing or holding them, or otherwise discombobulating them by using the focus’s fighting style, energy, or attitude, or when used against a chosen enemy.

Tier 4: Choose a mid-tier ability that further enhances the advantages provided by the focus’s paradigm. Often, this includes training in a particular kind of attack. Alternatively, the ability might increase the advantages provided by achieving a certain combat status, such as gaining surprise.

Tier 5: Choose a high-tier ability that inflicts damage. Alternatively, if focused on fighting a particular kind of foe, this ability might give the character a chance to completely neutralize, destroy, blind, or kill a singular target of up to level 3 (or higher, if the focus is on a singular foe).

Tier 6: Choose two high-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One of the options should use the focus paradigm to inflict an exceptional amount of damage.

The other option could be a different way of inflicting damage, either using the focus paradigm or just dealing lots of damage in general (and relying on previous focus tier abilities to improve targeting). This could be against multiple targets if the first option was for a single target, to outright kill or neutralize a target (starting with level 4, but with guidance for using Effort to increase the level of the target), or to select yet another foe, make another attack, or get away in order to fight another day.

Support

Foci that allow a character to help others succeed, defend others, heal others who are hurt, and so on are support foci. Of course, most foci abilities are often used in aid of others, but support foci (such as Siphons Power) prioritize aiding, healing, and improving the character who takes the focus.

Support foci rely on a variety of methods to provide their help, including martial training used in defense, supernatural or sci-fi means of providing healing, or simply easing the cares of others through entertainment.

Connection: Choose four relevant connections from the Focus Connections list.

Additional Equipment: Any object necessary to provide support. For instance, someone with a focus that uses entertainment to help others would require an instrument or similar object in aid of their craft. Some foci in this category don’t require anything to gain or retain their benefits.

Minor Effect Suggestions: You can draw an attack without having to use an action at any point before the end of the next round.

Major Effect Suggestions: You can take an extra action in aid of an ally.

The following are examples and not meant to provide a complete list of all possible foci in this category.

@UUID[.9x56c0G5TMOl1Arn#defends-the-weak]{Defends the Weak} @UUID[.9x56c0G5TMOl1Arn#entertains]{Entertains} @UUID[.9x56c0G5TMOl1Arn#helps-their-friends]{Helps Their Friends} @UUID[.9x56c0G5TMOl1Arn#metes-out-justice]{Metes Out Justice} @UUID[.9x56c0G5TMOl1Arn#shepherds-the-community]{Shepherds the Community} @UUID[.9x56c0G5TMOl1Arn#siphons-power]{Siphons Power} @UUID[.9x56c0G5TMOl1Arn#works-miracles]{Works Miracles}

Ability Selection Guidelines

Tier 1: Choose a low-tier ability that provides some form of defense, aid or entertainment, benefit to recovery or healing, or protection. That defense or protection could be to the PC and not to an ally, as one cannot protect another without first being able to protect themselves (and sometimes protecting themselves is the entire point).

Sometimes an additional low-power ability is appropriate, depending on the focus. Often, this is an ability that grants skill training in a related area of knowledge or a related skill, but it might be something that works with the initial ability that, by itself, wouldn’t do much.

Tier 2: Choose a low-tier ability that follows up on the support style opened in the previous tier. If the previous tier’s ability provided a means of protection only for the focus taker, this tier 2 ability should specifically provide aid to another. If the previous tier specifically provided aid to another, this tier 2 ability could defend the focus taker or provide an offensive capability grounded, if possible, in the focus’s theme.

Tier 3: Choose two mid-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One option should work within the focus’s theme to aid, heal, protect, or otherwise help another.

The other option should be something that benefits the character, either an offensive or defensive ability, or something that broadens their expertise in some fashion. Alternatively, it could be another, different method of helping someone else.

Tier 4: Choose a mid-tier ability that gives an ally a direct boon or provides the character with a way to help another. It could also be an ability that harms or nullifies a foe, as removing foes certainly helps allies.

Tier 5: Choose a high-tier ability that provides an offensive or defensive option for the character, if none have been provided yet. If this need has been previously addressed or is deemed unnecessary, choose a high-tier ability that provides some form of defense, aid or entertainment, benefit to recovery or healing, or protection to another. For example, a tier 5 ability might grant an ally an additional free action or allow them to repeat a failed action.

Tier 6: Choose two high-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One of the options should provide an ultimate method of helping another in the theme of the focus.

The other option could provide an alternative ultimate method of helping another; many foci in this category do. However, an option that provides high-tier offense or defense is also completely reasonable.

Tank Combat

Foci that prioritize being able to take a lot of punishment and soak up excess damage from foes fall within the tank combat category. These foci provide offensive abilities too, as well as additional abilities related to the particular method by which improved protection is achieved, but defensive abilities are most pronounced.

Some tank combat foci involve a physical transformation that grants additional protection, and others rely on specialized training, use tools like shields or heavy armor, or provide the ability to heal incredibly fast. The kinds of physical transformation that a tank focus provides, if any, vary widely. A focus might turn a character’s skin to stone, reinforce their body with metal, turn them into a monstrous being, make them so big it becomes harder to hurt them, and so on.

Connection: Choose four relevant connections from the Focus Connections list.

Additional Equipment: Any object necessary to maintain a physical transformation (such as a tool for repair if partly robotic, a shield or other defensive tool used if skilled, or possibly some kind of amulet or serum). Some tank combat foci don’t require anything to gain or retain their benefits.

Minor Effect Suggestions: +2 to Armor for a few rounds.

Major Effect Suggestions: Regain 2 points to Might Pool.

The following are examples and not meant to provide a complete list of all possible foci in this category.

@UUID[.9x56c0G5TMOl1Arn#abides-in-stone]{Abides in Stone} @UUID[.9x56c0G5TMOl1Arn#brandishes-an-exotic-shield]{Brandishes an Exotic Shield} @UUID[.9x56c0G5TMOl1Arn#defends-the-gate]{Defends the Gate} @UUID[.9x56c0G5TMOl1Arn#fuses-flesh-and-steel]{Fuses Flesh and Steel} @UUID[.9x56c0G5TMOl1Arn#grows-to-towering-heights]{Grows to Towering Heights} @UUID[.9x56c0G5TMOl1Arn#howls-at-the-moon]{Howls at the Moon} @UUID[.9x56c0G5TMOl1Arn#lives-in-the-wilderness]{Lives in the Wilderness} @UUID[.9x56c0G5TMOl1Arn#masters-defense]{Masters Defense} @UUID[.9x56c0G5TMOl1Arn#never-says-die]{Never Says Die} @UUID[.9x56c0G5TMOl1Arn#stands-like-a-bastion]{Stands Like a Bastion}

Ability Selection Guidelines

Tier 1: Choose a low-tier ability that provides defense within the focus’s theme. If the theme is simply intense training or the use of a defensive tool, the ability might be as simple as a bonus to Armor. If protection comes from physical transformation, this ability provides the base form effects, benefits, and in some cases drawbacks for making the transformation. A low-tier enhanced healing ability would also be appropriate at first tier.

Sometimes an additional low-power ability is appropriate, depending on the focus. If the character transforms, this ability may provide a knock-on effect, though in the case of some transformations, it might be a description of how someone with an abnormal physiognomy can fully heal. Other times, the secondary power may simply be training in a related skill, or it may unlock the ability to use a particular armor or shield without penalty.

Tier 2: If the theme of the focus isn’t physical transformation, choose a low-tier ability that provides an additional method of defending, healing damage, or avoiding attacks.

If the theme of the focus is physical transformation, choose a low-tier ability that unlocks a new capability related to the form the character takes. That might mean gaining better control of the transformation, unlocking a robotic interface, or otherwise more fully unlocking that form. This ability is not necessarily defensive, though it could be.

Tier 3: Choose two mid-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One option should provide an additional form of protection in keeping with the focus’s theme, such as more defensive capabilities unlocked from a transformation (which might also come with additional offensive capabilities) or a simple physical enhancement if defense is gained by skills or enhanced healing.

The other option should provide an offensive capability, especially if creating a non-transformation focus that doesn’t already have offensive benefits. That capability could be an enhanced attack or provide some other benefit useful in combat, such as quickly evading or (on the other end of the continuum) becoming immovable.

Tier 4: Choose a mid-tier ability that further enhances the advantages provided by the focus’s damage-soaking paradigm. Often, this includes training in a particular kind of defense. Alternatively, it might increase the advantages provided by previously unlocked defensive abilities, whether that means gaining greater control over a transformation, gaining additional chances to avoid damage or retry tasks related to enhanced determination, and so on. If the focus is lacking in offensive options, this is a good place to include one.

Tier 5: Choose a high-tier ability that provides protection, possibly in the form of shrugging off a debilitating condition (including death). If the focus offers a physical transformation, this ability might further unlock an additional related ability, whether offensive, defensive, or something related to exploration or interaction (such as flight if the form is winged, intimidation if the form is fearsome, and so on).

Tier 6: Choose two high-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One option should use the focus paradigm to increase the defense, protection, or ability to shrug off damage.

The other option could be a different way of being defensive. In some cases, the best defense is a good offense, so this option could provide a high-tier offensive ability in keeping with the focus’s theme, whether that’s a straight-up damage boost on attacks or better control of an unstable physical transformation.

","markdown":""},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"ownership":{"default":-1},"flags":{}},{"sort":399219,"name":"Abilities","type":"text","_id":"YRhX8KikaF361373","title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"

A character’s type, flavor, and focus assign an appropriate tier to each ability. However, if you’re creating a brand-new focus or type, we provide a couple of additional tools.

The first is a power grade for each ability, which tells you about how potent it is in relation to other abilities. Abilities appropriate for tiers 1 and 2 characters are called “low-tier” abilities. Abilities appropriate for tiers 3 and 4 are called “mid-tier” abilities. Abilities appropriate for tiers 5 and 6 are called “high-tier” abilities.

These abilities are further sorted into ability categories based on the kinds of things they do—abilities that improve physical attacks are in the attack skill category, abilities that assist allies are in the support category, and so on.

Unless otherwise noted, you cannot choose the same ability twice, even if you get it from both your type and a flavor.

Ability Categories and Relative Power

Abilities can be divided into several categories based on the kinds of things they do—improve your physical attacks, assist allies, provide defense, give you a special attack form, and so on. Under each of the following category descriptions is a list of abilities that fit that category, sorted into low-, medium-, and high-tier abilities.

The categories are mainly used by GMs when designing new foci for a campaign, allowing them to search a short list of abilities instead of trying to find something appropriate among the thousand or so abilities in this chapter. For example, the GM might have a custom focus in their campaign called “Is Born of the Swamp” and want a defensive ability for tier 5, so they can look at the high-tier abilities in the protection category and quickly narrow down what options are available.

It may be possible that a character gains the same ability from more than one source (such as from their type and their descriptor). Unless the two abilities are obviously additive (such as two abilities that each add 3 points to your Might Pool, which together would give the character +6 Might points), the duplicated ability might be improved in some way, such as having a longer duration or greater effect, or automatically providing an asset. Some abilities give suggestions on how to do this; otherwise, the player and the GM should work out whether and how the ability is improved.

The ability categories are not intended to be rigid or comprehensive. Some abilities fall into more than one category, and it could be argued that some abilities could be included in more categories than are listed here.

These categories have some overlap with the categories in the Creating New Foci chapter. For example, there is a support category here and a support category in the Creating New Foci chapter. They aren’t intended to be exact parallels and they don’t mean exactly the same thing. That said, if you’re creating a support-centric focus, many of the abilities in the support ability category would be appropriate choices.

Attack Skill

Gives you training or specialization in a specific physical attack (like swords or unarmed combat), a category of physical attacks (light bladed, heavy bashing, and so on), or another physical skill primarily used to inflict harm (such as breaking objects).

Low Tier

@UUID[Compendium.cyphersystem-compendium.abilities.YBMLX3Jm5oN79J6G]{Heads-Up Display} @UUID[Compendium.cyphersystem-compendium.abilities.wAbsUj5mHZatr3JG]{Practiced With Guns} @UUID[Compendium.cyphersystem-compendium.abilities.NhijFGxYepJtaa0r]{Practiced With Medium Weapons} @UUID[Compendium.cyphersystem-compendium.abilities.WFK0xBSAIpD59va8]{Practiced With Swords} @UUID[Compendium.cyphersystem-compendium.abilities.FEkLEYwk7r9KE7oC]{Quarry} @UUID[Compendium.cyphersystem-compendium.abilities.JJKRrcU5L1yM9y90]{Unarmed Fighting Style}

Mid Tier

@UUID[Compendium.cyphersystem-compendium.abilities.R0UuZ32vmmeFbSMV]{Blood Fever} @UUID[Compendium.cyphersystem-compendium.abilities.Z7JkIlrv7gxim4Fn]{Cognizant Offense} @UUID[Compendium.cyphersystem-compendium.abilities.nOuOE3EkrNr81pSq]{Greater Skill With Defense} @UUID[Compendium.cyphersystem-compendium.abilities.yl2zo179wXZW5Xxc]{Practiced With All Weapons} @UUID[Compendium.cyphersystem-compendium.abilities.NoKdHv0FSytZR4iF]{Robot Fighter} @UUID[Compendium.cyphersystem-compendium.abilities.NcItnMHjeG9fgE1K]{Serv-0 Aim} @UUID[Compendium.cyphersystem-compendium.abilities.lPqCQOQJF0JfoFRn]{Serv-0 Brawler} @UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks} @UUID[Compendium.cyphersystem-compendium.abilities.QDSSTe5EGrBHjtnL]{Sniper’s Aim} @UUID[Compendium.cyphersystem-compendium.abilities.hbWaCBEfSMujqvDf]{Specialized Throwing}

High Tier

@UUID[Compendium.cyphersystem-compendium.abilities.2uSx4ErQ9f2QLX5M]{As Foretold in Prophecy} @UUID[Compendium.cyphersystem-compendium.abilities.AsmIgvoIRPEtuzkh]{Duel to the Death} @UUID[Compendium.cyphersystem-compendium.abilities.oroWEBbp3cvrYwH9]{Greater Skill With Attacks} @UUID[Compendium.cyphersystem-compendium.abilities.LE8NtDKG9TzXBv5B]{Hunter’s Drive} @UUID[Compendium.cyphersystem-compendium.abilities.S4PaEqmYjg4TGoG3]{Master of Unarmed Fighting Style} @UUID[Compendium.cyphersystem-compendium.abilities.kNSRytTtQX0rU3aE]{Mastery With Attacks} @UUID[Compendium.cyphersystem-compendium.abilities.F6mAzjhG2T4irVjy]{Specialized Basher}

Companion

Gives you a follower, modifies a follower, or gives you an additional benefit when interacting with or near your follower. This category includes humanoid followers, beast companions, and temporary companions like summoned swarms, conjured spirits, and so on.

Low Tier

@UUID[Compendium.cyphersystem-compendium.abilities.4XwwFeGO5haHxvQs]{Basic Follower} @UUID[Compendium.cyphersystem-compendium.abilities.bOohoEcDegDBinFc]{Beast Companion} @UUID[Compendium.cyphersystem-compendium.abilities.9Kag2UMn6Wdxq4Zo]{Bound Magic Creature} @UUID[Compendium.cyphersystem-compendium.abilities.hIxPlDRbNqallNiu]{Control Swarm} @UUID[Compendium.cyphersystem-compendium.abilities.tgS72E10jiPF3Dm3]{Critter Companion} @UUID[Compendium.cyphersystem-compendium.abilities.P1jQZdPIrxo4wNlr]{Duplicate} @UUID[Compendium.cyphersystem-compendium.abilities.ZK4CUb9HH4J5A8IN]{Entourage} @UUID[Compendium.cyphersystem-compendium.abilities.ZEcFnsNXgcozJElT]{Influence Swarm} @UUID[Compendium.cyphersystem-compendium.abilities.yaLHxRtVBhveqHJA]{Necromancy} @UUID[Compendium.cyphersystem-compendium.abilities.oEubmS7pZ3zFK8uJ]{Resilient Duplicate} @UUID[Compendium.cyphersystem-compendium.abilities.paIv2etaqLqY76y0]{Robot Assistant} @UUID[Compendium.cyphersystem-compendium.abilities.v1lZkKjSCS1pjnET]{Serv-0} @UUID[Compendium.cyphersystem-compendium.abilities.RkOvawhfH5MHQFOH]{Spirit Accomplice}

Mid Tier

@UUID[Compendium.cyphersystem-compendium.abilities.zstBkLwRduC7vgGT]{Beast Eyes} @UUID[Compendium.cyphersystem-compendium.abilities.gLxVxCSix441TyKq]{Call Swarm} @UUID[Compendium.cyphersystem-compendium.abilities.ETGBAqAc1ApFH5cx]{Expert Follower} @UUID[Compendium.cyphersystem-compendium.abilities.BQnrZXeivue9Q2qp]{Fellow Explorer} @UUID[Compendium.cyphersystem-compendium.abilities.srn53BB1da8Elh1t]{Fiery Hand of Doom} @UUID[Compendium.cyphersystem-compendium.abilities.rUzrjRuT2nfEdCaJ]{Gain Unusual Companion} @UUID[Compendium.cyphersystem-compendium.abilities.vEVmBgz2TxOH3aSk]{Greater Necromancy} @UUID[Compendium.cyphersystem-compendium.abilities.QxOsAHpd8ZkEXI5u]{Improved Object Bond} @UUID[Compendium.cyphersystem-compendium.abilities.CEscdPwUrBpzUeS0]{Living Armor} @UUID[Compendium.cyphersystem-compendium.abilities.XkFsMa9e9IY2FRcN]{Machine Companion} @UUID[Compendium.cyphersystem-compendium.abilities.cGcblQ2qvyHM02kY]{Mount} @UUID[Compendium.cyphersystem-compendium.abilities.S2OZtm12S2YvxD7H]{Retinue} @UUID[Compendium.cyphersystem-compendium.abilities.Nyt7Z1xWqmnuu265]{Shipspeak} @UUID[Compendium.cyphersystem-compendium.abilities.h1rn92kIqG5VVYd6]{Stronger Together} @UUID[Compendium.cyphersystem-compendium.abilities.wEWyNKnVgVOjsyms]{Summon Giant Spider} @UUID[Compendium.cyphersystem-compendium.abilities.FwEUY43Q8EMVCCsL]{Superior Duplicate} @UUID[Compendium.cyphersystem-compendium.abilities.OWRsjlf3ahyH9eez]{Time Doppelganger} @UUID[Compendium.cyphersystem-compendium.abilities.l5vgtPP0LcsqGrzn]{Time Loop}

High Tier

@UUID[Compendium.cyphersystem-compendium.abilities.Qm31Nw2SkBpVcv9M]{As If One Creature} @UUID[Compendium.cyphersystem-compendium.abilities.fD8yD0pGCMdOJkGb]{Band of Desperados} @UUID[Compendium.cyphersystem-compendium.abilities.KpbEHKNSEycVB1GU]{Band of Followers} @UUID[Compendium.cyphersystem-compendium.abilities.pFWDdnTXCiPfwsWv]{Beast Call} @UUID[Compendium.cyphersystem-compendium.abilities.jVY1PTxvZvpjZILB]{Call Dead Spirit} @UUID[Compendium.cyphersystem-compendium.abilities.HUVY2MA2CBegFhLY]{Call in Favor} @UUID[Compendium.cyphersystem-compendium.abilities.ElsQU746B70tsPmZ]{Call Otherworldly Spirit} @UUID[Compendium.cyphersystem-compendium.abilities.U58ZQ1X3byfANn4W]{Call Through Time} @UUID[Compendium.cyphersystem-compendium.abilities.8SDpRRzZRF73zLsF]{Conjuration} @UUID[Compendium.cyphersystem-compendium.abilities.iQhBPww1s4wRZcDz]{Deadly Swarm} @UUID[Compendium.cyphersystem-compendium.abilities.M1FHIlVPVv8O02LV]{Dragon’s Maw} @UUID[Compendium.cyphersystem-compendium.abilities.NVdx8QjmTP5eOjDh]{Fire Servant} @UUID[Compendium.cyphersystem-compendium.abilities.iEOf9IkbHU8oBOMm]{Improved Apportation} @UUID[Compendium.cyphersystem-compendium.abilities.0IlHHY1ktkN2L5Sp]{Improved Companion} @UUID[Compendium.cyphersystem-compendium.abilities.PKFz6WVsaKm5kIir]{Improved Machine Companion} @UUID[Compendium.cyphersystem-compendium.abilities.UJpMPRD25O7HvhbV]{Insect Eruption} @UUID[Compendium.cyphersystem-compendium.abilities.pGJIwlCJDib2Splm]{Legal Intern} @UUID[Compendium.cyphersystem-compendium.abilities.rHApGqEQj8TCGa3f]{Masterful Armor Modification} @UUID[Compendium.cyphersystem-compendium.abilities.rsYzxCchklPSFAp7]{Multiplicity} @UUID[Compendium.cyphersystem-compendium.abilities.Aprz5cRtdgiAIYUM]{Object Bond Mastery} @UUID[Compendium.cyphersystem-compendium.abilities.3EcnBLVtGwxpWXBW]{Recruit Deputy} @UUID[Compendium.cyphersystem-compendium.abilities.yqhUXLWMSNn5IYOn]{Robot Fleet} @UUID[Compendium.cyphersystem-compendium.abilities.LnZkUlKUuuD7iW3P]{Summon Demon} @UUID[Compendium.cyphersystem-compendium.abilities.OWRsjlf3ahyH9eez]{Time Doppelganger} @UUID[Compendium.cyphersystem-compendium.abilities.GDphyYXSfjKE5BST]{True Necromancy}

Control

Controls or influences minds in ways outside of what could be done with conventional intimidation and persuasion, such as using psychic mind control, fear gas, and so on.

Low Tier

@UUID[Compendium.cyphersystem-compendium.abilities.BggeJtN5IcutwLJg]{Calm Stranger} @UUID[Compendium.cyphersystem-compendium.abilities.SeAlSU8Rim5CWsgV]{Charm Machine} @UUID[Compendium.cyphersystem-compendium.abilities.fg8V2R3kpLX2sHRn]{Cloud Personal Memories} @UUID[Compendium.cyphersystem-compendium.abilities.ag3OU8JZuc769034]{Community Activist} @UUID[Compendium.cyphersystem-compendium.abilities.ulHj0pzmwc515fve]{Fast Talk} @UUID[Compendium.cyphersystem-compendium.abilities.M2oXV5cRSdMlUZDm]{Goad} @UUID[Compendium.cyphersystem-compendium.abilities.0V2NE0905wwYPRVo]{Hack the Impossible} @UUID[Compendium.cyphersystem-compendium.abilities.kgCuCmU8kn0UMy8v]{Robot Control} @UUID[Compendium.cyphersystem-compendium.abilities.gT21nqWZ9Es576oC]{Soothe the Savage} @UUID[Compendium.cyphersystem-compendium.abilities.qVlbJjB7X8R78rz0]{Terrifying Presence}

Mid Tier

@UUID[Compendium.cyphersystem-compendium.abilities.CLObcsu2DKKKhzyK]{Calm} @UUID[Compendium.cyphersystem-compendium.abilities.8EMTH3JCrC5Vjt63]{Captivate or Inspire} @UUID[Compendium.cyphersystem-compendium.abilities.mUhnX0UmEw2BROkI]{Captivate With Starshine} @UUID[Compendium.cyphersystem-compendium.abilities.t83oYxQRuO2u2zx4]{Command} @UUID[Compendium.cyphersystem-compendium.abilities.OE5yXpzWC8lSUmGX]{Command Machine} @UUID[Compendium.cyphersystem-compendium.abilities.dCQdSi11hJDyOSdD]{Command Spirit} @UUID[Compendium.cyphersystem-compendium.abilities.crFxkKwBNdnD6tX4]{Crowd Control} @UUID[Compendium.cyphersystem-compendium.abilities.FIU24o7T66ViVgyg]{Daydream} @UUID[Compendium.cyphersystem-compendium.abilities.sqiDNk5qXh9j3zwh]{Grand Deception} @UUID[Compendium.cyphersystem-compendium.abilities.ljhjSIxYOCbPXEFR]{Interruption} @UUID[Compendium.cyphersystem-compendium.abilities.Vcfc6yjbqX6WSzCf]{Mind Control} @UUID[Compendium.cyphersystem-compendium.abilities.iRqXVpngq6vfgtEn]{Psychic Suggestion}

High Tier

@UUID[Compendium.cyphersystem-compendium.abilities.zTsjsWVgzjQzl2MW]{Advanced Command} @UUID[Compendium.cyphersystem-compendium.abilities.By276DS858KmWNZq]{Assume Control} @UUID[Compendium.cyphersystem-compendium.abilities.3SiJ5Drao8XtmgzV]{Brainwashing} @UUID[Compendium.cyphersystem-compendium.abilities.aWbDzueOAxSW1d3C]{Change the Paradigm} @UUID[Compendium.cyphersystem-compendium.abilities.FxohCBSksJIu1BSA]{Control Machine} @UUID[Compendium.cyphersystem-compendium.abilities.LvoH43SKKtr3urKo]{Control the Savage} @UUID[Compendium.cyphersystem-compendium.abilities.0f2qoQlYGRqgu0Nj]{Defuse Situation} @UUID[Compendium.cyphersystem-compendium.abilities.UyW320RhzarMNoss]{Flee} @UUID[Compendium.cyphersystem-compendium.abilities.miR0d91lKIfmBGdO]{Psychic Passenger} @UUID[Compendium.cyphersystem-compendium.abilities.cfR2uFYjteKAqsYw]{Show Them the Way} @UUID[Compendium.cyphersystem-compendium.abilities.3wZZC07ADxO3mImS]{Suggestion} @UUID[Compendium.cyphersystem-compendium.abilities.ZTp4SZ673tDJpmuS]{Word of Command}

Craft

Creates useful physical things, such as mundane tools (hammers, crowbars), limited-use devices (manifest cyphers, artifacts), or independent beings (robots, elementals, zombies). Includes blueprints, plans, and effects that aid or speed crafting.

Low Tier

@UUID[Compendium.cyphersystem-compendium.abilities.JoPcORtuhjnAJ5mT]{Create Deadly Poison} @UUID[Compendium.cyphersystem-compendium.abilities.ZvKFftq7doCxI7T5]{Fortification Builder} @UUID[Compendium.cyphersystem-compendium.abilities.IswvUEdCBBZDRme6]{Junkmonger} @UUID[Compendium.cyphersystem-compendium.abilities.JK2hN1poqMLqfa1N]{Machine Efficiency} @UUID[Compendium.cyphersystem-compendium.abilities.mFPUUmBIcGGsuwNd]{Modify Device} @UUID[Compendium.cyphersystem-compendium.abilities.Ktxj62234LhUr51B]{Natural Crafter} @UUID[Compendium.cyphersystem-compendium.abilities.m6X5wyPUPdhqLTIp]{Quick Work} @UUID[Compendium.cyphersystem-compendium.abilities.pUliR2uWpIcE6jQX]{Robot Builder} @UUID[Compendium.cyphersystem-compendium.abilities.XUutaClCW4UXzK7e]{Trapster} @UUID[Compendium.cyphersystem-compendium.abilities.qBTIXXJt2Ahn8UYh]{Weapon Crafter}

Mid Tier

@UUID[Compendium.cyphersystem-compendium.abilities.FBCpBF9PXlEtIX4m]{Dream Becomes Reality} @UUID[Compendium.cyphersystem-compendium.abilities.dhXVqnunlbSbrDPB]{Expert Crafter} @UUID[Compendium.cyphersystem-compendium.abilities.7G8B9lfoVXkuxvKB]{Ice Creation} @UUID[Compendium.cyphersystem-compendium.abilities.AQQzctwqPJPUTRbb]{Poison Crafter} @UUID[Compendium.cyphersystem-compendium.abilities.BSx4qB29VwRUISm6]{Robot Upgrade} @UUID[Compendium.cyphersystem-compendium.abilities.3DJXuR680OxwP5NT]{Sculpt Light}

High Tier

@UUID[Compendium.cyphersystem-compendium.abilities.HuhNjMfMxPkTlERH]{Create} @UUID[Compendium.cyphersystem-compendium.abilities.JUn27j5YI3dRh2jJ]{Dark Matter Structure} @UUID[Compendium.cyphersystem-compendium.abilities.6e4KunpYFObSRszo]{Improved Sculpt Light} @UUID[Compendium.cyphersystem-compendium.abilities.y3qXWOUu7mAhg6Rb]{Innovator} @UUID[Compendium.cyphersystem-compendium.abilities.KQDFvUEnIWed1ebo]{Jury-Rig} @UUID[Compendium.cyphersystem-compendium.abilities.t0B6AIqWanSnx696]{Modify Artifact Power} @UUID[Compendium.cyphersystem-compendium.abilities.YFbC1HRis4SpZgrS]{Reshape}

Cure

Cures damage, adds or improves recovery rolls, or negates, cures, suspends, or otherwise gives immunity to a harmful effect or condition, such as poison, disease, mental attacks, moving down on the damage track, or dying.

Low Tier

@UUID[Compendium.cyphersystem-compendium.abilities.8mP69InEXQ4TB5BL]{Alleviate} @UUID[Compendium.cyphersystem-compendium.abilities.bzeuikGxbM7noj2z]{Crystalline Body} @UUID[Compendium.cyphersystem-compendium.abilities.Z7CKGOQWnfdNO885]{Destined for Greatness} @UUID[Compendium.cyphersystem-compendium.abilities.qHzwHm5LmYDasHnF]{Diver} @UUID[Compendium.cyphersystem-compendium.abilities.gWvMJQPBSmeaP8yN]{Drain Creature} @UUID[Compendium.cyphersystem-compendium.abilities.JyAovhallyh9m6oW]{Drain Machine} @UUID[Compendium.cyphersystem-compendium.abilities.PqL4qr9D8QAwQhrL]{Endurance} @UUID[Compendium.cyphersystem-compendium.abilities.uB3sVzeG2N5rkdUZ]{Escape} @UUID[Compendium.cyphersystem-compendium.abilities.CAYeFSNYprjeRtWw]{Extra Recovery} @UUID[Compendium.cyphersystem-compendium.abilities.U7chr7wLj7r5y0LT]{Foil Danger} @UUID[Compendium.cyphersystem-compendium.abilities.igGttY1Y2XbAx3qY]{Healing Touch} @UUID[Compendium.cyphersystem-compendium.abilities.JuOmZXMt1T3tQUZ8]{Ignore the Pain} @UUID[Compendium.cyphersystem-compendium.abilities.UtFc3e4grYyCQneH]{Improved Recovery} @UUID[Compendium.cyphersystem-compendium.abilities.vFQaDsHzJpTSV8Tw]{Living Off the Land} @UUID[Compendium.cyphersystem-compendium.abilities.wXV7JxEmZDlBvRKO]{Push on Through} @UUID[Compendium.cyphersystem-compendium.abilities.euEVkth9YGYSpoJf]{Quick Recovery} @UUID[Compendium.cyphersystem-compendium.abilities.rRDSzPJtUCwRVXFR]{Repair Flesh} @UUID[Compendium.cyphersystem-compendium.abilities.OvvuCBCQ71rZkCqQ]{Restful Presence} @UUID[Compendium.cyphersystem-compendium.abilities.XntbE6mXQ4CZ6yIi]{Speedy Recovery} @UUID[Compendium.cyphersystem-compendium.abilities.s2PLo9FsWBi2C1VY]{Surging Confidence} @UUID[Compendium.cyphersystem-compendium.abilities.2fU3nI68oi5ScziC]{Totally Chill} @UUID[Compendium.cyphersystem-compendium.abilities.yRSe9vjTxdOkvgBE]{Water Adaptation} @UUID[Compendium.cyphersystem-compendium.abilities.lw0otGU2Iaorppdc]{Will of Legend}

Mid Tier

@UUID[Compendium.cyphersystem-compendium.abilities.m7j43Ww96dKCDtJO]{Aquatic Combatant} @UUID[Compendium.cyphersystem-compendium.abilities.zdkVn6jIaanDoikV]{Biomorphic Healing} @UUID[Compendium.cyphersystem-compendium.abilities.nVFRDMhuWDrdve4F]{Damage Transference} @UUID[Compendium.cyphersystem-compendium.abilities.A6H8xi93t6Zrexz9]{Drain Charge} @UUID[Compendium.cyphersystem-compendium.abilities.5otvtHrbVXIh0N27]{Fight On} @UUID[Compendium.cyphersystem-compendium.abilities.rAmIxY5G1BK4ZMm7]{Font of Healing} @UUID[Compendium.cyphersystem-compendium.abilities.6nm35znCQzjAk6Gb]{Healing Pulse} @UUID[Compendium.cyphersystem-compendium.abilities.NMgopYfoagESHtea]{Ignore Affliction} @UUID[Compendium.cyphersystem-compendium.abilities.4Fe5z4FD71eHlbbd]{Immovable} @UUID[Compendium.cyphersystem-compendium.abilities.b776WTF2u1roh3n0]{Incredible Health} @UUID[Compendium.cyphersystem-compendium.abilities.7amEMbwK27v31Lt9]{Miraculous Health} @UUID[Compendium.cyphersystem-compendium.abilities.AAUqaiWxC5V4e1VH]{Noble’s Courage} @UUID[Compendium.cyphersystem-compendium.abilities.Wj6oHOvnZkZjulwI]{One With the Wild} @UUID[Compendium.cyphersystem-compendium.abilities.VsKeNcF252yKnh2O]{Poison Resistance} @UUID[Compendium.cyphersystem-compendium.abilities.LojkwDtb1gHLSB6A]{Preternatural Senses} @UUID[Compendium.cyphersystem-compendium.abilities.iroL3TcKD9dpulhW]{Regeneration} @UUID[Compendium.cyphersystem-compendium.abilities.gn1jtMLhp6qPNXUL]{Store Energy} @UUID[Compendium.cyphersystem-compendium.abilities.nJBrBxxs0ezweHKZ]{Thinking Ahead} @UUID[Compendium.cyphersystem-compendium.abilities.wxAZnuQkvWosLzkN]{Tough As Nails} @UUID[Compendium.cyphersystem-compendium.abilities.27EOrq94WxqgBbWQ]{Unmovable} @UUID[Compendium.cyphersystem-compendium.abilities.P73TBXcNDbZCVsdE]{Unraveling Consumption} @UUID[Compendium.cyphersystem-compendium.abilities.Ja8ebgq2RDQryN62]{Wilderness Encouragement} @UUID[Compendium.cyphersystem-compendium.abilities.JrSM5XYgXpxNnLl2]{Willing Sacrifice}

High Tier

@UUID[Compendium.cyphersystem-compendium.abilities.Uk6ceaEWFjcoHNTI]{Deep Reserves} @UUID[Compendium.cyphersystem-compendium.abilities.5HNZcrij9mgEmvAR]{Final Defiance} @UUID[Compendium.cyphersystem-compendium.abilities.B0Tt5R1m2DsVLtPH]{Free to Move} @UUID[Compendium.cyphersystem-compendium.abilities.W0Jw19mWIycjIgmo]{Gamer’s Fortitude} @UUID[Compendium.cyphersystem-compendium.abilities.dIUTe5O1jeA47zps]{Gaming God} @UUID[Compendium.cyphersystem-compendium.abilities.O2XHxUa2QNrliDMG]{Greater Healing Touch} @UUID[Compendium.cyphersystem-compendium.abilities.upynNTXrIGGH82Ll]{Incredible Recovery} @UUID[Compendium.cyphersystem-compendium.abilities.PvISXo6EQ2PmCGes]{Infuse Spirit} @UUID[Compendium.cyphersystem-compendium.abilities.oilgQ4oM02Pa0eNp]{Inspiration} @UUID[Compendium.cyphersystem-compendium.abilities.Kf09KYdZqG6dNTFC]{Inspire the Innocent} @UUID[Compendium.cyphersystem-compendium.abilities.laxdkyrDuOhxfWKc]{Mind Surge} @UUID[Compendium.cyphersystem-compendium.abilities.dMEqa6kAjXrHlxui]{Negate Danger} @UUID[Compendium.cyphersystem-compendium.abilities.sbGo2i4oqy1aUeQ6]{Not Dead Yet} @UUID[Compendium.cyphersystem-compendium.abilities.Hp9Sdc7eTTUuWTiu]{Rapid Recovery} @UUID[Compendium.cyphersystem-compendium.abilities.aS13LBRfyrWXAMMp]{Regenerate} @UUID[Compendium.cyphersystem-compendium.abilities.ydmPM9m8nmmgvlXc]{Restore Life} @UUID[Compendium.cyphersystem-compendium.abilities.aDnA7oA9ZYCEfprI]{Resuscitate} @UUID[Compendium.cyphersystem-compendium.abilities.4Xvgo62UVSOI9Acx]{Share the Power} @UUID[Compendium.cyphersystem-compendium.abilities.iXBkjCf0y9vXVXI6]{Stay the Course} @UUID[Compendium.cyphersystem-compendium.abilities.qKDngpAWNEzhdRj5]{Trick Driver} @UUID[Compendium.cyphersystem-compendium.abilities.icJAWRB8Uha8CSKr]{Vigilant}

Environment

Manipulates the environment or things in the environment, such as with telekinesis, weather control, gravity control, illusions, and so on.

Low Tier

@UUID[Compendium.cyphersystem-compendium.abilities.zqarns940d4FXwYf]{Create Water} @UUID[Compendium.cyphersystem-compendium.abilities.y08bfWS5eyeUJB3J]{Dreamcraft} @UUID[Compendium.cyphersystem-compendium.abilities.21Bi8yur01DCYz5f]{Fetch} @UUID[Compendium.cyphersystem-compendium.abilities.zW0cZJQTR0tHUmn3]{Grasping Foliage} @UUID[Compendium.cyphersystem-compendium.abilities.zArjjFcf9tHQvJTx]{Hedge Magic} @UUID[Compendium.cyphersystem-compendium.abilities.1KjY8D1dvLc3NuUv]{Hidden Closet} @UUID[Compendium.cyphersystem-compendium.abilities.xZQXXjAWGBo7mTHU]{Illuminating Touch} @UUID[Compendium.cyphersystem-compendium.abilities.BjWI1UVg9kpY7FKO]{Illusory Duplicate} @UUID[Compendium.cyphersystem-compendium.abilities.jCmnAY8EjuGo5uDg]{Impetus} @UUID[Compendium.cyphersystem-compendium.abilities.Frxs35QkokRdure4]{Legerdemain} @UUID[Compendium.cyphersystem-compendium.abilities.wNQ3q7VXtPHlPzqb]{Lock} @UUID[Compendium.cyphersystem-compendium.abilities.l60mmJrF1GupXLJB]{Minor Illusion} @UUID[Compendium.cyphersystem-compendium.abilities.p2JmtbtuzscW1ogs]{Move Metal} @UUID[Compendium.cyphersystem-compendium.abilities.3s6gDCIY1zfetGEg]{Slip Into Shadow} @UUID[Compendium.cyphersystem-compendium.abilities.xDn74LRD6xlMUqj2]{Telekinesis} @UUID[Compendium.cyphersystem-compendium.abilities.Db7aRY4t1mwRpcoL]{Wilderness Explorer}

Mid Tier

@UUID[Compendium.cyphersystem-compendium.abilities.FIU24o7T66ViVgyg]{Daydream} @UUID[Compendium.cyphersystem-compendium.abilities.SHMGbt30RfePtyNE]{Define Down} @UUID[Compendium.cyphersystem-compendium.abilities.eJpNT3QObtYiDfXY]{Field of Gravity} @UUID[Compendium.cyphersystem-compendium.abilities.yPVZmXWhUxustVdq]{Force Field Barrier} @UUID[Compendium.cyphersystem-compendium.abilities.itnqtCRfxC2EDKqu]{Force to Reckon With} @UUID[Compendium.cyphersystem-compendium.abilities.hJV3hrSYcq3Zbzl5]{Illusory Selves} @UUID[Compendium.cyphersystem-compendium.abilities.YeOtzG5ksxonD5RS]{Living Wall} @UUID[Compendium.cyphersystem-compendium.abilities.hNsph7BRwllVSUre]{Major Illusion} @UUID[Compendium.cyphersystem-compendium.abilities.KLFHpPR0MKLOWr8l]{Nullify Sound} @UUID[Compendium.cyphersystem-compendium.abilities.8QwoYVraOedgr9kB]{Projection} @UUID[Compendium.cyphersystem-compendium.abilities.wAQ7a5JSjp01x1Eg]{Storm Seed} @UUID[Compendium.cyphersystem-compendium.abilities.iIlgHiF1EN0fEpYx]{Sunlight}

High Tier

@UUID[Compendium.cyphersystem-compendium.abilities.wWN4y4rATxbtMCMo]{Adaptation} @UUID[Compendium.cyphersystem-compendium.abilities.tvlNZboSbKCHttjs]{Control Weather} @UUID[Compendium.cyphersystem-compendium.abilities.fruWNFBBNLpcGLaC]{Diamagnetism} @UUID[Compendium.cyphersystem-compendium.abilities.TXNhhyj63MMp2dVF]{Force Wall} @UUID[Compendium.cyphersystem-compendium.abilities.KBykf0P4WQ9Lb6TN]{Generate Force Field} @UUID[Compendium.cyphersystem-compendium.abilities.lCWWUQ0vYH2odiDv]{Grandiose Illusion} @UUID[Compendium.cyphersystem-compendium.abilities.ZK9Ruc53rKBqU93i]{Granite Wall} @UUID[Compendium.cyphersystem-compendium.abilities.PLsz8IqWScZt0Ott]{Inferno Trail} @UUID[Compendium.cyphersystem-compendium.abilities.8OmtJRuoKRzuGfh8]{Move Mountains} @UUID[Compendium.cyphersystem-compendium.abilities.RNJbp1eAcMqSnYvb]{Permanent Illusion} @UUID[Compendium.cyphersystem-compendium.abilities.RBOc2zxAI9xMoWqW]{Relocate} @UUID[Compendium.cyphersystem-compendium.abilities.9cJ6gJZc7datpQwJ]{Terrifying Image} @UUID[Compendium.cyphersystem-compendium.abilities.Bny0sFdqf40pJeOp]{Wall of Lightning} @UUID[Compendium.cyphersystem-compendium.abilities.pfZzabIIEuU4kSH3]{The Wild Is on Your Side}

Information

Gives the ability to learn information about something, whether chosen by the GM like Scan, by asking a question and the GM giving the answer, or by learning a language.

Low Tier

@UUID[Compendium.cyphersystem-compendium.abilities.r7uNiD9CGy4G3Hoq]{Babel} @UUID[Compendium.cyphersystem-compendium.abilities.OIk4usP2NFT0tDu7]{Communication} @UUID[Compendium.cyphersystem-compendium.abilities.op9VSx3NJT28UwTH]{Community Knowledge} @UUID[Compendium.cyphersystem-compendium.abilities.P95xVHVxALSMjanR]{Decipher} @UUID[Compendium.cyphersystem-compendium.abilities.bH57y3PYsMceluGy]{Dream Thief} @UUID[Compendium.cyphersystem-compendium.abilities.RM8Fmu1IJwzBkjcM]{Eye for Detail} @UUID[Compendium.cyphersystem-compendium.abilities.IvKd5vkPypJbB1Ip]{Gather Intelligence} @UUID[Compendium.cyphersystem-compendium.abilities.4PVFXmi2cxI8MdpR]{Lab Analysis} @UUID[Compendium.cyphersystem-compendium.abilities.W5Zt9qDKCtNr49BC]{Mind Reading} @UUID[Compendium.cyphersystem-compendium.abilities.PRW5MxW12oakmeHE]{Monster Lore} @UUID[Compendium.cyphersystem-compendium.abilities.2GicRKJcPO3hmlwD]{Network Tap} @UUID[Compendium.cyphersystem-compendium.abilities.V5oEOJ4i32t97yOG]{Predictive Model} @UUID[Compendium.cyphersystem-compendium.abilities.ZsI6553CPbGi0wtx]{Premonition} @UUID[Compendium.cyphersystem-compendium.abilities.pHFFr4DkCythNc5n]{Question the Spirits} @UUID[Compendium.cyphersystem-compendium.abilities.fzx429jdEdbd0tHy]{Retrieve Memories} @UUID[Compendium.cyphersystem-compendium.abilities.h3G0Ven2SoaPCbk4]{Salvage and Comfort} @UUID[Compendium.cyphersystem-compendium.abilities.OPvXaxuRIVXLmkWl]{Scan} @UUID[Compendium.cyphersystem-compendium.abilities.83y32UMQWshRvbDG]{See History} @UUID[Compendium.cyphersystem-compendium.abilities.nvA3LwoSP7jf4h8G]{Speaker for the Dead} @UUID[Compendium.cyphersystem-compendium.abilities.L2NOLfflU6HNleuT]{Telepathic}

Mid Tier

@UUID[Compendium.cyphersystem-compendium.abilities.YlzkyK6WEkk0cfhh]{Creature Insight} @UUID[Compendium.cyphersystem-compendium.abilities.ssfubNrUQC38zCkJ]{Device Insight} @UUID[Compendium.cyphersystem-compendium.abilities.mL6Yae2CxgefOMHn]{Draw Conclusion} @UUID[Compendium.cyphersystem-compendium.abilities.Mu5knvNfGyaeaiTB]{Find the Hidden} @UUID[Compendium.cyphersystem-compendium.abilities.W7wHOJdozxk7Y2CQ]{Got a Feeling} @UUID[Compendium.cyphersystem-compendium.abilities.MBt3AmXa8vzUCiHd]{Know Their Faults} @UUID[Compendium.cyphersystem-compendium.abilities.dLJ0B35UlB5wxCf4]{Machine Telepathy} @UUID[Compendium.cyphersystem-compendium.abilities.7VYzHQvF1cz4cfUp]{Mechanical Telepathy} @UUID[Compendium.cyphersystem-compendium.abilities.uPvNopNWTgHGIPyR]{Reading the Room} @UUID[Compendium.cyphersystem-compendium.abilities.x7YnN02GiwDQ09km]{Sensor Array} @UUID[Compendium.cyphersystem-compendium.abilities.9r6iNU2GH4oEH6vz]{Serv-0 Scanner} @UUID[Compendium.cyphersystem-compendium.abilities.2t9oGZRuFhLCKjsa]{Soul Interrogation} @UUID[Compendium.cyphersystem-compendium.abilities.abMJwHQIsm9Wcdlg]{Spot Weakness} @UUID[Compendium.cyphersystem-compendium.abilities.CBdIPMJ2oOOesmod]{Wilderness Awareness}

High Tier

@UUID[Compendium.cyphersystem-compendium.abilities.1tkQKo32UKxTUUPn]{Deep Consideration} @UUID[Compendium.cyphersystem-compendium.abilities.wztu6KcpILxwlFTU]{Drawing on Life’s Experiences} @UUID[Compendium.cyphersystem-compendium.abilities.PLyxuOlieOGsJx4h]{Information Gathering} @UUID[Compendium.cyphersystem-compendium.abilities.wlkPdME0r3hx9VbE]{Knowing the Unknown} @UUID[Compendium.cyphersystem-compendium.abilities.qbXP6HlN56bPt7cq]{Mind of a Leader} @UUID[Compendium.cyphersystem-compendium.abilities.lbXg8UlSCG23yxO4]{Read the Signs} @UUID[Compendium.cyphersystem-compendium.abilities.K0C60k7wHBSpMQX4]{Telepathic Network}

Meta

Modifies an existing ability or character trait’s effects or parameters, such as increasing range or, damage, easing the difficulty, giving you additional noncombat actions each turn, rerolling a failed attempt, or treating a number on the die as something different than normal.

Low Tier

@UUID[Compendium.cyphersystem-compendium.abilities.m5U42d2SkK31mp8d]{A Smile and a Word} @UUID[Compendium.cyphersystem-compendium.abilities.EyAIsiqJGCspQFcu]{Arcane Flare} @UUID[Compendium.cyphersystem-compendium.abilities.yIdq1lu1eUAkNyDC]{Artifact Tinkerer} @UUID[Compendium.cyphersystem-compendium.abilities.ywBEe31zan6qpVxr]{Augment Cypher} @UUID[Compendium.cyphersystem-compendium.abilities.Mbq7D0u4Vee0NKYz]{Careful Shot} @UUID[Compendium.cyphersystem-compendium.abilities.essJhO2eqoHmIQaa]{Charge} @UUID[Compendium.cyphersystem-compendium.abilities.L3UjcLAFvS9MLWCu]{Coaxing Power} @UUID[Compendium.cyphersystem-compendium.abilities.2x7nMe9ZGp3VjI8B]{Combat Prowess} @UUID[Compendium.cyphersystem-compendium.abilities.EERMWn1af0S8wAWN]{Crushing Blow} @UUID[Compendium.cyphersystem-compendium.abilities.bzeuikGxbM7noj2z]{Crystalline Body} @UUID[Compendium.cyphersystem-compendium.abilities.JkmTskE3eqcfu7dY]{Curious} @UUID[Compendium.cyphersystem-compendium.abilities.7nUj7rxq4Qwg4FUM]{Distant Interface} @UUID[Compendium.cyphersystem-compendium.abilities.Pu5XGGLI6cCp1EQd]{Double Strike} @UUID[Compendium.cyphersystem-compendium.abilities.gWvMJQPBSmeaP8yN]{Drain Creature} @UUID[Compendium.cyphersystem-compendium.abilities.1fu5C9JHmORmWTR8]{Driving on the Edge} @UUID[Compendium.cyphersystem-compendium.abilities.YjJvvUhIqtxf6eYS]{Elusive} @UUID[Compendium.cyphersystem-compendium.abilities.UJst9mtUKNTe3Pd2]{Energize Object} @UUID[Compendium.cyphersystem-compendium.abilities.dPFQTFRzv7D7PYKq]{Enhanced Body} @UUID[Compendium.cyphersystem-compendium.abilities.SmuTPFfZGnCUmnEj]{Extra Use} @UUID[Compendium.cyphersystem-compendium.abilities.axI0iGYo7DjdR8Ya]{Find the Way} @UUID[Compendium.cyphersystem-compendium.abilities.Hgr8QZmzjXmYorfs]{Fists of Fury} @UUID[Compendium.cyphersystem-compendium.abilities.Sg5WeSF04CYNEecl]{Fleet of Foot} @UUID[Compendium.cyphersystem-compendium.abilities.YGsGHp1rbu3Z7Kdd]{Frenzy} @UUID[Compendium.cyphersystem-compendium.abilities.pXrC4lkMOY7CvFLk]{Golem Body} @UUID[Compendium.cyphersystem-compendium.abilities.1SBd1jm66eSo4eHn]{Gunner} @UUID[Compendium.cyphersystem-compendium.abilities.z23towmNKeKJasHV]{Hacker} @UUID[Compendium.cyphersystem-compendium.abilities.tBWUjjkgyXHTrkCp]{Hold Breath} @UUID[Compendium.cyphersystem-compendium.abilities.3fMzqFFQ1rLtbVrd]{Improved Designation} @UUID[Compendium.cyphersystem-compendium.abilities.FzpkQwb1jA53bs1y]{Investigator} @UUID[Compendium.cyphersystem-compendium.abilities.N4DTNNCEESorc0N4]{Lead From the Front} @UUID[Compendium.cyphersystem-compendium.abilities.JK2hN1poqMLqfa1N]{Machine Efficiency} @UUID[Compendium.cyphersystem-compendium.abilities.VgomhLKFHDDAzW9T]{Mind for Might} @UUID[Compendium.cyphersystem-compendium.abilities.mFPUUmBIcGGsuwNd]{Modify Device} @UUID[Compendium.cyphersystem-compendium.abilities.nW46hfygkxB7FW5m]{Monster Bane} @UUID[Compendium.cyphersystem-compendium.abilities.Ktxj62234LhUr51B]{Natural Crafter} @UUID[Compendium.cyphersystem-compendium.abilities.YZB37b80VQGMUscp]{No Need for Weapons} @UUID[Compendium.cyphersystem-compendium.abilities.PCTUkuALVb0GdTCe]{Object Bond} @UUID[Compendium.cyphersystem-compendium.abilities.FDG7hgrRNt4aHpP1]{Overload Machine} @UUID[Compendium.cyphersystem-compendium.abilities.XAXJ3mFGdDv0fXLP]{Precision} @UUID[Compendium.cyphersystem-compendium.abilities.y2eUnbkzxOeoe9w6]{Quick Death} @UUID[Compendium.cyphersystem-compendium.abilities.m6X5wyPUPdhqLTIp]{Quick Work} @UUID[Compendium.cyphersystem-compendium.abilities.tJVu7MQ2pOhNfpUB]{Range Increase} @UUID[Compendium.cyphersystem-compendium.abilities.szw7tHW0OjI2fjpJ]{Reload} @UUID[Compendium.cyphersystem-compendium.abilities.vVax9KyZ3U4Wpok8]{Something in the Road} @UUID[Compendium.cyphersystem-compendium.abilities.AFfburUYwZlBFq7N]{Tinker} @UUID[Compendium.cyphersystem-compendium.abilities.J0fj73TfCu4aSdVL]{Weapon Master} @UUID[Compendium.cyphersystem-compendium.abilities.yS1sMAZEzJbozxOZ]{Wreck}

Mid Tier

@UUID[Compendium.cyphersystem-compendium.abilities.M5QroBlhUCULt6MD]{Amazing Effort} @UUID[Compendium.cyphersystem-compendium.abilities.7Gxuqkwo4i47yHe3]{Betrayal} @UUID[Compendium.cyphersystem-compendium.abilities.G0hoaZFQpdG7FfxO]{Better Living Through Chemistry} @UUID[Compendium.cyphersystem-compendium.abilities.gNRMG3mJTzWaCGph]{Capable Warrior} @UUID[Compendium.cyphersystem-compendium.abilities.JwG4lCSZIG3qUQAi]{Cast Illusion} @UUID[Compendium.cyphersystem-compendium.abilities.M3TM1cORNnlEN0ZO]{Cyphersmith} @UUID[Compendium.cyphersystem-compendium.abilities.Rr4oB1lUzuzFHNHQ]{Deadly Aim} @UUID[Compendium.cyphersystem-compendium.abilities.zYGhcm896Xbi7Ia2]{Deep Resources} @UUID[Compendium.cyphersystem-compendium.abilities.7rjeYt5hNhkvqK9w]{Disarming Strike} @UUID[Compendium.cyphersystem-compendium.abilities.zLJYM2OiFVIsuz3P]{Dodge and Resist} @UUID[Compendium.cyphersystem-compendium.abilities.wEj2uvWI3w0W9HWH]{Drain at a Distance} @UUID[Compendium.cyphersystem-compendium.abilities.B5zrSVUs54TUALFB]{Energized Shield} @UUID[Compendium.cyphersystem-compendium.abilities.7GsuhcRTpDX0d1em]{Enhanced Intellect} @UUID[Compendium.cyphersystem-compendium.abilities.FQPA8oY3xiZIL6aG]{Enhanced Intellect Edge} @UUID[Compendium.cyphersystem-compendium.abilities.wHcuP6T7Ti6j5Y8C]{Enhanced Might} @UUID[Compendium.cyphersystem-compendium.abilities.g1t5TxZXsNovIVTn]{Enhanced Might Edge} @UUID[Compendium.cyphersystem-compendium.abilities.MwVDTy2Rx1V7Tyly]{Enhanced Physique} @UUID[Compendium.cyphersystem-compendium.abilities.RnK2bmvUb7RIVPSA]{Enhanced Potential} @UUID[Compendium.cyphersystem-compendium.abilities.tuofJSTVjOEwRUem]{Enhanced Speed} @UUID[Compendium.cyphersystem-compendium.abilities.QH3l6ojVnasZm5U8]{Enhanced Speed Edge} @UUID[Compendium.cyphersystem-compendium.abilities.4eCjeGPA0ovnwIfu]{Experienced in Armor} @UUID[Compendium.cyphersystem-compendium.abilities.u1GhDcfpVXITVtOc]{Expert Cypher Use} @UUID[Compendium.cyphersystem-compendium.abilities.MdRdAc0qAWghMmlV]{Expert Skill} @UUID[Compendium.cyphersystem-compendium.abilities.jaGs9nmLaywdRMUN]{Fast Kill} @UUID[Compendium.cyphersystem-compendium.abilities.tJQmvEiYq2xBv4ZJ]{Flameblade} @UUID[Compendium.cyphersystem-compendium.abilities.XR3B0gfJtrYUAU5M]{From the Shadows} @UUID[Compendium.cyphersystem-compendium.abilities.73miZT5kYFyxnPOT]{Fury} @UUID[Compendium.cyphersystem-compendium.abilities.42sPqHxJEybiZ6Vh]{Fusion} @UUID[Compendium.cyphersystem-compendium.abilities.Ee8QC6fkRvD1yw6h]{Greater Beast Form} @UUID[Compendium.cyphersystem-compendium.abilities.QgnoEdKZ50u4JZoL]{Greater Designation} @UUID[Compendium.cyphersystem-compendium.abilities.34Ycb9VK8JwHgSl4]{Greater Enhanced Intellect} @UUID[Compendium.cyphersystem-compendium.abilities.R9KnCCvGoEHvV1p0]{Greater Enhanced Might} @UUID[Compendium.cyphersystem-compendium.abilities.vVc3NxkYdj68mAoV]{Greater Enhanced Physique} @UUID[Compendium.cyphersystem-compendium.abilities.4necR0YTsaij4ojD]{Greater Enhanced Potential} @UUID[Compendium.cyphersystem-compendium.abilities.Qsi6Iw5YCcY8jmNx]{Greater Enhanced Speed} @UUID[Compendium.cyphersystem-compendium.abilities.hAVC1FOl7hwnuBpC]{Greater Frenzy} @UUID[Compendium.cyphersystem-compendium.abilities.4v5pXMwFeB7xQzME]{Guide Bolt} @UUID[Compendium.cyphersystem-compendium.abilities.OtbS1NoVXK7mQLEe]{Guild Training} @UUID[Compendium.cyphersystem-compendium.abilities.VupBbHOJAX45Yazb]{Heroic Monster Bane} @UUID[Compendium.cyphersystem-compendium.abilities.sPheWt9emoY3PCA8]{Hidden Reserves} @UUID[Compendium.cyphersystem-compendium.abilities.uNzF1oQKJ6T1yqL4]{Huge} @UUID[Compendium.cyphersystem-compendium.abilities.4Fe5z4FD71eHlbbd]{Immovable} @UUID[Compendium.cyphersystem-compendium.abilities.wrPVUnJauasIH886]{Improved Absorb Kinetic Energy} @UUID[Compendium.cyphersystem-compendium.abilities.7X2zbrkFSNbyhA5G]{Improved Edge} @UUID[Compendium.cyphersystem-compendium.abilities.HPIlAWDGOQFw6yGm]{Improved Monster Bane} @UUID[Compendium.cyphersystem-compendium.abilities.eblwQ80CBlBdeUp5]{Improved Sensor} @UUID[Compendium.cyphersystem-compendium.abilities.0q9alvmsQKKViN0r]{Incomparable Pilot} @UUID[Compendium.cyphersystem-compendium.abilities.mUizWF7k2XD7ykRJ]{Increased Effects} @UUID[Compendium.cyphersystem-compendium.abilities.PYD24TjoDAqbKAj8]{Iron Fist} @UUID[Compendium.cyphersystem-compendium.abilities.YID6zEB7KkHGYAlD]{Know Where to Look} @UUID[Compendium.cyphersystem-compendium.abilities.bPr34XiLw2Dqb4VJ]{Lunge} @UUID[Compendium.cyphersystem-compendium.abilities.2l9FIUVKimPzIXzU]{Machine Bond} @UUID[Compendium.cyphersystem-compendium.abilities.atQ5yNq1ZEyy0z5j]{Machine Vulnerabilities} @UUID[Compendium.cyphersystem-compendium.abilities.l0OFjk5XVGV5LzP1]{Minor Wish} @UUID[Compendium.cyphersystem-compendium.abilities.imWLlYQs4LTaCTdS]{Never Fumble} @UUID[Compendium.cyphersystem-compendium.abilities.Wj6oHOvnZkZjulwI]{One With the Wild} @UUID[Compendium.cyphersystem-compendium.abilities.3VJyYtECl0wKQj2p]{Outlast the Foe} @UUID[Compendium.cyphersystem-compendium.abilities.cqzyNCPYVEWtucLe]{Outwit} @UUID[Compendium.cyphersystem-compendium.abilities.Y7HUEp7IxdPuur8V]{Overcharge Energy} @UUID[Compendium.cyphersystem-compendium.abilities.ZqBpOAiH70SGHX8N]{Perfect Stranger} @UUID[Compendium.cyphersystem-compendium.abilities.rOxKh1Z7J686a0nv]{Precise Cut} @UUID[Compendium.cyphersystem-compendium.abilities.iGRECL13bqrSSF7P]{Punish the Guilty} @UUID[Compendium.cyphersystem-compendium.abilities.JJ9nWmcBIlfyNDfe]{Push Off and Throw} @UUID[Compendium.cyphersystem-compendium.abilities.Mac5S0sQe9Muf4Mv]{Quick Wits} @UUID[Compendium.cyphersystem-compendium.abilities.y1bQFSBlwMbUico5]{Rapid Processing} @UUID[Compendium.cyphersystem-compendium.abilities.FuufiUyoLFbgBH5J]{Resilient Ice Armor} @UUID[Compendium.cyphersystem-compendium.abilities.6X3BDWzVKsWltrtY]{Roaming Third Eye} @UUID[Compendium.cyphersystem-compendium.abilities.qSH4OhrBBgNnAdAo]{Robot Improvement} @UUID[Compendium.cyphersystem-compendium.abilities.t3zUlk8c5WEBXXO8]{Seize the Moment} @UUID[Compendium.cyphersystem-compendium.abilities.6ZVINuyZm4jowRGt]{Shepherd’s Fury} @UUID[Compendium.cyphersystem-compendium.abilities.JhBTTC5ZUTT8NvUA]{Slippery Customer} @UUID[Compendium.cyphersystem-compendium.abilities.q73VWJY2cmWxRcYx]{Space Fighting} @UUID[Compendium.cyphersystem-compendium.abilities.8LHIZs9gEAd02tId]{Speed Burst} @UUID[Compendium.cyphersystem-compendium.abilities.jmYIPbMwsq3GY3eO]{Stone Breaker} @UUID[Compendium.cyphersystem-compendium.abilities.gn1jtMLhp6qPNXUL]{Store Energy} @UUID[Compendium.cyphersystem-compendium.abilities.cS2p7CRfquFvR65U]{Strategize} @UUID[Compendium.cyphersystem-compendium.abilities.wpA3GB5yJq9NI8QN]{Think Your Way Out} @UUID[Compendium.cyphersystem-compendium.abilities.2AIQhz00HyZhY7wM]{Tower of Will} @UUID[Compendium.cyphersystem-compendium.abilities.V7npSeuqG3JI4Dvv]{Trust to Luck} @UUID[Compendium.cyphersystem-compendium.abilities.bVt0TIfwtEUXvi6O]{Uncanny Luck} @UUID[Compendium.cyphersystem-compendium.abilities.scMKCptCmp0IwO2g]{Wall With Teeth} @UUID[Compendium.cyphersystem-compendium.abilities.NFsoXUQaq3I5h2UY]{Weaponization} @UUID[Compendium.cyphersystem-compendium.abilities.JrSM5XYgXpxNnLl2]{Willing Sacrifice} @UUID[Compendium.cyphersystem-compendium.abilities.6McxfJoPmf1SnbDR]{Wrest From Chance}

High Tier

@UUID[Compendium.cyphersystem-compendium.abilities.M0pjZXQ9996hfUPs]{Adroit Cypher Use} @UUID[Compendium.cyphersystem-compendium.abilities.MQewTo9NscKVUUNz]{Again and Again} @UUID[Compendium.cyphersystem-compendium.abilities.cuK7oPGFdlOPoc44]{Agile Wit} @UUID[Compendium.cyphersystem-compendium.abilities.eepc8U2e178RDqBs]{All-Out Con} @UUID[Compendium.cyphersystem-compendium.abilities.MJE1k2RmCM6HRwFV]{Artifact Scavenger} @UUID[Compendium.cyphersystem-compendium.abilities.iX07Ltb1JYr1nMYM]{Blurring Speed} @UUID[Compendium.cyphersystem-compendium.abilities.hKhwP85QeRGPW03G]{Burst of Escape} @UUID[Compendium.cyphersystem-compendium.abilities.OPfY6tVurfAxNUPh]{Charging Horde} @UUID[Compendium.cyphersystem-compendium.abilities.jmjxGRJTwztzBtLc]{Coordinated Effort} @UUID[Compendium.cyphersystem-compendium.abilities.UlQ7w5iD57Hfdzce]{Damage Dealer} @UUID[Compendium.cyphersystem-compendium.abilities.JH40M99RAN6IZWze]{Damn the Guilty} @UUID[Compendium.cyphersystem-compendium.abilities.Uk6ceaEWFjcoHNTI]{Deep Reserves} @UUID[Compendium.cyphersystem-compendium.abilities.p1UMG2hrng7mLFDv]{Disarming Attack} @UUID[Compendium.cyphersystem-compendium.abilities.t3uyBYJqMApfEBWX]{Discipline of Watchfulness} @UUID[Compendium.cyphersystem-compendium.abilities.P3Ha3GoJlM8EHf5j]{Divide Your Mind} @UUID[Compendium.cyphersystem-compendium.abilities.3uGYyiXUUSz952zQ]{Dual Distraction} @UUID[Compendium.cyphersystem-compendium.abilities.AsmIgvoIRPEtuzkh]{Duel to the Death} @UUID[Compendium.cyphersystem-compendium.abilities.AvaA8a3ylU9q4gL1]{Effective Skill} @UUID[Compendium.cyphersystem-compendium.abilities.A9uQnidn6SKTNHJA]{Enhanced Beast Form} @UUID[Compendium.cyphersystem-compendium.abilities.xHLPf1FETmn06aA8]{Enhanced Phased Attack} @UUID[Compendium.cyphersystem-compendium.abilities.FzJe2XEwhtUajTWI]{Escape Plan} @UUID[Compendium.cyphersystem-compendium.abilities.mhgFWIDr0QuCHRIF]{Extreme Mastery} @UUID[Compendium.cyphersystem-compendium.abilities.yIt7vEBNLpyggkSQ]{Force and Accuracy} @UUID[Compendium.cyphersystem-compendium.abilities.lUkqQu1vvJe3FxfQ]{Gambler} @UUID[Compendium.cyphersystem-compendium.abilities.U33DbRwloywFlYfi]{Go to Ground} @UUID[Compendium.cyphersystem-compendium.abilities.KGzAHs3qln0fNDjt]{Hard to Kill} @UUID[Compendium.cyphersystem-compendium.abilities.lrz5wU8PLzd7gATA]{Horde Tactics} @UUID[Compendium.cyphersystem-compendium.abilities.lJWTlBH1koX2Fjgi]{Impart Understanding} @UUID[Compendium.cyphersystem-compendium.abilities.Q22uje0KevLfL2qb]{Improved Command Spirit} @UUID[Compendium.cyphersystem-compendium.abilities.Cnvf8fv0EEKU3iSn]{Improved Gravity Cleave} @UUID[Compendium.cyphersystem-compendium.abilities.PKFz6WVsaKm5kIir]{Improved Machine Companion} @UUID[Compendium.cyphersystem-compendium.abilities.t6VEEwEsQUIImebW]{Improved Success} @UUID[Compendium.cyphersystem-compendium.abilities.JeqLEAcHOYVd78TH]{Inventor} @UUID[Compendium.cyphersystem-compendium.abilities.58CLKxSLgaT6W6Cj]{Lethal Damage} @UUID[Compendium.cyphersystem-compendium.abilities.teF5kZpAuRfZKfxn]{Machine Enhancement} @UUID[Compendium.cyphersystem-compendium.abilities.IfvVmyawWrz3vKXX]{Maneuvering Adept} @UUID[Compendium.cyphersystem-compendium.abilities.K4XRiZlFRakz6j98]{Master Cypher Use} @UUID[Compendium.cyphersystem-compendium.abilities.7QTTrXnxDHskYYhj]{Master Machine} @UUID[Compendium.cyphersystem-compendium.abilities.rHApGqEQj8TCGa3f]{Masterful Armor Modification} @UUID[Compendium.cyphersystem-compendium.abilities.m2j3n3xiExLcXAAn]{Moderate Wish} @UUID[Compendium.cyphersystem-compendium.abilities.t0B6AIqWanSnx696]{Modify Artifact Power} @UUID[Compendium.cyphersystem-compendium.abilities.ENO71nxs3MSKzvq6]{Multiple Quarry} @UUID[Compendium.cyphersystem-compendium.abilities.rsYzxCchklPSFAp7]{Multiplicity} @UUID[Compendium.cyphersystem-compendium.abilities.m21TAvxSQn1rGx3d]{Overcharge Device} @UUID[Compendium.cyphersystem-compendium.abilities.85DCcEDqvz6A0LkD]{Perfect Control} @UUID[Compendium.cyphersystem-compendium.abilities.mSNoWynky7DMz7ln]{Perfect Speed Burst} @UUID[Compendium.cyphersystem-compendium.abilities.5uWcMvgh1OWvieJs]{Physically Gifted} @UUID[Compendium.cyphersystem-compendium.abilities.EjBzy1Ue1AA8i6ry]{Recycled Cyphers} @UUID[Compendium.cyphersystem-compendium.abilities.hCAzOVpH0jrYc9qk]{Reinforcing Field} @UUID[Compendium.cyphersystem-compendium.abilities.ucsscEpO5L2gIYZg]{Resonant Frequency} @UUID[Compendium.cyphersystem-compendium.abilities.HAVNfVKAdwtJF6Jj]{Robot Evolution} @UUID[Compendium.cyphersystem-compendium.abilities.wqUItgrYzBeMiAoB]{Seize the Initiative} @UUID[Compendium.cyphersystem-compendium.abilities.Np67YSIzrP6w1PPb]{Shield Burst} @UUID[Compendium.cyphersystem-compendium.abilities.P9HlASUtyiOXghBZ]{Shred Existence} @UUID[Compendium.cyphersystem-compendium.abilities.HYDsZRWMlWTvSQU8]{Subtle Tricks} @UUID[Compendium.cyphersystem-compendium.abilities.cWHqKGpI5z0aiSYC]{Thief’s Luck} @UUID[Compendium.cyphersystem-compendium.abilities.qKDngpAWNEzhdRj5]{Trick Driver} @UUID[Compendium.cyphersystem-compendium.abilities.aWws42dVSQjRz8Hr]{Twist of Fate} @UUID[Compendium.cyphersystem-compendium.abilities.EE1xCQ3OvCrdrG6z]{Two Things at Once} @UUID[Compendium.cyphersystem-compendium.abilities.fkedtvx6UakJPOZN]{Ultra Enhancement} @UUID[Compendium.cyphersystem-compendium.abilities.bgaCXtvlT0zWmAIA]{Using What’s Available} @UUID[Compendium.cyphersystem-compendium.abilities.gETtOLyLYRVk53dP]{Usurp Cypher} @UUID[Compendium.cyphersystem-compendium.abilities.w3HN2nZBTo5mLJcM]{Weightless Shot} @UUID[Compendium.cyphersystem-compendium.abilities.RHLBHQuskBAVGnU8]{Weird Science Breakthrough} @UUID[Compendium.cyphersystem-compendium.abilities.vQtVTnCecWFXkfkI]{Wild Vitality} @UUID[Compendium.cyphersystem-compendium.abilities.EXrZLa3M8BK43qoi]{Winter Gauntlets}

Movement

Increases your movement (such as increasing your basic movement speed from short to long) or adds a new type of movement (such as flight, wallcrawling, phasing, or teleporting).

Low Tier

@UUID[Compendium.cyphersystem-compendium.abilities.uh1t4rnkZ2jOCjHJ]{Bolt Rider} @UUID[Compendium.cyphersystem-compendium.abilities.dQHSDDZxJNHrHH1l]{Contortionist} @UUID[Compendium.cyphersystem-compendium.abilities.3x3gRDJejTXQPmdY]{Danger Instinct} @UUID[Compendium.cyphersystem-compendium.abilities.gP8HCn8FPeg49V7M]{Far Step} @UUID[Compendium.cyphersystem-compendium.abilities.5abCQnz5ZWvvfMro]{Get Away} @UUID[Compendium.cyphersystem-compendium.abilities.UCR0rx32kEsTcgnF]{Hover} @UUID[Compendium.cyphersystem-compendium.abilities.3t1QshyGYnCSo12z]{Phase Sprint} @UUID[Compendium.cyphersystem-compendium.abilities.VWehoqF0N6s0WMLK]{Void Wings} @UUID[Compendium.cyphersystem-compendium.abilities.g0SqMvb020tiTQ48]{Walk Through Walls}

Mid Tier

@UUID[Compendium.cyphersystem-compendium.abilities.loOJI9ZakIwGrmW1]{Apportation} @UUID[Compendium.cyphersystem-compendium.abilities.Zps9ZUc9RD1mRDEK]{Blink of an Eye} @UUID[Compendium.cyphersystem-compendium.abilities.asABBkIqO5MSTxQ0]{Bypass Barrier} @UUID[Compendium.cyphersystem-compendium.abilities.wG4zveGhplNKNzuP]{Controlled Fall} @UUID[Compendium.cyphersystem-compendium.abilities.Kk9lHkiaqsr3pUmk]{Ghost} @UUID[Compendium.cyphersystem-compendium.abilities.ZYudnanHgtiLHtgH]{Mobile Fighter} @UUID[Compendium.cyphersystem-compendium.abilities.qZOOWfFLJ1JziJpY]{Obstacle Running} @UUID[Compendium.cyphersystem-compendium.abilities.MFBq4Fc432FS6nkX]{Phase Door} @UUID[Compendium.cyphersystem-compendium.abilities.dW0rgYsx6hDA8pIB]{Runner} @UUID[Compendium.cyphersystem-compendium.abilities.LlaltL5rG2c5Cadt]{Swim} @UUID[Compendium.cyphersystem-compendium.abilities.0EhZzYdEhtCRnV4c]{Temporal Dislocation} @UUID[Compendium.cyphersystem-compendium.abilities.s68x7VxwueUkCkOg]{Up to Speed} @UUID[Compendium.cyphersystem-compendium.abilities.KX6gQ8frz4IDtBx6]{Windrider} @UUID[Compendium.cyphersystem-compendium.abilities.TWqyBv9PEjwJKd1y]{Wings of Fire} @UUID[Compendium.cyphersystem-compendium.abilities.KGz0rK4b2dAt0DaX]{Wormhole}

High Tier

@UUID[Compendium.cyphersystem-compendium.abilities.QtpmHxblBqoQozbg]{Alley Rat} @UUID[Compendium.cyphersystem-compendium.abilities.iX07Ltb1JYr1nMYM]{Blurring Speed} @UUID[Compendium.cyphersystem-compendium.abilities.2iAHsn5ie8sYRiyb]{Chamber of Dreams} @UUID[Compendium.cyphersystem-compendium.abilities.etGUYa9dQSvjLvXX]{Electrical Flight} @UUID[Compendium.cyphersystem-compendium.abilities.2asT0zvk1kw5hC1v]{Embraced by Darkness} @UUID[Compendium.cyphersystem-compendium.abilities.IKicLElFbkRx5IaM]{Fast Travel} @UUID[Compendium.cyphersystem-compendium.abilities.2TaqNf6bhxijKELX]{Flash Across the Miles} @UUID[Compendium.cyphersystem-compendium.abilities.abdAcwYE8L00VakL]{Flight} @UUID[Compendium.cyphersystem-compendium.abilities.V2DSp12G6NP3X6Jt]{Impossible Walk} @UUID[Compendium.cyphersystem-compendium.abilities.0wVk3CszKCJQfp0Q]{Incredible Running Speed} @UUID[Compendium.cyphersystem-compendium.abilities.jM6JQUQFUpk9VVut]{Jaunt} @UUID[Compendium.cyphersystem-compendium.abilities.U8OsW0m17N86hNWW]{Juggernaut} @UUID[Compendium.cyphersystem-compendium.abilities.cE7JPRHLqIdM3b9V]{Living Light} @UUID[Compendium.cyphersystem-compendium.abilities.rHApGqEQj8TCGa3f]{Masterful Armor Modification} @UUID[Compendium.cyphersystem-compendium.abilities.lL7QywDGOszTIJCE]{Mental Projection} @UUID[Compendium.cyphersystem-compendium.abilities.tR2v2vMu3TgN21OJ]{Return to the Obelisk} @UUID[Compendium.cyphersystem-compendium.abilities.IN3VI2LxDyYGbqnN]{Teleportation} @UUID[Compendium.cyphersystem-compendium.abilities.lkO9VJhfOrgLY4g1]{Time Travel} @UUID[Compendium.cyphersystem-compendium.abilities.PlKwEwo6ilGqwxwI]{Traverse the Worlds} @UUID[Compendium.cyphersystem-compendium.abilities.8yGwY0PvtF2ivdSn]{Very Long Sprinting} @UUID[Compendium.cyphersystem-compendium.abilities.8PB7yHNGa7iBpYeI]{Wind Chariot} @UUID[Compendium.cyphersystem-compendium.abilities.b44vvK2YjdSeYPJc]{Windwracked Traveler}

Protection

Gives training or specialization in one or more types of combat defenses (Might, Speed, or Intellect), provides or increases Armor, or otherwise helps prevent damage.

Low Tier

@UUID[Compendium.cyphersystem-compendium.abilities.62zBqhQoPk6IV8lF]{Absorb Kinetic Energy} @UUID[Compendium.cyphersystem-compendium.abilities.7OpsD4muO5HGJt29]{Block} @UUID[Compendium.cyphersystem-compendium.abilities.SQ4RTDwdA0yiZ81b]{Closed Mind} @UUID[Compendium.cyphersystem-compendium.abilities.YvPBxDxLz16Usm7m]{Courageous} @UUID[Compendium.cyphersystem-compendium.abilities.bzeuikGxbM7noj2z]{Crystalline Body} @UUID[Compendium.cyphersystem-compendium.abilities.aNNLomN5nZc52ZT4]{Defense Against Robots} @UUID[Compendium.cyphersystem-compendium.abilities.2j6Hqr2Y8Xbz97c4]{Defensive Phasing} @UUID[Compendium.cyphersystem-compendium.abilities.YcDF62pED8waUtry]{Deflect Attacks} @UUID[Compendium.cyphersystem-compendium.abilities.6qCR3kBqCVYDlEOl]{Distortion} @UUID[Compendium.cyphersystem-compendium.abilities.dPFQTFRzv7D7PYKq]{Enhanced Body} @UUID[Compendium.cyphersystem-compendium.abilities.vPflrS1giYnMoqL2]{Enveloping Shield} @UUID[Compendium.cyphersystem-compendium.abilities.1POQ4sFW5DLrmXhn]{Fearsome Reputation} @UUID[Compendium.cyphersystem-compendium.abilities.XuNgbxrY284sWgZg]{Field of Destruction} @UUID[Compendium.cyphersystem-compendium.abilities.K33ayv0NcktuV53N]{Flesh of Stone} @UUID[Compendium.cyphersystem-compendium.abilities.LFiTEQpWhXBgIZWb]{Flight Not Fight} @UUID[Compendium.cyphersystem-compendium.abilities.yb5PaVIPimrcJxFg]{Force Field Shield} @UUID[Compendium.cyphersystem-compendium.abilities.C9x7b1qN4qmm568P]{Fortified Position} @UUID[Compendium.cyphersystem-compendium.abilities.10EqPrn9aONinEfm]{Go Defensive} @UUID[Compendium.cyphersystem-compendium.abilities.pXrC4lkMOY7CvFLk]{Golem Body} @UUID[Compendium.cyphersystem-compendium.abilities.qgholblGXKQri99M]{Hard to Distract} @UUID[Compendium.cyphersystem-compendium.abilities.leUaFf4AxYJwwOHt]{Hard to Hit} @UUID[Compendium.cyphersystem-compendium.abilities.VsAP4JEe7W5gaGaG]{Hardiness} @UUID[Compendium.cyphersystem-compendium.abilities.geCiPXMF2sIRJ68U]{Have Spacesuit, Will Travel} @UUID[Compendium.cyphersystem-compendium.abilities.czVqoPjH98xaNY1d]{Ice Armor} @UUID[Compendium.cyphersystem-compendium.abilities.gjBFpV2OvDmBqeE3]{Just a Bit Mad} @UUID[Compendium.cyphersystem-compendium.abilities.hKsZzzdWTelNlz3q]{Magic Shield} @UUID[Compendium.cyphersystem-compendium.abilities.hGbNYgkuIiZHomcJ]{Mentally Tough} @UUID[Compendium.cyphersystem-compendium.abilities.7BkWiUHcUrcRIKqO]{Out of Harm’s Way} @UUID[Compendium.cyphersystem-compendium.abilities.3t1QshyGYnCSo12z]{Phase Sprint} @UUID[Compendium.cyphersystem-compendium.abilities.ClJUFnz8xBmP4a2l]{Powered Armor} @UUID[Compendium.cyphersystem-compendium.abilities.o2ZDoteWQsFsqTJr]{Practiced in Armor} @UUID[Compendium.cyphersystem-compendium.abilities.GQeO9RXVzeriLsfy]{Quick Block} @UUID[Compendium.cyphersystem-compendium.abilities.MK2dp11krszjDsyc]{Repel Metal} @UUID[Compendium.cyphersystem-compendium.abilities.mmg9XLzvfbP4ESGO]{Resist the Elements} @UUID[Compendium.cyphersystem-compendium.abilities.ssWKJs1l9cQbNZha]{Resist Underwater Hazards} @UUID[Compendium.cyphersystem-compendium.abilities.Q8xKsSOvoFWL1ePP]{Resonance Field} @UUID[Compendium.cyphersystem-compendium.abilities.g0Ewv5wBooSFYOlH]{Safe Fall} @UUID[Compendium.cyphersystem-compendium.abilities.XzomXctsS8NL9M7Q]{Serv-0 Defender} @UUID[Compendium.cyphersystem-compendium.abilities.EheuStXUDPojVmT5]{Shield Master} @UUID[Compendium.cyphersystem-compendium.abilities.AzMtxh562JfrPdKZ]{Shroud of Flame} @UUID[Compendium.cyphersystem-compendium.abilities.CtRvLxfUlCynJv1B]{Skill With Defense} @UUID[Compendium.cyphersystem-compendium.abilities.87SQGqcRavRZslAp]{Sound Conversion Barrier} @UUID[Compendium.cyphersystem-compendium.abilities.HHcC89OKZACgLB8Y]{Stare Them Down} @UUID[Compendium.cyphersystem-compendium.abilities.gS1X6POaKLjNlHsI]{Sturdy} @UUID[Compendium.cyphersystem-compendium.abilities.uatcX3o1oB2Stc4u]{Trained Without Armor} @UUID[Compendium.cyphersystem-compendium.abilities.zEkA8MhrnJ5p9Io6]{Unarmored Fighter} @UUID[Compendium.cyphersystem-compendium.abilities.59mslpID7ogppzMA]{Ward} @UUID[Compendium.cyphersystem-compendium.abilities.6zU8AURXjXgG63j6]{Warding Shield} @UUID[Compendium.cyphersystem-compendium.abilities.6Xs3fyaANQDWXRoc]{Weapon Defense} @UUID[Compendium.cyphersystem-compendium.abilities.QGSHCRW46vn5Xdwu]{Weather the Vicissitudes} @UUID[Compendium.cyphersystem-compendium.abilities.3Xoq7NLpshgG3VPY]{Wind Armor}

Mid Tier

@UUID[Compendium.cyphersystem-compendium.abilities.yvPcOjjqyU3618Ob]{Absorb Pure Energy} @UUID[Compendium.cyphersystem-compendium.abilities.ZH0JbusjycG6zQf1]{Anticipate Attack} @UUID[Compendium.cyphersystem-compendium.abilities.R0UuZ32vmmeFbSMV]{Blood Fever} @UUID[Compendium.cyphersystem-compendium.abilities.gyZd83dgvZnQrmbb]{Cloak of Opportunity} @UUID[Compendium.cyphersystem-compendium.abilities.2SiHiotGcSufnCne]{Confounding Banter} @UUID[Compendium.cyphersystem-compendium.abilities.1fYBYD1EfA5z1NFl]{Confuse Enemy} @UUID[Compendium.cyphersystem-compendium.abilities.BjlHRj3hANsoqhKq]{Counter Danger} @UUID[Compendium.cyphersystem-compendium.abilities.Mj6yJZwRmdXaVwh8]{Countermeasures} @UUID[Compendium.cyphersystem-compendium.abilities.yB4tnpDNVSOxgruq]{Dark Matter Shell} @UUID[Compendium.cyphersystem-compendium.abilities.XYbtbbVKFYmDfmjO]{Dark Matter Shroud} @UUID[Compendium.cyphersystem-compendium.abilities.NnlGdSiR9GbiTJyZ]{Discerning Mind} @UUID[Compendium.cyphersystem-compendium.abilities.LODZEYtmmBN5D9zZ]{Divert Attacks} @UUID[Compendium.cyphersystem-compendium.abilities.E1YiGcXAYOjHXoAd]{Dodge and Respond} @UUID[Compendium.cyphersystem-compendium.abilities.gVOzzvxS6PPu8Ofy]{Dual Defense} @UUID[Compendium.cyphersystem-compendium.abilities.76HF09q7MdGek863]{Electric Armor} @UUID[Compendium.cyphersystem-compendium.abilities.XR8WeRW3OlbCIjlJ]{Elemental Protection} @UUID[Compendium.cyphersystem-compendium.abilities.yz1w8JR23mtlDX49]{Energy Protection} @UUID[Compendium.cyphersystem-compendium.abilities.M49EI6qapNJC2aLR]{Energy Resistance} @UUID[Compendium.cyphersystem-compendium.abilities.4eCjeGPA0ovnwIfu]{Experienced in Armor} @UUID[Compendium.cyphersystem-compendium.abilities.GlXd4oFI9Fqq3rAX]{Experienced Defender} @UUID[Compendium.cyphersystem-compendium.abilities.yPVZmXWhUxustVdq]{Force Field Barrier} @UUID[Compendium.cyphersystem-compendium.abilities.rqC9cEmRkvm29N56]{Fusion Armor} @UUID[Compendium.cyphersystem-compendium.abilities.5t5EIoGSan3pQ08D]{Hard-Won Resilience} @UUID[Compendium.cyphersystem-compendium.abilities.aBfj6w1y6noOzB7d]{Horde Fighting} @UUID[Compendium.cyphersystem-compendium.abilities.uNzF1oQKJ6T1yqL4]{Huge} @UUID[Compendium.cyphersystem-compendium.abilities.zcxMbV4Fe4JqJAe8]{Illusory Evasion} @UUID[Compendium.cyphersystem-compendium.abilities.n985WYLPzj2XqBry]{Magnetic Field} @UUID[Compendium.cyphersystem-compendium.abilities.whVEpvOjmGs3fpcD]{Matter Cloud} @UUID[Compendium.cyphersystem-compendium.abilities.l0OFjk5XVGV5LzP1]{Minor Wish} @UUID[Compendium.cyphersystem-compendium.abilities.mGv7zlZu1wtNCQXQ]{Moving Like Water} @UUID[Compendium.cyphersystem-compendium.abilities.Mz9g9gv2UvARcLid]{Nimble Swimmer} @UUID[Compendium.cyphersystem-compendium.abilities.DMBJEypEWuAS2lai]{Outlaw Reputation} @UUID[Compendium.cyphersystem-compendium.abilities.AQQzctwqPJPUTRbb]{Poison Crafter} @UUID[Compendium.cyphersystem-compendium.abilities.y1bQFSBlwMbUico5]{Rapid Processing} @UUID[Compendium.cyphersystem-compendium.abilities.GvYXLPdpaFEMGuQR]{Resilience} @UUID[Compendium.cyphersystem-compendium.abilities.FuufiUyoLFbgBH5J]{Resilient Ice Armor} @UUID[Compendium.cyphersystem-compendium.abilities.NoKdHv0FSytZR4iF]{Robot Fighter} @UUID[Compendium.cyphersystem-compendium.abilities.NKvNEjx64CcS3l13]{Shield Training} @UUID[Compendium.cyphersystem-compendium.abilities.CNw7shehsdySzhAK]{Subconscious Defense} @UUID[Compendium.cyphersystem-compendium.abilities.3wxiRMTCBZ4iNCHp]{Temporal Acceleration} @UUID[Compendium.cyphersystem-compendium.abilities.t8wL47jk1KS4zapb]{Tough It Out} @UUID[Compendium.cyphersystem-compendium.abilities.sq2JJtnRtSthJSYL]{Tower of Intellect} @UUID[Compendium.cyphersystem-compendium.abilities.2AIQhz00HyZhY7wM]{Tower of Will} @UUID[Compendium.cyphersystem-compendium.abilities.w2aO1ZIpmBDQJXq1]{Tumbling Moves} @UUID[Compendium.cyphersystem-compendium.abilities.OovsYh1BefBJrU8m]{Versatile Mind} @UUID[Compendium.cyphersystem-compendium.abilities.DhbLcVuqEZmS6Z2y]{Vigilance} @UUID[Compendium.cyphersystem-compendium.abilities.OWVz2CkwLnCSJMdS]{Wraith Cloak}

High Tier

@UUID[Compendium.cyphersystem-compendium.abilities.i5n7BaFjTo6W35f9]{Defense Master} @UUID[Compendium.cyphersystem-compendium.abilities.xBZTbhZKRB9AJmMa]{Defensive Augmentation} @UUID[Compendium.cyphersystem-compendium.abilities.FjXL6iSD1CJKbuGT]{Defensive Field} @UUID[Compendium.cyphersystem-compendium.abilities.LwmoGOpgHy1K2dU4]{Energize Creature} @UUID[Compendium.cyphersystem-compendium.abilities.5i6TqVJQQ4sTvqTm]{Energize Crowd} @UUID[Compendium.cyphersystem-compendium.abilities.N0OZaNOIbHTiWDL1]{Evasion} @UUID[Compendium.cyphersystem-compendium.abilities.cTU70NgcebRlD7jI]{Field-Reinforced Armor} @UUID[Compendium.cyphersystem-compendium.abilities.S9QxUr8u2gtwY7ya]{Hard Target} @UUID[Compendium.cyphersystem-compendium.abilities.KGzAHs3qln0fNDjt]{Hard to Kill} @UUID[Compendium.cyphersystem-compendium.abilities.5rgcPJXpCcB5VJ1m]{Lost in the Chaos} @UUID[Compendium.cyphersystem-compendium.abilities.rHApGqEQj8TCGa3f]{Masterful Armor Modification} @UUID[Compendium.cyphersystem-compendium.abilities.4k5JFV78A5SiPjFo]{Mastery in Armor} @UUID[Compendium.cyphersystem-compendium.abilities.LTqgcoprvBF2ZkdH]{Mastery With Defense} @UUID[Compendium.cyphersystem-compendium.abilities.iIy1HDd9yUl07AYo]{Microgravity Avoidance} @UUID[Compendium.cyphersystem-compendium.abilities.m2j3n3xiExLcXAAn]{Moderate Wish} @UUID[Compendium.cyphersystem-compendium.abilities.lGbieMmnuoqsl4Jz]{Nothing but Defend} @UUID[Compendium.cyphersystem-compendium.abilities.AmZDmnmP7CxSSN4h]{Parry} @UUID[Compendium.cyphersystem-compendium.abilities.N0wzhZ676UrCR8M4]{Precognition} @UUID[Compendium.cyphersystem-compendium.abilities.cbXNxvPdWEbKF6nA]{Reactive Field} @UUID[Compendium.cyphersystem-compendium.abilities.MA2Pwhbpbq2SSIQy]{See the Future} @UUID[Compendium.cyphersystem-compendium.abilities.4BQHOR98z3TYJPQu]{Still As a Statue} @UUID[Compendium.cyphersystem-compendium.abilities.fkedtvx6UakJPOZN]{Ultra Enhancement} @UUID[Compendium.cyphersystem-compendium.abilities.QLRztjFH4YetYM6l]{Untouchable} @UUID[Compendium.cyphersystem-compendium.abilities.INdq5iQf5ECzRiNp]{Untouchable While Moving} @UUID[Compendium.cyphersystem-compendium.abilities.B6SEeGr5kxLAgvvq]{Wear It Well}

Senses

Enhances your senses (seeing in the dark, seeing underwater or through mist, sensing danger, finding optimal places to stand in combat, and so on), but doesn’t provide direct answers to questions like an information ability does.

Low Tier

@UUID[Compendium.cyphersystem-compendium.abilities.xskKzxBoGvSrje4e]{Eyes Adjusted} @UUID[Compendium.cyphersystem-compendium.abilities.wVgcztnnNFPqK9Mo]{Familiarize} @UUID[Compendium.cyphersystem-compendium.abilities.8ydN3DBdXXP24hQL]{Find an Opening} @UUID[Compendium.cyphersystem-compendium.abilities.YBMLX3Jm5oN79J6G]{Heads-Up Display} @UUID[Compendium.cyphersystem-compendium.abilities.boxrBJsyP0yjJHjt]{Link Senses} @UUID[Compendium.cyphersystem-compendium.abilities.TPEcyzCeC3z5FyyQ]{Mental Link} @UUID[Compendium.cyphersystem-compendium.abilities.Uti1XQwY4VFZwwwc]{Reveal} @UUID[Compendium.cyphersystem-compendium.abilities.jq6Wm9xYxJA0bRaR]{See the Unseen} @UUID[Compendium.cyphersystem-compendium.abilities.rYyymKUc0QKWdNsy]{See Through Matter} @UUID[Compendium.cyphersystem-compendium.abilities.mvFsSsVjyF8iXvCe]{Sense Ambush} @UUID[Compendium.cyphersystem-compendium.abilities.PRh7n2VLXyRa4il9]{Share Senses} @UUID[Compendium.cyphersystem-compendium.abilities.WgjatSOUT6pT02A7]{Third Eye}

Mid Tier

@UUID[Compendium.cyphersystem-compendium.abilities.KAAezRI2l8rdp1NS]{Animal Senses and Sensibilities} @UUID[Compendium.cyphersystem-compendium.abilities.ZB80ZclRSzEcr4o1]{Awareness} @UUID[Compendium.cyphersystem-compendium.abilities.zstBkLwRduC7vgGT]{Beast Eyes} @UUID[Compendium.cyphersystem-compendium.abilities.nJlhmzrhmXvM3QvU]{Break the Line} @UUID[Compendium.cyphersystem-compendium.abilities.j1AZSJpCetRgsQ6A]{Detect Life} @UUID[Compendium.cyphersystem-compendium.abilities.MvyXo0ZUsxu8QQ22]{Distance Viewing} @UUID[Compendium.cyphersystem-compendium.abilities.EcOIgMC9c1IfSHsr]{Echolocation} @UUID[Compendium.cyphersystem-compendium.abilities.khxZngfluNmVSAIT]{Experienced Finder} @UUID[Compendium.cyphersystem-compendium.abilities.QsXOz48JgyXYEEqS]{Inhabit Crystal} @UUID[Compendium.cyphersystem-compendium.abilities.KBjSpuK7XJc1abJv]{Remote Viewing} @UUID[Compendium.cyphersystem-compendium.abilities.syiylO75dZlcUp3i]{Sensing Package} @UUID[Compendium.cyphersystem-compendium.abilities.bzy1KzO0oPmZGu2b]{Sensor} @UUID[Compendium.cyphersystem-compendium.abilities.9YuQrJXAQO0qIFPj]{Serv-0 Spy} @UUID[Compendium.cyphersystem-compendium.abilities.V1ROUnWXLmLRMxXi]{Trapfinder} @UUID[Compendium.cyphersystem-compendium.abilities.FktE2hQhSKXbWcQU]{Use Senses of Others}

High Tier

@UUID[Compendium.cyphersystem-compendium.abilities.B0dq2gW9gdA0PdzR]{Amplify Sounds} @UUID[Compendium.cyphersystem-compendium.abilities.djqbPin4qsUauJmD]{Battlefield Tactician} @UUID[Compendium.cyphersystem-compendium.abilities.xRvaY8SG4HVy5WO8]{Dark Explorer} @UUID[Compendium.cyphersystem-compendium.abilities.cpJY8qkTAmSvXoFM]{Infer Thoughts} @UUID[Compendium.cyphersystem-compendium.abilities.7QTTrXnxDHskYYhj]{Master Machine} @UUID[Compendium.cyphersystem-compendium.abilities.PazO9rJ2YoE8VEUw]{See Through Time} @UUID[Compendium.cyphersystem-compendium.abilities.MGzAkRaGd4LgfQti]{True Senses}

Social

Gives you an indirect social benefit, such as providing a useful contact in a city or letting you take advantage of your social status.

Low Tier

@UUID[Compendium.cyphersystem-compendium.abilities.2CekF2lqwNrMyio0]{Connected} @UUID[Compendium.cyphersystem-compendium.abilities.2GwH3ugd7aHrWZRz]{Debate} @UUID[Compendium.cyphersystem-compendium.abilities.JSlr2Q6Ll1xNd8fX]{Demeanor of Command} @UUID[Compendium.cyphersystem-compendium.abilities.GT0AiiarWPbGzxKs]{Impart Ideal} @UUID[Compendium.cyphersystem-compendium.abilities.OmfjqEmmIbrWST5U]{Misdirect Blame} @UUID[Compendium.cyphersystem-compendium.abilities.5VqOTQlAYTtWTwmS]{Negotiate} @UUID[Compendium.cyphersystem-compendium.abilities.6QXGJBsJPDFgcdq5]{Perks of Stardom} @UUID[Compendium.cyphersystem-compendium.abilities.MBlyd9LvSH8D0Z5I]{Powerful Rhetoric} @UUID[Compendium.cyphersystem-compendium.abilities.xMRRfjFF0POkxyea]{Privileged Nobility} @UUID[Compendium.cyphersystem-compendium.abilities.OFWQd2W52VAODeas]{Underworld Contacts} @UUID[Compendium.cyphersystem-compendium.abilities.UHvD5299HFbwBvpR]{Unexpected Betrayal}

Mid Tier

@UUID[Compendium.cyphersystem-compendium.abilities.7Gxuqkwo4i47yHe3]{Betrayal} @UUID[Compendium.cyphersystem-compendium.abilities.tmrSKjGmjbxfIqPI]{Flamboyant Boast} @UUID[Compendium.cyphersystem-compendium.abilities.zg8dYuOdCXGwXOFd]{Informer} @UUID[Compendium.cyphersystem-compendium.abilities.i5BlJLgj1ayBw0uY]{Oratory} @UUID[Compendium.cyphersystem-compendium.abilities.ZqBpOAiH70SGHX8N]{Perfect Stranger}

High Tier

@UUID[Compendium.cyphersystem-compendium.abilities.hhBF8re7Azmce3Y9]{Group Friendship}

Special Attack

Gives the ability to make a special melee or ranged attack (weapon, energy blast, psychic, and so on). The attack might do damage, have a special effect (disarm, hinder, move the target, and so on), or both. This also includes abilities like Spray that let you attack multiple targets as your action.

Low Tier

@UUID[Compendium.cyphersystem-compendium.abilities.p61Ycyc7lVZQXupO]{Advantage to Disadvantage} @UUID[Compendium.cyphersystem-compendium.abilities.X7Rrn9Q54ceSA4Lr]{Aggression} @UUID[Compendium.cyphersystem-compendium.abilities.EyAIsiqJGCspQFcu]{Arcane Flare} @UUID[Compendium.cyphersystem-compendium.abilities.7BS6IEcYlEp5v3OC]{Bash} @UUID[Compendium.cyphersystem-compendium.abilities.wyUQ3Atl3V1ItCFH]{Bloodlust} @UUID[Compendium.cyphersystem-compendium.abilities.Mfebb42AE5xt7k85]{Concussive Blast} @UUID[Compendium.cyphersystem-compendium.abilities.6cMg5QXB71YNgoaM]{Control the Field} @UUID[Compendium.cyphersystem-compendium.abilities.o7kTUAFonv5HPi07]{Cutting Light} @UUID[Compendium.cyphersystem-compendium.abilities.teFcKcbo5ZBFbfRl]{Dazzling Sunburst} @UUID[Compendium.cyphersystem-compendium.abilities.di7QfASecjKU8BPN]{Disincentivize} @UUID[Compendium.cyphersystem-compendium.abilities.7f6ulMjWFw2BOK76]{Disrupting Touch} @UUID[Compendium.cyphersystem-compendium.abilities.JyAovhallyh9m6oW]{Drain Machine} @UUID[Compendium.cyphersystem-compendium.abilities.bH57y3PYsMceluGy]{Dream Thief} @UUID[Compendium.cyphersystem-compendium.abilities.NHns9zqufRvB3Tnl]{Dual Light Wield} @UUID[Compendium.cyphersystem-compendium.abilities.bM2Y62eaUKYKdcwq]{Entangling Force} @UUID[Compendium.cyphersystem-compendium.abilities.lQ4MNmGXXNBMGsmk]{Enthrall} @UUID[Compendium.cyphersystem-compendium.abilities.TmWjWp4iWk4GMLN0]{Erase Memories} @UUID[Compendium.cyphersystem-compendium.abilities.eFgzJXQlg6l7NBqM]{Eye Gouge} @UUID[Compendium.cyphersystem-compendium.abilities.78uF9siViGIHKYGx]{Flash} @UUID[Compendium.cyphersystem-compendium.abilities.aidcxXW6MokDMqY7]{Force Bash} @UUID[Compendium.cyphersystem-compendium.abilities.nHqTzLHJrUWSAATM]{Frost Touch} @UUID[Compendium.cyphersystem-compendium.abilities.aFEBxDGnuFi20cLo]{Golem Grip} @UUID[Compendium.cyphersystem-compendium.abilities.zW0cZJQTR0tHUmn3]{Grasping Foliage} @UUID[Compendium.cyphersystem-compendium.abilities.S3L1oym8fpx0NsAc]{Hemorrhage} @UUID[Compendium.cyphersystem-compendium.abilities.NJjAmyf9zhjRTNme]{Hurl Flame} @UUID[Compendium.cyphersystem-compendium.abilities.lwJAowJa4eKlcDjb]{Misdirect} @UUID[Compendium.cyphersystem-compendium.abilities.FE1Ge8CbJxQcCo0b]{Onslaught} @UUID[Compendium.cyphersystem-compendium.abilities.90wkMwuVBaiyL9yt]{Opportunist} @UUID[Compendium.cyphersystem-compendium.abilities.o2iiTUXdkMPREkvK]{Overwatch} @UUID[Compendium.cyphersystem-compendium.abilities.IPwnXtVrXauJXgFo]{Pierce} @UUID[Compendium.cyphersystem-compendium.abilities.Myt0JUt24B8hjYAg]{Push} @UUID[Compendium.cyphersystem-compendium.abilities.yszDDDpH6m16dEoV]{Quick Throw} @UUID[Compendium.cyphersystem-compendium.abilities.Yg6jEM07HAccDcNC]{Ray of Confusion} @UUID[Compendium.cyphersystem-compendium.abilities.NMjccuRLDDnfZtZe]{Release Energy} @UUID[Compendium.cyphersystem-compendium.abilities.Q8xKsSOvoFWL1ePP]{Resonance Field} @UUID[Compendium.cyphersystem-compendium.abilities.7aCeBDGZqu8A9hMQ]{Ribbons of Dark Matter} @UUID[Compendium.cyphersystem-compendium.abilities.kkCW4KkWA751AeBl]{Scramble Machine} @UUID[Compendium.cyphersystem-compendium.abilities.n81xGnZHydeXmIRc]{Scratch Existence} @UUID[Compendium.cyphersystem-compendium.abilities.0Wq39mJ9oXA415qx]{Seeds of Fury} @UUID[Compendium.cyphersystem-compendium.abilities.nptFEdFaUvjDeqAz]{Shatter} @UUID[Compendium.cyphersystem-compendium.abilities.3btRIiWxY8oMcVMo]{Shock} @UUID[Compendium.cyphersystem-compendium.abilities.pdNI9QMKmDwu8gza]{Stasis} @UUID[Compendium.cyphersystem-compendium.abilities.36nlDXhOP5e5dfns]{Successive Attack} @UUID[Compendium.cyphersystem-compendium.abilities.uG2ACHNAPoZirp0b]{Surprise Attack} @UUID[Compendium.cyphersystem-compendium.abilities.8hiUfUNY3u2IpVDa]{Swipe} @UUID[Compendium.cyphersystem-compendium.abilities.WO2Wg9PvscHMcQlH]{Thrust} @UUID[Compendium.cyphersystem-compendium.abilities.uMaMKhemHmtlXDjT]{Thunder Beam} @UUID[Compendium.cyphersystem-compendium.abilities.cwZIpP2FTLIVGhbm]{Weighty}

Mid Tier

@UUID[Compendium.cyphersystem-compendium.abilities.ra0A8MtQjZEYhJPr]{Acrobatic Attack} @UUID[Compendium.cyphersystem-compendium.abilities.cS1RW48sdVY6ZJZd]{Ambusher} @UUID[Compendium.cyphersystem-compendium.abilities.SG8ms3jfHw8hXGnX]{Answering Attack} @UUID[Compendium.cyphersystem-compendium.abilities.tbeFzIPGuAjRBpKM]{Better Surprise Attack} @UUID[Compendium.cyphersystem-compendium.abilities.YDKULtvV0pMJDxi2]{Bolts of Power} @UUID[Compendium.cyphersystem-compendium.abilities.V2BSB9or5UJdTiYF]{Built-in Weaponry} @UUID[Compendium.cyphersystem-compendium.abilities.IUlsD8Zxp8AYbO4h]{Burning Light} @UUID[Compendium.cyphersystem-compendium.abilities.Hw16NpdbdJOqVF4z]{Castigate} @UUID[Compendium.cyphersystem-compendium.abilities.WeMTxJElozl7OWdJ]{Center of Attention} @UUID[Compendium.cyphersystem-compendium.abilities.hIWg9VFNnYnrknAu]{Crystal Lens} @UUID[Compendium.cyphersystem-compendium.abilities.MqGMnSIkHK4rOFSm]{Dark Matter Strike} @UUID[Compendium.cyphersystem-compendium.abilities.vZELZYMsLJfBfUnt]{Dazing Attack} @UUID[Compendium.cyphersystem-compendium.abilities.JVvSTtYbksWJDADY]{Debilitating Strike} @UUID[Compendium.cyphersystem-compendium.abilities.0XSuUGS0UyrhiW44]{Destroy Metal} @UUID[Compendium.cyphersystem-compendium.abilities.ka5VA9XBi4OTnKVa]{Disable Mechanisms} @UUID[Compendium.cyphersystem-compendium.abilities.7rjeYt5hNhkvqK9w]{Disarming Strike} @UUID[Compendium.cyphersystem-compendium.abilities.dJTgtIs80gOoI6ac]{Divine Radiance} @UUID[Compendium.cyphersystem-compendium.abilities.E1YiGcXAYOjHXoAd]{Dodge and Respond} @UUID[Compendium.cyphersystem-compendium.abilities.A6H8xi93t6Zrexz9]{Drain Charge} @UUID[Compendium.cyphersystem-compendium.abilities.q9nALxXrBv5ubXaT]{Dual Medium Wield} @UUID[Compendium.cyphersystem-compendium.abilities.1L1uoad8vwgWxiyN]{Everything Is a Weapon} @UUID[Compendium.cyphersystem-compendium.abilities.VEJQ74o175OnlIAm]{Exile} @UUID[Compendium.cyphersystem-compendium.abilities.RO8dmB90aRPOmCuJ]{Feint} @UUID[Compendium.cyphersystem-compendium.abilities.AUGM3xEluWJi4Y8h]{Fire and Ice} @UUID[Compendium.cyphersystem-compendium.abilities.NgHLZq3tZ3CFJvYv]{Fire Bloom} @UUID[Compendium.cyphersystem-compendium.abilities.CAh0KStmP03kgv62]{Fling} @UUID[Compendium.cyphersystem-compendium.abilities.dDhnZrzAxDvK7QYa]{Force at Distance} @UUID[Compendium.cyphersystem-compendium.abilities.dCoCGVzWxIL9fIvH]{Force Blast} @UUID[Compendium.cyphersystem-compendium.abilities.BGMXK6VKNmp8M4A3]{Freezing Touch} @UUID[Compendium.cyphersystem-compendium.abilities.E0k0LUw0epjJGrv9]{Golem Stomp} @UUID[Compendium.cyphersystem-compendium.abilities.48i5ybVtZaTlFLJf]{Grab} @UUID[Compendium.cyphersystem-compendium.abilities.jbhcWHMiQQaR9ukO]{Gravity Cleave} @UUID[Compendium.cyphersystem-compendium.abilities.LLvJZvzbGQOrlqoE]{Ignition} @UUID[Compendium.cyphersystem-compendium.abilities.QxOsAHpd8ZkEXI5u]{Improved Object Bond} @UUID[Compendium.cyphersystem-compendium.abilities.2K3b6cTuLEGZfYqa]{Knock Out} @UUID[Compendium.cyphersystem-compendium.abilities.whVEpvOjmGs3fpcD]{Matter Cloud} @UUID[Compendium.cyphersystem-compendium.abilities.R9WffstnihzBuuvW]{Mind Games} @UUID[Compendium.cyphersystem-compendium.abilities.PTVAJGFiXDueX8az]{Momentum} @UUID[Compendium.cyphersystem-compendium.abilities.gDwPpgIAocEfQjPx]{Overawe} @UUID[Compendium.cyphersystem-compendium.abilities.zIYdniz9sjvAHsnX]{Overcome All Obstacles} @UUID[Compendium.cyphersystem-compendium.abilities.rXUUDUJFKis8TpnL]{Phase Detonation} @UUID[Compendium.cyphersystem-compendium.abilities.cJB7wj5okdPZuRNb]{Phased Attack} @UUID[Compendium.cyphersystem-compendium.abilities.NoC3yuqxU8yhPf47]{Power Strike} @UUID[Compendium.cyphersystem-compendium.abilities.blm1Z8JxvWOiFf0b]{Pry Open} @UUID[Compendium.cyphersystem-compendium.abilities.Mc8L07dpf605FDo9]{Psychic Burst} @UUID[Compendium.cyphersystem-compendium.abilities.Je1MitN21L3lqWVF]{Psychosis} @UUID[Compendium.cyphersystem-compendium.abilities.JJ9nWmcBIlfyNDfe]{Push Off and Throw} @UUID[Compendium.cyphersystem-compendium.abilities.JlYk5UNZEUzzO8Js]{Quick Strike} @UUID[Compendium.cyphersystem-compendium.abilities.YA5P5CBNr5NSmY6z]{Rapid Attack} @UUID[Compendium.cyphersystem-compendium.abilities.XqGE5QLHnpIKB5rB]{Reaction} @UUID[Compendium.cyphersystem-compendium.abilities.Yo2Z3EdYjx88jYnp]{Remote Control} @UUID[Compendium.cyphersystem-compendium.abilities.ZuX6gykVtKxiBAxR]{Run and Fight} @UUID[Compendium.cyphersystem-compendium.abilities.znJCKr6PeEq4a0j5]{Shattering Shout} @UUID[Compendium.cyphersystem-compendium.abilities.bkQnnjRFJS9VpaY5]{Slice} @UUID[Compendium.cyphersystem-compendium.abilities.oNk0Nhle1XwBhOvp]{Snap Shot} @UUID[Compendium.cyphersystem-compendium.abilities.yJDNsRAG3Elm6PWp]{Snipe} @UUID[Compendium.cyphersystem-compendium.abilities.YIzrA5i8eBSPMFzj]{Spray} @UUID[Compendium.cyphersystem-compendium.abilities.57txEIyzuPUQOqVP]{Sprint and Grab} @UUID[Compendium.cyphersystem-compendium.abilities.B4U7RiMrZElfOQyj]{Taking Advantage} @UUID[Compendium.cyphersystem-compendium.abilities.hy3hI86e9BCmkcQO]{Tall Tale} @UUID[Compendium.cyphersystem-compendium.abilities.WuNUt6ltWGDdjNLS]{Throw} @UUID[Compendium.cyphersystem-compendium.abilities.SPL1URVkuo4PJP8I]{Throw Force Shield} @UUID[Compendium.cyphersystem-compendium.abilities.4s3SAqu0lb5qzfzL]{Trick Shot}

High Tier

@UUID[Compendium.cyphersystem-compendium.abilities.NCXCkCYeZw8qlazG]{Absorb Energy} @UUID[Compendium.cyphersystem-compendium.abilities.WrJDw2X8JHcljjP4]{Arc Spray} @UUID[Compendium.cyphersystem-compendium.abilities.YbYeZ0A0m96IWxwl]{Assassin Strike} @UUID[Compendium.cyphersystem-compendium.abilities.T5tn7zItPyaRcYNC]{Asserting Your Privilege} @UUID[Compendium.cyphersystem-compendium.abilities.ltAq7qr8aaalOtJp]{Attack and Attack Again} @UUID[Compendium.cyphersystem-compendium.abilities.6kTwO0uYuP8qKqkM]{Biomorphic Detonation} @UUID[Compendium.cyphersystem-compendium.abilities.jISh0vWOJdK9hUm1]{Blind Machine} @UUID[Compendium.cyphersystem-compendium.abilities.XRXQwJplJrm7onbN]{Blinding Attack} @UUID[Compendium.cyphersystem-compendium.abilities.zflNCqrmTL7vrYg1]{Bouncing Shield} @UUID[Compendium.cyphersystem-compendium.abilities.9O17NBrKA4AA4Ckw]{Break the Ranks} @UUID[Compendium.cyphersystem-compendium.abilities.lID9ke0vHX2r2CC8]{Break Their Mind} @UUID[Compendium.cyphersystem-compendium.abilities.2lhnVWUMX1Nu6KVj]{Call the Storm} @UUID[Compendium.cyphersystem-compendium.abilities.yEfkqXxmuQqlA6Fi]{Cold Burst} @UUID[Compendium.cyphersystem-compendium.abilities.PZBKCtRj5S6ULnjo]{Concussion} @UUID[Compendium.cyphersystem-compendium.abilities.jHrQLzIfjKtXBoJL]{Deactivate Mechanisms} @UUID[Compendium.cyphersystem-compendium.abilities.6P1CJvVMot3Y2xj0]{Deadly Strike} @UUID[Compendium.cyphersystem-compendium.abilities.iTxEWRCR8G5Rych2]{Death Touch} @UUID[Compendium.cyphersystem-compendium.abilities.i5n7BaFjTo6W35f9]{Defense Master} @UUID[Compendium.cyphersystem-compendium.abilities.0WPUu04FbqxGckhU]{Destroyer} @UUID[Compendium.cyphersystem-compendium.abilities.xR2DkSqvAoR8Vtfn]{Dirty Fighter} @UUID[Compendium.cyphersystem-compendium.abilities.p1UMG2hrng7mLFDv]{Disarming Attack} @UUID[Compendium.cyphersystem-compendium.abilities.OkKNmMvLFwHxUv2r]{Divine Intervention} @UUID[Compendium.cyphersystem-compendium.abilities.tgaSXp1VQiec8Jst]{Divine Symbol} @UUID[Compendium.cyphersystem-compendium.abilities.1W0sBVHxG7LESCPl]{Do You Know Who I Am?} @UUID[Compendium.cyphersystem-compendium.abilities.NJakiz9yvoflzzBD]{Drain Power} @UUID[Compendium.cyphersystem-compendium.abilities.D4JFKjeVDkx9Xfnf]{Dust to Dust} @UUID[Compendium.cyphersystem-compendium.abilities.jhdgI9rV2mpH6JQU]{Earthquake} @UUID[Compendium.cyphersystem-compendium.abilities.apQwshUTjCQPym8A]{Embrace the Night} @UUID[Compendium.cyphersystem-compendium.abilities.Be1ehHb90jtLc8l0]{Explosive Release} @UUID[Compendium.cyphersystem-compendium.abilities.syJ3mkT2hHR2MY3o]{Finishing Blow} @UUID[Compendium.cyphersystem-compendium.abilities.6fpCYtBDCfW6m1b0]{Fire Tendrils} @UUID[Compendium.cyphersystem-compendium.abilities.xCUKzmoBKzN9gIut]{Foul Aura} @UUID[Compendium.cyphersystem-compendium.abilities.mvC2vboULutesBDu]{Ice Storm} @UUID[Compendium.cyphersystem-compendium.abilities.SZtOjKk7ScShJT6G]{Iron Punch} @UUID[Compendium.cyphersystem-compendium.abilities.IFb8NX06xgWM7H98]{Jump Attack} @UUID[Compendium.cyphersystem-compendium.abilities.tjzqyyAZoibXl4DT]{Lethal Ploy} @UUID[Compendium.cyphersystem-compendium.abilities.GlFT2ITvytQVWywQ]{Lethal Vibration} @UUID[Compendium.cyphersystem-compendium.abilities.KNElOxbWobS1ygLv]{Murderer} @UUID[Compendium.cyphersystem-compendium.abilities.pUbqCBV3dBOWFgmv]{Nightmare} @UUID[Compendium.cyphersystem-compendium.abilities.ptH3O4GES71CClGO]{Phase Foe} @UUID[Compendium.cyphersystem-compendium.abilities.xxavxLEaiVFug1D6]{Protective Wall} @UUID[Compendium.cyphersystem-compendium.abilities.8wSx2qtKXq0dWxId]{Psychokinetic Attack} @UUID[Compendium.cyphersystem-compendium.abilities.KVOFCKWKmUrqAe7v]{Punish All the Guilty} @UUID[Compendium.cyphersystem-compendium.abilities.bY52t6eGONKu8Kr4]{Resonant Quake} @UUID[Compendium.cyphersystem-compendium.abilities.G5bTthwpEf5azVHA]{Return to Sender} @UUID[Compendium.cyphersystem-compendium.abilities.EH8OmAJaimF4MTgg]{Shatter Mind} @UUID[Compendium.cyphersystem-compendium.abilities.BM6YnBez7sVnrGUh]{Special Shot} @UUID[Compendium.cyphersystem-compendium.abilities.KDZeCZJxjCQzlTxA]{Spin Attack} @UUID[Compendium.cyphersystem-compendium.abilities.jrTEtAhE6GfLW7R4]{Spring Away} @UUID[Compendium.cyphersystem-compendium.abilities.eQIPJk2xcFGfDr3H]{Stun Attack} @UUID[Compendium.cyphersystem-compendium.abilities.xbYD729j3km6ZDCA]{Sun Siphon} @UUID[Compendium.cyphersystem-compendium.abilities.447ojnjZFMCma8eu]{Taunt Foe} @UUID[Compendium.cyphersystem-compendium.abilities.kKYyGbrQxDRSOh37]{Terrifying Gaze} @UUID[Compendium.cyphersystem-compendium.abilities.Z4QcjOxgltEJPm96]{Twisting the Knife} @UUID[Compendium.cyphersystem-compendium.abilities.IN9qNZDx4sBKNr8n]{Undo} @UUID[Compendium.cyphersystem-compendium.abilities.xRIDlrBzTXVYC5rh]{Vindictive Performance} @UUID[Compendium.cyphersystem-compendium.abilities.s8NShtaUrW0Oxolo]{Weapon and Body} @UUID[Compendium.cyphersystem-compendium.abilities.tMOeiKWrhp5P5CCQ]{Weight of the World} @UUID[Compendium.cyphersystem-compendium.abilities.w3HN2nZBTo5mLJcM]{Weightless Shot} @UUID[Compendium.cyphersystem-compendium.abilities.WW3QjCP5UJUsKBW3]{Whirlwind of Throws} @UUID[Compendium.cyphersystem-compendium.abilities.EXrZLa3M8BK43qoi]{Winter Gauntlets} @UUID[Compendium.cyphersystem-compendium.abilities.Gsre3acJaxhGBa0S]{Word of Death}

Support

Gives some sort of benefit to an ally rather than yourself, such as an extra action or an asset on their roll.

Low Tier

@UUID[Compendium.cyphersystem-compendium.abilities.WrgqojoyWuTWpyQq]{Advice From a Friend} @UUID[Compendium.cyphersystem-compendium.abilities.BlBi7qk0darLthxS]{Anecdote} @UUID[Compendium.cyphersystem-compendium.abilities.b8rtgyatE8o9FaRS]{Attack Flourish} @UUID[Compendium.cyphersystem-compendium.abilities.5jGN9GicKYIAneKQ]{Defend the Innocent} @UUID[Compendium.cyphersystem-compendium.abilities.4yyKQYnrbL3r9gcU]{Enable Others} @UUID[Compendium.cyphersystem-compendium.abilities.hYa7I52x2iwffh8C]{Encouragement} @UUID[Compendium.cyphersystem-compendium.abilities.grCiWRuV8lvflQHM]{Encouraging Presence} @UUID[Compendium.cyphersystem-compendium.abilities.4fcns7ANpZF7pHaz]{Force Field} @UUID[Compendium.cyphersystem-compendium.abilities.lZCAKgP966BuU4uF]{Friendly Help} @UUID[Compendium.cyphersystem-compendium.abilities.DmnRMTfHYaeoYFVu]{Good Advice} @UUID[Compendium.cyphersystem-compendium.abilities.FiSwskgQGBjp4IhZ]{Inspire Action} @UUID[Compendium.cyphersystem-compendium.abilities.wWCehMidmvLypdxj]{Inspire Aggression} @UUID[Compendium.cyphersystem-compendium.abilities.DLxDL49VjUEMAjxZ]{Inspiring Ease} @UUID[Compendium.cyphersystem-compendium.abilities.qp1jDaFiRR5xPPMn]{Protector} @UUID[Compendium.cyphersystem-compendium.abilities.POaewj2PWMMfCY1i]{Rally to Me} @UUID[Compendium.cyphersystem-compendium.abilities.Uti1XQwY4VFZwwwc]{Reveal} @UUID[Compendium.cyphersystem-compendium.abilities.FgyHV0QR3YwlLIVb]{Sculpt Flesh} @UUID[Compendium.cyphersystem-compendium.abilities.701ts4xCDjURZSb5]{Teamwork}

Mid Tier

@UUID[Compendium.cyphersystem-compendium.abilities.hB1CISYVEZXEO0IV]{Accelerate} @UUID[Compendium.cyphersystem-compendium.abilities.wJSxVM8fWADJtTSd]{Applying Your Knowledge} @UUID[Compendium.cyphersystem-compendium.abilities.knh2MWMhCgqOjWYD]{Buddy System} @UUID[Compendium.cyphersystem-compendium.abilities.lb5Bo8BpNXdVMkmt]{Combat Challenge} @UUID[Compendium.cyphersystem-compendium.abilities.bz04IOSkdP3zcRMD]{Defend All the Innocent} @UUID[Compendium.cyphersystem-compendium.abilities.Su3LkSzdGHg9w1RO]{Dual Wards} @UUID[Compendium.cyphersystem-compendium.abilities.XR8WeRW3OlbCIjlJ]{Elemental Protection} @UUID[Compendium.cyphersystem-compendium.abilities.RgosWDt0hkosbVQr]{In Harm’s Way} @UUID[Compendium.cyphersystem-compendium.abilities.1N6P5ZRogThCS0KH]{Lead by Inquiry} @UUID[Compendium.cyphersystem-compendium.abilities.dIK67k9aoBbFBnkf]{Pay It Forward} @UUID[Compendium.cyphersystem-compendium.abilities.oS3AeTouF6HPcaH5]{Play to the Crowd} @UUID[Compendium.cyphersystem-compendium.abilities.QFZyfDWOSEpZeQmM]{Spur Effort} @UUID[Compendium.cyphersystem-compendium.abilities.scceoEmEnN5MW8XT]{Take Command} @UUID[Compendium.cyphersystem-compendium.abilities.GAeUBbQWE3ryv50V]{True Guardian}

High Tier

@UUID[Compendium.cyphersystem-compendium.abilities.Eez3uExkDA20XJg3]{Able Assistance} @UUID[Compendium.cyphersystem-compendium.abilities.G8waoPdWGzMl0S1n]{Battle Management} @UUID[Compendium.cyphersystem-compendium.abilities.3JWMtJBjf3oUWaxP]{Block for Another} @UUID[Compendium.cyphersystem-compendium.abilities.LwmoGOpgHy1K2dU4]{Energize Creature} @UUID[Compendium.cyphersystem-compendium.abilities.5i6TqVJQQ4sTvqTm]{Energize Crowd} @UUID[Compendium.cyphersystem-compendium.abilities.lJWTlBH1koX2Fjgi]{Impart Understanding} @UUID[Compendium.cyphersystem-compendium.abilities.oilgQ4oM02Pa0eNp]{Inspiration} @UUID[Compendium.cyphersystem-compendium.abilities.tTrekc4AZbIqem5L]{Inspire Coordinated Actions} @UUID[Compendium.cyphersystem-compendium.abilities.fPCTpU0viXXWrNs0]{Inspiring Success} @UUID[Compendium.cyphersystem-compendium.abilities.Tes6ntXPZR8IHgY4]{Regenerate Other} @UUID[Compendium.cyphersystem-compendium.abilities.PXvS7AatBcxH9cvZ]{Share Defense} @UUID[Compendium.cyphersystem-compendium.abilities.U9sgMUKkIkDIdRtK]{Stimulate} @UUID[Compendium.cyphersystem-compendium.abilities.iE83ABQRko5NemVU]{Teach Trick} @UUID[Compendium.cyphersystem-compendium.abilities.zZYSSAFXtJcuezxM]{Transcend the Script} @UUID[Compendium.cyphersystem-compendium.abilities.mjEFQ3ndDRvLB5Dj]{True Defender} @UUID[Compendium.cyphersystem-compendium.abilities.IN9qNZDx4sBKNr8n]{Undo} @UUID[Compendium.cyphersystem-compendium.abilities.PTM0HWGFfo5CHMif]{Will of a Leader} @UUID[Compendium.cyphersystem-compendium.abilities.jTiOQKW2QtXK8dmF]{Work the Friendship}

Task

Gives training, specialization, or an asset in one or more noncombat skills (climbing, healing, computers, initiative, and so on).

Low Tier

@UUID[Compendium.cyphersystem-compendium.abilities.wifCvRG9OhsTDT30]{Advantages of Being Big} @UUID[Compendium.cyphersystem-compendium.abilities.YD5gm0w3lqTSyO3V]{Anticipation} @UUID[Compendium.cyphersystem-compendium.abilities.rYaAyFLmCAAwZi0s]{Assassin Skills} @UUID[Compendium.cyphersystem-compendium.abilities.cpXOBSLY03j89yOy]{Athlete} @UUID[Compendium.cyphersystem-compendium.abilities.AWretAEaeQfXTXMy]{Autodoctor} @UUID[Compendium.cyphersystem-compendium.abilities.tJiXzKX4gf0GNV6V]{Balance} @UUID[Compendium.cyphersystem-compendium.abilities.XToLeZ4ksSj3MA5I]{Bestiary Knowledge} @UUID[Compendium.cyphersystem-compendium.abilities.A83Lw7NnAqwg4BZR]{Blameless} @UUID[Compendium.cyphersystem-compendium.abilities.awhzMw4RHwOwgEIR]{Breaker} @UUID[Compendium.cyphersystem-compendium.abilities.lY7NaxsFxt1XZVk5]{Car Surfer} @UUID[Compendium.cyphersystem-compendium.abilities.PlTtlXeugIljHFVg]{Careful Aim} @UUID[Compendium.cyphersystem-compendium.abilities.zGoUoC6i0f1SbUqE]{Celebrity Talent} @UUID[Compendium.cyphersystem-compendium.abilities.JkiG6hpsfj1h6XRR]{Computer Programming} @UUID[Compendium.cyphersystem-compendium.abilities.dQHSDDZxJNHrHH1l]{Contortionist} @UUID[Compendium.cyphersystem-compendium.abilities.YvPBxDxLz16Usm7m]{Courageous} @UUID[Compendium.cyphersystem-compendium.abilities.fkyJ02LbeOAfDxcF]{Crafter} @UUID[Compendium.cyphersystem-compendium.abilities.UyQTRi5ZwWU5tMO0]{Danger Sense} @UUID[Compendium.cyphersystem-compendium.abilities.Q3DGDFwNIOjz866X]{Datajack} @UUID[Compendium.cyphersystem-compendium.abilities.2GwH3ugd7aHrWZRz]{Debate} @UUID[Compendium.cyphersystem-compendium.abilities.kkTWFQBeHMS8d6IL]{Deep Water Guide} @UUID[Compendium.cyphersystem-compendium.abilities.tjxKTFdA8gqZDP90]{Designation} @UUID[Compendium.cyphersystem-compendium.abilities.9p2RJYFo6s55F5Ha]{Devoted Defender} @UUID[Compendium.cyphersystem-compendium.abilities.eYHlYyVDj3odrAFJ]{Disguise} @UUID[Compendium.cyphersystem-compendium.abilities.6dPEKpK0HWuD7Bxu]{Divine Knowledge} @UUID[Compendium.cyphersystem-compendium.abilities.DCuOpij3sNomBe1a]{Driver} @UUID[Compendium.cyphersystem-compendium.abilities.ea7BzQy6fZqHQNET]{Enlightened} @UUID[Compendium.cyphersystem-compendium.abilities.6FI9lLeQx0tJX1W6]{Exploratory Experience} @UUID[Compendium.cyphersystem-compendium.abilities.jx6DFmlbQrmltHgc]{Extra Skill} @UUID[Compendium.cyphersystem-compendium.abilities.YQEECpNwDSFCFnCN]{Feat of Strength} @UUID[Compendium.cyphersystem-compendium.abilities.QgCWZia7gFicmEJr]{Flex Lore} @UUID[Compendium.cyphersystem-compendium.abilities.HoUOwIPfKTlxyQH0]{Freakishly Large} @UUID[Compendium.cyphersystem-compendium.abilities.qpBv7OxAcMAAtY2M]{Game Lessons} @UUID[Compendium.cyphersystem-compendium.abilities.p3kh3XKzetkJTG1J]{Gamer} @UUID[Compendium.cyphersystem-compendium.abilities.DmnRMTfHYaeoYFVu]{Good Advice} @UUID[Compendium.cyphersystem-compendium.abilities.pp9NFNHKgOhRYbsY]{Hand to Eye} @UUID[Compendium.cyphersystem-compendium.abilities.f7wLki6qjCNs2Ici]{Handy} @UUID[Compendium.cyphersystem-compendium.abilities.YOHGDC5hx24SqbQz]{Hard Choices} @UUID[Compendium.cyphersystem-compendium.abilities.YBMLX3Jm5oN79J6G]{Heads-Up Display} @UUID[Compendium.cyphersystem-compendium.abilities.A853pOqz5BmPfh4w]{Higher Mathematics} @UUID[Compendium.cyphersystem-compendium.abilities.ZgLefUbAcrmYdFur]{How Others Think} @UUID[Compendium.cyphersystem-compendium.abilities.vFc52xBtBp69WglW]{Impersonate} @UUID[Compendium.cyphersystem-compendium.abilities.HBHjx10W5BQW101w]{Impressive Display} @UUID[Compendium.cyphersystem-compendium.abilities.369RISHwqzRXkwEG]{Infiltrator} @UUID[Compendium.cyphersystem-compendium.abilities.sM2zEDx4gRr9CuiR]{Inner Defense} @UUID[Compendium.cyphersystem-compendium.abilities.fh7tK1BVjgSfZ8ml]{Insight} @UUID[Compendium.cyphersystem-compendium.abilities.wWCehMidmvLypdxj]{Inspire Aggression} @UUID[Compendium.cyphersystem-compendium.abilities.V765JZKDKQ00Buyn]{Interaction Skills} @UUID[Compendium.cyphersystem-compendium.abilities.4dTGeclZRVjzn5tT]{Interface} @UUID[Compendium.cyphersystem-compendium.abilities.PK6oiYXgdP7KaGgi]{Investigate} @UUID[Compendium.cyphersystem-compendium.abilities.romswZIOmAmtzfCL]{Investigative Skills} @UUID[Compendium.cyphersystem-compendium.abilities.4p95GsynORh0Xd7X]{Knowing} @UUID[Compendium.cyphersystem-compendium.abilities.xBQM1AmjmcjmPDDD]{Knowledge of the Law} @UUID[Compendium.cyphersystem-compendium.abilities.eEGFknWQZUBNXn99]{Knowledge Skills} @UUID[Compendium.cyphersystem-compendium.abilities.oAsK49Zgey5QaC82]{Late Inspiration} @UUID[Compendium.cyphersystem-compendium.abilities.eM1fLppEnXHBlRNX]{Learning the Path} @UUID[Compendium.cyphersystem-compendium.abilities.rfsCCpxcsjc8hr60]{Levity} @UUID[Compendium.cyphersystem-compendium.abilities.aOzkoVf0mNSkZBtn]{Life Lessons} @UUID[Compendium.cyphersystem-compendium.abilities.lzy1YbdIJxzNIHZq]{Machine Affinity} @UUID[Compendium.cyphersystem-compendium.abilities.QHSH8fE6l3bKz2xl]{Machine Hunting} @UUID[Compendium.cyphersystem-compendium.abilities.rhaZSmU6dJpzMO64]{Machine Interface} @UUID[Compendium.cyphersystem-compendium.abilities.XQxN55rl0f5HFxEM]{Magic Training} @UUID[Compendium.cyphersystem-compendium.abilities.Zu06akqnHdCvoR0W]{Make Judgment} @UUID[Compendium.cyphersystem-compendium.abilities.YF8CYsYKcXpdfqH5]{Master Identifier} @UUID[Compendium.cyphersystem-compendium.abilities.KM9qqjzJBJusQNkT]{Master Thief} @UUID[Compendium.cyphersystem-compendium.abilities.GfDLA0qSvqhqzIbL]{Microgravity Adept} @UUID[Compendium.cyphersystem-compendium.abilities.PRW5MxW12oakmeHE]{Monster Lore} @UUID[Compendium.cyphersystem-compendium.abilities.tC7wmZwlZcQy5Vd0]{Movement Skills} @UUID[Compendium.cyphersystem-compendium.abilities.CBGeAZSBuymzrxDz]{Muscles of Iron} @UUID[Compendium.cyphersystem-compendium.abilities.FDUGlu7DZhdfxH2P]{Natural Charisma} @UUID[Compendium.cyphersystem-compendium.abilities.bcEupdsF6FduFPwe]{Oneirochemy} @UUID[Compendium.cyphersystem-compendium.abilities.oTDJtTDkwxr5uSfU]{Open Mind} @UUID[Compendium.cyphersystem-compendium.abilities.EbnGDC61relhYaib]{Opening Statement} @UUID[Compendium.cyphersystem-compendium.abilities.noCgrKbB370cfzQg]{Physical Skills} @UUID[Compendium.cyphersystem-compendium.abilities.Kk5nnC1EcYtqc3Fu]{Pilot} @UUID[Compendium.cyphersystem-compendium.abilities.TTKx93iEvtnptsep]{Poetic License} @UUID[Compendium.cyphersystem-compendium.abilities.OjGaIl0JEepjDrla]{Post-Apocalyptic Survivor} @UUID[Compendium.cyphersystem-compendium.abilities.MBlyd9LvSH8D0Z5I]{Powerful Rhetoric} @UUID[Compendium.cyphersystem-compendium.abilities.vcbIe2sSMKJmawl4]{Predictive Equation} @UUID[Compendium.cyphersystem-compendium.abilities.xMRRfjFF0POkxyea]{Privileged Nobility} @UUID[Compendium.cyphersystem-compendium.abilities.FEkLEYwk7r9KE7oC]{Quarry} @UUID[Compendium.cyphersystem-compendium.abilities.YCwy44WnpusEYN7g]{Quick Study} @UUID[Compendium.cyphersystem-compendium.abilities.QVPmLa6CKwmH6vJZ]{Quick to Flee} @UUID[Compendium.cyphersystem-compendium.abilities.8EJ59LwWPkaqErUd]{Quicker Than Most} @UUID[Compendium.cyphersystem-compendium.abilities.pMQT2QIL38XlhkxB]{Resist Tricks} @UUID[Compendium.cyphersystem-compendium.abilities.ZOfmWQFbwSJQB4wm]{Ruin Lore} @UUID[Compendium.cyphersystem-compendium.abilities.IYt42xzsjesQyEfT]{Sailor} @UUID[Compendium.cyphersystem-compendium.abilities.h3G0Ven2SoaPCbk4]{Salvage and Comfort} @UUID[Compendium.cyphersystem-compendium.abilities.WUY75HFAqAu1i9ku]{Sense Attitudes} @UUID[Compendium.cyphersystem-compendium.abilities.x8cGd4MC9YEW9isa]{Serv-0 Repair} @UUID[Compendium.cyphersystem-compendium.abilities.9sfX1SGtcQ17Uiny]{Sharp Senses} @UUID[Compendium.cyphersystem-compendium.abilities.HWZ8mwAfZEu6r778]{Sleuth} @UUID[Compendium.cyphersystem-compendium.abilities.2CrV3a9S1yzOXBOJ]{Slippery} @UUID[Compendium.cyphersystem-compendium.abilities.sHdBJdVshvtAqz1K]{Sneak} @UUID[Compendium.cyphersystem-compendium.abilities.gwMRhz3h9zxbVQXt]{Stalker} @UUID[Compendium.cyphersystem-compendium.abilities.gbU7mA0flUR4W8Dl]{Stand Watch} @UUID[Compendium.cyphersystem-compendium.abilities.QAdh0yZBjJsHdJjD]{Stealth Skills} @UUID[Compendium.cyphersystem-compendium.abilities.tFhd4dEGikOd1g1K]{Straightforward} @UUID[Compendium.cyphersystem-compendium.abilities.MwDYD8V1CJv8w9rR]{Superb Explorer} @UUID[Compendium.cyphersystem-compendium.abilities.aJ1T8XqGF38vyzV2]{Superb Infiltrator} @UUID[Compendium.cyphersystem-compendium.abilities.B4U7RiMrZElfOQyj]{Taking Advantage} @UUID[Compendium.cyphersystem-compendium.abilities.1ZV6jp2IuXFgXEjn]{Task Training} @UUID[Compendium.cyphersystem-compendium.abilities.pYsmdnNte7o5Flca]{Tech Skills} @UUID[Compendium.cyphersystem-compendium.abilities.0xVoKhKKvzxIbtJD]{There’s Your Problem} @UUID[Compendium.cyphersystem-compendium.abilities.k4LeTZ1lqN9L3hPS]{Tool Mastery} @UUID[Compendium.cyphersystem-compendium.abilities.VAGafmOiBpvU2eq0]{Tracker} @UUID[Compendium.cyphersystem-compendium.abilities.O0d2Xjp5HTUdFzmp]{Trained Excavator} @UUID[Compendium.cyphersystem-compendium.abilities.A8CGMbLGsJ3AHKMP]{Trained Interlocutor} @UUID[Compendium.cyphersystem-compendium.abilities.eVZMy7s6px5jLTfj]{Trained Swimmer} @UUID[Compendium.cyphersystem-compendium.abilities.wEjdodvc6SLf8yso]{Travel Skills} @UUID[Compendium.cyphersystem-compendium.abilities.kv03xEihe4VZNkK5]{Understanding} @UUID[Compendium.cyphersystem-compendium.abilities.zgcoMEc4j2MjpDhC]{Vacuum Skilled} @UUID[Compendium.cyphersystem-compendium.abilities.KqV5RSzOU3S3NK51]{Wilderness Life} @UUID[Compendium.cyphersystem-compendium.abilities.8KYjSKp6ieQ8YXUy]{Wilderness Lore} @UUID[Compendium.cyphersystem-compendium.abilities.XseI77zSp7iHkEWq]{Wound Tender} @UUID[Compendium.cyphersystem-compendium.abilities.qEzcqbNhuJQuBagn]{Zero Dark Eyes}

Mid Tier

@UUID[Compendium.cyphersystem-compendium.abilities.GK0o4fjCtxgAP269]{Action Processor} @UUID[Compendium.cyphersystem-compendium.abilities.6ILcTvACqDdLVpc8]{Agent Provocateur} @UUID[Compendium.cyphersystem-compendium.abilities.KAAezRI2l8rdp1NS]{Animal Senses and Sensibilities} @UUID[Compendium.cyphersystem-compendium.abilities.TmDavAL4vDxKjLBK]{Confidence Artist} @UUID[Compendium.cyphersystem-compendium.abilities.yB4tnpDNVSOxgruq]{Dark Matter Shell} @UUID[Compendium.cyphersystem-compendium.abilities.bvqDafTBMB7Uo9Qj]{Enhance Strength} @UUID[Compendium.cyphersystem-compendium.abilities.hQx9SoUhY6jzUeTW]{Expert Driver} @UUID[Compendium.cyphersystem-compendium.abilities.12xO8QaEsTvEFUvY]{Expert Pilot} @UUID[Compendium.cyphersystem-compendium.abilities.RESKINMA0INj60Rc]{Find the Guilty} @UUID[Compendium.cyphersystem-compendium.abilities.dVh39nh5ARUxreUc]{Flex Skill} @UUID[Compendium.cyphersystem-compendium.abilities.Kk9lHkiaqsr3pUmk]{Ghost} @UUID[Compendium.cyphersystem-compendium.abilities.NhNvpbUWNRIFEm8b]{Hard to See} @UUID[Compendium.cyphersystem-compendium.abilities.7tiGTYVXj9eHdja7]{Heightened Skills} @UUID[Compendium.cyphersystem-compendium.abilities.uhC4ubTGfhkNvIMX]{Improvise} @UUID[Compendium.cyphersystem-compendium.abilities.iyM2N9G0RLlj6BZ7]{Increasing Determination} @UUID[Compendium.cyphersystem-compendium.abilities.2odkyEO8azxIZWYj]{Intelligent Interface} @UUID[Compendium.cyphersystem-compendium.abilities.t5vs3xMko8GLCB64]{Intense Interaction} @UUID[Compendium.cyphersystem-compendium.abilities.vPraXsdXkCmaoBbI]{Knowledge Is Power} @UUID[Compendium.cyphersystem-compendium.abilities.4JDFgEhyhqReRngE]{Master Crafter} @UUID[Compendium.cyphersystem-compendium.abilities.e3jpx5KsYc8F13Pu]{Meticulous Planner} @UUID[Compendium.cyphersystem-compendium.abilities.l0OFjk5XVGV5LzP1]{Minor Wish} @UUID[Compendium.cyphersystem-compendium.abilities.LdHCwZcifnRRuPrp]{Nightstrike} @UUID[Compendium.cyphersystem-compendium.abilities.3VJyYtECl0wKQj2p]{Outlast the Foe} @UUID[Compendium.cyphersystem-compendium.abilities.XQkQrvp4o395uIOJ]{Passing Mechanic} @UUID[Compendium.cyphersystem-compendium.abilities.LojkwDtb1gHLSB6A]{Preternatural Senses} @UUID[Compendium.cyphersystem-compendium.abilities.MzKqElUHuTtHkV7D]{Pull a Fast One} @UUID[Compendium.cyphersystem-compendium.abilities.y1bQFSBlwMbUico5]{Rapid Processing} @UUID[Compendium.cyphersystem-compendium.abilities.DhSH0rnaqLogC3DC]{Rider} @UUID[Compendium.cyphersystem-compendium.abilities.oCcnXLYQy9DjwPJC]{Sea Legs} @UUID[Compendium.cyphersystem-compendium.abilities.syiylO75dZlcUp3i]{Sensing Package} @UUID[Compendium.cyphersystem-compendium.abilities.NcItnMHjeG9fgE1K]{Serv-0 Aim} @UUID[Compendium.cyphersystem-compendium.abilities.lPqCQOQJF0JfoFRn]{Serv-0 Brawler} @UUID[Compendium.cyphersystem-compendium.abilities.EQXA8Gcwdc7dU8lw]{Sharp-Eyed} @UUID[Compendium.cyphersystem-compendium.abilities.hIy0GMeL8WALvhEb]{Ship Footing} @UUID[Compendium.cyphersystem-compendium.abilities.U2QV8t7Pq9irgHqF]{Silent As Space} @UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks} @UUID[Compendium.cyphersystem-compendium.abilities.c4CG5F8lfaYelzFf]{Soothe Mind and Body} @UUID[Compendium.cyphersystem-compendium.abilities.3pqCkOZjnAXWIikt]{Subtle Steps} @UUID[Compendium.cyphersystem-compendium.abilities.q80xvRDX6XwFXgma]{Targeting Eye} @UUID[Compendium.cyphersystem-compendium.abilities.NaqoExT72j3xkWp3]{Task Specialization} @UUID[Compendium.cyphersystem-compendium.abilities.oah8DOODfphl858B]{Telling} @UUID[Compendium.cyphersystem-compendium.abilities.3wxiRMTCBZ4iNCHp]{Temporal Acceleration} @UUID[Compendium.cyphersystem-compendium.abilities.zuEylYrgOVAAjs71]{Trained Basher} @UUID[Compendium.cyphersystem-compendium.abilities.I8N5PUMy5Eq7cqZl]{Trained Gunner} @UUID[Compendium.cyphersystem-compendium.abilities.gPqiQflb6Z3DXGVk]{Trained Slayer} @UUID[Compendium.cyphersystem-compendium.abilities.SjO76u6MlpVx3PwO]{Verbal Misdirection} @UUID[Compendium.cyphersystem-compendium.abilities.PlVEpuVxp9pGJSoa]{You Studied}

High Tier

@UUID[Compendium.cyphersystem-compendium.abilities.B0dq2gW9gdA0PdzR]{Amplify Sounds} @UUID[Compendium.cyphersystem-compendium.abilities.2uSx4ErQ9f2QLX5M]{As Foretold in Prophecy} @UUID[Compendium.cyphersystem-compendium.abilities.jmjxGRJTwztzBtLc]{Coordinated Effort} @UUID[Compendium.cyphersystem-compendium.abilities.xRvaY8SG4HVy5WO8]{Dark Explorer} @UUID[Compendium.cyphersystem-compendium.abilities.rYOt0poxNGA8b3FP]{Explains the Ineffable} @UUID[Compendium.cyphersystem-compendium.abilities.VVYx3J42Sj9qCQV9]{Exploit Advantage} @UUID[Compendium.cyphersystem-compendium.abilities.GnQRIvynqXx1R2a0]{Further Mathematics} @UUID[Compendium.cyphersystem-compendium.abilities.2LaX22wvw35lDger]{Learned a Few Things} @UUID[Compendium.cyphersystem-compendium.abilities.YWMUeaNzao8n8pAc]{Like the Back of Your Hand} @UUID[Compendium.cyphersystem-compendium.abilities.Cz0KkzZPnlX1oTYz]{Magnificent Moment} @UUID[Compendium.cyphersystem-compendium.abilities.kZ3LhhYZKrcnBplY]{Master Entertainer} @UUID[Compendium.cyphersystem-compendium.abilities.4USzF8qKs8oZJH13]{Multiple Skills} @UUID[Compendium.cyphersystem-compendium.abilities.kcXnkEBuyNil4Nd4]{No One Knows Better} @UUID[Compendium.cyphersystem-compendium.abilities.N0wzhZ676UrCR8M4]{Precognition} @UUID[Compendium.cyphersystem-compendium.abilities.MA2Pwhbpbq2SSIQy]{See the Future} @UUID[Compendium.cyphersystem-compendium.abilities.QZa9b5G80qxtoYqg]{Subsonic Rumble} @UUID[Compendium.cyphersystem-compendium.abilities.RE24qvMuPhasaCP3]{Total Awareness} @UUID[Compendium.cyphersystem-compendium.abilities.qKDngpAWNEzhdRj5]{Trick Driver} @UUID[Compendium.cyphersystem-compendium.abilities.vhGEeFVgyqX1gzRr]{Using the Environment}

Transform

A significant change that temporarily enhances you, such as growing bigger, turning into a werewolf, and so on. Also includes apparent transformations like disguises and invisibility.

Low Tier

@UUID[Compendium.cyphersystem-compendium.abilities.8DXGUr433iXaVCSv]{Beast Form} @UUID[Compendium.cyphersystem-compendium.abilities.GmMePJHTRl6PshR6]{Bigger} @UUID[Compendium.cyphersystem-compendium.abilities.wIOwT1tjGLMYzZAb]{Controlled Change} @UUID[Compendium.cyphersystem-compendium.abilities.HDYOv1V10xpFbFI7]{Enlarge} @UUID[Compendium.cyphersystem-compendium.abilities.Tgmrh8dyGqqCfnU5]{Face Morph} @UUID[Compendium.cyphersystem-compendium.abilities.U9ZBl9NeipxSLavS]{Golem Healing} @UUID[Compendium.cyphersystem-compendium.abilities.asQqC0DepYcsPxRV]{Illusory Disguise} @UUID[Compendium.cyphersystem-compendium.abilities.zOCvNsxHOcmkQrBn]{Phased Pocket} @UUID[Compendium.cyphersystem-compendium.abilities.5aUrbdjSSLCRggHU]{Spin Identity} @UUID[Compendium.cyphersystem-compendium.abilities.1CjsEMTtfnvL1CeJ]{Vanish}

Mid Tier

@UUID[Compendium.cyphersystem-compendium.abilities.NIePQkLH2DTVjZR2]{Bigger Beast Form} @UUID[Compendium.cyphersystem-compendium.abilities.rZsohzuwTFfghWVO]{Blend In} @UUID[Compendium.cyphersystem-compendium.abilities.Uq6p6fOg9KyFcUws]{Evanesce} @UUID[Compendium.cyphersystem-compendium.abilities.wqzexDdZolWgxAza]{Greater Controlled Change} @UUID[Compendium.cyphersystem-compendium.abilities.NhNvpbUWNRIFEm8b]{Hard to See} @UUID[Compendium.cyphersystem-compendium.abilities.uNzF1oQKJ6T1yqL4]{Huge} @UUID[Compendium.cyphersystem-compendium.abilities.nEN2HYzlJWhonfmE]{Invisible Phasing} @UUID[Compendium.cyphersystem-compendium.abilities.RfGCXsX7JXEr8fMw]{Moon Shape}

High Tier

@UUID[Compendium.cyphersystem-compendium.abilities.hbbPZIjq81Qqdp6i]{Colossal} @UUID[Compendium.cyphersystem-compendium.abilities.uN2YVmNxkFj3SFof]{Command Metal} @UUID[Compendium.cyphersystem-compendium.abilities.PyVeE7CtDVDksWG6]{Disappear} @UUID[Compendium.cyphersystem-compendium.abilities.0XYaYNoQzrYYKR4p]{Gargantuan} @UUID[Compendium.cyphersystem-compendium.abilities.wvlSlYCJyrJuFqtn]{Invisibility} @UUID[Compendium.cyphersystem-compendium.abilities.S5JTyQCNcgrXgNqf]{Mask} @UUID[Compendium.cyphersystem-compendium.abilities.m2j3n3xiExLcXAAn]{Moderate Wish} @UUID[Compendium.cyphersystem-compendium.abilities.5Rre17QhaTln9jgA]{Outside Reality} @UUID[Compendium.cyphersystem-compendium.abilities.85DCcEDqvz6A0LkD]{Perfect Control} @UUID[Compendium.cyphersystem-compendium.abilities.TRdK7RJBkq8WW4np]{Wild Camouflage}

","markdown":""},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"ownership":{"default":-1},"flags":{}},{"sort":399610,"name":"Equipment","type":"text","_id":"CSHlAboV1tzyC1Kz","title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"

Equipment in the Cypher System plays only a small role. It’s far more important to focus on what you can do than on what you have. Still, sometimes it’s important to know if you’ve got enough rope, or what kind of gun your space pilot has at their hip.

Currency and Prices

Dollars, pounds, euros, credits, gold pieces, Martian solval beads, Corso moons and stars, bottle caps—a lot of different currencies might be used in your game, depending on the setting and the genre. You should use whatever you like. In the Cypher System rules, we talk in generalities rather than specifics. Not unlike saying immediate or short distance rather than giving precise numbers, we talk about goods and services in terms of inexpensive, moderately priced, expensive, very expensive, or exorbitant.

The GM can figure out what those things mean in their setting. In a fantasy setting, an inexpensive item might be 1 or 2 copper pennies, while an expensive item might require gold on the table. The exact amount can vary, and in many campaigns, the exact amount will matter. The GM will develop a detailed price list for their setting, and players will track their money on their character sheets to determine what they can afford, often ignoring the terms inexpensive, moderately priced, and so on.

But some GMs might want to keep things simple and use only the general terms, indicating currency just as flavor now and then. In a space opera game, where the PCs are the crew of a starship blazing about the galaxy in search of adventure and profit, fuel and upkeep for the ship might be expensive. Hauling a few passengers from Epsilon Eridani back to Earth might earn enough to purchase six expensive items but cost the equivalent of two expensive items, leaving the crew with the means to refuel and maintain the ship for two further voyages. In such a game, where money only means keeping the ship flying, no one has to talk in specific amounts. Characters might refer to “galactic credits” or something similar, but amounts might not be tracked on the character sheets.

Price Categories

There are five price categories for goods and services.

An inexpensive item is something that common people buy. A simple meal or a drink in the bar. A pen and some paper. A book or magazine.

A moderately priced item is something that common people buy, but not too often and not in great quantities. A small piece of furniture. A major entertainment. An expensive meal. A new outfit.

An expensive item is something that would strain a common person’s finances. Rent on a simple apartment. A major piece of furniture. A very nice outfit. The cost to travel a long distance (if appropriate to the setting).

A very expensive item is probably out of the reach of most people except in very special circumstances. Jewelry. Luxury furnishings.

An exorbitant item is something only the very rich can afford. A very nice house. A ship. Extremely expensive jewelry or art.

Think of the categories as powers of 10. That is to say, a moderately priced item is ten times more costly than an inexpensive item. An expensive item is ten times more costly than a moderately priced item, and thus 100 times the cost of something inexpensive. A very expensive item is ten times the cost of an expensive one, 100 times the cost of a moderate one, and 1,000 times the cost of an inexpensive one. An exorbitant item is priced ten times beyond that.

In some settings, even the generalization offered by the pricing categories might be too specific or cumbersome. In many superhero games, for example, prices are relatively moot. After saving the city, typical superheroes don’t worry about paying rent or how much dinner will cost. On the other hand, in a grittier superhero game, maybe that’s exactly what they worry about.

Using The Price Categories

Regardless of how precise you want to be with prices and currency, you can use the price categories in a variety of ways.

It’s easy for a GM to say to a player “You can afford two extra moderately priced things at the start of the game.” The player can look on the list and pick two moderately priced items without worrying about their cost. Plus, this approach makes it clear that they get two items, not twenty inexpensive items or one more expensive item that perhaps would not be appropriate for a starting character. The categories make it easy to lump similar items together.

The GM can also say “You can have whatever inexpensive items you want, and don’t worry about the cost.” At higher tiers, when the PCs have more wealth, followers, and so on, the GM can do this with moderate or even expensive items. This allows the group to skip over playing through a shopping trip to get supplies, and players don’t have to track prices down to the last coin.

Finally, the categories can be shorthand when evaluating loot, dividing up the spoils among the PCs, and resolving other story-based occurrences that crop up in the game without dealing in the minutiae of exact prices. This is of particular use in high-powered games where the PCs are rich and powerful.

Level of Equipment

Mundane equipment is about level 4—less if of inferior quality or materials, more if of superior quality or materials. This means that in a setting based on the distant past, the default level might be 3, while in the future it might be 5 or 6. So an average serf ’s tool in the Dark Ages is level 3, easily broken, while an average tool on a space station is level 6, made of advanced polymers.

Armor

Characters expecting danger frequently wear armor. Even the simplest protective covering helps against stabs and cuts, and more sophisticated or heavier armor protects against graver threats.

You can wear only one type of armor at a time—you cannot wear chainmail hauberk and scale armor together, for example. However, Armor bonuses from multiple sources combine to provide a total Armor rating. For example, if you have subdermal implants that give you +1 to Armor, a force field that offers another +1 to Armor, and beastskin that grants +2 to Armor, you have a total of +4 to Armor.

In general, light armor is a moderately priced item, medium armor is expensive, and heavy armor is very expensive. The Genre chapter offers more specific details on the kinds of armor available in a given setting. Keep in mind that in many genres, it’s quite odd, at best, to run around in armor tougher than a leather jacket.

Using Armor

Anyone can wear any armor, but it can be taxing. Wearing armor increases the cost of using a level of Effort when attempting a Speed-based action. So if you’re wearing light armor and want to use two levels of Effort on a Speed-based roll to run across difficult terrain, it costs 7 points from your Speed Pool rather than 5 (3 for the first level of Effort, plus 2 for the second level of Effort, plus 1 per level for wearing light armor). Edge reduces the overall cost as normal. If you are not experienced with a certain type of armor but wear it anyway, this cost is further increased by 1. Having experience with a type of armor is called being practiced with the armor.

ArmorSpeed Effort Additional Cost Per Level
Light+1
Medium+2
Heavy+3
Note: Clarification & Foundry VTT Usage

The table above is written from the perspective of someone having the ability Practiced in Armor. For consistency, armor items also assume that the PC is practiced in armor, so PCs without any ability or who are experienced in armor or have mastery in armor need to adjust the cost accordingly. Here’s a complete overview:

Speed Effort Additional Cost Per Level
ArmorNo AbilityPracticedExperiencedMastery
Light+2+1+0+0
Medium+3+2+1+0
Heavy+4+3+2+0

Shields

Shields provide an asset to Speed defense rolls. You must have one free hand to use a shield.

Weapons

Not all characters are familiar with all weapons. Warriors know their way around most types, but Explorers prefer light or medium weapons, and Adepts and Speakers usually stick to light weapons. If you wield a weapon that you have no experience with, an attack with that weapon is hindered. Having experience with a weapon is called being practiced with the weapon.

Light weapons inflict only 2 points of damage, but attacks with them are eased because they are fast and easy to use. Light weapons are punches, kicks, knives, handaxes, darts, very small pistols, and so on. Weapons that are particularly small are light weapons.

Medium weapons inflict 4 points of damage. Medium weapons include broadswords, battleaxes, maces, crossbows, spears, typical handguns, light rifles, sawed-off shotguns, and so on. Most weapons are medium. Anything that could be used in one hand (even if it’s often used in two hands, such as a quarterstaff or spear) is a medium weapon.

Heavy weapons inflict 6 points of damage, and you must use two hands to attack with them. Heavy weapons are huge swords, great hammers, massive axes, halberds, heavy crossbows, rifles, regular shotguns, assault rifles, and so on. Anything that must be used in two hands is a heavy weapon.

WeaponDamage
Light2 points (attack eased)
Medium4 points
Heavy6 points

In general, light weapons are moderately priced items, medium weapons are expensive, and heavy weapons are very expensive. Ammunition for a ranged weapon is inexpensive. The Genre chapter offers more specific details on weapons available in a given setting. Keep in mind that in many genres, it’s not acceptable to run around carrying dangerous weapons.

Explosive Weapons

Bombs, grenades, missiles, and other explosives operate differently than other weapons. They affect all targets within an area (usually an immediate area) and inflict damage to all of them. A separate attack roll is required for each (or a Speed defense roll if the PCs are the targets of such an attack), although to simplify, the player can make one attack roll and compare it to the difficulty to attack each target. Usually, even if the attack roll fails (or the Speed defense roll succeeds), the targets still suffer a smaller amount of damage, often 1 point.

Explosives like grenades can be thrown a short distance. Otherwise, another launcher weapon is needed to project them a long distance (or farther).

Miscellaneous Items and Services

Although the types of items for sale vary greatly based on the setting, a few things are always present, like food, lodging, and clothing. However, these goods and services can span the price categories. For example, you can get an inexpensive meal, a moderately priced meal, an expensive meal, and so on. An inexpensive meal is light and probably not very nutritious. An expensive meal is available only in nice restaurants in certain locations. An exorbitant meal is probably a feast for a crowd, with the finest foods and drink available.

Nightly lodging is similar, although the bottom end starts out worse. An inexpensive night’s lodging is probably a flea-ridden mat on the floor of a room filled with other lodgers. Typical lodging (a private room with a decent bed) is probably in the moderately priced range. Very expensive lodging might be a suite of rooms with delicious meals and personal services (such as massages and grooming) included.

Inexpensive clothing is just a step up from rags, but moderately priced clothing is decent enough. For a formal party, you’d want expensive clothing. The very rich likely wear very expensive clothing most of the time, and exorbitant clothing (and jewelry) when they go to their elite galas.

Other sorts of miscellaneous items can be found in the Genre chapter.

Cyphers

Cyphers can sometimes be physical items like equipment, but they work very differently. To be entirely accurate, cyphers might have the veneer of equipment, but don’t fall into the trap of confusing the two. Cyphers are far more akin to PC special abilities than to gear. In a fantasy game, they might be potions, scrolls, or charms. In a science fiction game, cyphers might be interesting throwaway devices or alien crystals of unknown providence. In other games, they might just represent good fortune or sudden inspiration. See the Cyphers chapter for more details.

Artifacts

Artifacts are more powerful than equipment and can’t simply be purchased. The Genre chapter offers a few sample artifacts appropriate for various settings.

Each artifact has a level and a rate of power depletion. When an artifact is used or activated, the player rolls the designated die (1d6, 1d10, 1d20, or 1d100). If the die shows the depletion number(s), the item works, but that is its last use. A depletion entry of “—” means that the artifact never depletes, and an entry of “automatic” means that it can be used only once.

Depowered artifacts can sometimes be recharged using the repair rules, depending on the item’s nature. Other special abilities can also repower an expended item, but probably for only one use.

For GM information on artifacts, see the Running the Cypher System chapter.

Finding, Identifying, and Using Artifacts

Characters can sometimes find artifacts while on adventures. They might be in ancient ruins, either intact or in need of manipulation to get them working. They could have been stolen from well-guarded military installations. They might be granted as rewards or taken from fallen foes. Sometimes they can even be purchased from a specialized source, but this occurs more rarely than most PCs would probably like.

After the characters find an artifact, identifying it is a separate Intellect task. The GM sets the difficulty of the task, but it is usually equal to the artifact’s level. Identifying it takes fifteen minutes to three hours. If the PCs can’t identify an artifact, they can bring it to an expert to be identified or, if desired, traded or sold.

Characters can attempt to use an artifact that has not been identified, which is usually an Intellect task equal to the artifact’s level + 2. Failure might mean that the PCs can’t figure out how to use the artifact or they use it incorrectly (GM’s discretion). Of course, even if characters use an unidentified artifact correctly the first time, they have no idea what the effect might be.

Once characters identify an artifact, using it for the first time requires an additional Intellect action; this process is far more complex than pushing a button. It can involve manipulating touchscreens, reciting the proper arcane words, or anything else that fits the setting. The GM sets the difficulty, but it is usually equal to the artifact’s level.

","markdown":""},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"ownership":{"default":-1},"flags":{}},{"sort":537500,"name":"Experience Points","type":"text","_id":"kL1WYB17GtLujcMp","title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"

Experience points (XP) are the currency by which players gain benefits for their characters. The most common ways to earn XP are through GM intrusions and by accomplishing things the PCs set out to do. Sometimes experience points are earned during a game session, and sometimes they’re earned between sessions. In a typical session, a player might earn 2 to 4 XP, and between sessions, perhaps another 2 XP (on average). The exact amounts depend on the events of the session.

GM Intrusion

At any time, the GM can introduce an unexpected complication for a character. When they intrude in this way, they must give that character 2 XP. That player, in turn, must immediately give one of those XP to another player and justify the gift (perhaps the other player had a good idea, told a joke, or performed an action that saved a life).

Often, the GM intrudes when a player attempts an action that should be an automatic success. However, the GM is free to intrude at other times. As a general rule, the GM should intrude at least once each session, but no more than once or twice each session per character.

Anytime the GM intrudes, the player can spend 1 XP to refuse the intrusion, though that also means they don’t get the 2 XP. If the player has no XP to spend, they can’t refuse.

If a player rolls a 1 on a die, the GM can intrude without giving the player any XP.

Example 1: Through skill and the aid of another character, a fourth-tier PC eases a wall-climbing task from difficulty 2 to difficulty 0. Normally, they would succeed at the task automatically, but the GM intrudes and says “No, a bit of the crumbling wall gives way, so you still have to make a roll.” As with any difficulty 2 task, the target number is 6. The PC attempts the roll as normal and gains 2 XP because the GM intruded. They immediately give one of those XP to another player.

Example 2: During a fight, a PC swings their axe and damages a foe with a slice across the shoulder. The GM intrudes by saying that the foe turned just as the axe struck, wrenching the weapon from the character’s grip and sending it clattering across the floor. The axe comes to a stop 10 feet (3 m) away. Because the GM intruded, the PC gains 2 XP, and the player immediately gives one of those XP to another player. Now the character must deal with the dropped weapon, perhaps drawing a different weapon or using their next turn to scramble after the axe.

For much more on GM intrusions, see the Running the Cypher System chapter.

Character Arcs

Character arcs are the means by which players can invest themselves more in great stories and character depth and development.

Just like in a book or a television show, characters progress through their own personal story and change over time. A PC with a character arc decides for themselves what they do and why. Character arcs are like stated goals for a character, and by progressing toward that goal, the character advances. The key word there is progressing. A PC doesn’t have to succeed at achieving the goal to earn advancement—it’s not an all-or-nothing prospect. Each arc is keyed to a single character, but just like in a book or show, characters can take part in the larger story arc that the whole group participates in, while also progressing in their own personal arc.

Character arcs have different steps that mark the character’s progress through the arc. Each arc eventually reaches a climax, and then finishes with a step that is a final resolution. Each step reached earns the character 2 XP. Character arcs are the most straightforward way that a character earns XP. (Typically, PCs will earn about half their total experience points from arcs or other GM awards.)

At character creation, a player can choose one character arc for their PC at no cost. Players have the option to not choose one, but it’s probably a good idea to do so. First and foremost, it is a character-defining factor. If they begin the campaign with a desire to find the woman who killed their brother, that says a lot about the character: they had a brother, he was likely close to them, he had been in at least one dangerous situation, and the character is probably motivated by anger and hate, at least somewhat. Even after the character finishes this first arc, they’ll undoubtedly have (at least one) more because they can gain new arcs as the campaign progresses.

Once play begins, players can take on a new arc whenever they wish, as fits the character’s ongoing story. Taking a new arc has a cost of 1 XP. While there’s no hard limit on how many arcs a character can have at one time, realistically most PCs couldn’t reasonably have more than three or four.

However, as mentioned above, arcs have a beginning cost that must be paid, reflecting the character’s devotion to the goal. The character will earn this investment back (probably many times over) if the arc is completed.

Character arcs are always player-driven. A GM cannot force one on a character. That said, the events in the narrative often present story arc opportunities and inspire character arcs for the PCs. It’s certainly in the GM’s purview to suggest possible arcs related to the events going on. For example, if the GM presents an encounter in which an NPC wishes to learn from the PC, it might make sense to suggest taking the Instruction arc. Whether or not the PC takes on the student, the player doesn’t have to adopt the Instruction arc unless they want to.

At the end of a session, review the actions you took and describe how they might equate to the completion of a step (or possibly more than one step) in their character arc. If the GM agrees, the character gets their reward.

When in doubt, if one character accomplishes a step in their arc but another character does not, the first character should get the 2 XP reward, but the other character should probably still get, at minimum, 1 XP for the session.

This chapter presents many sample character arcs (see below).

GM Awards

Sometimes, a group will have an adventure that doesn’t deal primarily with a PC’s character arc. In this case, it’s a good idea for the GM to award XP to that character for accomplishing other tasks. First and foremost, awards should be based on discovery. Discovery can include finding a significant new location, such as a hidden chamber, a secret fortress, a lost land, a new planet, or an unexplored dimension. In this fashion, PCs are explorers. Discovery can also include a new significant aspect of a setting, such as a secret organization, a new religion, and so on.

It can also mean finding a new procedure or device (something too big to be considered a piece of equipment) or even previously unknown information. This could include a source of magical power, a unique teleportation device, or the cure for a plague. These are all discoveries. The common thread is that the PCs discover something that they can understand and put to use.

Last, depending on the GM’s outlook and the kind of campaign the group wants to play, a discovery could be a secret, an ethical idea, an adage, or even a truth.

It’s a fine line, but ultimately the GM decides what constitutes a discovery as opposed to just something weird in the course of an adventure. Usually, the difference is, did the PCs successfully interact with it and learn something about it? If so, it’s probably a discovery.

Artifacts: When the group gains an artifact, award XP equal to the artifact’s level and divide it among the PCs (minimum 1 XP for each character). Round down if necessary. For example, if four PCs discover a level 5 artifact, they each get 1 XP. Money, standard equipment, and cyphers are not worth XP. (Experience point awards for artifacts should usually apply even if the artifact was given to the PCs rather than found, because often such gifts are the rewards for success.)

Miscellaneous Discoveries: Various other discoveries might grant 1 XP to each PC involved.

Other Awards: If a character is focused on activities that don’t relate to a character arc or a discovery, as a general rule, a mission should be worth at least 1 XP per game session involved in accomplishing it. For example, saving a family on an isolated farm beset by raiding cultists might be worth 1 XP for each character. Of course, saving the family doesn’t always mean killing the bad guys; it might mean relocating them, parlaying with the cultists, or chasing off the raiders.

Spending Experience Points

Experience points are meant to be used. Hoarding them is not a good idea; if a player accumulates more than 10 XP, the GM can require them to spend some.

Generally, experience points can be spent in four ways: immediate benefits, short- and medium-term benefits, long-term benefits, and character advancement.

Experience points should not be a goal unto themselves. Instead, they are a game mechanic to simulate how—through experience, time, toil, travail, and so on— characters become more skilled, more able, and more powerful. Spending XP to explain a change in a character’s capabilities that occurred in the course of the story, such as if the PC made a new device or learned a new skill, isn’t a waste of XP—it’s what XP are for.

Immediate Benefits

The most straightforward way for a player to use XP is to reroll any roll in the game—even one that they didn’t make. This costs 1 XP per reroll, and the player chooses the best result. They can continue to spend XP on rerolls, but this can quickly become an expensive proposition. It’s a fine way to try to prevent disaster, but it’s not a good idea to use a lot of XP to reroll a single action over and over.

A player can also spend 1 XP to refuse a GM intrusion.

Short- and Medium-Term Benefits

By spending 2 XP, a character can gain a skill—or, more rarely, an ability—that provides a short-term benefit. Let’s say a character notices that the computer terminals in the facility they’re infiltrating are similar to those used by the company they once worked for. They spend 2 XP and say that they have a great deal of experience in using these. As a result, they are trained in operating (and breaking into) these computers. This is just like being trained in computer use or hacking, but it applies only to computers found in that particular location. The skill is extremely useful in the facility, but nowhere else.

Medium-term benefits are usually story based. For example, a character can spend 2 XP while climbing through mountains and say that they have experience with climbing in regions like these, or perhaps they spend the XP after they’ve been in the mountains for a while and say that they’ve picked up the feel for climbing there. Either way, from now on, they’re trained in climbing in those mountains. This helps them now and any time they return to the area, but they’re not trained in climbing everywhere.

This method allows a character to get immediate training in a skill for half the normal cost. (Normally, it costs 4 XP to become trained in a skill.) It’s also a way to gain a new skill even if the PC has already gained a new skill as a step toward attaining the next tier.

In rare cases, a GM might allow a character to spend 2 XP to gain an entirely new ability—such as a device, a special ability, or a special mental power—for a short time, usually no longer than the course of one scenario. The player and the GM should agree on a story-based explanation for the benefit. Perhaps the ability has a specific rare requirement, such as a tool, a battery, a drug, or some kind of treatment. For example, a character who wants to explore a submerged location has several biotech enhancements, and they spend 2 XP to cobble together a device that lets them breathe underwater. This gives them the ability for a considerable length of time, but not permanently—the device might work for only eight hours. Again, the story and the logic of the situation dictate the parameters.

Long-Term Benefits

In many ways, the long-term benefits a PC can gain by spending XP are a means of integrating the mechanics of the game with the story. Players can codify things that happen to their characters by talking to the GM and spending 3 XP.

Things that a PC can acquire as a long-term benefit can be thought of as being story based, and they allow the player to have some narrative control over the story. In the course of play, a player might decide that their character gains a friend (a contact) or builds a log cabin (a home). Because a player spent XP, however, they should have some agency over what they’ve gained, and it shouldn’t be easily taken away. The player should help come up with the details of the contact or the design of their home.

It’s also possible to gain these benefits through events in the story, without spending XP. The new contact comes to the PC and starts the relationship. The new home is granted to them as a reward for service to a powerful or wealthy patron, or maybe the character inherits the home from a relative. However, because these came from the GM and not the player (and no XP were spent), the player has no narrative control over them and the GM makes up the details.

Long-term benefits can include the following.

Contact: The character gains a long-term NPC contact of importance—someone who will help them with information, equipment, or physical tasks. The player and GM should work out the details of the relationship.

Home: The PC acquires a full-time residence. This can be an apartment in a city, a cabin in the wilderness, a base in an ancient complex, or whatever fits the situation. It should be a secure place where the PC can leave their belongings and sleep soundly. Several characters could combine their XP and buy a home together.

Title or job: The PC is granted a position of importance or authority. It might come with responsibilities, prestige, and rewards, or it might be an honorary title.

Wealth: The PC comes into a considerable amount of wealth, whether it’s a windfall, an inheritance, or a gift. It might be enough to buy a home or a title, but that’s not really the point. The main benefit is that the PC no longer needs to worry about the cost of simple equipment, lodging, food, and so on. This wealth could mean a set amount—perhaps 50,000 dollars (or whatever is appropriate in the setting)—or it could bestow the ability to ignore minor costs, as decided by the player and GM.

GMs and players should work together to make XP awards and expenditures fit the ongoing story. If a PC stays in a location for two months to learn the inhabitants’ unique language, the GM might award the character a few XP, which are then immediately spent to grant them the ability to understand and speak that language.

Character Advancement

Progressing to the next tier involves four steps. When a PC has spent 4 XP on each of the steps, they advance to the next tier and gain all the type and focus benefits of that tier. The four steps can be purchased in any order, but each can be purchased only once per tier. In other words, a PC must buy all four steps and advance to the next tier before they can buy the same steps again.

Increasing Capabilities: You gain 4 new points to add to your stat Pools. You can allocate the points among your Pools however you wish.

Moving Toward Perfection: You add 1 to your Might Edge, your Speed Edge, or your Intellect Edge (your choice).

Extra Effort: Your Effort score increases by 1.

Skills: Choose one skill other than attacks or defense, such as climbing, jumping, persuading, sneaking, or history. You become trained in that skill. You can also choose to be knowledgeable in a certain area of study, such as history or geology. You can even choose a skill based on your character’s special abilities. For example, if your character can make an Intellect roll to blast an enemy with mental force, you can become trained in that ability, easing the task of using it.

If you choose a skill that you are already trained in, you become specialized in that skill, easing the task by two steps instead of one. If you choose a skill that you have an inability in, the training and the inability cancel each other out (you aren’t eased or hindered in that task). For example, if you have an inability in perception, becoming trained in that cancels out the inability.

Once you’re specialized in a skill, you can’t improve your training in that skill further (you can ease a task by up to two steps with training). You can still make that task easier with assets and a few rare abilities that don’t count as an asset or training.

Other Options: Players can also spend 4 XP to purchase other special options. Selecting one of these options counts as purchasing one of the four stages necessary to advance to the next tier. The other three need to be from the other categories. The special options are as follows:

Equal Advancement

It’s worthwhile if all characters advance through the six tiers at about the same rate—an important issue for some players. A good GM can achieve this result by carefully handing out XP rewards, some during play (which will tend to get used immediately) and some after play concludes, especially after completing a major story arc or quest so the GM can hand out 4 XP in one go (which will tend to get used for advancement). Many groups will discover while playing that equal advancement isn’t an important issue in the Cypher System, but people should get to play the game the way they want to play it.

Tier Advancement in The Cypher System

Tiers in the Cypher System aren’t entirely like levels in other roleplaying games. In the Cypher System, gaining tiers is not the players’ only goal or the only measure of achievement. Starting (first-tier) characters are already competent, and there are only six tiers. Character advancement has a power curve, but it’s only steep enough to keep things interesting. In other words, gaining a new tier is cool and fun, but it’s not the only path to success or power. If you spend all your XP on immediate, short-term, and medium-term benefits, you will be different from someone who spends their points on long-term benefits, but you will not be “behind” that character.

The general idea is that most characters will spend half their XP on tier advancement and long-term benefits, and the rest on immediate benefits and short- and medium-term benefits (which are used during gameplay). Some groups might decide that XP earned during a game is to be spent on immediate and short- and medium-term benefits (gameplay uses), and XP awarded between sessions for discoveries is to be spent on character advancement (long-term uses).

Ultimately, the idea is to make experience points into tools that the players and the GM can use to shape the story and the characters, not just a bookkeeping hassle.

Sample Character Arcs

The rest of this chapter presents sample character arcs for PCs. The writeup of each arc describes the parts involved in progressing through the arc:

Opening: This sets the stage for the rest of the arc. It involves some action, although that might just be the PC agreeing to do the task or undertake the mission. It usually has no reward.

Step(s): This is the action required to move toward the climax. In story terms, this is the movement through the bulk of the arc. It’s the journey. The rising tension. Although there might be just one step, there might also be many, depending on the story told. Each results in a reward of 2 XP.

Climax: This is the finale—the point at which the PC likely succeeds or fails at what they’ve set out to do. Not every arc ends with victory. If the character is successful, they earn a reward of 4 XP. If they fail, they still earn a reward of 2 XP. If a character fails the climax, they very likely ignore the resolution.

Resolution: This is the wrap-up or denouement. It’s a time for the character to reflect on what happened, tie up any loose ends, and figure out what happens next. When things are more or less resolved, the character earns a
1 XP reward.

Within the arc, most of the time a part is probably optional, depending on the situation—although it’s hard to envision most arcs without some kind of opening, climax, or resolution. Steps other than the opening, the climax, and the resolution can be done in any order.

Character arcs should always take at least weeks in game time, and no more than two parts in an arc should be accomplished in a game session (and most of the time, it should be one part, if any). If neither of these two things is true, then it’s not really a character arc. You can’t, for example, use the Creation arc to guide you through something you can make in an hour or two.

The following are common character arcs that you can choose for your character. If you and the GM want to make a new one, it should be fairly easy after looking through these models.

This chapter has a selection of sample character arcs, but you can create your own too. The arcs are intentionally broad to encompass many different characters and stories. For example, Revenge is a very simple and straightforward character arc. The player who chooses this arc for their character decides who they want revenge on, and why. It’s up to the players and the GM to make the details fit.

Some players might not want to use character arcs. The GM, however, can still use them as a benchmark for awarding XP. If the PCs are going off to explore a strange planet, the GM can essentially give them the Explore arc.

Aid a Friend

Someone needs your help.

When a PC friend takes a character arc, you can select this arc to help them with whatever their arc is (if appropriate). The steps and climax depend entirely on their chosen arc. If the friend is an NPC, the steps and climax are lifted from another arc appropriate to whatever they seek to do.

It’s difficult, but possible, to aid a friend with an arc even if that friend is unwilling to accept (or is ignorant of) your help.

The cost and rewards for a character with this arc are the same as those described in the original character arc.

Opening: Answering the Call. Offering to help (or responding to a request for help).

Step(s) and Climax: Depends on the friend’s arc. Rewards are the same for you as for the friend.

Resolution: You speak with your friend and learn if they are satisfied. Together, you share what you’ve learned (if anything) and where you will go from here.

Assist an Organization

You set out to accomplish something that will further an organization. You’re probably allied with them or they are rewarding you for your help in some fashion.

Opening: Responding to the Call. You work out all the details of what’s expected of you, and what rewards (if any) you might get. You also get the specifics of what’s required to join and advance.

Step: Sizing up the Task. This requires some action. A reconnaissance mission. An investigation.

Step(s): Undertaking the Task. Because this arc can vary so widely based on the task involved, there might be multiple steps like this one.

Climax: Completing the Task.

Resolution: Collecting your reward (if any) and conferring with the people in the organization that you spoke to. Perhaps getting access to higher-ranking people in the organization. You can choose to have your connection to the organization increase rather than take the standard reward.

Avenge

Someone close to you or important to you in some way has been wronged. The most overt version of this arc would be to avenge someone’s death. Avenging is different than revenge, as revenge is personal—you are the wronged party. But in the Avenge character arc, you are avenging a wrong done to someone else.

Opening: Declaration. You publicly declare that you are going to avenge the victim(s). This is optional.

Step(s): Tracking the Guilty. You track down the guilty party. This might not be physically finding them if you already know where they are. Instead, it might be discovering a way to get at them if they are distant, difficult to reach, or well protected. This step might be repeated multiple times, if applicable.

Step: Finding the Guilty. You finally find the guilty party, or find a path or make a plan to reach them. Now all that’s left is to confront them.

Climax: Confrontation. You confront the guilty party. This might be a public accusation and demonstration of guilt, a trial, or an attack to kill, wound, or apprehend them—whatever you choose to be appropriate.

Resolution: You resolve the outcome and the ramifications of the confrontation and decide what to do next.

Birth

You are becoming a parent.

The Birth character arc assumes you already have a partner or a surrogate. If you want your character to find a romantic partner or spouse, you can use the Romance arc. And of course, nonhuman characters might reproduce in other ways.

This arc is usually followed by the Raise a Child arc.

Opening: Impregnation.

Step: Finding a Caretaker. This might be a physician, midwife, doula, or similar person. This is optional.

Step: Complication. A complication arises that threatens the pregnancy, the birth parent, or both.

Step: Preparation. You prepare a place for the delivery as well as a safe place for the infant to live once born.

Climax: Delivery. The baby is born. Success means the child survives.

Resolution: You get the baby to the place you have prepared and settle in, deciding what to do next.

Build

You are going to build a physical structure—a house, a fortress, a workshop, a defensive wall, and so on. This arc would also cover renovating an existing structure or substantially adding to one. Of course, this doesn’t have to be physical construction. You might build something with spells or other supernatural abilities.

Opening: Make a Plan. This almost certainly involves literally drawing up blueprints or plans.

Step(s): Find a Site. This might be extremely straightforward—a simple examination of the site—or it might be an entire exploratory adventure. (If the latter, it might involve multiple such steps.)

Step(s): Gather Materials. Depending on what you are building and what it is made out of, this could involve multiple steps. There probably are substantial costs involved as well.

Step(s): Construction. Depending on what you are building, this could involve multiple steps. It might also take a considerable amount of time and work.

Climax: Completion. The structure is finished.

Resolution: You put the structure to its desired use and see if it holds up.

Cleanse

Someone or something has been contaminated, probably by evil spirits, radiation, a deadly virus, foul magic, or the like, and you want to rid them of such influences or contaminants. This could also be a curse, a possession, an infestation, or something else.

Opening: Analyzing the Threat. You determine the nature of the contamination.

Step: Find the Solution. Almost every contamination has its own particular solution, and this likely involves research and consultation.

Step: Getting Ready. The solution probably involves materials, spells, or other things that you must gather and prepare.

Climax: The Cleansing. You confront the contamination.

Resolution: You reflect on the events that have transpired and what effects they might have on the future. How can you keep this from happening again?

Creation

You want to make something. This might be a magic item, a painting, a novel, or a machine.

Opening: Make a Plan. You figure out what you need, what you’re going to do, and how you’re going to do it.

Step(s): Gather Materials. Depending on what you are creating and what it is made out of, this could involve multiple steps. There probably are substantial costs involved as well.

Step(s): Progress. Depending on what you are creating, this could involve multiple steps. It might also take a considerable amount of time and work.

Climax: Completion. It’s finished! Is it what you wanted? Does it work?

Resolution: You think about what you have learned from the process and use or enjoy the fruits of your labor.

Defeat a Foe

Someone stands in your way or is threatening you. You must overcome the challenge they represent. Defeat doesn’t always mean kill or even fight. Defeating a foe could mean beating them in a chess match or in competition for a desired mentor.

Opening: Sizing up the Competition. This requires some action. A reconnaissance mission. An investigation.

Step: Investigation. This requires some action. A reconnaissance mission. An investigation.

Step(s): Diving In. You travel toward your opponent, overcome their lackeys, or take steps to reach them so you can confront them. This step can take many forms, and there might be more than one such step. This step is always active.

Climax: Confrontation. The contest, challenge, fight, or confrontation occurs.

Resolution: You reflect on what you’ve learned and what the consequences of your actions might be.

Defense

A person, place, or thing is threatened, and you want to protect it.

Opening: Analyze the Situation. What are you defending, and what threats are involved?

Step: Account for Your Resources. How are you going to defend?

Step(s): Fend Off Danger. The forces threatening what you are protecting probably make an initial threat that you’ll have to defeat. It’s not the main threat, though. There might be multiple such initial threats.

Climax: Protect. The true threat reveals itself and you confront it.

Resolution: A time for reflection on everything that occurred, and an assessment of the person, place, or thing’s safety going forward.

Develop a Bond

You want to get closer to another character. This might be to make a friend, find a mentor, or establish a contact in a position of power. It might be to turn a friend into a much closer friend. The character might be an NPC or a PC.

Opening: Getting to Know You. You learn what you can about the other character.

Step: Initial Attempt. You attempt to make contact. This might involve sending messages or gifts through a courier, using an intermediary, or just going up and saying hello, depending on the situation.

Step(s): Building a Relationship. There might be many such steps as you develop the relationship.

Climax: Bond. You succeed or fail at forging the bond.

Resolution: You enjoy the fruits of your new relationship.

Enterprise

You want to create and run a business or start an organization. Maybe you’re a craftsperson who wants to sell your creations. Maybe you like baking and you want to start a catering service. Or maybe you want to start a secret society or found a school to teach young mutants how to use their powers. You’ll almost certainly have to make new connections, find (and somehow pay for) a location, and deal with all manner of administrative duties.

Opening: Drawing up a Plan. What’s your goal, and how are you going to achieve it?

Step: Account for Your Resources. How much financing does the enterprise need compared to what you’ve got? If you need more, how will you get it? How many people other than yourself are needed to begin, and how many will you need to sustain things once they are up and running?

Step: Finding a Location. You probably need a place to run your enterprise—a store, a workshop, a base of operations, and so on. You find a location and look into what it will take to buy or rent it.

Step(s): Building the Enterprise. You procure the needed equipment or personnel. You make the connections and deals to get things started. You obtain important permits or other legal documents. You test new products. You actually start the business. Each of these developments (and likely others) can be counted as a separate step, so there will be many steps.

Climax: Profit and Loss. You determine whether your enterprise will take off and carry on into the future, or fall apart before it gets a chance to blossom. This occurs in a single dramatic moment—your first major client, your organization’s first big meeting or mission, or whatever else is appropriate.

Resolution: A time for reflection on everything that occurred, and how you’re going to move forward.

Establishment

You want to prove yourself as someone of importance. This can take many forms—socially, within your order, financially, or even romantically.

Opening: Assessment. You assess yourself as well as who you need to prove yourself to.

Step(s): Appearances Matter. You improve your look. Enhance your wardrobe. Spruce up your house. Whatever it takes to get attention from the right people. There might be many such steps.

Step(s): Self-Aggrandizement. You need to get the word out to get people talking about you. There might be many such steps.

Climax: Grabbing Attention. You do something big, like host a party for influential people or produce a play that you wrote. You make a big splash or a big crash.

Resolution: You reflect on what you did and where you go from here.

Explore

Something out there is unknown and you want to explore its secrets. This is most likely an area of wilderness, a new planet, an otherworldly dimension, or something similar.

Opening: Make a Plan. Not only do you draw up a plan for your exploration, but if appropriate, you also make a formal declaration to relevant parties of what you’re going to do.

Step(s): Gather Resources. You get the supplies, vehicles, and help you need. Depending on where you are going and what is required, this could involve multiple steps. There probably are substantial costs involved as well.

Step(s): Travel. You go where you wish to explore. There might be many such steps, depending on how long it takes to get there.

Step(s): Exploration. This is the meat of the arc, but it’s probably a series of small moves and minor victories. There might be many such steps.

Climax: Conquest. You make the big discovery or truly master the area. You might not have explored every inch of the place, but if you are successful, you can claim to be done.

Resolution: You return home and possibly share your findings.

Fall From Grace

This is an odd character arc in that it’s (presumably) not something that a character would want. It is something that a player selects on a meta level for the character because it makes for an interesting story. It also sets up the potential for future arcs, such as Redemption. It’s important that this involve actions you take. For example, you fall into substance abuse. You treat people badly. You make mistakes that endanger others. In other words, the fall isn’t orchestrated by someone else—it’s all your own doing.

Opening: The Descent. Things go bad.

Step(s): Further Descent. Things get worse. Depending on the situation, this might involve many steps.

Step: Lashing Out. You treat others poorly as you descend.

Climax: Rock Bottom. There is no chance for success here. Only failure.

Resolution: You wallow in your own misery.

Finish a Great Work

Something that was begun in the past must now be completed. This might involve destroying an evil artifact, finishing the construction of a monument, developing the final steps of a cure for a disease, or uncovering a lost temple forgotten to the ages.

Opening: Assessing the Past. You look at what has come before and where it still needs to go. This almost certainly involves some real research.

Step: Conceive a Plan. You make a plan on how to move forward.

Step(s): Progress. You make significant progress or overcome a barrier to completion. This may involve multiple such steps.

Climax: Completion. This involves the big finish to the past work.

Resolution: You reflect on what you did and where you go from here.

Growth

Willingly or unwillingly, you are going to change. This is another meta arc. It’s less about a goal and more about character development. While it’s possible that the growth involved is intentional, in most people’s lives and stories, it is emergent. A character might become less selfish, braver, a better leader, or experience some other form of growth.

Opening: The Beginning. Change usually begins slowly, in a small, almost imperceptible way.

Step(s): Change. Growth involves many small steps.

Step: Overcoming an Obstacle. The temptation to resort to your old ways is always present.

Climax: Self-Evident Change. This is a dramatic about-face. This is the moment where you do something the “old you” would never have done, and it has a profound effect on you and those around you. With either success or failure, growth is possible.

Resolution: You recognize the change in yourself and move forward.

Instruction

You teach a pupil. You have knowledge on a topic and are willing to share. This can be a skill, an area of lore, a combat style, or the use of a special ability. This is usually a fairly long-term arc. Sometimes teaching a pupil is a side matter, and sometimes the pupil takes on more of an apprentice role and spends a great deal of time with you, traveling with you and perhaps even living in your house (or you living in theirs).

Opening: Taking on the Student.

Step: Getting to Know Them. You assess your pupil’s strengths and weaknesses and try to get an idea of what they need to learn and how you can teach it to them.

Step(s): The Lessons. Teaching is often a slow, gradual process.

Step: Breakdown. Many times, a student needs to have a moment of crisis to really learn something. Maybe they get dejected, or maybe they rebel against your teaching techniques.

Climax: Graduation. This is when you recognize that the pupil has learned what they need. It usually comes at a dramatic moment.

Resolution: You and the pupil say your goodbyes, and you look toward the future.

Join an Organization

You want to join an organization. This might be a military organization, a corporation, a secret society, a religion, or something else.

Opening: Getting the Details. You learn all you can about the organization and how one becomes a member.

Step(s): Making a Contact. Friends on the inside are always important.

Step(s): Performing a Deed. The organization might want to test your worth, or this might be a ceremony you must take part in. It might include paying some sort of dues or fee. Or all of these things.

Climax: Proving Your Worth. This is the point at which you attempt to show the organization that they would be better off with you as a member.

Resolution: You consider your efforts and assess what your membership gets you.

Justice

You try to right a wrong or bring a wrongdoer to justice.

Opening: Declaration. You publicly declare that you are going to bring justice in this situation. This is optional.

Step(s): Tracking the Guilty. You track down the guilty party, assuming there is one. This might not be physically finding them if you already know where they are. Instead, it might be discovering a way to get at them if they are distant, difficult to reach, or well protected. This step might be repeated multiple times, if applicable.

Step: Helping the Victim. Righting a wrong does not always involve confronting a wrongdoer. Part of it might be about helping those who were wronged.

Climax: Confrontation. You confront the guilty party. This might be a public accusation and demonstration of guilt, a trial, or an attack to kill, wound, or apprehend them—whatever you choose to be appropriate.

Resolution: You resolve the outcome and ramifications of the confrontation and decide what to do next.

Learn

You want to learn something. This isn’t the same as the Uncover a Secret arc, in which you’re looking for a bit of information. This is a skill or whole area of knowledge you want to gain proficiency with. This is learning a new language, how to play an instrument, or how to be a good cook. Thus, it’s not about gaining a level or rank in climbing, but learning to be an experienced mountaineer.

Opening: Focusing on the Problem.

Step: Finding a Teacher or a Way to Teach Yourself. Now you can truly begin.

Step(s): Learn. Depending on what you’re learning, this could involve one step or quite a few.

Climax: The Test. You put your new knowledge to the test in a real situation.

Resolution: You relax a bit and decide what to do next.

Master a Skill

You’re skilled, but you want to become the best. This arc might logically follow the Learn arc. As with the Learn arc, this can involve any kind of training at all, not just a skill.

Opening: Finding the Path. You’ve learned the basics. Now it’s time for the advanced material.

Step: Discovering a Master. You find a master to help you become a master.

Step(s): Learn. Depending on what you’re mastering, this could involve one step or quite a few.

Step: The Last Step. Eventually, you realize that even a master cannot teach you the last step. You must learn it on your own.

Climax: The Test. You put your mastery to the test in a real situation—and considering your goal, it’s probably a very important situation.

Resolution: You relax a bit and decide what to do next.

Mysterious Background

You don’t know who your parents were, but you want to find out. The mystery might be something other than your parentage, but that’s a common theme in this kind of arc. You want to know where you come from—there’s some kind of mystery in your past.

Opening: Beginning the Search.

Step: Research. You look into your own family background, if possible.

Step(s): Investigation. You talk to people who might know. You follow clues.

Climax: Discovery. You discover the secret of your own background. You determine if what you learn is good or bad, but either way discovery means success.

Resolution: You contemplate how this new knowledge sits with you.

New Discovery

You want to invent a new device, process, spell, or something similar. A cure for a heretofore unknown disease? An invocation with a result you’ve never heard of before? A method for getting into an impregnable vault? Any of these and more could be your discovery. While similar to the Creation arc and the Learn arc, the New Discovery arc involves blazing a new trail. No one can teach you what you want to know. You’ve got to do it on your own.

Opening: The Idea. You draw up plans for the thing you want to invent or discover.

Step: Research. You learn what people have done before and recognize where they fell short.

Step(s): Trial and Error. You test your hypothesis. This often ends in many failures before you get a success.

Climax: Eureka! It’s time to put the discovery to the true test.

Resolution: You reflect on your discovery and probably compile your notes and write it all down, for posterity’s sake if nothing else.

Raise a Child

You raise a child to adulthood. It can be your biological child or one you adopt. It can even be a child taken under your wing, more a young protégé than a son or daughter. This is obviously a very long-term arc.

Opening: Sharing Your Home. The child now lives with you.

Step: Care and Feeding. You learn to meet the child’s basic needs.

Step(s): Basic Instruction. You teach them to walk, talk, and read. You teach them to care for themselves.

Step(s): The Rewards Are Many. The child loves you. Relies on you. Trusts you. Eventually, helps you.

Step(s): Ethical Instruction. You instill your basic ethics in the child, hoping that they will mature into an adult you can be proud of.

Climax: Adulthood. At some point the child leaves the proverbial nest. You determine, at this point, your own success or failure.

Resolution: You reflect on the memories you have made.

Recover From a Wound (or Trauma)

You need to heal. This isn’t just for healing simple damage. This involves recovering from a major debilitating injury, illness, or shock. Severe damage, the loss of a body part, and emotional trauma all fall into this category.

Opening: Rest. The first thing you need to do is rest.

Step: Self Care. You take care of your own needs.

Step: Getting Aid. Someone helps.

Step: Medicine. Some kind of drug, cure, poultice, potion, or remedy aids your recovery.

Step: Therapy. With the help of someone else, you exercise your injury or cope with your trauma.

Climax: Acceptance or Recovery. You try to move on and use what has been damaged (or learn how to function without it).

Resolution: You get on with your life.

Redemption

You’ve done something very wrong, but you want to atone and make it right again. This is like the Justice arc or the Undo a Wrong arc, except you are the wrongdoer. This could be a follow-up to the Fall From Grace arc.

Opening: Regret. You are determined to rebuild, recover, and restore.

Step: Forgiveness. You apologize and ask for forgiveness.

Step: Identifying the Needs. You determine what needs to be done to atone for your transgression.

Climax: Making Good. You perform an act that you hope will redeem your past misdeed.

Resolution: You reflect on what has happened but now look to the future.

Repay a Debt

You owe someone something, and it’s time to make good.

Opening: Debts Come Due. You determine to do what is needed to make good on the debt. It might involve repaying money, but more appropriately it’s performing a deed or a series of deeds.

Step: Talking It Over. You discuss the matter with the person you owe, if possible. You ensure that what you’re doing is what they want.

Climax: Repayment. Either you do something to earn the money or goods you owe, or you undertake a major task that will compensate the other person.

Resolution: You relax knowing that your debt is repaid, and you look to the future.

Rescue

Someone or something of great importance has been taken, and you want to get them or it back.

Opening: Heeding the Call. You determine what has happened, and who or what is missing.

Step: Tracking. You discover who has taken them, and where.

Step: Travel. You go to where they are being held and get information on the location and who is involved. Maybe make a plan.

Climax: Rescue Operation. You go in and get them.

Resolution: You return them home.

Restoration

You’re down but not out. You want to restore your good name. Recover what you’ve lost. Rebuild what has been destroyed. You’ve fallen down or have been knocked down, but either way you want to pick yourself up. This is a possible follow-up to the Fall From Grace arc.

Opening: Vow to Yourself. You are determined to rebuild, recover, and restore.

Step(s): Work. You rebuild, recover, and restore. If all your money was stolen, you make more. If your house was destroyed, you rebuild it. If your reputation was tarnished, you perform deeds that restore your good name.

Climax: The Final Act. You undertake one last major task that will bring things back to where they were (or close to it). A lot is riding on this moment.

Resolution: You enjoy a return to things the way they were before.

Revenge

Someone did something that harmed you. Unlike the Avenge arc, this arc probably isn’t about tracking down a murderer, but it might involve pursuing someone who stole from you, hurt you, or otherwise brought you grief. The key is that it’s personal. Otherwise, use the Justice arc.

Opening: Vow. You swear revenge.

Step(s): Finding a Clue. You find a clue to tracking down the culprit.

Climax: Confrontation. You confront the culprit.

Resolution: You deal with the aftermath of the confrontation and move on. You think about whether you are satisfied by gaining your revenge.

Romance

You want to strike up a relationship with a romantic partner. Perhaps you have a specific person in mind, or maybe you’re just interested in a relationship in general.

Opening(s): Caught Someone’s Eye. You meet someone you are interested in. (Since this can be short-lived, it’s possible to have this opening occur more than once.)

Step(s): Courtship. You begin seeing the person regularly. Although not every “date” is a step in the arc, significant moments are, and there may be a few of them.

Climax: Commitment. You may or may not be interested in a monogamous relationship. Regardless, you and your love have made some kind of commitment to each other.

Resolution: You think about the future. Marriage? Children? These are only some of the possibilities.

Solve a Mystery

Different from the Learn arc and the Uncover a Secret arc, this arc is about solving a crime or a similar action committed in the fairly recent past. It’s not about practice or study, but about questions and answers. In theory, the mystery doesn’t have to be a crime. It might be “Why is this strange caustic substance leaking into my basement?”

Opening: Pledging to Solve the Mystery.

Step: Research. You get some background.

Step(s): Investigation. You ask questions. You look for clues. You cast divinations. This likely encompasses many such steps.

Climax: Discovery. You come upon what you believe to be the solution to the mystery.

Resolution: In this step, which is far more active than most resolutions, you confront the people involved in the mystery with what you’ve discovered, or you use the information in some way (such as taking it to the proper authorities).

Theft

Someone else has something you want.

Opening: Setting Your Sights. You make a plan.

Step: Casing the Joint. You scout out the location of the thing (or learn its location).

Step(s): Getting to the Object. Sometimes, many steps are involved before you reach the object you wish to take. For example, if, in order to steal something from a vault, you need to approach one of the guards while they are off duty and bribe them to look the other way when you break in, that is covered in this step.

Climax: The Attempt. You make your heist.

Resolution: You decide what to do with the thing you’ve stolen and contemplate the repercussions you might face for stealing it.

Train a Creature

You want to domesticate and train an animal or other creature. While the beast doesn’t need to be wild, it must not already be domesticated and trained.

Opening: Getting Acquainted. You get to know the creature a bit, and it gets to know you.

Step: Research. You get information on the type of creature or advice from others who have trained one.

Step: Domestication. After some work, the creature is no longer a threat to you or anyone else, and it can live peacefully in your home or wherever you wish.

Step(s): Training. Each time you use this step, you teach the creature a new, significant command that it will obey regularly and immediately.

Climax: Completion. Believing the creature’s training to be complete, you put it in a situation where that is put to the test.

Resolution: You reflect on the experience.

Transformation

You want to be different in a specific way. Because the Growth arc covers internal change, this one focuses primarily on external change. This could take many forms, and probably varies greatly by genre. In some settings, it could even be death, which might turn you into a ghost. For the change to be an arc, it should be difficult and perhaps risky.

Opening: Deciding on the Transformation.

Step: Research. You look into how the change can be made and what it entails.

Step(s): Investigation. This is an active step toward making the change. It might involve getting more information, materials or ingredients, or something else.

Climax: Change. You make the change, with some risk of failure or disaster.

Resolution: You contemplate how this change affects you going forward.

Uncover a Secret

There is knowledge out there that you want. It could be an attempt to find and learn a specific special ability. This could also be a hunt for a lost password or a key that will open a sealed door, the true name of a devil, the secret background of an important person, or how the ancients constructed that strange monolith.

Opening: Naming the Secret. You give your goal a name. “I am seeking the lost martial art of the Khendrix, who could slice steel with their bare hands.”

Step(s): Research. You scour libraries and old tomes for clues and information.

Step(s): Investigation. You talk to people to gain clues and information.

Step(s): Tracking. You track down the source of the secret information and travel to it.

Climax: Revelation. You find and attempt to use the secret, whatever that entails.

Resolution: You contemplate how this secret affects you and the world.

Undo a Wrong

Someone did something horrible, and its ramifications are still felt, even if it happened long ago. You seek to undo the damage, or at least stop it from continuing.

This is different from the Justice arc because this isn’t about justice (or even revenge)—it’s about literally undoing something bad that happened in the past, such as a great library being burned to the ground, a sovereign people being driven from their land, and so on.

Opening: Vowing to Put Right What Once Went Wrong.

Step: Make a Plan. You learn all you can about the situation and then make a plan to put things right.

Step(s): Progress. This is an active step toward undoing the wrong. It might involve finding something, defeating someone, destroying something, building something, or almost anything else, depending on the circumstances.

Climax: Change. You face the challenge of the former wrong, and either overcome it or fail.

Resolution: You reflect on what you’ve accomplished and think about the future.

","markdown":""},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"ownership":{"default":-1},"flags":{}},{"sort":550000,"name":"Genre: Fantasy","type":"text","_id":"5tBpQHxLFK0uSx7O","title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"

For an expanded treatment of the fantasy genre, refer to the @UUID[Compendium.cyphersystem-compendium.cypher-journals.nnDPf4sPK61ROEV8]{Fantasy Rulebook}.

For our purposes, fantasy is any genre that has magic, or something so inexplicable it might as well be magic. The sort of core default of this type is Tolkienesque fantasy, also known as second-world fantasy because it includes a completely new world not our own. Big fantasy epics like those penned by J. R. R. Tolkien (hence the name), C. S. Lewis, George R. R. Martin, Stephen R. Donaldson, David Eddings, Ursula K. Le Guin, and others are indicative of this genre. It usually involves swords, sorcery, nonhuman species (such as elves, dwarves, helborn, and half-giants), and epic struggles.

Of course, fantasy might also involve the modern world, with creatures of myth and sorcerers dwelling among us. It might involve mythic traditions of any number of cultures (elves, dwarves, and the like, usually being decidedly European) or bear little resemblance to anything on Earth, past or present. It might even involve some of the trappings of science fiction, with spaceships and laser guns amid the wizardry and swords (this is often called science fantasy).

Fantasy can also be defined by the amount of fantasy elements within it. A second-world fantasy filled with wizards, ghosts, dragons, curses, and gods is referred to as high fantasy. Fantasy with a firmer grounding in reality as we know it in our world is low fantasy. (In fact, low fantasy often takes place in our world, or in our world’s distant past, like the stories of Conan.) No single element indicates concretely that a given fantasy is high or low. It’s the prevalence of those elements.

The point is, there are many, many types of fantasy.

Suggested Types for a Fantasy Game

RoleCharacter Type
WarriorWarrior
KnightWarrior
RangerExplorer
BarbarianExplorer flavored with combat
ThiefExplorer flavored with stealth
WizardAdept
ClericSpeaker flavored with magic
DruidExplorer flavored with magic
Warrior mageWarrior flavored with magic
BardSpeaker

Basic Creatures and NPCs for a Fantasy Game

@UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.aRHd1kwkUTogvMyG]{Bat} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.POcXUZp1mwvumsvK]{Blacksmith} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.JZbErZ6hAgtHrgim]{Dog} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.vmvgLdR7JKdsukCW]{Dog, guard} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.4xi11kpGx3rGZEYm]{Farmer} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.pNEII8Wup8xjZfuA]{Hawk} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.61EndqAjZ2ZZZuS9]{Horse} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.4xi11kpGx3rGZEYm]{Farmer} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.8AhrSmfhARlAahxp]{Merchant} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.qLFrfE0E9w6BcG48]{Rat} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.XwsPRwBGqnPnCJKG]{Villager} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.ZIE2MSMDhhgqBRgl]{Viper} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.vhGua32GarGCzLGv]{Warhorse} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.4gJ7LYEkIlt16Epj]{Wolf}

Additional Fantasy Equipment

In the default Medieval Europe-style fantasy setting, the following items (and anything else appropriate to that time period) are usually available.

Inexpensive Items

WeaponsNotes
@UUID[Compendium.cyphersystem-compendium.ammo.JwvZz1lxVR3H6P8D]{Arrows (20)}
@UUID[Compendium.cyphersystem-compendium.weapons-fantasy.zuI2zJqYv2bPN415]{Club}Light weapon
@UUID[Compendium.cyphersystem-compendium.ammo.mY1JGNvk9RPW7y2D]{Crossbow bolts (20)}
@UUID[Compendium.cyphersystem-compendium.weapons-fantasy.IBJ8eUTFLMb2IKaZ]{Knife (rusty and worn)}Light weapon (won’t last long)
Other ItemsNotes
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.ua0XElr4rvEe4C7J]{Candle}
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.UJ5qtx1Dt3ENW2Uh]{Rations (1 day)}
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.m5lUbtwYYZDzo0Jx]{Sack}
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.G2HjI5SUADNv0yJ2]{Torch}

Moderately Priced Items

WeaponsNotes
@UUID[Compendium.cyphersystem-compendium.weapons-fantasy.La6ogBpdY1cjYIug]{Blowgun}Light weapon, short range
@UUID[Compendium.cyphersystem-compendium.weapons-fantasy.DxvLEdJsjNLghy5m]{Broadsword (substandard)}Medium weapon (won’t last long)
@UUID[Compendium.cyphersystem-compendium.weapons-fantasy.cFkYLORc1EiwPpLf]{Dagger}Light weapon
@UUID[Compendium.cyphersystem-compendium.weapons-fantasy.Chp5Kt00vrxxYBAT]{Handaxe}Light weapon
@UUID[Compendium.cyphersystem-compendium.weapons-fantasy.xMUGgLlOKoZqooWy]{Throwing knife}Light weapon, short range
ArmorNotes
@UUID[Compendium.cyphersystem-compendium.armor-fantasy.dwYLXpRkrg8AaoMP]{Hides and furs}Light armor
@UUID[Compendium.cyphersystem-compendium.armor-fantasy.E3UpdWDvaLUQ2Xfz]{Leather jerkin}Light armor
Other ItemsNotes
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.2uM56Yu3g5OCjLkm]{Backpack}
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.3TAk68d2T0nMXlIG]{Bedroll}
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.ObGbm8EmEBDCotRD]{Crowbar}
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.BmQOOToImOypwy7g]{Hourglass}
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.VNW4jviGcTTfC2Mu]{Iron spikes}10 spikes
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.XjU4o9vgaZ4wiBSD]{Lantern}
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.U20W8jrBZGlWsQu2]{Rope}Hemp, 50 feet
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.BQ87g3YjkViIKc7l]{Signal horn}
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.MEp5TNjz6v9dnuLP]{Tent}

Expensive Items

WeaponsNotes
@UUID[Compendium.cyphersystem-compendium.weapons-fantasy.oGdbXxumsdjbdVzJ]{Battleaxe}Medium weapon
@UUID[Compendium.cyphersystem-compendium.weapons-fantasy.W8mx4ak9u2JKvX6Q]{Broadsword}Medium weapon
@UUID[Compendium.cyphersystem-compendium.weapons-fantasy.xeXPxadNyGu35H4k]{Bow}Medium weapon, long range
@UUID[Compendium.cyphersystem-compendium.weapons-fantasy.H8tg6l3LpBLNRz32]{Cutlass}Medium weapon
@UUID[Compendium.cyphersystem-compendium.weapons-fantasy.ZHeioW4Ywrgs6Si8]{Light crossbow}Medium weapon, long range
@UUID[Compendium.cyphersystem-compendium.weapons-fantasy.J3BdB6S45bmc8cvl]{Quarterstaff}Medium weapon (requires 2 hands)
ArmorNotes
@UUID[Compendium.cyphersystem-compendium.armor-fantasy.ljoqzdX7tpPpCTCc]{Breastplate}Medium armor
@UUID[Compendium.cyphersystem-compendium.armor-fantasy.9toshrf5gjzwIsDm]{Brigandine}Medium armor
@UUID[Compendium.cyphersystem-compendium.armor-fantasy.2mgyMiNIOQ4iUVnl]{Chainmail}Medium armor
Other ItemsNotes
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.mVwBYBHxYinj4lLx]{Bag of heavy tools}
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.XuYDx9q73UxyPN22]{Bag of light tools}

Very Expensive Items

WeaponsNotes
@UUID[Compendium.cyphersystem-compendium.weapons-fantasy.rUR8Ile0ZRC2qMfM]{Broadsword (jeweled)}Medium weapon
@UUID[Compendium.cyphersystem-compendium.weapons-fantasy.7Yc0010ac7PbCkPl]{Greatsword}Heavy weapon
@UUID[Compendium.cyphersystem-compendium.weapons-fantasy.gVNfXCYe0qsDXQNO]{Heavy crossbow}Heavy weapon, long range
ArmorNotes
@UUID[Compendium.cyphersystem-compendium.armor-fantasy.f8OhNQR1rGtWy2Ot]{Dwarven breastplate}Medium armor, encumbers as light armor
@UUID[Compendium.cyphersystem-compendium.armor-fantasy.2SMPhQU8pP4vsJ6R]{Full plate}Heavy armor
Other ItemsNotes
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.cIWeisTbSX9izeaW]{Disguise kit}Asset for disguise tasks
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.ICgjGDSqGXInN1PP]{Healing kit}Asset for healing tasks
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.7BQwwk2qh7zxU6ih]{Spyglass}Asset for perception tasks at range

Exorbitant Items

ArmorNotes
@UUID[Compendium.cyphersystem-compendium.armor-fantasy.kcF98fSVWNjAEQWI]{Elven chainmail}Medium armor, encumbers as no armor
Other ItemsNotes
@UUID[Compendium.cyphersystem-compendium.vehicles.3svOlCDP6Sm4v2Ql]{Sailing ship (small)}

Fantasy Artifacts

In many ways, fantasy is the genre for artifacts. All magic items—wands that shoot lightning, magic carpets, singing swords, rings that make the wearer invisible, and so on—are artifacts. Below are a few sample artifacts to give a template for GMs to follow. Those running a fantasy campaign will likely want to create many magic artifacts.

@UUID[Compendium.cyphersystem-compendium.artifacts-fantasy.Hanw3m7cRoN6XrsV]{Angelic ward} @UUID[Compendium.cyphersystem-compendium.artifacts-fantasy.I8TAffkn2YfPdIlf]{Ring of dragon’s flight} @UUID[Compendium.cyphersystem-compendium.artifacts-fantasy.lZy9XOFTIPBKjr5z]{Soulflaying weapon} @UUID[Compendium.cyphersystem-compendium.artifacts-fantasy.2q4omUFxtUBr4WFP]{Spellbook of the amber mage} @UUID[Compendium.cyphersystem-compendium.artifacts-fantasy.BNT94UfgkXdmcErV]{Wand of firebolts}

Fantasy Species Descriptors

In a high fantasy setting, some GMs may want dwarves and elves to be mechanically different from humans. Below are some possibilities for how this might work.

Dwarf

You’re a stocky, broad-shouldered, bearded native of the mountains and hills. You’re also as stubborn as the stone in which the dwarves carve their homes under the mountains. Tradition, honor, pride in smithcraft and warcraft, and a keen appreciation of the wealth buried under the roots of the world are all part of your heritage. Those who wish you ill should be wary of your temper. When dwarves are wronged, they never forget.

You gain the following characteristics:

Stalwart: +2 to your Might Pool.

@UUID[Compendium.cyphersystem-compendium.basic-skills.Q0vfmbqehJw0jYBa]{Skill}: You are trained in Might defense rolls.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.kOe6eKWNKZ0rlIbt]{Skill}: You are trained in tasks related to stone, including sensing stonework traps, knowing the history of a particular piece of stonecraft, and knowing your distance beneath the surface.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.XBza3foP98Apv3u6]{Skill}: You are practiced in using axes.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.O0bj3SSEEaArxBet]{Skill}: You are trained in using the tools required to shape and mine stone.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.wfUuLfNI6KyKsZ6R]{Vulnerability}: When you fail an Intellect defense roll to avoid damage, you take 1 extra point of damage.

Additional Equipment: You have an axe.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You found the PCs wandering a maze of tunnels and led them to safety.

  2. The PCs hired you to dig out the entrance to a buried ruin.

  3. You tracked down the thieves of your ancestor’s tomb and found they were the PCs. Instead of killing them, you joined them.

  4. Before dwarves settle down, they need to see the world.

Elf

You haunt the woodlands and deep, natural realms, as your people have for millennia. You are the arrow in the night, the shadow in the glade, and the laughter on the wind. As an elf, you are slender, quick, graceful, and long lived. You manage the sorrows of living well past many mortal lifetimes with song, wine, and an appreciation for the deep beauties of growing things, especially trees, which can live even longer than you do.

You gain the following characteristics:

Agile: +2 to your Speed Pool.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.y8GNItkWz0Ll5eDE]{Long-Lived}: Your natural lifespan (unless tragically cut short) is thousands of years.

@UUID[Compendium.cyphersystem-compendium.basic-skills.rH5FwMXGaNn21DZD]{Skill}: You are specialized in tasks related to perception.

Skill: You are practiced in using one bow variety of your choice.

Skill: You are trained in @UUID[Compendium.cyphersystem-compendium.basic-skills.duTx0BwgmC1Gw3Ze]{stealth} tasks. In areas of natural woodland, you are @UUID[Compendium.cyphersystem-compendium.expanded-skills.FXuy9hOuuAVeiGIc]{specialized in stealth tasks}.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.JTgcA5dhKHQM6lvw]{Fragile}: When you fail a Might defense roll to avoid damage, you take 1 extra point of damage.

Additional Equipment: You have a bow and a quiver of arrows to go with it.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. Before putting an arrow in the forest intruders, you confronted them and met the PCs, who were on an important quest.

  2. Your heart yearned for farther shores, and the PCs offered to take you along to new places.

  3. Your home was burned by strangers from another place, and you gathered the PCs along the way as you tracked down the villains.

  4. An adventure was in the offing, and you didn’t want to be left behind.

Half-Giant

You stand at least 12 feet (4 m) tall and tower over everyone around you. Whether you are a full-blooded giant or merely have giant heritage from large ancestors, you’re massive. Always large for your age, it became an issue only once you reached puberty and topped 7 feet (2 m) in height, and kept growing from there.

You gain the following characteristics:

Tough: +4 to your Might Pool.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.cP5tB0NoQnIydKZJ]{Mass and Strength}: You inflict +1 point of damage with your melee attacks and attacks with thrown weapons.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.0efUBEaMaoe3XB4q]{Breaker}: Tasks related to breaking things by smashing them are eased.

Inability: You’re too large to accomplish normal things. Tasks related to @UUID[Compendium.cyphersystem-compendium.inabilities.gpHPkjq631isDAjT]{initiative}, @UUID[Compendium.cyphersystem-compendium.inabilities.oGzczZIk8XKBDpZo]{stealth}, and @UUID[Compendium.cyphersystem-compendium.inabilities.veqN70GNrIvluVMq]{fine manipulation of any sort} (such as lockpicking or repair tasks) are hindered.

Additional Equipment: You have a heavy weapon of your choice.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You fished the PCs out of a deep hole they’d fallen into while exploring.

  2. You were the PCs’ guide in the land of giants and stayed with them afterward.

  3. The PCs helped you escape a nether realm where other giants were imprisoned by the gods.

  4. You kept the PCs from being discovered by hiding them behind your bulk when they were on the run.

Helborn

Demons of the underworld sometimes escape. When they do, they can taint human bloodlines. Things like you are the result of such unnatural unions. Part human and part something else, you are an orphan of a supernatural dalliance. Thanks to your unsettling appearance, you’ve probably been forced to make your own way in a world that often fears and resents you. Some of your kin have large horns, tails, and pointed teeth. Others are more subtle or more obvious in their differences—a shadow of a knife-edge in their face and a touch that withers normal plants, a little too much fire in their eyes and a scent of ash in the air, a forked tongue, goatlike legs, or the inability to cast a shadow. Work with the GM on your particular helborn appearance.

You gain the following characteristics.

Devious: +2 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.JW3zwz6IgZcqN0XX]{Skill}: You are trained in tasks related to magic lore and lore of the underworld.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.w2loaRgoNlhuYGwg]{Fire Adapted}: +2 to Armor against damage from fire only.

Helborn Magic: You are inherently magical. Choose one low-tier ability from the Abilities chapter. If the GM agrees it is appropriate, you gain that ability as part of your helborn heritage, and can use it like any other type or focus ability.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.yW5LvpudYQcN1n5b]{Inner Evil}: You sometimes lose control and risk hurting your allies. When you roll a 1, the GM has the option to intrude by indicating that you lose control. Once you’ve lost control, you attack any and every living creature within short range. You can’t spend Intellect points for any reason other than to try to regain control (a difficulty 2 task). After you regain control, you suffer a –1 penalty to all rolls for one hour.

@UUID[Compendium.cyphersystem-compendium.inabilities.lfVIjOnbi86nUjng]{Inability}: People distrust you. Tasks to persuade or deceive are hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You were nearly beaten to death by people who didn’t like your look, but the PCs found and revived you.

  2. The PCs hired you for your knowledge of magic.

  3. Every so often you get visions of people trapped in the underworld. You tracked those people down and found the PCs, who’d never visited the underworld. Yet.

  4. Your situation at home became untenable because of how people reacted to your looks. You joined the PCs to get away.

Optional Rule: Spellcasting

Fantasy settings prioritize magic as an essential ingredient. But why restrict that magic to just wizards and similar characters? It’s not uncommon in fantasy literature for a thief or warrior to learn a few spells as they steal or brawl through their adventures. Leiber’s Gray Mouser knew some spells, Moorcock’s Elric knew a lot, pretty much everyone in Anthony’s Xanth books knew at least one, and so on. Of course, wizards and sorcerers specialize in spellcasting, which gives them clear superiority in magic use. But whether a character is a fireball-flinging wizard or a belligerent barbarian, anyone can learn some spellcasting under this optional rule.

Under the spellcasting rule, any character, no matter their role or type, can choose to learn a spell as a long-term benefit. After they learn one spell, they may learn more later if they wish, or just stick with the one.

First Spell

Any character can gain a spell by spending 3 XP and working with the GM to come up with an in-game story of how the PC learned it. Maybe they learned it as a child from their parent and practiced it enough to actually do it; perhaps they spent a month hiding in a wizard’s library reading; it could be that they found a weird magical amulet that imbues them with the spell; and so on.

Next, choose one low-tier ability from the Abilities chapter. If the GM agrees it is appropriate, the character gains that ability as their spell, with a few caveats. The spell can’t be used like a normal ability gained through a PC’s type or focus. Instead, a character must either use a recovery roll or spend many minutes or longer evoking their spell, in addition to paying its Pool cost (if any).

Using a Recovery Roll to Cast a Spell: If the character uses a one-action, ten-minute, or one-hour recovery roll as part of the same action to cast the spell (including paying any Pool costs), they can use the ability as an action. This represents a significant mental and physical drain on the character, because the normal benefit of recovering points in a Pool is not gained.

Spending Time to Cast a Spell: If the character takes at least ten minutes chanting, mumbling occult phonemes, concentrating deeply, or otherwise using all their actions, they can cast a low-tier spell (if they also pay any Pool costs). An hour is required to cast mid-tier spells. Ten hours are required to cast a high-tier spell.

More Spells

Once a character has learned at least one spell, they can opt to learn additional spells later. Each time, they must spend an additional 3 XP and work with the GM to come up with an in-game story of how the character’s magical learning has progressed.

Two additional rules for learning additional spells apply:

First, a character must be at least tier 3 and have previously gained one low-tier spell before they can learn a mid-tier spell.

Second, a character must be at least tier 5 and have previously gained one mid-tier spell before they can learn a high-tier spell.

Otherwise, gaining and casting additional spells are as described for the character’s first spell.

Wizards and the Optional Spellcasting Rule

Wizards (usually Adepts) and characters with explicit spellcasting foci like Masters Spells, Channels Divine Blessings, Speaks for the Land, and possibly others are also considered to be spellcasters, and moreover, specialized ones. Their spells—abilities provided by their type or focus—are used simply by paying their Pool costs. Extra time or physical effort isn’t required to cast them. That’s because, in the parlance of the fantasy genre, these spells are considered to be “prepared.”

But specialized casters can also use the optional spellcasting rule to expand their magic further. They can learn additional spells via the optional spellcasting rule just like other characters, with the same limitations.

Optionally, specialized casters who record their arcane knowledge in a spellbook (or something similar) gain one additional benefit. The spellbook is a compilation of spells, formulas, and notes that grants the specialized caster more flexibility than those who’ve simply learned a spell or two. With a spellbook, a PC can replace up to three prepared spells with three other spells they’ve learned of the same tier. To do so, they must spend at least one uninterrupted hour studying their spellbook. Usually, this is something that requires a fresh mind, and must be done soon after a ten-hour recovery.

For instance, if a wizard exchanges Ward (an ability gained from their type) with Telekinesis (an ability gained from the optional spellcasting rule), from now on the character can cast Ward only by spending time or using a recovery roll (as well as spending Pool points). On the other hand, they can use Telekinesis normally, because now it’s prepared. Later, the wizard could spend the time studying to change out their prepared spells with others they’ve learned using the optional spellcasting rule.

A PC might choose the 4 XP character advancement option to select a new type-based ability from their tier or alower tier. If so, the ability gained doesn’t count as a spell, and the spellcasting rule limitations do not apply to the ability so gained. If the PC is a wizard and uses the 4 XP character advancement option, treat the ability as one more prepared spell.

Note: Foundry VTT Usage

To use spells in Foundry VTT, sort abilities as spells in the settings of the item sheet. Note how many abilities are prepared spells (i.e., how many are learned as type or focus abilities). Archive all unprepared spells, so that the number of active items equals the number of prepared spells. When the PC exchanges one of their prepared spells, unarchive the one that is now prepared and archive another one of the same tier.

You can use your prepared spells just like any other ability of your type or focus. Unprepared spells (i.e., archived spells) use the rules above.

","markdown":""},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"ownership":{"default":-1},"flags":{}},{"sort":575000,"name":"Genre: Modern","type":"text","_id":"o0jvZmIaxk8vSE4i","title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"

The modern setting is easy because it’s just the real world, right? Well, yes and no. It’s easy for players to understand the context of a modern setting. They know the default assumptions—cities, cars, cell phones, the internet, and so on. It’s also easier for some players to get into character, because their character could be someone they might very well pass on the street. It can be easier to wrap your mind around a history professor than a thousand-year-old elf wizard. These things make it easier on the GM as well.

But for the same reason, it’s not easy. The setting is the real world we all know, so it’s easy to get facts wrong or let them bog you down. What happens when you pull the fire alarm on the thirty-fifth floor of a major hotel in a large city? How fast do the authorities arrive? In truth, the facts aren’t as important as the story you’re creating, but some verisimilitude is nice.

Molding Characters for a Modern Game

If you’re trying to portray a psychic with a few basic powers, you might not want to use the Adept character type. Instead, choose a different type (perhaps a Speaker) and encourage foci such as Commands Mental Powers or Focuses Mind Over Matter. Some of the Adept’s powers might be too over the top for the genre.

Similarly, the technology flavor is probably too high-tech for a modern game. For someone with technical skills, use the skills and knowledge flavor instead.

Sometimes, the types might be more physical than is always desirable for a modern game, but that’s because the least physical type, the Adept, is often inappropriate for other reasons. The Calm descriptor is very good for such characters, not only granting them a great deal of skill and knowledge, but also reducing their physical capabilities.

Last, don’t forget foci such as Doesn’t Do Much or Would Rather Be Reading for “normal” characters who have useful skills but not much in the way of flashy abilities.

Suggested Types for a Modern Game

RoleType
Police officerExplorer with combat flavor
DetectiveExplorer with stealth flavor
SoldierWarrior
CriminalExplorer with stealth flavor
TeacherSpeaker
Professional (accountant, writer, etc.)Speaker with skills and knowledge flavor
Technical professionExplorer with skills and knowledge flavor
DilettanteSpeaker with skills and knowledge flavor
Doctor/NurseExplorer with skills and knowledge flavor
PoliticianSpeaker
LawyerSpeaker
ScholarExplorer with skills and knowledge flavor
SpySpeaker with stealth flavor
OccultistAdept
Mystic/PsychicAdept

Basic Creatures and NPCs for a Modern Game

@UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.WJgPGUcSUrR4Ssuu]{Businessperson} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.ZT13lzcl6dsvg8HX]{Cat} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.GNrvq56bsnlHgKeW]{Clerk} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.JZbErZ6hAgtHrgim]{Dog} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.vmvgLdR7JKdsukCW]{Dog, guard} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.61EndqAjZ2ZZZuS9]{Horse} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.qLFrfE0E9w6BcG48]{Rat} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.SpaQv9sL1VWlrkLS]{Worker}

Additional Modern Equipment

In a modern setting, the following items (and anything else appropriate to the real world) are usually available.

Refer to the @UUID[Compendium.cyphersystem-compendium.cypher-journals.QhNXyjJC4BW5agrm.JournalEntryPage.YwC86IjNKFB5q7gx#equipment-listing]{equipment listing} of the Science Fiction Rulebook for an expanded selection of contemporary equipment.

Inexpensive Items

WeaponsNotes
@UUID[Compendium.cyphersystem-compendium.ammo.lYJndyNwkfb2sQz2]{Ammo (box of 50 rounds)}
@UUID[Compendium.cyphersystem-compendium.weapons-modern.ZuWPhhwirVzEtpcS]{Knife (simple)}Light weapon (won’t last long)
Other ItemsNotes
@UUID[Compendium.cyphersystem-compendium.equipment-modern.ss1cft2vMEWx4kJ4]{Duct tape roll}Useful and ubiquitous
@UUID[Compendium.cyphersystem-compendium.equipment-modern.p6V32aB5gkEFqitX]{Flashlight}
@UUID[Compendium.cyphersystem-compendium.equipment-modern.3jJNQk40gldOiD2z]{Padlock with keys}
@UUID[Compendium.cyphersystem-compendium.equipment-modern.XFf4M5XhGJb6snrS]{Trail rations (1 day)}

Moderately Priced Items

WeaponsNotes
@UUID[Compendium.cyphersystem-compendium.weapons-modern.EOke4Vi9vZv4U16N]{Hand grenade}Explosive weapon, inflicts 4 points of damage in immediate radius
@UUID[Compendium.cyphersystem-compendium.weapons-modern.DliC4uPK4vnuiN3w]{Hunting knife}Light weapon
@UUID[Compendium.cyphersystem-compendium.weapons-modern.7EItM0gT073fcCyx]{Machete}Medium weapon
@UUID[Compendium.cyphersystem-compendium.weapons-modern.B5CSduGis9vKucKp]{Nightstick}Light weapon
ArmorNotes
@UUID[Compendium.cyphersystem-compendium.armor-modern.gwPnvp7McesS3NUR]{Leather jacket}Light armor
Other ItemsNotes
@UUID[Compendium.cyphersystem-compendium.equipment-modern.mbTBZG8Z968IxHq2]{Backpack}
@UUID[Compendium.cyphersystem-compendium.equipment-modern.ccm57mnk8bNmPWfQ]{Bag of heavy tools}
@UUID[Compendium.cyphersystem-compendium.equipment-modern.VYIqlo7RM9scywV5]{Bag of light tools}
@UUID[Compendium.cyphersystem-compendium.equipment-modern.VjpaBgV1XxHEl7U7]{Binoculars}Asset for perception tasks at range
@UUID[Compendium.cyphersystem-compendium.equipment-modern.QQCRR8D4rroB36YC]{Bolt cutters}
@UUID[Compendium.cyphersystem-compendium.equipment-modern.UQalAy7SSl1QGgIk]{Cell phone}
@UUID[Compendium.cyphersystem-compendium.equipment-modern.PByrX3tmLVa85NeK]{Climbing gear}
@UUID[Compendium.cyphersystem-compendium.equipment-modern.UV1anGyX2QaGd8qX]{Crowbar}
@UUID[Compendium.cyphersystem-compendium.equipment-modern.LuGHnohquvbNoT9d]{Electric lantern}
@UUID[Compendium.cyphersystem-compendium.equipment-modern.fHdiS7JT9hjtjeb9]{First aid kit}Asset for healing tasks
@UUID[Compendium.cyphersystem-compendium.equipment-modern.98dhCNOFZ8TYBS1Y]{Handcuffs}
@UUID[Compendium.cyphersystem-compendium.equipment-modern.W40tEHGIcevTGDkt]{Rope}Nylon, 50 feet
@UUID[Compendium.cyphersystem-compendium.equipment-modern.iBpZVq4fM9mPDIDK]{Sleeping bag}
@UUID[Compendium.cyphersystem-compendium.equipment-modern.WOJ75BLfqqViZ57w]{Tent}

Expensive Items

WeaponsNotes
@UUID[Compendium.cyphersystem-compendium.weapons-modern.lbpcftYKyWKpoqoT]{Light handgun}Light weapon, short range
@UUID[Compendium.cyphersystem-compendium.weapons-modern.i8RP2vxMaoUgCNL1]{Medium handgun}Medium weapon, long range
@UUID[Compendium.cyphersystem-compendium.weapons-modern.WRluKrzzdF5wad4V]{Bow}Medium weapon, long range
@UUID[Compendium.cyphersystem-compendium.weapons-modern.dvZ57WEEzP575D6m]{Rifle}Medium weapon, long range
@UUID[Compendium.cyphersystem-compendium.weapons-modern.w4K2udLKOMjY53z1]{Shotgun}Heavy weapon, immediate range
ArmorNotes
@UUID[Compendium.cyphersystem-compendium.armor-modern.Tvvpp1L5F3sw3999]{Kevlar vest}Medium armor
Other ItemsNotes
@UUID[Compendium.cyphersystem-compendium.equipment-modern.Am5vYHXpCPsF3lrq]{Camera designed to be concealed}Transmits at long range
@UUID[Compendium.cyphersystem-compendium.equipment-modern.aGOQvKGxdPRVWq2F]{Microphone designed to be concealed}Transmits at long range
@UUID[Compendium.cyphersystem-compendium.equipment-modern.f0EYtw06E63173J1]{Cold weather camping gear}
@UUID[Compendium.cyphersystem-compendium.equipment-modern.1LbD5gLbLwY8QvPL]{Nightvision goggles}
@UUID[Compendium.cyphersystem-compendium.equipment-modern.13woD4sUoJbNy1au]{Scuba gear}
@UUID[Compendium.cyphersystem-compendium.equipment-modern.wpJd3cLska66OpcQ]{Smartphone}
@UUID[Compendium.cyphersystem-compendium.equipment-modern.CCHqv8dyuq7EGVHL]{Straightjacket}

Very Expensive Items

WeaponsNotes
@UUID[Compendium.cyphersystem-compendium.weapons-modern.TiBhD7UEqWItJVOc]{Heavy handgun}Heavy weapon, long range
@UUID[Compendium.cyphersystem-compendium.weapons-modern.6r112wF81Zs3yeNe]{Assault rifle}Heavy weapon, rapid-fire weapon, long range
@UUID[Compendium.cyphersystem-compendium.weapons-modern.wDV0Rbou4poxCdm1]{Heavy rifle}Heavy weapon, very long range
@UUID[Compendium.cyphersystem-compendium.weapons-modern.RCmDHR6H1lg9bRoV]{Submachine gun}Medium weapon, rapid-fire weapon, short range
ArmorNotes
@UUID[Compendium.cyphersystem-compendium.armor-modern.AqT96NV9XXl8iNye]{Lightweight body armor}Medium armor, encumbers as light armor
@UUID[Compendium.cyphersystem-compendium.armor-modern.tLUMEDBAJJH6sFAg]{Military body armor}Heavy armor
Other ItemsNotes
@UUID[Compendium.cyphersystem-compendium.equipment-modern.Kh6bhcajxt4cZDWH]{Disguise kit}Asset for disguise tasks
@UUID[Compendium.cyphersystem-compendium.vehicles.eqsiUjrg2EIrtiQj]{Used car}Level 3
@UUID[Compendium.cyphersystem-compendium.vehicles.ZYdj5EXY920kdcgr]{Small boat}Level 3

Exorbitant Items

Other ItemsNotes
@UUID[Compendium.cyphersystem-compendium.vehicles.hN3G2oNbOiKRfKMZ]{Large boat}Level 5
@UUID[Compendium.cyphersystem-compendium.vehicles.w4awO0Fz56obreUb]{Luxury car}Level 5
@UUID[Compendium.cyphersystem-compendium.vehicles.d5xp1l8px98GQIbQ]{Sports car}Level 6

Optional Rule: Handling PCs as Children

The regular character creation process makes fully competent, adult characters. To account for playing children, the GM could adopt this optional rule. First, the players make their characters normally, and then they apply the following adjustments to their PCs, as appropriate to their age category. You might also consider applying a tier cap of 3 to childhood adventure games with kids of up to thirteen years old, and a tier cap of 4 for childhood adventure games featuring PCs who are aged fourteen to seventeen.

Age 9 to 13

Slight: –4 to your Might Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.KY4e1Wo5NKh7TEiy]{Vulnerable}: Adults look out for you. You are trained in all pleasant social interactions with adults.

@UUID[Compendium.cyphersystem-compendium.inabilities.GhWikcOP1CAwpzZQ]{Inability}: Might-based tasks are hindered.

@UUID[Compendium.cyphersystem-compendium.inabilities.yl3vXIZfzudiVVqs]{Inability}: Tasks involving knowledge are hindered.

Age 14 to 17

Youthful: –2 to your Might Pool.

@UUID[Compendium.cyphersystem-compendium.inabilities.yl3vXIZfzudiVVqs]{Inability}: Tasks involving knowledge are hindered.

","markdown":""},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"ownership":{"default":-1},"flags":{}},{"sort":587500,"name":"Genre: Science Fiction","type":"text","_id":"VFJ6kCCgRGTzpWp0","title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"

For an expanded treatment of the science fiction genre, refer to the @UUID[Compendium.cyphersystem-compendium.cypher-journals.QhNXyjJC4BW5agrm]{Science Fiction Rulebook}. Some of the sci-fi equipment has been updated in the Science Fiction Rulebook. The equipment in this chapter include these changes. For that reason, there are some differences from the printed Cypher System Rulebook. Those instances are noted with an asterisk (*).

Science fiction is an incredibly broad category. It covers UFOs, space opera, near-future dystopias, otherworldly epics, hard science fiction, and everything in between. Even when compared to fantasy, science fiction is so wide that it almost isn’t a single genre at all. Truthfully, there’s not all that much to tie, say, The Time Machine by H. G. Wells with a dark cyberpunk story except for the technology involved, which is at a higher level than we possess or understand today. But even that part of science fiction is contentious. Should the science be purely that which obeys the laws of physics as we understand them today (often called hard science fiction), or is it more of an “anything goes” proposition? Is science we can’t explain really just magic?

For our purposes, we’ll treat fantastic science fiction as the default: aliens, spaceships that allow travel to other stars, energy weapons and shields, and so on. It’s a familiar setting to almost everyone interested in science fiction. That said, we’ve also got some additional guidance for hard science fiction, where what’s possible is more grounded in what we currently scientifically extrapolate. But your science fiction setting can be anything you can imagine.

Suggested Types for a Science Fiction Game

RoleType
SoldierWarrior
TechnicianExplorer with technology flavor
PilotExplorer with technology flavor
DiplomatSpeaker
DoctorSpeaker with skills and knowledge flavor
SpyExplorer with stealth flavor
ScientistExplorer with skills and knowledge flavor
PsionAdept
Psychic knightWarrior with magic flavor

Basic Creatures and NPCs for a Science Fiction Game

@UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.ckjeyJICRGhNlGgS]{Corporate drone} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.6TcU3jVH85UcUFIz]{Guard beast} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.urAFJXaUkWY2R1zj]{Innocuous rodent} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.vSvrg6g5VkP5MkeZ]{Physical laborer}

Additional Science Fiction Equipment

In a science fiction setting, the following items (and anything else appropriate to the setting) are usually available.

Inexpensive Items

WeaponsNotes
@UUID[Compendium.cyphersystem-compendium.ammo.1UGRE1k4ReUFAr34]{Energy pack (50 shots)}
@UUID[Compendium.cyphersystem-compendium.weapons-sci-fi.O3WVhoZQ8U8401yo]{Knife (simple)}Light weapon
Other ItemsNotes
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.kh1dzF6oaKZqzss6]{Flashlight}
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.LyUOH2V2zQqlIcgG]{Survival rations (1 day)}

Moderately Priced Items

WeaponsNotes
@UUID[Compendium.cyphersystem-compendium.weapons-sci-fi.2Fcz72cuTLrwjLy7]{Hunting knife}Light weapon
@UUID[Compendium.cyphersystem-compendium.weapons-sci-fi.H8InhgjpPnnVzmiV]{Machete}Medium weapon
@UUID[Compendium.cyphersystem-compendium.weapons-sci-fi.mVef0tRkNWbfz2VS]{Grenade (sonic)}Explosive weapon, inflicts 2 points of damage in immediate radius, plus Might defense roll or lose next turn
@UUID[Compendium.cyphersystem-compendium.weapons-sci-fi.PnvNFQbxuCHb874j]{Grenade (thermite)}*Explosive weapon, inflicts 6 points of damage in immediate radius
ArmorNotes
@UUID[Compendium.cyphersystem-compendium.armor-sci-fi.kzLQCncQ1cXzM456]{Leather jacket}Light armor
Other ItemsNotes
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.FALc1UkW90o9M0rr]{Backpack}
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.y8M3rmSzHUyKLdom]{Bag of heavy tools}
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.UuHnuXeI6iwIvgtf]{Bag of light tools}
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.kAzP990hVR1pQSYR]{Binoculars}Asset for perception tasks at range
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.0SBO3NnYx33dwomQ]{Breather}*Provides a day of breathable air
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.G50Jj9pfCytxzMJe]{Climbing gear}Asset for climbing tasks
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.4p14iIDm5SitvYiK]{Communicator}Planetary range
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.zE8nBEE8jVYswUT4]{Crowbar}
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.3kbeLDAUmwyYsPDj]{Environment tent}
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.a4crA7W9OQa3LCIn]{First aid kit}Asset for healing tasks
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.KpSlhPXtD1ysoREW]{Handcuffs}
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.2FgbXJjI9iBI7fk6]{Nightvision goggles}
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.CzM5OkaV23fUxHUi]{Portable lamp}
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.06uEHDipEwShEcun]{Rope}Nylon, 50 feet
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.hofNkVrnwjRHaopi]{Sleeping bag}

Expensive Items

WeaponsNotes
@UUID[Compendium.cyphersystem-compendium.weapons-sci-fi.cAh0sGKTyb8Vptej]{Light blaster}Light weapon, short range
@UUID[Compendium.cyphersystem-compendium.weapons-sci-fi.2Iusz99wevz9KSEV]{Medium blaster}Medium weapon, long range
@UUID[Compendium.cyphersystem-compendium.weapons-sci-fi.LDklLSixesdwgwj3]{Needler}Light weapon, long range
@UUID[Compendium.cyphersystem-compendium.weapons-sci-fi.PNDivijkZvlsUjbm]{Shotgun}Heavy weapon, immediate range
@UUID[Compendium.cyphersystem-compendium.weapons-sci-fi.qErMuZdwnHVPLCm7]{Stunstick}Medium weapon, inflicts no damage but human-sized or smaller target loses next action
ArmorNotes
@UUID[Compendium.cyphersystem-compendium.armor-sci-fi.BqiPzuCqRfn9yFrR]{Armored bodysuit}*Medium armor, encumbers as no armor
@UUID[Compendium.cyphersystem-compendium.armor-sci-fi.JrN6tyFoTYLtZc6s]{Lightweight body armor}*Heavy armor, encumbers as medium armor
Other ItemsNotes
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.qa9okeQfd3NTtmzD]{Camera designed to be concealed}Transmits at long range
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.r36W1oDLBXrXsu6G]{Microphone designed to be concealed}Transmits at long range
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.MtCq6owCDm7GG8Pw]{Environment suit}Provides 24 hours of atmosphere and +10 to Armor against extreme temperatures
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.LirhTzCUj7UFCfgB]{Wrist computer}Asset for most knowledge-based tasks

Very Expensive Items

WeaponsNotes
@UUID[Compendium.cyphersystem-compendium.weapons-sci-fi.7NCzo49o54a1vSy1]{Heavy blaster}Heavy weapon, long range
@UUID[Compendium.cyphersystem-compendium.weapons-sci-fi.7Cy8yASphzXHYlsJ]{Heavy blaster rifle}Heavy weapon, 300-foot (90 m) range
@UUID[Compendium.cyphersystem-compendium.weapons-sci-fi.xjviCkv7gCoy1ZcV]{Pulse laser gun}Medium weapon, rapid-fire weapon, long range
ArmorNotes
@UUID[Compendium.cyphersystem-compendium.armor-sci-fi.Bujb0Cz7cVN6K9H3]{Battlesuit}*Heavy armor, also also grants the benefit of a @UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.g8xedO3WjADU8fBU]{deluxe space suit}
Other ItemsNotes
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.mGvzhwfcLOR8Aami]{Disguise kit}Asset for disguise tasks
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.fxntln2fSRKpMFyx]{Gravity regulator}Belt-mounted device that regulates gravity to 1G for wearer if within 0 G to 3 G conditions
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.MbgM9wBMTWCIXCqh]{Handheld scanner}Asset for identifying tasks
@UUID[Compendium.cyphersystem-compendium.vehicles.pTEJ1VrxrSVGteKY]{Hovercraft}Level 4
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.ZOz0Fit7uAvEjIPA]{Infiltrator}Asset for lockpicking tasks when used with electronic locks
@UUID[Compendium.cyphersystem-compendium.vehicles.vGpae1ESOw3hK4qY]{Jetpack}*Level 2
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.RpA2kZiwJAa7fRQM]{Stealthsuit}*Provides two assets for stealth tasks

Exorbitant Items

WeaponsNotes
@UUID[Compendium.cyphersystem-compendium.weapons-sci-fi.B0x6U0RnIp2EyEbV]{Blast cannon}*10 points of damage, very long range, requires a tripod and two people to operate
ArmorNotes
@UUID[Compendium.cyphersystem-compendium.armor-sci-fi.LOwyfbM0bAlLrBc0]{Force field}*Not armor, offers +1 to Armor; once used, must be recharged for several hours
Other ItemsNotes
@UUID[Compendium.cyphersystem-compendium.vehicles.8CtlFUIKlZpteVG3]{Luxury hovercar}*Level 4
@UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.0WiWAbNWXRypYxjh]{Robot servant}Level 3
@UUID[Compendium.cyphersystem-compendium.vehicles.rPjVFxfdapjErMwt]{Small spaceship}Level 4

Science Fiction Artifacts

Artifacts in a science fiction game can be strange relics from an unknown alien source or tech items that aren’t yet widely available. In a galactic setting, for example, it’s easy to imagine that innovations or specialized items might not have spread everywhere.

@UUID[Compendium.cyphersystem-compendium.artifacts-sci-fi.aV9zEHENEDgFu5r9]{Amber casement} @UUID[Compendium.cyphersystem-compendium.artifacts-sci-fi.BrWNyEr0tRbOkOW9]{Metabolism bud} @UUID[Compendium.cyphersystem-compendium.artifacts-sci-fi.dMU5JjdzGh2xYJHe]{Mind imager} @UUID[Compendium.cyphersystem-compendium.artifacts-sci-fi.HbWQ65yTcCT5kRZ9]{Psychic crystal} @UUID[Compendium.cyphersystem-compendium.artifacts-sci-fi.4sk825DOsE6oE9d3]{Repair sphere}

Starships

Here are a few sample starship types:

StarshipLevelCrewWeapon Systems
@UUID[Compendium.cyphersystem-compendium.starships.f14c7pV1Cc89BEgg]{Fighter}111
@UUID[Compendium.cyphersystem-compendium.starships.1QmIZUO93276WVip]{Interceptor}211
@UUID[Compendium.cyphersystem-compendium.starships.RsHhdbOFUEkKCJUW]{Freighter}3 (4 for defense)41
@UUID[Compendium.cyphersystem-compendium.starships.rrkSDY696W28w7T6]{Frigate}4204
@UUID[Compendium.cyphersystem-compendium.starships.2Cuo9MpDalEzoM6i]{Cruiser}4255
@UUID[Compendium.cyphersystem-compendium.starships.SbCnPYjsEaR4YeMr]{Battleship}101,00036

“Crew” indicates the minimum number of people needed to operate the ship. Many ships can carry more passengers. “Weapon Systems” indicates the maximum number of different enemies the ship can target at once—but only one attack per target in any circumstance.

Since it’s frighteningly easy to die in a space battle if your ship is destroyed, most ships have escape pods. Even fighter craft have ejection systems that put the pilot out into space in an environment suit. In other words, GMs should try to give PCs a way out of immediately dying if they get on the wrong end of a space battle.

Effects of Gravity

In a hard science fiction game, variable effects of gravity can’t be waved away by tech that simulates normal gravity on spacecraft, space stations, and other worlds. Instead, it’s an issue people must overcome.

Short-Term Microgravity Exposure: People new to low gravity might get space sickness. Newcomers must succeed on a difficulty 3 Might task or suffer mild nausea for about two to four days, during which time all their tasks are hindered. A few unlucky travelers (usually those who roll a 1 or otherwise face a GM intrusion) are almost completely incapacitated, and find all tasks hindered by three steps.

Long-Term Microgravity Exposure: Long-term exposure to microgravity environments without medical interventions degrades health. How long one spends in such conditions is directly relevant. The GM may assign long-term penalties to PCs if the situation warrants it, though the use of advanced space medicine, proper exercise, and recommended steroids and other hormones can avoid these complications.

Low Gravity: Weapons that rely on weight, such as all heavy weapons, inflict 2 fewer points of damage (dealing a minimum of 1 point). Short-range weapons can reach to long range, and long-range weapons can reach to very long range. Characters trained in low-gravity maneuvering ignore the damage penalty.

High Gravity: It’s hard to make effective attacks when the pull of gravity is very strong. Attacks (and all physical actions) made in high gravity are hindered. Ranges in high gravity are reduced by one category (very-long-range weapons reach only to long range, long-range weapons reach only to short range, and
short-range weapons reach only to immediate range). Characters trained in high-gravity maneuvering ignore the change in difficulty but not the range decreases.

Zero Gravity: It’s hard to maneuver in an environment without gravity. Attacks (and all physical actions) made in zero gravity are hindered. Short-range weapons can reach to long range, and long-range weapons can reach to very-long range.

Effects of Vacuum

Vacuum is lethal. There’s no air to breathe, and the lack of pressure causes havoc on an organic body. An unprotected character moves one step down the damage track each round. However, at the point where they should die, they instead fall unconscious and remain so for about a minute. If they are rescued during that time, they can be revived. If not, they die.

Traveling the Solar System and Orbital Mechanics

In a hard science fiction setting, you might be interested in evoking the reality of travel times between colonies on planets and moons in the solar system. Even so, plotting a course between locations in the solar system isn’t simple, because everything is always moving with respect to everything else. You could determine exactly how long a trip would take with some internet research. Or you could just evoke the effect of orbital mechanics and varying accelerations on interplanetary travel. Use the Interplanetary Travel Table to do so. For a trip between locations not directly compared, add up the destinations in between. The travel times assume a nuclear plasma engine of a kind already being tested today (but better), a steady thrust toward the destination, and an equally long and steady braking thrust over the last half of the trip before orbit insertion. Such propulsion systems can change velocity and sustain thrust for days at a time, which reduces bone loss, muscle atrophy, and other long-term effects of low gravity.

Regardless, the travel times between distant locations bring home one thing: space is big and lonely.

Interplanetary Travel

OriginDestination

Travel Time Using Nuclear Plasma Engine

Earth/MoonMars20 + 1d20 days
MarsAsteroid belt30 + 1d20 days
Asteroid beltJupiter and its moons30 + 1d20 days
JupiterSaturn and its moons60 + 1d20 days
SaturnUranus90 + 1d20 days

Science Fiction Species Descriptors

In a science fiction setting, some GMs may want to offer alien species or androids, who are mechanically different from humans, as options for player characters. This can be accomplished by using descriptors. Two examples are below.

Artificially Intelligent

You are a machine—not just a sentient machine, but a sapient one. Your awareness might make you an exception, or there may be many like you, depending on the setting.

Artificially intelligent characters have machine minds of one type or another. This can involve an advanced computer brain, but it could also be a liquid computer, a quantum computer, or a network of smart dust particles creating an ambient intelligence. You might even have been an organic creature whose mind was uploaded into a machine.

Your body, of course, is also a machine. Most people refer to you as a robot or an android, although you know neither term describes you very well, as you are as free-willed and free-thinking as they are.

You gain the following characteristics:

Superintelligent: +4 to your Intellect Pool.

Artificial Body: +3 to your Might Pool and your Speed Pool.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.dj8fjpgMOatRRWFZ]{Shell}: +1 to Armor.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.j6odWezQciXppynQ]{Limited Recovery}: Resting restores points only to your Intellect Pool, not to your Might Pool or your Speed Pool.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.63ZJmNraEqS6lzdp]{Mechanics, Not Medicines}: Conventional healing methods, including the vast majority of restorative devices and medicines, do not restore points to any of your Pools. You can recover points to your Intellect Pool only by resting, and you can recover points to your Speed and Might Pools only through repair. The difficulty of the repair task is equal to the number of points of damage sustained, to a maximum of 10. Repairing your Might and Speed Pools are always two different tasks.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.71sJhRICcDy0WjiA]{Machine Vulnerabilities and Invulnerabilities}: Damaging effects and other threats that rely on an organic system—poison, disease, cell disruption, and so on—have no effect on you. Neither do beneficial drugs or other effects. Conversely, things that normally affect only inorganic or inanimate objects can affect you, as can effects that disrupt machines.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.nXs4KTo14JKXZN8f]{Uncanny Valley}: You have a hard time relating to organic beings, and they don’t react well to you. All positive interaction tasks with such beings are hindered by two steps.

Quintar

You are a quintar from the planet Quint. You are basically humanoid but taller, thinner, and blue skinned. Your hands end in three very long fingers. Quintar have five genders, but all quintar prefer to be addressed as female when communicating with more binary species. Human emotions and sexuality fascinate them, but not because they don’t have such concepts—quintar emotions and sexuality are just very different from those of humans. In general, quintar are more cerebral than other species, valuing knowledge over all else.

Quint is relatively Earthlike, with slightly less gravity but a slightly denser atmosphere.

You gain the following characteristics:

Cerebral: +4 to your Intellect Pool.

Skill: You are trained in one type of knowledge task of your choice.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.gmnozVrQsZBTxj9A]{Skill}: Quintar fascination with human behavior eases all interaction rolls (pleasant or not) with humans.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.4gFg0DiIdWm3w9ol]{Difficult Rest}: Quintar subtract 2 from all recovery rolls (minimum 1).

","markdown":""},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"ownership":{"default":-1},"flags":{}},{"sort":593750,"name":"Genre: Horror","type":"text","_id":"L90rsf6J1WHnk7rN","title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"

Although it’s very likely a subset of the modern genre, horror as a genre gets special treatment. Unlike the other genres, horror doesn’t necessarily suggest a setting. Any setting can be horrific. Horror is more of a style. An approach. A mood.

You could easily have horror in other times and settings, but for our purposes, we’ll deal with a default setting in the modern day. The PCs are probably normal people, not secret agents or special investigators (although being a part of a secret agency that deals with monsters in the shadows could make for a fine horror game).

Suggested types and additional equipment for a horror setting are the same as in a modern setting.

Consent

Horror games allow us to explore some pretty dark topics from the safety of our own game tables. But before you do that, make sure everyone around your table is okay with that. Find out what your players will find “good uncomfortable,” which is something that makes us squirm in our seats in a great horror movie, and “bad uncomfortable,” which is something that actually makes a player feel nauseated, unsafe, or offended. Being scared can be fun, but being sickened isn’t.

Consider the age and maturity of everyone in the game, perhaps in terms of the movie rating system. Tell the players what you think the game you’re running would be rated. If everyone’s okay with an R rating, then fine. You can have a spooky game that’s on the level of a kids’ movie rated G—more like Scooby-Doo than Saw, in other words. A PG rating might be right for a game that’s more creepy than horrific, with ghosts and spooky noises but not axe-wielding maniacs.

The different ratings suggest different kinds of content for your game. Finding a dead body is horrible, but watching someone get decapitated is something else entirely. Getting chased around by an alien that wants to eat you is one thing, but having it gestate and burst out of your own intestines is another. You need to know where the line is for everyone participating, and you need to know it right from the beginning.

For more information and advice on safe ways to address consent issues in your game, read the free Consent in Gaming PDF at myMCG.info/consent

Basic Creatures and NPCs for a Horror Game

@UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.WJgPGUcSUrR4Ssuu]{Businessperson} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.ZT13lzcl6dsvg8HX]{Cat} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.GNrvq56bsnlHgKeW]{Clerk} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.JZbErZ6hAgtHrgim]{Dog} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.5XdCwL3VyqhHBNqN]{Dog, vicious} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.N0XlAnno5dMItCmN]{Groundskeeper/caretaker} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.rvju0MPnEwNsg9Pr]{Man in Black} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.qLFrfE0E9w6BcG48]{Rat} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.T39Cl27TWeR8jVsZ]{Tarantula}

Horror Artifacts

Most of the time, a horror artifact will be something really weird—an ancient tome of forbidden necromancy, an alien device that humans can barely understand, and so forth. They are often unique items rather than one of a type. Horror artifacts should probably come with a risk, such as a built-in cost, a drawback, or something else that makes using them another way to heighten the tension of the game. Several examples are below.

@UUID[Compendium.cyphersystem-compendium.artifacts-horror.irCnETBwvUwp12PH]{Book of inversion} @UUID[Compendium.cyphersystem-compendium.artifacts-horror.WcrjZgKzg5VzkFVJ]{Shadow box} @UUID[Compendium.cyphersystem-compendium.artifacts-horror.sCTeJvOcviKd5GjN]{Sphere 23}

Optional Rule: Shock

When the PCs encounter something shocking, many times the most realistic response is to scream, stand in abject horror, or run. That might not be the smartest thing to do in the situation, but it’s genuine. What would your accountant do if they saw an axe-wielding maniac coming at them? Let’s face it, unless they truly steeled themselves with all their will, they’d probably scream and run.

When a PC encounters something horrific, utterly disgusting, dreadful, impossible, or otherwise shocking, call for an Intellect defense roll based on the level of the creature involved, or simply an appropriate level as decided by the GM (see the Shock Levels table). Failure might mean that for one round, the player loses control of the character, and the GM decides what the PC does next. This usually means that the character runs, screams, gibbers, stares slack-jawed, or just does nothing. However, GMs should welcome player input into this situation. The point is to portray that when we’re shocked, we don’t always react in the best way, the smartest way, or even the way we want to. Fear is a powerful thing.

Alternatively, failure on the Intellect defense roll might mean that the character suffers Intellect damage equal to the level of the defense task. This indicates an overall toll that numerous shocks and horrors can have on a person. You might have a situation where a character literally dies of fright.

Shock Levels

EventLevel
Something unexpected darts or jumps out1
Something suddenly moves just out of the corner of the eye2
A sudden loud noise (like a scream)2
Unexpectedly seeing a corpse2
Watching someone die3
Seeing something impossible (like an inanimate object sliding across the floor)4
Watching a friend die5
Seeing a monstrous creatureCreature level
Witnessing something supernatural (like a spell)5
Seeing something mind-bending (like an impossible, multidimensional demigod coalescing out of thin air)8

Optional Rule: Horror Mode

For horror games, GMs can implement a rule called Horror Mode. The idea is to create a feeling of escalating dread and menace by changing one die roll mechanic. In the game, things begin as normal. The PCs interact with each other and the NPCs, investigate, research, travel, and so on. But when they enter the haunted house, the serial killer gets close, the elder things beneath the earth awaken, or whatever horrific situation planned by the GM begins, things change. At this time, the GM announces that the game has gone into Horror Mode.

This is a key for the players (not the characters) to recognize that things are getting bad. It’s the RPG equivalent of spooky music beginning to play in a horror film. While in Horror Mode, the rules for GM intrusions governed by die rolls change. Normally this happens only on a roll of 1, but when Horror Mode starts, it becomes a roll of 1 or 2. And then it escalates. As time passes, GM intrusions happen on a roll of 1 to 3, then a roll of 1 to 4, and so on. This potentially means that a die roll in Horror Mode can indicate success in a task and still trigger a GM intrusion.

As the intrusion range changes with each escalation, the GM should announce this to the players. The feeling of rising tension should be dramatic and overt.

Escalation Rate

ActivityIntrusion Range Increases by 1
Exploring a large areaEvery time a new intrusion is indicated by a die roll
ExploringEvery ten minutes or every time a new intrusion is indicated by a die roll
CombatEach round

For example, while the PCs are exploring a dark swamp (a large area), the game goes into Horror Mode and intrusions are indicated on a 1 or 2. During this exploration, one of the players rolls a 2. Not only is there an intrusion, but now the range escalates to 1, 2, or 3. The character is almost dragged into a spot of quicksand-like muck. Then the PCs find an old abandoned house in the middle of the swamp. They enter, and now the escalation rate goes up if they roll a 1, 2, or 3, or every ten minutes that passes in the game. They explore the house for twenty minutes (escalating intrusions to 1 to 5), and during the investigation of the kitchen, someone rolls a 3, triggering an intrusion. A cabinet opens mysteriously and a strangely carved clay pot falls, striking the character. This also escalates the intrusion rate, so they now occur on a roll of 1 to 6. When the PCs reach the attic, they encounter the dreaded swamp slayer, a half man, half beast that thrives on blood. It attacks, and now the range goes up during each round of combat. After four rounds of fighting, intrusions happen on a roll of 1 to 10—half the time. Things are getting dicey, and they’re only going to get worse.

When the GM announces that Horror Mode has ended, the GM intrusion rate goes back to normal, happening only on a roll of 1 or when the GM awards XP.

Horror Mode is a very “meta” rule. It gives players knowledge that their characters don’t have. This is similar to how the viewers of a horror movie or readers of a horror story often know more than the characters on the screen or page. It heightens the tension. Players can express the start of Horror Mode by having their characters talk about goosebumps or a feeling of being watched, but this is not necessary.

Using GM Intrusions in Horror Mode

With the GM intrusions coming fast and furious toward the end of Horror Mode, it’s easy to run out of ideas. In combat, intrusions might just mean that the monster or villain gets a surprise extra attack or inflicts more damage. Perhaps a PC is thrown to the ground or nearer to the edge of a cliff. If the characters are running away, one might trip and fall. If the PCs are exploring, a bookcase topples, potentially hitting someone. Think of all the similar moments you’ve seen in horror films.

Sometimes, if the GM prefers, the GM intrusion can simply be something frightening, like a moan or a whisper. These aren’t dangerous to the PCs, but they escalate the tension and indicate that something bad is getting closer.

In fact, while in Horror Mode, GMs should mostly refrain from doing anything bad, ominous, or dangerous unless it’s an intrusion (either from a die roll or through the awarding of XP). In a horror game, GM intrusions are an indication that things are bad and getting worse, and whenever possible, the GM should allow the Horror Mode escalation to drive the action. This makes the GM more of a slave to the dice than in other Cypher System situations, but that’s okay.

Consider this example. The PCs have tracked something that is probably committing a series of horrific murders to an old factory. They enter the building to explore. The GM knows where the creature is hiding in the factory, but decides that it doesn’t become aware of the characters until an intrusion is indicated. The only clue the PCs have is a mysterious noise off in the darkness. The creature doesn’t move toward them until another GM intrusion occurs. Now they hear something dragging across the factory floor, coming closer. But it’s not until a third intrusion occurs that the creature lunges out from behind an old machine at the PC who rolled the die.

In some ways, the status quo doesn’t change until an intrusion happens. This could be seen as limiting the GM and the need for pacing, but remember that the GM can still have an intrusion occur anytime they desire, in addition to waiting for the low die rolls.

GMs may want to limit the number of intrusions to no more than one per round, no matter what the dice indicate, but that should be based on the situation.

Optional Rule: Madness

Having characters descend into madness is an interesting facet of some kinds of horror and can make long-term horror campaigns more interesting. The easiest way to portray blows to a character’s sanity is through Intellect damage. When PCs encounter something shocking, as described above, they always take Intellect damage. If they would normally move one step down the damage track due to the damage, they instead immediately regain points (equal to 1d6 + their tier) in their Intellect Pools but lose 1 point from their maximums in that Pool. Characters whose maximum Intellect Pools reach 0 go insane. They lose their current descriptor and adopt the Mad descriptor, regain 1d6 + tier points to their Intellect Pools, and gain +1 to their Intellect Edge. If they ever reach a permanent Intellect Pool maximum of 0 again, they go stark raving mad and are no longer playable.

Intellect Edge offers an interesting means to portray a character who is knowledgeable (and perhaps even powerful in terms of mental abilities) yet mentally fragile. A character with a low Intellect Pool but a high Intellect Edge can perform Intellect actions well (since Edge is very helpful) but is still vulnerable to Intellect damage (where Edge is of no help).

Since Cypher System games are meant to be story based, players should recognize that the degrading sanity of their character is part of the story. A player who feels that their character is going mad can talk to the GM, and the two of them can work out the means to portray that—perhaps by using the Mad descriptor, permanently trading up to 4 points from their Intellect Pool to gain +1 to their Intellect Edge, or anything else that seems appropriate. Mental disorders, manias, psychopathy, schizophrenia, or simple phobias can be added to a character’s traits, but they don’t need to be quantified in game statistics or die rolls. They’re simply part of the character.

Inabilities in personal interaction or any area requiring focus might be appropriate, perhaps allowing the PC to gain training in weird lore or forbidden knowledge. Or maybe the opposite is true—as the character’s mind slowly slips away, they become oddly compelled or can obsessively focus on a single task for indefinite periods, and thus they gain training in that topic or skill. These kinds of changes could be balanced with inabilities, such as being unable to remember important details.

As another way to represent madness, the GM could hinder Intellect-based tasks that would be considered routine, such as “remembering your friends and family” or “caring what happens to your best friend” or “stopping yourself from injecting a mysterious substance into your veins.” These routine tasks normally have a difficulty of 0, but for a PC who has lost their mind, they might have a difficulty of 1, 2, or even higher. Now the character must make rolls to do even those simple things.

","markdown":""},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"ownership":{"default":-1},"flags":{}},{"sort":596875,"name":"Genre: Romance","type":"text","_id":"pd2PrHViZ1edOZ7f","title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"

Like horror, romance doesn’t automatically suggest a setting. It is more of a mood, or more specifically an approach, to how the game is played. It suggests an emphasis, at least somewhat, on relationships, interactions, and connections.

Suggested types and additional equipment for a romance setting are the same as in a modern setting.

Consent and Boundaries

You must get consent to cover these topics in a game ahead of time—you don’t want to make people uncomfortable. Everyone involved also needs to learn everyone else’s boundaries. Someone might not want any part of a romance scene, while others are okay talking about emotional connections but not anything sexual.

Obviously, all of this is doubly important if age is a consideration. If there are younger players involved, romance probably shouldn’t go beyond a fairly chaste kiss. (You’ll find that kids are sometimes more open to romance in their games than adults, but only because their understanding of the topic is understandably pretty shallow. A kid player might declare that a character is their boyfriend, but it doesn’t mean much. And for some adults, that may be the way they want to approach the subject as well.)

Lastly, recognize that there needs to be a clear boundary between the story and real life. Two characters having a relationship has no impact on real-life feelings of the players. Two characters in a game might be in a relationship while each player is in a relationship in the real world with someone else. And maybe they’re gaming at the same table! If a player can’t distinguish between in-game flirtation or words of endearment and real-world feelings, they shouldn’t be in a romance-focused game.

For more information and advice on safe ways to address consent issues in your game, read the free Consent in Gaming PDF at myMCG.info/consent

The Check-In

It’s vital that the GM and the players all check in with each other to make sure everyone’s still comfortable with what’s going on in the game. This is particularly important to maintain the boundary between emotions expressed in the story and how people feel in real life.

Basic Creatures and NPCs for a Romance Game

@UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.wIO0w2fxcBU0vHae]{Distrustful relative} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.rmzRpUzfdXpAnzUu]{Jealous ex} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.E7xImJCLVWwiIDre]{Nosy neighbor} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.ktWhiHHoothgvjOv]{The unattainable}

Optional Rule: Infatuation

When a PC is near someone they are infatuated with, particularly in the early stages of that infatuation, they must make an Intellect defense roll with a difficulty determined by the GM based on the situation (not on the level of the subject of the infatuation). Failure might mean that the character does or says something awkward or embarrassing either in an attempt to impress or when trying to hide the infatuation. Or it could mean that for one round, the player loses control of the character, and the GM decides what the PC does next, such as risk their own safety to help an endangered character. However, GMs should welcome player input into this situation. The point is to portray that when we’re distracted by the powerful feelings (and hormones) related to infatuation, we don’t always react in the best way, the smartest way, or even the way we want to.

Infatuation can happen whether the PC is attracted to an NPC or a PC.

Optional Rule: Relationship Levels

When a PC first establishes a relationship with a character (PC or NPC), the GM should assign the relationship a level. If there’s no connection at all, there is no relationship (level 0). Otherwise, the starting relationship is probably level 1. In certain circumstances, a relationship might start at level 2, indicating a far stronger initial connection than usual.

As play progresses, the PC can attempt to improve the level of the relationship, indicating a strengthening of the bond between the two characters. The requirements to improve the relationship are twofold. First, some story-based action needs to be taken. This can be dates, gifts, a meaningful speech, a pledge of commitment, some amount of self-sacrifice, or whatever the GM and the player feel is appropriate to the story and the level of the relationship. This action might require the PC to succeed at specific tasks (with appropriate rolls). For example, writing a love poem will require an Intellect-based task, while helping to retrieve a loved one’s cat from a tree might require a Speed-based task.

Second, the player must make an Intellect-based roll with the desired level of relationship as the difficulty (modified as the GM sees fit).

A relationship can be improved only one level at a time, and the GM and the player should work out an appropriate time interval. For relationships of levels 5 and above, multiple story-based actions and multiple rolls are almost certainly required.

It’s possible for relationship levels to be lopsided, such that the relationship from the point of view of one person is a different level than from the point of view of the other. This should be used sparingly, because it makes things far more complicated. In the case of polyamory, it is possible to have more than two people in a relationship, but even in these situations the connection between any two individuals should have its own level.

Relationship levels can go down as well as up. Neglect, carelessness, inappropriate emotional displays, lies, infidelity, and bungled wooing attempts can all potentially lower a relationship level. This is entirely in the judgment of the GM, although a lowered relationship level is very likely an appropriate use of a GM intrusion.

Relationship levels indicate the strength of the bond and thus help dictate an NPC’s actions in regard to a PC. An NPC in a level 5 relationship probably will be more generous and forgiving toward the PC than if the relationship was level 3 or 4. An NPC in a level 6 relationship or higher would likely give their partner most anything, even maybe sacrificing their own well-being or their life for them. (And people in a higher-level relationship certainly would.) Likewise, a relationship level can influence a PC’s actions. An Intellect defense roll with a difficulty equal to the relationship level might be appropriate if the PC wants to act against the best interests of their loved one, or if they must keep their cool and act normally when their loved one is in danger.

You can use this optional system in any genre, for any type of relationship, even platonic ones. If desired, the relationship level a PC has with an authority figure, a contact, a relative, or anyone else can be measured, improved, and decreased just as it can with a romantic relationship.

Romantic Relationship Levels

LevelRelationship
1First meeting. Interest or curiosity.
2A sense of connection above the norm. Strong physical attraction.
3Affection and a bond that will last longer than a single encounter.
4Serious affection. Almost certainly physical affection.
5A profession of love.
6A serious long-term commitment.
7A lifelong commitment.
8Soul mates.
9A love affair for the ages.
10A bond that transcends time and space.

Platonic Relationship Levels

LevelRelationship
1First meeting. Interest or curiosity.
2A sense of connection above the norm.
3A memorable connection. Indications of a mutually beneficial relationship possible.
4Real friendship.
5Deep friendship.
6Relationship akin to that of a close sibling.
7A pledge of complete partnership.
8Platonic soul mates. Something akin to a life-debt.
9A friendship for the ages.
10A bond that transcends time and space.
","markdown":""},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"ownership":{"default":-1},"flags":{}},{"sort":598438,"name":"Genre: Superheroes","type":"text","_id":"tIyemzsYdcYDslG1","title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"

Like horror, the superhero genre is really a subset of the modern genre with extensive special considerations. In many ways, it might appear that the Cypher System is a strange fit for superheroes. But if you think about it, with foci like Bears a Halo of Fire and Wears a Sheen of Ice, the Cypher System makes all genres a little bit “superhero-ish.” Character sentences might look like the following:

And so on.

Suggested Types for a Superhero Game

RoleType
Strong heroWarrior
Brawler heroWarrior with stealth flavor
Gadget heroExplorer with technology flavor
PilotExplorer with technology flavor
CharmerSpeaker
LeaderSpeaker with combat flavor
Shadowy vigilanteExplorer with stealth flavor
Scientist heroExplorer with skills and knowledge flavor
Energy-wielding heroAdept with combat flavor
WizardAdept
MentalistAdept
Psychic ninjaWarrior with magic flavor

Basic Creatures and NPCs for a Superhero Game

@UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.IpjzD88QqIABcv7A]{Bystander} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.krnLLagONJBbj1tE]{Genetically enhanced bruiser} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.sWc8DryN22cKTJyj]{Ninja} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.YHRSNEgzJeBCrWnC]{Robot minion} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.VSQt1EzpNhIwvCyA]{Scientist} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.SpaQv9sL1VWlrkLS]{Worker}

Additional Superhero Equipment

Suggested additional equipment is the same as in a modern setting. Keep in mind, however, that for many heroes, “equipment” can be superfluous. Where do you stash the flashlight and rope when all you’re wearing is spandex tights?

Optional Rule: Power Shifts

Superheroes can do things that other people cannot. They throw cars, blast through brick walls, leap onto speeding trains, and cobble together interdimensional gateways in a few hours. It’s tempting to say that such characters are stronger, faster, or smarter, so they should have higher Might, Speed, or Intellect Pools. However, simply bumping up stat Pools or Edge doesn’t fully represent this dramatic increase in power. Instead, consider using an optional rule called power shifts.

Under this rule, all superhero characters get five power shifts. Power shifts are like permanent levels of Effort that are always active. They don’t count toward a character’s maximum Effort use (nor do they count as skills or assets). They simply ease tasks that fall into specific categories, which include (but are not necessarily limited to) the following.

@UUID[Compendium.cyphersystem-compendium.power-shifts.QDAvfL2Xor2gc3DB]{Accuracy} @UUID[Compendium.cyphersystem-compendium.power-shifts.gxmRI0Oi1qlp8tgv]{Dexterity} @UUID[Compendium.cyphersystem-compendium.power-shifts.ge5eQ2UKcF71jfL5]{Healing} @UUID[Compendium.cyphersystem-compendium.power-shifts.RvPjtLHq2svYfhK8]{Intelligence} @UUID[Compendium.cyphersystem-compendium.power-shifts.ZcogTb12JEcKd8WK]{Power} @UUID[Compendium.cyphersystem-compendium.power-shifts.ClwsF2GBoWlGR9To]{Resilience} @UUID[Compendium.cyphersystem-compendium.power-shifts.qbOvGJVLVkDUC49X]{Single Attack} @UUID[Compendium.cyphersystem-compendium.power-shifts.uQLh67ISIUJ4O3bC]{Strength}

Each shift eases the task (except for shifts that affect damage or Armor, as specified in the list above). Applying 2 shifts eases the task by two steps, and applying 3 shifts eases the task by three steps.

A character assigns their five power shifts as desired, but most characters should not be allowed to assign more than three to any one category. Once the shifts are assigned, they should not change.

For example, a superstrong character might put three of their shifts into strength and the other two into resilience. Whenever they lift something heavy, smash through a wall, or throw an object, they ease the task by three steps before applying Effort, skill, or assets. Thus, all difficulties from 0 to 3 are routine for them. They smash through level 3 doors as if they don’t exist. As another example, a masked vigilante character with a utility belt full of gadgets and great acrobatic skills might put two shifts in dexterity, one in accuracy, one in intelligence, and one in healing. They’re not actually superpowered, just tough and well trained.

Some GMs will want to allow PCs to increase their power shifts. Having a character spend 10 XP to do so would probably be appropriate. Other GMs will want to run superhero games with PCs of greater or lesser power (cosmic-level heroes or street-level heroes, perhaps). In such cases, more or fewer power shifts should be granted to the PCs at the game’s start.

Superpowered NPCs and Power Shifts

NPC superheroes and villains get power shifts, too. Most of the time, this adds to their level. For example, Blast Star is a level 5 fiery villain who has three power shifts. When she blasts through a level 7 iron security door, she does so easily because in this circumstance, she’s actually level 8.

Sometimes, NPC power shifts make things harder for the PCs. For example, Fleetfoot the level 4 speedster puts all three of her shifts in dexterity. When she runs past a character who tries to grab her, the difficulty to do so is increased by three steps to 7.

Typical NPC supers get three power shifts. Exceptional ones usually have five.

Really Impossible Tasks

In superhero games, due to conventions of the genre, difficulty caps at 15 instead of 10. Difficulty 10 is labeled “impossible,” but that label is for regular folks. For superpowered characters, “impossible” means something different, thanks to power shifts.

Think of each difficulty above 10 as being one more step beyond impossible. Although a GM in another genre would say there’s no chance that a character could leap 100 feet (30 m) from one rooftop to another, in a superhero game, that might just be difficulty 11. Picking up a city bus isn’t something normal characters could do, but for a strong superhero, it might be difficulty 12.

In theory, NPCs in such a game can go up to level 15 as well. Levels above 10 represent opponents that only a superhero would consider taking on: a robot that’s 1,000 feet (300 m) tall (level 11); Galashal, Empress of Twelve Dimensions (level 14); or a space monster the size of the moon (level 15).

Superhero Artifacts

Supervillains build doomsday devices. Ancient artifacts present a threat to all humanity if in the wrong hands. Weird machines from alien dimensions offer solutions to unsolvable problems. Artifacts are an important part of superhero stories. A few examples are below.

@UUID[Compendium.cyphersystem-compendium.artifacts-superhero.2ENNMqilV1qoB35e]{Doctor Dread’s time portal} @UUID[Compendium.cyphersystem-compendium.artifacts-superhero.AvddNOp9tUWCqGOp]{Serum X} @UUID[Compendium.cyphersystem-compendium.artifacts-superhero.JYcfxA5RcffTX3Wl]{Stellarex crystal}

","markdown":""},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"ownership":{"default":-1},"flags":{}},{"sort":599219,"name":"Genre: Post-Apocalyptic","type":"text","_id":"ARG20fxwzr0OBZjH","title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"

Post-apocalyptic literature, movies, and games are a subgenre of science fiction that focuses on the dystopia that follows the fall of civilization. Strictly speaking, post-apocalyptic stories take place after the end of the world. At least, the end of the world for most people. Players take the role of the survivors (or their descendants) trying to persevere in the face of immense hardship. Popular post-apocalyptic scenarios include those set after nuclear war, in the aftermath of a zombie plague, in the months and years following an alien invasion, or after the environment collapses in the face of human overpopulation. Other ways the world could end include a massive meteorite strike, the long-awaited robot uprising, a powerful solar flare that burns out the world’s power grids and communications, or even something as prosaic as a global disease pandemic.

Suggested Types for a Post-Apocalyptic Game

RoleType
SurvivorExplorer with stealth flavor
HeavyWarrior
DealerSpeaker
TraderSpeaker with skills flavor
SageExplorer with knowledge flavor
EvolvedAdept

Basic Creatures and NPCs for a Post-Apocalyptic Game

@UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.31W9R0HQhQT0ic3A]{Crazy loner} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.6L693DIk5jmQu2Py]{Gamma snake} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.urAFJXaUkWY2R1zj]{Innocuous rodent} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.uCMNBacwXfuThw65]{Mongrel dog} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.WGftLKpoTVDfIKw2]{Survivor, sickened} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.GgfdjyikafYtuyTK]{Survivor, typical}

Additional Post-Apocalyptic Equipment

In a post-apocalyptic setting, the items on the Additional Modern Equipment table as well as the following items might be available in trade from other survivors, or in the rare trade town.

Inexpensive Items

WeaponsNotes
@UUID[Compendium.cyphersystem-compendium.weapons-post-apocalyptic.7M8uEI7cKT0UztUy]{Knife}Light weapon, rusty and worn
@UUID[Compendium.cyphersystem-compendium.weapons-post-apocalyptic.VJicMhUlVImuwl4N]{Light weapon}Light weapon (won’t last long)
@UUID[Compendium.cyphersystem-compendium.weapons-post-apocalyptic.erpmmOJulN96Afgr]{Wooden club}Light weapon
ArmorNotes
@UUID[Compendium.cyphersystem-compendium.armor-post-apocalyptic.WnIcqsOLyuyQKSpZ]{Animal hide}Light armor
@UUID[Compendium.cyphersystem-compendium.armor-post-apocalyptic.Hv5mU9dKhfQJA76Q]{Light armor}Light armor, smell hinders stealth tasks
Other ItemsNotes
@UUID[Compendium.cyphersystem-compendium.equipment-post-apocalyptic.dmnJTSnJv4ZqQmVg]{Candle}
@UUID[Compendium.cyphersystem-compendium.equipment-post-apocalyptic.cY37Ff6ca1bxDXtp]{Plastic bag}Useful and ubiquitous (won’t last long)

Moderately Priced Items

WeaponsNotes
@UUID[Compendium.cyphersystem-compendium.weapons-post-apocalyptic.PasipD1tIBSjGd9h]{Handaxe}Light weapon
@UUID[Compendium.cyphersystem-compendium.weapons-post-apocalyptic.Z2P8uHd0D7sdFFNx]{Knife, multipurpose}Light weapon, asset to small repair tasks
Other ItemsNotes
@UUID[Compendium.cyphersystem-compendium.equipment-post-apocalyptic.g7ZsP8QRo5xMCDTc]{Gas mask}Breathable air for four hours
@UUID[Compendium.cyphersystem-compendium.equipment-post-apocalyptic.GAclXwNftLTjeFAf]{Padlock with keys}
@UUID[Compendium.cyphersystem-compendium.equipment-post-apocalyptic.0vFrABenylbBi3yw]{Portable lamp, solar}

Expensive Items

Other ItemsNotes
@UUID[Compendium.cyphersystem-compendium.equipment-post-apocalyptic.1j2c4v8TaLTVzmcZ]{Radiation detector}
@UUID[Compendium.cyphersystem-compendium.equipment-post-apocalyptic.cGUAvAFO5b83snP2]{Nightvision goggles}
@UUID[Compendium.cyphersystem-compendium.equipment-post-apocalyptic.862NWqhznbgLC5AG]{Radiation tent}Prevents radiation damage for three days
@UUID[Compendium.cyphersystem-compendium.equipment-post-apocalyptic.s23m8lRUYCXNthKZ]{Radiation pill (pack of 5)}Asset for defense tasks against radiation effects for twelve hours

Scavenging

Characters in a post-apocalyptic setting must usually spend part of each day scavenging for supplies or a place of safety.

Food and Shelter: Generally speaking, characters must spend two to four hours searching through the rubble and ruins before succeeding. Finding enough food for a group of characters to eat for one day is a difficulty 5 Intellect task. Finding a place of relative safety to regroup and rest is also difficulty 5. Characters who succeed on either one of these also get to roll up to once each day on the Useful Stuff table and three times on the Junk table.

Found food often takes the form of canned, processed, dried, or otherwise preserved goods from before the apocalypse, but sometimes it includes fresh fruits and vegetables found growing wild or cultivated by other survivors. Safe places to hole up include homes, RVs, offices, apartments, or any location that can be secured and defended and isn’t radioactive, poisoned, or overrun with hostile creatures.

The difficulty of succeeding at finding food, water, and a safe place varies by location and by how many days the characters have already spent in one location. Each week the PCs spend at the same location hinders subsequent scavenging tasks and requires that they succeed on a new task to determine if the place they’re staying is still safe. The result of failing to find food and water is obvious. If the PCs fail at the task of finding (or keeping) a safe place, their presence is noticed by hostile forces, or they face a result from the Wasteland Threats table.

Useful Stuff: Food, water, and a safe place to rest are the most important finds, and are the basis of each scavenging task. But other obviously useful stuff is often found along with these basic requirements. When a group of characters successfully finds either food and water or a safe place, consult the Useful Stuff table up to once per day. If it’s the first day the PCs have searched in a particular area, each character might find something useful, but in succeeding days, a group normally gets only a single roll to find useful stuff.

Useful stuff also includes a “loot” entry. Loot includes collectible coins from before the apocalypse, such as silver dollars and gold eagles. It also includes jewelry and artwork that survived the disaster and related material that can be used as currency or barter when the characters find other survivors or arrive at a trade town.

Items found on the Useful Stuff table are generally expensive or exorbitant items (except for firearms, which start in the expensive category).

Junk: Characters who find food and water also find lots of junk. They are free to ignore that junk, but some PCs might have a use for what they find, especially those with the Scavenges focus. All characters gain up to three results on the Junk table each time they successfully scavenge for food or a safe place to stay. Sometimes junk can be fixed, but more often it can be disassembled and used as parts to create something else.

Useful Stuff

d100Item Found
01–10Tools (provide an asset to tasks related to repair and crafting)
11–20Medicine (provides an asset to one healing-related task)
21–25Binoculars
26–35

Chocolate bar or similarly sought-after candy or snack

36–45Textbook (provides an asset to a knowledge-related task)
46–50Coffee or tea
51–55Gun or rifle with ten shells or bullets
56–60Flashlight
61–65Loot
66–70Gasoline (2d6 × 10 gallons)
71–75Batteries
76–80Functioning vehicle (sedan, pickup, motorcycle, etc.)
81–85Generator
86–90MRE cache (food and water for six people for 1d6 weeks)
91–95Ammunition cache (100 shells or bullets for 1d6 different weapons)
96–97Helpful stranger (level 1d6 + 2, stays with the PCs for a week or two)
98–99Cypher (in addition to any other cyphers the GM awards)
00Artifact (in addition to any other artifacts the GM awards)

Junk

d6Item Found
1

Electronic junk (stereo, DVD/Blu-ray player, smartphone, electric fan, printer, router, etc.)

2Plastic junk (lawn furniture, baby seat, simple toys, inflatable pool, etc.)
3Dangerous junk (paint, rat poison, solvents, industrial chemicals, etc.)
4Metallic junk (car bodies, old playsets, grills, empty barrels, frying pan, etc.)
5Glass junk (vases, windows, bowls, decorative pieces, etc.)
6Textile junk (coats, pants, shirts, bathing suits, blankets, rugs, etc.)

Post-Apocalyptic Artifacts

Artifacts in a post-apocalyptic game include still-working technology from before the disaster that is not widely available, as well as cobbled-together pieces of tech that can weaponize previously prosaic items. If the apocalypse was related to some kind of alien invasion, artifacts would include even stranger items.

@UUID[Compendium.cyphersystem-compendium.artifacts-post-apocalyptic.RCr7oVmh9Lhk9jHG]{Autodoc} @UUID[Compendium.cyphersystem-compendium.artifacts-post-apocalyptic.54P9fzXQjgpQT1gZ]{Enviroscanner} @UUID[Compendium.cyphersystem-compendium.artifacts-post-apocalyptic.xGGPXV5UufPD4m5F]{Military exoskeleton} @UUID[Compendium.cyphersystem-compendium.artifacts-post-apocalyptic.T82EmpHsb9cNyyPX]{Rocket fist} @UUID[Compendium.cyphersystem-compendium.artifacts-post-apocalyptic.rQg6ztpLMylwK5RB]{Rocket-propelled grenade} @UUID[Compendium.cyphersystem-compendium.artifacts-post-apocalyptic.lQDbPJOz1VYXe54s]{Terahertz scanner}

Post-Apocalyptic Species Descriptors

In a post-apocalyptic setting, some GMs may want to offer species affected by the disaster.

Morlock

You have lived your life deep underground in artificial bunkers, hidden from the world’s destruction and the brutal scavengers that live above. As a morlock, you have a keen mind for the technology salvaged from the before-time. In fact, every morlock comes of age by fitting a piece of morlock technology to its body to provide enhancement and extend its life. This means that you are part flesh and part machine. Your skin is as pale as milk, except where it’s been replaced with strips of metal and glowing circuits.

You gain the following characteristics:

Enhanced Intelligence: +2 to your Intellect Pool.

Cyborg Body: +2 to your Might Pool and your Speed Pool.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.Td605GMSP4TqfliK]{Partially Metallic}: +1 to Armor.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.2X7nKuAiBRfFgUiS]{Repair and Maintenance}: As an entity of living flesh and humming machinery, you must first succeed on a difficulty 2 repair task before making a recovery roll. On a failure, the recovery roll is not used; however, the normal rules for retrying apply, and you must use Effort on a new roll if you wish to try again. In addition to the normal options for using Effort, you can choose to use Effort to heal additional points to your Pools (each level of Effort healing an additional 2 points to your Pools if you succeed).

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.64yLvSVOIqtV8IvT]{Morlock Prejudice}: While among non-morlocks, all positive interaction tasks are hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. The PCs found you in a collapsed subterranean tunnel.

  2. The other PCs encountered you exploring underground, and you convinced them to allow you to accompany them.

  3. You were exiled from the morlock communities and needed help on the surface.

  4. The only way to save the morlock community you hail from is to venture to the surface and find a mechanical part needed to repair a failing ancient system.

Roach

You are born of a species of evolved insects once called “cockroach,” but that is far in the past. Radiation and forced evolution have radically increased your size, shape, and ability to think. Your exoskeleton mimics the shape of a human being, though not perfectly. When you move about human society, shadows and cloaks are your ally if you wish to pass unnoticed. When those of your kind are discovered, it usually goes poorly for someone. You, however, have a wandering spirit and seek to explore the fallen world and find a new way forward.

You gain the following characteristics:

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.vNOlLQDmc53SXZ0B]{Scuttler}: Your Speed Edge increases by 1.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.GsDnTWDfehGuhsQS]{Sense by Scent}: You can sense your environment even in total darkness.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.8OYU2L2128I1PE9m]{Cling}: You can move an immediate distance each round on walls or clinging to the ceiling.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.LD2sREknTpeCQErE]{Carapace}: +1 to Armor.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.gEBLiYb25Mpx65Eo]{Glide}: You can extend small wings from your carapace that grant an asset in jumping tasks and allow you to fall up to a short distance without taking damage.

@UUID[Compendium.cyphersystem-compendium.basic-skills.DraIKUQRw8KrnC4o]{Skill}: You are trained in disguise tasks.

@UUID[Compendium.cyphersystem-compendium.inabilities.PeQrx8tfHEDrOlW6]{Inability}: You are susceptible to disease and poison. Defense rolls against disease or poison are hindered.

@UUID[Compendium.cyphersystem-compendium.inabilities.P42u9vKoBQjOtUbE]{Inability}: You mimic a human, but you are not as fierce. Tasks involving combat— including attack and defense rolls—are hindered.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.soRZpGrbrjyyBHpW]{Insect Prejudice}: While among non-roaches, all positive interaction tasks are hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. The PCs didn’t realize what you were when they asked for your help.

  2. You’ve managed to hide your roach ancestry so well that everyone thinks you are like them.

  3. You are the last of your kind.

  4. You have a secret agenda, and the PCs were gullible enough to let you come along.

","markdown":""},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"ownership":{"default":-1},"flags":{}},{"sort":599610,"name":"Genre: Fairy Tale","type":"text","_id":"BW4rWFL1jsU98e0B","title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"

The genre of fairy tales is a wide one, crossing into almost every culture and encompassing everything from early oral stories passed down from generation to generation to the more modern literary fairy tale. What makes something a fairy tale? While there’s a great deal of discussion around that question, most have a number of things in common: a series of far-fetched events; fantastical beings such as talking animals, elves, goblins, mermaids, witches, and dragons; and objects that have magical elements.

One of the powers of a fairy tale—or a game set in a fairy tale-inspired setting—is its ability to create a sense of wonder and to evoke players’ imaginations while still allowing them to keep one foot in the known. The very settings themselves are both enchanted and somehow familiar, whether the characters are entering a magical woods, falling down a rabbit hole, or embarking on a voyage to Neverland. Those beasts and beings who stalk such places are equally wondrous, and offer fantastic starting points for any number of adventures.

To heighten the sense of wonder in a fairy tale adventure or campaign, a GM might consider presenting the game in a modern setting. In a modern setting, characters have regular jobs that don’t normally involve hunting goblins or helping talking fish solve puzzles. This means that when the moths take shape and become the cloak of a princess of summer come to beg a favor or steal a child, or the house grows legs and runs away one morning, the player characters will be rightfully amazed (and perhaps somewhat terrified).

Nature of Faerie

Faerie (also called by many other names) is a dimension of magic separate from but closely parallel to the mundane world. It doesn’t matter whether Faerie is just a collective term for thousands of separate curled-up dimensions hidden in corners, in closets, or at the center of forests, or it’s one continuous realm that overlaps the real world where it’s thinnest. It’s a place those with open hearts can find by following a way between tall trees (or looming library shelves) to a realm where everything is different. Where elves walk, nymphs dance, unicorns gallop, and both natural growths and built structures become vast and enchanting.

Humans don’t tend to do well in such a world if they stay too long, as the sensory input is hard on the nervous system. But fey creatures depend on it, like plants to the light. A fey creature too long cut off from its land of origin (or its stream, hill, or burrow) slowly becomes mortal and then dies.

When a fey creature is cut by silvered or cold iron weapons, they temporarily lose the sustaining benefit of their connection to Faerie. This severed connection usually disrupts a fey creature’s ability to heal. A silvered weapon is one that contains silver as part of an alloying process, has silver inlay, or has been coated in a dusting of silver powder (which usually lasts only through a single fight). In truth, many items in the modern era are cold-forged, while many others are not. We suggest that any hand-forged item containing iron could be considered a cold-forged weapon for harming fey creatures. Thus, most bullets and other modern items wouldn’t be treated as cold iron by this definition, but some would fit the bill.

Basic Creatures and NPCs for a Fairy Tale Game

Most fey creatures of level 2 or higher regain 1 point of health per round, unless wounded by silvered or cold iron weapons.

@UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.JULnmDMPODWwSgyT]{Angry ants} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.VK2Iv9hH0ITqmvV9]{Erlking} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.PS7RVxRlUxllwCky]{Faerie} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.ijRly8phWTeUIy8r]{Feral tree} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.UXvVjQMo4BRwi2Ef]{Nymph} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.BJOh1w5ZImYrdKuM]{Pixie} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.2v0CeAw0V9Hql9iL]{Razorblade butterflies} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.NVjNYB0ApximA7Kn]{Talking cat} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.LZB001qKeGrqUyMZ]{Troll}

Fairy Tale Artifacts

Artifacts in a fantasy setting and magic items in other games focused on fantasy would also be suitable for a fairy tale setting. However, every fairy tale artifact should come with a quirk that sets it apart from a simple “wand of fire” or similar item. Come up with your own or roll a quirk on the table below.

d10Quirk
1Is sometimes invisible.
2Cries like a baby if jostled.
3Becomes cold as ice to the touch and emits cold vapor when danger threatens.
4Contains a secret compartment that invariably holds a chunk of rock broken from what might be a strange jade sculpture.
5Also serves as a key to some magically locked doors and chests.
6Bites owner with tiny teeth if jostled, dealing 1 point of damage.
7Always muttering and complaining, though useful warnings and other information can sometimes be gained.
8Jealous of any other manifest cyphers, artifacts, or beautiful objects in the wielder’s life.
9The “painting” of a princess of summer on the object sometimes leaves it, robbing the artifact of power.
10Causes flowers to grow wherever it is stored or set down.
","markdown":""},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"ownership":{"default":-1},"flags":{}},{"sort":599805,"name":"Genre: Historical","type":"text","_id":"hdLllcWxZ4VdDhlr","title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"

Setting your campaign in World War 2, the Renaissance, or the 1930s can be fun and interesting. However, setting it in ancient Greece or feudal Japan, for example, probably makes it more like fantasy without all the orcs and magic (although a game set in feudal Japan with orcs and magic could be fascinating).

One of the draws of playing in a historical adventure is the thrill of “being there” when something important happens. Thus, in many cases, historical adventures in RPGs shouldn’t be designed as campaigns, but instead serve as short-term experiences where players try something new, or at least something they don’t normally do: play as figures involved in a momentous historical event.

Historical games should take cues from the closely related areas of historical fiction and historical re-enactment. The lessons of great historical fiction include the following.

The GM should anchor the characters with problems or conflicts that connect them to the chosen time period; make sure that PC backgrounds contain one relevant detail to the chosen historical setting.

The GM shouldn’t fall into the trap of assuming that history was drab just because it is often presented along with old paintings, drawings, or blurred black-and-white photographs. Dramatic events, surprising twists, and unexpected situations are just as likely in a historical adventure as in any other kind.

What’s the point of a historical adventure if there is no suspense? Sure, everyone knows what happens at the end of any given historical battle, but the stories of individuals within those fights are not known. Will they live? Will they succeed in their mission? And what are the consequences? Think of all the war movies that rely on that exact latitude to tell great stories.

Make sure you know when the campaign ends. Maybe it’s when the PCs successfully accomplish a specific task, but it might be externally timed to when a historical event takes place, whether they are attempting to offer aid, thwart it, or merely be aware of it as they attempt to do something that history hasn’t recorded.

Don’t create more than you need to. Be ready to tell the PCs what they see and who they encounter when they are introduced to a historical location or person, but don’t worry about things that they likely will never see. Yes, figure out what kind of currency is used, but making a super-accurate list of prices just isn’t necessary; the players will take your word for the cost of items and many other details. You’re evoking a historical setting with your game, not writing a book report.

Be wary about stereotypes and cultural misappropriation. History, as they say, is written by the victors. The ancient Greeks wrote that other cultures were all barbaric, and the European settlers called the natives in North America savages, but that doesn’t mean it’s true. If all you know about a time period is a movie set in that period, you’ll have a skewed version of events and culture. Be willing to go deeper than Braveheart or The Last Samurai, or maybe choose a different genre.

Running a Historical Game

Preparation is important in a historical game, and most of that entails choosing a historical period—or a specific historical event—as the setting. Given that all of history can serve, you won’t lack for resources. Below are a few possibilities. Of course, the farther back you set your game, the less information on specific events is available. On the other hand, that frees you up to get creative.

Once you choose the historical period and any special events you want to include in your adventure or campaign, direct your players to an appropriate set of foci. Alternately, you can have your players play as historically significant figures, but if you do this, you may want to create their characters ahead of time. Most GMs will probably want to save historically significant individuals for use as NPCs.

The players will need some kind of grounding in what to expect in the time period you’ve chosen. Just like they need an idea of what magic can do in a fantasy game, they will need a general idea of what kind of technology is available, the broad strokes of what their characters might know and not know, and so on. Maybe have them read a Wikipedia entry, at the very least.

If you’re looking for inspiration for time periods in which to set your historical game, here are some possible ideas: prehistory, classical antiquity, ancient Egypt, the American revolution, ancient China, World War II, Edo Period Japan, Medieval Europe, and the American Old West.

Suggested Types for a Historical Game

RoleType
Constable (or night watchman)Explorer with combat flavor
DetectiveExplorer with stealth flavor and skills and knowledge flavor
KnightWarrior
PirateExplorer with stealth flavor
TutorSpeaker
MerchantSpeaker with skills and knowledge flavor
SmithSpeaker with some warrior abilities and skills and knowledge flavor
PlaywrightSpeaker
NobleSpeaker with skills and knowledge flavor
ExplorerExplorer
PriestSpeaker

Basic Creatures and NPCs for a Historical Game

@UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.ZT13lzcl6dsvg8HX]{Cat} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.MwSOqh6IDnwKis8b]{Dodo} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.JZbErZ6hAgtHrgim]{Dog} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.vmvgLdR7JKdsukCW]{Dog, guard} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.61EndqAjZ2ZZZuS9]{Horse} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.8AhrSmfhARlAahxp]{Merchant} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.HKcVbxx1xGOpyVk4]{Noble} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.qLFrfE0E9w6BcG48]{Rat} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.Ax77ZEkAA3XJBPaA]{Serf} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.PXVS2kwvslh30lBB]{Snake, poisonous} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.vhGua32GarGCzLGv]{Warhorse}

Historical Artifacts

The concept of artifacts is probably inappropriate for a historical setting without some kind of supernatural, fantastical, or science fiction element. That said, objects of mystery such as the Antikythera mechanism (an ancient analog computer and orrery used to predict eclipses and other astronomical positions) reveal that the ancient world—and by extension more recent historical periods—contained fascinating and useful objects that were anachronistic for their period. Most such artifacts were likely the creations of philosophers, lone geniuses, and similar figures.

","markdown":""},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"ownership":{"default":-1},"flags":{}},{"sort":599903,"name":"Creatures and NPCs","type":"text","_id":"ljjovWdF2f0UgQ4l","title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"

This chapter describes many common and uncommon creatures that the characters might meet—and fight—in a Cypher System game and gives their stats. The variety of creatures that populate the possible settings and genres is so great that this chapter only scratches the surface. It does, however, provide examples of kinds of inhabitants—bestial and civilized, living and undead, organic and inorganic—so that you can easily extrapolate and create your own.

Understanding the Listings

Every creature is presented by name, followed by a standard template that includes the following categories.

Level: Like the difficulty of a task, each creature and NPC has a level attached to it. You use the level to determine the target number a PC must reach to attack or defend against the opponent. In each entry, the difficulty number for the creature or NPC is listed in parentheses after its level. As shown on the following table, the target number is three times the level.

LevelTarget Number
13
26
39
412
515
618
721
824
927
1030

Description: Following the name of the creature or NPC is a general description of its appearance, nature, intelligence, or background.

Motive: This entry is a way to help the GM understand what a creature or NPC wants. Every creature or person wants something, even if it’s just to be left alone.

Environment: This entry describes whether the creature tends to be solitary or travel in groups and what kind of terrain it inhabits (such as “They travel in packs through dry wastes and temperate lowlands”).

Health: A creature’s target number is usually also its health, which is the amount of damage it can sustain before it is dead or incapacitated. For easy reference, the entries always list a creature’s health, even when it’s the normal amount for a creature of its level.

Damage Inflicted: Generally, when creatures hit in combat, they inflict their level in damage regardless of the form of attack. Some inflict more or less or have a special modifier to damage. Intelligent NPCs often use weapons, but this is more a flavor issue than a mechanical one. In other words, it doesn’t matter if a level 3 foe uses a sword or claws—it deals the same damage if it hits. The entries always specify the amount of damage inflicted, even if it’s the normal amount for a creature of its level.

Armor: This is the creature’s Armor value. Sometimes the number represents physical armor, and other times it represents natural protection. This entry doesn’t appear in the game stats if a creature has no Armor.

Movement: Movement determines how far the creature can move in a single turn. Creatures have movements of immediate, short, long, or very long, which equate to the ranges of the same name. Most PCs have an effective movement of short, so if they are chasing (or being chased by) a creature with immediate movement, their Speed tasks are eased; if the creature’s movement is long or greater, the PCs’ Speed tasks are hindered.

Modifications: Use these default numbers when a creature’s information says to use a different target number. For example, a level 4 creature might say “defends as level 5,” which means PCs attacking it must roll a target number of 15 (for difficulty 5) instead of 12 (for difficulty 4). In special circumstances, some creatures have other modifications, but these are almost always specific to their level.

Combat: This entry gives advice on using the creature in combat, such as “This creature uses ambushes and hit-and-run tactics.” At the end of the combat listing, you’ll also find any special abilities, such as immunities, poisons, and healing skills. GMs should be logical about a creature’s reaction to a particular action or attack by a PC. For example, a mechanical creation is immune to normal diseases, a character can’t poison a being of energy (at least, not with a conventional poison), and so on.

Interaction: This entry gives advice on using the creature in interactions, such as “These creatures are willing to talk but respond poorly to threats,” or “This creature is an animal and acts like an animal.”

Use: This entry gives the GM suggestions for how to use the creature in a game session. It might provide general notes or specific adventure ideas.

Loot: This entry indicates what the PCs might gain if they take items from their fallen foes (or trade with or trick them). It doesn’t appear in the game stats if the creature has no loot.

GM Intrusion: This optional entry in the stats suggests a way to use GM intrusion in an encounter with the creature. It’s just one possible idea of many, and the GM is encouraged to come up with their own uses of the game mechanic.

Creatures

@UUID[Compendium.cyphersystem-compendium.creatures.GcRpFtcOQDpGvU4H]{Abomination} @UUID[Compendium.cyphersystem-compendium.creatures.17NSMk419kHRvwoP]{Chimera} @UUID[Compendium.cyphersystem-compendium.creatures.Ds2TiPhzGcBio6uy]{Chronophage} @UUID[Compendium.cyphersystem-compendium.creatures.6XzVLD44cRlhPIfO]{Deep one} @UUID[Compendium.cyphersystem-compendium.creatures.dEUcFhzvuB3ufhv5]{Deinonychus} @UUID[Compendium.cyphersystem-compendium.creatures.0NEyK7k8eNvN9oRt]{Demigod} @UUID[Compendium.cyphersystem-compendium.creatures.C2tRCVUtCl1OEb7M]{Demon} @UUID[Compendium.cyphersystem-compendium.creatures.Z4Y7VaCkpXbCZ2yy]{Devil} @UUID[Compendium.cyphersystem-compendium.creatures.D25NNlnriTPYwXvl]{Djinni} @UUID[Compendium.cyphersystem-compendium.creatures.huhkLDlDaru359Bf]{Dragon} @UUID[Compendium.cyphersystem-compendium.creatures.li1H57vGnKM9EY61]{Earth elemental} @UUID[Compendium.cyphersystem-compendium.creatures.WcxUomm2dqg2s2mU]{Enthraller} @UUID[Compendium.cyphersystem-compendium.creatures.p5ugVxzZFUe8r2To]{Fallen angel} @UUID[Compendium.cyphersystem-compendium.creatures.W7lOvxxSkcShe4Y9]{Fire elemental} @UUID[Compendium.cyphersystem-compendium.creatures.CbyPd1QoYjZGISN9]{Fusion hound} @UUID[Compendium.cyphersystem-compendium.creatures.02LotzBPq6hZTu2N]{Ghost} @UUID[Compendium.cyphersystem-compendium.creatures.92AH6pnL8Mknw6ok]{Ghoul} @UUID[Compendium.cyphersystem-compendium.creatures.gc0tYELtVAJRfFL6]{Giant} @UUID[Compendium.cyphersystem-compendium.creatures.U508Iiym5DOrLbCP]{Giant rat} @UUID[Compendium.cyphersystem-compendium.creatures.G1R1ESjuGxTJ7VwN]{Giant snake} @UUID[Compendium.cyphersystem-compendium.creatures.PlHlqDlwByGRX8T3]{Giant spider} @UUID[Compendium.cyphersystem-compendium.creatures.StSE44DNprZ4X4t8]{Goblin} @UUID[Compendium.cyphersystem-compendium.creatures.nBJ1PaZw7VugehNT]{Golem} @UUID[Compendium.cyphersystem-compendium.creatures.v5KdQP0xAVsoznyE]{Grey} @UUID[Compendium.cyphersystem-compendium.creatures.gDdZYUFdqZhmK3Oc]{Kaiju} @UUID[Compendium.cyphersystem-compendium.creatures.Iyx0QTRTuHLwr2g4]{Killer clown} @UUID[Compendium.cyphersystem-compendium.creatures.m9Hqr0shnpvRfgiF]{Killing white light} @UUID[Compendium.cyphersystem-compendium.creatures.EX0RBWZzdGetaDK9]{Mechanical soldier} @UUID[Compendium.cyphersystem-compendium.creatures.LkiVCVe5HhMi8Hc8]{Mi-go} @UUID[Compendium.cyphersystem-compendium.creatures.ZLDxtrbI1te50O1k]{Mokuren} @UUID[Compendium.cyphersystem-compendium.creatures.2BTNWIpNjjd696xa]{Nuppeppo} @UUID[Compendium.cyphersystem-compendium.creatures.Jo0ULIISkFpZDV85]{Ogre} @UUID[Compendium.cyphersystem-compendium.creatures.obJAuUihAMdRF9j2]{Orc} @UUID[Compendium.cyphersystem-compendium.creatures.KrHZmg9AKHxbGRnk]{Prince(ss) of summer} @UUID[Compendium.cyphersystem-compendium.creatures.axcyoROutmXNdzNk]{Puppet tree} @UUID[Compendium.cyphersystem-compendium.creatures.qT2StUmJ4FDfS2Ji]{Ravage bear} @UUID[Compendium.cyphersystem-compendium.creatures.n54pC87T2nULqbCJ]{Replicant} @UUID[Compendium.cyphersystem-compendium.creatures.qB1fv8beRDJG465z]{Shadow elf} @UUID[Compendium.cyphersystem-compendium.creatures.MQI4Poo9zZKrgKhc]{Skeleton} @UUID[Compendium.cyphersystem-compendium.creatures.nkAvknrgByU2kBSn]{Statue, animate} @UUID[Compendium.cyphersystem-compendium.creatures.E7LZFxUVnPeXLIgX]{Tyrannosaurus rex} @UUID[Compendium.cyphersystem-compendium.creatures.37pnRQFiOHt47hFP]{Vampire} @UUID[Compendium.cyphersystem-compendium.creatures.PIJ3eSbmYUGztjb1]{Vampire, transitional} @UUID[Compendium.cyphersystem-compendium.creatures.QFTQJ4Z4kmHVr23P]{Vat reject} @UUID[Compendium.cyphersystem-compendium.creatures.WsWJRqBjUW1WO1Wp]{Wardroid} @UUID[Compendium.cyphersystem-compendium.creatures.3jAoNYaS0CHUjkqS]{Werewolf} @UUID[Compendium.cyphersystem-compendium.creatures.2nv7KEvkNXsUOykU]{Witch} @UUID[Compendium.cyphersystem-compendium.creatures.Ziw2e08pt2Fc8vHz]{Xenoparasite} @UUID[Compendium.cyphersystem-compendium.creatures.dWvlzVDxmAUQxT7s]{Zombie}

Normal Animals

Unlike many creatures in this chapter, normal animals are simple and understandable enough to be encapsulated by just their level and maybe one or two other stats.

@UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.p7RwEbxxv74Xy0NP]{Bear, black} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.3NRZdgMZXVcEsqWl]{Bear, grizzly} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.JZbErZ6hAgtHrgim]{Dog} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.vmvgLdR7JKdsukCW]{Dog, guard} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.pNEII8Wup8xjZfuA]{Hawk} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.61EndqAjZ2ZZZuS9]{Horse} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.qLFrfE0E9w6BcG48]{Rat} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.RxtZyeRliCY3v9In]{Rattlesnake}

NPCs

The NPCs in this chapter are generic examples of nonplayer characters that can be used in many genres.

Reskinning NPCs: GMs will find that with a few tweaks, a guard can be a modern-day cop, a fantasy caravan guard, or a science fiction drone soldier. This is known as reskinning—making slight changes to existing stats to customize the NPC for your own game.

Health, Not Pools: Remember that NPCs don’t have stat Pools. Instead, they have a characteristic called health. When an NPC takes damage of any kind, the amount is subtracted from its health. Unless described otherwise, an NPC’s health is always equal to its target number. Some NPCs might have special reactions to or defenses against attacks that would normally deal Speed damage or Intellect damage, but unless the NPC’s description specifically explains this, assume that all damage is subtracted from the NPC’s health.

Appropriate Weapons: NPCs use weapons appropriate to their situation, which might be swords and crossbows, knives and shotguns, malefic psychic weapons, blasters and grenades, and so on.

@UUID[Compendium.cyphersystem-compendium.npcs.rnq3fP5XVmqEmZWG]{Assassin} @UUID[Compendium.cyphersystem-compendium.npcs.IXoOu0XGctC51WFn]{Cannibal} @UUID[Compendium.cyphersystem-compendium.npcs.jZT0TZAHaKkZ8kGv]{Crime boss} @UUID[Compendium.cyphersystem-compendium.npcs.17FhJIqwNpdkCE3Q]{Detective} @UUID[Compendium.cyphersystem-compendium.npcs.vamqtdZeooEZTvVA]{Guard} @UUID[Compendium.cyphersystem-compendium.npcs.mIkMohVYFvaiNwZB]{Occultist} @UUID[Compendium.cyphersystem-compendium.npcs.SMQHtX6tTqzNShpA]{Secret agent} @UUID[Compendium.cyphersystem-compendium.npcs.dxKy262U5XR9IQdV]{Thug} @UUID[Compendium.cyphersystem-compendium.npcs.T49YQrtaJRk1stLD]{Wizard, mighty}

","markdown":""},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"ownership":{"default":-1},"flags":{}},{"sort":599952,"name":"Cyphers","type":"text","_id":"xLSayIO5g61IGlUa","title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"

Cyphers are one-use abilities that characters gain over the course of play. They have cool powers that can heal, make attacks, ease or hinder task rolls, or (in a more supernatural and extreme example) produce effects such as nullifying gravity or turning something invisible.

Most cyphers aren’t physical objects—just something useful that happens right when you need it. They might be a burst of insight that allows a character to make a perfectly executed attack, a lucky guess when using a computer terminal, a coincidental distraction that gives you an advantage against an NPC, or a supernatural entity that makes things work out in your favor. In some games, cyphers come in the form of items, like magic potions or bits of alien technology.

Cyphers that don’t have a physical form are called subtle cyphers.

Cyphers that have a physical form are called manifest cyphers.

Regardless of their form, cyphers are single-use effects and are always consumed when used. Unless a cypher’s description says otherwise, it works only for the character who activates it. For example, a PC can’t use an enduring shield cypher on a friend.

Cyphers are a game mechanic designed for frequent discovery and use. PCs can have only a small number of cyphers at any given time, and since they’re always finding more, they’re encouraged to use them at a steady pace.

In theory, the cyphers gained by the PCs are determined randomly. However, the GM can allow PCs to acquire or find them intentionally as well. Cyphers are gained with such regularity that the PCs should feel that they can use them freely. There will always be more, and they’ll have different benefits. This means that in gameplay, cyphers are less like gear or treasure and more like character abilities that the players don’t choose. This leads to fun game moments where a player can say “Well, I’ve got an X that might help in this situation,” and X is always different. X might be an intuitive understanding of the local computer network, a favor from the Faerie Court, an explosive device, a short-range teleporter, or a force field. It might be a powerful magnet or a prayer that will cure disease. It could be anything. Cyphers keep the game fresh and interesting. Over time, characters can learn how to safely carry more and more cyphers at the same time, so cyphers really do seem more like abilities and less like gear.

“Carry” in this sense refers to both subtle cyphers and manifest cyphers, though a PC may not actually carry anything that physically represents the cypher. A character thrown into prison without their equipment might still have subtle cyphers.

Cyphers don’t have to be used to make room for new ones. For subtle cyphers, a character can just use an action to “lose” the cypher, freeing up space to “find” one later (once a subtle cypher is discarded this way, it is gone and can’t be recovered). For manifest cyphers, it’s perfectly acceptable for the PCs to stash one elsewhere for later use; of course, that doesn’t mean it will still be there when they return.

Why Cyphers?

Cyphers are (not surprisingly, based on the name) the heart of the Cypher System. This is because characters in this game have some abilities that rarely or never change and can always be counted on—pretty much like in all games—and they have some abilities that are ever-changing and inject a great deal of variability in play. They are the major reason why no Cypher System game session should ever be dull or feel just like the last session. This week your character can solve the problem by walking through walls, but last time it was because you could create an explosion that could level a city block.

The Cypher System, then, is one where PC abilities are fluid, with the GM and the players both having a role in their choice, their assignment, and their use. Although many things separate the game system from others, this aspect makes it unique, because cyphers recognize the importance and value of two things:

  1. “Treasure,” because character abilities make the game fun and exciting. In fact, in the early days of roleplaying, treasure (usually in the form of magic items found in dungeons) was really the only customization of characters that existed. One of the drives to go out and have adventures is so you can discover cool new things that help you when you go on even more adventures. This is true in many RPGs, but in the Cypher System, it’s built right into the game’s core.

  2. Letting the GM have a hand in determining PC abilities makes the game move more smoothly. Some GMs prefer to roll cyphers randomly, but some do not. For example, giving the PCs a cypher that will allow them to teleport far away might be a secret adventure seed placed by a forward-thinking GM. Because the GM has an idea of where the story is going, they can use cyphers to help guide the path. Alternatively, if the GM is open to it, they can give out cyphers that enable the characters to take a more proactive role (such as teleporting anywhere they want). Perhaps most important, they can do these things without worrying about the long-term ramifications of the ability. A device that lets you teleport multiple times might really mess up the game over the long term. But once? That’s just fun.

Cypher Limits

All characters have a maximum number of cyphers they can have at any one time, determined by their type. If a character ever attempts to carry more, random cyphers instantly disappear until the PC has a number of cyphers equal to their maximum (depending on the genre of the campaign, subtle cyphers may be more or less likely to vanish this way). These vanished cyphers are not recoverable.

Subtle Cyphers

Subtle (nonphysical) cyphers are a way to introduce cyphers into a game without overt “powered stuff”—no potions, alien crystals, or anything of that nature. They’re most useful, perhaps, in a modern or horror setting without obvious fantasy elements. Subtle cyphers are more like the inherent abilities PCs have, adding boosts to Edge, recovering points from Pools, coming up with ideas, and so on. In general, these are commonplace, non-supernatural effects—a subtle cypher wouldn’t create a laser beam or allow a character to walk through a wall. They don’t break the fragile bubble of believability in genres where flashy powers and abilities don’t make a lot of sense.

Subtle cyphers are particularly nice in a genre where the PCs are supposed to be normal people. The cyphers can simply be an expression of innate capabilities in characters that aren’t always dependable. And in many ways, that’s probably more realistic than an ability you can count on with certainty, because in real life, some days you can jump over a fence, and some days you just can’t.

Concepts for subtle cyphers include the following:

Good fortune: Once in a while, things just go your way. You’re in the right place at the right time.

Inspirations: Sometimes you get inspired to do something you’ve never done before and might not be able to do again. Call it adrenaline mixed with the right motivation, or just doing the right thing at the right place at the right time. Who can really define it? Life’s funny that way.

Alien concepts: Complex and utterly inhuman memes enter our world and worm their way into and out of human consciousness. When this happens, it can cause mental distress and disorientation. It can also grant impossible abilities and advantages.

Blessings: In a fantasy world, there are nine gods. Each morning, all intelligent residents of the world pray to one of the gods, and some of the faithful gain a divine blessing. Some people believe that praying to different gods gives you different blessings.

Earworms: You know how some songs pop into your head and just won’t leave? There’s a power to those songs, and the right people know how to harness it. Make the songs disturbing or reminiscent of evil chants, and you’ve got a perfect cypher concept for a horror campaign.

Mysterious transmissions: What’s that buzzing? That mechanical chittering? Those numbers repeating over and over? And why can only some people hear it? A few who are aware of the sounds have learned how to make use of them.

Supernatural powers: Mental or mystical energies constantly shift and change, ebb and flow. But you’ve figured out how to attune your mind to them. There are no physical actions or paraphernalia required—just an inner conduit to the numinous.

Discovering Subtle Cyphers

Since subtle cyphers aren’t physical objects, GMs will need to figure out when to give PCs new ones to replace the ones they have used. The cyphers probably shouldn’t be tied to actions entirely under the characters’ control—in other words, they shouldn’t come as a result of meditation or anything of that nature. Instead, the GM should choose significant points in the story when new cyphers might simply come unbidden to the PCs. In the broader view, this is no different than manifest cyphers placed as treasure in a creature’s lair, a secret cache, or somewhere else for the characters to find. Either way, the GM is picking good spots to “refill” potentially used cypher-based abilities.

Subtle cyphers are often found in groups of one to six (the GM can roll 1d6 to determine the number). The GM might randomly assign the cyphers to each PC who has space for more, or present a selection of cyphers to the group and allow the players to choose which ones they want for their characters. Characters should immediately know what their subtle cyphers do. If a PC activates a healing subtle cypher when they think it’s something to help pick a lock, that’s a waste of a useful character ability.

PCs might be able to obtain subtle cyphers from NPCs or in unusual circumstances as gifts, boons, or blessings, even asking for a particular kind of subtle cypher, such as healing, protection, or skill. For example, PCs who make a donation at a temple of a healing goddess could ask to receive a blessing (subtle cypher) that allows them to speak a healing prayer that restores points to one of their Pools. An NPC wizard who owes the PCs a favor might cast a spell on them that deflects one weapon if they say a magic word. An alien pylon might grant knowledge of a strange mental code that lets a person see in the dark for a few hours.

A PC can also acquire a new subtle cypher by spending 1 XP on one of the following player intrusions:

General cypher: You ask the GM for a general subtle cypher, such as “healing,” “movement,” “defense,” or perhaps something as specific as “flight.” The GM gives you a cypher that meets that description and randomly determines its level. If you don’t have space for this cypher, you immediately lose one of your current cyphers (your choice) and the new cypher takes its place.

Specific cypher: You ask the GM for a specific subtle cypher (such as a curative or stim) of a specific level. Make an Intellect roll with a difficulty equal to the cypher’s level plus 1. If you have had this cypher before, the task is eased. If you fail the roll, you do not gain a cypher. If you succeed, the GM gives you that subtle cypher at that level. If you don’t have space for this new cypher, you immediately lose one of your current cyphers (your choice) and the new cypher takes its place. Whether or not you succeed at the roll, the 1 XP is spent.

Manifest Cyphers

Because manifest cyphers are physical objects, and people are familiar with the idea of finding “treasure” as part of playing an RPG, these kinds of cyphers are easy to get into the hands of the PCs. They are often found in groups of one to six (the GM can roll 1d6 to determine the number), usually because the characters are searching for them. They might be among the possessions of a fallen foe, hidden in a secret room, or scattered amid the wreckage of a crashed starship. The GM can prepare a list ahead of time of what successful searchers find. Sometimes this list is random, and sometimes there is logic behind it. For example, a warlock’s laboratory might contain four different magic potions that the PCs can find.

If the characters search for cyphers, the GM sets the difficulty of the task. It is usually 3 or 4, and scavenging can take fifteen minutes to an hour.

Scavenging is not the only way to obtain manifest cyphers. They can also be given as gifts, traded with merchants, or sometimes purchased in a shop.

Unlike subtle cyphers, characters don’t automatically know what manifest cyphers do. Once the PCs find a manifest cypher, identifying it is a separate task, based on Intellect and modified by knowledge of the topic at hand. In a fantasy setting, that knowledge would probably be magic, but in a science fiction setting, it might be technology. The GM sets the difficulty of the task, but it is usually 1 or 2. Thus, even the smallest amount of knowledge means that cypher identification is automatic. The process takes one to ten minutes. If the PCs can’t identify a cypher, they can bring it to an expert for identification and perhaps trade, if desired.

Manifest Cyphers Duplicating Subtle Cyphers

Lots of overlap exists between what subtle cyphers and manifest cyphers can do. Nearly anything that can be explained as a subtle cypher can just as easily be a magic item, scientific device, or other manifest object. A bit of luck that helps you sneak (a subtle cypher) and a potion that helps you sneak (a manifest cypher) do the exact same thing for a character. One advantage of manifest cyphers is that characters can easily trade them to each other or sell them to NPCs. On the other hand, manifest cyphers can be dropped or stolen, and subtle cyphers can’t.

It’s fine if the GM decides to include both kinds of cyphers in the same game. A horror game could begin with the PCs as normal people with subtle cyphers, but as time goes on, they find one-use spells in occult tomes, weird potions, and bone dust that has strange powers.

Using Cyphers

The action to use a cypher is Intellect based unless described otherwise or logic suggests otherwise. For example, throwing an explosive might be Speed based because the device is physical and not really technical, but using a ray emitter is Intellect based.

Because cyphers are single-use items, cyphers used to make attacks can never be used with the Spray or Arc Spray abilities that some characters might have. They are never treated as rapid-fire weapons.

Identified manifest cyphers can be used automatically. Once a manifest cypher is activated, if it has an ongoing effect, that effect applies only to the character who activated the cypher. A PC can’t activate a cypher and then hand it to another character to reap the benefits.

A character can attempt to use a manifest cypher that has not been identified; this is usually an Intellect task using the cypher’s level. Failure might mean that the PC can’t figure out how to use the cypher or that they use it incorrectly (GM’s discretion). Of course, even if the PC activates the unidentified cypher, they have no idea what its effect will be.

Cyphers are meant to be used regularly and often. If PCs are hoarding or saving their cyphers, feel free to give them a reason to put the cyphers into play.

Cypher Levels and Effects

All cyphers have a level and an effect. The level sometimes determines an aspect of the cypher’s power (how much damage it inflicts, for example) but otherwise it only determines the general efficacy, the way level works with any object. The Level entry for a cypher is usually a die roll, sometimes with a modifier, such as 1d6 or 1d6 + 4. The GM can roll to determine the cypher’s level, or can allow the player to roll when they receive the cypher.

Normal and Fantastic Effects

Cypher effects fall into two categories: normal and fantastic. Normal effects are things that could reasonably happen or be explained in the normal physical world we’re familiar with. Fantastic effects are things that can’t. A normal person could hit a target 240 feet (73 m) away with a football, quickly get over a cold, run across a tightrope, or multiply two two-digit numbers in their head. These tasks are difficult, but possible. A normal person can’t throw an armored car, regrow a severed arm, create a robot out of thin air, or control gravity with their mind. These tasks are impossible according to the world as we know it. Cypher effects are either normal (possible) or fantastic (impossible according to the world as we know it).

Normal cypher effects should be available to PCs regardless of the genre of your game. It’s perfectly reasonable for a modern, fantasy, horror, science fiction, or superhero PC to have a cypher that gives them a one-use bonus on an attack or skill task, lets them take a quick breather to recover a few points in a Pool, or helps them focus their will to avoid distractions or fatigue.

Fantastic cypher effects should be limited to games where magic, technology, or other factors stretch the definition of “impossible.” A cypher that turns a corpse into a zombie is out of place in a non-fantastic modern game, but is perfectly reasonable for a fantasy, science fiction, or superhero game, or even a horror game where zombies exist, as long as the GM decides there is an appropriate story explanation for it. The zombie cypher might be a necromantic spell in a fantasy or superhero game, a code that activates a swarm of nanobots in a science fiction game, or a virus in a horror game. The rules categorize some cypher effects as fantastic to help the GM decide whether to exclude cyphers that don’t fit the game they’re running. For example, it is appropriate for a GM running a zombie horror survival game set in 1990s Georgia to allow the zombie-creating cypher but not a teleportation cypher, because creating a zombie is a fantastic effect that fits the setting and teleportation isn’t.

Fantastic cyphers can be subtle or manifest.

Optional Rule: Normal Cyphers Duplicating Fantastic Effects

If the GM and players are willing to stretch their imaginations a bit, it’s possible to include some fantastic cypher effects in a game where only normal cypher effects should exist, even if the PCs are only using subtle cyphers. The player using the cypher just needs to come up with a practical, realistic explanation for how the fantastic result occurred (perhaps with a much shorter or reduced effect than what’s described in the cypher text).

For example, a PC with a phase changer who is trapped in a prison cell could say that instead of physically phasing through the wall, using the cypher means they find a long-forgotten secret door connected to a narrow hallway leading to safety. A PC with a fire detonation could say they notice a can of paint thinner in the room, kick it over, and throw a table lamp into the spill, creating a spark and a momentary burst of harmful flames. A PC with a monoblade could say they spot structural flaws in an opponent’s armor, allowing them to attack for the rest of that combat in such a way that the foe’s Armor doesn’t count.

These interpretations of fantastic cyphers in a non-fantastic setting require player ingenuity and GM willingness to embrace creative solutions (similar to players using player intrusions to make a change in the game world). The GM always has the right to veto the explanation for the fantastic effect, allowing the player to choose a different action instead of using the fantastic cypher.

Manifest Cypher Forms

None of the manifest cyphers in this chapter have a stated physical form. The entries don’t tell you if something is a potion, a pill, or a device you hold in your hands because that sort of detail varies greatly from genre to genre. Are they magic? Are they tech? Are they symbiotic creatures with programmed DNA? That’s up to the GM. It’s flavor, not mechanics. It’s as important or unimportant as the style of an NPC’s hair or the color of the car the bad guys are driving. In other words, it’s the kind of thing that is important in a roleplaying game, but at the same time doesn’t actually change anything (and RPGs have a lot of things like that, if you think about it).

A manifest cypher’s physical form can be anything at all, but there are some obvious choices based on genre. The GM can design a setting that uses just one type—for example, a magical world where all cyphers are potions made by faeries. Or they can use many types, perhaps mixing them from different genres. Some suggestions include the following.

Fantasy/Fairy Tale: Potions, scrolls, runeplates, tattoos, charms, powders, crystals, books with words of power.

Modern/Romance: Drugs (injections, pills, inhalants), viruses, smartphone apps.

Science Fiction/Post-Apocalyptic: Drugs (injections, pills, inhalants), computer programs, crystals, gadgets, viruses, biological implants, mechanical implants, nanotechnological injections.

Horror: Burrowing worms or insects, pages from forbidden books, horrific images.

Superhero: Forms from all the other genres.

Cypher Tables

@UUID[Compendium.cyphersystem-compendium.cypher-roll-tables.Bn74yPIGZJTwA9yO]{Manifest Cypher Table} @UUID[Compendium.cyphersystem-compendium.cypher-roll-tables.yXkmPLGNM6UH5nkx]{Subtle Cypher Table} @UUID[Compendium.cyphersystem-compendium.cypher-roll-tables.tAjYZpL0GKkROZpR]{Fantastic Cypher Table}

A Listing of Various Cyphers

All cyphers in this section may be manifest cyphers. It is the GM’s discretion whether a particular cypher can be a subtle cypher, and that decision usually depends on the setting. (The tables indicating subtle, manifest, and fantastic cyphers are just suggestions for a typical campaign setting.)

@UUID[Compendium.cyphersystem-compendium.cyphers.nB8zfVWuIB1VvHGl]{Adhesion} @UUID[Compendium.cyphersystem-compendium.cyphers.gXzG3cEX6b15T7fh]{Age taker} @UUID[Compendium.cyphersystem-compendium.cyphers.ss48CDstie5AjXsb]{Analeptic} @UUID[Compendium.cyphersystem-compendium.cyphers.kgft4WfHxO9r06wb]{Antivenom} @UUID[Compendium.cyphersystem-compendium.cyphers.KZ2X27pebWbEvQXQ]{Armor reinforcer} @UUID[Compendium.cyphersystem-compendium.cyphers.uqL6JmysWKztajSP]{Attractor} @UUID[Compendium.cyphersystem-compendium.cyphers.FfAhElBEyjyd4E17]{Banishing} @UUID[Compendium.cyphersystem-compendium.cyphers.bxWMBr5i7Lfxid9Q]{Best tool} @UUID[Compendium.cyphersystem-compendium.cyphers.dymzqQ69RJGT8TEs]{Blackout} @UUID[Compendium.cyphersystem-compendium.cyphers.z7B2LxlcLfLMkTFw]{Blinking} @UUID[Compendium.cyphersystem-compendium.cyphers.vji8MXWxGxr3A9jp]{Burst of speed} @UUID[Compendium.cyphersystem-compendium.cyphers.WIDPRS1tIpL3pa5F]{Catholicon} @UUID[Compendium.cyphersystem-compendium.cyphers.k8SHSyIu2KzAZja7]{Chemical factory} @UUID[Compendium.cyphersystem-compendium.cyphers.o4AITObjEyBSsjR1]{Comprehension} @UUID[Compendium.cyphersystem-compendium.cyphers.88PKQNeHojZRVZLd]{Condition remover} @UUID[Compendium.cyphersystem-compendium.cyphers.cjFun20hsxOrU4UF]{Contingent activator} @UUID[Compendium.cyphersystem-compendium.cyphers.8NupmDC7tXJhHdy3]{Controlled blinking} @UUID[Compendium.cyphersystem-compendium.cyphers.ewaouF5H001ecJI2]{Curative} @UUID[Compendium.cyphersystem-compendium.cyphers.J2uXPzk3Q3o9Fwpe]{Curse bringer} @UUID[Compendium.cyphersystem-compendium.cyphers.IxserEHDalfrzdvG]{Darksight} @UUID[Compendium.cyphersystem-compendium.cyphers.7ZAyXJ8gyV4ao0wO]{Death bringer} @UUID[Compendium.cyphersystem-compendium.cyphers.DRkKlxg4WKwUgl7T]{Density} @UUID[Compendium.cyphersystem-compendium.cyphers.GxcYZVXI0R3cMeMp]{Detonation} @UUID[Compendium.cyphersystem-compendium.cyphers.bzGwdlL0ZLPsxK9v]{Detonation (creature)} @UUID[Compendium.cyphersystem-compendium.cyphers.Z5An8np1ZHSTSWet]{Detonation (dessicating)} @UUID[Compendium.cyphersystem-compendium.cyphers.RkOFWVFfuWHSGBVf]{Detonation (flash)} @UUID[Compendium.cyphersystem-compendium.cyphers.GPk5tYAHThxyIj6p]{Detonation (gravity inversion)} @UUID[Compendium.cyphersystem-compendium.cyphers.0WWb6gMnrICVA77C]{Detonation (gravity)} @UUID[Compendium.cyphersystem-compendium.cyphers.VhbqMkTUgBS24ZV8]{Detonation (massive)} @UUID[Compendium.cyphersystem-compendium.cyphers.FaQAOTHsz8kAwYva]{Detonation (matter disruption)} @UUID[Compendium.cyphersystem-compendium.cyphers.54PPya95rv4yA3O5]{Detonation (pressure)} @UUID[Compendium.cyphersystem-compendium.cyphers.DuYwDKUWCozANHfi]{Detonation (singularity)} @UUID[Compendium.cyphersystem-compendium.cyphers.hIxIA4943U1u3a9M]{Detonation (sonic)} @UUID[Compendium.cyphersystem-compendium.cyphers.PIuFZaZUI84aZvSj]{Detonation (spawn)} @UUID[Compendium.cyphersystem-compendium.cyphers.bIcebdBZfthtc7gn]{Detonation (web)} @UUID[Compendium.cyphersystem-compendium.cyphers.q5zVuR0m6OyMBS3o]{Disarm} @UUID[Compendium.cyphersystem-compendium.cyphers.wRrdISsr5cmCYZX1]{Disguise module} @UUID[Compendium.cyphersystem-compendium.cyphers.FItOrZq5fp17b99h]{Disrupting} @UUID[Compendium.cyphersystem-compendium.cyphers.dYPtdYIVh8Fw2j0I]{Eagleseye} @UUID[Compendium.cyphersystem-compendium.cyphers.wlbjzEJE7xJQejRu]{Effect resistance} @UUID[Compendium.cyphersystem-compendium.cyphers.NeLV59uT8r0aOBYv]{Effort enhancer (combat)} @UUID[Compendium.cyphersystem-compendium.cyphers.Sq85TkiuqKKZEcZa]{Effort enhancer (noncombat)} @UUID[Compendium.cyphersystem-compendium.cyphers.29q4icxpIjmPru2K]{Enduring shield} @UUID[Compendium.cyphersystem-compendium.cyphers.40DQrFLuDX017odb]{Equipment cache} @UUID[Compendium.cyphersystem-compendium.cyphers.h5TSiPn7BeeIobmN]{Farsight} @UUID[Compendium.cyphersystem-compendium.cyphers.oNuUwELrZDJY1mIf]{Fireproofing} @UUID[Compendium.cyphersystem-compendium.cyphers.fl9zbMTjxj8vy6kJ]{Flame-retardant wall} @UUID[Compendium.cyphersystem-compendium.cyphers.SJDuyxdMrDv6FaGy]{Force cube} @UUID[Compendium.cyphersystem-compendium.cyphers.dQligdNAYAr6wWdE]{Force field} @UUID[Compendium.cyphersystem-compendium.cyphers.uBDH4lBnOxOXh5CF]{Force screen projector} @UUID[Compendium.cyphersystem-compendium.cyphers.m3NxCCUGiLIKIJNw]{Force shield projector} @UUID[Compendium.cyphersystem-compendium.cyphers.w96EvfwEri9x5Mct]{Friction reducer} @UUID[Compendium.cyphersystem-compendium.cyphers.R88ueN5kMGSameYW]{Frigid wall} @UUID[Compendium.cyphersystem-compendium.cyphers.4L0etvDYulpV4ksR]{Gas bomb} @UUID[Compendium.cyphersystem-compendium.cyphers.pNqglMkBswKP2ICu]{Gravity nullifier} @UUID[Compendium.cyphersystem-compendium.cyphers.vk0FLEfC4YB7dbQs]{Gravity-nullifying application} @UUID[Compendium.cyphersystem-compendium.cyphers.aeBDWdPvxdfj3pfs]{Heat attack} @UUID[Compendium.cyphersystem-compendium.cyphers.7zM8O87dW3jbTnU6]{Hunter/seeker} @UUID[Compendium.cyphersystem-compendium.cyphers.CtZSjgL4ckxcKYUP]{Image projector} @UUID[Compendium.cyphersystem-compendium.cyphers.ReuRZASIsUHgdhEg]{Inferno wall} @UUID[Compendium.cyphersystem-compendium.cyphers.XX53GbhoCBiHS6ks]{Infiltrator} @UUID[Compendium.cyphersystem-compendium.cyphers.AitEjkvspLX688ye]{Information sensor} @UUID[Compendium.cyphersystem-compendium.cyphers.x7qSUmMgvNqV0Ugn]{Instant servant} @UUID[Compendium.cyphersystem-compendium.cyphers.sJVUfXvSJucHYari]{Instant shelter} @UUID[Compendium.cyphersystem-compendium.cyphers.Y6EVgmva4C9tPihv]{Intellect booster} @UUID[Compendium.cyphersystem-compendium.cyphers.udWLm1XDgVieMEDu]{Intelligence enhancement} @UUID[Compendium.cyphersystem-compendium.cyphers.5tLchT3lzBveqkxp]{Knowledge enhancement} @UUID[Compendium.cyphersystem-compendium.cyphers.WXP9irBlSYL49O46]{Lightning wall} @UUID[Compendium.cyphersystem-compendium.cyphers.MTgWJDJa0xrNOUMa]{Machine control} @UUID[Compendium.cyphersystem-compendium.cyphers.Kn3VvkesD5GVq0iI]{Magnetic attack drill} @UUID[Compendium.cyphersystem-compendium.cyphers.yYUMQ6PEMdyJsi6u]{Magnetic master} @UUID[Compendium.cyphersystem-compendium.cyphers.6ccQDO1fUZfF3qdo]{Magnetic shield} @UUID[Compendium.cyphersystem-compendium.cyphers.3ww0ueljUh3Fu4WN]{Manipulation beam} @UUID[Compendium.cyphersystem-compendium.cyphers.E3QMkfRIuJeWQh76]{Matter transference ray} @UUID[Compendium.cyphersystem-compendium.cyphers.zqv51NhAhlMBm2lG]{Meditation aid} @UUID[Compendium.cyphersystem-compendium.cyphers.rAka1a1rfa6U9ejN]{Memory switch} @UUID[Compendium.cyphersystem-compendium.cyphers.GS3GUtjmhIYxF8vb]{Mental scrambler} @UUID[Compendium.cyphersystem-compendium.cyphers.y710ojHG9JfbAHXq]{Metal death} @UUID[Compendium.cyphersystem-compendium.cyphers.9MBc2aywmCotLHZs]{Mind meld} @UUID[Compendium.cyphersystem-compendium.cyphers.f9o3v4yUbE2rOvkA]{Mind stabilizer} @UUID[Compendium.cyphersystem-compendium.cyphers.sgjAHLqFtHWLzSeV]{Mind-restricting wall} @UUID[Compendium.cyphersystem-compendium.cyphers.qyafaJwEsqCVU5ht]{Monoblade} @UUID[Compendium.cyphersystem-compendium.cyphers.adjHowuCfAqznUtV]{Monohorn} @UUID[Compendium.cyphersystem-compendium.cyphers.nH3BFfduw18UhsrN]{Motion sensor} @UUID[Compendium.cyphersystem-compendium.cyphers.ExszgFle5nmrHPSR]{Null field} @UUID[Compendium.cyphersystem-compendium.cyphers.yjjqWOig22fCfvyg]{Nullification ray} @UUID[Compendium.cyphersystem-compendium.cyphers.olA86ZssOHAVcyP5]{Nutrition and hydration} @UUID[Compendium.cyphersystem-compendium.cyphers.NCqhAMpNrf26KCkC]{Perfect memory} @UUID[Compendium.cyphersystem-compendium.cyphers.pMUiPSVOb2VPa79t]{Perfection} @UUID[Compendium.cyphersystem-compendium.cyphers.erJlxWAzYxAbBQ3n]{Personal environment field} @UUID[Compendium.cyphersystem-compendium.cyphers.q94YaFRPnpA4Vbt0]{Phase changer} @UUID[Compendium.cyphersystem-compendium.cyphers.orMNNP5kLwGszIWW]{Phase disruptor} @UUID[Compendium.cyphersystem-compendium.cyphers.I1UIJPrkDAtfdvkn]{Poison (emotion)} @UUID[Compendium.cyphersystem-compendium.cyphers.ab9oUkAc67kwQMu2]{Poison (explosive)} @UUID[Compendium.cyphersystem-compendium.cyphers.TqA7pzI1VOquoZrC]{Poison (mind controlling)} @UUID[Compendium.cyphersystem-compendium.cyphers.LT8pmimmThAbwOL7]{Poison (mind disrupting)} @UUID[Compendium.cyphersystem-compendium.cyphers.WKHeAOo07TN0Waqi]{Psychic communique} @UUID[Compendium.cyphersystem-compendium.cyphers.NGMhAxHPKXqxyarE]{Radiation spike} @UUID[Compendium.cyphersystem-compendium.cyphers.yxlZQszosCzyRvSM]{Ray emitter} @UUID[Compendium.cyphersystem-compendium.cyphers.kl7d13qf7si94eU0]{Ray emitter (command)} @UUID[Compendium.cyphersystem-compendium.cyphers.TvIMvUr69aOV5DnE]{Ray emitter (fear)} @UUID[Compendium.cyphersystem-compendium.cyphers.7lZj0lmBqmrz41mZ]{Ray emitter (friend slaying)} @UUID[Compendium.cyphersystem-compendium.cyphers.LHL022Qn3YRfXYU4]{Ray emitter (mind disrupting)} @UUID[Compendium.cyphersystem-compendium.cyphers.NbYGmZjDHMEmmfDL]{Ray emitter (numbing)} @UUID[Compendium.cyphersystem-compendium.cyphers.sodipYPbrbjALaH2]{Ray emitter (paralysis)} @UUID[Compendium.cyphersystem-compendium.cyphers.RSQzv6fY9P8vLQSh]{Reality spike} @UUID[Compendium.cyphersystem-compendium.cyphers.kgflNP6FVsspfutd]{Reflex enhancer} @UUID[Compendium.cyphersystem-compendium.cyphers.sdd3hhCzs5N0ZqP0]{Rejuvenator} @UUID[Compendium.cyphersystem-compendium.cyphers.8RpaNEaONagWqTTE]{Remembering} @UUID[Compendium.cyphersystem-compendium.cyphers.waaI5OVVCpZC7NLT]{Remote viewer} @UUID[Compendium.cyphersystem-compendium.cyphers.agDsGHiI4x9A0X0J]{Repair unit} @UUID[Compendium.cyphersystem-compendium.cyphers.qOLNoDFQpXZhsbCE]{Repeater} @UUID[Compendium.cyphersystem-compendium.cyphers.MycMQnAtFVkx7xjm]{Repel} @UUID[Compendium.cyphersystem-compendium.cyphers.lN1Qw9izMoo3NSbj]{Retaliation} @UUID[Compendium.cyphersystem-compendium.cyphers.zb8P9KDZaQ0j1exJ]{Secret} @UUID[Compendium.cyphersystem-compendium.cyphers.BmQhgfCQMQpMkwzg]{Sheen} @UUID[Compendium.cyphersystem-compendium.cyphers.hh2zZUmsmHCEUi8t]{Shock attack} @UUID[Compendium.cyphersystem-compendium.cyphers.EMaQ9DgLEL4DkPKD]{Shocker} @UUID[Compendium.cyphersystem-compendium.cyphers.ucJ3400aQrIR73I5]{Skill boost} @UUID[Compendium.cyphersystem-compendium.cyphers.4Bhy1bp5s8LqJR6r]{Slave maker} @UUID[Compendium.cyphersystem-compendium.cyphers.yqc7dFfKI5CTH81u]{Sleep inducer} @UUID[Compendium.cyphersystem-compendium.cyphers.k2hOy8OzSxgmhlIc]{Sniper module} @UUID[Compendium.cyphersystem-compendium.cyphers.9iFJZJ2Plks6CY7g]{Solvent} @UUID[Compendium.cyphersystem-compendium.cyphers.RhpzlF2Olodtf9J5]{Sonic hole} @UUID[Compendium.cyphersystem-compendium.cyphers.kBuARKz133ENxC8s]{Sound dampener} @UUID[Compendium.cyphersystem-compendium.cyphers.9SAuP9To5rJFzGR5]{Spatial warp} @UUID[Compendium.cyphersystem-compendium.cyphers.vs0hACATS83S9qUV]{Speed boost} @UUID[Compendium.cyphersystem-compendium.cyphers.O3yE0thccVVxTIiR]{Spy} @UUID[Compendium.cyphersystem-compendium.cyphers.FhWwzSoVBPzRfGch]{Stasis keeper}@UUID[Compendium.cyphersystem-compendium.cyphers.yazxGwqNVgyQGOPy]{Stim} @UUID[Compendium.cyphersystem-compendium.cyphers.exM6Flwc1g5UuC0q]{Strength boost} @UUID[Compendium.cyphersystem-compendium.cyphers.tSjCuPBJ8j8pIKqx]{Strength enhancer} @UUID[Compendium.cyphersystem-compendium.cyphers.E1GNoFsIMME2xcx8]{Subdual field} @UUID[Compendium.cyphersystem-compendium.cyphers.yeSsoCybAMSvVkSs]{Telepathy} @UUID[Compendium.cyphersystem-compendium.cyphers.VljAPSeYkXKcIkEd]{Teleporter (bounder)} @UUID[Compendium.cyphersystem-compendium.cyphers.4OErRBLP8HYZAnFc]{Teleporter (interstellar)} @UUID[Compendium.cyphersystem-compendium.cyphers.NWJ7mAY1VcxRBTaL]{Teleporter (planetary)} @UUID[Compendium.cyphersystem-compendium.cyphers.SKZrMCk2llIoKiU9]{Teleporter (traveler)} @UUID[Compendium.cyphersystem-compendium.cyphers.4bRwVWF2KHdSZOgh]{Temporal viewer} @UUID[Compendium.cyphersystem-compendium.cyphers.Q0Lj9McM3BanRLQ6]{Time dilation (defensive)} @UUID[Compendium.cyphersystem-compendium.cyphers.66kpaEIObWuovj11]{Time dilation (offensive)} @UUID[Compendium.cyphersystem-compendium.cyphers.ad7NVyxLv9YECCem]{Tissue regeneration} @UUID[Compendium.cyphersystem-compendium.cyphers.t2QXZKVmfQViAo4T]{Tracer} @UUID[Compendium.cyphersystem-compendium.cyphers.TFKQbAknncq4lMEV]{Trick embedder} @UUID[Compendium.cyphersystem-compendium.cyphers.sgBfROg7iUCCezZ8]{Uninterruptible power source} @UUID[Compendium.cyphersystem-compendium.cyphers.IVYgnh80vNTZ9gBf]{Vanisher} @UUID[Compendium.cyphersystem-compendium.cyphers.RcrVpX6UxbD3zTmR]{Visage changer} @UUID[Compendium.cyphersystem-compendium.cyphers.gSXLLLHYFumCsOAo]{Visual displacement device} @UUID[Compendium.cyphersystem-compendium.cyphers.0VkKJcPSO7Scn7Ef]{Vocal translator} @UUID[Compendium.cyphersystem-compendium.cyphers.SXrPkUbwR5IO6305]{Warmth} @UUID[Compendium.cyphersystem-compendium.cyphers.dHgtyDuK0uFBorWI]{Water adapter} @UUID[Compendium.cyphersystem-compendium.cyphers.vLodMbLfeliPpaol]{Weapon enhancement} @UUID[Compendium.cyphersystem-compendium.cyphers.uxXNL4ApwvCgvFAw]{Wings} @UUID[Compendium.cyphersystem-compendium.cyphers.ULHBUzdVa1eFiON2]{X-ray viewer} @UUID[Compendium.cyphersystem-compendium.cyphers.spdFY0JgxGdNMV7N]{Zero point field}

Power Boost Cyphers

These cyphers increase, modify, or improve a character’s existing powers. A burst boost cypher, for example, allows someone with the Bears a Halo of Fire focus to create a blast of fire in all directions, one time. Imagine this as being a fire-using superhero’s ability to “go nova.”

Power boost cyphers affect one use of a character’s abilities but do not require an action. Their use is part of the action that they affect.

Power boost cyphers are a special type of cypher. In some Cypher System games, they may be inappropriate, and in others, they may be the main (or only) type of cypher available, as determined by the GM. They can be either subtle or manifest.

@UUID[Compendium.cyphersystem-compendium.cyphers-power-boost.nlHGkmRztJaDi3Dj]{Area boost} @UUID[Compendium.cyphersystem-compendium.cyphers-power-boost.POLUtosUa7awAfW4]{Burst boost} @UUID[Compendium.cyphersystem-compendium.cyphers-power-boost.GEL5LkJCiQqEH1Nf]{Damage boost} @UUID[Compendium.cyphersystem-compendium.cyphers-power-boost.bEZrdVBmpzu4m3b8]{Efficacy boost (major)} @UUID[Compendium.cyphersystem-compendium.cyphers-power-boost.MLE2eQwkzrz9tVSC]{Efficacy boost (minor)} @UUID[Compendium.cyphersystem-compendium.cyphers-power-boost.xc7bsHHbEM84KLa9]{Energy boost} @UUID[Compendium.cyphersystem-compendium.cyphers-power-boost.AOWfJoOCbvwr9puF]{Range boost} @UUID[Compendium.cyphersystem-compendium.cyphers-power-boost.21qrMjA9SQFvWfkp]{Target boost}

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Setting Difficulty Ratings

The GM’s most important overall tasks are setting the stage and guiding the story created by the group (not the one created by the GM ahead of time). But setting difficulty is the most important mechanical task the GM has in the game. Although there are suggestions throughout this chapter for various difficulty ratings for certain actions, there is no master list of the difficulty for every action a PC can take. Instead, the Cypher System is designed with the “teach a person to fish” style of good game mastering in mind. (If you don’t know what that means, it comes from the old adage “Give a person a fish and they’ll eat for a day. Teach a person to fish and they’ll eat for a lifetime.” The idea is not to give GMs a ton of rules to memorize or reference, but to teach them how to make their own logical judgment calls.) Of course, most of the time, it’s not a matter of exact precision. If you say the difficulty is 3 and it “should” have been 4, the world’s not over.

For the most part, it really is as simple as rating something on a scale of 1 to 10, 1 being incredibly easy and 10 being basically impossible. The guidelines in the Task Difficulty table should help put you in the right frame of mind for assigning difficulty to a task.

For example, we make the distinction between something that most people can do and something that trained people can do. In this case, “normal” means someone with absolutely no training, talent, or experience—imagine your ne’er-do-well, slightly overweight uncle trying a task he’s never tried before. “Trained” means the person has some level of instruction or experience but is not necessarily a professional.

With that in mind, think about the act of balance. With enough focus, most people can walk across a narrow bridge (like a fallen tree trunk). That suggests it is difficulty 2. However, walking across a narrow plank that’s only 3 inches (8 cm) wide? That’s probably more like difficulty 3. Now consider walking across a tightrope. That’s probably difficulty 5—a normal person can manage that only with a great deal of luck. Someone with some training can give it a go, but it’s still hard. Of course, a professional acrobat can do it easily. Consider, however, that the professional acrobat is specialized in the task, making it difficulty 3 for them. They probably are using Effort as well during their performance.

Let’s try another task. This time, consider how hard it might be to remember the name of the previous leader of the village where the character lives. The difficulty might be 0 or 1, depending on how long ago they were the leader and how well known they were. Let’s say it was thirty years ago and they were only mildly memorable, so it’s difficulty 1. Most people remember them, and with a little bit of effort, anyone can come up with their name. Now let’s consider the name of the leader’s daughter. That’s much harder. Assuming the daughter wasn’t famous in her own right, it’s probably difficulty 4. Even people who know a little about local history (that is to say, people who are trained in the subject) might not be able to remember it. But what about the name of the pet dog owned by the daughter’s spouse? That’s probably impossible. Who’s going to remember the name of an obscure person’s pet from thirty years ago? Basically no one. However, it’s not forbidden knowledge or a well-guarded secret, so it sounds like difficulty 7. Difficulty 7 is the rating that means “No one can do this, yet some people still do.” It’s not the stuff of legend, but it’s something you would assume people can’t do. When you think there’s no way you can get tickets for a sold-out concert, but somehow your friend manages to score a couple anyway, that’s difficulty 7. (See the next section for more on difficulties 7, 8, 9, and 10.)

If you’re talking about a task, ideally the difficulty shouldn’t be based on the character performing the task. Things don’t get inherently easier or harder depending on who is doing them. However, the truth is, the character does play into it as a judgment call. If the task is breaking down a wooden door, an 8-foot-tall (2 m) automaton made of metal with nuclear-driven motors should be better at breaking it down than an average human would be, but the task rating should be the same for both. Let’s say that the automaton’s nature effectively gives it two levels of training in such tasks. Thus, if the door has a difficulty rating of 4, but the automaton is specialized and reduces the difficulty to 2, it has a target number of 6. The human has no such specialization, so the difficulty remains 4, and the person has a target number of 12. However, when you set the difficulty of breaking down the door, don’t try to take all those differences into account. The GM should consider only the human because the Task Difficulty table is based on the ideal of a “normal” person, a “trained” person, and so on. It’s humanocentric.

Most characters probably are willing to use one or two levels of Effort on a task, and they might have an appropriate skill or asset to decrease the difficulty by a step. That means that a difficulty 4 task will often be treated as difficulty 2 or even 1, and those are easy rolls to make. Don’t hesitate, then, to pull out higher-level difficulties. The PCs can rise to the challenge, especially if they are experienced.

The Impossible Difficulties

Difficulties 7, 8, 9, and 10 are all technically impossible. Their target numbers are 21, 24, 27, and 30, and you can’t roll those numbers on a d20 no matter how many times you try. Consider, however, all the ways that a character can reduce difficulty. If someone spends a little Effort or has some skill or help, it brings difficulty 7 (target number 21) into the range of possibility—difficulty 6 (target number 18). Now consider that they have specialization, use a lot of Effort, and have help. That might bring the difficulty down to 1 or even 0 (reducing it by two steps from training and specialization, three or four steps from Effort, and one step from the asset of assistance). That practically impossible task just became routine. A fourth-tier character can and will do this—not every time, due to the cost, but perhaps once per game session. You have to be ready for that. A well-prepared, motivated sixth-tier character can do that even with a difficulty 10 task. Again, they won’t do it often (they’d have to apply six levels of Effort, and even with an Edge of 6 that would cost 7 points from their Pool, and that’s assuming they’re specialized and have two levels of assets), but it can happen if they’re really prepared for the task (being specialized and maxed out in asset opportunities reduces the difficulty by four more steps). That’s why sixth-tier characters are at the top of their field, so to speak.

False Precision

One way to look at difficulty is that each step of difficulty is worth 3 on the die. That is to say, hinder the task by one step, and the target number rises by 3. Ease the task by one step, and the target number is lowered by 3. Those kinds of changes are big, meaty chunks. Difficulty, as a game mechanic, is not terribly precise. It’s measured in large portions. You never have a target number of 13 or 14, for example—it’s always 3, 6, 9, 12, 15, and so on. (Technically, this is not true. If a character adds 1 to a d20 roll for some reason, it changes a target number of 15 to 14. But this is not worth much discussion.)

Imprecision is good in this case. It would be false precision to say that one lock has a target number of 14 and another has a target number of 15. What false precision means in this context is that it would be a delusion to think we can be that exact. Can you really say that one lock is 5% easier to pick than another? And more important, even if you could, is the difference worth noting? It’s better to interact with the world in larger, more meaningful chunks than to try to parse things so carefully. If we tried to rate everything on a scale of 1 to 30 (using target numbers and not difficulty), we’d start to get lost in the proverbial weeds coming up with a meaningful distinction between something rated as an 8 and something rated as a 9 on that scale.

Routine Actions

Don’t hesitate to make actions routine. Don’t call for die rolls when they’re not really needed. Sometimes GMs fall into the trap illustrated by this dialogue:

GM: What do you do?

Player: I _________.

GM: Okay, give me a roll.

That’s not a good instinct—at least, not for the Cypher System. Players should roll when it’s interesting or exciting. Otherwise, they should just do what they do. If the PCs tie a rope around something and use it to climb down into a pit, you could ask for tying rolls, climbing rolls, and so on, but why? Just to see if they roll terribly? So the rope can come undone at the wrong time, or a character’s hand can slip? Most of the time, that makes players feel inadequate and isn’t a lot of fun. A rope coming undone in the middle of an exciting chase scene or a battle can be a great complication (and that’s what GM intrusions are for). A rope coming undone in the middle of a simple “getting from point A to point B” scene only slows down gameplay. The real fun—the real story—is down in the pit. So get the PCs down there.

There are a million exceptions to this guideline, of course. If creatures are throwing poisoned darts at the PCs while they climb, that might make things more interesting and require a roll. If the pit is filled with acid and the PCs must climb halfway down, pull a lever, and come back up, that’s a situation where you should set difficulty and perhaps have a roll. If a PC is near death, carrying a fragile item of great importance, or something similar, climbing down the rope is tense, and a roll might add to the excitement. The important difference is that these kinds of complications have real consequences.

On the flip side, don’t be afraid to use GM intrusion on routine actions if it makes things more interesting. Walking up to the king in his audience chamber in the middle of a ceremony only to trip on a rug? That could have huge ramifications for the character and the story.

Other Ways to Judge Difficulty

Rating things on a scale of 1 to 10 is something that most people are very familiar with. You can also look at it as rating an object or creature on a similar scale, if that’s easier. In other words, if you don’t know how hard it would be to climb a particular cliff face, think of it as a creature the PCs have to fight. What level would the creature be? You could look in the Creatures chapter and say “I think this wall should be about as difficult to deal with as a demon. A demon is level 5, so the task of climbing the wall will be difficulty 5.” That’s a weird way to do it, perhaps, but it’s fairly straightforward. And if you’re the kind of GM who thinks in terms of “How tough will this fight be?” then maybe rating tasks as creatures or NPCs to fight isn’t so strange after all. It’s just another way to relate to them. The important thing is that they’re on the same scale. Similarly, if the PCs have to tackle a knowledge task—say, trying to determine if they know where a caravan is headed based on its tracks—you could rate the task in terms of an object. If you’re used to rating doors or other objects that the PCs have broken through recently, the knowledge task is just a different kind of barrier to bust through.

Everything in the Cypher System—characters, creatures, objects, tasks, and so on—has a level. It might be called a tier or a difficulty instead of a level, but ultimately it’s a numerical rating system used to compare things. Although you have to be careful about drawing too many correlations—a first-tier character isn’t easily compared to a difficulty 1 wall or a level 1 animal—the principle is the same. Everything can be rated and roughly compared to everything else in the world. (It works best to take PCs out of this equation. For example, you shouldn’t try to compare a PC’s tier to a wall’s level. Character tiers are mentioned here only for completeness.)

Last, if your mind leans toward statistics, you can look at difficulty as a percentage chance. Every number on the d20 is a 5% increment. For example, you have a 5% chance of rolling a 1. You have a 10% chance of rolling a 1 or a 2. Thus, if you need to roll a 12 or higher, you have a 45% chance of success. (A d20 has nine numbers that are 12 or higher: 12, 13, 14, 15, 16, 17, 18, 19, and 20. And 9 × 5 equals 45.)

For some people, it’s easier to think in terms of a percentage chance. A GM might think “She has about a 30% chance to know that fact about geography.” Each number on a d20 is a 5% increment, and it takes six increments to equal 30%, so there are six numbers that mean the PC succeeds: 15, 16, 17, 18, 19, and 20. Thus, since the player has to roll 15 or higher, that means the target number is 15. (And that means the task is level 5, but if you’ve already determined the target number, you likely don’t care about the level.)

Advantages to This System

  1. The GM makes measured adjustments in large, uniform steps. That makes things faster than if players had to do arithmetic using a range of all numbers from 1 to 20.

  2. You calculate a target number only once no matter how many times the PCs attempt the action. If you establish that the target number is 12, it’s 12 every time a PC tries that action. (On the other hand, if you had to add numbers to your die roll, you’d have to do it for every attempt.) Consider this fact in light of combat. Once a player knows that they need to roll a 12 or higher to hit a foe, combat moves very quickly.

  3. If a PC can reduce the difficulty of an action to 0, no roll is needed. This means that an Olympic gymnast doesn’t roll a die to walk across a balance beam, but the average person does. The task is initially rated the same for both, but the difficulty is reduced for the gymnast. There’s no chance of failure.

  4. This is how everything in the game works, whether it’s climbing a wall,
    sweet-talking a guard, or fighting a bioengineered horror.

  5. Perhaps most important, the system gives GMs the freedom to focus entirely on the flow of the game. The GM doesn’t use dice to determine what happens (unless you want to)—the players do. There aren’t a lot of different rules for different actions, so there is little to remember and very little to reference. The difficulty can be used as a narrative tool, with the challenges always meeting the expected logic of the game. All the GM’s mental space can be devoted to guiding the story.

GM Intrusion

GM intrusion is the main mechanic that the GM uses to inject drama and additional excitement into the game. It’s also a handy tool for resolving issues that affect the PCs but do not involve them. GM intrusion is a way to facilitate what goes on in the world outside the characters. Can the minotaur track the PCs’ movements through the maze? Will the fraying rope hold?

Since the players roll all the dice, GM intrusion is used to determine if and when something happens. For example, if the PCs are fighting a noble’s guards, and you (the GM) know that there are more guards nearby, you don’t need to roll dice to determine if the other guards hear the scuffle and intervene (unless you want to). You just decide when it would be best for the story—which is probably when it would be worst for the characters. In a way, GM intrusion replaces the GM’s die rolling.

The mechanic is also one of the main ways that GMs award experience points to the PCs. This means that you use experience points as a narrative tool. Whenever it seems appropriate, you can introduce complications into the game that affect a specific player, but when you do so, you give that player 1 XP. The player can refuse the intrusion, but doing so costs them 1 XP. So by refusing an intrusion, the player does not get the experience point that the GM is offering, and they lose one that they already have. (This kind of refusal is likely to happen very rarely in your game, if ever. And, obviously, a player can’t refuse an intrusion if they have no XP to spend.)

Here’s how a GM intrusion might work in play. Say the PCs find a hidden console with some buttons. They learn the right order in which to press the buttons, and a section of the floor disappears. As the GM, you don’t ask the players specifically where their characters are standing. Instead, you give a player 1 XP and say “Unfortunately, you’re standing directly over this new hole in the floor.” If the player wanted, they could refuse the XP, spend one of their own, and say “I leap aside to safety.” Most likely, though, they’ll make the defense roll that you call for and let it play out.

There are two ways for the GM to handle this kind of intrusion. You could say “You’re standing in the wrong place, so make a roll.” (It’s a Speed defense roll, of course.) Alternatively, you could say “You’re standing in the wrong place. The floor opens under your feet, and you fall down into the darkness.” In the first example, the PC has a chance to save themselves. In the second example, they don’t. Both are viable options. The distinction is based on any number of factors, including the situation, the characters involved, and the needs of the story. This might seem arbitrary or even capricious, but you’re the master of what the intrusion can and can’t do. RPG mechanics need consistency so players can make intelligent decisions based on how they understand the world to work. But they’ll never base their decisions on GM intrusions. They don’t know when intrusions will happen or what form they will take. GM intrusions are the unpredictable and strange twists of fate that affect a person’s life every day.

When player modifications (such as skill, Effort, and so on) determine that success is automatic, the GM can use GM intrusion to negate the automatic success. The player must roll for the action at its original difficulty level or target number 20, whichever is lower.

Remember, any time you give a player 1 XP for a GM intrusion, you’re actually giving them 2— one to keep and one to give to another player.

Using GM Intrusion as a Narrative Tool

A GM can use this narrative tool to steer things. That doesn’t mean railroad the players or direct the action of the game with a heavy hand. GM intrusion doesn’t enable you to say “You’re all captured, so here’s your 1 XP.” Instead, the GM can direct things more subtly—gently, almost imperceptibly influencing events rather than forcing them. GM intrusion represents things going wrong. The bad guys planning well. Fortune not favoring the characters.

Consider this scenario: the GM plants an interesting adventure seed in a small village, but the PCs don’t stay there long enough to find it. So just outside the village, the PCs run afoul of a vicious viper that bites one of them. The GM uses intrusion to say that the poison from the snake will make the character debilitated unless they get a large dose of a specific antitoxin, which the group doesn’t have. Of course, they aren’t required to go back to the village where the GM’s interesting adventure can start, but it’s likely that they will, looking for the antitoxin.

Some players might find intrusion heavy-handed, but the XP softens the blow. And remember, they can refuse these narrative nudges. Intrusion is not meant to be a railroading tool—just a bit of a rudder. Not an inescapable track, but a nudge here and there.

What’s more, the GM doesn’t need to have a deliberate goal in mind. The complication you introduce could simply make things more interesting. You might not know where it will take the story, just that it will make the story better.

This is wonderfully empowering to the GM—not in a “Ha ha, now I’ll trounce the PCs” way, but in an “I can control the narrative a little bit, steering it more toward the story I want to create rather than relying on the dice” sort of way. Consider that old classic plot development in which the PCs get captured and must escape from the bad guys. In heroic fiction, this is such a staple that it would almost seem strange if it didn’t happen. But in many roleplaying games, it’s a nearly impossible turn of events—the PCs usually have too many ways to get out of the bad guy’s clutches before they’re captured. The dice have to be wildly against them. It virtually never happens. With GM intrusion, it could happen (again, in the context of the larger encounter, not as a single intrusion that results in the entire group of PCs being captured with little explanation or chance to react).

For example, let’s say the PCs are surrounded by orcs. One character is badly injured—debilitated—and the rest are hurt. Some of the orcs produce a large weighted net. Rather than asking for a lot of rolls and figuring the mechanics for escape, you use intrusion and say that the net goes over the PCs who are still on their feet. The rest of the orcs point spears menacingly. This is a pretty strong cue to the players that surrender is a good (and possibly the only) option. Some players won’t take the hint, however, so another use of intrusion might allow the orcs to hit one of the trapped PCs on the head and render them unconscious while their friends struggle in the net. If the players still don’t surrender, it’s probably best to play out the rest of the encounter without more GM intrusions—using more would be heavy-handed by anyone’s measure—although it’s perfectly reasonable to rule that a character rendered debilitated is knocked unconscious, since the orcs are trying to take the PCs alive.

Remember that GM intrusions can occur at any time, not just during combat. Disrupting or changing a tense interaction with NPCs can have big repercussions.

Using GM Intrusion as a Resolution Mechanic

This mechanic offers a way for the GM to determine how things happen in the game without leaving it all to random chance. Bad guys trying to smash down the door to the room where the PCs are holed up? You could roll a bunch of dice, compare the NPCs’ stats to the door’s stats, and so on, or you could wait until the most interesting time, have the bad guys break in, and award an experience point to the PC who tried their best to bar the door. The latter way is the Cypher System way. Intrusion is a task resolution tool for the GM. In other words, you don’t base things on stats but on narrative choice. (Frankly, a lot of great GMs over the years—even in the very early days of the hobby—have run their games this way. Sometimes they rolled dice or pretended to roll dice, but they were really manipulating things.) This method frees the GM from worrying about mechanics and looking up stats and allows them to focus on the story.

This isn’t cheating—it’s the rules of the game. This rule simply replaces traditional dice rolling with good game mastering, logic, and intelligent storytelling. When a PC is climbing a burning rope, and everyone knows that it will break at some point, the game has a mechanism to ensure that it breaks at just the right time.

Variant: If you want more randomness in your game, or if you want your game to seem like more of a simulation, assign a flat percentage chance for whatever you’re trying to resolve. For example, each round, the star troopers have a 20% chance to blast through the door—or, if you want the risk to escalate, a cumulative 20% chance to blast through the door. By not using GM intrusion, this method robs the PCs of a few XP, but when they see you rolling dice, it might help with their immersion. Alternatively, you can pretend to roll dice but really use GM intrusion, though this method seriously robs the characters of XP.

There’s a better way. Announce your intrusion, but say that there’s only a chance it will happen (state the percentage chance), and then roll the dice in plain view of everyone. If the intrusion occurs, award the XP as normal. This is likely the best of both worlds. However, it takes the narrative power out of your hands and gives it to the dice. Perhaps this method is best used only occasionally. If nothing else, it injects some variety and certainly some drama.

Using (and Not Abusing) GM Intrusion

Too much of a good thing will make the game seem utterly unpredictable—even capricious. The ideal is to use about four GM intrusions per game session, depending on the length of the session, or about one intrusion per hour of game play. This is in addition to any intrusions that are triggered by players rolling a 1.

Intrusion Through Player Rolls

When a PC rolls a 1, handle the GM intrusion the same way that you’d handle an intrusion you initiated. The intrusion could mean the PC fumbles or botches whatever they were trying to do, but it could mean something else. Consider these alternatives:

This might not be true of your players, but many players rarely, if ever, spend XP to refuse an intrusion from the GM, though they regularly use XP to avoid an intrusion that comes from a bad roll. And there’s nothing wrong with that. Some GMs might want to forbid using an XP to reroll a 1, but there’s really no point—if you’ve got an idea for a good intrusion, you don’t need to wait until a player rolls a 1 to use it.

GM Intrusion That Affects the Group

The core of the idea behind GM intrusion is that the player being adversely affected gains an experience point. But what if the intrusion affects the whole group equally? What if the GM uses it to have an unstable device overload and explode, harming all the characters? In this case, if no PC is involved more than the others (for example, no single PC was frantically attempting to repair the device), you should give 1 XP to each character but not give any of them an extra XP to hand out to someone else.

However, this kind of group intrusion should be an exception, not the rule. GM intrusions are much more effective if they are more personal.

Example GM Intrusions

It’s not a good idea to use the same events as GM intrusions over and over (“Dolmar dropped his sword again?”). Below are a number of different intrusions you can use.

Bad Luck

Through no fault of the characters, something happens that is bad or at least complicating. For example:

An Unknown Complication Emerges

The situation was more complex (and therefore more interesting) than the PCs knew—perhaps even more than the GM knew, at least at the start. For example:

An Impending Complication Emerges

GMs can use this type of intrusion as a resolution mechanic to determine NPC success or failure. Rather than rolling dice to see how long it takes an NPC to rewire a damaged force field generator, it happens at a time of the GM’s choosing—ideally when it would be most interesting. For example:

Opponent Luck or Skill

The PCs aren’t the only ones with surprising tricks up their sleeves. For example:

Fumbles

Although you might not want every player roll of 1 to be a fumble, sometimes it could be just that. Alternatively, the GM could simply declare that a fumble has occurred. In either case, consider the following examples:

Partial Success

GM intrusion doesn’t have to mean that a PC has failed. For example:

Player Intrusions

Player intrusions give the players a small bit of narrative control over the world. However, the world still remains in the GM’s purview. You can always overrule a player intrusion, or suggest a way to massage it so that it fits better into the setting. Still, because it is indeed narrative control, a player intrusion should always involve a small aspect of the world beyond the character. “I punch my foe really hard” is an expression of Effort or perhaps character ability. “My foe slips and falls backward off the ledge” is a player intrusion.

Player intrusions should never be as big as GM intrusions. They should not end an encounter, only (perhaps) provide the PC with the means to more easily end an encounter. They should not have a wide-reaching or even necessarily a long-term effect on the setting. A way to consider this might be that player intrusions can affect a single object (a floorboard snaps), feature (there’s a hidden shallow spot in the stream to ford), or NPC (the vendor is an old friend). But not more than that. A player intrusion can’t affect a whole village or even a whole tavern in that village. A rock can come loose, but a player intrusion can’t create a landslide.

Tying Actions to Stats

Although the decision is open to your discretion, when a PC takes an action, it should be fairly obvious which stat is tied to that action. Physical actions that involve brute force or endurance use Might. Physical actions that involve quickness, coordination, or agility use Speed. Actions that involve intelligence, education, insight, willpower, or charm use Intellect.

In rare instances, you could allow a PC to use a different stat for a task. For example, a character might try to break down a door by examining it closely for flaws and thus use Intellect rather than Might. This kind of change is a good thing because it encourages player creativity. Just don’t let it be abused by an exuberant or too-clever player. It’s well within your purview to decide that the door has no flaws, or to rule that the character’s attempt will take half an hour rather than one round. In other words, using a stat that is not the obvious choice should be the exception, not the rule.

Cyphers

You should think of cyphers as character abilities, whether they’re subtle cyphers or manifest cyphers. This means that it is incumbent upon you to make sure that players always have plenty of cyphers to use. In the course of their travels, the PCs should find that cyphers are extremely common. And since the PCs are limited in the number of cyphers they can carry, they will use them liberally.

Manifest cyphers can be found by scavenging through old ruins. They can be found in the corpses of magical or technological foes. They can be found among the possessions of intelligent fallen opponents or the lairs of unintelligent creatures, either amid the bones of former meals or as shiny decorations in a nest. They can be found in villages, in the back of a merchant’s cart that sells junk and scavenged parts. They are offered as rewards by people who are grateful for the PCs’ help.

Some adventures will offer more cyphers than others. Still, as a rule of thumb, in any given adventure, a character should use at least as many cyphers as they can carry. This means they should find that number of cyphers in that same amount of time (give or take). Thus, you can simply add up the number of cyphers the PCs can carry, and on average, they should find at least that many cyphers in a given adventure.

If your players are typical, they will use combat-related cyphers liberally but hold onto their utility cyphers. A ray emitter or defensive shield will be used, but a suspensor belt or phasing module will linger longer on their character sheets.

As with everything else in the game, it’s intentionally very easy for the GM to create new cyphers. Just think of the effect and how to express it as a game advantage. Two kinds of cyphers exist when it comes to effect: those that allow the user to do something better, and those that allow the user to do something they couldn’t do otherwise.

The first group includes everything that reduces the difficulty of a task (including defense tasks). The second group includes things that grant new abilities, such as flight, a new means of attack, the ability to see into the past, or any number of other powers.

A few more important notes about devising new cyphers:

Cyphers teach GMs to design different kinds of scenarios—ones in which the whole adventure isn’t wrecked if a player has something that can solve a single problem (defeat a foe, read a mind, bypass a barrier, or whatever). There should always be more to the adventure than one linchpin encounter, obstacle, foe, or secret.

It’s all right if players think of cyphers (especially manifest cyphers) as equipment or treasure. You should choose points in the course of the story that are appropriate for awarding subtle cyphers, especially if the PCs aren’t at their full capacity.

Artifacts

In terms of the narrative, artifacts are a lot like cyphers, except that most are not one-use items. Mechanically, they serve a very different purpose. It’s assumed that characters are exploring with some cyphers at their disposal. Artifacts, however, are added abilities that make characters broader, deeper, and often more powerful. They aren’t assumed—they’re extra.

The powers granted by artifacts are more like the abilities gained from a character’s type or focus in that they change the way the PC is played overall. The difference between an artifact and a type or focus ability is that almost all artifacts are temporary. They last longer than cyphers do, but because they have a depletion roll, any use could be their last.

Like cyphers, then, artifacts are a way for the GM to play a role in the development of the characters. Although armor, weapons, and the like are fine, special capabilities—such as long-range communication or travel—can really change the way the PCs interact with the world and how they deal with challenges. Some of these abilities enable the actions you want the PCs to take. For example, if you want them to have an underwater adventure, provide them with artifacts (or cyphers) that allow them to breathe underwater.

Also like cyphers, artifacts are simple for the GM to create. The only difference with artifacts is that you give them a depletion roll, using any numbers on 1d6, 1d10, 1d20, or 1d100. If you want the artifact to be used only a few times, give it a depletion roll of 1 in 1d6, 1 or 2 in 1d10, or even 1 or 2 in 1d6. If you want the PCs to use it over and over, a depletion roll of 1 in 1d100 more or less means that they can use it freely without worrying too much.

For examples of artifacts, see the Genres chapter.

You may wish to forbid the use of XP to reroll artifact depletion rolls. That’s pretty reasonable.

Skills and Other Abilities

Sometimes, the rules speak directly to character creativity. For example, players can make up their own skills. It’s possible to have a skill called “tightrope walking” that grants a character a better chance to walk across a tightrope, and another skill called “balance” that gives a character a better chance to walk across a tightrope and perform other balance actions as well. This might seem unequal at first, but the point is to let players create precisely the characters they want. Should you let a character create a skill called “doing things” that makes them better at everything? Of course not. The GM is the final arbiter not only of logic but also of the spirit of the rules, and having one or two single skills that cover every contingency is clearly not in the spirit.

It’s important that players play the character they want. This concept is supported not only with the open-ended skill system but also with the ability to get an experience point advance to tailor a character further. Likewise, the GM should be open to allowing a player to make small modifications to refine their character. In many cases, particularly ones that don’t involve stat Pools, Armor, damage inflicted, or the costs of Effort or special abilities, the answer from the GM should probably be “Sure, why not?” If a PC ends up being really good at a particular skill—better than they “should” be—what’s the harm? If Dave can swim incredibly well, how does that hurt the game in terms of the play experience or the story that develops? It doesn’t. If Helen can pick practically any mundane lock she finds, why is that a bad thing? In fact, it’s probably good for the game—there’s likely something interesting on the other sides of those doors.

In a way, this is no different than adjudicating a not-so-straightforward solution to a challenge. Sometimes you have to say “No, that’s not possible.” But sometimes, if it makes sense, open yourself up to the possibility.

NPCs and Death

As explained in the Rules of the Game chapter, NPCs have a health score rather than three stat Pools. When an NPC reaches 0 health, they are down. Whether that means dead, unconscious, or incapacitated depends on the circumstances as dictated by you and the players. Much of this can be based on logic. If the NPC is cut in half with a giant axe, they’re probably dead. If they’re mentally assaulted with a telepathic attack, they might be insane instead. If they’re hit over the head with a club, well, that’s your call.

It depends on the intentions of those who are fighting the NPC, too. PCs who want to knock out a foe rather than kill them can simply state that as their intention and describe their actions differently—using the flat of the blade, so to speak.

Creatures

Whenever possible, creatures should be handled like other NPCs. They don’t follow the same rules as the player characters. If anything, they should have greater latitude in doing things that don’t fit the normal mold. A many-armed beast should be able to attack multiple foes. A charging rhino-like animal ought to be able to move a considerable distance and attack as part of a single action.

Consider creature size very carefully. For those that are quick and hard to hit, hinder attacks against them. Large, strong creatures should be easier to hit, so ease attacks against them. However, you should freely give the stagger ability to anything twice as large as a human. This means that if the creature strikes a foe, the target must make an immediate Might defense roll or lose its next turn.

A creature’s level is a general indicator of its toughness, combining aspects of power, defense, intelligence, speed, and more into one rating. In theory, a small creature with amazing powers or extremely deadly venom could be high level, and a huge beast that isn’t very bright and isn’t much of a fighter could be low level. But these examples go against type. Generally, smaller creatures have less health and are less terrifying in combat than larger ones.

The Cypher System has no system for building creatures. There is no rule that says a creature with a certain ability should be a given level, and there is no rule dictating how many abilities a creature of a given level should have. But keep the spirit of the system in mind. Lower-level creatures are less dangerous. A level 1 creature could be poisonous, but its venom should inflict a few points of damage at most. The venom of a level 6 creature, however, might knock a PC down a step on the damage track or put them into a coma if they fail a Might defense roll. A low-level creature might be able to fly, phase through objects, or teleport because these abilities make it more interesting but not necessarily more dangerous. The value of such abilities depends on the creature that uses them. In other words, a phasing rodent is not overly dangerous, but a phasing battle juggernaut is terrifying. Basic elements such as health, damage, and offensive or defensive powers (such as poison, paralysis, disintegration, immunity to attacks, and so on) need to be tied directly to level—higher-level creatures get better abilities and more of them.

Balancing Encounters

In the Cypher System, there is no concept of a “balanced encounter.” There is no system for matching creatures of a particular level or tasks of a particular difficulty to characters of a particular tier. To some people, that might seem like a bad thing. But matching character builds to exacting challenges is not part of this game. It’s about story. So whatever you want to happen next in the story is a fine encounter as long as it’s fun. You’re not denying the characters XP if you make things too easy or too difficult, because that’s not how XP are earned. If things are too difficult for the PCs, they’ll have to flee, come up with a new strategy, or try something else entirely. The only thing you have to do to maintain “balance” is set difficulty within that encounter accurately and consistently.

In a game like the Cypher System, if everyone’s having fun, the game is balanced. Two things will unbalance the game in this context.

The first issue should be handled by the character creation rules. If there’s a problem, it might be that poor choices were made or a player isn’t taking full advantage of their options. If someone really doesn’t enjoy playing their character, allow them to alter the PC or—perhaps better—create a new one.

The second issue is trickier. As previously stated, there is no formula that states that N number of level X NPCs are a good match for tier Y characters. However, when the game has four or five beginning characters, the following guidelines are generally true.

But it depends on the situation at hand. If the PCs are already worn down from prior encounters, or if they have the right cyphers, any of the expectations listed above can change. That’s why there is no system for balancing encounters. Just keep in mind that beginning characters are pretty hardy and probably have some interesting resources, so you aren’t likely to wipe out the group by accident. Character death is unlikely unless the PCs have already been through a number of other encounters and are worn down.

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The rules of the Cypher System are quite straightforward at their heart, as all of gameplay is based around a few core concepts.

This chapter provides a brief explanation of how to play the game, and it’s useful for learning the game. Once you understand the basic concepts, you’ll likely want to reference Rules of the Game for a more in-depth treatment.

The Cypher System uses a twenty-sided die (1d20) to determine the results of most actions. Whenever a roll of any kind is called for and no die is specified, roll a d20.

The game master sets a difficulty for any given task. There are ten degrees of difficulty. Thus, the difficulty of a task can be rated on a scale of 1 to 10.

Each difficulty has a target number associated with it. The target number is always three times the task’s difficulty, so a difficulty 1 task has a target number of 3, but a difficulty 4 task has a target number of 12. To succeed at the task, you must roll the target number or higher. See the Task Difficulty table for guidance in how this works.

Character skills, favorable circumstances, or excellent equipment can decrease the difficulty of a task. For example, if a character is trained in climbing, they turn a difficulty 6 climb into a difficulty 5 climb. This is called easing the difficulty by one step (or just easing the difficulty, which assumes it’s eased by one step). If they are specialized in climbing, they turn a difficulty 6 climb into a difficulty 4 climb. This is called easing the difficulty by two steps. Decreasing the difficulty of a task can also be called easing a task. Some situations increase, or hinder, the difficulty of a task. If a task is hindered, it increases the difficulty by one step.

A skill is a category of knowledge, ability, or activity relating to a task, such as climbing, geography, or persuasiveness. A character who has a skill is better at completing related tasks than a character who lacks the skill. A character’s level of skill is either trained (reasonably skilled) or specialized (very skilled).

If you are trained in a skill relating to a task, you ease the difficulty of that task by one step. If you are specialized, you ease the difficulty by two steps. A skill can never decrease a task’s difficulty by more than two steps.

Anything else that reduces difficulty (help from an ally, a particular piece of equipment, or some other advantage) is referred to as an asset. Assets can never decrease a task’s difficulty by more than two steps.

You can also decrease the difficulty of a given task by applying Effort. (Effort is described in more detail in the Rules of the Game chapter.)

To sum up, three things can decrease a task’s difficulty: skills, assets, and Effort.

If you can ease a task so its difficulty is reduced to 0, you automatically succeed and don’t need to make a roll.

When Do You Roll?

Any time your character attempts a task, the GM assigns a difficulty to that task, and you roll a d20 against the associated target number.

When you jump from a burning vehicle, swing an axe at a mutant beast, swim across a raging river, identify a strange device, convince a merchant to give you a lower price, craft an object, use a power to control a foe’s mind, or use a blaster rifle to carve a hole in a wall, you make a d20 roll.

However, if you attempt something that has a difficulty of 0, no roll is needed—you automatically succeed. Many actions have a difficulty of 0. Examples include walking across the room and opening a door, using a special ability to negate gravity so you can fly, using an ability to protect your friend from radiation, or activating a device (that you already understand) to erect a force field. These are all routine actions and don’t require rolls.

Using skill, assets, and Effort, you can ease the difficulty of potentially any task to 0 and thus negate the need for a roll. Walking across a narrow wooden beam is tricky for most people, but for an experienced gymnast, it’s routine. You can even ease the difficulty of an attack on a foe to 0 and succeed without rolling.

If there’s no roll, there’s no chance for failure. However, there’s also no chance for remarkable success (in the Cypher System, that usually means rolling a 19 or 20, which are called special rolls; the Rules of the Game chapter also discusses special rolls).

Task Difficulty

Task DifficultyDescriptionTarget No.Guidance
0Routine0Anyone can do this basically every time.
1Simple3Most people can do this most of the time.
2Standard6Typical task requiring focus, but most people can usually do this.
3Demanding9Requires full attention; most people have a 50/50 chance to succeed.
4Difficult12Trained people have a 50/50 chance to succeed.
5Challenging15Even trained people often fail.
6Intimidating18Normal people almost never succeed.
7Formidable21Impossible without skills or great effort.
8Heroic24A task worthy of tales told for years afterward.
9Immortal27A task worthy of legends that last lifetimes.
10Impossible30A task that normal humans couldn’t consider (but one that doesn’t break the laws of physics).

Combat

Making an attack in combat works the same way as any other roll: the GM assigns a difficulty to the task, and you roll a d20 against the associated target number.

The difficulty of your attack roll depends on how powerful your opponent is. Just as tasks have a difficulty from 1 to 10, creatures have a level from 1 to 10. Most of the time, the difficulty of your attack roll is the same as the creature’s level. For example, if you attack a level 2 bandit, it’s a level 2 task, so your target number is 6.

It’s worth noting that players make all die rolls. If a character attacks a creature, the player makes an attack roll. If a creature attacks a character, the player makes a defense roll.

The damage dealt by an attack is not determined by a roll—it’s a flat number based on the weapon or attack used. For example, a spear always does 4 points of damage.

Your Armor characteristic reduces the damage you take from attacks directed at you. You get Armor from wearing physical armor (such as a leather jacket in a modern game or chainmail in a fantasy setting) or from special abilities. Like weapon damage, Armor is a flat number, not a roll. If you’re attacked, subtract your Armor from the damage you take. For example, a leather jacket gives you +1 to Armor, meaning that you take 1 less point of damage from attacks. If a mugger hits you with a knife for 2 points of damage while you’re wearing a leather jacket, you take only 1 point of damage. If your Armor reduces the damage from an attack to 0, you take no damage from that attack.

When you see the word “Armor” capitalized in the game rules (other than in the name of a special ability), it refers to your Armor characteristic—the number you subtract from incoming damage. When you see the word “armor” with a lowercase “a,” it refers to any physical armor you might wear.

Typical physical weapons come in three categories: light, medium and heavy.

Light weapons inflict only 2 points of damage, but they ease attack rolls because they are fast and easy to use. Light weapons are punches, kicks, clubs, knives, handaxes, rapiers, small pistols, and so on. Weapons that are particularly small are light weapons.

Medium weapons inflict 4 points of damage. Medium weapons include swords, battleaxes, maces, crossbows, spears, pistols, blasters, and so on. Most weapons are medium. Anything that could be used in one hand (even if it’s often used in two hands, such as a quarterstaff or spear) is a medium weapon.

Heavy weapons inflict 6 points of damage, and you must use two hands to attack with them. Heavy weapons are huge swords, great hammers, massive axes, halberds, heavy crossbows, blaster rifles, and so on. Anything that must be used in two hands is a heavy weapon.

Special Rolls

When you roll a natural 19 (the d20 shows “19”) and the roll is a success, you also have a minor effect. In combat, a minor effect inflicts 3 additional points of damage with your attack, or, if you’d prefer a special result, you could decide instead that you knock the foe back, distract them, or something similar. When not in combat, a minor effect could mean that you perform the action with particular grace. For example, when jumping down from a ledge, you land smoothly on your feet, or when trying to persuade someone, you convince them that you’re smarter than you really are. In other words, you not only succeed but also go a bit further.

When you roll a natural 20 (the d20 shows “20”) and the roll is a success, you also have a major effect. This is similar to a minor effect, but the results are more remarkable. In combat, a major effect inflicts 4 additional points of damage with your attack, but again, you can choose instead to introduce a dramatic event such as knocking down your foe, stunning them, or taking an extra action. Outside of combat, a major effect means that something beneficial happens based on the circumstance. For example, when climbing up a cliff wall, you make the ascent twice as fast. When a roll grants you a major effect, you can choose to use a minor effect instead if you prefer.

In combat (and only in combat), if you roll a natural 17 or 18 on your attack roll, you add 1 or 2 additional points of damage, respectively. Neither roll has any special effect options—just the extra damage.

For more information on special rolls and how they affect combat and other interactions, see Rules of the Game.

Rolling a natural 1 is always bad. It means that the GM introduces a new complication into the encounter.

Range and Speed

Distance is simplified into four categories: immediate, short, long, and very long.

Immediate distance from a character is within reach or within a few steps. If a character stands in a small room, everything in the room is within immediate distance. At most, immediate distance is 10 feet (3 m).

Short distance is anything greater than immediate distance but less than 50 feet (15 m) or so.

Long distance is anything greater than short distance but less than 100 feet (30 m) or so.

Very long distance is anything greater than long distance but less than 500 feet (150 m) or so. Beyond that range, distances are always specified—1,000 feet (300 m), a mile (1.5 km), and so on.

The idea is that it’s not necessary to measure precise distances. Immediate distance is right there, practically next to the character. Short distance is nearby. Long distance is farther off. Very long distance is really far off.

All weapons and special abilities use these terms for ranges. For example, all melee weapons have immediate range—they are close-combat weapons, and you can use them to attack anyone within immediate distance. A thrown knife (and most other thrown weapons) has short range. A bow has long range. An Adept’s Onslaught ability also has short range.

A character can move an immediate distance as part of another action. In other words, they can take a few steps over to the control panel and activate a switch. They can lunge across a small room to attack a foe. They can open a door and step through.

A character can move a short distance as their entire action for a turn. They can also try to move a long distance as their entire action, but the player might have to roll to see if the character slips, trips, or stumbles as the result of moving so far so quickly.

For example, if the PCs are fighting a group of cultists, any character can likely attack any cultist in the general melee—they’re all within immediate range. Exact positions aren’t important. Creatures in a fight are always moving, shifting, and jostling, anyway. However, if one cultist stayed back to fire a pistol, a character might have to use their entire action to move the short distance required to attack that foe. It doesn’t matter if the cultist is 20 feet (6 m) or 40 feet (12 m) away—it’s simply considered short distance. It does matter if the cultist is more than 50 feet (15 m) away because that distance would require a long or very long move.

Many rules in this system avoid the cumbersome need for precision. Does it really matter if the ghost is 13 feet away from you or 18? Probably not. That kind of needless specificity only slows things down and draws away from, rather than contributes to, the story.

Experience Points

Experience points (XP) are rewards given to players when the GM intrudes on the story (this is called GM intrusion) with a new and unexpected challenge. For example, in the middle of combat, the GM might inform the player that they drop their weapon. However, to intrude in this manner, the GM must award the player 2 XP. The rewarded player, in turn, must immediately give one of those XP to another player and justify the gift (perhaps the other player had a good idea, told a funny joke, performed an action that saved a life, and so on).

Alternatively, the player can refuse the GM intrusion. If they do so, they don’t get the 2 XP from the GM, and they must also spend 1 XP that they already have. If the player has no XP to spend, they can’t refuse the intrusion.

The GM can also give players XP between sessions as a reward for making discoveries during an adventure. Discoveries are interesting facts, wondrous secrets, powerful artifacts, answers to mysteries, or solutions to problems (such as where the kidnappers are keeping their victim or how the PCs repair the starship). You don’t earn XP for killing foes or overcoming standard challenges in the course of play. Discovery is the soul of the Cypher System.

Experience points are used primarily for character advancement (for details, see the Creating Your Character chapter), but a player can also spend 1 XP to reroll any die roll and take the better of the two rolls.

Cyphers

Cyphers are abilities that have a single use. In many campaigns, cyphers aren’t physical objects—they might be a spell cast upon a character, a blessing from a god, or just a quirk of fate that gives them a momentary advantage. In some campaigns, cyphers are physical objects that characters can carry. Whether or not cyphers are physical objects, they are part of the character (like equipment or a special ability) and are things characters can use during the game. The form that physical cyphers take depends on the setting. In a fantasy world they might be wands or potions, but in a science fiction game they could be alien crystals or prototype devices.

Characters will find new cyphers frequently in the course of play, so players shouldn’t hesitate to use their cypher abilities. Because cyphers are always different, the characters will always have new special powers to try.

Other Dice

In addition to a d20, you’ll need a d6 (a six-sided die). Rarely, you’ll need to roll a number between 1 and 100 (often called a d100 or d% roll), which you can do by rolling a d20 twice, using the last digit of the first roll as the “tens” place and the last digit of the second roll as the “ones” place. For example, rolling a 17 and a 9 gives you 79, rolling a 3 and an 18 gives you 38, and rolling a 20 and a 10 gives you 00 (also known as 100). If you have a d10 (a ten-sided die), you can use it instead of the d20 to roll numbers between 1 and 100.

A d6 is used most often for recovery rolls and to determine the level of cyphers.

Glossary

Game master (GM): The player who doesn’t run a character, but instead guides the flow of the story and runs all the NPCs.

Nonplayer character (NPC): Characters run by the GM. Think of them as the minor characters in the story, or the villains or opponents. This includes any kind of creature as well as people.

Party: A group of player characters (and perhaps some NPC allies).

Player character (PC): A character run by a player rather than the GM. Think of the PCs as the main characters in the story.

Player: The players who run characters in the game.

Session: A single play experience. Usually lasts a few hours. Sometimes one adventure can be accomplished in a session. More often, one adventure is multiple sessions.

Adventure: A single portion of the campaign with a beginning and an end. Usually defined at the beginning by a goal put forth by the PCs and at the end by whether or not they achieve that goal.

Campaign: A series of sessions strung together with an overarching story (or linked stories) with the same player characters. Often, but not always, a campaign involves a number of adventures.

Character: Anything that can act in the game. Although this includes PCs and human NPCs, it also technically includes creatures, aliens, mutants, automatons, animate plants, and so on. The word “creature” is usually synonymous.

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Cypher System games are played in the joint imagination of all the players, including the GM. The GM sets the scene, the players state what their characters attempt to do, and the GM determines what happens next. The rules and the dice help make the game run smoothly, but it’s the people, not the rules or the dice, that direct the action and determine the story—and the fun. If a rule gets in the way or detracts from the game, the players and the GM should work together to change it.

This is how you play the Cypher System:

  1. The player tells the GM what they want to do. This is a character action.

  2. The GM determines if that action is routine (and therefore works without needing a roll) or if there’s a chance of failure.

  3. If there is a chance of failure, the GM determines which stat the task uses (Might, Speed, or Intellect) and the task’s difficulty—how hard it will be on a scale from 1 (really easy) to 10 (basically impossible).

  4. The player and the GM determine if anything about the character—such as training, equipment, special abilities, or various actions—can modify the difficulty up or down by one or more steps. If these modifications reduce the difficulty to less than 1, the action is routine (and therefore works with no roll needed).

  5. If the action still isn’t routine, the GM uses its difficulty to determine the target number—how high the player must roll to succeed at the action (see the Task Difficulty table). The GM doesn’t have to tell the player what the target number is, but they can give the player a hint, especially if the character would reasonably know if the action was easy, average, difficult, or impossible.

  6. The player rolls a d20. If they roll equal to or higher than the target number, the character succeeds.

That’s it. That’s how to do anything, whether it’s identifying an unknown device, calming a raging drunk, climbing a treacherous cliff, or battling a demigod. Even if you ignored all the other rules, you could still play the Cypher System with just this information. The key features here are: character actions, determining task difficulty, and determining modifications.

Key Concepts

Action: Anything a character does that is significant—punch a foe, leap a chasm, activate a device, use a special power, and so on. Each character can take one action in a round.

Character: Any creature in the game capable of acting, whether it is a player character (PC) run by a player or a nonplayer character (NPC) run by the game master (GM). In the Cypher System, even bizarre creatures, sentient machines, and living energy beings can be “characters.”

Difficulty: A measure of how easy it is to accomplish a task. Difficulty is rated on a scale from 1 (lowest) to 10 (highest). Altering the difficulty to make a task harder is called “hindering.” Altering it to make a task easier is called “easing.” All changes in difficulty are measured in steps. Difficulty often equates directly with level, so opening a level 3 locked door probably has a difficulty of 3.

Ease: A decrease in a task’s difficulty, usually by one step. If something doesn’t say how many steps it eases a task, then it reduces the difficulty by one step.

Effort: Spending points from a stat Pool to reduce the difficulty of a task. A PC decides whether or not to apply Effort on their turn before the roll is made. NPCs never apply Effort.

Hinder: An increase in a task’s difficulty, usually by one step. If something doesn’t say how many steps it hinders a task, then it increases the difficulty by one step.

Inability: The opposite of trained—you’re hindered whenever you attempt a task that you have an inability in. If you also become trained in the task, the training and the inability cancel each other out and you become practiced.

Level: A way to measure the strength, difficulty, power, or challenge of something in the game. Everything in the game has a level. NPCs and objects have levels that determine the difficulty of any task related to them. For example, an opponent’s level determines how hard they are to hit or avoid in combat. A door’s level indicates how hard it is to break down. A lock’s level determines how hard it is to pick. Levels are rated on a scale from 1 (lowest) to 10 (highest). PC tiers are a little like levels, but they go only from 1 to 6 and mechanically work very differently than levels—for example, a PC’s tier does not determine a task’s difficulty.

Practiced: The normal, unmodified ability to use a skill—not trained, specialized, or an inability. Your type determines what weapon skills you’re practiced in; if you aren’t practiced with a type of weapon, you have an inability in it.

Roll: A d20 roll made by a PC to determine whether an action is successful. Although the game occasionally uses other dice, when the text simply refers to “a roll,” it always means a d20 roll.

Round: A length of time about five to ten seconds long. There are about ten rounds in a minute. When it’s really important to track precise time, use rounds. Basically, it’s the length of time to take an action in the game, but since everyone more or less acts simultaneously, all characters get to take an action each round.

Specialized: Having an exceptional amount of skill in a task. Being specialized eases the task by two steps. So, if you are specialized in climbing, all your climbing tasks are eased by two steps.

Stat: One of the three defining characteristics for PCs: Might, Speed, or Intellect. Each stat has two values: Pool and Edge. Your Pool represents your raw, innate ability, and your Edge represents knowing how to use what you have. Each stat Pool can increase or decrease over the course of play—for example, you can lose points from your Might Pool when struck by an opponent, spend points from your Intellect Pool to activate a special ability, or rest to recover points in your Speed Pool after a long day of marching. Anything that damages a stat, restores a stat, or boosts or penalizes a stat affects the stat’s Pool.

Task: Any action that a PC attempts. The GM determines the difficulty of the task. In general, a task is something that you do and an action is you performing that task, but in most cases they mean the same thing.

Trained: Having a reasonable amount of skill in a task. Being trained eases the task. For example, if you are trained in climbing, all climbing tasks for you are eased. If you become very skilled at that task, you become specialized instead of trained. You do not need to be trained to attempt a task.

Turn: The part of the round when a character or creature takes its actions. For example, if a Warrior and an Adept are fighting an orc, each round the Warrior takes an action on their turn, the Adept takes an action on their turn, and the orc takes an action on its turn. Some abilities or effects last only one turn, or end when the next turn is started.

Taking Action

Each character gets one turn each round. On a character’s turn, they can do one thing—an action. All actions fall into one of three categories: Might, Speed, or Intellect (just like the three stats). Many actions require die rolls—rolling a d20.

Every action performs a task, and every task has a difficulty that determines what number a character must reach or surpass with a die roll to succeed.

Most tasks have a difficulty of 0, which means the character succeeds automatically. For example, walking across a room, opening a door, and throwing a stone into a nearby bucket are all actions, but none of them requires a roll. Actions that are usually difficult or that become difficult due to the situation (such as shooting at a target in a blizzard) have a higher difficulty. These actions usually require a roll.

Some actions require a minimum expenditure of Might, Speed, or Intellect points. If a character cannot spend the minimum number of points needed to complete the action, they automatically fail at the task.

Determining Task Stat

Every task relates to one of a character’s three stats: Might, Speed, or Intellect. Physical activities that require strength, power, or endurance relate to Might. Physical activities that require agility, flexibility, or fast reflexes relate to Speed. Mental activities that require force of will, memory, or mental power relate to Intellect. This means you can generalize tasks into three categories: Might tasks, Speed tasks, and Intellect tasks. You can also generalize rolls into three categories: Might rolls, Speed rolls, and Intellect rolls.

The category of the task or roll determines what kind of Effort you can apply to the roll and may determine how a character’s other abilities affect the roll. For example, an Adept may have an ability that makes them better at Intellect rolls, and a Warrior may have an ability that makes them better at Speed rolls.

Determining Task Difficulty

The most frequent thing a GM does during the game—and probably the most important thing—is set a task’s difficulty. To make the job easier, use the Task Difficulty table, which associates a difficulty rating with a descriptive name, a target number, and general guidance about the difficulty.

Every difficulty from 1 to 10 has a target number associated with it. The target number is easy to remember: it’s always three times the difficulty. The target number is the minimum number a player needs to roll on a d20 to succeed at the task. Moving up or down on the table is called hindering or easing, which is measured in steps.

For example, reducing a difficulty 5 task to a difficulty 4 task is “easing the difficulty by one step” or just “easing the difficulty” or “easing the task.” Most modifiers affect the difficulty rather than the player’s roll. This has two consequences:

Low target numbers such as 3 or 6, which would be boring in most games that use a d20, are not boring in the Cypher System. For example, if you need to roll a 6 or higher, you still have a 25% chance to fail.

The upper levels of difficulty (7, 8, 9, and 10) are all but impossible because the target numbers are 21 or higher, which you can’t roll on a d20. However, it’s common for PCs to have abilities or equipment that ease a task and thus lower the target number to something they can roll on a d20.

A character’s tier does not determine a task’s level. Things don’t get more difficult just because a character’s tier increases—the world doesn’t instantly become a more difficult place. Fourth-tier characters don’t deal only with level 4 creatures or difficulty 4 tasks (although a fourth-tier character probably has a better shot at success than a first-tier character does). Just because something is level 4 doesn’t necessarily mean it’s meant only for fourth-tier characters. Similarly, depending on the situation, a fifth-tier character could find a difficulty 2 task just as challenging as a second-tier character does.

Therefore, when setting the difficulty of a task, the GM should rate the task on its own merits, not on the power of the characters.

Modifying the Difficulty

After the GM sets the difficulty for a task, the player can try to modify it for their character. Any such modification applies only to this particular attempt at the task. In other words, rewiring an electronic door lock normally might be difficulty 6, but since the character doing the work is skilled in such tasks, has the right tools, and has another character assisting them, the difficulty in this instance might be much lower. That’s why it’s important for the GM to set a task’s difficulty without taking the character into account. The character comes in at this step.

By using skills and assets, working together, and—perhaps most important—applying Effort, a character can ease a task by multiple steps to make it easier. Rather than adding bonuses to the player’s roll, reducing the difficulty lowers the target number. If they can reduce the difficulty of a task to 0, no roll is needed; success is automatic. (An exception is if the GM decides to use a GM intrusion on the task, in which case the player would have to make a roll at the original difficulty.)

There are three basic ways in which a character can ease a task: skills, assets, and Effort. Each method eases the task by at least one step—never in smaller increments.

By using skills, assets, and Effort, a character can ease a task by a maximum of ten steps: one or two steps from skills, one or two steps from assets, and one to six steps from Effort.

Skills

Characters may be skilled at performing a specific task. A skill can vary from character to character. For example, one character might be skilled at lying, another might be skilled at trickery, and a third might be skilled in all interpersonal interactions. The first level of being skilled is called being trained, and it eases that task by one step. More rarely, a character can be incredibly skilled at performing a task. This is called being specialized, and it eases the task by two steps instead of one. Skills can never decrease a task by more than two steps—any more than two steps from being trained and specialized don’t count.

Assets

An asset is anything that helps a character with a task, such as having a really good crowbar when trying to force open a door or being in a rainstorm when trying to put out a fire. Appropriate assets vary from task to task. The perfect awl might help when woodworking, but it won’t make a dance performance much better. An asset usually eases a task by one step. Assets can never ease a task by more than two steps—any more than two steps from assets don’t count.

The important thing to remember is that a skill can reduce the difficulty by no more than two steps, and assets can reduce the difficulty by no more than two steps, regardless of the situation. Thus, no task’s difficulty will ever be reduced by more than four steps without using Effort.

Effort

A player can apply Effort to ease a task. To do this, the player spends points from the stat Pool that’s most appropriate to the task. For example, applying Effort to push a heavy rock off a cliff requires a player to spend points from the character’s Might Pool; applying Effort to activate an unusual machine interface requires them to spend points from the character’s Intellect Pool. For every level of Effort spent on a task, the task is eased. It costs 3 points from a stat Pool to apply one level of Effort, and it costs 2 additional points for every level thereafter (so it costs 5 points for two levels of Effort, 7 points for three levels of Effort, and so on). A character must spend points from the same stat Pool as the type of task or roll—Might points for a Might roll, Speed points for a Speed roll, or Intellect points for an Intellect roll.

Every character has a maximum level of Effort they can apply to a single task. Effort can never ease a task by more than six steps—any more than six steps from applying Effort doesn’t count.

Free Level of Effort: A few abilities give you a free level of Effort (these usually require you to apply at least one level of Effort to a task). In effect, you’re getting one more level of Effort than what you paid for. This free level of Effort can exceed the Effort limit for your character, but not the six-step limit for easing a task.

Rolling the Die

To determine success or failure, a player rolls a die (always a d20). If they roll the target number or higher, they succeed. Most of the time, that’s the end of it—nothing else needs to be done. Rarely, a character might apply a small modifier to the roll. If they have a +2 bonus when attempting specific actions, they add 2 to the number rolled. However, the original roll matters if it’s a special roll.

If a character applies a modifier to the die roll, it’s possible to get a result of 21 or higher, in which case they can attempt a task with a target number above 20. But if there is no possibility for success—if not even rolling a natural 20 (meaning the d20 shows that number) is sufficient to accomplish the task—then no roll is made. Otherwise, characters would have a chance to succeed at everything, even impossible or ridiculous tasks such as climbing moonbeams, throwing elephants, or hitting a target on the opposite side of a mountain with an arrow.

If a character’s modifiers add up to +3, treat them as an asset instead. In other words, instead of adding a +3 bonus to the roll, reduce the difficulty by one step. For example, if a Warrior has a +1 bonus to attack rolls from a minor effect, a +1 bonus to attack rolls from a special weapon quality, and a +1 bonus to attack rolls from a special ability, they do not add 3 to their attack roll—instead, they reduce the difficulty of the attack by one step. So if they attack a level 3 foe, they would normally roll against difficulty 3 and try to reach a target number of 9, but thanks to their asset, they roll against difficulty 2 and try to reach a target number of 6.

This distinction is important when stacking skills and assets to decrease the difficulty of an action, especially since reducing the difficulty to 0 or lower means no roll is needed.

The Player Always Rolls

In the Cypher System, players always drive the action. That means they make all the die rolls. If a PC leaps out of a moving vehicle, the player rolls to see if they succeed. If a PC searches for a hidden panel, the player rolls to determine whether they find it. If a rockslide falls on a PC, the player rolls to try to get out of the way. If a PC and an NPC arm wrestle, the player rolls, and the NPC’s level determines the target number. If a PC attacks a foe, the player rolls to see if they hit. If a foe attacks the PC, the player rolls to see if they dodge the blow.

As shown by the last two examples, the PC rolls whether they are attacking or defending. Thus, something that improves defenses might ease or hinder their rolls. For example, if a PC uses a low wall to gain cover from attacks, the wall eases the player’s defense rolls. If a foe uses the wall to gain cover from the PC’s attacks, it hinders the player’s attack rolls.

Special Rolls

If a character rolls a natural 1, 17, 18, 19, or 20 (meaning the d20 shows that number), special rules come into play. These are explained in more detail in the following sections.

1: GM Intrusion. The GM makes a free intrusion (see below) and doesn’t award experience points (XP) for it.

17: Damage Bonus. If the roll was a damage-dealing attack, it deals 1 additional point of damage.

18: Damage Bonus. If the roll was a damage-dealing attack, it deals 2 additional points of damage.

19: Minor Effect. If the roll was a damage-dealing attack, it deals 3 additional points of damage or the PC gets a minor effect in addition to the normal results of the task. If the roll was something other than an attack, the PC gets a minor effect in addition to the normal results of the task.

20: Major Effect. If the roll was a damage-dealing attack, it deals 4 additional points of damage or the PC gets a major or minor effect in addition to the normal results of the task. If the roll was something other than an attack, the PC gets a major effect in addition to the normal results of the task. If the PC spent points from a stat Pool on the action, the point cost for the action decreases to 0, meaning the character regains those points as if they had not spent them at all.

GM Intrusion

GM intrusion is explained in more detail in the Running the Cypher System chapter, but essentially it means that something occurs to complicate the character’s life. The character hasn’t necessarily fumbled or done anything wrong (although perhaps they did). It could just be that the task presents an unexpected difficulty or something unrelated affects the current situation.

For GM intrusion on a defense roll, a roll of 1 might mean that the PC takes 2 additional points of damage from the attack, indicating that the opponent got in a lucky blow.

For complete details about GM intrusion and how to use it to best effect in the game, see the Running the Cypher System chapter.

Minor Effect

A minor effect happens when a player rolls a natural 19. Most of the time, a minor effect is slightly beneficial to the PC, but not overwhelming.

A climber gets up the steep slope a bit faster. A repaired machine works a bit better. A character jumping down into a pit lands on their feet. Either the GM or the player can come up with a possible minor effect that fits the situation, but both must agree on what it should be.

Don’t waste a lot of time thinking of a minor effect if nothing appropriate suggests itself. Sometimes, in cases where only success or failure matters, it’s okay to have no minor effect. Keep the game moving at an exciting pace.

In combat, the easiest and most straightforward minor effect is dealing 3 additional points of damage with an attack. The following are other common minor effects for combat:

Damage object: Instead of striking the foe, the attack strikes what the foe is holding. If the attack hits, the character makes a Might roll with a difficulty equal to the object’s level. On a success, the object moves one or more steps down the object damage track.

Distract: For one round, all of the foe’s tasks are hindered.

Knock back: The foe is knocked or forced back a few feet. Most of the time, this doesn’t matter much, but if the fight takes place on a ledge or next to a pit of lava, the effect can be significant.

Move past: The character can move a short distance at the end of the attack. This effect is useful to get past a foe guarding a door, for example.

Strike a specific body part: The attacker strikes a specific spot on the defender’s body. The GM rules what special effect, if any, results. For example, hitting a creature’s tentacle that is wrapped around an ally might make it easier for the ally to escape. Hitting a foe in the eye might blind it for one round. Hitting a creature in its one vulnerable spot might ignore Armor.

Usually, the GM just has the desired minor effect occur. For example, rolling a 19 against a relatively weak foe means it is knocked off the cliff. The effect makes the round more exciting, but the defeat of a minor creature has no significant impact on the story. Other times, the GM might rule that an additional roll is needed to achieve the effect—the special roll only gives the PC the opportunity for a minor effect. This mostly happens when the desired effect is very unlikely, such as pushing a 50-ton battle automaton off a cliff. If the player just wants to deal 3 additional points of damage as the minor effect, no extra roll is needed.

Major Effect

A major effect happens when a player rolls a natural 20. Most of the time, a major effect is quite beneficial to the character. A climber gets up the steep slope in half the time. A jumper lands with such panache that those nearby are impressed and possibly intimidated. A defender makes a free attack on a foe.

Either the GM or the player can come up with a possible major effect that fits the situation, but both must agree on what it should be. As with minor effects, don’t spend a lot of time agonizing over the details of a major effect. In cases where only success or failure matters, a major effect might offer the character a one-time asset (a modification of one step) to use the next time they attempt a similar action. When nothing else seems appropriate, the GM can simply grant the PC an additional action on their turn that same round.

In combat, the easiest and most straightforward major effect is dealing 4 additional points of damage with an attack. The following are other common major effects for combat.

Disarm: The foe drops one object that it is holding.

Impair: For the rest of the combat, all tasks the foe attempts are hindered.

Knock down: The foe is knocked prone. It can get up on its turn.

Stun: The foe loses its next action.

As with minor effects, usually the GM just has the desired major effect occur, but sometimes the GM might require an extra roll if the major effect is unusual or unlikely.

Retrying a Task After Failure

If a character fails a task (whether it’s climbing a wall, picking a lock, trying to figure out a mysterious device, or something else) they can attempt it again, but they must apply at least one level of Effort when retrying that task. A retry is a new action, not part of the same action that failed, and it takes the same amount of time as the first attempt did.

Sometimes the GM might rule that retries are impossible. Perhaps a character has one chance to convince the leader of a group of thugs not to attack, and after that, no amount of talking will stop them.

This rule doesn’t apply to something like attacking a foe in combat because combat is always changing and fluid. Each round’s situation is new, not a repeat of a previous situation, so a missed attack can’t be retried.

Initial Cost

The GM can assign a point cost to a task just for trying it. Called an initial cost, it’s simply an indication that the task is particularly taxing. For example, let’s say a character wants to try a Might action to open a heavy cellar door that is partially rusted shut. The GM says that forcing the door open is a difficulty 5 task, and there’s an initial cost of 3 Might points simply to try. This initial cost is in addition to any points the character chooses to spend on the roll (such as when applying Effort), and the initial cost points do not affect the difficulty of the task. In other words, the character must spend 3 Might points to attempt the task at all, but that doesn’t help them open the door. If they want to apply Effort to ease the task, they have to spend more points from their Might Pool.

Edge helps with the initial cost of a task, just as it does with any expenditure from a character’s Pool. In the previous example, if the character had a Might Edge of 2, they would have to spend only 1 point (3 points minus 2 from their Might Edge) for the initial cost to attempt the task. If they also applied a level of Effort to open the door, they couldn’t use their Edge again—Edge applies only once per action—so using the Effort would cost the full 3 points. Thus, they’d spend a total of 4 points (1 for the initial cost plus 3 for the Effort) from their Might Pool.

The rationale of the initial cost rule is that even in the Cypher System, where things like Effort can help a character succeed on an action, logic still suggests that some actions are very difficult and taxing, particularly for some PCs more than others.

Distance

Distance is simplified into four basic categories: immediate, short, long, and very long.

Immediate distance from a character is within reach or within a few steps; if a character stands in a small room, everything in the room is within immediate distance. At most, immediate distance is 10 feet (3 m). Immediate distance is sometimes referred to as close, or even point-blank, particularly when referring to ranges.

The words “immediate” and “close” can be used interchangeably to talk about distance. If a creature or object is within arm’s reach of the character, it can be considered both immediate and close.

Short distance is anything greater than immediate distance but less than 50 feet (15 m) or so.

Long distance is anything greater than short distance but less than 100 feet (30 m) or so.

Very long distance is anything greater than long distance but less than 500 feet (150 m) or so.

Beyond that range, distances are always specified—1,000 feet (300 m), 1 mile (1.5 km), and so on.

All weapons and special abilities use these terms for ranges. For example, all melee weapons have immediate range—they are close-combat weapons, and you can use them to attack anyone within immediate distance. A thrown knife (and most other thrown weapons) has short range. A small handgun also has short range. A rifle has long range.

A character can move an immediate distance as a part of another action. In other words, they can take a few steps to the light switch and flip it on. They can lunge across a small room to attack a foe. They can open a door and step through.

A character can move a short distance as their entire action for a turn. They can also try to move a long distance as their entire action, but the player might have to roll to see if the character slips, trips, or stumbles for moving so far so quickly.

GMs and players don’t need to determine exact distances. For example, if the PCs are fighting a group of guards, any character can likely attack any foe in the general melee—they’re all within immediate range. However, if one trooper stays back to fire a blaster, a character might have to use their entire action to move the short distance required to attack that foe. It doesn’t matter if the trooper is 20 feet (6 m) or 40 feet (12 m) away—it’s simply considered short distance. It does matter if the trooper is more than 50 feet (15 m) away because that distance would require a long move.

Other Distances

In rare cases where distances beyond very long are needed, real-world distances are best (1 mile, 100 kilometers, and so on). However, the following shorthand distances can be useful in some settings:

Planetary: On the same planet.

Interplanetary: Within the same solar system.

Interstellar: Within the same galaxy.

Intergalactic: Anywhere in the same universe.

Interdimensional: Anywhere.

Timekeeping

Generally, keep time the same way that you normally would, using minutes, hours, days, and weeks. Thus, if the characters walk overland for 15 miles (24 km), about eight hours pass, even though the journey can be described in only a few seconds at the game table. Precision timekeeping is rarely important. Most of the time, saying things like “That takes about an hour” works fine.

This is true even when a special ability has a specific duration. In an encounter, a duration of “one minute” is mostly the same as saying “the rest of the encounter.” You don’t have to track each round that ticks by if you don’t want to. Likewise, an ability that lasts for ten minutes can safely be considered the length of an in-depth conversation, the time it takes to quickly explore a small area, or the time it takes to rest after a strenuous activity.

ActionTime Usually Required
Walking a mile over easy terrainAbout fifteen minutes
Walking a mile over rough terrain (forest, snow, hills)About half an hour
Walking a mile over difficult terrain (mountains, thick jungle)About forty-five minutes
Moving from one significant location in a city to anotherAbout fifteen minutes
Sneaking into a guarded locationAbout fifteen minutes
Observing a new location to get salient detailsAbout fifteen minutes
Having an in-depth discussionAbout ten minutes
Resting after a fight or other strenuous activityAbout ten minutes
Resting and having a quick mealAbout half an hour
Making or breaking campAbout half an hour
Shopping for supplies in a market or storeAbout an hour
Meeting with an important contactAbout half an hour
Referencing a book or websiteAbout half an hour
Searching a room for hidden thingsAt least half an hour, perhaps one hour
Searching for cyphers or other valuables amid a lot of stuffAbout an hour
Identifying and understanding a cypherFifteen minutes to half an hour
Identifying and understanding an artifactAt least fifteen minutes, perhaps three hours
Repairing a device (assuming parts and tools available)At least an hour, perhaps a day
Building a device (assuming parts and tools available)At least a day, perhaps a week

Encounters, Rounds, and Initiative

Sometimes in the course of the game, the GM or players will refer to an “encounter.” Encounters are not so much measurements of time as they are events or instances in which something happens, like a scene of a movie or a chapter in a book. An encounter might be a fight with a foe, a dramatic crossing of a raging river, or a stressful negotiation with an important official. It’s useful to use the word when referring to a specific scene, as in “My Might Pool is low after that encounter with the soul sorcerer yesterday.”

A round is about five to ten seconds. The length of time is variable because sometimes one round might be a bit longer than another. You don’t need to measure time more precisely than that. You can estimate that on average there are about ten rounds in a minute. In a round, everyone—each character and NPC—gets to take one action.

To determine who goes first, second, and so on in a round, each player makes a Speed roll called an initiative roll. Most of the time, it’s only important to know which characters act before the NPCs and which act after the NPCs. On an initiative roll, a character who rolls higher than an NPC’s target number takes their action before the NPC does. As with all target numbers, an NPC’s target number for an initiative roll is three times the NPC’s level. Many times, the GM will have all NPCs take their actions at the same time, using the highest target number from among all the NPCs. Using this method, any characters who rolled higher than the target number act first, then all the NPCs act, and finally any characters who rolled lower than the target number act.

An initiative roll is a d20 roll. Since your initiative depends on how fast you are, if you spend Effort on the roll, the points come from your Speed Pool.

The order in which the characters act usually isn’t important. If the players want to go in a precise order, they can act in initiative order (highest to lowest), by going around the table, by going oldest to youngest, and so on.

For example, Charles, Tammie, and Shanna’s characters are in combat with two level 2 security guards. The GM has the players make Speed rolls to determine initiative. Charles rolls an 8, Shanna rolls a 15, and Tammie rolls a 4. The target number for a level 2 creature is 6, so each round Charles and Shanna act before the guards, then the guards act, and finally Tammie acts. It doesn’t matter whether Charles acts before or after Shanna, as long as they think it’s fair.

After everyone—all PCs and NPCs—in the combat has had a turn, the round ends and a new round begins. In all rounds after the first, everyone acts in the same order as they did in the first round. The characters cycle through this order until the logical end of the encounter (the end of the fight or the completion of the event) or until the GM asks them to make new initiative rolls. The GM can call for new initiative rolls at the beginning of any new round when conditions drastically change. For example, if the NPCs gain reinforcements, the environment changes (perhaps the lights go out), the terrain changes (maybe part of the balcony collapses under the PCs), or something similar occurs, the GM can call for new initiative rolls.

Since the action moves as a cycle, anything that lasts for a round ends where it started in the cycle. If Umberto uses an ability on an opponent that hinders its defenses for one round, the effect lasts until Umberto acts on his next turn.

A Closer Look At Situations that Don’t Involve PCs

Ultimately, the GM is the arbiter of conflicts that do not involve the PCs. They should be adjudicated in the most interesting, logical, and story-based way possible. When in doubt, match the level of the NPCs (characters or creatures) or their respective effects to determine the results. Thus, if a level 4 NPC fights a level 3 NPC, the level 4 NPC will win, but if they face a level 7 NPC, they’ll lose. Likewise, a level 4 creature resists poisons or devices of level 3 or lower but not those of level 5 and above.

The essence is this: in the Cypher System, it doesn’t matter if something is a creature, a poison, or a gravity-dispelling ray. If it’s a higher level, it wins; if it’s a lower level, it loses. If two things of equal level oppose each other, there might be a long, drawn-out battle that could go either way.

Actions

Anything that your character does in a round is an action. It’s easiest to think of an action as a single thing that you can do in five to ten seconds. For example, if you use your dart thrower to shoot a strange floating orb, that’s one action. So is running for cover behind a stack of barrels, prying open a stuck door, using a rope to pull your friend up from a pit, or activating a cypher (even if it’s stored in your pack).

Opening a door and attacking a security guard on the other side are two actions. It’s more a matter of focus than time. Drawing your sword and attacking a foe is all one action. Putting away your bow and pushing a heavy bookcase to block a door are two actions because each requires a different train of thought.

If the action you want to accomplish is not within reach, you can move a little bit. Essentially, you can move up to an immediate distance to perform your action. For example, you can move an immediate distance and attack a foe, open a door and move an immediate distance into the hallway beyond, or grab your hurt friend lying on the ground and pull them back a few steps. This movement can occur before or after your action, so you can move to a door and open it, or you can open a door and move through it.

The most common actions are:

Action: Attack

An attack is anything that you do to someone that they don’t want you to do. Slashing a foe with a curved dagger is an attack, blasting a foe with a lightning artifact is an attack, wrapping a foe in magnetically controlled metal cables is an attack, and controlling someone’s mind is an attack. An attack almost always requires a roll to see if you hit or otherwise affect your target.

In the simplest kind of attack, such as a PC trying to stab a thug with a knife, the player rolls and compares their result to the opponent’s target number. If their roll is equal to or greater than the target number, the attack hits. Just as with any kind of task, the GM might modify the difficulty based on the situation, and the player might have a bonus to the roll or might try to ease the task using skills, assets, or Effort.

A less straightforward attack might be a special ability that stuns a foe with a mental blast. However, it’s handled the same way: the player makes a roll against the opponent’s target number. Similarly, an attempt to tackle a foe and wrestle it to the ground is still just a roll against the foe’s target number.

Attacks are sometimes categorized as “melee” attacks, meaning that you hurt or affect something within immediate reach, or “ranged” attacks, meaning that you hurt or affect something at a distance.

Melee attacks can be Might or Speed actions—player choice. Physical ranged attacks (such as bows, thrown weapons, and blasts of fire from a mutation) are almost always Speed actions, but those that come from special abilities tend to be Intellect actions.

Special abilities that require touching the target require a melee attack. If the attack misses, the power is not wasted, and you can try again each round as your action until you hit the target, use another ability, or take a different action that requires you to use your hands. These attempts in later rounds count as different actions, so you don’t have to keep track of how much Effort you used when you activated the ability or how you used Edge. For example, let’s say that in the first round of combat, you activate a special ability that requires you to touch your foe and you use Effort to ease the attack, but you roll poorly and miss your foe. In the second round of combat, you can try attacking again and use Effort to ease the attack roll.

The GM and players are encouraged to describe every attack with flavor and flair. One attack roll might be a stab to the foe’s arm. A miss might be the PC’s sword slamming into the wall. Combatants lunge, block, duck, spin, leap, and make all kinds of movements that should keep combat visually interesting and compelling. The Running the Cypher System chapter has much more guidance in this regard.

Common elements that affect the difficulty of a combat task are cover, range, and darkness. The rules for these and other modifiers are explained in the Attack Modifiers and Special Situations section of this chapter.

Damage

When an attack strikes a character, it usually means the character takes damage.

An attack against a PC subtracts points from one of the character’s stat Pools—usually the Might Pool. Whenever an attack simply says it deals “damage” without specifying the type, it means Might damage, which is by far the most common type. Intellect damage, which is usually the result of a mental attack, is always labeled as Intellect damage. Speed damage is often a physical attack, but attacks that deal Speed damage are fairly rare.

NPCs don’t have stat Pools. Instead, they have a characteristic called health. When an NPC takes damage of any kind, the amount is subtracted from its health. Unless described otherwise, an NPC’s health is always equal to its target number. Some NPCs might have special reactions to or defenses against attacks that would normally deal Speed damage or Intellect damage, but unless the NPC’s description specifically explains this, assume that all damage is subtracted from the NPC’s health.

Objects don’t have stat Pools or health. They have an object damage track, just like how PCs have a damage track. Attacking objects might move them down their damage track.

Damage is always a specific amount determined by the attack. For example, a slash with a broadsword or a blast with a spike thrower deals 4 points of damage. An Adept’s Onslaught deals 4 points of damage. Often, there are ways for the attacker to increase the damage. For example, a PC can apply Effort to deal 3 additional points of damage, and rolling a natural 17 on the attack roll deals 1 additional point of damage.

Armor

Pieces of equipment and special abilities protect a character from damage by giving them Armor. Each time a character takes damage, subtract their Armor value from the damage before reducing their stat Pool or health. For example, if a Warrior with 2 Armor is hit by a gunshot that deals 4 points of damage, they take only 2 points of damage (4 minus 2 from their Armor). If Armor reduces the incoming damage to 0 or lower, the character takes no damage from the attack. For example, the Warrior’s 2 Armor protects them from all physical attacks that deal 1 or 2 points of damage.

The most common way to get Armor is to wear physical armor, such as a leather jacket, a bulletproof vest, a chainmail hauberk, bioengineered carapace grafts, or something else, depending on the setting. All physical armor comes in one of three categories: light, medium, or heavy. Light armor gives the wearer 1 point of Armor, medium gives 2 points of Armor, and heavy gives 3 points of Armor.

When you see the word “Armor” capitalized in the game rules (other than in the name of a special ability), it refers to your Armor characteristic—the number you subtract from incoming damage. When you see the word “armor” in lowercase, it refers to any physical armor you might wear.

Other effects can add to a character’s Armor. If a character is wearing chainmail (+2 to Armor) and has an ability that covers them in a protective force field that grants +1 to Armor, their total is 3 Armor. If they also use a cypher that hardens their flesh temporarily for +1 to Armor, their total is 4 Armor.

Some types of damage ignore physical armor. Attacks that specifically deal Speed damage or Intellect damage ignore Armor; the creature takes the listed amount of damage without any reduction from Armor. Ambient damage (see below) usually ignores Armor as well.

A creature may have a special bonus to Armor against certain kinds of attacks. For example, a protective suit made of a sturdy, fire-resistant material might normally give its wearer +1 to Armor but count as +3 to Armor against fire attacks. An artifact worn as a helmet might grant +2 to Armor only against mental attacks.

Ambient Damage

Some kinds of damage aren’t direct attacks against a creature, but they indirectly affect everything in the area. Most of these are environmental effects such as winter cold, high temperatures, or background radiation. Damage from these kinds of sources is called ambient damage. Physical armor usually doesn’t protect against ambient damage, though a well-insulated suit of armor can protect against cold weather.

Damage From Hazards

Attacks aren’t the only way to inflict damage on a character. Experiences such as falling from a great height, being burned in a fire, and spending time in severe weather also deal damage. Although no list of potential hazards could be comprehensive, the Damage From Hazards table includes common examples.

SourceDamageNotes
Falling1 point per 10 feet (3 m) fallen (ambient damage)
Minor fire3 points per round (ambient damage)Torch
Major fire6 points per round (ambient damage)Engulfed in flames; lava
Acid splash2 points per round (ambient damage)
Acid bath6 points per round (ambient damage)Immersed in acid
Cold1 point per round (ambient damage)Below freezing temperatures
Severe cold3 points per round (ambient damage)Liquid nitrogen
Shock1 point per round (ambient damage)Often involves losing next action
Electrocution6 points per round (ambient damage)Often involves losing next action
Crush3 pointsObject or creature falls on character
Huge crush6 pointsRoof collapse; cave-in
Collision6 pointsLarge, fast object strikes character

The Effects of Taking Damage

When an NPC reaches 0 health, it is either dead or (if the attacker wishes) incapacitated, meaning unconscious or beaten into submission.

As previously mentioned, damage from most sources is applied to a character’s Might Pool. Otherwise, stat damage always reduces the Pool of the stat it affects.

If damage reduces a character’s stat Pool to 0, any further damage to that stat (including excess damage from the attack that reduced the stat to 0) is applied to another stat Pool. Damage is applied to Pools in this order:

  1. Might (unless the Pool is 0)

  2. Speed (unless the Pool is 0)

  3. Intellect

Even if the damage is applied to another stat Pool, it still counts as its original type for the purpose of Armor and special abilities that affect damage. For example, if a character with 2 Armor is reduced to 0 Might and then is hit by a creature’s claw for 3 points of damage, it still counts as Might damage, so their Armor reduces the damage to 1 point, which then is applied to their Speed Pool. In other words, even though they take the damage from their Speed Pool, it doesn’t ignore Armor like Speed damage normally would.

In addition to taking damage from their Might Pool, Speed Pool, or Intellect Pool, PCs also have a damage track. The damage track has four states (from best to worst): hale, impaired, debilitated, and dead. When one of a PC’s stat Pools reaches 0, they move one step down the damage track. Thus, if they are hale, they become impaired. If they are already impaired, they become debilitated. If they are already debilitated, they become dead.

Some effects can immediately shift a PC one or more steps on the damage track. These include rare poisons, cellular disruption attacks, and massive traumas (such as falls from very great heights, being run over by a speeding vehicle, and so on, as determined by the GM).

Some attacks, like a serpent’s poisonous bite or a Speaker’s Enthrall, have effects other than damage to a stat Pool or shifting the PC on the damage track. These attacks can cause unconsciousness, paralysis, and so on.

When NPCs (who have only health) suffer Speed or Intellect damage, normally this is treated the same as Might damage. However, the GM or the player has the option to suggest an appropriate alternate effect—the NPC suffers a penalty, moves more slowly, is stunned, and so on.

The Damage Track

As noted above, the damage track has four states: hale, impaired, debilitated, and dead.

Hale is the normal state for a character: all three stat Pools are at 1 or higher, and the PC has no penalties from harmful conditions. When a hale PC takes enough damage to reduce one of their stat Pools to 0, they become impaired. Note that a character whose stat Pools are much lower than normal can still be hale.

Impaired is a wounded or injured state. When an impaired character applies Effort, it costs 1 extra point per level applied. For example, applying one level of Effort costs 4 points instead of 3, and applying two levels of Effort costs 7 points instead of 5.

An impaired character ignores minor and major effect results on their rolls, and they don’t deal as much extra damage in combat with a special roll. In combat, a roll of 17 or higher deals only 1 additional point of damage. When an impaired PC takes enough damage to reduce one of their stat Pools to 0, they become debilitated.

Debilitated is a critically injured state. A debilitated character may not take any actions other than to move (probably crawl) no more than an immediate distance. If a debilitated character’s Speed Pool is 0, they can’t move at all. When a debilitated PC takes enough damage to reduce a stat Pool to 0, they are dead.

Dead is dead.

The damage track allows you to know how far from death you are. If you’re hale, you’re three steps from death. If you’re impaired, you’re two steps from death. If you’re debilitated, you are only one small step from death’s door.

Recovering Points in a Pool

After losing or spending points in a Pool, you recover those points by resting. You can’t increase a Pool past its maximum by resting—just back to its normal level. Any extra points gained go away with no effect. The amount of points you recover from a rest, and how long each rest takes, depends on how many times you have rested so far that day.

When you rest, make a recovery roll. To do this, roll a d6 and add your tier. You recover that many points, and you can divide them among your stat Pools however you wish. For example, if your recovery roll is 4 and you’ve lost 4 points of Might and 2 points of Speed, you can recover 4 points of Might, or 2 points of Might and 2 points of Speed, or any other combination adding up to 4 points.

The first time you rest each day, it takes only a few seconds to catch your breath. If you rest this way in the middle of an encounter, it takes one action on your turn.

The second time you rest each day, you must rest for ten minutes to make a recovery roll. The third time you rest each day, you must rest for one hour to make a recovery roll. The fourth time you rest each day, you must rest for ten hours to make a recovery roll (usually, this occurs when you stop for the day to eat and sleep).

After that much rest, it’s assumed to be a new day, so the next time you rest, it takes only a few seconds. The next rest takes ten minutes, then one hour, and so on, in a cycle.

If you haven’t rested yet that day and you take a lot of damage in a fight, you could rest a few seconds (regaining 1d6 points + 1 point per tier) and then immediately rest for ten minutes (regaining another 1d6 points + 1 point per tier). Thus, in one full day of doing nothing but resting, you could recover 4d6 points + 4 points per tier.

Each character chooses when to make recovery rolls. If a party of five PCs rests for ten minutes because two of them want to make recovery rolls, the others don’t have to make rolls at that time. Later in the day, those three can decide to rest for ten minutes and make recovery rolls.

Recovery RollRest Time Needed
First recovery rollOne action
Second recovery rollTen minutes
Third recovery rollOne hour
Fourth recovery rollTen hours

Restoring the Damage Track

Using points from a recovery roll to raise a stat Pool from 0 to 1 or higher also automatically moves the character up one step on the damage track.

If all of a PC’s stat Pools are above 0 and the character has taken special damage that moved them down the damage track, they can use a recovery roll to move up one step on the damage track instead of recovering points. For example, a character who is debilitated from a hit with a cell-disrupting biotech device can rest and move up to impaired rather than recover points in a Pool.

Special Damage

In the course of playing the game, characters face all manner of threats and dangers that can harm them in a variety of ways, only some of which are easily represented by points of damage.

Dazed and Stunned: Characters can be dazed when struck hard on the head, exposed to extremely loud sounds, or affected by a mental attack. When this happens, for the duration of the daze effect (usually one round), all of the character’s tasks are hindered. Similar but more severe attacks can stun characters. Stunned characters lose their turn (but can still defend against attacks normally).

Poison and Disease: When characters encounter poison—whether the venom of a serpent, rat poison slipped into a burrito, cyanide dissolved in wine, or an overdose of acetaminophen—they make a Might defense roll to resist it. Failure to resist can result in points of damage, moving down the damage track, or a specific effect such as paralysis, unconsciousness, disability, or something stranger. For example, some poisons affect the brain, making it impossible to say certain words, take certain actions, resist certain effects, or recover points to a stat Pool.

Diseases work like poisons, but their effect occurs every day, so the victim must make a Might defense roll each day or suffer the effects. Disease effects are as varied as poisons: points of damage, moving down the damage track, disability, and so on. Many diseases inflict damage that cannot be restored through conventional means.

Paralysis: Paralytic effects cause a character to drop to the ground, unable to move. Unless otherwise specified, the character can still take actions that require no physical movement.

Other Effects: Other special effects can render a character blind or deaf, unable to stand without falling over, or unable to breathe. Stranger effects might negate gravity for the character (or increase it a hundredfold), transport them to another place, render them out of phase, mutate their physical form, implant false memories or senses, alter the way their brain processes information, or inflame their nerves so they are in constant, excruciating pain. Each special effect must be handled on a case-by-case basis. The GM adjudicates how the character is affected and how the condition can be alleviated (if possible).

NPCs and Special Damage

The GM always has final say over what special damage will affect an NPC. Human NPCs usually react like characters, but nonhuman creatures might react very differently. For example, a tiny bit of venom is unlikely to hurt a gigantic dragon, and it won’t affect an android or a demon at all.

If an NPC is susceptible to an attack that would shift a character down the damage track, using that attack on the NPC usually renders it unconscious or dead. Alternatively, the GM could apply the debilitated condition to the NPC, with the same effect as it would have on a PC.

Attack Modifiers And Special Situations

In combat situations, many modifiers might come into play. Although the GM is at liberty to assess whatever modifiers they think are appropriate to the situation (that’s their role in the game), the following suggestions and guidelines might make that easier. Often the modifier is applied as a step in difficulty. So if a situation hinders attacks, that means if a PC attacks an NPC, the difficulty of the attack roll is increased by one step, and if an NPC attacks a PC, the difficulty of the defense roll is decreased by one step. This is because players make all rolls, whether they are attacking or defending—NPCs never make attack or defense rolls.

When in doubt, if it seems like it should be harder to attack in a situation, hinder the attack rolls. If it seems like attacks should gain an advantage or be easier in some way, hinder the defense rolls.

Precise ranges are not important in the Cypher System. The broadly defined “immediate,” “short,” “long,” and “very long” ranges let the GM quickly make a judgment call and keep things moving. Basically, the idea is: your target is right there, your target is close, your target is pretty far away, or your target is extremely far away.

Cover

If a character is behind cover so that a significant portion of their body is behind something sturdy, attacks against the character are hindered.

If a character is entirely behind cover (their entire body is behind something sturdy), they can’t be attacked unless the attack can go through the cover. For example, if a character hides behind a thin wooden screen and their opponent shoots the screen with a rifle that can penetrate the wood, the character can be attacked. However, because the attacker can’t see the character clearly, this still counts as cover (attacks against the character are hindered).

Position

Sometimes where a character stands gives them an advantage or a disadvantage.

Prone Target: In melee, a prone target is easier to hit (attacks against them are eased). In ranged combat, a prone target is harder to hit (attacks against them are hindered).

Higher Ground: In either ranged or melee combat, attacks by an opponent on higher ground are eased.

Surprise

When a target isn’t aware of an incoming attack, the attacker has an advantage. A ranged sniper in a hidden position, an invisible assailant, or the first salvo in a successful ambush are all eased by two steps. For the attacker to gain this advantage, however, the defender truly must have no idea that the attack is coming.

If the defender isn’t sure of the attacker’s location but is still on guard, the attacks are eased by only one step.

Range

In melee, you can attack a foe who is adjacent to you (next to you) or within reach (immediate range). If you enter into melee with one or more foes, usually you can attack most or all of the combatants, meaning they are next to you, within reach, or within reach if you move slightly or have a long weapon that extends your reach.

The majority of ranged attacks have only two ranges: short range and long range (a few have very long range). Short range is generally less than 50 feet (15 m) or so. Long range is generally from 50 feet (15 m) to about 100 feet (30 m). Very long range is generally 100 feet (30 m) to 500 feet (150 m). Greater precision than that isn’t important in the Cypher System. If anything is longer than very long range, the exact range is usually spelled out, such as with an item that can fire a beam 1,000 feet (300 m) or teleport you up to 1 mile (1.5 km) away.

Thus, the game has four measurements of distance: immediate, short, long, and very long. These apply to movement as well. A few special cases—point-blank range and extreme range— modify an attack’s chance to successfully hit.

Point-Blank Range: If a character uses a ranged weapon against a target within immediate range, the attack is eased.

Extreme Range: Targets just at the limit of a weapon’s range are at extreme range. Attacks against such targets are hindered.

The GM might allow a character with a ranged weapon to attack beyond extreme range, but the attack would be hindered by two steps for each range category beyond the normal limit. Attacks with hard limits, such as the blast radius of a bomb, can’t be modified.

In certain situations, such as a PC on top of a building looking across an open field, the GM should allow ranged attacks to exceed their maximum range. For example, in perfect conditions, a good archer can hit a large target with a bow and arrow at 500 feet (150 m), much farther than a bow’s typical long range.

Illumination

What characters can see (and how well they can see) plays a huge factor in combat.

Dim Light: Dim light is approximately the amount of light on a night with a bright full moon or the illumination provided by a torch, flashlight, or desk lamp. Dim light allows you to see out to short range. Targets in dim light are harder to hit. Attacks against such targets are hindered. Attackers trained in low-light spotting negate this modifier.

Very Dim Light: Very dim light is approximately the amount of light on a starry night with no visible moon, or the glow provided by a candle or an illuminated control panel. Very dim light allows you to see clearly only within immediate range and perceive vague shapes to short range. Targets in very dim light are harder to hit. Attacks against targets within immediate range are hindered, and attacks against those in short range are hindered by two steps. Attackers trained in low-light spotting modify these difficulties by one step in their favor. Attackers specialized in low-light spotting modify these difficulties by two steps in their favor.

Darkness: Darkness is an area with no illumination at all, such as a moonless night with cloud cover or a room with no lights. Targets in complete darkness are nearly impossible to hit. If an attacker can use other senses (such as hearing) to get an idea of where the opponent might be, attacks against such targets are hindered by four steps. Otherwise, attacks in complete darkness fail without the need for a roll unless the player spends 1 XP to “make a lucky shot” or the GM uses GM intrusion. Attackers trained in low-light spotting ease the task. Attackers specialized in low-light spotting ease the task by two steps.

Visibility

Similar to illumination, factors that obscure vision affect combat.

Mist: A target in mist is similar to one in dim light. Ranged attacks against such targets are hindered. Particularly dense mist makes ranged attacks nearly impossible (treat as darkness), and even melee attacks are hindered.

Hiding Target: A target in dense foliage, behind a screen, or crawling amid the rubble in a ruin is hard to hit because they’re hard to see. Ranged attacks against such targets are hindered.

Invisible Target: If an attacker can use other senses (such as hearing) to get an idea of where the opponent might be, attacks against such targets are hindered by four steps. Otherwise, attacks against an invisible creature fail without the need for a roll unless the player spends 1 XP to “make a lucky shot” or the GM uses GM intrusion.

Water

Being in shallow water can make it hard to move, but it doesn’t affect combat. Being in deep water can make things difficult, and being underwater entirely can seem as different as being on another world.

Deep Water: Being in water up to your chest (or the equivalent thereof) hinders your attacks. Aquatic creatures ignore this modifier.

Underwater Melee Combat: For nonaquatic creatures, being completely underwater makes attacking very difficult. Attacks with stabbing weapons are hindered, and melee attacks with slashing or bashing weapons are hindered by two steps. Aquatic creatures ignore these penalties.

Underwater Ranged Combat: As with melee combat, nonaquatic creatures have problems fighting underwater. Some ranged attacks are impossible underwater—you can’t throw things, fire a bow or crossbow, or use a blowgun. Many firearms also do not work underwater. Attacks with weapons that do work underwater are hindered. Ranges underwater are reduced by one category; very-long-range weapons work only to long range, long-range weapons work only to short range, and short-range weapons work only to immediate range.

Moving Targets

Moving targets are harder to hit, and moving attackers have a difficult time as well.

Target Is Moving: Attackers trying to hit a foe who is moving very fast are hindered. (A foe moving very fast is one who is doing nothing but running, mounted on a moving creature, riding on a vehicle or moving conveyance, and so on.)

Attacker Is Moving: An attacker trying to make an attack while moving under their own power (walking, running, swimming, and so on) takes no penalties. Attacks from a moving mount or moving vehicle are hindered; an attacker trained in riding or driving ignores this penalty.

Attacker Is Jostled: Being jostled, such as while standing on a listing ship or a vibrating platform, makes attacking difficult. Such attacks are hindered. Characters trained in balancing or sailing would ignore penalties for being on a ship.

Gravity

In a spacefaring campaign, characters may travel to worlds with stronger or weaker gravity than Earth’s. Likewise, strange technology or magic can cause gravity to fluctuate even in an Earth-based campaign. Characters who have a large amount of metal (wearing metal armor, using metal weapons, and so on) can be affected by fluctuating magnetism just as a character is affected by gravity.

Low Gravity: Weapons that rely on weight, such as all heavy weapons, deal 2 fewer points of damage (dealing a minimum of 1 point of damage). Weapons with short range can reach to long range, and long-range weapons can reach to very long range. Characters trained in low-gravity maneuvering ignore the damage penalty.

High Gravity: It’s hard to make effective attacks when the pull of gravity is very strong. Attacks (and all physical actions) made in high gravity are hindered. Ranges in high gravity are reduced by one category (very-long-range weapons reach only to long range, long-range weapons reach only to short range, and short-range weapons reach only to immediate range). Characters trained in high-gravity maneuvering ignore the change in difficulty but not the range decreases.

Zero Gravity: It’s hard to maneuver in an environment without gravity. All physical actions (including attacks) made in zero gravity are hindered. Weapons with short range can reach to long range, long-range weapons can reach to very long range, and very-long-range weapons can reach to about 1,000 feet (300 m) instead of 500 feet (150 m). Characters trained in zero-gravity maneuvering ignore the change in difficulty.

Special Situation: Combat Between NPCs

When an NPC ally of the PCs attacks another NPC, the GM can designate a player to roll and handle it like a PC attacking. Often, the choice is obvious. For example, a character who has a trained attack animal should roll when their pet attacks enemies. If an NPC ally accompanying the party leaps into the fray, that ally’s favorite PC rolls for them. NPCs cannot apply Effort. Of course, it’s perfectly fitting (and easier) to have the NPC ally use the cooperative action rules to aid a PC instead of making direct attacks, or to compare the levels of the two NPCs (higher wins).

Special Situation: Combat Between PCs

When one PC attacks another PC, the attacking character makes an attack roll, and the other character makes a defense roll, adding any appropriate modifiers. If the attacking PC has a skill, ability, asset, or other effect that would ease the attack if it were made against an NPC, the character adds 3 to the roll for each step reduction (+3 for one step, +6 for two steps, and so on). If the attacker’s final result is higher, the attack hits. If the defender’s result is higher,
the attack misses. Damage is resolved normally. The GM mediates all special effects.

Special Situation: Area Attacks

Sometimes, an attack or effect affects an area rather than a single target. For example, a grenade or a landslide can potentially harm or affect everyone in the area.

In an area attack, all PCs in the area make appropriate defense rolls against the attack to determine its effect on them. If there are any NPCs in the area, the attacker makes a single attack roll against all of them (one roll, not one roll per NPC) and compares it to the target number of each NPC. If the roll is equal to or greater than the target number of a particular NPC, the attack hits that NPC.

Some area attacks always deal at least a minimum amount of damage, even if the attacks miss or if a PC makes a successful defense roll.

For example, consider a character who uses Shatter to attack six cultists (level 2; target number 6) and their leader (level 4; target number 12). The PC applies Effort to increase the damage and rolls an 11 for the attack roll. This hits the six cultists, but not the leader, so the ability deals 3 points of damage to each of the cultists. The description of Shatter says that applying Effort to increase the damage also means that targets take 1 point of damage if the PC fails the attack roll, so the leader takes 1 point of damage. In terms of what happens in the story, the cultists are caught flat-footed by the sudden detonation of one of their knives, but the leader ducks and is shielded from the blast. Despite the leader’s quick moves, the blast is so intense that a few bits of metal slice them.

Special Situation: Attacking Objects

Attacking an object is rarely a matter of hitting it. Sure, you can hit the broad side of a barn, but can you damage it? Attacking inanimate objects with a melee weapon is a Might action. Objects have levels and thus target numbers. Objects have a damage track that works like the damage track for PCs.

Intact is the default state for an object.

Minor damage is a slightly damaged state. An object with minor damage reduces its level by 1.

Major damage is a critically damaged state. An object with major damage is broken and no longer functions.

Destroyed is destroyed. The object is ruined, no longer functions, and cannot be repaired.

If the Might action to damage an object is a success, the object moves one step down the object damage track. If the Might roll exceeded the difficulty by 2 levels, the object instead moves two steps down the object damage track. If the Might roll exceeded the difficulty by 4 levels, the object instead moves three steps down the object damage track. Objects with minor or major damage can be repaired, moving them one or more steps up the object damage track.

Brittle or fragile objects, like paper or glass, decrease the effective level of the object for the purposes of determining if it is damaged. Hard objects, like those made of wood or stone, add 1 to the effective level. Very hard objects, like those made of metal, add 2. (The GM may rule that some exotic materials add 3.)

The tool or weapon used to attack the object must be at least as hard as the object itself. Further, if the amount of damage the attack could inflict—not modified by a special die roll—does not equal or exceed the effective level of the object, the attack cannot damage the object no matter what the roll.

Action: Activate a Special Ability

Special abilities are granted by foci, types, and flavors, or provided by cyphers or other devices. If a special ability affects another character in any kind of unwanted manner, it’s handled as an attack. This is true even if the ability is normally not considered an attack. For example, if a character has a healing touch, and their friend doesn’t want to be healed for some reason, an attempt to heal their unwilling friend is handled as an attack.

Plenty of special abilities do not affect another character in an unwanted manner. For example, a PC might use Hover on themselves to float into the air. A character with a matter-reorganizing device might change a stone wall into glass. A character who activates a phase changer cypher might walk through a wall. None of these requires an attack roll (although when turning a stone wall to glass, the character must still make a roll to successfully affect the wall).

If the character spends points to apply Effort on the attempt, they might want to roll anyway to see if they get a major effect, which would reduce the cost for their action.

Action: Move

As a part of another action, a character can adjust their position—stepping back a few feet while using an ability, sliding over in combat to take on a different opponent to help a friend, pushing through a door they just opened, and so on. This is considered an immediate distance, and a character can move this far as part of another action.

In a combat situation, if a character is in a large melee, they’re usually considered to be next to most other combatants, unless the GM rules that they’re farther away because the melee is especially large or the situation dictates it.

If they’re not in melee but still nearby, they are considered to be a short distance away—usually less than 50 feet (15 m). If they’re farther away than that but still involved in the combat, they are considered to be a long distance away, usually 50 to 100 feet (15 to 30 m), or possibly even a very long distance away, usually more than 100 feet to 500 feet (30 to 150 m).

In a round, as an action, a character can make a short move. In this case, they are doing nothing but moving up to about 50 feet (15 m). Some terrain or situations will change the distance a character can move, but generally, making a short move is considered to be a difficulty 0 action. No roll is needed; they just get where they’re going as their action.

A character can try to make a long move—up to 100 feet (30 m) or so—in one round. This is a Speed task with a difficulty of 4. As with any action, they can use skills, assets, or Effort to ease the task. Terrain, obstacles, or other circumstances can hinder the task. A successful roll means the character moved the distance safely. Failure means that at some point during the move, they stop or stumble (the GM determines where this happens).

A character can also try to make a short move and take another (relatively simple) physical action, like make an attack. As with the attempt to make a long move, this is a Speed task with a difficulty of 4, and failure means that the character stops at some point, slipping or stumbling or otherwise getting held up.

Long-Term Movement

When talking about movement in terms of traveling rather than round-by-round action, typical characters can travel on a road about 20 miles (32 km) per day, averaging about 3 miles (5 km) per hour, including a few stops. When traveling overland, they can move about 12 miles (19 km) per day, averaging 2 miles (3 km) per hour, again with some stops. Mounted characters, such as those on horseback, can go twice as far. Other modes of travel (cars, airplanes, hovercraft, sailing ships, and so on) have their own rates of movement.

Movement Modifiers

Different environments affect movement in different ways.

Rough Terrain: A surface that’s considered rough terrain is covered in loose stones or other material, uneven or with unsure footing, unsteady, or a surface that requires movement across a narrow space, such as a cramped corridor or a slender ledge. Stairs are also considered rough terrain. Rough terrain does not slow normal movement on a round-by-round basis, but hinders move rolls. Rough terrain cuts long-term movement rates in half.

Difficult Terrain: Difficult terrain is an area filled with challenging obstacles—water up to waist height, a very steep slope, an especially narrow ledge, slippery ice, a foot or more of snow, a space so small that one must crawl through it, and so on. Difficult terrain hinders move rolls and halves movement on a round-by-round basis. This means that a short move is about 25 feet (8 m), and a long move is about 50 feet (15 m). Difficult terrain reduces
long-term movement to a third of its normal rate.

Water: Deep water, in which a character is mostly or entirely submerged, hinders move rolls
and reduces round-by-round and long-term movement to one quarter its normal rate. This means that a short move is about 12 feet(4 m), and a long move is about 25 feet (7.5 m). Characters trained in swimming halve their movement only while in deep water.

Low Gravity: Movement in low gravity is easier but not much faster. All move rolls are eased.

High Gravity: In an environment of high gravity, treat all moving characters as if they were in difficult terrain. Characters trained in high-gravity maneuvering negate this penalty. High gravity reduces long-term movement to a third of its normal rate.

Zero Gravity: In an environment without gravity, characters cannot move normally. Instead, they must push off from a surface and succeed at a Might roll to move (the difficulty is equal to one-quarter the distance traveled in feet). Without a surface to push off from, a character cannot move. Unless the character’s movement takes them to a stable object that they can grab or land against, they continue to drift in that direction each round, traveling half the distance of the initial push.

Special Situation: A Chase

When a PC is chasing an NPC or vice versa, the player should attempt a Speed action, with the difficulty based on the NPC’s level. If the PC succeeds at the roll, they catch the NPC (if chasing), or they get away (if chased). In terms of the story, this one-roll mechanic can be the result of a long chase over many rounds.

Alternatively, if the GM wants to play out a long chase, the character can make many rolls (perhaps one per level of the NPC) to finish the pursuit successfully. For every failure, the PC must make another success, and if they ever have more failures than successes, the PC fails to catch the NPC (if chasing) or is caught (if chased). As with combat, the GM is encouraged to describe the results of these rolls with flavor. A success might mean the PC has rounded a corner and gained some distance. A failure might mean that a basket of fruit topples over in front of them, slowing them down. Vehicle chases are handled similarly.

Action: Wait

You can wait to react to another character’s action.

You decide what action will trigger your action, and if the triggering action happens, you get to take your action first (unless going first wouldn’t make sense, like attacking a foe before they come into view). For example, if an orc threatens you with a halberd, on your turn you can decide to wait, stating “If it stabs at me, I’m going to slash it with my sword.” On the orc’s turn, it stabs, so you make your sword attack before that happens.

Waiting is also a good way to deal with a ranged attacker who rises from behind cover, fires an attack, and ducks back down. You could say “I wait to see them pop up from behind cover and then I shoot them.”

Waiting is also a useful tool for cooperative actions (see below).

Action: Defend

Defending is a special action that only PCs can do, and only in response to being attacked. In other words, an NPC uses its action to attack, which forces a PC to make a defense roll. This is handled like any other kind of action, with circumstances, skill, assets, and Effort all potentially coming into play. Defending is a special kind of action in that it does not happen on the PC’s turn. It’s never an action that a player decides to take; it’s always a reaction to an attack. A PC can take a defense action when attacked (on the attacking NPC’s turn) and still take another action on their own turn.

The type of defense roll depends on the type of attack. If a foe attacks a character with an axe, they can use Speed to duck or block it with what they’re holding. If they’re struck by a poisoned dart, they can use a Might action to resist its effects. If a psi-worm attempts to control their mind, they can use Intellect to fend off the intrusion.

Sometimes an attack provokes two defense actions. For example, a poisonous reptile tries to bite a PC. They try to dodge the bite with a Speed action. If they fail, they take damage from the bite, and they must also attempt a Might action to resist the poison’s effects.

If a character does not know an attack is coming, usually they can still make a defense roll, but they can’t add modifiers (including the modifier from a shield), and they can’t use any skill or Effort to ease the task. If circumstances warrant—such as if the attacker is right next to the character—the GM might rule that the surprise attack simply hits.

A character can always choose to forgo a defense action, in which case the attack automatically hits.

Some abilities (such as the Countermeasures special ability) may allow you to do something special as a defense action.

Action: Do Something Else

Players can try anything they can think of, although that doesn’t mean anything is possible. The GM sets the difficulty—that’s their primary role in the game. Still, guided by the bounds of logic, players and GMs will find all manner of actions and options that aren’t covered by a rule. That’s a good thing.

Players should not feel constrained by the game mechanics when taking actions. Skills are not required to attempt an action. Someone who’s never picked a lock can still try. The GM might hinder the task, but the character can still attempt the action.

Thus, players and GMs can return to the beginning of this chapter and look at the most basic expression of the rules. A player wants to take an action. The GM decides, on a scale of 1 to 10, how difficult that task is and what stat it uses. The player determines whether they have anything that might modify the difficulty and considers whether to apply Effort. Once the final determination is made, they roll to see if their character succeeds. It’s as easy as that.

As further guidance, the following are some of the more common actions a player might take.

Players are encouraged to come up with their own ideas for what their characters do rather than looking at a list of possible actions. That’s why there is a “do something else” action. PCs are not pieces on a game board—they are people in a story. And like real people, they can try anything they can think of. (Succeeding is another matter entirely.) The task difficulty system provides GMs with the tools they need to adjudicate anything the players come up with.

Climbing

When a character climbs, the GM sets a difficulty based on the surface being climbed. Climbing is like moving through difficult terrain: the move roll is hindered and the movement is half speed. Unusual circumstances, such as climbing while under fire, pose additional step penalties.

DifficultySurface
2Surface with lots of handholds
3Stone wall or similar surface (a few handholds)
4Crumbling or slippery surface
5Smooth stone wall or similar surface
6Metal wall or similar surface
8Smooth, horizontal surface (climber is upside down)
10Glass wall or similar surface

Cooperative Actions

There are many ways multiple characters can work together. None of these options, however, can be used at the same time by the same characters.

Helping: If you use your action to help someone with a task, you ease the task. If you have an inability in a task, your help has no effect. If you use your action to help someone with a task that you are trained or specialized in, the task is eased by two steps. Help is considered an asset, and someone receiving help usually can’t gain more than two assets on a single task if that help is provided by another character.

For example, if Scott is trying to climb a steep incline and Sarah (who is trained in climbing) spends her turn helping him, Scott’s task is eased by two steps.

Sometimes you can help by performing a task that complements what another person is attempting. If your complementary action succeeds, you ease the other person’s task. For example, if Scott tries to persuade a ship captain to let him on board, Sarah could try to supplement Scott’s words with a flattering lie about the captain (a deception action), a display of knowledge about the region where the ship is headed (a geography action), or a direct threat to the captain (an intimidation action). If Sarah’s roll is a success, Scott’s persuasion task is eased.

Distraction: When a character uses their turn to distract a foe, that foe’s attacks are hindered for one round. Multiple characters distracting a foe have no greater effect than a single character doing so—a foe is either distracted or not. A distraction might be yelling a challenge, firing a warning shot, or a similar activity that doesn’t harm the foe.

Draw the Attack: When an NPC attacks a character, another PC can prominently present themselves, shout taunts, and move to try to get the foe to attack them instead. In most cases, this action succeeds without a roll—the opponent attacks the prominent PC instead of their companions. In other cases, such as with intelligent or determined foes, the prominent character must succeed at an Intellect action to draw the attack. If that Intellect action is successful, the foe attacks the prominent character, whose defenses are hindered by two steps. Two characters attempting to draw an attack at the same time cancel each other out.

Two characters attempting to draw an attack at the same time cancel each other out.

Take the Attack: A character can use their action to throw themselves in front of a foe’s successful attack to save a nearby comrade. The attack automatically succeeds against the sacrificial character, and it deals 1 additional point of damage. A character cannot willingly take more than one attack each round in this way.

Crafting, Building, and Repairing

Crafting is a tricky topic in the Cypher System because the same rules that govern building a spear also cover repairing a machine that can take you into hyperspace. Normally, the level of the item determines the difficulty of creating or repairing it as well as the time required. For cyphers, artifacts, other items that require specialized knowledge, or items unique to a world or species other than your own (such as a Martian tripod walker), add 5 to the item’s level to determine the difficulty of building or repairing it.

Sometimes, if the item is artistic in nature, the GM will add to the difficulty and time required. For example, a crude wooden stool might be hammered together in an hour. A beautiful finished piece might take a week or longer and would require more skill on the part of the crafter.

The GM is free to overrule some attempts at creation, building, or repair, requiring that the character have a certain level of skill, proper tools and materials, and so forth.

A level 0 object requires no skill to make and is easily found in most locations. Sling stones and firewood are level 0 items—producing them is routine. Making a torch from spare wood and oil-soaked cloth is simple, so it’s a level 1 object. Making an arrow or a spear is fairly standard but not simple, so it’s a level 2 object.

Generally speaking, a device to be crafted requires materials equal to its level and all the levels below it. So a level 5 device requires level 5 material, level 4 material, level 3 material, level 2 material, and level 1 material (and, technically, level 0 material).

The GM and players can gloss over much of the crafting details, if desired. Gathering all the materials to make a mundane item might not be worth playing out—but then again, it might be. For example, making a wooden spear in a forest isn’t very interesting, but what if the characters have to make a spear in a treeless desert? Finding the wreckage of something made of wood or forcing a PC to fashion a spear out of the bones of a large beast could be interesting situations.

Circumstances really matter. For example, sewing a dress by hand might take five times as long (or more) as using a sewing machine.

The time required to create an item is up to the GM, but the guidelines in the crafting table are a good starting point. Generally, repairing an item takes somewhere between half the creation time and the full creation time, depending on the item, the aspect that needs repairing, and the circumstances. For example, if creating an item takes one hour, repairing it takes thirty minutes to one hour.

The GM is free to overrule some attempts at creation, building, or repair, requiring that the character have a certain level of skill, proper tools and materials, and so forth.

Sometimes a GM will allow a rush job if the circumstances warrant it. This is different than using skill to reduce the time required. In this case, the quality of the item is affected. Let’s say that a character needs to create a tool that will cut through solid steel with a laser (a level 7 item), but they have to do it in one day. The GM might allow it, but the device might be extremely volatile, inflicting damage on the user, or it might work only once. The device is still considered a level 7 item to create in all other respects. Sometimes the GM will rule that reducing the time is not possible. For example, a single human can’t make a chainmail vest in one hour without some kind of machine to help.

Note: Erratum

The rules mention “using skill to reduce the time required” to craft an object. This was cut from the first edition rulebook:

“A character can reduce the time or materials needed instead of the difficulty (again, with GM approval, and if it makes sense to do so). A trained fletcher making arrows (level 2 items) could attempt a difficulty 2 task rather than a difficulty 1 task to create an arrow in fifteen minutes instead of an hour, or to create it in an hour but with substandard (level 1) materials. However, sometimes the GM will rule that reducing the time is not possible. For example, a single human can’t make a chainmail vest in one hour without some kind of machine to help.”

Possible crafting skills include:

@UUID[Compendium.cyphersystem-compendium.crafting-skills.7BUvkxuA2jCU8eqK]{Armoring} @UUID[Compendium.cyphersystem-compendium.crafting-skills.vFZ9YGa70efAWVpN]{Bowyering/fletching} @UUID[Compendium.cyphersystem-compendium.crafting-skills.Mh8fZ6svg8OSnsX3]{Chemistry} @UUID[Compendium.cyphersystem-compendium.crafting-skills.uGEL7zHPjaKA5kbN]{Computer science} @UUID[Compendium.cyphersystem-compendium.crafting-skills.g4qZmxAyRzrKZDzh]{Electronics} @UUID[Compendium.cyphersystem-compendium.crafting-skills.cFbEQnj0w4Q4AEFs]{Engines} @UUID[Compendium.cyphersystem-compendium.crafting-skills.LsykgiEBrwXM8x8x]{Genetic engineering} @UUID[Compendium.cyphersystem-compendium.crafting-skills.sedcB5ntUixkxEFn]{Glassblowing} @UUID[Compendium.cyphersystem-compendium.crafting-skills.kZSFCvecSYYsbDzX]{Gunsmithing} @UUID[Compendium.cyphersystem-compendium.crafting-skills.gH4b6MOodAZeCAod]{Leatherworking} @UUID[Compendium.cyphersystem-compendium.crafting-skills.HiAKUg3uYFmauoeJ]{Metalworking} @UUID[Compendium.cyphersystem-compendium.crafting-skills.Qs5gGKyC1qzg5DDf]{Neural engineering} @UUID[Compendium.cyphersystem-compendium.crafting-skills.dBhnKvctH1RIlolI]{Weaponsmithing} @UUID[Compendium.cyphersystem-compendium.crafting-skills.1N0N3X1Hr4uIet4P]{Woodcrafting}

Characters might try to make a cypher, an artifact, or an alien psionic starship do something other than its intended function. Sometimes, the GM will simply declare the task impossible. You can’t turn a vial of healing elixir into a two-way communicator. But most of the time, there is a chance of success.

That said, tinkering with weird stuff is not easy. Obviously, the difficulty varies from situation to situation, but difficulties starting at 7 are not unreasonable. The time, tools, and training required would be similar to the time, tools, and training needed to repair a device. If the tinkering results in a long-term benefit for the character—such as creating an artifact that they can use—the GM should require them to spend XP to make it.

Obviously, what is considered “weird stuff ” will vary from setting to setting, and sometimes the concept might not apply at all. But many times, there will be something in the setting that is too strange, too alien, too powerful, or too dangerous for PCs to mess around with (or at least mess around with easily). Einstein may have been extraordinary, but that doesn’t mean he could reverse-engineer a teleporter made in another dimension.

DifficultyCraftGeneral Time to Build
0Something extremely simple like tying a rope or finding an appropriately sized rockA few minutes at most
1TorchFive minutes
2Spear, simple shelter, piece of furnitureOne hour
3Bow, door, basic article of clothingOne day
4Sword, chainmail vestOne to two days
5Common technological item (electric light), nice piece of jewelry or art objectOne week
6Technological item (watch, transmitter), really nice piece of jewelry or art object, elegant craftworkOne month
7Technological item (computer), major work of artOne year
8Technological item (something from beyond Earth)Many years
9Technological item (something from beyond Earth)Many years
10Technological item (something from beyond Earth)Many years

Guarding

In a combat situation, a character can stand guard as their action. They do not make attacks, but all their defense tasks are eased. Further, if an NPC tries to get by them or take an action that they are guarding against, the character can attempt an eased Speed action based on the level of the NPC. Success means the NPC is prevented from taking the action; the NPC’s action that turn is wasted. This is useful for blocking a doorway, guarding a friend, and so forth.

If an NPC is standing guard, use the same procedure, but to get past the guard, the PC attempts a hindered Speed action against the NPC. For example, Diana is an NPC human with a level 3 bodyguard. The bodyguard uses their action to guard Diana. If a PC wants to attack Diana, the PC first must succeed at a difficulty 4 Speed task to get past the guard. If the PC succeeds, they can make their attack normally.

Healing

You can administer aid through bandaging and other succor, attempting to heal each patient once per day. This healing restores points to a stat Pool of your choice. Decide how many points you want to heal, and then make an Intellect action with a difficulty equal to that number. For example, if you want to heal someone for 3 points, that’s a difficulty 3 task with a target number of 9.

Interacting With Creatures

The level of the creature determines the target number, just as with combat. Thus, bribing a guard works much like punching them or affecting them with an ability. This is true of persuading someone, intimidating someone, calming a wild beast, or anything of the kind. Interaction is an Intellect task. Interacting usually requires a common language or some other way to communicate. Learning new languages is the same as learning a new skill.

Jumping

Decide how far you want to jump, and that sets the difficulty of your Might roll. For a standing jump, subtract 4 from the distance in feet to determine the difficulty of the jump. For example, jumping 10 feet (3 m) has a difficulty of 6.

If you run an immediate distance before jumping, it counts as an asset, easing the jump.

If you run a short distance before jumping, divide the jump distance (in feet) by 2 and then subtract 4 to determine the difficulty of the jump. Because you’re running an immediate distance (and then some), you also count your running as an asset. For example, jumping a distance of 20 feet (6 m) with a short running start has a difficulty of 5 (20 feet divided by 2 is 10, minus 4 is 6, minus 1 for running an immediate distance).

For a vertical jump, the distance you clear (in feet) is equal to the difficulty of the jumping task. If you run an immediate distance, it counts as an asset, easing the jump.

There’s nothing wrong with the GM simply assigning a difficulty level to a jump without worrying about the precise distance. The rules here are just so everyone has some guidelines.

Note: Addendum

Jumping Distance Table

DifficultyStandingRunning*Vertical
15 ft (1.5 m)12 ft (3.6 m)1 ft (0.3 m)
26 ft (1.8 m)14 ft (4.2 m)2 ft (0.6 m)
37 ft (2.1 m)16 ft (4.8 m)3 ft (0.9 m)
48 ft (2.4 m)18 ft (5.4 m)4 ft (1.2 m)
59 ft (2.7 m)20 ft (6 m)5 ft (1.5 m)
610 ft (3 m)22 ft (6.6 m)6 ft (1.8 m)
711 ft (3.3 m)24 ft (7.2 m)7 ft (2.1 m)
812 ft (3.6 m)26 ft (7.8 m)8 ft (2.4 m)
913 ft (3.9 m)28 ft (8.4 m)9 ft (2.7 m)
1014 ft (4.2 m)30 ft (9 m)10 ft (3 m)
1115 ft (4.5 m)32 ft (9.6 m)11 ft (3.3 m)
1216 ft (4.8 m)34 ft (10.2 m)12 ft (3.6 m)
1317 ft (5.1 m)36 ft (10.8 m)13 ft (3.9 m)
1418 ft (5.4 m)38 ft (11.4 m)14 ft (4.2 m)
1519 ft (5.7 m)40 ft (12 m)15 ft (4.5 m)

* Short distance. Already includes the asset for running an immediate distance.

Looking or Listening

Generally, the GM will describe any sight or sound that’s not purposefully difficult to detect. But if you want to look for a hidden enemy, search for a secret panel, or listen for someone sneaking up on you, make an Intellect roll. If it’s a creature, its level determines the difficulty of your roll. If it’s something else, the GM determines the difficulty of your roll.

Moving a Heavy Object

You can push or pull something very heavy and move it an immediate distance as your action.

The weight of the object determines the difficulty of the Might roll to move it; every 50 pounds (23 kg) hinders the task by one step. So moving something that weighs 150 pounds (68 kg) is difficulty 3, and moving something that weighs 400 pounds (180 kg) is difficulty 8. If you can ease the task to 0, you can move a heavy object up to a short distance as your action.

Operating or Disabling a Device, or Picking a Lock

As with figuring out a device, the level of the device usually determines the difficulty of the Intellect roll. Unless a device is very complex, the GM will often rule that once you figure it out, no roll is needed to operate it except under special circumstances. So if the PCs figure out how to use a hovercraft, they can operate it. If they are attacked, they might need to roll to ensure that they don’t crash the vehicle into a wall while trying to avoid being hit.

Unlike operating a device, disabling a device or picking a lock usually require rolls. These actions often involve special tools and assume that the character is not trying to destroy the device or lock. (A PC who is attempting to destroy it probably should make a Might roll to smash it rather than a Speed or Intellect roll requiring patience and know-how.)

Riding or Piloting

If you’re riding an animal that’s trained to be a mount, or driving or piloting a vehicle, you don’t need to make a roll to do something routine such as going from point A to point B (just as you wouldn’t need to make a roll to walk there). However, staying mounted during a fight or doing something tricky with a vehicle requires a Speed roll to succeed. A saddle or other appropriate gear is an asset and eases the task.

DifficultyManeuver
0Riding
1Staying on the mount (including a motorcycle or similar vehicle) in a battle or other difficult situation
3Staying on a mount (including a motorcycle or similar vehicle) when you take damage
4Mounting a moving steed
4Making an abrupt turn with a vehicle while moving fast
4Getting a vehicle to move twice as fast as normal for one round
5Coaxing a mount to move or jump twice as fast or far as normal for one round
5Making a long jump with a vehicle not intended to go airborne (like a car) and remaining in control

Sneaking

The difficulty of sneaking by a creature is determined by its level. Sneaking is a Speed roll. Moving at half speed eases the sneaking task. Appropriate camouflage or other gear may count as an asset and ease the task, as will dim lighting conditions and having plenty of things to hide behind.

Swimming

If you’re simply swimming from one place to another, such as across a calm river or lake, use the standard movement rules, noting the fact that your character is in deep water. However, sometimes, special circumstances require a Might roll to make progress while swimming, such as when trying to avoid a current or being dragged into a whirlpool.

Understanding, Identifying, or Remembering

When characters try to identify or figure out how to use a device, the level of the device determines the difficulty. For a bit of knowledge, the GM determines the difficulty.

DifficultyKnowledge
0Common knowledge
1Simple knowledge
3Something a scholar probably knows
5Something even a scholar might not know
7Knowledge very few people possess
10Completely lost knowledge

Vehicular Movement

Vehicles move just like creatures. Each has a movement rate, which indicates how far it can move in a round. Most vehicles require a driver, and when moving, they usually require that the driver spends every action controlling the movement. This is a routine task that rarely requires a roll. Any round not spent driving the vehicle hinders the task in the next round and precludes any change in speed or direction. In other words, driving down the road normally is difficulty 0. Spending an action to retrieve a backpack from the back seat means that in the following round, the driver must attempt a difficulty 1 task. If they instead use their action to pull a handgun from the backpack, in the next round the difficulty to drive will be 2, and so on. Failure results are based on the situation but might involve a collision or something similar.

In a vehicular chase, drivers attempt Speed actions just like in a regular chase, but the task may be based either on the level of the driver (modified by the level and movement rate of the vehicle) or on the level of the vehicle (modified by the level of the driver). So if a PC driving a typical car is chasing a level 3 NPC driving a level 5 sports car, the PC would make three chase rolls with a difficulty of 5. If the PC’s car is a souped-up custom vehicle, it might grant the PC an asset in the chase. If the PC is not in a car at all, but riding a bicycle, it might hinder the chase rolls by two or three steps, or the GM might simply rule that it’s impossible.

Vehicular Combat

Much of the time, a fight between foes in cars, boats, or other vehicles is just like any other combat situation. The combatants probably have cover and are moving fast. Attacks to disable a vehicle or a portion of it are based on the level of the vehicle. If the vehicle is an armored car or a tank, all attacks are likely aimed at the vehicle, which has a level and probably an appropriate Armor rating, not unlike a creature.

The only time this isn’t true is with battles where only vehicles and not characters are involved. Thus, if the PCs are in a shootout with bank robbers and both groups are in cars, use the standard rules. However, battles between starships of various kinds—from gigantic capital ships to single-pilot fighters—are a frequent occurrence in far-future science fiction settings. A submarine battle between two deep sea craft could be quite exciting. Characters in a modern-day game might find themselves in a tank fight. If PCs are involved in combat in which they are entirely enclosed in vehicles (so that it’s not really the characters fighting, but the vehicles), use the following quick and easy guidelines.

On this scale, combat between vehicles isn’t like traditional combat. Don’t worry about health, Armor, or anything like that. Instead, just compare the levels of the vehicles involved. If the PCs’ vehicle has the higher level, the difference in levels is how many steps the PCs’ attack and defense rolls are eased. If the PCs’ vehicle has the lower level, their rolls are hindered. If the levels are the same, there is no modification.

These attack and defense rolls are modified by skill and Effort, as usual. Some vehicles also have superior weapons, which ease the attack (since there is no “damage” amount to worry about), but this circumstance is probably uncommon in this abstract system and should not affect the difficulty by more than one or maybe two steps. Further, if two vehicles coordinate their attack against one vehicle, the attack is eased. If three or more vehicles coordinate, the attack is eased by two steps.

The attacker must try to target a specific system on or portion of an enemy vehicle. This hinders the attack based on the system or portion targeted.

That’s a lot of modifications. But it’s not really that hard. Let’s look at an example of a space battle. A PC in a small level 2 fighter attacks a level 4 frigate. Since the frigate is level 4, the difficulty of the attack starts at 4. But the attacking craft is weaker than the defender, so the attack is hindered equal to the difference in their levels (2). The fighter pilot must make a difficulty 6 attack on the frigate. However, the fighter is trying to swoop in and damage the frigate’s drive, which hinders the attack by another three steps, for a total difficulty of 9. If the fighter pilot is trained in space combat, they reduce the difficulty to 8, but it’s still impossible without help. So let’s say that two other PCs—also in level 2 fighters—join in and coordinate their attack. Three ships coordinating an attack on one target eases the task by two steps, resulting in a final difficulty of 6. Still, the attacking PC would be wise to use Effort.

Then the frigate retaliates, and the PC needs to make a defense roll. The level difference between the ships (2) means the PC’s defense is hindered by two steps, so the difficulty of the PC’s defense roll starts out at 6. But the frigate tries to take out the fighter’s weapons, hindering their attack (easing the PC’s defense) by two steps. Thus, the PC needs to succeed at a difficulty 4 task or lose their main weapons systems.

It’s important to remember that a failed attack doesn’t always mean a miss. The target ship might rock and reel from the hit, but the bulk of the damage was absorbed by the shields, so there’s no significant damage.

This bare-bones system should allow the GM and players to flesh out exciting encounters involving the whole group. For example, perhaps while one PC pilots a ship, another mans the guns, and another frantically attempts to repair damage to the maneuvering thrusters before they crash into the space station they’re trying to defend.

During a vehicular battle, particularly a space battle, there’s a lot of chatter about shields failing, hull integrity, being outmaneuvered, coming in too fast, and whatnot. These sorts of details are great, but they’re all flavor, so they’re represented in the rules generally, rather than specifically.

For more details about vehicles, refer to the appropriate Genre chapter.

Training in driving makes the character practiced in using a vehicle as a weapon. If the vehicle is used to run over a victim or ram an enemy vehicle, treat a motorcycle as a medium weapon and treat a car or truck as a heavy weapon.

Targeting TaskAttack HinderedEffect
Disable weaponsTwo stepsOne or more of the vehicle’s weapons no longer function

Disable defenses
(if applicable)

Two stepsAttacks against the vehicle are eased
Disable engine/driveThree stepsVehicle cannot move, or movement is hampered
Disable maneuverabilityTwo stepsVehicle cannot alter its present course
Strike power core or vital spotFive stepsVehicle is completely destroyed

Followers

Player characters have the option to gain followers as they advance in tier, as provided by type or focus special abilities. Followers do not need to be paid, fed, or housed, though a character who gains followers can certainly make such arrangements if they wish. A follower is someone whom a character has inspired (or asked) to come work with the character for a time, aiding them in a variety of endeavors. A follower puts the PC’s interests ahead of, or at least on par with, their own.

The PC generally makes rolls for their follower when the follower takes actions, though usually a follower’s modifications provide an asset to a specific action taken by the PC they follow.

If a follower dies, the character gains a new one after at least two weeks and proper recruitment.

Modifications: A follower can help a PC in one or more tasks, granting the PC an asset to that task. The level of the follower indicates the number of different tasks they can help with. The tasks that the follower is able to help with are predetermined, usually chosen by the PC when they gain the follower. A level 2 follower who the player determines is a spy could grant a PC an asset on two different tasks, such as stealth and deception. Followers cannot help with tasks that they don’t have modifications for; for the purpose of helping, treat the follower as if they had inabilities in all nonmodified tasks.

When the follower acts autonomously rather than helping the PC, they act like a normal NPC that has modifications. Thus, the modification increases their effective level for the associated task by one step. For example, the level 2 spy follower with modifications for stealth and deception attempts stealth and deception tasks as if they were level 3 and all other tasks as level 2.

Follower Assets to Combat and Defense: A follower cannot grant an asset to a character’s attacks or defense until the follower is level 3 or higher. Even then, the follower can help with attacks and defense only if they have a modification for that kind of task.

Some abilities may grant a special exception to this rule. For instance, the Serv-0 Defender ability gives your level 1 Serv-0 follower (a machine companion) a modification for Speed defense.

Follower Level Progression: A follower increases in level by 1 each time a PC advances two tiers after gaining that follower. When the follower gains a level, the PC also chooses the task that the follower gains a modification for.

Exceptional Follower: When a character gains a follower, there’s a small chance that the follower will be exceptional in some way, a cut above other followers of their kind. The GM determines when an exceptional follower is found, possibly as an additional reward for smart or engaging roleplaying where the PCs impress or otherwise positively interact with one or more NPCs, some of whom may later go on to become one of their followers. An exceptional follower has the same qualities as a regular follower but is 1 level higher.

Pet: Any PC can potentially gain a pet, though a pet typically doesn’t provide modifications. If a character wants a pet that can do this, they must gain the pet through an an ability or focus that grants followers. On the other hand, a well-cared-for pet grants an asset to a PC’s tasks related to achieving peace of mind, finding comfort, and resisting loneliness.

Breathing Life Into Followers

The modifications provided by followers could come across as fairly dry and mechanical. To avoid that, you could present each follower in a way that makes them more compelling and interesting. Here are a few examples of how to describe a follower, depending on their mix of modifications.

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This section explains how to create characters to play in a Cypher System game. This involves a series of decisions that will shape your character, so the more you understand what kind of character you want to play, the easier character creation will be. The process involves understanding the values of three game statistics and choosing three aspects that determine your character’s capabilities.

Character Stats

Every player character has three defining characteristics, which are typically called “statistics” or “stats.” These stats are Might, Speed, and Intellect. They are broad categories that cover many different but related aspects of a character.

Might

Might defines how strong and durable your character is. The concepts of strength, endurance, constitution, hardiness, and physical prowess are all folded into this one stat. Might isn’t relative to size; instead, it’s an absolute measurement. An elephant has more Might than the mightiest tiger, which has more Might than the mightiest rat, which has more Might than the mightiest spider.

Might governs actions from forcing doors open to walking for days without food to resisting disease. It’s also the primary means of determining how much damage your character can sustain in a dangerous situation. Physical characters, tough characters, and characters interested in fighting should focus on Might.

Might could be thought of as Might/Health because it governs how strong you are and how much physical punishment you can take.

Speed

Speed describes how fast and physically coordinated your character is. The stat embodies quickness, movement, dexterity, and reflexes. Speed governs such divergent actions as dodging attacks, sneaking around quietly, and throwing a ball accurately. It helps determine whether you can move farther on your turn. Nimble, fast, or sneaky characters will want good Speed stats, as will those interested in ranged combat.

Speed could be thought of as Speed/Agility because it governs your overall swiftness and reflexes.

Intellect

This stat determines how smart, knowledgeable, and likable your character is. It includes intelligence, wisdom, charisma, education, reasoning, wit, willpower, and charm. Intellect governs solving puzzles, remembering facts, telling convincing lies, and using mental powers. Characters interested in communicating effectively, being learned scholars, or wielding supernatural powers should stress their Intellect stat.

Intellect could be thought of as Intellect/Personality because it governs both intelligence and charisma.

Pool, Edge, and Effort

Each of the three stats has two components: Pool and Edge. Your Pool represents your raw, innate ability, and your Edge represents knowing how to use what you have. A third element ties into this concept: Effort. When your character really needs to accomplish a task, you apply Effort.

Your stat Pools, as well as your Effort and Edge, are determined by the character type, descriptor, and focus that you choose. Within those guidelines, however, you have a lot of flexibility in how you develop your character.

Pool

Your Pool is the most basic measurement of a stat. Comparing the Pools of two creatures will give you a general sense of which creature is superior in that stat. For example, a character who has a Might Pool of 16 is stronger (in a basic sense) than a character who has a Might Pool of 12. Most characters start with a Pool of 9 to 12 in most stats—that’s the average range.

When your character is injured, sickened, or attacked, you temporarily lose points from one of your stat Pools. The nature of the attack determines which Pool loses points. For example, physical damage from a sword reduces your Might Pool, a poison that makes you clumsy reduces your Speed Pool, and a psionic blast reduces your Intellect Pool. You can also spend points from one of your stat Pools to decrease a task’s difficulty (see Effort, below). You can rest to recover lost points from a stat Pool, and some special abilities or cyphers might allow you to recover lost points quickly.

Edge

Although your Pool is the basic measurement of a stat, your Edge is also important. When something requires you to spend points from a stat Pool, your Edge for that stat reduces the cost. It also reduces the cost of applying Effort to a roll.

For example, let’s say you have a mental blast ability, and activating it costs 1 point from your Intellect Pool. Subtract your Intellect Edge from the activation cost, and the result is how many points you must spend to use the mental blast. If using your Edge reduces the cost to 0, you can use the ability for free.

Your Edge can be different for each stat. For example, you could have a Might Edge of 1, a Speed Edge of 1, and an Intellect Edge of 0. You’ll always have an Edge of at least 1 in one stat. Your Edge for a stat reduces the cost of spending points from that stat Pool, but not from other Pools. Your Might Edge reduces the cost of spending points from your Might Pool, but it doesn’t affect your Speed Pool or Intellect Pool. Once a stat’s Edge reaches 3, you can apply one level of Effort for free.

A character who has a low Might Pool but a high Might Edge has the potential to perform Might actions consistently better than a character who has a Might Edge of 0. The high Edge will let them reduce the cost of spending points from the Pool, which means they’ll have more points available to spend on applying Effort.

Effort

When your character really needs to accomplish a task, you can apply Effort. For a beginning character, applying Effort requires spending 3 points from the stat Pool appropriate to the action. Thus, if your character tries to dodge an attack (a Speed roll) and wants to increase the chance for success, you can apply Effort by spending 3 points from your Speed Pool. Effort eases the task by one step. This is called applying one level of Effort.

You don’t have to apply Effort if you don’t want to. If you choose to apply Effort to a task, you must do it before you attempt the roll—you can’t roll first and then decide to apply Effort if you rolled poorly.

Applying more Effort can lower a task’s difficulty further: each additional level of Effort eases the task by another step. Applying one level of Effort eases the task by one step, applying two levels eases the task by two steps, and so on. However, each level of Effort after the first costs only 2 points from the stat Pool instead of 3. So applying two levels of Effort costs 5 points (3 for the first level plus 2 for the second level), applying three levels costs 7 points (3 plus 2 plus 2), and so on.

Every character has an Effort score, which indicates the maximum number of levels of Effort that can be applied to a roll. A beginning (first-tier) character has an Effort of 1, meaning you can apply only one level of Effort to a roll. A more experienced character has a higher Effort score and can apply more levels of Effort to a roll. For example, a character who has an Effort of 3 can apply up to three levels of Effort to reduce a task’s difficulty.

When you apply Effort, subtract your relevant Edge from the total cost of applying Effort. For example, let’s say you need to make a Speed roll. To increase your chance for success, you decide to apply one level of Effort, which will ease the task. Normally, that would cost 3 points from your Speed Pool. However, you have a Speed Edge of 2, so you subtract that from the cost. Thus, applying Effort to the roll costs only 1 point from your Speed Pool.

What if you applied two levels of Effort to the Speed roll instead of just one? That would ease the task by two steps. Normally, it would cost 5 points from your Speed Pool, but after subtracting your Speed Edge of 2, it costs only 3 points.

Once a stat’s Edge reaches 3, you can apply one level of Effort for free. For example, if you have a Speed Edge of 3 and you apply one level of Effort to a Speed roll, it costs you 0 points from your Speed Pool. (Normally, applying one level of Effort would cost 3 points, but you subtract your Speed Edge from that cost, reducing it to 0.)

Skills and other advantages also ease a task, and you can use them in conjunction with Effort. In addition, your character might have special abilities or equipment that allow you to apply Effort to accomplish a special effect, such as knocking down a foe with an attack or affecting multiple targets with a power that normally affects only one.

When applying Effort to melee attacks, you have the option of spending points from either your Might Pool or your Speed Pool. When making ranged attacks, you may spend points only from your Speed Pool. This reflects that with melee you sometimes use brute force and sometimes use finesse, but with ranged attacks, it’s always about careful targeting.

Effort and Damage

Instead of applying Effort to ease your attack, you can apply Effort to increase the amount of damage you inflict with an attack. For each level of Effort you apply in this way, you inflict 3 additional points of damage. This works for any kind of attack that inflicts damage, whether a sword, a crossbow, a mind blast, or something else.

When using Effort to increase the damage of an area attack, such as the explosion created by an Adept’s Concussion ability, you inflict 2 additional points of damage instead of 3 points. However, the additional points are dealt to all targets in the area. Further, even if one or more of the targets resist the attack, they still take 1 point of damage.

Multiple Uses of Effort and Edge

If your Effort is 2 or higher, you can apply Effort to multiple aspects of a single action. For example, if you make an attack, you can apply Effort to your attack roll and apply Effort to increase the damage.

The total amount of Effort you apply can’t be higher than your Effort score. For example, if your Effort is 2, you can apply up to two levels of Effort. You could apply one level to an attack roll and one level to its damage, two levels to the attack and no levels to the damage, or no levels to the attack and two levels to the damage.

You can use Edge for a particular stat only once per action. For example, if you apply Effort to a Might attack roll and to your damage, you can use your Might Edge to reduce the cost of one of those uses of Effort, not both. If you spend 1 Intellect point to activate your mind blast and one level of Effort to ease the attack roll, you can use your Intellect Edge to reduce the cost of one of those things, not both.

Stat Examples

A beginning character is fighting a giant rat. The PC stabs their spear at the rat, which is a level 2 creature and thus has a target number of 6. The character stands atop a boulder and strikes downward at the beast, and the GM rules that this helpful tactic is an asset that eases the attack by one step (to difficulty 1). That lowers the target number to 3. Attacking with a spear is a Might action; the character has a Might Pool of 11 and a Might Edge of 0. Before making the roll, they decide to apply a level of Effort to ease the attack. That costs 3 points from their Might Pool, reducing the Pool to 8. But the points are well spent. Applying the Effort lowers the difficulty from 1 to 0, so no roll is needed—the attack automatically succeeds.

Another character is attempting to convince a guard to let them into a private office to speak to an influential noble. The GM rules that this is an Intellect action. The character is third tier and has an Effort of 3, an Intellect Pool of 13, and an Intellect Edge of 1. Before making the roll, they must decide whether to apply Effort. They can choose to apply one, two, or three levels of Effort, or apply none at all. This action is important to them, so they decide to apply two levels of Effort, easing the task by two steps. Thanks to their Intellect Edge, applying the Effort costs only 4 points from their Intellect Pool (3 points for the first level of Effort plus 2 points for the second level minus 1 point for their Edge). Spending those points reduces their Intellect Pool to 9. The GM decides that convincing the guard is a difficulty 3 (demanding) task with a target number of 9; applying two levels of Effort reduces the difficulty to 1 (simple) and the target number to 3. The player rolls a d20 and gets an 8. Because this result is at least equal to the target number of the task, they succeed. However, if they had not applied some Effort, they would have failed because their roll (8) would have been less than the task’s original target number (9).

Character Tiers

Every character starts the game at the first tier. Tier is a measurement of power, toughness, and ability. Characters can advance up to the sixth tier. As your character advances to higher tiers, you gain more abilities, increase your Effort, and can improve a stat’s Edge or increase a stat. Generally speaking, even first-tier characters are already quite capable. It’s safe to assume that they’ve already got some experience under their belt. This is not a “zero to hero” progression, but rather an instance of competent people refining and honing their capabilities and knowledge. Advancing to higher tiers is not really the goal of Cypher System characters, but rather a representation of how characters progress in a story.

To progress to the next tier, characters earn experience points (XP) by pursuing character arcs, going on adventures, and discovering new things—the system is about both discovery and exploration, as well as achieving personal goals. Experience points have many uses, and one use is to purchase character benefits. After your character purchases four character benefits, they advance to the next tier. Each benefit costs 4 XP, and you can purchase them in any order, but you must purchase one of each kind of benefit (and then advance to the next tier) before you can purchase the same benefit again. The four character benefits are as follows.

Increasing Capabilities: You gain 4 points to add to your stat Pools. You can allocate the points among the Pools however you wish.

Moving Toward Perfection: You add 1 to your Might Edge, your Speed Edge, or your Intellect Edge (your choice).

Extra Effort: Your Effort score increases by 1.

Skills: You become trained in one skill of your choice, other than attacks or defense. As described in Rules of the Game, a character trained in a skill treats the difficulty of a related task as one step lower than normal. The skill you choose for this benefit can be anything you wish, such as climbing, jumping, persuading, or sneaking. You can also choose to be knowledgeable in a certain area of lore, such as history or geology. You can even choose a skill based on your character’s special abilities. For example, if your character can make an Intellect roll to blast an enemy with mental force, you can become trained in using that ability, easing the task of using it. If you choose a skill that you are already trained in, you become specialized in that skill, easing related tasks by two steps instead of one.

Skills are a broad category of things your character can learn and accomplish. For a list of sample skills, see below.

Other Options: Players can also spend 4 XP to purchase other special options in lieu of gaining a new skill. Selecting any of these options counts as the skill benefit necessary to advance to the next tier. The special options are as follows:

Note: Erratum

The other options are described a bit differently in the Experience Points chapter. There you can buy other options in lieu of any of the above options, not only in lieu of gaining a new skill. There’s also the possibility to buy focus abilities of tiers 3 and 6. The description in the Experience Points chapter seems to be the correct one.

Character Descriptor, Type, and Focus

To create your character, you build a simple statement that describes them. The statement takes this form: “I am a [fill in an adjective here] [fill in a noun here] who [fill in a verb here].”

Thus: “I am an adjective noun who verbs.” For example, you might say, “I am a Rugged Warrior who Controls Beasts” or “I am a Charming Explorer who Focuses Mind Over Matter.”

In this sentence, the adjective is called your descriptor.

The noun is your character type.

The verb is called your focus.

Even though character type is in the middle of the sentence, that’s where we’ll start this discussion. (Just as in a sentence, the noun provides the foundation.)

Your character type is the core of your character. In some roleplaying games, it might be called your character class. Your type helps determine your character’s place in the world and relationship with other people in the setting. It’s the noun of the sentence “I am an adjective noun who verbs.”

You can choose from four character types: Warriors, Adepts, Explorers, and Speakers.

Your descriptor defines your character—it colors everything you do. Your descriptor places your character in the situation (the first adventure, which starts the campaign) and helps provide motivation. It’s the adjective of the sentence “I am an adjective noun who verbs.”

Unless your GM says otherwise, you can choose from any of the character descriptors.

Focus is what your character does best. Focus gives your character specificity and provides interesting new abilities that might come in handy. Your focus also helps you understand how you relate with the other player characters in your group. It’s the verb of the sentence “I am an adjective noun who verbs.”

There are many character foci. The ones you choose from will probably depend on the setting and genre of your game.

You can use the Flavors chapter to slightly modify character types to customize them for different genres.

Special Abilities

Character types and foci grant PCs special abilities at each new tier. Using these abilities usually costs points from your stat Pools; the cost is listed in parentheses after the ability name. Your Edge in the appropriate stat can reduce the cost of the ability, but remember that you can apply Edge only once per action. For example, let’s say an Adept with an Intellect Edge of 2 wants to use their Onslaught ability to create a bolt of force, which costs 1 Intellect point. They also want to increase the damage from the attack by using a level of Effort, which costs 3 Intellect points. The total cost for their action is 2 points from their Intellect Pool (1 point for the bolt of force, plus 3 points for using Effort, minus 2 points from their Edge).

Sometimes the point cost for an ability has a + sign after the number. For example, the cost might be given as “2+ Intellect points.” That means you can spend more points or more levels of Effort to improve the ability further, as explained in the ability description.

Many special abilities grant a character the option to perform an action that they couldn’t normally do, such as projecting rays of cold or attacking multiple foes at once. Using one of these abilities is an action unto itself, and the end of the ability’s description says “Action” to remind you. It also might provide more information about when or how you perform the action.

Some special abilities allow you to perform a familiar action—one that you can already do—in a different way. For example, an ability might let you wear heavy armor, reduce the difficulty of Speed defense rolls, or add 2 points of fire damage to your weapon damage. These abilities are called enablers. Using one of these abilities is not considered an action. Enablers either function constantly (such as being able to wear heavy armor, which isn’t an action) or happen as part of another action (such as adding fire damage to your weapon damage, which happens as part of your attack action). If a special ability is an enabler, the end of the ability’s description says “Enabler” to remind you.

Some abilities specify a duration, but you can always end one of your own abilities anytime you wish.

Because the Cypher System covers so many genres, not all of the descriptors, types, and foci might be available for players. The GM will decide what’s available in their particular game and whether anything is modified, and they’ll let the players know.

Skills

Sometimes your character gains training in a specific skill or task. For example, your focus might mean that you’re trained in sneaking, in climbing and jumping, or in social interactions. Other times, your character can choose a skill to become trained in, and you can pick a skill that relates to any task you think you might face.

The Cypher System has no definitive list of skills. However, the following list offers ideas:

@UUID[Compendium.cyphersystem-compendium.basic-skills.kEz6uQxk1unTXSNm]{Astronomy} @UUID[Compendium.cyphersystem-compendium.basic-skills.fwktascgpe8DprA9]{Balancing} @UUID[Compendium.cyphersystem-compendium.basic-skills.qIkIjledDIy71P6m]{Biology} @UUID[Compendium.cyphersystem-compendium.basic-skills.YVOjYbyRzCYVxd4I]{Botany} @UUID[Compendium.cyphersystem-compendium.basic-skills.ybR56wJ9gjEiBBeS]{Carrying} @UUID[Compendium.cyphersystem-compendium.basic-skills.jMju5yGMFFfxmpK4]{Climbing} @UUID[Compendium.cyphersystem-compendium.basic-skills.NaKiOXzse6HzKjoU]{Computers} @UUID[Compendium.cyphersystem-compendium.basic-skills.eeHdJpr4k8hYtGr5]{Deceiving} @UUID[Compendium.cyphersystem-compendium.basic-skills.DraIKUQRw8KrnC4o]{Disguise} @UUID[Compendium.cyphersystem-compendium.basic-skills.Pjj8dKkUIGbXbAtj]{Escaping} @UUID[Compendium.cyphersystem-compendium.basic-skills.6e83HnGZvltsanfE]{Geography} @UUID[Compendium.cyphersystem-compendium.basic-skills.z1y5D9aLUU6RJSaU]{Geology} @UUID[Compendium.cyphersystem-compendium.basic-skills.vxW0N1vEdwK4MVjD]{Healing} @UUID[Compendium.cyphersystem-compendium.basic-skills.RnsLhB3rhJUC0Euk]{History} @UUID[Compendium.cyphersystem-compendium.basic-skills.QonPVHzXrzIN29lf]{Identifying} @UUID[Compendium.cyphersystem-compendium.basic-skills.gbWPNb1uKsRtZWSL]{Initiative} @UUID[Compendium.cyphersystem-compendium.basic-skills.tZ7PdXuWQyRMo0Rh]{Intimidation} @UUID[Compendium.cyphersystem-compendium.basic-skills.MrGl25gzZk4uu7BR]{Jumping} @UUID[Compendium.cyphersystem-compendium.basic-skills.bBrJqSuoQ6PmRqH5]{Leatherworking} @UUID[Compendium.cyphersystem-compendium.basic-skills.BATb9zx3L6oB2J0H]{Lockpicking} @UUID[Compendium.cyphersystem-compendium.basic-skills.E3swDJUDkKbo5K6S]{Machinery} @UUID[Compendium.cyphersystem-compendium.basic-skills.N45sgegH563KWZPR]{Metalworking} @UUID[Compendium.cyphersystem-compendium.basic-skills.rH5FwMXGaNn21DZD]{Perception} @UUID[Compendium.cyphersystem-compendium.basic-skills.CYciueF3uoV3azbx]{Persuasion} @UUID[Compendium.cyphersystem-compendium.basic-skills.zhQK4a79V1U6iuq8]{Philosophy} @UUID[Compendium.cyphersystem-compendium.basic-skills.OzVTO7QBg6okJ7Wf]{Physics} @UUID[Compendium.cyphersystem-compendium.basic-skills.L5fWzlqtfmdwZ2bC]{Pickpocketing} @UUID[Compendium.cyphersystem-compendium.basic-skills.FDS0OTDYEmGsv2Xe]{Piloting} @UUID[Compendium.cyphersystem-compendium.basic-skills.T9qrqrrHhuA3ad6S]{Repairing} @UUID[Compendium.cyphersystem-compendium.basic-skills.JZF2fos5oJ3sEVhC]{Riding} @UUID[Compendium.cyphersystem-compendium.basic-skills.y0gHR7IwScnB2Ebi]{Smashing} @UUID[Compendium.cyphersystem-compendium.basic-skills.Q9tfUkhYGRJ5Df42]{Sneaking} @UUID[Compendium.cyphersystem-compendium.basic-skills.duTx0BwgmC1Gw3Ze]{Stealth} @UUID[Compendium.cyphersystem-compendium.basic-skills.bDIjaLnoMQAS99GH]{Swimming} @UUID[Compendium.cyphersystem-compendium.basic-skills.iaW1Bm0sA2cE3iLa]{Vehicle driving} @UUID[Compendium.cyphersystem-compendium.basic-skills.Yn7G03hmz9uLOnhp]{Woodworking}

You could choose a skill that incorporates more than one of these areas (interacting might include deceiving, intimidation, and persuasion) or that is a more specific version of one (hiding might be sneaking when you’re not moving). You could also make up more general professional skills, such as baker, sailor, or lumberjack. If you want to choose a skill that’s not on this list, it’s probably best to run it past the GM first, but in general, the most important thing is to choose skills that are appropriate to your character.

Remember that if you gain a skill that you’re already trained in, you become specialized in that skill. Because skill descriptions can be nebulous, determining whether you’re trained or specialized might take some thinking. For example, if you’re trained in lying and later gain an ability that grants you skill with all social interactions, you become specialized in lying and trained in all other types of interactions. Being trained three times in a skill is no better than being trained twice (in other words, specialized is as good as it gets).

Only skills gained through character type abilities or other rare instances allow you to become skilled with attack or defense tasks.

If you gain a special ability through your type, your focus, or some other aspect of your character, you can choose it in place of a skill and become trained or specialized in that ability. For example, if you have a mind blast, when it’s time to choose a skill to be trained in, you can select your mind blast as your skill. That would ease the attack every time you used it. Each ability you have counts as a separate skill for this purpose. You can’t select “all mind powers” or “all spells” as one skill and become trained or specialized in such a broad category.

In most campaigns, fluency in a language is considered a skill. So if you want to speak French, that’s the same as being trained in biology or swimming.

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Character type is the core of your character. Your type helps determine your character’s place in the world and relationship with other people in the setting. It’s the noun of the sentence “I am an adjective noun who verbs.”

In some roleplaying games, your character type might be called your character class.

You can choose from four character types: Warrior, Adept, Explorer, and Speaker. However, you may not want to use these generic names for them. This chapter offers a few more specific names for each type that might be more appropriate to various genres. You’ll find that names like “Warrior” or “Explorer” don’t always feel right, particularly in games set in modern times. As always, you’re free to do as you wish. (Your type is who your character is. You should use whatever name you want for your type, as long as it fits both your character and the setting.)

Since the type is the basis upon which your whole character is built, it’s important to consider how the type relates to the chosen setting. To help with this, types are actually general archetypes. A Warrior, for example, might be anyone from a knight in shining armor to a cop on the streets to a grizzled cybernetic veteran of a thousand futuristic wars.

To further massage the four types for better use in various settings, different methods called flavors are presented in Flavors to help slightly tailor the types toward fantasy, science fiction, or other genres (or to address different character concepts).

Finally, more fundamental options for further customization are provided at the end of this chapter.

Player Intrusion

A player intrusion is the player choosing to alter something in the campaign, making things easier for a player character. Conceptually, it is the reverse of a GM intrusion: instead of the GM giving the player XP and introducing an unexpected complication for a character, the player spends 1 XP and presents a solution to a problem or complication. What a player intrusion can do usually introduces a change to the world or current circumstances rather than directly changing the character. For instance, an intrusion indicating that the cypher just used still has an additional use would be appropriate, but an intrusion that heals the character would not. If a player has no XP to spend, they can’t use a player intrusion.

A few player intrusion examples are provided under each type. That said, not every player intrusion listed there is appropriate for all situations. The GM may allow players to come up with other player intrusion suggestions, but the GM is the final arbiter of whether the suggested intrusion is appropriate for the character’s type and suitable for the situation. If the GM refuses the intrusion, the player doesn’t spend the 1 XP, and the intrusion doesn’t occur.

Using an intrusion does not require a character to use an action to trigger it. A player intrusion just happens.

Player intrusions should be limited to no more than one per player per session.

Defense Tasks

Defense tasks are when a player makes a roll to keep something undesirable from happening to their PC. The type of defense task matters when using Effort.

@UUID[Compendium.cyphersystem-compendium.basic-skills.Q0vfmbqehJw0jYBa]{Might defense}: Used for resisting poison, disease, and anything else that can be overcome with strength and health.

@UUID[Compendium.cyphersystem-compendium.basic-skills.FXYWkXG7Iq6Wm1pS]{Speed defense}: Used for dodging attacks and escaping danger. This is by far the most commonly used defense task.

@UUID[Compendium.cyphersystem-compendium.basic-skills.5X8qgmSuvRVNTiaP]{Intellect defense}: Used for fending off mental attacks or anything that might affect or influence one’s mind.

Warrior

Fantasy/Fairy tale: Warrior, fighter, swordsman, knight, barbarian, soldier, myrmidon, valkyrie

Modern/Horror/Romance: police officer, soldier, watchman, detective, guard, brawler, tough, athlete

Science fiction: security officer, warrior, trooper, soldier, merc

Superhero/Post-Apocalyptic: hero, brick, bruiser

You’re a good ally to have in a fight. You know how to use weapons and defend yourself. Depending on the genre and setting in question, this might mean wielding a sword and shield in the gladiatorial arena, an AK-47 and a bandolier of grenades in a savage firefight, or a blaster rifle and powered armor when exploring an alien planet.

Individual Role: Warriors are physical, action-oriented people. They’re more likely to overcome a challenge using force than by other means, and they often take the most straightforward path toward their goals.

Group Role: Warriors usually take and deal the most punishment in a dangerous situation. Often it falls on them to protect the other group members from threats. This sometimes means that warriors take on leadership roles as well, at least in combat and other times of danger.

Societal Role: Warriors aren’t always soldiers or mercenaries. Anyone who is ready for violence, or even potential violence, might be a Warrior in the general sense. This includes guards, watchmen, police officers, sailors, or people in other roles or professions who know how to defend themselves with skill.

Advanced Warriors: As warriors advance, their skill in battle—whether defending themselves or dishing out damage—increases to impressive levels. At higher tiers, they can often take on groups of foes by themselves or stand toe to toe with anyone.

Warrior Background Connection

Your type helps determine the connection you have to the setting. Roll a d20 or choose from the following list to determine a specific fact about your background that provides a connection to the rest of the world. You can also create your own fact.

@UUID[Compendium.cyphersystem-compendium.cypher-roll-tables.sEDd1gQiT9UHF023]{Warrior Background Connection}

Warrior Player Intrusions

You can spend 1 XP to use one of the following player intrusions, provided the situation is appropriate and the GM agrees.

Perfect Setup: You’re fighting at least three foes and each one is standing in exactly the right spot for you to use a move you trained in long ago, allowing you to attack all three as a single action. Make a separate attack roll for each foe. You remain limited by the amount of Effort you can apply on one action.

Old Friend: A comrade in arms from your past shows up unexpectedly and provides aid in whatever you’re doing. They are on a mission of their own and can’t stay longer than it takes to help out, chat for a while after, and perhaps share a quick meal.

Weapon Break: Your foe’s weapon has a weak spot. In the course of the combat, it quickly becomes damaged and moves two steps down the object damage track.

Warrior Stat Pools

StatPool Starting Value
Might10
Speed10
Intellect8

You get 6 additional points to divide among your stat Pools however you wish.

First-Tier Warrior

First-tier warriors have the following abilities:

Effort: Your Effort is 1.

Physical Nature: You have a Might Edge of 1 and a Speed Edge of 0, or you have a Might Edge of 0 and a Speed Edge of 1. Either way, you have an Intellect Edge of 0.

Cypher Use: You can bear two cyphers at a time.

Weapons: You become practiced with @UUID[Compendium.cyphersystem-compendium.basic-skills.GA74AkWhC7i4Z8sZ]{light}, @UUID[Compendium.cyphersystem-compendium.basic-skills.wHxvX2zJOKo27GBe]{medium}, and @UUID[Compendium.cyphersystem-compendium.basic-skills.d554SLnkyNqPDDOc]{heavy weapons} and suffer no penalty when using any kind of weapon. Enabler.

Starting Equipment: Appropriate clothing and two weapons of your choice, plus one expensive item, two moderately priced items, and up to four inexpensive items.

Special Abilities: Choose four of the abilities listed below. You can’t choose the same ability more than once unless its description says otherwise. The full description for each listed ability can be found in Abilities, which also has descriptions for flavor and focus abilities in a single vast catalog.

@UUID[Compendium.cyphersystem-compendium.abilities.7BS6IEcYlEp5v3OC]{Bash} @UUID[Compendium.cyphersystem-compendium.abilities.2x7nMe9ZGp3VjI8B]{Combat Prowess} @UUID[Compendium.cyphersystem-compendium.abilities.6cMg5QXB71YNgoaM]{Control the Field} @UUID[Compendium.cyphersystem-compendium.abilities.7X2zbrkFSNbyhA5G]{Improved Edge} @UUID[Compendium.cyphersystem-compendium.abilities.YZB37b80VQGMUscp]{No Need for Weapons} @UUID[Compendium.cyphersystem-compendium.abilities.o2iiTUXdkMPREkvK]{Overwatch} @UUID[Compendium.cyphersystem-compendium.abilities.noCgrKbB370cfzQg]{Physical Skills} @UUID[Compendium.cyphersystem-compendium.abilities.o2ZDoteWQsFsqTJr]{Practiced in Armor} @UUID[Compendium.cyphersystem-compendium.abilities.yszDDDpH6m16dEoV]{Quick Throw} @UUID[Compendium.cyphersystem-compendium.abilities.8hiUfUNY3u2IpVDa]{Swipe} @UUID[Compendium.cyphersystem-compendium.abilities.uatcX3o1oB2Stc4u]{Trained Without Armor}

Second-Tier Warrior

Choose two of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.EERMWn1af0S8wAWN]{Crushing Blow} @UUID[Compendium.cyphersystem-compendium.abilities.S3L1oym8fpx0NsAc]{Hemorrhage} @UUID[Compendium.cyphersystem-compendium.abilities.szw7tHW0OjI2fjpJ]{Reload} @UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks} @UUID[Compendium.cyphersystem-compendium.abilities.CtRvLxfUlCynJv1B]{Skill With Defense} @UUID[Compendium.cyphersystem-compendium.abilities.36nlDXhOP5e5dfns]{Successive Attack}

Third-Tier Warrior

Choose three of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.Rr4oB1lUzuzFHNHQ]{Deadly Aim} @UUID[Compendium.cyphersystem-compendium.abilities.M49EI6qapNJC2aLR]{Energy Resistance} @UUID[Compendium.cyphersystem-compendium.abilities.4eCjeGPA0ovnwIfu]{Experienced in Armor} @UUID[Compendium.cyphersystem-compendium.abilities.u1GhDcfpVXITVtOc]{Expert Cypher Use} @UUID[Compendium.cyphersystem-compendium.abilities.73miZT5kYFyxnPOT]{Fury} @UUID[Compendium.cyphersystem-compendium.abilities.bPr34XiLw2Dqb4VJ]{Lunge} @UUID[Compendium.cyphersystem-compendium.abilities.XqGE5QLHnpIKB5rB]{Reaction} @UUID[Compendium.cyphersystem-compendium.abilities.t3zUlk8c5WEBXXO8]{Seize the Moment} @UUID[Compendium.cyphersystem-compendium.abilities.bkQnnjRFJS9VpaY5]{Slice} @UUID[Compendium.cyphersystem-compendium.abilities.YIzrA5i8eBSPMFzj]{Spray} @UUID[Compendium.cyphersystem-compendium.abilities.4s3SAqu0lb5qzfzL]{Trick Shot} @UUID[Compendium.cyphersystem-compendium.abilities.DhbLcVuqEZmS6Z2y]{Vigilance}

Fourth-Tier Warrior

Choose two of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.M5QroBlhUCULt6MD]{Amazing Effort} @UUID[Compendium.cyphersystem-compendium.abilities.gNRMG3mJTzWaCGph]{Capable Warrior} @UUID[Compendium.cyphersystem-compendium.abilities.GlXd4oFI9Fqq3rAX]{Experienced Defender} @UUID[Compendium.cyphersystem-compendium.abilities.RO8dmB90aRPOmCuJ]{Feint} @UUID[Compendium.cyphersystem-compendium.abilities.mUizWF7k2XD7ykRJ]{Increased Effects} @UUID[Compendium.cyphersystem-compendium.abilities.PTVAJGFiXDueX8az]{Momentum} @UUID[Compendium.cyphersystem-compendium.abilities.blm1Z8JxvWOiFf0b]{Pry Open} @UUID[Compendium.cyphersystem-compendium.abilities.yJDNsRAG3Elm6PWp]{Snipe} @UUID[Compendium.cyphersystem-compendium.abilities.wxAZnuQkvWosLzkN]{Tough As Nails}

Fifth-Tier Warrior

Choose three of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.M0pjZXQ9996hfUPs]{Adroit Cypher Use} @UUID[Compendium.cyphersystem-compendium.abilities.WrJDw2X8JHcljjP4]{Arc Spray} @UUID[Compendium.cyphersystem-compendium.abilities.t6VEEwEsQUIImebW]{Improved Success} @UUID[Compendium.cyphersystem-compendium.abilities.IFb8NX06xgWM7H98]{Jump Attack} @UUID[Compendium.cyphersystem-compendium.abilities.4k5JFV78A5SiPjFo]{Mastery in Armor} @UUID[Compendium.cyphersystem-compendium.abilities.kNSRytTtQX0rU3aE]{Mastery With Attacks} @UUID[Compendium.cyphersystem-compendium.abilities.LTqgcoprvBF2ZkdH]{Mastery With Defense} @UUID[Compendium.cyphersystem-compendium.abilities.AmZDmnmP7CxSSN4h]{Parry}

Remember that at higher tiers, you can choose special abilities from lower tiers. This is sometimes the best way to ensure that you have exactly the character you want. This is particularly true with abilities that grant skills, which can usually be taken multiple times.

Sixth-Tier Warrior

Choose two of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.MQewTo9NscKVUUNz]{Again and Again} @UUID[Compendium.cyphersystem-compendium.abilities.syJ3mkT2hHR2MY3o]{Finishing Blow} @UUID[Compendium.cyphersystem-compendium.abilities.Cz0KkzZPnlX1oTYz]{Magnificent Moment} @UUID[Compendium.cyphersystem-compendium.abilities.KNElOxbWobS1ygLv]{Murderer} @UUID[Compendium.cyphersystem-compendium.abilities.KDZeCZJxjCQzlTxA]{Spin Attack} @UUID[Compendium.cyphersystem-compendium.abilities.s8NShtaUrW0Oxolo]{Weapon and Body}

Warrior Example

Ray wants to create a Warrior character for a modern campaign. He decides that the character is an ex-military fellow who is fast and strong. He puts 3 of his additional points into his Might Pool and 3 into his Speed Pool; his stat Pools are now Might 13, Speed 13, and Intellect 8. As a first-tier character, his Effort is 1, his Might Edge is 1, and his Speed Edge and Intellect Edge are both 0. His character is not particularly smart or charismatic.

He wants to use a large combat knife (a medium weapon that inflicts 4 points of damage) and a .357 Magnum (a heavy pistol that inflicts 6 points of damage but requires the use of both hands). Ray decides not to wear armor, as it’s not really appropriate to the setting, so for his first ability, he chooses Trained Without Armor so he eases Speed defense actions. For his second ability, he chooses Combat Prowess so he can inflict extra damage with his big knife.

Ray wants to be fast as well as tough, so he selects Improved Edge. This gives him a Speed Edge of 1. He rounds out his character with Physical Skills and chooses swimming and running.

The Warrior can bear two cyphers. The GM decides that Ray’s first cypher is a pill that restores 6 points of Might when swallowed, and his second is a small, easily concealed grenade that explodes like a firebomb when thrown, inflicting 3 points of damage to all within immediate range.

Ray still needs to choose a descriptor and a focus. Looking ahead to the descriptor rules, Ray chooses Strong, which increases his Might Pool to 17. He also becomes trained in jumping and breaking inanimate objects. (If he had chosen jumping as one of his physical skills, the Strong descriptor would have made him specialized in jumping instead of trained.) Being Strong also gives Ray an extra medium or heavy weapon. He chooses a baseball bat that he’ll use in a pinch. He keeps it in the trunk of his car.

For his focus, Ray chooses Masters Weaponry. This gives him yet another weapon of high quality. He chooses another combat knife and asks the GM if he could use it in his left hand—not to make attacks, but as a shield. This will ease his Speed defense rolls if he has both knives out (the “shield” counts as an asset). The GM agrees. During the game, Ray’s Warrior will be hard to hit—he is trained in Speed defense rolls, and his extra knife eases his defense rolls by another step.

Thanks to his focus, he also inflicts 1 additional point of damage with his chosen weapon. Now he inflicts 6 points of damage with his blade. Ray’s character is a deadly combatant, likely starting the game with a reputation as a knife fighter.

For his character arc, Ray chooses Defeat a Foe. That foe, he decides, is none other than someone in his company who was once a friend but went rogue.

Adept

Fantasy/Fairy tale: wizard, mage, sorcerer, cleric, druid, seer, diabolist, fey-touched

Modern/Horror/Romance: psychic, occultist, witch, practitioner, medium, fringe scientist

Science fiction: psion, psionicist, telepath, seeker, master, scanner, ESPer, abomination

Superhero/Post-Apocalyptic: mage, sorcerer, power-wielder, master, psion, telepath

You master powers or abilities outside the experience, understanding, and sometimes belief of others. They might be magic, psychic powers, mutant abilities, or just a wide variety of intricate devices, depending on the setting. (“Magic” here is a term used very loosely. It’s a catch-all for the kinds of wondrous, possibly supernatural things that your character can do that others cannot. It might actually be an expression of technological devices, channeling spirits, mutations, psionics, nanotechnology, or any number of other sources.)

Individual Role: Adepts are usually thoughtful, intelligent types. They often think carefully before acting and rely heavily on their supernatural abilities.

Group Role: Adepts are not powerful in straightforward combat, although they often wield abilities that provide excellent combat support, both offensively and defensively. They sometimes possess abilities that facilitate overcoming challenges. For example, if the group must get through a locked door, an Adept might be able to destroy it or teleport everyone to the other side.

Societal Role: In settings where the supernatural is rare, strange, or feared, Adepts are likely rare and feared as well. They remain hidden, shadowy figures. When this is not the case, Adepts are more likely to be common and forthright. They might even take leadership roles.

Advanced Adepts: Even at low tiers, Adept powers are impressive. Higher-tier Adepts can accomplish amazing deeds that can reshape matter and the environment around them.

Adepts are almost always emblematic of the paranormal or superhuman in some way—wizards, psychics, or something similar. If the game you’re playing has none of that, an Adept could be a charlatan mimicking such abilities with tricks and hidden devices, or a gadgeteer character with a “utility belt” full of oddments. Or a game like that might not have Adepts. That’s okay too.

Adept Background Connection

Your type helps determine the connection you have to the setting. Roll a d20 or choose from the following list to determine a specific fact about your background that provides a connection to the rest of the world. You can also create your own fact.

@UUID[Compendium.cyphersystem-compendium.cypher-roll-tables.ldbXbEteJgHbIdZe]{Adept Background Connection}

Adept Player Intrusions

When playing an Adept, you can spend 1 XP to use one of the following player intrusions, provided the situation is appropriate and the GM agrees.

Advantageous Malfunction: A device being used against you malfunctions. It might harm the user or one of their allies for a round, or activate a dramatic and distracting side effect for a few rounds.

Convenient Idea: A flash of insight provides you with a clear answer or suggests a course of action with regard to an urgent question, problem, or obstacle you’re facing.

Inexplicably Unbroken: An inactive, ruined, or presumed-destroyed device temporarily activates and performs a useful function relevant to the situation. This is enough to buy you some time for a better solution, alleviate a complication that was interfering with your abilities, or just get you one more use out of a depleted cypher or artifact.

Adept Stat Pools

StatPool Starting Value
Might7
Speed9
Intellect12

You get 6 additional points to divide among your stat Pools however you wish.

First-Tier Adept

First-tier Adepts have the following abilities:

Effort: Your Effort is 1.

Genius: You have an Intellect Edge of 1, a Might Edge of 0, and a Speed Edge of 0.

Expert Cypher Use: You can bear three cyphers at a time.

Starting Equipment: Appropriate clothing, plus two expensive items, two moderately priced items, and up to four inexpensive items of your choice.

Weapons: You can use @UUID[Compendium.cyphersystem-compendium.basic-skills.GA74AkWhC7i4Z8sZ]{light weapons} without penalty. You have an inability with @UUID[Compendium.cyphersystem-compendium.inabilities.Zjign4M9GqTvD348]{medium weapons} and @UUID[Compendium.cyphersystem-compendium.inabilities.aMGYdfzCgfYqtHuJ]{heavy weapons}; your attacks with medium and heavy weapons are hindered.

Special Abilities: Choose four of the abilities listed below. You can’t choose the same ability more than once unless its description says otherwise. The full description for each listed ability can be found in Abilities, which also has descriptions for flavor and focus abilities in a single vast catalog.

Adept abilities require at least one free hand unless the GM says otherwise.

@UUID[Compendium.cyphersystem-compendium.abilities.6qCR3kBqCVYDlEOl]{Distortion} @UUID[Compendium.cyphersystem-compendium.abilities.TmWjWp4iWk4GMLN0]{Erase Memories} @UUID[Compendium.cyphersystem-compendium.abilities.gP8HCn8FPeg49V7M]{Far Step} @UUID[Compendium.cyphersystem-compendium.abilities.zArjjFcf9tHQvJTx]{Hedge Magic} @UUID[Compendium.cyphersystem-compendium.abilities.XQxN55rl0f5HFxEM]{Magic Training} @UUID[Compendium.cyphersystem-compendium.abilities.FE1Ge8CbJxQcCo0b]{Onslaught} @UUID[Compendium.cyphersystem-compendium.abilities.Myt0JUt24B8hjYAg]{Push} @UUID[Compendium.cyphersystem-compendium.abilities.Q8xKsSOvoFWL1ePP]{Resonance Field} @UUID[Compendium.cyphersystem-compendium.abilities.OPvXaxuRIVXLmkWl]{Scan} @UUID[Compendium.cyphersystem-compendium.abilities.nptFEdFaUvjDeqAz]{Shatter} @UUID[Compendium.cyphersystem-compendium.abilities.59mslpID7ogppzMA]{Ward}

Second-Tier Adept

Choose one of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.wWN4y4rATxbtMCMo]{Adaptation} @UUID[Compendium.cyphersystem-compendium.abilities.o7kTUAFonv5HPi07]{Cutting Light} @UUID[Compendium.cyphersystem-compendium.abilities.UCR0rx32kEsTcgnF]{Hover} @UUID[Compendium.cyphersystem-compendium.abilities.W5Zt9qDKCtNr49BC]{Mind Reading} @UUID[Compendium.cyphersystem-compendium.abilities.fzx429jdEdbd0tHy]{Retrieve Memories} @UUID[Compendium.cyphersystem-compendium.abilities.Uti1XQwY4VFZwwwc]{Reveal} @UUID[Compendium.cyphersystem-compendium.abilities.pdNI9QMKmDwu8gza]{Stasis}

Third-Tier Adept

Choose two of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.M0pjZXQ9996hfUPs]{Adroit Cypher Use} @UUID[Compendium.cyphersystem-compendium.abilities.Mj6yJZwRmdXaVwh8]{Countermeasures} @UUID[Compendium.cyphersystem-compendium.abilities.yz1w8JR23mtlDX49]{Energy Protection} @UUID[Compendium.cyphersystem-compendium.abilities.AUGM3xEluWJi4Y8h]{Fire and Ice} @UUID[Compendium.cyphersystem-compendium.abilities.yPVZmXWhUxustVdq]{Force Field Barrier} @UUID[Compendium.cyphersystem-compendium.abilities.bzy1KzO0oPmZGu2b]{Sensor} @UUID[Compendium.cyphersystem-compendium.abilities.q80xvRDX6XwFXgma]{Targeting Eye}

Fourth-Tier Adept

Choose one of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.iTxEWRCR8G5Rych2]{Death Touch} @UUID[Compendium.cyphersystem-compendium.abilities.VEJQ74o175OnlIAm]{Exile} @UUID[Compendium.cyphersystem-compendium.abilities.wvlSlYCJyrJuFqtn]{Invisibility} @UUID[Compendium.cyphersystem-compendium.abilities.whVEpvOjmGs3fpcD]{Matter Cloud} @UUID[Compendium.cyphersystem-compendium.abilities.Vcfc6yjbqX6WSzCf]{Mind Control} @UUID[Compendium.cyphersystem-compendium.abilities.8QwoYVraOedgr9kB]{Projection} @UUID[Compendium.cyphersystem-compendium.abilities.y1bQFSBlwMbUico5]{Rapid Processing} @UUID[Compendium.cyphersystem-compendium.abilities.iroL3TcKD9dpulhW]{Regeneration} @UUID[Compendium.cyphersystem-compendium.abilities.YFbC1HRis4SpZgrS]{Reshape} @UUID[Compendium.cyphersystem-compendium.abilities.KGz0rK4b2dAt0DaX]{Wormhole}

Fifth-Tier Adept

Choose two of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.NCXCkCYeZw8qlazG]{Absorb Energy} @UUID[Compendium.cyphersystem-compendium.abilities.PZBKCtRj5S6ULnjo]{Concussion} @UUID[Compendium.cyphersystem-compendium.abilities.8SDpRRzZRF73zLsF]{Conjuration} @UUID[Compendium.cyphersystem-compendium.abilities.HuhNjMfMxPkTlERH]{Create} @UUID[Compendium.cyphersystem-compendium.abilities.D4JFKjeVDkx9Xfnf]{Dust to Dust} @UUID[Compendium.cyphersystem-compendium.abilities.wlkPdME0r3hx9VbE]{Knowing the Unknown} @UUID[Compendium.cyphersystem-compendium.abilities.K4XRiZlFRakz6j98]{Master Cypher Use} @UUID[Compendium.cyphersystem-compendium.abilities.IN3VI2LxDyYGbqnN]{Teleportation} @UUID[Compendium.cyphersystem-compendium.abilities.MGzAkRaGd4LgfQti]{True Senses}

Sixth-Tier Adept

Choose one of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.tvlNZboSbKCHttjs]{Control Weather} @UUID[Compendium.cyphersystem-compendium.abilities.jhdgI9rV2mpH6JQU]{Earthquake} @UUID[Compendium.cyphersystem-compendium.abilities.8OmtJRuoKRzuGfh8]{Move Mountains} @UUID[Compendium.cyphersystem-compendium.abilities.PlKwEwo6ilGqwxwI]{Traverse the Worlds} @UUID[Compendium.cyphersystem-compendium.abilities.gETtOLyLYRVk53dP]{Usurp Cypher}

Adept Example

Jen wants to create an Adept—a sorcerer for a fantasy campaign. She decides to be somewhat well rounded, so she puts 2 of her additional points into each stat Pool, giving her a Might Pool of 9, a Speed Pool of 11, and an Intellect Pool of 14. Her Adept is smart and quick. She has an Intellect Edge of 1, a Might Edge of 0, and a Speed Edge of 0. As a first-tier character, her Effort is 1. As her initial abilities, she chooses Onslaught and Ward, giving her a strong offense and defense. She also chooses Magic Training and rounds out her character with Scan, which she hopes will be useful in gaining insight and information. For this character, Onslaught, Ward, and Scan are all spells she has mastered through years of training and study.

She can bear three cyphers. The GM gives her a potion that acts as a short-range teleporter, a small charm that restores 5 points to her Intellect Pool, and a fluid-filled flask that explodes like a fiery bomb. Jen’s sorcerer is skilled with light weapons, so she chooses a dagger.

For her descriptor, Jen chooses Graceful, which adds 2 points to her Speed Pool, bringing it to 13. That descriptor means she is trained in balancing and anything requiring careful movements, physical performing arts, and Speed defense tasks. Perhaps she is a dancer. In fact, she begins to develop a backstory that involves graceful, lithe movements that she incorporates into her spells.

For her focus, she chooses Leads. This gives her training in social interactions, which again helps round her out—she’s good in all kinds of situations. Moreover, she has the Good Advice ability, which enables her to be a focal point of her group.

Her spells and focus abilities cost Intellect points to activate, so she’s glad to have a lot of points in her Intellect Pool. In addition, her Intellect Edge will help reduce those costs. If she uses her Onslaught force blast without applying Effort, it costs 0 Intellect points and deals 4 points of damage. Her Intellect Edge will allow her to save points to devote toward applying Effort for other purposes, perhaps to boost the accuracy of Onslaught.

For her character arc, Jen chooses Aid a Friend. She decides that when her sorcerer character was young, she had a magical mentor. That mentor was later taken prisoner by a demon, so her character is always looking for clues on how to find the demon and release her friend from bondage.

GMs are always free to pre-select a type’s special abilities at a given tier to reinforce the setting. In the fantasy setting of Jen’s sorcerer, the GM might have said that all sorcerers (Adepts) start with Magic Training as one of their tier 1 abilities. This doesn’t make the character any less powerful or special, but it says something about her role in the world and expectations in the game.

Explorer

Fantasy/Fairy tale: Explorer, adventurer, delver, mystery seeker

Modern/Horror/Romance: athlete, explorer, adventurer, drifter, detective, scholar, spelunker, trailblazer, investigative reporter

Science fiction: Explorer, adventurer, wanderer, planetary specialist, xenobiologist

Superhero/Post-Apocalyptic: adventurer, crimefighter

You are a person of action and physical ability, fearlessly facing the unknown. You travel to strange, exotic, and dangerous places, and discover new things. This means you’re physical but also probably knowledgeable.

Individual Role: Although Explorers can be academics or well studied, they are first and foremost interested in action. They face grave dangers and terrible obstacles as a routine part of life.

Group Role: Explorers sometimes work alone, but far more often they operate in teams with other characters. The Explorer frequently leads the way, blazing the trail. However, they’re also likely to stop and investigate anything intriguing they stumble upon.

Societal Role: Not all Explorers are out traipsing through the wilderness or poking about an old ruin. Sometimes, an Explorer is a teacher, a scientist, a detective, or an investigative reporter. In any event, an Explorer bravely faces new challenges and gathers knowledge to share with others.

Advanced Explorers: Higher-tier Explorers gain more skills, some combat abilities, and a number of abilities that allow them to deal with danger. In short, they become more and more well-rounded, able to deal with any challenge.

Explorer Background Connection

Your type helps determine the connection you have to the setting. Roll a d20 or choose from the following list to determine a specific fact about your background that provides a connection to the rest of the world. You can also create your own fact.

@UUID[Compendium.cyphersystem-compendium.cypher-roll-tables.EPY1EXnGWOBK9kO1]{Explorer Background Connection}

Explorer Player Intrusions

When playing an Explorer, you can spend 1 XP to use one of the following player intrusions, provided the situation is appropriate and the GM agrees.

Fortuitous Malfunction: A trap or a dangerous device malfunctions before it can affect you.

Serendipitous Landmark: Just when it seems like the path is lost (or you are), a trail marker, a landmark, or simply the way the terrain or corridor bends, rises, or falls away suggests to you the best path forward, at least from this point.

Weak Strain: The poison or disease turns out not to be as debilitating or deadly as it first seemed, and inflicts only half the damage that it would have otherwise.

Explorer Stat Pools

StatPool Starting Value
Might10
Speed9
Intellect9

You get 6 additional points to divide among your stat Pools however you wish.

First-Tier Explorer

First-tier Explorers have the following abilities:

Effort: Your Effort is 1.

Physical Nature: You have a Might Edge of 1, a Speed Edge of 0, and an Intellect Edge of 0.

Cypher Use: You can bear two cyphers at a time.

Starting Equipment: Appropriate clothing and a weapon of your choice, plus two expensive items, two moderately priced items, and up to four inexpensive items.

Weapons: You can use @UUID[Compendium.cyphersystem-compendium.basic-skills.GA74AkWhC7i4Z8sZ]{light} and @UUID[Compendium.cyphersystem-compendium.basic-skills.wHxvX2zJOKo27GBe]{medium weapons} without penalty. You have an inability with @UUID[Compendium.cyphersystem-compendium.inabilities.aMGYdfzCgfYqtHuJ]{heavy weapons}; your attacks with heavy weapons are hindered.

Special Abilities: Choose four of the abilities listed below. You can’t choose the same ability more than once unless its description says otherwise. The full description for each listed ability can be found in Abilities, which also has descriptions for flavor and focus abilities in a single vast catalog.

@UUID[Compendium.cyphersystem-compendium.abilities.7OpsD4muO5HGJt29]{Block} @UUID[Compendium.cyphersystem-compendium.abilities.UyQTRi5ZwWU5tMO0]{Danger Sense} @UUID[Compendium.cyphersystem-compendium.abilities.P95xVHVxALSMjanR]{Decipher} @UUID[Compendium.cyphersystem-compendium.abilities.PqL4qr9D8QAwQhrL]{Endurance} @UUID[Compendium.cyphersystem-compendium.abilities.axI0iGYo7DjdR8Ya]{Find the Way} @UUID[Compendium.cyphersystem-compendium.abilities.Sg5WeSF04CYNEecl]{Fleet of Foot} @UUID[Compendium.cyphersystem-compendium.abilities.7X2zbrkFSNbyhA5G]{Improved Edge} @UUID[Compendium.cyphersystem-compendium.abilities.eEGFknWQZUBNXn99]{Knowledge Skills} @UUID[Compendium.cyphersystem-compendium.abilities.CBGeAZSBuymzrxDz]{Muscles of Iron} @UUID[Compendium.cyphersystem-compendium.abilities.YZB37b80VQGMUscp]{No Need for Weapons} @UUID[Compendium.cyphersystem-compendium.abilities.noCgrKbB370cfzQg]{Physical Skills} @UUID[Compendium.cyphersystem-compendium.abilities.o2ZDoteWQsFsqTJr]{Practiced in Armor} @UUID[Compendium.cyphersystem-compendium.abilities.yl2zo179wXZW5Xxc]{Practiced With All Weapons} @UUID[Compendium.cyphersystem-compendium.abilities.s2PLo9FsWBi2C1VY]{Surging Confidence} @UUID[Compendium.cyphersystem-compendium.abilities.uatcX3o1oB2Stc4u]{Trained Without Armor}

Second-Tier Explorer

Choose four of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.JkmTskE3eqcfu7dY]{Curious} @UUID[Compendium.cyphersystem-compendium.abilities.3x3gRDJejTXQPmdY]{Danger Instinct} @UUID[Compendium.cyphersystem-compendium.abilities.4yyKQYnrbL3r9gcU]{Enable Others} @UUID[Compendium.cyphersystem-compendium.abilities.uB3sVzeG2N5rkdUZ]{Escape} @UUID[Compendium.cyphersystem-compendium.abilities.RM8Fmu1IJwzBkjcM]{Eye for Detail} @UUID[Compendium.cyphersystem-compendium.abilities.U7chr7wLj7r5y0LT]{Foil Danger} @UUID[Compendium.cyphersystem-compendium.abilities.pp9NFNHKgOhRYbsY]{Hand to Eye} @UUID[Compendium.cyphersystem-compendium.abilities.romswZIOmAmtzfCL]{Investigative Skills} @UUID[Compendium.cyphersystem-compendium.abilities.euEVkth9YGYSpoJf]{Quick Recovery} @UUID[Compendium.cyphersystem-compendium.abilities.tJVu7MQ2pOhNfpUB]{Range Increase} @UUID[Compendium.cyphersystem-compendium.abilities.nOuOE3EkrNr81pSq]{Greater Skill With Defense} @UUID[Compendium.cyphersystem-compendium.abilities.gbU7mA0flUR4W8Dl]{Stand Watch} @UUID[Compendium.cyphersystem-compendium.abilities.wEjdodvc6SLf8yso]{Travel Skills} @UUID[Compendium.cyphersystem-compendium.abilities.yS1sMAZEzJbozxOZ]{Wreck}

Third-Tier Explorer

Choose three of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.wG4zveGhplNKNzuP]{Controlled Fall} @UUID[Compendium.cyphersystem-compendium.abilities.4eCjeGPA0ovnwIfu]{Experienced in Armor} @UUID[Compendium.cyphersystem-compendium.abilities.u1GhDcfpVXITVtOc]{Expert Cypher Use} @UUID[Compendium.cyphersystem-compendium.abilities.JuOmZXMt1T3tQUZ8]{Ignore the Pain} @UUID[Compendium.cyphersystem-compendium.abilities.qZOOWfFLJ1JziJpY]{Obstacle Running} @UUID[Compendium.cyphersystem-compendium.abilities.GvYXLPdpaFEMGuQR]{Resilience} @UUID[Compendium.cyphersystem-compendium.abilities.ZuX6gykVtKxiBAxR]{Run and Fight} @UUID[Compendium.cyphersystem-compendium.abilities.t3zUlk8c5WEBXXO8]{Seize the Moment} @UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks} @UUID[Compendium.cyphersystem-compendium.abilities.jmYIPbMwsq3GY3eO]{Stone Breaker} @UUID[Compendium.cyphersystem-compendium.abilities.wpA3GB5yJq9NI8QN]{Think Your Way Out} @UUID[Compendium.cyphersystem-compendium.abilities.V1ROUnWXLmLRMxXi]{Trapfinder} @UUID[Compendium.cyphersystem-compendium.abilities.6McxfJoPmf1SnbDR]{Wrest From Chance}

Fourth-Tier Explorer

Choose two of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.gNRMG3mJTzWaCGph]{Capable Warrior} @UUID[Compendium.cyphersystem-compendium.abilities.MdRdAc0qAWghMmlV]{Expert Skill} @UUID[Compendium.cyphersystem-compendium.abilities.mUizWF7k2XD7ykRJ]{Increased Effects} @UUID[Compendium.cyphersystem-compendium.abilities.lbXg8UlSCG23yxO4]{Read the Signs} @UUID[Compendium.cyphersystem-compendium.abilities.dW0rgYsx6hDA8pIB]{Runner} @UUID[Compendium.cyphersystem-compendium.abilities.3pqCkOZjnAXWIikt]{Subtle Steps} @UUID[Compendium.cyphersystem-compendium.abilities.wxAZnuQkvWosLzkN]{Tough As Nails}

Fifth-Tier Explorer

Choose three of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.M0pjZXQ9996hfUPs]{Adroit Cypher Use} @UUID[Compendium.cyphersystem-compendium.abilities.B0Tt5R1m2DsVLtPH]{Free to Move} @UUID[Compendium.cyphersystem-compendium.abilities.hhBF8re7Azmce3Y9]{Group Friendship} @UUID[Compendium.cyphersystem-compendium.abilities.KGzAHs3qln0fNDjt]{Hard to Kill} @UUID[Compendium.cyphersystem-compendium.abilities.IFb8NX06xgWM7H98]{Jump Attack} @UUID[Compendium.cyphersystem-compendium.abilities.LTqgcoprvBF2ZkdH]{Mastery With Defense} @UUID[Compendium.cyphersystem-compendium.abilities.AmZDmnmP7CxSSN4h]{Parry} @UUID[Compendium.cyphersystem-compendium.abilities.5uWcMvgh1OWvieJs]{Physically Gifted} @UUID[Compendium.cyphersystem-compendium.abilities.scceoEmEnN5MW8XT]{Take Command} @UUID[Compendium.cyphersystem-compendium.abilities.icJAWRB8Uha8CSKr]{Vigilant}

Sixth-Tier Explorer

Choose three of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.MQewTo9NscKVUUNz]{Again and Again} @UUID[Compendium.cyphersystem-compendium.abilities.tTrekc4AZbIqem5L]{Inspire Coordinated Actions} @UUID[Compendium.cyphersystem-compendium.abilities.4k5JFV78A5SiPjFo]{Mastery in Armor} @UUID[Compendium.cyphersystem-compendium.abilities.kNSRytTtQX0rU3aE]{Mastery With Attacks} @UUID[Compendium.cyphersystem-compendium.abilities.dMEqa6kAjXrHlxui]{Negate Danger} @UUID[Compendium.cyphersystem-compendium.abilities.PXvS7AatBcxH9cvZ]{Share Defense} @UUID[Compendium.cyphersystem-compendium.abilities.KDZeCZJxjCQzlTxA]{Spin Attack} @UUID[Compendium.cyphersystem-compendium.abilities.vQtVTnCecWFXkfkI]{Wild Vitality}

Explorer Example

Sam decides to create an Explorer character for a science fiction campaign. This character will be a hardy soul who explores alien worlds. They put 3 additional points into their Might Pool, 2 into their Speed Pool, and 1 into their Intellect Pool; their stat Pools are now Might 13, Speed 11, and Intellect 10. As a first-tier character, their Effort is 1, their Might Edge is 1, and their Speed Edge and Intellect Edge are 0. Their character is fairly well-rounded so far.

Sam immediately leaps in and starts choosing abilities. They pick Danger Sense and Surging Confidence, thinking those abilities will be generally useful. They also choose Practiced in Armor, reasoning that the character wears high-tech medium armor when exploring. Last, they choose Knowledge Skills and select geology and biology to help during interplanetary explorations.

Sam’s Explorer can bear two cyphers, which in this setting involve nanotechnology. The GM decides that one is a nanite injector that grants a +1 bonus to Might Edge when used, and the other is a device that can create one simple handheld object the user wishes.

Sam’s Explorer is not really geared toward fighting, but sometimes the universe is a dangerous place, so they note that they’re carrying a medium blaster as well.

Sam still needs a descriptor and a focus. Looking to the Descriptor chapter, they choose Hardy, which increases their Might Pool to 17. They also heal more quickly and can operate better when injured. They’re trained in Might defense but have an inability with initiative; however, it’s effectively canceled out by their Danger Sense (and vice versa). Sam could go back and select something else instead of Danger Sense, but they like it and decide to keep it. Overall, the descriptor ends up making the character tough but a little slow.

For their focus, Sam chooses Explores Dark Places (in this case, weird ruins of alien civilizations). This gives the character a bunch of additional skills: searching, listening, climbing, balancing, and jumping. They’re quite the capable Explorer.

For their character arc, Sam chooses Enterprise. Exploring alien places sometimes turns up strange relics, and Sam figures they might be able to set up a service to reliably transport these items to responsible third parties, rather than allow them to fall into the hands of pirates and rich private collectors. For a small fee, of course.

Speaker

Fantasy/Fairy tale: bard, speaker, skald, emissary, priest, advocate

Modern/Horror/Romance: diplomat, charmer, face, spinner, manipulator, minister, mediator, lawyer

Science fiction: diplomat, empath, glam, consul, legate

Superhero/Post-Apocalyptic: charmer, mesmerist, puppet master

You’re good with words and good with people. You talk your way past challenges and out of jams, and you get people to do what you want.

Individual Role: Speakers are smart and charismatic. They like people and, more important, they understand them. This helps speakers get others to do what needs to be done.

Group Role: The Speaker is often the face of the group, serving as the person who speaks for all and negotiates with others. Combat and action are not a Speaker’s strong suits, so other characters sometimes have to defend the Speaker in times of danger.

Societal Role: Speakers are frequently political or religious leaders. Just as often, however, they are con artists or criminals.

Advanced Speakers: Higher-tier Speakers use their abilities to control and manipulate people as well as aid and nurture their friends. They can talk their way out of danger and even use their words as weapons.

Speaker Background Connection

Your type helps determine the connection you have to the setting. Roll a d20 or choose from the following list to determine a specific fact about your background that provides a connection to the rest of the world. You can also create your own fact.

@UUID[Compendium.cyphersystem-compendium.cypher-roll-tables.zDo6fnblxkAjzvc3]{Speaker Background Connection}

Speaker Player Intrusions

When playing a Speaker, you can spend 1 XP to use one of the following player intrusions, provided the situation is appropriate and the GM agrees.

Friendly NPC: An NPC you don’t know, someone you don’t know that well, or someone you know but who hasn’t been particularly friendly in the past chooses to help you, though doesn’t necessarily explain why. Maybe they’ll ask you for a favor in return afterward, depending on how much trouble they go to.

Perfect Suggestion: A follower or other already-friendly NPC suggests a course of action with regard to an urgent question, problem, or obstacle you’re facing.

Unexpected Gift: An NPC hands you a physical gift you were not expecting, one that helps put the situation at ease if things seem strained, or provides you with a new insight for understanding the context of the situation if there’s something you’re failing to understand or grasp.

Speaker Stat Pools

StatPool Starting Value
Might8
Speed9
Intellect11

You get 6 additional points to divide among your stat Pools however you wish.

First-Tier Speaker

First-tier Speakers have the following abilities:

Effort: Your Effort is 1.

Genius: You have an Intellect Edge of 1, a Might Edge of 0, and a Speed Edge of 0.

Cypher Use: You can bear two cyphers at a time.

Weapons: You can use @UUID[Compendium.cyphersystem-compendium.basic-skills.GA74AkWhC7i4Z8sZ]{light weapons} without penalty. You have an inability with @UUID[Compendium.cyphersystem-compendium.inabilities.Zjign4M9GqTvD348]{medium} and @UUID[Compendium.cyphersystem-compendium.inabilities.aMGYdfzCgfYqtHuJ]{heavy weapons}; your attacks with medium and heavy weapons are hindered.

Starting Equipment: Appropriate clothing and a light weapon of your choice, plus two expensive items, two moderately priced items, and up to four inexpensive items.

Special Abilities: Choose four of the abilities listed below. You can’t choose the same ability more than once unless its description says otherwise. The full description for each listed ability can be found in Abilities, which also has descriptions for flavor and focus abilities in a single vast catalog.

Some Speaker abilities, like Mind Reading or True Senses, imply a supernatural element. If this is inappropriate to the character or the setting, these abilities can be replaced with something from the stealth flavor, or the GM can slightly modify them so they are based in extraordinary talents and insight rather than the supernatural.

@UUID[Compendium.cyphersystem-compendium.abilities.BlBi7qk0darLthxS]{Anecdote} @UUID[Compendium.cyphersystem-compendium.abilities.r7uNiD9CGy4G3Hoq]{Babel} @UUID[Compendium.cyphersystem-compendium.abilities.JSlr2Q6Ll1xNd8fX]{Demeanor of Command} @UUID[Compendium.cyphersystem-compendium.abilities.hYa7I52x2iwffh8C]{Encouragement} @UUID[Compendium.cyphersystem-compendium.abilities.lQ4MNmGXXNBMGsmk]{Enthrall} @UUID[Compendium.cyphersystem-compendium.abilities.TmWjWp4iWk4GMLN0]{Erase Memories} @UUID[Compendium.cyphersystem-compendium.abilities.ulHj0pzmwc515fve]{Fast Talk} @UUID[Compendium.cyphersystem-compendium.abilities.wWCehMidmvLypdxj]{Inspire Aggression} @UUID[Compendium.cyphersystem-compendium.abilities.V765JZKDKQ00Buyn]{Interaction Skills} @UUID[Compendium.cyphersystem-compendium.abilities.NhijFGxYepJtaa0r]{Practiced With Medium Weapons} @UUID[Compendium.cyphersystem-compendium.abilities.5aUrbdjSSLCRggHU]{Spin Identity} @UUID[Compendium.cyphersystem-compendium.abilities.qVlbJjB7X8R78rz0]{Terrifying Presence} @UUID[Compendium.cyphersystem-compendium.abilities.kv03xEihe4VZNkK5]{Understanding}

Second-Tier Speaker

Choose two of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.4XwwFeGO5haHxvQs]{Basic Follower} @UUID[Compendium.cyphersystem-compendium.abilities.BggeJtN5IcutwLJg]{Calm Stranger} @UUID[Compendium.cyphersystem-compendium.abilities.di7QfASecjKU8BPN]{Disincentivize} @UUID[Compendium.cyphersystem-compendium.abilities.IvKd5vkPypJbB1Ip]{Gather Intelligence} @UUID[Compendium.cyphersystem-compendium.abilities.GT0AiiarWPbGzxKs]{Impart Ideal} @UUID[Compendium.cyphersystem-compendium.abilities.DLxDL49VjUEMAjxZ]{Inspiring Ease} @UUID[Compendium.cyphersystem-compendium.abilities.V765JZKDKQ00Buyn]{Interaction Skills} @UUID[Compendium.cyphersystem-compendium.abilities.o2ZDoteWQsFsqTJr]{Practiced in Armor} @UUID[Compendium.cyphersystem-compendium.abilities.CtRvLxfUlCynJv1B]{Skill With Defense} @UUID[Compendium.cyphersystem-compendium.abilities.XntbE6mXQ4CZ6yIi]{Speedy Recovery} @UUID[Compendium.cyphersystem-compendium.abilities.UHvD5299HFbwBvpR]{Unexpected Betrayal}

Third-Tier Speaker

Choose three of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.hB1CISYVEZXEO0IV]{Accelerate} @UUID[Compendium.cyphersystem-compendium.abilities.rZsohzuwTFfghWVO]{Blend In} @UUID[Compendium.cyphersystem-compendium.abilities.NnlGdSiR9GbiTJyZ]{Discerning Mind} @UUID[Compendium.cyphersystem-compendium.abilities.u1GhDcfpVXITVtOc]{Expert Cypher Use} @UUID[Compendium.cyphersystem-compendium.abilities.ETGBAqAc1ApFH5cx]{Expert Follower} @UUID[Compendium.cyphersystem-compendium.abilities.sqiDNk5qXh9j3zwh]{Grand Deception} @UUID[Compendium.cyphersystem-compendium.abilities.1N6P5ZRogThCS0KH]{Lead by Inquiry} @UUID[Compendium.cyphersystem-compendium.abilities.W5Zt9qDKCtNr49BC]{Mind Reading} @UUID[Compendium.cyphersystem-compendium.abilities.i5BlJLgj1ayBw0uY]{Oratory} @UUID[Compendium.cyphersystem-compendium.abilities.ZqBpOAiH70SGHX8N]{Perfect Stranger} @UUID[Compendium.cyphersystem-compendium.abilities.Mac5S0sQe9Muf4Mv]{Quick Wits} @UUID[Compendium.cyphersystem-compendium.abilities.oah8DOODfphl858B]{Telling}

Fourth-Tier Speaker

Choose two of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.ZH0JbusjycG6zQf1]{Anticipate Attack} @UUID[Compendium.cyphersystem-compendium.abilities.2SiHiotGcSufnCne]{Confounding Banter} @UUID[Compendium.cyphersystem-compendium.abilities.RO8dmB90aRPOmCuJ]{Feint} @UUID[Compendium.cyphersystem-compendium.abilities.7tiGTYVXj9eHdja7]{Heightened Skills} @UUID[Compendium.cyphersystem-compendium.abilities.Je1MitN21L3lqWVF]{Psychosis} @UUID[Compendium.cyphersystem-compendium.abilities.lbXg8UlSCG23yxO4]{Read the Signs} @UUID[Compendium.cyphersystem-compendium.abilities.QFZyfDWOSEpZeQmM]{Spur Effort} @UUID[Compendium.cyphersystem-compendium.abilities.cS2p7CRfquFvR65U]{Strategize} @UUID[Compendium.cyphersystem-compendium.abilities.3wZZC07ADxO3mImS]{Suggestion}

Fifth-Tier Speaker

Choose three of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.M0pjZXQ9996hfUPs]{Adroit Cypher Use} @UUID[Compendium.cyphersystem-compendium.abilities.t3uyBYJqMApfEBWX]{Discipline of Watchfulness} @UUID[Compendium.cyphersystem-compendium.abilities.4eCjeGPA0ovnwIfu]{Experienced in Armor} @UUID[Compendium.cyphersystem-compendium.abilities.UyW320RhzarMNoss]{Flee} @UUID[Compendium.cyphersystem-compendium.abilities.xCUKzmoBKzN9gIut]{Foul Aura} @UUID[Compendium.cyphersystem-compendium.abilities.wlkPdME0r3hx9VbE]{Knowing the Unknown} @UUID[Compendium.cyphersystem-compendium.abilities.iroL3TcKD9dpulhW]{Regeneration} @UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks} @UUID[Compendium.cyphersystem-compendium.abilities.U9sgMUKkIkDIdRtK]{Stimulate}

Sixth-Tier Speaker

Choose two of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.By276DS858KmWNZq]{Assume Control} @UUID[Compendium.cyphersystem-compendium.abilities.G8waoPdWGzMl0S1n]{Battle Management} @UUID[Compendium.cyphersystem-compendium.abilities.crFxkKwBNdnD6tX4]{Crowd Control} @UUID[Compendium.cyphersystem-compendium.abilities.fPCTpU0viXXWrNs0]{Inspiring Success} @UUID[Compendium.cyphersystem-compendium.abilities.3EcnBLVtGwxpWXBW]{Recruit Deputy} @UUID[Compendium.cyphersystem-compendium.abilities.EH8OmAJaimF4MTgg]{Shatter Mind} @UUID[Compendium.cyphersystem-compendium.abilities.MGzAkRaGd4LgfQti]{True Senses} @UUID[Compendium.cyphersystem-compendium.abilities.ZTp4SZ673tDJpmuS]{Word of Command}

Speaker Example

Mary wants to create a Speaker for a Lovecraftian horror campaign. She puts 3 of her additional stat points into her Intellect Pool and 3 into her Speed Pool; her stat Pools are now Might 8, Speed 12, and Intellect 14. As a first-tier character, her Effort is 1, her Might Edge and Speed Edge are 0, and her Intellect Edge is 1. She’s smart and charismatic but not particularly tough.

Mary chooses Fast Talk and Spin Identity to help get into places and learn things she wants to know. She’s a bit of a con artist. She’s good to her friends, however, and chooses Encouragement as well. Mary rounds out her first-tier abilities with Interaction Skills (deceiving and persuasion).

A Speaker normally starts with two cyphers, but the GM rules that characters in this campaign start with only one—something creepy relating to their background. Mary’s cypher is an odd pocket watch given to her by her grandfather. She doesn’t know how or why, but when activated, the watch allows her to take twice as many actions for three rounds.

Mary’s character carries a small knife hidden in her bag in case of trouble. As a light weapon, it inflicts 2 points of damage, but attacks with it are eased.

Mary chooses Resilient for her descriptor and decides that she can probably learn the truth behind some of the strange things that she’s heard about without feeling too much trauma if it’s horrible. Resilient increases her Might Pool to 10 and her Intellect Pool to 16. She’s trained in Might and Intellect defense actions and gains an extra recovery roll each day. At first, Mary is sad that her descriptor gives her an inability in knowledge and puzzle tasks, but then she realizes that the flaw fits her character well—she’s better at getting people to tell her what she needs to know than at figuring out the information herself.

For her focus, Mary chooses Moves Like a Cat, granting her a final Speed Pool of 18 and training in balance. In the end, she’s graceful and quick, charismatic, and hardier than she initially thought thanks to her drive. She’s ready to investigate the weird.

For her character arc, Mary chooses Fall From Grace. She decides she’s had an obsession with a strange tome that’s been in her family for generations, and her character is drawn to its strange languages and rituals.

Further Customization

The rules in this section are more advanced and always involve the GM. They can be used by the GM to tailor a type to better fit the genre or setting, or by a player and a GM to tweak a character to fit a concept.

Modifying Type Aspects

The following aspects of the four character types can be modified at character creation. Other abilities should not be changed.

Stat Pools: Each character type has a starting stat Pool value. A player can exchange points between their Pools on a one-for-one basis. For example, they can trade 2 points of Might for 2 points of Speed. However, no starting stat Pool should be higher than 20.

Edge: A player can start with an Edge of 1 in whichever stat they wish.

Cypher Use: If a character gives up the ability to bear one cypher, they gain an additional skill of their choice.

Weapons: Some types have static first-tier abilities that let them use light, medium, and/or heavy weapons without a penalty. Warriors can use all weapons, Explorers can use light and medium weapons, and Adepts and Speakers can use light weapons. Any one of these weapon abilities can be sacrificed to gain training in a different skill of the player’s choice.

Drawbacks and Penalties

In addition to other customization options, a player can choose to take drawbacks or penalties to gain further advantages.

Weakness: A weakness is, essentially, the opposite of Edge. If you have a weakness of 1 in Speed, all Speed actions that require you to spend points cost 1 additional point from your Pool. At any time, a player can give their character a weakness in one stat and, in exchange, gain +1 to their Edge in one of the other two stats. So a PC can take a weakness of 1 in Speed to gain +1 to their Might Edge.

Normally, you can have a weakness only in a stat in which you have an Edge of 0. Further, you can’t have more than one weakness, and you can’t have a weakness greater than 1 unless the additional weakness comes from another source (such as a disease or disability arising from actions or conditions in the game).

Inabilities: Inabilities are like negative skills. They make one type of task harder by hindering it. If a character chooses to take an inability, they gain a skill of their choice. Normally, a character can have only one inability unless the additional inability comes from another source (such as a descriptor or a disease or disability arising from actions or conditions in the game).

","markdown":""},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"ownership":{"default":-1},"flags":{}},{"sort":600000,"name":"License","type":"text","_id":"9ZDlIEtwXjxzyyrZ","title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"

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","markdown":""},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"ownership":{"default":-1},"flags":{}},{"sort":387500,"name":"Flavor","type":"text","_id":"gUBd9dvLJ8qY0iZx","title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"

Flavors are groups of special abilities the GM and players can use to alter a character type to make it more to their liking or more appropriate to the genre or setting. For example, if a player wants to create a magic-using thief character, she could play an Adept with stealth flavoring. In a science fiction setting, a Warrior might also have knowledge of machinery, so the character could be flavored with technology.

At a given tier, abilities from a flavor are traded one for one with standard abilities from a type. So to add the Danger Sense stealth flavor ability to a Warrior, something else—perhaps Bash—must be sacrificed. Now that character can choose Danger Sense as they would any other first-tier warrior ability, but they can never choose Bash.

The GM should always be involved in flavoring a type. For example, they might know that for their science fiction game, they want a type called a “Glam,” which is a Speaker flavored with certain technology abilities—specifically those that make the character a flamboyant starship pilot. Thus, they exchange the first-tier abilities Spin Identity and Inspire Aggression for the technology flavor abilities Datajack and Tech Skills so the character can plug into the ship directly and can take piloting and computers as skills.

In the end, flavor is mostly a tool for the GM to easily create campaign-specific types by making a few slight alterations to the four base types. Although players may wish to use flavors to get the characters they want, remember that they can also shape their PCs with descriptors and foci very nicely.

The flavors available are stealth, technology, magic, combat, and skills and knowledge.

The full description for each listed ability can be found in the Abilities chapter, which also contains descriptions for type and focus abilities in a single vast catalog.

Stealth Flavor

Characters with the stealth flavor are good at sneaking around, infiltrating places they don’t belong, and deceiving others. They use these abilities in a variety of ways, including combat. An Explorer with stealth flavor might be a thief, while a Warrior with stealth flavor might be an assassin. An Explorer with stealth flavor in a superhero setting might be a crimefighter who stalks the streets at night.

First-Tier Stealth Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.UyQTRi5ZwWU5tMO0]{Danger Sense} @UUID[Compendium.cyphersystem-compendium.abilities.M2oXV5cRSdMlUZDm]{Goad} @UUID[Compendium.cyphersystem-compendium.abilities.Frxs35QkokRdure4]{Legerdemain} @UUID[Compendium.cyphersystem-compendium.abilities.90wkMwuVBaiyL9yt]{Opportunist} @UUID[Compendium.cyphersystem-compendium.abilities.QAdh0yZBjJsHdJjD]{Stealth Skills}

Second-Tier Stealth Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.dQHSDDZxJNHrHH1l]{Contortionist} @UUID[Compendium.cyphersystem-compendium.abilities.8ydN3DBdXXP24hQL]{Find an Opening} @UUID[Compendium.cyphersystem-compendium.abilities.5abCQnz5ZWvvfMro]{Get Away} @UUID[Compendium.cyphersystem-compendium.abilities.mvFsSsVjyF8iXvCe]{Sense Ambush} @UUID[Compendium.cyphersystem-compendium.abilities.uG2ACHNAPoZirp0b]{Surprise Attack}

Third-Tier Stealth Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.Uq6p6fOg9KyFcUws]{Evanesce} @UUID[Compendium.cyphersystem-compendium.abilities.XR3B0gfJtrYUAU5M]{From the Shadows} @UUID[Compendium.cyphersystem-compendium.abilities.lUkqQu1vvJe3FxfQ]{Gambler} @UUID[Compendium.cyphersystem-compendium.abilities.sM2zEDx4gRr9CuiR]{Inner Defense} @UUID[Compendium.cyphersystem-compendium.abilities.lwJAowJa4eKlcDjb]{Misdirect} @UUID[Compendium.cyphersystem-compendium.abilities.ZuX6gykVtKxiBAxR]{Run and Fight} @UUID[Compendium.cyphersystem-compendium.abilities.t3zUlk8c5WEBXXO8]{Seize the Moment}

Fourth-Tier Stealth Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.cS1RW48sdVY6ZJZd]{Ambusher} @UUID[Compendium.cyphersystem-compendium.abilities.JVvSTtYbksWJDADY]{Debilitating Strike} @UUID[Compendium.cyphersystem-compendium.abilities.cqzyNCPYVEWtucLe]{Outwit} @UUID[Compendium.cyphersystem-compendium.abilities.LojkwDtb1gHLSB6A]{Preternatural Senses} @UUID[Compendium.cyphersystem-compendium.abilities.w2aO1ZIpmBDQJXq1]{Tumbling Moves}

Fifth-Tier Stealth Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.YbYeZ0A0m96IWxwl]{Assassin Strike} @UUID[Compendium.cyphersystem-compendium.abilities.S5JTyQCNcgrXgNqf]{Mask} @UUID[Compendium.cyphersystem-compendium.abilities.G5bTthwpEf5azVHA]{Return to Sender} @UUID[Compendium.cyphersystem-compendium.abilities.bVt0TIfwtEUXvi6O]{Uncanny Luck}

Sixth-Tier Stealth Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.VVYx3J42Sj9qCQV9]{Exploit Advantage} @UUID[Compendium.cyphersystem-compendium.abilities.jrTEtAhE6GfLW7R4]{Spring Away} @UUID[Compendium.cyphersystem-compendium.abilities.cWHqKGpI5z0aiSYC]{Thief’s Luck} @UUID[Compendium.cyphersystem-compendium.abilities.aWws42dVSQjRz8Hr]{Twist of Fate}

Technology Flavor

Characters with a flavor of technology typically are from science fiction or at least modern-day settings (although anything is possible). They excel at using, dealing with, and building machines. An Explorer with technology flavor might be a starship pilot, and a Speaker flavored with technology could be a techno-priest.

Some of the less computer-oriented abilities might be appropriate for a steampunk character, while a modern-day character could use some of the abilities that don’t involve starships or ultratech.

First-Tier Technology Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.Q3DGDFwNIOjz866X]{Datajack} @UUID[Compendium.cyphersystem-compendium.abilities.z23towmNKeKJasHV]{Hacker} @UUID[Compendium.cyphersystem-compendium.abilities.rhaZSmU6dJpzMO64]{Machine Interface} @UUID[Compendium.cyphersystem-compendium.abilities.kkCW4KkWA751AeBl]{Scramble Machine} @UUID[Compendium.cyphersystem-compendium.abilities.pYsmdnNte7o5Flca]{Tech Skills} @UUID[Compendium.cyphersystem-compendium.abilities.AFfburUYwZlBFq7N]{Tinker}

Second-Tier Technology Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.7nUj7rxq4Qwg4FUM]{Distant Interface} @UUID[Compendium.cyphersystem-compendium.abilities.JK2hN1poqMLqfa1N]{Machine Efficiency} @UUID[Compendium.cyphersystem-compendium.abilities.FDG7hgrRNt4aHpP1]{Overload Machine} @UUID[Compendium.cyphersystem-compendium.abilities.v1lZkKjSCS1pjnET]{Serv-0} @UUID[Compendium.cyphersystem-compendium.abilities.XzomXctsS8NL9M7Q]{Serv-0 Defender} @UUID[Compendium.cyphersystem-compendium.abilities.x8cGd4MC9YEW9isa]{Serv-0 Repair} @UUID[Compendium.cyphersystem-compendium.abilities.k4LeTZ1lqN9L3hPS]{Tool Mastery}

Third-Tier Technology Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.7VYzHQvF1cz4cfUp]{Mechanical Telepathy} @UUID[Compendium.cyphersystem-compendium.abilities.9r6iNU2GH4oEH6vz]{Serv-0 Scanner} @UUID[Compendium.cyphersystem-compendium.abilities.hIy0GMeL8WALvhEb]{Ship Footing} @UUID[Compendium.cyphersystem-compendium.abilities.Nyt7Z1xWqmnuu265]{Shipspeak} @UUID[Compendium.cyphersystem-compendium.abilities.YIzrA5i8eBSPMFzj]{Spray}

Fourth-Tier Technology Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.2l9FIUVKimPzIXzU]{Machine Bond} @UUID[Compendium.cyphersystem-compendium.abilities.NoKdHv0FSytZR4iF]{Robot Fighter} @UUID[Compendium.cyphersystem-compendium.abilities.NcItnMHjeG9fgE1K]{Serv-0 Aim} @UUID[Compendium.cyphersystem-compendium.abilities.lPqCQOQJF0JfoFRn]{Serv-0 Brawler} @UUID[Compendium.cyphersystem-compendium.abilities.9YuQrJXAQO0qIFPj]{Serv-0 Spy}

Fifth-Tier Technology Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.FxohCBSksJIu1BSA]{Control Machine} @UUID[Compendium.cyphersystem-compendium.abilities.KQDFvUEnIWed1ebo]{Jury-Rig} @UUID[Compendium.cyphersystem-compendium.abilities.XkFsMa9e9IY2FRcN]{Machine Companion}

Sixth-Tier Technology Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.PLyxuOlieOGsJx4h]{Information Gathering} @UUID[Compendium.cyphersystem-compendium.abilities.7QTTrXnxDHskYYhj]{Master Machine}

Magic Flavor

You know a little about magic. You might not be a wizard, but you know the basics—how it works, and how to accomplish a few wondrous things. Of course, in your setting, “magic” might actually mean psychic powers, mutant abilities, weird alien tech, or anything else that produces interesting and useful effects.

An Explorer flavored with magic might be a wizard-hunter, and a Speaker with magical flavor might be a sorcerer-bard. Although an Adept flavored with magic is still an Adept, you might find that swapping some of the type’s basic abilities with those given here tailors the character in desirable ways.

First-Tier Magic Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.I9m3nOdBZ2HoEmbj]{Blessing of the Gods} @UUID[Compendium.cyphersystem-compendium.abilities.SQ4RTDwdA0yiZ81b]{Closed Mind} @UUID[Compendium.cyphersystem-compendium.abilities.bM2Y62eaUKYKdcwq]{Entangling Force} @UUID[Compendium.cyphersystem-compendium.abilities.zArjjFcf9tHQvJTx]{Hedge Magic} @UUID[Compendium.cyphersystem-compendium.abilities.XQxN55rl0f5HFxEM]{Magic Training} @UUID[Compendium.cyphersystem-compendium.abilities.TPEcyzCeC3z5FyyQ]{Mental Link} @UUID[Compendium.cyphersystem-compendium.abilities.ZsI6553CPbGi0wtx]{Premonition}

Second-Tier Magic Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.Mfebb42AE5xt7k85]{Concussive Blast} @UUID[Compendium.cyphersystem-compendium.abilities.21Bi8yur01DCYz5f]{Fetch} @UUID[Compendium.cyphersystem-compendium.abilities.4fcns7ANpZF7pHaz]{Force Field} @UUID[Compendium.cyphersystem-compendium.abilities.wNQ3q7VXtPHlPzqb]{Lock} @UUID[Compendium.cyphersystem-compendium.abilities.rRDSzPJtUCwRVXFR]{Repair Flesh}

Third-Tier Magic Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.MvyXo0ZUsxu8QQ22]{Distance Viewing} @UUID[Compendium.cyphersystem-compendium.abilities.NgHLZq3tZ3CFJvYv]{Fire Bloom} @UUID[Compendium.cyphersystem-compendium.abilities.CAh0KStmP03kgv62]{Fling} @UUID[Compendium.cyphersystem-compendium.abilities.dDhnZrzAxDvK7QYa]{Force at Distance} @UUID[Compendium.cyphersystem-compendium.abilities.wEWyNKnVgVOjsyms]{Summon Giant Spider}

Fourth-Tier Magic Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.XR8WeRW3OlbCIjlJ]{Elemental Protection} @UUID[Compendium.cyphersystem-compendium.abilities.LLvJZvzbGQOrlqoE]{Ignition} @UUID[Compendium.cyphersystem-compendium.abilities.blm1Z8JxvWOiFf0b]{Pry Open}

Fifth-Tier Magic Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.HuhNjMfMxPkTlERH]{Create} @UUID[Compendium.cyphersystem-compendium.abilities.OkKNmMvLFwHxUv2r]{Divine Intervention} @UUID[Compendium.cyphersystem-compendium.abilities.M1FHIlVPVv8O02LV]{Dragon’s Maw} @UUID[Compendium.cyphersystem-compendium.abilities.IKicLElFbkRx5IaM]{Fast Travel} @UUID[Compendium.cyphersystem-compendium.abilities.MGzAkRaGd4LgfQti]{True Senses}

Sixth-Tier Magic Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.RBOc2zxAI9xMoWqW]{Relocate} @UUID[Compendium.cyphersystem-compendium.abilities.LnZkUlKUuuD7iW3P]{Summon Demon} @UUID[Compendium.cyphersystem-compendium.abilities.PlKwEwo6ilGqwxwI]{Traverse the Worlds} @UUID[Compendium.cyphersystem-compendium.abilities.Gsre3acJaxhGBa0S]{Word of Death}

Combat Flavor

Combat flavor makes a character more martial. A Speaker with combat flavor in a fantasy setting would be a battle bard. An Explorer with combat flavor in a historical game might be a pirate. An Adept flavored with combat in a science fiction setting could be a veteran of a thousand psychic wars.

First-Tier Combat Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.UyQTRi5ZwWU5tMO0]{Danger Sense} @UUID[Compendium.cyphersystem-compendium.abilities.o2ZDoteWQsFsqTJr]{Practiced in Armor} @UUID[Compendium.cyphersystem-compendium.abilities.NhijFGxYepJtaa0r]{Practiced With Medium Weapons}

Second-Tier Combat Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.wyUQ3Atl3V1ItCFH]{Bloodlust} @UUID[Compendium.cyphersystem-compendium.abilities.2x7nMe9ZGp3VjI8B]{Combat Prowess} @UUID[Compendium.cyphersystem-compendium.abilities.uatcX3o1oB2Stc4u]{Trained Without Armor}

Third-Tier Combat Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.yl2zo179wXZW5Xxc]{Practiced With All Weapons} @UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks} @UUID[Compendium.cyphersystem-compendium.abilities.CtRvLxfUlCynJv1B]{Skill With Defense} @UUID[Compendium.cyphersystem-compendium.abilities.36nlDXhOP5e5dfns]{Successive Attack}

Fourth-Tier Combat Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.gNRMG3mJTzWaCGph]{Capable Warrior} @UUID[Compendium.cyphersystem-compendium.abilities.Rr4oB1lUzuzFHNHQ]{Deadly Aim} @UUID[Compendium.cyphersystem-compendium.abilities.73miZT5kYFyxnPOT]{Fury} @UUID[Compendium.cyphersystem-compendium.abilities.lwJAowJa4eKlcDjb]{Misdirect} @UUID[Compendium.cyphersystem-compendium.abilities.YIzrA5i8eBSPMFzj]{Spray}

Fifth-Tier Combat Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.GlXd4oFI9Fqq3rAX]{Experienced Defender} @UUID[Compendium.cyphersystem-compendium.abilities.S9QxUr8u2gtwY7ya]{Hard Target} @UUID[Compendium.cyphersystem-compendium.abilities.AmZDmnmP7CxSSN4h]{Parry}

Sixth-Tier Combat Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.oroWEBbp3cvrYwH9]{Greater Skill With Attacks} @UUID[Compendium.cyphersystem-compendium.abilities.4k5JFV78A5SiPjFo]{Mastery in Armor} @UUID[Compendium.cyphersystem-compendium.abilities.LTqgcoprvBF2ZkdH]{Mastery With Defense}

Skills and Knowledge Flavor

This flavor is for characters in roles that call for more knowledge and more real-world application of talent. It’s less flashy and dramatic than supernatural powers or the ability to hack apart multiple foes, but sometimes expertise or know-how is the real solution to a problem.

A Warrior flavored with skills and knowledge might be a military engineer. An Explorer flavored with skills and knowledge could be a field scientist. A Speaker with this flavor might be a teacher.

First-Tier Skills and Knowledge Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.V765JZKDKQ00Buyn]{Interaction Skills} @UUID[Compendium.cyphersystem-compendium.abilities.romswZIOmAmtzfCL]{Investigative Skills} @UUID[Compendium.cyphersystem-compendium.abilities.eEGFknWQZUBNXn99]{Knowledge Skills} @UUID[Compendium.cyphersystem-compendium.abilities.noCgrKbB370cfzQg]{Physical Skills} @UUID[Compendium.cyphersystem-compendium.abilities.wEjdodvc6SLf8yso]{Travel Skills}

Second-Tier Skills and Knowledge Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.jx6DFmlbQrmltHgc]{Extra Skill} @UUID[Compendium.cyphersystem-compendium.abilities.k4LeTZ1lqN9L3hPS]{Tool Mastery} @UUID[Compendium.cyphersystem-compendium.abilities.kv03xEihe4VZNkK5]{Understanding}

Third-Tier Skills and Knowledge Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.dVh39nh5ARUxreUc]{Flex Skill} @UUID[Compendium.cyphersystem-compendium.abilities.uhC4ubTGfhkNvIMX]{Improvise}

Fourth-Tier Skills and Knowledge Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.4USzF8qKs8oZJH13]{Multiple Skills} @UUID[Compendium.cyphersystem-compendium.abilities.Mac5S0sQe9Muf4Mv]{Quick Wits} @UUID[Compendium.cyphersystem-compendium.abilities.NaqoExT72j3xkWp3]{Task Specialization}

Fifth-Tier Skills and Knowledge Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.NhijFGxYepJtaa0r]{Practiced With Medium Weapons} @UUID[Compendium.cyphersystem-compendium.abilities.lbXg8UlSCG23yxO4]{Read the Signs}

Sixth-Tier Skills and Knowledge Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks} @UUID[Compendium.cyphersystem-compendium.abilities.CtRvLxfUlCynJv1B]{Skill With Defense}

","markdown":""},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"ownership":{"default":-1},"flags":{}},{"sort":393750,"name":"Descriptor","type":"text","_id":"gK5t9ActY73rBLe5","title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"

Your descriptor defines your character—it flavors everything you do. The differences between a Charming Explorer and a Vicious Explorer are considerable. The descriptor changes the way those characters go about every action. Your descriptor places your character in the situation (the first adventure, which starts the campaign) and helps provide motivation. It is the adjective of the sentence “I am an adjective noun who verbs.”

Descriptors offer a one-time package of extra abilities, skills, or modifications to your stat Pools. Not all of a descriptor’s offerings are positive character modifications. For example, some descriptors have inabilities—tasks that a character isn’t good at. You can think of inabilities as negative skills—instead of being one step better at that kind of task, you’re one step worse. If you become skilled at a task that you have an inability with, they cancel out. Remember that characters are defined as much by what they’re not good at as by what they are good at.

Descriptors also offer a few brief suggestions for how your character got involved with the rest of the group on their first adventure. You can use these, or not, as you wish.

This section details fifty descriptors. Choose one of them for your character. You can pick any descriptor you wish regardless of your type. At the end of this chapter, a few options are provided for Customizing Descriptors, including making a character’s species their descriptor.

(Your descriptor matters most when you are a beginning character. The benefits (and perhaps drawbacks) that come from your descriptor will eventually be overshadowed by the growing importance of your type and focus. However, the influence of your descriptor will remain at least somewhat important throughout your character’s life.)

Customizing Descriptors

Under the normal rules, each descriptor is based on some modification of the following guidelines:

With this general information, you can customize a descriptor, but keep in mind that a heavily customized descriptor isn’t a descriptor if it no longer says one thing about a character. It’s better to use this information to create a new descriptor that fits exactly how the player wants to portray the character.

Species as Descriptor

Sometimes, in settings that have alien or fantasy species, players want to play a member of that species rather than the default (which is usually “human”). Most of the time, this choice is one of flavor rather than game mechanics. If you’re a 7-foot-tall furry Rigellian with three eyes, that’s great, but it doesn’t change your stats or skills (though it may have roleplaying challenges).

However, sometimes being a nonhuman results in more substantive changes. A PC ogre in a fantasy setting might have the Strong or Tough descriptor, or perhaps it has a descriptor simply called Ogre, which is similar to Strong or Tough but more pronounced (with greater Might but even greater drawbacks). This would mean that instead of being a Tough Warrior who Controls Beasts, the character is an Ogre Warrior who Controls Beasts.

The Genre chapter offers a few species descriptors, but many GMs will want to create their own as suits their setting. It can’t be stressed enough, however, that nine times out of ten, in most genres, species differences aren’t significant enough to warrant this treatment. The differences between a Mysterious character and a Virtuous one are probably greater than those between an Alpha Centauran and an Earthling.

Descriptors

Appealing

You’re attractive to others, but perhaps more important, you are likeable and charismatic. You’ve got that “special something” that draws others to you. You often know just the right thing to say to make someone laugh, put them at ease, or spur them to action. People like you, want to help you, and want to be your friend.

You gain the following characteristics:

Charismatic: +2 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.iLViKiz8EUbAbChF]{Skill}: You are trained in pleasant social interactions.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.6yXynECByG8UO0IC]{Resistant to Charms}: You’re aware of how others can manipulate and charm people, and you notice when those tactics are used on you. Because of this awareness, you are trained in resisting any kind of persuasion or seduction if you wish it.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You met a total stranger (one of the other PCs) and charmed them so much that they invited you along.

  2. The PCs were looking for someone else, but you convinced them that you were perfect instead.

  3. Pure happenstance—because you just go along with the flow of things and everything usually works out.

  4. Your charismatic ways helped get one of the PCs out of a difficult spot a long time ago, and they always ask you to join them on new adventures.

Beneficent

Helping others is your calling. It’s why you’re here. Others delight in your outgoing and charitable nature, and you delight in their happiness. You’re at your best when you’re aiding people, either by explaining how they can best overcome a challenge or by demonstrating how to do so yourself.

You gain the following characteristics:

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.VRlwCOQq4321KUkM]{Generous}: Allies who have spent the last day with you add +1 to their recovery rolls.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.GVocWeYToxrIsT5M]{Altruistic}: If you’re standing next to a creature that takes damage, you can intercede and take 1 point of that damage yourself (reducing the damage inflicted on the creature by 1 point). If you have Armor, it does not provide a benefit when you use this ability.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.RSdNXeHg25zlTzza]{Skill}: You’re trained in all tasks related to pleasant social interaction, putting other people at ease, and gaining trust.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.8AmUhRVSxOZepa3T]{Helpful}: Whenever you help another character, that character gains the benefit as if you were trained even if you are not trained or specialized in the attempted task.

@UUID[Compendium.cyphersystem-compendium.inabilities.TmkpqIeOFknKujcO]{Inability}: While you are alone, all Intellect and Speed tasks are hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. Even though you didn’t know most of the other PCs beforehand, you invited yourself along on their quest.

  2. You saw the PCs struggling to overcome a problem and selflessly joined them to help.

  3. You’re nearly certain the PCs will fail without you.

  4. The choice was between your tattered life and helping others. You haven’t looked back since.

Brash

You’re a self-assertive sort, confident in your abilities, energetic, and perhaps a bit irreverent toward ideas that you don’t agree with. Some people call you bold and brave, but those you’ve put in their place might call you puffed up and arrogant. Whatever. It’s not in your nature to care what other people think about you, unless those people are your friends or family. Even someone as brash as you knows that friends sometimes have to come first.

You gain the following characteristics:

Energetic: +2 to your Speed Pool.

@UUID[Compendium.cyphersystem-compendium.basic-skills.gbWPNb1uKsRtZWSL]{Skill}: You are trained in initiative.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.J9qtYUcvomIXvpEh]{Bold}: You are trained in all actions that involve overcoming or ignoring the effects of fear or intimidation.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You noticed something weird going on, and without much thought, you jumped in with both feet.

  2. You showed up when and where you did on a dare because, hey, you don’t back down from dares.

  3. Someone called you out, but instead of walking into a fight, you walked into your current situation.

  4. You told your friend that nothing could scare you, and nothing you saw would change your mind. They brought you to your current point.

Calm

You’ve spent most of your life in sedentary pursuits—books, movies, hobbies, and so on—rather than active ones. You’re well versed in all manner of academia or other intellectual pursuits, but nothing physical. You’re not weak or feeble, necessarily (although this is a good descriptor for characters who are elderly), but you have no experience in more physical activities.

Calm is a great descriptor for characters who never intended to have adventures but were thrust into them, a trope that occurs often in modern games and particularly in horror games.

You gain the following characteristics:

Bookish: +2 to your Intellect Pool.

Skills: You are trained in four nonphysical skills of your choice.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.9BT9upa6c8kqf6kB]{Trivia}: You can come up with a random fact pertinent to the current situation when you wish it. This is always a matter of fact, not conjecture or supposition, and must be something you could have logically read or seen in the past. You can do this one time, although the ability is renewed each time you make a recovery roll.

@UUID[Compendium.cyphersystem-compendium.inabilities.WmhgwviF6ci24PJL]{Inability}: You’re just not a fighter. All physical attacks are hindered.

@UUID[Compendium.cyphersystem-compendium.inabilities.kR3req7hyQazHomU]{Inability}: You’re not the outdoorsy type. All climbing, running, jumping, and swimming tasks are hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You read about the current situation somewhere and decided to check it out for yourself.

  2. You were in the right (wrong?) place at the right (wrong?) time.

  3. While avoiding an entirely different situation, you walked into your current situation.

  4. One of the other PCs dragged you into it.

Chaotic

Danger doesn’t mean much to you, mainly because you don’t think much about repercussions. In fact, you enjoy sowing surprises, just to see what will happen. The more unexpected the result, the happier you are. Sometimes you are particularly manic, and for the sake of your companions, you restrain yourself from taking actions that you know will lead to disaster.

You gain the following characteristics:

Tumultuous: +4 to your Speed Pool.

@UUID[Compendium.cyphersystem-compendium.basic-skills.5X8qgmSuvRVNTiaP]{Skill}: You are trained in {Intellect defense actions.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.JrGRhq4ndoh12HDe]{Chaotic}: Once after each ten-hour recovery roll, if you don’t like the first result, you can reroll a die roll of your choice. If you do, and regardless of the outcome, the GM presents you with a GM intrusion.

@UUID[Compendium.cyphersystem-compendium.inabilities.qRXj5XtPAxa0kTR1]{Inability}: Your body is a bit worn from occasional excesses. Might defense tasks are hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. Another PC recruited you while you were on your best behavior, before realizing how chaotic you were.

  2. You have reason to believe that being with the other PCs will help you gain control over your erratic behavior.

  3. Another PC released you from captivity, and to thank them, you volunteered to help.

  4. You have no idea how you joined the PCs. You’re just going along with it for now until answers present themselves.

Charming

You’re a smooth talker and a charmer. Whether through seemingly supernatural means or just a way with words, you can convince others to do as you wish. Most likely, you’re physically attractive or at least highly charismatic, and others enjoy listening to your voice. You probably pay attention to your appearance, keeping yourself well groomed. You make friends easily. You play up the personality facet of your Intellect stat; intelligence is not your strong suit. You’re personable, but not necessarily studious or strong-willed.

You gain the following characteristics:

Personable: +2 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.iLViKiz8EUbAbChF]{Skill}: You’re trained in all tasks involving positive or pleasant social interaction.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.GB6PefdjeMm43AmT]{Skill}: You’re trained when using special abilities that influence the minds of others.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.mslNlViBupFclz9t]{Contact}: You have an important contact who is in an influential position, such as a minor noble, the captain of the town guard/police, or the head of a large gang of thieves. You and the GM should work out the details together.

@UUID[Compendium.cyphersystem-compendium.inabilities.kWemIBj5S33u3Vsy]{Inability}: You were never good at studying or retaining facts. Any task involving lore, knowledge, or understanding is hindered.

@UUID[Compendium.cyphersystem-compendium.inabilities.zHgQDe14mPF3G95Q]{Inability}: Your willpower is not one of your strong points. Defense actions to resist mental attacks are hindered.

Additional Equipment: You’ve managed to talk your way into some decent discounts and bonuses in recent weeks. As a result, you have enough cash jangling in your pocket to purchase a moderately priced item.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You convinced one of the other PCs to tell you what they were doing.

  2. You instigated the whole thing and convinced the others to join you.

  3. One of the other PCs did a favor for you, and now you’re repaying that obligation by helping them with the task at hand.

  4. There is a reward involved, and you need the money.

Clever

You’re quick-witted, thinking well on your feet. You understand people, so you can fool them but are rarely fooled. Because you easily see things for what they are, you get the lay of the land swiftly, size up threats and allies, and assess situations with accuracy. Perhaps you’re physically attractive, or maybe you use your wit to overcome any physical or mental imperfections.

You gain the following characteristics:

Smart: +2 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.wOLQBlCsA3jDifa9]{Skill}: You’re trained in all interactions involving lies or trickery.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.DlnCXfB1v1U859YY]{Skill}: You’re trained in defense rolls to resist mental effects.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.8acHBoOvIk3UseOl]{Skill}: You’re trained in all tasks involving identifying or assessing danger, lies, quality, importance, function, or power.

@UUID[Compendium.cyphersystem-compendium.inabilities.kWemIBj5S33u3Vsy]{Inability}: You were never good at studying or retaining trivial knowledge. Any task involving lore, knowledge, or understanding is hindered.

Additional Equipment: You see through the schemes of others and occasionally convince them to believe you—even when, perhaps, they should not. Thanks to your clever behavior, you have an additional expensive item.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You convinced one of the other PCs to tell you what they were doing.

  2. From afar, you observed that something interesting was going on.

  3. You talked your way into the situation because you thought it might earn some money.

  4. You suspect that the other PCs won’t succeed without you.

Clumsy

Graceless and awkward, you were told that you’d grow out of it, but you never did. You often drop things, trip over your own feet, or knock things (or people) over. Some people get frustrated by this quality, but most find it funny and even a little charming.

Some players may not want to be defined by a “negative” quality like Clumsy, but in truth, even this kind of descriptor has enough advantages that it makes for capable and talented characters. What negative descriptors really do is make more interesting and complex characters that are often great fun to play.

You gain the following characteristics:

Butterfingers: −2 to your Speed Pool.

Thick-Muscled: +2 to your Might Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.bvTJ0HZOfXlpr0pc]{Inelegant}: You have a certain lovable charm. You are trained in all pleasant social interactions when you express a lighthearted, self-deprecating manner.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.wJyw4ypyuGZ5Jde1]{Dumb Luck}: The GM can introduce a GM intrusion on you, based on your clumsiness, without awarding you any XP (as if you had rolled a 1 on a d20 roll). However, if this happens, 50% of the time, your clumsiness works to your advantage. Rather than hurting you (much), it helps you, or it hurts your enemies. You slip, but it’s just in time to duck an attack. You fall down, but you trip your enemies as you crash into their legs. You turn around too quickly, but you end up knocking the weapon from your foe’s hand. You and the GM should work together to determine the details. If the GM wishes, they can use GM intrusions based on your clumsiness normally (awarding XP).

@UUID[Compendium.cyphersystem-compendium.expanded-skills.0yrwPAkrOBERFQOq]{Skill}: You’ve got a certain bull-like quality. You are trained in tasks involving breaking things.

@UUID[Compendium.cyphersystem-compendium.inabilities.veArOrXeYD25sHog]{Inability}: Any task that involves balance, grace, or hand-to-eye coordination is hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You were in the right place at the right time.

  2. You had a piece of information that the other PCs needed to make their plans.

  3. A sibling recommended you to the other PCs.

  4. You stumbled into the PCs as they were discussing their mission, and they took a liking to you.

Craven

Courage fails you at every turn. You lack the willpower and resolve to stand fast in the face of danger. Fear gnaws at your heart, chewing away at your mind, driving you to distraction until you cannot bear it. Most times, you back down from confrontations. You flee from threats and vacillate when faced with difficult decisions.

Yet for all that fear dogs you and possibly shames you, your cowardly nature proves to be a useful ally from time to time. Listening to your fears has helped you escape danger and avoid taking unnecessary risks. Others may have suffered in your place, and you might be the first to admit this fact, but secretly you feel intense relief from having avoided an unthinkable and terrible fate.

Descriptors like Craven, Cruel, and Dishonorable might not be appropriate for every group. These are villainous traits and some people want their PCs to be entirely heroic. But others don’t mind a little moral greyness thrown into the mix. Still others see things like Craven and Cruel as traits to overcome as their characters develop (probably earning them different descriptors).

You gain the following characteristics:

Furtive: +2 to your Speed Pool.

@UUID[Compendium.cyphersystem-compendium.basic-skills.duTx0BwgmC1Gw3Ze]{Skill}: You’re trained in stealth-based tasks.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.EyD5RQ654NoPJ7MN]{Skill}: You’re trained in running actions.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.48EDNk0hOv8KvoVs]{Skill}: You’re trained in any action taken to escape danger, flee from a dangerous situation, or wheedle your way out of trouble.

@UUID[Compendium.cyphersystem-compendium.inabilities.gpHPkjq631isDAjT]{Inability}: You do not willingly enter dangerous situations. Any initiative actions (to determine who goes first in combat) are hindered.

@UUID[Compendium.cyphersystem-compendium.inabilities.4raydis9fTWFq8Rc]{Inability}: You fall to pieces when you have to undertake a potentially dangerous task alone. Any such task (such as attacking a creature by yourself) is hindered.

Additional Equipment: You have a good luck charm or protective device to keep you out of harm’s way.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You believe that you’re being hunted, and you have hired one of the other PCs as your protector.

  2. You seek to escape your shame and take up with capable individuals in the hopes of repairing your reputation.

  3. One of the other PCs bullied you into coming along.

  4. The group answered your cries for help when you were in trouble.

Creative

Maybe you have a notebook where you write down ideas so you can develop them later. Perhaps you email yourself ideas that strike you out of the blue so you can sort them in an electronic document. Or maybe you just sit down, stare at your screen and, by indomitable force of will, produce something from nothing. However your gift works, you’re creative—you code, write, compose, sculpt, design, direct, or otherwise create narratives that enthrall other people with your vision.

You gain the following characteristics:

Inventive: +2 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.SKNSOPcNsoSDk6Xm]{Original}: You’re always coming up with something new. You’re trained in any task related to creating a narrative (such as a story, play, or scenario). This includes deception, if the deception involves a narrative you’re able to tell.

Skill: You are naturally inventive. You are trained in one specific creative skill of your choice: @UUID[Compendium.cyphersystem-compendium.expanded-skills.eKQYG8hDn7akNxns]{writing}, @UUID[Compendium.cyphersystem-compendium.expanded-skills.fHmBT2eRXI6WQnyZ]{computer coding}, @UUID[Compendium.cyphersystem-compendium.expanded-skills.Lq20krfxQeY7B2qo]{composing music}, @UUID[Compendium.cyphersystem-compendium.expanded-skills.LVVmRzkp5GwB3NE0]{painting}, @UUID[Compendium.cyphersystem-compendium.expanded-skills.wCrjggZ7oUZYZAMD]{drawing}, and so on.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.zz0QUtOoUro9OErB]{Skill}: You love solving riddles and the like. You are trained in puzzle-solving tasks.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.pHUz4ZRnWfsBbtQ7]{Skill}: To be creative requires that you always be learning. You are trained in any task that involves finding out something new, such as when you’re digging through a library, data bank, news archive, or similar collection of knowledge.

@UUID[Compendium.cyphersystem-compendium.inabilities.JDEjrsDDDqVcqSZp]{Inability}: You’re inventive but not charming. All tasks related to pleasant social interaction are hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You were doing research for a project and convinced the PCs to bring you along.

  2. You’re looking for new markets for the results of your creative output.

  3. You fell in with the wrong crowd, but they grew on you.

  4. A creative life is often one beset with financial hurdles. You joined the PCs because you hoped it would be profitable.

Cruel

Misfortune and suffering do not move you. When another endures hardship, you find it hard to care, and you may even enjoy the pain and difficulty the person experiences if they’ve done you wrong in the past. Your cruel streak may derive from bitterness brought about by your own struggles and disappointments. You might be a hard pragmatist, doing what you feel you must even if others are worse for it. Or you could be a sadist, delighting in the pain you inflict.

Being cruel does not necessarily make you a villain. Your cruelty may be reserved for those who cross you or other people useful to you. You might have become cruel as the result of an intensely awful experience. Abuse and torture, for example, can strip away compassion for other living beings.

As well, you need not be cruel in every situation. In fact, others might see you as personable, friendly, and even helpful. But when angered or frustrated, your dual nature reveals itself, and those who have earned your scorn are likely to suffer for it.

You gain the following characteristics:

Cunning: +2 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.Pp6FiVf17qqHapKd]{Cruelty}: When you use force, you can choose to maim or deliver painful injuries to draw out your foe’s suffering. Whenever you inflict damage, you can choose to inflict 2 fewer points of damage to ease your next attack against that foe.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.ks2lNbYe7169G57r]{Skill}: You’re trained in tasks related to deception, intimidation, and persuasion when you interact with characters experiencing physical or emotional pain.

@UUID[Compendium.cyphersystem-compendium.inabilities.1Jo8JX85AfL1Kx5P]{Inability}: You have a hard time connecting with others, understanding their motives, or sharing their feelings. Any task to ascertain another character’s motives, feelings, or disposition is hindered.

Additional Equipment: You have a valuable memento from the last person you destroyed. The memento is moderately priced, and you can sell it or trade it for an item of equal or lesser value.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You suspect that you might gain a long-term advantage from helping the other PCs and may be able to use that advantage against your enemies.

  2. By joining the PCs, you see an opportunity to grow your personal power and status at the expense of others.

  3. You hope to make another PC’s life more difficult by joining the group.

  4. Joining the PCs gives you an opportunity to escape justice for a crime you committed.

Dishonorable

There is no honor among thieves—or betrayers, backstabbers, liars, or cheats. You are all of these things, and either you don’t lose any sleep over it, or you deny the truth to others or to yourself. Regardless, you are willing to do whatever it takes to get your own way. Honor, ethics, and principles are merely words. In your estimation, they have no place in the real world.

You gain the following characteristics:

Sneaky: +4 to your Speed Pool.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.KmXEb22OUjlCwjVY]{Just Desserts}: When the GM gives another player an experience point to award to someone for a GM intrusion, that player cannot give it to you.

@UUID[Compendium.cyphersystem-compendium.basic-skills.eeHdJpr4k8hYtGr5]{Skill}: You are trained in deception.

@UUID[Compendium.cyphersystem-compendium.basic-skills.duTx0BwgmC1Gw3Ze]{Skill}: You are trained in stealth.

@UUID[Compendium.cyphersystem-compendium.basic-skills.tZ7PdXuWQyRMo0Rh]{Skill}: You are trained in intimidation.

@UUID[Compendium.cyphersystem-compendium.inabilities.JDEjrsDDDqVcqSZp]{Inability}: People don’t like or trust you. Pleasant social interactions are hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You are interested in what the PCs are doing, so you lied to them to get into their group.

  2. While skulking about, you overheard the PCs’ plans and realized that you wanted in.

  3. One of the other PCs invited you, having no idea of what you’re truly like.

  4. You bullied your way in with intimidation and bluster.

Doomed

You are quite certain that your fate is leading you, inextricably, toward a terrible end. This fate might be yours alone, or you might be dragging along the people closest to you.

You gain the following characteristics:

Jumpy: +2 to your Speed Pool.

@UUID[Compendium.cyphersystem-compendium.basic-skills.rH5FwMXGaNn21DZD]{Skill}: Always on the lookout for danger, you are trained in perception-related tasks.

@UUID[Compendium.cyphersystem-compendium.basic-skills.FXYWkXG7Iq6Wm1pS]{Skill}: You are defense minded, so you are trained in Speed defense tasks.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.cqT873UxELpJ3Mq2]{Skill}: You are cynical and expect the worst. Thus, you are resistant to mental shocks. You are trained in Intellect defense tasks having to do with losing your sanity or equanimity.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.ljIhLeM7ZcZuAJTk]{Doom}: Every other time the GM uses GM intrusion on your character, you cannot refuse it and do not get an XP for it (you still get an XP to award to another player). This is because you are doomed. The universe is a cold, uncaring place, and your efforts are futile at best.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You attempted to avoid it, but events seemed to conspire to draw you to where you are.

  2. Why not? It doesn’t matter. You’re doomed no matter what you do.

  3. One of the other PCs saved your life, and now you’re repaying that obligation by helping them with the task at hand.

  4. You suspect that the only hope you have of avoiding your fate might lie on this path.

Empathic

Other people are open books to you. You may have a knack for reading a person’s tells, those subtle movements that convey an individual’s mood and disposition. Or you may receive information in a more direct way, feeling a person’s emotions as if they were tangible things, sensations that lightly brush against your mind. Your gift for empathy helps you navigate social situations and control them to avoid misunderstandings and prevent useless conflicts from erupting.

The constant bombardment of emotions from those around you likely takes a toll. You might move with the prevailing mood, swinging from giddy happiness to bitter sorrow with little warning. Or you might close yourself off and remain inscrutable to others out of a sense of self-preservation or an unconscious fear that everyone else might learn how you truly feel.

You gain the following characteristics:

Open Mind: +4 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.H4LHMcUqFB4rMLW1]{Skill}: You’re trained in tasks involving sensing other emotions, discerning dispositions, and getting a hunch about people around you.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.J08uzxkHA7sn70LX]{Skill}: You’re trained in all tasks involving social interaction, pleasant or otherwise.

@UUID[Compendium.cyphersystem-compendium.inabilities.OHgyIguDuF48QMDD]{Inability}: Being so receptive to others’ thoughts and moods makes you vulnerable to anything that attacks your mind. Intellect defense rolls are hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You sensed the commitment to the task the other PCs have and felt moved to help them.

  2. You established a close bond with another PC and can’t bear to be parted from them.

  3. You sensed something strange in one of the PCs and decided to join the group to see if you can sense it again and uncover the truth.

  4. You joined the PCs to escape an unpleasant relationship or negative environment.

Exiled

You have walked a long and lonely road, leaving your home and your life behind. You might have committed a heinous crime, something so awful that your people forced you out, and if you dare return, you face death. You might have been accused of a crime you didn’t commit and now must pay the price for someone else’s wicked deed. Your exile might be the result of a social gaffe—perhaps you shamed your family or a friend, or you embarrassed yourself in front of your peers, an authority, or someone you respect. Whatever the reason, you have left your old life behind and now strive to make a new one.

You gain the following characteristics:

Self-Reliant: +2 to your Might Pool.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.PT7NoHCCjePtX6OW]{Loner}: You gain no benefit when you get help with a task from another character who is trained or specialized in that task.

@UUID[Compendium.cyphersystem-compendium.basic-skills.Q9tfUkhYGRJ5Df42]{Skill}: You’re trained in all tasks involving sneaking.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.KU2IUPjDKKIbfxkH]{Skill}: You’re trained in all tasks involving foraging, hunting, and finding safe places to rest or hide.

@UUID[Compendium.cyphersystem-compendium.inabilities.tlL5bTqgc9lt5GNz]{Inability}: Living on your own for as long as you have makes you slow to trust others and awkward in social situations. Any task involving social interaction is hindered.

Additional Equipment: You have a memento from your past—an old picture, a locket with a few strands of hair inside, or a lighter given to you by someone important. You keep the object close at hand and pull it out to help you remember better times.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. The other PCs earned your trust by helping you when you needed it. You accompany them to repay them.

  2. While exploring on your own, you discovered something strange. When you traveled to a settlement, the PCs were the only ones who believed you, and they have accompanied you to help you deal with the problem.

  3. One of the other PCs reminds you of someone you used to know.

  4. You have grown weary of your isolation. Joining the other PCs gives you a chance to belong.

Fast

You’re fleet of foot. Because you’re quick, you can accomplish tasks more rapidly than others can. You’re not just quick on your feet, however—you’re quick with your hands, and you think and react quickly. You even talk quickly.

You gain the following characteristics:

Energetic: +2 to your Speed Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.EyD5RQ654NoPJ7MN]{Skill}: You are trained in running.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.YHNmhduMB7gVvUtJ]{Fast}: You can move a short distance and still take another action in the same round, or you can move a long distance as your action without needing to make any kind of roll.

@UUID[Compendium.cyphersystem-compendium.inabilities.qRXj5XtPAxa0kTR1]{Inability}: You’re a sprinter, not a long-distance runner. You don’t have a lot of stamina. Might defense rolls are hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You jumped in to save one of the other PCs who was in dire need.

  2. One of the other PCs recruited you for your unique talents.

  3. You’re impulsive, and it seemed like a good idea at the time.

  4. This mission ties in with a personal goal of your own.

Foolish

Not everyone can be brilliant. Oh, you don’t think of yourself as stupid, and you’re not. It’s just that others might have a bit more . . . wisdom. Insight. You prefer to barrel along headfirst through life and let other people worry about things. Worrying’s never helped you, so why bother? You take things at face value and don’t fret about what tomorrow might bring.

People call you “idiot” or “numbskull,” but it doesn’t faze you much.

It can be liberating and really fun to play a foolish character. In some ways, the pressure to always do the right, smart thing is off. On the other hand, if you play such a character as a bumbling moron in every situation, that can become annoying to everyone else at the table. As with everything, moderation is the key.

You gain the following characteristics:

Unwise: –4 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.4FMLdzuRxQsVnh1P]{Carefree}: You succeed more on luck than anything. Every time you roll for a task, roll twice and take the higher result.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.6ydImEoLRFErPjFe]{Intellect Weakness}: Any time you spend points from your Intellect Pool, it costs you 1 more point than usual.

@UUID[Compendium.cyphersystem-compendium.inabilities.OHgyIguDuF48QMDD]{Inability}: Any Intellect defense task is hindered.

@UUID[Compendium.cyphersystem-compendium.inabilities.I7pKktxfFilMCCi1]{Inability}: Any task that involves seeing through a deception, an illusion, or a trap is hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. Who knows? Seemed like a good idea at the time.

  2. Someone asked you to join up with the other PCs. They told you not to ask too many questions, and that seemed fine to you.

  3. Your parent (or a parental/mentor figure) got you involved to give you something to do and maybe “teach you some sense.”

  4. The other PCs needed some muscle who wouldn’t overthink things.

Graceful

You have a perfect sense of balance, moving and speaking with grace and beauty. You’re quick, lithe, flexible, and dexterous. Your body is perfectly suited to dance, and you use that advantage in combat to dodge blows. You might wear garments that enhance your agile movement and sense of style.

You gain the following characteristics:

Agile: +2 to your Speed Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.KjmXC7wwXc8DqM82]{Skill}: You’re trained in all tasks involving balance and careful movement.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.K2S2yAu0BJc7TMEh]{Skill}: You’re trained in all tasks involving physical performing arts.

@UUID[Compendium.cyphersystem-compendium.basic-skills.FXYWkXG7Iq6Wm1pS]{Skill}: You’re trained in all Speed defense tasks.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. Against your better judgment, you joined the other PCs because you saw that they were in danger.

  2. One of the other PCs convinced you that joining the group would be in your best interests.

  3. You’re afraid of what might happen if the other PCs fail.

  4. There is reward involved, and you need the money.

Guarded

You conceal your true nature behind a mask and are loath to let anyone see who you really are. Protecting yourself, physically and emotionally, is what you care about most, and you prefer to keep everyone else at a safe distance. You may be suspicious of everyone you meet, expecting the worst from people so you won’t be surprised when they prove you right. Or you might just be a bit reserved, careful about letting people through your gruff exterior to the person you really are.

No one can be as reserved as you are and make many friends. Most likely, you have an abrasive personality and tend to be pessimistic in your outlook. You probably nurse an old hurt and find that the only way you can cope is to keep it and your personality locked down.

You gain the following characteristics:

Suspicious: +2 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.basic-skills.5X8qgmSuvRVNTiaP]{Skill}: You are trained in all Intellect defense tasks.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.hJHg9c1wuIJsPdtn]{Skill}: You are trained in all tasks involving discerning the truth, piercing disguises, and recognizing falsehoods and other deceptions.

@UUID[Compendium.cyphersystem-compendium.inabilities.a0eju2Y9hvObXxHC]{Inability}: Your suspicious nature makes you unlikeable. Any task involving deception or persuasion is hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. One of the PCs managed to overcome your defenses and befriend you.

  2. You want to see what the PCs are up to, so you accompany them to catch them in the act of some wrongdoing.

  3. You have made a few enemies and take up with the PCs for protection.

  4. The PCs are the only people who will put up with you.

Hardy

Your body was built to take abuse. Whether you’re pounding down stiff drinks while holding up a bar in your favorite watering hole or trading blows with a thug in a back alley, you keep going, shrugging off hurts and injuries that might slow or incapacitate a lesser person. Neither hunger nor thirst, cut flesh nor broken bone can stop you. You just press on through the pain and continue.

As fit and healthy as you are, the signs of wear show in the myriad scars crisscrossing your body, your thrice-broken nose, your cauliflower ears, and any number of other disfigurements you wear with pride.

You gain the following characteristics:

Mighty: +4 to your Might Pool.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.92q8rFEj1dQKNCD9]{Fast Healer}: You halve the time it takes to make a recovery roll (minimum one action).

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.qgJiQgqukmcFFNor]{Almost Unstoppable}: While you are impaired on the damage track, you function as if you were hale. While you are debilitated, you function as if you were impaired. In other words, you don’t suffer the effects of being impaired until you become debilitated, and you never suffer the effects of being debilitated. You still die if all your stat Pools are 0.

@UUID[Compendium.cyphersystem-compendium.basic-skills.Q0vfmbqehJw0jYBa]{Skill}: You are trained in Might defense actions.

@UUID[Compendium.cyphersystem-compendium.basic-skills.gbWPNb1uKsRtZWSL]{Inability}: Your big, strong body is slow to react. Any task involving initiative is hindered.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.62e9ZYD1UeGlalWu]{Ponderous}: When you apply Effort when making a Speed roll, you must spend 1 extra point from your Speed Pool.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. The PCs recruited you after learning about your reputation as a survivor.

  2. You joined the PCs because you want or need the money.

  3. The PCs offered you a challenge equal to your physical power.

  4. You believe the only way the PCs will succeed is if you are along to protect them.

Hideous

You are physically repugnant by almost any human standard. You might have had a serious accident, a harmful mutation, or just poor genetic luck, but you are incontrovertibly ugly.

You’ve more than made up for your appearance in other ways, however. Because you have to hide your appearance, you excel at sneaking about unnoticed or disguising yourself. But perhaps most important, being ostracized while others socialized, you took the time growing up to develop yourself as you saw fit—you grew strong or quick, or you honed your mind.

You gain the following characteristics:

Versatile: You get 4 additional points to divide among your stat Pools.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.bjX9wcG3SzUn5q46]{Skill}: You are trained in intimidation and any other fear-based interactions, if you show your true face.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.lW5xh0jPpRTp1iB6]{Skill}: You are trained in disguise and stealth tasks.

@UUID[Compendium.cyphersystem-compendium.inabilities.JDEjrsDDDqVcqSZp]{Inability}: All tasks relating to pleasant social interaction are hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. One of the other PCs approached you while you were in disguise, recruiting you while believing you were someone else.

  2. While skulking about, you overheard the other PCs’ plans and realized you wanted in.

  3. One of the other PCs invited you, but you wonder if it was out of pity.

  4. You bullied your way in with intimidation and bluster.

Honorable

You are trustworthy, fair, and forthright. You try to do what is right, to help others, and to treat them well. Lying and cheating are no way to get ahead—these things are for the weak, the lazy, or the despicable. You probably spend a lot of time thinking about your personal honor, how best to maintain it, and how to defend it if challenged. In combat, you are straightforward and offer quarter to any foe.

You were likely instilled with this sense of honor by a parent or a mentor. Sometimes the distinction between what is and isn’t honorable varies with different schools of thought, but in broad strokes, honorable people can agree on most aspects of what honor means.

You gain the following characteristics:

Stalwart: +2 to your Might Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.iLViKiz8EUbAbChF]{Skill}: You are trained in pleasant social interactions.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.iUJdgnZi90GZjY9s]{Skill}: You are trained in discerning people’s true motives or seeing through lies.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. The PCs’ goals appear to be honorable and commendable.

  2. You see that what the other PCs are about to do is dangerous, and you’d like to help protect them.

  3. One of the other PCs invited you, hearing of your trustworthiness.

  4. You asked politely if you could join the other PCs in their mission.

Impulsive

You have a hard time tamping down your enthusiasm. Why wait when you can just do it (whatever it is) and get it done? You deal with problems when they arise rather than plan ahead. Putting out the small fires now prevents them from becoming one big fire later. You are the first to take risks, to jump in and lend a hand, to step into dark passages, and to find danger.

Your impulsiveness likely gets you into trouble. While others might take time to study the items they discover, you use such items without hesitation. After all, the best way to learn what something can do is to use it. When a cautious explorer might look around and check for danger nearby, you have to physically stop yourself from bulling on ahead. Why fuss around when the exciting thing is just ahead?

Impulsive characters get into trouble. That’s their thing, and that’s fine. But if you’re constantly dragging your fellow PCs into trouble (or worse, getting them seriously hurt or killed), that will be annoying, to say the least. A good rule of thumb is that impulsiveness doesn’t always mean a predilection for doing the wrong thing. Sometimes it’s the urge to do the right thing.

You gain the following characteristics:

Reckless: +2 to your Speed Pool.

@UUID[Compendium.cyphersystem-compendium.basic-skills.gbWPNb1uKsRtZWSL]{Skill}: You’re trained in initiative actions (to determine who goes first in combat).

@UUID[Compendium.cyphersystem-compendium.basic-skills.FXYWkXG7Iq6Wm1pS]{Skill}: You’re trained in Speed defense actions.

@UUID[Compendium.cyphersystem-compendium.inabilities.gBUQ2i4VroKkBVQ7]{Inability}: You’ll try anything once, but quickly grow bored after that. Any task that involves patience, willpower, or discipline is hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You heard what the other PCs were up to and suddenly decided to join them.

  2. You pulled everyone together after you heard rumors about something interesting you want to see or do.

  3. You blew all of your money and now find yourself strapped for cash.

  4. You’re in trouble for acting recklessly. You join the other PCs because they offer a way out of your problem.

Inquisitive

The world is vast and mysterious, with wonders and secrets to keep you amazed for several lifetimes. You feel the tugging on your heart, the call to explore the wreckage of past civilizations, to discover new peoples, new places, and whatever bizarre wonders you might find along the way. However, as strongly as you feel the pull to roam the world, you know there is danger aplenty, and you take precautions to ensure that you are prepared for any eventuality. Research, preparation, and readiness will help you live long enough to see everything you want to see and do everything you want to do.

You probably have a dozen books and travelogues about the world on you at any time. When not hitting the road and looking around, you spend your time with your nose in a book, learning everything you can about the place you’re going so you know what to expect when you get there.

You gain the following characteristics:

Smart: +4 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.pHUz4ZRnWfsBbtQ7]{Skill}: You are eager to learn. You are trained in any task that involves learning something new, whether you’re talking to a local to get information or digging through old books to find lore.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.RZkMJad4OfSOU1Pq]{Skill}: You have made a study of the world. You are trained in any task involving geography or history.

@UUID[Compendium.cyphersystem-compendium.inabilities.ntN6wx9GAjKwEWfV]{Inability}: You tend to fixate on the details, making you somewhat oblivious to what’s going on around you. Any task to hear or notice dangers around you is hindered.

@UUID[Compendium.cyphersystem-compendium.inabilities.gpHPkjq631isDAjT]{Inability}: When you see something interesting, you hesitate as you take in all the details. Initiative actions (to determine who goes first in combat) are hindered.

Additional Equipment: You have three books on whatever subjects you choose.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. One of the PCs approached you to learn information related to the mission, having heard you were an expert.

  2. You have always wanted to see the place where the other PCs are going.

  3. You were interested in what the other PCs were up to and decided to go along with them.

  4. One of the PCs fascinates you, perhaps due to a special or weird ability they have.

Intelligent

You’re quite smart. Your memory is sharp, and you easily grasp concepts that others might struggle with. This aptitude doesn’t necessarily mean that you’ve had years of formal education, but you have learned a great deal in your life, primarily because you pick things up quickly and retain so much.

You gain the following characteristics:

Smart: +2 to your Intellect Pool.

Skill: You’re trained in an area of knowledge of your choice.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.m65HBfM8zSVl4uwk]{Skill}: You’re trained in all actions that involve remembering or memorizing things you experience directly. For example, instead of being good at recalling details of geography that you read about in a book, you can remember a path through a set of tunnels that you’ve explored before.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. One of the other PCs asked your opinion of the mission, knowing that if you thought it was a good idea, it probably was.

  2. You saw value in what the other PCs were doing.

  3. You believed that the task might lead to important and interesting discoveries.

  4. A colleague requested that you take part in the mission as a favor.

Intuitive

You are often tickled by a sense of knowing what someone will say, how they will react, or how events might unfold. Maybe you have a mutant sense, maybe you can see just a few moments ahead through time, or maybe you’re just good at reading people and extrapolating a situation. Whatever the case, many who look into your eyes immediately glance away, as if afraid of what you might see in their expression.

You gain the following characteristics:

Innate: +2 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.basic-skills.rH5FwMXGaNn21DZD]{Skill}: You are trained in perception tasks.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.1GEOtsfQWmfgcp3e]{Know What to Do}: You can act immediately, even if it’s not your turn. Afterward, on your next regular turn, any action you take is hindered. You can do this one time, although the ability is renewed each time you make a recovery roll.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You just knew you had to come along.

  2. You convinced one of the other PCs that your intuition is invaluable.

  3. You felt that something terrible would happen if you didn’t go.

  4. You’re confident the reason you arrived at this point will soon become clear.

Jovial

You’re cheerful, friendly, and outgoing. You put others at ease with a big smile and a joke, possibly one at your own expense, though lightly ribbing your companions who can take it is also one of your favorite pastimes. Sometimes people say you never take anything seriously. That’s not true, of course, but you have learned that to dwell on the bad too long quickly robs the world of joy. You’ve always got a new joke in your back pocket because you collect them like some people collect bottles of wine.

You gain the following characteristics:

Witty: +2 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.iLViKiz8EUbAbChF]{Skill}: You’re convivial and set most people at ease with your attitude. You are trained in all tasks related to pleasant social interaction.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.zz0QUtOoUro9OErB]{Skill}: You have an advantage in figuring out the punch lines of jokes you’ve never heard before. You are trained in all tasks related to solving puzzles and riddles.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You solved a riddle before realizing that answering it would launch you into the adventure.

  2. The other PCs thought you’d bring some much-needed levity to the team.

  3. You decided that all fun and no work was not the best way to get through life, so you joined up with the PCs.

  4. It was either go with the PCs or face up to a circumstance that was anything but jovial.

Kind

It’s always been easy for you to see things from the point of view of other people. That ability has made you sympathetic to what they really want or need. From your perspective, you’re just applying the old proverb that “it’s easier to catch flies with honey than with vinegar,” but others simply see your behavior as kindness. Of course, being kind takes time, and yours is limited. You’ve learned that a small fraction of people don’t deserve your time or kindness—true sadists, narcissists, and similar folk will only waste your energy. So you deal with them swiftly, saving your kindness for those who deserve it and can benefit from your attention.

You gain the following characteristics:

Emotionally Intuitive: +2 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.6Z7VC4ctwcS0dVoW]{Skill}: You know what it’s like to go a mile in someone else’s shoes. You’re trained in all tasks related to pleasant social interaction and discerning the dispositions of others.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.5kX6OM98txwPPO6a]{Karma}: Sometimes, strangers just help you out. To gain the aid of a stranger, you must use a one action, ten-minute, or one-hour recovery roll (without gaining its healing benefit), and the GM determines the nature of the aid you gain. Usually, the act of kindness isn’t enough to turn a bad situation completely around, but it may moderate a bad situation and lead to new opportunities. For example, if you are captured, a guard loosens your bonds slightly, brings you water, or delivers a message.

@UUID[Compendium.cyphersystem-compendium.inabilities.AY8Br5qquBWoGQc0]{Inability}: Being kind comes with a few risks. All tasks related to detecting falsehoods are hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. A PC needed your help, and you agreed to come along as a kindness.

  2. You gave the wrong person access to your money, and now you need to make some back.

  3. You’re ready to take your benevolence on the road and help more people than you could if you didn’t join the PCs.

  4. Your job, which seemed like it would be personally rewarding, is the opposite. You join the PCs to escape the drudgery.

Learned

You have studied, either on your own or with an instructor. You know many things and are an expert on a few topics, such as history, biology, geography, mythology, nature, or any other area of study. Learned characters typically carry a few books around with them and spend their spare time reading.

You gain the following characteristics:

Smart: +2 to your Intellect Pool.

Skill: You’re trained in three areas of knowledge of your choice.

@UUID[Compendium.cyphersystem-compendium.inabilities.UrdbwsMhJOQk44vz]{Inability}: You have few social graces. Any task involving charm, persuasion, or etiquette is hindered.

Additional Equipment: You have two additional books on topics of your choice.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. One of the other PCs asked you to come along because of your knowledge.

  2. You need money to fund your studies.

  3. You believed that the task might lead to important and interesting discoveries.

  4. A colleague requested that you take part in the mission as a favor.

Lucky

You rely on chance and timely good luck to get you through many situations. When people say that someone was born under a lucky star, they mean you. When you try your hand at something new, no matter how unfamiliar the task is, as often as not you find a measure of success. Even when disaster strikes, it’s rarely as bad as it could be. More often, small things seem to go your way, you win contests, and you’re often in the right place at the right time.

You gain the following characteristics:

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.pccv1fQ4WW7KnLsi]{Luck Pool}: You have one additional Pool called Luck that begins with 3 points, and it has a maximum value of 3 points. When spending points from any other Pool, you can take one, some, or all of the points from your Luck Pool first. When you make a recovery roll to recover points to any other Pool, your Luck Pool is also refreshed by the same number of points. When your Luck Pool is at 0 points, it does not count against your damage track.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.MKYIm6Rgf4VRIKrK]{Advantage}: When you use 1 XP to reroll a d20 for any roll that affects only you, add 3 to the reroll.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. Knowing that lucky people notice and take active advantage of opportunities, you became involved in your first adventure by choice.

  2. You literally bumped into someone else on this adventure through sheer luck.

  3. You found a briefcase lying alongside the road. It was battered, but inside you found a lot of strange documents that led you here.

  4. Your luck saved you when you avoided a speeding vehicle by a fortuitous fall through an opening in the ground (a manhole, if in a modern setting). Beneath the ground, you found something you couldn’t ignore.

Mad

You have delved too deeply into subjects people were not meant to know. You are knowledgeable in things beyond the scope of most, but this knowledge has come at a terrible price. You are likely in questionable physical shape and occasionally shake with nervous tics. You sometimes mutter to yourself without realizing it.

You gain the following characteristics:

Knowledgeable: +4 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.AFFZAuL0OsaopL8E]{Fits of Insight}: Whenever such knowledge is appropriate, the GM feeds you information although there is no clear explanation as to how you could know such a thing. This is up to the GM’s discretion, but it should happen as often as once each session.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.SFXAD4DjhyEtJ1Ny]{Erratic Behavior}: You are prone to acting erratically or irrationally. When you are in the presence of a major discovery or subjected to great stress (such as a serious physical threat), the GM can introduce a GM intrusion that directs your next action without awarding XP. You can still pay 1 XP to refuse the intrusion. The GM’s influence is the manifestation of your madness and thus is always something you would not likely do otherwise, but it is not directly, obviously harmful to you unless there are extenuating circumstances. (For example, if a foe suddenly leaps out of the darkness, you might spend the first round babbling incoherently or screaming the name of your first true love.)

Skill: You are trained in one area of knowledge (probably something weird or esoteric).

@UUID[Compendium.cyphersystem-compendium.inabilities.zHgQDe14mPF3G95Q]{Inability}: Your mind is quite fragile. Tasks to resist mental attacks are hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. Voices in your head told you to go.

  2. You instigated the whole thing and convinced the others to join you.

  3. One of the other PCs obtained a book of knowledge for you, and now you’re repaying that favor by helping them with the task at hand.

  4. You feel compelled by inexplicable intuition.

Mechanical

You have a special talent with machines of all kinds, and you’re adept at understanding and, if need be, repairing them. Perhaps you’re a bit of an inventor, creating new machines from time to time. You get called “techie,” “tech,” “mech,” “gear-head,” “motor-head,” or any of a number of other nicknames. Mechanics usually wear practical work clothes and carry around a lot of tools.

You gain the following characteristics:

Smart: +2 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.PSeFw2XUjqgOG2xS]{Skill}: You’re trained in all actions involving identifying or understanding machines.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.DhGWJERxvN9zVYGh]{Skill}: You’re trained in all actions involving using, repairing, or crafting machines.

Additional Equipment: You start with a variety of machine tools.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. While repairing a nearby machine, you overheard the other PCs talking.

  2. You need money to buy tools and parts.

  3. It was clear that the mission couldn’t succeed without your skills and knowledge.

  4. Another PC asked you to join them.

Mysterious

The dark figure lurking silently in the corner? That’s you. No one really knows where you came from or what your motives are—you play things close to the vest. Your manner perplexes and confounds others, but that doesn’t make you a poor friend or ally. You’re just good at keeping things to yourself, moving about unseen, and concealing your presence and identity.

You gain the following characteristics:

@UUID[Compendium.cyphersystem-compendium.basic-skills.duTx0BwgmC1Gw3Ze]{Skill}: You are trained in all stealth tasks.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.fmGCPHRwFnbmvB19]{Skill}: You are trained in resisting interrogation or tricks to get you to talk.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.uROuz6gmfq7X3uu3]{Confounding}: You pull talents and abilities seemingly out of nowhere. You can attempt one task in which you have no training as if you were trained, attempt a task that you are trained in as if specialized, or gain a free level of Effort with a task that you are specialized in. This ability refreshes every time you make a recovery roll, but the uses never accumulate.

@UUID[Compendium.cyphersystem-compendium.inabilities.sRzjg0b8j3XPVrPR]{Inability}: People never know where they stand with you. Any task involving getting people to believe or trust you is hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You just showed up one day.

  2. You convinced one of the other PCs that you had invaluable skills.

  3. Some equally mysterious figure told you where to be and when (but not why) to join the group.

  4. Something—a feeling, a dream—told you where to be and when to join the group.

Mystical

You think of yourself as mystical, attuned with the mysterious and the paranormal. Your true talents lie with the supernatural. You likely have experience with ancient lore, and you can sense and wield the supernatural—though whether that means “magic,” “psychic phenomena,” or something else is up to you (and probably up to those around you as well). Mystical characters often wear jewelry, such as a ring or an amulet, or have tattoos or other marks that show their interests.

You gain the following characteristics:

Smart: +2 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.u2aCexSScRX0FEqH]{Skill}: You’re trained in all actions involving identifying or understanding the supernatural.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.x6GmHzLKB0JpVg5E]{Sense Magic}: You can sense whether the supernatural is active in situations where its presence is not obvious. You must study an object or location closely for a minute to get a feel for whether a mystical touch is at work.

@UUID[Compendium.cyphersystem-compendium.abilities.zArjjFcf9tHQvJTx]{Spell}: You can perform Hedge Magic as a spell when you have a free hand and can pay the Intellect point cost.

@UUID[Compendium.cyphersystem-compendium.inabilities.FKeDN7rJdKpgt4bj]{Inability}: You have a manner or an aura that others find a bit unnerving. Any task involving charm, persuasion, or deception is hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. A dream guided you to this point.

  2. You need money to fund your studies.

  3. You believed the mission would be a great way to learn more about the supernatural.

  4. Various signs and portents led you here.

Naive

You’ve lived a sheltered life. Your childhood was safe and secure, so you didn’t get a chance to learn much about the world—and even less chance to experience it. Whether you were training for something, had your nose in a book, or just were sequestered in a secluded place, you haven’t done much, met many people, or seen many interesting things so far. That’s probably going to change soon, but as you go forward into a larger world, you do so without some of the understanding that others possess about how it all works.

You gain the following characteristics:

Fresh: You add +1 to your recovery rolls.

Incorruptible: You are trained in @UUID[Compendium.cyphersystem-compendium.basic-skills.5X8qgmSuvRVNTiaP]{Intellect defense} tasks and all tasks that involve @UUID[Compendium.cyphersystem-compendium.expanded-skills.OauBSvtfh6HeNzDe]{resisting temptation}.

@UUID[Compendium.cyphersystem-compendium.basic-skills.rH5FwMXGaNn21DZD]{Skill}: You’re wide-eyed. You are trained in perception tasks.

@UUID[Compendium.cyphersystem-compendium.inabilities.VyGXdv9xEzKsm2YX]{Inability}: Any task that involves seeing through deceptions or determining someone’s secret motive is hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. Someone told you that you should get involved.

  2. You needed money, and this seemed like a good way to earn some.

  3. You believed that you could learn a lot by joining the other PCs.

  4. Sounded like fun.

Perceptive

You miss little. You pick out the small details in the world around you and are skilled at making deductions from the information you find. Your talents make you an exceptional sleuth, a formidable scientist, or a talented scout.

As adept as you are at finding clues, you have no skill at picking up on social cues. You overlook an offense that your deductions give or how uncomfortable your scrutiny can make the people around you. You tend to dismiss others as being intellectual dwarfs compared to you, which avails you little when you need a favor.

You gain the following characteristics:

Smart: +2 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.G2JaXxUq6dfIXVDl]{Skill}: You have an eye for detail. You are trained in any task that involves finding or noticing small details.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.EaHHaJvulkIVAxhi]{Skill}: You know a little about everything. You are trained in any task that involves identifying objects or calling to mind a minor detail or bit of trivia.

@UUID[Compendium.cyphersystem-compendium.basic-skills.tZ7PdXuWQyRMo0Rh]{Skill}: Your skill at making deductions can be imposing. You are trained in any task that involves intimidating another creature.

@UUID[Compendium.cyphersystem-compendium.inabilities.JDEjrsDDDqVcqSZp]{Inability}: Your confidence comes off as arrogance to people who don’t know you. Any task involving positive social interactions is hindered.

Additional Equipment: You have a bag of light tools.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You overheard the other PCs discussing their mission and volunteered your services.

  2. One of the PCs asked you to come along, believing that your talents would be invaluable to the mission.

  3. You believe that the PCs’ mission is somehow related to one of your investigations.

  4. A third party recruited you to follow the PCs and see what they were up to.

Resilient

You can take a lot of punishment, both physically and mentally, and still come back for more. It takes a lot to put you down. Neither physical nor mental shocks or damage have a lasting effect. You’re tough to faze. Unflappable. Unstoppable.

You gain the following characteristics:

Resistant: +2 to your Might Pool, and +2 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.F74sHYUANEPVaFd4]{Recover}: You can make an extra recovery roll each day. This roll is just one action. So you can make two recovery rolls that each take one action, one roll that takes ten minutes, a fourth roll that takes one hour, and a fifth roll that requires ten hours of rest.

@UUID[Compendium.cyphersystem-compendium.basic-skills.Q0vfmbqehJw0jYBa]{Skill}: You are trained in Might defense tasks.

@UUID[Compendium.cyphersystem-compendium.basic-skills.5X8qgmSuvRVNTiaP]{Skill}: You are trained in Intellect defense tasks.

@UUID[Compendium.cyphersystem-compendium.inabilities.U7X7WY5Qk3QIXxAD]{Inability}: You’re hardy but not necessarily strong. Any task involving moving, bending, or breaking things is hindered.

@UUID[Compendium.cyphersystem-compendium.inabilities.iic3khiZZCsbjkIg]{Inability}: You have a lot of willpower and mental fortitude, but you’re not necessarily smart. Any task involving knowledge or figuring out problems or puzzles is hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You saw that the PCs clearly need someone like you to help them out.

  2. Someone asked you to watch over one of the PCs in particular, and you agreed.

  3. You are bored and desperately in need of a challenge.

  4. You lost a bet—unfairly, you think—and had to take someone’s place on this mission.

Risk-Taking

It’s part of your nature to question what others think can’t or shouldn’t be done. You’re not insane, of course—you wouldn’t attempt to leap across a mile-wide chasm just because you were dared. There’s impossible and then there’s the just barely possible. You like to push the latter further than others, because it gives you a rush of satisfaction and pleasure when you succeed. The more you succeed, the more you find yourself looking for that next risky challenge to try yourself against.

You gain the following characteristics:

Nimble: +4 to your Speed Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.l3HBMnyOMVF6rIk8]{Skill}: You’re adept at leveraging risk, and you are trained in tasks that involve some element of chance, such as playing games or choosing between two or three apparently equal options.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.wWSSBexYE1QI054l]{Pressing Your Luck}: You can choose to automatically succeed on one task without rolling, as long as the task’s difficulty is no higher than 6. When you do so, however, you also trigger a GM intrusion as if you had rolled a 1. The intrusion doesn’t invalidate the success, but it probably qualifies it in some fashion. You can do this one time, although the ability renews each time you make a ten-hour recovery roll.

@UUID[Compendium.cyphersystem-compendium.inabilities.MoKSCrQBoxl4PZ0f]{Inability}: You may be nimble, but you’re not sneaky. Tasks related to sneaking and staying quiet are hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. It seemed like there were equal odds that the other PCs wouldn’t succeed, which sounded good to you.

  2. You think the tasks ahead will present you with unique and fulfilling challenges.

  3. One of your biggest risks failed to go your way, and you need money to help pay that debt.

  4. You bragged that you never saw a risk you didn’t like, which is how you reached your current point.

Rugged

You’re a nature lover accustomed to living rough, pitting your wits against the elements. Most likely, you’re a skilled hunter, gatherer, or naturalist. Years of living in the wild have left their mark with a worn countenance, wild hair, or scars. Your clothing is probably much less refined than the garments worn by city dwellers.

You gain the following characteristics:

@UUID[Compendium.cyphersystem-compendium.expanded-skills.zOjoCu1WyXeVzqs6]{Skill}: You’re trained in all tasks involving climbing, jumping, running, and swimming.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.lpBwC7PY35rIfBUG]{Skill}: You’re trained in all tasks involving training, riding, or placating natural animals.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.2Ipdh8f3MeuAMM3R]{Skill}: You’re trained in all tasks involving identifying or using natural plants.

@UUID[Compendium.cyphersystem-compendium.inabilities.iP9m2p6htGgd896X]{Inability}: You have no social graces and prefer animals to people. Any task involving charm, persuasion, etiquette, or deception is hindered.

Additional Equipment: You carry an explorer’s pack with rope, two days’ rations, a bedroll, and other tools needed for outdoor survival.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. Against your better judgment, you joined the other PCs because you saw that they were in danger.

  2. One of the other PCs convinced you that joining the group would be in your best interests.

  3. You’re afraid of what might happen if the other PCs fail.

  4. There is reward involved, and you need the money.

Sharp-Eyed

You’re perceptive and well aware of your surroundings. You notice the little details and remember them. You can be difficult to surprise.

You gain the following characteristics:

@UUID[Compendium.cyphersystem-compendium.basic-skills.gbWPNb1uKsRtZWSL]{Skill}: You’re trained in initiative actions.

@UUID[Compendium.cyphersystem-compendium.basic-skills.rH5FwMXGaNn21DZD]{Skill}: You’re trained in perception actions.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.LboNMbw0CmRDZX0l]{Find the Flaw}: If an opponent has a straightforward weakness (takes extra damage from fire, can’t see out of their left eye, and so on), the GM will tell you what it is.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You heard about what was going on, saw a flaw in the other PCs’ plan, and joined up to help them out.

  2. You noticed that the PCs have a foe (or at least a tail) they weren’t aware of.

  3. You saw that the other PCs were up to something interesting and got involved.

  4. You’ve been noticing some strange things going on, and this all appears related.

Skeptical

You possess a questioning attitude regarding claims that are often taken for granted by others. You’re not necessarily a “doubting Thomas” (a skeptic who refuses to believe anything without direct personal experience), but you’ve often benefited from questioning the statements, opinions, and received knowledge presented to you by others.

You gain the following characteristics:

Insightful: +2 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.basic-skills.QonPVHzXrzIN29lf]{Skill}: You’re trained in identifying.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.E2q7bbS0LqBwRDFi]{Skill}: You’re trained in all actions that involve seeing through a trick, an illusion, a rhetorical ruse designed to evade the issue, or a lie. For example, you’re better at keeping your eye on the cup containing the hidden ball, sensing an illusion, or realizing if someone is lying to you (but only if you specifically concentrate and use this skill).

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You overheard other PCs holding forth on a topic with an opinion you were quite skeptical about, so you decided to approach the group and ask for proof.

  2. You were following one of the other PCs because you were suspicious of him, which brought you into the action.

  3. Your theory about the nonexistence of the supernatural can be invalidated only by your own senses, so you came along.

  4. You need money to fund your research.

Stealthy

You’re sneaky, slippery, and fast. These talents help you hide, move quietly, and pull off tricks that require sleight of hand. Most likely, you’re wiry and small. However, you’re not much of a sprinter—you’re more dexterous than fleet of foot.

You gain the following characteristics:

Quick: +2 to your Speed Pool.

@UUID[Compendium.cyphersystem-compendium.basic-skills.duTx0BwgmC1Gw3Ze]{Skill}: You’re trained in all stealth tasks.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.YlYSOH8OdFUTBwey]{Skill}: You’re trained in all interactions involving lies or trickery.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.5iv3kUKcLQwrTSDH]{Skill}: You’re trained in all special abilities involving illusions or trickery.

@UUID[Compendium.cyphersystem-compendium.inabilities.lhu2y0HMmw0xQ3hv]{Inability}: You’re sneaky but not fast. All movement-related tasks are hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You attempted to steal from one of the other PCs. That character caught you and forced you to come along with them.

  2. You were tailing one of the other PCs for reasons of your own, which brought you into the action.

  3. An NPC employer secretly paid you to get involved.

  4. You overheard the other PCs talking about a topic that interested you, so you decided to approach the group.

Strong

You’re extremely strong and physically powerful, and you use these qualities well, whether through violence or feats of prowess. You likely have a brawny build and impressive muscles.

You gain the following characteristics:

Very Powerful: +4 to your Might Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.0yrwPAkrOBERFQOq]{Skill}: You’re trained in all actions involving breaking inanimate objects.

@UUID[Compendium.cyphersystem-compendium.basic-skills.MrGl25gzZk4uu7BR]{Skill}: You’re trained in all jumping actions.

Additional Equipment: You have an extra medium weapon or heavy weapon.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. Against your better judgment, you joined the other PCs because you saw that they were in danger.

  2. One of the other PCs convinced you that joining the group would be in your best interests.

  3. You’re afraid of what might happen if the other PCs fail.

  4. There is reward involved, and you need the money.

Strong-Willed

You’re tough-minded, willful, and independent. No one can talk you into anything or change your mind when you don’t want it changed. This quality doesn’t necessarily make you smart, but it does make you a bastion of willpower and resolve. You likely dress and act with unique style and flair, not caring what others think.

You gain the following characteristics:

Willful: +4 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.DlnCXfB1v1U859YY]{Skill}: You’re trained in resisting mental effects.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.3IfJDAc8qCJ11NNX]{Skill}: You’re trained in tasks requiring incredible focus or concentration.

@UUID[Compendium.cyphersystem-compendium.inabilities.CmubEJ8BMUsW1oei]{Inability}: Willful doesn’t mean brilliant. Any task that involves figuring out puzzles or problems, memorizing things, or using lore is hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. Against your better judgment, you joined the other PCs because you saw that they were in danger.

  2. One of the other PCs convinced you that joining the group would be in your best interests.

  3. You’re afraid of what might happen if the other PCs fail.

  4. There is reward involved, and you need the money.

Swift

You move quickly, able to sprint in short bursts and work with your hands with dexterity. You’re great at crossing distances quickly but not always smoothly. You are likely slim and muscular.

You gain the following characteristics:

Fast: +4 to your Speed Pool.

@UUID[Compendium.cyphersystem-compendium.basic-skills.gbWPNb1uKsRtZWSL]{Skill}: You’re trained in initiative actions (to determine who goes first in combat).

@UUID[Compendium.cyphersystem-compendium.expanded-skills.EyD5RQ654NoPJ7MN]{Skill}: You’re trained in running actions.

@UUID[Compendium.cyphersystem-compendium.inabilities.t7exG3KfxnoPKxO2]{Inability}: You’re fast but not necessarily graceful. Any task involving balance is hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. Against your better judgment, you joined the other PCs because you saw that they were in danger.

  2. One of the other PCs convinced you that joining the group would be in your best interests.

  3. You’re afraid of what might happen if the other PCs fail.

  4. There is reward involved, and you need the money.

Tongue-Tied

You’ve never been much of a talker. When forced to interact with others, you never think of the right thing to say—words fail you entirely, or they come out all wrong. You often end up saying precisely the wrong thing and insult someone unintentionally. Most of the time, you just keep mum. This makes you a listener instead—a careful observer. It also means that you’re better at doing things than talking about them. You’re quick to take action.

You gain the following characteristics:

Actions, Not Words: +2 to your Might Pool, and +2 to your Speed Pool.

@UUID[Compendium.cyphersystem-compendium.basic-skills.rH5FwMXGaNn21DZD]{Skill}: You are trained in perception.

@UUID[Compendium.cyphersystem-compendium.basic-skills.gbWPNb1uKsRtZWSL]{Skill}: You are trained in initiative (unless it’s a social situation).

@UUID[Compendium.cyphersystem-compendium.inabilities.tlL5bTqgc9lt5GNz]{Inability}: All tasks relating to social interaction are hindered.

@UUID[Compendium.cyphersystem-compendium.inabilities.rfQPiUR4GHBdjFtE]{Inability}: All tasks involving verbal communication or relaying information are hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You just tagged along and no one told you to leave.

  2. You saw something important the other PCs did not and (with some effort) managed to relate it to them.

  3. You intervened to save one of the other PCs when they were in danger.

  4. One of the other PCs recruited you for your talents.

Tough

You’re strong and can take a lot of physical punishment. You might have a large frame and a square jaw. Tough characters frequently have visible scars.

You gain the following characteristics:

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.SkxEXPpCgIGXixu9]{Resilient}: +1 to Armor.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.gr1uaERqywhUGjCK]{Healthy}: Add 1 to the points you regain when you make a recovery roll.

@UUID[Compendium.cyphersystem-compendium.basic-skills.Q0vfmbqehJw0jYBa]{Skill}: You’re trained in Might defense actions.

Additional Equipment: You have an extra light weapon.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You’re acting as a bodyguard for one of the other PCs.

  2. One of the PCs is your sibling, and you came along to watch out for them.

  3. You need money because your family is in debt.

  4. You stepped in to defend one of the PCs when that character was threatened. While talking to them afterward, you heard about the group’s task.

Vicious

You try to hide what’s inside, fold it into yourself when everything inside you screams to let go, make them pay, make them hurt, and make them bleed. Sometimes you succeed for your friends—smiling like they smile, laughing when they laugh, and sometimes even having other emotions of your own. But it’s always there, that feeling of frantic glee mixed with hate that sometimes leaps out of you when you confront a foe. Violence your friends can tolerate, but you sometimes worry they will also learn that you are cruel.

You gain the following characteristics:

Skill: You are trained in @UUID[Compendium.cyphersystem-compendium.expanded-skills.53j3Qwt5Im4wqddo]{tracking creatures}. If @UUID[Compendium.cyphersystem-compendium.expanded-skills.ZPyRyzPue2DuKSw9]{a creature has wronged you}, the tracking task is eased.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.LldixgespLl6ajEf]{Bloodthirsty}: Once you begin fighting, you see only red. You inflict 2 additional points of damage with any attack.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.1FP6DV2OqgaaT4ZN]{Berserk}: Once you begin fighting, it’s hard for you to stop. In fact, it’s a difficulty 2 Intellect task to do so, even if your foe surrenders or you’ve run out of foes. If the latter occurs and you fail to stop, you attack the nearest ally within short range.

Additional Equipment: You have a record that you use to list those who’ve wronged you.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. Another PC saw you take down a mean drunk in a tavern, not realizing you were the one who started the fight.

  2. You wanted to get away from a bad situation, so you went with the other PCs.

  3. You want to change, and you hope that being with the other PCs will help you calm yourself.

  4. One of the other PCs asked you to come along, believing that your viciousness could be harnessed for the benefit of the mission.

Virtuous

Doing the right thing is a way of life. You live by a code, and that code is something you attend to every day. Whenever you slip, you reproach yourself for your weakness and then get right back on track. Your code probably includes moderation, respect for others, cleanliness, and other characteristics that most people would agree are virtues, while you eschew their opposites: sloth, greed, gluttony, and so on.

You gain the following characteristics:

Dauntless: +2 to your Might Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.iUJdgnZi90GZjY9s]{Skill}: You are trained in discerning people’s true motives or seeing through lies.

@UUID[Compendium.cyphersystem-compendium.basic-skills.5X8qgmSuvRVNTiaP]{Skill}: Your adherence to a strict moral code has hardened your mind against fear, doubt, and outside influence. You are trained in Intellect defense tasks.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. The PCs are doing something virtuous, and you’re all about that.

  2. The PCs are on the road to perdition, and you see it as your task to set them on the proper moral route.

  3. One of the other PCs invited you, hearing of your virtuous ways.

  4. You put virtue before sense and defended someone’s honor in the face of an organization or power far greater than you. You joined the PCs because they offered aid and friendship when, out of fear of reprisals, no one else would.

Weird

You aren’t like anyone else, and that’s fine with you. People don’t seem to understand you—they even seem put off by you—but who cares? You understand the world better than they do because you’re weird, and so is the world you live in. The concept of “the weird” is well known to you. Strange devices, ancient locales, bizarre creatures, storms that can transform you, living energy fields, conspiracies, aliens, and things most people can’t even name populate the world, and you thrive on them. You have a special attachment to it all, and the more you discover about the weirdness in the world, the more you might discover about yourself.

Weird characters might be mutants or people born with strange qualities, but sometimes they started out “normal” and adopted the weird by choice.

You gain the following characteristics:

Inner Light: +2 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.HV2tw9N81PJawwwx]{Distinctive Physical Quirk}: You have a unique physical aspect that is, well, bizarre. Depending on the setting, this can vary greatly. You might have purple hair or metal spikes on your head. Perhaps your hands don’t connect to your arms, although they move as if they do. Maybe a third eye stares out from the side of your head, or superfluous tendrils grow from your back. Whatever it is, your quirk might be a mutation, a supernatural trait (a blessing or curse), a feature with no explanation, or just a really wild tattoo that draws a lot of attention.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.zKHJrLeBOfy0p9du]{A Sense for the Weird}: Sometimes—at the GM’s discretion—weird things relating to the supernatural or its effects on the world seem to call out to you. You can sense them from afar, and if you get within long range of such a thing, you can sense whether it is overtly dangerous or not.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.uBvX2CVPg5MNgjwW]{Skill}: You are trained in supernatural knowledge.

@UUID[Compendium.cyphersystem-compendium.inabilities.JDEjrsDDDqVcqSZp]{Inability}: People find you unnerving. All tasks relating to pleasant social interaction are hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. It seemed weird, so why not?

  2. Whether the other PCs realize it or not, their mission has to do with something weird that you know about, so you got involved.

  3. As an expert in the weird, you were specifically recruited by the other PCs.

  4. You felt drawn to join the other PCs, but you don’t know why.

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Focus is what makes a character unique. No two PCs in a group should have the same focus. A focus gives a character benefits when they create their character and each time they ascend to the next tier. It’s the verb of the sentence “I am an adjective noun who verbs.”

This chapter contains nearly a hundred sample foci, such as Bears a Halo of Fire, Would Rather Be Reading, and Pilots Starcraft. These foci can be chosen and used as presented by a player, or by the GM who adds them to a list of available foci for their players in their next campaign.

In addition, the latter half of this chapter provides tools for the GM or an enterprising player to create their own custom foci that perfectly match the needs of a given game or campaign, as presented in Creating New Foci.

Choosing Foci

Not all foci are appropriate for every genre. The Genre chapter provides guidance, but this section offers some broad generalizations. Obviously, the GM can include whatever foci are available in their setting. Foci end up being an important distinction in this case, because Commands Mental Powers, for example, makes it clear that psychic abilities exist in the setting, just as Howls at the Moon implies the existence of lycanthropes like werewolves, and Pilots Starcraft, of course, requires starships available to pilot.

When a focus is chosen for a character, they get a special connection to one or more of their fellow PCs, a first-tier ability, and perhaps additional starting equipment: one or two pieces of equipment that might be required for the character to use their ability, or that might pair well with the focus. For instance, a character that can build things needs a set of tools. A character that’s constantly on fire needs a set of clothes that are immune to flame. A character that draws runes to cast spells needs writing implements. A character that slays monsters with a sword needs a sword. And so on. That said, many foci don’t require additional equipment.

Each focus also offers one or more suggestions—GM intrusions—for possible effects or consequences of really good or really bad die rolls.

A couple of foci presented in this chapter provide a “type swap option” that allows a player to swap an ability that would otherwise be gained from their type for the indicated ability instead. A player doesn’t have to make the swap; they merely have the option. For instance, the focus Loves the Void provides the option to gain the ability Have Spacesuit, Will Travel instead of a type ability.

As a character progresses to a new tier, a focus grants more abilities. Each tier’s benefit is usually labeled Action or Enabler. If an ability is labeled Action, a character must take an action to use it. If an ability is labeled Enabler, it makes other actions better or gives some other benefit, but it’s not an action. An ability that allows a character to blast foes with lasers is an action. An ability that grants additional damage when an attack is made is an enabler. An enabler is used in the same turn as another action, and often as part of another action.

Each tier’s benefits are independent of and cumulative with benefits from other tiers (unless indicated otherwise). So if a first-tier ability grants +1 to Armor and a fourth-tier ability also grants +1 to Armor, when the character reaches fourth tier, a total of +2 to Armor is granted.

At tier 3 and tier 6, the character is asked to choose one ability from the two options provided.

Finally, you can choose whether you want to expand the story behind the focus (though that’s not mandatory).

Focus Connections

Choose a connection that goes well with the focus. If you’re a GM choosing (or creating) one or more foci for your players, choose up to four of the following connections.

  1. Pick one other PC. For reasons unknown to you, that character is completely immune to your focus abilities, whether you use them for help or for harm.

  2. Pick one other PC. You knew of that character years ago, but you don’t think they knew you.

  3. Pick one other PC. You’re always trying to impress them, but you’re not sure why.

  4. Pick one other PC. That character has a habit that annoys you, but you’re otherwise quite impressed with their abilities.

  5. Pick one other PC. That character shows potential in appreciating your particular paradigm, fighting style, or other
    focus-provided attribute. You would like to train them, but you’re not necessarily qualified to teach (that’s up to you), and they might not be interested (that’s up to them).

  6. Pick one other PC. If they are within immediate range when you’re in a fight, sometimes they provide an asset, and sometimes they accidentally hinder your attack rolls (50% chance either way, determined per fight).

  7. Pick one other PC. You once saved their life, and they clearly feel indebted to you. You wish they didn’t; it’s just part of the job.

  8. Pick one other PC. That character recently mocked you in some fashion that really hurt your feelings. How you deal with this (if at all) is up to you.

  9. Pick one other PC. That character knows you have suffered at the hands of robotic entities in the past. Whether you hate robots now is up to you, which may affect your relationship with the character if they are friendly with robots or have robotic parts.

  10. Pick one other PC. That character comes from the same place you do, and you knew each other as children.

  11. Pick one other PC. In the past, they taught you a few tricks to use in a fight.

  12. Pick one other PC. That character doesn’t seem to approve of your methods.

  13. Pick one other PC. Long ago, the two of you were on opposite sides of a fight. You won, though you “cheated” in their eyes (but from your perspective, all’s fair in a fight). They may be ready for a rematch, though that’s up to them.

  14. Pick one other PC. You are always trying
    to impress that character with your skill, wit, appearance, or bravado. Perhaps they are a rival, perhaps you need their respect, or perhaps you’re romantically interested
    in them.

  15. Pick one other PC. You fear that character is jealous of your abilities and worry that it might lead to problems.

  16. Pick one other PC. You accidentally caught them in a trap you set, and they had to get free on their own.

  17. Pick one other PC. You were once hired to track down someone who was close to that character.

  18. Pick two PCs (preferably ones who are likely to get in the way of your attacks). When you miss with an attack and the GM rules that you struck someone other than your target, you hit one of these two characters.

  19. Pick one other PC. You’re not sure how or from where, but that character has a line on bottles of rare alcohol and can get them for you for half price.

  20. Pick one other PC. You recently had a possession go missing, and you’re becoming convinced that they took it. Whether or not they did is up to them.

  21. Pick one other PC. They always seem to know where you are, or at least in what direction you are in relation to them.

  22. Pick one other PC. Seeing you use your focus abilities seems to trigger an unpleasant memory in that character. That memory is up to the other PC, although they may not be able to consciously recall it.

  23. Pick one other PC. Something about them interferes with your abilities. When they stand next to you, your focus abilities cost 1 additional point.

  24. Pick one other PC. Something about them complements your abilities. When they stand next to you, the first focus ability you use in any 24-hour period costs 2 fewer points.

  25. Pick one other PC. You have known that character for a while, and they helped you gain control of your focus-related abilities.

  26. Pick one other PC. Sometime in that character’s past, they had a devastating experience while attempting something that you do as a matter of course thanks to your focus. Whether they choose to tell you about it is up to them.

  27. Pick one other PC. Their occasional clumsiness and loud behavior irritate you.

  28. Pick one other PC. In the recent past, while practicing, you accidentally hit them with an attack, wounding them badly. It is up to them to decide whether they resent or forgive you.

  29. Pick one other PC. They owe you a significant amount of money.

  30. Pick one other PC. In the recent past, while escaping a threat, you accidentally left that character to fend for themselves. They survived, but just barely. It is up to the player of that character to decide whether they resent you or have decided to forgive you.

  31. Pick one other PC. Recently, they accidentally (or perhaps intentionally) put you in a position of danger. You’re fine now, but you’re wary around them.

  32. Pick one other PC. From your perspective, they seem nervous around a specific idea, person, or situation. You would like to teach them how to be more comfortable with their fears (if they will let you).

  33. Pick one other PC. They called you a coward once.

  34. Pick one other PC. That character always recognizes you or your handiwork, whether you’re in disguise or are long gone when they arrive on the scene.

  35. Pick one other PC. You inadvertently caused an accident that put them into a sleep so deep they didn’t wake for three days. Whether they forgive you or not is up to them.

  36. Pick one other PC. You are pretty sure you are related in some fashion.

  37. Pick one other PC. You accidentally learned something they were trying to keep a secret.

  38. Pick one other PC. They are especially sensitive to the use of your flashier focus abilities, and occasionally they become dazzled for a few rounds, which hinders their actions.

  39. Pick one other PC. They appear to have a treasured item that was once yours, but that you lost in a game of chance years ago.

  40. Pick one other PC. If it wasn’t for you, that character would have failed a past test of mental achievement.

  41. Pick one other PC. Based on a couple of comments you’ve overheard, you suspect that they don’t hold your area of training or favorite hobby in the highest regard.

  42. Pick one other PC whose focus intertwines with yours. This odd connection affects them in some way. For example, if the character uses a weapon, your focus ability sometimes improves their attack in some fashion.

  43. Pick one other PC. They are deathly afraid of heights. You would like to teach them how to be more comfortable with their feet off the ground. They must decide whether or not to take you up on your offer.

  44. Pick one other PC. They are skeptical of your claims about something momentous that happened in your past. They might even attempt to discredit you or discover the “secret” behind your story, though that’s up to them.

  45. Pick one other PC. They have a knack for being able to recognize where your plans or schemes have a weak spot.

  46. Pick one other PC. That character’s face is so intriguing to you in a way you don’t understand that you sometimes find yourself sketching their likeness in the dirt or using some other medium you have access to.

  47. Pick one other PC. That character has an extra item of regular equipment you gave them, either something you made or an item you just wanted to give them. (They choose the item.)

  48. Pick one other PC. They commissioned you to do a job for them. You’ve already been paid but haven’t yet completed the job.

  49. Pick one other PC. You worked together in the past, and the job ended badly.

  50. Pick one other PC. While they stand next to you and use their action to concentrate on helping you, one of your focus ability’s ranges is doubled.

Story Behind The Focus

The foci in this book have been purposely stripped down to basics so they have the widest possible application across multiple genres. A single descriptive sentence or two summarizes each one. After you choose a focus, you have the option to expand its presentation by adding more story and description relevant to the world or to the character.

For instance, if you choose Operates Undercover, the summarizing description is “Under the guise of someone else, you seek to find answers the powerful do not want divulged.” If you choose Conducts Weird Science, the summary is “Your preternatural insight and ability make you a scientist capable of amazing feats.” These descriptions provide what you need to know to use the focus.

However, if you wish (and only if you wish; there is no requirement to do so), you can add more to those descriptions in a fashion that’s relevant for your game. For example, if you choose both Operates Undercover and Conducts Weird Science for use in a modern genre such as horror, urban fantasy, espionage, or something similar, you might expand the descriptions as shown in the following examples.

Operates Undercover: Espionage is not something you know anything about. At least, that’s what you want everyone to believe, because in truth, you’ve been trained as a spy or covert agent. You might work for a government or for yourself. You might be a police detective or a criminal. You could even be an investigative reporter.

Regardless, you learn information that others attempt to keep secret. You collect rumors and whispers, stories and hard-won evidence, and you use that knowledge to aid your own endeavors and, if appropriate, provide your employers with the information they desire. Alternatively, you might sell what you have learned to those willing to pay a premium.

You probably wear dark colors—black, charcoal grey, or midnight blue—to help blend into the shadows, unless the cover you’ve chosen requires you to look like someone else.

Conducts Weird Science: You could be a respected scientist, having been published in several peer-reviewed journals. Or you might be considered a crank by your contemporaries, pursuing fringe theories on what others consider to be scant evidence. Truth is, you have a particular gift for sifting the edges of what’s possible. You can find new insights and unlock odd phenomena with your experiments. Where others see a crackpot cornucopia, you sift the conspiracy theories for revelation. Whether you conduct your enquiries as a government contractor, a university researcher, a corporate scientist, or an indulger of curiosity in your own garage lab following your muse, you push the boundaries of what’s possible.

You probably care more about your work than trivialities such as your appearance, polite or proper behavior, or social norms, but then again, an eccentric like you might turn the tables on that stereotype too.

If you want to go even further, you could determine where a character’s focus abilities come from. Depending on the genre, they could derive those abilities from advanced and persistent training, via magical runes, through cybernetic parts, from their genetic heritage, or because of their access to advanced technology. For instance, a character might be able to blast targets with lightning because they got zapped by strange radiation or because they picked up a lightning gun. On the other hand, it might be because their intense training allowed them to learn lightning magic. The possibilities are nearly endless, and up to you to include or forgo. Because however a focus’s abilities were gained, it’s also enough that they just work.

Customizing Foci

Sometimes not everything about a focus is right for a character’s concept, or perhaps the GM needs additional guidelines for creating a new focus. Either way, the solution lies in looking at foci abilities at their most basic default levels.

At any tier, a player can select one of the following abilities in place of the ability granted by the tier. Many of these replacement abilities, particularly at the higher tiers, might involve body modification, integration with high-tech devices, learning powerful magic spells, uncovering forbidden secrets, or something similar appropriate to the genre.

Tier 1

@UUID[Compendium.cyphersystem-compendium.abilities.2x7nMe9ZGp3VjI8B]{Combat Prowess} @UUID[Compendium.cyphersystem-compendium.abilities.RnK2bmvUb7RIVPSA]{Enhanced Potential}

Tier 2

Lower-tier ability: choose any tier 1 replacement ability, above.

@UUID[Compendium.cyphersystem-compendium.abilities.CtRvLxfUlCynJv1B]{Skill With Defense} @UUID[Compendium.cyphersystem-compendium.abilities.yl2zo179wXZW5Xxc]{Practiced With All Weapons} @UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks}

Tier 3

Lower-tier ability: choose any tier 1 or 2 replacement ability, above.

@UUID[Compendium.cyphersystem-compendium.abilities.b776WTF2u1roh3n0]{Incredible Health} @UUID[Compendium.cyphersystem-compendium.abilities.rqC9cEmRkvm29N56]{Fusion Armor}

Tier 4

Lower-tier ability: choose any tier 1, 2, or 3 replacement ability, above.

@UUID[Compendium.cyphersystem-compendium.abilities.VsKeNcF252yKnh2O]{Poison Resistance} @UUID[Compendium.cyphersystem-compendium.abilities.V2BSB9or5UJdTiYF]{Built-in Weaponry}

Tier 5

Lower-tier ability: choose any tier 1, 2, 3, or 4 replacement ability, above.

@UUID[Compendium.cyphersystem-compendium.abilities.wWN4y4rATxbtMCMo]{Adaptation} @UUID[Compendium.cyphersystem-compendium.abilities.FjXL6iSD1CJKbuGT]{Defensive Field}

Tier 6

Lower-tier ability: choose any tier 1, 2, 3, 4, or 5 replacement ability, above.

@UUID[Compendium.cyphersystem-compendium.abilities.cbXNxvPdWEbKF6nA]{Reactive Field}

Foci

The full description for each focus ability listed in this section is found in the Abilities chapter, which has descriptions for type, flavor, and focus abilities in a single vast catalog.

Abides in Stone

Your flesh is made of hard mineral, making you a hulking, difficult-to-harm humanoid.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.pXrC4lkMOY7CvFLk]{Golem Body}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.U9ZBl9NeipxSLavS]{Golem Healing}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.aFEBxDGnuFi20cLo]{Golem Grip}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.zuEylYrgOVAAjs71]{Trained Basher}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.E0k0LUw0epjJGrv9]{Golem Stomp} or @UUID[Compendium.cyphersystem-compendium.abilities.NFsoXUQaq3I5h2UY]{Weaponization}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.Uk6ceaEWFjcoHNTI]{Deep Reserves}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.F6mAzjhG2T4irVjy]{Specialized Basher}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.4BQHOR98z3TYJPQu]{Still As a Statue}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.fkedtvx6UakJPOZN]{Ultra Enhancement} or @UUID[Compendium.cyphersystem-compendium.abilities.laxdkyrDuOhxfWKc]{Mind Surge}

GM Intrusions: Creatures of stone sometimes forget their own strength or weight. A walking statue can terrify common folk.

Absorbs Energy

You can harness kinetic energy and transform it into other kinds of energy.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.62zBqhQoPk6IV8lF]{Absorb Kinetic Energy}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.NMjccuRLDDnfZtZe]{Release Energy}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.UJst9mtUKNTe3Pd2]{Energize Object}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.yvPcOjjqyU3618Ob]{Absorb Pure Energy} or @UUID[Compendium.cyphersystem-compendium.abilities.wrPVUnJauasIH886]{Improved Absorb Kinetic Energy}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.Y7HUEp7IxdPuur8V]{Overcharge Energy}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.LwmoGOpgHy1K2dU4]{Energize Creature}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.5i6TqVJQQ4sTvqTm]{Energize Crowd} or @UUID[Compendium.cyphersystem-compendium.abilities.m21TAvxSQn1rGx3d]{Overcharge Device}

GM Intrusions: Energy goes to ground in a destructive way. Some predators feed directly on energy. An unintended item is drained of energy.

Awakens Dreams

You can pull images from dreams and bring them to life in the waking world.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.y08bfWS5eyeUJB3J]{Dreamcraft}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.bcEupdsF6FduFPwe]{Oneirochemy}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.bH57y3PYsMceluGy]{Dream Thief}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.FBCpBF9PXlEtIX4m]{Dream Becomes Reality} or @UUID[Compendium.cyphersystem-compendium.abilities.7GsuhcRTpDX0d1em]{Enhanced Intellect}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.FIU24o7T66ViVgyg]{Daydream}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.pUbqCBV3dBOWFgmv]{Nightmare}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.2iAHsn5ie8sYRiyb]{Chamber of Dreams} or @UUID[Compendium.cyphersystem-compendium.abilities.cbXNxvPdWEbKF6nA]{Reactive Field}

GM Intrusions: An unexpected sleepwalking episode puts the character into a dangerous situation. A nightmare breaks free of a dream.

Battles Robots

You excel in battling robots, automatons, and machine entities.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.atQ5yNq1ZEyy0z5j]{Machine Vulnerabilities}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.pYsmdnNte7o5Flca]{Tech Skills}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.aNNLomN5nZc52ZT4]{Defense Against Robots}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.QHSH8fE6l3bKz2xl]{Machine Hunting}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.ka5VA9XBi4OTnKVa]{Disable Mechanisms} or @UUID[Compendium.cyphersystem-compendium.abilities.uG2ACHNAPoZirp0b]{Surprise Attack}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.NoKdHv0FSytZR4iF]{Robot Fighter}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.NJakiz9yvoflzzBD]{Drain Power}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.jHrQLzIfjKtXBoJL]{Deactivate Mechanisms} or @UUID[Compendium.cyphersystem-compendium.abilities.58CLKxSLgaT6W6Cj]{Lethal Damage}

GM Intrusions: The robot explodes upon defeat. Other robots come after the character for revenge.

Bears a Halo of Fire

You can sheath your body in flames, which protects you and harms your foes.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.AzMtxh562JfrPdKZ]{Shroud of Flame}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.NJjAmyf9zhjRTNme]{Hurl Flame}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.TWqyBv9PEjwJKd1y]{Wings of Fire} or @UUID[Compendium.cyphersystem-compendium.abilities.srn53BB1da8Elh1t]{Fiery Hand of Doom}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.tJQmvEiYq2xBv4ZJ]{Flameblade}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.6fpCYtBDCfW6m1b0]{Fire Tendrils}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.NVdx8QjmTP5eOjDh]{Fire Servant} or @UUID[Compendium.cyphersystem-compendium.abilities.PLsz8IqWScZt0Ott]{Inferno Trail}

GM Intrusions: Fire burns flammable material. Fire spreads out of control. Primitive creatures fear fire and often attack what they fear.

Blazes With Radiance

You can create light, sculpt it, bend it away from you, or gather it to use as a weapon.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.ea7BzQy6fZqHQNET]{Enlightened}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.xZQXXjAWGBo7mTHU]{Illuminating Touch}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.teFcKcbo5ZBFbfRl]{Dazzling Sunburst}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.IUlsD8Zxp8AYbO4h]{Burning Light} or @UUID[Compendium.cyphersystem-compendium.abilities.CtRvLxfUlCynJv1B]{Skill With Defense}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.iIlgHiF1EN0fEpYx]{Sunlight}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.PyVeE7CtDVDksWG6]{Disappear}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.cE7JPRHLqIdM3b9V]{Living Light} or @UUID[Compendium.cyphersystem-compendium.abilities.FjXL6iSD1CJKbuGT]{Defensive Field}

GM Intrusions: Allies are accidentally dazzled or blinded. Bright flashes draw guards.

Brandishes an Exotic Shield

You deploy an amazing shield of pure force that provides protection and some offensive options.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.yb5PaVIPimrcJxFg]{Force Field Shield}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.aidcxXW6MokDMqY7]{Force Bash}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.vPflrS1giYnMoqL2]{Enveloping Shield}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.6nm35znCQzjAk6Gb]{Healing Pulse} or @UUID[Compendium.cyphersystem-compendium.abilities.SPL1URVkuo4PJP8I]{Throw Force Shield}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.B5zrSVUs54TUALFB]{Energized Shield}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.TXNhhyj63MMp2dVF]{Force Wall}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.zflNCqrmTL7vrYg1]{Bouncing Shield} or @UUID[Compendium.cyphersystem-compendium.abilities.Np67YSIzrP6w1PPb]{Shield Burst}

GM Intrusions: The shield is temporarily lost. A foe temporarily ends up with the shield.

Builds Robots

Your robotic creations do as they are commanded.

The word “robot” is used in this focus, though the robot you create might look very different from one created by someone else, depending on the genre. Steampunk robots, organic robots, or even magical golems are all feasible “robots.”

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.paIv2etaqLqY76y0]{Robot Assistant}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.pUliR2uWpIcE6jQX]{Robot Builder}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.kgCuCmU8kn0UMy8v]{Robot Control}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.ETGBAqAc1ApFH5cx]{Expert Follower} or @UUID[Compendium.cyphersystem-compendium.abilities.CtRvLxfUlCynJv1B]{Skill With Defense}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.BSx4qB29VwRUISm6]{Robot Upgrade}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.yqhUXLWMSNn5IYOn]{Robot Fleet}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.HAVNfVKAdwtJF6Jj]{Robot Evolution} or @UUID[Compendium.cyphersystem-compendium.abilities.BSx4qB29VwRUISm6]{Robot Upgrade}

GM Intrusions: The robot is hacked, gains a mind of its own, or unexpectedly detonates.

Calculates the Incalculable

Awesome mathematical ability allows you to model the world in real time, giving you an edge over everyone.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.vcbIe2sSMKJmawl4]{Predictive Equation}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.A853pOqz5BmPfh4w]{Higher Mathematics}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.V5oEOJ4i32t97yOG]{Predictive Model}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.CNw7shehsdySzhAK]{Subconscious Defense} or @UUID[Compendium.cyphersystem-compendium.abilities.7GsuhcRTpDX0d1em]{Enhanced Intellect}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.Z7JkIlrv7gxim4Fn]{Cognizant Offense}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.34Ycb9VK8JwHgSl4]{Greater Enhanced Intellect}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.GnQRIvynqXx1R2a0]{Further Mathematics}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.wlkPdME0r3hx9VbE]{Knowing the Unknown} or @UUID[Compendium.cyphersystem-compendium.abilities.34Ycb9VK8JwHgSl4]{Greater Enhanced Intellect}

GM Intrusions: Too many predicted results threaten to overwhelm and stun the character. A result points to imminent disaster.

Channels Divine Blessings

A devout follower of a divine being, you channel some of your deity’s power to achieve wonders.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.I9m3nOdBZ2HoEmbj]{Blessing of the Gods}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.7GsuhcRTpDX0d1em]{Enhanced Intellect}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.dJTgtIs80gOoI6ac]{Divine Radiance} or @UUID[Compendium.cyphersystem-compendium.abilities.NgHLZq3tZ3CFJvYv]{Fire Bloom}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.gDwPpgIAocEfQjPx]{Overawe}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.OkKNmMvLFwHxUv2r]{Divine Intervention}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.tgaSXp1VQiec8Jst]{Divine Symbol} or @UUID[Compendium.cyphersystem-compendium.abilities.LnZkUlKUuuD7iW3P]{Summon Demon}

GM Intrusions: A demon investigates divine magic use. A rival cult has issues with the character’s teachings.

Commands Mental Powers

You can pull images from dreams and bring them to life in the waking world.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.L2NOLfflU6HNleuT]{Telepathic}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.W5Zt9qDKCtNr49BC]{Mind Reading}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.Mc8L07dpf605FDo9]{Psychic Burst} or @UUID[Compendium.cyphersystem-compendium.abilities.iRqXVpngq6vfgtEn]{Psychic Suggestion}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.FktE2hQhSKXbWcQU]{Use Senses of Others}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.N0wzhZ676UrCR8M4]{Precognition}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.Vcfc6yjbqX6WSzCf]{Mind Control} or @UUID[Compendium.cyphersystem-compendium.abilities.K0C60k7wHBSpMQX4]{Telepathic Network}

GM Intrusions: Something glimpsed in the target’s mind is horrifying. A feedback loop allows the target to read the character’s mind.

Conducts Weird Science

Your preternatural insight and ability make you a scientist capable of amazing feats.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.4PVFXmi2cxI8MdpR]{Lab Analysis}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.eEGFknWQZUBNXn99]{Knowledge Skills}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.mFPUUmBIcGGsuwNd]{Modify Device}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.G0hoaZFQpdG7FfxO]{Better Living Through Chemistry} or @UUID[Compendium.cyphersystem-compendium.abilities.b776WTF2u1roh3n0]{Incredible Health}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.eEGFknWQZUBNXn99]{Knowledge Skills}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.gjBFpV2OvDmBqeE3]{Just a Bit Mad}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.RHLBHQuskBAVGnU8]{Weird Science Breakthrough}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.CyuPiJdYZIfNcTSy]{Incredible Feat of Science}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.JeqLEAcHOYVd78TH]{Inventor} or @UUID[Compendium.cyphersystem-compendium.abilities.FjXL6iSD1CJKbuGT]{Defensive Field}

GM Intrusions: Creations get out of control. Side effects cannot always be predicted. Weird science terrifies people and can draw the media. When a device created or modified by weird science is depleted, it detonates.

Consorts With the Dead

The dead answer your questions, and their reanimated corpses serve you.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.nvA3LwoSP7jf4h8G]{Speaker for the Dead}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.yaLHxRtVBhveqHJA]{Necromancy}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.uPvNopNWTgHGIPyR]{Reading the Room} or @UUID[Compendium.cyphersystem-compendium.abilities.rRDSzPJtUCwRVXFR]{Repair Flesh}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.vEVmBgz2TxOH3aSk]{Greater Necromancy}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.kKYyGbrQxDRSOh37]{Terrifying Gaze}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.GDphyYXSfjKE5BST]{True Necromancy} or @UUID[Compendium.cyphersystem-compendium.abilities.Gsre3acJaxhGBa0S]{Word of Death}

GM Intrusions: The character’s necromantic reputation precedes them. A corpse seeks revenge for being reanimated.

Controls Beasts

Your ability to communicate and lead beasts is uncanny.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.bOohoEcDegDBinFc]{Beast Companion}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.gT21nqWZ9Es576oC]{Soothe the Savage}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.OIk4usP2NFT0tDu7]{Communication}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.cGcblQ2qvyHM02kY]{Mount} or @UUID[Compendium.cyphersystem-compendium.abilities.h1rn92kIqG5VVYd6]{Stronger Together}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.zstBkLwRduC7vgGT]{Beast Eyes}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.0IlHHY1ktkN2L5Sp]{Improved Companion}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.pFWDdnTXCiPfwsWv]{Beast Call}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.Qm31Nw2SkBpVcv9M]{As If One Creature} or @UUID[Compendium.cyphersystem-compendium.abilities.LvoH43SKKtr3urKo]{Control the Savage}

GM Intrusions: The community is reluctant to welcome dangerous animals. Out-of-control beasts become a real hazard.

Controls Gravity

You can sway the attraction of gravity itself.

Type Swap Option: Weighty

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.UCR0rx32kEsTcgnF]{Hover}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.QH3l6ojVnasZm5U8]{Enhanced Speed Edge}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.SHMGbt30RfePtyNE]{Define Down} or @UUID[Compendium.cyphersystem-compendium.abilities.jbhcWHMiQQaR9ukO]{Gravity Cleave}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.eJpNT3QObtYiDfXY]{Field of Gravity}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.abdAcwYE8L00VakL]{Flight}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.Cnvf8fv0EEKU3iSn]{Improved Gravity Cleave} or @UUID[Compendium.cyphersystem-compendium.abilities.tMOeiKWrhp5P5CCQ]{Weight of the World}

GM Intrusions: Onlookers react with unreasoning fear. A weird interaction sends an ally or object careening into the sky.

Crafts Illusions

You fashion images from light that are so perfect they seem real.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.l60mmJrF1GupXLJB]{Minor Illusion}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.asQqC0DepYcsPxRV]{Illusory Disguise}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.JwG4lCSZIG3qUQAi]{Cast Illusion} or @UUID[Compendium.cyphersystem-compendium.abilities.hNsph7BRwllVSUre]{Major Illusion}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.hJV3hrSYcq3Zbzl5]{Illusory Selves}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.9cJ6gJZc7datpQwJ]{Terrifying Image}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.lCWWUQ0vYH2odiDv]{Grandiose Illusion} or @UUID[Compendium.cyphersystem-compendium.abilities.RNJbp1eAcMqSnYvb]{Permanent Illusion}

GM Intrusions: The illusion isn’t believable. The illusion is pierced at just the wrong moment.

Crafts Unique Objects

You’re an inventor of strange and useful objects.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.fkyJ02LbeOAfDxcF]{Crafter}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.YF8CYsYKcXpdfqH5]{Master Identifier}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.yIdq1lu1eUAkNyDC]{Artifact Tinkerer}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.m6X5wyPUPdhqLTIp]{Quick Work}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.4JDFgEhyhqReRngE]{Master Crafter} or @UUID[Compendium.cyphersystem-compendium.abilities.V2BSB9or5UJdTiYF]{Built-in Weaponry}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.M3TM1cORNnlEN0ZO]{Cyphersmith}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.y3qXWOUu7mAhg6Rb]{Innovator}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.JeqLEAcHOYVd78TH]{Inventor} or @UUID[Compendium.cyphersystem-compendium.abilities.rqC9cEmRkvm29N56]{Fusion Armor}

GM Intrusions: The object malfunctions, breaks, or suffers catastrophic or unexpected failure.

Cyphersmith works only in a setting where the cyphers are physical objects. If this isn’t the case, this ability should probably be replaced with something akin to Weird Science Breakthrough from the Conducts Weird Science focus.

Dances With Dark Matter

You can manipulate shadow and “dark” matter.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.7aCeBDGZqu8A9hMQ]{Ribbons of Dark Matter}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.VWehoqF0N6s0WMLK]{Void Wings}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.XYbtbbVKFYmDfmjO]{Dark Matter Shroud} or @UUID[Compendium.cyphersystem-compendium.abilities.MqGMnSIkHK4rOFSm]{Dark Matter Strike}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.yB4tnpDNVSOxgruq]{Dark Matter Shell}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.b44vvK2YjdSeYPJc]{Windwracked Traveler}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.JUn27j5YI3dRh2jJ]{Dark Matter Structure} or @UUID[Compendium.cyphersystem-compendium.abilities.apQwshUTjCQPym8A]{Embrace the Night}

GM Intrusions: Dark matter skulks away as if possessed by a mind of its own.

Defends the Gate

Everyone wants you on their side when it comes to a fight because nothing gets by you.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.C9x7b1qN4qmm568P]{Fortified Position}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.POaewj2PWMMfCY1i]{Rally to Me}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.VgomhLKFHDDAzW9T]{Mind for Might}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.ZvKFftq7doCxI7T5]{Fortification Builder} or @UUID[Compendium.cyphersystem-compendium.abilities.LODZEYtmmBN5D9zZ]{Divert Attacks}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.R9KnCCvGoEHvV1p0]{Greater Enhanced Might}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.hCAzOVpH0jrYc9qk]{Reinforcing Field}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.KBykf0P4WQ9Lb6TN]{Generate Force Field} or @UUID[Compendium.cyphersystem-compendium.abilities.eQIPJk2xcFGfDr3H]{Stun Attack}

GM Intrusions: A strategically important structure collapses. The enemy attacks from an unexpected direction.

Defends the Weak

You stand up for the helpless, the weak, and the unprotected.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.YvPBxDxLz16Usm7m]{Courageous}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.6zU8AURXjXgG63j6]{Warding Shield}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.9p2RJYFo6s55F5Ha]{Devoted Defender}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.fh7tK1BVjgSfZ8ml]{Insight}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.Su3LkSzdGHg9w1RO]{Dual Wards} or @UUID[Compendium.cyphersystem-compendium.abilities.GAeUBbQWE3ryv50V]{True Guardian}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.lb5Bo8BpNXdVMkmt]{Combat Challenge}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.JrSM5XYgXpxNnLl2]{Willing Sacrifice}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.aDnA7oA9ZYCEfprI]{Resuscitate} or @UUID[Compendium.cyphersystem-compendium.abilities.mjEFQ3ndDRvLB5Dj]{True Defender}

GM Intrusions: A character focused on protecting others may periodically leave themselves vulnerable to attacks.

Descends From Nobility

A descendent of wealth and power, you carry a noble title and the abilities granted by a privileged upbringing.

Type Swap Option: @UUID[Compendium.cyphersystem-compendium.abilities.S2OZtm12S2YvxD7H]{Retinue}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.xMRRfjFF0POkxyea]{Privileged Nobility}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.A8CGMbLGsJ3AHKMP]{Trained Interlocutor}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.zTsjsWVgzjQzl2MW]{Advanced Command} or @UUID[Compendium.cyphersystem-compendium.abilities.AAUqaiWxC5V4e1VH]{Noble’s Courage}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.ETGBAqAc1ApFH5cx]{Expert Follower}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.T5tn7zItPyaRcYNC]{Asserting Your Privilege}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.Eez3uExkDA20XJg3]{Able Assistance} or @UUID[Compendium.cyphersystem-compendium.abilities.qbXP6HlN56bPt7cq]{Mind of a Leader}

GM Intrusions: Debts incurred by a family are owed by the character. A long-lost sibling seeks to disinherit rivals. An assassin finds the character.

Doesn’t Do Much

You’re a slacker, but you know a little about a lot of things.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.aOzkoVf0mNSkZBtn]{Life Lessons}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.2fU3nI68oi5ScziC]{Totally Chill}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks} or @UUID[Compendium.cyphersystem-compendium.abilities.uhC4ubTGfhkNvIMX]{Improvise}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.aOzkoVf0mNSkZBtn]{Life Lessons}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.nOuOE3EkrNr81pSq]{Greater Skill With Defense}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.4necR0YTsaij4ojD]{Greater Enhanced Potential}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.wztu6KcpILxwlFTU]{Drawing on Life’s Experiences} or @UUID[Compendium.cyphersystem-compendium.abilities.Mac5S0sQe9Muf4Mv]{Quick Wits}

GM Intrusions: New situations are confounding and stressful. Past actions (or inactions) come back to haunt the character.

Drives Like A Maniac

Whether balancing on two wheels, jumping another vehicle, or driving head-on toward an oncoming enemy car, you don’t think about the risks when you’re behind the wheel.

Someone who Drives Like a Maniac needs access to a vehicle.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.DCuOpij3sNomBe1a]{Driver}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.1fu5C9JHmORmWTR8]{Driving on the Edge}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.lY7NaxsFxt1XZVk5]{Car Surfer}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.HHcC89OKZACgLB8Y]{Stare Them Down}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.hQx9SoUhY6jzUeTW]{Expert Driver} or @UUID[Compendium.cyphersystem-compendium.abilities.QH3l6ojVnasZm5U8]{Enhanced Speed Edge}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.EQXA8Gcwdc7dU8lw]{Sharp-Eyed}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.tuofJSTVjOEwRUem]{Enhanced Speed}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.vVax9KyZ3U4Wpok8]{Something in the Road}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.qKDngpAWNEzhdRj5]{Trick Driver} or @UUID[Compendium.cyphersystem-compendium.abilities.58CLKxSLgaT6W6Cj]{Lethal Damage}

GM Intrusions: The engine develops a knock. The bridge on the road ahead is out. The windshield shatters. Someone unexpectedly runs in front of the vehicle.

Emerged From the Obelisk

Your body, hard as crystal, gives you a suite of unique abilities, gained after an interaction with a floating crystalline obelisk.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.bzeuikGxbM7noj2z]{Crystalline Body}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.UCR0rx32kEsTcgnF]{Hover}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.QsXOz48JgyXYEEqS]{Inhabit Crystal} or @UUID[Compendium.cyphersystem-compendium.abilities.4Fe5z4FD71eHlbbd]{Immovable}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.hIWg9VFNnYnrknAu]{Crystal Lens}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.ucsscEpO5L2gIYZg]{Resonant Frequency}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.bY52t6eGONKu8Kr4]{Resonant Quake} or @UUID[Compendium.cyphersystem-compendium.abilities.tR2v2vMu3TgN21OJ]{Return to the Obelisk}

GM Intrusions: Cyphers and artifacts react unexpectedly in the character’s hands.

Employs Magnetism

You command metal and the power of magnetism.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.p2JmtbtuzscW1ogs]{Move Metal}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.MK2dp11krszjDsyc]{Repel Metal}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.0XSuUGS0UyrhiW44]{Destroy Metal} or @UUID[Compendium.cyphersystem-compendium.abilities.4v5pXMwFeB7xQzME]{Guide Bolt}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.n985WYLPzj2XqBry]{Magnetic Field}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.uN2YVmNxkFj3SFof]{Command Metal}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.fruWNFBBNLpcGLaC]{Diamagnetism} or @UUID[Compendium.cyphersystem-compendium.abilities.SZtOjKk7ScShJT6G]{Iron Punch}

GM Intrusions: The metal twists, bends, or produces shrapnel. A lapse in concentration might cause something to slip or drop at just the wrong time.

Entertains

You perform, mostly for the benefit of others.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.rfsCCpxcsjc8hr60]{Levity}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.oilgQ4oM02Pa0eNp]{Inspiration}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.eEGFknWQZUBNXn99]{Knowledge Skills} or @UUID[Compendium.cyphersystem-compendium.abilities.4necR0YTsaij4ojD]{Greater Enhanced Potential}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.CLObcsu2DKKKhzyK]{Calm}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.Eez3uExkDA20XJg3]{Able Assistance}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.kZ3LhhYZKrcnBplY]{Master Entertainer} or @UUID[Compendium.cyphersystem-compendium.abilities.xRIDlrBzTXVYC5rh]{Vindictive Performance}

GM Intrusions: The audience is annoyed or offended. Musical instruments break. Paints dry in their pots. The words to a poem or song are forgotten.

Note: Erratum

It seems that the tier 2 ability is supposed to be @UUID[Compendium.cyphersystem-compendium.abilities.DLxDL49VjUEMAjxZ]{Inspiring Ease} instead of Inspiration.

Exists in Two Places at Once

You exist in two places at once.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.P1jQZdPIrxo4wNlr]{Duplicate}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.PRh7n2VLXyRa4il9]{Share Senses}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.FwEUY43Q8EMVCCsL]{Superior Duplicate} or @UUID[Compendium.cyphersystem-compendium.abilities.oEubmS7pZ3zFK8uJ]{Resilient Duplicate}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.nVFRDMhuWDrdve4F]{Damage Transference}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.jmjxGRJTwztzBtLc]{Coordinated Effort}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.rsYzxCchklPSFAp7]{Multiplicity} or @UUID[Compendium.cyphersystem-compendium.abilities.oEubmS7pZ3zFK8uJ]{Resilient Duplicate}

GM Intrusions: Perceiving the world from two different places disorients the character, causing momentary vertigo, nausea, or confusion.

Exists Partially Out of Phase

A bit translucent, you’re slightly out of phase and can move through solid objects.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.g0SqMvb020tiTQ48]{Walk Through Walls}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.2j6Hqr2Y8Xbz97c4]{Defensive Phasing}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.cJB7wj5okdPZuRNb]{Phased Attack} or @UUID[Compendium.cyphersystem-compendium.abilities.MFBq4Fc432FS6nkX]{Phase Door}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.Kk9lHkiaqsr3pUmk]{Ghost}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.QLRztjFH4YetYM6l]{Untouchable}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.xHLPf1FETmn06aA8]{Enhanced Phased Attack} or @UUID[Compendium.cyphersystem-compendium.abilities.ptH3O4GES71CClGO]{Phase Foe}

GM Intrusions: The character is sent phasing into an unexpected dimension. The character becomes lost in a large solid.

Explores Dark Places

You’re the archetypal treasure hunter, scavenger, and finder of lost things.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.MwDYD8V1CJv8w9rR]{Superb Explorer}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.aJ1T8XqGF38vyzV2]{Superb Infiltrator}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.xskKzxBoGvSrje4e]{Eyes Adjusted}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.LdHCwZcifnRRuPrp]{Nightstrike} or @UUID[Compendium.cyphersystem-compendium.abilities.JhBTTC5ZUTT8NvUA]{Slippery Customer}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.5t5EIoGSan3pQ08D]{Hard-Won Resilience}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.xRvaY8SG4HVy5WO8]{Dark Explorer}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.XRXQwJplJrm7onbN]{Blinding Attack} or @UUID[Compendium.cyphersystem-compendium.abilities.2asT0zvk1kw5hC1v]{Embraced by Darkness}

GM Intrusions: Possessions fall out of pockets or bags in the dark; maps get lost; information gained fails to include an important detail.

Fights Dirty

You’ll do anything to win a fight: bite, scratch, kick, trick, and worse.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.VAGafmOiBpvU2eq0]{Tracker}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.gwMRhz3h9zxbVQXt]{Stalker}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.sHdBJdVshvtAqz1K]{Sneak}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.FEkLEYwk7r9KE7oC]{Quarry}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.7Gxuqkwo4i47yHe3]{Betrayal} or @UUID[Compendium.cyphersystem-compendium.abilities.uG2ACHNAPoZirp0b]{Surprise Attack}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.R9WffstnihzBuuvW]{Mind Games}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.gNRMG3mJTzWaCGph]{Capable Warrior}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.vhGEeFVgyqX1gzRr]{Using the Environment}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.Z4QcjOxgltEJPm96]{Twisting the Knife} or @UUID[Compendium.cyphersystem-compendium.abilities.KNElOxbWobS1ygLv]{Murderer}

GM Intrusions: People look poorly upon those who cheat or fight without honor. Sometimes a dirty trick backfires.

Fights With Panache

You’re a swashbuckling daredevil who fights with flamboyant style that’s entertaining to watch.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.b8rtgyatE8o9FaRS]{Attack Flourish}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.GQeO9RXVzeriLsfy]{Quick Block}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.ra0A8MtQjZEYhJPr]{Acrobatic Attack} or @UUID[Compendium.cyphersystem-compendium.abilities.tmrSKjGmjbxfIqPI]{Flamboyant Boast}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.3JWMtJBjf3oUWaxP]{Block for Another}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.jaGs9nmLaywdRMUN]{Fast Kill}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.vhGEeFVgyqX1gzRr]{Using the Environment}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.cuK7oPGFdlOPoc44]{Agile Wit} or @UUID[Compendium.cyphersystem-compendium.abilities.G5bTthwpEf5azVHA]{Return to Sender}

GM Intrusions: The display comes off looking silly, clumsy, or unattractive.

Flies Faster Than a Bullet

You can fly, and you’re superstrong, hard to hurt, and fast too. Is there anything you can’t do?

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.UCR0rx32kEsTcgnF]{Hover}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.4necR0YTsaij4ojD]{Greater Enhanced Potential}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.sPheWt9emoY3PCA8]{Hidden Reserves} or @UUID[Compendium.cyphersystem-compendium.abilities.rYyymKUc0QKWdNsy]{See Through Matter}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.Zps9ZUc9RD1mRDEK]{Blink of an Eye}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.s68x7VxwueUkCkOg]{Up to Speed}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.sbGo2i4oqy1aUeQ6]{Not Dead Yet}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.IUlsD8Zxp8AYbO4h]{Burning Light} or @UUID[Compendium.cyphersystem-compendium.abilities.NMgopYfoagESHtea]{Ignore Affliction}

GM Intrusions: A nemesis finds the character. A strange material is found to nullify the character’s abilities.

Focuses Mind Over Matter

You can telekinetically move objects with your mind without physically touching them.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.LODZEYtmmBN5D9zZ]{Divert Attacks}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.xDn74LRD6xlMUqj2]{Telekinesis}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.gyZd83dgvZnQrmbb]{Cloak of Opportunity} or @UUID[Compendium.cyphersystem-compendium.abilities.bvqDafTBMB7Uo9Qj]{Enhance Strength}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.loOJI9ZakIwGrmW1]{Apportation}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.8wSx2qtKXq0dWxId]{Psychokinetic Attack}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.iEOf9IkbHU8oBOMm]{Improved Apportation} or @UUID[Compendium.cyphersystem-compendium.abilities.YFbC1HRis4SpZgrS]{Reshape}

GM Intrusions: One mental slip, and moving objects drop or fragile objects break. Sometimes the wrong item moves, falls, or breaks.

Note: Erratum

It seems that the tier 1 ability is supposed to be @UUID[Compendium.cyphersystem-compendium.abilities.YcDF62pED8waUtry]{Deflect Attacks} instead of Divert Attacks.

Fuses Flesh and Steel

Your body is part machine.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.dPFQTFRzv7D7PYKq]{Enhanced Body}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.4dTGeclZRVjzn5tT]{Interface}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.syiylO75dZlcUp3i]{Sensing Package} or @UUID[Compendium.cyphersystem-compendium.abilities.NFsoXUQaq3I5h2UY]{Weaponization}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.42sPqHxJEybiZ6Vh]{Fusion}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.Uk6ceaEWFjcoHNTI]{Deep Reserves}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.laxdkyrDuOhxfWKc]{Mind Surge} or @UUID[Compendium.cyphersystem-compendium.abilities.fkedtvx6UakJPOZN]{Ultra Enhancement}

GM Intrusions: People in most societies are afraid of someone who is revealed to have mechanical parts.

Fuses Mind and Machine

Electronic aids implanted in your brain make you a mental powerhouse.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.7GsuhcRTpDX0d1em]{Enhanced Intellect}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.eEGFknWQZUBNXn99]{Knowledge Skills}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.2GicRKJcPO3hmlwD]{Network Tap}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.GK0o4fjCtxgAP269]{Action Processor} or @UUID[Compendium.cyphersystem-compendium.abilities.dLJ0B35UlB5wxCf4]{Machine Telepathy}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.34Ycb9VK8JwHgSl4]{Greater Enhanced Intellect}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.eEGFknWQZUBNXn99]{Knowledge Skills}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.MA2Pwhbpbq2SSIQy]{See the Future}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.teF5kZpAuRfZKfxn]{Machine Enhancement} or @UUID[Compendium.cyphersystem-compendium.abilities.laxdkyrDuOhxfWKc]{Mind Surge}

GM Intrusions: Machines malfunction and shut down. Powerful machine intelligences can take control of lesser thinking machines. Some people don’t trust a person who isn’t fully organic.

Grows to Towering Heights

For brief periods, you can grow larger and, with enough experience, to towering heights.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.HDYOv1V10xpFbFI7]{Enlarge}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.HoUOwIPfKTlxyQH0]{Freakishly Large}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.GmMePJHTRl6PshR6]{Bigger}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.wifCvRG9OhsTDT30]{Advantages of Being Big}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.uNzF1oQKJ6T1yqL4]{Huge} or @UUID[Compendium.cyphersystem-compendium.abilities.WuNUt6ltWGDdjNLS]{Throw}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.48i5ybVtZaTlFLJf]{Grab}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.0XYaYNoQzrYYKR4p]{Gargantuan}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.hbbPZIjq81Qqdp6i]{Colossal} or @UUID[Compendium.cyphersystem-compendium.abilities.58CLKxSLgaT6W6Cj]{Lethal Damage}

GM Intrusions: Rapid growth knocks over furnishings or smashes through ceilings or hanging lights. An enlarged character breaks through the floor.

Helps Their Friends

You love your friends and help them out of any difficulty, no matter what.

Type Swap Option: Advice From a Friend

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.lZCAKgP966BuU4uF]{Friendly Help}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.YvPBxDxLz16Usm7m]{Courageous}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.QGSHCRW46vn5Xdwu]{Weather the Vicissitudes}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.knh2MWMhCgqOjWYD]{Buddy System} or @UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.RgosWDt0hkosbVQr]{In Harm’s Way}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.MwVDTy2Rx1V7Tyly]{Enhanced Physique}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.FiSwskgQGBjp4IhZ]{Inspire Action}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.1tkQKo32UKxTUUPn]{Deep Consideration} or @UUID[Compendium.cyphersystem-compendium.abilities.CtRvLxfUlCynJv1B]{Skill With Defense}

GM Intrusions: Others sometimes have ulterior motives. The law takes an undue interest. Even when everything goes right, repercussions follow.

Howls at the Moon

For brief periods, you become a fearsome and powerful creature with control issues.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.8DXGUr433iXaVCSv]{Beast Form}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.wIOwT1tjGLMYzZAb]{Controlled Change}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.NIePQkLH2DTVjZR2]{Bigger Beast Form} or @UUID[Compendium.cyphersystem-compendium.abilities.Ee8QC6fkRvD1yw6h]{Greater Beast Form}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.wqzexDdZolWgxAza]{Greater Controlled Change}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.A9uQnidn6SKTNHJA]{Enhanced Beast Form}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.58CLKxSLgaT6W6Cj]{Lethal Damage} or @UUID[Compendium.cyphersystem-compendium.abilities.85DCcEDqvz6A0LkD]{Perfect Control}

GM Intrusions: The change happens in an uncontrolled fashion. People are terrified of monsters.

Hunts

You are a stalking hunter who excels at bringing down your selected quarry.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.b8rtgyatE8o9FaRS]{Attack Flourish}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.VAGafmOiBpvU2eq0]{Tracker}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.FEkLEYwk7r9KE7oC]{Quarry}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.sHdBJdVshvtAqz1K]{Sneak}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.aBfj6w1y6noOzB7d]{Horde Fighting} or @UUID[Compendium.cyphersystem-compendium.abilities.57txEIyzuPUQOqVP]{Sprint and Grab}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.uG2ACHNAPoZirp0b]{Surprise Attack}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.LE8NtDKG9TzXBv5B]{Hunter’s Drive}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.oroWEBbp3cvrYwH9]{Greater Skill With Attacks} or @UUID[Compendium.cyphersystem-compendium.abilities.ENO71nxs3MSKzvq6]{Multiple Quarry}

GM Intrusions: The quarry notices the character. The quarry isn’t as vulnerable as it seemed.

Infiltrates

Subtlety, guile, and stealth allow you to get in where others can’t.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.QAdh0yZBjJsHdJjD]{Stealth Skills}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.WUY75HFAqAu1i9ku]{Sense Attitudes}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.vFc52xBtBp69WglW]{Impersonate}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.LFiTEQpWhXBgIZWb]{Flight Not Fight}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.ZB80ZclRSzEcr4o1]{Awareness} or @UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.wvlSlYCJyrJuFqtn]{Invisibility}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.N0OZaNOIbHTiWDL1]{Evasion}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.3SiJ5Drao8XtmgzV]{Brainwashing} or @UUID[Compendium.cyphersystem-compendium.abilities.jrTEtAhE6GfLW7R4]{Spring Away}

GM Intrusions: Spies are treated harshly when caught. Allies disavow infiltrators who get caught. Some secrets are better left unknown.

Interprets the Law

You excel at winning others over to your views.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.EbnGDC61relhYaib]{Opening Statement}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.xBQM1AmjmcjmPDDD]{Knowledge of the Law}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.2GwH3ugd7aHrWZRz]{Debate}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.Eez3uExkDA20XJg3]{Able Assistance} or @UUID[Compendium.cyphersystem-compendium.abilities.FQPA8oY3xiZIL6aG]{Enhanced Intellect Edge}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.Hw16NpdbdJOqVF4z]{Castigate}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.kcXnkEBuyNil4Nd4]{No One Knows Better}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.4necR0YTsaij4ojD]{Greater Enhanced Potential} or @UUID[Compendium.cyphersystem-compendium.abilities.pGJIwlCJDib2Splm]{Legal Intern}

GM Intrusions: Onlookers react badly to a know-it-all. A distraction or interruption throws the character’s argument off the rails.

Is Idolized by Millions

You’re a celebrity and most people adore you.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.ZK4CUb9HH4J5A8IN]{Entourage}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.zGoUoC6i0f1SbUqE]{Celebrity Talent}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.6QXGJBsJPDFgcdq5]{Perks of Stardom}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.b776WTF2u1roh3n0]{Incredible Health} or @UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.mUhnX0UmEw2BROkI]{Captivate With Starshine}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.ETGBAqAc1ApFH5cx]{Expert Follower}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.1W0sBVHxG7LESCPl]{Do You Know Who I Am?}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.zZYSSAFXtJcuezxM]{Transcend the Script} or @UUID[Compendium.cyphersystem-compendium.abilities.0IlHHY1ktkN2L5Sp]{Improved Companion}

GM Intrusions: Fans are endangered or hurt on your behalf. Someone in your entourage betrays you. Your show, tour, contract, or other event is canceled. The media posts photos of you in an embarrassing situation.

Is Licensed to Carry

You carry a gun and you know how to use it in a fight.

Although Is Licensed to Carry is designed with modern firearms in mind, it could apply to flintlock weapons, futuristic laser blasters, or other ranged weapons.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.1SBd1jm66eSo4eHn]{Gunner}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.wAbsUj5mHZatr3JG]{Practiced With Guns}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.Mbq7D0u4Vee0NKYz]{Careful Shot}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.I8N5PUMy5Eq7cqZl]{Trained Gunner} or @UUID[Compendium.cyphersystem-compendium.abilities.UlQ7w5iD57Hfdzce]{Damage Dealer}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.oNk0Nhle1XwBhOvp]{Snap Shot}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.WrJDw2X8JHcljjP4]{Arc Spray}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.BM6YnBez7sVnrGUh]{Special Shot} or @UUID[Compendium.cyphersystem-compendium.abilities.58CLKxSLgaT6W6Cj]{Lethal Damage}

GM Intrusions: Misfire or jam! The attack fails and the action is lost, plus an additional action is needed to fix the problem.

Is Wanted by the Law

“WANTED, DEAD OR ALIVE” posters (or their equivalent) have appeared featuring your face. It’s up to you whether it’s a mistake that snowballed out of control or you actually would kill someone just for looking at you.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.tuofJSTVjOEwRUem]{Enhanced Speed}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.UyQTRi5ZwWU5tMO0]{Danger Sense}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.uG2ACHNAPoZirp0b]{Surprise Attack}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.DMBJEypEWuAS2lai]{Outlaw Reputation} or @UUID[Compendium.cyphersystem-compendium.abilities.36nlDXhOP5e5dfns]{Successive Attack}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.jaGs9nmLaywdRMUN]{Fast Kill}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.fD8yD0pGCMdOJkGb]{Band of Desperados}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.sbGo2i4oqy1aUeQ6]{Not Dead Yet} or @UUID[Compendium.cyphersystem-compendium.abilities.58CLKxSLgaT6W6Cj]{Lethal Damage}

GM Intrusions: Most people do not take well to discovering a wanted outlaw in their midst.

Keeps a Magic Ally

An allied magic creature bound to an object (such as a minor djinn in a lamp, or a ghost in a pipe) is your friend, protector, and weapon.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.9Kag2UMn6Wdxq4Zo]{Bound Magic Creature}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.PCTUkuALVb0GdTCe]{Object Bond}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.1KjY8D1dvLc3NuUv]{Hidden Closet}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.l0OFjk5XVGV5LzP1]{Minor Wish} or @UUID[Compendium.cyphersystem-compendium.abilities.cGcblQ2qvyHM02kY]{Mount}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.QxOsAHpd8ZkEXI5u]{Improved Object Bond}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.m2j3n3xiExLcXAAn]{Moderate Wish}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.Aprz5cRtdgiAIYUM]{Object Bond Mastery} or @UUID[Compendium.cyphersystem-compendium.abilities.V7npSeuqG3JI4Dvv]{Trust to Luck}

GM Intrusions: The creature unexpectedly disappears into its bound object. The bound object cracks. The creature disagrees and doesn’t do as asked. The creature says it’s leaving unless a task is performed for it.

Leads

Your natural leadership capability allows you to command others, including a loyal band of followers.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.FDUGlu7DZhdfxH2P]{Natural Charisma}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.DmnRMTfHYaeoYFVu]{Good Advice}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.RnK2bmvUb7RIVPSA]{Enhanced Potential}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.4XwwFeGO5haHxvQs]{Basic Follower}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.zTsjsWVgzjQzl2MW]{Advanced Command} or @UUID[Compendium.cyphersystem-compendium.abilities.ETGBAqAc1ApFH5cx]{Expert Follower}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.8EMTH3JCrC5Vjt63]{Captivate or Inspire}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.4necR0YTsaij4ojD]{Greater Enhanced Potential}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.KpbEHKNSEycVB1GU]{Band of Followers} or @UUID[Compendium.cyphersystem-compendium.abilities.qbXP6HlN56bPt7cq]{Mind of a Leader}

GM Intrusions: Followers fail, betray, lie, become corrupted, get kidnapped, or die.

Learns Quickly

You deal with bad situations as they arise, learning new lessons each time.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.7GsuhcRTpDX0d1em]{Enhanced Intellect}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.0xVoKhKKvzxIbtJD]{There’s Your Problem}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.YCwy44WnpusEYN7g]{Quick Study}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.qgholblGXKQri99M]{Hard to Distract}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.FQPA8oY3xiZIL6aG]{Enhanced Intellect Edge} or @UUID[Compendium.cyphersystem-compendium.abilities.dVh39nh5ARUxreUc]{Flex Skill}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.dIK67k9aoBbFBnkf]{Pay It Forward}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.7GsuhcRTpDX0d1em]{Enhanced Intellect}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.2LaX22wvw35lDger]{Learned a Few Things}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.EE1xCQ3OvCrdrG6z]{Two Things at Once} or @UUID[Compendium.cyphersystem-compendium.abilities.CtRvLxfUlCynJv1B]{Skill With Defense}

GM Intrusions: Accidents and mistakes are great teachers.

Lives in the Wilderness

You can survive in badlands where others perish.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.KqV5RSzOU3S3NK51]{Wilderness Life}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.wHcuP6T7Ti6j5Y8C]{Enhanced Might}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.vFQaDsHzJpTSV8Tw]{Living Off the Land}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.Db7aRY4t1mwRpcoL]{Wilderness Explorer}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.KAAezRI2l8rdp1NS]{Animal Senses and Sensibilities} or @UUID[Compendium.cyphersystem-compendium.abilities.Ja8ebgq2RDQryN62]{Wilderness Encouragement}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.CBdIPMJ2oOOesmod]{Wilderness Awareness}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.pfZzabIIEuU4kSH3]{The Wild Is on Your Side}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.Wj6oHOvnZkZjulwI]{One With the Wild} or @UUID[Compendium.cyphersystem-compendium.abilities.TRdK7RJBkq8WW4np]{Wild Camouflage}

GM Intrusions: People in cities and towns sometimes disparage those who look (and smell) like they live in the wilds, as if they were ignorant or barbaric.

Looks for Trouble

You’re a scrapper and love a good fight.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.Hgr8QZmzjXmYorfs]{Fists of Fury}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.XseI77zSp7iHkEWq]{Wound Tender}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.qp1jDaFiRR5xPPMn]{Protector}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.tFhd4dEGikOd1g1K]{Straightforward}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks} or @UUID[Compendium.cyphersystem-compendium.abilities.4necR0YTsaij4ojD]{Greater Enhanced Potential}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.2K3b6cTuLEGZfYqa]{Knock Out}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.kNSRytTtQX0rU3aE]{Mastery With Attacks}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.R9KnCCvGoEHvV1p0]{Greater Enhanced Might} or @UUID[Compendium.cyphersystem-compendium.abilities.58CLKxSLgaT6W6Cj]{Lethal Damage}

GM Intrusions: Weapons break or fly from even the strongest grip. Brawlers trip and fall. Even the battlefield can work against you with things falling or collapsing.

Loves the Void

When it’s just you, your spacesuit, and the panorama of stars wheeling out forever and always, you are at peace.

Type Swap Option: @UUID[Compendium.cyphersystem-compendium.abilities.geCiPXMF2sIRJ68U]{Have Spacesuit, Will Travel}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.zgcoMEc4j2MjpDhC]{Vacuum Skilled}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.GfDLA0qSvqhqzIbL]{Microgravity Adept}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.QH3l6ojVnasZm5U8]{Enhanced Speed Edge}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.MwVDTy2Rx1V7Tyly]{Enhanced Physique}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.q73VWJY2cmWxRcYx]{Space Fighting} or @UUID[Compendium.cyphersystem-compendium.abilities.rqC9cEmRkvm29N56]{Fusion Armor}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.U2QV8t7Pq9irgHqF]{Silent As Space}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.JJ9nWmcBIlfyNDfe]{Push Off and Throw}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.iIy1HDd9yUl07AYo]{Microgravity Avoidance}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.w3HN2nZBTo5mLJcM]{Weightless Shot} or @UUID[Compendium.cyphersystem-compendium.abilities.cbXNxvPdWEbKF6nA]{Reactive Field}

GM Intrusions: Spacesuits develop glitches. Air refill cartridges sometimes misreport capacity. Micrometeorites are common in space.

Masters Defense

You use protective equipment and practiced techniques to avoid becoming hurt in a fight.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.EheuStXUDPojVmT5]{Shield Master}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.gS1X6POaKLjNlHsI]{Sturdy}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.o2ZDoteWQsFsqTJr]{Practiced in Armor}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.zLJYM2OiFVIsuz3P]{Dodge and Resist} or @UUID[Compendium.cyphersystem-compendium.abilities.E1YiGcXAYOjHXoAd]{Dodge and Respond}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.2AIQhz00HyZhY7wM]{Tower of Will}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.4eCjeGPA0ovnwIfu]{Experienced in Armor}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.lGbieMmnuoqsl4Jz]{Nothing but Defend}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.i5n7BaFjTo6W35f9]{Defense Master} or @UUID[Compendium.cyphersystem-compendium.abilities.B6SEeGr5kxLAgvvq]{Wear It Well}

GM Intrusions: Shields break when hit, as do weapons used to parry. Armor straps break.

Masters Spells

By specializing in spellcasting and keeping a spellbook, you can quickly cast spells of arcing lightning, rolling fire, creeping shadow, and summoning.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.EyAIsiqJGCspQFcu]{Arcane Flare}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.Yg6jEM07HAccDcNC]{Ray of Confusion}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.NgHLZq3tZ3CFJvYv]{Fire Bloom} or @UUID[Compendium.cyphersystem-compendium.abilities.wEWyNKnVgVOjsyms]{Summon Giant Spider}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.2t9oGZRuFhLCKjsa]{Soul Interrogation}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.ZK9Ruc53rKBqU93i]{Granite Wall}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.LnZkUlKUuuD7iW3P]{Summon Demon} or @UUID[Compendium.cyphersystem-compendium.abilities.Gsre3acJaxhGBa0S]{Word of Death}

GM Intrusions: The spell goes wrong. The summoned creature turns on the caster. A rival spellcaster is drawn to the magic use.

Masters the Swarm

Insects. Rats. Bats. Even birds. You master one type of small creature that obeys you.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.ZEcFnsNXgcozJElT]{Influence Swarm}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.hIxPlDRbNqallNiu]{Control Swarm}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.CEscdPwUrBpzUeS0]{Living Armor} or @UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.gLxVxCSix441TyKq]{Call Swarm}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.rUzrjRuT2nfEdCaJ]{Gain Unusual Companion}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.iQhBPww1s4wRZcDz]{Deadly Swarm} or @UUID[Compendium.cyphersystem-compendium.abilities.CtRvLxfUlCynJv1B]{Skill With Defense}

GM Intrusions: A command is misunderstood. Control is erratic or is lost. Bites and stings are not uncommon for masters of the swarm.

Masters Weaponry

You are a master user of a particular type of weapon, be it a sword, whip, dagger, gun, or something else.

Someone who Masters Weaponry might have additional equipment, including a high- quality weapon.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.J0fj73TfCu4aSdVL]{Weapon Master}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.qBTIXXJt2Ahn8UYh]{Weapon Crafter}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.6Xs3fyaANQDWXRoc]{Weapon Defense}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.YA5P5CBNr5NSmY6z]{Rapid Attack} or @UUID[Compendium.cyphersystem-compendium.abilities.7rjeYt5hNhkvqK9w]{Disarming Strike}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.imWLlYQs4LTaCTdS]{Never Fumble}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.mhgFWIDr0QuCHRIF]{Extreme Mastery}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.KNElOxbWobS1ygLv]{Murderer} or @UUID[Compendium.cyphersystem-compendium.abilities.6P1CJvVMot3Y2xj0]{Deadly Strike}

GM Intrusions: Weapons break. Weapons can be stolen. Weapons can be dropped or forced out of your hand.

Metes Out Justice

You right wrongs, protect the innocent, and punish the guilty.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.Zu06akqnHdCvoR0W]{Make Judgment}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.tjxKTFdA8gqZDP90]{Designation}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.5jGN9GicKYIAneKQ]{Defend the Innocent}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.3fMzqFFQ1rLtbVrd]{Improved Designation}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.bz04IOSkdP3zcRMD]{Defend All the Innocent} or @UUID[Compendium.cyphersystem-compendium.abilities.iGRECL13bqrSSF7P]{Punish the Guilty}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.RESKINMA0INj60Rc]{Find the Guilty}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.QgnoEdKZ50u4JZoL]{Greater Designation}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.KVOFCKWKmUrqAe7v]{Punish All the Guilty}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.JH40M99RAN6IZWze]{Damn the Guilty} or @UUID[Compendium.cyphersystem-compendium.abilities.Kf09KYdZqG6dNTFC]{Inspire the Innocent}

GM Intrusions: Guilt or innocence can be complicated. Some people resent the presumption of a self-appointed judge. Passing judgment makes enemies.

Moves Like a Cat

Lithe, flexible, and graceful, you move quickly and smoothly, and never seem to be where danger is.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.Qsi6Iw5YCcY8jmNx]{Greater Enhanced Speed}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.tJiXzKX4gf0GNV6V]{Balance}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.tC7wmZwlZcQy5Vd0]{Movement Skills}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.g0Ewv5wBooSFYOlH]{Safe Fall}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.leUaFf4AxYJwwOHt]{Hard to Hit}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.QH3l6ojVnasZm5U8]{Enhanced Speed Edge} or @UUID[Compendium.cyphersystem-compendium.abilities.Qsi6Iw5YCcY8jmNx]{Greater Enhanced Speed}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.JlYk5UNZEUzzO8Js]{Quick Strike}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.2CrV3a9S1yzOXBOJ]{Slippery}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.mSNoWynky7DMz7ln]{Perfect Speed Burst} or @UUID[Compendium.cyphersystem-compendium.abilities.Qsi6Iw5YCcY8jmNx]{Greater Enhanced Speed}

GM Intrusions: Even a cat can be clumsy. A jump isn’t quite as easy as it looks. An escape move is so overzealous that it sends the character right into harm’s way.

Moves Like the Wind

You can move so fast that you become a blur.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.Qsi6Iw5YCcY8jmNx]{Greater Enhanced Speed}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.Sg5WeSF04CYNEecl]{Fleet of Foot}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.leUaFf4AxYJwwOHt]{Hard to Hit}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.8LHIZs9gEAd02tId]{Speed Burst} or @UUID[Compendium.cyphersystem-compendium.abilities.Qsi6Iw5YCcY8jmNx]{Greater Enhanced Speed}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.Zps9ZUc9RD1mRDEK]{Blink of an Eye}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.NhNvpbUWNRIFEm8b]{Hard to See}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.mSNoWynky7DMz7ln]{Perfect Speed Burst} or @UUID[Compendium.cyphersystem-compendium.abilities.0wVk3CszKCJQfp0Q]{Incredible Running Speed}

GM Intrusions: Surfaces can be slick or offer hidden obstacles. The movement of other creatures can be unpredictable, and the character might run into them.

Murders

You’re an assassin, whether by trade, by inclination, or because it was that or be killed yourself. (Someone who Murders might have additional equipment, including three doses of a level 2 blade poison that inflicts 5 points of damage.)

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.uG2ACHNAPoZirp0b]{Surprise Attack}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.rYaAyFLmCAAwZi0s]{Assassin Skills}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.y2eUnbkzxOeoe9w6]{Quick Death}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.369RISHwqzRXkwEG]{Infiltrator}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.ZB80ZclRSzEcr4o1]{Awareness} or @UUID[Compendium.cyphersystem-compendium.abilities.AQQzctwqPJPUTRbb]{Poison Crafter}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.tbeFzIPGuAjRBpKM]{Better Surprise Attack}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.UlQ7w5iD57Hfdzce]{Damage Dealer}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.FzJe2XEwhtUajTWI]{Escape Plan} or @UUID[Compendium.cyphersystem-compendium.abilities.KNElOxbWobS1ygLv]{Murderer}

GM Intrusions: Most people do not react well to a professional killer.

Needs No Weapon

Powerful punches, kicks, elbows, knees, and full body movements are all the weapons you need.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.Hgr8QZmzjXmYorfs]{Fists of Fury}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.K33ayv0NcktuV53N]{Flesh of Stone}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.p61Ycyc7lVZQXupO]{Advantage to Disadvantage}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.JJKRrcU5L1yM9y90]{Unarmed Fighting Style}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.mGv7zlZu1wtNCQXQ]{Moving Like Water} or @UUID[Compendium.cyphersystem-compendium.abilities.4necR0YTsaij4ojD]{Greater Enhanced Potential}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.LODZEYtmmBN5D9zZ]{Divert Attacks}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.eQIPJk2xcFGfDr3H]{Stun Attack}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.S4PaEqmYjg4TGoG3]{Master of Unarmed Fighting Style} or @UUID[Compendium.cyphersystem-compendium.abilities.58CLKxSLgaT6W6Cj]{Lethal Damage}

GM Intrusions: Striking certain foes hurts you as much as it hurts them. Opponents with weapons have greater reach. Complicated martial arts moves can knock you off balance.

Never Says Die

You never quit, can shrug off a beating, and always come back for more.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.UtFc3e4grYyCQneH]{Improved Recovery}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.wXV7JxEmZDlBvRKO]{Push on Through}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.JuOmZXMt1T3tQUZ8]{Ignore the Pain}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.R0UuZ32vmmeFbSMV]{Blood Fever} or @UUID[Compendium.cyphersystem-compendium.abilities.sPheWt9emoY3PCA8]{Hidden Reserves}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.iyM2N9G0RLlj6BZ7]{Increasing Determination} or @UUID[Compendium.cyphersystem-compendium.abilities.3VJyYtECl0wKQj2p]{Outlast the Foe}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.sbGo2i4oqy1aUeQ6]{Not Dead Yet}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.5HNZcrij9mgEmvAR]{Final Defiance} or @UUID[Compendium.cyphersystem-compendium.abilities.NMgopYfoagESHtea]{Ignore Affliction}

GM Intrusions: Sometimes, it’s equipment or weapons that give out.

Operates Undercover

Under the guise of someone else, you seek to find answers the powerful do not want divulged.

Someone who Operates Undercover might have additional equipment that includes a disguise kit.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.PK6oiYXgdP7KaGgi]{Investigate}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.eYHlYyVDj3odrAFJ]{Disguise}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.6ILcTvACqDdLVpc8]{Agent Provocateur} or @UUID[Compendium.cyphersystem-compendium.abilities.ZuX6gykVtKxiBAxR]{Run and Fight}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.MzKqElUHuTtHkV7D]{Pull a Fast One}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.bgaCXtvlT0zWmAIA]{Using What’s Available}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.V7npSeuqG3JI4Dvv]{Trust to Luck} or @UUID[Compendium.cyphersystem-compendium.abilities.6P1CJvVMot3Y2xj0]{Deadly Strike}

GM Intrusions: Bad luck can ruin the best plans. Disguises fail. Allies are revealed to be agents, too.

Performs Feats of Strength

A muscled prodigy, you can haul incredible weight, hurl your body through the air, and punch through doors.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.cpXOBSLY03j89yOy]{Athlete}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.g1t5TxZXsNovIVTn]{Enhanced Might Edge}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.YQEECpNwDSFCFnCN]{Feat of Strength}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.PYD24TjoDAqbKAj8]{Iron Fist} or @UUID[Compendium.cyphersystem-compendium.abilities.WuNUt6ltWGDdjNLS]{Throw}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.R9KnCCvGoEHvV1p0]{Greater Enhanced Might}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.ARiNuZrnfFCvZAFd]{Brute Strike}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.R9KnCCvGoEHvV1p0]{Greater Enhanced Might} or @UUID[Compendium.cyphersystem-compendium.abilities.IFb8NX06xgWM7H98]{Jump Attack}

GM Intrusions: It’s easy to break delicate things or hurt someone accidentally.

Pilots Starcraft

You’re a crack starship pilot.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.Kk5nnC1EcYtqc3Fu]{Pilot}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.QgCWZia7gFicmEJr]{Flex Lore}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.h3G0Ven2SoaPCbk4]{Salvage and Comfort}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.hGbNYgkuIiZHomcJ]{Mentally Tough}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.12xO8QaEsTvEFUvY]{Expert Pilot}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.hIy0GMeL8WALvhEb]{Ship Footing} or @UUID[Compendium.cyphersystem-compendium.abilities.XkFsMa9e9IY2FRcN]{Machine Companion}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.x7YnN02GiwDQ09km]{Sensor Array}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.tuofJSTVjOEwRUem]{Enhanced Speed}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.YWMUeaNzao8n8pAc]{Like the Back of Your Hand}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.0q9alvmsQKKViN0r]{Incomparable Pilot}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.Yo2Z3EdYjx88jYnp]{Remote Control} or @UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks}

GM Intrusions: Starcraft get lost, break down, and are attacked in space. An alien stowaway is found.

Plays Too Many Games

Lessons, reflexes, and strategies you’ve learned by playing too many games have applications in the real world, where people who don’t play enough toil and live their dreary lives.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.qpBv7OxAcMAAtY2M]{Game Lessons}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.p3kh3XKzetkJTG1J]{Gamer}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.qEzcqbNhuJQuBagn]{Zero Dark Eyes}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.pMQT2QIL38XlhkxB]{Resist Tricks}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.QDSSTe5EGrBHjtnL]{Sniper’s Aim} or @UUID[Compendium.cyphersystem-compendium.abilities.QH3l6ojVnasZm5U8]{Enhanced Speed Edge}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.R9WffstnihzBuuvW]{Mind Games}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.7GsuhcRTpDX0d1em]{Enhanced Intellect}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.W0Jw19mWIycjIgmo]{Gamer’s Fortitude}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.laxdkyrDuOhxfWKc]{Mind Surge} or @UUID[Compendium.cyphersystem-compendium.abilities.dIUTe5O1jeA47zps]{Gaming God}

GM Intrusions: Missed attacks strike the wrong target. Equipment breaks. Sometimes people react negatively to someone who has lived most of their life in imaginary game worlds.

Rages

When you go berserk, everyone fears you.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.YGsGHp1rbu3Z7Kdd]{Frenzy}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.R9KnCCvGoEHvV1p0]{Greater Enhanced Might}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.tC7wmZwlZcQy5Vd0]{Movement Skills}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.NoC3yuqxU8yhPf47]{Power Strike} or @UUID[Compendium.cyphersystem-compendium.abilities.zEkA8MhrnJ5p9Io6]{Unarmored Fighter}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.hAVC1FOl7hwnuBpC]{Greater Frenzy}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.ltAq7qr8aaalOtJp]{Attack and Attack Again}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.4necR0YTsaij4ojD]{Greater Enhanced Potential} or @UUID[Compendium.cyphersystem-compendium.abilities.58CLKxSLgaT6W6Cj]{Lethal Damage}

GM Intrusions: It’s easy for a berserker to lose control and attack friend as well as foe.

Rides the Lightning

You create and discharge electrical power.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.3btRIiWxY8oMcVMo]{Shock}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.essJhO2eqoHmIQaa]{Charge}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.uh1t4rnkZ2jOCjHJ]{Bolt Rider}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.76HF09q7MdGek863]{Electric Armor} or @UUID[Compendium.cyphersystem-compendium.abilities.A6H8xi93t6Zrexz9]{Drain Charge}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.YDKULtvV0pMJDxi2]{Bolts of Power}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.etGUYa9dQSvjLvXX]{Electrical Flight}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.2TaqNf6bhxijKELX]{Flash Across the Miles} or @UUID[Compendium.cyphersystem-compendium.abilities.Bny0sFdqf40pJeOp]{Wall of Lightning}

GM Intrusions: Targets other than those intended are shocked. Objects explode.

Runs Away

Your first instinct is to run from danger, and you’ve gotten very good at it.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.10EqPrn9aONinEfm]{Go Defensive}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.tuofJSTVjOEwRUem]{Enhanced Speed}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.QVPmLa6CKwmH6vJZ]{Quick to Flee}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.0wVk3CszKCJQfp0Q]{Incredible Running Speed} or @UUID[Compendium.cyphersystem-compendium.abilities.Qsi6Iw5YCcY8jmNx]{Greater Enhanced Speed}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.iyM2N9G0RLlj6BZ7]{Increasing Determination}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.Mac5S0sQe9Muf4Mv]{Quick Wits}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.U33DbRwloywFlYfi]{Go to Ground}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.hKhwP85QeRGPW03G]{Burst of Escape} or @UUID[Compendium.cyphersystem-compendium.abilities.CtRvLxfUlCynJv1B]{Skill With Defense}

GM Intrusions: Quick movements sometimes lead to dropped items, slipping on uneven ground, or going the wrong way by accident.

Sailed Beneath the Jolly Roger

You sailed with a crew of dread pirates, but you’ve decided to end your days as a pirate and join some other cause. The question is, will your past let you go so easily?

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.JuOmZXMt1T3tQUZ8]{Ignore the Pain}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.IYt42xzsjesQyEfT]{Sailor}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.B4U7RiMrZElfOQyj]{Taking Advantage}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.1POQ4sFW5DLrmXhn]{Fearsome Reputation}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks} or @UUID[Compendium.cyphersystem-compendium.abilities.CtRvLxfUlCynJv1B]{Skill With Defense}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.oCcnXLYQy9DjwPJC]{Sea Legs}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.tC7wmZwlZcQy5Vd0]{Movement Skills}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.5rgcPJXpCcB5VJ1m]{Lost in the Chaos}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.AsmIgvoIRPEtuzkh]{Duel to the Death} or @UUID[Compendium.cyphersystem-compendium.abilities.36nlDXhOP5e5dfns]{Successive Attack}

GM Intrusions: The dangers of the high seas are many, including severe storms and disease. Other pirates sometimes get ahead through betrayal. A pirate tracks down former sailing mates to find hidden treasure.

Scavenges

When not running and hiding, you sift the ruins of civilization for useful remnants to ensure your survival.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.OjGaIl0JEepjDrla]{Post-Apocalyptic Survivor}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.ZOfmWQFbwSJQB4wm]{Ruin Lore}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.IswvUEdCBBZDRme6]{Junkmonger}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.B4U7RiMrZElfOQyj]{Taking Advantage} or @UUID[Compendium.cyphersystem-compendium.abilities.b776WTF2u1roh3n0]{Incredible Health}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.YID6zEB7KkHGYAlD]{Know Where to Look}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.EjBzy1Ue1AA8i6ry]{Recycled Cyphers}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.MJE1k2RmCM6HRwFV]{Artifact Scavenger} or @UUID[Compendium.cyphersystem-compendium.abilities.cbXNxvPdWEbKF6nA]{Reactive Field}

GM Intrusions: An item made with recycled junk breaks. Someone shows up claiming that the useful item or piece of junk scavenged belongs to them. A recycled cypher explodes.

Sees Beyond

You have a psychic sense that allows you to see what others cannot.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.jq6Wm9xYxJA0bRaR]{See the Unseen}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.rYyymKUc0QKWdNsy]{See Through Matter}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.Mu5knvNfGyaeaiTB]{Find the Hidden} or @UUID[Compendium.cyphersystem-compendium.abilities.bzy1KzO0oPmZGu2b]{Sensor}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.KBjSpuK7XJc1abJv]{Remote Viewing}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.PazO9rJ2YoE8VEUw]{See Through Time}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.lL7QywDGOszTIJCE]{Mental Projection} or @UUID[Compendium.cyphersystem-compendium.abilities.RE24qvMuPhasaCP3]{Total Awareness}

GM Intrusions: Some secrets are too terrible to know.

Separates Mind From Body

You can project your mind out of your body to see faraway places and learn secrets that would otherwise remain hidden.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.WgjatSOUT6pT02A7]{Third Eye}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.oTDJtTDkwxr5uSfU]{Open Mind}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.9sfX1SGtcQ17Uiny]{Sharp Senses}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.6X3BDWzVKsWltrtY]{Roaming Third Eye} or @UUID[Compendium.cyphersystem-compendium.abilities.Mu5knvNfGyaeaiTB]{Find the Hidden}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.bzy1KzO0oPmZGu2b]{Sensor}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.miR0d91lKIfmBGdO]{Psychic Passenger}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.lL7QywDGOszTIJCE]{Mental Projection} or @UUID[Compendium.cyphersystem-compendium.abilities.eblwQ80CBlBdeUp5]{Improved Sensor}

GM Intrusions: Reuniting mind and body can sometimes be disorienting and require a character to spend a few moments to get their bearings.

Shepherds Spirits

Wandering souls, nature spirits, and elemental beings aid and support you.

In some settings, the Shepherds Spirits focus applies to only one kind of spirit, such as spirits of the deceased, nature spirits, and so on.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.pHFFr4DkCythNc5n]{Question the Spirits}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.RkOvawhfH5MHQFOH]{Spirit Accomplice}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.dCQdSi11hJDyOSdD]{Command Spirit} or @UUID[Compendium.cyphersystem-compendium.abilities.LojkwDtb1gHLSB6A]{Preternatural Senses}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.OWVz2CkwLnCSJMdS]{Wraith Cloak}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.jVY1PTxvZvpjZILB]{Call Dead Spirit}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.ElsQU746B70tsPmZ]{Call Otherworldly Spirit} or @UUID[Compendium.cyphersystem-compendium.abilities.PvISXo6EQ2PmCGes]{Infuse Spirit}

GM Intrusions: Some people don’t trust those who deal with spirits. The dead sometimes don’t want shepherding.

Shepherds the Community

You keep the place where you live safe from all danger.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.op9VSx3NJT28UwTH]{Community Knowledge}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.ag3OU8JZuc769034]{Community Activist}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.6ZVINuyZm4jowRGt]{Shepherd’s Fury} or @UUID[Compendium.cyphersystem-compendium.abilities.CtRvLxfUlCynJv1B]{Skill With Defense}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.4necR0YTsaij4ojD]{Greater Enhanced Potential}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.N0OZaNOIbHTiWDL1]{Evasion}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.oroWEBbp3cvrYwH9]{Greater Skill With Attacks} or @UUID[Compendium.cyphersystem-compendium.abilities.xxavxLEaiVFug1D6]{Protective Wall}

GM Intrusions: People in the community misunderstand the character’s motives. Rivals try to oust the character.

Shreds the Walls of the World

Speed plus phasing gives you a unique ability to evade danger and simultaneously inflict damage.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.3t1QshyGYnCSo12z]{Phase Sprint}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.7f6ulMjWFw2BOK76]{Disrupting Touch}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.n81xGnZHydeXmIRc]{Scratch Existence}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.nEN2HYzlJWhonfmE]{Invisible Phasing} or @UUID[Compendium.cyphersystem-compendium.abilities.g0SqMvb020tiTQ48]{Walk Through Walls}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.rXUUDUJFKis8TpnL]{Phase Detonation}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.8yGwY0PvtF2ivdSn]{Very Long Sprinting}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.P9HlASUtyiOXghBZ]{Shred Existence} or @UUID[Compendium.cyphersystem-compendium.abilities.INdq5iQf5ECzRiNp]{Untouchable While Moving}

GM Intrusions: Moving so quickly while sprinting sometimes leads to stumbles on unexpected, exotic obstacles.

Siphons Power

You suck power out of machines and creatures alike in order to empower yourself.

Robots and other living machines should be treated as creatures, not machines, for the purposes of siphoning power from them.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.JyAovhallyh9m6oW]{Drain Machine}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.gWvMJQPBSmeaP8yN]{Drain Creature}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.wEj2uvWI3w0W9HWH]{Drain at a Distance} or @UUID[Compendium.cyphersystem-compendium.abilities.P73TBXcNDbZCVsdE]{Unraveling Consumption}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.gn1jtMLhp6qPNXUL]{Store Energy}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.4Xvgo62UVSOI9Acx]{Share the Power}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.Be1ehHb90jtLc8l0]{Explosive Release} or @UUID[Compendium.cyphersystem-compendium.abilities.xbYD729j3km6ZDCA]{Sun Siphon}

GM Intrusions: Drained power also transmits something unwanted—compulsions, afflictions, or alien thoughts. Siphoned power can overload the character, causing feedback.

Slays Monsters

You kill monsters.

Although wielding a sword in a setting where people usually do not carry such weapons is fine, you can change the Slays Monsters sword-related abilities to use a different weapon, such as a gun with silver bullets.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.WFK0xBSAIpD59va8]{Practiced With Swords}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.nW46hfygkxB7FW5m]{Monster Bane}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.PRW5MxW12oakmeHE]{Monster Lore}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.lw0otGU2Iaorppdc]{Will of Legend}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.gPqiQflb6Z3DXGVk]{Trained Slayer}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.HPIlAWDGOQFw6yGm]{Improved Monster Bane} or @UUID[Compendium.cyphersystem-compendium.abilities.lwJAowJa4eKlcDjb]{Misdirect}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.5otvtHrbVXIh0N27]{Fight On}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.oroWEBbp3cvrYwH9]{Greater Skill With Attacks} (swords)

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.KNElOxbWobS1ygLv]{Murderer} or @UUID[Compendium.cyphersystem-compendium.abilities.VupBbHOJAX45Yazb]{Heroic Monster Bane}

GM Intrusions: The monster laid a trap or set an ambush. The monster has previously undisclosed abilities. The monster’s mother vows revenge.

Solves Mysteries

You’re a master of deduction, using evidence to find the answer.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.FzpkQwb1jA53bs1y]{Investigator}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.HWZ8mwAfZEu6r778]{Sleuth}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.7BkWiUHcUrcRIKqO]{Out of Harm’s Way}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.PlVEpuVxp9pGJSoa]{You Studied} or @UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.mL6Yae2CxgefOMHn]{Draw Conclusion}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.0f2qoQlYGRqgu0Nj]{Defuse Situation}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.wqUItgrYzBeMiAoB]{Seize the Initiative} or @UUID[Compendium.cyphersystem-compendium.abilities.nOuOE3EkrNr81pSq]{Greater Skill With Defense}

GM Intrusions: Evidence disappears, red herrings confuse, and witnesses lie. Initial research can be faulty.

Speaks for the Land

Your spiritual connection to nature and the environment grants you mystical abilities.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.0Wq39mJ9oXA415qx]{Seeds of Fury}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.8KYjSKp6ieQ8YXUy]{Wilderness Lore}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.zW0cZJQTR0tHUmn3]{Grasping Foliage}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.gT21nqWZ9Es576oC]{Soothe the Savage} or @UUID[Compendium.cyphersystem-compendium.abilities.OIk4usP2NFT0tDu7]{Communication}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.RfGCXsX7JXEr8fMw]{Moon Shape}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.UJpMPRD25O7HvhbV]{Insect Eruption}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.2lhnVWUMX1Nu6KVj]{Call the Storm} or @UUID[Compendium.cyphersystem-compendium.abilities.jhdgI9rV2mpH6JQU]{Earthquake}

GM Intrusions: An injured natural (but dangerous) creature is discovered. Someone’s poaching wildlife for their skins, leaving the carcasses to rot. A tree falls in the forest, one of the last elder trees.

Stands Like a Bastion

Your armor, along with your size, strength, incredible training, or machine enhancement, makes you difficult to move or hurt.

Some characters who Stand Like a Bastion might already be experts in armor. They can choose a different tier 1 ability instead of Practiced in Armor.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.o2ZDoteWQsFsqTJr]{Practiced in Armor}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.GlXd4oFI9Fqq3rAX]{Experienced Defender}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.mmg9XLzvfbP4ESGO]{Resist the Elements}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.27EOrq94WxqgBbWQ]{Unmovable}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.R9KnCCvGoEHvV1p0]{Greater Enhanced Might} or @UUID[Compendium.cyphersystem-compendium.abilities.yl2zo179wXZW5Xxc]{Practiced With All Weapons}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.YeOtzG5ksxonD5RS]{Living Wall}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.VsAP4JEe7W5gaGaG]{Hardiness}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.4k5JFV78A5SiPjFo]{Mastery in Armor}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.58CLKxSLgaT6W6Cj]{Lethal Damage} or @UUID[Compendium.cyphersystem-compendium.abilities.NKvNEjx64CcS3l13]{Shield Training}

GM Intrusions: Armor is damaged. Small foes conspire in ingenious ways.

Takes Animal Shape

A shapechanger who can take the form of various animals.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.rJ4ZXuIcz0knY41H]{Animal Shape}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.OIk4usP2NFT0tDu7]{Communication}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.Y4V4tXQ9lO0rMNKR]{Bigger Animal Shape} or @UUID[Compendium.cyphersystem-compendium.abilities.Ee8QC6fkRvD1yw6h]{Greater Beast Form} (works with Animal Shape)

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.gXiq1edSDteTcfGC]{Animal Scrying}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.KGzAHs3qln0fNDjt]{Hard to Kill}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.iX07Ltb1JYr1nMYM]{Blurring Speed} or @UUID[Compendium.cyphersystem-compendium.abilities.QZZXgZ6PF8Eccs74]{Lend Animal Shape}

GM Intrusions: The character unexpectedly changes form. An NPC is frightened by or aggressive toward the shapeshifter. The transformation takes longer than expected.

Talks to Machines

You use your organic brain like a computer, interfacing “wirelessly” with any electronic device. You can control and influence them in ways that others can’t.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.lzy1YbdIJxzNIHZq]{Machine Affinity}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.7nUj7rxq4Qwg4FUM]{Distant Interface}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.L3UjcLAFvS9MLWCu]{Coaxing Power}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.SeAlSU8Rim5CWsgV]{Charm Machine}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.2odkyEO8azxIZWYj]{Intelligent Interface} or @UUID[Compendium.cyphersystem-compendium.abilities.OE5yXpzWC8lSUmGX]{Command Machine}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.XkFsMa9e9IY2FRcN]{Machine Companion}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.NoKdHv0FSytZR4iF]{Robot Fighter}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.PLyxuOlieOGsJx4h]{Information Gathering}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.FxohCBSksJIu1BSA]{Control Machine} or @UUID[Compendium.cyphersystem-compendium.abilities.PKFz6WVsaKm5kIir]{Improved Machine Companion}

GM Intrusions: The machine malfunctions or acts unpredictably.

Throws With Deadly Accuracy

Everything that leaves your hand goes exactly where you’d like it to go and at the range and speed to make the perfect impact.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.XAXJ3mFGdDv0fXLP]{Precision}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.PlTtlXeugIljHFVg]{Careful Aim}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.yszDDDpH6m16dEoV]{Quick Throw} or @UUID[Compendium.cyphersystem-compendium.abilities.CtRvLxfUlCynJv1B]{Skill With Defense}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.1L1uoad8vwgWxiyN]{Everything Is a Weapon}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.hbWaCBEfSMujqvDf]{Specialized Throwing}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.WW3QjCP5UJUsKBW3]{Whirlwind of Throws}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.58CLKxSLgaT6W6Cj]{Lethal Damage} or @UUID[Compendium.cyphersystem-compendium.abilities.LTqgcoprvBF2ZkdH]{Mastery With Defense}

GM Intrusions: Missed attacks strike the wrong target. Ricochets can be dangerous. Improvised weapons break.

Thunders

You emit destructive sound and manipulate soundscapes.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.uMaMKhemHmtlXDjT]{Thunder Beam}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.87SQGqcRavRZslAp]{Sound Conversion Barrier}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.KLFHpPR0MKLOWr8l]{Nullify Sound} or @UUID[Compendium.cyphersystem-compendium.abilities.EcOIgMC9c1IfSHsr]{Echolocation}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.znJCKr6PeEq4a0j5]{Shattering Shout}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.QZa9b5G80qxtoYqg]{Subsonic Rumble}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.B0dq2gW9gdA0PdzR]{Amplify Sounds}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.jhdgI9rV2mpH6JQU]{Earthquake} or @UUID[Compendium.cyphersystem-compendium.abilities.GlFT2ITvytQVWywQ]{Lethal Vibration}

GM Intrusions: Loud noises attract attention.

Travels Through Time

You can see through time, try to reach through it, and eventually even travel through it.

Although all character choices are subject to GM approval, Travels Through Time is a focus that the GM and player should probably have a long conversation about ahead of time, so the player knows the rules of time travel (if any) that exist in the GM’s setting. A character with this focus can drastically alter a setting, if the rules of time travel allow it.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.YD5gm0w3lqTSyO3V]{Anticipation}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.83y32UMQWshRvbDG]{See History}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.3wxiRMTCBZ4iNCHp]{Temporal Acceleration} or @UUID[Compendium.cyphersystem-compendium.abilities.l5vgtPP0LcsqGrzn]{Time Loop}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.0EhZzYdEhtCRnV4c]{Temporal Dislocation}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.OWRsjlf3ahyH9eez]{Time Doppelganger}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.U58ZQ1X3byfANn4W]{Call Through Time} or @UUID[Compendium.cyphersystem-compendium.abilities.lkO9VJhfOrgLY4g1]{Time Travel}

GM Intrusions: Paradoxes are created. Others remember past events differently.

Uses Wild Magic

You are a spellcaster who learns a variety of spells instead of focusing on just one kind of magic.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.Ub8NGsmH8NZcKguG]{Magical Repertoire}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.WvBcuYiFRM3KaTFj]{Cypher Casting}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.BPFjvh6nBN8bxk8T]{Expanded Repertoire}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.fQ3O3G7rFmv194uI]{Cypher Surge} or @UUID[Compendium.cyphersystem-compendium.abilities.Ax9HryNcPDei0g7t]{Faster Wild Magic}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.BPFjvh6nBN8bxk8T]{Expanded Repertoire}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.nfmwpxvs3RvednVI]{Magical Training}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.UNCbO4WGTB8ZubpZ]{Maximize Cypher} or @UUID[Compendium.cyphersystem-compendium.abilities.mz4KXXoQoHXyOBKI]{Wild Insight}

GM Intrusions: A spell performs erratically or rebounds upon the caster. Something interferes with preparing spells. Spellcasting attracts the attention of a powerful creature or potential rival. The cypher spell being cast is replaced with that of a random cypher.

Walks the Wild Woods

You are an adherent of nature magic who draws on the power and strength of trees.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.KqV5RSzOU3S3NK51]{Wilderness Life}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.SPTY1NXOvq2oRLJO]{Patient Recovery}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.ggQwr8b85bg7yzmK]{Wooden Body}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.c3GBVwgz9atmtbgI]{Tree Companion} or @UUID[Compendium.cyphersystem-compendium.abilities.CBdIPMJ2oOOesmod]{Wilderness Awareness}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.gQ9h8tGa60VLo6IH]{Tree Travel}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.mAc6hl4jKLZz84VK]{Great Tree}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.pBX1EYNVGutNx3b5]{Dreadwood} or @UUID[Compendium.cyphersystem-compendium.abilities.HUhj33woHX86SbX8]{Restorative Bloom}

GM Intrusions: A wooden character catches fire. A wild swing from a tree branch hits or trips an ally. Some trees have evil hearts and hate all walking things.

Was Foretold

You are the “chosen one,” and prophecy, prediction, prognostication, or some other method of determination expects great things of you one day.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.V765JZKDKQ00Buyn]{Interaction Skills}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.4p95GsynORh0Xd7X]{Knowing}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.Z7CKGOQWnfdNO885]{Destined for Greatness}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.zIYdniz9sjvAHsnX]{Overcome All Obstacles} or @UUID[Compendium.cyphersystem-compendium.abilities.5t5EIoGSan3pQ08D]{Hard-Won Resilience}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.WeMTxJElozl7OWdJ]{Center of Attention}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.cfR2uFYjteKAqsYw]{Show Them the Way}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.2uSx4ErQ9f2QLX5M]{As Foretold in Prophecy} or @UUID[Compendium.cyphersystem-compendium.abilities.4necR0YTsaij4ojD]{Greater Enhanced Potential}

GM Intrusions: An enemy described in prophecy appears. Unbelievers threaten to ruin the moment. The character gains a reputation in outside circles as a fraud.

Wears a Sheen of Ice

You command the wintery power of cold and ice.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.czVqoPjH98xaNY1d]{Ice Armor}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.nHqTzLHJrUWSAATM]{Frost Touch}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.BGMXK6VKNmp8M4A3]{Freezing Touch} or @UUID[Compendium.cyphersystem-compendium.abilities.7G8B9lfoVXkuxvKB]{Ice Creation}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.FuufiUyoLFbgBH5J]{Resilient Ice Armor}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.yEfkqXxmuQqlA6Fi]{Cold Burst}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.mvC2vboULutesBDu]{Ice Storm} or @UUID[Compendium.cyphersystem-compendium.abilities.EXrZLa3M8BK43qoi]{Winter Gauntlets}

GM Intrusions: Ice makes surfaces slippery. Extreme cold causes objects to crack and break.

Wears Power Armor

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.ClJUFnz8xBmP4a2l]{Powered Armor}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.wHcuP6T7Ti6j5Y8C]{Enhanced Might}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.YBMLX3Jm5oN79J6G]{Heads-Up Display}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.rqC9cEmRkvm29N56]{Fusion Armor} or @UUID[Compendium.cyphersystem-compendium.abilities.b776WTF2u1roh3n0]{Incredible Health}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.dCoCGVzWxIL9fIvH]{Force Blast}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.cTU70NgcebRlD7jI]{Field-Reinforced Armor}

Tier 6: Masterful Armor Modification (Jet Assisted Flight) or Masterful Armor Modification (Cypher Pod)

GM Intrusions: The armor won’t come off. The armor acts under its own power. The armor suffers a momentary power loss. NPCs are scared by the power armor.

Wields an Enchanted Weapon

You channel magic through or from a weapon to create a unique fighting style.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.OUOVkf3edHhnyRPk]{Enchanted Weapon}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.95judMTwajJoxNfy]{Innate Power}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.HVuhBuZVJkfYuGwp]{Charge Weapon}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.VNIcNhgET9z5MW5G]{Power Crash}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.YA5P5CBNr5NSmY6z]{Rapid Attack} or @UUID[Compendium.cyphersystem-compendium.abilities.Om3PoXrtnekrw0dF]{Throw Enchanted Weapon}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.I7ScLgI1tBhWCkwf]{Defending Weapon}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.RxI9TDy4wYR9eJKk]{Enchanted Movement}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.6P1CJvVMot3Y2xj0]{Deadly Strike} or @UUID[Compendium.cyphersystem-compendium.abilities.KDZeCZJxjCQzlTxA]{Spin Attack}

GM Intrusions: A weapon breaks or is dropped. The weapon loses its connection to you until you use an action to reestablish the attunement. The weapon’s energy discharges in an unexpected way.

Wields Two Weapons at Once

You bear steel with both hands, ready to take on any foe.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.NHns9zqufRvB3Tnl]{Dual Light Wield}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.Pu5XGGLI6cCp1EQd]{Double Strike}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.369RISHwqzRXkwEG]{Infiltrator}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.q9nALxXrBv5ubXaT]{Dual Medium Wield} or @UUID[Compendium.cyphersystem-compendium.abilities.rOxKh1Z7J686a0nv]{Precise Cut}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.gVOzzvxS6PPu8Ofy]{Dual Defense}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.3uGYyiXUUSz952zQ]{Dual Distraction}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.p1UMG2hrng7mLFDv]{Disarming Attack} or @UUID[Compendium.cyphersystem-compendium.abilities.KDZeCZJxjCQzlTxA]{Spin Attack}

GM Intrusions: A blade snaps in two or a weapon flies loose from its bearer’s grip.

Works for a Living

You take great satisfaction in a job well done, whether it’s coding, building houses, or mining asteroids.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.f7wLki6qjCNs2Ici]{Handy}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.CBGeAZSBuymzrxDz]{Muscles of Iron}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.RM8Fmu1IJwzBkjcM]{Eye for Detail} or @UUID[Compendium.cyphersystem-compendium.abilities.uhC4ubTGfhkNvIMX]{Improvise}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.wHcuP6T7Ti6j5Y8C]{Enhanced Might}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.t8wL47jk1KS4zapb]{Tough It Out}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.MdRdAc0qAWghMmlV]{Expert Skill}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.4necR0YTsaij4ojD]{Greater Enhanced Potential} or @UUID[Compendium.cyphersystem-compendium.abilities.5t5EIoGSan3pQ08D]{Hard-Won Resilience}

GM Intrusions: Repairs sometimes fail. Wiring can be tricky to decipher and still carry an electrical charge. Some people are rude to those who work for a living.

Works Miracles

You can heal others with a touch, alter time to help others, and are generally beloved by everyone.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.igGttY1Y2XbAx3qY]{Healing Touch}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.8mP69InEXQ4TB5BL]{Alleviate}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.rAmIxY5G1BK4ZMm7]{Font of Healing} or @UUID[Compendium.cyphersystem-compendium.abilities.7amEMbwK27v31Lt9]{Miraculous Health}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.FiSwskgQGBjp4IhZ]{Inspire Action}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.IN9qNZDx4sBKNr8n]{Undo}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.O2XHxUa2QNrliDMG]{Greater Healing Touch} or @UUID[Compendium.cyphersystem-compendium.abilities.ydmPM9m8nmmgvlXc]{Restore Life}

GM Intrusions: Attempts to heal might cause harm instead. A community or individual needs a healer so desperately that they hold one against their will.

Works the Back Alleys

You make your way unseen, stealing from the wealthy to achieve your ends.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.QAdh0yZBjJsHdJjD]{Stealth Skills}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.OFWQd2W52VAODeas]{Underworld Contacts}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.MzKqElUHuTtHkV7D]{Pull a Fast One} or @UUID[Compendium.cyphersystem-compendium.abilities.OtbS1NoVXK7mQLEe]{Guild Training}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.KM9qqjzJBJusQNkT]{Master Thief}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.xR2DkSqvAoR8Vtfn]{Dirty Fighter}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.QtpmHxblBqoQozbg]{Alley Rat} or @UUID[Compendium.cyphersystem-compendium.abilities.eepc8U2e178RDqBs]{All-Out Con}

GM Intrusions: Thieves are thrown in jail. Powerful enemies are made.

Works the System

You can exploit flaws in artificial systems, including but not limited to computer code.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.0V2NE0905wwYPRVo]{Hack the Impossible}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.JkiG6hpsfj1h6XRR]{Computer Programming}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.2CekF2lqwNrMyio0]{Connected}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.TmDavAL4vDxKjLBK]{Confidence Artist} or @UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.1fYBYD1EfA5z1NFl]{Confuse Enemy}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.jTiOQKW2QtXK8dmF]{Work the Friendship}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.HUVY2MA2CBegFhLY]{Call in Favor} or @UUID[Compendium.cyphersystem-compendium.abilities.4necR0YTsaij4ojD]{Greater Enhanced Potential}

GM Intrusions: Contacts sometimes have ulterior motives. Devices sometimes have failsafes or even traps.

Would Rather Be Reading

Books are your friends. What’s more important than knowledge? Nothing.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.vPraXsdXkCmaoBbI]{Knowledge Is Power}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.34Ycb9VK8JwHgSl4]{Greater Enhanced Intellect}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.wJSxVM8fWADJtTSd]{Applying Your Knowledge} or @UUID[Compendium.cyphersystem-compendium.abilities.dVh39nh5ARUxreUc]{Flex Skill}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.vPraXsdXkCmaoBbI]{Knowledge Is Power}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.wlkPdME0r3hx9VbE]{Knowing the Unknown}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.34Ycb9VK8JwHgSl4]{Greater Enhanced Intellect}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.vPraXsdXkCmaoBbI]{Knowledge Is Power}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.sq2JJtnRtSthJSYL]{Tower of Intellect} or @UUID[Compendium.cyphersystem-compendium.abilities.lbXg8UlSCG23yxO4]{Read the Signs}

GM Intrusions: Books burn, get wet, or get lost. Computers break or lose power. Glasses break.

","markdown":""},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"ownership":{"default":-1},"flags":{}},{"sort":398438,"name":"Creating New Foci","type":"text","_id":"0VwlyyylqvFgJjZw","title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"

This section provides everything you need to create your own foci.

Every focus has an overarching style, whether that’s exploration, energy manipulation, or simply dealing a lot of damage in combat. These broad classifications are called focus categories.

Each focus category has an overarching theme, followed by selection guidelines that describe how to choose abilities for each tier from the Abilities chapter, from tier 1 to tier 6.

The newly created focus should be named in the form of a verb, like Controls Beasts or Abides in Stone. For instance, a fire-using focus created by following the guidelines in the energy manipulation focus category might be called Bears a Halo of Fire (one of the sample foci in this chapter). Alternatively, a new fire-using focus should get an all-new name like Stokes the Flames of the Apocalypse or Lights Fires With a Thought.

The ability selection guidelines invite you to choose an ability from one of three ranges: low tier, mid tier, and high tier. These ranges correspond with the power “grades” given for every ability. These abilities are further sorted into ability categories based on the kinds of things they do—abilities that improve physical attacks are in the attack skill category, abilities that assist allies are in the support category, and so on. Look for the grades and categories in the Ability Categories and Relative Power section of the Abilities chapter.

Low-tier abilities are best suited for focus options at tiers 1 and 2. Mid-tier abilities are best suited for focus options at tiers 3 and 4. High-tier abilities are best suited for focus options at tiers 5 and 6.

That said, sometimes you’ll find it appropriate to assign a low-tier ability at tier 3 or 4, or maybe a mid-tier ability at tier 1 or 2. Do so sparingly, but don’t rule it out. It might be the only way to get all the abilities you want for the focus you’re building. Higher-tier abilities usually cost more Pool points to use. So if a mid-tier ability is made available at tier 1 or 2, or a high-tier ability is made available at tier 3 or 4, the higher cost will be a balancing factor.

Balancing Abilities

The guidelines within each category go a long way toward ensuring that the focus you build will be balanced. Sometimes it might be appropriate to grant a low-power ability along with a regular ability at a given tier, depending on the needs of the focus. A “low-power ability” is deliberately open for GM interpretation, but generally speaking, should be no more potent than a low-tier ability (that is, an ability that is normally available at tier 1 or 2).

For instance, someone who uses cold might be able to create small snow sculptures in addition to emitting a cold ray. Someone who uses electricity might be able to charge a depleted artifact or have an asset for dealing with electrical systems. And so on.

Often, the focus guidelines note this as a possibility. However, you have great leeway in deciding if a focus needs an additional ability, even if the guidelines for that tier don’t indicate one. If you do add an ability, or there is a
higher-power ability at a tier that normally shouldn’t have it, it might mean that the choice given at the next tier, or the previous tier, isn’t quite as good. Balancing a focus is a bit of an art. Resist the urge to overpower the focus, but don’t underpower it, either.

Each focus category provides a guideline for what kind of ability you should select at every tier. But don’t regard the guidelines as something that you can’t vary. They’re not prescriptive; they’re just a place to start. You might want to vary the kind of ability at a particular tier that isn’t indicated in the guidelines. As long as the chosen ability falls within the expected power curve for that tier, it’s fine. The guideline isn’t meant to be a straitjacket.

For example, if you’re building a cold-using focus for a game set in a fantasy genre, you may decide that an ability that calls up a demon is a better choice at a particular tier than an ability that does damage in an area, which is what the tier 5 guideline for energy manipulation calls for. Making the change is probably especially valid if you call your new focus something like Channels the Ninth Circle.

Ability Swap

If you’re creating a focus and you think it should provide a suite of abilities at first tier that would mechanically overload it, you have the option to add one as a “swap” ability. Doing so is as easy as allowing a character to swap out one of their type abilities for an indicated low-tier focus ability. The ability is gained instead of one of the abilities normally granted by the character’s type.

Concept and Category

Choosing to create a focus that uses a particular concept—say, creating illusions—doesn’t lock you into creating a focus within a particular category—in this case, environment manipulation. A focus can be constructed in a variety of ways using a particular energy, tool, or concept, each ultimately leading to a focus that provides different results. It all depends on your ends. In this case, creating illusions might be used to sway others, which argues for a focus built using the influence category guidelines.

In the same way, if a focus grants a character the ability to call some kind of force or energy, that doesn’t mean the focus should automatically be built using the energy manipulation category guidelines (though of course it could, if attacking and protecting yourself with that energy is the point). But a focus could be built that grants abilities to call energy or force that is primarily focused on durability, suggesting a tank combat focus (someone who can take a lot of punishment in a fight); or blasting away with a main concern for maximizing damage, thus suggesting a striker combat focus; or creating a follower composed of that energy or force, suggesting an ally use focus (that is, someone who uses helping creatures, NPCs, or even duplicate versions of themselves to give them a leg up).

Here’s another example: the focus Controls Gravity could conceivably be an environment manipulation focus or an energy manipulation focus. It depends on whether the focus is more concerned with crushing and holding things in place (environment manipulation) or on blasting things and protecting yourself with gravity (energy manipulation).

The same malleability of concept holds true in other realms. For instance, if someone is able to call up and mold raw earth, they might use it to transform themselves into a being of stone (tank combat), to batter foes (striker combat), or to create walls, barricades, and shields to protect their allies (support).

If you’re looking for an ability and can’t seem to find the right one in the vast catalog in the Abilities chapter, consider reskinning one to make it seem new (and to accomplish what you need). Reskinning means that you use the underlying mechanics of an ability as written but change the flavor in some fashion. For instance, maybe you’re creating a new earth-moving focus but can’t find enough earth-related abilities to meet your need. It’s easy enough to change up other abilities so they use earth instead of fire, cold, or magnetism. For instance, Wings of Fire might become Wings of Earth, Ice Armor could become Earth Armor, and so on. These alterations change nothing except the type of damage and any knock-on effects (for instance, Wings of Earth might generate clouds of dust in their wake).

Abilities That Reference Other Abilities

Some abilities in the Abilities chapter reference other abilities. If you select an ability for your focus or type that refers to or modifies a lower-tier ability, also include that lower-tier ability in your type or focus as a selection a PC can make at a lower tier.

Creating Brand-New Abilities

You can go further than reskinning and create one or more brand-new abilities. When doing this, try to find something as close as possible to the effect you want, then use it as a template. In any case, deciding how much an ability should cost when it comes to a character’s Pool is one of the most important aspects of getting an ability right.

You may notice that higher-tier abilities are more expensive. This is partly because they do more, but it’s also because higher-tier characters have more Edge than lower-tier characters, which means they pay fewer points from their relevant Pools. A third-tier character with 3 Edge in a relevant Pool pays no cost for abilities that cost 3 or fewer points. That’s great for lower-tier abilities, but you’ll usually want a character to think a little bit about how often to use their most powerful abilities. That means they should cost at least 1 point more than the Edge the character is likely to have at that tier. (Often, a character will have an Edge in their relevant Pool equal to their tier.)

As a good rule of thumb, a typical ability should cost points equal to its tier.

Choose GM Intrusions

Think about the kinds of things that might surprise, alarm, or go catastrophically wrong for someone with the new focus being created, and assign it as a GM intrusion for that focus. Of course, this often is done on the fly during the game. But giving the topic some thought while the focus is being constructed and the ideas are fresh in your head is likely to yield some particularly devilish options.

Focus Categories

Ally Use

Foci that prioritize providing NPC followers to the character are ally use foci. The followers give aid to the PC in a variety of ways, but at base they usually provide an asset to the character’s actions.

Multiple potential themes exist within the ally use category, from abilities that allow a character to summon or craft allies to those that allow them to attract allies through fame, magic, or essential authority or charisma.

Connection: Choose four relevant connections from the Focus Connections list.

Additional Equipment: Any object necessary for the character to keep an ally. For instance, someone with a focus that uses super-science to create robot allies would require tools to build and repair those allies. Some foci in this category don’t require anything to gain or retain their benefits.

Minor Effect Suggestions: The NPC ally’s tasks are eased on its next turn.

Major Effect Suggestions: The NPC ally gains an immediate extra action.

The following are examples and not meant to provide a complete list of all possible foci in this category.

@UUID[.9x56c0G5TMOl1Arn#builds-robots]{Builds Robots} @UUID[.9x56c0G5TMOl1Arn#consorts-with-the-dead]{Consorts With the Dead} @UUID[.9x56c0G5TMOl1Arn#controls-beasts]{Controls Beasts} @UUID[.9x56c0G5TMOl1Arn#exists-in-two-places-at-once]{Exists in Two Places at Once} @UUID[.9x56c0G5TMOl1Arn#leads]{Leads} @UUID[.9x56c0G5TMOl1Arn#masters-the-swarm]{Masters the Swarm} @UUID[.9x56c0G5TMOl1Arn#shepherds-spirits]{Shepherds Spirits}

Ability Selection Guidelines

Tier 1: Choose a low-tier ability that grants a level 2 NPC follower to the character, or gives a similar benefit provided by an NPC. Alternatively, lay the groundwork for gaining such NPC allies at higher tiers by choosing an ability that gives the character influence over others.

Sometimes an additional low-power ability is appropriate, depending on the focus. Often, this is an ability that grants skill training in a related area of knowledge or a related skill. For instance, training in a skill related to the kind of NPC follower the character gains would be appropriate.

Tier 2: Choose a low-tier ability that grants influence over similar kinds of NPCs as the follower gained at the previous tier. If no follower was gained at the previous tier, this ability should provide that benefit now.

Sometimes a secondary ability might be appropriate in addition to the ability provided above, perhaps a low-power ability that grants 2 or 3 points to a Pool.

Tier 3: Choose two mid-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One option should be a mid-tier ability that improves the NPC follower previously provided (usually from level 2 to level 3) or grants an additional follower.

The other option should be something that benefits the character—perhaps an offensive or defensive ability, or something that broadens their influence over their followers (or potential followers).

Tier 4: Choose a mid-tier ability that gives the character an offensive or defensive capability if they haven’t previously gained one, preferably within the theme of the focus. For instance, if the character gains followers because of their charisma, this ability might let them command foes for brief periods. If the character gains followers by building or calling them, this ability might let them affect entities of the same type that are not already their followers.

Alternatively, this ability might further improve a previously gained follower from level 3 to level 4, or grant an additional follower.

Tier 5: Choose an ability that improves the character by providing a defense, an improved stat Pool, or another kind of protection.

Alternatively, this ability could open a new front in influencing and calling NPC allies related to the focus’s theme. For instance, someone who keeps beast allies might gain an ability to call a horde of lesser beasts. Someone who builds robots might gain an ability to build several lesser robot helpers. And so on.

Finally, this ability might improve a previously gained follower to level 5.

Tier 6: Choose two high-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One of the abilities should improve a previously gained follower to level 5, if that wasn’t already provided at tier 5. If that’s the case, this ability might be provided in addition to two other related abilities.

Another high-tier option could provide a handful of level 3 followers to the character.

The last high-tier ability could open a new front in influencing and calling NPC allies related to the focus’s theme. For instance, someone who gains followers through high charisma and training might gain an ability to learn otherwise impossible-to-glean information.

Basic

Foci that rely mostly on providing skill training, assets to tasks, and bumps to stat Pools and Edge in order to improve a character fall within the basic category. An overarching theme is also included, as with most of the other categories, that makes sense of the various basic abilities provided.

In addition, because the benefits provided by such foci are mostly straightforward (usually with a few exceptions), most basic foci would also be appropriate for non-fantastic campaigns where magic, super-science, or psychic abilities normally don’t come into play. That said, just because the abilities granted by basic foci are straightforward doesn’t mean they are not potent when combined with the abilities granted by type, descriptor, cyphers, and other character aspects.

Connection: Choose four relevant connections from the Focus Connections list.

Additional Equipment: Any object necessary to fulfill the overarching theme of the focus. For instance, a focus called Would Rather Be Reading should grant a handful of books to the character. A focus called Works for a Living should provide a set of tools.

Minor Effect Suggestions: Next action is eased.

Major Effect Suggestions: Make a free, no-action recovery roll that doesn’t count against daily recovery rolls.

The following are examples and not meant to provide a complete list of all possible foci in this category.

@UUID[.9x56c0G5TMOl1Arn#doesnt-do-much]{Doesn’t Do Much} @UUID[.9x56c0G5TMOl1Arn#interprets-the-law]{Interprets the Law} @UUID[.9x56c0G5TMOl1Arn#learns-quickly]{Learns Quickly} @UUID[.9x56c0G5TMOl1Arn#works-for-a-living]{Works for a Living} @UUID[.9x56c0G5TMOl1Arn#would-rather-be-reading]{Would Rather Be Reading}

Ability Selection Guidelines

Tier 1: Choose an ability that grants training or an asset to skills associated with the focus’s theme, or that grants 5 or 6 points to a particular Pool.

Alternatively, choose an ability that grants only 2 or 3 points to a particular Pool and an ability that provides training or an asset to just one task.

Tier 2: Choose whichever kind of ability wasn’t chosen at tier 1.

Tier 3: Choose two mid-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One option should be a non-fantastic ability that improves the character’s abilities within the focus’s theme. For instance, if the theme involves paying attention in some fashion, an information-gathering ability might be appropriate.

The other option should be something that either improves the character’s Edge in an appropriate stat or provides the character with some kind of defense.

Tier 4: Choose another ability that grants additional training or an asset to skills associated with the focus’s theme, or that grants 5 or 6 points to a particular Pool best suited to the focus. Or choose two abilities that provide only 2 or 3 points plus another tier 4 ability that improves a single task or skill.

Alternatively, provide a branch-out ability suggested at tier 5.

Finally, if the focus has yet to grant some kind of defense, a defensive ability could be provided here.

Tier 5: Choose an ability that allows the character to branch out slightly—perhaps one like Expert Skill that allows them to automatically succeed on a task they’re trained in.

Alternatively, if a nonstandard benefit was provided at tier 4, provide the benefits suggested at tier 4 here.

Tier 6: Choose two high-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One option should be an ability that provides another 5 or 6 points to a particular Pool best suited to the focus, or that the character can divide up as they wish. Alternatively, training in offense or defense would also be appropriate.

The other tier 6 option should give the character a brand-new ability within their theme, but not one that strays into the realm of the fantastic. For instance, an ability that allows a character to take two actions instead of one would be reasonable. Granting additional training, assets, or Edge would also be fine.

Energy Manipulation

Energy manipulation foci offer abilities that can call fire, electricity, force, magnetism, or nonstandard forms of energy such as cold, stone, or something stranger like “void” or “shadow.” These abilities usually give a character a way to achieve something of a balance between attacking enemies and granting themselves or allies additional protection. The focus usually also offers abilities that provide other ways to use specific energy for things like transportation, creating large concentrations of energy that can affect multiple targets, or creating a temporary object or barrier of energy.

Connection: Choose four relevant connections from the Focus Connections list.

Additional Equipment: One or more pieces of equipment immune to the energy manipulated, which might be a set of clothes. Alternatively, something related to the energy being generated. Some foci in this category don’t require additional equipment.

Energy Abilities: If a character type grants special abilities that normally use some other kind of energy, they now produce the kind used by this focus. For example, if a character uses this focus to manipulate electricity, their force blasts become blasts of electricity. These alterations change nothing except the type of damage and any knock-on effects (for instance, electricity might temporarily short out electronic systems).

Minor Effect Suggestions: The target or something near the target is hindered because of residual energy.

Major Effect Suggestions: An important item on the target’s person is destroyed.

The following are examples and not meant to provide a complete list of all possible foci in this category.

@UUID[.9x56c0G5TMOl1Arn#absorbs-energy]{Absorbs Energy} @UUID[.9x56c0G5TMOl1Arn#bears-a-halo-of-fire]{Bears a Halo of Fire} @UUID[.9x56c0G5TMOl1Arn#dances-with-dark-matter]{Dances With Dark Matter} @UUID[.9x56c0G5TMOl1Arn#rides-the-lightning]{Rides the Lightning} @UUID[.9x56c0G5TMOl1Arn#thunders]{Thunders} @UUID[.9x56c0G5TMOl1Arn#wears-a-sheen-of-ice]{Wears a Sheen of Ice}

Ability Selection Guidelines

Tier 1: Choose a low-tier ability that either inflicts damage or provides protection using the appropriate energy type in some fashion.

Sometimes an additional low-power ability is appropriate, depending on the energy type. For instance, a focus that manipulates cold might grant an ability to create snow sculptures. A focus that manipulates electricity might grant an ability to charge a depleted artifact or have an asset for dealing with electrical systems. A focus that absorbs energy might grant an ability to release it as a basic attack. And so on.

Tier 2: Choose whichever kind of ability wasn’t chosen at tier 1.

Tier 3: Choose two mid-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One option should be an ability that inflicts damage using the appropriate energy type (and possibly a related effect).

The other should grant enhanced movement by use of the appropriate energy type, give additional protection provided by the preferred energy, or use the energy in a completely new way, such as by draining the energy from a machine (if using electricity), entombing a victim in a layer of ice (if using cold), creating perfect silence (if using sound), creating a dazzling blast of illumination (if using light), and so on.

Tier 4: Choose whichever kind of ability wasn’t chosen at tier 3.

Tier 5: Choose a high-tier ability that inflicts damage (and possibly a related effect) that can affect more than one target using the appropriate energy type, or an ability that uses the energy in some fashion not previously used, as described in tiers 3 and 6.

Tier 6: Choose two high-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One of the high-tier abilities should use the preferred energy to inflict a lot of damage to a single target or to several.

The other option should use the appropriate energy type to accomplish a task not previously provided by lower-tier abilities, such as fashioning a fiery follower (if using fire), teleporting a great distance as a blast of lightning (if using electricity), creating solid objects out of the energy, and so on.

Environment Manipulation

Foci that allow a character to move objects, affect gravity, create objects (or illusions of objects), and so on are environment manipulation foci. Given that, in many cases, energy is used as part of this process, this category and energy manipulation overlap to some extent. Environment manipulation foci prioritize abilities that indirectly affect enemies and allies via objects, forces, and alterations of the surroundings; energy manipulation foci prioritize directly damaging targets with the chosen energy or force.

For example, rather than blasting a foe with a gravity pulse that does damage, a character using an environment manipulation focus based on gravity is more likely to have abilities that hold a target in place, use gravity to throw heavy objects as an attack, or lower gravity in a particular area or even on a particular object.

Connection: Choose four relevant connections from the Focus Connections list.

Additional Equipment: Any object necessary to manipulate the surrounding environment. For instance, someone with a focus that grants the ability to craft objects would require basic tools. Some foci in this category don’t require anything to gain or retain their benefits.

Environment Manipulation Abilities: Foci themes that involve imagery or visible energies can affect the look of your type abilities. Such alterations, if any, do nothing but change the appearance of effects. If gravity is manipulated, perhaps a telltale bluish glow permeates all ability uses, including type abilities. If illusion is generated, perhaps flamboyant visual and auditory qualities accompany type abilities, such as the appearance of a tentacled beast holding a target in place when Stasis is used. And so on.

Minor Effect Suggestions: The target gets turned around, and its next attack is hindered.

Major Effect Suggestions: The character is refreshed and recovers 4 points to one Pool.

The following are examples and not meant to provide a complete list of all possible foci in this category.

@UUID[.9x56c0G5TMOl1Arn#awakens-dreams]{Awakens Dreams} @UUID[.9x56c0G5TMOl1Arn#blazes-with-radiance]{Blazes With Radiance} @UUID[.9x56c0G5TMOl1Arn#calculates-the-incalculable]{Calculates the Incalculable} @UUID[.9x56c0G5TMOl1Arn#controls-gravity]{Controls Gravity} @UUID[.9x56c0G5TMOl1Arn#crafts-illusions]{Crafts Illusions} @UUID[.9x56c0G5TMOl1Arn#crafts-unique-objects]{Crafts Unique Objects} @UUID[.9x56c0G5TMOl1Arn#employs-magnetism]{Employs Magnetism} @UUID[.9x56c0G5TMOl1Arn#focuses-mind-over-matter]{Focuses Mind Over Matter}

Ability Selection Guidelines

Tier 1: Choose a low-tier ability that grants a basic use of an ability that alters the environment (or predicts it) using the focus’s theme. For instance, a gravity-affecting focus might provide an ability that makes a target lighter or heavier. An
illusion-crafting focus might grant an ability that allows the creation of an image. An object-making focus might grant a basic proficiency in creating a particular kind of object. A predictive focus might calculate outcomes and provide the character with the benefits of that foreknowledge. And so on.

Sometimes an additional low-power ability is appropriate, depending on the focus. Often, this is an ability that grants skill training in a related area of knowledge.

Tier 2: Choose a low-tier ability that provides a new defensive or offensive capability related to the focus’s theme.

Alternatively, this ability might provide an additional or brand-new capability to manipulate the environment related to the focus’s theme.

Tier 3: Choose two mid-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One option should be a mid-tier ability related to the focus’s theme that provides an additional environment manipulation capacity or further improves the basic environment manipulation ability previously granted. This ability isn’t directly offensive or defensive, but provides either an all-new ability related to the basic ability, or one that increases the strength, range, or some other extension of the previously unlocked basic ability.

The other mid-tier option should provide an offensive or defensive ability related to the specific form of movement the focus provides, if possible.

Tier 4: Choose a mid-tier ability that is either an offensive or a defensive use of the ability, whichever one wasn’t chosen as an option in the previous tier.

Tier 5: Choose a high-tier penultimate use of the environment-manipulation ability. For instance, if the focus-granted manipulation is illusory, this ability might haunt a target with terrifying images. If the focus is gravity based, it might unlock flight. If magnetic, it might allow the user to reshape metal. If the focus grants telekinetic powers, this ability could allow a character to hurl massive objects at foes. And so on.

Tier 6: Choose two high-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One of the abilities should provide either an offensive or a defensive ability, opposite the ability provided at tier 4 (though high tier rather than mid tier).

The other option should be something that further explores the use of the basic environment manipulation capability. If the tier 5 choice was the penultimate ability, this might be an even better ultimate ability related to the kind of manipulation offered, or a different way of using that ability to unlock an as-yet-unexplored facet of the ability.

Exploration

Foci that allow a character to gather information, survive in unfamiliar environments, and find their way to new locations or track down particular creatures and foes are exploration foci. Surviving in unfamiliar environments requires a reasonable selection of defensive options; however, abilities that allow a character to find and learn are prioritized.

Exploration foci rely on a variety of methods, though training and expertise are the mainstays. Some methods require specific tools (such as a vehicle) to grant the benefits provided, while others might rely on the supernatural or
super-science to learn new things and explore strange places from afar.

Connection: Choose four relevant connections from the Focus Connections list.

Additional Equipment: Any object necessary to explore. For instance, starting maps and/or
a compass would be basic equipment, while someone who uses psychic abilities might require a mirror or crystal sphere to gaze into. Equipment might also include access to a vehicle required for exploration, as previously noted.

Minor Effect Suggestions: You have an asset on any action that involves using your senses, such as perceiving or attacking, until the end of the next round.

Major Effect Suggestions: Your Intellect Edge increases by 1 until the end of the next round.

The following are examples and not meant to provide a complete list of all possible foci in this category.

@UUID[.9x56c0G5TMOl1Arn#explores-dark-places]{Explores Dark Places} @UUID[.9x56c0G5TMOl1Arn#infiltrates]{Infiltrates} @UUID[.9x56c0G5TMOl1Arn#operates-undercover]{Operates Undercover} @UUID[.9x56c0G5TMOl1Arn#pilots-starcraft]{Pilots Starcraft} @UUID[.9x56c0G5TMOl1Arn#sees-beyond]{Sees Beyond} @UUID[.9x56c0G5TMOl1Arn#separates-mind-from-body]{Separates Mind From Body}

Ability Selection Guidelines

Tier 1: Choose a low-tier ability that grants the character basic exploratory, survival, or information-gathering capabilities within the focus’s theme.

Sometimes an additional low-power ability is appropriate, depending on the focus. Often, this is an ability that grants skill training in a related area of knowledge or a related skill (though this may already be covered in the main ability). Alternatively, it might offer a simple bonus of 2 or 3 points to the Might Pool.

Tier 2: Choose another low-tier ability that grants an additional capability related to exploration, survival, or information gathering.

For instance, a focus dedicated to surviving savage conditions might offer an ability (or two) that makes it easier to avoid natural hazards, poisons, difficult terrain, and so on. A focus dedicated to exploration of a particular area might grant abilities to gain access to that area, or a capability that others normally lack (like the ability to see in the dark).

Tier 3: Choose two mid-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One option should further improve the basic exploration ability granted, or give a new exploratory, survival, or information-gathering ability.

The other option should be something that benefits the character, either an offensive or defensive ability (especially if this focus hasn’t already granted that) or something that further broadens the character’s ability to explore in the focus’s chosen realm.

Tier 4: Choose a mid-tier offensive or defensive ability (whichever wasn’t offered at tier 3) that benefits the character. Alternatively, if offensive and defensive abilities are already well represented, choose a different mid-tier ability that broadens the character’s ability to explore, survive, or gather information.

Tier 5: Choose a high-tier ability that alleviates some of the penalties for exploring, surviving, or gathering information in a normally inhospitable place.

Tier 6: Choose two high-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One option should further improve the basic exploration-themed ability previously granted, or give a brand-new exploratory, survival, or information-gathering ability.

The other option should be something that benefits the character, either an offensive or defensive ability, or yet another ability that further broadens their capacity to explore in the focus’s chosen realm.

Influence

Foci that prioritize authority and influence—whether that’s to make people or machines do as commanded, to help others, or to rise to some other prestigious and significant position—fall within the influence category.

These foci grant influence through training and persuasion, by direct mental manipulation, by using fame to get people’s attention and influence their actions, or simply by knowing and learning things that affect later decisions. In this sense, the concept of influence is broad.

Connection: Choose four relevant connections from the Focus Connections list.

Additional Equipment: Any object necessary to achieve the influence suggested should be granted as additional equipment. Some influence foci don’t require anything to gain or retain their benefits.

Minor Effect Suggestions: The range or duration of the influencing ability is doubled.

Major Effect Suggestions: An ally or indicated target can take an additional action.

The following are examples and not meant to provide a complete list of all possible foci in this category.

@UUID[.9x56c0G5TMOl1Arn#commands-mental-powers]{Commands Mental Powers} @UUID[.9x56c0G5TMOl1Arn#conducts-weird-science]{Conducts Weird Science} @UUID[.9x56c0G5TMOl1Arn#fuses-mind-and-machine]{Fuses Mind and Machine} @UUID[.9x56c0G5TMOl1Arn#is-idolized-by-millions]{Is Idolized by Millions} @UUID[.9x56c0G5TMOl1Arn#solves-mysteries]{Solves Mysteries} @UUID[.9x56c0G5TMOl1Arn#talks-to-machines]{Talks to Machines} @UUID[.9x56c0G5TMOl1Arn#works-the-system]{Works the System}

Ability Selection Guidelines

Tier 1: Choose a low-tier ability that allows the character to learn something significant enough that they can choose a smart course of action (or use that knowledge to persuade or intimidate). How the character learns the information varies by the specifics of the focus. One character might do experiments to learn answers, another might open a telepathic link with others to trade information secretly and quickly, and still another might simply be trained in interaction tasks.

Sometimes an additional low-power ability is appropriate, depending on the focus. Often, this is an ability that grants skill training in a related area of knowledge.

Tier 2: Choose a low-tier ability that improves the character’s ability to apply influence. This might open an additional front on the focus’s basic theme or simply further enhance the basic ability already provided. For instance, this tier 2 ability could ease influence-related tasks by a few steps, allow a telepath to read the minds of others who have secrets they’d otherwise not reveal, or grant influence over physical objects (either to improve them or to learn more about them). And so on.

Tier 3: Choose two mid-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One option should provide an offensive or defensive capability related to the focus’s specific kind of influence, if possible. For instance, an inventor might create a serum that gives them increased abilities (which could be used for offense or defense), a telepath might have some method of blasting foes with mental energy, and someone with only the basic skills of debate and influence through fame might have to rely on weapon training or their entourage.

The other mid-tier option should provide an additional ability to influence in the theme of the focus, or further improve the basic influence ability previously granted. This option isn’t directly offensive or defensive, but provides either an all-new ability related to the basic ability, or increases the strength, range, or some other extension of the previously unlocked basic ability. For instance, a telepath might have a psychic suggestion ability.

Tier 4: Choose a mid-tier ability that is either an offensive or a defensive use of the influence ability, whichever one wasn’t chosen as an option in the previous tier.

Alternatively, this ability could grant an additional capability related to the kind of influence the focus provides.

Tier 5: Choose a high-tier penultimate use of the specific influence ability granted at lower tiers.

Alternatively, choose an ability not previously gained at a lower tier, one that opens a new front on the particular influence capability. For instance, if the focus-granted influence is telepathic, the tier 5 ability might allow a character to see into the future to gain assets for dealing with enemies (and allies).

Tier 6: Choose two high-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One of the options should provide either an offensive or a defensive ability, opposite the ability provided at tier 4 (though high tier rather than mid tier).

The other option should be something that further explores the use of the basic influence ability provided by the focus. If the tier 5 choice was the penultimate ability, this might be an even better ultimate ability related to the kind of influence used, or a different way of using that ability to unlock an as-yet-unexplored facet of the ability.

Irregular

Most foci have a basic theme, a “character story” that logically leads to a series of related abilities. However, certain foci themes are so wide that they don’t fit into any other category except an irregular one of their own.

Irregular foci provide a basket of disparate abilities. Usually that’s because the overarching theme is one that demands variability and access to several different kinds of abilities. Often, these foci are found in genres that suggest additional rule tweaks to leverage their use even further, such as power shifts in the superhero genre and spellcasting in the fantasy genre. However, other irregular foci are possible.

Connection: Choose four relevant connections from the Focus Connections list.

Additional Equipment: Any object necessary to the focus’s theme. For instance, a
superhero-themed focus might grant a superhero costume.

Minor Effect Suggestions: The target is also dazed for one round, during which time all of its tasks are hindered.

Major Effect Suggestions: The target is stunned and loses its next turn.

The following are examples and not meant to provide a complete list of all possible foci in this category.

@UUID[.9x56c0G5TMOl1Arn#channels-divine-blessings]{Channels Divine Blessings} @UUID[.9x56c0G5TMOl1Arn#descends-from-nobility]{Descends From Nobility} @UUID[.9x56c0G5TMOl1Arn#emerged-from-the-obelisk]{Emerged From the Obelisk} @UUID[.9x56c0G5TMOl1Arn#flies-faster-than-a-bullet]{Flies Faster Than a Bullet} @UUID[.9x56c0G5TMOl1Arn#masters-spells]{Masters Spells} @UUID[.9x56c0G5TMOl1Arn#speaks-for-the-land]{Speaks for the Land}

Ability Selection Guidelines

Tier 1: Choose a low-tier ability that grants one of the benefits the focus theme promises, one that a first-tier character should have.

Sometimes an additional low-power ability is appropriate, depending on the focus. Often, this is an ability that grants skill training in a related area of knowledge or a related skill. Alternatively, it might offer a simple bonus of 2 or 3 points to a Pool.

Tier 2: Choose a low-tier ability that grants one of the benefits the focus theme promises, one that’s presumably not immediately related to the one provided at tier 1. That said, if a defense wasn’t provided at tier 1, tier 2 is a good place to add it.

Tier 3: Choose two mid-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One option should provide one of the benefits the focus theme promises, one that may not be immediately related to those provided at earlier tiers.

The other option should include a method of attack if none has previously been granted. Alternatively, if the lower-tier abilities don’t quite get the character where they need to be, this option might further increase a capability unlocked at a lower tier.

Tier 4: Choose a mid-tier ability that grants one of the benefits the focus theme promises, one that may not be immediately related to those provided at earlier tiers.

Tier 5: Choose a high-tier ability that grants one of the benefits the focus theme promises, one that may not be immediately related to those provided at earlier tiers.

Tier 6: Choose two high-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One option should grant one of the benefits the focus theme promises, one that may not be immediately related to those provided at earlier tiers. However, this ability might also provide an ultimate version of a lower-tier ability if a mid-tier or low-tier option wasn’t quite sufficient.

The other option should provide an alternate method to round out the character in a way that doesn’t replicate the first tier 6 option. For instance, if the first option provided some kind of attack, this one might be an interaction, information-gathering, or healing ability, depending on the focus’s overarching theme.

Movement Expertise

Foci that prioritize novel forms of movement—in order to excel in combat, escape situations most others can’t, move with stealth for purposes of theft or escape, or move into locations normally inaccessible—fall within the movement expertise category. These foci usually have methods of granting either offense or defense through movement, though they may provide some means of doing both.

The classic movement expertise focus is one that relies on speed to make more attacks and avoid being hit, though general agility might also provide the same benefit. Other foci in this category might fall within the theme by granting a character the ability to become immaterial, to change their form into something like water or air, or to instantly move via teleportation.

Connection: Choose four relevant connections from the Focus Connections list.

Additional Equipment: Any object necessary to achieve great speeds, change state, or otherwise gain the benefit of the focus should be granted as additional equipment. Some foci in this category don’t require anything to gain or retain their benefits.

Minor Effect Suggestions: The target is dazed, and their next action is hindered.

Major Effect Suggestions: The target is stunned and loses their next action.

The following are examples and not meant to provide a complete list of all possible foci in this category.

@UUID[.9x56c0G5TMOl1Arn#exists-partially-out-of-phase]{Exists Partially Out of Phase} @UUID[.9x56c0G5TMOl1Arn#moves-like-a-cat]{Moves Like a Cat} @UUID[.9x56c0G5TMOl1Arn#moves-like-the-wind]{Moves Like the Wind} @UUID[.9x56c0G5TMOl1Arn#runs-away]{Runs Away} @UUID[.9x56c0G5TMOl1Arn#shreds-the-walls-of-the-world]{Shreds the Walls of the World} @UUID[.9x56c0G5TMOl1Arn#travels-through-time]{Travels Through Time} @UUID[.9x56c0G5TMOl1Arn#works-the-back-alleys]{Works the Back Alleys}

Ability Selection Guidelines

Tier 1: Choose a low-tier ability that grants the basic benefit of the specific movement style, whether that’s enhanced speed, agility, immateriality, and so on.

Sometimes an additional low-power ability is appropriate, depending on the focus. If the basic benefit of the movement demands some kind of additional understanding or training, this ability could be that. Alternatively, if the movement provided seems like it should also unlock a basic offensive or defensive benefit (relying on the use of the initial basic ability), append it as well.

Tier 2: Choose a low-tier ability that provides a new offensive or defensive capability related to the focus’s theme.

Alternatively, this ability might provide some additional capability related to the form of movement that grants useful information to the character that would normally be inaccessible to someone without the focus.

Tier 3: Choose two mid-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One option should provide an additional movement capacity or further improve the basic movement capacity, related to the focus’s theme. This isn’t directly offensive or defensive, but provides the character with a new level of ability or an all-new ability related to their basic movement ability.

The other option should provide either an offensive or a defensive capability related to the specific form of movement the focus provides.

Tier 4: Choose a mid-tier ability that further enhances the advantages provided by focus’s movement-enhancing paradigm. This could provide a new or better form of defense (directly, or indirectly if moving to a location or time where danger doesn’t threaten), or a new or better form of offense.

Tier 5: Choose a high-tier penultimate use of the movement-related ability. For instance, if the focus-provided movement is temporal, this ability might allow actual (if brief) jaunts of time travel. If the focus enhances speed, this ability might allow the character to move up to a very long distance with one action. And so on.

Alternatively, unlock an as-yet-unexplored related ability that could derive from the basic movement power provided by the focus.

Tier 6: Choose two high-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One of the options should provide either an offensive or a defensive ability, opposite the ability provided at tier 4 (though high tier rather than mid tier).

The other option should be something that further explores the use of the basic
movement ability. If the tier 5 choice was the penultimate ability, this might be an even better ultimate ability related to the movement.

Striker Combat

Striker combat foci prioritize dealing damage in battle over other concerns. Foci in this category offer defensive abilities as well, but they emphasize abilities that provide ways to spike damage to heights that other foci normally don’t reach.

To achieve this end, a striker combat focus might offer mastery of a particular style of martial combat, which could be training with a particular weapon or martial art, or the use of a unique tool (or even a kind of energy). A style might be something as singular as being the best at fighting a particular kind of enemy, or something much broader, such as adopting a particularly vicious or unsporting style. A striker combatant might use fire, force, or magnetism as their preferred method of spiking damage.

Connection: Choose four relevant connections from the Focus Connections list.

Additional Equipment: The weapon, tool, or other special item or substance (if any) required to engage in the particular style of combat. For instance, a dose of level 5 poison for Fights Dirty or Murders, a trophy from a previously defeated foe for Battles Robots, or stylish clothes for Fights With Panache.

Minor Effect Suggestions: The target is so dazzled by your expertise that it is dazed for one round, hindering all of its tasks.

Major Effect Suggestions: Make an immediate additional attack using an attack provided by the focus as part of your turn.

The following are examples and not meant to provide a complete list of all possible foci in this category.

@UUID[.9x56c0G5TMOl1Arn#battles-robots]{Battles Robots} @UUID[.9x56c0G5TMOl1Arn#fights-dirty]{Fights Dirty} @UUID[.9x56c0G5TMOl1Arn#fights-with-panache]{Fights With Panache} @UUID[.9x56c0G5TMOl1Arn#hunts]{Hunts} @UUID[.9x56c0G5TMOl1Arn#is-licensed-to-carry]{Is Licensed to Carry} @UUID[.9x56c0G5TMOl1Arn#looks-for-trouble]{Looks for Trouble} @UUID[.9x56c0G5TMOl1Arn#masters-weaponry]{Masters Weaponry} @UUID[.9x56c0G5TMOl1Arn#murders]{Murders} @UUID[.9x56c0G5TMOl1Arn#needs-no-weapon]{Needs No Weapon} @UUID[.9x56c0G5TMOl1Arn#performs-feats-of-strength]{Performs Feats of Strength} @UUID[.9x56c0G5TMOl1Arn#rages]{Rages} @UUID[.9x56c0G5TMOl1Arn#slays-monsters]{Slays Monsters} @UUID[.9x56c0G5TMOl1Arn#throws-with-deadly-accuracy]{Throws With Deadly Accuracy} @UUID[.9x56c0G5TMOl1Arn#wields-two-weapons-at-once]{Wields Two Weapons at Once}

Ability Selection Guidelines

Tier 1: Choose a low-tier ability that inflicts additional damage when a character attacks using the focus’s particular fighting style, energy, or attitude, or when used against a chosen enemy.

Sometimes an additional low-power ability is appropriate, depending on the focus. For instance, a focus that grants proficiency in a special weapon might offer training in crafting tasks associated with that weapon. A focus that grants increased damage against a particular kind of foe might offer training in skills to recognize, locate, or just have general knowledge about that foe. A fighting style that involves fighting in a vicious or dirty manner might provide training in intimidation. And so on.

If the focus is about fighting a particular enemy, additional secondary powers (more than might otherwise be offered) may be appropriate. Those either further enhance effectiveness against the chosen enemy, or offer broader but related abilities that give the character who takes the focus some functionality even when not fighting that enemy.

Tier 2: Choose a low-tier ability that provides some form of defense using the weapon, weapon style, or chosen energy. If the weapon style is being especially good at fighting a certain kind of foe, the ability should be a defense against that kind of foe. Alternatively, the focus might offer another method for increasing damage within the chosen paradigm.

Sometimes an additional low-power ability is appropriate at tier 2. If so, choose whichever
low-power ability wasn’t gained at tier 1.

Tier 3: Choose two mid-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One option should inflict additional damage when using the focus’s fighting style, energy, or attitude, or when used against a chosen enemy. That could be as simple as an ability that offers an additional attack of that kind.

The other option should provide a method to temporarily neutralize a foe by disarming them, dazing or stunning them, slowing or holding them, or otherwise discombobulating them by using the focus’s fighting style, energy, or attitude, or when used against a chosen enemy.

Tier 4: Choose a mid-tier ability that further enhances the advantages provided by the focus’s paradigm. Often, this includes training in a particular kind of attack. Alternatively, the ability might increase the advantages provided by achieving a certain combat status, such as gaining surprise.

Tier 5: Choose a high-tier ability that inflicts damage. Alternatively, if focused on fighting a particular kind of foe, this ability might give the character a chance to completely neutralize, destroy, blind, or kill a singular target of up to level 3 (or higher, if the focus is on a singular foe).

Tier 6: Choose two high-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One of the options should use the focus paradigm to inflict an exceptional amount of damage.

The other option could be a different way of inflicting damage, either using the focus paradigm or just dealing lots of damage in general (and relying on previous focus tier abilities to improve targeting). This could be against multiple targets if the first option was for a single target, to outright kill or neutralize a target (starting with level 4, but with guidance for using Effort to increase the level of the target), or to select yet another foe, make another attack, or get away in order to fight another day.

Support

Foci that allow a character to help others succeed, defend others, heal others who are hurt, and so on are support foci. Of course, most foci abilities are often used in aid of others, but support foci (such as Siphons Power) prioritize aiding, healing, and improving the character who takes the focus.

Support foci rely on a variety of methods to provide their help, including martial training used in defense, supernatural or sci-fi means of providing healing, or simply easing the cares of others through entertainment.

Connection: Choose four relevant connections from the Focus Connections list.

Additional Equipment: Any object necessary to provide support. For instance, someone with a focus that uses entertainment to help others would require an instrument or similar object in aid of their craft. Some foci in this category don’t require anything to gain or retain their benefits.

Minor Effect Suggestions: You can draw an attack without having to use an action at any point before the end of the next round.

Major Effect Suggestions: You can take an extra action in aid of an ally.

The following are examples and not meant to provide a complete list of all possible foci in this category.

@UUID[.9x56c0G5TMOl1Arn#defends-the-weak]{Defends the Weak} @UUID[.9x56c0G5TMOl1Arn#entertains]{Entertains} @UUID[.9x56c0G5TMOl1Arn#helps-their-friends]{Helps Their Friends} @UUID[.9x56c0G5TMOl1Arn#metes-out-justice]{Metes Out Justice} @UUID[.9x56c0G5TMOl1Arn#shepherds-the-community]{Shepherds the Community} @UUID[.9x56c0G5TMOl1Arn#siphons-power]{Siphons Power} @UUID[.9x56c0G5TMOl1Arn#works-miracles]{Works Miracles}

Ability Selection Guidelines

Tier 1: Choose a low-tier ability that provides some form of defense, aid or entertainment, benefit to recovery or healing, or protection. That defense or protection could be to the PC and not to an ally, as one cannot protect another without first being able to protect themselves (and sometimes protecting themselves is the entire point).

Sometimes an additional low-power ability is appropriate, depending on the focus. Often, this is an ability that grants skill training in a related area of knowledge or a related skill, but it might be something that works with the initial ability that, by itself, wouldn’t do much.

Tier 2: Choose a low-tier ability that follows up on the support style opened in the previous tier. If the previous tier’s ability provided a means of protection only for the focus taker, this tier 2 ability should specifically provide aid to another. If the previous tier specifically provided aid to another, this tier 2 ability could defend the focus taker or provide an offensive capability grounded, if possible, in the focus’s theme.

Tier 3: Choose two mid-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One option should work within the focus’s theme to aid, heal, protect, or otherwise help another.

The other option should be something that benefits the character, either an offensive or defensive ability, or something that broadens their expertise in some fashion. Alternatively, it could be another, different method of helping someone else.

Tier 4: Choose a mid-tier ability that gives an ally a direct boon or provides the character with a way to help another. It could also be an ability that harms or nullifies a foe, as removing foes certainly helps allies.

Tier 5: Choose a high-tier ability that provides an offensive or defensive option for the character, if none have been provided yet. If this need has been previously addressed or is deemed unnecessary, choose a high-tier ability that provides some form of defense, aid or entertainment, benefit to recovery or healing, or protection to another. For example, a tier 5 ability might grant an ally an additional free action or allow them to repeat a failed action.

Tier 6: Choose two high-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One of the options should provide an ultimate method of helping another in the theme of the focus.

The other option could provide an alternative ultimate method of helping another; many foci in this category do. However, an option that provides high-tier offense or defense is also completely reasonable.

Tank Combat

Foci that prioritize being able to take a lot of punishment and soak up excess damage from foes fall within the tank combat category. These foci provide offensive abilities too, as well as additional abilities related to the particular method by which improved protection is achieved, but defensive abilities are most pronounced.

Some tank combat foci involve a physical transformation that grants additional protection, and others rely on specialized training, use tools like shields or heavy armor, or provide the ability to heal incredibly fast. The kinds of physical transformation that a tank focus provides, if any, vary widely. A focus might turn a character’s skin to stone, reinforce their body with metal, turn them into a monstrous being, make them so big it becomes harder to hurt them, and so on.

Connection: Choose four relevant connections from the Focus Connections list.

Additional Equipment: Any object necessary to maintain a physical transformation (such as a tool for repair if partly robotic, a shield or other defensive tool used if skilled, or possibly some kind of amulet or serum). Some tank combat foci don’t require anything to gain or retain their benefits.

Minor Effect Suggestions: +2 to Armor for a few rounds.

Major Effect Suggestions: Regain 2 points to Might Pool.

The following are examples and not meant to provide a complete list of all possible foci in this category.

@UUID[.9x56c0G5TMOl1Arn#abides-in-stone]{Abides in Stone} @UUID[.9x56c0G5TMOl1Arn#brandishes-an-exotic-shield]{Brandishes an Exotic Shield} @UUID[.9x56c0G5TMOl1Arn#defends-the-gate]{Defends the Gate} @UUID[.9x56c0G5TMOl1Arn#fuses-flesh-and-steel]{Fuses Flesh and Steel} @UUID[.9x56c0G5TMOl1Arn#grows-to-towering-heights]{Grows to Towering Heights} @UUID[.9x56c0G5TMOl1Arn#howls-at-the-moon]{Howls at the Moon} @UUID[.9x56c0G5TMOl1Arn#lives-in-the-wilderness]{Lives in the Wilderness} @UUID[.9x56c0G5TMOl1Arn#masters-defense]{Masters Defense} @UUID[.9x56c0G5TMOl1Arn#never-says-die]{Never Says Die} @UUID[.9x56c0G5TMOl1Arn#stands-like-a-bastion]{Stands Like a Bastion}

Ability Selection Guidelines

Tier 1: Choose a low-tier ability that provides defense within the focus’s theme. If the theme is simply intense training or the use of a defensive tool, the ability might be as simple as a bonus to Armor. If protection comes from physical transformation, this ability provides the base form effects, benefits, and in some cases drawbacks for making the transformation. A low-tier enhanced healing ability would also be appropriate at first tier.

Sometimes an additional low-power ability is appropriate, depending on the focus. If the character transforms, this ability may provide a knock-on effect, though in the case of some transformations, it might be a description of how someone with an abnormal physiognomy can fully heal. Other times, the secondary power may simply be training in a related skill, or it may unlock the ability to use a particular armor or shield without penalty.

Tier 2: If the theme of the focus isn’t physical transformation, choose a low-tier ability that provides an additional method of defending, healing damage, or avoiding attacks.

If the theme of the focus is physical transformation, choose a low-tier ability that unlocks a new capability related to the form the character takes. That might mean gaining better control of the transformation, unlocking a robotic interface, or otherwise more fully unlocking that form. This ability is not necessarily defensive, though it could be.

Tier 3: Choose two mid-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One option should provide an additional form of protection in keeping with the focus’s theme, such as more defensive capabilities unlocked from a transformation (which might also come with additional offensive capabilities) or a simple physical enhancement if defense is gained by skills or enhanced healing.

The other option should provide an offensive capability, especially if creating a non-transformation focus that doesn’t already have offensive benefits. That capability could be an enhanced attack or provide some other benefit useful in combat, such as quickly evading or (on the other end of the continuum) becoming immovable.

Tier 4: Choose a mid-tier ability that further enhances the advantages provided by the focus’s damage-soaking paradigm. Often, this includes training in a particular kind of defense. Alternatively, it might increase the advantages provided by previously unlocked defensive abilities, whether that means gaining greater control over a transformation, gaining additional chances to avoid damage or retry tasks related to enhanced determination, and so on. If the focus is lacking in offensive options, this is a good place to include one.

Tier 5: Choose a high-tier ability that provides protection, possibly in the form of shrugging off a debilitating condition (including death). If the focus offers a physical transformation, this ability might further unlock an additional related ability, whether offensive, defensive, or something related to exploration or interaction (such as flight if the form is winged, intimidation if the form is fearsome, and so on).

Tier 6: Choose two high-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One option should use the focus paradigm to increase the defense, protection, or ability to shrug off damage.

The other option could be a different way of being defensive. In some cases, the best defense is a good offense, so this option could provide a high-tier offensive ability in keeping with the focus’s theme, whether that’s a straight-up damage boost on attacks or better control of an unstable physical transformation.

","markdown":""},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"ownership":{"default":-1},"flags":{}},{"sort":399219,"name":"Abilities","type":"text","_id":"YRhX8KikaF361373","title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"

A character’s type, flavor, and focus assign an appropriate tier to each ability. However, if you’re creating a brand-new focus or type, we provide a couple of additional tools.

The first is a power grade for each ability, which tells you about how potent it is in relation to other abilities. Abilities appropriate for tiers 1 and 2 characters are called “low-tier” abilities. Abilities appropriate for tiers 3 and 4 are called “mid-tier” abilities. Abilities appropriate for tiers 5 and 6 are called “high-tier” abilities.

These abilities are further sorted into ability categories based on the kinds of things they do—abilities that improve physical attacks are in the attack skill category, abilities that assist allies are in the support category, and so on.

Unless otherwise noted, you cannot choose the same ability twice, even if you get it from both your type and a flavor.

Ability Categories and Relative Power

Abilities can be divided into several categories based on the kinds of things they do—improve your physical attacks, assist allies, provide defense, give you a special attack form, and so on. Under each of the following category descriptions is a list of abilities that fit that category, sorted into low-, medium-, and high-tier abilities.

The categories are mainly used by GMs when designing new foci for a campaign, allowing them to search a short list of abilities instead of trying to find something appropriate among the thousand or so abilities in this chapter. For example, the GM might have a custom focus in their campaign called “Is Born of the Swamp” and want a defensive ability for tier 5, so they can look at the high-tier abilities in the protection category and quickly narrow down what options are available.

It may be possible that a character gains the same ability from more than one source (such as from their type and their descriptor). Unless the two abilities are obviously additive (such as two abilities that each add 3 points to your Might Pool, which together would give the character +6 Might points), the duplicated ability might be improved in some way, such as having a longer duration or greater effect, or automatically providing an asset. Some abilities give suggestions on how to do this; otherwise, the player and the GM should work out whether and how the ability is improved.

The ability categories are not intended to be rigid or comprehensive. Some abilities fall into more than one category, and it could be argued that some abilities could be included in more categories than are listed here.

These categories have some overlap with the categories in the Creating New Foci chapter. For example, there is a support category here and a support category in the Creating New Foci chapter. They aren’t intended to be exact parallels and they don’t mean exactly the same thing. That said, if you’re creating a support-centric focus, many of the abilities in the support ability category would be appropriate choices.

Attack Skill

Gives you training or specialization in a specific physical attack (like swords or unarmed combat), a category of physical attacks (light bladed, heavy bashing, and so on), or another physical skill primarily used to inflict harm (such as breaking objects).

Low Tier

@UUID[Compendium.cyphersystem-compendium.abilities.YBMLX3Jm5oN79J6G]{Heads-Up Display} @UUID[Compendium.cyphersystem-compendium.abilities.wAbsUj5mHZatr3JG]{Practiced With Guns} @UUID[Compendium.cyphersystem-compendium.abilities.NhijFGxYepJtaa0r]{Practiced With Medium Weapons} @UUID[Compendium.cyphersystem-compendium.abilities.WFK0xBSAIpD59va8]{Practiced With Swords} @UUID[Compendium.cyphersystem-compendium.abilities.FEkLEYwk7r9KE7oC]{Quarry} @UUID[Compendium.cyphersystem-compendium.abilities.JJKRrcU5L1yM9y90]{Unarmed Fighting Style}

Mid Tier

@UUID[Compendium.cyphersystem-compendium.abilities.R0UuZ32vmmeFbSMV]{Blood Fever} @UUID[Compendium.cyphersystem-compendium.abilities.Z7JkIlrv7gxim4Fn]{Cognizant Offense} @UUID[Compendium.cyphersystem-compendium.abilities.nOuOE3EkrNr81pSq]{Greater Skill With Defense} @UUID[Compendium.cyphersystem-compendium.abilities.yl2zo179wXZW5Xxc]{Practiced With All Weapons} @UUID[Compendium.cyphersystem-compendium.abilities.NoKdHv0FSytZR4iF]{Robot Fighter} @UUID[Compendium.cyphersystem-compendium.abilities.NcItnMHjeG9fgE1K]{Serv-0 Aim} @UUID[Compendium.cyphersystem-compendium.abilities.lPqCQOQJF0JfoFRn]{Serv-0 Brawler} @UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks} @UUID[Compendium.cyphersystem-compendium.abilities.QDSSTe5EGrBHjtnL]{Sniper’s Aim} @UUID[Compendium.cyphersystem-compendium.abilities.hbWaCBEfSMujqvDf]{Specialized Throwing}

High Tier

@UUID[Compendium.cyphersystem-compendium.abilities.2uSx4ErQ9f2QLX5M]{As Foretold in Prophecy} @UUID[Compendium.cyphersystem-compendium.abilities.AsmIgvoIRPEtuzkh]{Duel to the Death} @UUID[Compendium.cyphersystem-compendium.abilities.oroWEBbp3cvrYwH9]{Greater Skill With Attacks} @UUID[Compendium.cyphersystem-compendium.abilities.LE8NtDKG9TzXBv5B]{Hunter’s Drive} @UUID[Compendium.cyphersystem-compendium.abilities.S4PaEqmYjg4TGoG3]{Master of Unarmed Fighting Style} @UUID[Compendium.cyphersystem-compendium.abilities.kNSRytTtQX0rU3aE]{Mastery With Attacks} @UUID[Compendium.cyphersystem-compendium.abilities.F6mAzjhG2T4irVjy]{Specialized Basher}

Companion

Gives you a follower, modifies a follower, or gives you an additional benefit when interacting with or near your follower. This category includes humanoid followers, beast companions, and temporary companions like summoned swarms, conjured spirits, and so on.

Low Tier

@UUID[Compendium.cyphersystem-compendium.abilities.4XwwFeGO5haHxvQs]{Basic Follower} @UUID[Compendium.cyphersystem-compendium.abilities.bOohoEcDegDBinFc]{Beast Companion} @UUID[Compendium.cyphersystem-compendium.abilities.9Kag2UMn6Wdxq4Zo]{Bound Magic Creature} @UUID[Compendium.cyphersystem-compendium.abilities.hIxPlDRbNqallNiu]{Control Swarm} @UUID[Compendium.cyphersystem-compendium.abilities.tgS72E10jiPF3Dm3]{Critter Companion} @UUID[Compendium.cyphersystem-compendium.abilities.P1jQZdPIrxo4wNlr]{Duplicate} @UUID[Compendium.cyphersystem-compendium.abilities.ZK4CUb9HH4J5A8IN]{Entourage} @UUID[Compendium.cyphersystem-compendium.abilities.ZEcFnsNXgcozJElT]{Influence Swarm} @UUID[Compendium.cyphersystem-compendium.abilities.yaLHxRtVBhveqHJA]{Necromancy} @UUID[Compendium.cyphersystem-compendium.abilities.oEubmS7pZ3zFK8uJ]{Resilient Duplicate} @UUID[Compendium.cyphersystem-compendium.abilities.paIv2etaqLqY76y0]{Robot Assistant} @UUID[Compendium.cyphersystem-compendium.abilities.v1lZkKjSCS1pjnET]{Serv-0} @UUID[Compendium.cyphersystem-compendium.abilities.RkOvawhfH5MHQFOH]{Spirit Accomplice}

Mid Tier

@UUID[Compendium.cyphersystem-compendium.abilities.zstBkLwRduC7vgGT]{Beast Eyes} @UUID[Compendium.cyphersystem-compendium.abilities.gLxVxCSix441TyKq]{Call Swarm} @UUID[Compendium.cyphersystem-compendium.abilities.ETGBAqAc1ApFH5cx]{Expert Follower} @UUID[Compendium.cyphersystem-compendium.abilities.BQnrZXeivue9Q2qp]{Fellow Explorer} @UUID[Compendium.cyphersystem-compendium.abilities.srn53BB1da8Elh1t]{Fiery Hand of Doom} @UUID[Compendium.cyphersystem-compendium.abilities.rUzrjRuT2nfEdCaJ]{Gain Unusual Companion} @UUID[Compendium.cyphersystem-compendium.abilities.vEVmBgz2TxOH3aSk]{Greater Necromancy} @UUID[Compendium.cyphersystem-compendium.abilities.QxOsAHpd8ZkEXI5u]{Improved Object Bond} @UUID[Compendium.cyphersystem-compendium.abilities.CEscdPwUrBpzUeS0]{Living Armor} @UUID[Compendium.cyphersystem-compendium.abilities.XkFsMa9e9IY2FRcN]{Machine Companion} @UUID[Compendium.cyphersystem-compendium.abilities.cGcblQ2qvyHM02kY]{Mount} @UUID[Compendium.cyphersystem-compendium.abilities.S2OZtm12S2YvxD7H]{Retinue} @UUID[Compendium.cyphersystem-compendium.abilities.Nyt7Z1xWqmnuu265]{Shipspeak} @UUID[Compendium.cyphersystem-compendium.abilities.h1rn92kIqG5VVYd6]{Stronger Together} @UUID[Compendium.cyphersystem-compendium.abilities.wEWyNKnVgVOjsyms]{Summon Giant Spider} @UUID[Compendium.cyphersystem-compendium.abilities.FwEUY43Q8EMVCCsL]{Superior Duplicate} @UUID[Compendium.cyphersystem-compendium.abilities.OWRsjlf3ahyH9eez]{Time Doppelganger} @UUID[Compendium.cyphersystem-compendium.abilities.l5vgtPP0LcsqGrzn]{Time Loop}

High Tier

@UUID[Compendium.cyphersystem-compendium.abilities.Qm31Nw2SkBpVcv9M]{As If One Creature} @UUID[Compendium.cyphersystem-compendium.abilities.fD8yD0pGCMdOJkGb]{Band of Desperados} @UUID[Compendium.cyphersystem-compendium.abilities.KpbEHKNSEycVB1GU]{Band of Followers} @UUID[Compendium.cyphersystem-compendium.abilities.pFWDdnTXCiPfwsWv]{Beast Call} @UUID[Compendium.cyphersystem-compendium.abilities.jVY1PTxvZvpjZILB]{Call Dead Spirit} @UUID[Compendium.cyphersystem-compendium.abilities.HUVY2MA2CBegFhLY]{Call in Favor} @UUID[Compendium.cyphersystem-compendium.abilities.ElsQU746B70tsPmZ]{Call Otherworldly Spirit} @UUID[Compendium.cyphersystem-compendium.abilities.U58ZQ1X3byfANn4W]{Call Through Time} @UUID[Compendium.cyphersystem-compendium.abilities.8SDpRRzZRF73zLsF]{Conjuration} @UUID[Compendium.cyphersystem-compendium.abilities.iQhBPww1s4wRZcDz]{Deadly Swarm} @UUID[Compendium.cyphersystem-compendium.abilities.M1FHIlVPVv8O02LV]{Dragon’s Maw} @UUID[Compendium.cyphersystem-compendium.abilities.NVdx8QjmTP5eOjDh]{Fire Servant} @UUID[Compendium.cyphersystem-compendium.abilities.iEOf9IkbHU8oBOMm]{Improved Apportation} @UUID[Compendium.cyphersystem-compendium.abilities.0IlHHY1ktkN2L5Sp]{Improved Companion} @UUID[Compendium.cyphersystem-compendium.abilities.PKFz6WVsaKm5kIir]{Improved Machine Companion} @UUID[Compendium.cyphersystem-compendium.abilities.UJpMPRD25O7HvhbV]{Insect Eruption} @UUID[Compendium.cyphersystem-compendium.abilities.pGJIwlCJDib2Splm]{Legal Intern} @UUID[Compendium.cyphersystem-compendium.abilities.rHApGqEQj8TCGa3f]{Masterful Armor Modification} @UUID[Compendium.cyphersystem-compendium.abilities.rsYzxCchklPSFAp7]{Multiplicity} @UUID[Compendium.cyphersystem-compendium.abilities.Aprz5cRtdgiAIYUM]{Object Bond Mastery} @UUID[Compendium.cyphersystem-compendium.abilities.3EcnBLVtGwxpWXBW]{Recruit Deputy} @UUID[Compendium.cyphersystem-compendium.abilities.yqhUXLWMSNn5IYOn]{Robot Fleet} @UUID[Compendium.cyphersystem-compendium.abilities.LnZkUlKUuuD7iW3P]{Summon Demon} @UUID[Compendium.cyphersystem-compendium.abilities.OWRsjlf3ahyH9eez]{Time Doppelganger} @UUID[Compendium.cyphersystem-compendium.abilities.GDphyYXSfjKE5BST]{True Necromancy}

Control

Controls or influences minds in ways outside of what could be done with conventional intimidation and persuasion, such as using psychic mind control, fear gas, and so on.

Low Tier

@UUID[Compendium.cyphersystem-compendium.abilities.BggeJtN5IcutwLJg]{Calm Stranger} @UUID[Compendium.cyphersystem-compendium.abilities.SeAlSU8Rim5CWsgV]{Charm Machine} @UUID[Compendium.cyphersystem-compendium.abilities.fg8V2R3kpLX2sHRn]{Cloud Personal Memories} @UUID[Compendium.cyphersystem-compendium.abilities.ag3OU8JZuc769034]{Community Activist} @UUID[Compendium.cyphersystem-compendium.abilities.ulHj0pzmwc515fve]{Fast Talk} @UUID[Compendium.cyphersystem-compendium.abilities.M2oXV5cRSdMlUZDm]{Goad} @UUID[Compendium.cyphersystem-compendium.abilities.0V2NE0905wwYPRVo]{Hack the Impossible} @UUID[Compendium.cyphersystem-compendium.abilities.kgCuCmU8kn0UMy8v]{Robot Control} @UUID[Compendium.cyphersystem-compendium.abilities.gT21nqWZ9Es576oC]{Soothe the Savage} @UUID[Compendium.cyphersystem-compendium.abilities.qVlbJjB7X8R78rz0]{Terrifying Presence}

Mid Tier

@UUID[Compendium.cyphersystem-compendium.abilities.CLObcsu2DKKKhzyK]{Calm} @UUID[Compendium.cyphersystem-compendium.abilities.8EMTH3JCrC5Vjt63]{Captivate or Inspire} @UUID[Compendium.cyphersystem-compendium.abilities.mUhnX0UmEw2BROkI]{Captivate With Starshine} @UUID[Compendium.cyphersystem-compendium.abilities.t83oYxQRuO2u2zx4]{Command} @UUID[Compendium.cyphersystem-compendium.abilities.OE5yXpzWC8lSUmGX]{Command Machine} @UUID[Compendium.cyphersystem-compendium.abilities.dCQdSi11hJDyOSdD]{Command Spirit} @UUID[Compendium.cyphersystem-compendium.abilities.crFxkKwBNdnD6tX4]{Crowd Control} @UUID[Compendium.cyphersystem-compendium.abilities.FIU24o7T66ViVgyg]{Daydream} @UUID[Compendium.cyphersystem-compendium.abilities.sqiDNk5qXh9j3zwh]{Grand Deception} @UUID[Compendium.cyphersystem-compendium.abilities.ljhjSIxYOCbPXEFR]{Interruption} @UUID[Compendium.cyphersystem-compendium.abilities.Vcfc6yjbqX6WSzCf]{Mind Control} @UUID[Compendium.cyphersystem-compendium.abilities.iRqXVpngq6vfgtEn]{Psychic Suggestion}

High Tier

@UUID[Compendium.cyphersystem-compendium.abilities.zTsjsWVgzjQzl2MW]{Advanced Command} @UUID[Compendium.cyphersystem-compendium.abilities.By276DS858KmWNZq]{Assume Control} @UUID[Compendium.cyphersystem-compendium.abilities.3SiJ5Drao8XtmgzV]{Brainwashing} @UUID[Compendium.cyphersystem-compendium.abilities.aWbDzueOAxSW1d3C]{Change the Paradigm} @UUID[Compendium.cyphersystem-compendium.abilities.FxohCBSksJIu1BSA]{Control Machine} @UUID[Compendium.cyphersystem-compendium.abilities.LvoH43SKKtr3urKo]{Control the Savage} @UUID[Compendium.cyphersystem-compendium.abilities.0f2qoQlYGRqgu0Nj]{Defuse Situation} @UUID[Compendium.cyphersystem-compendium.abilities.UyW320RhzarMNoss]{Flee} @UUID[Compendium.cyphersystem-compendium.abilities.miR0d91lKIfmBGdO]{Psychic Passenger} @UUID[Compendium.cyphersystem-compendium.abilities.cfR2uFYjteKAqsYw]{Show Them the Way} @UUID[Compendium.cyphersystem-compendium.abilities.3wZZC07ADxO3mImS]{Suggestion} @UUID[Compendium.cyphersystem-compendium.abilities.ZTp4SZ673tDJpmuS]{Word of Command}

Craft

Creates useful physical things, such as mundane tools (hammers, crowbars), limited-use devices (manifest cyphers, artifacts), or independent beings (robots, elementals, zombies). Includes blueprints, plans, and effects that aid or speed crafting.

Low Tier

@UUID[Compendium.cyphersystem-compendium.abilities.JoPcORtuhjnAJ5mT]{Create Deadly Poison} @UUID[Compendium.cyphersystem-compendium.abilities.ZvKFftq7doCxI7T5]{Fortification Builder} @UUID[Compendium.cyphersystem-compendium.abilities.IswvUEdCBBZDRme6]{Junkmonger} @UUID[Compendium.cyphersystem-compendium.abilities.JK2hN1poqMLqfa1N]{Machine Efficiency} @UUID[Compendium.cyphersystem-compendium.abilities.mFPUUmBIcGGsuwNd]{Modify Device} @UUID[Compendium.cyphersystem-compendium.abilities.Ktxj62234LhUr51B]{Natural Crafter} @UUID[Compendium.cyphersystem-compendium.abilities.m6X5wyPUPdhqLTIp]{Quick Work} @UUID[Compendium.cyphersystem-compendium.abilities.pUliR2uWpIcE6jQX]{Robot Builder} @UUID[Compendium.cyphersystem-compendium.abilities.XUutaClCW4UXzK7e]{Trapster} @UUID[Compendium.cyphersystem-compendium.abilities.qBTIXXJt2Ahn8UYh]{Weapon Crafter}

Mid Tier

@UUID[Compendium.cyphersystem-compendium.abilities.FBCpBF9PXlEtIX4m]{Dream Becomes Reality} @UUID[Compendium.cyphersystem-compendium.abilities.dhXVqnunlbSbrDPB]{Expert Crafter} @UUID[Compendium.cyphersystem-compendium.abilities.7G8B9lfoVXkuxvKB]{Ice Creation} @UUID[Compendium.cyphersystem-compendium.abilities.AQQzctwqPJPUTRbb]{Poison Crafter} @UUID[Compendium.cyphersystem-compendium.abilities.BSx4qB29VwRUISm6]{Robot Upgrade} @UUID[Compendium.cyphersystem-compendium.abilities.3DJXuR680OxwP5NT]{Sculpt Light}

High Tier

@UUID[Compendium.cyphersystem-compendium.abilities.HuhNjMfMxPkTlERH]{Create} @UUID[Compendium.cyphersystem-compendium.abilities.JUn27j5YI3dRh2jJ]{Dark Matter Structure} @UUID[Compendium.cyphersystem-compendium.abilities.6e4KunpYFObSRszo]{Improved Sculpt Light} @UUID[Compendium.cyphersystem-compendium.abilities.y3qXWOUu7mAhg6Rb]{Innovator} @UUID[Compendium.cyphersystem-compendium.abilities.KQDFvUEnIWed1ebo]{Jury-Rig} @UUID[Compendium.cyphersystem-compendium.abilities.t0B6AIqWanSnx696]{Modify Artifact Power} @UUID[Compendium.cyphersystem-compendium.abilities.YFbC1HRis4SpZgrS]{Reshape}

Cure

Cures damage, adds or improves recovery rolls, or negates, cures, suspends, or otherwise gives immunity to a harmful effect or condition, such as poison, disease, mental attacks, moving down on the damage track, or dying.

Low Tier

@UUID[Compendium.cyphersystem-compendium.abilities.8mP69InEXQ4TB5BL]{Alleviate} @UUID[Compendium.cyphersystem-compendium.abilities.bzeuikGxbM7noj2z]{Crystalline Body} @UUID[Compendium.cyphersystem-compendium.abilities.Z7CKGOQWnfdNO885]{Destined for Greatness} @UUID[Compendium.cyphersystem-compendium.abilities.qHzwHm5LmYDasHnF]{Diver} @UUID[Compendium.cyphersystem-compendium.abilities.gWvMJQPBSmeaP8yN]{Drain Creature} @UUID[Compendium.cyphersystem-compendium.abilities.JyAovhallyh9m6oW]{Drain Machine} @UUID[Compendium.cyphersystem-compendium.abilities.PqL4qr9D8QAwQhrL]{Endurance} @UUID[Compendium.cyphersystem-compendium.abilities.uB3sVzeG2N5rkdUZ]{Escape} @UUID[Compendium.cyphersystem-compendium.abilities.CAYeFSNYprjeRtWw]{Extra Recovery} @UUID[Compendium.cyphersystem-compendium.abilities.U7chr7wLj7r5y0LT]{Foil Danger} @UUID[Compendium.cyphersystem-compendium.abilities.igGttY1Y2XbAx3qY]{Healing Touch} @UUID[Compendium.cyphersystem-compendium.abilities.JuOmZXMt1T3tQUZ8]{Ignore the Pain} @UUID[Compendium.cyphersystem-compendium.abilities.UtFc3e4grYyCQneH]{Improved Recovery} @UUID[Compendium.cyphersystem-compendium.abilities.vFQaDsHzJpTSV8Tw]{Living Off the Land} @UUID[Compendium.cyphersystem-compendium.abilities.wXV7JxEmZDlBvRKO]{Push on Through} @UUID[Compendium.cyphersystem-compendium.abilities.euEVkth9YGYSpoJf]{Quick Recovery} @UUID[Compendium.cyphersystem-compendium.abilities.rRDSzPJtUCwRVXFR]{Repair Flesh} @UUID[Compendium.cyphersystem-compendium.abilities.OvvuCBCQ71rZkCqQ]{Restful Presence} @UUID[Compendium.cyphersystem-compendium.abilities.XntbE6mXQ4CZ6yIi]{Speedy Recovery} @UUID[Compendium.cyphersystem-compendium.abilities.s2PLo9FsWBi2C1VY]{Surging Confidence} @UUID[Compendium.cyphersystem-compendium.abilities.2fU3nI68oi5ScziC]{Totally Chill} @UUID[Compendium.cyphersystem-compendium.abilities.yRSe9vjTxdOkvgBE]{Water Adaptation} @UUID[Compendium.cyphersystem-compendium.abilities.lw0otGU2Iaorppdc]{Will of Legend}

Mid Tier

@UUID[Compendium.cyphersystem-compendium.abilities.m7j43Ww96dKCDtJO]{Aquatic Combatant} @UUID[Compendium.cyphersystem-compendium.abilities.zdkVn6jIaanDoikV]{Biomorphic Healing} @UUID[Compendium.cyphersystem-compendium.abilities.nVFRDMhuWDrdve4F]{Damage Transference} @UUID[Compendium.cyphersystem-compendium.abilities.A6H8xi93t6Zrexz9]{Drain Charge} @UUID[Compendium.cyphersystem-compendium.abilities.5otvtHrbVXIh0N27]{Fight On} @UUID[Compendium.cyphersystem-compendium.abilities.rAmIxY5G1BK4ZMm7]{Font of Healing} @UUID[Compendium.cyphersystem-compendium.abilities.6nm35znCQzjAk6Gb]{Healing Pulse} @UUID[Compendium.cyphersystem-compendium.abilities.NMgopYfoagESHtea]{Ignore Affliction} @UUID[Compendium.cyphersystem-compendium.abilities.4Fe5z4FD71eHlbbd]{Immovable} @UUID[Compendium.cyphersystem-compendium.abilities.b776WTF2u1roh3n0]{Incredible Health} @UUID[Compendium.cyphersystem-compendium.abilities.7amEMbwK27v31Lt9]{Miraculous Health} @UUID[Compendium.cyphersystem-compendium.abilities.AAUqaiWxC5V4e1VH]{Noble’s Courage} @UUID[Compendium.cyphersystem-compendium.abilities.Wj6oHOvnZkZjulwI]{One With the Wild} @UUID[Compendium.cyphersystem-compendium.abilities.VsKeNcF252yKnh2O]{Poison Resistance} @UUID[Compendium.cyphersystem-compendium.abilities.LojkwDtb1gHLSB6A]{Preternatural Senses} @UUID[Compendium.cyphersystem-compendium.abilities.iroL3TcKD9dpulhW]{Regeneration} @UUID[Compendium.cyphersystem-compendium.abilities.gn1jtMLhp6qPNXUL]{Store Energy} @UUID[Compendium.cyphersystem-compendium.abilities.nJBrBxxs0ezweHKZ]{Thinking Ahead} @UUID[Compendium.cyphersystem-compendium.abilities.wxAZnuQkvWosLzkN]{Tough As Nails} @UUID[Compendium.cyphersystem-compendium.abilities.27EOrq94WxqgBbWQ]{Unmovable} @UUID[Compendium.cyphersystem-compendium.abilities.P73TBXcNDbZCVsdE]{Unraveling Consumption} @UUID[Compendium.cyphersystem-compendium.abilities.Ja8ebgq2RDQryN62]{Wilderness Encouragement} @UUID[Compendium.cyphersystem-compendium.abilities.JrSM5XYgXpxNnLl2]{Willing Sacrifice}

High Tier

@UUID[Compendium.cyphersystem-compendium.abilities.Uk6ceaEWFjcoHNTI]{Deep Reserves} @UUID[Compendium.cyphersystem-compendium.abilities.5HNZcrij9mgEmvAR]{Final Defiance} @UUID[Compendium.cyphersystem-compendium.abilities.B0Tt5R1m2DsVLtPH]{Free to Move} @UUID[Compendium.cyphersystem-compendium.abilities.W0Jw19mWIycjIgmo]{Gamer’s Fortitude} @UUID[Compendium.cyphersystem-compendium.abilities.dIUTe5O1jeA47zps]{Gaming God} @UUID[Compendium.cyphersystem-compendium.abilities.O2XHxUa2QNrliDMG]{Greater Healing Touch} @UUID[Compendium.cyphersystem-compendium.abilities.upynNTXrIGGH82Ll]{Incredible Recovery} @UUID[Compendium.cyphersystem-compendium.abilities.PvISXo6EQ2PmCGes]{Infuse Spirit} @UUID[Compendium.cyphersystem-compendium.abilities.oilgQ4oM02Pa0eNp]{Inspiration} @UUID[Compendium.cyphersystem-compendium.abilities.Kf09KYdZqG6dNTFC]{Inspire the Innocent} @UUID[Compendium.cyphersystem-compendium.abilities.laxdkyrDuOhxfWKc]{Mind Surge} @UUID[Compendium.cyphersystem-compendium.abilities.dMEqa6kAjXrHlxui]{Negate Danger} @UUID[Compendium.cyphersystem-compendium.abilities.sbGo2i4oqy1aUeQ6]{Not Dead Yet} @UUID[Compendium.cyphersystem-compendium.abilities.Hp9Sdc7eTTUuWTiu]{Rapid Recovery} @UUID[Compendium.cyphersystem-compendium.abilities.aS13LBRfyrWXAMMp]{Regenerate} @UUID[Compendium.cyphersystem-compendium.abilities.ydmPM9m8nmmgvlXc]{Restore Life} @UUID[Compendium.cyphersystem-compendium.abilities.aDnA7oA9ZYCEfprI]{Resuscitate} @UUID[Compendium.cyphersystem-compendium.abilities.4Xvgo62UVSOI9Acx]{Share the Power} @UUID[Compendium.cyphersystem-compendium.abilities.iXBkjCf0y9vXVXI6]{Stay the Course} @UUID[Compendium.cyphersystem-compendium.abilities.qKDngpAWNEzhdRj5]{Trick Driver} @UUID[Compendium.cyphersystem-compendium.abilities.icJAWRB8Uha8CSKr]{Vigilant}

Environment

Manipulates the environment or things in the environment, such as with telekinesis, weather control, gravity control, illusions, and so on.

Low Tier

@UUID[Compendium.cyphersystem-compendium.abilities.zqarns940d4FXwYf]{Create Water} @UUID[Compendium.cyphersystem-compendium.abilities.y08bfWS5eyeUJB3J]{Dreamcraft} @UUID[Compendium.cyphersystem-compendium.abilities.21Bi8yur01DCYz5f]{Fetch} @UUID[Compendium.cyphersystem-compendium.abilities.zW0cZJQTR0tHUmn3]{Grasping Foliage} @UUID[Compendium.cyphersystem-compendium.abilities.zArjjFcf9tHQvJTx]{Hedge Magic} @UUID[Compendium.cyphersystem-compendium.abilities.1KjY8D1dvLc3NuUv]{Hidden Closet} @UUID[Compendium.cyphersystem-compendium.abilities.xZQXXjAWGBo7mTHU]{Illuminating Touch} @UUID[Compendium.cyphersystem-compendium.abilities.BjWI1UVg9kpY7FKO]{Illusory Duplicate} @UUID[Compendium.cyphersystem-compendium.abilities.jCmnAY8EjuGo5uDg]{Impetus} @UUID[Compendium.cyphersystem-compendium.abilities.Frxs35QkokRdure4]{Legerdemain} @UUID[Compendium.cyphersystem-compendium.abilities.wNQ3q7VXtPHlPzqb]{Lock} @UUID[Compendium.cyphersystem-compendium.abilities.l60mmJrF1GupXLJB]{Minor Illusion} @UUID[Compendium.cyphersystem-compendium.abilities.p2JmtbtuzscW1ogs]{Move Metal} @UUID[Compendium.cyphersystem-compendium.abilities.3s6gDCIY1zfetGEg]{Slip Into Shadow} @UUID[Compendium.cyphersystem-compendium.abilities.xDn74LRD6xlMUqj2]{Telekinesis} @UUID[Compendium.cyphersystem-compendium.abilities.Db7aRY4t1mwRpcoL]{Wilderness Explorer}

Mid Tier

@UUID[Compendium.cyphersystem-compendium.abilities.FIU24o7T66ViVgyg]{Daydream} @UUID[Compendium.cyphersystem-compendium.abilities.SHMGbt30RfePtyNE]{Define Down} @UUID[Compendium.cyphersystem-compendium.abilities.eJpNT3QObtYiDfXY]{Field of Gravity} @UUID[Compendium.cyphersystem-compendium.abilities.yPVZmXWhUxustVdq]{Force Field Barrier} @UUID[Compendium.cyphersystem-compendium.abilities.itnqtCRfxC2EDKqu]{Force to Reckon With} @UUID[Compendium.cyphersystem-compendium.abilities.hJV3hrSYcq3Zbzl5]{Illusory Selves} @UUID[Compendium.cyphersystem-compendium.abilities.YeOtzG5ksxonD5RS]{Living Wall} @UUID[Compendium.cyphersystem-compendium.abilities.hNsph7BRwllVSUre]{Major Illusion} @UUID[Compendium.cyphersystem-compendium.abilities.KLFHpPR0MKLOWr8l]{Nullify Sound} @UUID[Compendium.cyphersystem-compendium.abilities.8QwoYVraOedgr9kB]{Projection} @UUID[Compendium.cyphersystem-compendium.abilities.wAQ7a5JSjp01x1Eg]{Storm Seed} @UUID[Compendium.cyphersystem-compendium.abilities.iIlgHiF1EN0fEpYx]{Sunlight}

High Tier

@UUID[Compendium.cyphersystem-compendium.abilities.wWN4y4rATxbtMCMo]{Adaptation} @UUID[Compendium.cyphersystem-compendium.abilities.tvlNZboSbKCHttjs]{Control Weather} @UUID[Compendium.cyphersystem-compendium.abilities.fruWNFBBNLpcGLaC]{Diamagnetism} @UUID[Compendium.cyphersystem-compendium.abilities.TXNhhyj63MMp2dVF]{Force Wall} @UUID[Compendium.cyphersystem-compendium.abilities.KBykf0P4WQ9Lb6TN]{Generate Force Field} @UUID[Compendium.cyphersystem-compendium.abilities.lCWWUQ0vYH2odiDv]{Grandiose Illusion} @UUID[Compendium.cyphersystem-compendium.abilities.ZK9Ruc53rKBqU93i]{Granite Wall} @UUID[Compendium.cyphersystem-compendium.abilities.PLsz8IqWScZt0Ott]{Inferno Trail} @UUID[Compendium.cyphersystem-compendium.abilities.8OmtJRuoKRzuGfh8]{Move Mountains} @UUID[Compendium.cyphersystem-compendium.abilities.RNJbp1eAcMqSnYvb]{Permanent Illusion} @UUID[Compendium.cyphersystem-compendium.abilities.RBOc2zxAI9xMoWqW]{Relocate} @UUID[Compendium.cyphersystem-compendium.abilities.9cJ6gJZc7datpQwJ]{Terrifying Image} @UUID[Compendium.cyphersystem-compendium.abilities.Bny0sFdqf40pJeOp]{Wall of Lightning} @UUID[Compendium.cyphersystem-compendium.abilities.pfZzabIIEuU4kSH3]{The Wild Is on Your Side}

Information

Gives the ability to learn information about something, whether chosen by the GM like Scan, by asking a question and the GM giving the answer, or by learning a language.

Low Tier

@UUID[Compendium.cyphersystem-compendium.abilities.r7uNiD9CGy4G3Hoq]{Babel} @UUID[Compendium.cyphersystem-compendium.abilities.OIk4usP2NFT0tDu7]{Communication} @UUID[Compendium.cyphersystem-compendium.abilities.op9VSx3NJT28UwTH]{Community Knowledge} @UUID[Compendium.cyphersystem-compendium.abilities.P95xVHVxALSMjanR]{Decipher} @UUID[Compendium.cyphersystem-compendium.abilities.bH57y3PYsMceluGy]{Dream Thief} @UUID[Compendium.cyphersystem-compendium.abilities.RM8Fmu1IJwzBkjcM]{Eye for Detail} @UUID[Compendium.cyphersystem-compendium.abilities.IvKd5vkPypJbB1Ip]{Gather Intelligence} @UUID[Compendium.cyphersystem-compendium.abilities.4PVFXmi2cxI8MdpR]{Lab Analysis} @UUID[Compendium.cyphersystem-compendium.abilities.W5Zt9qDKCtNr49BC]{Mind Reading} @UUID[Compendium.cyphersystem-compendium.abilities.PRW5MxW12oakmeHE]{Monster Lore} @UUID[Compendium.cyphersystem-compendium.abilities.2GicRKJcPO3hmlwD]{Network Tap} @UUID[Compendium.cyphersystem-compendium.abilities.V5oEOJ4i32t97yOG]{Predictive Model} @UUID[Compendium.cyphersystem-compendium.abilities.ZsI6553CPbGi0wtx]{Premonition} @UUID[Compendium.cyphersystem-compendium.abilities.pHFFr4DkCythNc5n]{Question the Spirits} @UUID[Compendium.cyphersystem-compendium.abilities.fzx429jdEdbd0tHy]{Retrieve Memories} @UUID[Compendium.cyphersystem-compendium.abilities.h3G0Ven2SoaPCbk4]{Salvage and Comfort} @UUID[Compendium.cyphersystem-compendium.abilities.OPvXaxuRIVXLmkWl]{Scan} @UUID[Compendium.cyphersystem-compendium.abilities.83y32UMQWshRvbDG]{See History} @UUID[Compendium.cyphersystem-compendium.abilities.nvA3LwoSP7jf4h8G]{Speaker for the Dead} @UUID[Compendium.cyphersystem-compendium.abilities.L2NOLfflU6HNleuT]{Telepathic}

Mid Tier

@UUID[Compendium.cyphersystem-compendium.abilities.YlzkyK6WEkk0cfhh]{Creature Insight} @UUID[Compendium.cyphersystem-compendium.abilities.ssfubNrUQC38zCkJ]{Device Insight} @UUID[Compendium.cyphersystem-compendium.abilities.mL6Yae2CxgefOMHn]{Draw Conclusion} @UUID[Compendium.cyphersystem-compendium.abilities.Mu5knvNfGyaeaiTB]{Find the Hidden} @UUID[Compendium.cyphersystem-compendium.abilities.W7wHOJdozxk7Y2CQ]{Got a Feeling} @UUID[Compendium.cyphersystem-compendium.abilities.MBt3AmXa8vzUCiHd]{Know Their Faults} @UUID[Compendium.cyphersystem-compendium.abilities.dLJ0B35UlB5wxCf4]{Machine Telepathy} @UUID[Compendium.cyphersystem-compendium.abilities.7VYzHQvF1cz4cfUp]{Mechanical Telepathy} @UUID[Compendium.cyphersystem-compendium.abilities.uPvNopNWTgHGIPyR]{Reading the Room} @UUID[Compendium.cyphersystem-compendium.abilities.x7YnN02GiwDQ09km]{Sensor Array} @UUID[Compendium.cyphersystem-compendium.abilities.9r6iNU2GH4oEH6vz]{Serv-0 Scanner} @UUID[Compendium.cyphersystem-compendium.abilities.2t9oGZRuFhLCKjsa]{Soul Interrogation} @UUID[Compendium.cyphersystem-compendium.abilities.abMJwHQIsm9Wcdlg]{Spot Weakness} @UUID[Compendium.cyphersystem-compendium.abilities.CBdIPMJ2oOOesmod]{Wilderness Awareness}

High Tier

@UUID[Compendium.cyphersystem-compendium.abilities.1tkQKo32UKxTUUPn]{Deep Consideration} @UUID[Compendium.cyphersystem-compendium.abilities.wztu6KcpILxwlFTU]{Drawing on Life’s Experiences} @UUID[Compendium.cyphersystem-compendium.abilities.PLyxuOlieOGsJx4h]{Information Gathering} @UUID[Compendium.cyphersystem-compendium.abilities.wlkPdME0r3hx9VbE]{Knowing the Unknown} @UUID[Compendium.cyphersystem-compendium.abilities.qbXP6HlN56bPt7cq]{Mind of a Leader} @UUID[Compendium.cyphersystem-compendium.abilities.lbXg8UlSCG23yxO4]{Read the Signs} @UUID[Compendium.cyphersystem-compendium.abilities.K0C60k7wHBSpMQX4]{Telepathic Network}

Meta

Modifies an existing ability or character trait’s effects or parameters, such as increasing range or, damage, easing the difficulty, giving you additional noncombat actions each turn, rerolling a failed attempt, or treating a number on the die as something different than normal.

Low Tier

@UUID[Compendium.cyphersystem-compendium.abilities.m5U42d2SkK31mp8d]{A Smile and a Word} @UUID[Compendium.cyphersystem-compendium.abilities.EyAIsiqJGCspQFcu]{Arcane Flare} @UUID[Compendium.cyphersystem-compendium.abilities.yIdq1lu1eUAkNyDC]{Artifact Tinkerer} @UUID[Compendium.cyphersystem-compendium.abilities.ywBEe31zan6qpVxr]{Augment Cypher} @UUID[Compendium.cyphersystem-compendium.abilities.Mbq7D0u4Vee0NKYz]{Careful Shot} @UUID[Compendium.cyphersystem-compendium.abilities.essJhO2eqoHmIQaa]{Charge} @UUID[Compendium.cyphersystem-compendium.abilities.L3UjcLAFvS9MLWCu]{Coaxing Power} @UUID[Compendium.cyphersystem-compendium.abilities.2x7nMe9ZGp3VjI8B]{Combat Prowess} @UUID[Compendium.cyphersystem-compendium.abilities.EERMWn1af0S8wAWN]{Crushing Blow} @UUID[Compendium.cyphersystem-compendium.abilities.bzeuikGxbM7noj2z]{Crystalline Body} @UUID[Compendium.cyphersystem-compendium.abilities.JkmTskE3eqcfu7dY]{Curious} @UUID[Compendium.cyphersystem-compendium.abilities.7nUj7rxq4Qwg4FUM]{Distant Interface} @UUID[Compendium.cyphersystem-compendium.abilities.Pu5XGGLI6cCp1EQd]{Double Strike} @UUID[Compendium.cyphersystem-compendium.abilities.gWvMJQPBSmeaP8yN]{Drain Creature} @UUID[Compendium.cyphersystem-compendium.abilities.1fu5C9JHmORmWTR8]{Driving on the Edge} @UUID[Compendium.cyphersystem-compendium.abilities.YjJvvUhIqtxf6eYS]{Elusive} @UUID[Compendium.cyphersystem-compendium.abilities.UJst9mtUKNTe3Pd2]{Energize Object} @UUID[Compendium.cyphersystem-compendium.abilities.dPFQTFRzv7D7PYKq]{Enhanced Body} @UUID[Compendium.cyphersystem-compendium.abilities.SmuTPFfZGnCUmnEj]{Extra Use} @UUID[Compendium.cyphersystem-compendium.abilities.axI0iGYo7DjdR8Ya]{Find the Way} @UUID[Compendium.cyphersystem-compendium.abilities.Hgr8QZmzjXmYorfs]{Fists of Fury} @UUID[Compendium.cyphersystem-compendium.abilities.Sg5WeSF04CYNEecl]{Fleet of Foot} @UUID[Compendium.cyphersystem-compendium.abilities.YGsGHp1rbu3Z7Kdd]{Frenzy} @UUID[Compendium.cyphersystem-compendium.abilities.pXrC4lkMOY7CvFLk]{Golem Body} @UUID[Compendium.cyphersystem-compendium.abilities.1SBd1jm66eSo4eHn]{Gunner} @UUID[Compendium.cyphersystem-compendium.abilities.z23towmNKeKJasHV]{Hacker} @UUID[Compendium.cyphersystem-compendium.abilities.tBWUjjkgyXHTrkCp]{Hold Breath} @UUID[Compendium.cyphersystem-compendium.abilities.3fMzqFFQ1rLtbVrd]{Improved Designation} @UUID[Compendium.cyphersystem-compendium.abilities.FzpkQwb1jA53bs1y]{Investigator} @UUID[Compendium.cyphersystem-compendium.abilities.N4DTNNCEESorc0N4]{Lead From the Front} @UUID[Compendium.cyphersystem-compendium.abilities.JK2hN1poqMLqfa1N]{Machine Efficiency} @UUID[Compendium.cyphersystem-compendium.abilities.VgomhLKFHDDAzW9T]{Mind for Might} @UUID[Compendium.cyphersystem-compendium.abilities.mFPUUmBIcGGsuwNd]{Modify Device} @UUID[Compendium.cyphersystem-compendium.abilities.nW46hfygkxB7FW5m]{Monster Bane} @UUID[Compendium.cyphersystem-compendium.abilities.Ktxj62234LhUr51B]{Natural Crafter} @UUID[Compendium.cyphersystem-compendium.abilities.YZB37b80VQGMUscp]{No Need for Weapons} @UUID[Compendium.cyphersystem-compendium.abilities.PCTUkuALVb0GdTCe]{Object Bond} @UUID[Compendium.cyphersystem-compendium.abilities.FDG7hgrRNt4aHpP1]{Overload Machine} @UUID[Compendium.cyphersystem-compendium.abilities.XAXJ3mFGdDv0fXLP]{Precision} @UUID[Compendium.cyphersystem-compendium.abilities.y2eUnbkzxOeoe9w6]{Quick Death} @UUID[Compendium.cyphersystem-compendium.abilities.m6X5wyPUPdhqLTIp]{Quick Work} @UUID[Compendium.cyphersystem-compendium.abilities.tJVu7MQ2pOhNfpUB]{Range Increase} @UUID[Compendium.cyphersystem-compendium.abilities.szw7tHW0OjI2fjpJ]{Reload} @UUID[Compendium.cyphersystem-compendium.abilities.vVax9KyZ3U4Wpok8]{Something in the Road} @UUID[Compendium.cyphersystem-compendium.abilities.AFfburUYwZlBFq7N]{Tinker} @UUID[Compendium.cyphersystem-compendium.abilities.J0fj73TfCu4aSdVL]{Weapon Master} @UUID[Compendium.cyphersystem-compendium.abilities.yS1sMAZEzJbozxOZ]{Wreck}

Mid Tier

@UUID[Compendium.cyphersystem-compendium.abilities.M5QroBlhUCULt6MD]{Amazing Effort} @UUID[Compendium.cyphersystem-compendium.abilities.7Gxuqkwo4i47yHe3]{Betrayal} @UUID[Compendium.cyphersystem-compendium.abilities.G0hoaZFQpdG7FfxO]{Better Living Through Chemistry} @UUID[Compendium.cyphersystem-compendium.abilities.gNRMG3mJTzWaCGph]{Capable Warrior} @UUID[Compendium.cyphersystem-compendium.abilities.JwG4lCSZIG3qUQAi]{Cast Illusion} @UUID[Compendium.cyphersystem-compendium.abilities.M3TM1cORNnlEN0ZO]{Cyphersmith} @UUID[Compendium.cyphersystem-compendium.abilities.Rr4oB1lUzuzFHNHQ]{Deadly Aim} @UUID[Compendium.cyphersystem-compendium.abilities.zYGhcm896Xbi7Ia2]{Deep Resources} @UUID[Compendium.cyphersystem-compendium.abilities.7rjeYt5hNhkvqK9w]{Disarming Strike} @UUID[Compendium.cyphersystem-compendium.abilities.zLJYM2OiFVIsuz3P]{Dodge and Resist} @UUID[Compendium.cyphersystem-compendium.abilities.wEj2uvWI3w0W9HWH]{Drain at a Distance} @UUID[Compendium.cyphersystem-compendium.abilities.B5zrSVUs54TUALFB]{Energized Shield} @UUID[Compendium.cyphersystem-compendium.abilities.7GsuhcRTpDX0d1em]{Enhanced Intellect} @UUID[Compendium.cyphersystem-compendium.abilities.FQPA8oY3xiZIL6aG]{Enhanced Intellect Edge} @UUID[Compendium.cyphersystem-compendium.abilities.wHcuP6T7Ti6j5Y8C]{Enhanced Might} @UUID[Compendium.cyphersystem-compendium.abilities.g1t5TxZXsNovIVTn]{Enhanced Might Edge} @UUID[Compendium.cyphersystem-compendium.abilities.MwVDTy2Rx1V7Tyly]{Enhanced Physique} @UUID[Compendium.cyphersystem-compendium.abilities.RnK2bmvUb7RIVPSA]{Enhanced Potential} @UUID[Compendium.cyphersystem-compendium.abilities.tuofJSTVjOEwRUem]{Enhanced Speed} @UUID[Compendium.cyphersystem-compendium.abilities.QH3l6ojVnasZm5U8]{Enhanced Speed Edge} @UUID[Compendium.cyphersystem-compendium.abilities.4eCjeGPA0ovnwIfu]{Experienced in Armor} @UUID[Compendium.cyphersystem-compendium.abilities.u1GhDcfpVXITVtOc]{Expert Cypher Use} @UUID[Compendium.cyphersystem-compendium.abilities.MdRdAc0qAWghMmlV]{Expert Skill} @UUID[Compendium.cyphersystem-compendium.abilities.jaGs9nmLaywdRMUN]{Fast Kill} @UUID[Compendium.cyphersystem-compendium.abilities.tJQmvEiYq2xBv4ZJ]{Flameblade} @UUID[Compendium.cyphersystem-compendium.abilities.XR3B0gfJtrYUAU5M]{From the Shadows} @UUID[Compendium.cyphersystem-compendium.abilities.73miZT5kYFyxnPOT]{Fury} @UUID[Compendium.cyphersystem-compendium.abilities.42sPqHxJEybiZ6Vh]{Fusion} @UUID[Compendium.cyphersystem-compendium.abilities.Ee8QC6fkRvD1yw6h]{Greater Beast Form} @UUID[Compendium.cyphersystem-compendium.abilities.QgnoEdKZ50u4JZoL]{Greater Designation} @UUID[Compendium.cyphersystem-compendium.abilities.34Ycb9VK8JwHgSl4]{Greater Enhanced Intellect} @UUID[Compendium.cyphersystem-compendium.abilities.R9KnCCvGoEHvV1p0]{Greater Enhanced Might} @UUID[Compendium.cyphersystem-compendium.abilities.vVc3NxkYdj68mAoV]{Greater Enhanced Physique} @UUID[Compendium.cyphersystem-compendium.abilities.4necR0YTsaij4ojD]{Greater Enhanced Potential} @UUID[Compendium.cyphersystem-compendium.abilities.Qsi6Iw5YCcY8jmNx]{Greater Enhanced Speed} @UUID[Compendium.cyphersystem-compendium.abilities.hAVC1FOl7hwnuBpC]{Greater Frenzy} @UUID[Compendium.cyphersystem-compendium.abilities.4v5pXMwFeB7xQzME]{Guide Bolt} @UUID[Compendium.cyphersystem-compendium.abilities.OtbS1NoVXK7mQLEe]{Guild Training} @UUID[Compendium.cyphersystem-compendium.abilities.VupBbHOJAX45Yazb]{Heroic Monster Bane} @UUID[Compendium.cyphersystem-compendium.abilities.sPheWt9emoY3PCA8]{Hidden Reserves} @UUID[Compendium.cyphersystem-compendium.abilities.uNzF1oQKJ6T1yqL4]{Huge} @UUID[Compendium.cyphersystem-compendium.abilities.4Fe5z4FD71eHlbbd]{Immovable} @UUID[Compendium.cyphersystem-compendium.abilities.wrPVUnJauasIH886]{Improved Absorb Kinetic Energy} @UUID[Compendium.cyphersystem-compendium.abilities.7X2zbrkFSNbyhA5G]{Improved Edge} @UUID[Compendium.cyphersystem-compendium.abilities.HPIlAWDGOQFw6yGm]{Improved Monster Bane} @UUID[Compendium.cyphersystem-compendium.abilities.eblwQ80CBlBdeUp5]{Improved Sensor} @UUID[Compendium.cyphersystem-compendium.abilities.0q9alvmsQKKViN0r]{Incomparable Pilot} @UUID[Compendium.cyphersystem-compendium.abilities.mUizWF7k2XD7ykRJ]{Increased Effects} @UUID[Compendium.cyphersystem-compendium.abilities.PYD24TjoDAqbKAj8]{Iron Fist} @UUID[Compendium.cyphersystem-compendium.abilities.YID6zEB7KkHGYAlD]{Know Where to Look} @UUID[Compendium.cyphersystem-compendium.abilities.bPr34XiLw2Dqb4VJ]{Lunge} @UUID[Compendium.cyphersystem-compendium.abilities.2l9FIUVKimPzIXzU]{Machine Bond} @UUID[Compendium.cyphersystem-compendium.abilities.atQ5yNq1ZEyy0z5j]{Machine Vulnerabilities} @UUID[Compendium.cyphersystem-compendium.abilities.l0OFjk5XVGV5LzP1]{Minor Wish} @UUID[Compendium.cyphersystem-compendium.abilities.imWLlYQs4LTaCTdS]{Never Fumble} @UUID[Compendium.cyphersystem-compendium.abilities.Wj6oHOvnZkZjulwI]{One With the Wild} @UUID[Compendium.cyphersystem-compendium.abilities.3VJyYtECl0wKQj2p]{Outlast the Foe} @UUID[Compendium.cyphersystem-compendium.abilities.cqzyNCPYVEWtucLe]{Outwit} @UUID[Compendium.cyphersystem-compendium.abilities.Y7HUEp7IxdPuur8V]{Overcharge Energy} @UUID[Compendium.cyphersystem-compendium.abilities.ZqBpOAiH70SGHX8N]{Perfect Stranger} @UUID[Compendium.cyphersystem-compendium.abilities.rOxKh1Z7J686a0nv]{Precise Cut} @UUID[Compendium.cyphersystem-compendium.abilities.iGRECL13bqrSSF7P]{Punish the Guilty} @UUID[Compendium.cyphersystem-compendium.abilities.JJ9nWmcBIlfyNDfe]{Push Off and Throw} @UUID[Compendium.cyphersystem-compendium.abilities.Mac5S0sQe9Muf4Mv]{Quick Wits} @UUID[Compendium.cyphersystem-compendium.abilities.y1bQFSBlwMbUico5]{Rapid Processing} @UUID[Compendium.cyphersystem-compendium.abilities.FuufiUyoLFbgBH5J]{Resilient Ice Armor} @UUID[Compendium.cyphersystem-compendium.abilities.6X3BDWzVKsWltrtY]{Roaming Third Eye} @UUID[Compendium.cyphersystem-compendium.abilities.qSH4OhrBBgNnAdAo]{Robot Improvement} @UUID[Compendium.cyphersystem-compendium.abilities.t3zUlk8c5WEBXXO8]{Seize the Moment} @UUID[Compendium.cyphersystem-compendium.abilities.6ZVINuyZm4jowRGt]{Shepherd’s Fury} @UUID[Compendium.cyphersystem-compendium.abilities.JhBTTC5ZUTT8NvUA]{Slippery Customer} @UUID[Compendium.cyphersystem-compendium.abilities.q73VWJY2cmWxRcYx]{Space Fighting} @UUID[Compendium.cyphersystem-compendium.abilities.8LHIZs9gEAd02tId]{Speed Burst} @UUID[Compendium.cyphersystem-compendium.abilities.jmYIPbMwsq3GY3eO]{Stone Breaker} @UUID[Compendium.cyphersystem-compendium.abilities.gn1jtMLhp6qPNXUL]{Store Energy} @UUID[Compendium.cyphersystem-compendium.abilities.cS2p7CRfquFvR65U]{Strategize} @UUID[Compendium.cyphersystem-compendium.abilities.wpA3GB5yJq9NI8QN]{Think Your Way Out} @UUID[Compendium.cyphersystem-compendium.abilities.2AIQhz00HyZhY7wM]{Tower of Will} @UUID[Compendium.cyphersystem-compendium.abilities.V7npSeuqG3JI4Dvv]{Trust to Luck} @UUID[Compendium.cyphersystem-compendium.abilities.bVt0TIfwtEUXvi6O]{Uncanny Luck} @UUID[Compendium.cyphersystem-compendium.abilities.scMKCptCmp0IwO2g]{Wall With Teeth} @UUID[Compendium.cyphersystem-compendium.abilities.NFsoXUQaq3I5h2UY]{Weaponization} @UUID[Compendium.cyphersystem-compendium.abilities.JrSM5XYgXpxNnLl2]{Willing Sacrifice} @UUID[Compendium.cyphersystem-compendium.abilities.6McxfJoPmf1SnbDR]{Wrest From Chance}

High Tier

@UUID[Compendium.cyphersystem-compendium.abilities.M0pjZXQ9996hfUPs]{Adroit Cypher Use} @UUID[Compendium.cyphersystem-compendium.abilities.MQewTo9NscKVUUNz]{Again and Again} @UUID[Compendium.cyphersystem-compendium.abilities.cuK7oPGFdlOPoc44]{Agile Wit} @UUID[Compendium.cyphersystem-compendium.abilities.eepc8U2e178RDqBs]{All-Out Con} @UUID[Compendium.cyphersystem-compendium.abilities.MJE1k2RmCM6HRwFV]{Artifact Scavenger} @UUID[Compendium.cyphersystem-compendium.abilities.iX07Ltb1JYr1nMYM]{Blurring Speed} @UUID[Compendium.cyphersystem-compendium.abilities.hKhwP85QeRGPW03G]{Burst of Escape} @UUID[Compendium.cyphersystem-compendium.abilities.OPfY6tVurfAxNUPh]{Charging Horde} @UUID[Compendium.cyphersystem-compendium.abilities.jmjxGRJTwztzBtLc]{Coordinated Effort} @UUID[Compendium.cyphersystem-compendium.abilities.UlQ7w5iD57Hfdzce]{Damage Dealer} @UUID[Compendium.cyphersystem-compendium.abilities.JH40M99RAN6IZWze]{Damn the Guilty} @UUID[Compendium.cyphersystem-compendium.abilities.Uk6ceaEWFjcoHNTI]{Deep Reserves} @UUID[Compendium.cyphersystem-compendium.abilities.p1UMG2hrng7mLFDv]{Disarming Attack} @UUID[Compendium.cyphersystem-compendium.abilities.t3uyBYJqMApfEBWX]{Discipline of Watchfulness} @UUID[Compendium.cyphersystem-compendium.abilities.P3Ha3GoJlM8EHf5j]{Divide Your Mind} @UUID[Compendium.cyphersystem-compendium.abilities.3uGYyiXUUSz952zQ]{Dual Distraction} @UUID[Compendium.cyphersystem-compendium.abilities.AsmIgvoIRPEtuzkh]{Duel to the Death} @UUID[Compendium.cyphersystem-compendium.abilities.AvaA8a3ylU9q4gL1]{Effective Skill} @UUID[Compendium.cyphersystem-compendium.abilities.A9uQnidn6SKTNHJA]{Enhanced Beast Form} @UUID[Compendium.cyphersystem-compendium.abilities.xHLPf1FETmn06aA8]{Enhanced Phased Attack} @UUID[Compendium.cyphersystem-compendium.abilities.FzJe2XEwhtUajTWI]{Escape Plan} @UUID[Compendium.cyphersystem-compendium.abilities.mhgFWIDr0QuCHRIF]{Extreme Mastery} @UUID[Compendium.cyphersystem-compendium.abilities.yIt7vEBNLpyggkSQ]{Force and Accuracy} @UUID[Compendium.cyphersystem-compendium.abilities.lUkqQu1vvJe3FxfQ]{Gambler} @UUID[Compendium.cyphersystem-compendium.abilities.U33DbRwloywFlYfi]{Go to Ground} @UUID[Compendium.cyphersystem-compendium.abilities.KGzAHs3qln0fNDjt]{Hard to Kill} @UUID[Compendium.cyphersystem-compendium.abilities.lrz5wU8PLzd7gATA]{Horde Tactics} @UUID[Compendium.cyphersystem-compendium.abilities.lJWTlBH1koX2Fjgi]{Impart Understanding} @UUID[Compendium.cyphersystem-compendium.abilities.Q22uje0KevLfL2qb]{Improved Command Spirit} @UUID[Compendium.cyphersystem-compendium.abilities.Cnvf8fv0EEKU3iSn]{Improved Gravity Cleave} @UUID[Compendium.cyphersystem-compendium.abilities.PKFz6WVsaKm5kIir]{Improved Machine Companion} @UUID[Compendium.cyphersystem-compendium.abilities.t6VEEwEsQUIImebW]{Improved Success} @UUID[Compendium.cyphersystem-compendium.abilities.JeqLEAcHOYVd78TH]{Inventor} @UUID[Compendium.cyphersystem-compendium.abilities.58CLKxSLgaT6W6Cj]{Lethal Damage} @UUID[Compendium.cyphersystem-compendium.abilities.teF5kZpAuRfZKfxn]{Machine Enhancement} @UUID[Compendium.cyphersystem-compendium.abilities.IfvVmyawWrz3vKXX]{Maneuvering Adept} @UUID[Compendium.cyphersystem-compendium.abilities.K4XRiZlFRakz6j98]{Master Cypher Use} @UUID[Compendium.cyphersystem-compendium.abilities.7QTTrXnxDHskYYhj]{Master Machine} @UUID[Compendium.cyphersystem-compendium.abilities.rHApGqEQj8TCGa3f]{Masterful Armor Modification} @UUID[Compendium.cyphersystem-compendium.abilities.m2j3n3xiExLcXAAn]{Moderate Wish} @UUID[Compendium.cyphersystem-compendium.abilities.t0B6AIqWanSnx696]{Modify Artifact Power} @UUID[Compendium.cyphersystem-compendium.abilities.ENO71nxs3MSKzvq6]{Multiple Quarry} @UUID[Compendium.cyphersystem-compendium.abilities.rsYzxCchklPSFAp7]{Multiplicity} @UUID[Compendium.cyphersystem-compendium.abilities.m21TAvxSQn1rGx3d]{Overcharge Device} @UUID[Compendium.cyphersystem-compendium.abilities.85DCcEDqvz6A0LkD]{Perfect Control} @UUID[Compendium.cyphersystem-compendium.abilities.mSNoWynky7DMz7ln]{Perfect Speed Burst} @UUID[Compendium.cyphersystem-compendium.abilities.5uWcMvgh1OWvieJs]{Physically Gifted} @UUID[Compendium.cyphersystem-compendium.abilities.EjBzy1Ue1AA8i6ry]{Recycled Cyphers} @UUID[Compendium.cyphersystem-compendium.abilities.hCAzOVpH0jrYc9qk]{Reinforcing Field} @UUID[Compendium.cyphersystem-compendium.abilities.ucsscEpO5L2gIYZg]{Resonant Frequency} @UUID[Compendium.cyphersystem-compendium.abilities.HAVNfVKAdwtJF6Jj]{Robot Evolution} @UUID[Compendium.cyphersystem-compendium.abilities.wqUItgrYzBeMiAoB]{Seize the Initiative} @UUID[Compendium.cyphersystem-compendium.abilities.Np67YSIzrP6w1PPb]{Shield Burst} @UUID[Compendium.cyphersystem-compendium.abilities.P9HlASUtyiOXghBZ]{Shred Existence} @UUID[Compendium.cyphersystem-compendium.abilities.HYDsZRWMlWTvSQU8]{Subtle Tricks} @UUID[Compendium.cyphersystem-compendium.abilities.cWHqKGpI5z0aiSYC]{Thief’s Luck} @UUID[Compendium.cyphersystem-compendium.abilities.qKDngpAWNEzhdRj5]{Trick Driver} @UUID[Compendium.cyphersystem-compendium.abilities.aWws42dVSQjRz8Hr]{Twist of Fate} @UUID[Compendium.cyphersystem-compendium.abilities.EE1xCQ3OvCrdrG6z]{Two Things at Once} @UUID[Compendium.cyphersystem-compendium.abilities.fkedtvx6UakJPOZN]{Ultra Enhancement} @UUID[Compendium.cyphersystem-compendium.abilities.bgaCXtvlT0zWmAIA]{Using What’s Available} @UUID[Compendium.cyphersystem-compendium.abilities.gETtOLyLYRVk53dP]{Usurp Cypher} @UUID[Compendium.cyphersystem-compendium.abilities.w3HN2nZBTo5mLJcM]{Weightless Shot} @UUID[Compendium.cyphersystem-compendium.abilities.RHLBHQuskBAVGnU8]{Weird Science Breakthrough} @UUID[Compendium.cyphersystem-compendium.abilities.vQtVTnCecWFXkfkI]{Wild Vitality} @UUID[Compendium.cyphersystem-compendium.abilities.EXrZLa3M8BK43qoi]{Winter Gauntlets}

Movement

Increases your movement (such as increasing your basic movement speed from short to long) or adds a new type of movement (such as flight, wallcrawling, phasing, or teleporting).

Low Tier

@UUID[Compendium.cyphersystem-compendium.abilities.uh1t4rnkZ2jOCjHJ]{Bolt Rider} @UUID[Compendium.cyphersystem-compendium.abilities.dQHSDDZxJNHrHH1l]{Contortionist} @UUID[Compendium.cyphersystem-compendium.abilities.3x3gRDJejTXQPmdY]{Danger Instinct} @UUID[Compendium.cyphersystem-compendium.abilities.gP8HCn8FPeg49V7M]{Far Step} @UUID[Compendium.cyphersystem-compendium.abilities.5abCQnz5ZWvvfMro]{Get Away} @UUID[Compendium.cyphersystem-compendium.abilities.UCR0rx32kEsTcgnF]{Hover} @UUID[Compendium.cyphersystem-compendium.abilities.3t1QshyGYnCSo12z]{Phase Sprint} @UUID[Compendium.cyphersystem-compendium.abilities.VWehoqF0N6s0WMLK]{Void Wings} @UUID[Compendium.cyphersystem-compendium.abilities.g0SqMvb020tiTQ48]{Walk Through Walls}

Mid Tier

@UUID[Compendium.cyphersystem-compendium.abilities.loOJI9ZakIwGrmW1]{Apportation} @UUID[Compendium.cyphersystem-compendium.abilities.Zps9ZUc9RD1mRDEK]{Blink of an Eye} @UUID[Compendium.cyphersystem-compendium.abilities.asABBkIqO5MSTxQ0]{Bypass Barrier} @UUID[Compendium.cyphersystem-compendium.abilities.wG4zveGhplNKNzuP]{Controlled Fall} @UUID[Compendium.cyphersystem-compendium.abilities.Kk9lHkiaqsr3pUmk]{Ghost} @UUID[Compendium.cyphersystem-compendium.abilities.ZYudnanHgtiLHtgH]{Mobile Fighter} @UUID[Compendium.cyphersystem-compendium.abilities.qZOOWfFLJ1JziJpY]{Obstacle Running} @UUID[Compendium.cyphersystem-compendium.abilities.MFBq4Fc432FS6nkX]{Phase Door} @UUID[Compendium.cyphersystem-compendium.abilities.dW0rgYsx6hDA8pIB]{Runner} @UUID[Compendium.cyphersystem-compendium.abilities.LlaltL5rG2c5Cadt]{Swim} @UUID[Compendium.cyphersystem-compendium.abilities.0EhZzYdEhtCRnV4c]{Temporal Dislocation} @UUID[Compendium.cyphersystem-compendium.abilities.s68x7VxwueUkCkOg]{Up to Speed} @UUID[Compendium.cyphersystem-compendium.abilities.KX6gQ8frz4IDtBx6]{Windrider} @UUID[Compendium.cyphersystem-compendium.abilities.TWqyBv9PEjwJKd1y]{Wings of Fire} @UUID[Compendium.cyphersystem-compendium.abilities.KGz0rK4b2dAt0DaX]{Wormhole}

High Tier

@UUID[Compendium.cyphersystem-compendium.abilities.QtpmHxblBqoQozbg]{Alley Rat} @UUID[Compendium.cyphersystem-compendium.abilities.iX07Ltb1JYr1nMYM]{Blurring Speed} @UUID[Compendium.cyphersystem-compendium.abilities.2iAHsn5ie8sYRiyb]{Chamber of Dreams} @UUID[Compendium.cyphersystem-compendium.abilities.etGUYa9dQSvjLvXX]{Electrical Flight} @UUID[Compendium.cyphersystem-compendium.abilities.2asT0zvk1kw5hC1v]{Embraced by Darkness} @UUID[Compendium.cyphersystem-compendium.abilities.IKicLElFbkRx5IaM]{Fast Travel} @UUID[Compendium.cyphersystem-compendium.abilities.2TaqNf6bhxijKELX]{Flash Across the Miles} @UUID[Compendium.cyphersystem-compendium.abilities.abdAcwYE8L00VakL]{Flight} @UUID[Compendium.cyphersystem-compendium.abilities.V2DSp12G6NP3X6Jt]{Impossible Walk} @UUID[Compendium.cyphersystem-compendium.abilities.0wVk3CszKCJQfp0Q]{Incredible Running Speed} @UUID[Compendium.cyphersystem-compendium.abilities.jM6JQUQFUpk9VVut]{Jaunt} @UUID[Compendium.cyphersystem-compendium.abilities.U8OsW0m17N86hNWW]{Juggernaut} @UUID[Compendium.cyphersystem-compendium.abilities.cE7JPRHLqIdM3b9V]{Living Light} @UUID[Compendium.cyphersystem-compendium.abilities.rHApGqEQj8TCGa3f]{Masterful Armor Modification} @UUID[Compendium.cyphersystem-compendium.abilities.lL7QywDGOszTIJCE]{Mental Projection} @UUID[Compendium.cyphersystem-compendium.abilities.tR2v2vMu3TgN21OJ]{Return to the Obelisk} @UUID[Compendium.cyphersystem-compendium.abilities.IN3VI2LxDyYGbqnN]{Teleportation} @UUID[Compendium.cyphersystem-compendium.abilities.lkO9VJhfOrgLY4g1]{Time Travel} @UUID[Compendium.cyphersystem-compendium.abilities.PlKwEwo6ilGqwxwI]{Traverse the Worlds} @UUID[Compendium.cyphersystem-compendium.abilities.8yGwY0PvtF2ivdSn]{Very Long Sprinting} @UUID[Compendium.cyphersystem-compendium.abilities.8PB7yHNGa7iBpYeI]{Wind Chariot} @UUID[Compendium.cyphersystem-compendium.abilities.b44vvK2YjdSeYPJc]{Windwracked Traveler}

Protection

Gives training or specialization in one or more types of combat defenses (Might, Speed, or Intellect), provides or increases Armor, or otherwise helps prevent damage.

Low Tier

@UUID[Compendium.cyphersystem-compendium.abilities.62zBqhQoPk6IV8lF]{Absorb Kinetic Energy} @UUID[Compendium.cyphersystem-compendium.abilities.7OpsD4muO5HGJt29]{Block} @UUID[Compendium.cyphersystem-compendium.abilities.SQ4RTDwdA0yiZ81b]{Closed Mind} @UUID[Compendium.cyphersystem-compendium.abilities.YvPBxDxLz16Usm7m]{Courageous} @UUID[Compendium.cyphersystem-compendium.abilities.bzeuikGxbM7noj2z]{Crystalline Body} @UUID[Compendium.cyphersystem-compendium.abilities.aNNLomN5nZc52ZT4]{Defense Against Robots} @UUID[Compendium.cyphersystem-compendium.abilities.2j6Hqr2Y8Xbz97c4]{Defensive Phasing} @UUID[Compendium.cyphersystem-compendium.abilities.YcDF62pED8waUtry]{Deflect Attacks} @UUID[Compendium.cyphersystem-compendium.abilities.6qCR3kBqCVYDlEOl]{Distortion} @UUID[Compendium.cyphersystem-compendium.abilities.dPFQTFRzv7D7PYKq]{Enhanced Body} @UUID[Compendium.cyphersystem-compendium.abilities.vPflrS1giYnMoqL2]{Enveloping Shield} @UUID[Compendium.cyphersystem-compendium.abilities.1POQ4sFW5DLrmXhn]{Fearsome Reputation} @UUID[Compendium.cyphersystem-compendium.abilities.XuNgbxrY284sWgZg]{Field of Destruction} @UUID[Compendium.cyphersystem-compendium.abilities.K33ayv0NcktuV53N]{Flesh of Stone} @UUID[Compendium.cyphersystem-compendium.abilities.LFiTEQpWhXBgIZWb]{Flight Not Fight} @UUID[Compendium.cyphersystem-compendium.abilities.yb5PaVIPimrcJxFg]{Force Field Shield} @UUID[Compendium.cyphersystem-compendium.abilities.C9x7b1qN4qmm568P]{Fortified Position} @UUID[Compendium.cyphersystem-compendium.abilities.10EqPrn9aONinEfm]{Go Defensive} @UUID[Compendium.cyphersystem-compendium.abilities.pXrC4lkMOY7CvFLk]{Golem Body} @UUID[Compendium.cyphersystem-compendium.abilities.qgholblGXKQri99M]{Hard to Distract} @UUID[Compendium.cyphersystem-compendium.abilities.leUaFf4AxYJwwOHt]{Hard to Hit} @UUID[Compendium.cyphersystem-compendium.abilities.VsAP4JEe7W5gaGaG]{Hardiness} @UUID[Compendium.cyphersystem-compendium.abilities.geCiPXMF2sIRJ68U]{Have Spacesuit, Will Travel} @UUID[Compendium.cyphersystem-compendium.abilities.czVqoPjH98xaNY1d]{Ice Armor} @UUID[Compendium.cyphersystem-compendium.abilities.gjBFpV2OvDmBqeE3]{Just a Bit Mad} @UUID[Compendium.cyphersystem-compendium.abilities.hKsZzzdWTelNlz3q]{Magic Shield} @UUID[Compendium.cyphersystem-compendium.abilities.hGbNYgkuIiZHomcJ]{Mentally Tough} @UUID[Compendium.cyphersystem-compendium.abilities.7BkWiUHcUrcRIKqO]{Out of Harm’s Way} @UUID[Compendium.cyphersystem-compendium.abilities.3t1QshyGYnCSo12z]{Phase Sprint} @UUID[Compendium.cyphersystem-compendium.abilities.ClJUFnz8xBmP4a2l]{Powered Armor} @UUID[Compendium.cyphersystem-compendium.abilities.o2ZDoteWQsFsqTJr]{Practiced in Armor} @UUID[Compendium.cyphersystem-compendium.abilities.GQeO9RXVzeriLsfy]{Quick Block} @UUID[Compendium.cyphersystem-compendium.abilities.MK2dp11krszjDsyc]{Repel Metal} @UUID[Compendium.cyphersystem-compendium.abilities.mmg9XLzvfbP4ESGO]{Resist the Elements} @UUID[Compendium.cyphersystem-compendium.abilities.ssWKJs1l9cQbNZha]{Resist Underwater Hazards} @UUID[Compendium.cyphersystem-compendium.abilities.Q8xKsSOvoFWL1ePP]{Resonance Field} @UUID[Compendium.cyphersystem-compendium.abilities.g0Ewv5wBooSFYOlH]{Safe Fall} @UUID[Compendium.cyphersystem-compendium.abilities.XzomXctsS8NL9M7Q]{Serv-0 Defender} @UUID[Compendium.cyphersystem-compendium.abilities.EheuStXUDPojVmT5]{Shield Master} @UUID[Compendium.cyphersystem-compendium.abilities.AzMtxh562JfrPdKZ]{Shroud of Flame} @UUID[Compendium.cyphersystem-compendium.abilities.CtRvLxfUlCynJv1B]{Skill With Defense} @UUID[Compendium.cyphersystem-compendium.abilities.87SQGqcRavRZslAp]{Sound Conversion Barrier} @UUID[Compendium.cyphersystem-compendium.abilities.HHcC89OKZACgLB8Y]{Stare Them Down} @UUID[Compendium.cyphersystem-compendium.abilities.gS1X6POaKLjNlHsI]{Sturdy} @UUID[Compendium.cyphersystem-compendium.abilities.uatcX3o1oB2Stc4u]{Trained Without Armor} @UUID[Compendium.cyphersystem-compendium.abilities.zEkA8MhrnJ5p9Io6]{Unarmored Fighter} @UUID[Compendium.cyphersystem-compendium.abilities.59mslpID7ogppzMA]{Ward} @UUID[Compendium.cyphersystem-compendium.abilities.6zU8AURXjXgG63j6]{Warding Shield} @UUID[Compendium.cyphersystem-compendium.abilities.6Xs3fyaANQDWXRoc]{Weapon Defense} @UUID[Compendium.cyphersystem-compendium.abilities.QGSHCRW46vn5Xdwu]{Weather the Vicissitudes} @UUID[Compendium.cyphersystem-compendium.abilities.3Xoq7NLpshgG3VPY]{Wind Armor}

Mid Tier

@UUID[Compendium.cyphersystem-compendium.abilities.yvPcOjjqyU3618Ob]{Absorb Pure Energy} @UUID[Compendium.cyphersystem-compendium.abilities.ZH0JbusjycG6zQf1]{Anticipate Attack} @UUID[Compendium.cyphersystem-compendium.abilities.R0UuZ32vmmeFbSMV]{Blood Fever} @UUID[Compendium.cyphersystem-compendium.abilities.gyZd83dgvZnQrmbb]{Cloak of Opportunity} @UUID[Compendium.cyphersystem-compendium.abilities.2SiHiotGcSufnCne]{Confounding Banter} @UUID[Compendium.cyphersystem-compendium.abilities.1fYBYD1EfA5z1NFl]{Confuse Enemy} @UUID[Compendium.cyphersystem-compendium.abilities.BjlHRj3hANsoqhKq]{Counter Danger} @UUID[Compendium.cyphersystem-compendium.abilities.Mj6yJZwRmdXaVwh8]{Countermeasures} @UUID[Compendium.cyphersystem-compendium.abilities.yB4tnpDNVSOxgruq]{Dark Matter Shell} @UUID[Compendium.cyphersystem-compendium.abilities.XYbtbbVKFYmDfmjO]{Dark Matter Shroud} @UUID[Compendium.cyphersystem-compendium.abilities.NnlGdSiR9GbiTJyZ]{Discerning Mind} @UUID[Compendium.cyphersystem-compendium.abilities.LODZEYtmmBN5D9zZ]{Divert Attacks} @UUID[Compendium.cyphersystem-compendium.abilities.E1YiGcXAYOjHXoAd]{Dodge and Respond} @UUID[Compendium.cyphersystem-compendium.abilities.gVOzzvxS6PPu8Ofy]{Dual Defense} @UUID[Compendium.cyphersystem-compendium.abilities.76HF09q7MdGek863]{Electric Armor} @UUID[Compendium.cyphersystem-compendium.abilities.XR8WeRW3OlbCIjlJ]{Elemental Protection} @UUID[Compendium.cyphersystem-compendium.abilities.yz1w8JR23mtlDX49]{Energy Protection} @UUID[Compendium.cyphersystem-compendium.abilities.M49EI6qapNJC2aLR]{Energy Resistance} @UUID[Compendium.cyphersystem-compendium.abilities.4eCjeGPA0ovnwIfu]{Experienced in Armor} @UUID[Compendium.cyphersystem-compendium.abilities.GlXd4oFI9Fqq3rAX]{Experienced Defender} @UUID[Compendium.cyphersystem-compendium.abilities.yPVZmXWhUxustVdq]{Force Field Barrier} @UUID[Compendium.cyphersystem-compendium.abilities.rqC9cEmRkvm29N56]{Fusion Armor} @UUID[Compendium.cyphersystem-compendium.abilities.5t5EIoGSan3pQ08D]{Hard-Won Resilience} @UUID[Compendium.cyphersystem-compendium.abilities.aBfj6w1y6noOzB7d]{Horde Fighting} @UUID[Compendium.cyphersystem-compendium.abilities.uNzF1oQKJ6T1yqL4]{Huge} @UUID[Compendium.cyphersystem-compendium.abilities.zcxMbV4Fe4JqJAe8]{Illusory Evasion} @UUID[Compendium.cyphersystem-compendium.abilities.n985WYLPzj2XqBry]{Magnetic Field} @UUID[Compendium.cyphersystem-compendium.abilities.whVEpvOjmGs3fpcD]{Matter Cloud} @UUID[Compendium.cyphersystem-compendium.abilities.l0OFjk5XVGV5LzP1]{Minor Wish} @UUID[Compendium.cyphersystem-compendium.abilities.mGv7zlZu1wtNCQXQ]{Moving Like Water} @UUID[Compendium.cyphersystem-compendium.abilities.Mz9g9gv2UvARcLid]{Nimble Swimmer} @UUID[Compendium.cyphersystem-compendium.abilities.DMBJEypEWuAS2lai]{Outlaw Reputation} @UUID[Compendium.cyphersystem-compendium.abilities.AQQzctwqPJPUTRbb]{Poison Crafter} @UUID[Compendium.cyphersystem-compendium.abilities.y1bQFSBlwMbUico5]{Rapid Processing} @UUID[Compendium.cyphersystem-compendium.abilities.GvYXLPdpaFEMGuQR]{Resilience} @UUID[Compendium.cyphersystem-compendium.abilities.FuufiUyoLFbgBH5J]{Resilient Ice Armor} @UUID[Compendium.cyphersystem-compendium.abilities.NoKdHv0FSytZR4iF]{Robot Fighter} @UUID[Compendium.cyphersystem-compendium.abilities.NKvNEjx64CcS3l13]{Shield Training} @UUID[Compendium.cyphersystem-compendium.abilities.CNw7shehsdySzhAK]{Subconscious Defense} @UUID[Compendium.cyphersystem-compendium.abilities.3wxiRMTCBZ4iNCHp]{Temporal Acceleration} @UUID[Compendium.cyphersystem-compendium.abilities.t8wL47jk1KS4zapb]{Tough It Out} @UUID[Compendium.cyphersystem-compendium.abilities.sq2JJtnRtSthJSYL]{Tower of Intellect} @UUID[Compendium.cyphersystem-compendium.abilities.2AIQhz00HyZhY7wM]{Tower of Will} @UUID[Compendium.cyphersystem-compendium.abilities.w2aO1ZIpmBDQJXq1]{Tumbling Moves} @UUID[Compendium.cyphersystem-compendium.abilities.OovsYh1BefBJrU8m]{Versatile Mind} @UUID[Compendium.cyphersystem-compendium.abilities.DhbLcVuqEZmS6Z2y]{Vigilance} @UUID[Compendium.cyphersystem-compendium.abilities.OWVz2CkwLnCSJMdS]{Wraith Cloak}

High Tier

@UUID[Compendium.cyphersystem-compendium.abilities.i5n7BaFjTo6W35f9]{Defense Master} @UUID[Compendium.cyphersystem-compendium.abilities.xBZTbhZKRB9AJmMa]{Defensive Augmentation} @UUID[Compendium.cyphersystem-compendium.abilities.FjXL6iSD1CJKbuGT]{Defensive Field} @UUID[Compendium.cyphersystem-compendium.abilities.LwmoGOpgHy1K2dU4]{Energize Creature} @UUID[Compendium.cyphersystem-compendium.abilities.5i6TqVJQQ4sTvqTm]{Energize Crowd} @UUID[Compendium.cyphersystem-compendium.abilities.N0OZaNOIbHTiWDL1]{Evasion} @UUID[Compendium.cyphersystem-compendium.abilities.cTU70NgcebRlD7jI]{Field-Reinforced Armor} @UUID[Compendium.cyphersystem-compendium.abilities.S9QxUr8u2gtwY7ya]{Hard Target} @UUID[Compendium.cyphersystem-compendium.abilities.KGzAHs3qln0fNDjt]{Hard to Kill} @UUID[Compendium.cyphersystem-compendium.abilities.5rgcPJXpCcB5VJ1m]{Lost in the Chaos} @UUID[Compendium.cyphersystem-compendium.abilities.rHApGqEQj8TCGa3f]{Masterful Armor Modification} @UUID[Compendium.cyphersystem-compendium.abilities.4k5JFV78A5SiPjFo]{Mastery in Armor} @UUID[Compendium.cyphersystem-compendium.abilities.LTqgcoprvBF2ZkdH]{Mastery With Defense} @UUID[Compendium.cyphersystem-compendium.abilities.iIy1HDd9yUl07AYo]{Microgravity Avoidance} @UUID[Compendium.cyphersystem-compendium.abilities.m2j3n3xiExLcXAAn]{Moderate Wish} @UUID[Compendium.cyphersystem-compendium.abilities.lGbieMmnuoqsl4Jz]{Nothing but Defend} @UUID[Compendium.cyphersystem-compendium.abilities.AmZDmnmP7CxSSN4h]{Parry} @UUID[Compendium.cyphersystem-compendium.abilities.N0wzhZ676UrCR8M4]{Precognition} @UUID[Compendium.cyphersystem-compendium.abilities.cbXNxvPdWEbKF6nA]{Reactive Field} @UUID[Compendium.cyphersystem-compendium.abilities.MA2Pwhbpbq2SSIQy]{See the Future} @UUID[Compendium.cyphersystem-compendium.abilities.4BQHOR98z3TYJPQu]{Still As a Statue} @UUID[Compendium.cyphersystem-compendium.abilities.fkedtvx6UakJPOZN]{Ultra Enhancement} @UUID[Compendium.cyphersystem-compendium.abilities.QLRztjFH4YetYM6l]{Untouchable} @UUID[Compendium.cyphersystem-compendium.abilities.INdq5iQf5ECzRiNp]{Untouchable While Moving} @UUID[Compendium.cyphersystem-compendium.abilities.B6SEeGr5kxLAgvvq]{Wear It Well}

Senses

Enhances your senses (seeing in the dark, seeing underwater or through mist, sensing danger, finding optimal places to stand in combat, and so on), but doesn’t provide direct answers to questions like an information ability does.

Low Tier

@UUID[Compendium.cyphersystem-compendium.abilities.xskKzxBoGvSrje4e]{Eyes Adjusted} @UUID[Compendium.cyphersystem-compendium.abilities.wVgcztnnNFPqK9Mo]{Familiarize} @UUID[Compendium.cyphersystem-compendium.abilities.8ydN3DBdXXP24hQL]{Find an Opening} @UUID[Compendium.cyphersystem-compendium.abilities.YBMLX3Jm5oN79J6G]{Heads-Up Display} @UUID[Compendium.cyphersystem-compendium.abilities.boxrBJsyP0yjJHjt]{Link Senses} @UUID[Compendium.cyphersystem-compendium.abilities.TPEcyzCeC3z5FyyQ]{Mental Link} @UUID[Compendium.cyphersystem-compendium.abilities.Uti1XQwY4VFZwwwc]{Reveal} @UUID[Compendium.cyphersystem-compendium.abilities.jq6Wm9xYxJA0bRaR]{See the Unseen} @UUID[Compendium.cyphersystem-compendium.abilities.rYyymKUc0QKWdNsy]{See Through Matter} @UUID[Compendium.cyphersystem-compendium.abilities.mvFsSsVjyF8iXvCe]{Sense Ambush} @UUID[Compendium.cyphersystem-compendium.abilities.PRh7n2VLXyRa4il9]{Share Senses} @UUID[Compendium.cyphersystem-compendium.abilities.WgjatSOUT6pT02A7]{Third Eye}

Mid Tier

@UUID[Compendium.cyphersystem-compendium.abilities.KAAezRI2l8rdp1NS]{Animal Senses and Sensibilities} @UUID[Compendium.cyphersystem-compendium.abilities.ZB80ZclRSzEcr4o1]{Awareness} @UUID[Compendium.cyphersystem-compendium.abilities.zstBkLwRduC7vgGT]{Beast Eyes} @UUID[Compendium.cyphersystem-compendium.abilities.nJlhmzrhmXvM3QvU]{Break the Line} @UUID[Compendium.cyphersystem-compendium.abilities.j1AZSJpCetRgsQ6A]{Detect Life} @UUID[Compendium.cyphersystem-compendium.abilities.MvyXo0ZUsxu8QQ22]{Distance Viewing} @UUID[Compendium.cyphersystem-compendium.abilities.EcOIgMC9c1IfSHsr]{Echolocation} @UUID[Compendium.cyphersystem-compendium.abilities.khxZngfluNmVSAIT]{Experienced Finder} @UUID[Compendium.cyphersystem-compendium.abilities.QsXOz48JgyXYEEqS]{Inhabit Crystal} @UUID[Compendium.cyphersystem-compendium.abilities.KBjSpuK7XJc1abJv]{Remote Viewing} @UUID[Compendium.cyphersystem-compendium.abilities.syiylO75dZlcUp3i]{Sensing Package} @UUID[Compendium.cyphersystem-compendium.abilities.bzy1KzO0oPmZGu2b]{Sensor} @UUID[Compendium.cyphersystem-compendium.abilities.9YuQrJXAQO0qIFPj]{Serv-0 Spy} @UUID[Compendium.cyphersystem-compendium.abilities.V1ROUnWXLmLRMxXi]{Trapfinder} @UUID[Compendium.cyphersystem-compendium.abilities.FktE2hQhSKXbWcQU]{Use Senses of Others}

High Tier

@UUID[Compendium.cyphersystem-compendium.abilities.B0dq2gW9gdA0PdzR]{Amplify Sounds} @UUID[Compendium.cyphersystem-compendium.abilities.djqbPin4qsUauJmD]{Battlefield Tactician} @UUID[Compendium.cyphersystem-compendium.abilities.xRvaY8SG4HVy5WO8]{Dark Explorer} @UUID[Compendium.cyphersystem-compendium.abilities.cpJY8qkTAmSvXoFM]{Infer Thoughts} @UUID[Compendium.cyphersystem-compendium.abilities.7QTTrXnxDHskYYhj]{Master Machine} @UUID[Compendium.cyphersystem-compendium.abilities.PazO9rJ2YoE8VEUw]{See Through Time} @UUID[Compendium.cyphersystem-compendium.abilities.MGzAkRaGd4LgfQti]{True Senses}

Social

Gives you an indirect social benefit, such as providing a useful contact in a city or letting you take advantage of your social status.

Low Tier

@UUID[Compendium.cyphersystem-compendium.abilities.2CekF2lqwNrMyio0]{Connected} @UUID[Compendium.cyphersystem-compendium.abilities.2GwH3ugd7aHrWZRz]{Debate} @UUID[Compendium.cyphersystem-compendium.abilities.JSlr2Q6Ll1xNd8fX]{Demeanor of Command} @UUID[Compendium.cyphersystem-compendium.abilities.GT0AiiarWPbGzxKs]{Impart Ideal} @UUID[Compendium.cyphersystem-compendium.abilities.OmfjqEmmIbrWST5U]{Misdirect Blame} @UUID[Compendium.cyphersystem-compendium.abilities.5VqOTQlAYTtWTwmS]{Negotiate} @UUID[Compendium.cyphersystem-compendium.abilities.6QXGJBsJPDFgcdq5]{Perks of Stardom} @UUID[Compendium.cyphersystem-compendium.abilities.MBlyd9LvSH8D0Z5I]{Powerful Rhetoric} @UUID[Compendium.cyphersystem-compendium.abilities.xMRRfjFF0POkxyea]{Privileged Nobility} @UUID[Compendium.cyphersystem-compendium.abilities.OFWQd2W52VAODeas]{Underworld Contacts} @UUID[Compendium.cyphersystem-compendium.abilities.UHvD5299HFbwBvpR]{Unexpected Betrayal}

Mid Tier

@UUID[Compendium.cyphersystem-compendium.abilities.7Gxuqkwo4i47yHe3]{Betrayal} @UUID[Compendium.cyphersystem-compendium.abilities.tmrSKjGmjbxfIqPI]{Flamboyant Boast} @UUID[Compendium.cyphersystem-compendium.abilities.zg8dYuOdCXGwXOFd]{Informer} @UUID[Compendium.cyphersystem-compendium.abilities.i5BlJLgj1ayBw0uY]{Oratory} @UUID[Compendium.cyphersystem-compendium.abilities.ZqBpOAiH70SGHX8N]{Perfect Stranger}

High Tier

@UUID[Compendium.cyphersystem-compendium.abilities.hhBF8re7Azmce3Y9]{Group Friendship}

Special Attack

Gives the ability to make a special melee or ranged attack (weapon, energy blast, psychic, and so on). The attack might do damage, have a special effect (disarm, hinder, move the target, and so on), or both. This also includes abilities like Spray that let you attack multiple targets as your action.

Low Tier

@UUID[Compendium.cyphersystem-compendium.abilities.p61Ycyc7lVZQXupO]{Advantage to Disadvantage} @UUID[Compendium.cyphersystem-compendium.abilities.X7Rrn9Q54ceSA4Lr]{Aggression} @UUID[Compendium.cyphersystem-compendium.abilities.EyAIsiqJGCspQFcu]{Arcane Flare} @UUID[Compendium.cyphersystem-compendium.abilities.7BS6IEcYlEp5v3OC]{Bash} @UUID[Compendium.cyphersystem-compendium.abilities.wyUQ3Atl3V1ItCFH]{Bloodlust} @UUID[Compendium.cyphersystem-compendium.abilities.Mfebb42AE5xt7k85]{Concussive Blast} @UUID[Compendium.cyphersystem-compendium.abilities.6cMg5QXB71YNgoaM]{Control the Field} @UUID[Compendium.cyphersystem-compendium.abilities.o7kTUAFonv5HPi07]{Cutting Light} @UUID[Compendium.cyphersystem-compendium.abilities.teFcKcbo5ZBFbfRl]{Dazzling Sunburst} @UUID[Compendium.cyphersystem-compendium.abilities.di7QfASecjKU8BPN]{Disincentivize} @UUID[Compendium.cyphersystem-compendium.abilities.7f6ulMjWFw2BOK76]{Disrupting Touch} @UUID[Compendium.cyphersystem-compendium.abilities.JyAovhallyh9m6oW]{Drain Machine} @UUID[Compendium.cyphersystem-compendium.abilities.bH57y3PYsMceluGy]{Dream Thief} @UUID[Compendium.cyphersystem-compendium.abilities.NHns9zqufRvB3Tnl]{Dual Light Wield} @UUID[Compendium.cyphersystem-compendium.abilities.bM2Y62eaUKYKdcwq]{Entangling Force} @UUID[Compendium.cyphersystem-compendium.abilities.lQ4MNmGXXNBMGsmk]{Enthrall} @UUID[Compendium.cyphersystem-compendium.abilities.TmWjWp4iWk4GMLN0]{Erase Memories} @UUID[Compendium.cyphersystem-compendium.abilities.eFgzJXQlg6l7NBqM]{Eye Gouge} @UUID[Compendium.cyphersystem-compendium.abilities.78uF9siViGIHKYGx]{Flash} @UUID[Compendium.cyphersystem-compendium.abilities.aidcxXW6MokDMqY7]{Force Bash} @UUID[Compendium.cyphersystem-compendium.abilities.nHqTzLHJrUWSAATM]{Frost Touch} @UUID[Compendium.cyphersystem-compendium.abilities.aFEBxDGnuFi20cLo]{Golem Grip} @UUID[Compendium.cyphersystem-compendium.abilities.zW0cZJQTR0tHUmn3]{Grasping Foliage} @UUID[Compendium.cyphersystem-compendium.abilities.S3L1oym8fpx0NsAc]{Hemorrhage} @UUID[Compendium.cyphersystem-compendium.abilities.NJjAmyf9zhjRTNme]{Hurl Flame} @UUID[Compendium.cyphersystem-compendium.abilities.lwJAowJa4eKlcDjb]{Misdirect} @UUID[Compendium.cyphersystem-compendium.abilities.FE1Ge8CbJxQcCo0b]{Onslaught} @UUID[Compendium.cyphersystem-compendium.abilities.90wkMwuVBaiyL9yt]{Opportunist} @UUID[Compendium.cyphersystem-compendium.abilities.o2iiTUXdkMPREkvK]{Overwatch} @UUID[Compendium.cyphersystem-compendium.abilities.IPwnXtVrXauJXgFo]{Pierce} @UUID[Compendium.cyphersystem-compendium.abilities.Myt0JUt24B8hjYAg]{Push} @UUID[Compendium.cyphersystem-compendium.abilities.yszDDDpH6m16dEoV]{Quick Throw} @UUID[Compendium.cyphersystem-compendium.abilities.Yg6jEM07HAccDcNC]{Ray of Confusion} @UUID[Compendium.cyphersystem-compendium.abilities.NMjccuRLDDnfZtZe]{Release Energy} @UUID[Compendium.cyphersystem-compendium.abilities.Q8xKsSOvoFWL1ePP]{Resonance Field} @UUID[Compendium.cyphersystem-compendium.abilities.7aCeBDGZqu8A9hMQ]{Ribbons of Dark Matter} @UUID[Compendium.cyphersystem-compendium.abilities.kkCW4KkWA751AeBl]{Scramble Machine} @UUID[Compendium.cyphersystem-compendium.abilities.n81xGnZHydeXmIRc]{Scratch Existence} @UUID[Compendium.cyphersystem-compendium.abilities.0Wq39mJ9oXA415qx]{Seeds of Fury} @UUID[Compendium.cyphersystem-compendium.abilities.nptFEdFaUvjDeqAz]{Shatter} @UUID[Compendium.cyphersystem-compendium.abilities.3btRIiWxY8oMcVMo]{Shock} @UUID[Compendium.cyphersystem-compendium.abilities.pdNI9QMKmDwu8gza]{Stasis} @UUID[Compendium.cyphersystem-compendium.abilities.36nlDXhOP5e5dfns]{Successive Attack} @UUID[Compendium.cyphersystem-compendium.abilities.uG2ACHNAPoZirp0b]{Surprise Attack} @UUID[Compendium.cyphersystem-compendium.abilities.8hiUfUNY3u2IpVDa]{Swipe} @UUID[Compendium.cyphersystem-compendium.abilities.WO2Wg9PvscHMcQlH]{Thrust} @UUID[Compendium.cyphersystem-compendium.abilities.uMaMKhemHmtlXDjT]{Thunder Beam} @UUID[Compendium.cyphersystem-compendium.abilities.cwZIpP2FTLIVGhbm]{Weighty}

Mid Tier

@UUID[Compendium.cyphersystem-compendium.abilities.ra0A8MtQjZEYhJPr]{Acrobatic Attack} @UUID[Compendium.cyphersystem-compendium.abilities.cS1RW48sdVY6ZJZd]{Ambusher} @UUID[Compendium.cyphersystem-compendium.abilities.SG8ms3jfHw8hXGnX]{Answering Attack} @UUID[Compendium.cyphersystem-compendium.abilities.tbeFzIPGuAjRBpKM]{Better Surprise Attack} @UUID[Compendium.cyphersystem-compendium.abilities.YDKULtvV0pMJDxi2]{Bolts of Power} @UUID[Compendium.cyphersystem-compendium.abilities.V2BSB9or5UJdTiYF]{Built-in Weaponry} @UUID[Compendium.cyphersystem-compendium.abilities.IUlsD8Zxp8AYbO4h]{Burning Light} @UUID[Compendium.cyphersystem-compendium.abilities.Hw16NpdbdJOqVF4z]{Castigate} @UUID[Compendium.cyphersystem-compendium.abilities.WeMTxJElozl7OWdJ]{Center of Attention} @UUID[Compendium.cyphersystem-compendium.abilities.hIWg9VFNnYnrknAu]{Crystal Lens} @UUID[Compendium.cyphersystem-compendium.abilities.MqGMnSIkHK4rOFSm]{Dark Matter Strike} @UUID[Compendium.cyphersystem-compendium.abilities.vZELZYMsLJfBfUnt]{Dazing Attack} @UUID[Compendium.cyphersystem-compendium.abilities.JVvSTtYbksWJDADY]{Debilitating Strike} @UUID[Compendium.cyphersystem-compendium.abilities.0XSuUGS0UyrhiW44]{Destroy Metal} @UUID[Compendium.cyphersystem-compendium.abilities.ka5VA9XBi4OTnKVa]{Disable Mechanisms} @UUID[Compendium.cyphersystem-compendium.abilities.7rjeYt5hNhkvqK9w]{Disarming Strike} @UUID[Compendium.cyphersystem-compendium.abilities.dJTgtIs80gOoI6ac]{Divine Radiance} @UUID[Compendium.cyphersystem-compendium.abilities.E1YiGcXAYOjHXoAd]{Dodge and Respond} @UUID[Compendium.cyphersystem-compendium.abilities.A6H8xi93t6Zrexz9]{Drain Charge} @UUID[Compendium.cyphersystem-compendium.abilities.q9nALxXrBv5ubXaT]{Dual Medium Wield} @UUID[Compendium.cyphersystem-compendium.abilities.1L1uoad8vwgWxiyN]{Everything Is a Weapon} @UUID[Compendium.cyphersystem-compendium.abilities.VEJQ74o175OnlIAm]{Exile} @UUID[Compendium.cyphersystem-compendium.abilities.RO8dmB90aRPOmCuJ]{Feint} @UUID[Compendium.cyphersystem-compendium.abilities.AUGM3xEluWJi4Y8h]{Fire and Ice} @UUID[Compendium.cyphersystem-compendium.abilities.NgHLZq3tZ3CFJvYv]{Fire Bloom} @UUID[Compendium.cyphersystem-compendium.abilities.CAh0KStmP03kgv62]{Fling} @UUID[Compendium.cyphersystem-compendium.abilities.dDhnZrzAxDvK7QYa]{Force at Distance} @UUID[Compendium.cyphersystem-compendium.abilities.dCoCGVzWxIL9fIvH]{Force Blast} @UUID[Compendium.cyphersystem-compendium.abilities.BGMXK6VKNmp8M4A3]{Freezing Touch} @UUID[Compendium.cyphersystem-compendium.abilities.E0k0LUw0epjJGrv9]{Golem Stomp} @UUID[Compendium.cyphersystem-compendium.abilities.48i5ybVtZaTlFLJf]{Grab} @UUID[Compendium.cyphersystem-compendium.abilities.jbhcWHMiQQaR9ukO]{Gravity Cleave} @UUID[Compendium.cyphersystem-compendium.abilities.LLvJZvzbGQOrlqoE]{Ignition} @UUID[Compendium.cyphersystem-compendium.abilities.QxOsAHpd8ZkEXI5u]{Improved Object Bond} @UUID[Compendium.cyphersystem-compendium.abilities.2K3b6cTuLEGZfYqa]{Knock Out} @UUID[Compendium.cyphersystem-compendium.abilities.whVEpvOjmGs3fpcD]{Matter Cloud} @UUID[Compendium.cyphersystem-compendium.abilities.R9WffstnihzBuuvW]{Mind Games} @UUID[Compendium.cyphersystem-compendium.abilities.PTVAJGFiXDueX8az]{Momentum} @UUID[Compendium.cyphersystem-compendium.abilities.gDwPpgIAocEfQjPx]{Overawe} @UUID[Compendium.cyphersystem-compendium.abilities.zIYdniz9sjvAHsnX]{Overcome All Obstacles} @UUID[Compendium.cyphersystem-compendium.abilities.rXUUDUJFKis8TpnL]{Phase Detonation} @UUID[Compendium.cyphersystem-compendium.abilities.cJB7wj5okdPZuRNb]{Phased Attack} @UUID[Compendium.cyphersystem-compendium.abilities.NoC3yuqxU8yhPf47]{Power Strike} @UUID[Compendium.cyphersystem-compendium.abilities.blm1Z8JxvWOiFf0b]{Pry Open} @UUID[Compendium.cyphersystem-compendium.abilities.Mc8L07dpf605FDo9]{Psychic Burst} @UUID[Compendium.cyphersystem-compendium.abilities.Je1MitN21L3lqWVF]{Psychosis} @UUID[Compendium.cyphersystem-compendium.abilities.JJ9nWmcBIlfyNDfe]{Push Off and Throw} @UUID[Compendium.cyphersystem-compendium.abilities.JlYk5UNZEUzzO8Js]{Quick Strike} @UUID[Compendium.cyphersystem-compendium.abilities.YA5P5CBNr5NSmY6z]{Rapid Attack} @UUID[Compendium.cyphersystem-compendium.abilities.XqGE5QLHnpIKB5rB]{Reaction} @UUID[Compendium.cyphersystem-compendium.abilities.Yo2Z3EdYjx88jYnp]{Remote Control} @UUID[Compendium.cyphersystem-compendium.abilities.ZuX6gykVtKxiBAxR]{Run and Fight} @UUID[Compendium.cyphersystem-compendium.abilities.znJCKr6PeEq4a0j5]{Shattering Shout} @UUID[Compendium.cyphersystem-compendium.abilities.bkQnnjRFJS9VpaY5]{Slice} @UUID[Compendium.cyphersystem-compendium.abilities.oNk0Nhle1XwBhOvp]{Snap Shot} @UUID[Compendium.cyphersystem-compendium.abilities.yJDNsRAG3Elm6PWp]{Snipe} @UUID[Compendium.cyphersystem-compendium.abilities.YIzrA5i8eBSPMFzj]{Spray} @UUID[Compendium.cyphersystem-compendium.abilities.57txEIyzuPUQOqVP]{Sprint and Grab} @UUID[Compendium.cyphersystem-compendium.abilities.B4U7RiMrZElfOQyj]{Taking Advantage} @UUID[Compendium.cyphersystem-compendium.abilities.hy3hI86e9BCmkcQO]{Tall Tale} @UUID[Compendium.cyphersystem-compendium.abilities.WuNUt6ltWGDdjNLS]{Throw} @UUID[Compendium.cyphersystem-compendium.abilities.SPL1URVkuo4PJP8I]{Throw Force Shield} @UUID[Compendium.cyphersystem-compendium.abilities.4s3SAqu0lb5qzfzL]{Trick Shot}

High Tier

@UUID[Compendium.cyphersystem-compendium.abilities.NCXCkCYeZw8qlazG]{Absorb Energy} @UUID[Compendium.cyphersystem-compendium.abilities.WrJDw2X8JHcljjP4]{Arc Spray} @UUID[Compendium.cyphersystem-compendium.abilities.YbYeZ0A0m96IWxwl]{Assassin Strike} @UUID[Compendium.cyphersystem-compendium.abilities.T5tn7zItPyaRcYNC]{Asserting Your Privilege} @UUID[Compendium.cyphersystem-compendium.abilities.ltAq7qr8aaalOtJp]{Attack and Attack Again} @UUID[Compendium.cyphersystem-compendium.abilities.6kTwO0uYuP8qKqkM]{Biomorphic Detonation} @UUID[Compendium.cyphersystem-compendium.abilities.jISh0vWOJdK9hUm1]{Blind Machine} @UUID[Compendium.cyphersystem-compendium.abilities.XRXQwJplJrm7onbN]{Blinding Attack} @UUID[Compendium.cyphersystem-compendium.abilities.zflNCqrmTL7vrYg1]{Bouncing Shield} @UUID[Compendium.cyphersystem-compendium.abilities.9O17NBrKA4AA4Ckw]{Break the Ranks} @UUID[Compendium.cyphersystem-compendium.abilities.lID9ke0vHX2r2CC8]{Break Their Mind} @UUID[Compendium.cyphersystem-compendium.abilities.2lhnVWUMX1Nu6KVj]{Call the Storm} @UUID[Compendium.cyphersystem-compendium.abilities.yEfkqXxmuQqlA6Fi]{Cold Burst} @UUID[Compendium.cyphersystem-compendium.abilities.PZBKCtRj5S6ULnjo]{Concussion} @UUID[Compendium.cyphersystem-compendium.abilities.jHrQLzIfjKtXBoJL]{Deactivate Mechanisms} @UUID[Compendium.cyphersystem-compendium.abilities.6P1CJvVMot3Y2xj0]{Deadly Strike} @UUID[Compendium.cyphersystem-compendium.abilities.iTxEWRCR8G5Rych2]{Death Touch} @UUID[Compendium.cyphersystem-compendium.abilities.i5n7BaFjTo6W35f9]{Defense Master} @UUID[Compendium.cyphersystem-compendium.abilities.0WPUu04FbqxGckhU]{Destroyer} @UUID[Compendium.cyphersystem-compendium.abilities.xR2DkSqvAoR8Vtfn]{Dirty Fighter} @UUID[Compendium.cyphersystem-compendium.abilities.p1UMG2hrng7mLFDv]{Disarming Attack} @UUID[Compendium.cyphersystem-compendium.abilities.OkKNmMvLFwHxUv2r]{Divine Intervention} @UUID[Compendium.cyphersystem-compendium.abilities.tgaSXp1VQiec8Jst]{Divine Symbol} @UUID[Compendium.cyphersystem-compendium.abilities.1W0sBVHxG7LESCPl]{Do You Know Who I Am?} @UUID[Compendium.cyphersystem-compendium.abilities.NJakiz9yvoflzzBD]{Drain Power} @UUID[Compendium.cyphersystem-compendium.abilities.D4JFKjeVDkx9Xfnf]{Dust to Dust} @UUID[Compendium.cyphersystem-compendium.abilities.jhdgI9rV2mpH6JQU]{Earthquake} @UUID[Compendium.cyphersystem-compendium.abilities.apQwshUTjCQPym8A]{Embrace the Night} @UUID[Compendium.cyphersystem-compendium.abilities.Be1ehHb90jtLc8l0]{Explosive Release} @UUID[Compendium.cyphersystem-compendium.abilities.syJ3mkT2hHR2MY3o]{Finishing Blow} @UUID[Compendium.cyphersystem-compendium.abilities.6fpCYtBDCfW6m1b0]{Fire Tendrils} @UUID[Compendium.cyphersystem-compendium.abilities.xCUKzmoBKzN9gIut]{Foul Aura} @UUID[Compendium.cyphersystem-compendium.abilities.mvC2vboULutesBDu]{Ice Storm} @UUID[Compendium.cyphersystem-compendium.abilities.SZtOjKk7ScShJT6G]{Iron Punch} @UUID[Compendium.cyphersystem-compendium.abilities.IFb8NX06xgWM7H98]{Jump Attack} @UUID[Compendium.cyphersystem-compendium.abilities.tjzqyyAZoibXl4DT]{Lethal Ploy} @UUID[Compendium.cyphersystem-compendium.abilities.GlFT2ITvytQVWywQ]{Lethal Vibration} @UUID[Compendium.cyphersystem-compendium.abilities.KNElOxbWobS1ygLv]{Murderer} @UUID[Compendium.cyphersystem-compendium.abilities.pUbqCBV3dBOWFgmv]{Nightmare} @UUID[Compendium.cyphersystem-compendium.abilities.ptH3O4GES71CClGO]{Phase Foe} @UUID[Compendium.cyphersystem-compendium.abilities.xxavxLEaiVFug1D6]{Protective Wall} @UUID[Compendium.cyphersystem-compendium.abilities.8wSx2qtKXq0dWxId]{Psychokinetic Attack} @UUID[Compendium.cyphersystem-compendium.abilities.KVOFCKWKmUrqAe7v]{Punish All the Guilty} @UUID[Compendium.cyphersystem-compendium.abilities.bY52t6eGONKu8Kr4]{Resonant Quake} @UUID[Compendium.cyphersystem-compendium.abilities.G5bTthwpEf5azVHA]{Return to Sender} @UUID[Compendium.cyphersystem-compendium.abilities.EH8OmAJaimF4MTgg]{Shatter Mind} @UUID[Compendium.cyphersystem-compendium.abilities.BM6YnBez7sVnrGUh]{Special Shot} @UUID[Compendium.cyphersystem-compendium.abilities.KDZeCZJxjCQzlTxA]{Spin Attack} @UUID[Compendium.cyphersystem-compendium.abilities.jrTEtAhE6GfLW7R4]{Spring Away} @UUID[Compendium.cyphersystem-compendium.abilities.eQIPJk2xcFGfDr3H]{Stun Attack} @UUID[Compendium.cyphersystem-compendium.abilities.xbYD729j3km6ZDCA]{Sun Siphon} @UUID[Compendium.cyphersystem-compendium.abilities.447ojnjZFMCma8eu]{Taunt Foe} @UUID[Compendium.cyphersystem-compendium.abilities.kKYyGbrQxDRSOh37]{Terrifying Gaze} @UUID[Compendium.cyphersystem-compendium.abilities.Z4QcjOxgltEJPm96]{Twisting the Knife} @UUID[Compendium.cyphersystem-compendium.abilities.IN9qNZDx4sBKNr8n]{Undo} @UUID[Compendium.cyphersystem-compendium.abilities.xRIDlrBzTXVYC5rh]{Vindictive Performance} @UUID[Compendium.cyphersystem-compendium.abilities.s8NShtaUrW0Oxolo]{Weapon and Body} @UUID[Compendium.cyphersystem-compendium.abilities.tMOeiKWrhp5P5CCQ]{Weight of the World} @UUID[Compendium.cyphersystem-compendium.abilities.w3HN2nZBTo5mLJcM]{Weightless Shot} @UUID[Compendium.cyphersystem-compendium.abilities.WW3QjCP5UJUsKBW3]{Whirlwind of Throws} @UUID[Compendium.cyphersystem-compendium.abilities.EXrZLa3M8BK43qoi]{Winter Gauntlets} @UUID[Compendium.cyphersystem-compendium.abilities.Gsre3acJaxhGBa0S]{Word of Death}

Support

Gives some sort of benefit to an ally rather than yourself, such as an extra action or an asset on their roll.

Low Tier

@UUID[Compendium.cyphersystem-compendium.abilities.WrgqojoyWuTWpyQq]{Advice From a Friend} @UUID[Compendium.cyphersystem-compendium.abilities.BlBi7qk0darLthxS]{Anecdote} @UUID[Compendium.cyphersystem-compendium.abilities.b8rtgyatE8o9FaRS]{Attack Flourish} @UUID[Compendium.cyphersystem-compendium.abilities.5jGN9GicKYIAneKQ]{Defend the Innocent} @UUID[Compendium.cyphersystem-compendium.abilities.4yyKQYnrbL3r9gcU]{Enable Others} @UUID[Compendium.cyphersystem-compendium.abilities.hYa7I52x2iwffh8C]{Encouragement} @UUID[Compendium.cyphersystem-compendium.abilities.grCiWRuV8lvflQHM]{Encouraging Presence} @UUID[Compendium.cyphersystem-compendium.abilities.4fcns7ANpZF7pHaz]{Force Field} @UUID[Compendium.cyphersystem-compendium.abilities.lZCAKgP966BuU4uF]{Friendly Help} @UUID[Compendium.cyphersystem-compendium.abilities.DmnRMTfHYaeoYFVu]{Good Advice} @UUID[Compendium.cyphersystem-compendium.abilities.FiSwskgQGBjp4IhZ]{Inspire Action} @UUID[Compendium.cyphersystem-compendium.abilities.wWCehMidmvLypdxj]{Inspire Aggression} @UUID[Compendium.cyphersystem-compendium.abilities.DLxDL49VjUEMAjxZ]{Inspiring Ease} @UUID[Compendium.cyphersystem-compendium.abilities.qp1jDaFiRR5xPPMn]{Protector} @UUID[Compendium.cyphersystem-compendium.abilities.POaewj2PWMMfCY1i]{Rally to Me} @UUID[Compendium.cyphersystem-compendium.abilities.Uti1XQwY4VFZwwwc]{Reveal} @UUID[Compendium.cyphersystem-compendium.abilities.FgyHV0QR3YwlLIVb]{Sculpt Flesh} @UUID[Compendium.cyphersystem-compendium.abilities.701ts4xCDjURZSb5]{Teamwork}

Mid Tier

@UUID[Compendium.cyphersystem-compendium.abilities.hB1CISYVEZXEO0IV]{Accelerate} @UUID[Compendium.cyphersystem-compendium.abilities.wJSxVM8fWADJtTSd]{Applying Your Knowledge} @UUID[Compendium.cyphersystem-compendium.abilities.knh2MWMhCgqOjWYD]{Buddy System} @UUID[Compendium.cyphersystem-compendium.abilities.lb5Bo8BpNXdVMkmt]{Combat Challenge} @UUID[Compendium.cyphersystem-compendium.abilities.bz04IOSkdP3zcRMD]{Defend All the Innocent} @UUID[Compendium.cyphersystem-compendium.abilities.Su3LkSzdGHg9w1RO]{Dual Wards} @UUID[Compendium.cyphersystem-compendium.abilities.XR8WeRW3OlbCIjlJ]{Elemental Protection} @UUID[Compendium.cyphersystem-compendium.abilities.RgosWDt0hkosbVQr]{In Harm’s Way} @UUID[Compendium.cyphersystem-compendium.abilities.1N6P5ZRogThCS0KH]{Lead by Inquiry} @UUID[Compendium.cyphersystem-compendium.abilities.dIK67k9aoBbFBnkf]{Pay It Forward} @UUID[Compendium.cyphersystem-compendium.abilities.oS3AeTouF6HPcaH5]{Play to the Crowd} @UUID[Compendium.cyphersystem-compendium.abilities.QFZyfDWOSEpZeQmM]{Spur Effort} @UUID[Compendium.cyphersystem-compendium.abilities.scceoEmEnN5MW8XT]{Take Command} @UUID[Compendium.cyphersystem-compendium.abilities.GAeUBbQWE3ryv50V]{True Guardian}

High Tier

@UUID[Compendium.cyphersystem-compendium.abilities.Eez3uExkDA20XJg3]{Able Assistance} @UUID[Compendium.cyphersystem-compendium.abilities.G8waoPdWGzMl0S1n]{Battle Management} @UUID[Compendium.cyphersystem-compendium.abilities.3JWMtJBjf3oUWaxP]{Block for Another} @UUID[Compendium.cyphersystem-compendium.abilities.LwmoGOpgHy1K2dU4]{Energize Creature} @UUID[Compendium.cyphersystem-compendium.abilities.5i6TqVJQQ4sTvqTm]{Energize Crowd} @UUID[Compendium.cyphersystem-compendium.abilities.lJWTlBH1koX2Fjgi]{Impart Understanding} @UUID[Compendium.cyphersystem-compendium.abilities.oilgQ4oM02Pa0eNp]{Inspiration} @UUID[Compendium.cyphersystem-compendium.abilities.tTrekc4AZbIqem5L]{Inspire Coordinated Actions} @UUID[Compendium.cyphersystem-compendium.abilities.fPCTpU0viXXWrNs0]{Inspiring Success} @UUID[Compendium.cyphersystem-compendium.abilities.Tes6ntXPZR8IHgY4]{Regenerate Other} @UUID[Compendium.cyphersystem-compendium.abilities.PXvS7AatBcxH9cvZ]{Share Defense} @UUID[Compendium.cyphersystem-compendium.abilities.U9sgMUKkIkDIdRtK]{Stimulate} @UUID[Compendium.cyphersystem-compendium.abilities.iE83ABQRko5NemVU]{Teach Trick} @UUID[Compendium.cyphersystem-compendium.abilities.zZYSSAFXtJcuezxM]{Transcend the Script} @UUID[Compendium.cyphersystem-compendium.abilities.mjEFQ3ndDRvLB5Dj]{True Defender} @UUID[Compendium.cyphersystem-compendium.abilities.IN9qNZDx4sBKNr8n]{Undo} @UUID[Compendium.cyphersystem-compendium.abilities.PTM0HWGFfo5CHMif]{Will of a Leader} @UUID[Compendium.cyphersystem-compendium.abilities.jTiOQKW2QtXK8dmF]{Work the Friendship}

Task

Gives training, specialization, or an asset in one or more noncombat skills (climbing, healing, computers, initiative, and so on).

Low Tier

@UUID[Compendium.cyphersystem-compendium.abilities.wifCvRG9OhsTDT30]{Advantages of Being Big} @UUID[Compendium.cyphersystem-compendium.abilities.YD5gm0w3lqTSyO3V]{Anticipation} @UUID[Compendium.cyphersystem-compendium.abilities.rYaAyFLmCAAwZi0s]{Assassin Skills} @UUID[Compendium.cyphersystem-compendium.abilities.cpXOBSLY03j89yOy]{Athlete} @UUID[Compendium.cyphersystem-compendium.abilities.AWretAEaeQfXTXMy]{Autodoctor} @UUID[Compendium.cyphersystem-compendium.abilities.tJiXzKX4gf0GNV6V]{Balance} @UUID[Compendium.cyphersystem-compendium.abilities.XToLeZ4ksSj3MA5I]{Bestiary Knowledge} @UUID[Compendium.cyphersystem-compendium.abilities.A83Lw7NnAqwg4BZR]{Blameless} @UUID[Compendium.cyphersystem-compendium.abilities.awhzMw4RHwOwgEIR]{Breaker} @UUID[Compendium.cyphersystem-compendium.abilities.lY7NaxsFxt1XZVk5]{Car Surfer} @UUID[Compendium.cyphersystem-compendium.abilities.PlTtlXeugIljHFVg]{Careful Aim} @UUID[Compendium.cyphersystem-compendium.abilities.zGoUoC6i0f1SbUqE]{Celebrity Talent} @UUID[Compendium.cyphersystem-compendium.abilities.JkiG6hpsfj1h6XRR]{Computer Programming} @UUID[Compendium.cyphersystem-compendium.abilities.dQHSDDZxJNHrHH1l]{Contortionist} @UUID[Compendium.cyphersystem-compendium.abilities.YvPBxDxLz16Usm7m]{Courageous} @UUID[Compendium.cyphersystem-compendium.abilities.fkyJ02LbeOAfDxcF]{Crafter} @UUID[Compendium.cyphersystem-compendium.abilities.UyQTRi5ZwWU5tMO0]{Danger Sense} @UUID[Compendium.cyphersystem-compendium.abilities.Q3DGDFwNIOjz866X]{Datajack} @UUID[Compendium.cyphersystem-compendium.abilities.2GwH3ugd7aHrWZRz]{Debate} @UUID[Compendium.cyphersystem-compendium.abilities.kkTWFQBeHMS8d6IL]{Deep Water Guide} @UUID[Compendium.cyphersystem-compendium.abilities.tjxKTFdA8gqZDP90]{Designation} @UUID[Compendium.cyphersystem-compendium.abilities.9p2RJYFo6s55F5Ha]{Devoted Defender} @UUID[Compendium.cyphersystem-compendium.abilities.eYHlYyVDj3odrAFJ]{Disguise} @UUID[Compendium.cyphersystem-compendium.abilities.6dPEKpK0HWuD7Bxu]{Divine Knowledge} @UUID[Compendium.cyphersystem-compendium.abilities.DCuOpij3sNomBe1a]{Driver} @UUID[Compendium.cyphersystem-compendium.abilities.ea7BzQy6fZqHQNET]{Enlightened} @UUID[Compendium.cyphersystem-compendium.abilities.6FI9lLeQx0tJX1W6]{Exploratory Experience} @UUID[Compendium.cyphersystem-compendium.abilities.jx6DFmlbQrmltHgc]{Extra Skill} @UUID[Compendium.cyphersystem-compendium.abilities.YQEECpNwDSFCFnCN]{Feat of Strength} @UUID[Compendium.cyphersystem-compendium.abilities.QgCWZia7gFicmEJr]{Flex Lore} @UUID[Compendium.cyphersystem-compendium.abilities.HoUOwIPfKTlxyQH0]{Freakishly Large} @UUID[Compendium.cyphersystem-compendium.abilities.qpBv7OxAcMAAtY2M]{Game Lessons} @UUID[Compendium.cyphersystem-compendium.abilities.p3kh3XKzetkJTG1J]{Gamer} @UUID[Compendium.cyphersystem-compendium.abilities.DmnRMTfHYaeoYFVu]{Good Advice} @UUID[Compendium.cyphersystem-compendium.abilities.pp9NFNHKgOhRYbsY]{Hand to Eye} @UUID[Compendium.cyphersystem-compendium.abilities.f7wLki6qjCNs2Ici]{Handy} @UUID[Compendium.cyphersystem-compendium.abilities.YOHGDC5hx24SqbQz]{Hard Choices} @UUID[Compendium.cyphersystem-compendium.abilities.YBMLX3Jm5oN79J6G]{Heads-Up Display} @UUID[Compendium.cyphersystem-compendium.abilities.A853pOqz5BmPfh4w]{Higher Mathematics} @UUID[Compendium.cyphersystem-compendium.abilities.ZgLefUbAcrmYdFur]{How Others Think} @UUID[Compendium.cyphersystem-compendium.abilities.vFc52xBtBp69WglW]{Impersonate} @UUID[Compendium.cyphersystem-compendium.abilities.HBHjx10W5BQW101w]{Impressive Display} @UUID[Compendium.cyphersystem-compendium.abilities.369RISHwqzRXkwEG]{Infiltrator} @UUID[Compendium.cyphersystem-compendium.abilities.sM2zEDx4gRr9CuiR]{Inner Defense} @UUID[Compendium.cyphersystem-compendium.abilities.fh7tK1BVjgSfZ8ml]{Insight} @UUID[Compendium.cyphersystem-compendium.abilities.wWCehMidmvLypdxj]{Inspire Aggression} @UUID[Compendium.cyphersystem-compendium.abilities.V765JZKDKQ00Buyn]{Interaction Skills} @UUID[Compendium.cyphersystem-compendium.abilities.4dTGeclZRVjzn5tT]{Interface} @UUID[Compendium.cyphersystem-compendium.abilities.PK6oiYXgdP7KaGgi]{Investigate} @UUID[Compendium.cyphersystem-compendium.abilities.romswZIOmAmtzfCL]{Investigative Skills} @UUID[Compendium.cyphersystem-compendium.abilities.4p95GsynORh0Xd7X]{Knowing} @UUID[Compendium.cyphersystem-compendium.abilities.xBQM1AmjmcjmPDDD]{Knowledge of the Law} @UUID[Compendium.cyphersystem-compendium.abilities.eEGFknWQZUBNXn99]{Knowledge Skills} @UUID[Compendium.cyphersystem-compendium.abilities.oAsK49Zgey5QaC82]{Late Inspiration} @UUID[Compendium.cyphersystem-compendium.abilities.eM1fLppEnXHBlRNX]{Learning the Path} @UUID[Compendium.cyphersystem-compendium.abilities.rfsCCpxcsjc8hr60]{Levity} @UUID[Compendium.cyphersystem-compendium.abilities.aOzkoVf0mNSkZBtn]{Life Lessons} @UUID[Compendium.cyphersystem-compendium.abilities.lzy1YbdIJxzNIHZq]{Machine Affinity} @UUID[Compendium.cyphersystem-compendium.abilities.QHSH8fE6l3bKz2xl]{Machine Hunting} @UUID[Compendium.cyphersystem-compendium.abilities.rhaZSmU6dJpzMO64]{Machine Interface} @UUID[Compendium.cyphersystem-compendium.abilities.XQxN55rl0f5HFxEM]{Magic Training} @UUID[Compendium.cyphersystem-compendium.abilities.Zu06akqnHdCvoR0W]{Make Judgment} @UUID[Compendium.cyphersystem-compendium.abilities.YF8CYsYKcXpdfqH5]{Master Identifier} @UUID[Compendium.cyphersystem-compendium.abilities.KM9qqjzJBJusQNkT]{Master Thief} @UUID[Compendium.cyphersystem-compendium.abilities.GfDLA0qSvqhqzIbL]{Microgravity Adept} @UUID[Compendium.cyphersystem-compendium.abilities.PRW5MxW12oakmeHE]{Monster Lore} @UUID[Compendium.cyphersystem-compendium.abilities.tC7wmZwlZcQy5Vd0]{Movement Skills} @UUID[Compendium.cyphersystem-compendium.abilities.CBGeAZSBuymzrxDz]{Muscles of Iron} @UUID[Compendium.cyphersystem-compendium.abilities.FDUGlu7DZhdfxH2P]{Natural Charisma} @UUID[Compendium.cyphersystem-compendium.abilities.bcEupdsF6FduFPwe]{Oneirochemy} @UUID[Compendium.cyphersystem-compendium.abilities.oTDJtTDkwxr5uSfU]{Open Mind} @UUID[Compendium.cyphersystem-compendium.abilities.EbnGDC61relhYaib]{Opening Statement} @UUID[Compendium.cyphersystem-compendium.abilities.noCgrKbB370cfzQg]{Physical Skills} @UUID[Compendium.cyphersystem-compendium.abilities.Kk5nnC1EcYtqc3Fu]{Pilot} @UUID[Compendium.cyphersystem-compendium.abilities.TTKx93iEvtnptsep]{Poetic License} @UUID[Compendium.cyphersystem-compendium.abilities.OjGaIl0JEepjDrla]{Post-Apocalyptic Survivor} @UUID[Compendium.cyphersystem-compendium.abilities.MBlyd9LvSH8D0Z5I]{Powerful Rhetoric} @UUID[Compendium.cyphersystem-compendium.abilities.vcbIe2sSMKJmawl4]{Predictive Equation} @UUID[Compendium.cyphersystem-compendium.abilities.xMRRfjFF0POkxyea]{Privileged Nobility} @UUID[Compendium.cyphersystem-compendium.abilities.FEkLEYwk7r9KE7oC]{Quarry} @UUID[Compendium.cyphersystem-compendium.abilities.YCwy44WnpusEYN7g]{Quick Study} @UUID[Compendium.cyphersystem-compendium.abilities.QVPmLa6CKwmH6vJZ]{Quick to Flee} @UUID[Compendium.cyphersystem-compendium.abilities.8EJ59LwWPkaqErUd]{Quicker Than Most} @UUID[Compendium.cyphersystem-compendium.abilities.pMQT2QIL38XlhkxB]{Resist Tricks} @UUID[Compendium.cyphersystem-compendium.abilities.ZOfmWQFbwSJQB4wm]{Ruin Lore} @UUID[Compendium.cyphersystem-compendium.abilities.IYt42xzsjesQyEfT]{Sailor} @UUID[Compendium.cyphersystem-compendium.abilities.h3G0Ven2SoaPCbk4]{Salvage and Comfort} @UUID[Compendium.cyphersystem-compendium.abilities.WUY75HFAqAu1i9ku]{Sense Attitudes} @UUID[Compendium.cyphersystem-compendium.abilities.x8cGd4MC9YEW9isa]{Serv-0 Repair} @UUID[Compendium.cyphersystem-compendium.abilities.9sfX1SGtcQ17Uiny]{Sharp Senses} @UUID[Compendium.cyphersystem-compendium.abilities.HWZ8mwAfZEu6r778]{Sleuth} @UUID[Compendium.cyphersystem-compendium.abilities.2CrV3a9S1yzOXBOJ]{Slippery} @UUID[Compendium.cyphersystem-compendium.abilities.sHdBJdVshvtAqz1K]{Sneak} @UUID[Compendium.cyphersystem-compendium.abilities.gwMRhz3h9zxbVQXt]{Stalker} @UUID[Compendium.cyphersystem-compendium.abilities.gbU7mA0flUR4W8Dl]{Stand Watch} @UUID[Compendium.cyphersystem-compendium.abilities.QAdh0yZBjJsHdJjD]{Stealth Skills} @UUID[Compendium.cyphersystem-compendium.abilities.tFhd4dEGikOd1g1K]{Straightforward} @UUID[Compendium.cyphersystem-compendium.abilities.MwDYD8V1CJv8w9rR]{Superb Explorer} @UUID[Compendium.cyphersystem-compendium.abilities.aJ1T8XqGF38vyzV2]{Superb Infiltrator} @UUID[Compendium.cyphersystem-compendium.abilities.B4U7RiMrZElfOQyj]{Taking Advantage} @UUID[Compendium.cyphersystem-compendium.abilities.1ZV6jp2IuXFgXEjn]{Task Training} @UUID[Compendium.cyphersystem-compendium.abilities.pYsmdnNte7o5Flca]{Tech Skills} @UUID[Compendium.cyphersystem-compendium.abilities.0xVoKhKKvzxIbtJD]{There’s Your Problem} @UUID[Compendium.cyphersystem-compendium.abilities.k4LeTZ1lqN9L3hPS]{Tool Mastery} @UUID[Compendium.cyphersystem-compendium.abilities.VAGafmOiBpvU2eq0]{Tracker} @UUID[Compendium.cyphersystem-compendium.abilities.O0d2Xjp5HTUdFzmp]{Trained Excavator} @UUID[Compendium.cyphersystem-compendium.abilities.A8CGMbLGsJ3AHKMP]{Trained Interlocutor} @UUID[Compendium.cyphersystem-compendium.abilities.eVZMy7s6px5jLTfj]{Trained Swimmer} @UUID[Compendium.cyphersystem-compendium.abilities.wEjdodvc6SLf8yso]{Travel Skills} @UUID[Compendium.cyphersystem-compendium.abilities.kv03xEihe4VZNkK5]{Understanding} @UUID[Compendium.cyphersystem-compendium.abilities.zgcoMEc4j2MjpDhC]{Vacuum Skilled} @UUID[Compendium.cyphersystem-compendium.abilities.KqV5RSzOU3S3NK51]{Wilderness Life} @UUID[Compendium.cyphersystem-compendium.abilities.8KYjSKp6ieQ8YXUy]{Wilderness Lore} @UUID[Compendium.cyphersystem-compendium.abilities.XseI77zSp7iHkEWq]{Wound Tender} @UUID[Compendium.cyphersystem-compendium.abilities.qEzcqbNhuJQuBagn]{Zero Dark Eyes}

Mid Tier

@UUID[Compendium.cyphersystem-compendium.abilities.GK0o4fjCtxgAP269]{Action Processor} @UUID[Compendium.cyphersystem-compendium.abilities.6ILcTvACqDdLVpc8]{Agent Provocateur} @UUID[Compendium.cyphersystem-compendium.abilities.KAAezRI2l8rdp1NS]{Animal Senses and Sensibilities} @UUID[Compendium.cyphersystem-compendium.abilities.TmDavAL4vDxKjLBK]{Confidence Artist} @UUID[Compendium.cyphersystem-compendium.abilities.yB4tnpDNVSOxgruq]{Dark Matter Shell} @UUID[Compendium.cyphersystem-compendium.abilities.bvqDafTBMB7Uo9Qj]{Enhance Strength} @UUID[Compendium.cyphersystem-compendium.abilities.hQx9SoUhY6jzUeTW]{Expert Driver} @UUID[Compendium.cyphersystem-compendium.abilities.12xO8QaEsTvEFUvY]{Expert Pilot} @UUID[Compendium.cyphersystem-compendium.abilities.RESKINMA0INj60Rc]{Find the Guilty} @UUID[Compendium.cyphersystem-compendium.abilities.dVh39nh5ARUxreUc]{Flex Skill} @UUID[Compendium.cyphersystem-compendium.abilities.Kk9lHkiaqsr3pUmk]{Ghost} @UUID[Compendium.cyphersystem-compendium.abilities.NhNvpbUWNRIFEm8b]{Hard to See} @UUID[Compendium.cyphersystem-compendium.abilities.7tiGTYVXj9eHdja7]{Heightened Skills} @UUID[Compendium.cyphersystem-compendium.abilities.uhC4ubTGfhkNvIMX]{Improvise} @UUID[Compendium.cyphersystem-compendium.abilities.iyM2N9G0RLlj6BZ7]{Increasing Determination} @UUID[Compendium.cyphersystem-compendium.abilities.2odkyEO8azxIZWYj]{Intelligent Interface} @UUID[Compendium.cyphersystem-compendium.abilities.t5vs3xMko8GLCB64]{Intense Interaction} @UUID[Compendium.cyphersystem-compendium.abilities.vPraXsdXkCmaoBbI]{Knowledge Is Power} @UUID[Compendium.cyphersystem-compendium.abilities.4JDFgEhyhqReRngE]{Master Crafter} @UUID[Compendium.cyphersystem-compendium.abilities.e3jpx5KsYc8F13Pu]{Meticulous Planner} @UUID[Compendium.cyphersystem-compendium.abilities.l0OFjk5XVGV5LzP1]{Minor Wish} @UUID[Compendium.cyphersystem-compendium.abilities.LdHCwZcifnRRuPrp]{Nightstrike} @UUID[Compendium.cyphersystem-compendium.abilities.3VJyYtECl0wKQj2p]{Outlast the Foe} @UUID[Compendium.cyphersystem-compendium.abilities.XQkQrvp4o395uIOJ]{Passing Mechanic} @UUID[Compendium.cyphersystem-compendium.abilities.LojkwDtb1gHLSB6A]{Preternatural Senses} @UUID[Compendium.cyphersystem-compendium.abilities.MzKqElUHuTtHkV7D]{Pull a Fast One} @UUID[Compendium.cyphersystem-compendium.abilities.y1bQFSBlwMbUico5]{Rapid Processing} @UUID[Compendium.cyphersystem-compendium.abilities.DhSH0rnaqLogC3DC]{Rider} @UUID[Compendium.cyphersystem-compendium.abilities.oCcnXLYQy9DjwPJC]{Sea Legs} @UUID[Compendium.cyphersystem-compendium.abilities.syiylO75dZlcUp3i]{Sensing Package} @UUID[Compendium.cyphersystem-compendium.abilities.NcItnMHjeG9fgE1K]{Serv-0 Aim} @UUID[Compendium.cyphersystem-compendium.abilities.lPqCQOQJF0JfoFRn]{Serv-0 Brawler} @UUID[Compendium.cyphersystem-compendium.abilities.EQXA8Gcwdc7dU8lw]{Sharp-Eyed} @UUID[Compendium.cyphersystem-compendium.abilities.hIy0GMeL8WALvhEb]{Ship Footing} @UUID[Compendium.cyphersystem-compendium.abilities.U2QV8t7Pq9irgHqF]{Silent As Space} @UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks} @UUID[Compendium.cyphersystem-compendium.abilities.c4CG5F8lfaYelzFf]{Soothe Mind and Body} @UUID[Compendium.cyphersystem-compendium.abilities.3pqCkOZjnAXWIikt]{Subtle Steps} @UUID[Compendium.cyphersystem-compendium.abilities.q80xvRDX6XwFXgma]{Targeting Eye} @UUID[Compendium.cyphersystem-compendium.abilities.NaqoExT72j3xkWp3]{Task Specialization} @UUID[Compendium.cyphersystem-compendium.abilities.oah8DOODfphl858B]{Telling} @UUID[Compendium.cyphersystem-compendium.abilities.3wxiRMTCBZ4iNCHp]{Temporal Acceleration} @UUID[Compendium.cyphersystem-compendium.abilities.zuEylYrgOVAAjs71]{Trained Basher} @UUID[Compendium.cyphersystem-compendium.abilities.I8N5PUMy5Eq7cqZl]{Trained Gunner} @UUID[Compendium.cyphersystem-compendium.abilities.gPqiQflb6Z3DXGVk]{Trained Slayer} @UUID[Compendium.cyphersystem-compendium.abilities.SjO76u6MlpVx3PwO]{Verbal Misdirection} @UUID[Compendium.cyphersystem-compendium.abilities.PlVEpuVxp9pGJSoa]{You Studied}

High Tier

@UUID[Compendium.cyphersystem-compendium.abilities.B0dq2gW9gdA0PdzR]{Amplify Sounds} @UUID[Compendium.cyphersystem-compendium.abilities.2uSx4ErQ9f2QLX5M]{As Foretold in Prophecy} @UUID[Compendium.cyphersystem-compendium.abilities.jmjxGRJTwztzBtLc]{Coordinated Effort} @UUID[Compendium.cyphersystem-compendium.abilities.xRvaY8SG4HVy5WO8]{Dark Explorer} @UUID[Compendium.cyphersystem-compendium.abilities.rYOt0poxNGA8b3FP]{Explains the Ineffable} @UUID[Compendium.cyphersystem-compendium.abilities.VVYx3J42Sj9qCQV9]{Exploit Advantage} @UUID[Compendium.cyphersystem-compendium.abilities.GnQRIvynqXx1R2a0]{Further Mathematics} @UUID[Compendium.cyphersystem-compendium.abilities.2LaX22wvw35lDger]{Learned a Few Things} @UUID[Compendium.cyphersystem-compendium.abilities.YWMUeaNzao8n8pAc]{Like the Back of Your Hand} @UUID[Compendium.cyphersystem-compendium.abilities.Cz0KkzZPnlX1oTYz]{Magnificent Moment} @UUID[Compendium.cyphersystem-compendium.abilities.kZ3LhhYZKrcnBplY]{Master Entertainer} @UUID[Compendium.cyphersystem-compendium.abilities.4USzF8qKs8oZJH13]{Multiple Skills} @UUID[Compendium.cyphersystem-compendium.abilities.kcXnkEBuyNil4Nd4]{No One Knows Better} @UUID[Compendium.cyphersystem-compendium.abilities.N0wzhZ676UrCR8M4]{Precognition} @UUID[Compendium.cyphersystem-compendium.abilities.MA2Pwhbpbq2SSIQy]{See the Future} @UUID[Compendium.cyphersystem-compendium.abilities.QZa9b5G80qxtoYqg]{Subsonic Rumble} @UUID[Compendium.cyphersystem-compendium.abilities.RE24qvMuPhasaCP3]{Total Awareness} @UUID[Compendium.cyphersystem-compendium.abilities.qKDngpAWNEzhdRj5]{Trick Driver} @UUID[Compendium.cyphersystem-compendium.abilities.vhGEeFVgyqX1gzRr]{Using the Environment}

Transform

A significant change that temporarily enhances you, such as growing bigger, turning into a werewolf, and so on. Also includes apparent transformations like disguises and invisibility.

Low Tier

@UUID[Compendium.cyphersystem-compendium.abilities.8DXGUr433iXaVCSv]{Beast Form} @UUID[Compendium.cyphersystem-compendium.abilities.GmMePJHTRl6PshR6]{Bigger} @UUID[Compendium.cyphersystem-compendium.abilities.wIOwT1tjGLMYzZAb]{Controlled Change} @UUID[Compendium.cyphersystem-compendium.abilities.HDYOv1V10xpFbFI7]{Enlarge} @UUID[Compendium.cyphersystem-compendium.abilities.Tgmrh8dyGqqCfnU5]{Face Morph} @UUID[Compendium.cyphersystem-compendium.abilities.U9ZBl9NeipxSLavS]{Golem Healing} @UUID[Compendium.cyphersystem-compendium.abilities.asQqC0DepYcsPxRV]{Illusory Disguise} @UUID[Compendium.cyphersystem-compendium.abilities.zOCvNsxHOcmkQrBn]{Phased Pocket} @UUID[Compendium.cyphersystem-compendium.abilities.5aUrbdjSSLCRggHU]{Spin Identity} @UUID[Compendium.cyphersystem-compendium.abilities.1CjsEMTtfnvL1CeJ]{Vanish}

Mid Tier

@UUID[Compendium.cyphersystem-compendium.abilities.NIePQkLH2DTVjZR2]{Bigger Beast Form} @UUID[Compendium.cyphersystem-compendium.abilities.rZsohzuwTFfghWVO]{Blend In} @UUID[Compendium.cyphersystem-compendium.abilities.Uq6p6fOg9KyFcUws]{Evanesce} @UUID[Compendium.cyphersystem-compendium.abilities.wqzexDdZolWgxAza]{Greater Controlled Change} @UUID[Compendium.cyphersystem-compendium.abilities.NhNvpbUWNRIFEm8b]{Hard to See} @UUID[Compendium.cyphersystem-compendium.abilities.uNzF1oQKJ6T1yqL4]{Huge} @UUID[Compendium.cyphersystem-compendium.abilities.nEN2HYzlJWhonfmE]{Invisible Phasing} @UUID[Compendium.cyphersystem-compendium.abilities.RfGCXsX7JXEr8fMw]{Moon Shape}

High Tier

@UUID[Compendium.cyphersystem-compendium.abilities.hbbPZIjq81Qqdp6i]{Colossal} @UUID[Compendium.cyphersystem-compendium.abilities.uN2YVmNxkFj3SFof]{Command Metal} @UUID[Compendium.cyphersystem-compendium.abilities.PyVeE7CtDVDksWG6]{Disappear} @UUID[Compendium.cyphersystem-compendium.abilities.0XYaYNoQzrYYKR4p]{Gargantuan} @UUID[Compendium.cyphersystem-compendium.abilities.wvlSlYCJyrJuFqtn]{Invisibility} @UUID[Compendium.cyphersystem-compendium.abilities.S5JTyQCNcgrXgNqf]{Mask} @UUID[Compendium.cyphersystem-compendium.abilities.m2j3n3xiExLcXAAn]{Moderate Wish} @UUID[Compendium.cyphersystem-compendium.abilities.5Rre17QhaTln9jgA]{Outside Reality} @UUID[Compendium.cyphersystem-compendium.abilities.85DCcEDqvz6A0LkD]{Perfect Control} @UUID[Compendium.cyphersystem-compendium.abilities.TRdK7RJBkq8WW4np]{Wild Camouflage}

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Equipment in the Cypher System plays only a small role. It’s far more important to focus on what you can do than on what you have. Still, sometimes it’s important to know if you’ve got enough rope, or what kind of gun your space pilot has at their hip.

Currency and Prices

Dollars, pounds, euros, credits, gold pieces, Martian solval beads, Corso moons and stars, bottle caps—a lot of different currencies might be used in your game, depending on the setting and the genre. You should use whatever you like. In the Cypher System rules, we talk in generalities rather than specifics. Not unlike saying immediate or short distance rather than giving precise numbers, we talk about goods and services in terms of inexpensive, moderately priced, expensive, very expensive, or exorbitant.

The GM can figure out what those things mean in their setting. In a fantasy setting, an inexpensive item might be 1 or 2 copper pennies, while an expensive item might require gold on the table. The exact amount can vary, and in many campaigns, the exact amount will matter. The GM will develop a detailed price list for their setting, and players will track their money on their character sheets to determine what they can afford, often ignoring the terms inexpensive, moderately priced, and so on.

But some GMs might want to keep things simple and use only the general terms, indicating currency just as flavor now and then. In a space opera game, where the PCs are the crew of a starship blazing about the galaxy in search of adventure and profit, fuel and upkeep for the ship might be expensive. Hauling a few passengers from Epsilon Eridani back to Earth might earn enough to purchase six expensive items but cost the equivalent of two expensive items, leaving the crew with the means to refuel and maintain the ship for two further voyages. In such a game, where money only means keeping the ship flying, no one has to talk in specific amounts. Characters might refer to “galactic credits” or something similar, but amounts might not be tracked on the character sheets.

Price Categories

There are five price categories for goods and services.

An inexpensive item is something that common people buy. A simple meal or a drink in the bar. A pen and some paper. A book or magazine.

A moderately priced item is something that common people buy, but not too often and not in great quantities. A small piece of furniture. A major entertainment. An expensive meal. A new outfit.

An expensive item is something that would strain a common person’s finances. Rent on a simple apartment. A major piece of furniture. A very nice outfit. The cost to travel a long distance (if appropriate to the setting).

A very expensive item is probably out of the reach of most people except in very special circumstances. Jewelry. Luxury furnishings.

An exorbitant item is something only the very rich can afford. A very nice house. A ship. Extremely expensive jewelry or art.

Think of the categories as powers of 10. That is to say, a moderately priced item is ten times more costly than an inexpensive item. An expensive item is ten times more costly than a moderately priced item, and thus 100 times the cost of something inexpensive. A very expensive item is ten times the cost of an expensive one, 100 times the cost of a moderate one, and 1,000 times the cost of an inexpensive one. An exorbitant item is priced ten times beyond that.

In some settings, even the generalization offered by the pricing categories might be too specific or cumbersome. In many superhero games, for example, prices are relatively moot. After saving the city, typical superheroes don’t worry about paying rent or how much dinner will cost. On the other hand, in a grittier superhero game, maybe that’s exactly what they worry about.

Using The Price Categories

Regardless of how precise you want to be with prices and currency, you can use the price categories in a variety of ways.

It’s easy for a GM to say to a player “You can afford two extra moderately priced things at the start of the game.” The player can look on the list and pick two moderately priced items without worrying about their cost. Plus, this approach makes it clear that they get two items, not twenty inexpensive items or one more expensive item that perhaps would not be appropriate for a starting character. The categories make it easy to lump similar items together.

The GM can also say “You can have whatever inexpensive items you want, and don’t worry about the cost.” At higher tiers, when the PCs have more wealth, followers, and so on, the GM can do this with moderate or even expensive items. This allows the group to skip over playing through a shopping trip to get supplies, and players don’t have to track prices down to the last coin.

Finally, the categories can be shorthand when evaluating loot, dividing up the spoils among the PCs, and resolving other story-based occurrences that crop up in the game without dealing in the minutiae of exact prices. This is of particular use in high-powered games where the PCs are rich and powerful.

Level of Equipment

Mundane equipment is about level 4—less if of inferior quality or materials, more if of superior quality or materials. This means that in a setting based on the distant past, the default level might be 3, while in the future it might be 5 or 6. So an average serf ’s tool in the Dark Ages is level 3, easily broken, while an average tool on a space station is level 6, made of advanced polymers.

Armor

Characters expecting danger frequently wear armor. Even the simplest protective covering helps against stabs and cuts, and more sophisticated or heavier armor protects against graver threats.

You can wear only one type of armor at a time—you cannot wear chainmail hauberk and scale armor together, for example. However, Armor bonuses from multiple sources combine to provide a total Armor rating. For example, if you have subdermal implants that give you +1 to Armor, a force field that offers another +1 to Armor, and beastskin that grants +2 to Armor, you have a total of +4 to Armor.

In general, light armor is a moderately priced item, medium armor is expensive, and heavy armor is very expensive. The Genre chapter offers more specific details on the kinds of armor available in a given setting. Keep in mind that in many genres, it’s quite odd, at best, to run around in armor tougher than a leather jacket.

Using Armor

Anyone can wear any armor, but it can be taxing. Wearing armor increases the cost of using a level of Effort when attempting a Speed-based action. So if you’re wearing light armor and want to use two levels of Effort on a Speed-based roll to run across difficult terrain, it costs 7 points from your Speed Pool rather than 5 (3 for the first level of Effort, plus 2 for the second level of Effort, plus 1 per level for wearing light armor). Edge reduces the overall cost as normal. If you are not experienced with a certain type of armor but wear it anyway, this cost is further increased by 1. Having experience with a type of armor is called being practiced with the armor.

ArmorSpeed Effort Additional Cost Per Level
Light+1
Medium+2
Heavy+3
Note: Clarification & Foundry VTT Usage

The table above is written from the perspective of someone having the ability Practiced in Armor. For consistency, armor items also assume that the PC is practiced in armor, so PCs without any ability or who are experienced in armor or have mastery in armor need to adjust the cost accordingly. Here’s a complete overview:

Speed Effort Additional Cost Per Level
ArmorNo AbilityPracticedExperiencedMastery
Light+2+1+0+0
Medium+3+2+1+0
Heavy+4+3+2+0

Shields

Shields provide an asset to Speed defense rolls. You must have one free hand to use a shield.

Weapons

Not all characters are familiar with all weapons. Warriors know their way around most types, but Explorers prefer light or medium weapons, and Adepts and Speakers usually stick to light weapons. If you wield a weapon that you have no experience with, an attack with that weapon is hindered. Having experience with a weapon is called being practiced with the weapon.

Light weapons inflict only 2 points of damage, but attacks with them are eased because they are fast and easy to use. Light weapons are punches, kicks, knives, handaxes, darts, very small pistols, and so on. Weapons that are particularly small are light weapons.

Medium weapons inflict 4 points of damage. Medium weapons include broadswords, battleaxes, maces, crossbows, spears, typical handguns, light rifles, sawed-off shotguns, and so on. Most weapons are medium. Anything that could be used in one hand (even if it’s often used in two hands, such as a quarterstaff or spear) is a medium weapon.

Heavy weapons inflict 6 points of damage, and you must use two hands to attack with them. Heavy weapons are huge swords, great hammers, massive axes, halberds, heavy crossbows, rifles, regular shotguns, assault rifles, and so on. Anything that must be used in two hands is a heavy weapon.

WeaponDamage
Light2 points (attack eased)
Medium4 points
Heavy6 points

In general, light weapons are moderately priced items, medium weapons are expensive, and heavy weapons are very expensive. Ammunition for a ranged weapon is inexpensive. The Genre chapter offers more specific details on weapons available in a given setting. Keep in mind that in many genres, it’s not acceptable to run around carrying dangerous weapons.

Explosive Weapons

Bombs, grenades, missiles, and other explosives operate differently than other weapons. They affect all targets within an area (usually an immediate area) and inflict damage to all of them. A separate attack roll is required for each (or a Speed defense roll if the PCs are the targets of such an attack), although to simplify, the player can make one attack roll and compare it to the difficulty to attack each target. Usually, even if the attack roll fails (or the Speed defense roll succeeds), the targets still suffer a smaller amount of damage, often 1 point.

Explosives like grenades can be thrown a short distance. Otherwise, another launcher weapon is needed to project them a long distance (or farther).

Miscellaneous Items and Services

Although the types of items for sale vary greatly based on the setting, a few things are always present, like food, lodging, and clothing. However, these goods and services can span the price categories. For example, you can get an inexpensive meal, a moderately priced meal, an expensive meal, and so on. An inexpensive meal is light and probably not very nutritious. An expensive meal is available only in nice restaurants in certain locations. An exorbitant meal is probably a feast for a crowd, with the finest foods and drink available.

Nightly lodging is similar, although the bottom end starts out worse. An inexpensive night’s lodging is probably a flea-ridden mat on the floor of a room filled with other lodgers. Typical lodging (a private room with a decent bed) is probably in the moderately priced range. Very expensive lodging might be a suite of rooms with delicious meals and personal services (such as massages and grooming) included.

Inexpensive clothing is just a step up from rags, but moderately priced clothing is decent enough. For a formal party, you’d want expensive clothing. The very rich likely wear very expensive clothing most of the time, and exorbitant clothing (and jewelry) when they go to their elite galas.

Other sorts of miscellaneous items can be found in the Genre chapter.

Cyphers

Cyphers can sometimes be physical items like equipment, but they work very differently. To be entirely accurate, cyphers might have the veneer of equipment, but don’t fall into the trap of confusing the two. Cyphers are far more akin to PC special abilities than to gear. In a fantasy game, they might be potions, scrolls, or charms. In a science fiction game, cyphers might be interesting throwaway devices or alien crystals of unknown providence. In other games, they might just represent good fortune or sudden inspiration. See the Cyphers chapter for more details.

Artifacts

Artifacts are more powerful than equipment and can’t simply be purchased. The Genre chapter offers a few sample artifacts appropriate for various settings.

Each artifact has a level and a rate of power depletion. When an artifact is used or activated, the player rolls the designated die (1d6, 1d10, 1d20, or 1d100). If the die shows the depletion number(s), the item works, but that is its last use. A depletion entry of “—” means that the artifact never depletes, and an entry of “automatic” means that it can be used only once.

Depowered artifacts can sometimes be recharged using the repair rules, depending on the item’s nature. Other special abilities can also repower an expended item, but probably for only one use.

For GM information on artifacts, see the Running the Cypher System chapter.

Finding, Identifying, and Using Artifacts

Characters can sometimes find artifacts while on adventures. They might be in ancient ruins, either intact or in need of manipulation to get them working. They could have been stolen from well-guarded military installations. They might be granted as rewards or taken from fallen foes. Sometimes they can even be purchased from a specialized source, but this occurs more rarely than most PCs would probably like.

After the characters find an artifact, identifying it is a separate Intellect task. The GM sets the difficulty of the task, but it is usually equal to the artifact’s level. Identifying it takes fifteen minutes to three hours. If the PCs can’t identify an artifact, they can bring it to an expert to be identified or, if desired, traded or sold.

Characters can attempt to use an artifact that has not been identified, which is usually an Intellect task equal to the artifact’s level + 2. Failure might mean that the PCs can’t figure out how to use the artifact or they use it incorrectly (GM’s discretion). Of course, even if characters use an unidentified artifact correctly the first time, they have no idea what the effect might be.

Once characters identify an artifact, using it for the first time requires an additional Intellect action; this process is far more complex than pushing a button. It can involve manipulating touchscreens, reciting the proper arcane words, or anything else that fits the setting. The GM sets the difficulty, but it is usually equal to the artifact’s level.

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Experience points (XP) are the currency by which players gain benefits for their characters. The most common ways to earn XP are through GM intrusions and by accomplishing things the PCs set out to do. Sometimes experience points are earned during a game session, and sometimes they’re earned between sessions. In a typical session, a player might earn 2 to 4 XP, and between sessions, perhaps another 2 XP (on average). The exact amounts depend on the events of the session.

GM Intrusion

At any time, the GM can introduce an unexpected complication for a character. When they intrude in this way, they must give that character 2 XP. That player, in turn, must immediately give one of those XP to another player and justify the gift (perhaps the other player had a good idea, told a joke, or performed an action that saved a life).

Often, the GM intrudes when a player attempts an action that should be an automatic success. However, the GM is free to intrude at other times. As a general rule, the GM should intrude at least once each session, but no more than once or twice each session per character.

Anytime the GM intrudes, the player can spend 1 XP to refuse the intrusion, though that also means they don’t get the 2 XP. If the player has no XP to spend, they can’t refuse.

If a player rolls a 1 on a die, the GM can intrude without giving the player any XP.

Example 1: Through skill and the aid of another character, a fourth-tier PC eases a wall-climbing task from difficulty 2 to difficulty 0. Normally, they would succeed at the task automatically, but the GM intrudes and says “No, a bit of the crumbling wall gives way, so you still have to make a roll.” As with any difficulty 2 task, the target number is 6. The PC attempts the roll as normal and gains 2 XP because the GM intruded. They immediately give one of those XP to another player.

Example 2: During a fight, a PC swings their axe and damages a foe with a slice across the shoulder. The GM intrudes by saying that the foe turned just as the axe struck, wrenching the weapon from the character’s grip and sending it clattering across the floor. The axe comes to a stop 10 feet (3 m) away. Because the GM intruded, the PC gains 2 XP, and the player immediately gives one of those XP to another player. Now the character must deal with the dropped weapon, perhaps drawing a different weapon or using their next turn to scramble after the axe.

For much more on GM intrusions, see the Running the Cypher System chapter.

Character Arcs

Character arcs are the means by which players can invest themselves more in great stories and character depth and development.

Just like in a book or a television show, characters progress through their own personal story and change over time. A PC with a character arc decides for themselves what they do and why. Character arcs are like stated goals for a character, and by progressing toward that goal, the character advances. The key word there is progressing. A PC doesn’t have to succeed at achieving the goal to earn advancement—it’s not an all-or-nothing prospect. Each arc is keyed to a single character, but just like in a book or show, characters can take part in the larger story arc that the whole group participates in, while also progressing in their own personal arc.

Character arcs have different steps that mark the character’s progress through the arc. Each arc eventually reaches a climax, and then finishes with a step that is a final resolution. Each step reached earns the character 2 XP. Character arcs are the most straightforward way that a character earns XP. (Typically, PCs will earn about half their total experience points from arcs or other GM awards.)

At character creation, a player can choose one character arc for their PC at no cost. Players have the option to not choose one, but it’s probably a good idea to do so. First and foremost, it is a character-defining factor. If they begin the campaign with a desire to find the woman who killed their brother, that says a lot about the character: they had a brother, he was likely close to them, he had been in at least one dangerous situation, and the character is probably motivated by anger and hate, at least somewhat. Even after the character finishes this first arc, they’ll undoubtedly have (at least one) more because they can gain new arcs as the campaign progresses.

Once play begins, players can take on a new arc whenever they wish, as fits the character’s ongoing story. Taking a new arc has a cost of 1 XP. While there’s no hard limit on how many arcs a character can have at one time, realistically most PCs couldn’t reasonably have more than three or four.

However, as mentioned above, arcs have a beginning cost that must be paid, reflecting the character’s devotion to the goal. The character will earn this investment back (probably many times over) if the arc is completed.

Character arcs are always player-driven. A GM cannot force one on a character. That said, the events in the narrative often present story arc opportunities and inspire character arcs for the PCs. It’s certainly in the GM’s purview to suggest possible arcs related to the events going on. For example, if the GM presents an encounter in which an NPC wishes to learn from the PC, it might make sense to suggest taking the Instruction arc. Whether or not the PC takes on the student, the player doesn’t have to adopt the Instruction arc unless they want to.

At the end of a session, review the actions you took and describe how they might equate to the completion of a step (or possibly more than one step) in their character arc. If the GM agrees, the character gets their reward.

When in doubt, if one character accomplishes a step in their arc but another character does not, the first character should get the 2 XP reward, but the other character should probably still get, at minimum, 1 XP for the session.

This chapter presents many sample character arcs (see below).

GM Awards

Sometimes, a group will have an adventure that doesn’t deal primarily with a PC’s character arc. In this case, it’s a good idea for the GM to award XP to that character for accomplishing other tasks. First and foremost, awards should be based on discovery. Discovery can include finding a significant new location, such as a hidden chamber, a secret fortress, a lost land, a new planet, or an unexplored dimension. In this fashion, PCs are explorers. Discovery can also include a new significant aspect of a setting, such as a secret organization, a new religion, and so on.

It can also mean finding a new procedure or device (something too big to be considered a piece of equipment) or even previously unknown information. This could include a source of magical power, a unique teleportation device, or the cure for a plague. These are all discoveries. The common thread is that the PCs discover something that they can understand and put to use.

Last, depending on the GM’s outlook and the kind of campaign the group wants to play, a discovery could be a secret, an ethical idea, an adage, or even a truth.

It’s a fine line, but ultimately the GM decides what constitutes a discovery as opposed to just something weird in the course of an adventure. Usually, the difference is, did the PCs successfully interact with it and learn something about it? If so, it’s probably a discovery.

Artifacts: When the group gains an artifact, award XP equal to the artifact’s level and divide it among the PCs (minimum 1 XP for each character). Round down if necessary. For example, if four PCs discover a level 5 artifact, they each get 1 XP. Money, standard equipment, and cyphers are not worth XP. (Experience point awards for artifacts should usually apply even if the artifact was given to the PCs rather than found, because often such gifts are the rewards for success.)

Miscellaneous Discoveries: Various other discoveries might grant 1 XP to each PC involved.

Other Awards: If a character is focused on activities that don’t relate to a character arc or a discovery, as a general rule, a mission should be worth at least 1 XP per game session involved in accomplishing it. For example, saving a family on an isolated farm beset by raiding cultists might be worth 1 XP for each character. Of course, saving the family doesn’t always mean killing the bad guys; it might mean relocating them, parlaying with the cultists, or chasing off the raiders.

Spending Experience Points

Experience points are meant to be used. Hoarding them is not a good idea; if a player accumulates more than 10 XP, the GM can require them to spend some.

Generally, experience points can be spent in four ways: immediate benefits, short- and medium-term benefits, long-term benefits, and character advancement.

Experience points should not be a goal unto themselves. Instead, they are a game mechanic to simulate how—through experience, time, toil, travail, and so on— characters become more skilled, more able, and more powerful. Spending XP to explain a change in a character’s capabilities that occurred in the course of the story, such as if the PC made a new device or learned a new skill, isn’t a waste of XP—it’s what XP are for.

Immediate Benefits

The most straightforward way for a player to use XP is to reroll any roll in the game—even one that they didn’t make. This costs 1 XP per reroll, and the player chooses the best result. They can continue to spend XP on rerolls, but this can quickly become an expensive proposition. It’s a fine way to try to prevent disaster, but it’s not a good idea to use a lot of XP to reroll a single action over and over.

A player can also spend 1 XP to refuse a GM intrusion.

Short- and Medium-Term Benefits

By spending 2 XP, a character can gain a skill—or, more rarely, an ability—that provides a short-term benefit. Let’s say a character notices that the computer terminals in the facility they’re infiltrating are similar to those used by the company they once worked for. They spend 2 XP and say that they have a great deal of experience in using these. As a result, they are trained in operating (and breaking into) these computers. This is just like being trained in computer use or hacking, but it applies only to computers found in that particular location. The skill is extremely useful in the facility, but nowhere else.

Medium-term benefits are usually story based. For example, a character can spend 2 XP while climbing through mountains and say that they have experience with climbing in regions like these, or perhaps they spend the XP after they’ve been in the mountains for a while and say that they’ve picked up the feel for climbing there. Either way, from now on, they’re trained in climbing in those mountains. This helps them now and any time they return to the area, but they’re not trained in climbing everywhere.

This method allows a character to get immediate training in a skill for half the normal cost. (Normally, it costs 4 XP to become trained in a skill.) It’s also a way to gain a new skill even if the PC has already gained a new skill as a step toward attaining the next tier.

In rare cases, a GM might allow a character to spend 2 XP to gain an entirely new ability—such as a device, a special ability, or a special mental power—for a short time, usually no longer than the course of one scenario. The player and the GM should agree on a story-based explanation for the benefit. Perhaps the ability has a specific rare requirement, such as a tool, a battery, a drug, or some kind of treatment. For example, a character who wants to explore a submerged location has several biotech enhancements, and they spend 2 XP to cobble together a device that lets them breathe underwater. This gives them the ability for a considerable length of time, but not permanently—the device might work for only eight hours. Again, the story and the logic of the situation dictate the parameters.

Long-Term Benefits

In many ways, the long-term benefits a PC can gain by spending XP are a means of integrating the mechanics of the game with the story. Players can codify things that happen to their characters by talking to the GM and spending 3 XP.

Things that a PC can acquire as a long-term benefit can be thought of as being story based, and they allow the player to have some narrative control over the story. In the course of play, a player might decide that their character gains a friend (a contact) or builds a log cabin (a home). Because a player spent XP, however, they should have some agency over what they’ve gained, and it shouldn’t be easily taken away. The player should help come up with the details of the contact or the design of their home.

It’s also possible to gain these benefits through events in the story, without spending XP. The new contact comes to the PC and starts the relationship. The new home is granted to them as a reward for service to a powerful or wealthy patron, or maybe the character inherits the home from a relative. However, because these came from the GM and not the player (and no XP were spent), the player has no narrative control over them and the GM makes up the details.

Long-term benefits can include the following.

Contact: The character gains a long-term NPC contact of importance—someone who will help them with information, equipment, or physical tasks. The player and GM should work out the details of the relationship.

Home: The PC acquires a full-time residence. This can be an apartment in a city, a cabin in the wilderness, a base in an ancient complex, or whatever fits the situation. It should be a secure place where the PC can leave their belongings and sleep soundly. Several characters could combine their XP and buy a home together.

Title or job: The PC is granted a position of importance or authority. It might come with responsibilities, prestige, and rewards, or it might be an honorary title.

Wealth: The PC comes into a considerable amount of wealth, whether it’s a windfall, an inheritance, or a gift. It might be enough to buy a home or a title, but that’s not really the point. The main benefit is that the PC no longer needs to worry about the cost of simple equipment, lodging, food, and so on. This wealth could mean a set amount—perhaps 50,000 dollars (or whatever is appropriate in the setting)—or it could bestow the ability to ignore minor costs, as decided by the player and GM.

GMs and players should work together to make XP awards and expenditures fit the ongoing story. If a PC stays in a location for two months to learn the inhabitants’ unique language, the GM might award the character a few XP, which are then immediately spent to grant them the ability to understand and speak that language.

Character Advancement

Progressing to the next tier involves four steps. When a PC has spent 4 XP on each of the steps, they advance to the next tier and gain all the type and focus benefits of that tier. The four steps can be purchased in any order, but each can be purchased only once per tier. In other words, a PC must buy all four steps and advance to the next tier before they can buy the same steps again.

Increasing Capabilities: You gain 4 new points to add to your stat Pools. You can allocate the points among your Pools however you wish.

Moving Toward Perfection: You add 1 to your Might Edge, your Speed Edge, or your Intellect Edge (your choice).

Extra Effort: Your Effort score increases by 1.

Skills: Choose one skill other than attacks or defense, such as climbing, jumping, persuading, sneaking, or history. You become trained in that skill. You can also choose to be knowledgeable in a certain area of study, such as history or geology. You can even choose a skill based on your character’s special abilities. For example, if your character can make an Intellect roll to blast an enemy with mental force, you can become trained in that ability, easing the task of using it.

If you choose a skill that you are already trained in, you become specialized in that skill, easing the task by two steps instead of one. If you choose a skill that you have an inability in, the training and the inability cancel each other out (you aren’t eased or hindered in that task). For example, if you have an inability in perception, becoming trained in that cancels out the inability.

Once you’re specialized in a skill, you can’t improve your training in that skill further (you can ease a task by up to two steps with training). You can still make that task easier with assets and a few rare abilities that don’t count as an asset or training.

Other Options: Players can also spend 4 XP to purchase other special options. Selecting one of these options counts as purchasing one of the four stages necessary to advance to the next tier. The other three need to be from the other categories. The special options are as follows:

Equal Advancement

It’s worthwhile if all characters advance through the six tiers at about the same rate—an important issue for some players. A good GM can achieve this result by carefully handing out XP rewards, some during play (which will tend to get used immediately) and some after play concludes, especially after completing a major story arc or quest so the GM can hand out 4 XP in one go (which will tend to get used for advancement). Many groups will discover while playing that equal advancement isn’t an important issue in the Cypher System, but people should get to play the game the way they want to play it.

Tier Advancement in The Cypher System

Tiers in the Cypher System aren’t entirely like levels in other roleplaying games. In the Cypher System, gaining tiers is not the players’ only goal or the only measure of achievement. Starting (first-tier) characters are already competent, and there are only six tiers. Character advancement has a power curve, but it’s only steep enough to keep things interesting. In other words, gaining a new tier is cool and fun, but it’s not the only path to success or power. If you spend all your XP on immediate, short-term, and medium-term benefits, you will be different from someone who spends their points on long-term benefits, but you will not be “behind” that character.

The general idea is that most characters will spend half their XP on tier advancement and long-term benefits, and the rest on immediate benefits and short- and medium-term benefits (which are used during gameplay). Some groups might decide that XP earned during a game is to be spent on immediate and short- and medium-term benefits (gameplay uses), and XP awarded between sessions for discoveries is to be spent on character advancement (long-term uses).

Ultimately, the idea is to make experience points into tools that the players and the GM can use to shape the story and the characters, not just a bookkeeping hassle.

Sample Character Arcs

The rest of this chapter presents sample character arcs for PCs. The writeup of each arc describes the parts involved in progressing through the arc:

Opening: This sets the stage for the rest of the arc. It involves some action, although that might just be the PC agreeing to do the task or undertake the mission. It usually has no reward.

Step(s): This is the action required to move toward the climax. In story terms, this is the movement through the bulk of the arc. It’s the journey. The rising tension. Although there might be just one step, there might also be many, depending on the story told. Each results in a reward of 2 XP.

Climax: This is the finale—the point at which the PC likely succeeds or fails at what they’ve set out to do. Not every arc ends with victory. If the character is successful, they earn a reward of 4 XP. If they fail, they still earn a reward of 2 XP. If a character fails the climax, they very likely ignore the resolution.

Resolution: This is the wrap-up or denouement. It’s a time for the character to reflect on what happened, tie up any loose ends, and figure out what happens next. When things are more or less resolved, the character earns a
1 XP reward.

Within the arc, most of the time a part is probably optional, depending on the situation—although it’s hard to envision most arcs without some kind of opening, climax, or resolution. Steps other than the opening, the climax, and the resolution can be done in any order.

Character arcs should always take at least weeks in game time, and no more than two parts in an arc should be accomplished in a game session (and most of the time, it should be one part, if any). If neither of these two things is true, then it’s not really a character arc. You can’t, for example, use the Creation arc to guide you through something you can make in an hour or two.

The following are common character arcs that you can choose for your character. If you and the GM want to make a new one, it should be fairly easy after looking through these models.

This chapter has a selection of sample character arcs, but you can create your own too. The arcs are intentionally broad to encompass many different characters and stories. For example, Revenge is a very simple and straightforward character arc. The player who chooses this arc for their character decides who they want revenge on, and why. It’s up to the players and the GM to make the details fit.

Some players might not want to use character arcs. The GM, however, can still use them as a benchmark for awarding XP. If the PCs are going off to explore a strange planet, the GM can essentially give them the Explore arc.

Aid a Friend

Someone needs your help.

When a PC friend takes a character arc, you can select this arc to help them with whatever their arc is (if appropriate). The steps and climax depend entirely on their chosen arc. If the friend is an NPC, the steps and climax are lifted from another arc appropriate to whatever they seek to do.

It’s difficult, but possible, to aid a friend with an arc even if that friend is unwilling to accept (or is ignorant of) your help.

The cost and rewards for a character with this arc are the same as those described in the original character arc.

Opening: Answering the Call. Offering to help (or responding to a request for help).

Step(s) and Climax: Depends on the friend’s arc. Rewards are the same for you as for the friend.

Resolution: You speak with your friend and learn if they are satisfied. Together, you share what you’ve learned (if anything) and where you will go from here.

Assist an Organization

You set out to accomplish something that will further an organization. You’re probably allied with them or they are rewarding you for your help in some fashion.

Opening: Responding to the Call. You work out all the details of what’s expected of you, and what rewards (if any) you might get. You also get the specifics of what’s required to join and advance.

Step: Sizing up the Task. This requires some action. A reconnaissance mission. An investigation.

Step(s): Undertaking the Task. Because this arc can vary so widely based on the task involved, there might be multiple steps like this one.

Climax: Completing the Task.

Resolution: Collecting your reward (if any) and conferring with the people in the organization that you spoke to. Perhaps getting access to higher-ranking people in the organization. You can choose to have your connection to the organization increase rather than take the standard reward.

Avenge

Someone close to you or important to you in some way has been wronged. The most overt version of this arc would be to avenge someone’s death. Avenging is different than revenge, as revenge is personal—you are the wronged party. But in the Avenge character arc, you are avenging a wrong done to someone else.

Opening: Declaration. You publicly declare that you are going to avenge the victim(s). This is optional.

Step(s): Tracking the Guilty. You track down the guilty party. This might not be physically finding them if you already know where they are. Instead, it might be discovering a way to get at them if they are distant, difficult to reach, or well protected. This step might be repeated multiple times, if applicable.

Step: Finding the Guilty. You finally find the guilty party, or find a path or make a plan to reach them. Now all that’s left is to confront them.

Climax: Confrontation. You confront the guilty party. This might be a public accusation and demonstration of guilt, a trial, or an attack to kill, wound, or apprehend them—whatever you choose to be appropriate.

Resolution: You resolve the outcome and the ramifications of the confrontation and decide what to do next.

Birth

You are becoming a parent.

The Birth character arc assumes you already have a partner or a surrogate. If you want your character to find a romantic partner or spouse, you can use the Romance arc. And of course, nonhuman characters might reproduce in other ways.

This arc is usually followed by the Raise a Child arc.

Opening: Impregnation.

Step: Finding a Caretaker. This might be a physician, midwife, doula, or similar person. This is optional.

Step: Complication. A complication arises that threatens the pregnancy, the birth parent, or both.

Step: Preparation. You prepare a place for the delivery as well as a safe place for the infant to live once born.

Climax: Delivery. The baby is born. Success means the child survives.

Resolution: You get the baby to the place you have prepared and settle in, deciding what to do next.

Build

You are going to build a physical structure—a house, a fortress, a workshop, a defensive wall, and so on. This arc would also cover renovating an existing structure or substantially adding to one. Of course, this doesn’t have to be physical construction. You might build something with spells or other supernatural abilities.

Opening: Make a Plan. This almost certainly involves literally drawing up blueprints or plans.

Step(s): Find a Site. This might be extremely straightforward—a simple examination of the site—or it might be an entire exploratory adventure. (If the latter, it might involve multiple such steps.)

Step(s): Gather Materials. Depending on what you are building and what it is made out of, this could involve multiple steps. There probably are substantial costs involved as well.

Step(s): Construction. Depending on what you are building, this could involve multiple steps. It might also take a considerable amount of time and work.

Climax: Completion. The structure is finished.

Resolution: You put the structure to its desired use and see if it holds up.

Cleanse

Someone or something has been contaminated, probably by evil spirits, radiation, a deadly virus, foul magic, or the like, and you want to rid them of such influences or contaminants. This could also be a curse, a possession, an infestation, or something else.

Opening: Analyzing the Threat. You determine the nature of the contamination.

Step: Find the Solution. Almost every contamination has its own particular solution, and this likely involves research and consultation.

Step: Getting Ready. The solution probably involves materials, spells, or other things that you must gather and prepare.

Climax: The Cleansing. You confront the contamination.

Resolution: You reflect on the events that have transpired and what effects they might have on the future. How can you keep this from happening again?

Creation

You want to make something. This might be a magic item, a painting, a novel, or a machine.

Opening: Make a Plan. You figure out what you need, what you’re going to do, and how you’re going to do it.

Step(s): Gather Materials. Depending on what you are creating and what it is made out of, this could involve multiple steps. There probably are substantial costs involved as well.

Step(s): Progress. Depending on what you are creating, this could involve multiple steps. It might also take a considerable amount of time and work.

Climax: Completion. It’s finished! Is it what you wanted? Does it work?

Resolution: You think about what you have learned from the process and use or enjoy the fruits of your labor.

Defeat a Foe

Someone stands in your way or is threatening you. You must overcome the challenge they represent. Defeat doesn’t always mean kill or even fight. Defeating a foe could mean beating them in a chess match or in competition for a desired mentor.

Opening: Sizing up the Competition. This requires some action. A reconnaissance mission. An investigation.

Step: Investigation. This requires some action. A reconnaissance mission. An investigation.

Step(s): Diving In. You travel toward your opponent, overcome their lackeys, or take steps to reach them so you can confront them. This step can take many forms, and there might be more than one such step. This step is always active.

Climax: Confrontation. The contest, challenge, fight, or confrontation occurs.

Resolution: You reflect on what you’ve learned and what the consequences of your actions might be.

Defense

A person, place, or thing is threatened, and you want to protect it.

Opening: Analyze the Situation. What are you defending, and what threats are involved?

Step: Account for Your Resources. How are you going to defend?

Step(s): Fend Off Danger. The forces threatening what you are protecting probably make an initial threat that you’ll have to defeat. It’s not the main threat, though. There might be multiple such initial threats.

Climax: Protect. The true threat reveals itself and you confront it.

Resolution: A time for reflection on everything that occurred, and an assessment of the person, place, or thing’s safety going forward.

Develop a Bond

You want to get closer to another character. This might be to make a friend, find a mentor, or establish a contact in a position of power. It might be to turn a friend into a much closer friend. The character might be an NPC or a PC.

Opening: Getting to Know You. You learn what you can about the other character.

Step: Initial Attempt. You attempt to make contact. This might involve sending messages or gifts through a courier, using an intermediary, or just going up and saying hello, depending on the situation.

Step(s): Building a Relationship. There might be many such steps as you develop the relationship.

Climax: Bond. You succeed or fail at forging the bond.

Resolution: You enjoy the fruits of your new relationship.

Enterprise

You want to create and run a business or start an organization. Maybe you’re a craftsperson who wants to sell your creations. Maybe you like baking and you want to start a catering service. Or maybe you want to start a secret society or found a school to teach young mutants how to use their powers. You’ll almost certainly have to make new connections, find (and somehow pay for) a location, and deal with all manner of administrative duties.

Opening: Drawing up a Plan. What’s your goal, and how are you going to achieve it?

Step: Account for Your Resources. How much financing does the enterprise need compared to what you’ve got? If you need more, how will you get it? How many people other than yourself are needed to begin, and how many will you need to sustain things once they are up and running?

Step: Finding a Location. You probably need a place to run your enterprise—a store, a workshop, a base of operations, and so on. You find a location and look into what it will take to buy or rent it.

Step(s): Building the Enterprise. You procure the needed equipment or personnel. You make the connections and deals to get things started. You obtain important permits or other legal documents. You test new products. You actually start the business. Each of these developments (and likely others) can be counted as a separate step, so there will be many steps.

Climax: Profit and Loss. You determine whether your enterprise will take off and carry on into the future, or fall apart before it gets a chance to blossom. This occurs in a single dramatic moment—your first major client, your organization’s first big meeting or mission, or whatever else is appropriate.

Resolution: A time for reflection on everything that occurred, and how you’re going to move forward.

Establishment

You want to prove yourself as someone of importance. This can take many forms—socially, within your order, financially, or even romantically.

Opening: Assessment. You assess yourself as well as who you need to prove yourself to.

Step(s): Appearances Matter. You improve your look. Enhance your wardrobe. Spruce up your house. Whatever it takes to get attention from the right people. There might be many such steps.

Step(s): Self-Aggrandizement. You need to get the word out to get people talking about you. There might be many such steps.

Climax: Grabbing Attention. You do something big, like host a party for influential people or produce a play that you wrote. You make a big splash or a big crash.

Resolution: You reflect on what you did and where you go from here.

Explore

Something out there is unknown and you want to explore its secrets. This is most likely an area of wilderness, a new planet, an otherworldly dimension, or something similar.

Opening: Make a Plan. Not only do you draw up a plan for your exploration, but if appropriate, you also make a formal declaration to relevant parties of what you’re going to do.

Step(s): Gather Resources. You get the supplies, vehicles, and help you need. Depending on where you are going and what is required, this could involve multiple steps. There probably are substantial costs involved as well.

Step(s): Travel. You go where you wish to explore. There might be many such steps, depending on how long it takes to get there.

Step(s): Exploration. This is the meat of the arc, but it’s probably a series of small moves and minor victories. There might be many such steps.

Climax: Conquest. You make the big discovery or truly master the area. You might not have explored every inch of the place, but if you are successful, you can claim to be done.

Resolution: You return home and possibly share your findings.

Fall From Grace

This is an odd character arc in that it’s (presumably) not something that a character would want. It is something that a player selects on a meta level for the character because it makes for an interesting story. It also sets up the potential for future arcs, such as Redemption. It’s important that this involve actions you take. For example, you fall into substance abuse. You treat people badly. You make mistakes that endanger others. In other words, the fall isn’t orchestrated by someone else—it’s all your own doing.

Opening: The Descent. Things go bad.

Step(s): Further Descent. Things get worse. Depending on the situation, this might involve many steps.

Step: Lashing Out. You treat others poorly as you descend.

Climax: Rock Bottom. There is no chance for success here. Only failure.

Resolution: You wallow in your own misery.

Finish a Great Work

Something that was begun in the past must now be completed. This might involve destroying an evil artifact, finishing the construction of a monument, developing the final steps of a cure for a disease, or uncovering a lost temple forgotten to the ages.

Opening: Assessing the Past. You look at what has come before and where it still needs to go. This almost certainly involves some real research.

Step: Conceive a Plan. You make a plan on how to move forward.

Step(s): Progress. You make significant progress or overcome a barrier to completion. This may involve multiple such steps.

Climax: Completion. This involves the big finish to the past work.

Resolution: You reflect on what you did and where you go from here.

Growth

Willingly or unwillingly, you are going to change. This is another meta arc. It’s less about a goal and more about character development. While it’s possible that the growth involved is intentional, in most people’s lives and stories, it is emergent. A character might become less selfish, braver, a better leader, or experience some other form of growth.

Opening: The Beginning. Change usually begins slowly, in a small, almost imperceptible way.

Step(s): Change. Growth involves many small steps.

Step: Overcoming an Obstacle. The temptation to resort to your old ways is always present.

Climax: Self-Evident Change. This is a dramatic about-face. This is the moment where you do something the “old you” would never have done, and it has a profound effect on you and those around you. With either success or failure, growth is possible.

Resolution: You recognize the change in yourself and move forward.

Instruction

You teach a pupil. You have knowledge on a topic and are willing to share. This can be a skill, an area of lore, a combat style, or the use of a special ability. This is usually a fairly long-term arc. Sometimes teaching a pupil is a side matter, and sometimes the pupil takes on more of an apprentice role and spends a great deal of time with you, traveling with you and perhaps even living in your house (or you living in theirs).

Opening: Taking on the Student.

Step: Getting to Know Them. You assess your pupil’s strengths and weaknesses and try to get an idea of what they need to learn and how you can teach it to them.

Step(s): The Lessons. Teaching is often a slow, gradual process.

Step: Breakdown. Many times, a student needs to have a moment of crisis to really learn something. Maybe they get dejected, or maybe they rebel against your teaching techniques.

Climax: Graduation. This is when you recognize that the pupil has learned what they need. It usually comes at a dramatic moment.

Resolution: You and the pupil say your goodbyes, and you look toward the future.

Join an Organization

You want to join an organization. This might be a military organization, a corporation, a secret society, a religion, or something else.

Opening: Getting the Details. You learn all you can about the organization and how one becomes a member.

Step(s): Making a Contact. Friends on the inside are always important.

Step(s): Performing a Deed. The organization might want to test your worth, or this might be a ceremony you must take part in. It might include paying some sort of dues or fee. Or all of these things.

Climax: Proving Your Worth. This is the point at which you attempt to show the organization that they would be better off with you as a member.

Resolution: You consider your efforts and assess what your membership gets you.

Justice

You try to right a wrong or bring a wrongdoer to justice.

Opening: Declaration. You publicly declare that you are going to bring justice in this situation. This is optional.

Step(s): Tracking the Guilty. You track down the guilty party, assuming there is one. This might not be physically finding them if you already know where they are. Instead, it might be discovering a way to get at them if they are distant, difficult to reach, or well protected. This step might be repeated multiple times, if applicable.

Step: Helping the Victim. Righting a wrong does not always involve confronting a wrongdoer. Part of it might be about helping those who were wronged.

Climax: Confrontation. You confront the guilty party. This might be a public accusation and demonstration of guilt, a trial, or an attack to kill, wound, or apprehend them—whatever you choose to be appropriate.

Resolution: You resolve the outcome and ramifications of the confrontation and decide what to do next.

Learn

You want to learn something. This isn’t the same as the Uncover a Secret arc, in which you’re looking for a bit of information. This is a skill or whole area of knowledge you want to gain proficiency with. This is learning a new language, how to play an instrument, or how to be a good cook. Thus, it’s not about gaining a level or rank in climbing, but learning to be an experienced mountaineer.

Opening: Focusing on the Problem.

Step: Finding a Teacher or a Way to Teach Yourself. Now you can truly begin.

Step(s): Learn. Depending on what you’re learning, this could involve one step or quite a few.

Climax: The Test. You put your new knowledge to the test in a real situation.

Resolution: You relax a bit and decide what to do next.

Master a Skill

You’re skilled, but you want to become the best. This arc might logically follow the Learn arc. As with the Learn arc, this can involve any kind of training at all, not just a skill.

Opening: Finding the Path. You’ve learned the basics. Now it’s time for the advanced material.

Step: Discovering a Master. You find a master to help you become a master.

Step(s): Learn. Depending on what you’re mastering, this could involve one step or quite a few.

Step: The Last Step. Eventually, you realize that even a master cannot teach you the last step. You must learn it on your own.

Climax: The Test. You put your mastery to the test in a real situation—and considering your goal, it’s probably a very important situation.

Resolution: You relax a bit and decide what to do next.

Mysterious Background

You don’t know who your parents were, but you want to find out. The mystery might be something other than your parentage, but that’s a common theme in this kind of arc. You want to know where you come from—there’s some kind of mystery in your past.

Opening: Beginning the Search.

Step: Research. You look into your own family background, if possible.

Step(s): Investigation. You talk to people who might know. You follow clues.

Climax: Discovery. You discover the secret of your own background. You determine if what you learn is good or bad, but either way discovery means success.

Resolution: You contemplate how this new knowledge sits with you.

New Discovery

You want to invent a new device, process, spell, or something similar. A cure for a heretofore unknown disease? An invocation with a result you’ve never heard of before? A method for getting into an impregnable vault? Any of these and more could be your discovery. While similar to the Creation arc and the Learn arc, the New Discovery arc involves blazing a new trail. No one can teach you what you want to know. You’ve got to do it on your own.

Opening: The Idea. You draw up plans for the thing you want to invent or discover.

Step: Research. You learn what people have done before and recognize where they fell short.

Step(s): Trial and Error. You test your hypothesis. This often ends in many failures before you get a success.

Climax: Eureka! It’s time to put the discovery to the true test.

Resolution: You reflect on your discovery and probably compile your notes and write it all down, for posterity’s sake if nothing else.

Raise a Child

You raise a child to adulthood. It can be your biological child or one you adopt. It can even be a child taken under your wing, more a young protégé than a son or daughter. This is obviously a very long-term arc.

Opening: Sharing Your Home. The child now lives with you.

Step: Care and Feeding. You learn to meet the child’s basic needs.

Step(s): Basic Instruction. You teach them to walk, talk, and read. You teach them to care for themselves.

Step(s): The Rewards Are Many. The child loves you. Relies on you. Trusts you. Eventually, helps you.

Step(s): Ethical Instruction. You instill your basic ethics in the child, hoping that they will mature into an adult you can be proud of.

Climax: Adulthood. At some point the child leaves the proverbial nest. You determine, at this point, your own success or failure.

Resolution: You reflect on the memories you have made.

Recover From a Wound (or Trauma)

You need to heal. This isn’t just for healing simple damage. This involves recovering from a major debilitating injury, illness, or shock. Severe damage, the loss of a body part, and emotional trauma all fall into this category.

Opening: Rest. The first thing you need to do is rest.

Step: Self Care. You take care of your own needs.

Step: Getting Aid. Someone helps.

Step: Medicine. Some kind of drug, cure, poultice, potion, or remedy aids your recovery.

Step: Therapy. With the help of someone else, you exercise your injury or cope with your trauma.

Climax: Acceptance or Recovery. You try to move on and use what has been damaged (or learn how to function without it).

Resolution: You get on with your life.

Redemption

You’ve done something very wrong, but you want to atone and make it right again. This is like the Justice arc or the Undo a Wrong arc, except you are the wrongdoer. This could be a follow-up to the Fall From Grace arc.

Opening: Regret. You are determined to rebuild, recover, and restore.

Step: Forgiveness. You apologize and ask for forgiveness.

Step: Identifying the Needs. You determine what needs to be done to atone for your transgression.

Climax: Making Good. You perform an act that you hope will redeem your past misdeed.

Resolution: You reflect on what has happened but now look to the future.

Repay a Debt

You owe someone something, and it’s time to make good.

Opening: Debts Come Due. You determine to do what is needed to make good on the debt. It might involve repaying money, but more appropriately it’s performing a deed or a series of deeds.

Step: Talking It Over. You discuss the matter with the person you owe, if possible. You ensure that what you’re doing is what they want.

Climax: Repayment. Either you do something to earn the money or goods you owe, or you undertake a major task that will compensate the other person.

Resolution: You relax knowing that your debt is repaid, and you look to the future.

Rescue

Someone or something of great importance has been taken, and you want to get them or it back.

Opening: Heeding the Call. You determine what has happened, and who or what is missing.

Step: Tracking. You discover who has taken them, and where.

Step: Travel. You go to where they are being held and get information on the location and who is involved. Maybe make a plan.

Climax: Rescue Operation. You go in and get them.

Resolution: You return them home.

Restoration

You’re down but not out. You want to restore your good name. Recover what you’ve lost. Rebuild what has been destroyed. You’ve fallen down or have been knocked down, but either way you want to pick yourself up. This is a possible follow-up to the Fall From Grace arc.

Opening: Vow to Yourself. You are determined to rebuild, recover, and restore.

Step(s): Work. You rebuild, recover, and restore. If all your money was stolen, you make more. If your house was destroyed, you rebuild it. If your reputation was tarnished, you perform deeds that restore your good name.

Climax: The Final Act. You undertake one last major task that will bring things back to where they were (or close to it). A lot is riding on this moment.

Resolution: You enjoy a return to things the way they were before.

Revenge

Someone did something that harmed you. Unlike the Avenge arc, this arc probably isn’t about tracking down a murderer, but it might involve pursuing someone who stole from you, hurt you, or otherwise brought you grief. The key is that it’s personal. Otherwise, use the Justice arc.

Opening: Vow. You swear revenge.

Step(s): Finding a Clue. You find a clue to tracking down the culprit.

Climax: Confrontation. You confront the culprit.

Resolution: You deal with the aftermath of the confrontation and move on. You think about whether you are satisfied by gaining your revenge.

Romance

You want to strike up a relationship with a romantic partner. Perhaps you have a specific person in mind, or maybe you’re just interested in a relationship in general.

Opening(s): Caught Someone’s Eye. You meet someone you are interested in. (Since this can be short-lived, it’s possible to have this opening occur more than once.)

Step(s): Courtship. You begin seeing the person regularly. Although not every “date” is a step in the arc, significant moments are, and there may be a few of them.

Climax: Commitment. You may or may not be interested in a monogamous relationship. Regardless, you and your love have made some kind of commitment to each other.

Resolution: You think about the future. Marriage? Children? These are only some of the possibilities.

Solve a Mystery

Different from the Learn arc and the Uncover a Secret arc, this arc is about solving a crime or a similar action committed in the fairly recent past. It’s not about practice or study, but about questions and answers. In theory, the mystery doesn’t have to be a crime. It might be “Why is this strange caustic substance leaking into my basement?”

Opening: Pledging to Solve the Mystery.

Step: Research. You get some background.

Step(s): Investigation. You ask questions. You look for clues. You cast divinations. This likely encompasses many such steps.

Climax: Discovery. You come upon what you believe to be the solution to the mystery.

Resolution: In this step, which is far more active than most resolutions, you confront the people involved in the mystery with what you’ve discovered, or you use the information in some way (such as taking it to the proper authorities).

Theft

Someone else has something you want.

Opening: Setting Your Sights. You make a plan.

Step: Casing the Joint. You scout out the location of the thing (or learn its location).

Step(s): Getting to the Object. Sometimes, many steps are involved before you reach the object you wish to take. For example, if, in order to steal something from a vault, you need to approach one of the guards while they are off duty and bribe them to look the other way when you break in, that is covered in this step.

Climax: The Attempt. You make your heist.

Resolution: You decide what to do with the thing you’ve stolen and contemplate the repercussions you might face for stealing it.

Train a Creature

You want to domesticate and train an animal or other creature. While the beast doesn’t need to be wild, it must not already be domesticated and trained.

Opening: Getting Acquainted. You get to know the creature a bit, and it gets to know you.

Step: Research. You get information on the type of creature or advice from others who have trained one.

Step: Domestication. After some work, the creature is no longer a threat to you or anyone else, and it can live peacefully in your home or wherever you wish.

Step(s): Training. Each time you use this step, you teach the creature a new, significant command that it will obey regularly and immediately.

Climax: Completion. Believing the creature’s training to be complete, you put it in a situation where that is put to the test.

Resolution: You reflect on the experience.

Transformation

You want to be different in a specific way. Because the Growth arc covers internal change, this one focuses primarily on external change. This could take many forms, and probably varies greatly by genre. In some settings, it could even be death, which might turn you into a ghost. For the change to be an arc, it should be difficult and perhaps risky.

Opening: Deciding on the Transformation.

Step: Research. You look into how the change can be made and what it entails.

Step(s): Investigation. This is an active step toward making the change. It might involve getting more information, materials or ingredients, or something else.

Climax: Change. You make the change, with some risk of failure or disaster.

Resolution: You contemplate how this change affects you going forward.

Uncover a Secret

There is knowledge out there that you want. It could be an attempt to find and learn a specific special ability. This could also be a hunt for a lost password or a key that will open a sealed door, the true name of a devil, the secret background of an important person, or how the ancients constructed that strange monolith.

Opening: Naming the Secret. You give your goal a name. “I am seeking the lost martial art of the Khendrix, who could slice steel with their bare hands.”

Step(s): Research. You scour libraries and old tomes for clues and information.

Step(s): Investigation. You talk to people to gain clues and information.

Step(s): Tracking. You track down the source of the secret information and travel to it.

Climax: Revelation. You find and attempt to use the secret, whatever that entails.

Resolution: You contemplate how this secret affects you and the world.

Undo a Wrong

Someone did something horrible, and its ramifications are still felt, even if it happened long ago. You seek to undo the damage, or at least stop it from continuing.

This is different from the Justice arc because this isn’t about justice (or even revenge)—it’s about literally undoing something bad that happened in the past, such as a great library being burned to the ground, a sovereign people being driven from their land, and so on.

Opening: Vowing to Put Right What Once Went Wrong.

Step: Make a Plan. You learn all you can about the situation and then make a plan to put things right.

Step(s): Progress. This is an active step toward undoing the wrong. It might involve finding something, defeating someone, destroying something, building something, or almost anything else, depending on the circumstances.

Climax: Change. You face the challenge of the former wrong, and either overcome it or fail.

Resolution: You reflect on what you’ve accomplished and think about the future.

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For an expanded treatment of the fantasy genre, refer to the @UUID[Compendium.cyphersystem-compendium.cypher-journals.nnDPf4sPK61ROEV8]{Fantasy Rulebook}.

For our purposes, fantasy is any genre that has magic, or something so inexplicable it might as well be magic. The sort of core default of this type is Tolkienesque fantasy, also known as second-world fantasy because it includes a completely new world not our own. Big fantasy epics like those penned by J. R. R. Tolkien (hence the name), C. S. Lewis, George R. R. Martin, Stephen R. Donaldson, David Eddings, Ursula K. Le Guin, and others are indicative of this genre. It usually involves swords, sorcery, nonhuman species (such as elves, dwarves, helborn, and half-giants), and epic struggles.

Of course, fantasy might also involve the modern world, with creatures of myth and sorcerers dwelling among us. It might involve mythic traditions of any number of cultures (elves, dwarves, and the like, usually being decidedly European) or bear little resemblance to anything on Earth, past or present. It might even involve some of the trappings of science fiction, with spaceships and laser guns amid the wizardry and swords (this is often called science fantasy).

Fantasy can also be defined by the amount of fantasy elements within it. A second-world fantasy filled with wizards, ghosts, dragons, curses, and gods is referred to as high fantasy. Fantasy with a firmer grounding in reality as we know it in our world is low fantasy. (In fact, low fantasy often takes place in our world, or in our world’s distant past, like the stories of Conan.) No single element indicates concretely that a given fantasy is high or low. It’s the prevalence of those elements.

The point is, there are many, many types of fantasy.

Suggested Types for a Fantasy Game

RoleCharacter Type
WarriorWarrior
KnightWarrior
RangerExplorer
BarbarianExplorer flavored with combat
ThiefExplorer flavored with stealth
WizardAdept
ClericSpeaker flavored with magic
DruidExplorer flavored with magic
Warrior mageWarrior flavored with magic
BardSpeaker

Basic Creatures and NPCs for a Fantasy Game

@UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.aRHd1kwkUTogvMyG]{Bat} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.POcXUZp1mwvumsvK]{Blacksmith} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.JZbErZ6hAgtHrgim]{Dog} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.vmvgLdR7JKdsukCW]{Dog, guard} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.4xi11kpGx3rGZEYm]{Farmer} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.pNEII8Wup8xjZfuA]{Hawk} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.61EndqAjZ2ZZZuS9]{Horse} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.4xi11kpGx3rGZEYm]{Farmer} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.8AhrSmfhARlAahxp]{Merchant} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.qLFrfE0E9w6BcG48]{Rat} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.XwsPRwBGqnPnCJKG]{Villager} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.ZIE2MSMDhhgqBRgl]{Viper} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.vhGua32GarGCzLGv]{Warhorse} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.4gJ7LYEkIlt16Epj]{Wolf}

Additional Fantasy Equipment

In the default Medieval Europe-style fantasy setting, the following items (and anything else appropriate to that time period) are usually available.

Inexpensive Items

WeaponsNotes
@UUID[Compendium.cyphersystem-compendium.ammo.JwvZz1lxVR3H6P8D]{Arrows (20)}
@UUID[Compendium.cyphersystem-compendium.weapons-fantasy.zuI2zJqYv2bPN415]{Club}Light weapon
@UUID[Compendium.cyphersystem-compendium.ammo.mY1JGNvk9RPW7y2D]{Crossbow bolts (20)}
@UUID[Compendium.cyphersystem-compendium.weapons-fantasy.IBJ8eUTFLMb2IKaZ]{Knife (rusty and worn)}Light weapon (won’t last long)
Other ItemsNotes
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.ua0XElr4rvEe4C7J]{Candle}
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.UJ5qtx1Dt3ENW2Uh]{Rations (1 day)}
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.m5lUbtwYYZDzo0Jx]{Sack}
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.G2HjI5SUADNv0yJ2]{Torch}

Moderately Priced Items

WeaponsNotes
@UUID[Compendium.cyphersystem-compendium.weapons-fantasy.La6ogBpdY1cjYIug]{Blowgun}Light weapon, short range
@UUID[Compendium.cyphersystem-compendium.weapons-fantasy.DxvLEdJsjNLghy5m]{Broadsword (substandard)}Medium weapon (won’t last long)
@UUID[Compendium.cyphersystem-compendium.weapons-fantasy.cFkYLORc1EiwPpLf]{Dagger}Light weapon
@UUID[Compendium.cyphersystem-compendium.weapons-fantasy.Chp5Kt00vrxxYBAT]{Handaxe}Light weapon
@UUID[Compendium.cyphersystem-compendium.weapons-fantasy.xMUGgLlOKoZqooWy]{Throwing knife}Light weapon, short range
ArmorNotes
@UUID[Compendium.cyphersystem-compendium.armor-fantasy.dwYLXpRkrg8AaoMP]{Hides and furs}Light armor
@UUID[Compendium.cyphersystem-compendium.armor-fantasy.E3UpdWDvaLUQ2Xfz]{Leather jerkin}Light armor
Other ItemsNotes
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.2uM56Yu3g5OCjLkm]{Backpack}
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.3TAk68d2T0nMXlIG]{Bedroll}
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.ObGbm8EmEBDCotRD]{Crowbar}
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.BmQOOToImOypwy7g]{Hourglass}
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.VNW4jviGcTTfC2Mu]{Iron spikes}10 spikes
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.XjU4o9vgaZ4wiBSD]{Lantern}
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.U20W8jrBZGlWsQu2]{Rope}Hemp, 50 feet
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.BQ87g3YjkViIKc7l]{Signal horn}
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.MEp5TNjz6v9dnuLP]{Tent}

Expensive Items

WeaponsNotes
@UUID[Compendium.cyphersystem-compendium.weapons-fantasy.oGdbXxumsdjbdVzJ]{Battleaxe}Medium weapon
@UUID[Compendium.cyphersystem-compendium.weapons-fantasy.W8mx4ak9u2JKvX6Q]{Broadsword}Medium weapon
@UUID[Compendium.cyphersystem-compendium.weapons-fantasy.xeXPxadNyGu35H4k]{Bow}Medium weapon, long range
@UUID[Compendium.cyphersystem-compendium.weapons-fantasy.H8tg6l3LpBLNRz32]{Cutlass}Medium weapon
@UUID[Compendium.cyphersystem-compendium.weapons-fantasy.ZHeioW4Ywrgs6Si8]{Light crossbow}Medium weapon, long range
@UUID[Compendium.cyphersystem-compendium.weapons-fantasy.J3BdB6S45bmc8cvl]{Quarterstaff}Medium weapon (requires 2 hands)
ArmorNotes
@UUID[Compendium.cyphersystem-compendium.armor-fantasy.ljoqzdX7tpPpCTCc]{Breastplate}Medium armor
@UUID[Compendium.cyphersystem-compendium.armor-fantasy.9toshrf5gjzwIsDm]{Brigandine}Medium armor
@UUID[Compendium.cyphersystem-compendium.armor-fantasy.2mgyMiNIOQ4iUVnl]{Chainmail}Medium armor
Other ItemsNotes
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.mVwBYBHxYinj4lLx]{Bag of heavy tools}
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.XuYDx9q73UxyPN22]{Bag of light tools}

Very Expensive Items

WeaponsNotes
@UUID[Compendium.cyphersystem-compendium.weapons-fantasy.rUR8Ile0ZRC2qMfM]{Broadsword (jeweled)}Medium weapon
@UUID[Compendium.cyphersystem-compendium.weapons-fantasy.7Yc0010ac7PbCkPl]{Greatsword}Heavy weapon
@UUID[Compendium.cyphersystem-compendium.weapons-fantasy.gVNfXCYe0qsDXQNO]{Heavy crossbow}Heavy weapon, long range
ArmorNotes
@UUID[Compendium.cyphersystem-compendium.armor-fantasy.f8OhNQR1rGtWy2Ot]{Dwarven breastplate}Medium armor, encumbers as light armor
@UUID[Compendium.cyphersystem-compendium.armor-fantasy.2SMPhQU8pP4vsJ6R]{Full plate}Heavy armor
Other ItemsNotes
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.cIWeisTbSX9izeaW]{Disguise kit}Asset for disguise tasks
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.ICgjGDSqGXInN1PP]{Healing kit}Asset for healing tasks
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.7BQwwk2qh7zxU6ih]{Spyglass}Asset for perception tasks at range

Exorbitant Items

ArmorNotes
@UUID[Compendium.cyphersystem-compendium.armor-fantasy.kcF98fSVWNjAEQWI]{Elven chainmail}Medium armor, encumbers as no armor
Other ItemsNotes
@UUID[Compendium.cyphersystem-compendium.vehicles.3svOlCDP6Sm4v2Ql]{Sailing ship (small)}

Fantasy Artifacts

In many ways, fantasy is the genre for artifacts. All magic items—wands that shoot lightning, magic carpets, singing swords, rings that make the wearer invisible, and so on—are artifacts. Below are a few sample artifacts to give a template for GMs to follow. Those running a fantasy campaign will likely want to create many magic artifacts.

@UUID[Compendium.cyphersystem-compendium.artifacts-fantasy.Hanw3m7cRoN6XrsV]{Angelic ward} @UUID[Compendium.cyphersystem-compendium.artifacts-fantasy.I8TAffkn2YfPdIlf]{Ring of dragon’s flight} @UUID[Compendium.cyphersystem-compendium.artifacts-fantasy.lZy9XOFTIPBKjr5z]{Soulflaying weapon} @UUID[Compendium.cyphersystem-compendium.artifacts-fantasy.2q4omUFxtUBr4WFP]{Spellbook of the amber mage} @UUID[Compendium.cyphersystem-compendium.artifacts-fantasy.BNT94UfgkXdmcErV]{Wand of firebolts}

Fantasy Species Descriptors

In a high fantasy setting, some GMs may want dwarves and elves to be mechanically different from humans. Below are some possibilities for how this might work.

Dwarf

You’re a stocky, broad-shouldered, bearded native of the mountains and hills. You’re also as stubborn as the stone in which the dwarves carve their homes under the mountains. Tradition, honor, pride in smithcraft and warcraft, and a keen appreciation of the wealth buried under the roots of the world are all part of your heritage. Those who wish you ill should be wary of your temper. When dwarves are wronged, they never forget.

You gain the following characteristics:

Stalwart: +2 to your Might Pool.

@UUID[Compendium.cyphersystem-compendium.basic-skills.Q0vfmbqehJw0jYBa]{Skill}: You are trained in Might defense rolls.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.kOe6eKWNKZ0rlIbt]{Skill}: You are trained in tasks related to stone, including sensing stonework traps, knowing the history of a particular piece of stonecraft, and knowing your distance beneath the surface.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.XBza3foP98Apv3u6]{Skill}: You are practiced in using axes.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.O0bj3SSEEaArxBet]{Skill}: You are trained in using the tools required to shape and mine stone.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.wfUuLfNI6KyKsZ6R]{Vulnerability}: When you fail an Intellect defense roll to avoid damage, you take 1 extra point of damage.

Additional Equipment: You have an axe.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You found the PCs wandering a maze of tunnels and led them to safety.

  2. The PCs hired you to dig out the entrance to a buried ruin.

  3. You tracked down the thieves of your ancestor’s tomb and found they were the PCs. Instead of killing them, you joined them.

  4. Before dwarves settle down, they need to see the world.

Elf

You haunt the woodlands and deep, natural realms, as your people have for millennia. You are the arrow in the night, the shadow in the glade, and the laughter on the wind. As an elf, you are slender, quick, graceful, and long lived. You manage the sorrows of living well past many mortal lifetimes with song, wine, and an appreciation for the deep beauties of growing things, especially trees, which can live even longer than you do.

You gain the following characteristics:

Agile: +2 to your Speed Pool.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.y8GNItkWz0Ll5eDE]{Long-Lived}: Your natural lifespan (unless tragically cut short) is thousands of years.

@UUID[Compendium.cyphersystem-compendium.basic-skills.rH5FwMXGaNn21DZD]{Skill}: You are specialized in tasks related to perception.

Skill: You are practiced in using one bow variety of your choice.

Skill: You are trained in @UUID[Compendium.cyphersystem-compendium.basic-skills.duTx0BwgmC1Gw3Ze]{stealth} tasks. In areas of natural woodland, you are @UUID[Compendium.cyphersystem-compendium.expanded-skills.FXuy9hOuuAVeiGIc]{specialized in stealth tasks}.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.JTgcA5dhKHQM6lvw]{Fragile}: When you fail a Might defense roll to avoid damage, you take 1 extra point of damage.

Additional Equipment: You have a bow and a quiver of arrows to go with it.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. Before putting an arrow in the forest intruders, you confronted them and met the PCs, who were on an important quest.

  2. Your heart yearned for farther shores, and the PCs offered to take you along to new places.

  3. Your home was burned by strangers from another place, and you gathered the PCs along the way as you tracked down the villains.

  4. An adventure was in the offing, and you didn’t want to be left behind.

Half-Giant

You stand at least 12 feet (4 m) tall and tower over everyone around you. Whether you are a full-blooded giant or merely have giant heritage from large ancestors, you’re massive. Always large for your age, it became an issue only once you reached puberty and topped 7 feet (2 m) in height, and kept growing from there.

You gain the following characteristics:

Tough: +4 to your Might Pool.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.cP5tB0NoQnIydKZJ]{Mass and Strength}: You inflict +1 point of damage with your melee attacks and attacks with thrown weapons.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.0efUBEaMaoe3XB4q]{Breaker}: Tasks related to breaking things by smashing them are eased.

Inability: You’re too large to accomplish normal things. Tasks related to @UUID[Compendium.cyphersystem-compendium.inabilities.gpHPkjq631isDAjT]{initiative}, @UUID[Compendium.cyphersystem-compendium.inabilities.oGzczZIk8XKBDpZo]{stealth}, and @UUID[Compendium.cyphersystem-compendium.inabilities.veqN70GNrIvluVMq]{fine manipulation of any sort} (such as lockpicking or repair tasks) are hindered.

Additional Equipment: You have a heavy weapon of your choice.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You fished the PCs out of a deep hole they’d fallen into while exploring.

  2. You were the PCs’ guide in the land of giants and stayed with them afterward.

  3. The PCs helped you escape a nether realm where other giants were imprisoned by the gods.

  4. You kept the PCs from being discovered by hiding them behind your bulk when they were on the run.

Helborn

Demons of the underworld sometimes escape. When they do, they can taint human bloodlines. Things like you are the result of such unnatural unions. Part human and part something else, you are an orphan of a supernatural dalliance. Thanks to your unsettling appearance, you’ve probably been forced to make your own way in a world that often fears and resents you. Some of your kin have large horns, tails, and pointed teeth. Others are more subtle or more obvious in their differences—a shadow of a knife-edge in their face and a touch that withers normal plants, a little too much fire in their eyes and a scent of ash in the air, a forked tongue, goatlike legs, or the inability to cast a shadow. Work with the GM on your particular helborn appearance.

You gain the following characteristics.

Devious: +2 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.JW3zwz6IgZcqN0XX]{Skill}: You are trained in tasks related to magic lore and lore of the underworld.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.w2loaRgoNlhuYGwg]{Fire Adapted}: +2 to Armor against damage from fire only.

Helborn Magic: You are inherently magical. Choose one low-tier ability from the Abilities chapter. If the GM agrees it is appropriate, you gain that ability as part of your helborn heritage, and can use it like any other type or focus ability.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.yW5LvpudYQcN1n5b]{Inner Evil}: You sometimes lose control and risk hurting your allies. When you roll a 1, the GM has the option to intrude by indicating that you lose control. Once you’ve lost control, you attack any and every living creature within short range. You can’t spend Intellect points for any reason other than to try to regain control (a difficulty 2 task). After you regain control, you suffer a –1 penalty to all rolls for one hour.

@UUID[Compendium.cyphersystem-compendium.inabilities.lfVIjOnbi86nUjng]{Inability}: People distrust you. Tasks to persuade or deceive are hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You were nearly beaten to death by people who didn’t like your look, but the PCs found and revived you.

  2. The PCs hired you for your knowledge of magic.

  3. Every so often you get visions of people trapped in the underworld. You tracked those people down and found the PCs, who’d never visited the underworld. Yet.

  4. Your situation at home became untenable because of how people reacted to your looks. You joined the PCs to get away.

Optional Rule: Spellcasting

Fantasy settings prioritize magic as an essential ingredient. But why restrict that magic to just wizards and similar characters? It’s not uncommon in fantasy literature for a thief or warrior to learn a few spells as they steal or brawl through their adventures. Leiber’s Gray Mouser knew some spells, Moorcock’s Elric knew a lot, pretty much everyone in Anthony’s Xanth books knew at least one, and so on. Of course, wizards and sorcerers specialize in spellcasting, which gives them clear superiority in magic use. But whether a character is a fireball-flinging wizard or a belligerent barbarian, anyone can learn some spellcasting under this optional rule.

Under the spellcasting rule, any character, no matter their role or type, can choose to learn a spell as a long-term benefit. After they learn one spell, they may learn more later if they wish, or just stick with the one.

First Spell

Any character can gain a spell by spending 3 XP and working with the GM to come up with an in-game story of how the PC learned it. Maybe they learned it as a child from their parent and practiced it enough to actually do it; perhaps they spent a month hiding in a wizard’s library reading; it could be that they found a weird magical amulet that imbues them with the spell; and so on.

Next, choose one low-tier ability from the Abilities chapter. If the GM agrees it is appropriate, the character gains that ability as their spell, with a few caveats. The spell can’t be used like a normal ability gained through a PC’s type or focus. Instead, a character must either use a recovery roll or spend many minutes or longer evoking their spell, in addition to paying its Pool cost (if any).

Using a Recovery Roll to Cast a Spell: If the character uses a one-action, ten-minute, or one-hour recovery roll as part of the same action to cast the spell (including paying any Pool costs), they can use the ability as an action. This represents a significant mental and physical drain on the character, because the normal benefit of recovering points in a Pool is not gained.

Spending Time to Cast a Spell: If the character takes at least ten minutes chanting, mumbling occult phonemes, concentrating deeply, or otherwise using all their actions, they can cast a low-tier spell (if they also pay any Pool costs). An hour is required to cast mid-tier spells. Ten hours are required to cast a high-tier spell.

More Spells

Once a character has learned at least one spell, they can opt to learn additional spells later. Each time, they must spend an additional 3 XP and work with the GM to come up with an in-game story of how the character’s magical learning has progressed.

Two additional rules for learning additional spells apply:

First, a character must be at least tier 3 and have previously gained one low-tier spell before they can learn a mid-tier spell.

Second, a character must be at least tier 5 and have previously gained one mid-tier spell before they can learn a high-tier spell.

Otherwise, gaining and casting additional spells are as described for the character’s first spell.

Wizards and the Optional Spellcasting Rule

Wizards (usually Adepts) and characters with explicit spellcasting foci like Masters Spells, Channels Divine Blessings, Speaks for the Land, and possibly others are also considered to be spellcasters, and moreover, specialized ones. Their spells—abilities provided by their type or focus—are used simply by paying their Pool costs. Extra time or physical effort isn’t required to cast them. That’s because, in the parlance of the fantasy genre, these spells are considered to be “prepared.”

But specialized casters can also use the optional spellcasting rule to expand their magic further. They can learn additional spells via the optional spellcasting rule just like other characters, with the same limitations.

Optionally, specialized casters who record their arcane knowledge in a spellbook (or something similar) gain one additional benefit. The spellbook is a compilation of spells, formulas, and notes that grants the specialized caster more flexibility than those who’ve simply learned a spell or two. With a spellbook, a PC can replace up to three prepared spells with three other spells they’ve learned of the same tier. To do so, they must spend at least one uninterrupted hour studying their spellbook. Usually, this is something that requires a fresh mind, and must be done soon after a ten-hour recovery.

For instance, if a wizard exchanges Ward (an ability gained from their type) with Telekinesis (an ability gained from the optional spellcasting rule), from now on the character can cast Ward only by spending time or using a recovery roll (as well as spending Pool points). On the other hand, they can use Telekinesis normally, because now it’s prepared. Later, the wizard could spend the time studying to change out their prepared spells with others they’ve learned using the optional spellcasting rule.

A PC might choose the 4 XP character advancement option to select a new type-based ability from their tier or alower tier. If so, the ability gained doesn’t count as a spell, and the spellcasting rule limitations do not apply to the ability so gained. If the PC is a wizard and uses the 4 XP character advancement option, treat the ability as one more prepared spell.

Note: Foundry VTT Usage

To use spells in Foundry VTT, sort abilities as spells in the settings of the item sheet. Note how many abilities are prepared spells (i.e., how many are learned as type or focus abilities). Archive all unprepared spells, so that the number of active items equals the number of prepared spells. When the PC exchanges one of their prepared spells, unarchive the one that is now prepared and archive another one of the same tier.

You can use your prepared spells just like any other ability of your type or focus. Unprepared spells (i.e., archived spells) use the rules above.

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The modern setting is easy because it’s just the real world, right? Well, yes and no. It’s easy for players to understand the context of a modern setting. They know the default assumptions—cities, cars, cell phones, the internet, and so on. It’s also easier for some players to get into character, because their character could be someone they might very well pass on the street. It can be easier to wrap your mind around a history professor than a thousand-year-old elf wizard. These things make it easier on the GM as well.

But for the same reason, it’s not easy. The setting is the real world we all know, so it’s easy to get facts wrong or let them bog you down. What happens when you pull the fire alarm on the thirty-fifth floor of a major hotel in a large city? How fast do the authorities arrive? In truth, the facts aren’t as important as the story you’re creating, but some verisimilitude is nice.

Molding Characters for a Modern Game

If you’re trying to portray a psychic with a few basic powers, you might not want to use the Adept character type. Instead, choose a different type (perhaps a Speaker) and encourage foci such as Commands Mental Powers or Focuses Mind Over Matter. Some of the Adept’s powers might be too over the top for the genre.

Similarly, the technology flavor is probably too high-tech for a modern game. For someone with technical skills, use the skills and knowledge flavor instead.

Sometimes, the types might be more physical than is always desirable for a modern game, but that’s because the least physical type, the Adept, is often inappropriate for other reasons. The Calm descriptor is very good for such characters, not only granting them a great deal of skill and knowledge, but also reducing their physical capabilities.

Last, don’t forget foci such as Doesn’t Do Much or Would Rather Be Reading for “normal” characters who have useful skills but not much in the way of flashy abilities.

Suggested Types for a Modern Game

RoleType
Police officerExplorer with combat flavor
DetectiveExplorer with stealth flavor
SoldierWarrior
CriminalExplorer with stealth flavor
TeacherSpeaker
Professional (accountant, writer, etc.)Speaker with skills and knowledge flavor
Technical professionExplorer with skills and knowledge flavor
DilettanteSpeaker with skills and knowledge flavor
Doctor/NurseExplorer with skills and knowledge flavor
PoliticianSpeaker
LawyerSpeaker
ScholarExplorer with skills and knowledge flavor
SpySpeaker with stealth flavor
OccultistAdept
Mystic/PsychicAdept

Basic Creatures and NPCs for a Modern Game

@UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.WJgPGUcSUrR4Ssuu]{Businessperson} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.ZT13lzcl6dsvg8HX]{Cat} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.GNrvq56bsnlHgKeW]{Clerk} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.JZbErZ6hAgtHrgim]{Dog} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.vmvgLdR7JKdsukCW]{Dog, guard} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.61EndqAjZ2ZZZuS9]{Horse} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.qLFrfE0E9w6BcG48]{Rat} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.SpaQv9sL1VWlrkLS]{Worker}

Additional Modern Equipment

In a modern setting, the following items (and anything else appropriate to the real world) are usually available.

Refer to the @UUID[Compendium.cyphersystem-compendium.cypher-journals.QhNXyjJC4BW5agrm.JournalEntryPage.YwC86IjNKFB5q7gx#equipment-listing]{equipment listing} of the Science Fiction Rulebook for an expanded selection of contemporary equipment.

Inexpensive Items

WeaponsNotes
@UUID[Compendium.cyphersystem-compendium.ammo.lYJndyNwkfb2sQz2]{Ammo (box of 50 rounds)}
@UUID[Compendium.cyphersystem-compendium.weapons-modern.ZuWPhhwirVzEtpcS]{Knife (simple)}Light weapon (won’t last long)
Other ItemsNotes
@UUID[Compendium.cyphersystem-compendium.equipment-modern.ss1cft2vMEWx4kJ4]{Duct tape roll}Useful and ubiquitous
@UUID[Compendium.cyphersystem-compendium.equipment-modern.p6V32aB5gkEFqitX]{Flashlight}
@UUID[Compendium.cyphersystem-compendium.equipment-modern.3jJNQk40gldOiD2z]{Padlock with keys}
@UUID[Compendium.cyphersystem-compendium.equipment-modern.XFf4M5XhGJb6snrS]{Trail rations (1 day)}

Moderately Priced Items

WeaponsNotes
@UUID[Compendium.cyphersystem-compendium.weapons-modern.EOke4Vi9vZv4U16N]{Hand grenade}Explosive weapon, inflicts 4 points of damage in immediate radius
@UUID[Compendium.cyphersystem-compendium.weapons-modern.DliC4uPK4vnuiN3w]{Hunting knife}Light weapon
@UUID[Compendium.cyphersystem-compendium.weapons-modern.7EItM0gT073fcCyx]{Machete}Medium weapon
@UUID[Compendium.cyphersystem-compendium.weapons-modern.B5CSduGis9vKucKp]{Nightstick}Light weapon
ArmorNotes
@UUID[Compendium.cyphersystem-compendium.armor-modern.gwPnvp7McesS3NUR]{Leather jacket}Light armor
Other ItemsNotes
@UUID[Compendium.cyphersystem-compendium.equipment-modern.mbTBZG8Z968IxHq2]{Backpack}
@UUID[Compendium.cyphersystem-compendium.equipment-modern.ccm57mnk8bNmPWfQ]{Bag of heavy tools}
@UUID[Compendium.cyphersystem-compendium.equipment-modern.VYIqlo7RM9scywV5]{Bag of light tools}
@UUID[Compendium.cyphersystem-compendium.equipment-modern.VjpaBgV1XxHEl7U7]{Binoculars}Asset for perception tasks at range
@UUID[Compendium.cyphersystem-compendium.equipment-modern.QQCRR8D4rroB36YC]{Bolt cutters}
@UUID[Compendium.cyphersystem-compendium.equipment-modern.UQalAy7SSl1QGgIk]{Cell phone}
@UUID[Compendium.cyphersystem-compendium.equipment-modern.PByrX3tmLVa85NeK]{Climbing gear}
@UUID[Compendium.cyphersystem-compendium.equipment-modern.UV1anGyX2QaGd8qX]{Crowbar}
@UUID[Compendium.cyphersystem-compendium.equipment-modern.LuGHnohquvbNoT9d]{Electric lantern}
@UUID[Compendium.cyphersystem-compendium.equipment-modern.fHdiS7JT9hjtjeb9]{First aid kit}Asset for healing tasks
@UUID[Compendium.cyphersystem-compendium.equipment-modern.98dhCNOFZ8TYBS1Y]{Handcuffs}
@UUID[Compendium.cyphersystem-compendium.equipment-modern.W40tEHGIcevTGDkt]{Rope}Nylon, 50 feet
@UUID[Compendium.cyphersystem-compendium.equipment-modern.iBpZVq4fM9mPDIDK]{Sleeping bag}
@UUID[Compendium.cyphersystem-compendium.equipment-modern.WOJ75BLfqqViZ57w]{Tent}

Expensive Items

WeaponsNotes
@UUID[Compendium.cyphersystem-compendium.weapons-modern.lbpcftYKyWKpoqoT]{Light handgun}Light weapon, short range
@UUID[Compendium.cyphersystem-compendium.weapons-modern.i8RP2vxMaoUgCNL1]{Medium handgun}Medium weapon, long range
@UUID[Compendium.cyphersystem-compendium.weapons-modern.WRluKrzzdF5wad4V]{Bow}Medium weapon, long range
@UUID[Compendium.cyphersystem-compendium.weapons-modern.dvZ57WEEzP575D6m]{Rifle}Medium weapon, long range
@UUID[Compendium.cyphersystem-compendium.weapons-modern.w4K2udLKOMjY53z1]{Shotgun}Heavy weapon, immediate range
ArmorNotes
@UUID[Compendium.cyphersystem-compendium.armor-modern.Tvvpp1L5F3sw3999]{Kevlar vest}Medium armor
Other ItemsNotes
@UUID[Compendium.cyphersystem-compendium.equipment-modern.Am5vYHXpCPsF3lrq]{Camera designed to be concealed}Transmits at long range
@UUID[Compendium.cyphersystem-compendium.equipment-modern.aGOQvKGxdPRVWq2F]{Microphone designed to be concealed}Transmits at long range
@UUID[Compendium.cyphersystem-compendium.equipment-modern.f0EYtw06E63173J1]{Cold weather camping gear}
@UUID[Compendium.cyphersystem-compendium.equipment-modern.1LbD5gLbLwY8QvPL]{Nightvision goggles}
@UUID[Compendium.cyphersystem-compendium.equipment-modern.13woD4sUoJbNy1au]{Scuba gear}
@UUID[Compendium.cyphersystem-compendium.equipment-modern.wpJd3cLska66OpcQ]{Smartphone}
@UUID[Compendium.cyphersystem-compendium.equipment-modern.CCHqv8dyuq7EGVHL]{Straightjacket}

Very Expensive Items

WeaponsNotes
@UUID[Compendium.cyphersystem-compendium.weapons-modern.TiBhD7UEqWItJVOc]{Heavy handgun}Heavy weapon, long range
@UUID[Compendium.cyphersystem-compendium.weapons-modern.6r112wF81Zs3yeNe]{Assault rifle}Heavy weapon, rapid-fire weapon, long range
@UUID[Compendium.cyphersystem-compendium.weapons-modern.wDV0Rbou4poxCdm1]{Heavy rifle}Heavy weapon, very long range
@UUID[Compendium.cyphersystem-compendium.weapons-modern.RCmDHR6H1lg9bRoV]{Submachine gun}Medium weapon, rapid-fire weapon, short range
ArmorNotes
@UUID[Compendium.cyphersystem-compendium.armor-modern.AqT96NV9XXl8iNye]{Lightweight body armor}Medium armor, encumbers as light armor
@UUID[Compendium.cyphersystem-compendium.armor-modern.tLUMEDBAJJH6sFAg]{Military body armor}Heavy armor
Other ItemsNotes
@UUID[Compendium.cyphersystem-compendium.equipment-modern.Kh6bhcajxt4cZDWH]{Disguise kit}Asset for disguise tasks
@UUID[Compendium.cyphersystem-compendium.vehicles.eqsiUjrg2EIrtiQj]{Used car}Level 3
@UUID[Compendium.cyphersystem-compendium.vehicles.ZYdj5EXY920kdcgr]{Small boat}Level 3

Exorbitant Items

Other ItemsNotes
@UUID[Compendium.cyphersystem-compendium.vehicles.hN3G2oNbOiKRfKMZ]{Large boat}Level 5
@UUID[Compendium.cyphersystem-compendium.vehicles.w4awO0Fz56obreUb]{Luxury car}Level 5
@UUID[Compendium.cyphersystem-compendium.vehicles.d5xp1l8px98GQIbQ]{Sports car}Level 6

Optional Rule: Handling PCs as Children

The regular character creation process makes fully competent, adult characters. To account for playing children, the GM could adopt this optional rule. First, the players make their characters normally, and then they apply the following adjustments to their PCs, as appropriate to their age category. You might also consider applying a tier cap of 3 to childhood adventure games with kids of up to thirteen years old, and a tier cap of 4 for childhood adventure games featuring PCs who are aged fourteen to seventeen.

Age 9 to 13

Slight: –4 to your Might Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.KY4e1Wo5NKh7TEiy]{Vulnerable}: Adults look out for you. You are trained in all pleasant social interactions with adults.

@UUID[Compendium.cyphersystem-compendium.inabilities.GhWikcOP1CAwpzZQ]{Inability}: Might-based tasks are hindered.

@UUID[Compendium.cyphersystem-compendium.inabilities.yl3vXIZfzudiVVqs]{Inability}: Tasks involving knowledge are hindered.

Age 14 to 17

Youthful: –2 to your Might Pool.

@UUID[Compendium.cyphersystem-compendium.inabilities.yl3vXIZfzudiVVqs]{Inability}: Tasks involving knowledge are hindered.

","markdown":""},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"ownership":{"default":-1},"flags":{}},{"sort":587500,"name":"Genre: Science Fiction","type":"text","_id":"VFJ6kCCgRGTzpWp0","title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"

For an expanded treatment of the science fiction genre, refer to the @UUID[Compendium.cyphersystem-compendium.cypher-journals.QhNXyjJC4BW5agrm]{Science Fiction Rulebook}. Some of the sci-fi equipment has been updated in the Science Fiction Rulebook. The equipment in this chapter include these changes. For that reason, there are some differences from the printed Cypher System Rulebook. Those instances are noted with an asterisk (*).

Science fiction is an incredibly broad category. It covers UFOs, space opera, near-future dystopias, otherworldly epics, hard science fiction, and everything in between. Even when compared to fantasy, science fiction is so wide that it almost isn’t a single genre at all. Truthfully, there’s not all that much to tie, say, The Time Machine by H. G. Wells with a dark cyberpunk story except for the technology involved, which is at a higher level than we possess or understand today. But even that part of science fiction is contentious. Should the science be purely that which obeys the laws of physics as we understand them today (often called hard science fiction), or is it more of an “anything goes” proposition? Is science we can’t explain really just magic?

For our purposes, we’ll treat fantastic science fiction as the default: aliens, spaceships that allow travel to other stars, energy weapons and shields, and so on. It’s a familiar setting to almost everyone interested in science fiction. That said, we’ve also got some additional guidance for hard science fiction, where what’s possible is more grounded in what we currently scientifically extrapolate. But your science fiction setting can be anything you can imagine.

Suggested Types for a Science Fiction Game

RoleType
SoldierWarrior
TechnicianExplorer with technology flavor
PilotExplorer with technology flavor
DiplomatSpeaker
DoctorSpeaker with skills and knowledge flavor
SpyExplorer with stealth flavor
ScientistExplorer with skills and knowledge flavor
PsionAdept
Psychic knightWarrior with magic flavor

Basic Creatures and NPCs for a Science Fiction Game

@UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.ckjeyJICRGhNlGgS]{Corporate drone} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.6TcU3jVH85UcUFIz]{Guard beast} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.urAFJXaUkWY2R1zj]{Innocuous rodent} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.vSvrg6g5VkP5MkeZ]{Physical laborer}

Additional Science Fiction Equipment

In a science fiction setting, the following items (and anything else appropriate to the setting) are usually available.

Inexpensive Items

WeaponsNotes
@UUID[Compendium.cyphersystem-compendium.ammo.1UGRE1k4ReUFAr34]{Energy pack (50 shots)}
@UUID[Compendium.cyphersystem-compendium.weapons-sci-fi.O3WVhoZQ8U8401yo]{Knife (simple)}Light weapon
Other ItemsNotes
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.kh1dzF6oaKZqzss6]{Flashlight}
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.LyUOH2V2zQqlIcgG]{Survival rations (1 day)}

Moderately Priced Items

WeaponsNotes
@UUID[Compendium.cyphersystem-compendium.weapons-sci-fi.2Fcz72cuTLrwjLy7]{Hunting knife}Light weapon
@UUID[Compendium.cyphersystem-compendium.weapons-sci-fi.H8InhgjpPnnVzmiV]{Machete}Medium weapon
@UUID[Compendium.cyphersystem-compendium.weapons-sci-fi.mVef0tRkNWbfz2VS]{Grenade (sonic)}Explosive weapon, inflicts 2 points of damage in immediate radius, plus Might defense roll or lose next turn
@UUID[Compendium.cyphersystem-compendium.weapons-sci-fi.PnvNFQbxuCHb874j]{Grenade (thermite)}*Explosive weapon, inflicts 6 points of damage in immediate radius
ArmorNotes
@UUID[Compendium.cyphersystem-compendium.armor-sci-fi.kzLQCncQ1cXzM456]{Leather jacket}Light armor
Other ItemsNotes
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.FALc1UkW90o9M0rr]{Backpack}
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.y8M3rmSzHUyKLdom]{Bag of heavy tools}
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.UuHnuXeI6iwIvgtf]{Bag of light tools}
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.kAzP990hVR1pQSYR]{Binoculars}Asset for perception tasks at range
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.0SBO3NnYx33dwomQ]{Breather}*Provides a day of breathable air
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.G50Jj9pfCytxzMJe]{Climbing gear}Asset for climbing tasks
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.4p14iIDm5SitvYiK]{Communicator}Planetary range
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.zE8nBEE8jVYswUT4]{Crowbar}
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.3kbeLDAUmwyYsPDj]{Environment tent}
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.a4crA7W9OQa3LCIn]{First aid kit}Asset for healing tasks
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.KpSlhPXtD1ysoREW]{Handcuffs}
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.2FgbXJjI9iBI7fk6]{Nightvision goggles}
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.CzM5OkaV23fUxHUi]{Portable lamp}
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.06uEHDipEwShEcun]{Rope}Nylon, 50 feet
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.hofNkVrnwjRHaopi]{Sleeping bag}

Expensive Items

WeaponsNotes
@UUID[Compendium.cyphersystem-compendium.weapons-sci-fi.cAh0sGKTyb8Vptej]{Light blaster}Light weapon, short range
@UUID[Compendium.cyphersystem-compendium.weapons-sci-fi.2Iusz99wevz9KSEV]{Medium blaster}Medium weapon, long range
@UUID[Compendium.cyphersystem-compendium.weapons-sci-fi.LDklLSixesdwgwj3]{Needler}Light weapon, long range
@UUID[Compendium.cyphersystem-compendium.weapons-sci-fi.PNDivijkZvlsUjbm]{Shotgun}Heavy weapon, immediate range
@UUID[Compendium.cyphersystem-compendium.weapons-sci-fi.qErMuZdwnHVPLCm7]{Stunstick}Medium weapon, inflicts no damage but human-sized or smaller target loses next action
ArmorNotes
@UUID[Compendium.cyphersystem-compendium.armor-sci-fi.BqiPzuCqRfn9yFrR]{Armored bodysuit}*Medium armor, encumbers as no armor
@UUID[Compendium.cyphersystem-compendium.armor-sci-fi.JrN6tyFoTYLtZc6s]{Lightweight body armor}*Heavy armor, encumbers as medium armor
Other ItemsNotes
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.qa9okeQfd3NTtmzD]{Camera designed to be concealed}Transmits at long range
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.r36W1oDLBXrXsu6G]{Microphone designed to be concealed}Transmits at long range
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.MtCq6owCDm7GG8Pw]{Environment suit}Provides 24 hours of atmosphere and +10 to Armor against extreme temperatures
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.LirhTzCUj7UFCfgB]{Wrist computer}Asset for most knowledge-based tasks

Very Expensive Items

WeaponsNotes
@UUID[Compendium.cyphersystem-compendium.weapons-sci-fi.7NCzo49o54a1vSy1]{Heavy blaster}Heavy weapon, long range
@UUID[Compendium.cyphersystem-compendium.weapons-sci-fi.7Cy8yASphzXHYlsJ]{Heavy blaster rifle}Heavy weapon, 300-foot (90 m) range
@UUID[Compendium.cyphersystem-compendium.weapons-sci-fi.xjviCkv7gCoy1ZcV]{Pulse laser gun}Medium weapon, rapid-fire weapon, long range
ArmorNotes
@UUID[Compendium.cyphersystem-compendium.armor-sci-fi.Bujb0Cz7cVN6K9H3]{Battlesuit}*Heavy armor, also also grants the benefit of a @UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.g8xedO3WjADU8fBU]{deluxe space suit}
Other ItemsNotes
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.mGvzhwfcLOR8Aami]{Disguise kit}Asset for disguise tasks
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.fxntln2fSRKpMFyx]{Gravity regulator}Belt-mounted device that regulates gravity to 1G for wearer if within 0 G to 3 G conditions
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.MbgM9wBMTWCIXCqh]{Handheld scanner}Asset for identifying tasks
@UUID[Compendium.cyphersystem-compendium.vehicles.pTEJ1VrxrSVGteKY]{Hovercraft}Level 4
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.ZOz0Fit7uAvEjIPA]{Infiltrator}Asset for lockpicking tasks when used with electronic locks
@UUID[Compendium.cyphersystem-compendium.vehicles.vGpae1ESOw3hK4qY]{Jetpack}*Level 2
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.RpA2kZiwJAa7fRQM]{Stealthsuit}*Provides two assets for stealth tasks

Exorbitant Items

WeaponsNotes
@UUID[Compendium.cyphersystem-compendium.weapons-sci-fi.B0x6U0RnIp2EyEbV]{Blast cannon}*10 points of damage, very long range, requires a tripod and two people to operate
ArmorNotes
@UUID[Compendium.cyphersystem-compendium.armor-sci-fi.LOwyfbM0bAlLrBc0]{Force field}*Not armor, offers +1 to Armor; once used, must be recharged for several hours
Other ItemsNotes
@UUID[Compendium.cyphersystem-compendium.vehicles.8CtlFUIKlZpteVG3]{Luxury hovercar}*Level 4
@UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.0WiWAbNWXRypYxjh]{Robot servant}Level 3
@UUID[Compendium.cyphersystem-compendium.vehicles.rPjVFxfdapjErMwt]{Small spaceship}Level 4

Science Fiction Artifacts

Artifacts in a science fiction game can be strange relics from an unknown alien source or tech items that aren’t yet widely available. In a galactic setting, for example, it’s easy to imagine that innovations or specialized items might not have spread everywhere.

@UUID[Compendium.cyphersystem-compendium.artifacts-sci-fi.aV9zEHENEDgFu5r9]{Amber casement} @UUID[Compendium.cyphersystem-compendium.artifacts-sci-fi.BrWNyEr0tRbOkOW9]{Metabolism bud} @UUID[Compendium.cyphersystem-compendium.artifacts-sci-fi.dMU5JjdzGh2xYJHe]{Mind imager} @UUID[Compendium.cyphersystem-compendium.artifacts-sci-fi.HbWQ65yTcCT5kRZ9]{Psychic crystal} @UUID[Compendium.cyphersystem-compendium.artifacts-sci-fi.4sk825DOsE6oE9d3]{Repair sphere}

Starships

Here are a few sample starship types:

StarshipLevelCrewWeapon Systems
@UUID[Compendium.cyphersystem-compendium.starships.f14c7pV1Cc89BEgg]{Fighter}111
@UUID[Compendium.cyphersystem-compendium.starships.1QmIZUO93276WVip]{Interceptor}211
@UUID[Compendium.cyphersystem-compendium.starships.RsHhdbOFUEkKCJUW]{Freighter}3 (4 for defense)41
@UUID[Compendium.cyphersystem-compendium.starships.rrkSDY696W28w7T6]{Frigate}4204
@UUID[Compendium.cyphersystem-compendium.starships.2Cuo9MpDalEzoM6i]{Cruiser}4255
@UUID[Compendium.cyphersystem-compendium.starships.SbCnPYjsEaR4YeMr]{Battleship}101,00036

“Crew” indicates the minimum number of people needed to operate the ship. Many ships can carry more passengers. “Weapon Systems” indicates the maximum number of different enemies the ship can target at once—but only one attack per target in any circumstance.

Since it’s frighteningly easy to die in a space battle if your ship is destroyed, most ships have escape pods. Even fighter craft have ejection systems that put the pilot out into space in an environment suit. In other words, GMs should try to give PCs a way out of immediately dying if they get on the wrong end of a space battle.

Effects of Gravity

In a hard science fiction game, variable effects of gravity can’t be waved away by tech that simulates normal gravity on spacecraft, space stations, and other worlds. Instead, it’s an issue people must overcome.

Short-Term Microgravity Exposure: People new to low gravity might get space sickness. Newcomers must succeed on a difficulty 3 Might task or suffer mild nausea for about two to four days, during which time all their tasks are hindered. A few unlucky travelers (usually those who roll a 1 or otherwise face a GM intrusion) are almost completely incapacitated, and find all tasks hindered by three steps.

Long-Term Microgravity Exposure: Long-term exposure to microgravity environments without medical interventions degrades health. How long one spends in such conditions is directly relevant. The GM may assign long-term penalties to PCs if the situation warrants it, though the use of advanced space medicine, proper exercise, and recommended steroids and other hormones can avoid these complications.

Low Gravity: Weapons that rely on weight, such as all heavy weapons, inflict 2 fewer points of damage (dealing a minimum of 1 point). Short-range weapons can reach to long range, and long-range weapons can reach to very long range. Characters trained in low-gravity maneuvering ignore the damage penalty.

High Gravity: It’s hard to make effective attacks when the pull of gravity is very strong. Attacks (and all physical actions) made in high gravity are hindered. Ranges in high gravity are reduced by one category (very-long-range weapons reach only to long range, long-range weapons reach only to short range, and
short-range weapons reach only to immediate range). Characters trained in high-gravity maneuvering ignore the change in difficulty but not the range decreases.

Zero Gravity: It’s hard to maneuver in an environment without gravity. Attacks (and all physical actions) made in zero gravity are hindered. Short-range weapons can reach to long range, and long-range weapons can reach to very-long range.

Effects of Vacuum

Vacuum is lethal. There’s no air to breathe, and the lack of pressure causes havoc on an organic body. An unprotected character moves one step down the damage track each round. However, at the point where they should die, they instead fall unconscious and remain so for about a minute. If they are rescued during that time, they can be revived. If not, they die.

Traveling the Solar System and Orbital Mechanics

In a hard science fiction setting, you might be interested in evoking the reality of travel times between colonies on planets and moons in the solar system. Even so, plotting a course between locations in the solar system isn’t simple, because everything is always moving with respect to everything else. You could determine exactly how long a trip would take with some internet research. Or you could just evoke the effect of orbital mechanics and varying accelerations on interplanetary travel. Use the Interplanetary Travel Table to do so. For a trip between locations not directly compared, add up the destinations in between. The travel times assume a nuclear plasma engine of a kind already being tested today (but better), a steady thrust toward the destination, and an equally long and steady braking thrust over the last half of the trip before orbit insertion. Such propulsion systems can change velocity and sustain thrust for days at a time, which reduces bone loss, muscle atrophy, and other long-term effects of low gravity.

Regardless, the travel times between distant locations bring home one thing: space is big and lonely.

Interplanetary Travel

OriginDestination

Travel Time Using Nuclear Plasma Engine

Earth/MoonMars20 + 1d20 days
MarsAsteroid belt30 + 1d20 days
Asteroid beltJupiter and its moons30 + 1d20 days
JupiterSaturn and its moons60 + 1d20 days
SaturnUranus90 + 1d20 days

Science Fiction Species Descriptors

In a science fiction setting, some GMs may want to offer alien species or androids, who are mechanically different from humans, as options for player characters. This can be accomplished by using descriptors. Two examples are below.

Artificially Intelligent

You are a machine—not just a sentient machine, but a sapient one. Your awareness might make you an exception, or there may be many like you, depending on the setting.

Artificially intelligent characters have machine minds of one type or another. This can involve an advanced computer brain, but it could also be a liquid computer, a quantum computer, or a network of smart dust particles creating an ambient intelligence. You might even have been an organic creature whose mind was uploaded into a machine.

Your body, of course, is also a machine. Most people refer to you as a robot or an android, although you know neither term describes you very well, as you are as free-willed and free-thinking as they are.

You gain the following characteristics:

Superintelligent: +4 to your Intellect Pool.

Artificial Body: +3 to your Might Pool and your Speed Pool.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.dj8fjpgMOatRRWFZ]{Shell}: +1 to Armor.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.j6odWezQciXppynQ]{Limited Recovery}: Resting restores points only to your Intellect Pool, not to your Might Pool or your Speed Pool.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.63ZJmNraEqS6lzdp]{Mechanics, Not Medicines}: Conventional healing methods, including the vast majority of restorative devices and medicines, do not restore points to any of your Pools. You can recover points to your Intellect Pool only by resting, and you can recover points to your Speed and Might Pools only through repair. The difficulty of the repair task is equal to the number of points of damage sustained, to a maximum of 10. Repairing your Might and Speed Pools are always two different tasks.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.71sJhRICcDy0WjiA]{Machine Vulnerabilities and Invulnerabilities}: Damaging effects and other threats that rely on an organic system—poison, disease, cell disruption, and so on—have no effect on you. Neither do beneficial drugs or other effects. Conversely, things that normally affect only inorganic or inanimate objects can affect you, as can effects that disrupt machines.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.nXs4KTo14JKXZN8f]{Uncanny Valley}: You have a hard time relating to organic beings, and they don’t react well to you. All positive interaction tasks with such beings are hindered by two steps.

Quintar

You are a quintar from the planet Quint. You are basically humanoid but taller, thinner, and blue skinned. Your hands end in three very long fingers. Quintar have five genders, but all quintar prefer to be addressed as female when communicating with more binary species. Human emotions and sexuality fascinate them, but not because they don’t have such concepts—quintar emotions and sexuality are just very different from those of humans. In general, quintar are more cerebral than other species, valuing knowledge over all else.

Quint is relatively Earthlike, with slightly less gravity but a slightly denser atmosphere.

You gain the following characteristics:

Cerebral: +4 to your Intellect Pool.

Skill: You are trained in one type of knowledge task of your choice.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.gmnozVrQsZBTxj9A]{Skill}: Quintar fascination with human behavior eases all interaction rolls (pleasant or not) with humans.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.4gFg0DiIdWm3w9ol]{Difficult Rest}: Quintar subtract 2 from all recovery rolls (minimum 1).

","markdown":""},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"ownership":{"default":-1},"flags":{}},{"sort":593750,"name":"Genre: Horror","type":"text","_id":"L90rsf6J1WHnk7rN","title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"

Although it’s very likely a subset of the modern genre, horror as a genre gets special treatment. Unlike the other genres, horror doesn’t necessarily suggest a setting. Any setting can be horrific. Horror is more of a style. An approach. A mood.

You could easily have horror in other times and settings, but for our purposes, we’ll deal with a default setting in the modern day. The PCs are probably normal people, not secret agents or special investigators (although being a part of a secret agency that deals with monsters in the shadows could make for a fine horror game).

Suggested types and additional equipment for a horror setting are the same as in a modern setting.

Consent

Horror games allow us to explore some pretty dark topics from the safety of our own game tables. But before you do that, make sure everyone around your table is okay with that. Find out what your players will find “good uncomfortable,” which is something that makes us squirm in our seats in a great horror movie, and “bad uncomfortable,” which is something that actually makes a player feel nauseated, unsafe, or offended. Being scared can be fun, but being sickened isn’t.

Consider the age and maturity of everyone in the game, perhaps in terms of the movie rating system. Tell the players what you think the game you’re running would be rated. If everyone’s okay with an R rating, then fine. You can have a spooky game that’s on the level of a kids’ movie rated G—more like Scooby-Doo than Saw, in other words. A PG rating might be right for a game that’s more creepy than horrific, with ghosts and spooky noises but not axe-wielding maniacs.

The different ratings suggest different kinds of content for your game. Finding a dead body is horrible, but watching someone get decapitated is something else entirely. Getting chased around by an alien that wants to eat you is one thing, but having it gestate and burst out of your own intestines is another. You need to know where the line is for everyone participating, and you need to know it right from the beginning.

For more information and advice on safe ways to address consent issues in your game, read the free Consent in Gaming PDF at myMCG.info/consent

Basic Creatures and NPCs for a Horror Game

@UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.WJgPGUcSUrR4Ssuu]{Businessperson} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.ZT13lzcl6dsvg8HX]{Cat} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.GNrvq56bsnlHgKeW]{Clerk} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.JZbErZ6hAgtHrgim]{Dog} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.5XdCwL3VyqhHBNqN]{Dog, vicious} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.N0XlAnno5dMItCmN]{Groundskeeper/caretaker} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.rvju0MPnEwNsg9Pr]{Man in Black} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.qLFrfE0E9w6BcG48]{Rat} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.T39Cl27TWeR8jVsZ]{Tarantula}

Horror Artifacts

Most of the time, a horror artifact will be something really weird—an ancient tome of forbidden necromancy, an alien device that humans can barely understand, and so forth. They are often unique items rather than one of a type. Horror artifacts should probably come with a risk, such as a built-in cost, a drawback, or something else that makes using them another way to heighten the tension of the game. Several examples are below.

@UUID[Compendium.cyphersystem-compendium.artifacts-horror.irCnETBwvUwp12PH]{Book of inversion} @UUID[Compendium.cyphersystem-compendium.artifacts-horror.WcrjZgKzg5VzkFVJ]{Shadow box} @UUID[Compendium.cyphersystem-compendium.artifacts-horror.sCTeJvOcviKd5GjN]{Sphere 23}

Optional Rule: Shock

When the PCs encounter something shocking, many times the most realistic response is to scream, stand in abject horror, or run. That might not be the smartest thing to do in the situation, but it’s genuine. What would your accountant do if they saw an axe-wielding maniac coming at them? Let’s face it, unless they truly steeled themselves with all their will, they’d probably scream and run.

When a PC encounters something horrific, utterly disgusting, dreadful, impossible, or otherwise shocking, call for an Intellect defense roll based on the level of the creature involved, or simply an appropriate level as decided by the GM (see the Shock Levels table). Failure might mean that for one round, the player loses control of the character, and the GM decides what the PC does next. This usually means that the character runs, screams, gibbers, stares slack-jawed, or just does nothing. However, GMs should welcome player input into this situation. The point is to portray that when we’re shocked, we don’t always react in the best way, the smartest way, or even the way we want to. Fear is a powerful thing.

Alternatively, failure on the Intellect defense roll might mean that the character suffers Intellect damage equal to the level of the defense task. This indicates an overall toll that numerous shocks and horrors can have on a person. You might have a situation where a character literally dies of fright.

Shock Levels

EventLevel
Something unexpected darts or jumps out1
Something suddenly moves just out of the corner of the eye2
A sudden loud noise (like a scream)2
Unexpectedly seeing a corpse2
Watching someone die3
Seeing something impossible (like an inanimate object sliding across the floor)4
Watching a friend die5
Seeing a monstrous creatureCreature level
Witnessing something supernatural (like a spell)5
Seeing something mind-bending (like an impossible, multidimensional demigod coalescing out of thin air)8

Optional Rule: Horror Mode

For horror games, GMs can implement a rule called Horror Mode. The idea is to create a feeling of escalating dread and menace by changing one die roll mechanic. In the game, things begin as normal. The PCs interact with each other and the NPCs, investigate, research, travel, and so on. But when they enter the haunted house, the serial killer gets close, the elder things beneath the earth awaken, or whatever horrific situation planned by the GM begins, things change. At this time, the GM announces that the game has gone into Horror Mode.

This is a key for the players (not the characters) to recognize that things are getting bad. It’s the RPG equivalent of spooky music beginning to play in a horror film. While in Horror Mode, the rules for GM intrusions governed by die rolls change. Normally this happens only on a roll of 1, but when Horror Mode starts, it becomes a roll of 1 or 2. And then it escalates. As time passes, GM intrusions happen on a roll of 1 to 3, then a roll of 1 to 4, and so on. This potentially means that a die roll in Horror Mode can indicate success in a task and still trigger a GM intrusion.

As the intrusion range changes with each escalation, the GM should announce this to the players. The feeling of rising tension should be dramatic and overt.

Escalation Rate

ActivityIntrusion Range Increases by 1
Exploring a large areaEvery time a new intrusion is indicated by a die roll
ExploringEvery ten minutes or every time a new intrusion is indicated by a die roll
CombatEach round

For example, while the PCs are exploring a dark swamp (a large area), the game goes into Horror Mode and intrusions are indicated on a 1 or 2. During this exploration, one of the players rolls a 2. Not only is there an intrusion, but now the range escalates to 1, 2, or 3. The character is almost dragged into a spot of quicksand-like muck. Then the PCs find an old abandoned house in the middle of the swamp. They enter, and now the escalation rate goes up if they roll a 1, 2, or 3, or every ten minutes that passes in the game. They explore the house for twenty minutes (escalating intrusions to 1 to 5), and during the investigation of the kitchen, someone rolls a 3, triggering an intrusion. A cabinet opens mysteriously and a strangely carved clay pot falls, striking the character. This also escalates the intrusion rate, so they now occur on a roll of 1 to 6. When the PCs reach the attic, they encounter the dreaded swamp slayer, a half man, half beast that thrives on blood. It attacks, and now the range goes up during each round of combat. After four rounds of fighting, intrusions happen on a roll of 1 to 10—half the time. Things are getting dicey, and they’re only going to get worse.

When the GM announces that Horror Mode has ended, the GM intrusion rate goes back to normal, happening only on a roll of 1 or when the GM awards XP.

Horror Mode is a very “meta” rule. It gives players knowledge that their characters don’t have. This is similar to how the viewers of a horror movie or readers of a horror story often know more than the characters on the screen or page. It heightens the tension. Players can express the start of Horror Mode by having their characters talk about goosebumps or a feeling of being watched, but this is not necessary.

Using GM Intrusions in Horror Mode

With the GM intrusions coming fast and furious toward the end of Horror Mode, it’s easy to run out of ideas. In combat, intrusions might just mean that the monster or villain gets a surprise extra attack or inflicts more damage. Perhaps a PC is thrown to the ground or nearer to the edge of a cliff. If the characters are running away, one might trip and fall. If the PCs are exploring, a bookcase topples, potentially hitting someone. Think of all the similar moments you’ve seen in horror films.

Sometimes, if the GM prefers, the GM intrusion can simply be something frightening, like a moan or a whisper. These aren’t dangerous to the PCs, but they escalate the tension and indicate that something bad is getting closer.

In fact, while in Horror Mode, GMs should mostly refrain from doing anything bad, ominous, or dangerous unless it’s an intrusion (either from a die roll or through the awarding of XP). In a horror game, GM intrusions are an indication that things are bad and getting worse, and whenever possible, the GM should allow the Horror Mode escalation to drive the action. This makes the GM more of a slave to the dice than in other Cypher System situations, but that’s okay.

Consider this example. The PCs have tracked something that is probably committing a series of horrific murders to an old factory. They enter the building to explore. The GM knows where the creature is hiding in the factory, but decides that it doesn’t become aware of the characters until an intrusion is indicated. The only clue the PCs have is a mysterious noise off in the darkness. The creature doesn’t move toward them until another GM intrusion occurs. Now they hear something dragging across the factory floor, coming closer. But it’s not until a third intrusion occurs that the creature lunges out from behind an old machine at the PC who rolled the die.

In some ways, the status quo doesn’t change until an intrusion happens. This could be seen as limiting the GM and the need for pacing, but remember that the GM can still have an intrusion occur anytime they desire, in addition to waiting for the low die rolls.

GMs may want to limit the number of intrusions to no more than one per round, no matter what the dice indicate, but that should be based on the situation.

Optional Rule: Madness

Having characters descend into madness is an interesting facet of some kinds of horror and can make long-term horror campaigns more interesting. The easiest way to portray blows to a character’s sanity is through Intellect damage. When PCs encounter something shocking, as described above, they always take Intellect damage. If they would normally move one step down the damage track due to the damage, they instead immediately regain points (equal to 1d6 + their tier) in their Intellect Pools but lose 1 point from their maximums in that Pool. Characters whose maximum Intellect Pools reach 0 go insane. They lose their current descriptor and adopt the Mad descriptor, regain 1d6 + tier points to their Intellect Pools, and gain +1 to their Intellect Edge. If they ever reach a permanent Intellect Pool maximum of 0 again, they go stark raving mad and are no longer playable.

Intellect Edge offers an interesting means to portray a character who is knowledgeable (and perhaps even powerful in terms of mental abilities) yet mentally fragile. A character with a low Intellect Pool but a high Intellect Edge can perform Intellect actions well (since Edge is very helpful) but is still vulnerable to Intellect damage (where Edge is of no help).

Since Cypher System games are meant to be story based, players should recognize that the degrading sanity of their character is part of the story. A player who feels that their character is going mad can talk to the GM, and the two of them can work out the means to portray that—perhaps by using the Mad descriptor, permanently trading up to 4 points from their Intellect Pool to gain +1 to their Intellect Edge, or anything else that seems appropriate. Mental disorders, manias, psychopathy, schizophrenia, or simple phobias can be added to a character’s traits, but they don’t need to be quantified in game statistics or die rolls. They’re simply part of the character.

Inabilities in personal interaction or any area requiring focus might be appropriate, perhaps allowing the PC to gain training in weird lore or forbidden knowledge. Or maybe the opposite is true—as the character’s mind slowly slips away, they become oddly compelled or can obsessively focus on a single task for indefinite periods, and thus they gain training in that topic or skill. These kinds of changes could be balanced with inabilities, such as being unable to remember important details.

As another way to represent madness, the GM could hinder Intellect-based tasks that would be considered routine, such as “remembering your friends and family” or “caring what happens to your best friend” or “stopping yourself from injecting a mysterious substance into your veins.” These routine tasks normally have a difficulty of 0, but for a PC who has lost their mind, they might have a difficulty of 1, 2, or even higher. Now the character must make rolls to do even those simple things.

","markdown":""},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"ownership":{"default":-1},"flags":{}},{"sort":596875,"name":"Genre: Romance","type":"text","_id":"pd2PrHViZ1edOZ7f","title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"

Like horror, romance doesn’t automatically suggest a setting. It is more of a mood, or more specifically an approach, to how the game is played. It suggests an emphasis, at least somewhat, on relationships, interactions, and connections.

Suggested types and additional equipment for a romance setting are the same as in a modern setting.

Consent and Boundaries

You must get consent to cover these topics in a game ahead of time—you don’t want to make people uncomfortable. Everyone involved also needs to learn everyone else’s boundaries. Someone might not want any part of a romance scene, while others are okay talking about emotional connections but not anything sexual.

Obviously, all of this is doubly important if age is a consideration. If there are younger players involved, romance probably shouldn’t go beyond a fairly chaste kiss. (You’ll find that kids are sometimes more open to romance in their games than adults, but only because their understanding of the topic is understandably pretty shallow. A kid player might declare that a character is their boyfriend, but it doesn’t mean much. And for some adults, that may be the way they want to approach the subject as well.)

Lastly, recognize that there needs to be a clear boundary between the story and real life. Two characters having a relationship has no impact on real-life feelings of the players. Two characters in a game might be in a relationship while each player is in a relationship in the real world with someone else. And maybe they’re gaming at the same table! If a player can’t distinguish between in-game flirtation or words of endearment and real-world feelings, they shouldn’t be in a romance-focused game.

For more information and advice on safe ways to address consent issues in your game, read the free Consent in Gaming PDF at myMCG.info/consent

The Check-In

It’s vital that the GM and the players all check in with each other to make sure everyone’s still comfortable with what’s going on in the game. This is particularly important to maintain the boundary between emotions expressed in the story and how people feel in real life.

Basic Creatures and NPCs for a Romance Game

@UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.wIO0w2fxcBU0vHae]{Distrustful relative} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.rmzRpUzfdXpAnzUu]{Jealous ex} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.E7xImJCLVWwiIDre]{Nosy neighbor} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.ktWhiHHoothgvjOv]{The unattainable}

Optional Rule: Infatuation

When a PC is near someone they are infatuated with, particularly in the early stages of that infatuation, they must make an Intellect defense roll with a difficulty determined by the GM based on the situation (not on the level of the subject of the infatuation). Failure might mean that the character does or says something awkward or embarrassing either in an attempt to impress or when trying to hide the infatuation. Or it could mean that for one round, the player loses control of the character, and the GM decides what the PC does next, such as risk their own safety to help an endangered character. However, GMs should welcome player input into this situation. The point is to portray that when we’re distracted by the powerful feelings (and hormones) related to infatuation, we don’t always react in the best way, the smartest way, or even the way we want to.

Infatuation can happen whether the PC is attracted to an NPC or a PC.

Optional Rule: Relationship Levels

When a PC first establishes a relationship with a character (PC or NPC), the GM should assign the relationship a level. If there’s no connection at all, there is no relationship (level 0). Otherwise, the starting relationship is probably level 1. In certain circumstances, a relationship might start at level 2, indicating a far stronger initial connection than usual.

As play progresses, the PC can attempt to improve the level of the relationship, indicating a strengthening of the bond between the two characters. The requirements to improve the relationship are twofold. First, some story-based action needs to be taken. This can be dates, gifts, a meaningful speech, a pledge of commitment, some amount of self-sacrifice, or whatever the GM and the player feel is appropriate to the story and the level of the relationship. This action might require the PC to succeed at specific tasks (with appropriate rolls). For example, writing a love poem will require an Intellect-based task, while helping to retrieve a loved one’s cat from a tree might require a Speed-based task.

Second, the player must make an Intellect-based roll with the desired level of relationship as the difficulty (modified as the GM sees fit).

A relationship can be improved only one level at a time, and the GM and the player should work out an appropriate time interval. For relationships of levels 5 and above, multiple story-based actions and multiple rolls are almost certainly required.

It’s possible for relationship levels to be lopsided, such that the relationship from the point of view of one person is a different level than from the point of view of the other. This should be used sparingly, because it makes things far more complicated. In the case of polyamory, it is possible to have more than two people in a relationship, but even in these situations the connection between any two individuals should have its own level.

Relationship levels can go down as well as up. Neglect, carelessness, inappropriate emotional displays, lies, infidelity, and bungled wooing attempts can all potentially lower a relationship level. This is entirely in the judgment of the GM, although a lowered relationship level is very likely an appropriate use of a GM intrusion.

Relationship levels indicate the strength of the bond and thus help dictate an NPC’s actions in regard to a PC. An NPC in a level 5 relationship probably will be more generous and forgiving toward the PC than if the relationship was level 3 or 4. An NPC in a level 6 relationship or higher would likely give their partner most anything, even maybe sacrificing their own well-being or their life for them. (And people in a higher-level relationship certainly would.) Likewise, a relationship level can influence a PC’s actions. An Intellect defense roll with a difficulty equal to the relationship level might be appropriate if the PC wants to act against the best interests of their loved one, or if they must keep their cool and act normally when their loved one is in danger.

You can use this optional system in any genre, for any type of relationship, even platonic ones. If desired, the relationship level a PC has with an authority figure, a contact, a relative, or anyone else can be measured, improved, and decreased just as it can with a romantic relationship.

Romantic Relationship Levels

LevelRelationship
1First meeting. Interest or curiosity.
2A sense of connection above the norm. Strong physical attraction.
3Affection and a bond that will last longer than a single encounter.
4Serious affection. Almost certainly physical affection.
5A profession of love.
6A serious long-term commitment.
7A lifelong commitment.
8Soul mates.
9A love affair for the ages.
10A bond that transcends time and space.

Platonic Relationship Levels

LevelRelationship
1First meeting. Interest or curiosity.
2A sense of connection above the norm.
3A memorable connection. Indications of a mutually beneficial relationship possible.
4Real friendship.
5Deep friendship.
6Relationship akin to that of a close sibling.
7A pledge of complete partnership.
8Platonic soul mates. Something akin to a life-debt.
9A friendship for the ages.
10A bond that transcends time and space.
","markdown":""},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"ownership":{"default":-1},"flags":{}},{"sort":598438,"name":"Genre: Superheroes","type":"text","_id":"tIyemzsYdcYDslG1","title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"

Like horror, the superhero genre is really a subset of the modern genre with extensive special considerations. In many ways, it might appear that the Cypher System is a strange fit for superheroes. But if you think about it, with foci like Bears a Halo of Fire and Wears a Sheen of Ice, the Cypher System makes all genres a little bit “superhero-ish.” Character sentences might look like the following:

And so on.

Suggested Types for a Superhero Game

RoleType
Strong heroWarrior
Brawler heroWarrior with stealth flavor
Gadget heroExplorer with technology flavor
PilotExplorer with technology flavor
CharmerSpeaker
LeaderSpeaker with combat flavor
Shadowy vigilanteExplorer with stealth flavor
Scientist heroExplorer with skills and knowledge flavor
Energy-wielding heroAdept with combat flavor
WizardAdept
MentalistAdept
Psychic ninjaWarrior with magic flavor

Basic Creatures and NPCs for a Superhero Game

@UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.IpjzD88QqIABcv7A]{Bystander} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.krnLLagONJBbj1tE]{Genetically enhanced bruiser} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.sWc8DryN22cKTJyj]{Ninja} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.YHRSNEgzJeBCrWnC]{Robot minion} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.VSQt1EzpNhIwvCyA]{Scientist} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.SpaQv9sL1VWlrkLS]{Worker}

Additional Superhero Equipment

Suggested additional equipment is the same as in a modern setting. Keep in mind, however, that for many heroes, “equipment” can be superfluous. Where do you stash the flashlight and rope when all you’re wearing is spandex tights?

Optional Rule: Power Shifts

Superheroes can do things that other people cannot. They throw cars, blast through brick walls, leap onto speeding trains, and cobble together interdimensional gateways in a few hours. It’s tempting to say that such characters are stronger, faster, or smarter, so they should have higher Might, Speed, or Intellect Pools. However, simply bumping up stat Pools or Edge doesn’t fully represent this dramatic increase in power. Instead, consider using an optional rule called power shifts.

Under this rule, all superhero characters get five power shifts. Power shifts are like permanent levels of Effort that are always active. They don’t count toward a character’s maximum Effort use (nor do they count as skills or assets). They simply ease tasks that fall into specific categories, which include (but are not necessarily limited to) the following.

@UUID[Compendium.cyphersystem-compendium.power-shifts.QDAvfL2Xor2gc3DB]{Accuracy} @UUID[Compendium.cyphersystem-compendium.power-shifts.gxmRI0Oi1qlp8tgv]{Dexterity} @UUID[Compendium.cyphersystem-compendium.power-shifts.ge5eQ2UKcF71jfL5]{Healing} @UUID[Compendium.cyphersystem-compendium.power-shifts.RvPjtLHq2svYfhK8]{Intelligence} @UUID[Compendium.cyphersystem-compendium.power-shifts.ZcogTb12JEcKd8WK]{Power} @UUID[Compendium.cyphersystem-compendium.power-shifts.ClwsF2GBoWlGR9To]{Resilience} @UUID[Compendium.cyphersystem-compendium.power-shifts.qbOvGJVLVkDUC49X]{Single Attack} @UUID[Compendium.cyphersystem-compendium.power-shifts.uQLh67ISIUJ4O3bC]{Strength}

Each shift eases the task (except for shifts that affect damage or Armor, as specified in the list above). Applying 2 shifts eases the task by two steps, and applying 3 shifts eases the task by three steps.

A character assigns their five power shifts as desired, but most characters should not be allowed to assign more than three to any one category. Once the shifts are assigned, they should not change.

For example, a superstrong character might put three of their shifts into strength and the other two into resilience. Whenever they lift something heavy, smash through a wall, or throw an object, they ease the task by three steps before applying Effort, skill, or assets. Thus, all difficulties from 0 to 3 are routine for them. They smash through level 3 doors as if they don’t exist. As another example, a masked vigilante character with a utility belt full of gadgets and great acrobatic skills might put two shifts in dexterity, one in accuracy, one in intelligence, and one in healing. They’re not actually superpowered, just tough and well trained.

Some GMs will want to allow PCs to increase their power shifts. Having a character spend 10 XP to do so would probably be appropriate. Other GMs will want to run superhero games with PCs of greater or lesser power (cosmic-level heroes or street-level heroes, perhaps). In such cases, more or fewer power shifts should be granted to the PCs at the game’s start.

Superpowered NPCs and Power Shifts

NPC superheroes and villains get power shifts, too. Most of the time, this adds to their level. For example, Blast Star is a level 5 fiery villain who has three power shifts. When she blasts through a level 7 iron security door, she does so easily because in this circumstance, she’s actually level 8.

Sometimes, NPC power shifts make things harder for the PCs. For example, Fleetfoot the level 4 speedster puts all three of her shifts in dexterity. When she runs past a character who tries to grab her, the difficulty to do so is increased by three steps to 7.

Typical NPC supers get three power shifts. Exceptional ones usually have five.

Really Impossible Tasks

In superhero games, due to conventions of the genre, difficulty caps at 15 instead of 10. Difficulty 10 is labeled “impossible,” but that label is for regular folks. For superpowered characters, “impossible” means something different, thanks to power shifts.

Think of each difficulty above 10 as being one more step beyond impossible. Although a GM in another genre would say there’s no chance that a character could leap 100 feet (30 m) from one rooftop to another, in a superhero game, that might just be difficulty 11. Picking up a city bus isn’t something normal characters could do, but for a strong superhero, it might be difficulty 12.

In theory, NPCs in such a game can go up to level 15 as well. Levels above 10 represent opponents that only a superhero would consider taking on: a robot that’s 1,000 feet (300 m) tall (level 11); Galashal, Empress of Twelve Dimensions (level 14); or a space monster the size of the moon (level 15).

Superhero Artifacts

Supervillains build doomsday devices. Ancient artifacts present a threat to all humanity if in the wrong hands. Weird machines from alien dimensions offer solutions to unsolvable problems. Artifacts are an important part of superhero stories. A few examples are below.

@UUID[Compendium.cyphersystem-compendium.artifacts-superhero.2ENNMqilV1qoB35e]{Doctor Dread’s time portal} @UUID[Compendium.cyphersystem-compendium.artifacts-superhero.AvddNOp9tUWCqGOp]{Serum X} @UUID[Compendium.cyphersystem-compendium.artifacts-superhero.JYcfxA5RcffTX3Wl]{Stellarex crystal}

","markdown":""},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"ownership":{"default":-1},"flags":{}},{"sort":599219,"name":"Genre: Post-Apocalyptic","type":"text","_id":"ARG20fxwzr0OBZjH","title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"

Post-apocalyptic literature, movies, and games are a subgenre of science fiction that focuses on the dystopia that follows the fall of civilization. Strictly speaking, post-apocalyptic stories take place after the end of the world. At least, the end of the world for most people. Players take the role of the survivors (or their descendants) trying to persevere in the face of immense hardship. Popular post-apocalyptic scenarios include those set after nuclear war, in the aftermath of a zombie plague, in the months and years following an alien invasion, or after the environment collapses in the face of human overpopulation. Other ways the world could end include a massive meteorite strike, the long-awaited robot uprising, a powerful solar flare that burns out the world’s power grids and communications, or even something as prosaic as a global disease pandemic.

Suggested Types for a Post-Apocalyptic Game

RoleType
SurvivorExplorer with stealth flavor
HeavyWarrior
DealerSpeaker
TraderSpeaker with skills flavor
SageExplorer with knowledge flavor
EvolvedAdept

Basic Creatures and NPCs for a Post-Apocalyptic Game

@UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.31W9R0HQhQT0ic3A]{Crazy loner} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.6L693DIk5jmQu2Py]{Gamma snake} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.urAFJXaUkWY2R1zj]{Innocuous rodent} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.uCMNBacwXfuThw65]{Mongrel dog} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.WGftLKpoTVDfIKw2]{Survivor, sickened} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.GgfdjyikafYtuyTK]{Survivor, typical}

Additional Post-Apocalyptic Equipment

In a post-apocalyptic setting, the items on the Additional Modern Equipment table as well as the following items might be available in trade from other survivors, or in the rare trade town.

Inexpensive Items

WeaponsNotes
@UUID[Compendium.cyphersystem-compendium.weapons-post-apocalyptic.7M8uEI7cKT0UztUy]{Knife}Light weapon, rusty and worn
@UUID[Compendium.cyphersystem-compendium.weapons-post-apocalyptic.VJicMhUlVImuwl4N]{Light weapon}Light weapon (won’t last long)
@UUID[Compendium.cyphersystem-compendium.weapons-post-apocalyptic.erpmmOJulN96Afgr]{Wooden club}Light weapon
ArmorNotes
@UUID[Compendium.cyphersystem-compendium.armor-post-apocalyptic.WnIcqsOLyuyQKSpZ]{Animal hide}Light armor
@UUID[Compendium.cyphersystem-compendium.armor-post-apocalyptic.Hv5mU9dKhfQJA76Q]{Light armor}Light armor, smell hinders stealth tasks
Other ItemsNotes
@UUID[Compendium.cyphersystem-compendium.equipment-post-apocalyptic.dmnJTSnJv4ZqQmVg]{Candle}
@UUID[Compendium.cyphersystem-compendium.equipment-post-apocalyptic.cY37Ff6ca1bxDXtp]{Plastic bag}Useful and ubiquitous (won’t last long)

Moderately Priced Items

WeaponsNotes
@UUID[Compendium.cyphersystem-compendium.weapons-post-apocalyptic.PasipD1tIBSjGd9h]{Handaxe}Light weapon
@UUID[Compendium.cyphersystem-compendium.weapons-post-apocalyptic.Z2P8uHd0D7sdFFNx]{Knife, multipurpose}Light weapon, asset to small repair tasks
Other ItemsNotes
@UUID[Compendium.cyphersystem-compendium.equipment-post-apocalyptic.g7ZsP8QRo5xMCDTc]{Gas mask}Breathable air for four hours
@UUID[Compendium.cyphersystem-compendium.equipment-post-apocalyptic.GAclXwNftLTjeFAf]{Padlock with keys}
@UUID[Compendium.cyphersystem-compendium.equipment-post-apocalyptic.0vFrABenylbBi3yw]{Portable lamp, solar}

Expensive Items

Other ItemsNotes
@UUID[Compendium.cyphersystem-compendium.equipment-post-apocalyptic.1j2c4v8TaLTVzmcZ]{Radiation detector}
@UUID[Compendium.cyphersystem-compendium.equipment-post-apocalyptic.cGUAvAFO5b83snP2]{Nightvision goggles}
@UUID[Compendium.cyphersystem-compendium.equipment-post-apocalyptic.862NWqhznbgLC5AG]{Radiation tent}Prevents radiation damage for three days
@UUID[Compendium.cyphersystem-compendium.equipment-post-apocalyptic.s23m8lRUYCXNthKZ]{Radiation pill (pack of 5)}Asset for defense tasks against radiation effects for twelve hours

Scavenging

Characters in a post-apocalyptic setting must usually spend part of each day scavenging for supplies or a place of safety.

Food and Shelter: Generally speaking, characters must spend two to four hours searching through the rubble and ruins before succeeding. Finding enough food for a group of characters to eat for one day is a difficulty 5 Intellect task. Finding a place of relative safety to regroup and rest is also difficulty 5. Characters who succeed on either one of these also get to roll up to once each day on the Useful Stuff table and three times on the Junk table.

Found food often takes the form of canned, processed, dried, or otherwise preserved goods from before the apocalypse, but sometimes it includes fresh fruits and vegetables found growing wild or cultivated by other survivors. Safe places to hole up include homes, RVs, offices, apartments, or any location that can be secured and defended and isn’t radioactive, poisoned, or overrun with hostile creatures.

The difficulty of succeeding at finding food, water, and a safe place varies by location and by how many days the characters have already spent in one location. Each week the PCs spend at the same location hinders subsequent scavenging tasks and requires that they succeed on a new task to determine if the place they’re staying is still safe. The result of failing to find food and water is obvious. If the PCs fail at the task of finding (or keeping) a safe place, their presence is noticed by hostile forces, or they face a result from the Wasteland Threats table.

Useful Stuff: Food, water, and a safe place to rest are the most important finds, and are the basis of each scavenging task. But other obviously useful stuff is often found along with these basic requirements. When a group of characters successfully finds either food and water or a safe place, consult the Useful Stuff table up to once per day. If it’s the first day the PCs have searched in a particular area, each character might find something useful, but in succeeding days, a group normally gets only a single roll to find useful stuff.

Useful stuff also includes a “loot” entry. Loot includes collectible coins from before the apocalypse, such as silver dollars and gold eagles. It also includes jewelry and artwork that survived the disaster and related material that can be used as currency or barter when the characters find other survivors or arrive at a trade town.

Items found on the Useful Stuff table are generally expensive or exorbitant items (except for firearms, which start in the expensive category).

Junk: Characters who find food and water also find lots of junk. They are free to ignore that junk, but some PCs might have a use for what they find, especially those with the Scavenges focus. All characters gain up to three results on the Junk table each time they successfully scavenge for food or a safe place to stay. Sometimes junk can be fixed, but more often it can be disassembled and used as parts to create something else.

Useful Stuff

d100Item Found
01–10Tools (provide an asset to tasks related to repair and crafting)
11–20Medicine (provides an asset to one healing-related task)
21–25Binoculars
26–35

Chocolate bar or similarly sought-after candy or snack

36–45Textbook (provides an asset to a knowledge-related task)
46–50Coffee or tea
51–55Gun or rifle with ten shells or bullets
56–60Flashlight
61–65Loot
66–70Gasoline (2d6 × 10 gallons)
71–75Batteries
76–80Functioning vehicle (sedan, pickup, motorcycle, etc.)
81–85Generator
86–90MRE cache (food and water for six people for 1d6 weeks)
91–95Ammunition cache (100 shells or bullets for 1d6 different weapons)
96–97Helpful stranger (level 1d6 + 2, stays with the PCs for a week or two)
98–99Cypher (in addition to any other cyphers the GM awards)
00Artifact (in addition to any other artifacts the GM awards)

Junk

d6Item Found
1

Electronic junk (stereo, DVD/Blu-ray player, smartphone, electric fan, printer, router, etc.)

2Plastic junk (lawn furniture, baby seat, simple toys, inflatable pool, etc.)
3Dangerous junk (paint, rat poison, solvents, industrial chemicals, etc.)
4Metallic junk (car bodies, old playsets, grills, empty barrels, frying pan, etc.)
5Glass junk (vases, windows, bowls, decorative pieces, etc.)
6Textile junk (coats, pants, shirts, bathing suits, blankets, rugs, etc.)

Post-Apocalyptic Artifacts

Artifacts in a post-apocalyptic game include still-working technology from before the disaster that is not widely available, as well as cobbled-together pieces of tech that can weaponize previously prosaic items. If the apocalypse was related to some kind of alien invasion, artifacts would include even stranger items.

@UUID[Compendium.cyphersystem-compendium.artifacts-post-apocalyptic.RCr7oVmh9Lhk9jHG]{Autodoc} @UUID[Compendium.cyphersystem-compendium.artifacts-post-apocalyptic.54P9fzXQjgpQT1gZ]{Enviroscanner} @UUID[Compendium.cyphersystem-compendium.artifacts-post-apocalyptic.xGGPXV5UufPD4m5F]{Military exoskeleton} @UUID[Compendium.cyphersystem-compendium.artifacts-post-apocalyptic.T82EmpHsb9cNyyPX]{Rocket fist} @UUID[Compendium.cyphersystem-compendium.artifacts-post-apocalyptic.rQg6ztpLMylwK5RB]{Rocket-propelled grenade} @UUID[Compendium.cyphersystem-compendium.artifacts-post-apocalyptic.lQDbPJOz1VYXe54s]{Terahertz scanner}

Post-Apocalyptic Species Descriptors

In a post-apocalyptic setting, some GMs may want to offer species affected by the disaster.

Morlock

You have lived your life deep underground in artificial bunkers, hidden from the world’s destruction and the brutal scavengers that live above. As a morlock, you have a keen mind for the technology salvaged from the before-time. In fact, every morlock comes of age by fitting a piece of morlock technology to its body to provide enhancement and extend its life. This means that you are part flesh and part machine. Your skin is as pale as milk, except where it’s been replaced with strips of metal and glowing circuits.

You gain the following characteristics:

Enhanced Intelligence: +2 to your Intellect Pool.

Cyborg Body: +2 to your Might Pool and your Speed Pool.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.Td605GMSP4TqfliK]{Partially Metallic}: +1 to Armor.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.2X7nKuAiBRfFgUiS]{Repair and Maintenance}: As an entity of living flesh and humming machinery, you must first succeed on a difficulty 2 repair task before making a recovery roll. On a failure, the recovery roll is not used; however, the normal rules for retrying apply, and you must use Effort on a new roll if you wish to try again. In addition to the normal options for using Effort, you can choose to use Effort to heal additional points to your Pools (each level of Effort healing an additional 2 points to your Pools if you succeed).

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.64yLvSVOIqtV8IvT]{Morlock Prejudice}: While among non-morlocks, all positive interaction tasks are hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. The PCs found you in a collapsed subterranean tunnel.

  2. The other PCs encountered you exploring underground, and you convinced them to allow you to accompany them.

  3. You were exiled from the morlock communities and needed help on the surface.

  4. The only way to save the morlock community you hail from is to venture to the surface and find a mechanical part needed to repair a failing ancient system.

Roach

You are born of a species of evolved insects once called “cockroach,” but that is far in the past. Radiation and forced evolution have radically increased your size, shape, and ability to think. Your exoskeleton mimics the shape of a human being, though not perfectly. When you move about human society, shadows and cloaks are your ally if you wish to pass unnoticed. When those of your kind are discovered, it usually goes poorly for someone. You, however, have a wandering spirit and seek to explore the fallen world and find a new way forward.

You gain the following characteristics:

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.vNOlLQDmc53SXZ0B]{Scuttler}: Your Speed Edge increases by 1.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.GsDnTWDfehGuhsQS]{Sense by Scent}: You can sense your environment even in total darkness.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.8OYU2L2128I1PE9m]{Cling}: You can move an immediate distance each round on walls or clinging to the ceiling.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.LD2sREknTpeCQErE]{Carapace}: +1 to Armor.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.gEBLiYb25Mpx65Eo]{Glide}: You can extend small wings from your carapace that grant an asset in jumping tasks and allow you to fall up to a short distance without taking damage.

@UUID[Compendium.cyphersystem-compendium.basic-skills.DraIKUQRw8KrnC4o]{Skill}: You are trained in disguise tasks.

@UUID[Compendium.cyphersystem-compendium.inabilities.PeQrx8tfHEDrOlW6]{Inability}: You are susceptible to disease and poison. Defense rolls against disease or poison are hindered.

@UUID[Compendium.cyphersystem-compendium.inabilities.P42u9vKoBQjOtUbE]{Inability}: You mimic a human, but you are not as fierce. Tasks involving combat— including attack and defense rolls—are hindered.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.soRZpGrbrjyyBHpW]{Insect Prejudice}: While among non-roaches, all positive interaction tasks are hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. The PCs didn’t realize what you were when they asked for your help.

  2. You’ve managed to hide your roach ancestry so well that everyone thinks you are like them.

  3. You are the last of your kind.

  4. You have a secret agenda, and the PCs were gullible enough to let you come along.

","markdown":""},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"ownership":{"default":-1},"flags":{}},{"sort":599610,"name":"Genre: Fairy Tale","type":"text","_id":"BW4rWFL1jsU98e0B","title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"

The genre of fairy tales is a wide one, crossing into almost every culture and encompassing everything from early oral stories passed down from generation to generation to the more modern literary fairy tale. What makes something a fairy tale? While there’s a great deal of discussion around that question, most have a number of things in common: a series of far-fetched events; fantastical beings such as talking animals, elves, goblins, mermaids, witches, and dragons; and objects that have magical elements.

One of the powers of a fairy tale—or a game set in a fairy tale-inspired setting—is its ability to create a sense of wonder and to evoke players’ imaginations while still allowing them to keep one foot in the known. The very settings themselves are both enchanted and somehow familiar, whether the characters are entering a magical woods, falling down a rabbit hole, or embarking on a voyage to Neverland. Those beasts and beings who stalk such places are equally wondrous, and offer fantastic starting points for any number of adventures.

To heighten the sense of wonder in a fairy tale adventure or campaign, a GM might consider presenting the game in a modern setting. In a modern setting, characters have regular jobs that don’t normally involve hunting goblins or helping talking fish solve puzzles. This means that when the moths take shape and become the cloak of a princess of summer come to beg a favor or steal a child, or the house grows legs and runs away one morning, the player characters will be rightfully amazed (and perhaps somewhat terrified).

Nature of Faerie

Faerie (also called by many other names) is a dimension of magic separate from but closely parallel to the mundane world. It doesn’t matter whether Faerie is just a collective term for thousands of separate curled-up dimensions hidden in corners, in closets, or at the center of forests, or it’s one continuous realm that overlaps the real world where it’s thinnest. It’s a place those with open hearts can find by following a way between tall trees (or looming library shelves) to a realm where everything is different. Where elves walk, nymphs dance, unicorns gallop, and both natural growths and built structures become vast and enchanting.

Humans don’t tend to do well in such a world if they stay too long, as the sensory input is hard on the nervous system. But fey creatures depend on it, like plants to the light. A fey creature too long cut off from its land of origin (or its stream, hill, or burrow) slowly becomes mortal and then dies.

When a fey creature is cut by silvered or cold iron weapons, they temporarily lose the sustaining benefit of their connection to Faerie. This severed connection usually disrupts a fey creature’s ability to heal. A silvered weapon is one that contains silver as part of an alloying process, has silver inlay, or has been coated in a dusting of silver powder (which usually lasts only through a single fight). In truth, many items in the modern era are cold-forged, while many others are not. We suggest that any hand-forged item containing iron could be considered a cold-forged weapon for harming fey creatures. Thus, most bullets and other modern items wouldn’t be treated as cold iron by this definition, but some would fit the bill.

Basic Creatures and NPCs for a Fairy Tale Game

Most fey creatures of level 2 or higher regain 1 point of health per round, unless wounded by silvered or cold iron weapons.

@UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.JULnmDMPODWwSgyT]{Angry ants} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.VK2Iv9hH0ITqmvV9]{Erlking} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.PS7RVxRlUxllwCky]{Faerie} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.ijRly8phWTeUIy8r]{Feral tree} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.UXvVjQMo4BRwi2Ef]{Nymph} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.BJOh1w5ZImYrdKuM]{Pixie} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.2v0CeAw0V9Hql9iL]{Razorblade butterflies} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.NVjNYB0ApximA7Kn]{Talking cat} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.LZB001qKeGrqUyMZ]{Troll}

Fairy Tale Artifacts

Artifacts in a fantasy setting and magic items in other games focused on fantasy would also be suitable for a fairy tale setting. However, every fairy tale artifact should come with a quirk that sets it apart from a simple “wand of fire” or similar item. Come up with your own or roll a quirk on the table below.

d10Quirk
1Is sometimes invisible.
2Cries like a baby if jostled.
3Becomes cold as ice to the touch and emits cold vapor when danger threatens.
4Contains a secret compartment that invariably holds a chunk of rock broken from what might be a strange jade sculpture.
5Also serves as a key to some magically locked doors and chests.
6Bites owner with tiny teeth if jostled, dealing 1 point of damage.
7Always muttering and complaining, though useful warnings and other information can sometimes be gained.
8Jealous of any other manifest cyphers, artifacts, or beautiful objects in the wielder’s life.
9The “painting” of a princess of summer on the object sometimes leaves it, robbing the artifact of power.
10Causes flowers to grow wherever it is stored or set down.
","markdown":""},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"ownership":{"default":-1},"flags":{}},{"sort":599805,"name":"Genre: Historical","type":"text","_id":"hdLllcWxZ4VdDhlr","title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"

Setting your campaign in World War 2, the Renaissance, or the 1930s can be fun and interesting. However, setting it in ancient Greece or feudal Japan, for example, probably makes it more like fantasy without all the orcs and magic (although a game set in feudal Japan with orcs and magic could be fascinating).

One of the draws of playing in a historical adventure is the thrill of “being there” when something important happens. Thus, in many cases, historical adventures in RPGs shouldn’t be designed as campaigns, but instead serve as short-term experiences where players try something new, or at least something they don’t normally do: play as figures involved in a momentous historical event.

Historical games should take cues from the closely related areas of historical fiction and historical re-enactment. The lessons of great historical fiction include the following.

The GM should anchor the characters with problems or conflicts that connect them to the chosen time period; make sure that PC backgrounds contain one relevant detail to the chosen historical setting.

The GM shouldn’t fall into the trap of assuming that history was drab just because it is often presented along with old paintings, drawings, or blurred black-and-white photographs. Dramatic events, surprising twists, and unexpected situations are just as likely in a historical adventure as in any other kind.

What’s the point of a historical adventure if there is no suspense? Sure, everyone knows what happens at the end of any given historical battle, but the stories of individuals within those fights are not known. Will they live? Will they succeed in their mission? And what are the consequences? Think of all the war movies that rely on that exact latitude to tell great stories.

Make sure you know when the campaign ends. Maybe it’s when the PCs successfully accomplish a specific task, but it might be externally timed to when a historical event takes place, whether they are attempting to offer aid, thwart it, or merely be aware of it as they attempt to do something that history hasn’t recorded.

Don’t create more than you need to. Be ready to tell the PCs what they see and who they encounter when they are introduced to a historical location or person, but don’t worry about things that they likely will never see. Yes, figure out what kind of currency is used, but making a super-accurate list of prices just isn’t necessary; the players will take your word for the cost of items and many other details. You’re evoking a historical setting with your game, not writing a book report.

Be wary about stereotypes and cultural misappropriation. History, as they say, is written by the victors. The ancient Greeks wrote that other cultures were all barbaric, and the European settlers called the natives in North America savages, but that doesn’t mean it’s true. If all you know about a time period is a movie set in that period, you’ll have a skewed version of events and culture. Be willing to go deeper than Braveheart or The Last Samurai, or maybe choose a different genre.

Running a Historical Game

Preparation is important in a historical game, and most of that entails choosing a historical period—or a specific historical event—as the setting. Given that all of history can serve, you won’t lack for resources. Below are a few possibilities. Of course, the farther back you set your game, the less information on specific events is available. On the other hand, that frees you up to get creative.

Once you choose the historical period and any special events you want to include in your adventure or campaign, direct your players to an appropriate set of foci. Alternately, you can have your players play as historically significant figures, but if you do this, you may want to create their characters ahead of time. Most GMs will probably want to save historically significant individuals for use as NPCs.

The players will need some kind of grounding in what to expect in the time period you’ve chosen. Just like they need an idea of what magic can do in a fantasy game, they will need a general idea of what kind of technology is available, the broad strokes of what their characters might know and not know, and so on. Maybe have them read a Wikipedia entry, at the very least.

If you’re looking for inspiration for time periods in which to set your historical game, here are some possible ideas: prehistory, classical antiquity, ancient Egypt, the American revolution, ancient China, World War II, Edo Period Japan, Medieval Europe, and the American Old West.

Suggested Types for a Historical Game

RoleType
Constable (or night watchman)Explorer with combat flavor
DetectiveExplorer with stealth flavor and skills and knowledge flavor
KnightWarrior
PirateExplorer with stealth flavor
TutorSpeaker
MerchantSpeaker with skills and knowledge flavor
SmithSpeaker with some warrior abilities and skills and knowledge flavor
PlaywrightSpeaker
NobleSpeaker with skills and knowledge flavor
ExplorerExplorer
PriestSpeaker

Basic Creatures and NPCs for a Historical Game

@UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.ZT13lzcl6dsvg8HX]{Cat} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.MwSOqh6IDnwKis8b]{Dodo} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.JZbErZ6hAgtHrgim]{Dog} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.vmvgLdR7JKdsukCW]{Dog, guard} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.61EndqAjZ2ZZZuS9]{Horse} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.8AhrSmfhARlAahxp]{Merchant} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.HKcVbxx1xGOpyVk4]{Noble} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.qLFrfE0E9w6BcG48]{Rat} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.Ax77ZEkAA3XJBPaA]{Serf} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.PXVS2kwvslh30lBB]{Snake, poisonous} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.vhGua32GarGCzLGv]{Warhorse}

Historical Artifacts

The concept of artifacts is probably inappropriate for a historical setting without some kind of supernatural, fantastical, or science fiction element. That said, objects of mystery such as the Antikythera mechanism (an ancient analog computer and orrery used to predict eclipses and other astronomical positions) reveal that the ancient world—and by extension more recent historical periods—contained fascinating and useful objects that were anachronistic for their period. Most such artifacts were likely the creations of philosophers, lone geniuses, and similar figures.

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This chapter describes many common and uncommon creatures that the characters might meet—and fight—in a Cypher System game and gives their stats. The variety of creatures that populate the possible settings and genres is so great that this chapter only scratches the surface. It does, however, provide examples of kinds of inhabitants—bestial and civilized, living and undead, organic and inorganic—so that you can easily extrapolate and create your own.

Understanding the Listings

Every creature is presented by name, followed by a standard template that includes the following categories.

Level: Like the difficulty of a task, each creature and NPC has a level attached to it. You use the level to determine the target number a PC must reach to attack or defend against the opponent. In each entry, the difficulty number for the creature or NPC is listed in parentheses after its level. As shown on the following table, the target number is three times the level.

LevelTarget Number
13
26
39
412
515
618
721
824
927
1030

Description: Following the name of the creature or NPC is a general description of its appearance, nature, intelligence, or background.

Motive: This entry is a way to help the GM understand what a creature or NPC wants. Every creature or person wants something, even if it’s just to be left alone.

Environment: This entry describes whether the creature tends to be solitary or travel in groups and what kind of terrain it inhabits (such as “They travel in packs through dry wastes and temperate lowlands”).

Health: A creature’s target number is usually also its health, which is the amount of damage it can sustain before it is dead or incapacitated. For easy reference, the entries always list a creature’s health, even when it’s the normal amount for a creature of its level.

Damage Inflicted: Generally, when creatures hit in combat, they inflict their level in damage regardless of the form of attack. Some inflict more or less or have a special modifier to damage. Intelligent NPCs often use weapons, but this is more a flavor issue than a mechanical one. In other words, it doesn’t matter if a level 3 foe uses a sword or claws—it deals the same damage if it hits. The entries always specify the amount of damage inflicted, even if it’s the normal amount for a creature of its level.

Armor: This is the creature’s Armor value. Sometimes the number represents physical armor, and other times it represents natural protection. This entry doesn’t appear in the game stats if a creature has no Armor.

Movement: Movement determines how far the creature can move in a single turn. Creatures have movements of immediate, short, long, or very long, which equate to the ranges of the same name. Most PCs have an effective movement of short, so if they are chasing (or being chased by) a creature with immediate movement, their Speed tasks are eased; if the creature’s movement is long or greater, the PCs’ Speed tasks are hindered.

Modifications: Use these default numbers when a creature’s information says to use a different target number. For example, a level 4 creature might say “defends as level 5,” which means PCs attacking it must roll a target number of 15 (for difficulty 5) instead of 12 (for difficulty 4). In special circumstances, some creatures have other modifications, but these are almost always specific to their level.

Combat: This entry gives advice on using the creature in combat, such as “This creature uses ambushes and hit-and-run tactics.” At the end of the combat listing, you’ll also find any special abilities, such as immunities, poisons, and healing skills. GMs should be logical about a creature’s reaction to a particular action or attack by a PC. For example, a mechanical creation is immune to normal diseases, a character can’t poison a being of energy (at least, not with a conventional poison), and so on.

Interaction: This entry gives advice on using the creature in interactions, such as “These creatures are willing to talk but respond poorly to threats,” or “This creature is an animal and acts like an animal.”

Use: This entry gives the GM suggestions for how to use the creature in a game session. It might provide general notes or specific adventure ideas.

Loot: This entry indicates what the PCs might gain if they take items from their fallen foes (or trade with or trick them). It doesn’t appear in the game stats if the creature has no loot.

GM Intrusion: This optional entry in the stats suggests a way to use GM intrusion in an encounter with the creature. It’s just one possible idea of many, and the GM is encouraged to come up with their own uses of the game mechanic.

Creatures

@UUID[Compendium.cyphersystem-compendium.creatures.GcRpFtcOQDpGvU4H]{Abomination} @UUID[Compendium.cyphersystem-compendium.creatures.17NSMk419kHRvwoP]{Chimera} @UUID[Compendium.cyphersystem-compendium.creatures.Ds2TiPhzGcBio6uy]{Chronophage} @UUID[Compendium.cyphersystem-compendium.creatures.6XzVLD44cRlhPIfO]{Deep one} @UUID[Compendium.cyphersystem-compendium.creatures.dEUcFhzvuB3ufhv5]{Deinonychus} @UUID[Compendium.cyphersystem-compendium.creatures.0NEyK7k8eNvN9oRt]{Demigod} @UUID[Compendium.cyphersystem-compendium.creatures.C2tRCVUtCl1OEb7M]{Demon} @UUID[Compendium.cyphersystem-compendium.creatures.Z4Y7VaCkpXbCZ2yy]{Devil} @UUID[Compendium.cyphersystem-compendium.creatures.D25NNlnriTPYwXvl]{Djinni} @UUID[Compendium.cyphersystem-compendium.creatures.huhkLDlDaru359Bf]{Dragon} @UUID[Compendium.cyphersystem-compendium.creatures.li1H57vGnKM9EY61]{Earth elemental} @UUID[Compendium.cyphersystem-compendium.creatures.WcxUomm2dqg2s2mU]{Enthraller} @UUID[Compendium.cyphersystem-compendium.creatures.p5ugVxzZFUe8r2To]{Fallen angel} @UUID[Compendium.cyphersystem-compendium.creatures.W7lOvxxSkcShe4Y9]{Fire elemental} @UUID[Compendium.cyphersystem-compendium.creatures.CbyPd1QoYjZGISN9]{Fusion hound} @UUID[Compendium.cyphersystem-compendium.creatures.02LotzBPq6hZTu2N]{Ghost} @UUID[Compendium.cyphersystem-compendium.creatures.92AH6pnL8Mknw6ok]{Ghoul} @UUID[Compendium.cyphersystem-compendium.creatures.gc0tYELtVAJRfFL6]{Giant} @UUID[Compendium.cyphersystem-compendium.creatures.U508Iiym5DOrLbCP]{Giant rat} @UUID[Compendium.cyphersystem-compendium.creatures.G1R1ESjuGxTJ7VwN]{Giant snake} @UUID[Compendium.cyphersystem-compendium.creatures.PlHlqDlwByGRX8T3]{Giant spider} @UUID[Compendium.cyphersystem-compendium.creatures.StSE44DNprZ4X4t8]{Goblin} @UUID[Compendium.cyphersystem-compendium.creatures.nBJ1PaZw7VugehNT]{Golem} @UUID[Compendium.cyphersystem-compendium.creatures.v5KdQP0xAVsoznyE]{Grey} @UUID[Compendium.cyphersystem-compendium.creatures.gDdZYUFdqZhmK3Oc]{Kaiju} @UUID[Compendium.cyphersystem-compendium.creatures.Iyx0QTRTuHLwr2g4]{Killer clown} @UUID[Compendium.cyphersystem-compendium.creatures.m9Hqr0shnpvRfgiF]{Killing white light} @UUID[Compendium.cyphersystem-compendium.creatures.EX0RBWZzdGetaDK9]{Mechanical soldier} @UUID[Compendium.cyphersystem-compendium.creatures.LkiVCVe5HhMi8Hc8]{Mi-go} @UUID[Compendium.cyphersystem-compendium.creatures.ZLDxtrbI1te50O1k]{Mokuren} @UUID[Compendium.cyphersystem-compendium.creatures.2BTNWIpNjjd696xa]{Nuppeppo} @UUID[Compendium.cyphersystem-compendium.creatures.Jo0ULIISkFpZDV85]{Ogre} @UUID[Compendium.cyphersystem-compendium.creatures.obJAuUihAMdRF9j2]{Orc} @UUID[Compendium.cyphersystem-compendium.creatures.KrHZmg9AKHxbGRnk]{Prince(ss) of summer} @UUID[Compendium.cyphersystem-compendium.creatures.axcyoROutmXNdzNk]{Puppet tree} @UUID[Compendium.cyphersystem-compendium.creatures.qT2StUmJ4FDfS2Ji]{Ravage bear} @UUID[Compendium.cyphersystem-compendium.creatures.n54pC87T2nULqbCJ]{Replicant} @UUID[Compendium.cyphersystem-compendium.creatures.qB1fv8beRDJG465z]{Shadow elf} @UUID[Compendium.cyphersystem-compendium.creatures.MQI4Poo9zZKrgKhc]{Skeleton} @UUID[Compendium.cyphersystem-compendium.creatures.nkAvknrgByU2kBSn]{Statue, animate} @UUID[Compendium.cyphersystem-compendium.creatures.E7LZFxUVnPeXLIgX]{Tyrannosaurus rex} @UUID[Compendium.cyphersystem-compendium.creatures.37pnRQFiOHt47hFP]{Vampire} @UUID[Compendium.cyphersystem-compendium.creatures.PIJ3eSbmYUGztjb1]{Vampire, transitional} @UUID[Compendium.cyphersystem-compendium.creatures.QFTQJ4Z4kmHVr23P]{Vat reject} @UUID[Compendium.cyphersystem-compendium.creatures.WsWJRqBjUW1WO1Wp]{Wardroid} @UUID[Compendium.cyphersystem-compendium.creatures.3jAoNYaS0CHUjkqS]{Werewolf} @UUID[Compendium.cyphersystem-compendium.creatures.2nv7KEvkNXsUOykU]{Witch} @UUID[Compendium.cyphersystem-compendium.creatures.Ziw2e08pt2Fc8vHz]{Xenoparasite} @UUID[Compendium.cyphersystem-compendium.creatures.dWvlzVDxmAUQxT7s]{Zombie}

Normal Animals

Unlike many creatures in this chapter, normal animals are simple and understandable enough to be encapsulated by just their level and maybe one or two other stats.

@UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.p7RwEbxxv74Xy0NP]{Bear, black} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.3NRZdgMZXVcEsqWl]{Bear, grizzly} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.JZbErZ6hAgtHrgim]{Dog} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.vmvgLdR7JKdsukCW]{Dog, guard} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.pNEII8Wup8xjZfuA]{Hawk} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.61EndqAjZ2ZZZuS9]{Horse} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.qLFrfE0E9w6BcG48]{Rat} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.RxtZyeRliCY3v9In]{Rattlesnake}

NPCs

The NPCs in this chapter are generic examples of nonplayer characters that can be used in many genres.

Reskinning NPCs: GMs will find that with a few tweaks, a guard can be a modern-day cop, a fantasy caravan guard, or a science fiction drone soldier. This is known as reskinning—making slight changes to existing stats to customize the NPC for your own game.

Health, Not Pools: Remember that NPCs don’t have stat Pools. Instead, they have a characteristic called health. When an NPC takes damage of any kind, the amount is subtracted from its health. Unless described otherwise, an NPC’s health is always equal to its target number. Some NPCs might have special reactions to or defenses against attacks that would normally deal Speed damage or Intellect damage, but unless the NPC’s description specifically explains this, assume that all damage is subtracted from the NPC’s health.

Appropriate Weapons: NPCs use weapons appropriate to their situation, which might be swords and crossbows, knives and shotguns, malefic psychic weapons, blasters and grenades, and so on.

@UUID[Compendium.cyphersystem-compendium.npcs.rnq3fP5XVmqEmZWG]{Assassin} @UUID[Compendium.cyphersystem-compendium.npcs.IXoOu0XGctC51WFn]{Cannibal} @UUID[Compendium.cyphersystem-compendium.npcs.jZT0TZAHaKkZ8kGv]{Crime boss} @UUID[Compendium.cyphersystem-compendium.npcs.17FhJIqwNpdkCE3Q]{Detective} @UUID[Compendium.cyphersystem-compendium.npcs.vamqtdZeooEZTvVA]{Guard} @UUID[Compendium.cyphersystem-compendium.npcs.mIkMohVYFvaiNwZB]{Occultist} @UUID[Compendium.cyphersystem-compendium.npcs.SMQHtX6tTqzNShpA]{Secret agent} @UUID[Compendium.cyphersystem-compendium.npcs.dxKy262U5XR9IQdV]{Thug} @UUID[Compendium.cyphersystem-compendium.npcs.T49YQrtaJRk1stLD]{Wizard, mighty}

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Cyphers are one-use abilities that characters gain over the course of play. They have cool powers that can heal, make attacks, ease or hinder task rolls, or (in a more supernatural and extreme example) produce effects such as nullifying gravity or turning something invisible.

Most cyphers aren’t physical objects—just something useful that happens right when you need it. They might be a burst of insight that allows a character to make a perfectly executed attack, a lucky guess when using a computer terminal, a coincidental distraction that gives you an advantage against an NPC, or a supernatural entity that makes things work out in your favor. In some games, cyphers come in the form of items, like magic potions or bits of alien technology.

Cyphers that don’t have a physical form are called subtle cyphers.

Cyphers that have a physical form are called manifest cyphers.

Regardless of their form, cyphers are single-use effects and are always consumed when used. Unless a cypher’s description says otherwise, it works only for the character who activates it. For example, a PC can’t use an enduring shield cypher on a friend.

Cyphers are a game mechanic designed for frequent discovery and use. PCs can have only a small number of cyphers at any given time, and since they’re always finding more, they’re encouraged to use them at a steady pace.

In theory, the cyphers gained by the PCs are determined randomly. However, the GM can allow PCs to acquire or find them intentionally as well. Cyphers are gained with such regularity that the PCs should feel that they can use them freely. There will always be more, and they’ll have different benefits. This means that in gameplay, cyphers are less like gear or treasure and more like character abilities that the players don’t choose. This leads to fun game moments where a player can say “Well, I’ve got an X that might help in this situation,” and X is always different. X might be an intuitive understanding of the local computer network, a favor from the Faerie Court, an explosive device, a short-range teleporter, or a force field. It might be a powerful magnet or a prayer that will cure disease. It could be anything. Cyphers keep the game fresh and interesting. Over time, characters can learn how to safely carry more and more cyphers at the same time, so cyphers really do seem more like abilities and less like gear.

“Carry” in this sense refers to both subtle cyphers and manifest cyphers, though a PC may not actually carry anything that physically represents the cypher. A character thrown into prison without their equipment might still have subtle cyphers.

Cyphers don’t have to be used to make room for new ones. For subtle cyphers, a character can just use an action to “lose” the cypher, freeing up space to “find” one later (once a subtle cypher is discarded this way, it is gone and can’t be recovered). For manifest cyphers, it’s perfectly acceptable for the PCs to stash one elsewhere for later use; of course, that doesn’t mean it will still be there when they return.

Why Cyphers?

Cyphers are (not surprisingly, based on the name) the heart of the Cypher System. This is because characters in this game have some abilities that rarely or never change and can always be counted on—pretty much like in all games—and they have some abilities that are ever-changing and inject a great deal of variability in play. They are the major reason why no Cypher System game session should ever be dull or feel just like the last session. This week your character can solve the problem by walking through walls, but last time it was because you could create an explosion that could level a city block.

The Cypher System, then, is one where PC abilities are fluid, with the GM and the players both having a role in their choice, their assignment, and their use. Although many things separate the game system from others, this aspect makes it unique, because cyphers recognize the importance and value of two things:

  1. “Treasure,” because character abilities make the game fun and exciting. In fact, in the early days of roleplaying, treasure (usually in the form of magic items found in dungeons) was really the only customization of characters that existed. One of the drives to go out and have adventures is so you can discover cool new things that help you when you go on even more adventures. This is true in many RPGs, but in the Cypher System, it’s built right into the game’s core.

  2. Letting the GM have a hand in determining PC abilities makes the game move more smoothly. Some GMs prefer to roll cyphers randomly, but some do not. For example, giving the PCs a cypher that will allow them to teleport far away might be a secret adventure seed placed by a forward-thinking GM. Because the GM has an idea of where the story is going, they can use cyphers to help guide the path. Alternatively, if the GM is open to it, they can give out cyphers that enable the characters to take a more proactive role (such as teleporting anywhere they want). Perhaps most important, they can do these things without worrying about the long-term ramifications of the ability. A device that lets you teleport multiple times might really mess up the game over the long term. But once? That’s just fun.

Cypher Limits

All characters have a maximum number of cyphers they can have at any one time, determined by their type. If a character ever attempts to carry more, random cyphers instantly disappear until the PC has a number of cyphers equal to their maximum (depending on the genre of the campaign, subtle cyphers may be more or less likely to vanish this way). These vanished cyphers are not recoverable.

Subtle Cyphers

Subtle (nonphysical) cyphers are a way to introduce cyphers into a game without overt “powered stuff”—no potions, alien crystals, or anything of that nature. They’re most useful, perhaps, in a modern or horror setting without obvious fantasy elements. Subtle cyphers are more like the inherent abilities PCs have, adding boosts to Edge, recovering points from Pools, coming up with ideas, and so on. In general, these are commonplace, non-supernatural effects—a subtle cypher wouldn’t create a laser beam or allow a character to walk through a wall. They don’t break the fragile bubble of believability in genres where flashy powers and abilities don’t make a lot of sense.

Subtle cyphers are particularly nice in a genre where the PCs are supposed to be normal people. The cyphers can simply be an expression of innate capabilities in characters that aren’t always dependable. And in many ways, that’s probably more realistic than an ability you can count on with certainty, because in real life, some days you can jump over a fence, and some days you just can’t.

Concepts for subtle cyphers include the following:

Good fortune: Once in a while, things just go your way. You’re in the right place at the right time.

Inspirations: Sometimes you get inspired to do something you’ve never done before and might not be able to do again. Call it adrenaline mixed with the right motivation, or just doing the right thing at the right place at the right time. Who can really define it? Life’s funny that way.

Alien concepts: Complex and utterly inhuman memes enter our world and worm their way into and out of human consciousness. When this happens, it can cause mental distress and disorientation. It can also grant impossible abilities and advantages.

Blessings: In a fantasy world, there are nine gods. Each morning, all intelligent residents of the world pray to one of the gods, and some of the faithful gain a divine blessing. Some people believe that praying to different gods gives you different blessings.

Earworms: You know how some songs pop into your head and just won’t leave? There’s a power to those songs, and the right people know how to harness it. Make the songs disturbing or reminiscent of evil chants, and you’ve got a perfect cypher concept for a horror campaign.

Mysterious transmissions: What’s that buzzing? That mechanical chittering? Those numbers repeating over and over? And why can only some people hear it? A few who are aware of the sounds have learned how to make use of them.

Supernatural powers: Mental or mystical energies constantly shift and change, ebb and flow. But you’ve figured out how to attune your mind to them. There are no physical actions or paraphernalia required—just an inner conduit to the numinous.

Discovering Subtle Cyphers

Since subtle cyphers aren’t physical objects, GMs will need to figure out when to give PCs new ones to replace the ones they have used. The cyphers probably shouldn’t be tied to actions entirely under the characters’ control—in other words, they shouldn’t come as a result of meditation or anything of that nature. Instead, the GM should choose significant points in the story when new cyphers might simply come unbidden to the PCs. In the broader view, this is no different than manifest cyphers placed as treasure in a creature’s lair, a secret cache, or somewhere else for the characters to find. Either way, the GM is picking good spots to “refill” potentially used cypher-based abilities.

Subtle cyphers are often found in groups of one to six (the GM can roll 1d6 to determine the number). The GM might randomly assign the cyphers to each PC who has space for more, or present a selection of cyphers to the group and allow the players to choose which ones they want for their characters. Characters should immediately know what their subtle cyphers do. If a PC activates a healing subtle cypher when they think it’s something to help pick a lock, that’s a waste of a useful character ability.

PCs might be able to obtain subtle cyphers from NPCs or in unusual circumstances as gifts, boons, or blessings, even asking for a particular kind of subtle cypher, such as healing, protection, or skill. For example, PCs who make a donation at a temple of a healing goddess could ask to receive a blessing (subtle cypher) that allows them to speak a healing prayer that restores points to one of their Pools. An NPC wizard who owes the PCs a favor might cast a spell on them that deflects one weapon if they say a magic word. An alien pylon might grant knowledge of a strange mental code that lets a person see in the dark for a few hours.

A PC can also acquire a new subtle cypher by spending 1 XP on one of the following player intrusions:

General cypher: You ask the GM for a general subtle cypher, such as “healing,” “movement,” “defense,” or perhaps something as specific as “flight.” The GM gives you a cypher that meets that description and randomly determines its level. If you don’t have space for this cypher, you immediately lose one of your current cyphers (your choice) and the new cypher takes its place.

Specific cypher: You ask the GM for a specific subtle cypher (such as a curative or stim) of a specific level. Make an Intellect roll with a difficulty equal to the cypher’s level plus 1. If you have had this cypher before, the task is eased. If you fail the roll, you do not gain a cypher. If you succeed, the GM gives you that subtle cypher at that level. If you don’t have space for this new cypher, you immediately lose one of your current cyphers (your choice) and the new cypher takes its place. Whether or not you succeed at the roll, the 1 XP is spent.

Manifest Cyphers

Because manifest cyphers are physical objects, and people are familiar with the idea of finding “treasure” as part of playing an RPG, these kinds of cyphers are easy to get into the hands of the PCs. They are often found in groups of one to six (the GM can roll 1d6 to determine the number), usually because the characters are searching for them. They might be among the possessions of a fallen foe, hidden in a secret room, or scattered amid the wreckage of a crashed starship. The GM can prepare a list ahead of time of what successful searchers find. Sometimes this list is random, and sometimes there is logic behind it. For example, a warlock’s laboratory might contain four different magic potions that the PCs can find.

If the characters search for cyphers, the GM sets the difficulty of the task. It is usually 3 or 4, and scavenging can take fifteen minutes to an hour.

Scavenging is not the only way to obtain manifest cyphers. They can also be given as gifts, traded with merchants, or sometimes purchased in a shop.

Unlike subtle cyphers, characters don’t automatically know what manifest cyphers do. Once the PCs find a manifest cypher, identifying it is a separate task, based on Intellect and modified by knowledge of the topic at hand. In a fantasy setting, that knowledge would probably be magic, but in a science fiction setting, it might be technology. The GM sets the difficulty of the task, but it is usually 1 or 2. Thus, even the smallest amount of knowledge means that cypher identification is automatic. The process takes one to ten minutes. If the PCs can’t identify a cypher, they can bring it to an expert for identification and perhaps trade, if desired.

Manifest Cyphers Duplicating Subtle Cyphers

Lots of overlap exists between what subtle cyphers and manifest cyphers can do. Nearly anything that can be explained as a subtle cypher can just as easily be a magic item, scientific device, or other manifest object. A bit of luck that helps you sneak (a subtle cypher) and a potion that helps you sneak (a manifest cypher) do the exact same thing for a character. One advantage of manifest cyphers is that characters can easily trade them to each other or sell them to NPCs. On the other hand, manifest cyphers can be dropped or stolen, and subtle cyphers can’t.

It’s fine if the GM decides to include both kinds of cyphers in the same game. A horror game could begin with the PCs as normal people with subtle cyphers, but as time goes on, they find one-use spells in occult tomes, weird potions, and bone dust that has strange powers.

Using Cyphers

The action to use a cypher is Intellect based unless described otherwise or logic suggests otherwise. For example, throwing an explosive might be Speed based because the device is physical and not really technical, but using a ray emitter is Intellect based.

Because cyphers are single-use items, cyphers used to make attacks can never be used with the Spray or Arc Spray abilities that some characters might have. They are never treated as rapid-fire weapons.

Identified manifest cyphers can be used automatically. Once a manifest cypher is activated, if it has an ongoing effect, that effect applies only to the character who activated the cypher. A PC can’t activate a cypher and then hand it to another character to reap the benefits.

A character can attempt to use a manifest cypher that has not been identified; this is usually an Intellect task using the cypher’s level. Failure might mean that the PC can’t figure out how to use the cypher or that they use it incorrectly (GM’s discretion). Of course, even if the PC activates the unidentified cypher, they have no idea what its effect will be.

Cyphers are meant to be used regularly and often. If PCs are hoarding or saving their cyphers, feel free to give them a reason to put the cyphers into play.

Cypher Levels and Effects

All cyphers have a level and an effect. The level sometimes determines an aspect of the cypher’s power (how much damage it inflicts, for example) but otherwise it only determines the general efficacy, the way level works with any object. The Level entry for a cypher is usually a die roll, sometimes with a modifier, such as 1d6 or 1d6 + 4. The GM can roll to determine the cypher’s level, or can allow the player to roll when they receive the cypher.

Normal and Fantastic Effects

Cypher effects fall into two categories: normal and fantastic. Normal effects are things that could reasonably happen or be explained in the normal physical world we’re familiar with. Fantastic effects are things that can’t. A normal person could hit a target 240 feet (73 m) away with a football, quickly get over a cold, run across a tightrope, or multiply two two-digit numbers in their head. These tasks are difficult, but possible. A normal person can’t throw an armored car, regrow a severed arm, create a robot out of thin air, or control gravity with their mind. These tasks are impossible according to the world as we know it. Cypher effects are either normal (possible) or fantastic (impossible according to the world as we know it).

Normal cypher effects should be available to PCs regardless of the genre of your game. It’s perfectly reasonable for a modern, fantasy, horror, science fiction, or superhero PC to have a cypher that gives them a one-use bonus on an attack or skill task, lets them take a quick breather to recover a few points in a Pool, or helps them focus their will to avoid distractions or fatigue.

Fantastic cypher effects should be limited to games where magic, technology, or other factors stretch the definition of “impossible.” A cypher that turns a corpse into a zombie is out of place in a non-fantastic modern game, but is perfectly reasonable for a fantasy, science fiction, or superhero game, or even a horror game where zombies exist, as long as the GM decides there is an appropriate story explanation for it. The zombie cypher might be a necromantic spell in a fantasy or superhero game, a code that activates a swarm of nanobots in a science fiction game, or a virus in a horror game. The rules categorize some cypher effects as fantastic to help the GM decide whether to exclude cyphers that don’t fit the game they’re running. For example, it is appropriate for a GM running a zombie horror survival game set in 1990s Georgia to allow the zombie-creating cypher but not a teleportation cypher, because creating a zombie is a fantastic effect that fits the setting and teleportation isn’t.

Fantastic cyphers can be subtle or manifest.

Optional Rule: Normal Cyphers Duplicating Fantastic Effects

If the GM and players are willing to stretch their imaginations a bit, it’s possible to include some fantastic cypher effects in a game where only normal cypher effects should exist, even if the PCs are only using subtle cyphers. The player using the cypher just needs to come up with a practical, realistic explanation for how the fantastic result occurred (perhaps with a much shorter or reduced effect than what’s described in the cypher text).

For example, a PC with a phase changer who is trapped in a prison cell could say that instead of physically phasing through the wall, using the cypher means they find a long-forgotten secret door connected to a narrow hallway leading to safety. A PC with a fire detonation could say they notice a can of paint thinner in the room, kick it over, and throw a table lamp into the spill, creating a spark and a momentary burst of harmful flames. A PC with a monoblade could say they spot structural flaws in an opponent’s armor, allowing them to attack for the rest of that combat in such a way that the foe’s Armor doesn’t count.

These interpretations of fantastic cyphers in a non-fantastic setting require player ingenuity and GM willingness to embrace creative solutions (similar to players using player intrusions to make a change in the game world). The GM always has the right to veto the explanation for the fantastic effect, allowing the player to choose a different action instead of using the fantastic cypher.

Manifest Cypher Forms

None of the manifest cyphers in this chapter have a stated physical form. The entries don’t tell you if something is a potion, a pill, or a device you hold in your hands because that sort of detail varies greatly from genre to genre. Are they magic? Are they tech? Are they symbiotic creatures with programmed DNA? That’s up to the GM. It’s flavor, not mechanics. It’s as important or unimportant as the style of an NPC’s hair or the color of the car the bad guys are driving. In other words, it’s the kind of thing that is important in a roleplaying game, but at the same time doesn’t actually change anything (and RPGs have a lot of things like that, if you think about it).

A manifest cypher’s physical form can be anything at all, but there are some obvious choices based on genre. The GM can design a setting that uses just one type—for example, a magical world where all cyphers are potions made by faeries. Or they can use many types, perhaps mixing them from different genres. Some suggestions include the following.

Fantasy/Fairy Tale: Potions, scrolls, runeplates, tattoos, charms, powders, crystals, books with words of power.

Modern/Romance: Drugs (injections, pills, inhalants), viruses, smartphone apps.

Science Fiction/Post-Apocalyptic: Drugs (injections, pills, inhalants), computer programs, crystals, gadgets, viruses, biological implants, mechanical implants, nanotechnological injections.

Horror: Burrowing worms or insects, pages from forbidden books, horrific images.

Superhero: Forms from all the other genres.

Cypher Tables

@UUID[Compendium.cyphersystem-compendium.cypher-roll-tables.Bn74yPIGZJTwA9yO]{Manifest Cypher Table} @UUID[Compendium.cyphersystem-compendium.cypher-roll-tables.yXkmPLGNM6UH5nkx]{Subtle Cypher Table} @UUID[Compendium.cyphersystem-compendium.cypher-roll-tables.tAjYZpL0GKkROZpR]{Fantastic Cypher Table}

A Listing of Various Cyphers

All cyphers in this section may be manifest cyphers. It is the GM’s discretion whether a particular cypher can be a subtle cypher, and that decision usually depends on the setting. (The tables indicating subtle, manifest, and fantastic cyphers are just suggestions for a typical campaign setting.)

@UUID[Compendium.cyphersystem-compendium.cyphers.nB8zfVWuIB1VvHGl]{Adhesion} @UUID[Compendium.cyphersystem-compendium.cyphers.gXzG3cEX6b15T7fh]{Age taker} @UUID[Compendium.cyphersystem-compendium.cyphers.ss48CDstie5AjXsb]{Analeptic} @UUID[Compendium.cyphersystem-compendium.cyphers.kgft4WfHxO9r06wb]{Antivenom} @UUID[Compendium.cyphersystem-compendium.cyphers.KZ2X27pebWbEvQXQ]{Armor reinforcer} @UUID[Compendium.cyphersystem-compendium.cyphers.uqL6JmysWKztajSP]{Attractor} @UUID[Compendium.cyphersystem-compendium.cyphers.FfAhElBEyjyd4E17]{Banishing} @UUID[Compendium.cyphersystem-compendium.cyphers.bxWMBr5i7Lfxid9Q]{Best tool} @UUID[Compendium.cyphersystem-compendium.cyphers.dymzqQ69RJGT8TEs]{Blackout} @UUID[Compendium.cyphersystem-compendium.cyphers.z7B2LxlcLfLMkTFw]{Blinking} @UUID[Compendium.cyphersystem-compendium.cyphers.vji8MXWxGxr3A9jp]{Burst of speed} @UUID[Compendium.cyphersystem-compendium.cyphers.WIDPRS1tIpL3pa5F]{Catholicon} @UUID[Compendium.cyphersystem-compendium.cyphers.k8SHSyIu2KzAZja7]{Chemical factory} @UUID[Compendium.cyphersystem-compendium.cyphers.o4AITObjEyBSsjR1]{Comprehension} @UUID[Compendium.cyphersystem-compendium.cyphers.88PKQNeHojZRVZLd]{Condition remover} @UUID[Compendium.cyphersystem-compendium.cyphers.cjFun20hsxOrU4UF]{Contingent activator} @UUID[Compendium.cyphersystem-compendium.cyphers.8NupmDC7tXJhHdy3]{Controlled blinking} @UUID[Compendium.cyphersystem-compendium.cyphers.ewaouF5H001ecJI2]{Curative} @UUID[Compendium.cyphersystem-compendium.cyphers.J2uXPzk3Q3o9Fwpe]{Curse bringer} @UUID[Compendium.cyphersystem-compendium.cyphers.IxserEHDalfrzdvG]{Darksight} @UUID[Compendium.cyphersystem-compendium.cyphers.7ZAyXJ8gyV4ao0wO]{Death bringer} @UUID[Compendium.cyphersystem-compendium.cyphers.DRkKlxg4WKwUgl7T]{Density} @UUID[Compendium.cyphersystem-compendium.cyphers.GxcYZVXI0R3cMeMp]{Detonation} @UUID[Compendium.cyphersystem-compendium.cyphers.bzGwdlL0ZLPsxK9v]{Detonation (creature)} @UUID[Compendium.cyphersystem-compendium.cyphers.Z5An8np1ZHSTSWet]{Detonation (dessicating)} @UUID[Compendium.cyphersystem-compendium.cyphers.RkOFWVFfuWHSGBVf]{Detonation (flash)} @UUID[Compendium.cyphersystem-compendium.cyphers.GPk5tYAHThxyIj6p]{Detonation (gravity inversion)} @UUID[Compendium.cyphersystem-compendium.cyphers.0WWb6gMnrICVA77C]{Detonation (gravity)} @UUID[Compendium.cyphersystem-compendium.cyphers.VhbqMkTUgBS24ZV8]{Detonation (massive)} @UUID[Compendium.cyphersystem-compendium.cyphers.FaQAOTHsz8kAwYva]{Detonation (matter disruption)} @UUID[Compendium.cyphersystem-compendium.cyphers.54PPya95rv4yA3O5]{Detonation (pressure)} @UUID[Compendium.cyphersystem-compendium.cyphers.DuYwDKUWCozANHfi]{Detonation (singularity)} @UUID[Compendium.cyphersystem-compendium.cyphers.hIxIA4943U1u3a9M]{Detonation (sonic)} @UUID[Compendium.cyphersystem-compendium.cyphers.PIuFZaZUI84aZvSj]{Detonation (spawn)} @UUID[Compendium.cyphersystem-compendium.cyphers.bIcebdBZfthtc7gn]{Detonation (web)} @UUID[Compendium.cyphersystem-compendium.cyphers.q5zVuR0m6OyMBS3o]{Disarm} @UUID[Compendium.cyphersystem-compendium.cyphers.wRrdISsr5cmCYZX1]{Disguise module} @UUID[Compendium.cyphersystem-compendium.cyphers.FItOrZq5fp17b99h]{Disrupting} @UUID[Compendium.cyphersystem-compendium.cyphers.dYPtdYIVh8Fw2j0I]{Eagleseye} @UUID[Compendium.cyphersystem-compendium.cyphers.wlbjzEJE7xJQejRu]{Effect resistance} @UUID[Compendium.cyphersystem-compendium.cyphers.NeLV59uT8r0aOBYv]{Effort enhancer (combat)} @UUID[Compendium.cyphersystem-compendium.cyphers.Sq85TkiuqKKZEcZa]{Effort enhancer (noncombat)} @UUID[Compendium.cyphersystem-compendium.cyphers.29q4icxpIjmPru2K]{Enduring shield} @UUID[Compendium.cyphersystem-compendium.cyphers.40DQrFLuDX017odb]{Equipment cache} @UUID[Compendium.cyphersystem-compendium.cyphers.h5TSiPn7BeeIobmN]{Farsight} @UUID[Compendium.cyphersystem-compendium.cyphers.oNuUwELrZDJY1mIf]{Fireproofing} @UUID[Compendium.cyphersystem-compendium.cyphers.fl9zbMTjxj8vy6kJ]{Flame-retardant wall} @UUID[Compendium.cyphersystem-compendium.cyphers.SJDuyxdMrDv6FaGy]{Force cube} @UUID[Compendium.cyphersystem-compendium.cyphers.dQligdNAYAr6wWdE]{Force field} @UUID[Compendium.cyphersystem-compendium.cyphers.uBDH4lBnOxOXh5CF]{Force screen projector} @UUID[Compendium.cyphersystem-compendium.cyphers.m3NxCCUGiLIKIJNw]{Force shield projector} @UUID[Compendium.cyphersystem-compendium.cyphers.w96EvfwEri9x5Mct]{Friction reducer} @UUID[Compendium.cyphersystem-compendium.cyphers.R88ueN5kMGSameYW]{Frigid wall} @UUID[Compendium.cyphersystem-compendium.cyphers.4L0etvDYulpV4ksR]{Gas bomb} @UUID[Compendium.cyphersystem-compendium.cyphers.pNqglMkBswKP2ICu]{Gravity nullifier} @UUID[Compendium.cyphersystem-compendium.cyphers.vk0FLEfC4YB7dbQs]{Gravity-nullifying application} @UUID[Compendium.cyphersystem-compendium.cyphers.aeBDWdPvxdfj3pfs]{Heat attack} @UUID[Compendium.cyphersystem-compendium.cyphers.7zM8O87dW3jbTnU6]{Hunter/seeker} @UUID[Compendium.cyphersystem-compendium.cyphers.CtZSjgL4ckxcKYUP]{Image projector} @UUID[Compendium.cyphersystem-compendium.cyphers.ReuRZASIsUHgdhEg]{Inferno wall} @UUID[Compendium.cyphersystem-compendium.cyphers.XX53GbhoCBiHS6ks]{Infiltrator} @UUID[Compendium.cyphersystem-compendium.cyphers.AitEjkvspLX688ye]{Information sensor} @UUID[Compendium.cyphersystem-compendium.cyphers.x7qSUmMgvNqV0Ugn]{Instant servant} @UUID[Compendium.cyphersystem-compendium.cyphers.sJVUfXvSJucHYari]{Instant shelter} @UUID[Compendium.cyphersystem-compendium.cyphers.Y6EVgmva4C9tPihv]{Intellect booster} @UUID[Compendium.cyphersystem-compendium.cyphers.udWLm1XDgVieMEDu]{Intelligence enhancement} @UUID[Compendium.cyphersystem-compendium.cyphers.5tLchT3lzBveqkxp]{Knowledge enhancement} @UUID[Compendium.cyphersystem-compendium.cyphers.WXP9irBlSYL49O46]{Lightning wall} @UUID[Compendium.cyphersystem-compendium.cyphers.MTgWJDJa0xrNOUMa]{Machine control} @UUID[Compendium.cyphersystem-compendium.cyphers.Kn3VvkesD5GVq0iI]{Magnetic attack drill} @UUID[Compendium.cyphersystem-compendium.cyphers.yYUMQ6PEMdyJsi6u]{Magnetic master} @UUID[Compendium.cyphersystem-compendium.cyphers.6ccQDO1fUZfF3qdo]{Magnetic shield} @UUID[Compendium.cyphersystem-compendium.cyphers.3ww0ueljUh3Fu4WN]{Manipulation beam} @UUID[Compendium.cyphersystem-compendium.cyphers.E3QMkfRIuJeWQh76]{Matter transference ray} @UUID[Compendium.cyphersystem-compendium.cyphers.zqv51NhAhlMBm2lG]{Meditation aid} @UUID[Compendium.cyphersystem-compendium.cyphers.rAka1a1rfa6U9ejN]{Memory switch} @UUID[Compendium.cyphersystem-compendium.cyphers.GS3GUtjmhIYxF8vb]{Mental scrambler} @UUID[Compendium.cyphersystem-compendium.cyphers.y710ojHG9JfbAHXq]{Metal death} @UUID[Compendium.cyphersystem-compendium.cyphers.9MBc2aywmCotLHZs]{Mind meld} @UUID[Compendium.cyphersystem-compendium.cyphers.f9o3v4yUbE2rOvkA]{Mind stabilizer} @UUID[Compendium.cyphersystem-compendium.cyphers.sgjAHLqFtHWLzSeV]{Mind-restricting wall} @UUID[Compendium.cyphersystem-compendium.cyphers.qyafaJwEsqCVU5ht]{Monoblade} @UUID[Compendium.cyphersystem-compendium.cyphers.adjHowuCfAqznUtV]{Monohorn} @UUID[Compendium.cyphersystem-compendium.cyphers.nH3BFfduw18UhsrN]{Motion sensor} @UUID[Compendium.cyphersystem-compendium.cyphers.ExszgFle5nmrHPSR]{Null field} @UUID[Compendium.cyphersystem-compendium.cyphers.yjjqWOig22fCfvyg]{Nullification ray} @UUID[Compendium.cyphersystem-compendium.cyphers.olA86ZssOHAVcyP5]{Nutrition and hydration} @UUID[Compendium.cyphersystem-compendium.cyphers.NCqhAMpNrf26KCkC]{Perfect memory} @UUID[Compendium.cyphersystem-compendium.cyphers.pMUiPSVOb2VPa79t]{Perfection} @UUID[Compendium.cyphersystem-compendium.cyphers.erJlxWAzYxAbBQ3n]{Personal environment field} @UUID[Compendium.cyphersystem-compendium.cyphers.q94YaFRPnpA4Vbt0]{Phase changer} @UUID[Compendium.cyphersystem-compendium.cyphers.orMNNP5kLwGszIWW]{Phase disruptor} @UUID[Compendium.cyphersystem-compendium.cyphers.I1UIJPrkDAtfdvkn]{Poison (emotion)} @UUID[Compendium.cyphersystem-compendium.cyphers.ab9oUkAc67kwQMu2]{Poison (explosive)} @UUID[Compendium.cyphersystem-compendium.cyphers.TqA7pzI1VOquoZrC]{Poison (mind controlling)} @UUID[Compendium.cyphersystem-compendium.cyphers.LT8pmimmThAbwOL7]{Poison (mind disrupting)} @UUID[Compendium.cyphersystem-compendium.cyphers.WKHeAOo07TN0Waqi]{Psychic communique} @UUID[Compendium.cyphersystem-compendium.cyphers.NGMhAxHPKXqxyarE]{Radiation spike} @UUID[Compendium.cyphersystem-compendium.cyphers.yxlZQszosCzyRvSM]{Ray emitter} @UUID[Compendium.cyphersystem-compendium.cyphers.kl7d13qf7si94eU0]{Ray emitter (command)} @UUID[Compendium.cyphersystem-compendium.cyphers.TvIMvUr69aOV5DnE]{Ray emitter (fear)} @UUID[Compendium.cyphersystem-compendium.cyphers.7lZj0lmBqmrz41mZ]{Ray emitter (friend slaying)} @UUID[Compendium.cyphersystem-compendium.cyphers.LHL022Qn3YRfXYU4]{Ray emitter (mind disrupting)} @UUID[Compendium.cyphersystem-compendium.cyphers.NbYGmZjDHMEmmfDL]{Ray emitter (numbing)} @UUID[Compendium.cyphersystem-compendium.cyphers.sodipYPbrbjALaH2]{Ray emitter (paralysis)} @UUID[Compendium.cyphersystem-compendium.cyphers.RSQzv6fY9P8vLQSh]{Reality spike} @UUID[Compendium.cyphersystem-compendium.cyphers.kgflNP6FVsspfutd]{Reflex enhancer} @UUID[Compendium.cyphersystem-compendium.cyphers.sdd3hhCzs5N0ZqP0]{Rejuvenator} @UUID[Compendium.cyphersystem-compendium.cyphers.8RpaNEaONagWqTTE]{Remembering} @UUID[Compendium.cyphersystem-compendium.cyphers.waaI5OVVCpZC7NLT]{Remote viewer} @UUID[Compendium.cyphersystem-compendium.cyphers.agDsGHiI4x9A0X0J]{Repair unit} @UUID[Compendium.cyphersystem-compendium.cyphers.qOLNoDFQpXZhsbCE]{Repeater} @UUID[Compendium.cyphersystem-compendium.cyphers.MycMQnAtFVkx7xjm]{Repel} @UUID[Compendium.cyphersystem-compendium.cyphers.lN1Qw9izMoo3NSbj]{Retaliation} @UUID[Compendium.cyphersystem-compendium.cyphers.zb8P9KDZaQ0j1exJ]{Secret} @UUID[Compendium.cyphersystem-compendium.cyphers.BmQhgfCQMQpMkwzg]{Sheen} @UUID[Compendium.cyphersystem-compendium.cyphers.hh2zZUmsmHCEUi8t]{Shock attack} @UUID[Compendium.cyphersystem-compendium.cyphers.EMaQ9DgLEL4DkPKD]{Shocker} @UUID[Compendium.cyphersystem-compendium.cyphers.ucJ3400aQrIR73I5]{Skill boost} @UUID[Compendium.cyphersystem-compendium.cyphers.4Bhy1bp5s8LqJR6r]{Slave maker} @UUID[Compendium.cyphersystem-compendium.cyphers.yqc7dFfKI5CTH81u]{Sleep inducer} @UUID[Compendium.cyphersystem-compendium.cyphers.k2hOy8OzSxgmhlIc]{Sniper module} @UUID[Compendium.cyphersystem-compendium.cyphers.9iFJZJ2Plks6CY7g]{Solvent} @UUID[Compendium.cyphersystem-compendium.cyphers.RhpzlF2Olodtf9J5]{Sonic hole} @UUID[Compendium.cyphersystem-compendium.cyphers.kBuARKz133ENxC8s]{Sound dampener} @UUID[Compendium.cyphersystem-compendium.cyphers.9SAuP9To5rJFzGR5]{Spatial warp} @UUID[Compendium.cyphersystem-compendium.cyphers.vs0hACATS83S9qUV]{Speed boost} @UUID[Compendium.cyphersystem-compendium.cyphers.O3yE0thccVVxTIiR]{Spy} @UUID[Compendium.cyphersystem-compendium.cyphers.FhWwzSoVBPzRfGch]{Stasis keeper}@UUID[Compendium.cyphersystem-compendium.cyphers.yazxGwqNVgyQGOPy]{Stim} @UUID[Compendium.cyphersystem-compendium.cyphers.exM6Flwc1g5UuC0q]{Strength boost} @UUID[Compendium.cyphersystem-compendium.cyphers.tSjCuPBJ8j8pIKqx]{Strength enhancer} @UUID[Compendium.cyphersystem-compendium.cyphers.E1GNoFsIMME2xcx8]{Subdual field} @UUID[Compendium.cyphersystem-compendium.cyphers.yeSsoCybAMSvVkSs]{Telepathy} @UUID[Compendium.cyphersystem-compendium.cyphers.VljAPSeYkXKcIkEd]{Teleporter (bounder)} @UUID[Compendium.cyphersystem-compendium.cyphers.4OErRBLP8HYZAnFc]{Teleporter (interstellar)} @UUID[Compendium.cyphersystem-compendium.cyphers.NWJ7mAY1VcxRBTaL]{Teleporter (planetary)} @UUID[Compendium.cyphersystem-compendium.cyphers.SKZrMCk2llIoKiU9]{Teleporter (traveler)} @UUID[Compendium.cyphersystem-compendium.cyphers.4bRwVWF2KHdSZOgh]{Temporal viewer} @UUID[Compendium.cyphersystem-compendium.cyphers.Q0Lj9McM3BanRLQ6]{Time dilation (defensive)} @UUID[Compendium.cyphersystem-compendium.cyphers.66kpaEIObWuovj11]{Time dilation (offensive)} @UUID[Compendium.cyphersystem-compendium.cyphers.ad7NVyxLv9YECCem]{Tissue regeneration} @UUID[Compendium.cyphersystem-compendium.cyphers.t2QXZKVmfQViAo4T]{Tracer} @UUID[Compendium.cyphersystem-compendium.cyphers.TFKQbAknncq4lMEV]{Trick embedder} @UUID[Compendium.cyphersystem-compendium.cyphers.sgBfROg7iUCCezZ8]{Uninterruptible power source} @UUID[Compendium.cyphersystem-compendium.cyphers.IVYgnh80vNTZ9gBf]{Vanisher} @UUID[Compendium.cyphersystem-compendium.cyphers.RcrVpX6UxbD3zTmR]{Visage changer} @UUID[Compendium.cyphersystem-compendium.cyphers.gSXLLLHYFumCsOAo]{Visual displacement device} @UUID[Compendium.cyphersystem-compendium.cyphers.0VkKJcPSO7Scn7Ef]{Vocal translator} @UUID[Compendium.cyphersystem-compendium.cyphers.SXrPkUbwR5IO6305]{Warmth} @UUID[Compendium.cyphersystem-compendium.cyphers.dHgtyDuK0uFBorWI]{Water adapter} @UUID[Compendium.cyphersystem-compendium.cyphers.vLodMbLfeliPpaol]{Weapon enhancement} @UUID[Compendium.cyphersystem-compendium.cyphers.uxXNL4ApwvCgvFAw]{Wings} @UUID[Compendium.cyphersystem-compendium.cyphers.ULHBUzdVa1eFiON2]{X-ray viewer} @UUID[Compendium.cyphersystem-compendium.cyphers.spdFY0JgxGdNMV7N]{Zero point field}

Power Boost Cyphers

These cyphers increase, modify, or improve a character’s existing powers. A burst boost cypher, for example, allows someone with the Bears a Halo of Fire focus to create a blast of fire in all directions, one time. Imagine this as being a fire-using superhero’s ability to “go nova.”

Power boost cyphers affect one use of a character’s abilities but do not require an action. Their use is part of the action that they affect.

Power boost cyphers are a special type of cypher. In some Cypher System games, they may be inappropriate, and in others, they may be the main (or only) type of cypher available, as determined by the GM. They can be either subtle or manifest.

@UUID[Compendium.cyphersystem-compendium.cyphers-power-boost.nlHGkmRztJaDi3Dj]{Area boost} @UUID[Compendium.cyphersystem-compendium.cyphers-power-boost.POLUtosUa7awAfW4]{Burst boost} @UUID[Compendium.cyphersystem-compendium.cyphers-power-boost.GEL5LkJCiQqEH1Nf]{Damage boost} @UUID[Compendium.cyphersystem-compendium.cyphers-power-boost.bEZrdVBmpzu4m3b8]{Efficacy boost (major)} @UUID[Compendium.cyphersystem-compendium.cyphers-power-boost.MLE2eQwkzrz9tVSC]{Efficacy boost (minor)} @UUID[Compendium.cyphersystem-compendium.cyphers-power-boost.xc7bsHHbEM84KLa9]{Energy boost} @UUID[Compendium.cyphersystem-compendium.cyphers-power-boost.AOWfJoOCbvwr9puF]{Range boost} @UUID[Compendium.cyphersystem-compendium.cyphers-power-boost.21qrMjA9SQFvWfkp]{Target boost}

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Setting Difficulty Ratings

The GM’s most important overall tasks are setting the stage and guiding the story created by the group (not the one created by the GM ahead of time). But setting difficulty is the most important mechanical task the GM has in the game. Although there are suggestions throughout this chapter for various difficulty ratings for certain actions, there is no master list of the difficulty for every action a PC can take. Instead, the Cypher System is designed with the “teach a person to fish” style of good game mastering in mind. (If you don’t know what that means, it comes from the old adage “Give a person a fish and they’ll eat for a day. Teach a person to fish and they’ll eat for a lifetime.” The idea is not to give GMs a ton of rules to memorize or reference, but to teach them how to make their own logical judgment calls.) Of course, most of the time, it’s not a matter of exact precision. If you say the difficulty is 3 and it “should” have been 4, the world’s not over.

For the most part, it really is as simple as rating something on a scale of 1 to 10, 1 being incredibly easy and 10 being basically impossible. The guidelines in the Task Difficulty table should help put you in the right frame of mind for assigning difficulty to a task.

For example, we make the distinction between something that most people can do and something that trained people can do. In this case, “normal” means someone with absolutely no training, talent, or experience—imagine your ne’er-do-well, slightly overweight uncle trying a task he’s never tried before. “Trained” means the person has some level of instruction or experience but is not necessarily a professional.

With that in mind, think about the act of balance. With enough focus, most people can walk across a narrow bridge (like a fallen tree trunk). That suggests it is difficulty 2. However, walking across a narrow plank that’s only 3 inches (8 cm) wide? That’s probably more like difficulty 3. Now consider walking across a tightrope. That’s probably difficulty 5—a normal person can manage that only with a great deal of luck. Someone with some training can give it a go, but it’s still hard. Of course, a professional acrobat can do it easily. Consider, however, that the professional acrobat is specialized in the task, making it difficulty 3 for them. They probably are using Effort as well during their performance.

Let’s try another task. This time, consider how hard it might be to remember the name of the previous leader of the village where the character lives. The difficulty might be 0 or 1, depending on how long ago they were the leader and how well known they were. Let’s say it was thirty years ago and they were only mildly memorable, so it’s difficulty 1. Most people remember them, and with a little bit of effort, anyone can come up with their name. Now let’s consider the name of the leader’s daughter. That’s much harder. Assuming the daughter wasn’t famous in her own right, it’s probably difficulty 4. Even people who know a little about local history (that is to say, people who are trained in the subject) might not be able to remember it. But what about the name of the pet dog owned by the daughter’s spouse? That’s probably impossible. Who’s going to remember the name of an obscure person’s pet from thirty years ago? Basically no one. However, it’s not forbidden knowledge or a well-guarded secret, so it sounds like difficulty 7. Difficulty 7 is the rating that means “No one can do this, yet some people still do.” It’s not the stuff of legend, but it’s something you would assume people can’t do. When you think there’s no way you can get tickets for a sold-out concert, but somehow your friend manages to score a couple anyway, that’s difficulty 7. (See the next section for more on difficulties 7, 8, 9, and 10.)

If you’re talking about a task, ideally the difficulty shouldn’t be based on the character performing the task. Things don’t get inherently easier or harder depending on who is doing them. However, the truth is, the character does play into it as a judgment call. If the task is breaking down a wooden door, an 8-foot-tall (2 m) automaton made of metal with nuclear-driven motors should be better at breaking it down than an average human would be, but the task rating should be the same for both. Let’s say that the automaton’s nature effectively gives it two levels of training in such tasks. Thus, if the door has a difficulty rating of 4, but the automaton is specialized and reduces the difficulty to 2, it has a target number of 6. The human has no such specialization, so the difficulty remains 4, and the person has a target number of 12. However, when you set the difficulty of breaking down the door, don’t try to take all those differences into account. The GM should consider only the human because the Task Difficulty table is based on the ideal of a “normal” person, a “trained” person, and so on. It’s humanocentric.

Most characters probably are willing to use one or two levels of Effort on a task, and they might have an appropriate skill or asset to decrease the difficulty by a step. That means that a difficulty 4 task will often be treated as difficulty 2 or even 1, and those are easy rolls to make. Don’t hesitate, then, to pull out higher-level difficulties. The PCs can rise to the challenge, especially if they are experienced.

The Impossible Difficulties

Difficulties 7, 8, 9, and 10 are all technically impossible. Their target numbers are 21, 24, 27, and 30, and you can’t roll those numbers on a d20 no matter how many times you try. Consider, however, all the ways that a character can reduce difficulty. If someone spends a little Effort or has some skill or help, it brings difficulty 7 (target number 21) into the range of possibility—difficulty 6 (target number 18). Now consider that they have specialization, use a lot of Effort, and have help. That might bring the difficulty down to 1 or even 0 (reducing it by two steps from training and specialization, three or four steps from Effort, and one step from the asset of assistance). That practically impossible task just became routine. A fourth-tier character can and will do this—not every time, due to the cost, but perhaps once per game session. You have to be ready for that. A well-prepared, motivated sixth-tier character can do that even with a difficulty 10 task. Again, they won’t do it often (they’d have to apply six levels of Effort, and even with an Edge of 6 that would cost 7 points from their Pool, and that’s assuming they’re specialized and have two levels of assets), but it can happen if they’re really prepared for the task (being specialized and maxed out in asset opportunities reduces the difficulty by four more steps). That’s why sixth-tier characters are at the top of their field, so to speak.

False Precision

One way to look at difficulty is that each step of difficulty is worth 3 on the die. That is to say, hinder the task by one step, and the target number rises by 3. Ease the task by one step, and the target number is lowered by 3. Those kinds of changes are big, meaty chunks. Difficulty, as a game mechanic, is not terribly precise. It’s measured in large portions. You never have a target number of 13 or 14, for example—it’s always 3, 6, 9, 12, 15, and so on. (Technically, this is not true. If a character adds 1 to a d20 roll for some reason, it changes a target number of 15 to 14. But this is not worth much discussion.)

Imprecision is good in this case. It would be false precision to say that one lock has a target number of 14 and another has a target number of 15. What false precision means in this context is that it would be a delusion to think we can be that exact. Can you really say that one lock is 5% easier to pick than another? And more important, even if you could, is the difference worth noting? It’s better to interact with the world in larger, more meaningful chunks than to try to parse things so carefully. If we tried to rate everything on a scale of 1 to 30 (using target numbers and not difficulty), we’d start to get lost in the proverbial weeds coming up with a meaningful distinction between something rated as an 8 and something rated as a 9 on that scale.

Routine Actions

Don’t hesitate to make actions routine. Don’t call for die rolls when they’re not really needed. Sometimes GMs fall into the trap illustrated by this dialogue:

GM: What do you do?

Player: I _________.

GM: Okay, give me a roll.

That’s not a good instinct—at least, not for the Cypher System. Players should roll when it’s interesting or exciting. Otherwise, they should just do what they do. If the PCs tie a rope around something and use it to climb down into a pit, you could ask for tying rolls, climbing rolls, and so on, but why? Just to see if they roll terribly? So the rope can come undone at the wrong time, or a character’s hand can slip? Most of the time, that makes players feel inadequate and isn’t a lot of fun. A rope coming undone in the middle of an exciting chase scene or a battle can be a great complication (and that’s what GM intrusions are for). A rope coming undone in the middle of a simple “getting from point A to point B” scene only slows down gameplay. The real fun—the real story—is down in the pit. So get the PCs down there.

There are a million exceptions to this guideline, of course. If creatures are throwing poisoned darts at the PCs while they climb, that might make things more interesting and require a roll. If the pit is filled with acid and the PCs must climb halfway down, pull a lever, and come back up, that’s a situation where you should set difficulty and perhaps have a roll. If a PC is near death, carrying a fragile item of great importance, or something similar, climbing down the rope is tense, and a roll might add to the excitement. The important difference is that these kinds of complications have real consequences.

On the flip side, don’t be afraid to use GM intrusion on routine actions if it makes things more interesting. Walking up to the king in his audience chamber in the middle of a ceremony only to trip on a rug? That could have huge ramifications for the character and the story.

Other Ways to Judge Difficulty

Rating things on a scale of 1 to 10 is something that most people are very familiar with. You can also look at it as rating an object or creature on a similar scale, if that’s easier. In other words, if you don’t know how hard it would be to climb a particular cliff face, think of it as a creature the PCs have to fight. What level would the creature be? You could look in the Creatures chapter and say “I think this wall should be about as difficult to deal with as a demon. A demon is level 5, so the task of climbing the wall will be difficulty 5.” That’s a weird way to do it, perhaps, but it’s fairly straightforward. And if you’re the kind of GM who thinks in terms of “How tough will this fight be?” then maybe rating tasks as creatures or NPCs to fight isn’t so strange after all. It’s just another way to relate to them. The important thing is that they’re on the same scale. Similarly, if the PCs have to tackle a knowledge task—say, trying to determine if they know where a caravan is headed based on its tracks—you could rate the task in terms of an object. If you’re used to rating doors or other objects that the PCs have broken through recently, the knowledge task is just a different kind of barrier to bust through.

Everything in the Cypher System—characters, creatures, objects, tasks, and so on—has a level. It might be called a tier or a difficulty instead of a level, but ultimately it’s a numerical rating system used to compare things. Although you have to be careful about drawing too many correlations—a first-tier character isn’t easily compared to a difficulty 1 wall or a level 1 animal—the principle is the same. Everything can be rated and roughly compared to everything else in the world. (It works best to take PCs out of this equation. For example, you shouldn’t try to compare a PC’s tier to a wall’s level. Character tiers are mentioned here only for completeness.)

Last, if your mind leans toward statistics, you can look at difficulty as a percentage chance. Every number on the d20 is a 5% increment. For example, you have a 5% chance of rolling a 1. You have a 10% chance of rolling a 1 or a 2. Thus, if you need to roll a 12 or higher, you have a 45% chance of success. (A d20 has nine numbers that are 12 or higher: 12, 13, 14, 15, 16, 17, 18, 19, and 20. And 9 × 5 equals 45.)

For some people, it’s easier to think in terms of a percentage chance. A GM might think “She has about a 30% chance to know that fact about geography.” Each number on a d20 is a 5% increment, and it takes six increments to equal 30%, so there are six numbers that mean the PC succeeds: 15, 16, 17, 18, 19, and 20. Thus, since the player has to roll 15 or higher, that means the target number is 15. (And that means the task is level 5, but if you’ve already determined the target number, you likely don’t care about the level.)

Advantages to This System

  1. The GM makes measured adjustments in large, uniform steps. That makes things faster than if players had to do arithmetic using a range of all numbers from 1 to 20.

  2. You calculate a target number only once no matter how many times the PCs attempt the action. If you establish that the target number is 12, it’s 12 every time a PC tries that action. (On the other hand, if you had to add numbers to your die roll, you’d have to do it for every attempt.) Consider this fact in light of combat. Once a player knows that they need to roll a 12 or higher to hit a foe, combat moves very quickly.

  3. If a PC can reduce the difficulty of an action to 0, no roll is needed. This means that an Olympic gymnast doesn’t roll a die to walk across a balance beam, but the average person does. The task is initially rated the same for both, but the difficulty is reduced for the gymnast. There’s no chance of failure.

  4. This is how everything in the game works, whether it’s climbing a wall,
    sweet-talking a guard, or fighting a bioengineered horror.

  5. Perhaps most important, the system gives GMs the freedom to focus entirely on the flow of the game. The GM doesn’t use dice to determine what happens (unless you want to)—the players do. There aren’t a lot of different rules for different actions, so there is little to remember and very little to reference. The difficulty can be used as a narrative tool, with the challenges always meeting the expected logic of the game. All the GM’s mental space can be devoted to guiding the story.

GM Intrusion

GM intrusion is the main mechanic that the GM uses to inject drama and additional excitement into the game. It’s also a handy tool for resolving issues that affect the PCs but do not involve them. GM intrusion is a way to facilitate what goes on in the world outside the characters. Can the minotaur track the PCs’ movements through the maze? Will the fraying rope hold?

Since the players roll all the dice, GM intrusion is used to determine if and when something happens. For example, if the PCs are fighting a noble’s guards, and you (the GM) know that there are more guards nearby, you don’t need to roll dice to determine if the other guards hear the scuffle and intervene (unless you want to). You just decide when it would be best for the story—which is probably when it would be worst for the characters. In a way, GM intrusion replaces the GM’s die rolling.

The mechanic is also one of the main ways that GMs award experience points to the PCs. This means that you use experience points as a narrative tool. Whenever it seems appropriate, you can introduce complications into the game that affect a specific player, but when you do so, you give that player 1 XP. The player can refuse the intrusion, but doing so costs them 1 XP. So by refusing an intrusion, the player does not get the experience point that the GM is offering, and they lose one that they already have. (This kind of refusal is likely to happen very rarely in your game, if ever. And, obviously, a player can’t refuse an intrusion if they have no XP to spend.)

Here’s how a GM intrusion might work in play. Say the PCs find a hidden console with some buttons. They learn the right order in which to press the buttons, and a section of the floor disappears. As the GM, you don’t ask the players specifically where their characters are standing. Instead, you give a player 1 XP and say “Unfortunately, you’re standing directly over this new hole in the floor.” If the player wanted, they could refuse the XP, spend one of their own, and say “I leap aside to safety.” Most likely, though, they’ll make the defense roll that you call for and let it play out.

There are two ways for the GM to handle this kind of intrusion. You could say “You’re standing in the wrong place, so make a roll.” (It’s a Speed defense roll, of course.) Alternatively, you could say “You’re standing in the wrong place. The floor opens under your feet, and you fall down into the darkness.” In the first example, the PC has a chance to save themselves. In the second example, they don’t. Both are viable options. The distinction is based on any number of factors, including the situation, the characters involved, and the needs of the story. This might seem arbitrary or even capricious, but you’re the master of what the intrusion can and can’t do. RPG mechanics need consistency so players can make intelligent decisions based on how they understand the world to work. But they’ll never base their decisions on GM intrusions. They don’t know when intrusions will happen or what form they will take. GM intrusions are the unpredictable and strange twists of fate that affect a person’s life every day.

When player modifications (such as skill, Effort, and so on) determine that success is automatic, the GM can use GM intrusion to negate the automatic success. The player must roll for the action at its original difficulty level or target number 20, whichever is lower.

Remember, any time you give a player 1 XP for a GM intrusion, you’re actually giving them 2— one to keep and one to give to another player.

Using GM Intrusion as a Narrative Tool

A GM can use this narrative tool to steer things. That doesn’t mean railroad the players or direct the action of the game with a heavy hand. GM intrusion doesn’t enable you to say “You’re all captured, so here’s your 1 XP.” Instead, the GM can direct things more subtly—gently, almost imperceptibly influencing events rather than forcing them. GM intrusion represents things going wrong. The bad guys planning well. Fortune not favoring the characters.

Consider this scenario: the GM plants an interesting adventure seed in a small village, but the PCs don’t stay there long enough to find it. So just outside the village, the PCs run afoul of a vicious viper that bites one of them. The GM uses intrusion to say that the poison from the snake will make the character debilitated unless they get a large dose of a specific antitoxin, which the group doesn’t have. Of course, they aren’t required to go back to the village where the GM’s interesting adventure can start, but it’s likely that they will, looking for the antitoxin.

Some players might find intrusion heavy-handed, but the XP softens the blow. And remember, they can refuse these narrative nudges. Intrusion is not meant to be a railroading tool—just a bit of a rudder. Not an inescapable track, but a nudge here and there.

What’s more, the GM doesn’t need to have a deliberate goal in mind. The complication you introduce could simply make things more interesting. You might not know where it will take the story, just that it will make the story better.

This is wonderfully empowering to the GM—not in a “Ha ha, now I’ll trounce the PCs” way, but in an “I can control the narrative a little bit, steering it more toward the story I want to create rather than relying on the dice” sort of way. Consider that old classic plot development in which the PCs get captured and must escape from the bad guys. In heroic fiction, this is such a staple that it would almost seem strange if it didn’t happen. But in many roleplaying games, it’s a nearly impossible turn of events—the PCs usually have too many ways to get out of the bad guy’s clutches before they’re captured. The dice have to be wildly against them. It virtually never happens. With GM intrusion, it could happen (again, in the context of the larger encounter, not as a single intrusion that results in the entire group of PCs being captured with little explanation or chance to react).

For example, let’s say the PCs are surrounded by orcs. One character is badly injured—debilitated—and the rest are hurt. Some of the orcs produce a large weighted net. Rather than asking for a lot of rolls and figuring the mechanics for escape, you use intrusion and say that the net goes over the PCs who are still on their feet. The rest of the orcs point spears menacingly. This is a pretty strong cue to the players that surrender is a good (and possibly the only) option. Some players won’t take the hint, however, so another use of intrusion might allow the orcs to hit one of the trapped PCs on the head and render them unconscious while their friends struggle in the net. If the players still don’t surrender, it’s probably best to play out the rest of the encounter without more GM intrusions—using more would be heavy-handed by anyone’s measure—although it’s perfectly reasonable to rule that a character rendered debilitated is knocked unconscious, since the orcs are trying to take the PCs alive.

Remember that GM intrusions can occur at any time, not just during combat. Disrupting or changing a tense interaction with NPCs can have big repercussions.

Using GM Intrusion as a Resolution Mechanic

This mechanic offers a way for the GM to determine how things happen in the game without leaving it all to random chance. Bad guys trying to smash down the door to the room where the PCs are holed up? You could roll a bunch of dice, compare the NPCs’ stats to the door’s stats, and so on, or you could wait until the most interesting time, have the bad guys break in, and award an experience point to the PC who tried their best to bar the door. The latter way is the Cypher System way. Intrusion is a task resolution tool for the GM. In other words, you don’t base things on stats but on narrative choice. (Frankly, a lot of great GMs over the years—even in the very early days of the hobby—have run their games this way. Sometimes they rolled dice or pretended to roll dice, but they were really manipulating things.) This method frees the GM from worrying about mechanics and looking up stats and allows them to focus on the story.

This isn’t cheating—it’s the rules of the game. This rule simply replaces traditional dice rolling with good game mastering, logic, and intelligent storytelling. When a PC is climbing a burning rope, and everyone knows that it will break at some point, the game has a mechanism to ensure that it breaks at just the right time.

Variant: If you want more randomness in your game, or if you want your game to seem like more of a simulation, assign a flat percentage chance for whatever you’re trying to resolve. For example, each round, the star troopers have a 20% chance to blast through the door—or, if you want the risk to escalate, a cumulative 20% chance to blast through the door. By not using GM intrusion, this method robs the PCs of a few XP, but when they see you rolling dice, it might help with their immersion. Alternatively, you can pretend to roll dice but really use GM intrusion, though this method seriously robs the characters of XP.

There’s a better way. Announce your intrusion, but say that there’s only a chance it will happen (state the percentage chance), and then roll the dice in plain view of everyone. If the intrusion occurs, award the XP as normal. This is likely the best of both worlds. However, it takes the narrative power out of your hands and gives it to the dice. Perhaps this method is best used only occasionally. If nothing else, it injects some variety and certainly some drama.

Using (and Not Abusing) GM Intrusion

Too much of a good thing will make the game seem utterly unpredictable—even capricious. The ideal is to use about four GM intrusions per game session, depending on the length of the session, or about one intrusion per hour of game play. This is in addition to any intrusions that are triggered by players rolling a 1.

Intrusion Through Player Rolls

When a PC rolls a 1, handle the GM intrusion the same way that you’d handle an intrusion you initiated. The intrusion could mean the PC fumbles or botches whatever they were trying to do, but it could mean something else. Consider these alternatives:

This might not be true of your players, but many players rarely, if ever, spend XP to refuse an intrusion from the GM, though they regularly use XP to avoid an intrusion that comes from a bad roll. And there’s nothing wrong with that. Some GMs might want to forbid using an XP to reroll a 1, but there’s really no point—if you’ve got an idea for a good intrusion, you don’t need to wait until a player rolls a 1 to use it.

GM Intrusion That Affects the Group

The core of the idea behind GM intrusion is that the player being adversely affected gains an experience point. But what if the intrusion affects the whole group equally? What if the GM uses it to have an unstable device overload and explode, harming all the characters? In this case, if no PC is involved more than the others (for example, no single PC was frantically attempting to repair the device), you should give 1 XP to each character but not give any of them an extra XP to hand out to someone else.

However, this kind of group intrusion should be an exception, not the rule. GM intrusions are much more effective if they are more personal.

Example GM Intrusions

It’s not a good idea to use the same events as GM intrusions over and over (“Dolmar dropped his sword again?”). Below are a number of different intrusions you can use.

Bad Luck

Through no fault of the characters, something happens that is bad or at least complicating. For example:

An Unknown Complication Emerges

The situation was more complex (and therefore more interesting) than the PCs knew—perhaps even more than the GM knew, at least at the start. For example:

An Impending Complication Emerges

GMs can use this type of intrusion as a resolution mechanic to determine NPC success or failure. Rather than rolling dice to see how long it takes an NPC to rewire a damaged force field generator, it happens at a time of the GM’s choosing—ideally when it would be most interesting. For example:

Opponent Luck or Skill

The PCs aren’t the only ones with surprising tricks up their sleeves. For example:

Fumbles

Although you might not want every player roll of 1 to be a fumble, sometimes it could be just that. Alternatively, the GM could simply declare that a fumble has occurred. In either case, consider the following examples:

Partial Success

GM intrusion doesn’t have to mean that a PC has failed. For example:

Player Intrusions

Player intrusions give the players a small bit of narrative control over the world. However, the world still remains in the GM’s purview. You can always overrule a player intrusion, or suggest a way to massage it so that it fits better into the setting. Still, because it is indeed narrative control, a player intrusion should always involve a small aspect of the world beyond the character. “I punch my foe really hard” is an expression of Effort or perhaps character ability. “My foe slips and falls backward off the ledge” is a player intrusion.

Player intrusions should never be as big as GM intrusions. They should not end an encounter, only (perhaps) provide the PC with the means to more easily end an encounter. They should not have a wide-reaching or even necessarily a long-term effect on the setting. A way to consider this might be that player intrusions can affect a single object (a floorboard snaps), feature (there’s a hidden shallow spot in the stream to ford), or NPC (the vendor is an old friend). But not more than that. A player intrusion can’t affect a whole village or even a whole tavern in that village. A rock can come loose, but a player intrusion can’t create a landslide.

Tying Actions to Stats

Although the decision is open to your discretion, when a PC takes an action, it should be fairly obvious which stat is tied to that action. Physical actions that involve brute force or endurance use Might. Physical actions that involve quickness, coordination, or agility use Speed. Actions that involve intelligence, education, insight, willpower, or charm use Intellect.

In rare instances, you could allow a PC to use a different stat for a task. For example, a character might try to break down a door by examining it closely for flaws and thus use Intellect rather than Might. This kind of change is a good thing because it encourages player creativity. Just don’t let it be abused by an exuberant or too-clever player. It’s well within your purview to decide that the door has no flaws, or to rule that the character’s attempt will take half an hour rather than one round. In other words, using a stat that is not the obvious choice should be the exception, not the rule.

Cyphers

You should think of cyphers as character abilities, whether they’re subtle cyphers or manifest cyphers. This means that it is incumbent upon you to make sure that players always have plenty of cyphers to use. In the course of their travels, the PCs should find that cyphers are extremely common. And since the PCs are limited in the number of cyphers they can carry, they will use them liberally.

Manifest cyphers can be found by scavenging through old ruins. They can be found in the corpses of magical or technological foes. They can be found among the possessions of intelligent fallen opponents or the lairs of unintelligent creatures, either amid the bones of former meals or as shiny decorations in a nest. They can be found in villages, in the back of a merchant’s cart that sells junk and scavenged parts. They are offered as rewards by people who are grateful for the PCs’ help.

Some adventures will offer more cyphers than others. Still, as a rule of thumb, in any given adventure, a character should use at least as many cyphers as they can carry. This means they should find that number of cyphers in that same amount of time (give or take). Thus, you can simply add up the number of cyphers the PCs can carry, and on average, they should find at least that many cyphers in a given adventure.

If your players are typical, they will use combat-related cyphers liberally but hold onto their utility cyphers. A ray emitter or defensive shield will be used, but a suspensor belt or phasing module will linger longer on their character sheets.

As with everything else in the game, it’s intentionally very easy for the GM to create new cyphers. Just think of the effect and how to express it as a game advantage. Two kinds of cyphers exist when it comes to effect: those that allow the user to do something better, and those that allow the user to do something they couldn’t do otherwise.

The first group includes everything that reduces the difficulty of a task (including defense tasks). The second group includes things that grant new abilities, such as flight, a new means of attack, the ability to see into the past, or any number of other powers.

A few more important notes about devising new cyphers:

Cyphers teach GMs to design different kinds of scenarios—ones in which the whole adventure isn’t wrecked if a player has something that can solve a single problem (defeat a foe, read a mind, bypass a barrier, or whatever). There should always be more to the adventure than one linchpin encounter, obstacle, foe, or secret.

It’s all right if players think of cyphers (especially manifest cyphers) as equipment or treasure. You should choose points in the course of the story that are appropriate for awarding subtle cyphers, especially if the PCs aren’t at their full capacity.

Artifacts

In terms of the narrative, artifacts are a lot like cyphers, except that most are not one-use items. Mechanically, they serve a very different purpose. It’s assumed that characters are exploring with some cyphers at their disposal. Artifacts, however, are added abilities that make characters broader, deeper, and often more powerful. They aren’t assumed—they’re extra.

The powers granted by artifacts are more like the abilities gained from a character’s type or focus in that they change the way the PC is played overall. The difference between an artifact and a type or focus ability is that almost all artifacts are temporary. They last longer than cyphers do, but because they have a depletion roll, any use could be their last.

Like cyphers, then, artifacts are a way for the GM to play a role in the development of the characters. Although armor, weapons, and the like are fine, special capabilities—such as long-range communication or travel—can really change the way the PCs interact with the world and how they deal with challenges. Some of these abilities enable the actions you want the PCs to take. For example, if you want them to have an underwater adventure, provide them with artifacts (or cyphers) that allow them to breathe underwater.

Also like cyphers, artifacts are simple for the GM to create. The only difference with artifacts is that you give them a depletion roll, using any numbers on 1d6, 1d10, 1d20, or 1d100. If you want the artifact to be used only a few times, give it a depletion roll of 1 in 1d6, 1 or 2 in 1d10, or even 1 or 2 in 1d6. If you want the PCs to use it over and over, a depletion roll of 1 in 1d100 more or less means that they can use it freely without worrying too much.

For examples of artifacts, see the Genres chapter.

You may wish to forbid the use of XP to reroll artifact depletion rolls. That’s pretty reasonable.

Skills and Other Abilities

Sometimes, the rules speak directly to character creativity. For example, players can make up their own skills. It’s possible to have a skill called “tightrope walking” that grants a character a better chance to walk across a tightrope, and another skill called “balance” that gives a character a better chance to walk across a tightrope and perform other balance actions as well. This might seem unequal at first, but the point is to let players create precisely the characters they want. Should you let a character create a skill called “doing things” that makes them better at everything? Of course not. The GM is the final arbiter not only of logic but also of the spirit of the rules, and having one or two single skills that cover every contingency is clearly not in the spirit.

It’s important that players play the character they want. This concept is supported not only with the open-ended skill system but also with the ability to get an experience point advance to tailor a character further. Likewise, the GM should be open to allowing a player to make small modifications to refine their character. In many cases, particularly ones that don’t involve stat Pools, Armor, damage inflicted, or the costs of Effort or special abilities, the answer from the GM should probably be “Sure, why not?” If a PC ends up being really good at a particular skill—better than they “should” be—what’s the harm? If Dave can swim incredibly well, how does that hurt the game in terms of the play experience or the story that develops? It doesn’t. If Helen can pick practically any mundane lock she finds, why is that a bad thing? In fact, it’s probably good for the game—there’s likely something interesting on the other sides of those doors.

In a way, this is no different than adjudicating a not-so-straightforward solution to a challenge. Sometimes you have to say “No, that’s not possible.” But sometimes, if it makes sense, open yourself up to the possibility.

NPCs and Death

As explained in the Rules of the Game chapter, NPCs have a health score rather than three stat Pools. When an NPC reaches 0 health, they are down. Whether that means dead, unconscious, or incapacitated depends on the circumstances as dictated by you and the players. Much of this can be based on logic. If the NPC is cut in half with a giant axe, they’re probably dead. If they’re mentally assaulted with a telepathic attack, they might be insane instead. If they’re hit over the head with a club, well, that’s your call.

It depends on the intentions of those who are fighting the NPC, too. PCs who want to knock out a foe rather than kill them can simply state that as their intention and describe their actions differently—using the flat of the blade, so to speak.

Creatures

Whenever possible, creatures should be handled like other NPCs. They don’t follow the same rules as the player characters. If anything, they should have greater latitude in doing things that don’t fit the normal mold. A many-armed beast should be able to attack multiple foes. A charging rhino-like animal ought to be able to move a considerable distance and attack as part of a single action.

Consider creature size very carefully. For those that are quick and hard to hit, hinder attacks against them. Large, strong creatures should be easier to hit, so ease attacks against them. However, you should freely give the stagger ability to anything twice as large as a human. This means that if the creature strikes a foe, the target must make an immediate Might defense roll or lose its next turn.

A creature’s level is a general indicator of its toughness, combining aspects of power, defense, intelligence, speed, and more into one rating. In theory, a small creature with amazing powers or extremely deadly venom could be high level, and a huge beast that isn’t very bright and isn’t much of a fighter could be low level. But these examples go against type. Generally, smaller creatures have less health and are less terrifying in combat than larger ones.

The Cypher System has no system for building creatures. There is no rule that says a creature with a certain ability should be a given level, and there is no rule dictating how many abilities a creature of a given level should have. But keep the spirit of the system in mind. Lower-level creatures are less dangerous. A level 1 creature could be poisonous, but its venom should inflict a few points of damage at most. The venom of a level 6 creature, however, might knock a PC down a step on the damage track or put them into a coma if they fail a Might defense roll. A low-level creature might be able to fly, phase through objects, or teleport because these abilities make it more interesting but not necessarily more dangerous. The value of such abilities depends on the creature that uses them. In other words, a phasing rodent is not overly dangerous, but a phasing battle juggernaut is terrifying. Basic elements such as health, damage, and offensive or defensive powers (such as poison, paralysis, disintegration, immunity to attacks, and so on) need to be tied directly to level—higher-level creatures get better abilities and more of them.

Balancing Encounters

In the Cypher System, there is no concept of a “balanced encounter.” There is no system for matching creatures of a particular level or tasks of a particular difficulty to characters of a particular tier. To some people, that might seem like a bad thing. But matching character builds to exacting challenges is not part of this game. It’s about story. So whatever you want to happen next in the story is a fine encounter as long as it’s fun. You’re not denying the characters XP if you make things too easy or too difficult, because that’s not how XP are earned. If things are too difficult for the PCs, they’ll have to flee, come up with a new strategy, or try something else entirely. The only thing you have to do to maintain “balance” is set difficulty within that encounter accurately and consistently.

In a game like the Cypher System, if everyone’s having fun, the game is balanced. Two things will unbalance the game in this context.

The first issue should be handled by the character creation rules. If there’s a problem, it might be that poor choices were made or a player isn’t taking full advantage of their options. If someone really doesn’t enjoy playing their character, allow them to alter the PC or—perhaps better—create a new one.

The second issue is trickier. As previously stated, there is no formula that states that N number of level X NPCs are a good match for tier Y characters. However, when the game has four or five beginning characters, the following guidelines are generally true.

But it depends on the situation at hand. If the PCs are already worn down from prior encounters, or if they have the right cyphers, any of the expectations listed above can change. That’s why there is no system for balancing encounters. Just keep in mind that beginning characters are pretty hardy and probably have some interesting resources, so you aren’t likely to wipe out the group by accident. Character death is unlikely unless the PCs have already been through a number of other encounters and are worn down.

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The rules of the Cypher System are quite straightforward at their heart, as all of gameplay is based around a few core concepts.

This chapter provides a brief explanation of how to play the game, and it’s useful for learning the game. Once you understand the basic concepts, you’ll likely want to reference Rules of the Game for a more in-depth treatment.

The Cypher System uses a twenty-sided die (1d20) to determine the results of most actions. Whenever a roll of any kind is called for and no die is specified, roll a d20.

The game master sets a difficulty for any given task. There are ten degrees of difficulty. Thus, the difficulty of a task can be rated on a scale of 1 to 10.

Each difficulty has a target number associated with it. The target number is always three times the task’s difficulty, so a difficulty 1 task has a target number of 3, but a difficulty 4 task has a target number of 12. To succeed at the task, you must roll the target number or higher. See the Task Difficulty table for guidance in how this works.

Character skills, favorable circumstances, or excellent equipment can decrease the difficulty of a task. For example, if a character is trained in climbing, they turn a difficulty 6 climb into a difficulty 5 climb. This is called easing the difficulty by one step (or just easing the difficulty, which assumes it’s eased by one step). If they are specialized in climbing, they turn a difficulty 6 climb into a difficulty 4 climb. This is called easing the difficulty by two steps. Decreasing the difficulty of a task can also be called easing a task. Some situations increase, or hinder, the difficulty of a task. If a task is hindered, it increases the difficulty by one step.

A skill is a category of knowledge, ability, or activity relating to a task, such as climbing, geography, or persuasiveness. A character who has a skill is better at completing related tasks than a character who lacks the skill. A character’s level of skill is either trained (reasonably skilled) or specialized (very skilled).

If you are trained in a skill relating to a task, you ease the difficulty of that task by one step. If you are specialized, you ease the difficulty by two steps. A skill can never decrease a task’s difficulty by more than two steps.

Anything else that reduces difficulty (help from an ally, a particular piece of equipment, or some other advantage) is referred to as an asset. Assets can never decrease a task’s difficulty by more than two steps.

You can also decrease the difficulty of a given task by applying Effort. (Effort is described in more detail in the Rules of the Game chapter.)

To sum up, three things can decrease a task’s difficulty: skills, assets, and Effort.

If you can ease a task so its difficulty is reduced to 0, you automatically succeed and don’t need to make a roll.

When Do You Roll?

Any time your character attempts a task, the GM assigns a difficulty to that task, and you roll a d20 against the associated target number.

When you jump from a burning vehicle, swing an axe at a mutant beast, swim across a raging river, identify a strange device, convince a merchant to give you a lower price, craft an object, use a power to control a foe’s mind, or use a blaster rifle to carve a hole in a wall, you make a d20 roll.

However, if you attempt something that has a difficulty of 0, no roll is needed—you automatically succeed. Many actions have a difficulty of 0. Examples include walking across the room and opening a door, using a special ability to negate gravity so you can fly, using an ability to protect your friend from radiation, or activating a device (that you already understand) to erect a force field. These are all routine actions and don’t require rolls.

Using skill, assets, and Effort, you can ease the difficulty of potentially any task to 0 and thus negate the need for a roll. Walking across a narrow wooden beam is tricky for most people, but for an experienced gymnast, it’s routine. You can even ease the difficulty of an attack on a foe to 0 and succeed without rolling.

If there’s no roll, there’s no chance for failure. However, there’s also no chance for remarkable success (in the Cypher System, that usually means rolling a 19 or 20, which are called special rolls; the Rules of the Game chapter also discusses special rolls).

Task Difficulty

Task DifficultyDescriptionTarget No.Guidance
0Routine0Anyone can do this basically every time.
1Simple3Most people can do this most of the time.
2Standard6Typical task requiring focus, but most people can usually do this.
3Demanding9Requires full attention; most people have a 50/50 chance to succeed.
4Difficult12Trained people have a 50/50 chance to succeed.
5Challenging15Even trained people often fail.
6Intimidating18Normal people almost never succeed.
7Formidable21Impossible without skills or great effort.
8Heroic24A task worthy of tales told for years afterward.
9Immortal27A task worthy of legends that last lifetimes.
10Impossible30A task that normal humans couldn’t consider (but one that doesn’t break the laws of physics).

Combat

Making an attack in combat works the same way as any other roll: the GM assigns a difficulty to the task, and you roll a d20 against the associated target number.

The difficulty of your attack roll depends on how powerful your opponent is. Just as tasks have a difficulty from 1 to 10, creatures have a level from 1 to 10. Most of the time, the difficulty of your attack roll is the same as the creature’s level. For example, if you attack a level 2 bandit, it’s a level 2 task, so your target number is 6.

It’s worth noting that players make all die rolls. If a character attacks a creature, the player makes an attack roll. If a creature attacks a character, the player makes a defense roll.

The damage dealt by an attack is not determined by a roll—it’s a flat number based on the weapon or attack used. For example, a spear always does 4 points of damage.

Your Armor characteristic reduces the damage you take from attacks directed at you. You get Armor from wearing physical armor (such as a leather jacket in a modern game or chainmail in a fantasy setting) or from special abilities. Like weapon damage, Armor is a flat number, not a roll. If you’re attacked, subtract your Armor from the damage you take. For example, a leather jacket gives you +1 to Armor, meaning that you take 1 less point of damage from attacks. If a mugger hits you with a knife for 2 points of damage while you’re wearing a leather jacket, you take only 1 point of damage. If your Armor reduces the damage from an attack to 0, you take no damage from that attack.

When you see the word “Armor” capitalized in the game rules (other than in the name of a special ability), it refers to your Armor characteristic—the number you subtract from incoming damage. When you see the word “armor” with a lowercase “a,” it refers to any physical armor you might wear.

Typical physical weapons come in three categories: light, medium and heavy.

Light weapons inflict only 2 points of damage, but they ease attack rolls because they are fast and easy to use. Light weapons are punches, kicks, clubs, knives, handaxes, rapiers, small pistols, and so on. Weapons that are particularly small are light weapons.

Medium weapons inflict 4 points of damage. Medium weapons include swords, battleaxes, maces, crossbows, spears, pistols, blasters, and so on. Most weapons are medium. Anything that could be used in one hand (even if it’s often used in two hands, such as a quarterstaff or spear) is a medium weapon.

Heavy weapons inflict 6 points of damage, and you must use two hands to attack with them. Heavy weapons are huge swords, great hammers, massive axes, halberds, heavy crossbows, blaster rifles, and so on. Anything that must be used in two hands is a heavy weapon.

Special Rolls

When you roll a natural 19 (the d20 shows “19”) and the roll is a success, you also have a minor effect. In combat, a minor effect inflicts 3 additional points of damage with your attack, or, if you’d prefer a special result, you could decide instead that you knock the foe back, distract them, or something similar. When not in combat, a minor effect could mean that you perform the action with particular grace. For example, when jumping down from a ledge, you land smoothly on your feet, or when trying to persuade someone, you convince them that you’re smarter than you really are. In other words, you not only succeed but also go a bit further.

When you roll a natural 20 (the d20 shows “20”) and the roll is a success, you also have a major effect. This is similar to a minor effect, but the results are more remarkable. In combat, a major effect inflicts 4 additional points of damage with your attack, but again, you can choose instead to introduce a dramatic event such as knocking down your foe, stunning them, or taking an extra action. Outside of combat, a major effect means that something beneficial happens based on the circumstance. For example, when climbing up a cliff wall, you make the ascent twice as fast. When a roll grants you a major effect, you can choose to use a minor effect instead if you prefer.

In combat (and only in combat), if you roll a natural 17 or 18 on your attack roll, you add 1 or 2 additional points of damage, respectively. Neither roll has any special effect options—just the extra damage.

For more information on special rolls and how they affect combat and other interactions, see Rules of the Game.

Rolling a natural 1 is always bad. It means that the GM introduces a new complication into the encounter.

Range and Speed

Distance is simplified into four categories: immediate, short, long, and very long.

Immediate distance from a character is within reach or within a few steps. If a character stands in a small room, everything in the room is within immediate distance. At most, immediate distance is 10 feet (3 m).

Short distance is anything greater than immediate distance but less than 50 feet (15 m) or so.

Long distance is anything greater than short distance but less than 100 feet (30 m) or so.

Very long distance is anything greater than long distance but less than 500 feet (150 m) or so. Beyond that range, distances are always specified—1,000 feet (300 m), a mile (1.5 km), and so on.

The idea is that it’s not necessary to measure precise distances. Immediate distance is right there, practically next to the character. Short distance is nearby. Long distance is farther off. Very long distance is really far off.

All weapons and special abilities use these terms for ranges. For example, all melee weapons have immediate range—they are close-combat weapons, and you can use them to attack anyone within immediate distance. A thrown knife (and most other thrown weapons) has short range. A bow has long range. An Adept’s Onslaught ability also has short range.

A character can move an immediate distance as part of another action. In other words, they can take a few steps over to the control panel and activate a switch. They can lunge across a small room to attack a foe. They can open a door and step through.

A character can move a short distance as their entire action for a turn. They can also try to move a long distance as their entire action, but the player might have to roll to see if the character slips, trips, or stumbles as the result of moving so far so quickly.

For example, if the PCs are fighting a group of cultists, any character can likely attack any cultist in the general melee—they’re all within immediate range. Exact positions aren’t important. Creatures in a fight are always moving, shifting, and jostling, anyway. However, if one cultist stayed back to fire a pistol, a character might have to use their entire action to move the short distance required to attack that foe. It doesn’t matter if the cultist is 20 feet (6 m) or 40 feet (12 m) away—it’s simply considered short distance. It does matter if the cultist is more than 50 feet (15 m) away because that distance would require a long or very long move.

Many rules in this system avoid the cumbersome need for precision. Does it really matter if the ghost is 13 feet away from you or 18? Probably not. That kind of needless specificity only slows things down and draws away from, rather than contributes to, the story.

Experience Points

Experience points (XP) are rewards given to players when the GM intrudes on the story (this is called GM intrusion) with a new and unexpected challenge. For example, in the middle of combat, the GM might inform the player that they drop their weapon. However, to intrude in this manner, the GM must award the player 2 XP. The rewarded player, in turn, must immediately give one of those XP to another player and justify the gift (perhaps the other player had a good idea, told a funny joke, performed an action that saved a life, and so on).

Alternatively, the player can refuse the GM intrusion. If they do so, they don’t get the 2 XP from the GM, and they must also spend 1 XP that they already have. If the player has no XP to spend, they can’t refuse the intrusion.

The GM can also give players XP between sessions as a reward for making discoveries during an adventure. Discoveries are interesting facts, wondrous secrets, powerful artifacts, answers to mysteries, or solutions to problems (such as where the kidnappers are keeping their victim or how the PCs repair the starship). You don’t earn XP for killing foes or overcoming standard challenges in the course of play. Discovery is the soul of the Cypher System.

Experience points are used primarily for character advancement (for details, see the Creating Your Character chapter), but a player can also spend 1 XP to reroll any die roll and take the better of the two rolls.

Cyphers

Cyphers are abilities that have a single use. In many campaigns, cyphers aren’t physical objects—they might be a spell cast upon a character, a blessing from a god, or just a quirk of fate that gives them a momentary advantage. In some campaigns, cyphers are physical objects that characters can carry. Whether or not cyphers are physical objects, they are part of the character (like equipment or a special ability) and are things characters can use during the game. The form that physical cyphers take depends on the setting. In a fantasy world they might be wands or potions, but in a science fiction game they could be alien crystals or prototype devices.

Characters will find new cyphers frequently in the course of play, so players shouldn’t hesitate to use their cypher abilities. Because cyphers are always different, the characters will always have new special powers to try.

Other Dice

In addition to a d20, you’ll need a d6 (a six-sided die). Rarely, you’ll need to roll a number between 1 and 100 (often called a d100 or d% roll), which you can do by rolling a d20 twice, using the last digit of the first roll as the “tens” place and the last digit of the second roll as the “ones” place. For example, rolling a 17 and a 9 gives you 79, rolling a 3 and an 18 gives you 38, and rolling a 20 and a 10 gives you 00 (also known as 100). If you have a d10 (a ten-sided die), you can use it instead of the d20 to roll numbers between 1 and 100.

A d6 is used most often for recovery rolls and to determine the level of cyphers.

Glossary

Game master (GM): The player who doesn’t run a character, but instead guides the flow of the story and runs all the NPCs.

Nonplayer character (NPC): Characters run by the GM. Think of them as the minor characters in the story, or the villains or opponents. This includes any kind of creature as well as people.

Party: A group of player characters (and perhaps some NPC allies).

Player character (PC): A character run by a player rather than the GM. Think of the PCs as the main characters in the story.

Player: The players who run characters in the game.

Session: A single play experience. Usually lasts a few hours. Sometimes one adventure can be accomplished in a session. More often, one adventure is multiple sessions.

Adventure: A single portion of the campaign with a beginning and an end. Usually defined at the beginning by a goal put forth by the PCs and at the end by whether or not they achieve that goal.

Campaign: A series of sessions strung together with an overarching story (or linked stories) with the same player characters. Often, but not always, a campaign involves a number of adventures.

Character: Anything that can act in the game. Although this includes PCs and human NPCs, it also technically includes creatures, aliens, mutants, automatons, animate plants, and so on. The word “creature” is usually synonymous.

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Cypher System games are played in the joint imagination of all the players, including the GM. The GM sets the scene, the players state what their characters attempt to do, and the GM determines what happens next. The rules and the dice help make the game run smoothly, but it’s the people, not the rules or the dice, that direct the action and determine the story—and the fun. If a rule gets in the way or detracts from the game, the players and the GM should work together to change it.

This is how you play the Cypher System:

  1. The player tells the GM what they want to do. This is a character action.

  2. The GM determines if that action is routine (and therefore works without needing a roll) or if there’s a chance of failure.

  3. If there is a chance of failure, the GM determines which stat the task uses (Might, Speed, or Intellect) and the task’s difficulty—how hard it will be on a scale from 1 (really easy) to 10 (basically impossible).

  4. The player and the GM determine if anything about the character—such as training, equipment, special abilities, or various actions—can modify the difficulty up or down by one or more steps. If these modifications reduce the difficulty to less than 1, the action is routine (and therefore works with no roll needed).

  5. If the action still isn’t routine, the GM uses its difficulty to determine the target number—how high the player must roll to succeed at the action (see the Task Difficulty table). The GM doesn’t have to tell the player what the target number is, but they can give the player a hint, especially if the character would reasonably know if the action was easy, average, difficult, or impossible.

  6. The player rolls a d20. If they roll equal to or higher than the target number, the character succeeds.

That’s it. That’s how to do anything, whether it’s identifying an unknown device, calming a raging drunk, climbing a treacherous cliff, or battling a demigod. Even if you ignored all the other rules, you could still play the Cypher System with just this information. The key features here are: character actions, determining task difficulty, and determining modifications.

Key Concepts

Action: Anything a character does that is significant—punch a foe, leap a chasm, activate a device, use a special power, and so on. Each character can take one action in a round.

Character: Any creature in the game capable of acting, whether it is a player character (PC) run by a player or a nonplayer character (NPC) run by the game master (GM). In the Cypher System, even bizarre creatures, sentient machines, and living energy beings can be “characters.”

Difficulty: A measure of how easy it is to accomplish a task. Difficulty is rated on a scale from 1 (lowest) to 10 (highest). Altering the difficulty to make a task harder is called “hindering.” Altering it to make a task easier is called “easing.” All changes in difficulty are measured in steps. Difficulty often equates directly with level, so opening a level 3 locked door probably has a difficulty of 3.

Ease: A decrease in a task’s difficulty, usually by one step. If something doesn’t say how many steps it eases a task, then it reduces the difficulty by one step.

Effort: Spending points from a stat Pool to reduce the difficulty of a task. A PC decides whether or not to apply Effort on their turn before the roll is made. NPCs never apply Effort.

Hinder: An increase in a task’s difficulty, usually by one step. If something doesn’t say how many steps it hinders a task, then it increases the difficulty by one step.

Inability: The opposite of trained—you’re hindered whenever you attempt a task that you have an inability in. If you also become trained in the task, the training and the inability cancel each other out and you become practiced.

Level: A way to measure the strength, difficulty, power, or challenge of something in the game. Everything in the game has a level. NPCs and objects have levels that determine the difficulty of any task related to them. For example, an opponent’s level determines how hard they are to hit or avoid in combat. A door’s level indicates how hard it is to break down. A lock’s level determines how hard it is to pick. Levels are rated on a scale from 1 (lowest) to 10 (highest). PC tiers are a little like levels, but they go only from 1 to 6 and mechanically work very differently than levels—for example, a PC’s tier does not determine a task’s difficulty.

Practiced: The normal, unmodified ability to use a skill—not trained, specialized, or an inability. Your type determines what weapon skills you’re practiced in; if you aren’t practiced with a type of weapon, you have an inability in it.

Roll: A d20 roll made by a PC to determine whether an action is successful. Although the game occasionally uses other dice, when the text simply refers to “a roll,” it always means a d20 roll.

Round: A length of time about five to ten seconds long. There are about ten rounds in a minute. When it’s really important to track precise time, use rounds. Basically, it’s the length of time to take an action in the game, but since everyone more or less acts simultaneously, all characters get to take an action each round.

Specialized: Having an exceptional amount of skill in a task. Being specialized eases the task by two steps. So, if you are specialized in climbing, all your climbing tasks are eased by two steps.

Stat: One of the three defining characteristics for PCs: Might, Speed, or Intellect. Each stat has two values: Pool and Edge. Your Pool represents your raw, innate ability, and your Edge represents knowing how to use what you have. Each stat Pool can increase or decrease over the course of play—for example, you can lose points from your Might Pool when struck by an opponent, spend points from your Intellect Pool to activate a special ability, or rest to recover points in your Speed Pool after a long day of marching. Anything that damages a stat, restores a stat, or boosts or penalizes a stat affects the stat’s Pool.

Task: Any action that a PC attempts. The GM determines the difficulty of the task. In general, a task is something that you do and an action is you performing that task, but in most cases they mean the same thing.

Trained: Having a reasonable amount of skill in a task. Being trained eases the task. For example, if you are trained in climbing, all climbing tasks for you are eased. If you become very skilled at that task, you become specialized instead of trained. You do not need to be trained to attempt a task.

Turn: The part of the round when a character or creature takes its actions. For example, if a Warrior and an Adept are fighting an orc, each round the Warrior takes an action on their turn, the Adept takes an action on their turn, and the orc takes an action on its turn. Some abilities or effects last only one turn, or end when the next turn is started.

Taking Action

Each character gets one turn each round. On a character’s turn, they can do one thing—an action. All actions fall into one of three categories: Might, Speed, or Intellect (just like the three stats). Many actions require die rolls—rolling a d20.

Every action performs a task, and every task has a difficulty that determines what number a character must reach or surpass with a die roll to succeed.

Most tasks have a difficulty of 0, which means the character succeeds automatically. For example, walking across a room, opening a door, and throwing a stone into a nearby bucket are all actions, but none of them requires a roll. Actions that are usually difficult or that become difficult due to the situation (such as shooting at a target in a blizzard) have a higher difficulty. These actions usually require a roll.

Some actions require a minimum expenditure of Might, Speed, or Intellect points. If a character cannot spend the minimum number of points needed to complete the action, they automatically fail at the task.

Determining Task Stat

Every task relates to one of a character’s three stats: Might, Speed, or Intellect. Physical activities that require strength, power, or endurance relate to Might. Physical activities that require agility, flexibility, or fast reflexes relate to Speed. Mental activities that require force of will, memory, or mental power relate to Intellect. This means you can generalize tasks into three categories: Might tasks, Speed tasks, and Intellect tasks. You can also generalize rolls into three categories: Might rolls, Speed rolls, and Intellect rolls.

The category of the task or roll determines what kind of Effort you can apply to the roll and may determine how a character’s other abilities affect the roll. For example, an Adept may have an ability that makes them better at Intellect rolls, and a Warrior may have an ability that makes them better at Speed rolls.

Determining Task Difficulty

The most frequent thing a GM does during the game—and probably the most important thing—is set a task’s difficulty. To make the job easier, use the Task Difficulty table, which associates a difficulty rating with a descriptive name, a target number, and general guidance about the difficulty.

Every difficulty from 1 to 10 has a target number associated with it. The target number is easy to remember: it’s always three times the difficulty. The target number is the minimum number a player needs to roll on a d20 to succeed at the task. Moving up or down on the table is called hindering or easing, which is measured in steps.

For example, reducing a difficulty 5 task to a difficulty 4 task is “easing the difficulty by one step” or just “easing the difficulty” or “easing the task.” Most modifiers affect the difficulty rather than the player’s roll. This has two consequences:

Low target numbers such as 3 or 6, which would be boring in most games that use a d20, are not boring in the Cypher System. For example, if you need to roll a 6 or higher, you still have a 25% chance to fail.

The upper levels of difficulty (7, 8, 9, and 10) are all but impossible because the target numbers are 21 or higher, which you can’t roll on a d20. However, it’s common for PCs to have abilities or equipment that ease a task and thus lower the target number to something they can roll on a d20.

A character’s tier does not determine a task’s level. Things don’t get more difficult just because a character’s tier increases—the world doesn’t instantly become a more difficult place. Fourth-tier characters don’t deal only with level 4 creatures or difficulty 4 tasks (although a fourth-tier character probably has a better shot at success than a first-tier character does). Just because something is level 4 doesn’t necessarily mean it’s meant only for fourth-tier characters. Similarly, depending on the situation, a fifth-tier character could find a difficulty 2 task just as challenging as a second-tier character does.

Therefore, when setting the difficulty of a task, the GM should rate the task on its own merits, not on the power of the characters.

Modifying the Difficulty

After the GM sets the difficulty for a task, the player can try to modify it for their character. Any such modification applies only to this particular attempt at the task. In other words, rewiring an electronic door lock normally might be difficulty 6, but since the character doing the work is skilled in such tasks, has the right tools, and has another character assisting them, the difficulty in this instance might be much lower. That’s why it’s important for the GM to set a task’s difficulty without taking the character into account. The character comes in at this step.

By using skills and assets, working together, and—perhaps most important—applying Effort, a character can ease a task by multiple steps to make it easier. Rather than adding bonuses to the player’s roll, reducing the difficulty lowers the target number. If they can reduce the difficulty of a task to 0, no roll is needed; success is automatic. (An exception is if the GM decides to use a GM intrusion on the task, in which case the player would have to make a roll at the original difficulty.)

There are three basic ways in which a character can ease a task: skills, assets, and Effort. Each method eases the task by at least one step—never in smaller increments.

By using skills, assets, and Effort, a character can ease a task by a maximum of ten steps: one or two steps from skills, one or two steps from assets, and one to six steps from Effort.

Skills

Characters may be skilled at performing a specific task. A skill can vary from character to character. For example, one character might be skilled at lying, another might be skilled at trickery, and a third might be skilled in all interpersonal interactions. The first level of being skilled is called being trained, and it eases that task by one step. More rarely, a character can be incredibly skilled at performing a task. This is called being specialized, and it eases the task by two steps instead of one. Skills can never decrease a task by more than two steps—any more than two steps from being trained and specialized don’t count.

Assets

An asset is anything that helps a character with a task, such as having a really good crowbar when trying to force open a door or being in a rainstorm when trying to put out a fire. Appropriate assets vary from task to task. The perfect awl might help when woodworking, but it won’t make a dance performance much better. An asset usually eases a task by one step. Assets can never ease a task by more than two steps—any more than two steps from assets don’t count.

The important thing to remember is that a skill can reduce the difficulty by no more than two steps, and assets can reduce the difficulty by no more than two steps, regardless of the situation. Thus, no task’s difficulty will ever be reduced by more than four steps without using Effort.

Effort

A player can apply Effort to ease a task. To do this, the player spends points from the stat Pool that’s most appropriate to the task. For example, applying Effort to push a heavy rock off a cliff requires a player to spend points from the character’s Might Pool; applying Effort to activate an unusual machine interface requires them to spend points from the character’s Intellect Pool. For every level of Effort spent on a task, the task is eased. It costs 3 points from a stat Pool to apply one level of Effort, and it costs 2 additional points for every level thereafter (so it costs 5 points for two levels of Effort, 7 points for three levels of Effort, and so on). A character must spend points from the same stat Pool as the type of task or roll—Might points for a Might roll, Speed points for a Speed roll, or Intellect points for an Intellect roll.

Every character has a maximum level of Effort they can apply to a single task. Effort can never ease a task by more than six steps—any more than six steps from applying Effort doesn’t count.

Free Level of Effort: A few abilities give you a free level of Effort (these usually require you to apply at least one level of Effort to a task). In effect, you’re getting one more level of Effort than what you paid for. This free level of Effort can exceed the Effort limit for your character, but not the six-step limit for easing a task.

Rolling the Die

To determine success or failure, a player rolls a die (always a d20). If they roll the target number or higher, they succeed. Most of the time, that’s the end of it—nothing else needs to be done. Rarely, a character might apply a small modifier to the roll. If they have a +2 bonus when attempting specific actions, they add 2 to the number rolled. However, the original roll matters if it’s a special roll.

If a character applies a modifier to the die roll, it’s possible to get a result of 21 or higher, in which case they can attempt a task with a target number above 20. But if there is no possibility for success—if not even rolling a natural 20 (meaning the d20 shows that number) is sufficient to accomplish the task—then no roll is made. Otherwise, characters would have a chance to succeed at everything, even impossible or ridiculous tasks such as climbing moonbeams, throwing elephants, or hitting a target on the opposite side of a mountain with an arrow.

If a character’s modifiers add up to +3, treat them as an asset instead. In other words, instead of adding a +3 bonus to the roll, reduce the difficulty by one step. For example, if a Warrior has a +1 bonus to attack rolls from a minor effect, a +1 bonus to attack rolls from a special weapon quality, and a +1 bonus to attack rolls from a special ability, they do not add 3 to their attack roll—instead, they reduce the difficulty of the attack by one step. So if they attack a level 3 foe, they would normally roll against difficulty 3 and try to reach a target number of 9, but thanks to their asset, they roll against difficulty 2 and try to reach a target number of 6.

This distinction is important when stacking skills and assets to decrease the difficulty of an action, especially since reducing the difficulty to 0 or lower means no roll is needed.

The Player Always Rolls

In the Cypher System, players always drive the action. That means they make all the die rolls. If a PC leaps out of a moving vehicle, the player rolls to see if they succeed. If a PC searches for a hidden panel, the player rolls to determine whether they find it. If a rockslide falls on a PC, the player rolls to try to get out of the way. If a PC and an NPC arm wrestle, the player rolls, and the NPC’s level determines the target number. If a PC attacks a foe, the player rolls to see if they hit. If a foe attacks the PC, the player rolls to see if they dodge the blow.

As shown by the last two examples, the PC rolls whether they are attacking or defending. Thus, something that improves defenses might ease or hinder their rolls. For example, if a PC uses a low wall to gain cover from attacks, the wall eases the player’s defense rolls. If a foe uses the wall to gain cover from the PC’s attacks, it hinders the player’s attack rolls.

Special Rolls

If a character rolls a natural 1, 17, 18, 19, or 20 (meaning the d20 shows that number), special rules come into play. These are explained in more detail in the following sections.

1: GM Intrusion. The GM makes a free intrusion (see below) and doesn’t award experience points (XP) for it.

17: Damage Bonus. If the roll was a damage-dealing attack, it deals 1 additional point of damage.

18: Damage Bonus. If the roll was a damage-dealing attack, it deals 2 additional points of damage.

19: Minor Effect. If the roll was a damage-dealing attack, it deals 3 additional points of damage or the PC gets a minor effect in addition to the normal results of the task. If the roll was something other than an attack, the PC gets a minor effect in addition to the normal results of the task.

20: Major Effect. If the roll was a damage-dealing attack, it deals 4 additional points of damage or the PC gets a major or minor effect in addition to the normal results of the task. If the roll was something other than an attack, the PC gets a major effect in addition to the normal results of the task. If the PC spent points from a stat Pool on the action, the point cost for the action decreases to 0, meaning the character regains those points as if they had not spent them at all.

GM Intrusion

GM intrusion is explained in more detail in the Running the Cypher System chapter, but essentially it means that something occurs to complicate the character’s life. The character hasn’t necessarily fumbled or done anything wrong (although perhaps they did). It could just be that the task presents an unexpected difficulty or something unrelated affects the current situation.

For GM intrusion on a defense roll, a roll of 1 might mean that the PC takes 2 additional points of damage from the attack, indicating that the opponent got in a lucky blow.

For complete details about GM intrusion and how to use it to best effect in the game, see the Running the Cypher System chapter.

Minor Effect

A minor effect happens when a player rolls a natural 19. Most of the time, a minor effect is slightly beneficial to the PC, but not overwhelming.

A climber gets up the steep slope a bit faster. A repaired machine works a bit better. A character jumping down into a pit lands on their feet. Either the GM or the player can come up with a possible minor effect that fits the situation, but both must agree on what it should be.

Don’t waste a lot of time thinking of a minor effect if nothing appropriate suggests itself. Sometimes, in cases where only success or failure matters, it’s okay to have no minor effect. Keep the game moving at an exciting pace.

In combat, the easiest and most straightforward minor effect is dealing 3 additional points of damage with an attack. The following are other common minor effects for combat:

Damage object: Instead of striking the foe, the attack strikes what the foe is holding. If the attack hits, the character makes a Might roll with a difficulty equal to the object’s level. On a success, the object moves one or more steps down the object damage track.

Distract: For one round, all of the foe’s tasks are hindered.

Knock back: The foe is knocked or forced back a few feet. Most of the time, this doesn’t matter much, but if the fight takes place on a ledge or next to a pit of lava, the effect can be significant.

Move past: The character can move a short distance at the end of the attack. This effect is useful to get past a foe guarding a door, for example.

Strike a specific body part: The attacker strikes a specific spot on the defender’s body. The GM rules what special effect, if any, results. For example, hitting a creature’s tentacle that is wrapped around an ally might make it easier for the ally to escape. Hitting a foe in the eye might blind it for one round. Hitting a creature in its one vulnerable spot might ignore Armor.

Usually, the GM just has the desired minor effect occur. For example, rolling a 19 against a relatively weak foe means it is knocked off the cliff. The effect makes the round more exciting, but the defeat of a minor creature has no significant impact on the story. Other times, the GM might rule that an additional roll is needed to achieve the effect—the special roll only gives the PC the opportunity for a minor effect. This mostly happens when the desired effect is very unlikely, such as pushing a 50-ton battle automaton off a cliff. If the player just wants to deal 3 additional points of damage as the minor effect, no extra roll is needed.

Major Effect

A major effect happens when a player rolls a natural 20. Most of the time, a major effect is quite beneficial to the character. A climber gets up the steep slope in half the time. A jumper lands with such panache that those nearby are impressed and possibly intimidated. A defender makes a free attack on a foe.

Either the GM or the player can come up with a possible major effect that fits the situation, but both must agree on what it should be. As with minor effects, don’t spend a lot of time agonizing over the details of a major effect. In cases where only success or failure matters, a major effect might offer the character a one-time asset (a modification of one step) to use the next time they attempt a similar action. When nothing else seems appropriate, the GM can simply grant the PC an additional action on their turn that same round.

In combat, the easiest and most straightforward major effect is dealing 4 additional points of damage with an attack. The following are other common major effects for combat.

Disarm: The foe drops one object that it is holding.

Impair: For the rest of the combat, all tasks the foe attempts are hindered.

Knock down: The foe is knocked prone. It can get up on its turn.

Stun: The foe loses its next action.

As with minor effects, usually the GM just has the desired major effect occur, but sometimes the GM might require an extra roll if the major effect is unusual or unlikely.

Retrying a Task After Failure

If a character fails a task (whether it’s climbing a wall, picking a lock, trying to figure out a mysterious device, or something else) they can attempt it again, but they must apply at least one level of Effort when retrying that task. A retry is a new action, not part of the same action that failed, and it takes the same amount of time as the first attempt did.

Sometimes the GM might rule that retries are impossible. Perhaps a character has one chance to convince the leader of a group of thugs not to attack, and after that, no amount of talking will stop them.

This rule doesn’t apply to something like attacking a foe in combat because combat is always changing and fluid. Each round’s situation is new, not a repeat of a previous situation, so a missed attack can’t be retried.

Initial Cost

The GM can assign a point cost to a task just for trying it. Called an initial cost, it’s simply an indication that the task is particularly taxing. For example, let’s say a character wants to try a Might action to open a heavy cellar door that is partially rusted shut. The GM says that forcing the door open is a difficulty 5 task, and there’s an initial cost of 3 Might points simply to try. This initial cost is in addition to any points the character chooses to spend on the roll (such as when applying Effort), and the initial cost points do not affect the difficulty of the task. In other words, the character must spend 3 Might points to attempt the task at all, but that doesn’t help them open the door. If they want to apply Effort to ease the task, they have to spend more points from their Might Pool.

Edge helps with the initial cost of a task, just as it does with any expenditure from a character’s Pool. In the previous example, if the character had a Might Edge of 2, they would have to spend only 1 point (3 points minus 2 from their Might Edge) for the initial cost to attempt the task. If they also applied a level of Effort to open the door, they couldn’t use their Edge again—Edge applies only once per action—so using the Effort would cost the full 3 points. Thus, they’d spend a total of 4 points (1 for the initial cost plus 3 for the Effort) from their Might Pool.

The rationale of the initial cost rule is that even in the Cypher System, where things like Effort can help a character succeed on an action, logic still suggests that some actions are very difficult and taxing, particularly for some PCs more than others.

Distance

Distance is simplified into four basic categories: immediate, short, long, and very long.

Immediate distance from a character is within reach or within a few steps; if a character stands in a small room, everything in the room is within immediate distance. At most, immediate distance is 10 feet (3 m). Immediate distance is sometimes referred to as close, or even point-blank, particularly when referring to ranges.

The words “immediate” and “close” can be used interchangeably to talk about distance. If a creature or object is within arm’s reach of the character, it can be considered both immediate and close.

Short distance is anything greater than immediate distance but less than 50 feet (15 m) or so.

Long distance is anything greater than short distance but less than 100 feet (30 m) or so.

Very long distance is anything greater than long distance but less than 500 feet (150 m) or so.

Beyond that range, distances are always specified—1,000 feet (300 m), 1 mile (1.5 km), and so on.

All weapons and special abilities use these terms for ranges. For example, all melee weapons have immediate range—they are close-combat weapons, and you can use them to attack anyone within immediate distance. A thrown knife (and most other thrown weapons) has short range. A small handgun also has short range. A rifle has long range.

A character can move an immediate distance as a part of another action. In other words, they can take a few steps to the light switch and flip it on. They can lunge across a small room to attack a foe. They can open a door and step through.

A character can move a short distance as their entire action for a turn. They can also try to move a long distance as their entire action, but the player might have to roll to see if the character slips, trips, or stumbles for moving so far so quickly.

GMs and players don’t need to determine exact distances. For example, if the PCs are fighting a group of guards, any character can likely attack any foe in the general melee—they’re all within immediate range. However, if one trooper stays back to fire a blaster, a character might have to use their entire action to move the short distance required to attack that foe. It doesn’t matter if the trooper is 20 feet (6 m) or 40 feet (12 m) away—it’s simply considered short distance. It does matter if the trooper is more than 50 feet (15 m) away because that distance would require a long move.

Other Distances

In rare cases where distances beyond very long are needed, real-world distances are best (1 mile, 100 kilometers, and so on). However, the following shorthand distances can be useful in some settings:

Planetary: On the same planet.

Interplanetary: Within the same solar system.

Interstellar: Within the same galaxy.

Intergalactic: Anywhere in the same universe.

Interdimensional: Anywhere.

Timekeeping

Generally, keep time the same way that you normally would, using minutes, hours, days, and weeks. Thus, if the characters walk overland for 15 miles (24 km), about eight hours pass, even though the journey can be described in only a few seconds at the game table. Precision timekeeping is rarely important. Most of the time, saying things like “That takes about an hour” works fine.

This is true even when a special ability has a specific duration. In an encounter, a duration of “one minute” is mostly the same as saying “the rest of the encounter.” You don’t have to track each round that ticks by if you don’t want to. Likewise, an ability that lasts for ten minutes can safely be considered the length of an in-depth conversation, the time it takes to quickly explore a small area, or the time it takes to rest after a strenuous activity.

ActionTime Usually Required
Walking a mile over easy terrainAbout fifteen minutes
Walking a mile over rough terrain (forest, snow, hills)About half an hour
Walking a mile over difficult terrain (mountains, thick jungle)About forty-five minutes
Moving from one significant location in a city to anotherAbout fifteen minutes
Sneaking into a guarded locationAbout fifteen minutes
Observing a new location to get salient detailsAbout fifteen minutes
Having an in-depth discussionAbout ten minutes
Resting after a fight or other strenuous activityAbout ten minutes
Resting and having a quick mealAbout half an hour
Making or breaking campAbout half an hour
Shopping for supplies in a market or storeAbout an hour
Meeting with an important contactAbout half an hour
Referencing a book or websiteAbout half an hour
Searching a room for hidden thingsAt least half an hour, perhaps one hour
Searching for cyphers or other valuables amid a lot of stuffAbout an hour
Identifying and understanding a cypherFifteen minutes to half an hour
Identifying and understanding an artifactAt least fifteen minutes, perhaps three hours
Repairing a device (assuming parts and tools available)At least an hour, perhaps a day
Building a device (assuming parts and tools available)At least a day, perhaps a week

Encounters, Rounds, and Initiative

Sometimes in the course of the game, the GM or players will refer to an “encounter.” Encounters are not so much measurements of time as they are events or instances in which something happens, like a scene of a movie or a chapter in a book. An encounter might be a fight with a foe, a dramatic crossing of a raging river, or a stressful negotiation with an important official. It’s useful to use the word when referring to a specific scene, as in “My Might Pool is low after that encounter with the soul sorcerer yesterday.”

A round is about five to ten seconds. The length of time is variable because sometimes one round might be a bit longer than another. You don’t need to measure time more precisely than that. You can estimate that on average there are about ten rounds in a minute. In a round, everyone—each character and NPC—gets to take one action.

To determine who goes first, second, and so on in a round, each player makes a Speed roll called an initiative roll. Most of the time, it’s only important to know which characters act before the NPCs and which act after the NPCs. On an initiative roll, a character who rolls higher than an NPC’s target number takes their action before the NPC does. As with all target numbers, an NPC’s target number for an initiative roll is three times the NPC’s level. Many times, the GM will have all NPCs take their actions at the same time, using the highest target number from among all the NPCs. Using this method, any characters who rolled higher than the target number act first, then all the NPCs act, and finally any characters who rolled lower than the target number act.

An initiative roll is a d20 roll. Since your initiative depends on how fast you are, if you spend Effort on the roll, the points come from your Speed Pool.

The order in which the characters act usually isn’t important. If the players want to go in a precise order, they can act in initiative order (highest to lowest), by going around the table, by going oldest to youngest, and so on.

For example, Charles, Tammie, and Shanna’s characters are in combat with two level 2 security guards. The GM has the players make Speed rolls to determine initiative. Charles rolls an 8, Shanna rolls a 15, and Tammie rolls a 4. The target number for a level 2 creature is 6, so each round Charles and Shanna act before the guards, then the guards act, and finally Tammie acts. It doesn’t matter whether Charles acts before or after Shanna, as long as they think it’s fair.

After everyone—all PCs and NPCs—in the combat has had a turn, the round ends and a new round begins. In all rounds after the first, everyone acts in the same order as they did in the first round. The characters cycle through this order until the logical end of the encounter (the end of the fight or the completion of the event) or until the GM asks them to make new initiative rolls. The GM can call for new initiative rolls at the beginning of any new round when conditions drastically change. For example, if the NPCs gain reinforcements, the environment changes (perhaps the lights go out), the terrain changes (maybe part of the balcony collapses under the PCs), or something similar occurs, the GM can call for new initiative rolls.

Since the action moves as a cycle, anything that lasts for a round ends where it started in the cycle. If Umberto uses an ability on an opponent that hinders its defenses for one round, the effect lasts until Umberto acts on his next turn.

A Closer Look At Situations that Don’t Involve PCs

Ultimately, the GM is the arbiter of conflicts that do not involve the PCs. They should be adjudicated in the most interesting, logical, and story-based way possible. When in doubt, match the level of the NPCs (characters or creatures) or their respective effects to determine the results. Thus, if a level 4 NPC fights a level 3 NPC, the level 4 NPC will win, but if they face a level 7 NPC, they’ll lose. Likewise, a level 4 creature resists poisons or devices of level 3 or lower but not those of level 5 and above.

The essence is this: in the Cypher System, it doesn’t matter if something is a creature, a poison, or a gravity-dispelling ray. If it’s a higher level, it wins; if it’s a lower level, it loses. If two things of equal level oppose each other, there might be a long, drawn-out battle that could go either way.

Actions

Anything that your character does in a round is an action. It’s easiest to think of an action as a single thing that you can do in five to ten seconds. For example, if you use your dart thrower to shoot a strange floating orb, that’s one action. So is running for cover behind a stack of barrels, prying open a stuck door, using a rope to pull your friend up from a pit, or activating a cypher (even if it’s stored in your pack).

Opening a door and attacking a security guard on the other side are two actions. It’s more a matter of focus than time. Drawing your sword and attacking a foe is all one action. Putting away your bow and pushing a heavy bookcase to block a door are two actions because each requires a different train of thought.

If the action you want to accomplish is not within reach, you can move a little bit. Essentially, you can move up to an immediate distance to perform your action. For example, you can move an immediate distance and attack a foe, open a door and move an immediate distance into the hallway beyond, or grab your hurt friend lying on the ground and pull them back a few steps. This movement can occur before or after your action, so you can move to a door and open it, or you can open a door and move through it.

The most common actions are:

Action: Attack

An attack is anything that you do to someone that they don’t want you to do. Slashing a foe with a curved dagger is an attack, blasting a foe with a lightning artifact is an attack, wrapping a foe in magnetically controlled metal cables is an attack, and controlling someone’s mind is an attack. An attack almost always requires a roll to see if you hit or otherwise affect your target.

In the simplest kind of attack, such as a PC trying to stab a thug with a knife, the player rolls and compares their result to the opponent’s target number. If their roll is equal to or greater than the target number, the attack hits. Just as with any kind of task, the GM might modify the difficulty based on the situation, and the player might have a bonus to the roll or might try to ease the task using skills, assets, or Effort.

A less straightforward attack might be a special ability that stuns a foe with a mental blast. However, it’s handled the same way: the player makes a roll against the opponent’s target number. Similarly, an attempt to tackle a foe and wrestle it to the ground is still just a roll against the foe’s target number.

Attacks are sometimes categorized as “melee” attacks, meaning that you hurt or affect something within immediate reach, or “ranged” attacks, meaning that you hurt or affect something at a distance.

Melee attacks can be Might or Speed actions—player choice. Physical ranged attacks (such as bows, thrown weapons, and blasts of fire from a mutation) are almost always Speed actions, but those that come from special abilities tend to be Intellect actions.

Special abilities that require touching the target require a melee attack. If the attack misses, the power is not wasted, and you can try again each round as your action until you hit the target, use another ability, or take a different action that requires you to use your hands. These attempts in later rounds count as different actions, so you don’t have to keep track of how much Effort you used when you activated the ability or how you used Edge. For example, let’s say that in the first round of combat, you activate a special ability that requires you to touch your foe and you use Effort to ease the attack, but you roll poorly and miss your foe. In the second round of combat, you can try attacking again and use Effort to ease the attack roll.

The GM and players are encouraged to describe every attack with flavor and flair. One attack roll might be a stab to the foe’s arm. A miss might be the PC’s sword slamming into the wall. Combatants lunge, block, duck, spin, leap, and make all kinds of movements that should keep combat visually interesting and compelling. The Running the Cypher System chapter has much more guidance in this regard.

Common elements that affect the difficulty of a combat task are cover, range, and darkness. The rules for these and other modifiers are explained in the Attack Modifiers and Special Situations section of this chapter.

Damage

When an attack strikes a character, it usually means the character takes damage.

An attack against a PC subtracts points from one of the character’s stat Pools—usually the Might Pool. Whenever an attack simply says it deals “damage” without specifying the type, it means Might damage, which is by far the most common type. Intellect damage, which is usually the result of a mental attack, is always labeled as Intellect damage. Speed damage is often a physical attack, but attacks that deal Speed damage are fairly rare.

NPCs don’t have stat Pools. Instead, they have a characteristic called health. When an NPC takes damage of any kind, the amount is subtracted from its health. Unless described otherwise, an NPC’s health is always equal to its target number. Some NPCs might have special reactions to or defenses against attacks that would normally deal Speed damage or Intellect damage, but unless the NPC’s description specifically explains this, assume that all damage is subtracted from the NPC’s health.

Objects don’t have stat Pools or health. They have an object damage track, just like how PCs have a damage track. Attacking objects might move them down their damage track.

Damage is always a specific amount determined by the attack. For example, a slash with a broadsword or a blast with a spike thrower deals 4 points of damage. An Adept’s Onslaught deals 4 points of damage. Often, there are ways for the attacker to increase the damage. For example, a PC can apply Effort to deal 3 additional points of damage, and rolling a natural 17 on the attack roll deals 1 additional point of damage.

Armor

Pieces of equipment and special abilities protect a character from damage by giving them Armor. Each time a character takes damage, subtract their Armor value from the damage before reducing their stat Pool or health. For example, if a Warrior with 2 Armor is hit by a gunshot that deals 4 points of damage, they take only 2 points of damage (4 minus 2 from their Armor). If Armor reduces the incoming damage to 0 or lower, the character takes no damage from the attack. For example, the Warrior’s 2 Armor protects them from all physical attacks that deal 1 or 2 points of damage.

The most common way to get Armor is to wear physical armor, such as a leather jacket, a bulletproof vest, a chainmail hauberk, bioengineered carapace grafts, or something else, depending on the setting. All physical armor comes in one of three categories: light, medium, or heavy. Light armor gives the wearer 1 point of Armor, medium gives 2 points of Armor, and heavy gives 3 points of Armor.

When you see the word “Armor” capitalized in the game rules (other than in the name of a special ability), it refers to your Armor characteristic—the number you subtract from incoming damage. When you see the word “armor” in lowercase, it refers to any physical armor you might wear.

Other effects can add to a character’s Armor. If a character is wearing chainmail (+2 to Armor) and has an ability that covers them in a protective force field that grants +1 to Armor, their total is 3 Armor. If they also use a cypher that hardens their flesh temporarily for +1 to Armor, their total is 4 Armor.

Some types of damage ignore physical armor. Attacks that specifically deal Speed damage or Intellect damage ignore Armor; the creature takes the listed amount of damage without any reduction from Armor. Ambient damage (see below) usually ignores Armor as well.

A creature may have a special bonus to Armor against certain kinds of attacks. For example, a protective suit made of a sturdy, fire-resistant material might normally give its wearer +1 to Armor but count as +3 to Armor against fire attacks. An artifact worn as a helmet might grant +2 to Armor only against mental attacks.

Ambient Damage

Some kinds of damage aren’t direct attacks against a creature, but they indirectly affect everything in the area. Most of these are environmental effects such as winter cold, high temperatures, or background radiation. Damage from these kinds of sources is called ambient damage. Physical armor usually doesn’t protect against ambient damage, though a well-insulated suit of armor can protect against cold weather.

Damage From Hazards

Attacks aren’t the only way to inflict damage on a character. Experiences such as falling from a great height, being burned in a fire, and spending time in severe weather also deal damage. Although no list of potential hazards could be comprehensive, the Damage From Hazards table includes common examples.

SourceDamageNotes
Falling1 point per 10 feet (3 m) fallen (ambient damage)
Minor fire3 points per round (ambient damage)Torch
Major fire6 points per round (ambient damage)Engulfed in flames; lava
Acid splash2 points per round (ambient damage)
Acid bath6 points per round (ambient damage)Immersed in acid
Cold1 point per round (ambient damage)Below freezing temperatures
Severe cold3 points per round (ambient damage)Liquid nitrogen
Shock1 point per round (ambient damage)Often involves losing next action
Electrocution6 points per round (ambient damage)Often involves losing next action
Crush3 pointsObject or creature falls on character
Huge crush6 pointsRoof collapse; cave-in
Collision6 pointsLarge, fast object strikes character

The Effects of Taking Damage

When an NPC reaches 0 health, it is either dead or (if the attacker wishes) incapacitated, meaning unconscious or beaten into submission.

As previously mentioned, damage from most sources is applied to a character’s Might Pool. Otherwise, stat damage always reduces the Pool of the stat it affects.

If damage reduces a character’s stat Pool to 0, any further damage to that stat (including excess damage from the attack that reduced the stat to 0) is applied to another stat Pool. Damage is applied to Pools in this order:

  1. Might (unless the Pool is 0)

  2. Speed (unless the Pool is 0)

  3. Intellect

Even if the damage is applied to another stat Pool, it still counts as its original type for the purpose of Armor and special abilities that affect damage. For example, if a character with 2 Armor is reduced to 0 Might and then is hit by a creature’s claw for 3 points of damage, it still counts as Might damage, so their Armor reduces the damage to 1 point, which then is applied to their Speed Pool. In other words, even though they take the damage from their Speed Pool, it doesn’t ignore Armor like Speed damage normally would.

In addition to taking damage from their Might Pool, Speed Pool, or Intellect Pool, PCs also have a damage track. The damage track has four states (from best to worst): hale, impaired, debilitated, and dead. When one of a PC’s stat Pools reaches 0, they move one step down the damage track. Thus, if they are hale, they become impaired. If they are already impaired, they become debilitated. If they are already debilitated, they become dead.

Some effects can immediately shift a PC one or more steps on the damage track. These include rare poisons, cellular disruption attacks, and massive traumas (such as falls from very great heights, being run over by a speeding vehicle, and so on, as determined by the GM).

Some attacks, like a serpent’s poisonous bite or a Speaker’s Enthrall, have effects other than damage to a stat Pool or shifting the PC on the damage track. These attacks can cause unconsciousness, paralysis, and so on.

When NPCs (who have only health) suffer Speed or Intellect damage, normally this is treated the same as Might damage. However, the GM or the player has the option to suggest an appropriate alternate effect—the NPC suffers a penalty, moves more slowly, is stunned, and so on.

The Damage Track

As noted above, the damage track has four states: hale, impaired, debilitated, and dead.

Hale is the normal state for a character: all three stat Pools are at 1 or higher, and the PC has no penalties from harmful conditions. When a hale PC takes enough damage to reduce one of their stat Pools to 0, they become impaired. Note that a character whose stat Pools are much lower than normal can still be hale.

Impaired is a wounded or injured state. When an impaired character applies Effort, it costs 1 extra point per level applied. For example, applying one level of Effort costs 4 points instead of 3, and applying two levels of Effort costs 7 points instead of 5.

An impaired character ignores minor and major effect results on their rolls, and they don’t deal as much extra damage in combat with a special roll. In combat, a roll of 17 or higher deals only 1 additional point of damage. When an impaired PC takes enough damage to reduce one of their stat Pools to 0, they become debilitated.

Debilitated is a critically injured state. A debilitated character may not take any actions other than to move (probably crawl) no more than an immediate distance. If a debilitated character’s Speed Pool is 0, they can’t move at all. When a debilitated PC takes enough damage to reduce a stat Pool to 0, they are dead.

Dead is dead.

The damage track allows you to know how far from death you are. If you’re hale, you’re three steps from death. If you’re impaired, you’re two steps from death. If you’re debilitated, you are only one small step from death’s door.

Recovering Points in a Pool

After losing or spending points in a Pool, you recover those points by resting. You can’t increase a Pool past its maximum by resting—just back to its normal level. Any extra points gained go away with no effect. The amount of points you recover from a rest, and how long each rest takes, depends on how many times you have rested so far that day.

When you rest, make a recovery roll. To do this, roll a d6 and add your tier. You recover that many points, and you can divide them among your stat Pools however you wish. For example, if your recovery roll is 4 and you’ve lost 4 points of Might and 2 points of Speed, you can recover 4 points of Might, or 2 points of Might and 2 points of Speed, or any other combination adding up to 4 points.

The first time you rest each day, it takes only a few seconds to catch your breath. If you rest this way in the middle of an encounter, it takes one action on your turn.

The second time you rest each day, you must rest for ten minutes to make a recovery roll. The third time you rest each day, you must rest for one hour to make a recovery roll. The fourth time you rest each day, you must rest for ten hours to make a recovery roll (usually, this occurs when you stop for the day to eat and sleep).

After that much rest, it’s assumed to be a new day, so the next time you rest, it takes only a few seconds. The next rest takes ten minutes, then one hour, and so on, in a cycle.

If you haven’t rested yet that day and you take a lot of damage in a fight, you could rest a few seconds (regaining 1d6 points + 1 point per tier) and then immediately rest for ten minutes (regaining another 1d6 points + 1 point per tier). Thus, in one full day of doing nothing but resting, you could recover 4d6 points + 4 points per tier.

Each character chooses when to make recovery rolls. If a party of five PCs rests for ten minutes because two of them want to make recovery rolls, the others don’t have to make rolls at that time. Later in the day, those three can decide to rest for ten minutes and make recovery rolls.

Recovery RollRest Time Needed
First recovery rollOne action
Second recovery rollTen minutes
Third recovery rollOne hour
Fourth recovery rollTen hours

Restoring the Damage Track

Using points from a recovery roll to raise a stat Pool from 0 to 1 or higher also automatically moves the character up one step on the damage track.

If all of a PC’s stat Pools are above 0 and the character has taken special damage that moved them down the damage track, they can use a recovery roll to move up one step on the damage track instead of recovering points. For example, a character who is debilitated from a hit with a cell-disrupting biotech device can rest and move up to impaired rather than recover points in a Pool.

Special Damage

In the course of playing the game, characters face all manner of threats and dangers that can harm them in a variety of ways, only some of which are easily represented by points of damage.

Dazed and Stunned: Characters can be dazed when struck hard on the head, exposed to extremely loud sounds, or affected by a mental attack. When this happens, for the duration of the daze effect (usually one round), all of the character’s tasks are hindered. Similar but more severe attacks can stun characters. Stunned characters lose their turn (but can still defend against attacks normally).

Poison and Disease: When characters encounter poison—whether the venom of a serpent, rat poison slipped into a burrito, cyanide dissolved in wine, or an overdose of acetaminophen—they make a Might defense roll to resist it. Failure to resist can result in points of damage, moving down the damage track, or a specific effect such as paralysis, unconsciousness, disability, or something stranger. For example, some poisons affect the brain, making it impossible to say certain words, take certain actions, resist certain effects, or recover points to a stat Pool.

Diseases work like poisons, but their effect occurs every day, so the victim must make a Might defense roll each day or suffer the effects. Disease effects are as varied as poisons: points of damage, moving down the damage track, disability, and so on. Many diseases inflict damage that cannot be restored through conventional means.

Paralysis: Paralytic effects cause a character to drop to the ground, unable to move. Unless otherwise specified, the character can still take actions that require no physical movement.

Other Effects: Other special effects can render a character blind or deaf, unable to stand without falling over, or unable to breathe. Stranger effects might negate gravity for the character (or increase it a hundredfold), transport them to another place, render them out of phase, mutate their physical form, implant false memories or senses, alter the way their brain processes information, or inflame their nerves so they are in constant, excruciating pain. Each special effect must be handled on a case-by-case basis. The GM adjudicates how the character is affected and how the condition can be alleviated (if possible).

NPCs and Special Damage

The GM always has final say over what special damage will affect an NPC. Human NPCs usually react like characters, but nonhuman creatures might react very differently. For example, a tiny bit of venom is unlikely to hurt a gigantic dragon, and it won’t affect an android or a demon at all.

If an NPC is susceptible to an attack that would shift a character down the damage track, using that attack on the NPC usually renders it unconscious or dead. Alternatively, the GM could apply the debilitated condition to the NPC, with the same effect as it would have on a PC.

Attack Modifiers And Special Situations

In combat situations, many modifiers might come into play. Although the GM is at liberty to assess whatever modifiers they think are appropriate to the situation (that’s their role in the game), the following suggestions and guidelines might make that easier. Often the modifier is applied as a step in difficulty. So if a situation hinders attacks, that means if a PC attacks an NPC, the difficulty of the attack roll is increased by one step, and if an NPC attacks a PC, the difficulty of the defense roll is decreased by one step. This is because players make all rolls, whether they are attacking or defending—NPCs never make attack or defense rolls.

When in doubt, if it seems like it should be harder to attack in a situation, hinder the attack rolls. If it seems like attacks should gain an advantage or be easier in some way, hinder the defense rolls.

Precise ranges are not important in the Cypher System. The broadly defined “immediate,” “short,” “long,” and “very long” ranges let the GM quickly make a judgment call and keep things moving. Basically, the idea is: your target is right there, your target is close, your target is pretty far away, or your target is extremely far away.

Cover

If a character is behind cover so that a significant portion of their body is behind something sturdy, attacks against the character are hindered.

If a character is entirely behind cover (their entire body is behind something sturdy), they can’t be attacked unless the attack can go through the cover. For example, if a character hides behind a thin wooden screen and their opponent shoots the screen with a rifle that can penetrate the wood, the character can be attacked. However, because the attacker can’t see the character clearly, this still counts as cover (attacks against the character are hindered).

Position

Sometimes where a character stands gives them an advantage or a disadvantage.

Prone Target: In melee, a prone target is easier to hit (attacks against them are eased). In ranged combat, a prone target is harder to hit (attacks against them are hindered).

Higher Ground: In either ranged or melee combat, attacks by an opponent on higher ground are eased.

Surprise

When a target isn’t aware of an incoming attack, the attacker has an advantage. A ranged sniper in a hidden position, an invisible assailant, or the first salvo in a successful ambush are all eased by two steps. For the attacker to gain this advantage, however, the defender truly must have no idea that the attack is coming.

If the defender isn’t sure of the attacker’s location but is still on guard, the attacks are eased by only one step.

Range

In melee, you can attack a foe who is adjacent to you (next to you) or within reach (immediate range). If you enter into melee with one or more foes, usually you can attack most or all of the combatants, meaning they are next to you, within reach, or within reach if you move slightly or have a long weapon that extends your reach.

The majority of ranged attacks have only two ranges: short range and long range (a few have very long range). Short range is generally less than 50 feet (15 m) or so. Long range is generally from 50 feet (15 m) to about 100 feet (30 m). Very long range is generally 100 feet (30 m) to 500 feet (150 m). Greater precision than that isn’t important in the Cypher System. If anything is longer than very long range, the exact range is usually spelled out, such as with an item that can fire a beam 1,000 feet (300 m) or teleport you up to 1 mile (1.5 km) away.

Thus, the game has four measurements of distance: immediate, short, long, and very long. These apply to movement as well. A few special cases—point-blank range and extreme range— modify an attack’s chance to successfully hit.

Point-Blank Range: If a character uses a ranged weapon against a target within immediate range, the attack is eased.

Extreme Range: Targets just at the limit of a weapon’s range are at extreme range. Attacks against such targets are hindered.

The GM might allow a character with a ranged weapon to attack beyond extreme range, but the attack would be hindered by two steps for each range category beyond the normal limit. Attacks with hard limits, such as the blast radius of a bomb, can’t be modified.

In certain situations, such as a PC on top of a building looking across an open field, the GM should allow ranged attacks to exceed their maximum range. For example, in perfect conditions, a good archer can hit a large target with a bow and arrow at 500 feet (150 m), much farther than a bow’s typical long range.

Illumination

What characters can see (and how well they can see) plays a huge factor in combat.

Dim Light: Dim light is approximately the amount of light on a night with a bright full moon or the illumination provided by a torch, flashlight, or desk lamp. Dim light allows you to see out to short range. Targets in dim light are harder to hit. Attacks against such targets are hindered. Attackers trained in low-light spotting negate this modifier.

Very Dim Light: Very dim light is approximately the amount of light on a starry night with no visible moon, or the glow provided by a candle or an illuminated control panel. Very dim light allows you to see clearly only within immediate range and perceive vague shapes to short range. Targets in very dim light are harder to hit. Attacks against targets within immediate range are hindered, and attacks against those in short range are hindered by two steps. Attackers trained in low-light spotting modify these difficulties by one step in their favor. Attackers specialized in low-light spotting modify these difficulties by two steps in their favor.

Darkness: Darkness is an area with no illumination at all, such as a moonless night with cloud cover or a room with no lights. Targets in complete darkness are nearly impossible to hit. If an attacker can use other senses (such as hearing) to get an idea of where the opponent might be, attacks against such targets are hindered by four steps. Otherwise, attacks in complete darkness fail without the need for a roll unless the player spends 1 XP to “make a lucky shot” or the GM uses GM intrusion. Attackers trained in low-light spotting ease the task. Attackers specialized in low-light spotting ease the task by two steps.

Visibility

Similar to illumination, factors that obscure vision affect combat.

Mist: A target in mist is similar to one in dim light. Ranged attacks against such targets are hindered. Particularly dense mist makes ranged attacks nearly impossible (treat as darkness), and even melee attacks are hindered.

Hiding Target: A target in dense foliage, behind a screen, or crawling amid the rubble in a ruin is hard to hit because they’re hard to see. Ranged attacks against such targets are hindered.

Invisible Target: If an attacker can use other senses (such as hearing) to get an idea of where the opponent might be, attacks against such targets are hindered by four steps. Otherwise, attacks against an invisible creature fail without the need for a roll unless the player spends 1 XP to “make a lucky shot” or the GM uses GM intrusion.

Water

Being in shallow water can make it hard to move, but it doesn’t affect combat. Being in deep water can make things difficult, and being underwater entirely can seem as different as being on another world.

Deep Water: Being in water up to your chest (or the equivalent thereof) hinders your attacks. Aquatic creatures ignore this modifier.

Underwater Melee Combat: For nonaquatic creatures, being completely underwater makes attacking very difficult. Attacks with stabbing weapons are hindered, and melee attacks with slashing or bashing weapons are hindered by two steps. Aquatic creatures ignore these penalties.

Underwater Ranged Combat: As with melee combat, nonaquatic creatures have problems fighting underwater. Some ranged attacks are impossible underwater—you can’t throw things, fire a bow or crossbow, or use a blowgun. Many firearms also do not work underwater. Attacks with weapons that do work underwater are hindered. Ranges underwater are reduced by one category; very-long-range weapons work only to long range, long-range weapons work only to short range, and short-range weapons work only to immediate range.

Moving Targets

Moving targets are harder to hit, and moving attackers have a difficult time as well.

Target Is Moving: Attackers trying to hit a foe who is moving very fast are hindered. (A foe moving very fast is one who is doing nothing but running, mounted on a moving creature, riding on a vehicle or moving conveyance, and so on.)

Attacker Is Moving: An attacker trying to make an attack while moving under their own power (walking, running, swimming, and so on) takes no penalties. Attacks from a moving mount or moving vehicle are hindered; an attacker trained in riding or driving ignores this penalty.

Attacker Is Jostled: Being jostled, such as while standing on a listing ship or a vibrating platform, makes attacking difficult. Such attacks are hindered. Characters trained in balancing or sailing would ignore penalties for being on a ship.

Gravity

In a spacefaring campaign, characters may travel to worlds with stronger or weaker gravity than Earth’s. Likewise, strange technology or magic can cause gravity to fluctuate even in an Earth-based campaign. Characters who have a large amount of metal (wearing metal armor, using metal weapons, and so on) can be affected by fluctuating magnetism just as a character is affected by gravity.

Low Gravity: Weapons that rely on weight, such as all heavy weapons, deal 2 fewer points of damage (dealing a minimum of 1 point of damage). Weapons with short range can reach to long range, and long-range weapons can reach to very long range. Characters trained in low-gravity maneuvering ignore the damage penalty.

High Gravity: It’s hard to make effective attacks when the pull of gravity is very strong. Attacks (and all physical actions) made in high gravity are hindered. Ranges in high gravity are reduced by one category (very-long-range weapons reach only to long range, long-range weapons reach only to short range, and short-range weapons reach only to immediate range). Characters trained in high-gravity maneuvering ignore the change in difficulty but not the range decreases.

Zero Gravity: It’s hard to maneuver in an environment without gravity. All physical actions (including attacks) made in zero gravity are hindered. Weapons with short range can reach to long range, long-range weapons can reach to very long range, and very-long-range weapons can reach to about 1,000 feet (300 m) instead of 500 feet (150 m). Characters trained in zero-gravity maneuvering ignore the change in difficulty.

Special Situation: Combat Between NPCs

When an NPC ally of the PCs attacks another NPC, the GM can designate a player to roll and handle it like a PC attacking. Often, the choice is obvious. For example, a character who has a trained attack animal should roll when their pet attacks enemies. If an NPC ally accompanying the party leaps into the fray, that ally’s favorite PC rolls for them. NPCs cannot apply Effort. Of course, it’s perfectly fitting (and easier) to have the NPC ally use the cooperative action rules to aid a PC instead of making direct attacks, or to compare the levels of the two NPCs (higher wins).

Special Situation: Combat Between PCs

When one PC attacks another PC, the attacking character makes an attack roll, and the other character makes a defense roll, adding any appropriate modifiers. If the attacking PC has a skill, ability, asset, or other effect that would ease the attack if it were made against an NPC, the character adds 3 to the roll for each step reduction (+3 for one step, +6 for two steps, and so on). If the attacker’s final result is higher, the attack hits. If the defender’s result is higher,
the attack misses. Damage is resolved normally. The GM mediates all special effects.

Special Situation: Area Attacks

Sometimes, an attack or effect affects an area rather than a single target. For example, a grenade or a landslide can potentially harm or affect everyone in the area.

In an area attack, all PCs in the area make appropriate defense rolls against the attack to determine its effect on them. If there are any NPCs in the area, the attacker makes a single attack roll against all of them (one roll, not one roll per NPC) and compares it to the target number of each NPC. If the roll is equal to or greater than the target number of a particular NPC, the attack hits that NPC.

Some area attacks always deal at least a minimum amount of damage, even if the attacks miss or if a PC makes a successful defense roll.

For example, consider a character who uses Shatter to attack six cultists (level 2; target number 6) and their leader (level 4; target number 12). The PC applies Effort to increase the damage and rolls an 11 for the attack roll. This hits the six cultists, but not the leader, so the ability deals 3 points of damage to each of the cultists. The description of Shatter says that applying Effort to increase the damage also means that targets take 1 point of damage if the PC fails the attack roll, so the leader takes 1 point of damage. In terms of what happens in the story, the cultists are caught flat-footed by the sudden detonation of one of their knives, but the leader ducks and is shielded from the blast. Despite the leader’s quick moves, the blast is so intense that a few bits of metal slice them.

Special Situation: Attacking Objects

Attacking an object is rarely a matter of hitting it. Sure, you can hit the broad side of a barn, but can you damage it? Attacking inanimate objects with a melee weapon is a Might action. Objects have levels and thus target numbers. Objects have a damage track that works like the damage track for PCs.

Intact is the default state for an object.

Minor damage is a slightly damaged state. An object with minor damage reduces its level by 1.

Major damage is a critically damaged state. An object with major damage is broken and no longer functions.

Destroyed is destroyed. The object is ruined, no longer functions, and cannot be repaired.

If the Might action to damage an object is a success, the object moves one step down the object damage track. If the Might roll exceeded the difficulty by 2 levels, the object instead moves two steps down the object damage track. If the Might roll exceeded the difficulty by 4 levels, the object instead moves three steps down the object damage track. Objects with minor or major damage can be repaired, moving them one or more steps up the object damage track.

Brittle or fragile objects, like paper or glass, decrease the effective level of the object for the purposes of determining if it is damaged. Hard objects, like those made of wood or stone, add 1 to the effective level. Very hard objects, like those made of metal, add 2. (The GM may rule that some exotic materials add 3.)

The tool or weapon used to attack the object must be at least as hard as the object itself. Further, if the amount of damage the attack could inflict—not modified by a special die roll—does not equal or exceed the effective level of the object, the attack cannot damage the object no matter what the roll.

Action: Activate a Special Ability

Special abilities are granted by foci, types, and flavors, or provided by cyphers or other devices. If a special ability affects another character in any kind of unwanted manner, it’s handled as an attack. This is true even if the ability is normally not considered an attack. For example, if a character has a healing touch, and their friend doesn’t want to be healed for some reason, an attempt to heal their unwilling friend is handled as an attack.

Plenty of special abilities do not affect another character in an unwanted manner. For example, a PC might use Hover on themselves to float into the air. A character with a matter-reorganizing device might change a stone wall into glass. A character who activates a phase changer cypher might walk through a wall. None of these requires an attack roll (although when turning a stone wall to glass, the character must still make a roll to successfully affect the wall).

If the character spends points to apply Effort on the attempt, they might want to roll anyway to see if they get a major effect, which would reduce the cost for their action.

Action: Move

As a part of another action, a character can adjust their position—stepping back a few feet while using an ability, sliding over in combat to take on a different opponent to help a friend, pushing through a door they just opened, and so on. This is considered an immediate distance, and a character can move this far as part of another action.

In a combat situation, if a character is in a large melee, they’re usually considered to be next to most other combatants, unless the GM rules that they’re farther away because the melee is especially large or the situation dictates it.

If they’re not in melee but still nearby, they are considered to be a short distance away—usually less than 50 feet (15 m). If they’re farther away than that but still involved in the combat, they are considered to be a long distance away, usually 50 to 100 feet (15 to 30 m), or possibly even a very long distance away, usually more than 100 feet to 500 feet (30 to 150 m).

In a round, as an action, a character can make a short move. In this case, they are doing nothing but moving up to about 50 feet (15 m). Some terrain or situations will change the distance a character can move, but generally, making a short move is considered to be a difficulty 0 action. No roll is needed; they just get where they’re going as their action.

A character can try to make a long move—up to 100 feet (30 m) or so—in one round. This is a Speed task with a difficulty of 4. As with any action, they can use skills, assets, or Effort to ease the task. Terrain, obstacles, or other circumstances can hinder the task. A successful roll means the character moved the distance safely. Failure means that at some point during the move, they stop or stumble (the GM determines where this happens).

A character can also try to make a short move and take another (relatively simple) physical action, like make an attack. As with the attempt to make a long move, this is a Speed task with a difficulty of 4, and failure means that the character stops at some point, slipping or stumbling or otherwise getting held up.

Long-Term Movement

When talking about movement in terms of traveling rather than round-by-round action, typical characters can travel on a road about 20 miles (32 km) per day, averaging about 3 miles (5 km) per hour, including a few stops. When traveling overland, they can move about 12 miles (19 km) per day, averaging 2 miles (3 km) per hour, again with some stops. Mounted characters, such as those on horseback, can go twice as far. Other modes of travel (cars, airplanes, hovercraft, sailing ships, and so on) have their own rates of movement.

Movement Modifiers

Different environments affect movement in different ways.

Rough Terrain: A surface that’s considered rough terrain is covered in loose stones or other material, uneven or with unsure footing, unsteady, or a surface that requires movement across a narrow space, such as a cramped corridor or a slender ledge. Stairs are also considered rough terrain. Rough terrain does not slow normal movement on a round-by-round basis, but hinders move rolls. Rough terrain cuts long-term movement rates in half.

Difficult Terrain: Difficult terrain is an area filled with challenging obstacles—water up to waist height, a very steep slope, an especially narrow ledge, slippery ice, a foot or more of snow, a space so small that one must crawl through it, and so on. Difficult terrain hinders move rolls and halves movement on a round-by-round basis. This means that a short move is about 25 feet (8 m), and a long move is about 50 feet (15 m). Difficult terrain reduces
long-term movement to a third of its normal rate.

Water: Deep water, in which a character is mostly or entirely submerged, hinders move rolls
and reduces round-by-round and long-term movement to one quarter its normal rate. This means that a short move is about 12 feet(4 m), and a long move is about 25 feet (7.5 m). Characters trained in swimming halve their movement only while in deep water.

Low Gravity: Movement in low gravity is easier but not much faster. All move rolls are eased.

High Gravity: In an environment of high gravity, treat all moving characters as if they were in difficult terrain. Characters trained in high-gravity maneuvering negate this penalty. High gravity reduces long-term movement to a third of its normal rate.

Zero Gravity: In an environment without gravity, characters cannot move normally. Instead, they must push off from a surface and succeed at a Might roll to move (the difficulty is equal to one-quarter the distance traveled in feet). Without a surface to push off from, a character cannot move. Unless the character’s movement takes them to a stable object that they can grab or land against, they continue to drift in that direction each round, traveling half the distance of the initial push.

Special Situation: A Chase

When a PC is chasing an NPC or vice versa, the player should attempt a Speed action, with the difficulty based on the NPC’s level. If the PC succeeds at the roll, they catch the NPC (if chasing), or they get away (if chased). In terms of the story, this one-roll mechanic can be the result of a long chase over many rounds.

Alternatively, if the GM wants to play out a long chase, the character can make many rolls (perhaps one per level of the NPC) to finish the pursuit successfully. For every failure, the PC must make another success, and if they ever have more failures than successes, the PC fails to catch the NPC (if chasing) or is caught (if chased). As with combat, the GM is encouraged to describe the results of these rolls with flavor. A success might mean the PC has rounded a corner and gained some distance. A failure might mean that a basket of fruit topples over in front of them, slowing them down. Vehicle chases are handled similarly.

Action: Wait

You can wait to react to another character’s action.

You decide what action will trigger your action, and if the triggering action happens, you get to take your action first (unless going first wouldn’t make sense, like attacking a foe before they come into view). For example, if an orc threatens you with a halberd, on your turn you can decide to wait, stating “If it stabs at me, I’m going to slash it with my sword.” On the orc’s turn, it stabs, so you make your sword attack before that happens.

Waiting is also a good way to deal with a ranged attacker who rises from behind cover, fires an attack, and ducks back down. You could say “I wait to see them pop up from behind cover and then I shoot them.”

Waiting is also a useful tool for cooperative actions (see below).

Action: Defend

Defending is a special action that only PCs can do, and only in response to being attacked. In other words, an NPC uses its action to attack, which forces a PC to make a defense roll. This is handled like any other kind of action, with circumstances, skill, assets, and Effort all potentially coming into play. Defending is a special kind of action in that it does not happen on the PC’s turn. It’s never an action that a player decides to take; it’s always a reaction to an attack. A PC can take a defense action when attacked (on the attacking NPC’s turn) and still take another action on their own turn.

The type of defense roll depends on the type of attack. If a foe attacks a character with an axe, they can use Speed to duck or block it with what they’re holding. If they’re struck by a poisoned dart, they can use a Might action to resist its effects. If a psi-worm attempts to control their mind, they can use Intellect to fend off the intrusion.

Sometimes an attack provokes two defense actions. For example, a poisonous reptile tries to bite a PC. They try to dodge the bite with a Speed action. If they fail, they take damage from the bite, and they must also attempt a Might action to resist the poison’s effects.

If a character does not know an attack is coming, usually they can still make a defense roll, but they can’t add modifiers (including the modifier from a shield), and they can’t use any skill or Effort to ease the task. If circumstances warrant—such as if the attacker is right next to the character—the GM might rule that the surprise attack simply hits.

A character can always choose to forgo a defense action, in which case the attack automatically hits.

Some abilities (such as the Countermeasures special ability) may allow you to do something special as a defense action.

Action: Do Something Else

Players can try anything they can think of, although that doesn’t mean anything is possible. The GM sets the difficulty—that’s their primary role in the game. Still, guided by the bounds of logic, players and GMs will find all manner of actions and options that aren’t covered by a rule. That’s a good thing.

Players should not feel constrained by the game mechanics when taking actions. Skills are not required to attempt an action. Someone who’s never picked a lock can still try. The GM might hinder the task, but the character can still attempt the action.

Thus, players and GMs can return to the beginning of this chapter and look at the most basic expression of the rules. A player wants to take an action. The GM decides, on a scale of 1 to 10, how difficult that task is and what stat it uses. The player determines whether they have anything that might modify the difficulty and considers whether to apply Effort. Once the final determination is made, they roll to see if their character succeeds. It’s as easy as that.

As further guidance, the following are some of the more common actions a player might take.

Players are encouraged to come up with their own ideas for what their characters do rather than looking at a list of possible actions. That’s why there is a “do something else” action. PCs are not pieces on a game board—they are people in a story. And like real people, they can try anything they can think of. (Succeeding is another matter entirely.) The task difficulty system provides GMs with the tools they need to adjudicate anything the players come up with.

Climbing

When a character climbs, the GM sets a difficulty based on the surface being climbed. Climbing is like moving through difficult terrain: the move roll is hindered and the movement is half speed. Unusual circumstances, such as climbing while under fire, pose additional step penalties.

DifficultySurface
2Surface with lots of handholds
3Stone wall or similar surface (a few handholds)
4Crumbling or slippery surface
5Smooth stone wall or similar surface
6Metal wall or similar surface
8Smooth, horizontal surface (climber is upside down)
10Glass wall or similar surface

Cooperative Actions

There are many ways multiple characters can work together. None of these options, however, can be used at the same time by the same characters.

Helping: If you use your action to help someone with a task, you ease the task. If you have an inability in a task, your help has no effect. If you use your action to help someone with a task that you are trained or specialized in, the task is eased by two steps. Help is considered an asset, and someone receiving help usually can’t gain more than two assets on a single task if that help is provided by another character.

For example, if Scott is trying to climb a steep incline and Sarah (who is trained in climbing) spends her turn helping him, Scott’s task is eased by two steps.

Sometimes you can help by performing a task that complements what another person is attempting. If your complementary action succeeds, you ease the other person’s task. For example, if Scott tries to persuade a ship captain to let him on board, Sarah could try to supplement Scott’s words with a flattering lie about the captain (a deception action), a display of knowledge about the region where the ship is headed (a geography action), or a direct threat to the captain (an intimidation action). If Sarah’s roll is a success, Scott’s persuasion task is eased.

Distraction: When a character uses their turn to distract a foe, that foe’s attacks are hindered for one round. Multiple characters distracting a foe have no greater effect than a single character doing so—a foe is either distracted or not. A distraction might be yelling a challenge, firing a warning shot, or a similar activity that doesn’t harm the foe.

Draw the Attack: When an NPC attacks a character, another PC can prominently present themselves, shout taunts, and move to try to get the foe to attack them instead. In most cases, this action succeeds without a roll—the opponent attacks the prominent PC instead of their companions. In other cases, such as with intelligent or determined foes, the prominent character must succeed at an Intellect action to draw the attack. If that Intellect action is successful, the foe attacks the prominent character, whose defenses are hindered by two steps. Two characters attempting to draw an attack at the same time cancel each other out.

Two characters attempting to draw an attack at the same time cancel each other out.

Take the Attack: A character can use their action to throw themselves in front of a foe’s successful attack to save a nearby comrade. The attack automatically succeeds against the sacrificial character, and it deals 1 additional point of damage. A character cannot willingly take more than one attack each round in this way.

Crafting, Building, and Repairing

Crafting is a tricky topic in the Cypher System because the same rules that govern building a spear also cover repairing a machine that can take you into hyperspace. Normally, the level of the item determines the difficulty of creating or repairing it as well as the time required. For cyphers, artifacts, other items that require specialized knowledge, or items unique to a world or species other than your own (such as a Martian tripod walker), add 5 to the item’s level to determine the difficulty of building or repairing it.

Sometimes, if the item is artistic in nature, the GM will add to the difficulty and time required. For example, a crude wooden stool might be hammered together in an hour. A beautiful finished piece might take a week or longer and would require more skill on the part of the crafter.

The GM is free to overrule some attempts at creation, building, or repair, requiring that the character have a certain level of skill, proper tools and materials, and so forth.

A level 0 object requires no skill to make and is easily found in most locations. Sling stones and firewood are level 0 items—producing them is routine. Making a torch from spare wood and oil-soaked cloth is simple, so it’s a level 1 object. Making an arrow or a spear is fairly standard but not simple, so it’s a level 2 object.

Generally speaking, a device to be crafted requires materials equal to its level and all the levels below it. So a level 5 device requires level 5 material, level 4 material, level 3 material, level 2 material, and level 1 material (and, technically, level 0 material).

The GM and players can gloss over much of the crafting details, if desired. Gathering all the materials to make a mundane item might not be worth playing out—but then again, it might be. For example, making a wooden spear in a forest isn’t very interesting, but what if the characters have to make a spear in a treeless desert? Finding the wreckage of something made of wood or forcing a PC to fashion a spear out of the bones of a large beast could be interesting situations.

Circumstances really matter. For example, sewing a dress by hand might take five times as long (or more) as using a sewing machine.

The time required to create an item is up to the GM, but the guidelines in the crafting table are a good starting point. Generally, repairing an item takes somewhere between half the creation time and the full creation time, depending on the item, the aspect that needs repairing, and the circumstances. For example, if creating an item takes one hour, repairing it takes thirty minutes to one hour.

The GM is free to overrule some attempts at creation, building, or repair, requiring that the character have a certain level of skill, proper tools and materials, and so forth.

Sometimes a GM will allow a rush job if the circumstances warrant it. This is different than using skill to reduce the time required. In this case, the quality of the item is affected. Let’s say that a character needs to create a tool that will cut through solid steel with a laser (a level 7 item), but they have to do it in one day. The GM might allow it, but the device might be extremely volatile, inflicting damage on the user, or it might work only once. The device is still considered a level 7 item to create in all other respects. Sometimes the GM will rule that reducing the time is not possible. For example, a single human can’t make a chainmail vest in one hour without some kind of machine to help.

Note: Erratum

The rules mention “using skill to reduce the time required” to craft an object. This was cut from the first edition rulebook:

“A character can reduce the time or materials needed instead of the difficulty (again, with GM approval, and if it makes sense to do so). A trained fletcher making arrows (level 2 items) could attempt a difficulty 2 task rather than a difficulty 1 task to create an arrow in fifteen minutes instead of an hour, or to create it in an hour but with substandard (level 1) materials. However, sometimes the GM will rule that reducing the time is not possible. For example, a single human can’t make a chainmail vest in one hour without some kind of machine to help.”

Possible crafting skills include:

@UUID[Compendium.cyphersystem-compendium.crafting-skills.7BUvkxuA2jCU8eqK]{Armoring} @UUID[Compendium.cyphersystem-compendium.crafting-skills.vFZ9YGa70efAWVpN]{Bowyering/fletching} @UUID[Compendium.cyphersystem-compendium.crafting-skills.Mh8fZ6svg8OSnsX3]{Chemistry} @UUID[Compendium.cyphersystem-compendium.crafting-skills.uGEL7zHPjaKA5kbN]{Computer science} @UUID[Compendium.cyphersystem-compendium.crafting-skills.g4qZmxAyRzrKZDzh]{Electronics} @UUID[Compendium.cyphersystem-compendium.crafting-skills.cFbEQnj0w4Q4AEFs]{Engines} @UUID[Compendium.cyphersystem-compendium.crafting-skills.LsykgiEBrwXM8x8x]{Genetic engineering} @UUID[Compendium.cyphersystem-compendium.crafting-skills.sedcB5ntUixkxEFn]{Glassblowing} @UUID[Compendium.cyphersystem-compendium.crafting-skills.kZSFCvecSYYsbDzX]{Gunsmithing} @UUID[Compendium.cyphersystem-compendium.crafting-skills.gH4b6MOodAZeCAod]{Leatherworking} @UUID[Compendium.cyphersystem-compendium.crafting-skills.HiAKUg3uYFmauoeJ]{Metalworking} @UUID[Compendium.cyphersystem-compendium.crafting-skills.Qs5gGKyC1qzg5DDf]{Neural engineering} @UUID[Compendium.cyphersystem-compendium.crafting-skills.dBhnKvctH1RIlolI]{Weaponsmithing} @UUID[Compendium.cyphersystem-compendium.crafting-skills.1N0N3X1Hr4uIet4P]{Woodcrafting}

Characters might try to make a cypher, an artifact, or an alien psionic starship do something other than its intended function. Sometimes, the GM will simply declare the task impossible. You can’t turn a vial of healing elixir into a two-way communicator. But most of the time, there is a chance of success.

That said, tinkering with weird stuff is not easy. Obviously, the difficulty varies from situation to situation, but difficulties starting at 7 are not unreasonable. The time, tools, and training required would be similar to the time, tools, and training needed to repair a device. If the tinkering results in a long-term benefit for the character—such as creating an artifact that they can use—the GM should require them to spend XP to make it.

Obviously, what is considered “weird stuff ” will vary from setting to setting, and sometimes the concept might not apply at all. But many times, there will be something in the setting that is too strange, too alien, too powerful, or too dangerous for PCs to mess around with (or at least mess around with easily). Einstein may have been extraordinary, but that doesn’t mean he could reverse-engineer a teleporter made in another dimension.

DifficultyCraftGeneral Time to Build
0Something extremely simple like tying a rope or finding an appropriately sized rockA few minutes at most
1TorchFive minutes
2Spear, simple shelter, piece of furnitureOne hour
3Bow, door, basic article of clothingOne day
4Sword, chainmail vestOne to two days
5Common technological item (electric light), nice piece of jewelry or art objectOne week
6Technological item (watch, transmitter), really nice piece of jewelry or art object, elegant craftworkOne month
7Technological item (computer), major work of artOne year
8Technological item (something from beyond Earth)Many years
9Technological item (something from beyond Earth)Many years
10Technological item (something from beyond Earth)Many years

Guarding

In a combat situation, a character can stand guard as their action. They do not make attacks, but all their defense tasks are eased. Further, if an NPC tries to get by them or take an action that they are guarding against, the character can attempt an eased Speed action based on the level of the NPC. Success means the NPC is prevented from taking the action; the NPC’s action that turn is wasted. This is useful for blocking a doorway, guarding a friend, and so forth.

If an NPC is standing guard, use the same procedure, but to get past the guard, the PC attempts a hindered Speed action against the NPC. For example, Diana is an NPC human with a level 3 bodyguard. The bodyguard uses their action to guard Diana. If a PC wants to attack Diana, the PC first must succeed at a difficulty 4 Speed task to get past the guard. If the PC succeeds, they can make their attack normally.

Healing

You can administer aid through bandaging and other succor, attempting to heal each patient once per day. This healing restores points to a stat Pool of your choice. Decide how many points you want to heal, and then make an Intellect action with a difficulty equal to that number. For example, if you want to heal someone for 3 points, that’s a difficulty 3 task with a target number of 9.

Interacting With Creatures

The level of the creature determines the target number, just as with combat. Thus, bribing a guard works much like punching them or affecting them with an ability. This is true of persuading someone, intimidating someone, calming a wild beast, or anything of the kind. Interaction is an Intellect task. Interacting usually requires a common language or some other way to communicate. Learning new languages is the same as learning a new skill.

Jumping

Decide how far you want to jump, and that sets the difficulty of your Might roll. For a standing jump, subtract 4 from the distance in feet to determine the difficulty of the jump. For example, jumping 10 feet (3 m) has a difficulty of 6.

If you run an immediate distance before jumping, it counts as an asset, easing the jump.

If you run a short distance before jumping, divide the jump distance (in feet) by 2 and then subtract 4 to determine the difficulty of the jump. Because you’re running an immediate distance (and then some), you also count your running as an asset. For example, jumping a distance of 20 feet (6 m) with a short running start has a difficulty of 5 (20 feet divided by 2 is 10, minus 4 is 6, minus 1 for running an immediate distance).

For a vertical jump, the distance you clear (in feet) is equal to the difficulty of the jumping task. If you run an immediate distance, it counts as an asset, easing the jump.

There’s nothing wrong with the GM simply assigning a difficulty level to a jump without worrying about the precise distance. The rules here are just so everyone has some guidelines.

Note: Addendum

Jumping Distance Table

DifficultyStandingRunning*Vertical
15 ft (1.5 m)12 ft (3.6 m)1 ft (0.3 m)
26 ft (1.8 m)14 ft (4.2 m)2 ft (0.6 m)
37 ft (2.1 m)16 ft (4.8 m)3 ft (0.9 m)
48 ft (2.4 m)18 ft (5.4 m)4 ft (1.2 m)
59 ft (2.7 m)20 ft (6 m)5 ft (1.5 m)
610 ft (3 m)22 ft (6.6 m)6 ft (1.8 m)
711 ft (3.3 m)24 ft (7.2 m)7 ft (2.1 m)
812 ft (3.6 m)26 ft (7.8 m)8 ft (2.4 m)
913 ft (3.9 m)28 ft (8.4 m)9 ft (2.7 m)
1014 ft (4.2 m)30 ft (9 m)10 ft (3 m)
1115 ft (4.5 m)32 ft (9.6 m)11 ft (3.3 m)
1216 ft (4.8 m)34 ft (10.2 m)12 ft (3.6 m)
1317 ft (5.1 m)36 ft (10.8 m)13 ft (3.9 m)
1418 ft (5.4 m)38 ft (11.4 m)14 ft (4.2 m)
1519 ft (5.7 m)40 ft (12 m)15 ft (4.5 m)

* Short distance. Already includes the asset for running an immediate distance.

Looking or Listening

Generally, the GM will describe any sight or sound that’s not purposefully difficult to detect. But if you want to look for a hidden enemy, search for a secret panel, or listen for someone sneaking up on you, make an Intellect roll. If it’s a creature, its level determines the difficulty of your roll. If it’s something else, the GM determines the difficulty of your roll.

Moving a Heavy Object

You can push or pull something very heavy and move it an immediate distance as your action.

The weight of the object determines the difficulty of the Might roll to move it; every 50 pounds (23 kg) hinders the task by one step. So moving something that weighs 150 pounds (68 kg) is difficulty 3, and moving something that weighs 400 pounds (180 kg) is difficulty 8. If you can ease the task to 0, you can move a heavy object up to a short distance as your action.

Operating or Disabling a Device, or Picking a Lock

As with figuring out a device, the level of the device usually determines the difficulty of the Intellect roll. Unless a device is very complex, the GM will often rule that once you figure it out, no roll is needed to operate it except under special circumstances. So if the PCs figure out how to use a hovercraft, they can operate it. If they are attacked, they might need to roll to ensure that they don’t crash the vehicle into a wall while trying to avoid being hit.

Unlike operating a device, disabling a device or picking a lock usually require rolls. These actions often involve special tools and assume that the character is not trying to destroy the device or lock. (A PC who is attempting to destroy it probably should make a Might roll to smash it rather than a Speed or Intellect roll requiring patience and know-how.)

Riding or Piloting

If you’re riding an animal that’s trained to be a mount, or driving or piloting a vehicle, you don’t need to make a roll to do something routine such as going from point A to point B (just as you wouldn’t need to make a roll to walk there). However, staying mounted during a fight or doing something tricky with a vehicle requires a Speed roll to succeed. A saddle or other appropriate gear is an asset and eases the task.

DifficultyManeuver
0Riding
1Staying on the mount (including a motorcycle or similar vehicle) in a battle or other difficult situation
3Staying on a mount (including a motorcycle or similar vehicle) when you take damage
4Mounting a moving steed
4Making an abrupt turn with a vehicle while moving fast
4Getting a vehicle to move twice as fast as normal for one round
5Coaxing a mount to move or jump twice as fast or far as normal for one round
5Making a long jump with a vehicle not intended to go airborne (like a car) and remaining in control

Sneaking

The difficulty of sneaking by a creature is determined by its level. Sneaking is a Speed roll. Moving at half speed eases the sneaking task. Appropriate camouflage or other gear may count as an asset and ease the task, as will dim lighting conditions and having plenty of things to hide behind.

Swimming

If you’re simply swimming from one place to another, such as across a calm river or lake, use the standard movement rules, noting the fact that your character is in deep water. However, sometimes, special circumstances require a Might roll to make progress while swimming, such as when trying to avoid a current or being dragged into a whirlpool.

Understanding, Identifying, or Remembering

When characters try to identify or figure out how to use a device, the level of the device determines the difficulty. For a bit of knowledge, the GM determines the difficulty.

DifficultyKnowledge
0Common knowledge
1Simple knowledge
3Something a scholar probably knows
5Something even a scholar might not know
7Knowledge very few people possess
10Completely lost knowledge

Vehicular Movement

Vehicles move just like creatures. Each has a movement rate, which indicates how far it can move in a round. Most vehicles require a driver, and when moving, they usually require that the driver spends every action controlling the movement. This is a routine task that rarely requires a roll. Any round not spent driving the vehicle hinders the task in the next round and precludes any change in speed or direction. In other words, driving down the road normally is difficulty 0. Spending an action to retrieve a backpack from the back seat means that in the following round, the driver must attempt a difficulty 1 task. If they instead use their action to pull a handgun from the backpack, in the next round the difficulty to drive will be 2, and so on. Failure results are based on the situation but might involve a collision or something similar.

In a vehicular chase, drivers attempt Speed actions just like in a regular chase, but the task may be based either on the level of the driver (modified by the level and movement rate of the vehicle) or on the level of the vehicle (modified by the level of the driver). So if a PC driving a typical car is chasing a level 3 NPC driving a level 5 sports car, the PC would make three chase rolls with a difficulty of 5. If the PC’s car is a souped-up custom vehicle, it might grant the PC an asset in the chase. If the PC is not in a car at all, but riding a bicycle, it might hinder the chase rolls by two or three steps, or the GM might simply rule that it’s impossible.

Vehicular Combat

Much of the time, a fight between foes in cars, boats, or other vehicles is just like any other combat situation. The combatants probably have cover and are moving fast. Attacks to disable a vehicle or a portion of it are based on the level of the vehicle. If the vehicle is an armored car or a tank, all attacks are likely aimed at the vehicle, which has a level and probably an appropriate Armor rating, not unlike a creature.

The only time this isn’t true is with battles where only vehicles and not characters are involved. Thus, if the PCs are in a shootout with bank robbers and both groups are in cars, use the standard rules. However, battles between starships of various kinds—from gigantic capital ships to single-pilot fighters—are a frequent occurrence in far-future science fiction settings. A submarine battle between two deep sea craft could be quite exciting. Characters in a modern-day game might find themselves in a tank fight. If PCs are involved in combat in which they are entirely enclosed in vehicles (so that it’s not really the characters fighting, but the vehicles), use the following quick and easy guidelines.

On this scale, combat between vehicles isn’t like traditional combat. Don’t worry about health, Armor, or anything like that. Instead, just compare the levels of the vehicles involved. If the PCs’ vehicle has the higher level, the difference in levels is how many steps the PCs’ attack and defense rolls are eased. If the PCs’ vehicle has the lower level, their rolls are hindered. If the levels are the same, there is no modification.

These attack and defense rolls are modified by skill and Effort, as usual. Some vehicles also have superior weapons, which ease the attack (since there is no “damage” amount to worry about), but this circumstance is probably uncommon in this abstract system and should not affect the difficulty by more than one or maybe two steps. Further, if two vehicles coordinate their attack against one vehicle, the attack is eased. If three or more vehicles coordinate, the attack is eased by two steps.

The attacker must try to target a specific system on or portion of an enemy vehicle. This hinders the attack based on the system or portion targeted.

That’s a lot of modifications. But it’s not really that hard. Let’s look at an example of a space battle. A PC in a small level 2 fighter attacks a level 4 frigate. Since the frigate is level 4, the difficulty of the attack starts at 4. But the attacking craft is weaker than the defender, so the attack is hindered equal to the difference in their levels (2). The fighter pilot must make a difficulty 6 attack on the frigate. However, the fighter is trying to swoop in and damage the frigate’s drive, which hinders the attack by another three steps, for a total difficulty of 9. If the fighter pilot is trained in space combat, they reduce the difficulty to 8, but it’s still impossible without help. So let’s say that two other PCs—also in level 2 fighters—join in and coordinate their attack. Three ships coordinating an attack on one target eases the task by two steps, resulting in a final difficulty of 6. Still, the attacking PC would be wise to use Effort.

Then the frigate retaliates, and the PC needs to make a defense roll. The level difference between the ships (2) means the PC’s defense is hindered by two steps, so the difficulty of the PC’s defense roll starts out at 6. But the frigate tries to take out the fighter’s weapons, hindering their attack (easing the PC’s defense) by two steps. Thus, the PC needs to succeed at a difficulty 4 task or lose their main weapons systems.

It’s important to remember that a failed attack doesn’t always mean a miss. The target ship might rock and reel from the hit, but the bulk of the damage was absorbed by the shields, so there’s no significant damage.

This bare-bones system should allow the GM and players to flesh out exciting encounters involving the whole group. For example, perhaps while one PC pilots a ship, another mans the guns, and another frantically attempts to repair damage to the maneuvering thrusters before they crash into the space station they’re trying to defend.

During a vehicular battle, particularly a space battle, there’s a lot of chatter about shields failing, hull integrity, being outmaneuvered, coming in too fast, and whatnot. These sorts of details are great, but they’re all flavor, so they’re represented in the rules generally, rather than specifically.

For more details about vehicles, refer to the appropriate Genre chapter.

Training in driving makes the character practiced in using a vehicle as a weapon. If the vehicle is used to run over a victim or ram an enemy vehicle, treat a motorcycle as a medium weapon and treat a car or truck as a heavy weapon.

Targeting TaskAttack HinderedEffect
Disable weaponsTwo stepsOne or more of the vehicle’s weapons no longer function

Disable defenses
(if applicable)

Two stepsAttacks against the vehicle are eased
Disable engine/driveThree stepsVehicle cannot move, or movement is hampered
Disable maneuverabilityTwo stepsVehicle cannot alter its present course
Strike power core or vital spotFive stepsVehicle is completely destroyed

Followers

Player characters have the option to gain followers as they advance in tier, as provided by type or focus special abilities. Followers do not need to be paid, fed, or housed, though a character who gains followers can certainly make such arrangements if they wish. A follower is someone whom a character has inspired (or asked) to come work with the character for a time, aiding them in a variety of endeavors. A follower puts the PC’s interests ahead of, or at least on par with, their own.

The PC generally makes rolls for their follower when the follower takes actions, though usually a follower’s modifications provide an asset to a specific action taken by the PC they follow.

If a follower dies, the character gains a new one after at least two weeks and proper recruitment.

Modifications: A follower can help a PC in one or more tasks, granting the PC an asset to that task. The level of the follower indicates the number of different tasks they can help with. The tasks that the follower is able to help with are predetermined, usually chosen by the PC when they gain the follower. A level 2 follower who the player determines is a spy could grant a PC an asset on two different tasks, such as stealth and deception. Followers cannot help with tasks that they don’t have modifications for; for the purpose of helping, treat the follower as if they had inabilities in all nonmodified tasks.

When the follower acts autonomously rather than helping the PC, they act like a normal NPC that has modifications. Thus, the modification increases their effective level for the associated task by one step. For example, the level 2 spy follower with modifications for stealth and deception attempts stealth and deception tasks as if they were level 3 and all other tasks as level 2.

Follower Assets to Combat and Defense: A follower cannot grant an asset to a character’s attacks or defense until the follower is level 3 or higher. Even then, the follower can help with attacks and defense only if they have a modification for that kind of task.

Some abilities may grant a special exception to this rule. For instance, the Serv-0 Defender ability gives your level 1 Serv-0 follower (a machine companion) a modification for Speed defense.

Follower Level Progression: A follower increases in level by 1 each time a PC advances two tiers after gaining that follower. When the follower gains a level, the PC also chooses the task that the follower gains a modification for.

Exceptional Follower: When a character gains a follower, there’s a small chance that the follower will be exceptional in some way, a cut above other followers of their kind. The GM determines when an exceptional follower is found, possibly as an additional reward for smart or engaging roleplaying where the PCs impress or otherwise positively interact with one or more NPCs, some of whom may later go on to become one of their followers. An exceptional follower has the same qualities as a regular follower but is 1 level higher.

Pet: Any PC can potentially gain a pet, though a pet typically doesn’t provide modifications. If a character wants a pet that can do this, they must gain the pet through an an ability or focus that grants followers. On the other hand, a well-cared-for pet grants an asset to a PC’s tasks related to achieving peace of mind, finding comfort, and resisting loneliness.

Breathing Life Into Followers

The modifications provided by followers could come across as fairly dry and mechanical. To avoid that, you could present each follower in a way that makes them more compelling and interesting. Here are a few examples of how to describe a follower, depending on their mix of modifications.

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This section explains how to create characters to play in a Cypher System game. This involves a series of decisions that will shape your character, so the more you understand what kind of character you want to play, the easier character creation will be. The process involves understanding the values of three game statistics and choosing three aspects that determine your character’s capabilities.

Character Stats

Every player character has three defining characteristics, which are typically called “statistics” or “stats.” These stats are Might, Speed, and Intellect. They are broad categories that cover many different but related aspects of a character.

Might

Might defines how strong and durable your character is. The concepts of strength, endurance, constitution, hardiness, and physical prowess are all folded into this one stat. Might isn’t relative to size; instead, it’s an absolute measurement. An elephant has more Might than the mightiest tiger, which has more Might than the mightiest rat, which has more Might than the mightiest spider.

Might governs actions from forcing doors open to walking for days without food to resisting disease. It’s also the primary means of determining how much damage your character can sustain in a dangerous situation. Physical characters, tough characters, and characters interested in fighting should focus on Might.

Might could be thought of as Might/Health because it governs how strong you are and how much physical punishment you can take.

Speed

Speed describes how fast and physically coordinated your character is. The stat embodies quickness, movement, dexterity, and reflexes. Speed governs such divergent actions as dodging attacks, sneaking around quietly, and throwing a ball accurately. It helps determine whether you can move farther on your turn. Nimble, fast, or sneaky characters will want good Speed stats, as will those interested in ranged combat.

Speed could be thought of as Speed/Agility because it governs your overall swiftness and reflexes.

Intellect

This stat determines how smart, knowledgeable, and likable your character is. It includes intelligence, wisdom, charisma, education, reasoning, wit, willpower, and charm. Intellect governs solving puzzles, remembering facts, telling convincing lies, and using mental powers. Characters interested in communicating effectively, being learned scholars, or wielding supernatural powers should stress their Intellect stat.

Intellect could be thought of as Intellect/Personality because it governs both intelligence and charisma.

Pool, Edge, and Effort

Each of the three stats has two components: Pool and Edge. Your Pool represents your raw, innate ability, and your Edge represents knowing how to use what you have. A third element ties into this concept: Effort. When your character really needs to accomplish a task, you apply Effort.

Your stat Pools, as well as your Effort and Edge, are determined by the character type, descriptor, and focus that you choose. Within those guidelines, however, you have a lot of flexibility in how you develop your character.

Pool

Your Pool is the most basic measurement of a stat. Comparing the Pools of two creatures will give you a general sense of which creature is superior in that stat. For example, a character who has a Might Pool of 16 is stronger (in a basic sense) than a character who has a Might Pool of 12. Most characters start with a Pool of 9 to 12 in most stats—that’s the average range.

When your character is injured, sickened, or attacked, you temporarily lose points from one of your stat Pools. The nature of the attack determines which Pool loses points. For example, physical damage from a sword reduces your Might Pool, a poison that makes you clumsy reduces your Speed Pool, and a psionic blast reduces your Intellect Pool. You can also spend points from one of your stat Pools to decrease a task’s difficulty (see Effort, below). You can rest to recover lost points from a stat Pool, and some special abilities or cyphers might allow you to recover lost points quickly.

Edge

Although your Pool is the basic measurement of a stat, your Edge is also important. When something requires you to spend points from a stat Pool, your Edge for that stat reduces the cost. It also reduces the cost of applying Effort to a roll.

For example, let’s say you have a mental blast ability, and activating it costs 1 point from your Intellect Pool. Subtract your Intellect Edge from the activation cost, and the result is how many points you must spend to use the mental blast. If using your Edge reduces the cost to 0, you can use the ability for free.

Your Edge can be different for each stat. For example, you could have a Might Edge of 1, a Speed Edge of 1, and an Intellect Edge of 0. You’ll always have an Edge of at least 1 in one stat. Your Edge for a stat reduces the cost of spending points from that stat Pool, but not from other Pools. Your Might Edge reduces the cost of spending points from your Might Pool, but it doesn’t affect your Speed Pool or Intellect Pool. Once a stat’s Edge reaches 3, you can apply one level of Effort for free.

A character who has a low Might Pool but a high Might Edge has the potential to perform Might actions consistently better than a character who has a Might Edge of 0. The high Edge will let them reduce the cost of spending points from the Pool, which means they’ll have more points available to spend on applying Effort.

Effort

When your character really needs to accomplish a task, you can apply Effort. For a beginning character, applying Effort requires spending 3 points from the stat Pool appropriate to the action. Thus, if your character tries to dodge an attack (a Speed roll) and wants to increase the chance for success, you can apply Effort by spending 3 points from your Speed Pool. Effort eases the task by one step. This is called applying one level of Effort.

You don’t have to apply Effort if you don’t want to. If you choose to apply Effort to a task, you must do it before you attempt the roll—you can’t roll first and then decide to apply Effort if you rolled poorly.

Applying more Effort can lower a task’s difficulty further: each additional level of Effort eases the task by another step. Applying one level of Effort eases the task by one step, applying two levels eases the task by two steps, and so on. However, each level of Effort after the first costs only 2 points from the stat Pool instead of 3. So applying two levels of Effort costs 5 points (3 for the first level plus 2 for the second level), applying three levels costs 7 points (3 plus 2 plus 2), and so on.

Every character has an Effort score, which indicates the maximum number of levels of Effort that can be applied to a roll. A beginning (first-tier) character has an Effort of 1, meaning you can apply only one level of Effort to a roll. A more experienced character has a higher Effort score and can apply more levels of Effort to a roll. For example, a character who has an Effort of 3 can apply up to three levels of Effort to reduce a task’s difficulty.

When you apply Effort, subtract your relevant Edge from the total cost of applying Effort. For example, let’s say you need to make a Speed roll. To increase your chance for success, you decide to apply one level of Effort, which will ease the task. Normally, that would cost 3 points from your Speed Pool. However, you have a Speed Edge of 2, so you subtract that from the cost. Thus, applying Effort to the roll costs only 1 point from your Speed Pool.

What if you applied two levels of Effort to the Speed roll instead of just one? That would ease the task by two steps. Normally, it would cost 5 points from your Speed Pool, but after subtracting your Speed Edge of 2, it costs only 3 points.

Once a stat’s Edge reaches 3, you can apply one level of Effort for free. For example, if you have a Speed Edge of 3 and you apply one level of Effort to a Speed roll, it costs you 0 points from your Speed Pool. (Normally, applying one level of Effort would cost 3 points, but you subtract your Speed Edge from that cost, reducing it to 0.)

Skills and other advantages also ease a task, and you can use them in conjunction with Effort. In addition, your character might have special abilities or equipment that allow you to apply Effort to accomplish a special effect, such as knocking down a foe with an attack or affecting multiple targets with a power that normally affects only one.

When applying Effort to melee attacks, you have the option of spending points from either your Might Pool or your Speed Pool. When making ranged attacks, you may spend points only from your Speed Pool. This reflects that with melee you sometimes use brute force and sometimes use finesse, but with ranged attacks, it’s always about careful targeting.

Effort and Damage

Instead of applying Effort to ease your attack, you can apply Effort to increase the amount of damage you inflict with an attack. For each level of Effort you apply in this way, you inflict 3 additional points of damage. This works for any kind of attack that inflicts damage, whether a sword, a crossbow, a mind blast, or something else.

When using Effort to increase the damage of an area attack, such as the explosion created by an Adept’s Concussion ability, you inflict 2 additional points of damage instead of 3 points. However, the additional points are dealt to all targets in the area. Further, even if one or more of the targets resist the attack, they still take 1 point of damage.

Multiple Uses of Effort and Edge

If your Effort is 2 or higher, you can apply Effort to multiple aspects of a single action. For example, if you make an attack, you can apply Effort to your attack roll and apply Effort to increase the damage.

The total amount of Effort you apply can’t be higher than your Effort score. For example, if your Effort is 2, you can apply up to two levels of Effort. You could apply one level to an attack roll and one level to its damage, two levels to the attack and no levels to the damage, or no levels to the attack and two levels to the damage.

You can use Edge for a particular stat only once per action. For example, if you apply Effort to a Might attack roll and to your damage, you can use your Might Edge to reduce the cost of one of those uses of Effort, not both. If you spend 1 Intellect point to activate your mind blast and one level of Effort to ease the attack roll, you can use your Intellect Edge to reduce the cost of one of those things, not both.

Stat Examples

A beginning character is fighting a giant rat. The PC stabs their spear at the rat, which is a level 2 creature and thus has a target number of 6. The character stands atop a boulder and strikes downward at the beast, and the GM rules that this helpful tactic is an asset that eases the attack by one step (to difficulty 1). That lowers the target number to 3. Attacking with a spear is a Might action; the character has a Might Pool of 11 and a Might Edge of 0. Before making the roll, they decide to apply a level of Effort to ease the attack. That costs 3 points from their Might Pool, reducing the Pool to 8. But the points are well spent. Applying the Effort lowers the difficulty from 1 to 0, so no roll is needed—the attack automatically succeeds.

Another character is attempting to convince a guard to let them into a private office to speak to an influential noble. The GM rules that this is an Intellect action. The character is third tier and has an Effort of 3, an Intellect Pool of 13, and an Intellect Edge of 1. Before making the roll, they must decide whether to apply Effort. They can choose to apply one, two, or three levels of Effort, or apply none at all. This action is important to them, so they decide to apply two levels of Effort, easing the task by two steps. Thanks to their Intellect Edge, applying the Effort costs only 4 points from their Intellect Pool (3 points for the first level of Effort plus 2 points for the second level minus 1 point for their Edge). Spending those points reduces their Intellect Pool to 9. The GM decides that convincing the guard is a difficulty 3 (demanding) task with a target number of 9; applying two levels of Effort reduces the difficulty to 1 (simple) and the target number to 3. The player rolls a d20 and gets an 8. Because this result is at least equal to the target number of the task, they succeed. However, if they had not applied some Effort, they would have failed because their roll (8) would have been less than the task’s original target number (9).

Character Tiers

Every character starts the game at the first tier. Tier is a measurement of power, toughness, and ability. Characters can advance up to the sixth tier. As your character advances to higher tiers, you gain more abilities, increase your Effort, and can improve a stat’s Edge or increase a stat. Generally speaking, even first-tier characters are already quite capable. It’s safe to assume that they’ve already got some experience under their belt. This is not a “zero to hero” progression, but rather an instance of competent people refining and honing their capabilities and knowledge. Advancing to higher tiers is not really the goal of Cypher System characters, but rather a representation of how characters progress in a story.

To progress to the next tier, characters earn experience points (XP) by pursuing character arcs, going on adventures, and discovering new things—the system is about both discovery and exploration, as well as achieving personal goals. Experience points have many uses, and one use is to purchase character benefits. After your character purchases four character benefits, they advance to the next tier. Each benefit costs 4 XP, and you can purchase them in any order, but you must purchase one of each kind of benefit (and then advance to the next tier) before you can purchase the same benefit again. The four character benefits are as follows.

Increasing Capabilities: You gain 4 points to add to your stat Pools. You can allocate the points among the Pools however you wish.

Moving Toward Perfection: You add 1 to your Might Edge, your Speed Edge, or your Intellect Edge (your choice).

Extra Effort: Your Effort score increases by 1.

Skills: You become trained in one skill of your choice, other than attacks or defense. As described in Rules of the Game, a character trained in a skill treats the difficulty of a related task as one step lower than normal. The skill you choose for this benefit can be anything you wish, such as climbing, jumping, persuading, or sneaking. You can also choose to be knowledgeable in a certain area of lore, such as history or geology. You can even choose a skill based on your character’s special abilities. For example, if your character can make an Intellect roll to blast an enemy with mental force, you can become trained in using that ability, easing the task of using it. If you choose a skill that you are already trained in, you become specialized in that skill, easing related tasks by two steps instead of one.

Skills are a broad category of things your character can learn and accomplish. For a list of sample skills, see below.

Other Options: Players can also spend 4 XP to purchase other special options in lieu of gaining a new skill. Selecting any of these options counts as the skill benefit necessary to advance to the next tier. The special options are as follows:

Note: Erratum

The other options are described a bit differently in the Experience Points chapter. There you can buy other options in lieu of any of the above options, not only in lieu of gaining a new skill. There’s also the possibility to buy focus abilities of tiers 3 and 6. The description in the Experience Points chapter seems to be the correct one.

Character Descriptor, Type, and Focus

To create your character, you build a simple statement that describes them. The statement takes this form: “I am a [fill in an adjective here] [fill in a noun here] who [fill in a verb here].”

Thus: “I am an adjective noun who verbs.” For example, you might say, “I am a Rugged Warrior who Controls Beasts” or “I am a Charming Explorer who Focuses Mind Over Matter.”

In this sentence, the adjective is called your descriptor.

The noun is your character type.

The verb is called your focus.

Even though character type is in the middle of the sentence, that’s where we’ll start this discussion. (Just as in a sentence, the noun provides the foundation.)

Your character type is the core of your character. In some roleplaying games, it might be called your character class. Your type helps determine your character’s place in the world and relationship with other people in the setting. It’s the noun of the sentence “I am an adjective noun who verbs.”

You can choose from four character types: Warriors, Adepts, Explorers, and Speakers.

Your descriptor defines your character—it colors everything you do. Your descriptor places your character in the situation (the first adventure, which starts the campaign) and helps provide motivation. It’s the adjective of the sentence “I am an adjective noun who verbs.”

Unless your GM says otherwise, you can choose from any of the character descriptors.

Focus is what your character does best. Focus gives your character specificity and provides interesting new abilities that might come in handy. Your focus also helps you understand how you relate with the other player characters in your group. It’s the verb of the sentence “I am an adjective noun who verbs.”

There are many character foci. The ones you choose from will probably depend on the setting and genre of your game.

You can use the Flavors chapter to slightly modify character types to customize them for different genres.

Special Abilities

Character types and foci grant PCs special abilities at each new tier. Using these abilities usually costs points from your stat Pools; the cost is listed in parentheses after the ability name. Your Edge in the appropriate stat can reduce the cost of the ability, but remember that you can apply Edge only once per action. For example, let’s say an Adept with an Intellect Edge of 2 wants to use their Onslaught ability to create a bolt of force, which costs 1 Intellect point. They also want to increase the damage from the attack by using a level of Effort, which costs 3 Intellect points. The total cost for their action is 2 points from their Intellect Pool (1 point for the bolt of force, plus 3 points for using Effort, minus 2 points from their Edge).

Sometimes the point cost for an ability has a + sign after the number. For example, the cost might be given as “2+ Intellect points.” That means you can spend more points or more levels of Effort to improve the ability further, as explained in the ability description.

Many special abilities grant a character the option to perform an action that they couldn’t normally do, such as projecting rays of cold or attacking multiple foes at once. Using one of these abilities is an action unto itself, and the end of the ability’s description says “Action” to remind you. It also might provide more information about when or how you perform the action.

Some special abilities allow you to perform a familiar action—one that you can already do—in a different way. For example, an ability might let you wear heavy armor, reduce the difficulty of Speed defense rolls, or add 2 points of fire damage to your weapon damage. These abilities are called enablers. Using one of these abilities is not considered an action. Enablers either function constantly (such as being able to wear heavy armor, which isn’t an action) or happen as part of another action (such as adding fire damage to your weapon damage, which happens as part of your attack action). If a special ability is an enabler, the end of the ability’s description says “Enabler” to remind you.

Some abilities specify a duration, but you can always end one of your own abilities anytime you wish.

Because the Cypher System covers so many genres, not all of the descriptors, types, and foci might be available for players. The GM will decide what’s available in their particular game and whether anything is modified, and they’ll let the players know.

Skills

Sometimes your character gains training in a specific skill or task. For example, your focus might mean that you’re trained in sneaking, in climbing and jumping, or in social interactions. Other times, your character can choose a skill to become trained in, and you can pick a skill that relates to any task you think you might face.

The Cypher System has no definitive list of skills. However, the following list offers ideas:

@UUID[Compendium.cyphersystem-compendium.basic-skills.kEz6uQxk1unTXSNm]{Astronomy} @UUID[Compendium.cyphersystem-compendium.basic-skills.fwktascgpe8DprA9]{Balancing} @UUID[Compendium.cyphersystem-compendium.basic-skills.qIkIjledDIy71P6m]{Biology} @UUID[Compendium.cyphersystem-compendium.basic-skills.YVOjYbyRzCYVxd4I]{Botany} @UUID[Compendium.cyphersystem-compendium.basic-skills.ybR56wJ9gjEiBBeS]{Carrying} @UUID[Compendium.cyphersystem-compendium.basic-skills.jMju5yGMFFfxmpK4]{Climbing} @UUID[Compendium.cyphersystem-compendium.basic-skills.NaKiOXzse6HzKjoU]{Computers} @UUID[Compendium.cyphersystem-compendium.basic-skills.eeHdJpr4k8hYtGr5]{Deceiving} @UUID[Compendium.cyphersystem-compendium.basic-skills.DraIKUQRw8KrnC4o]{Disguise} @UUID[Compendium.cyphersystem-compendium.basic-skills.Pjj8dKkUIGbXbAtj]{Escaping} @UUID[Compendium.cyphersystem-compendium.basic-skills.6e83HnGZvltsanfE]{Geography} @UUID[Compendium.cyphersystem-compendium.basic-skills.z1y5D9aLUU6RJSaU]{Geology} @UUID[Compendium.cyphersystem-compendium.basic-skills.vxW0N1vEdwK4MVjD]{Healing} @UUID[Compendium.cyphersystem-compendium.basic-skills.RnsLhB3rhJUC0Euk]{History} @UUID[Compendium.cyphersystem-compendium.basic-skills.QonPVHzXrzIN29lf]{Identifying} @UUID[Compendium.cyphersystem-compendium.basic-skills.gbWPNb1uKsRtZWSL]{Initiative} @UUID[Compendium.cyphersystem-compendium.basic-skills.tZ7PdXuWQyRMo0Rh]{Intimidation} @UUID[Compendium.cyphersystem-compendium.basic-skills.MrGl25gzZk4uu7BR]{Jumping} @UUID[Compendium.cyphersystem-compendium.basic-skills.bBrJqSuoQ6PmRqH5]{Leatherworking} @UUID[Compendium.cyphersystem-compendium.basic-skills.BATb9zx3L6oB2J0H]{Lockpicking} @UUID[Compendium.cyphersystem-compendium.basic-skills.E3swDJUDkKbo5K6S]{Machinery} @UUID[Compendium.cyphersystem-compendium.basic-skills.N45sgegH563KWZPR]{Metalworking} @UUID[Compendium.cyphersystem-compendium.basic-skills.rH5FwMXGaNn21DZD]{Perception} @UUID[Compendium.cyphersystem-compendium.basic-skills.CYciueF3uoV3azbx]{Persuasion} @UUID[Compendium.cyphersystem-compendium.basic-skills.zhQK4a79V1U6iuq8]{Philosophy} @UUID[Compendium.cyphersystem-compendium.basic-skills.OzVTO7QBg6okJ7Wf]{Physics} @UUID[Compendium.cyphersystem-compendium.basic-skills.L5fWzlqtfmdwZ2bC]{Pickpocketing} @UUID[Compendium.cyphersystem-compendium.basic-skills.FDS0OTDYEmGsv2Xe]{Piloting} @UUID[Compendium.cyphersystem-compendium.basic-skills.T9qrqrrHhuA3ad6S]{Repairing} @UUID[Compendium.cyphersystem-compendium.basic-skills.JZF2fos5oJ3sEVhC]{Riding} @UUID[Compendium.cyphersystem-compendium.basic-skills.y0gHR7IwScnB2Ebi]{Smashing} @UUID[Compendium.cyphersystem-compendium.basic-skills.Q9tfUkhYGRJ5Df42]{Sneaking} @UUID[Compendium.cyphersystem-compendium.basic-skills.duTx0BwgmC1Gw3Ze]{Stealth} @UUID[Compendium.cyphersystem-compendium.basic-skills.bDIjaLnoMQAS99GH]{Swimming} @UUID[Compendium.cyphersystem-compendium.basic-skills.iaW1Bm0sA2cE3iLa]{Vehicle driving} @UUID[Compendium.cyphersystem-compendium.basic-skills.Yn7G03hmz9uLOnhp]{Woodworking}

You could choose a skill that incorporates more than one of these areas (interacting might include deceiving, intimidation, and persuasion) or that is a more specific version of one (hiding might be sneaking when you’re not moving). You could also make up more general professional skills, such as baker, sailor, or lumberjack. If you want to choose a skill that’s not on this list, it’s probably best to run it past the GM first, but in general, the most important thing is to choose skills that are appropriate to your character.

Remember that if you gain a skill that you’re already trained in, you become specialized in that skill. Because skill descriptions can be nebulous, determining whether you’re trained or specialized might take some thinking. For example, if you’re trained in lying and later gain an ability that grants you skill with all social interactions, you become specialized in lying and trained in all other types of interactions. Being trained three times in a skill is no better than being trained twice (in other words, specialized is as good as it gets).

Only skills gained through character type abilities or other rare instances allow you to become skilled with attack or defense tasks.

If you gain a special ability through your type, your focus, or some other aspect of your character, you can choose it in place of a skill and become trained or specialized in that ability. For example, if you have a mind blast, when it’s time to choose a skill to be trained in, you can select your mind blast as your skill. That would ease the attack every time you used it. Each ability you have counts as a separate skill for this purpose. You can’t select “all mind powers” or “all spells” as one skill and become trained or specialized in such a broad category.

In most campaigns, fluency in a language is considered a skill. So if you want to speak French, that’s the same as being trained in biology or swimming.

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Character type is the core of your character. Your type helps determine your character’s place in the world and relationship with other people in the setting. It’s the noun of the sentence “I am an adjective noun who verbs.”

In some roleplaying games, your character type might be called your character class.

You can choose from four character types: Warrior, Adept, Explorer, and Speaker. However, you may not want to use these generic names for them. This chapter offers a few more specific names for each type that might be more appropriate to various genres. You’ll find that names like “Warrior” or “Explorer” don’t always feel right, particularly in games set in modern times. As always, you’re free to do as you wish. (Your type is who your character is. You should use whatever name you want for your type, as long as it fits both your character and the setting.)

Since the type is the basis upon which your whole character is built, it’s important to consider how the type relates to the chosen setting. To help with this, types are actually general archetypes. A Warrior, for example, might be anyone from a knight in shining armor to a cop on the streets to a grizzled cybernetic veteran of a thousand futuristic wars.

To further massage the four types for better use in various settings, different methods called flavors are presented in Flavors to help slightly tailor the types toward fantasy, science fiction, or other genres (or to address different character concepts).

Finally, more fundamental options for further customization are provided at the end of this chapter.

Player Intrusion

A player intrusion is the player choosing to alter something in the campaign, making things easier for a player character. Conceptually, it is the reverse of a GM intrusion: instead of the GM giving the player XP and introducing an unexpected complication for a character, the player spends 1 XP and presents a solution to a problem or complication. What a player intrusion can do usually introduces a change to the world or current circumstances rather than directly changing the character. For instance, an intrusion indicating that the cypher just used still has an additional use would be appropriate, but an intrusion that heals the character would not. If a player has no XP to spend, they can’t use a player intrusion.

A few player intrusion examples are provided under each type. That said, not every player intrusion listed there is appropriate for all situations. The GM may allow players to come up with other player intrusion suggestions, but the GM is the final arbiter of whether the suggested intrusion is appropriate for the character’s type and suitable for the situation. If the GM refuses the intrusion, the player doesn’t spend the 1 XP, and the intrusion doesn’t occur.

Using an intrusion does not require a character to use an action to trigger it. A player intrusion just happens.

Player intrusions should be limited to no more than one per player per session.

Defense Tasks

Defense tasks are when a player makes a roll to keep something undesirable from happening to their PC. The type of defense task matters when using Effort.

@UUID[Compendium.cyphersystem-compendium.basic-skills.Q0vfmbqehJw0jYBa]{Might defense}: Used for resisting poison, disease, and anything else that can be overcome with strength and health.

@UUID[Compendium.cyphersystem-compendium.basic-skills.FXYWkXG7Iq6Wm1pS]{Speed defense}: Used for dodging attacks and escaping danger. This is by far the most commonly used defense task.

@UUID[Compendium.cyphersystem-compendium.basic-skills.5X8qgmSuvRVNTiaP]{Intellect defense}: Used for fending off mental attacks or anything that might affect or influence one’s mind.

Warrior

Fantasy/Fairy tale: Warrior, fighter, swordsman, knight, barbarian, soldier, myrmidon, valkyrie

Modern/Horror/Romance: police officer, soldier, watchman, detective, guard, brawler, tough, athlete

Science fiction: security officer, warrior, trooper, soldier, merc

Superhero/Post-Apocalyptic: hero, brick, bruiser

You’re a good ally to have in a fight. You know how to use weapons and defend yourself. Depending on the genre and setting in question, this might mean wielding a sword and shield in the gladiatorial arena, an AK-47 and a bandolier of grenades in a savage firefight, or a blaster rifle and powered armor when exploring an alien planet.

Individual Role: Warriors are physical, action-oriented people. They’re more likely to overcome a challenge using force than by other means, and they often take the most straightforward path toward their goals.

Group Role: Warriors usually take and deal the most punishment in a dangerous situation. Often it falls on them to protect the other group members from threats. This sometimes means that warriors take on leadership roles as well, at least in combat and other times of danger.

Societal Role: Warriors aren’t always soldiers or mercenaries. Anyone who is ready for violence, or even potential violence, might be a Warrior in the general sense. This includes guards, watchmen, police officers, sailors, or people in other roles or professions who know how to defend themselves with skill.

Advanced Warriors: As warriors advance, their skill in battle—whether defending themselves or dishing out damage—increases to impressive levels. At higher tiers, they can often take on groups of foes by themselves or stand toe to toe with anyone.

Warrior Background Connection

Your type helps determine the connection you have to the setting. Roll a d20 or choose from the following list to determine a specific fact about your background that provides a connection to the rest of the world. You can also create your own fact.

@UUID[Compendium.cyphersystem-compendium.cypher-roll-tables.sEDd1gQiT9UHF023]{Warrior Background Connection}

Warrior Player Intrusions

You can spend 1 XP to use one of the following player intrusions, provided the situation is appropriate and the GM agrees.

Perfect Setup: You’re fighting at least three foes and each one is standing in exactly the right spot for you to use a move you trained in long ago, allowing you to attack all three as a single action. Make a separate attack roll for each foe. You remain limited by the amount of Effort you can apply on one action.

Old Friend: A comrade in arms from your past shows up unexpectedly and provides aid in whatever you’re doing. They are on a mission of their own and can’t stay longer than it takes to help out, chat for a while after, and perhaps share a quick meal.

Weapon Break: Your foe’s weapon has a weak spot. In the course of the combat, it quickly becomes damaged and moves two steps down the object damage track.

Warrior Stat Pools

StatPool Starting Value
Might10
Speed10
Intellect8

You get 6 additional points to divide among your stat Pools however you wish.

First-Tier Warrior

First-tier warriors have the following abilities:

Effort: Your Effort is 1.

Physical Nature: You have a Might Edge of 1 and a Speed Edge of 0, or you have a Might Edge of 0 and a Speed Edge of 1. Either way, you have an Intellect Edge of 0.

Cypher Use: You can bear two cyphers at a time.

Weapons: You become practiced with @UUID[Compendium.cyphersystem-compendium.basic-skills.GA74AkWhC7i4Z8sZ]{light}, @UUID[Compendium.cyphersystem-compendium.basic-skills.wHxvX2zJOKo27GBe]{medium}, and @UUID[Compendium.cyphersystem-compendium.basic-skills.d554SLnkyNqPDDOc]{heavy weapons} and suffer no penalty when using any kind of weapon. Enabler.

Starting Equipment: Appropriate clothing and two weapons of your choice, plus one expensive item, two moderately priced items, and up to four inexpensive items.

Special Abilities: Choose four of the abilities listed below. You can’t choose the same ability more than once unless its description says otherwise. The full description for each listed ability can be found in Abilities, which also has descriptions for flavor and focus abilities in a single vast catalog.

@UUID[Compendium.cyphersystem-compendium.abilities.7BS6IEcYlEp5v3OC]{Bash} @UUID[Compendium.cyphersystem-compendium.abilities.2x7nMe9ZGp3VjI8B]{Combat Prowess} @UUID[Compendium.cyphersystem-compendium.abilities.6cMg5QXB71YNgoaM]{Control the Field} @UUID[Compendium.cyphersystem-compendium.abilities.7X2zbrkFSNbyhA5G]{Improved Edge} @UUID[Compendium.cyphersystem-compendium.abilities.YZB37b80VQGMUscp]{No Need for Weapons} @UUID[Compendium.cyphersystem-compendium.abilities.o2iiTUXdkMPREkvK]{Overwatch} @UUID[Compendium.cyphersystem-compendium.abilities.noCgrKbB370cfzQg]{Physical Skills} @UUID[Compendium.cyphersystem-compendium.abilities.o2ZDoteWQsFsqTJr]{Practiced in Armor} @UUID[Compendium.cyphersystem-compendium.abilities.yszDDDpH6m16dEoV]{Quick Throw} @UUID[Compendium.cyphersystem-compendium.abilities.8hiUfUNY3u2IpVDa]{Swipe} @UUID[Compendium.cyphersystem-compendium.abilities.uatcX3o1oB2Stc4u]{Trained Without Armor}

Second-Tier Warrior

Choose two of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.EERMWn1af0S8wAWN]{Crushing Blow} @UUID[Compendium.cyphersystem-compendium.abilities.S3L1oym8fpx0NsAc]{Hemorrhage} @UUID[Compendium.cyphersystem-compendium.abilities.szw7tHW0OjI2fjpJ]{Reload} @UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks} @UUID[Compendium.cyphersystem-compendium.abilities.CtRvLxfUlCynJv1B]{Skill With Defense} @UUID[Compendium.cyphersystem-compendium.abilities.36nlDXhOP5e5dfns]{Successive Attack}

Third-Tier Warrior

Choose three of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.Rr4oB1lUzuzFHNHQ]{Deadly Aim} @UUID[Compendium.cyphersystem-compendium.abilities.M49EI6qapNJC2aLR]{Energy Resistance} @UUID[Compendium.cyphersystem-compendium.abilities.4eCjeGPA0ovnwIfu]{Experienced in Armor} @UUID[Compendium.cyphersystem-compendium.abilities.u1GhDcfpVXITVtOc]{Expert Cypher Use} @UUID[Compendium.cyphersystem-compendium.abilities.73miZT5kYFyxnPOT]{Fury} @UUID[Compendium.cyphersystem-compendium.abilities.bPr34XiLw2Dqb4VJ]{Lunge} @UUID[Compendium.cyphersystem-compendium.abilities.XqGE5QLHnpIKB5rB]{Reaction} @UUID[Compendium.cyphersystem-compendium.abilities.t3zUlk8c5WEBXXO8]{Seize the Moment} @UUID[Compendium.cyphersystem-compendium.abilities.bkQnnjRFJS9VpaY5]{Slice} @UUID[Compendium.cyphersystem-compendium.abilities.YIzrA5i8eBSPMFzj]{Spray} @UUID[Compendium.cyphersystem-compendium.abilities.4s3SAqu0lb5qzfzL]{Trick Shot} @UUID[Compendium.cyphersystem-compendium.abilities.DhbLcVuqEZmS6Z2y]{Vigilance}

Fourth-Tier Warrior

Choose two of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.M5QroBlhUCULt6MD]{Amazing Effort} @UUID[Compendium.cyphersystem-compendium.abilities.gNRMG3mJTzWaCGph]{Capable Warrior} @UUID[Compendium.cyphersystem-compendium.abilities.GlXd4oFI9Fqq3rAX]{Experienced Defender} @UUID[Compendium.cyphersystem-compendium.abilities.RO8dmB90aRPOmCuJ]{Feint} @UUID[Compendium.cyphersystem-compendium.abilities.mUizWF7k2XD7ykRJ]{Increased Effects} @UUID[Compendium.cyphersystem-compendium.abilities.PTVAJGFiXDueX8az]{Momentum} @UUID[Compendium.cyphersystem-compendium.abilities.blm1Z8JxvWOiFf0b]{Pry Open} @UUID[Compendium.cyphersystem-compendium.abilities.yJDNsRAG3Elm6PWp]{Snipe} @UUID[Compendium.cyphersystem-compendium.abilities.wxAZnuQkvWosLzkN]{Tough As Nails}

Fifth-Tier Warrior

Choose three of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.M0pjZXQ9996hfUPs]{Adroit Cypher Use} @UUID[Compendium.cyphersystem-compendium.abilities.WrJDw2X8JHcljjP4]{Arc Spray} @UUID[Compendium.cyphersystem-compendium.abilities.t6VEEwEsQUIImebW]{Improved Success} @UUID[Compendium.cyphersystem-compendium.abilities.IFb8NX06xgWM7H98]{Jump Attack} @UUID[Compendium.cyphersystem-compendium.abilities.4k5JFV78A5SiPjFo]{Mastery in Armor} @UUID[Compendium.cyphersystem-compendium.abilities.kNSRytTtQX0rU3aE]{Mastery With Attacks} @UUID[Compendium.cyphersystem-compendium.abilities.LTqgcoprvBF2ZkdH]{Mastery With Defense} @UUID[Compendium.cyphersystem-compendium.abilities.AmZDmnmP7CxSSN4h]{Parry}

Remember that at higher tiers, you can choose special abilities from lower tiers. This is sometimes the best way to ensure that you have exactly the character you want. This is particularly true with abilities that grant skills, which can usually be taken multiple times.

Sixth-Tier Warrior

Choose two of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.MQewTo9NscKVUUNz]{Again and Again} @UUID[Compendium.cyphersystem-compendium.abilities.syJ3mkT2hHR2MY3o]{Finishing Blow} @UUID[Compendium.cyphersystem-compendium.abilities.Cz0KkzZPnlX1oTYz]{Magnificent Moment} @UUID[Compendium.cyphersystem-compendium.abilities.KNElOxbWobS1ygLv]{Murderer} @UUID[Compendium.cyphersystem-compendium.abilities.KDZeCZJxjCQzlTxA]{Spin Attack} @UUID[Compendium.cyphersystem-compendium.abilities.s8NShtaUrW0Oxolo]{Weapon and Body}

Warrior Example

Ray wants to create a Warrior character for a modern campaign. He decides that the character is an ex-military fellow who is fast and strong. He puts 3 of his additional points into his Might Pool and 3 into his Speed Pool; his stat Pools are now Might 13, Speed 13, and Intellect 8. As a first-tier character, his Effort is 1, his Might Edge is 1, and his Speed Edge and Intellect Edge are both 0. His character is not particularly smart or charismatic.

He wants to use a large combat knife (a medium weapon that inflicts 4 points of damage) and a .357 Magnum (a heavy pistol that inflicts 6 points of damage but requires the use of both hands). Ray decides not to wear armor, as it’s not really appropriate to the setting, so for his first ability, he chooses Trained Without Armor so he eases Speed defense actions. For his second ability, he chooses Combat Prowess so he can inflict extra damage with his big knife.

Ray wants to be fast as well as tough, so he selects Improved Edge. This gives him a Speed Edge of 1. He rounds out his character with Physical Skills and chooses swimming and running.

The Warrior can bear two cyphers. The GM decides that Ray’s first cypher is a pill that restores 6 points of Might when swallowed, and his second is a small, easily concealed grenade that explodes like a firebomb when thrown, inflicting 3 points of damage to all within immediate range.

Ray still needs to choose a descriptor and a focus. Looking ahead to the descriptor rules, Ray chooses Strong, which increases his Might Pool to 17. He also becomes trained in jumping and breaking inanimate objects. (If he had chosen jumping as one of his physical skills, the Strong descriptor would have made him specialized in jumping instead of trained.) Being Strong also gives Ray an extra medium or heavy weapon. He chooses a baseball bat that he’ll use in a pinch. He keeps it in the trunk of his car.

For his focus, Ray chooses Masters Weaponry. This gives him yet another weapon of high quality. He chooses another combat knife and asks the GM if he could use it in his left hand—not to make attacks, but as a shield. This will ease his Speed defense rolls if he has both knives out (the “shield” counts as an asset). The GM agrees. During the game, Ray’s Warrior will be hard to hit—he is trained in Speed defense rolls, and his extra knife eases his defense rolls by another step.

Thanks to his focus, he also inflicts 1 additional point of damage with his chosen weapon. Now he inflicts 6 points of damage with his blade. Ray’s character is a deadly combatant, likely starting the game with a reputation as a knife fighter.

For his character arc, Ray chooses Defeat a Foe. That foe, he decides, is none other than someone in his company who was once a friend but went rogue.

Adept

Fantasy/Fairy tale: wizard, mage, sorcerer, cleric, druid, seer, diabolist, fey-touched

Modern/Horror/Romance: psychic, occultist, witch, practitioner, medium, fringe scientist

Science fiction: psion, psionicist, telepath, seeker, master, scanner, ESPer, abomination

Superhero/Post-Apocalyptic: mage, sorcerer, power-wielder, master, psion, telepath

You master powers or abilities outside the experience, understanding, and sometimes belief of others. They might be magic, psychic powers, mutant abilities, or just a wide variety of intricate devices, depending on the setting. (“Magic” here is a term used very loosely. It’s a catch-all for the kinds of wondrous, possibly supernatural things that your character can do that others cannot. It might actually be an expression of technological devices, channeling spirits, mutations, psionics, nanotechnology, or any number of other sources.)

Individual Role: Adepts are usually thoughtful, intelligent types. They often think carefully before acting and rely heavily on their supernatural abilities.

Group Role: Adepts are not powerful in straightforward combat, although they often wield abilities that provide excellent combat support, both offensively and defensively. They sometimes possess abilities that facilitate overcoming challenges. For example, if the group must get through a locked door, an Adept might be able to destroy it or teleport everyone to the other side.

Societal Role: In settings where the supernatural is rare, strange, or feared, Adepts are likely rare and feared as well. They remain hidden, shadowy figures. When this is not the case, Adepts are more likely to be common and forthright. They might even take leadership roles.

Advanced Adepts: Even at low tiers, Adept powers are impressive. Higher-tier Adepts can accomplish amazing deeds that can reshape matter and the environment around them.

Adepts are almost always emblematic of the paranormal or superhuman in some way—wizards, psychics, or something similar. If the game you’re playing has none of that, an Adept could be a charlatan mimicking such abilities with tricks and hidden devices, or a gadgeteer character with a “utility belt” full of oddments. Or a game like that might not have Adepts. That’s okay too.

Adept Background Connection

Your type helps determine the connection you have to the setting. Roll a d20 or choose from the following list to determine a specific fact about your background that provides a connection to the rest of the world. You can also create your own fact.

@UUID[Compendium.cyphersystem-compendium.cypher-roll-tables.ldbXbEteJgHbIdZe]{Adept Background Connection}

Adept Player Intrusions

When playing an Adept, you can spend 1 XP to use one of the following player intrusions, provided the situation is appropriate and the GM agrees.

Advantageous Malfunction: A device being used against you malfunctions. It might harm the user or one of their allies for a round, or activate a dramatic and distracting side effect for a few rounds.

Convenient Idea: A flash of insight provides you with a clear answer or suggests a course of action with regard to an urgent question, problem, or obstacle you’re facing.

Inexplicably Unbroken: An inactive, ruined, or presumed-destroyed device temporarily activates and performs a useful function relevant to the situation. This is enough to buy you some time for a better solution, alleviate a complication that was interfering with your abilities, or just get you one more use out of a depleted cypher or artifact.

Adept Stat Pools

StatPool Starting Value
Might7
Speed9
Intellect12

You get 6 additional points to divide among your stat Pools however you wish.

First-Tier Adept

First-tier Adepts have the following abilities:

Effort: Your Effort is 1.

Genius: You have an Intellect Edge of 1, a Might Edge of 0, and a Speed Edge of 0.

Expert Cypher Use: You can bear three cyphers at a time.

Starting Equipment: Appropriate clothing, plus two expensive items, two moderately priced items, and up to four inexpensive items of your choice.

Weapons: You can use @UUID[Compendium.cyphersystem-compendium.basic-skills.GA74AkWhC7i4Z8sZ]{light weapons} without penalty. You have an inability with @UUID[Compendium.cyphersystem-compendium.inabilities.Zjign4M9GqTvD348]{medium weapons} and @UUID[Compendium.cyphersystem-compendium.inabilities.aMGYdfzCgfYqtHuJ]{heavy weapons}; your attacks with medium and heavy weapons are hindered.

Special Abilities: Choose four of the abilities listed below. You can’t choose the same ability more than once unless its description says otherwise. The full description for each listed ability can be found in Abilities, which also has descriptions for flavor and focus abilities in a single vast catalog.

Adept abilities require at least one free hand unless the GM says otherwise.

@UUID[Compendium.cyphersystem-compendium.abilities.6qCR3kBqCVYDlEOl]{Distortion} @UUID[Compendium.cyphersystem-compendium.abilities.TmWjWp4iWk4GMLN0]{Erase Memories} @UUID[Compendium.cyphersystem-compendium.abilities.gP8HCn8FPeg49V7M]{Far Step} @UUID[Compendium.cyphersystem-compendium.abilities.zArjjFcf9tHQvJTx]{Hedge Magic} @UUID[Compendium.cyphersystem-compendium.abilities.XQxN55rl0f5HFxEM]{Magic Training} @UUID[Compendium.cyphersystem-compendium.abilities.FE1Ge8CbJxQcCo0b]{Onslaught} @UUID[Compendium.cyphersystem-compendium.abilities.Myt0JUt24B8hjYAg]{Push} @UUID[Compendium.cyphersystem-compendium.abilities.Q8xKsSOvoFWL1ePP]{Resonance Field} @UUID[Compendium.cyphersystem-compendium.abilities.OPvXaxuRIVXLmkWl]{Scan} @UUID[Compendium.cyphersystem-compendium.abilities.nptFEdFaUvjDeqAz]{Shatter} @UUID[Compendium.cyphersystem-compendium.abilities.59mslpID7ogppzMA]{Ward}

Second-Tier Adept

Choose one of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.wWN4y4rATxbtMCMo]{Adaptation} @UUID[Compendium.cyphersystem-compendium.abilities.o7kTUAFonv5HPi07]{Cutting Light} @UUID[Compendium.cyphersystem-compendium.abilities.UCR0rx32kEsTcgnF]{Hover} @UUID[Compendium.cyphersystem-compendium.abilities.W5Zt9qDKCtNr49BC]{Mind Reading} @UUID[Compendium.cyphersystem-compendium.abilities.fzx429jdEdbd0tHy]{Retrieve Memories} @UUID[Compendium.cyphersystem-compendium.abilities.Uti1XQwY4VFZwwwc]{Reveal} @UUID[Compendium.cyphersystem-compendium.abilities.pdNI9QMKmDwu8gza]{Stasis}

Third-Tier Adept

Choose two of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.M0pjZXQ9996hfUPs]{Adroit Cypher Use} @UUID[Compendium.cyphersystem-compendium.abilities.Mj6yJZwRmdXaVwh8]{Countermeasures} @UUID[Compendium.cyphersystem-compendium.abilities.yz1w8JR23mtlDX49]{Energy Protection} @UUID[Compendium.cyphersystem-compendium.abilities.AUGM3xEluWJi4Y8h]{Fire and Ice} @UUID[Compendium.cyphersystem-compendium.abilities.yPVZmXWhUxustVdq]{Force Field Barrier} @UUID[Compendium.cyphersystem-compendium.abilities.bzy1KzO0oPmZGu2b]{Sensor} @UUID[Compendium.cyphersystem-compendium.abilities.q80xvRDX6XwFXgma]{Targeting Eye}

Fourth-Tier Adept

Choose one of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.iTxEWRCR8G5Rych2]{Death Touch} @UUID[Compendium.cyphersystem-compendium.abilities.VEJQ74o175OnlIAm]{Exile} @UUID[Compendium.cyphersystem-compendium.abilities.wvlSlYCJyrJuFqtn]{Invisibility} @UUID[Compendium.cyphersystem-compendium.abilities.whVEpvOjmGs3fpcD]{Matter Cloud} @UUID[Compendium.cyphersystem-compendium.abilities.Vcfc6yjbqX6WSzCf]{Mind Control} @UUID[Compendium.cyphersystem-compendium.abilities.8QwoYVraOedgr9kB]{Projection} @UUID[Compendium.cyphersystem-compendium.abilities.y1bQFSBlwMbUico5]{Rapid Processing} @UUID[Compendium.cyphersystem-compendium.abilities.iroL3TcKD9dpulhW]{Regeneration} @UUID[Compendium.cyphersystem-compendium.abilities.YFbC1HRis4SpZgrS]{Reshape} @UUID[Compendium.cyphersystem-compendium.abilities.KGz0rK4b2dAt0DaX]{Wormhole}

Fifth-Tier Adept

Choose two of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.NCXCkCYeZw8qlazG]{Absorb Energy} @UUID[Compendium.cyphersystem-compendium.abilities.PZBKCtRj5S6ULnjo]{Concussion} @UUID[Compendium.cyphersystem-compendium.abilities.8SDpRRzZRF73zLsF]{Conjuration} @UUID[Compendium.cyphersystem-compendium.abilities.HuhNjMfMxPkTlERH]{Create} @UUID[Compendium.cyphersystem-compendium.abilities.D4JFKjeVDkx9Xfnf]{Dust to Dust} @UUID[Compendium.cyphersystem-compendium.abilities.wlkPdME0r3hx9VbE]{Knowing the Unknown} @UUID[Compendium.cyphersystem-compendium.abilities.K4XRiZlFRakz6j98]{Master Cypher Use} @UUID[Compendium.cyphersystem-compendium.abilities.IN3VI2LxDyYGbqnN]{Teleportation} @UUID[Compendium.cyphersystem-compendium.abilities.MGzAkRaGd4LgfQti]{True Senses}

Sixth-Tier Adept

Choose one of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.tvlNZboSbKCHttjs]{Control Weather} @UUID[Compendium.cyphersystem-compendium.abilities.jhdgI9rV2mpH6JQU]{Earthquake} @UUID[Compendium.cyphersystem-compendium.abilities.8OmtJRuoKRzuGfh8]{Move Mountains} @UUID[Compendium.cyphersystem-compendium.abilities.PlKwEwo6ilGqwxwI]{Traverse the Worlds} @UUID[Compendium.cyphersystem-compendium.abilities.gETtOLyLYRVk53dP]{Usurp Cypher}

Adept Example

Jen wants to create an Adept—a sorcerer for a fantasy campaign. She decides to be somewhat well rounded, so she puts 2 of her additional points into each stat Pool, giving her a Might Pool of 9, a Speed Pool of 11, and an Intellect Pool of 14. Her Adept is smart and quick. She has an Intellect Edge of 1, a Might Edge of 0, and a Speed Edge of 0. As a first-tier character, her Effort is 1. As her initial abilities, she chooses Onslaught and Ward, giving her a strong offense and defense. She also chooses Magic Training and rounds out her character with Scan, which she hopes will be useful in gaining insight and information. For this character, Onslaught, Ward, and Scan are all spells she has mastered through years of training and study.

She can bear three cyphers. The GM gives her a potion that acts as a short-range teleporter, a small charm that restores 5 points to her Intellect Pool, and a fluid-filled flask that explodes like a fiery bomb. Jen’s sorcerer is skilled with light weapons, so she chooses a dagger.

For her descriptor, Jen chooses Graceful, which adds 2 points to her Speed Pool, bringing it to 13. That descriptor means she is trained in balancing and anything requiring careful movements, physical performing arts, and Speed defense tasks. Perhaps she is a dancer. In fact, she begins to develop a backstory that involves graceful, lithe movements that she incorporates into her spells.

For her focus, she chooses Leads. This gives her training in social interactions, which again helps round her out—she’s good in all kinds of situations. Moreover, she has the Good Advice ability, which enables her to be a focal point of her group.

Her spells and focus abilities cost Intellect points to activate, so she’s glad to have a lot of points in her Intellect Pool. In addition, her Intellect Edge will help reduce those costs. If she uses her Onslaught force blast without applying Effort, it costs 0 Intellect points and deals 4 points of damage. Her Intellect Edge will allow her to save points to devote toward applying Effort for other purposes, perhaps to boost the accuracy of Onslaught.

For her character arc, Jen chooses Aid a Friend. She decides that when her sorcerer character was young, she had a magical mentor. That mentor was later taken prisoner by a demon, so her character is always looking for clues on how to find the demon and release her friend from bondage.

GMs are always free to pre-select a type’s special abilities at a given tier to reinforce the setting. In the fantasy setting of Jen’s sorcerer, the GM might have said that all sorcerers (Adepts) start with Magic Training as one of their tier 1 abilities. This doesn’t make the character any less powerful or special, but it says something about her role in the world and expectations in the game.

Explorer

Fantasy/Fairy tale: Explorer, adventurer, delver, mystery seeker

Modern/Horror/Romance: athlete, explorer, adventurer, drifter, detective, scholar, spelunker, trailblazer, investigative reporter

Science fiction: Explorer, adventurer, wanderer, planetary specialist, xenobiologist

Superhero/Post-Apocalyptic: adventurer, crimefighter

You are a person of action and physical ability, fearlessly facing the unknown. You travel to strange, exotic, and dangerous places, and discover new things. This means you’re physical but also probably knowledgeable.

Individual Role: Although Explorers can be academics or well studied, they are first and foremost interested in action. They face grave dangers and terrible obstacles as a routine part of life.

Group Role: Explorers sometimes work alone, but far more often they operate in teams with other characters. The Explorer frequently leads the way, blazing the trail. However, they’re also likely to stop and investigate anything intriguing they stumble upon.

Societal Role: Not all Explorers are out traipsing through the wilderness or poking about an old ruin. Sometimes, an Explorer is a teacher, a scientist, a detective, or an investigative reporter. In any event, an Explorer bravely faces new challenges and gathers knowledge to share with others.

Advanced Explorers: Higher-tier Explorers gain more skills, some combat abilities, and a number of abilities that allow them to deal with danger. In short, they become more and more well-rounded, able to deal with any challenge.

Explorer Background Connection

Your type helps determine the connection you have to the setting. Roll a d20 or choose from the following list to determine a specific fact about your background that provides a connection to the rest of the world. You can also create your own fact.

@UUID[Compendium.cyphersystem-compendium.cypher-roll-tables.EPY1EXnGWOBK9kO1]{Explorer Background Connection}

Explorer Player Intrusions

When playing an Explorer, you can spend 1 XP to use one of the following player intrusions, provided the situation is appropriate and the GM agrees.

Fortuitous Malfunction: A trap or a dangerous device malfunctions before it can affect you.

Serendipitous Landmark: Just when it seems like the path is lost (or you are), a trail marker, a landmark, or simply the way the terrain or corridor bends, rises, or falls away suggests to you the best path forward, at least from this point.

Weak Strain: The poison or disease turns out not to be as debilitating or deadly as it first seemed, and inflicts only half the damage that it would have otherwise.

Explorer Stat Pools

StatPool Starting Value
Might10
Speed9
Intellect9

You get 6 additional points to divide among your stat Pools however you wish.

First-Tier Explorer

First-tier Explorers have the following abilities:

Effort: Your Effort is 1.

Physical Nature: You have a Might Edge of 1, a Speed Edge of 0, and an Intellect Edge of 0.

Cypher Use: You can bear two cyphers at a time.

Starting Equipment: Appropriate clothing and a weapon of your choice, plus two expensive items, two moderately priced items, and up to four inexpensive items.

Weapons: You can use @UUID[Compendium.cyphersystem-compendium.basic-skills.GA74AkWhC7i4Z8sZ]{light} and @UUID[Compendium.cyphersystem-compendium.basic-skills.wHxvX2zJOKo27GBe]{medium weapons} without penalty. You have an inability with @UUID[Compendium.cyphersystem-compendium.inabilities.aMGYdfzCgfYqtHuJ]{heavy weapons}; your attacks with heavy weapons are hindered.

Special Abilities: Choose four of the abilities listed below. You can’t choose the same ability more than once unless its description says otherwise. The full description for each listed ability can be found in Abilities, which also has descriptions for flavor and focus abilities in a single vast catalog.

@UUID[Compendium.cyphersystem-compendium.abilities.7OpsD4muO5HGJt29]{Block} @UUID[Compendium.cyphersystem-compendium.abilities.UyQTRi5ZwWU5tMO0]{Danger Sense} @UUID[Compendium.cyphersystem-compendium.abilities.P95xVHVxALSMjanR]{Decipher} @UUID[Compendium.cyphersystem-compendium.abilities.PqL4qr9D8QAwQhrL]{Endurance} @UUID[Compendium.cyphersystem-compendium.abilities.axI0iGYo7DjdR8Ya]{Find the Way} @UUID[Compendium.cyphersystem-compendium.abilities.Sg5WeSF04CYNEecl]{Fleet of Foot} @UUID[Compendium.cyphersystem-compendium.abilities.7X2zbrkFSNbyhA5G]{Improved Edge} @UUID[Compendium.cyphersystem-compendium.abilities.eEGFknWQZUBNXn99]{Knowledge Skills} @UUID[Compendium.cyphersystem-compendium.abilities.CBGeAZSBuymzrxDz]{Muscles of Iron} @UUID[Compendium.cyphersystem-compendium.abilities.YZB37b80VQGMUscp]{No Need for Weapons} @UUID[Compendium.cyphersystem-compendium.abilities.noCgrKbB370cfzQg]{Physical Skills} @UUID[Compendium.cyphersystem-compendium.abilities.o2ZDoteWQsFsqTJr]{Practiced in Armor} @UUID[Compendium.cyphersystem-compendium.abilities.yl2zo179wXZW5Xxc]{Practiced With All Weapons} @UUID[Compendium.cyphersystem-compendium.abilities.s2PLo9FsWBi2C1VY]{Surging Confidence} @UUID[Compendium.cyphersystem-compendium.abilities.uatcX3o1oB2Stc4u]{Trained Without Armor}

Second-Tier Explorer

Choose four of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.JkmTskE3eqcfu7dY]{Curious} @UUID[Compendium.cyphersystem-compendium.abilities.3x3gRDJejTXQPmdY]{Danger Instinct} @UUID[Compendium.cyphersystem-compendium.abilities.4yyKQYnrbL3r9gcU]{Enable Others} @UUID[Compendium.cyphersystem-compendium.abilities.uB3sVzeG2N5rkdUZ]{Escape} @UUID[Compendium.cyphersystem-compendium.abilities.RM8Fmu1IJwzBkjcM]{Eye for Detail} @UUID[Compendium.cyphersystem-compendium.abilities.U7chr7wLj7r5y0LT]{Foil Danger} @UUID[Compendium.cyphersystem-compendium.abilities.pp9NFNHKgOhRYbsY]{Hand to Eye} @UUID[Compendium.cyphersystem-compendium.abilities.romswZIOmAmtzfCL]{Investigative Skills} @UUID[Compendium.cyphersystem-compendium.abilities.euEVkth9YGYSpoJf]{Quick Recovery} @UUID[Compendium.cyphersystem-compendium.abilities.tJVu7MQ2pOhNfpUB]{Range Increase} @UUID[Compendium.cyphersystem-compendium.abilities.nOuOE3EkrNr81pSq]{Greater Skill With Defense} @UUID[Compendium.cyphersystem-compendium.abilities.gbU7mA0flUR4W8Dl]{Stand Watch} @UUID[Compendium.cyphersystem-compendium.abilities.wEjdodvc6SLf8yso]{Travel Skills} @UUID[Compendium.cyphersystem-compendium.abilities.yS1sMAZEzJbozxOZ]{Wreck}

Third-Tier Explorer

Choose three of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.wG4zveGhplNKNzuP]{Controlled Fall} @UUID[Compendium.cyphersystem-compendium.abilities.4eCjeGPA0ovnwIfu]{Experienced in Armor} @UUID[Compendium.cyphersystem-compendium.abilities.u1GhDcfpVXITVtOc]{Expert Cypher Use} @UUID[Compendium.cyphersystem-compendium.abilities.JuOmZXMt1T3tQUZ8]{Ignore the Pain} @UUID[Compendium.cyphersystem-compendium.abilities.qZOOWfFLJ1JziJpY]{Obstacle Running} @UUID[Compendium.cyphersystem-compendium.abilities.GvYXLPdpaFEMGuQR]{Resilience} @UUID[Compendium.cyphersystem-compendium.abilities.ZuX6gykVtKxiBAxR]{Run and Fight} @UUID[Compendium.cyphersystem-compendium.abilities.t3zUlk8c5WEBXXO8]{Seize the Moment} @UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks} @UUID[Compendium.cyphersystem-compendium.abilities.jmYIPbMwsq3GY3eO]{Stone Breaker} @UUID[Compendium.cyphersystem-compendium.abilities.wpA3GB5yJq9NI8QN]{Think Your Way Out} @UUID[Compendium.cyphersystem-compendium.abilities.V1ROUnWXLmLRMxXi]{Trapfinder} @UUID[Compendium.cyphersystem-compendium.abilities.6McxfJoPmf1SnbDR]{Wrest From Chance}

Fourth-Tier Explorer

Choose two of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.gNRMG3mJTzWaCGph]{Capable Warrior} @UUID[Compendium.cyphersystem-compendium.abilities.MdRdAc0qAWghMmlV]{Expert Skill} @UUID[Compendium.cyphersystem-compendium.abilities.mUizWF7k2XD7ykRJ]{Increased Effects} @UUID[Compendium.cyphersystem-compendium.abilities.lbXg8UlSCG23yxO4]{Read the Signs} @UUID[Compendium.cyphersystem-compendium.abilities.dW0rgYsx6hDA8pIB]{Runner} @UUID[Compendium.cyphersystem-compendium.abilities.3pqCkOZjnAXWIikt]{Subtle Steps} @UUID[Compendium.cyphersystem-compendium.abilities.wxAZnuQkvWosLzkN]{Tough As Nails}

Fifth-Tier Explorer

Choose three of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.M0pjZXQ9996hfUPs]{Adroit Cypher Use} @UUID[Compendium.cyphersystem-compendium.abilities.B0Tt5R1m2DsVLtPH]{Free to Move} @UUID[Compendium.cyphersystem-compendium.abilities.hhBF8re7Azmce3Y9]{Group Friendship} @UUID[Compendium.cyphersystem-compendium.abilities.KGzAHs3qln0fNDjt]{Hard to Kill} @UUID[Compendium.cyphersystem-compendium.abilities.IFb8NX06xgWM7H98]{Jump Attack} @UUID[Compendium.cyphersystem-compendium.abilities.LTqgcoprvBF2ZkdH]{Mastery With Defense} @UUID[Compendium.cyphersystem-compendium.abilities.AmZDmnmP7CxSSN4h]{Parry} @UUID[Compendium.cyphersystem-compendium.abilities.5uWcMvgh1OWvieJs]{Physically Gifted} @UUID[Compendium.cyphersystem-compendium.abilities.scceoEmEnN5MW8XT]{Take Command} @UUID[Compendium.cyphersystem-compendium.abilities.icJAWRB8Uha8CSKr]{Vigilant}

Sixth-Tier Explorer

Choose three of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.MQewTo9NscKVUUNz]{Again and Again} @UUID[Compendium.cyphersystem-compendium.abilities.tTrekc4AZbIqem5L]{Inspire Coordinated Actions} @UUID[Compendium.cyphersystem-compendium.abilities.4k5JFV78A5SiPjFo]{Mastery in Armor} @UUID[Compendium.cyphersystem-compendium.abilities.kNSRytTtQX0rU3aE]{Mastery With Attacks} @UUID[Compendium.cyphersystem-compendium.abilities.dMEqa6kAjXrHlxui]{Negate Danger} @UUID[Compendium.cyphersystem-compendium.abilities.PXvS7AatBcxH9cvZ]{Share Defense} @UUID[Compendium.cyphersystem-compendium.abilities.KDZeCZJxjCQzlTxA]{Spin Attack} @UUID[Compendium.cyphersystem-compendium.abilities.vQtVTnCecWFXkfkI]{Wild Vitality}

Explorer Example

Sam decides to create an Explorer character for a science fiction campaign. This character will be a hardy soul who explores alien worlds. They put 3 additional points into their Might Pool, 2 into their Speed Pool, and 1 into their Intellect Pool; their stat Pools are now Might 13, Speed 11, and Intellect 10. As a first-tier character, their Effort is 1, their Might Edge is 1, and their Speed Edge and Intellect Edge are 0. Their character is fairly well-rounded so far.

Sam immediately leaps in and starts choosing abilities. They pick Danger Sense and Surging Confidence, thinking those abilities will be generally useful. They also choose Practiced in Armor, reasoning that the character wears high-tech medium armor when exploring. Last, they choose Knowledge Skills and select geology and biology to help during interplanetary explorations.

Sam’s Explorer can bear two cyphers, which in this setting involve nanotechnology. The GM decides that one is a nanite injector that grants a +1 bonus to Might Edge when used, and the other is a device that can create one simple handheld object the user wishes.

Sam’s Explorer is not really geared toward fighting, but sometimes the universe is a dangerous place, so they note that they’re carrying a medium blaster as well.

Sam still needs a descriptor and a focus. Looking to the Descriptor chapter, they choose Hardy, which increases their Might Pool to 17. They also heal more quickly and can operate better when injured. They’re trained in Might defense but have an inability with initiative; however, it’s effectively canceled out by their Danger Sense (and vice versa). Sam could go back and select something else instead of Danger Sense, but they like it and decide to keep it. Overall, the descriptor ends up making the character tough but a little slow.

For their focus, Sam chooses Explores Dark Places (in this case, weird ruins of alien civilizations). This gives the character a bunch of additional skills: searching, listening, climbing, balancing, and jumping. They’re quite the capable Explorer.

For their character arc, Sam chooses Enterprise. Exploring alien places sometimes turns up strange relics, and Sam figures they might be able to set up a service to reliably transport these items to responsible third parties, rather than allow them to fall into the hands of pirates and rich private collectors. For a small fee, of course.

Speaker

Fantasy/Fairy tale: bard, speaker, skald, emissary, priest, advocate

Modern/Horror/Romance: diplomat, charmer, face, spinner, manipulator, minister, mediator, lawyer

Science fiction: diplomat, empath, glam, consul, legate

Superhero/Post-Apocalyptic: charmer, mesmerist, puppet master

You’re good with words and good with people. You talk your way past challenges and out of jams, and you get people to do what you want.

Individual Role: Speakers are smart and charismatic. They like people and, more important, they understand them. This helps speakers get others to do what needs to be done.

Group Role: The Speaker is often the face of the group, serving as the person who speaks for all and negotiates with others. Combat and action are not a Speaker’s strong suits, so other characters sometimes have to defend the Speaker in times of danger.

Societal Role: Speakers are frequently political or religious leaders. Just as often, however, they are con artists or criminals.

Advanced Speakers: Higher-tier Speakers use their abilities to control and manipulate people as well as aid and nurture their friends. They can talk their way out of danger and even use their words as weapons.

Speaker Background Connection

Your type helps determine the connection you have to the setting. Roll a d20 or choose from the following list to determine a specific fact about your background that provides a connection to the rest of the world. You can also create your own fact.

@UUID[Compendium.cyphersystem-compendium.cypher-roll-tables.zDo6fnblxkAjzvc3]{Speaker Background Connection}

Speaker Player Intrusions

When playing a Speaker, you can spend 1 XP to use one of the following player intrusions, provided the situation is appropriate and the GM agrees.

Friendly NPC: An NPC you don’t know, someone you don’t know that well, or someone you know but who hasn’t been particularly friendly in the past chooses to help you, though doesn’t necessarily explain why. Maybe they’ll ask you for a favor in return afterward, depending on how much trouble they go to.

Perfect Suggestion: A follower or other already-friendly NPC suggests a course of action with regard to an urgent question, problem, or obstacle you’re facing.

Unexpected Gift: An NPC hands you a physical gift you were not expecting, one that helps put the situation at ease if things seem strained, or provides you with a new insight for understanding the context of the situation if there’s something you’re failing to understand or grasp.

Speaker Stat Pools

StatPool Starting Value
Might8
Speed9
Intellect11

You get 6 additional points to divide among your stat Pools however you wish.

First-Tier Speaker

First-tier Speakers have the following abilities:

Effort: Your Effort is 1.

Genius: You have an Intellect Edge of 1, a Might Edge of 0, and a Speed Edge of 0.

Cypher Use: You can bear two cyphers at a time.

Weapons: You can use @UUID[Compendium.cyphersystem-compendium.basic-skills.GA74AkWhC7i4Z8sZ]{light weapons} without penalty. You have an inability with @UUID[Compendium.cyphersystem-compendium.inabilities.Zjign4M9GqTvD348]{medium} and @UUID[Compendium.cyphersystem-compendium.inabilities.aMGYdfzCgfYqtHuJ]{heavy weapons}; your attacks with medium and heavy weapons are hindered.

Starting Equipment: Appropriate clothing and a light weapon of your choice, plus two expensive items, two moderately priced items, and up to four inexpensive items.

Special Abilities: Choose four of the abilities listed below. You can’t choose the same ability more than once unless its description says otherwise. The full description for each listed ability can be found in Abilities, which also has descriptions for flavor and focus abilities in a single vast catalog.

Some Speaker abilities, like Mind Reading or True Senses, imply a supernatural element. If this is inappropriate to the character or the setting, these abilities can be replaced with something from the stealth flavor, or the GM can slightly modify them so they are based in extraordinary talents and insight rather than the supernatural.

@UUID[Compendium.cyphersystem-compendium.abilities.BlBi7qk0darLthxS]{Anecdote} @UUID[Compendium.cyphersystem-compendium.abilities.r7uNiD9CGy4G3Hoq]{Babel} @UUID[Compendium.cyphersystem-compendium.abilities.JSlr2Q6Ll1xNd8fX]{Demeanor of Command} @UUID[Compendium.cyphersystem-compendium.abilities.hYa7I52x2iwffh8C]{Encouragement} @UUID[Compendium.cyphersystem-compendium.abilities.lQ4MNmGXXNBMGsmk]{Enthrall} @UUID[Compendium.cyphersystem-compendium.abilities.TmWjWp4iWk4GMLN0]{Erase Memories} @UUID[Compendium.cyphersystem-compendium.abilities.ulHj0pzmwc515fve]{Fast Talk} @UUID[Compendium.cyphersystem-compendium.abilities.wWCehMidmvLypdxj]{Inspire Aggression} @UUID[Compendium.cyphersystem-compendium.abilities.V765JZKDKQ00Buyn]{Interaction Skills} @UUID[Compendium.cyphersystem-compendium.abilities.NhijFGxYepJtaa0r]{Practiced With Medium Weapons} @UUID[Compendium.cyphersystem-compendium.abilities.5aUrbdjSSLCRggHU]{Spin Identity} @UUID[Compendium.cyphersystem-compendium.abilities.qVlbJjB7X8R78rz0]{Terrifying Presence} @UUID[Compendium.cyphersystem-compendium.abilities.kv03xEihe4VZNkK5]{Understanding}

Second-Tier Speaker

Choose two of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.4XwwFeGO5haHxvQs]{Basic Follower} @UUID[Compendium.cyphersystem-compendium.abilities.BggeJtN5IcutwLJg]{Calm Stranger} @UUID[Compendium.cyphersystem-compendium.abilities.di7QfASecjKU8BPN]{Disincentivize} @UUID[Compendium.cyphersystem-compendium.abilities.IvKd5vkPypJbB1Ip]{Gather Intelligence} @UUID[Compendium.cyphersystem-compendium.abilities.GT0AiiarWPbGzxKs]{Impart Ideal} @UUID[Compendium.cyphersystem-compendium.abilities.DLxDL49VjUEMAjxZ]{Inspiring Ease} @UUID[Compendium.cyphersystem-compendium.abilities.V765JZKDKQ00Buyn]{Interaction Skills} @UUID[Compendium.cyphersystem-compendium.abilities.o2ZDoteWQsFsqTJr]{Practiced in Armor} @UUID[Compendium.cyphersystem-compendium.abilities.CtRvLxfUlCynJv1B]{Skill With Defense} @UUID[Compendium.cyphersystem-compendium.abilities.XntbE6mXQ4CZ6yIi]{Speedy Recovery} @UUID[Compendium.cyphersystem-compendium.abilities.UHvD5299HFbwBvpR]{Unexpected Betrayal}

Third-Tier Speaker

Choose three of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.hB1CISYVEZXEO0IV]{Accelerate} @UUID[Compendium.cyphersystem-compendium.abilities.rZsohzuwTFfghWVO]{Blend In} @UUID[Compendium.cyphersystem-compendium.abilities.NnlGdSiR9GbiTJyZ]{Discerning Mind} @UUID[Compendium.cyphersystem-compendium.abilities.u1GhDcfpVXITVtOc]{Expert Cypher Use} @UUID[Compendium.cyphersystem-compendium.abilities.ETGBAqAc1ApFH5cx]{Expert Follower} @UUID[Compendium.cyphersystem-compendium.abilities.sqiDNk5qXh9j3zwh]{Grand Deception} @UUID[Compendium.cyphersystem-compendium.abilities.1N6P5ZRogThCS0KH]{Lead by Inquiry} @UUID[Compendium.cyphersystem-compendium.abilities.W5Zt9qDKCtNr49BC]{Mind Reading} @UUID[Compendium.cyphersystem-compendium.abilities.i5BlJLgj1ayBw0uY]{Oratory} @UUID[Compendium.cyphersystem-compendium.abilities.ZqBpOAiH70SGHX8N]{Perfect Stranger} @UUID[Compendium.cyphersystem-compendium.abilities.Mac5S0sQe9Muf4Mv]{Quick Wits} @UUID[Compendium.cyphersystem-compendium.abilities.oah8DOODfphl858B]{Telling}

Fourth-Tier Speaker

Choose two of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.ZH0JbusjycG6zQf1]{Anticipate Attack} @UUID[Compendium.cyphersystem-compendium.abilities.2SiHiotGcSufnCne]{Confounding Banter} @UUID[Compendium.cyphersystem-compendium.abilities.RO8dmB90aRPOmCuJ]{Feint} @UUID[Compendium.cyphersystem-compendium.abilities.7tiGTYVXj9eHdja7]{Heightened Skills} @UUID[Compendium.cyphersystem-compendium.abilities.Je1MitN21L3lqWVF]{Psychosis} @UUID[Compendium.cyphersystem-compendium.abilities.lbXg8UlSCG23yxO4]{Read the Signs} @UUID[Compendium.cyphersystem-compendium.abilities.QFZyfDWOSEpZeQmM]{Spur Effort} @UUID[Compendium.cyphersystem-compendium.abilities.cS2p7CRfquFvR65U]{Strategize} @UUID[Compendium.cyphersystem-compendium.abilities.3wZZC07ADxO3mImS]{Suggestion}

Fifth-Tier Speaker

Choose three of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.M0pjZXQ9996hfUPs]{Adroit Cypher Use} @UUID[Compendium.cyphersystem-compendium.abilities.t3uyBYJqMApfEBWX]{Discipline of Watchfulness} @UUID[Compendium.cyphersystem-compendium.abilities.4eCjeGPA0ovnwIfu]{Experienced in Armor} @UUID[Compendium.cyphersystem-compendium.abilities.UyW320RhzarMNoss]{Flee} @UUID[Compendium.cyphersystem-compendium.abilities.xCUKzmoBKzN9gIut]{Foul Aura} @UUID[Compendium.cyphersystem-compendium.abilities.wlkPdME0r3hx9VbE]{Knowing the Unknown} @UUID[Compendium.cyphersystem-compendium.abilities.iroL3TcKD9dpulhW]{Regeneration} @UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks} @UUID[Compendium.cyphersystem-compendium.abilities.U9sgMUKkIkDIdRtK]{Stimulate}

Sixth-Tier Speaker

Choose two of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.By276DS858KmWNZq]{Assume Control} @UUID[Compendium.cyphersystem-compendium.abilities.G8waoPdWGzMl0S1n]{Battle Management} @UUID[Compendium.cyphersystem-compendium.abilities.crFxkKwBNdnD6tX4]{Crowd Control} @UUID[Compendium.cyphersystem-compendium.abilities.fPCTpU0viXXWrNs0]{Inspiring Success} @UUID[Compendium.cyphersystem-compendium.abilities.3EcnBLVtGwxpWXBW]{Recruit Deputy} @UUID[Compendium.cyphersystem-compendium.abilities.EH8OmAJaimF4MTgg]{Shatter Mind} @UUID[Compendium.cyphersystem-compendium.abilities.MGzAkRaGd4LgfQti]{True Senses} @UUID[Compendium.cyphersystem-compendium.abilities.ZTp4SZ673tDJpmuS]{Word of Command}

Speaker Example

Mary wants to create a Speaker for a Lovecraftian horror campaign. She puts 3 of her additional stat points into her Intellect Pool and 3 into her Speed Pool; her stat Pools are now Might 8, Speed 12, and Intellect 14. As a first-tier character, her Effort is 1, her Might Edge and Speed Edge are 0, and her Intellect Edge is 1. She’s smart and charismatic but not particularly tough.

Mary chooses Fast Talk and Spin Identity to help get into places and learn things she wants to know. She’s a bit of a con artist. She’s good to her friends, however, and chooses Encouragement as well. Mary rounds out her first-tier abilities with Interaction Skills (deceiving and persuasion).

A Speaker normally starts with two cyphers, but the GM rules that characters in this campaign start with only one—something creepy relating to their background. Mary’s cypher is an odd pocket watch given to her by her grandfather. She doesn’t know how or why, but when activated, the watch allows her to take twice as many actions for three rounds.

Mary’s character carries a small knife hidden in her bag in case of trouble. As a light weapon, it inflicts 2 points of damage, but attacks with it are eased.

Mary chooses Resilient for her descriptor and decides that she can probably learn the truth behind some of the strange things that she’s heard about without feeling too much trauma if it’s horrible. Resilient increases her Might Pool to 10 and her Intellect Pool to 16. She’s trained in Might and Intellect defense actions and gains an extra recovery roll each day. At first, Mary is sad that her descriptor gives her an inability in knowledge and puzzle tasks, but then she realizes that the flaw fits her character well—she’s better at getting people to tell her what she needs to know than at figuring out the information herself.

For her focus, Mary chooses Moves Like a Cat, granting her a final Speed Pool of 18 and training in balance. In the end, she’s graceful and quick, charismatic, and hardier than she initially thought thanks to her drive. She’s ready to investigate the weird.

For her character arc, Mary chooses Fall From Grace. She decides she’s had an obsession with a strange tome that’s been in her family for generations, and her character is drawn to its strange languages and rituals.

Further Customization

The rules in this section are more advanced and always involve the GM. They can be used by the GM to tailor a type to better fit the genre or setting, or by a player and a GM to tweak a character to fit a concept.

Modifying Type Aspects

The following aspects of the four character types can be modified at character creation. Other abilities should not be changed.

Stat Pools: Each character type has a starting stat Pool value. A player can exchange points between their Pools on a one-for-one basis. For example, they can trade 2 points of Might for 2 points of Speed. However, no starting stat Pool should be higher than 20.

Edge: A player can start with an Edge of 1 in whichever stat they wish.

Cypher Use: If a character gives up the ability to bear one cypher, they gain an additional skill of their choice.

Weapons: Some types have static first-tier abilities that let them use light, medium, and/or heavy weapons without a penalty. Warriors can use all weapons, Explorers can use light and medium weapons, and Adepts and Speakers can use light weapons. Any one of these weapon abilities can be sacrificed to gain training in a different skill of the player’s choice.

Drawbacks and Penalties

In addition to other customization options, a player can choose to take drawbacks or penalties to gain further advantages.

Weakness: A weakness is, essentially, the opposite of Edge. If you have a weakness of 1 in Speed, all Speed actions that require you to spend points cost 1 additional point from your Pool. At any time, a player can give their character a weakness in one stat and, in exchange, gain +1 to their Edge in one of the other two stats. So a PC can take a weakness of 1 in Speed to gain +1 to their Might Edge.

Normally, you can have a weakness only in a stat in which you have an Edge of 0. Further, you can’t have more than one weakness, and you can’t have a weakness greater than 1 unless the additional weakness comes from another source (such as a disease or disability arising from actions or conditions in the game).

Inabilities: Inabilities are like negative skills. They make one type of task harder by hindering it. If a character chooses to take an inability, they gain a skill of their choice. Normally, a character can have only one inability unless the additional inability comes from another source (such as a descriptor or a disease or disability arising from actions or conditions in the game).

","markdown":""},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"ownership":{"default":-1},"flags":{}},{"sort":600000,"name":"License","type":"text","_id":"9ZDlIEtwXjxzyyrZ","title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"

This product is an independent production and is not affiliated with Monte Cook Games, LLC. It is published under the Cypher System Open License, found at http://csol.montecookgames.com.

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This product is an independent production and is not affiliated with Monte Cook Games, LLC. It is published under the Cypher System Open License, found at http://csol.montecookgames.com.

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","markdown":""},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"ownership":{"default":-1},"flags":{}},{"sort":387500,"name":"Flavor","type":"text","_id":"gUBd9dvLJ8qY0iZx","title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"

Flavors are groups of special abilities the GM and players can use to alter a character type to make it more to their liking or more appropriate to the genre or setting. For example, if a player wants to create a magic-using thief character, she could play an Adept with stealth flavoring. In a science fiction setting, a Warrior might also have knowledge of machinery, so the character could be flavored with technology.

At a given tier, abilities from a flavor are traded one for one with standard abilities from a type. So to add the Danger Sense stealth flavor ability to a Warrior, something else—perhaps Bash—must be sacrificed. Now that character can choose Danger Sense as they would any other first-tier warrior ability, but they can never choose Bash.

The GM should always be involved in flavoring a type. For example, they might know that for their science fiction game, they want a type called a “Glam,” which is a Speaker flavored with certain technology abilities—specifically those that make the character a flamboyant starship pilot. Thus, they exchange the first-tier abilities Spin Identity and Inspire Aggression for the technology flavor abilities Datajack and Tech Skills so the character can plug into the ship directly and can take piloting and computers as skills.

In the end, flavor is mostly a tool for the GM to easily create campaign-specific types by making a few slight alterations to the four base types. Although players may wish to use flavors to get the characters they want, remember that they can also shape their PCs with descriptors and foci very nicely.

The flavors available are stealth, technology, magic, combat, and skills and knowledge.

The full description for each listed ability can be found in the Abilities chapter, which also contains descriptions for type and focus abilities in a single vast catalog.

Stealth Flavor

Characters with the stealth flavor are good at sneaking around, infiltrating places they don’t belong, and deceiving others. They use these abilities in a variety of ways, including combat. An Explorer with stealth flavor might be a thief, while a Warrior with stealth flavor might be an assassin. An Explorer with stealth flavor in a superhero setting might be a crimefighter who stalks the streets at night.

First-Tier Stealth Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.UyQTRi5ZwWU5tMO0]{Danger Sense} @UUID[Compendium.cyphersystem-compendium.abilities.M2oXV5cRSdMlUZDm]{Goad} @UUID[Compendium.cyphersystem-compendium.abilities.Frxs35QkokRdure4]{Legerdemain} @UUID[Compendium.cyphersystem-compendium.abilities.90wkMwuVBaiyL9yt]{Opportunist} @UUID[Compendium.cyphersystem-compendium.abilities.QAdh0yZBjJsHdJjD]{Stealth Skills}

Second-Tier Stealth Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.dQHSDDZxJNHrHH1l]{Contortionist} @UUID[Compendium.cyphersystem-compendium.abilities.8ydN3DBdXXP24hQL]{Find an Opening} @UUID[Compendium.cyphersystem-compendium.abilities.5abCQnz5ZWvvfMro]{Get Away} @UUID[Compendium.cyphersystem-compendium.abilities.mvFsSsVjyF8iXvCe]{Sense Ambush} @UUID[Compendium.cyphersystem-compendium.abilities.uG2ACHNAPoZirp0b]{Surprise Attack}

Third-Tier Stealth Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.Uq6p6fOg9KyFcUws]{Evanesce} @UUID[Compendium.cyphersystem-compendium.abilities.XR3B0gfJtrYUAU5M]{From the Shadows} @UUID[Compendium.cyphersystem-compendium.abilities.lUkqQu1vvJe3FxfQ]{Gambler} @UUID[Compendium.cyphersystem-compendium.abilities.sM2zEDx4gRr9CuiR]{Inner Defense} @UUID[Compendium.cyphersystem-compendium.abilities.lwJAowJa4eKlcDjb]{Misdirect} @UUID[Compendium.cyphersystem-compendium.abilities.ZuX6gykVtKxiBAxR]{Run and Fight} @UUID[Compendium.cyphersystem-compendium.abilities.t3zUlk8c5WEBXXO8]{Seize the Moment}

Fourth-Tier Stealth Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.cS1RW48sdVY6ZJZd]{Ambusher} @UUID[Compendium.cyphersystem-compendium.abilities.JVvSTtYbksWJDADY]{Debilitating Strike} @UUID[Compendium.cyphersystem-compendium.abilities.cqzyNCPYVEWtucLe]{Outwit} @UUID[Compendium.cyphersystem-compendium.abilities.LojkwDtb1gHLSB6A]{Preternatural Senses} @UUID[Compendium.cyphersystem-compendium.abilities.w2aO1ZIpmBDQJXq1]{Tumbling Moves}

Fifth-Tier Stealth Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.YbYeZ0A0m96IWxwl]{Assassin Strike} @UUID[Compendium.cyphersystem-compendium.abilities.S5JTyQCNcgrXgNqf]{Mask} @UUID[Compendium.cyphersystem-compendium.abilities.G5bTthwpEf5azVHA]{Return to Sender} @UUID[Compendium.cyphersystem-compendium.abilities.bVt0TIfwtEUXvi6O]{Uncanny Luck}

Sixth-Tier Stealth Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.VVYx3J42Sj9qCQV9]{Exploit Advantage} @UUID[Compendium.cyphersystem-compendium.abilities.jrTEtAhE6GfLW7R4]{Spring Away} @UUID[Compendium.cyphersystem-compendium.abilities.cWHqKGpI5z0aiSYC]{Thief’s Luck} @UUID[Compendium.cyphersystem-compendium.abilities.aWws42dVSQjRz8Hr]{Twist of Fate}

Technology Flavor

Characters with a flavor of technology typically are from science fiction or at least modern-day settings (although anything is possible). They excel at using, dealing with, and building machines. An Explorer with technology flavor might be a starship pilot, and a Speaker flavored with technology could be a techno-priest.

Some of the less computer-oriented abilities might be appropriate for a steampunk character, while a modern-day character could use some of the abilities that don’t involve starships or ultratech.

First-Tier Technology Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.Q3DGDFwNIOjz866X]{Datajack} @UUID[Compendium.cyphersystem-compendium.abilities.z23towmNKeKJasHV]{Hacker} @UUID[Compendium.cyphersystem-compendium.abilities.rhaZSmU6dJpzMO64]{Machine Interface} @UUID[Compendium.cyphersystem-compendium.abilities.kkCW4KkWA751AeBl]{Scramble Machine} @UUID[Compendium.cyphersystem-compendium.abilities.pYsmdnNte7o5Flca]{Tech Skills} @UUID[Compendium.cyphersystem-compendium.abilities.AFfburUYwZlBFq7N]{Tinker}

Second-Tier Technology Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.7nUj7rxq4Qwg4FUM]{Distant Interface} @UUID[Compendium.cyphersystem-compendium.abilities.JK2hN1poqMLqfa1N]{Machine Efficiency} @UUID[Compendium.cyphersystem-compendium.abilities.FDG7hgrRNt4aHpP1]{Overload Machine} @UUID[Compendium.cyphersystem-compendium.abilities.v1lZkKjSCS1pjnET]{Serv-0} @UUID[Compendium.cyphersystem-compendium.abilities.XzomXctsS8NL9M7Q]{Serv-0 Defender} @UUID[Compendium.cyphersystem-compendium.abilities.x8cGd4MC9YEW9isa]{Serv-0 Repair} @UUID[Compendium.cyphersystem-compendium.abilities.k4LeTZ1lqN9L3hPS]{Tool Mastery}

Third-Tier Technology Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.7VYzHQvF1cz4cfUp]{Mechanical Telepathy} @UUID[Compendium.cyphersystem-compendium.abilities.9r6iNU2GH4oEH6vz]{Serv-0 Scanner} @UUID[Compendium.cyphersystem-compendium.abilities.hIy0GMeL8WALvhEb]{Ship Footing} @UUID[Compendium.cyphersystem-compendium.abilities.Nyt7Z1xWqmnuu265]{Shipspeak} @UUID[Compendium.cyphersystem-compendium.abilities.YIzrA5i8eBSPMFzj]{Spray}

Fourth-Tier Technology Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.2l9FIUVKimPzIXzU]{Machine Bond} @UUID[Compendium.cyphersystem-compendium.abilities.NoKdHv0FSytZR4iF]{Robot Fighter} @UUID[Compendium.cyphersystem-compendium.abilities.NcItnMHjeG9fgE1K]{Serv-0 Aim} @UUID[Compendium.cyphersystem-compendium.abilities.lPqCQOQJF0JfoFRn]{Serv-0 Brawler} @UUID[Compendium.cyphersystem-compendium.abilities.9YuQrJXAQO0qIFPj]{Serv-0 Spy}

Fifth-Tier Technology Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.FxohCBSksJIu1BSA]{Control Machine} @UUID[Compendium.cyphersystem-compendium.abilities.KQDFvUEnIWed1ebo]{Jury-Rig} @UUID[Compendium.cyphersystem-compendium.abilities.XkFsMa9e9IY2FRcN]{Machine Companion}

Sixth-Tier Technology Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.PLyxuOlieOGsJx4h]{Information Gathering} @UUID[Compendium.cyphersystem-compendium.abilities.7QTTrXnxDHskYYhj]{Master Machine}

Magic Flavor

You know a little about magic. You might not be a wizard, but you know the basics—how it works, and how to accomplish a few wondrous things. Of course, in your setting, “magic” might actually mean psychic powers, mutant abilities, weird alien tech, or anything else that produces interesting and useful effects.

An Explorer flavored with magic might be a wizard-hunter, and a Speaker with magical flavor might be a sorcerer-bard. Although an Adept flavored with magic is still an Adept, you might find that swapping some of the type’s basic abilities with those given here tailors the character in desirable ways.

First-Tier Magic Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.I9m3nOdBZ2HoEmbj]{Blessing of the Gods} @UUID[Compendium.cyphersystem-compendium.abilities.SQ4RTDwdA0yiZ81b]{Closed Mind} @UUID[Compendium.cyphersystem-compendium.abilities.bM2Y62eaUKYKdcwq]{Entangling Force} @UUID[Compendium.cyphersystem-compendium.abilities.zArjjFcf9tHQvJTx]{Hedge Magic} @UUID[Compendium.cyphersystem-compendium.abilities.XQxN55rl0f5HFxEM]{Magic Training} @UUID[Compendium.cyphersystem-compendium.abilities.TPEcyzCeC3z5FyyQ]{Mental Link} @UUID[Compendium.cyphersystem-compendium.abilities.ZsI6553CPbGi0wtx]{Premonition}

Second-Tier Magic Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.Mfebb42AE5xt7k85]{Concussive Blast} @UUID[Compendium.cyphersystem-compendium.abilities.21Bi8yur01DCYz5f]{Fetch} @UUID[Compendium.cyphersystem-compendium.abilities.4fcns7ANpZF7pHaz]{Force Field} @UUID[Compendium.cyphersystem-compendium.abilities.wNQ3q7VXtPHlPzqb]{Lock} @UUID[Compendium.cyphersystem-compendium.abilities.rRDSzPJtUCwRVXFR]{Repair Flesh}

Third-Tier Magic Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.MvyXo0ZUsxu8QQ22]{Distance Viewing} @UUID[Compendium.cyphersystem-compendium.abilities.NgHLZq3tZ3CFJvYv]{Fire Bloom} @UUID[Compendium.cyphersystem-compendium.abilities.CAh0KStmP03kgv62]{Fling} @UUID[Compendium.cyphersystem-compendium.abilities.dDhnZrzAxDvK7QYa]{Force at Distance} @UUID[Compendium.cyphersystem-compendium.abilities.wEWyNKnVgVOjsyms]{Summon Giant Spider}

Fourth-Tier Magic Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.XR8WeRW3OlbCIjlJ]{Elemental Protection} @UUID[Compendium.cyphersystem-compendium.abilities.LLvJZvzbGQOrlqoE]{Ignition} @UUID[Compendium.cyphersystem-compendium.abilities.blm1Z8JxvWOiFf0b]{Pry Open}

Fifth-Tier Magic Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.HuhNjMfMxPkTlERH]{Create} @UUID[Compendium.cyphersystem-compendium.abilities.OkKNmMvLFwHxUv2r]{Divine Intervention} @UUID[Compendium.cyphersystem-compendium.abilities.M1FHIlVPVv8O02LV]{Dragon’s Maw} @UUID[Compendium.cyphersystem-compendium.abilities.IKicLElFbkRx5IaM]{Fast Travel} @UUID[Compendium.cyphersystem-compendium.abilities.MGzAkRaGd4LgfQti]{True Senses}

Sixth-Tier Magic Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.RBOc2zxAI9xMoWqW]{Relocate} @UUID[Compendium.cyphersystem-compendium.abilities.LnZkUlKUuuD7iW3P]{Summon Demon} @UUID[Compendium.cyphersystem-compendium.abilities.PlKwEwo6ilGqwxwI]{Traverse the Worlds} @UUID[Compendium.cyphersystem-compendium.abilities.Gsre3acJaxhGBa0S]{Word of Death}

Combat Flavor

Combat flavor makes a character more martial. A Speaker with combat flavor in a fantasy setting would be a battle bard. An Explorer with combat flavor in a historical game might be a pirate. An Adept flavored with combat in a science fiction setting could be a veteran of a thousand psychic wars.

First-Tier Combat Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.UyQTRi5ZwWU5tMO0]{Danger Sense} @UUID[Compendium.cyphersystem-compendium.abilities.o2ZDoteWQsFsqTJr]{Practiced in Armor} @UUID[Compendium.cyphersystem-compendium.abilities.NhijFGxYepJtaa0r]{Practiced With Medium Weapons}

Second-Tier Combat Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.wyUQ3Atl3V1ItCFH]{Bloodlust} @UUID[Compendium.cyphersystem-compendium.abilities.2x7nMe9ZGp3VjI8B]{Combat Prowess} @UUID[Compendium.cyphersystem-compendium.abilities.uatcX3o1oB2Stc4u]{Trained Without Armor}

Third-Tier Combat Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.yl2zo179wXZW5Xxc]{Practiced With All Weapons} @UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks} @UUID[Compendium.cyphersystem-compendium.abilities.CtRvLxfUlCynJv1B]{Skill With Defense} @UUID[Compendium.cyphersystem-compendium.abilities.36nlDXhOP5e5dfns]{Successive Attack}

Fourth-Tier Combat Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.gNRMG3mJTzWaCGph]{Capable Warrior} @UUID[Compendium.cyphersystem-compendium.abilities.Rr4oB1lUzuzFHNHQ]{Deadly Aim} @UUID[Compendium.cyphersystem-compendium.abilities.73miZT5kYFyxnPOT]{Fury} @UUID[Compendium.cyphersystem-compendium.abilities.lwJAowJa4eKlcDjb]{Misdirect} @UUID[Compendium.cyphersystem-compendium.abilities.YIzrA5i8eBSPMFzj]{Spray}

Fifth-Tier Combat Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.GlXd4oFI9Fqq3rAX]{Experienced Defender} @UUID[Compendium.cyphersystem-compendium.abilities.S9QxUr8u2gtwY7ya]{Hard Target} @UUID[Compendium.cyphersystem-compendium.abilities.AmZDmnmP7CxSSN4h]{Parry}

Sixth-Tier Combat Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.oroWEBbp3cvrYwH9]{Greater Skill With Attacks} @UUID[Compendium.cyphersystem-compendium.abilities.4k5JFV78A5SiPjFo]{Mastery in Armor} @UUID[Compendium.cyphersystem-compendium.abilities.LTqgcoprvBF2ZkdH]{Mastery With Defense}

Skills and Knowledge Flavor

This flavor is for characters in roles that call for more knowledge and more real-world application of talent. It’s less flashy and dramatic than supernatural powers or the ability to hack apart multiple foes, but sometimes expertise or know-how is the real solution to a problem.

A Warrior flavored with skills and knowledge might be a military engineer. An Explorer flavored with skills and knowledge could be a field scientist. A Speaker with this flavor might be a teacher.

First-Tier Skills and Knowledge Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.V765JZKDKQ00Buyn]{Interaction Skills} @UUID[Compendium.cyphersystem-compendium.abilities.romswZIOmAmtzfCL]{Investigative Skills} @UUID[Compendium.cyphersystem-compendium.abilities.eEGFknWQZUBNXn99]{Knowledge Skills} @UUID[Compendium.cyphersystem-compendium.abilities.noCgrKbB370cfzQg]{Physical Skills} @UUID[Compendium.cyphersystem-compendium.abilities.wEjdodvc6SLf8yso]{Travel Skills}

Second-Tier Skills and Knowledge Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.jx6DFmlbQrmltHgc]{Extra Skill} @UUID[Compendium.cyphersystem-compendium.abilities.k4LeTZ1lqN9L3hPS]{Tool Mastery} @UUID[Compendium.cyphersystem-compendium.abilities.kv03xEihe4VZNkK5]{Understanding}

Third-Tier Skills and Knowledge Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.dVh39nh5ARUxreUc]{Flex Skill} @UUID[Compendium.cyphersystem-compendium.abilities.uhC4ubTGfhkNvIMX]{Improvise}

Fourth-Tier Skills and Knowledge Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.4USzF8qKs8oZJH13]{Multiple Skills} @UUID[Compendium.cyphersystem-compendium.abilities.Mac5S0sQe9Muf4Mv]{Quick Wits} @UUID[Compendium.cyphersystem-compendium.abilities.NaqoExT72j3xkWp3]{Task Specialization}

Fifth-Tier Skills and Knowledge Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.NhijFGxYepJtaa0r]{Practiced With Medium Weapons} @UUID[Compendium.cyphersystem-compendium.abilities.lbXg8UlSCG23yxO4]{Read the Signs}

Sixth-Tier Skills and Knowledge Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks} @UUID[Compendium.cyphersystem-compendium.abilities.CtRvLxfUlCynJv1B]{Skill With Defense}

","markdown":""},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"ownership":{"default":-1},"flags":{}},{"sort":393750,"name":"Descriptor","type":"text","_id":"gK5t9ActY73rBLe5","title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"

Your descriptor defines your character—it flavors everything you do. The differences between a Charming Explorer and a Vicious Explorer are considerable. The descriptor changes the way those characters go about every action. Your descriptor places your character in the situation (the first adventure, which starts the campaign) and helps provide motivation. It is the adjective of the sentence “I am an adjective noun who verbs.”

Descriptors offer a one-time package of extra abilities, skills, or modifications to your stat Pools. Not all of a descriptor’s offerings are positive character modifications. For example, some descriptors have inabilities—tasks that a character isn’t good at. You can think of inabilities as negative skills—instead of being one step better at that kind of task, you’re one step worse. If you become skilled at a task that you have an inability with, they cancel out. Remember that characters are defined as much by what they’re not good at as by what they are good at.

Descriptors also offer a few brief suggestions for how your character got involved with the rest of the group on their first adventure. You can use these, or not, as you wish.

This section details fifty descriptors. Choose one of them for your character. You can pick any descriptor you wish regardless of your type. At the end of this chapter, a few options are provided for Customizing Descriptors, including making a character’s species their descriptor.

(Your descriptor matters most when you are a beginning character. The benefits (and perhaps drawbacks) that come from your descriptor will eventually be overshadowed by the growing importance of your type and focus. However, the influence of your descriptor will remain at least somewhat important throughout your character’s life.)

Customizing Descriptors

Under the normal rules, each descriptor is based on some modification of the following guidelines:

With this general information, you can customize a descriptor, but keep in mind that a heavily customized descriptor isn’t a descriptor if it no longer says one thing about a character. It’s better to use this information to create a new descriptor that fits exactly how the player wants to portray the character.

Species as Descriptor

Sometimes, in settings that have alien or fantasy species, players want to play a member of that species rather than the default (which is usually “human”). Most of the time, this choice is one of flavor rather than game mechanics. If you’re a 7-foot-tall furry Rigellian with three eyes, that’s great, but it doesn’t change your stats or skills (though it may have roleplaying challenges).

However, sometimes being a nonhuman results in more substantive changes. A PC ogre in a fantasy setting might have the Strong or Tough descriptor, or perhaps it has a descriptor simply called Ogre, which is similar to Strong or Tough but more pronounced (with greater Might but even greater drawbacks). This would mean that instead of being a Tough Warrior who Controls Beasts, the character is an Ogre Warrior who Controls Beasts.

The Genre chapter offers a few species descriptors, but many GMs will want to create their own as suits their setting. It can’t be stressed enough, however, that nine times out of ten, in most genres, species differences aren’t significant enough to warrant this treatment. The differences between a Mysterious character and a Virtuous one are probably greater than those between an Alpha Centauran and an Earthling.

Descriptors

Appealing

You’re attractive to others, but perhaps more important, you are likeable and charismatic. You’ve got that “special something” that draws others to you. You often know just the right thing to say to make someone laugh, put them at ease, or spur them to action. People like you, want to help you, and want to be your friend.

You gain the following characteristics:

Charismatic: +2 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.iLViKiz8EUbAbChF]{Skill}: You are trained in pleasant social interactions.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.6yXynECByG8UO0IC]{Resistant to Charms}: You’re aware of how others can manipulate and charm people, and you notice when those tactics are used on you. Because of this awareness, you are trained in resisting any kind of persuasion or seduction if you wish it.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You met a total stranger (one of the other PCs) and charmed them so much that they invited you along.

  2. The PCs were looking for someone else, but you convinced them that you were perfect instead.

  3. Pure happenstance—because you just go along with the flow of things and everything usually works out.

  4. Your charismatic ways helped get one of the PCs out of a difficult spot a long time ago, and they always ask you to join them on new adventures.

Beneficent

Helping others is your calling. It’s why you’re here. Others delight in your outgoing and charitable nature, and you delight in their happiness. You’re at your best when you’re aiding people, either by explaining how they can best overcome a challenge or by demonstrating how to do so yourself.

You gain the following characteristics:

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.VRlwCOQq4321KUkM]{Generous}: Allies who have spent the last day with you add +1 to their recovery rolls.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.GVocWeYToxrIsT5M]{Altruistic}: If you’re standing next to a creature that takes damage, you can intercede and take 1 point of that damage yourself (reducing the damage inflicted on the creature by 1 point). If you have Armor, it does not provide a benefit when you use this ability.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.RSdNXeHg25zlTzza]{Skill}: You’re trained in all tasks related to pleasant social interaction, putting other people at ease, and gaining trust.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.8AmUhRVSxOZepa3T]{Helpful}: Whenever you help another character, that character gains the benefit as if you were trained even if you are not trained or specialized in the attempted task.

@UUID[Compendium.cyphersystem-compendium.inabilities.TmkpqIeOFknKujcO]{Inability}: While you are alone, all Intellect and Speed tasks are hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. Even though you didn’t know most of the other PCs beforehand, you invited yourself along on their quest.

  2. You saw the PCs struggling to overcome a problem and selflessly joined them to help.

  3. You’re nearly certain the PCs will fail without you.

  4. The choice was between your tattered life and helping others. You haven’t looked back since.

Brash

You’re a self-assertive sort, confident in your abilities, energetic, and perhaps a bit irreverent toward ideas that you don’t agree with. Some people call you bold and brave, but those you’ve put in their place might call you puffed up and arrogant. Whatever. It’s not in your nature to care what other people think about you, unless those people are your friends or family. Even someone as brash as you knows that friends sometimes have to come first.

You gain the following characteristics:

Energetic: +2 to your Speed Pool.

@UUID[Compendium.cyphersystem-compendium.basic-skills.gbWPNb1uKsRtZWSL]{Skill}: You are trained in initiative.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.J9qtYUcvomIXvpEh]{Bold}: You are trained in all actions that involve overcoming or ignoring the effects of fear or intimidation.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You noticed something weird going on, and without much thought, you jumped in with both feet.

  2. You showed up when and where you did on a dare because, hey, you don’t back down from dares.

  3. Someone called you out, but instead of walking into a fight, you walked into your current situation.

  4. You told your friend that nothing could scare you, and nothing you saw would change your mind. They brought you to your current point.

Calm

You’ve spent most of your life in sedentary pursuits—books, movies, hobbies, and so on—rather than active ones. You’re well versed in all manner of academia or other intellectual pursuits, but nothing physical. You’re not weak or feeble, necessarily (although this is a good descriptor for characters who are elderly), but you have no experience in more physical activities.

Calm is a great descriptor for characters who never intended to have adventures but were thrust into them, a trope that occurs often in modern games and particularly in horror games.

You gain the following characteristics:

Bookish: +2 to your Intellect Pool.

Skills: You are trained in four nonphysical skills of your choice.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.9BT9upa6c8kqf6kB]{Trivia}: You can come up with a random fact pertinent to the current situation when you wish it. This is always a matter of fact, not conjecture or supposition, and must be something you could have logically read or seen in the past. You can do this one time, although the ability is renewed each time you make a recovery roll.

@UUID[Compendium.cyphersystem-compendium.inabilities.WmhgwviF6ci24PJL]{Inability}: You’re just not a fighter. All physical attacks are hindered.

@UUID[Compendium.cyphersystem-compendium.inabilities.kR3req7hyQazHomU]{Inability}: You’re not the outdoorsy type. All climbing, running, jumping, and swimming tasks are hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You read about the current situation somewhere and decided to check it out for yourself.

  2. You were in the right (wrong?) place at the right (wrong?) time.

  3. While avoiding an entirely different situation, you walked into your current situation.

  4. One of the other PCs dragged you into it.

Chaotic

Danger doesn’t mean much to you, mainly because you don’t think much about repercussions. In fact, you enjoy sowing surprises, just to see what will happen. The more unexpected the result, the happier you are. Sometimes you are particularly manic, and for the sake of your companions, you restrain yourself from taking actions that you know will lead to disaster.

You gain the following characteristics:

Tumultuous: +4 to your Speed Pool.

@UUID[Compendium.cyphersystem-compendium.basic-skills.5X8qgmSuvRVNTiaP]{Skill}: You are trained in {Intellect defense actions.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.JrGRhq4ndoh12HDe]{Chaotic}: Once after each ten-hour recovery roll, if you don’t like the first result, you can reroll a die roll of your choice. If you do, and regardless of the outcome, the GM presents you with a GM intrusion.

@UUID[Compendium.cyphersystem-compendium.inabilities.qRXj5XtPAxa0kTR1]{Inability}: Your body is a bit worn from occasional excesses. Might defense tasks are hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. Another PC recruited you while you were on your best behavior, before realizing how chaotic you were.

  2. You have reason to believe that being with the other PCs will help you gain control over your erratic behavior.

  3. Another PC released you from captivity, and to thank them, you volunteered to help.

  4. You have no idea how you joined the PCs. You’re just going along with it for now until answers present themselves.

Charming

You’re a smooth talker and a charmer. Whether through seemingly supernatural means or just a way with words, you can convince others to do as you wish. Most likely, you’re physically attractive or at least highly charismatic, and others enjoy listening to your voice. You probably pay attention to your appearance, keeping yourself well groomed. You make friends easily. You play up the personality facet of your Intellect stat; intelligence is not your strong suit. You’re personable, but not necessarily studious or strong-willed.

You gain the following characteristics:

Personable: +2 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.iLViKiz8EUbAbChF]{Skill}: You’re trained in all tasks involving positive or pleasant social interaction.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.GB6PefdjeMm43AmT]{Skill}: You’re trained when using special abilities that influence the minds of others.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.mslNlViBupFclz9t]{Contact}: You have an important contact who is in an influential position, such as a minor noble, the captain of the town guard/police, or the head of a large gang of thieves. You and the GM should work out the details together.

@UUID[Compendium.cyphersystem-compendium.inabilities.kWemIBj5S33u3Vsy]{Inability}: You were never good at studying or retaining facts. Any task involving lore, knowledge, or understanding is hindered.

@UUID[Compendium.cyphersystem-compendium.inabilities.zHgQDe14mPF3G95Q]{Inability}: Your willpower is not one of your strong points. Defense actions to resist mental attacks are hindered.

Additional Equipment: You’ve managed to talk your way into some decent discounts and bonuses in recent weeks. As a result, you have enough cash jangling in your pocket to purchase a moderately priced item.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You convinced one of the other PCs to tell you what they were doing.

  2. You instigated the whole thing and convinced the others to join you.

  3. One of the other PCs did a favor for you, and now you’re repaying that obligation by helping them with the task at hand.

  4. There is a reward involved, and you need the money.

Clever

You’re quick-witted, thinking well on your feet. You understand people, so you can fool them but are rarely fooled. Because you easily see things for what they are, you get the lay of the land swiftly, size up threats and allies, and assess situations with accuracy. Perhaps you’re physically attractive, or maybe you use your wit to overcome any physical or mental imperfections.

You gain the following characteristics:

Smart: +2 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.wOLQBlCsA3jDifa9]{Skill}: You’re trained in all interactions involving lies or trickery.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.DlnCXfB1v1U859YY]{Skill}: You’re trained in defense rolls to resist mental effects.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.8acHBoOvIk3UseOl]{Skill}: You’re trained in all tasks involving identifying or assessing danger, lies, quality, importance, function, or power.

@UUID[Compendium.cyphersystem-compendium.inabilities.kWemIBj5S33u3Vsy]{Inability}: You were never good at studying or retaining trivial knowledge. Any task involving lore, knowledge, or understanding is hindered.

Additional Equipment: You see through the schemes of others and occasionally convince them to believe you—even when, perhaps, they should not. Thanks to your clever behavior, you have an additional expensive item.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You convinced one of the other PCs to tell you what they were doing.

  2. From afar, you observed that something interesting was going on.

  3. You talked your way into the situation because you thought it might earn some money.

  4. You suspect that the other PCs won’t succeed without you.

Clumsy

Graceless and awkward, you were told that you’d grow out of it, but you never did. You often drop things, trip over your own feet, or knock things (or people) over. Some people get frustrated by this quality, but most find it funny and even a little charming.

Some players may not want to be defined by a “negative” quality like Clumsy, but in truth, even this kind of descriptor has enough advantages that it makes for capable and talented characters. What negative descriptors really do is make more interesting and complex characters that are often great fun to play.

You gain the following characteristics:

Butterfingers: −2 to your Speed Pool.

Thick-Muscled: +2 to your Might Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.bvTJ0HZOfXlpr0pc]{Inelegant}: You have a certain lovable charm. You are trained in all pleasant social interactions when you express a lighthearted, self-deprecating manner.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.wJyw4ypyuGZ5Jde1]{Dumb Luck}: The GM can introduce a GM intrusion on you, based on your clumsiness, without awarding you any XP (as if you had rolled a 1 on a d20 roll). However, if this happens, 50% of the time, your clumsiness works to your advantage. Rather than hurting you (much), it helps you, or it hurts your enemies. You slip, but it’s just in time to duck an attack. You fall down, but you trip your enemies as you crash into their legs. You turn around too quickly, but you end up knocking the weapon from your foe’s hand. You and the GM should work together to determine the details. If the GM wishes, they can use GM intrusions based on your clumsiness normally (awarding XP).

@UUID[Compendium.cyphersystem-compendium.expanded-skills.0yrwPAkrOBERFQOq]{Skill}: You’ve got a certain bull-like quality. You are trained in tasks involving breaking things.

@UUID[Compendium.cyphersystem-compendium.inabilities.veArOrXeYD25sHog]{Inability}: Any task that involves balance, grace, or hand-to-eye coordination is hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You were in the right place at the right time.

  2. You had a piece of information that the other PCs needed to make their plans.

  3. A sibling recommended you to the other PCs.

  4. You stumbled into the PCs as they were discussing their mission, and they took a liking to you.

Craven

Courage fails you at every turn. You lack the willpower and resolve to stand fast in the face of danger. Fear gnaws at your heart, chewing away at your mind, driving you to distraction until you cannot bear it. Most times, you back down from confrontations. You flee from threats and vacillate when faced with difficult decisions.

Yet for all that fear dogs you and possibly shames you, your cowardly nature proves to be a useful ally from time to time. Listening to your fears has helped you escape danger and avoid taking unnecessary risks. Others may have suffered in your place, and you might be the first to admit this fact, but secretly you feel intense relief from having avoided an unthinkable and terrible fate.

Descriptors like Craven, Cruel, and Dishonorable might not be appropriate for every group. These are villainous traits and some people want their PCs to be entirely heroic. But others don’t mind a little moral greyness thrown into the mix. Still others see things like Craven and Cruel as traits to overcome as their characters develop (probably earning them different descriptors).

You gain the following characteristics:

Furtive: +2 to your Speed Pool.

@UUID[Compendium.cyphersystem-compendium.basic-skills.duTx0BwgmC1Gw3Ze]{Skill}: You’re trained in stealth-based tasks.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.EyD5RQ654NoPJ7MN]{Skill}: You’re trained in running actions.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.48EDNk0hOv8KvoVs]{Skill}: You’re trained in any action taken to escape danger, flee from a dangerous situation, or wheedle your way out of trouble.

@UUID[Compendium.cyphersystem-compendium.inabilities.gpHPkjq631isDAjT]{Inability}: You do not willingly enter dangerous situations. Any initiative actions (to determine who goes first in combat) are hindered.

@UUID[Compendium.cyphersystem-compendium.inabilities.4raydis9fTWFq8Rc]{Inability}: You fall to pieces when you have to undertake a potentially dangerous task alone. Any such task (such as attacking a creature by yourself) is hindered.

Additional Equipment: You have a good luck charm or protective device to keep you out of harm’s way.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You believe that you’re being hunted, and you have hired one of the other PCs as your protector.

  2. You seek to escape your shame and take up with capable individuals in the hopes of repairing your reputation.

  3. One of the other PCs bullied you into coming along.

  4. The group answered your cries for help when you were in trouble.

Creative

Maybe you have a notebook where you write down ideas so you can develop them later. Perhaps you email yourself ideas that strike you out of the blue so you can sort them in an electronic document. Or maybe you just sit down, stare at your screen and, by indomitable force of will, produce something from nothing. However your gift works, you’re creative—you code, write, compose, sculpt, design, direct, or otherwise create narratives that enthrall other people with your vision.

You gain the following characteristics:

Inventive: +2 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.SKNSOPcNsoSDk6Xm]{Original}: You’re always coming up with something new. You’re trained in any task related to creating a narrative (such as a story, play, or scenario). This includes deception, if the deception involves a narrative you’re able to tell.

Skill: You are naturally inventive. You are trained in one specific creative skill of your choice: @UUID[Compendium.cyphersystem-compendium.expanded-skills.eKQYG8hDn7akNxns]{writing}, @UUID[Compendium.cyphersystem-compendium.expanded-skills.fHmBT2eRXI6WQnyZ]{computer coding}, @UUID[Compendium.cyphersystem-compendium.expanded-skills.Lq20krfxQeY7B2qo]{composing music}, @UUID[Compendium.cyphersystem-compendium.expanded-skills.LVVmRzkp5GwB3NE0]{painting}, @UUID[Compendium.cyphersystem-compendium.expanded-skills.wCrjggZ7oUZYZAMD]{drawing}, and so on.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.zz0QUtOoUro9OErB]{Skill}: You love solving riddles and the like. You are trained in puzzle-solving tasks.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.pHUz4ZRnWfsBbtQ7]{Skill}: To be creative requires that you always be learning. You are trained in any task that involves finding out something new, such as when you’re digging through a library, data bank, news archive, or similar collection of knowledge.

@UUID[Compendium.cyphersystem-compendium.inabilities.JDEjrsDDDqVcqSZp]{Inability}: You’re inventive but not charming. All tasks related to pleasant social interaction are hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You were doing research for a project and convinced the PCs to bring you along.

  2. You’re looking for new markets for the results of your creative output.

  3. You fell in with the wrong crowd, but they grew on you.

  4. A creative life is often one beset with financial hurdles. You joined the PCs because you hoped it would be profitable.

Cruel

Misfortune and suffering do not move you. When another endures hardship, you find it hard to care, and you may even enjoy the pain and difficulty the person experiences if they’ve done you wrong in the past. Your cruel streak may derive from bitterness brought about by your own struggles and disappointments. You might be a hard pragmatist, doing what you feel you must even if others are worse for it. Or you could be a sadist, delighting in the pain you inflict.

Being cruel does not necessarily make you a villain. Your cruelty may be reserved for those who cross you or other people useful to you. You might have become cruel as the result of an intensely awful experience. Abuse and torture, for example, can strip away compassion for other living beings.

As well, you need not be cruel in every situation. In fact, others might see you as personable, friendly, and even helpful. But when angered or frustrated, your dual nature reveals itself, and those who have earned your scorn are likely to suffer for it.

You gain the following characteristics:

Cunning: +2 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.Pp6FiVf17qqHapKd]{Cruelty}: When you use force, you can choose to maim or deliver painful injuries to draw out your foe’s suffering. Whenever you inflict damage, you can choose to inflict 2 fewer points of damage to ease your next attack against that foe.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.ks2lNbYe7169G57r]{Skill}: You’re trained in tasks related to deception, intimidation, and persuasion when you interact with characters experiencing physical or emotional pain.

@UUID[Compendium.cyphersystem-compendium.inabilities.1Jo8JX85AfL1Kx5P]{Inability}: You have a hard time connecting with others, understanding their motives, or sharing their feelings. Any task to ascertain another character’s motives, feelings, or disposition is hindered.

Additional Equipment: You have a valuable memento from the last person you destroyed. The memento is moderately priced, and you can sell it or trade it for an item of equal or lesser value.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You suspect that you might gain a long-term advantage from helping the other PCs and may be able to use that advantage against your enemies.

  2. By joining the PCs, you see an opportunity to grow your personal power and status at the expense of others.

  3. You hope to make another PC’s life more difficult by joining the group.

  4. Joining the PCs gives you an opportunity to escape justice for a crime you committed.

Dishonorable

There is no honor among thieves—or betrayers, backstabbers, liars, or cheats. You are all of these things, and either you don’t lose any sleep over it, or you deny the truth to others or to yourself. Regardless, you are willing to do whatever it takes to get your own way. Honor, ethics, and principles are merely words. In your estimation, they have no place in the real world.

You gain the following characteristics:

Sneaky: +4 to your Speed Pool.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.KmXEb22OUjlCwjVY]{Just Desserts}: When the GM gives another player an experience point to award to someone for a GM intrusion, that player cannot give it to you.

@UUID[Compendium.cyphersystem-compendium.basic-skills.eeHdJpr4k8hYtGr5]{Skill}: You are trained in deception.

@UUID[Compendium.cyphersystem-compendium.basic-skills.duTx0BwgmC1Gw3Ze]{Skill}: You are trained in stealth.

@UUID[Compendium.cyphersystem-compendium.basic-skills.tZ7PdXuWQyRMo0Rh]{Skill}: You are trained in intimidation.

@UUID[Compendium.cyphersystem-compendium.inabilities.JDEjrsDDDqVcqSZp]{Inability}: People don’t like or trust you. Pleasant social interactions are hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You are interested in what the PCs are doing, so you lied to them to get into their group.

  2. While skulking about, you overheard the PCs’ plans and realized that you wanted in.

  3. One of the other PCs invited you, having no idea of what you’re truly like.

  4. You bullied your way in with intimidation and bluster.

Doomed

You are quite certain that your fate is leading you, inextricably, toward a terrible end. This fate might be yours alone, or you might be dragging along the people closest to you.

You gain the following characteristics:

Jumpy: +2 to your Speed Pool.

@UUID[Compendium.cyphersystem-compendium.basic-skills.rH5FwMXGaNn21DZD]{Skill}: Always on the lookout for danger, you are trained in perception-related tasks.

@UUID[Compendium.cyphersystem-compendium.basic-skills.FXYWkXG7Iq6Wm1pS]{Skill}: You are defense minded, so you are trained in Speed defense tasks.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.cqT873UxELpJ3Mq2]{Skill}: You are cynical and expect the worst. Thus, you are resistant to mental shocks. You are trained in Intellect defense tasks having to do with losing your sanity or equanimity.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.ljIhLeM7ZcZuAJTk]{Doom}: Every other time the GM uses GM intrusion on your character, you cannot refuse it and do not get an XP for it (you still get an XP to award to another player). This is because you are doomed. The universe is a cold, uncaring place, and your efforts are futile at best.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You attempted to avoid it, but events seemed to conspire to draw you to where you are.

  2. Why not? It doesn’t matter. You’re doomed no matter what you do.

  3. One of the other PCs saved your life, and now you’re repaying that obligation by helping them with the task at hand.

  4. You suspect that the only hope you have of avoiding your fate might lie on this path.

Empathic

Other people are open books to you. You may have a knack for reading a person’s tells, those subtle movements that convey an individual’s mood and disposition. Or you may receive information in a more direct way, feeling a person’s emotions as if they were tangible things, sensations that lightly brush against your mind. Your gift for empathy helps you navigate social situations and control them to avoid misunderstandings and prevent useless conflicts from erupting.

The constant bombardment of emotions from those around you likely takes a toll. You might move with the prevailing mood, swinging from giddy happiness to bitter sorrow with little warning. Or you might close yourself off and remain inscrutable to others out of a sense of self-preservation or an unconscious fear that everyone else might learn how you truly feel.

You gain the following characteristics:

Open Mind: +4 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.H4LHMcUqFB4rMLW1]{Skill}: You’re trained in tasks involving sensing other emotions, discerning dispositions, and getting a hunch about people around you.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.J08uzxkHA7sn70LX]{Skill}: You’re trained in all tasks involving social interaction, pleasant or otherwise.

@UUID[Compendium.cyphersystem-compendium.inabilities.OHgyIguDuF48QMDD]{Inability}: Being so receptive to others’ thoughts and moods makes you vulnerable to anything that attacks your mind. Intellect defense rolls are hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You sensed the commitment to the task the other PCs have and felt moved to help them.

  2. You established a close bond with another PC and can’t bear to be parted from them.

  3. You sensed something strange in one of the PCs and decided to join the group to see if you can sense it again and uncover the truth.

  4. You joined the PCs to escape an unpleasant relationship or negative environment.

Exiled

You have walked a long and lonely road, leaving your home and your life behind. You might have committed a heinous crime, something so awful that your people forced you out, and if you dare return, you face death. You might have been accused of a crime you didn’t commit and now must pay the price for someone else’s wicked deed. Your exile might be the result of a social gaffe—perhaps you shamed your family or a friend, or you embarrassed yourself in front of your peers, an authority, or someone you respect. Whatever the reason, you have left your old life behind and now strive to make a new one.

You gain the following characteristics:

Self-Reliant: +2 to your Might Pool.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.PT7NoHCCjePtX6OW]{Loner}: You gain no benefit when you get help with a task from another character who is trained or specialized in that task.

@UUID[Compendium.cyphersystem-compendium.basic-skills.Q9tfUkhYGRJ5Df42]{Skill}: You’re trained in all tasks involving sneaking.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.KU2IUPjDKKIbfxkH]{Skill}: You’re trained in all tasks involving foraging, hunting, and finding safe places to rest or hide.

@UUID[Compendium.cyphersystem-compendium.inabilities.tlL5bTqgc9lt5GNz]{Inability}: Living on your own for as long as you have makes you slow to trust others and awkward in social situations. Any task involving social interaction is hindered.

Additional Equipment: You have a memento from your past—an old picture, a locket with a few strands of hair inside, or a lighter given to you by someone important. You keep the object close at hand and pull it out to help you remember better times.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. The other PCs earned your trust by helping you when you needed it. You accompany them to repay them.

  2. While exploring on your own, you discovered something strange. When you traveled to a settlement, the PCs were the only ones who believed you, and they have accompanied you to help you deal with the problem.

  3. One of the other PCs reminds you of someone you used to know.

  4. You have grown weary of your isolation. Joining the other PCs gives you a chance to belong.

Fast

You’re fleet of foot. Because you’re quick, you can accomplish tasks more rapidly than others can. You’re not just quick on your feet, however—you’re quick with your hands, and you think and react quickly. You even talk quickly.

You gain the following characteristics:

Energetic: +2 to your Speed Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.EyD5RQ654NoPJ7MN]{Skill}: You are trained in running.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.YHNmhduMB7gVvUtJ]{Fast}: You can move a short distance and still take another action in the same round, or you can move a long distance as your action without needing to make any kind of roll.

@UUID[Compendium.cyphersystem-compendium.inabilities.qRXj5XtPAxa0kTR1]{Inability}: You’re a sprinter, not a long-distance runner. You don’t have a lot of stamina. Might defense rolls are hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You jumped in to save one of the other PCs who was in dire need.

  2. One of the other PCs recruited you for your unique talents.

  3. You’re impulsive, and it seemed like a good idea at the time.

  4. This mission ties in with a personal goal of your own.

Foolish

Not everyone can be brilliant. Oh, you don’t think of yourself as stupid, and you’re not. It’s just that others might have a bit more . . . wisdom. Insight. You prefer to barrel along headfirst through life and let other people worry about things. Worrying’s never helped you, so why bother? You take things at face value and don’t fret about what tomorrow might bring.

People call you “idiot” or “numbskull,” but it doesn’t faze you much.

It can be liberating and really fun to play a foolish character. In some ways, the pressure to always do the right, smart thing is off. On the other hand, if you play such a character as a bumbling moron in every situation, that can become annoying to everyone else at the table. As with everything, moderation is the key.

You gain the following characteristics:

Unwise: –4 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.4FMLdzuRxQsVnh1P]{Carefree}: You succeed more on luck than anything. Every time you roll for a task, roll twice and take the higher result.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.6ydImEoLRFErPjFe]{Intellect Weakness}: Any time you spend points from your Intellect Pool, it costs you 1 more point than usual.

@UUID[Compendium.cyphersystem-compendium.inabilities.OHgyIguDuF48QMDD]{Inability}: Any Intellect defense task is hindered.

@UUID[Compendium.cyphersystem-compendium.inabilities.I7pKktxfFilMCCi1]{Inability}: Any task that involves seeing through a deception, an illusion, or a trap is hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. Who knows? Seemed like a good idea at the time.

  2. Someone asked you to join up with the other PCs. They told you not to ask too many questions, and that seemed fine to you.

  3. Your parent (or a parental/mentor figure) got you involved to give you something to do and maybe “teach you some sense.”

  4. The other PCs needed some muscle who wouldn’t overthink things.

Graceful

You have a perfect sense of balance, moving and speaking with grace and beauty. You’re quick, lithe, flexible, and dexterous. Your body is perfectly suited to dance, and you use that advantage in combat to dodge blows. You might wear garments that enhance your agile movement and sense of style.

You gain the following characteristics:

Agile: +2 to your Speed Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.KjmXC7wwXc8DqM82]{Skill}: You’re trained in all tasks involving balance and careful movement.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.K2S2yAu0BJc7TMEh]{Skill}: You’re trained in all tasks involving physical performing arts.

@UUID[Compendium.cyphersystem-compendium.basic-skills.FXYWkXG7Iq6Wm1pS]{Skill}: You’re trained in all Speed defense tasks.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. Against your better judgment, you joined the other PCs because you saw that they were in danger.

  2. One of the other PCs convinced you that joining the group would be in your best interests.

  3. You’re afraid of what might happen if the other PCs fail.

  4. There is reward involved, and you need the money.

Guarded

You conceal your true nature behind a mask and are loath to let anyone see who you really are. Protecting yourself, physically and emotionally, is what you care about most, and you prefer to keep everyone else at a safe distance. You may be suspicious of everyone you meet, expecting the worst from people so you won’t be surprised when they prove you right. Or you might just be a bit reserved, careful about letting people through your gruff exterior to the person you really are.

No one can be as reserved as you are and make many friends. Most likely, you have an abrasive personality and tend to be pessimistic in your outlook. You probably nurse an old hurt and find that the only way you can cope is to keep it and your personality locked down.

You gain the following characteristics:

Suspicious: +2 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.basic-skills.5X8qgmSuvRVNTiaP]{Skill}: You are trained in all Intellect defense tasks.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.hJHg9c1wuIJsPdtn]{Skill}: You are trained in all tasks involving discerning the truth, piercing disguises, and recognizing falsehoods and other deceptions.

@UUID[Compendium.cyphersystem-compendium.inabilities.a0eju2Y9hvObXxHC]{Inability}: Your suspicious nature makes you unlikeable. Any task involving deception or persuasion is hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. One of the PCs managed to overcome your defenses and befriend you.

  2. You want to see what the PCs are up to, so you accompany them to catch them in the act of some wrongdoing.

  3. You have made a few enemies and take up with the PCs for protection.

  4. The PCs are the only people who will put up with you.

Hardy

Your body was built to take abuse. Whether you’re pounding down stiff drinks while holding up a bar in your favorite watering hole or trading blows with a thug in a back alley, you keep going, shrugging off hurts and injuries that might slow or incapacitate a lesser person. Neither hunger nor thirst, cut flesh nor broken bone can stop you. You just press on through the pain and continue.

As fit and healthy as you are, the signs of wear show in the myriad scars crisscrossing your body, your thrice-broken nose, your cauliflower ears, and any number of other disfigurements you wear with pride.

You gain the following characteristics:

Mighty: +4 to your Might Pool.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.92q8rFEj1dQKNCD9]{Fast Healer}: You halve the time it takes to make a recovery roll (minimum one action).

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.qgJiQgqukmcFFNor]{Almost Unstoppable}: While you are impaired on the damage track, you function as if you were hale. While you are debilitated, you function as if you were impaired. In other words, you don’t suffer the effects of being impaired until you become debilitated, and you never suffer the effects of being debilitated. You still die if all your stat Pools are 0.

@UUID[Compendium.cyphersystem-compendium.basic-skills.Q0vfmbqehJw0jYBa]{Skill}: You are trained in Might defense actions.

@UUID[Compendium.cyphersystem-compendium.basic-skills.gbWPNb1uKsRtZWSL]{Inability}: Your big, strong body is slow to react. Any task involving initiative is hindered.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.62e9ZYD1UeGlalWu]{Ponderous}: When you apply Effort when making a Speed roll, you must spend 1 extra point from your Speed Pool.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. The PCs recruited you after learning about your reputation as a survivor.

  2. You joined the PCs because you want or need the money.

  3. The PCs offered you a challenge equal to your physical power.

  4. You believe the only way the PCs will succeed is if you are along to protect them.

Hideous

You are physically repugnant by almost any human standard. You might have had a serious accident, a harmful mutation, or just poor genetic luck, but you are incontrovertibly ugly.

You’ve more than made up for your appearance in other ways, however. Because you have to hide your appearance, you excel at sneaking about unnoticed or disguising yourself. But perhaps most important, being ostracized while others socialized, you took the time growing up to develop yourself as you saw fit—you grew strong or quick, or you honed your mind.

You gain the following characteristics:

Versatile: You get 4 additional points to divide among your stat Pools.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.bjX9wcG3SzUn5q46]{Skill}: You are trained in intimidation and any other fear-based interactions, if you show your true face.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.lW5xh0jPpRTp1iB6]{Skill}: You are trained in disguise and stealth tasks.

@UUID[Compendium.cyphersystem-compendium.inabilities.JDEjrsDDDqVcqSZp]{Inability}: All tasks relating to pleasant social interaction are hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. One of the other PCs approached you while you were in disguise, recruiting you while believing you were someone else.

  2. While skulking about, you overheard the other PCs’ plans and realized you wanted in.

  3. One of the other PCs invited you, but you wonder if it was out of pity.

  4. You bullied your way in with intimidation and bluster.

Honorable

You are trustworthy, fair, and forthright. You try to do what is right, to help others, and to treat them well. Lying and cheating are no way to get ahead—these things are for the weak, the lazy, or the despicable. You probably spend a lot of time thinking about your personal honor, how best to maintain it, and how to defend it if challenged. In combat, you are straightforward and offer quarter to any foe.

You were likely instilled with this sense of honor by a parent or a mentor. Sometimes the distinction between what is and isn’t honorable varies with different schools of thought, but in broad strokes, honorable people can agree on most aspects of what honor means.

You gain the following characteristics:

Stalwart: +2 to your Might Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.iLViKiz8EUbAbChF]{Skill}: You are trained in pleasant social interactions.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.iUJdgnZi90GZjY9s]{Skill}: You are trained in discerning people’s true motives or seeing through lies.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. The PCs’ goals appear to be honorable and commendable.

  2. You see that what the other PCs are about to do is dangerous, and you’d like to help protect them.

  3. One of the other PCs invited you, hearing of your trustworthiness.

  4. You asked politely if you could join the other PCs in their mission.

Impulsive

You have a hard time tamping down your enthusiasm. Why wait when you can just do it (whatever it is) and get it done? You deal with problems when they arise rather than plan ahead. Putting out the small fires now prevents them from becoming one big fire later. You are the first to take risks, to jump in and lend a hand, to step into dark passages, and to find danger.

Your impulsiveness likely gets you into trouble. While others might take time to study the items they discover, you use such items without hesitation. After all, the best way to learn what something can do is to use it. When a cautious explorer might look around and check for danger nearby, you have to physically stop yourself from bulling on ahead. Why fuss around when the exciting thing is just ahead?

Impulsive characters get into trouble. That’s their thing, and that’s fine. But if you’re constantly dragging your fellow PCs into trouble (or worse, getting them seriously hurt or killed), that will be annoying, to say the least. A good rule of thumb is that impulsiveness doesn’t always mean a predilection for doing the wrong thing. Sometimes it’s the urge to do the right thing.

You gain the following characteristics:

Reckless: +2 to your Speed Pool.

@UUID[Compendium.cyphersystem-compendium.basic-skills.gbWPNb1uKsRtZWSL]{Skill}: You’re trained in initiative actions (to determine who goes first in combat).

@UUID[Compendium.cyphersystem-compendium.basic-skills.FXYWkXG7Iq6Wm1pS]{Skill}: You’re trained in Speed defense actions.

@UUID[Compendium.cyphersystem-compendium.inabilities.gBUQ2i4VroKkBVQ7]{Inability}: You’ll try anything once, but quickly grow bored after that. Any task that involves patience, willpower, or discipline is hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You heard what the other PCs were up to and suddenly decided to join them.

  2. You pulled everyone together after you heard rumors about something interesting you want to see or do.

  3. You blew all of your money and now find yourself strapped for cash.

  4. You’re in trouble for acting recklessly. You join the other PCs because they offer a way out of your problem.

Inquisitive

The world is vast and mysterious, with wonders and secrets to keep you amazed for several lifetimes. You feel the tugging on your heart, the call to explore the wreckage of past civilizations, to discover new peoples, new places, and whatever bizarre wonders you might find along the way. However, as strongly as you feel the pull to roam the world, you know there is danger aplenty, and you take precautions to ensure that you are prepared for any eventuality. Research, preparation, and readiness will help you live long enough to see everything you want to see and do everything you want to do.

You probably have a dozen books and travelogues about the world on you at any time. When not hitting the road and looking around, you spend your time with your nose in a book, learning everything you can about the place you’re going so you know what to expect when you get there.

You gain the following characteristics:

Smart: +4 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.pHUz4ZRnWfsBbtQ7]{Skill}: You are eager to learn. You are trained in any task that involves learning something new, whether you’re talking to a local to get information or digging through old books to find lore.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.RZkMJad4OfSOU1Pq]{Skill}: You have made a study of the world. You are trained in any task involving geography or history.

@UUID[Compendium.cyphersystem-compendium.inabilities.ntN6wx9GAjKwEWfV]{Inability}: You tend to fixate on the details, making you somewhat oblivious to what’s going on around you. Any task to hear or notice dangers around you is hindered.

@UUID[Compendium.cyphersystem-compendium.inabilities.gpHPkjq631isDAjT]{Inability}: When you see something interesting, you hesitate as you take in all the details. Initiative actions (to determine who goes first in combat) are hindered.

Additional Equipment: You have three books on whatever subjects you choose.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. One of the PCs approached you to learn information related to the mission, having heard you were an expert.

  2. You have always wanted to see the place where the other PCs are going.

  3. You were interested in what the other PCs were up to and decided to go along with them.

  4. One of the PCs fascinates you, perhaps due to a special or weird ability they have.

Intelligent

You’re quite smart. Your memory is sharp, and you easily grasp concepts that others might struggle with. This aptitude doesn’t necessarily mean that you’ve had years of formal education, but you have learned a great deal in your life, primarily because you pick things up quickly and retain so much.

You gain the following characteristics:

Smart: +2 to your Intellect Pool.

Skill: You’re trained in an area of knowledge of your choice.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.m65HBfM8zSVl4uwk]{Skill}: You’re trained in all actions that involve remembering or memorizing things you experience directly. For example, instead of being good at recalling details of geography that you read about in a book, you can remember a path through a set of tunnels that you’ve explored before.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. One of the other PCs asked your opinion of the mission, knowing that if you thought it was a good idea, it probably was.

  2. You saw value in what the other PCs were doing.

  3. You believed that the task might lead to important and interesting discoveries.

  4. A colleague requested that you take part in the mission as a favor.

Intuitive

You are often tickled by a sense of knowing what someone will say, how they will react, or how events might unfold. Maybe you have a mutant sense, maybe you can see just a few moments ahead through time, or maybe you’re just good at reading people and extrapolating a situation. Whatever the case, many who look into your eyes immediately glance away, as if afraid of what you might see in their expression.

You gain the following characteristics:

Innate: +2 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.basic-skills.rH5FwMXGaNn21DZD]{Skill}: You are trained in perception tasks.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.1GEOtsfQWmfgcp3e]{Know What to Do}: You can act immediately, even if it’s not your turn. Afterward, on your next regular turn, any action you take is hindered. You can do this one time, although the ability is renewed each time you make a recovery roll.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You just knew you had to come along.

  2. You convinced one of the other PCs that your intuition is invaluable.

  3. You felt that something terrible would happen if you didn’t go.

  4. You’re confident the reason you arrived at this point will soon become clear.

Jovial

You’re cheerful, friendly, and outgoing. You put others at ease with a big smile and a joke, possibly one at your own expense, though lightly ribbing your companions who can take it is also one of your favorite pastimes. Sometimes people say you never take anything seriously. That’s not true, of course, but you have learned that to dwell on the bad too long quickly robs the world of joy. You’ve always got a new joke in your back pocket because you collect them like some people collect bottles of wine.

You gain the following characteristics:

Witty: +2 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.iLViKiz8EUbAbChF]{Skill}: You’re convivial and set most people at ease with your attitude. You are trained in all tasks related to pleasant social interaction.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.zz0QUtOoUro9OErB]{Skill}: You have an advantage in figuring out the punch lines of jokes you’ve never heard before. You are trained in all tasks related to solving puzzles and riddles.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You solved a riddle before realizing that answering it would launch you into the adventure.

  2. The other PCs thought you’d bring some much-needed levity to the team.

  3. You decided that all fun and no work was not the best way to get through life, so you joined up with the PCs.

  4. It was either go with the PCs or face up to a circumstance that was anything but jovial.

Kind

It’s always been easy for you to see things from the point of view of other people. That ability has made you sympathetic to what they really want or need. From your perspective, you’re just applying the old proverb that “it’s easier to catch flies with honey than with vinegar,” but others simply see your behavior as kindness. Of course, being kind takes time, and yours is limited. You’ve learned that a small fraction of people don’t deserve your time or kindness—true sadists, narcissists, and similar folk will only waste your energy. So you deal with them swiftly, saving your kindness for those who deserve it and can benefit from your attention.

You gain the following characteristics:

Emotionally Intuitive: +2 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.6Z7VC4ctwcS0dVoW]{Skill}: You know what it’s like to go a mile in someone else’s shoes. You’re trained in all tasks related to pleasant social interaction and discerning the dispositions of others.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.5kX6OM98txwPPO6a]{Karma}: Sometimes, strangers just help you out. To gain the aid of a stranger, you must use a one action, ten-minute, or one-hour recovery roll (without gaining its healing benefit), and the GM determines the nature of the aid you gain. Usually, the act of kindness isn’t enough to turn a bad situation completely around, but it may moderate a bad situation and lead to new opportunities. For example, if you are captured, a guard loosens your bonds slightly, brings you water, or delivers a message.

@UUID[Compendium.cyphersystem-compendium.inabilities.AY8Br5qquBWoGQc0]{Inability}: Being kind comes with a few risks. All tasks related to detecting falsehoods are hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. A PC needed your help, and you agreed to come along as a kindness.

  2. You gave the wrong person access to your money, and now you need to make some back.

  3. You’re ready to take your benevolence on the road and help more people than you could if you didn’t join the PCs.

  4. Your job, which seemed like it would be personally rewarding, is the opposite. You join the PCs to escape the drudgery.

Learned

You have studied, either on your own or with an instructor. You know many things and are an expert on a few topics, such as history, biology, geography, mythology, nature, or any other area of study. Learned characters typically carry a few books around with them and spend their spare time reading.

You gain the following characteristics:

Smart: +2 to your Intellect Pool.

Skill: You’re trained in three areas of knowledge of your choice.

@UUID[Compendium.cyphersystem-compendium.inabilities.UrdbwsMhJOQk44vz]{Inability}: You have few social graces. Any task involving charm, persuasion, or etiquette is hindered.

Additional Equipment: You have two additional books on topics of your choice.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. One of the other PCs asked you to come along because of your knowledge.

  2. You need money to fund your studies.

  3. You believed that the task might lead to important and interesting discoveries.

  4. A colleague requested that you take part in the mission as a favor.

Lucky

You rely on chance and timely good luck to get you through many situations. When people say that someone was born under a lucky star, they mean you. When you try your hand at something new, no matter how unfamiliar the task is, as often as not you find a measure of success. Even when disaster strikes, it’s rarely as bad as it could be. More often, small things seem to go your way, you win contests, and you’re often in the right place at the right time.

You gain the following characteristics:

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.pccv1fQ4WW7KnLsi]{Luck Pool}: You have one additional Pool called Luck that begins with 3 points, and it has a maximum value of 3 points. When spending points from any other Pool, you can take one, some, or all of the points from your Luck Pool first. When you make a recovery roll to recover points to any other Pool, your Luck Pool is also refreshed by the same number of points. When your Luck Pool is at 0 points, it does not count against your damage track.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.MKYIm6Rgf4VRIKrK]{Advantage}: When you use 1 XP to reroll a d20 for any roll that affects only you, add 3 to the reroll.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. Knowing that lucky people notice and take active advantage of opportunities, you became involved in your first adventure by choice.

  2. You literally bumped into someone else on this adventure through sheer luck.

  3. You found a briefcase lying alongside the road. It was battered, but inside you found a lot of strange documents that led you here.

  4. Your luck saved you when you avoided a speeding vehicle by a fortuitous fall through an opening in the ground (a manhole, if in a modern setting). Beneath the ground, you found something you couldn’t ignore.

Mad

You have delved too deeply into subjects people were not meant to know. You are knowledgeable in things beyond the scope of most, but this knowledge has come at a terrible price. You are likely in questionable physical shape and occasionally shake with nervous tics. You sometimes mutter to yourself without realizing it.

You gain the following characteristics:

Knowledgeable: +4 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.AFFZAuL0OsaopL8E]{Fits of Insight}: Whenever such knowledge is appropriate, the GM feeds you information although there is no clear explanation as to how you could know such a thing. This is up to the GM’s discretion, but it should happen as often as once each session.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.SFXAD4DjhyEtJ1Ny]{Erratic Behavior}: You are prone to acting erratically or irrationally. When you are in the presence of a major discovery or subjected to great stress (such as a serious physical threat), the GM can introduce a GM intrusion that directs your next action without awarding XP. You can still pay 1 XP to refuse the intrusion. The GM’s influence is the manifestation of your madness and thus is always something you would not likely do otherwise, but it is not directly, obviously harmful to you unless there are extenuating circumstances. (For example, if a foe suddenly leaps out of the darkness, you might spend the first round babbling incoherently or screaming the name of your first true love.)

Skill: You are trained in one area of knowledge (probably something weird or esoteric).

@UUID[Compendium.cyphersystem-compendium.inabilities.zHgQDe14mPF3G95Q]{Inability}: Your mind is quite fragile. Tasks to resist mental attacks are hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. Voices in your head told you to go.

  2. You instigated the whole thing and convinced the others to join you.

  3. One of the other PCs obtained a book of knowledge for you, and now you’re repaying that favor by helping them with the task at hand.

  4. You feel compelled by inexplicable intuition.

Mechanical

You have a special talent with machines of all kinds, and you’re adept at understanding and, if need be, repairing them. Perhaps you’re a bit of an inventor, creating new machines from time to time. You get called “techie,” “tech,” “mech,” “gear-head,” “motor-head,” or any of a number of other nicknames. Mechanics usually wear practical work clothes and carry around a lot of tools.

You gain the following characteristics:

Smart: +2 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.PSeFw2XUjqgOG2xS]{Skill}: You’re trained in all actions involving identifying or understanding machines.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.DhGWJERxvN9zVYGh]{Skill}: You’re trained in all actions involving using, repairing, or crafting machines.

Additional Equipment: You start with a variety of machine tools.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. While repairing a nearby machine, you overheard the other PCs talking.

  2. You need money to buy tools and parts.

  3. It was clear that the mission couldn’t succeed without your skills and knowledge.

  4. Another PC asked you to join them.

Mysterious

The dark figure lurking silently in the corner? That’s you. No one really knows where you came from or what your motives are—you play things close to the vest. Your manner perplexes and confounds others, but that doesn’t make you a poor friend or ally. You’re just good at keeping things to yourself, moving about unseen, and concealing your presence and identity.

You gain the following characteristics:

@UUID[Compendium.cyphersystem-compendium.basic-skills.duTx0BwgmC1Gw3Ze]{Skill}: You are trained in all stealth tasks.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.fmGCPHRwFnbmvB19]{Skill}: You are trained in resisting interrogation or tricks to get you to talk.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.uROuz6gmfq7X3uu3]{Confounding}: You pull talents and abilities seemingly out of nowhere. You can attempt one task in which you have no training as if you were trained, attempt a task that you are trained in as if specialized, or gain a free level of Effort with a task that you are specialized in. This ability refreshes every time you make a recovery roll, but the uses never accumulate.

@UUID[Compendium.cyphersystem-compendium.inabilities.sRzjg0b8j3XPVrPR]{Inability}: People never know where they stand with you. Any task involving getting people to believe or trust you is hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You just showed up one day.

  2. You convinced one of the other PCs that you had invaluable skills.

  3. Some equally mysterious figure told you where to be and when (but not why) to join the group.

  4. Something—a feeling, a dream—told you where to be and when to join the group.

Mystical

You think of yourself as mystical, attuned with the mysterious and the paranormal. Your true talents lie with the supernatural. You likely have experience with ancient lore, and you can sense and wield the supernatural—though whether that means “magic,” “psychic phenomena,” or something else is up to you (and probably up to those around you as well). Mystical characters often wear jewelry, such as a ring or an amulet, or have tattoos or other marks that show their interests.

You gain the following characteristics:

Smart: +2 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.u2aCexSScRX0FEqH]{Skill}: You’re trained in all actions involving identifying or understanding the supernatural.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.x6GmHzLKB0JpVg5E]{Sense Magic}: You can sense whether the supernatural is active in situations where its presence is not obvious. You must study an object or location closely for a minute to get a feel for whether a mystical touch is at work.

@UUID[Compendium.cyphersystem-compendium.abilities.zArjjFcf9tHQvJTx]{Spell}: You can perform Hedge Magic as a spell when you have a free hand and can pay the Intellect point cost.

@UUID[Compendium.cyphersystem-compendium.inabilities.FKeDN7rJdKpgt4bj]{Inability}: You have a manner or an aura that others find a bit unnerving. Any task involving charm, persuasion, or deception is hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. A dream guided you to this point.

  2. You need money to fund your studies.

  3. You believed the mission would be a great way to learn more about the supernatural.

  4. Various signs and portents led you here.

Naive

You’ve lived a sheltered life. Your childhood was safe and secure, so you didn’t get a chance to learn much about the world—and even less chance to experience it. Whether you were training for something, had your nose in a book, or just were sequestered in a secluded place, you haven’t done much, met many people, or seen many interesting things so far. That’s probably going to change soon, but as you go forward into a larger world, you do so without some of the understanding that others possess about how it all works.

You gain the following characteristics:

Fresh: You add +1 to your recovery rolls.

Incorruptible: You are trained in @UUID[Compendium.cyphersystem-compendium.basic-skills.5X8qgmSuvRVNTiaP]{Intellect defense} tasks and all tasks that involve @UUID[Compendium.cyphersystem-compendium.expanded-skills.OauBSvtfh6HeNzDe]{resisting temptation}.

@UUID[Compendium.cyphersystem-compendium.basic-skills.rH5FwMXGaNn21DZD]{Skill}: You’re wide-eyed. You are trained in perception tasks.

@UUID[Compendium.cyphersystem-compendium.inabilities.VyGXdv9xEzKsm2YX]{Inability}: Any task that involves seeing through deceptions or determining someone’s secret motive is hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. Someone told you that you should get involved.

  2. You needed money, and this seemed like a good way to earn some.

  3. You believed that you could learn a lot by joining the other PCs.

  4. Sounded like fun.

Perceptive

You miss little. You pick out the small details in the world around you and are skilled at making deductions from the information you find. Your talents make you an exceptional sleuth, a formidable scientist, or a talented scout.

As adept as you are at finding clues, you have no skill at picking up on social cues. You overlook an offense that your deductions give or how uncomfortable your scrutiny can make the people around you. You tend to dismiss others as being intellectual dwarfs compared to you, which avails you little when you need a favor.

You gain the following characteristics:

Smart: +2 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.G2JaXxUq6dfIXVDl]{Skill}: You have an eye for detail. You are trained in any task that involves finding or noticing small details.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.EaHHaJvulkIVAxhi]{Skill}: You know a little about everything. You are trained in any task that involves identifying objects or calling to mind a minor detail or bit of trivia.

@UUID[Compendium.cyphersystem-compendium.basic-skills.tZ7PdXuWQyRMo0Rh]{Skill}: Your skill at making deductions can be imposing. You are trained in any task that involves intimidating another creature.

@UUID[Compendium.cyphersystem-compendium.inabilities.JDEjrsDDDqVcqSZp]{Inability}: Your confidence comes off as arrogance to people who don’t know you. Any task involving positive social interactions is hindered.

Additional Equipment: You have a bag of light tools.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You overheard the other PCs discussing their mission and volunteered your services.

  2. One of the PCs asked you to come along, believing that your talents would be invaluable to the mission.

  3. You believe that the PCs’ mission is somehow related to one of your investigations.

  4. A third party recruited you to follow the PCs and see what they were up to.

Resilient

You can take a lot of punishment, both physically and mentally, and still come back for more. It takes a lot to put you down. Neither physical nor mental shocks or damage have a lasting effect. You’re tough to faze. Unflappable. Unstoppable.

You gain the following characteristics:

Resistant: +2 to your Might Pool, and +2 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.F74sHYUANEPVaFd4]{Recover}: You can make an extra recovery roll each day. This roll is just one action. So you can make two recovery rolls that each take one action, one roll that takes ten minutes, a fourth roll that takes one hour, and a fifth roll that requires ten hours of rest.

@UUID[Compendium.cyphersystem-compendium.basic-skills.Q0vfmbqehJw0jYBa]{Skill}: You are trained in Might defense tasks.

@UUID[Compendium.cyphersystem-compendium.basic-skills.5X8qgmSuvRVNTiaP]{Skill}: You are trained in Intellect defense tasks.

@UUID[Compendium.cyphersystem-compendium.inabilities.U7X7WY5Qk3QIXxAD]{Inability}: You’re hardy but not necessarily strong. Any task involving moving, bending, or breaking things is hindered.

@UUID[Compendium.cyphersystem-compendium.inabilities.iic3khiZZCsbjkIg]{Inability}: You have a lot of willpower and mental fortitude, but you’re not necessarily smart. Any task involving knowledge or figuring out problems or puzzles is hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You saw that the PCs clearly need someone like you to help them out.

  2. Someone asked you to watch over one of the PCs in particular, and you agreed.

  3. You are bored and desperately in need of a challenge.

  4. You lost a bet—unfairly, you think—and had to take someone’s place on this mission.

Risk-Taking

It’s part of your nature to question what others think can’t or shouldn’t be done. You’re not insane, of course—you wouldn’t attempt to leap across a mile-wide chasm just because you were dared. There’s impossible and then there’s the just barely possible. You like to push the latter further than others, because it gives you a rush of satisfaction and pleasure when you succeed. The more you succeed, the more you find yourself looking for that next risky challenge to try yourself against.

You gain the following characteristics:

Nimble: +4 to your Speed Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.l3HBMnyOMVF6rIk8]{Skill}: You’re adept at leveraging risk, and you are trained in tasks that involve some element of chance, such as playing games or choosing between two or three apparently equal options.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.wWSSBexYE1QI054l]{Pressing Your Luck}: You can choose to automatically succeed on one task without rolling, as long as the task’s difficulty is no higher than 6. When you do so, however, you also trigger a GM intrusion as if you had rolled a 1. The intrusion doesn’t invalidate the success, but it probably qualifies it in some fashion. You can do this one time, although the ability renews each time you make a ten-hour recovery roll.

@UUID[Compendium.cyphersystem-compendium.inabilities.MoKSCrQBoxl4PZ0f]{Inability}: You may be nimble, but you’re not sneaky. Tasks related to sneaking and staying quiet are hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. It seemed like there were equal odds that the other PCs wouldn’t succeed, which sounded good to you.

  2. You think the tasks ahead will present you with unique and fulfilling challenges.

  3. One of your biggest risks failed to go your way, and you need money to help pay that debt.

  4. You bragged that you never saw a risk you didn’t like, which is how you reached your current point.

Rugged

You’re a nature lover accustomed to living rough, pitting your wits against the elements. Most likely, you’re a skilled hunter, gatherer, or naturalist. Years of living in the wild have left their mark with a worn countenance, wild hair, or scars. Your clothing is probably much less refined than the garments worn by city dwellers.

You gain the following characteristics:

@UUID[Compendium.cyphersystem-compendium.expanded-skills.zOjoCu1WyXeVzqs6]{Skill}: You’re trained in all tasks involving climbing, jumping, running, and swimming.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.lpBwC7PY35rIfBUG]{Skill}: You’re trained in all tasks involving training, riding, or placating natural animals.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.2Ipdh8f3MeuAMM3R]{Skill}: You’re trained in all tasks involving identifying or using natural plants.

@UUID[Compendium.cyphersystem-compendium.inabilities.iP9m2p6htGgd896X]{Inability}: You have no social graces and prefer animals to people. Any task involving charm, persuasion, etiquette, or deception is hindered.

Additional Equipment: You carry an explorer’s pack with rope, two days’ rations, a bedroll, and other tools needed for outdoor survival.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. Against your better judgment, you joined the other PCs because you saw that they were in danger.

  2. One of the other PCs convinced you that joining the group would be in your best interests.

  3. You’re afraid of what might happen if the other PCs fail.

  4. There is reward involved, and you need the money.

Sharp-Eyed

You’re perceptive and well aware of your surroundings. You notice the little details and remember them. You can be difficult to surprise.

You gain the following characteristics:

@UUID[Compendium.cyphersystem-compendium.basic-skills.gbWPNb1uKsRtZWSL]{Skill}: You’re trained in initiative actions.

@UUID[Compendium.cyphersystem-compendium.basic-skills.rH5FwMXGaNn21DZD]{Skill}: You’re trained in perception actions.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.LboNMbw0CmRDZX0l]{Find the Flaw}: If an opponent has a straightforward weakness (takes extra damage from fire, can’t see out of their left eye, and so on), the GM will tell you what it is.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You heard about what was going on, saw a flaw in the other PCs’ plan, and joined up to help them out.

  2. You noticed that the PCs have a foe (or at least a tail) they weren’t aware of.

  3. You saw that the other PCs were up to something interesting and got involved.

  4. You’ve been noticing some strange things going on, and this all appears related.

Skeptical

You possess a questioning attitude regarding claims that are often taken for granted by others. You’re not necessarily a “doubting Thomas” (a skeptic who refuses to believe anything without direct personal experience), but you’ve often benefited from questioning the statements, opinions, and received knowledge presented to you by others.

You gain the following characteristics:

Insightful: +2 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.basic-skills.QonPVHzXrzIN29lf]{Skill}: You’re trained in identifying.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.E2q7bbS0LqBwRDFi]{Skill}: You’re trained in all actions that involve seeing through a trick, an illusion, a rhetorical ruse designed to evade the issue, or a lie. For example, you’re better at keeping your eye on the cup containing the hidden ball, sensing an illusion, or realizing if someone is lying to you (but only if you specifically concentrate and use this skill).

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You overheard other PCs holding forth on a topic with an opinion you were quite skeptical about, so you decided to approach the group and ask for proof.

  2. You were following one of the other PCs because you were suspicious of him, which brought you into the action.

  3. Your theory about the nonexistence of the supernatural can be invalidated only by your own senses, so you came along.

  4. You need money to fund your research.

Stealthy

You’re sneaky, slippery, and fast. These talents help you hide, move quietly, and pull off tricks that require sleight of hand. Most likely, you’re wiry and small. However, you’re not much of a sprinter—you’re more dexterous than fleet of foot.

You gain the following characteristics:

Quick: +2 to your Speed Pool.

@UUID[Compendium.cyphersystem-compendium.basic-skills.duTx0BwgmC1Gw3Ze]{Skill}: You’re trained in all stealth tasks.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.YlYSOH8OdFUTBwey]{Skill}: You’re trained in all interactions involving lies or trickery.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.5iv3kUKcLQwrTSDH]{Skill}: You’re trained in all special abilities involving illusions or trickery.

@UUID[Compendium.cyphersystem-compendium.inabilities.lhu2y0HMmw0xQ3hv]{Inability}: You’re sneaky but not fast. All movement-related tasks are hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You attempted to steal from one of the other PCs. That character caught you and forced you to come along with them.

  2. You were tailing one of the other PCs for reasons of your own, which brought you into the action.

  3. An NPC employer secretly paid you to get involved.

  4. You overheard the other PCs talking about a topic that interested you, so you decided to approach the group.

Strong

You’re extremely strong and physically powerful, and you use these qualities well, whether through violence or feats of prowess. You likely have a brawny build and impressive muscles.

You gain the following characteristics:

Very Powerful: +4 to your Might Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.0yrwPAkrOBERFQOq]{Skill}: You’re trained in all actions involving breaking inanimate objects.

@UUID[Compendium.cyphersystem-compendium.basic-skills.MrGl25gzZk4uu7BR]{Skill}: You’re trained in all jumping actions.

Additional Equipment: You have an extra medium weapon or heavy weapon.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. Against your better judgment, you joined the other PCs because you saw that they were in danger.

  2. One of the other PCs convinced you that joining the group would be in your best interests.

  3. You’re afraid of what might happen if the other PCs fail.

  4. There is reward involved, and you need the money.

Strong-Willed

You’re tough-minded, willful, and independent. No one can talk you into anything or change your mind when you don’t want it changed. This quality doesn’t necessarily make you smart, but it does make you a bastion of willpower and resolve. You likely dress and act with unique style and flair, not caring what others think.

You gain the following characteristics:

Willful: +4 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.DlnCXfB1v1U859YY]{Skill}: You’re trained in resisting mental effects.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.3IfJDAc8qCJ11NNX]{Skill}: You’re trained in tasks requiring incredible focus or concentration.

@UUID[Compendium.cyphersystem-compendium.inabilities.CmubEJ8BMUsW1oei]{Inability}: Willful doesn’t mean brilliant. Any task that involves figuring out puzzles or problems, memorizing things, or using lore is hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. Against your better judgment, you joined the other PCs because you saw that they were in danger.

  2. One of the other PCs convinced you that joining the group would be in your best interests.

  3. You’re afraid of what might happen if the other PCs fail.

  4. There is reward involved, and you need the money.

Swift

You move quickly, able to sprint in short bursts and work with your hands with dexterity. You’re great at crossing distances quickly but not always smoothly. You are likely slim and muscular.

You gain the following characteristics:

Fast: +4 to your Speed Pool.

@UUID[Compendium.cyphersystem-compendium.basic-skills.gbWPNb1uKsRtZWSL]{Skill}: You’re trained in initiative actions (to determine who goes first in combat).

@UUID[Compendium.cyphersystem-compendium.expanded-skills.EyD5RQ654NoPJ7MN]{Skill}: You’re trained in running actions.

@UUID[Compendium.cyphersystem-compendium.inabilities.t7exG3KfxnoPKxO2]{Inability}: You’re fast but not necessarily graceful. Any task involving balance is hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. Against your better judgment, you joined the other PCs because you saw that they were in danger.

  2. One of the other PCs convinced you that joining the group would be in your best interests.

  3. You’re afraid of what might happen if the other PCs fail.

  4. There is reward involved, and you need the money.

Tongue-Tied

You’ve never been much of a talker. When forced to interact with others, you never think of the right thing to say—words fail you entirely, or they come out all wrong. You often end up saying precisely the wrong thing and insult someone unintentionally. Most of the time, you just keep mum. This makes you a listener instead—a careful observer. It also means that you’re better at doing things than talking about them. You’re quick to take action.

You gain the following characteristics:

Actions, Not Words: +2 to your Might Pool, and +2 to your Speed Pool.

@UUID[Compendium.cyphersystem-compendium.basic-skills.rH5FwMXGaNn21DZD]{Skill}: You are trained in perception.

@UUID[Compendium.cyphersystem-compendium.basic-skills.gbWPNb1uKsRtZWSL]{Skill}: You are trained in initiative (unless it’s a social situation).

@UUID[Compendium.cyphersystem-compendium.inabilities.tlL5bTqgc9lt5GNz]{Inability}: All tasks relating to social interaction are hindered.

@UUID[Compendium.cyphersystem-compendium.inabilities.rfQPiUR4GHBdjFtE]{Inability}: All tasks involving verbal communication or relaying information are hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You just tagged along and no one told you to leave.

  2. You saw something important the other PCs did not and (with some effort) managed to relate it to them.

  3. You intervened to save one of the other PCs when they were in danger.

  4. One of the other PCs recruited you for your talents.

Tough

You’re strong and can take a lot of physical punishment. You might have a large frame and a square jaw. Tough characters frequently have visible scars.

You gain the following characteristics:

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.SkxEXPpCgIGXixu9]{Resilient}: +1 to Armor.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.gr1uaERqywhUGjCK]{Healthy}: Add 1 to the points you regain when you make a recovery roll.

@UUID[Compendium.cyphersystem-compendium.basic-skills.Q0vfmbqehJw0jYBa]{Skill}: You’re trained in Might defense actions.

Additional Equipment: You have an extra light weapon.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You’re acting as a bodyguard for one of the other PCs.

  2. One of the PCs is your sibling, and you came along to watch out for them.

  3. You need money because your family is in debt.

  4. You stepped in to defend one of the PCs when that character was threatened. While talking to them afterward, you heard about the group’s task.

Vicious

You try to hide what’s inside, fold it into yourself when everything inside you screams to let go, make them pay, make them hurt, and make them bleed. Sometimes you succeed for your friends—smiling like they smile, laughing when they laugh, and sometimes even having other emotions of your own. But it’s always there, that feeling of frantic glee mixed with hate that sometimes leaps out of you when you confront a foe. Violence your friends can tolerate, but you sometimes worry they will also learn that you are cruel.

You gain the following characteristics:

Skill: You are trained in @UUID[Compendium.cyphersystem-compendium.expanded-skills.53j3Qwt5Im4wqddo]{tracking creatures}. If @UUID[Compendium.cyphersystem-compendium.expanded-skills.ZPyRyzPue2DuKSw9]{a creature has wronged you}, the tracking task is eased.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.LldixgespLl6ajEf]{Bloodthirsty}: Once you begin fighting, you see only red. You inflict 2 additional points of damage with any attack.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.1FP6DV2OqgaaT4ZN]{Berserk}: Once you begin fighting, it’s hard for you to stop. In fact, it’s a difficulty 2 Intellect task to do so, even if your foe surrenders or you’ve run out of foes. If the latter occurs and you fail to stop, you attack the nearest ally within short range.

Additional Equipment: You have a record that you use to list those who’ve wronged you.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. Another PC saw you take down a mean drunk in a tavern, not realizing you were the one who started the fight.

  2. You wanted to get away from a bad situation, so you went with the other PCs.

  3. You want to change, and you hope that being with the other PCs will help you calm yourself.

  4. One of the other PCs asked you to come along, believing that your viciousness could be harnessed for the benefit of the mission.

Virtuous

Doing the right thing is a way of life. You live by a code, and that code is something you attend to every day. Whenever you slip, you reproach yourself for your weakness and then get right back on track. Your code probably includes moderation, respect for others, cleanliness, and other characteristics that most people would agree are virtues, while you eschew their opposites: sloth, greed, gluttony, and so on.

You gain the following characteristics:

Dauntless: +2 to your Might Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.iUJdgnZi90GZjY9s]{Skill}: You are trained in discerning people’s true motives or seeing through lies.

@UUID[Compendium.cyphersystem-compendium.basic-skills.5X8qgmSuvRVNTiaP]{Skill}: Your adherence to a strict moral code has hardened your mind against fear, doubt, and outside influence. You are trained in Intellect defense tasks.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. The PCs are doing something virtuous, and you’re all about that.

  2. The PCs are on the road to perdition, and you see it as your task to set them on the proper moral route.

  3. One of the other PCs invited you, hearing of your virtuous ways.

  4. You put virtue before sense and defended someone’s honor in the face of an organization or power far greater than you. You joined the PCs because they offered aid and friendship when, out of fear of reprisals, no one else would.

Weird

You aren’t like anyone else, and that’s fine with you. People don’t seem to understand you—they even seem put off by you—but who cares? You understand the world better than they do because you’re weird, and so is the world you live in. The concept of “the weird” is well known to you. Strange devices, ancient locales, bizarre creatures, storms that can transform you, living energy fields, conspiracies, aliens, and things most people can’t even name populate the world, and you thrive on them. You have a special attachment to it all, and the more you discover about the weirdness in the world, the more you might discover about yourself.

Weird characters might be mutants or people born with strange qualities, but sometimes they started out “normal” and adopted the weird by choice.

You gain the following characteristics:

Inner Light: +2 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.HV2tw9N81PJawwwx]{Distinctive Physical Quirk}: You have a unique physical aspect that is, well, bizarre. Depending on the setting, this can vary greatly. You might have purple hair or metal spikes on your head. Perhaps your hands don’t connect to your arms, although they move as if they do. Maybe a third eye stares out from the side of your head, or superfluous tendrils grow from your back. Whatever it is, your quirk might be a mutation, a supernatural trait (a blessing or curse), a feature with no explanation, or just a really wild tattoo that draws a lot of attention.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.zKHJrLeBOfy0p9du]{A Sense for the Weird}: Sometimes—at the GM’s discretion—weird things relating to the supernatural or its effects on the world seem to call out to you. You can sense them from afar, and if you get within long range of such a thing, you can sense whether it is overtly dangerous or not.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.uBvX2CVPg5MNgjwW]{Skill}: You are trained in supernatural knowledge.

@UUID[Compendium.cyphersystem-compendium.inabilities.JDEjrsDDDqVcqSZp]{Inability}: People find you unnerving. All tasks relating to pleasant social interaction are hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. It seemed weird, so why not?

  2. Whether the other PCs realize it or not, their mission has to do with something weird that you know about, so you got involved.

  3. As an expert in the weird, you were specifically recruited by the other PCs.

  4. You felt drawn to join the other PCs, but you don’t know why.

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Focus is what makes a character unique. No two PCs in a group should have the same focus. A focus gives a character benefits when they create their character and each time they ascend to the next tier. It’s the verb of the sentence “I am an adjective noun who verbs.”

This chapter contains nearly a hundred sample foci, such as Bears a Halo of Fire, Would Rather Be Reading, and Pilots Starcraft. These foci can be chosen and used as presented by a player, or by the GM who adds them to a list of available foci for their players in their next campaign.

In addition, the latter half of this chapter provides tools for the GM or an enterprising player to create their own custom foci that perfectly match the needs of a given game or campaign, as presented in Creating New Foci.

Choosing Foci

Not all foci are appropriate for every genre. The Genre chapter provides guidance, but this section offers some broad generalizations. Obviously, the GM can include whatever foci are available in their setting. Foci end up being an important distinction in this case, because Commands Mental Powers, for example, makes it clear that psychic abilities exist in the setting, just as Howls at the Moon implies the existence of lycanthropes like werewolves, and Pilots Starcraft, of course, requires starships available to pilot.

When a focus is chosen for a character, they get a special connection to one or more of their fellow PCs, a first-tier ability, and perhaps additional starting equipment: one or two pieces of equipment that might be required for the character to use their ability, or that might pair well with the focus. For instance, a character that can build things needs a set of tools. A character that’s constantly on fire needs a set of clothes that are immune to flame. A character that draws runes to cast spells needs writing implements. A character that slays monsters with a sword needs a sword. And so on. That said, many foci don’t require additional equipment.

Each focus also offers one or more suggestions—GM intrusions—for possible effects or consequences of really good or really bad die rolls.

A couple of foci presented in this chapter provide a “type swap option” that allows a player to swap an ability that would otherwise be gained from their type for the indicated ability instead. A player doesn’t have to make the swap; they merely have the option. For instance, the focus Loves the Void provides the option to gain the ability Have Spacesuit, Will Travel instead of a type ability.

As a character progresses to a new tier, a focus grants more abilities. Each tier’s benefit is usually labeled Action or Enabler. If an ability is labeled Action, a character must take an action to use it. If an ability is labeled Enabler, it makes other actions better or gives some other benefit, but it’s not an action. An ability that allows a character to blast foes with lasers is an action. An ability that grants additional damage when an attack is made is an enabler. An enabler is used in the same turn as another action, and often as part of another action.

Each tier’s benefits are independent of and cumulative with benefits from other tiers (unless indicated otherwise). So if a first-tier ability grants +1 to Armor and a fourth-tier ability also grants +1 to Armor, when the character reaches fourth tier, a total of +2 to Armor is granted.

At tier 3 and tier 6, the character is asked to choose one ability from the two options provided.

Finally, you can choose whether you want to expand the story behind the focus (though that’s not mandatory).

Focus Connections

Choose a connection that goes well with the focus. If you’re a GM choosing (or creating) one or more foci for your players, choose up to four of the following connections.

  1. Pick one other PC. For reasons unknown to you, that character is completely immune to your focus abilities, whether you use them for help or for harm.

  2. Pick one other PC. You knew of that character years ago, but you don’t think they knew you.

  3. Pick one other PC. You’re always trying to impress them, but you’re not sure why.

  4. Pick one other PC. That character has a habit that annoys you, but you’re otherwise quite impressed with their abilities.

  5. Pick one other PC. That character shows potential in appreciating your particular paradigm, fighting style, or other
    focus-provided attribute. You would like to train them, but you’re not necessarily qualified to teach (that’s up to you), and they might not be interested (that’s up to them).

  6. Pick one other PC. If they are within immediate range when you’re in a fight, sometimes they provide an asset, and sometimes they accidentally hinder your attack rolls (50% chance either way, determined per fight).

  7. Pick one other PC. You once saved their life, and they clearly feel indebted to you. You wish they didn’t; it’s just part of the job.

  8. Pick one other PC. That character recently mocked you in some fashion that really hurt your feelings. How you deal with this (if at all) is up to you.

  9. Pick one other PC. That character knows you have suffered at the hands of robotic entities in the past. Whether you hate robots now is up to you, which may affect your relationship with the character if they are friendly with robots or have robotic parts.

  10. Pick one other PC. That character comes from the same place you do, and you knew each other as children.

  11. Pick one other PC. In the past, they taught you a few tricks to use in a fight.

  12. Pick one other PC. That character doesn’t seem to approve of your methods.

  13. Pick one other PC. Long ago, the two of you were on opposite sides of a fight. You won, though you “cheated” in their eyes (but from your perspective, all’s fair in a fight). They may be ready for a rematch, though that’s up to them.

  14. Pick one other PC. You are always trying
    to impress that character with your skill, wit, appearance, or bravado. Perhaps they are a rival, perhaps you need their respect, or perhaps you’re romantically interested
    in them.

  15. Pick one other PC. You fear that character is jealous of your abilities and worry that it might lead to problems.

  16. Pick one other PC. You accidentally caught them in a trap you set, and they had to get free on their own.

  17. Pick one other PC. You were once hired to track down someone who was close to that character.

  18. Pick two PCs (preferably ones who are likely to get in the way of your attacks). When you miss with an attack and the GM rules that you struck someone other than your target, you hit one of these two characters.

  19. Pick one other PC. You’re not sure how or from where, but that character has a line on bottles of rare alcohol and can get them for you for half price.

  20. Pick one other PC. You recently had a possession go missing, and you’re becoming convinced that they took it. Whether or not they did is up to them.

  21. Pick one other PC. They always seem to know where you are, or at least in what direction you are in relation to them.

  22. Pick one other PC. Seeing you use your focus abilities seems to trigger an unpleasant memory in that character. That memory is up to the other PC, although they may not be able to consciously recall it.

  23. Pick one other PC. Something about them interferes with your abilities. When they stand next to you, your focus abilities cost 1 additional point.

  24. Pick one other PC. Something about them complements your abilities. When they stand next to you, the first focus ability you use in any 24-hour period costs 2 fewer points.

  25. Pick one other PC. You have known that character for a while, and they helped you gain control of your focus-related abilities.

  26. Pick one other PC. Sometime in that character’s past, they had a devastating experience while attempting something that you do as a matter of course thanks to your focus. Whether they choose to tell you about it is up to them.

  27. Pick one other PC. Their occasional clumsiness and loud behavior irritate you.

  28. Pick one other PC. In the recent past, while practicing, you accidentally hit them with an attack, wounding them badly. It is up to them to decide whether they resent or forgive you.

  29. Pick one other PC. They owe you a significant amount of money.

  30. Pick one other PC. In the recent past, while escaping a threat, you accidentally left that character to fend for themselves. They survived, but just barely. It is up to the player of that character to decide whether they resent you or have decided to forgive you.

  31. Pick one other PC. Recently, they accidentally (or perhaps intentionally) put you in a position of danger. You’re fine now, but you’re wary around them.

  32. Pick one other PC. From your perspective, they seem nervous around a specific idea, person, or situation. You would like to teach them how to be more comfortable with their fears (if they will let you).

  33. Pick one other PC. They called you a coward once.

  34. Pick one other PC. That character always recognizes you or your handiwork, whether you’re in disguise or are long gone when they arrive on the scene.

  35. Pick one other PC. You inadvertently caused an accident that put them into a sleep so deep they didn’t wake for three days. Whether they forgive you or not is up to them.

  36. Pick one other PC. You are pretty sure you are related in some fashion.

  37. Pick one other PC. You accidentally learned something they were trying to keep a secret.

  38. Pick one other PC. They are especially sensitive to the use of your flashier focus abilities, and occasionally they become dazzled for a few rounds, which hinders their actions.

  39. Pick one other PC. They appear to have a treasured item that was once yours, but that you lost in a game of chance years ago.

  40. Pick one other PC. If it wasn’t for you, that character would have failed a past test of mental achievement.

  41. Pick one other PC. Based on a couple of comments you’ve overheard, you suspect that they don’t hold your area of training or favorite hobby in the highest regard.

  42. Pick one other PC whose focus intertwines with yours. This odd connection affects them in some way. For example, if the character uses a weapon, your focus ability sometimes improves their attack in some fashion.

  43. Pick one other PC. They are deathly afraid of heights. You would like to teach them how to be more comfortable with their feet off the ground. They must decide whether or not to take you up on your offer.

  44. Pick one other PC. They are skeptical of your claims about something momentous that happened in your past. They might even attempt to discredit you or discover the “secret” behind your story, though that’s up to them.

  45. Pick one other PC. They have a knack for being able to recognize where your plans or schemes have a weak spot.

  46. Pick one other PC. That character’s face is so intriguing to you in a way you don’t understand that you sometimes find yourself sketching their likeness in the dirt or using some other medium you have access to.

  47. Pick one other PC. That character has an extra item of regular equipment you gave them, either something you made or an item you just wanted to give them. (They choose the item.)

  48. Pick one other PC. They commissioned you to do a job for them. You’ve already been paid but haven’t yet completed the job.

  49. Pick one other PC. You worked together in the past, and the job ended badly.

  50. Pick one other PC. While they stand next to you and use their action to concentrate on helping you, one of your focus ability’s ranges is doubled.

Story Behind The Focus

The foci in this book have been purposely stripped down to basics so they have the widest possible application across multiple genres. A single descriptive sentence or two summarizes each one. After you choose a focus, you have the option to expand its presentation by adding more story and description relevant to the world or to the character.

For instance, if you choose Operates Undercover, the summarizing description is “Under the guise of someone else, you seek to find answers the powerful do not want divulged.” If you choose Conducts Weird Science, the summary is “Your preternatural insight and ability make you a scientist capable of amazing feats.” These descriptions provide what you need to know to use the focus.

However, if you wish (and only if you wish; there is no requirement to do so), you can add more to those descriptions in a fashion that’s relevant for your game. For example, if you choose both Operates Undercover and Conducts Weird Science for use in a modern genre such as horror, urban fantasy, espionage, or something similar, you might expand the descriptions as shown in the following examples.

Operates Undercover: Espionage is not something you know anything about. At least, that’s what you want everyone to believe, because in truth, you’ve been trained as a spy or covert agent. You might work for a government or for yourself. You might be a police detective or a criminal. You could even be an investigative reporter.

Regardless, you learn information that others attempt to keep secret. You collect rumors and whispers, stories and hard-won evidence, and you use that knowledge to aid your own endeavors and, if appropriate, provide your employers with the information they desire. Alternatively, you might sell what you have learned to those willing to pay a premium.

You probably wear dark colors—black, charcoal grey, or midnight blue—to help blend into the shadows, unless the cover you’ve chosen requires you to look like someone else.

Conducts Weird Science: You could be a respected scientist, having been published in several peer-reviewed journals. Or you might be considered a crank by your contemporaries, pursuing fringe theories on what others consider to be scant evidence. Truth is, you have a particular gift for sifting the edges of what’s possible. You can find new insights and unlock odd phenomena with your experiments. Where others see a crackpot cornucopia, you sift the conspiracy theories for revelation. Whether you conduct your enquiries as a government contractor, a university researcher, a corporate scientist, or an indulger of curiosity in your own garage lab following your muse, you push the boundaries of what’s possible.

You probably care more about your work than trivialities such as your appearance, polite or proper behavior, or social norms, but then again, an eccentric like you might turn the tables on that stereotype too.

If you want to go even further, you could determine where a character’s focus abilities come from. Depending on the genre, they could derive those abilities from advanced and persistent training, via magical runes, through cybernetic parts, from their genetic heritage, or because of their access to advanced technology. For instance, a character might be able to blast targets with lightning because they got zapped by strange radiation or because they picked up a lightning gun. On the other hand, it might be because their intense training allowed them to learn lightning magic. The possibilities are nearly endless, and up to you to include or forgo. Because however a focus’s abilities were gained, it’s also enough that they just work.

Customizing Foci

Sometimes not everything about a focus is right for a character’s concept, or perhaps the GM needs additional guidelines for creating a new focus. Either way, the solution lies in looking at foci abilities at their most basic default levels.

At any tier, a player can select one of the following abilities in place of the ability granted by the tier. Many of these replacement abilities, particularly at the higher tiers, might involve body modification, integration with high-tech devices, learning powerful magic spells, uncovering forbidden secrets, or something similar appropriate to the genre.

Tier 1

@UUID[Compendium.cyphersystem-compendium.abilities.2x7nMe9ZGp3VjI8B]{Combat Prowess} @UUID[Compendium.cyphersystem-compendium.abilities.RnK2bmvUb7RIVPSA]{Enhanced Potential}

Tier 2

Lower-tier ability: choose any tier 1 replacement ability, above.

@UUID[Compendium.cyphersystem-compendium.abilities.CtRvLxfUlCynJv1B]{Skill With Defense} @UUID[Compendium.cyphersystem-compendium.abilities.yl2zo179wXZW5Xxc]{Practiced With All Weapons} @UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks}

Tier 3

Lower-tier ability: choose any tier 1 or 2 replacement ability, above.

@UUID[Compendium.cyphersystem-compendium.abilities.b776WTF2u1roh3n0]{Incredible Health} @UUID[Compendium.cyphersystem-compendium.abilities.rqC9cEmRkvm29N56]{Fusion Armor}

Tier 4

Lower-tier ability: choose any tier 1, 2, or 3 replacement ability, above.

@UUID[Compendium.cyphersystem-compendium.abilities.VsKeNcF252yKnh2O]{Poison Resistance} @UUID[Compendium.cyphersystem-compendium.abilities.V2BSB9or5UJdTiYF]{Built-in Weaponry}

Tier 5

Lower-tier ability: choose any tier 1, 2, 3, or 4 replacement ability, above.

@UUID[Compendium.cyphersystem-compendium.abilities.wWN4y4rATxbtMCMo]{Adaptation} @UUID[Compendium.cyphersystem-compendium.abilities.FjXL6iSD1CJKbuGT]{Defensive Field}

Tier 6

Lower-tier ability: choose any tier 1, 2, 3, 4, or 5 replacement ability, above.

@UUID[Compendium.cyphersystem-compendium.abilities.cbXNxvPdWEbKF6nA]{Reactive Field}

Foci

The full description for each focus ability listed in this section is found in the Abilities chapter, which has descriptions for type, flavor, and focus abilities in a single vast catalog.

Abides in Stone

Your flesh is made of hard mineral, making you a hulking, difficult-to-harm humanoid.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.pXrC4lkMOY7CvFLk]{Golem Body}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.U9ZBl9NeipxSLavS]{Golem Healing}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.aFEBxDGnuFi20cLo]{Golem Grip}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.zuEylYrgOVAAjs71]{Trained Basher}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.E0k0LUw0epjJGrv9]{Golem Stomp} or @UUID[Compendium.cyphersystem-compendium.abilities.NFsoXUQaq3I5h2UY]{Weaponization}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.Uk6ceaEWFjcoHNTI]{Deep Reserves}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.F6mAzjhG2T4irVjy]{Specialized Basher}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.4BQHOR98z3TYJPQu]{Still As a Statue}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.fkedtvx6UakJPOZN]{Ultra Enhancement} or @UUID[Compendium.cyphersystem-compendium.abilities.laxdkyrDuOhxfWKc]{Mind Surge}

GM Intrusions: Creatures of stone sometimes forget their own strength or weight. A walking statue can terrify common folk.

Absorbs Energy

You can harness kinetic energy and transform it into other kinds of energy.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.62zBqhQoPk6IV8lF]{Absorb Kinetic Energy}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.NMjccuRLDDnfZtZe]{Release Energy}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.UJst9mtUKNTe3Pd2]{Energize Object}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.yvPcOjjqyU3618Ob]{Absorb Pure Energy} or @UUID[Compendium.cyphersystem-compendium.abilities.wrPVUnJauasIH886]{Improved Absorb Kinetic Energy}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.Y7HUEp7IxdPuur8V]{Overcharge Energy}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.LwmoGOpgHy1K2dU4]{Energize Creature}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.5i6TqVJQQ4sTvqTm]{Energize Crowd} or @UUID[Compendium.cyphersystem-compendium.abilities.m21TAvxSQn1rGx3d]{Overcharge Device}

GM Intrusions: Energy goes to ground in a destructive way. Some predators feed directly on energy. An unintended item is drained of energy.

Awakens Dreams

You can pull images from dreams and bring them to life in the waking world.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.y08bfWS5eyeUJB3J]{Dreamcraft}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.bcEupdsF6FduFPwe]{Oneirochemy}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.bH57y3PYsMceluGy]{Dream Thief}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.FBCpBF9PXlEtIX4m]{Dream Becomes Reality} or @UUID[Compendium.cyphersystem-compendium.abilities.7GsuhcRTpDX0d1em]{Enhanced Intellect}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.FIU24o7T66ViVgyg]{Daydream}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.pUbqCBV3dBOWFgmv]{Nightmare}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.2iAHsn5ie8sYRiyb]{Chamber of Dreams} or @UUID[Compendium.cyphersystem-compendium.abilities.cbXNxvPdWEbKF6nA]{Reactive Field}

GM Intrusions: An unexpected sleepwalking episode puts the character into a dangerous situation. A nightmare breaks free of a dream.

Battles Robots

You excel in battling robots, automatons, and machine entities.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.atQ5yNq1ZEyy0z5j]{Machine Vulnerabilities}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.pYsmdnNte7o5Flca]{Tech Skills}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.aNNLomN5nZc52ZT4]{Defense Against Robots}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.QHSH8fE6l3bKz2xl]{Machine Hunting}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.ka5VA9XBi4OTnKVa]{Disable Mechanisms} or @UUID[Compendium.cyphersystem-compendium.abilities.uG2ACHNAPoZirp0b]{Surprise Attack}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.NoKdHv0FSytZR4iF]{Robot Fighter}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.NJakiz9yvoflzzBD]{Drain Power}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.jHrQLzIfjKtXBoJL]{Deactivate Mechanisms} or @UUID[Compendium.cyphersystem-compendium.abilities.58CLKxSLgaT6W6Cj]{Lethal Damage}

GM Intrusions: The robot explodes upon defeat. Other robots come after the character for revenge.

Bears a Halo of Fire

You can sheath your body in flames, which protects you and harms your foes.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.AzMtxh562JfrPdKZ]{Shroud of Flame}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.NJjAmyf9zhjRTNme]{Hurl Flame}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.TWqyBv9PEjwJKd1y]{Wings of Fire} or @UUID[Compendium.cyphersystem-compendium.abilities.srn53BB1da8Elh1t]{Fiery Hand of Doom}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.tJQmvEiYq2xBv4ZJ]{Flameblade}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.6fpCYtBDCfW6m1b0]{Fire Tendrils}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.NVdx8QjmTP5eOjDh]{Fire Servant} or @UUID[Compendium.cyphersystem-compendium.abilities.PLsz8IqWScZt0Ott]{Inferno Trail}

GM Intrusions: Fire burns flammable material. Fire spreads out of control. Primitive creatures fear fire and often attack what they fear.

Blazes With Radiance

You can create light, sculpt it, bend it away from you, or gather it to use as a weapon.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.ea7BzQy6fZqHQNET]{Enlightened}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.xZQXXjAWGBo7mTHU]{Illuminating Touch}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.teFcKcbo5ZBFbfRl]{Dazzling Sunburst}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.IUlsD8Zxp8AYbO4h]{Burning Light} or @UUID[Compendium.cyphersystem-compendium.abilities.CtRvLxfUlCynJv1B]{Skill With Defense}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.iIlgHiF1EN0fEpYx]{Sunlight}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.PyVeE7CtDVDksWG6]{Disappear}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.cE7JPRHLqIdM3b9V]{Living Light} or @UUID[Compendium.cyphersystem-compendium.abilities.FjXL6iSD1CJKbuGT]{Defensive Field}

GM Intrusions: Allies are accidentally dazzled or blinded. Bright flashes draw guards.

Brandishes an Exotic Shield

You deploy an amazing shield of pure force that provides protection and some offensive options.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.yb5PaVIPimrcJxFg]{Force Field Shield}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.aidcxXW6MokDMqY7]{Force Bash}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.vPflrS1giYnMoqL2]{Enveloping Shield}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.6nm35znCQzjAk6Gb]{Healing Pulse} or @UUID[Compendium.cyphersystem-compendium.abilities.SPL1URVkuo4PJP8I]{Throw Force Shield}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.B5zrSVUs54TUALFB]{Energized Shield}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.TXNhhyj63MMp2dVF]{Force Wall}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.zflNCqrmTL7vrYg1]{Bouncing Shield} or @UUID[Compendium.cyphersystem-compendium.abilities.Np67YSIzrP6w1PPb]{Shield Burst}

GM Intrusions: The shield is temporarily lost. A foe temporarily ends up with the shield.

Builds Robots

Your robotic creations do as they are commanded.

The word “robot” is used in this focus, though the robot you create might look very different from one created by someone else, depending on the genre. Steampunk robots, organic robots, or even magical golems are all feasible “robots.”

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.paIv2etaqLqY76y0]{Robot Assistant}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.pUliR2uWpIcE6jQX]{Robot Builder}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.kgCuCmU8kn0UMy8v]{Robot Control}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.ETGBAqAc1ApFH5cx]{Expert Follower} or @UUID[Compendium.cyphersystem-compendium.abilities.CtRvLxfUlCynJv1B]{Skill With Defense}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.BSx4qB29VwRUISm6]{Robot Upgrade}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.yqhUXLWMSNn5IYOn]{Robot Fleet}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.HAVNfVKAdwtJF6Jj]{Robot Evolution} or @UUID[Compendium.cyphersystem-compendium.abilities.BSx4qB29VwRUISm6]{Robot Upgrade}

GM Intrusions: The robot is hacked, gains a mind of its own, or unexpectedly detonates.

Calculates the Incalculable

Awesome mathematical ability allows you to model the world in real time, giving you an edge over everyone.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.vcbIe2sSMKJmawl4]{Predictive Equation}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.A853pOqz5BmPfh4w]{Higher Mathematics}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.V5oEOJ4i32t97yOG]{Predictive Model}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.CNw7shehsdySzhAK]{Subconscious Defense} or @UUID[Compendium.cyphersystem-compendium.abilities.7GsuhcRTpDX0d1em]{Enhanced Intellect}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.Z7JkIlrv7gxim4Fn]{Cognizant Offense}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.34Ycb9VK8JwHgSl4]{Greater Enhanced Intellect}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.GnQRIvynqXx1R2a0]{Further Mathematics}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.wlkPdME0r3hx9VbE]{Knowing the Unknown} or @UUID[Compendium.cyphersystem-compendium.abilities.34Ycb9VK8JwHgSl4]{Greater Enhanced Intellect}

GM Intrusions: Too many predicted results threaten to overwhelm and stun the character. A result points to imminent disaster.

Channels Divine Blessings

A devout follower of a divine being, you channel some of your deity’s power to achieve wonders.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.I9m3nOdBZ2HoEmbj]{Blessing of the Gods}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.7GsuhcRTpDX0d1em]{Enhanced Intellect}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.dJTgtIs80gOoI6ac]{Divine Radiance} or @UUID[Compendium.cyphersystem-compendium.abilities.NgHLZq3tZ3CFJvYv]{Fire Bloom}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.gDwPpgIAocEfQjPx]{Overawe}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.OkKNmMvLFwHxUv2r]{Divine Intervention}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.tgaSXp1VQiec8Jst]{Divine Symbol} or @UUID[Compendium.cyphersystem-compendium.abilities.LnZkUlKUuuD7iW3P]{Summon Demon}

GM Intrusions: A demon investigates divine magic use. A rival cult has issues with the character’s teachings.

Commands Mental Powers

You can pull images from dreams and bring them to life in the waking world.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.L2NOLfflU6HNleuT]{Telepathic}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.W5Zt9qDKCtNr49BC]{Mind Reading}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.Mc8L07dpf605FDo9]{Psychic Burst} or @UUID[Compendium.cyphersystem-compendium.abilities.iRqXVpngq6vfgtEn]{Psychic Suggestion}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.FktE2hQhSKXbWcQU]{Use Senses of Others}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.N0wzhZ676UrCR8M4]{Precognition}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.Vcfc6yjbqX6WSzCf]{Mind Control} or @UUID[Compendium.cyphersystem-compendium.abilities.K0C60k7wHBSpMQX4]{Telepathic Network}

GM Intrusions: Something glimpsed in the target’s mind is horrifying. A feedback loop allows the target to read the character’s mind.

Conducts Weird Science

Your preternatural insight and ability make you a scientist capable of amazing feats.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.4PVFXmi2cxI8MdpR]{Lab Analysis}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.eEGFknWQZUBNXn99]{Knowledge Skills}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.mFPUUmBIcGGsuwNd]{Modify Device}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.G0hoaZFQpdG7FfxO]{Better Living Through Chemistry} or @UUID[Compendium.cyphersystem-compendium.abilities.b776WTF2u1roh3n0]{Incredible Health}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.eEGFknWQZUBNXn99]{Knowledge Skills}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.gjBFpV2OvDmBqeE3]{Just a Bit Mad}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.RHLBHQuskBAVGnU8]{Weird Science Breakthrough}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.CyuPiJdYZIfNcTSy]{Incredible Feat of Science}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.JeqLEAcHOYVd78TH]{Inventor} or @UUID[Compendium.cyphersystem-compendium.abilities.FjXL6iSD1CJKbuGT]{Defensive Field}

GM Intrusions: Creations get out of control. Side effects cannot always be predicted. Weird science terrifies people and can draw the media. When a device created or modified by weird science is depleted, it detonates.

Consorts With the Dead

The dead answer your questions, and their reanimated corpses serve you.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.nvA3LwoSP7jf4h8G]{Speaker for the Dead}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.yaLHxRtVBhveqHJA]{Necromancy}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.uPvNopNWTgHGIPyR]{Reading the Room} or @UUID[Compendium.cyphersystem-compendium.abilities.rRDSzPJtUCwRVXFR]{Repair Flesh}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.vEVmBgz2TxOH3aSk]{Greater Necromancy}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.kKYyGbrQxDRSOh37]{Terrifying Gaze}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.GDphyYXSfjKE5BST]{True Necromancy} or @UUID[Compendium.cyphersystem-compendium.abilities.Gsre3acJaxhGBa0S]{Word of Death}

GM Intrusions: The character’s necromantic reputation precedes them. A corpse seeks revenge for being reanimated.

Controls Beasts

Your ability to communicate and lead beasts is uncanny.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.bOohoEcDegDBinFc]{Beast Companion}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.gT21nqWZ9Es576oC]{Soothe the Savage}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.OIk4usP2NFT0tDu7]{Communication}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.cGcblQ2qvyHM02kY]{Mount} or @UUID[Compendium.cyphersystem-compendium.abilities.h1rn92kIqG5VVYd6]{Stronger Together}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.zstBkLwRduC7vgGT]{Beast Eyes}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.0IlHHY1ktkN2L5Sp]{Improved Companion}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.pFWDdnTXCiPfwsWv]{Beast Call}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.Qm31Nw2SkBpVcv9M]{As If One Creature} or @UUID[Compendium.cyphersystem-compendium.abilities.LvoH43SKKtr3urKo]{Control the Savage}

GM Intrusions: The community is reluctant to welcome dangerous animals. Out-of-control beasts become a real hazard.

Controls Gravity

You can sway the attraction of gravity itself.

Type Swap Option: Weighty

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.UCR0rx32kEsTcgnF]{Hover}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.QH3l6ojVnasZm5U8]{Enhanced Speed Edge}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.SHMGbt30RfePtyNE]{Define Down} or @UUID[Compendium.cyphersystem-compendium.abilities.jbhcWHMiQQaR9ukO]{Gravity Cleave}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.eJpNT3QObtYiDfXY]{Field of Gravity}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.abdAcwYE8L00VakL]{Flight}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.Cnvf8fv0EEKU3iSn]{Improved Gravity Cleave} or @UUID[Compendium.cyphersystem-compendium.abilities.tMOeiKWrhp5P5CCQ]{Weight of the World}

GM Intrusions: Onlookers react with unreasoning fear. A weird interaction sends an ally or object careening into the sky.

Crafts Illusions

You fashion images from light that are so perfect they seem real.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.l60mmJrF1GupXLJB]{Minor Illusion}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.asQqC0DepYcsPxRV]{Illusory Disguise}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.JwG4lCSZIG3qUQAi]{Cast Illusion} or @UUID[Compendium.cyphersystem-compendium.abilities.hNsph7BRwllVSUre]{Major Illusion}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.hJV3hrSYcq3Zbzl5]{Illusory Selves}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.9cJ6gJZc7datpQwJ]{Terrifying Image}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.lCWWUQ0vYH2odiDv]{Grandiose Illusion} or @UUID[Compendium.cyphersystem-compendium.abilities.RNJbp1eAcMqSnYvb]{Permanent Illusion}

GM Intrusions: The illusion isn’t believable. The illusion is pierced at just the wrong moment.

Crafts Unique Objects

You’re an inventor of strange and useful objects.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.fkyJ02LbeOAfDxcF]{Crafter}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.YF8CYsYKcXpdfqH5]{Master Identifier}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.yIdq1lu1eUAkNyDC]{Artifact Tinkerer}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.m6X5wyPUPdhqLTIp]{Quick Work}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.4JDFgEhyhqReRngE]{Master Crafter} or @UUID[Compendium.cyphersystem-compendium.abilities.V2BSB9or5UJdTiYF]{Built-in Weaponry}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.M3TM1cORNnlEN0ZO]{Cyphersmith}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.y3qXWOUu7mAhg6Rb]{Innovator}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.JeqLEAcHOYVd78TH]{Inventor} or @UUID[Compendium.cyphersystem-compendium.abilities.rqC9cEmRkvm29N56]{Fusion Armor}

GM Intrusions: The object malfunctions, breaks, or suffers catastrophic or unexpected failure.

Cyphersmith works only in a setting where the cyphers are physical objects. If this isn’t the case, this ability should probably be replaced with something akin to Weird Science Breakthrough from the Conducts Weird Science focus.

Dances With Dark Matter

You can manipulate shadow and “dark” matter.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.7aCeBDGZqu8A9hMQ]{Ribbons of Dark Matter}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.VWehoqF0N6s0WMLK]{Void Wings}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.XYbtbbVKFYmDfmjO]{Dark Matter Shroud} or @UUID[Compendium.cyphersystem-compendium.abilities.MqGMnSIkHK4rOFSm]{Dark Matter Strike}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.yB4tnpDNVSOxgruq]{Dark Matter Shell}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.b44vvK2YjdSeYPJc]{Windwracked Traveler}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.JUn27j5YI3dRh2jJ]{Dark Matter Structure} or @UUID[Compendium.cyphersystem-compendium.abilities.apQwshUTjCQPym8A]{Embrace the Night}

GM Intrusions: Dark matter skulks away as if possessed by a mind of its own.

Defends the Gate

Everyone wants you on their side when it comes to a fight because nothing gets by you.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.C9x7b1qN4qmm568P]{Fortified Position}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.POaewj2PWMMfCY1i]{Rally to Me}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.VgomhLKFHDDAzW9T]{Mind for Might}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.ZvKFftq7doCxI7T5]{Fortification Builder} or @UUID[Compendium.cyphersystem-compendium.abilities.LODZEYtmmBN5D9zZ]{Divert Attacks}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.R9KnCCvGoEHvV1p0]{Greater Enhanced Might}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.hCAzOVpH0jrYc9qk]{Reinforcing Field}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.KBykf0P4WQ9Lb6TN]{Generate Force Field} or @UUID[Compendium.cyphersystem-compendium.abilities.eQIPJk2xcFGfDr3H]{Stun Attack}

GM Intrusions: A strategically important structure collapses. The enemy attacks from an unexpected direction.

Defends the Weak

You stand up for the helpless, the weak, and the unprotected.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.YvPBxDxLz16Usm7m]{Courageous}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.6zU8AURXjXgG63j6]{Warding Shield}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.9p2RJYFo6s55F5Ha]{Devoted Defender}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.fh7tK1BVjgSfZ8ml]{Insight}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.Su3LkSzdGHg9w1RO]{Dual Wards} or @UUID[Compendium.cyphersystem-compendium.abilities.GAeUBbQWE3ryv50V]{True Guardian}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.lb5Bo8BpNXdVMkmt]{Combat Challenge}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.JrSM5XYgXpxNnLl2]{Willing Sacrifice}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.aDnA7oA9ZYCEfprI]{Resuscitate} or @UUID[Compendium.cyphersystem-compendium.abilities.mjEFQ3ndDRvLB5Dj]{True Defender}

GM Intrusions: A character focused on protecting others may periodically leave themselves vulnerable to attacks.

Descends From Nobility

A descendent of wealth and power, you carry a noble title and the abilities granted by a privileged upbringing.

Type Swap Option: @UUID[Compendium.cyphersystem-compendium.abilities.S2OZtm12S2YvxD7H]{Retinue}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.xMRRfjFF0POkxyea]{Privileged Nobility}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.A8CGMbLGsJ3AHKMP]{Trained Interlocutor}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.zTsjsWVgzjQzl2MW]{Advanced Command} or @UUID[Compendium.cyphersystem-compendium.abilities.AAUqaiWxC5V4e1VH]{Noble’s Courage}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.ETGBAqAc1ApFH5cx]{Expert Follower}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.T5tn7zItPyaRcYNC]{Asserting Your Privilege}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.Eez3uExkDA20XJg3]{Able Assistance} or @UUID[Compendium.cyphersystem-compendium.abilities.qbXP6HlN56bPt7cq]{Mind of a Leader}

GM Intrusions: Debts incurred by a family are owed by the character. A long-lost sibling seeks to disinherit rivals. An assassin finds the character.

Doesn’t Do Much

You’re a slacker, but you know a little about a lot of things.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.aOzkoVf0mNSkZBtn]{Life Lessons}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.2fU3nI68oi5ScziC]{Totally Chill}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks} or @UUID[Compendium.cyphersystem-compendium.abilities.uhC4ubTGfhkNvIMX]{Improvise}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.aOzkoVf0mNSkZBtn]{Life Lessons}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.nOuOE3EkrNr81pSq]{Greater Skill With Defense}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.4necR0YTsaij4ojD]{Greater Enhanced Potential}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.wztu6KcpILxwlFTU]{Drawing on Life’s Experiences} or @UUID[Compendium.cyphersystem-compendium.abilities.Mac5S0sQe9Muf4Mv]{Quick Wits}

GM Intrusions: New situations are confounding and stressful. Past actions (or inactions) come back to haunt the character.

Drives Like A Maniac

Whether balancing on two wheels, jumping another vehicle, or driving head-on toward an oncoming enemy car, you don’t think about the risks when you’re behind the wheel.

Someone who Drives Like a Maniac needs access to a vehicle.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.DCuOpij3sNomBe1a]{Driver}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.1fu5C9JHmORmWTR8]{Driving on the Edge}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.lY7NaxsFxt1XZVk5]{Car Surfer}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.HHcC89OKZACgLB8Y]{Stare Them Down}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.hQx9SoUhY6jzUeTW]{Expert Driver} or @UUID[Compendium.cyphersystem-compendium.abilities.QH3l6ojVnasZm5U8]{Enhanced Speed Edge}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.EQXA8Gcwdc7dU8lw]{Sharp-Eyed}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.tuofJSTVjOEwRUem]{Enhanced Speed}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.vVax9KyZ3U4Wpok8]{Something in the Road}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.qKDngpAWNEzhdRj5]{Trick Driver} or @UUID[Compendium.cyphersystem-compendium.abilities.58CLKxSLgaT6W6Cj]{Lethal Damage}

GM Intrusions: The engine develops a knock. The bridge on the road ahead is out. The windshield shatters. Someone unexpectedly runs in front of the vehicle.

Emerged From the Obelisk

Your body, hard as crystal, gives you a suite of unique abilities, gained after an interaction with a floating crystalline obelisk.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.bzeuikGxbM7noj2z]{Crystalline Body}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.UCR0rx32kEsTcgnF]{Hover}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.QsXOz48JgyXYEEqS]{Inhabit Crystal} or @UUID[Compendium.cyphersystem-compendium.abilities.4Fe5z4FD71eHlbbd]{Immovable}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.hIWg9VFNnYnrknAu]{Crystal Lens}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.ucsscEpO5L2gIYZg]{Resonant Frequency}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.bY52t6eGONKu8Kr4]{Resonant Quake} or @UUID[Compendium.cyphersystem-compendium.abilities.tR2v2vMu3TgN21OJ]{Return to the Obelisk}

GM Intrusions: Cyphers and artifacts react unexpectedly in the character’s hands.

Employs Magnetism

You command metal and the power of magnetism.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.p2JmtbtuzscW1ogs]{Move Metal}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.MK2dp11krszjDsyc]{Repel Metal}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.0XSuUGS0UyrhiW44]{Destroy Metal} or @UUID[Compendium.cyphersystem-compendium.abilities.4v5pXMwFeB7xQzME]{Guide Bolt}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.n985WYLPzj2XqBry]{Magnetic Field}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.uN2YVmNxkFj3SFof]{Command Metal}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.fruWNFBBNLpcGLaC]{Diamagnetism} or @UUID[Compendium.cyphersystem-compendium.abilities.SZtOjKk7ScShJT6G]{Iron Punch}

GM Intrusions: The metal twists, bends, or produces shrapnel. A lapse in concentration might cause something to slip or drop at just the wrong time.

Entertains

You perform, mostly for the benefit of others.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.rfsCCpxcsjc8hr60]{Levity}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.oilgQ4oM02Pa0eNp]{Inspiration}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.eEGFknWQZUBNXn99]{Knowledge Skills} or @UUID[Compendium.cyphersystem-compendium.abilities.4necR0YTsaij4ojD]{Greater Enhanced Potential}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.CLObcsu2DKKKhzyK]{Calm}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.Eez3uExkDA20XJg3]{Able Assistance}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.kZ3LhhYZKrcnBplY]{Master Entertainer} or @UUID[Compendium.cyphersystem-compendium.abilities.xRIDlrBzTXVYC5rh]{Vindictive Performance}

GM Intrusions: The audience is annoyed or offended. Musical instruments break. Paints dry in their pots. The words to a poem or song are forgotten.

Note: Erratum

It seems that the tier 2 ability is supposed to be @UUID[Compendium.cyphersystem-compendium.abilities.DLxDL49VjUEMAjxZ]{Inspiring Ease} instead of Inspiration.

Exists in Two Places at Once

You exist in two places at once.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.P1jQZdPIrxo4wNlr]{Duplicate}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.PRh7n2VLXyRa4il9]{Share Senses}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.FwEUY43Q8EMVCCsL]{Superior Duplicate} or @UUID[Compendium.cyphersystem-compendium.abilities.oEubmS7pZ3zFK8uJ]{Resilient Duplicate}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.nVFRDMhuWDrdve4F]{Damage Transference}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.jmjxGRJTwztzBtLc]{Coordinated Effort}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.rsYzxCchklPSFAp7]{Multiplicity} or @UUID[Compendium.cyphersystem-compendium.abilities.oEubmS7pZ3zFK8uJ]{Resilient Duplicate}

GM Intrusions: Perceiving the world from two different places disorients the character, causing momentary vertigo, nausea, or confusion.

Exists Partially Out of Phase

A bit translucent, you’re slightly out of phase and can move through solid objects.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.g0SqMvb020tiTQ48]{Walk Through Walls}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.2j6Hqr2Y8Xbz97c4]{Defensive Phasing}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.cJB7wj5okdPZuRNb]{Phased Attack} or @UUID[Compendium.cyphersystem-compendium.abilities.MFBq4Fc432FS6nkX]{Phase Door}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.Kk9lHkiaqsr3pUmk]{Ghost}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.QLRztjFH4YetYM6l]{Untouchable}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.xHLPf1FETmn06aA8]{Enhanced Phased Attack} or @UUID[Compendium.cyphersystem-compendium.abilities.ptH3O4GES71CClGO]{Phase Foe}

GM Intrusions: The character is sent phasing into an unexpected dimension. The character becomes lost in a large solid.

Explores Dark Places

You’re the archetypal treasure hunter, scavenger, and finder of lost things.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.MwDYD8V1CJv8w9rR]{Superb Explorer}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.aJ1T8XqGF38vyzV2]{Superb Infiltrator}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.xskKzxBoGvSrje4e]{Eyes Adjusted}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.LdHCwZcifnRRuPrp]{Nightstrike} or @UUID[Compendium.cyphersystem-compendium.abilities.JhBTTC5ZUTT8NvUA]{Slippery Customer}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.5t5EIoGSan3pQ08D]{Hard-Won Resilience}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.xRvaY8SG4HVy5WO8]{Dark Explorer}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.XRXQwJplJrm7onbN]{Blinding Attack} or @UUID[Compendium.cyphersystem-compendium.abilities.2asT0zvk1kw5hC1v]{Embraced by Darkness}

GM Intrusions: Possessions fall out of pockets or bags in the dark; maps get lost; information gained fails to include an important detail.

Fights Dirty

You’ll do anything to win a fight: bite, scratch, kick, trick, and worse.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.VAGafmOiBpvU2eq0]{Tracker}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.gwMRhz3h9zxbVQXt]{Stalker}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.sHdBJdVshvtAqz1K]{Sneak}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.FEkLEYwk7r9KE7oC]{Quarry}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.7Gxuqkwo4i47yHe3]{Betrayal} or @UUID[Compendium.cyphersystem-compendium.abilities.uG2ACHNAPoZirp0b]{Surprise Attack}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.R9WffstnihzBuuvW]{Mind Games}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.gNRMG3mJTzWaCGph]{Capable Warrior}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.vhGEeFVgyqX1gzRr]{Using the Environment}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.Z4QcjOxgltEJPm96]{Twisting the Knife} or @UUID[Compendium.cyphersystem-compendium.abilities.KNElOxbWobS1ygLv]{Murderer}

GM Intrusions: People look poorly upon those who cheat or fight without honor. Sometimes a dirty trick backfires.

Fights With Panache

You’re a swashbuckling daredevil who fights with flamboyant style that’s entertaining to watch.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.b8rtgyatE8o9FaRS]{Attack Flourish}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.GQeO9RXVzeriLsfy]{Quick Block}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.ra0A8MtQjZEYhJPr]{Acrobatic Attack} or @UUID[Compendium.cyphersystem-compendium.abilities.tmrSKjGmjbxfIqPI]{Flamboyant Boast}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.3JWMtJBjf3oUWaxP]{Block for Another}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.jaGs9nmLaywdRMUN]{Fast Kill}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.vhGEeFVgyqX1gzRr]{Using the Environment}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.cuK7oPGFdlOPoc44]{Agile Wit} or @UUID[Compendium.cyphersystem-compendium.abilities.G5bTthwpEf5azVHA]{Return to Sender}

GM Intrusions: The display comes off looking silly, clumsy, or unattractive.

Flies Faster Than a Bullet

You can fly, and you’re superstrong, hard to hurt, and fast too. Is there anything you can’t do?

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.UCR0rx32kEsTcgnF]{Hover}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.4necR0YTsaij4ojD]{Greater Enhanced Potential}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.sPheWt9emoY3PCA8]{Hidden Reserves} or @UUID[Compendium.cyphersystem-compendium.abilities.rYyymKUc0QKWdNsy]{See Through Matter}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.Zps9ZUc9RD1mRDEK]{Blink of an Eye}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.s68x7VxwueUkCkOg]{Up to Speed}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.sbGo2i4oqy1aUeQ6]{Not Dead Yet}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.IUlsD8Zxp8AYbO4h]{Burning Light} or @UUID[Compendium.cyphersystem-compendium.abilities.NMgopYfoagESHtea]{Ignore Affliction}

GM Intrusions: A nemesis finds the character. A strange material is found to nullify the character’s abilities.

Focuses Mind Over Matter

You can telekinetically move objects with your mind without physically touching them.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.LODZEYtmmBN5D9zZ]{Divert Attacks}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.xDn74LRD6xlMUqj2]{Telekinesis}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.gyZd83dgvZnQrmbb]{Cloak of Opportunity} or @UUID[Compendium.cyphersystem-compendium.abilities.bvqDafTBMB7Uo9Qj]{Enhance Strength}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.loOJI9ZakIwGrmW1]{Apportation}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.8wSx2qtKXq0dWxId]{Psychokinetic Attack}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.iEOf9IkbHU8oBOMm]{Improved Apportation} or @UUID[Compendium.cyphersystem-compendium.abilities.YFbC1HRis4SpZgrS]{Reshape}

GM Intrusions: One mental slip, and moving objects drop or fragile objects break. Sometimes the wrong item moves, falls, or breaks.

Note: Erratum

It seems that the tier 1 ability is supposed to be @UUID[Compendium.cyphersystem-compendium.abilities.YcDF62pED8waUtry]{Deflect Attacks} instead of Divert Attacks.

Fuses Flesh and Steel

Your body is part machine.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.dPFQTFRzv7D7PYKq]{Enhanced Body}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.4dTGeclZRVjzn5tT]{Interface}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.syiylO75dZlcUp3i]{Sensing Package} or @UUID[Compendium.cyphersystem-compendium.abilities.NFsoXUQaq3I5h2UY]{Weaponization}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.42sPqHxJEybiZ6Vh]{Fusion}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.Uk6ceaEWFjcoHNTI]{Deep Reserves}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.laxdkyrDuOhxfWKc]{Mind Surge} or @UUID[Compendium.cyphersystem-compendium.abilities.fkedtvx6UakJPOZN]{Ultra Enhancement}

GM Intrusions: People in most societies are afraid of someone who is revealed to have mechanical parts.

Fuses Mind and Machine

Electronic aids implanted in your brain make you a mental powerhouse.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.7GsuhcRTpDX0d1em]{Enhanced Intellect}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.eEGFknWQZUBNXn99]{Knowledge Skills}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.2GicRKJcPO3hmlwD]{Network Tap}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.GK0o4fjCtxgAP269]{Action Processor} or @UUID[Compendium.cyphersystem-compendium.abilities.dLJ0B35UlB5wxCf4]{Machine Telepathy}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.34Ycb9VK8JwHgSl4]{Greater Enhanced Intellect}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.eEGFknWQZUBNXn99]{Knowledge Skills}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.MA2Pwhbpbq2SSIQy]{See the Future}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.teF5kZpAuRfZKfxn]{Machine Enhancement} or @UUID[Compendium.cyphersystem-compendium.abilities.laxdkyrDuOhxfWKc]{Mind Surge}

GM Intrusions: Machines malfunction and shut down. Powerful machine intelligences can take control of lesser thinking machines. Some people don’t trust a person who isn’t fully organic.

Grows to Towering Heights

For brief periods, you can grow larger and, with enough experience, to towering heights.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.HDYOv1V10xpFbFI7]{Enlarge}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.HoUOwIPfKTlxyQH0]{Freakishly Large}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.GmMePJHTRl6PshR6]{Bigger}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.wifCvRG9OhsTDT30]{Advantages of Being Big}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.uNzF1oQKJ6T1yqL4]{Huge} or @UUID[Compendium.cyphersystem-compendium.abilities.WuNUt6ltWGDdjNLS]{Throw}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.48i5ybVtZaTlFLJf]{Grab}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.0XYaYNoQzrYYKR4p]{Gargantuan}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.hbbPZIjq81Qqdp6i]{Colossal} or @UUID[Compendium.cyphersystem-compendium.abilities.58CLKxSLgaT6W6Cj]{Lethal Damage}

GM Intrusions: Rapid growth knocks over furnishings or smashes through ceilings or hanging lights. An enlarged character breaks through the floor.

Helps Their Friends

You love your friends and help them out of any difficulty, no matter what.

Type Swap Option: Advice From a Friend

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.lZCAKgP966BuU4uF]{Friendly Help}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.YvPBxDxLz16Usm7m]{Courageous}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.QGSHCRW46vn5Xdwu]{Weather the Vicissitudes}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.knh2MWMhCgqOjWYD]{Buddy System} or @UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.RgosWDt0hkosbVQr]{In Harm’s Way}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.MwVDTy2Rx1V7Tyly]{Enhanced Physique}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.FiSwskgQGBjp4IhZ]{Inspire Action}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.1tkQKo32UKxTUUPn]{Deep Consideration} or @UUID[Compendium.cyphersystem-compendium.abilities.CtRvLxfUlCynJv1B]{Skill With Defense}

GM Intrusions: Others sometimes have ulterior motives. The law takes an undue interest. Even when everything goes right, repercussions follow.

Howls at the Moon

For brief periods, you become a fearsome and powerful creature with control issues.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.8DXGUr433iXaVCSv]{Beast Form}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.wIOwT1tjGLMYzZAb]{Controlled Change}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.NIePQkLH2DTVjZR2]{Bigger Beast Form} or @UUID[Compendium.cyphersystem-compendium.abilities.Ee8QC6fkRvD1yw6h]{Greater Beast Form}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.wqzexDdZolWgxAza]{Greater Controlled Change}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.A9uQnidn6SKTNHJA]{Enhanced Beast Form}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.58CLKxSLgaT6W6Cj]{Lethal Damage} or @UUID[Compendium.cyphersystem-compendium.abilities.85DCcEDqvz6A0LkD]{Perfect Control}

GM Intrusions: The change happens in an uncontrolled fashion. People are terrified of monsters.

Hunts

You are a stalking hunter who excels at bringing down your selected quarry.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.b8rtgyatE8o9FaRS]{Attack Flourish}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.VAGafmOiBpvU2eq0]{Tracker}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.FEkLEYwk7r9KE7oC]{Quarry}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.sHdBJdVshvtAqz1K]{Sneak}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.aBfj6w1y6noOzB7d]{Horde Fighting} or @UUID[Compendium.cyphersystem-compendium.abilities.57txEIyzuPUQOqVP]{Sprint and Grab}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.uG2ACHNAPoZirp0b]{Surprise Attack}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.LE8NtDKG9TzXBv5B]{Hunter’s Drive}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.oroWEBbp3cvrYwH9]{Greater Skill With Attacks} or @UUID[Compendium.cyphersystem-compendium.abilities.ENO71nxs3MSKzvq6]{Multiple Quarry}

GM Intrusions: The quarry notices the character. The quarry isn’t as vulnerable as it seemed.

Infiltrates

Subtlety, guile, and stealth allow you to get in where others can’t.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.QAdh0yZBjJsHdJjD]{Stealth Skills}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.WUY75HFAqAu1i9ku]{Sense Attitudes}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.vFc52xBtBp69WglW]{Impersonate}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.LFiTEQpWhXBgIZWb]{Flight Not Fight}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.ZB80ZclRSzEcr4o1]{Awareness} or @UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.wvlSlYCJyrJuFqtn]{Invisibility}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.N0OZaNOIbHTiWDL1]{Evasion}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.3SiJ5Drao8XtmgzV]{Brainwashing} or @UUID[Compendium.cyphersystem-compendium.abilities.jrTEtAhE6GfLW7R4]{Spring Away}

GM Intrusions: Spies are treated harshly when caught. Allies disavow infiltrators who get caught. Some secrets are better left unknown.

Interprets the Law

You excel at winning others over to your views.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.EbnGDC61relhYaib]{Opening Statement}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.xBQM1AmjmcjmPDDD]{Knowledge of the Law}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.2GwH3ugd7aHrWZRz]{Debate}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.Eez3uExkDA20XJg3]{Able Assistance} or @UUID[Compendium.cyphersystem-compendium.abilities.FQPA8oY3xiZIL6aG]{Enhanced Intellect Edge}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.Hw16NpdbdJOqVF4z]{Castigate}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.kcXnkEBuyNil4Nd4]{No One Knows Better}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.4necR0YTsaij4ojD]{Greater Enhanced Potential} or @UUID[Compendium.cyphersystem-compendium.abilities.pGJIwlCJDib2Splm]{Legal Intern}

GM Intrusions: Onlookers react badly to a know-it-all. A distraction or interruption throws the character’s argument off the rails.

Is Idolized by Millions

You’re a celebrity and most people adore you.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.ZK4CUb9HH4J5A8IN]{Entourage}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.zGoUoC6i0f1SbUqE]{Celebrity Talent}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.6QXGJBsJPDFgcdq5]{Perks of Stardom}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.b776WTF2u1roh3n0]{Incredible Health} or @UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.mUhnX0UmEw2BROkI]{Captivate With Starshine}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.ETGBAqAc1ApFH5cx]{Expert Follower}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.1W0sBVHxG7LESCPl]{Do You Know Who I Am?}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.zZYSSAFXtJcuezxM]{Transcend the Script} or @UUID[Compendium.cyphersystem-compendium.abilities.0IlHHY1ktkN2L5Sp]{Improved Companion}

GM Intrusions: Fans are endangered or hurt on your behalf. Someone in your entourage betrays you. Your show, tour, contract, or other event is canceled. The media posts photos of you in an embarrassing situation.

Is Licensed to Carry

You carry a gun and you know how to use it in a fight.

Although Is Licensed to Carry is designed with modern firearms in mind, it could apply to flintlock weapons, futuristic laser blasters, or other ranged weapons.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.1SBd1jm66eSo4eHn]{Gunner}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.wAbsUj5mHZatr3JG]{Practiced With Guns}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.Mbq7D0u4Vee0NKYz]{Careful Shot}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.I8N5PUMy5Eq7cqZl]{Trained Gunner} or @UUID[Compendium.cyphersystem-compendium.abilities.UlQ7w5iD57Hfdzce]{Damage Dealer}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.oNk0Nhle1XwBhOvp]{Snap Shot}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.WrJDw2X8JHcljjP4]{Arc Spray}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.BM6YnBez7sVnrGUh]{Special Shot} or @UUID[Compendium.cyphersystem-compendium.abilities.58CLKxSLgaT6W6Cj]{Lethal Damage}

GM Intrusions: Misfire or jam! The attack fails and the action is lost, plus an additional action is needed to fix the problem.

Is Wanted by the Law

“WANTED, DEAD OR ALIVE” posters (or their equivalent) have appeared featuring your face. It’s up to you whether it’s a mistake that snowballed out of control or you actually would kill someone just for looking at you.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.tuofJSTVjOEwRUem]{Enhanced Speed}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.UyQTRi5ZwWU5tMO0]{Danger Sense}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.uG2ACHNAPoZirp0b]{Surprise Attack}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.DMBJEypEWuAS2lai]{Outlaw Reputation} or @UUID[Compendium.cyphersystem-compendium.abilities.36nlDXhOP5e5dfns]{Successive Attack}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.jaGs9nmLaywdRMUN]{Fast Kill}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.fD8yD0pGCMdOJkGb]{Band of Desperados}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.sbGo2i4oqy1aUeQ6]{Not Dead Yet} or @UUID[Compendium.cyphersystem-compendium.abilities.58CLKxSLgaT6W6Cj]{Lethal Damage}

GM Intrusions: Most people do not take well to discovering a wanted outlaw in their midst.

Keeps a Magic Ally

An allied magic creature bound to an object (such as a minor djinn in a lamp, or a ghost in a pipe) is your friend, protector, and weapon.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.9Kag2UMn6Wdxq4Zo]{Bound Magic Creature}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.PCTUkuALVb0GdTCe]{Object Bond}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.1KjY8D1dvLc3NuUv]{Hidden Closet}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.l0OFjk5XVGV5LzP1]{Minor Wish} or @UUID[Compendium.cyphersystem-compendium.abilities.cGcblQ2qvyHM02kY]{Mount}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.QxOsAHpd8ZkEXI5u]{Improved Object Bond}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.m2j3n3xiExLcXAAn]{Moderate Wish}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.Aprz5cRtdgiAIYUM]{Object Bond Mastery} or @UUID[Compendium.cyphersystem-compendium.abilities.V7npSeuqG3JI4Dvv]{Trust to Luck}

GM Intrusions: The creature unexpectedly disappears into its bound object. The bound object cracks. The creature disagrees and doesn’t do as asked. The creature says it’s leaving unless a task is performed for it.

Leads

Your natural leadership capability allows you to command others, including a loyal band of followers.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.FDUGlu7DZhdfxH2P]{Natural Charisma}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.DmnRMTfHYaeoYFVu]{Good Advice}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.RnK2bmvUb7RIVPSA]{Enhanced Potential}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.4XwwFeGO5haHxvQs]{Basic Follower}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.zTsjsWVgzjQzl2MW]{Advanced Command} or @UUID[Compendium.cyphersystem-compendium.abilities.ETGBAqAc1ApFH5cx]{Expert Follower}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.8EMTH3JCrC5Vjt63]{Captivate or Inspire}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.4necR0YTsaij4ojD]{Greater Enhanced Potential}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.KpbEHKNSEycVB1GU]{Band of Followers} or @UUID[Compendium.cyphersystem-compendium.abilities.qbXP6HlN56bPt7cq]{Mind of a Leader}

GM Intrusions: Followers fail, betray, lie, become corrupted, get kidnapped, or die.

Learns Quickly

You deal with bad situations as they arise, learning new lessons each time.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.7GsuhcRTpDX0d1em]{Enhanced Intellect}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.0xVoKhKKvzxIbtJD]{There’s Your Problem}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.YCwy44WnpusEYN7g]{Quick Study}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.qgholblGXKQri99M]{Hard to Distract}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.FQPA8oY3xiZIL6aG]{Enhanced Intellect Edge} or @UUID[Compendium.cyphersystem-compendium.abilities.dVh39nh5ARUxreUc]{Flex Skill}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.dIK67k9aoBbFBnkf]{Pay It Forward}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.7GsuhcRTpDX0d1em]{Enhanced Intellect}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.2LaX22wvw35lDger]{Learned a Few Things}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.EE1xCQ3OvCrdrG6z]{Two Things at Once} or @UUID[Compendium.cyphersystem-compendium.abilities.CtRvLxfUlCynJv1B]{Skill With Defense}

GM Intrusions: Accidents and mistakes are great teachers.

Lives in the Wilderness

You can survive in badlands where others perish.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.KqV5RSzOU3S3NK51]{Wilderness Life}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.wHcuP6T7Ti6j5Y8C]{Enhanced Might}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.vFQaDsHzJpTSV8Tw]{Living Off the Land}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.Db7aRY4t1mwRpcoL]{Wilderness Explorer}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.KAAezRI2l8rdp1NS]{Animal Senses and Sensibilities} or @UUID[Compendium.cyphersystem-compendium.abilities.Ja8ebgq2RDQryN62]{Wilderness Encouragement}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.CBdIPMJ2oOOesmod]{Wilderness Awareness}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.pfZzabIIEuU4kSH3]{The Wild Is on Your Side}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.Wj6oHOvnZkZjulwI]{One With the Wild} or @UUID[Compendium.cyphersystem-compendium.abilities.TRdK7RJBkq8WW4np]{Wild Camouflage}

GM Intrusions: People in cities and towns sometimes disparage those who look (and smell) like they live in the wilds, as if they were ignorant or barbaric.

Looks for Trouble

You’re a scrapper and love a good fight.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.Hgr8QZmzjXmYorfs]{Fists of Fury}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.XseI77zSp7iHkEWq]{Wound Tender}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.qp1jDaFiRR5xPPMn]{Protector}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.tFhd4dEGikOd1g1K]{Straightforward}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks} or @UUID[Compendium.cyphersystem-compendium.abilities.4necR0YTsaij4ojD]{Greater Enhanced Potential}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.2K3b6cTuLEGZfYqa]{Knock Out}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.kNSRytTtQX0rU3aE]{Mastery With Attacks}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.R9KnCCvGoEHvV1p0]{Greater Enhanced Might} or @UUID[Compendium.cyphersystem-compendium.abilities.58CLKxSLgaT6W6Cj]{Lethal Damage}

GM Intrusions: Weapons break or fly from even the strongest grip. Brawlers trip and fall. Even the battlefield can work against you with things falling or collapsing.

Loves the Void

When it’s just you, your spacesuit, and the panorama of stars wheeling out forever and always, you are at peace.

Type Swap Option: @UUID[Compendium.cyphersystem-compendium.abilities.geCiPXMF2sIRJ68U]{Have Spacesuit, Will Travel}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.zgcoMEc4j2MjpDhC]{Vacuum Skilled}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.GfDLA0qSvqhqzIbL]{Microgravity Adept}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.QH3l6ojVnasZm5U8]{Enhanced Speed Edge}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.MwVDTy2Rx1V7Tyly]{Enhanced Physique}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.q73VWJY2cmWxRcYx]{Space Fighting} or @UUID[Compendium.cyphersystem-compendium.abilities.rqC9cEmRkvm29N56]{Fusion Armor}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.U2QV8t7Pq9irgHqF]{Silent As Space}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.JJ9nWmcBIlfyNDfe]{Push Off and Throw}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.iIy1HDd9yUl07AYo]{Microgravity Avoidance}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.w3HN2nZBTo5mLJcM]{Weightless Shot} or @UUID[Compendium.cyphersystem-compendium.abilities.cbXNxvPdWEbKF6nA]{Reactive Field}

GM Intrusions: Spacesuits develop glitches. Air refill cartridges sometimes misreport capacity. Micrometeorites are common in space.

Masters Defense

You use protective equipment and practiced techniques to avoid becoming hurt in a fight.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.EheuStXUDPojVmT5]{Shield Master}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.gS1X6POaKLjNlHsI]{Sturdy}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.o2ZDoteWQsFsqTJr]{Practiced in Armor}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.zLJYM2OiFVIsuz3P]{Dodge and Resist} or @UUID[Compendium.cyphersystem-compendium.abilities.E1YiGcXAYOjHXoAd]{Dodge and Respond}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.2AIQhz00HyZhY7wM]{Tower of Will}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.4eCjeGPA0ovnwIfu]{Experienced in Armor}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.lGbieMmnuoqsl4Jz]{Nothing but Defend}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.i5n7BaFjTo6W35f9]{Defense Master} or @UUID[Compendium.cyphersystem-compendium.abilities.B6SEeGr5kxLAgvvq]{Wear It Well}

GM Intrusions: Shields break when hit, as do weapons used to parry. Armor straps break.

Masters Spells

By specializing in spellcasting and keeping a spellbook, you can quickly cast spells of arcing lightning, rolling fire, creeping shadow, and summoning.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.EyAIsiqJGCspQFcu]{Arcane Flare}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.Yg6jEM07HAccDcNC]{Ray of Confusion}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.NgHLZq3tZ3CFJvYv]{Fire Bloom} or @UUID[Compendium.cyphersystem-compendium.abilities.wEWyNKnVgVOjsyms]{Summon Giant Spider}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.2t9oGZRuFhLCKjsa]{Soul Interrogation}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.ZK9Ruc53rKBqU93i]{Granite Wall}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.LnZkUlKUuuD7iW3P]{Summon Demon} or @UUID[Compendium.cyphersystem-compendium.abilities.Gsre3acJaxhGBa0S]{Word of Death}

GM Intrusions: The spell goes wrong. The summoned creature turns on the caster. A rival spellcaster is drawn to the magic use.

Masters the Swarm

Insects. Rats. Bats. Even birds. You master one type of small creature that obeys you.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.ZEcFnsNXgcozJElT]{Influence Swarm}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.hIxPlDRbNqallNiu]{Control Swarm}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.CEscdPwUrBpzUeS0]{Living Armor} or @UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.gLxVxCSix441TyKq]{Call Swarm}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.rUzrjRuT2nfEdCaJ]{Gain Unusual Companion}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.iQhBPww1s4wRZcDz]{Deadly Swarm} or @UUID[Compendium.cyphersystem-compendium.abilities.CtRvLxfUlCynJv1B]{Skill With Defense}

GM Intrusions: A command is misunderstood. Control is erratic or is lost. Bites and stings are not uncommon for masters of the swarm.

Masters Weaponry

You are a master user of a particular type of weapon, be it a sword, whip, dagger, gun, or something else.

Someone who Masters Weaponry might have additional equipment, including a high- quality weapon.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.J0fj73TfCu4aSdVL]{Weapon Master}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.qBTIXXJt2Ahn8UYh]{Weapon Crafter}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.6Xs3fyaANQDWXRoc]{Weapon Defense}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.YA5P5CBNr5NSmY6z]{Rapid Attack} or @UUID[Compendium.cyphersystem-compendium.abilities.7rjeYt5hNhkvqK9w]{Disarming Strike}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.imWLlYQs4LTaCTdS]{Never Fumble}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.mhgFWIDr0QuCHRIF]{Extreme Mastery}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.KNElOxbWobS1ygLv]{Murderer} or @UUID[Compendium.cyphersystem-compendium.abilities.6P1CJvVMot3Y2xj0]{Deadly Strike}

GM Intrusions: Weapons break. Weapons can be stolen. Weapons can be dropped or forced out of your hand.

Metes Out Justice

You right wrongs, protect the innocent, and punish the guilty.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.Zu06akqnHdCvoR0W]{Make Judgment}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.tjxKTFdA8gqZDP90]{Designation}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.5jGN9GicKYIAneKQ]{Defend the Innocent}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.3fMzqFFQ1rLtbVrd]{Improved Designation}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.bz04IOSkdP3zcRMD]{Defend All the Innocent} or @UUID[Compendium.cyphersystem-compendium.abilities.iGRECL13bqrSSF7P]{Punish the Guilty}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.RESKINMA0INj60Rc]{Find the Guilty}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.QgnoEdKZ50u4JZoL]{Greater Designation}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.KVOFCKWKmUrqAe7v]{Punish All the Guilty}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.JH40M99RAN6IZWze]{Damn the Guilty} or @UUID[Compendium.cyphersystem-compendium.abilities.Kf09KYdZqG6dNTFC]{Inspire the Innocent}

GM Intrusions: Guilt or innocence can be complicated. Some people resent the presumption of a self-appointed judge. Passing judgment makes enemies.

Moves Like a Cat

Lithe, flexible, and graceful, you move quickly and smoothly, and never seem to be where danger is.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.Qsi6Iw5YCcY8jmNx]{Greater Enhanced Speed}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.tJiXzKX4gf0GNV6V]{Balance}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.tC7wmZwlZcQy5Vd0]{Movement Skills}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.g0Ewv5wBooSFYOlH]{Safe Fall}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.leUaFf4AxYJwwOHt]{Hard to Hit}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.QH3l6ojVnasZm5U8]{Enhanced Speed Edge} or @UUID[Compendium.cyphersystem-compendium.abilities.Qsi6Iw5YCcY8jmNx]{Greater Enhanced Speed}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.JlYk5UNZEUzzO8Js]{Quick Strike}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.2CrV3a9S1yzOXBOJ]{Slippery}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.mSNoWynky7DMz7ln]{Perfect Speed Burst} or @UUID[Compendium.cyphersystem-compendium.abilities.Qsi6Iw5YCcY8jmNx]{Greater Enhanced Speed}

GM Intrusions: Even a cat can be clumsy. A jump isn’t quite as easy as it looks. An escape move is so overzealous that it sends the character right into harm’s way.

Moves Like the Wind

You can move so fast that you become a blur.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.Qsi6Iw5YCcY8jmNx]{Greater Enhanced Speed}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.Sg5WeSF04CYNEecl]{Fleet of Foot}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.leUaFf4AxYJwwOHt]{Hard to Hit}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.8LHIZs9gEAd02tId]{Speed Burst} or @UUID[Compendium.cyphersystem-compendium.abilities.Qsi6Iw5YCcY8jmNx]{Greater Enhanced Speed}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.Zps9ZUc9RD1mRDEK]{Blink of an Eye}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.NhNvpbUWNRIFEm8b]{Hard to See}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.mSNoWynky7DMz7ln]{Perfect Speed Burst} or @UUID[Compendium.cyphersystem-compendium.abilities.0wVk3CszKCJQfp0Q]{Incredible Running Speed}

GM Intrusions: Surfaces can be slick or offer hidden obstacles. The movement of other creatures can be unpredictable, and the character might run into them.

Murders

You’re an assassin, whether by trade, by inclination, or because it was that or be killed yourself. (Someone who Murders might have additional equipment, including three doses of a level 2 blade poison that inflicts 5 points of damage.)

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.uG2ACHNAPoZirp0b]{Surprise Attack}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.rYaAyFLmCAAwZi0s]{Assassin Skills}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.y2eUnbkzxOeoe9w6]{Quick Death}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.369RISHwqzRXkwEG]{Infiltrator}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.ZB80ZclRSzEcr4o1]{Awareness} or @UUID[Compendium.cyphersystem-compendium.abilities.AQQzctwqPJPUTRbb]{Poison Crafter}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.tbeFzIPGuAjRBpKM]{Better Surprise Attack}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.UlQ7w5iD57Hfdzce]{Damage Dealer}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.FzJe2XEwhtUajTWI]{Escape Plan} or @UUID[Compendium.cyphersystem-compendium.abilities.KNElOxbWobS1ygLv]{Murderer}

GM Intrusions: Most people do not react well to a professional killer.

Needs No Weapon

Powerful punches, kicks, elbows, knees, and full body movements are all the weapons you need.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.Hgr8QZmzjXmYorfs]{Fists of Fury}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.K33ayv0NcktuV53N]{Flesh of Stone}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.p61Ycyc7lVZQXupO]{Advantage to Disadvantage}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.JJKRrcU5L1yM9y90]{Unarmed Fighting Style}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.mGv7zlZu1wtNCQXQ]{Moving Like Water} or @UUID[Compendium.cyphersystem-compendium.abilities.4necR0YTsaij4ojD]{Greater Enhanced Potential}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.LODZEYtmmBN5D9zZ]{Divert Attacks}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.eQIPJk2xcFGfDr3H]{Stun Attack}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.S4PaEqmYjg4TGoG3]{Master of Unarmed Fighting Style} or @UUID[Compendium.cyphersystem-compendium.abilities.58CLKxSLgaT6W6Cj]{Lethal Damage}

GM Intrusions: Striking certain foes hurts you as much as it hurts them. Opponents with weapons have greater reach. Complicated martial arts moves can knock you off balance.

Never Says Die

You never quit, can shrug off a beating, and always come back for more.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.UtFc3e4grYyCQneH]{Improved Recovery}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.wXV7JxEmZDlBvRKO]{Push on Through}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.JuOmZXMt1T3tQUZ8]{Ignore the Pain}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.R0UuZ32vmmeFbSMV]{Blood Fever} or @UUID[Compendium.cyphersystem-compendium.abilities.sPheWt9emoY3PCA8]{Hidden Reserves}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.iyM2N9G0RLlj6BZ7]{Increasing Determination} or @UUID[Compendium.cyphersystem-compendium.abilities.3VJyYtECl0wKQj2p]{Outlast the Foe}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.sbGo2i4oqy1aUeQ6]{Not Dead Yet}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.5HNZcrij9mgEmvAR]{Final Defiance} or @UUID[Compendium.cyphersystem-compendium.abilities.NMgopYfoagESHtea]{Ignore Affliction}

GM Intrusions: Sometimes, it’s equipment or weapons that give out.

Operates Undercover

Under the guise of someone else, you seek to find answers the powerful do not want divulged.

Someone who Operates Undercover might have additional equipment that includes a disguise kit.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.PK6oiYXgdP7KaGgi]{Investigate}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.eYHlYyVDj3odrAFJ]{Disguise}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.6ILcTvACqDdLVpc8]{Agent Provocateur} or @UUID[Compendium.cyphersystem-compendium.abilities.ZuX6gykVtKxiBAxR]{Run and Fight}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.MzKqElUHuTtHkV7D]{Pull a Fast One}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.bgaCXtvlT0zWmAIA]{Using What’s Available}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.V7npSeuqG3JI4Dvv]{Trust to Luck} or @UUID[Compendium.cyphersystem-compendium.abilities.6P1CJvVMot3Y2xj0]{Deadly Strike}

GM Intrusions: Bad luck can ruin the best plans. Disguises fail. Allies are revealed to be agents, too.

Performs Feats of Strength

A muscled prodigy, you can haul incredible weight, hurl your body through the air, and punch through doors.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.cpXOBSLY03j89yOy]{Athlete}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.g1t5TxZXsNovIVTn]{Enhanced Might Edge}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.YQEECpNwDSFCFnCN]{Feat of Strength}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.PYD24TjoDAqbKAj8]{Iron Fist} or @UUID[Compendium.cyphersystem-compendium.abilities.WuNUt6ltWGDdjNLS]{Throw}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.R9KnCCvGoEHvV1p0]{Greater Enhanced Might}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.ARiNuZrnfFCvZAFd]{Brute Strike}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.R9KnCCvGoEHvV1p0]{Greater Enhanced Might} or @UUID[Compendium.cyphersystem-compendium.abilities.IFb8NX06xgWM7H98]{Jump Attack}

GM Intrusions: It’s easy to break delicate things or hurt someone accidentally.

Pilots Starcraft

You’re a crack starship pilot.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.Kk5nnC1EcYtqc3Fu]{Pilot}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.QgCWZia7gFicmEJr]{Flex Lore}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.h3G0Ven2SoaPCbk4]{Salvage and Comfort}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.hGbNYgkuIiZHomcJ]{Mentally Tough}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.12xO8QaEsTvEFUvY]{Expert Pilot}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.hIy0GMeL8WALvhEb]{Ship Footing} or @UUID[Compendium.cyphersystem-compendium.abilities.XkFsMa9e9IY2FRcN]{Machine Companion}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.x7YnN02GiwDQ09km]{Sensor Array}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.tuofJSTVjOEwRUem]{Enhanced Speed}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.YWMUeaNzao8n8pAc]{Like the Back of Your Hand}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.0q9alvmsQKKViN0r]{Incomparable Pilot}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.Yo2Z3EdYjx88jYnp]{Remote Control} or @UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks}

GM Intrusions: Starcraft get lost, break down, and are attacked in space. An alien stowaway is found.

Plays Too Many Games

Lessons, reflexes, and strategies you’ve learned by playing too many games have applications in the real world, where people who don’t play enough toil and live their dreary lives.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.qpBv7OxAcMAAtY2M]{Game Lessons}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.p3kh3XKzetkJTG1J]{Gamer}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.qEzcqbNhuJQuBagn]{Zero Dark Eyes}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.pMQT2QIL38XlhkxB]{Resist Tricks}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.QDSSTe5EGrBHjtnL]{Sniper’s Aim} or @UUID[Compendium.cyphersystem-compendium.abilities.QH3l6ojVnasZm5U8]{Enhanced Speed Edge}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.R9WffstnihzBuuvW]{Mind Games}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.7GsuhcRTpDX0d1em]{Enhanced Intellect}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.W0Jw19mWIycjIgmo]{Gamer’s Fortitude}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.laxdkyrDuOhxfWKc]{Mind Surge} or @UUID[Compendium.cyphersystem-compendium.abilities.dIUTe5O1jeA47zps]{Gaming God}

GM Intrusions: Missed attacks strike the wrong target. Equipment breaks. Sometimes people react negatively to someone who has lived most of their life in imaginary game worlds.

Rages

When you go berserk, everyone fears you.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.YGsGHp1rbu3Z7Kdd]{Frenzy}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.R9KnCCvGoEHvV1p0]{Greater Enhanced Might}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.tC7wmZwlZcQy5Vd0]{Movement Skills}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.NoC3yuqxU8yhPf47]{Power Strike} or @UUID[Compendium.cyphersystem-compendium.abilities.zEkA8MhrnJ5p9Io6]{Unarmored Fighter}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.hAVC1FOl7hwnuBpC]{Greater Frenzy}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.ltAq7qr8aaalOtJp]{Attack and Attack Again}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.4necR0YTsaij4ojD]{Greater Enhanced Potential} or @UUID[Compendium.cyphersystem-compendium.abilities.58CLKxSLgaT6W6Cj]{Lethal Damage}

GM Intrusions: It’s easy for a berserker to lose control and attack friend as well as foe.

Rides the Lightning

You create and discharge electrical power.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.3btRIiWxY8oMcVMo]{Shock}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.essJhO2eqoHmIQaa]{Charge}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.uh1t4rnkZ2jOCjHJ]{Bolt Rider}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.76HF09q7MdGek863]{Electric Armor} or @UUID[Compendium.cyphersystem-compendium.abilities.A6H8xi93t6Zrexz9]{Drain Charge}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.YDKULtvV0pMJDxi2]{Bolts of Power}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.etGUYa9dQSvjLvXX]{Electrical Flight}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.2TaqNf6bhxijKELX]{Flash Across the Miles} or @UUID[Compendium.cyphersystem-compendium.abilities.Bny0sFdqf40pJeOp]{Wall of Lightning}

GM Intrusions: Targets other than those intended are shocked. Objects explode.

Runs Away

Your first instinct is to run from danger, and you’ve gotten very good at it.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.10EqPrn9aONinEfm]{Go Defensive}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.tuofJSTVjOEwRUem]{Enhanced Speed}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.QVPmLa6CKwmH6vJZ]{Quick to Flee}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.0wVk3CszKCJQfp0Q]{Incredible Running Speed} or @UUID[Compendium.cyphersystem-compendium.abilities.Qsi6Iw5YCcY8jmNx]{Greater Enhanced Speed}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.iyM2N9G0RLlj6BZ7]{Increasing Determination}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.Mac5S0sQe9Muf4Mv]{Quick Wits}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.U33DbRwloywFlYfi]{Go to Ground}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.hKhwP85QeRGPW03G]{Burst of Escape} or @UUID[Compendium.cyphersystem-compendium.abilities.CtRvLxfUlCynJv1B]{Skill With Defense}

GM Intrusions: Quick movements sometimes lead to dropped items, slipping on uneven ground, or going the wrong way by accident.

Sailed Beneath the Jolly Roger

You sailed with a crew of dread pirates, but you’ve decided to end your days as a pirate and join some other cause. The question is, will your past let you go so easily?

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.JuOmZXMt1T3tQUZ8]{Ignore the Pain}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.IYt42xzsjesQyEfT]{Sailor}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.B4U7RiMrZElfOQyj]{Taking Advantage}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.1POQ4sFW5DLrmXhn]{Fearsome Reputation}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks} or @UUID[Compendium.cyphersystem-compendium.abilities.CtRvLxfUlCynJv1B]{Skill With Defense}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.oCcnXLYQy9DjwPJC]{Sea Legs}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.tC7wmZwlZcQy5Vd0]{Movement Skills}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.5rgcPJXpCcB5VJ1m]{Lost in the Chaos}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.AsmIgvoIRPEtuzkh]{Duel to the Death} or @UUID[Compendium.cyphersystem-compendium.abilities.36nlDXhOP5e5dfns]{Successive Attack}

GM Intrusions: The dangers of the high seas are many, including severe storms and disease. Other pirates sometimes get ahead through betrayal. A pirate tracks down former sailing mates to find hidden treasure.

Scavenges

When not running and hiding, you sift the ruins of civilization for useful remnants to ensure your survival.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.OjGaIl0JEepjDrla]{Post-Apocalyptic Survivor}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.ZOfmWQFbwSJQB4wm]{Ruin Lore}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.IswvUEdCBBZDRme6]{Junkmonger}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.B4U7RiMrZElfOQyj]{Taking Advantage} or @UUID[Compendium.cyphersystem-compendium.abilities.b776WTF2u1roh3n0]{Incredible Health}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.YID6zEB7KkHGYAlD]{Know Where to Look}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.EjBzy1Ue1AA8i6ry]{Recycled Cyphers}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.MJE1k2RmCM6HRwFV]{Artifact Scavenger} or @UUID[Compendium.cyphersystem-compendium.abilities.cbXNxvPdWEbKF6nA]{Reactive Field}

GM Intrusions: An item made with recycled junk breaks. Someone shows up claiming that the useful item or piece of junk scavenged belongs to them. A recycled cypher explodes.

Sees Beyond

You have a psychic sense that allows you to see what others cannot.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.jq6Wm9xYxJA0bRaR]{See the Unseen}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.rYyymKUc0QKWdNsy]{See Through Matter}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.Mu5knvNfGyaeaiTB]{Find the Hidden} or @UUID[Compendium.cyphersystem-compendium.abilities.bzy1KzO0oPmZGu2b]{Sensor}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.KBjSpuK7XJc1abJv]{Remote Viewing}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.PazO9rJ2YoE8VEUw]{See Through Time}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.lL7QywDGOszTIJCE]{Mental Projection} or @UUID[Compendium.cyphersystem-compendium.abilities.RE24qvMuPhasaCP3]{Total Awareness}

GM Intrusions: Some secrets are too terrible to know.

Separates Mind From Body

You can project your mind out of your body to see faraway places and learn secrets that would otherwise remain hidden.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.WgjatSOUT6pT02A7]{Third Eye}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.oTDJtTDkwxr5uSfU]{Open Mind}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.9sfX1SGtcQ17Uiny]{Sharp Senses}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.6X3BDWzVKsWltrtY]{Roaming Third Eye} or @UUID[Compendium.cyphersystem-compendium.abilities.Mu5knvNfGyaeaiTB]{Find the Hidden}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.bzy1KzO0oPmZGu2b]{Sensor}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.miR0d91lKIfmBGdO]{Psychic Passenger}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.lL7QywDGOszTIJCE]{Mental Projection} or @UUID[Compendium.cyphersystem-compendium.abilities.eblwQ80CBlBdeUp5]{Improved Sensor}

GM Intrusions: Reuniting mind and body can sometimes be disorienting and require a character to spend a few moments to get their bearings.

Shepherds Spirits

Wandering souls, nature spirits, and elemental beings aid and support you.

In some settings, the Shepherds Spirits focus applies to only one kind of spirit, such as spirits of the deceased, nature spirits, and so on.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.pHFFr4DkCythNc5n]{Question the Spirits}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.RkOvawhfH5MHQFOH]{Spirit Accomplice}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.dCQdSi11hJDyOSdD]{Command Spirit} or @UUID[Compendium.cyphersystem-compendium.abilities.LojkwDtb1gHLSB6A]{Preternatural Senses}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.OWVz2CkwLnCSJMdS]{Wraith Cloak}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.jVY1PTxvZvpjZILB]{Call Dead Spirit}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.ElsQU746B70tsPmZ]{Call Otherworldly Spirit} or @UUID[Compendium.cyphersystem-compendium.abilities.PvISXo6EQ2PmCGes]{Infuse Spirit}

GM Intrusions: Some people don’t trust those who deal with spirits. The dead sometimes don’t want shepherding.

Shepherds the Community

You keep the place where you live safe from all danger.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.op9VSx3NJT28UwTH]{Community Knowledge}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.ag3OU8JZuc769034]{Community Activist}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.6ZVINuyZm4jowRGt]{Shepherd’s Fury} or @UUID[Compendium.cyphersystem-compendium.abilities.CtRvLxfUlCynJv1B]{Skill With Defense}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.4necR0YTsaij4ojD]{Greater Enhanced Potential}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.N0OZaNOIbHTiWDL1]{Evasion}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.oroWEBbp3cvrYwH9]{Greater Skill With Attacks} or @UUID[Compendium.cyphersystem-compendium.abilities.xxavxLEaiVFug1D6]{Protective Wall}

GM Intrusions: People in the community misunderstand the character’s motives. Rivals try to oust the character.

Shreds the Walls of the World

Speed plus phasing gives you a unique ability to evade danger and simultaneously inflict damage.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.3t1QshyGYnCSo12z]{Phase Sprint}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.7f6ulMjWFw2BOK76]{Disrupting Touch}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.n81xGnZHydeXmIRc]{Scratch Existence}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.nEN2HYzlJWhonfmE]{Invisible Phasing} or @UUID[Compendium.cyphersystem-compendium.abilities.g0SqMvb020tiTQ48]{Walk Through Walls}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.rXUUDUJFKis8TpnL]{Phase Detonation}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.8yGwY0PvtF2ivdSn]{Very Long Sprinting}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.P9HlASUtyiOXghBZ]{Shred Existence} or @UUID[Compendium.cyphersystem-compendium.abilities.INdq5iQf5ECzRiNp]{Untouchable While Moving}

GM Intrusions: Moving so quickly while sprinting sometimes leads to stumbles on unexpected, exotic obstacles.

Siphons Power

You suck power out of machines and creatures alike in order to empower yourself.

Robots and other living machines should be treated as creatures, not machines, for the purposes of siphoning power from them.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.JyAovhallyh9m6oW]{Drain Machine}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.gWvMJQPBSmeaP8yN]{Drain Creature}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.wEj2uvWI3w0W9HWH]{Drain at a Distance} or @UUID[Compendium.cyphersystem-compendium.abilities.P73TBXcNDbZCVsdE]{Unraveling Consumption}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.gn1jtMLhp6qPNXUL]{Store Energy}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.4Xvgo62UVSOI9Acx]{Share the Power}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.Be1ehHb90jtLc8l0]{Explosive Release} or @UUID[Compendium.cyphersystem-compendium.abilities.xbYD729j3km6ZDCA]{Sun Siphon}

GM Intrusions: Drained power also transmits something unwanted—compulsions, afflictions, or alien thoughts. Siphoned power can overload the character, causing feedback.

Slays Monsters

You kill monsters.

Although wielding a sword in a setting where people usually do not carry such weapons is fine, you can change the Slays Monsters sword-related abilities to use a different weapon, such as a gun with silver bullets.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.WFK0xBSAIpD59va8]{Practiced With Swords}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.nW46hfygkxB7FW5m]{Monster Bane}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.PRW5MxW12oakmeHE]{Monster Lore}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.lw0otGU2Iaorppdc]{Will of Legend}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.gPqiQflb6Z3DXGVk]{Trained Slayer}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.HPIlAWDGOQFw6yGm]{Improved Monster Bane} or @UUID[Compendium.cyphersystem-compendium.abilities.lwJAowJa4eKlcDjb]{Misdirect}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.5otvtHrbVXIh0N27]{Fight On}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.oroWEBbp3cvrYwH9]{Greater Skill With Attacks} (swords)

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.KNElOxbWobS1ygLv]{Murderer} or @UUID[Compendium.cyphersystem-compendium.abilities.VupBbHOJAX45Yazb]{Heroic Monster Bane}

GM Intrusions: The monster laid a trap or set an ambush. The monster has previously undisclosed abilities. The monster’s mother vows revenge.

Solves Mysteries

You’re a master of deduction, using evidence to find the answer.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.FzpkQwb1jA53bs1y]{Investigator}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.HWZ8mwAfZEu6r778]{Sleuth}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.7BkWiUHcUrcRIKqO]{Out of Harm’s Way}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.PlVEpuVxp9pGJSoa]{You Studied} or @UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.mL6Yae2CxgefOMHn]{Draw Conclusion}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.0f2qoQlYGRqgu0Nj]{Defuse Situation}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.wqUItgrYzBeMiAoB]{Seize the Initiative} or @UUID[Compendium.cyphersystem-compendium.abilities.nOuOE3EkrNr81pSq]{Greater Skill With Defense}

GM Intrusions: Evidence disappears, red herrings confuse, and witnesses lie. Initial research can be faulty.

Speaks for the Land

Your spiritual connection to nature and the environment grants you mystical abilities.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.0Wq39mJ9oXA415qx]{Seeds of Fury}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.8KYjSKp6ieQ8YXUy]{Wilderness Lore}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.zW0cZJQTR0tHUmn3]{Grasping Foliage}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.gT21nqWZ9Es576oC]{Soothe the Savage} or @UUID[Compendium.cyphersystem-compendium.abilities.OIk4usP2NFT0tDu7]{Communication}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.RfGCXsX7JXEr8fMw]{Moon Shape}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.UJpMPRD25O7HvhbV]{Insect Eruption}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.2lhnVWUMX1Nu6KVj]{Call the Storm} or @UUID[Compendium.cyphersystem-compendium.abilities.jhdgI9rV2mpH6JQU]{Earthquake}

GM Intrusions: An injured natural (but dangerous) creature is discovered. Someone’s poaching wildlife for their skins, leaving the carcasses to rot. A tree falls in the forest, one of the last elder trees.

Stands Like a Bastion

Your armor, along with your size, strength, incredible training, or machine enhancement, makes you difficult to move or hurt.

Some characters who Stand Like a Bastion might already be experts in armor. They can choose a different tier 1 ability instead of Practiced in Armor.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.o2ZDoteWQsFsqTJr]{Practiced in Armor}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.GlXd4oFI9Fqq3rAX]{Experienced Defender}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.mmg9XLzvfbP4ESGO]{Resist the Elements}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.27EOrq94WxqgBbWQ]{Unmovable}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.R9KnCCvGoEHvV1p0]{Greater Enhanced Might} or @UUID[Compendium.cyphersystem-compendium.abilities.yl2zo179wXZW5Xxc]{Practiced With All Weapons}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.YeOtzG5ksxonD5RS]{Living Wall}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.VsAP4JEe7W5gaGaG]{Hardiness}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.4k5JFV78A5SiPjFo]{Mastery in Armor}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.58CLKxSLgaT6W6Cj]{Lethal Damage} or @UUID[Compendium.cyphersystem-compendium.abilities.NKvNEjx64CcS3l13]{Shield Training}

GM Intrusions: Armor is damaged. Small foes conspire in ingenious ways.

Takes Animal Shape

A shapechanger who can take the form of various animals.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.rJ4ZXuIcz0knY41H]{Animal Shape}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.OIk4usP2NFT0tDu7]{Communication}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.Y4V4tXQ9lO0rMNKR]{Bigger Animal Shape} or @UUID[Compendium.cyphersystem-compendium.abilities.Ee8QC6fkRvD1yw6h]{Greater Beast Form} (works with Animal Shape)

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.gXiq1edSDteTcfGC]{Animal Scrying}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.KGzAHs3qln0fNDjt]{Hard to Kill}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.iX07Ltb1JYr1nMYM]{Blurring Speed} or @UUID[Compendium.cyphersystem-compendium.abilities.QZZXgZ6PF8Eccs74]{Lend Animal Shape}

GM Intrusions: The character unexpectedly changes form. An NPC is frightened by or aggressive toward the shapeshifter. The transformation takes longer than expected.

Talks to Machines

You use your organic brain like a computer, interfacing “wirelessly” with any electronic device. You can control and influence them in ways that others can’t.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.lzy1YbdIJxzNIHZq]{Machine Affinity}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.7nUj7rxq4Qwg4FUM]{Distant Interface}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.L3UjcLAFvS9MLWCu]{Coaxing Power}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.SeAlSU8Rim5CWsgV]{Charm Machine}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.2odkyEO8azxIZWYj]{Intelligent Interface} or @UUID[Compendium.cyphersystem-compendium.abilities.OE5yXpzWC8lSUmGX]{Command Machine}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.XkFsMa9e9IY2FRcN]{Machine Companion}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.NoKdHv0FSytZR4iF]{Robot Fighter}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.PLyxuOlieOGsJx4h]{Information Gathering}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.FxohCBSksJIu1BSA]{Control Machine} or @UUID[Compendium.cyphersystem-compendium.abilities.PKFz6WVsaKm5kIir]{Improved Machine Companion}

GM Intrusions: The machine malfunctions or acts unpredictably.

Throws With Deadly Accuracy

Everything that leaves your hand goes exactly where you’d like it to go and at the range and speed to make the perfect impact.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.XAXJ3mFGdDv0fXLP]{Precision}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.PlTtlXeugIljHFVg]{Careful Aim}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.yszDDDpH6m16dEoV]{Quick Throw} or @UUID[Compendium.cyphersystem-compendium.abilities.CtRvLxfUlCynJv1B]{Skill With Defense}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.1L1uoad8vwgWxiyN]{Everything Is a Weapon}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.hbWaCBEfSMujqvDf]{Specialized Throwing}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.WW3QjCP5UJUsKBW3]{Whirlwind of Throws}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.58CLKxSLgaT6W6Cj]{Lethal Damage} or @UUID[Compendium.cyphersystem-compendium.abilities.LTqgcoprvBF2ZkdH]{Mastery With Defense}

GM Intrusions: Missed attacks strike the wrong target. Ricochets can be dangerous. Improvised weapons break.

Thunders

You emit destructive sound and manipulate soundscapes.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.uMaMKhemHmtlXDjT]{Thunder Beam}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.87SQGqcRavRZslAp]{Sound Conversion Barrier}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.KLFHpPR0MKLOWr8l]{Nullify Sound} or @UUID[Compendium.cyphersystem-compendium.abilities.EcOIgMC9c1IfSHsr]{Echolocation}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.znJCKr6PeEq4a0j5]{Shattering Shout}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.QZa9b5G80qxtoYqg]{Subsonic Rumble}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.B0dq2gW9gdA0PdzR]{Amplify Sounds}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.jhdgI9rV2mpH6JQU]{Earthquake} or @UUID[Compendium.cyphersystem-compendium.abilities.GlFT2ITvytQVWywQ]{Lethal Vibration}

GM Intrusions: Loud noises attract attention.

Travels Through Time

You can see through time, try to reach through it, and eventually even travel through it.

Although all character choices are subject to GM approval, Travels Through Time is a focus that the GM and player should probably have a long conversation about ahead of time, so the player knows the rules of time travel (if any) that exist in the GM’s setting. A character with this focus can drastically alter a setting, if the rules of time travel allow it.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.YD5gm0w3lqTSyO3V]{Anticipation}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.83y32UMQWshRvbDG]{See History}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.3wxiRMTCBZ4iNCHp]{Temporal Acceleration} or @UUID[Compendium.cyphersystem-compendium.abilities.l5vgtPP0LcsqGrzn]{Time Loop}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.0EhZzYdEhtCRnV4c]{Temporal Dislocation}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.OWRsjlf3ahyH9eez]{Time Doppelganger}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.U58ZQ1X3byfANn4W]{Call Through Time} or @UUID[Compendium.cyphersystem-compendium.abilities.lkO9VJhfOrgLY4g1]{Time Travel}

GM Intrusions: Paradoxes are created. Others remember past events differently.

Uses Wild Magic

You are a spellcaster who learns a variety of spells instead of focusing on just one kind of magic.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.Ub8NGsmH8NZcKguG]{Magical Repertoire}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.WvBcuYiFRM3KaTFj]{Cypher Casting}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.BPFjvh6nBN8bxk8T]{Expanded Repertoire}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.fQ3O3G7rFmv194uI]{Cypher Surge} or @UUID[Compendium.cyphersystem-compendium.abilities.Ax9HryNcPDei0g7t]{Faster Wild Magic}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.BPFjvh6nBN8bxk8T]{Expanded Repertoire}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.nfmwpxvs3RvednVI]{Magical Training}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.UNCbO4WGTB8ZubpZ]{Maximize Cypher} or @UUID[Compendium.cyphersystem-compendium.abilities.mz4KXXoQoHXyOBKI]{Wild Insight}

GM Intrusions: A spell performs erratically or rebounds upon the caster. Something interferes with preparing spells. Spellcasting attracts the attention of a powerful creature or potential rival. The cypher spell being cast is replaced with that of a random cypher.

Walks the Wild Woods

You are an adherent of nature magic who draws on the power and strength of trees.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.KqV5RSzOU3S3NK51]{Wilderness Life}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.SPTY1NXOvq2oRLJO]{Patient Recovery}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.ggQwr8b85bg7yzmK]{Wooden Body}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.c3GBVwgz9atmtbgI]{Tree Companion} or @UUID[Compendium.cyphersystem-compendium.abilities.CBdIPMJ2oOOesmod]{Wilderness Awareness}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.gQ9h8tGa60VLo6IH]{Tree Travel}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.mAc6hl4jKLZz84VK]{Great Tree}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.pBX1EYNVGutNx3b5]{Dreadwood} or @UUID[Compendium.cyphersystem-compendium.abilities.HUhj33woHX86SbX8]{Restorative Bloom}

GM Intrusions: A wooden character catches fire. A wild swing from a tree branch hits or trips an ally. Some trees have evil hearts and hate all walking things.

Was Foretold

You are the “chosen one,” and prophecy, prediction, prognostication, or some other method of determination expects great things of you one day.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.V765JZKDKQ00Buyn]{Interaction Skills}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.4p95GsynORh0Xd7X]{Knowing}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.Z7CKGOQWnfdNO885]{Destined for Greatness}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.zIYdniz9sjvAHsnX]{Overcome All Obstacles} or @UUID[Compendium.cyphersystem-compendium.abilities.5t5EIoGSan3pQ08D]{Hard-Won Resilience}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.WeMTxJElozl7OWdJ]{Center of Attention}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.cfR2uFYjteKAqsYw]{Show Them the Way}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.2uSx4ErQ9f2QLX5M]{As Foretold in Prophecy} or @UUID[Compendium.cyphersystem-compendium.abilities.4necR0YTsaij4ojD]{Greater Enhanced Potential}

GM Intrusions: An enemy described in prophecy appears. Unbelievers threaten to ruin the moment. The character gains a reputation in outside circles as a fraud.

Wears a Sheen of Ice

You command the wintery power of cold and ice.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.czVqoPjH98xaNY1d]{Ice Armor}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.nHqTzLHJrUWSAATM]{Frost Touch}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.BGMXK6VKNmp8M4A3]{Freezing Touch} or @UUID[Compendium.cyphersystem-compendium.abilities.7G8B9lfoVXkuxvKB]{Ice Creation}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.FuufiUyoLFbgBH5J]{Resilient Ice Armor}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.yEfkqXxmuQqlA6Fi]{Cold Burst}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.mvC2vboULutesBDu]{Ice Storm} or @UUID[Compendium.cyphersystem-compendium.abilities.EXrZLa3M8BK43qoi]{Winter Gauntlets}

GM Intrusions: Ice makes surfaces slippery. Extreme cold causes objects to crack and break.

Wears Power Armor

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.ClJUFnz8xBmP4a2l]{Powered Armor}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.wHcuP6T7Ti6j5Y8C]{Enhanced Might}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.YBMLX3Jm5oN79J6G]{Heads-Up Display}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.rqC9cEmRkvm29N56]{Fusion Armor} or @UUID[Compendium.cyphersystem-compendium.abilities.b776WTF2u1roh3n0]{Incredible Health}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.dCoCGVzWxIL9fIvH]{Force Blast}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.cTU70NgcebRlD7jI]{Field-Reinforced Armor}

Tier 6: Masterful Armor Modification (Jet Assisted Flight) or Masterful Armor Modification (Cypher Pod)

GM Intrusions: The armor won’t come off. The armor acts under its own power. The armor suffers a momentary power loss. NPCs are scared by the power armor.

Wields an Enchanted Weapon

You channel magic through or from a weapon to create a unique fighting style.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.OUOVkf3edHhnyRPk]{Enchanted Weapon}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.95judMTwajJoxNfy]{Innate Power}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.HVuhBuZVJkfYuGwp]{Charge Weapon}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.VNIcNhgET9z5MW5G]{Power Crash}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.YA5P5CBNr5NSmY6z]{Rapid Attack} or @UUID[Compendium.cyphersystem-compendium.abilities.Om3PoXrtnekrw0dF]{Throw Enchanted Weapon}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.I7ScLgI1tBhWCkwf]{Defending Weapon}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.RxI9TDy4wYR9eJKk]{Enchanted Movement}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.6P1CJvVMot3Y2xj0]{Deadly Strike} or @UUID[Compendium.cyphersystem-compendium.abilities.KDZeCZJxjCQzlTxA]{Spin Attack}

GM Intrusions: A weapon breaks or is dropped. The weapon loses its connection to you until you use an action to reestablish the attunement. The weapon’s energy discharges in an unexpected way.

Wields Two Weapons at Once

You bear steel with both hands, ready to take on any foe.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.NHns9zqufRvB3Tnl]{Dual Light Wield}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.Pu5XGGLI6cCp1EQd]{Double Strike}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.369RISHwqzRXkwEG]{Infiltrator}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.q9nALxXrBv5ubXaT]{Dual Medium Wield} or @UUID[Compendium.cyphersystem-compendium.abilities.rOxKh1Z7J686a0nv]{Precise Cut}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.gVOzzvxS6PPu8Ofy]{Dual Defense}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.3uGYyiXUUSz952zQ]{Dual Distraction}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.p1UMG2hrng7mLFDv]{Disarming Attack} or @UUID[Compendium.cyphersystem-compendium.abilities.KDZeCZJxjCQzlTxA]{Spin Attack}

GM Intrusions: A blade snaps in two or a weapon flies loose from its bearer’s grip.

Works for a Living

You take great satisfaction in a job well done, whether it’s coding, building houses, or mining asteroids.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.f7wLki6qjCNs2Ici]{Handy}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.CBGeAZSBuymzrxDz]{Muscles of Iron}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.RM8Fmu1IJwzBkjcM]{Eye for Detail} or @UUID[Compendium.cyphersystem-compendium.abilities.uhC4ubTGfhkNvIMX]{Improvise}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.wHcuP6T7Ti6j5Y8C]{Enhanced Might}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.t8wL47jk1KS4zapb]{Tough It Out}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.MdRdAc0qAWghMmlV]{Expert Skill}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.4necR0YTsaij4ojD]{Greater Enhanced Potential} or @UUID[Compendium.cyphersystem-compendium.abilities.5t5EIoGSan3pQ08D]{Hard-Won Resilience}

GM Intrusions: Repairs sometimes fail. Wiring can be tricky to decipher and still carry an electrical charge. Some people are rude to those who work for a living.

Works Miracles

You can heal others with a touch, alter time to help others, and are generally beloved by everyone.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.igGttY1Y2XbAx3qY]{Healing Touch}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.8mP69InEXQ4TB5BL]{Alleviate}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.rAmIxY5G1BK4ZMm7]{Font of Healing} or @UUID[Compendium.cyphersystem-compendium.abilities.7amEMbwK27v31Lt9]{Miraculous Health}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.FiSwskgQGBjp4IhZ]{Inspire Action}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.IN9qNZDx4sBKNr8n]{Undo}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.O2XHxUa2QNrliDMG]{Greater Healing Touch} or @UUID[Compendium.cyphersystem-compendium.abilities.ydmPM9m8nmmgvlXc]{Restore Life}

GM Intrusions: Attempts to heal might cause harm instead. A community or individual needs a healer so desperately that they hold one against their will.

Works the Back Alleys

You make your way unseen, stealing from the wealthy to achieve your ends.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.QAdh0yZBjJsHdJjD]{Stealth Skills}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.OFWQd2W52VAODeas]{Underworld Contacts}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.MzKqElUHuTtHkV7D]{Pull a Fast One} or @UUID[Compendium.cyphersystem-compendium.abilities.OtbS1NoVXK7mQLEe]{Guild Training}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.KM9qqjzJBJusQNkT]{Master Thief}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.xR2DkSqvAoR8Vtfn]{Dirty Fighter}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.QtpmHxblBqoQozbg]{Alley Rat} or @UUID[Compendium.cyphersystem-compendium.abilities.eepc8U2e178RDqBs]{All-Out Con}

GM Intrusions: Thieves are thrown in jail. Powerful enemies are made.

Works the System

You can exploit flaws in artificial systems, including but not limited to computer code.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.0V2NE0905wwYPRVo]{Hack the Impossible}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.JkiG6hpsfj1h6XRR]{Computer Programming}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.2CekF2lqwNrMyio0]{Connected}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.TmDavAL4vDxKjLBK]{Confidence Artist} or @UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.1fYBYD1EfA5z1NFl]{Confuse Enemy}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.jTiOQKW2QtXK8dmF]{Work the Friendship}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.HUVY2MA2CBegFhLY]{Call in Favor} or @UUID[Compendium.cyphersystem-compendium.abilities.4necR0YTsaij4ojD]{Greater Enhanced Potential}

GM Intrusions: Contacts sometimes have ulterior motives. Devices sometimes have failsafes or even traps.

Would Rather Be Reading

Books are your friends. What’s more important than knowledge? Nothing.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.vPraXsdXkCmaoBbI]{Knowledge Is Power}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.34Ycb9VK8JwHgSl4]{Greater Enhanced Intellect}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.wJSxVM8fWADJtTSd]{Applying Your Knowledge} or @UUID[Compendium.cyphersystem-compendium.abilities.dVh39nh5ARUxreUc]{Flex Skill}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.vPraXsdXkCmaoBbI]{Knowledge Is Power}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.wlkPdME0r3hx9VbE]{Knowing the Unknown}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.34Ycb9VK8JwHgSl4]{Greater Enhanced Intellect}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.vPraXsdXkCmaoBbI]{Knowledge Is Power}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.sq2JJtnRtSthJSYL]{Tower of Intellect} or @UUID[Compendium.cyphersystem-compendium.abilities.lbXg8UlSCG23yxO4]{Read the Signs}

GM Intrusions: Books burn, get wet, or get lost. Computers break or lose power. Glasses break.

","markdown":""},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"ownership":{"default":-1},"flags":{}},{"sort":398438,"name":"Creating New Foci","type":"text","_id":"0VwlyyylqvFgJjZw","title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"

This section provides everything you need to create your own foci.

Every focus has an overarching style, whether that’s exploration, energy manipulation, or simply dealing a lot of damage in combat. These broad classifications are called focus categories.

Each focus category has an overarching theme, followed by selection guidelines that describe how to choose abilities for each tier from the Abilities chapter, from tier 1 to tier 6.

The newly created focus should be named in the form of a verb, like Controls Beasts or Abides in Stone. For instance, a fire-using focus created by following the guidelines in the energy manipulation focus category might be called Bears a Halo of Fire (one of the sample foci in this chapter). Alternatively, a new fire-using focus should get an all-new name like Stokes the Flames of the Apocalypse or Lights Fires With a Thought.

The ability selection guidelines invite you to choose an ability from one of three ranges: low tier, mid tier, and high tier. These ranges correspond with the power “grades” given for every ability. These abilities are further sorted into ability categories based on the kinds of things they do—abilities that improve physical attacks are in the attack skill category, abilities that assist allies are in the support category, and so on. Look for the grades and categories in the Ability Categories and Relative Power section of the Abilities chapter.

Low-tier abilities are best suited for focus options at tiers 1 and 2. Mid-tier abilities are best suited for focus options at tiers 3 and 4. High-tier abilities are best suited for focus options at tiers 5 and 6.

That said, sometimes you’ll find it appropriate to assign a low-tier ability at tier 3 or 4, or maybe a mid-tier ability at tier 1 or 2. Do so sparingly, but don’t rule it out. It might be the only way to get all the abilities you want for the focus you’re building. Higher-tier abilities usually cost more Pool points to use. So if a mid-tier ability is made available at tier 1 or 2, or a high-tier ability is made available at tier 3 or 4, the higher cost will be a balancing factor.

Balancing Abilities

The guidelines within each category go a long way toward ensuring that the focus you build will be balanced. Sometimes it might be appropriate to grant a low-power ability along with a regular ability at a given tier, depending on the needs of the focus. A “low-power ability” is deliberately open for GM interpretation, but generally speaking, should be no more potent than a low-tier ability (that is, an ability that is normally available at tier 1 or 2).

For instance, someone who uses cold might be able to create small snow sculptures in addition to emitting a cold ray. Someone who uses electricity might be able to charge a depleted artifact or have an asset for dealing with electrical systems. And so on.

Often, the focus guidelines note this as a possibility. However, you have great leeway in deciding if a focus needs an additional ability, even if the guidelines for that tier don’t indicate one. If you do add an ability, or there is a
higher-power ability at a tier that normally shouldn’t have it, it might mean that the choice given at the next tier, or the previous tier, isn’t quite as good. Balancing a focus is a bit of an art. Resist the urge to overpower the focus, but don’t underpower it, either.

Each focus category provides a guideline for what kind of ability you should select at every tier. But don’t regard the guidelines as something that you can’t vary. They’re not prescriptive; they’re just a place to start. You might want to vary the kind of ability at a particular tier that isn’t indicated in the guidelines. As long as the chosen ability falls within the expected power curve for that tier, it’s fine. The guideline isn’t meant to be a straitjacket.

For example, if you’re building a cold-using focus for a game set in a fantasy genre, you may decide that an ability that calls up a demon is a better choice at a particular tier than an ability that does damage in an area, which is what the tier 5 guideline for energy manipulation calls for. Making the change is probably especially valid if you call your new focus something like Channels the Ninth Circle.

Ability Swap

If you’re creating a focus and you think it should provide a suite of abilities at first tier that would mechanically overload it, you have the option to add one as a “swap” ability. Doing so is as easy as allowing a character to swap out one of their type abilities for an indicated low-tier focus ability. The ability is gained instead of one of the abilities normally granted by the character’s type.

Concept and Category

Choosing to create a focus that uses a particular concept—say, creating illusions—doesn’t lock you into creating a focus within a particular category—in this case, environment manipulation. A focus can be constructed in a variety of ways using a particular energy, tool, or concept, each ultimately leading to a focus that provides different results. It all depends on your ends. In this case, creating illusions might be used to sway others, which argues for a focus built using the influence category guidelines.

In the same way, if a focus grants a character the ability to call some kind of force or energy, that doesn’t mean the focus should automatically be built using the energy manipulation category guidelines (though of course it could, if attacking and protecting yourself with that energy is the point). But a focus could be built that grants abilities to call energy or force that is primarily focused on durability, suggesting a tank combat focus (someone who can take a lot of punishment in a fight); or blasting away with a main concern for maximizing damage, thus suggesting a striker combat focus; or creating a follower composed of that energy or force, suggesting an ally use focus (that is, someone who uses helping creatures, NPCs, or even duplicate versions of themselves to give them a leg up).

Here’s another example: the focus Controls Gravity could conceivably be an environment manipulation focus or an energy manipulation focus. It depends on whether the focus is more concerned with crushing and holding things in place (environment manipulation) or on blasting things and protecting yourself with gravity (energy manipulation).

The same malleability of concept holds true in other realms. For instance, if someone is able to call up and mold raw earth, they might use it to transform themselves into a being of stone (tank combat), to batter foes (striker combat), or to create walls, barricades, and shields to protect their allies (support).

If you’re looking for an ability and can’t seem to find the right one in the vast catalog in the Abilities chapter, consider reskinning one to make it seem new (and to accomplish what you need). Reskinning means that you use the underlying mechanics of an ability as written but change the flavor in some fashion. For instance, maybe you’re creating a new earth-moving focus but can’t find enough earth-related abilities to meet your need. It’s easy enough to change up other abilities so they use earth instead of fire, cold, or magnetism. For instance, Wings of Fire might become Wings of Earth, Ice Armor could become Earth Armor, and so on. These alterations change nothing except the type of damage and any knock-on effects (for instance, Wings of Earth might generate clouds of dust in their wake).

Abilities That Reference Other Abilities

Some abilities in the Abilities chapter reference other abilities. If you select an ability for your focus or type that refers to or modifies a lower-tier ability, also include that lower-tier ability in your type or focus as a selection a PC can make at a lower tier.

Creating Brand-New Abilities

You can go further than reskinning and create one or more brand-new abilities. When doing this, try to find something as close as possible to the effect you want, then use it as a template. In any case, deciding how much an ability should cost when it comes to a character’s Pool is one of the most important aspects of getting an ability right.

You may notice that higher-tier abilities are more expensive. This is partly because they do more, but it’s also because higher-tier characters have more Edge than lower-tier characters, which means they pay fewer points from their relevant Pools. A third-tier character with 3 Edge in a relevant Pool pays no cost for abilities that cost 3 or fewer points. That’s great for lower-tier abilities, but you’ll usually want a character to think a little bit about how often to use their most powerful abilities. That means they should cost at least 1 point more than the Edge the character is likely to have at that tier. (Often, a character will have an Edge in their relevant Pool equal to their tier.)

As a good rule of thumb, a typical ability should cost points equal to its tier.

Choose GM Intrusions

Think about the kinds of things that might surprise, alarm, or go catastrophically wrong for someone with the new focus being created, and assign it as a GM intrusion for that focus. Of course, this often is done on the fly during the game. But giving the topic some thought while the focus is being constructed and the ideas are fresh in your head is likely to yield some particularly devilish options.

Focus Categories

Ally Use

Foci that prioritize providing NPC followers to the character are ally use foci. The followers give aid to the PC in a variety of ways, but at base they usually provide an asset to the character’s actions.

Multiple potential themes exist within the ally use category, from abilities that allow a character to summon or craft allies to those that allow them to attract allies through fame, magic, or essential authority or charisma.

Connection: Choose four relevant connections from the Focus Connections list.

Additional Equipment: Any object necessary for the character to keep an ally. For instance, someone with a focus that uses super-science to create robot allies would require tools to build and repair those allies. Some foci in this category don’t require anything to gain or retain their benefits.

Minor Effect Suggestions: The NPC ally’s tasks are eased on its next turn.

Major Effect Suggestions: The NPC ally gains an immediate extra action.

The following are examples and not meant to provide a complete list of all possible foci in this category.

@UUID[.9x56c0G5TMOl1Arn#builds-robots]{Builds Robots} @UUID[.9x56c0G5TMOl1Arn#consorts-with-the-dead]{Consorts With the Dead} @UUID[.9x56c0G5TMOl1Arn#controls-beasts]{Controls Beasts} @UUID[.9x56c0G5TMOl1Arn#exists-in-two-places-at-once]{Exists in Two Places at Once} @UUID[.9x56c0G5TMOl1Arn#leads]{Leads} @UUID[.9x56c0G5TMOl1Arn#masters-the-swarm]{Masters the Swarm} @UUID[.9x56c0G5TMOl1Arn#shepherds-spirits]{Shepherds Spirits}

Ability Selection Guidelines

Tier 1: Choose a low-tier ability that grants a level 2 NPC follower to the character, or gives a similar benefit provided by an NPC. Alternatively, lay the groundwork for gaining such NPC allies at higher tiers by choosing an ability that gives the character influence over others.

Sometimes an additional low-power ability is appropriate, depending on the focus. Often, this is an ability that grants skill training in a related area of knowledge or a related skill. For instance, training in a skill related to the kind of NPC follower the character gains would be appropriate.

Tier 2: Choose a low-tier ability that grants influence over similar kinds of NPCs as the follower gained at the previous tier. If no follower was gained at the previous tier, this ability should provide that benefit now.

Sometimes a secondary ability might be appropriate in addition to the ability provided above, perhaps a low-power ability that grants 2 or 3 points to a Pool.

Tier 3: Choose two mid-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One option should be a mid-tier ability that improves the NPC follower previously provided (usually from level 2 to level 3) or grants an additional follower.

The other option should be something that benefits the character—perhaps an offensive or defensive ability, or something that broadens their influence over their followers (or potential followers).

Tier 4: Choose a mid-tier ability that gives the character an offensive or defensive capability if they haven’t previously gained one, preferably within the theme of the focus. For instance, if the character gains followers because of their charisma, this ability might let them command foes for brief periods. If the character gains followers by building or calling them, this ability might let them affect entities of the same type that are not already their followers.

Alternatively, this ability might further improve a previously gained follower from level 3 to level 4, or grant an additional follower.

Tier 5: Choose an ability that improves the character by providing a defense, an improved stat Pool, or another kind of protection.

Alternatively, this ability could open a new front in influencing and calling NPC allies related to the focus’s theme. For instance, someone who keeps beast allies might gain an ability to call a horde of lesser beasts. Someone who builds robots might gain an ability to build several lesser robot helpers. And so on.

Finally, this ability might improve a previously gained follower to level 5.

Tier 6: Choose two high-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One of the abilities should improve a previously gained follower to level 5, if that wasn’t already provided at tier 5. If that’s the case, this ability might be provided in addition to two other related abilities.

Another high-tier option could provide a handful of level 3 followers to the character.

The last high-tier ability could open a new front in influencing and calling NPC allies related to the focus’s theme. For instance, someone who gains followers through high charisma and training might gain an ability to learn otherwise impossible-to-glean information.

Basic

Foci that rely mostly on providing skill training, assets to tasks, and bumps to stat Pools and Edge in order to improve a character fall within the basic category. An overarching theme is also included, as with most of the other categories, that makes sense of the various basic abilities provided.

In addition, because the benefits provided by such foci are mostly straightforward (usually with a few exceptions), most basic foci would also be appropriate for non-fantastic campaigns where magic, super-science, or psychic abilities normally don’t come into play. That said, just because the abilities granted by basic foci are straightforward doesn’t mean they are not potent when combined with the abilities granted by type, descriptor, cyphers, and other character aspects.

Connection: Choose four relevant connections from the Focus Connections list.

Additional Equipment: Any object necessary to fulfill the overarching theme of the focus. For instance, a focus called Would Rather Be Reading should grant a handful of books to the character. A focus called Works for a Living should provide a set of tools.

Minor Effect Suggestions: Next action is eased.

Major Effect Suggestions: Make a free, no-action recovery roll that doesn’t count against daily recovery rolls.

The following are examples and not meant to provide a complete list of all possible foci in this category.

@UUID[.9x56c0G5TMOl1Arn#doesnt-do-much]{Doesn’t Do Much} @UUID[.9x56c0G5TMOl1Arn#interprets-the-law]{Interprets the Law} @UUID[.9x56c0G5TMOl1Arn#learns-quickly]{Learns Quickly} @UUID[.9x56c0G5TMOl1Arn#works-for-a-living]{Works for a Living} @UUID[.9x56c0G5TMOl1Arn#would-rather-be-reading]{Would Rather Be Reading}

Ability Selection Guidelines

Tier 1: Choose an ability that grants training or an asset to skills associated with the focus’s theme, or that grants 5 or 6 points to a particular Pool.

Alternatively, choose an ability that grants only 2 or 3 points to a particular Pool and an ability that provides training or an asset to just one task.

Tier 2: Choose whichever kind of ability wasn’t chosen at tier 1.

Tier 3: Choose two mid-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One option should be a non-fantastic ability that improves the character’s abilities within the focus’s theme. For instance, if the theme involves paying attention in some fashion, an information-gathering ability might be appropriate.

The other option should be something that either improves the character’s Edge in an appropriate stat or provides the character with some kind of defense.

Tier 4: Choose another ability that grants additional training or an asset to skills associated with the focus’s theme, or that grants 5 or 6 points to a particular Pool best suited to the focus. Or choose two abilities that provide only 2 or 3 points plus another tier 4 ability that improves a single task or skill.

Alternatively, provide a branch-out ability suggested at tier 5.

Finally, if the focus has yet to grant some kind of defense, a defensive ability could be provided here.

Tier 5: Choose an ability that allows the character to branch out slightly—perhaps one like Expert Skill that allows them to automatically succeed on a task they’re trained in.

Alternatively, if a nonstandard benefit was provided at tier 4, provide the benefits suggested at tier 4 here.

Tier 6: Choose two high-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One option should be an ability that provides another 5 or 6 points to a particular Pool best suited to the focus, or that the character can divide up as they wish. Alternatively, training in offense or defense would also be appropriate.

The other tier 6 option should give the character a brand-new ability within their theme, but not one that strays into the realm of the fantastic. For instance, an ability that allows a character to take two actions instead of one would be reasonable. Granting additional training, assets, or Edge would also be fine.

Energy Manipulation

Energy manipulation foci offer abilities that can call fire, electricity, force, magnetism, or nonstandard forms of energy such as cold, stone, or something stranger like “void” or “shadow.” These abilities usually give a character a way to achieve something of a balance between attacking enemies and granting themselves or allies additional protection. The focus usually also offers abilities that provide other ways to use specific energy for things like transportation, creating large concentrations of energy that can affect multiple targets, or creating a temporary object or barrier of energy.

Connection: Choose four relevant connections from the Focus Connections list.

Additional Equipment: One or more pieces of equipment immune to the energy manipulated, which might be a set of clothes. Alternatively, something related to the energy being generated. Some foci in this category don’t require additional equipment.

Energy Abilities: If a character type grants special abilities that normally use some other kind of energy, they now produce the kind used by this focus. For example, if a character uses this focus to manipulate electricity, their force blasts become blasts of electricity. These alterations change nothing except the type of damage and any knock-on effects (for instance, electricity might temporarily short out electronic systems).

Minor Effect Suggestions: The target or something near the target is hindered because of residual energy.

Major Effect Suggestions: An important item on the target’s person is destroyed.

The following are examples and not meant to provide a complete list of all possible foci in this category.

@UUID[.9x56c0G5TMOl1Arn#absorbs-energy]{Absorbs Energy} @UUID[.9x56c0G5TMOl1Arn#bears-a-halo-of-fire]{Bears a Halo of Fire} @UUID[.9x56c0G5TMOl1Arn#dances-with-dark-matter]{Dances With Dark Matter} @UUID[.9x56c0G5TMOl1Arn#rides-the-lightning]{Rides the Lightning} @UUID[.9x56c0G5TMOl1Arn#thunders]{Thunders} @UUID[.9x56c0G5TMOl1Arn#wears-a-sheen-of-ice]{Wears a Sheen of Ice}

Ability Selection Guidelines

Tier 1: Choose a low-tier ability that either inflicts damage or provides protection using the appropriate energy type in some fashion.

Sometimes an additional low-power ability is appropriate, depending on the energy type. For instance, a focus that manipulates cold might grant an ability to create snow sculptures. A focus that manipulates electricity might grant an ability to charge a depleted artifact or have an asset for dealing with electrical systems. A focus that absorbs energy might grant an ability to release it as a basic attack. And so on.

Tier 2: Choose whichever kind of ability wasn’t chosen at tier 1.

Tier 3: Choose two mid-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One option should be an ability that inflicts damage using the appropriate energy type (and possibly a related effect).

The other should grant enhanced movement by use of the appropriate energy type, give additional protection provided by the preferred energy, or use the energy in a completely new way, such as by draining the energy from a machine (if using electricity), entombing a victim in a layer of ice (if using cold), creating perfect silence (if using sound), creating a dazzling blast of illumination (if using light), and so on.

Tier 4: Choose whichever kind of ability wasn’t chosen at tier 3.

Tier 5: Choose a high-tier ability that inflicts damage (and possibly a related effect) that can affect more than one target using the appropriate energy type, or an ability that uses the energy in some fashion not previously used, as described in tiers 3 and 6.

Tier 6: Choose two high-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One of the high-tier abilities should use the preferred energy to inflict a lot of damage to a single target or to several.

The other option should use the appropriate energy type to accomplish a task not previously provided by lower-tier abilities, such as fashioning a fiery follower (if using fire), teleporting a great distance as a blast of lightning (if using electricity), creating solid objects out of the energy, and so on.

Environment Manipulation

Foci that allow a character to move objects, affect gravity, create objects (or illusions of objects), and so on are environment manipulation foci. Given that, in many cases, energy is used as part of this process, this category and energy manipulation overlap to some extent. Environment manipulation foci prioritize abilities that indirectly affect enemies and allies via objects, forces, and alterations of the surroundings; energy manipulation foci prioritize directly damaging targets with the chosen energy or force.

For example, rather than blasting a foe with a gravity pulse that does damage, a character using an environment manipulation focus based on gravity is more likely to have abilities that hold a target in place, use gravity to throw heavy objects as an attack, or lower gravity in a particular area or even on a particular object.

Connection: Choose four relevant connections from the Focus Connections list.

Additional Equipment: Any object necessary to manipulate the surrounding environment. For instance, someone with a focus that grants the ability to craft objects would require basic tools. Some foci in this category don’t require anything to gain or retain their benefits.

Environment Manipulation Abilities: Foci themes that involve imagery or visible energies can affect the look of your type abilities. Such alterations, if any, do nothing but change the appearance of effects. If gravity is manipulated, perhaps a telltale bluish glow permeates all ability uses, including type abilities. If illusion is generated, perhaps flamboyant visual and auditory qualities accompany type abilities, such as the appearance of a tentacled beast holding a target in place when Stasis is used. And so on.

Minor Effect Suggestions: The target gets turned around, and its next attack is hindered.

Major Effect Suggestions: The character is refreshed and recovers 4 points to one Pool.

The following are examples and not meant to provide a complete list of all possible foci in this category.

@UUID[.9x56c0G5TMOl1Arn#awakens-dreams]{Awakens Dreams} @UUID[.9x56c0G5TMOl1Arn#blazes-with-radiance]{Blazes With Radiance} @UUID[.9x56c0G5TMOl1Arn#calculates-the-incalculable]{Calculates the Incalculable} @UUID[.9x56c0G5TMOl1Arn#controls-gravity]{Controls Gravity} @UUID[.9x56c0G5TMOl1Arn#crafts-illusions]{Crafts Illusions} @UUID[.9x56c0G5TMOl1Arn#crafts-unique-objects]{Crafts Unique Objects} @UUID[.9x56c0G5TMOl1Arn#employs-magnetism]{Employs Magnetism} @UUID[.9x56c0G5TMOl1Arn#focuses-mind-over-matter]{Focuses Mind Over Matter}

Ability Selection Guidelines

Tier 1: Choose a low-tier ability that grants a basic use of an ability that alters the environment (or predicts it) using the focus’s theme. For instance, a gravity-affecting focus might provide an ability that makes a target lighter or heavier. An
illusion-crafting focus might grant an ability that allows the creation of an image. An object-making focus might grant a basic proficiency in creating a particular kind of object. A predictive focus might calculate outcomes and provide the character with the benefits of that foreknowledge. And so on.

Sometimes an additional low-power ability is appropriate, depending on the focus. Often, this is an ability that grants skill training in a related area of knowledge.

Tier 2: Choose a low-tier ability that provides a new defensive or offensive capability related to the focus’s theme.

Alternatively, this ability might provide an additional or brand-new capability to manipulate the environment related to the focus’s theme.

Tier 3: Choose two mid-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One option should be a mid-tier ability related to the focus’s theme that provides an additional environment manipulation capacity or further improves the basic environment manipulation ability previously granted. This ability isn’t directly offensive or defensive, but provides either an all-new ability related to the basic ability, or one that increases the strength, range, or some other extension of the previously unlocked basic ability.

The other mid-tier option should provide an offensive or defensive ability related to the specific form of movement the focus provides, if possible.

Tier 4: Choose a mid-tier ability that is either an offensive or a defensive use of the ability, whichever one wasn’t chosen as an option in the previous tier.

Tier 5: Choose a high-tier penultimate use of the environment-manipulation ability. For instance, if the focus-granted manipulation is illusory, this ability might haunt a target with terrifying images. If the focus is gravity based, it might unlock flight. If magnetic, it might allow the user to reshape metal. If the focus grants telekinetic powers, this ability could allow a character to hurl massive objects at foes. And so on.

Tier 6: Choose two high-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One of the abilities should provide either an offensive or a defensive ability, opposite the ability provided at tier 4 (though high tier rather than mid tier).

The other option should be something that further explores the use of the basic environment manipulation capability. If the tier 5 choice was the penultimate ability, this might be an even better ultimate ability related to the kind of manipulation offered, or a different way of using that ability to unlock an as-yet-unexplored facet of the ability.

Exploration

Foci that allow a character to gather information, survive in unfamiliar environments, and find their way to new locations or track down particular creatures and foes are exploration foci. Surviving in unfamiliar environments requires a reasonable selection of defensive options; however, abilities that allow a character to find and learn are prioritized.

Exploration foci rely on a variety of methods, though training and expertise are the mainstays. Some methods require specific tools (such as a vehicle) to grant the benefits provided, while others might rely on the supernatural or
super-science to learn new things and explore strange places from afar.

Connection: Choose four relevant connections from the Focus Connections list.

Additional Equipment: Any object necessary to explore. For instance, starting maps and/or
a compass would be basic equipment, while someone who uses psychic abilities might require a mirror or crystal sphere to gaze into. Equipment might also include access to a vehicle required for exploration, as previously noted.

Minor Effect Suggestions: You have an asset on any action that involves using your senses, such as perceiving or attacking, until the end of the next round.

Major Effect Suggestions: Your Intellect Edge increases by 1 until the end of the next round.

The following are examples and not meant to provide a complete list of all possible foci in this category.

@UUID[.9x56c0G5TMOl1Arn#explores-dark-places]{Explores Dark Places} @UUID[.9x56c0G5TMOl1Arn#infiltrates]{Infiltrates} @UUID[.9x56c0G5TMOl1Arn#operates-undercover]{Operates Undercover} @UUID[.9x56c0G5TMOl1Arn#pilots-starcraft]{Pilots Starcraft} @UUID[.9x56c0G5TMOl1Arn#sees-beyond]{Sees Beyond} @UUID[.9x56c0G5TMOl1Arn#separates-mind-from-body]{Separates Mind From Body}

Ability Selection Guidelines

Tier 1: Choose a low-tier ability that grants the character basic exploratory, survival, or information-gathering capabilities within the focus’s theme.

Sometimes an additional low-power ability is appropriate, depending on the focus. Often, this is an ability that grants skill training in a related area of knowledge or a related skill (though this may already be covered in the main ability). Alternatively, it might offer a simple bonus of 2 or 3 points to the Might Pool.

Tier 2: Choose another low-tier ability that grants an additional capability related to exploration, survival, or information gathering.

For instance, a focus dedicated to surviving savage conditions might offer an ability (or two) that makes it easier to avoid natural hazards, poisons, difficult terrain, and so on. A focus dedicated to exploration of a particular area might grant abilities to gain access to that area, or a capability that others normally lack (like the ability to see in the dark).

Tier 3: Choose two mid-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One option should further improve the basic exploration ability granted, or give a new exploratory, survival, or information-gathering ability.

The other option should be something that benefits the character, either an offensive or defensive ability (especially if this focus hasn’t already granted that) or something that further broadens the character’s ability to explore in the focus’s chosen realm.

Tier 4: Choose a mid-tier offensive or defensive ability (whichever wasn’t offered at tier 3) that benefits the character. Alternatively, if offensive and defensive abilities are already well represented, choose a different mid-tier ability that broadens the character’s ability to explore, survive, or gather information.

Tier 5: Choose a high-tier ability that alleviates some of the penalties for exploring, surviving, or gathering information in a normally inhospitable place.

Tier 6: Choose two high-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One option should further improve the basic exploration-themed ability previously granted, or give a brand-new exploratory, survival, or information-gathering ability.

The other option should be something that benefits the character, either an offensive or defensive ability, or yet another ability that further broadens their capacity to explore in the focus’s chosen realm.

Influence

Foci that prioritize authority and influence—whether that’s to make people or machines do as commanded, to help others, or to rise to some other prestigious and significant position—fall within the influence category.

These foci grant influence through training and persuasion, by direct mental manipulation, by using fame to get people’s attention and influence their actions, or simply by knowing and learning things that affect later decisions. In this sense, the concept of influence is broad.

Connection: Choose four relevant connections from the Focus Connections list.

Additional Equipment: Any object necessary to achieve the influence suggested should be granted as additional equipment. Some influence foci don’t require anything to gain or retain their benefits.

Minor Effect Suggestions: The range or duration of the influencing ability is doubled.

Major Effect Suggestions: An ally or indicated target can take an additional action.

The following are examples and not meant to provide a complete list of all possible foci in this category.

@UUID[.9x56c0G5TMOl1Arn#commands-mental-powers]{Commands Mental Powers} @UUID[.9x56c0G5TMOl1Arn#conducts-weird-science]{Conducts Weird Science} @UUID[.9x56c0G5TMOl1Arn#fuses-mind-and-machine]{Fuses Mind and Machine} @UUID[.9x56c0G5TMOl1Arn#is-idolized-by-millions]{Is Idolized by Millions} @UUID[.9x56c0G5TMOl1Arn#solves-mysteries]{Solves Mysteries} @UUID[.9x56c0G5TMOl1Arn#talks-to-machines]{Talks to Machines} @UUID[.9x56c0G5TMOl1Arn#works-the-system]{Works the System}

Ability Selection Guidelines

Tier 1: Choose a low-tier ability that allows the character to learn something significant enough that they can choose a smart course of action (or use that knowledge to persuade or intimidate). How the character learns the information varies by the specifics of the focus. One character might do experiments to learn answers, another might open a telepathic link with others to trade information secretly and quickly, and still another might simply be trained in interaction tasks.

Sometimes an additional low-power ability is appropriate, depending on the focus. Often, this is an ability that grants skill training in a related area of knowledge.

Tier 2: Choose a low-tier ability that improves the character’s ability to apply influence. This might open an additional front on the focus’s basic theme or simply further enhance the basic ability already provided. For instance, this tier 2 ability could ease influence-related tasks by a few steps, allow a telepath to read the minds of others who have secrets they’d otherwise not reveal, or grant influence over physical objects (either to improve them or to learn more about them). And so on.

Tier 3: Choose two mid-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One option should provide an offensive or defensive capability related to the focus’s specific kind of influence, if possible. For instance, an inventor might create a serum that gives them increased abilities (which could be used for offense or defense), a telepath might have some method of blasting foes with mental energy, and someone with only the basic skills of debate and influence through fame might have to rely on weapon training or their entourage.

The other mid-tier option should provide an additional ability to influence in the theme of the focus, or further improve the basic influence ability previously granted. This option isn’t directly offensive or defensive, but provides either an all-new ability related to the basic ability, or increases the strength, range, or some other extension of the previously unlocked basic ability. For instance, a telepath might have a psychic suggestion ability.

Tier 4: Choose a mid-tier ability that is either an offensive or a defensive use of the influence ability, whichever one wasn’t chosen as an option in the previous tier.

Alternatively, this ability could grant an additional capability related to the kind of influence the focus provides.

Tier 5: Choose a high-tier penultimate use of the specific influence ability granted at lower tiers.

Alternatively, choose an ability not previously gained at a lower tier, one that opens a new front on the particular influence capability. For instance, if the focus-granted influence is telepathic, the tier 5 ability might allow a character to see into the future to gain assets for dealing with enemies (and allies).

Tier 6: Choose two high-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One of the options should provide either an offensive or a defensive ability, opposite the ability provided at tier 4 (though high tier rather than mid tier).

The other option should be something that further explores the use of the basic influence ability provided by the focus. If the tier 5 choice was the penultimate ability, this might be an even better ultimate ability related to the kind of influence used, or a different way of using that ability to unlock an as-yet-unexplored facet of the ability.

Irregular

Most foci have a basic theme, a “character story” that logically leads to a series of related abilities. However, certain foci themes are so wide that they don’t fit into any other category except an irregular one of their own.

Irregular foci provide a basket of disparate abilities. Usually that’s because the overarching theme is one that demands variability and access to several different kinds of abilities. Often, these foci are found in genres that suggest additional rule tweaks to leverage their use even further, such as power shifts in the superhero genre and spellcasting in the fantasy genre. However, other irregular foci are possible.

Connection: Choose four relevant connections from the Focus Connections list.

Additional Equipment: Any object necessary to the focus’s theme. For instance, a
superhero-themed focus might grant a superhero costume.

Minor Effect Suggestions: The target is also dazed for one round, during which time all of its tasks are hindered.

Major Effect Suggestions: The target is stunned and loses its next turn.

The following are examples and not meant to provide a complete list of all possible foci in this category.

@UUID[.9x56c0G5TMOl1Arn#channels-divine-blessings]{Channels Divine Blessings} @UUID[.9x56c0G5TMOl1Arn#descends-from-nobility]{Descends From Nobility} @UUID[.9x56c0G5TMOl1Arn#emerged-from-the-obelisk]{Emerged From the Obelisk} @UUID[.9x56c0G5TMOl1Arn#flies-faster-than-a-bullet]{Flies Faster Than a Bullet} @UUID[.9x56c0G5TMOl1Arn#masters-spells]{Masters Spells} @UUID[.9x56c0G5TMOl1Arn#speaks-for-the-land]{Speaks for the Land}

Ability Selection Guidelines

Tier 1: Choose a low-tier ability that grants one of the benefits the focus theme promises, one that a first-tier character should have.

Sometimes an additional low-power ability is appropriate, depending on the focus. Often, this is an ability that grants skill training in a related area of knowledge or a related skill. Alternatively, it might offer a simple bonus of 2 or 3 points to a Pool.

Tier 2: Choose a low-tier ability that grants one of the benefits the focus theme promises, one that’s presumably not immediately related to the one provided at tier 1. That said, if a defense wasn’t provided at tier 1, tier 2 is a good place to add it.

Tier 3: Choose two mid-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One option should provide one of the benefits the focus theme promises, one that may not be immediately related to those provided at earlier tiers.

The other option should include a method of attack if none has previously been granted. Alternatively, if the lower-tier abilities don’t quite get the character where they need to be, this option might further increase a capability unlocked at a lower tier.

Tier 4: Choose a mid-tier ability that grants one of the benefits the focus theme promises, one that may not be immediately related to those provided at earlier tiers.

Tier 5: Choose a high-tier ability that grants one of the benefits the focus theme promises, one that may not be immediately related to those provided at earlier tiers.

Tier 6: Choose two high-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One option should grant one of the benefits the focus theme promises, one that may not be immediately related to those provided at earlier tiers. However, this ability might also provide an ultimate version of a lower-tier ability if a mid-tier or low-tier option wasn’t quite sufficient.

The other option should provide an alternate method to round out the character in a way that doesn’t replicate the first tier 6 option. For instance, if the first option provided some kind of attack, this one might be an interaction, information-gathering, or healing ability, depending on the focus’s overarching theme.

Movement Expertise

Foci that prioritize novel forms of movement—in order to excel in combat, escape situations most others can’t, move with stealth for purposes of theft or escape, or move into locations normally inaccessible—fall within the movement expertise category. These foci usually have methods of granting either offense or defense through movement, though they may provide some means of doing both.

The classic movement expertise focus is one that relies on speed to make more attacks and avoid being hit, though general agility might also provide the same benefit. Other foci in this category might fall within the theme by granting a character the ability to become immaterial, to change their form into something like water or air, or to instantly move via teleportation.

Connection: Choose four relevant connections from the Focus Connections list.

Additional Equipment: Any object necessary to achieve great speeds, change state, or otherwise gain the benefit of the focus should be granted as additional equipment. Some foci in this category don’t require anything to gain or retain their benefits.

Minor Effect Suggestions: The target is dazed, and their next action is hindered.

Major Effect Suggestions: The target is stunned and loses their next action.

The following are examples and not meant to provide a complete list of all possible foci in this category.

@UUID[.9x56c0G5TMOl1Arn#exists-partially-out-of-phase]{Exists Partially Out of Phase} @UUID[.9x56c0G5TMOl1Arn#moves-like-a-cat]{Moves Like a Cat} @UUID[.9x56c0G5TMOl1Arn#moves-like-the-wind]{Moves Like the Wind} @UUID[.9x56c0G5TMOl1Arn#runs-away]{Runs Away} @UUID[.9x56c0G5TMOl1Arn#shreds-the-walls-of-the-world]{Shreds the Walls of the World} @UUID[.9x56c0G5TMOl1Arn#travels-through-time]{Travels Through Time} @UUID[.9x56c0G5TMOl1Arn#works-the-back-alleys]{Works the Back Alleys}

Ability Selection Guidelines

Tier 1: Choose a low-tier ability that grants the basic benefit of the specific movement style, whether that’s enhanced speed, agility, immateriality, and so on.

Sometimes an additional low-power ability is appropriate, depending on the focus. If the basic benefit of the movement demands some kind of additional understanding or training, this ability could be that. Alternatively, if the movement provided seems like it should also unlock a basic offensive or defensive benefit (relying on the use of the initial basic ability), append it as well.

Tier 2: Choose a low-tier ability that provides a new offensive or defensive capability related to the focus’s theme.

Alternatively, this ability might provide some additional capability related to the form of movement that grants useful information to the character that would normally be inaccessible to someone without the focus.

Tier 3: Choose two mid-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One option should provide an additional movement capacity or further improve the basic movement capacity, related to the focus’s theme. This isn’t directly offensive or defensive, but provides the character with a new level of ability or an all-new ability related to their basic movement ability.

The other option should provide either an offensive or a defensive capability related to the specific form of movement the focus provides.

Tier 4: Choose a mid-tier ability that further enhances the advantages provided by focus’s movement-enhancing paradigm. This could provide a new or better form of defense (directly, or indirectly if moving to a location or time where danger doesn’t threaten), or a new or better form of offense.

Tier 5: Choose a high-tier penultimate use of the movement-related ability. For instance, if the focus-provided movement is temporal, this ability might allow actual (if brief) jaunts of time travel. If the focus enhances speed, this ability might allow the character to move up to a very long distance with one action. And so on.

Alternatively, unlock an as-yet-unexplored related ability that could derive from the basic movement power provided by the focus.

Tier 6: Choose two high-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One of the options should provide either an offensive or a defensive ability, opposite the ability provided at tier 4 (though high tier rather than mid tier).

The other option should be something that further explores the use of the basic
movement ability. If the tier 5 choice was the penultimate ability, this might be an even better ultimate ability related to the movement.

Striker Combat

Striker combat foci prioritize dealing damage in battle over other concerns. Foci in this category offer defensive abilities as well, but they emphasize abilities that provide ways to spike damage to heights that other foci normally don’t reach.

To achieve this end, a striker combat focus might offer mastery of a particular style of martial combat, which could be training with a particular weapon or martial art, or the use of a unique tool (or even a kind of energy). A style might be something as singular as being the best at fighting a particular kind of enemy, or something much broader, such as adopting a particularly vicious or unsporting style. A striker combatant might use fire, force, or magnetism as their preferred method of spiking damage.

Connection: Choose four relevant connections from the Focus Connections list.

Additional Equipment: The weapon, tool, or other special item or substance (if any) required to engage in the particular style of combat. For instance, a dose of level 5 poison for Fights Dirty or Murders, a trophy from a previously defeated foe for Battles Robots, or stylish clothes for Fights With Panache.

Minor Effect Suggestions: The target is so dazzled by your expertise that it is dazed for one round, hindering all of its tasks.

Major Effect Suggestions: Make an immediate additional attack using an attack provided by the focus as part of your turn.

The following are examples and not meant to provide a complete list of all possible foci in this category.

@UUID[.9x56c0G5TMOl1Arn#battles-robots]{Battles Robots} @UUID[.9x56c0G5TMOl1Arn#fights-dirty]{Fights Dirty} @UUID[.9x56c0G5TMOl1Arn#fights-with-panache]{Fights With Panache} @UUID[.9x56c0G5TMOl1Arn#hunts]{Hunts} @UUID[.9x56c0G5TMOl1Arn#is-licensed-to-carry]{Is Licensed to Carry} @UUID[.9x56c0G5TMOl1Arn#looks-for-trouble]{Looks for Trouble} @UUID[.9x56c0G5TMOl1Arn#masters-weaponry]{Masters Weaponry} @UUID[.9x56c0G5TMOl1Arn#murders]{Murders} @UUID[.9x56c0G5TMOl1Arn#needs-no-weapon]{Needs No Weapon} @UUID[.9x56c0G5TMOl1Arn#performs-feats-of-strength]{Performs Feats of Strength} @UUID[.9x56c0G5TMOl1Arn#rages]{Rages} @UUID[.9x56c0G5TMOl1Arn#slays-monsters]{Slays Monsters} @UUID[.9x56c0G5TMOl1Arn#throws-with-deadly-accuracy]{Throws With Deadly Accuracy} @UUID[.9x56c0G5TMOl1Arn#wields-two-weapons-at-once]{Wields Two Weapons at Once}

Ability Selection Guidelines

Tier 1: Choose a low-tier ability that inflicts additional damage when a character attacks using the focus’s particular fighting style, energy, or attitude, or when used against a chosen enemy.

Sometimes an additional low-power ability is appropriate, depending on the focus. For instance, a focus that grants proficiency in a special weapon might offer training in crafting tasks associated with that weapon. A focus that grants increased damage against a particular kind of foe might offer training in skills to recognize, locate, or just have general knowledge about that foe. A fighting style that involves fighting in a vicious or dirty manner might provide training in intimidation. And so on.

If the focus is about fighting a particular enemy, additional secondary powers (more than might otherwise be offered) may be appropriate. Those either further enhance effectiveness against the chosen enemy, or offer broader but related abilities that give the character who takes the focus some functionality even when not fighting that enemy.

Tier 2: Choose a low-tier ability that provides some form of defense using the weapon, weapon style, or chosen energy. If the weapon style is being especially good at fighting a certain kind of foe, the ability should be a defense against that kind of foe. Alternatively, the focus might offer another method for increasing damage within the chosen paradigm.

Sometimes an additional low-power ability is appropriate at tier 2. If so, choose whichever
low-power ability wasn’t gained at tier 1.

Tier 3: Choose two mid-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One option should inflict additional damage when using the focus’s fighting style, energy, or attitude, or when used against a chosen enemy. That could be as simple as an ability that offers an additional attack of that kind.

The other option should provide a method to temporarily neutralize a foe by disarming them, dazing or stunning them, slowing or holding them, or otherwise discombobulating them by using the focus’s fighting style, energy, or attitude, or when used against a chosen enemy.

Tier 4: Choose a mid-tier ability that further enhances the advantages provided by the focus’s paradigm. Often, this includes training in a particular kind of attack. Alternatively, the ability might increase the advantages provided by achieving a certain combat status, such as gaining surprise.

Tier 5: Choose a high-tier ability that inflicts damage. Alternatively, if focused on fighting a particular kind of foe, this ability might give the character a chance to completely neutralize, destroy, blind, or kill a singular target of up to level 3 (or higher, if the focus is on a singular foe).

Tier 6: Choose two high-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One of the options should use the focus paradigm to inflict an exceptional amount of damage.

The other option could be a different way of inflicting damage, either using the focus paradigm or just dealing lots of damage in general (and relying on previous focus tier abilities to improve targeting). This could be against multiple targets if the first option was for a single target, to outright kill or neutralize a target (starting with level 4, but with guidance for using Effort to increase the level of the target), or to select yet another foe, make another attack, or get away in order to fight another day.

Support

Foci that allow a character to help others succeed, defend others, heal others who are hurt, and so on are support foci. Of course, most foci abilities are often used in aid of others, but support foci (such as Siphons Power) prioritize aiding, healing, and improving the character who takes the focus.

Support foci rely on a variety of methods to provide their help, including martial training used in defense, supernatural or sci-fi means of providing healing, or simply easing the cares of others through entertainment.

Connection: Choose four relevant connections from the Focus Connections list.

Additional Equipment: Any object necessary to provide support. For instance, someone with a focus that uses entertainment to help others would require an instrument or similar object in aid of their craft. Some foci in this category don’t require anything to gain or retain their benefits.

Minor Effect Suggestions: You can draw an attack without having to use an action at any point before the end of the next round.

Major Effect Suggestions: You can take an extra action in aid of an ally.

The following are examples and not meant to provide a complete list of all possible foci in this category.

@UUID[.9x56c0G5TMOl1Arn#defends-the-weak]{Defends the Weak} @UUID[.9x56c0G5TMOl1Arn#entertains]{Entertains} @UUID[.9x56c0G5TMOl1Arn#helps-their-friends]{Helps Their Friends} @UUID[.9x56c0G5TMOl1Arn#metes-out-justice]{Metes Out Justice} @UUID[.9x56c0G5TMOl1Arn#shepherds-the-community]{Shepherds the Community} @UUID[.9x56c0G5TMOl1Arn#siphons-power]{Siphons Power} @UUID[.9x56c0G5TMOl1Arn#works-miracles]{Works Miracles}

Ability Selection Guidelines

Tier 1: Choose a low-tier ability that provides some form of defense, aid or entertainment, benefit to recovery or healing, or protection. That defense or protection could be to the PC and not to an ally, as one cannot protect another without first being able to protect themselves (and sometimes protecting themselves is the entire point).

Sometimes an additional low-power ability is appropriate, depending on the focus. Often, this is an ability that grants skill training in a related area of knowledge or a related skill, but it might be something that works with the initial ability that, by itself, wouldn’t do much.

Tier 2: Choose a low-tier ability that follows up on the support style opened in the previous tier. If the previous tier’s ability provided a means of protection only for the focus taker, this tier 2 ability should specifically provide aid to another. If the previous tier specifically provided aid to another, this tier 2 ability could defend the focus taker or provide an offensive capability grounded, if possible, in the focus’s theme.

Tier 3: Choose two mid-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One option should work within the focus’s theme to aid, heal, protect, or otherwise help another.

The other option should be something that benefits the character, either an offensive or defensive ability, or something that broadens their expertise in some fashion. Alternatively, it could be another, different method of helping someone else.

Tier 4: Choose a mid-tier ability that gives an ally a direct boon or provides the character with a way to help another. It could also be an ability that harms or nullifies a foe, as removing foes certainly helps allies.

Tier 5: Choose a high-tier ability that provides an offensive or defensive option for the character, if none have been provided yet. If this need has been previously addressed or is deemed unnecessary, choose a high-tier ability that provides some form of defense, aid or entertainment, benefit to recovery or healing, or protection to another. For example, a tier 5 ability might grant an ally an additional free action or allow them to repeat a failed action.

Tier 6: Choose two high-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One of the options should provide an ultimate method of helping another in the theme of the focus.

The other option could provide an alternative ultimate method of helping another; many foci in this category do. However, an option that provides high-tier offense or defense is also completely reasonable.

Tank Combat

Foci that prioritize being able to take a lot of punishment and soak up excess damage from foes fall within the tank combat category. These foci provide offensive abilities too, as well as additional abilities related to the particular method by which improved protection is achieved, but defensive abilities are most pronounced.

Some tank combat foci involve a physical transformation that grants additional protection, and others rely on specialized training, use tools like shields or heavy armor, or provide the ability to heal incredibly fast. The kinds of physical transformation that a tank focus provides, if any, vary widely. A focus might turn a character’s skin to stone, reinforce their body with metal, turn them into a monstrous being, make them so big it becomes harder to hurt them, and so on.

Connection: Choose four relevant connections from the Focus Connections list.

Additional Equipment: Any object necessary to maintain a physical transformation (such as a tool for repair if partly robotic, a shield or other defensive tool used if skilled, or possibly some kind of amulet or serum). Some tank combat foci don’t require anything to gain or retain their benefits.

Minor Effect Suggestions: +2 to Armor for a few rounds.

Major Effect Suggestions: Regain 2 points to Might Pool.

The following are examples and not meant to provide a complete list of all possible foci in this category.

@UUID[.9x56c0G5TMOl1Arn#abides-in-stone]{Abides in Stone} @UUID[.9x56c0G5TMOl1Arn#brandishes-an-exotic-shield]{Brandishes an Exotic Shield} @UUID[.9x56c0G5TMOl1Arn#defends-the-gate]{Defends the Gate} @UUID[.9x56c0G5TMOl1Arn#fuses-flesh-and-steel]{Fuses Flesh and Steel} @UUID[.9x56c0G5TMOl1Arn#grows-to-towering-heights]{Grows to Towering Heights} @UUID[.9x56c0G5TMOl1Arn#howls-at-the-moon]{Howls at the Moon} @UUID[.9x56c0G5TMOl1Arn#lives-in-the-wilderness]{Lives in the Wilderness} @UUID[.9x56c0G5TMOl1Arn#masters-defense]{Masters Defense} @UUID[.9x56c0G5TMOl1Arn#never-says-die]{Never Says Die} @UUID[.9x56c0G5TMOl1Arn#stands-like-a-bastion]{Stands Like a Bastion}

Ability Selection Guidelines

Tier 1: Choose a low-tier ability that provides defense within the focus’s theme. If the theme is simply intense training or the use of a defensive tool, the ability might be as simple as a bonus to Armor. If protection comes from physical transformation, this ability provides the base form effects, benefits, and in some cases drawbacks for making the transformation. A low-tier enhanced healing ability would also be appropriate at first tier.

Sometimes an additional low-power ability is appropriate, depending on the focus. If the character transforms, this ability may provide a knock-on effect, though in the case of some transformations, it might be a description of how someone with an abnormal physiognomy can fully heal. Other times, the secondary power may simply be training in a related skill, or it may unlock the ability to use a particular armor or shield without penalty.

Tier 2: If the theme of the focus isn’t physical transformation, choose a low-tier ability that provides an additional method of defending, healing damage, or avoiding attacks.

If the theme of the focus is physical transformation, choose a low-tier ability that unlocks a new capability related to the form the character takes. That might mean gaining better control of the transformation, unlocking a robotic interface, or otherwise more fully unlocking that form. This ability is not necessarily defensive, though it could be.

Tier 3: Choose two mid-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One option should provide an additional form of protection in keeping with the focus’s theme, such as more defensive capabilities unlocked from a transformation (which might also come with additional offensive capabilities) or a simple physical enhancement if defense is gained by skills or enhanced healing.

The other option should provide an offensive capability, especially if creating a non-transformation focus that doesn’t already have offensive benefits. That capability could be an enhanced attack or provide some other benefit useful in combat, such as quickly evading or (on the other end of the continuum) becoming immovable.

Tier 4: Choose a mid-tier ability that further enhances the advantages provided by the focus’s damage-soaking paradigm. Often, this includes training in a particular kind of defense. Alternatively, it might increase the advantages provided by previously unlocked defensive abilities, whether that means gaining greater control over a transformation, gaining additional chances to avoid damage or retry tasks related to enhanced determination, and so on. If the focus is lacking in offensive options, this is a good place to include one.

Tier 5: Choose a high-tier ability that provides protection, possibly in the form of shrugging off a debilitating condition (including death). If the focus offers a physical transformation, this ability might further unlock an additional related ability, whether offensive, defensive, or something related to exploration or interaction (such as flight if the form is winged, intimidation if the form is fearsome, and so on).

Tier 6: Choose two high-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One option should use the focus paradigm to increase the defense, protection, or ability to shrug off damage.

The other option could be a different way of being defensive. In some cases, the best defense is a good offense, so this option could provide a high-tier offensive ability in keeping with the focus’s theme, whether that’s a straight-up damage boost on attacks or better control of an unstable physical transformation.

","markdown":""},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"ownership":{"default":-1},"flags":{}},{"sort":399219,"name":"Abilities","type":"text","_id":"YRhX8KikaF361373","title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"

A character’s type, flavor, and focus assign an appropriate tier to each ability. However, if you’re creating a brand-new focus or type, we provide a couple of additional tools.

The first is a power grade for each ability, which tells you about how potent it is in relation to other abilities. Abilities appropriate for tiers 1 and 2 characters are called “low-tier” abilities. Abilities appropriate for tiers 3 and 4 are called “mid-tier” abilities. Abilities appropriate for tiers 5 and 6 are called “high-tier” abilities.

These abilities are further sorted into ability categories based on the kinds of things they do—abilities that improve physical attacks are in the attack skill category, abilities that assist allies are in the support category, and so on.

Unless otherwise noted, you cannot choose the same ability twice, even if you get it from both your type and a flavor.

Ability Categories and Relative Power

Abilities can be divided into several categories based on the kinds of things they do—improve your physical attacks, assist allies, provide defense, give you a special attack form, and so on. Under each of the following category descriptions is a list of abilities that fit that category, sorted into low-, medium-, and high-tier abilities.

The categories are mainly used by GMs when designing new foci for a campaign, allowing them to search a short list of abilities instead of trying to find something appropriate among the thousand or so abilities in this chapter. For example, the GM might have a custom focus in their campaign called “Is Born of the Swamp” and want a defensive ability for tier 5, so they can look at the high-tier abilities in the protection category and quickly narrow down what options are available.

It may be possible that a character gains the same ability from more than one source (such as from their type and their descriptor). Unless the two abilities are obviously additive (such as two abilities that each add 3 points to your Might Pool, which together would give the character +6 Might points), the duplicated ability might be improved in some way, such as having a longer duration or greater effect, or automatically providing an asset. Some abilities give suggestions on how to do this; otherwise, the player and the GM should work out whether and how the ability is improved.

The ability categories are not intended to be rigid or comprehensive. Some abilities fall into more than one category, and it could be argued that some abilities could be included in more categories than are listed here.

These categories have some overlap with the categories in the Creating New Foci chapter. For example, there is a support category here and a support category in the Creating New Foci chapter. They aren’t intended to be exact parallels and they don’t mean exactly the same thing. That said, if you’re creating a support-centric focus, many of the abilities in the support ability category would be appropriate choices.

Attack Skill

Gives you training or specialization in a specific physical attack (like swords or unarmed combat), a category of physical attacks (light bladed, heavy bashing, and so on), or another physical skill primarily used to inflict harm (such as breaking objects).

Low Tier

@UUID[Compendium.cyphersystem-compendium.abilities.YBMLX3Jm5oN79J6G]{Heads-Up Display} @UUID[Compendium.cyphersystem-compendium.abilities.wAbsUj5mHZatr3JG]{Practiced With Guns} @UUID[Compendium.cyphersystem-compendium.abilities.NhijFGxYepJtaa0r]{Practiced With Medium Weapons} @UUID[Compendium.cyphersystem-compendium.abilities.WFK0xBSAIpD59va8]{Practiced With Swords} @UUID[Compendium.cyphersystem-compendium.abilities.FEkLEYwk7r9KE7oC]{Quarry} @UUID[Compendium.cyphersystem-compendium.abilities.JJKRrcU5L1yM9y90]{Unarmed Fighting Style}

Mid Tier

@UUID[Compendium.cyphersystem-compendium.abilities.R0UuZ32vmmeFbSMV]{Blood Fever} @UUID[Compendium.cyphersystem-compendium.abilities.Z7JkIlrv7gxim4Fn]{Cognizant Offense} @UUID[Compendium.cyphersystem-compendium.abilities.nOuOE3EkrNr81pSq]{Greater Skill With Defense} @UUID[Compendium.cyphersystem-compendium.abilities.yl2zo179wXZW5Xxc]{Practiced With All Weapons} @UUID[Compendium.cyphersystem-compendium.abilities.NoKdHv0FSytZR4iF]{Robot Fighter} @UUID[Compendium.cyphersystem-compendium.abilities.NcItnMHjeG9fgE1K]{Serv-0 Aim} @UUID[Compendium.cyphersystem-compendium.abilities.lPqCQOQJF0JfoFRn]{Serv-0 Brawler} @UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks} @UUID[Compendium.cyphersystem-compendium.abilities.QDSSTe5EGrBHjtnL]{Sniper’s Aim} @UUID[Compendium.cyphersystem-compendium.abilities.hbWaCBEfSMujqvDf]{Specialized Throwing}

High Tier

@UUID[Compendium.cyphersystem-compendium.abilities.2uSx4ErQ9f2QLX5M]{As Foretold in Prophecy} @UUID[Compendium.cyphersystem-compendium.abilities.AsmIgvoIRPEtuzkh]{Duel to the Death} @UUID[Compendium.cyphersystem-compendium.abilities.oroWEBbp3cvrYwH9]{Greater Skill With Attacks} @UUID[Compendium.cyphersystem-compendium.abilities.LE8NtDKG9TzXBv5B]{Hunter’s Drive} @UUID[Compendium.cyphersystem-compendium.abilities.S4PaEqmYjg4TGoG3]{Master of Unarmed Fighting Style} @UUID[Compendium.cyphersystem-compendium.abilities.kNSRytTtQX0rU3aE]{Mastery With Attacks} @UUID[Compendium.cyphersystem-compendium.abilities.F6mAzjhG2T4irVjy]{Specialized Basher}

Companion

Gives you a follower, modifies a follower, or gives you an additional benefit when interacting with or near your follower. This category includes humanoid followers, beast companions, and temporary companions like summoned swarms, conjured spirits, and so on.

Low Tier

@UUID[Compendium.cyphersystem-compendium.abilities.4XwwFeGO5haHxvQs]{Basic Follower} @UUID[Compendium.cyphersystem-compendium.abilities.bOohoEcDegDBinFc]{Beast Companion} @UUID[Compendium.cyphersystem-compendium.abilities.9Kag2UMn6Wdxq4Zo]{Bound Magic Creature} @UUID[Compendium.cyphersystem-compendium.abilities.hIxPlDRbNqallNiu]{Control Swarm} @UUID[Compendium.cyphersystem-compendium.abilities.tgS72E10jiPF3Dm3]{Critter Companion} @UUID[Compendium.cyphersystem-compendium.abilities.P1jQZdPIrxo4wNlr]{Duplicate} @UUID[Compendium.cyphersystem-compendium.abilities.ZK4CUb9HH4J5A8IN]{Entourage} @UUID[Compendium.cyphersystem-compendium.abilities.ZEcFnsNXgcozJElT]{Influence Swarm} @UUID[Compendium.cyphersystem-compendium.abilities.yaLHxRtVBhveqHJA]{Necromancy} @UUID[Compendium.cyphersystem-compendium.abilities.oEubmS7pZ3zFK8uJ]{Resilient Duplicate} @UUID[Compendium.cyphersystem-compendium.abilities.paIv2etaqLqY76y0]{Robot Assistant} @UUID[Compendium.cyphersystem-compendium.abilities.v1lZkKjSCS1pjnET]{Serv-0} @UUID[Compendium.cyphersystem-compendium.abilities.RkOvawhfH5MHQFOH]{Spirit Accomplice}

Mid Tier

@UUID[Compendium.cyphersystem-compendium.abilities.zstBkLwRduC7vgGT]{Beast Eyes} @UUID[Compendium.cyphersystem-compendium.abilities.gLxVxCSix441TyKq]{Call Swarm} @UUID[Compendium.cyphersystem-compendium.abilities.ETGBAqAc1ApFH5cx]{Expert Follower} @UUID[Compendium.cyphersystem-compendium.abilities.BQnrZXeivue9Q2qp]{Fellow Explorer} @UUID[Compendium.cyphersystem-compendium.abilities.srn53BB1da8Elh1t]{Fiery Hand of Doom} @UUID[Compendium.cyphersystem-compendium.abilities.rUzrjRuT2nfEdCaJ]{Gain Unusual Companion} @UUID[Compendium.cyphersystem-compendium.abilities.vEVmBgz2TxOH3aSk]{Greater Necromancy} @UUID[Compendium.cyphersystem-compendium.abilities.QxOsAHpd8ZkEXI5u]{Improved Object Bond} @UUID[Compendium.cyphersystem-compendium.abilities.CEscdPwUrBpzUeS0]{Living Armor} @UUID[Compendium.cyphersystem-compendium.abilities.XkFsMa9e9IY2FRcN]{Machine Companion} @UUID[Compendium.cyphersystem-compendium.abilities.cGcblQ2qvyHM02kY]{Mount} @UUID[Compendium.cyphersystem-compendium.abilities.S2OZtm12S2YvxD7H]{Retinue} @UUID[Compendium.cyphersystem-compendium.abilities.Nyt7Z1xWqmnuu265]{Shipspeak} @UUID[Compendium.cyphersystem-compendium.abilities.h1rn92kIqG5VVYd6]{Stronger Together} @UUID[Compendium.cyphersystem-compendium.abilities.wEWyNKnVgVOjsyms]{Summon Giant Spider} @UUID[Compendium.cyphersystem-compendium.abilities.FwEUY43Q8EMVCCsL]{Superior Duplicate} @UUID[Compendium.cyphersystem-compendium.abilities.OWRsjlf3ahyH9eez]{Time Doppelganger} @UUID[Compendium.cyphersystem-compendium.abilities.l5vgtPP0LcsqGrzn]{Time Loop}

High Tier

@UUID[Compendium.cyphersystem-compendium.abilities.Qm31Nw2SkBpVcv9M]{As If One Creature} @UUID[Compendium.cyphersystem-compendium.abilities.fD8yD0pGCMdOJkGb]{Band of Desperados} @UUID[Compendium.cyphersystem-compendium.abilities.KpbEHKNSEycVB1GU]{Band of Followers} @UUID[Compendium.cyphersystem-compendium.abilities.pFWDdnTXCiPfwsWv]{Beast Call} @UUID[Compendium.cyphersystem-compendium.abilities.jVY1PTxvZvpjZILB]{Call Dead Spirit} @UUID[Compendium.cyphersystem-compendium.abilities.HUVY2MA2CBegFhLY]{Call in Favor} @UUID[Compendium.cyphersystem-compendium.abilities.ElsQU746B70tsPmZ]{Call Otherworldly Spirit} @UUID[Compendium.cyphersystem-compendium.abilities.U58ZQ1X3byfANn4W]{Call Through Time} @UUID[Compendium.cyphersystem-compendium.abilities.8SDpRRzZRF73zLsF]{Conjuration} @UUID[Compendium.cyphersystem-compendium.abilities.iQhBPww1s4wRZcDz]{Deadly Swarm} @UUID[Compendium.cyphersystem-compendium.abilities.M1FHIlVPVv8O02LV]{Dragon’s Maw} @UUID[Compendium.cyphersystem-compendium.abilities.NVdx8QjmTP5eOjDh]{Fire Servant} @UUID[Compendium.cyphersystem-compendium.abilities.iEOf9IkbHU8oBOMm]{Improved Apportation} @UUID[Compendium.cyphersystem-compendium.abilities.0IlHHY1ktkN2L5Sp]{Improved Companion} @UUID[Compendium.cyphersystem-compendium.abilities.PKFz6WVsaKm5kIir]{Improved Machine Companion} @UUID[Compendium.cyphersystem-compendium.abilities.UJpMPRD25O7HvhbV]{Insect Eruption} @UUID[Compendium.cyphersystem-compendium.abilities.pGJIwlCJDib2Splm]{Legal Intern} @UUID[Compendium.cyphersystem-compendium.abilities.rHApGqEQj8TCGa3f]{Masterful Armor Modification} @UUID[Compendium.cyphersystem-compendium.abilities.rsYzxCchklPSFAp7]{Multiplicity} @UUID[Compendium.cyphersystem-compendium.abilities.Aprz5cRtdgiAIYUM]{Object Bond Mastery} @UUID[Compendium.cyphersystem-compendium.abilities.3EcnBLVtGwxpWXBW]{Recruit Deputy} @UUID[Compendium.cyphersystem-compendium.abilities.yqhUXLWMSNn5IYOn]{Robot Fleet} @UUID[Compendium.cyphersystem-compendium.abilities.LnZkUlKUuuD7iW3P]{Summon Demon} @UUID[Compendium.cyphersystem-compendium.abilities.OWRsjlf3ahyH9eez]{Time Doppelganger} @UUID[Compendium.cyphersystem-compendium.abilities.GDphyYXSfjKE5BST]{True Necromancy}

Control

Controls or influences minds in ways outside of what could be done with conventional intimidation and persuasion, such as using psychic mind control, fear gas, and so on.

Low Tier

@UUID[Compendium.cyphersystem-compendium.abilities.BggeJtN5IcutwLJg]{Calm Stranger} @UUID[Compendium.cyphersystem-compendium.abilities.SeAlSU8Rim5CWsgV]{Charm Machine} @UUID[Compendium.cyphersystem-compendium.abilities.fg8V2R3kpLX2sHRn]{Cloud Personal Memories} @UUID[Compendium.cyphersystem-compendium.abilities.ag3OU8JZuc769034]{Community Activist} @UUID[Compendium.cyphersystem-compendium.abilities.ulHj0pzmwc515fve]{Fast Talk} @UUID[Compendium.cyphersystem-compendium.abilities.M2oXV5cRSdMlUZDm]{Goad} @UUID[Compendium.cyphersystem-compendium.abilities.0V2NE0905wwYPRVo]{Hack the Impossible} @UUID[Compendium.cyphersystem-compendium.abilities.kgCuCmU8kn0UMy8v]{Robot Control} @UUID[Compendium.cyphersystem-compendium.abilities.gT21nqWZ9Es576oC]{Soothe the Savage} @UUID[Compendium.cyphersystem-compendium.abilities.qVlbJjB7X8R78rz0]{Terrifying Presence}

Mid Tier

@UUID[Compendium.cyphersystem-compendium.abilities.CLObcsu2DKKKhzyK]{Calm} @UUID[Compendium.cyphersystem-compendium.abilities.8EMTH3JCrC5Vjt63]{Captivate or Inspire} @UUID[Compendium.cyphersystem-compendium.abilities.mUhnX0UmEw2BROkI]{Captivate With Starshine} @UUID[Compendium.cyphersystem-compendium.abilities.t83oYxQRuO2u2zx4]{Command} @UUID[Compendium.cyphersystem-compendium.abilities.OE5yXpzWC8lSUmGX]{Command Machine} @UUID[Compendium.cyphersystem-compendium.abilities.dCQdSi11hJDyOSdD]{Command Spirit} @UUID[Compendium.cyphersystem-compendium.abilities.crFxkKwBNdnD6tX4]{Crowd Control} @UUID[Compendium.cyphersystem-compendium.abilities.FIU24o7T66ViVgyg]{Daydream} @UUID[Compendium.cyphersystem-compendium.abilities.sqiDNk5qXh9j3zwh]{Grand Deception} @UUID[Compendium.cyphersystem-compendium.abilities.ljhjSIxYOCbPXEFR]{Interruption} @UUID[Compendium.cyphersystem-compendium.abilities.Vcfc6yjbqX6WSzCf]{Mind Control} @UUID[Compendium.cyphersystem-compendium.abilities.iRqXVpngq6vfgtEn]{Psychic Suggestion}

High Tier

@UUID[Compendium.cyphersystem-compendium.abilities.zTsjsWVgzjQzl2MW]{Advanced Command} @UUID[Compendium.cyphersystem-compendium.abilities.By276DS858KmWNZq]{Assume Control} @UUID[Compendium.cyphersystem-compendium.abilities.3SiJ5Drao8XtmgzV]{Brainwashing} @UUID[Compendium.cyphersystem-compendium.abilities.aWbDzueOAxSW1d3C]{Change the Paradigm} @UUID[Compendium.cyphersystem-compendium.abilities.FxohCBSksJIu1BSA]{Control Machine} @UUID[Compendium.cyphersystem-compendium.abilities.LvoH43SKKtr3urKo]{Control the Savage} @UUID[Compendium.cyphersystem-compendium.abilities.0f2qoQlYGRqgu0Nj]{Defuse Situation} @UUID[Compendium.cyphersystem-compendium.abilities.UyW320RhzarMNoss]{Flee} @UUID[Compendium.cyphersystem-compendium.abilities.miR0d91lKIfmBGdO]{Psychic Passenger} @UUID[Compendium.cyphersystem-compendium.abilities.cfR2uFYjteKAqsYw]{Show Them the Way} @UUID[Compendium.cyphersystem-compendium.abilities.3wZZC07ADxO3mImS]{Suggestion} @UUID[Compendium.cyphersystem-compendium.abilities.ZTp4SZ673tDJpmuS]{Word of Command}

Craft

Creates useful physical things, such as mundane tools (hammers, crowbars), limited-use devices (manifest cyphers, artifacts), or independent beings (robots, elementals, zombies). Includes blueprints, plans, and effects that aid or speed crafting.

Low Tier

@UUID[Compendium.cyphersystem-compendium.abilities.JoPcORtuhjnAJ5mT]{Create Deadly Poison} @UUID[Compendium.cyphersystem-compendium.abilities.ZvKFftq7doCxI7T5]{Fortification Builder} @UUID[Compendium.cyphersystem-compendium.abilities.IswvUEdCBBZDRme6]{Junkmonger} @UUID[Compendium.cyphersystem-compendium.abilities.JK2hN1poqMLqfa1N]{Machine Efficiency} @UUID[Compendium.cyphersystem-compendium.abilities.mFPUUmBIcGGsuwNd]{Modify Device} @UUID[Compendium.cyphersystem-compendium.abilities.Ktxj62234LhUr51B]{Natural Crafter} @UUID[Compendium.cyphersystem-compendium.abilities.m6X5wyPUPdhqLTIp]{Quick Work} @UUID[Compendium.cyphersystem-compendium.abilities.pUliR2uWpIcE6jQX]{Robot Builder} @UUID[Compendium.cyphersystem-compendium.abilities.XUutaClCW4UXzK7e]{Trapster} @UUID[Compendium.cyphersystem-compendium.abilities.qBTIXXJt2Ahn8UYh]{Weapon Crafter}

Mid Tier

@UUID[Compendium.cyphersystem-compendium.abilities.FBCpBF9PXlEtIX4m]{Dream Becomes Reality} @UUID[Compendium.cyphersystem-compendium.abilities.dhXVqnunlbSbrDPB]{Expert Crafter} @UUID[Compendium.cyphersystem-compendium.abilities.7G8B9lfoVXkuxvKB]{Ice Creation} @UUID[Compendium.cyphersystem-compendium.abilities.AQQzctwqPJPUTRbb]{Poison Crafter} @UUID[Compendium.cyphersystem-compendium.abilities.BSx4qB29VwRUISm6]{Robot Upgrade} @UUID[Compendium.cyphersystem-compendium.abilities.3DJXuR680OxwP5NT]{Sculpt Light}

High Tier

@UUID[Compendium.cyphersystem-compendium.abilities.HuhNjMfMxPkTlERH]{Create} @UUID[Compendium.cyphersystem-compendium.abilities.JUn27j5YI3dRh2jJ]{Dark Matter Structure} @UUID[Compendium.cyphersystem-compendium.abilities.6e4KunpYFObSRszo]{Improved Sculpt Light} @UUID[Compendium.cyphersystem-compendium.abilities.y3qXWOUu7mAhg6Rb]{Innovator} @UUID[Compendium.cyphersystem-compendium.abilities.KQDFvUEnIWed1ebo]{Jury-Rig} @UUID[Compendium.cyphersystem-compendium.abilities.t0B6AIqWanSnx696]{Modify Artifact Power} @UUID[Compendium.cyphersystem-compendium.abilities.YFbC1HRis4SpZgrS]{Reshape}

Cure

Cures damage, adds or improves recovery rolls, or negates, cures, suspends, or otherwise gives immunity to a harmful effect or condition, such as poison, disease, mental attacks, moving down on the damage track, or dying.

Low Tier

@UUID[Compendium.cyphersystem-compendium.abilities.8mP69InEXQ4TB5BL]{Alleviate} @UUID[Compendium.cyphersystem-compendium.abilities.bzeuikGxbM7noj2z]{Crystalline Body} @UUID[Compendium.cyphersystem-compendium.abilities.Z7CKGOQWnfdNO885]{Destined for Greatness} @UUID[Compendium.cyphersystem-compendium.abilities.qHzwHm5LmYDasHnF]{Diver} @UUID[Compendium.cyphersystem-compendium.abilities.gWvMJQPBSmeaP8yN]{Drain Creature} @UUID[Compendium.cyphersystem-compendium.abilities.JyAovhallyh9m6oW]{Drain Machine} @UUID[Compendium.cyphersystem-compendium.abilities.PqL4qr9D8QAwQhrL]{Endurance} @UUID[Compendium.cyphersystem-compendium.abilities.uB3sVzeG2N5rkdUZ]{Escape} @UUID[Compendium.cyphersystem-compendium.abilities.CAYeFSNYprjeRtWw]{Extra Recovery} @UUID[Compendium.cyphersystem-compendium.abilities.U7chr7wLj7r5y0LT]{Foil Danger} @UUID[Compendium.cyphersystem-compendium.abilities.igGttY1Y2XbAx3qY]{Healing Touch} @UUID[Compendium.cyphersystem-compendium.abilities.JuOmZXMt1T3tQUZ8]{Ignore the Pain} @UUID[Compendium.cyphersystem-compendium.abilities.UtFc3e4grYyCQneH]{Improved Recovery} @UUID[Compendium.cyphersystem-compendium.abilities.vFQaDsHzJpTSV8Tw]{Living Off the Land} @UUID[Compendium.cyphersystem-compendium.abilities.wXV7JxEmZDlBvRKO]{Push on Through} @UUID[Compendium.cyphersystem-compendium.abilities.euEVkth9YGYSpoJf]{Quick Recovery} @UUID[Compendium.cyphersystem-compendium.abilities.rRDSzPJtUCwRVXFR]{Repair Flesh} @UUID[Compendium.cyphersystem-compendium.abilities.OvvuCBCQ71rZkCqQ]{Restful Presence} @UUID[Compendium.cyphersystem-compendium.abilities.XntbE6mXQ4CZ6yIi]{Speedy Recovery} @UUID[Compendium.cyphersystem-compendium.abilities.s2PLo9FsWBi2C1VY]{Surging Confidence} @UUID[Compendium.cyphersystem-compendium.abilities.2fU3nI68oi5ScziC]{Totally Chill} @UUID[Compendium.cyphersystem-compendium.abilities.yRSe9vjTxdOkvgBE]{Water Adaptation} @UUID[Compendium.cyphersystem-compendium.abilities.lw0otGU2Iaorppdc]{Will of Legend}

Mid Tier

@UUID[Compendium.cyphersystem-compendium.abilities.m7j43Ww96dKCDtJO]{Aquatic Combatant} @UUID[Compendium.cyphersystem-compendium.abilities.zdkVn6jIaanDoikV]{Biomorphic Healing} @UUID[Compendium.cyphersystem-compendium.abilities.nVFRDMhuWDrdve4F]{Damage Transference} @UUID[Compendium.cyphersystem-compendium.abilities.A6H8xi93t6Zrexz9]{Drain Charge} @UUID[Compendium.cyphersystem-compendium.abilities.5otvtHrbVXIh0N27]{Fight On} @UUID[Compendium.cyphersystem-compendium.abilities.rAmIxY5G1BK4ZMm7]{Font of Healing} @UUID[Compendium.cyphersystem-compendium.abilities.6nm35znCQzjAk6Gb]{Healing Pulse} @UUID[Compendium.cyphersystem-compendium.abilities.NMgopYfoagESHtea]{Ignore Affliction} @UUID[Compendium.cyphersystem-compendium.abilities.4Fe5z4FD71eHlbbd]{Immovable} @UUID[Compendium.cyphersystem-compendium.abilities.b776WTF2u1roh3n0]{Incredible Health} @UUID[Compendium.cyphersystem-compendium.abilities.7amEMbwK27v31Lt9]{Miraculous Health} @UUID[Compendium.cyphersystem-compendium.abilities.AAUqaiWxC5V4e1VH]{Noble’s Courage} @UUID[Compendium.cyphersystem-compendium.abilities.Wj6oHOvnZkZjulwI]{One With the Wild} @UUID[Compendium.cyphersystem-compendium.abilities.VsKeNcF252yKnh2O]{Poison Resistance} @UUID[Compendium.cyphersystem-compendium.abilities.LojkwDtb1gHLSB6A]{Preternatural Senses} @UUID[Compendium.cyphersystem-compendium.abilities.iroL3TcKD9dpulhW]{Regeneration} @UUID[Compendium.cyphersystem-compendium.abilities.gn1jtMLhp6qPNXUL]{Store Energy} @UUID[Compendium.cyphersystem-compendium.abilities.nJBrBxxs0ezweHKZ]{Thinking Ahead} @UUID[Compendium.cyphersystem-compendium.abilities.wxAZnuQkvWosLzkN]{Tough As Nails} @UUID[Compendium.cyphersystem-compendium.abilities.27EOrq94WxqgBbWQ]{Unmovable} @UUID[Compendium.cyphersystem-compendium.abilities.P73TBXcNDbZCVsdE]{Unraveling Consumption} @UUID[Compendium.cyphersystem-compendium.abilities.Ja8ebgq2RDQryN62]{Wilderness Encouragement} @UUID[Compendium.cyphersystem-compendium.abilities.JrSM5XYgXpxNnLl2]{Willing Sacrifice}

High Tier

@UUID[Compendium.cyphersystem-compendium.abilities.Uk6ceaEWFjcoHNTI]{Deep Reserves} @UUID[Compendium.cyphersystem-compendium.abilities.5HNZcrij9mgEmvAR]{Final Defiance} @UUID[Compendium.cyphersystem-compendium.abilities.B0Tt5R1m2DsVLtPH]{Free to Move} @UUID[Compendium.cyphersystem-compendium.abilities.W0Jw19mWIycjIgmo]{Gamer’s Fortitude} @UUID[Compendium.cyphersystem-compendium.abilities.dIUTe5O1jeA47zps]{Gaming God} @UUID[Compendium.cyphersystem-compendium.abilities.O2XHxUa2QNrliDMG]{Greater Healing Touch} @UUID[Compendium.cyphersystem-compendium.abilities.upynNTXrIGGH82Ll]{Incredible Recovery} @UUID[Compendium.cyphersystem-compendium.abilities.PvISXo6EQ2PmCGes]{Infuse Spirit} @UUID[Compendium.cyphersystem-compendium.abilities.oilgQ4oM02Pa0eNp]{Inspiration} @UUID[Compendium.cyphersystem-compendium.abilities.Kf09KYdZqG6dNTFC]{Inspire the Innocent} @UUID[Compendium.cyphersystem-compendium.abilities.laxdkyrDuOhxfWKc]{Mind Surge} @UUID[Compendium.cyphersystem-compendium.abilities.dMEqa6kAjXrHlxui]{Negate Danger} @UUID[Compendium.cyphersystem-compendium.abilities.sbGo2i4oqy1aUeQ6]{Not Dead Yet} @UUID[Compendium.cyphersystem-compendium.abilities.Hp9Sdc7eTTUuWTiu]{Rapid Recovery} @UUID[Compendium.cyphersystem-compendium.abilities.aS13LBRfyrWXAMMp]{Regenerate} @UUID[Compendium.cyphersystem-compendium.abilities.ydmPM9m8nmmgvlXc]{Restore Life} @UUID[Compendium.cyphersystem-compendium.abilities.aDnA7oA9ZYCEfprI]{Resuscitate} @UUID[Compendium.cyphersystem-compendium.abilities.4Xvgo62UVSOI9Acx]{Share the Power} @UUID[Compendium.cyphersystem-compendium.abilities.iXBkjCf0y9vXVXI6]{Stay the Course} @UUID[Compendium.cyphersystem-compendium.abilities.qKDngpAWNEzhdRj5]{Trick Driver} @UUID[Compendium.cyphersystem-compendium.abilities.icJAWRB8Uha8CSKr]{Vigilant}

Environment

Manipulates the environment or things in the environment, such as with telekinesis, weather control, gravity control, illusions, and so on.

Low Tier

@UUID[Compendium.cyphersystem-compendium.abilities.zqarns940d4FXwYf]{Create Water} @UUID[Compendium.cyphersystem-compendium.abilities.y08bfWS5eyeUJB3J]{Dreamcraft} @UUID[Compendium.cyphersystem-compendium.abilities.21Bi8yur01DCYz5f]{Fetch} @UUID[Compendium.cyphersystem-compendium.abilities.zW0cZJQTR0tHUmn3]{Grasping Foliage} @UUID[Compendium.cyphersystem-compendium.abilities.zArjjFcf9tHQvJTx]{Hedge Magic} @UUID[Compendium.cyphersystem-compendium.abilities.1KjY8D1dvLc3NuUv]{Hidden Closet} @UUID[Compendium.cyphersystem-compendium.abilities.xZQXXjAWGBo7mTHU]{Illuminating Touch} @UUID[Compendium.cyphersystem-compendium.abilities.BjWI1UVg9kpY7FKO]{Illusory Duplicate} @UUID[Compendium.cyphersystem-compendium.abilities.jCmnAY8EjuGo5uDg]{Impetus} @UUID[Compendium.cyphersystem-compendium.abilities.Frxs35QkokRdure4]{Legerdemain} @UUID[Compendium.cyphersystem-compendium.abilities.wNQ3q7VXtPHlPzqb]{Lock} @UUID[Compendium.cyphersystem-compendium.abilities.l60mmJrF1GupXLJB]{Minor Illusion} @UUID[Compendium.cyphersystem-compendium.abilities.p2JmtbtuzscW1ogs]{Move Metal} @UUID[Compendium.cyphersystem-compendium.abilities.3s6gDCIY1zfetGEg]{Slip Into Shadow} @UUID[Compendium.cyphersystem-compendium.abilities.xDn74LRD6xlMUqj2]{Telekinesis} @UUID[Compendium.cyphersystem-compendium.abilities.Db7aRY4t1mwRpcoL]{Wilderness Explorer}

Mid Tier

@UUID[Compendium.cyphersystem-compendium.abilities.FIU24o7T66ViVgyg]{Daydream} @UUID[Compendium.cyphersystem-compendium.abilities.SHMGbt30RfePtyNE]{Define Down} @UUID[Compendium.cyphersystem-compendium.abilities.eJpNT3QObtYiDfXY]{Field of Gravity} @UUID[Compendium.cyphersystem-compendium.abilities.yPVZmXWhUxustVdq]{Force Field Barrier} @UUID[Compendium.cyphersystem-compendium.abilities.itnqtCRfxC2EDKqu]{Force to Reckon With} @UUID[Compendium.cyphersystem-compendium.abilities.hJV3hrSYcq3Zbzl5]{Illusory Selves} @UUID[Compendium.cyphersystem-compendium.abilities.YeOtzG5ksxonD5RS]{Living Wall} @UUID[Compendium.cyphersystem-compendium.abilities.hNsph7BRwllVSUre]{Major Illusion} @UUID[Compendium.cyphersystem-compendium.abilities.KLFHpPR0MKLOWr8l]{Nullify Sound} @UUID[Compendium.cyphersystem-compendium.abilities.8QwoYVraOedgr9kB]{Projection} @UUID[Compendium.cyphersystem-compendium.abilities.wAQ7a5JSjp01x1Eg]{Storm Seed} @UUID[Compendium.cyphersystem-compendium.abilities.iIlgHiF1EN0fEpYx]{Sunlight}

High Tier

@UUID[Compendium.cyphersystem-compendium.abilities.wWN4y4rATxbtMCMo]{Adaptation} @UUID[Compendium.cyphersystem-compendium.abilities.tvlNZboSbKCHttjs]{Control Weather} @UUID[Compendium.cyphersystem-compendium.abilities.fruWNFBBNLpcGLaC]{Diamagnetism} @UUID[Compendium.cyphersystem-compendium.abilities.TXNhhyj63MMp2dVF]{Force Wall} @UUID[Compendium.cyphersystem-compendium.abilities.KBykf0P4WQ9Lb6TN]{Generate Force Field} @UUID[Compendium.cyphersystem-compendium.abilities.lCWWUQ0vYH2odiDv]{Grandiose Illusion} @UUID[Compendium.cyphersystem-compendium.abilities.ZK9Ruc53rKBqU93i]{Granite Wall} @UUID[Compendium.cyphersystem-compendium.abilities.PLsz8IqWScZt0Ott]{Inferno Trail} @UUID[Compendium.cyphersystem-compendium.abilities.8OmtJRuoKRzuGfh8]{Move Mountains} @UUID[Compendium.cyphersystem-compendium.abilities.RNJbp1eAcMqSnYvb]{Permanent Illusion} @UUID[Compendium.cyphersystem-compendium.abilities.RBOc2zxAI9xMoWqW]{Relocate} @UUID[Compendium.cyphersystem-compendium.abilities.9cJ6gJZc7datpQwJ]{Terrifying Image} @UUID[Compendium.cyphersystem-compendium.abilities.Bny0sFdqf40pJeOp]{Wall of Lightning} @UUID[Compendium.cyphersystem-compendium.abilities.pfZzabIIEuU4kSH3]{The Wild Is on Your Side}

Information

Gives the ability to learn information about something, whether chosen by the GM like Scan, by asking a question and the GM giving the answer, or by learning a language.

Low Tier

@UUID[Compendium.cyphersystem-compendium.abilities.r7uNiD9CGy4G3Hoq]{Babel} @UUID[Compendium.cyphersystem-compendium.abilities.OIk4usP2NFT0tDu7]{Communication} @UUID[Compendium.cyphersystem-compendium.abilities.op9VSx3NJT28UwTH]{Community Knowledge} @UUID[Compendium.cyphersystem-compendium.abilities.P95xVHVxALSMjanR]{Decipher} @UUID[Compendium.cyphersystem-compendium.abilities.bH57y3PYsMceluGy]{Dream Thief} @UUID[Compendium.cyphersystem-compendium.abilities.RM8Fmu1IJwzBkjcM]{Eye for Detail} @UUID[Compendium.cyphersystem-compendium.abilities.IvKd5vkPypJbB1Ip]{Gather Intelligence} @UUID[Compendium.cyphersystem-compendium.abilities.4PVFXmi2cxI8MdpR]{Lab Analysis} @UUID[Compendium.cyphersystem-compendium.abilities.W5Zt9qDKCtNr49BC]{Mind Reading} @UUID[Compendium.cyphersystem-compendium.abilities.PRW5MxW12oakmeHE]{Monster Lore} @UUID[Compendium.cyphersystem-compendium.abilities.2GicRKJcPO3hmlwD]{Network Tap} @UUID[Compendium.cyphersystem-compendium.abilities.V5oEOJ4i32t97yOG]{Predictive Model} @UUID[Compendium.cyphersystem-compendium.abilities.ZsI6553CPbGi0wtx]{Premonition} @UUID[Compendium.cyphersystem-compendium.abilities.pHFFr4DkCythNc5n]{Question the Spirits} @UUID[Compendium.cyphersystem-compendium.abilities.fzx429jdEdbd0tHy]{Retrieve Memories} @UUID[Compendium.cyphersystem-compendium.abilities.h3G0Ven2SoaPCbk4]{Salvage and Comfort} @UUID[Compendium.cyphersystem-compendium.abilities.OPvXaxuRIVXLmkWl]{Scan} @UUID[Compendium.cyphersystem-compendium.abilities.83y32UMQWshRvbDG]{See History} @UUID[Compendium.cyphersystem-compendium.abilities.nvA3LwoSP7jf4h8G]{Speaker for the Dead} @UUID[Compendium.cyphersystem-compendium.abilities.L2NOLfflU6HNleuT]{Telepathic}

Mid Tier

@UUID[Compendium.cyphersystem-compendium.abilities.YlzkyK6WEkk0cfhh]{Creature Insight} @UUID[Compendium.cyphersystem-compendium.abilities.ssfubNrUQC38zCkJ]{Device Insight} @UUID[Compendium.cyphersystem-compendium.abilities.mL6Yae2CxgefOMHn]{Draw Conclusion} @UUID[Compendium.cyphersystem-compendium.abilities.Mu5knvNfGyaeaiTB]{Find the Hidden} @UUID[Compendium.cyphersystem-compendium.abilities.W7wHOJdozxk7Y2CQ]{Got a Feeling} @UUID[Compendium.cyphersystem-compendium.abilities.MBt3AmXa8vzUCiHd]{Know Their Faults} @UUID[Compendium.cyphersystem-compendium.abilities.dLJ0B35UlB5wxCf4]{Machine Telepathy} @UUID[Compendium.cyphersystem-compendium.abilities.7VYzHQvF1cz4cfUp]{Mechanical Telepathy} @UUID[Compendium.cyphersystem-compendium.abilities.uPvNopNWTgHGIPyR]{Reading the Room} @UUID[Compendium.cyphersystem-compendium.abilities.x7YnN02GiwDQ09km]{Sensor Array} @UUID[Compendium.cyphersystem-compendium.abilities.9r6iNU2GH4oEH6vz]{Serv-0 Scanner} @UUID[Compendium.cyphersystem-compendium.abilities.2t9oGZRuFhLCKjsa]{Soul Interrogation} @UUID[Compendium.cyphersystem-compendium.abilities.abMJwHQIsm9Wcdlg]{Spot Weakness} @UUID[Compendium.cyphersystem-compendium.abilities.CBdIPMJ2oOOesmod]{Wilderness Awareness}

High Tier

@UUID[Compendium.cyphersystem-compendium.abilities.1tkQKo32UKxTUUPn]{Deep Consideration} @UUID[Compendium.cyphersystem-compendium.abilities.wztu6KcpILxwlFTU]{Drawing on Life’s Experiences} @UUID[Compendium.cyphersystem-compendium.abilities.PLyxuOlieOGsJx4h]{Information Gathering} @UUID[Compendium.cyphersystem-compendium.abilities.wlkPdME0r3hx9VbE]{Knowing the Unknown} @UUID[Compendium.cyphersystem-compendium.abilities.qbXP6HlN56bPt7cq]{Mind of a Leader} @UUID[Compendium.cyphersystem-compendium.abilities.lbXg8UlSCG23yxO4]{Read the Signs} @UUID[Compendium.cyphersystem-compendium.abilities.K0C60k7wHBSpMQX4]{Telepathic Network}

Meta

Modifies an existing ability or character trait’s effects or parameters, such as increasing range or, damage, easing the difficulty, giving you additional noncombat actions each turn, rerolling a failed attempt, or treating a number on the die as something different than normal.

Low Tier

@UUID[Compendium.cyphersystem-compendium.abilities.m5U42d2SkK31mp8d]{A Smile and a Word} @UUID[Compendium.cyphersystem-compendium.abilities.EyAIsiqJGCspQFcu]{Arcane Flare} @UUID[Compendium.cyphersystem-compendium.abilities.yIdq1lu1eUAkNyDC]{Artifact Tinkerer} @UUID[Compendium.cyphersystem-compendium.abilities.ywBEe31zan6qpVxr]{Augment Cypher} @UUID[Compendium.cyphersystem-compendium.abilities.Mbq7D0u4Vee0NKYz]{Careful Shot} @UUID[Compendium.cyphersystem-compendium.abilities.essJhO2eqoHmIQaa]{Charge} @UUID[Compendium.cyphersystem-compendium.abilities.L3UjcLAFvS9MLWCu]{Coaxing Power} @UUID[Compendium.cyphersystem-compendium.abilities.2x7nMe9ZGp3VjI8B]{Combat Prowess} @UUID[Compendium.cyphersystem-compendium.abilities.EERMWn1af0S8wAWN]{Crushing Blow} @UUID[Compendium.cyphersystem-compendium.abilities.bzeuikGxbM7noj2z]{Crystalline Body} @UUID[Compendium.cyphersystem-compendium.abilities.JkmTskE3eqcfu7dY]{Curious} @UUID[Compendium.cyphersystem-compendium.abilities.7nUj7rxq4Qwg4FUM]{Distant Interface} @UUID[Compendium.cyphersystem-compendium.abilities.Pu5XGGLI6cCp1EQd]{Double Strike} @UUID[Compendium.cyphersystem-compendium.abilities.gWvMJQPBSmeaP8yN]{Drain Creature} @UUID[Compendium.cyphersystem-compendium.abilities.1fu5C9JHmORmWTR8]{Driving on the Edge} @UUID[Compendium.cyphersystem-compendium.abilities.YjJvvUhIqtxf6eYS]{Elusive} @UUID[Compendium.cyphersystem-compendium.abilities.UJst9mtUKNTe3Pd2]{Energize Object} @UUID[Compendium.cyphersystem-compendium.abilities.dPFQTFRzv7D7PYKq]{Enhanced Body} @UUID[Compendium.cyphersystem-compendium.abilities.SmuTPFfZGnCUmnEj]{Extra Use} @UUID[Compendium.cyphersystem-compendium.abilities.axI0iGYo7DjdR8Ya]{Find the Way} @UUID[Compendium.cyphersystem-compendium.abilities.Hgr8QZmzjXmYorfs]{Fists of Fury} @UUID[Compendium.cyphersystem-compendium.abilities.Sg5WeSF04CYNEecl]{Fleet of Foot} @UUID[Compendium.cyphersystem-compendium.abilities.YGsGHp1rbu3Z7Kdd]{Frenzy} @UUID[Compendium.cyphersystem-compendium.abilities.pXrC4lkMOY7CvFLk]{Golem Body} @UUID[Compendium.cyphersystem-compendium.abilities.1SBd1jm66eSo4eHn]{Gunner} @UUID[Compendium.cyphersystem-compendium.abilities.z23towmNKeKJasHV]{Hacker} @UUID[Compendium.cyphersystem-compendium.abilities.tBWUjjkgyXHTrkCp]{Hold Breath} @UUID[Compendium.cyphersystem-compendium.abilities.3fMzqFFQ1rLtbVrd]{Improved Designation} @UUID[Compendium.cyphersystem-compendium.abilities.FzpkQwb1jA53bs1y]{Investigator} @UUID[Compendium.cyphersystem-compendium.abilities.N4DTNNCEESorc0N4]{Lead From the Front} @UUID[Compendium.cyphersystem-compendium.abilities.JK2hN1poqMLqfa1N]{Machine Efficiency} @UUID[Compendium.cyphersystem-compendium.abilities.VgomhLKFHDDAzW9T]{Mind for Might} @UUID[Compendium.cyphersystem-compendium.abilities.mFPUUmBIcGGsuwNd]{Modify Device} @UUID[Compendium.cyphersystem-compendium.abilities.nW46hfygkxB7FW5m]{Monster Bane} @UUID[Compendium.cyphersystem-compendium.abilities.Ktxj62234LhUr51B]{Natural Crafter} @UUID[Compendium.cyphersystem-compendium.abilities.YZB37b80VQGMUscp]{No Need for Weapons} @UUID[Compendium.cyphersystem-compendium.abilities.PCTUkuALVb0GdTCe]{Object Bond} @UUID[Compendium.cyphersystem-compendium.abilities.FDG7hgrRNt4aHpP1]{Overload Machine} @UUID[Compendium.cyphersystem-compendium.abilities.XAXJ3mFGdDv0fXLP]{Precision} @UUID[Compendium.cyphersystem-compendium.abilities.y2eUnbkzxOeoe9w6]{Quick Death} @UUID[Compendium.cyphersystem-compendium.abilities.m6X5wyPUPdhqLTIp]{Quick Work} @UUID[Compendium.cyphersystem-compendium.abilities.tJVu7MQ2pOhNfpUB]{Range Increase} @UUID[Compendium.cyphersystem-compendium.abilities.szw7tHW0OjI2fjpJ]{Reload} @UUID[Compendium.cyphersystem-compendium.abilities.vVax9KyZ3U4Wpok8]{Something in the Road} @UUID[Compendium.cyphersystem-compendium.abilities.AFfburUYwZlBFq7N]{Tinker} @UUID[Compendium.cyphersystem-compendium.abilities.J0fj73TfCu4aSdVL]{Weapon Master} @UUID[Compendium.cyphersystem-compendium.abilities.yS1sMAZEzJbozxOZ]{Wreck}

Mid Tier

@UUID[Compendium.cyphersystem-compendium.abilities.M5QroBlhUCULt6MD]{Amazing Effort} @UUID[Compendium.cyphersystem-compendium.abilities.7Gxuqkwo4i47yHe3]{Betrayal} @UUID[Compendium.cyphersystem-compendium.abilities.G0hoaZFQpdG7FfxO]{Better Living Through Chemistry} @UUID[Compendium.cyphersystem-compendium.abilities.gNRMG3mJTzWaCGph]{Capable Warrior} @UUID[Compendium.cyphersystem-compendium.abilities.JwG4lCSZIG3qUQAi]{Cast Illusion} @UUID[Compendium.cyphersystem-compendium.abilities.M3TM1cORNnlEN0ZO]{Cyphersmith} @UUID[Compendium.cyphersystem-compendium.abilities.Rr4oB1lUzuzFHNHQ]{Deadly Aim} @UUID[Compendium.cyphersystem-compendium.abilities.zYGhcm896Xbi7Ia2]{Deep Resources} @UUID[Compendium.cyphersystem-compendium.abilities.7rjeYt5hNhkvqK9w]{Disarming Strike} @UUID[Compendium.cyphersystem-compendium.abilities.zLJYM2OiFVIsuz3P]{Dodge and Resist} @UUID[Compendium.cyphersystem-compendium.abilities.wEj2uvWI3w0W9HWH]{Drain at a Distance} @UUID[Compendium.cyphersystem-compendium.abilities.B5zrSVUs54TUALFB]{Energized Shield} @UUID[Compendium.cyphersystem-compendium.abilities.7GsuhcRTpDX0d1em]{Enhanced Intellect} @UUID[Compendium.cyphersystem-compendium.abilities.FQPA8oY3xiZIL6aG]{Enhanced Intellect Edge} @UUID[Compendium.cyphersystem-compendium.abilities.wHcuP6T7Ti6j5Y8C]{Enhanced Might} @UUID[Compendium.cyphersystem-compendium.abilities.g1t5TxZXsNovIVTn]{Enhanced Might Edge} @UUID[Compendium.cyphersystem-compendium.abilities.MwVDTy2Rx1V7Tyly]{Enhanced Physique} @UUID[Compendium.cyphersystem-compendium.abilities.RnK2bmvUb7RIVPSA]{Enhanced Potential} @UUID[Compendium.cyphersystem-compendium.abilities.tuofJSTVjOEwRUem]{Enhanced Speed} @UUID[Compendium.cyphersystem-compendium.abilities.QH3l6ojVnasZm5U8]{Enhanced Speed Edge} @UUID[Compendium.cyphersystem-compendium.abilities.4eCjeGPA0ovnwIfu]{Experienced in Armor} @UUID[Compendium.cyphersystem-compendium.abilities.u1GhDcfpVXITVtOc]{Expert Cypher Use} @UUID[Compendium.cyphersystem-compendium.abilities.MdRdAc0qAWghMmlV]{Expert Skill} @UUID[Compendium.cyphersystem-compendium.abilities.jaGs9nmLaywdRMUN]{Fast Kill} @UUID[Compendium.cyphersystem-compendium.abilities.tJQmvEiYq2xBv4ZJ]{Flameblade} @UUID[Compendium.cyphersystem-compendium.abilities.XR3B0gfJtrYUAU5M]{From the Shadows} @UUID[Compendium.cyphersystem-compendium.abilities.73miZT5kYFyxnPOT]{Fury} @UUID[Compendium.cyphersystem-compendium.abilities.42sPqHxJEybiZ6Vh]{Fusion} @UUID[Compendium.cyphersystem-compendium.abilities.Ee8QC6fkRvD1yw6h]{Greater Beast Form} @UUID[Compendium.cyphersystem-compendium.abilities.QgnoEdKZ50u4JZoL]{Greater Designation} @UUID[Compendium.cyphersystem-compendium.abilities.34Ycb9VK8JwHgSl4]{Greater Enhanced Intellect} @UUID[Compendium.cyphersystem-compendium.abilities.R9KnCCvGoEHvV1p0]{Greater Enhanced Might} @UUID[Compendium.cyphersystem-compendium.abilities.vVc3NxkYdj68mAoV]{Greater Enhanced Physique} @UUID[Compendium.cyphersystem-compendium.abilities.4necR0YTsaij4ojD]{Greater Enhanced Potential} @UUID[Compendium.cyphersystem-compendium.abilities.Qsi6Iw5YCcY8jmNx]{Greater Enhanced Speed} @UUID[Compendium.cyphersystem-compendium.abilities.hAVC1FOl7hwnuBpC]{Greater Frenzy} @UUID[Compendium.cyphersystem-compendium.abilities.4v5pXMwFeB7xQzME]{Guide Bolt} @UUID[Compendium.cyphersystem-compendium.abilities.OtbS1NoVXK7mQLEe]{Guild Training} @UUID[Compendium.cyphersystem-compendium.abilities.VupBbHOJAX45Yazb]{Heroic Monster Bane} @UUID[Compendium.cyphersystem-compendium.abilities.sPheWt9emoY3PCA8]{Hidden Reserves} @UUID[Compendium.cyphersystem-compendium.abilities.uNzF1oQKJ6T1yqL4]{Huge} @UUID[Compendium.cyphersystem-compendium.abilities.4Fe5z4FD71eHlbbd]{Immovable} @UUID[Compendium.cyphersystem-compendium.abilities.wrPVUnJauasIH886]{Improved Absorb Kinetic Energy} @UUID[Compendium.cyphersystem-compendium.abilities.7X2zbrkFSNbyhA5G]{Improved Edge} @UUID[Compendium.cyphersystem-compendium.abilities.HPIlAWDGOQFw6yGm]{Improved Monster Bane} @UUID[Compendium.cyphersystem-compendium.abilities.eblwQ80CBlBdeUp5]{Improved Sensor} @UUID[Compendium.cyphersystem-compendium.abilities.0q9alvmsQKKViN0r]{Incomparable Pilot} @UUID[Compendium.cyphersystem-compendium.abilities.mUizWF7k2XD7ykRJ]{Increased Effects} @UUID[Compendium.cyphersystem-compendium.abilities.PYD24TjoDAqbKAj8]{Iron Fist} @UUID[Compendium.cyphersystem-compendium.abilities.YID6zEB7KkHGYAlD]{Know Where to Look} @UUID[Compendium.cyphersystem-compendium.abilities.bPr34XiLw2Dqb4VJ]{Lunge} @UUID[Compendium.cyphersystem-compendium.abilities.2l9FIUVKimPzIXzU]{Machine Bond} @UUID[Compendium.cyphersystem-compendium.abilities.atQ5yNq1ZEyy0z5j]{Machine Vulnerabilities} @UUID[Compendium.cyphersystem-compendium.abilities.l0OFjk5XVGV5LzP1]{Minor Wish} @UUID[Compendium.cyphersystem-compendium.abilities.imWLlYQs4LTaCTdS]{Never Fumble} @UUID[Compendium.cyphersystem-compendium.abilities.Wj6oHOvnZkZjulwI]{One With the Wild} @UUID[Compendium.cyphersystem-compendium.abilities.3VJyYtECl0wKQj2p]{Outlast the Foe} @UUID[Compendium.cyphersystem-compendium.abilities.cqzyNCPYVEWtucLe]{Outwit} @UUID[Compendium.cyphersystem-compendium.abilities.Y7HUEp7IxdPuur8V]{Overcharge Energy} @UUID[Compendium.cyphersystem-compendium.abilities.ZqBpOAiH70SGHX8N]{Perfect Stranger} @UUID[Compendium.cyphersystem-compendium.abilities.rOxKh1Z7J686a0nv]{Precise Cut} @UUID[Compendium.cyphersystem-compendium.abilities.iGRECL13bqrSSF7P]{Punish the Guilty} @UUID[Compendium.cyphersystem-compendium.abilities.JJ9nWmcBIlfyNDfe]{Push Off and Throw} @UUID[Compendium.cyphersystem-compendium.abilities.Mac5S0sQe9Muf4Mv]{Quick Wits} @UUID[Compendium.cyphersystem-compendium.abilities.y1bQFSBlwMbUico5]{Rapid Processing} @UUID[Compendium.cyphersystem-compendium.abilities.FuufiUyoLFbgBH5J]{Resilient Ice Armor} @UUID[Compendium.cyphersystem-compendium.abilities.6X3BDWzVKsWltrtY]{Roaming Third Eye} @UUID[Compendium.cyphersystem-compendium.abilities.qSH4OhrBBgNnAdAo]{Robot Improvement} @UUID[Compendium.cyphersystem-compendium.abilities.t3zUlk8c5WEBXXO8]{Seize the Moment} @UUID[Compendium.cyphersystem-compendium.abilities.6ZVINuyZm4jowRGt]{Shepherd’s Fury} @UUID[Compendium.cyphersystem-compendium.abilities.JhBTTC5ZUTT8NvUA]{Slippery Customer} @UUID[Compendium.cyphersystem-compendium.abilities.q73VWJY2cmWxRcYx]{Space Fighting} @UUID[Compendium.cyphersystem-compendium.abilities.8LHIZs9gEAd02tId]{Speed Burst} @UUID[Compendium.cyphersystem-compendium.abilities.jmYIPbMwsq3GY3eO]{Stone Breaker} @UUID[Compendium.cyphersystem-compendium.abilities.gn1jtMLhp6qPNXUL]{Store Energy} @UUID[Compendium.cyphersystem-compendium.abilities.cS2p7CRfquFvR65U]{Strategize} @UUID[Compendium.cyphersystem-compendium.abilities.wpA3GB5yJq9NI8QN]{Think Your Way Out} @UUID[Compendium.cyphersystem-compendium.abilities.2AIQhz00HyZhY7wM]{Tower of Will} @UUID[Compendium.cyphersystem-compendium.abilities.V7npSeuqG3JI4Dvv]{Trust to Luck} @UUID[Compendium.cyphersystem-compendium.abilities.bVt0TIfwtEUXvi6O]{Uncanny Luck} @UUID[Compendium.cyphersystem-compendium.abilities.scMKCptCmp0IwO2g]{Wall With Teeth} @UUID[Compendium.cyphersystem-compendium.abilities.NFsoXUQaq3I5h2UY]{Weaponization} @UUID[Compendium.cyphersystem-compendium.abilities.JrSM5XYgXpxNnLl2]{Willing Sacrifice} @UUID[Compendium.cyphersystem-compendium.abilities.6McxfJoPmf1SnbDR]{Wrest From Chance}

High Tier

@UUID[Compendium.cyphersystem-compendium.abilities.M0pjZXQ9996hfUPs]{Adroit Cypher Use} @UUID[Compendium.cyphersystem-compendium.abilities.MQewTo9NscKVUUNz]{Again and Again} @UUID[Compendium.cyphersystem-compendium.abilities.cuK7oPGFdlOPoc44]{Agile Wit} @UUID[Compendium.cyphersystem-compendium.abilities.eepc8U2e178RDqBs]{All-Out Con} @UUID[Compendium.cyphersystem-compendium.abilities.MJE1k2RmCM6HRwFV]{Artifact Scavenger} @UUID[Compendium.cyphersystem-compendium.abilities.iX07Ltb1JYr1nMYM]{Blurring Speed} @UUID[Compendium.cyphersystem-compendium.abilities.hKhwP85QeRGPW03G]{Burst of Escape} @UUID[Compendium.cyphersystem-compendium.abilities.OPfY6tVurfAxNUPh]{Charging Horde} @UUID[Compendium.cyphersystem-compendium.abilities.jmjxGRJTwztzBtLc]{Coordinated Effort} @UUID[Compendium.cyphersystem-compendium.abilities.UlQ7w5iD57Hfdzce]{Damage Dealer} @UUID[Compendium.cyphersystem-compendium.abilities.JH40M99RAN6IZWze]{Damn the Guilty} @UUID[Compendium.cyphersystem-compendium.abilities.Uk6ceaEWFjcoHNTI]{Deep Reserves} @UUID[Compendium.cyphersystem-compendium.abilities.p1UMG2hrng7mLFDv]{Disarming Attack} @UUID[Compendium.cyphersystem-compendium.abilities.t3uyBYJqMApfEBWX]{Discipline of Watchfulness} @UUID[Compendium.cyphersystem-compendium.abilities.P3Ha3GoJlM8EHf5j]{Divide Your Mind} @UUID[Compendium.cyphersystem-compendium.abilities.3uGYyiXUUSz952zQ]{Dual Distraction} @UUID[Compendium.cyphersystem-compendium.abilities.AsmIgvoIRPEtuzkh]{Duel to the Death} @UUID[Compendium.cyphersystem-compendium.abilities.AvaA8a3ylU9q4gL1]{Effective Skill} @UUID[Compendium.cyphersystem-compendium.abilities.A9uQnidn6SKTNHJA]{Enhanced Beast Form} @UUID[Compendium.cyphersystem-compendium.abilities.xHLPf1FETmn06aA8]{Enhanced Phased Attack} @UUID[Compendium.cyphersystem-compendium.abilities.FzJe2XEwhtUajTWI]{Escape Plan} @UUID[Compendium.cyphersystem-compendium.abilities.mhgFWIDr0QuCHRIF]{Extreme Mastery} @UUID[Compendium.cyphersystem-compendium.abilities.yIt7vEBNLpyggkSQ]{Force and Accuracy} @UUID[Compendium.cyphersystem-compendium.abilities.lUkqQu1vvJe3FxfQ]{Gambler} @UUID[Compendium.cyphersystem-compendium.abilities.U33DbRwloywFlYfi]{Go to Ground} @UUID[Compendium.cyphersystem-compendium.abilities.KGzAHs3qln0fNDjt]{Hard to Kill} @UUID[Compendium.cyphersystem-compendium.abilities.lrz5wU8PLzd7gATA]{Horde Tactics} @UUID[Compendium.cyphersystem-compendium.abilities.lJWTlBH1koX2Fjgi]{Impart Understanding} @UUID[Compendium.cyphersystem-compendium.abilities.Q22uje0KevLfL2qb]{Improved Command Spirit} @UUID[Compendium.cyphersystem-compendium.abilities.Cnvf8fv0EEKU3iSn]{Improved Gravity Cleave} @UUID[Compendium.cyphersystem-compendium.abilities.PKFz6WVsaKm5kIir]{Improved Machine Companion} @UUID[Compendium.cyphersystem-compendium.abilities.t6VEEwEsQUIImebW]{Improved Success} @UUID[Compendium.cyphersystem-compendium.abilities.JeqLEAcHOYVd78TH]{Inventor} @UUID[Compendium.cyphersystem-compendium.abilities.58CLKxSLgaT6W6Cj]{Lethal Damage} @UUID[Compendium.cyphersystem-compendium.abilities.teF5kZpAuRfZKfxn]{Machine Enhancement} @UUID[Compendium.cyphersystem-compendium.abilities.IfvVmyawWrz3vKXX]{Maneuvering Adept} @UUID[Compendium.cyphersystem-compendium.abilities.K4XRiZlFRakz6j98]{Master Cypher Use} @UUID[Compendium.cyphersystem-compendium.abilities.7QTTrXnxDHskYYhj]{Master Machine} @UUID[Compendium.cyphersystem-compendium.abilities.rHApGqEQj8TCGa3f]{Masterful Armor Modification} @UUID[Compendium.cyphersystem-compendium.abilities.m2j3n3xiExLcXAAn]{Moderate Wish} @UUID[Compendium.cyphersystem-compendium.abilities.t0B6AIqWanSnx696]{Modify Artifact Power} @UUID[Compendium.cyphersystem-compendium.abilities.ENO71nxs3MSKzvq6]{Multiple Quarry} @UUID[Compendium.cyphersystem-compendium.abilities.rsYzxCchklPSFAp7]{Multiplicity} @UUID[Compendium.cyphersystem-compendium.abilities.m21TAvxSQn1rGx3d]{Overcharge Device} @UUID[Compendium.cyphersystem-compendium.abilities.85DCcEDqvz6A0LkD]{Perfect Control} @UUID[Compendium.cyphersystem-compendium.abilities.mSNoWynky7DMz7ln]{Perfect Speed Burst} @UUID[Compendium.cyphersystem-compendium.abilities.5uWcMvgh1OWvieJs]{Physically Gifted} @UUID[Compendium.cyphersystem-compendium.abilities.EjBzy1Ue1AA8i6ry]{Recycled Cyphers} @UUID[Compendium.cyphersystem-compendium.abilities.hCAzOVpH0jrYc9qk]{Reinforcing Field} @UUID[Compendium.cyphersystem-compendium.abilities.ucsscEpO5L2gIYZg]{Resonant Frequency} @UUID[Compendium.cyphersystem-compendium.abilities.HAVNfVKAdwtJF6Jj]{Robot Evolution} @UUID[Compendium.cyphersystem-compendium.abilities.wqUItgrYzBeMiAoB]{Seize the Initiative} @UUID[Compendium.cyphersystem-compendium.abilities.Np67YSIzrP6w1PPb]{Shield Burst} @UUID[Compendium.cyphersystem-compendium.abilities.P9HlASUtyiOXghBZ]{Shred Existence} @UUID[Compendium.cyphersystem-compendium.abilities.HYDsZRWMlWTvSQU8]{Subtle Tricks} @UUID[Compendium.cyphersystem-compendium.abilities.cWHqKGpI5z0aiSYC]{Thief’s Luck} @UUID[Compendium.cyphersystem-compendium.abilities.qKDngpAWNEzhdRj5]{Trick Driver} @UUID[Compendium.cyphersystem-compendium.abilities.aWws42dVSQjRz8Hr]{Twist of Fate} @UUID[Compendium.cyphersystem-compendium.abilities.EE1xCQ3OvCrdrG6z]{Two Things at Once} @UUID[Compendium.cyphersystem-compendium.abilities.fkedtvx6UakJPOZN]{Ultra Enhancement} @UUID[Compendium.cyphersystem-compendium.abilities.bgaCXtvlT0zWmAIA]{Using What’s Available} @UUID[Compendium.cyphersystem-compendium.abilities.gETtOLyLYRVk53dP]{Usurp Cypher} @UUID[Compendium.cyphersystem-compendium.abilities.w3HN2nZBTo5mLJcM]{Weightless Shot} @UUID[Compendium.cyphersystem-compendium.abilities.RHLBHQuskBAVGnU8]{Weird Science Breakthrough} @UUID[Compendium.cyphersystem-compendium.abilities.vQtVTnCecWFXkfkI]{Wild Vitality} @UUID[Compendium.cyphersystem-compendium.abilities.EXrZLa3M8BK43qoi]{Winter Gauntlets}

Movement

Increases your movement (such as increasing your basic movement speed from short to long) or adds a new type of movement (such as flight, wallcrawling, phasing, or teleporting).

Low Tier

@UUID[Compendium.cyphersystem-compendium.abilities.uh1t4rnkZ2jOCjHJ]{Bolt Rider} @UUID[Compendium.cyphersystem-compendium.abilities.dQHSDDZxJNHrHH1l]{Contortionist} @UUID[Compendium.cyphersystem-compendium.abilities.3x3gRDJejTXQPmdY]{Danger Instinct} @UUID[Compendium.cyphersystem-compendium.abilities.gP8HCn8FPeg49V7M]{Far Step} @UUID[Compendium.cyphersystem-compendium.abilities.5abCQnz5ZWvvfMro]{Get Away} @UUID[Compendium.cyphersystem-compendium.abilities.UCR0rx32kEsTcgnF]{Hover} @UUID[Compendium.cyphersystem-compendium.abilities.3t1QshyGYnCSo12z]{Phase Sprint} @UUID[Compendium.cyphersystem-compendium.abilities.VWehoqF0N6s0WMLK]{Void Wings} @UUID[Compendium.cyphersystem-compendium.abilities.g0SqMvb020tiTQ48]{Walk Through Walls}

Mid Tier

@UUID[Compendium.cyphersystem-compendium.abilities.loOJI9ZakIwGrmW1]{Apportation} @UUID[Compendium.cyphersystem-compendium.abilities.Zps9ZUc9RD1mRDEK]{Blink of an Eye} @UUID[Compendium.cyphersystem-compendium.abilities.asABBkIqO5MSTxQ0]{Bypass Barrier} @UUID[Compendium.cyphersystem-compendium.abilities.wG4zveGhplNKNzuP]{Controlled Fall} @UUID[Compendium.cyphersystem-compendium.abilities.Kk9lHkiaqsr3pUmk]{Ghost} @UUID[Compendium.cyphersystem-compendium.abilities.ZYudnanHgtiLHtgH]{Mobile Fighter} @UUID[Compendium.cyphersystem-compendium.abilities.qZOOWfFLJ1JziJpY]{Obstacle Running} @UUID[Compendium.cyphersystem-compendium.abilities.MFBq4Fc432FS6nkX]{Phase Door} @UUID[Compendium.cyphersystem-compendium.abilities.dW0rgYsx6hDA8pIB]{Runner} @UUID[Compendium.cyphersystem-compendium.abilities.LlaltL5rG2c5Cadt]{Swim} @UUID[Compendium.cyphersystem-compendium.abilities.0EhZzYdEhtCRnV4c]{Temporal Dislocation} @UUID[Compendium.cyphersystem-compendium.abilities.s68x7VxwueUkCkOg]{Up to Speed} @UUID[Compendium.cyphersystem-compendium.abilities.KX6gQ8frz4IDtBx6]{Windrider} @UUID[Compendium.cyphersystem-compendium.abilities.TWqyBv9PEjwJKd1y]{Wings of Fire} @UUID[Compendium.cyphersystem-compendium.abilities.KGz0rK4b2dAt0DaX]{Wormhole}

High Tier

@UUID[Compendium.cyphersystem-compendium.abilities.QtpmHxblBqoQozbg]{Alley Rat} @UUID[Compendium.cyphersystem-compendium.abilities.iX07Ltb1JYr1nMYM]{Blurring Speed} @UUID[Compendium.cyphersystem-compendium.abilities.2iAHsn5ie8sYRiyb]{Chamber of Dreams} @UUID[Compendium.cyphersystem-compendium.abilities.etGUYa9dQSvjLvXX]{Electrical Flight} @UUID[Compendium.cyphersystem-compendium.abilities.2asT0zvk1kw5hC1v]{Embraced by Darkness} @UUID[Compendium.cyphersystem-compendium.abilities.IKicLElFbkRx5IaM]{Fast Travel} @UUID[Compendium.cyphersystem-compendium.abilities.2TaqNf6bhxijKELX]{Flash Across the Miles} @UUID[Compendium.cyphersystem-compendium.abilities.abdAcwYE8L00VakL]{Flight} @UUID[Compendium.cyphersystem-compendium.abilities.V2DSp12G6NP3X6Jt]{Impossible Walk} @UUID[Compendium.cyphersystem-compendium.abilities.0wVk3CszKCJQfp0Q]{Incredible Running Speed} @UUID[Compendium.cyphersystem-compendium.abilities.jM6JQUQFUpk9VVut]{Jaunt} @UUID[Compendium.cyphersystem-compendium.abilities.U8OsW0m17N86hNWW]{Juggernaut} @UUID[Compendium.cyphersystem-compendium.abilities.cE7JPRHLqIdM3b9V]{Living Light} @UUID[Compendium.cyphersystem-compendium.abilities.rHApGqEQj8TCGa3f]{Masterful Armor Modification} @UUID[Compendium.cyphersystem-compendium.abilities.lL7QywDGOszTIJCE]{Mental Projection} @UUID[Compendium.cyphersystem-compendium.abilities.tR2v2vMu3TgN21OJ]{Return to the Obelisk} @UUID[Compendium.cyphersystem-compendium.abilities.IN3VI2LxDyYGbqnN]{Teleportation} @UUID[Compendium.cyphersystem-compendium.abilities.lkO9VJhfOrgLY4g1]{Time Travel} @UUID[Compendium.cyphersystem-compendium.abilities.PlKwEwo6ilGqwxwI]{Traverse the Worlds} @UUID[Compendium.cyphersystem-compendium.abilities.8yGwY0PvtF2ivdSn]{Very Long Sprinting} @UUID[Compendium.cyphersystem-compendium.abilities.8PB7yHNGa7iBpYeI]{Wind Chariot} @UUID[Compendium.cyphersystem-compendium.abilities.b44vvK2YjdSeYPJc]{Windwracked Traveler}

Protection

Gives training or specialization in one or more types of combat defenses (Might, Speed, or Intellect), provides or increases Armor, or otherwise helps prevent damage.

Low Tier

@UUID[Compendium.cyphersystem-compendium.abilities.62zBqhQoPk6IV8lF]{Absorb Kinetic Energy} @UUID[Compendium.cyphersystem-compendium.abilities.7OpsD4muO5HGJt29]{Block} @UUID[Compendium.cyphersystem-compendium.abilities.SQ4RTDwdA0yiZ81b]{Closed Mind} @UUID[Compendium.cyphersystem-compendium.abilities.YvPBxDxLz16Usm7m]{Courageous} @UUID[Compendium.cyphersystem-compendium.abilities.bzeuikGxbM7noj2z]{Crystalline Body} @UUID[Compendium.cyphersystem-compendium.abilities.aNNLomN5nZc52ZT4]{Defense Against Robots} @UUID[Compendium.cyphersystem-compendium.abilities.2j6Hqr2Y8Xbz97c4]{Defensive Phasing} @UUID[Compendium.cyphersystem-compendium.abilities.YcDF62pED8waUtry]{Deflect Attacks} @UUID[Compendium.cyphersystem-compendium.abilities.6qCR3kBqCVYDlEOl]{Distortion} @UUID[Compendium.cyphersystem-compendium.abilities.dPFQTFRzv7D7PYKq]{Enhanced Body} @UUID[Compendium.cyphersystem-compendium.abilities.vPflrS1giYnMoqL2]{Enveloping Shield} @UUID[Compendium.cyphersystem-compendium.abilities.1POQ4sFW5DLrmXhn]{Fearsome Reputation} @UUID[Compendium.cyphersystem-compendium.abilities.XuNgbxrY284sWgZg]{Field of Destruction} @UUID[Compendium.cyphersystem-compendium.abilities.K33ayv0NcktuV53N]{Flesh of Stone} @UUID[Compendium.cyphersystem-compendium.abilities.LFiTEQpWhXBgIZWb]{Flight Not Fight} @UUID[Compendium.cyphersystem-compendium.abilities.yb5PaVIPimrcJxFg]{Force Field Shield} @UUID[Compendium.cyphersystem-compendium.abilities.C9x7b1qN4qmm568P]{Fortified Position} @UUID[Compendium.cyphersystem-compendium.abilities.10EqPrn9aONinEfm]{Go Defensive} @UUID[Compendium.cyphersystem-compendium.abilities.pXrC4lkMOY7CvFLk]{Golem Body} @UUID[Compendium.cyphersystem-compendium.abilities.qgholblGXKQri99M]{Hard to Distract} @UUID[Compendium.cyphersystem-compendium.abilities.leUaFf4AxYJwwOHt]{Hard to Hit} @UUID[Compendium.cyphersystem-compendium.abilities.VsAP4JEe7W5gaGaG]{Hardiness} @UUID[Compendium.cyphersystem-compendium.abilities.geCiPXMF2sIRJ68U]{Have Spacesuit, Will Travel} @UUID[Compendium.cyphersystem-compendium.abilities.czVqoPjH98xaNY1d]{Ice Armor} @UUID[Compendium.cyphersystem-compendium.abilities.gjBFpV2OvDmBqeE3]{Just a Bit Mad} @UUID[Compendium.cyphersystem-compendium.abilities.hKsZzzdWTelNlz3q]{Magic Shield} @UUID[Compendium.cyphersystem-compendium.abilities.hGbNYgkuIiZHomcJ]{Mentally Tough} @UUID[Compendium.cyphersystem-compendium.abilities.7BkWiUHcUrcRIKqO]{Out of Harm’s Way} @UUID[Compendium.cyphersystem-compendium.abilities.3t1QshyGYnCSo12z]{Phase Sprint} @UUID[Compendium.cyphersystem-compendium.abilities.ClJUFnz8xBmP4a2l]{Powered Armor} @UUID[Compendium.cyphersystem-compendium.abilities.o2ZDoteWQsFsqTJr]{Practiced in Armor} @UUID[Compendium.cyphersystem-compendium.abilities.GQeO9RXVzeriLsfy]{Quick Block} @UUID[Compendium.cyphersystem-compendium.abilities.MK2dp11krszjDsyc]{Repel Metal} @UUID[Compendium.cyphersystem-compendium.abilities.mmg9XLzvfbP4ESGO]{Resist the Elements} @UUID[Compendium.cyphersystem-compendium.abilities.ssWKJs1l9cQbNZha]{Resist Underwater Hazards} @UUID[Compendium.cyphersystem-compendium.abilities.Q8xKsSOvoFWL1ePP]{Resonance Field} @UUID[Compendium.cyphersystem-compendium.abilities.g0Ewv5wBooSFYOlH]{Safe Fall} @UUID[Compendium.cyphersystem-compendium.abilities.XzomXctsS8NL9M7Q]{Serv-0 Defender} @UUID[Compendium.cyphersystem-compendium.abilities.EheuStXUDPojVmT5]{Shield Master} @UUID[Compendium.cyphersystem-compendium.abilities.AzMtxh562JfrPdKZ]{Shroud of Flame} @UUID[Compendium.cyphersystem-compendium.abilities.CtRvLxfUlCynJv1B]{Skill With Defense} @UUID[Compendium.cyphersystem-compendium.abilities.87SQGqcRavRZslAp]{Sound Conversion Barrier} @UUID[Compendium.cyphersystem-compendium.abilities.HHcC89OKZACgLB8Y]{Stare Them Down} @UUID[Compendium.cyphersystem-compendium.abilities.gS1X6POaKLjNlHsI]{Sturdy} @UUID[Compendium.cyphersystem-compendium.abilities.uatcX3o1oB2Stc4u]{Trained Without Armor} @UUID[Compendium.cyphersystem-compendium.abilities.zEkA8MhrnJ5p9Io6]{Unarmored Fighter} @UUID[Compendium.cyphersystem-compendium.abilities.59mslpID7ogppzMA]{Ward} @UUID[Compendium.cyphersystem-compendium.abilities.6zU8AURXjXgG63j6]{Warding Shield} @UUID[Compendium.cyphersystem-compendium.abilities.6Xs3fyaANQDWXRoc]{Weapon Defense} @UUID[Compendium.cyphersystem-compendium.abilities.QGSHCRW46vn5Xdwu]{Weather the Vicissitudes} @UUID[Compendium.cyphersystem-compendium.abilities.3Xoq7NLpshgG3VPY]{Wind Armor}

Mid Tier

@UUID[Compendium.cyphersystem-compendium.abilities.yvPcOjjqyU3618Ob]{Absorb Pure Energy} @UUID[Compendium.cyphersystem-compendium.abilities.ZH0JbusjycG6zQf1]{Anticipate Attack} @UUID[Compendium.cyphersystem-compendium.abilities.R0UuZ32vmmeFbSMV]{Blood Fever} @UUID[Compendium.cyphersystem-compendium.abilities.gyZd83dgvZnQrmbb]{Cloak of Opportunity} @UUID[Compendium.cyphersystem-compendium.abilities.2SiHiotGcSufnCne]{Confounding Banter} @UUID[Compendium.cyphersystem-compendium.abilities.1fYBYD1EfA5z1NFl]{Confuse Enemy} @UUID[Compendium.cyphersystem-compendium.abilities.BjlHRj3hANsoqhKq]{Counter Danger} @UUID[Compendium.cyphersystem-compendium.abilities.Mj6yJZwRmdXaVwh8]{Countermeasures} @UUID[Compendium.cyphersystem-compendium.abilities.yB4tnpDNVSOxgruq]{Dark Matter Shell} @UUID[Compendium.cyphersystem-compendium.abilities.XYbtbbVKFYmDfmjO]{Dark Matter Shroud} @UUID[Compendium.cyphersystem-compendium.abilities.NnlGdSiR9GbiTJyZ]{Discerning Mind} @UUID[Compendium.cyphersystem-compendium.abilities.LODZEYtmmBN5D9zZ]{Divert Attacks} @UUID[Compendium.cyphersystem-compendium.abilities.E1YiGcXAYOjHXoAd]{Dodge and Respond} @UUID[Compendium.cyphersystem-compendium.abilities.gVOzzvxS6PPu8Ofy]{Dual Defense} @UUID[Compendium.cyphersystem-compendium.abilities.76HF09q7MdGek863]{Electric Armor} @UUID[Compendium.cyphersystem-compendium.abilities.XR8WeRW3OlbCIjlJ]{Elemental Protection} @UUID[Compendium.cyphersystem-compendium.abilities.yz1w8JR23mtlDX49]{Energy Protection} @UUID[Compendium.cyphersystem-compendium.abilities.M49EI6qapNJC2aLR]{Energy Resistance} @UUID[Compendium.cyphersystem-compendium.abilities.4eCjeGPA0ovnwIfu]{Experienced in Armor} @UUID[Compendium.cyphersystem-compendium.abilities.GlXd4oFI9Fqq3rAX]{Experienced Defender} @UUID[Compendium.cyphersystem-compendium.abilities.yPVZmXWhUxustVdq]{Force Field Barrier} @UUID[Compendium.cyphersystem-compendium.abilities.rqC9cEmRkvm29N56]{Fusion Armor} @UUID[Compendium.cyphersystem-compendium.abilities.5t5EIoGSan3pQ08D]{Hard-Won Resilience} @UUID[Compendium.cyphersystem-compendium.abilities.aBfj6w1y6noOzB7d]{Horde Fighting} @UUID[Compendium.cyphersystem-compendium.abilities.uNzF1oQKJ6T1yqL4]{Huge} @UUID[Compendium.cyphersystem-compendium.abilities.zcxMbV4Fe4JqJAe8]{Illusory Evasion} @UUID[Compendium.cyphersystem-compendium.abilities.n985WYLPzj2XqBry]{Magnetic Field} @UUID[Compendium.cyphersystem-compendium.abilities.whVEpvOjmGs3fpcD]{Matter Cloud} @UUID[Compendium.cyphersystem-compendium.abilities.l0OFjk5XVGV5LzP1]{Minor Wish} @UUID[Compendium.cyphersystem-compendium.abilities.mGv7zlZu1wtNCQXQ]{Moving Like Water} @UUID[Compendium.cyphersystem-compendium.abilities.Mz9g9gv2UvARcLid]{Nimble Swimmer} @UUID[Compendium.cyphersystem-compendium.abilities.DMBJEypEWuAS2lai]{Outlaw Reputation} @UUID[Compendium.cyphersystem-compendium.abilities.AQQzctwqPJPUTRbb]{Poison Crafter} @UUID[Compendium.cyphersystem-compendium.abilities.y1bQFSBlwMbUico5]{Rapid Processing} @UUID[Compendium.cyphersystem-compendium.abilities.GvYXLPdpaFEMGuQR]{Resilience} @UUID[Compendium.cyphersystem-compendium.abilities.FuufiUyoLFbgBH5J]{Resilient Ice Armor} @UUID[Compendium.cyphersystem-compendium.abilities.NoKdHv0FSytZR4iF]{Robot Fighter} @UUID[Compendium.cyphersystem-compendium.abilities.NKvNEjx64CcS3l13]{Shield Training} @UUID[Compendium.cyphersystem-compendium.abilities.CNw7shehsdySzhAK]{Subconscious Defense} @UUID[Compendium.cyphersystem-compendium.abilities.3wxiRMTCBZ4iNCHp]{Temporal Acceleration} @UUID[Compendium.cyphersystem-compendium.abilities.t8wL47jk1KS4zapb]{Tough It Out} @UUID[Compendium.cyphersystem-compendium.abilities.sq2JJtnRtSthJSYL]{Tower of Intellect} @UUID[Compendium.cyphersystem-compendium.abilities.2AIQhz00HyZhY7wM]{Tower of Will} @UUID[Compendium.cyphersystem-compendium.abilities.w2aO1ZIpmBDQJXq1]{Tumbling Moves} @UUID[Compendium.cyphersystem-compendium.abilities.OovsYh1BefBJrU8m]{Versatile Mind} @UUID[Compendium.cyphersystem-compendium.abilities.DhbLcVuqEZmS6Z2y]{Vigilance} @UUID[Compendium.cyphersystem-compendium.abilities.OWVz2CkwLnCSJMdS]{Wraith Cloak}

High Tier

@UUID[Compendium.cyphersystem-compendium.abilities.i5n7BaFjTo6W35f9]{Defense Master} @UUID[Compendium.cyphersystem-compendium.abilities.xBZTbhZKRB9AJmMa]{Defensive Augmentation} @UUID[Compendium.cyphersystem-compendium.abilities.FjXL6iSD1CJKbuGT]{Defensive Field} @UUID[Compendium.cyphersystem-compendium.abilities.LwmoGOpgHy1K2dU4]{Energize Creature} @UUID[Compendium.cyphersystem-compendium.abilities.5i6TqVJQQ4sTvqTm]{Energize Crowd} @UUID[Compendium.cyphersystem-compendium.abilities.N0OZaNOIbHTiWDL1]{Evasion} @UUID[Compendium.cyphersystem-compendium.abilities.cTU70NgcebRlD7jI]{Field-Reinforced Armor} @UUID[Compendium.cyphersystem-compendium.abilities.S9QxUr8u2gtwY7ya]{Hard Target} @UUID[Compendium.cyphersystem-compendium.abilities.KGzAHs3qln0fNDjt]{Hard to Kill} @UUID[Compendium.cyphersystem-compendium.abilities.5rgcPJXpCcB5VJ1m]{Lost in the Chaos} @UUID[Compendium.cyphersystem-compendium.abilities.rHApGqEQj8TCGa3f]{Masterful Armor Modification} @UUID[Compendium.cyphersystem-compendium.abilities.4k5JFV78A5SiPjFo]{Mastery in Armor} @UUID[Compendium.cyphersystem-compendium.abilities.LTqgcoprvBF2ZkdH]{Mastery With Defense} @UUID[Compendium.cyphersystem-compendium.abilities.iIy1HDd9yUl07AYo]{Microgravity Avoidance} @UUID[Compendium.cyphersystem-compendium.abilities.m2j3n3xiExLcXAAn]{Moderate Wish} @UUID[Compendium.cyphersystem-compendium.abilities.lGbieMmnuoqsl4Jz]{Nothing but Defend} @UUID[Compendium.cyphersystem-compendium.abilities.AmZDmnmP7CxSSN4h]{Parry} @UUID[Compendium.cyphersystem-compendium.abilities.N0wzhZ676UrCR8M4]{Precognition} @UUID[Compendium.cyphersystem-compendium.abilities.cbXNxvPdWEbKF6nA]{Reactive Field} @UUID[Compendium.cyphersystem-compendium.abilities.MA2Pwhbpbq2SSIQy]{See the Future} @UUID[Compendium.cyphersystem-compendium.abilities.4BQHOR98z3TYJPQu]{Still As a Statue} @UUID[Compendium.cyphersystem-compendium.abilities.fkedtvx6UakJPOZN]{Ultra Enhancement} @UUID[Compendium.cyphersystem-compendium.abilities.QLRztjFH4YetYM6l]{Untouchable} @UUID[Compendium.cyphersystem-compendium.abilities.INdq5iQf5ECzRiNp]{Untouchable While Moving} @UUID[Compendium.cyphersystem-compendium.abilities.B6SEeGr5kxLAgvvq]{Wear It Well}

Senses

Enhances your senses (seeing in the dark, seeing underwater or through mist, sensing danger, finding optimal places to stand in combat, and so on), but doesn’t provide direct answers to questions like an information ability does.

Low Tier

@UUID[Compendium.cyphersystem-compendium.abilities.xskKzxBoGvSrje4e]{Eyes Adjusted} @UUID[Compendium.cyphersystem-compendium.abilities.wVgcztnnNFPqK9Mo]{Familiarize} @UUID[Compendium.cyphersystem-compendium.abilities.8ydN3DBdXXP24hQL]{Find an Opening} @UUID[Compendium.cyphersystem-compendium.abilities.YBMLX3Jm5oN79J6G]{Heads-Up Display} @UUID[Compendium.cyphersystem-compendium.abilities.boxrBJsyP0yjJHjt]{Link Senses} @UUID[Compendium.cyphersystem-compendium.abilities.TPEcyzCeC3z5FyyQ]{Mental Link} @UUID[Compendium.cyphersystem-compendium.abilities.Uti1XQwY4VFZwwwc]{Reveal} @UUID[Compendium.cyphersystem-compendium.abilities.jq6Wm9xYxJA0bRaR]{See the Unseen} @UUID[Compendium.cyphersystem-compendium.abilities.rYyymKUc0QKWdNsy]{See Through Matter} @UUID[Compendium.cyphersystem-compendium.abilities.mvFsSsVjyF8iXvCe]{Sense Ambush} @UUID[Compendium.cyphersystem-compendium.abilities.PRh7n2VLXyRa4il9]{Share Senses} @UUID[Compendium.cyphersystem-compendium.abilities.WgjatSOUT6pT02A7]{Third Eye}

Mid Tier

@UUID[Compendium.cyphersystem-compendium.abilities.KAAezRI2l8rdp1NS]{Animal Senses and Sensibilities} @UUID[Compendium.cyphersystem-compendium.abilities.ZB80ZclRSzEcr4o1]{Awareness} @UUID[Compendium.cyphersystem-compendium.abilities.zstBkLwRduC7vgGT]{Beast Eyes} @UUID[Compendium.cyphersystem-compendium.abilities.nJlhmzrhmXvM3QvU]{Break the Line} @UUID[Compendium.cyphersystem-compendium.abilities.j1AZSJpCetRgsQ6A]{Detect Life} @UUID[Compendium.cyphersystem-compendium.abilities.MvyXo0ZUsxu8QQ22]{Distance Viewing} @UUID[Compendium.cyphersystem-compendium.abilities.EcOIgMC9c1IfSHsr]{Echolocation} @UUID[Compendium.cyphersystem-compendium.abilities.khxZngfluNmVSAIT]{Experienced Finder} @UUID[Compendium.cyphersystem-compendium.abilities.QsXOz48JgyXYEEqS]{Inhabit Crystal} @UUID[Compendium.cyphersystem-compendium.abilities.KBjSpuK7XJc1abJv]{Remote Viewing} @UUID[Compendium.cyphersystem-compendium.abilities.syiylO75dZlcUp3i]{Sensing Package} @UUID[Compendium.cyphersystem-compendium.abilities.bzy1KzO0oPmZGu2b]{Sensor} @UUID[Compendium.cyphersystem-compendium.abilities.9YuQrJXAQO0qIFPj]{Serv-0 Spy} @UUID[Compendium.cyphersystem-compendium.abilities.V1ROUnWXLmLRMxXi]{Trapfinder} @UUID[Compendium.cyphersystem-compendium.abilities.FktE2hQhSKXbWcQU]{Use Senses of Others}

High Tier

@UUID[Compendium.cyphersystem-compendium.abilities.B0dq2gW9gdA0PdzR]{Amplify Sounds} @UUID[Compendium.cyphersystem-compendium.abilities.djqbPin4qsUauJmD]{Battlefield Tactician} @UUID[Compendium.cyphersystem-compendium.abilities.xRvaY8SG4HVy5WO8]{Dark Explorer} @UUID[Compendium.cyphersystem-compendium.abilities.cpJY8qkTAmSvXoFM]{Infer Thoughts} @UUID[Compendium.cyphersystem-compendium.abilities.7QTTrXnxDHskYYhj]{Master Machine} @UUID[Compendium.cyphersystem-compendium.abilities.PazO9rJ2YoE8VEUw]{See Through Time} @UUID[Compendium.cyphersystem-compendium.abilities.MGzAkRaGd4LgfQti]{True Senses}

Social

Gives you an indirect social benefit, such as providing a useful contact in a city or letting you take advantage of your social status.

Low Tier

@UUID[Compendium.cyphersystem-compendium.abilities.2CekF2lqwNrMyio0]{Connected} @UUID[Compendium.cyphersystem-compendium.abilities.2GwH3ugd7aHrWZRz]{Debate} @UUID[Compendium.cyphersystem-compendium.abilities.JSlr2Q6Ll1xNd8fX]{Demeanor of Command} @UUID[Compendium.cyphersystem-compendium.abilities.GT0AiiarWPbGzxKs]{Impart Ideal} @UUID[Compendium.cyphersystem-compendium.abilities.OmfjqEmmIbrWST5U]{Misdirect Blame} @UUID[Compendium.cyphersystem-compendium.abilities.5VqOTQlAYTtWTwmS]{Negotiate} @UUID[Compendium.cyphersystem-compendium.abilities.6QXGJBsJPDFgcdq5]{Perks of Stardom} @UUID[Compendium.cyphersystem-compendium.abilities.MBlyd9LvSH8D0Z5I]{Powerful Rhetoric} @UUID[Compendium.cyphersystem-compendium.abilities.xMRRfjFF0POkxyea]{Privileged Nobility} @UUID[Compendium.cyphersystem-compendium.abilities.OFWQd2W52VAODeas]{Underworld Contacts} @UUID[Compendium.cyphersystem-compendium.abilities.UHvD5299HFbwBvpR]{Unexpected Betrayal}

Mid Tier

@UUID[Compendium.cyphersystem-compendium.abilities.7Gxuqkwo4i47yHe3]{Betrayal} @UUID[Compendium.cyphersystem-compendium.abilities.tmrSKjGmjbxfIqPI]{Flamboyant Boast} @UUID[Compendium.cyphersystem-compendium.abilities.zg8dYuOdCXGwXOFd]{Informer} @UUID[Compendium.cyphersystem-compendium.abilities.i5BlJLgj1ayBw0uY]{Oratory} @UUID[Compendium.cyphersystem-compendium.abilities.ZqBpOAiH70SGHX8N]{Perfect Stranger}

High Tier

@UUID[Compendium.cyphersystem-compendium.abilities.hhBF8re7Azmce3Y9]{Group Friendship}

Special Attack

Gives the ability to make a special melee or ranged attack (weapon, energy blast, psychic, and so on). The attack might do damage, have a special effect (disarm, hinder, move the target, and so on), or both. This also includes abilities like Spray that let you attack multiple targets as your action.

Low Tier

@UUID[Compendium.cyphersystem-compendium.abilities.p61Ycyc7lVZQXupO]{Advantage to Disadvantage} @UUID[Compendium.cyphersystem-compendium.abilities.X7Rrn9Q54ceSA4Lr]{Aggression} @UUID[Compendium.cyphersystem-compendium.abilities.EyAIsiqJGCspQFcu]{Arcane Flare} @UUID[Compendium.cyphersystem-compendium.abilities.7BS6IEcYlEp5v3OC]{Bash} @UUID[Compendium.cyphersystem-compendium.abilities.wyUQ3Atl3V1ItCFH]{Bloodlust} @UUID[Compendium.cyphersystem-compendium.abilities.Mfebb42AE5xt7k85]{Concussive Blast} @UUID[Compendium.cyphersystem-compendium.abilities.6cMg5QXB71YNgoaM]{Control the Field} @UUID[Compendium.cyphersystem-compendium.abilities.o7kTUAFonv5HPi07]{Cutting Light} @UUID[Compendium.cyphersystem-compendium.abilities.teFcKcbo5ZBFbfRl]{Dazzling Sunburst} @UUID[Compendium.cyphersystem-compendium.abilities.di7QfASecjKU8BPN]{Disincentivize} @UUID[Compendium.cyphersystem-compendium.abilities.7f6ulMjWFw2BOK76]{Disrupting Touch} @UUID[Compendium.cyphersystem-compendium.abilities.JyAovhallyh9m6oW]{Drain Machine} @UUID[Compendium.cyphersystem-compendium.abilities.bH57y3PYsMceluGy]{Dream Thief} @UUID[Compendium.cyphersystem-compendium.abilities.NHns9zqufRvB3Tnl]{Dual Light Wield} @UUID[Compendium.cyphersystem-compendium.abilities.bM2Y62eaUKYKdcwq]{Entangling Force} @UUID[Compendium.cyphersystem-compendium.abilities.lQ4MNmGXXNBMGsmk]{Enthrall} @UUID[Compendium.cyphersystem-compendium.abilities.TmWjWp4iWk4GMLN0]{Erase Memories} @UUID[Compendium.cyphersystem-compendium.abilities.eFgzJXQlg6l7NBqM]{Eye Gouge} @UUID[Compendium.cyphersystem-compendium.abilities.78uF9siViGIHKYGx]{Flash} @UUID[Compendium.cyphersystem-compendium.abilities.aidcxXW6MokDMqY7]{Force Bash} @UUID[Compendium.cyphersystem-compendium.abilities.nHqTzLHJrUWSAATM]{Frost Touch} @UUID[Compendium.cyphersystem-compendium.abilities.aFEBxDGnuFi20cLo]{Golem Grip} @UUID[Compendium.cyphersystem-compendium.abilities.zW0cZJQTR0tHUmn3]{Grasping Foliage} @UUID[Compendium.cyphersystem-compendium.abilities.S3L1oym8fpx0NsAc]{Hemorrhage} @UUID[Compendium.cyphersystem-compendium.abilities.NJjAmyf9zhjRTNme]{Hurl Flame} @UUID[Compendium.cyphersystem-compendium.abilities.lwJAowJa4eKlcDjb]{Misdirect} @UUID[Compendium.cyphersystem-compendium.abilities.FE1Ge8CbJxQcCo0b]{Onslaught} @UUID[Compendium.cyphersystem-compendium.abilities.90wkMwuVBaiyL9yt]{Opportunist} @UUID[Compendium.cyphersystem-compendium.abilities.o2iiTUXdkMPREkvK]{Overwatch} @UUID[Compendium.cyphersystem-compendium.abilities.IPwnXtVrXauJXgFo]{Pierce} @UUID[Compendium.cyphersystem-compendium.abilities.Myt0JUt24B8hjYAg]{Push} @UUID[Compendium.cyphersystem-compendium.abilities.yszDDDpH6m16dEoV]{Quick Throw} @UUID[Compendium.cyphersystem-compendium.abilities.Yg6jEM07HAccDcNC]{Ray of Confusion} @UUID[Compendium.cyphersystem-compendium.abilities.NMjccuRLDDnfZtZe]{Release Energy} @UUID[Compendium.cyphersystem-compendium.abilities.Q8xKsSOvoFWL1ePP]{Resonance Field} @UUID[Compendium.cyphersystem-compendium.abilities.7aCeBDGZqu8A9hMQ]{Ribbons of Dark Matter} @UUID[Compendium.cyphersystem-compendium.abilities.kkCW4KkWA751AeBl]{Scramble Machine} @UUID[Compendium.cyphersystem-compendium.abilities.n81xGnZHydeXmIRc]{Scratch Existence} @UUID[Compendium.cyphersystem-compendium.abilities.0Wq39mJ9oXA415qx]{Seeds of Fury} @UUID[Compendium.cyphersystem-compendium.abilities.nptFEdFaUvjDeqAz]{Shatter} @UUID[Compendium.cyphersystem-compendium.abilities.3btRIiWxY8oMcVMo]{Shock} @UUID[Compendium.cyphersystem-compendium.abilities.pdNI9QMKmDwu8gza]{Stasis} @UUID[Compendium.cyphersystem-compendium.abilities.36nlDXhOP5e5dfns]{Successive Attack} @UUID[Compendium.cyphersystem-compendium.abilities.uG2ACHNAPoZirp0b]{Surprise Attack} @UUID[Compendium.cyphersystem-compendium.abilities.8hiUfUNY3u2IpVDa]{Swipe} @UUID[Compendium.cyphersystem-compendium.abilities.WO2Wg9PvscHMcQlH]{Thrust} @UUID[Compendium.cyphersystem-compendium.abilities.uMaMKhemHmtlXDjT]{Thunder Beam} @UUID[Compendium.cyphersystem-compendium.abilities.cwZIpP2FTLIVGhbm]{Weighty}

Mid Tier

@UUID[Compendium.cyphersystem-compendium.abilities.ra0A8MtQjZEYhJPr]{Acrobatic Attack} @UUID[Compendium.cyphersystem-compendium.abilities.cS1RW48sdVY6ZJZd]{Ambusher} @UUID[Compendium.cyphersystem-compendium.abilities.SG8ms3jfHw8hXGnX]{Answering Attack} @UUID[Compendium.cyphersystem-compendium.abilities.tbeFzIPGuAjRBpKM]{Better Surprise Attack} @UUID[Compendium.cyphersystem-compendium.abilities.YDKULtvV0pMJDxi2]{Bolts of Power} @UUID[Compendium.cyphersystem-compendium.abilities.V2BSB9or5UJdTiYF]{Built-in Weaponry} @UUID[Compendium.cyphersystem-compendium.abilities.IUlsD8Zxp8AYbO4h]{Burning Light} @UUID[Compendium.cyphersystem-compendium.abilities.Hw16NpdbdJOqVF4z]{Castigate} @UUID[Compendium.cyphersystem-compendium.abilities.WeMTxJElozl7OWdJ]{Center of Attention} @UUID[Compendium.cyphersystem-compendium.abilities.hIWg9VFNnYnrknAu]{Crystal Lens} @UUID[Compendium.cyphersystem-compendium.abilities.MqGMnSIkHK4rOFSm]{Dark Matter Strike} @UUID[Compendium.cyphersystem-compendium.abilities.vZELZYMsLJfBfUnt]{Dazing Attack} @UUID[Compendium.cyphersystem-compendium.abilities.JVvSTtYbksWJDADY]{Debilitating Strike} @UUID[Compendium.cyphersystem-compendium.abilities.0XSuUGS0UyrhiW44]{Destroy Metal} @UUID[Compendium.cyphersystem-compendium.abilities.ka5VA9XBi4OTnKVa]{Disable Mechanisms} @UUID[Compendium.cyphersystem-compendium.abilities.7rjeYt5hNhkvqK9w]{Disarming Strike} @UUID[Compendium.cyphersystem-compendium.abilities.dJTgtIs80gOoI6ac]{Divine Radiance} @UUID[Compendium.cyphersystem-compendium.abilities.E1YiGcXAYOjHXoAd]{Dodge and Respond} @UUID[Compendium.cyphersystem-compendium.abilities.A6H8xi93t6Zrexz9]{Drain Charge} @UUID[Compendium.cyphersystem-compendium.abilities.q9nALxXrBv5ubXaT]{Dual Medium Wield} @UUID[Compendium.cyphersystem-compendium.abilities.1L1uoad8vwgWxiyN]{Everything Is a Weapon} @UUID[Compendium.cyphersystem-compendium.abilities.VEJQ74o175OnlIAm]{Exile} @UUID[Compendium.cyphersystem-compendium.abilities.RO8dmB90aRPOmCuJ]{Feint} @UUID[Compendium.cyphersystem-compendium.abilities.AUGM3xEluWJi4Y8h]{Fire and Ice} @UUID[Compendium.cyphersystem-compendium.abilities.NgHLZq3tZ3CFJvYv]{Fire Bloom} @UUID[Compendium.cyphersystem-compendium.abilities.CAh0KStmP03kgv62]{Fling} @UUID[Compendium.cyphersystem-compendium.abilities.dDhnZrzAxDvK7QYa]{Force at Distance} @UUID[Compendium.cyphersystem-compendium.abilities.dCoCGVzWxIL9fIvH]{Force Blast} @UUID[Compendium.cyphersystem-compendium.abilities.BGMXK6VKNmp8M4A3]{Freezing Touch} @UUID[Compendium.cyphersystem-compendium.abilities.E0k0LUw0epjJGrv9]{Golem Stomp} @UUID[Compendium.cyphersystem-compendium.abilities.48i5ybVtZaTlFLJf]{Grab} @UUID[Compendium.cyphersystem-compendium.abilities.jbhcWHMiQQaR9ukO]{Gravity Cleave} @UUID[Compendium.cyphersystem-compendium.abilities.LLvJZvzbGQOrlqoE]{Ignition} @UUID[Compendium.cyphersystem-compendium.abilities.QxOsAHpd8ZkEXI5u]{Improved Object Bond} @UUID[Compendium.cyphersystem-compendium.abilities.2K3b6cTuLEGZfYqa]{Knock Out} @UUID[Compendium.cyphersystem-compendium.abilities.whVEpvOjmGs3fpcD]{Matter Cloud} @UUID[Compendium.cyphersystem-compendium.abilities.R9WffstnihzBuuvW]{Mind Games} @UUID[Compendium.cyphersystem-compendium.abilities.PTVAJGFiXDueX8az]{Momentum} @UUID[Compendium.cyphersystem-compendium.abilities.gDwPpgIAocEfQjPx]{Overawe} @UUID[Compendium.cyphersystem-compendium.abilities.zIYdniz9sjvAHsnX]{Overcome All Obstacles} @UUID[Compendium.cyphersystem-compendium.abilities.rXUUDUJFKis8TpnL]{Phase Detonation} @UUID[Compendium.cyphersystem-compendium.abilities.cJB7wj5okdPZuRNb]{Phased Attack} @UUID[Compendium.cyphersystem-compendium.abilities.NoC3yuqxU8yhPf47]{Power Strike} @UUID[Compendium.cyphersystem-compendium.abilities.blm1Z8JxvWOiFf0b]{Pry Open} @UUID[Compendium.cyphersystem-compendium.abilities.Mc8L07dpf605FDo9]{Psychic Burst} @UUID[Compendium.cyphersystem-compendium.abilities.Je1MitN21L3lqWVF]{Psychosis} @UUID[Compendium.cyphersystem-compendium.abilities.JJ9nWmcBIlfyNDfe]{Push Off and Throw} @UUID[Compendium.cyphersystem-compendium.abilities.JlYk5UNZEUzzO8Js]{Quick Strike} @UUID[Compendium.cyphersystem-compendium.abilities.YA5P5CBNr5NSmY6z]{Rapid Attack} @UUID[Compendium.cyphersystem-compendium.abilities.XqGE5QLHnpIKB5rB]{Reaction} @UUID[Compendium.cyphersystem-compendium.abilities.Yo2Z3EdYjx88jYnp]{Remote Control} @UUID[Compendium.cyphersystem-compendium.abilities.ZuX6gykVtKxiBAxR]{Run and Fight} @UUID[Compendium.cyphersystem-compendium.abilities.znJCKr6PeEq4a0j5]{Shattering Shout} @UUID[Compendium.cyphersystem-compendium.abilities.bkQnnjRFJS9VpaY5]{Slice} @UUID[Compendium.cyphersystem-compendium.abilities.oNk0Nhle1XwBhOvp]{Snap Shot} @UUID[Compendium.cyphersystem-compendium.abilities.yJDNsRAG3Elm6PWp]{Snipe} @UUID[Compendium.cyphersystem-compendium.abilities.YIzrA5i8eBSPMFzj]{Spray} @UUID[Compendium.cyphersystem-compendium.abilities.57txEIyzuPUQOqVP]{Sprint and Grab} @UUID[Compendium.cyphersystem-compendium.abilities.B4U7RiMrZElfOQyj]{Taking Advantage} @UUID[Compendium.cyphersystem-compendium.abilities.hy3hI86e9BCmkcQO]{Tall Tale} @UUID[Compendium.cyphersystem-compendium.abilities.WuNUt6ltWGDdjNLS]{Throw} @UUID[Compendium.cyphersystem-compendium.abilities.SPL1URVkuo4PJP8I]{Throw Force Shield} @UUID[Compendium.cyphersystem-compendium.abilities.4s3SAqu0lb5qzfzL]{Trick Shot}

High Tier

@UUID[Compendium.cyphersystem-compendium.abilities.NCXCkCYeZw8qlazG]{Absorb Energy} @UUID[Compendium.cyphersystem-compendium.abilities.WrJDw2X8JHcljjP4]{Arc Spray} @UUID[Compendium.cyphersystem-compendium.abilities.YbYeZ0A0m96IWxwl]{Assassin Strike} @UUID[Compendium.cyphersystem-compendium.abilities.T5tn7zItPyaRcYNC]{Asserting Your Privilege} @UUID[Compendium.cyphersystem-compendium.abilities.ltAq7qr8aaalOtJp]{Attack and Attack Again} @UUID[Compendium.cyphersystem-compendium.abilities.6kTwO0uYuP8qKqkM]{Biomorphic Detonation} @UUID[Compendium.cyphersystem-compendium.abilities.jISh0vWOJdK9hUm1]{Blind Machine} @UUID[Compendium.cyphersystem-compendium.abilities.XRXQwJplJrm7onbN]{Blinding Attack} @UUID[Compendium.cyphersystem-compendium.abilities.zflNCqrmTL7vrYg1]{Bouncing Shield} @UUID[Compendium.cyphersystem-compendium.abilities.9O17NBrKA4AA4Ckw]{Break the Ranks} @UUID[Compendium.cyphersystem-compendium.abilities.lID9ke0vHX2r2CC8]{Break Their Mind} @UUID[Compendium.cyphersystem-compendium.abilities.2lhnVWUMX1Nu6KVj]{Call the Storm} @UUID[Compendium.cyphersystem-compendium.abilities.yEfkqXxmuQqlA6Fi]{Cold Burst} @UUID[Compendium.cyphersystem-compendium.abilities.PZBKCtRj5S6ULnjo]{Concussion} @UUID[Compendium.cyphersystem-compendium.abilities.jHrQLzIfjKtXBoJL]{Deactivate Mechanisms} @UUID[Compendium.cyphersystem-compendium.abilities.6P1CJvVMot3Y2xj0]{Deadly Strike} @UUID[Compendium.cyphersystem-compendium.abilities.iTxEWRCR8G5Rych2]{Death Touch} @UUID[Compendium.cyphersystem-compendium.abilities.i5n7BaFjTo6W35f9]{Defense Master} @UUID[Compendium.cyphersystem-compendium.abilities.0WPUu04FbqxGckhU]{Destroyer} @UUID[Compendium.cyphersystem-compendium.abilities.xR2DkSqvAoR8Vtfn]{Dirty Fighter} @UUID[Compendium.cyphersystem-compendium.abilities.p1UMG2hrng7mLFDv]{Disarming Attack} @UUID[Compendium.cyphersystem-compendium.abilities.OkKNmMvLFwHxUv2r]{Divine Intervention} @UUID[Compendium.cyphersystem-compendium.abilities.tgaSXp1VQiec8Jst]{Divine Symbol} @UUID[Compendium.cyphersystem-compendium.abilities.1W0sBVHxG7LESCPl]{Do You Know Who I Am?} @UUID[Compendium.cyphersystem-compendium.abilities.NJakiz9yvoflzzBD]{Drain Power} @UUID[Compendium.cyphersystem-compendium.abilities.D4JFKjeVDkx9Xfnf]{Dust to Dust} @UUID[Compendium.cyphersystem-compendium.abilities.jhdgI9rV2mpH6JQU]{Earthquake} @UUID[Compendium.cyphersystem-compendium.abilities.apQwshUTjCQPym8A]{Embrace the Night} @UUID[Compendium.cyphersystem-compendium.abilities.Be1ehHb90jtLc8l0]{Explosive Release} @UUID[Compendium.cyphersystem-compendium.abilities.syJ3mkT2hHR2MY3o]{Finishing Blow} @UUID[Compendium.cyphersystem-compendium.abilities.6fpCYtBDCfW6m1b0]{Fire Tendrils} @UUID[Compendium.cyphersystem-compendium.abilities.xCUKzmoBKzN9gIut]{Foul Aura} @UUID[Compendium.cyphersystem-compendium.abilities.mvC2vboULutesBDu]{Ice Storm} @UUID[Compendium.cyphersystem-compendium.abilities.SZtOjKk7ScShJT6G]{Iron Punch} @UUID[Compendium.cyphersystem-compendium.abilities.IFb8NX06xgWM7H98]{Jump Attack} @UUID[Compendium.cyphersystem-compendium.abilities.tjzqyyAZoibXl4DT]{Lethal Ploy} @UUID[Compendium.cyphersystem-compendium.abilities.GlFT2ITvytQVWywQ]{Lethal Vibration} @UUID[Compendium.cyphersystem-compendium.abilities.KNElOxbWobS1ygLv]{Murderer} @UUID[Compendium.cyphersystem-compendium.abilities.pUbqCBV3dBOWFgmv]{Nightmare} @UUID[Compendium.cyphersystem-compendium.abilities.ptH3O4GES71CClGO]{Phase Foe} @UUID[Compendium.cyphersystem-compendium.abilities.xxavxLEaiVFug1D6]{Protective Wall} @UUID[Compendium.cyphersystem-compendium.abilities.8wSx2qtKXq0dWxId]{Psychokinetic Attack} @UUID[Compendium.cyphersystem-compendium.abilities.KVOFCKWKmUrqAe7v]{Punish All the Guilty} @UUID[Compendium.cyphersystem-compendium.abilities.bY52t6eGONKu8Kr4]{Resonant Quake} @UUID[Compendium.cyphersystem-compendium.abilities.G5bTthwpEf5azVHA]{Return to Sender} @UUID[Compendium.cyphersystem-compendium.abilities.EH8OmAJaimF4MTgg]{Shatter Mind} @UUID[Compendium.cyphersystem-compendium.abilities.BM6YnBez7sVnrGUh]{Special Shot} @UUID[Compendium.cyphersystem-compendium.abilities.KDZeCZJxjCQzlTxA]{Spin Attack} @UUID[Compendium.cyphersystem-compendium.abilities.jrTEtAhE6GfLW7R4]{Spring Away} @UUID[Compendium.cyphersystem-compendium.abilities.eQIPJk2xcFGfDr3H]{Stun Attack} @UUID[Compendium.cyphersystem-compendium.abilities.xbYD729j3km6ZDCA]{Sun Siphon} @UUID[Compendium.cyphersystem-compendium.abilities.447ojnjZFMCma8eu]{Taunt Foe} @UUID[Compendium.cyphersystem-compendium.abilities.kKYyGbrQxDRSOh37]{Terrifying Gaze} @UUID[Compendium.cyphersystem-compendium.abilities.Z4QcjOxgltEJPm96]{Twisting the Knife} @UUID[Compendium.cyphersystem-compendium.abilities.IN9qNZDx4sBKNr8n]{Undo} @UUID[Compendium.cyphersystem-compendium.abilities.xRIDlrBzTXVYC5rh]{Vindictive Performance} @UUID[Compendium.cyphersystem-compendium.abilities.s8NShtaUrW0Oxolo]{Weapon and Body} @UUID[Compendium.cyphersystem-compendium.abilities.tMOeiKWrhp5P5CCQ]{Weight of the World} @UUID[Compendium.cyphersystem-compendium.abilities.w3HN2nZBTo5mLJcM]{Weightless Shot} @UUID[Compendium.cyphersystem-compendium.abilities.WW3QjCP5UJUsKBW3]{Whirlwind of Throws} @UUID[Compendium.cyphersystem-compendium.abilities.EXrZLa3M8BK43qoi]{Winter Gauntlets} @UUID[Compendium.cyphersystem-compendium.abilities.Gsre3acJaxhGBa0S]{Word of Death}

Support

Gives some sort of benefit to an ally rather than yourself, such as an extra action or an asset on their roll.

Low Tier

@UUID[Compendium.cyphersystem-compendium.abilities.WrgqojoyWuTWpyQq]{Advice From a Friend} @UUID[Compendium.cyphersystem-compendium.abilities.BlBi7qk0darLthxS]{Anecdote} @UUID[Compendium.cyphersystem-compendium.abilities.b8rtgyatE8o9FaRS]{Attack Flourish} @UUID[Compendium.cyphersystem-compendium.abilities.5jGN9GicKYIAneKQ]{Defend the Innocent} @UUID[Compendium.cyphersystem-compendium.abilities.4yyKQYnrbL3r9gcU]{Enable Others} @UUID[Compendium.cyphersystem-compendium.abilities.hYa7I52x2iwffh8C]{Encouragement} @UUID[Compendium.cyphersystem-compendium.abilities.grCiWRuV8lvflQHM]{Encouraging Presence} @UUID[Compendium.cyphersystem-compendium.abilities.4fcns7ANpZF7pHaz]{Force Field} @UUID[Compendium.cyphersystem-compendium.abilities.lZCAKgP966BuU4uF]{Friendly Help} @UUID[Compendium.cyphersystem-compendium.abilities.DmnRMTfHYaeoYFVu]{Good Advice} @UUID[Compendium.cyphersystem-compendium.abilities.FiSwskgQGBjp4IhZ]{Inspire Action} @UUID[Compendium.cyphersystem-compendium.abilities.wWCehMidmvLypdxj]{Inspire Aggression} @UUID[Compendium.cyphersystem-compendium.abilities.DLxDL49VjUEMAjxZ]{Inspiring Ease} @UUID[Compendium.cyphersystem-compendium.abilities.qp1jDaFiRR5xPPMn]{Protector} @UUID[Compendium.cyphersystem-compendium.abilities.POaewj2PWMMfCY1i]{Rally to Me} @UUID[Compendium.cyphersystem-compendium.abilities.Uti1XQwY4VFZwwwc]{Reveal} @UUID[Compendium.cyphersystem-compendium.abilities.FgyHV0QR3YwlLIVb]{Sculpt Flesh} @UUID[Compendium.cyphersystem-compendium.abilities.701ts4xCDjURZSb5]{Teamwork}

Mid Tier

@UUID[Compendium.cyphersystem-compendium.abilities.hB1CISYVEZXEO0IV]{Accelerate} @UUID[Compendium.cyphersystem-compendium.abilities.wJSxVM8fWADJtTSd]{Applying Your Knowledge} @UUID[Compendium.cyphersystem-compendium.abilities.knh2MWMhCgqOjWYD]{Buddy System} @UUID[Compendium.cyphersystem-compendium.abilities.lb5Bo8BpNXdVMkmt]{Combat Challenge} @UUID[Compendium.cyphersystem-compendium.abilities.bz04IOSkdP3zcRMD]{Defend All the Innocent} @UUID[Compendium.cyphersystem-compendium.abilities.Su3LkSzdGHg9w1RO]{Dual Wards} @UUID[Compendium.cyphersystem-compendium.abilities.XR8WeRW3OlbCIjlJ]{Elemental Protection} @UUID[Compendium.cyphersystem-compendium.abilities.RgosWDt0hkosbVQr]{In Harm’s Way} @UUID[Compendium.cyphersystem-compendium.abilities.1N6P5ZRogThCS0KH]{Lead by Inquiry} @UUID[Compendium.cyphersystem-compendium.abilities.dIK67k9aoBbFBnkf]{Pay It Forward} @UUID[Compendium.cyphersystem-compendium.abilities.oS3AeTouF6HPcaH5]{Play to the Crowd} @UUID[Compendium.cyphersystem-compendium.abilities.QFZyfDWOSEpZeQmM]{Spur Effort} @UUID[Compendium.cyphersystem-compendium.abilities.scceoEmEnN5MW8XT]{Take Command} @UUID[Compendium.cyphersystem-compendium.abilities.GAeUBbQWE3ryv50V]{True Guardian}

High Tier

@UUID[Compendium.cyphersystem-compendium.abilities.Eez3uExkDA20XJg3]{Able Assistance} @UUID[Compendium.cyphersystem-compendium.abilities.G8waoPdWGzMl0S1n]{Battle Management} @UUID[Compendium.cyphersystem-compendium.abilities.3JWMtJBjf3oUWaxP]{Block for Another} @UUID[Compendium.cyphersystem-compendium.abilities.LwmoGOpgHy1K2dU4]{Energize Creature} @UUID[Compendium.cyphersystem-compendium.abilities.5i6TqVJQQ4sTvqTm]{Energize Crowd} @UUID[Compendium.cyphersystem-compendium.abilities.lJWTlBH1koX2Fjgi]{Impart Understanding} @UUID[Compendium.cyphersystem-compendium.abilities.oilgQ4oM02Pa0eNp]{Inspiration} @UUID[Compendium.cyphersystem-compendium.abilities.tTrekc4AZbIqem5L]{Inspire Coordinated Actions} @UUID[Compendium.cyphersystem-compendium.abilities.fPCTpU0viXXWrNs0]{Inspiring Success} @UUID[Compendium.cyphersystem-compendium.abilities.Tes6ntXPZR8IHgY4]{Regenerate Other} @UUID[Compendium.cyphersystem-compendium.abilities.PXvS7AatBcxH9cvZ]{Share Defense} @UUID[Compendium.cyphersystem-compendium.abilities.U9sgMUKkIkDIdRtK]{Stimulate} @UUID[Compendium.cyphersystem-compendium.abilities.iE83ABQRko5NemVU]{Teach Trick} @UUID[Compendium.cyphersystem-compendium.abilities.zZYSSAFXtJcuezxM]{Transcend the Script} @UUID[Compendium.cyphersystem-compendium.abilities.mjEFQ3ndDRvLB5Dj]{True Defender} @UUID[Compendium.cyphersystem-compendium.abilities.IN9qNZDx4sBKNr8n]{Undo} @UUID[Compendium.cyphersystem-compendium.abilities.PTM0HWGFfo5CHMif]{Will of a Leader} @UUID[Compendium.cyphersystem-compendium.abilities.jTiOQKW2QtXK8dmF]{Work the Friendship}

Task

Gives training, specialization, or an asset in one or more noncombat skills (climbing, healing, computers, initiative, and so on).

Low Tier

@UUID[Compendium.cyphersystem-compendium.abilities.wifCvRG9OhsTDT30]{Advantages of Being Big} @UUID[Compendium.cyphersystem-compendium.abilities.YD5gm0w3lqTSyO3V]{Anticipation} @UUID[Compendium.cyphersystem-compendium.abilities.rYaAyFLmCAAwZi0s]{Assassin Skills} @UUID[Compendium.cyphersystem-compendium.abilities.cpXOBSLY03j89yOy]{Athlete} @UUID[Compendium.cyphersystem-compendium.abilities.AWretAEaeQfXTXMy]{Autodoctor} @UUID[Compendium.cyphersystem-compendium.abilities.tJiXzKX4gf0GNV6V]{Balance} @UUID[Compendium.cyphersystem-compendium.abilities.XToLeZ4ksSj3MA5I]{Bestiary Knowledge} @UUID[Compendium.cyphersystem-compendium.abilities.A83Lw7NnAqwg4BZR]{Blameless} @UUID[Compendium.cyphersystem-compendium.abilities.awhzMw4RHwOwgEIR]{Breaker} @UUID[Compendium.cyphersystem-compendium.abilities.lY7NaxsFxt1XZVk5]{Car Surfer} @UUID[Compendium.cyphersystem-compendium.abilities.PlTtlXeugIljHFVg]{Careful Aim} @UUID[Compendium.cyphersystem-compendium.abilities.zGoUoC6i0f1SbUqE]{Celebrity Talent} @UUID[Compendium.cyphersystem-compendium.abilities.JkiG6hpsfj1h6XRR]{Computer Programming} @UUID[Compendium.cyphersystem-compendium.abilities.dQHSDDZxJNHrHH1l]{Contortionist} @UUID[Compendium.cyphersystem-compendium.abilities.YvPBxDxLz16Usm7m]{Courageous} @UUID[Compendium.cyphersystem-compendium.abilities.fkyJ02LbeOAfDxcF]{Crafter} @UUID[Compendium.cyphersystem-compendium.abilities.UyQTRi5ZwWU5tMO0]{Danger Sense} @UUID[Compendium.cyphersystem-compendium.abilities.Q3DGDFwNIOjz866X]{Datajack} @UUID[Compendium.cyphersystem-compendium.abilities.2GwH3ugd7aHrWZRz]{Debate} @UUID[Compendium.cyphersystem-compendium.abilities.kkTWFQBeHMS8d6IL]{Deep Water Guide} @UUID[Compendium.cyphersystem-compendium.abilities.tjxKTFdA8gqZDP90]{Designation} @UUID[Compendium.cyphersystem-compendium.abilities.9p2RJYFo6s55F5Ha]{Devoted Defender} @UUID[Compendium.cyphersystem-compendium.abilities.eYHlYyVDj3odrAFJ]{Disguise} @UUID[Compendium.cyphersystem-compendium.abilities.6dPEKpK0HWuD7Bxu]{Divine Knowledge} @UUID[Compendium.cyphersystem-compendium.abilities.DCuOpij3sNomBe1a]{Driver} @UUID[Compendium.cyphersystem-compendium.abilities.ea7BzQy6fZqHQNET]{Enlightened} @UUID[Compendium.cyphersystem-compendium.abilities.6FI9lLeQx0tJX1W6]{Exploratory Experience} @UUID[Compendium.cyphersystem-compendium.abilities.jx6DFmlbQrmltHgc]{Extra Skill} @UUID[Compendium.cyphersystem-compendium.abilities.YQEECpNwDSFCFnCN]{Feat of Strength} @UUID[Compendium.cyphersystem-compendium.abilities.QgCWZia7gFicmEJr]{Flex Lore} @UUID[Compendium.cyphersystem-compendium.abilities.HoUOwIPfKTlxyQH0]{Freakishly Large} @UUID[Compendium.cyphersystem-compendium.abilities.qpBv7OxAcMAAtY2M]{Game Lessons} @UUID[Compendium.cyphersystem-compendium.abilities.p3kh3XKzetkJTG1J]{Gamer} @UUID[Compendium.cyphersystem-compendium.abilities.DmnRMTfHYaeoYFVu]{Good Advice} @UUID[Compendium.cyphersystem-compendium.abilities.pp9NFNHKgOhRYbsY]{Hand to Eye} @UUID[Compendium.cyphersystem-compendium.abilities.f7wLki6qjCNs2Ici]{Handy} @UUID[Compendium.cyphersystem-compendium.abilities.YOHGDC5hx24SqbQz]{Hard Choices} @UUID[Compendium.cyphersystem-compendium.abilities.YBMLX3Jm5oN79J6G]{Heads-Up Display} @UUID[Compendium.cyphersystem-compendium.abilities.A853pOqz5BmPfh4w]{Higher Mathematics} @UUID[Compendium.cyphersystem-compendium.abilities.ZgLefUbAcrmYdFur]{How Others Think} @UUID[Compendium.cyphersystem-compendium.abilities.vFc52xBtBp69WglW]{Impersonate} @UUID[Compendium.cyphersystem-compendium.abilities.HBHjx10W5BQW101w]{Impressive Display} @UUID[Compendium.cyphersystem-compendium.abilities.369RISHwqzRXkwEG]{Infiltrator} @UUID[Compendium.cyphersystem-compendium.abilities.sM2zEDx4gRr9CuiR]{Inner Defense} @UUID[Compendium.cyphersystem-compendium.abilities.fh7tK1BVjgSfZ8ml]{Insight} @UUID[Compendium.cyphersystem-compendium.abilities.wWCehMidmvLypdxj]{Inspire Aggression} @UUID[Compendium.cyphersystem-compendium.abilities.V765JZKDKQ00Buyn]{Interaction Skills} @UUID[Compendium.cyphersystem-compendium.abilities.4dTGeclZRVjzn5tT]{Interface} @UUID[Compendium.cyphersystem-compendium.abilities.PK6oiYXgdP7KaGgi]{Investigate} @UUID[Compendium.cyphersystem-compendium.abilities.romswZIOmAmtzfCL]{Investigative Skills} @UUID[Compendium.cyphersystem-compendium.abilities.4p95GsynORh0Xd7X]{Knowing} @UUID[Compendium.cyphersystem-compendium.abilities.xBQM1AmjmcjmPDDD]{Knowledge of the Law} @UUID[Compendium.cyphersystem-compendium.abilities.eEGFknWQZUBNXn99]{Knowledge Skills} @UUID[Compendium.cyphersystem-compendium.abilities.oAsK49Zgey5QaC82]{Late Inspiration} @UUID[Compendium.cyphersystem-compendium.abilities.eM1fLppEnXHBlRNX]{Learning the Path} @UUID[Compendium.cyphersystem-compendium.abilities.rfsCCpxcsjc8hr60]{Levity} @UUID[Compendium.cyphersystem-compendium.abilities.aOzkoVf0mNSkZBtn]{Life Lessons} @UUID[Compendium.cyphersystem-compendium.abilities.lzy1YbdIJxzNIHZq]{Machine Affinity} @UUID[Compendium.cyphersystem-compendium.abilities.QHSH8fE6l3bKz2xl]{Machine Hunting} @UUID[Compendium.cyphersystem-compendium.abilities.rhaZSmU6dJpzMO64]{Machine Interface} @UUID[Compendium.cyphersystem-compendium.abilities.XQxN55rl0f5HFxEM]{Magic Training} @UUID[Compendium.cyphersystem-compendium.abilities.Zu06akqnHdCvoR0W]{Make Judgment} @UUID[Compendium.cyphersystem-compendium.abilities.YF8CYsYKcXpdfqH5]{Master Identifier} @UUID[Compendium.cyphersystem-compendium.abilities.KM9qqjzJBJusQNkT]{Master Thief} @UUID[Compendium.cyphersystem-compendium.abilities.GfDLA0qSvqhqzIbL]{Microgravity Adept} @UUID[Compendium.cyphersystem-compendium.abilities.PRW5MxW12oakmeHE]{Monster Lore} @UUID[Compendium.cyphersystem-compendium.abilities.tC7wmZwlZcQy5Vd0]{Movement Skills} @UUID[Compendium.cyphersystem-compendium.abilities.CBGeAZSBuymzrxDz]{Muscles of Iron} @UUID[Compendium.cyphersystem-compendium.abilities.FDUGlu7DZhdfxH2P]{Natural Charisma} @UUID[Compendium.cyphersystem-compendium.abilities.bcEupdsF6FduFPwe]{Oneirochemy} @UUID[Compendium.cyphersystem-compendium.abilities.oTDJtTDkwxr5uSfU]{Open Mind} @UUID[Compendium.cyphersystem-compendium.abilities.EbnGDC61relhYaib]{Opening Statement} @UUID[Compendium.cyphersystem-compendium.abilities.noCgrKbB370cfzQg]{Physical Skills} @UUID[Compendium.cyphersystem-compendium.abilities.Kk5nnC1EcYtqc3Fu]{Pilot} @UUID[Compendium.cyphersystem-compendium.abilities.TTKx93iEvtnptsep]{Poetic License} @UUID[Compendium.cyphersystem-compendium.abilities.OjGaIl0JEepjDrla]{Post-Apocalyptic Survivor} @UUID[Compendium.cyphersystem-compendium.abilities.MBlyd9LvSH8D0Z5I]{Powerful Rhetoric} @UUID[Compendium.cyphersystem-compendium.abilities.vcbIe2sSMKJmawl4]{Predictive Equation} @UUID[Compendium.cyphersystem-compendium.abilities.xMRRfjFF0POkxyea]{Privileged Nobility} @UUID[Compendium.cyphersystem-compendium.abilities.FEkLEYwk7r9KE7oC]{Quarry} @UUID[Compendium.cyphersystem-compendium.abilities.YCwy44WnpusEYN7g]{Quick Study} @UUID[Compendium.cyphersystem-compendium.abilities.QVPmLa6CKwmH6vJZ]{Quick to Flee} @UUID[Compendium.cyphersystem-compendium.abilities.8EJ59LwWPkaqErUd]{Quicker Than Most} @UUID[Compendium.cyphersystem-compendium.abilities.pMQT2QIL38XlhkxB]{Resist Tricks} @UUID[Compendium.cyphersystem-compendium.abilities.ZOfmWQFbwSJQB4wm]{Ruin Lore} @UUID[Compendium.cyphersystem-compendium.abilities.IYt42xzsjesQyEfT]{Sailor} @UUID[Compendium.cyphersystem-compendium.abilities.h3G0Ven2SoaPCbk4]{Salvage and Comfort} @UUID[Compendium.cyphersystem-compendium.abilities.WUY75HFAqAu1i9ku]{Sense Attitudes} @UUID[Compendium.cyphersystem-compendium.abilities.x8cGd4MC9YEW9isa]{Serv-0 Repair} @UUID[Compendium.cyphersystem-compendium.abilities.9sfX1SGtcQ17Uiny]{Sharp Senses} @UUID[Compendium.cyphersystem-compendium.abilities.HWZ8mwAfZEu6r778]{Sleuth} @UUID[Compendium.cyphersystem-compendium.abilities.2CrV3a9S1yzOXBOJ]{Slippery} @UUID[Compendium.cyphersystem-compendium.abilities.sHdBJdVshvtAqz1K]{Sneak} @UUID[Compendium.cyphersystem-compendium.abilities.gwMRhz3h9zxbVQXt]{Stalker} @UUID[Compendium.cyphersystem-compendium.abilities.gbU7mA0flUR4W8Dl]{Stand Watch} @UUID[Compendium.cyphersystem-compendium.abilities.QAdh0yZBjJsHdJjD]{Stealth Skills} @UUID[Compendium.cyphersystem-compendium.abilities.tFhd4dEGikOd1g1K]{Straightforward} @UUID[Compendium.cyphersystem-compendium.abilities.MwDYD8V1CJv8w9rR]{Superb Explorer} @UUID[Compendium.cyphersystem-compendium.abilities.aJ1T8XqGF38vyzV2]{Superb Infiltrator} @UUID[Compendium.cyphersystem-compendium.abilities.B4U7RiMrZElfOQyj]{Taking Advantage} @UUID[Compendium.cyphersystem-compendium.abilities.1ZV6jp2IuXFgXEjn]{Task Training} @UUID[Compendium.cyphersystem-compendium.abilities.pYsmdnNte7o5Flca]{Tech Skills} @UUID[Compendium.cyphersystem-compendium.abilities.0xVoKhKKvzxIbtJD]{There’s Your Problem} @UUID[Compendium.cyphersystem-compendium.abilities.k4LeTZ1lqN9L3hPS]{Tool Mastery} @UUID[Compendium.cyphersystem-compendium.abilities.VAGafmOiBpvU2eq0]{Tracker} @UUID[Compendium.cyphersystem-compendium.abilities.O0d2Xjp5HTUdFzmp]{Trained Excavator} @UUID[Compendium.cyphersystem-compendium.abilities.A8CGMbLGsJ3AHKMP]{Trained Interlocutor} @UUID[Compendium.cyphersystem-compendium.abilities.eVZMy7s6px5jLTfj]{Trained Swimmer} @UUID[Compendium.cyphersystem-compendium.abilities.wEjdodvc6SLf8yso]{Travel Skills} @UUID[Compendium.cyphersystem-compendium.abilities.kv03xEihe4VZNkK5]{Understanding} @UUID[Compendium.cyphersystem-compendium.abilities.zgcoMEc4j2MjpDhC]{Vacuum Skilled} @UUID[Compendium.cyphersystem-compendium.abilities.KqV5RSzOU3S3NK51]{Wilderness Life} @UUID[Compendium.cyphersystem-compendium.abilities.8KYjSKp6ieQ8YXUy]{Wilderness Lore} @UUID[Compendium.cyphersystem-compendium.abilities.XseI77zSp7iHkEWq]{Wound Tender} @UUID[Compendium.cyphersystem-compendium.abilities.qEzcqbNhuJQuBagn]{Zero Dark Eyes}

Mid Tier

@UUID[Compendium.cyphersystem-compendium.abilities.GK0o4fjCtxgAP269]{Action Processor} @UUID[Compendium.cyphersystem-compendium.abilities.6ILcTvACqDdLVpc8]{Agent Provocateur} @UUID[Compendium.cyphersystem-compendium.abilities.KAAezRI2l8rdp1NS]{Animal Senses and Sensibilities} @UUID[Compendium.cyphersystem-compendium.abilities.TmDavAL4vDxKjLBK]{Confidence Artist} @UUID[Compendium.cyphersystem-compendium.abilities.yB4tnpDNVSOxgruq]{Dark Matter Shell} @UUID[Compendium.cyphersystem-compendium.abilities.bvqDafTBMB7Uo9Qj]{Enhance Strength} @UUID[Compendium.cyphersystem-compendium.abilities.hQx9SoUhY6jzUeTW]{Expert Driver} @UUID[Compendium.cyphersystem-compendium.abilities.12xO8QaEsTvEFUvY]{Expert Pilot} @UUID[Compendium.cyphersystem-compendium.abilities.RESKINMA0INj60Rc]{Find the Guilty} @UUID[Compendium.cyphersystem-compendium.abilities.dVh39nh5ARUxreUc]{Flex Skill} @UUID[Compendium.cyphersystem-compendium.abilities.Kk9lHkiaqsr3pUmk]{Ghost} @UUID[Compendium.cyphersystem-compendium.abilities.NhNvpbUWNRIFEm8b]{Hard to See} @UUID[Compendium.cyphersystem-compendium.abilities.7tiGTYVXj9eHdja7]{Heightened Skills} @UUID[Compendium.cyphersystem-compendium.abilities.uhC4ubTGfhkNvIMX]{Improvise} @UUID[Compendium.cyphersystem-compendium.abilities.iyM2N9G0RLlj6BZ7]{Increasing Determination} @UUID[Compendium.cyphersystem-compendium.abilities.2odkyEO8azxIZWYj]{Intelligent Interface} @UUID[Compendium.cyphersystem-compendium.abilities.t5vs3xMko8GLCB64]{Intense Interaction} @UUID[Compendium.cyphersystem-compendium.abilities.vPraXsdXkCmaoBbI]{Knowledge Is Power} @UUID[Compendium.cyphersystem-compendium.abilities.4JDFgEhyhqReRngE]{Master Crafter} @UUID[Compendium.cyphersystem-compendium.abilities.e3jpx5KsYc8F13Pu]{Meticulous Planner} @UUID[Compendium.cyphersystem-compendium.abilities.l0OFjk5XVGV5LzP1]{Minor Wish} @UUID[Compendium.cyphersystem-compendium.abilities.LdHCwZcifnRRuPrp]{Nightstrike} @UUID[Compendium.cyphersystem-compendium.abilities.3VJyYtECl0wKQj2p]{Outlast the Foe} @UUID[Compendium.cyphersystem-compendium.abilities.XQkQrvp4o395uIOJ]{Passing Mechanic} @UUID[Compendium.cyphersystem-compendium.abilities.LojkwDtb1gHLSB6A]{Preternatural Senses} @UUID[Compendium.cyphersystem-compendium.abilities.MzKqElUHuTtHkV7D]{Pull a Fast One} @UUID[Compendium.cyphersystem-compendium.abilities.y1bQFSBlwMbUico5]{Rapid Processing} @UUID[Compendium.cyphersystem-compendium.abilities.DhSH0rnaqLogC3DC]{Rider} @UUID[Compendium.cyphersystem-compendium.abilities.oCcnXLYQy9DjwPJC]{Sea Legs} @UUID[Compendium.cyphersystem-compendium.abilities.syiylO75dZlcUp3i]{Sensing Package} @UUID[Compendium.cyphersystem-compendium.abilities.NcItnMHjeG9fgE1K]{Serv-0 Aim} @UUID[Compendium.cyphersystem-compendium.abilities.lPqCQOQJF0JfoFRn]{Serv-0 Brawler} @UUID[Compendium.cyphersystem-compendium.abilities.EQXA8Gcwdc7dU8lw]{Sharp-Eyed} @UUID[Compendium.cyphersystem-compendium.abilities.hIy0GMeL8WALvhEb]{Ship Footing} @UUID[Compendium.cyphersystem-compendium.abilities.U2QV8t7Pq9irgHqF]{Silent As Space} @UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks} @UUID[Compendium.cyphersystem-compendium.abilities.c4CG5F8lfaYelzFf]{Soothe Mind and Body} @UUID[Compendium.cyphersystem-compendium.abilities.3pqCkOZjnAXWIikt]{Subtle Steps} @UUID[Compendium.cyphersystem-compendium.abilities.q80xvRDX6XwFXgma]{Targeting Eye} @UUID[Compendium.cyphersystem-compendium.abilities.NaqoExT72j3xkWp3]{Task Specialization} @UUID[Compendium.cyphersystem-compendium.abilities.oah8DOODfphl858B]{Telling} @UUID[Compendium.cyphersystem-compendium.abilities.3wxiRMTCBZ4iNCHp]{Temporal Acceleration} @UUID[Compendium.cyphersystem-compendium.abilities.zuEylYrgOVAAjs71]{Trained Basher} @UUID[Compendium.cyphersystem-compendium.abilities.I8N5PUMy5Eq7cqZl]{Trained Gunner} @UUID[Compendium.cyphersystem-compendium.abilities.gPqiQflb6Z3DXGVk]{Trained Slayer} @UUID[Compendium.cyphersystem-compendium.abilities.SjO76u6MlpVx3PwO]{Verbal Misdirection} @UUID[Compendium.cyphersystem-compendium.abilities.PlVEpuVxp9pGJSoa]{You Studied}

High Tier

@UUID[Compendium.cyphersystem-compendium.abilities.B0dq2gW9gdA0PdzR]{Amplify Sounds} @UUID[Compendium.cyphersystem-compendium.abilities.2uSx4ErQ9f2QLX5M]{As Foretold in Prophecy} @UUID[Compendium.cyphersystem-compendium.abilities.jmjxGRJTwztzBtLc]{Coordinated Effort} @UUID[Compendium.cyphersystem-compendium.abilities.xRvaY8SG4HVy5WO8]{Dark Explorer} @UUID[Compendium.cyphersystem-compendium.abilities.rYOt0poxNGA8b3FP]{Explains the Ineffable} @UUID[Compendium.cyphersystem-compendium.abilities.VVYx3J42Sj9qCQV9]{Exploit Advantage} @UUID[Compendium.cyphersystem-compendium.abilities.GnQRIvynqXx1R2a0]{Further Mathematics} @UUID[Compendium.cyphersystem-compendium.abilities.2LaX22wvw35lDger]{Learned a Few Things} @UUID[Compendium.cyphersystem-compendium.abilities.YWMUeaNzao8n8pAc]{Like the Back of Your Hand} @UUID[Compendium.cyphersystem-compendium.abilities.Cz0KkzZPnlX1oTYz]{Magnificent Moment} @UUID[Compendium.cyphersystem-compendium.abilities.kZ3LhhYZKrcnBplY]{Master Entertainer} @UUID[Compendium.cyphersystem-compendium.abilities.4USzF8qKs8oZJH13]{Multiple Skills} @UUID[Compendium.cyphersystem-compendium.abilities.kcXnkEBuyNil4Nd4]{No One Knows Better} @UUID[Compendium.cyphersystem-compendium.abilities.N0wzhZ676UrCR8M4]{Precognition} @UUID[Compendium.cyphersystem-compendium.abilities.MA2Pwhbpbq2SSIQy]{See the Future} @UUID[Compendium.cyphersystem-compendium.abilities.QZa9b5G80qxtoYqg]{Subsonic Rumble} @UUID[Compendium.cyphersystem-compendium.abilities.RE24qvMuPhasaCP3]{Total Awareness} @UUID[Compendium.cyphersystem-compendium.abilities.qKDngpAWNEzhdRj5]{Trick Driver} @UUID[Compendium.cyphersystem-compendium.abilities.vhGEeFVgyqX1gzRr]{Using the Environment}

Transform

A significant change that temporarily enhances you, such as growing bigger, turning into a werewolf, and so on. Also includes apparent transformations like disguises and invisibility.

Low Tier

@UUID[Compendium.cyphersystem-compendium.abilities.8DXGUr433iXaVCSv]{Beast Form} @UUID[Compendium.cyphersystem-compendium.abilities.GmMePJHTRl6PshR6]{Bigger} @UUID[Compendium.cyphersystem-compendium.abilities.wIOwT1tjGLMYzZAb]{Controlled Change} @UUID[Compendium.cyphersystem-compendium.abilities.HDYOv1V10xpFbFI7]{Enlarge} @UUID[Compendium.cyphersystem-compendium.abilities.Tgmrh8dyGqqCfnU5]{Face Morph} @UUID[Compendium.cyphersystem-compendium.abilities.U9ZBl9NeipxSLavS]{Golem Healing} @UUID[Compendium.cyphersystem-compendium.abilities.asQqC0DepYcsPxRV]{Illusory Disguise} @UUID[Compendium.cyphersystem-compendium.abilities.zOCvNsxHOcmkQrBn]{Phased Pocket} @UUID[Compendium.cyphersystem-compendium.abilities.5aUrbdjSSLCRggHU]{Spin Identity} @UUID[Compendium.cyphersystem-compendium.abilities.1CjsEMTtfnvL1CeJ]{Vanish}

Mid Tier

@UUID[Compendium.cyphersystem-compendium.abilities.NIePQkLH2DTVjZR2]{Bigger Beast Form} @UUID[Compendium.cyphersystem-compendium.abilities.rZsohzuwTFfghWVO]{Blend In} @UUID[Compendium.cyphersystem-compendium.abilities.Uq6p6fOg9KyFcUws]{Evanesce} @UUID[Compendium.cyphersystem-compendium.abilities.wqzexDdZolWgxAza]{Greater Controlled Change} @UUID[Compendium.cyphersystem-compendium.abilities.NhNvpbUWNRIFEm8b]{Hard to See} @UUID[Compendium.cyphersystem-compendium.abilities.uNzF1oQKJ6T1yqL4]{Huge} @UUID[Compendium.cyphersystem-compendium.abilities.nEN2HYzlJWhonfmE]{Invisible Phasing} @UUID[Compendium.cyphersystem-compendium.abilities.RfGCXsX7JXEr8fMw]{Moon Shape}

High Tier

@UUID[Compendium.cyphersystem-compendium.abilities.hbbPZIjq81Qqdp6i]{Colossal} @UUID[Compendium.cyphersystem-compendium.abilities.uN2YVmNxkFj3SFof]{Command Metal} @UUID[Compendium.cyphersystem-compendium.abilities.PyVeE7CtDVDksWG6]{Disappear} @UUID[Compendium.cyphersystem-compendium.abilities.0XYaYNoQzrYYKR4p]{Gargantuan} @UUID[Compendium.cyphersystem-compendium.abilities.wvlSlYCJyrJuFqtn]{Invisibility} @UUID[Compendium.cyphersystem-compendium.abilities.S5JTyQCNcgrXgNqf]{Mask} @UUID[Compendium.cyphersystem-compendium.abilities.m2j3n3xiExLcXAAn]{Moderate Wish} @UUID[Compendium.cyphersystem-compendium.abilities.5Rre17QhaTln9jgA]{Outside Reality} @UUID[Compendium.cyphersystem-compendium.abilities.85DCcEDqvz6A0LkD]{Perfect Control} @UUID[Compendium.cyphersystem-compendium.abilities.TRdK7RJBkq8WW4np]{Wild Camouflage}

","markdown":""},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"ownership":{"default":-1},"flags":{}},{"sort":399610,"name":"Equipment","type":"text","_id":"CSHlAboV1tzyC1Kz","title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"

Equipment in the Cypher System plays only a small role. It’s far more important to focus on what you can do than on what you have. Still, sometimes it’s important to know if you’ve got enough rope, or what kind of gun your space pilot has at their hip.

Currency and Prices

Dollars, pounds, euros, credits, gold pieces, Martian solval beads, Corso moons and stars, bottle caps—a lot of different currencies might be used in your game, depending on the setting and the genre. You should use whatever you like. In the Cypher System rules, we talk in generalities rather than specifics. Not unlike saying immediate or short distance rather than giving precise numbers, we talk about goods and services in terms of inexpensive, moderately priced, expensive, very expensive, or exorbitant.

The GM can figure out what those things mean in their setting. In a fantasy setting, an inexpensive item might be 1 or 2 copper pennies, while an expensive item might require gold on the table. The exact amount can vary, and in many campaigns, the exact amount will matter. The GM will develop a detailed price list for their setting, and players will track their money on their character sheets to determine what they can afford, often ignoring the terms inexpensive, moderately priced, and so on.

But some GMs might want to keep things simple and use only the general terms, indicating currency just as flavor now and then. In a space opera game, where the PCs are the crew of a starship blazing about the galaxy in search of adventure and profit, fuel and upkeep for the ship might be expensive. Hauling a few passengers from Epsilon Eridani back to Earth might earn enough to purchase six expensive items but cost the equivalent of two expensive items, leaving the crew with the means to refuel and maintain the ship for two further voyages. In such a game, where money only means keeping the ship flying, no one has to talk in specific amounts. Characters might refer to “galactic credits” or something similar, but amounts might not be tracked on the character sheets.

Price Categories

There are five price categories for goods and services.

An inexpensive item is something that common people buy. A simple meal or a drink in the bar. A pen and some paper. A book or magazine.

A moderately priced item is something that common people buy, but not too often and not in great quantities. A small piece of furniture. A major entertainment. An expensive meal. A new outfit.

An expensive item is something that would strain a common person’s finances. Rent on a simple apartment. A major piece of furniture. A very nice outfit. The cost to travel a long distance (if appropriate to the setting).

A very expensive item is probably out of the reach of most people except in very special circumstances. Jewelry. Luxury furnishings.

An exorbitant item is something only the very rich can afford. A very nice house. A ship. Extremely expensive jewelry or art.

Think of the categories as powers of 10. That is to say, a moderately priced item is ten times more costly than an inexpensive item. An expensive item is ten times more costly than a moderately priced item, and thus 100 times the cost of something inexpensive. A very expensive item is ten times the cost of an expensive one, 100 times the cost of a moderate one, and 1,000 times the cost of an inexpensive one. An exorbitant item is priced ten times beyond that.

In some settings, even the generalization offered by the pricing categories might be too specific or cumbersome. In many superhero games, for example, prices are relatively moot. After saving the city, typical superheroes don’t worry about paying rent or how much dinner will cost. On the other hand, in a grittier superhero game, maybe that’s exactly what they worry about.

Using The Price Categories

Regardless of how precise you want to be with prices and currency, you can use the price categories in a variety of ways.

It’s easy for a GM to say to a player “You can afford two extra moderately priced things at the start of the game.” The player can look on the list and pick two moderately priced items without worrying about their cost. Plus, this approach makes it clear that they get two items, not twenty inexpensive items or one more expensive item that perhaps would not be appropriate for a starting character. The categories make it easy to lump similar items together.

The GM can also say “You can have whatever inexpensive items you want, and don’t worry about the cost.” At higher tiers, when the PCs have more wealth, followers, and so on, the GM can do this with moderate or even expensive items. This allows the group to skip over playing through a shopping trip to get supplies, and players don’t have to track prices down to the last coin.

Finally, the categories can be shorthand when evaluating loot, dividing up the spoils among the PCs, and resolving other story-based occurrences that crop up in the game without dealing in the minutiae of exact prices. This is of particular use in high-powered games where the PCs are rich and powerful.

Level of Equipment

Mundane equipment is about level 4—less if of inferior quality or materials, more if of superior quality or materials. This means that in a setting based on the distant past, the default level might be 3, while in the future it might be 5 or 6. So an average serf ’s tool in the Dark Ages is level 3, easily broken, while an average tool on a space station is level 6, made of advanced polymers.

Armor

Characters expecting danger frequently wear armor. Even the simplest protective covering helps against stabs and cuts, and more sophisticated or heavier armor protects against graver threats.

You can wear only one type of armor at a time—you cannot wear chainmail hauberk and scale armor together, for example. However, Armor bonuses from multiple sources combine to provide a total Armor rating. For example, if you have subdermal implants that give you +1 to Armor, a force field that offers another +1 to Armor, and beastskin that grants +2 to Armor, you have a total of +4 to Armor.

In general, light armor is a moderately priced item, medium armor is expensive, and heavy armor is very expensive. The Genre chapter offers more specific details on the kinds of armor available in a given setting. Keep in mind that in many genres, it’s quite odd, at best, to run around in armor tougher than a leather jacket.

Using Armor

Anyone can wear any armor, but it can be taxing. Wearing armor increases the cost of using a level of Effort when attempting a Speed-based action. So if you’re wearing light armor and want to use two levels of Effort on a Speed-based roll to run across difficult terrain, it costs 7 points from your Speed Pool rather than 5 (3 for the first level of Effort, plus 2 for the second level of Effort, plus 1 per level for wearing light armor). Edge reduces the overall cost as normal. If you are not experienced with a certain type of armor but wear it anyway, this cost is further increased by 1. Having experience with a type of armor is called being practiced with the armor.

ArmorSpeed Effort Additional Cost Per Level
Light+1
Medium+2
Heavy+3
Note: Clarification & Foundry VTT Usage

The table above is written from the perspective of someone having the ability Practiced in Armor. For consistency, armor items also assume that the PC is practiced in armor, so PCs without any ability or who are experienced in armor or have mastery in armor need to adjust the cost accordingly. Here’s a complete overview:

Speed Effort Additional Cost Per Level
ArmorNo AbilityPracticedExperiencedMastery
Light+2+1+0+0
Medium+3+2+1+0
Heavy+4+3+2+0

Shields

Shields provide an asset to Speed defense rolls. You must have one free hand to use a shield.

Weapons

Not all characters are familiar with all weapons. Warriors know their way around most types, but Explorers prefer light or medium weapons, and Adepts and Speakers usually stick to light weapons. If you wield a weapon that you have no experience with, an attack with that weapon is hindered. Having experience with a weapon is called being practiced with the weapon.

Light weapons inflict only 2 points of damage, but attacks with them are eased because they are fast and easy to use. Light weapons are punches, kicks, knives, handaxes, darts, very small pistols, and so on. Weapons that are particularly small are light weapons.

Medium weapons inflict 4 points of damage. Medium weapons include broadswords, battleaxes, maces, crossbows, spears, typical handguns, light rifles, sawed-off shotguns, and so on. Most weapons are medium. Anything that could be used in one hand (even if it’s often used in two hands, such as a quarterstaff or spear) is a medium weapon.

Heavy weapons inflict 6 points of damage, and you must use two hands to attack with them. Heavy weapons are huge swords, great hammers, massive axes, halberds, heavy crossbows, rifles, regular shotguns, assault rifles, and so on. Anything that must be used in two hands is a heavy weapon.

WeaponDamage
Light2 points (attack eased)
Medium4 points
Heavy6 points

In general, light weapons are moderately priced items, medium weapons are expensive, and heavy weapons are very expensive. Ammunition for a ranged weapon is inexpensive. The Genre chapter offers more specific details on weapons available in a given setting. Keep in mind that in many genres, it’s not acceptable to run around carrying dangerous weapons.

Explosive Weapons

Bombs, grenades, missiles, and other explosives operate differently than other weapons. They affect all targets within an area (usually an immediate area) and inflict damage to all of them. A separate attack roll is required for each (or a Speed defense roll if the PCs are the targets of such an attack), although to simplify, the player can make one attack roll and compare it to the difficulty to attack each target. Usually, even if the attack roll fails (or the Speed defense roll succeeds), the targets still suffer a smaller amount of damage, often 1 point.

Explosives like grenades can be thrown a short distance. Otherwise, another launcher weapon is needed to project them a long distance (or farther).

Miscellaneous Items and Services

Although the types of items for sale vary greatly based on the setting, a few things are always present, like food, lodging, and clothing. However, these goods and services can span the price categories. For example, you can get an inexpensive meal, a moderately priced meal, an expensive meal, and so on. An inexpensive meal is light and probably not very nutritious. An expensive meal is available only in nice restaurants in certain locations. An exorbitant meal is probably a feast for a crowd, with the finest foods and drink available.

Nightly lodging is similar, although the bottom end starts out worse. An inexpensive night’s lodging is probably a flea-ridden mat on the floor of a room filled with other lodgers. Typical lodging (a private room with a decent bed) is probably in the moderately priced range. Very expensive lodging might be a suite of rooms with delicious meals and personal services (such as massages and grooming) included.

Inexpensive clothing is just a step up from rags, but moderately priced clothing is decent enough. For a formal party, you’d want expensive clothing. The very rich likely wear very expensive clothing most of the time, and exorbitant clothing (and jewelry) when they go to their elite galas.

Other sorts of miscellaneous items can be found in the Genre chapter.

Cyphers

Cyphers can sometimes be physical items like equipment, but they work very differently. To be entirely accurate, cyphers might have the veneer of equipment, but don’t fall into the trap of confusing the two. Cyphers are far more akin to PC special abilities than to gear. In a fantasy game, they might be potions, scrolls, or charms. In a science fiction game, cyphers might be interesting throwaway devices or alien crystals of unknown providence. In other games, they might just represent good fortune or sudden inspiration. See the Cyphers chapter for more details.

Artifacts

Artifacts are more powerful than equipment and can’t simply be purchased. The Genre chapter offers a few sample artifacts appropriate for various settings.

Each artifact has a level and a rate of power depletion. When an artifact is used or activated, the player rolls the designated die (1d6, 1d10, 1d20, or 1d100). If the die shows the depletion number(s), the item works, but that is its last use. A depletion entry of “—” means that the artifact never depletes, and an entry of “automatic” means that it can be used only once.

Depowered artifacts can sometimes be recharged using the repair rules, depending on the item’s nature. Other special abilities can also repower an expended item, but probably for only one use.

For GM information on artifacts, see the Running the Cypher System chapter.

Finding, Identifying, and Using Artifacts

Characters can sometimes find artifacts while on adventures. They might be in ancient ruins, either intact or in need of manipulation to get them working. They could have been stolen from well-guarded military installations. They might be granted as rewards or taken from fallen foes. Sometimes they can even be purchased from a specialized source, but this occurs more rarely than most PCs would probably like.

After the characters find an artifact, identifying it is a separate Intellect task. The GM sets the difficulty of the task, but it is usually equal to the artifact’s level. Identifying it takes fifteen minutes to three hours. If the PCs can’t identify an artifact, they can bring it to an expert to be identified or, if desired, traded or sold.

Characters can attempt to use an artifact that has not been identified, which is usually an Intellect task equal to the artifact’s level + 2. Failure might mean that the PCs can’t figure out how to use the artifact or they use it incorrectly (GM’s discretion). Of course, even if characters use an unidentified artifact correctly the first time, they have no idea what the effect might be.

Once characters identify an artifact, using it for the first time requires an additional Intellect action; this process is far more complex than pushing a button. It can involve manipulating touchscreens, reciting the proper arcane words, or anything else that fits the setting. The GM sets the difficulty, but it is usually equal to the artifact’s level.

","markdown":""},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"ownership":{"default":-1},"flags":{}},{"sort":537500,"name":"Experience Points","type":"text","_id":"kL1WYB17GtLujcMp","title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"

Experience points (XP) are the currency by which players gain benefits for their characters. The most common ways to earn XP are through GM intrusions and by accomplishing things the PCs set out to do. Sometimes experience points are earned during a game session, and sometimes they’re earned between sessions. In a typical session, a player might earn 2 to 4 XP, and between sessions, perhaps another 2 XP (on average). The exact amounts depend on the events of the session.

GM Intrusion

At any time, the GM can introduce an unexpected complication for a character. When they intrude in this way, they must give that character 2 XP. That player, in turn, must immediately give one of those XP to another player and justify the gift (perhaps the other player had a good idea, told a joke, or performed an action that saved a life).

Often, the GM intrudes when a player attempts an action that should be an automatic success. However, the GM is free to intrude at other times. As a general rule, the GM should intrude at least once each session, but no more than once or twice each session per character.

Anytime the GM intrudes, the player can spend 1 XP to refuse the intrusion, though that also means they don’t get the 2 XP. If the player has no XP to spend, they can’t refuse.

If a player rolls a 1 on a die, the GM can intrude without giving the player any XP.

Example 1: Through skill and the aid of another character, a fourth-tier PC eases a wall-climbing task from difficulty 2 to difficulty 0. Normally, they would succeed at the task automatically, but the GM intrudes and says “No, a bit of the crumbling wall gives way, so you still have to make a roll.” As with any difficulty 2 task, the target number is 6. The PC attempts the roll as normal and gains 2 XP because the GM intruded. They immediately give one of those XP to another player.

Example 2: During a fight, a PC swings their axe and damages a foe with a slice across the shoulder. The GM intrudes by saying that the foe turned just as the axe struck, wrenching the weapon from the character’s grip and sending it clattering across the floor. The axe comes to a stop 10 feet (3 m) away. Because the GM intruded, the PC gains 2 XP, and the player immediately gives one of those XP to another player. Now the character must deal with the dropped weapon, perhaps drawing a different weapon or using their next turn to scramble after the axe.

For much more on GM intrusions, see the Running the Cypher System chapter.

Character Arcs

Character arcs are the means by which players can invest themselves more in great stories and character depth and development.

Just like in a book or a television show, characters progress through their own personal story and change over time. A PC with a character arc decides for themselves what they do and why. Character arcs are like stated goals for a character, and by progressing toward that goal, the character advances. The key word there is progressing. A PC doesn’t have to succeed at achieving the goal to earn advancement—it’s not an all-or-nothing prospect. Each arc is keyed to a single character, but just like in a book or show, characters can take part in the larger story arc that the whole group participates in, while also progressing in their own personal arc.

Character arcs have different steps that mark the character’s progress through the arc. Each arc eventually reaches a climax, and then finishes with a step that is a final resolution. Each step reached earns the character 2 XP. Character arcs are the most straightforward way that a character earns XP. (Typically, PCs will earn about half their total experience points from arcs or other GM awards.)

At character creation, a player can choose one character arc for their PC at no cost. Players have the option to not choose one, but it’s probably a good idea to do so. First and foremost, it is a character-defining factor. If they begin the campaign with a desire to find the woman who killed their brother, that says a lot about the character: they had a brother, he was likely close to them, he had been in at least one dangerous situation, and the character is probably motivated by anger and hate, at least somewhat. Even after the character finishes this first arc, they’ll undoubtedly have (at least one) more because they can gain new arcs as the campaign progresses.

Once play begins, players can take on a new arc whenever they wish, as fits the character’s ongoing story. Taking a new arc has a cost of 1 XP. While there’s no hard limit on how many arcs a character can have at one time, realistically most PCs couldn’t reasonably have more than three or four.

However, as mentioned above, arcs have a beginning cost that must be paid, reflecting the character’s devotion to the goal. The character will earn this investment back (probably many times over) if the arc is completed.

Character arcs are always player-driven. A GM cannot force one on a character. That said, the events in the narrative often present story arc opportunities and inspire character arcs for the PCs. It’s certainly in the GM’s purview to suggest possible arcs related to the events going on. For example, if the GM presents an encounter in which an NPC wishes to learn from the PC, it might make sense to suggest taking the Instruction arc. Whether or not the PC takes on the student, the player doesn’t have to adopt the Instruction arc unless they want to.

At the end of a session, review the actions you took and describe how they might equate to the completion of a step (or possibly more than one step) in their character arc. If the GM agrees, the character gets their reward.

When in doubt, if one character accomplishes a step in their arc but another character does not, the first character should get the 2 XP reward, but the other character should probably still get, at minimum, 1 XP for the session.

This chapter presents many sample character arcs (see below).

GM Awards

Sometimes, a group will have an adventure that doesn’t deal primarily with a PC’s character arc. In this case, it’s a good idea for the GM to award XP to that character for accomplishing other tasks. First and foremost, awards should be based on discovery. Discovery can include finding a significant new location, such as a hidden chamber, a secret fortress, a lost land, a new planet, or an unexplored dimension. In this fashion, PCs are explorers. Discovery can also include a new significant aspect of a setting, such as a secret organization, a new religion, and so on.

It can also mean finding a new procedure or device (something too big to be considered a piece of equipment) or even previously unknown information. This could include a source of magical power, a unique teleportation device, or the cure for a plague. These are all discoveries. The common thread is that the PCs discover something that they can understand and put to use.

Last, depending on the GM’s outlook and the kind of campaign the group wants to play, a discovery could be a secret, an ethical idea, an adage, or even a truth.

It’s a fine line, but ultimately the GM decides what constitutes a discovery as opposed to just something weird in the course of an adventure. Usually, the difference is, did the PCs successfully interact with it and learn something about it? If so, it’s probably a discovery.

Artifacts: When the group gains an artifact, award XP equal to the artifact’s level and divide it among the PCs (minimum 1 XP for each character). Round down if necessary. For example, if four PCs discover a level 5 artifact, they each get 1 XP. Money, standard equipment, and cyphers are not worth XP. (Experience point awards for artifacts should usually apply even if the artifact was given to the PCs rather than found, because often such gifts are the rewards for success.)

Miscellaneous Discoveries: Various other discoveries might grant 1 XP to each PC involved.

Other Awards: If a character is focused on activities that don’t relate to a character arc or a discovery, as a general rule, a mission should be worth at least 1 XP per game session involved in accomplishing it. For example, saving a family on an isolated farm beset by raiding cultists might be worth 1 XP for each character. Of course, saving the family doesn’t always mean killing the bad guys; it might mean relocating them, parlaying with the cultists, or chasing off the raiders.

Spending Experience Points

Experience points are meant to be used. Hoarding them is not a good idea; if a player accumulates more than 10 XP, the GM can require them to spend some.

Generally, experience points can be spent in four ways: immediate benefits, short- and medium-term benefits, long-term benefits, and character advancement.

Experience points should not be a goal unto themselves. Instead, they are a game mechanic to simulate how—through experience, time, toil, travail, and so on— characters become more skilled, more able, and more powerful. Spending XP to explain a change in a character’s capabilities that occurred in the course of the story, such as if the PC made a new device or learned a new skill, isn’t a waste of XP—it’s what XP are for.

Immediate Benefits

The most straightforward way for a player to use XP is to reroll any roll in the game—even one that they didn’t make. This costs 1 XP per reroll, and the player chooses the best result. They can continue to spend XP on rerolls, but this can quickly become an expensive proposition. It’s a fine way to try to prevent disaster, but it’s not a good idea to use a lot of XP to reroll a single action over and over.

A player can also spend 1 XP to refuse a GM intrusion.

Short- and Medium-Term Benefits

By spending 2 XP, a character can gain a skill—or, more rarely, an ability—that provides a short-term benefit. Let’s say a character notices that the computer terminals in the facility they’re infiltrating are similar to those used by the company they once worked for. They spend 2 XP and say that they have a great deal of experience in using these. As a result, they are trained in operating (and breaking into) these computers. This is just like being trained in computer use or hacking, but it applies only to computers found in that particular location. The skill is extremely useful in the facility, but nowhere else.

Medium-term benefits are usually story based. For example, a character can spend 2 XP while climbing through mountains and say that they have experience with climbing in regions like these, or perhaps they spend the XP after they’ve been in the mountains for a while and say that they’ve picked up the feel for climbing there. Either way, from now on, they’re trained in climbing in those mountains. This helps them now and any time they return to the area, but they’re not trained in climbing everywhere.

This method allows a character to get immediate training in a skill for half the normal cost. (Normally, it costs 4 XP to become trained in a skill.) It’s also a way to gain a new skill even if the PC has already gained a new skill as a step toward attaining the next tier.

In rare cases, a GM might allow a character to spend 2 XP to gain an entirely new ability—such as a device, a special ability, or a special mental power—for a short time, usually no longer than the course of one scenario. The player and the GM should agree on a story-based explanation for the benefit. Perhaps the ability has a specific rare requirement, such as a tool, a battery, a drug, or some kind of treatment. For example, a character who wants to explore a submerged location has several biotech enhancements, and they spend 2 XP to cobble together a device that lets them breathe underwater. This gives them the ability for a considerable length of time, but not permanently—the device might work for only eight hours. Again, the story and the logic of the situation dictate the parameters.

Long-Term Benefits

In many ways, the long-term benefits a PC can gain by spending XP are a means of integrating the mechanics of the game with the story. Players can codify things that happen to their characters by talking to the GM and spending 3 XP.

Things that a PC can acquire as a long-term benefit can be thought of as being story based, and they allow the player to have some narrative control over the story. In the course of play, a player might decide that their character gains a friend (a contact) or builds a log cabin (a home). Because a player spent XP, however, they should have some agency over what they’ve gained, and it shouldn’t be easily taken away. The player should help come up with the details of the contact or the design of their home.

It’s also possible to gain these benefits through events in the story, without spending XP. The new contact comes to the PC and starts the relationship. The new home is granted to them as a reward for service to a powerful or wealthy patron, or maybe the character inherits the home from a relative. However, because these came from the GM and not the player (and no XP were spent), the player has no narrative control over them and the GM makes up the details.

Long-term benefits can include the following.

Contact: The character gains a long-term NPC contact of importance—someone who will help them with information, equipment, or physical tasks. The player and GM should work out the details of the relationship.

Home: The PC acquires a full-time residence. This can be an apartment in a city, a cabin in the wilderness, a base in an ancient complex, or whatever fits the situation. It should be a secure place where the PC can leave their belongings and sleep soundly. Several characters could combine their XP and buy a home together.

Title or job: The PC is granted a position of importance or authority. It might come with responsibilities, prestige, and rewards, or it might be an honorary title.

Wealth: The PC comes into a considerable amount of wealth, whether it’s a windfall, an inheritance, or a gift. It might be enough to buy a home or a title, but that’s not really the point. The main benefit is that the PC no longer needs to worry about the cost of simple equipment, lodging, food, and so on. This wealth could mean a set amount—perhaps 50,000 dollars (or whatever is appropriate in the setting)—or it could bestow the ability to ignore minor costs, as decided by the player and GM.

GMs and players should work together to make XP awards and expenditures fit the ongoing story. If a PC stays in a location for two months to learn the inhabitants’ unique language, the GM might award the character a few XP, which are then immediately spent to grant them the ability to understand and speak that language.

Character Advancement

Progressing to the next tier involves four steps. When a PC has spent 4 XP on each of the steps, they advance to the next tier and gain all the type and focus benefits of that tier. The four steps can be purchased in any order, but each can be purchased only once per tier. In other words, a PC must buy all four steps and advance to the next tier before they can buy the same steps again.

Increasing Capabilities: You gain 4 new points to add to your stat Pools. You can allocate the points among your Pools however you wish.

Moving Toward Perfection: You add 1 to your Might Edge, your Speed Edge, or your Intellect Edge (your choice).

Extra Effort: Your Effort score increases by 1.

Skills: Choose one skill other than attacks or defense, such as climbing, jumping, persuading, sneaking, or history. You become trained in that skill. You can also choose to be knowledgeable in a certain area of study, such as history or geology. You can even choose a skill based on your character’s special abilities. For example, if your character can make an Intellect roll to blast an enemy with mental force, you can become trained in that ability, easing the task of using it.

If you choose a skill that you are already trained in, you become specialized in that skill, easing the task by two steps instead of one. If you choose a skill that you have an inability in, the training and the inability cancel each other out (you aren’t eased or hindered in that task). For example, if you have an inability in perception, becoming trained in that cancels out the inability.

Once you’re specialized in a skill, you can’t improve your training in that skill further (you can ease a task by up to two steps with training). You can still make that task easier with assets and a few rare abilities that don’t count as an asset or training.

Other Options: Players can also spend 4 XP to purchase other special options. Selecting one of these options counts as purchasing one of the four stages necessary to advance to the next tier. The other three need to be from the other categories. The special options are as follows:

Equal Advancement

It’s worthwhile if all characters advance through the six tiers at about the same rate—an important issue for some players. A good GM can achieve this result by carefully handing out XP rewards, some during play (which will tend to get used immediately) and some after play concludes, especially after completing a major story arc or quest so the GM can hand out 4 XP in one go (which will tend to get used for advancement). Many groups will discover while playing that equal advancement isn’t an important issue in the Cypher System, but people should get to play the game the way they want to play it.

Tier Advancement in The Cypher System

Tiers in the Cypher System aren’t entirely like levels in other roleplaying games. In the Cypher System, gaining tiers is not the players’ only goal or the only measure of achievement. Starting (first-tier) characters are already competent, and there are only six tiers. Character advancement has a power curve, but it’s only steep enough to keep things interesting. In other words, gaining a new tier is cool and fun, but it’s not the only path to success or power. If you spend all your XP on immediate, short-term, and medium-term benefits, you will be different from someone who spends their points on long-term benefits, but you will not be “behind” that character.

The general idea is that most characters will spend half their XP on tier advancement and long-term benefits, and the rest on immediate benefits and short- and medium-term benefits (which are used during gameplay). Some groups might decide that XP earned during a game is to be spent on immediate and short- and medium-term benefits (gameplay uses), and XP awarded between sessions for discoveries is to be spent on character advancement (long-term uses).

Ultimately, the idea is to make experience points into tools that the players and the GM can use to shape the story and the characters, not just a bookkeeping hassle.

Sample Character Arcs

The rest of this chapter presents sample character arcs for PCs. The writeup of each arc describes the parts involved in progressing through the arc:

Opening: This sets the stage for the rest of the arc. It involves some action, although that might just be the PC agreeing to do the task or undertake the mission. It usually has no reward.

Step(s): This is the action required to move toward the climax. In story terms, this is the movement through the bulk of the arc. It’s the journey. The rising tension. Although there might be just one step, there might also be many, depending on the story told. Each results in a reward of 2 XP.

Climax: This is the finale—the point at which the PC likely succeeds or fails at what they’ve set out to do. Not every arc ends with victory. If the character is successful, they earn a reward of 4 XP. If they fail, they still earn a reward of 2 XP. If a character fails the climax, they very likely ignore the resolution.

Resolution: This is the wrap-up or denouement. It’s a time for the character to reflect on what happened, tie up any loose ends, and figure out what happens next. When things are more or less resolved, the character earns a
1 XP reward.

Within the arc, most of the time a part is probably optional, depending on the situation—although it’s hard to envision most arcs without some kind of opening, climax, or resolution. Steps other than the opening, the climax, and the resolution can be done in any order.

Character arcs should always take at least weeks in game time, and no more than two parts in an arc should be accomplished in a game session (and most of the time, it should be one part, if any). If neither of these two things is true, then it’s not really a character arc. You can’t, for example, use the Creation arc to guide you through something you can make in an hour or two.

The following are common character arcs that you can choose for your character. If you and the GM want to make a new one, it should be fairly easy after looking through these models.

This chapter has a selection of sample character arcs, but you can create your own too. The arcs are intentionally broad to encompass many different characters and stories. For example, Revenge is a very simple and straightforward character arc. The player who chooses this arc for their character decides who they want revenge on, and why. It’s up to the players and the GM to make the details fit.

Some players might not want to use character arcs. The GM, however, can still use them as a benchmark for awarding XP. If the PCs are going off to explore a strange planet, the GM can essentially give them the Explore arc.

Aid a Friend

Someone needs your help.

When a PC friend takes a character arc, you can select this arc to help them with whatever their arc is (if appropriate). The steps and climax depend entirely on their chosen arc. If the friend is an NPC, the steps and climax are lifted from another arc appropriate to whatever they seek to do.

It’s difficult, but possible, to aid a friend with an arc even if that friend is unwilling to accept (or is ignorant of) your help.

The cost and rewards for a character with this arc are the same as those described in the original character arc.

Opening: Answering the Call. Offering to help (or responding to a request for help).

Step(s) and Climax: Depends on the friend’s arc. Rewards are the same for you as for the friend.

Resolution: You speak with your friend and learn if they are satisfied. Together, you share what you’ve learned (if anything) and where you will go from here.

Assist an Organization

You set out to accomplish something that will further an organization. You’re probably allied with them or they are rewarding you for your help in some fashion.

Opening: Responding to the Call. You work out all the details of what’s expected of you, and what rewards (if any) you might get. You also get the specifics of what’s required to join and advance.

Step: Sizing up the Task. This requires some action. A reconnaissance mission. An investigation.

Step(s): Undertaking the Task. Because this arc can vary so widely based on the task involved, there might be multiple steps like this one.

Climax: Completing the Task.

Resolution: Collecting your reward (if any) and conferring with the people in the organization that you spoke to. Perhaps getting access to higher-ranking people in the organization. You can choose to have your connection to the organization increase rather than take the standard reward.

Avenge

Someone close to you or important to you in some way has been wronged. The most overt version of this arc would be to avenge someone’s death. Avenging is different than revenge, as revenge is personal—you are the wronged party. But in the Avenge character arc, you are avenging a wrong done to someone else.

Opening: Declaration. You publicly declare that you are going to avenge the victim(s). This is optional.

Step(s): Tracking the Guilty. You track down the guilty party. This might not be physically finding them if you already know where they are. Instead, it might be discovering a way to get at them if they are distant, difficult to reach, or well protected. This step might be repeated multiple times, if applicable.

Step: Finding the Guilty. You finally find the guilty party, or find a path or make a plan to reach them. Now all that’s left is to confront them.

Climax: Confrontation. You confront the guilty party. This might be a public accusation and demonstration of guilt, a trial, or an attack to kill, wound, or apprehend them—whatever you choose to be appropriate.

Resolution: You resolve the outcome and the ramifications of the confrontation and decide what to do next.

Birth

You are becoming a parent.

The Birth character arc assumes you already have a partner or a surrogate. If you want your character to find a romantic partner or spouse, you can use the Romance arc. And of course, nonhuman characters might reproduce in other ways.

This arc is usually followed by the Raise a Child arc.

Opening: Impregnation.

Step: Finding a Caretaker. This might be a physician, midwife, doula, or similar person. This is optional.

Step: Complication. A complication arises that threatens the pregnancy, the birth parent, or both.

Step: Preparation. You prepare a place for the delivery as well as a safe place for the infant to live once born.

Climax: Delivery. The baby is born. Success means the child survives.

Resolution: You get the baby to the place you have prepared and settle in, deciding what to do next.

Build

You are going to build a physical structure—a house, a fortress, a workshop, a defensive wall, and so on. This arc would also cover renovating an existing structure or substantially adding to one. Of course, this doesn’t have to be physical construction. You might build something with spells or other supernatural abilities.

Opening: Make a Plan. This almost certainly involves literally drawing up blueprints or plans.

Step(s): Find a Site. This might be extremely straightforward—a simple examination of the site—or it might be an entire exploratory adventure. (If the latter, it might involve multiple such steps.)

Step(s): Gather Materials. Depending on what you are building and what it is made out of, this could involve multiple steps. There probably are substantial costs involved as well.

Step(s): Construction. Depending on what you are building, this could involve multiple steps. It might also take a considerable amount of time and work.

Climax: Completion. The structure is finished.

Resolution: You put the structure to its desired use and see if it holds up.

Cleanse

Someone or something has been contaminated, probably by evil spirits, radiation, a deadly virus, foul magic, or the like, and you want to rid them of such influences or contaminants. This could also be a curse, a possession, an infestation, or something else.

Opening: Analyzing the Threat. You determine the nature of the contamination.

Step: Find the Solution. Almost every contamination has its own particular solution, and this likely involves research and consultation.

Step: Getting Ready. The solution probably involves materials, spells, or other things that you must gather and prepare.

Climax: The Cleansing. You confront the contamination.

Resolution: You reflect on the events that have transpired and what effects they might have on the future. How can you keep this from happening again?

Creation

You want to make something. This might be a magic item, a painting, a novel, or a machine.

Opening: Make a Plan. You figure out what you need, what you’re going to do, and how you’re going to do it.

Step(s): Gather Materials. Depending on what you are creating and what it is made out of, this could involve multiple steps. There probably are substantial costs involved as well.

Step(s): Progress. Depending on what you are creating, this could involve multiple steps. It might also take a considerable amount of time and work.

Climax: Completion. It’s finished! Is it what you wanted? Does it work?

Resolution: You think about what you have learned from the process and use or enjoy the fruits of your labor.

Defeat a Foe

Someone stands in your way or is threatening you. You must overcome the challenge they represent. Defeat doesn’t always mean kill or even fight. Defeating a foe could mean beating them in a chess match or in competition for a desired mentor.

Opening: Sizing up the Competition. This requires some action. A reconnaissance mission. An investigation.

Step: Investigation. This requires some action. A reconnaissance mission. An investigation.

Step(s): Diving In. You travel toward your opponent, overcome their lackeys, or take steps to reach them so you can confront them. This step can take many forms, and there might be more than one such step. This step is always active.

Climax: Confrontation. The contest, challenge, fight, or confrontation occurs.

Resolution: You reflect on what you’ve learned and what the consequences of your actions might be.

Defense

A person, place, or thing is threatened, and you want to protect it.

Opening: Analyze the Situation. What are you defending, and what threats are involved?

Step: Account for Your Resources. How are you going to defend?

Step(s): Fend Off Danger. The forces threatening what you are protecting probably make an initial threat that you’ll have to defeat. It’s not the main threat, though. There might be multiple such initial threats.

Climax: Protect. The true threat reveals itself and you confront it.

Resolution: A time for reflection on everything that occurred, and an assessment of the person, place, or thing’s safety going forward.

Develop a Bond

You want to get closer to another character. This might be to make a friend, find a mentor, or establish a contact in a position of power. It might be to turn a friend into a much closer friend. The character might be an NPC or a PC.

Opening: Getting to Know You. You learn what you can about the other character.

Step: Initial Attempt. You attempt to make contact. This might involve sending messages or gifts through a courier, using an intermediary, or just going up and saying hello, depending on the situation.

Step(s): Building a Relationship. There might be many such steps as you develop the relationship.

Climax: Bond. You succeed or fail at forging the bond.

Resolution: You enjoy the fruits of your new relationship.

Enterprise

You want to create and run a business or start an organization. Maybe you’re a craftsperson who wants to sell your creations. Maybe you like baking and you want to start a catering service. Or maybe you want to start a secret society or found a school to teach young mutants how to use their powers. You’ll almost certainly have to make new connections, find (and somehow pay for) a location, and deal with all manner of administrative duties.

Opening: Drawing up a Plan. What’s your goal, and how are you going to achieve it?

Step: Account for Your Resources. How much financing does the enterprise need compared to what you’ve got? If you need more, how will you get it? How many people other than yourself are needed to begin, and how many will you need to sustain things once they are up and running?

Step: Finding a Location. You probably need a place to run your enterprise—a store, a workshop, a base of operations, and so on. You find a location and look into what it will take to buy or rent it.

Step(s): Building the Enterprise. You procure the needed equipment or personnel. You make the connections and deals to get things started. You obtain important permits or other legal documents. You test new products. You actually start the business. Each of these developments (and likely others) can be counted as a separate step, so there will be many steps.

Climax: Profit and Loss. You determine whether your enterprise will take off and carry on into the future, or fall apart before it gets a chance to blossom. This occurs in a single dramatic moment—your first major client, your organization’s first big meeting or mission, or whatever else is appropriate.

Resolution: A time for reflection on everything that occurred, and how you’re going to move forward.

Establishment

You want to prove yourself as someone of importance. This can take many forms—socially, within your order, financially, or even romantically.

Opening: Assessment. You assess yourself as well as who you need to prove yourself to.

Step(s): Appearances Matter. You improve your look. Enhance your wardrobe. Spruce up your house. Whatever it takes to get attention from the right people. There might be many such steps.

Step(s): Self-Aggrandizement. You need to get the word out to get people talking about you. There might be many such steps.

Climax: Grabbing Attention. You do something big, like host a party for influential people or produce a play that you wrote. You make a big splash or a big crash.

Resolution: You reflect on what you did and where you go from here.

Explore

Something out there is unknown and you want to explore its secrets. This is most likely an area of wilderness, a new planet, an otherworldly dimension, or something similar.

Opening: Make a Plan. Not only do you draw up a plan for your exploration, but if appropriate, you also make a formal declaration to relevant parties of what you’re going to do.

Step(s): Gather Resources. You get the supplies, vehicles, and help you need. Depending on where you are going and what is required, this could involve multiple steps. There probably are substantial costs involved as well.

Step(s): Travel. You go where you wish to explore. There might be many such steps, depending on how long it takes to get there.

Step(s): Exploration. This is the meat of the arc, but it’s probably a series of small moves and minor victories. There might be many such steps.

Climax: Conquest. You make the big discovery or truly master the area. You might not have explored every inch of the place, but if you are successful, you can claim to be done.

Resolution: You return home and possibly share your findings.

Fall From Grace

This is an odd character arc in that it’s (presumably) not something that a character would want. It is something that a player selects on a meta level for the character because it makes for an interesting story. It also sets up the potential for future arcs, such as Redemption. It’s important that this involve actions you take. For example, you fall into substance abuse. You treat people badly. You make mistakes that endanger others. In other words, the fall isn’t orchestrated by someone else—it’s all your own doing.

Opening: The Descent. Things go bad.

Step(s): Further Descent. Things get worse. Depending on the situation, this might involve many steps.

Step: Lashing Out. You treat others poorly as you descend.

Climax: Rock Bottom. There is no chance for success here. Only failure.

Resolution: You wallow in your own misery.

Finish a Great Work

Something that was begun in the past must now be completed. This might involve destroying an evil artifact, finishing the construction of a monument, developing the final steps of a cure for a disease, or uncovering a lost temple forgotten to the ages.

Opening: Assessing the Past. You look at what has come before and where it still needs to go. This almost certainly involves some real research.

Step: Conceive a Plan. You make a plan on how to move forward.

Step(s): Progress. You make significant progress or overcome a barrier to completion. This may involve multiple such steps.

Climax: Completion. This involves the big finish to the past work.

Resolution: You reflect on what you did and where you go from here.

Growth

Willingly or unwillingly, you are going to change. This is another meta arc. It’s less about a goal and more about character development. While it’s possible that the growth involved is intentional, in most people’s lives and stories, it is emergent. A character might become less selfish, braver, a better leader, or experience some other form of growth.

Opening: The Beginning. Change usually begins slowly, in a small, almost imperceptible way.

Step(s): Change. Growth involves many small steps.

Step: Overcoming an Obstacle. The temptation to resort to your old ways is always present.

Climax: Self-Evident Change. This is a dramatic about-face. This is the moment where you do something the “old you” would never have done, and it has a profound effect on you and those around you. With either success or failure, growth is possible.

Resolution: You recognize the change in yourself and move forward.

Instruction

You teach a pupil. You have knowledge on a topic and are willing to share. This can be a skill, an area of lore, a combat style, or the use of a special ability. This is usually a fairly long-term arc. Sometimes teaching a pupil is a side matter, and sometimes the pupil takes on more of an apprentice role and spends a great deal of time with you, traveling with you and perhaps even living in your house (or you living in theirs).

Opening: Taking on the Student.

Step: Getting to Know Them. You assess your pupil’s strengths and weaknesses and try to get an idea of what they need to learn and how you can teach it to them.

Step(s): The Lessons. Teaching is often a slow, gradual process.

Step: Breakdown. Many times, a student needs to have a moment of crisis to really learn something. Maybe they get dejected, or maybe they rebel against your teaching techniques.

Climax: Graduation. This is when you recognize that the pupil has learned what they need. It usually comes at a dramatic moment.

Resolution: You and the pupil say your goodbyes, and you look toward the future.

Join an Organization

You want to join an organization. This might be a military organization, a corporation, a secret society, a religion, or something else.

Opening: Getting the Details. You learn all you can about the organization and how one becomes a member.

Step(s): Making a Contact. Friends on the inside are always important.

Step(s): Performing a Deed. The organization might want to test your worth, or this might be a ceremony you must take part in. It might include paying some sort of dues or fee. Or all of these things.

Climax: Proving Your Worth. This is the point at which you attempt to show the organization that they would be better off with you as a member.

Resolution: You consider your efforts and assess what your membership gets you.

Justice

You try to right a wrong or bring a wrongdoer to justice.

Opening: Declaration. You publicly declare that you are going to bring justice in this situation. This is optional.

Step(s): Tracking the Guilty. You track down the guilty party, assuming there is one. This might not be physically finding them if you already know where they are. Instead, it might be discovering a way to get at them if they are distant, difficult to reach, or well protected. This step might be repeated multiple times, if applicable.

Step: Helping the Victim. Righting a wrong does not always involve confronting a wrongdoer. Part of it might be about helping those who were wronged.

Climax: Confrontation. You confront the guilty party. This might be a public accusation and demonstration of guilt, a trial, or an attack to kill, wound, or apprehend them—whatever you choose to be appropriate.

Resolution: You resolve the outcome and ramifications of the confrontation and decide what to do next.

Learn

You want to learn something. This isn’t the same as the Uncover a Secret arc, in which you’re looking for a bit of information. This is a skill or whole area of knowledge you want to gain proficiency with. This is learning a new language, how to play an instrument, or how to be a good cook. Thus, it’s not about gaining a level or rank in climbing, but learning to be an experienced mountaineer.

Opening: Focusing on the Problem.

Step: Finding a Teacher or a Way to Teach Yourself. Now you can truly begin.

Step(s): Learn. Depending on what you’re learning, this could involve one step or quite a few.

Climax: The Test. You put your new knowledge to the test in a real situation.

Resolution: You relax a bit and decide what to do next.

Master a Skill

You’re skilled, but you want to become the best. This arc might logically follow the Learn arc. As with the Learn arc, this can involve any kind of training at all, not just a skill.

Opening: Finding the Path. You’ve learned the basics. Now it’s time for the advanced material.

Step: Discovering a Master. You find a master to help you become a master.

Step(s): Learn. Depending on what you’re mastering, this could involve one step or quite a few.

Step: The Last Step. Eventually, you realize that even a master cannot teach you the last step. You must learn it on your own.

Climax: The Test. You put your mastery to the test in a real situation—and considering your goal, it’s probably a very important situation.

Resolution: You relax a bit and decide what to do next.

Mysterious Background

You don’t know who your parents were, but you want to find out. The mystery might be something other than your parentage, but that’s a common theme in this kind of arc. You want to know where you come from—there’s some kind of mystery in your past.

Opening: Beginning the Search.

Step: Research. You look into your own family background, if possible.

Step(s): Investigation. You talk to people who might know. You follow clues.

Climax: Discovery. You discover the secret of your own background. You determine if what you learn is good or bad, but either way discovery means success.

Resolution: You contemplate how this new knowledge sits with you.

New Discovery

You want to invent a new device, process, spell, or something similar. A cure for a heretofore unknown disease? An invocation with a result you’ve never heard of before? A method for getting into an impregnable vault? Any of these and more could be your discovery. While similar to the Creation arc and the Learn arc, the New Discovery arc involves blazing a new trail. No one can teach you what you want to know. You’ve got to do it on your own.

Opening: The Idea. You draw up plans for the thing you want to invent or discover.

Step: Research. You learn what people have done before and recognize where they fell short.

Step(s): Trial and Error. You test your hypothesis. This often ends in many failures before you get a success.

Climax: Eureka! It’s time to put the discovery to the true test.

Resolution: You reflect on your discovery and probably compile your notes and write it all down, for posterity’s sake if nothing else.

Raise a Child

You raise a child to adulthood. It can be your biological child or one you adopt. It can even be a child taken under your wing, more a young protégé than a son or daughter. This is obviously a very long-term arc.

Opening: Sharing Your Home. The child now lives with you.

Step: Care and Feeding. You learn to meet the child’s basic needs.

Step(s): Basic Instruction. You teach them to walk, talk, and read. You teach them to care for themselves.

Step(s): The Rewards Are Many. The child loves you. Relies on you. Trusts you. Eventually, helps you.

Step(s): Ethical Instruction. You instill your basic ethics in the child, hoping that they will mature into an adult you can be proud of.

Climax: Adulthood. At some point the child leaves the proverbial nest. You determine, at this point, your own success or failure.

Resolution: You reflect on the memories you have made.

Recover From a Wound (or Trauma)

You need to heal. This isn’t just for healing simple damage. This involves recovering from a major debilitating injury, illness, or shock. Severe damage, the loss of a body part, and emotional trauma all fall into this category.

Opening: Rest. The first thing you need to do is rest.

Step: Self Care. You take care of your own needs.

Step: Getting Aid. Someone helps.

Step: Medicine. Some kind of drug, cure, poultice, potion, or remedy aids your recovery.

Step: Therapy. With the help of someone else, you exercise your injury or cope with your trauma.

Climax: Acceptance or Recovery. You try to move on and use what has been damaged (or learn how to function without it).

Resolution: You get on with your life.

Redemption

You’ve done something very wrong, but you want to atone and make it right again. This is like the Justice arc or the Undo a Wrong arc, except you are the wrongdoer. This could be a follow-up to the Fall From Grace arc.

Opening: Regret. You are determined to rebuild, recover, and restore.

Step: Forgiveness. You apologize and ask for forgiveness.

Step: Identifying the Needs. You determine what needs to be done to atone for your transgression.

Climax: Making Good. You perform an act that you hope will redeem your past misdeed.

Resolution: You reflect on what has happened but now look to the future.

Repay a Debt

You owe someone something, and it’s time to make good.

Opening: Debts Come Due. You determine to do what is needed to make good on the debt. It might involve repaying money, but more appropriately it’s performing a deed or a series of deeds.

Step: Talking It Over. You discuss the matter with the person you owe, if possible. You ensure that what you’re doing is what they want.

Climax: Repayment. Either you do something to earn the money or goods you owe, or you undertake a major task that will compensate the other person.

Resolution: You relax knowing that your debt is repaid, and you look to the future.

Rescue

Someone or something of great importance has been taken, and you want to get them or it back.

Opening: Heeding the Call. You determine what has happened, and who or what is missing.

Step: Tracking. You discover who has taken them, and where.

Step: Travel. You go to where they are being held and get information on the location and who is involved. Maybe make a plan.

Climax: Rescue Operation. You go in and get them.

Resolution: You return them home.

Restoration

You’re down but not out. You want to restore your good name. Recover what you’ve lost. Rebuild what has been destroyed. You’ve fallen down or have been knocked down, but either way you want to pick yourself up. This is a possible follow-up to the Fall From Grace arc.

Opening: Vow to Yourself. You are determined to rebuild, recover, and restore.

Step(s): Work. You rebuild, recover, and restore. If all your money was stolen, you make more. If your house was destroyed, you rebuild it. If your reputation was tarnished, you perform deeds that restore your good name.

Climax: The Final Act. You undertake one last major task that will bring things back to where they were (or close to it). A lot is riding on this moment.

Resolution: You enjoy a return to things the way they were before.

Revenge

Someone did something that harmed you. Unlike the Avenge arc, this arc probably isn’t about tracking down a murderer, but it might involve pursuing someone who stole from you, hurt you, or otherwise brought you grief. The key is that it’s personal. Otherwise, use the Justice arc.

Opening: Vow. You swear revenge.

Step(s): Finding a Clue. You find a clue to tracking down the culprit.

Climax: Confrontation. You confront the culprit.

Resolution: You deal with the aftermath of the confrontation and move on. You think about whether you are satisfied by gaining your revenge.

Romance

You want to strike up a relationship with a romantic partner. Perhaps you have a specific person in mind, or maybe you’re just interested in a relationship in general.

Opening(s): Caught Someone’s Eye. You meet someone you are interested in. (Since this can be short-lived, it’s possible to have this opening occur more than once.)

Step(s): Courtship. You begin seeing the person regularly. Although not every “date” is a step in the arc, significant moments are, and there may be a few of them.

Climax: Commitment. You may or may not be interested in a monogamous relationship. Regardless, you and your love have made some kind of commitment to each other.

Resolution: You think about the future. Marriage? Children? These are only some of the possibilities.

Solve a Mystery

Different from the Learn arc and the Uncover a Secret arc, this arc is about solving a crime or a similar action committed in the fairly recent past. It’s not about practice or study, but about questions and answers. In theory, the mystery doesn’t have to be a crime. It might be “Why is this strange caustic substance leaking into my basement?”

Opening: Pledging to Solve the Mystery.

Step: Research. You get some background.

Step(s): Investigation. You ask questions. You look for clues. You cast divinations. This likely encompasses many such steps.

Climax: Discovery. You come upon what you believe to be the solution to the mystery.

Resolution: In this step, which is far more active than most resolutions, you confront the people involved in the mystery with what you’ve discovered, or you use the information in some way (such as taking it to the proper authorities).

Theft

Someone else has something you want.

Opening: Setting Your Sights. You make a plan.

Step: Casing the Joint. You scout out the location of the thing (or learn its location).

Step(s): Getting to the Object. Sometimes, many steps are involved before you reach the object you wish to take. For example, if, in order to steal something from a vault, you need to approach one of the guards while they are off duty and bribe them to look the other way when you break in, that is covered in this step.

Climax: The Attempt. You make your heist.

Resolution: You decide what to do with the thing you’ve stolen and contemplate the repercussions you might face for stealing it.

Train a Creature

You want to domesticate and train an animal or other creature. While the beast doesn’t need to be wild, it must not already be domesticated and trained.

Opening: Getting Acquainted. You get to know the creature a bit, and it gets to know you.

Step: Research. You get information on the type of creature or advice from others who have trained one.

Step: Domestication. After some work, the creature is no longer a threat to you or anyone else, and it can live peacefully in your home or wherever you wish.

Step(s): Training. Each time you use this step, you teach the creature a new, significant command that it will obey regularly and immediately.

Climax: Completion. Believing the creature’s training to be complete, you put it in a situation where that is put to the test.

Resolution: You reflect on the experience.

Transformation

You want to be different in a specific way. Because the Growth arc covers internal change, this one focuses primarily on external change. This could take many forms, and probably varies greatly by genre. In some settings, it could even be death, which might turn you into a ghost. For the change to be an arc, it should be difficult and perhaps risky.

Opening: Deciding on the Transformation.

Step: Research. You look into how the change can be made and what it entails.

Step(s): Investigation. This is an active step toward making the change. It might involve getting more information, materials or ingredients, or something else.

Climax: Change. You make the change, with some risk of failure or disaster.

Resolution: You contemplate how this change affects you going forward.

Uncover a Secret

There is knowledge out there that you want. It could be an attempt to find and learn a specific special ability. This could also be a hunt for a lost password or a key that will open a sealed door, the true name of a devil, the secret background of an important person, or how the ancients constructed that strange monolith.

Opening: Naming the Secret. You give your goal a name. “I am seeking the lost martial art of the Khendrix, who could slice steel with their bare hands.”

Step(s): Research. You scour libraries and old tomes for clues and information.

Step(s): Investigation. You talk to people to gain clues and information.

Step(s): Tracking. You track down the source of the secret information and travel to it.

Climax: Revelation. You find and attempt to use the secret, whatever that entails.

Resolution: You contemplate how this secret affects you and the world.

Undo a Wrong

Someone did something horrible, and its ramifications are still felt, even if it happened long ago. You seek to undo the damage, or at least stop it from continuing.

This is different from the Justice arc because this isn’t about justice (or even revenge)—it’s about literally undoing something bad that happened in the past, such as a great library being burned to the ground, a sovereign people being driven from their land, and so on.

Opening: Vowing to Put Right What Once Went Wrong.

Step: Make a Plan. You learn all you can about the situation and then make a plan to put things right.

Step(s): Progress. This is an active step toward undoing the wrong. It might involve finding something, defeating someone, destroying something, building something, or almost anything else, depending on the circumstances.

Climax: Change. You face the challenge of the former wrong, and either overcome it or fail.

Resolution: You reflect on what you’ve accomplished and think about the future.

","markdown":""},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"ownership":{"default":-1},"flags":{}},{"sort":550000,"name":"Genre: Fantasy","type":"text","_id":"5tBpQHxLFK0uSx7O","title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"

For an expanded treatment of the fantasy genre, refer to the @UUID[Compendium.cyphersystem-compendium.cypher-journals.nnDPf4sPK61ROEV8]{Fantasy Rulebook}.

For our purposes, fantasy is any genre that has magic, or something so inexplicable it might as well be magic. The sort of core default of this type is Tolkienesque fantasy, also known as second-world fantasy because it includes a completely new world not our own. Big fantasy epics like those penned by J. R. R. Tolkien (hence the name), C. S. Lewis, George R. R. Martin, Stephen R. Donaldson, David Eddings, Ursula K. Le Guin, and others are indicative of this genre. It usually involves swords, sorcery, nonhuman species (such as elves, dwarves, helborn, and half-giants), and epic struggles.

Of course, fantasy might also involve the modern world, with creatures of myth and sorcerers dwelling among us. It might involve mythic traditions of any number of cultures (elves, dwarves, and the like, usually being decidedly European) or bear little resemblance to anything on Earth, past or present. It might even involve some of the trappings of science fiction, with spaceships and laser guns amid the wizardry and swords (this is often called science fantasy).

Fantasy can also be defined by the amount of fantasy elements within it. A second-world fantasy filled with wizards, ghosts, dragons, curses, and gods is referred to as high fantasy. Fantasy with a firmer grounding in reality as we know it in our world is low fantasy. (In fact, low fantasy often takes place in our world, or in our world’s distant past, like the stories of Conan.) No single element indicates concretely that a given fantasy is high or low. It’s the prevalence of those elements.

The point is, there are many, many types of fantasy.

Suggested Types for a Fantasy Game

RoleCharacter Type
WarriorWarrior
KnightWarrior
RangerExplorer
BarbarianExplorer flavored with combat
ThiefExplorer flavored with stealth
WizardAdept
ClericSpeaker flavored with magic
DruidExplorer flavored with magic
Warrior mageWarrior flavored with magic
BardSpeaker

Basic Creatures and NPCs for a Fantasy Game

@UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.aRHd1kwkUTogvMyG]{Bat} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.POcXUZp1mwvumsvK]{Blacksmith} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.JZbErZ6hAgtHrgim]{Dog} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.vmvgLdR7JKdsukCW]{Dog, guard} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.4xi11kpGx3rGZEYm]{Farmer} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.pNEII8Wup8xjZfuA]{Hawk} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.61EndqAjZ2ZZZuS9]{Horse} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.4xi11kpGx3rGZEYm]{Farmer} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.8AhrSmfhARlAahxp]{Merchant} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.qLFrfE0E9w6BcG48]{Rat} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.XwsPRwBGqnPnCJKG]{Villager} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.ZIE2MSMDhhgqBRgl]{Viper} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.vhGua32GarGCzLGv]{Warhorse} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.4gJ7LYEkIlt16Epj]{Wolf}

Additional Fantasy Equipment

In the default Medieval Europe-style fantasy setting, the following items (and anything else appropriate to that time period) are usually available.

Inexpensive Items

WeaponsNotes
@UUID[Compendium.cyphersystem-compendium.ammo.JwvZz1lxVR3H6P8D]{Arrows (20)}
@UUID[Compendium.cyphersystem-compendium.weapons-fantasy.zuI2zJqYv2bPN415]{Club}Light weapon
@UUID[Compendium.cyphersystem-compendium.ammo.mY1JGNvk9RPW7y2D]{Crossbow bolts (20)}
@UUID[Compendium.cyphersystem-compendium.weapons-fantasy.IBJ8eUTFLMb2IKaZ]{Knife (rusty and worn)}Light weapon (won’t last long)
Other ItemsNotes
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.ua0XElr4rvEe4C7J]{Candle}
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.UJ5qtx1Dt3ENW2Uh]{Rations (1 day)}
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.m5lUbtwYYZDzo0Jx]{Sack}
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.G2HjI5SUADNv0yJ2]{Torch}

Moderately Priced Items

WeaponsNotes
@UUID[Compendium.cyphersystem-compendium.weapons-fantasy.La6ogBpdY1cjYIug]{Blowgun}Light weapon, short range
@UUID[Compendium.cyphersystem-compendium.weapons-fantasy.DxvLEdJsjNLghy5m]{Broadsword (substandard)}Medium weapon (won’t last long)
@UUID[Compendium.cyphersystem-compendium.weapons-fantasy.cFkYLORc1EiwPpLf]{Dagger}Light weapon
@UUID[Compendium.cyphersystem-compendium.weapons-fantasy.Chp5Kt00vrxxYBAT]{Handaxe}Light weapon
@UUID[Compendium.cyphersystem-compendium.weapons-fantasy.xMUGgLlOKoZqooWy]{Throwing knife}Light weapon, short range
ArmorNotes
@UUID[Compendium.cyphersystem-compendium.armor-fantasy.dwYLXpRkrg8AaoMP]{Hides and furs}Light armor
@UUID[Compendium.cyphersystem-compendium.armor-fantasy.E3UpdWDvaLUQ2Xfz]{Leather jerkin}Light armor
Other ItemsNotes
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.2uM56Yu3g5OCjLkm]{Backpack}
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.3TAk68d2T0nMXlIG]{Bedroll}
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.ObGbm8EmEBDCotRD]{Crowbar}
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.BmQOOToImOypwy7g]{Hourglass}
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.VNW4jviGcTTfC2Mu]{Iron spikes}10 spikes
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.XjU4o9vgaZ4wiBSD]{Lantern}
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.U20W8jrBZGlWsQu2]{Rope}Hemp, 50 feet
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.BQ87g3YjkViIKc7l]{Signal horn}
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.MEp5TNjz6v9dnuLP]{Tent}

Expensive Items

WeaponsNotes
@UUID[Compendium.cyphersystem-compendium.weapons-fantasy.oGdbXxumsdjbdVzJ]{Battleaxe}Medium weapon
@UUID[Compendium.cyphersystem-compendium.weapons-fantasy.W8mx4ak9u2JKvX6Q]{Broadsword}Medium weapon
@UUID[Compendium.cyphersystem-compendium.weapons-fantasy.xeXPxadNyGu35H4k]{Bow}Medium weapon, long range
@UUID[Compendium.cyphersystem-compendium.weapons-fantasy.H8tg6l3LpBLNRz32]{Cutlass}Medium weapon
@UUID[Compendium.cyphersystem-compendium.weapons-fantasy.ZHeioW4Ywrgs6Si8]{Light crossbow}Medium weapon, long range
@UUID[Compendium.cyphersystem-compendium.weapons-fantasy.J3BdB6S45bmc8cvl]{Quarterstaff}Medium weapon (requires 2 hands)
ArmorNotes
@UUID[Compendium.cyphersystem-compendium.armor-fantasy.ljoqzdX7tpPpCTCc]{Breastplate}Medium armor
@UUID[Compendium.cyphersystem-compendium.armor-fantasy.9toshrf5gjzwIsDm]{Brigandine}Medium armor
@UUID[Compendium.cyphersystem-compendium.armor-fantasy.2mgyMiNIOQ4iUVnl]{Chainmail}Medium armor
Other ItemsNotes
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.mVwBYBHxYinj4lLx]{Bag of heavy tools}
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.XuYDx9q73UxyPN22]{Bag of light tools}

Very Expensive Items

WeaponsNotes
@UUID[Compendium.cyphersystem-compendium.weapons-fantasy.rUR8Ile0ZRC2qMfM]{Broadsword (jeweled)}Medium weapon
@UUID[Compendium.cyphersystem-compendium.weapons-fantasy.7Yc0010ac7PbCkPl]{Greatsword}Heavy weapon
@UUID[Compendium.cyphersystem-compendium.weapons-fantasy.gVNfXCYe0qsDXQNO]{Heavy crossbow}Heavy weapon, long range
ArmorNotes
@UUID[Compendium.cyphersystem-compendium.armor-fantasy.f8OhNQR1rGtWy2Ot]{Dwarven breastplate}Medium armor, encumbers as light armor
@UUID[Compendium.cyphersystem-compendium.armor-fantasy.2SMPhQU8pP4vsJ6R]{Full plate}Heavy armor
Other ItemsNotes
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.cIWeisTbSX9izeaW]{Disguise kit}Asset for disguise tasks
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.ICgjGDSqGXInN1PP]{Healing kit}Asset for healing tasks
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.7BQwwk2qh7zxU6ih]{Spyglass}Asset for perception tasks at range

Exorbitant Items

ArmorNotes
@UUID[Compendium.cyphersystem-compendium.armor-fantasy.kcF98fSVWNjAEQWI]{Elven chainmail}Medium armor, encumbers as no armor
Other ItemsNotes
@UUID[Compendium.cyphersystem-compendium.vehicles.3svOlCDP6Sm4v2Ql]{Sailing ship (small)}

Fantasy Artifacts

In many ways, fantasy is the genre for artifacts. All magic items—wands that shoot lightning, magic carpets, singing swords, rings that make the wearer invisible, and so on—are artifacts. Below are a few sample artifacts to give a template for GMs to follow. Those running a fantasy campaign will likely want to create many magic artifacts.

@UUID[Compendium.cyphersystem-compendium.artifacts-fantasy.Hanw3m7cRoN6XrsV]{Angelic ward} @UUID[Compendium.cyphersystem-compendium.artifacts-fantasy.I8TAffkn2YfPdIlf]{Ring of dragon’s flight} @UUID[Compendium.cyphersystem-compendium.artifacts-fantasy.lZy9XOFTIPBKjr5z]{Soulflaying weapon} @UUID[Compendium.cyphersystem-compendium.artifacts-fantasy.2q4omUFxtUBr4WFP]{Spellbook of the amber mage} @UUID[Compendium.cyphersystem-compendium.artifacts-fantasy.BNT94UfgkXdmcErV]{Wand of firebolts}

Fantasy Species Descriptors

In a high fantasy setting, some GMs may want dwarves and elves to be mechanically different from humans. Below are some possibilities for how this might work.

Dwarf

You’re a stocky, broad-shouldered, bearded native of the mountains and hills. You’re also as stubborn as the stone in which the dwarves carve their homes under the mountains. Tradition, honor, pride in smithcraft and warcraft, and a keen appreciation of the wealth buried under the roots of the world are all part of your heritage. Those who wish you ill should be wary of your temper. When dwarves are wronged, they never forget.

You gain the following characteristics:

Stalwart: +2 to your Might Pool.

@UUID[Compendium.cyphersystem-compendium.basic-skills.Q0vfmbqehJw0jYBa]{Skill}: You are trained in Might defense rolls.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.kOe6eKWNKZ0rlIbt]{Skill}: You are trained in tasks related to stone, including sensing stonework traps, knowing the history of a particular piece of stonecraft, and knowing your distance beneath the surface.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.XBza3foP98Apv3u6]{Skill}: You are practiced in using axes.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.O0bj3SSEEaArxBet]{Skill}: You are trained in using the tools required to shape and mine stone.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.wfUuLfNI6KyKsZ6R]{Vulnerability}: When you fail an Intellect defense roll to avoid damage, you take 1 extra point of damage.

Additional Equipment: You have an axe.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You found the PCs wandering a maze of tunnels and led them to safety.

  2. The PCs hired you to dig out the entrance to a buried ruin.

  3. You tracked down the thieves of your ancestor’s tomb and found they were the PCs. Instead of killing them, you joined them.

  4. Before dwarves settle down, they need to see the world.

Elf

You haunt the woodlands and deep, natural realms, as your people have for millennia. You are the arrow in the night, the shadow in the glade, and the laughter on the wind. As an elf, you are slender, quick, graceful, and long lived. You manage the sorrows of living well past many mortal lifetimes with song, wine, and an appreciation for the deep beauties of growing things, especially trees, which can live even longer than you do.

You gain the following characteristics:

Agile: +2 to your Speed Pool.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.y8GNItkWz0Ll5eDE]{Long-Lived}: Your natural lifespan (unless tragically cut short) is thousands of years.

@UUID[Compendium.cyphersystem-compendium.basic-skills.rH5FwMXGaNn21DZD]{Skill}: You are specialized in tasks related to perception.

Skill: You are practiced in using one bow variety of your choice.

Skill: You are trained in @UUID[Compendium.cyphersystem-compendium.basic-skills.duTx0BwgmC1Gw3Ze]{stealth} tasks. In areas of natural woodland, you are @UUID[Compendium.cyphersystem-compendium.expanded-skills.FXuy9hOuuAVeiGIc]{specialized in stealth tasks}.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.JTgcA5dhKHQM6lvw]{Fragile}: When you fail a Might defense roll to avoid damage, you take 1 extra point of damage.

Additional Equipment: You have a bow and a quiver of arrows to go with it.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. Before putting an arrow in the forest intruders, you confronted them and met the PCs, who were on an important quest.

  2. Your heart yearned for farther shores, and the PCs offered to take you along to new places.

  3. Your home was burned by strangers from another place, and you gathered the PCs along the way as you tracked down the villains.

  4. An adventure was in the offing, and you didn’t want to be left behind.

Half-Giant

You stand at least 12 feet (4 m) tall and tower over everyone around you. Whether you are a full-blooded giant or merely have giant heritage from large ancestors, you’re massive. Always large for your age, it became an issue only once you reached puberty and topped 7 feet (2 m) in height, and kept growing from there.

You gain the following characteristics:

Tough: +4 to your Might Pool.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.cP5tB0NoQnIydKZJ]{Mass and Strength}: You inflict +1 point of damage with your melee attacks and attacks with thrown weapons.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.0efUBEaMaoe3XB4q]{Breaker}: Tasks related to breaking things by smashing them are eased.

Inability: You’re too large to accomplish normal things. Tasks related to @UUID[Compendium.cyphersystem-compendium.inabilities.gpHPkjq631isDAjT]{initiative}, @UUID[Compendium.cyphersystem-compendium.inabilities.oGzczZIk8XKBDpZo]{stealth}, and @UUID[Compendium.cyphersystem-compendium.inabilities.veqN70GNrIvluVMq]{fine manipulation of any sort} (such as lockpicking or repair tasks) are hindered.

Additional Equipment: You have a heavy weapon of your choice.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You fished the PCs out of a deep hole they’d fallen into while exploring.

  2. You were the PCs’ guide in the land of giants and stayed with them afterward.

  3. The PCs helped you escape a nether realm where other giants were imprisoned by the gods.

  4. You kept the PCs from being discovered by hiding them behind your bulk when they were on the run.

Helborn

Demons of the underworld sometimes escape. When they do, they can taint human bloodlines. Things like you are the result of such unnatural unions. Part human and part something else, you are an orphan of a supernatural dalliance. Thanks to your unsettling appearance, you’ve probably been forced to make your own way in a world that often fears and resents you. Some of your kin have large horns, tails, and pointed teeth. Others are more subtle or more obvious in their differences—a shadow of a knife-edge in their face and a touch that withers normal plants, a little too much fire in their eyes and a scent of ash in the air, a forked tongue, goatlike legs, or the inability to cast a shadow. Work with the GM on your particular helborn appearance.

You gain the following characteristics.

Devious: +2 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.JW3zwz6IgZcqN0XX]{Skill}: You are trained in tasks related to magic lore and lore of the underworld.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.w2loaRgoNlhuYGwg]{Fire Adapted}: +2 to Armor against damage from fire only.

Helborn Magic: You are inherently magical. Choose one low-tier ability from the Abilities chapter. If the GM agrees it is appropriate, you gain that ability as part of your helborn heritage, and can use it like any other type or focus ability.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.yW5LvpudYQcN1n5b]{Inner Evil}: You sometimes lose control and risk hurting your allies. When you roll a 1, the GM has the option to intrude by indicating that you lose control. Once you’ve lost control, you attack any and every living creature within short range. You can’t spend Intellect points for any reason other than to try to regain control (a difficulty 2 task). After you regain control, you suffer a –1 penalty to all rolls for one hour.

@UUID[Compendium.cyphersystem-compendium.inabilities.lfVIjOnbi86nUjng]{Inability}: People distrust you. Tasks to persuade or deceive are hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You were nearly beaten to death by people who didn’t like your look, but the PCs found and revived you.

  2. The PCs hired you for your knowledge of magic.

  3. Every so often you get visions of people trapped in the underworld. You tracked those people down and found the PCs, who’d never visited the underworld. Yet.

  4. Your situation at home became untenable because of how people reacted to your looks. You joined the PCs to get away.

Optional Rule: Spellcasting

Fantasy settings prioritize magic as an essential ingredient. But why restrict that magic to just wizards and similar characters? It’s not uncommon in fantasy literature for a thief or warrior to learn a few spells as they steal or brawl through their adventures. Leiber’s Gray Mouser knew some spells, Moorcock’s Elric knew a lot, pretty much everyone in Anthony’s Xanth books knew at least one, and so on. Of course, wizards and sorcerers specialize in spellcasting, which gives them clear superiority in magic use. But whether a character is a fireball-flinging wizard or a belligerent barbarian, anyone can learn some spellcasting under this optional rule.

Under the spellcasting rule, any character, no matter their role or type, can choose to learn a spell as a long-term benefit. After they learn one spell, they may learn more later if they wish, or just stick with the one.

First Spell

Any character can gain a spell by spending 3 XP and working with the GM to come up with an in-game story of how the PC learned it. Maybe they learned it as a child from their parent and practiced it enough to actually do it; perhaps they spent a month hiding in a wizard’s library reading; it could be that they found a weird magical amulet that imbues them with the spell; and so on.

Next, choose one low-tier ability from the Abilities chapter. If the GM agrees it is appropriate, the character gains that ability as their spell, with a few caveats. The spell can’t be used like a normal ability gained through a PC’s type or focus. Instead, a character must either use a recovery roll or spend many minutes or longer evoking their spell, in addition to paying its Pool cost (if any).

Using a Recovery Roll to Cast a Spell: If the character uses a one-action, ten-minute, or one-hour recovery roll as part of the same action to cast the spell (including paying any Pool costs), they can use the ability as an action. This represents a significant mental and physical drain on the character, because the normal benefit of recovering points in a Pool is not gained.

Spending Time to Cast a Spell: If the character takes at least ten minutes chanting, mumbling occult phonemes, concentrating deeply, or otherwise using all their actions, they can cast a low-tier spell (if they also pay any Pool costs). An hour is required to cast mid-tier spells. Ten hours are required to cast a high-tier spell.

More Spells

Once a character has learned at least one spell, they can opt to learn additional spells later. Each time, they must spend an additional 3 XP and work with the GM to come up with an in-game story of how the character’s magical learning has progressed.

Two additional rules for learning additional spells apply:

First, a character must be at least tier 3 and have previously gained one low-tier spell before they can learn a mid-tier spell.

Second, a character must be at least tier 5 and have previously gained one mid-tier spell before they can learn a high-tier spell.

Otherwise, gaining and casting additional spells are as described for the character’s first spell.

Wizards and the Optional Spellcasting Rule

Wizards (usually Adepts) and characters with explicit spellcasting foci like Masters Spells, Channels Divine Blessings, Speaks for the Land, and possibly others are also considered to be spellcasters, and moreover, specialized ones. Their spells—abilities provided by their type or focus—are used simply by paying their Pool costs. Extra time or physical effort isn’t required to cast them. That’s because, in the parlance of the fantasy genre, these spells are considered to be “prepared.”

But specialized casters can also use the optional spellcasting rule to expand their magic further. They can learn additional spells via the optional spellcasting rule just like other characters, with the same limitations.

Optionally, specialized casters who record their arcane knowledge in a spellbook (or something similar) gain one additional benefit. The spellbook is a compilation of spells, formulas, and notes that grants the specialized caster more flexibility than those who’ve simply learned a spell or two. With a spellbook, a PC can replace up to three prepared spells with three other spells they’ve learned of the same tier. To do so, they must spend at least one uninterrupted hour studying their spellbook. Usually, this is something that requires a fresh mind, and must be done soon after a ten-hour recovery.

For instance, if a wizard exchanges Ward (an ability gained from their type) with Telekinesis (an ability gained from the optional spellcasting rule), from now on the character can cast Ward only by spending time or using a recovery roll (as well as spending Pool points). On the other hand, they can use Telekinesis normally, because now it’s prepared. Later, the wizard could spend the time studying to change out their prepared spells with others they’ve learned using the optional spellcasting rule.

A PC might choose the 4 XP character advancement option to select a new type-based ability from their tier or alower tier. If so, the ability gained doesn’t count as a spell, and the spellcasting rule limitations do not apply to the ability so gained. If the PC is a wizard and uses the 4 XP character advancement option, treat the ability as one more prepared spell.

Note: Foundry VTT Usage

To use spells in Foundry VTT, sort abilities as spells in the settings of the item sheet. Note how many abilities are prepared spells (i.e., how many are learned as type or focus abilities). Archive all unprepared spells, so that the number of active items equals the number of prepared spells. When the PC exchanges one of their prepared spells, unarchive the one that is now prepared and archive another one of the same tier.

You can use your prepared spells just like any other ability of your type or focus. Unprepared spells (i.e., archived spells) use the rules above.

","markdown":""},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"ownership":{"default":-1},"flags":{}},{"sort":575000,"name":"Genre: Modern","type":"text","_id":"o0jvZmIaxk8vSE4i","title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"

The modern setting is easy because it’s just the real world, right? Well, yes and no. It’s easy for players to understand the context of a modern setting. They know the default assumptions—cities, cars, cell phones, the internet, and so on. It’s also easier for some players to get into character, because their character could be someone they might very well pass on the street. It can be easier to wrap your mind around a history professor than a thousand-year-old elf wizard. These things make it easier on the GM as well.

But for the same reason, it’s not easy. The setting is the real world we all know, so it’s easy to get facts wrong or let them bog you down. What happens when you pull the fire alarm on the thirty-fifth floor of a major hotel in a large city? How fast do the authorities arrive? In truth, the facts aren’t as important as the story you’re creating, but some verisimilitude is nice.

Molding Characters for a Modern Game

If you’re trying to portray a psychic with a few basic powers, you might not want to use the Adept character type. Instead, choose a different type (perhaps a Speaker) and encourage foci such as Commands Mental Powers or Focuses Mind Over Matter. Some of the Adept’s powers might be too over the top for the genre.

Similarly, the technology flavor is probably too high-tech for a modern game. For someone with technical skills, use the skills and knowledge flavor instead.

Sometimes, the types might be more physical than is always desirable for a modern game, but that’s because the least physical type, the Adept, is often inappropriate for other reasons. The Calm descriptor is very good for such characters, not only granting them a great deal of skill and knowledge, but also reducing their physical capabilities.

Last, don’t forget foci such as Doesn’t Do Much or Would Rather Be Reading for “normal” characters who have useful skills but not much in the way of flashy abilities.

Suggested Types for a Modern Game

RoleType
Police officerExplorer with combat flavor
DetectiveExplorer with stealth flavor
SoldierWarrior
CriminalExplorer with stealth flavor
TeacherSpeaker
Professional (accountant, writer, etc.)Speaker with skills and knowledge flavor
Technical professionExplorer with skills and knowledge flavor
DilettanteSpeaker with skills and knowledge flavor
Doctor/NurseExplorer with skills and knowledge flavor
PoliticianSpeaker
LawyerSpeaker
ScholarExplorer with skills and knowledge flavor
SpySpeaker with stealth flavor
OccultistAdept
Mystic/PsychicAdept

Basic Creatures and NPCs for a Modern Game

@UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.WJgPGUcSUrR4Ssuu]{Businessperson} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.ZT13lzcl6dsvg8HX]{Cat} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.GNrvq56bsnlHgKeW]{Clerk} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.JZbErZ6hAgtHrgim]{Dog} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.vmvgLdR7JKdsukCW]{Dog, guard} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.61EndqAjZ2ZZZuS9]{Horse} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.qLFrfE0E9w6BcG48]{Rat} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.SpaQv9sL1VWlrkLS]{Worker}

Additional Modern Equipment

In a modern setting, the following items (and anything else appropriate to the real world) are usually available.

Refer to the @UUID[Compendium.cyphersystem-compendium.cypher-journals.QhNXyjJC4BW5agrm.JournalEntryPage.YwC86IjNKFB5q7gx#equipment-listing]{equipment listing} of the Science Fiction Rulebook for an expanded selection of contemporary equipment.

Inexpensive Items

WeaponsNotes
@UUID[Compendium.cyphersystem-compendium.ammo.lYJndyNwkfb2sQz2]{Ammo (box of 50 rounds)}
@UUID[Compendium.cyphersystem-compendium.weapons-modern.ZuWPhhwirVzEtpcS]{Knife (simple)}Light weapon (won’t last long)
Other ItemsNotes
@UUID[Compendium.cyphersystem-compendium.equipment-modern.ss1cft2vMEWx4kJ4]{Duct tape roll}Useful and ubiquitous
@UUID[Compendium.cyphersystem-compendium.equipment-modern.p6V32aB5gkEFqitX]{Flashlight}
@UUID[Compendium.cyphersystem-compendium.equipment-modern.3jJNQk40gldOiD2z]{Padlock with keys}
@UUID[Compendium.cyphersystem-compendium.equipment-modern.XFf4M5XhGJb6snrS]{Trail rations (1 day)}

Moderately Priced Items

WeaponsNotes
@UUID[Compendium.cyphersystem-compendium.weapons-modern.EOke4Vi9vZv4U16N]{Hand grenade}Explosive weapon, inflicts 4 points of damage in immediate radius
@UUID[Compendium.cyphersystem-compendium.weapons-modern.DliC4uPK4vnuiN3w]{Hunting knife}Light weapon
@UUID[Compendium.cyphersystem-compendium.weapons-modern.7EItM0gT073fcCyx]{Machete}Medium weapon
@UUID[Compendium.cyphersystem-compendium.weapons-modern.B5CSduGis9vKucKp]{Nightstick}Light weapon
ArmorNotes
@UUID[Compendium.cyphersystem-compendium.armor-modern.gwPnvp7McesS3NUR]{Leather jacket}Light armor
Other ItemsNotes
@UUID[Compendium.cyphersystem-compendium.equipment-modern.mbTBZG8Z968IxHq2]{Backpack}
@UUID[Compendium.cyphersystem-compendium.equipment-modern.ccm57mnk8bNmPWfQ]{Bag of heavy tools}
@UUID[Compendium.cyphersystem-compendium.equipment-modern.VYIqlo7RM9scywV5]{Bag of light tools}
@UUID[Compendium.cyphersystem-compendium.equipment-modern.VjpaBgV1XxHEl7U7]{Binoculars}Asset for perception tasks at range
@UUID[Compendium.cyphersystem-compendium.equipment-modern.QQCRR8D4rroB36YC]{Bolt cutters}
@UUID[Compendium.cyphersystem-compendium.equipment-modern.UQalAy7SSl1QGgIk]{Cell phone}
@UUID[Compendium.cyphersystem-compendium.equipment-modern.PByrX3tmLVa85NeK]{Climbing gear}
@UUID[Compendium.cyphersystem-compendium.equipment-modern.UV1anGyX2QaGd8qX]{Crowbar}
@UUID[Compendium.cyphersystem-compendium.equipment-modern.LuGHnohquvbNoT9d]{Electric lantern}
@UUID[Compendium.cyphersystem-compendium.equipment-modern.fHdiS7JT9hjtjeb9]{First aid kit}Asset for healing tasks
@UUID[Compendium.cyphersystem-compendium.equipment-modern.98dhCNOFZ8TYBS1Y]{Handcuffs}
@UUID[Compendium.cyphersystem-compendium.equipment-modern.W40tEHGIcevTGDkt]{Rope}Nylon, 50 feet
@UUID[Compendium.cyphersystem-compendium.equipment-modern.iBpZVq4fM9mPDIDK]{Sleeping bag}
@UUID[Compendium.cyphersystem-compendium.equipment-modern.WOJ75BLfqqViZ57w]{Tent}

Expensive Items

WeaponsNotes
@UUID[Compendium.cyphersystem-compendium.weapons-modern.lbpcftYKyWKpoqoT]{Light handgun}Light weapon, short range
@UUID[Compendium.cyphersystem-compendium.weapons-modern.i8RP2vxMaoUgCNL1]{Medium handgun}Medium weapon, long range
@UUID[Compendium.cyphersystem-compendium.weapons-modern.WRluKrzzdF5wad4V]{Bow}Medium weapon, long range
@UUID[Compendium.cyphersystem-compendium.weapons-modern.dvZ57WEEzP575D6m]{Rifle}Medium weapon, long range
@UUID[Compendium.cyphersystem-compendium.weapons-modern.w4K2udLKOMjY53z1]{Shotgun}Heavy weapon, immediate range
ArmorNotes
@UUID[Compendium.cyphersystem-compendium.armor-modern.Tvvpp1L5F3sw3999]{Kevlar vest}Medium armor
Other ItemsNotes
@UUID[Compendium.cyphersystem-compendium.equipment-modern.Am5vYHXpCPsF3lrq]{Camera designed to be concealed}Transmits at long range
@UUID[Compendium.cyphersystem-compendium.equipment-modern.aGOQvKGxdPRVWq2F]{Microphone designed to be concealed}Transmits at long range
@UUID[Compendium.cyphersystem-compendium.equipment-modern.f0EYtw06E63173J1]{Cold weather camping gear}
@UUID[Compendium.cyphersystem-compendium.equipment-modern.1LbD5gLbLwY8QvPL]{Nightvision goggles}
@UUID[Compendium.cyphersystem-compendium.equipment-modern.13woD4sUoJbNy1au]{Scuba gear}
@UUID[Compendium.cyphersystem-compendium.equipment-modern.wpJd3cLska66OpcQ]{Smartphone}
@UUID[Compendium.cyphersystem-compendium.equipment-modern.CCHqv8dyuq7EGVHL]{Straightjacket}

Very Expensive Items

WeaponsNotes
@UUID[Compendium.cyphersystem-compendium.weapons-modern.TiBhD7UEqWItJVOc]{Heavy handgun}Heavy weapon, long range
@UUID[Compendium.cyphersystem-compendium.weapons-modern.6r112wF81Zs3yeNe]{Assault rifle}Heavy weapon, rapid-fire weapon, long range
@UUID[Compendium.cyphersystem-compendium.weapons-modern.wDV0Rbou4poxCdm1]{Heavy rifle}Heavy weapon, very long range
@UUID[Compendium.cyphersystem-compendium.weapons-modern.RCmDHR6H1lg9bRoV]{Submachine gun}Medium weapon, rapid-fire weapon, short range
ArmorNotes
@UUID[Compendium.cyphersystem-compendium.armor-modern.AqT96NV9XXl8iNye]{Lightweight body armor}Medium armor, encumbers as light armor
@UUID[Compendium.cyphersystem-compendium.armor-modern.tLUMEDBAJJH6sFAg]{Military body armor}Heavy armor
Other ItemsNotes
@UUID[Compendium.cyphersystem-compendium.equipment-modern.Kh6bhcajxt4cZDWH]{Disguise kit}Asset for disguise tasks
@UUID[Compendium.cyphersystem-compendium.vehicles.eqsiUjrg2EIrtiQj]{Used car}Level 3
@UUID[Compendium.cyphersystem-compendium.vehicles.ZYdj5EXY920kdcgr]{Small boat}Level 3

Exorbitant Items

Other ItemsNotes
@UUID[Compendium.cyphersystem-compendium.vehicles.hN3G2oNbOiKRfKMZ]{Large boat}Level 5
@UUID[Compendium.cyphersystem-compendium.vehicles.w4awO0Fz56obreUb]{Luxury car}Level 5
@UUID[Compendium.cyphersystem-compendium.vehicles.d5xp1l8px98GQIbQ]{Sports car}Level 6

Optional Rule: Handling PCs as Children

The regular character creation process makes fully competent, adult characters. To account for playing children, the GM could adopt this optional rule. First, the players make their characters normally, and then they apply the following adjustments to their PCs, as appropriate to their age category. You might also consider applying a tier cap of 3 to childhood adventure games with kids of up to thirteen years old, and a tier cap of 4 for childhood adventure games featuring PCs who are aged fourteen to seventeen.

Age 9 to 13

Slight: –4 to your Might Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.KY4e1Wo5NKh7TEiy]{Vulnerable}: Adults look out for you. You are trained in all pleasant social interactions with adults.

@UUID[Compendium.cyphersystem-compendium.inabilities.GhWikcOP1CAwpzZQ]{Inability}: Might-based tasks are hindered.

@UUID[Compendium.cyphersystem-compendium.inabilities.yl3vXIZfzudiVVqs]{Inability}: Tasks involving knowledge are hindered.

Age 14 to 17

Youthful: –2 to your Might Pool.

@UUID[Compendium.cyphersystem-compendium.inabilities.yl3vXIZfzudiVVqs]{Inability}: Tasks involving knowledge are hindered.

","markdown":""},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"ownership":{"default":-1},"flags":{}},{"sort":587500,"name":"Genre: Science Fiction","type":"text","_id":"VFJ6kCCgRGTzpWp0","title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"

For an expanded treatment of the science fiction genre, refer to the @UUID[Compendium.cyphersystem-compendium.cypher-journals.QhNXyjJC4BW5agrm]{Science Fiction Rulebook}. Some of the sci-fi equipment has been updated in the Science Fiction Rulebook. The equipment in this chapter include these changes. For that reason, there are some differences from the printed Cypher System Rulebook. Those instances are noted with an asterisk (*).

Science fiction is an incredibly broad category. It covers UFOs, space opera, near-future dystopias, otherworldly epics, hard science fiction, and everything in between. Even when compared to fantasy, science fiction is so wide that it almost isn’t a single genre at all. Truthfully, there’s not all that much to tie, say, The Time Machine by H. G. Wells with a dark cyberpunk story except for the technology involved, which is at a higher level than we possess or understand today. But even that part of science fiction is contentious. Should the science be purely that which obeys the laws of physics as we understand them today (often called hard science fiction), or is it more of an “anything goes” proposition? Is science we can’t explain really just magic?

For our purposes, we’ll treat fantastic science fiction as the default: aliens, spaceships that allow travel to other stars, energy weapons and shields, and so on. It’s a familiar setting to almost everyone interested in science fiction. That said, we’ve also got some additional guidance for hard science fiction, where what’s possible is more grounded in what we currently scientifically extrapolate. But your science fiction setting can be anything you can imagine.

Suggested Types for a Science Fiction Game

RoleType
SoldierWarrior
TechnicianExplorer with technology flavor
PilotExplorer with technology flavor
DiplomatSpeaker
DoctorSpeaker with skills and knowledge flavor
SpyExplorer with stealth flavor
ScientistExplorer with skills and knowledge flavor
PsionAdept
Psychic knightWarrior with magic flavor

Basic Creatures and NPCs for a Science Fiction Game

@UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.ckjeyJICRGhNlGgS]{Corporate drone} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.6TcU3jVH85UcUFIz]{Guard beast} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.urAFJXaUkWY2R1zj]{Innocuous rodent} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.vSvrg6g5VkP5MkeZ]{Physical laborer}

Additional Science Fiction Equipment

In a science fiction setting, the following items (and anything else appropriate to the setting) are usually available.

Inexpensive Items

WeaponsNotes
@UUID[Compendium.cyphersystem-compendium.ammo.1UGRE1k4ReUFAr34]{Energy pack (50 shots)}
@UUID[Compendium.cyphersystem-compendium.weapons-sci-fi.O3WVhoZQ8U8401yo]{Knife (simple)}Light weapon
Other ItemsNotes
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.kh1dzF6oaKZqzss6]{Flashlight}
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.LyUOH2V2zQqlIcgG]{Survival rations (1 day)}

Moderately Priced Items

WeaponsNotes
@UUID[Compendium.cyphersystem-compendium.weapons-sci-fi.2Fcz72cuTLrwjLy7]{Hunting knife}Light weapon
@UUID[Compendium.cyphersystem-compendium.weapons-sci-fi.H8InhgjpPnnVzmiV]{Machete}Medium weapon
@UUID[Compendium.cyphersystem-compendium.weapons-sci-fi.mVef0tRkNWbfz2VS]{Grenade (sonic)}Explosive weapon, inflicts 2 points of damage in immediate radius, plus Might defense roll or lose next turn
@UUID[Compendium.cyphersystem-compendium.weapons-sci-fi.PnvNFQbxuCHb874j]{Grenade (thermite)}*Explosive weapon, inflicts 6 points of damage in immediate radius
ArmorNotes
@UUID[Compendium.cyphersystem-compendium.armor-sci-fi.kzLQCncQ1cXzM456]{Leather jacket}Light armor
Other ItemsNotes
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.FALc1UkW90o9M0rr]{Backpack}
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.y8M3rmSzHUyKLdom]{Bag of heavy tools}
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.UuHnuXeI6iwIvgtf]{Bag of light tools}
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.kAzP990hVR1pQSYR]{Binoculars}Asset for perception tasks at range
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.0SBO3NnYx33dwomQ]{Breather}*Provides a day of breathable air
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.G50Jj9pfCytxzMJe]{Climbing gear}Asset for climbing tasks
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.4p14iIDm5SitvYiK]{Communicator}Planetary range
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.zE8nBEE8jVYswUT4]{Crowbar}
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.3kbeLDAUmwyYsPDj]{Environment tent}
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.a4crA7W9OQa3LCIn]{First aid kit}Asset for healing tasks
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.KpSlhPXtD1ysoREW]{Handcuffs}
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.2FgbXJjI9iBI7fk6]{Nightvision goggles}
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.CzM5OkaV23fUxHUi]{Portable lamp}
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.06uEHDipEwShEcun]{Rope}Nylon, 50 feet
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.hofNkVrnwjRHaopi]{Sleeping bag}

Expensive Items

WeaponsNotes
@UUID[Compendium.cyphersystem-compendium.weapons-sci-fi.cAh0sGKTyb8Vptej]{Light blaster}Light weapon, short range
@UUID[Compendium.cyphersystem-compendium.weapons-sci-fi.2Iusz99wevz9KSEV]{Medium blaster}Medium weapon, long range
@UUID[Compendium.cyphersystem-compendium.weapons-sci-fi.LDklLSixesdwgwj3]{Needler}Light weapon, long range
@UUID[Compendium.cyphersystem-compendium.weapons-sci-fi.PNDivijkZvlsUjbm]{Shotgun}Heavy weapon, immediate range
@UUID[Compendium.cyphersystem-compendium.weapons-sci-fi.qErMuZdwnHVPLCm7]{Stunstick}Medium weapon, inflicts no damage but human-sized or smaller target loses next action
ArmorNotes
@UUID[Compendium.cyphersystem-compendium.armor-sci-fi.BqiPzuCqRfn9yFrR]{Armored bodysuit}*Medium armor, encumbers as no armor
@UUID[Compendium.cyphersystem-compendium.armor-sci-fi.JrN6tyFoTYLtZc6s]{Lightweight body armor}*Heavy armor, encumbers as medium armor
Other ItemsNotes
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.qa9okeQfd3NTtmzD]{Camera designed to be concealed}Transmits at long range
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.r36W1oDLBXrXsu6G]{Microphone designed to be concealed}Transmits at long range
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.MtCq6owCDm7GG8Pw]{Environment suit}Provides 24 hours of atmosphere and +10 to Armor against extreme temperatures
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.LirhTzCUj7UFCfgB]{Wrist computer}Asset for most knowledge-based tasks

Very Expensive Items

WeaponsNotes
@UUID[Compendium.cyphersystem-compendium.weapons-sci-fi.7NCzo49o54a1vSy1]{Heavy blaster}Heavy weapon, long range
@UUID[Compendium.cyphersystem-compendium.weapons-sci-fi.7Cy8yASphzXHYlsJ]{Heavy blaster rifle}Heavy weapon, 300-foot (90 m) range
@UUID[Compendium.cyphersystem-compendium.weapons-sci-fi.xjviCkv7gCoy1ZcV]{Pulse laser gun}Medium weapon, rapid-fire weapon, long range
ArmorNotes
@UUID[Compendium.cyphersystem-compendium.armor-sci-fi.Bujb0Cz7cVN6K9H3]{Battlesuit}*Heavy armor, also also grants the benefit of a @UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.g8xedO3WjADU8fBU]{deluxe space suit}
Other ItemsNotes
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.mGvzhwfcLOR8Aami]{Disguise kit}Asset for disguise tasks
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.fxntln2fSRKpMFyx]{Gravity regulator}Belt-mounted device that regulates gravity to 1G for wearer if within 0 G to 3 G conditions
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.MbgM9wBMTWCIXCqh]{Handheld scanner}Asset for identifying tasks
@UUID[Compendium.cyphersystem-compendium.vehicles.pTEJ1VrxrSVGteKY]{Hovercraft}Level 4
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.ZOz0Fit7uAvEjIPA]{Infiltrator}Asset for lockpicking tasks when used with electronic locks
@UUID[Compendium.cyphersystem-compendium.vehicles.vGpae1ESOw3hK4qY]{Jetpack}*Level 2
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.RpA2kZiwJAa7fRQM]{Stealthsuit}*Provides two assets for stealth tasks

Exorbitant Items

WeaponsNotes
@UUID[Compendium.cyphersystem-compendium.weapons-sci-fi.B0x6U0RnIp2EyEbV]{Blast cannon}10 points of damage, 500-foot (150 m) range, requires a tripod and two people to operate
ArmorNotes
@UUID[Compendium.cyphersystem-compendium.armor-sci-fi.LOwyfbM0bAlLrBc0]{Force field}*Not armor, offers +1 to Armor; once used, must be recharged for several hours
Other ItemsNotes
@UUID[Compendium.cyphersystem-compendium.vehicles.8CtlFUIKlZpteVG3]{Luxury hovercar}Level 5
@UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.0WiWAbNWXRypYxjh]{Robot servant}Level 3
@UUID[Compendium.cyphersystem-compendium.vehicles.rPjVFxfdapjErMwt]{Small spaceship}Level 4

Science Fiction Artifacts

Artifacts in a science fiction game can be strange relics from an unknown alien source or tech items that aren’t yet widely available. In a galactic setting, for example, it’s easy to imagine that innovations or specialized items might not have spread everywhere.

@UUID[Compendium.cyphersystem-compendium.artifacts-sci-fi.aV9zEHENEDgFu5r9]{Amber casement} @UUID[Compendium.cyphersystem-compendium.artifacts-sci-fi.BrWNyEr0tRbOkOW9]{Metabolism bud} @UUID[Compendium.cyphersystem-compendium.artifacts-sci-fi.dMU5JjdzGh2xYJHe]{Mind imager} @UUID[Compendium.cyphersystem-compendium.artifacts-sci-fi.HbWQ65yTcCT5kRZ9]{Psychic crystal} @UUID[Compendium.cyphersystem-compendium.artifacts-sci-fi.4sk825DOsE6oE9d3]{Repair sphere}

Starships

Here are a few sample starship types:

StarshipLevelCrewWeapon Systems
@UUID[Compendium.cyphersystem-compendium.starships.f14c7pV1Cc89BEgg]{Fighter}111
@UUID[Compendium.cyphersystem-compendium.starships.1QmIZUO93276WVip]{Interceptor}211
@UUID[Compendium.cyphersystem-compendium.starships.RsHhdbOFUEkKCJUW]{Freighter}3 (4 for defense)41
@UUID[Compendium.cyphersystem-compendium.starships.rrkSDY696W28w7T6]{Frigate}4204
@UUID[Compendium.cyphersystem-compendium.starships.2Cuo9MpDalEzoM6i]{Cruiser}4255
@UUID[Compendium.cyphersystem-compendium.starships.SbCnPYjsEaR4YeMr]{Battleship}101,00036

“Crew” indicates the minimum number of people needed to operate the ship. Many ships can carry more passengers. “Weapon Systems” indicates the maximum number of different enemies the ship can target at once—but only one attack per target in any circumstance.

Since it’s frighteningly easy to die in a space battle if your ship is destroyed, most ships have escape pods. Even fighter craft have ejection systems that put the pilot out into space in an environment suit. In other words, GMs should try to give PCs a way out of immediately dying if they get on the wrong end of a space battle.

Effects of Gravity

In a hard science fiction game, variable effects of gravity can’t be waved away by tech that simulates normal gravity on spacecraft, space stations, and other worlds. Instead, it’s an issue people must overcome.

Short-Term Microgravity Exposure: People new to low gravity might get space sickness. Newcomers must succeed on a difficulty 3 Might task or suffer mild nausea for about two to four days, during which time all their tasks are hindered. A few unlucky travelers (usually those who roll a 1 or otherwise face a GM intrusion) are almost completely incapacitated, and find all tasks hindered by three steps.

Long-Term Microgravity Exposure: Long-term exposure to microgravity environments without medical interventions degrades health. How long one spends in such conditions is directly relevant. The GM may assign long-term penalties to PCs if the situation warrants it, though the use of advanced space medicine, proper exercise, and recommended steroids and other hormones can avoid these complications.

Low Gravity: Weapons that rely on weight, such as all heavy weapons, inflict 2 fewer points of damage (dealing a minimum of 1 point). Short-range weapons can reach to long range, and long-range weapons can reach to very long range. Characters trained in low-gravity maneuvering ignore the damage penalty.

High Gravity: It’s hard to make effective attacks when the pull of gravity is very strong. Attacks (and all physical actions) made in high gravity are hindered. Ranges in high gravity are reduced by one category (very-long-range weapons reach only to long range, long-range weapons reach only to short range, and
short-range weapons reach only to immediate range). Characters trained in high-gravity maneuvering ignore the change in difficulty but not the range decreases.

Zero Gravity: It’s hard to maneuver in an environment without gravity. Attacks (and all physical actions) made in zero gravity are hindered. Short-range weapons can reach to long range, and long-range weapons can reach to very-long range.

Effects of Vacuum

Vacuum is lethal. There’s no air to breathe, and the lack of pressure causes havoc on an organic body. An unprotected character moves one step down the damage track each round. However, at the point where they should die, they instead fall unconscious and remain so for about a minute. If they are rescued during that time, they can be revived. If not, they die.

Traveling the Solar System and Orbital Mechanics

In a hard science fiction setting, you might be interested in evoking the reality of travel times between colonies on planets and moons in the solar system. Even so, plotting a course between locations in the solar system isn’t simple, because everything is always moving with respect to everything else. You could determine exactly how long a trip would take with some internet research. Or you could just evoke the effect of orbital mechanics and varying accelerations on interplanetary travel. Use the Interplanetary Travel Table to do so. For a trip between locations not directly compared, add up the destinations in between. The travel times assume a nuclear plasma engine of a kind already being tested today (but better), a steady thrust toward the destination, and an equally long and steady braking thrust over the last half of the trip before orbit insertion. Such propulsion systems can change velocity and sustain thrust for days at a time, which reduces bone loss, muscle atrophy, and other long-term effects of low gravity.

Regardless, the travel times between distant locations bring home one thing: space is big and lonely.

Interplanetary Travel

OriginDestination

Travel Time Using Nuclear Plasma Engine

Earth/MoonMars20 + 1d20 days
MarsAsteroid belt30 + 1d20 days
Asteroid beltJupiter and its moons30 + 1d20 days
JupiterSaturn and its moons60 + 1d20 days
SaturnUranus90 + 1d20 days

Science Fiction Species Descriptors

In a science fiction setting, some GMs may want to offer alien species or androids, who are mechanically different from humans, as options for player characters. This can be accomplished by using descriptors. Two examples are below.

Artificially Intelligent

You are a machine—not just a sentient machine, but a sapient one. Your awareness might make you an exception, or there may be many like you, depending on the setting.

Artificially intelligent characters have machine minds of one type or another. This can involve an advanced computer brain, but it could also be a liquid computer, a quantum computer, or a network of smart dust particles creating an ambient intelligence. You might even have been an organic creature whose mind was uploaded into a machine.

Your body, of course, is also a machine. Most people refer to you as a robot or an android, although you know neither term describes you very well, as you are as free-willed and free-thinking as they are.

You gain the following characteristics:

Superintelligent: +4 to your Intellect Pool.

Artificial Body: +3 to your Might Pool and your Speed Pool.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.dj8fjpgMOatRRWFZ]{Shell}: +1 to Armor.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.j6odWezQciXppynQ]{Limited Recovery}: Resting restores points only to your Intellect Pool, not to your Might Pool or your Speed Pool.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.63ZJmNraEqS6lzdp]{Mechanics, Not Medicines}: Conventional healing methods, including the vast majority of restorative devices and medicines, do not restore points to any of your Pools. You can recover points to your Intellect Pool only by resting, and you can recover points to your Speed and Might Pools only through repair. The difficulty of the repair task is equal to the number of points of damage sustained, to a maximum of 10. Repairing your Might and Speed Pools are always two different tasks.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.71sJhRICcDy0WjiA]{Machine Vulnerabilities and Invulnerabilities}: Damaging effects and other threats that rely on an organic system—poison, disease, cell disruption, and so on—have no effect on you. Neither do beneficial drugs or other effects. Conversely, things that normally affect only inorganic or inanimate objects can affect you, as can effects that disrupt machines.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.nXs4KTo14JKXZN8f]{Uncanny Valley}: You have a hard time relating to organic beings, and they don’t react well to you. All positive interaction tasks with such beings are hindered by two steps.

Quintar

You are a quintar from the planet Quint. You are basically humanoid but taller, thinner, and blue skinned. Your hands end in three very long fingers. Quintar have five genders, but all quintar prefer to be addressed as female when communicating with more binary species. Human emotions and sexuality fascinate them, but not because they don’t have such concepts—quintar emotions and sexuality are just very different from those of humans. In general, quintar are more cerebral than other species, valuing knowledge over all else.

Quint is relatively Earthlike, with slightly less gravity but a slightly denser atmosphere.

You gain the following characteristics:

Cerebral: +4 to your Intellect Pool.

Skill: You are trained in one type of knowledge task of your choice.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.gmnozVrQsZBTxj9A]{Skill}: Quintar fascination with human behavior eases all interaction rolls (pleasant or not) with humans.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.4gFg0DiIdWm3w9ol]{Difficult Rest}: Quintar subtract 2 from all recovery rolls (minimum 1).

","markdown":""},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"ownership":{"default":-1},"flags":{}},{"sort":593750,"name":"Genre: Horror","type":"text","_id":"L90rsf6J1WHnk7rN","title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"

Although it’s very likely a subset of the modern genre, horror as a genre gets special treatment. Unlike the other genres, horror doesn’t necessarily suggest a setting. Any setting can be horrific. Horror is more of a style. An approach. A mood.

You could easily have horror in other times and settings, but for our purposes, we’ll deal with a default setting in the modern day. The PCs are probably normal people, not secret agents or special investigators (although being a part of a secret agency that deals with monsters in the shadows could make for a fine horror game).

Suggested types and additional equipment for a horror setting are the same as in a modern setting.

Consent

Horror games allow us to explore some pretty dark topics from the safety of our own game tables. But before you do that, make sure everyone around your table is okay with that. Find out what your players will find “good uncomfortable,” which is something that makes us squirm in our seats in a great horror movie, and “bad uncomfortable,” which is something that actually makes a player feel nauseated, unsafe, or offended. Being scared can be fun, but being sickened isn’t.

Consider the age and maturity of everyone in the game, perhaps in terms of the movie rating system. Tell the players what you think the game you’re running would be rated. If everyone’s okay with an R rating, then fine. You can have a spooky game that’s on the level of a kids’ movie rated G—more like Scooby-Doo than Saw, in other words. A PG rating might be right for a game that’s more creepy than horrific, with ghosts and spooky noises but not axe-wielding maniacs.

The different ratings suggest different kinds of content for your game. Finding a dead body is horrible, but watching someone get decapitated is something else entirely. Getting chased around by an alien that wants to eat you is one thing, but having it gestate and burst out of your own intestines is another. You need to know where the line is for everyone participating, and you need to know it right from the beginning.

For more information and advice on safe ways to address consent issues in your game, read the free Consent in Gaming PDF at myMCG.info/consent

Basic Creatures and NPCs for a Horror Game

@UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.WJgPGUcSUrR4Ssuu]{Businessperson} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.ZT13lzcl6dsvg8HX]{Cat} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.GNrvq56bsnlHgKeW]{Clerk} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.JZbErZ6hAgtHrgim]{Dog} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.5XdCwL3VyqhHBNqN]{Dog, vicious} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.N0XlAnno5dMItCmN]{Groundskeeper/caretaker} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.rvju0MPnEwNsg9Pr]{Man in Black} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.qLFrfE0E9w6BcG48]{Rat} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.T39Cl27TWeR8jVsZ]{Tarantula}

Horror Artifacts

Most of the time, a horror artifact will be something really weird—an ancient tome of forbidden necromancy, an alien device that humans can barely understand, and so forth. They are often unique items rather than one of a type. Horror artifacts should probably come with a risk, such as a built-in cost, a drawback, or something else that makes using them another way to heighten the tension of the game. Several examples are below.

@UUID[Compendium.cyphersystem-compendium.artifacts-horror.irCnETBwvUwp12PH]{Book of inversion} @UUID[Compendium.cyphersystem-compendium.artifacts-horror.WcrjZgKzg5VzkFVJ]{Shadow box} @UUID[Compendium.cyphersystem-compendium.artifacts-horror.sCTeJvOcviKd5GjN]{Sphere 23}

Optional Rule: Shock

When the PCs encounter something shocking, many times the most realistic response is to scream, stand in abject horror, or run. That might not be the smartest thing to do in the situation, but it’s genuine. What would your accountant do if they saw an axe-wielding maniac coming at them? Let’s face it, unless they truly steeled themselves with all their will, they’d probably scream and run.

When a PC encounters something horrific, utterly disgusting, dreadful, impossible, or otherwise shocking, call for an Intellect defense roll based on the level of the creature involved, or simply an appropriate level as decided by the GM (see the Shock Levels table). Failure might mean that for one round, the player loses control of the character, and the GM decides what the PC does next. This usually means that the character runs, screams, gibbers, stares slack-jawed, or just does nothing. However, GMs should welcome player input into this situation. The point is to portray that when we’re shocked, we don’t always react in the best way, the smartest way, or even the way we want to. Fear is a powerful thing.

Alternatively, failure on the Intellect defense roll might mean that the character suffers Intellect damage equal to the level of the defense task. This indicates an overall toll that numerous shocks and horrors can have on a person. You might have a situation where a character literally dies of fright.

Shock Levels

EventLevel
Something unexpected darts or jumps out1
Something suddenly moves just out of the corner of the eye2
A sudden loud noise (like a scream)2
Unexpectedly seeing a corpse2
Watching someone die3
Seeing something impossible (like an inanimate object sliding across the floor)4
Watching a friend die5
Seeing a monstrous creatureCreature level
Witnessing something supernatural (like a spell)5
Seeing something mind-bending (like an impossible, multidimensional demigod coalescing out of thin air)8

Optional Rule: Horror Mode

For horror games, GMs can implement a rule called Horror Mode. The idea is to create a feeling of escalating dread and menace by changing one die roll mechanic. In the game, things begin as normal. The PCs interact with each other and the NPCs, investigate, research, travel, and so on. But when they enter the haunted house, the serial killer gets close, the elder things beneath the earth awaken, or whatever horrific situation planned by the GM begins, things change. At this time, the GM announces that the game has gone into Horror Mode.

This is a key for the players (not the characters) to recognize that things are getting bad. It’s the RPG equivalent of spooky music beginning to play in a horror film. While in Horror Mode, the rules for GM intrusions governed by die rolls change. Normally this happens only on a roll of 1, but when Horror Mode starts, it becomes a roll of 1 or 2. And then it escalates. As time passes, GM intrusions happen on a roll of 1 to 3, then a roll of 1 to 4, and so on. This potentially means that a die roll in Horror Mode can indicate success in a task and still trigger a GM intrusion.

As the intrusion range changes with each escalation, the GM should announce this to the players. The feeling of rising tension should be dramatic and overt.

Escalation Rate

ActivityIntrusion Range Increases by 1
Exploring a large areaEvery time a new intrusion is indicated by a die roll
ExploringEvery ten minutes or every time a new intrusion is indicated by a die roll
CombatEach round

For example, while the PCs are exploring a dark swamp (a large area), the game goes into Horror Mode and intrusions are indicated on a 1 or 2. During this exploration, one of the players rolls a 2. Not only is there an intrusion, but now the range escalates to 1, 2, or 3. The character is almost dragged into a spot of quicksand-like muck. Then the PCs find an old abandoned house in the middle of the swamp. They enter, and now the escalation rate goes up if they roll a 1, 2, or 3, or every ten minutes that passes in the game. They explore the house for twenty minutes (escalating intrusions to 1 to 5), and during the investigation of the kitchen, someone rolls a 3, triggering an intrusion. A cabinet opens mysteriously and a strangely carved clay pot falls, striking the character. This also escalates the intrusion rate, so they now occur on a roll of 1 to 6. When the PCs reach the attic, they encounter the dreaded swamp slayer, a half man, half beast that thrives on blood. It attacks, and now the range goes up during each round of combat. After four rounds of fighting, intrusions happen on a roll of 1 to 10—half the time. Things are getting dicey, and they’re only going to get worse.

When the GM announces that Horror Mode has ended, the GM intrusion rate goes back to normal, happening only on a roll of 1 or when the GM awards XP.

Horror Mode is a very “meta” rule. It gives players knowledge that their characters don’t have. This is similar to how the viewers of a horror movie or readers of a horror story often know more than the characters on the screen or page. It heightens the tension. Players can express the start of Horror Mode by having their characters talk about goosebumps or a feeling of being watched, but this is not necessary.

Using GM Intrusions in Horror Mode

With the GM intrusions coming fast and furious toward the end of Horror Mode, it’s easy to run out of ideas. In combat, intrusions might just mean that the monster or villain gets a surprise extra attack or inflicts more damage. Perhaps a PC is thrown to the ground or nearer to the edge of a cliff. If the characters are running away, one might trip and fall. If the PCs are exploring, a bookcase topples, potentially hitting someone. Think of all the similar moments you’ve seen in horror films.

Sometimes, if the GM prefers, the GM intrusion can simply be something frightening, like a moan or a whisper. These aren’t dangerous to the PCs, but they escalate the tension and indicate that something bad is getting closer.

In fact, while in Horror Mode, GMs should mostly refrain from doing anything bad, ominous, or dangerous unless it’s an intrusion (either from a die roll or through the awarding of XP). In a horror game, GM intrusions are an indication that things are bad and getting worse, and whenever possible, the GM should allow the Horror Mode escalation to drive the action. This makes the GM more of a slave to the dice than in other Cypher System situations, but that’s okay.

Consider this example. The PCs have tracked something that is probably committing a series of horrific murders to an old factory. They enter the building to explore. The GM knows where the creature is hiding in the factory, but decides that it doesn’t become aware of the characters until an intrusion is indicated. The only clue the PCs have is a mysterious noise off in the darkness. The creature doesn’t move toward them until another GM intrusion occurs. Now they hear something dragging across the factory floor, coming closer. But it’s not until a third intrusion occurs that the creature lunges out from behind an old machine at the PC who rolled the die.

In some ways, the status quo doesn’t change until an intrusion happens. This could be seen as limiting the GM and the need for pacing, but remember that the GM can still have an intrusion occur anytime they desire, in addition to waiting for the low die rolls.

GMs may want to limit the number of intrusions to no more than one per round, no matter what the dice indicate, but that should be based on the situation.

Optional Rule: Madness

Having characters descend into madness is an interesting facet of some kinds of horror and can make long-term horror campaigns more interesting. The easiest way to portray blows to a character’s sanity is through Intellect damage. When PCs encounter something shocking, as described above, they always take Intellect damage. If they would normally move one step down the damage track due to the damage, they instead immediately regain points (equal to 1d6 + their tier) in their Intellect Pools but lose 1 point from their maximums in that Pool. Characters whose maximum Intellect Pools reach 0 go insane. They lose their current descriptor and adopt the Mad descriptor, regain 1d6 + tier points to their Intellect Pools, and gain +1 to their Intellect Edge. If they ever reach a permanent Intellect Pool maximum of 0 again, they go stark raving mad and are no longer playable.

Intellect Edge offers an interesting means to portray a character who is knowledgeable (and perhaps even powerful in terms of mental abilities) yet mentally fragile. A character with a low Intellect Pool but a high Intellect Edge can perform Intellect actions well (since Edge is very helpful) but is still vulnerable to Intellect damage (where Edge is of no help).

Since Cypher System games are meant to be story based, players should recognize that the degrading sanity of their character is part of the story. A player who feels that their character is going mad can talk to the GM, and the two of them can work out the means to portray that—perhaps by using the Mad descriptor, permanently trading up to 4 points from their Intellect Pool to gain +1 to their Intellect Edge, or anything else that seems appropriate. Mental disorders, manias, psychopathy, schizophrenia, or simple phobias can be added to a character’s traits, but they don’t need to be quantified in game statistics or die rolls. They’re simply part of the character.

Inabilities in personal interaction or any area requiring focus might be appropriate, perhaps allowing the PC to gain training in weird lore or forbidden knowledge. Or maybe the opposite is true—as the character’s mind slowly slips away, they become oddly compelled or can obsessively focus on a single task for indefinite periods, and thus they gain training in that topic or skill. These kinds of changes could be balanced with inabilities, such as being unable to remember important details.

As another way to represent madness, the GM could hinder Intellect-based tasks that would be considered routine, such as “remembering your friends and family” or “caring what happens to your best friend” or “stopping yourself from injecting a mysterious substance into your veins.” These routine tasks normally have a difficulty of 0, but for a PC who has lost their mind, they might have a difficulty of 1, 2, or even higher. Now the character must make rolls to do even those simple things.

","markdown":""},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"ownership":{"default":-1},"flags":{}},{"sort":596875,"name":"Genre: Romance","type":"text","_id":"pd2PrHViZ1edOZ7f","title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"

Like horror, romance doesn’t automatically suggest a setting. It is more of a mood, or more specifically an approach, to how the game is played. It suggests an emphasis, at least somewhat, on relationships, interactions, and connections.

Suggested types and additional equipment for a romance setting are the same as in a modern setting.

Consent and Boundaries

You must get consent to cover these topics in a game ahead of time—you don’t want to make people uncomfortable. Everyone involved also needs to learn everyone else’s boundaries. Someone might not want any part of a romance scene, while others are okay talking about emotional connections but not anything sexual.

Obviously, all of this is doubly important if age is a consideration. If there are younger players involved, romance probably shouldn’t go beyond a fairly chaste kiss. (You’ll find that kids are sometimes more open to romance in their games than adults, but only because their understanding of the topic is understandably pretty shallow. A kid player might declare that a character is their boyfriend, but it doesn’t mean much. And for some adults, that may be the way they want to approach the subject as well.)

Lastly, recognize that there needs to be a clear boundary between the story and real life. Two characters having a relationship has no impact on real-life feelings of the players. Two characters in a game might be in a relationship while each player is in a relationship in the real world with someone else. And maybe they’re gaming at the same table! If a player can’t distinguish between in-game flirtation or words of endearment and real-world feelings, they shouldn’t be in a romance-focused game.

For more information and advice on safe ways to address consent issues in your game, read the free Consent in Gaming PDF at myMCG.info/consent

The Check-In

It’s vital that the GM and the players all check in with each other to make sure everyone’s still comfortable with what’s going on in the game. This is particularly important to maintain the boundary between emotions expressed in the story and how people feel in real life.

Basic Creatures and NPCs for a Romance Game

@UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.wIO0w2fxcBU0vHae]{Distrustful relative} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.rmzRpUzfdXpAnzUu]{Jealous ex} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.E7xImJCLVWwiIDre]{Nosy neighbor} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.ktWhiHHoothgvjOv]{The unattainable}

Optional Rule: Infatuation

When a PC is near someone they are infatuated with, particularly in the early stages of that infatuation, they must make an Intellect defense roll with a difficulty determined by the GM based on the situation (not on the level of the subject of the infatuation). Failure might mean that the character does or says something awkward or embarrassing either in an attempt to impress or when trying to hide the infatuation. Or it could mean that for one round, the player loses control of the character, and the GM decides what the PC does next, such as risk their own safety to help an endangered character. However, GMs should welcome player input into this situation. The point is to portray that when we’re distracted by the powerful feelings (and hormones) related to infatuation, we don’t always react in the best way, the smartest way, or even the way we want to.

Infatuation can happen whether the PC is attracted to an NPC or a PC.

Optional Rule: Relationship Levels

When a PC first establishes a relationship with a character (PC or NPC), the GM should assign the relationship a level. If there’s no connection at all, there is no relationship (level 0). Otherwise, the starting relationship is probably level 1. In certain circumstances, a relationship might start at level 2, indicating a far stronger initial connection than usual.

As play progresses, the PC can attempt to improve the level of the relationship, indicating a strengthening of the bond between the two characters. The requirements to improve the relationship are twofold. First, some story-based action needs to be taken. This can be dates, gifts, a meaningful speech, a pledge of commitment, some amount of self-sacrifice, or whatever the GM and the player feel is appropriate to the story and the level of the relationship. This action might require the PC to succeed at specific tasks (with appropriate rolls). For example, writing a love poem will require an Intellect-based task, while helping to retrieve a loved one’s cat from a tree might require a Speed-based task.

Second, the player must make an Intellect-based roll with the desired level of relationship as the difficulty (modified as the GM sees fit).

A relationship can be improved only one level at a time, and the GM and the player should work out an appropriate time interval. For relationships of levels 5 and above, multiple story-based actions and multiple rolls are almost certainly required.

It’s possible for relationship levels to be lopsided, such that the relationship from the point of view of one person is a different level than from the point of view of the other. This should be used sparingly, because it makes things far more complicated. In the case of polyamory, it is possible to have more than two people in a relationship, but even in these situations the connection between any two individuals should have its own level.

Relationship levels can go down as well as up. Neglect, carelessness, inappropriate emotional displays, lies, infidelity, and bungled wooing attempts can all potentially lower a relationship level. This is entirely in the judgment of the GM, although a lowered relationship level is very likely an appropriate use of a GM intrusion.

Relationship levels indicate the strength of the bond and thus help dictate an NPC’s actions in regard to a PC. An NPC in a level 5 relationship probably will be more generous and forgiving toward the PC than if the relationship was level 3 or 4. An NPC in a level 6 relationship or higher would likely give their partner most anything, even maybe sacrificing their own well-being or their life for them. (And people in a higher-level relationship certainly would.) Likewise, a relationship level can influence a PC’s actions. An Intellect defense roll with a difficulty equal to the relationship level might be appropriate if the PC wants to act against the best interests of their loved one, or if they must keep their cool and act normally when their loved one is in danger.

You can use this optional system in any genre, for any type of relationship, even platonic ones. If desired, the relationship level a PC has with an authority figure, a contact, a relative, or anyone else can be measured, improved, and decreased just as it can with a romantic relationship.

Romantic Relationship Levels

LevelRelationship
1First meeting. Interest or curiosity.
2A sense of connection above the norm. Strong physical attraction.
3Affection and a bond that will last longer than a single encounter.
4Serious affection. Almost certainly physical affection.
5A profession of love.
6A serious long-term commitment.
7A lifelong commitment.
8Soul mates.
9A love affair for the ages.
10A bond that transcends time and space.

Platonic Relationship Levels

LevelRelationship
1First meeting. Interest or curiosity.
2A sense of connection above the norm.
3A memorable connection. Indications of a mutually beneficial relationship possible.
4Real friendship.
5Deep friendship.
6Relationship akin to that of a close sibling.
7A pledge of complete partnership.
8Platonic soul mates. Something akin to a life-debt.
9A friendship for the ages.
10A bond that transcends time and space.
","markdown":""},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"ownership":{"default":-1},"flags":{}},{"sort":598438,"name":"Genre: Superheroes","type":"text","_id":"tIyemzsYdcYDslG1","title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"

Like horror, the superhero genre is really a subset of the modern genre with extensive special considerations. In many ways, it might appear that the Cypher System is a strange fit for superheroes. But if you think about it, with foci like Bears a Halo of Fire and Wears a Sheen of Ice, the Cypher System makes all genres a little bit “superhero-ish.” Character sentences might look like the following:

And so on.

Suggested Types for a Superhero Game

RoleType
Strong heroWarrior
Brawler heroWarrior with stealth flavor
Gadget heroExplorer with technology flavor
PilotExplorer with technology flavor
CharmerSpeaker
LeaderSpeaker with combat flavor
Shadowy vigilanteExplorer with stealth flavor
Scientist heroExplorer with skills and knowledge flavor
Energy-wielding heroAdept with combat flavor
WizardAdept
MentalistAdept
Psychic ninjaWarrior with magic flavor

Basic Creatures and NPCs for a Superhero Game

@UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.IpjzD88QqIABcv7A]{Bystander} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.krnLLagONJBbj1tE]{Genetically enhanced bruiser} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.sWc8DryN22cKTJyj]{Ninja} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.YHRSNEgzJeBCrWnC]{Robot minion} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.VSQt1EzpNhIwvCyA]{Scientist} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.SpaQv9sL1VWlrkLS]{Worker}

Additional Superhero Equipment

Suggested additional equipment is the same as in a modern setting. Keep in mind, however, that for many heroes, “equipment” can be superfluous. Where do you stash the flashlight and rope when all you’re wearing is spandex tights?

Optional Rule: Power Shifts

Superheroes can do things that other people cannot. They throw cars, blast through brick walls, leap onto speeding trains, and cobble together interdimensional gateways in a few hours. It’s tempting to say that such characters are stronger, faster, or smarter, so they should have higher Might, Speed, or Intellect Pools. However, simply bumping up stat Pools or Edge doesn’t fully represent this dramatic increase in power. Instead, consider using an optional rule called power shifts.

Under this rule, all superhero characters get five power shifts. Power shifts are like permanent levels of Effort that are always active. They don’t count toward a character’s maximum Effort use (nor do they count as skills or assets). They simply ease tasks that fall into specific categories, which include (but are not necessarily limited to) the following.

@UUID[Compendium.cyphersystem-compendium.power-shifts.QDAvfL2Xor2gc3DB]{Accuracy} @UUID[Compendium.cyphersystem-compendium.power-shifts.gxmRI0Oi1qlp8tgv]{Dexterity} @UUID[Compendium.cyphersystem-compendium.power-shifts.ge5eQ2UKcF71jfL5]{Healing} @UUID[Compendium.cyphersystem-compendium.power-shifts.RvPjtLHq2svYfhK8]{Intelligence} @UUID[Compendium.cyphersystem-compendium.power-shifts.ZcogTb12JEcKd8WK]{Power} @UUID[Compendium.cyphersystem-compendium.power-shifts.ClwsF2GBoWlGR9To]{Resilience} @UUID[Compendium.cyphersystem-compendium.power-shifts.qbOvGJVLVkDUC49X]{Single Attack} @UUID[Compendium.cyphersystem-compendium.power-shifts.uQLh67ISIUJ4O3bC]{Strength}

Each shift eases the task (except for shifts that affect damage or Armor, as specified in the list above). Applying 2 shifts eases the task by two steps, and applying 3 shifts eases the task by three steps.

A character assigns their five power shifts as desired, but most characters should not be allowed to assign more than three to any one category. Once the shifts are assigned, they should not change.

For example, a superstrong character might put three of their shifts into strength and the other two into resilience. Whenever they lift something heavy, smash through a wall, or throw an object, they ease the task by three steps before applying Effort, skill, or assets. Thus, all difficulties from 0 to 3 are routine for them. They smash through level 3 doors as if they don’t exist. As another example, a masked vigilante character with a utility belt full of gadgets and great acrobatic skills might put two shifts in dexterity, one in accuracy, one in intelligence, and one in healing. They’re not actually superpowered, just tough and well trained.

Some GMs will want to allow PCs to increase their power shifts. Having a character spend 10 XP to do so would probably be appropriate. Other GMs will want to run superhero games with PCs of greater or lesser power (cosmic-level heroes or street-level heroes, perhaps). In such cases, more or fewer power shifts should be granted to the PCs at the game’s start.

Superpowered NPCs and Power Shifts

NPC superheroes and villains get power shifts, too. Most of the time, this adds to their level. For example, Blast Star is a level 5 fiery villain who has three power shifts. When she blasts through a level 7 iron security door, she does so easily because in this circumstance, she’s actually level 8.

Sometimes, NPC power shifts make things harder for the PCs. For example, Fleetfoot the level 4 speedster puts all three of her shifts in dexterity. When she runs past a character who tries to grab her, the difficulty to do so is increased by three steps to 7.

Typical NPC supers get three power shifts. Exceptional ones usually have five.

Really Impossible Tasks

In superhero games, due to conventions of the genre, difficulty caps at 15 instead of 10. Difficulty 10 is labeled “impossible,” but that label is for regular folks. For superpowered characters, “impossible” means something different, thanks to power shifts.

Think of each difficulty above 10 as being one more step beyond impossible. Although a GM in another genre would say there’s no chance that a character could leap 100 feet (30 m) from one rooftop to another, in a superhero game, that might just be difficulty 11. Picking up a city bus isn’t something normal characters could do, but for a strong superhero, it might be difficulty 12.

In theory, NPCs in such a game can go up to level 15 as well. Levels above 10 represent opponents that only a superhero would consider taking on: a robot that’s 1,000 feet (300 m) tall (level 11); Galashal, Empress of Twelve Dimensions (level 14); or a space monster the size of the moon (level 15).

Superhero Artifacts

Supervillains build doomsday devices. Ancient artifacts present a threat to all humanity if in the wrong hands. Weird machines from alien dimensions offer solutions to unsolvable problems. Artifacts are an important part of superhero stories. A few examples are below.

@UUID[Compendium.cyphersystem-compendium.artifacts-superhero.2ENNMqilV1qoB35e]{Doctor Dread’s time portal} @UUID[Compendium.cyphersystem-compendium.artifacts-superhero.AvddNOp9tUWCqGOp]{Serum X} @UUID[Compendium.cyphersystem-compendium.artifacts-superhero.JYcfxA5RcffTX3Wl]{Stellarex crystal}

","markdown":""},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"ownership":{"default":-1},"flags":{}},{"sort":599219,"name":"Genre: Post-Apocalyptic","type":"text","_id":"ARG20fxwzr0OBZjH","title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"

Post-apocalyptic literature, movies, and games are a subgenre of science fiction that focuses on the dystopia that follows the fall of civilization. Strictly speaking, post-apocalyptic stories take place after the end of the world. At least, the end of the world for most people. Players take the role of the survivors (or their descendants) trying to persevere in the face of immense hardship. Popular post-apocalyptic scenarios include those set after nuclear war, in the aftermath of a zombie plague, in the months and years following an alien invasion, or after the environment collapses in the face of human overpopulation. Other ways the world could end include a massive meteorite strike, the long-awaited robot uprising, a powerful solar flare that burns out the world’s power grids and communications, or even something as prosaic as a global disease pandemic.

Suggested Types for a Post-Apocalyptic Game

RoleType
SurvivorExplorer with stealth flavor
HeavyWarrior
DealerSpeaker
TraderSpeaker with skills flavor
SageExplorer with knowledge flavor
EvolvedAdept

Basic Creatures and NPCs for a Post-Apocalyptic Game

@UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.31W9R0HQhQT0ic3A]{Crazy loner} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.6L693DIk5jmQu2Py]{Gamma snake} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.urAFJXaUkWY2R1zj]{Innocuous rodent} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.uCMNBacwXfuThw65]{Mongrel dog} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.WGftLKpoTVDfIKw2]{Survivor, sickened} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.GgfdjyikafYtuyTK]{Survivor, typical}

Additional Post-Apocalyptic Equipment

In a post-apocalyptic setting, the items on the Additional Modern Equipment table as well as the following items might be available in trade from other survivors, or in the rare trade town.

Inexpensive Items

WeaponsNotes
@UUID[Compendium.cyphersystem-compendium.weapons-post-apocalyptic.7M8uEI7cKT0UztUy]{Knife}Light weapon, rusty and worn
@UUID[Compendium.cyphersystem-compendium.weapons-post-apocalyptic.VJicMhUlVImuwl4N]{Light weapon}Light weapon (won’t last long)
@UUID[Compendium.cyphersystem-compendium.weapons-post-apocalyptic.erpmmOJulN96Afgr]{Wooden club}Light weapon
ArmorNotes
@UUID[Compendium.cyphersystem-compendium.armor-post-apocalyptic.WnIcqsOLyuyQKSpZ]{Animal hide}Light armor
@UUID[Compendium.cyphersystem-compendium.armor-post-apocalyptic.Hv5mU9dKhfQJA76Q]{Light armor}Light armor, smell hinders stealth tasks
Other ItemsNotes
@UUID[Compendium.cyphersystem-compendium.equipment-post-apocalyptic.dmnJTSnJv4ZqQmVg]{Candle}
@UUID[Compendium.cyphersystem-compendium.equipment-post-apocalyptic.cY37Ff6ca1bxDXtp]{Plastic bag}Useful and ubiquitous (won’t last long)

Moderately Priced Items

WeaponsNotes
@UUID[Compendium.cyphersystem-compendium.weapons-post-apocalyptic.PasipD1tIBSjGd9h]{Handaxe}Light weapon
@UUID[Compendium.cyphersystem-compendium.weapons-post-apocalyptic.Z2P8uHd0D7sdFFNx]{Knife, multipurpose}Light weapon, asset to small repair tasks
Other ItemsNotes
@UUID[Compendium.cyphersystem-compendium.equipment-post-apocalyptic.g7ZsP8QRo5xMCDTc]{Gas mask}Breathable air for four hours
@UUID[Compendium.cyphersystem-compendium.equipment-post-apocalyptic.GAclXwNftLTjeFAf]{Padlock with keys}
@UUID[Compendium.cyphersystem-compendium.equipment-post-apocalyptic.0vFrABenylbBi3yw]{Portable lamp, solar}

Expensive Items

Other ItemsNotes
@UUID[Compendium.cyphersystem-compendium.equipment-post-apocalyptic.1j2c4v8TaLTVzmcZ]{Radiation detector}
@UUID[Compendium.cyphersystem-compendium.equipment-post-apocalyptic.cGUAvAFO5b83snP2]{Nightvision goggles}
@UUID[Compendium.cyphersystem-compendium.equipment-post-apocalyptic.862NWqhznbgLC5AG]{Radiation tent}Prevents radiation damage for three days
@UUID[Compendium.cyphersystem-compendium.equipment-post-apocalyptic.s23m8lRUYCXNthKZ]{Radiation pill (pack of 5)}Asset for defense tasks against radiation effects for twelve hours

Scavenging

Characters in a post-apocalyptic setting must usually spend part of each day scavenging for supplies or a place of safety.

Food and Shelter: Generally speaking, characters must spend two to four hours searching through the rubble and ruins before succeeding. Finding enough food for a group of characters to eat for one day is a difficulty 5 Intellect task. Finding a place of relative safety to regroup and rest is also difficulty 5. Characters who succeed on either one of these also get to roll up to once each day on the Useful Stuff table and three times on the Junk table.

Found food often takes the form of canned, processed, dried, or otherwise preserved goods from before the apocalypse, but sometimes it includes fresh fruits and vegetables found growing wild or cultivated by other survivors. Safe places to hole up include homes, RVs, offices, apartments, or any location that can be secured and defended and isn’t radioactive, poisoned, or overrun with hostile creatures.

The difficulty of succeeding at finding food, water, and a safe place varies by location and by how many days the characters have already spent in one location. Each week the PCs spend at the same location hinders subsequent scavenging tasks and requires that they succeed on a new task to determine if the place they’re staying is still safe. The result of failing to find food and water is obvious. If the PCs fail at the task of finding (or keeping) a safe place, their presence is noticed by hostile forces, or they face a result from the Wasteland Threats table.

Useful Stuff: Food, water, and a safe place to rest are the most important finds, and are the basis of each scavenging task. But other obviously useful stuff is often found along with these basic requirements. When a group of characters successfully finds either food and water or a safe place, consult the Useful Stuff table up to once per day. If it’s the first day the PCs have searched in a particular area, each character might find something useful, but in succeeding days, a group normally gets only a single roll to find useful stuff.

Useful stuff also includes a “loot” entry. Loot includes collectible coins from before the apocalypse, such as silver dollars and gold eagles. It also includes jewelry and artwork that survived the disaster and related material that can be used as currency or barter when the characters find other survivors or arrive at a trade town.

Items found on the Useful Stuff table are generally expensive or exorbitant items (except for firearms, which start in the expensive category).

Junk: Characters who find food and water also find lots of junk. They are free to ignore that junk, but some PCs might have a use for what they find, especially those with the Scavenges focus. All characters gain up to three results on the Junk table each time they successfully scavenge for food or a safe place to stay. Sometimes junk can be fixed, but more often it can be disassembled and used as parts to create something else.

Useful Stuff

d100Item Found
01–10Tools (provide an asset to tasks related to repair and crafting)
11–20Medicine (provides an asset to one healing-related task)
21–25Binoculars
26–35

Chocolate bar or similarly sought-after candy or snack

36–45Textbook (provides an asset to a knowledge-related task)
46–50Coffee or tea
51–55Gun or rifle with ten shells or bullets
56–60Flashlight
61–65Loot
66–70Gasoline (2d6 × 10 gallons)
71–75Batteries
76–80Functioning vehicle (sedan, pickup, motorcycle, etc.)
81–85Generator
86–90MRE cache (food and water for six people for 1d6 weeks)
91–95Ammunition cache (100 shells or bullets for 1d6 different weapons)
96–97Helpful stranger (level 1d6 + 2, stays with the PCs for a week or two)
98–99Cypher (in addition to any other cyphers the GM awards)
00Artifact (in addition to any other artifacts the GM awards)

Junk

d6Item Found
1

Electronic junk (stereo, DVD/Blu-ray player, smartphone, electric fan, printer, router, etc.)

2Plastic junk (lawn furniture, baby seat, simple toys, inflatable pool, etc.)
3Dangerous junk (paint, rat poison, solvents, industrial chemicals, etc.)
4Metallic junk (car bodies, old playsets, grills, empty barrels, frying pan, etc.)
5Glass junk (vases, windows, bowls, decorative pieces, etc.)
6Textile junk (coats, pants, shirts, bathing suits, blankets, rugs, etc.)

Post-Apocalyptic Artifacts

Artifacts in a post-apocalyptic game include still-working technology from before the disaster that is not widely available, as well as cobbled-together pieces of tech that can weaponize previously prosaic items. If the apocalypse was related to some kind of alien invasion, artifacts would include even stranger items.

@UUID[Compendium.cyphersystem-compendium.artifacts-post-apocalyptic.RCr7oVmh9Lhk9jHG]{Autodoc} @UUID[Compendium.cyphersystem-compendium.artifacts-post-apocalyptic.54P9fzXQjgpQT1gZ]{Enviroscanner} @UUID[Compendium.cyphersystem-compendium.artifacts-post-apocalyptic.xGGPXV5UufPD4m5F]{Military exoskeleton} @UUID[Compendium.cyphersystem-compendium.artifacts-post-apocalyptic.T82EmpHsb9cNyyPX]{Rocket fist} @UUID[Compendium.cyphersystem-compendium.artifacts-post-apocalyptic.rQg6ztpLMylwK5RB]{Rocket-propelled grenade} @UUID[Compendium.cyphersystem-compendium.artifacts-post-apocalyptic.lQDbPJOz1VYXe54s]{Terahertz scanner}

Post-Apocalyptic Species Descriptors

In a post-apocalyptic setting, some GMs may want to offer species affected by the disaster.

Morlock

You have lived your life deep underground in artificial bunkers, hidden from the world’s destruction and the brutal scavengers that live above. As a morlock, you have a keen mind for the technology salvaged from the before-time. In fact, every morlock comes of age by fitting a piece of morlock technology to its body to provide enhancement and extend its life. This means that you are part flesh and part machine. Your skin is as pale as milk, except where it’s been replaced with strips of metal and glowing circuits.

You gain the following characteristics:

Enhanced Intelligence: +2 to your Intellect Pool.

Cyborg Body: +2 to your Might Pool and your Speed Pool.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.Td605GMSP4TqfliK]{Partially Metallic}: +1 to Armor.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.2X7nKuAiBRfFgUiS]{Repair and Maintenance}: As an entity of living flesh and humming machinery, you must first succeed on a difficulty 2 repair task before making a recovery roll. On a failure, the recovery roll is not used; however, the normal rules for retrying apply, and you must use Effort on a new roll if you wish to try again. In addition to the normal options for using Effort, you can choose to use Effort to heal additional points to your Pools (each level of Effort healing an additional 2 points to your Pools if you succeed).

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.64yLvSVOIqtV8IvT]{Morlock Prejudice}: While among non-morlocks, all positive interaction tasks are hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. The PCs found you in a collapsed subterranean tunnel.

  2. The other PCs encountered you exploring underground, and you convinced them to allow you to accompany them.

  3. You were exiled from the morlock communities and needed help on the surface.

  4. The only way to save the morlock community you hail from is to venture to the surface and find a mechanical part needed to repair a failing ancient system.

Roach

You are born of a species of evolved insects once called “cockroach,” but that is far in the past. Radiation and forced evolution have radically increased your size, shape, and ability to think. Your exoskeleton mimics the shape of a human being, though not perfectly. When you move about human society, shadows and cloaks are your ally if you wish to pass unnoticed. When those of your kind are discovered, it usually goes poorly for someone. You, however, have a wandering spirit and seek to explore the fallen world and find a new way forward.

You gain the following characteristics:

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.vNOlLQDmc53SXZ0B]{Scuttler}: Your Speed Edge increases by 1.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.GsDnTWDfehGuhsQS]{Sense by Scent}: You can sense your environment even in total darkness.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.8OYU2L2128I1PE9m]{Cling}: You can move an immediate distance each round on walls or clinging to the ceiling.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.LD2sREknTpeCQErE]{Carapace}: +1 to Armor.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.gEBLiYb25Mpx65Eo]{Glide}: You can extend small wings from your carapace that grant an asset in jumping tasks and allow you to fall up to a short distance without taking damage.

@UUID[Compendium.cyphersystem-compendium.basic-skills.DraIKUQRw8KrnC4o]{Skill}: You are trained in disguise tasks.

@UUID[Compendium.cyphersystem-compendium.inabilities.PeQrx8tfHEDrOlW6]{Inability}: You are susceptible to disease and poison. Defense rolls against disease or poison are hindered.

@UUID[Compendium.cyphersystem-compendium.inabilities.P42u9vKoBQjOtUbE]{Inability}: You mimic a human, but you are not as fierce. Tasks involving combat— including attack and defense rolls—are hindered.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.soRZpGrbrjyyBHpW]{Insect Prejudice}: While among non-roaches, all positive interaction tasks are hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. The PCs didn’t realize what you were when they asked for your help.

  2. You’ve managed to hide your roach ancestry so well that everyone thinks you are like them.

  3. You are the last of your kind.

  4. You have a secret agenda, and the PCs were gullible enough to let you come along.

","markdown":""},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"ownership":{"default":-1},"flags":{}},{"sort":599610,"name":"Genre: Fairy Tale","type":"text","_id":"BW4rWFL1jsU98e0B","title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"

The genre of fairy tales is a wide one, crossing into almost every culture and encompassing everything from early oral stories passed down from generation to generation to the more modern literary fairy tale. What makes something a fairy tale? While there’s a great deal of discussion around that question, most have a number of things in common: a series of far-fetched events; fantastical beings such as talking animals, elves, goblins, mermaids, witches, and dragons; and objects that have magical elements.

One of the powers of a fairy tale—or a game set in a fairy tale-inspired setting—is its ability to create a sense of wonder and to evoke players’ imaginations while still allowing them to keep one foot in the known. The very settings themselves are both enchanted and somehow familiar, whether the characters are entering a magical woods, falling down a rabbit hole, or embarking on a voyage to Neverland. Those beasts and beings who stalk such places are equally wondrous, and offer fantastic starting points for any number of adventures.

To heighten the sense of wonder in a fairy tale adventure or campaign, a GM might consider presenting the game in a modern setting. In a modern setting, characters have regular jobs that don’t normally involve hunting goblins or helping talking fish solve puzzles. This means that when the moths take shape and become the cloak of a princess of summer come to beg a favor or steal a child, or the house grows legs and runs away one morning, the player characters will be rightfully amazed (and perhaps somewhat terrified).

Nature of Faerie

Faerie (also called by many other names) is a dimension of magic separate from but closely parallel to the mundane world. It doesn’t matter whether Faerie is just a collective term for thousands of separate curled-up dimensions hidden in corners, in closets, or at the center of forests, or it’s one continuous realm that overlaps the real world where it’s thinnest. It’s a place those with open hearts can find by following a way between tall trees (or looming library shelves) to a realm where everything is different. Where elves walk, nymphs dance, unicorns gallop, and both natural growths and built structures become vast and enchanting.

Humans don’t tend to do well in such a world if they stay too long, as the sensory input is hard on the nervous system. But fey creatures depend on it, like plants to the light. A fey creature too long cut off from its land of origin (or its stream, hill, or burrow) slowly becomes mortal and then dies.

When a fey creature is cut by silvered or cold iron weapons, they temporarily lose the sustaining benefit of their connection to Faerie. This severed connection usually disrupts a fey creature’s ability to heal. A silvered weapon is one that contains silver as part of an alloying process, has silver inlay, or has been coated in a dusting of silver powder (which usually lasts only through a single fight). In truth, many items in the modern era are cold-forged, while many others are not. We suggest that any hand-forged item containing iron could be considered a cold-forged weapon for harming fey creatures. Thus, most bullets and other modern items wouldn’t be treated as cold iron by this definition, but some would fit the bill.

Basic Creatures and NPCs for a Fairy Tale Game

Most fey creatures of level 2 or higher regain 1 point of health per round, unless wounded by silvered or cold iron weapons.

@UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.JULnmDMPODWwSgyT]{Angry ants} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.VK2Iv9hH0ITqmvV9]{Erlking} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.PS7RVxRlUxllwCky]{Faerie} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.ijRly8phWTeUIy8r]{Feral tree} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.UXvVjQMo4BRwi2Ef]{Nymph} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.BJOh1w5ZImYrdKuM]{Pixie} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.2v0CeAw0V9Hql9iL]{Razorblade butterflies} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.NVjNYB0ApximA7Kn]{Talking cat} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.LZB001qKeGrqUyMZ]{Troll}

Fairy Tale Artifacts

Artifacts in a fantasy setting and magic items in other games focused on fantasy would also be suitable for a fairy tale setting. However, every fairy tale artifact should come with a quirk that sets it apart from a simple “wand of fire” or similar item. Come up with your own or roll a quirk on the table below.

d10Quirk
1Is sometimes invisible.
2Cries like a baby if jostled.
3Becomes cold as ice to the touch and emits cold vapor when danger threatens.
4Contains a secret compartment that invariably holds a chunk of rock broken from what might be a strange jade sculpture.
5Also serves as a key to some magically locked doors and chests.
6Bites owner with tiny teeth if jostled, dealing 1 point of damage.
7Always muttering and complaining, though useful warnings and other information can sometimes be gained.
8Jealous of any other manifest cyphers, artifacts, or beautiful objects in the wielder’s life.
9The “painting” of a princess of summer on the object sometimes leaves it, robbing the artifact of power.
10Causes flowers to grow wherever it is stored or set down.
","markdown":""},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"ownership":{"default":-1},"flags":{}},{"sort":599805,"name":"Genre: Historical","type":"text","_id":"hdLllcWxZ4VdDhlr","title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"

Setting your campaign in World War 2, the Renaissance, or the 1930s can be fun and interesting. However, setting it in ancient Greece or feudal Japan, for example, probably makes it more like fantasy without all the orcs and magic (although a game set in feudal Japan with orcs and magic could be fascinating).

One of the draws of playing in a historical adventure is the thrill of “being there” when something important happens. Thus, in many cases, historical adventures in RPGs shouldn’t be designed as campaigns, but instead serve as short-term experiences where players try something new, or at least something they don’t normally do: play as figures involved in a momentous historical event.

Historical games should take cues from the closely related areas of historical fiction and historical re-enactment. The lessons of great historical fiction include the following.

The GM should anchor the characters with problems or conflicts that connect them to the chosen time period; make sure that PC backgrounds contain one relevant detail to the chosen historical setting.

The GM shouldn’t fall into the trap of assuming that history was drab just because it is often presented along with old paintings, drawings, or blurred black-and-white photographs. Dramatic events, surprising twists, and unexpected situations are just as likely in a historical adventure as in any other kind.

What’s the point of a historical adventure if there is no suspense? Sure, everyone knows what happens at the end of any given historical battle, but the stories of individuals within those fights are not known. Will they live? Will they succeed in their mission? And what are the consequences? Think of all the war movies that rely on that exact latitude to tell great stories.

Make sure you know when the campaign ends. Maybe it’s when the PCs successfully accomplish a specific task, but it might be externally timed to when a historical event takes place, whether they are attempting to offer aid, thwart it, or merely be aware of it as they attempt to do something that history hasn’t recorded.

Don’t create more than you need to. Be ready to tell the PCs what they see and who they encounter when they are introduced to a historical location or person, but don’t worry about things that they likely will never see. Yes, figure out what kind of currency is used, but making a super-accurate list of prices just isn’t necessary; the players will take your word for the cost of items and many other details. You’re evoking a historical setting with your game, not writing a book report.

Be wary about stereotypes and cultural misappropriation. History, as they say, is written by the victors. The ancient Greeks wrote that other cultures were all barbaric, and the European settlers called the natives in North America savages, but that doesn’t mean it’s true. If all you know about a time period is a movie set in that period, you’ll have a skewed version of events and culture. Be willing to go deeper than Braveheart or The Last Samurai, or maybe choose a different genre.

Running a Historical Game

Preparation is important in a historical game, and most of that entails choosing a historical period—or a specific historical event—as the setting. Given that all of history can serve, you won’t lack for resources. Below are a few possibilities. Of course, the farther back you set your game, the less information on specific events is available. On the other hand, that frees you up to get creative.

Once you choose the historical period and any special events you want to include in your adventure or campaign, direct your players to an appropriate set of foci. Alternately, you can have your players play as historically significant figures, but if you do this, you may want to create their characters ahead of time. Most GMs will probably want to save historically significant individuals for use as NPCs.

The players will need some kind of grounding in what to expect in the time period you’ve chosen. Just like they need an idea of what magic can do in a fantasy game, they will need a general idea of what kind of technology is available, the broad strokes of what their characters might know and not know, and so on. Maybe have them read a Wikipedia entry, at the very least.

If you’re looking for inspiration for time periods in which to set your historical game, here are some possible ideas: prehistory, classical antiquity, ancient Egypt, the American revolution, ancient China, World War II, Edo Period Japan, Medieval Europe, and the American Old West.

Suggested Types for a Historical Game

RoleType
Constable (or night watchman)Explorer with combat flavor
DetectiveExplorer with stealth flavor and skills and knowledge flavor
KnightWarrior
PirateExplorer with stealth flavor
TutorSpeaker
MerchantSpeaker with skills and knowledge flavor
SmithSpeaker with some warrior abilities and skills and knowledge flavor
PlaywrightSpeaker
NobleSpeaker with skills and knowledge flavor
ExplorerExplorer
PriestSpeaker

Basic Creatures and NPCs for a Historical Game

@UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.ZT13lzcl6dsvg8HX]{Cat} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.MwSOqh6IDnwKis8b]{Dodo} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.JZbErZ6hAgtHrgim]{Dog} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.vmvgLdR7JKdsukCW]{Dog, guard} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.61EndqAjZ2ZZZuS9]{Horse} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.8AhrSmfhARlAahxp]{Merchant} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.HKcVbxx1xGOpyVk4]{Noble} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.qLFrfE0E9w6BcG48]{Rat} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.Ax77ZEkAA3XJBPaA]{Serf} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.PXVS2kwvslh30lBB]{Snake, poisonous} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.vhGua32GarGCzLGv]{Warhorse}

Historical Artifacts

The concept of artifacts is probably inappropriate for a historical setting without some kind of supernatural, fantastical, or science fiction element. That said, objects of mystery such as the Antikythera mechanism (an ancient analog computer and orrery used to predict eclipses and other astronomical positions) reveal that the ancient world—and by extension more recent historical periods—contained fascinating and useful objects that were anachronistic for their period. Most such artifacts were likely the creations of philosophers, lone geniuses, and similar figures.

","markdown":""},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"ownership":{"default":-1},"flags":{}},{"sort":599903,"name":"Creatures and NPCs","type":"text","_id":"ljjovWdF2f0UgQ4l","title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"

This chapter describes many common and uncommon creatures that the characters might meet—and fight—in a Cypher System game and gives their stats. The variety of creatures that populate the possible settings and genres is so great that this chapter only scratches the surface. It does, however, provide examples of kinds of inhabitants—bestial and civilized, living and undead, organic and inorganic—so that you can easily extrapolate and create your own.

Understanding the Listings

Every creature is presented by name, followed by a standard template that includes the following categories.

Level: Like the difficulty of a task, each creature and NPC has a level attached to it. You use the level to determine the target number a PC must reach to attack or defend against the opponent. In each entry, the difficulty number for the creature or NPC is listed in parentheses after its level. As shown on the following table, the target number is three times the level.

LevelTarget Number
13
26
39
412
515
618
721
824
927
1030

Description: Following the name of the creature or NPC is a general description of its appearance, nature, intelligence, or background.

Motive: This entry is a way to help the GM understand what a creature or NPC wants. Every creature or person wants something, even if it’s just to be left alone.

Environment: This entry describes whether the creature tends to be solitary or travel in groups and what kind of terrain it inhabits (such as “They travel in packs through dry wastes and temperate lowlands”).

Health: A creature’s target number is usually also its health, which is the amount of damage it can sustain before it is dead or incapacitated. For easy reference, the entries always list a creature’s health, even when it’s the normal amount for a creature of its level.

Damage Inflicted: Generally, when creatures hit in combat, they inflict their level in damage regardless of the form of attack. Some inflict more or less or have a special modifier to damage. Intelligent NPCs often use weapons, but this is more a flavor issue than a mechanical one. In other words, it doesn’t matter if a level 3 foe uses a sword or claws—it deals the same damage if it hits. The entries always specify the amount of damage inflicted, even if it’s the normal amount for a creature of its level.

Armor: This is the creature’s Armor value. Sometimes the number represents physical armor, and other times it represents natural protection. This entry doesn’t appear in the game stats if a creature has no Armor.

Movement: Movement determines how far the creature can move in a single turn. Creatures have movements of immediate, short, long, or very long, which equate to the ranges of the same name. Most PCs have an effective movement of short, so if they are chasing (or being chased by) a creature with immediate movement, their Speed tasks are eased; if the creature’s movement is long or greater, the PCs’ Speed tasks are hindered.

Modifications: Use these default numbers when a creature’s information says to use a different target number. For example, a level 4 creature might say “defends as level 5,” which means PCs attacking it must roll a target number of 15 (for difficulty 5) instead of 12 (for difficulty 4). In special circumstances, some creatures have other modifications, but these are almost always specific to their level.

Combat: This entry gives advice on using the creature in combat, such as “This creature uses ambushes and hit-and-run tactics.” At the end of the combat listing, you’ll also find any special abilities, such as immunities, poisons, and healing skills. GMs should be logical about a creature’s reaction to a particular action or attack by a PC. For example, a mechanical creation is immune to normal diseases, a character can’t poison a being of energy (at least, not with a conventional poison), and so on.

Interaction: This entry gives advice on using the creature in interactions, such as “These creatures are willing to talk but respond poorly to threats,” or “This creature is an animal and acts like an animal.”

Use: This entry gives the GM suggestions for how to use the creature in a game session. It might provide general notes or specific adventure ideas.

Loot: This entry indicates what the PCs might gain if they take items from their fallen foes (or trade with or trick them). It doesn’t appear in the game stats if the creature has no loot.

GM Intrusion: This optional entry in the stats suggests a way to use GM intrusion in an encounter with the creature. It’s just one possible idea of many, and the GM is encouraged to come up with their own uses of the game mechanic.

Creatures

@UUID[Compendium.cyphersystem-compendium.creatures.GcRpFtcOQDpGvU4H]{Abomination} @UUID[Compendium.cyphersystem-compendium.creatures.17NSMk419kHRvwoP]{Chimera} @UUID[Compendium.cyphersystem-compendium.creatures.Ds2TiPhzGcBio6uy]{Chronophage} @UUID[Compendium.cyphersystem-compendium.creatures.6XzVLD44cRlhPIfO]{Deep one} @UUID[Compendium.cyphersystem-compendium.creatures.dEUcFhzvuB3ufhv5]{Deinonychus} @UUID[Compendium.cyphersystem-compendium.creatures.0NEyK7k8eNvN9oRt]{Demigod} @UUID[Compendium.cyphersystem-compendium.creatures.C2tRCVUtCl1OEb7M]{Demon} @UUID[Compendium.cyphersystem-compendium.creatures.Z4Y7VaCkpXbCZ2yy]{Devil} @UUID[Compendium.cyphersystem-compendium.creatures.D25NNlnriTPYwXvl]{Djinni} @UUID[Compendium.cyphersystem-compendium.creatures.huhkLDlDaru359Bf]{Dragon} @UUID[Compendium.cyphersystem-compendium.creatures.li1H57vGnKM9EY61]{Earth elemental} @UUID[Compendium.cyphersystem-compendium.creatures.WcxUomm2dqg2s2mU]{Enthraller} @UUID[Compendium.cyphersystem-compendium.creatures.p5ugVxzZFUe8r2To]{Fallen angel} @UUID[Compendium.cyphersystem-compendium.creatures.W7lOvxxSkcShe4Y9]{Fire elemental} @UUID[Compendium.cyphersystem-compendium.creatures.CbyPd1QoYjZGISN9]{Fusion hound} @UUID[Compendium.cyphersystem-compendium.creatures.02LotzBPq6hZTu2N]{Ghost} @UUID[Compendium.cyphersystem-compendium.creatures.92AH6pnL8Mknw6ok]{Ghoul} @UUID[Compendium.cyphersystem-compendium.creatures.gc0tYELtVAJRfFL6]{Giant} @UUID[Compendium.cyphersystem-compendium.creatures.U508Iiym5DOrLbCP]{Giant rat} @UUID[Compendium.cyphersystem-compendium.creatures.G1R1ESjuGxTJ7VwN]{Giant snake} @UUID[Compendium.cyphersystem-compendium.creatures.PlHlqDlwByGRX8T3]{Giant spider} @UUID[Compendium.cyphersystem-compendium.creatures.StSE44DNprZ4X4t8]{Goblin} @UUID[Compendium.cyphersystem-compendium.creatures.nBJ1PaZw7VugehNT]{Golem} @UUID[Compendium.cyphersystem-compendium.creatures.v5KdQP0xAVsoznyE]{Grey} @UUID[Compendium.cyphersystem-compendium.creatures.gDdZYUFdqZhmK3Oc]{Kaiju} @UUID[Compendium.cyphersystem-compendium.creatures.Iyx0QTRTuHLwr2g4]{Killer clown} @UUID[Compendium.cyphersystem-compendium.creatures.m9Hqr0shnpvRfgiF]{Killing white light} @UUID[Compendium.cyphersystem-compendium.creatures.EX0RBWZzdGetaDK9]{Mechanical soldier} @UUID[Compendium.cyphersystem-compendium.creatures.LkiVCVe5HhMi8Hc8]{Mi-go} @UUID[Compendium.cyphersystem-compendium.creatures.ZLDxtrbI1te50O1k]{Mokuren} @UUID[Compendium.cyphersystem-compendium.creatures.2BTNWIpNjjd696xa]{Nuppeppo} @UUID[Compendium.cyphersystem-compendium.creatures.Jo0ULIISkFpZDV85]{Ogre} @UUID[Compendium.cyphersystem-compendium.creatures.obJAuUihAMdRF9j2]{Orc} @UUID[Compendium.cyphersystem-compendium.creatures.KrHZmg9AKHxbGRnk]{Prince(ss) of summer} @UUID[Compendium.cyphersystem-compendium.creatures.axcyoROutmXNdzNk]{Puppet tree} @UUID[Compendium.cyphersystem-compendium.creatures.qT2StUmJ4FDfS2Ji]{Ravage bear} @UUID[Compendium.cyphersystem-compendium.creatures.n54pC87T2nULqbCJ]{Replicant} @UUID[Compendium.cyphersystem-compendium.creatures.qB1fv8beRDJG465z]{Shadow elf} @UUID[Compendium.cyphersystem-compendium.creatures.MQI4Poo9zZKrgKhc]{Skeleton} @UUID[Compendium.cyphersystem-compendium.creatures.nkAvknrgByU2kBSn]{Statue, animate} @UUID[Compendium.cyphersystem-compendium.creatures.E7LZFxUVnPeXLIgX]{Tyrannosaurus rex} @UUID[Compendium.cyphersystem-compendium.creatures.37pnRQFiOHt47hFP]{Vampire} @UUID[Compendium.cyphersystem-compendium.creatures.PIJ3eSbmYUGztjb1]{Vampire, transitional} @UUID[Compendium.cyphersystem-compendium.creatures.QFTQJ4Z4kmHVr23P]{Vat reject} @UUID[Compendium.cyphersystem-compendium.creatures.WsWJRqBjUW1WO1Wp]{Wardroid} @UUID[Compendium.cyphersystem-compendium.creatures.3jAoNYaS0CHUjkqS]{Werewolf} @UUID[Compendium.cyphersystem-compendium.creatures.2nv7KEvkNXsUOykU]{Witch} @UUID[Compendium.cyphersystem-compendium.creatures.Ziw2e08pt2Fc8vHz]{Xenoparasite} @UUID[Compendium.cyphersystem-compendium.creatures.dWvlzVDxmAUQxT7s]{Zombie}

Normal Animals

Unlike many creatures in this chapter, normal animals are simple and understandable enough to be encapsulated by just their level and maybe one or two other stats.

@UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.p7RwEbxxv74Xy0NP]{Bear, black} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.3NRZdgMZXVcEsqWl]{Bear, grizzly} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.JZbErZ6hAgtHrgim]{Dog} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.vmvgLdR7JKdsukCW]{Dog, guard} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.pNEII8Wup8xjZfuA]{Hawk} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.61EndqAjZ2ZZZuS9]{Horse} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.qLFrfE0E9w6BcG48]{Rat} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.RxtZyeRliCY3v9In]{Rattlesnake}

NPCs

The NPCs in this chapter are generic examples of nonplayer characters that can be used in many genres.

Reskinning NPCs: GMs will find that with a few tweaks, a guard can be a modern-day cop, a fantasy caravan guard, or a science fiction drone soldier. This is known as reskinning—making slight changes to existing stats to customize the NPC for your own game.

Health, Not Pools: Remember that NPCs don’t have stat Pools. Instead, they have a characteristic called health. When an NPC takes damage of any kind, the amount is subtracted from its health. Unless described otherwise, an NPC’s health is always equal to its target number. Some NPCs might have special reactions to or defenses against attacks that would normally deal Speed damage or Intellect damage, but unless the NPC’s description specifically explains this, assume that all damage is subtracted from the NPC’s health.

Appropriate Weapons: NPCs use weapons appropriate to their situation, which might be swords and crossbows, knives and shotguns, malefic psychic weapons, blasters and grenades, and so on.

@UUID[Compendium.cyphersystem-compendium.npcs.rnq3fP5XVmqEmZWG]{Assassin} @UUID[Compendium.cyphersystem-compendium.npcs.IXoOu0XGctC51WFn]{Cannibal} @UUID[Compendium.cyphersystem-compendium.npcs.jZT0TZAHaKkZ8kGv]{Crime boss} @UUID[Compendium.cyphersystem-compendium.npcs.17FhJIqwNpdkCE3Q]{Detective} @UUID[Compendium.cyphersystem-compendium.npcs.vamqtdZeooEZTvVA]{Guard} @UUID[Compendium.cyphersystem-compendium.npcs.mIkMohVYFvaiNwZB]{Occultist} @UUID[Compendium.cyphersystem-compendium.npcs.SMQHtX6tTqzNShpA]{Secret agent} @UUID[Compendium.cyphersystem-compendium.npcs.dxKy262U5XR9IQdV]{Thug} @UUID[Compendium.cyphersystem-compendium.npcs.T49YQrtaJRk1stLD]{Wizard, mighty}

","markdown":""},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"ownership":{"default":-1},"flags":{}},{"sort":599952,"name":"Cyphers","type":"text","_id":"xLSayIO5g61IGlUa","title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"

Cyphers are one-use abilities that characters gain over the course of play. They have cool powers that can heal, make attacks, ease or hinder task rolls, or (in a more supernatural and extreme example) produce effects such as nullifying gravity or turning something invisible.

Most cyphers aren’t physical objects—just something useful that happens right when you need it. They might be a burst of insight that allows a character to make a perfectly executed attack, a lucky guess when using a computer terminal, a coincidental distraction that gives you an advantage against an NPC, or a supernatural entity that makes things work out in your favor. In some games, cyphers come in the form of items, like magic potions or bits of alien technology.

Cyphers that don’t have a physical form are called subtle cyphers.

Cyphers that have a physical form are called manifest cyphers.

Regardless of their form, cyphers are single-use effects and are always consumed when used. Unless a cypher’s description says otherwise, it works only for the character who activates it. For example, a PC can’t use an enduring shield cypher on a friend.

Cyphers are a game mechanic designed for frequent discovery and use. PCs can have only a small number of cyphers at any given time, and since they’re always finding more, they’re encouraged to use them at a steady pace.

In theory, the cyphers gained by the PCs are determined randomly. However, the GM can allow PCs to acquire or find them intentionally as well. Cyphers are gained with such regularity that the PCs should feel that they can use them freely. There will always be more, and they’ll have different benefits. This means that in gameplay, cyphers are less like gear or treasure and more like character abilities that the players don’t choose. This leads to fun game moments where a player can say “Well, I’ve got an X that might help in this situation,” and X is always different. X might be an intuitive understanding of the local computer network, a favor from the Faerie Court, an explosive device, a short-range teleporter, or a force field. It might be a powerful magnet or a prayer that will cure disease. It could be anything. Cyphers keep the game fresh and interesting. Over time, characters can learn how to safely carry more and more cyphers at the same time, so cyphers really do seem more like abilities and less like gear.

“Carry” in this sense refers to both subtle cyphers and manifest cyphers, though a PC may not actually carry anything that physically represents the cypher. A character thrown into prison without their equipment might still have subtle cyphers.

Cyphers don’t have to be used to make room for new ones. For subtle cyphers, a character can just use an action to “lose” the cypher, freeing up space to “find” one later (once a subtle cypher is discarded this way, it is gone and can’t be recovered). For manifest cyphers, it’s perfectly acceptable for the PCs to stash one elsewhere for later use; of course, that doesn’t mean it will still be there when they return.

Why Cyphers?

Cyphers are (not surprisingly, based on the name) the heart of the Cypher System. This is because characters in this game have some abilities that rarely or never change and can always be counted on—pretty much like in all games—and they have some abilities that are ever-changing and inject a great deal of variability in play. They are the major reason why no Cypher System game session should ever be dull or feel just like the last session. This week your character can solve the problem by walking through walls, but last time it was because you could create an explosion that could level a city block.

The Cypher System, then, is one where PC abilities are fluid, with the GM and the players both having a role in their choice, their assignment, and their use. Although many things separate the game system from others, this aspect makes it unique, because cyphers recognize the importance and value of two things:

  1. “Treasure,” because character abilities make the game fun and exciting. In fact, in the early days of roleplaying, treasure (usually in the form of magic items found in dungeons) was really the only customization of characters that existed. One of the drives to go out and have adventures is so you can discover cool new things that help you when you go on even more adventures. This is true in many RPGs, but in the Cypher System, it’s built right into the game’s core.

  2. Letting the GM have a hand in determining PC abilities makes the game move more smoothly. Some GMs prefer to roll cyphers randomly, but some do not. For example, giving the PCs a cypher that will allow them to teleport far away might be a secret adventure seed placed by a forward-thinking GM. Because the GM has an idea of where the story is going, they can use cyphers to help guide the path. Alternatively, if the GM is open to it, they can give out cyphers that enable the characters to take a more proactive role (such as teleporting anywhere they want). Perhaps most important, they can do these things without worrying about the long-term ramifications of the ability. A device that lets you teleport multiple times might really mess up the game over the long term. But once? That’s just fun.

Cypher Limits

All characters have a maximum number of cyphers they can have at any one time, determined by their type. If a character ever attempts to carry more, random cyphers instantly disappear until the PC has a number of cyphers equal to their maximum (depending on the genre of the campaign, subtle cyphers may be more or less likely to vanish this way). These vanished cyphers are not recoverable.

Subtle Cyphers

Subtle (nonphysical) cyphers are a way to introduce cyphers into a game without overt “powered stuff”—no potions, alien crystals, or anything of that nature. They’re most useful, perhaps, in a modern or horror setting without obvious fantasy elements. Subtle cyphers are more like the inherent abilities PCs have, adding boosts to Edge, recovering points from Pools, coming up with ideas, and so on. In general, these are commonplace, non-supernatural effects—a subtle cypher wouldn’t create a laser beam or allow a character to walk through a wall. They don’t break the fragile bubble of believability in genres where flashy powers and abilities don’t make a lot of sense.

Subtle cyphers are particularly nice in a genre where the PCs are supposed to be normal people. The cyphers can simply be an expression of innate capabilities in characters that aren’t always dependable. And in many ways, that’s probably more realistic than an ability you can count on with certainty, because in real life, some days you can jump over a fence, and some days you just can’t.

Concepts for subtle cyphers include the following:

Good fortune: Once in a while, things just go your way. You’re in the right place at the right time.

Inspirations: Sometimes you get inspired to do something you’ve never done before and might not be able to do again. Call it adrenaline mixed with the right motivation, or just doing the right thing at the right place at the right time. Who can really define it? Life’s funny that way.

Alien concepts: Complex and utterly inhuman memes enter our world and worm their way into and out of human consciousness. When this happens, it can cause mental distress and disorientation. It can also grant impossible abilities and advantages.

Blessings: In a fantasy world, there are nine gods. Each morning, all intelligent residents of the world pray to one of the gods, and some of the faithful gain a divine blessing. Some people believe that praying to different gods gives you different blessings.

Earworms: You know how some songs pop into your head and just won’t leave? There’s a power to those songs, and the right people know how to harness it. Make the songs disturbing or reminiscent of evil chants, and you’ve got a perfect cypher concept for a horror campaign.

Mysterious transmissions: What’s that buzzing? That mechanical chittering? Those numbers repeating over and over? And why can only some people hear it? A few who are aware of the sounds have learned how to make use of them.

Supernatural powers: Mental or mystical energies constantly shift and change, ebb and flow. But you’ve figured out how to attune your mind to them. There are no physical actions or paraphernalia required—just an inner conduit to the numinous.

Discovering Subtle Cyphers

Since subtle cyphers aren’t physical objects, GMs will need to figure out when to give PCs new ones to replace the ones they have used. The cyphers probably shouldn’t be tied to actions entirely under the characters’ control—in other words, they shouldn’t come as a result of meditation or anything of that nature. Instead, the GM should choose significant points in the story when new cyphers might simply come unbidden to the PCs. In the broader view, this is no different than manifest cyphers placed as treasure in a creature’s lair, a secret cache, or somewhere else for the characters to find. Either way, the GM is picking good spots to “refill” potentially used cypher-based abilities.

Subtle cyphers are often found in groups of one to six (the GM can roll 1d6 to determine the number). The GM might randomly assign the cyphers to each PC who has space for more, or present a selection of cyphers to the group and allow the players to choose which ones they want for their characters. Characters should immediately know what their subtle cyphers do. If a PC activates a healing subtle cypher when they think it’s something to help pick a lock, that’s a waste of a useful character ability.

PCs might be able to obtain subtle cyphers from NPCs or in unusual circumstances as gifts, boons, or blessings, even asking for a particular kind of subtle cypher, such as healing, protection, or skill. For example, PCs who make a donation at a temple of a healing goddess could ask to receive a blessing (subtle cypher) that allows them to speak a healing prayer that restores points to one of their Pools. An NPC wizard who owes the PCs a favor might cast a spell on them that deflects one weapon if they say a magic word. An alien pylon might grant knowledge of a strange mental code that lets a person see in the dark for a few hours.

A PC can also acquire a new subtle cypher by spending 1 XP on one of the following player intrusions:

General cypher: You ask the GM for a general subtle cypher, such as “healing,” “movement,” “defense,” or perhaps something as specific as “flight.” The GM gives you a cypher that meets that description and randomly determines its level. If you don’t have space for this cypher, you immediately lose one of your current cyphers (your choice) and the new cypher takes its place.

Specific cypher: You ask the GM for a specific subtle cypher (such as a curative or stim) of a specific level. Make an Intellect roll with a difficulty equal to the cypher’s level plus 1. If you have had this cypher before, the task is eased. If you fail the roll, you do not gain a cypher. If you succeed, the GM gives you that subtle cypher at that level. If you don’t have space for this new cypher, you immediately lose one of your current cyphers (your choice) and the new cypher takes its place. Whether or not you succeed at the roll, the 1 XP is spent.

Manifest Cyphers

Because manifest cyphers are physical objects, and people are familiar with the idea of finding “treasure” as part of playing an RPG, these kinds of cyphers are easy to get into the hands of the PCs. They are often found in groups of one to six (the GM can roll 1d6 to determine the number), usually because the characters are searching for them. They might be among the possessions of a fallen foe, hidden in a secret room, or scattered amid the wreckage of a crashed starship. The GM can prepare a list ahead of time of what successful searchers find. Sometimes this list is random, and sometimes there is logic behind it. For example, a warlock’s laboratory might contain four different magic potions that the PCs can find.

If the characters search for cyphers, the GM sets the difficulty of the task. It is usually 3 or 4, and scavenging can take fifteen minutes to an hour.

Scavenging is not the only way to obtain manifest cyphers. They can also be given as gifts, traded with merchants, or sometimes purchased in a shop.

Unlike subtle cyphers, characters don’t automatically know what manifest cyphers do. Once the PCs find a manifest cypher, identifying it is a separate task, based on Intellect and modified by knowledge of the topic at hand. In a fantasy setting, that knowledge would probably be magic, but in a science fiction setting, it might be technology. The GM sets the difficulty of the task, but it is usually 1 or 2. Thus, even the smallest amount of knowledge means that cypher identification is automatic. The process takes one to ten minutes. If the PCs can’t identify a cypher, they can bring it to an expert for identification and perhaps trade, if desired.

Manifest Cyphers Duplicating Subtle Cyphers

Lots of overlap exists between what subtle cyphers and manifest cyphers can do. Nearly anything that can be explained as a subtle cypher can just as easily be a magic item, scientific device, or other manifest object. A bit of luck that helps you sneak (a subtle cypher) and a potion that helps you sneak (a manifest cypher) do the exact same thing for a character. One advantage of manifest cyphers is that characters can easily trade them to each other or sell them to NPCs. On the other hand, manifest cyphers can be dropped or stolen, and subtle cyphers can’t.

It’s fine if the GM decides to include both kinds of cyphers in the same game. A horror game could begin with the PCs as normal people with subtle cyphers, but as time goes on, they find one-use spells in occult tomes, weird potions, and bone dust that has strange powers.

Using Cyphers

The action to use a cypher is Intellect based unless described otherwise or logic suggests otherwise. For example, throwing an explosive might be Speed based because the device is physical and not really technical, but using a ray emitter is Intellect based.

Because cyphers are single-use items, cyphers used to make attacks can never be used with the Spray or Arc Spray abilities that some characters might have. They are never treated as rapid-fire weapons.

Identified manifest cyphers can be used automatically. Once a manifest cypher is activated, if it has an ongoing effect, that effect applies only to the character who activated the cypher. A PC can’t activate a cypher and then hand it to another character to reap the benefits.

A character can attempt to use a manifest cypher that has not been identified; this is usually an Intellect task using the cypher’s level. Failure might mean that the PC can’t figure out how to use the cypher or that they use it incorrectly (GM’s discretion). Of course, even if the PC activates the unidentified cypher, they have no idea what its effect will be.

Cyphers are meant to be used regularly and often. If PCs are hoarding or saving their cyphers, feel free to give them a reason to put the cyphers into play.

Cypher Levels and Effects

All cyphers have a level and an effect. The level sometimes determines an aspect of the cypher’s power (how much damage it inflicts, for example) but otherwise it only determines the general efficacy, the way level works with any object. The Level entry for a cypher is usually a die roll, sometimes with a modifier, such as 1d6 or 1d6 + 4. The GM can roll to determine the cypher’s level, or can allow the player to roll when they receive the cypher.

Normal and Fantastic Effects

Cypher effects fall into two categories: normal and fantastic. Normal effects are things that could reasonably happen or be explained in the normal physical world we’re familiar with. Fantastic effects are things that can’t. A normal person could hit a target 240 feet (73 m) away with a football, quickly get over a cold, run across a tightrope, or multiply two two-digit numbers in their head. These tasks are difficult, but possible. A normal person can’t throw an armored car, regrow a severed arm, create a robot out of thin air, or control gravity with their mind. These tasks are impossible according to the world as we know it. Cypher effects are either normal (possible) or fantastic (impossible according to the world as we know it).

Normal cypher effects should be available to PCs regardless of the genre of your game. It’s perfectly reasonable for a modern, fantasy, horror, science fiction, or superhero PC to have a cypher that gives them a one-use bonus on an attack or skill task, lets them take a quick breather to recover a few points in a Pool, or helps them focus their will to avoid distractions or fatigue.

Fantastic cypher effects should be limited to games where magic, technology, or other factors stretch the definition of “impossible.” A cypher that turns a corpse into a zombie is out of place in a non-fantastic modern game, but is perfectly reasonable for a fantasy, science fiction, or superhero game, or even a horror game where zombies exist, as long as the GM decides there is an appropriate story explanation for it. The zombie cypher might be a necromantic spell in a fantasy or superhero game, a code that activates a swarm of nanobots in a science fiction game, or a virus in a horror game. The rules categorize some cypher effects as fantastic to help the GM decide whether to exclude cyphers that don’t fit the game they’re running. For example, it is appropriate for a GM running a zombie horror survival game set in 1990s Georgia to allow the zombie-creating cypher but not a teleportation cypher, because creating a zombie is a fantastic effect that fits the setting and teleportation isn’t.

Fantastic cyphers can be subtle or manifest.

Optional Rule: Normal Cyphers Duplicating Fantastic Effects

If the GM and players are willing to stretch their imaginations a bit, it’s possible to include some fantastic cypher effects in a game where only normal cypher effects should exist, even if the PCs are only using subtle cyphers. The player using the cypher just needs to come up with a practical, realistic explanation for how the fantastic result occurred (perhaps with a much shorter or reduced effect than what’s described in the cypher text).

For example, a PC with a phase changer who is trapped in a prison cell could say that instead of physically phasing through the wall, using the cypher means they find a long-forgotten secret door connected to a narrow hallway leading to safety. A PC with a fire detonation could say they notice a can of paint thinner in the room, kick it over, and throw a table lamp into the spill, creating a spark and a momentary burst of harmful flames. A PC with a monoblade could say they spot structural flaws in an opponent’s armor, allowing them to attack for the rest of that combat in such a way that the foe’s Armor doesn’t count.

These interpretations of fantastic cyphers in a non-fantastic setting require player ingenuity and GM willingness to embrace creative solutions (similar to players using player intrusions to make a change in the game world). The GM always has the right to veto the explanation for the fantastic effect, allowing the player to choose a different action instead of using the fantastic cypher.

Manifest Cypher Forms

None of the manifest cyphers in this chapter have a stated physical form. The entries don’t tell you if something is a potion, a pill, or a device you hold in your hands because that sort of detail varies greatly from genre to genre. Are they magic? Are they tech? Are they symbiotic creatures with programmed DNA? That’s up to the GM. It’s flavor, not mechanics. It’s as important or unimportant as the style of an NPC’s hair or the color of the car the bad guys are driving. In other words, it’s the kind of thing that is important in a roleplaying game, but at the same time doesn’t actually change anything (and RPGs have a lot of things like that, if you think about it).

A manifest cypher’s physical form can be anything at all, but there are some obvious choices based on genre. The GM can design a setting that uses just one type—for example, a magical world where all cyphers are potions made by faeries. Or they can use many types, perhaps mixing them from different genres. Some suggestions include the following.

Fantasy/Fairy Tale: Potions, scrolls, runeplates, tattoos, charms, powders, crystals, books with words of power.

Modern/Romance: Drugs (injections, pills, inhalants), viruses, smartphone apps.

Science Fiction/Post-Apocalyptic: Drugs (injections, pills, inhalants), computer programs, crystals, gadgets, viruses, biological implants, mechanical implants, nanotechnological injections.

Horror: Burrowing worms or insects, pages from forbidden books, horrific images.

Superhero: Forms from all the other genres.

Cypher Tables

@UUID[Compendium.cyphersystem-compendium.cypher-roll-tables.Bn74yPIGZJTwA9yO]{Manifest Cypher Table} @UUID[Compendium.cyphersystem-compendium.cypher-roll-tables.yXkmPLGNM6UH5nkx]{Subtle Cypher Table} @UUID[Compendium.cyphersystem-compendium.cypher-roll-tables.tAjYZpL0GKkROZpR]{Fantastic Cypher Table}

A Listing of Various Cyphers

All cyphers in this section may be manifest cyphers. It is the GM’s discretion whether a particular cypher can be a subtle cypher, and that decision usually depends on the setting. (The tables indicating subtle, manifest, and fantastic cyphers are just suggestions for a typical campaign setting.)

@UUID[Compendium.cyphersystem-compendium.cyphers.nB8zfVWuIB1VvHGl]{Adhesion} @UUID[Compendium.cyphersystem-compendium.cyphers.gXzG3cEX6b15T7fh]{Age taker} @UUID[Compendium.cyphersystem-compendium.cyphers.ss48CDstie5AjXsb]{Analeptic} @UUID[Compendium.cyphersystem-compendium.cyphers.kgft4WfHxO9r06wb]{Antivenom} @UUID[Compendium.cyphersystem-compendium.cyphers.KZ2X27pebWbEvQXQ]{Armor reinforcer} @UUID[Compendium.cyphersystem-compendium.cyphers.uqL6JmysWKztajSP]{Attractor} @UUID[Compendium.cyphersystem-compendium.cyphers.FfAhElBEyjyd4E17]{Banishing} @UUID[Compendium.cyphersystem-compendium.cyphers.bxWMBr5i7Lfxid9Q]{Best tool} @UUID[Compendium.cyphersystem-compendium.cyphers.dymzqQ69RJGT8TEs]{Blackout} @UUID[Compendium.cyphersystem-compendium.cyphers.z7B2LxlcLfLMkTFw]{Blinking} @UUID[Compendium.cyphersystem-compendium.cyphers.vji8MXWxGxr3A9jp]{Burst of speed} @UUID[Compendium.cyphersystem-compendium.cyphers.WIDPRS1tIpL3pa5F]{Catholicon} @UUID[Compendium.cyphersystem-compendium.cyphers.k8SHSyIu2KzAZja7]{Chemical factory} @UUID[Compendium.cyphersystem-compendium.cyphers.o4AITObjEyBSsjR1]{Comprehension} @UUID[Compendium.cyphersystem-compendium.cyphers.88PKQNeHojZRVZLd]{Condition remover} @UUID[Compendium.cyphersystem-compendium.cyphers.cjFun20hsxOrU4UF]{Contingent activator} @UUID[Compendium.cyphersystem-compendium.cyphers.8NupmDC7tXJhHdy3]{Controlled blinking} @UUID[Compendium.cyphersystem-compendium.cyphers.ewaouF5H001ecJI2]{Curative} @UUID[Compendium.cyphersystem-compendium.cyphers.J2uXPzk3Q3o9Fwpe]{Curse bringer} @UUID[Compendium.cyphersystem-compendium.cyphers.IxserEHDalfrzdvG]{Darksight} @UUID[Compendium.cyphersystem-compendium.cyphers.7ZAyXJ8gyV4ao0wO]{Death bringer} @UUID[Compendium.cyphersystem-compendium.cyphers.DRkKlxg4WKwUgl7T]{Density} @UUID[Compendium.cyphersystem-compendium.cyphers.GxcYZVXI0R3cMeMp]{Detonation} @UUID[Compendium.cyphersystem-compendium.cyphers.bzGwdlL0ZLPsxK9v]{Detonation (creature)} @UUID[Compendium.cyphersystem-compendium.cyphers.Z5An8np1ZHSTSWet]{Detonation (dessicating)} @UUID[Compendium.cyphersystem-compendium.cyphers.RkOFWVFfuWHSGBVf]{Detonation (flash)} @UUID[Compendium.cyphersystem-compendium.cyphers.GPk5tYAHThxyIj6p]{Detonation (gravity inversion)} @UUID[Compendium.cyphersystem-compendium.cyphers.0WWb6gMnrICVA77C]{Detonation (gravity)} @UUID[Compendium.cyphersystem-compendium.cyphers.VhbqMkTUgBS24ZV8]{Detonation (massive)} @UUID[Compendium.cyphersystem-compendium.cyphers.FaQAOTHsz8kAwYva]{Detonation (matter disruption)} @UUID[Compendium.cyphersystem-compendium.cyphers.54PPya95rv4yA3O5]{Detonation (pressure)} @UUID[Compendium.cyphersystem-compendium.cyphers.DuYwDKUWCozANHfi]{Detonation (singularity)} @UUID[Compendium.cyphersystem-compendium.cyphers.hIxIA4943U1u3a9M]{Detonation (sonic)} @UUID[Compendium.cyphersystem-compendium.cyphers.PIuFZaZUI84aZvSj]{Detonation (spawn)} @UUID[Compendium.cyphersystem-compendium.cyphers.bIcebdBZfthtc7gn]{Detonation (web)} @UUID[Compendium.cyphersystem-compendium.cyphers.q5zVuR0m6OyMBS3o]{Disarm} @UUID[Compendium.cyphersystem-compendium.cyphers.wRrdISsr5cmCYZX1]{Disguise module} @UUID[Compendium.cyphersystem-compendium.cyphers.FItOrZq5fp17b99h]{Disrupting} @UUID[Compendium.cyphersystem-compendium.cyphers.dYPtdYIVh8Fw2j0I]{Eagleseye} @UUID[Compendium.cyphersystem-compendium.cyphers.wlbjzEJE7xJQejRu]{Effect resistance} @UUID[Compendium.cyphersystem-compendium.cyphers.NeLV59uT8r0aOBYv]{Effort enhancer (combat)} @UUID[Compendium.cyphersystem-compendium.cyphers.Sq85TkiuqKKZEcZa]{Effort enhancer (noncombat)} @UUID[Compendium.cyphersystem-compendium.cyphers.29q4icxpIjmPru2K]{Enduring shield} @UUID[Compendium.cyphersystem-compendium.cyphers.40DQrFLuDX017odb]{Equipment cache} @UUID[Compendium.cyphersystem-compendium.cyphers.h5TSiPn7BeeIobmN]{Farsight} @UUID[Compendium.cyphersystem-compendium.cyphers.oNuUwELrZDJY1mIf]{Fireproofing} @UUID[Compendium.cyphersystem-compendium.cyphers.fl9zbMTjxj8vy6kJ]{Flame-retardant wall} @UUID[Compendium.cyphersystem-compendium.cyphers.SJDuyxdMrDv6FaGy]{Force cube} @UUID[Compendium.cyphersystem-compendium.cyphers.dQligdNAYAr6wWdE]{Force field} @UUID[Compendium.cyphersystem-compendium.cyphers.uBDH4lBnOxOXh5CF]{Force screen projector} @UUID[Compendium.cyphersystem-compendium.cyphers.m3NxCCUGiLIKIJNw]{Force shield projector} @UUID[Compendium.cyphersystem-compendium.cyphers.w96EvfwEri9x5Mct]{Friction reducer} @UUID[Compendium.cyphersystem-compendium.cyphers.R88ueN5kMGSameYW]{Frigid wall} @UUID[Compendium.cyphersystem-compendium.cyphers.4L0etvDYulpV4ksR]{Gas bomb} @UUID[Compendium.cyphersystem-compendium.cyphers.pNqglMkBswKP2ICu]{Gravity nullifier} @UUID[Compendium.cyphersystem-compendium.cyphers.vk0FLEfC4YB7dbQs]{Gravity-nullifying application} @UUID[Compendium.cyphersystem-compendium.cyphers.aeBDWdPvxdfj3pfs]{Heat attack} @UUID[Compendium.cyphersystem-compendium.cyphers.7zM8O87dW3jbTnU6]{Hunter/seeker} @UUID[Compendium.cyphersystem-compendium.cyphers.CtZSjgL4ckxcKYUP]{Image projector} @UUID[Compendium.cyphersystem-compendium.cyphers.ReuRZASIsUHgdhEg]{Inferno wall} @UUID[Compendium.cyphersystem-compendium.cyphers.XX53GbhoCBiHS6ks]{Infiltrator} @UUID[Compendium.cyphersystem-compendium.cyphers.AitEjkvspLX688ye]{Information sensor} @UUID[Compendium.cyphersystem-compendium.cyphers.x7qSUmMgvNqV0Ugn]{Instant servant} @UUID[Compendium.cyphersystem-compendium.cyphers.sJVUfXvSJucHYari]{Instant shelter} @UUID[Compendium.cyphersystem-compendium.cyphers.Y6EVgmva4C9tPihv]{Intellect booster} @UUID[Compendium.cyphersystem-compendium.cyphers.udWLm1XDgVieMEDu]{Intelligence enhancement} @UUID[Compendium.cyphersystem-compendium.cyphers.5tLchT3lzBveqkxp]{Knowledge enhancement} @UUID[Compendium.cyphersystem-compendium.cyphers.WXP9irBlSYL49O46]{Lightning wall} @UUID[Compendium.cyphersystem-compendium.cyphers.MTgWJDJa0xrNOUMa]{Machine control} @UUID[Compendium.cyphersystem-compendium.cyphers.Kn3VvkesD5GVq0iI]{Magnetic attack drill} @UUID[Compendium.cyphersystem-compendium.cyphers.yYUMQ6PEMdyJsi6u]{Magnetic master} @UUID[Compendium.cyphersystem-compendium.cyphers.6ccQDO1fUZfF3qdo]{Magnetic shield} @UUID[Compendium.cyphersystem-compendium.cyphers.3ww0ueljUh3Fu4WN]{Manipulation beam} @UUID[Compendium.cyphersystem-compendium.cyphers.E3QMkfRIuJeWQh76]{Matter transference ray} @UUID[Compendium.cyphersystem-compendium.cyphers.zqv51NhAhlMBm2lG]{Meditation aid} @UUID[Compendium.cyphersystem-compendium.cyphers.rAka1a1rfa6U9ejN]{Memory switch} @UUID[Compendium.cyphersystem-compendium.cyphers.GS3GUtjmhIYxF8vb]{Mental scrambler} @UUID[Compendium.cyphersystem-compendium.cyphers.y710ojHG9JfbAHXq]{Metal death} @UUID[Compendium.cyphersystem-compendium.cyphers.9MBc2aywmCotLHZs]{Mind meld} @UUID[Compendium.cyphersystem-compendium.cyphers.f9o3v4yUbE2rOvkA]{Mind stabilizer} @UUID[Compendium.cyphersystem-compendium.cyphers.sgjAHLqFtHWLzSeV]{Mind-restricting wall} @UUID[Compendium.cyphersystem-compendium.cyphers.qyafaJwEsqCVU5ht]{Monoblade} @UUID[Compendium.cyphersystem-compendium.cyphers.adjHowuCfAqznUtV]{Monohorn} @UUID[Compendium.cyphersystem-compendium.cyphers.nH3BFfduw18UhsrN]{Motion sensor} @UUID[Compendium.cyphersystem-compendium.cyphers.ExszgFle5nmrHPSR]{Null field} @UUID[Compendium.cyphersystem-compendium.cyphers.yjjqWOig22fCfvyg]{Nullification ray} @UUID[Compendium.cyphersystem-compendium.cyphers.olA86ZssOHAVcyP5]{Nutrition and hydration} @UUID[Compendium.cyphersystem-compendium.cyphers.NCqhAMpNrf26KCkC]{Perfect memory} @UUID[Compendium.cyphersystem-compendium.cyphers.pMUiPSVOb2VPa79t]{Perfection} @UUID[Compendium.cyphersystem-compendium.cyphers.erJlxWAzYxAbBQ3n]{Personal environment field} @UUID[Compendium.cyphersystem-compendium.cyphers.q94YaFRPnpA4Vbt0]{Phase changer} @UUID[Compendium.cyphersystem-compendium.cyphers.orMNNP5kLwGszIWW]{Phase disruptor} @UUID[Compendium.cyphersystem-compendium.cyphers.I1UIJPrkDAtfdvkn]{Poison (emotion)} @UUID[Compendium.cyphersystem-compendium.cyphers.ab9oUkAc67kwQMu2]{Poison (explosive)} @UUID[Compendium.cyphersystem-compendium.cyphers.TqA7pzI1VOquoZrC]{Poison (mind controlling)} @UUID[Compendium.cyphersystem-compendium.cyphers.LT8pmimmThAbwOL7]{Poison (mind disrupting)} @UUID[Compendium.cyphersystem-compendium.cyphers.WKHeAOo07TN0Waqi]{Psychic communique} @UUID[Compendium.cyphersystem-compendium.cyphers.NGMhAxHPKXqxyarE]{Radiation spike} @UUID[Compendium.cyphersystem-compendium.cyphers.yxlZQszosCzyRvSM]{Ray emitter} @UUID[Compendium.cyphersystem-compendium.cyphers.kl7d13qf7si94eU0]{Ray emitter (command)} @UUID[Compendium.cyphersystem-compendium.cyphers.TvIMvUr69aOV5DnE]{Ray emitter (fear)} @UUID[Compendium.cyphersystem-compendium.cyphers.7lZj0lmBqmrz41mZ]{Ray emitter (friend slaying)} @UUID[Compendium.cyphersystem-compendium.cyphers.LHL022Qn3YRfXYU4]{Ray emitter (mind disrupting)} @UUID[Compendium.cyphersystem-compendium.cyphers.NbYGmZjDHMEmmfDL]{Ray emitter (numbing)} @UUID[Compendium.cyphersystem-compendium.cyphers.sodipYPbrbjALaH2]{Ray emitter (paralysis)} @UUID[Compendium.cyphersystem-compendium.cyphers.RSQzv6fY9P8vLQSh]{Reality spike} @UUID[Compendium.cyphersystem-compendium.cyphers.kgflNP6FVsspfutd]{Reflex enhancer} @UUID[Compendium.cyphersystem-compendium.cyphers.sdd3hhCzs5N0ZqP0]{Rejuvenator} @UUID[Compendium.cyphersystem-compendium.cyphers.8RpaNEaONagWqTTE]{Remembering} @UUID[Compendium.cyphersystem-compendium.cyphers.waaI5OVVCpZC7NLT]{Remote viewer} @UUID[Compendium.cyphersystem-compendium.cyphers.agDsGHiI4x9A0X0J]{Repair unit} @UUID[Compendium.cyphersystem-compendium.cyphers.qOLNoDFQpXZhsbCE]{Repeater} @UUID[Compendium.cyphersystem-compendium.cyphers.MycMQnAtFVkx7xjm]{Repel} @UUID[Compendium.cyphersystem-compendium.cyphers.lN1Qw9izMoo3NSbj]{Retaliation} @UUID[Compendium.cyphersystem-compendium.cyphers.zb8P9KDZaQ0j1exJ]{Secret} @UUID[Compendium.cyphersystem-compendium.cyphers.BmQhgfCQMQpMkwzg]{Sheen} @UUID[Compendium.cyphersystem-compendium.cyphers.hh2zZUmsmHCEUi8t]{Shock attack} @UUID[Compendium.cyphersystem-compendium.cyphers.EMaQ9DgLEL4DkPKD]{Shocker} @UUID[Compendium.cyphersystem-compendium.cyphers.ucJ3400aQrIR73I5]{Skill boost} @UUID[Compendium.cyphersystem-compendium.cyphers.4Bhy1bp5s8LqJR6r]{Slave maker} @UUID[Compendium.cyphersystem-compendium.cyphers.yqc7dFfKI5CTH81u]{Sleep inducer} @UUID[Compendium.cyphersystem-compendium.cyphers.k2hOy8OzSxgmhlIc]{Sniper module} @UUID[Compendium.cyphersystem-compendium.cyphers.9iFJZJ2Plks6CY7g]{Solvent} @UUID[Compendium.cyphersystem-compendium.cyphers.RhpzlF2Olodtf9J5]{Sonic hole} @UUID[Compendium.cyphersystem-compendium.cyphers.kBuARKz133ENxC8s]{Sound dampener} @UUID[Compendium.cyphersystem-compendium.cyphers.9SAuP9To5rJFzGR5]{Spatial warp} @UUID[Compendium.cyphersystem-compendium.cyphers.vs0hACATS83S9qUV]{Speed boost} @UUID[Compendium.cyphersystem-compendium.cyphers.O3yE0thccVVxTIiR]{Spy} @UUID[Compendium.cyphersystem-compendium.cyphers.FhWwzSoVBPzRfGch]{Stasis keeper}@UUID[Compendium.cyphersystem-compendium.cyphers.yazxGwqNVgyQGOPy]{Stim} @UUID[Compendium.cyphersystem-compendium.cyphers.exM6Flwc1g5UuC0q]{Strength boost} @UUID[Compendium.cyphersystem-compendium.cyphers.tSjCuPBJ8j8pIKqx]{Strength enhancer} @UUID[Compendium.cyphersystem-compendium.cyphers.E1GNoFsIMME2xcx8]{Subdual field} @UUID[Compendium.cyphersystem-compendium.cyphers.yeSsoCybAMSvVkSs]{Telepathy} @UUID[Compendium.cyphersystem-compendium.cyphers.VljAPSeYkXKcIkEd]{Teleporter (bounder)} @UUID[Compendium.cyphersystem-compendium.cyphers.4OErRBLP8HYZAnFc]{Teleporter (interstellar)} @UUID[Compendium.cyphersystem-compendium.cyphers.NWJ7mAY1VcxRBTaL]{Teleporter (planetary)} @UUID[Compendium.cyphersystem-compendium.cyphers.SKZrMCk2llIoKiU9]{Teleporter (traveler)} @UUID[Compendium.cyphersystem-compendium.cyphers.4bRwVWF2KHdSZOgh]{Temporal viewer} @UUID[Compendium.cyphersystem-compendium.cyphers.Q0Lj9McM3BanRLQ6]{Time dilation (defensive)} @UUID[Compendium.cyphersystem-compendium.cyphers.66kpaEIObWuovj11]{Time dilation (offensive)} @UUID[Compendium.cyphersystem-compendium.cyphers.ad7NVyxLv9YECCem]{Tissue regeneration} @UUID[Compendium.cyphersystem-compendium.cyphers.t2QXZKVmfQViAo4T]{Tracer} @UUID[Compendium.cyphersystem-compendium.cyphers.TFKQbAknncq4lMEV]{Trick embedder} @UUID[Compendium.cyphersystem-compendium.cyphers.sgBfROg7iUCCezZ8]{Uninterruptible power source} @UUID[Compendium.cyphersystem-compendium.cyphers.IVYgnh80vNTZ9gBf]{Vanisher} @UUID[Compendium.cyphersystem-compendium.cyphers.RcrVpX6UxbD3zTmR]{Visage changer} @UUID[Compendium.cyphersystem-compendium.cyphers.gSXLLLHYFumCsOAo]{Visual displacement device} @UUID[Compendium.cyphersystem-compendium.cyphers.0VkKJcPSO7Scn7Ef]{Vocal translator} @UUID[Compendium.cyphersystem-compendium.cyphers.SXrPkUbwR5IO6305]{Warmth} @UUID[Compendium.cyphersystem-compendium.cyphers.dHgtyDuK0uFBorWI]{Water adapter} @UUID[Compendium.cyphersystem-compendium.cyphers.vLodMbLfeliPpaol]{Weapon enhancement} @UUID[Compendium.cyphersystem-compendium.cyphers.uxXNL4ApwvCgvFAw]{Wings} @UUID[Compendium.cyphersystem-compendium.cyphers.ULHBUzdVa1eFiON2]{X-ray viewer} @UUID[Compendium.cyphersystem-compendium.cyphers.spdFY0JgxGdNMV7N]{Zero point field}

Power Boost Cyphers

These cyphers increase, modify, or improve a character’s existing powers. A burst boost cypher, for example, allows someone with the Bears a Halo of Fire focus to create a blast of fire in all directions, one time. Imagine this as being a fire-using superhero’s ability to “go nova.”

Power boost cyphers affect one use of a character’s abilities but do not require an action. Their use is part of the action that they affect.

Power boost cyphers are a special type of cypher. In some Cypher System games, they may be inappropriate, and in others, they may be the main (or only) type of cypher available, as determined by the GM. They can be either subtle or manifest.

@UUID[Compendium.cyphersystem-compendium.cyphers-power-boost.nlHGkmRztJaDi3Dj]{Area boost} @UUID[Compendium.cyphersystem-compendium.cyphers-power-boost.POLUtosUa7awAfW4]{Burst boost} @UUID[Compendium.cyphersystem-compendium.cyphers-power-boost.GEL5LkJCiQqEH1Nf]{Damage boost} @UUID[Compendium.cyphersystem-compendium.cyphers-power-boost.bEZrdVBmpzu4m3b8]{Efficacy boost (major)} @UUID[Compendium.cyphersystem-compendium.cyphers-power-boost.MLE2eQwkzrz9tVSC]{Efficacy boost (minor)} @UUID[Compendium.cyphersystem-compendium.cyphers-power-boost.xc7bsHHbEM84KLa9]{Energy boost} @UUID[Compendium.cyphersystem-compendium.cyphers-power-boost.AOWfJoOCbvwr9puF]{Range boost} @UUID[Compendium.cyphersystem-compendium.cyphers-power-boost.21qrMjA9SQFvWfkp]{Target boost}

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Setting Difficulty Ratings

The GM’s most important overall tasks are setting the stage and guiding the story created by the group (not the one created by the GM ahead of time). But setting difficulty is the most important mechanical task the GM has in the game. Although there are suggestions throughout this chapter for various difficulty ratings for certain actions, there is no master list of the difficulty for every action a PC can take. Instead, the Cypher System is designed with the “teach a person to fish” style of good game mastering in mind. (If you don’t know what that means, it comes from the old adage “Give a person a fish and they’ll eat for a day. Teach a person to fish and they’ll eat for a lifetime.” The idea is not to give GMs a ton of rules to memorize or reference, but to teach them how to make their own logical judgment calls.) Of course, most of the time, it’s not a matter of exact precision. If you say the difficulty is 3 and it “should” have been 4, the world’s not over.

For the most part, it really is as simple as rating something on a scale of 1 to 10, 1 being incredibly easy and 10 being basically impossible. The guidelines in the Task Difficulty table should help put you in the right frame of mind for assigning difficulty to a task.

For example, we make the distinction between something that most people can do and something that trained people can do. In this case, “normal” means someone with absolutely no training, talent, or experience—imagine your ne’er-do-well, slightly overweight uncle trying a task he’s never tried before. “Trained” means the person has some level of instruction or experience but is not necessarily a professional.

With that in mind, think about the act of balance. With enough focus, most people can walk across a narrow bridge (like a fallen tree trunk). That suggests it is difficulty 2. However, walking across a narrow plank that’s only 3 inches (8 cm) wide? That’s probably more like difficulty 3. Now consider walking across a tightrope. That’s probably difficulty 5—a normal person can manage that only with a great deal of luck. Someone with some training can give it a go, but it’s still hard. Of course, a professional acrobat can do it easily. Consider, however, that the professional acrobat is specialized in the task, making it difficulty 3 for them. They probably are using Effort as well during their performance.

Let’s try another task. This time, consider how hard it might be to remember the name of the previous leader of the village where the character lives. The difficulty might be 0 or 1, depending on how long ago they were the leader and how well known they were. Let’s say it was thirty years ago and they were only mildly memorable, so it’s difficulty 1. Most people remember them, and with a little bit of effort, anyone can come up with their name. Now let’s consider the name of the leader’s daughter. That’s much harder. Assuming the daughter wasn’t famous in her own right, it’s probably difficulty 4. Even people who know a little about local history (that is to say, people who are trained in the subject) might not be able to remember it. But what about the name of the pet dog owned by the daughter’s spouse? That’s probably impossible. Who’s going to remember the name of an obscure person’s pet from thirty years ago? Basically no one. However, it’s not forbidden knowledge or a well-guarded secret, so it sounds like difficulty 7. Difficulty 7 is the rating that means “No one can do this, yet some people still do.” It’s not the stuff of legend, but it’s something you would assume people can’t do. When you think there’s no way you can get tickets for a sold-out concert, but somehow your friend manages to score a couple anyway, that’s difficulty 7. (See the next section for more on difficulties 7, 8, 9, and 10.)

If you’re talking about a task, ideally the difficulty shouldn’t be based on the character performing the task. Things don’t get inherently easier or harder depending on who is doing them. However, the truth is, the character does play into it as a judgment call. If the task is breaking down a wooden door, an 8-foot-tall (2 m) automaton made of metal with nuclear-driven motors should be better at breaking it down than an average human would be, but the task rating should be the same for both. Let’s say that the automaton’s nature effectively gives it two levels of training in such tasks. Thus, if the door has a difficulty rating of 4, but the automaton is specialized and reduces the difficulty to 2, it has a target number of 6. The human has no such specialization, so the difficulty remains 4, and the person has a target number of 12. However, when you set the difficulty of breaking down the door, don’t try to take all those differences into account. The GM should consider only the human because the Task Difficulty table is based on the ideal of a “normal” person, a “trained” person, and so on. It’s humanocentric.

Most characters probably are willing to use one or two levels of Effort on a task, and they might have an appropriate skill or asset to decrease the difficulty by a step. That means that a difficulty 4 task will often be treated as difficulty 2 or even 1, and those are easy rolls to make. Don’t hesitate, then, to pull out higher-level difficulties. The PCs can rise to the challenge, especially if they are experienced.

The Impossible Difficulties

Difficulties 7, 8, 9, and 10 are all technically impossible. Their target numbers are 21, 24, 27, and 30, and you can’t roll those numbers on a d20 no matter how many times you try. Consider, however, all the ways that a character can reduce difficulty. If someone spends a little Effort or has some skill or help, it brings difficulty 7 (target number 21) into the range of possibility—difficulty 6 (target number 18). Now consider that they have specialization, use a lot of Effort, and have help. That might bring the difficulty down to 1 or even 0 (reducing it by two steps from training and specialization, three or four steps from Effort, and one step from the asset of assistance). That practically impossible task just became routine. A fourth-tier character can and will do this—not every time, due to the cost, but perhaps once per game session. You have to be ready for that. A well-prepared, motivated sixth-tier character can do that even with a difficulty 10 task. Again, they won’t do it often (they’d have to apply six levels of Effort, and even with an Edge of 6 that would cost 7 points from their Pool, and that’s assuming they’re specialized and have two levels of assets), but it can happen if they’re really prepared for the task (being specialized and maxed out in asset opportunities reduces the difficulty by four more steps). That’s why sixth-tier characters are at the top of their field, so to speak.

False Precision

One way to look at difficulty is that each step of difficulty is worth 3 on the die. That is to say, hinder the task by one step, and the target number rises by 3. Ease the task by one step, and the target number is lowered by 3. Those kinds of changes are big, meaty chunks. Difficulty, as a game mechanic, is not terribly precise. It’s measured in large portions. You never have a target number of 13 or 14, for example—it’s always 3, 6, 9, 12, 15, and so on. (Technically, this is not true. If a character adds 1 to a d20 roll for some reason, it changes a target number of 15 to 14. But this is not worth much discussion.)

Imprecision is good in this case. It would be false precision to say that one lock has a target number of 14 and another has a target number of 15. What false precision means in this context is that it would be a delusion to think we can be that exact. Can you really say that one lock is 5% easier to pick than another? And more important, even if you could, is the difference worth noting? It’s better to interact with the world in larger, more meaningful chunks than to try to parse things so carefully. If we tried to rate everything on a scale of 1 to 30 (using target numbers and not difficulty), we’d start to get lost in the proverbial weeds coming up with a meaningful distinction between something rated as an 8 and something rated as a 9 on that scale.

Routine Actions

Don’t hesitate to make actions routine. Don’t call for die rolls when they’re not really needed. Sometimes GMs fall into the trap illustrated by this dialogue:

GM: What do you do?

Player: I _________.

GM: Okay, give me a roll.

That’s not a good instinct—at least, not for the Cypher System. Players should roll when it’s interesting or exciting. Otherwise, they should just do what they do. If the PCs tie a rope around something and use it to climb down into a pit, you could ask for tying rolls, climbing rolls, and so on, but why? Just to see if they roll terribly? So the rope can come undone at the wrong time, or a character’s hand can slip? Most of the time, that makes players feel inadequate and isn’t a lot of fun. A rope coming undone in the middle of an exciting chase scene or a battle can be a great complication (and that’s what GM intrusions are for). A rope coming undone in the middle of a simple “getting from point A to point B” scene only slows down gameplay. The real fun—the real story—is down in the pit. So get the PCs down there.

There are a million exceptions to this guideline, of course. If creatures are throwing poisoned darts at the PCs while they climb, that might make things more interesting and require a roll. If the pit is filled with acid and the PCs must climb halfway down, pull a lever, and come back up, that’s a situation where you should set difficulty and perhaps have a roll. If a PC is near death, carrying a fragile item of great importance, or something similar, climbing down the rope is tense, and a roll might add to the excitement. The important difference is that these kinds of complications have real consequences.

On the flip side, don’t be afraid to use GM intrusion on routine actions if it makes things more interesting. Walking up to the king in his audience chamber in the middle of a ceremony only to trip on a rug? That could have huge ramifications for the character and the story.

Other Ways to Judge Difficulty

Rating things on a scale of 1 to 10 is something that most people are very familiar with. You can also look at it as rating an object or creature on a similar scale, if that’s easier. In other words, if you don’t know how hard it would be to climb a particular cliff face, think of it as a creature the PCs have to fight. What level would the creature be? You could look in the Creatures chapter and say “I think this wall should be about as difficult to deal with as a demon. A demon is level 5, so the task of climbing the wall will be difficulty 5.” That’s a weird way to do it, perhaps, but it’s fairly straightforward. And if you’re the kind of GM who thinks in terms of “How tough will this fight be?” then maybe rating tasks as creatures or NPCs to fight isn’t so strange after all. It’s just another way to relate to them. The important thing is that they’re on the same scale. Similarly, if the PCs have to tackle a knowledge task—say, trying to determine if they know where a caravan is headed based on its tracks—you could rate the task in terms of an object. If you’re used to rating doors or other objects that the PCs have broken through recently, the knowledge task is just a different kind of barrier to bust through.

Everything in the Cypher System—characters, creatures, objects, tasks, and so on—has a level. It might be called a tier or a difficulty instead of a level, but ultimately it’s a numerical rating system used to compare things. Although you have to be careful about drawing too many correlations—a first-tier character isn’t easily compared to a difficulty 1 wall or a level 1 animal—the principle is the same. Everything can be rated and roughly compared to everything else in the world. (It works best to take PCs out of this equation. For example, you shouldn’t try to compare a PC’s tier to a wall’s level. Character tiers are mentioned here only for completeness.)

Last, if your mind leans toward statistics, you can look at difficulty as a percentage chance. Every number on the d20 is a 5% increment. For example, you have a 5% chance of rolling a 1. You have a 10% chance of rolling a 1 or a 2. Thus, if you need to roll a 12 or higher, you have a 45% chance of success. (A d20 has nine numbers that are 12 or higher: 12, 13, 14, 15, 16, 17, 18, 19, and 20. And 9 × 5 equals 45.)

For some people, it’s easier to think in terms of a percentage chance. A GM might think “She has about a 30% chance to know that fact about geography.” Each number on a d20 is a 5% increment, and it takes six increments to equal 30%, so there are six numbers that mean the PC succeeds: 15, 16, 17, 18, 19, and 20. Thus, since the player has to roll 15 or higher, that means the target number is 15. (And that means the task is level 5, but if you’ve already determined the target number, you likely don’t care about the level.)

Advantages to This System

  1. The GM makes measured adjustments in large, uniform steps. That makes things faster than if players had to do arithmetic using a range of all numbers from 1 to 20.

  2. You calculate a target number only once no matter how many times the PCs attempt the action. If you establish that the target number is 12, it’s 12 every time a PC tries that action. (On the other hand, if you had to add numbers to your die roll, you’d have to do it for every attempt.) Consider this fact in light of combat. Once a player knows that they need to roll a 12 or higher to hit a foe, combat moves very quickly.

  3. If a PC can reduce the difficulty of an action to 0, no roll is needed. This means that an Olympic gymnast doesn’t roll a die to walk across a balance beam, but the average person does. The task is initially rated the same for both, but the difficulty is reduced for the gymnast. There’s no chance of failure.

  4. This is how everything in the game works, whether it’s climbing a wall,
    sweet-talking a guard, or fighting a bioengineered horror.

  5. Perhaps most important, the system gives GMs the freedom to focus entirely on the flow of the game. The GM doesn’t use dice to determine what happens (unless you want to)—the players do. There aren’t a lot of different rules for different actions, so there is little to remember and very little to reference. The difficulty can be used as a narrative tool, with the challenges always meeting the expected logic of the game. All the GM’s mental space can be devoted to guiding the story.

GM Intrusion

GM intrusion is the main mechanic that the GM uses to inject drama and additional excitement into the game. It’s also a handy tool for resolving issues that affect the PCs but do not involve them. GM intrusion is a way to facilitate what goes on in the world outside the characters. Can the minotaur track the PCs’ movements through the maze? Will the fraying rope hold?

Since the players roll all the dice, GM intrusion is used to determine if and when something happens. For example, if the PCs are fighting a noble’s guards, and you (the GM) know that there are more guards nearby, you don’t need to roll dice to determine if the other guards hear the scuffle and intervene (unless you want to). You just decide when it would be best for the story—which is probably when it would be worst for the characters. In a way, GM intrusion replaces the GM’s die rolling.

The mechanic is also one of the main ways that GMs award experience points to the PCs. This means that you use experience points as a narrative tool. Whenever it seems appropriate, you can introduce complications into the game that affect a specific player, but when you do so, you give that player 1 XP. The player can refuse the intrusion, but doing so costs them 1 XP. So by refusing an intrusion, the player does not get the experience point that the GM is offering, and they lose one that they already have. (This kind of refusal is likely to happen very rarely in your game, if ever. And, obviously, a player can’t refuse an intrusion if they have no XP to spend.)

Here’s how a GM intrusion might work in play. Say the PCs find a hidden console with some buttons. They learn the right order in which to press the buttons, and a section of the floor disappears. As the GM, you don’t ask the players specifically where their characters are standing. Instead, you give a player 1 XP and say “Unfortunately, you’re standing directly over this new hole in the floor.” If the player wanted, they could refuse the XP, spend one of their own, and say “I leap aside to safety.” Most likely, though, they’ll make the defense roll that you call for and let it play out.

There are two ways for the GM to handle this kind of intrusion. You could say “You’re standing in the wrong place, so make a roll.” (It’s a Speed defense roll, of course.) Alternatively, you could say “You’re standing in the wrong place. The floor opens under your feet, and you fall down into the darkness.” In the first example, the PC has a chance to save themselves. In the second example, they don’t. Both are viable options. The distinction is based on any number of factors, including the situation, the characters involved, and the needs of the story. This might seem arbitrary or even capricious, but you’re the master of what the intrusion can and can’t do. RPG mechanics need consistency so players can make intelligent decisions based on how they understand the world to work. But they’ll never base their decisions on GM intrusions. They don’t know when intrusions will happen or what form they will take. GM intrusions are the unpredictable and strange twists of fate that affect a person’s life every day.

When player modifications (such as skill, Effort, and so on) determine that success is automatic, the GM can use GM intrusion to negate the automatic success. The player must roll for the action at its original difficulty level or target number 20, whichever is lower.

Remember, any time you give a player 1 XP for a GM intrusion, you’re actually giving them 2— one to keep and one to give to another player.

Using GM Intrusion as a Narrative Tool

A GM can use this narrative tool to steer things. That doesn’t mean railroad the players or direct the action of the game with a heavy hand. GM intrusion doesn’t enable you to say “You’re all captured, so here’s your 1 XP.” Instead, the GM can direct things more subtly—gently, almost imperceptibly influencing events rather than forcing them. GM intrusion represents things going wrong. The bad guys planning well. Fortune not favoring the characters.

Consider this scenario: the GM plants an interesting adventure seed in a small village, but the PCs don’t stay there long enough to find it. So just outside the village, the PCs run afoul of a vicious viper that bites one of them. The GM uses intrusion to say that the poison from the snake will make the character debilitated unless they get a large dose of a specific antitoxin, which the group doesn’t have. Of course, they aren’t required to go back to the village where the GM’s interesting adventure can start, but it’s likely that they will, looking for the antitoxin.

Some players might find intrusion heavy-handed, but the XP softens the blow. And remember, they can refuse these narrative nudges. Intrusion is not meant to be a railroading tool—just a bit of a rudder. Not an inescapable track, but a nudge here and there.

What’s more, the GM doesn’t need to have a deliberate goal in mind. The complication you introduce could simply make things more interesting. You might not know where it will take the story, just that it will make the story better.

This is wonderfully empowering to the GM—not in a “Ha ha, now I’ll trounce the PCs” way, but in an “I can control the narrative a little bit, steering it more toward the story I want to create rather than relying on the dice” sort of way. Consider that old classic plot development in which the PCs get captured and must escape from the bad guys. In heroic fiction, this is such a staple that it would almost seem strange if it didn’t happen. But in many roleplaying games, it’s a nearly impossible turn of events—the PCs usually have too many ways to get out of the bad guy’s clutches before they’re captured. The dice have to be wildly against them. It virtually never happens. With GM intrusion, it could happen (again, in the context of the larger encounter, not as a single intrusion that results in the entire group of PCs being captured with little explanation or chance to react).

For example, let’s say the PCs are surrounded by orcs. One character is badly injured—debilitated—and the rest are hurt. Some of the orcs produce a large weighted net. Rather than asking for a lot of rolls and figuring the mechanics for escape, you use intrusion and say that the net goes over the PCs who are still on their feet. The rest of the orcs point spears menacingly. This is a pretty strong cue to the players that surrender is a good (and possibly the only) option. Some players won’t take the hint, however, so another use of intrusion might allow the orcs to hit one of the trapped PCs on the head and render them unconscious while their friends struggle in the net. If the players still don’t surrender, it’s probably best to play out the rest of the encounter without more GM intrusions—using more would be heavy-handed by anyone’s measure—although it’s perfectly reasonable to rule that a character rendered debilitated is knocked unconscious, since the orcs are trying to take the PCs alive.

Remember that GM intrusions can occur at any time, not just during combat. Disrupting or changing a tense interaction with NPCs can have big repercussions.

Using GM Intrusion as a Resolution Mechanic

This mechanic offers a way for the GM to determine how things happen in the game without leaving it all to random chance. Bad guys trying to smash down the door to the room where the PCs are holed up? You could roll a bunch of dice, compare the NPCs’ stats to the door’s stats, and so on, or you could wait until the most interesting time, have the bad guys break in, and award an experience point to the PC who tried their best to bar the door. The latter way is the Cypher System way. Intrusion is a task resolution tool for the GM. In other words, you don’t base things on stats but on narrative choice. (Frankly, a lot of great GMs over the years—even in the very early days of the hobby—have run their games this way. Sometimes they rolled dice or pretended to roll dice, but they were really manipulating things.) This method frees the GM from worrying about mechanics and looking up stats and allows them to focus on the story.

This isn’t cheating—it’s the rules of the game. This rule simply replaces traditional dice rolling with good game mastering, logic, and intelligent storytelling. When a PC is climbing a burning rope, and everyone knows that it will break at some point, the game has a mechanism to ensure that it breaks at just the right time.

Variant: If you want more randomness in your game, or if you want your game to seem like more of a simulation, assign a flat percentage chance for whatever you’re trying to resolve. For example, each round, the star troopers have a 20% chance to blast through the door—or, if you want the risk to escalate, a cumulative 20% chance to blast through the door. By not using GM intrusion, this method robs the PCs of a few XP, but when they see you rolling dice, it might help with their immersion. Alternatively, you can pretend to roll dice but really use GM intrusion, though this method seriously robs the characters of XP.

There’s a better way. Announce your intrusion, but say that there’s only a chance it will happen (state the percentage chance), and then roll the dice in plain view of everyone. If the intrusion occurs, award the XP as normal. This is likely the best of both worlds. However, it takes the narrative power out of your hands and gives it to the dice. Perhaps this method is best used only occasionally. If nothing else, it injects some variety and certainly some drama.

Using (and Not Abusing) GM Intrusion

Too much of a good thing will make the game seem utterly unpredictable—even capricious. The ideal is to use about four GM intrusions per game session, depending on the length of the session, or about one intrusion per hour of game play. This is in addition to any intrusions that are triggered by players rolling a 1.

Intrusion Through Player Rolls

When a PC rolls a 1, handle the GM intrusion the same way that you’d handle an intrusion you initiated. The intrusion could mean the PC fumbles or botches whatever they were trying to do, but it could mean something else. Consider these alternatives:

This might not be true of your players, but many players rarely, if ever, spend XP to refuse an intrusion from the GM, though they regularly use XP to avoid an intrusion that comes from a bad roll. And there’s nothing wrong with that. Some GMs might want to forbid using an XP to reroll a 1, but there’s really no point—if you’ve got an idea for a good intrusion, you don’t need to wait until a player rolls a 1 to use it.

GM Intrusion That Affects the Group

The core of the idea behind GM intrusion is that the player being adversely affected gains an experience point. But what if the intrusion affects the whole group equally? What if the GM uses it to have an unstable device overload and explode, harming all the characters? In this case, if no PC is involved more than the others (for example, no single PC was frantically attempting to repair the device), you should give 1 XP to each character but not give any of them an extra XP to hand out to someone else.

However, this kind of group intrusion should be an exception, not the rule. GM intrusions are much more effective if they are more personal.

Example GM Intrusions

It’s not a good idea to use the same events as GM intrusions over and over (“Dolmar dropped his sword again?”). Below are a number of different intrusions you can use.

Bad Luck

Through no fault of the characters, something happens that is bad or at least complicating. For example:

An Unknown Complication Emerges

The situation was more complex (and therefore more interesting) than the PCs knew—perhaps even more than the GM knew, at least at the start. For example:

An Impending Complication Emerges

GMs can use this type of intrusion as a resolution mechanic to determine NPC success or failure. Rather than rolling dice to see how long it takes an NPC to rewire a damaged force field generator, it happens at a time of the GM’s choosing—ideally when it would be most interesting. For example:

Opponent Luck or Skill

The PCs aren’t the only ones with surprising tricks up their sleeves. For example:

Fumbles

Although you might not want every player roll of 1 to be a fumble, sometimes it could be just that. Alternatively, the GM could simply declare that a fumble has occurred. In either case, consider the following examples:

Partial Success

GM intrusion doesn’t have to mean that a PC has failed. For example:

Player Intrusions

Player intrusions give the players a small bit of narrative control over the world. However, the world still remains in the GM’s purview. You can always overrule a player intrusion, or suggest a way to massage it so that it fits better into the setting. Still, because it is indeed narrative control, a player intrusion should always involve a small aspect of the world beyond the character. “I punch my foe really hard” is an expression of Effort or perhaps character ability. “My foe slips and falls backward off the ledge” is a player intrusion.

Player intrusions should never be as big as GM intrusions. They should not end an encounter, only (perhaps) provide the PC with the means to more easily end an encounter. They should not have a wide-reaching or even necessarily a long-term effect on the setting. A way to consider this might be that player intrusions can affect a single object (a floorboard snaps), feature (there’s a hidden shallow spot in the stream to ford), or NPC (the vendor is an old friend). But not more than that. A player intrusion can’t affect a whole village or even a whole tavern in that village. A rock can come loose, but a player intrusion can’t create a landslide.

Tying Actions to Stats

Although the decision is open to your discretion, when a PC takes an action, it should be fairly obvious which stat is tied to that action. Physical actions that involve brute force or endurance use Might. Physical actions that involve quickness, coordination, or agility use Speed. Actions that involve intelligence, education, insight, willpower, or charm use Intellect.

In rare instances, you could allow a PC to use a different stat for a task. For example, a character might try to break down a door by examining it closely for flaws and thus use Intellect rather than Might. This kind of change is a good thing because it encourages player creativity. Just don’t let it be abused by an exuberant or too-clever player. It’s well within your purview to decide that the door has no flaws, or to rule that the character’s attempt will take half an hour rather than one round. In other words, using a stat that is not the obvious choice should be the exception, not the rule.

Cyphers

You should think of cyphers as character abilities, whether they’re subtle cyphers or manifest cyphers. This means that it is incumbent upon you to make sure that players always have plenty of cyphers to use. In the course of their travels, the PCs should find that cyphers are extremely common. And since the PCs are limited in the number of cyphers they can carry, they will use them liberally.

Manifest cyphers can be found by scavenging through old ruins. They can be found in the corpses of magical or technological foes. They can be found among the possessions of intelligent fallen opponents or the lairs of unintelligent creatures, either amid the bones of former meals or as shiny decorations in a nest. They can be found in villages, in the back of a merchant’s cart that sells junk and scavenged parts. They are offered as rewards by people who are grateful for the PCs’ help.

Some adventures will offer more cyphers than others. Still, as a rule of thumb, in any given adventure, a character should use at least as many cyphers as they can carry. This means they should find that number of cyphers in that same amount of time (give or take). Thus, you can simply add up the number of cyphers the PCs can carry, and on average, they should find at least that many cyphers in a given adventure.

If your players are typical, they will use combat-related cyphers liberally but hold onto their utility cyphers. A ray emitter or defensive shield will be used, but a suspensor belt or phasing module will linger longer on their character sheets.

As with everything else in the game, it’s intentionally very easy for the GM to create new cyphers. Just think of the effect and how to express it as a game advantage. Two kinds of cyphers exist when it comes to effect: those that allow the user to do something better, and those that allow the user to do something they couldn’t do otherwise.

The first group includes everything that reduces the difficulty of a task (including defense tasks). The second group includes things that grant new abilities, such as flight, a new means of attack, the ability to see into the past, or any number of other powers.

A few more important notes about devising new cyphers:

Cyphers teach GMs to design different kinds of scenarios—ones in which the whole adventure isn’t wrecked if a player has something that can solve a single problem (defeat a foe, read a mind, bypass a barrier, or whatever). There should always be more to the adventure than one linchpin encounter, obstacle, foe, or secret.

It’s all right if players think of cyphers (especially manifest cyphers) as equipment or treasure. You should choose points in the course of the story that are appropriate for awarding subtle cyphers, especially if the PCs aren’t at their full capacity.

Artifacts

In terms of the narrative, artifacts are a lot like cyphers, except that most are not one-use items. Mechanically, they serve a very different purpose. It’s assumed that characters are exploring with some cyphers at their disposal. Artifacts, however, are added abilities that make characters broader, deeper, and often more powerful. They aren’t assumed—they’re extra.

The powers granted by artifacts are more like the abilities gained from a character’s type or focus in that they change the way the PC is played overall. The difference between an artifact and a type or focus ability is that almost all artifacts are temporary. They last longer than cyphers do, but because they have a depletion roll, any use could be their last.

Like cyphers, then, artifacts are a way for the GM to play a role in the development of the characters. Although armor, weapons, and the like are fine, special capabilities—such as long-range communication or travel—can really change the way the PCs interact with the world and how they deal with challenges. Some of these abilities enable the actions you want the PCs to take. For example, if you want them to have an underwater adventure, provide them with artifacts (or cyphers) that allow them to breathe underwater.

Also like cyphers, artifacts are simple for the GM to create. The only difference with artifacts is that you give them a depletion roll, using any numbers on 1d6, 1d10, 1d20, or 1d100. If you want the artifact to be used only a few times, give it a depletion roll of 1 in 1d6, 1 or 2 in 1d10, or even 1 or 2 in 1d6. If you want the PCs to use it over and over, a depletion roll of 1 in 1d100 more or less means that they can use it freely without worrying too much.

For examples of artifacts, see the Genres chapter.

You may wish to forbid the use of XP to reroll artifact depletion rolls. That’s pretty reasonable.

Skills and Other Abilities

Sometimes, the rules speak directly to character creativity. For example, players can make up their own skills. It’s possible to have a skill called “tightrope walking” that grants a character a better chance to walk across a tightrope, and another skill called “balance” that gives a character a better chance to walk across a tightrope and perform other balance actions as well. This might seem unequal at first, but the point is to let players create precisely the characters they want. Should you let a character create a skill called “doing things” that makes them better at everything? Of course not. The GM is the final arbiter not only of logic but also of the spirit of the rules, and having one or two single skills that cover every contingency is clearly not in the spirit.

It’s important that players play the character they want. This concept is supported not only with the open-ended skill system but also with the ability to get an experience point advance to tailor a character further. Likewise, the GM should be open to allowing a player to make small modifications to refine their character. In many cases, particularly ones that don’t involve stat Pools, Armor, damage inflicted, or the costs of Effort or special abilities, the answer from the GM should probably be “Sure, why not?” If a PC ends up being really good at a particular skill—better than they “should” be—what’s the harm? If Dave can swim incredibly well, how does that hurt the game in terms of the play experience or the story that develops? It doesn’t. If Helen can pick practically any mundane lock she finds, why is that a bad thing? In fact, it’s probably good for the game—there’s likely something interesting on the other sides of those doors.

In a way, this is no different than adjudicating a not-so-straightforward solution to a challenge. Sometimes you have to say “No, that’s not possible.” But sometimes, if it makes sense, open yourself up to the possibility.

NPCs and Death

As explained in the Rules of the Game chapter, NPCs have a health score rather than three stat Pools. When an NPC reaches 0 health, they are down. Whether that means dead, unconscious, or incapacitated depends on the circumstances as dictated by you and the players. Much of this can be based on logic. If the NPC is cut in half with a giant axe, they’re probably dead. If they’re mentally assaulted with a telepathic attack, they might be insane instead. If they’re hit over the head with a club, well, that’s your call.

It depends on the intentions of those who are fighting the NPC, too. PCs who want to knock out a foe rather than kill them can simply state that as their intention and describe their actions differently—using the flat of the blade, so to speak.

Creatures

Whenever possible, creatures should be handled like other NPCs. They don’t follow the same rules as the player characters. If anything, they should have greater latitude in doing things that don’t fit the normal mold. A many-armed beast should be able to attack multiple foes. A charging rhino-like animal ought to be able to move a considerable distance and attack as part of a single action.

Consider creature size very carefully. For those that are quick and hard to hit, hinder attacks against them. Large, strong creatures should be easier to hit, so ease attacks against them. However, you should freely give the stagger ability to anything twice as large as a human. This means that if the creature strikes a foe, the target must make an immediate Might defense roll or lose its next turn.

A creature’s level is a general indicator of its toughness, combining aspects of power, defense, intelligence, speed, and more into one rating. In theory, a small creature with amazing powers or extremely deadly venom could be high level, and a huge beast that isn’t very bright and isn’t much of a fighter could be low level. But these examples go against type. Generally, smaller creatures have less health and are less terrifying in combat than larger ones.

The Cypher System has no system for building creatures. There is no rule that says a creature with a certain ability should be a given level, and there is no rule dictating how many abilities a creature of a given level should have. But keep the spirit of the system in mind. Lower-level creatures are less dangerous. A level 1 creature could be poisonous, but its venom should inflict a few points of damage at most. The venom of a level 6 creature, however, might knock a PC down a step on the damage track or put them into a coma if they fail a Might defense roll. A low-level creature might be able to fly, phase through objects, or teleport because these abilities make it more interesting but not necessarily more dangerous. The value of such abilities depends on the creature that uses them. In other words, a phasing rodent is not overly dangerous, but a phasing battle juggernaut is terrifying. Basic elements such as health, damage, and offensive or defensive powers (such as poison, paralysis, disintegration, immunity to attacks, and so on) need to be tied directly to level—higher-level creatures get better abilities and more of them.

Balancing Encounters

In the Cypher System, there is no concept of a “balanced encounter.” There is no system for matching creatures of a particular level or tasks of a particular difficulty to characters of a particular tier. To some people, that might seem like a bad thing. But matching character builds to exacting challenges is not part of this game. It’s about story. So whatever you want to happen next in the story is a fine encounter as long as it’s fun. You’re not denying the characters XP if you make things too easy or too difficult, because that’s not how XP are earned. If things are too difficult for the PCs, they’ll have to flee, come up with a new strategy, or try something else entirely. The only thing you have to do to maintain “balance” is set difficulty within that encounter accurately and consistently.

In a game like the Cypher System, if everyone’s having fun, the game is balanced. Two things will unbalance the game in this context.

The first issue should be handled by the character creation rules. If there’s a problem, it might be that poor choices were made or a player isn’t taking full advantage of their options. If someone really doesn’t enjoy playing their character, allow them to alter the PC or—perhaps better—create a new one.

The second issue is trickier. As previously stated, there is no formula that states that N number of level X NPCs are a good match for tier Y characters. However, when the game has four or five beginning characters, the following guidelines are generally true.

But it depends on the situation at hand. If the PCs are already worn down from prior encounters, or if they have the right cyphers, any of the expectations listed above can change. That’s why there is no system for balancing encounters. Just keep in mind that beginning characters are pretty hardy and probably have some interesting resources, so you aren’t likely to wipe out the group by accident. Character death is unlikely unless the PCs have already been through a number of other encounters and are worn down.

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The rules of the Cypher System are quite straightforward at their heart, as all of gameplay is based around a few core concepts.

This chapter provides a brief explanation of how to play the game, and it’s useful for learning the game. Once you understand the basic concepts, you’ll likely want to reference Rules of the Game for a more in-depth treatment.

The Cypher System uses a twenty-sided die (1d20) to determine the results of most actions. Whenever a roll of any kind is called for and no die is specified, roll a d20.

The game master sets a difficulty for any given task. There are ten degrees of difficulty. Thus, the difficulty of a task can be rated on a scale of 1 to 10.

Each difficulty has a target number associated with it. The target number is always three times the task’s difficulty, so a difficulty 1 task has a target number of 3, but a difficulty 4 task has a target number of 12. To succeed at the task, you must roll the target number or higher. See the Task Difficulty table for guidance in how this works.

Character skills, favorable circumstances, or excellent equipment can decrease the difficulty of a task. For example, if a character is trained in climbing, they turn a difficulty 6 climb into a difficulty 5 climb. This is called easing the difficulty by one step (or just easing the difficulty, which assumes it’s eased by one step). If they are specialized in climbing, they turn a difficulty 6 climb into a difficulty 4 climb. This is called easing the difficulty by two steps. Decreasing the difficulty of a task can also be called easing a task. Some situations increase, or hinder, the difficulty of a task. If a task is hindered, it increases the difficulty by one step.

A skill is a category of knowledge, ability, or activity relating to a task, such as climbing, geography, or persuasiveness. A character who has a skill is better at completing related tasks than a character who lacks the skill. A character’s level of skill is either trained (reasonably skilled) or specialized (very skilled).

If you are trained in a skill relating to a task, you ease the difficulty of that task by one step. If you are specialized, you ease the difficulty by two steps. A skill can never decrease a task’s difficulty by more than two steps.

Anything else that reduces difficulty (help from an ally, a particular piece of equipment, or some other advantage) is referred to as an asset. Assets can never decrease a task’s difficulty by more than two steps.

You can also decrease the difficulty of a given task by applying Effort. (Effort is described in more detail in the Rules of the Game chapter.)

To sum up, three things can decrease a task’s difficulty: skills, assets, and Effort.

If you can ease a task so its difficulty is reduced to 0, you automatically succeed and don’t need to make a roll.

When Do You Roll?

Any time your character attempts a task, the GM assigns a difficulty to that task, and you roll a d20 against the associated target number.

When you jump from a burning vehicle, swing an axe at a mutant beast, swim across a raging river, identify a strange device, convince a merchant to give you a lower price, craft an object, use a power to control a foe’s mind, or use a blaster rifle to carve a hole in a wall, you make a d20 roll.

However, if you attempt something that has a difficulty of 0, no roll is needed—you automatically succeed. Many actions have a difficulty of 0. Examples include walking across the room and opening a door, using a special ability to negate gravity so you can fly, using an ability to protect your friend from radiation, or activating a device (that you already understand) to erect a force field. These are all routine actions and don’t require rolls.

Using skill, assets, and Effort, you can ease the difficulty of potentially any task to 0 and thus negate the need for a roll. Walking across a narrow wooden beam is tricky for most people, but for an experienced gymnast, it’s routine. You can even ease the difficulty of an attack on a foe to 0 and succeed without rolling.

If there’s no roll, there’s no chance for failure. However, there’s also no chance for remarkable success (in the Cypher System, that usually means rolling a 19 or 20, which are called special rolls; the Rules of the Game chapter also discusses special rolls).

Task Difficulty

Task DifficultyDescriptionTarget No.Guidance
0Routine0Anyone can do this basically every time.
1Simple3Most people can do this most of the time.
2Standard6Typical task requiring focus, but most people can usually do this.
3Demanding9Requires full attention; most people have a 50/50 chance to succeed.
4Difficult12Trained people have a 50/50 chance to succeed.
5Challenging15Even trained people often fail.
6Intimidating18Normal people almost never succeed.
7Formidable21Impossible without skills or great effort.
8Heroic24A task worthy of tales told for years afterward.
9Immortal27A task worthy of legends that last lifetimes.
10Impossible30A task that normal humans couldn’t consider (but one that doesn’t break the laws of physics).

Combat

Making an attack in combat works the same way as any other roll: the GM assigns a difficulty to the task, and you roll a d20 against the associated target number.

The difficulty of your attack roll depends on how powerful your opponent is. Just as tasks have a difficulty from 1 to 10, creatures have a level from 1 to 10. Most of the time, the difficulty of your attack roll is the same as the creature’s level. For example, if you attack a level 2 bandit, it’s a level 2 task, so your target number is 6.

It’s worth noting that players make all die rolls. If a character attacks a creature, the player makes an attack roll. If a creature attacks a character, the player makes a defense roll.

The damage dealt by an attack is not determined by a roll—it’s a flat number based on the weapon or attack used. For example, a spear always does 4 points of damage.

Your Armor characteristic reduces the damage you take from attacks directed at you. You get Armor from wearing physical armor (such as a leather jacket in a modern game or chainmail in a fantasy setting) or from special abilities. Like weapon damage, Armor is a flat number, not a roll. If you’re attacked, subtract your Armor from the damage you take. For example, a leather jacket gives you +1 to Armor, meaning that you take 1 less point of damage from attacks. If a mugger hits you with a knife for 2 points of damage while you’re wearing a leather jacket, you take only 1 point of damage. If your Armor reduces the damage from an attack to 0, you take no damage from that attack.

When you see the word “Armor” capitalized in the game rules (other than in the name of a special ability), it refers to your Armor characteristic—the number you subtract from incoming damage. When you see the word “armor” with a lowercase “a,” it refers to any physical armor you might wear.

Typical physical weapons come in three categories: light, medium and heavy.

Light weapons inflict only 2 points of damage, but they ease attack rolls because they are fast and easy to use. Light weapons are punches, kicks, clubs, knives, handaxes, rapiers, small pistols, and so on. Weapons that are particularly small are light weapons.

Medium weapons inflict 4 points of damage. Medium weapons include swords, battleaxes, maces, crossbows, spears, pistols, blasters, and so on. Most weapons are medium. Anything that could be used in one hand (even if it’s often used in two hands, such as a quarterstaff or spear) is a medium weapon.

Heavy weapons inflict 6 points of damage, and you must use two hands to attack with them. Heavy weapons are huge swords, great hammers, massive axes, halberds, heavy crossbows, blaster rifles, and so on. Anything that must be used in two hands is a heavy weapon.

Special Rolls

When you roll a natural 19 (the d20 shows “19”) and the roll is a success, you also have a minor effect. In combat, a minor effect inflicts 3 additional points of damage with your attack, or, if you’d prefer a special result, you could decide instead that you knock the foe back, distract them, or something similar. When not in combat, a minor effect could mean that you perform the action with particular grace. For example, when jumping down from a ledge, you land smoothly on your feet, or when trying to persuade someone, you convince them that you’re smarter than you really are. In other words, you not only succeed but also go a bit further.

When you roll a natural 20 (the d20 shows “20”) and the roll is a success, you also have a major effect. This is similar to a minor effect, but the results are more remarkable. In combat, a major effect inflicts 4 additional points of damage with your attack, but again, you can choose instead to introduce a dramatic event such as knocking down your foe, stunning them, or taking an extra action. Outside of combat, a major effect means that something beneficial happens based on the circumstance. For example, when climbing up a cliff wall, you make the ascent twice as fast. When a roll grants you a major effect, you can choose to use a minor effect instead if you prefer.

In combat (and only in combat), if you roll a natural 17 or 18 on your attack roll, you add 1 or 2 additional points of damage, respectively. Neither roll has any special effect options—just the extra damage.

For more information on special rolls and how they affect combat and other interactions, see Rules of the Game.

Rolling a natural 1 is always bad. It means that the GM introduces a new complication into the encounter.

Range and Speed

Distance is simplified into four categories: immediate, short, long, and very long.

Immediate distance from a character is within reach or within a few steps. If a character stands in a small room, everything in the room is within immediate distance. At most, immediate distance is 10 feet (3 m).

Short distance is anything greater than immediate distance but less than 50 feet (15 m) or so.

Long distance is anything greater than short distance but less than 100 feet (30 m) or so.

Very long distance is anything greater than long distance but less than 500 feet (150 m) or so. Beyond that range, distances are always specified—1,000 feet (300 m), a mile (1.5 km), and so on.

The idea is that it’s not necessary to measure precise distances. Immediate distance is right there, practically next to the character. Short distance is nearby. Long distance is farther off. Very long distance is really far off.

All weapons and special abilities use these terms for ranges. For example, all melee weapons have immediate range—they are close-combat weapons, and you can use them to attack anyone within immediate distance. A thrown knife (and most other thrown weapons) has short range. A bow has long range. An Adept’s Onslaught ability also has short range.

A character can move an immediate distance as part of another action. In other words, they can take a few steps over to the control panel and activate a switch. They can lunge across a small room to attack a foe. They can open a door and step through.

A character can move a short distance as their entire action for a turn. They can also try to move a long distance as their entire action, but the player might have to roll to see if the character slips, trips, or stumbles as the result of moving so far so quickly.

For example, if the PCs are fighting a group of cultists, any character can likely attack any cultist in the general melee—they’re all within immediate range. Exact positions aren’t important. Creatures in a fight are always moving, shifting, and jostling, anyway. However, if one cultist stayed back to fire a pistol, a character might have to use their entire action to move the short distance required to attack that foe. It doesn’t matter if the cultist is 20 feet (6 m) or 40 feet (12 m) away—it’s simply considered short distance. It does matter if the cultist is more than 50 feet (15 m) away because that distance would require a long or very long move.

Many rules in this system avoid the cumbersome need for precision. Does it really matter if the ghost is 13 feet away from you or 18? Probably not. That kind of needless specificity only slows things down and draws away from, rather than contributes to, the story.

Experience Points

Experience points (XP) are rewards given to players when the GM intrudes on the story (this is called GM intrusion) with a new and unexpected challenge. For example, in the middle of combat, the GM might inform the player that they drop their weapon. However, to intrude in this manner, the GM must award the player 2 XP. The rewarded player, in turn, must immediately give one of those XP to another player and justify the gift (perhaps the other player had a good idea, told a funny joke, performed an action that saved a life, and so on).

Alternatively, the player can refuse the GM intrusion. If they do so, they don’t get the 2 XP from the GM, and they must also spend 1 XP that they already have. If the player has no XP to spend, they can’t refuse the intrusion.

The GM can also give players XP between sessions as a reward for making discoveries during an adventure. Discoveries are interesting facts, wondrous secrets, powerful artifacts, answers to mysteries, or solutions to problems (such as where the kidnappers are keeping their victim or how the PCs repair the starship). You don’t earn XP for killing foes or overcoming standard challenges in the course of play. Discovery is the soul of the Cypher System.

Experience points are used primarily for character advancement (for details, see the Creating Your Character chapter), but a player can also spend 1 XP to reroll any die roll and take the better of the two rolls.

Cyphers

Cyphers are abilities that have a single use. In many campaigns, cyphers aren’t physical objects—they might be a spell cast upon a character, a blessing from a god, or just a quirk of fate that gives them a momentary advantage. In some campaigns, cyphers are physical objects that characters can carry. Whether or not cyphers are physical objects, they are part of the character (like equipment or a special ability) and are things characters can use during the game. The form that physical cyphers take depends on the setting. In a fantasy world they might be wands or potions, but in a science fiction game they could be alien crystals or prototype devices.

Characters will find new cyphers frequently in the course of play, so players shouldn’t hesitate to use their cypher abilities. Because cyphers are always different, the characters will always have new special powers to try.

Other Dice

In addition to a d20, you’ll need a d6 (a six-sided die). Rarely, you’ll need to roll a number between 1 and 100 (often called a d100 or d% roll), which you can do by rolling a d20 twice, using the last digit of the first roll as the “tens” place and the last digit of the second roll as the “ones” place. For example, rolling a 17 and a 9 gives you 79, rolling a 3 and an 18 gives you 38, and rolling a 20 and a 10 gives you 00 (also known as 100). If you have a d10 (a ten-sided die), you can use it instead of the d20 to roll numbers between 1 and 100.

A d6 is used most often for recovery rolls and to determine the level of cyphers.

Glossary

Game master (GM): The player who doesn’t run a character, but instead guides the flow of the story and runs all the NPCs.

Nonplayer character (NPC): Characters run by the GM. Think of them as the minor characters in the story, or the villains or opponents. This includes any kind of creature as well as people.

Party: A group of player characters (and perhaps some NPC allies).

Player character (PC): A character run by a player rather than the GM. Think of the PCs as the main characters in the story.

Player: The players who run characters in the game.

Session: A single play experience. Usually lasts a few hours. Sometimes one adventure can be accomplished in a session. More often, one adventure is multiple sessions.

Adventure: A single portion of the campaign with a beginning and an end. Usually defined at the beginning by a goal put forth by the PCs and at the end by whether or not they achieve that goal.

Campaign: A series of sessions strung together with an overarching story (or linked stories) with the same player characters. Often, but not always, a campaign involves a number of adventures.

Character: Anything that can act in the game. Although this includes PCs and human NPCs, it also technically includes creatures, aliens, mutants, automatons, animate plants, and so on. The word “creature” is usually synonymous.

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Cypher System games are played in the joint imagination of all the players, including the GM. The GM sets the scene, the players state what their characters attempt to do, and the GM determines what happens next. The rules and the dice help make the game run smoothly, but it’s the people, not the rules or the dice, that direct the action and determine the story—and the fun. If a rule gets in the way or detracts from the game, the players and the GM should work together to change it.

This is how you play the Cypher System:

  1. The player tells the GM what they want to do. This is a character action.

  2. The GM determines if that action is routine (and therefore works without needing a roll) or if there’s a chance of failure.

  3. If there is a chance of failure, the GM determines which stat the task uses (Might, Speed, or Intellect) and the task’s difficulty—how hard it will be on a scale from 1 (really easy) to 10 (basically impossible).

  4. The player and the GM determine if anything about the character—such as training, equipment, special abilities, or various actions—can modify the difficulty up or down by one or more steps. If these modifications reduce the difficulty to less than 1, the action is routine (and therefore works with no roll needed).

  5. If the action still isn’t routine, the GM uses its difficulty to determine the target number—how high the player must roll to succeed at the action (see the Task Difficulty table). The GM doesn’t have to tell the player what the target number is, but they can give the player a hint, especially if the character would reasonably know if the action was easy, average, difficult, or impossible.

  6. The player rolls a d20. If they roll equal to or higher than the target number, the character succeeds.

That’s it. That’s how to do anything, whether it’s identifying an unknown device, calming a raging drunk, climbing a treacherous cliff, or battling a demigod. Even if you ignored all the other rules, you could still play the Cypher System with just this information. The key features here are: character actions, determining task difficulty, and determining modifications.

Key Concepts

Action: Anything a character does that is significant—punch a foe, leap a chasm, activate a device, use a special power, and so on. Each character can take one action in a round.

Character: Any creature in the game capable of acting, whether it is a player character (PC) run by a player or a nonplayer character (NPC) run by the game master (GM). In the Cypher System, even bizarre creatures, sentient machines, and living energy beings can be “characters.”

Difficulty: A measure of how easy it is to accomplish a task. Difficulty is rated on a scale from 1 (lowest) to 10 (highest). Altering the difficulty to make a task harder is called “hindering.” Altering it to make a task easier is called “easing.” All changes in difficulty are measured in steps. Difficulty often equates directly with level, so opening a level 3 locked door probably has a difficulty of 3.

Ease: A decrease in a task’s difficulty, usually by one step. If something doesn’t say how many steps it eases a task, then it reduces the difficulty by one step.

Effort: Spending points from a stat Pool to reduce the difficulty of a task. A PC decides whether or not to apply Effort on their turn before the roll is made. NPCs never apply Effort.

Hinder: An increase in a task’s difficulty, usually by one step. If something doesn’t say how many steps it hinders a task, then it increases the difficulty by one step.

Inability: The opposite of trained—you’re hindered whenever you attempt a task that you have an inability in. If you also become trained in the task, the training and the inability cancel each other out and you become practiced.

Level: A way to measure the strength, difficulty, power, or challenge of something in the game. Everything in the game has a level. NPCs and objects have levels that determine the difficulty of any task related to them. For example, an opponent’s level determines how hard they are to hit or avoid in combat. A door’s level indicates how hard it is to break down. A lock’s level determines how hard it is to pick. Levels are rated on a scale from 1 (lowest) to 10 (highest). PC tiers are a little like levels, but they go only from 1 to 6 and mechanically work very differently than levels—for example, a PC’s tier does not determine a task’s difficulty.

Practiced: The normal, unmodified ability to use a skill—not trained, specialized, or an inability. Your type determines what weapon skills you’re practiced in; if you aren’t practiced with a type of weapon, you have an inability in it.

Roll: A d20 roll made by a PC to determine whether an action is successful. Although the game occasionally uses other dice, when the text simply refers to “a roll,” it always means a d20 roll.

Round: A length of time about five to ten seconds long. There are about ten rounds in a minute. When it’s really important to track precise time, use rounds. Basically, it’s the length of time to take an action in the game, but since everyone more or less acts simultaneously, all characters get to take an action each round.

Specialized: Having an exceptional amount of skill in a task. Being specialized eases the task by two steps. So, if you are specialized in climbing, all your climbing tasks are eased by two steps.

Stat: One of the three defining characteristics for PCs: Might, Speed, or Intellect. Each stat has two values: Pool and Edge. Your Pool represents your raw, innate ability, and your Edge represents knowing how to use what you have. Each stat Pool can increase or decrease over the course of play—for example, you can lose points from your Might Pool when struck by an opponent, spend points from your Intellect Pool to activate a special ability, or rest to recover points in your Speed Pool after a long day of marching. Anything that damages a stat, restores a stat, or boosts or penalizes a stat affects the stat’s Pool.

Task: Any action that a PC attempts. The GM determines the difficulty of the task. In general, a task is something that you do and an action is you performing that task, but in most cases they mean the same thing.

Trained: Having a reasonable amount of skill in a task. Being trained eases the task. For example, if you are trained in climbing, all climbing tasks for you are eased. If you become very skilled at that task, you become specialized instead of trained. You do not need to be trained to attempt a task.

Turn: The part of the round when a character or creature takes its actions. For example, if a Warrior and an Adept are fighting an orc, each round the Warrior takes an action on their turn, the Adept takes an action on their turn, and the orc takes an action on its turn. Some abilities or effects last only one turn, or end when the next turn is started.

Taking Action

Each character gets one turn each round. On a character’s turn, they can do one thing—an action. All actions fall into one of three categories: Might, Speed, or Intellect (just like the three stats). Many actions require die rolls—rolling a d20.

Every action performs a task, and every task has a difficulty that determines what number a character must reach or surpass with a die roll to succeed.

Most tasks have a difficulty of 0, which means the character succeeds automatically. For example, walking across a room, opening a door, and throwing a stone into a nearby bucket are all actions, but none of them requires a roll. Actions that are usually difficult or that become difficult due to the situation (such as shooting at a target in a blizzard) have a higher difficulty. These actions usually require a roll.

Some actions require a minimum expenditure of Might, Speed, or Intellect points. If a character cannot spend the minimum number of points needed to complete the action, they automatically fail at the task.

Determining Task Stat

Every task relates to one of a character’s three stats: Might, Speed, or Intellect. Physical activities that require strength, power, or endurance relate to Might. Physical activities that require agility, flexibility, or fast reflexes relate to Speed. Mental activities that require force of will, memory, or mental power relate to Intellect. This means you can generalize tasks into three categories: Might tasks, Speed tasks, and Intellect tasks. You can also generalize rolls into three categories: Might rolls, Speed rolls, and Intellect rolls.

The category of the task or roll determines what kind of Effort you can apply to the roll and may determine how a character’s other abilities affect the roll. For example, an Adept may have an ability that makes them better at Intellect rolls, and a Warrior may have an ability that makes them better at Speed rolls.

Determining Task Difficulty

The most frequent thing a GM does during the game—and probably the most important thing—is set a task’s difficulty. To make the job easier, use the Task Difficulty table, which associates a difficulty rating with a descriptive name, a target number, and general guidance about the difficulty.

Every difficulty from 1 to 10 has a target number associated with it. The target number is easy to remember: it’s always three times the difficulty. The target number is the minimum number a player needs to roll on a d20 to succeed at the task. Moving up or down on the table is called hindering or easing, which is measured in steps.

For example, reducing a difficulty 5 task to a difficulty 4 task is “easing the difficulty by one step” or just “easing the difficulty” or “easing the task.” Most modifiers affect the difficulty rather than the player’s roll. This has two consequences:

Low target numbers such as 3 or 6, which would be boring in most games that use a d20, are not boring in the Cypher System. For example, if you need to roll a 6 or higher, you still have a 25% chance to fail.

The upper levels of difficulty (7, 8, 9, and 10) are all but impossible because the target numbers are 21 or higher, which you can’t roll on a d20. However, it’s common for PCs to have abilities or equipment that ease a task and thus lower the target number to something they can roll on a d20.

A character’s tier does not determine a task’s level. Things don’t get more difficult just because a character’s tier increases—the world doesn’t instantly become a more difficult place. Fourth-tier characters don’t deal only with level 4 creatures or difficulty 4 tasks (although a fourth-tier character probably has a better shot at success than a first-tier character does). Just because something is level 4 doesn’t necessarily mean it’s meant only for fourth-tier characters. Similarly, depending on the situation, a fifth-tier character could find a difficulty 2 task just as challenging as a second-tier character does.

Therefore, when setting the difficulty of a task, the GM should rate the task on its own merits, not on the power of the characters.

Modifying the Difficulty

After the GM sets the difficulty for a task, the player can try to modify it for their character. Any such modification applies only to this particular attempt at the task. In other words, rewiring an electronic door lock normally might be difficulty 6, but since the character doing the work is skilled in such tasks, has the right tools, and has another character assisting them, the difficulty in this instance might be much lower. That’s why it’s important for the GM to set a task’s difficulty without taking the character into account. The character comes in at this step.

By using skills and assets, working together, and—perhaps most important—applying Effort, a character can ease a task by multiple steps to make it easier. Rather than adding bonuses to the player’s roll, reducing the difficulty lowers the target number. If they can reduce the difficulty of a task to 0, no roll is needed; success is automatic. (An exception is if the GM decides to use a GM intrusion on the task, in which case the player would have to make a roll at the original difficulty.)

There are three basic ways in which a character can ease a task: skills, assets, and Effort. Each method eases the task by at least one step—never in smaller increments.

By using skills, assets, and Effort, a character can ease a task by a maximum of ten steps: one or two steps from skills, one or two steps from assets, and one to six steps from Effort.

Skills

Characters may be skilled at performing a specific task. A skill can vary from character to character. For example, one character might be skilled at lying, another might be skilled at trickery, and a third might be skilled in all interpersonal interactions. The first level of being skilled is called being trained, and it eases that task by one step. More rarely, a character can be incredibly skilled at performing a task. This is called being specialized, and it eases the task by two steps instead of one. Skills can never decrease a task by more than two steps—any more than two steps from being trained and specialized don’t count.

Assets

An asset is anything that helps a character with a task, such as having a really good crowbar when trying to force open a door or being in a rainstorm when trying to put out a fire. Appropriate assets vary from task to task. The perfect awl might help when woodworking, but it won’t make a dance performance much better. An asset usually eases a task by one step. Assets can never ease a task by more than two steps—any more than two steps from assets don’t count.

The important thing to remember is that a skill can reduce the difficulty by no more than two steps, and assets can reduce the difficulty by no more than two steps, regardless of the situation. Thus, no task’s difficulty will ever be reduced by more than four steps without using Effort.

Effort

A player can apply Effort to ease a task. To do this, the player spends points from the stat Pool that’s most appropriate to the task. For example, applying Effort to push a heavy rock off a cliff requires a player to spend points from the character’s Might Pool; applying Effort to activate an unusual machine interface requires them to spend points from the character’s Intellect Pool. For every level of Effort spent on a task, the task is eased. It costs 3 points from a stat Pool to apply one level of Effort, and it costs 2 additional points for every level thereafter (so it costs 5 points for two levels of Effort, 7 points for three levels of Effort, and so on). A character must spend points from the same stat Pool as the type of task or roll—Might points for a Might roll, Speed points for a Speed roll, or Intellect points for an Intellect roll.

Every character has a maximum level of Effort they can apply to a single task. Effort can never ease a task by more than six steps—any more than six steps from applying Effort doesn’t count.

Free Level of Effort: A few abilities give you a free level of Effort (these usually require you to apply at least one level of Effort to a task). In effect, you’re getting one more level of Effort than what you paid for. This free level of Effort can exceed the Effort limit for your character, but not the six-step limit for easing a task.

Rolling the Die

To determine success or failure, a player rolls a die (always a d20). If they roll the target number or higher, they succeed. Most of the time, that’s the end of it—nothing else needs to be done. Rarely, a character might apply a small modifier to the roll. If they have a +2 bonus when attempting specific actions, they add 2 to the number rolled. However, the original roll matters if it’s a special roll.

If a character applies a modifier to the die roll, it’s possible to get a result of 21 or higher, in which case they can attempt a task with a target number above 20. But if there is no possibility for success—if not even rolling a natural 20 (meaning the d20 shows that number) is sufficient to accomplish the task—then no roll is made. Otherwise, characters would have a chance to succeed at everything, even impossible or ridiculous tasks such as climbing moonbeams, throwing elephants, or hitting a target on the opposite side of a mountain with an arrow.

If a character’s modifiers add up to +3, treat them as an asset instead. In other words, instead of adding a +3 bonus to the roll, reduce the difficulty by one step. For example, if a Warrior has a +1 bonus to attack rolls from a minor effect, a +1 bonus to attack rolls from a special weapon quality, and a +1 bonus to attack rolls from a special ability, they do not add 3 to their attack roll—instead, they reduce the difficulty of the attack by one step. So if they attack a level 3 foe, they would normally roll against difficulty 3 and try to reach a target number of 9, but thanks to their asset, they roll against difficulty 2 and try to reach a target number of 6.

This distinction is important when stacking skills and assets to decrease the difficulty of an action, especially since reducing the difficulty to 0 or lower means no roll is needed.

The Player Always Rolls

In the Cypher System, players always drive the action. That means they make all the die rolls. If a PC leaps out of a moving vehicle, the player rolls to see if they succeed. If a PC searches for a hidden panel, the player rolls to determine whether they find it. If a rockslide falls on a PC, the player rolls to try to get out of the way. If a PC and an NPC arm wrestle, the player rolls, and the NPC’s level determines the target number. If a PC attacks a foe, the player rolls to see if they hit. If a foe attacks the PC, the player rolls to see if they dodge the blow.

As shown by the last two examples, the PC rolls whether they are attacking or defending. Thus, something that improves defenses might ease or hinder their rolls. For example, if a PC uses a low wall to gain cover from attacks, the wall eases the player’s defense rolls. If a foe uses the wall to gain cover from the PC’s attacks, it hinders the player’s attack rolls.

Special Rolls

If a character rolls a natural 1, 17, 18, 19, or 20 (meaning the d20 shows that number), special rules come into play. These are explained in more detail in the following sections.

1: GM Intrusion. The GM makes a free intrusion (see below) and doesn’t award experience points (XP) for it.

17: Damage Bonus. If the roll was a damage-dealing attack, it deals 1 additional point of damage.

18: Damage Bonus. If the roll was a damage-dealing attack, it deals 2 additional points of damage.

19: Minor Effect. If the roll was a damage-dealing attack, it deals 3 additional points of damage or the PC gets a minor effect in addition to the normal results of the task. If the roll was something other than an attack, the PC gets a minor effect in addition to the normal results of the task.

20: Major Effect. If the roll was a damage-dealing attack, it deals 4 additional points of damage or the PC gets a major or minor effect in addition to the normal results of the task. If the roll was something other than an attack, the PC gets a major effect in addition to the normal results of the task. If the PC spent points from a stat Pool on the action, the point cost for the action decreases to 0, meaning the character regains those points as if they had not spent them at all.

GM Intrusion

GM intrusion is explained in more detail in the Running the Cypher System chapter, but essentially it means that something occurs to complicate the character’s life. The character hasn’t necessarily fumbled or done anything wrong (although perhaps they did). It could just be that the task presents an unexpected difficulty or something unrelated affects the current situation.

For GM intrusion on a defense roll, a roll of 1 might mean that the PC takes 2 additional points of damage from the attack, indicating that the opponent got in a lucky blow.

For complete details about GM intrusion and how to use it to best effect in the game, see the Running the Cypher System chapter.

Minor Effect

A minor effect happens when a player rolls a natural 19. Most of the time, a minor effect is slightly beneficial to the PC, but not overwhelming.

A climber gets up the steep slope a bit faster. A repaired machine works a bit better. A character jumping down into a pit lands on their feet. Either the GM or the player can come up with a possible minor effect that fits the situation, but both must agree on what it should be.

Don’t waste a lot of time thinking of a minor effect if nothing appropriate suggests itself. Sometimes, in cases where only success or failure matters, it’s okay to have no minor effect. Keep the game moving at an exciting pace.

In combat, the easiest and most straightforward minor effect is dealing 3 additional points of damage with an attack. The following are other common minor effects for combat:

Damage object: Instead of striking the foe, the attack strikes what the foe is holding. If the attack hits, the character makes a Might roll with a difficulty equal to the object’s level. On a success, the object moves one or more steps down the object damage track.

Distract: For one round, all of the foe’s tasks are hindered.

Knock back: The foe is knocked or forced back a few feet. Most of the time, this doesn’t matter much, but if the fight takes place on a ledge or next to a pit of lava, the effect can be significant.

Move past: The character can move a short distance at the end of the attack. This effect is useful to get past a foe guarding a door, for example.

Strike a specific body part: The attacker strikes a specific spot on the defender’s body. The GM rules what special effect, if any, results. For example, hitting a creature’s tentacle that is wrapped around an ally might make it easier for the ally to escape. Hitting a foe in the eye might blind it for one round. Hitting a creature in its one vulnerable spot might ignore Armor.

Usually, the GM just has the desired minor effect occur. For example, rolling a 19 against a relatively weak foe means it is knocked off the cliff. The effect makes the round more exciting, but the defeat of a minor creature has no significant impact on the story. Other times, the GM might rule that an additional roll is needed to achieve the effect—the special roll only gives the PC the opportunity for a minor effect. This mostly happens when the desired effect is very unlikely, such as pushing a 50-ton battle automaton off a cliff. If the player just wants to deal 3 additional points of damage as the minor effect, no extra roll is needed.

Major Effect

A major effect happens when a player rolls a natural 20. Most of the time, a major effect is quite beneficial to the character. A climber gets up the steep slope in half the time. A jumper lands with such panache that those nearby are impressed and possibly intimidated. A defender makes a free attack on a foe.

Either the GM or the player can come up with a possible major effect that fits the situation, but both must agree on what it should be. As with minor effects, don’t spend a lot of time agonizing over the details of a major effect. In cases where only success or failure matters, a major effect might offer the character a one-time asset (a modification of one step) to use the next time they attempt a similar action. When nothing else seems appropriate, the GM can simply grant the PC an additional action on their turn that same round.

In combat, the easiest and most straightforward major effect is dealing 4 additional points of damage with an attack. The following are other common major effects for combat.

Disarm: The foe drops one object that it is holding.

Impair: For the rest of the combat, all tasks the foe attempts are hindered.

Knock down: The foe is knocked prone. It can get up on its turn.

Stun: The foe loses its next action.

As with minor effects, usually the GM just has the desired major effect occur, but sometimes the GM might require an extra roll if the major effect is unusual or unlikely.

Retrying a Task After Failure

If a character fails a task (whether it’s climbing a wall, picking a lock, trying to figure out a mysterious device, or something else) they can attempt it again, but they must apply at least one level of Effort when retrying that task. A retry is a new action, not part of the same action that failed, and it takes the same amount of time as the first attempt did.

Sometimes the GM might rule that retries are impossible. Perhaps a character has one chance to convince the leader of a group of thugs not to attack, and after that, no amount of talking will stop them.

This rule doesn’t apply to something like attacking a foe in combat because combat is always changing and fluid. Each round’s situation is new, not a repeat of a previous situation, so a missed attack can’t be retried.

Initial Cost

The GM can assign a point cost to a task just for trying it. Called an initial cost, it’s simply an indication that the task is particularly taxing. For example, let’s say a character wants to try a Might action to open a heavy cellar door that is partially rusted shut. The GM says that forcing the door open is a difficulty 5 task, and there’s an initial cost of 3 Might points simply to try. This initial cost is in addition to any points the character chooses to spend on the roll (such as when applying Effort), and the initial cost points do not affect the difficulty of the task. In other words, the character must spend 3 Might points to attempt the task at all, but that doesn’t help them open the door. If they want to apply Effort to ease the task, they have to spend more points from their Might Pool.

Edge helps with the initial cost of a task, just as it does with any expenditure from a character’s Pool. In the previous example, if the character had a Might Edge of 2, they would have to spend only 1 point (3 points minus 2 from their Might Edge) for the initial cost to attempt the task. If they also applied a level of Effort to open the door, they couldn’t use their Edge again—Edge applies only once per action—so using the Effort would cost the full 3 points. Thus, they’d spend a total of 4 points (1 for the initial cost plus 3 for the Effort) from their Might Pool.

The rationale of the initial cost rule is that even in the Cypher System, where things like Effort can help a character succeed on an action, logic still suggests that some actions are very difficult and taxing, particularly for some PCs more than others.

Distance

Distance is simplified into four basic categories: immediate, short, long, and very long.

Immediate distance from a character is within reach or within a few steps; if a character stands in a small room, everything in the room is within immediate distance. At most, immediate distance is 10 feet (3 m). Immediate distance is sometimes referred to as close, or even point-blank, particularly when referring to ranges.

The words “immediate” and “close” can be used interchangeably to talk about distance. If a creature or object is within arm’s reach of the character, it can be considered both immediate and close.

Short distance is anything greater than immediate distance but less than 50 feet (15 m) or so.

Long distance is anything greater than short distance but less than 100 feet (30 m) or so.

Very long distance is anything greater than long distance but less than 500 feet (150 m) or so.

Beyond that range, distances are always specified—1,000 feet (300 m), 1 mile (1.5 km), and so on.

All weapons and special abilities use these terms for ranges. For example, all melee weapons have immediate range—they are close-combat weapons, and you can use them to attack anyone within immediate distance. A thrown knife (and most other thrown weapons) has short range. A small handgun also has short range. A rifle has long range.

A character can move an immediate distance as a part of another action. In other words, they can take a few steps to the light switch and flip it on. They can lunge across a small room to attack a foe. They can open a door and step through.

A character can move a short distance as their entire action for a turn. They can also try to move a long distance as their entire action, but the player might have to roll to see if the character slips, trips, or stumbles for moving so far so quickly.

GMs and players don’t need to determine exact distances. For example, if the PCs are fighting a group of guards, any character can likely attack any foe in the general melee—they’re all within immediate range. However, if one trooper stays back to fire a blaster, a character might have to use their entire action to move the short distance required to attack that foe. It doesn’t matter if the trooper is 20 feet (6 m) or 40 feet (12 m) away—it’s simply considered short distance. It does matter if the trooper is more than 50 feet (15 m) away because that distance would require a long move.

Other Distances

In rare cases where distances beyond very long are needed, real-world distances are best (1 mile, 100 kilometers, and so on). However, the following shorthand distances can be useful in some settings:

Planetary: On the same planet.

Interplanetary: Within the same solar system.

Interstellar: Within the same galaxy.

Intergalactic: Anywhere in the same universe.

Interdimensional: Anywhere.

Timekeeping

Generally, keep time the same way that you normally would, using minutes, hours, days, and weeks. Thus, if the characters walk overland for 15 miles (24 km), about eight hours pass, even though the journey can be described in only a few seconds at the game table. Precision timekeeping is rarely important. Most of the time, saying things like “That takes about an hour” works fine.

This is true even when a special ability has a specific duration. In an encounter, a duration of “one minute” is mostly the same as saying “the rest of the encounter.” You don’t have to track each round that ticks by if you don’t want to. Likewise, an ability that lasts for ten minutes can safely be considered the length of an in-depth conversation, the time it takes to quickly explore a small area, or the time it takes to rest after a strenuous activity.

ActionTime Usually Required
Walking a mile over easy terrainAbout fifteen minutes
Walking a mile over rough terrain (forest, snow, hills)About half an hour
Walking a mile over difficult terrain (mountains, thick jungle)About forty-five minutes
Moving from one significant location in a city to anotherAbout fifteen minutes
Sneaking into a guarded locationAbout fifteen minutes
Observing a new location to get salient detailsAbout fifteen minutes
Having an in-depth discussionAbout ten minutes
Resting after a fight or other strenuous activityAbout ten minutes
Resting and having a quick mealAbout half an hour
Making or breaking campAbout half an hour
Shopping for supplies in a market or storeAbout an hour
Meeting with an important contactAbout half an hour
Referencing a book or websiteAbout half an hour
Searching a room for hidden thingsAt least half an hour, perhaps one hour
Searching for cyphers or other valuables amid a lot of stuffAbout an hour
Identifying and understanding a cypherFifteen minutes to half an hour
Identifying and understanding an artifactAt least fifteen minutes, perhaps three hours
Repairing a device (assuming parts and tools available)At least an hour, perhaps a day
Building a device (assuming parts and tools available)At least a day, perhaps a week

Encounters, Rounds, and Initiative

Sometimes in the course of the game, the GM or players will refer to an “encounter.” Encounters are not so much measurements of time as they are events or instances in which something happens, like a scene of a movie or a chapter in a book. An encounter might be a fight with a foe, a dramatic crossing of a raging river, or a stressful negotiation with an important official. It’s useful to use the word when referring to a specific scene, as in “My Might Pool is low after that encounter with the soul sorcerer yesterday.”

A round is about five to ten seconds. The length of time is variable because sometimes one round might be a bit longer than another. You don’t need to measure time more precisely than that. You can estimate that on average there are about ten rounds in a minute. In a round, everyone—each character and NPC—gets to take one action.

To determine who goes first, second, and so on in a round, each player makes a Speed roll called an initiative roll. Most of the time, it’s only important to know which characters act before the NPCs and which act after the NPCs. On an initiative roll, a character who rolls higher than an NPC’s target number takes their action before the NPC does. As with all target numbers, an NPC’s target number for an initiative roll is three times the NPC’s level. Many times, the GM will have all NPCs take their actions at the same time, using the highest target number from among all the NPCs. Using this method, any characters who rolled higher than the target number act first, then all the NPCs act, and finally any characters who rolled lower than the target number act.

An initiative roll is a d20 roll. Since your initiative depends on how fast you are, if you spend Effort on the roll, the points come from your Speed Pool.

The order in which the characters act usually isn’t important. If the players want to go in a precise order, they can act in initiative order (highest to lowest), by going around the table, by going oldest to youngest, and so on.

For example, Charles, Tammie, and Shanna’s characters are in combat with two level 2 security guards. The GM has the players make Speed rolls to determine initiative. Charles rolls an 8, Shanna rolls a 15, and Tammie rolls a 4. The target number for a level 2 creature is 6, so each round Charles and Shanna act before the guards, then the guards act, and finally Tammie acts. It doesn’t matter whether Charles acts before or after Shanna, as long as they think it’s fair.

After everyone—all PCs and NPCs—in the combat has had a turn, the round ends and a new round begins. In all rounds after the first, everyone acts in the same order as they did in the first round. The characters cycle through this order until the logical end of the encounter (the end of the fight or the completion of the event) or until the GM asks them to make new initiative rolls. The GM can call for new initiative rolls at the beginning of any new round when conditions drastically change. For example, if the NPCs gain reinforcements, the environment changes (perhaps the lights go out), the terrain changes (maybe part of the balcony collapses under the PCs), or something similar occurs, the GM can call for new initiative rolls.

Since the action moves as a cycle, anything that lasts for a round ends where it started in the cycle. If Umberto uses an ability on an opponent that hinders its defenses for one round, the effect lasts until Umberto acts on his next turn.

A Closer Look At Situations that Don’t Involve PCs

Ultimately, the GM is the arbiter of conflicts that do not involve the PCs. They should be adjudicated in the most interesting, logical, and story-based way possible. When in doubt, match the level of the NPCs (characters or creatures) or their respective effects to determine the results. Thus, if a level 4 NPC fights a level 3 NPC, the level 4 NPC will win, but if they face a level 7 NPC, they’ll lose. Likewise, a level 4 creature resists poisons or devices of level 3 or lower but not those of level 5 and above.

The essence is this: in the Cypher System, it doesn’t matter if something is a creature, a poison, or a gravity-dispelling ray. If it’s a higher level, it wins; if it’s a lower level, it loses. If two things of equal level oppose each other, there might be a long, drawn-out battle that could go either way.

Actions

Anything that your character does in a round is an action. It’s easiest to think of an action as a single thing that you can do in five to ten seconds. For example, if you use your dart thrower to shoot a strange floating orb, that’s one action. So is running for cover behind a stack of barrels, prying open a stuck door, using a rope to pull your friend up from a pit, or activating a cypher (even if it’s stored in your pack).

Opening a door and attacking a security guard on the other side are two actions. It’s more a matter of focus than time. Drawing your sword and attacking a foe is all one action. Putting away your bow and pushing a heavy bookcase to block a door are two actions because each requires a different train of thought.

If the action you want to accomplish is not within reach, you can move a little bit. Essentially, you can move up to an immediate distance to perform your action. For example, you can move an immediate distance and attack a foe, open a door and move an immediate distance into the hallway beyond, or grab your hurt friend lying on the ground and pull them back a few steps. This movement can occur before or after your action, so you can move to a door and open it, or you can open a door and move through it.

The most common actions are:

Action: Attack

An attack is anything that you do to someone that they don’t want you to do. Slashing a foe with a curved dagger is an attack, blasting a foe with a lightning artifact is an attack, wrapping a foe in magnetically controlled metal cables is an attack, and controlling someone’s mind is an attack. An attack almost always requires a roll to see if you hit or otherwise affect your target.

In the simplest kind of attack, such as a PC trying to stab a thug with a knife, the player rolls and compares their result to the opponent’s target number. If their roll is equal to or greater than the target number, the attack hits. Just as with any kind of task, the GM might modify the difficulty based on the situation, and the player might have a bonus to the roll or might try to ease the task using skills, assets, or Effort.

A less straightforward attack might be a special ability that stuns a foe with a mental blast. However, it’s handled the same way: the player makes a roll against the opponent’s target number. Similarly, an attempt to tackle a foe and wrestle it to the ground is still just a roll against the foe’s target number.

Attacks are sometimes categorized as “melee” attacks, meaning that you hurt or affect something within immediate reach, or “ranged” attacks, meaning that you hurt or affect something at a distance.

Melee attacks can be Might or Speed actions—player choice. Physical ranged attacks (such as bows, thrown weapons, and blasts of fire from a mutation) are almost always Speed actions, but those that come from special abilities tend to be Intellect actions.

Special abilities that require touching the target require a melee attack. If the attack misses, the power is not wasted, and you can try again each round as your action until you hit the target, use another ability, or take a different action that requires you to use your hands. These attempts in later rounds count as different actions, so you don’t have to keep track of how much Effort you used when you activated the ability or how you used Edge. For example, let’s say that in the first round of combat, you activate a special ability that requires you to touch your foe and you use Effort to ease the attack, but you roll poorly and miss your foe. In the second round of combat, you can try attacking again and use Effort to ease the attack roll.

The GM and players are encouraged to describe every attack with flavor and flair. One attack roll might be a stab to the foe’s arm. A miss might be the PC’s sword slamming into the wall. Combatants lunge, block, duck, spin, leap, and make all kinds of movements that should keep combat visually interesting and compelling. The Running the Cypher System chapter has much more guidance in this regard.

Common elements that affect the difficulty of a combat task are cover, range, and darkness. The rules for these and other modifiers are explained in the Attack Modifiers and Special Situations section of this chapter.

Damage

When an attack strikes a character, it usually means the character takes damage.

An attack against a PC subtracts points from one of the character’s stat Pools—usually the Might Pool. Whenever an attack simply says it deals “damage” without specifying the type, it means Might damage, which is by far the most common type. Intellect damage, which is usually the result of a mental attack, is always labeled as Intellect damage. Speed damage is often a physical attack, but attacks that deal Speed damage are fairly rare.

NPCs don’t have stat Pools. Instead, they have a characteristic called health. When an NPC takes damage of any kind, the amount is subtracted from its health. Unless described otherwise, an NPC’s health is always equal to its target number. Some NPCs might have special reactions to or defenses against attacks that would normally deal Speed damage or Intellect damage, but unless the NPC’s description specifically explains this, assume that all damage is subtracted from the NPC’s health.

Objects don’t have stat Pools or health. They have an object damage track, just like how PCs have a damage track. Attacking objects might move them down their damage track.

Damage is always a specific amount determined by the attack. For example, a slash with a broadsword or a blast with a spike thrower deals 4 points of damage. An Adept’s Onslaught deals 4 points of damage. Often, there are ways for the attacker to increase the damage. For example, a PC can apply Effort to deal 3 additional points of damage, and rolling a natural 17 on the attack roll deals 1 additional point of damage.

Armor

Pieces of equipment and special abilities protect a character from damage by giving them Armor. Each time a character takes damage, subtract their Armor value from the damage before reducing their stat Pool or health. For example, if a Warrior with 2 Armor is hit by a gunshot that deals 4 points of damage, they take only 2 points of damage (4 minus 2 from their Armor). If Armor reduces the incoming damage to 0 or lower, the character takes no damage from the attack. For example, the Warrior’s 2 Armor protects them from all physical attacks that deal 1 or 2 points of damage.

The most common way to get Armor is to wear physical armor, such as a leather jacket, a bulletproof vest, a chainmail hauberk, bioengineered carapace grafts, or something else, depending on the setting. All physical armor comes in one of three categories: light, medium, or heavy. Light armor gives the wearer 1 point of Armor, medium gives 2 points of Armor, and heavy gives 3 points of Armor.

When you see the word “Armor” capitalized in the game rules (other than in the name of a special ability), it refers to your Armor characteristic—the number you subtract from incoming damage. When you see the word “armor” in lowercase, it refers to any physical armor you might wear.

Other effects can add to a character’s Armor. If a character is wearing chainmail (+2 to Armor) and has an ability that covers them in a protective force field that grants +1 to Armor, their total is 3 Armor. If they also use a cypher that hardens their flesh temporarily for +1 to Armor, their total is 4 Armor.

Some types of damage ignore physical armor. Attacks that specifically deal Speed damage or Intellect damage ignore Armor; the creature takes the listed amount of damage without any reduction from Armor. Ambient damage (see below) usually ignores Armor as well.

A creature may have a special bonus to Armor against certain kinds of attacks. For example, a protective suit made of a sturdy, fire-resistant material might normally give its wearer +1 to Armor but count as +3 to Armor against fire attacks. An artifact worn as a helmet might grant +2 to Armor only against mental attacks.

Ambient Damage

Some kinds of damage aren’t direct attacks against a creature, but they indirectly affect everything in the area. Most of these are environmental effects such as winter cold, high temperatures, or background radiation. Damage from these kinds of sources is called ambient damage. Physical armor usually doesn’t protect against ambient damage, though a well-insulated suit of armor can protect against cold weather.

Damage From Hazards

Attacks aren’t the only way to inflict damage on a character. Experiences such as falling from a great height, being burned in a fire, and spending time in severe weather also deal damage. Although no list of potential hazards could be comprehensive, the Damage From Hazards table includes common examples.

SourceDamageNotes
Falling1 point per 10 feet (3 m) fallen (ambient damage)
Minor fire3 points per round (ambient damage)Torch
Major fire6 points per round (ambient damage)Engulfed in flames; lava
Acid splash2 points per round (ambient damage)
Acid bath6 points per round (ambient damage)Immersed in acid
Cold1 point per round (ambient damage)Below freezing temperatures
Severe cold3 points per round (ambient damage)Liquid nitrogen
Shock1 point per round (ambient damage)Often involves losing next action
Electrocution6 points per round (ambient damage)Often involves losing next action
Crush3 pointsObject or creature falls on character
Huge crush6 pointsRoof collapse; cave-in
Collision6 pointsLarge, fast object strikes character

The Effects of Taking Damage

When an NPC reaches 0 health, it is either dead or (if the attacker wishes) incapacitated, meaning unconscious or beaten into submission.

As previously mentioned, damage from most sources is applied to a character’s Might Pool. Otherwise, stat damage always reduces the Pool of the stat it affects.

If damage reduces a character’s stat Pool to 0, any further damage to that stat (including excess damage from the attack that reduced the stat to 0) is applied to another stat Pool. Damage is applied to Pools in this order:

  1. Might (unless the Pool is 0)

  2. Speed (unless the Pool is 0)

  3. Intellect

Even if the damage is applied to another stat Pool, it still counts as its original type for the purpose of Armor and special abilities that affect damage. For example, if a character with 2 Armor is reduced to 0 Might and then is hit by a creature’s claw for 3 points of damage, it still counts as Might damage, so their Armor reduces the damage to 1 point, which then is applied to their Speed Pool. In other words, even though they take the damage from their Speed Pool, it doesn’t ignore Armor like Speed damage normally would.

In addition to taking damage from their Might Pool, Speed Pool, or Intellect Pool, PCs also have a damage track. The damage track has four states (from best to worst): hale, impaired, debilitated, and dead. When one of a PC’s stat Pools reaches 0, they move one step down the damage track. Thus, if they are hale, they become impaired. If they are already impaired, they become debilitated. If they are already debilitated, they become dead.

Some effects can immediately shift a PC one or more steps on the damage track. These include rare poisons, cellular disruption attacks, and massive traumas (such as falls from very great heights, being run over by a speeding vehicle, and so on, as determined by the GM).

Some attacks, like a serpent’s poisonous bite or a Speaker’s Enthrall, have effects other than damage to a stat Pool or shifting the PC on the damage track. These attacks can cause unconsciousness, paralysis, and so on.

When NPCs (who have only health) suffer Speed or Intellect damage, normally this is treated the same as Might damage. However, the GM or the player has the option to suggest an appropriate alternate effect—the NPC suffers a penalty, moves more slowly, is stunned, and so on.

The Damage Track

As noted above, the damage track has four states: hale, impaired, debilitated, and dead.

Hale is the normal state for a character: all three stat Pools are at 1 or higher, and the PC has no penalties from harmful conditions. When a hale PC takes enough damage to reduce one of their stat Pools to 0, they become impaired. Note that a character whose stat Pools are much lower than normal can still be hale.

Impaired is a wounded or injured state. When an impaired character applies Effort, it costs 1 extra point per level applied. For example, applying one level of Effort costs 4 points instead of 3, and applying two levels of Effort costs 7 points instead of 5.

An impaired character ignores minor and major effect results on their rolls, and they don’t deal as much extra damage in combat with a special roll. In combat, a roll of 17 or higher deals only 1 additional point of damage. When an impaired PC takes enough damage to reduce one of their stat Pools to 0, they become debilitated.

Debilitated is a critically injured state. A debilitated character may not take any actions other than to move (probably crawl) no more than an immediate distance. If a debilitated character’s Speed Pool is 0, they can’t move at all. When a debilitated PC takes enough damage to reduce a stat Pool to 0, they are dead.

Dead is dead.

The damage track allows you to know how far from death you are. If you’re hale, you’re three steps from death. If you’re impaired, you’re two steps from death. If you’re debilitated, you are only one small step from death’s door.

Recovering Points in a Pool

After losing or spending points in a Pool, you recover those points by resting. You can’t increase a Pool past its maximum by resting—just back to its normal level. Any extra points gained go away with no effect. The amount of points you recover from a rest, and how long each rest takes, depends on how many times you have rested so far that day.

When you rest, make a recovery roll. To do this, roll a d6 and add your tier. You recover that many points, and you can divide them among your stat Pools however you wish. For example, if your recovery roll is 4 and you’ve lost 4 points of Might and 2 points of Speed, you can recover 4 points of Might, or 2 points of Might and 2 points of Speed, or any other combination adding up to 4 points.

The first time you rest each day, it takes only a few seconds to catch your breath. If you rest this way in the middle of an encounter, it takes one action on your turn.

The second time you rest each day, you must rest for ten minutes to make a recovery roll. The third time you rest each day, you must rest for one hour to make a recovery roll. The fourth time you rest each day, you must rest for ten hours to make a recovery roll (usually, this occurs when you stop for the day to eat and sleep).

After that much rest, it’s assumed to be a new day, so the next time you rest, it takes only a few seconds. The next rest takes ten minutes, then one hour, and so on, in a cycle.

If you haven’t rested yet that day and you take a lot of damage in a fight, you could rest a few seconds (regaining 1d6 points + 1 point per tier) and then immediately rest for ten minutes (regaining another 1d6 points + 1 point per tier). Thus, in one full day of doing nothing but resting, you could recover 4d6 points + 4 points per tier.

Each character chooses when to make recovery rolls. If a party of five PCs rests for ten minutes because two of them want to make recovery rolls, the others don’t have to make rolls at that time. Later in the day, those three can decide to rest for ten minutes and make recovery rolls.

Recovery RollRest Time Needed
First recovery rollOne action
Second recovery rollTen minutes
Third recovery rollOne hour
Fourth recovery rollTen hours

Restoring the Damage Track

Using points from a recovery roll to raise a stat Pool from 0 to 1 or higher also automatically moves the character up one step on the damage track.

If all of a PC’s stat Pools are above 0 and the character has taken special damage that moved them down the damage track, they can use a recovery roll to move up one step on the damage track instead of recovering points. For example, a character who is debilitated from a hit with a cell-disrupting biotech device can rest and move up to impaired rather than recover points in a Pool.

Special Damage

In the course of playing the game, characters face all manner of threats and dangers that can harm them in a variety of ways, only some of which are easily represented by points of damage.

Dazed and Stunned: Characters can be dazed when struck hard on the head, exposed to extremely loud sounds, or affected by a mental attack. When this happens, for the duration of the daze effect (usually one round), all of the character’s tasks are hindered. Similar but more severe attacks can stun characters. Stunned characters lose their turn (but can still defend against attacks normally).

Poison and Disease: When characters encounter poison—whether the venom of a serpent, rat poison slipped into a burrito, cyanide dissolved in wine, or an overdose of acetaminophen—they make a Might defense roll to resist it. Failure to resist can result in points of damage, moving down the damage track, or a specific effect such as paralysis, unconsciousness, disability, or something stranger. For example, some poisons affect the brain, making it impossible to say certain words, take certain actions, resist certain effects, or recover points to a stat Pool.

Diseases work like poisons, but their effect occurs every day, so the victim must make a Might defense roll each day or suffer the effects. Disease effects are as varied as poisons: points of damage, moving down the damage track, disability, and so on. Many diseases inflict damage that cannot be restored through conventional means.

Paralysis: Paralytic effects cause a character to drop to the ground, unable to move. Unless otherwise specified, the character can still take actions that require no physical movement.

Other Effects: Other special effects can render a character blind or deaf, unable to stand without falling over, or unable to breathe. Stranger effects might negate gravity for the character (or increase it a hundredfold), transport them to another place, render them out of phase, mutate their physical form, implant false memories or senses, alter the way their brain processes information, or inflame their nerves so they are in constant, excruciating pain. Each special effect must be handled on a case-by-case basis. The GM adjudicates how the character is affected and how the condition can be alleviated (if possible).

NPCs and Special Damage

The GM always has final say over what special damage will affect an NPC. Human NPCs usually react like characters, but nonhuman creatures might react very differently. For example, a tiny bit of venom is unlikely to hurt a gigantic dragon, and it won’t affect an android or a demon at all.

If an NPC is susceptible to an attack that would shift a character down the damage track, using that attack on the NPC usually renders it unconscious or dead. Alternatively, the GM could apply the debilitated condition to the NPC, with the same effect as it would have on a PC.

Attack Modifiers And Special Situations

In combat situations, many modifiers might come into play. Although the GM is at liberty to assess whatever modifiers they think are appropriate to the situation (that’s their role in the game), the following suggestions and guidelines might make that easier. Often the modifier is applied as a step in difficulty. So if a situation hinders attacks, that means if a PC attacks an NPC, the difficulty of the attack roll is increased by one step, and if an NPC attacks a PC, the difficulty of the defense roll is decreased by one step. This is because players make all rolls, whether they are attacking or defending—NPCs never make attack or defense rolls.

When in doubt, if it seems like it should be harder to attack in a situation, hinder the attack rolls. If it seems like attacks should gain an advantage or be easier in some way, hinder the defense rolls.

Precise ranges are not important in the Cypher System. The broadly defined “immediate,” “short,” “long,” and “very long” ranges let the GM quickly make a judgment call and keep things moving. Basically, the idea is: your target is right there, your target is close, your target is pretty far away, or your target is extremely far away.

Cover

If a character is behind cover so that a significant portion of their body is behind something sturdy, attacks against the character are hindered.

If a character is entirely behind cover (their entire body is behind something sturdy), they can’t be attacked unless the attack can go through the cover. For example, if a character hides behind a thin wooden screen and their opponent shoots the screen with a rifle that can penetrate the wood, the character can be attacked. However, because the attacker can’t see the character clearly, this still counts as cover (attacks against the character are hindered).

Position

Sometimes where a character stands gives them an advantage or a disadvantage.

Prone Target: In melee, a prone target is easier to hit (attacks against them are eased). In ranged combat, a prone target is harder to hit (attacks against them are hindered).

Higher Ground: In either ranged or melee combat, attacks by an opponent on higher ground are eased.

Surprise

When a target isn’t aware of an incoming attack, the attacker has an advantage. A ranged sniper in a hidden position, an invisible assailant, or the first salvo in a successful ambush are all eased by two steps. For the attacker to gain this advantage, however, the defender truly must have no idea that the attack is coming.

If the defender isn’t sure of the attacker’s location but is still on guard, the attacks are eased by only one step.

Range

In melee, you can attack a foe who is adjacent to you (next to you) or within reach (immediate range). If you enter into melee with one or more foes, usually you can attack most or all of the combatants, meaning they are next to you, within reach, or within reach if you move slightly or have a long weapon that extends your reach.

The majority of ranged attacks have only two ranges: short range and long range (a few have very long range). Short range is generally less than 50 feet (15 m) or so. Long range is generally from 50 feet (15 m) to about 100 feet (30 m). Very long range is generally 100 feet (30 m) to 500 feet (150 m). Greater precision than that isn’t important in the Cypher System. If anything is longer than very long range, the exact range is usually spelled out, such as with an item that can fire a beam 1,000 feet (300 m) or teleport you up to 1 mile (1.5 km) away.

Thus, the game has four measurements of distance: immediate, short, long, and very long. These apply to movement as well. A few special cases—point-blank range and extreme range— modify an attack’s chance to successfully hit.

Point-Blank Range: If a character uses a ranged weapon against a target within immediate range, the attack is eased.

Extreme Range: Targets just at the limit of a weapon’s range are at extreme range. Attacks against such targets are hindered.

The GM might allow a character with a ranged weapon to attack beyond extreme range, but the attack would be hindered by two steps for each range category beyond the normal limit. Attacks with hard limits, such as the blast radius of a bomb, can’t be modified.

In certain situations, such as a PC on top of a building looking across an open field, the GM should allow ranged attacks to exceed their maximum range. For example, in perfect conditions, a good archer can hit a large target with a bow and arrow at 500 feet (150 m), much farther than a bow’s typical long range.

Illumination

What characters can see (and how well they can see) plays a huge factor in combat.

Dim Light: Dim light is approximately the amount of light on a night with a bright full moon or the illumination provided by a torch, flashlight, or desk lamp. Dim light allows you to see out to short range. Targets in dim light are harder to hit. Attacks against such targets are hindered. Attackers trained in low-light spotting negate this modifier.

Very Dim Light: Very dim light is approximately the amount of light on a starry night with no visible moon, or the glow provided by a candle or an illuminated control panel. Very dim light allows you to see clearly only within immediate range and perceive vague shapes to short range. Targets in very dim light are harder to hit. Attacks against targets within immediate range are hindered, and attacks against those in short range are hindered by two steps. Attackers trained in low-light spotting modify these difficulties by one step in their favor. Attackers specialized in low-light spotting modify these difficulties by two steps in their favor.

Darkness: Darkness is an area with no illumination at all, such as a moonless night with cloud cover or a room with no lights. Targets in complete darkness are nearly impossible to hit. If an attacker can use other senses (such as hearing) to get an idea of where the opponent might be, attacks against such targets are hindered by four steps. Otherwise, attacks in complete darkness fail without the need for a roll unless the player spends 1 XP to “make a lucky shot” or the GM uses GM intrusion. Attackers trained in low-light spotting ease the task. Attackers specialized in low-light spotting ease the task by two steps.

Visibility

Similar to illumination, factors that obscure vision affect combat.

Mist: A target in mist is similar to one in dim light. Ranged attacks against such targets are hindered. Particularly dense mist makes ranged attacks nearly impossible (treat as darkness), and even melee attacks are hindered.

Hiding Target: A target in dense foliage, behind a screen, or crawling amid the rubble in a ruin is hard to hit because they’re hard to see. Ranged attacks against such targets are hindered.

Invisible Target: If an attacker can use other senses (such as hearing) to get an idea of where the opponent might be, attacks against such targets are hindered by four steps. Otherwise, attacks against an invisible creature fail without the need for a roll unless the player spends 1 XP to “make a lucky shot” or the GM uses GM intrusion.

Water

Being in shallow water can make it hard to move, but it doesn’t affect combat. Being in deep water can make things difficult, and being underwater entirely can seem as different as being on another world.

Deep Water: Being in water up to your chest (or the equivalent thereof) hinders your attacks. Aquatic creatures ignore this modifier.

Underwater Melee Combat: For nonaquatic creatures, being completely underwater makes attacking very difficult. Attacks with stabbing weapons are hindered, and melee attacks with slashing or bashing weapons are hindered by two steps. Aquatic creatures ignore these penalties.

Underwater Ranged Combat: As with melee combat, nonaquatic creatures have problems fighting underwater. Some ranged attacks are impossible underwater—you can’t throw things, fire a bow or crossbow, or use a blowgun. Many firearms also do not work underwater. Attacks with weapons that do work underwater are hindered. Ranges underwater are reduced by one category; very-long-range weapons work only to long range, long-range weapons work only to short range, and short-range weapons work only to immediate range.

Moving Targets

Moving targets are harder to hit, and moving attackers have a difficult time as well.

Target Is Moving: Attackers trying to hit a foe who is moving very fast are hindered. (A foe moving very fast is one who is doing nothing but running, mounted on a moving creature, riding on a vehicle or moving conveyance, and so on.)

Attacker Is Moving: An attacker trying to make an attack while moving under their own power (walking, running, swimming, and so on) takes no penalties. Attacks from a moving mount or moving vehicle are hindered; an attacker trained in riding or driving ignores this penalty.

Attacker Is Jostled: Being jostled, such as while standing on a listing ship or a vibrating platform, makes attacking difficult. Such attacks are hindered. Characters trained in balancing or sailing would ignore penalties for being on a ship.

Gravity

In a spacefaring campaign, characters may travel to worlds with stronger or weaker gravity than Earth’s. Likewise, strange technology or magic can cause gravity to fluctuate even in an Earth-based campaign. Characters who have a large amount of metal (wearing metal armor, using metal weapons, and so on) can be affected by fluctuating magnetism just as a character is affected by gravity.

Low Gravity: Weapons that rely on weight, such as all heavy weapons, deal 2 fewer points of damage (dealing a minimum of 1 point of damage). Weapons with short range can reach to long range, and long-range weapons can reach to very long range. Characters trained in low-gravity maneuvering ignore the damage penalty.

High Gravity: It’s hard to make effective attacks when the pull of gravity is very strong. Attacks (and all physical actions) made in high gravity are hindered. Ranges in high gravity are reduced by one category (very-long-range weapons reach only to long range, long-range weapons reach only to short range, and short-range weapons reach only to immediate range). Characters trained in high-gravity maneuvering ignore the change in difficulty but not the range decreases.

Zero Gravity: It’s hard to maneuver in an environment without gravity. All physical actions (including attacks) made in zero gravity are hindered. Weapons with short range can reach to long range, long-range weapons can reach to very long range, and very-long-range weapons can reach to about 1,000 feet (300 m) instead of 500 feet (150 m). Characters trained in zero-gravity maneuvering ignore the change in difficulty.

Special Situation: Combat Between NPCs

When an NPC ally of the PCs attacks another NPC, the GM can designate a player to roll and handle it like a PC attacking. Often, the choice is obvious. For example, a character who has a trained attack animal should roll when their pet attacks enemies. If an NPC ally accompanying the party leaps into the fray, that ally’s favorite PC rolls for them. NPCs cannot apply Effort. Of course, it’s perfectly fitting (and easier) to have the NPC ally use the cooperative action rules to aid a PC instead of making direct attacks, or to compare the levels of the two NPCs (higher wins).

Special Situation: Combat Between PCs

When one PC attacks another PC, the attacking character makes an attack roll, and the other character makes a defense roll, adding any appropriate modifiers. If the attacking PC has a skill, ability, asset, or other effect that would ease the attack if it were made against an NPC, the character adds 3 to the roll for each step reduction (+3 for one step, +6 for two steps, and so on). If the attacker’s final result is higher, the attack hits. If the defender’s result is higher,
the attack misses. Damage is resolved normally. The GM mediates all special effects.

Special Situation: Area Attacks

Sometimes, an attack or effect affects an area rather than a single target. For example, a grenade or a landslide can potentially harm or affect everyone in the area.

In an area attack, all PCs in the area make appropriate defense rolls against the attack to determine its effect on them. If there are any NPCs in the area, the attacker makes a single attack roll against all of them (one roll, not one roll per NPC) and compares it to the target number of each NPC. If the roll is equal to or greater than the target number of a particular NPC, the attack hits that NPC.

Some area attacks always deal at least a minimum amount of damage, even if the attacks miss or if a PC makes a successful defense roll.

For example, consider a character who uses Shatter to attack six cultists (level 2; target number 6) and their leader (level 4; target number 12). The PC applies Effort to increase the damage and rolls an 11 for the attack roll. This hits the six cultists, but not the leader, so the ability deals 3 points of damage to each of the cultists. The description of Shatter says that applying Effort to increase the damage also means that targets take 1 point of damage if the PC fails the attack roll, so the leader takes 1 point of damage. In terms of what happens in the story, the cultists are caught flat-footed by the sudden detonation of one of their knives, but the leader ducks and is shielded from the blast. Despite the leader’s quick moves, the blast is so intense that a few bits of metal slice them.

Special Situation: Attacking Objects

Attacking an object is rarely a matter of hitting it. Sure, you can hit the broad side of a barn, but can you damage it? Attacking inanimate objects with a melee weapon is a Might action. Objects have levels and thus target numbers. Objects have a damage track that works like the damage track for PCs.

Intact is the default state for an object.

Minor damage is a slightly damaged state. An object with minor damage reduces its level by 1.

Major damage is a critically damaged state. An object with major damage is broken and no longer functions.

Destroyed is destroyed. The object is ruined, no longer functions, and cannot be repaired.

If the Might action to damage an object is a success, the object moves one step down the object damage track. If the Might roll exceeded the difficulty by 2 levels, the object instead moves two steps down the object damage track. If the Might roll exceeded the difficulty by 4 levels, the object instead moves three steps down the object damage track. Objects with minor or major damage can be repaired, moving them one or more steps up the object damage track.

Brittle or fragile objects, like paper or glass, decrease the effective level of the object for the purposes of determining if it is damaged. Hard objects, like those made of wood or stone, add 1 to the effective level. Very hard objects, like those made of metal, add 2. (The GM may rule that some exotic materials add 3.)

The tool or weapon used to attack the object must be at least as hard as the object itself. Further, if the amount of damage the attack could inflict—not modified by a special die roll—does not equal or exceed the effective level of the object, the attack cannot damage the object no matter what the roll.

Action: Activate a Special Ability

Special abilities are granted by foci, types, and flavors, or provided by cyphers or other devices. If a special ability affects another character in any kind of unwanted manner, it’s handled as an attack. This is true even if the ability is normally not considered an attack. For example, if a character has a healing touch, and their friend doesn’t want to be healed for some reason, an attempt to heal their unwilling friend is handled as an attack.

Plenty of special abilities do not affect another character in an unwanted manner. For example, a PC might use Hover on themselves to float into the air. A character with a matter-reorganizing device might change a stone wall into glass. A character who activates a phase changer cypher might walk through a wall. None of these requires an attack roll (although when turning a stone wall to glass, the character must still make a roll to successfully affect the wall).

If the character spends points to apply Effort on the attempt, they might want to roll anyway to see if they get a major effect, which would reduce the cost for their action.

Action: Move

As a part of another action, a character can adjust their position—stepping back a few feet while using an ability, sliding over in combat to take on a different opponent to help a friend, pushing through a door they just opened, and so on. This is considered an immediate distance, and a character can move this far as part of another action.

In a combat situation, if a character is in a large melee, they’re usually considered to be next to most other combatants, unless the GM rules that they’re farther away because the melee is especially large or the situation dictates it.

If they’re not in melee but still nearby, they are considered to be a short distance away—usually less than 50 feet (15 m). If they’re farther away than that but still involved in the combat, they are considered to be a long distance away, usually 50 to 100 feet (15 to 30 m), or possibly even a very long distance away, usually more than 100 feet to 500 feet (30 to 150 m).

In a round, as an action, a character can make a short move. In this case, they are doing nothing but moving up to about 50 feet (15 m). Some terrain or situations will change the distance a character can move, but generally, making a short move is considered to be a difficulty 0 action. No roll is needed; they just get where they’re going as their action.

A character can try to make a long move—up to 100 feet (30 m) or so—in one round. This is a Speed task with a difficulty of 4. As with any action, they can use skills, assets, or Effort to ease the task. Terrain, obstacles, or other circumstances can hinder the task. A successful roll means the character moved the distance safely. Failure means that at some point during the move, they stop or stumble (the GM determines where this happens).

A character can also try to make a short move and take another (relatively simple) physical action, like make an attack. As with the attempt to make a long move, this is a Speed task with a difficulty of 4, and failure means that the character stops at some point, slipping or stumbling or otherwise getting held up.

Long-Term Movement

When talking about movement in terms of traveling rather than round-by-round action, typical characters can travel on a road about 20 miles (32 km) per day, averaging about 3 miles (5 km) per hour, including a few stops. When traveling overland, they can move about 12 miles (19 km) per day, averaging 2 miles (3 km) per hour, again with some stops. Mounted characters, such as those on horseback, can go twice as far. Other modes of travel (cars, airplanes, hovercraft, sailing ships, and so on) have their own rates of movement.

Movement Modifiers

Different environments affect movement in different ways.

Rough Terrain: A surface that’s considered rough terrain is covered in loose stones or other material, uneven or with unsure footing, unsteady, or a surface that requires movement across a narrow space, such as a cramped corridor or a slender ledge. Stairs are also considered rough terrain. Rough terrain does not slow normal movement on a round-by-round basis, but hinders move rolls. Rough terrain cuts long-term movement rates in half.

Difficult Terrain: Difficult terrain is an area filled with challenging obstacles—water up to waist height, a very steep slope, an especially narrow ledge, slippery ice, a foot or more of snow, a space so small that one must crawl through it, and so on. Difficult terrain hinders move rolls and halves movement on a round-by-round basis. This means that a short move is about 25 feet (8 m), and a long move is about 50 feet (15 m). Difficult terrain reduces
long-term movement to a third of its normal rate.

Water: Deep water, in which a character is mostly or entirely submerged, hinders move rolls
and reduces round-by-round and long-term movement to one quarter its normal rate. This means that a short move is about 12 feet(4 m), and a long move is about 25 feet (7.5 m). Characters trained in swimming halve their movement only while in deep water.

Low Gravity: Movement in low gravity is easier but not much faster. All move rolls are eased.

High Gravity: In an environment of high gravity, treat all moving characters as if they were in difficult terrain. Characters trained in high-gravity maneuvering negate this penalty. High gravity reduces long-term movement to a third of its normal rate.

Zero Gravity: In an environment without gravity, characters cannot move normally. Instead, they must push off from a surface and succeed at a Might roll to move (the difficulty is equal to one-quarter the distance traveled in feet). Without a surface to push off from, a character cannot move. Unless the character’s movement takes them to a stable object that they can grab or land against, they continue to drift in that direction each round, traveling half the distance of the initial push.

Special Situation: A Chase

When a PC is chasing an NPC or vice versa, the player should attempt a Speed action, with the difficulty based on the NPC’s level. If the PC succeeds at the roll, they catch the NPC (if chasing), or they get away (if chased). In terms of the story, this one-roll mechanic can be the result of a long chase over many rounds.

Alternatively, if the GM wants to play out a long chase, the character can make many rolls (perhaps one per level of the NPC) to finish the pursuit successfully. For every failure, the PC must make another success, and if they ever have more failures than successes, the PC fails to catch the NPC (if chasing) or is caught (if chased). As with combat, the GM is encouraged to describe the results of these rolls with flavor. A success might mean the PC has rounded a corner and gained some distance. A failure might mean that a basket of fruit topples over in front of them, slowing them down. Vehicle chases are handled similarly.

Action: Wait

You can wait to react to another character’s action.

You decide what action will trigger your action, and if the triggering action happens, you get to take your action first (unless going first wouldn’t make sense, like attacking a foe before they come into view). For example, if an orc threatens you with a halberd, on your turn you can decide to wait, stating “If it stabs at me, I’m going to slash it with my sword.” On the orc’s turn, it stabs, so you make your sword attack before that happens.

Waiting is also a good way to deal with a ranged attacker who rises from behind cover, fires an attack, and ducks back down. You could say “I wait to see them pop up from behind cover and then I shoot them.”

Waiting is also a useful tool for cooperative actions (see below).

Action: Defend

Defending is a special action that only PCs can do, and only in response to being attacked. In other words, an NPC uses its action to attack, which forces a PC to make a defense roll. This is handled like any other kind of action, with circumstances, skill, assets, and Effort all potentially coming into play. Defending is a special kind of action in that it does not happen on the PC’s turn. It’s never an action that a player decides to take; it’s always a reaction to an attack. A PC can take a defense action when attacked (on the attacking NPC’s turn) and still take another action on their own turn.

The type of defense roll depends on the type of attack. If a foe attacks a character with an axe, they can use Speed to duck or block it with what they’re holding. If they’re struck by a poisoned dart, they can use a Might action to resist its effects. If a psi-worm attempts to control their mind, they can use Intellect to fend off the intrusion.

Sometimes an attack provokes two defense actions. For example, a poisonous reptile tries to bite a PC. They try to dodge the bite with a Speed action. If they fail, they take damage from the bite, and they must also attempt a Might action to resist the poison’s effects.

If a character does not know an attack is coming, usually they can still make a defense roll, but they can’t add modifiers (including the modifier from a shield), and they can’t use any skill or Effort to ease the task. If circumstances warrant—such as if the attacker is right next to the character—the GM might rule that the surprise attack simply hits.

A character can always choose to forgo a defense action, in which case the attack automatically hits.

Some abilities (such as the Countermeasures special ability) may allow you to do something special as a defense action.

Action: Do Something Else

Players can try anything they can think of, although that doesn’t mean anything is possible. The GM sets the difficulty—that’s their primary role in the game. Still, guided by the bounds of logic, players and GMs will find all manner of actions and options that aren’t covered by a rule. That’s a good thing.

Players should not feel constrained by the game mechanics when taking actions. Skills are not required to attempt an action. Someone who’s never picked a lock can still try. The GM might hinder the task, but the character can still attempt the action.

Thus, players and GMs can return to the beginning of this chapter and look at the most basic expression of the rules. A player wants to take an action. The GM decides, on a scale of 1 to 10, how difficult that task is and what stat it uses. The player determines whether they have anything that might modify the difficulty and considers whether to apply Effort. Once the final determination is made, they roll to see if their character succeeds. It’s as easy as that.

As further guidance, the following are some of the more common actions a player might take.

Players are encouraged to come up with their own ideas for what their characters do rather than looking at a list of possible actions. That’s why there is a “do something else” action. PCs are not pieces on a game board—they are people in a story. And like real people, they can try anything they can think of. (Succeeding is another matter entirely.) The task difficulty system provides GMs with the tools they need to adjudicate anything the players come up with.

Climbing

When a character climbs, the GM sets a difficulty based on the surface being climbed. Climbing is like moving through difficult terrain: the move roll is hindered and the movement is half speed. Unusual circumstances, such as climbing while under fire, pose additional step penalties.

DifficultySurface
2Surface with lots of handholds
3Stone wall or similar surface (a few handholds)
4Crumbling or slippery surface
5Smooth stone wall or similar surface
6Metal wall or similar surface
8Smooth, horizontal surface (climber is upside down)
10Glass wall or similar surface

Cooperative Actions

There are many ways multiple characters can work together. None of these options, however, can be used at the same time by the same characters.

Helping: If you use your action to help someone with a task, you ease the task. If you have an inability in a task, your help has no effect. If you use your action to help someone with a task that you are trained or specialized in, the task is eased by two steps. Help is considered an asset, and someone receiving help usually can’t gain more than two assets on a single task if that help is provided by another character.

For example, if Scott is trying to climb a steep incline and Sarah (who is trained in climbing) spends her turn helping him, Scott’s task is eased by two steps.

Sometimes you can help by performing a task that complements what another person is attempting. If your complementary action succeeds, you ease the other person’s task. For example, if Scott tries to persuade a ship captain to let him on board, Sarah could try to supplement Scott’s words with a flattering lie about the captain (a deception action), a display of knowledge about the region where the ship is headed (a geography action), or a direct threat to the captain (an intimidation action). If Sarah’s roll is a success, Scott’s persuasion task is eased.

Distraction: When a character uses their turn to distract a foe, that foe’s attacks are hindered for one round. Multiple characters distracting a foe have no greater effect than a single character doing so—a foe is either distracted or not. A distraction might be yelling a challenge, firing a warning shot, or a similar activity that doesn’t harm the foe.

Draw the Attack: When an NPC attacks a character, another PC can prominently present themselves, shout taunts, and move to try to get the foe to attack them instead. In most cases, this action succeeds without a roll—the opponent attacks the prominent PC instead of their companions. In other cases, such as with intelligent or determined foes, the prominent character must succeed at an Intellect action to draw the attack. If that Intellect action is successful, the foe attacks the prominent character, whose defenses are hindered by two steps. Two characters attempting to draw an attack at the same time cancel each other out.

Two characters attempting to draw an attack at the same time cancel each other out.

Take the Attack: A character can use their action to throw themselves in front of a foe’s successful attack to save a nearby comrade. The attack automatically succeeds against the sacrificial character, and it deals 1 additional point of damage. A character cannot willingly take more than one attack each round in this way.

Crafting, Building, and Repairing

Crafting is a tricky topic in the Cypher System because the same rules that govern building a spear also cover repairing a machine that can take you into hyperspace. Normally, the level of the item determines the difficulty of creating or repairing it as well as the time required. For cyphers, artifacts, other items that require specialized knowledge, or items unique to a world or species other than your own (such as a Martian tripod walker), add 5 to the item’s level to determine the difficulty of building or repairing it.

Sometimes, if the item is artistic in nature, the GM will add to the difficulty and time required. For example, a crude wooden stool might be hammered together in an hour. A beautiful finished piece might take a week or longer and would require more skill on the part of the crafter.

The GM is free to overrule some attempts at creation, building, or repair, requiring that the character have a certain level of skill, proper tools and materials, and so forth.

A level 0 object requires no skill to make and is easily found in most locations. Sling stones and firewood are level 0 items—producing them is routine. Making a torch from spare wood and oil-soaked cloth is simple, so it’s a level 1 object. Making an arrow or a spear is fairly standard but not simple, so it’s a level 2 object.

Generally speaking, a device to be crafted requires materials equal to its level and all the levels below it. So a level 5 device requires level 5 material, level 4 material, level 3 material, level 2 material, and level 1 material (and, technically, level 0 material).

The GM and players can gloss over much of the crafting details, if desired. Gathering all the materials to make a mundane item might not be worth playing out—but then again, it might be. For example, making a wooden spear in a forest isn’t very interesting, but what if the characters have to make a spear in a treeless desert? Finding the wreckage of something made of wood or forcing a PC to fashion a spear out of the bones of a large beast could be interesting situations.

Circumstances really matter. For example, sewing a dress by hand might take five times as long (or more) as using a sewing machine.

The time required to create an item is up to the GM, but the guidelines in the crafting table are a good starting point. Generally, repairing an item takes somewhere between half the creation time and the full creation time, depending on the item, the aspect that needs repairing, and the circumstances. For example, if creating an item takes one hour, repairing it takes thirty minutes to one hour.

The GM is free to overrule some attempts at creation, building, or repair, requiring that the character have a certain level of skill, proper tools and materials, and so forth.

Sometimes a GM will allow a rush job if the circumstances warrant it. This is different than using skill to reduce the time required. In this case, the quality of the item is affected. Let’s say that a character needs to create a tool that will cut through solid steel with a laser (a level 7 item), but they have to do it in one day. The GM might allow it, but the device might be extremely volatile, inflicting damage on the user, or it might work only once. The device is still considered a level 7 item to create in all other respects. Sometimes the GM will rule that reducing the time is not possible. For example, a single human can’t make a chainmail vest in one hour without some kind of machine to help.

Note: Erratum

The rules mention “using skill to reduce the time required” to craft an object. This was cut from the first edition rulebook:

“A character can reduce the time or materials needed instead of the difficulty (again, with GM approval, and if it makes sense to do so). A trained fletcher making arrows (level 2 items) could attempt a difficulty 2 task rather than a difficulty 1 task to create an arrow in fifteen minutes instead of an hour, or to create it in an hour but with substandard (level 1) materials. However, sometimes the GM will rule that reducing the time is not possible. For example, a single human can’t make a chainmail vest in one hour without some kind of machine to help.”

Possible crafting skills include:

@UUID[Compendium.cyphersystem-compendium.crafting-skills.7BUvkxuA2jCU8eqK]{Armoring} @UUID[Compendium.cyphersystem-compendium.crafting-skills.vFZ9YGa70efAWVpN]{Bowyering/fletching} @UUID[Compendium.cyphersystem-compendium.crafting-skills.Mh8fZ6svg8OSnsX3]{Chemistry} @UUID[Compendium.cyphersystem-compendium.crafting-skills.uGEL7zHPjaKA5kbN]{Computer science} @UUID[Compendium.cyphersystem-compendium.crafting-skills.g4qZmxAyRzrKZDzh]{Electronics} @UUID[Compendium.cyphersystem-compendium.crafting-skills.cFbEQnj0w4Q4AEFs]{Engines} @UUID[Compendium.cyphersystem-compendium.crafting-skills.LsykgiEBrwXM8x8x]{Genetic engineering} @UUID[Compendium.cyphersystem-compendium.crafting-skills.sedcB5ntUixkxEFn]{Glassblowing} @UUID[Compendium.cyphersystem-compendium.crafting-skills.kZSFCvecSYYsbDzX]{Gunsmithing} @UUID[Compendium.cyphersystem-compendium.crafting-skills.gH4b6MOodAZeCAod]{Leatherworking} @UUID[Compendium.cyphersystem-compendium.crafting-skills.HiAKUg3uYFmauoeJ]{Metalworking} @UUID[Compendium.cyphersystem-compendium.crafting-skills.Qs5gGKyC1qzg5DDf]{Neural engineering} @UUID[Compendium.cyphersystem-compendium.crafting-skills.dBhnKvctH1RIlolI]{Weaponsmithing} @UUID[Compendium.cyphersystem-compendium.crafting-skills.1N0N3X1Hr4uIet4P]{Woodcrafting}

Characters might try to make a cypher, an artifact, or an alien psionic starship do something other than its intended function. Sometimes, the GM will simply declare the task impossible. You can’t turn a vial of healing elixir into a two-way communicator. But most of the time, there is a chance of success.

That said, tinkering with weird stuff is not easy. Obviously, the difficulty varies from situation to situation, but difficulties starting at 7 are not unreasonable. The time, tools, and training required would be similar to the time, tools, and training needed to repair a device. If the tinkering results in a long-term benefit for the character—such as creating an artifact that they can use—the GM should require them to spend XP to make it.

Obviously, what is considered “weird stuff ” will vary from setting to setting, and sometimes the concept might not apply at all. But many times, there will be something in the setting that is too strange, too alien, too powerful, or too dangerous for PCs to mess around with (or at least mess around with easily). Einstein may have been extraordinary, but that doesn’t mean he could reverse-engineer a teleporter made in another dimension.

DifficultyCraftGeneral Time to Build
0Something extremely simple like tying a rope or finding an appropriately sized rockA few minutes at most
1TorchFive minutes
2Spear, simple shelter, piece of furnitureOne hour
3Bow, door, basic article of clothingOne day
4Sword, chainmail vestOne to two days
5Common technological item (electric light), nice piece of jewelry or art objectOne week
6Technological item (watch, transmitter), really nice piece of jewelry or art object, elegant craftworkOne month
7Technological item (computer), major work of artOne year
8Technological item (something from beyond Earth)Many years
9Technological item (something from beyond Earth)Many years
10Technological item (something from beyond Earth)Many years

Guarding

In a combat situation, a character can stand guard as their action. They do not make attacks, but all their defense tasks are eased. Further, if an NPC tries to get by them or take an action that they are guarding against, the character can attempt an eased Speed action based on the level of the NPC. Success means the NPC is prevented from taking the action; the NPC’s action that turn is wasted. This is useful for blocking a doorway, guarding a friend, and so forth.

If an NPC is standing guard, use the same procedure, but to get past the guard, the PC attempts a hindered Speed action against the NPC. For example, Diana is an NPC human with a level 3 bodyguard. The bodyguard uses their action to guard Diana. If a PC wants to attack Diana, the PC first must succeed at a difficulty 4 Speed task to get past the guard. If the PC succeeds, they can make their attack normally.

Healing

You can administer aid through bandaging and other succor, attempting to heal each patient once per day. This healing restores points to a stat Pool of your choice. Decide how many points you want to heal, and then make an Intellect action with a difficulty equal to that number. For example, if you want to heal someone for 3 points, that’s a difficulty 3 task with a target number of 9.

Interacting With Creatures

The level of the creature determines the target number, just as with combat. Thus, bribing a guard works much like punching them or affecting them with an ability. This is true of persuading someone, intimidating someone, calming a wild beast, or anything of the kind. Interaction is an Intellect task. Interacting usually requires a common language or some other way to communicate. Learning new languages is the same as learning a new skill.

Jumping

Decide how far you want to jump, and that sets the difficulty of your Might roll. For a standing jump, subtract 4 from the distance in feet to determine the difficulty of the jump. For example, jumping 10 feet (3 m) has a difficulty of 6.

If you run an immediate distance before jumping, it counts as an asset, easing the jump.

If you run a short distance before jumping, divide the jump distance (in feet) by 2 and then subtract 4 to determine the difficulty of the jump. Because you’re running an immediate distance (and then some), you also count your running as an asset. For example, jumping a distance of 20 feet (6 m) with a short running start has a difficulty of 5 (20 feet divided by 2 is 10, minus 4 is 6, minus 1 for running an immediate distance).

For a vertical jump, the distance you clear (in feet) is equal to the difficulty of the jumping task. If you run an immediate distance, it counts as an asset, easing the jump.

There’s nothing wrong with the GM simply assigning a difficulty level to a jump without worrying about the precise distance. The rules here are just so everyone has some guidelines.

Note: Addendum

Jumping Distance Table

DifficultyStandingRunning*Vertical
15 ft (1.5 m)12 ft (3.6 m)1 ft (0.3 m)
26 ft (1.8 m)14 ft (4.2 m)2 ft (0.6 m)
37 ft (2.1 m)16 ft (4.8 m)3 ft (0.9 m)
48 ft (2.4 m)18 ft (5.4 m)4 ft (1.2 m)
59 ft (2.7 m)20 ft (6 m)5 ft (1.5 m)
610 ft (3 m)22 ft (6.6 m)6 ft (1.8 m)
711 ft (3.3 m)24 ft (7.2 m)7 ft (2.1 m)
812 ft (3.6 m)26 ft (7.8 m)8 ft (2.4 m)
913 ft (3.9 m)28 ft (8.4 m)9 ft (2.7 m)
1014 ft (4.2 m)30 ft (9 m)10 ft (3 m)
1115 ft (4.5 m)32 ft (9.6 m)11 ft (3.3 m)
1216 ft (4.8 m)34 ft (10.2 m)12 ft (3.6 m)
1317 ft (5.1 m)36 ft (10.8 m)13 ft (3.9 m)
1418 ft (5.4 m)38 ft (11.4 m)14 ft (4.2 m)
1519 ft (5.7 m)40 ft (12 m)15 ft (4.5 m)

* Short distance. Already includes the asset for running an immediate distance.

Looking or Listening

Generally, the GM will describe any sight or sound that’s not purposefully difficult to detect. But if you want to look for a hidden enemy, search for a secret panel, or listen for someone sneaking up on you, make an Intellect roll. If it’s a creature, its level determines the difficulty of your roll. If it’s something else, the GM determines the difficulty of your roll.

Moving a Heavy Object

You can push or pull something very heavy and move it an immediate distance as your action.

The weight of the object determines the difficulty of the Might roll to move it; every 50 pounds (23 kg) hinders the task by one step. So moving something that weighs 150 pounds (68 kg) is difficulty 3, and moving something that weighs 400 pounds (180 kg) is difficulty 8. If you can ease the task to 0, you can move a heavy object up to a short distance as your action.

Operating or Disabling a Device, or Picking a Lock

As with figuring out a device, the level of the device usually determines the difficulty of the Intellect roll. Unless a device is very complex, the GM will often rule that once you figure it out, no roll is needed to operate it except under special circumstances. So if the PCs figure out how to use a hovercraft, they can operate it. If they are attacked, they might need to roll to ensure that they don’t crash the vehicle into a wall while trying to avoid being hit.

Unlike operating a device, disabling a device or picking a lock usually require rolls. These actions often involve special tools and assume that the character is not trying to destroy the device or lock. (A PC who is attempting to destroy it probably should make a Might roll to smash it rather than a Speed or Intellect roll requiring patience and know-how.)

Riding or Piloting

If you’re riding an animal that’s trained to be a mount, or driving or piloting a vehicle, you don’t need to make a roll to do something routine such as going from point A to point B (just as you wouldn’t need to make a roll to walk there). However, staying mounted during a fight or doing something tricky with a vehicle requires a Speed roll to succeed. A saddle or other appropriate gear is an asset and eases the task.

DifficultyManeuver
0Riding
1Staying on the mount (including a motorcycle or similar vehicle) in a battle or other difficult situation
3Staying on a mount (including a motorcycle or similar vehicle) when you take damage
4Mounting a moving steed
4Making an abrupt turn with a vehicle while moving fast
4Getting a vehicle to move twice as fast as normal for one round
5Coaxing a mount to move or jump twice as fast or far as normal for one round
5Making a long jump with a vehicle not intended to go airborne (like a car) and remaining in control

Sneaking

The difficulty of sneaking by a creature is determined by its level. Sneaking is a Speed roll. Moving at half speed eases the sneaking task. Appropriate camouflage or other gear may count as an asset and ease the task, as will dim lighting conditions and having plenty of things to hide behind.

Swimming

If you’re simply swimming from one place to another, such as across a calm river or lake, use the standard movement rules, noting the fact that your character is in deep water. However, sometimes, special circumstances require a Might roll to make progress while swimming, such as when trying to avoid a current or being dragged into a whirlpool.

Understanding, Identifying, or Remembering

When characters try to identify or figure out how to use a device, the level of the device determines the difficulty. For a bit of knowledge, the GM determines the difficulty.

DifficultyKnowledge
0Common knowledge
1Simple knowledge
3Something a scholar probably knows
5Something even a scholar might not know
7Knowledge very few people possess
10Completely lost knowledge

Vehicular Movement

Vehicles move just like creatures. Each has a movement rate, which indicates how far it can move in a round. Most vehicles require a driver, and when moving, they usually require that the driver spends every action controlling the movement. This is a routine task that rarely requires a roll. Any round not spent driving the vehicle hinders the task in the next round and precludes any change in speed or direction. In other words, driving down the road normally is difficulty 0. Spending an action to retrieve a backpack from the back seat means that in the following round, the driver must attempt a difficulty 1 task. If they instead use their action to pull a handgun from the backpack, in the next round the difficulty to drive will be 2, and so on. Failure results are based on the situation but might involve a collision or something similar.

In a vehicular chase, drivers attempt Speed actions just like in a regular chase, but the task may be based either on the level of the driver (modified by the level and movement rate of the vehicle) or on the level of the vehicle (modified by the level of the driver). So if a PC driving a typical car is chasing a level 3 NPC driving a level 5 sports car, the PC would make three chase rolls with a difficulty of 5. If the PC’s car is a souped-up custom vehicle, it might grant the PC an asset in the chase. If the PC is not in a car at all, but riding a bicycle, it might hinder the chase rolls by two or three steps, or the GM might simply rule that it’s impossible.

Vehicular Combat

Much of the time, a fight between foes in cars, boats, or other vehicles is just like any other combat situation. The combatants probably have cover and are moving fast. Attacks to disable a vehicle or a portion of it are based on the level of the vehicle. If the vehicle is an armored car or a tank, all attacks are likely aimed at the vehicle, which has a level and probably an appropriate Armor rating, not unlike a creature.

The only time this isn’t true is with battles where only vehicles and not characters are involved. Thus, if the PCs are in a shootout with bank robbers and both groups are in cars, use the standard rules. However, battles between starships of various kinds—from gigantic capital ships to single-pilot fighters—are a frequent occurrence in far-future science fiction settings. A submarine battle between two deep sea craft could be quite exciting. Characters in a modern-day game might find themselves in a tank fight. If PCs are involved in combat in which they are entirely enclosed in vehicles (so that it’s not really the characters fighting, but the vehicles), use the following quick and easy guidelines.

On this scale, combat between vehicles isn’t like traditional combat. Don’t worry about health, Armor, or anything like that. Instead, just compare the levels of the vehicles involved. If the PCs’ vehicle has the higher level, the difference in levels is how many steps the PCs’ attack and defense rolls are eased. If the PCs’ vehicle has the lower level, their rolls are hindered. If the levels are the same, there is no modification.

These attack and defense rolls are modified by skill and Effort, as usual. Some vehicles also have superior weapons, which ease the attack (since there is no “damage” amount to worry about), but this circumstance is probably uncommon in this abstract system and should not affect the difficulty by more than one or maybe two steps. Further, if two vehicles coordinate their attack against one vehicle, the attack is eased. If three or more vehicles coordinate, the attack is eased by two steps.

The attacker must try to target a specific system on or portion of an enemy vehicle. This hinders the attack based on the system or portion targeted.

That’s a lot of modifications. But it’s not really that hard. Let’s look at an example of a space battle. A PC in a small level 2 fighter attacks a level 4 frigate. Since the frigate is level 4, the difficulty of the attack starts at 4. But the attacking craft is weaker than the defender, so the attack is hindered equal to the difference in their levels (2). The fighter pilot must make a difficulty 6 attack on the frigate. However, the fighter is trying to swoop in and damage the frigate’s drive, which hinders the attack by another three steps, for a total difficulty of 9. If the fighter pilot is trained in space combat, they reduce the difficulty to 8, but it’s still impossible without help. So let’s say that two other PCs—also in level 2 fighters—join in and coordinate their attack. Three ships coordinating an attack on one target eases the task by two steps, resulting in a final difficulty of 6. Still, the attacking PC would be wise to use Effort.

Then the frigate retaliates, and the PC needs to make a defense roll. The level difference between the ships (2) means the PC’s defense is hindered by two steps, so the difficulty of the PC’s defense roll starts out at 6. But the frigate tries to take out the fighter’s weapons, hindering their attack (easing the PC’s defense) by two steps. Thus, the PC needs to succeed at a difficulty 4 task or lose their main weapons systems.

It’s important to remember that a failed attack doesn’t always mean a miss. The target ship might rock and reel from the hit, but the bulk of the damage was absorbed by the shields, so there’s no significant damage.

This bare-bones system should allow the GM and players to flesh out exciting encounters involving the whole group. For example, perhaps while one PC pilots a ship, another mans the guns, and another frantically attempts to repair damage to the maneuvering thrusters before they crash into the space station they’re trying to defend.

During a vehicular battle, particularly a space battle, there’s a lot of chatter about shields failing, hull integrity, being outmaneuvered, coming in too fast, and whatnot. These sorts of details are great, but they’re all flavor, so they’re represented in the rules generally, rather than specifically.

For more details about vehicles, refer to the appropriate Genre chapter.

Training in driving makes the character practiced in using a vehicle as a weapon. If the vehicle is used to run over a victim or ram an enemy vehicle, treat a motorcycle as a medium weapon and treat a car or truck as a heavy weapon.

Targeting TaskAttack HinderedEffect
Disable weaponsTwo stepsOne or more of the vehicle’s weapons no longer function

Disable defenses
(if applicable)

Two stepsAttacks against the vehicle are eased
Disable engine/driveThree stepsVehicle cannot move, or movement is hampered
Disable maneuverabilityTwo stepsVehicle cannot alter its present course
Strike power core or vital spotFive stepsVehicle is completely destroyed

Followers

Player characters have the option to gain followers as they advance in tier, as provided by type or focus special abilities. Followers do not need to be paid, fed, or housed, though a character who gains followers can certainly make such arrangements if they wish. A follower is someone whom a character has inspired (or asked) to come work with the character for a time, aiding them in a variety of endeavors. A follower puts the PC’s interests ahead of, or at least on par with, their own.

The PC generally makes rolls for their follower when the follower takes actions, though usually a follower’s modifications provide an asset to a specific action taken by the PC they follow.

If a follower dies, the character gains a new one after at least two weeks and proper recruitment.

Modifications: A follower can help a PC in one or more tasks, granting the PC an asset to that task. The level of the follower indicates the number of different tasks they can help with. The tasks that the follower is able to help with are predetermined, usually chosen by the PC when they gain the follower. A level 2 follower who the player determines is a spy could grant a PC an asset on two different tasks, such as stealth and deception. Followers cannot help with tasks that they don’t have modifications for; for the purpose of helping, treat the follower as if they had inabilities in all nonmodified tasks.

When the follower acts autonomously rather than helping the PC, they act like a normal NPC that has modifications. Thus, the modification increases their effective level for the associated task by one step. For example, the level 2 spy follower with modifications for stealth and deception attempts stealth and deception tasks as if they were level 3 and all other tasks as level 2.

Follower Assets to Combat and Defense: A follower cannot grant an asset to a character’s attacks or defense until the follower is level 3 or higher. Even then, the follower can help with attacks and defense only if they have a modification for that kind of task.

Some abilities may grant a special exception to this rule. For instance, the Serv-0 Defender ability gives your level 1 Serv-0 follower (a machine companion) a modification for Speed defense.

Follower Level Progression: A follower increases in level by 1 each time a PC advances two tiers after gaining that follower. When the follower gains a level, the PC also chooses the task that the follower gains a modification for.

Exceptional Follower: When a character gains a follower, there’s a small chance that the follower will be exceptional in some way, a cut above other followers of their kind. The GM determines when an exceptional follower is found, possibly as an additional reward for smart or engaging roleplaying where the PCs impress or otherwise positively interact with one or more NPCs, some of whom may later go on to become one of their followers. An exceptional follower has the same qualities as a regular follower but is 1 level higher.

Pet: Any PC can potentially gain a pet, though a pet typically doesn’t provide modifications. If a character wants a pet that can do this, they must gain the pet through an an ability or focus that grants followers. On the other hand, a well-cared-for pet grants an asset to a PC’s tasks related to achieving peace of mind, finding comfort, and resisting loneliness.

Breathing Life Into Followers

The modifications provided by followers could come across as fairly dry and mechanical. To avoid that, you could present each follower in a way that makes them more compelling and interesting. Here are a few examples of how to describe a follower, depending on their mix of modifications.

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This section explains how to create characters to play in a Cypher System game. This involves a series of decisions that will shape your character, so the more you understand what kind of character you want to play, the easier character creation will be. The process involves understanding the values of three game statistics and choosing three aspects that determine your character’s capabilities.

Character Stats

Every player character has three defining characteristics, which are typically called “statistics” or “stats.” These stats are Might, Speed, and Intellect. They are broad categories that cover many different but related aspects of a character.

Might

Might defines how strong and durable your character is. The concepts of strength, endurance, constitution, hardiness, and physical prowess are all folded into this one stat. Might isn’t relative to size; instead, it’s an absolute measurement. An elephant has more Might than the mightiest tiger, which has more Might than the mightiest rat, which has more Might than the mightiest spider.

Might governs actions from forcing doors open to walking for days without food to resisting disease. It’s also the primary means of determining how much damage your character can sustain in a dangerous situation. Physical characters, tough characters, and characters interested in fighting should focus on Might.

Might could be thought of as Might/Health because it governs how strong you are and how much physical punishment you can take.

Speed

Speed describes how fast and physically coordinated your character is. The stat embodies quickness, movement, dexterity, and reflexes. Speed governs such divergent actions as dodging attacks, sneaking around quietly, and throwing a ball accurately. It helps determine whether you can move farther on your turn. Nimble, fast, or sneaky characters will want good Speed stats, as will those interested in ranged combat.

Speed could be thought of as Speed/Agility because it governs your overall swiftness and reflexes.

Intellect

This stat determines how smart, knowledgeable, and likable your character is. It includes intelligence, wisdom, charisma, education, reasoning, wit, willpower, and charm. Intellect governs solving puzzles, remembering facts, telling convincing lies, and using mental powers. Characters interested in communicating effectively, being learned scholars, or wielding supernatural powers should stress their Intellect stat.

Intellect could be thought of as Intellect/Personality because it governs both intelligence and charisma.

Pool, Edge, and Effort

Each of the three stats has two components: Pool and Edge. Your Pool represents your raw, innate ability, and your Edge represents knowing how to use what you have. A third element ties into this concept: Effort. When your character really needs to accomplish a task, you apply Effort.

Your stat Pools, as well as your Effort and Edge, are determined by the character type, descriptor, and focus that you choose. Within those guidelines, however, you have a lot of flexibility in how you develop your character.

Pool

Your Pool is the most basic measurement of a stat. Comparing the Pools of two creatures will give you a general sense of which creature is superior in that stat. For example, a character who has a Might Pool of 16 is stronger (in a basic sense) than a character who has a Might Pool of 12. Most characters start with a Pool of 9 to 12 in most stats—that’s the average range.

When your character is injured, sickened, or attacked, you temporarily lose points from one of your stat Pools. The nature of the attack determines which Pool loses points. For example, physical damage from a sword reduces your Might Pool, a poison that makes you clumsy reduces your Speed Pool, and a psionic blast reduces your Intellect Pool. You can also spend points from one of your stat Pools to decrease a task’s difficulty (see Effort, below). You can rest to recover lost points from a stat Pool, and some special abilities or cyphers might allow you to recover lost points quickly.

Edge

Although your Pool is the basic measurement of a stat, your Edge is also important. When something requires you to spend points from a stat Pool, your Edge for that stat reduces the cost. It also reduces the cost of applying Effort to a roll.

For example, let’s say you have a mental blast ability, and activating it costs 1 point from your Intellect Pool. Subtract your Intellect Edge from the activation cost, and the result is how many points you must spend to use the mental blast. If using your Edge reduces the cost to 0, you can use the ability for free.

Your Edge can be different for each stat. For example, you could have a Might Edge of 1, a Speed Edge of 1, and an Intellect Edge of 0. You’ll always have an Edge of at least 1 in one stat. Your Edge for a stat reduces the cost of spending points from that stat Pool, but not from other Pools. Your Might Edge reduces the cost of spending points from your Might Pool, but it doesn’t affect your Speed Pool or Intellect Pool. Once a stat’s Edge reaches 3, you can apply one level of Effort for free.

A character who has a low Might Pool but a high Might Edge has the potential to perform Might actions consistently better than a character who has a Might Edge of 0. The high Edge will let them reduce the cost of spending points from the Pool, which means they’ll have more points available to spend on applying Effort.

Effort

When your character really needs to accomplish a task, you can apply Effort. For a beginning character, applying Effort requires spending 3 points from the stat Pool appropriate to the action. Thus, if your character tries to dodge an attack (a Speed roll) and wants to increase the chance for success, you can apply Effort by spending 3 points from your Speed Pool. Effort eases the task by one step. This is called applying one level of Effort.

You don’t have to apply Effort if you don’t want to. If you choose to apply Effort to a task, you must do it before you attempt the roll—you can’t roll first and then decide to apply Effort if you rolled poorly.

Applying more Effort can lower a task’s difficulty further: each additional level of Effort eases the task by another step. Applying one level of Effort eases the task by one step, applying two levels eases the task by two steps, and so on. However, each level of Effort after the first costs only 2 points from the stat Pool instead of 3. So applying two levels of Effort costs 5 points (3 for the first level plus 2 for the second level), applying three levels costs 7 points (3 plus 2 plus 2), and so on.

Every character has an Effort score, which indicates the maximum number of levels of Effort that can be applied to a roll. A beginning (first-tier) character has an Effort of 1, meaning you can apply only one level of Effort to a roll. A more experienced character has a higher Effort score and can apply more levels of Effort to a roll. For example, a character who has an Effort of 3 can apply up to three levels of Effort to reduce a task’s difficulty.

When you apply Effort, subtract your relevant Edge from the total cost of applying Effort. For example, let’s say you need to make a Speed roll. To increase your chance for success, you decide to apply one level of Effort, which will ease the task. Normally, that would cost 3 points from your Speed Pool. However, you have a Speed Edge of 2, so you subtract that from the cost. Thus, applying Effort to the roll costs only 1 point from your Speed Pool.

What if you applied two levels of Effort to the Speed roll instead of just one? That would ease the task by two steps. Normally, it would cost 5 points from your Speed Pool, but after subtracting your Speed Edge of 2, it costs only 3 points.

Once a stat’s Edge reaches 3, you can apply one level of Effort for free. For example, if you have a Speed Edge of 3 and you apply one level of Effort to a Speed roll, it costs you 0 points from your Speed Pool. (Normally, applying one level of Effort would cost 3 points, but you subtract your Speed Edge from that cost, reducing it to 0.)

Skills and other advantages also ease a task, and you can use them in conjunction with Effort. In addition, your character might have special abilities or equipment that allow you to apply Effort to accomplish a special effect, such as knocking down a foe with an attack or affecting multiple targets with a power that normally affects only one.

When applying Effort to melee attacks, you have the option of spending points from either your Might Pool or your Speed Pool. When making ranged attacks, you may spend points only from your Speed Pool. This reflects that with melee you sometimes use brute force and sometimes use finesse, but with ranged attacks, it’s always about careful targeting.

Effort and Damage

Instead of applying Effort to ease your attack, you can apply Effort to increase the amount of damage you inflict with an attack. For each level of Effort you apply in this way, you inflict 3 additional points of damage. This works for any kind of attack that inflicts damage, whether a sword, a crossbow, a mind blast, or something else.

When using Effort to increase the damage of an area attack, such as the explosion created by an Adept’s Concussion ability, you inflict 2 additional points of damage instead of 3 points. However, the additional points are dealt to all targets in the area. Further, even if one or more of the targets resist the attack, they still take 1 point of damage.

Multiple Uses of Effort and Edge

If your Effort is 2 or higher, you can apply Effort to multiple aspects of a single action. For example, if you make an attack, you can apply Effort to your attack roll and apply Effort to increase the damage.

The total amount of Effort you apply can’t be higher than your Effort score. For example, if your Effort is 2, you can apply up to two levels of Effort. You could apply one level to an attack roll and one level to its damage, two levels to the attack and no levels to the damage, or no levels to the attack and two levels to the damage.

You can use Edge for a particular stat only once per action. For example, if you apply Effort to a Might attack roll and to your damage, you can use your Might Edge to reduce the cost of one of those uses of Effort, not both. If you spend 1 Intellect point to activate your mind blast and one level of Effort to ease the attack roll, you can use your Intellect Edge to reduce the cost of one of those things, not both.

Stat Examples

A beginning character is fighting a giant rat. The PC stabs their spear at the rat, which is a level 2 creature and thus has a target number of 6. The character stands atop a boulder and strikes downward at the beast, and the GM rules that this helpful tactic is an asset that eases the attack by one step (to difficulty 1). That lowers the target number to 3. Attacking with a spear is a Might action; the character has a Might Pool of 11 and a Might Edge of 0. Before making the roll, they decide to apply a level of Effort to ease the attack. That costs 3 points from their Might Pool, reducing the Pool to 8. But the points are well spent. Applying the Effort lowers the difficulty from 1 to 0, so no roll is needed—the attack automatically succeeds.

Another character is attempting to convince a guard to let them into a private office to speak to an influential noble. The GM rules that this is an Intellect action. The character is third tier and has an Effort of 3, an Intellect Pool of 13, and an Intellect Edge of 1. Before making the roll, they must decide whether to apply Effort. They can choose to apply one, two, or three levels of Effort, or apply none at all. This action is important to them, so they decide to apply two levels of Effort, easing the task by two steps. Thanks to their Intellect Edge, applying the Effort costs only 4 points from their Intellect Pool (3 points for the first level of Effort plus 2 points for the second level minus 1 point for their Edge). Spending those points reduces their Intellect Pool to 9. The GM decides that convincing the guard is a difficulty 3 (demanding) task with a target number of 9; applying two levels of Effort reduces the difficulty to 1 (simple) and the target number to 3. The player rolls a d20 and gets an 8. Because this result is at least equal to the target number of the task, they succeed. However, if they had not applied some Effort, they would have failed because their roll (8) would have been less than the task’s original target number (9).

Character Tiers

Every character starts the game at the first tier. Tier is a measurement of power, toughness, and ability. Characters can advance up to the sixth tier. As your character advances to higher tiers, you gain more abilities, increase your Effort, and can improve a stat’s Edge or increase a stat. Generally speaking, even first-tier characters are already quite capable. It’s safe to assume that they’ve already got some experience under their belt. This is not a “zero to hero” progression, but rather an instance of competent people refining and honing their capabilities and knowledge. Advancing to higher tiers is not really the goal of Cypher System characters, but rather a representation of how characters progress in a story.

To progress to the next tier, characters earn experience points (XP) by pursuing character arcs, going on adventures, and discovering new things—the system is about both discovery and exploration, as well as achieving personal goals. Experience points have many uses, and one use is to purchase character benefits. After your character purchases four character benefits, they advance to the next tier. Each benefit costs 4 XP, and you can purchase them in any order, but you must purchase one of each kind of benefit (and then advance to the next tier) before you can purchase the same benefit again. The four character benefits are as follows.

Increasing Capabilities: You gain 4 points to add to your stat Pools. You can allocate the points among the Pools however you wish.

Moving Toward Perfection: You add 1 to your Might Edge, your Speed Edge, or your Intellect Edge (your choice).

Extra Effort: Your Effort score increases by 1.

Skills: You become trained in one skill of your choice, other than attacks or defense. As described in Rules of the Game, a character trained in a skill treats the difficulty of a related task as one step lower than normal. The skill you choose for this benefit can be anything you wish, such as climbing, jumping, persuading, or sneaking. You can also choose to be knowledgeable in a certain area of lore, such as history or geology. You can even choose a skill based on your character’s special abilities. For example, if your character can make an Intellect roll to blast an enemy with mental force, you can become trained in using that ability, easing the task of using it. If you choose a skill that you are already trained in, you become specialized in that skill, easing related tasks by two steps instead of one.

Skills are a broad category of things your character can learn and accomplish. For a list of sample skills, see below.

Other Options: Players can also spend 4 XP to purchase other special options in lieu of gaining a new skill. Selecting any of these options counts as the skill benefit necessary to advance to the next tier. The special options are as follows:

Note: Erratum

The other options are described a bit differently in the Experience Points chapter. There you can buy other options in lieu of any of the above options, not only in lieu of gaining a new skill. There’s also the possibility to buy focus abilities of tiers 3 and 6. The description in the Experience Points chapter seems to be the correct one.

Character Descriptor, Type, and Focus

To create your character, you build a simple statement that describes them. The statement takes this form: “I am a [fill in an adjective here] [fill in a noun here] who [fill in a verb here].”

Thus: “I am an adjective noun who verbs.” For example, you might say, “I am a Rugged Warrior who Controls Beasts” or “I am a Charming Explorer who Focuses Mind Over Matter.”

In this sentence, the adjective is called your descriptor.

The noun is your character type.

The verb is called your focus.

Even though character type is in the middle of the sentence, that’s where we’ll start this discussion. (Just as in a sentence, the noun provides the foundation.)

Your character type is the core of your character. In some roleplaying games, it might be called your character class. Your type helps determine your character’s place in the world and relationship with other people in the setting. It’s the noun of the sentence “I am an adjective noun who verbs.”

You can choose from four character types: Warriors, Adepts, Explorers, and Speakers.

Your descriptor defines your character—it colors everything you do. Your descriptor places your character in the situation (the first adventure, which starts the campaign) and helps provide motivation. It’s the adjective of the sentence “I am an adjective noun who verbs.”

Unless your GM says otherwise, you can choose from any of the character descriptors.

Focus is what your character does best. Focus gives your character specificity and provides interesting new abilities that might come in handy. Your focus also helps you understand how you relate with the other player characters in your group. It’s the verb of the sentence “I am an adjective noun who verbs.”

There are many character foci. The ones you choose from will probably depend on the setting and genre of your game.

You can use the Flavors chapter to slightly modify character types to customize them for different genres.

Special Abilities

Character types and foci grant PCs special abilities at each new tier. Using these abilities usually costs points from your stat Pools; the cost is listed in parentheses after the ability name. Your Edge in the appropriate stat can reduce the cost of the ability, but remember that you can apply Edge only once per action. For example, let’s say an Adept with an Intellect Edge of 2 wants to use their Onslaught ability to create a bolt of force, which costs 1 Intellect point. They also want to increase the damage from the attack by using a level of Effort, which costs 3 Intellect points. The total cost for their action is 2 points from their Intellect Pool (1 point for the bolt of force, plus 3 points for using Effort, minus 2 points from their Edge).

Sometimes the point cost for an ability has a + sign after the number. For example, the cost might be given as “2+ Intellect points.” That means you can spend more points or more levels of Effort to improve the ability further, as explained in the ability description.

Many special abilities grant a character the option to perform an action that they couldn’t normally do, such as projecting rays of cold or attacking multiple foes at once. Using one of these abilities is an action unto itself, and the end of the ability’s description says “Action” to remind you. It also might provide more information about when or how you perform the action.

Some special abilities allow you to perform a familiar action—one that you can already do—in a different way. For example, an ability might let you wear heavy armor, reduce the difficulty of Speed defense rolls, or add 2 points of fire damage to your weapon damage. These abilities are called enablers. Using one of these abilities is not considered an action. Enablers either function constantly (such as being able to wear heavy armor, which isn’t an action) or happen as part of another action (such as adding fire damage to your weapon damage, which happens as part of your attack action). If a special ability is an enabler, the end of the ability’s description says “Enabler” to remind you.

Some abilities specify a duration, but you can always end one of your own abilities anytime you wish.

Because the Cypher System covers so many genres, not all of the descriptors, types, and foci might be available for players. The GM will decide what’s available in their particular game and whether anything is modified, and they’ll let the players know.

Skills

Sometimes your character gains training in a specific skill or task. For example, your focus might mean that you’re trained in sneaking, in climbing and jumping, or in social interactions. Other times, your character can choose a skill to become trained in, and you can pick a skill that relates to any task you think you might face.

The Cypher System has no definitive list of skills. However, the following list offers ideas:

@UUID[Compendium.cyphersystem-compendium.basic-skills.kEz6uQxk1unTXSNm]{Astronomy} @UUID[Compendium.cyphersystem-compendium.basic-skills.fwktascgpe8DprA9]{Balancing} @UUID[Compendium.cyphersystem-compendium.basic-skills.qIkIjledDIy71P6m]{Biology} @UUID[Compendium.cyphersystem-compendium.basic-skills.YVOjYbyRzCYVxd4I]{Botany} @UUID[Compendium.cyphersystem-compendium.basic-skills.ybR56wJ9gjEiBBeS]{Carrying} @UUID[Compendium.cyphersystem-compendium.basic-skills.jMju5yGMFFfxmpK4]{Climbing} @UUID[Compendium.cyphersystem-compendium.basic-skills.NaKiOXzse6HzKjoU]{Computers} @UUID[Compendium.cyphersystem-compendium.basic-skills.eeHdJpr4k8hYtGr5]{Deceiving} @UUID[Compendium.cyphersystem-compendium.basic-skills.DraIKUQRw8KrnC4o]{Disguise} @UUID[Compendium.cyphersystem-compendium.basic-skills.Pjj8dKkUIGbXbAtj]{Escaping} @UUID[Compendium.cyphersystem-compendium.basic-skills.6e83HnGZvltsanfE]{Geography} @UUID[Compendium.cyphersystem-compendium.basic-skills.z1y5D9aLUU6RJSaU]{Geology} @UUID[Compendium.cyphersystem-compendium.basic-skills.vxW0N1vEdwK4MVjD]{Healing} @UUID[Compendium.cyphersystem-compendium.basic-skills.RnsLhB3rhJUC0Euk]{History} @UUID[Compendium.cyphersystem-compendium.basic-skills.QonPVHzXrzIN29lf]{Identifying} @UUID[Compendium.cyphersystem-compendium.basic-skills.gbWPNb1uKsRtZWSL]{Initiative} @UUID[Compendium.cyphersystem-compendium.basic-skills.tZ7PdXuWQyRMo0Rh]{Intimidation} @UUID[Compendium.cyphersystem-compendium.basic-skills.MrGl25gzZk4uu7BR]{Jumping} @UUID[Compendium.cyphersystem-compendium.basic-skills.bBrJqSuoQ6PmRqH5]{Leatherworking} @UUID[Compendium.cyphersystem-compendium.basic-skills.BATb9zx3L6oB2J0H]{Lockpicking} @UUID[Compendium.cyphersystem-compendium.basic-skills.E3swDJUDkKbo5K6S]{Machinery} @UUID[Compendium.cyphersystem-compendium.basic-skills.N45sgegH563KWZPR]{Metalworking} @UUID[Compendium.cyphersystem-compendium.basic-skills.rH5FwMXGaNn21DZD]{Perception} @UUID[Compendium.cyphersystem-compendium.basic-skills.CYciueF3uoV3azbx]{Persuasion} @UUID[Compendium.cyphersystem-compendium.basic-skills.zhQK4a79V1U6iuq8]{Philosophy} @UUID[Compendium.cyphersystem-compendium.basic-skills.OzVTO7QBg6okJ7Wf]{Physics} @UUID[Compendium.cyphersystem-compendium.basic-skills.L5fWzlqtfmdwZ2bC]{Pickpocketing} @UUID[Compendium.cyphersystem-compendium.basic-skills.FDS0OTDYEmGsv2Xe]{Piloting} @UUID[Compendium.cyphersystem-compendium.basic-skills.T9qrqrrHhuA3ad6S]{Repairing} @UUID[Compendium.cyphersystem-compendium.basic-skills.JZF2fos5oJ3sEVhC]{Riding} @UUID[Compendium.cyphersystem-compendium.basic-skills.y0gHR7IwScnB2Ebi]{Smashing} @UUID[Compendium.cyphersystem-compendium.basic-skills.Q9tfUkhYGRJ5Df42]{Sneaking} @UUID[Compendium.cyphersystem-compendium.basic-skills.duTx0BwgmC1Gw3Ze]{Stealth} @UUID[Compendium.cyphersystem-compendium.basic-skills.bDIjaLnoMQAS99GH]{Swimming} @UUID[Compendium.cyphersystem-compendium.basic-skills.iaW1Bm0sA2cE3iLa]{Vehicle driving} @UUID[Compendium.cyphersystem-compendium.basic-skills.Yn7G03hmz9uLOnhp]{Woodworking}

You could choose a skill that incorporates more than one of these areas (interacting might include deceiving, intimidation, and persuasion) or that is a more specific version of one (hiding might be sneaking when you’re not moving). You could also make up more general professional skills, such as baker, sailor, or lumberjack. If you want to choose a skill that’s not on this list, it’s probably best to run it past the GM first, but in general, the most important thing is to choose skills that are appropriate to your character.

Remember that if you gain a skill that you’re already trained in, you become specialized in that skill. Because skill descriptions can be nebulous, determining whether you’re trained or specialized might take some thinking. For example, if you’re trained in lying and later gain an ability that grants you skill with all social interactions, you become specialized in lying and trained in all other types of interactions. Being trained three times in a skill is no better than being trained twice (in other words, specialized is as good as it gets).

Only skills gained through character type abilities or other rare instances allow you to become skilled with attack or defense tasks.

If you gain a special ability through your type, your focus, or some other aspect of your character, you can choose it in place of a skill and become trained or specialized in that ability. For example, if you have a mind blast, when it’s time to choose a skill to be trained in, you can select your mind blast as your skill. That would ease the attack every time you used it. Each ability you have counts as a separate skill for this purpose. You can’t select “all mind powers” or “all spells” as one skill and become trained or specialized in such a broad category.

In most campaigns, fluency in a language is considered a skill. So if you want to speak French, that’s the same as being trained in biology or swimming.

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Character type is the core of your character. Your type helps determine your character’s place in the world and relationship with other people in the setting. It’s the noun of the sentence “I am an adjective noun who verbs.”

In some roleplaying games, your character type might be called your character class.

You can choose from four character types: Warrior, Adept, Explorer, and Speaker. However, you may not want to use these generic names for them. This chapter offers a few more specific names for each type that might be more appropriate to various genres. You’ll find that names like “Warrior” or “Explorer” don’t always feel right, particularly in games set in modern times. As always, you’re free to do as you wish. (Your type is who your character is. You should use whatever name you want for your type, as long as it fits both your character and the setting.)

Since the type is the basis upon which your whole character is built, it’s important to consider how the type relates to the chosen setting. To help with this, types are actually general archetypes. A Warrior, for example, might be anyone from a knight in shining armor to a cop on the streets to a grizzled cybernetic veteran of a thousand futuristic wars.

To further massage the four types for better use in various settings, different methods called flavors are presented in Flavors to help slightly tailor the types toward fantasy, science fiction, or other genres (or to address different character concepts).

Finally, more fundamental options for further customization are provided at the end of this chapter.

Player Intrusion

A player intrusion is the player choosing to alter something in the campaign, making things easier for a player character. Conceptually, it is the reverse of a GM intrusion: instead of the GM giving the player XP and introducing an unexpected complication for a character, the player spends 1 XP and presents a solution to a problem or complication. What a player intrusion can do usually introduces a change to the world or current circumstances rather than directly changing the character. For instance, an intrusion indicating that the cypher just used still has an additional use would be appropriate, but an intrusion that heals the character would not. If a player has no XP to spend, they can’t use a player intrusion.

A few player intrusion examples are provided under each type. That said, not every player intrusion listed there is appropriate for all situations. The GM may allow players to come up with other player intrusion suggestions, but the GM is the final arbiter of whether the suggested intrusion is appropriate for the character’s type and suitable for the situation. If the GM refuses the intrusion, the player doesn’t spend the 1 XP, and the intrusion doesn’t occur.

Using an intrusion does not require a character to use an action to trigger it. A player intrusion just happens.

Player intrusions should be limited to no more than one per player per session.

Defense Tasks

Defense tasks are when a player makes a roll to keep something undesirable from happening to their PC. The type of defense task matters when using Effort.

@UUID[Compendium.cyphersystem-compendium.basic-skills.Q0vfmbqehJw0jYBa]{Might defense}: Used for resisting poison, disease, and anything else that can be overcome with strength and health.

@UUID[Compendium.cyphersystem-compendium.basic-skills.FXYWkXG7Iq6Wm1pS]{Speed defense}: Used for dodging attacks and escaping danger. This is by far the most commonly used defense task.

@UUID[Compendium.cyphersystem-compendium.basic-skills.5X8qgmSuvRVNTiaP]{Intellect defense}: Used for fending off mental attacks or anything that might affect or influence one’s mind.

Warrior

Fantasy/Fairy tale: Warrior, fighter, swordsman, knight, barbarian, soldier, myrmidon, valkyrie

Modern/Horror/Romance: police officer, soldier, watchman, detective, guard, brawler, tough, athlete

Science fiction: security officer, warrior, trooper, soldier, merc

Superhero/Post-Apocalyptic: hero, brick, bruiser

You’re a good ally to have in a fight. You know how to use weapons and defend yourself. Depending on the genre and setting in question, this might mean wielding a sword and shield in the gladiatorial arena, an AK-47 and a bandolier of grenades in a savage firefight, or a blaster rifle and powered armor when exploring an alien planet.

Individual Role: Warriors are physical, action-oriented people. They’re more likely to overcome a challenge using force than by other means, and they often take the most straightforward path toward their goals.

Group Role: Warriors usually take and deal the most punishment in a dangerous situation. Often it falls on them to protect the other group members from threats. This sometimes means that warriors take on leadership roles as well, at least in combat and other times of danger.

Societal Role: Warriors aren’t always soldiers or mercenaries. Anyone who is ready for violence, or even potential violence, might be a Warrior in the general sense. This includes guards, watchmen, police officers, sailors, or people in other roles or professions who know how to defend themselves with skill.

Advanced Warriors: As warriors advance, their skill in battle—whether defending themselves or dishing out damage—increases to impressive levels. At higher tiers, they can often take on groups of foes by themselves or stand toe to toe with anyone.

Warrior Background Connection

Your type helps determine the connection you have to the setting. Roll a d20 or choose from the following list to determine a specific fact about your background that provides a connection to the rest of the world. You can also create your own fact.

@UUID[Compendium.cyphersystem-compendium.cypher-roll-tables.sEDd1gQiT9UHF023]{Warrior Background Connection}

Warrior Player Intrusions

You can spend 1 XP to use one of the following player intrusions, provided the situation is appropriate and the GM agrees.

Perfect Setup: You’re fighting at least three foes and each one is standing in exactly the right spot for you to use a move you trained in long ago, allowing you to attack all three as a single action. Make a separate attack roll for each foe. You remain limited by the amount of Effort you can apply on one action.

Old Friend: A comrade in arms from your past shows up unexpectedly and provides aid in whatever you’re doing. They are on a mission of their own and can’t stay longer than it takes to help out, chat for a while after, and perhaps share a quick meal.

Weapon Break: Your foe’s weapon has a weak spot. In the course of the combat, it quickly becomes damaged and moves two steps down the object damage track.

Warrior Stat Pools

StatPool Starting Value
Might10
Speed10
Intellect8

You get 6 additional points to divide among your stat Pools however you wish.

First-Tier Warrior

First-tier warriors have the following abilities:

Effort: Your Effort is 1.

Physical Nature: You have a Might Edge of 1 and a Speed Edge of 0, or you have a Might Edge of 0 and a Speed Edge of 1. Either way, you have an Intellect Edge of 0.

Cypher Use: You can bear two cyphers at a time.

Weapons: You become practiced with @UUID[Compendium.cyphersystem-compendium.basic-skills.GA74AkWhC7i4Z8sZ]{light}, @UUID[Compendium.cyphersystem-compendium.basic-skills.wHxvX2zJOKo27GBe]{medium}, and @UUID[Compendium.cyphersystem-compendium.basic-skills.d554SLnkyNqPDDOc]{heavy weapons} and suffer no penalty when using any kind of weapon. Enabler.

Starting Equipment: Appropriate clothing and two weapons of your choice, plus one expensive item, two moderately priced items, and up to four inexpensive items.

Special Abilities: Choose four of the abilities listed below. You can’t choose the same ability more than once unless its description says otherwise. The full description for each listed ability can be found in Abilities, which also has descriptions for flavor and focus abilities in a single vast catalog.

@UUID[Compendium.cyphersystem-compendium.abilities.7BS6IEcYlEp5v3OC]{Bash} @UUID[Compendium.cyphersystem-compendium.abilities.2x7nMe9ZGp3VjI8B]{Combat Prowess} @UUID[Compendium.cyphersystem-compendium.abilities.6cMg5QXB71YNgoaM]{Control the Field} @UUID[Compendium.cyphersystem-compendium.abilities.7X2zbrkFSNbyhA5G]{Improved Edge} @UUID[Compendium.cyphersystem-compendium.abilities.YZB37b80VQGMUscp]{No Need for Weapons} @UUID[Compendium.cyphersystem-compendium.abilities.o2iiTUXdkMPREkvK]{Overwatch} @UUID[Compendium.cyphersystem-compendium.abilities.noCgrKbB370cfzQg]{Physical Skills} @UUID[Compendium.cyphersystem-compendium.abilities.o2ZDoteWQsFsqTJr]{Practiced in Armor} @UUID[Compendium.cyphersystem-compendium.abilities.yszDDDpH6m16dEoV]{Quick Throw} @UUID[Compendium.cyphersystem-compendium.abilities.8hiUfUNY3u2IpVDa]{Swipe} @UUID[Compendium.cyphersystem-compendium.abilities.uatcX3o1oB2Stc4u]{Trained Without Armor}

Second-Tier Warrior

Choose two of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.EERMWn1af0S8wAWN]{Crushing Blow} @UUID[Compendium.cyphersystem-compendium.abilities.S3L1oym8fpx0NsAc]{Hemorrhage} @UUID[Compendium.cyphersystem-compendium.abilities.szw7tHW0OjI2fjpJ]{Reload} @UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks} @UUID[Compendium.cyphersystem-compendium.abilities.CtRvLxfUlCynJv1B]{Skill With Defense} @UUID[Compendium.cyphersystem-compendium.abilities.36nlDXhOP5e5dfns]{Successive Attack}

Third-Tier Warrior

Choose three of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.Rr4oB1lUzuzFHNHQ]{Deadly Aim} @UUID[Compendium.cyphersystem-compendium.abilities.M49EI6qapNJC2aLR]{Energy Resistance} @UUID[Compendium.cyphersystem-compendium.abilities.4eCjeGPA0ovnwIfu]{Experienced in Armor} @UUID[Compendium.cyphersystem-compendium.abilities.u1GhDcfpVXITVtOc]{Expert Cypher Use} @UUID[Compendium.cyphersystem-compendium.abilities.73miZT5kYFyxnPOT]{Fury} @UUID[Compendium.cyphersystem-compendium.abilities.bPr34XiLw2Dqb4VJ]{Lunge} @UUID[Compendium.cyphersystem-compendium.abilities.XqGE5QLHnpIKB5rB]{Reaction} @UUID[Compendium.cyphersystem-compendium.abilities.t3zUlk8c5WEBXXO8]{Seize the Moment} @UUID[Compendium.cyphersystem-compendium.abilities.bkQnnjRFJS9VpaY5]{Slice} @UUID[Compendium.cyphersystem-compendium.abilities.YIzrA5i8eBSPMFzj]{Spray} @UUID[Compendium.cyphersystem-compendium.abilities.4s3SAqu0lb5qzfzL]{Trick Shot} @UUID[Compendium.cyphersystem-compendium.abilities.DhbLcVuqEZmS6Z2y]{Vigilance}

Fourth-Tier Warrior

Choose two of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.M5QroBlhUCULt6MD]{Amazing Effort} @UUID[Compendium.cyphersystem-compendium.abilities.gNRMG3mJTzWaCGph]{Capable Warrior} @UUID[Compendium.cyphersystem-compendium.abilities.GlXd4oFI9Fqq3rAX]{Experienced Defender} @UUID[Compendium.cyphersystem-compendium.abilities.RO8dmB90aRPOmCuJ]{Feint} @UUID[Compendium.cyphersystem-compendium.abilities.mUizWF7k2XD7ykRJ]{Increased Effects} @UUID[Compendium.cyphersystem-compendium.abilities.PTVAJGFiXDueX8az]{Momentum} @UUID[Compendium.cyphersystem-compendium.abilities.blm1Z8JxvWOiFf0b]{Pry Open} @UUID[Compendium.cyphersystem-compendium.abilities.yJDNsRAG3Elm6PWp]{Snipe} @UUID[Compendium.cyphersystem-compendium.abilities.wxAZnuQkvWosLzkN]{Tough As Nails}

Fifth-Tier Warrior

Choose three of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.M0pjZXQ9996hfUPs]{Adroit Cypher Use} @UUID[Compendium.cyphersystem-compendium.abilities.WrJDw2X8JHcljjP4]{Arc Spray} @UUID[Compendium.cyphersystem-compendium.abilities.t6VEEwEsQUIImebW]{Improved Success} @UUID[Compendium.cyphersystem-compendium.abilities.IFb8NX06xgWM7H98]{Jump Attack} @UUID[Compendium.cyphersystem-compendium.abilities.4k5JFV78A5SiPjFo]{Mastery in Armor} @UUID[Compendium.cyphersystem-compendium.abilities.kNSRytTtQX0rU3aE]{Mastery With Attacks} @UUID[Compendium.cyphersystem-compendium.abilities.LTqgcoprvBF2ZkdH]{Mastery With Defense} @UUID[Compendium.cyphersystem-compendium.abilities.AmZDmnmP7CxSSN4h]{Parry}

Remember that at higher tiers, you can choose special abilities from lower tiers. This is sometimes the best way to ensure that you have exactly the character you want. This is particularly true with abilities that grant skills, which can usually be taken multiple times.

Sixth-Tier Warrior

Choose two of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.MQewTo9NscKVUUNz]{Again and Again} @UUID[Compendium.cyphersystem-compendium.abilities.syJ3mkT2hHR2MY3o]{Finishing Blow} @UUID[Compendium.cyphersystem-compendium.abilities.Cz0KkzZPnlX1oTYz]{Magnificent Moment} @UUID[Compendium.cyphersystem-compendium.abilities.KNElOxbWobS1ygLv]{Murderer} @UUID[Compendium.cyphersystem-compendium.abilities.KDZeCZJxjCQzlTxA]{Spin Attack} @UUID[Compendium.cyphersystem-compendium.abilities.s8NShtaUrW0Oxolo]{Weapon and Body}

Warrior Example

Ray wants to create a Warrior character for a modern campaign. He decides that the character is an ex-military fellow who is fast and strong. He puts 3 of his additional points into his Might Pool and 3 into his Speed Pool; his stat Pools are now Might 13, Speed 13, and Intellect 8. As a first-tier character, his Effort is 1, his Might Edge is 1, and his Speed Edge and Intellect Edge are both 0. His character is not particularly smart or charismatic.

He wants to use a large combat knife (a medium weapon that inflicts 4 points of damage) and a .357 Magnum (a heavy pistol that inflicts 6 points of damage but requires the use of both hands). Ray decides not to wear armor, as it’s not really appropriate to the setting, so for his first ability, he chooses Trained Without Armor so he eases Speed defense actions. For his second ability, he chooses Combat Prowess so he can inflict extra damage with his big knife.

Ray wants to be fast as well as tough, so he selects Improved Edge. This gives him a Speed Edge of 1. He rounds out his character with Physical Skills and chooses swimming and running.

The Warrior can bear two cyphers. The GM decides that Ray’s first cypher is a pill that restores 6 points of Might when swallowed, and his second is a small, easily concealed grenade that explodes like a firebomb when thrown, inflicting 3 points of damage to all within immediate range.

Ray still needs to choose a descriptor and a focus. Looking ahead to the descriptor rules, Ray chooses Strong, which increases his Might Pool to 17. He also becomes trained in jumping and breaking inanimate objects. (If he had chosen jumping as one of his physical skills, the Strong descriptor would have made him specialized in jumping instead of trained.) Being Strong also gives Ray an extra medium or heavy weapon. He chooses a baseball bat that he’ll use in a pinch. He keeps it in the trunk of his car.

For his focus, Ray chooses Masters Weaponry. This gives him yet another weapon of high quality. He chooses another combat knife and asks the GM if he could use it in his left hand—not to make attacks, but as a shield. This will ease his Speed defense rolls if he has both knives out (the “shield” counts as an asset). The GM agrees. During the game, Ray’s Warrior will be hard to hit—he is trained in Speed defense rolls, and his extra knife eases his defense rolls by another step.

Thanks to his focus, he also inflicts 1 additional point of damage with his chosen weapon. Now he inflicts 6 points of damage with his blade. Ray’s character is a deadly combatant, likely starting the game with a reputation as a knife fighter.

For his character arc, Ray chooses Defeat a Foe. That foe, he decides, is none other than someone in his company who was once a friend but went rogue.

Adept

Fantasy/Fairy tale: wizard, mage, sorcerer, cleric, druid, seer, diabolist, fey-touched

Modern/Horror/Romance: psychic, occultist, witch, practitioner, medium, fringe scientist

Science fiction: psion, psionicist, telepath, seeker, master, scanner, ESPer, abomination

Superhero/Post-Apocalyptic: mage, sorcerer, power-wielder, master, psion, telepath

You master powers or abilities outside the experience, understanding, and sometimes belief of others. They might be magic, psychic powers, mutant abilities, or just a wide variety of intricate devices, depending on the setting. (“Magic” here is a term used very loosely. It’s a catch-all for the kinds of wondrous, possibly supernatural things that your character can do that others cannot. It might actually be an expression of technological devices, channeling spirits, mutations, psionics, nanotechnology, or any number of other sources.)

Individual Role: Adepts are usually thoughtful, intelligent types. They often think carefully before acting and rely heavily on their supernatural abilities.

Group Role: Adepts are not powerful in straightforward combat, although they often wield abilities that provide excellent combat support, both offensively and defensively. They sometimes possess abilities that facilitate overcoming challenges. For example, if the group must get through a locked door, an Adept might be able to destroy it or teleport everyone to the other side.

Societal Role: In settings where the supernatural is rare, strange, or feared, Adepts are likely rare and feared as well. They remain hidden, shadowy figures. When this is not the case, Adepts are more likely to be common and forthright. They might even take leadership roles.

Advanced Adepts: Even at low tiers, Adept powers are impressive. Higher-tier Adepts can accomplish amazing deeds that can reshape matter and the environment around them.

Adepts are almost always emblematic of the paranormal or superhuman in some way—wizards, psychics, or something similar. If the game you’re playing has none of that, an Adept could be a charlatan mimicking such abilities with tricks and hidden devices, or a gadgeteer character with a “utility belt” full of oddments. Or a game like that might not have Adepts. That’s okay too.

Adept Background Connection

Your type helps determine the connection you have to the setting. Roll a d20 or choose from the following list to determine a specific fact about your background that provides a connection to the rest of the world. You can also create your own fact.

@UUID[Compendium.cyphersystem-compendium.cypher-roll-tables.ldbXbEteJgHbIdZe]{Adept Background Connection}

Adept Player Intrusions

When playing an Adept, you can spend 1 XP to use one of the following player intrusions, provided the situation is appropriate and the GM agrees.

Advantageous Malfunction: A device being used against you malfunctions. It might harm the user or one of their allies for a round, or activate a dramatic and distracting side effect for a few rounds.

Convenient Idea: A flash of insight provides you with a clear answer or suggests a course of action with regard to an urgent question, problem, or obstacle you’re facing.

Inexplicably Unbroken: An inactive, ruined, or presumed-destroyed device temporarily activates and performs a useful function relevant to the situation. This is enough to buy you some time for a better solution, alleviate a complication that was interfering with your abilities, or just get you one more use out of a depleted cypher or artifact.

Adept Stat Pools

StatPool Starting Value
Might7
Speed9
Intellect12

You get 6 additional points to divide among your stat Pools however you wish.

First-Tier Adept

First-tier Adepts have the following abilities:

Effort: Your Effort is 1.

Genius: You have an Intellect Edge of 1, a Might Edge of 0, and a Speed Edge of 0.

Expert Cypher Use: You can bear three cyphers at a time.

Starting Equipment: Appropriate clothing, plus two expensive items, two moderately priced items, and up to four inexpensive items of your choice.

Weapons: You can use @UUID[Compendium.cyphersystem-compendium.basic-skills.GA74AkWhC7i4Z8sZ]{light weapons} without penalty. You have an inability with @UUID[Compendium.cyphersystem-compendium.inabilities.Zjign4M9GqTvD348]{medium weapons} and @UUID[Compendium.cyphersystem-compendium.inabilities.aMGYdfzCgfYqtHuJ]{heavy weapons}; your attacks with medium and heavy weapons are hindered.

Special Abilities: Choose four of the abilities listed below. You can’t choose the same ability more than once unless its description says otherwise. The full description for each listed ability can be found in Abilities, which also has descriptions for flavor and focus abilities in a single vast catalog.

Adept abilities require at least one free hand unless the GM says otherwise.

@UUID[Compendium.cyphersystem-compendium.abilities.6qCR3kBqCVYDlEOl]{Distortion} @UUID[Compendium.cyphersystem-compendium.abilities.TmWjWp4iWk4GMLN0]{Erase Memories} @UUID[Compendium.cyphersystem-compendium.abilities.gP8HCn8FPeg49V7M]{Far Step} @UUID[Compendium.cyphersystem-compendium.abilities.zArjjFcf9tHQvJTx]{Hedge Magic} @UUID[Compendium.cyphersystem-compendium.abilities.XQxN55rl0f5HFxEM]{Magic Training} @UUID[Compendium.cyphersystem-compendium.abilities.FE1Ge8CbJxQcCo0b]{Onslaught} @UUID[Compendium.cyphersystem-compendium.abilities.Myt0JUt24B8hjYAg]{Push} @UUID[Compendium.cyphersystem-compendium.abilities.Q8xKsSOvoFWL1ePP]{Resonance Field} @UUID[Compendium.cyphersystem-compendium.abilities.OPvXaxuRIVXLmkWl]{Scan} @UUID[Compendium.cyphersystem-compendium.abilities.nptFEdFaUvjDeqAz]{Shatter} @UUID[Compendium.cyphersystem-compendium.abilities.59mslpID7ogppzMA]{Ward}

Second-Tier Adept

Choose one of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.wWN4y4rATxbtMCMo]{Adaptation} @UUID[Compendium.cyphersystem-compendium.abilities.o7kTUAFonv5HPi07]{Cutting Light} @UUID[Compendium.cyphersystem-compendium.abilities.UCR0rx32kEsTcgnF]{Hover} @UUID[Compendium.cyphersystem-compendium.abilities.W5Zt9qDKCtNr49BC]{Mind Reading} @UUID[Compendium.cyphersystem-compendium.abilities.fzx429jdEdbd0tHy]{Retrieve Memories} @UUID[Compendium.cyphersystem-compendium.abilities.Uti1XQwY4VFZwwwc]{Reveal} @UUID[Compendium.cyphersystem-compendium.abilities.pdNI9QMKmDwu8gza]{Stasis}

Third-Tier Adept

Choose two of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.M0pjZXQ9996hfUPs]{Adroit Cypher Use} @UUID[Compendium.cyphersystem-compendium.abilities.Mj6yJZwRmdXaVwh8]{Countermeasures} @UUID[Compendium.cyphersystem-compendium.abilities.yz1w8JR23mtlDX49]{Energy Protection} @UUID[Compendium.cyphersystem-compendium.abilities.AUGM3xEluWJi4Y8h]{Fire and Ice} @UUID[Compendium.cyphersystem-compendium.abilities.yPVZmXWhUxustVdq]{Force Field Barrier} @UUID[Compendium.cyphersystem-compendium.abilities.bzy1KzO0oPmZGu2b]{Sensor} @UUID[Compendium.cyphersystem-compendium.abilities.q80xvRDX6XwFXgma]{Targeting Eye}

Fourth-Tier Adept

Choose one of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.iTxEWRCR8G5Rych2]{Death Touch} @UUID[Compendium.cyphersystem-compendium.abilities.VEJQ74o175OnlIAm]{Exile} @UUID[Compendium.cyphersystem-compendium.abilities.wvlSlYCJyrJuFqtn]{Invisibility} @UUID[Compendium.cyphersystem-compendium.abilities.whVEpvOjmGs3fpcD]{Matter Cloud} @UUID[Compendium.cyphersystem-compendium.abilities.Vcfc6yjbqX6WSzCf]{Mind Control} @UUID[Compendium.cyphersystem-compendium.abilities.8QwoYVraOedgr9kB]{Projection} @UUID[Compendium.cyphersystem-compendium.abilities.y1bQFSBlwMbUico5]{Rapid Processing} @UUID[Compendium.cyphersystem-compendium.abilities.iroL3TcKD9dpulhW]{Regeneration} @UUID[Compendium.cyphersystem-compendium.abilities.YFbC1HRis4SpZgrS]{Reshape} @UUID[Compendium.cyphersystem-compendium.abilities.KGz0rK4b2dAt0DaX]{Wormhole}

Fifth-Tier Adept

Choose two of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.NCXCkCYeZw8qlazG]{Absorb Energy} @UUID[Compendium.cyphersystem-compendium.abilities.PZBKCtRj5S6ULnjo]{Concussion} @UUID[Compendium.cyphersystem-compendium.abilities.8SDpRRzZRF73zLsF]{Conjuration} @UUID[Compendium.cyphersystem-compendium.abilities.HuhNjMfMxPkTlERH]{Create} @UUID[Compendium.cyphersystem-compendium.abilities.D4JFKjeVDkx9Xfnf]{Dust to Dust} @UUID[Compendium.cyphersystem-compendium.abilities.wlkPdME0r3hx9VbE]{Knowing the Unknown} @UUID[Compendium.cyphersystem-compendium.abilities.K4XRiZlFRakz6j98]{Master Cypher Use} @UUID[Compendium.cyphersystem-compendium.abilities.IN3VI2LxDyYGbqnN]{Teleportation} @UUID[Compendium.cyphersystem-compendium.abilities.MGzAkRaGd4LgfQti]{True Senses}

Sixth-Tier Adept

Choose one of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.tvlNZboSbKCHttjs]{Control Weather} @UUID[Compendium.cyphersystem-compendium.abilities.jhdgI9rV2mpH6JQU]{Earthquake} @UUID[Compendium.cyphersystem-compendium.abilities.8OmtJRuoKRzuGfh8]{Move Mountains} @UUID[Compendium.cyphersystem-compendium.abilities.PlKwEwo6ilGqwxwI]{Traverse the Worlds} @UUID[Compendium.cyphersystem-compendium.abilities.gETtOLyLYRVk53dP]{Usurp Cypher}

Adept Example

Jen wants to create an Adept—a sorcerer for a fantasy campaign. She decides to be somewhat well rounded, so she puts 2 of her additional points into each stat Pool, giving her a Might Pool of 9, a Speed Pool of 11, and an Intellect Pool of 14. Her Adept is smart and quick. She has an Intellect Edge of 1, a Might Edge of 0, and a Speed Edge of 0. As a first-tier character, her Effort is 1. As her initial abilities, she chooses Onslaught and Ward, giving her a strong offense and defense. She also chooses Magic Training and rounds out her character with Scan, which she hopes will be useful in gaining insight and information. For this character, Onslaught, Ward, and Scan are all spells she has mastered through years of training and study.

She can bear three cyphers. The GM gives her a potion that acts as a short-range teleporter, a small charm that restores 5 points to her Intellect Pool, and a fluid-filled flask that explodes like a fiery bomb. Jen’s sorcerer is skilled with light weapons, so she chooses a dagger.

For her descriptor, Jen chooses Graceful, which adds 2 points to her Speed Pool, bringing it to 13. That descriptor means she is trained in balancing and anything requiring careful movements, physical performing arts, and Speed defense tasks. Perhaps she is a dancer. In fact, she begins to develop a backstory that involves graceful, lithe movements that she incorporates into her spells.

For her focus, she chooses Leads. This gives her training in social interactions, which again helps round her out—she’s good in all kinds of situations. Moreover, she has the Good Advice ability, which enables her to be a focal point of her group.

Her spells and focus abilities cost Intellect points to activate, so she’s glad to have a lot of points in her Intellect Pool. In addition, her Intellect Edge will help reduce those costs. If she uses her Onslaught force blast without applying Effort, it costs 0 Intellect points and deals 4 points of damage. Her Intellect Edge will allow her to save points to devote toward applying Effort for other purposes, perhaps to boost the accuracy of Onslaught.

For her character arc, Jen chooses Aid a Friend. She decides that when her sorcerer character was young, she had a magical mentor. That mentor was later taken prisoner by a demon, so her character is always looking for clues on how to find the demon and release her friend from bondage.

GMs are always free to pre-select a type’s special abilities at a given tier to reinforce the setting. In the fantasy setting of Jen’s sorcerer, the GM might have said that all sorcerers (Adepts) start with Magic Training as one of their tier 1 abilities. This doesn’t make the character any less powerful or special, but it says something about her role in the world and expectations in the game.

Explorer

Fantasy/Fairy tale: Explorer, adventurer, delver, mystery seeker

Modern/Horror/Romance: athlete, explorer, adventurer, drifter, detective, scholar, spelunker, trailblazer, investigative reporter

Science fiction: Explorer, adventurer, wanderer, planetary specialist, xenobiologist

Superhero/Post-Apocalyptic: adventurer, crimefighter

You are a person of action and physical ability, fearlessly facing the unknown. You travel to strange, exotic, and dangerous places, and discover new things. This means you’re physical but also probably knowledgeable.

Individual Role: Although Explorers can be academics or well studied, they are first and foremost interested in action. They face grave dangers and terrible obstacles as a routine part of life.

Group Role: Explorers sometimes work alone, but far more often they operate in teams with other characters. The Explorer frequently leads the way, blazing the trail. However, they’re also likely to stop and investigate anything intriguing they stumble upon.

Societal Role: Not all Explorers are out traipsing through the wilderness or poking about an old ruin. Sometimes, an Explorer is a teacher, a scientist, a detective, or an investigative reporter. In any event, an Explorer bravely faces new challenges and gathers knowledge to share with others.

Advanced Explorers: Higher-tier Explorers gain more skills, some combat abilities, and a number of abilities that allow them to deal with danger. In short, they become more and more well-rounded, able to deal with any challenge.

Explorer Background Connection

Your type helps determine the connection you have to the setting. Roll a d20 or choose from the following list to determine a specific fact about your background that provides a connection to the rest of the world. You can also create your own fact.

@UUID[Compendium.cyphersystem-compendium.cypher-roll-tables.EPY1EXnGWOBK9kO1]{Explorer Background Connection}

Explorer Player Intrusions

When playing an Explorer, you can spend 1 XP to use one of the following player intrusions, provided the situation is appropriate and the GM agrees.

Fortuitous Malfunction: A trap or a dangerous device malfunctions before it can affect you.

Serendipitous Landmark: Just when it seems like the path is lost (or you are), a trail marker, a landmark, or simply the way the terrain or corridor bends, rises, or falls away suggests to you the best path forward, at least from this point.

Weak Strain: The poison or disease turns out not to be as debilitating or deadly as it first seemed, and inflicts only half the damage that it would have otherwise.

Explorer Stat Pools

StatPool Starting Value
Might10
Speed9
Intellect9

You get 6 additional points to divide among your stat Pools however you wish.

First-Tier Explorer

First-tier Explorers have the following abilities:

Effort: Your Effort is 1.

Physical Nature: You have a Might Edge of 1, a Speed Edge of 0, and an Intellect Edge of 0.

Cypher Use: You can bear two cyphers at a time.

Starting Equipment: Appropriate clothing and a weapon of your choice, plus two expensive items, two moderately priced items, and up to four inexpensive items.

Weapons: You can use @UUID[Compendium.cyphersystem-compendium.basic-skills.GA74AkWhC7i4Z8sZ]{light} and @UUID[Compendium.cyphersystem-compendium.basic-skills.wHxvX2zJOKo27GBe]{medium weapons} without penalty. You have an inability with @UUID[Compendium.cyphersystem-compendium.inabilities.aMGYdfzCgfYqtHuJ]{heavy weapons}; your attacks with heavy weapons are hindered.

Special Abilities: Choose four of the abilities listed below. You can’t choose the same ability more than once unless its description says otherwise. The full description for each listed ability can be found in Abilities, which also has descriptions for flavor and focus abilities in a single vast catalog.

@UUID[Compendium.cyphersystem-compendium.abilities.7OpsD4muO5HGJt29]{Block} @UUID[Compendium.cyphersystem-compendium.abilities.UyQTRi5ZwWU5tMO0]{Danger Sense} @UUID[Compendium.cyphersystem-compendium.abilities.P95xVHVxALSMjanR]{Decipher} @UUID[Compendium.cyphersystem-compendium.abilities.PqL4qr9D8QAwQhrL]{Endurance} @UUID[Compendium.cyphersystem-compendium.abilities.axI0iGYo7DjdR8Ya]{Find the Way} @UUID[Compendium.cyphersystem-compendium.abilities.Sg5WeSF04CYNEecl]{Fleet of Foot} @UUID[Compendium.cyphersystem-compendium.abilities.7X2zbrkFSNbyhA5G]{Improved Edge} @UUID[Compendium.cyphersystem-compendium.abilities.eEGFknWQZUBNXn99]{Knowledge Skills} @UUID[Compendium.cyphersystem-compendium.abilities.CBGeAZSBuymzrxDz]{Muscles of Iron} @UUID[Compendium.cyphersystem-compendium.abilities.YZB37b80VQGMUscp]{No Need for Weapons} @UUID[Compendium.cyphersystem-compendium.abilities.noCgrKbB370cfzQg]{Physical Skills} @UUID[Compendium.cyphersystem-compendium.abilities.o2ZDoteWQsFsqTJr]{Practiced in Armor} @UUID[Compendium.cyphersystem-compendium.abilities.yl2zo179wXZW5Xxc]{Practiced With All Weapons} @UUID[Compendium.cyphersystem-compendium.abilities.s2PLo9FsWBi2C1VY]{Surging Confidence} @UUID[Compendium.cyphersystem-compendium.abilities.uatcX3o1oB2Stc4u]{Trained Without Armor}

Second-Tier Explorer

Choose four of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.JkmTskE3eqcfu7dY]{Curious} @UUID[Compendium.cyphersystem-compendium.abilities.3x3gRDJejTXQPmdY]{Danger Instinct} @UUID[Compendium.cyphersystem-compendium.abilities.4yyKQYnrbL3r9gcU]{Enable Others} @UUID[Compendium.cyphersystem-compendium.abilities.uB3sVzeG2N5rkdUZ]{Escape} @UUID[Compendium.cyphersystem-compendium.abilities.RM8Fmu1IJwzBkjcM]{Eye for Detail} @UUID[Compendium.cyphersystem-compendium.abilities.U7chr7wLj7r5y0LT]{Foil Danger} @UUID[Compendium.cyphersystem-compendium.abilities.pp9NFNHKgOhRYbsY]{Hand to Eye} @UUID[Compendium.cyphersystem-compendium.abilities.romswZIOmAmtzfCL]{Investigative Skills} @UUID[Compendium.cyphersystem-compendium.abilities.euEVkth9YGYSpoJf]{Quick Recovery} @UUID[Compendium.cyphersystem-compendium.abilities.tJVu7MQ2pOhNfpUB]{Range Increase} @UUID[Compendium.cyphersystem-compendium.abilities.nOuOE3EkrNr81pSq]{Greater Skill With Defense} @UUID[Compendium.cyphersystem-compendium.abilities.gbU7mA0flUR4W8Dl]{Stand Watch} @UUID[Compendium.cyphersystem-compendium.abilities.wEjdodvc6SLf8yso]{Travel Skills} @UUID[Compendium.cyphersystem-compendium.abilities.yS1sMAZEzJbozxOZ]{Wreck}

Third-Tier Explorer

Choose three of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.wG4zveGhplNKNzuP]{Controlled Fall} @UUID[Compendium.cyphersystem-compendium.abilities.4eCjeGPA0ovnwIfu]{Experienced in Armor} @UUID[Compendium.cyphersystem-compendium.abilities.u1GhDcfpVXITVtOc]{Expert Cypher Use} @UUID[Compendium.cyphersystem-compendium.abilities.JuOmZXMt1T3tQUZ8]{Ignore the Pain} @UUID[Compendium.cyphersystem-compendium.abilities.qZOOWfFLJ1JziJpY]{Obstacle Running} @UUID[Compendium.cyphersystem-compendium.abilities.GvYXLPdpaFEMGuQR]{Resilience} @UUID[Compendium.cyphersystem-compendium.abilities.ZuX6gykVtKxiBAxR]{Run and Fight} @UUID[Compendium.cyphersystem-compendium.abilities.t3zUlk8c5WEBXXO8]{Seize the Moment} @UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks} @UUID[Compendium.cyphersystem-compendium.abilities.jmYIPbMwsq3GY3eO]{Stone Breaker} @UUID[Compendium.cyphersystem-compendium.abilities.wpA3GB5yJq9NI8QN]{Think Your Way Out} @UUID[Compendium.cyphersystem-compendium.abilities.V1ROUnWXLmLRMxXi]{Trapfinder} @UUID[Compendium.cyphersystem-compendium.abilities.6McxfJoPmf1SnbDR]{Wrest From Chance}

Fourth-Tier Explorer

Choose two of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.gNRMG3mJTzWaCGph]{Capable Warrior} @UUID[Compendium.cyphersystem-compendium.abilities.MdRdAc0qAWghMmlV]{Expert Skill} @UUID[Compendium.cyphersystem-compendium.abilities.mUizWF7k2XD7ykRJ]{Increased Effects} @UUID[Compendium.cyphersystem-compendium.abilities.lbXg8UlSCG23yxO4]{Read the Signs} @UUID[Compendium.cyphersystem-compendium.abilities.dW0rgYsx6hDA8pIB]{Runner} @UUID[Compendium.cyphersystem-compendium.abilities.3pqCkOZjnAXWIikt]{Subtle Steps} @UUID[Compendium.cyphersystem-compendium.abilities.wxAZnuQkvWosLzkN]{Tough As Nails}

Fifth-Tier Explorer

Choose three of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.M0pjZXQ9996hfUPs]{Adroit Cypher Use} @UUID[Compendium.cyphersystem-compendium.abilities.B0Tt5R1m2DsVLtPH]{Free to Move} @UUID[Compendium.cyphersystem-compendium.abilities.hhBF8re7Azmce3Y9]{Group Friendship} @UUID[Compendium.cyphersystem-compendium.abilities.KGzAHs3qln0fNDjt]{Hard to Kill} @UUID[Compendium.cyphersystem-compendium.abilities.IFb8NX06xgWM7H98]{Jump Attack} @UUID[Compendium.cyphersystem-compendium.abilities.LTqgcoprvBF2ZkdH]{Mastery With Defense} @UUID[Compendium.cyphersystem-compendium.abilities.AmZDmnmP7CxSSN4h]{Parry} @UUID[Compendium.cyphersystem-compendium.abilities.5uWcMvgh1OWvieJs]{Physically Gifted} @UUID[Compendium.cyphersystem-compendium.abilities.scceoEmEnN5MW8XT]{Take Command} @UUID[Compendium.cyphersystem-compendium.abilities.icJAWRB8Uha8CSKr]{Vigilant}

Sixth-Tier Explorer

Choose three of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.MQewTo9NscKVUUNz]{Again and Again} @UUID[Compendium.cyphersystem-compendium.abilities.tTrekc4AZbIqem5L]{Inspire Coordinated Actions} @UUID[Compendium.cyphersystem-compendium.abilities.4k5JFV78A5SiPjFo]{Mastery in Armor} @UUID[Compendium.cyphersystem-compendium.abilities.kNSRytTtQX0rU3aE]{Mastery With Attacks} @UUID[Compendium.cyphersystem-compendium.abilities.dMEqa6kAjXrHlxui]{Negate Danger} @UUID[Compendium.cyphersystem-compendium.abilities.PXvS7AatBcxH9cvZ]{Share Defense} @UUID[Compendium.cyphersystem-compendium.abilities.KDZeCZJxjCQzlTxA]{Spin Attack} @UUID[Compendium.cyphersystem-compendium.abilities.vQtVTnCecWFXkfkI]{Wild Vitality}

Explorer Example

Sam decides to create an Explorer character for a science fiction campaign. This character will be a hardy soul who explores alien worlds. They put 3 additional points into their Might Pool, 2 into their Speed Pool, and 1 into their Intellect Pool; their stat Pools are now Might 13, Speed 11, and Intellect 10. As a first-tier character, their Effort is 1, their Might Edge is 1, and their Speed Edge and Intellect Edge are 0. Their character is fairly well-rounded so far.

Sam immediately leaps in and starts choosing abilities. They pick Danger Sense and Surging Confidence, thinking those abilities will be generally useful. They also choose Practiced in Armor, reasoning that the character wears high-tech medium armor when exploring. Last, they choose Knowledge Skills and select geology and biology to help during interplanetary explorations.

Sam’s Explorer can bear two cyphers, which in this setting involve nanotechnology. The GM decides that one is a nanite injector that grants a +1 bonus to Might Edge when used, and the other is a device that can create one simple handheld object the user wishes.

Sam’s Explorer is not really geared toward fighting, but sometimes the universe is a dangerous place, so they note that they’re carrying a medium blaster as well.

Sam still needs a descriptor and a focus. Looking to the Descriptor chapter, they choose Hardy, which increases their Might Pool to 17. They also heal more quickly and can operate better when injured. They’re trained in Might defense but have an inability with initiative; however, it’s effectively canceled out by their Danger Sense (and vice versa). Sam could go back and select something else instead of Danger Sense, but they like it and decide to keep it. Overall, the descriptor ends up making the character tough but a little slow.

For their focus, Sam chooses Explores Dark Places (in this case, weird ruins of alien civilizations). This gives the character a bunch of additional skills: searching, listening, climbing, balancing, and jumping. They’re quite the capable Explorer.

For their character arc, Sam chooses Enterprise. Exploring alien places sometimes turns up strange relics, and Sam figures they might be able to set up a service to reliably transport these items to responsible third parties, rather than allow them to fall into the hands of pirates and rich private collectors. For a small fee, of course.

Speaker

Fantasy/Fairy tale: bard, speaker, skald, emissary, priest, advocate

Modern/Horror/Romance: diplomat, charmer, face, spinner, manipulator, minister, mediator, lawyer

Science fiction: diplomat, empath, glam, consul, legate

Superhero/Post-Apocalyptic: charmer, mesmerist, puppet master

You’re good with words and good with people. You talk your way past challenges and out of jams, and you get people to do what you want.

Individual Role: Speakers are smart and charismatic. They like people and, more important, they understand them. This helps speakers get others to do what needs to be done.

Group Role: The Speaker is often the face of the group, serving as the person who speaks for all and negotiates with others. Combat and action are not a Speaker’s strong suits, so other characters sometimes have to defend the Speaker in times of danger.

Societal Role: Speakers are frequently political or religious leaders. Just as often, however, they are con artists or criminals.

Advanced Speakers: Higher-tier Speakers use their abilities to control and manipulate people as well as aid and nurture their friends. They can talk their way out of danger and even use their words as weapons.

Speaker Background Connection

Your type helps determine the connection you have to the setting. Roll a d20 or choose from the following list to determine a specific fact about your background that provides a connection to the rest of the world. You can also create your own fact.

@UUID[Compendium.cyphersystem-compendium.cypher-roll-tables.zDo6fnblxkAjzvc3]{Speaker Background Connection}

Speaker Player Intrusions

When playing a Speaker, you can spend 1 XP to use one of the following player intrusions, provided the situation is appropriate and the GM agrees.

Friendly NPC: An NPC you don’t know, someone you don’t know that well, or someone you know but who hasn’t been particularly friendly in the past chooses to help you, though doesn’t necessarily explain why. Maybe they’ll ask you for a favor in return afterward, depending on how much trouble they go to.

Perfect Suggestion: A follower or other already-friendly NPC suggests a course of action with regard to an urgent question, problem, or obstacle you’re facing.

Unexpected Gift: An NPC hands you a physical gift you were not expecting, one that helps put the situation at ease if things seem strained, or provides you with a new insight for understanding the context of the situation if there’s something you’re failing to understand or grasp.

Speaker Stat Pools

StatPool Starting Value
Might8
Speed9
Intellect11

You get 6 additional points to divide among your stat Pools however you wish.

First-Tier Speaker

First-tier Speakers have the following abilities:

Effort: Your Effort is 1.

Genius: You have an Intellect Edge of 1, a Might Edge of 0, and a Speed Edge of 0.

Cypher Use: You can bear two cyphers at a time.

Weapons: You can use @UUID[Compendium.cyphersystem-compendium.basic-skills.GA74AkWhC7i4Z8sZ]{light weapons} without penalty. You have an inability with @UUID[Compendium.cyphersystem-compendium.inabilities.Zjign4M9GqTvD348]{medium} and @UUID[Compendium.cyphersystem-compendium.inabilities.aMGYdfzCgfYqtHuJ]{heavy weapons}; your attacks with medium and heavy weapons are hindered.

Starting Equipment: Appropriate clothing and a light weapon of your choice, plus two expensive items, two moderately priced items, and up to four inexpensive items.

Special Abilities: Choose four of the abilities listed below. You can’t choose the same ability more than once unless its description says otherwise. The full description for each listed ability can be found in Abilities, which also has descriptions for flavor and focus abilities in a single vast catalog.

Some Speaker abilities, like Mind Reading or True Senses, imply a supernatural element. If this is inappropriate to the character or the setting, these abilities can be replaced with something from the stealth flavor, or the GM can slightly modify them so they are based in extraordinary talents and insight rather than the supernatural.

@UUID[Compendium.cyphersystem-compendium.abilities.BlBi7qk0darLthxS]{Anecdote} @UUID[Compendium.cyphersystem-compendium.abilities.r7uNiD9CGy4G3Hoq]{Babel} @UUID[Compendium.cyphersystem-compendium.abilities.JSlr2Q6Ll1xNd8fX]{Demeanor of Command} @UUID[Compendium.cyphersystem-compendium.abilities.hYa7I52x2iwffh8C]{Encouragement} @UUID[Compendium.cyphersystem-compendium.abilities.lQ4MNmGXXNBMGsmk]{Enthrall} @UUID[Compendium.cyphersystem-compendium.abilities.TmWjWp4iWk4GMLN0]{Erase Memories} @UUID[Compendium.cyphersystem-compendium.abilities.ulHj0pzmwc515fve]{Fast Talk} @UUID[Compendium.cyphersystem-compendium.abilities.wWCehMidmvLypdxj]{Inspire Aggression} @UUID[Compendium.cyphersystem-compendium.abilities.V765JZKDKQ00Buyn]{Interaction Skills} @UUID[Compendium.cyphersystem-compendium.abilities.NhijFGxYepJtaa0r]{Practiced With Medium Weapons} @UUID[Compendium.cyphersystem-compendium.abilities.5aUrbdjSSLCRggHU]{Spin Identity} @UUID[Compendium.cyphersystem-compendium.abilities.qVlbJjB7X8R78rz0]{Terrifying Presence} @UUID[Compendium.cyphersystem-compendium.abilities.kv03xEihe4VZNkK5]{Understanding}

Second-Tier Speaker

Choose two of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.4XwwFeGO5haHxvQs]{Basic Follower} @UUID[Compendium.cyphersystem-compendium.abilities.BggeJtN5IcutwLJg]{Calm Stranger} @UUID[Compendium.cyphersystem-compendium.abilities.di7QfASecjKU8BPN]{Disincentivize} @UUID[Compendium.cyphersystem-compendium.abilities.IvKd5vkPypJbB1Ip]{Gather Intelligence} @UUID[Compendium.cyphersystem-compendium.abilities.GT0AiiarWPbGzxKs]{Impart Ideal} @UUID[Compendium.cyphersystem-compendium.abilities.DLxDL49VjUEMAjxZ]{Inspiring Ease} @UUID[Compendium.cyphersystem-compendium.abilities.V765JZKDKQ00Buyn]{Interaction Skills} @UUID[Compendium.cyphersystem-compendium.abilities.o2ZDoteWQsFsqTJr]{Practiced in Armor} @UUID[Compendium.cyphersystem-compendium.abilities.CtRvLxfUlCynJv1B]{Skill With Defense} @UUID[Compendium.cyphersystem-compendium.abilities.XntbE6mXQ4CZ6yIi]{Speedy Recovery} @UUID[Compendium.cyphersystem-compendium.abilities.UHvD5299HFbwBvpR]{Unexpected Betrayal}

Third-Tier Speaker

Choose three of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.hB1CISYVEZXEO0IV]{Accelerate} @UUID[Compendium.cyphersystem-compendium.abilities.rZsohzuwTFfghWVO]{Blend In} @UUID[Compendium.cyphersystem-compendium.abilities.NnlGdSiR9GbiTJyZ]{Discerning Mind} @UUID[Compendium.cyphersystem-compendium.abilities.u1GhDcfpVXITVtOc]{Expert Cypher Use} @UUID[Compendium.cyphersystem-compendium.abilities.ETGBAqAc1ApFH5cx]{Expert Follower} @UUID[Compendium.cyphersystem-compendium.abilities.sqiDNk5qXh9j3zwh]{Grand Deception} @UUID[Compendium.cyphersystem-compendium.abilities.1N6P5ZRogThCS0KH]{Lead by Inquiry} @UUID[Compendium.cyphersystem-compendium.abilities.W5Zt9qDKCtNr49BC]{Mind Reading} @UUID[Compendium.cyphersystem-compendium.abilities.i5BlJLgj1ayBw0uY]{Oratory} @UUID[Compendium.cyphersystem-compendium.abilities.ZqBpOAiH70SGHX8N]{Perfect Stranger} @UUID[Compendium.cyphersystem-compendium.abilities.Mac5S0sQe9Muf4Mv]{Quick Wits} @UUID[Compendium.cyphersystem-compendium.abilities.oah8DOODfphl858B]{Telling}

Fourth-Tier Speaker

Choose two of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.ZH0JbusjycG6zQf1]{Anticipate Attack} @UUID[Compendium.cyphersystem-compendium.abilities.2SiHiotGcSufnCne]{Confounding Banter} @UUID[Compendium.cyphersystem-compendium.abilities.RO8dmB90aRPOmCuJ]{Feint} @UUID[Compendium.cyphersystem-compendium.abilities.7tiGTYVXj9eHdja7]{Heightened Skills} @UUID[Compendium.cyphersystem-compendium.abilities.Je1MitN21L3lqWVF]{Psychosis} @UUID[Compendium.cyphersystem-compendium.abilities.lbXg8UlSCG23yxO4]{Read the Signs} @UUID[Compendium.cyphersystem-compendium.abilities.QFZyfDWOSEpZeQmM]{Spur Effort} @UUID[Compendium.cyphersystem-compendium.abilities.cS2p7CRfquFvR65U]{Strategize} @UUID[Compendium.cyphersystem-compendium.abilities.3wZZC07ADxO3mImS]{Suggestion}

Fifth-Tier Speaker

Choose three of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.M0pjZXQ9996hfUPs]{Adroit Cypher Use} @UUID[Compendium.cyphersystem-compendium.abilities.t3uyBYJqMApfEBWX]{Discipline of Watchfulness} @UUID[Compendium.cyphersystem-compendium.abilities.4eCjeGPA0ovnwIfu]{Experienced in Armor} @UUID[Compendium.cyphersystem-compendium.abilities.UyW320RhzarMNoss]{Flee} @UUID[Compendium.cyphersystem-compendium.abilities.xCUKzmoBKzN9gIut]{Foul Aura} @UUID[Compendium.cyphersystem-compendium.abilities.wlkPdME0r3hx9VbE]{Knowing the Unknown} @UUID[Compendium.cyphersystem-compendium.abilities.iroL3TcKD9dpulhW]{Regeneration} @UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks} @UUID[Compendium.cyphersystem-compendium.abilities.U9sgMUKkIkDIdRtK]{Stimulate}

Sixth-Tier Speaker

Choose two of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.By276DS858KmWNZq]{Assume Control} @UUID[Compendium.cyphersystem-compendium.abilities.G8waoPdWGzMl0S1n]{Battle Management} @UUID[Compendium.cyphersystem-compendium.abilities.crFxkKwBNdnD6tX4]{Crowd Control} @UUID[Compendium.cyphersystem-compendium.abilities.fPCTpU0viXXWrNs0]{Inspiring Success} @UUID[Compendium.cyphersystem-compendium.abilities.3EcnBLVtGwxpWXBW]{Recruit Deputy} @UUID[Compendium.cyphersystem-compendium.abilities.EH8OmAJaimF4MTgg]{Shatter Mind} @UUID[Compendium.cyphersystem-compendium.abilities.MGzAkRaGd4LgfQti]{True Senses} @UUID[Compendium.cyphersystem-compendium.abilities.ZTp4SZ673tDJpmuS]{Word of Command}

Speaker Example

Mary wants to create a Speaker for a Lovecraftian horror campaign. She puts 3 of her additional stat points into her Intellect Pool and 3 into her Speed Pool; her stat Pools are now Might 8, Speed 12, and Intellect 14. As a first-tier character, her Effort is 1, her Might Edge and Speed Edge are 0, and her Intellect Edge is 1. She’s smart and charismatic but not particularly tough.

Mary chooses Fast Talk and Spin Identity to help get into places and learn things she wants to know. She’s a bit of a con artist. She’s good to her friends, however, and chooses Encouragement as well. Mary rounds out her first-tier abilities with Interaction Skills (deceiving and persuasion).

A Speaker normally starts with two cyphers, but the GM rules that characters in this campaign start with only one—something creepy relating to their background. Mary’s cypher is an odd pocket watch given to her by her grandfather. She doesn’t know how or why, but when activated, the watch allows her to take twice as many actions for three rounds.

Mary’s character carries a small knife hidden in her bag in case of trouble. As a light weapon, it inflicts 2 points of damage, but attacks with it are eased.

Mary chooses Resilient for her descriptor and decides that she can probably learn the truth behind some of the strange things that she’s heard about without feeling too much trauma if it’s horrible. Resilient increases her Might Pool to 10 and her Intellect Pool to 16. She’s trained in Might and Intellect defense actions and gains an extra recovery roll each day. At first, Mary is sad that her descriptor gives her an inability in knowledge and puzzle tasks, but then she realizes that the flaw fits her character well—she’s better at getting people to tell her what she needs to know than at figuring out the information herself.

For her focus, Mary chooses Moves Like a Cat, granting her a final Speed Pool of 18 and training in balance. In the end, she’s graceful and quick, charismatic, and hardier than she initially thought thanks to her drive. She’s ready to investigate the weird.

For her character arc, Mary chooses Fall From Grace. She decides she’s had an obsession with a strange tome that’s been in her family for generations, and her character is drawn to its strange languages and rituals.

Further Customization

The rules in this section are more advanced and always involve the GM. They can be used by the GM to tailor a type to better fit the genre or setting, or by a player and a GM to tweak a character to fit a concept.

Modifying Type Aspects

The following aspects of the four character types can be modified at character creation. Other abilities should not be changed.

Stat Pools: Each character type has a starting stat Pool value. A player can exchange points between their Pools on a one-for-one basis. For example, they can trade 2 points of Might for 2 points of Speed. However, no starting stat Pool should be higher than 20.

Edge: A player can start with an Edge of 1 in whichever stat they wish.

Cypher Use: If a character gives up the ability to bear one cypher, they gain an additional skill of their choice.

Weapons: Some types have static first-tier abilities that let them use light, medium, and/or heavy weapons without a penalty. Warriors can use all weapons, Explorers can use light and medium weapons, and Adepts and Speakers can use light weapons. Any one of these weapon abilities can be sacrificed to gain training in a different skill of the player’s choice.

Drawbacks and Penalties

In addition to other customization options, a player can choose to take drawbacks or penalties to gain further advantages.

Weakness: A weakness is, essentially, the opposite of Edge. If you have a weakness of 1 in Speed, all Speed actions that require you to spend points cost 1 additional point from your Pool. At any time, a player can give their character a weakness in one stat and, in exchange, gain +1 to their Edge in one of the other two stats. So a PC can take a weakness of 1 in Speed to gain +1 to their Might Edge.

Normally, you can have a weakness only in a stat in which you have an Edge of 0. Further, you can’t have more than one weakness, and you can’t have a weakness greater than 1 unless the additional weakness comes from another source (such as a disease or disability arising from actions or conditions in the game).

Inabilities: Inabilities are like negative skills. They make one type of task harder by hindering it. If a character chooses to take an inability, they gain a skill of their choice. Normally, a character can have only one inability unless the additional inability comes from another source (such as a descriptor or a disease or disability arising from actions or conditions in the game).

","markdown":""},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"ownership":{"default":-1},"flags":{}},{"sort":600000,"name":"License","type":"text","_id":"9ZDlIEtwXjxzyyrZ","title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"

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","markdown":""},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"ownership":{"default":-1},"flags":{}},{"sort":387500,"name":"Flavor","type":"text","_id":"gUBd9dvLJ8qY0iZx","title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"

Flavors are groups of special abilities the GM and players can use to alter a character type to make it more to their liking or more appropriate to the genre or setting. For example, if a player wants to create a magic-using thief character, she could play an Adept with stealth flavoring. In a science fiction setting, a Warrior might also have knowledge of machinery, so the character could be flavored with technology.

At a given tier, abilities from a flavor are traded one for one with standard abilities from a type. So to add the Danger Sense stealth flavor ability to a Warrior, something else—perhaps Bash—must be sacrificed. Now that character can choose Danger Sense as they would any other first-tier warrior ability, but they can never choose Bash.

The GM should always be involved in flavoring a type. For example, they might know that for their science fiction game, they want a type called a “Glam,” which is a Speaker flavored with certain technology abilities—specifically those that make the character a flamboyant starship pilot. Thus, they exchange the first-tier abilities Spin Identity and Inspire Aggression for the technology flavor abilities Datajack and Tech Skills so the character can plug into the ship directly and can take piloting and computers as skills.

In the end, flavor is mostly a tool for the GM to easily create campaign-specific types by making a few slight alterations to the four base types. Although players may wish to use flavors to get the characters they want, remember that they can also shape their PCs with descriptors and foci very nicely.

The flavors available are stealth, technology, magic, combat, and skills and knowledge.

The full description for each listed ability can be found in the Abilities chapter, which also contains descriptions for type and focus abilities in a single vast catalog.

Stealth Flavor

Characters with the stealth flavor are good at sneaking around, infiltrating places they don’t belong, and deceiving others. They use these abilities in a variety of ways, including combat. An Explorer with stealth flavor might be a thief, while a Warrior with stealth flavor might be an assassin. An Explorer with stealth flavor in a superhero setting might be a crimefighter who stalks the streets at night.

First-Tier Stealth Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.UyQTRi5ZwWU5tMO0]{Danger Sense} @UUID[Compendium.cyphersystem-compendium.abilities.M2oXV5cRSdMlUZDm]{Goad} @UUID[Compendium.cyphersystem-compendium.abilities.Frxs35QkokRdure4]{Legerdemain} @UUID[Compendium.cyphersystem-compendium.abilities.90wkMwuVBaiyL9yt]{Opportunist} @UUID[Compendium.cyphersystem-compendium.abilities.QAdh0yZBjJsHdJjD]{Stealth Skills}

Second-Tier Stealth Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.dQHSDDZxJNHrHH1l]{Contortionist} @UUID[Compendium.cyphersystem-compendium.abilities.8ydN3DBdXXP24hQL]{Find an Opening} @UUID[Compendium.cyphersystem-compendium.abilities.5abCQnz5ZWvvfMro]{Get Away} @UUID[Compendium.cyphersystem-compendium.abilities.mvFsSsVjyF8iXvCe]{Sense Ambush} @UUID[Compendium.cyphersystem-compendium.abilities.uG2ACHNAPoZirp0b]{Surprise Attack}

Third-Tier Stealth Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.Uq6p6fOg9KyFcUws]{Evanesce} @UUID[Compendium.cyphersystem-compendium.abilities.XR3B0gfJtrYUAU5M]{From the Shadows} @UUID[Compendium.cyphersystem-compendium.abilities.lUkqQu1vvJe3FxfQ]{Gambler} @UUID[Compendium.cyphersystem-compendium.abilities.sM2zEDx4gRr9CuiR]{Inner Defense} @UUID[Compendium.cyphersystem-compendium.abilities.lwJAowJa4eKlcDjb]{Misdirect} @UUID[Compendium.cyphersystem-compendium.abilities.ZuX6gykVtKxiBAxR]{Run and Fight} @UUID[Compendium.cyphersystem-compendium.abilities.t3zUlk8c5WEBXXO8]{Seize the Moment}

Fourth-Tier Stealth Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.cS1RW48sdVY6ZJZd]{Ambusher} @UUID[Compendium.cyphersystem-compendium.abilities.JVvSTtYbksWJDADY]{Debilitating Strike} @UUID[Compendium.cyphersystem-compendium.abilities.cqzyNCPYVEWtucLe]{Outwit} @UUID[Compendium.cyphersystem-compendium.abilities.LojkwDtb1gHLSB6A]{Preternatural Senses} @UUID[Compendium.cyphersystem-compendium.abilities.w2aO1ZIpmBDQJXq1]{Tumbling Moves}

Fifth-Tier Stealth Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.YbYeZ0A0m96IWxwl]{Assassin Strike} @UUID[Compendium.cyphersystem-compendium.abilities.S5JTyQCNcgrXgNqf]{Mask} @UUID[Compendium.cyphersystem-compendium.abilities.G5bTthwpEf5azVHA]{Return to Sender} @UUID[Compendium.cyphersystem-compendium.abilities.bVt0TIfwtEUXvi6O]{Uncanny Luck}

Sixth-Tier Stealth Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.VVYx3J42Sj9qCQV9]{Exploit Advantage} @UUID[Compendium.cyphersystem-compendium.abilities.jrTEtAhE6GfLW7R4]{Spring Away} @UUID[Compendium.cyphersystem-compendium.abilities.cWHqKGpI5z0aiSYC]{Thief’s Luck} @UUID[Compendium.cyphersystem-compendium.abilities.aWws42dVSQjRz8Hr]{Twist of Fate}

Technology Flavor

Characters with a flavor of technology typically are from science fiction or at least modern-day settings (although anything is possible). They excel at using, dealing with, and building machines. An Explorer with technology flavor might be a starship pilot, and a Speaker flavored with technology could be a techno-priest.

Some of the less computer-oriented abilities might be appropriate for a steampunk character, while a modern-day character could use some of the abilities that don’t involve starships or ultratech.

First-Tier Technology Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.Q3DGDFwNIOjz866X]{Datajack} @UUID[Compendium.cyphersystem-compendium.abilities.z23towmNKeKJasHV]{Hacker} @UUID[Compendium.cyphersystem-compendium.abilities.rhaZSmU6dJpzMO64]{Machine Interface} @UUID[Compendium.cyphersystem-compendium.abilities.kkCW4KkWA751AeBl]{Scramble Machine} @UUID[Compendium.cyphersystem-compendium.abilities.pYsmdnNte7o5Flca]{Tech Skills} @UUID[Compendium.cyphersystem-compendium.abilities.AFfburUYwZlBFq7N]{Tinker}

Second-Tier Technology Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.7nUj7rxq4Qwg4FUM]{Distant Interface} @UUID[Compendium.cyphersystem-compendium.abilities.JK2hN1poqMLqfa1N]{Machine Efficiency} @UUID[Compendium.cyphersystem-compendium.abilities.FDG7hgrRNt4aHpP1]{Overload Machine} @UUID[Compendium.cyphersystem-compendium.abilities.v1lZkKjSCS1pjnET]{Serv-0} @UUID[Compendium.cyphersystem-compendium.abilities.XzomXctsS8NL9M7Q]{Serv-0 Defender} @UUID[Compendium.cyphersystem-compendium.abilities.x8cGd4MC9YEW9isa]{Serv-0 Repair} @UUID[Compendium.cyphersystem-compendium.abilities.k4LeTZ1lqN9L3hPS]{Tool Mastery}

Third-Tier Technology Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.7VYzHQvF1cz4cfUp]{Mechanical Telepathy} @UUID[Compendium.cyphersystem-compendium.abilities.9r6iNU2GH4oEH6vz]{Serv-0 Scanner} @UUID[Compendium.cyphersystem-compendium.abilities.hIy0GMeL8WALvhEb]{Ship Footing} @UUID[Compendium.cyphersystem-compendium.abilities.Nyt7Z1xWqmnuu265]{Shipspeak} @UUID[Compendium.cyphersystem-compendium.abilities.YIzrA5i8eBSPMFzj]{Spray}

Fourth-Tier Technology Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.2l9FIUVKimPzIXzU]{Machine Bond} @UUID[Compendium.cyphersystem-compendium.abilities.NoKdHv0FSytZR4iF]{Robot Fighter} @UUID[Compendium.cyphersystem-compendium.abilities.NcItnMHjeG9fgE1K]{Serv-0 Aim} @UUID[Compendium.cyphersystem-compendium.abilities.lPqCQOQJF0JfoFRn]{Serv-0 Brawler} @UUID[Compendium.cyphersystem-compendium.abilities.9YuQrJXAQO0qIFPj]{Serv-0 Spy}

Fifth-Tier Technology Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.FxohCBSksJIu1BSA]{Control Machine} @UUID[Compendium.cyphersystem-compendium.abilities.KQDFvUEnIWed1ebo]{Jury-Rig} @UUID[Compendium.cyphersystem-compendium.abilities.XkFsMa9e9IY2FRcN]{Machine Companion}

Sixth-Tier Technology Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.PLyxuOlieOGsJx4h]{Information Gathering} @UUID[Compendium.cyphersystem-compendium.abilities.7QTTrXnxDHskYYhj]{Master Machine}

Magic Flavor

You know a little about magic. You might not be a wizard, but you know the basics—how it works, and how to accomplish a few wondrous things. Of course, in your setting, “magic” might actually mean psychic powers, mutant abilities, weird alien tech, or anything else that produces interesting and useful effects.

An Explorer flavored with magic might be a wizard-hunter, and a Speaker with magical flavor might be a sorcerer-bard. Although an Adept flavored with magic is still an Adept, you might find that swapping some of the type’s basic abilities with those given here tailors the character in desirable ways.

First-Tier Magic Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.I9m3nOdBZ2HoEmbj]{Blessing of the Gods} @UUID[Compendium.cyphersystem-compendium.abilities.SQ4RTDwdA0yiZ81b]{Closed Mind} @UUID[Compendium.cyphersystem-compendium.abilities.bM2Y62eaUKYKdcwq]{Entangling Force} @UUID[Compendium.cyphersystem-compendium.abilities.zArjjFcf9tHQvJTx]{Hedge Magic} @UUID[Compendium.cyphersystem-compendium.abilities.XQxN55rl0f5HFxEM]{Magic Training} @UUID[Compendium.cyphersystem-compendium.abilities.TPEcyzCeC3z5FyyQ]{Mental Link} @UUID[Compendium.cyphersystem-compendium.abilities.ZsI6553CPbGi0wtx]{Premonition}

Second-Tier Magic Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.Mfebb42AE5xt7k85]{Concussive Blast} @UUID[Compendium.cyphersystem-compendium.abilities.21Bi8yur01DCYz5f]{Fetch} @UUID[Compendium.cyphersystem-compendium.abilities.4fcns7ANpZF7pHaz]{Force Field} @UUID[Compendium.cyphersystem-compendium.abilities.wNQ3q7VXtPHlPzqb]{Lock} @UUID[Compendium.cyphersystem-compendium.abilities.rRDSzPJtUCwRVXFR]{Repair Flesh}

Third-Tier Magic Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.MvyXo0ZUsxu8QQ22]{Distance Viewing} @UUID[Compendium.cyphersystem-compendium.abilities.NgHLZq3tZ3CFJvYv]{Fire Bloom} @UUID[Compendium.cyphersystem-compendium.abilities.CAh0KStmP03kgv62]{Fling} @UUID[Compendium.cyphersystem-compendium.abilities.dDhnZrzAxDvK7QYa]{Force at Distance} @UUID[Compendium.cyphersystem-compendium.abilities.wEWyNKnVgVOjsyms]{Summon Giant Spider}

Fourth-Tier Magic Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.XR8WeRW3OlbCIjlJ]{Elemental Protection} @UUID[Compendium.cyphersystem-compendium.abilities.LLvJZvzbGQOrlqoE]{Ignition} @UUID[Compendium.cyphersystem-compendium.abilities.blm1Z8JxvWOiFf0b]{Pry Open}

Fifth-Tier Magic Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.HuhNjMfMxPkTlERH]{Create} @UUID[Compendium.cyphersystem-compendium.abilities.OkKNmMvLFwHxUv2r]{Divine Intervention} @UUID[Compendium.cyphersystem-compendium.abilities.M1FHIlVPVv8O02LV]{Dragon’s Maw} @UUID[Compendium.cyphersystem-compendium.abilities.IKicLElFbkRx5IaM]{Fast Travel} @UUID[Compendium.cyphersystem-compendium.abilities.MGzAkRaGd4LgfQti]{True Senses}

Sixth-Tier Magic Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.RBOc2zxAI9xMoWqW]{Relocate} @UUID[Compendium.cyphersystem-compendium.abilities.LnZkUlKUuuD7iW3P]{Summon Demon} @UUID[Compendium.cyphersystem-compendium.abilities.PlKwEwo6ilGqwxwI]{Traverse the Worlds} @UUID[Compendium.cyphersystem-compendium.abilities.Gsre3acJaxhGBa0S]{Word of Death}

Combat Flavor

Combat flavor makes a character more martial. A Speaker with combat flavor in a fantasy setting would be a battle bard. An Explorer with combat flavor in a historical game might be a pirate. An Adept flavored with combat in a science fiction setting could be a veteran of a thousand psychic wars.

First-Tier Combat Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.UyQTRi5ZwWU5tMO0]{Danger Sense} @UUID[Compendium.cyphersystem-compendium.abilities.o2ZDoteWQsFsqTJr]{Practiced in Armor} @UUID[Compendium.cyphersystem-compendium.abilities.NhijFGxYepJtaa0r]{Practiced With Medium Weapons}

Second-Tier Combat Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.wyUQ3Atl3V1ItCFH]{Bloodlust} @UUID[Compendium.cyphersystem-compendium.abilities.2x7nMe9ZGp3VjI8B]{Combat Prowess} @UUID[Compendium.cyphersystem-compendium.abilities.uatcX3o1oB2Stc4u]{Trained Without Armor}

Third-Tier Combat Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.yl2zo179wXZW5Xxc]{Practiced With All Weapons} @UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks} @UUID[Compendium.cyphersystem-compendium.abilities.CtRvLxfUlCynJv1B]{Skill With Defense} @UUID[Compendium.cyphersystem-compendium.abilities.36nlDXhOP5e5dfns]{Successive Attack}

Fourth-Tier Combat Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.gNRMG3mJTzWaCGph]{Capable Warrior} @UUID[Compendium.cyphersystem-compendium.abilities.Rr4oB1lUzuzFHNHQ]{Deadly Aim} @UUID[Compendium.cyphersystem-compendium.abilities.73miZT5kYFyxnPOT]{Fury} @UUID[Compendium.cyphersystem-compendium.abilities.lwJAowJa4eKlcDjb]{Misdirect} @UUID[Compendium.cyphersystem-compendium.abilities.YIzrA5i8eBSPMFzj]{Spray}

Fifth-Tier Combat Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.GlXd4oFI9Fqq3rAX]{Experienced Defender} @UUID[Compendium.cyphersystem-compendium.abilities.S9QxUr8u2gtwY7ya]{Hard Target} @UUID[Compendium.cyphersystem-compendium.abilities.AmZDmnmP7CxSSN4h]{Parry}

Sixth-Tier Combat Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.oroWEBbp3cvrYwH9]{Greater Skill With Attacks} @UUID[Compendium.cyphersystem-compendium.abilities.4k5JFV78A5SiPjFo]{Mastery in Armor} @UUID[Compendium.cyphersystem-compendium.abilities.LTqgcoprvBF2ZkdH]{Mastery With Defense}

Skills and Knowledge Flavor

This flavor is for characters in roles that call for more knowledge and more real-world application of talent. It’s less flashy and dramatic than supernatural powers or the ability to hack apart multiple foes, but sometimes expertise or know-how is the real solution to a problem.

A Warrior flavored with skills and knowledge might be a military engineer. An Explorer flavored with skills and knowledge could be a field scientist. A Speaker with this flavor might be a teacher.

First-Tier Skills and Knowledge Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.V765JZKDKQ00Buyn]{Interaction Skills} @UUID[Compendium.cyphersystem-compendium.abilities.romswZIOmAmtzfCL]{Investigative Skills} @UUID[Compendium.cyphersystem-compendium.abilities.eEGFknWQZUBNXn99]{Knowledge Skills} @UUID[Compendium.cyphersystem-compendium.abilities.noCgrKbB370cfzQg]{Physical Skills} @UUID[Compendium.cyphersystem-compendium.abilities.wEjdodvc6SLf8yso]{Travel Skills}

Second-Tier Skills and Knowledge Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.jx6DFmlbQrmltHgc]{Extra Skill} @UUID[Compendium.cyphersystem-compendium.abilities.k4LeTZ1lqN9L3hPS]{Tool Mastery} @UUID[Compendium.cyphersystem-compendium.abilities.kv03xEihe4VZNkK5]{Understanding}

Third-Tier Skills and Knowledge Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.dVh39nh5ARUxreUc]{Flex Skill} @UUID[Compendium.cyphersystem-compendium.abilities.uhC4ubTGfhkNvIMX]{Improvise}

Fourth-Tier Skills and Knowledge Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.4USzF8qKs8oZJH13]{Multiple Skills} @UUID[Compendium.cyphersystem-compendium.abilities.Mac5S0sQe9Muf4Mv]{Quick Wits} @UUID[Compendium.cyphersystem-compendium.abilities.NaqoExT72j3xkWp3]{Task Specialization}

Fifth-Tier Skills and Knowledge Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.NhijFGxYepJtaa0r]{Practiced With Medium Weapons} @UUID[Compendium.cyphersystem-compendium.abilities.lbXg8UlSCG23yxO4]{Read the Signs}

Sixth-Tier Skills and Knowledge Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks} @UUID[Compendium.cyphersystem-compendium.abilities.CtRvLxfUlCynJv1B]{Skill With Defense}

","markdown":""},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"ownership":{"default":-1},"flags":{}},{"sort":393750,"name":"Descriptor","type":"text","_id":"gK5t9ActY73rBLe5","title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"

Your descriptor defines your character—it flavors everything you do. The differences between a Charming Explorer and a Vicious Explorer are considerable. The descriptor changes the way those characters go about every action. Your descriptor places your character in the situation (the first adventure, which starts the campaign) and helps provide motivation. It is the adjective of the sentence “I am an adjective noun who verbs.”

Descriptors offer a one-time package of extra abilities, skills, or modifications to your stat Pools. Not all of a descriptor’s offerings are positive character modifications. For example, some descriptors have inabilities—tasks that a character isn’t good at. You can think of inabilities as negative skills—instead of being one step better at that kind of task, you’re one step worse. If you become skilled at a task that you have an inability with, they cancel out. Remember that characters are defined as much by what they’re not good at as by what they are good at.

Descriptors also offer a few brief suggestions for how your character got involved with the rest of the group on their first adventure. You can use these, or not, as you wish.

This section details fifty descriptors. Choose one of them for your character. You can pick any descriptor you wish regardless of your type. At the end of this chapter, a few options are provided for Customizing Descriptors, including making a character’s species their descriptor.

(Your descriptor matters most when you are a beginning character. The benefits (and perhaps drawbacks) that come from your descriptor will eventually be overshadowed by the growing importance of your type and focus. However, the influence of your descriptor will remain at least somewhat important throughout your character’s life.)

Customizing Descriptors

Under the normal rules, each descriptor is based on some modification of the following guidelines:

With this general information, you can customize a descriptor, but keep in mind that a heavily customized descriptor isn’t a descriptor if it no longer says one thing about a character. It’s better to use this information to create a new descriptor that fits exactly how the player wants to portray the character.

Species as Descriptor

Sometimes, in settings that have alien or fantasy species, players want to play a member of that species rather than the default (which is usually “human”). Most of the time, this choice is one of flavor rather than game mechanics. If you’re a 7-foot-tall furry Rigellian with three eyes, that’s great, but it doesn’t change your stats or skills (though it may have roleplaying challenges).

However, sometimes being a nonhuman results in more substantive changes. A PC ogre in a fantasy setting might have the Strong or Tough descriptor, or perhaps it has a descriptor simply called Ogre, which is similar to Strong or Tough but more pronounced (with greater Might but even greater drawbacks). This would mean that instead of being a Tough Warrior who Controls Beasts, the character is an Ogre Warrior who Controls Beasts.

The Genre chapter offers a few species descriptors, but many GMs will want to create their own as suits their setting. It can’t be stressed enough, however, that nine times out of ten, in most genres, species differences aren’t significant enough to warrant this treatment. The differences between a Mysterious character and a Virtuous one are probably greater than those between an Alpha Centauran and an Earthling.

Descriptors

Appealing

You’re attractive to others, but perhaps more important, you are likeable and charismatic. You’ve got that “special something” that draws others to you. You often know just the right thing to say to make someone laugh, put them at ease, or spur them to action. People like you, want to help you, and want to be your friend.

You gain the following characteristics:

Charismatic: +2 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.iLViKiz8EUbAbChF]{Skill}: You are trained in pleasant social interactions.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.6yXynECByG8UO0IC]{Resistant to Charms}: You’re aware of how others can manipulate and charm people, and you notice when those tactics are used on you. Because of this awareness, you are trained in resisting any kind of persuasion or seduction if you wish it.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You met a total stranger (one of the other PCs) and charmed them so much that they invited you along.

  2. The PCs were looking for someone else, but you convinced them that you were perfect instead.

  3. Pure happenstance—because you just go along with the flow of things and everything usually works out.

  4. Your charismatic ways helped get one of the PCs out of a difficult spot a long time ago, and they always ask you to join them on new adventures.

Beneficent

Helping others is your calling. It’s why you’re here. Others delight in your outgoing and charitable nature, and you delight in their happiness. You’re at your best when you’re aiding people, either by explaining how they can best overcome a challenge or by demonstrating how to do so yourself.

You gain the following characteristics:

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.VRlwCOQq4321KUkM]{Generous}: Allies who have spent the last day with you add +1 to their recovery rolls.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.GVocWeYToxrIsT5M]{Altruistic}: If you’re standing next to a creature that takes damage, you can intercede and take 1 point of that damage yourself (reducing the damage inflicted on the creature by 1 point). If you have Armor, it does not provide a benefit when you use this ability.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.RSdNXeHg25zlTzza]{Skill}: You’re trained in all tasks related to pleasant social interaction, putting other people at ease, and gaining trust.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.8AmUhRVSxOZepa3T]{Helpful}: Whenever you help another character, that character gains the benefit as if you were trained even if you are not trained or specialized in the attempted task.

@UUID[Compendium.cyphersystem-compendium.inabilities.TmkpqIeOFknKujcO]{Inability}: While you are alone, all Intellect and Speed tasks are hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. Even though you didn’t know most of the other PCs beforehand, you invited yourself along on their quest.

  2. You saw the PCs struggling to overcome a problem and selflessly joined them to help.

  3. You’re nearly certain the PCs will fail without you.

  4. The choice was between your tattered life and helping others. You haven’t looked back since.

Brash

You’re a self-assertive sort, confident in your abilities, energetic, and perhaps a bit irreverent toward ideas that you don’t agree with. Some people call you bold and brave, but those you’ve put in their place might call you puffed up and arrogant. Whatever. It’s not in your nature to care what other people think about you, unless those people are your friends or family. Even someone as brash as you knows that friends sometimes have to come first.

You gain the following characteristics:

Energetic: +2 to your Speed Pool.

@UUID[Compendium.cyphersystem-compendium.basic-skills.gbWPNb1uKsRtZWSL]{Skill}: You are trained in initiative.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.J9qtYUcvomIXvpEh]{Bold}: You are trained in all actions that involve overcoming or ignoring the effects of fear or intimidation.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You noticed something weird going on, and without much thought, you jumped in with both feet.

  2. You showed up when and where you did on a dare because, hey, you don’t back down from dares.

  3. Someone called you out, but instead of walking into a fight, you walked into your current situation.

  4. You told your friend that nothing could scare you, and nothing you saw would change your mind. They brought you to your current point.

Calm

You’ve spent most of your life in sedentary pursuits—books, movies, hobbies, and so on—rather than active ones. You’re well versed in all manner of academia or other intellectual pursuits, but nothing physical. You’re not weak or feeble, necessarily (although this is a good descriptor for characters who are elderly), but you have no experience in more physical activities.

Calm is a great descriptor for characters who never intended to have adventures but were thrust into them, a trope that occurs often in modern games and particularly in horror games.

You gain the following characteristics:

Bookish: +2 to your Intellect Pool.

Skills: You are trained in four nonphysical skills of your choice.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.9BT9upa6c8kqf6kB]{Trivia}: You can come up with a random fact pertinent to the current situation when you wish it. This is always a matter of fact, not conjecture or supposition, and must be something you could have logically read or seen in the past. You can do this one time, although the ability is renewed each time you make a recovery roll.

@UUID[Compendium.cyphersystem-compendium.inabilities.WmhgwviF6ci24PJL]{Inability}: You’re just not a fighter. All physical attacks are hindered.

@UUID[Compendium.cyphersystem-compendium.inabilities.kR3req7hyQazHomU]{Inability}: You’re not the outdoorsy type. All climbing, running, jumping, and swimming tasks are hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You read about the current situation somewhere and decided to check it out for yourself.

  2. You were in the right (wrong?) place at the right (wrong?) time.

  3. While avoiding an entirely different situation, you walked into your current situation.

  4. One of the other PCs dragged you into it.

Chaotic

Danger doesn’t mean much to you, mainly because you don’t think much about repercussions. In fact, you enjoy sowing surprises, just to see what will happen. The more unexpected the result, the happier you are. Sometimes you are particularly manic, and for the sake of your companions, you restrain yourself from taking actions that you know will lead to disaster.

You gain the following characteristics:

Tumultuous: +4 to your Speed Pool.

@UUID[Compendium.cyphersystem-compendium.basic-skills.5X8qgmSuvRVNTiaP]{Skill}: You are trained in {Intellect defense actions.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.JrGRhq4ndoh12HDe]{Chaotic}: Once after each ten-hour recovery roll, if you don’t like the first result, you can reroll a die roll of your choice. If you do, and regardless of the outcome, the GM presents you with a GM intrusion.

@UUID[Compendium.cyphersystem-compendium.inabilities.qRXj5XtPAxa0kTR1]{Inability}: Your body is a bit worn from occasional excesses. Might defense tasks are hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. Another PC recruited you while you were on your best behavior, before realizing how chaotic you were.

  2. You have reason to believe that being with the other PCs will help you gain control over your erratic behavior.

  3. Another PC released you from captivity, and to thank them, you volunteered to help.

  4. You have no idea how you joined the PCs. You’re just going along with it for now until answers present themselves.

Charming

You’re a smooth talker and a charmer. Whether through seemingly supernatural means or just a way with words, you can convince others to do as you wish. Most likely, you’re physically attractive or at least highly charismatic, and others enjoy listening to your voice. You probably pay attention to your appearance, keeping yourself well groomed. You make friends easily. You play up the personality facet of your Intellect stat; intelligence is not your strong suit. You’re personable, but not necessarily studious or strong-willed.

You gain the following characteristics:

Personable: +2 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.iLViKiz8EUbAbChF]{Skill}: You’re trained in all tasks involving positive or pleasant social interaction.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.GB6PefdjeMm43AmT]{Skill}: You’re trained when using special abilities that influence the minds of others.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.mslNlViBupFclz9t]{Contact}: You have an important contact who is in an influential position, such as a minor noble, the captain of the town guard/police, or the head of a large gang of thieves. You and the GM should work out the details together.

@UUID[Compendium.cyphersystem-compendium.inabilities.kWemIBj5S33u3Vsy]{Inability}: You were never good at studying or retaining facts. Any task involving lore, knowledge, or understanding is hindered.

@UUID[Compendium.cyphersystem-compendium.inabilities.zHgQDe14mPF3G95Q]{Inability}: Your willpower is not one of your strong points. Defense actions to resist mental attacks are hindered.

Additional Equipment: You’ve managed to talk your way into some decent discounts and bonuses in recent weeks. As a result, you have enough cash jangling in your pocket to purchase a moderately priced item.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You convinced one of the other PCs to tell you what they were doing.

  2. You instigated the whole thing and convinced the others to join you.

  3. One of the other PCs did a favor for you, and now you’re repaying that obligation by helping them with the task at hand.

  4. There is a reward involved, and you need the money.

Clever

You’re quick-witted, thinking well on your feet. You understand people, so you can fool them but are rarely fooled. Because you easily see things for what they are, you get the lay of the land swiftly, size up threats and allies, and assess situations with accuracy. Perhaps you’re physically attractive, or maybe you use your wit to overcome any physical or mental imperfections.

You gain the following characteristics:

Smart: +2 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.wOLQBlCsA3jDifa9]{Skill}: You’re trained in all interactions involving lies or trickery.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.DlnCXfB1v1U859YY]{Skill}: You’re trained in defense rolls to resist mental effects.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.8acHBoOvIk3UseOl]{Skill}: You’re trained in all tasks involving identifying or assessing danger, lies, quality, importance, function, or power.

@UUID[Compendium.cyphersystem-compendium.inabilities.kWemIBj5S33u3Vsy]{Inability}: You were never good at studying or retaining trivial knowledge. Any task involving lore, knowledge, or understanding is hindered.

Additional Equipment: You see through the schemes of others and occasionally convince them to believe you—even when, perhaps, they should not. Thanks to your clever behavior, you have an additional expensive item.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You convinced one of the other PCs to tell you what they were doing.

  2. From afar, you observed that something interesting was going on.

  3. You talked your way into the situation because you thought it might earn some money.

  4. You suspect that the other PCs won’t succeed without you.

Clumsy

Graceless and awkward, you were told that you’d grow out of it, but you never did. You often drop things, trip over your own feet, or knock things (or people) over. Some people get frustrated by this quality, but most find it funny and even a little charming.

Some players may not want to be defined by a “negative” quality like Clumsy, but in truth, even this kind of descriptor has enough advantages that it makes for capable and talented characters. What negative descriptors really do is make more interesting and complex characters that are often great fun to play.

You gain the following characteristics:

Butterfingers: −2 to your Speed Pool.

Thick-Muscled: +2 to your Might Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.bvTJ0HZOfXlpr0pc]{Inelegant}: You have a certain lovable charm. You are trained in all pleasant social interactions when you express a lighthearted, self-deprecating manner.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.wJyw4ypyuGZ5Jde1]{Dumb Luck}: The GM can introduce a GM intrusion on you, based on your clumsiness, without awarding you any XP (as if you had rolled a 1 on a d20 roll). However, if this happens, 50% of the time, your clumsiness works to your advantage. Rather than hurting you (much), it helps you, or it hurts your enemies. You slip, but it’s just in time to duck an attack. You fall down, but you trip your enemies as you crash into their legs. You turn around too quickly, but you end up knocking the weapon from your foe’s hand. You and the GM should work together to determine the details. If the GM wishes, they can use GM intrusions based on your clumsiness normally (awarding XP).

@UUID[Compendium.cyphersystem-compendium.expanded-skills.0yrwPAkrOBERFQOq]{Skill}: You’ve got a certain bull-like quality. You are trained in tasks involving breaking things.

@UUID[Compendium.cyphersystem-compendium.inabilities.veArOrXeYD25sHog]{Inability}: Any task that involves balance, grace, or hand-to-eye coordination is hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You were in the right place at the right time.

  2. You had a piece of information that the other PCs needed to make their plans.

  3. A sibling recommended you to the other PCs.

  4. You stumbled into the PCs as they were discussing their mission, and they took a liking to you.

Craven

Courage fails you at every turn. You lack the willpower and resolve to stand fast in the face of danger. Fear gnaws at your heart, chewing away at your mind, driving you to distraction until you cannot bear it. Most times, you back down from confrontations. You flee from threats and vacillate when faced with difficult decisions.

Yet for all that fear dogs you and possibly shames you, your cowardly nature proves to be a useful ally from time to time. Listening to your fears has helped you escape danger and avoid taking unnecessary risks. Others may have suffered in your place, and you might be the first to admit this fact, but secretly you feel intense relief from having avoided an unthinkable and terrible fate.

Descriptors like Craven, Cruel, and Dishonorable might not be appropriate for every group. These are villainous traits and some people want their PCs to be entirely heroic. But others don’t mind a little moral greyness thrown into the mix. Still others see things like Craven and Cruel as traits to overcome as their characters develop (probably earning them different descriptors).

You gain the following characteristics:

Furtive: +2 to your Speed Pool.

@UUID[Compendium.cyphersystem-compendium.basic-skills.duTx0BwgmC1Gw3Ze]{Skill}: You’re trained in stealth-based tasks.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.EyD5RQ654NoPJ7MN]{Skill}: You’re trained in running actions.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.48EDNk0hOv8KvoVs]{Skill}: You’re trained in any action taken to escape danger, flee from a dangerous situation, or wheedle your way out of trouble.

@UUID[Compendium.cyphersystem-compendium.inabilities.gpHPkjq631isDAjT]{Inability}: You do not willingly enter dangerous situations. Any initiative actions (to determine who goes first in combat) are hindered.

@UUID[Compendium.cyphersystem-compendium.inabilities.4raydis9fTWFq8Rc]{Inability}: You fall to pieces when you have to undertake a potentially dangerous task alone. Any such task (such as attacking a creature by yourself) is hindered.

Additional Equipment: You have a good luck charm or protective device to keep you out of harm’s way.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You believe that you’re being hunted, and you have hired one of the other PCs as your protector.

  2. You seek to escape your shame and take up with capable individuals in the hopes of repairing your reputation.

  3. One of the other PCs bullied you into coming along.

  4. The group answered your cries for help when you were in trouble.

Creative

Maybe you have a notebook where you write down ideas so you can develop them later. Perhaps you email yourself ideas that strike you out of the blue so you can sort them in an electronic document. Or maybe you just sit down, stare at your screen and, by indomitable force of will, produce something from nothing. However your gift works, you’re creative—you code, write, compose, sculpt, design, direct, or otherwise create narratives that enthrall other people with your vision.

You gain the following characteristics:

Inventive: +2 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.SKNSOPcNsoSDk6Xm]{Original}: You’re always coming up with something new. You’re trained in any task related to creating a narrative (such as a story, play, or scenario). This includes deception, if the deception involves a narrative you’re able to tell.

Skill: You are naturally inventive. You are trained in one specific creative skill of your choice: @UUID[Compendium.cyphersystem-compendium.expanded-skills.eKQYG8hDn7akNxns]{writing}, @UUID[Compendium.cyphersystem-compendium.expanded-skills.fHmBT2eRXI6WQnyZ]{computer coding}, @UUID[Compendium.cyphersystem-compendium.expanded-skills.Lq20krfxQeY7B2qo]{composing music}, @UUID[Compendium.cyphersystem-compendium.expanded-skills.LVVmRzkp5GwB3NE0]{painting}, @UUID[Compendium.cyphersystem-compendium.expanded-skills.wCrjggZ7oUZYZAMD]{drawing}, and so on.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.zz0QUtOoUro9OErB]{Skill}: You love solving riddles and the like. You are trained in puzzle-solving tasks.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.pHUz4ZRnWfsBbtQ7]{Skill}: To be creative requires that you always be learning. You are trained in any task that involves finding out something new, such as when you’re digging through a library, data bank, news archive, or similar collection of knowledge.

@UUID[Compendium.cyphersystem-compendium.inabilities.JDEjrsDDDqVcqSZp]{Inability}: You’re inventive but not charming. All tasks related to pleasant social interaction are hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You were doing research for a project and convinced the PCs to bring you along.

  2. You’re looking for new markets for the results of your creative output.

  3. You fell in with the wrong crowd, but they grew on you.

  4. A creative life is often one beset with financial hurdles. You joined the PCs because you hoped it would be profitable.

Cruel

Misfortune and suffering do not move you. When another endures hardship, you find it hard to care, and you may even enjoy the pain and difficulty the person experiences if they’ve done you wrong in the past. Your cruel streak may derive from bitterness brought about by your own struggles and disappointments. You might be a hard pragmatist, doing what you feel you must even if others are worse for it. Or you could be a sadist, delighting in the pain you inflict.

Being cruel does not necessarily make you a villain. Your cruelty may be reserved for those who cross you or other people useful to you. You might have become cruel as the result of an intensely awful experience. Abuse and torture, for example, can strip away compassion for other living beings.

As well, you need not be cruel in every situation. In fact, others might see you as personable, friendly, and even helpful. But when angered or frustrated, your dual nature reveals itself, and those who have earned your scorn are likely to suffer for it.

You gain the following characteristics:

Cunning: +2 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.Pp6FiVf17qqHapKd]{Cruelty}: When you use force, you can choose to maim or deliver painful injuries to draw out your foe’s suffering. Whenever you inflict damage, you can choose to inflict 2 fewer points of damage to ease your next attack against that foe.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.ks2lNbYe7169G57r]{Skill}: You’re trained in tasks related to deception, intimidation, and persuasion when you interact with characters experiencing physical or emotional pain.

@UUID[Compendium.cyphersystem-compendium.inabilities.1Jo8JX85AfL1Kx5P]{Inability}: You have a hard time connecting with others, understanding their motives, or sharing their feelings. Any task to ascertain another character’s motives, feelings, or disposition is hindered.

Additional Equipment: You have a valuable memento from the last person you destroyed. The memento is moderately priced, and you can sell it or trade it for an item of equal or lesser value.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You suspect that you might gain a long-term advantage from helping the other PCs and may be able to use that advantage against your enemies.

  2. By joining the PCs, you see an opportunity to grow your personal power and status at the expense of others.

  3. You hope to make another PC’s life more difficult by joining the group.

  4. Joining the PCs gives you an opportunity to escape justice for a crime you committed.

Dishonorable

There is no honor among thieves—or betrayers, backstabbers, liars, or cheats. You are all of these things, and either you don’t lose any sleep over it, or you deny the truth to others or to yourself. Regardless, you are willing to do whatever it takes to get your own way. Honor, ethics, and principles are merely words. In your estimation, they have no place in the real world.

You gain the following characteristics:

Sneaky: +4 to your Speed Pool.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.KmXEb22OUjlCwjVY]{Just Desserts}: When the GM gives another player an experience point to award to someone for a GM intrusion, that player cannot give it to you.

@UUID[Compendium.cyphersystem-compendium.basic-skills.eeHdJpr4k8hYtGr5]{Skill}: You are trained in deception.

@UUID[Compendium.cyphersystem-compendium.basic-skills.duTx0BwgmC1Gw3Ze]{Skill}: You are trained in stealth.

@UUID[Compendium.cyphersystem-compendium.basic-skills.tZ7PdXuWQyRMo0Rh]{Skill}: You are trained in intimidation.

@UUID[Compendium.cyphersystem-compendium.inabilities.JDEjrsDDDqVcqSZp]{Inability}: People don’t like or trust you. Pleasant social interactions are hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You are interested in what the PCs are doing, so you lied to them to get into their group.

  2. While skulking about, you overheard the PCs’ plans and realized that you wanted in.

  3. One of the other PCs invited you, having no idea of what you’re truly like.

  4. You bullied your way in with intimidation and bluster.

Doomed

You are quite certain that your fate is leading you, inextricably, toward a terrible end. This fate might be yours alone, or you might be dragging along the people closest to you.

You gain the following characteristics:

Jumpy: +2 to your Speed Pool.

@UUID[Compendium.cyphersystem-compendium.basic-skills.rH5FwMXGaNn21DZD]{Skill}: Always on the lookout for danger, you are trained in perception-related tasks.

@UUID[Compendium.cyphersystem-compendium.basic-skills.FXYWkXG7Iq6Wm1pS]{Skill}: You are defense minded, so you are trained in Speed defense tasks.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.cqT873UxELpJ3Mq2]{Skill}: You are cynical and expect the worst. Thus, you are resistant to mental shocks. You are trained in Intellect defense tasks having to do with losing your sanity or equanimity.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.ljIhLeM7ZcZuAJTk]{Doom}: Every other time the GM uses GM intrusion on your character, you cannot refuse it and do not get an XP for it (you still get an XP to award to another player). This is because you are doomed. The universe is a cold, uncaring place, and your efforts are futile at best.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You attempted to avoid it, but events seemed to conspire to draw you to where you are.

  2. Why not? It doesn’t matter. You’re doomed no matter what you do.

  3. One of the other PCs saved your life, and now you’re repaying that obligation by helping them with the task at hand.

  4. You suspect that the only hope you have of avoiding your fate might lie on this path.

Empathic

Other people are open books to you. You may have a knack for reading a person’s tells, those subtle movements that convey an individual’s mood and disposition. Or you may receive information in a more direct way, feeling a person’s emotions as if they were tangible things, sensations that lightly brush against your mind. Your gift for empathy helps you navigate social situations and control them to avoid misunderstandings and prevent useless conflicts from erupting.

The constant bombardment of emotions from those around you likely takes a toll. You might move with the prevailing mood, swinging from giddy happiness to bitter sorrow with little warning. Or you might close yourself off and remain inscrutable to others out of a sense of self-preservation or an unconscious fear that everyone else might learn how you truly feel.

You gain the following characteristics:

Open Mind: +4 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.H4LHMcUqFB4rMLW1]{Skill}: You’re trained in tasks involving sensing other emotions, discerning dispositions, and getting a hunch about people around you.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.J08uzxkHA7sn70LX]{Skill}: You’re trained in all tasks involving social interaction, pleasant or otherwise.

@UUID[Compendium.cyphersystem-compendium.inabilities.OHgyIguDuF48QMDD]{Inability}: Being so receptive to others’ thoughts and moods makes you vulnerable to anything that attacks your mind. Intellect defense rolls are hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You sensed the commitment to the task the other PCs have and felt moved to help them.

  2. You established a close bond with another PC and can’t bear to be parted from them.

  3. You sensed something strange in one of the PCs and decided to join the group to see if you can sense it again and uncover the truth.

  4. You joined the PCs to escape an unpleasant relationship or negative environment.

Exiled

You have walked a long and lonely road, leaving your home and your life behind. You might have committed a heinous crime, something so awful that your people forced you out, and if you dare return, you face death. You might have been accused of a crime you didn’t commit and now must pay the price for someone else’s wicked deed. Your exile might be the result of a social gaffe—perhaps you shamed your family or a friend, or you embarrassed yourself in front of your peers, an authority, or someone you respect. Whatever the reason, you have left your old life behind and now strive to make a new one.

You gain the following characteristics:

Self-Reliant: +2 to your Might Pool.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.PT7NoHCCjePtX6OW]{Loner}: You gain no benefit when you get help with a task from another character who is trained or specialized in that task.

@UUID[Compendium.cyphersystem-compendium.basic-skills.Q9tfUkhYGRJ5Df42]{Skill}: You’re trained in all tasks involving sneaking.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.KU2IUPjDKKIbfxkH]{Skill}: You’re trained in all tasks involving foraging, hunting, and finding safe places to rest or hide.

@UUID[Compendium.cyphersystem-compendium.inabilities.tlL5bTqgc9lt5GNz]{Inability}: Living on your own for as long as you have makes you slow to trust others and awkward in social situations. Any task involving social interaction is hindered.

Additional Equipment: You have a memento from your past—an old picture, a locket with a few strands of hair inside, or a lighter given to you by someone important. You keep the object close at hand and pull it out to help you remember better times.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. The other PCs earned your trust by helping you when you needed it. You accompany them to repay them.

  2. While exploring on your own, you discovered something strange. When you traveled to a settlement, the PCs were the only ones who believed you, and they have accompanied you to help you deal with the problem.

  3. One of the other PCs reminds you of someone you used to know.

  4. You have grown weary of your isolation. Joining the other PCs gives you a chance to belong.

Fast

You’re fleet of foot. Because you’re quick, you can accomplish tasks more rapidly than others can. You’re not just quick on your feet, however—you’re quick with your hands, and you think and react quickly. You even talk quickly.

You gain the following characteristics:

Energetic: +2 to your Speed Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.EyD5RQ654NoPJ7MN]{Skill}: You are trained in running.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.YHNmhduMB7gVvUtJ]{Fast}: You can move a short distance and still take another action in the same round, or you can move a long distance as your action without needing to make any kind of roll.

@UUID[Compendium.cyphersystem-compendium.inabilities.qRXj5XtPAxa0kTR1]{Inability}: You’re a sprinter, not a long-distance runner. You don’t have a lot of stamina. Might defense rolls are hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You jumped in to save one of the other PCs who was in dire need.

  2. One of the other PCs recruited you for your unique talents.

  3. You’re impulsive, and it seemed like a good idea at the time.

  4. This mission ties in with a personal goal of your own.

Foolish

Not everyone can be brilliant. Oh, you don’t think of yourself as stupid, and you’re not. It’s just that others might have a bit more . . . wisdom. Insight. You prefer to barrel along headfirst through life and let other people worry about things. Worrying’s never helped you, so why bother? You take things at face value and don’t fret about what tomorrow might bring.

People call you “idiot” or “numbskull,” but it doesn’t faze you much.

It can be liberating and really fun to play a foolish character. In some ways, the pressure to always do the right, smart thing is off. On the other hand, if you play such a character as a bumbling moron in every situation, that can become annoying to everyone else at the table. As with everything, moderation is the key.

You gain the following characteristics:

Unwise: –4 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.4FMLdzuRxQsVnh1P]{Carefree}: You succeed more on luck than anything. Every time you roll for a task, roll twice and take the higher result.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.6ydImEoLRFErPjFe]{Intellect Weakness}: Any time you spend points from your Intellect Pool, it costs you 1 more point than usual.

@UUID[Compendium.cyphersystem-compendium.inabilities.OHgyIguDuF48QMDD]{Inability}: Any Intellect defense task is hindered.

@UUID[Compendium.cyphersystem-compendium.inabilities.I7pKktxfFilMCCi1]{Inability}: Any task that involves seeing through a deception, an illusion, or a trap is hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. Who knows? Seemed like a good idea at the time.

  2. Someone asked you to join up with the other PCs. They told you not to ask too many questions, and that seemed fine to you.

  3. Your parent (or a parental/mentor figure) got you involved to give you something to do and maybe “teach you some sense.”

  4. The other PCs needed some muscle who wouldn’t overthink things.

Graceful

You have a perfect sense of balance, moving and speaking with grace and beauty. You’re quick, lithe, flexible, and dexterous. Your body is perfectly suited to dance, and you use that advantage in combat to dodge blows. You might wear garments that enhance your agile movement and sense of style.

You gain the following characteristics:

Agile: +2 to your Speed Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.KjmXC7wwXc8DqM82]{Skill}: You’re trained in all tasks involving balance and careful movement.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.K2S2yAu0BJc7TMEh]{Skill}: You’re trained in all tasks involving physical performing arts.

@UUID[Compendium.cyphersystem-compendium.basic-skills.FXYWkXG7Iq6Wm1pS]{Skill}: You’re trained in all Speed defense tasks.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. Against your better judgment, you joined the other PCs because you saw that they were in danger.

  2. One of the other PCs convinced you that joining the group would be in your best interests.

  3. You’re afraid of what might happen if the other PCs fail.

  4. There is reward involved, and you need the money.

Guarded

You conceal your true nature behind a mask and are loath to let anyone see who you really are. Protecting yourself, physically and emotionally, is what you care about most, and you prefer to keep everyone else at a safe distance. You may be suspicious of everyone you meet, expecting the worst from people so you won’t be surprised when they prove you right. Or you might just be a bit reserved, careful about letting people through your gruff exterior to the person you really are.

No one can be as reserved as you are and make many friends. Most likely, you have an abrasive personality and tend to be pessimistic in your outlook. You probably nurse an old hurt and find that the only way you can cope is to keep it and your personality locked down.

You gain the following characteristics:

Suspicious: +2 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.basic-skills.5X8qgmSuvRVNTiaP]{Skill}: You are trained in all Intellect defense tasks.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.hJHg9c1wuIJsPdtn]{Skill}: You are trained in all tasks involving discerning the truth, piercing disguises, and recognizing falsehoods and other deceptions.

@UUID[Compendium.cyphersystem-compendium.inabilities.a0eju2Y9hvObXxHC]{Inability}: Your suspicious nature makes you unlikeable. Any task involving deception or persuasion is hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. One of the PCs managed to overcome your defenses and befriend you.

  2. You want to see what the PCs are up to, so you accompany them to catch them in the act of some wrongdoing.

  3. You have made a few enemies and take up with the PCs for protection.

  4. The PCs are the only people who will put up with you.

Hardy

Your body was built to take abuse. Whether you’re pounding down stiff drinks while holding up a bar in your favorite watering hole or trading blows with a thug in a back alley, you keep going, shrugging off hurts and injuries that might slow or incapacitate a lesser person. Neither hunger nor thirst, cut flesh nor broken bone can stop you. You just press on through the pain and continue.

As fit and healthy as you are, the signs of wear show in the myriad scars crisscrossing your body, your thrice-broken nose, your cauliflower ears, and any number of other disfigurements you wear with pride.

You gain the following characteristics:

Mighty: +4 to your Might Pool.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.92q8rFEj1dQKNCD9]{Fast Healer}: You halve the time it takes to make a recovery roll (minimum one action).

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.qgJiQgqukmcFFNor]{Almost Unstoppable}: While you are impaired on the damage track, you function as if you were hale. While you are debilitated, you function as if you were impaired. In other words, you don’t suffer the effects of being impaired until you become debilitated, and you never suffer the effects of being debilitated. You still die if all your stat Pools are 0.

@UUID[Compendium.cyphersystem-compendium.basic-skills.Q0vfmbqehJw0jYBa]{Skill}: You are trained in Might defense actions.

@UUID[Compendium.cyphersystem-compendium.basic-skills.gbWPNb1uKsRtZWSL]{Inability}: Your big, strong body is slow to react. Any task involving initiative is hindered.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.62e9ZYD1UeGlalWu]{Ponderous}: When you apply Effort when making a Speed roll, you must spend 1 extra point from your Speed Pool.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. The PCs recruited you after learning about your reputation as a survivor.

  2. You joined the PCs because you want or need the money.

  3. The PCs offered you a challenge equal to your physical power.

  4. You believe the only way the PCs will succeed is if you are along to protect them.

Hideous

You are physically repugnant by almost any human standard. You might have had a serious accident, a harmful mutation, or just poor genetic luck, but you are incontrovertibly ugly.

You’ve more than made up for your appearance in other ways, however. Because you have to hide your appearance, you excel at sneaking about unnoticed or disguising yourself. But perhaps most important, being ostracized while others socialized, you took the time growing up to develop yourself as you saw fit—you grew strong or quick, or you honed your mind.

You gain the following characteristics:

Versatile: You get 4 additional points to divide among your stat Pools.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.bjX9wcG3SzUn5q46]{Skill}: You are trained in intimidation and any other fear-based interactions, if you show your true face.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.lW5xh0jPpRTp1iB6]{Skill}: You are trained in disguise and stealth tasks.

@UUID[Compendium.cyphersystem-compendium.inabilities.JDEjrsDDDqVcqSZp]{Inability}: All tasks relating to pleasant social interaction are hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. One of the other PCs approached you while you were in disguise, recruiting you while believing you were someone else.

  2. While skulking about, you overheard the other PCs’ plans and realized you wanted in.

  3. One of the other PCs invited you, but you wonder if it was out of pity.

  4. You bullied your way in with intimidation and bluster.

Honorable

You are trustworthy, fair, and forthright. You try to do what is right, to help others, and to treat them well. Lying and cheating are no way to get ahead—these things are for the weak, the lazy, or the despicable. You probably spend a lot of time thinking about your personal honor, how best to maintain it, and how to defend it if challenged. In combat, you are straightforward and offer quarter to any foe.

You were likely instilled with this sense of honor by a parent or a mentor. Sometimes the distinction between what is and isn’t honorable varies with different schools of thought, but in broad strokes, honorable people can agree on most aspects of what honor means.

You gain the following characteristics:

Stalwart: +2 to your Might Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.iLViKiz8EUbAbChF]{Skill}: You are trained in pleasant social interactions.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.iUJdgnZi90GZjY9s]{Skill}: You are trained in discerning people’s true motives or seeing through lies.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. The PCs’ goals appear to be honorable and commendable.

  2. You see that what the other PCs are about to do is dangerous, and you’d like to help protect them.

  3. One of the other PCs invited you, hearing of your trustworthiness.

  4. You asked politely if you could join the other PCs in their mission.

Impulsive

You have a hard time tamping down your enthusiasm. Why wait when you can just do it (whatever it is) and get it done? You deal with problems when they arise rather than plan ahead. Putting out the small fires now prevents them from becoming one big fire later. You are the first to take risks, to jump in and lend a hand, to step into dark passages, and to find danger.

Your impulsiveness likely gets you into trouble. While others might take time to study the items they discover, you use such items without hesitation. After all, the best way to learn what something can do is to use it. When a cautious explorer might look around and check for danger nearby, you have to physically stop yourself from bulling on ahead. Why fuss around when the exciting thing is just ahead?

Impulsive characters get into trouble. That’s their thing, and that’s fine. But if you’re constantly dragging your fellow PCs into trouble (or worse, getting them seriously hurt or killed), that will be annoying, to say the least. A good rule of thumb is that impulsiveness doesn’t always mean a predilection for doing the wrong thing. Sometimes it’s the urge to do the right thing.

You gain the following characteristics:

Reckless: +2 to your Speed Pool.

@UUID[Compendium.cyphersystem-compendium.basic-skills.gbWPNb1uKsRtZWSL]{Skill}: You’re trained in initiative actions (to determine who goes first in combat).

@UUID[Compendium.cyphersystem-compendium.basic-skills.FXYWkXG7Iq6Wm1pS]{Skill}: You’re trained in Speed defense actions.

@UUID[Compendium.cyphersystem-compendium.inabilities.gBUQ2i4VroKkBVQ7]{Inability}: You’ll try anything once, but quickly grow bored after that. Any task that involves patience, willpower, or discipline is hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You heard what the other PCs were up to and suddenly decided to join them.

  2. You pulled everyone together after you heard rumors about something interesting you want to see or do.

  3. You blew all of your money and now find yourself strapped for cash.

  4. You’re in trouble for acting recklessly. You join the other PCs because they offer a way out of your problem.

Inquisitive

The world is vast and mysterious, with wonders and secrets to keep you amazed for several lifetimes. You feel the tugging on your heart, the call to explore the wreckage of past civilizations, to discover new peoples, new places, and whatever bizarre wonders you might find along the way. However, as strongly as you feel the pull to roam the world, you know there is danger aplenty, and you take precautions to ensure that you are prepared for any eventuality. Research, preparation, and readiness will help you live long enough to see everything you want to see and do everything you want to do.

You probably have a dozen books and travelogues about the world on you at any time. When not hitting the road and looking around, you spend your time with your nose in a book, learning everything you can about the place you’re going so you know what to expect when you get there.

You gain the following characteristics:

Smart: +4 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.pHUz4ZRnWfsBbtQ7]{Skill}: You are eager to learn. You are trained in any task that involves learning something new, whether you’re talking to a local to get information or digging through old books to find lore.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.RZkMJad4OfSOU1Pq]{Skill}: You have made a study of the world. You are trained in any task involving geography or history.

@UUID[Compendium.cyphersystem-compendium.inabilities.ntN6wx9GAjKwEWfV]{Inability}: You tend to fixate on the details, making you somewhat oblivious to what’s going on around you. Any task to hear or notice dangers around you is hindered.

@UUID[Compendium.cyphersystem-compendium.inabilities.gpHPkjq631isDAjT]{Inability}: When you see something interesting, you hesitate as you take in all the details. Initiative actions (to determine who goes first in combat) are hindered.

Additional Equipment: You have three books on whatever subjects you choose.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. One of the PCs approached you to learn information related to the mission, having heard you were an expert.

  2. You have always wanted to see the place where the other PCs are going.

  3. You were interested in what the other PCs were up to and decided to go along with them.

  4. One of the PCs fascinates you, perhaps due to a special or weird ability they have.

Intelligent

You’re quite smart. Your memory is sharp, and you easily grasp concepts that others might struggle with. This aptitude doesn’t necessarily mean that you’ve had years of formal education, but you have learned a great deal in your life, primarily because you pick things up quickly and retain so much.

You gain the following characteristics:

Smart: +2 to your Intellect Pool.

Skill: You’re trained in an area of knowledge of your choice.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.m65HBfM8zSVl4uwk]{Skill}: You’re trained in all actions that involve remembering or memorizing things you experience directly. For example, instead of being good at recalling details of geography that you read about in a book, you can remember a path through a set of tunnels that you’ve explored before.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. One of the other PCs asked your opinion of the mission, knowing that if you thought it was a good idea, it probably was.

  2. You saw value in what the other PCs were doing.

  3. You believed that the task might lead to important and interesting discoveries.

  4. A colleague requested that you take part in the mission as a favor.

Intuitive

You are often tickled by a sense of knowing what someone will say, how they will react, or how events might unfold. Maybe you have a mutant sense, maybe you can see just a few moments ahead through time, or maybe you’re just good at reading people and extrapolating a situation. Whatever the case, many who look into your eyes immediately glance away, as if afraid of what you might see in their expression.

You gain the following characteristics:

Innate: +2 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.basic-skills.rH5FwMXGaNn21DZD]{Skill}: You are trained in perception tasks.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.1GEOtsfQWmfgcp3e]{Know What to Do}: You can act immediately, even if it’s not your turn. Afterward, on your next regular turn, any action you take is hindered. You can do this one time, although the ability is renewed each time you make a recovery roll.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You just knew you had to come along.

  2. You convinced one of the other PCs that your intuition is invaluable.

  3. You felt that something terrible would happen if you didn’t go.

  4. You’re confident the reason you arrived at this point will soon become clear.

Jovial

You’re cheerful, friendly, and outgoing. You put others at ease with a big smile and a joke, possibly one at your own expense, though lightly ribbing your companions who can take it is also one of your favorite pastimes. Sometimes people say you never take anything seriously. That’s not true, of course, but you have learned that to dwell on the bad too long quickly robs the world of joy. You’ve always got a new joke in your back pocket because you collect them like some people collect bottles of wine.

You gain the following characteristics:

Witty: +2 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.iLViKiz8EUbAbChF]{Skill}: You’re convivial and set most people at ease with your attitude. You are trained in all tasks related to pleasant social interaction.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.zz0QUtOoUro9OErB]{Skill}: You have an advantage in figuring out the punch lines of jokes you’ve never heard before. You are trained in all tasks related to solving puzzles and riddles.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You solved a riddle before realizing that answering it would launch you into the adventure.

  2. The other PCs thought you’d bring some much-needed levity to the team.

  3. You decided that all fun and no work was not the best way to get through life, so you joined up with the PCs.

  4. It was either go with the PCs or face up to a circumstance that was anything but jovial.

Kind

It’s always been easy for you to see things from the point of view of other people. That ability has made you sympathetic to what they really want or need. From your perspective, you’re just applying the old proverb that “it’s easier to catch flies with honey than with vinegar,” but others simply see your behavior as kindness. Of course, being kind takes time, and yours is limited. You’ve learned that a small fraction of people don’t deserve your time or kindness—true sadists, narcissists, and similar folk will only waste your energy. So you deal with them swiftly, saving your kindness for those who deserve it and can benefit from your attention.

You gain the following characteristics:

Emotionally Intuitive: +2 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.6Z7VC4ctwcS0dVoW]{Skill}: You know what it’s like to go a mile in someone else’s shoes. You’re trained in all tasks related to pleasant social interaction and discerning the dispositions of others.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.5kX6OM98txwPPO6a]{Karma}: Sometimes, strangers just help you out. To gain the aid of a stranger, you must use a one action, ten-minute, or one-hour recovery roll (without gaining its healing benefit), and the GM determines the nature of the aid you gain. Usually, the act of kindness isn’t enough to turn a bad situation completely around, but it may moderate a bad situation and lead to new opportunities. For example, if you are captured, a guard loosens your bonds slightly, brings you water, or delivers a message.

@UUID[Compendium.cyphersystem-compendium.inabilities.AY8Br5qquBWoGQc0]{Inability}: Being kind comes with a few risks. All tasks related to detecting falsehoods are hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. A PC needed your help, and you agreed to come along as a kindness.

  2. You gave the wrong person access to your money, and now you need to make some back.

  3. You’re ready to take your benevolence on the road and help more people than you could if you didn’t join the PCs.

  4. Your job, which seemed like it would be personally rewarding, is the opposite. You join the PCs to escape the drudgery.

Learned

You have studied, either on your own or with an instructor. You know many things and are an expert on a few topics, such as history, biology, geography, mythology, nature, or any other area of study. Learned characters typically carry a few books around with them and spend their spare time reading.

You gain the following characteristics:

Smart: +2 to your Intellect Pool.

Skill: You’re trained in three areas of knowledge of your choice.

@UUID[Compendium.cyphersystem-compendium.inabilities.UrdbwsMhJOQk44vz]{Inability}: You have few social graces. Any task involving charm, persuasion, or etiquette is hindered.

Additional Equipment: You have two additional books on topics of your choice.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. One of the other PCs asked you to come along because of your knowledge.

  2. You need money to fund your studies.

  3. You believed that the task might lead to important and interesting discoveries.

  4. A colleague requested that you take part in the mission as a favor.

Lucky

You rely on chance and timely good luck to get you through many situations. When people say that someone was born under a lucky star, they mean you. When you try your hand at something new, no matter how unfamiliar the task is, as often as not you find a measure of success. Even when disaster strikes, it’s rarely as bad as it could be. More often, small things seem to go your way, you win contests, and you’re often in the right place at the right time.

You gain the following characteristics:

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.pccv1fQ4WW7KnLsi]{Luck Pool}: You have one additional Pool called Luck that begins with 3 points, and it has a maximum value of 3 points. When spending points from any other Pool, you can take one, some, or all of the points from your Luck Pool first. When you make a recovery roll to recover points to any other Pool, your Luck Pool is also refreshed by the same number of points. When your Luck Pool is at 0 points, it does not count against your damage track.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.MKYIm6Rgf4VRIKrK]{Advantage}: When you use 1 XP to reroll a d20 for any roll that affects only you, add 3 to the reroll.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. Knowing that lucky people notice and take active advantage of opportunities, you became involved in your first adventure by choice.

  2. You literally bumped into someone else on this adventure through sheer luck.

  3. You found a briefcase lying alongside the road. It was battered, but inside you found a lot of strange documents that led you here.

  4. Your luck saved you when you avoided a speeding vehicle by a fortuitous fall through an opening in the ground (a manhole, if in a modern setting). Beneath the ground, you found something you couldn’t ignore.

Mad

You have delved too deeply into subjects people were not meant to know. You are knowledgeable in things beyond the scope of most, but this knowledge has come at a terrible price. You are likely in questionable physical shape and occasionally shake with nervous tics. You sometimes mutter to yourself without realizing it.

You gain the following characteristics:

Knowledgeable: +4 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.AFFZAuL0OsaopL8E]{Fits of Insight}: Whenever such knowledge is appropriate, the GM feeds you information although there is no clear explanation as to how you could know such a thing. This is up to the GM’s discretion, but it should happen as often as once each session.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.SFXAD4DjhyEtJ1Ny]{Erratic Behavior}: You are prone to acting erratically or irrationally. When you are in the presence of a major discovery or subjected to great stress (such as a serious physical threat), the GM can introduce a GM intrusion that directs your next action without awarding XP. You can still pay 1 XP to refuse the intrusion. The GM’s influence is the manifestation of your madness and thus is always something you would not likely do otherwise, but it is not directly, obviously harmful to you unless there are extenuating circumstances. (For example, if a foe suddenly leaps out of the darkness, you might spend the first round babbling incoherently or screaming the name of your first true love.)

Skill: You are trained in one area of knowledge (probably something weird or esoteric).

@UUID[Compendium.cyphersystem-compendium.inabilities.zHgQDe14mPF3G95Q]{Inability}: Your mind is quite fragile. Tasks to resist mental attacks are hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. Voices in your head told you to go.

  2. You instigated the whole thing and convinced the others to join you.

  3. One of the other PCs obtained a book of knowledge for you, and now you’re repaying that favor by helping them with the task at hand.

  4. You feel compelled by inexplicable intuition.

Mechanical

You have a special talent with machines of all kinds, and you’re adept at understanding and, if need be, repairing them. Perhaps you’re a bit of an inventor, creating new machines from time to time. You get called “techie,” “tech,” “mech,” “gear-head,” “motor-head,” or any of a number of other nicknames. Mechanics usually wear practical work clothes and carry around a lot of tools.

You gain the following characteristics:

Smart: +2 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.PSeFw2XUjqgOG2xS]{Skill}: You’re trained in all actions involving identifying or understanding machines.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.DhGWJERxvN9zVYGh]{Skill}: You’re trained in all actions involving using, repairing, or crafting machines.

Additional Equipment: You start with a variety of machine tools.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. While repairing a nearby machine, you overheard the other PCs talking.

  2. You need money to buy tools and parts.

  3. It was clear that the mission couldn’t succeed without your skills and knowledge.

  4. Another PC asked you to join them.

Mysterious

The dark figure lurking silently in the corner? That’s you. No one really knows where you came from or what your motives are—you play things close to the vest. Your manner perplexes and confounds others, but that doesn’t make you a poor friend or ally. You’re just good at keeping things to yourself, moving about unseen, and concealing your presence and identity.

You gain the following characteristics:

@UUID[Compendium.cyphersystem-compendium.basic-skills.duTx0BwgmC1Gw3Ze]{Skill}: You are trained in all stealth tasks.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.fmGCPHRwFnbmvB19]{Skill}: You are trained in resisting interrogation or tricks to get you to talk.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.uROuz6gmfq7X3uu3]{Confounding}: You pull talents and abilities seemingly out of nowhere. You can attempt one task in which you have no training as if you were trained, attempt a task that you are trained in as if specialized, or gain a free level of Effort with a task that you are specialized in. This ability refreshes every time you make a recovery roll, but the uses never accumulate.

@UUID[Compendium.cyphersystem-compendium.inabilities.sRzjg0b8j3XPVrPR]{Inability}: People never know where they stand with you. Any task involving getting people to believe or trust you is hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You just showed up one day.

  2. You convinced one of the other PCs that you had invaluable skills.

  3. Some equally mysterious figure told you where to be and when (but not why) to join the group.

  4. Something—a feeling, a dream—told you where to be and when to join the group.

Mystical

You think of yourself as mystical, attuned with the mysterious and the paranormal. Your true talents lie with the supernatural. You likely have experience with ancient lore, and you can sense and wield the supernatural—though whether that means “magic,” “psychic phenomena,” or something else is up to you (and probably up to those around you as well). Mystical characters often wear jewelry, such as a ring or an amulet, or have tattoos or other marks that show their interests.

You gain the following characteristics:

Smart: +2 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.u2aCexSScRX0FEqH]{Skill}: You’re trained in all actions involving identifying or understanding the supernatural.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.x6GmHzLKB0JpVg5E]{Sense Magic}: You can sense whether the supernatural is active in situations where its presence is not obvious. You must study an object or location closely for a minute to get a feel for whether a mystical touch is at work.

@UUID[Compendium.cyphersystem-compendium.abilities.zArjjFcf9tHQvJTx]{Spell}: You can perform Hedge Magic as a spell when you have a free hand and can pay the Intellect point cost.

@UUID[Compendium.cyphersystem-compendium.inabilities.FKeDN7rJdKpgt4bj]{Inability}: You have a manner or an aura that others find a bit unnerving. Any task involving charm, persuasion, or deception is hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. A dream guided you to this point.

  2. You need money to fund your studies.

  3. You believed the mission would be a great way to learn more about the supernatural.

  4. Various signs and portents led you here.

Naive

You’ve lived a sheltered life. Your childhood was safe and secure, so you didn’t get a chance to learn much about the world—and even less chance to experience it. Whether you were training for something, had your nose in a book, or just were sequestered in a secluded place, you haven’t done much, met many people, or seen many interesting things so far. That’s probably going to change soon, but as you go forward into a larger world, you do so without some of the understanding that others possess about how it all works.

You gain the following characteristics:

Fresh: You add +1 to your recovery rolls.

Incorruptible: You are trained in @UUID[Compendium.cyphersystem-compendium.basic-skills.5X8qgmSuvRVNTiaP]{Intellect defense} tasks and all tasks that involve @UUID[Compendium.cyphersystem-compendium.expanded-skills.OauBSvtfh6HeNzDe]{resisting temptation}.

@UUID[Compendium.cyphersystem-compendium.basic-skills.rH5FwMXGaNn21DZD]{Skill}: You’re wide-eyed. You are trained in perception tasks.

@UUID[Compendium.cyphersystem-compendium.inabilities.VyGXdv9xEzKsm2YX]{Inability}: Any task that involves seeing through deceptions or determining someone’s secret motive is hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. Someone told you that you should get involved.

  2. You needed money, and this seemed like a good way to earn some.

  3. You believed that you could learn a lot by joining the other PCs.

  4. Sounded like fun.

Perceptive

You miss little. You pick out the small details in the world around you and are skilled at making deductions from the information you find. Your talents make you an exceptional sleuth, a formidable scientist, or a talented scout.

As adept as you are at finding clues, you have no skill at picking up on social cues. You overlook an offense that your deductions give or how uncomfortable your scrutiny can make the people around you. You tend to dismiss others as being intellectual dwarfs compared to you, which avails you little when you need a favor.

You gain the following characteristics:

Smart: +2 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.G2JaXxUq6dfIXVDl]{Skill}: You have an eye for detail. You are trained in any task that involves finding or noticing small details.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.EaHHaJvulkIVAxhi]{Skill}: You know a little about everything. You are trained in any task that involves identifying objects or calling to mind a minor detail or bit of trivia.

@UUID[Compendium.cyphersystem-compendium.basic-skills.tZ7PdXuWQyRMo0Rh]{Skill}: Your skill at making deductions can be imposing. You are trained in any task that involves intimidating another creature.

@UUID[Compendium.cyphersystem-compendium.inabilities.JDEjrsDDDqVcqSZp]{Inability}: Your confidence comes off as arrogance to people who don’t know you. Any task involving positive social interactions is hindered.

Additional Equipment: You have a bag of light tools.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You overheard the other PCs discussing their mission and volunteered your services.

  2. One of the PCs asked you to come along, believing that your talents would be invaluable to the mission.

  3. You believe that the PCs’ mission is somehow related to one of your investigations.

  4. A third party recruited you to follow the PCs and see what they were up to.

Resilient

You can take a lot of punishment, both physically and mentally, and still come back for more. It takes a lot to put you down. Neither physical nor mental shocks or damage have a lasting effect. You’re tough to faze. Unflappable. Unstoppable.

You gain the following characteristics:

Resistant: +2 to your Might Pool, and +2 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.F74sHYUANEPVaFd4]{Recover}: You can make an extra recovery roll each day. This roll is just one action. So you can make two recovery rolls that each take one action, one roll that takes ten minutes, a fourth roll that takes one hour, and a fifth roll that requires ten hours of rest.

@UUID[Compendium.cyphersystem-compendium.basic-skills.Q0vfmbqehJw0jYBa]{Skill}: You are trained in Might defense tasks.

@UUID[Compendium.cyphersystem-compendium.basic-skills.5X8qgmSuvRVNTiaP]{Skill}: You are trained in Intellect defense tasks.

@UUID[Compendium.cyphersystem-compendium.inabilities.U7X7WY5Qk3QIXxAD]{Inability}: You’re hardy but not necessarily strong. Any task involving moving, bending, or breaking things is hindered.

@UUID[Compendium.cyphersystem-compendium.inabilities.iic3khiZZCsbjkIg]{Inability}: You have a lot of willpower and mental fortitude, but you’re not necessarily smart. Any task involving knowledge or figuring out problems or puzzles is hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You saw that the PCs clearly need someone like you to help them out.

  2. Someone asked you to watch over one of the PCs in particular, and you agreed.

  3. You are bored and desperately in need of a challenge.

  4. You lost a bet—unfairly, you think—and had to take someone’s place on this mission.

Risk-Taking

It’s part of your nature to question what others think can’t or shouldn’t be done. You’re not insane, of course—you wouldn’t attempt to leap across a mile-wide chasm just because you were dared. There’s impossible and then there’s the just barely possible. You like to push the latter further than others, because it gives you a rush of satisfaction and pleasure when you succeed. The more you succeed, the more you find yourself looking for that next risky challenge to try yourself against.

You gain the following characteristics:

Nimble: +4 to your Speed Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.l3HBMnyOMVF6rIk8]{Skill}: You’re adept at leveraging risk, and you are trained in tasks that involve some element of chance, such as playing games or choosing between two or three apparently equal options.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.wWSSBexYE1QI054l]{Pressing Your Luck}: You can choose to automatically succeed on one task without rolling, as long as the task’s difficulty is no higher than 6. When you do so, however, you also trigger a GM intrusion as if you had rolled a 1. The intrusion doesn’t invalidate the success, but it probably qualifies it in some fashion. You can do this one time, although the ability renews each time you make a ten-hour recovery roll.

@UUID[Compendium.cyphersystem-compendium.inabilities.MoKSCrQBoxl4PZ0f]{Inability}: You may be nimble, but you’re not sneaky. Tasks related to sneaking and staying quiet are hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. It seemed like there were equal odds that the other PCs wouldn’t succeed, which sounded good to you.

  2. You think the tasks ahead will present you with unique and fulfilling challenges.

  3. One of your biggest risks failed to go your way, and you need money to help pay that debt.

  4. You bragged that you never saw a risk you didn’t like, which is how you reached your current point.

Rugged

You’re a nature lover accustomed to living rough, pitting your wits against the elements. Most likely, you’re a skilled hunter, gatherer, or naturalist. Years of living in the wild have left their mark with a worn countenance, wild hair, or scars. Your clothing is probably much less refined than the garments worn by city dwellers.

You gain the following characteristics:

@UUID[Compendium.cyphersystem-compendium.expanded-skills.zOjoCu1WyXeVzqs6]{Skill}: You’re trained in all tasks involving climbing, jumping, running, and swimming.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.lpBwC7PY35rIfBUG]{Skill}: You’re trained in all tasks involving training, riding, or placating natural animals.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.2Ipdh8f3MeuAMM3R]{Skill}: You’re trained in all tasks involving identifying or using natural plants.

@UUID[Compendium.cyphersystem-compendium.inabilities.iP9m2p6htGgd896X]{Inability}: You have no social graces and prefer animals to people. Any task involving charm, persuasion, etiquette, or deception is hindered.

Additional Equipment: You carry an explorer’s pack with rope, two days’ rations, a bedroll, and other tools needed for outdoor survival.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. Against your better judgment, you joined the other PCs because you saw that they were in danger.

  2. One of the other PCs convinced you that joining the group would be in your best interests.

  3. You’re afraid of what might happen if the other PCs fail.

  4. There is reward involved, and you need the money.

Sharp-Eyed

You’re perceptive and well aware of your surroundings. You notice the little details and remember them. You can be difficult to surprise.

You gain the following characteristics:

@UUID[Compendium.cyphersystem-compendium.basic-skills.gbWPNb1uKsRtZWSL]{Skill}: You’re trained in initiative actions.

@UUID[Compendium.cyphersystem-compendium.basic-skills.rH5FwMXGaNn21DZD]{Skill}: You’re trained in perception actions.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.LboNMbw0CmRDZX0l]{Find the Flaw}: If an opponent has a straightforward weakness (takes extra damage from fire, can’t see out of their left eye, and so on), the GM will tell you what it is.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You heard about what was going on, saw a flaw in the other PCs’ plan, and joined up to help them out.

  2. You noticed that the PCs have a foe (or at least a tail) they weren’t aware of.

  3. You saw that the other PCs were up to something interesting and got involved.

  4. You’ve been noticing some strange things going on, and this all appears related.

Skeptical

You possess a questioning attitude regarding claims that are often taken for granted by others. You’re not necessarily a “doubting Thomas” (a skeptic who refuses to believe anything without direct personal experience), but you’ve often benefited from questioning the statements, opinions, and received knowledge presented to you by others.

You gain the following characteristics:

Insightful: +2 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.basic-skills.QonPVHzXrzIN29lf]{Skill}: You’re trained in identifying.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.E2q7bbS0LqBwRDFi]{Skill}: You’re trained in all actions that involve seeing through a trick, an illusion, a rhetorical ruse designed to evade the issue, or a lie. For example, you’re better at keeping your eye on the cup containing the hidden ball, sensing an illusion, or realizing if someone is lying to you (but only if you specifically concentrate and use this skill).

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You overheard other PCs holding forth on a topic with an opinion you were quite skeptical about, so you decided to approach the group and ask for proof.

  2. You were following one of the other PCs because you were suspicious of him, which brought you into the action.

  3. Your theory about the nonexistence of the supernatural can be invalidated only by your own senses, so you came along.

  4. You need money to fund your research.

Stealthy

You’re sneaky, slippery, and fast. These talents help you hide, move quietly, and pull off tricks that require sleight of hand. Most likely, you’re wiry and small. However, you’re not much of a sprinter—you’re more dexterous than fleet of foot.

You gain the following characteristics:

Quick: +2 to your Speed Pool.

@UUID[Compendium.cyphersystem-compendium.basic-skills.duTx0BwgmC1Gw3Ze]{Skill}: You’re trained in all stealth tasks.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.YlYSOH8OdFUTBwey]{Skill}: You’re trained in all interactions involving lies or trickery.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.5iv3kUKcLQwrTSDH]{Skill}: You’re trained in all special abilities involving illusions or trickery.

@UUID[Compendium.cyphersystem-compendium.inabilities.lhu2y0HMmw0xQ3hv]{Inability}: You’re sneaky but not fast. All movement-related tasks are hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You attempted to steal from one of the other PCs. That character caught you and forced you to come along with them.

  2. You were tailing one of the other PCs for reasons of your own, which brought you into the action.

  3. An NPC employer secretly paid you to get involved.

  4. You overheard the other PCs talking about a topic that interested you, so you decided to approach the group.

Strong

You’re extremely strong and physically powerful, and you use these qualities well, whether through violence or feats of prowess. You likely have a brawny build and impressive muscles.

You gain the following characteristics:

Very Powerful: +4 to your Might Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.0yrwPAkrOBERFQOq]{Skill}: You’re trained in all actions involving breaking inanimate objects.

@UUID[Compendium.cyphersystem-compendium.basic-skills.MrGl25gzZk4uu7BR]{Skill}: You’re trained in all jumping actions.

Additional Equipment: You have an extra medium weapon or heavy weapon.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. Against your better judgment, you joined the other PCs because you saw that they were in danger.

  2. One of the other PCs convinced you that joining the group would be in your best interests.

  3. You’re afraid of what might happen if the other PCs fail.

  4. There is reward involved, and you need the money.

Strong-Willed

You’re tough-minded, willful, and independent. No one can talk you into anything or change your mind when you don’t want it changed. This quality doesn’t necessarily make you smart, but it does make you a bastion of willpower and resolve. You likely dress and act with unique style and flair, not caring what others think.

You gain the following characteristics:

Willful: +4 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.DlnCXfB1v1U859YY]{Skill}: You’re trained in resisting mental effects.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.3IfJDAc8qCJ11NNX]{Skill}: You’re trained in tasks requiring incredible focus or concentration.

@UUID[Compendium.cyphersystem-compendium.inabilities.CmubEJ8BMUsW1oei]{Inability}: Willful doesn’t mean brilliant. Any task that involves figuring out puzzles or problems, memorizing things, or using lore is hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. Against your better judgment, you joined the other PCs because you saw that they were in danger.

  2. One of the other PCs convinced you that joining the group would be in your best interests.

  3. You’re afraid of what might happen if the other PCs fail.

  4. There is reward involved, and you need the money.

Swift

You move quickly, able to sprint in short bursts and work with your hands with dexterity. You’re great at crossing distances quickly but not always smoothly. You are likely slim and muscular.

You gain the following characteristics:

Fast: +4 to your Speed Pool.

@UUID[Compendium.cyphersystem-compendium.basic-skills.gbWPNb1uKsRtZWSL]{Skill}: You’re trained in initiative actions (to determine who goes first in combat).

@UUID[Compendium.cyphersystem-compendium.expanded-skills.EyD5RQ654NoPJ7MN]{Skill}: You’re trained in running actions.

@UUID[Compendium.cyphersystem-compendium.inabilities.t7exG3KfxnoPKxO2]{Inability}: You’re fast but not necessarily graceful. Any task involving balance is hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. Against your better judgment, you joined the other PCs because you saw that they were in danger.

  2. One of the other PCs convinced you that joining the group would be in your best interests.

  3. You’re afraid of what might happen if the other PCs fail.

  4. There is reward involved, and you need the money.

Tongue-Tied

You’ve never been much of a talker. When forced to interact with others, you never think of the right thing to say—words fail you entirely, or they come out all wrong. You often end up saying precisely the wrong thing and insult someone unintentionally. Most of the time, you just keep mum. This makes you a listener instead—a careful observer. It also means that you’re better at doing things than talking about them. You’re quick to take action.

You gain the following characteristics:

Actions, Not Words: +2 to your Might Pool, and +2 to your Speed Pool.

@UUID[Compendium.cyphersystem-compendium.basic-skills.rH5FwMXGaNn21DZD]{Skill}: You are trained in perception.

@UUID[Compendium.cyphersystem-compendium.basic-skills.gbWPNb1uKsRtZWSL]{Skill}: You are trained in initiative (unless it’s a social situation).

@UUID[Compendium.cyphersystem-compendium.inabilities.tlL5bTqgc9lt5GNz]{Inability}: All tasks relating to social interaction are hindered.

@UUID[Compendium.cyphersystem-compendium.inabilities.rfQPiUR4GHBdjFtE]{Inability}: All tasks involving verbal communication or relaying information are hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You just tagged along and no one told you to leave.

  2. You saw something important the other PCs did not and (with some effort) managed to relate it to them.

  3. You intervened to save one of the other PCs when they were in danger.

  4. One of the other PCs recruited you for your talents.

Tough

You’re strong and can take a lot of physical punishment. You might have a large frame and a square jaw. Tough characters frequently have visible scars.

You gain the following characteristics:

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.SkxEXPpCgIGXixu9]{Resilient}: +1 to Armor.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.gr1uaERqywhUGjCK]{Healthy}: Add 1 to the points you regain when you make a recovery roll.

@UUID[Compendium.cyphersystem-compendium.basic-skills.Q0vfmbqehJw0jYBa]{Skill}: You’re trained in Might defense actions.

Additional Equipment: You have an extra light weapon.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You’re acting as a bodyguard for one of the other PCs.

  2. One of the PCs is your sibling, and you came along to watch out for them.

  3. You need money because your family is in debt.

  4. You stepped in to defend one of the PCs when that character was threatened. While talking to them afterward, you heard about the group’s task.

Vicious

You try to hide what’s inside, fold it into yourself when everything inside you screams to let go, make them pay, make them hurt, and make them bleed. Sometimes you succeed for your friends—smiling like they smile, laughing when they laugh, and sometimes even having other emotions of your own. But it’s always there, that feeling of frantic glee mixed with hate that sometimes leaps out of you when you confront a foe. Violence your friends can tolerate, but you sometimes worry they will also learn that you are cruel.

You gain the following characteristics:

Skill: You are trained in @UUID[Compendium.cyphersystem-compendium.expanded-skills.53j3Qwt5Im4wqddo]{tracking creatures}. If @UUID[Compendium.cyphersystem-compendium.expanded-skills.ZPyRyzPue2DuKSw9]{a creature has wronged you}, the tracking task is eased.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.LldixgespLl6ajEf]{Bloodthirsty}: Once you begin fighting, you see only red. You inflict 2 additional points of damage with any attack.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.1FP6DV2OqgaaT4ZN]{Berserk}: Once you begin fighting, it’s hard for you to stop. In fact, it’s a difficulty 2 Intellect task to do so, even if your foe surrenders or you’ve run out of foes. If the latter occurs and you fail to stop, you attack the nearest ally within short range.

Additional Equipment: You have a record that you use to list those who’ve wronged you.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. Another PC saw you take down a mean drunk in a tavern, not realizing you were the one who started the fight.

  2. You wanted to get away from a bad situation, so you went with the other PCs.

  3. You want to change, and you hope that being with the other PCs will help you calm yourself.

  4. One of the other PCs asked you to come along, believing that your viciousness could be harnessed for the benefit of the mission.

Virtuous

Doing the right thing is a way of life. You live by a code, and that code is something you attend to every day. Whenever you slip, you reproach yourself for your weakness and then get right back on track. Your code probably includes moderation, respect for others, cleanliness, and other characteristics that most people would agree are virtues, while you eschew their opposites: sloth, greed, gluttony, and so on.

You gain the following characteristics:

Dauntless: +2 to your Might Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.iUJdgnZi90GZjY9s]{Skill}: You are trained in discerning people’s true motives or seeing through lies.

@UUID[Compendium.cyphersystem-compendium.basic-skills.5X8qgmSuvRVNTiaP]{Skill}: Your adherence to a strict moral code has hardened your mind against fear, doubt, and outside influence. You are trained in Intellect defense tasks.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. The PCs are doing something virtuous, and you’re all about that.

  2. The PCs are on the road to perdition, and you see it as your task to set them on the proper moral route.

  3. One of the other PCs invited you, hearing of your virtuous ways.

  4. You put virtue before sense and defended someone’s honor in the face of an organization or power far greater than you. You joined the PCs because they offered aid and friendship when, out of fear of reprisals, no one else would.

Weird

You aren’t like anyone else, and that’s fine with you. People don’t seem to understand you—they even seem put off by you—but who cares? You understand the world better than they do because you’re weird, and so is the world you live in. The concept of “the weird” is well known to you. Strange devices, ancient locales, bizarre creatures, storms that can transform you, living energy fields, conspiracies, aliens, and things most people can’t even name populate the world, and you thrive on them. You have a special attachment to it all, and the more you discover about the weirdness in the world, the more you might discover about yourself.

Weird characters might be mutants or people born with strange qualities, but sometimes they started out “normal” and adopted the weird by choice.

You gain the following characteristics:

Inner Light: +2 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.HV2tw9N81PJawwwx]{Distinctive Physical Quirk}: You have a unique physical aspect that is, well, bizarre. Depending on the setting, this can vary greatly. You might have purple hair or metal spikes on your head. Perhaps your hands don’t connect to your arms, although they move as if they do. Maybe a third eye stares out from the side of your head, or superfluous tendrils grow from your back. Whatever it is, your quirk might be a mutation, a supernatural trait (a blessing or curse), a feature with no explanation, or just a really wild tattoo that draws a lot of attention.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.zKHJrLeBOfy0p9du]{A Sense for the Weird}: Sometimes—at the GM’s discretion—weird things relating to the supernatural or its effects on the world seem to call out to you. You can sense them from afar, and if you get within long range of such a thing, you can sense whether it is overtly dangerous or not.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.uBvX2CVPg5MNgjwW]{Skill}: You are trained in supernatural knowledge.

@UUID[Compendium.cyphersystem-compendium.inabilities.JDEjrsDDDqVcqSZp]{Inability}: People find you unnerving. All tasks relating to pleasant social interaction are hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. It seemed weird, so why not?

  2. Whether the other PCs realize it or not, their mission has to do with something weird that you know about, so you got involved.

  3. As an expert in the weird, you were specifically recruited by the other PCs.

  4. You felt drawn to join the other PCs, but you don’t know why.

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Focus is what makes a character unique. No two PCs in a group should have the same focus. A focus gives a character benefits when they create their character and each time they ascend to the next tier. It’s the verb of the sentence “I am an adjective noun who verbs.”

This chapter contains nearly a hundred sample foci, such as Bears a Halo of Fire, Would Rather Be Reading, and Pilots Starcraft. These foci can be chosen and used as presented by a player, or by the GM who adds them to a list of available foci for their players in their next campaign.

In addition, the latter half of this chapter provides tools for the GM or an enterprising player to create their own custom foci that perfectly match the needs of a given game or campaign, as presented in Creating New Foci.

Choosing Foci

Not all foci are appropriate for every genre. The Genre chapter provides guidance, but this section offers some broad generalizations. Obviously, the GM can include whatever foci are available in their setting. Foci end up being an important distinction in this case, because Commands Mental Powers, for example, makes it clear that psychic abilities exist in the setting, just as Howls at the Moon implies the existence of lycanthropes like werewolves, and Pilots Starcraft, of course, requires starships available to pilot.

When a focus is chosen for a character, they get a special connection to one or more of their fellow PCs, a first-tier ability, and perhaps additional starting equipment: one or two pieces of equipment that might be required for the character to use their ability, or that might pair well with the focus. For instance, a character that can build things needs a set of tools. A character that’s constantly on fire needs a set of clothes that are immune to flame. A character that draws runes to cast spells needs writing implements. A character that slays monsters with a sword needs a sword. And so on. That said, many foci don’t require additional equipment.

Each focus also offers one or more suggestions—GM intrusions—for possible effects or consequences of really good or really bad die rolls.

A couple of foci presented in this chapter provide a “type swap option” that allows a player to swap an ability that would otherwise be gained from their type for the indicated ability instead. A player doesn’t have to make the swap; they merely have the option. For instance, the focus Loves the Void provides the option to gain the ability Have Spacesuit, Will Travel instead of a type ability.

As a character progresses to a new tier, a focus grants more abilities. Each tier’s benefit is usually labeled Action or Enabler. If an ability is labeled Action, a character must take an action to use it. If an ability is labeled Enabler, it makes other actions better or gives some other benefit, but it’s not an action. An ability that allows a character to blast foes with lasers is an action. An ability that grants additional damage when an attack is made is an enabler. An enabler is used in the same turn as another action, and often as part of another action.

Each tier’s benefits are independent of and cumulative with benefits from other tiers (unless indicated otherwise). So if a first-tier ability grants +1 to Armor and a fourth-tier ability also grants +1 to Armor, when the character reaches fourth tier, a total of +2 to Armor is granted.

At tier 3 and tier 6, the character is asked to choose one ability from the two options provided.

Finally, you can choose whether you want to expand the story behind the focus (though that’s not mandatory).

Focus Connections

Choose a connection that goes well with the focus. If you’re a GM choosing (or creating) one or more foci for your players, choose up to four of the following connections.

  1. Pick one other PC. For reasons unknown to you, that character is completely immune to your focus abilities, whether you use them for help or for harm.

  2. Pick one other PC. You knew of that character years ago, but you don’t think they knew you.

  3. Pick one other PC. You’re always trying to impress them, but you’re not sure why.

  4. Pick one other PC. That character has a habit that annoys you, but you’re otherwise quite impressed with their abilities.

  5. Pick one other PC. That character shows potential in appreciating your particular paradigm, fighting style, or other
    focus-provided attribute. You would like to train them, but you’re not necessarily qualified to teach (that’s up to you), and they might not be interested (that’s up to them).

  6. Pick one other PC. If they are within immediate range when you’re in a fight, sometimes they provide an asset, and sometimes they accidentally hinder your attack rolls (50% chance either way, determined per fight).

  7. Pick one other PC. You once saved their life, and they clearly feel indebted to you. You wish they didn’t; it’s just part of the job.

  8. Pick one other PC. That character recently mocked you in some fashion that really hurt your feelings. How you deal with this (if at all) is up to you.

  9. Pick one other PC. That character knows you have suffered at the hands of robotic entities in the past. Whether you hate robots now is up to you, which may affect your relationship with the character if they are friendly with robots or have robotic parts.

  10. Pick one other PC. That character comes from the same place you do, and you knew each other as children.

  11. Pick one other PC. In the past, they taught you a few tricks to use in a fight.

  12. Pick one other PC. That character doesn’t seem to approve of your methods.

  13. Pick one other PC. Long ago, the two of you were on opposite sides of a fight. You won, though you “cheated” in their eyes (but from your perspective, all’s fair in a fight). They may be ready for a rematch, though that’s up to them.

  14. Pick one other PC. You are always trying
    to impress that character with your skill, wit, appearance, or bravado. Perhaps they are a rival, perhaps you need their respect, or perhaps you’re romantically interested
    in them.

  15. Pick one other PC. You fear that character is jealous of your abilities and worry that it might lead to problems.

  16. Pick one other PC. You accidentally caught them in a trap you set, and they had to get free on their own.

  17. Pick one other PC. You were once hired to track down someone who was close to that character.

  18. Pick two PCs (preferably ones who are likely to get in the way of your attacks). When you miss with an attack and the GM rules that you struck someone other than your target, you hit one of these two characters.

  19. Pick one other PC. You’re not sure how or from where, but that character has a line on bottles of rare alcohol and can get them for you for half price.

  20. Pick one other PC. You recently had a possession go missing, and you’re becoming convinced that they took it. Whether or not they did is up to them.

  21. Pick one other PC. They always seem to know where you are, or at least in what direction you are in relation to them.

  22. Pick one other PC. Seeing you use your focus abilities seems to trigger an unpleasant memory in that character. That memory is up to the other PC, although they may not be able to consciously recall it.

  23. Pick one other PC. Something about them interferes with your abilities. When they stand next to you, your focus abilities cost 1 additional point.

  24. Pick one other PC. Something about them complements your abilities. When they stand next to you, the first focus ability you use in any 24-hour period costs 2 fewer points.

  25. Pick one other PC. You have known that character for a while, and they helped you gain control of your focus-related abilities.

  26. Pick one other PC. Sometime in that character’s past, they had a devastating experience while attempting something that you do as a matter of course thanks to your focus. Whether they choose to tell you about it is up to them.

  27. Pick one other PC. Their occasional clumsiness and loud behavior irritate you.

  28. Pick one other PC. In the recent past, while practicing, you accidentally hit them with an attack, wounding them badly. It is up to them to decide whether they resent or forgive you.

  29. Pick one other PC. They owe you a significant amount of money.

  30. Pick one other PC. In the recent past, while escaping a threat, you accidentally left that character to fend for themselves. They survived, but just barely. It is up to the player of that character to decide whether they resent you or have decided to forgive you.

  31. Pick one other PC. Recently, they accidentally (or perhaps intentionally) put you in a position of danger. You’re fine now, but you’re wary around them.

  32. Pick one other PC. From your perspective, they seem nervous around a specific idea, person, or situation. You would like to teach them how to be more comfortable with their fears (if they will let you).

  33. Pick one other PC. They called you a coward once.

  34. Pick one other PC. That character always recognizes you or your handiwork, whether you’re in disguise or are long gone when they arrive on the scene.

  35. Pick one other PC. You inadvertently caused an accident that put them into a sleep so deep they didn’t wake for three days. Whether they forgive you or not is up to them.

  36. Pick one other PC. You are pretty sure you are related in some fashion.

  37. Pick one other PC. You accidentally learned something they were trying to keep a secret.

  38. Pick one other PC. They are especially sensitive to the use of your flashier focus abilities, and occasionally they become dazzled for a few rounds, which hinders their actions.

  39. Pick one other PC. They appear to have a treasured item that was once yours, but that you lost in a game of chance years ago.

  40. Pick one other PC. If it wasn’t for you, that character would have failed a past test of mental achievement.

  41. Pick one other PC. Based on a couple of comments you’ve overheard, you suspect that they don’t hold your area of training or favorite hobby in the highest regard.

  42. Pick one other PC whose focus intertwines with yours. This odd connection affects them in some way. For example, if the character uses a weapon, your focus ability sometimes improves their attack in some fashion.

  43. Pick one other PC. They are deathly afraid of heights. You would like to teach them how to be more comfortable with their feet off the ground. They must decide whether or not to take you up on your offer.

  44. Pick one other PC. They are skeptical of your claims about something momentous that happened in your past. They might even attempt to discredit you or discover the “secret” behind your story, though that’s up to them.

  45. Pick one other PC. They have a knack for being able to recognize where your plans or schemes have a weak spot.

  46. Pick one other PC. That character’s face is so intriguing to you in a way you don’t understand that you sometimes find yourself sketching their likeness in the dirt or using some other medium you have access to.

  47. Pick one other PC. That character has an extra item of regular equipment you gave them, either something you made or an item you just wanted to give them. (They choose the item.)

  48. Pick one other PC. They commissioned you to do a job for them. You’ve already been paid but haven’t yet completed the job.

  49. Pick one other PC. You worked together in the past, and the job ended badly.

  50. Pick one other PC. While they stand next to you and use their action to concentrate on helping you, one of your focus ability’s ranges is doubled.

Story Behind The Focus

The foci in this book have been purposely stripped down to basics so they have the widest possible application across multiple genres. A single descriptive sentence or two summarizes each one. After you choose a focus, you have the option to expand its presentation by adding more story and description relevant to the world or to the character.

For instance, if you choose Operates Undercover, the summarizing description is “Under the guise of someone else, you seek to find answers the powerful do not want divulged.” If you choose Conducts Weird Science, the summary is “Your preternatural insight and ability make you a scientist capable of amazing feats.” These descriptions provide what you need to know to use the focus.

However, if you wish (and only if you wish; there is no requirement to do so), you can add more to those descriptions in a fashion that’s relevant for your game. For example, if you choose both Operates Undercover and Conducts Weird Science for use in a modern genre such as horror, urban fantasy, espionage, or something similar, you might expand the descriptions as shown in the following examples.

Operates Undercover: Espionage is not something you know anything about. At least, that’s what you want everyone to believe, because in truth, you’ve been trained as a spy or covert agent. You might work for a government or for yourself. You might be a police detective or a criminal. You could even be an investigative reporter.

Regardless, you learn information that others attempt to keep secret. You collect rumors and whispers, stories and hard-won evidence, and you use that knowledge to aid your own endeavors and, if appropriate, provide your employers with the information they desire. Alternatively, you might sell what you have learned to those willing to pay a premium.

You probably wear dark colors—black, charcoal grey, or midnight blue—to help blend into the shadows, unless the cover you’ve chosen requires you to look like someone else.

Conducts Weird Science: You could be a respected scientist, having been published in several peer-reviewed journals. Or you might be considered a crank by your contemporaries, pursuing fringe theories on what others consider to be scant evidence. Truth is, you have a particular gift for sifting the edges of what’s possible. You can find new insights and unlock odd phenomena with your experiments. Where others see a crackpot cornucopia, you sift the conspiracy theories for revelation. Whether you conduct your enquiries as a government contractor, a university researcher, a corporate scientist, or an indulger of curiosity in your own garage lab following your muse, you push the boundaries of what’s possible.

You probably care more about your work than trivialities such as your appearance, polite or proper behavior, or social norms, but then again, an eccentric like you might turn the tables on that stereotype too.

If you want to go even further, you could determine where a character’s focus abilities come from. Depending on the genre, they could derive those abilities from advanced and persistent training, via magical runes, through cybernetic parts, from their genetic heritage, or because of their access to advanced technology. For instance, a character might be able to blast targets with lightning because they got zapped by strange radiation or because they picked up a lightning gun. On the other hand, it might be because their intense training allowed them to learn lightning magic. The possibilities are nearly endless, and up to you to include or forgo. Because however a focus’s abilities were gained, it’s also enough that they just work.

Customizing Foci

Sometimes not everything about a focus is right for a character’s concept, or perhaps the GM needs additional guidelines for creating a new focus. Either way, the solution lies in looking at foci abilities at their most basic default levels.

At any tier, a player can select one of the following abilities in place of the ability granted by the tier. Many of these replacement abilities, particularly at the higher tiers, might involve body modification, integration with high-tech devices, learning powerful magic spells, uncovering forbidden secrets, or something similar appropriate to the genre.

Tier 1

@UUID[Compendium.cyphersystem-compendium.abilities.2x7nMe9ZGp3VjI8B]{Combat Prowess} @UUID[Compendium.cyphersystem-compendium.abilities.RnK2bmvUb7RIVPSA]{Enhanced Potential}

Tier 2

Lower-tier ability: choose any tier 1 replacement ability, above.

@UUID[Compendium.cyphersystem-compendium.abilities.CtRvLxfUlCynJv1B]{Skill With Defense} @UUID[Compendium.cyphersystem-compendium.abilities.yl2zo179wXZW5Xxc]{Practiced With All Weapons} @UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks}

Tier 3

Lower-tier ability: choose any tier 1 or 2 replacement ability, above.

@UUID[Compendium.cyphersystem-compendium.abilities.b776WTF2u1roh3n0]{Incredible Health} @UUID[Compendium.cyphersystem-compendium.abilities.rqC9cEmRkvm29N56]{Fusion Armor}

Tier 4

Lower-tier ability: choose any tier 1, 2, or 3 replacement ability, above.

@UUID[Compendium.cyphersystem-compendium.abilities.VsKeNcF252yKnh2O]{Poison Resistance} @UUID[Compendium.cyphersystem-compendium.abilities.V2BSB9or5UJdTiYF]{Built-in Weaponry}

Tier 5

Lower-tier ability: choose any tier 1, 2, 3, or 4 replacement ability, above.

@UUID[Compendium.cyphersystem-compendium.abilities.wWN4y4rATxbtMCMo]{Adaptation} @UUID[Compendium.cyphersystem-compendium.abilities.FjXL6iSD1CJKbuGT]{Defensive Field}

Tier 6

Lower-tier ability: choose any tier 1, 2, 3, 4, or 5 replacement ability, above.

@UUID[Compendium.cyphersystem-compendium.abilities.cbXNxvPdWEbKF6nA]{Reactive Field}

Foci

The full description for each focus ability listed in this section is found in the Abilities chapter, which has descriptions for type, flavor, and focus abilities in a single vast catalog.

Abides in Stone

Your flesh is made of hard mineral, making you a hulking, difficult-to-harm humanoid.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.pXrC4lkMOY7CvFLk]{Golem Body}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.U9ZBl9NeipxSLavS]{Golem Healing}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.aFEBxDGnuFi20cLo]{Golem Grip}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.zuEylYrgOVAAjs71]{Trained Basher}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.E0k0LUw0epjJGrv9]{Golem Stomp} or @UUID[Compendium.cyphersystem-compendium.abilities.NFsoXUQaq3I5h2UY]{Weaponization}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.Uk6ceaEWFjcoHNTI]{Deep Reserves}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.F6mAzjhG2T4irVjy]{Specialized Basher}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.4BQHOR98z3TYJPQu]{Still As a Statue}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.fkedtvx6UakJPOZN]{Ultra Enhancement} or @UUID[Compendium.cyphersystem-compendium.abilities.laxdkyrDuOhxfWKc]{Mind Surge}

GM Intrusions: Creatures of stone sometimes forget their own strength or weight. A walking statue can terrify common folk.

Absorbs Energy

You can harness kinetic energy and transform it into other kinds of energy.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.62zBqhQoPk6IV8lF]{Absorb Kinetic Energy}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.NMjccuRLDDnfZtZe]{Release Energy}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.UJst9mtUKNTe3Pd2]{Energize Object}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.yvPcOjjqyU3618Ob]{Absorb Pure Energy} or @UUID[Compendium.cyphersystem-compendium.abilities.wrPVUnJauasIH886]{Improved Absorb Kinetic Energy}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.Y7HUEp7IxdPuur8V]{Overcharge Energy}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.LwmoGOpgHy1K2dU4]{Energize Creature}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.5i6TqVJQQ4sTvqTm]{Energize Crowd} or @UUID[Compendium.cyphersystem-compendium.abilities.m21TAvxSQn1rGx3d]{Overcharge Device}

GM Intrusions: Energy goes to ground in a destructive way. Some predators feed directly on energy. An unintended item is drained of energy.

Awakens Dreams

You can pull images from dreams and bring them to life in the waking world.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.y08bfWS5eyeUJB3J]{Dreamcraft}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.bcEupdsF6FduFPwe]{Oneirochemy}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.bH57y3PYsMceluGy]{Dream Thief}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.FBCpBF9PXlEtIX4m]{Dream Becomes Reality} or @UUID[Compendium.cyphersystem-compendium.abilities.7GsuhcRTpDX0d1em]{Enhanced Intellect}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.FIU24o7T66ViVgyg]{Daydream}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.pUbqCBV3dBOWFgmv]{Nightmare}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.2iAHsn5ie8sYRiyb]{Chamber of Dreams} or @UUID[Compendium.cyphersystem-compendium.abilities.cbXNxvPdWEbKF6nA]{Reactive Field}

GM Intrusions: An unexpected sleepwalking episode puts the character into a dangerous situation. A nightmare breaks free of a dream.

Battles Robots

You excel in battling robots, automatons, and machine entities.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.atQ5yNq1ZEyy0z5j]{Machine Vulnerabilities}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.pYsmdnNte7o5Flca]{Tech Skills}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.aNNLomN5nZc52ZT4]{Defense Against Robots}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.QHSH8fE6l3bKz2xl]{Machine Hunting}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.ka5VA9XBi4OTnKVa]{Disable Mechanisms} or @UUID[Compendium.cyphersystem-compendium.abilities.uG2ACHNAPoZirp0b]{Surprise Attack}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.NoKdHv0FSytZR4iF]{Robot Fighter}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.NJakiz9yvoflzzBD]{Drain Power}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.jHrQLzIfjKtXBoJL]{Deactivate Mechanisms} or @UUID[Compendium.cyphersystem-compendium.abilities.58CLKxSLgaT6W6Cj]{Lethal Damage}

GM Intrusions: The robot explodes upon defeat. Other robots come after the character for revenge.

Bears a Halo of Fire

You can sheath your body in flames, which protects you and harms your foes.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.AzMtxh562JfrPdKZ]{Shroud of Flame}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.NJjAmyf9zhjRTNme]{Hurl Flame}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.TWqyBv9PEjwJKd1y]{Wings of Fire} or @UUID[Compendium.cyphersystem-compendium.abilities.srn53BB1da8Elh1t]{Fiery Hand of Doom}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.tJQmvEiYq2xBv4ZJ]{Flameblade}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.6fpCYtBDCfW6m1b0]{Fire Tendrils}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.NVdx8QjmTP5eOjDh]{Fire Servant} or @UUID[Compendium.cyphersystem-compendium.abilities.PLsz8IqWScZt0Ott]{Inferno Trail}

GM Intrusions: Fire burns flammable material. Fire spreads out of control. Primitive creatures fear fire and often attack what they fear.

Blazes With Radiance

You can create light, sculpt it, bend it away from you, or gather it to use as a weapon.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.ea7BzQy6fZqHQNET]{Enlightened}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.xZQXXjAWGBo7mTHU]{Illuminating Touch}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.teFcKcbo5ZBFbfRl]{Dazzling Sunburst}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.IUlsD8Zxp8AYbO4h]{Burning Light} or @UUID[Compendium.cyphersystem-compendium.abilities.CtRvLxfUlCynJv1B]{Skill With Defense}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.iIlgHiF1EN0fEpYx]{Sunlight}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.PyVeE7CtDVDksWG6]{Disappear}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.cE7JPRHLqIdM3b9V]{Living Light} or @UUID[Compendium.cyphersystem-compendium.abilities.FjXL6iSD1CJKbuGT]{Defensive Field}

GM Intrusions: Allies are accidentally dazzled or blinded. Bright flashes draw guards.

Brandishes an Exotic Shield

You deploy an amazing shield of pure force that provides protection and some offensive options.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.yb5PaVIPimrcJxFg]{Force Field Shield}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.aidcxXW6MokDMqY7]{Force Bash}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.vPflrS1giYnMoqL2]{Enveloping Shield}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.6nm35znCQzjAk6Gb]{Healing Pulse} or @UUID[Compendium.cyphersystem-compendium.abilities.SPL1URVkuo4PJP8I]{Throw Force Shield}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.B5zrSVUs54TUALFB]{Energized Shield}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.TXNhhyj63MMp2dVF]{Force Wall}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.zflNCqrmTL7vrYg1]{Bouncing Shield} or @UUID[Compendium.cyphersystem-compendium.abilities.Np67YSIzrP6w1PPb]{Shield Burst}

GM Intrusions: The shield is temporarily lost. A foe temporarily ends up with the shield.

Builds Robots

Your robotic creations do as they are commanded.

The word “robot” is used in this focus, though the robot you create might look very different from one created by someone else, depending on the genre. Steampunk robots, organic robots, or even magical golems are all feasible “robots.”

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.paIv2etaqLqY76y0]{Robot Assistant}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.pUliR2uWpIcE6jQX]{Robot Builder}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.kgCuCmU8kn0UMy8v]{Robot Control}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.ETGBAqAc1ApFH5cx]{Expert Follower} or @UUID[Compendium.cyphersystem-compendium.abilities.CtRvLxfUlCynJv1B]{Skill With Defense}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.BSx4qB29VwRUISm6]{Robot Upgrade}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.yqhUXLWMSNn5IYOn]{Robot Fleet}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.HAVNfVKAdwtJF6Jj]{Robot Evolution} or @UUID[Compendium.cyphersystem-compendium.abilities.BSx4qB29VwRUISm6]{Robot Upgrade}

GM Intrusions: The robot is hacked, gains a mind of its own, or unexpectedly detonates.

Calculates the Incalculable

Awesome mathematical ability allows you to model the world in real time, giving you an edge over everyone.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.vcbIe2sSMKJmawl4]{Predictive Equation}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.A853pOqz5BmPfh4w]{Higher Mathematics}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.V5oEOJ4i32t97yOG]{Predictive Model}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.CNw7shehsdySzhAK]{Subconscious Defense} or @UUID[Compendium.cyphersystem-compendium.abilities.7GsuhcRTpDX0d1em]{Enhanced Intellect}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.Z7JkIlrv7gxim4Fn]{Cognizant Offense}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.34Ycb9VK8JwHgSl4]{Greater Enhanced Intellect}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.GnQRIvynqXx1R2a0]{Further Mathematics}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.wlkPdME0r3hx9VbE]{Knowing the Unknown} or @UUID[Compendium.cyphersystem-compendium.abilities.34Ycb9VK8JwHgSl4]{Greater Enhanced Intellect}

GM Intrusions: Too many predicted results threaten to overwhelm and stun the character. A result points to imminent disaster.

Channels Divine Blessings

A devout follower of a divine being, you channel some of your deity’s power to achieve wonders.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.I9m3nOdBZ2HoEmbj]{Blessing of the Gods}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.7GsuhcRTpDX0d1em]{Enhanced Intellect}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.dJTgtIs80gOoI6ac]{Divine Radiance} or @UUID[Compendium.cyphersystem-compendium.abilities.NgHLZq3tZ3CFJvYv]{Fire Bloom}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.gDwPpgIAocEfQjPx]{Overawe}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.OkKNmMvLFwHxUv2r]{Divine Intervention}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.tgaSXp1VQiec8Jst]{Divine Symbol} or @UUID[Compendium.cyphersystem-compendium.abilities.LnZkUlKUuuD7iW3P]{Summon Demon}

GM Intrusions: A demon investigates divine magic use. A rival cult has issues with the character’s teachings.

Commands Mental Powers

You can pull images from dreams and bring them to life in the waking world.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.L2NOLfflU6HNleuT]{Telepathic}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.W5Zt9qDKCtNr49BC]{Mind Reading}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.Mc8L07dpf605FDo9]{Psychic Burst} or @UUID[Compendium.cyphersystem-compendium.abilities.iRqXVpngq6vfgtEn]{Psychic Suggestion}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.FktE2hQhSKXbWcQU]{Use Senses of Others}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.N0wzhZ676UrCR8M4]{Precognition}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.Vcfc6yjbqX6WSzCf]{Mind Control} or @UUID[Compendium.cyphersystem-compendium.abilities.K0C60k7wHBSpMQX4]{Telepathic Network}

GM Intrusions: Something glimpsed in the target’s mind is horrifying. A feedback loop allows the target to read the character’s mind.

Conducts Weird Science

Your preternatural insight and ability make you a scientist capable of amazing feats.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.4PVFXmi2cxI8MdpR]{Lab Analysis}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.eEGFknWQZUBNXn99]{Knowledge Skills}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.mFPUUmBIcGGsuwNd]{Modify Device}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.G0hoaZFQpdG7FfxO]{Better Living Through Chemistry} or @UUID[Compendium.cyphersystem-compendium.abilities.b776WTF2u1roh3n0]{Incredible Health}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.eEGFknWQZUBNXn99]{Knowledge Skills}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.gjBFpV2OvDmBqeE3]{Just a Bit Mad}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.RHLBHQuskBAVGnU8]{Weird Science Breakthrough}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.CyuPiJdYZIfNcTSy]{Incredible Feat of Science}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.JeqLEAcHOYVd78TH]{Inventor} or @UUID[Compendium.cyphersystem-compendium.abilities.FjXL6iSD1CJKbuGT]{Defensive Field}

GM Intrusions: Creations get out of control. Side effects cannot always be predicted. Weird science terrifies people and can draw the media. When a device created or modified by weird science is depleted, it detonates.

Consorts With the Dead

The dead answer your questions, and their reanimated corpses serve you.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.nvA3LwoSP7jf4h8G]{Speaker for the Dead}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.yaLHxRtVBhveqHJA]{Necromancy}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.uPvNopNWTgHGIPyR]{Reading the Room} or @UUID[Compendium.cyphersystem-compendium.abilities.rRDSzPJtUCwRVXFR]{Repair Flesh}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.vEVmBgz2TxOH3aSk]{Greater Necromancy}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.kKYyGbrQxDRSOh37]{Terrifying Gaze}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.GDphyYXSfjKE5BST]{True Necromancy} or @UUID[Compendium.cyphersystem-compendium.abilities.Gsre3acJaxhGBa0S]{Word of Death}

GM Intrusions: The character’s necromantic reputation precedes them. A corpse seeks revenge for being reanimated.

Controls Beasts

Your ability to communicate and lead beasts is uncanny.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.bOohoEcDegDBinFc]{Beast Companion}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.gT21nqWZ9Es576oC]{Soothe the Savage}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.OIk4usP2NFT0tDu7]{Communication}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.cGcblQ2qvyHM02kY]{Mount} or @UUID[Compendium.cyphersystem-compendium.abilities.h1rn92kIqG5VVYd6]{Stronger Together}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.zstBkLwRduC7vgGT]{Beast Eyes}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.0IlHHY1ktkN2L5Sp]{Improved Companion}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.pFWDdnTXCiPfwsWv]{Beast Call}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.Qm31Nw2SkBpVcv9M]{As If One Creature} or @UUID[Compendium.cyphersystem-compendium.abilities.LvoH43SKKtr3urKo]{Control the Savage}

GM Intrusions: The community is reluctant to welcome dangerous animals. Out-of-control beasts become a real hazard.

Controls Gravity

You can sway the attraction of gravity itself.

Type Swap Option: Weighty

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.UCR0rx32kEsTcgnF]{Hover}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.QH3l6ojVnasZm5U8]{Enhanced Speed Edge}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.SHMGbt30RfePtyNE]{Define Down} or @UUID[Compendium.cyphersystem-compendium.abilities.jbhcWHMiQQaR9ukO]{Gravity Cleave}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.eJpNT3QObtYiDfXY]{Field of Gravity}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.abdAcwYE8L00VakL]{Flight}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.Cnvf8fv0EEKU3iSn]{Improved Gravity Cleave} or @UUID[Compendium.cyphersystem-compendium.abilities.tMOeiKWrhp5P5CCQ]{Weight of the World}

GM Intrusions: Onlookers react with unreasoning fear. A weird interaction sends an ally or object careening into the sky.

Crafts Illusions

You fashion images from light that are so perfect they seem real.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.l60mmJrF1GupXLJB]{Minor Illusion}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.asQqC0DepYcsPxRV]{Illusory Disguise}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.JwG4lCSZIG3qUQAi]{Cast Illusion} or @UUID[Compendium.cyphersystem-compendium.abilities.hNsph7BRwllVSUre]{Major Illusion}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.hJV3hrSYcq3Zbzl5]{Illusory Selves}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.9cJ6gJZc7datpQwJ]{Terrifying Image}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.lCWWUQ0vYH2odiDv]{Grandiose Illusion} or @UUID[Compendium.cyphersystem-compendium.abilities.RNJbp1eAcMqSnYvb]{Permanent Illusion}

GM Intrusions: The illusion isn’t believable. The illusion is pierced at just the wrong moment.

Crafts Unique Objects

You’re an inventor of strange and useful objects.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.fkyJ02LbeOAfDxcF]{Crafter}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.YF8CYsYKcXpdfqH5]{Master Identifier}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.yIdq1lu1eUAkNyDC]{Artifact Tinkerer}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.m6X5wyPUPdhqLTIp]{Quick Work}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.4JDFgEhyhqReRngE]{Master Crafter} or @UUID[Compendium.cyphersystem-compendium.abilities.V2BSB9or5UJdTiYF]{Built-in Weaponry}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.M3TM1cORNnlEN0ZO]{Cyphersmith}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.y3qXWOUu7mAhg6Rb]{Innovator}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.JeqLEAcHOYVd78TH]{Inventor} or @UUID[Compendium.cyphersystem-compendium.abilities.rqC9cEmRkvm29N56]{Fusion Armor}

GM Intrusions: The object malfunctions, breaks, or suffers catastrophic or unexpected failure.

Cyphersmith works only in a setting where the cyphers are physical objects. If this isn’t the case, this ability should probably be replaced with something akin to Weird Science Breakthrough from the Conducts Weird Science focus.

Dances With Dark Matter

You can manipulate shadow and “dark” matter.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.7aCeBDGZqu8A9hMQ]{Ribbons of Dark Matter}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.VWehoqF0N6s0WMLK]{Void Wings}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.XYbtbbVKFYmDfmjO]{Dark Matter Shroud} or @UUID[Compendium.cyphersystem-compendium.abilities.MqGMnSIkHK4rOFSm]{Dark Matter Strike}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.yB4tnpDNVSOxgruq]{Dark Matter Shell}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.b44vvK2YjdSeYPJc]{Windwracked Traveler}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.JUn27j5YI3dRh2jJ]{Dark Matter Structure} or @UUID[Compendium.cyphersystem-compendium.abilities.apQwshUTjCQPym8A]{Embrace the Night}

GM Intrusions: Dark matter skulks away as if possessed by a mind of its own.

Defends the Gate

Everyone wants you on their side when it comes to a fight because nothing gets by you.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.C9x7b1qN4qmm568P]{Fortified Position}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.POaewj2PWMMfCY1i]{Rally to Me}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.VgomhLKFHDDAzW9T]{Mind for Might}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.ZvKFftq7doCxI7T5]{Fortification Builder} or @UUID[Compendium.cyphersystem-compendium.abilities.LODZEYtmmBN5D9zZ]{Divert Attacks}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.R9KnCCvGoEHvV1p0]{Greater Enhanced Might}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.hCAzOVpH0jrYc9qk]{Reinforcing Field}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.KBykf0P4WQ9Lb6TN]{Generate Force Field} or @UUID[Compendium.cyphersystem-compendium.abilities.eQIPJk2xcFGfDr3H]{Stun Attack}

GM Intrusions: A strategically important structure collapses. The enemy attacks from an unexpected direction.

Defends the Weak

You stand up for the helpless, the weak, and the unprotected.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.YvPBxDxLz16Usm7m]{Courageous}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.6zU8AURXjXgG63j6]{Warding Shield}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.9p2RJYFo6s55F5Ha]{Devoted Defender}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.fh7tK1BVjgSfZ8ml]{Insight}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.Su3LkSzdGHg9w1RO]{Dual Wards} or @UUID[Compendium.cyphersystem-compendium.abilities.GAeUBbQWE3ryv50V]{True Guardian}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.lb5Bo8BpNXdVMkmt]{Combat Challenge}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.JrSM5XYgXpxNnLl2]{Willing Sacrifice}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.aDnA7oA9ZYCEfprI]{Resuscitate} or @UUID[Compendium.cyphersystem-compendium.abilities.mjEFQ3ndDRvLB5Dj]{True Defender}

GM Intrusions: A character focused on protecting others may periodically leave themselves vulnerable to attacks.

Descends From Nobility

A descendent of wealth and power, you carry a noble title and the abilities granted by a privileged upbringing.

Type Swap Option: @UUID[Compendium.cyphersystem-compendium.abilities.S2OZtm12S2YvxD7H]{Retinue}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.xMRRfjFF0POkxyea]{Privileged Nobility}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.A8CGMbLGsJ3AHKMP]{Trained Interlocutor}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.zTsjsWVgzjQzl2MW]{Advanced Command} or @UUID[Compendium.cyphersystem-compendium.abilities.AAUqaiWxC5V4e1VH]{Noble’s Courage}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.ETGBAqAc1ApFH5cx]{Expert Follower}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.T5tn7zItPyaRcYNC]{Asserting Your Privilege}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.Eez3uExkDA20XJg3]{Able Assistance} or @UUID[Compendium.cyphersystem-compendium.abilities.qbXP6HlN56bPt7cq]{Mind of a Leader}

GM Intrusions: Debts incurred by a family are owed by the character. A long-lost sibling seeks to disinherit rivals. An assassin finds the character.

Doesn’t Do Much

You’re a slacker, but you know a little about a lot of things.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.aOzkoVf0mNSkZBtn]{Life Lessons}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.2fU3nI68oi5ScziC]{Totally Chill}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks} or @UUID[Compendium.cyphersystem-compendium.abilities.uhC4ubTGfhkNvIMX]{Improvise}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.aOzkoVf0mNSkZBtn]{Life Lessons}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.nOuOE3EkrNr81pSq]{Greater Skill With Defense}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.4necR0YTsaij4ojD]{Greater Enhanced Potential}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.wztu6KcpILxwlFTU]{Drawing on Life’s Experiences} or @UUID[Compendium.cyphersystem-compendium.abilities.Mac5S0sQe9Muf4Mv]{Quick Wits}

GM Intrusions: New situations are confounding and stressful. Past actions (or inactions) come back to haunt the character.

Drives Like A Maniac

Whether balancing on two wheels, jumping another vehicle, or driving head-on toward an oncoming enemy car, you don’t think about the risks when you’re behind the wheel.

Someone who Drives Like a Maniac needs access to a vehicle.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.DCuOpij3sNomBe1a]{Driver}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.1fu5C9JHmORmWTR8]{Driving on the Edge}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.lY7NaxsFxt1XZVk5]{Car Surfer}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.HHcC89OKZACgLB8Y]{Stare Them Down}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.hQx9SoUhY6jzUeTW]{Expert Driver} or @UUID[Compendium.cyphersystem-compendium.abilities.QH3l6ojVnasZm5U8]{Enhanced Speed Edge}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.EQXA8Gcwdc7dU8lw]{Sharp-Eyed}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.tuofJSTVjOEwRUem]{Enhanced Speed}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.vVax9KyZ3U4Wpok8]{Something in the Road}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.qKDngpAWNEzhdRj5]{Trick Driver} or @UUID[Compendium.cyphersystem-compendium.abilities.58CLKxSLgaT6W6Cj]{Lethal Damage}

GM Intrusions: The engine develops a knock. The bridge on the road ahead is out. The windshield shatters. Someone unexpectedly runs in front of the vehicle.

Emerged From the Obelisk

Your body, hard as crystal, gives you a suite of unique abilities, gained after an interaction with a floating crystalline obelisk.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.bzeuikGxbM7noj2z]{Crystalline Body}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.UCR0rx32kEsTcgnF]{Hover}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.QsXOz48JgyXYEEqS]{Inhabit Crystal} or @UUID[Compendium.cyphersystem-compendium.abilities.4Fe5z4FD71eHlbbd]{Immovable}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.hIWg9VFNnYnrknAu]{Crystal Lens}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.ucsscEpO5L2gIYZg]{Resonant Frequency}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.bY52t6eGONKu8Kr4]{Resonant Quake} or @UUID[Compendium.cyphersystem-compendium.abilities.tR2v2vMu3TgN21OJ]{Return to the Obelisk}

GM Intrusions: Cyphers and artifacts react unexpectedly in the character’s hands.

Employs Magnetism

You command metal and the power of magnetism.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.p2JmtbtuzscW1ogs]{Move Metal}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.MK2dp11krszjDsyc]{Repel Metal}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.0XSuUGS0UyrhiW44]{Destroy Metal} or @UUID[Compendium.cyphersystem-compendium.abilities.4v5pXMwFeB7xQzME]{Guide Bolt}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.n985WYLPzj2XqBry]{Magnetic Field}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.uN2YVmNxkFj3SFof]{Command Metal}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.fruWNFBBNLpcGLaC]{Diamagnetism} or @UUID[Compendium.cyphersystem-compendium.abilities.SZtOjKk7ScShJT6G]{Iron Punch}

GM Intrusions: The metal twists, bends, or produces shrapnel. A lapse in concentration might cause something to slip or drop at just the wrong time.

Entertains

You perform, mostly for the benefit of others.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.rfsCCpxcsjc8hr60]{Levity}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.oilgQ4oM02Pa0eNp]{Inspiration}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.eEGFknWQZUBNXn99]{Knowledge Skills} or @UUID[Compendium.cyphersystem-compendium.abilities.4necR0YTsaij4ojD]{Greater Enhanced Potential}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.CLObcsu2DKKKhzyK]{Calm}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.Eez3uExkDA20XJg3]{Able Assistance}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.kZ3LhhYZKrcnBplY]{Master Entertainer} or @UUID[Compendium.cyphersystem-compendium.abilities.xRIDlrBzTXVYC5rh]{Vindictive Performance}

GM Intrusions: The audience is annoyed or offended. Musical instruments break. Paints dry in their pots. The words to a poem or song are forgotten.

Note: Erratum

It seems that the tier 2 ability is supposed to be @UUID[Compendium.cyphersystem-compendium.abilities.DLxDL49VjUEMAjxZ]{Inspiring Ease} instead of Inspiration.

Exists in Two Places at Once

You exist in two places at once.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.P1jQZdPIrxo4wNlr]{Duplicate}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.PRh7n2VLXyRa4il9]{Share Senses}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.FwEUY43Q8EMVCCsL]{Superior Duplicate} or @UUID[Compendium.cyphersystem-compendium.abilities.oEubmS7pZ3zFK8uJ]{Resilient Duplicate}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.nVFRDMhuWDrdve4F]{Damage Transference}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.jmjxGRJTwztzBtLc]{Coordinated Effort}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.rsYzxCchklPSFAp7]{Multiplicity} or @UUID[Compendium.cyphersystem-compendium.abilities.oEubmS7pZ3zFK8uJ]{Resilient Duplicate}

GM Intrusions: Perceiving the world from two different places disorients the character, causing momentary vertigo, nausea, or confusion.

Exists Partially Out of Phase

A bit translucent, you’re slightly out of phase and can move through solid objects.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.g0SqMvb020tiTQ48]{Walk Through Walls}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.2j6Hqr2Y8Xbz97c4]{Defensive Phasing}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.cJB7wj5okdPZuRNb]{Phased Attack} or @UUID[Compendium.cyphersystem-compendium.abilities.MFBq4Fc432FS6nkX]{Phase Door}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.Kk9lHkiaqsr3pUmk]{Ghost}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.QLRztjFH4YetYM6l]{Untouchable}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.xHLPf1FETmn06aA8]{Enhanced Phased Attack} or @UUID[Compendium.cyphersystem-compendium.abilities.ptH3O4GES71CClGO]{Phase Foe}

GM Intrusions: The character is sent phasing into an unexpected dimension. The character becomes lost in a large solid.

Explores Dark Places

You’re the archetypal treasure hunter, scavenger, and finder of lost things.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.MwDYD8V1CJv8w9rR]{Superb Explorer}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.aJ1T8XqGF38vyzV2]{Superb Infiltrator}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.xskKzxBoGvSrje4e]{Eyes Adjusted}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.LdHCwZcifnRRuPrp]{Nightstrike} or @UUID[Compendium.cyphersystem-compendium.abilities.JhBTTC5ZUTT8NvUA]{Slippery Customer}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.5t5EIoGSan3pQ08D]{Hard-Won Resilience}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.xRvaY8SG4HVy5WO8]{Dark Explorer}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.XRXQwJplJrm7onbN]{Blinding Attack} or @UUID[Compendium.cyphersystem-compendium.abilities.2asT0zvk1kw5hC1v]{Embraced by Darkness}

GM Intrusions: Possessions fall out of pockets or bags in the dark; maps get lost; information gained fails to include an important detail.

Fights Dirty

You’ll do anything to win a fight: bite, scratch, kick, trick, and worse.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.VAGafmOiBpvU2eq0]{Tracker}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.gwMRhz3h9zxbVQXt]{Stalker}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.sHdBJdVshvtAqz1K]{Sneak}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.FEkLEYwk7r9KE7oC]{Quarry}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.7Gxuqkwo4i47yHe3]{Betrayal} or @UUID[Compendium.cyphersystem-compendium.abilities.uG2ACHNAPoZirp0b]{Surprise Attack}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.R9WffstnihzBuuvW]{Mind Games}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.gNRMG3mJTzWaCGph]{Capable Warrior}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.vhGEeFVgyqX1gzRr]{Using the Environment}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.Z4QcjOxgltEJPm96]{Twisting the Knife} or @UUID[Compendium.cyphersystem-compendium.abilities.KNElOxbWobS1ygLv]{Murderer}

GM Intrusions: People look poorly upon those who cheat or fight without honor. Sometimes a dirty trick backfires.

Fights With Panache

You’re a swashbuckling daredevil who fights with flamboyant style that’s entertaining to watch.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.b8rtgyatE8o9FaRS]{Attack Flourish}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.GQeO9RXVzeriLsfy]{Quick Block}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.ra0A8MtQjZEYhJPr]{Acrobatic Attack} or @UUID[Compendium.cyphersystem-compendium.abilities.tmrSKjGmjbxfIqPI]{Flamboyant Boast}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.3JWMtJBjf3oUWaxP]{Block for Another}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.jaGs9nmLaywdRMUN]{Fast Kill}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.vhGEeFVgyqX1gzRr]{Using the Environment}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.cuK7oPGFdlOPoc44]{Agile Wit} or @UUID[Compendium.cyphersystem-compendium.abilities.G5bTthwpEf5azVHA]{Return to Sender}

GM Intrusions: The display comes off looking silly, clumsy, or unattractive.

Flies Faster Than a Bullet

You can fly, and you’re superstrong, hard to hurt, and fast too. Is there anything you can’t do?

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.UCR0rx32kEsTcgnF]{Hover}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.4necR0YTsaij4ojD]{Greater Enhanced Potential}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.sPheWt9emoY3PCA8]{Hidden Reserves} or @UUID[Compendium.cyphersystem-compendium.abilities.rYyymKUc0QKWdNsy]{See Through Matter}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.Zps9ZUc9RD1mRDEK]{Blink of an Eye}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.s68x7VxwueUkCkOg]{Up to Speed}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.sbGo2i4oqy1aUeQ6]{Not Dead Yet}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.IUlsD8Zxp8AYbO4h]{Burning Light} or @UUID[Compendium.cyphersystem-compendium.abilities.NMgopYfoagESHtea]{Ignore Affliction}

GM Intrusions: A nemesis finds the character. A strange material is found to nullify the character’s abilities.

Focuses Mind Over Matter

You can telekinetically move objects with your mind without physically touching them.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.LODZEYtmmBN5D9zZ]{Divert Attacks}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.xDn74LRD6xlMUqj2]{Telekinesis}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.gyZd83dgvZnQrmbb]{Cloak of Opportunity} or @UUID[Compendium.cyphersystem-compendium.abilities.bvqDafTBMB7Uo9Qj]{Enhance Strength}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.loOJI9ZakIwGrmW1]{Apportation}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.8wSx2qtKXq0dWxId]{Psychokinetic Attack}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.iEOf9IkbHU8oBOMm]{Improved Apportation} or @UUID[Compendium.cyphersystem-compendium.abilities.YFbC1HRis4SpZgrS]{Reshape}

GM Intrusions: One mental slip, and moving objects drop or fragile objects break. Sometimes the wrong item moves, falls, or breaks.

Note: Erratum

It seems that the tier 1 ability is supposed to be @UUID[Compendium.cyphersystem-compendium.abilities.YcDF62pED8waUtry]{Deflect Attacks} instead of Divert Attacks.

Fuses Flesh and Steel

Your body is part machine.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.dPFQTFRzv7D7PYKq]{Enhanced Body}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.4dTGeclZRVjzn5tT]{Interface}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.syiylO75dZlcUp3i]{Sensing Package} or @UUID[Compendium.cyphersystem-compendium.abilities.NFsoXUQaq3I5h2UY]{Weaponization}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.42sPqHxJEybiZ6Vh]{Fusion}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.Uk6ceaEWFjcoHNTI]{Deep Reserves}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.laxdkyrDuOhxfWKc]{Mind Surge} or @UUID[Compendium.cyphersystem-compendium.abilities.fkedtvx6UakJPOZN]{Ultra Enhancement}

GM Intrusions: People in most societies are afraid of someone who is revealed to have mechanical parts.

Fuses Mind and Machine

Electronic aids implanted in your brain make you a mental powerhouse.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.7GsuhcRTpDX0d1em]{Enhanced Intellect}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.eEGFknWQZUBNXn99]{Knowledge Skills}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.2GicRKJcPO3hmlwD]{Network Tap}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.GK0o4fjCtxgAP269]{Action Processor} or @UUID[Compendium.cyphersystem-compendium.abilities.dLJ0B35UlB5wxCf4]{Machine Telepathy}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.34Ycb9VK8JwHgSl4]{Greater Enhanced Intellect}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.eEGFknWQZUBNXn99]{Knowledge Skills}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.MA2Pwhbpbq2SSIQy]{See the Future}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.teF5kZpAuRfZKfxn]{Machine Enhancement} or @UUID[Compendium.cyphersystem-compendium.abilities.laxdkyrDuOhxfWKc]{Mind Surge}

GM Intrusions: Machines malfunction and shut down. Powerful machine intelligences can take control of lesser thinking machines. Some people don’t trust a person who isn’t fully organic.

Grows to Towering Heights

For brief periods, you can grow larger and, with enough experience, to towering heights.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.HDYOv1V10xpFbFI7]{Enlarge}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.HoUOwIPfKTlxyQH0]{Freakishly Large}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.GmMePJHTRl6PshR6]{Bigger}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.wifCvRG9OhsTDT30]{Advantages of Being Big}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.uNzF1oQKJ6T1yqL4]{Huge} or @UUID[Compendium.cyphersystem-compendium.abilities.WuNUt6ltWGDdjNLS]{Throw}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.48i5ybVtZaTlFLJf]{Grab}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.0XYaYNoQzrYYKR4p]{Gargantuan}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.hbbPZIjq81Qqdp6i]{Colossal} or @UUID[Compendium.cyphersystem-compendium.abilities.58CLKxSLgaT6W6Cj]{Lethal Damage}

GM Intrusions: Rapid growth knocks over furnishings or smashes through ceilings or hanging lights. An enlarged character breaks through the floor.

Helps Their Friends

You love your friends and help them out of any difficulty, no matter what.

Type Swap Option: Advice From a Friend

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.lZCAKgP966BuU4uF]{Friendly Help}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.YvPBxDxLz16Usm7m]{Courageous}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.QGSHCRW46vn5Xdwu]{Weather the Vicissitudes}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.knh2MWMhCgqOjWYD]{Buddy System} or @UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.RgosWDt0hkosbVQr]{In Harm’s Way}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.MwVDTy2Rx1V7Tyly]{Enhanced Physique}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.FiSwskgQGBjp4IhZ]{Inspire Action}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.1tkQKo32UKxTUUPn]{Deep Consideration} or @UUID[Compendium.cyphersystem-compendium.abilities.CtRvLxfUlCynJv1B]{Skill With Defense}

GM Intrusions: Others sometimes have ulterior motives. The law takes an undue interest. Even when everything goes right, repercussions follow.

Howls at the Moon

For brief periods, you become a fearsome and powerful creature with control issues.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.8DXGUr433iXaVCSv]{Beast Form}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.wIOwT1tjGLMYzZAb]{Controlled Change}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.NIePQkLH2DTVjZR2]{Bigger Beast Form} or @UUID[Compendium.cyphersystem-compendium.abilities.Ee8QC6fkRvD1yw6h]{Greater Beast Form}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.wqzexDdZolWgxAza]{Greater Controlled Change}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.A9uQnidn6SKTNHJA]{Enhanced Beast Form}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.58CLKxSLgaT6W6Cj]{Lethal Damage} or @UUID[Compendium.cyphersystem-compendium.abilities.85DCcEDqvz6A0LkD]{Perfect Control}

GM Intrusions: The change happens in an uncontrolled fashion. People are terrified of monsters.

Hunts

You are a stalking hunter who excels at bringing down your selected quarry.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.b8rtgyatE8o9FaRS]{Attack Flourish}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.VAGafmOiBpvU2eq0]{Tracker}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.FEkLEYwk7r9KE7oC]{Quarry}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.sHdBJdVshvtAqz1K]{Sneak}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.aBfj6w1y6noOzB7d]{Horde Fighting} or @UUID[Compendium.cyphersystem-compendium.abilities.57txEIyzuPUQOqVP]{Sprint and Grab}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.uG2ACHNAPoZirp0b]{Surprise Attack}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.LE8NtDKG9TzXBv5B]{Hunter’s Drive}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.oroWEBbp3cvrYwH9]{Greater Skill With Attacks} or @UUID[Compendium.cyphersystem-compendium.abilities.ENO71nxs3MSKzvq6]{Multiple Quarry}

GM Intrusions: The quarry notices the character. The quarry isn’t as vulnerable as it seemed.

Infiltrates

Subtlety, guile, and stealth allow you to get in where others can’t.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.QAdh0yZBjJsHdJjD]{Stealth Skills}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.WUY75HFAqAu1i9ku]{Sense Attitudes}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.vFc52xBtBp69WglW]{Impersonate}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.LFiTEQpWhXBgIZWb]{Flight Not Fight}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.ZB80ZclRSzEcr4o1]{Awareness} or @UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.wvlSlYCJyrJuFqtn]{Invisibility}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.N0OZaNOIbHTiWDL1]{Evasion}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.3SiJ5Drao8XtmgzV]{Brainwashing} or @UUID[Compendium.cyphersystem-compendium.abilities.jrTEtAhE6GfLW7R4]{Spring Away}

GM Intrusions: Spies are treated harshly when caught. Allies disavow infiltrators who get caught. Some secrets are better left unknown.

Interprets the Law

You excel at winning others over to your views.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.EbnGDC61relhYaib]{Opening Statement}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.xBQM1AmjmcjmPDDD]{Knowledge of the Law}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.2GwH3ugd7aHrWZRz]{Debate}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.Eez3uExkDA20XJg3]{Able Assistance} or @UUID[Compendium.cyphersystem-compendium.abilities.FQPA8oY3xiZIL6aG]{Enhanced Intellect Edge}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.Hw16NpdbdJOqVF4z]{Castigate}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.kcXnkEBuyNil4Nd4]{No One Knows Better}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.4necR0YTsaij4ojD]{Greater Enhanced Potential} or @UUID[Compendium.cyphersystem-compendium.abilities.pGJIwlCJDib2Splm]{Legal Intern}

GM Intrusions: Onlookers react badly to a know-it-all. A distraction or interruption throws the character’s argument off the rails.

Is Idolized by Millions

You’re a celebrity and most people adore you.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.ZK4CUb9HH4J5A8IN]{Entourage}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.zGoUoC6i0f1SbUqE]{Celebrity Talent}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.6QXGJBsJPDFgcdq5]{Perks of Stardom}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.b776WTF2u1roh3n0]{Incredible Health} or @UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.mUhnX0UmEw2BROkI]{Captivate With Starshine}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.ETGBAqAc1ApFH5cx]{Expert Follower}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.1W0sBVHxG7LESCPl]{Do You Know Who I Am?}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.zZYSSAFXtJcuezxM]{Transcend the Script} or @UUID[Compendium.cyphersystem-compendium.abilities.0IlHHY1ktkN2L5Sp]{Improved Companion}

GM Intrusions: Fans are endangered or hurt on your behalf. Someone in your entourage betrays you. Your show, tour, contract, or other event is canceled. The media posts photos of you in an embarrassing situation.

Is Licensed to Carry

You carry a gun and you know how to use it in a fight.

Although Is Licensed to Carry is designed with modern firearms in mind, it could apply to flintlock weapons, futuristic laser blasters, or other ranged weapons.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.1SBd1jm66eSo4eHn]{Gunner}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.wAbsUj5mHZatr3JG]{Practiced With Guns}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.Mbq7D0u4Vee0NKYz]{Careful Shot}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.I8N5PUMy5Eq7cqZl]{Trained Gunner} or @UUID[Compendium.cyphersystem-compendium.abilities.UlQ7w5iD57Hfdzce]{Damage Dealer}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.oNk0Nhle1XwBhOvp]{Snap Shot}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.WrJDw2X8JHcljjP4]{Arc Spray}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.BM6YnBez7sVnrGUh]{Special Shot} or @UUID[Compendium.cyphersystem-compendium.abilities.58CLKxSLgaT6W6Cj]{Lethal Damage}

GM Intrusions: Misfire or jam! The attack fails and the action is lost, plus an additional action is needed to fix the problem.

Is Wanted by the Law

“WANTED, DEAD OR ALIVE” posters (or their equivalent) have appeared featuring your face. It’s up to you whether it’s a mistake that snowballed out of control or you actually would kill someone just for looking at you.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.tuofJSTVjOEwRUem]{Enhanced Speed}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.UyQTRi5ZwWU5tMO0]{Danger Sense}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.uG2ACHNAPoZirp0b]{Surprise Attack}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.DMBJEypEWuAS2lai]{Outlaw Reputation} or @UUID[Compendium.cyphersystem-compendium.abilities.36nlDXhOP5e5dfns]{Successive Attack}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.jaGs9nmLaywdRMUN]{Fast Kill}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.fD8yD0pGCMdOJkGb]{Band of Desperados}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.sbGo2i4oqy1aUeQ6]{Not Dead Yet} or @UUID[Compendium.cyphersystem-compendium.abilities.58CLKxSLgaT6W6Cj]{Lethal Damage}

GM Intrusions: Most people do not take well to discovering a wanted outlaw in their midst.

Keeps a Magic Ally

An allied magic creature bound to an object (such as a minor djinn in a lamp, or a ghost in a pipe) is your friend, protector, and weapon.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.9Kag2UMn6Wdxq4Zo]{Bound Magic Creature}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.PCTUkuALVb0GdTCe]{Object Bond}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.1KjY8D1dvLc3NuUv]{Hidden Closet}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.l0OFjk5XVGV5LzP1]{Minor Wish} or @UUID[Compendium.cyphersystem-compendium.abilities.cGcblQ2qvyHM02kY]{Mount}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.QxOsAHpd8ZkEXI5u]{Improved Object Bond}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.m2j3n3xiExLcXAAn]{Moderate Wish}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.Aprz5cRtdgiAIYUM]{Object Bond Mastery} or @UUID[Compendium.cyphersystem-compendium.abilities.V7npSeuqG3JI4Dvv]{Trust to Luck}

GM Intrusions: The creature unexpectedly disappears into its bound object. The bound object cracks. The creature disagrees and doesn’t do as asked. The creature says it’s leaving unless a task is performed for it.

Leads

Your natural leadership capability allows you to command others, including a loyal band of followers.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.FDUGlu7DZhdfxH2P]{Natural Charisma}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.DmnRMTfHYaeoYFVu]{Good Advice}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.RnK2bmvUb7RIVPSA]{Enhanced Potential}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.4XwwFeGO5haHxvQs]{Basic Follower}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.zTsjsWVgzjQzl2MW]{Advanced Command} or @UUID[Compendium.cyphersystem-compendium.abilities.ETGBAqAc1ApFH5cx]{Expert Follower}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.8EMTH3JCrC5Vjt63]{Captivate or Inspire}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.4necR0YTsaij4ojD]{Greater Enhanced Potential}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.KpbEHKNSEycVB1GU]{Band of Followers} or @UUID[Compendium.cyphersystem-compendium.abilities.qbXP6HlN56bPt7cq]{Mind of a Leader}

GM Intrusions: Followers fail, betray, lie, become corrupted, get kidnapped, or die.

Learns Quickly

You deal with bad situations as they arise, learning new lessons each time.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.7GsuhcRTpDX0d1em]{Enhanced Intellect}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.0xVoKhKKvzxIbtJD]{There’s Your Problem}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.YCwy44WnpusEYN7g]{Quick Study}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.qgholblGXKQri99M]{Hard to Distract}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.FQPA8oY3xiZIL6aG]{Enhanced Intellect Edge} or @UUID[Compendium.cyphersystem-compendium.abilities.dVh39nh5ARUxreUc]{Flex Skill}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.dIK67k9aoBbFBnkf]{Pay It Forward}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.7GsuhcRTpDX0d1em]{Enhanced Intellect}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.2LaX22wvw35lDger]{Learned a Few Things}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.EE1xCQ3OvCrdrG6z]{Two Things at Once} or @UUID[Compendium.cyphersystem-compendium.abilities.CtRvLxfUlCynJv1B]{Skill With Defense}

GM Intrusions: Accidents and mistakes are great teachers.

Lives in the Wilderness

You can survive in badlands where others perish.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.KqV5RSzOU3S3NK51]{Wilderness Life}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.wHcuP6T7Ti6j5Y8C]{Enhanced Might}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.vFQaDsHzJpTSV8Tw]{Living Off the Land}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.Db7aRY4t1mwRpcoL]{Wilderness Explorer}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.KAAezRI2l8rdp1NS]{Animal Senses and Sensibilities} or @UUID[Compendium.cyphersystem-compendium.abilities.Ja8ebgq2RDQryN62]{Wilderness Encouragement}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.CBdIPMJ2oOOesmod]{Wilderness Awareness}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.pfZzabIIEuU4kSH3]{The Wild Is on Your Side}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.Wj6oHOvnZkZjulwI]{One With the Wild} or @UUID[Compendium.cyphersystem-compendium.abilities.TRdK7RJBkq8WW4np]{Wild Camouflage}

GM Intrusions: People in cities and towns sometimes disparage those who look (and smell) like they live in the wilds, as if they were ignorant or barbaric.

Looks for Trouble

You’re a scrapper and love a good fight.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.Hgr8QZmzjXmYorfs]{Fists of Fury}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.XseI77zSp7iHkEWq]{Wound Tender}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.qp1jDaFiRR5xPPMn]{Protector}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.tFhd4dEGikOd1g1K]{Straightforward}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks} or @UUID[Compendium.cyphersystem-compendium.abilities.4necR0YTsaij4ojD]{Greater Enhanced Potential}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.2K3b6cTuLEGZfYqa]{Knock Out}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.kNSRytTtQX0rU3aE]{Mastery With Attacks}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.R9KnCCvGoEHvV1p0]{Greater Enhanced Might} or @UUID[Compendium.cyphersystem-compendium.abilities.58CLKxSLgaT6W6Cj]{Lethal Damage}

GM Intrusions: Weapons break or fly from even the strongest grip. Brawlers trip and fall. Even the battlefield can work against you with things falling or collapsing.

Loves the Void

When it’s just you, your spacesuit, and the panorama of stars wheeling out forever and always, you are at peace.

Type Swap Option: @UUID[Compendium.cyphersystem-compendium.abilities.geCiPXMF2sIRJ68U]{Have Spacesuit, Will Travel}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.zgcoMEc4j2MjpDhC]{Vacuum Skilled}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.GfDLA0qSvqhqzIbL]{Microgravity Adept}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.QH3l6ojVnasZm5U8]{Enhanced Speed Edge}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.MwVDTy2Rx1V7Tyly]{Enhanced Physique}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.q73VWJY2cmWxRcYx]{Space Fighting} or @UUID[Compendium.cyphersystem-compendium.abilities.rqC9cEmRkvm29N56]{Fusion Armor}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.U2QV8t7Pq9irgHqF]{Silent As Space}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.JJ9nWmcBIlfyNDfe]{Push Off and Throw}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.iIy1HDd9yUl07AYo]{Microgravity Avoidance}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.w3HN2nZBTo5mLJcM]{Weightless Shot} or @UUID[Compendium.cyphersystem-compendium.abilities.cbXNxvPdWEbKF6nA]{Reactive Field}

GM Intrusions: Spacesuits develop glitches. Air refill cartridges sometimes misreport capacity. Micrometeorites are common in space.

Masters Defense

You use protective equipment and practiced techniques to avoid becoming hurt in a fight.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.EheuStXUDPojVmT5]{Shield Master}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.gS1X6POaKLjNlHsI]{Sturdy}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.o2ZDoteWQsFsqTJr]{Practiced in Armor}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.zLJYM2OiFVIsuz3P]{Dodge and Resist} or @UUID[Compendium.cyphersystem-compendium.abilities.E1YiGcXAYOjHXoAd]{Dodge and Respond}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.2AIQhz00HyZhY7wM]{Tower of Will}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.4eCjeGPA0ovnwIfu]{Experienced in Armor}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.lGbieMmnuoqsl4Jz]{Nothing but Defend}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.i5n7BaFjTo6W35f9]{Defense Master} or @UUID[Compendium.cyphersystem-compendium.abilities.B6SEeGr5kxLAgvvq]{Wear It Well}

GM Intrusions: Shields break when hit, as do weapons used to parry. Armor straps break.

Masters Spells

By specializing in spellcasting and keeping a spellbook, you can quickly cast spells of arcing lightning, rolling fire, creeping shadow, and summoning.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.EyAIsiqJGCspQFcu]{Arcane Flare}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.Yg6jEM07HAccDcNC]{Ray of Confusion}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.NgHLZq3tZ3CFJvYv]{Fire Bloom} or @UUID[Compendium.cyphersystem-compendium.abilities.wEWyNKnVgVOjsyms]{Summon Giant Spider}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.2t9oGZRuFhLCKjsa]{Soul Interrogation}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.ZK9Ruc53rKBqU93i]{Granite Wall}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.LnZkUlKUuuD7iW3P]{Summon Demon} or @UUID[Compendium.cyphersystem-compendium.abilities.Gsre3acJaxhGBa0S]{Word of Death}

GM Intrusions: The spell goes wrong. The summoned creature turns on the caster. A rival spellcaster is drawn to the magic use.

Masters the Swarm

Insects. Rats. Bats. Even birds. You master one type of small creature that obeys you.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.ZEcFnsNXgcozJElT]{Influence Swarm}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.hIxPlDRbNqallNiu]{Control Swarm}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.CEscdPwUrBpzUeS0]{Living Armor} or @UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.gLxVxCSix441TyKq]{Call Swarm}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.rUzrjRuT2nfEdCaJ]{Gain Unusual Companion}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.iQhBPww1s4wRZcDz]{Deadly Swarm} or @UUID[Compendium.cyphersystem-compendium.abilities.CtRvLxfUlCynJv1B]{Skill With Defense}

GM Intrusions: A command is misunderstood. Control is erratic or is lost. Bites and stings are not uncommon for masters of the swarm.

Masters Weaponry

You are a master user of a particular type of weapon, be it a sword, whip, dagger, gun, or something else.

Someone who Masters Weaponry might have additional equipment, including a high- quality weapon.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.J0fj73TfCu4aSdVL]{Weapon Master}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.qBTIXXJt2Ahn8UYh]{Weapon Crafter}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.6Xs3fyaANQDWXRoc]{Weapon Defense}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.YA5P5CBNr5NSmY6z]{Rapid Attack} or @UUID[Compendium.cyphersystem-compendium.abilities.7rjeYt5hNhkvqK9w]{Disarming Strike}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.imWLlYQs4LTaCTdS]{Never Fumble}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.mhgFWIDr0QuCHRIF]{Extreme Mastery}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.KNElOxbWobS1ygLv]{Murderer} or @UUID[Compendium.cyphersystem-compendium.abilities.6P1CJvVMot3Y2xj0]{Deadly Strike}

GM Intrusions: Weapons break. Weapons can be stolen. Weapons can be dropped or forced out of your hand.

Metes Out Justice

You right wrongs, protect the innocent, and punish the guilty.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.Zu06akqnHdCvoR0W]{Make Judgment}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.tjxKTFdA8gqZDP90]{Designation}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.5jGN9GicKYIAneKQ]{Defend the Innocent}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.3fMzqFFQ1rLtbVrd]{Improved Designation}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.bz04IOSkdP3zcRMD]{Defend All the Innocent} or @UUID[Compendium.cyphersystem-compendium.abilities.iGRECL13bqrSSF7P]{Punish the Guilty}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.RESKINMA0INj60Rc]{Find the Guilty}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.QgnoEdKZ50u4JZoL]{Greater Designation}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.KVOFCKWKmUrqAe7v]{Punish All the Guilty}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.JH40M99RAN6IZWze]{Damn the Guilty} or @UUID[Compendium.cyphersystem-compendium.abilities.Kf09KYdZqG6dNTFC]{Inspire the Innocent}

GM Intrusions: Guilt or innocence can be complicated. Some people resent the presumption of a self-appointed judge. Passing judgment makes enemies.

Moves Like a Cat

Lithe, flexible, and graceful, you move quickly and smoothly, and never seem to be where danger is.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.Qsi6Iw5YCcY8jmNx]{Greater Enhanced Speed}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.tJiXzKX4gf0GNV6V]{Balance}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.tC7wmZwlZcQy5Vd0]{Movement Skills}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.g0Ewv5wBooSFYOlH]{Safe Fall}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.leUaFf4AxYJwwOHt]{Hard to Hit}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.QH3l6ojVnasZm5U8]{Enhanced Speed Edge} or @UUID[Compendium.cyphersystem-compendium.abilities.Qsi6Iw5YCcY8jmNx]{Greater Enhanced Speed}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.JlYk5UNZEUzzO8Js]{Quick Strike}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.2CrV3a9S1yzOXBOJ]{Slippery}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.mSNoWynky7DMz7ln]{Perfect Speed Burst} or @UUID[Compendium.cyphersystem-compendium.abilities.Qsi6Iw5YCcY8jmNx]{Greater Enhanced Speed}

GM Intrusions: Even a cat can be clumsy. A jump isn’t quite as easy as it looks. An escape move is so overzealous that it sends the character right into harm’s way.

Moves Like the Wind

You can move so fast that you become a blur.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.Qsi6Iw5YCcY8jmNx]{Greater Enhanced Speed}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.Sg5WeSF04CYNEecl]{Fleet of Foot}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.leUaFf4AxYJwwOHt]{Hard to Hit}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.8LHIZs9gEAd02tId]{Speed Burst} or @UUID[Compendium.cyphersystem-compendium.abilities.Qsi6Iw5YCcY8jmNx]{Greater Enhanced Speed}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.Zps9ZUc9RD1mRDEK]{Blink of an Eye}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.NhNvpbUWNRIFEm8b]{Hard to See}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.mSNoWynky7DMz7ln]{Perfect Speed Burst} or @UUID[Compendium.cyphersystem-compendium.abilities.0wVk3CszKCJQfp0Q]{Incredible Running Speed}

GM Intrusions: Surfaces can be slick or offer hidden obstacles. The movement of other creatures can be unpredictable, and the character might run into them.

Murders

You’re an assassin, whether by trade, by inclination, or because it was that or be killed yourself. (Someone who Murders might have additional equipment, including three doses of a level 2 blade poison that inflicts 5 points of damage.)

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.uG2ACHNAPoZirp0b]{Surprise Attack}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.rYaAyFLmCAAwZi0s]{Assassin Skills}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.y2eUnbkzxOeoe9w6]{Quick Death}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.369RISHwqzRXkwEG]{Infiltrator}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.ZB80ZclRSzEcr4o1]{Awareness} or @UUID[Compendium.cyphersystem-compendium.abilities.AQQzctwqPJPUTRbb]{Poison Crafter}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.tbeFzIPGuAjRBpKM]{Better Surprise Attack}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.UlQ7w5iD57Hfdzce]{Damage Dealer}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.FzJe2XEwhtUajTWI]{Escape Plan} or @UUID[Compendium.cyphersystem-compendium.abilities.KNElOxbWobS1ygLv]{Murderer}

GM Intrusions: Most people do not react well to a professional killer.

Needs No Weapon

Powerful punches, kicks, elbows, knees, and full body movements are all the weapons you need.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.Hgr8QZmzjXmYorfs]{Fists of Fury}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.K33ayv0NcktuV53N]{Flesh of Stone}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.p61Ycyc7lVZQXupO]{Advantage to Disadvantage}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.JJKRrcU5L1yM9y90]{Unarmed Fighting Style}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.mGv7zlZu1wtNCQXQ]{Moving Like Water} or @UUID[Compendium.cyphersystem-compendium.abilities.4necR0YTsaij4ojD]{Greater Enhanced Potential}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.LODZEYtmmBN5D9zZ]{Divert Attacks}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.eQIPJk2xcFGfDr3H]{Stun Attack}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.S4PaEqmYjg4TGoG3]{Master of Unarmed Fighting Style} or @UUID[Compendium.cyphersystem-compendium.abilities.58CLKxSLgaT6W6Cj]{Lethal Damage}

GM Intrusions: Striking certain foes hurts you as much as it hurts them. Opponents with weapons have greater reach. Complicated martial arts moves can knock you off balance.

Never Says Die

You never quit, can shrug off a beating, and always come back for more.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.UtFc3e4grYyCQneH]{Improved Recovery}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.wXV7JxEmZDlBvRKO]{Push on Through}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.JuOmZXMt1T3tQUZ8]{Ignore the Pain}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.R0UuZ32vmmeFbSMV]{Blood Fever} or @UUID[Compendium.cyphersystem-compendium.abilities.sPheWt9emoY3PCA8]{Hidden Reserves}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.iyM2N9G0RLlj6BZ7]{Increasing Determination} or @UUID[Compendium.cyphersystem-compendium.abilities.3VJyYtECl0wKQj2p]{Outlast the Foe}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.sbGo2i4oqy1aUeQ6]{Not Dead Yet}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.5HNZcrij9mgEmvAR]{Final Defiance} or @UUID[Compendium.cyphersystem-compendium.abilities.NMgopYfoagESHtea]{Ignore Affliction}

GM Intrusions: Sometimes, it’s equipment or weapons that give out.

Operates Undercover

Under the guise of someone else, you seek to find answers the powerful do not want divulged.

Someone who Operates Undercover might have additional equipment that includes a disguise kit.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.PK6oiYXgdP7KaGgi]{Investigate}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.eYHlYyVDj3odrAFJ]{Disguise}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.6ILcTvACqDdLVpc8]{Agent Provocateur} or @UUID[Compendium.cyphersystem-compendium.abilities.ZuX6gykVtKxiBAxR]{Run and Fight}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.MzKqElUHuTtHkV7D]{Pull a Fast One}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.bgaCXtvlT0zWmAIA]{Using What’s Available}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.V7npSeuqG3JI4Dvv]{Trust to Luck} or @UUID[Compendium.cyphersystem-compendium.abilities.6P1CJvVMot3Y2xj0]{Deadly Strike}

GM Intrusions: Bad luck can ruin the best plans. Disguises fail. Allies are revealed to be agents, too.

Performs Feats of Strength

A muscled prodigy, you can haul incredible weight, hurl your body through the air, and punch through doors.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.cpXOBSLY03j89yOy]{Athlete}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.g1t5TxZXsNovIVTn]{Enhanced Might Edge}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.YQEECpNwDSFCFnCN]{Feat of Strength}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.PYD24TjoDAqbKAj8]{Iron Fist} or @UUID[Compendium.cyphersystem-compendium.abilities.WuNUt6ltWGDdjNLS]{Throw}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.R9KnCCvGoEHvV1p0]{Greater Enhanced Might}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.ARiNuZrnfFCvZAFd]{Brute Strike}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.R9KnCCvGoEHvV1p0]{Greater Enhanced Might} or @UUID[Compendium.cyphersystem-compendium.abilities.IFb8NX06xgWM7H98]{Jump Attack}

GM Intrusions: It’s easy to break delicate things or hurt someone accidentally.

Pilots Starcraft

You’re a crack starship pilot.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.Kk5nnC1EcYtqc3Fu]{Pilot}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.QgCWZia7gFicmEJr]{Flex Lore}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.h3G0Ven2SoaPCbk4]{Salvage and Comfort}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.hGbNYgkuIiZHomcJ]{Mentally Tough}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.12xO8QaEsTvEFUvY]{Expert Pilot}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.hIy0GMeL8WALvhEb]{Ship Footing} or @UUID[Compendium.cyphersystem-compendium.abilities.XkFsMa9e9IY2FRcN]{Machine Companion}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.x7YnN02GiwDQ09km]{Sensor Array}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.tuofJSTVjOEwRUem]{Enhanced Speed}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.YWMUeaNzao8n8pAc]{Like the Back of Your Hand}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.0q9alvmsQKKViN0r]{Incomparable Pilot}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.Yo2Z3EdYjx88jYnp]{Remote Control} or @UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks}

GM Intrusions: Starcraft get lost, break down, and are attacked in space. An alien stowaway is found.

Plays Too Many Games

Lessons, reflexes, and strategies you’ve learned by playing too many games have applications in the real world, where people who don’t play enough toil and live their dreary lives.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.qpBv7OxAcMAAtY2M]{Game Lessons}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.p3kh3XKzetkJTG1J]{Gamer}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.qEzcqbNhuJQuBagn]{Zero Dark Eyes}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.pMQT2QIL38XlhkxB]{Resist Tricks}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.QDSSTe5EGrBHjtnL]{Sniper’s Aim} or @UUID[Compendium.cyphersystem-compendium.abilities.QH3l6ojVnasZm5U8]{Enhanced Speed Edge}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.R9WffstnihzBuuvW]{Mind Games}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.7GsuhcRTpDX0d1em]{Enhanced Intellect}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.W0Jw19mWIycjIgmo]{Gamer’s Fortitude}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.laxdkyrDuOhxfWKc]{Mind Surge} or @UUID[Compendium.cyphersystem-compendium.abilities.dIUTe5O1jeA47zps]{Gaming God}

GM Intrusions: Missed attacks strike the wrong target. Equipment breaks. Sometimes people react negatively to someone who has lived most of their life in imaginary game worlds.

Rages

When you go berserk, everyone fears you.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.YGsGHp1rbu3Z7Kdd]{Frenzy}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.R9KnCCvGoEHvV1p0]{Greater Enhanced Might}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.tC7wmZwlZcQy5Vd0]{Movement Skills}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.NoC3yuqxU8yhPf47]{Power Strike} or @UUID[Compendium.cyphersystem-compendium.abilities.zEkA8MhrnJ5p9Io6]{Unarmored Fighter}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.hAVC1FOl7hwnuBpC]{Greater Frenzy}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.ltAq7qr8aaalOtJp]{Attack and Attack Again}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.4necR0YTsaij4ojD]{Greater Enhanced Potential} or @UUID[Compendium.cyphersystem-compendium.abilities.58CLKxSLgaT6W6Cj]{Lethal Damage}

GM Intrusions: It’s easy for a berserker to lose control and attack friend as well as foe.

Rides the Lightning

You create and discharge electrical power.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.3btRIiWxY8oMcVMo]{Shock}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.essJhO2eqoHmIQaa]{Charge}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.uh1t4rnkZ2jOCjHJ]{Bolt Rider}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.76HF09q7MdGek863]{Electric Armor} or @UUID[Compendium.cyphersystem-compendium.abilities.A6H8xi93t6Zrexz9]{Drain Charge}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.YDKULtvV0pMJDxi2]{Bolts of Power}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.etGUYa9dQSvjLvXX]{Electrical Flight}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.2TaqNf6bhxijKELX]{Flash Across the Miles} or @UUID[Compendium.cyphersystem-compendium.abilities.Bny0sFdqf40pJeOp]{Wall of Lightning}

GM Intrusions: Targets other than those intended are shocked. Objects explode.

Runs Away

Your first instinct is to run from danger, and you’ve gotten very good at it.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.10EqPrn9aONinEfm]{Go Defensive}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.tuofJSTVjOEwRUem]{Enhanced Speed}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.QVPmLa6CKwmH6vJZ]{Quick to Flee}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.0wVk3CszKCJQfp0Q]{Incredible Running Speed} or @UUID[Compendium.cyphersystem-compendium.abilities.Qsi6Iw5YCcY8jmNx]{Greater Enhanced Speed}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.iyM2N9G0RLlj6BZ7]{Increasing Determination}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.Mac5S0sQe9Muf4Mv]{Quick Wits}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.U33DbRwloywFlYfi]{Go to Ground}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.hKhwP85QeRGPW03G]{Burst of Escape} or @UUID[Compendium.cyphersystem-compendium.abilities.CtRvLxfUlCynJv1B]{Skill With Defense}

GM Intrusions: Quick movements sometimes lead to dropped items, slipping on uneven ground, or going the wrong way by accident.

Sailed Beneath the Jolly Roger

You sailed with a crew of dread pirates, but you’ve decided to end your days as a pirate and join some other cause. The question is, will your past let you go so easily?

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.JuOmZXMt1T3tQUZ8]{Ignore the Pain}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.IYt42xzsjesQyEfT]{Sailor}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.B4U7RiMrZElfOQyj]{Taking Advantage}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.1POQ4sFW5DLrmXhn]{Fearsome Reputation}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks} or @UUID[Compendium.cyphersystem-compendium.abilities.CtRvLxfUlCynJv1B]{Skill With Defense}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.oCcnXLYQy9DjwPJC]{Sea Legs}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.tC7wmZwlZcQy5Vd0]{Movement Skills}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.5rgcPJXpCcB5VJ1m]{Lost in the Chaos}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.AsmIgvoIRPEtuzkh]{Duel to the Death} or @UUID[Compendium.cyphersystem-compendium.abilities.36nlDXhOP5e5dfns]{Successive Attack}

GM Intrusions: The dangers of the high seas are many, including severe storms and disease. Other pirates sometimes get ahead through betrayal. A pirate tracks down former sailing mates to find hidden treasure.

Scavenges

When not running and hiding, you sift the ruins of civilization for useful remnants to ensure your survival.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.OjGaIl0JEepjDrla]{Post-Apocalyptic Survivor}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.ZOfmWQFbwSJQB4wm]{Ruin Lore}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.IswvUEdCBBZDRme6]{Junkmonger}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.B4U7RiMrZElfOQyj]{Taking Advantage} or @UUID[Compendium.cyphersystem-compendium.abilities.b776WTF2u1roh3n0]{Incredible Health}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.YID6zEB7KkHGYAlD]{Know Where to Look}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.EjBzy1Ue1AA8i6ry]{Recycled Cyphers}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.MJE1k2RmCM6HRwFV]{Artifact Scavenger} or @UUID[Compendium.cyphersystem-compendium.abilities.cbXNxvPdWEbKF6nA]{Reactive Field}

GM Intrusions: An item made with recycled junk breaks. Someone shows up claiming that the useful item or piece of junk scavenged belongs to them. A recycled cypher explodes.

Sees Beyond

You have a psychic sense that allows you to see what others cannot.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.jq6Wm9xYxJA0bRaR]{See the Unseen}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.rYyymKUc0QKWdNsy]{See Through Matter}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.Mu5knvNfGyaeaiTB]{Find the Hidden} or @UUID[Compendium.cyphersystem-compendium.abilities.bzy1KzO0oPmZGu2b]{Sensor}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.KBjSpuK7XJc1abJv]{Remote Viewing}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.PazO9rJ2YoE8VEUw]{See Through Time}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.lL7QywDGOszTIJCE]{Mental Projection} or @UUID[Compendium.cyphersystem-compendium.abilities.RE24qvMuPhasaCP3]{Total Awareness}

GM Intrusions: Some secrets are too terrible to know.

Separates Mind From Body

You can project your mind out of your body to see faraway places and learn secrets that would otherwise remain hidden.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.WgjatSOUT6pT02A7]{Third Eye}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.oTDJtTDkwxr5uSfU]{Open Mind}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.9sfX1SGtcQ17Uiny]{Sharp Senses}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.6X3BDWzVKsWltrtY]{Roaming Third Eye} or @UUID[Compendium.cyphersystem-compendium.abilities.Mu5knvNfGyaeaiTB]{Find the Hidden}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.bzy1KzO0oPmZGu2b]{Sensor}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.miR0d91lKIfmBGdO]{Psychic Passenger}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.lL7QywDGOszTIJCE]{Mental Projection} or @UUID[Compendium.cyphersystem-compendium.abilities.eblwQ80CBlBdeUp5]{Improved Sensor}

GM Intrusions: Reuniting mind and body can sometimes be disorienting and require a character to spend a few moments to get their bearings.

Shepherds Spirits

Wandering souls, nature spirits, and elemental beings aid and support you.

In some settings, the Shepherds Spirits focus applies to only one kind of spirit, such as spirits of the deceased, nature spirits, and so on.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.pHFFr4DkCythNc5n]{Question the Spirits}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.RkOvawhfH5MHQFOH]{Spirit Accomplice}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.dCQdSi11hJDyOSdD]{Command Spirit} or @UUID[Compendium.cyphersystem-compendium.abilities.LojkwDtb1gHLSB6A]{Preternatural Senses}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.OWVz2CkwLnCSJMdS]{Wraith Cloak}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.jVY1PTxvZvpjZILB]{Call Dead Spirit}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.ElsQU746B70tsPmZ]{Call Otherworldly Spirit} or @UUID[Compendium.cyphersystem-compendium.abilities.PvISXo6EQ2PmCGes]{Infuse Spirit}

GM Intrusions: Some people don’t trust those who deal with spirits. The dead sometimes don’t want shepherding.

Shepherds the Community

You keep the place where you live safe from all danger.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.op9VSx3NJT28UwTH]{Community Knowledge}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.ag3OU8JZuc769034]{Community Activist}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.6ZVINuyZm4jowRGt]{Shepherd’s Fury} or @UUID[Compendium.cyphersystem-compendium.abilities.CtRvLxfUlCynJv1B]{Skill With Defense}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.4necR0YTsaij4ojD]{Greater Enhanced Potential}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.N0OZaNOIbHTiWDL1]{Evasion}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.oroWEBbp3cvrYwH9]{Greater Skill With Attacks} or @UUID[Compendium.cyphersystem-compendium.abilities.xxavxLEaiVFug1D6]{Protective Wall}

GM Intrusions: People in the community misunderstand the character’s motives. Rivals try to oust the character.

Shreds the Walls of the World

Speed plus phasing gives you a unique ability to evade danger and simultaneously inflict damage.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.3t1QshyGYnCSo12z]{Phase Sprint}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.7f6ulMjWFw2BOK76]{Disrupting Touch}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.n81xGnZHydeXmIRc]{Scratch Existence}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.nEN2HYzlJWhonfmE]{Invisible Phasing} or @UUID[Compendium.cyphersystem-compendium.abilities.g0SqMvb020tiTQ48]{Walk Through Walls}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.rXUUDUJFKis8TpnL]{Phase Detonation}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.8yGwY0PvtF2ivdSn]{Very Long Sprinting}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.P9HlASUtyiOXghBZ]{Shred Existence} or @UUID[Compendium.cyphersystem-compendium.abilities.INdq5iQf5ECzRiNp]{Untouchable While Moving}

GM Intrusions: Moving so quickly while sprinting sometimes leads to stumbles on unexpected, exotic obstacles.

Siphons Power

You suck power out of machines and creatures alike in order to empower yourself.

Robots and other living machines should be treated as creatures, not machines, for the purposes of siphoning power from them.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.JyAovhallyh9m6oW]{Drain Machine}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.gWvMJQPBSmeaP8yN]{Drain Creature}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.wEj2uvWI3w0W9HWH]{Drain at a Distance} or @UUID[Compendium.cyphersystem-compendium.abilities.P73TBXcNDbZCVsdE]{Unraveling Consumption}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.gn1jtMLhp6qPNXUL]{Store Energy}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.4Xvgo62UVSOI9Acx]{Share the Power}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.Be1ehHb90jtLc8l0]{Explosive Release} or @UUID[Compendium.cyphersystem-compendium.abilities.xbYD729j3km6ZDCA]{Sun Siphon}

GM Intrusions: Drained power also transmits something unwanted—compulsions, afflictions, or alien thoughts. Siphoned power can overload the character, causing feedback.

Slays Monsters

You kill monsters.

Although wielding a sword in a setting where people usually do not carry such weapons is fine, you can change the Slays Monsters sword-related abilities to use a different weapon, such as a gun with silver bullets.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.WFK0xBSAIpD59va8]{Practiced With Swords}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.nW46hfygkxB7FW5m]{Monster Bane}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.PRW5MxW12oakmeHE]{Monster Lore}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.lw0otGU2Iaorppdc]{Will of Legend}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.gPqiQflb6Z3DXGVk]{Trained Slayer}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.HPIlAWDGOQFw6yGm]{Improved Monster Bane} or @UUID[Compendium.cyphersystem-compendium.abilities.lwJAowJa4eKlcDjb]{Misdirect}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.5otvtHrbVXIh0N27]{Fight On}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.oroWEBbp3cvrYwH9]{Greater Skill With Attacks} (swords)

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.KNElOxbWobS1ygLv]{Murderer} or @UUID[Compendium.cyphersystem-compendium.abilities.VupBbHOJAX45Yazb]{Heroic Monster Bane}

GM Intrusions: The monster laid a trap or set an ambush. The monster has previously undisclosed abilities. The monster’s mother vows revenge.

Solves Mysteries

You’re a master of deduction, using evidence to find the answer.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.FzpkQwb1jA53bs1y]{Investigator}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.HWZ8mwAfZEu6r778]{Sleuth}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.7BkWiUHcUrcRIKqO]{Out of Harm’s Way}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.PlVEpuVxp9pGJSoa]{You Studied} or @UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.mL6Yae2CxgefOMHn]{Draw Conclusion}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.0f2qoQlYGRqgu0Nj]{Defuse Situation}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.wqUItgrYzBeMiAoB]{Seize the Initiative} or @UUID[Compendium.cyphersystem-compendium.abilities.nOuOE3EkrNr81pSq]{Greater Skill With Defense}

GM Intrusions: Evidence disappears, red herrings confuse, and witnesses lie. Initial research can be faulty.

Speaks for the Land

Your spiritual connection to nature and the environment grants you mystical abilities.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.0Wq39mJ9oXA415qx]{Seeds of Fury}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.8KYjSKp6ieQ8YXUy]{Wilderness Lore}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.zW0cZJQTR0tHUmn3]{Grasping Foliage}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.gT21nqWZ9Es576oC]{Soothe the Savage} or @UUID[Compendium.cyphersystem-compendium.abilities.OIk4usP2NFT0tDu7]{Communication}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.RfGCXsX7JXEr8fMw]{Moon Shape}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.UJpMPRD25O7HvhbV]{Insect Eruption}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.2lhnVWUMX1Nu6KVj]{Call the Storm} or @UUID[Compendium.cyphersystem-compendium.abilities.jhdgI9rV2mpH6JQU]{Earthquake}

GM Intrusions: An injured natural (but dangerous) creature is discovered. Someone’s poaching wildlife for their skins, leaving the carcasses to rot. A tree falls in the forest, one of the last elder trees.

Stands Like a Bastion

Your armor, along with your size, strength, incredible training, or machine enhancement, makes you difficult to move or hurt.

Some characters who Stand Like a Bastion might already be experts in armor. They can choose a different tier 1 ability instead of Practiced in Armor.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.o2ZDoteWQsFsqTJr]{Practiced in Armor}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.GlXd4oFI9Fqq3rAX]{Experienced Defender}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.mmg9XLzvfbP4ESGO]{Resist the Elements}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.27EOrq94WxqgBbWQ]{Unmovable}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.R9KnCCvGoEHvV1p0]{Greater Enhanced Might} or @UUID[Compendium.cyphersystem-compendium.abilities.yl2zo179wXZW5Xxc]{Practiced With All Weapons}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.YeOtzG5ksxonD5RS]{Living Wall}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.VsAP4JEe7W5gaGaG]{Hardiness}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.4k5JFV78A5SiPjFo]{Mastery in Armor}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.58CLKxSLgaT6W6Cj]{Lethal Damage} or @UUID[Compendium.cyphersystem-compendium.abilities.NKvNEjx64CcS3l13]{Shield Training}

GM Intrusions: Armor is damaged. Small foes conspire in ingenious ways.

Takes Animal Shape

A shapechanger who can take the form of various animals.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.rJ4ZXuIcz0knY41H]{Animal Shape}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.OIk4usP2NFT0tDu7]{Communication}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.Y4V4tXQ9lO0rMNKR]{Bigger Animal Shape} or @UUID[Compendium.cyphersystem-compendium.abilities.Ee8QC6fkRvD1yw6h]{Greater Beast Form} (works with Animal Shape)

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.gXiq1edSDteTcfGC]{Animal Scrying}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.KGzAHs3qln0fNDjt]{Hard to Kill}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.iX07Ltb1JYr1nMYM]{Blurring Speed} or @UUID[Compendium.cyphersystem-compendium.abilities.QZZXgZ6PF8Eccs74]{Lend Animal Shape}

GM Intrusions: The character unexpectedly changes form. An NPC is frightened by or aggressive toward the shapeshifter. The transformation takes longer than expected.

Talks to Machines

You use your organic brain like a computer, interfacing “wirelessly” with any electronic device. You can control and influence them in ways that others can’t.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.lzy1YbdIJxzNIHZq]{Machine Affinity}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.7nUj7rxq4Qwg4FUM]{Distant Interface}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.L3UjcLAFvS9MLWCu]{Coaxing Power}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.SeAlSU8Rim5CWsgV]{Charm Machine}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.2odkyEO8azxIZWYj]{Intelligent Interface} or @UUID[Compendium.cyphersystem-compendium.abilities.OE5yXpzWC8lSUmGX]{Command Machine}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.XkFsMa9e9IY2FRcN]{Machine Companion}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.NoKdHv0FSytZR4iF]{Robot Fighter}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.PLyxuOlieOGsJx4h]{Information Gathering}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.FxohCBSksJIu1BSA]{Control Machine} or @UUID[Compendium.cyphersystem-compendium.abilities.PKFz6WVsaKm5kIir]{Improved Machine Companion}

GM Intrusions: The machine malfunctions or acts unpredictably.

Throws With Deadly Accuracy

Everything that leaves your hand goes exactly where you’d like it to go and at the range and speed to make the perfect impact.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.XAXJ3mFGdDv0fXLP]{Precision}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.PlTtlXeugIljHFVg]{Careful Aim}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.yszDDDpH6m16dEoV]{Quick Throw} or @UUID[Compendium.cyphersystem-compendium.abilities.CtRvLxfUlCynJv1B]{Skill With Defense}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.1L1uoad8vwgWxiyN]{Everything Is a Weapon}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.hbWaCBEfSMujqvDf]{Specialized Throwing}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.WW3QjCP5UJUsKBW3]{Whirlwind of Throws}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.58CLKxSLgaT6W6Cj]{Lethal Damage} or @UUID[Compendium.cyphersystem-compendium.abilities.LTqgcoprvBF2ZkdH]{Mastery With Defense}

GM Intrusions: Missed attacks strike the wrong target. Ricochets can be dangerous. Improvised weapons break.

Thunders

You emit destructive sound and manipulate soundscapes.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.uMaMKhemHmtlXDjT]{Thunder Beam}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.87SQGqcRavRZslAp]{Sound Conversion Barrier}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.KLFHpPR0MKLOWr8l]{Nullify Sound} or @UUID[Compendium.cyphersystem-compendium.abilities.EcOIgMC9c1IfSHsr]{Echolocation}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.znJCKr6PeEq4a0j5]{Shattering Shout}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.QZa9b5G80qxtoYqg]{Subsonic Rumble}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.B0dq2gW9gdA0PdzR]{Amplify Sounds}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.jhdgI9rV2mpH6JQU]{Earthquake} or @UUID[Compendium.cyphersystem-compendium.abilities.GlFT2ITvytQVWywQ]{Lethal Vibration}

GM Intrusions: Loud noises attract attention.

Travels Through Time

You can see through time, try to reach through it, and eventually even travel through it.

Although all character choices are subject to GM approval, Travels Through Time is a focus that the GM and player should probably have a long conversation about ahead of time, so the player knows the rules of time travel (if any) that exist in the GM’s setting. A character with this focus can drastically alter a setting, if the rules of time travel allow it.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.YD5gm0w3lqTSyO3V]{Anticipation}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.83y32UMQWshRvbDG]{See History}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.3wxiRMTCBZ4iNCHp]{Temporal Acceleration} or @UUID[Compendium.cyphersystem-compendium.abilities.l5vgtPP0LcsqGrzn]{Time Loop}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.0EhZzYdEhtCRnV4c]{Temporal Dislocation}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.OWRsjlf3ahyH9eez]{Time Doppelganger}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.U58ZQ1X3byfANn4W]{Call Through Time} or @UUID[Compendium.cyphersystem-compendium.abilities.lkO9VJhfOrgLY4g1]{Time Travel}

GM Intrusions: Paradoxes are created. Others remember past events differently.

Uses Wild Magic

You are a spellcaster who learns a variety of spells instead of focusing on just one kind of magic.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.Ub8NGsmH8NZcKguG]{Magical Repertoire}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.WvBcuYiFRM3KaTFj]{Cypher Casting}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.BPFjvh6nBN8bxk8T]{Expanded Repertoire}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.fQ3O3G7rFmv194uI]{Cypher Surge} or @UUID[Compendium.cyphersystem-compendium.abilities.Ax9HryNcPDei0g7t]{Faster Wild Magic}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.BPFjvh6nBN8bxk8T]{Expanded Repertoire}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.nfmwpxvs3RvednVI]{Magical Training}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.UNCbO4WGTB8ZubpZ]{Maximize Cypher} or @UUID[Compendium.cyphersystem-compendium.abilities.mz4KXXoQoHXyOBKI]{Wild Insight}

GM Intrusions: A spell performs erratically or rebounds upon the caster. Something interferes with preparing spells. Spellcasting attracts the attention of a powerful creature or potential rival. The cypher spell being cast is replaced with that of a random cypher.

Walks the Wild Woods

You are an adherent of nature magic who draws on the power and strength of trees.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.KqV5RSzOU3S3NK51]{Wilderness Life}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.SPTY1NXOvq2oRLJO]{Patient Recovery}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.ggQwr8b85bg7yzmK]{Wooden Body}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.c3GBVwgz9atmtbgI]{Tree Companion} or @UUID[Compendium.cyphersystem-compendium.abilities.CBdIPMJ2oOOesmod]{Wilderness Awareness}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.gQ9h8tGa60VLo6IH]{Tree Travel}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.mAc6hl4jKLZz84VK]{Great Tree}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.pBX1EYNVGutNx3b5]{Dreadwood} or @UUID[Compendium.cyphersystem-compendium.abilities.HUhj33woHX86SbX8]{Restorative Bloom}

GM Intrusions: A wooden character catches fire. A wild swing from a tree branch hits or trips an ally. Some trees have evil hearts and hate all walking things.

Was Foretold

You are the “chosen one,” and prophecy, prediction, prognostication, or some other method of determination expects great things of you one day.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.V765JZKDKQ00Buyn]{Interaction Skills}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.4p95GsynORh0Xd7X]{Knowing}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.Z7CKGOQWnfdNO885]{Destined for Greatness}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.zIYdniz9sjvAHsnX]{Overcome All Obstacles} or @UUID[Compendium.cyphersystem-compendium.abilities.5t5EIoGSan3pQ08D]{Hard-Won Resilience}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.WeMTxJElozl7OWdJ]{Center of Attention}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.cfR2uFYjteKAqsYw]{Show Them the Way}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.2uSx4ErQ9f2QLX5M]{As Foretold in Prophecy} or @UUID[Compendium.cyphersystem-compendium.abilities.4necR0YTsaij4ojD]{Greater Enhanced Potential}

GM Intrusions: An enemy described in prophecy appears. Unbelievers threaten to ruin the moment. The character gains a reputation in outside circles as a fraud.

Wears a Sheen of Ice

You command the wintery power of cold and ice.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.czVqoPjH98xaNY1d]{Ice Armor}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.nHqTzLHJrUWSAATM]{Frost Touch}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.BGMXK6VKNmp8M4A3]{Freezing Touch} or @UUID[Compendium.cyphersystem-compendium.abilities.7G8B9lfoVXkuxvKB]{Ice Creation}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.FuufiUyoLFbgBH5J]{Resilient Ice Armor}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.yEfkqXxmuQqlA6Fi]{Cold Burst}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.mvC2vboULutesBDu]{Ice Storm} or @UUID[Compendium.cyphersystem-compendium.abilities.EXrZLa3M8BK43qoi]{Winter Gauntlets}

GM Intrusions: Ice makes surfaces slippery. Extreme cold causes objects to crack and break.

Wears Power Armor

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.ClJUFnz8xBmP4a2l]{Powered Armor}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.wHcuP6T7Ti6j5Y8C]{Enhanced Might}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.YBMLX3Jm5oN79J6G]{Heads-Up Display}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.rqC9cEmRkvm29N56]{Fusion Armor} or @UUID[Compendium.cyphersystem-compendium.abilities.b776WTF2u1roh3n0]{Incredible Health}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.dCoCGVzWxIL9fIvH]{Force Blast}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.cTU70NgcebRlD7jI]{Field-Reinforced Armor}

Tier 6: Masterful Armor Modification (Jet Assisted Flight) or Masterful Armor Modification (Cypher Pod)

GM Intrusions: The armor won’t come off. The armor acts under its own power. The armor suffers a momentary power loss. NPCs are scared by the power armor.

Wields an Enchanted Weapon

You channel magic through or from a weapon to create a unique fighting style.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.OUOVkf3edHhnyRPk]{Enchanted Weapon}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.95judMTwajJoxNfy]{Innate Power}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.HVuhBuZVJkfYuGwp]{Charge Weapon}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.VNIcNhgET9z5MW5G]{Power Crash}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.YA5P5CBNr5NSmY6z]{Rapid Attack} or @UUID[Compendium.cyphersystem-compendium.abilities.Om3PoXrtnekrw0dF]{Throw Enchanted Weapon}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.I7ScLgI1tBhWCkwf]{Defending Weapon}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.RxI9TDy4wYR9eJKk]{Enchanted Movement}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.6P1CJvVMot3Y2xj0]{Deadly Strike} or @UUID[Compendium.cyphersystem-compendium.abilities.KDZeCZJxjCQzlTxA]{Spin Attack}

GM Intrusions: A weapon breaks or is dropped. The weapon loses its connection to you until you use an action to reestablish the attunement. The weapon’s energy discharges in an unexpected way.

Wields Two Weapons at Once

You bear steel with both hands, ready to take on any foe.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.NHns9zqufRvB3Tnl]{Dual Light Wield}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.Pu5XGGLI6cCp1EQd]{Double Strike}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.369RISHwqzRXkwEG]{Infiltrator}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.q9nALxXrBv5ubXaT]{Dual Medium Wield} or @UUID[Compendium.cyphersystem-compendium.abilities.rOxKh1Z7J686a0nv]{Precise Cut}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.gVOzzvxS6PPu8Ofy]{Dual Defense}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.3uGYyiXUUSz952zQ]{Dual Distraction}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.p1UMG2hrng7mLFDv]{Disarming Attack} or @UUID[Compendium.cyphersystem-compendium.abilities.KDZeCZJxjCQzlTxA]{Spin Attack}

GM Intrusions: A blade snaps in two or a weapon flies loose from its bearer’s grip.

Works for a Living

You take great satisfaction in a job well done, whether it’s coding, building houses, or mining asteroids.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.f7wLki6qjCNs2Ici]{Handy}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.CBGeAZSBuymzrxDz]{Muscles of Iron}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.RM8Fmu1IJwzBkjcM]{Eye for Detail} or @UUID[Compendium.cyphersystem-compendium.abilities.uhC4ubTGfhkNvIMX]{Improvise}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.wHcuP6T7Ti6j5Y8C]{Enhanced Might}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.t8wL47jk1KS4zapb]{Tough It Out}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.MdRdAc0qAWghMmlV]{Expert Skill}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.4necR0YTsaij4ojD]{Greater Enhanced Potential} or @UUID[Compendium.cyphersystem-compendium.abilities.5t5EIoGSan3pQ08D]{Hard-Won Resilience}

GM Intrusions: Repairs sometimes fail. Wiring can be tricky to decipher and still carry an electrical charge. Some people are rude to those who work for a living.

Works Miracles

You can heal others with a touch, alter time to help others, and are generally beloved by everyone.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.igGttY1Y2XbAx3qY]{Healing Touch}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.8mP69InEXQ4TB5BL]{Alleviate}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.rAmIxY5G1BK4ZMm7]{Font of Healing} or @UUID[Compendium.cyphersystem-compendium.abilities.7amEMbwK27v31Lt9]{Miraculous Health}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.FiSwskgQGBjp4IhZ]{Inspire Action}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.IN9qNZDx4sBKNr8n]{Undo}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.O2XHxUa2QNrliDMG]{Greater Healing Touch} or @UUID[Compendium.cyphersystem-compendium.abilities.ydmPM9m8nmmgvlXc]{Restore Life}

GM Intrusions: Attempts to heal might cause harm instead. A community or individual needs a healer so desperately that they hold one against their will.

Works the Back Alleys

You make your way unseen, stealing from the wealthy to achieve your ends.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.QAdh0yZBjJsHdJjD]{Stealth Skills}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.OFWQd2W52VAODeas]{Underworld Contacts}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.MzKqElUHuTtHkV7D]{Pull a Fast One} or @UUID[Compendium.cyphersystem-compendium.abilities.OtbS1NoVXK7mQLEe]{Guild Training}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.KM9qqjzJBJusQNkT]{Master Thief}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.xR2DkSqvAoR8Vtfn]{Dirty Fighter}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.QtpmHxblBqoQozbg]{Alley Rat} or @UUID[Compendium.cyphersystem-compendium.abilities.eepc8U2e178RDqBs]{All-Out Con}

GM Intrusions: Thieves are thrown in jail. Powerful enemies are made.

Works the System

You can exploit flaws in artificial systems, including but not limited to computer code.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.0V2NE0905wwYPRVo]{Hack the Impossible}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.JkiG6hpsfj1h6XRR]{Computer Programming}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.2CekF2lqwNrMyio0]{Connected}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.TmDavAL4vDxKjLBK]{Confidence Artist} or @UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.1fYBYD1EfA5z1NFl]{Confuse Enemy}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.jTiOQKW2QtXK8dmF]{Work the Friendship}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.HUVY2MA2CBegFhLY]{Call in Favor} or @UUID[Compendium.cyphersystem-compendium.abilities.4necR0YTsaij4ojD]{Greater Enhanced Potential}

GM Intrusions: Contacts sometimes have ulterior motives. Devices sometimes have failsafes or even traps.

Would Rather Be Reading

Books are your friends. What’s more important than knowledge? Nothing.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.vPraXsdXkCmaoBbI]{Knowledge Is Power}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.34Ycb9VK8JwHgSl4]{Greater Enhanced Intellect}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.wJSxVM8fWADJtTSd]{Applying Your Knowledge} or @UUID[Compendium.cyphersystem-compendium.abilities.dVh39nh5ARUxreUc]{Flex Skill}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.vPraXsdXkCmaoBbI]{Knowledge Is Power}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.wlkPdME0r3hx9VbE]{Knowing the Unknown}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.34Ycb9VK8JwHgSl4]{Greater Enhanced Intellect}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.vPraXsdXkCmaoBbI]{Knowledge Is Power}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.sq2JJtnRtSthJSYL]{Tower of Intellect} or @UUID[Compendium.cyphersystem-compendium.abilities.lbXg8UlSCG23yxO4]{Read the Signs}

GM Intrusions: Books burn, get wet, or get lost. Computers break or lose power. Glasses break.

","markdown":""},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"ownership":{"default":-1},"flags":{}},{"sort":398438,"name":"Creating New Foci","type":"text","_id":"0VwlyyylqvFgJjZw","title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"

This section provides everything you need to create your own foci.

Every focus has an overarching style, whether that’s exploration, energy manipulation, or simply dealing a lot of damage in combat. These broad classifications are called focus categories.

Each focus category has an overarching theme, followed by selection guidelines that describe how to choose abilities for each tier from the Abilities chapter, from tier 1 to tier 6.

The newly created focus should be named in the form of a verb, like Controls Beasts or Abides in Stone. For instance, a fire-using focus created by following the guidelines in the energy manipulation focus category might be called Bears a Halo of Fire (one of the sample foci in this chapter). Alternatively, a new fire-using focus should get an all-new name like Stokes the Flames of the Apocalypse or Lights Fires With a Thought.

The ability selection guidelines invite you to choose an ability from one of three ranges: low tier, mid tier, and high tier. These ranges correspond with the power “grades” given for every ability. These abilities are further sorted into ability categories based on the kinds of things they do—abilities that improve physical attacks are in the attack skill category, abilities that assist allies are in the support category, and so on. Look for the grades and categories in the Ability Categories and Relative Power section of the Abilities chapter.

Low-tier abilities are best suited for focus options at tiers 1 and 2. Mid-tier abilities are best suited for focus options at tiers 3 and 4. High-tier abilities are best suited for focus options at tiers 5 and 6.

That said, sometimes you’ll find it appropriate to assign a low-tier ability at tier 3 or 4, or maybe a mid-tier ability at tier 1 or 2. Do so sparingly, but don’t rule it out. It might be the only way to get all the abilities you want for the focus you’re building. Higher-tier abilities usually cost more Pool points to use. So if a mid-tier ability is made available at tier 1 or 2, or a high-tier ability is made available at tier 3 or 4, the higher cost will be a balancing factor.

Balancing Abilities

The guidelines within each category go a long way toward ensuring that the focus you build will be balanced. Sometimes it might be appropriate to grant a low-power ability along with a regular ability at a given tier, depending on the needs of the focus. A “low-power ability” is deliberately open for GM interpretation, but generally speaking, should be no more potent than a low-tier ability (that is, an ability that is normally available at tier 1 or 2).

For instance, someone who uses cold might be able to create small snow sculptures in addition to emitting a cold ray. Someone who uses electricity might be able to charge a depleted artifact or have an asset for dealing with electrical systems. And so on.

Often, the focus guidelines note this as a possibility. However, you have great leeway in deciding if a focus needs an additional ability, even if the guidelines for that tier don’t indicate one. If you do add an ability, or there is a
higher-power ability at a tier that normally shouldn’t have it, it might mean that the choice given at the next tier, or the previous tier, isn’t quite as good. Balancing a focus is a bit of an art. Resist the urge to overpower the focus, but don’t underpower it, either.

Each focus category provides a guideline for what kind of ability you should select at every tier. But don’t regard the guidelines as something that you can’t vary. They’re not prescriptive; they’re just a place to start. You might want to vary the kind of ability at a particular tier that isn’t indicated in the guidelines. As long as the chosen ability falls within the expected power curve for that tier, it’s fine. The guideline isn’t meant to be a straitjacket.

For example, if you’re building a cold-using focus for a game set in a fantasy genre, you may decide that an ability that calls up a demon is a better choice at a particular tier than an ability that does damage in an area, which is what the tier 5 guideline for energy manipulation calls for. Making the change is probably especially valid if you call your new focus something like Channels the Ninth Circle.

Ability Swap

If you’re creating a focus and you think it should provide a suite of abilities at first tier that would mechanically overload it, you have the option to add one as a “swap” ability. Doing so is as easy as allowing a character to swap out one of their type abilities for an indicated low-tier focus ability. The ability is gained instead of one of the abilities normally granted by the character’s type.

Concept and Category

Choosing to create a focus that uses a particular concept—say, creating illusions—doesn’t lock you into creating a focus within a particular category—in this case, environment manipulation. A focus can be constructed in a variety of ways using a particular energy, tool, or concept, each ultimately leading to a focus that provides different results. It all depends on your ends. In this case, creating illusions might be used to sway others, which argues for a focus built using the influence category guidelines.

In the same way, if a focus grants a character the ability to call some kind of force or energy, that doesn’t mean the focus should automatically be built using the energy manipulation category guidelines (though of course it could, if attacking and protecting yourself with that energy is the point). But a focus could be built that grants abilities to call energy or force that is primarily focused on durability, suggesting a tank combat focus (someone who can take a lot of punishment in a fight); or blasting away with a main concern for maximizing damage, thus suggesting a striker combat focus; or creating a follower composed of that energy or force, suggesting an ally use focus (that is, someone who uses helping creatures, NPCs, or even duplicate versions of themselves to give them a leg up).

Here’s another example: the focus Controls Gravity could conceivably be an environment manipulation focus or an energy manipulation focus. It depends on whether the focus is more concerned with crushing and holding things in place (environment manipulation) or on blasting things and protecting yourself with gravity (energy manipulation).

The same malleability of concept holds true in other realms. For instance, if someone is able to call up and mold raw earth, they might use it to transform themselves into a being of stone (tank combat), to batter foes (striker combat), or to create walls, barricades, and shields to protect their allies (support).

If you’re looking for an ability and can’t seem to find the right one in the vast catalog in the Abilities chapter, consider reskinning one to make it seem new (and to accomplish what you need). Reskinning means that you use the underlying mechanics of an ability as written but change the flavor in some fashion. For instance, maybe you’re creating a new earth-moving focus but can’t find enough earth-related abilities to meet your need. It’s easy enough to change up other abilities so they use earth instead of fire, cold, or magnetism. For instance, Wings of Fire might become Wings of Earth, Ice Armor could become Earth Armor, and so on. These alterations change nothing except the type of damage and any knock-on effects (for instance, Wings of Earth might generate clouds of dust in their wake).

Abilities That Reference Other Abilities

Some abilities in the Abilities chapter reference other abilities. If you select an ability for your focus or type that refers to or modifies a lower-tier ability, also include that lower-tier ability in your type or focus as a selection a PC can make at a lower tier.

Creating Brand-New Abilities

You can go further than reskinning and create one or more brand-new abilities. When doing this, try to find something as close as possible to the effect you want, then use it as a template. In any case, deciding how much an ability should cost when it comes to a character’s Pool is one of the most important aspects of getting an ability right.

You may notice that higher-tier abilities are more expensive. This is partly because they do more, but it’s also because higher-tier characters have more Edge than lower-tier characters, which means they pay fewer points from their relevant Pools. A third-tier character with 3 Edge in a relevant Pool pays no cost for abilities that cost 3 or fewer points. That’s great for lower-tier abilities, but you’ll usually want a character to think a little bit about how often to use their most powerful abilities. That means they should cost at least 1 point more than the Edge the character is likely to have at that tier. (Often, a character will have an Edge in their relevant Pool equal to their tier.)

As a good rule of thumb, a typical ability should cost points equal to its tier.

Choose GM Intrusions

Think about the kinds of things that might surprise, alarm, or go catastrophically wrong for someone with the new focus being created, and assign it as a GM intrusion for that focus. Of course, this often is done on the fly during the game. But giving the topic some thought while the focus is being constructed and the ideas are fresh in your head is likely to yield some particularly devilish options.

Focus Categories

Ally Use

Foci that prioritize providing NPC followers to the character are ally use foci. The followers give aid to the PC in a variety of ways, but at base they usually provide an asset to the character’s actions.

Multiple potential themes exist within the ally use category, from abilities that allow a character to summon or craft allies to those that allow them to attract allies through fame, magic, or essential authority or charisma.

Connection: Choose four relevant connections from the Focus Connections list.

Additional Equipment: Any object necessary for the character to keep an ally. For instance, someone with a focus that uses super-science to create robot allies would require tools to build and repair those allies. Some foci in this category don’t require anything to gain or retain their benefits.

Minor Effect Suggestions: The NPC ally’s tasks are eased on its next turn.

Major Effect Suggestions: The NPC ally gains an immediate extra action.

The following are examples and not meant to provide a complete list of all possible foci in this category.

@UUID[.9x56c0G5TMOl1Arn#builds-robots]{Builds Robots} @UUID[.9x56c0G5TMOl1Arn#consorts-with-the-dead]{Consorts With the Dead} @UUID[.9x56c0G5TMOl1Arn#controls-beasts]{Controls Beasts} @UUID[.9x56c0G5TMOl1Arn#exists-in-two-places-at-once]{Exists in Two Places at Once} @UUID[.9x56c0G5TMOl1Arn#leads]{Leads} @UUID[.9x56c0G5TMOl1Arn#masters-the-swarm]{Masters the Swarm} @UUID[.9x56c0G5TMOl1Arn#shepherds-spirits]{Shepherds Spirits}

Ability Selection Guidelines

Tier 1: Choose a low-tier ability that grants a level 2 NPC follower to the character, or gives a similar benefit provided by an NPC. Alternatively, lay the groundwork for gaining such NPC allies at higher tiers by choosing an ability that gives the character influence over others.

Sometimes an additional low-power ability is appropriate, depending on the focus. Often, this is an ability that grants skill training in a related area of knowledge or a related skill. For instance, training in a skill related to the kind of NPC follower the character gains would be appropriate.

Tier 2: Choose a low-tier ability that grants influence over similar kinds of NPCs as the follower gained at the previous tier. If no follower was gained at the previous tier, this ability should provide that benefit now.

Sometimes a secondary ability might be appropriate in addition to the ability provided above, perhaps a low-power ability that grants 2 or 3 points to a Pool.

Tier 3: Choose two mid-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One option should be a mid-tier ability that improves the NPC follower previously provided (usually from level 2 to level 3) or grants an additional follower.

The other option should be something that benefits the character—perhaps an offensive or defensive ability, or something that broadens their influence over their followers (or potential followers).

Tier 4: Choose a mid-tier ability that gives the character an offensive or defensive capability if they haven’t previously gained one, preferably within the theme of the focus. For instance, if the character gains followers because of their charisma, this ability might let them command foes for brief periods. If the character gains followers by building or calling them, this ability might let them affect entities of the same type that are not already their followers.

Alternatively, this ability might further improve a previously gained follower from level 3 to level 4, or grant an additional follower.

Tier 5: Choose an ability that improves the character by providing a defense, an improved stat Pool, or another kind of protection.

Alternatively, this ability could open a new front in influencing and calling NPC allies related to the focus’s theme. For instance, someone who keeps beast allies might gain an ability to call a horde of lesser beasts. Someone who builds robots might gain an ability to build several lesser robot helpers. And so on.

Finally, this ability might improve a previously gained follower to level 5.

Tier 6: Choose two high-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One of the abilities should improve a previously gained follower to level 5, if that wasn’t already provided at tier 5. If that’s the case, this ability might be provided in addition to two other related abilities.

Another high-tier option could provide a handful of level 3 followers to the character.

The last high-tier ability could open a new front in influencing and calling NPC allies related to the focus’s theme. For instance, someone who gains followers through high charisma and training might gain an ability to learn otherwise impossible-to-glean information.

Basic

Foci that rely mostly on providing skill training, assets to tasks, and bumps to stat Pools and Edge in order to improve a character fall within the basic category. An overarching theme is also included, as with most of the other categories, that makes sense of the various basic abilities provided.

In addition, because the benefits provided by such foci are mostly straightforward (usually with a few exceptions), most basic foci would also be appropriate for non-fantastic campaigns where magic, super-science, or psychic abilities normally don’t come into play. That said, just because the abilities granted by basic foci are straightforward doesn’t mean they are not potent when combined with the abilities granted by type, descriptor, cyphers, and other character aspects.

Connection: Choose four relevant connections from the Focus Connections list.

Additional Equipment: Any object necessary to fulfill the overarching theme of the focus. For instance, a focus called Would Rather Be Reading should grant a handful of books to the character. A focus called Works for a Living should provide a set of tools.

Minor Effect Suggestions: Next action is eased.

Major Effect Suggestions: Make a free, no-action recovery roll that doesn’t count against daily recovery rolls.

The following are examples and not meant to provide a complete list of all possible foci in this category.

@UUID[.9x56c0G5TMOl1Arn#doesnt-do-much]{Doesn’t Do Much} @UUID[.9x56c0G5TMOl1Arn#interprets-the-law]{Interprets the Law} @UUID[.9x56c0G5TMOl1Arn#learns-quickly]{Learns Quickly} @UUID[.9x56c0G5TMOl1Arn#works-for-a-living]{Works for a Living} @UUID[.9x56c0G5TMOl1Arn#would-rather-be-reading]{Would Rather Be Reading}

Ability Selection Guidelines

Tier 1: Choose an ability that grants training or an asset to skills associated with the focus’s theme, or that grants 5 or 6 points to a particular Pool.

Alternatively, choose an ability that grants only 2 or 3 points to a particular Pool and an ability that provides training or an asset to just one task.

Tier 2: Choose whichever kind of ability wasn’t chosen at tier 1.

Tier 3: Choose two mid-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One option should be a non-fantastic ability that improves the character’s abilities within the focus’s theme. For instance, if the theme involves paying attention in some fashion, an information-gathering ability might be appropriate.

The other option should be something that either improves the character’s Edge in an appropriate stat or provides the character with some kind of defense.

Tier 4: Choose another ability that grants additional training or an asset to skills associated with the focus’s theme, or that grants 5 or 6 points to a particular Pool best suited to the focus. Or choose two abilities that provide only 2 or 3 points plus another tier 4 ability that improves a single task or skill.

Alternatively, provide a branch-out ability suggested at tier 5.

Finally, if the focus has yet to grant some kind of defense, a defensive ability could be provided here.

Tier 5: Choose an ability that allows the character to branch out slightly—perhaps one like Expert Skill that allows them to automatically succeed on a task they’re trained in.

Alternatively, if a nonstandard benefit was provided at tier 4, provide the benefits suggested at tier 4 here.

Tier 6: Choose two high-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One option should be an ability that provides another 5 or 6 points to a particular Pool best suited to the focus, or that the character can divide up as they wish. Alternatively, training in offense or defense would also be appropriate.

The other tier 6 option should give the character a brand-new ability within their theme, but not one that strays into the realm of the fantastic. For instance, an ability that allows a character to take two actions instead of one would be reasonable. Granting additional training, assets, or Edge would also be fine.

Energy Manipulation

Energy manipulation foci offer abilities that can call fire, electricity, force, magnetism, or nonstandard forms of energy such as cold, stone, or something stranger like “void” or “shadow.” These abilities usually give a character a way to achieve something of a balance between attacking enemies and granting themselves or allies additional protection. The focus usually also offers abilities that provide other ways to use specific energy for things like transportation, creating large concentrations of energy that can affect multiple targets, or creating a temporary object or barrier of energy.

Connection: Choose four relevant connections from the Focus Connections list.

Additional Equipment: One or more pieces of equipment immune to the energy manipulated, which might be a set of clothes. Alternatively, something related to the energy being generated. Some foci in this category don’t require additional equipment.

Energy Abilities: If a character type grants special abilities that normally use some other kind of energy, they now produce the kind used by this focus. For example, if a character uses this focus to manipulate electricity, their force blasts become blasts of electricity. These alterations change nothing except the type of damage and any knock-on effects (for instance, electricity might temporarily short out electronic systems).

Minor Effect Suggestions: The target or something near the target is hindered because of residual energy.

Major Effect Suggestions: An important item on the target’s person is destroyed.

The following are examples and not meant to provide a complete list of all possible foci in this category.

@UUID[.9x56c0G5TMOl1Arn#absorbs-energy]{Absorbs Energy} @UUID[.9x56c0G5TMOl1Arn#bears-a-halo-of-fire]{Bears a Halo of Fire} @UUID[.9x56c0G5TMOl1Arn#dances-with-dark-matter]{Dances With Dark Matter} @UUID[.9x56c0G5TMOl1Arn#rides-the-lightning]{Rides the Lightning} @UUID[.9x56c0G5TMOl1Arn#thunders]{Thunders} @UUID[.9x56c0G5TMOl1Arn#wears-a-sheen-of-ice]{Wears a Sheen of Ice}

Ability Selection Guidelines

Tier 1: Choose a low-tier ability that either inflicts damage or provides protection using the appropriate energy type in some fashion.

Sometimes an additional low-power ability is appropriate, depending on the energy type. For instance, a focus that manipulates cold might grant an ability to create snow sculptures. A focus that manipulates electricity might grant an ability to charge a depleted artifact or have an asset for dealing with electrical systems. A focus that absorbs energy might grant an ability to release it as a basic attack. And so on.

Tier 2: Choose whichever kind of ability wasn’t chosen at tier 1.

Tier 3: Choose two mid-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One option should be an ability that inflicts damage using the appropriate energy type (and possibly a related effect).

The other should grant enhanced movement by use of the appropriate energy type, give additional protection provided by the preferred energy, or use the energy in a completely new way, such as by draining the energy from a machine (if using electricity), entombing a victim in a layer of ice (if using cold), creating perfect silence (if using sound), creating a dazzling blast of illumination (if using light), and so on.

Tier 4: Choose whichever kind of ability wasn’t chosen at tier 3.

Tier 5: Choose a high-tier ability that inflicts damage (and possibly a related effect) that can affect more than one target using the appropriate energy type, or an ability that uses the energy in some fashion not previously used, as described in tiers 3 and 6.

Tier 6: Choose two high-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One of the high-tier abilities should use the preferred energy to inflict a lot of damage to a single target or to several.

The other option should use the appropriate energy type to accomplish a task not previously provided by lower-tier abilities, such as fashioning a fiery follower (if using fire), teleporting a great distance as a blast of lightning (if using electricity), creating solid objects out of the energy, and so on.

Environment Manipulation

Foci that allow a character to move objects, affect gravity, create objects (or illusions of objects), and so on are environment manipulation foci. Given that, in many cases, energy is used as part of this process, this category and energy manipulation overlap to some extent. Environment manipulation foci prioritize abilities that indirectly affect enemies and allies via objects, forces, and alterations of the surroundings; energy manipulation foci prioritize directly damaging targets with the chosen energy or force.

For example, rather than blasting a foe with a gravity pulse that does damage, a character using an environment manipulation focus based on gravity is more likely to have abilities that hold a target in place, use gravity to throw heavy objects as an attack, or lower gravity in a particular area or even on a particular object.

Connection: Choose four relevant connections from the Focus Connections list.

Additional Equipment: Any object necessary to manipulate the surrounding environment. For instance, someone with a focus that grants the ability to craft objects would require basic tools. Some foci in this category don’t require anything to gain or retain their benefits.

Environment Manipulation Abilities: Foci themes that involve imagery or visible energies can affect the look of your type abilities. Such alterations, if any, do nothing but change the appearance of effects. If gravity is manipulated, perhaps a telltale bluish glow permeates all ability uses, including type abilities. If illusion is generated, perhaps flamboyant visual and auditory qualities accompany type abilities, such as the appearance of a tentacled beast holding a target in place when Stasis is used. And so on.

Minor Effect Suggestions: The target gets turned around, and its next attack is hindered.

Major Effect Suggestions: The character is refreshed and recovers 4 points to one Pool.

The following are examples and not meant to provide a complete list of all possible foci in this category.

@UUID[.9x56c0G5TMOl1Arn#awakens-dreams]{Awakens Dreams} @UUID[.9x56c0G5TMOl1Arn#blazes-with-radiance]{Blazes With Radiance} @UUID[.9x56c0G5TMOl1Arn#calculates-the-incalculable]{Calculates the Incalculable} @UUID[.9x56c0G5TMOl1Arn#controls-gravity]{Controls Gravity} @UUID[.9x56c0G5TMOl1Arn#crafts-illusions]{Crafts Illusions} @UUID[.9x56c0G5TMOl1Arn#crafts-unique-objects]{Crafts Unique Objects} @UUID[.9x56c0G5TMOl1Arn#employs-magnetism]{Employs Magnetism} @UUID[.9x56c0G5TMOl1Arn#focuses-mind-over-matter]{Focuses Mind Over Matter}

Ability Selection Guidelines

Tier 1: Choose a low-tier ability that grants a basic use of an ability that alters the environment (or predicts it) using the focus’s theme. For instance, a gravity-affecting focus might provide an ability that makes a target lighter or heavier. An
illusion-crafting focus might grant an ability that allows the creation of an image. An object-making focus might grant a basic proficiency in creating a particular kind of object. A predictive focus might calculate outcomes and provide the character with the benefits of that foreknowledge. And so on.

Sometimes an additional low-power ability is appropriate, depending on the focus. Often, this is an ability that grants skill training in a related area of knowledge.

Tier 2: Choose a low-tier ability that provides a new defensive or offensive capability related to the focus’s theme.

Alternatively, this ability might provide an additional or brand-new capability to manipulate the environment related to the focus’s theme.

Tier 3: Choose two mid-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One option should be a mid-tier ability related to the focus’s theme that provides an additional environment manipulation capacity or further improves the basic environment manipulation ability previously granted. This ability isn’t directly offensive or defensive, but provides either an all-new ability related to the basic ability, or one that increases the strength, range, or some other extension of the previously unlocked basic ability.

The other mid-tier option should provide an offensive or defensive ability related to the specific form of movement the focus provides, if possible.

Tier 4: Choose a mid-tier ability that is either an offensive or a defensive use of the ability, whichever one wasn’t chosen as an option in the previous tier.

Tier 5: Choose a high-tier penultimate use of the environment-manipulation ability. For instance, if the focus-granted manipulation is illusory, this ability might haunt a target with terrifying images. If the focus is gravity based, it might unlock flight. If magnetic, it might allow the user to reshape metal. If the focus grants telekinetic powers, this ability could allow a character to hurl massive objects at foes. And so on.

Tier 6: Choose two high-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One of the abilities should provide either an offensive or a defensive ability, opposite the ability provided at tier 4 (though high tier rather than mid tier).

The other option should be something that further explores the use of the basic environment manipulation capability. If the tier 5 choice was the penultimate ability, this might be an even better ultimate ability related to the kind of manipulation offered, or a different way of using that ability to unlock an as-yet-unexplored facet of the ability.

Exploration

Foci that allow a character to gather information, survive in unfamiliar environments, and find their way to new locations or track down particular creatures and foes are exploration foci. Surviving in unfamiliar environments requires a reasonable selection of defensive options; however, abilities that allow a character to find and learn are prioritized.

Exploration foci rely on a variety of methods, though training and expertise are the mainstays. Some methods require specific tools (such as a vehicle) to grant the benefits provided, while others might rely on the supernatural or
super-science to learn new things and explore strange places from afar.

Connection: Choose four relevant connections from the Focus Connections list.

Additional Equipment: Any object necessary to explore. For instance, starting maps and/or
a compass would be basic equipment, while someone who uses psychic abilities might require a mirror or crystal sphere to gaze into. Equipment might also include access to a vehicle required for exploration, as previously noted.

Minor Effect Suggestions: You have an asset on any action that involves using your senses, such as perceiving or attacking, until the end of the next round.

Major Effect Suggestions: Your Intellect Edge increases by 1 until the end of the next round.

The following are examples and not meant to provide a complete list of all possible foci in this category.

@UUID[.9x56c0G5TMOl1Arn#explores-dark-places]{Explores Dark Places} @UUID[.9x56c0G5TMOl1Arn#infiltrates]{Infiltrates} @UUID[.9x56c0G5TMOl1Arn#operates-undercover]{Operates Undercover} @UUID[.9x56c0G5TMOl1Arn#pilots-starcraft]{Pilots Starcraft} @UUID[.9x56c0G5TMOl1Arn#sees-beyond]{Sees Beyond} @UUID[.9x56c0G5TMOl1Arn#separates-mind-from-body]{Separates Mind From Body}

Ability Selection Guidelines

Tier 1: Choose a low-tier ability that grants the character basic exploratory, survival, or information-gathering capabilities within the focus’s theme.

Sometimes an additional low-power ability is appropriate, depending on the focus. Often, this is an ability that grants skill training in a related area of knowledge or a related skill (though this may already be covered in the main ability). Alternatively, it might offer a simple bonus of 2 or 3 points to the Might Pool.

Tier 2: Choose another low-tier ability that grants an additional capability related to exploration, survival, or information gathering.

For instance, a focus dedicated to surviving savage conditions might offer an ability (or two) that makes it easier to avoid natural hazards, poisons, difficult terrain, and so on. A focus dedicated to exploration of a particular area might grant abilities to gain access to that area, or a capability that others normally lack (like the ability to see in the dark).

Tier 3: Choose two mid-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One option should further improve the basic exploration ability granted, or give a new exploratory, survival, or information-gathering ability.

The other option should be something that benefits the character, either an offensive or defensive ability (especially if this focus hasn’t already granted that) or something that further broadens the character’s ability to explore in the focus’s chosen realm.

Tier 4: Choose a mid-tier offensive or defensive ability (whichever wasn’t offered at tier 3) that benefits the character. Alternatively, if offensive and defensive abilities are already well represented, choose a different mid-tier ability that broadens the character’s ability to explore, survive, or gather information.

Tier 5: Choose a high-tier ability that alleviates some of the penalties for exploring, surviving, or gathering information in a normally inhospitable place.

Tier 6: Choose two high-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One option should further improve the basic exploration-themed ability previously granted, or give a brand-new exploratory, survival, or information-gathering ability.

The other option should be something that benefits the character, either an offensive or defensive ability, or yet another ability that further broadens their capacity to explore in the focus’s chosen realm.

Influence

Foci that prioritize authority and influence—whether that’s to make people or machines do as commanded, to help others, or to rise to some other prestigious and significant position—fall within the influence category.

These foci grant influence through training and persuasion, by direct mental manipulation, by using fame to get people’s attention and influence their actions, or simply by knowing and learning things that affect later decisions. In this sense, the concept of influence is broad.

Connection: Choose four relevant connections from the Focus Connections list.

Additional Equipment: Any object necessary to achieve the influence suggested should be granted as additional equipment. Some influence foci don’t require anything to gain or retain their benefits.

Minor Effect Suggestions: The range or duration of the influencing ability is doubled.

Major Effect Suggestions: An ally or indicated target can take an additional action.

The following are examples and not meant to provide a complete list of all possible foci in this category.

@UUID[.9x56c0G5TMOl1Arn#commands-mental-powers]{Commands Mental Powers} @UUID[.9x56c0G5TMOl1Arn#conducts-weird-science]{Conducts Weird Science} @UUID[.9x56c0G5TMOl1Arn#fuses-mind-and-machine]{Fuses Mind and Machine} @UUID[.9x56c0G5TMOl1Arn#is-idolized-by-millions]{Is Idolized by Millions} @UUID[.9x56c0G5TMOl1Arn#solves-mysteries]{Solves Mysteries} @UUID[.9x56c0G5TMOl1Arn#talks-to-machines]{Talks to Machines} @UUID[.9x56c0G5TMOl1Arn#works-the-system]{Works the System}

Ability Selection Guidelines

Tier 1: Choose a low-tier ability that allows the character to learn something significant enough that they can choose a smart course of action (or use that knowledge to persuade or intimidate). How the character learns the information varies by the specifics of the focus. One character might do experiments to learn answers, another might open a telepathic link with others to trade information secretly and quickly, and still another might simply be trained in interaction tasks.

Sometimes an additional low-power ability is appropriate, depending on the focus. Often, this is an ability that grants skill training in a related area of knowledge.

Tier 2: Choose a low-tier ability that improves the character’s ability to apply influence. This might open an additional front on the focus’s basic theme or simply further enhance the basic ability already provided. For instance, this tier 2 ability could ease influence-related tasks by a few steps, allow a telepath to read the minds of others who have secrets they’d otherwise not reveal, or grant influence over physical objects (either to improve them or to learn more about them). And so on.

Tier 3: Choose two mid-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One option should provide an offensive or defensive capability related to the focus’s specific kind of influence, if possible. For instance, an inventor might create a serum that gives them increased abilities (which could be used for offense or defense), a telepath might have some method of blasting foes with mental energy, and someone with only the basic skills of debate and influence through fame might have to rely on weapon training or their entourage.

The other mid-tier option should provide an additional ability to influence in the theme of the focus, or further improve the basic influence ability previously granted. This option isn’t directly offensive or defensive, but provides either an all-new ability related to the basic ability, or increases the strength, range, or some other extension of the previously unlocked basic ability. For instance, a telepath might have a psychic suggestion ability.

Tier 4: Choose a mid-tier ability that is either an offensive or a defensive use of the influence ability, whichever one wasn’t chosen as an option in the previous tier.

Alternatively, this ability could grant an additional capability related to the kind of influence the focus provides.

Tier 5: Choose a high-tier penultimate use of the specific influence ability granted at lower tiers.

Alternatively, choose an ability not previously gained at a lower tier, one that opens a new front on the particular influence capability. For instance, if the focus-granted influence is telepathic, the tier 5 ability might allow a character to see into the future to gain assets for dealing with enemies (and allies).

Tier 6: Choose two high-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One of the options should provide either an offensive or a defensive ability, opposite the ability provided at tier 4 (though high tier rather than mid tier).

The other option should be something that further explores the use of the basic influence ability provided by the focus. If the tier 5 choice was the penultimate ability, this might be an even better ultimate ability related to the kind of influence used, or a different way of using that ability to unlock an as-yet-unexplored facet of the ability.

Irregular

Most foci have a basic theme, a “character story” that logically leads to a series of related abilities. However, certain foci themes are so wide that they don’t fit into any other category except an irregular one of their own.

Irregular foci provide a basket of disparate abilities. Usually that’s because the overarching theme is one that demands variability and access to several different kinds of abilities. Often, these foci are found in genres that suggest additional rule tweaks to leverage their use even further, such as power shifts in the superhero genre and spellcasting in the fantasy genre. However, other irregular foci are possible.

Connection: Choose four relevant connections from the Focus Connections list.

Additional Equipment: Any object necessary to the focus’s theme. For instance, a
superhero-themed focus might grant a superhero costume.

Minor Effect Suggestions: The target is also dazed for one round, during which time all of its tasks are hindered.

Major Effect Suggestions: The target is stunned and loses its next turn.

The following are examples and not meant to provide a complete list of all possible foci in this category.

@UUID[.9x56c0G5TMOl1Arn#channels-divine-blessings]{Channels Divine Blessings} @UUID[.9x56c0G5TMOl1Arn#descends-from-nobility]{Descends From Nobility} @UUID[.9x56c0G5TMOl1Arn#emerged-from-the-obelisk]{Emerged From the Obelisk} @UUID[.9x56c0G5TMOl1Arn#flies-faster-than-a-bullet]{Flies Faster Than a Bullet} @UUID[.9x56c0G5TMOl1Arn#masters-spells]{Masters Spells} @UUID[.9x56c0G5TMOl1Arn#speaks-for-the-land]{Speaks for the Land}

Ability Selection Guidelines

Tier 1: Choose a low-tier ability that grants one of the benefits the focus theme promises, one that a first-tier character should have.

Sometimes an additional low-power ability is appropriate, depending on the focus. Often, this is an ability that grants skill training in a related area of knowledge or a related skill. Alternatively, it might offer a simple bonus of 2 or 3 points to a Pool.

Tier 2: Choose a low-tier ability that grants one of the benefits the focus theme promises, one that’s presumably not immediately related to the one provided at tier 1. That said, if a defense wasn’t provided at tier 1, tier 2 is a good place to add it.

Tier 3: Choose two mid-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One option should provide one of the benefits the focus theme promises, one that may not be immediately related to those provided at earlier tiers.

The other option should include a method of attack if none has previously been granted. Alternatively, if the lower-tier abilities don’t quite get the character where they need to be, this option might further increase a capability unlocked at a lower tier.

Tier 4: Choose a mid-tier ability that grants one of the benefits the focus theme promises, one that may not be immediately related to those provided at earlier tiers.

Tier 5: Choose a high-tier ability that grants one of the benefits the focus theme promises, one that may not be immediately related to those provided at earlier tiers.

Tier 6: Choose two high-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One option should grant one of the benefits the focus theme promises, one that may not be immediately related to those provided at earlier tiers. However, this ability might also provide an ultimate version of a lower-tier ability if a mid-tier or low-tier option wasn’t quite sufficient.

The other option should provide an alternate method to round out the character in a way that doesn’t replicate the first tier 6 option. For instance, if the first option provided some kind of attack, this one might be an interaction, information-gathering, or healing ability, depending on the focus’s overarching theme.

Movement Expertise

Foci that prioritize novel forms of movement—in order to excel in combat, escape situations most others can’t, move with stealth for purposes of theft or escape, or move into locations normally inaccessible—fall within the movement expertise category. These foci usually have methods of granting either offense or defense through movement, though they may provide some means of doing both.

The classic movement expertise focus is one that relies on speed to make more attacks and avoid being hit, though general agility might also provide the same benefit. Other foci in this category might fall within the theme by granting a character the ability to become immaterial, to change their form into something like water or air, or to instantly move via teleportation.

Connection: Choose four relevant connections from the Focus Connections list.

Additional Equipment: Any object necessary to achieve great speeds, change state, or otherwise gain the benefit of the focus should be granted as additional equipment. Some foci in this category don’t require anything to gain or retain their benefits.

Minor Effect Suggestions: The target is dazed, and their next action is hindered.

Major Effect Suggestions: The target is stunned and loses their next action.

The following are examples and not meant to provide a complete list of all possible foci in this category.

@UUID[.9x56c0G5TMOl1Arn#exists-partially-out-of-phase]{Exists Partially Out of Phase} @UUID[.9x56c0G5TMOl1Arn#moves-like-a-cat]{Moves Like a Cat} @UUID[.9x56c0G5TMOl1Arn#moves-like-the-wind]{Moves Like the Wind} @UUID[.9x56c0G5TMOl1Arn#runs-away]{Runs Away} @UUID[.9x56c0G5TMOl1Arn#shreds-the-walls-of-the-world]{Shreds the Walls of the World} @UUID[.9x56c0G5TMOl1Arn#travels-through-time]{Travels Through Time} @UUID[.9x56c0G5TMOl1Arn#works-the-back-alleys]{Works the Back Alleys}

Ability Selection Guidelines

Tier 1: Choose a low-tier ability that grants the basic benefit of the specific movement style, whether that’s enhanced speed, agility, immateriality, and so on.

Sometimes an additional low-power ability is appropriate, depending on the focus. If the basic benefit of the movement demands some kind of additional understanding or training, this ability could be that. Alternatively, if the movement provided seems like it should also unlock a basic offensive or defensive benefit (relying on the use of the initial basic ability), append it as well.

Tier 2: Choose a low-tier ability that provides a new offensive or defensive capability related to the focus’s theme.

Alternatively, this ability might provide some additional capability related to the form of movement that grants useful information to the character that would normally be inaccessible to someone without the focus.

Tier 3: Choose two mid-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One option should provide an additional movement capacity or further improve the basic movement capacity, related to the focus’s theme. This isn’t directly offensive or defensive, but provides the character with a new level of ability or an all-new ability related to their basic movement ability.

The other option should provide either an offensive or a defensive capability related to the specific form of movement the focus provides.

Tier 4: Choose a mid-tier ability that further enhances the advantages provided by focus’s movement-enhancing paradigm. This could provide a new or better form of defense (directly, or indirectly if moving to a location or time where danger doesn’t threaten), or a new or better form of offense.

Tier 5: Choose a high-tier penultimate use of the movement-related ability. For instance, if the focus-provided movement is temporal, this ability might allow actual (if brief) jaunts of time travel. If the focus enhances speed, this ability might allow the character to move up to a very long distance with one action. And so on.

Alternatively, unlock an as-yet-unexplored related ability that could derive from the basic movement power provided by the focus.

Tier 6: Choose two high-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One of the options should provide either an offensive or a defensive ability, opposite the ability provided at tier 4 (though high tier rather than mid tier).

The other option should be something that further explores the use of the basic
movement ability. If the tier 5 choice was the penultimate ability, this might be an even better ultimate ability related to the movement.

Striker Combat

Striker combat foci prioritize dealing damage in battle over other concerns. Foci in this category offer defensive abilities as well, but they emphasize abilities that provide ways to spike damage to heights that other foci normally don’t reach.

To achieve this end, a striker combat focus might offer mastery of a particular style of martial combat, which could be training with a particular weapon or martial art, or the use of a unique tool (or even a kind of energy). A style might be something as singular as being the best at fighting a particular kind of enemy, or something much broader, such as adopting a particularly vicious or unsporting style. A striker combatant might use fire, force, or magnetism as their preferred method of spiking damage.

Connection: Choose four relevant connections from the Focus Connections list.

Additional Equipment: The weapon, tool, or other special item or substance (if any) required to engage in the particular style of combat. For instance, a dose of level 5 poison for Fights Dirty or Murders, a trophy from a previously defeated foe for Battles Robots, or stylish clothes for Fights With Panache.

Minor Effect Suggestions: The target is so dazzled by your expertise that it is dazed for one round, hindering all of its tasks.

Major Effect Suggestions: Make an immediate additional attack using an attack provided by the focus as part of your turn.

The following are examples and not meant to provide a complete list of all possible foci in this category.

@UUID[.9x56c0G5TMOl1Arn#battles-robots]{Battles Robots} @UUID[.9x56c0G5TMOl1Arn#fights-dirty]{Fights Dirty} @UUID[.9x56c0G5TMOl1Arn#fights-with-panache]{Fights With Panache} @UUID[.9x56c0G5TMOl1Arn#hunts]{Hunts} @UUID[.9x56c0G5TMOl1Arn#is-licensed-to-carry]{Is Licensed to Carry} @UUID[.9x56c0G5TMOl1Arn#looks-for-trouble]{Looks for Trouble} @UUID[.9x56c0G5TMOl1Arn#masters-weaponry]{Masters Weaponry} @UUID[.9x56c0G5TMOl1Arn#murders]{Murders} @UUID[.9x56c0G5TMOl1Arn#needs-no-weapon]{Needs No Weapon} @UUID[.9x56c0G5TMOl1Arn#performs-feats-of-strength]{Performs Feats of Strength} @UUID[.9x56c0G5TMOl1Arn#rages]{Rages} @UUID[.9x56c0G5TMOl1Arn#slays-monsters]{Slays Monsters} @UUID[.9x56c0G5TMOl1Arn#throws-with-deadly-accuracy]{Throws With Deadly Accuracy} @UUID[.9x56c0G5TMOl1Arn#wields-two-weapons-at-once]{Wields Two Weapons at Once}

Ability Selection Guidelines

Tier 1: Choose a low-tier ability that inflicts additional damage when a character attacks using the focus’s particular fighting style, energy, or attitude, or when used against a chosen enemy.

Sometimes an additional low-power ability is appropriate, depending on the focus. For instance, a focus that grants proficiency in a special weapon might offer training in crafting tasks associated with that weapon. A focus that grants increased damage against a particular kind of foe might offer training in skills to recognize, locate, or just have general knowledge about that foe. A fighting style that involves fighting in a vicious or dirty manner might provide training in intimidation. And so on.

If the focus is about fighting a particular enemy, additional secondary powers (more than might otherwise be offered) may be appropriate. Those either further enhance effectiveness against the chosen enemy, or offer broader but related abilities that give the character who takes the focus some functionality even when not fighting that enemy.

Tier 2: Choose a low-tier ability that provides some form of defense using the weapon, weapon style, or chosen energy. If the weapon style is being especially good at fighting a certain kind of foe, the ability should be a defense against that kind of foe. Alternatively, the focus might offer another method for increasing damage within the chosen paradigm.

Sometimes an additional low-power ability is appropriate at tier 2. If so, choose whichever
low-power ability wasn’t gained at tier 1.

Tier 3: Choose two mid-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One option should inflict additional damage when using the focus’s fighting style, energy, or attitude, or when used against a chosen enemy. That could be as simple as an ability that offers an additional attack of that kind.

The other option should provide a method to temporarily neutralize a foe by disarming them, dazing or stunning them, slowing or holding them, or otherwise discombobulating them by using the focus’s fighting style, energy, or attitude, or when used against a chosen enemy.

Tier 4: Choose a mid-tier ability that further enhances the advantages provided by the focus’s paradigm. Often, this includes training in a particular kind of attack. Alternatively, the ability might increase the advantages provided by achieving a certain combat status, such as gaining surprise.

Tier 5: Choose a high-tier ability that inflicts damage. Alternatively, if focused on fighting a particular kind of foe, this ability might give the character a chance to completely neutralize, destroy, blind, or kill a singular target of up to level 3 (or higher, if the focus is on a singular foe).

Tier 6: Choose two high-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One of the options should use the focus paradigm to inflict an exceptional amount of damage.

The other option could be a different way of inflicting damage, either using the focus paradigm or just dealing lots of damage in general (and relying on previous focus tier abilities to improve targeting). This could be against multiple targets if the first option was for a single target, to outright kill or neutralize a target (starting with level 4, but with guidance for using Effort to increase the level of the target), or to select yet another foe, make another attack, or get away in order to fight another day.

Support

Foci that allow a character to help others succeed, defend others, heal others who are hurt, and so on are support foci. Of course, most foci abilities are often used in aid of others, but support foci (such as Siphons Power) prioritize aiding, healing, and improving the character who takes the focus.

Support foci rely on a variety of methods to provide their help, including martial training used in defense, supernatural or sci-fi means of providing healing, or simply easing the cares of others through entertainment.

Connection: Choose four relevant connections from the Focus Connections list.

Additional Equipment: Any object necessary to provide support. For instance, someone with a focus that uses entertainment to help others would require an instrument or similar object in aid of their craft. Some foci in this category don’t require anything to gain or retain their benefits.

Minor Effect Suggestions: You can draw an attack without having to use an action at any point before the end of the next round.

Major Effect Suggestions: You can take an extra action in aid of an ally.

The following are examples and not meant to provide a complete list of all possible foci in this category.

@UUID[.9x56c0G5TMOl1Arn#defends-the-weak]{Defends the Weak} @UUID[.9x56c0G5TMOl1Arn#entertains]{Entertains} @UUID[.9x56c0G5TMOl1Arn#helps-their-friends]{Helps Their Friends} @UUID[.9x56c0G5TMOl1Arn#metes-out-justice]{Metes Out Justice} @UUID[.9x56c0G5TMOl1Arn#shepherds-the-community]{Shepherds the Community} @UUID[.9x56c0G5TMOl1Arn#siphons-power]{Siphons Power} @UUID[.9x56c0G5TMOl1Arn#works-miracles]{Works Miracles}

Ability Selection Guidelines

Tier 1: Choose a low-tier ability that provides some form of defense, aid or entertainment, benefit to recovery or healing, or protection. That defense or protection could be to the PC and not to an ally, as one cannot protect another without first being able to protect themselves (and sometimes protecting themselves is the entire point).

Sometimes an additional low-power ability is appropriate, depending on the focus. Often, this is an ability that grants skill training in a related area of knowledge or a related skill, but it might be something that works with the initial ability that, by itself, wouldn’t do much.

Tier 2: Choose a low-tier ability that follows up on the support style opened in the previous tier. If the previous tier’s ability provided a means of protection only for the focus taker, this tier 2 ability should specifically provide aid to another. If the previous tier specifically provided aid to another, this tier 2 ability could defend the focus taker or provide an offensive capability grounded, if possible, in the focus’s theme.

Tier 3: Choose two mid-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One option should work within the focus’s theme to aid, heal, protect, or otherwise help another.

The other option should be something that benefits the character, either an offensive or defensive ability, or something that broadens their expertise in some fashion. Alternatively, it could be another, different method of helping someone else.

Tier 4: Choose a mid-tier ability that gives an ally a direct boon or provides the character with a way to help another. It could also be an ability that harms or nullifies a foe, as removing foes certainly helps allies.

Tier 5: Choose a high-tier ability that provides an offensive or defensive option for the character, if none have been provided yet. If this need has been previously addressed or is deemed unnecessary, choose a high-tier ability that provides some form of defense, aid or entertainment, benefit to recovery or healing, or protection to another. For example, a tier 5 ability might grant an ally an additional free action or allow them to repeat a failed action.

Tier 6: Choose two high-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One of the options should provide an ultimate method of helping another in the theme of the focus.

The other option could provide an alternative ultimate method of helping another; many foci in this category do. However, an option that provides high-tier offense or defense is also completely reasonable.

Tank Combat

Foci that prioritize being able to take a lot of punishment and soak up excess damage from foes fall within the tank combat category. These foci provide offensive abilities too, as well as additional abilities related to the particular method by which improved protection is achieved, but defensive abilities are most pronounced.

Some tank combat foci involve a physical transformation that grants additional protection, and others rely on specialized training, use tools like shields or heavy armor, or provide the ability to heal incredibly fast. The kinds of physical transformation that a tank focus provides, if any, vary widely. A focus might turn a character’s skin to stone, reinforce their body with metal, turn them into a monstrous being, make them so big it becomes harder to hurt them, and so on.

Connection: Choose four relevant connections from the Focus Connections list.

Additional Equipment: Any object necessary to maintain a physical transformation (such as a tool for repair if partly robotic, a shield or other defensive tool used if skilled, or possibly some kind of amulet or serum). Some tank combat foci don’t require anything to gain or retain their benefits.

Minor Effect Suggestions: +2 to Armor for a few rounds.

Major Effect Suggestions: Regain 2 points to Might Pool.

The following are examples and not meant to provide a complete list of all possible foci in this category.

@UUID[.9x56c0G5TMOl1Arn#abides-in-stone]{Abides in Stone} @UUID[.9x56c0G5TMOl1Arn#brandishes-an-exotic-shield]{Brandishes an Exotic Shield} @UUID[.9x56c0G5TMOl1Arn#defends-the-gate]{Defends the Gate} @UUID[.9x56c0G5TMOl1Arn#fuses-flesh-and-steel]{Fuses Flesh and Steel} @UUID[.9x56c0G5TMOl1Arn#grows-to-towering-heights]{Grows to Towering Heights} @UUID[.9x56c0G5TMOl1Arn#howls-at-the-moon]{Howls at the Moon} @UUID[.9x56c0G5TMOl1Arn#lives-in-the-wilderness]{Lives in the Wilderness} @UUID[.9x56c0G5TMOl1Arn#masters-defense]{Masters Defense} @UUID[.9x56c0G5TMOl1Arn#never-says-die]{Never Says Die} @UUID[.9x56c0G5TMOl1Arn#stands-like-a-bastion]{Stands Like a Bastion}

Ability Selection Guidelines

Tier 1: Choose a low-tier ability that provides defense within the focus’s theme. If the theme is simply intense training or the use of a defensive tool, the ability might be as simple as a bonus to Armor. If protection comes from physical transformation, this ability provides the base form effects, benefits, and in some cases drawbacks for making the transformation. A low-tier enhanced healing ability would also be appropriate at first tier.

Sometimes an additional low-power ability is appropriate, depending on the focus. If the character transforms, this ability may provide a knock-on effect, though in the case of some transformations, it might be a description of how someone with an abnormal physiognomy can fully heal. Other times, the secondary power may simply be training in a related skill, or it may unlock the ability to use a particular armor or shield without penalty.

Tier 2: If the theme of the focus isn’t physical transformation, choose a low-tier ability that provides an additional method of defending, healing damage, or avoiding attacks.

If the theme of the focus is physical transformation, choose a low-tier ability that unlocks a new capability related to the form the character takes. That might mean gaining better control of the transformation, unlocking a robotic interface, or otherwise more fully unlocking that form. This ability is not necessarily defensive, though it could be.

Tier 3: Choose two mid-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One option should provide an additional form of protection in keeping with the focus’s theme, such as more defensive capabilities unlocked from a transformation (which might also come with additional offensive capabilities) or a simple physical enhancement if defense is gained by skills or enhanced healing.

The other option should provide an offensive capability, especially if creating a non-transformation focus that doesn’t already have offensive benefits. That capability could be an enhanced attack or provide some other benefit useful in combat, such as quickly evading or (on the other end of the continuum) becoming immovable.

Tier 4: Choose a mid-tier ability that further enhances the advantages provided by the focus’s damage-soaking paradigm. Often, this includes training in a particular kind of defense. Alternatively, it might increase the advantages provided by previously unlocked defensive abilities, whether that means gaining greater control over a transformation, gaining additional chances to avoid damage or retry tasks related to enhanced determination, and so on. If the focus is lacking in offensive options, this is a good place to include one.

Tier 5: Choose a high-tier ability that provides protection, possibly in the form of shrugging off a debilitating condition (including death). If the focus offers a physical transformation, this ability might further unlock an additional related ability, whether offensive, defensive, or something related to exploration or interaction (such as flight if the form is winged, intimidation if the form is fearsome, and so on).

Tier 6: Choose two high-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One option should use the focus paradigm to increase the defense, protection, or ability to shrug off damage.

The other option could be a different way of being defensive. In some cases, the best defense is a good offense, so this option could provide a high-tier offensive ability in keeping with the focus’s theme, whether that’s a straight-up damage boost on attacks or better control of an unstable physical transformation.

","markdown":""},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"ownership":{"default":-1},"flags":{}},{"sort":399219,"name":"Abilities","type":"text","_id":"YRhX8KikaF361373","title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"

A character’s type, flavor, and focus assign an appropriate tier to each ability. However, if you’re creating a brand-new focus or type, we provide a couple of additional tools.

The first is a power grade for each ability, which tells you about how potent it is in relation to other abilities. Abilities appropriate for tiers 1 and 2 characters are called “low-tier” abilities. Abilities appropriate for tiers 3 and 4 are called “mid-tier” abilities. Abilities appropriate for tiers 5 and 6 are called “high-tier” abilities.

These abilities are further sorted into ability categories based on the kinds of things they do—abilities that improve physical attacks are in the attack skill category, abilities that assist allies are in the support category, and so on.

Unless otherwise noted, you cannot choose the same ability twice, even if you get it from both your type and a flavor.

Ability Categories and Relative Power

Abilities can be divided into several categories based on the kinds of things they do—improve your physical attacks, assist allies, provide defense, give you a special attack form, and so on. Under each of the following category descriptions is a list of abilities that fit that category, sorted into low-, medium-, and high-tier abilities.

The categories are mainly used by GMs when designing new foci for a campaign, allowing them to search a short list of abilities instead of trying to find something appropriate among the thousand or so abilities in this chapter. For example, the GM might have a custom focus in their campaign called “Is Born of the Swamp” and want a defensive ability for tier 5, so they can look at the high-tier abilities in the protection category and quickly narrow down what options are available.

It may be possible that a character gains the same ability from more than one source (such as from their type and their descriptor). Unless the two abilities are obviously additive (such as two abilities that each add 3 points to your Might Pool, which together would give the character +6 Might points), the duplicated ability might be improved in some way, such as having a longer duration or greater effect, or automatically providing an asset. Some abilities give suggestions on how to do this; otherwise, the player and the GM should work out whether and how the ability is improved.

The ability categories are not intended to be rigid or comprehensive. Some abilities fall into more than one category, and it could be argued that some abilities could be included in more categories than are listed here.

These categories have some overlap with the categories in the Creating New Foci chapter. For example, there is a support category here and a support category in the Creating New Foci chapter. They aren’t intended to be exact parallels and they don’t mean exactly the same thing. That said, if you’re creating a support-centric focus, many of the abilities in the support ability category would be appropriate choices.

Attack Skill

Gives you training or specialization in a specific physical attack (like swords or unarmed combat), a category of physical attacks (light bladed, heavy bashing, and so on), or another physical skill primarily used to inflict harm (such as breaking objects).

Low Tier

@UUID[Compendium.cyphersystem-compendium.abilities.YBMLX3Jm5oN79J6G]{Heads-Up Display} @UUID[Compendium.cyphersystem-compendium.abilities.wAbsUj5mHZatr3JG]{Practiced With Guns} @UUID[Compendium.cyphersystem-compendium.abilities.NhijFGxYepJtaa0r]{Practiced With Medium Weapons} @UUID[Compendium.cyphersystem-compendium.abilities.WFK0xBSAIpD59va8]{Practiced With Swords} @UUID[Compendium.cyphersystem-compendium.abilities.FEkLEYwk7r9KE7oC]{Quarry} @UUID[Compendium.cyphersystem-compendium.abilities.JJKRrcU5L1yM9y90]{Unarmed Fighting Style}

Mid Tier

@UUID[Compendium.cyphersystem-compendium.abilities.R0UuZ32vmmeFbSMV]{Blood Fever} @UUID[Compendium.cyphersystem-compendium.abilities.Z7JkIlrv7gxim4Fn]{Cognizant Offense} @UUID[Compendium.cyphersystem-compendium.abilities.nOuOE3EkrNr81pSq]{Greater Skill With Defense} @UUID[Compendium.cyphersystem-compendium.abilities.yl2zo179wXZW5Xxc]{Practiced With All Weapons} @UUID[Compendium.cyphersystem-compendium.abilities.NoKdHv0FSytZR4iF]{Robot Fighter} @UUID[Compendium.cyphersystem-compendium.abilities.NcItnMHjeG9fgE1K]{Serv-0 Aim} @UUID[Compendium.cyphersystem-compendium.abilities.lPqCQOQJF0JfoFRn]{Serv-0 Brawler} @UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks} @UUID[Compendium.cyphersystem-compendium.abilities.QDSSTe5EGrBHjtnL]{Sniper’s Aim} @UUID[Compendium.cyphersystem-compendium.abilities.hbWaCBEfSMujqvDf]{Specialized Throwing}

High Tier

@UUID[Compendium.cyphersystem-compendium.abilities.2uSx4ErQ9f2QLX5M]{As Foretold in Prophecy} @UUID[Compendium.cyphersystem-compendium.abilities.AsmIgvoIRPEtuzkh]{Duel to the Death} @UUID[Compendium.cyphersystem-compendium.abilities.oroWEBbp3cvrYwH9]{Greater Skill With Attacks} @UUID[Compendium.cyphersystem-compendium.abilities.LE8NtDKG9TzXBv5B]{Hunter’s Drive} @UUID[Compendium.cyphersystem-compendium.abilities.S4PaEqmYjg4TGoG3]{Master of Unarmed Fighting Style} @UUID[Compendium.cyphersystem-compendium.abilities.kNSRytTtQX0rU3aE]{Mastery With Attacks} @UUID[Compendium.cyphersystem-compendium.abilities.F6mAzjhG2T4irVjy]{Specialized Basher}

Companion

Gives you a follower, modifies a follower, or gives you an additional benefit when interacting with or near your follower. This category includes humanoid followers, beast companions, and temporary companions like summoned swarms, conjured spirits, and so on.

Low Tier

@UUID[Compendium.cyphersystem-compendium.abilities.4XwwFeGO5haHxvQs]{Basic Follower} @UUID[Compendium.cyphersystem-compendium.abilities.bOohoEcDegDBinFc]{Beast Companion} @UUID[Compendium.cyphersystem-compendium.abilities.9Kag2UMn6Wdxq4Zo]{Bound Magic Creature} @UUID[Compendium.cyphersystem-compendium.abilities.hIxPlDRbNqallNiu]{Control Swarm} @UUID[Compendium.cyphersystem-compendium.abilities.tgS72E10jiPF3Dm3]{Critter Companion} @UUID[Compendium.cyphersystem-compendium.abilities.P1jQZdPIrxo4wNlr]{Duplicate} @UUID[Compendium.cyphersystem-compendium.abilities.ZK4CUb9HH4J5A8IN]{Entourage} @UUID[Compendium.cyphersystem-compendium.abilities.ZEcFnsNXgcozJElT]{Influence Swarm} @UUID[Compendium.cyphersystem-compendium.abilities.yaLHxRtVBhveqHJA]{Necromancy} @UUID[Compendium.cyphersystem-compendium.abilities.oEubmS7pZ3zFK8uJ]{Resilient Duplicate} @UUID[Compendium.cyphersystem-compendium.abilities.paIv2etaqLqY76y0]{Robot Assistant} @UUID[Compendium.cyphersystem-compendium.abilities.v1lZkKjSCS1pjnET]{Serv-0} @UUID[Compendium.cyphersystem-compendium.abilities.RkOvawhfH5MHQFOH]{Spirit Accomplice}

Mid Tier

@UUID[Compendium.cyphersystem-compendium.abilities.zstBkLwRduC7vgGT]{Beast Eyes} @UUID[Compendium.cyphersystem-compendium.abilities.gLxVxCSix441TyKq]{Call Swarm} @UUID[Compendium.cyphersystem-compendium.abilities.ETGBAqAc1ApFH5cx]{Expert Follower} @UUID[Compendium.cyphersystem-compendium.abilities.BQnrZXeivue9Q2qp]{Fellow Explorer} @UUID[Compendium.cyphersystem-compendium.abilities.srn53BB1da8Elh1t]{Fiery Hand of Doom} @UUID[Compendium.cyphersystem-compendium.abilities.rUzrjRuT2nfEdCaJ]{Gain Unusual Companion} @UUID[Compendium.cyphersystem-compendium.abilities.vEVmBgz2TxOH3aSk]{Greater Necromancy} @UUID[Compendium.cyphersystem-compendium.abilities.QxOsAHpd8ZkEXI5u]{Improved Object Bond} @UUID[Compendium.cyphersystem-compendium.abilities.CEscdPwUrBpzUeS0]{Living Armor} @UUID[Compendium.cyphersystem-compendium.abilities.XkFsMa9e9IY2FRcN]{Machine Companion} @UUID[Compendium.cyphersystem-compendium.abilities.cGcblQ2qvyHM02kY]{Mount} @UUID[Compendium.cyphersystem-compendium.abilities.S2OZtm12S2YvxD7H]{Retinue} @UUID[Compendium.cyphersystem-compendium.abilities.Nyt7Z1xWqmnuu265]{Shipspeak} @UUID[Compendium.cyphersystem-compendium.abilities.h1rn92kIqG5VVYd6]{Stronger Together} @UUID[Compendium.cyphersystem-compendium.abilities.wEWyNKnVgVOjsyms]{Summon Giant Spider} @UUID[Compendium.cyphersystem-compendium.abilities.FwEUY43Q8EMVCCsL]{Superior Duplicate} @UUID[Compendium.cyphersystem-compendium.abilities.OWRsjlf3ahyH9eez]{Time Doppelganger} @UUID[Compendium.cyphersystem-compendium.abilities.l5vgtPP0LcsqGrzn]{Time Loop}

High Tier

@UUID[Compendium.cyphersystem-compendium.abilities.Qm31Nw2SkBpVcv9M]{As If One Creature} @UUID[Compendium.cyphersystem-compendium.abilities.fD8yD0pGCMdOJkGb]{Band of Desperados} @UUID[Compendium.cyphersystem-compendium.abilities.KpbEHKNSEycVB1GU]{Band of Followers} @UUID[Compendium.cyphersystem-compendium.abilities.pFWDdnTXCiPfwsWv]{Beast Call} @UUID[Compendium.cyphersystem-compendium.abilities.jVY1PTxvZvpjZILB]{Call Dead Spirit} @UUID[Compendium.cyphersystem-compendium.abilities.HUVY2MA2CBegFhLY]{Call in Favor} @UUID[Compendium.cyphersystem-compendium.abilities.ElsQU746B70tsPmZ]{Call Otherworldly Spirit} @UUID[Compendium.cyphersystem-compendium.abilities.U58ZQ1X3byfANn4W]{Call Through Time} @UUID[Compendium.cyphersystem-compendium.abilities.8SDpRRzZRF73zLsF]{Conjuration} @UUID[Compendium.cyphersystem-compendium.abilities.iQhBPww1s4wRZcDz]{Deadly Swarm} @UUID[Compendium.cyphersystem-compendium.abilities.M1FHIlVPVv8O02LV]{Dragon’s Maw} @UUID[Compendium.cyphersystem-compendium.abilities.NVdx8QjmTP5eOjDh]{Fire Servant} @UUID[Compendium.cyphersystem-compendium.abilities.iEOf9IkbHU8oBOMm]{Improved Apportation} @UUID[Compendium.cyphersystem-compendium.abilities.0IlHHY1ktkN2L5Sp]{Improved Companion} @UUID[Compendium.cyphersystem-compendium.abilities.PKFz6WVsaKm5kIir]{Improved Machine Companion} @UUID[Compendium.cyphersystem-compendium.abilities.UJpMPRD25O7HvhbV]{Insect Eruption} @UUID[Compendium.cyphersystem-compendium.abilities.pGJIwlCJDib2Splm]{Legal Intern} @UUID[Compendium.cyphersystem-compendium.abilities.rHApGqEQj8TCGa3f]{Masterful Armor Modification} @UUID[Compendium.cyphersystem-compendium.abilities.rsYzxCchklPSFAp7]{Multiplicity} @UUID[Compendium.cyphersystem-compendium.abilities.Aprz5cRtdgiAIYUM]{Object Bond Mastery} @UUID[Compendium.cyphersystem-compendium.abilities.3EcnBLVtGwxpWXBW]{Recruit Deputy} @UUID[Compendium.cyphersystem-compendium.abilities.yqhUXLWMSNn5IYOn]{Robot Fleet} @UUID[Compendium.cyphersystem-compendium.abilities.LnZkUlKUuuD7iW3P]{Summon Demon} @UUID[Compendium.cyphersystem-compendium.abilities.OWRsjlf3ahyH9eez]{Time Doppelganger} @UUID[Compendium.cyphersystem-compendium.abilities.GDphyYXSfjKE5BST]{True Necromancy}

Control

Controls or influences minds in ways outside of what could be done with conventional intimidation and persuasion, such as using psychic mind control, fear gas, and so on.

Low Tier

@UUID[Compendium.cyphersystem-compendium.abilities.BggeJtN5IcutwLJg]{Calm Stranger} @UUID[Compendium.cyphersystem-compendium.abilities.SeAlSU8Rim5CWsgV]{Charm Machine} @UUID[Compendium.cyphersystem-compendium.abilities.fg8V2R3kpLX2sHRn]{Cloud Personal Memories} @UUID[Compendium.cyphersystem-compendium.abilities.ag3OU8JZuc769034]{Community Activist} @UUID[Compendium.cyphersystem-compendium.abilities.ulHj0pzmwc515fve]{Fast Talk} @UUID[Compendium.cyphersystem-compendium.abilities.M2oXV5cRSdMlUZDm]{Goad} @UUID[Compendium.cyphersystem-compendium.abilities.0V2NE0905wwYPRVo]{Hack the Impossible} @UUID[Compendium.cyphersystem-compendium.abilities.kgCuCmU8kn0UMy8v]{Robot Control} @UUID[Compendium.cyphersystem-compendium.abilities.gT21nqWZ9Es576oC]{Soothe the Savage} @UUID[Compendium.cyphersystem-compendium.abilities.qVlbJjB7X8R78rz0]{Terrifying Presence}

Mid Tier

@UUID[Compendium.cyphersystem-compendium.abilities.CLObcsu2DKKKhzyK]{Calm} @UUID[Compendium.cyphersystem-compendium.abilities.8EMTH3JCrC5Vjt63]{Captivate or Inspire} @UUID[Compendium.cyphersystem-compendium.abilities.mUhnX0UmEw2BROkI]{Captivate With Starshine} @UUID[Compendium.cyphersystem-compendium.abilities.t83oYxQRuO2u2zx4]{Command} @UUID[Compendium.cyphersystem-compendium.abilities.OE5yXpzWC8lSUmGX]{Command Machine} @UUID[Compendium.cyphersystem-compendium.abilities.dCQdSi11hJDyOSdD]{Command Spirit} @UUID[Compendium.cyphersystem-compendium.abilities.crFxkKwBNdnD6tX4]{Crowd Control} @UUID[Compendium.cyphersystem-compendium.abilities.FIU24o7T66ViVgyg]{Daydream} @UUID[Compendium.cyphersystem-compendium.abilities.sqiDNk5qXh9j3zwh]{Grand Deception} @UUID[Compendium.cyphersystem-compendium.abilities.ljhjSIxYOCbPXEFR]{Interruption} @UUID[Compendium.cyphersystem-compendium.abilities.Vcfc6yjbqX6WSzCf]{Mind Control} @UUID[Compendium.cyphersystem-compendium.abilities.iRqXVpngq6vfgtEn]{Psychic Suggestion}

High Tier

@UUID[Compendium.cyphersystem-compendium.abilities.zTsjsWVgzjQzl2MW]{Advanced Command} @UUID[Compendium.cyphersystem-compendium.abilities.By276DS858KmWNZq]{Assume Control} @UUID[Compendium.cyphersystem-compendium.abilities.3SiJ5Drao8XtmgzV]{Brainwashing} @UUID[Compendium.cyphersystem-compendium.abilities.aWbDzueOAxSW1d3C]{Change the Paradigm} @UUID[Compendium.cyphersystem-compendium.abilities.FxohCBSksJIu1BSA]{Control Machine} @UUID[Compendium.cyphersystem-compendium.abilities.LvoH43SKKtr3urKo]{Control the Savage} @UUID[Compendium.cyphersystem-compendium.abilities.0f2qoQlYGRqgu0Nj]{Defuse Situation} @UUID[Compendium.cyphersystem-compendium.abilities.UyW320RhzarMNoss]{Flee} @UUID[Compendium.cyphersystem-compendium.abilities.miR0d91lKIfmBGdO]{Psychic Passenger} @UUID[Compendium.cyphersystem-compendium.abilities.cfR2uFYjteKAqsYw]{Show Them the Way} @UUID[Compendium.cyphersystem-compendium.abilities.3wZZC07ADxO3mImS]{Suggestion} @UUID[Compendium.cyphersystem-compendium.abilities.ZTp4SZ673tDJpmuS]{Word of Command}

Craft

Creates useful physical things, such as mundane tools (hammers, crowbars), limited-use devices (manifest cyphers, artifacts), or independent beings (robots, elementals, zombies). Includes blueprints, plans, and effects that aid or speed crafting.

Low Tier

@UUID[Compendium.cyphersystem-compendium.abilities.JoPcORtuhjnAJ5mT]{Create Deadly Poison} @UUID[Compendium.cyphersystem-compendium.abilities.ZvKFftq7doCxI7T5]{Fortification Builder} @UUID[Compendium.cyphersystem-compendium.abilities.IswvUEdCBBZDRme6]{Junkmonger} @UUID[Compendium.cyphersystem-compendium.abilities.JK2hN1poqMLqfa1N]{Machine Efficiency} @UUID[Compendium.cyphersystem-compendium.abilities.mFPUUmBIcGGsuwNd]{Modify Device} @UUID[Compendium.cyphersystem-compendium.abilities.Ktxj62234LhUr51B]{Natural Crafter} @UUID[Compendium.cyphersystem-compendium.abilities.m6X5wyPUPdhqLTIp]{Quick Work} @UUID[Compendium.cyphersystem-compendium.abilities.pUliR2uWpIcE6jQX]{Robot Builder} @UUID[Compendium.cyphersystem-compendium.abilities.XUutaClCW4UXzK7e]{Trapster} @UUID[Compendium.cyphersystem-compendium.abilities.qBTIXXJt2Ahn8UYh]{Weapon Crafter}

Mid Tier

@UUID[Compendium.cyphersystem-compendium.abilities.FBCpBF9PXlEtIX4m]{Dream Becomes Reality} @UUID[Compendium.cyphersystem-compendium.abilities.dhXVqnunlbSbrDPB]{Expert Crafter} @UUID[Compendium.cyphersystem-compendium.abilities.7G8B9lfoVXkuxvKB]{Ice Creation} @UUID[Compendium.cyphersystem-compendium.abilities.AQQzctwqPJPUTRbb]{Poison Crafter} @UUID[Compendium.cyphersystem-compendium.abilities.BSx4qB29VwRUISm6]{Robot Upgrade} @UUID[Compendium.cyphersystem-compendium.abilities.3DJXuR680OxwP5NT]{Sculpt Light}

High Tier

@UUID[Compendium.cyphersystem-compendium.abilities.HuhNjMfMxPkTlERH]{Create} @UUID[Compendium.cyphersystem-compendium.abilities.JUn27j5YI3dRh2jJ]{Dark Matter Structure} @UUID[Compendium.cyphersystem-compendium.abilities.6e4KunpYFObSRszo]{Improved Sculpt Light} @UUID[Compendium.cyphersystem-compendium.abilities.y3qXWOUu7mAhg6Rb]{Innovator} @UUID[Compendium.cyphersystem-compendium.abilities.KQDFvUEnIWed1ebo]{Jury-Rig} @UUID[Compendium.cyphersystem-compendium.abilities.t0B6AIqWanSnx696]{Modify Artifact Power} @UUID[Compendium.cyphersystem-compendium.abilities.YFbC1HRis4SpZgrS]{Reshape}

Cure

Cures damage, adds or improves recovery rolls, or negates, cures, suspends, or otherwise gives immunity to a harmful effect or condition, such as poison, disease, mental attacks, moving down on the damage track, or dying.

Low Tier

@UUID[Compendium.cyphersystem-compendium.abilities.8mP69InEXQ4TB5BL]{Alleviate} @UUID[Compendium.cyphersystem-compendium.abilities.bzeuikGxbM7noj2z]{Crystalline Body} @UUID[Compendium.cyphersystem-compendium.abilities.Z7CKGOQWnfdNO885]{Destined for Greatness} @UUID[Compendium.cyphersystem-compendium.abilities.qHzwHm5LmYDasHnF]{Diver} @UUID[Compendium.cyphersystem-compendium.abilities.gWvMJQPBSmeaP8yN]{Drain Creature} @UUID[Compendium.cyphersystem-compendium.abilities.JyAovhallyh9m6oW]{Drain Machine} @UUID[Compendium.cyphersystem-compendium.abilities.PqL4qr9D8QAwQhrL]{Endurance} @UUID[Compendium.cyphersystem-compendium.abilities.uB3sVzeG2N5rkdUZ]{Escape} @UUID[Compendium.cyphersystem-compendium.abilities.CAYeFSNYprjeRtWw]{Extra Recovery} @UUID[Compendium.cyphersystem-compendium.abilities.U7chr7wLj7r5y0LT]{Foil Danger} @UUID[Compendium.cyphersystem-compendium.abilities.igGttY1Y2XbAx3qY]{Healing Touch} @UUID[Compendium.cyphersystem-compendium.abilities.JuOmZXMt1T3tQUZ8]{Ignore the Pain} @UUID[Compendium.cyphersystem-compendium.abilities.UtFc3e4grYyCQneH]{Improved Recovery} @UUID[Compendium.cyphersystem-compendium.abilities.vFQaDsHzJpTSV8Tw]{Living Off the Land} @UUID[Compendium.cyphersystem-compendium.abilities.wXV7JxEmZDlBvRKO]{Push on Through} @UUID[Compendium.cyphersystem-compendium.abilities.euEVkth9YGYSpoJf]{Quick Recovery} @UUID[Compendium.cyphersystem-compendium.abilities.rRDSzPJtUCwRVXFR]{Repair Flesh} @UUID[Compendium.cyphersystem-compendium.abilities.OvvuCBCQ71rZkCqQ]{Restful Presence} @UUID[Compendium.cyphersystem-compendium.abilities.XntbE6mXQ4CZ6yIi]{Speedy Recovery} @UUID[Compendium.cyphersystem-compendium.abilities.s2PLo9FsWBi2C1VY]{Surging Confidence} @UUID[Compendium.cyphersystem-compendium.abilities.2fU3nI68oi5ScziC]{Totally Chill} @UUID[Compendium.cyphersystem-compendium.abilities.yRSe9vjTxdOkvgBE]{Water Adaptation} @UUID[Compendium.cyphersystem-compendium.abilities.lw0otGU2Iaorppdc]{Will of Legend}

Mid Tier

@UUID[Compendium.cyphersystem-compendium.abilities.m7j43Ww96dKCDtJO]{Aquatic Combatant} @UUID[Compendium.cyphersystem-compendium.abilities.zdkVn6jIaanDoikV]{Biomorphic Healing} @UUID[Compendium.cyphersystem-compendium.abilities.nVFRDMhuWDrdve4F]{Damage Transference} @UUID[Compendium.cyphersystem-compendium.abilities.A6H8xi93t6Zrexz9]{Drain Charge} @UUID[Compendium.cyphersystem-compendium.abilities.5otvtHrbVXIh0N27]{Fight On} @UUID[Compendium.cyphersystem-compendium.abilities.rAmIxY5G1BK4ZMm7]{Font of Healing} @UUID[Compendium.cyphersystem-compendium.abilities.6nm35znCQzjAk6Gb]{Healing Pulse} @UUID[Compendium.cyphersystem-compendium.abilities.NMgopYfoagESHtea]{Ignore Affliction} @UUID[Compendium.cyphersystem-compendium.abilities.4Fe5z4FD71eHlbbd]{Immovable} @UUID[Compendium.cyphersystem-compendium.abilities.b776WTF2u1roh3n0]{Incredible Health} @UUID[Compendium.cyphersystem-compendium.abilities.7amEMbwK27v31Lt9]{Miraculous Health} @UUID[Compendium.cyphersystem-compendium.abilities.AAUqaiWxC5V4e1VH]{Noble’s Courage} @UUID[Compendium.cyphersystem-compendium.abilities.Wj6oHOvnZkZjulwI]{One With the Wild} @UUID[Compendium.cyphersystem-compendium.abilities.VsKeNcF252yKnh2O]{Poison Resistance} @UUID[Compendium.cyphersystem-compendium.abilities.LojkwDtb1gHLSB6A]{Preternatural Senses} @UUID[Compendium.cyphersystem-compendium.abilities.iroL3TcKD9dpulhW]{Regeneration} @UUID[Compendium.cyphersystem-compendium.abilities.gn1jtMLhp6qPNXUL]{Store Energy} @UUID[Compendium.cyphersystem-compendium.abilities.nJBrBxxs0ezweHKZ]{Thinking Ahead} @UUID[Compendium.cyphersystem-compendium.abilities.wxAZnuQkvWosLzkN]{Tough As Nails} @UUID[Compendium.cyphersystem-compendium.abilities.27EOrq94WxqgBbWQ]{Unmovable} @UUID[Compendium.cyphersystem-compendium.abilities.P73TBXcNDbZCVsdE]{Unraveling Consumption} @UUID[Compendium.cyphersystem-compendium.abilities.Ja8ebgq2RDQryN62]{Wilderness Encouragement} @UUID[Compendium.cyphersystem-compendium.abilities.JrSM5XYgXpxNnLl2]{Willing Sacrifice}

High Tier

@UUID[Compendium.cyphersystem-compendium.abilities.Uk6ceaEWFjcoHNTI]{Deep Reserves} @UUID[Compendium.cyphersystem-compendium.abilities.5HNZcrij9mgEmvAR]{Final Defiance} @UUID[Compendium.cyphersystem-compendium.abilities.B0Tt5R1m2DsVLtPH]{Free to Move} @UUID[Compendium.cyphersystem-compendium.abilities.W0Jw19mWIycjIgmo]{Gamer’s Fortitude} @UUID[Compendium.cyphersystem-compendium.abilities.dIUTe5O1jeA47zps]{Gaming God} @UUID[Compendium.cyphersystem-compendium.abilities.O2XHxUa2QNrliDMG]{Greater Healing Touch} @UUID[Compendium.cyphersystem-compendium.abilities.upynNTXrIGGH82Ll]{Incredible Recovery} @UUID[Compendium.cyphersystem-compendium.abilities.PvISXo6EQ2PmCGes]{Infuse Spirit} @UUID[Compendium.cyphersystem-compendium.abilities.oilgQ4oM02Pa0eNp]{Inspiration} @UUID[Compendium.cyphersystem-compendium.abilities.Kf09KYdZqG6dNTFC]{Inspire the Innocent} @UUID[Compendium.cyphersystem-compendium.abilities.laxdkyrDuOhxfWKc]{Mind Surge} @UUID[Compendium.cyphersystem-compendium.abilities.dMEqa6kAjXrHlxui]{Negate Danger} @UUID[Compendium.cyphersystem-compendium.abilities.sbGo2i4oqy1aUeQ6]{Not Dead Yet} @UUID[Compendium.cyphersystem-compendium.abilities.Hp9Sdc7eTTUuWTiu]{Rapid Recovery} @UUID[Compendium.cyphersystem-compendium.abilities.aS13LBRfyrWXAMMp]{Regenerate} @UUID[Compendium.cyphersystem-compendium.abilities.ydmPM9m8nmmgvlXc]{Restore Life} @UUID[Compendium.cyphersystem-compendium.abilities.aDnA7oA9ZYCEfprI]{Resuscitate} @UUID[Compendium.cyphersystem-compendium.abilities.4Xvgo62UVSOI9Acx]{Share the Power} @UUID[Compendium.cyphersystem-compendium.abilities.iXBkjCf0y9vXVXI6]{Stay the Course} @UUID[Compendium.cyphersystem-compendium.abilities.qKDngpAWNEzhdRj5]{Trick Driver} @UUID[Compendium.cyphersystem-compendium.abilities.icJAWRB8Uha8CSKr]{Vigilant}

Environment

Manipulates the environment or things in the environment, such as with telekinesis, weather control, gravity control, illusions, and so on.

Low Tier

@UUID[Compendium.cyphersystem-compendium.abilities.zqarns940d4FXwYf]{Create Water} @UUID[Compendium.cyphersystem-compendium.abilities.y08bfWS5eyeUJB3J]{Dreamcraft} @UUID[Compendium.cyphersystem-compendium.abilities.21Bi8yur01DCYz5f]{Fetch} @UUID[Compendium.cyphersystem-compendium.abilities.zW0cZJQTR0tHUmn3]{Grasping Foliage} @UUID[Compendium.cyphersystem-compendium.abilities.zArjjFcf9tHQvJTx]{Hedge Magic} @UUID[Compendium.cyphersystem-compendium.abilities.1KjY8D1dvLc3NuUv]{Hidden Closet} @UUID[Compendium.cyphersystem-compendium.abilities.xZQXXjAWGBo7mTHU]{Illuminating Touch} @UUID[Compendium.cyphersystem-compendium.abilities.BjWI1UVg9kpY7FKO]{Illusory Duplicate} @UUID[Compendium.cyphersystem-compendium.abilities.jCmnAY8EjuGo5uDg]{Impetus} @UUID[Compendium.cyphersystem-compendium.abilities.Frxs35QkokRdure4]{Legerdemain} @UUID[Compendium.cyphersystem-compendium.abilities.wNQ3q7VXtPHlPzqb]{Lock} @UUID[Compendium.cyphersystem-compendium.abilities.l60mmJrF1GupXLJB]{Minor Illusion} @UUID[Compendium.cyphersystem-compendium.abilities.p2JmtbtuzscW1ogs]{Move Metal} @UUID[Compendium.cyphersystem-compendium.abilities.3s6gDCIY1zfetGEg]{Slip Into Shadow} @UUID[Compendium.cyphersystem-compendium.abilities.xDn74LRD6xlMUqj2]{Telekinesis} @UUID[Compendium.cyphersystem-compendium.abilities.Db7aRY4t1mwRpcoL]{Wilderness Explorer}

Mid Tier

@UUID[Compendium.cyphersystem-compendium.abilities.FIU24o7T66ViVgyg]{Daydream} @UUID[Compendium.cyphersystem-compendium.abilities.SHMGbt30RfePtyNE]{Define Down} @UUID[Compendium.cyphersystem-compendium.abilities.eJpNT3QObtYiDfXY]{Field of Gravity} @UUID[Compendium.cyphersystem-compendium.abilities.yPVZmXWhUxustVdq]{Force Field Barrier} @UUID[Compendium.cyphersystem-compendium.abilities.itnqtCRfxC2EDKqu]{Force to Reckon With} @UUID[Compendium.cyphersystem-compendium.abilities.hJV3hrSYcq3Zbzl5]{Illusory Selves} @UUID[Compendium.cyphersystem-compendium.abilities.YeOtzG5ksxonD5RS]{Living Wall} @UUID[Compendium.cyphersystem-compendium.abilities.hNsph7BRwllVSUre]{Major Illusion} @UUID[Compendium.cyphersystem-compendium.abilities.KLFHpPR0MKLOWr8l]{Nullify Sound} @UUID[Compendium.cyphersystem-compendium.abilities.8QwoYVraOedgr9kB]{Projection} @UUID[Compendium.cyphersystem-compendium.abilities.wAQ7a5JSjp01x1Eg]{Storm Seed} @UUID[Compendium.cyphersystem-compendium.abilities.iIlgHiF1EN0fEpYx]{Sunlight}

High Tier

@UUID[Compendium.cyphersystem-compendium.abilities.wWN4y4rATxbtMCMo]{Adaptation} @UUID[Compendium.cyphersystem-compendium.abilities.tvlNZboSbKCHttjs]{Control Weather} @UUID[Compendium.cyphersystem-compendium.abilities.fruWNFBBNLpcGLaC]{Diamagnetism} @UUID[Compendium.cyphersystem-compendium.abilities.TXNhhyj63MMp2dVF]{Force Wall} @UUID[Compendium.cyphersystem-compendium.abilities.KBykf0P4WQ9Lb6TN]{Generate Force Field} @UUID[Compendium.cyphersystem-compendium.abilities.lCWWUQ0vYH2odiDv]{Grandiose Illusion} @UUID[Compendium.cyphersystem-compendium.abilities.ZK9Ruc53rKBqU93i]{Granite Wall} @UUID[Compendium.cyphersystem-compendium.abilities.PLsz8IqWScZt0Ott]{Inferno Trail} @UUID[Compendium.cyphersystem-compendium.abilities.8OmtJRuoKRzuGfh8]{Move Mountains} @UUID[Compendium.cyphersystem-compendium.abilities.RNJbp1eAcMqSnYvb]{Permanent Illusion} @UUID[Compendium.cyphersystem-compendium.abilities.RBOc2zxAI9xMoWqW]{Relocate} @UUID[Compendium.cyphersystem-compendium.abilities.9cJ6gJZc7datpQwJ]{Terrifying Image} @UUID[Compendium.cyphersystem-compendium.abilities.Bny0sFdqf40pJeOp]{Wall of Lightning} @UUID[Compendium.cyphersystem-compendium.abilities.pfZzabIIEuU4kSH3]{The Wild Is on Your Side}

Information

Gives the ability to learn information about something, whether chosen by the GM like Scan, by asking a question and the GM giving the answer, or by learning a language.

Low Tier

@UUID[Compendium.cyphersystem-compendium.abilities.r7uNiD9CGy4G3Hoq]{Babel} @UUID[Compendium.cyphersystem-compendium.abilities.OIk4usP2NFT0tDu7]{Communication} @UUID[Compendium.cyphersystem-compendium.abilities.op9VSx3NJT28UwTH]{Community Knowledge} @UUID[Compendium.cyphersystem-compendium.abilities.P95xVHVxALSMjanR]{Decipher} @UUID[Compendium.cyphersystem-compendium.abilities.bH57y3PYsMceluGy]{Dream Thief} @UUID[Compendium.cyphersystem-compendium.abilities.RM8Fmu1IJwzBkjcM]{Eye for Detail} @UUID[Compendium.cyphersystem-compendium.abilities.IvKd5vkPypJbB1Ip]{Gather Intelligence} @UUID[Compendium.cyphersystem-compendium.abilities.4PVFXmi2cxI8MdpR]{Lab Analysis} @UUID[Compendium.cyphersystem-compendium.abilities.W5Zt9qDKCtNr49BC]{Mind Reading} @UUID[Compendium.cyphersystem-compendium.abilities.PRW5MxW12oakmeHE]{Monster Lore} @UUID[Compendium.cyphersystem-compendium.abilities.2GicRKJcPO3hmlwD]{Network Tap} @UUID[Compendium.cyphersystem-compendium.abilities.V5oEOJ4i32t97yOG]{Predictive Model} @UUID[Compendium.cyphersystem-compendium.abilities.ZsI6553CPbGi0wtx]{Premonition} @UUID[Compendium.cyphersystem-compendium.abilities.pHFFr4DkCythNc5n]{Question the Spirits} @UUID[Compendium.cyphersystem-compendium.abilities.fzx429jdEdbd0tHy]{Retrieve Memories} @UUID[Compendium.cyphersystem-compendium.abilities.h3G0Ven2SoaPCbk4]{Salvage and Comfort} @UUID[Compendium.cyphersystem-compendium.abilities.OPvXaxuRIVXLmkWl]{Scan} @UUID[Compendium.cyphersystem-compendium.abilities.83y32UMQWshRvbDG]{See History} @UUID[Compendium.cyphersystem-compendium.abilities.nvA3LwoSP7jf4h8G]{Speaker for the Dead} @UUID[Compendium.cyphersystem-compendium.abilities.L2NOLfflU6HNleuT]{Telepathic}

Mid Tier

@UUID[Compendium.cyphersystem-compendium.abilities.YlzkyK6WEkk0cfhh]{Creature Insight} @UUID[Compendium.cyphersystem-compendium.abilities.ssfubNrUQC38zCkJ]{Device Insight} @UUID[Compendium.cyphersystem-compendium.abilities.mL6Yae2CxgefOMHn]{Draw Conclusion} @UUID[Compendium.cyphersystem-compendium.abilities.Mu5knvNfGyaeaiTB]{Find the Hidden} @UUID[Compendium.cyphersystem-compendium.abilities.W7wHOJdozxk7Y2CQ]{Got a Feeling} @UUID[Compendium.cyphersystem-compendium.abilities.MBt3AmXa8vzUCiHd]{Know Their Faults} @UUID[Compendium.cyphersystem-compendium.abilities.dLJ0B35UlB5wxCf4]{Machine Telepathy} @UUID[Compendium.cyphersystem-compendium.abilities.7VYzHQvF1cz4cfUp]{Mechanical Telepathy} @UUID[Compendium.cyphersystem-compendium.abilities.uPvNopNWTgHGIPyR]{Reading the Room} @UUID[Compendium.cyphersystem-compendium.abilities.x7YnN02GiwDQ09km]{Sensor Array} @UUID[Compendium.cyphersystem-compendium.abilities.9r6iNU2GH4oEH6vz]{Serv-0 Scanner} @UUID[Compendium.cyphersystem-compendium.abilities.2t9oGZRuFhLCKjsa]{Soul Interrogation} @UUID[Compendium.cyphersystem-compendium.abilities.abMJwHQIsm9Wcdlg]{Spot Weakness} @UUID[Compendium.cyphersystem-compendium.abilities.CBdIPMJ2oOOesmod]{Wilderness Awareness}

High Tier

@UUID[Compendium.cyphersystem-compendium.abilities.1tkQKo32UKxTUUPn]{Deep Consideration} @UUID[Compendium.cyphersystem-compendium.abilities.wztu6KcpILxwlFTU]{Drawing on Life’s Experiences} @UUID[Compendium.cyphersystem-compendium.abilities.PLyxuOlieOGsJx4h]{Information Gathering} @UUID[Compendium.cyphersystem-compendium.abilities.wlkPdME0r3hx9VbE]{Knowing the Unknown} @UUID[Compendium.cyphersystem-compendium.abilities.qbXP6HlN56bPt7cq]{Mind of a Leader} @UUID[Compendium.cyphersystem-compendium.abilities.lbXg8UlSCG23yxO4]{Read the Signs} @UUID[Compendium.cyphersystem-compendium.abilities.K0C60k7wHBSpMQX4]{Telepathic Network}

Meta

Modifies an existing ability or character trait’s effects or parameters, such as increasing range or, damage, easing the difficulty, giving you additional noncombat actions each turn, rerolling a failed attempt, or treating a number on the die as something different than normal.

Low Tier

@UUID[Compendium.cyphersystem-compendium.abilities.m5U42d2SkK31mp8d]{A Smile and a Word} @UUID[Compendium.cyphersystem-compendium.abilities.EyAIsiqJGCspQFcu]{Arcane Flare} @UUID[Compendium.cyphersystem-compendium.abilities.yIdq1lu1eUAkNyDC]{Artifact Tinkerer} @UUID[Compendium.cyphersystem-compendium.abilities.ywBEe31zan6qpVxr]{Augment Cypher} @UUID[Compendium.cyphersystem-compendium.abilities.Mbq7D0u4Vee0NKYz]{Careful Shot} @UUID[Compendium.cyphersystem-compendium.abilities.essJhO2eqoHmIQaa]{Charge} @UUID[Compendium.cyphersystem-compendium.abilities.L3UjcLAFvS9MLWCu]{Coaxing Power} @UUID[Compendium.cyphersystem-compendium.abilities.2x7nMe9ZGp3VjI8B]{Combat Prowess} @UUID[Compendium.cyphersystem-compendium.abilities.EERMWn1af0S8wAWN]{Crushing Blow} @UUID[Compendium.cyphersystem-compendium.abilities.bzeuikGxbM7noj2z]{Crystalline Body} @UUID[Compendium.cyphersystem-compendium.abilities.JkmTskE3eqcfu7dY]{Curious} @UUID[Compendium.cyphersystem-compendium.abilities.7nUj7rxq4Qwg4FUM]{Distant Interface} @UUID[Compendium.cyphersystem-compendium.abilities.Pu5XGGLI6cCp1EQd]{Double Strike} @UUID[Compendium.cyphersystem-compendium.abilities.gWvMJQPBSmeaP8yN]{Drain Creature} @UUID[Compendium.cyphersystem-compendium.abilities.1fu5C9JHmORmWTR8]{Driving on the Edge} @UUID[Compendium.cyphersystem-compendium.abilities.YjJvvUhIqtxf6eYS]{Elusive} @UUID[Compendium.cyphersystem-compendium.abilities.UJst9mtUKNTe3Pd2]{Energize Object} @UUID[Compendium.cyphersystem-compendium.abilities.dPFQTFRzv7D7PYKq]{Enhanced Body} @UUID[Compendium.cyphersystem-compendium.abilities.SmuTPFfZGnCUmnEj]{Extra Use} @UUID[Compendium.cyphersystem-compendium.abilities.axI0iGYo7DjdR8Ya]{Find the Way} @UUID[Compendium.cyphersystem-compendium.abilities.Hgr8QZmzjXmYorfs]{Fists of Fury} @UUID[Compendium.cyphersystem-compendium.abilities.Sg5WeSF04CYNEecl]{Fleet of Foot} @UUID[Compendium.cyphersystem-compendium.abilities.YGsGHp1rbu3Z7Kdd]{Frenzy} @UUID[Compendium.cyphersystem-compendium.abilities.pXrC4lkMOY7CvFLk]{Golem Body} @UUID[Compendium.cyphersystem-compendium.abilities.1SBd1jm66eSo4eHn]{Gunner} @UUID[Compendium.cyphersystem-compendium.abilities.z23towmNKeKJasHV]{Hacker} @UUID[Compendium.cyphersystem-compendium.abilities.tBWUjjkgyXHTrkCp]{Hold Breath} @UUID[Compendium.cyphersystem-compendium.abilities.3fMzqFFQ1rLtbVrd]{Improved Designation} @UUID[Compendium.cyphersystem-compendium.abilities.FzpkQwb1jA53bs1y]{Investigator} @UUID[Compendium.cyphersystem-compendium.abilities.N4DTNNCEESorc0N4]{Lead From the Front} @UUID[Compendium.cyphersystem-compendium.abilities.JK2hN1poqMLqfa1N]{Machine Efficiency} @UUID[Compendium.cyphersystem-compendium.abilities.VgomhLKFHDDAzW9T]{Mind for Might} @UUID[Compendium.cyphersystem-compendium.abilities.mFPUUmBIcGGsuwNd]{Modify Device} @UUID[Compendium.cyphersystem-compendium.abilities.nW46hfygkxB7FW5m]{Monster Bane} @UUID[Compendium.cyphersystem-compendium.abilities.Ktxj62234LhUr51B]{Natural Crafter} @UUID[Compendium.cyphersystem-compendium.abilities.YZB37b80VQGMUscp]{No Need for Weapons} @UUID[Compendium.cyphersystem-compendium.abilities.PCTUkuALVb0GdTCe]{Object Bond} @UUID[Compendium.cyphersystem-compendium.abilities.FDG7hgrRNt4aHpP1]{Overload Machine} @UUID[Compendium.cyphersystem-compendium.abilities.XAXJ3mFGdDv0fXLP]{Precision} @UUID[Compendium.cyphersystem-compendium.abilities.y2eUnbkzxOeoe9w6]{Quick Death} @UUID[Compendium.cyphersystem-compendium.abilities.m6X5wyPUPdhqLTIp]{Quick Work} @UUID[Compendium.cyphersystem-compendium.abilities.tJVu7MQ2pOhNfpUB]{Range Increase} @UUID[Compendium.cyphersystem-compendium.abilities.szw7tHW0OjI2fjpJ]{Reload} @UUID[Compendium.cyphersystem-compendium.abilities.vVax9KyZ3U4Wpok8]{Something in the Road} @UUID[Compendium.cyphersystem-compendium.abilities.AFfburUYwZlBFq7N]{Tinker} @UUID[Compendium.cyphersystem-compendium.abilities.J0fj73TfCu4aSdVL]{Weapon Master} @UUID[Compendium.cyphersystem-compendium.abilities.yS1sMAZEzJbozxOZ]{Wreck}

Mid Tier

@UUID[Compendium.cyphersystem-compendium.abilities.M5QroBlhUCULt6MD]{Amazing Effort} @UUID[Compendium.cyphersystem-compendium.abilities.7Gxuqkwo4i47yHe3]{Betrayal} @UUID[Compendium.cyphersystem-compendium.abilities.G0hoaZFQpdG7FfxO]{Better Living Through Chemistry} @UUID[Compendium.cyphersystem-compendium.abilities.gNRMG3mJTzWaCGph]{Capable Warrior} @UUID[Compendium.cyphersystem-compendium.abilities.JwG4lCSZIG3qUQAi]{Cast Illusion} @UUID[Compendium.cyphersystem-compendium.abilities.M3TM1cORNnlEN0ZO]{Cyphersmith} @UUID[Compendium.cyphersystem-compendium.abilities.Rr4oB1lUzuzFHNHQ]{Deadly Aim} @UUID[Compendium.cyphersystem-compendium.abilities.zYGhcm896Xbi7Ia2]{Deep Resources} @UUID[Compendium.cyphersystem-compendium.abilities.7rjeYt5hNhkvqK9w]{Disarming Strike} @UUID[Compendium.cyphersystem-compendium.abilities.zLJYM2OiFVIsuz3P]{Dodge and Resist} @UUID[Compendium.cyphersystem-compendium.abilities.wEj2uvWI3w0W9HWH]{Drain at a Distance} @UUID[Compendium.cyphersystem-compendium.abilities.B5zrSVUs54TUALFB]{Energized Shield} @UUID[Compendium.cyphersystem-compendium.abilities.7GsuhcRTpDX0d1em]{Enhanced Intellect} @UUID[Compendium.cyphersystem-compendium.abilities.FQPA8oY3xiZIL6aG]{Enhanced Intellect Edge} @UUID[Compendium.cyphersystem-compendium.abilities.wHcuP6T7Ti6j5Y8C]{Enhanced Might} @UUID[Compendium.cyphersystem-compendium.abilities.g1t5TxZXsNovIVTn]{Enhanced Might Edge} @UUID[Compendium.cyphersystem-compendium.abilities.MwVDTy2Rx1V7Tyly]{Enhanced Physique} @UUID[Compendium.cyphersystem-compendium.abilities.RnK2bmvUb7RIVPSA]{Enhanced Potential} @UUID[Compendium.cyphersystem-compendium.abilities.tuofJSTVjOEwRUem]{Enhanced Speed} @UUID[Compendium.cyphersystem-compendium.abilities.QH3l6ojVnasZm5U8]{Enhanced Speed Edge} @UUID[Compendium.cyphersystem-compendium.abilities.4eCjeGPA0ovnwIfu]{Experienced in Armor} @UUID[Compendium.cyphersystem-compendium.abilities.u1GhDcfpVXITVtOc]{Expert Cypher Use} @UUID[Compendium.cyphersystem-compendium.abilities.MdRdAc0qAWghMmlV]{Expert Skill} @UUID[Compendium.cyphersystem-compendium.abilities.jaGs9nmLaywdRMUN]{Fast Kill} @UUID[Compendium.cyphersystem-compendium.abilities.tJQmvEiYq2xBv4ZJ]{Flameblade} @UUID[Compendium.cyphersystem-compendium.abilities.XR3B0gfJtrYUAU5M]{From the Shadows} @UUID[Compendium.cyphersystem-compendium.abilities.73miZT5kYFyxnPOT]{Fury} @UUID[Compendium.cyphersystem-compendium.abilities.42sPqHxJEybiZ6Vh]{Fusion} @UUID[Compendium.cyphersystem-compendium.abilities.Ee8QC6fkRvD1yw6h]{Greater Beast Form} @UUID[Compendium.cyphersystem-compendium.abilities.QgnoEdKZ50u4JZoL]{Greater Designation} @UUID[Compendium.cyphersystem-compendium.abilities.34Ycb9VK8JwHgSl4]{Greater Enhanced Intellect} @UUID[Compendium.cyphersystem-compendium.abilities.R9KnCCvGoEHvV1p0]{Greater Enhanced Might} @UUID[Compendium.cyphersystem-compendium.abilities.vVc3NxkYdj68mAoV]{Greater Enhanced Physique} @UUID[Compendium.cyphersystem-compendium.abilities.4necR0YTsaij4ojD]{Greater Enhanced Potential} @UUID[Compendium.cyphersystem-compendium.abilities.Qsi6Iw5YCcY8jmNx]{Greater Enhanced Speed} @UUID[Compendium.cyphersystem-compendium.abilities.hAVC1FOl7hwnuBpC]{Greater Frenzy} @UUID[Compendium.cyphersystem-compendium.abilities.4v5pXMwFeB7xQzME]{Guide Bolt} @UUID[Compendium.cyphersystem-compendium.abilities.OtbS1NoVXK7mQLEe]{Guild Training} @UUID[Compendium.cyphersystem-compendium.abilities.VupBbHOJAX45Yazb]{Heroic Monster Bane} @UUID[Compendium.cyphersystem-compendium.abilities.sPheWt9emoY3PCA8]{Hidden Reserves} @UUID[Compendium.cyphersystem-compendium.abilities.uNzF1oQKJ6T1yqL4]{Huge} @UUID[Compendium.cyphersystem-compendium.abilities.4Fe5z4FD71eHlbbd]{Immovable} @UUID[Compendium.cyphersystem-compendium.abilities.wrPVUnJauasIH886]{Improved Absorb Kinetic Energy} @UUID[Compendium.cyphersystem-compendium.abilities.7X2zbrkFSNbyhA5G]{Improved Edge} @UUID[Compendium.cyphersystem-compendium.abilities.HPIlAWDGOQFw6yGm]{Improved Monster Bane} @UUID[Compendium.cyphersystem-compendium.abilities.eblwQ80CBlBdeUp5]{Improved Sensor} @UUID[Compendium.cyphersystem-compendium.abilities.0q9alvmsQKKViN0r]{Incomparable Pilot} @UUID[Compendium.cyphersystem-compendium.abilities.mUizWF7k2XD7ykRJ]{Increased Effects} @UUID[Compendium.cyphersystem-compendium.abilities.PYD24TjoDAqbKAj8]{Iron Fist} @UUID[Compendium.cyphersystem-compendium.abilities.YID6zEB7KkHGYAlD]{Know Where to Look} @UUID[Compendium.cyphersystem-compendium.abilities.bPr34XiLw2Dqb4VJ]{Lunge} @UUID[Compendium.cyphersystem-compendium.abilities.2l9FIUVKimPzIXzU]{Machine Bond} @UUID[Compendium.cyphersystem-compendium.abilities.atQ5yNq1ZEyy0z5j]{Machine Vulnerabilities} @UUID[Compendium.cyphersystem-compendium.abilities.l0OFjk5XVGV5LzP1]{Minor Wish} @UUID[Compendium.cyphersystem-compendium.abilities.imWLlYQs4LTaCTdS]{Never Fumble} @UUID[Compendium.cyphersystem-compendium.abilities.Wj6oHOvnZkZjulwI]{One With the Wild} @UUID[Compendium.cyphersystem-compendium.abilities.3VJyYtECl0wKQj2p]{Outlast the Foe} @UUID[Compendium.cyphersystem-compendium.abilities.cqzyNCPYVEWtucLe]{Outwit} @UUID[Compendium.cyphersystem-compendium.abilities.Y7HUEp7IxdPuur8V]{Overcharge Energy} @UUID[Compendium.cyphersystem-compendium.abilities.ZqBpOAiH70SGHX8N]{Perfect Stranger} @UUID[Compendium.cyphersystem-compendium.abilities.rOxKh1Z7J686a0nv]{Precise Cut} @UUID[Compendium.cyphersystem-compendium.abilities.iGRECL13bqrSSF7P]{Punish the Guilty} @UUID[Compendium.cyphersystem-compendium.abilities.JJ9nWmcBIlfyNDfe]{Push Off and Throw} @UUID[Compendium.cyphersystem-compendium.abilities.Mac5S0sQe9Muf4Mv]{Quick Wits} @UUID[Compendium.cyphersystem-compendium.abilities.y1bQFSBlwMbUico5]{Rapid Processing} @UUID[Compendium.cyphersystem-compendium.abilities.FuufiUyoLFbgBH5J]{Resilient Ice Armor} @UUID[Compendium.cyphersystem-compendium.abilities.6X3BDWzVKsWltrtY]{Roaming Third Eye} @UUID[Compendium.cyphersystem-compendium.abilities.qSH4OhrBBgNnAdAo]{Robot Improvement} @UUID[Compendium.cyphersystem-compendium.abilities.t3zUlk8c5WEBXXO8]{Seize the Moment} @UUID[Compendium.cyphersystem-compendium.abilities.6ZVINuyZm4jowRGt]{Shepherd’s Fury} @UUID[Compendium.cyphersystem-compendium.abilities.JhBTTC5ZUTT8NvUA]{Slippery Customer} @UUID[Compendium.cyphersystem-compendium.abilities.q73VWJY2cmWxRcYx]{Space Fighting} @UUID[Compendium.cyphersystem-compendium.abilities.8LHIZs9gEAd02tId]{Speed Burst} @UUID[Compendium.cyphersystem-compendium.abilities.jmYIPbMwsq3GY3eO]{Stone Breaker} @UUID[Compendium.cyphersystem-compendium.abilities.gn1jtMLhp6qPNXUL]{Store Energy} @UUID[Compendium.cyphersystem-compendium.abilities.cS2p7CRfquFvR65U]{Strategize} @UUID[Compendium.cyphersystem-compendium.abilities.wpA3GB5yJq9NI8QN]{Think Your Way Out} @UUID[Compendium.cyphersystem-compendium.abilities.2AIQhz00HyZhY7wM]{Tower of Will} @UUID[Compendium.cyphersystem-compendium.abilities.V7npSeuqG3JI4Dvv]{Trust to Luck} @UUID[Compendium.cyphersystem-compendium.abilities.bVt0TIfwtEUXvi6O]{Uncanny Luck} @UUID[Compendium.cyphersystem-compendium.abilities.scMKCptCmp0IwO2g]{Wall With Teeth} @UUID[Compendium.cyphersystem-compendium.abilities.NFsoXUQaq3I5h2UY]{Weaponization} @UUID[Compendium.cyphersystem-compendium.abilities.JrSM5XYgXpxNnLl2]{Willing Sacrifice} @UUID[Compendium.cyphersystem-compendium.abilities.6McxfJoPmf1SnbDR]{Wrest From Chance}

High Tier

@UUID[Compendium.cyphersystem-compendium.abilities.M0pjZXQ9996hfUPs]{Adroit Cypher Use} @UUID[Compendium.cyphersystem-compendium.abilities.MQewTo9NscKVUUNz]{Again and Again} @UUID[Compendium.cyphersystem-compendium.abilities.cuK7oPGFdlOPoc44]{Agile Wit} @UUID[Compendium.cyphersystem-compendium.abilities.eepc8U2e178RDqBs]{All-Out Con} @UUID[Compendium.cyphersystem-compendium.abilities.MJE1k2RmCM6HRwFV]{Artifact Scavenger} @UUID[Compendium.cyphersystem-compendium.abilities.iX07Ltb1JYr1nMYM]{Blurring Speed} @UUID[Compendium.cyphersystem-compendium.abilities.hKhwP85QeRGPW03G]{Burst of Escape} @UUID[Compendium.cyphersystem-compendium.abilities.OPfY6tVurfAxNUPh]{Charging Horde} @UUID[Compendium.cyphersystem-compendium.abilities.jmjxGRJTwztzBtLc]{Coordinated Effort} @UUID[Compendium.cyphersystem-compendium.abilities.UlQ7w5iD57Hfdzce]{Damage Dealer} @UUID[Compendium.cyphersystem-compendium.abilities.JH40M99RAN6IZWze]{Damn the Guilty} @UUID[Compendium.cyphersystem-compendium.abilities.Uk6ceaEWFjcoHNTI]{Deep Reserves} @UUID[Compendium.cyphersystem-compendium.abilities.p1UMG2hrng7mLFDv]{Disarming Attack} @UUID[Compendium.cyphersystem-compendium.abilities.t3uyBYJqMApfEBWX]{Discipline of Watchfulness} @UUID[Compendium.cyphersystem-compendium.abilities.P3Ha3GoJlM8EHf5j]{Divide Your Mind} @UUID[Compendium.cyphersystem-compendium.abilities.3uGYyiXUUSz952zQ]{Dual Distraction} @UUID[Compendium.cyphersystem-compendium.abilities.AsmIgvoIRPEtuzkh]{Duel to the Death} @UUID[Compendium.cyphersystem-compendium.abilities.AvaA8a3ylU9q4gL1]{Effective Skill} @UUID[Compendium.cyphersystem-compendium.abilities.A9uQnidn6SKTNHJA]{Enhanced Beast Form} @UUID[Compendium.cyphersystem-compendium.abilities.xHLPf1FETmn06aA8]{Enhanced Phased Attack} @UUID[Compendium.cyphersystem-compendium.abilities.FzJe2XEwhtUajTWI]{Escape Plan} @UUID[Compendium.cyphersystem-compendium.abilities.mhgFWIDr0QuCHRIF]{Extreme Mastery} @UUID[Compendium.cyphersystem-compendium.abilities.yIt7vEBNLpyggkSQ]{Force and Accuracy} @UUID[Compendium.cyphersystem-compendium.abilities.lUkqQu1vvJe3FxfQ]{Gambler} @UUID[Compendium.cyphersystem-compendium.abilities.U33DbRwloywFlYfi]{Go to Ground} @UUID[Compendium.cyphersystem-compendium.abilities.KGzAHs3qln0fNDjt]{Hard to Kill} @UUID[Compendium.cyphersystem-compendium.abilities.lrz5wU8PLzd7gATA]{Horde Tactics} @UUID[Compendium.cyphersystem-compendium.abilities.lJWTlBH1koX2Fjgi]{Impart Understanding} @UUID[Compendium.cyphersystem-compendium.abilities.Q22uje0KevLfL2qb]{Improved Command Spirit} @UUID[Compendium.cyphersystem-compendium.abilities.Cnvf8fv0EEKU3iSn]{Improved Gravity Cleave} @UUID[Compendium.cyphersystem-compendium.abilities.PKFz6WVsaKm5kIir]{Improved Machine Companion} @UUID[Compendium.cyphersystem-compendium.abilities.t6VEEwEsQUIImebW]{Improved Success} @UUID[Compendium.cyphersystem-compendium.abilities.JeqLEAcHOYVd78TH]{Inventor} @UUID[Compendium.cyphersystem-compendium.abilities.58CLKxSLgaT6W6Cj]{Lethal Damage} @UUID[Compendium.cyphersystem-compendium.abilities.teF5kZpAuRfZKfxn]{Machine Enhancement} @UUID[Compendium.cyphersystem-compendium.abilities.IfvVmyawWrz3vKXX]{Maneuvering Adept} @UUID[Compendium.cyphersystem-compendium.abilities.K4XRiZlFRakz6j98]{Master Cypher Use} @UUID[Compendium.cyphersystem-compendium.abilities.7QTTrXnxDHskYYhj]{Master Machine} @UUID[Compendium.cyphersystem-compendium.abilities.rHApGqEQj8TCGa3f]{Masterful Armor Modification} @UUID[Compendium.cyphersystem-compendium.abilities.m2j3n3xiExLcXAAn]{Moderate Wish} @UUID[Compendium.cyphersystem-compendium.abilities.t0B6AIqWanSnx696]{Modify Artifact Power} @UUID[Compendium.cyphersystem-compendium.abilities.ENO71nxs3MSKzvq6]{Multiple Quarry} @UUID[Compendium.cyphersystem-compendium.abilities.rsYzxCchklPSFAp7]{Multiplicity} @UUID[Compendium.cyphersystem-compendium.abilities.m21TAvxSQn1rGx3d]{Overcharge Device} @UUID[Compendium.cyphersystem-compendium.abilities.85DCcEDqvz6A0LkD]{Perfect Control} @UUID[Compendium.cyphersystem-compendium.abilities.mSNoWynky7DMz7ln]{Perfect Speed Burst} @UUID[Compendium.cyphersystem-compendium.abilities.5uWcMvgh1OWvieJs]{Physically Gifted} @UUID[Compendium.cyphersystem-compendium.abilities.EjBzy1Ue1AA8i6ry]{Recycled Cyphers} @UUID[Compendium.cyphersystem-compendium.abilities.hCAzOVpH0jrYc9qk]{Reinforcing Field} @UUID[Compendium.cyphersystem-compendium.abilities.ucsscEpO5L2gIYZg]{Resonant Frequency} @UUID[Compendium.cyphersystem-compendium.abilities.HAVNfVKAdwtJF6Jj]{Robot Evolution} @UUID[Compendium.cyphersystem-compendium.abilities.wqUItgrYzBeMiAoB]{Seize the Initiative} @UUID[Compendium.cyphersystem-compendium.abilities.Np67YSIzrP6w1PPb]{Shield Burst} @UUID[Compendium.cyphersystem-compendium.abilities.P9HlASUtyiOXghBZ]{Shred Existence} @UUID[Compendium.cyphersystem-compendium.abilities.HYDsZRWMlWTvSQU8]{Subtle Tricks} @UUID[Compendium.cyphersystem-compendium.abilities.cWHqKGpI5z0aiSYC]{Thief’s Luck} @UUID[Compendium.cyphersystem-compendium.abilities.qKDngpAWNEzhdRj5]{Trick Driver} @UUID[Compendium.cyphersystem-compendium.abilities.aWws42dVSQjRz8Hr]{Twist of Fate} @UUID[Compendium.cyphersystem-compendium.abilities.EE1xCQ3OvCrdrG6z]{Two Things at Once} @UUID[Compendium.cyphersystem-compendium.abilities.fkedtvx6UakJPOZN]{Ultra Enhancement} @UUID[Compendium.cyphersystem-compendium.abilities.bgaCXtvlT0zWmAIA]{Using What’s Available} @UUID[Compendium.cyphersystem-compendium.abilities.gETtOLyLYRVk53dP]{Usurp Cypher} @UUID[Compendium.cyphersystem-compendium.abilities.w3HN2nZBTo5mLJcM]{Weightless Shot} @UUID[Compendium.cyphersystem-compendium.abilities.RHLBHQuskBAVGnU8]{Weird Science Breakthrough} @UUID[Compendium.cyphersystem-compendium.abilities.vQtVTnCecWFXkfkI]{Wild Vitality} @UUID[Compendium.cyphersystem-compendium.abilities.EXrZLa3M8BK43qoi]{Winter Gauntlets}

Movement

Increases your movement (such as increasing your basic movement speed from short to long) or adds a new type of movement (such as flight, wallcrawling, phasing, or teleporting).

Low Tier

@UUID[Compendium.cyphersystem-compendium.abilities.uh1t4rnkZ2jOCjHJ]{Bolt Rider} @UUID[Compendium.cyphersystem-compendium.abilities.dQHSDDZxJNHrHH1l]{Contortionist} @UUID[Compendium.cyphersystem-compendium.abilities.3x3gRDJejTXQPmdY]{Danger Instinct} @UUID[Compendium.cyphersystem-compendium.abilities.gP8HCn8FPeg49V7M]{Far Step} @UUID[Compendium.cyphersystem-compendium.abilities.5abCQnz5ZWvvfMro]{Get Away} @UUID[Compendium.cyphersystem-compendium.abilities.UCR0rx32kEsTcgnF]{Hover} @UUID[Compendium.cyphersystem-compendium.abilities.3t1QshyGYnCSo12z]{Phase Sprint} @UUID[Compendium.cyphersystem-compendium.abilities.VWehoqF0N6s0WMLK]{Void Wings} @UUID[Compendium.cyphersystem-compendium.abilities.g0SqMvb020tiTQ48]{Walk Through Walls}

Mid Tier

@UUID[Compendium.cyphersystem-compendium.abilities.loOJI9ZakIwGrmW1]{Apportation} @UUID[Compendium.cyphersystem-compendium.abilities.Zps9ZUc9RD1mRDEK]{Blink of an Eye} @UUID[Compendium.cyphersystem-compendium.abilities.asABBkIqO5MSTxQ0]{Bypass Barrier} @UUID[Compendium.cyphersystem-compendium.abilities.wG4zveGhplNKNzuP]{Controlled Fall} @UUID[Compendium.cyphersystem-compendium.abilities.Kk9lHkiaqsr3pUmk]{Ghost} @UUID[Compendium.cyphersystem-compendium.abilities.ZYudnanHgtiLHtgH]{Mobile Fighter} @UUID[Compendium.cyphersystem-compendium.abilities.qZOOWfFLJ1JziJpY]{Obstacle Running} @UUID[Compendium.cyphersystem-compendium.abilities.MFBq4Fc432FS6nkX]{Phase Door} @UUID[Compendium.cyphersystem-compendium.abilities.dW0rgYsx6hDA8pIB]{Runner} @UUID[Compendium.cyphersystem-compendium.abilities.LlaltL5rG2c5Cadt]{Swim} @UUID[Compendium.cyphersystem-compendium.abilities.0EhZzYdEhtCRnV4c]{Temporal Dislocation} @UUID[Compendium.cyphersystem-compendium.abilities.s68x7VxwueUkCkOg]{Up to Speed} @UUID[Compendium.cyphersystem-compendium.abilities.KX6gQ8frz4IDtBx6]{Windrider} @UUID[Compendium.cyphersystem-compendium.abilities.TWqyBv9PEjwJKd1y]{Wings of Fire} @UUID[Compendium.cyphersystem-compendium.abilities.KGz0rK4b2dAt0DaX]{Wormhole}

High Tier

@UUID[Compendium.cyphersystem-compendium.abilities.QtpmHxblBqoQozbg]{Alley Rat} @UUID[Compendium.cyphersystem-compendium.abilities.iX07Ltb1JYr1nMYM]{Blurring Speed} @UUID[Compendium.cyphersystem-compendium.abilities.2iAHsn5ie8sYRiyb]{Chamber of Dreams} @UUID[Compendium.cyphersystem-compendium.abilities.etGUYa9dQSvjLvXX]{Electrical Flight} @UUID[Compendium.cyphersystem-compendium.abilities.2asT0zvk1kw5hC1v]{Embraced by Darkness} @UUID[Compendium.cyphersystem-compendium.abilities.IKicLElFbkRx5IaM]{Fast Travel} @UUID[Compendium.cyphersystem-compendium.abilities.2TaqNf6bhxijKELX]{Flash Across the Miles} @UUID[Compendium.cyphersystem-compendium.abilities.abdAcwYE8L00VakL]{Flight} @UUID[Compendium.cyphersystem-compendium.abilities.V2DSp12G6NP3X6Jt]{Impossible Walk} @UUID[Compendium.cyphersystem-compendium.abilities.0wVk3CszKCJQfp0Q]{Incredible Running Speed} @UUID[Compendium.cyphersystem-compendium.abilities.jM6JQUQFUpk9VVut]{Jaunt} @UUID[Compendium.cyphersystem-compendium.abilities.U8OsW0m17N86hNWW]{Juggernaut} @UUID[Compendium.cyphersystem-compendium.abilities.cE7JPRHLqIdM3b9V]{Living Light} @UUID[Compendium.cyphersystem-compendium.abilities.rHApGqEQj8TCGa3f]{Masterful Armor Modification} @UUID[Compendium.cyphersystem-compendium.abilities.lL7QywDGOszTIJCE]{Mental Projection} @UUID[Compendium.cyphersystem-compendium.abilities.tR2v2vMu3TgN21OJ]{Return to the Obelisk} @UUID[Compendium.cyphersystem-compendium.abilities.IN3VI2LxDyYGbqnN]{Teleportation} @UUID[Compendium.cyphersystem-compendium.abilities.lkO9VJhfOrgLY4g1]{Time Travel} @UUID[Compendium.cyphersystem-compendium.abilities.PlKwEwo6ilGqwxwI]{Traverse the Worlds} @UUID[Compendium.cyphersystem-compendium.abilities.8yGwY0PvtF2ivdSn]{Very Long Sprinting} @UUID[Compendium.cyphersystem-compendium.abilities.8PB7yHNGa7iBpYeI]{Wind Chariot} @UUID[Compendium.cyphersystem-compendium.abilities.b44vvK2YjdSeYPJc]{Windwracked Traveler}

Protection

Gives training or specialization in one or more types of combat defenses (Might, Speed, or Intellect), provides or increases Armor, or otherwise helps prevent damage.

Low Tier

@UUID[Compendium.cyphersystem-compendium.abilities.62zBqhQoPk6IV8lF]{Absorb Kinetic Energy} @UUID[Compendium.cyphersystem-compendium.abilities.7OpsD4muO5HGJt29]{Block} @UUID[Compendium.cyphersystem-compendium.abilities.SQ4RTDwdA0yiZ81b]{Closed Mind} @UUID[Compendium.cyphersystem-compendium.abilities.YvPBxDxLz16Usm7m]{Courageous} @UUID[Compendium.cyphersystem-compendium.abilities.bzeuikGxbM7noj2z]{Crystalline Body} @UUID[Compendium.cyphersystem-compendium.abilities.aNNLomN5nZc52ZT4]{Defense Against Robots} @UUID[Compendium.cyphersystem-compendium.abilities.2j6Hqr2Y8Xbz97c4]{Defensive Phasing} @UUID[Compendium.cyphersystem-compendium.abilities.YcDF62pED8waUtry]{Deflect Attacks} @UUID[Compendium.cyphersystem-compendium.abilities.6qCR3kBqCVYDlEOl]{Distortion} @UUID[Compendium.cyphersystem-compendium.abilities.dPFQTFRzv7D7PYKq]{Enhanced Body} @UUID[Compendium.cyphersystem-compendium.abilities.vPflrS1giYnMoqL2]{Enveloping Shield} @UUID[Compendium.cyphersystem-compendium.abilities.1POQ4sFW5DLrmXhn]{Fearsome Reputation} @UUID[Compendium.cyphersystem-compendium.abilities.XuNgbxrY284sWgZg]{Field of Destruction} @UUID[Compendium.cyphersystem-compendium.abilities.K33ayv0NcktuV53N]{Flesh of Stone} @UUID[Compendium.cyphersystem-compendium.abilities.LFiTEQpWhXBgIZWb]{Flight Not Fight} @UUID[Compendium.cyphersystem-compendium.abilities.yb5PaVIPimrcJxFg]{Force Field Shield} @UUID[Compendium.cyphersystem-compendium.abilities.C9x7b1qN4qmm568P]{Fortified Position} @UUID[Compendium.cyphersystem-compendium.abilities.10EqPrn9aONinEfm]{Go Defensive} @UUID[Compendium.cyphersystem-compendium.abilities.pXrC4lkMOY7CvFLk]{Golem Body} @UUID[Compendium.cyphersystem-compendium.abilities.qgholblGXKQri99M]{Hard to Distract} @UUID[Compendium.cyphersystem-compendium.abilities.leUaFf4AxYJwwOHt]{Hard to Hit} @UUID[Compendium.cyphersystem-compendium.abilities.VsAP4JEe7W5gaGaG]{Hardiness} @UUID[Compendium.cyphersystem-compendium.abilities.geCiPXMF2sIRJ68U]{Have Spacesuit, Will Travel} @UUID[Compendium.cyphersystem-compendium.abilities.czVqoPjH98xaNY1d]{Ice Armor} @UUID[Compendium.cyphersystem-compendium.abilities.gjBFpV2OvDmBqeE3]{Just a Bit Mad} @UUID[Compendium.cyphersystem-compendium.abilities.hKsZzzdWTelNlz3q]{Magic Shield} @UUID[Compendium.cyphersystem-compendium.abilities.hGbNYgkuIiZHomcJ]{Mentally Tough} @UUID[Compendium.cyphersystem-compendium.abilities.7BkWiUHcUrcRIKqO]{Out of Harm’s Way} @UUID[Compendium.cyphersystem-compendium.abilities.3t1QshyGYnCSo12z]{Phase Sprint} @UUID[Compendium.cyphersystem-compendium.abilities.ClJUFnz8xBmP4a2l]{Powered Armor} @UUID[Compendium.cyphersystem-compendium.abilities.o2ZDoteWQsFsqTJr]{Practiced in Armor} @UUID[Compendium.cyphersystem-compendium.abilities.GQeO9RXVzeriLsfy]{Quick Block} @UUID[Compendium.cyphersystem-compendium.abilities.MK2dp11krszjDsyc]{Repel Metal} @UUID[Compendium.cyphersystem-compendium.abilities.mmg9XLzvfbP4ESGO]{Resist the Elements} @UUID[Compendium.cyphersystem-compendium.abilities.ssWKJs1l9cQbNZha]{Resist Underwater Hazards} @UUID[Compendium.cyphersystem-compendium.abilities.Q8xKsSOvoFWL1ePP]{Resonance Field} @UUID[Compendium.cyphersystem-compendium.abilities.g0Ewv5wBooSFYOlH]{Safe Fall} @UUID[Compendium.cyphersystem-compendium.abilities.XzomXctsS8NL9M7Q]{Serv-0 Defender} @UUID[Compendium.cyphersystem-compendium.abilities.EheuStXUDPojVmT5]{Shield Master} @UUID[Compendium.cyphersystem-compendium.abilities.AzMtxh562JfrPdKZ]{Shroud of Flame} @UUID[Compendium.cyphersystem-compendium.abilities.CtRvLxfUlCynJv1B]{Skill With Defense} @UUID[Compendium.cyphersystem-compendium.abilities.87SQGqcRavRZslAp]{Sound Conversion Barrier} @UUID[Compendium.cyphersystem-compendium.abilities.HHcC89OKZACgLB8Y]{Stare Them Down} @UUID[Compendium.cyphersystem-compendium.abilities.gS1X6POaKLjNlHsI]{Sturdy} @UUID[Compendium.cyphersystem-compendium.abilities.uatcX3o1oB2Stc4u]{Trained Without Armor} @UUID[Compendium.cyphersystem-compendium.abilities.zEkA8MhrnJ5p9Io6]{Unarmored Fighter} @UUID[Compendium.cyphersystem-compendium.abilities.59mslpID7ogppzMA]{Ward} @UUID[Compendium.cyphersystem-compendium.abilities.6zU8AURXjXgG63j6]{Warding Shield} @UUID[Compendium.cyphersystem-compendium.abilities.6Xs3fyaANQDWXRoc]{Weapon Defense} @UUID[Compendium.cyphersystem-compendium.abilities.QGSHCRW46vn5Xdwu]{Weather the Vicissitudes} @UUID[Compendium.cyphersystem-compendium.abilities.3Xoq7NLpshgG3VPY]{Wind Armor}

Mid Tier

@UUID[Compendium.cyphersystem-compendium.abilities.yvPcOjjqyU3618Ob]{Absorb Pure Energy} @UUID[Compendium.cyphersystem-compendium.abilities.ZH0JbusjycG6zQf1]{Anticipate Attack} @UUID[Compendium.cyphersystem-compendium.abilities.R0UuZ32vmmeFbSMV]{Blood Fever} @UUID[Compendium.cyphersystem-compendium.abilities.gyZd83dgvZnQrmbb]{Cloak of Opportunity} @UUID[Compendium.cyphersystem-compendium.abilities.2SiHiotGcSufnCne]{Confounding Banter} @UUID[Compendium.cyphersystem-compendium.abilities.1fYBYD1EfA5z1NFl]{Confuse Enemy} @UUID[Compendium.cyphersystem-compendium.abilities.BjlHRj3hANsoqhKq]{Counter Danger} @UUID[Compendium.cyphersystem-compendium.abilities.Mj6yJZwRmdXaVwh8]{Countermeasures} @UUID[Compendium.cyphersystem-compendium.abilities.yB4tnpDNVSOxgruq]{Dark Matter Shell} @UUID[Compendium.cyphersystem-compendium.abilities.XYbtbbVKFYmDfmjO]{Dark Matter Shroud} @UUID[Compendium.cyphersystem-compendium.abilities.NnlGdSiR9GbiTJyZ]{Discerning Mind} @UUID[Compendium.cyphersystem-compendium.abilities.LODZEYtmmBN5D9zZ]{Divert Attacks} @UUID[Compendium.cyphersystem-compendium.abilities.E1YiGcXAYOjHXoAd]{Dodge and Respond} @UUID[Compendium.cyphersystem-compendium.abilities.gVOzzvxS6PPu8Ofy]{Dual Defense} @UUID[Compendium.cyphersystem-compendium.abilities.76HF09q7MdGek863]{Electric Armor} @UUID[Compendium.cyphersystem-compendium.abilities.XR8WeRW3OlbCIjlJ]{Elemental Protection} @UUID[Compendium.cyphersystem-compendium.abilities.yz1w8JR23mtlDX49]{Energy Protection} @UUID[Compendium.cyphersystem-compendium.abilities.M49EI6qapNJC2aLR]{Energy Resistance} @UUID[Compendium.cyphersystem-compendium.abilities.4eCjeGPA0ovnwIfu]{Experienced in Armor} @UUID[Compendium.cyphersystem-compendium.abilities.GlXd4oFI9Fqq3rAX]{Experienced Defender} @UUID[Compendium.cyphersystem-compendium.abilities.yPVZmXWhUxustVdq]{Force Field Barrier} @UUID[Compendium.cyphersystem-compendium.abilities.rqC9cEmRkvm29N56]{Fusion Armor} @UUID[Compendium.cyphersystem-compendium.abilities.5t5EIoGSan3pQ08D]{Hard-Won Resilience} @UUID[Compendium.cyphersystem-compendium.abilities.aBfj6w1y6noOzB7d]{Horde Fighting} @UUID[Compendium.cyphersystem-compendium.abilities.uNzF1oQKJ6T1yqL4]{Huge} @UUID[Compendium.cyphersystem-compendium.abilities.zcxMbV4Fe4JqJAe8]{Illusory Evasion} @UUID[Compendium.cyphersystem-compendium.abilities.n985WYLPzj2XqBry]{Magnetic Field} @UUID[Compendium.cyphersystem-compendium.abilities.whVEpvOjmGs3fpcD]{Matter Cloud} @UUID[Compendium.cyphersystem-compendium.abilities.l0OFjk5XVGV5LzP1]{Minor Wish} @UUID[Compendium.cyphersystem-compendium.abilities.mGv7zlZu1wtNCQXQ]{Moving Like Water} @UUID[Compendium.cyphersystem-compendium.abilities.Mz9g9gv2UvARcLid]{Nimble Swimmer} @UUID[Compendium.cyphersystem-compendium.abilities.DMBJEypEWuAS2lai]{Outlaw Reputation} @UUID[Compendium.cyphersystem-compendium.abilities.AQQzctwqPJPUTRbb]{Poison Crafter} @UUID[Compendium.cyphersystem-compendium.abilities.y1bQFSBlwMbUico5]{Rapid Processing} @UUID[Compendium.cyphersystem-compendium.abilities.GvYXLPdpaFEMGuQR]{Resilience} @UUID[Compendium.cyphersystem-compendium.abilities.FuufiUyoLFbgBH5J]{Resilient Ice Armor} @UUID[Compendium.cyphersystem-compendium.abilities.NoKdHv0FSytZR4iF]{Robot Fighter} @UUID[Compendium.cyphersystem-compendium.abilities.NKvNEjx64CcS3l13]{Shield Training} @UUID[Compendium.cyphersystem-compendium.abilities.CNw7shehsdySzhAK]{Subconscious Defense} @UUID[Compendium.cyphersystem-compendium.abilities.3wxiRMTCBZ4iNCHp]{Temporal Acceleration} @UUID[Compendium.cyphersystem-compendium.abilities.t8wL47jk1KS4zapb]{Tough It Out} @UUID[Compendium.cyphersystem-compendium.abilities.sq2JJtnRtSthJSYL]{Tower of Intellect} @UUID[Compendium.cyphersystem-compendium.abilities.2AIQhz00HyZhY7wM]{Tower of Will} @UUID[Compendium.cyphersystem-compendium.abilities.w2aO1ZIpmBDQJXq1]{Tumbling Moves} @UUID[Compendium.cyphersystem-compendium.abilities.OovsYh1BefBJrU8m]{Versatile Mind} @UUID[Compendium.cyphersystem-compendium.abilities.DhbLcVuqEZmS6Z2y]{Vigilance} @UUID[Compendium.cyphersystem-compendium.abilities.OWVz2CkwLnCSJMdS]{Wraith Cloak}

High Tier

@UUID[Compendium.cyphersystem-compendium.abilities.i5n7BaFjTo6W35f9]{Defense Master} @UUID[Compendium.cyphersystem-compendium.abilities.xBZTbhZKRB9AJmMa]{Defensive Augmentation} @UUID[Compendium.cyphersystem-compendium.abilities.FjXL6iSD1CJKbuGT]{Defensive Field} @UUID[Compendium.cyphersystem-compendium.abilities.LwmoGOpgHy1K2dU4]{Energize Creature} @UUID[Compendium.cyphersystem-compendium.abilities.5i6TqVJQQ4sTvqTm]{Energize Crowd} @UUID[Compendium.cyphersystem-compendium.abilities.N0OZaNOIbHTiWDL1]{Evasion} @UUID[Compendium.cyphersystem-compendium.abilities.cTU70NgcebRlD7jI]{Field-Reinforced Armor} @UUID[Compendium.cyphersystem-compendium.abilities.S9QxUr8u2gtwY7ya]{Hard Target} @UUID[Compendium.cyphersystem-compendium.abilities.KGzAHs3qln0fNDjt]{Hard to Kill} @UUID[Compendium.cyphersystem-compendium.abilities.5rgcPJXpCcB5VJ1m]{Lost in the Chaos} @UUID[Compendium.cyphersystem-compendium.abilities.rHApGqEQj8TCGa3f]{Masterful Armor Modification} @UUID[Compendium.cyphersystem-compendium.abilities.4k5JFV78A5SiPjFo]{Mastery in Armor} @UUID[Compendium.cyphersystem-compendium.abilities.LTqgcoprvBF2ZkdH]{Mastery With Defense} @UUID[Compendium.cyphersystem-compendium.abilities.iIy1HDd9yUl07AYo]{Microgravity Avoidance} @UUID[Compendium.cyphersystem-compendium.abilities.m2j3n3xiExLcXAAn]{Moderate Wish} @UUID[Compendium.cyphersystem-compendium.abilities.lGbieMmnuoqsl4Jz]{Nothing but Defend} @UUID[Compendium.cyphersystem-compendium.abilities.AmZDmnmP7CxSSN4h]{Parry} @UUID[Compendium.cyphersystem-compendium.abilities.N0wzhZ676UrCR8M4]{Precognition} @UUID[Compendium.cyphersystem-compendium.abilities.cbXNxvPdWEbKF6nA]{Reactive Field} @UUID[Compendium.cyphersystem-compendium.abilities.MA2Pwhbpbq2SSIQy]{See the Future} @UUID[Compendium.cyphersystem-compendium.abilities.4BQHOR98z3TYJPQu]{Still As a Statue} @UUID[Compendium.cyphersystem-compendium.abilities.fkedtvx6UakJPOZN]{Ultra Enhancement} @UUID[Compendium.cyphersystem-compendium.abilities.QLRztjFH4YetYM6l]{Untouchable} @UUID[Compendium.cyphersystem-compendium.abilities.INdq5iQf5ECzRiNp]{Untouchable While Moving} @UUID[Compendium.cyphersystem-compendium.abilities.B6SEeGr5kxLAgvvq]{Wear It Well}

Senses

Enhances your senses (seeing in the dark, seeing underwater or through mist, sensing danger, finding optimal places to stand in combat, and so on), but doesn’t provide direct answers to questions like an information ability does.

Low Tier

@UUID[Compendium.cyphersystem-compendium.abilities.xskKzxBoGvSrje4e]{Eyes Adjusted} @UUID[Compendium.cyphersystem-compendium.abilities.wVgcztnnNFPqK9Mo]{Familiarize} @UUID[Compendium.cyphersystem-compendium.abilities.8ydN3DBdXXP24hQL]{Find an Opening} @UUID[Compendium.cyphersystem-compendium.abilities.YBMLX3Jm5oN79J6G]{Heads-Up Display} @UUID[Compendium.cyphersystem-compendium.abilities.boxrBJsyP0yjJHjt]{Link Senses} @UUID[Compendium.cyphersystem-compendium.abilities.TPEcyzCeC3z5FyyQ]{Mental Link} @UUID[Compendium.cyphersystem-compendium.abilities.Uti1XQwY4VFZwwwc]{Reveal} @UUID[Compendium.cyphersystem-compendium.abilities.jq6Wm9xYxJA0bRaR]{See the Unseen} @UUID[Compendium.cyphersystem-compendium.abilities.rYyymKUc0QKWdNsy]{See Through Matter} @UUID[Compendium.cyphersystem-compendium.abilities.mvFsSsVjyF8iXvCe]{Sense Ambush} @UUID[Compendium.cyphersystem-compendium.abilities.PRh7n2VLXyRa4il9]{Share Senses} @UUID[Compendium.cyphersystem-compendium.abilities.WgjatSOUT6pT02A7]{Third Eye}

Mid Tier

@UUID[Compendium.cyphersystem-compendium.abilities.KAAezRI2l8rdp1NS]{Animal Senses and Sensibilities} @UUID[Compendium.cyphersystem-compendium.abilities.ZB80ZclRSzEcr4o1]{Awareness} @UUID[Compendium.cyphersystem-compendium.abilities.zstBkLwRduC7vgGT]{Beast Eyes} @UUID[Compendium.cyphersystem-compendium.abilities.nJlhmzrhmXvM3QvU]{Break the Line} @UUID[Compendium.cyphersystem-compendium.abilities.j1AZSJpCetRgsQ6A]{Detect Life} @UUID[Compendium.cyphersystem-compendium.abilities.MvyXo0ZUsxu8QQ22]{Distance Viewing} @UUID[Compendium.cyphersystem-compendium.abilities.EcOIgMC9c1IfSHsr]{Echolocation} @UUID[Compendium.cyphersystem-compendium.abilities.khxZngfluNmVSAIT]{Experienced Finder} @UUID[Compendium.cyphersystem-compendium.abilities.QsXOz48JgyXYEEqS]{Inhabit Crystal} @UUID[Compendium.cyphersystem-compendium.abilities.KBjSpuK7XJc1abJv]{Remote Viewing} @UUID[Compendium.cyphersystem-compendium.abilities.syiylO75dZlcUp3i]{Sensing Package} @UUID[Compendium.cyphersystem-compendium.abilities.bzy1KzO0oPmZGu2b]{Sensor} @UUID[Compendium.cyphersystem-compendium.abilities.9YuQrJXAQO0qIFPj]{Serv-0 Spy} @UUID[Compendium.cyphersystem-compendium.abilities.V1ROUnWXLmLRMxXi]{Trapfinder} @UUID[Compendium.cyphersystem-compendium.abilities.FktE2hQhSKXbWcQU]{Use Senses of Others}

High Tier

@UUID[Compendium.cyphersystem-compendium.abilities.B0dq2gW9gdA0PdzR]{Amplify Sounds} @UUID[Compendium.cyphersystem-compendium.abilities.djqbPin4qsUauJmD]{Battlefield Tactician} @UUID[Compendium.cyphersystem-compendium.abilities.xRvaY8SG4HVy5WO8]{Dark Explorer} @UUID[Compendium.cyphersystem-compendium.abilities.cpJY8qkTAmSvXoFM]{Infer Thoughts} @UUID[Compendium.cyphersystem-compendium.abilities.7QTTrXnxDHskYYhj]{Master Machine} @UUID[Compendium.cyphersystem-compendium.abilities.PazO9rJ2YoE8VEUw]{See Through Time} @UUID[Compendium.cyphersystem-compendium.abilities.MGzAkRaGd4LgfQti]{True Senses}

Social

Gives you an indirect social benefit, such as providing a useful contact in a city or letting you take advantage of your social status.

Low Tier

@UUID[Compendium.cyphersystem-compendium.abilities.2CekF2lqwNrMyio0]{Connected} @UUID[Compendium.cyphersystem-compendium.abilities.2GwH3ugd7aHrWZRz]{Debate} @UUID[Compendium.cyphersystem-compendium.abilities.JSlr2Q6Ll1xNd8fX]{Demeanor of Command} @UUID[Compendium.cyphersystem-compendium.abilities.GT0AiiarWPbGzxKs]{Impart Ideal} @UUID[Compendium.cyphersystem-compendium.abilities.OmfjqEmmIbrWST5U]{Misdirect Blame} @UUID[Compendium.cyphersystem-compendium.abilities.5VqOTQlAYTtWTwmS]{Negotiate} @UUID[Compendium.cyphersystem-compendium.abilities.6QXGJBsJPDFgcdq5]{Perks of Stardom} @UUID[Compendium.cyphersystem-compendium.abilities.MBlyd9LvSH8D0Z5I]{Powerful Rhetoric} @UUID[Compendium.cyphersystem-compendium.abilities.xMRRfjFF0POkxyea]{Privileged Nobility} @UUID[Compendium.cyphersystem-compendium.abilities.OFWQd2W52VAODeas]{Underworld Contacts} @UUID[Compendium.cyphersystem-compendium.abilities.UHvD5299HFbwBvpR]{Unexpected Betrayal}

Mid Tier

@UUID[Compendium.cyphersystem-compendium.abilities.7Gxuqkwo4i47yHe3]{Betrayal} @UUID[Compendium.cyphersystem-compendium.abilities.tmrSKjGmjbxfIqPI]{Flamboyant Boast} @UUID[Compendium.cyphersystem-compendium.abilities.zg8dYuOdCXGwXOFd]{Informer} @UUID[Compendium.cyphersystem-compendium.abilities.i5BlJLgj1ayBw0uY]{Oratory} @UUID[Compendium.cyphersystem-compendium.abilities.ZqBpOAiH70SGHX8N]{Perfect Stranger}

High Tier

@UUID[Compendium.cyphersystem-compendium.abilities.hhBF8re7Azmce3Y9]{Group Friendship}

Special Attack

Gives the ability to make a special melee or ranged attack (weapon, energy blast, psychic, and so on). The attack might do damage, have a special effect (disarm, hinder, move the target, and so on), or both. This also includes abilities like Spray that let you attack multiple targets as your action.

Low Tier

@UUID[Compendium.cyphersystem-compendium.abilities.p61Ycyc7lVZQXupO]{Advantage to Disadvantage} @UUID[Compendium.cyphersystem-compendium.abilities.X7Rrn9Q54ceSA4Lr]{Aggression} @UUID[Compendium.cyphersystem-compendium.abilities.EyAIsiqJGCspQFcu]{Arcane Flare} @UUID[Compendium.cyphersystem-compendium.abilities.7BS6IEcYlEp5v3OC]{Bash} @UUID[Compendium.cyphersystem-compendium.abilities.wyUQ3Atl3V1ItCFH]{Bloodlust} @UUID[Compendium.cyphersystem-compendium.abilities.Mfebb42AE5xt7k85]{Concussive Blast} @UUID[Compendium.cyphersystem-compendium.abilities.6cMg5QXB71YNgoaM]{Control the Field} @UUID[Compendium.cyphersystem-compendium.abilities.o7kTUAFonv5HPi07]{Cutting Light} @UUID[Compendium.cyphersystem-compendium.abilities.teFcKcbo5ZBFbfRl]{Dazzling Sunburst} @UUID[Compendium.cyphersystem-compendium.abilities.di7QfASecjKU8BPN]{Disincentivize} @UUID[Compendium.cyphersystem-compendium.abilities.7f6ulMjWFw2BOK76]{Disrupting Touch} @UUID[Compendium.cyphersystem-compendium.abilities.JyAovhallyh9m6oW]{Drain Machine} @UUID[Compendium.cyphersystem-compendium.abilities.bH57y3PYsMceluGy]{Dream Thief} @UUID[Compendium.cyphersystem-compendium.abilities.NHns9zqufRvB3Tnl]{Dual Light Wield} @UUID[Compendium.cyphersystem-compendium.abilities.bM2Y62eaUKYKdcwq]{Entangling Force} @UUID[Compendium.cyphersystem-compendium.abilities.lQ4MNmGXXNBMGsmk]{Enthrall} @UUID[Compendium.cyphersystem-compendium.abilities.TmWjWp4iWk4GMLN0]{Erase Memories} @UUID[Compendium.cyphersystem-compendium.abilities.eFgzJXQlg6l7NBqM]{Eye Gouge} @UUID[Compendium.cyphersystem-compendium.abilities.78uF9siViGIHKYGx]{Flash} @UUID[Compendium.cyphersystem-compendium.abilities.aidcxXW6MokDMqY7]{Force Bash} @UUID[Compendium.cyphersystem-compendium.abilities.nHqTzLHJrUWSAATM]{Frost Touch} @UUID[Compendium.cyphersystem-compendium.abilities.aFEBxDGnuFi20cLo]{Golem Grip} @UUID[Compendium.cyphersystem-compendium.abilities.zW0cZJQTR0tHUmn3]{Grasping Foliage} @UUID[Compendium.cyphersystem-compendium.abilities.S3L1oym8fpx0NsAc]{Hemorrhage} @UUID[Compendium.cyphersystem-compendium.abilities.NJjAmyf9zhjRTNme]{Hurl Flame} @UUID[Compendium.cyphersystem-compendium.abilities.lwJAowJa4eKlcDjb]{Misdirect} @UUID[Compendium.cyphersystem-compendium.abilities.FE1Ge8CbJxQcCo0b]{Onslaught} @UUID[Compendium.cyphersystem-compendium.abilities.90wkMwuVBaiyL9yt]{Opportunist} @UUID[Compendium.cyphersystem-compendium.abilities.o2iiTUXdkMPREkvK]{Overwatch} @UUID[Compendium.cyphersystem-compendium.abilities.IPwnXtVrXauJXgFo]{Pierce} @UUID[Compendium.cyphersystem-compendium.abilities.Myt0JUt24B8hjYAg]{Push} @UUID[Compendium.cyphersystem-compendium.abilities.yszDDDpH6m16dEoV]{Quick Throw} @UUID[Compendium.cyphersystem-compendium.abilities.Yg6jEM07HAccDcNC]{Ray of Confusion} @UUID[Compendium.cyphersystem-compendium.abilities.NMjccuRLDDnfZtZe]{Release Energy} @UUID[Compendium.cyphersystem-compendium.abilities.Q8xKsSOvoFWL1ePP]{Resonance Field} @UUID[Compendium.cyphersystem-compendium.abilities.7aCeBDGZqu8A9hMQ]{Ribbons of Dark Matter} @UUID[Compendium.cyphersystem-compendium.abilities.kkCW4KkWA751AeBl]{Scramble Machine} @UUID[Compendium.cyphersystem-compendium.abilities.n81xGnZHydeXmIRc]{Scratch Existence} @UUID[Compendium.cyphersystem-compendium.abilities.0Wq39mJ9oXA415qx]{Seeds of Fury} @UUID[Compendium.cyphersystem-compendium.abilities.nptFEdFaUvjDeqAz]{Shatter} @UUID[Compendium.cyphersystem-compendium.abilities.3btRIiWxY8oMcVMo]{Shock} @UUID[Compendium.cyphersystem-compendium.abilities.pdNI9QMKmDwu8gza]{Stasis} @UUID[Compendium.cyphersystem-compendium.abilities.36nlDXhOP5e5dfns]{Successive Attack} @UUID[Compendium.cyphersystem-compendium.abilities.uG2ACHNAPoZirp0b]{Surprise Attack} @UUID[Compendium.cyphersystem-compendium.abilities.8hiUfUNY3u2IpVDa]{Swipe} @UUID[Compendium.cyphersystem-compendium.abilities.WO2Wg9PvscHMcQlH]{Thrust} @UUID[Compendium.cyphersystem-compendium.abilities.uMaMKhemHmtlXDjT]{Thunder Beam} @UUID[Compendium.cyphersystem-compendium.abilities.cwZIpP2FTLIVGhbm]{Weighty}

Mid Tier

@UUID[Compendium.cyphersystem-compendium.abilities.ra0A8MtQjZEYhJPr]{Acrobatic Attack} @UUID[Compendium.cyphersystem-compendium.abilities.cS1RW48sdVY6ZJZd]{Ambusher} @UUID[Compendium.cyphersystem-compendium.abilities.SG8ms3jfHw8hXGnX]{Answering Attack} @UUID[Compendium.cyphersystem-compendium.abilities.tbeFzIPGuAjRBpKM]{Better Surprise Attack} @UUID[Compendium.cyphersystem-compendium.abilities.YDKULtvV0pMJDxi2]{Bolts of Power} @UUID[Compendium.cyphersystem-compendium.abilities.V2BSB9or5UJdTiYF]{Built-in Weaponry} @UUID[Compendium.cyphersystem-compendium.abilities.IUlsD8Zxp8AYbO4h]{Burning Light} @UUID[Compendium.cyphersystem-compendium.abilities.Hw16NpdbdJOqVF4z]{Castigate} @UUID[Compendium.cyphersystem-compendium.abilities.WeMTxJElozl7OWdJ]{Center of Attention} @UUID[Compendium.cyphersystem-compendium.abilities.hIWg9VFNnYnrknAu]{Crystal Lens} @UUID[Compendium.cyphersystem-compendium.abilities.MqGMnSIkHK4rOFSm]{Dark Matter Strike} @UUID[Compendium.cyphersystem-compendium.abilities.vZELZYMsLJfBfUnt]{Dazing Attack} @UUID[Compendium.cyphersystem-compendium.abilities.JVvSTtYbksWJDADY]{Debilitating Strike} @UUID[Compendium.cyphersystem-compendium.abilities.0XSuUGS0UyrhiW44]{Destroy Metal} @UUID[Compendium.cyphersystem-compendium.abilities.ka5VA9XBi4OTnKVa]{Disable Mechanisms} @UUID[Compendium.cyphersystem-compendium.abilities.7rjeYt5hNhkvqK9w]{Disarming Strike} @UUID[Compendium.cyphersystem-compendium.abilities.dJTgtIs80gOoI6ac]{Divine Radiance} @UUID[Compendium.cyphersystem-compendium.abilities.E1YiGcXAYOjHXoAd]{Dodge and Respond} @UUID[Compendium.cyphersystem-compendium.abilities.A6H8xi93t6Zrexz9]{Drain Charge} @UUID[Compendium.cyphersystem-compendium.abilities.q9nALxXrBv5ubXaT]{Dual Medium Wield} @UUID[Compendium.cyphersystem-compendium.abilities.1L1uoad8vwgWxiyN]{Everything Is a Weapon} @UUID[Compendium.cyphersystem-compendium.abilities.VEJQ74o175OnlIAm]{Exile} @UUID[Compendium.cyphersystem-compendium.abilities.RO8dmB90aRPOmCuJ]{Feint} @UUID[Compendium.cyphersystem-compendium.abilities.AUGM3xEluWJi4Y8h]{Fire and Ice} @UUID[Compendium.cyphersystem-compendium.abilities.NgHLZq3tZ3CFJvYv]{Fire Bloom} @UUID[Compendium.cyphersystem-compendium.abilities.CAh0KStmP03kgv62]{Fling} @UUID[Compendium.cyphersystem-compendium.abilities.dDhnZrzAxDvK7QYa]{Force at Distance} @UUID[Compendium.cyphersystem-compendium.abilities.dCoCGVzWxIL9fIvH]{Force Blast} @UUID[Compendium.cyphersystem-compendium.abilities.BGMXK6VKNmp8M4A3]{Freezing Touch} @UUID[Compendium.cyphersystem-compendium.abilities.E0k0LUw0epjJGrv9]{Golem Stomp} @UUID[Compendium.cyphersystem-compendium.abilities.48i5ybVtZaTlFLJf]{Grab} @UUID[Compendium.cyphersystem-compendium.abilities.jbhcWHMiQQaR9ukO]{Gravity Cleave} @UUID[Compendium.cyphersystem-compendium.abilities.LLvJZvzbGQOrlqoE]{Ignition} @UUID[Compendium.cyphersystem-compendium.abilities.QxOsAHpd8ZkEXI5u]{Improved Object Bond} @UUID[Compendium.cyphersystem-compendium.abilities.2K3b6cTuLEGZfYqa]{Knock Out} @UUID[Compendium.cyphersystem-compendium.abilities.whVEpvOjmGs3fpcD]{Matter Cloud} @UUID[Compendium.cyphersystem-compendium.abilities.R9WffstnihzBuuvW]{Mind Games} @UUID[Compendium.cyphersystem-compendium.abilities.PTVAJGFiXDueX8az]{Momentum} @UUID[Compendium.cyphersystem-compendium.abilities.gDwPpgIAocEfQjPx]{Overawe} @UUID[Compendium.cyphersystem-compendium.abilities.zIYdniz9sjvAHsnX]{Overcome All Obstacles} @UUID[Compendium.cyphersystem-compendium.abilities.rXUUDUJFKis8TpnL]{Phase Detonation} @UUID[Compendium.cyphersystem-compendium.abilities.cJB7wj5okdPZuRNb]{Phased Attack} @UUID[Compendium.cyphersystem-compendium.abilities.NoC3yuqxU8yhPf47]{Power Strike} @UUID[Compendium.cyphersystem-compendium.abilities.blm1Z8JxvWOiFf0b]{Pry Open} @UUID[Compendium.cyphersystem-compendium.abilities.Mc8L07dpf605FDo9]{Psychic Burst} @UUID[Compendium.cyphersystem-compendium.abilities.Je1MitN21L3lqWVF]{Psychosis} @UUID[Compendium.cyphersystem-compendium.abilities.JJ9nWmcBIlfyNDfe]{Push Off and Throw} @UUID[Compendium.cyphersystem-compendium.abilities.JlYk5UNZEUzzO8Js]{Quick Strike} @UUID[Compendium.cyphersystem-compendium.abilities.YA5P5CBNr5NSmY6z]{Rapid Attack} @UUID[Compendium.cyphersystem-compendium.abilities.XqGE5QLHnpIKB5rB]{Reaction} @UUID[Compendium.cyphersystem-compendium.abilities.Yo2Z3EdYjx88jYnp]{Remote Control} @UUID[Compendium.cyphersystem-compendium.abilities.ZuX6gykVtKxiBAxR]{Run and Fight} @UUID[Compendium.cyphersystem-compendium.abilities.znJCKr6PeEq4a0j5]{Shattering Shout} @UUID[Compendium.cyphersystem-compendium.abilities.bkQnnjRFJS9VpaY5]{Slice} @UUID[Compendium.cyphersystem-compendium.abilities.oNk0Nhle1XwBhOvp]{Snap Shot} @UUID[Compendium.cyphersystem-compendium.abilities.yJDNsRAG3Elm6PWp]{Snipe} @UUID[Compendium.cyphersystem-compendium.abilities.YIzrA5i8eBSPMFzj]{Spray} @UUID[Compendium.cyphersystem-compendium.abilities.57txEIyzuPUQOqVP]{Sprint and Grab} @UUID[Compendium.cyphersystem-compendium.abilities.B4U7RiMrZElfOQyj]{Taking Advantage} @UUID[Compendium.cyphersystem-compendium.abilities.hy3hI86e9BCmkcQO]{Tall Tale} @UUID[Compendium.cyphersystem-compendium.abilities.WuNUt6ltWGDdjNLS]{Throw} @UUID[Compendium.cyphersystem-compendium.abilities.SPL1URVkuo4PJP8I]{Throw Force Shield} @UUID[Compendium.cyphersystem-compendium.abilities.4s3SAqu0lb5qzfzL]{Trick Shot}

High Tier

@UUID[Compendium.cyphersystem-compendium.abilities.NCXCkCYeZw8qlazG]{Absorb Energy} @UUID[Compendium.cyphersystem-compendium.abilities.WrJDw2X8JHcljjP4]{Arc Spray} @UUID[Compendium.cyphersystem-compendium.abilities.YbYeZ0A0m96IWxwl]{Assassin Strike} @UUID[Compendium.cyphersystem-compendium.abilities.T5tn7zItPyaRcYNC]{Asserting Your Privilege} @UUID[Compendium.cyphersystem-compendium.abilities.ltAq7qr8aaalOtJp]{Attack and Attack Again} @UUID[Compendium.cyphersystem-compendium.abilities.6kTwO0uYuP8qKqkM]{Biomorphic Detonation} @UUID[Compendium.cyphersystem-compendium.abilities.jISh0vWOJdK9hUm1]{Blind Machine} @UUID[Compendium.cyphersystem-compendium.abilities.XRXQwJplJrm7onbN]{Blinding Attack} @UUID[Compendium.cyphersystem-compendium.abilities.zflNCqrmTL7vrYg1]{Bouncing Shield} @UUID[Compendium.cyphersystem-compendium.abilities.9O17NBrKA4AA4Ckw]{Break the Ranks} @UUID[Compendium.cyphersystem-compendium.abilities.lID9ke0vHX2r2CC8]{Break Their Mind} @UUID[Compendium.cyphersystem-compendium.abilities.2lhnVWUMX1Nu6KVj]{Call the Storm} @UUID[Compendium.cyphersystem-compendium.abilities.yEfkqXxmuQqlA6Fi]{Cold Burst} @UUID[Compendium.cyphersystem-compendium.abilities.PZBKCtRj5S6ULnjo]{Concussion} @UUID[Compendium.cyphersystem-compendium.abilities.jHrQLzIfjKtXBoJL]{Deactivate Mechanisms} @UUID[Compendium.cyphersystem-compendium.abilities.6P1CJvVMot3Y2xj0]{Deadly Strike} @UUID[Compendium.cyphersystem-compendium.abilities.iTxEWRCR8G5Rych2]{Death Touch} @UUID[Compendium.cyphersystem-compendium.abilities.i5n7BaFjTo6W35f9]{Defense Master} @UUID[Compendium.cyphersystem-compendium.abilities.0WPUu04FbqxGckhU]{Destroyer} @UUID[Compendium.cyphersystem-compendium.abilities.xR2DkSqvAoR8Vtfn]{Dirty Fighter} @UUID[Compendium.cyphersystem-compendium.abilities.p1UMG2hrng7mLFDv]{Disarming Attack} @UUID[Compendium.cyphersystem-compendium.abilities.OkKNmMvLFwHxUv2r]{Divine Intervention} @UUID[Compendium.cyphersystem-compendium.abilities.tgaSXp1VQiec8Jst]{Divine Symbol} @UUID[Compendium.cyphersystem-compendium.abilities.1W0sBVHxG7LESCPl]{Do You Know Who I Am?} @UUID[Compendium.cyphersystem-compendium.abilities.NJakiz9yvoflzzBD]{Drain Power} @UUID[Compendium.cyphersystem-compendium.abilities.D4JFKjeVDkx9Xfnf]{Dust to Dust} @UUID[Compendium.cyphersystem-compendium.abilities.jhdgI9rV2mpH6JQU]{Earthquake} @UUID[Compendium.cyphersystem-compendium.abilities.apQwshUTjCQPym8A]{Embrace the Night} @UUID[Compendium.cyphersystem-compendium.abilities.Be1ehHb90jtLc8l0]{Explosive Release} @UUID[Compendium.cyphersystem-compendium.abilities.syJ3mkT2hHR2MY3o]{Finishing Blow} @UUID[Compendium.cyphersystem-compendium.abilities.6fpCYtBDCfW6m1b0]{Fire Tendrils} @UUID[Compendium.cyphersystem-compendium.abilities.xCUKzmoBKzN9gIut]{Foul Aura} @UUID[Compendium.cyphersystem-compendium.abilities.mvC2vboULutesBDu]{Ice Storm} @UUID[Compendium.cyphersystem-compendium.abilities.SZtOjKk7ScShJT6G]{Iron Punch} @UUID[Compendium.cyphersystem-compendium.abilities.IFb8NX06xgWM7H98]{Jump Attack} @UUID[Compendium.cyphersystem-compendium.abilities.tjzqyyAZoibXl4DT]{Lethal Ploy} @UUID[Compendium.cyphersystem-compendium.abilities.GlFT2ITvytQVWywQ]{Lethal Vibration} @UUID[Compendium.cyphersystem-compendium.abilities.KNElOxbWobS1ygLv]{Murderer} @UUID[Compendium.cyphersystem-compendium.abilities.pUbqCBV3dBOWFgmv]{Nightmare} @UUID[Compendium.cyphersystem-compendium.abilities.ptH3O4GES71CClGO]{Phase Foe} @UUID[Compendium.cyphersystem-compendium.abilities.xxavxLEaiVFug1D6]{Protective Wall} @UUID[Compendium.cyphersystem-compendium.abilities.8wSx2qtKXq0dWxId]{Psychokinetic Attack} @UUID[Compendium.cyphersystem-compendium.abilities.KVOFCKWKmUrqAe7v]{Punish All the Guilty} @UUID[Compendium.cyphersystem-compendium.abilities.bY52t6eGONKu8Kr4]{Resonant Quake} @UUID[Compendium.cyphersystem-compendium.abilities.G5bTthwpEf5azVHA]{Return to Sender} @UUID[Compendium.cyphersystem-compendium.abilities.EH8OmAJaimF4MTgg]{Shatter Mind} @UUID[Compendium.cyphersystem-compendium.abilities.BM6YnBez7sVnrGUh]{Special Shot} @UUID[Compendium.cyphersystem-compendium.abilities.KDZeCZJxjCQzlTxA]{Spin Attack} @UUID[Compendium.cyphersystem-compendium.abilities.jrTEtAhE6GfLW7R4]{Spring Away} @UUID[Compendium.cyphersystem-compendium.abilities.eQIPJk2xcFGfDr3H]{Stun Attack} @UUID[Compendium.cyphersystem-compendium.abilities.xbYD729j3km6ZDCA]{Sun Siphon} @UUID[Compendium.cyphersystem-compendium.abilities.447ojnjZFMCma8eu]{Taunt Foe} @UUID[Compendium.cyphersystem-compendium.abilities.kKYyGbrQxDRSOh37]{Terrifying Gaze} @UUID[Compendium.cyphersystem-compendium.abilities.Z4QcjOxgltEJPm96]{Twisting the Knife} @UUID[Compendium.cyphersystem-compendium.abilities.IN9qNZDx4sBKNr8n]{Undo} @UUID[Compendium.cyphersystem-compendium.abilities.xRIDlrBzTXVYC5rh]{Vindictive Performance} @UUID[Compendium.cyphersystem-compendium.abilities.s8NShtaUrW0Oxolo]{Weapon and Body} @UUID[Compendium.cyphersystem-compendium.abilities.tMOeiKWrhp5P5CCQ]{Weight of the World} @UUID[Compendium.cyphersystem-compendium.abilities.w3HN2nZBTo5mLJcM]{Weightless Shot} @UUID[Compendium.cyphersystem-compendium.abilities.WW3QjCP5UJUsKBW3]{Whirlwind of Throws} @UUID[Compendium.cyphersystem-compendium.abilities.EXrZLa3M8BK43qoi]{Winter Gauntlets} @UUID[Compendium.cyphersystem-compendium.abilities.Gsre3acJaxhGBa0S]{Word of Death}

Support

Gives some sort of benefit to an ally rather than yourself, such as an extra action or an asset on their roll.

Low Tier

@UUID[Compendium.cyphersystem-compendium.abilities.WrgqojoyWuTWpyQq]{Advice From a Friend} @UUID[Compendium.cyphersystem-compendium.abilities.BlBi7qk0darLthxS]{Anecdote} @UUID[Compendium.cyphersystem-compendium.abilities.b8rtgyatE8o9FaRS]{Attack Flourish} @UUID[Compendium.cyphersystem-compendium.abilities.5jGN9GicKYIAneKQ]{Defend the Innocent} @UUID[Compendium.cyphersystem-compendium.abilities.4yyKQYnrbL3r9gcU]{Enable Others} @UUID[Compendium.cyphersystem-compendium.abilities.hYa7I52x2iwffh8C]{Encouragement} @UUID[Compendium.cyphersystem-compendium.abilities.grCiWRuV8lvflQHM]{Encouraging Presence} @UUID[Compendium.cyphersystem-compendium.abilities.4fcns7ANpZF7pHaz]{Force Field} @UUID[Compendium.cyphersystem-compendium.abilities.lZCAKgP966BuU4uF]{Friendly Help} @UUID[Compendium.cyphersystem-compendium.abilities.DmnRMTfHYaeoYFVu]{Good Advice} @UUID[Compendium.cyphersystem-compendium.abilities.FiSwskgQGBjp4IhZ]{Inspire Action} @UUID[Compendium.cyphersystem-compendium.abilities.wWCehMidmvLypdxj]{Inspire Aggression} @UUID[Compendium.cyphersystem-compendium.abilities.DLxDL49VjUEMAjxZ]{Inspiring Ease} @UUID[Compendium.cyphersystem-compendium.abilities.qp1jDaFiRR5xPPMn]{Protector} @UUID[Compendium.cyphersystem-compendium.abilities.POaewj2PWMMfCY1i]{Rally to Me} @UUID[Compendium.cyphersystem-compendium.abilities.Uti1XQwY4VFZwwwc]{Reveal} @UUID[Compendium.cyphersystem-compendium.abilities.FgyHV0QR3YwlLIVb]{Sculpt Flesh} @UUID[Compendium.cyphersystem-compendium.abilities.701ts4xCDjURZSb5]{Teamwork}

Mid Tier

@UUID[Compendium.cyphersystem-compendium.abilities.hB1CISYVEZXEO0IV]{Accelerate} @UUID[Compendium.cyphersystem-compendium.abilities.wJSxVM8fWADJtTSd]{Applying Your Knowledge} @UUID[Compendium.cyphersystem-compendium.abilities.knh2MWMhCgqOjWYD]{Buddy System} @UUID[Compendium.cyphersystem-compendium.abilities.lb5Bo8BpNXdVMkmt]{Combat Challenge} @UUID[Compendium.cyphersystem-compendium.abilities.bz04IOSkdP3zcRMD]{Defend All the Innocent} @UUID[Compendium.cyphersystem-compendium.abilities.Su3LkSzdGHg9w1RO]{Dual Wards} @UUID[Compendium.cyphersystem-compendium.abilities.XR8WeRW3OlbCIjlJ]{Elemental Protection} @UUID[Compendium.cyphersystem-compendium.abilities.RgosWDt0hkosbVQr]{In Harm’s Way} @UUID[Compendium.cyphersystem-compendium.abilities.1N6P5ZRogThCS0KH]{Lead by Inquiry} @UUID[Compendium.cyphersystem-compendium.abilities.dIK67k9aoBbFBnkf]{Pay It Forward} @UUID[Compendium.cyphersystem-compendium.abilities.oS3AeTouF6HPcaH5]{Play to the Crowd} @UUID[Compendium.cyphersystem-compendium.abilities.QFZyfDWOSEpZeQmM]{Spur Effort} @UUID[Compendium.cyphersystem-compendium.abilities.scceoEmEnN5MW8XT]{Take Command} @UUID[Compendium.cyphersystem-compendium.abilities.GAeUBbQWE3ryv50V]{True Guardian}

High Tier

@UUID[Compendium.cyphersystem-compendium.abilities.Eez3uExkDA20XJg3]{Able Assistance} @UUID[Compendium.cyphersystem-compendium.abilities.G8waoPdWGzMl0S1n]{Battle Management} @UUID[Compendium.cyphersystem-compendium.abilities.3JWMtJBjf3oUWaxP]{Block for Another} @UUID[Compendium.cyphersystem-compendium.abilities.LwmoGOpgHy1K2dU4]{Energize Creature} @UUID[Compendium.cyphersystem-compendium.abilities.5i6TqVJQQ4sTvqTm]{Energize Crowd} @UUID[Compendium.cyphersystem-compendium.abilities.lJWTlBH1koX2Fjgi]{Impart Understanding} @UUID[Compendium.cyphersystem-compendium.abilities.oilgQ4oM02Pa0eNp]{Inspiration} @UUID[Compendium.cyphersystem-compendium.abilities.tTrekc4AZbIqem5L]{Inspire Coordinated Actions} @UUID[Compendium.cyphersystem-compendium.abilities.fPCTpU0viXXWrNs0]{Inspiring Success} @UUID[Compendium.cyphersystem-compendium.abilities.Tes6ntXPZR8IHgY4]{Regenerate Other} @UUID[Compendium.cyphersystem-compendium.abilities.PXvS7AatBcxH9cvZ]{Share Defense} @UUID[Compendium.cyphersystem-compendium.abilities.U9sgMUKkIkDIdRtK]{Stimulate} @UUID[Compendium.cyphersystem-compendium.abilities.iE83ABQRko5NemVU]{Teach Trick} @UUID[Compendium.cyphersystem-compendium.abilities.zZYSSAFXtJcuezxM]{Transcend the Script} @UUID[Compendium.cyphersystem-compendium.abilities.mjEFQ3ndDRvLB5Dj]{True Defender} @UUID[Compendium.cyphersystem-compendium.abilities.IN9qNZDx4sBKNr8n]{Undo} @UUID[Compendium.cyphersystem-compendium.abilities.PTM0HWGFfo5CHMif]{Will of a Leader} @UUID[Compendium.cyphersystem-compendium.abilities.jTiOQKW2QtXK8dmF]{Work the Friendship}

Task

Gives training, specialization, or an asset in one or more noncombat skills (climbing, healing, computers, initiative, and so on).

Low Tier

@UUID[Compendium.cyphersystem-compendium.abilities.wifCvRG9OhsTDT30]{Advantages of Being Big} @UUID[Compendium.cyphersystem-compendium.abilities.YD5gm0w3lqTSyO3V]{Anticipation} @UUID[Compendium.cyphersystem-compendium.abilities.rYaAyFLmCAAwZi0s]{Assassin Skills} @UUID[Compendium.cyphersystem-compendium.abilities.cpXOBSLY03j89yOy]{Athlete} @UUID[Compendium.cyphersystem-compendium.abilities.AWretAEaeQfXTXMy]{Autodoctor} @UUID[Compendium.cyphersystem-compendium.abilities.tJiXzKX4gf0GNV6V]{Balance} @UUID[Compendium.cyphersystem-compendium.abilities.XToLeZ4ksSj3MA5I]{Bestiary Knowledge} @UUID[Compendium.cyphersystem-compendium.abilities.A83Lw7NnAqwg4BZR]{Blameless} @UUID[Compendium.cyphersystem-compendium.abilities.awhzMw4RHwOwgEIR]{Breaker} @UUID[Compendium.cyphersystem-compendium.abilities.lY7NaxsFxt1XZVk5]{Car Surfer} @UUID[Compendium.cyphersystem-compendium.abilities.PlTtlXeugIljHFVg]{Careful Aim} @UUID[Compendium.cyphersystem-compendium.abilities.zGoUoC6i0f1SbUqE]{Celebrity Talent} @UUID[Compendium.cyphersystem-compendium.abilities.JkiG6hpsfj1h6XRR]{Computer Programming} @UUID[Compendium.cyphersystem-compendium.abilities.dQHSDDZxJNHrHH1l]{Contortionist} @UUID[Compendium.cyphersystem-compendium.abilities.YvPBxDxLz16Usm7m]{Courageous} @UUID[Compendium.cyphersystem-compendium.abilities.fkyJ02LbeOAfDxcF]{Crafter} @UUID[Compendium.cyphersystem-compendium.abilities.UyQTRi5ZwWU5tMO0]{Danger Sense} @UUID[Compendium.cyphersystem-compendium.abilities.Q3DGDFwNIOjz866X]{Datajack} @UUID[Compendium.cyphersystem-compendium.abilities.2GwH3ugd7aHrWZRz]{Debate} @UUID[Compendium.cyphersystem-compendium.abilities.kkTWFQBeHMS8d6IL]{Deep Water Guide} @UUID[Compendium.cyphersystem-compendium.abilities.tjxKTFdA8gqZDP90]{Designation} @UUID[Compendium.cyphersystem-compendium.abilities.9p2RJYFo6s55F5Ha]{Devoted Defender} @UUID[Compendium.cyphersystem-compendium.abilities.eYHlYyVDj3odrAFJ]{Disguise} @UUID[Compendium.cyphersystem-compendium.abilities.6dPEKpK0HWuD7Bxu]{Divine Knowledge} @UUID[Compendium.cyphersystem-compendium.abilities.DCuOpij3sNomBe1a]{Driver} @UUID[Compendium.cyphersystem-compendium.abilities.ea7BzQy6fZqHQNET]{Enlightened} @UUID[Compendium.cyphersystem-compendium.abilities.6FI9lLeQx0tJX1W6]{Exploratory Experience} @UUID[Compendium.cyphersystem-compendium.abilities.jx6DFmlbQrmltHgc]{Extra Skill} @UUID[Compendium.cyphersystem-compendium.abilities.YQEECpNwDSFCFnCN]{Feat of Strength} @UUID[Compendium.cyphersystem-compendium.abilities.QgCWZia7gFicmEJr]{Flex Lore} @UUID[Compendium.cyphersystem-compendium.abilities.HoUOwIPfKTlxyQH0]{Freakishly Large} @UUID[Compendium.cyphersystem-compendium.abilities.qpBv7OxAcMAAtY2M]{Game Lessons} @UUID[Compendium.cyphersystem-compendium.abilities.p3kh3XKzetkJTG1J]{Gamer} @UUID[Compendium.cyphersystem-compendium.abilities.DmnRMTfHYaeoYFVu]{Good Advice} @UUID[Compendium.cyphersystem-compendium.abilities.pp9NFNHKgOhRYbsY]{Hand to Eye} @UUID[Compendium.cyphersystem-compendium.abilities.f7wLki6qjCNs2Ici]{Handy} @UUID[Compendium.cyphersystem-compendium.abilities.YOHGDC5hx24SqbQz]{Hard Choices} @UUID[Compendium.cyphersystem-compendium.abilities.YBMLX3Jm5oN79J6G]{Heads-Up Display} @UUID[Compendium.cyphersystem-compendium.abilities.A853pOqz5BmPfh4w]{Higher Mathematics} @UUID[Compendium.cyphersystem-compendium.abilities.ZgLefUbAcrmYdFur]{How Others Think} @UUID[Compendium.cyphersystem-compendium.abilities.vFc52xBtBp69WglW]{Impersonate} @UUID[Compendium.cyphersystem-compendium.abilities.HBHjx10W5BQW101w]{Impressive Display} @UUID[Compendium.cyphersystem-compendium.abilities.369RISHwqzRXkwEG]{Infiltrator} @UUID[Compendium.cyphersystem-compendium.abilities.sM2zEDx4gRr9CuiR]{Inner Defense} @UUID[Compendium.cyphersystem-compendium.abilities.fh7tK1BVjgSfZ8ml]{Insight} @UUID[Compendium.cyphersystem-compendium.abilities.wWCehMidmvLypdxj]{Inspire Aggression} @UUID[Compendium.cyphersystem-compendium.abilities.V765JZKDKQ00Buyn]{Interaction Skills} @UUID[Compendium.cyphersystem-compendium.abilities.4dTGeclZRVjzn5tT]{Interface} @UUID[Compendium.cyphersystem-compendium.abilities.PK6oiYXgdP7KaGgi]{Investigate} @UUID[Compendium.cyphersystem-compendium.abilities.romswZIOmAmtzfCL]{Investigative Skills} @UUID[Compendium.cyphersystem-compendium.abilities.4p95GsynORh0Xd7X]{Knowing} @UUID[Compendium.cyphersystem-compendium.abilities.xBQM1AmjmcjmPDDD]{Knowledge of the Law} @UUID[Compendium.cyphersystem-compendium.abilities.eEGFknWQZUBNXn99]{Knowledge Skills} @UUID[Compendium.cyphersystem-compendium.abilities.oAsK49Zgey5QaC82]{Late Inspiration} @UUID[Compendium.cyphersystem-compendium.abilities.eM1fLppEnXHBlRNX]{Learning the Path} @UUID[Compendium.cyphersystem-compendium.abilities.rfsCCpxcsjc8hr60]{Levity} @UUID[Compendium.cyphersystem-compendium.abilities.aOzkoVf0mNSkZBtn]{Life Lessons} @UUID[Compendium.cyphersystem-compendium.abilities.lzy1YbdIJxzNIHZq]{Machine Affinity} @UUID[Compendium.cyphersystem-compendium.abilities.QHSH8fE6l3bKz2xl]{Machine Hunting} @UUID[Compendium.cyphersystem-compendium.abilities.rhaZSmU6dJpzMO64]{Machine Interface} @UUID[Compendium.cyphersystem-compendium.abilities.XQxN55rl0f5HFxEM]{Magic Training} @UUID[Compendium.cyphersystem-compendium.abilities.Zu06akqnHdCvoR0W]{Make Judgment} @UUID[Compendium.cyphersystem-compendium.abilities.YF8CYsYKcXpdfqH5]{Master Identifier} @UUID[Compendium.cyphersystem-compendium.abilities.KM9qqjzJBJusQNkT]{Master Thief} @UUID[Compendium.cyphersystem-compendium.abilities.GfDLA0qSvqhqzIbL]{Microgravity Adept} @UUID[Compendium.cyphersystem-compendium.abilities.PRW5MxW12oakmeHE]{Monster Lore} @UUID[Compendium.cyphersystem-compendium.abilities.tC7wmZwlZcQy5Vd0]{Movement Skills} @UUID[Compendium.cyphersystem-compendium.abilities.CBGeAZSBuymzrxDz]{Muscles of Iron} @UUID[Compendium.cyphersystem-compendium.abilities.FDUGlu7DZhdfxH2P]{Natural Charisma} @UUID[Compendium.cyphersystem-compendium.abilities.bcEupdsF6FduFPwe]{Oneirochemy} @UUID[Compendium.cyphersystem-compendium.abilities.oTDJtTDkwxr5uSfU]{Open Mind} @UUID[Compendium.cyphersystem-compendium.abilities.EbnGDC61relhYaib]{Opening Statement} @UUID[Compendium.cyphersystem-compendium.abilities.noCgrKbB370cfzQg]{Physical Skills} @UUID[Compendium.cyphersystem-compendium.abilities.Kk5nnC1EcYtqc3Fu]{Pilot} @UUID[Compendium.cyphersystem-compendium.abilities.TTKx93iEvtnptsep]{Poetic License} @UUID[Compendium.cyphersystem-compendium.abilities.OjGaIl0JEepjDrla]{Post-Apocalyptic Survivor} @UUID[Compendium.cyphersystem-compendium.abilities.MBlyd9LvSH8D0Z5I]{Powerful Rhetoric} @UUID[Compendium.cyphersystem-compendium.abilities.vcbIe2sSMKJmawl4]{Predictive Equation} @UUID[Compendium.cyphersystem-compendium.abilities.xMRRfjFF0POkxyea]{Privileged Nobility} @UUID[Compendium.cyphersystem-compendium.abilities.FEkLEYwk7r9KE7oC]{Quarry} @UUID[Compendium.cyphersystem-compendium.abilities.YCwy44WnpusEYN7g]{Quick Study} @UUID[Compendium.cyphersystem-compendium.abilities.QVPmLa6CKwmH6vJZ]{Quick to Flee} @UUID[Compendium.cyphersystem-compendium.abilities.8EJ59LwWPkaqErUd]{Quicker Than Most} @UUID[Compendium.cyphersystem-compendium.abilities.pMQT2QIL38XlhkxB]{Resist Tricks} @UUID[Compendium.cyphersystem-compendium.abilities.ZOfmWQFbwSJQB4wm]{Ruin Lore} @UUID[Compendium.cyphersystem-compendium.abilities.IYt42xzsjesQyEfT]{Sailor} @UUID[Compendium.cyphersystem-compendium.abilities.h3G0Ven2SoaPCbk4]{Salvage and Comfort} @UUID[Compendium.cyphersystem-compendium.abilities.WUY75HFAqAu1i9ku]{Sense Attitudes} @UUID[Compendium.cyphersystem-compendium.abilities.x8cGd4MC9YEW9isa]{Serv-0 Repair} @UUID[Compendium.cyphersystem-compendium.abilities.9sfX1SGtcQ17Uiny]{Sharp Senses} @UUID[Compendium.cyphersystem-compendium.abilities.HWZ8mwAfZEu6r778]{Sleuth} @UUID[Compendium.cyphersystem-compendium.abilities.2CrV3a9S1yzOXBOJ]{Slippery} @UUID[Compendium.cyphersystem-compendium.abilities.sHdBJdVshvtAqz1K]{Sneak} @UUID[Compendium.cyphersystem-compendium.abilities.gwMRhz3h9zxbVQXt]{Stalker} @UUID[Compendium.cyphersystem-compendium.abilities.gbU7mA0flUR4W8Dl]{Stand Watch} @UUID[Compendium.cyphersystem-compendium.abilities.QAdh0yZBjJsHdJjD]{Stealth Skills} @UUID[Compendium.cyphersystem-compendium.abilities.tFhd4dEGikOd1g1K]{Straightforward} @UUID[Compendium.cyphersystem-compendium.abilities.MwDYD8V1CJv8w9rR]{Superb Explorer} @UUID[Compendium.cyphersystem-compendium.abilities.aJ1T8XqGF38vyzV2]{Superb Infiltrator} @UUID[Compendium.cyphersystem-compendium.abilities.B4U7RiMrZElfOQyj]{Taking Advantage} @UUID[Compendium.cyphersystem-compendium.abilities.1ZV6jp2IuXFgXEjn]{Task Training} @UUID[Compendium.cyphersystem-compendium.abilities.pYsmdnNte7o5Flca]{Tech Skills} @UUID[Compendium.cyphersystem-compendium.abilities.0xVoKhKKvzxIbtJD]{There’s Your Problem} @UUID[Compendium.cyphersystem-compendium.abilities.k4LeTZ1lqN9L3hPS]{Tool Mastery} @UUID[Compendium.cyphersystem-compendium.abilities.VAGafmOiBpvU2eq0]{Tracker} @UUID[Compendium.cyphersystem-compendium.abilities.O0d2Xjp5HTUdFzmp]{Trained Excavator} @UUID[Compendium.cyphersystem-compendium.abilities.A8CGMbLGsJ3AHKMP]{Trained Interlocutor} @UUID[Compendium.cyphersystem-compendium.abilities.eVZMy7s6px5jLTfj]{Trained Swimmer} @UUID[Compendium.cyphersystem-compendium.abilities.wEjdodvc6SLf8yso]{Travel Skills} @UUID[Compendium.cyphersystem-compendium.abilities.kv03xEihe4VZNkK5]{Understanding} @UUID[Compendium.cyphersystem-compendium.abilities.zgcoMEc4j2MjpDhC]{Vacuum Skilled} @UUID[Compendium.cyphersystem-compendium.abilities.KqV5RSzOU3S3NK51]{Wilderness Life} @UUID[Compendium.cyphersystem-compendium.abilities.8KYjSKp6ieQ8YXUy]{Wilderness Lore} @UUID[Compendium.cyphersystem-compendium.abilities.XseI77zSp7iHkEWq]{Wound Tender} @UUID[Compendium.cyphersystem-compendium.abilities.qEzcqbNhuJQuBagn]{Zero Dark Eyes}

Mid Tier

@UUID[Compendium.cyphersystem-compendium.abilities.GK0o4fjCtxgAP269]{Action Processor} @UUID[Compendium.cyphersystem-compendium.abilities.6ILcTvACqDdLVpc8]{Agent Provocateur} @UUID[Compendium.cyphersystem-compendium.abilities.KAAezRI2l8rdp1NS]{Animal Senses and Sensibilities} @UUID[Compendium.cyphersystem-compendium.abilities.TmDavAL4vDxKjLBK]{Confidence Artist} @UUID[Compendium.cyphersystem-compendium.abilities.yB4tnpDNVSOxgruq]{Dark Matter Shell} @UUID[Compendium.cyphersystem-compendium.abilities.bvqDafTBMB7Uo9Qj]{Enhance Strength} @UUID[Compendium.cyphersystem-compendium.abilities.hQx9SoUhY6jzUeTW]{Expert Driver} @UUID[Compendium.cyphersystem-compendium.abilities.12xO8QaEsTvEFUvY]{Expert Pilot} @UUID[Compendium.cyphersystem-compendium.abilities.RESKINMA0INj60Rc]{Find the Guilty} @UUID[Compendium.cyphersystem-compendium.abilities.dVh39nh5ARUxreUc]{Flex Skill} @UUID[Compendium.cyphersystem-compendium.abilities.Kk9lHkiaqsr3pUmk]{Ghost} @UUID[Compendium.cyphersystem-compendium.abilities.NhNvpbUWNRIFEm8b]{Hard to See} @UUID[Compendium.cyphersystem-compendium.abilities.7tiGTYVXj9eHdja7]{Heightened Skills} @UUID[Compendium.cyphersystem-compendium.abilities.uhC4ubTGfhkNvIMX]{Improvise} @UUID[Compendium.cyphersystem-compendium.abilities.iyM2N9G0RLlj6BZ7]{Increasing Determination} @UUID[Compendium.cyphersystem-compendium.abilities.2odkyEO8azxIZWYj]{Intelligent Interface} @UUID[Compendium.cyphersystem-compendium.abilities.t5vs3xMko8GLCB64]{Intense Interaction} @UUID[Compendium.cyphersystem-compendium.abilities.vPraXsdXkCmaoBbI]{Knowledge Is Power} @UUID[Compendium.cyphersystem-compendium.abilities.4JDFgEhyhqReRngE]{Master Crafter} @UUID[Compendium.cyphersystem-compendium.abilities.e3jpx5KsYc8F13Pu]{Meticulous Planner} @UUID[Compendium.cyphersystem-compendium.abilities.l0OFjk5XVGV5LzP1]{Minor Wish} @UUID[Compendium.cyphersystem-compendium.abilities.LdHCwZcifnRRuPrp]{Nightstrike} @UUID[Compendium.cyphersystem-compendium.abilities.3VJyYtECl0wKQj2p]{Outlast the Foe} @UUID[Compendium.cyphersystem-compendium.abilities.XQkQrvp4o395uIOJ]{Passing Mechanic} @UUID[Compendium.cyphersystem-compendium.abilities.LojkwDtb1gHLSB6A]{Preternatural Senses} @UUID[Compendium.cyphersystem-compendium.abilities.MzKqElUHuTtHkV7D]{Pull a Fast One} @UUID[Compendium.cyphersystem-compendium.abilities.y1bQFSBlwMbUico5]{Rapid Processing} @UUID[Compendium.cyphersystem-compendium.abilities.DhSH0rnaqLogC3DC]{Rider} @UUID[Compendium.cyphersystem-compendium.abilities.oCcnXLYQy9DjwPJC]{Sea Legs} @UUID[Compendium.cyphersystem-compendium.abilities.syiylO75dZlcUp3i]{Sensing Package} @UUID[Compendium.cyphersystem-compendium.abilities.NcItnMHjeG9fgE1K]{Serv-0 Aim} @UUID[Compendium.cyphersystem-compendium.abilities.lPqCQOQJF0JfoFRn]{Serv-0 Brawler} @UUID[Compendium.cyphersystem-compendium.abilities.EQXA8Gcwdc7dU8lw]{Sharp-Eyed} @UUID[Compendium.cyphersystem-compendium.abilities.hIy0GMeL8WALvhEb]{Ship Footing} @UUID[Compendium.cyphersystem-compendium.abilities.U2QV8t7Pq9irgHqF]{Silent As Space} @UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks} @UUID[Compendium.cyphersystem-compendium.abilities.c4CG5F8lfaYelzFf]{Soothe Mind and Body} @UUID[Compendium.cyphersystem-compendium.abilities.3pqCkOZjnAXWIikt]{Subtle Steps} @UUID[Compendium.cyphersystem-compendium.abilities.q80xvRDX6XwFXgma]{Targeting Eye} @UUID[Compendium.cyphersystem-compendium.abilities.NaqoExT72j3xkWp3]{Task Specialization} @UUID[Compendium.cyphersystem-compendium.abilities.oah8DOODfphl858B]{Telling} @UUID[Compendium.cyphersystem-compendium.abilities.3wxiRMTCBZ4iNCHp]{Temporal Acceleration} @UUID[Compendium.cyphersystem-compendium.abilities.zuEylYrgOVAAjs71]{Trained Basher} @UUID[Compendium.cyphersystem-compendium.abilities.I8N5PUMy5Eq7cqZl]{Trained Gunner} @UUID[Compendium.cyphersystem-compendium.abilities.gPqiQflb6Z3DXGVk]{Trained Slayer} @UUID[Compendium.cyphersystem-compendium.abilities.SjO76u6MlpVx3PwO]{Verbal Misdirection} @UUID[Compendium.cyphersystem-compendium.abilities.PlVEpuVxp9pGJSoa]{You Studied}

High Tier

@UUID[Compendium.cyphersystem-compendium.abilities.B0dq2gW9gdA0PdzR]{Amplify Sounds} @UUID[Compendium.cyphersystem-compendium.abilities.2uSx4ErQ9f2QLX5M]{As Foretold in Prophecy} @UUID[Compendium.cyphersystem-compendium.abilities.jmjxGRJTwztzBtLc]{Coordinated Effort} @UUID[Compendium.cyphersystem-compendium.abilities.xRvaY8SG4HVy5WO8]{Dark Explorer} @UUID[Compendium.cyphersystem-compendium.abilities.rYOt0poxNGA8b3FP]{Explains the Ineffable} @UUID[Compendium.cyphersystem-compendium.abilities.VVYx3J42Sj9qCQV9]{Exploit Advantage} @UUID[Compendium.cyphersystem-compendium.abilities.GnQRIvynqXx1R2a0]{Further Mathematics} @UUID[Compendium.cyphersystem-compendium.abilities.2LaX22wvw35lDger]{Learned a Few Things} @UUID[Compendium.cyphersystem-compendium.abilities.YWMUeaNzao8n8pAc]{Like the Back of Your Hand} @UUID[Compendium.cyphersystem-compendium.abilities.Cz0KkzZPnlX1oTYz]{Magnificent Moment} @UUID[Compendium.cyphersystem-compendium.abilities.kZ3LhhYZKrcnBplY]{Master Entertainer} @UUID[Compendium.cyphersystem-compendium.abilities.4USzF8qKs8oZJH13]{Multiple Skills} @UUID[Compendium.cyphersystem-compendium.abilities.kcXnkEBuyNil4Nd4]{No One Knows Better} @UUID[Compendium.cyphersystem-compendium.abilities.N0wzhZ676UrCR8M4]{Precognition} @UUID[Compendium.cyphersystem-compendium.abilities.MA2Pwhbpbq2SSIQy]{See the Future} @UUID[Compendium.cyphersystem-compendium.abilities.QZa9b5G80qxtoYqg]{Subsonic Rumble} @UUID[Compendium.cyphersystem-compendium.abilities.RE24qvMuPhasaCP3]{Total Awareness} @UUID[Compendium.cyphersystem-compendium.abilities.qKDngpAWNEzhdRj5]{Trick Driver} @UUID[Compendium.cyphersystem-compendium.abilities.vhGEeFVgyqX1gzRr]{Using the Environment}

Transform

A significant change that temporarily enhances you, such as growing bigger, turning into a werewolf, and so on. Also includes apparent transformations like disguises and invisibility.

Low Tier

@UUID[Compendium.cyphersystem-compendium.abilities.8DXGUr433iXaVCSv]{Beast Form} @UUID[Compendium.cyphersystem-compendium.abilities.GmMePJHTRl6PshR6]{Bigger} @UUID[Compendium.cyphersystem-compendium.abilities.wIOwT1tjGLMYzZAb]{Controlled Change} @UUID[Compendium.cyphersystem-compendium.abilities.HDYOv1V10xpFbFI7]{Enlarge} @UUID[Compendium.cyphersystem-compendium.abilities.Tgmrh8dyGqqCfnU5]{Face Morph} @UUID[Compendium.cyphersystem-compendium.abilities.U9ZBl9NeipxSLavS]{Golem Healing} @UUID[Compendium.cyphersystem-compendium.abilities.asQqC0DepYcsPxRV]{Illusory Disguise} @UUID[Compendium.cyphersystem-compendium.abilities.zOCvNsxHOcmkQrBn]{Phased Pocket} @UUID[Compendium.cyphersystem-compendium.abilities.5aUrbdjSSLCRggHU]{Spin Identity} @UUID[Compendium.cyphersystem-compendium.abilities.1CjsEMTtfnvL1CeJ]{Vanish}

Mid Tier

@UUID[Compendium.cyphersystem-compendium.abilities.NIePQkLH2DTVjZR2]{Bigger Beast Form} @UUID[Compendium.cyphersystem-compendium.abilities.rZsohzuwTFfghWVO]{Blend In} @UUID[Compendium.cyphersystem-compendium.abilities.Uq6p6fOg9KyFcUws]{Evanesce} @UUID[Compendium.cyphersystem-compendium.abilities.wqzexDdZolWgxAza]{Greater Controlled Change} @UUID[Compendium.cyphersystem-compendium.abilities.NhNvpbUWNRIFEm8b]{Hard to See} @UUID[Compendium.cyphersystem-compendium.abilities.uNzF1oQKJ6T1yqL4]{Huge} @UUID[Compendium.cyphersystem-compendium.abilities.nEN2HYzlJWhonfmE]{Invisible Phasing} @UUID[Compendium.cyphersystem-compendium.abilities.RfGCXsX7JXEr8fMw]{Moon Shape}

High Tier

@UUID[Compendium.cyphersystem-compendium.abilities.hbbPZIjq81Qqdp6i]{Colossal} @UUID[Compendium.cyphersystem-compendium.abilities.uN2YVmNxkFj3SFof]{Command Metal} @UUID[Compendium.cyphersystem-compendium.abilities.PyVeE7CtDVDksWG6]{Disappear} @UUID[Compendium.cyphersystem-compendium.abilities.0XYaYNoQzrYYKR4p]{Gargantuan} @UUID[Compendium.cyphersystem-compendium.abilities.wvlSlYCJyrJuFqtn]{Invisibility} @UUID[Compendium.cyphersystem-compendium.abilities.S5JTyQCNcgrXgNqf]{Mask} @UUID[Compendium.cyphersystem-compendium.abilities.m2j3n3xiExLcXAAn]{Moderate Wish} @UUID[Compendium.cyphersystem-compendium.abilities.5Rre17QhaTln9jgA]{Outside Reality} @UUID[Compendium.cyphersystem-compendium.abilities.85DCcEDqvz6A0LkD]{Perfect Control} @UUID[Compendium.cyphersystem-compendium.abilities.TRdK7RJBkq8WW4np]{Wild Camouflage}

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Equipment in the Cypher System plays only a small role. It’s far more important to focus on what you can do than on what you have. Still, sometimes it’s important to know if you’ve got enough rope, or what kind of gun your space pilot has at their hip.

Currency and Prices

Dollars, pounds, euros, credits, gold pieces, Martian solval beads, Corso moons and stars, bottle caps—a lot of different currencies might be used in your game, depending on the setting and the genre. You should use whatever you like. In the Cypher System rules, we talk in generalities rather than specifics. Not unlike saying immediate or short distance rather than giving precise numbers, we talk about goods and services in terms of inexpensive, moderately priced, expensive, very expensive, or exorbitant.

The GM can figure out what those things mean in their setting. In a fantasy setting, an inexpensive item might be 1 or 2 copper pennies, while an expensive item might require gold on the table. The exact amount can vary, and in many campaigns, the exact amount will matter. The GM will develop a detailed price list for their setting, and players will track their money on their character sheets to determine what they can afford, often ignoring the terms inexpensive, moderately priced, and so on.

But some GMs might want to keep things simple and use only the general terms, indicating currency just as flavor now and then. In a space opera game, where the PCs are the crew of a starship blazing about the galaxy in search of adventure and profit, fuel and upkeep for the ship might be expensive. Hauling a few passengers from Epsilon Eridani back to Earth might earn enough to purchase six expensive items but cost the equivalent of two expensive items, leaving the crew with the means to refuel and maintain the ship for two further voyages. In such a game, where money only means keeping the ship flying, no one has to talk in specific amounts. Characters might refer to “galactic credits” or something similar, but amounts might not be tracked on the character sheets.

Price Categories

There are five price categories for goods and services.

An inexpensive item is something that common people buy. A simple meal or a drink in the bar. A pen and some paper. A book or magazine.

A moderately priced item is something that common people buy, but not too often and not in great quantities. A small piece of furniture. A major entertainment. An expensive meal. A new outfit.

An expensive item is something that would strain a common person’s finances. Rent on a simple apartment. A major piece of furniture. A very nice outfit. The cost to travel a long distance (if appropriate to the setting).

A very expensive item is probably out of the reach of most people except in very special circumstances. Jewelry. Luxury furnishings.

An exorbitant item is something only the very rich can afford. A very nice house. A ship. Extremely expensive jewelry or art.

Think of the categories as powers of 10. That is to say, a moderately priced item is ten times more costly than an inexpensive item. An expensive item is ten times more costly than a moderately priced item, and thus 100 times the cost of something inexpensive. A very expensive item is ten times the cost of an expensive one, 100 times the cost of a moderate one, and 1,000 times the cost of an inexpensive one. An exorbitant item is priced ten times beyond that.

In some settings, even the generalization offered by the pricing categories might be too specific or cumbersome. In many superhero games, for example, prices are relatively moot. After saving the city, typical superheroes don’t worry about paying rent or how much dinner will cost. On the other hand, in a grittier superhero game, maybe that’s exactly what they worry about.

Using The Price Categories

Regardless of how precise you want to be with prices and currency, you can use the price categories in a variety of ways.

It’s easy for a GM to say to a player “You can afford two extra moderately priced things at the start of the game.” The player can look on the list and pick two moderately priced items without worrying about their cost. Plus, this approach makes it clear that they get two items, not twenty inexpensive items or one more expensive item that perhaps would not be appropriate for a starting character. The categories make it easy to lump similar items together.

The GM can also say “You can have whatever inexpensive items you want, and don’t worry about the cost.” At higher tiers, when the PCs have more wealth, followers, and so on, the GM can do this with moderate or even expensive items. This allows the group to skip over playing through a shopping trip to get supplies, and players don’t have to track prices down to the last coin.

Finally, the categories can be shorthand when evaluating loot, dividing up the spoils among the PCs, and resolving other story-based occurrences that crop up in the game without dealing in the minutiae of exact prices. This is of particular use in high-powered games where the PCs are rich and powerful.

Level of Equipment

Mundane equipment is about level 4—less if of inferior quality or materials, more if of superior quality or materials. This means that in a setting based on the distant past, the default level might be 3, while in the future it might be 5 or 6. So an average serf ’s tool in the Dark Ages is level 3, easily broken, while an average tool on a space station is level 6, made of advanced polymers.

Armor

Characters expecting danger frequently wear armor. Even the simplest protective covering helps against stabs and cuts, and more sophisticated or heavier armor protects against graver threats.

You can wear only one type of armor at a time—you cannot wear chainmail hauberk and scale armor together, for example. However, Armor bonuses from multiple sources combine to provide a total Armor rating. For example, if you have subdermal implants that give you +1 to Armor, a force field that offers another +1 to Armor, and beastskin that grants +2 to Armor, you have a total of +4 to Armor.

In general, light armor is a moderately priced item, medium armor is expensive, and heavy armor is very expensive. The Genre chapter offers more specific details on the kinds of armor available in a given setting. Keep in mind that in many genres, it’s quite odd, at best, to run around in armor tougher than a leather jacket.

Using Armor

Anyone can wear any armor, but it can be taxing. Wearing armor increases the cost of using a level of Effort when attempting a Speed-based action. So if you’re wearing light armor and want to use two levels of Effort on a Speed-based roll to run across difficult terrain, it costs 7 points from your Speed Pool rather than 5 (3 for the first level of Effort, plus 2 for the second level of Effort, plus 1 per level for wearing light armor). Edge reduces the overall cost as normal. If you are not experienced with a certain type of armor but wear it anyway, this cost is further increased by 1. Having experience with a type of armor is called being practiced with the armor.

ArmorSpeed Effort Additional Cost Per Level
Light+1
Medium+2
Heavy+3
Note: Clarification & Foundry VTT Usage

The table above is written from the perspective of someone having the ability Practiced in Armor. For consistency, armor items also assume that the PC is practiced in armor, so PCs without any ability or who are experienced in armor or have mastery in armor need to adjust the cost accordingly. Here’s a complete overview:

Speed Effort Additional Cost Per Level
ArmorNo AbilityPracticedExperiencedMastery
Light+2+1+0+0
Medium+3+2+1+0
Heavy+4+3+2+0

Shields

Shields provide an asset to Speed defense rolls. You must have one free hand to use a shield.

Weapons

Not all characters are familiar with all weapons. Warriors know their way around most types, but Explorers prefer light or medium weapons, and Adepts and Speakers usually stick to light weapons. If you wield a weapon that you have no experience with, an attack with that weapon is hindered. Having experience with a weapon is called being practiced with the weapon.

Light weapons inflict only 2 points of damage, but attacks with them are eased because they are fast and easy to use. Light weapons are punches, kicks, knives, handaxes, darts, very small pistols, and so on. Weapons that are particularly small are light weapons.

Medium weapons inflict 4 points of damage. Medium weapons include broadswords, battleaxes, maces, crossbows, spears, typical handguns, light rifles, sawed-off shotguns, and so on. Most weapons are medium. Anything that could be used in one hand (even if it’s often used in two hands, such as a quarterstaff or spear) is a medium weapon.

Heavy weapons inflict 6 points of damage, and you must use two hands to attack with them. Heavy weapons are huge swords, great hammers, massive axes, halberds, heavy crossbows, rifles, regular shotguns, assault rifles, and so on. Anything that must be used in two hands is a heavy weapon.

WeaponDamage
Light2 points (attack eased)
Medium4 points
Heavy6 points

In general, light weapons are moderately priced items, medium weapons are expensive, and heavy weapons are very expensive. Ammunition for a ranged weapon is inexpensive. The Genre chapter offers more specific details on weapons available in a given setting. Keep in mind that in many genres, it’s not acceptable to run around carrying dangerous weapons.

Explosive Weapons

Bombs, grenades, missiles, and other explosives operate differently than other weapons. They affect all targets within an area (usually an immediate area) and inflict damage to all of them. A separate attack roll is required for each (or a Speed defense roll if the PCs are the targets of such an attack), although to simplify, the player can make one attack roll and compare it to the difficulty to attack each target. Usually, even if the attack roll fails (or the Speed defense roll succeeds), the targets still suffer a smaller amount of damage, often 1 point.

Explosives like grenades can be thrown a short distance. Otherwise, another launcher weapon is needed to project them a long distance (or farther).

Miscellaneous Items and Services

Although the types of items for sale vary greatly based on the setting, a few things are always present, like food, lodging, and clothing. However, these goods and services can span the price categories. For example, you can get an inexpensive meal, a moderately priced meal, an expensive meal, and so on. An inexpensive meal is light and probably not very nutritious. An expensive meal is available only in nice restaurants in certain locations. An exorbitant meal is probably a feast for a crowd, with the finest foods and drink available.

Nightly lodging is similar, although the bottom end starts out worse. An inexpensive night’s lodging is probably a flea-ridden mat on the floor of a room filled with other lodgers. Typical lodging (a private room with a decent bed) is probably in the moderately priced range. Very expensive lodging might be a suite of rooms with delicious meals and personal services (such as massages and grooming) included.

Inexpensive clothing is just a step up from rags, but moderately priced clothing is decent enough. For a formal party, you’d want expensive clothing. The very rich likely wear very expensive clothing most of the time, and exorbitant clothing (and jewelry) when they go to their elite galas.

Other sorts of miscellaneous items can be found in the Genre chapter.

Cyphers

Cyphers can sometimes be physical items like equipment, but they work very differently. To be entirely accurate, cyphers might have the veneer of equipment, but don’t fall into the trap of confusing the two. Cyphers are far more akin to PC special abilities than to gear. In a fantasy game, they might be potions, scrolls, or charms. In a science fiction game, cyphers might be interesting throwaway devices or alien crystals of unknown providence. In other games, they might just represent good fortune or sudden inspiration. See the Cyphers chapter for more details.

Artifacts

Artifacts are more powerful than equipment and can’t simply be purchased. The Genre chapter offers a few sample artifacts appropriate for various settings.

Each artifact has a level and a rate of power depletion. When an artifact is used or activated, the player rolls the designated die (1d6, 1d10, 1d20, or 1d100). If the die shows the depletion number(s), the item works, but that is its last use. A depletion entry of “—” means that the artifact never depletes, and an entry of “automatic” means that it can be used only once.

Depowered artifacts can sometimes be recharged using the repair rules, depending on the item’s nature. Other special abilities can also repower an expended item, but probably for only one use.

For GM information on artifacts, see the Running the Cypher System chapter.

Finding, Identifying, and Using Artifacts

Characters can sometimes find artifacts while on adventures. They might be in ancient ruins, either intact or in need of manipulation to get them working. They could have been stolen from well-guarded military installations. They might be granted as rewards or taken from fallen foes. Sometimes they can even be purchased from a specialized source, but this occurs more rarely than most PCs would probably like.

After the characters find an artifact, identifying it is a separate Intellect task. The GM sets the difficulty of the task, but it is usually equal to the artifact’s level. Identifying it takes fifteen minutes to three hours. If the PCs can’t identify an artifact, they can bring it to an expert to be identified or, if desired, traded or sold.

Characters can attempt to use an artifact that has not been identified, which is usually an Intellect task equal to the artifact’s level + 2. Failure might mean that the PCs can’t figure out how to use the artifact or they use it incorrectly (GM’s discretion). Of course, even if characters use an unidentified artifact correctly the first time, they have no idea what the effect might be.

Once characters identify an artifact, using it for the first time requires an additional Intellect action; this process is far more complex than pushing a button. It can involve manipulating touchscreens, reciting the proper arcane words, or anything else that fits the setting. The GM sets the difficulty, but it is usually equal to the artifact’s level.

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Experience points (XP) are the currency by which players gain benefits for their characters. The most common ways to earn XP are through GM intrusions and by accomplishing things the PCs set out to do. Sometimes experience points are earned during a game session, and sometimes they’re earned between sessions. In a typical session, a player might earn 2 to 4 XP, and between sessions, perhaps another 2 XP (on average). The exact amounts depend on the events of the session.

GM Intrusion

At any time, the GM can introduce an unexpected complication for a character. When they intrude in this way, they must give that character 2 XP. That player, in turn, must immediately give one of those XP to another player and justify the gift (perhaps the other player had a good idea, told a joke, or performed an action that saved a life).

Often, the GM intrudes when a player attempts an action that should be an automatic success. However, the GM is free to intrude at other times. As a general rule, the GM should intrude at least once each session, but no more than once or twice each session per character.

Anytime the GM intrudes, the player can spend 1 XP to refuse the intrusion, though that also means they don’t get the 2 XP. If the player has no XP to spend, they can’t refuse.

If a player rolls a 1 on a die, the GM can intrude without giving the player any XP.

Example 1: Through skill and the aid of another character, a fourth-tier PC eases a wall-climbing task from difficulty 2 to difficulty 0. Normally, they would succeed at the task automatically, but the GM intrudes and says “No, a bit of the crumbling wall gives way, so you still have to make a roll.” As with any difficulty 2 task, the target number is 6. The PC attempts the roll as normal and gains 2 XP because the GM intruded. They immediately give one of those XP to another player.

Example 2: During a fight, a PC swings their axe and damages a foe with a slice across the shoulder. The GM intrudes by saying that the foe turned just as the axe struck, wrenching the weapon from the character’s grip and sending it clattering across the floor. The axe comes to a stop 10 feet (3 m) away. Because the GM intruded, the PC gains 2 XP, and the player immediately gives one of those XP to another player. Now the character must deal with the dropped weapon, perhaps drawing a different weapon or using their next turn to scramble after the axe.

For much more on GM intrusions, see the Running the Cypher System chapter.

Character Arcs

Character arcs are the means by which players can invest themselves more in great stories and character depth and development.

Just like in a book or a television show, characters progress through their own personal story and change over time. A PC with a character arc decides for themselves what they do and why. Character arcs are like stated goals for a character, and by progressing toward that goal, the character advances. The key word there is progressing. A PC doesn’t have to succeed at achieving the goal to earn advancement—it’s not an all-or-nothing prospect. Each arc is keyed to a single character, but just like in a book or show, characters can take part in the larger story arc that the whole group participates in, while also progressing in their own personal arc.

Character arcs have different steps that mark the character’s progress through the arc. Each arc eventually reaches a climax, and then finishes with a step that is a final resolution. Each step reached earns the character 2 XP. Character arcs are the most straightforward way that a character earns XP. (Typically, PCs will earn about half their total experience points from arcs or other GM awards.)

At character creation, a player can choose one character arc for their PC at no cost. Players have the option to not choose one, but it’s probably a good idea to do so. First and foremost, it is a character-defining factor. If they begin the campaign with a desire to find the woman who killed their brother, that says a lot about the character: they had a brother, he was likely close to them, he had been in at least one dangerous situation, and the character is probably motivated by anger and hate, at least somewhat. Even after the character finishes this first arc, they’ll undoubtedly have (at least one) more because they can gain new arcs as the campaign progresses.

Once play begins, players can take on a new arc whenever they wish, as fits the character’s ongoing story. Taking a new arc has a cost of 1 XP. While there’s no hard limit on how many arcs a character can have at one time, realistically most PCs couldn’t reasonably have more than three or four.

However, as mentioned above, arcs have a beginning cost that must be paid, reflecting the character’s devotion to the goal. The character will earn this investment back (probably many times over) if the arc is completed.

Character arcs are always player-driven. A GM cannot force one on a character. That said, the events in the narrative often present story arc opportunities and inspire character arcs for the PCs. It’s certainly in the GM’s purview to suggest possible arcs related to the events going on. For example, if the GM presents an encounter in which an NPC wishes to learn from the PC, it might make sense to suggest taking the Instruction arc. Whether or not the PC takes on the student, the player doesn’t have to adopt the Instruction arc unless they want to.

At the end of a session, review the actions you took and describe how they might equate to the completion of a step (or possibly more than one step) in their character arc. If the GM agrees, the character gets their reward.

When in doubt, if one character accomplishes a step in their arc but another character does not, the first character should get the 2 XP reward, but the other character should probably still get, at minimum, 1 XP for the session.

This chapter presents many sample character arcs (see below).

GM Awards

Sometimes, a group will have an adventure that doesn’t deal primarily with a PC’s character arc. In this case, it’s a good idea for the GM to award XP to that character for accomplishing other tasks. First and foremost, awards should be based on discovery. Discovery can include finding a significant new location, such as a hidden chamber, a secret fortress, a lost land, a new planet, or an unexplored dimension. In this fashion, PCs are explorers. Discovery can also include a new significant aspect of a setting, such as a secret organization, a new religion, and so on.

It can also mean finding a new procedure or device (something too big to be considered a piece of equipment) or even previously unknown information. This could include a source of magical power, a unique teleportation device, or the cure for a plague. These are all discoveries. The common thread is that the PCs discover something that they can understand and put to use.

Last, depending on the GM’s outlook and the kind of campaign the group wants to play, a discovery could be a secret, an ethical idea, an adage, or even a truth.

It’s a fine line, but ultimately the GM decides what constitutes a discovery as opposed to just something weird in the course of an adventure. Usually, the difference is, did the PCs successfully interact with it and learn something about it? If so, it’s probably a discovery.

Artifacts: When the group gains an artifact, award XP equal to the artifact’s level and divide it among the PCs (minimum 1 XP for each character). Round down if necessary. For example, if four PCs discover a level 5 artifact, they each get 1 XP. Money, standard equipment, and cyphers are not worth XP. (Experience point awards for artifacts should usually apply even if the artifact was given to the PCs rather than found, because often such gifts are the rewards for success.)

Miscellaneous Discoveries: Various other discoveries might grant 1 XP to each PC involved.

Other Awards: If a character is focused on activities that don’t relate to a character arc or a discovery, as a general rule, a mission should be worth at least 1 XP per game session involved in accomplishing it. For example, saving a family on an isolated farm beset by raiding cultists might be worth 1 XP for each character. Of course, saving the family doesn’t always mean killing the bad guys; it might mean relocating them, parlaying with the cultists, or chasing off the raiders.

Spending Experience Points

Experience points are meant to be used. Hoarding them is not a good idea; if a player accumulates more than 10 XP, the GM can require them to spend some.

Generally, experience points can be spent in four ways: immediate benefits, short- and medium-term benefits, long-term benefits, and character advancement.

Experience points should not be a goal unto themselves. Instead, they are a game mechanic to simulate how—through experience, time, toil, travail, and so on— characters become more skilled, more able, and more powerful. Spending XP to explain a change in a character’s capabilities that occurred in the course of the story, such as if the PC made a new device or learned a new skill, isn’t a waste of XP—it’s what XP are for.

Immediate Benefits

The most straightforward way for a player to use XP is to reroll any roll in the game—even one that they didn’t make. This costs 1 XP per reroll, and the player chooses the best result. They can continue to spend XP on rerolls, but this can quickly become an expensive proposition. It’s a fine way to try to prevent disaster, but it’s not a good idea to use a lot of XP to reroll a single action over and over.

A player can also spend 1 XP to refuse a GM intrusion.

Short- and Medium-Term Benefits

By spending 2 XP, a character can gain a skill—or, more rarely, an ability—that provides a short-term benefit. Let’s say a character notices that the computer terminals in the facility they’re infiltrating are similar to those used by the company they once worked for. They spend 2 XP and say that they have a great deal of experience in using these. As a result, they are trained in operating (and breaking into) these computers. This is just like being trained in computer use or hacking, but it applies only to computers found in that particular location. The skill is extremely useful in the facility, but nowhere else.

Medium-term benefits are usually story based. For example, a character can spend 2 XP while climbing through mountains and say that they have experience with climbing in regions like these, or perhaps they spend the XP after they’ve been in the mountains for a while and say that they’ve picked up the feel for climbing there. Either way, from now on, they’re trained in climbing in those mountains. This helps them now and any time they return to the area, but they’re not trained in climbing everywhere.

This method allows a character to get immediate training in a skill for half the normal cost. (Normally, it costs 4 XP to become trained in a skill.) It’s also a way to gain a new skill even if the PC has already gained a new skill as a step toward attaining the next tier.

In rare cases, a GM might allow a character to spend 2 XP to gain an entirely new ability—such as a device, a special ability, or a special mental power—for a short time, usually no longer than the course of one scenario. The player and the GM should agree on a story-based explanation for the benefit. Perhaps the ability has a specific rare requirement, such as a tool, a battery, a drug, or some kind of treatment. For example, a character who wants to explore a submerged location has several biotech enhancements, and they spend 2 XP to cobble together a device that lets them breathe underwater. This gives them the ability for a considerable length of time, but not permanently—the device might work for only eight hours. Again, the story and the logic of the situation dictate the parameters.

Long-Term Benefits

In many ways, the long-term benefits a PC can gain by spending XP are a means of integrating the mechanics of the game with the story. Players can codify things that happen to their characters by talking to the GM and spending 3 XP.

Things that a PC can acquire as a long-term benefit can be thought of as being story based, and they allow the player to have some narrative control over the story. In the course of play, a player might decide that their character gains a friend (a contact) or builds a log cabin (a home). Because a player spent XP, however, they should have some agency over what they’ve gained, and it shouldn’t be easily taken away. The player should help come up with the details of the contact or the design of their home.

It’s also possible to gain these benefits through events in the story, without spending XP. The new contact comes to the PC and starts the relationship. The new home is granted to them as a reward for service to a powerful or wealthy patron, or maybe the character inherits the home from a relative. However, because these came from the GM and not the player (and no XP were spent), the player has no narrative control over them and the GM makes up the details.

Long-term benefits can include the following.

Contact: The character gains a long-term NPC contact of importance—someone who will help them with information, equipment, or physical tasks. The player and GM should work out the details of the relationship.

Home: The PC acquires a full-time residence. This can be an apartment in a city, a cabin in the wilderness, a base in an ancient complex, or whatever fits the situation. It should be a secure place where the PC can leave their belongings and sleep soundly. Several characters could combine their XP and buy a home together.

Title or job: The PC is granted a position of importance or authority. It might come with responsibilities, prestige, and rewards, or it might be an honorary title.

Wealth: The PC comes into a considerable amount of wealth, whether it’s a windfall, an inheritance, or a gift. It might be enough to buy a home or a title, but that’s not really the point. The main benefit is that the PC no longer needs to worry about the cost of simple equipment, lodging, food, and so on. This wealth could mean a set amount—perhaps 50,000 dollars (or whatever is appropriate in the setting)—or it could bestow the ability to ignore minor costs, as decided by the player and GM.

GMs and players should work together to make XP awards and expenditures fit the ongoing story. If a PC stays in a location for two months to learn the inhabitants’ unique language, the GM might award the character a few XP, which are then immediately spent to grant them the ability to understand and speak that language.

Character Advancement

Progressing to the next tier involves four steps. When a PC has spent 4 XP on each of the steps, they advance to the next tier and gain all the type and focus benefits of that tier. The four steps can be purchased in any order, but each can be purchased only once per tier. In other words, a PC must buy all four steps and advance to the next tier before they can buy the same steps again.

Increasing Capabilities: You gain 4 new points to add to your stat Pools. You can allocate the points among your Pools however you wish.

Moving Toward Perfection: You add 1 to your Might Edge, your Speed Edge, or your Intellect Edge (your choice).

Extra Effort: Your Effort score increases by 1.

Skills: Choose one skill other than attacks or defense, such as climbing, jumping, persuading, sneaking, or history. You become trained in that skill. You can also choose to be knowledgeable in a certain area of study, such as history or geology. You can even choose a skill based on your character’s special abilities. For example, if your character can make an Intellect roll to blast an enemy with mental force, you can become trained in that ability, easing the task of using it.

If you choose a skill that you are already trained in, you become specialized in that skill, easing the task by two steps instead of one. If you choose a skill that you have an inability in, the training and the inability cancel each other out (you aren’t eased or hindered in that task). For example, if you have an inability in perception, becoming trained in that cancels out the inability.

Once you’re specialized in a skill, you can’t improve your training in that skill further (you can ease a task by up to two steps with training). You can still make that task easier with assets and a few rare abilities that don’t count as an asset or training.

Other Options: Players can also spend 4 XP to purchase other special options. Selecting one of these options counts as purchasing one of the four stages necessary to advance to the next tier. The other three need to be from the other categories. The special options are as follows:

Equal Advancement

It’s worthwhile if all characters advance through the six tiers at about the same rate—an important issue for some players. A good GM can achieve this result by carefully handing out XP rewards, some during play (which will tend to get used immediately) and some after play concludes, especially after completing a major story arc or quest so the GM can hand out 4 XP in one go (which will tend to get used for advancement). Many groups will discover while playing that equal advancement isn’t an important issue in the Cypher System, but people should get to play the game the way they want to play it.

Tier Advancement in The Cypher System

Tiers in the Cypher System aren’t entirely like levels in other roleplaying games. In the Cypher System, gaining tiers is not the players’ only goal or the only measure of achievement. Starting (first-tier) characters are already competent, and there are only six tiers. Character advancement has a power curve, but it’s only steep enough to keep things interesting. In other words, gaining a new tier is cool and fun, but it’s not the only path to success or power. If you spend all your XP on immediate, short-term, and medium-term benefits, you will be different from someone who spends their points on long-term benefits, but you will not be “behind” that character.

The general idea is that most characters will spend half their XP on tier advancement and long-term benefits, and the rest on immediate benefits and short- and medium-term benefits (which are used during gameplay). Some groups might decide that XP earned during a game is to be spent on immediate and short- and medium-term benefits (gameplay uses), and XP awarded between sessions for discoveries is to be spent on character advancement (long-term uses).

Ultimately, the idea is to make experience points into tools that the players and the GM can use to shape the story and the characters, not just a bookkeeping hassle.

Sample Character Arcs

The rest of this chapter presents sample character arcs for PCs. The writeup of each arc describes the parts involved in progressing through the arc:

Opening: This sets the stage for the rest of the arc. It involves some action, although that might just be the PC agreeing to do the task or undertake the mission. It usually has no reward.

Step(s): This is the action required to move toward the climax. In story terms, this is the movement through the bulk of the arc. It’s the journey. The rising tension. Although there might be just one step, there might also be many, depending on the story told. Each results in a reward of 2 XP.

Climax: This is the finale—the point at which the PC likely succeeds or fails at what they’ve set out to do. Not every arc ends with victory. If the character is successful, they earn a reward of 4 XP. If they fail, they still earn a reward of 2 XP. If a character fails the climax, they very likely ignore the resolution.

Resolution: This is the wrap-up or denouement. It’s a time for the character to reflect on what happened, tie up any loose ends, and figure out what happens next. When things are more or less resolved, the character earns a
1 XP reward.

Within the arc, most of the time a part is probably optional, depending on the situation—although it’s hard to envision most arcs without some kind of opening, climax, or resolution. Steps other than the opening, the climax, and the resolution can be done in any order.

Character arcs should always take at least weeks in game time, and no more than two parts in an arc should be accomplished in a game session (and most of the time, it should be one part, if any). If neither of these two things is true, then it’s not really a character arc. You can’t, for example, use the Creation arc to guide you through something you can make in an hour or two.

The following are common character arcs that you can choose for your character. If you and the GM want to make a new one, it should be fairly easy after looking through these models.

This chapter has a selection of sample character arcs, but you can create your own too. The arcs are intentionally broad to encompass many different characters and stories. For example, Revenge is a very simple and straightforward character arc. The player who chooses this arc for their character decides who they want revenge on, and why. It’s up to the players and the GM to make the details fit.

Some players might not want to use character arcs. The GM, however, can still use them as a benchmark for awarding XP. If the PCs are going off to explore a strange planet, the GM can essentially give them the Explore arc.

Aid a Friend

Someone needs your help.

When a PC friend takes a character arc, you can select this arc to help them with whatever their arc is (if appropriate). The steps and climax depend entirely on their chosen arc. If the friend is an NPC, the steps and climax are lifted from another arc appropriate to whatever they seek to do.

It’s difficult, but possible, to aid a friend with an arc even if that friend is unwilling to accept (or is ignorant of) your help.

The cost and rewards for a character with this arc are the same as those described in the original character arc.

Opening: Answering the Call. Offering to help (or responding to a request for help).

Step(s) and Climax: Depends on the friend’s arc. Rewards are the same for you as for the friend.

Resolution: You speak with your friend and learn if they are satisfied. Together, you share what you’ve learned (if anything) and where you will go from here.

Assist an Organization

You set out to accomplish something that will further an organization. You’re probably allied with them or they are rewarding you for your help in some fashion.

Opening: Responding to the Call. You work out all the details of what’s expected of you, and what rewards (if any) you might get. You also get the specifics of what’s required to join and advance.

Step: Sizing up the Task. This requires some action. A reconnaissance mission. An investigation.

Step(s): Undertaking the Task. Because this arc can vary so widely based on the task involved, there might be multiple steps like this one.

Climax: Completing the Task.

Resolution: Collecting your reward (if any) and conferring with the people in the organization that you spoke to. Perhaps getting access to higher-ranking people in the organization. You can choose to have your connection to the organization increase rather than take the standard reward.

Avenge

Someone close to you or important to you in some way has been wronged. The most overt version of this arc would be to avenge someone’s death. Avenging is different than revenge, as revenge is personal—you are the wronged party. But in the Avenge character arc, you are avenging a wrong done to someone else.

Opening: Declaration. You publicly declare that you are going to avenge the victim(s). This is optional.

Step(s): Tracking the Guilty. You track down the guilty party. This might not be physically finding them if you already know where they are. Instead, it might be discovering a way to get at them if they are distant, difficult to reach, or well protected. This step might be repeated multiple times, if applicable.

Step: Finding the Guilty. You finally find the guilty party, or find a path or make a plan to reach them. Now all that’s left is to confront them.

Climax: Confrontation. You confront the guilty party. This might be a public accusation and demonstration of guilt, a trial, or an attack to kill, wound, or apprehend them—whatever you choose to be appropriate.

Resolution: You resolve the outcome and the ramifications of the confrontation and decide what to do next.

Birth

You are becoming a parent.

The Birth character arc assumes you already have a partner or a surrogate. If you want your character to find a romantic partner or spouse, you can use the Romance arc. And of course, nonhuman characters might reproduce in other ways.

This arc is usually followed by the Raise a Child arc.

Opening: Impregnation.

Step: Finding a Caretaker. This might be a physician, midwife, doula, or similar person. This is optional.

Step: Complication. A complication arises that threatens the pregnancy, the birth parent, or both.

Step: Preparation. You prepare a place for the delivery as well as a safe place for the infant to live once born.

Climax: Delivery. The baby is born. Success means the child survives.

Resolution: You get the baby to the place you have prepared and settle in, deciding what to do next.

Build

You are going to build a physical structure—a house, a fortress, a workshop, a defensive wall, and so on. This arc would also cover renovating an existing structure or substantially adding to one. Of course, this doesn’t have to be physical construction. You might build something with spells or other supernatural abilities.

Opening: Make a Plan. This almost certainly involves literally drawing up blueprints or plans.

Step(s): Find a Site. This might be extremely straightforward—a simple examination of the site—or it might be an entire exploratory adventure. (If the latter, it might involve multiple such steps.)

Step(s): Gather Materials. Depending on what you are building and what it is made out of, this could involve multiple steps. There probably are substantial costs involved as well.

Step(s): Construction. Depending on what you are building, this could involve multiple steps. It might also take a considerable amount of time and work.

Climax: Completion. The structure is finished.

Resolution: You put the structure to its desired use and see if it holds up.

Cleanse

Someone or something has been contaminated, probably by evil spirits, radiation, a deadly virus, foul magic, or the like, and you want to rid them of such influences or contaminants. This could also be a curse, a possession, an infestation, or something else.

Opening: Analyzing the Threat. You determine the nature of the contamination.

Step: Find the Solution. Almost every contamination has its own particular solution, and this likely involves research and consultation.

Step: Getting Ready. The solution probably involves materials, spells, or other things that you must gather and prepare.

Climax: The Cleansing. You confront the contamination.

Resolution: You reflect on the events that have transpired and what effects they might have on the future. How can you keep this from happening again?

Creation

You want to make something. This might be a magic item, a painting, a novel, or a machine.

Opening: Make a Plan. You figure out what you need, what you’re going to do, and how you’re going to do it.

Step(s): Gather Materials. Depending on what you are creating and what it is made out of, this could involve multiple steps. There probably are substantial costs involved as well.

Step(s): Progress. Depending on what you are creating, this could involve multiple steps. It might also take a considerable amount of time and work.

Climax: Completion. It’s finished! Is it what you wanted? Does it work?

Resolution: You think about what you have learned from the process and use or enjoy the fruits of your labor.

Defeat a Foe

Someone stands in your way or is threatening you. You must overcome the challenge they represent. Defeat doesn’t always mean kill or even fight. Defeating a foe could mean beating them in a chess match or in competition for a desired mentor.

Opening: Sizing up the Competition. This requires some action. A reconnaissance mission. An investigation.

Step: Investigation. This requires some action. A reconnaissance mission. An investigation.

Step(s): Diving In. You travel toward your opponent, overcome their lackeys, or take steps to reach them so you can confront them. This step can take many forms, and there might be more than one such step. This step is always active.

Climax: Confrontation. The contest, challenge, fight, or confrontation occurs.

Resolution: You reflect on what you’ve learned and what the consequences of your actions might be.

Defense

A person, place, or thing is threatened, and you want to protect it.

Opening: Analyze the Situation. What are you defending, and what threats are involved?

Step: Account for Your Resources. How are you going to defend?

Step(s): Fend Off Danger. The forces threatening what you are protecting probably make an initial threat that you’ll have to defeat. It’s not the main threat, though. There might be multiple such initial threats.

Climax: Protect. The true threat reveals itself and you confront it.

Resolution: A time for reflection on everything that occurred, and an assessment of the person, place, or thing’s safety going forward.

Develop a Bond

You want to get closer to another character. This might be to make a friend, find a mentor, or establish a contact in a position of power. It might be to turn a friend into a much closer friend. The character might be an NPC or a PC.

Opening: Getting to Know You. You learn what you can about the other character.

Step: Initial Attempt. You attempt to make contact. This might involve sending messages or gifts through a courier, using an intermediary, or just going up and saying hello, depending on the situation.

Step(s): Building a Relationship. There might be many such steps as you develop the relationship.

Climax: Bond. You succeed or fail at forging the bond.

Resolution: You enjoy the fruits of your new relationship.

Enterprise

You want to create and run a business or start an organization. Maybe you’re a craftsperson who wants to sell your creations. Maybe you like baking and you want to start a catering service. Or maybe you want to start a secret society or found a school to teach young mutants how to use their powers. You’ll almost certainly have to make new connections, find (and somehow pay for) a location, and deal with all manner of administrative duties.

Opening: Drawing up a Plan. What’s your goal, and how are you going to achieve it?

Step: Account for Your Resources. How much financing does the enterprise need compared to what you’ve got? If you need more, how will you get it? How many people other than yourself are needed to begin, and how many will you need to sustain things once they are up and running?

Step: Finding a Location. You probably need a place to run your enterprise—a store, a workshop, a base of operations, and so on. You find a location and look into what it will take to buy or rent it.

Step(s): Building the Enterprise. You procure the needed equipment or personnel. You make the connections and deals to get things started. You obtain important permits or other legal documents. You test new products. You actually start the business. Each of these developments (and likely others) can be counted as a separate step, so there will be many steps.

Climax: Profit and Loss. You determine whether your enterprise will take off and carry on into the future, or fall apart before it gets a chance to blossom. This occurs in a single dramatic moment—your first major client, your organization’s first big meeting or mission, or whatever else is appropriate.

Resolution: A time for reflection on everything that occurred, and how you’re going to move forward.

Establishment

You want to prove yourself as someone of importance. This can take many forms—socially, within your order, financially, or even romantically.

Opening: Assessment. You assess yourself as well as who you need to prove yourself to.

Step(s): Appearances Matter. You improve your look. Enhance your wardrobe. Spruce up your house. Whatever it takes to get attention from the right people. There might be many such steps.

Step(s): Self-Aggrandizement. You need to get the word out to get people talking about you. There might be many such steps.

Climax: Grabbing Attention. You do something big, like host a party for influential people or produce a play that you wrote. You make a big splash or a big crash.

Resolution: You reflect on what you did and where you go from here.

Explore

Something out there is unknown and you want to explore its secrets. This is most likely an area of wilderness, a new planet, an otherworldly dimension, or something similar.

Opening: Make a Plan. Not only do you draw up a plan for your exploration, but if appropriate, you also make a formal declaration to relevant parties of what you’re going to do.

Step(s): Gather Resources. You get the supplies, vehicles, and help you need. Depending on where you are going and what is required, this could involve multiple steps. There probably are substantial costs involved as well.

Step(s): Travel. You go where you wish to explore. There might be many such steps, depending on how long it takes to get there.

Step(s): Exploration. This is the meat of the arc, but it’s probably a series of small moves and minor victories. There might be many such steps.

Climax: Conquest. You make the big discovery or truly master the area. You might not have explored every inch of the place, but if you are successful, you can claim to be done.

Resolution: You return home and possibly share your findings.

Fall From Grace

This is an odd character arc in that it’s (presumably) not something that a character would want. It is something that a player selects on a meta level for the character because it makes for an interesting story. It also sets up the potential for future arcs, such as Redemption. It’s important that this involve actions you take. For example, you fall into substance abuse. You treat people badly. You make mistakes that endanger others. In other words, the fall isn’t orchestrated by someone else—it’s all your own doing.

Opening: The Descent. Things go bad.

Step(s): Further Descent. Things get worse. Depending on the situation, this might involve many steps.

Step: Lashing Out. You treat others poorly as you descend.

Climax: Rock Bottom. There is no chance for success here. Only failure.

Resolution: You wallow in your own misery.

Finish a Great Work

Something that was begun in the past must now be completed. This might involve destroying an evil artifact, finishing the construction of a monument, developing the final steps of a cure for a disease, or uncovering a lost temple forgotten to the ages.

Opening: Assessing the Past. You look at what has come before and where it still needs to go. This almost certainly involves some real research.

Step: Conceive a Plan. You make a plan on how to move forward.

Step(s): Progress. You make significant progress or overcome a barrier to completion. This may involve multiple such steps.

Climax: Completion. This involves the big finish to the past work.

Resolution: You reflect on what you did and where you go from here.

Growth

Willingly or unwillingly, you are going to change. This is another meta arc. It’s less about a goal and more about character development. While it’s possible that the growth involved is intentional, in most people’s lives and stories, it is emergent. A character might become less selfish, braver, a better leader, or experience some other form of growth.

Opening: The Beginning. Change usually begins slowly, in a small, almost imperceptible way.

Step(s): Change. Growth involves many small steps.

Step: Overcoming an Obstacle. The temptation to resort to your old ways is always present.

Climax: Self-Evident Change. This is a dramatic about-face. This is the moment where you do something the “old you” would never have done, and it has a profound effect on you and those around you. With either success or failure, growth is possible.

Resolution: You recognize the change in yourself and move forward.

Instruction

You teach a pupil. You have knowledge on a topic and are willing to share. This can be a skill, an area of lore, a combat style, or the use of a special ability. This is usually a fairly long-term arc. Sometimes teaching a pupil is a side matter, and sometimes the pupil takes on more of an apprentice role and spends a great deal of time with you, traveling with you and perhaps even living in your house (or you living in theirs).

Opening: Taking on the Student.

Step: Getting to Know Them. You assess your pupil’s strengths and weaknesses and try to get an idea of what they need to learn and how you can teach it to them.

Step(s): The Lessons. Teaching is often a slow, gradual process.

Step: Breakdown. Many times, a student needs to have a moment of crisis to really learn something. Maybe they get dejected, or maybe they rebel against your teaching techniques.

Climax: Graduation. This is when you recognize that the pupil has learned what they need. It usually comes at a dramatic moment.

Resolution: You and the pupil say your goodbyes, and you look toward the future.

Join an Organization

You want to join an organization. This might be a military organization, a corporation, a secret society, a religion, or something else.

Opening: Getting the Details. You learn all you can about the organization and how one becomes a member.

Step(s): Making a Contact. Friends on the inside are always important.

Step(s): Performing a Deed. The organization might want to test your worth, or this might be a ceremony you must take part in. It might include paying some sort of dues or fee. Or all of these things.

Climax: Proving Your Worth. This is the point at which you attempt to show the organization that they would be better off with you as a member.

Resolution: You consider your efforts and assess what your membership gets you.

Justice

You try to right a wrong or bring a wrongdoer to justice.

Opening: Declaration. You publicly declare that you are going to bring justice in this situation. This is optional.

Step(s): Tracking the Guilty. You track down the guilty party, assuming there is one. This might not be physically finding them if you already know where they are. Instead, it might be discovering a way to get at them if they are distant, difficult to reach, or well protected. This step might be repeated multiple times, if applicable.

Step: Helping the Victim. Righting a wrong does not always involve confronting a wrongdoer. Part of it might be about helping those who were wronged.

Climax: Confrontation. You confront the guilty party. This might be a public accusation and demonstration of guilt, a trial, or an attack to kill, wound, or apprehend them—whatever you choose to be appropriate.

Resolution: You resolve the outcome and ramifications of the confrontation and decide what to do next.

Learn

You want to learn something. This isn’t the same as the Uncover a Secret arc, in which you’re looking for a bit of information. This is a skill or whole area of knowledge you want to gain proficiency with. This is learning a new language, how to play an instrument, or how to be a good cook. Thus, it’s not about gaining a level or rank in climbing, but learning to be an experienced mountaineer.

Opening: Focusing on the Problem.

Step: Finding a Teacher or a Way to Teach Yourself. Now you can truly begin.

Step(s): Learn. Depending on what you’re learning, this could involve one step or quite a few.

Climax: The Test. You put your new knowledge to the test in a real situation.

Resolution: You relax a bit and decide what to do next.

Master a Skill

You’re skilled, but you want to become the best. This arc might logically follow the Learn arc. As with the Learn arc, this can involve any kind of training at all, not just a skill.

Opening: Finding the Path. You’ve learned the basics. Now it’s time for the advanced material.

Step: Discovering a Master. You find a master to help you become a master.

Step(s): Learn. Depending on what you’re mastering, this could involve one step or quite a few.

Step: The Last Step. Eventually, you realize that even a master cannot teach you the last step. You must learn it on your own.

Climax: The Test. You put your mastery to the test in a real situation—and considering your goal, it’s probably a very important situation.

Resolution: You relax a bit and decide what to do next.

Mysterious Background

You don’t know who your parents were, but you want to find out. The mystery might be something other than your parentage, but that’s a common theme in this kind of arc. You want to know where you come from—there’s some kind of mystery in your past.

Opening: Beginning the Search.

Step: Research. You look into your own family background, if possible.

Step(s): Investigation. You talk to people who might know. You follow clues.

Climax: Discovery. You discover the secret of your own background. You determine if what you learn is good or bad, but either way discovery means success.

Resolution: You contemplate how this new knowledge sits with you.

New Discovery

You want to invent a new device, process, spell, or something similar. A cure for a heretofore unknown disease? An invocation with a result you’ve never heard of before? A method for getting into an impregnable vault? Any of these and more could be your discovery. While similar to the Creation arc and the Learn arc, the New Discovery arc involves blazing a new trail. No one can teach you what you want to know. You’ve got to do it on your own.

Opening: The Idea. You draw up plans for the thing you want to invent or discover.

Step: Research. You learn what people have done before and recognize where they fell short.

Step(s): Trial and Error. You test your hypothesis. This often ends in many failures before you get a success.

Climax: Eureka! It’s time to put the discovery to the true test.

Resolution: You reflect on your discovery and probably compile your notes and write it all down, for posterity’s sake if nothing else.

Raise a Child

You raise a child to adulthood. It can be your biological child or one you adopt. It can even be a child taken under your wing, more a young protégé than a son or daughter. This is obviously a very long-term arc.

Opening: Sharing Your Home. The child now lives with you.

Step: Care and Feeding. You learn to meet the child’s basic needs.

Step(s): Basic Instruction. You teach them to walk, talk, and read. You teach them to care for themselves.

Step(s): The Rewards Are Many. The child loves you. Relies on you. Trusts you. Eventually, helps you.

Step(s): Ethical Instruction. You instill your basic ethics in the child, hoping that they will mature into an adult you can be proud of.

Climax: Adulthood. At some point the child leaves the proverbial nest. You determine, at this point, your own success or failure.

Resolution: You reflect on the memories you have made.

Recover From a Wound (or Trauma)

You need to heal. This isn’t just for healing simple damage. This involves recovering from a major debilitating injury, illness, or shock. Severe damage, the loss of a body part, and emotional trauma all fall into this category.

Opening: Rest. The first thing you need to do is rest.

Step: Self Care. You take care of your own needs.

Step: Getting Aid. Someone helps.

Step: Medicine. Some kind of drug, cure, poultice, potion, or remedy aids your recovery.

Step: Therapy. With the help of someone else, you exercise your injury or cope with your trauma.

Climax: Acceptance or Recovery. You try to move on and use what has been damaged (or learn how to function without it).

Resolution: You get on with your life.

Redemption

You’ve done something very wrong, but you want to atone and make it right again. This is like the Justice arc or the Undo a Wrong arc, except you are the wrongdoer. This could be a follow-up to the Fall From Grace arc.

Opening: Regret. You are determined to rebuild, recover, and restore.

Step: Forgiveness. You apologize and ask for forgiveness.

Step: Identifying the Needs. You determine what needs to be done to atone for your transgression.

Climax: Making Good. You perform an act that you hope will redeem your past misdeed.

Resolution: You reflect on what has happened but now look to the future.

Repay a Debt

You owe someone something, and it’s time to make good.

Opening: Debts Come Due. You determine to do what is needed to make good on the debt. It might involve repaying money, but more appropriately it’s performing a deed or a series of deeds.

Step: Talking It Over. You discuss the matter with the person you owe, if possible. You ensure that what you’re doing is what they want.

Climax: Repayment. Either you do something to earn the money or goods you owe, or you undertake a major task that will compensate the other person.

Resolution: You relax knowing that your debt is repaid, and you look to the future.

Rescue

Someone or something of great importance has been taken, and you want to get them or it back.

Opening: Heeding the Call. You determine what has happened, and who or what is missing.

Step: Tracking. You discover who has taken them, and where.

Step: Travel. You go to where they are being held and get information on the location and who is involved. Maybe make a plan.

Climax: Rescue Operation. You go in and get them.

Resolution: You return them home.

Restoration

You’re down but not out. You want to restore your good name. Recover what you’ve lost. Rebuild what has been destroyed. You’ve fallen down or have been knocked down, but either way you want to pick yourself up. This is a possible follow-up to the Fall From Grace arc.

Opening: Vow to Yourself. You are determined to rebuild, recover, and restore.

Step(s): Work. You rebuild, recover, and restore. If all your money was stolen, you make more. If your house was destroyed, you rebuild it. If your reputation was tarnished, you perform deeds that restore your good name.

Climax: The Final Act. You undertake one last major task that will bring things back to where they were (or close to it). A lot is riding on this moment.

Resolution: You enjoy a return to things the way they were before.

Revenge

Someone did something that harmed you. Unlike the Avenge arc, this arc probably isn’t about tracking down a murderer, but it might involve pursuing someone who stole from you, hurt you, or otherwise brought you grief. The key is that it’s personal. Otherwise, use the Justice arc.

Opening: Vow. You swear revenge.

Step(s): Finding a Clue. You find a clue to tracking down the culprit.

Climax: Confrontation. You confront the culprit.

Resolution: You deal with the aftermath of the confrontation and move on. You think about whether you are satisfied by gaining your revenge.

Romance

You want to strike up a relationship with a romantic partner. Perhaps you have a specific person in mind, or maybe you’re just interested in a relationship in general.

Opening(s): Caught Someone’s Eye. You meet someone you are interested in. (Since this can be short-lived, it’s possible to have this opening occur more than once.)

Step(s): Courtship. You begin seeing the person regularly. Although not every “date” is a step in the arc, significant moments are, and there may be a few of them.

Climax: Commitment. You may or may not be interested in a monogamous relationship. Regardless, you and your love have made some kind of commitment to each other.

Resolution: You think about the future. Marriage? Children? These are only some of the possibilities.

Solve a Mystery

Different from the Learn arc and the Uncover a Secret arc, this arc is about solving a crime or a similar action committed in the fairly recent past. It’s not about practice or study, but about questions and answers. In theory, the mystery doesn’t have to be a crime. It might be “Why is this strange caustic substance leaking into my basement?”

Opening: Pledging to Solve the Mystery.

Step: Research. You get some background.

Step(s): Investigation. You ask questions. You look for clues. You cast divinations. This likely encompasses many such steps.

Climax: Discovery. You come upon what you believe to be the solution to the mystery.

Resolution: In this step, which is far more active than most resolutions, you confront the people involved in the mystery with what you’ve discovered, or you use the information in some way (such as taking it to the proper authorities).

Theft

Someone else has something you want.

Opening: Setting Your Sights. You make a plan.

Step: Casing the Joint. You scout out the location of the thing (or learn its location).

Step(s): Getting to the Object. Sometimes, many steps are involved before you reach the object you wish to take. For example, if, in order to steal something from a vault, you need to approach one of the guards while they are off duty and bribe them to look the other way when you break in, that is covered in this step.

Climax: The Attempt. You make your heist.

Resolution: You decide what to do with the thing you’ve stolen and contemplate the repercussions you might face for stealing it.

Train a Creature

You want to domesticate and train an animal or other creature. While the beast doesn’t need to be wild, it must not already be domesticated and trained.

Opening: Getting Acquainted. You get to know the creature a bit, and it gets to know you.

Step: Research. You get information on the type of creature or advice from others who have trained one.

Step: Domestication. After some work, the creature is no longer a threat to you or anyone else, and it can live peacefully in your home or wherever you wish.

Step(s): Training. Each time you use this step, you teach the creature a new, significant command that it will obey regularly and immediately.

Climax: Completion. Believing the creature’s training to be complete, you put it in a situation where that is put to the test.

Resolution: You reflect on the experience.

Transformation

You want to be different in a specific way. Because the Growth arc covers internal change, this one focuses primarily on external change. This could take many forms, and probably varies greatly by genre. In some settings, it could even be death, which might turn you into a ghost. For the change to be an arc, it should be difficult and perhaps risky.

Opening: Deciding on the Transformation.

Step: Research. You look into how the change can be made and what it entails.

Step(s): Investigation. This is an active step toward making the change. It might involve getting more information, materials or ingredients, or something else.

Climax: Change. You make the change, with some risk of failure or disaster.

Resolution: You contemplate how this change affects you going forward.

Uncover a Secret

There is knowledge out there that you want. It could be an attempt to find and learn a specific special ability. This could also be a hunt for a lost password or a key that will open a sealed door, the true name of a devil, the secret background of an important person, or how the ancients constructed that strange monolith.

Opening: Naming the Secret. You give your goal a name. “I am seeking the lost martial art of the Khendrix, who could slice steel with their bare hands.”

Step(s): Research. You scour libraries and old tomes for clues and information.

Step(s): Investigation. You talk to people to gain clues and information.

Step(s): Tracking. You track down the source of the secret information and travel to it.

Climax: Revelation. You find and attempt to use the secret, whatever that entails.

Resolution: You contemplate how this secret affects you and the world.

Undo a Wrong

Someone did something horrible, and its ramifications are still felt, even if it happened long ago. You seek to undo the damage, or at least stop it from continuing.

This is different from the Justice arc because this isn’t about justice (or even revenge)—it’s about literally undoing something bad that happened in the past, such as a great library being burned to the ground, a sovereign people being driven from their land, and so on.

Opening: Vowing to Put Right What Once Went Wrong.

Step: Make a Plan. You learn all you can about the situation and then make a plan to put things right.

Step(s): Progress. This is an active step toward undoing the wrong. It might involve finding something, defeating someone, destroying something, building something, or almost anything else, depending on the circumstances.

Climax: Change. You face the challenge of the former wrong, and either overcome it or fail.

Resolution: You reflect on what you’ve accomplished and think about the future.

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For an expanded treatment of the fantasy genre, refer to the @UUID[Compendium.cyphersystem-compendium.cypher-journals.nnDPf4sPK61ROEV8]{Fantasy Rulebook}.

For our purposes, fantasy is any genre that has magic, or something so inexplicable it might as well be magic. The sort of core default of this type is Tolkienesque fantasy, also known as second-world fantasy because it includes a completely new world not our own. Big fantasy epics like those penned by J. R. R. Tolkien (hence the name), C. S. Lewis, George R. R. Martin, Stephen R. Donaldson, David Eddings, Ursula K. Le Guin, and others are indicative of this genre. It usually involves swords, sorcery, nonhuman species (such as elves, dwarves, helborn, and half-giants), and epic struggles.

Of course, fantasy might also involve the modern world, with creatures of myth and sorcerers dwelling among us. It might involve mythic traditions of any number of cultures (elves, dwarves, and the like, usually being decidedly European) or bear little resemblance to anything on Earth, past or present. It might even involve some of the trappings of science fiction, with spaceships and laser guns amid the wizardry and swords (this is often called science fantasy).

Fantasy can also be defined by the amount of fantasy elements within it. A second-world fantasy filled with wizards, ghosts, dragons, curses, and gods is referred to as high fantasy. Fantasy with a firmer grounding in reality as we know it in our world is low fantasy. (In fact, low fantasy often takes place in our world, or in our world’s distant past, like the stories of Conan.) No single element indicates concretely that a given fantasy is high or low. It’s the prevalence of those elements.

The point is, there are many, many types of fantasy.

Suggested Types for a Fantasy Game

RoleCharacter Type
WarriorWarrior
KnightWarrior
RangerExplorer
BarbarianExplorer flavored with combat
ThiefExplorer flavored with stealth
WizardAdept
ClericSpeaker flavored with magic
DruidExplorer flavored with magic
Warrior mageWarrior flavored with magic
BardSpeaker

Basic Creatures and NPCs for a Fantasy Game

@UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.aRHd1kwkUTogvMyG]{Bat} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.POcXUZp1mwvumsvK]{Blacksmith} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.JZbErZ6hAgtHrgim]{Dog} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.vmvgLdR7JKdsukCW]{Dog, guard} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.4xi11kpGx3rGZEYm]{Farmer} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.pNEII8Wup8xjZfuA]{Hawk} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.61EndqAjZ2ZZZuS9]{Horse} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.4xi11kpGx3rGZEYm]{Farmer} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.8AhrSmfhARlAahxp]{Merchant} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.qLFrfE0E9w6BcG48]{Rat} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.XwsPRwBGqnPnCJKG]{Villager} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.ZIE2MSMDhhgqBRgl]{Viper} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.vhGua32GarGCzLGv]{Warhorse} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.4gJ7LYEkIlt16Epj]{Wolf}

Additional Fantasy Equipment

In the default Medieval Europe-style fantasy setting, the following items (and anything else appropriate to that time period) are usually available.

Inexpensive Items

WeaponsNotes
@UUID[Compendium.cyphersystem-compendium.ammo.JwvZz1lxVR3H6P8D]{Arrows (20)}
@UUID[Compendium.cyphersystem-compendium.weapons-fantasy.zuI2zJqYv2bPN415]{Club}Light weapon
@UUID[Compendium.cyphersystem-compendium.ammo.mY1JGNvk9RPW7y2D]{Crossbow bolts (20)}
@UUID[Compendium.cyphersystem-compendium.weapons-fantasy.IBJ8eUTFLMb2IKaZ]{Knife (rusty and worn)}Light weapon (won’t last long)
Other ItemsNotes
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.ua0XElr4rvEe4C7J]{Candle}
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.UJ5qtx1Dt3ENW2Uh]{Rations (1 day)}
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.m5lUbtwYYZDzo0Jx]{Sack}
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.G2HjI5SUADNv0yJ2]{Torch}

Moderately Priced Items

WeaponsNotes
@UUID[Compendium.cyphersystem-compendium.weapons-fantasy.La6ogBpdY1cjYIug]{Blowgun}Light weapon, short range
@UUID[Compendium.cyphersystem-compendium.weapons-fantasy.DxvLEdJsjNLghy5m]{Broadsword (substandard)}Medium weapon (won’t last long)
@UUID[Compendium.cyphersystem-compendium.weapons-fantasy.cFkYLORc1EiwPpLf]{Dagger}Light weapon
@UUID[Compendium.cyphersystem-compendium.weapons-fantasy.Chp5Kt00vrxxYBAT]{Handaxe}Light weapon
@UUID[Compendium.cyphersystem-compendium.weapons-fantasy.xMUGgLlOKoZqooWy]{Throwing knife}Light weapon, short range
ArmorNotes
@UUID[Compendium.cyphersystem-compendium.armor-fantasy.dwYLXpRkrg8AaoMP]{Hides and furs}Light armor
@UUID[Compendium.cyphersystem-compendium.armor-fantasy.E3UpdWDvaLUQ2Xfz]{Leather jerkin}Light armor
Other ItemsNotes
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.2uM56Yu3g5OCjLkm]{Backpack}
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.3TAk68d2T0nMXlIG]{Bedroll}
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.ObGbm8EmEBDCotRD]{Crowbar}
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.BmQOOToImOypwy7g]{Hourglass}
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.VNW4jviGcTTfC2Mu]{Iron spikes}10 spikes
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.XjU4o9vgaZ4wiBSD]{Lantern}
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.U20W8jrBZGlWsQu2]{Rope}Hemp, 50 feet
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.BQ87g3YjkViIKc7l]{Signal horn}
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.MEp5TNjz6v9dnuLP]{Tent}

Expensive Items

WeaponsNotes
@UUID[Compendium.cyphersystem-compendium.weapons-fantasy.oGdbXxumsdjbdVzJ]{Battleaxe}Medium weapon
@UUID[Compendium.cyphersystem-compendium.weapons-fantasy.W8mx4ak9u2JKvX6Q]{Broadsword}Medium weapon
@UUID[Compendium.cyphersystem-compendium.weapons-fantasy.xeXPxadNyGu35H4k]{Bow}Medium weapon, long range
@UUID[Compendium.cyphersystem-compendium.weapons-fantasy.H8tg6l3LpBLNRz32]{Cutlass}Medium weapon
@UUID[Compendium.cyphersystem-compendium.weapons-fantasy.ZHeioW4Ywrgs6Si8]{Light crossbow}Medium weapon, long range
@UUID[Compendium.cyphersystem-compendium.weapons-fantasy.J3BdB6S45bmc8cvl]{Quarterstaff}Medium weapon (requires 2 hands)
ArmorNotes
@UUID[Compendium.cyphersystem-compendium.armor-fantasy.ljoqzdX7tpPpCTCc]{Breastplate}Medium armor
@UUID[Compendium.cyphersystem-compendium.armor-fantasy.9toshrf5gjzwIsDm]{Brigandine}Medium armor
@UUID[Compendium.cyphersystem-compendium.armor-fantasy.2mgyMiNIOQ4iUVnl]{Chainmail}Medium armor
Other ItemsNotes
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.mVwBYBHxYinj4lLx]{Bag of heavy tools}
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.XuYDx9q73UxyPN22]{Bag of light tools}

Very Expensive Items

WeaponsNotes
@UUID[Compendium.cyphersystem-compendium.weapons-fantasy.rUR8Ile0ZRC2qMfM]{Broadsword (jeweled)}Medium weapon
@UUID[Compendium.cyphersystem-compendium.weapons-fantasy.7Yc0010ac7PbCkPl]{Greatsword}Heavy weapon
@UUID[Compendium.cyphersystem-compendium.weapons-fantasy.gVNfXCYe0qsDXQNO]{Heavy crossbow}Heavy weapon, long range
ArmorNotes
@UUID[Compendium.cyphersystem-compendium.armor-fantasy.f8OhNQR1rGtWy2Ot]{Dwarven breastplate}Medium armor, encumbers as light armor
@UUID[Compendium.cyphersystem-compendium.armor-fantasy.2SMPhQU8pP4vsJ6R]{Full plate}Heavy armor
Other ItemsNotes
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.cIWeisTbSX9izeaW]{Disguise kit}Asset for disguise tasks
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.ICgjGDSqGXInN1PP]{Healing kit}Asset for healing tasks
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.7BQwwk2qh7zxU6ih]{Spyglass}Asset for perception tasks at range

Exorbitant Items

ArmorNotes
@UUID[Compendium.cyphersystem-compendium.armor-fantasy.kcF98fSVWNjAEQWI]{Elven chainmail}Medium armor, encumbers as no armor
Other ItemsNotes
@UUID[Compendium.cyphersystem-compendium.vehicles.3svOlCDP6Sm4v2Ql]{Sailing ship (small)}

Fantasy Artifacts

In many ways, fantasy is the genre for artifacts. All magic items—wands that shoot lightning, magic carpets, singing swords, rings that make the wearer invisible, and so on—are artifacts. Below are a few sample artifacts to give a template for GMs to follow. Those running a fantasy campaign will likely want to create many magic artifacts.

@UUID[Compendium.cyphersystem-compendium.artifacts-fantasy.Hanw3m7cRoN6XrsV]{Angelic ward} @UUID[Compendium.cyphersystem-compendium.artifacts-fantasy.I8TAffkn2YfPdIlf]{Ring of dragon’s flight} @UUID[Compendium.cyphersystem-compendium.artifacts-fantasy.lZy9XOFTIPBKjr5z]{Soulflaying weapon} @UUID[Compendium.cyphersystem-compendium.artifacts-fantasy.2q4omUFxtUBr4WFP]{Spellbook of the amber mage} @UUID[Compendium.cyphersystem-compendium.artifacts-fantasy.BNT94UfgkXdmcErV]{Wand of firebolts}

Fantasy Species Descriptors

In a high fantasy setting, some GMs may want dwarves and elves to be mechanically different from humans. Below are some possibilities for how this might work.

Dwarf

You’re a stocky, broad-shouldered, bearded native of the mountains and hills. You’re also as stubborn as the stone in which the dwarves carve their homes under the mountains. Tradition, honor, pride in smithcraft and warcraft, and a keen appreciation of the wealth buried under the roots of the world are all part of your heritage. Those who wish you ill should be wary of your temper. When dwarves are wronged, they never forget.

You gain the following characteristics:

Stalwart: +2 to your Might Pool.

@UUID[Compendium.cyphersystem-compendium.basic-skills.Q0vfmbqehJw0jYBa]{Skill}: You are trained in Might defense rolls.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.kOe6eKWNKZ0rlIbt]{Skill}: You are trained in tasks related to stone, including sensing stonework traps, knowing the history of a particular piece of stonecraft, and knowing your distance beneath the surface.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.XBza3foP98Apv3u6]{Skill}: You are practiced in using axes.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.O0bj3SSEEaArxBet]{Skill}: You are trained in using the tools required to shape and mine stone.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.wfUuLfNI6KyKsZ6R]{Vulnerability}: When you fail an Intellect defense roll to avoid damage, you take 1 extra point of damage.

Additional Equipment: You have an axe.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You found the PCs wandering a maze of tunnels and led them to safety.

  2. The PCs hired you to dig out the entrance to a buried ruin.

  3. You tracked down the thieves of your ancestor’s tomb and found they were the PCs. Instead of killing them, you joined them.

  4. Before dwarves settle down, they need to see the world.

Elf

You haunt the woodlands and deep, natural realms, as your people have for millennia. You are the arrow in the night, the shadow in the glade, and the laughter on the wind. As an elf, you are slender, quick, graceful, and long lived. You manage the sorrows of living well past many mortal lifetimes with song, wine, and an appreciation for the deep beauties of growing things, especially trees, which can live even longer than you do.

You gain the following characteristics:

Agile: +2 to your Speed Pool.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.y8GNItkWz0Ll5eDE]{Long-Lived}: Your natural lifespan (unless tragically cut short) is thousands of years.

@UUID[Compendium.cyphersystem-compendium.basic-skills.rH5FwMXGaNn21DZD]{Skill}: You are specialized in tasks related to perception.

Skill: You are practiced in using one bow variety of your choice.

Skill: You are trained in @UUID[Compendium.cyphersystem-compendium.basic-skills.duTx0BwgmC1Gw3Ze]{stealth} tasks. In areas of natural woodland, you are @UUID[Compendium.cyphersystem-compendium.expanded-skills.FXuy9hOuuAVeiGIc]{specialized in stealth tasks}.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.JTgcA5dhKHQM6lvw]{Fragile}: When you fail a Might defense roll to avoid damage, you take 1 extra point of damage.

Additional Equipment: You have a bow and a quiver of arrows to go with it.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. Before putting an arrow in the forest intruders, you confronted them and met the PCs, who were on an important quest.

  2. Your heart yearned for farther shores, and the PCs offered to take you along to new places.

  3. Your home was burned by strangers from another place, and you gathered the PCs along the way as you tracked down the villains.

  4. An adventure was in the offing, and you didn’t want to be left behind.

Half-Giant

You stand at least 12 feet (4 m) tall and tower over everyone around you. Whether you are a full-blooded giant or merely have giant heritage from large ancestors, you’re massive. Always large for your age, it became an issue only once you reached puberty and topped 7 feet (2 m) in height, and kept growing from there.

You gain the following characteristics:

Tough: +4 to your Might Pool.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.cP5tB0NoQnIydKZJ]{Mass and Strength}: You inflict +1 point of damage with your melee attacks and attacks with thrown weapons.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.0efUBEaMaoe3XB4q]{Breaker}: Tasks related to breaking things by smashing them are eased.

Inability: You’re too large to accomplish normal things. Tasks related to @UUID[Compendium.cyphersystem-compendium.inabilities.gpHPkjq631isDAjT]{initiative}, @UUID[Compendium.cyphersystem-compendium.inabilities.oGzczZIk8XKBDpZo]{stealth}, and @UUID[Compendium.cyphersystem-compendium.inabilities.veqN70GNrIvluVMq]{fine manipulation of any sort} (such as lockpicking or repair tasks) are hindered.

Additional Equipment: You have a heavy weapon of your choice.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You fished the PCs out of a deep hole they’d fallen into while exploring.

  2. You were the PCs’ guide in the land of giants and stayed with them afterward.

  3. The PCs helped you escape a nether realm where other giants were imprisoned by the gods.

  4. You kept the PCs from being discovered by hiding them behind your bulk when they were on the run.

Helborn

Demons of the underworld sometimes escape. When they do, they can taint human bloodlines. Things like you are the result of such unnatural unions. Part human and part something else, you are an orphan of a supernatural dalliance. Thanks to your unsettling appearance, you’ve probably been forced to make your own way in a world that often fears and resents you. Some of your kin have large horns, tails, and pointed teeth. Others are more subtle or more obvious in their differences—a shadow of a knife-edge in their face and a touch that withers normal plants, a little too much fire in their eyes and a scent of ash in the air, a forked tongue, goatlike legs, or the inability to cast a shadow. Work with the GM on your particular helborn appearance.

You gain the following characteristics.

Devious: +2 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.JW3zwz6IgZcqN0XX]{Skill}: You are trained in tasks related to magic lore and lore of the underworld.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.w2loaRgoNlhuYGwg]{Fire Adapted}: +2 to Armor against damage from fire only.

Helborn Magic: You are inherently magical. Choose one low-tier ability from the Abilities chapter. If the GM agrees it is appropriate, you gain that ability as part of your helborn heritage, and can use it like any other type or focus ability.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.yW5LvpudYQcN1n5b]{Inner Evil}: You sometimes lose control and risk hurting your allies. When you roll a 1, the GM has the option to intrude by indicating that you lose control. Once you’ve lost control, you attack any and every living creature within short range. You can’t spend Intellect points for any reason other than to try to regain control (a difficulty 2 task). After you regain control, you suffer a –1 penalty to all rolls for one hour.

@UUID[Compendium.cyphersystem-compendium.inabilities.lfVIjOnbi86nUjng]{Inability}: People distrust you. Tasks to persuade or deceive are hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You were nearly beaten to death by people who didn’t like your look, but the PCs found and revived you.

  2. The PCs hired you for your knowledge of magic.

  3. Every so often you get visions of people trapped in the underworld. You tracked those people down and found the PCs, who’d never visited the underworld. Yet.

  4. Your situation at home became untenable because of how people reacted to your looks. You joined the PCs to get away.

Optional Rule: Spellcasting

Fantasy settings prioritize magic as an essential ingredient. But why restrict that magic to just wizards and similar characters? It’s not uncommon in fantasy literature for a thief or warrior to learn a few spells as they steal or brawl through their adventures. Leiber’s Gray Mouser knew some spells, Moorcock’s Elric knew a lot, pretty much everyone in Anthony’s Xanth books knew at least one, and so on. Of course, wizards and sorcerers specialize in spellcasting, which gives them clear superiority in magic use. But whether a character is a fireball-flinging wizard or a belligerent barbarian, anyone can learn some spellcasting under this optional rule.

Under the spellcasting rule, any character, no matter their role or type, can choose to learn a spell as a long-term benefit. After they learn one spell, they may learn more later if they wish, or just stick with the one.

First Spell

Any character can gain a spell by spending 3 XP and working with the GM to come up with an in-game story of how the PC learned it. Maybe they learned it as a child from their parent and practiced it enough to actually do it; perhaps they spent a month hiding in a wizard’s library reading; it could be that they found a weird magical amulet that imbues them with the spell; and so on.

Next, choose one low-tier ability from the Abilities chapter. If the GM agrees it is appropriate, the character gains that ability as their spell, with a few caveats. The spell can’t be used like a normal ability gained through a PC’s type or focus. Instead, a character must either use a recovery roll or spend many minutes or longer evoking their spell, in addition to paying its Pool cost (if any).

Using a Recovery Roll to Cast a Spell: If the character uses a one-action, ten-minute, or one-hour recovery roll as part of the same action to cast the spell (including paying any Pool costs), they can use the ability as an action. This represents a significant mental and physical drain on the character, because the normal benefit of recovering points in a Pool is not gained.

Spending Time to Cast a Spell: If the character takes at least ten minutes chanting, mumbling occult phonemes, concentrating deeply, or otherwise using all their actions, they can cast a low-tier spell (if they also pay any Pool costs). An hour is required to cast mid-tier spells. Ten hours are required to cast a high-tier spell.

More Spells

Once a character has learned at least one spell, they can opt to learn additional spells later. Each time, they must spend an additional 3 XP and work with the GM to come up with an in-game story of how the character’s magical learning has progressed.

Two additional rules for learning additional spells apply:

First, a character must be at least tier 3 and have previously gained one low-tier spell before they can learn a mid-tier spell.

Second, a character must be at least tier 5 and have previously gained one mid-tier spell before they can learn a high-tier spell.

Otherwise, gaining and casting additional spells are as described for the character’s first spell.

Wizards and the Optional Spellcasting Rule

Wizards (usually Adepts) and characters with explicit spellcasting foci like Masters Spells, Channels Divine Blessings, Speaks for the Land, and possibly others are also considered to be spellcasters, and moreover, specialized ones. Their spells—abilities provided by their type or focus—are used simply by paying their Pool costs. Extra time or physical effort isn’t required to cast them. That’s because, in the parlance of the fantasy genre, these spells are considered to be “prepared.”

But specialized casters can also use the optional spellcasting rule to expand their magic further. They can learn additional spells via the optional spellcasting rule just like other characters, with the same limitations.

Optionally, specialized casters who record their arcane knowledge in a spellbook (or something similar) gain one additional benefit. The spellbook is a compilation of spells, formulas, and notes that grants the specialized caster more flexibility than those who’ve simply learned a spell or two. With a spellbook, a PC can replace up to three prepared spells with three other spells they’ve learned of the same tier. To do so, they must spend at least one uninterrupted hour studying their spellbook. Usually, this is something that requires a fresh mind, and must be done soon after a ten-hour recovery.

For instance, if a wizard exchanges Ward (an ability gained from their type) with Telekinesis (an ability gained from the optional spellcasting rule), from now on the character can cast Ward only by spending time or using a recovery roll (as well as spending Pool points). On the other hand, they can use Telekinesis normally, because now it’s prepared. Later, the wizard could spend the time studying to change out their prepared spells with others they’ve learned using the optional spellcasting rule.

A PC might choose the 4 XP character advancement option to select a new type-based ability from their tier or alower tier. If so, the ability gained doesn’t count as a spell, and the spellcasting rule limitations do not apply to the ability so gained. If the PC is a wizard and uses the 4 XP character advancement option, treat the ability as one more prepared spell.

Note: Foundry VTT Usage

To use spells in Foundry VTT, sort abilities as spells in the settings of the item sheet. Note how many abilities are prepared spells (i.e., how many are learned as type or focus abilities). Archive all unprepared spells, so that the number of active items equals the number of prepared spells. When the PC exchanges one of their prepared spells, unarchive the one that is now prepared and archive another one of the same tier.

You can use your prepared spells just like any other ability of your type or focus. Unprepared spells (i.e., archived spells) use the rules above.

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The modern setting is easy because it’s just the real world, right? Well, yes and no. It’s easy for players to understand the context of a modern setting. They know the default assumptions—cities, cars, cell phones, the internet, and so on. It’s also easier for some players to get into character, because their character could be someone they might very well pass on the street. It can be easier to wrap your mind around a history professor than a thousand-year-old elf wizard. These things make it easier on the GM as well.

But for the same reason, it’s not easy. The setting is the real world we all know, so it’s easy to get facts wrong or let them bog you down. What happens when you pull the fire alarm on the thirty-fifth floor of a major hotel in a large city? How fast do the authorities arrive? In truth, the facts aren’t as important as the story you’re creating, but some verisimilitude is nice.

Molding Characters for a Modern Game

If you’re trying to portray a psychic with a few basic powers, you might not want to use the Adept character type. Instead, choose a different type (perhaps a Speaker) and encourage foci such as Commands Mental Powers or Focuses Mind Over Matter. Some of the Adept’s powers might be too over the top for the genre.

Similarly, the technology flavor is probably too high-tech for a modern game. For someone with technical skills, use the skills and knowledge flavor instead.

Sometimes, the types might be more physical than is always desirable for a modern game, but that’s because the least physical type, the Adept, is often inappropriate for other reasons. The Calm descriptor is very good for such characters, not only granting them a great deal of skill and knowledge, but also reducing their physical capabilities.

Last, don’t forget foci such as Doesn’t Do Much or Would Rather Be Reading for “normal” characters who have useful skills but not much in the way of flashy abilities.

Suggested Types for a Modern Game

RoleType
Police officerExplorer with combat flavor
DetectiveExplorer with stealth flavor
SoldierWarrior
CriminalExplorer with stealth flavor
TeacherSpeaker
Professional (accountant, writer, etc.)Speaker with skills and knowledge flavor
Technical professionExplorer with skills and knowledge flavor
DilettanteSpeaker with skills and knowledge flavor
Doctor/NurseExplorer with skills and knowledge flavor
PoliticianSpeaker
LawyerSpeaker
ScholarExplorer with skills and knowledge flavor
SpySpeaker with stealth flavor
OccultistAdept
Mystic/PsychicAdept

Basic Creatures and NPCs for a Modern Game

@UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.WJgPGUcSUrR4Ssuu]{Businessperson} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.ZT13lzcl6dsvg8HX]{Cat} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.GNrvq56bsnlHgKeW]{Clerk} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.JZbErZ6hAgtHrgim]{Dog} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.vmvgLdR7JKdsukCW]{Dog, guard} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.61EndqAjZ2ZZZuS9]{Horse} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.qLFrfE0E9w6BcG48]{Rat} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.SpaQv9sL1VWlrkLS]{Worker}

Additional Modern Equipment

In a modern setting, the following items (and anything else appropriate to the real world) are usually available.

Refer to the @UUID[Compendium.cyphersystem-compendium.cypher-journals.QhNXyjJC4BW5agrm.JournalEntryPage.YwC86IjNKFB5q7gx#equipment-listing]{equipment listing} of the Science Fiction Rulebook for an expanded selection of contemporary equipment.

Inexpensive Items

WeaponsNotes
@UUID[Compendium.cyphersystem-compendium.ammo.lYJndyNwkfb2sQz2]{Ammo (box of 50 rounds)}
@UUID[Compendium.cyphersystem-compendium.weapons-modern.ZuWPhhwirVzEtpcS]{Knife (simple)}Light weapon (won’t last long)
Other ItemsNotes
@UUID[Compendium.cyphersystem-compendium.equipment-modern.ss1cft2vMEWx4kJ4]{Duct tape roll}Useful and ubiquitous
@UUID[Compendium.cyphersystem-compendium.equipment-modern.p6V32aB5gkEFqitX]{Flashlight}
@UUID[Compendium.cyphersystem-compendium.equipment-modern.3jJNQk40gldOiD2z]{Padlock with keys}
@UUID[Compendium.cyphersystem-compendium.equipment-modern.XFf4M5XhGJb6snrS]{Trail rations (1 day)}

Moderately Priced Items

WeaponsNotes
@UUID[Compendium.cyphersystem-compendium.weapons-modern.EOke4Vi9vZv4U16N]{Hand grenade}Explosive weapon, inflicts 4 points of damage in immediate radius
@UUID[Compendium.cyphersystem-compendium.weapons-modern.DliC4uPK4vnuiN3w]{Hunting knife}Light weapon
@UUID[Compendium.cyphersystem-compendium.weapons-modern.7EItM0gT073fcCyx]{Machete}Medium weapon
@UUID[Compendium.cyphersystem-compendium.weapons-modern.B5CSduGis9vKucKp]{Nightstick}Light weapon
ArmorNotes
@UUID[Compendium.cyphersystem-compendium.armor-modern.gwPnvp7McesS3NUR]{Leather jacket}Light armor
Other ItemsNotes
@UUID[Compendium.cyphersystem-compendium.equipment-modern.mbTBZG8Z968IxHq2]{Backpack}
@UUID[Compendium.cyphersystem-compendium.equipment-modern.ccm57mnk8bNmPWfQ]{Bag of heavy tools}
@UUID[Compendium.cyphersystem-compendium.equipment-modern.VYIqlo7RM9scywV5]{Bag of light tools}
@UUID[Compendium.cyphersystem-compendium.equipment-modern.VjpaBgV1XxHEl7U7]{Binoculars}Asset for perception tasks at range
@UUID[Compendium.cyphersystem-compendium.equipment-modern.QQCRR8D4rroB36YC]{Bolt cutters}
@UUID[Compendium.cyphersystem-compendium.equipment-modern.UQalAy7SSl1QGgIk]{Cell phone}
@UUID[Compendium.cyphersystem-compendium.equipment-modern.PByrX3tmLVa85NeK]{Climbing gear}
@UUID[Compendium.cyphersystem-compendium.equipment-modern.UV1anGyX2QaGd8qX]{Crowbar}
@UUID[Compendium.cyphersystem-compendium.equipment-modern.LuGHnohquvbNoT9d]{Electric lantern}
@UUID[Compendium.cyphersystem-compendium.equipment-modern.fHdiS7JT9hjtjeb9]{First aid kit}Asset for healing tasks
@UUID[Compendium.cyphersystem-compendium.equipment-modern.98dhCNOFZ8TYBS1Y]{Handcuffs}
@UUID[Compendium.cyphersystem-compendium.equipment-modern.W40tEHGIcevTGDkt]{Rope}Nylon, 50 feet
@UUID[Compendium.cyphersystem-compendium.equipment-modern.iBpZVq4fM9mPDIDK]{Sleeping bag}
@UUID[Compendium.cyphersystem-compendium.equipment-modern.WOJ75BLfqqViZ57w]{Tent}

Expensive Items

WeaponsNotes
@UUID[Compendium.cyphersystem-compendium.weapons-modern.lbpcftYKyWKpoqoT]{Light handgun}Light weapon, short range
@UUID[Compendium.cyphersystem-compendium.weapons-modern.i8RP2vxMaoUgCNL1]{Medium handgun}Medium weapon, long range
@UUID[Compendium.cyphersystem-compendium.weapons-modern.WRluKrzzdF5wad4V]{Bow}Medium weapon, long range
@UUID[Compendium.cyphersystem-compendium.weapons-modern.dvZ57WEEzP575D6m]{Rifle}Medium weapon, long range
@UUID[Compendium.cyphersystem-compendium.weapons-modern.w4K2udLKOMjY53z1]{Shotgun}Heavy weapon, immediate range
ArmorNotes
@UUID[Compendium.cyphersystem-compendium.armor-modern.Tvvpp1L5F3sw3999]{Kevlar vest}Medium armor
Other ItemsNotes
@UUID[Compendium.cyphersystem-compendium.equipment-modern.Am5vYHXpCPsF3lrq]{Camera designed to be concealed}Transmits at long range
@UUID[Compendium.cyphersystem-compendium.equipment-modern.aGOQvKGxdPRVWq2F]{Microphone designed to be concealed}Transmits at long range
@UUID[Compendium.cyphersystem-compendium.equipment-modern.f0EYtw06E63173J1]{Cold weather camping gear}
@UUID[Compendium.cyphersystem-compendium.equipment-modern.1LbD5gLbLwY8QvPL]{Nightvision goggles}
@UUID[Compendium.cyphersystem-compendium.equipment-modern.13woD4sUoJbNy1au]{Scuba gear}
@UUID[Compendium.cyphersystem-compendium.equipment-modern.wpJd3cLska66OpcQ]{Smartphone}
@UUID[Compendium.cyphersystem-compendium.equipment-modern.CCHqv8dyuq7EGVHL]{Straightjacket}

Very Expensive Items

WeaponsNotes
@UUID[Compendium.cyphersystem-compendium.weapons-modern.TiBhD7UEqWItJVOc]{Heavy handgun}Heavy weapon, long range
@UUID[Compendium.cyphersystem-compendium.weapons-modern.6r112wF81Zs3yeNe]{Assault rifle}Heavy weapon, rapid-fire weapon, long range
@UUID[Compendium.cyphersystem-compendium.weapons-modern.wDV0Rbou4poxCdm1]{Heavy rifle}Heavy weapon, very long range
@UUID[Compendium.cyphersystem-compendium.weapons-modern.RCmDHR6H1lg9bRoV]{Submachine gun}Medium weapon, rapid-fire weapon, short range
ArmorNotes
@UUID[Compendium.cyphersystem-compendium.armor-modern.AqT96NV9XXl8iNye]{Lightweight body armor}Medium armor, encumbers as light armor
@UUID[Compendium.cyphersystem-compendium.armor-modern.tLUMEDBAJJH6sFAg]{Military body armor}Heavy armor
Other ItemsNotes
@UUID[Compendium.cyphersystem-compendium.equipment-modern.Kh6bhcajxt4cZDWH]{Disguise kit}Asset for disguise tasks
@UUID[Compendium.cyphersystem-compendium.vehicles.eqsiUjrg2EIrtiQj]{Used car}Level 3
@UUID[Compendium.cyphersystem-compendium.vehicles.ZYdj5EXY920kdcgr]{Small boat}Level 3

Exorbitant Items

Other ItemsNotes
@UUID[Compendium.cyphersystem-compendium.vehicles.hN3G2oNbOiKRfKMZ]{Large boat}Level 5
@UUID[Compendium.cyphersystem-compendium.vehicles.w4awO0Fz56obreUb]{Luxury car}Level 5
@UUID[Compendium.cyphersystem-compendium.vehicles.d5xp1l8px98GQIbQ]{Sports car}Level 6

Optional Rule: Handling PCs as Children

The regular character creation process makes fully competent, adult characters. To account for playing children, the GM could adopt this optional rule. First, the players make their characters normally, and then they apply the following adjustments to their PCs, as appropriate to their age category. You might also consider applying a tier cap of 3 to childhood adventure games with kids of up to thirteen years old, and a tier cap of 4 for childhood adventure games featuring PCs who are aged fourteen to seventeen.

Age 9 to 13

Slight: –4 to your Might Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.KY4e1Wo5NKh7TEiy]{Vulnerable}: Adults look out for you. You are trained in all pleasant social interactions with adults.

@UUID[Compendium.cyphersystem-compendium.inabilities.GhWikcOP1CAwpzZQ]{Inability}: Might-based tasks are hindered.

@UUID[Compendium.cyphersystem-compendium.inabilities.yl3vXIZfzudiVVqs]{Inability}: Tasks involving knowledge are hindered.

Age 14 to 17

Youthful: –2 to your Might Pool.

@UUID[Compendium.cyphersystem-compendium.inabilities.yl3vXIZfzudiVVqs]{Inability}: Tasks involving knowledge are hindered.

","markdown":""},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"ownership":{"default":-1},"flags":{}},{"sort":587500,"name":"Genre: Science Fiction","type":"text","_id":"VFJ6kCCgRGTzpWp0","title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"

For an expanded treatment of the science fiction genre, refer to the @UUID[Compendium.cyphersystem-compendium.cypher-journals.QhNXyjJC4BW5agrm]{Science Fiction Rulebook}. Some of the sci-fi equipment has been updated in the Science Fiction Rulebook. The equipment in this chapter include these changes. For that reason, there are some differences from the printed Cypher System Rulebook. Those instances are noted with an asterisk (*).

Science fiction is an incredibly broad category. It covers UFOs, space opera, near-future dystopias, otherworldly epics, hard science fiction, and everything in between. Even when compared to fantasy, science fiction is so wide that it almost isn’t a single genre at all. Truthfully, there’s not all that much to tie, say, The Time Machine by H. G. Wells with a dark cyberpunk story except for the technology involved, which is at a higher level than we possess or understand today. But even that part of science fiction is contentious. Should the science be purely that which obeys the laws of physics as we understand them today (often called hard science fiction), or is it more of an “anything goes” proposition? Is science we can’t explain really just magic?

For our purposes, we’ll treat fantastic science fiction as the default: aliens, spaceships that allow travel to other stars, energy weapons and shields, and so on. It’s a familiar setting to almost everyone interested in science fiction. That said, we’ve also got some additional guidance for hard science fiction, where what’s possible is more grounded in what we currently scientifically extrapolate. But your science fiction setting can be anything you can imagine.

Suggested Types for a Science Fiction Game

RoleType
SoldierWarrior
TechnicianExplorer with technology flavor
PilotExplorer with technology flavor
DiplomatSpeaker
DoctorSpeaker with skills and knowledge flavor
SpyExplorer with stealth flavor
ScientistExplorer with skills and knowledge flavor
PsionAdept
Psychic knightWarrior with magic flavor

Basic Creatures and NPCs for a Science Fiction Game

@UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.ckjeyJICRGhNlGgS]{Corporate drone} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.6TcU3jVH85UcUFIz]{Guard beast} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.urAFJXaUkWY2R1zj]{Innocuous rodent} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.vSvrg6g5VkP5MkeZ]{Physical laborer}

Additional Science Fiction Equipment

In a science fiction setting, the following items (and anything else appropriate to the setting) are usually available.

Inexpensive Items

WeaponsNotes
@UUID[Compendium.cyphersystem-compendium.ammo.1UGRE1k4ReUFAr34]{Energy pack (50 shots)}
@UUID[Compendium.cyphersystem-compendium.weapons-sci-fi.O3WVhoZQ8U8401yo]{Knife (simple)}Light weapon
Other ItemsNotes
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.kh1dzF6oaKZqzss6]{Flashlight}
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.LyUOH2V2zQqlIcgG]{Survival rations (1 day)}

Moderately Priced Items

WeaponsNotes
@UUID[Compendium.cyphersystem-compendium.weapons-sci-fi.2Fcz72cuTLrwjLy7]{Hunting knife}Light weapon
@UUID[Compendium.cyphersystem-compendium.weapons-sci-fi.H8InhgjpPnnVzmiV]{Machete}Medium weapon
@UUID[Compendium.cyphersystem-compendium.weapons-sci-fi.mVef0tRkNWbfz2VS]{Grenade (sonic)}Explosive weapon, inflicts 2 points of damage in immediate radius, plus Might defense roll or lose next turn
@UUID[Compendium.cyphersystem-compendium.weapons-sci-fi.PnvNFQbxuCHb874j]{Grenade (thermite)}*Explosive weapon, inflicts 6 points of damage in immediate radius
ArmorNotes
@UUID[Compendium.cyphersystem-compendium.armor-sci-fi.kzLQCncQ1cXzM456]{Leather jacket}Light armor
Other ItemsNotes
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.FALc1UkW90o9M0rr]{Backpack}
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.y8M3rmSzHUyKLdom]{Bag of heavy tools}
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.UuHnuXeI6iwIvgtf]{Bag of light tools}
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.kAzP990hVR1pQSYR]{Binoculars}Asset for perception tasks at range
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.0SBO3NnYx33dwomQ]{Breather}*Provides a day of breathable air
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.G50Jj9pfCytxzMJe]{Climbing gear}Asset for climbing tasks
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.4p14iIDm5SitvYiK]{Communicator}Planetary range
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.zE8nBEE8jVYswUT4]{Crowbar}
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.3kbeLDAUmwyYsPDj]{Environment tent}
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.a4crA7W9OQa3LCIn]{First aid kit}Asset for healing tasks
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.KpSlhPXtD1ysoREW]{Handcuffs}
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.2FgbXJjI9iBI7fk6]{Nightvision goggles}
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.CzM5OkaV23fUxHUi]{Portable lamp}
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.06uEHDipEwShEcun]{Rope}Nylon, 50 feet
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.hofNkVrnwjRHaopi]{Sleeping bag}

Expensive Items

WeaponsNotes
@UUID[Compendium.cyphersystem-compendium.weapons-sci-fi.cAh0sGKTyb8Vptej]{Light blaster}Light weapon, short range
@UUID[Compendium.cyphersystem-compendium.weapons-sci-fi.2Iusz99wevz9KSEV]{Medium blaster}Medium weapon, long range
@UUID[Compendium.cyphersystem-compendium.weapons-sci-fi.LDklLSixesdwgwj3]{Needler}Light weapon, long range
@UUID[Compendium.cyphersystem-compendium.weapons-sci-fi.PNDivijkZvlsUjbm]{Shotgun}Heavy weapon, immediate range
@UUID[Compendium.cyphersystem-compendium.weapons-sci-fi.qErMuZdwnHVPLCm7]{Stunstick}Medium weapon, inflicts no damage but human-sized or smaller target loses next action
ArmorNotes
@UUID[Compendium.cyphersystem-compendium.armor-sci-fi.BqiPzuCqRfn9yFrR]{Armored bodysuit}*Medium armor, encumbers as no armor
@UUID[Compendium.cyphersystem-compendium.armor-sci-fi.JrN6tyFoTYLtZc6s]{Lightweight body armor}*Heavy armor, encumbers as medium armor
Other ItemsNotes
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.qa9okeQfd3NTtmzD]{Camera designed to be concealed}Transmits at long range
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.r36W1oDLBXrXsu6G]{Microphone designed to be concealed}Transmits at long range
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.MtCq6owCDm7GG8Pw]{Environment suit}Provides 24 hours of atmosphere and +10 to Armor against extreme temperatures
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.LirhTzCUj7UFCfgB]{Wrist computer}Asset for most knowledge-based tasks

Very Expensive Items

WeaponsNotes
@UUID[Compendium.cyphersystem-compendium.weapons-sci-fi.7NCzo49o54a1vSy1]{Heavy blaster}Heavy weapon, long range
@UUID[Compendium.cyphersystem-compendium.weapons-sci-fi.7Cy8yASphzXHYlsJ]{Heavy blaster rifle}Heavy weapon, 300-foot (90 m) range
@UUID[Compendium.cyphersystem-compendium.weapons-sci-fi.xjviCkv7gCoy1ZcV]{Pulse laser gun}Medium weapon, rapid-fire weapon, long range
ArmorNotes
@UUID[Compendium.cyphersystem-compendium.armor-sci-fi.Bujb0Cz7cVN6K9H3]{Battlesuit}*Heavy armor, also also grants the benefit of a @UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.g8xedO3WjADU8fBU]{deluxe space suit}
Other ItemsNotes
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.mGvzhwfcLOR8Aami]{Disguise kit}Asset for disguise tasks
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.fxntln2fSRKpMFyx]{Gravity regulator}Belt-mounted device that regulates gravity to 1G for wearer if within 0 G to 3 G conditions
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.MbgM9wBMTWCIXCqh]{Handheld scanner}Asset for identifying tasks
@UUID[Compendium.cyphersystem-compendium.vehicles.pTEJ1VrxrSVGteKY]{Hovercraft}Level 4
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.ZOz0Fit7uAvEjIPA]{Infiltrator}Asset for lockpicking tasks when used with electronic locks
@UUID[Compendium.cyphersystem-compendium.vehicles.vGpae1ESOw3hK4qY]{Jetpack}*Level 2
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.RpA2kZiwJAa7fRQM]{Stealthsuit}*Provides two assets for stealth tasks

Exorbitant Items

WeaponsNotes
@UUID[Compendium.cyphersystem-compendium.weapons-sci-fi.B0x6U0RnIp2EyEbV]{Blast cannon}10 points of damage, 500-foot (150 m) range, requires a tripod and two people to operate
ArmorNotes
@UUID[Compendium.cyphersystem-compendium.armor-sci-fi.LOwyfbM0bAlLrBc0]{Force field}*Not armor, offers +1 to Armor; once used, must be recharged for several hours
Other ItemsNotes
@UUID[Compendium.cyphersystem-compendium.vehicles.8CtlFUIKlZpteVG3]{Luxury hovercar}Level 5
@UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.0WiWAbNWXRypYxjh]{Robot servant}Level 3
@UUID[Compendium.cyphersystem-compendium.vehicles.rPjVFxfdapjErMwt]{Small spaceship}Level 4

Science Fiction Artifacts

Artifacts in a science fiction game can be strange relics from an unknown alien source or tech items that aren’t yet widely available. In a galactic setting, for example, it’s easy to imagine that innovations or specialized items might not have spread everywhere.

@UUID[Compendium.cyphersystem-compendium.artifacts-sci-fi.aV9zEHENEDgFu5r9]{Amber casement} @UUID[Compendium.cyphersystem-compendium.artifacts-sci-fi.BrWNyEr0tRbOkOW9]{Metabolism bud} @UUID[Compendium.cyphersystem-compendium.artifacts-sci-fi.dMU5JjdzGh2xYJHe]{Mind imager} @UUID[Compendium.cyphersystem-compendium.artifacts-sci-fi.HbWQ65yTcCT5kRZ9]{Psychic crystal} @UUID[Compendium.cyphersystem-compendium.artifacts-sci-fi.4sk825DOsE6oE9d3]{Repair sphere}

Starships

Here are a few sample starship types:

StarshipLevelCrewWeapon Systems
@UUID[Compendium.cyphersystem-compendium.starships.f14c7pV1Cc89BEgg]{Fighter}111
@UUID[Compendium.cyphersystem-compendium.starships.1QmIZUO93276WVip]{Interceptor}211
@UUID[Compendium.cyphersystem-compendium.starships.RsHhdbOFUEkKCJUW]{Freighter}3 (4 for defense)41
@UUID[Compendium.cyphersystem-compendium.starships.rrkSDY696W28w7T6]{Frigate}4204
@UUID[Compendium.cyphersystem-compendium.starships.2Cuo9MpDalEzoM6i]{Cruiser}4255
@UUID[Compendium.cyphersystem-compendium.starships.SbCnPYjsEaR4YeMr]{Battleship}101,00036

“Crew” indicates the minimum number of people needed to operate the ship. Many ships can carry more passengers. “Weapon Systems” indicates the maximum number of different enemies the ship can target at once—but only one attack per target in any circumstance.

Since it’s frighteningly easy to die in a space battle if your ship is destroyed, most ships have escape pods. Even fighter craft have ejection systems that put the pilot out into space in an environment suit. In other words, GMs should try to give PCs a way out of immediately dying if they get on the wrong end of a space battle.

Effects of Gravity

In a hard science fiction game, variable effects of gravity can’t be waved away by tech that simulates normal gravity on spacecraft, space stations, and other worlds. Instead, it’s an issue people must overcome.

Short-Term Microgravity Exposure: People new to low gravity might get space sickness. Newcomers must succeed on a difficulty 3 Might task or suffer mild nausea for about two to four days, during which time all their tasks are hindered. A few unlucky travelers (usually those who roll a 1 or otherwise face a GM intrusion) are almost completely incapacitated, and find all tasks hindered by three steps.

Long-Term Microgravity Exposure: Long-term exposure to microgravity environments without medical interventions degrades health. How long one spends in such conditions is directly relevant. The GM may assign long-term penalties to PCs if the situation warrants it, though the use of advanced space medicine, proper exercise, and recommended steroids and other hormones can avoid these complications.

Low Gravity: Weapons that rely on weight, such as all heavy weapons, inflict 2 fewer points of damage (dealing a minimum of 1 point). Short-range weapons can reach to long range, and long-range weapons can reach to very long range. Characters trained in low-gravity maneuvering ignore the damage penalty.

High Gravity: It’s hard to make effective attacks when the pull of gravity is very strong. Attacks (and all physical actions) made in high gravity are hindered. Ranges in high gravity are reduced by one category (very-long-range weapons reach only to long range, long-range weapons reach only to short range, and
short-range weapons reach only to immediate range). Characters trained in high-gravity maneuvering ignore the change in difficulty but not the range decreases.

Zero Gravity: It’s hard to maneuver in an environment without gravity. Attacks (and all physical actions) made in zero gravity are hindered. Short-range weapons can reach to long range, and long-range weapons can reach to very-long range.

Effects of Vacuum

Vacuum is lethal. There’s no air to breathe, and the lack of pressure causes havoc on an organic body. An unprotected character moves one step down the damage track each round. However, at the point where they should die, they instead fall unconscious and remain so for about a minute. If they are rescued during that time, they can be revived. If not, they die.

Traveling the Solar System and Orbital Mechanics

In a hard science fiction setting, you might be interested in evoking the reality of travel times between colonies on planets and moons in the solar system. Even so, plotting a course between locations in the solar system isn’t simple, because everything is always moving with respect to everything else. You could determine exactly how long a trip would take with some internet research. Or you could just evoke the effect of orbital mechanics and varying accelerations on interplanetary travel. Use the Interplanetary Travel Table to do so. For a trip between locations not directly compared, add up the destinations in between. The travel times assume a nuclear plasma engine of a kind already being tested today (but better), a steady thrust toward the destination, and an equally long and steady braking thrust over the last half of the trip before orbit insertion. Such propulsion systems can change velocity and sustain thrust for days at a time, which reduces bone loss, muscle atrophy, and other long-term effects of low gravity.

Regardless, the travel times between distant locations bring home one thing: space is big and lonely.

Interplanetary Travel

OriginDestination

Travel Time Using Nuclear Plasma Engine

Earth/MoonMars20 + 1d20 days
MarsAsteroid belt30 + 1d20 days
Asteroid beltJupiter and its moons30 + 1d20 days
JupiterSaturn and its moons60 + 1d20 days
SaturnUranus90 + 1d20 days

Science Fiction Species Descriptors

In a science fiction setting, some GMs may want to offer alien species or androids, who are mechanically different from humans, as options for player characters. This can be accomplished by using descriptors. Two examples are below.

Artificially Intelligent

You are a machine—not just a sentient machine, but a sapient one. Your awareness might make you an exception, or there may be many like you, depending on the setting.

Artificially intelligent characters have machine minds of one type or another. This can involve an advanced computer brain, but it could also be a liquid computer, a quantum computer, or a network of smart dust particles creating an ambient intelligence. You might even have been an organic creature whose mind was uploaded into a machine.

Your body, of course, is also a machine. Most people refer to you as a robot or an android, although you know neither term describes you very well, as you are as free-willed and free-thinking as they are.

You gain the following characteristics:

Superintelligent: +4 to your Intellect Pool.

Artificial Body: +3 to your Might Pool and your Speed Pool.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.dj8fjpgMOatRRWFZ]{Shell}: +1 to Armor.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.j6odWezQciXppynQ]{Limited Recovery}: Resting restores points only to your Intellect Pool, not to your Might Pool or your Speed Pool.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.63ZJmNraEqS6lzdp]{Mechanics, Not Medicines}: Conventional healing methods, including the vast majority of restorative devices and medicines, do not restore points to any of your Pools. You can recover points to your Intellect Pool only by resting, and you can recover points to your Speed and Might Pools only through repair. The difficulty of the repair task is equal to the number of points of damage sustained, to a maximum of 10. Repairing your Might and Speed Pools are always two different tasks.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.71sJhRICcDy0WjiA]{Machine Vulnerabilities and Invulnerabilities}: Damaging effects and other threats that rely on an organic system—poison, disease, cell disruption, and so on—have no effect on you. Neither do beneficial drugs or other effects. Conversely, things that normally affect only inorganic or inanimate objects can affect you, as can effects that disrupt machines.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.nXs4KTo14JKXZN8f]{Uncanny Valley}: You have a hard time relating to organic beings, and they don’t react well to you. All positive interaction tasks with such beings are hindered by two steps.

Quintar

You are a quintar from the planet Quint. You are basically humanoid but taller, thinner, and blue skinned. Your hands end in three very long fingers. Quintar have five genders, but all quintar prefer to be addressed as female when communicating with more binary species. Human emotions and sexuality fascinate them, but not because they don’t have such concepts—quintar emotions and sexuality are just very different from those of humans. In general, quintar are more cerebral than other species, valuing knowledge over all else.

Quint is relatively Earthlike, with slightly less gravity but a slightly denser atmosphere.

You gain the following characteristics:

Cerebral: +4 to your Intellect Pool.

Skill: You are trained in one type of knowledge task of your choice.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.gmnozVrQsZBTxj9A]{Skill}: Quintar fascination with human behavior eases all interaction rolls (pleasant or not) with humans.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.4gFg0DiIdWm3w9ol]{Difficult Rest}: Quintar subtract 2 from all recovery rolls (minimum 1).

","markdown":""},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"ownership":{"default":-1},"flags":{}},{"sort":593750,"name":"Genre: Horror","type":"text","_id":"L90rsf6J1WHnk7rN","title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"

Although it’s very likely a subset of the modern genre, horror as a genre gets special treatment. Unlike the other genres, horror doesn’t necessarily suggest a setting. Any setting can be horrific. Horror is more of a style. An approach. A mood.

You could easily have horror in other times and settings, but for our purposes, we’ll deal with a default setting in the modern day. The PCs are probably normal people, not secret agents or special investigators (although being a part of a secret agency that deals with monsters in the shadows could make for a fine horror game).

Suggested types and additional equipment for a horror setting are the same as in a modern setting.

Consent

Horror games allow us to explore some pretty dark topics from the safety of our own game tables. But before you do that, make sure everyone around your table is okay with that. Find out what your players will find “good uncomfortable,” which is something that makes us squirm in our seats in a great horror movie, and “bad uncomfortable,” which is something that actually makes a player feel nauseated, unsafe, or offended. Being scared can be fun, but being sickened isn’t.

Consider the age and maturity of everyone in the game, perhaps in terms of the movie rating system. Tell the players what you think the game you’re running would be rated. If everyone’s okay with an R rating, then fine. You can have a spooky game that’s on the level of a kids’ movie rated G—more like Scooby-Doo than Saw, in other words. A PG rating might be right for a game that’s more creepy than horrific, with ghosts and spooky noises but not axe-wielding maniacs.

The different ratings suggest different kinds of content for your game. Finding a dead body is horrible, but watching someone get decapitated is something else entirely. Getting chased around by an alien that wants to eat you is one thing, but having it gestate and burst out of your own intestines is another. You need to know where the line is for everyone participating, and you need to know it right from the beginning.

For more information and advice on safe ways to address consent issues in your game, read the free Consent in Gaming PDF at myMCG.info/consent

Basic Creatures and NPCs for a Horror Game

@UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.WJgPGUcSUrR4Ssuu]{Businessperson} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.ZT13lzcl6dsvg8HX]{Cat} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.GNrvq56bsnlHgKeW]{Clerk} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.JZbErZ6hAgtHrgim]{Dog} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.5XdCwL3VyqhHBNqN]{Dog, vicious} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.N0XlAnno5dMItCmN]{Groundskeeper/caretaker} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.rvju0MPnEwNsg9Pr]{Man in Black} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.qLFrfE0E9w6BcG48]{Rat} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.T39Cl27TWeR8jVsZ]{Tarantula}

Horror Artifacts

Most of the time, a horror artifact will be something really weird—an ancient tome of forbidden necromancy, an alien device that humans can barely understand, and so forth. They are often unique items rather than one of a type. Horror artifacts should probably come with a risk, such as a built-in cost, a drawback, or something else that makes using them another way to heighten the tension of the game. Several examples are below.

@UUID[Compendium.cyphersystem-compendium.artifacts-horror.irCnETBwvUwp12PH]{Book of inversion} @UUID[Compendium.cyphersystem-compendium.artifacts-horror.WcrjZgKzg5VzkFVJ]{Shadow box} @UUID[Compendium.cyphersystem-compendium.artifacts-horror.sCTeJvOcviKd5GjN]{Sphere 23}

Optional Rule: Shock

When the PCs encounter something shocking, many times the most realistic response is to scream, stand in abject horror, or run. That might not be the smartest thing to do in the situation, but it’s genuine. What would your accountant do if they saw an axe-wielding maniac coming at them? Let’s face it, unless they truly steeled themselves with all their will, they’d probably scream and run.

When a PC encounters something horrific, utterly disgusting, dreadful, impossible, or otherwise shocking, call for an Intellect defense roll based on the level of the creature involved, or simply an appropriate level as decided by the GM (see the Shock Levels table). Failure might mean that for one round, the player loses control of the character, and the GM decides what the PC does next. This usually means that the character runs, screams, gibbers, stares slack-jawed, or just does nothing. However, GMs should welcome player input into this situation. The point is to portray that when we’re shocked, we don’t always react in the best way, the smartest way, or even the way we want to. Fear is a powerful thing.

Alternatively, failure on the Intellect defense roll might mean that the character suffers Intellect damage equal to the level of the defense task. This indicates an overall toll that numerous shocks and horrors can have on a person. You might have a situation where a character literally dies of fright.

Shock Levels

EventLevel
Something unexpected darts or jumps out1
Something suddenly moves just out of the corner of the eye2
A sudden loud noise (like a scream)2
Unexpectedly seeing a corpse2
Watching someone die3
Seeing something impossible (like an inanimate object sliding across the floor)4
Watching a friend die5
Seeing a monstrous creatureCreature level
Witnessing something supernatural (like a spell)5
Seeing something mind-bending (like an impossible, multidimensional demigod coalescing out of thin air)8

Optional Rule: Horror Mode

For horror games, GMs can implement a rule called Horror Mode. The idea is to create a feeling of escalating dread and menace by changing one die roll mechanic. In the game, things begin as normal. The PCs interact with each other and the NPCs, investigate, research, travel, and so on. But when they enter the haunted house, the serial killer gets close, the elder things beneath the earth awaken, or whatever horrific situation planned by the GM begins, things change. At this time, the GM announces that the game has gone into Horror Mode.

This is a key for the players (not the characters) to recognize that things are getting bad. It’s the RPG equivalent of spooky music beginning to play in a horror film. While in Horror Mode, the rules for GM intrusions governed by die rolls change. Normally this happens only on a roll of 1, but when Horror Mode starts, it becomes a roll of 1 or 2. And then it escalates. As time passes, GM intrusions happen on a roll of 1 to 3, then a roll of 1 to 4, and so on. This potentially means that a die roll in Horror Mode can indicate success in a task and still trigger a GM intrusion.

As the intrusion range changes with each escalation, the GM should announce this to the players. The feeling of rising tension should be dramatic and overt.

Escalation Rate

ActivityIntrusion Range Increases by 1
Exploring a large areaEvery time a new intrusion is indicated by a die roll
ExploringEvery ten minutes or every time a new intrusion is indicated by a die roll
CombatEach round

For example, while the PCs are exploring a dark swamp (a large area), the game goes into Horror Mode and intrusions are indicated on a 1 or 2. During this exploration, one of the players rolls a 2. Not only is there an intrusion, but now the range escalates to 1, 2, or 3. The character is almost dragged into a spot of quicksand-like muck. Then the PCs find an old abandoned house in the middle of the swamp. They enter, and now the escalation rate goes up if they roll a 1, 2, or 3, or every ten minutes that passes in the game. They explore the house for twenty minutes (escalating intrusions to 1 to 5), and during the investigation of the kitchen, someone rolls a 3, triggering an intrusion. A cabinet opens mysteriously and a strangely carved clay pot falls, striking the character. This also escalates the intrusion rate, so they now occur on a roll of 1 to 6. When the PCs reach the attic, they encounter the dreaded swamp slayer, a half man, half beast that thrives on blood. It attacks, and now the range goes up during each round of combat. After four rounds of fighting, intrusions happen on a roll of 1 to 10—half the time. Things are getting dicey, and they’re only going to get worse.

When the GM announces that Horror Mode has ended, the GM intrusion rate goes back to normal, happening only on a roll of 1 or when the GM awards XP.

Horror Mode is a very “meta” rule. It gives players knowledge that their characters don’t have. This is similar to how the viewers of a horror movie or readers of a horror story often know more than the characters on the screen or page. It heightens the tension. Players can express the start of Horror Mode by having their characters talk about goosebumps or a feeling of being watched, but this is not necessary.

Using GM Intrusions in Horror Mode

With the GM intrusions coming fast and furious toward the end of Horror Mode, it’s easy to run out of ideas. In combat, intrusions might just mean that the monster or villain gets a surprise extra attack or inflicts more damage. Perhaps a PC is thrown to the ground or nearer to the edge of a cliff. If the characters are running away, one might trip and fall. If the PCs are exploring, a bookcase topples, potentially hitting someone. Think of all the similar moments you’ve seen in horror films.

Sometimes, if the GM prefers, the GM intrusion can simply be something frightening, like a moan or a whisper. These aren’t dangerous to the PCs, but they escalate the tension and indicate that something bad is getting closer.

In fact, while in Horror Mode, GMs should mostly refrain from doing anything bad, ominous, or dangerous unless it’s an intrusion (either from a die roll or through the awarding of XP). In a horror game, GM intrusions are an indication that things are bad and getting worse, and whenever possible, the GM should allow the Horror Mode escalation to drive the action. This makes the GM more of a slave to the dice than in other Cypher System situations, but that’s okay.

Consider this example. The PCs have tracked something that is probably committing a series of horrific murders to an old factory. They enter the building to explore. The GM knows where the creature is hiding in the factory, but decides that it doesn’t become aware of the characters until an intrusion is indicated. The only clue the PCs have is a mysterious noise off in the darkness. The creature doesn’t move toward them until another GM intrusion occurs. Now they hear something dragging across the factory floor, coming closer. But it’s not until a third intrusion occurs that the creature lunges out from behind an old machine at the PC who rolled the die.

In some ways, the status quo doesn’t change until an intrusion happens. This could be seen as limiting the GM and the need for pacing, but remember that the GM can still have an intrusion occur anytime they desire, in addition to waiting for the low die rolls.

GMs may want to limit the number of intrusions to no more than one per round, no matter what the dice indicate, but that should be based on the situation.

Optional Rule: Madness

Having characters descend into madness is an interesting facet of some kinds of horror and can make long-term horror campaigns more interesting. The easiest way to portray blows to a character’s sanity is through Intellect damage. When PCs encounter something shocking, as described above, they always take Intellect damage. If they would normally move one step down the damage track due to the damage, they instead immediately regain points (equal to 1d6 + their tier) in their Intellect Pools but lose 1 point from their maximums in that Pool. Characters whose maximum Intellect Pools reach 0 go insane. They lose their current descriptor and adopt the Mad descriptor, regain 1d6 + tier points to their Intellect Pools, and gain +1 to their Intellect Edge. If they ever reach a permanent Intellect Pool maximum of 0 again, they go stark raving mad and are no longer playable.

Intellect Edge offers an interesting means to portray a character who is knowledgeable (and perhaps even powerful in terms of mental abilities) yet mentally fragile. A character with a low Intellect Pool but a high Intellect Edge can perform Intellect actions well (since Edge is very helpful) but is still vulnerable to Intellect damage (where Edge is of no help).

Since Cypher System games are meant to be story based, players should recognize that the degrading sanity of their character is part of the story. A player who feels that their character is going mad can talk to the GM, and the two of them can work out the means to portray that—perhaps by using the Mad descriptor, permanently trading up to 4 points from their Intellect Pool to gain +1 to their Intellect Edge, or anything else that seems appropriate. Mental disorders, manias, psychopathy, schizophrenia, or simple phobias can be added to a character’s traits, but they don’t need to be quantified in game statistics or die rolls. They’re simply part of the character.

Inabilities in personal interaction or any area requiring focus might be appropriate, perhaps allowing the PC to gain training in weird lore or forbidden knowledge. Or maybe the opposite is true—as the character’s mind slowly slips away, they become oddly compelled or can obsessively focus on a single task for indefinite periods, and thus they gain training in that topic or skill. These kinds of changes could be balanced with inabilities, such as being unable to remember important details.

As another way to represent madness, the GM could hinder Intellect-based tasks that would be considered routine, such as “remembering your friends and family” or “caring what happens to your best friend” or “stopping yourself from injecting a mysterious substance into your veins.” These routine tasks normally have a difficulty of 0, but for a PC who has lost their mind, they might have a difficulty of 1, 2, or even higher. Now the character must make rolls to do even those simple things.

","markdown":""},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"ownership":{"default":-1},"flags":{}},{"sort":596875,"name":"Genre: Romance","type":"text","_id":"pd2PrHViZ1edOZ7f","title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"

Like horror, romance doesn’t automatically suggest a setting. It is more of a mood, or more specifically an approach, to how the game is played. It suggests an emphasis, at least somewhat, on relationships, interactions, and connections.

Suggested types and additional equipment for a romance setting are the same as in a modern setting.

Consent and Boundaries

You must get consent to cover these topics in a game ahead of time—you don’t want to make people uncomfortable. Everyone involved also needs to learn everyone else’s boundaries. Someone might not want any part of a romance scene, while others are okay talking about emotional connections but not anything sexual.

Obviously, all of this is doubly important if age is a consideration. If there are younger players involved, romance probably shouldn’t go beyond a fairly chaste kiss. (You’ll find that kids are sometimes more open to romance in their games than adults, but only because their understanding of the topic is understandably pretty shallow. A kid player might declare that a character is their boyfriend, but it doesn’t mean much. And for some adults, that may be the way they want to approach the subject as well.)

Lastly, recognize that there needs to be a clear boundary between the story and real life. Two characters having a relationship has no impact on real-life feelings of the players. Two characters in a game might be in a relationship while each player is in a relationship in the real world with someone else. And maybe they’re gaming at the same table! If a player can’t distinguish between in-game flirtation or words of endearment and real-world feelings, they shouldn’t be in a romance-focused game.

For more information and advice on safe ways to address consent issues in your game, read the free Consent in Gaming PDF at myMCG.info/consent

The Check-In

It’s vital that the GM and the players all check in with each other to make sure everyone’s still comfortable with what’s going on in the game. This is particularly important to maintain the boundary between emotions expressed in the story and how people feel in real life.

Basic Creatures and NPCs for a Romance Game

@UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.wIO0w2fxcBU0vHae]{Distrustful relative} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.rmzRpUzfdXpAnzUu]{Jealous ex} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.E7xImJCLVWwiIDre]{Nosy neighbor} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.ktWhiHHoothgvjOv]{The unattainable}

Optional Rule: Infatuation

When a PC is near someone they are infatuated with, particularly in the early stages of that infatuation, they must make an Intellect defense roll with a difficulty determined by the GM based on the situation (not on the level of the subject of the infatuation). Failure might mean that the character does or says something awkward or embarrassing either in an attempt to impress or when trying to hide the infatuation. Or it could mean that for one round, the player loses control of the character, and the GM decides what the PC does next, such as risk their own safety to help an endangered character. However, GMs should welcome player input into this situation. The point is to portray that when we’re distracted by the powerful feelings (and hormones) related to infatuation, we don’t always react in the best way, the smartest way, or even the way we want to.

Infatuation can happen whether the PC is attracted to an NPC or a PC.

Optional Rule: Relationship Levels

When a PC first establishes a relationship with a character (PC or NPC), the GM should assign the relationship a level. If there’s no connection at all, there is no relationship (level 0). Otherwise, the starting relationship is probably level 1. In certain circumstances, a relationship might start at level 2, indicating a far stronger initial connection than usual.

As play progresses, the PC can attempt to improve the level of the relationship, indicating a strengthening of the bond between the two characters. The requirements to improve the relationship are twofold. First, some story-based action needs to be taken. This can be dates, gifts, a meaningful speech, a pledge of commitment, some amount of self-sacrifice, or whatever the GM and the player feel is appropriate to the story and the level of the relationship. This action might require the PC to succeed at specific tasks (with appropriate rolls). For example, writing a love poem will require an Intellect-based task, while helping to retrieve a loved one’s cat from a tree might require a Speed-based task.

Second, the player must make an Intellect-based roll with the desired level of relationship as the difficulty (modified as the GM sees fit).

A relationship can be improved only one level at a time, and the GM and the player should work out an appropriate time interval. For relationships of levels 5 and above, multiple story-based actions and multiple rolls are almost certainly required.

It’s possible for relationship levels to be lopsided, such that the relationship from the point of view of one person is a different level than from the point of view of the other. This should be used sparingly, because it makes things far more complicated. In the case of polyamory, it is possible to have more than two people in a relationship, but even in these situations the connection between any two individuals should have its own level.

Relationship levels can go down as well as up. Neglect, carelessness, inappropriate emotional displays, lies, infidelity, and bungled wooing attempts can all potentially lower a relationship level. This is entirely in the judgment of the GM, although a lowered relationship level is very likely an appropriate use of a GM intrusion.

Relationship levels indicate the strength of the bond and thus help dictate an NPC’s actions in regard to a PC. An NPC in a level 5 relationship probably will be more generous and forgiving toward the PC than if the relationship was level 3 or 4. An NPC in a level 6 relationship or higher would likely give their partner most anything, even maybe sacrificing their own well-being or their life for them. (And people in a higher-level relationship certainly would.) Likewise, a relationship level can influence a PC’s actions. An Intellect defense roll with a difficulty equal to the relationship level might be appropriate if the PC wants to act against the best interests of their loved one, or if they must keep their cool and act normally when their loved one is in danger.

You can use this optional system in any genre, for any type of relationship, even platonic ones. If desired, the relationship level a PC has with an authority figure, a contact, a relative, or anyone else can be measured, improved, and decreased just as it can with a romantic relationship.

Romantic Relationship Levels

LevelRelationship
1First meeting. Interest or curiosity.
2A sense of connection above the norm. Strong physical attraction.
3Affection and a bond that will last longer than a single encounter.
4Serious affection. Almost certainly physical affection.
5A profession of love.
6A serious long-term commitment.
7A lifelong commitment.
8Soul mates.
9A love affair for the ages.
10A bond that transcends time and space.

Platonic Relationship Levels

LevelRelationship
1First meeting. Interest or curiosity.
2A sense of connection above the norm.
3A memorable connection. Indications of a mutually beneficial relationship possible.
4Real friendship.
5Deep friendship.
6Relationship akin to that of a close sibling.
7A pledge of complete partnership.
8Platonic soul mates. Something akin to a life-debt.
9A friendship for the ages.
10A bond that transcends time and space.
","markdown":""},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"ownership":{"default":-1},"flags":{}},{"sort":598438,"name":"Genre: Superheroes","type":"text","_id":"tIyemzsYdcYDslG1","title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"

Like horror, the superhero genre is really a subset of the modern genre with extensive special considerations. In many ways, it might appear that the Cypher System is a strange fit for superheroes. But if you think about it, with foci like Bears a Halo of Fire and Wears a Sheen of Ice, the Cypher System makes all genres a little bit “superhero-ish.” Character sentences might look like the following:

And so on.

Suggested Types for a Superhero Game

RoleType
Strong heroWarrior
Brawler heroWarrior with stealth flavor
Gadget heroExplorer with technology flavor
PilotExplorer with technology flavor
CharmerSpeaker
LeaderSpeaker with combat flavor
Shadowy vigilanteExplorer with stealth flavor
Scientist heroExplorer with skills and knowledge flavor
Energy-wielding heroAdept with combat flavor
WizardAdept
MentalistAdept
Psychic ninjaWarrior with magic flavor

Basic Creatures and NPCs for a Superhero Game

@UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.IpjzD88QqIABcv7A]{Bystander} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.krnLLagONJBbj1tE]{Genetically enhanced bruiser} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.sWc8DryN22cKTJyj]{Ninja} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.YHRSNEgzJeBCrWnC]{Robot minion} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.VSQt1EzpNhIwvCyA]{Scientist} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.SpaQv9sL1VWlrkLS]{Worker}

Additional Superhero Equipment

Suggested additional equipment is the same as in a modern setting. Keep in mind, however, that for many heroes, “equipment” can be superfluous. Where do you stash the flashlight and rope when all you’re wearing is spandex tights?

Optional Rule: Power Shifts

Superheroes can do things that other people cannot. They throw cars, blast through brick walls, leap onto speeding trains, and cobble together interdimensional gateways in a few hours. It’s tempting to say that such characters are stronger, faster, or smarter, so they should have higher Might, Speed, or Intellect Pools. However, simply bumping up stat Pools or Edge doesn’t fully represent this dramatic increase in power. Instead, consider using an optional rule called power shifts.

Under this rule, all superhero characters get five power shifts. Power shifts are like permanent levels of Effort that are always active. They don’t count toward a character’s maximum Effort use (nor do they count as skills or assets). They simply ease tasks that fall into specific categories, which include (but are not necessarily limited to) the following.

@UUID[Compendium.cyphersystem-compendium.power-shifts.QDAvfL2Xor2gc3DB]{Accuracy} @UUID[Compendium.cyphersystem-compendium.power-shifts.gxmRI0Oi1qlp8tgv]{Dexterity} @UUID[Compendium.cyphersystem-compendium.power-shifts.ge5eQ2UKcF71jfL5]{Healing} @UUID[Compendium.cyphersystem-compendium.power-shifts.RvPjtLHq2svYfhK8]{Intelligence} @UUID[Compendium.cyphersystem-compendium.power-shifts.ZcogTb12JEcKd8WK]{Power} @UUID[Compendium.cyphersystem-compendium.power-shifts.ClwsF2GBoWlGR9To]{Resilience} @UUID[Compendium.cyphersystem-compendium.power-shifts.qbOvGJVLVkDUC49X]{Single Attack} @UUID[Compendium.cyphersystem-compendium.power-shifts.uQLh67ISIUJ4O3bC]{Strength}

Each shift eases the task (except for shifts that affect damage or Armor, as specified in the list above). Applying 2 shifts eases the task by two steps, and applying 3 shifts eases the task by three steps.

A character assigns their five power shifts as desired, but most characters should not be allowed to assign more than three to any one category. Once the shifts are assigned, they should not change.

For example, a superstrong character might put three of their shifts into strength and the other two into resilience. Whenever they lift something heavy, smash through a wall, or throw an object, they ease the task by three steps before applying Effort, skill, or assets. Thus, all difficulties from 0 to 3 are routine for them. They smash through level 3 doors as if they don’t exist. As another example, a masked vigilante character with a utility belt full of gadgets and great acrobatic skills might put two shifts in dexterity, one in accuracy, one in intelligence, and one in healing. They’re not actually superpowered, just tough and well trained.

Some GMs will want to allow PCs to increase their power shifts. Having a character spend 10 XP to do so would probably be appropriate. Other GMs will want to run superhero games with PCs of greater or lesser power (cosmic-level heroes or street-level heroes, perhaps). In such cases, more or fewer power shifts should be granted to the PCs at the game’s start.

Superpowered NPCs and Power Shifts

NPC superheroes and villains get power shifts, too. Most of the time, this adds to their level. For example, Blast Star is a level 5 fiery villain who has three power shifts. When she blasts through a level 7 iron security door, she does so easily because in this circumstance, she’s actually level 8.

Sometimes, NPC power shifts make things harder for the PCs. For example, Fleetfoot the level 4 speedster puts all three of her shifts in dexterity. When she runs past a character who tries to grab her, the difficulty to do so is increased by three steps to 7.

Typical NPC supers get three power shifts. Exceptional ones usually have five.

Really Impossible Tasks

In superhero games, due to conventions of the genre, difficulty caps at 15 instead of 10. Difficulty 10 is labeled “impossible,” but that label is for regular folks. For superpowered characters, “impossible” means something different, thanks to power shifts.

Think of each difficulty above 10 as being one more step beyond impossible. Although a GM in another genre would say there’s no chance that a character could leap 100 feet (30 m) from one rooftop to another, in a superhero game, that might just be difficulty 11. Picking up a city bus isn’t something normal characters could do, but for a strong superhero, it might be difficulty 12.

In theory, NPCs in such a game can go up to level 15 as well. Levels above 10 represent opponents that only a superhero would consider taking on: a robot that’s 1,000 feet (300 m) tall (level 11); Galashal, Empress of Twelve Dimensions (level 14); or a space monster the size of the moon (level 15).

Superhero Artifacts

Supervillains build doomsday devices. Ancient artifacts present a threat to all humanity if in the wrong hands. Weird machines from alien dimensions offer solutions to unsolvable problems. Artifacts are an important part of superhero stories. A few examples are below.

@UUID[Compendium.cyphersystem-compendium.artifacts-superhero.2ENNMqilV1qoB35e]{Doctor Dread’s time portal} @UUID[Compendium.cyphersystem-compendium.artifacts-superhero.AvddNOp9tUWCqGOp]{Serum X} @UUID[Compendium.cyphersystem-compendium.artifacts-superhero.JYcfxA5RcffTX3Wl]{Stellarex crystal}

","markdown":""},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"ownership":{"default":-1},"flags":{}},{"sort":599219,"name":"Genre: Post-Apocalyptic","type":"text","_id":"ARG20fxwzr0OBZjH","title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"

Post-apocalyptic literature, movies, and games are a subgenre of science fiction that focuses on the dystopia that follows the fall of civilization. Strictly speaking, post-apocalyptic stories take place after the end of the world. At least, the end of the world for most people. Players take the role of the survivors (or their descendants) trying to persevere in the face of immense hardship. Popular post-apocalyptic scenarios include those set after nuclear war, in the aftermath of a zombie plague, in the months and years following an alien invasion, or after the environment collapses in the face of human overpopulation. Other ways the world could end include a massive meteorite strike, the long-awaited robot uprising, a powerful solar flare that burns out the world’s power grids and communications, or even something as prosaic as a global disease pandemic.

Suggested Types for a Post-Apocalyptic Game

RoleType
SurvivorExplorer with stealth flavor
HeavyWarrior
DealerSpeaker
TraderSpeaker with skills flavor
SageExplorer with knowledge flavor
EvolvedAdept

Basic Creatures and NPCs for a Post-Apocalyptic Game

@UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.31W9R0HQhQT0ic3A]{Crazy loner} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.6L693DIk5jmQu2Py]{Gamma snake} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.urAFJXaUkWY2R1zj]{Innocuous rodent} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.uCMNBacwXfuThw65]{Mongrel dog} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.WGftLKpoTVDfIKw2]{Survivor, sickened} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.GgfdjyikafYtuyTK]{Survivor, typical}

Additional Post-Apocalyptic Equipment

In a post-apocalyptic setting, the items on the Additional Modern Equipment table as well as the following items might be available in trade from other survivors, or in the rare trade town.

Inexpensive Items

WeaponsNotes
@UUID[Compendium.cyphersystem-compendium.weapons-post-apocalyptic.7M8uEI7cKT0UztUy]{Knife}Light weapon, rusty and worn
@UUID[Compendium.cyphersystem-compendium.weapons-post-apocalyptic.VJicMhUlVImuwl4N]{Light weapon}Light weapon (won’t last long)
@UUID[Compendium.cyphersystem-compendium.weapons-post-apocalyptic.erpmmOJulN96Afgr]{Wooden club}Light weapon
ArmorNotes
@UUID[Compendium.cyphersystem-compendium.armor-post-apocalyptic.WnIcqsOLyuyQKSpZ]{Animal hide}Light armor
@UUID[Compendium.cyphersystem-compendium.armor-post-apocalyptic.Hv5mU9dKhfQJA76Q]{Light armor}Light armor, smell hinders stealth tasks
Other ItemsNotes
@UUID[Compendium.cyphersystem-compendium.equipment-post-apocalyptic.dmnJTSnJv4ZqQmVg]{Candle}
@UUID[Compendium.cyphersystem-compendium.equipment-post-apocalyptic.cY37Ff6ca1bxDXtp]{Plastic bag}Useful and ubiquitous (won’t last long)

Moderately Priced Items

WeaponsNotes
@UUID[Compendium.cyphersystem-compendium.weapons-post-apocalyptic.PasipD1tIBSjGd9h]{Handaxe}Light weapon
@UUID[Compendium.cyphersystem-compendium.weapons-post-apocalyptic.Z2P8uHd0D7sdFFNx]{Knife, multipurpose}Light weapon, asset to small repair tasks
Other ItemsNotes
@UUID[Compendium.cyphersystem-compendium.equipment-post-apocalyptic.g7ZsP8QRo5xMCDTc]{Gas mask}Breathable air for four hours
@UUID[Compendium.cyphersystem-compendium.equipment-post-apocalyptic.GAclXwNftLTjeFAf]{Padlock with keys}
@UUID[Compendium.cyphersystem-compendium.equipment-post-apocalyptic.0vFrABenylbBi3yw]{Portable lamp, solar}

Expensive Items

Other ItemsNotes
@UUID[Compendium.cyphersystem-compendium.equipment-post-apocalyptic.1j2c4v8TaLTVzmcZ]{Radiation detector}
@UUID[Compendium.cyphersystem-compendium.equipment-post-apocalyptic.cGUAvAFO5b83snP2]{Nightvision goggles}
@UUID[Compendium.cyphersystem-compendium.equipment-post-apocalyptic.862NWqhznbgLC5AG]{Radiation tent}Prevents radiation damage for three days
@UUID[Compendium.cyphersystem-compendium.equipment-post-apocalyptic.s23m8lRUYCXNthKZ]{Radiation pill (pack of 5)}Asset for defense tasks against radiation effects for twelve hours

Scavenging

Characters in a post-apocalyptic setting must usually spend part of each day scavenging for supplies or a place of safety.

Food and Shelter: Generally speaking, characters must spend two to four hours searching through the rubble and ruins before succeeding. Finding enough food for a group of characters to eat for one day is a difficulty 5 Intellect task. Finding a place of relative safety to regroup and rest is also difficulty 5. Characters who succeed on either one of these also get to roll up to once each day on the Useful Stuff table and three times on the Junk table.

Found food often takes the form of canned, processed, dried, or otherwise preserved goods from before the apocalypse, but sometimes it includes fresh fruits and vegetables found growing wild or cultivated by other survivors. Safe places to hole up include homes, RVs, offices, apartments, or any location that can be secured and defended and isn’t radioactive, poisoned, or overrun with hostile creatures.

The difficulty of succeeding at finding food, water, and a safe place varies by location and by how many days the characters have already spent in one location. Each week the PCs spend at the same location hinders subsequent scavenging tasks and requires that they succeed on a new task to determine if the place they’re staying is still safe. The result of failing to find food and water is obvious. If the PCs fail at the task of finding (or keeping) a safe place, their presence is noticed by hostile forces, or they face a result from the Wasteland Threats table.

Useful Stuff: Food, water, and a safe place to rest are the most important finds, and are the basis of each scavenging task. But other obviously useful stuff is often found along with these basic requirements. When a group of characters successfully finds either food and water or a safe place, consult the Useful Stuff table up to once per day. If it’s the first day the PCs have searched in a particular area, each character might find something useful, but in succeeding days, a group normally gets only a single roll to find useful stuff.

Useful stuff also includes a “loot” entry. Loot includes collectible coins from before the apocalypse, such as silver dollars and gold eagles. It also includes jewelry and artwork that survived the disaster and related material that can be used as currency or barter when the characters find other survivors or arrive at a trade town.

Items found on the Useful Stuff table are generally expensive or exorbitant items (except for firearms, which start in the expensive category).

Junk: Characters who find food and water also find lots of junk. They are free to ignore that junk, but some PCs might have a use for what they find, especially those with the Scavenges focus. All characters gain up to three results on the Junk table each time they successfully scavenge for food or a safe place to stay. Sometimes junk can be fixed, but more often it can be disassembled and used as parts to create something else.

Useful Stuff

d100Item Found
01–10Tools (provide an asset to tasks related to repair and crafting)
11–20Medicine (provides an asset to one healing-related task)
21–25Binoculars
26–35

Chocolate bar or similarly sought-after candy or snack

36–45Textbook (provides an asset to a knowledge-related task)
46–50Coffee or tea
51–55Gun or rifle with ten shells or bullets
56–60Flashlight
61–65Loot
66–70Gasoline (2d6 × 10 gallons)
71–75Batteries
76–80Functioning vehicle (sedan, pickup, motorcycle, etc.)
81–85Generator
86–90MRE cache (food and water for six people for 1d6 weeks)
91–95Ammunition cache (100 shells or bullets for 1d6 different weapons)
96–97Helpful stranger (level 1d6 + 2, stays with the PCs for a week or two)
98–99Cypher (in addition to any other cyphers the GM awards)
00Artifact (in addition to any other artifacts the GM awards)

Junk

d6Item Found
1

Electronic junk (stereo, DVD/Blu-ray player, smartphone, electric fan, printer, router, etc.)

2Plastic junk (lawn furniture, baby seat, simple toys, inflatable pool, etc.)
3Dangerous junk (paint, rat poison, solvents, industrial chemicals, etc.)
4Metallic junk (car bodies, old playsets, grills, empty barrels, frying pan, etc.)
5Glass junk (vases, windows, bowls, decorative pieces, etc.)
6Textile junk (coats, pants, shirts, bathing suits, blankets, rugs, etc.)

Post-Apocalyptic Artifacts

Artifacts in a post-apocalyptic game include still-working technology from before the disaster that is not widely available, as well as cobbled-together pieces of tech that can weaponize previously prosaic items. If the apocalypse was related to some kind of alien invasion, artifacts would include even stranger items.

@UUID[Compendium.cyphersystem-compendium.artifacts-post-apocalyptic.RCr7oVmh9Lhk9jHG]{Autodoc} @UUID[Compendium.cyphersystem-compendium.artifacts-post-apocalyptic.54P9fzXQjgpQT1gZ]{Enviroscanner} @UUID[Compendium.cyphersystem-compendium.artifacts-post-apocalyptic.xGGPXV5UufPD4m5F]{Military exoskeleton} @UUID[Compendium.cyphersystem-compendium.artifacts-post-apocalyptic.T82EmpHsb9cNyyPX]{Rocket fist} @UUID[Compendium.cyphersystem-compendium.artifacts-post-apocalyptic.rQg6ztpLMylwK5RB]{Rocket-propelled grenade} @UUID[Compendium.cyphersystem-compendium.artifacts-post-apocalyptic.lQDbPJOz1VYXe54s]{Terahertz scanner}

Post-Apocalyptic Species Descriptors

In a post-apocalyptic setting, some GMs may want to offer species affected by the disaster.

Morlock

You have lived your life deep underground in artificial bunkers, hidden from the world’s destruction and the brutal scavengers that live above. As a morlock, you have a keen mind for the technology salvaged from the before-time. In fact, every morlock comes of age by fitting a piece of morlock technology to its body to provide enhancement and extend its life. This means that you are part flesh and part machine. Your skin is as pale as milk, except where it’s been replaced with strips of metal and glowing circuits.

You gain the following characteristics:

Enhanced Intelligence: +2 to your Intellect Pool.

Cyborg Body: +2 to your Might Pool and your Speed Pool.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.Td605GMSP4TqfliK]{Partially Metallic}: +1 to Armor.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.2X7nKuAiBRfFgUiS]{Repair and Maintenance}: As an entity of living flesh and humming machinery, you must first succeed on a difficulty 2 repair task before making a recovery roll. On a failure, the recovery roll is not used; however, the normal rules for retrying apply, and you must use Effort on a new roll if you wish to try again. In addition to the normal options for using Effort, you can choose to use Effort to heal additional points to your Pools (each level of Effort healing an additional 2 points to your Pools if you succeed).

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.64yLvSVOIqtV8IvT]{Morlock Prejudice}: While among non-morlocks, all positive interaction tasks are hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. The PCs found you in a collapsed subterranean tunnel.

  2. The other PCs encountered you exploring underground, and you convinced them to allow you to accompany them.

  3. You were exiled from the morlock communities and needed help on the surface.

  4. The only way to save the morlock community you hail from is to venture to the surface and find a mechanical part needed to repair a failing ancient system.

Roach

You are born of a species of evolved insects once called “cockroach,” but that is far in the past. Radiation and forced evolution have radically increased your size, shape, and ability to think. Your exoskeleton mimics the shape of a human being, though not perfectly. When you move about human society, shadows and cloaks are your ally if you wish to pass unnoticed. When those of your kind are discovered, it usually goes poorly for someone. You, however, have a wandering spirit and seek to explore the fallen world and find a new way forward.

You gain the following characteristics:

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.vNOlLQDmc53SXZ0B]{Scuttler}: Your Speed Edge increases by 1.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.GsDnTWDfehGuhsQS]{Sense by Scent}: You can sense your environment even in total darkness.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.8OYU2L2128I1PE9m]{Cling}: You can move an immediate distance each round on walls or clinging to the ceiling.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.LD2sREknTpeCQErE]{Carapace}: +1 to Armor.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.gEBLiYb25Mpx65Eo]{Glide}: You can extend small wings from your carapace that grant an asset in jumping tasks and allow you to fall up to a short distance without taking damage.

@UUID[Compendium.cyphersystem-compendium.basic-skills.DraIKUQRw8KrnC4o]{Skill}: You are trained in disguise tasks.

@UUID[Compendium.cyphersystem-compendium.inabilities.PeQrx8tfHEDrOlW6]{Inability}: You are susceptible to disease and poison. Defense rolls against disease or poison are hindered.

@UUID[Compendium.cyphersystem-compendium.inabilities.P42u9vKoBQjOtUbE]{Inability}: You mimic a human, but you are not as fierce. Tasks involving combat— including attack and defense rolls—are hindered.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.soRZpGrbrjyyBHpW]{Insect Prejudice}: While among non-roaches, all positive interaction tasks are hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. The PCs didn’t realize what you were when they asked for your help.

  2. You’ve managed to hide your roach ancestry so well that everyone thinks you are like them.

  3. You are the last of your kind.

  4. You have a secret agenda, and the PCs were gullible enough to let you come along.

","markdown":""},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"ownership":{"default":-1},"flags":{}},{"sort":599610,"name":"Genre: Fairy Tale","type":"text","_id":"BW4rWFL1jsU98e0B","title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"

The genre of fairy tales is a wide one, crossing into almost every culture and encompassing everything from early oral stories passed down from generation to generation to the more modern literary fairy tale. What makes something a fairy tale? While there’s a great deal of discussion around that question, most have a number of things in common: a series of far-fetched events; fantastical beings such as talking animals, elves, goblins, mermaids, witches, and dragons; and objects that have magical elements.

One of the powers of a fairy tale—or a game set in a fairy tale-inspired setting—is its ability to create a sense of wonder and to evoke players’ imaginations while still allowing them to keep one foot in the known. The very settings themselves are both enchanted and somehow familiar, whether the characters are entering a magical woods, falling down a rabbit hole, or embarking on a voyage to Neverland. Those beasts and beings who stalk such places are equally wondrous, and offer fantastic starting points for any number of adventures.

To heighten the sense of wonder in a fairy tale adventure or campaign, a GM might consider presenting the game in a modern setting. In a modern setting, characters have regular jobs that don’t normally involve hunting goblins or helping talking fish solve puzzles. This means that when the moths take shape and become the cloak of a princess of summer come to beg a favor or steal a child, or the house grows legs and runs away one morning, the player characters will be rightfully amazed (and perhaps somewhat terrified).

Nature of Faerie

Faerie (also called by many other names) is a dimension of magic separate from but closely parallel to the mundane world. It doesn’t matter whether Faerie is just a collective term for thousands of separate curled-up dimensions hidden in corners, in closets, or at the center of forests, or it’s one continuous realm that overlaps the real world where it’s thinnest. It’s a place those with open hearts can find by following a way between tall trees (or looming library shelves) to a realm where everything is different. Where elves walk, nymphs dance, unicorns gallop, and both natural growths and built structures become vast and enchanting.

Humans don’t tend to do well in such a world if they stay too long, as the sensory input is hard on the nervous system. But fey creatures depend on it, like plants to the light. A fey creature too long cut off from its land of origin (or its stream, hill, or burrow) slowly becomes mortal and then dies.

When a fey creature is cut by silvered or cold iron weapons, they temporarily lose the sustaining benefit of their connection to Faerie. This severed connection usually disrupts a fey creature’s ability to heal. A silvered weapon is one that contains silver as part of an alloying process, has silver inlay, or has been coated in a dusting of silver powder (which usually lasts only through a single fight). In truth, many items in the modern era are cold-forged, while many others are not. We suggest that any hand-forged item containing iron could be considered a cold-forged weapon for harming fey creatures. Thus, most bullets and other modern items wouldn’t be treated as cold iron by this definition, but some would fit the bill.

Basic Creatures and NPCs for a Fairy Tale Game

Most fey creatures of level 2 or higher regain 1 point of health per round, unless wounded by silvered or cold iron weapons.

@UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.JULnmDMPODWwSgyT]{Angry ants} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.VK2Iv9hH0ITqmvV9]{Erlking} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.PS7RVxRlUxllwCky]{Faerie} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.ijRly8phWTeUIy8r]{Feral tree} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.UXvVjQMo4BRwi2Ef]{Nymph} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.BJOh1w5ZImYrdKuM]{Pixie} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.2v0CeAw0V9Hql9iL]{Razorblade butterflies} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.NVjNYB0ApximA7Kn]{Talking cat} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.LZB001qKeGrqUyMZ]{Troll}

Fairy Tale Artifacts

Artifacts in a fantasy setting and magic items in other games focused on fantasy would also be suitable for a fairy tale setting. However, every fairy tale artifact should come with a quirk that sets it apart from a simple “wand of fire” or similar item. Come up with your own or roll a quirk on the table below.

d10Quirk
1Is sometimes invisible.
2Cries like a baby if jostled.
3Becomes cold as ice to the touch and emits cold vapor when danger threatens.
4Contains a secret compartment that invariably holds a chunk of rock broken from what might be a strange jade sculpture.
5Also serves as a key to some magically locked doors and chests.
6Bites owner with tiny teeth if jostled, dealing 1 point of damage.
7Always muttering and complaining, though useful warnings and other information can sometimes be gained.
8Jealous of any other manifest cyphers, artifacts, or beautiful objects in the wielder’s life.
9The “painting” of a princess of summer on the object sometimes leaves it, robbing the artifact of power.
10Causes flowers to grow wherever it is stored or set down.
","markdown":""},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"ownership":{"default":-1},"flags":{}},{"sort":599805,"name":"Genre: Historical","type":"text","_id":"hdLllcWxZ4VdDhlr","title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"

Setting your campaign in World War 2, the Renaissance, or the 1930s can be fun and interesting. However, setting it in ancient Greece or feudal Japan, for example, probably makes it more like fantasy without all the orcs and magic (although a game set in feudal Japan with orcs and magic could be fascinating).

One of the draws of playing in a historical adventure is the thrill of “being there” when something important happens. Thus, in many cases, historical adventures in RPGs shouldn’t be designed as campaigns, but instead serve as short-term experiences where players try something new, or at least something they don’t normally do: play as figures involved in a momentous historical event.

Historical games should take cues from the closely related areas of historical fiction and historical re-enactment. The lessons of great historical fiction include the following.

The GM should anchor the characters with problems or conflicts that connect them to the chosen time period; make sure that PC backgrounds contain one relevant detail to the chosen historical setting.

The GM shouldn’t fall into the trap of assuming that history was drab just because it is often presented along with old paintings, drawings, or blurred black-and-white photographs. Dramatic events, surprising twists, and unexpected situations are just as likely in a historical adventure as in any other kind.

What’s the point of a historical adventure if there is no suspense? Sure, everyone knows what happens at the end of any given historical battle, but the stories of individuals within those fights are not known. Will they live? Will they succeed in their mission? And what are the consequences? Think of all the war movies that rely on that exact latitude to tell great stories.

Make sure you know when the campaign ends. Maybe it’s when the PCs successfully accomplish a specific task, but it might be externally timed to when a historical event takes place, whether they are attempting to offer aid, thwart it, or merely be aware of it as they attempt to do something that history hasn’t recorded.

Don’t create more than you need to. Be ready to tell the PCs what they see and who they encounter when they are introduced to a historical location or person, but don’t worry about things that they likely will never see. Yes, figure out what kind of currency is used, but making a super-accurate list of prices just isn’t necessary; the players will take your word for the cost of items and many other details. You’re evoking a historical setting with your game, not writing a book report.

Be wary about stereotypes and cultural misappropriation. History, as they say, is written by the victors. The ancient Greeks wrote that other cultures were all barbaric, and the European settlers called the natives in North America savages, but that doesn’t mean it’s true. If all you know about a time period is a movie set in that period, you’ll have a skewed version of events and culture. Be willing to go deeper than Braveheart or The Last Samurai, or maybe choose a different genre.

Running a Historical Game

Preparation is important in a historical game, and most of that entails choosing a historical period—or a specific historical event—as the setting. Given that all of history can serve, you won’t lack for resources. Below are a few possibilities. Of course, the farther back you set your game, the less information on specific events is available. On the other hand, that frees you up to get creative.

Once you choose the historical period and any special events you want to include in your adventure or campaign, direct your players to an appropriate set of foci. Alternately, you can have your players play as historically significant figures, but if you do this, you may want to create their characters ahead of time. Most GMs will probably want to save historically significant individuals for use as NPCs.

The players will need some kind of grounding in what to expect in the time period you’ve chosen. Just like they need an idea of what magic can do in a fantasy game, they will need a general idea of what kind of technology is available, the broad strokes of what their characters might know and not know, and so on. Maybe have them read a Wikipedia entry, at the very least.

If you’re looking for inspiration for time periods in which to set your historical game, here are some possible ideas: prehistory, classical antiquity, ancient Egypt, the American revolution, ancient China, World War II, Edo Period Japan, Medieval Europe, and the American Old West.

Suggested Types for a Historical Game

RoleType
Constable (or night watchman)Explorer with combat flavor
DetectiveExplorer with stealth flavor and skills and knowledge flavor
KnightWarrior
PirateExplorer with stealth flavor
TutorSpeaker
MerchantSpeaker with skills and knowledge flavor
SmithSpeaker with some warrior abilities and skills and knowledge flavor
PlaywrightSpeaker
NobleSpeaker with skills and knowledge flavor
ExplorerExplorer
PriestSpeaker

Basic Creatures and NPCs for a Historical Game

@UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.ZT13lzcl6dsvg8HX]{Cat} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.MwSOqh6IDnwKis8b]{Dodo} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.JZbErZ6hAgtHrgim]{Dog} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.vmvgLdR7JKdsukCW]{Dog, guard} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.61EndqAjZ2ZZZuS9]{Horse} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.8AhrSmfhARlAahxp]{Merchant} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.HKcVbxx1xGOpyVk4]{Noble} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.qLFrfE0E9w6BcG48]{Rat} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.Ax77ZEkAA3XJBPaA]{Serf} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.PXVS2kwvslh30lBB]{Snake, poisonous} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.vhGua32GarGCzLGv]{Warhorse}

Historical Artifacts

The concept of artifacts is probably inappropriate for a historical setting without some kind of supernatural, fantastical, or science fiction element. That said, objects of mystery such as the Antikythera mechanism (an ancient analog computer and orrery used to predict eclipses and other astronomical positions) reveal that the ancient world—and by extension more recent historical periods—contained fascinating and useful objects that were anachronistic for their period. Most such artifacts were likely the creations of philosophers, lone geniuses, and similar figures.

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This chapter describes many common and uncommon creatures that the characters might meet—and fight—in a Cypher System game and gives their stats. The variety of creatures that populate the possible settings and genres is so great that this chapter only scratches the surface. It does, however, provide examples of kinds of inhabitants—bestial and civilized, living and undead, organic and inorganic—so that you can easily extrapolate and create your own.

Understanding the Listings

Every creature is presented by name, followed by a standard template that includes the following categories.

Level: Like the difficulty of a task, each creature and NPC has a level attached to it. You use the level to determine the target number a PC must reach to attack or defend against the opponent. In each entry, the difficulty number for the creature or NPC is listed in parentheses after its level. As shown on the following table, the target number is three times the level.

LevelTarget Number
13
26
39
412
515
618
721
824
927
1030

Description: Following the name of the creature or NPC is a general description of its appearance, nature, intelligence, or background.

Motive: This entry is a way to help the GM understand what a creature or NPC wants. Every creature or person wants something, even if it’s just to be left alone.

Environment: This entry describes whether the creature tends to be solitary or travel in groups and what kind of terrain it inhabits (such as “They travel in packs through dry wastes and temperate lowlands”).

Health: A creature’s target number is usually also its health, which is the amount of damage it can sustain before it is dead or incapacitated. For easy reference, the entries always list a creature’s health, even when it’s the normal amount for a creature of its level.

Damage Inflicted: Generally, when creatures hit in combat, they inflict their level in damage regardless of the form of attack. Some inflict more or less or have a special modifier to damage. Intelligent NPCs often use weapons, but this is more a flavor issue than a mechanical one. In other words, it doesn’t matter if a level 3 foe uses a sword or claws—it deals the same damage if it hits. The entries always specify the amount of damage inflicted, even if it’s the normal amount for a creature of its level.

Armor: This is the creature’s Armor value. Sometimes the number represents physical armor, and other times it represents natural protection. This entry doesn’t appear in the game stats if a creature has no Armor.

Movement: Movement determines how far the creature can move in a single turn. Creatures have movements of immediate, short, long, or very long, which equate to the ranges of the same name. Most PCs have an effective movement of short, so if they are chasing (or being chased by) a creature with immediate movement, their Speed tasks are eased; if the creature’s movement is long or greater, the PCs’ Speed tasks are hindered.

Modifications: Use these default numbers when a creature’s information says to use a different target number. For example, a level 4 creature might say “defends as level 5,” which means PCs attacking it must roll a target number of 15 (for difficulty 5) instead of 12 (for difficulty 4). In special circumstances, some creatures have other modifications, but these are almost always specific to their level.

Combat: This entry gives advice on using the creature in combat, such as “This creature uses ambushes and hit-and-run tactics.” At the end of the combat listing, you’ll also find any special abilities, such as immunities, poisons, and healing skills. GMs should be logical about a creature’s reaction to a particular action or attack by a PC. For example, a mechanical creation is immune to normal diseases, a character can’t poison a being of energy (at least, not with a conventional poison), and so on.

Interaction: This entry gives advice on using the creature in interactions, such as “These creatures are willing to talk but respond poorly to threats,” or “This creature is an animal and acts like an animal.”

Use: This entry gives the GM suggestions for how to use the creature in a game session. It might provide general notes or specific adventure ideas.

Loot: This entry indicates what the PCs might gain if they take items from their fallen foes (or trade with or trick them). It doesn’t appear in the game stats if the creature has no loot.

GM Intrusion: This optional entry in the stats suggests a way to use GM intrusion in an encounter with the creature. It’s just one possible idea of many, and the GM is encouraged to come up with their own uses of the game mechanic.

Creatures

@UUID[Compendium.cyphersystem-compendium.creatures.GcRpFtcOQDpGvU4H]{Abomination} @UUID[Compendium.cyphersystem-compendium.creatures.17NSMk419kHRvwoP]{Chimera} @UUID[Compendium.cyphersystem-compendium.creatures.Ds2TiPhzGcBio6uy]{Chronophage} @UUID[Compendium.cyphersystem-compendium.creatures.6XzVLD44cRlhPIfO]{Deep one} @UUID[Compendium.cyphersystem-compendium.creatures.dEUcFhzvuB3ufhv5]{Deinonychus} @UUID[Compendium.cyphersystem-compendium.creatures.0NEyK7k8eNvN9oRt]{Demigod} @UUID[Compendium.cyphersystem-compendium.creatures.C2tRCVUtCl1OEb7M]{Demon} @UUID[Compendium.cyphersystem-compendium.creatures.Z4Y7VaCkpXbCZ2yy]{Devil} @UUID[Compendium.cyphersystem-compendium.creatures.D25NNlnriTPYwXvl]{Djinni} @UUID[Compendium.cyphersystem-compendium.creatures.huhkLDlDaru359Bf]{Dragon} @UUID[Compendium.cyphersystem-compendium.creatures.li1H57vGnKM9EY61]{Earth elemental} @UUID[Compendium.cyphersystem-compendium.creatures.WcxUomm2dqg2s2mU]{Enthraller} @UUID[Compendium.cyphersystem-compendium.creatures.p5ugVxzZFUe8r2To]{Fallen angel} @UUID[Compendium.cyphersystem-compendium.creatures.W7lOvxxSkcShe4Y9]{Fire elemental} @UUID[Compendium.cyphersystem-compendium.creatures.CbyPd1QoYjZGISN9]{Fusion hound} @UUID[Compendium.cyphersystem-compendium.creatures.02LotzBPq6hZTu2N]{Ghost} @UUID[Compendium.cyphersystem-compendium.creatures.92AH6pnL8Mknw6ok]{Ghoul} @UUID[Compendium.cyphersystem-compendium.creatures.gc0tYELtVAJRfFL6]{Giant} @UUID[Compendium.cyphersystem-compendium.creatures.U508Iiym5DOrLbCP]{Giant rat} @UUID[Compendium.cyphersystem-compendium.creatures.G1R1ESjuGxTJ7VwN]{Giant snake} @UUID[Compendium.cyphersystem-compendium.creatures.PlHlqDlwByGRX8T3]{Giant spider} @UUID[Compendium.cyphersystem-compendium.creatures.StSE44DNprZ4X4t8]{Goblin} @UUID[Compendium.cyphersystem-compendium.creatures.nBJ1PaZw7VugehNT]{Golem} @UUID[Compendium.cyphersystem-compendium.creatures.v5KdQP0xAVsoznyE]{Grey} @UUID[Compendium.cyphersystem-compendium.creatures.gDdZYUFdqZhmK3Oc]{Kaiju} @UUID[Compendium.cyphersystem-compendium.creatures.Iyx0QTRTuHLwr2g4]{Killer clown} @UUID[Compendium.cyphersystem-compendium.creatures.m9Hqr0shnpvRfgiF]{Killing white light} @UUID[Compendium.cyphersystem-compendium.creatures.EX0RBWZzdGetaDK9]{Mechanical soldier} @UUID[Compendium.cyphersystem-compendium.creatures.LkiVCVe5HhMi8Hc8]{Mi-go} @UUID[Compendium.cyphersystem-compendium.creatures.ZLDxtrbI1te50O1k]{Mokuren} @UUID[Compendium.cyphersystem-compendium.creatures.2BTNWIpNjjd696xa]{Nuppeppo} @UUID[Compendium.cyphersystem-compendium.creatures.Jo0ULIISkFpZDV85]{Ogre} @UUID[Compendium.cyphersystem-compendium.creatures.obJAuUihAMdRF9j2]{Orc} @UUID[Compendium.cyphersystem-compendium.creatures.KrHZmg9AKHxbGRnk]{Prince(ss) of summer} @UUID[Compendium.cyphersystem-compendium.creatures.axcyoROutmXNdzNk]{Puppet tree} @UUID[Compendium.cyphersystem-compendium.creatures.qT2StUmJ4FDfS2Ji]{Ravage bear} @UUID[Compendium.cyphersystem-compendium.creatures.n54pC87T2nULqbCJ]{Replicant} @UUID[Compendium.cyphersystem-compendium.creatures.qB1fv8beRDJG465z]{Shadow elf} @UUID[Compendium.cyphersystem-compendium.creatures.MQI4Poo9zZKrgKhc]{Skeleton} @UUID[Compendium.cyphersystem-compendium.creatures.nkAvknrgByU2kBSn]{Statue, animate} @UUID[Compendium.cyphersystem-compendium.creatures.E7LZFxUVnPeXLIgX]{Tyrannosaurus rex} @UUID[Compendium.cyphersystem-compendium.creatures.37pnRQFiOHt47hFP]{Vampire} @UUID[Compendium.cyphersystem-compendium.creatures.PIJ3eSbmYUGztjb1]{Vampire, transitional} @UUID[Compendium.cyphersystem-compendium.creatures.QFTQJ4Z4kmHVr23P]{Vat reject} @UUID[Compendium.cyphersystem-compendium.creatures.WsWJRqBjUW1WO1Wp]{Wardroid} @UUID[Compendium.cyphersystem-compendium.creatures.3jAoNYaS0CHUjkqS]{Werewolf} @UUID[Compendium.cyphersystem-compendium.creatures.2nv7KEvkNXsUOykU]{Witch} @UUID[Compendium.cyphersystem-compendium.creatures.Ziw2e08pt2Fc8vHz]{Xenoparasite} @UUID[Compendium.cyphersystem-compendium.creatures.dWvlzVDxmAUQxT7s]{Zombie}

Normal Animals

Unlike many creatures in this chapter, normal animals are simple and understandable enough to be encapsulated by just their level and maybe one or two other stats.

@UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.p7RwEbxxv74Xy0NP]{Bear, black} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.3NRZdgMZXVcEsqWl]{Bear, grizzly} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.JZbErZ6hAgtHrgim]{Dog} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.vmvgLdR7JKdsukCW]{Dog, guard} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.pNEII8Wup8xjZfuA]{Hawk} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.61EndqAjZ2ZZZuS9]{Horse} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.qLFrfE0E9w6BcG48]{Rat} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.RxtZyeRliCY3v9In]{Rattlesnake}

NPCs

The NPCs in this chapter are generic examples of nonplayer characters that can be used in many genres.

Reskinning NPCs: GMs will find that with a few tweaks, a guard can be a modern-day cop, a fantasy caravan guard, or a science fiction drone soldier. This is known as reskinning—making slight changes to existing stats to customize the NPC for your own game.

Health, Not Pools: Remember that NPCs don’t have stat Pools. Instead, they have a characteristic called health. When an NPC takes damage of any kind, the amount is subtracted from its health. Unless described otherwise, an NPC’s health is always equal to its target number. Some NPCs might have special reactions to or defenses against attacks that would normally deal Speed damage or Intellect damage, but unless the NPC’s description specifically explains this, assume that all damage is subtracted from the NPC’s health.

Appropriate Weapons: NPCs use weapons appropriate to their situation, which might be swords and crossbows, knives and shotguns, malefic psychic weapons, blasters and grenades, and so on.

@UUID[Compendium.cyphersystem-compendium.npcs.rnq3fP5XVmqEmZWG]{Assassin} @UUID[Compendium.cyphersystem-compendium.npcs.IXoOu0XGctC51WFn]{Cannibal} @UUID[Compendium.cyphersystem-compendium.npcs.jZT0TZAHaKkZ8kGv]{Crime boss} @UUID[Compendium.cyphersystem-compendium.npcs.17FhJIqwNpdkCE3Q]{Detective} @UUID[Compendium.cyphersystem-compendium.npcs.vamqtdZeooEZTvVA]{Guard} @UUID[Compendium.cyphersystem-compendium.npcs.mIkMohVYFvaiNwZB]{Occultist} @UUID[Compendium.cyphersystem-compendium.npcs.SMQHtX6tTqzNShpA]{Secret agent} @UUID[Compendium.cyphersystem-compendium.npcs.dxKy262U5XR9IQdV]{Thug} @UUID[Compendium.cyphersystem-compendium.npcs.T49YQrtaJRk1stLD]{Wizard, mighty}

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Cyphers are one-use abilities that characters gain over the course of play. They have cool powers that can heal, make attacks, ease or hinder task rolls, or (in a more supernatural and extreme example) produce effects such as nullifying gravity or turning something invisible.

Most cyphers aren’t physical objects—just something useful that happens right when you need it. They might be a burst of insight that allows a character to make a perfectly executed attack, a lucky guess when using a computer terminal, a coincidental distraction that gives you an advantage against an NPC, or a supernatural entity that makes things work out in your favor. In some games, cyphers come in the form of items, like magic potions or bits of alien technology.

Cyphers that don’t have a physical form are called subtle cyphers.

Cyphers that have a physical form are called manifest cyphers.

Regardless of their form, cyphers are single-use effects and are always consumed when used. Unless a cypher’s description says otherwise, it works only for the character who activates it. For example, a PC can’t use an enduring shield cypher on a friend.

Cyphers are a game mechanic designed for frequent discovery and use. PCs can have only a small number of cyphers at any given time, and since they’re always finding more, they’re encouraged to use them at a steady pace.

In theory, the cyphers gained by the PCs are determined randomly. However, the GM can allow PCs to acquire or find them intentionally as well. Cyphers are gained with such regularity that the PCs should feel that they can use them freely. There will always be more, and they’ll have different benefits. This means that in gameplay, cyphers are less like gear or treasure and more like character abilities that the players don’t choose. This leads to fun game moments where a player can say “Well, I’ve got an X that might help in this situation,” and X is always different. X might be an intuitive understanding of the local computer network, a favor from the Faerie Court, an explosive device, a short-range teleporter, or a force field. It might be a powerful magnet or a prayer that will cure disease. It could be anything. Cyphers keep the game fresh and interesting. Over time, characters can learn how to safely carry more and more cyphers at the same time, so cyphers really do seem more like abilities and less like gear.

“Carry” in this sense refers to both subtle cyphers and manifest cyphers, though a PC may not actually carry anything that physically represents the cypher. A character thrown into prison without their equipment might still have subtle cyphers.

Cyphers don’t have to be used to make room for new ones. For subtle cyphers, a character can just use an action to “lose” the cypher, freeing up space to “find” one later (once a subtle cypher is discarded this way, it is gone and can’t be recovered). For manifest cyphers, it’s perfectly acceptable for the PCs to stash one elsewhere for later use; of course, that doesn’t mean it will still be there when they return.

Why Cyphers?

Cyphers are (not surprisingly, based on the name) the heart of the Cypher System. This is because characters in this game have some abilities that rarely or never change and can always be counted on—pretty much like in all games—and they have some abilities that are ever-changing and inject a great deal of variability in play. They are the major reason why no Cypher System game session should ever be dull or feel just like the last session. This week your character can solve the problem by walking through walls, but last time it was because you could create an explosion that could level a city block.

The Cypher System, then, is one where PC abilities are fluid, with the GM and the players both having a role in their choice, their assignment, and their use. Although many things separate the game system from others, this aspect makes it unique, because cyphers recognize the importance and value of two things:

  1. “Treasure,” because character abilities make the game fun and exciting. In fact, in the early days of roleplaying, treasure (usually in the form of magic items found in dungeons) was really the only customization of characters that existed. One of the drives to go out and have adventures is so you can discover cool new things that help you when you go on even more adventures. This is true in many RPGs, but in the Cypher System, it’s built right into the game’s core.

  2. Letting the GM have a hand in determining PC abilities makes the game move more smoothly. Some GMs prefer to roll cyphers randomly, but some do not. For example, giving the PCs a cypher that will allow them to teleport far away might be a secret adventure seed placed by a forward-thinking GM. Because the GM has an idea of where the story is going, they can use cyphers to help guide the path. Alternatively, if the GM is open to it, they can give out cyphers that enable the characters to take a more proactive role (such as teleporting anywhere they want). Perhaps most important, they can do these things without worrying about the long-term ramifications of the ability. A device that lets you teleport multiple times might really mess up the game over the long term. But once? That’s just fun.

Cypher Limits

All characters have a maximum number of cyphers they can have at any one time, determined by their type. If a character ever attempts to carry more, random cyphers instantly disappear until the PC has a number of cyphers equal to their maximum (depending on the genre of the campaign, subtle cyphers may be more or less likely to vanish this way). These vanished cyphers are not recoverable.

Subtle Cyphers

Subtle (nonphysical) cyphers are a way to introduce cyphers into a game without overt “powered stuff”—no potions, alien crystals, or anything of that nature. They’re most useful, perhaps, in a modern or horror setting without obvious fantasy elements. Subtle cyphers are more like the inherent abilities PCs have, adding boosts to Edge, recovering points from Pools, coming up with ideas, and so on. In general, these are commonplace, non-supernatural effects—a subtle cypher wouldn’t create a laser beam or allow a character to walk through a wall. They don’t break the fragile bubble of believability in genres where flashy powers and abilities don’t make a lot of sense.

Subtle cyphers are particularly nice in a genre where the PCs are supposed to be normal people. The cyphers can simply be an expression of innate capabilities in characters that aren’t always dependable. And in many ways, that’s probably more realistic than an ability you can count on with certainty, because in real life, some days you can jump over a fence, and some days you just can’t.

Concepts for subtle cyphers include the following:

Good fortune: Once in a while, things just go your way. You’re in the right place at the right time.

Inspirations: Sometimes you get inspired to do something you’ve never done before and might not be able to do again. Call it adrenaline mixed with the right motivation, or just doing the right thing at the right place at the right time. Who can really define it? Life’s funny that way.

Alien concepts: Complex and utterly inhuman memes enter our world and worm their way into and out of human consciousness. When this happens, it can cause mental distress and disorientation. It can also grant impossible abilities and advantages.

Blessings: In a fantasy world, there are nine gods. Each morning, all intelligent residents of the world pray to one of the gods, and some of the faithful gain a divine blessing. Some people believe that praying to different gods gives you different blessings.

Earworms: You know how some songs pop into your head and just won’t leave? There’s a power to those songs, and the right people know how to harness it. Make the songs disturbing or reminiscent of evil chants, and you’ve got a perfect cypher concept for a horror campaign.

Mysterious transmissions: What’s that buzzing? That mechanical chittering? Those numbers repeating over and over? And why can only some people hear it? A few who are aware of the sounds have learned how to make use of them.

Supernatural powers: Mental or mystical energies constantly shift and change, ebb and flow. But you’ve figured out how to attune your mind to them. There are no physical actions or paraphernalia required—just an inner conduit to the numinous.

Discovering Subtle Cyphers

Since subtle cyphers aren’t physical objects, GMs will need to figure out when to give PCs new ones to replace the ones they have used. The cyphers probably shouldn’t be tied to actions entirely under the characters’ control—in other words, they shouldn’t come as a result of meditation or anything of that nature. Instead, the GM should choose significant points in the story when new cyphers might simply come unbidden to the PCs. In the broader view, this is no different than manifest cyphers placed as treasure in a creature’s lair, a secret cache, or somewhere else for the characters to find. Either way, the GM is picking good spots to “refill” potentially used cypher-based abilities.

Subtle cyphers are often found in groups of one to six (the GM can roll 1d6 to determine the number). The GM might randomly assign the cyphers to each PC who has space for more, or present a selection of cyphers to the group and allow the players to choose which ones they want for their characters. Characters should immediately know what their subtle cyphers do. If a PC activates a healing subtle cypher when they think it’s something to help pick a lock, that’s a waste of a useful character ability.

PCs might be able to obtain subtle cyphers from NPCs or in unusual circumstances as gifts, boons, or blessings, even asking for a particular kind of subtle cypher, such as healing, protection, or skill. For example, PCs who make a donation at a temple of a healing goddess could ask to receive a blessing (subtle cypher) that allows them to speak a healing prayer that restores points to one of their Pools. An NPC wizard who owes the PCs a favor might cast a spell on them that deflects one weapon if they say a magic word. An alien pylon might grant knowledge of a strange mental code that lets a person see in the dark for a few hours.

A PC can also acquire a new subtle cypher by spending 1 XP on one of the following player intrusions:

General cypher: You ask the GM for a general subtle cypher, such as “healing,” “movement,” “defense,” or perhaps something as specific as “flight.” The GM gives you a cypher that meets that description and randomly determines its level. If you don’t have space for this cypher, you immediately lose one of your current cyphers (your choice) and the new cypher takes its place.

Specific cypher: You ask the GM for a specific subtle cypher (such as a curative or stim) of a specific level. Make an Intellect roll with a difficulty equal to the cypher’s level plus 1. If you have had this cypher before, the task is eased. If you fail the roll, you do not gain a cypher. If you succeed, the GM gives you that subtle cypher at that level. If you don’t have space for this new cypher, you immediately lose one of your current cyphers (your choice) and the new cypher takes its place. Whether or not you succeed at the roll, the 1 XP is spent.

Manifest Cyphers

Because manifest cyphers are physical objects, and people are familiar with the idea of finding “treasure” as part of playing an RPG, these kinds of cyphers are easy to get into the hands of the PCs. They are often found in groups of one to six (the GM can roll 1d6 to determine the number), usually because the characters are searching for them. They might be among the possessions of a fallen foe, hidden in a secret room, or scattered amid the wreckage of a crashed starship. The GM can prepare a list ahead of time of what successful searchers find. Sometimes this list is random, and sometimes there is logic behind it. For example, a warlock’s laboratory might contain four different magic potions that the PCs can find.

If the characters search for cyphers, the GM sets the difficulty of the task. It is usually 3 or 4, and scavenging can take fifteen minutes to an hour.

Scavenging is not the only way to obtain manifest cyphers. They can also be given as gifts, traded with merchants, or sometimes purchased in a shop.

Unlike subtle cyphers, characters don’t automatically know what manifest cyphers do. Once the PCs find a manifest cypher, identifying it is a separate task, based on Intellect and modified by knowledge of the topic at hand. In a fantasy setting, that knowledge would probably be magic, but in a science fiction setting, it might be technology. The GM sets the difficulty of the task, but it is usually 1 or 2. Thus, even the smallest amount of knowledge means that cypher identification is automatic. The process takes one to ten minutes. If the PCs can’t identify a cypher, they can bring it to an expert for identification and perhaps trade, if desired.

Manifest Cyphers Duplicating Subtle Cyphers

Lots of overlap exists between what subtle cyphers and manifest cyphers can do. Nearly anything that can be explained as a subtle cypher can just as easily be a magic item, scientific device, or other manifest object. A bit of luck that helps you sneak (a subtle cypher) and a potion that helps you sneak (a manifest cypher) do the exact same thing for a character. One advantage of manifest cyphers is that characters can easily trade them to each other or sell them to NPCs. On the other hand, manifest cyphers can be dropped or stolen, and subtle cyphers can’t.

It’s fine if the GM decides to include both kinds of cyphers in the same game. A horror game could begin with the PCs as normal people with subtle cyphers, but as time goes on, they find one-use spells in occult tomes, weird potions, and bone dust that has strange powers.

Using Cyphers

The action to use a cypher is Intellect based unless described otherwise or logic suggests otherwise. For example, throwing an explosive might be Speed based because the device is physical and not really technical, but using a ray emitter is Intellect based.

Because cyphers are single-use items, cyphers used to make attacks can never be used with the Spray or Arc Spray abilities that some characters might have. They are never treated as rapid-fire weapons.

Identified manifest cyphers can be used automatically. Once a manifest cypher is activated, if it has an ongoing effect, that effect applies only to the character who activated the cypher. A PC can’t activate a cypher and then hand it to another character to reap the benefits.

A character can attempt to use a manifest cypher that has not been identified; this is usually an Intellect task using the cypher’s level. Failure might mean that the PC can’t figure out how to use the cypher or that they use it incorrectly (GM’s discretion). Of course, even if the PC activates the unidentified cypher, they have no idea what its effect will be.

Cyphers are meant to be used regularly and often. If PCs are hoarding or saving their cyphers, feel free to give them a reason to put the cyphers into play.

Cypher Levels and Effects

All cyphers have a level and an effect. The level sometimes determines an aspect of the cypher’s power (how much damage it inflicts, for example) but otherwise it only determines the general efficacy, the way level works with any object. The Level entry for a cypher is usually a die roll, sometimes with a modifier, such as 1d6 or 1d6 + 4. The GM can roll to determine the cypher’s level, or can allow the player to roll when they receive the cypher.

Normal and Fantastic Effects

Cypher effects fall into two categories: normal and fantastic. Normal effects are things that could reasonably happen or be explained in the normal physical world we’re familiar with. Fantastic effects are things that can’t. A normal person could hit a target 240 feet (73 m) away with a football, quickly get over a cold, run across a tightrope, or multiply two two-digit numbers in their head. These tasks are difficult, but possible. A normal person can’t throw an armored car, regrow a severed arm, create a robot out of thin air, or control gravity with their mind. These tasks are impossible according to the world as we know it. Cypher effects are either normal (possible) or fantastic (impossible according to the world as we know it).

Normal cypher effects should be available to PCs regardless of the genre of your game. It’s perfectly reasonable for a modern, fantasy, horror, science fiction, or superhero PC to have a cypher that gives them a one-use bonus on an attack or skill task, lets them take a quick breather to recover a few points in a Pool, or helps them focus their will to avoid distractions or fatigue.

Fantastic cypher effects should be limited to games where magic, technology, or other factors stretch the definition of “impossible.” A cypher that turns a corpse into a zombie is out of place in a non-fantastic modern game, but is perfectly reasonable for a fantasy, science fiction, or superhero game, or even a horror game where zombies exist, as long as the GM decides there is an appropriate story explanation for it. The zombie cypher might be a necromantic spell in a fantasy or superhero game, a code that activates a swarm of nanobots in a science fiction game, or a virus in a horror game. The rules categorize some cypher effects as fantastic to help the GM decide whether to exclude cyphers that don’t fit the game they’re running. For example, it is appropriate for a GM running a zombie horror survival game set in 1990s Georgia to allow the zombie-creating cypher but not a teleportation cypher, because creating a zombie is a fantastic effect that fits the setting and teleportation isn’t.

Fantastic cyphers can be subtle or manifest.

Optional Rule: Normal Cyphers Duplicating Fantastic Effects

If the GM and players are willing to stretch their imaginations a bit, it’s possible to include some fantastic cypher effects in a game where only normal cypher effects should exist, even if the PCs are only using subtle cyphers. The player using the cypher just needs to come up with a practical, realistic explanation for how the fantastic result occurred (perhaps with a much shorter or reduced effect than what’s described in the cypher text).

For example, a PC with a phase changer who is trapped in a prison cell could say that instead of physically phasing through the wall, using the cypher means they find a long-forgotten secret door connected to a narrow hallway leading to safety. A PC with a fire detonation could say they notice a can of paint thinner in the room, kick it over, and throw a table lamp into the spill, creating a spark and a momentary burst of harmful flames. A PC with a monoblade could say they spot structural flaws in an opponent’s armor, allowing them to attack for the rest of that combat in such a way that the foe’s Armor doesn’t count.

These interpretations of fantastic cyphers in a non-fantastic setting require player ingenuity and GM willingness to embrace creative solutions (similar to players using player intrusions to make a change in the game world). The GM always has the right to veto the explanation for the fantastic effect, allowing the player to choose a different action instead of using the fantastic cypher.

Manifest Cypher Forms

None of the manifest cyphers in this chapter have a stated physical form. The entries don’t tell you if something is a potion, a pill, or a device you hold in your hands because that sort of detail varies greatly from genre to genre. Are they magic? Are they tech? Are they symbiotic creatures with programmed DNA? That’s up to the GM. It’s flavor, not mechanics. It’s as important or unimportant as the style of an NPC’s hair or the color of the car the bad guys are driving. In other words, it’s the kind of thing that is important in a roleplaying game, but at the same time doesn’t actually change anything (and RPGs have a lot of things like that, if you think about it).

A manifest cypher’s physical form can be anything at all, but there are some obvious choices based on genre. The GM can design a setting that uses just one type—for example, a magical world where all cyphers are potions made by faeries. Or they can use many types, perhaps mixing them from different genres. Some suggestions include the following.

Fantasy/Fairy Tale: Potions, scrolls, runeplates, tattoos, charms, powders, crystals, books with words of power.

Modern/Romance: Drugs (injections, pills, inhalants), viruses, smartphone apps.

Science Fiction/Post-Apocalyptic: Drugs (injections, pills, inhalants), computer programs, crystals, gadgets, viruses, biological implants, mechanical implants, nanotechnological injections.

Horror: Burrowing worms or insects, pages from forbidden books, horrific images.

Superhero: Forms from all the other genres.

Cypher Tables

@UUID[Compendium.cyphersystem-compendium.cypher-roll-tables.Bn74yPIGZJTwA9yO]{Manifest Cypher Table} @UUID[Compendium.cyphersystem-compendium.cypher-roll-tables.yXkmPLGNM6UH5nkx]{Subtle Cypher Table} @UUID[Compendium.cyphersystem-compendium.cypher-roll-tables.tAjYZpL0GKkROZpR]{Fantastic Cypher Table}

A Listing of Various Cyphers

All cyphers in this section may be manifest cyphers. It is the GM’s discretion whether a particular cypher can be a subtle cypher, and that decision usually depends on the setting. (The tables indicating subtle, manifest, and fantastic cyphers are just suggestions for a typical campaign setting.)

@UUID[Compendium.cyphersystem-compendium.cyphers.nB8zfVWuIB1VvHGl]{Adhesion} @UUID[Compendium.cyphersystem-compendium.cyphers.gXzG3cEX6b15T7fh]{Age taker} @UUID[Compendium.cyphersystem-compendium.cyphers.ss48CDstie5AjXsb]{Analeptic} @UUID[Compendium.cyphersystem-compendium.cyphers.kgft4WfHxO9r06wb]{Antivenom} @UUID[Compendium.cyphersystem-compendium.cyphers.KZ2X27pebWbEvQXQ]{Armor reinforcer} @UUID[Compendium.cyphersystem-compendium.cyphers.uqL6JmysWKztajSP]{Attractor} @UUID[Compendium.cyphersystem-compendium.cyphers.FfAhElBEyjyd4E17]{Banishing} @UUID[Compendium.cyphersystem-compendium.cyphers.bxWMBr5i7Lfxid9Q]{Best tool} @UUID[Compendium.cyphersystem-compendium.cyphers.dymzqQ69RJGT8TEs]{Blackout} @UUID[Compendium.cyphersystem-compendium.cyphers.z7B2LxlcLfLMkTFw]{Blinking} @UUID[Compendium.cyphersystem-compendium.cyphers.vji8MXWxGxr3A9jp]{Burst of speed} @UUID[Compendium.cyphersystem-compendium.cyphers.WIDPRS1tIpL3pa5F]{Catholicon} @UUID[Compendium.cyphersystem-compendium.cyphers.k8SHSyIu2KzAZja7]{Chemical factory} @UUID[Compendium.cyphersystem-compendium.cyphers.o4AITObjEyBSsjR1]{Comprehension} @UUID[Compendium.cyphersystem-compendium.cyphers.88PKQNeHojZRVZLd]{Condition remover} @UUID[Compendium.cyphersystem-compendium.cyphers.cjFun20hsxOrU4UF]{Contingent activator} @UUID[Compendium.cyphersystem-compendium.cyphers.8NupmDC7tXJhHdy3]{Controlled blinking} @UUID[Compendium.cyphersystem-compendium.cyphers.ewaouF5H001ecJI2]{Curative} @UUID[Compendium.cyphersystem-compendium.cyphers.J2uXPzk3Q3o9Fwpe]{Curse bringer} @UUID[Compendium.cyphersystem-compendium.cyphers.IxserEHDalfrzdvG]{Darksight} @UUID[Compendium.cyphersystem-compendium.cyphers.7ZAyXJ8gyV4ao0wO]{Death bringer} @UUID[Compendium.cyphersystem-compendium.cyphers.DRkKlxg4WKwUgl7T]{Density} @UUID[Compendium.cyphersystem-compendium.cyphers.GxcYZVXI0R3cMeMp]{Detonation} @UUID[Compendium.cyphersystem-compendium.cyphers.bzGwdlL0ZLPsxK9v]{Detonation (creature)} @UUID[Compendium.cyphersystem-compendium.cyphers.Z5An8np1ZHSTSWet]{Detonation (dessicating)} @UUID[Compendium.cyphersystem-compendium.cyphers.RkOFWVFfuWHSGBVf]{Detonation (flash)} @UUID[Compendium.cyphersystem-compendium.cyphers.GPk5tYAHThxyIj6p]{Detonation (gravity inversion)} @UUID[Compendium.cyphersystem-compendium.cyphers.0WWb6gMnrICVA77C]{Detonation (gravity)} @UUID[Compendium.cyphersystem-compendium.cyphers.VhbqMkTUgBS24ZV8]{Detonation (massive)} @UUID[Compendium.cyphersystem-compendium.cyphers.FaQAOTHsz8kAwYva]{Detonation (matter disruption)} @UUID[Compendium.cyphersystem-compendium.cyphers.54PPya95rv4yA3O5]{Detonation (pressure)} @UUID[Compendium.cyphersystem-compendium.cyphers.DuYwDKUWCozANHfi]{Detonation (singularity)} @UUID[Compendium.cyphersystem-compendium.cyphers.hIxIA4943U1u3a9M]{Detonation (sonic)} @UUID[Compendium.cyphersystem-compendium.cyphers.PIuFZaZUI84aZvSj]{Detonation (spawn)} @UUID[Compendium.cyphersystem-compendium.cyphers.bIcebdBZfthtc7gn]{Detonation (web)} @UUID[Compendium.cyphersystem-compendium.cyphers.q5zVuR0m6OyMBS3o]{Disarm} @UUID[Compendium.cyphersystem-compendium.cyphers.wRrdISsr5cmCYZX1]{Disguise module} @UUID[Compendium.cyphersystem-compendium.cyphers.FItOrZq5fp17b99h]{Disrupting} @UUID[Compendium.cyphersystem-compendium.cyphers.dYPtdYIVh8Fw2j0I]{Eagleseye} @UUID[Compendium.cyphersystem-compendium.cyphers.wlbjzEJE7xJQejRu]{Effect resistance} @UUID[Compendium.cyphersystem-compendium.cyphers.NeLV59uT8r0aOBYv]{Effort enhancer (combat)} @UUID[Compendium.cyphersystem-compendium.cyphers.Sq85TkiuqKKZEcZa]{Effort enhancer (noncombat)} @UUID[Compendium.cyphersystem-compendium.cyphers.29q4icxpIjmPru2K]{Enduring shield} @UUID[Compendium.cyphersystem-compendium.cyphers.40DQrFLuDX017odb]{Equipment cache} @UUID[Compendium.cyphersystem-compendium.cyphers.h5TSiPn7BeeIobmN]{Farsight} @UUID[Compendium.cyphersystem-compendium.cyphers.oNuUwELrZDJY1mIf]{Fireproofing} @UUID[Compendium.cyphersystem-compendium.cyphers.fl9zbMTjxj8vy6kJ]{Flame-retardant wall} @UUID[Compendium.cyphersystem-compendium.cyphers.SJDuyxdMrDv6FaGy]{Force cube} @UUID[Compendium.cyphersystem-compendium.cyphers.dQligdNAYAr6wWdE]{Force field} @UUID[Compendium.cyphersystem-compendium.cyphers.uBDH4lBnOxOXh5CF]{Force screen projector} @UUID[Compendium.cyphersystem-compendium.cyphers.m3NxCCUGiLIKIJNw]{Force shield projector} @UUID[Compendium.cyphersystem-compendium.cyphers.w96EvfwEri9x5Mct]{Friction reducer} @UUID[Compendium.cyphersystem-compendium.cyphers.R88ueN5kMGSameYW]{Frigid wall} @UUID[Compendium.cyphersystem-compendium.cyphers.4L0etvDYulpV4ksR]{Gas bomb} @UUID[Compendium.cyphersystem-compendium.cyphers.pNqglMkBswKP2ICu]{Gravity nullifier} @UUID[Compendium.cyphersystem-compendium.cyphers.vk0FLEfC4YB7dbQs]{Gravity-nullifying application} @UUID[Compendium.cyphersystem-compendium.cyphers.aeBDWdPvxdfj3pfs]{Heat attack} @UUID[Compendium.cyphersystem-compendium.cyphers.7zM8O87dW3jbTnU6]{Hunter/seeker} @UUID[Compendium.cyphersystem-compendium.cyphers.CtZSjgL4ckxcKYUP]{Image projector} @UUID[Compendium.cyphersystem-compendium.cyphers.ReuRZASIsUHgdhEg]{Inferno wall} @UUID[Compendium.cyphersystem-compendium.cyphers.XX53GbhoCBiHS6ks]{Infiltrator} @UUID[Compendium.cyphersystem-compendium.cyphers.AitEjkvspLX688ye]{Information sensor} @UUID[Compendium.cyphersystem-compendium.cyphers.x7qSUmMgvNqV0Ugn]{Instant servant} @UUID[Compendium.cyphersystem-compendium.cyphers.sJVUfXvSJucHYari]{Instant shelter} @UUID[Compendium.cyphersystem-compendium.cyphers.Y6EVgmva4C9tPihv]{Intellect booster} @UUID[Compendium.cyphersystem-compendium.cyphers.udWLm1XDgVieMEDu]{Intelligence enhancement} @UUID[Compendium.cyphersystem-compendium.cyphers.5tLchT3lzBveqkxp]{Knowledge enhancement} @UUID[Compendium.cyphersystem-compendium.cyphers.WXP9irBlSYL49O46]{Lightning wall} @UUID[Compendium.cyphersystem-compendium.cyphers.MTgWJDJa0xrNOUMa]{Machine control} @UUID[Compendium.cyphersystem-compendium.cyphers.Kn3VvkesD5GVq0iI]{Magnetic attack drill} @UUID[Compendium.cyphersystem-compendium.cyphers.yYUMQ6PEMdyJsi6u]{Magnetic master} @UUID[Compendium.cyphersystem-compendium.cyphers.6ccQDO1fUZfF3qdo]{Magnetic shield} @UUID[Compendium.cyphersystem-compendium.cyphers.3ww0ueljUh3Fu4WN]{Manipulation beam} @UUID[Compendium.cyphersystem-compendium.cyphers.E3QMkfRIuJeWQh76]{Matter transference ray} @UUID[Compendium.cyphersystem-compendium.cyphers.zqv51NhAhlMBm2lG]{Meditation aid} @UUID[Compendium.cyphersystem-compendium.cyphers.rAka1a1rfa6U9ejN]{Memory switch} @UUID[Compendium.cyphersystem-compendium.cyphers.GS3GUtjmhIYxF8vb]{Mental scrambler} @UUID[Compendium.cyphersystem-compendium.cyphers.y710ojHG9JfbAHXq]{Metal death} @UUID[Compendium.cyphersystem-compendium.cyphers.9MBc2aywmCotLHZs]{Mind meld} @UUID[Compendium.cyphersystem-compendium.cyphers.f9o3v4yUbE2rOvkA]{Mind stabilizer} @UUID[Compendium.cyphersystem-compendium.cyphers.sgjAHLqFtHWLzSeV]{Mind-restricting wall} @UUID[Compendium.cyphersystem-compendium.cyphers.qyafaJwEsqCVU5ht]{Monoblade} @UUID[Compendium.cyphersystem-compendium.cyphers.adjHowuCfAqznUtV]{Monohorn} @UUID[Compendium.cyphersystem-compendium.cyphers.nH3BFfduw18UhsrN]{Motion sensor} @UUID[Compendium.cyphersystem-compendium.cyphers.ExszgFle5nmrHPSR]{Null field} @UUID[Compendium.cyphersystem-compendium.cyphers.yjjqWOig22fCfvyg]{Nullification ray} @UUID[Compendium.cyphersystem-compendium.cyphers.olA86ZssOHAVcyP5]{Nutrition and hydration} @UUID[Compendium.cyphersystem-compendium.cyphers.NCqhAMpNrf26KCkC]{Perfect memory} @UUID[Compendium.cyphersystem-compendium.cyphers.pMUiPSVOb2VPa79t]{Perfection} @UUID[Compendium.cyphersystem-compendium.cyphers.erJlxWAzYxAbBQ3n]{Personal environment field} @UUID[Compendium.cyphersystem-compendium.cyphers.q94YaFRPnpA4Vbt0]{Phase changer} @UUID[Compendium.cyphersystem-compendium.cyphers.orMNNP5kLwGszIWW]{Phase disruptor} @UUID[Compendium.cyphersystem-compendium.cyphers.I1UIJPrkDAtfdvkn]{Poison (emotion)} @UUID[Compendium.cyphersystem-compendium.cyphers.ab9oUkAc67kwQMu2]{Poison (explosive)} @UUID[Compendium.cyphersystem-compendium.cyphers.TqA7pzI1VOquoZrC]{Poison (mind controlling)} @UUID[Compendium.cyphersystem-compendium.cyphers.LT8pmimmThAbwOL7]{Poison (mind disrupting)} @UUID[Compendium.cyphersystem-compendium.cyphers.WKHeAOo07TN0Waqi]{Psychic communique} @UUID[Compendium.cyphersystem-compendium.cyphers.NGMhAxHPKXqxyarE]{Radiation spike} @UUID[Compendium.cyphersystem-compendium.cyphers.yxlZQszosCzyRvSM]{Ray emitter} @UUID[Compendium.cyphersystem-compendium.cyphers.kl7d13qf7si94eU0]{Ray emitter (command)} @UUID[Compendium.cyphersystem-compendium.cyphers.TvIMvUr69aOV5DnE]{Ray emitter (fear)} @UUID[Compendium.cyphersystem-compendium.cyphers.7lZj0lmBqmrz41mZ]{Ray emitter (friend slaying)} @UUID[Compendium.cyphersystem-compendium.cyphers.LHL022Qn3YRfXYU4]{Ray emitter (mind disrupting)} @UUID[Compendium.cyphersystem-compendium.cyphers.NbYGmZjDHMEmmfDL]{Ray emitter (numbing)} @UUID[Compendium.cyphersystem-compendium.cyphers.sodipYPbrbjALaH2]{Ray emitter (paralysis)} @UUID[Compendium.cyphersystem-compendium.cyphers.RSQzv6fY9P8vLQSh]{Reality spike} @UUID[Compendium.cyphersystem-compendium.cyphers.kgflNP6FVsspfutd]{Reflex enhancer} @UUID[Compendium.cyphersystem-compendium.cyphers.sdd3hhCzs5N0ZqP0]{Rejuvenator} @UUID[Compendium.cyphersystem-compendium.cyphers.8RpaNEaONagWqTTE]{Remembering} @UUID[Compendium.cyphersystem-compendium.cyphers.waaI5OVVCpZC7NLT]{Remote viewer} @UUID[Compendium.cyphersystem-compendium.cyphers.agDsGHiI4x9A0X0J]{Repair unit} @UUID[Compendium.cyphersystem-compendium.cyphers.qOLNoDFQpXZhsbCE]{Repeater} @UUID[Compendium.cyphersystem-compendium.cyphers.MycMQnAtFVkx7xjm]{Repel} @UUID[Compendium.cyphersystem-compendium.cyphers.lN1Qw9izMoo3NSbj]{Retaliation} @UUID[Compendium.cyphersystem-compendium.cyphers.zb8P9KDZaQ0j1exJ]{Secret} @UUID[Compendium.cyphersystem-compendium.cyphers.BmQhgfCQMQpMkwzg]{Sheen} @UUID[Compendium.cyphersystem-compendium.cyphers.hh2zZUmsmHCEUi8t]{Shock attack} @UUID[Compendium.cyphersystem-compendium.cyphers.EMaQ9DgLEL4DkPKD]{Shocker} @UUID[Compendium.cyphersystem-compendium.cyphers.ucJ3400aQrIR73I5]{Skill boost} @UUID[Compendium.cyphersystem-compendium.cyphers.4Bhy1bp5s8LqJR6r]{Slave maker} @UUID[Compendium.cyphersystem-compendium.cyphers.yqc7dFfKI5CTH81u]{Sleep inducer} @UUID[Compendium.cyphersystem-compendium.cyphers.k2hOy8OzSxgmhlIc]{Sniper module} @UUID[Compendium.cyphersystem-compendium.cyphers.9iFJZJ2Plks6CY7g]{Solvent} @UUID[Compendium.cyphersystem-compendium.cyphers.RhpzlF2Olodtf9J5]{Sonic hole} @UUID[Compendium.cyphersystem-compendium.cyphers.kBuARKz133ENxC8s]{Sound dampener} @UUID[Compendium.cyphersystem-compendium.cyphers.9SAuP9To5rJFzGR5]{Spatial warp} @UUID[Compendium.cyphersystem-compendium.cyphers.vs0hACATS83S9qUV]{Speed boost} @UUID[Compendium.cyphersystem-compendium.cyphers.O3yE0thccVVxTIiR]{Spy} @UUID[Compendium.cyphersystem-compendium.cyphers.FhWwzSoVBPzRfGch]{Stasis keeper}@UUID[Compendium.cyphersystem-compendium.cyphers.yazxGwqNVgyQGOPy]{Stim} @UUID[Compendium.cyphersystem-compendium.cyphers.exM6Flwc1g5UuC0q]{Strength boost} @UUID[Compendium.cyphersystem-compendium.cyphers.tSjCuPBJ8j8pIKqx]{Strength enhancer} @UUID[Compendium.cyphersystem-compendium.cyphers.E1GNoFsIMME2xcx8]{Subdual field} @UUID[Compendium.cyphersystem-compendium.cyphers.yeSsoCybAMSvVkSs]{Telepathy} @UUID[Compendium.cyphersystem-compendium.cyphers.VljAPSeYkXKcIkEd]{Teleporter (bounder)} @UUID[Compendium.cyphersystem-compendium.cyphers.4OErRBLP8HYZAnFc]{Teleporter (interstellar)} @UUID[Compendium.cyphersystem-compendium.cyphers.NWJ7mAY1VcxRBTaL]{Teleporter (planetary)} @UUID[Compendium.cyphersystem-compendium.cyphers.SKZrMCk2llIoKiU9]{Teleporter (traveler)} @UUID[Compendium.cyphersystem-compendium.cyphers.4bRwVWF2KHdSZOgh]{Temporal viewer} @UUID[Compendium.cyphersystem-compendium.cyphers.Q0Lj9McM3BanRLQ6]{Time dilation (defensive)} @UUID[Compendium.cyphersystem-compendium.cyphers.66kpaEIObWuovj11]{Time dilation (offensive)} @UUID[Compendium.cyphersystem-compendium.cyphers.ad7NVyxLv9YECCem]{Tissue regeneration} @UUID[Compendium.cyphersystem-compendium.cyphers.t2QXZKVmfQViAo4T]{Tracer} @UUID[Compendium.cyphersystem-compendium.cyphers.TFKQbAknncq4lMEV]{Trick embedder} @UUID[Compendium.cyphersystem-compendium.cyphers.sgBfROg7iUCCezZ8]{Uninterruptible power source} @UUID[Compendium.cyphersystem-compendium.cyphers.IVYgnh80vNTZ9gBf]{Vanisher} @UUID[Compendium.cyphersystem-compendium.cyphers.RcrVpX6UxbD3zTmR]{Visage changer} @UUID[Compendium.cyphersystem-compendium.cyphers.gSXLLLHYFumCsOAo]{Visual displacement device} @UUID[Compendium.cyphersystem-compendium.cyphers.0VkKJcPSO7Scn7Ef]{Vocal translator} @UUID[Compendium.cyphersystem-compendium.cyphers.SXrPkUbwR5IO6305]{Warmth} @UUID[Compendium.cyphersystem-compendium.cyphers.dHgtyDuK0uFBorWI]{Water adapter} @UUID[Compendium.cyphersystem-compendium.cyphers.vLodMbLfeliPpaol]{Weapon enhancement} @UUID[Compendium.cyphersystem-compendium.cyphers.uxXNL4ApwvCgvFAw]{Wings} @UUID[Compendium.cyphersystem-compendium.cyphers.ULHBUzdVa1eFiON2]{X-ray viewer} @UUID[Compendium.cyphersystem-compendium.cyphers.spdFY0JgxGdNMV7N]{Zero point field}

Power Boost Cyphers

These cyphers increase, modify, or improve a character’s existing powers. A burst boost cypher, for example, allows someone with the Bears a Halo of Fire focus to create a blast of fire in all directions, one time. Imagine this as being a fire-using superhero’s ability to “go nova.”

Power boost cyphers affect one use of a character’s abilities but do not require an action. Their use is part of the action that they affect.

Power boost cyphers are a special type of cypher. In some Cypher System games, they may be inappropriate, and in others, they may be the main (or only) type of cypher available, as determined by the GM. They can be either subtle or manifest.

@UUID[Compendium.cyphersystem-compendium.cyphers-power-boost.nlHGkmRztJaDi3Dj]{Area boost} @UUID[Compendium.cyphersystem-compendium.cyphers-power-boost.POLUtosUa7awAfW4]{Burst boost} @UUID[Compendium.cyphersystem-compendium.cyphers-power-boost.GEL5LkJCiQqEH1Nf]{Damage boost} @UUID[Compendium.cyphersystem-compendium.cyphers-power-boost.bEZrdVBmpzu4m3b8]{Efficacy boost (major)} @UUID[Compendium.cyphersystem-compendium.cyphers-power-boost.MLE2eQwkzrz9tVSC]{Efficacy boost (minor)} @UUID[Compendium.cyphersystem-compendium.cyphers-power-boost.xc7bsHHbEM84KLa9]{Energy boost} @UUID[Compendium.cyphersystem-compendium.cyphers-power-boost.AOWfJoOCbvwr9puF]{Range boost} @UUID[Compendium.cyphersystem-compendium.cyphers-power-boost.21qrMjA9SQFvWfkp]{Target boost}

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Setting Difficulty Ratings

The GM’s most important overall tasks are setting the stage and guiding the story created by the group (not the one created by the GM ahead of time). But setting difficulty is the most important mechanical task the GM has in the game. Although there are suggestions throughout this chapter for various difficulty ratings for certain actions, there is no master list of the difficulty for every action a PC can take. Instead, the Cypher System is designed with the “teach a person to fish” style of good game mastering in mind. (If you don’t know what that means, it comes from the old adage “Give a person a fish and they’ll eat for a day. Teach a person to fish and they’ll eat for a lifetime.” The idea is not to give GMs a ton of rules to memorize or reference, but to teach them how to make their own logical judgment calls.) Of course, most of the time, it’s not a matter of exact precision. If you say the difficulty is 3 and it “should” have been 4, the world’s not over.

For the most part, it really is as simple as rating something on a scale of 1 to 10, 1 being incredibly easy and 10 being basically impossible. The guidelines in the Task Difficulty table should help put you in the right frame of mind for assigning difficulty to a task.

For example, we make the distinction between something that most people can do and something that trained people can do. In this case, “normal” means someone with absolutely no training, talent, or experience—imagine your ne’er-do-well, slightly overweight uncle trying a task he’s never tried before. “Trained” means the person has some level of instruction or experience but is not necessarily a professional.

With that in mind, think about the act of balance. With enough focus, most people can walk across a narrow bridge (like a fallen tree trunk). That suggests it is difficulty 2. However, walking across a narrow plank that’s only 3 inches (8 cm) wide? That’s probably more like difficulty 3. Now consider walking across a tightrope. That’s probably difficulty 5—a normal person can manage that only with a great deal of luck. Someone with some training can give it a go, but it’s still hard. Of course, a professional acrobat can do it easily. Consider, however, that the professional acrobat is specialized in the task, making it difficulty 3 for them. They probably are using Effort as well during their performance.

Let’s try another task. This time, consider how hard it might be to remember the name of the previous leader of the village where the character lives. The difficulty might be 0 or 1, depending on how long ago they were the leader and how well known they were. Let’s say it was thirty years ago and they were only mildly memorable, so it’s difficulty 1. Most people remember them, and with a little bit of effort, anyone can come up with their name. Now let’s consider the name of the leader’s daughter. That’s much harder. Assuming the daughter wasn’t famous in her own right, it’s probably difficulty 4. Even people who know a little about local history (that is to say, people who are trained in the subject) might not be able to remember it. But what about the name of the pet dog owned by the daughter’s spouse? That’s probably impossible. Who’s going to remember the name of an obscure person’s pet from thirty years ago? Basically no one. However, it’s not forbidden knowledge or a well-guarded secret, so it sounds like difficulty 7. Difficulty 7 is the rating that means “No one can do this, yet some people still do.” It’s not the stuff of legend, but it’s something you would assume people can’t do. When you think there’s no way you can get tickets for a sold-out concert, but somehow your friend manages to score a couple anyway, that’s difficulty 7. (See the next section for more on difficulties 7, 8, 9, and 10.)

If you’re talking about a task, ideally the difficulty shouldn’t be based on the character performing the task. Things don’t get inherently easier or harder depending on who is doing them. However, the truth is, the character does play into it as a judgment call. If the task is breaking down a wooden door, an 8-foot-tall (2 m) automaton made of metal with nuclear-driven motors should be better at breaking it down than an average human would be, but the task rating should be the same for both. Let’s say that the automaton’s nature effectively gives it two levels of training in such tasks. Thus, if the door has a difficulty rating of 4, but the automaton is specialized and reduces the difficulty to 2, it has a target number of 6. The human has no such specialization, so the difficulty remains 4, and the person has a target number of 12. However, when you set the difficulty of breaking down the door, don’t try to take all those differences into account. The GM should consider only the human because the Task Difficulty table is based on the ideal of a “normal” person, a “trained” person, and so on. It’s humanocentric.

Most characters probably are willing to use one or two levels of Effort on a task, and they might have an appropriate skill or asset to decrease the difficulty by a step. That means that a difficulty 4 task will often be treated as difficulty 2 or even 1, and those are easy rolls to make. Don’t hesitate, then, to pull out higher-level difficulties. The PCs can rise to the challenge, especially if they are experienced.

The Impossible Difficulties

Difficulties 7, 8, 9, and 10 are all technically impossible. Their target numbers are 21, 24, 27, and 30, and you can’t roll those numbers on a d20 no matter how many times you try. Consider, however, all the ways that a character can reduce difficulty. If someone spends a little Effort or has some skill or help, it brings difficulty 7 (target number 21) into the range of possibility—difficulty 6 (target number 18). Now consider that they have specialization, use a lot of Effort, and have help. That might bring the difficulty down to 1 or even 0 (reducing it by two steps from training and specialization, three or four steps from Effort, and one step from the asset of assistance). That practically impossible task just became routine. A fourth-tier character can and will do this—not every time, due to the cost, but perhaps once per game session. You have to be ready for that. A well-prepared, motivated sixth-tier character can do that even with a difficulty 10 task. Again, they won’t do it often (they’d have to apply six levels of Effort, and even with an Edge of 6 that would cost 7 points from their Pool, and that’s assuming they’re specialized and have two levels of assets), but it can happen if they’re really prepared for the task (being specialized and maxed out in asset opportunities reduces the difficulty by four more steps). That’s why sixth-tier characters are at the top of their field, so to speak.

False Precision

One way to look at difficulty is that each step of difficulty is worth 3 on the die. That is to say, hinder the task by one step, and the target number rises by 3. Ease the task by one step, and the target number is lowered by 3. Those kinds of changes are big, meaty chunks. Difficulty, as a game mechanic, is not terribly precise. It’s measured in large portions. You never have a target number of 13 or 14, for example—it’s always 3, 6, 9, 12, 15, and so on. (Technically, this is not true. If a character adds 1 to a d20 roll for some reason, it changes a target number of 15 to 14. But this is not worth much discussion.)

Imprecision is good in this case. It would be false precision to say that one lock has a target number of 14 and another has a target number of 15. What false precision means in this context is that it would be a delusion to think we can be that exact. Can you really say that one lock is 5% easier to pick than another? And more important, even if you could, is the difference worth noting? It’s better to interact with the world in larger, more meaningful chunks than to try to parse things so carefully. If we tried to rate everything on a scale of 1 to 30 (using target numbers and not difficulty), we’d start to get lost in the proverbial weeds coming up with a meaningful distinction between something rated as an 8 and something rated as a 9 on that scale.

Routine Actions

Don’t hesitate to make actions routine. Don’t call for die rolls when they’re not really needed. Sometimes GMs fall into the trap illustrated by this dialogue:

GM: What do you do?

Player: I _________.

GM: Okay, give me a roll.

That’s not a good instinct—at least, not for the Cypher System. Players should roll when it’s interesting or exciting. Otherwise, they should just do what they do. If the PCs tie a rope around something and use it to climb down into a pit, you could ask for tying rolls, climbing rolls, and so on, but why? Just to see if they roll terribly? So the rope can come undone at the wrong time, or a character’s hand can slip? Most of the time, that makes players feel inadequate and isn’t a lot of fun. A rope coming undone in the middle of an exciting chase scene or a battle can be a great complication (and that’s what GM intrusions are for). A rope coming undone in the middle of a simple “getting from point A to point B” scene only slows down gameplay. The real fun—the real story—is down in the pit. So get the PCs down there.

There are a million exceptions to this guideline, of course. If creatures are throwing poisoned darts at the PCs while they climb, that might make things more interesting and require a roll. If the pit is filled with acid and the PCs must climb halfway down, pull a lever, and come back up, that’s a situation where you should set difficulty and perhaps have a roll. If a PC is near death, carrying a fragile item of great importance, or something similar, climbing down the rope is tense, and a roll might add to the excitement. The important difference is that these kinds of complications have real consequences.

On the flip side, don’t be afraid to use GM intrusion on routine actions if it makes things more interesting. Walking up to the king in his audience chamber in the middle of a ceremony only to trip on a rug? That could have huge ramifications for the character and the story.

Other Ways to Judge Difficulty

Rating things on a scale of 1 to 10 is something that most people are very familiar with. You can also look at it as rating an object or creature on a similar scale, if that’s easier. In other words, if you don’t know how hard it would be to climb a particular cliff face, think of it as a creature the PCs have to fight. What level would the creature be? You could look in the Creatures chapter and say “I think this wall should be about as difficult to deal with as a demon. A demon is level 5, so the task of climbing the wall will be difficulty 5.” That’s a weird way to do it, perhaps, but it’s fairly straightforward. And if you’re the kind of GM who thinks in terms of “How tough will this fight be?” then maybe rating tasks as creatures or NPCs to fight isn’t so strange after all. It’s just another way to relate to them. The important thing is that they’re on the same scale. Similarly, if the PCs have to tackle a knowledge task—say, trying to determine if they know where a caravan is headed based on its tracks—you could rate the task in terms of an object. If you’re used to rating doors or other objects that the PCs have broken through recently, the knowledge task is just a different kind of barrier to bust through.

Everything in the Cypher System—characters, creatures, objects, tasks, and so on—has a level. It might be called a tier or a difficulty instead of a level, but ultimately it’s a numerical rating system used to compare things. Although you have to be careful about drawing too many correlations—a first-tier character isn’t easily compared to a difficulty 1 wall or a level 1 animal—the principle is the same. Everything can be rated and roughly compared to everything else in the world. (It works best to take PCs out of this equation. For example, you shouldn’t try to compare a PC’s tier to a wall’s level. Character tiers are mentioned here only for completeness.)

Last, if your mind leans toward statistics, you can look at difficulty as a percentage chance. Every number on the d20 is a 5% increment. For example, you have a 5% chance of rolling a 1. You have a 10% chance of rolling a 1 or a 2. Thus, if you need to roll a 12 or higher, you have a 45% chance of success. (A d20 has nine numbers that are 12 or higher: 12, 13, 14, 15, 16, 17, 18, 19, and 20. And 9 × 5 equals 45.)

For some people, it’s easier to think in terms of a percentage chance. A GM might think “She has about a 30% chance to know that fact about geography.” Each number on a d20 is a 5% increment, and it takes six increments to equal 30%, so there are six numbers that mean the PC succeeds: 15, 16, 17, 18, 19, and 20. Thus, since the player has to roll 15 or higher, that means the target number is 15. (And that means the task is level 5, but if you’ve already determined the target number, you likely don’t care about the level.)

Advantages to This System

  1. The GM makes measured adjustments in large, uniform steps. That makes things faster than if players had to do arithmetic using a range of all numbers from 1 to 20.

  2. You calculate a target number only once no matter how many times the PCs attempt the action. If you establish that the target number is 12, it’s 12 every time a PC tries that action. (On the other hand, if you had to add numbers to your die roll, you’d have to do it for every attempt.) Consider this fact in light of combat. Once a player knows that they need to roll a 12 or higher to hit a foe, combat moves very quickly.

  3. If a PC can reduce the difficulty of an action to 0, no roll is needed. This means that an Olympic gymnast doesn’t roll a die to walk across a balance beam, but the average person does. The task is initially rated the same for both, but the difficulty is reduced for the gymnast. There’s no chance of failure.

  4. This is how everything in the game works, whether it’s climbing a wall,
    sweet-talking a guard, or fighting a bioengineered horror.

  5. Perhaps most important, the system gives GMs the freedom to focus entirely on the flow of the game. The GM doesn’t use dice to determine what happens (unless you want to)—the players do. There aren’t a lot of different rules for different actions, so there is little to remember and very little to reference. The difficulty can be used as a narrative tool, with the challenges always meeting the expected logic of the game. All the GM’s mental space can be devoted to guiding the story.

GM Intrusion

GM intrusion is the main mechanic that the GM uses to inject drama and additional excitement into the game. It’s also a handy tool for resolving issues that affect the PCs but do not involve them. GM intrusion is a way to facilitate what goes on in the world outside the characters. Can the minotaur track the PCs’ movements through the maze? Will the fraying rope hold?

Since the players roll all the dice, GM intrusion is used to determine if and when something happens. For example, if the PCs are fighting a noble’s guards, and you (the GM) know that there are more guards nearby, you don’t need to roll dice to determine if the other guards hear the scuffle and intervene (unless you want to). You just decide when it would be best for the story—which is probably when it would be worst for the characters. In a way, GM intrusion replaces the GM’s die rolling.

The mechanic is also one of the main ways that GMs award experience points to the PCs. This means that you use experience points as a narrative tool. Whenever it seems appropriate, you can introduce complications into the game that affect a specific player, but when you do so, you give that player 1 XP. The player can refuse the intrusion, but doing so costs them 1 XP. So by refusing an intrusion, the player does not get the experience point that the GM is offering, and they lose one that they already have. (This kind of refusal is likely to happen very rarely in your game, if ever. And, obviously, a player can’t refuse an intrusion if they have no XP to spend.)

Here’s how a GM intrusion might work in play. Say the PCs find a hidden console with some buttons. They learn the right order in which to press the buttons, and a section of the floor disappears. As the GM, you don’t ask the players specifically where their characters are standing. Instead, you give a player 1 XP and say “Unfortunately, you’re standing directly over this new hole in the floor.” If the player wanted, they could refuse the XP, spend one of their own, and say “I leap aside to safety.” Most likely, though, they’ll make the defense roll that you call for and let it play out.

There are two ways for the GM to handle this kind of intrusion. You could say “You’re standing in the wrong place, so make a roll.” (It’s a Speed defense roll, of course.) Alternatively, you could say “You’re standing in the wrong place. The floor opens under your feet, and you fall down into the darkness.” In the first example, the PC has a chance to save themselves. In the second example, they don’t. Both are viable options. The distinction is based on any number of factors, including the situation, the characters involved, and the needs of the story. This might seem arbitrary or even capricious, but you’re the master of what the intrusion can and can’t do. RPG mechanics need consistency so players can make intelligent decisions based on how they understand the world to work. But they’ll never base their decisions on GM intrusions. They don’t know when intrusions will happen or what form they will take. GM intrusions are the unpredictable and strange twists of fate that affect a person’s life every day.

When player modifications (such as skill, Effort, and so on) determine that success is automatic, the GM can use GM intrusion to negate the automatic success. The player must roll for the action at its original difficulty level or target number 20, whichever is lower.

Remember, any time you give a player 1 XP for a GM intrusion, you’re actually giving them 2— one to keep and one to give to another player.

Using GM Intrusion as a Narrative Tool

A GM can use this narrative tool to steer things. That doesn’t mean railroad the players or direct the action of the game with a heavy hand. GM intrusion doesn’t enable you to say “You’re all captured, so here’s your 1 XP.” Instead, the GM can direct things more subtly—gently, almost imperceptibly influencing events rather than forcing them. GM intrusion represents things going wrong. The bad guys planning well. Fortune not favoring the characters.

Consider this scenario: the GM plants an interesting adventure seed in a small village, but the PCs don’t stay there long enough to find it. So just outside the village, the PCs run afoul of a vicious viper that bites one of them. The GM uses intrusion to say that the poison from the snake will make the character debilitated unless they get a large dose of a specific antitoxin, which the group doesn’t have. Of course, they aren’t required to go back to the village where the GM’s interesting adventure can start, but it’s likely that they will, looking for the antitoxin.

Some players might find intrusion heavy-handed, but the XP softens the blow. And remember, they can refuse these narrative nudges. Intrusion is not meant to be a railroading tool—just a bit of a rudder. Not an inescapable track, but a nudge here and there.

What’s more, the GM doesn’t need to have a deliberate goal in mind. The complication you introduce could simply make things more interesting. You might not know where it will take the story, just that it will make the story better.

This is wonderfully empowering to the GM—not in a “Ha ha, now I’ll trounce the PCs” way, but in an “I can control the narrative a little bit, steering it more toward the story I want to create rather than relying on the dice” sort of way. Consider that old classic plot development in which the PCs get captured and must escape from the bad guys. In heroic fiction, this is such a staple that it would almost seem strange if it didn’t happen. But in many roleplaying games, it’s a nearly impossible turn of events—the PCs usually have too many ways to get out of the bad guy’s clutches before they’re captured. The dice have to be wildly against them. It virtually never happens. With GM intrusion, it could happen (again, in the context of the larger encounter, not as a single intrusion that results in the entire group of PCs being captured with little explanation or chance to react).

For example, let’s say the PCs are surrounded by orcs. One character is badly injured—debilitated—and the rest are hurt. Some of the orcs produce a large weighted net. Rather than asking for a lot of rolls and figuring the mechanics for escape, you use intrusion and say that the net goes over the PCs who are still on their feet. The rest of the orcs point spears menacingly. This is a pretty strong cue to the players that surrender is a good (and possibly the only) option. Some players won’t take the hint, however, so another use of intrusion might allow the orcs to hit one of the trapped PCs on the head and render them unconscious while their friends struggle in the net. If the players still don’t surrender, it’s probably best to play out the rest of the encounter without more GM intrusions—using more would be heavy-handed by anyone’s measure—although it’s perfectly reasonable to rule that a character rendered debilitated is knocked unconscious, since the orcs are trying to take the PCs alive.

Remember that GM intrusions can occur at any time, not just during combat. Disrupting or changing a tense interaction with NPCs can have big repercussions.

Using GM Intrusion as a Resolution Mechanic

This mechanic offers a way for the GM to determine how things happen in the game without leaving it all to random chance. Bad guys trying to smash down the door to the room where the PCs are holed up? You could roll a bunch of dice, compare the NPCs’ stats to the door’s stats, and so on, or you could wait until the most interesting time, have the bad guys break in, and award an experience point to the PC who tried their best to bar the door. The latter way is the Cypher System way. Intrusion is a task resolution tool for the GM. In other words, you don’t base things on stats but on narrative choice. (Frankly, a lot of great GMs over the years—even in the very early days of the hobby—have run their games this way. Sometimes they rolled dice or pretended to roll dice, but they were really manipulating things.) This method frees the GM from worrying about mechanics and looking up stats and allows them to focus on the story.

This isn’t cheating—it’s the rules of the game. This rule simply replaces traditional dice rolling with good game mastering, logic, and intelligent storytelling. When a PC is climbing a burning rope, and everyone knows that it will break at some point, the game has a mechanism to ensure that it breaks at just the right time.

Variant: If you want more randomness in your game, or if you want your game to seem like more of a simulation, assign a flat percentage chance for whatever you’re trying to resolve. For example, each round, the star troopers have a 20% chance to blast through the door—or, if you want the risk to escalate, a cumulative 20% chance to blast through the door. By not using GM intrusion, this method robs the PCs of a few XP, but when they see you rolling dice, it might help with their immersion. Alternatively, you can pretend to roll dice but really use GM intrusion, though this method seriously robs the characters of XP.

There’s a better way. Announce your intrusion, but say that there’s only a chance it will happen (state the percentage chance), and then roll the dice in plain view of everyone. If the intrusion occurs, award the XP as normal. This is likely the best of both worlds. However, it takes the narrative power out of your hands and gives it to the dice. Perhaps this method is best used only occasionally. If nothing else, it injects some variety and certainly some drama.

Using (and Not Abusing) GM Intrusion

Too much of a good thing will make the game seem utterly unpredictable—even capricious. The ideal is to use about four GM intrusions per game session, depending on the length of the session, or about one intrusion per hour of game play. This is in addition to any intrusions that are triggered by players rolling a 1.

Intrusion Through Player Rolls

When a PC rolls a 1, handle the GM intrusion the same way that you’d handle an intrusion you initiated. The intrusion could mean the PC fumbles or botches whatever they were trying to do, but it could mean something else. Consider these alternatives:

This might not be true of your players, but many players rarely, if ever, spend XP to refuse an intrusion from the GM, though they regularly use XP to avoid an intrusion that comes from a bad roll. And there’s nothing wrong with that. Some GMs might want to forbid using an XP to reroll a 1, but there’s really no point—if you’ve got an idea for a good intrusion, you don’t need to wait until a player rolls a 1 to use it.

GM Intrusion That Affects the Group

The core of the idea behind GM intrusion is that the player being adversely affected gains an experience point. But what if the intrusion affects the whole group equally? What if the GM uses it to have an unstable device overload and explode, harming all the characters? In this case, if no PC is involved more than the others (for example, no single PC was frantically attempting to repair the device), you should give 1 XP to each character but not give any of them an extra XP to hand out to someone else.

However, this kind of group intrusion should be an exception, not the rule. GM intrusions are much more effective if they are more personal.

Example GM Intrusions

It’s not a good idea to use the same events as GM intrusions over and over (“Dolmar dropped his sword again?”). Below are a number of different intrusions you can use.

Bad Luck

Through no fault of the characters, something happens that is bad or at least complicating. For example:

An Unknown Complication Emerges

The situation was more complex (and therefore more interesting) than the PCs knew—perhaps even more than the GM knew, at least at the start. For example:

An Impending Complication Emerges

GMs can use this type of intrusion as a resolution mechanic to determine NPC success or failure. Rather than rolling dice to see how long it takes an NPC to rewire a damaged force field generator, it happens at a time of the GM’s choosing—ideally when it would be most interesting. For example:

Opponent Luck or Skill

The PCs aren’t the only ones with surprising tricks up their sleeves. For example:

Fumbles

Although you might not want every player roll of 1 to be a fumble, sometimes it could be just that. Alternatively, the GM could simply declare that a fumble has occurred. In either case, consider the following examples:

Partial Success

GM intrusion doesn’t have to mean that a PC has failed. For example:

Player Intrusions

Player intrusions give the players a small bit of narrative control over the world. However, the world still remains in the GM’s purview. You can always overrule a player intrusion, or suggest a way to massage it so that it fits better into the setting. Still, because it is indeed narrative control, a player intrusion should always involve a small aspect of the world beyond the character. “I punch my foe really hard” is an expression of Effort or perhaps character ability. “My foe slips and falls backward off the ledge” is a player intrusion.

Player intrusions should never be as big as GM intrusions. They should not end an encounter, only (perhaps) provide the PC with the means to more easily end an encounter. They should not have a wide-reaching or even necessarily a long-term effect on the setting. A way to consider this might be that player intrusions can affect a single object (a floorboard snaps), feature (there’s a hidden shallow spot in the stream to ford), or NPC (the vendor is an old friend). But not more than that. A player intrusion can’t affect a whole village or even a whole tavern in that village. A rock can come loose, but a player intrusion can’t create a landslide.

Tying Actions to Stats

Although the decision is open to your discretion, when a PC takes an action, it should be fairly obvious which stat is tied to that action. Physical actions that involve brute force or endurance use Might. Physical actions that involve quickness, coordination, or agility use Speed. Actions that involve intelligence, education, insight, willpower, or charm use Intellect.

In rare instances, you could allow a PC to use a different stat for a task. For example, a character might try to break down a door by examining it closely for flaws and thus use Intellect rather than Might. This kind of change is a good thing because it encourages player creativity. Just don’t let it be abused by an exuberant or too-clever player. It’s well within your purview to decide that the door has no flaws, or to rule that the character’s attempt will take half an hour rather than one round. In other words, using a stat that is not the obvious choice should be the exception, not the rule.

Cyphers

You should think of cyphers as character abilities, whether they’re subtle cyphers or manifest cyphers. This means that it is incumbent upon you to make sure that players always have plenty of cyphers to use. In the course of their travels, the PCs should find that cyphers are extremely common. And since the PCs are limited in the number of cyphers they can carry, they will use them liberally.

Manifest cyphers can be found by scavenging through old ruins. They can be found in the corpses of magical or technological foes. They can be found among the possessions of intelligent fallen opponents or the lairs of unintelligent creatures, either amid the bones of former meals or as shiny decorations in a nest. They can be found in villages, in the back of a merchant’s cart that sells junk and scavenged parts. They are offered as rewards by people who are grateful for the PCs’ help.

Some adventures will offer more cyphers than others. Still, as a rule of thumb, in any given adventure, a character should use at least as many cyphers as they can carry. This means they should find that number of cyphers in that same amount of time (give or take). Thus, you can simply add up the number of cyphers the PCs can carry, and on average, they should find at least that many cyphers in a given adventure.

If your players are typical, they will use combat-related cyphers liberally but hold onto their utility cyphers. A ray emitter or defensive shield will be used, but a suspensor belt or phasing module will linger longer on their character sheets.

As with everything else in the game, it’s intentionally very easy for the GM to create new cyphers. Just think of the effect and how to express it as a game advantage. Two kinds of cyphers exist when it comes to effect: those that allow the user to do something better, and those that allow the user to do something they couldn’t do otherwise.

The first group includes everything that reduces the difficulty of a task (including defense tasks). The second group includes things that grant new abilities, such as flight, a new means of attack, the ability to see into the past, or any number of other powers.

A few more important notes about devising new cyphers:

Cyphers teach GMs to design different kinds of scenarios—ones in which the whole adventure isn’t wrecked if a player has something that can solve a single problem (defeat a foe, read a mind, bypass a barrier, or whatever). There should always be more to the adventure than one linchpin encounter, obstacle, foe, or secret.

It’s all right if players think of cyphers (especially manifest cyphers) as equipment or treasure. You should choose points in the course of the story that are appropriate for awarding subtle cyphers, especially if the PCs aren’t at their full capacity.

Artifacts

In terms of the narrative, artifacts are a lot like cyphers, except that most are not one-use items. Mechanically, they serve a very different purpose. It’s assumed that characters are exploring with some cyphers at their disposal. Artifacts, however, are added abilities that make characters broader, deeper, and often more powerful. They aren’t assumed—they’re extra.

The powers granted by artifacts are more like the abilities gained from a character’s type or focus in that they change the way the PC is played overall. The difference between an artifact and a type or focus ability is that almost all artifacts are temporary. They last longer than cyphers do, but because they have a depletion roll, any use could be their last.

Like cyphers, then, artifacts are a way for the GM to play a role in the development of the characters. Although armor, weapons, and the like are fine, special capabilities—such as long-range communication or travel—can really change the way the PCs interact with the world and how they deal with challenges. Some of these abilities enable the actions you want the PCs to take. For example, if you want them to have an underwater adventure, provide them with artifacts (or cyphers) that allow them to breathe underwater.

Also like cyphers, artifacts are simple for the GM to create. The only difference with artifacts is that you give them a depletion roll, using any numbers on 1d6, 1d10, 1d20, or 1d100. If you want the artifact to be used only a few times, give it a depletion roll of 1 in 1d6, 1 or 2 in 1d10, or even 1 or 2 in 1d6. If you want the PCs to use it over and over, a depletion roll of 1 in 1d100 more or less means that they can use it freely without worrying too much.

For examples of artifacts, see the Genres chapter.

You may wish to forbid the use of XP to reroll artifact depletion rolls. That’s pretty reasonable.

Skills and Other Abilities

Sometimes, the rules speak directly to character creativity. For example, players can make up their own skills. It’s possible to have a skill called “tightrope walking” that grants a character a better chance to walk across a tightrope, and another skill called “balance” that gives a character a better chance to walk across a tightrope and perform other balance actions as well. This might seem unequal at first, but the point is to let players create precisely the characters they want. Should you let a character create a skill called “doing things” that makes them better at everything? Of course not. The GM is the final arbiter not only of logic but also of the spirit of the rules, and having one or two single skills that cover every contingency is clearly not in the spirit.

It’s important that players play the character they want. This concept is supported not only with the open-ended skill system but also with the ability to get an experience point advance to tailor a character further. Likewise, the GM should be open to allowing a player to make small modifications to refine their character. In many cases, particularly ones that don’t involve stat Pools, Armor, damage inflicted, or the costs of Effort or special abilities, the answer from the GM should probably be “Sure, why not?” If a PC ends up being really good at a particular skill—better than they “should” be—what’s the harm? If Dave can swim incredibly well, how does that hurt the game in terms of the play experience or the story that develops? It doesn’t. If Helen can pick practically any mundane lock she finds, why is that a bad thing? In fact, it’s probably good for the game—there’s likely something interesting on the other sides of those doors.

In a way, this is no different than adjudicating a not-so-straightforward solution to a challenge. Sometimes you have to say “No, that’s not possible.” But sometimes, if it makes sense, open yourself up to the possibility.

NPCs and Death

As explained in the Rules of the Game chapter, NPCs have a health score rather than three stat Pools. When an NPC reaches 0 health, they are down. Whether that means dead, unconscious, or incapacitated depends on the circumstances as dictated by you and the players. Much of this can be based on logic. If the NPC is cut in half with a giant axe, they’re probably dead. If they’re mentally assaulted with a telepathic attack, they might be insane instead. If they’re hit over the head with a club, well, that’s your call.

It depends on the intentions of those who are fighting the NPC, too. PCs who want to knock out a foe rather than kill them can simply state that as their intention and describe their actions differently—using the flat of the blade, so to speak.

Creatures

Whenever possible, creatures should be handled like other NPCs. They don’t follow the same rules as the player characters. If anything, they should have greater latitude in doing things that don’t fit the normal mold. A many-armed beast should be able to attack multiple foes. A charging rhino-like animal ought to be able to move a considerable distance and attack as part of a single action.

Consider creature size very carefully. For those that are quick and hard to hit, hinder attacks against them. Large, strong creatures should be easier to hit, so ease attacks against them. However, you should freely give the stagger ability to anything twice as large as a human. This means that if the creature strikes a foe, the target must make an immediate Might defense roll or lose its next turn.

A creature’s level is a general indicator of its toughness, combining aspects of power, defense, intelligence, speed, and more into one rating. In theory, a small creature with amazing powers or extremely deadly venom could be high level, and a huge beast that isn’t very bright and isn’t much of a fighter could be low level. But these examples go against type. Generally, smaller creatures have less health and are less terrifying in combat than larger ones.

The Cypher System has no system for building creatures. There is no rule that says a creature with a certain ability should be a given level, and there is no rule dictating how many abilities a creature of a given level should have. But keep the spirit of the system in mind. Lower-level creatures are less dangerous. A level 1 creature could be poisonous, but its venom should inflict a few points of damage at most. The venom of a level 6 creature, however, might knock a PC down a step on the damage track or put them into a coma if they fail a Might defense roll. A low-level creature might be able to fly, phase through objects, or teleport because these abilities make it more interesting but not necessarily more dangerous. The value of such abilities depends on the creature that uses them. In other words, a phasing rodent is not overly dangerous, but a phasing battle juggernaut is terrifying. Basic elements such as health, damage, and offensive or defensive powers (such as poison, paralysis, disintegration, immunity to attacks, and so on) need to be tied directly to level—higher-level creatures get better abilities and more of them.

Balancing Encounters

In the Cypher System, there is no concept of a “balanced encounter.” There is no system for matching creatures of a particular level or tasks of a particular difficulty to characters of a particular tier. To some people, that might seem like a bad thing. But matching character builds to exacting challenges is not part of this game. It’s about story. So whatever you want to happen next in the story is a fine encounter as long as it’s fun. You’re not denying the characters XP if you make things too easy or too difficult, because that’s not how XP are earned. If things are too difficult for the PCs, they’ll have to flee, come up with a new strategy, or try something else entirely. The only thing you have to do to maintain “balance” is set difficulty within that encounter accurately and consistently.

In a game like the Cypher System, if everyone’s having fun, the game is balanced. Two things will unbalance the game in this context.

The first issue should be handled by the character creation rules. If there’s a problem, it might be that poor choices were made or a player isn’t taking full advantage of their options. If someone really doesn’t enjoy playing their character, allow them to alter the PC or—perhaps better—create a new one.

The second issue is trickier. As previously stated, there is no formula that states that N number of level X NPCs are a good match for tier Y characters. However, when the game has four or five beginning characters, the following guidelines are generally true.

But it depends on the situation at hand. If the PCs are already worn down from prior encounters, or if they have the right cyphers, any of the expectations listed above can change. That’s why there is no system for balancing encounters. Just keep in mind that beginning characters are pretty hardy and probably have some interesting resources, so you aren’t likely to wipe out the group by accident. Character death is unlikely unless the PCs have already been through a number of other encounters and are worn down.

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The rules of the Cypher System are quite straightforward at their heart, as all of gameplay is based around a few core concepts.

This chapter provides a brief explanation of how to play the game, and it’s useful for learning the game. Once you understand the basic concepts, you’ll likely want to reference Rules of the Game for a more in-depth treatment.

The Cypher System uses a twenty-sided die (1d20) to determine the results of most actions. Whenever a roll of any kind is called for and no die is specified, roll a d20.

The game master sets a difficulty for any given task. There are ten degrees of difficulty. Thus, the difficulty of a task can be rated on a scale of 1 to 10.

Each difficulty has a target number associated with it. The target number is always three times the task’s difficulty, so a difficulty 1 task has a target number of 3, but a difficulty 4 task has a target number of 12. To succeed at the task, you must roll the target number or higher. See the Task Difficulty table for guidance in how this works.

Character skills, favorable circumstances, or excellent equipment can decrease the difficulty of a task. For example, if a character is trained in climbing, they turn a difficulty 6 climb into a difficulty 5 climb. This is called easing the difficulty by one step (or just easing the difficulty, which assumes it’s eased by one step). If they are specialized in climbing, they turn a difficulty 6 climb into a difficulty 4 climb. This is called easing the difficulty by two steps. Decreasing the difficulty of a task can also be called easing a task. Some situations increase, or hinder, the difficulty of a task. If a task is hindered, it increases the difficulty by one step.

A skill is a category of knowledge, ability, or activity relating to a task, such as climbing, geography, or persuasiveness. A character who has a skill is better at completing related tasks than a character who lacks the skill. A character’s level of skill is either trained (reasonably skilled) or specialized (very skilled).

If you are trained in a skill relating to a task, you ease the difficulty of that task by one step. If you are specialized, you ease the difficulty by two steps. A skill can never decrease a task’s difficulty by more than two steps.

Anything else that reduces difficulty (help from an ally, a particular piece of equipment, or some other advantage) is referred to as an asset. Assets can never decrease a task’s difficulty by more than two steps.

You can also decrease the difficulty of a given task by applying Effort. (Effort is described in more detail in the Rules of the Game chapter.)

To sum up, three things can decrease a task’s difficulty: skills, assets, and Effort.

If you can ease a task so its difficulty is reduced to 0, you automatically succeed and don’t need to make a roll.

When Do You Roll?

Any time your character attempts a task, the GM assigns a difficulty to that task, and you roll a d20 against the associated target number.

When you jump from a burning vehicle, swing an axe at a mutant beast, swim across a raging river, identify a strange device, convince a merchant to give you a lower price, craft an object, use a power to control a foe’s mind, or use a blaster rifle to carve a hole in a wall, you make a d20 roll.

However, if you attempt something that has a difficulty of 0, no roll is needed—you automatically succeed. Many actions have a difficulty of 0. Examples include walking across the room and opening a door, using a special ability to negate gravity so you can fly, using an ability to protect your friend from radiation, or activating a device (that you already understand) to erect a force field. These are all routine actions and don’t require rolls.

Using skill, assets, and Effort, you can ease the difficulty of potentially any task to 0 and thus negate the need for a roll. Walking across a narrow wooden beam is tricky for most people, but for an experienced gymnast, it’s routine. You can even ease the difficulty of an attack on a foe to 0 and succeed without rolling.

If there’s no roll, there’s no chance for failure. However, there’s also no chance for remarkable success (in the Cypher System, that usually means rolling a 19 or 20, which are called special rolls; the Rules of the Game chapter also discusses special rolls).

Task Difficulty

Task DifficultyDescriptionTarget No.Guidance
0Routine0Anyone can do this basically every time.
1Simple3Most people can do this most of the time.
2Standard6Typical task requiring focus, but most people can usually do this.
3Demanding9Requires full attention; most people have a 50/50 chance to succeed.
4Difficult12Trained people have a 50/50 chance to succeed.
5Challenging15Even trained people often fail.
6Intimidating18Normal people almost never succeed.
7Formidable21Impossible without skills or great effort.
8Heroic24A task worthy of tales told for years afterward.
9Immortal27A task worthy of legends that last lifetimes.
10Impossible30A task that normal humans couldn’t consider (but one that doesn’t break the laws of physics).

Combat

Making an attack in combat works the same way as any other roll: the GM assigns a difficulty to the task, and you roll a d20 against the associated target number.

The difficulty of your attack roll depends on how powerful your opponent is. Just as tasks have a difficulty from 1 to 10, creatures have a level from 1 to 10. Most of the time, the difficulty of your attack roll is the same as the creature’s level. For example, if you attack a level 2 bandit, it’s a level 2 task, so your target number is 6.

It’s worth noting that players make all die rolls. If a character attacks a creature, the player makes an attack roll. If a creature attacks a character, the player makes a defense roll.

The damage dealt by an attack is not determined by a roll—it’s a flat number based on the weapon or attack used. For example, a spear always does 4 points of damage.

Your Armor characteristic reduces the damage you take from attacks directed at you. You get Armor from wearing physical armor (such as a leather jacket in a modern game or chainmail in a fantasy setting) or from special abilities. Like weapon damage, Armor is a flat number, not a roll. If you’re attacked, subtract your Armor from the damage you take. For example, a leather jacket gives you +1 to Armor, meaning that you take 1 less point of damage from attacks. If a mugger hits you with a knife for 2 points of damage while you’re wearing a leather jacket, you take only 1 point of damage. If your Armor reduces the damage from an attack to 0, you take no damage from that attack.

When you see the word “Armor” capitalized in the game rules (other than in the name of a special ability), it refers to your Armor characteristic—the number you subtract from incoming damage. When you see the word “armor” with a lowercase “a,” it refers to any physical armor you might wear.

Typical physical weapons come in three categories: light, medium and heavy.

Light weapons inflict only 2 points of damage, but they ease attack rolls because they are fast and easy to use. Light weapons are punches, kicks, clubs, knives, handaxes, rapiers, small pistols, and so on. Weapons that are particularly small are light weapons.

Medium weapons inflict 4 points of damage. Medium weapons include swords, battleaxes, maces, crossbows, spears, pistols, blasters, and so on. Most weapons are medium. Anything that could be used in one hand (even if it’s often used in two hands, such as a quarterstaff or spear) is a medium weapon.

Heavy weapons inflict 6 points of damage, and you must use two hands to attack with them. Heavy weapons are huge swords, great hammers, massive axes, halberds, heavy crossbows, blaster rifles, and so on. Anything that must be used in two hands is a heavy weapon.

Special Rolls

When you roll a natural 19 (the d20 shows “19”) and the roll is a success, you also have a minor effect. In combat, a minor effect inflicts 3 additional points of damage with your attack, or, if you’d prefer a special result, you could decide instead that you knock the foe back, distract them, or something similar. When not in combat, a minor effect could mean that you perform the action with particular grace. For example, when jumping down from a ledge, you land smoothly on your feet, or when trying to persuade someone, you convince them that you’re smarter than you really are. In other words, you not only succeed but also go a bit further.

When you roll a natural 20 (the d20 shows “20”) and the roll is a success, you also have a major effect. This is similar to a minor effect, but the results are more remarkable. In combat, a major effect inflicts 4 additional points of damage with your attack, but again, you can choose instead to introduce a dramatic event such as knocking down your foe, stunning them, or taking an extra action. Outside of combat, a major effect means that something beneficial happens based on the circumstance. For example, when climbing up a cliff wall, you make the ascent twice as fast. When a roll grants you a major effect, you can choose to use a minor effect instead if you prefer.

In combat (and only in combat), if you roll a natural 17 or 18 on your attack roll, you add 1 or 2 additional points of damage, respectively. Neither roll has any special effect options—just the extra damage.

For more information on special rolls and how they affect combat and other interactions, see Rules of the Game.

Rolling a natural 1 is always bad. It means that the GM introduces a new complication into the encounter.

Range and Speed

Distance is simplified into four categories: immediate, short, long, and very long.

Immediate distance from a character is within reach or within a few steps. If a character stands in a small room, everything in the room is within immediate distance. At most, immediate distance is 10 feet (3 m).

Short distance is anything greater than immediate distance but less than 50 feet (15 m) or so.

Long distance is anything greater than short distance but less than 100 feet (30 m) or so.

Very long distance is anything greater than long distance but less than 500 feet (150 m) or so. Beyond that range, distances are always specified—1,000 feet (300 m), a mile (1.5 km), and so on.

The idea is that it’s not necessary to measure precise distances. Immediate distance is right there, practically next to the character. Short distance is nearby. Long distance is farther off. Very long distance is really far off.

All weapons and special abilities use these terms for ranges. For example, all melee weapons have immediate range—they are close-combat weapons, and you can use them to attack anyone within immediate distance. A thrown knife (and most other thrown weapons) has short range. A bow has long range. An Adept’s Onslaught ability also has short range.

A character can move an immediate distance as part of another action. In other words, they can take a few steps over to the control panel and activate a switch. They can lunge across a small room to attack a foe. They can open a door and step through.

A character can move a short distance as their entire action for a turn. They can also try to move a long distance as their entire action, but the player might have to roll to see if the character slips, trips, or stumbles as the result of moving so far so quickly.

For example, if the PCs are fighting a group of cultists, any character can likely attack any cultist in the general melee—they’re all within immediate range. Exact positions aren’t important. Creatures in a fight are always moving, shifting, and jostling, anyway. However, if one cultist stayed back to fire a pistol, a character might have to use their entire action to move the short distance required to attack that foe. It doesn’t matter if the cultist is 20 feet (6 m) or 40 feet (12 m) away—it’s simply considered short distance. It does matter if the cultist is more than 50 feet (15 m) away because that distance would require a long or very long move.

Many rules in this system avoid the cumbersome need for precision. Does it really matter if the ghost is 13 feet away from you or 18? Probably not. That kind of needless specificity only slows things down and draws away from, rather than contributes to, the story.

Experience Points

Experience points (XP) are rewards given to players when the GM intrudes on the story (this is called GM intrusion) with a new and unexpected challenge. For example, in the middle of combat, the GM might inform the player that they drop their weapon. However, to intrude in this manner, the GM must award the player 2 XP. The rewarded player, in turn, must immediately give one of those XP to another player and justify the gift (perhaps the other player had a good idea, told a funny joke, performed an action that saved a life, and so on).

Alternatively, the player can refuse the GM intrusion. If they do so, they don’t get the 2 XP from the GM, and they must also spend 1 XP that they already have. If the player has no XP to spend, they can’t refuse the intrusion.

The GM can also give players XP between sessions as a reward for making discoveries during an adventure. Discoveries are interesting facts, wondrous secrets, powerful artifacts, answers to mysteries, or solutions to problems (such as where the kidnappers are keeping their victim or how the PCs repair the starship). You don’t earn XP for killing foes or overcoming standard challenges in the course of play. Discovery is the soul of the Cypher System.

Experience points are used primarily for character advancement (for details, see the Creating Your Character chapter), but a player can also spend 1 XP to reroll any die roll and take the better of the two rolls.

Cyphers

Cyphers are abilities that have a single use. In many campaigns, cyphers aren’t physical objects—they might be a spell cast upon a character, a blessing from a god, or just a quirk of fate that gives them a momentary advantage. In some campaigns, cyphers are physical objects that characters can carry. Whether or not cyphers are physical objects, they are part of the character (like equipment or a special ability) and are things characters can use during the game. The form that physical cyphers take depends on the setting. In a fantasy world they might be wands or potions, but in a science fiction game they could be alien crystals or prototype devices.

Characters will find new cyphers frequently in the course of play, so players shouldn’t hesitate to use their cypher abilities. Because cyphers are always different, the characters will always have new special powers to try.

Other Dice

In addition to a d20, you’ll need a d6 (a six-sided die). Rarely, you’ll need to roll a number between 1 and 100 (often called a d100 or d% roll), which you can do by rolling a d20 twice, using the last digit of the first roll as the “tens” place and the last digit of the second roll as the “ones” place. For example, rolling a 17 and a 9 gives you 79, rolling a 3 and an 18 gives you 38, and rolling a 20 and a 10 gives you 00 (also known as 100). If you have a d10 (a ten-sided die), you can use it instead of the d20 to roll numbers between 1 and 100.

A d6 is used most often for recovery rolls and to determine the level of cyphers.

Glossary

Game master (GM): The player who doesn’t run a character, but instead guides the flow of the story and runs all the NPCs.

Nonplayer character (NPC): Characters run by the GM. Think of them as the minor characters in the story, or the villains or opponents. This includes any kind of creature as well as people.

Party: A group of player characters (and perhaps some NPC allies).

Player character (PC): A character run by a player rather than the GM. Think of the PCs as the main characters in the story.

Player: The players who run characters in the game.

Session: A single play experience. Usually lasts a few hours. Sometimes one adventure can be accomplished in a session. More often, one adventure is multiple sessions.

Adventure: A single portion of the campaign with a beginning and an end. Usually defined at the beginning by a goal put forth by the PCs and at the end by whether or not they achieve that goal.

Campaign: A series of sessions strung together with an overarching story (or linked stories) with the same player characters. Often, but not always, a campaign involves a number of adventures.

Character: Anything that can act in the game. Although this includes PCs and human NPCs, it also technically includes creatures, aliens, mutants, automatons, animate plants, and so on. The word “creature” is usually synonymous.

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Cypher System games are played in the joint imagination of all the players, including the GM. The GM sets the scene, the players state what their characters attempt to do, and the GM determines what happens next. The rules and the dice help make the game run smoothly, but it’s the people, not the rules or the dice, that direct the action and determine the story—and the fun. If a rule gets in the way or detracts from the game, the players and the GM should work together to change it.

This is how you play the Cypher System:

  1. The player tells the GM what they want to do. This is a character action.

  2. The GM determines if that action is routine (and therefore works without needing a roll) or if there’s a chance of failure.

  3. If there is a chance of failure, the GM determines which stat the task uses (Might, Speed, or Intellect) and the task’s difficulty—how hard it will be on a scale from 1 (really easy) to 10 (basically impossible).

  4. The player and the GM determine if anything about the character—such as training, equipment, special abilities, or various actions—can modify the difficulty up or down by one or more steps. If these modifications reduce the difficulty to less than 1, the action is routine (and therefore works with no roll needed).

  5. If the action still isn’t routine, the GM uses its difficulty to determine the target number—how high the player must roll to succeed at the action (see the Task Difficulty table). The GM doesn’t have to tell the player what the target number is, but they can give the player a hint, especially if the character would reasonably know if the action was easy, average, difficult, or impossible.

  6. The player rolls a d20. If they roll equal to or higher than the target number, the character succeeds.

That’s it. That’s how to do anything, whether it’s identifying an unknown device, calming a raging drunk, climbing a treacherous cliff, or battling a demigod. Even if you ignored all the other rules, you could still play the Cypher System with just this information. The key features here are: character actions, determining task difficulty, and determining modifications.

Key Concepts

Action: Anything a character does that is significant—punch a foe, leap a chasm, activate a device, use a special power, and so on. Each character can take one action in a round.

Character: Any creature in the game capable of acting, whether it is a player character (PC) run by a player or a nonplayer character (NPC) run by the game master (GM). In the Cypher System, even bizarre creatures, sentient machines, and living energy beings can be “characters.”

Difficulty: A measure of how easy it is to accomplish a task. Difficulty is rated on a scale from 1 (lowest) to 10 (highest). Altering the difficulty to make a task harder is called “hindering.” Altering it to make a task easier is called “easing.” All changes in difficulty are measured in steps. Difficulty often equates directly with level, so opening a level 3 locked door probably has a difficulty of 3.

Ease: A decrease in a task’s difficulty, usually by one step. If something doesn’t say how many steps it eases a task, then it reduces the difficulty by one step.

Effort: Spending points from a stat Pool to reduce the difficulty of a task. A PC decides whether or not to apply Effort on their turn before the roll is made. NPCs never apply Effort.

Hinder: An increase in a task’s difficulty, usually by one step. If something doesn’t say how many steps it hinders a task, then it increases the difficulty by one step.

Inability: The opposite of trained—you’re hindered whenever you attempt a task that you have an inability in. If you also become trained in the task, the training and the inability cancel each other out and you become practiced.

Level: A way to measure the strength, difficulty, power, or challenge of something in the game. Everything in the game has a level. NPCs and objects have levels that determine the difficulty of any task related to them. For example, an opponent’s level determines how hard they are to hit or avoid in combat. A door’s level indicates how hard it is to break down. A lock’s level determines how hard it is to pick. Levels are rated on a scale from 1 (lowest) to 10 (highest). PC tiers are a little like levels, but they go only from 1 to 6 and mechanically work very differently than levels—for example, a PC’s tier does not determine a task’s difficulty.

Practiced: The normal, unmodified ability to use a skill—not trained, specialized, or an inability. Your type determines what weapon skills you’re practiced in; if you aren’t practiced with a type of weapon, you have an inability in it.

Roll: A d20 roll made by a PC to determine whether an action is successful. Although the game occasionally uses other dice, when the text simply refers to “a roll,” it always means a d20 roll.

Round: A length of time about five to ten seconds long. There are about ten rounds in a minute. When it’s really important to track precise time, use rounds. Basically, it’s the length of time to take an action in the game, but since everyone more or less acts simultaneously, all characters get to take an action each round.

Specialized: Having an exceptional amount of skill in a task. Being specialized eases the task by two steps. So, if you are specialized in climbing, all your climbing tasks are eased by two steps.

Stat: One of the three defining characteristics for PCs: Might, Speed, or Intellect. Each stat has two values: Pool and Edge. Your Pool represents your raw, innate ability, and your Edge represents knowing how to use what you have. Each stat Pool can increase or decrease over the course of play—for example, you can lose points from your Might Pool when struck by an opponent, spend points from your Intellect Pool to activate a special ability, or rest to recover points in your Speed Pool after a long day of marching. Anything that damages a stat, restores a stat, or boosts or penalizes a stat affects the stat’s Pool.

Task: Any action that a PC attempts. The GM determines the difficulty of the task. In general, a task is something that you do and an action is you performing that task, but in most cases they mean the same thing.

Trained: Having a reasonable amount of skill in a task. Being trained eases the task. For example, if you are trained in climbing, all climbing tasks for you are eased. If you become very skilled at that task, you become specialized instead of trained. You do not need to be trained to attempt a task.

Turn: The part of the round when a character or creature takes its actions. For example, if a Warrior and an Adept are fighting an orc, each round the Warrior takes an action on their turn, the Adept takes an action on their turn, and the orc takes an action on its turn. Some abilities or effects last only one turn, or end when the next turn is started.

Taking Action

Each character gets one turn each round. On a character’s turn, they can do one thing—an action. All actions fall into one of three categories: Might, Speed, or Intellect (just like the three stats). Many actions require die rolls—rolling a d20.

Every action performs a task, and every task has a difficulty that determines what number a character must reach or surpass with a die roll to succeed.

Most tasks have a difficulty of 0, which means the character succeeds automatically. For example, walking across a room, opening a door, and throwing a stone into a nearby bucket are all actions, but none of them requires a roll. Actions that are usually difficult or that become difficult due to the situation (such as shooting at a target in a blizzard) have a higher difficulty. These actions usually require a roll.

Some actions require a minimum expenditure of Might, Speed, or Intellect points. If a character cannot spend the minimum number of points needed to complete the action, they automatically fail at the task.

Determining Task Stat

Every task relates to one of a character’s three stats: Might, Speed, or Intellect. Physical activities that require strength, power, or endurance relate to Might. Physical activities that require agility, flexibility, or fast reflexes relate to Speed. Mental activities that require force of will, memory, or mental power relate to Intellect. This means you can generalize tasks into three categories: Might tasks, Speed tasks, and Intellect tasks. You can also generalize rolls into three categories: Might rolls, Speed rolls, and Intellect rolls.

The category of the task or roll determines what kind of Effort you can apply to the roll and may determine how a character’s other abilities affect the roll. For example, an Adept may have an ability that makes them better at Intellect rolls, and a Warrior may have an ability that makes them better at Speed rolls.

Determining Task Difficulty

The most frequent thing a GM does during the game—and probably the most important thing—is set a task’s difficulty. To make the job easier, use the Task Difficulty table, which associates a difficulty rating with a descriptive name, a target number, and general guidance about the difficulty.

Every difficulty from 1 to 10 has a target number associated with it. The target number is easy to remember: it’s always three times the difficulty. The target number is the minimum number a player needs to roll on a d20 to succeed at the task. Moving up or down on the table is called hindering or easing, which is measured in steps.

For example, reducing a difficulty 5 task to a difficulty 4 task is “easing the difficulty by one step” or just “easing the difficulty” or “easing the task.” Most modifiers affect the difficulty rather than the player’s roll. This has two consequences:

Low target numbers such as 3 or 6, which would be boring in most games that use a d20, are not boring in the Cypher System. For example, if you need to roll a 6 or higher, you still have a 25% chance to fail.

The upper levels of difficulty (7, 8, 9, and 10) are all but impossible because the target numbers are 21 or higher, which you can’t roll on a d20. However, it’s common for PCs to have abilities or equipment that ease a task and thus lower the target number to something they can roll on a d20.

A character’s tier does not determine a task’s level. Things don’t get more difficult just because a character’s tier increases—the world doesn’t instantly become a more difficult place. Fourth-tier characters don’t deal only with level 4 creatures or difficulty 4 tasks (although a fourth-tier character probably has a better shot at success than a first-tier character does). Just because something is level 4 doesn’t necessarily mean it’s meant only for fourth-tier characters. Similarly, depending on the situation, a fifth-tier character could find a difficulty 2 task just as challenging as a second-tier character does.

Therefore, when setting the difficulty of a task, the GM should rate the task on its own merits, not on the power of the characters.

Modifying the Difficulty

After the GM sets the difficulty for a task, the player can try to modify it for their character. Any such modification applies only to this particular attempt at the task. In other words, rewiring an electronic door lock normally might be difficulty 6, but since the character doing the work is skilled in such tasks, has the right tools, and has another character assisting them, the difficulty in this instance might be much lower. That’s why it’s important for the GM to set a task’s difficulty without taking the character into account. The character comes in at this step.

By using skills and assets, working together, and—perhaps most important—applying Effort, a character can ease a task by multiple steps to make it easier. Rather than adding bonuses to the player’s roll, reducing the difficulty lowers the target number. If they can reduce the difficulty of a task to 0, no roll is needed; success is automatic. (An exception is if the GM decides to use a GM intrusion on the task, in which case the player would have to make a roll at the original difficulty.)

There are three basic ways in which a character can ease a task: skills, assets, and Effort. Each method eases the task by at least one step—never in smaller increments.

By using skills, assets, and Effort, a character can ease a task by a maximum of ten steps: one or two steps from skills, one or two steps from assets, and one to six steps from Effort.

Skills

Characters may be skilled at performing a specific task. A skill can vary from character to character. For example, one character might be skilled at lying, another might be skilled at trickery, and a third might be skilled in all interpersonal interactions. The first level of being skilled is called being trained, and it eases that task by one step. More rarely, a character can be incredibly skilled at performing a task. This is called being specialized, and it eases the task by two steps instead of one. Skills can never decrease a task by more than two steps—any more than two steps from being trained and specialized don’t count.

Assets

An asset is anything that helps a character with a task, such as having a really good crowbar when trying to force open a door or being in a rainstorm when trying to put out a fire. Appropriate assets vary from task to task. The perfect awl might help when woodworking, but it won’t make a dance performance much better. An asset usually eases a task by one step. Assets can never ease a task by more than two steps—any more than two steps from assets don’t count.

The important thing to remember is that a skill can reduce the difficulty by no more than two steps, and assets can reduce the difficulty by no more than two steps, regardless of the situation. Thus, no task’s difficulty will ever be reduced by more than four steps without using Effort.

Effort

A player can apply Effort to ease a task. To do this, the player spends points from the stat Pool that’s most appropriate to the task. For example, applying Effort to push a heavy rock off a cliff requires a player to spend points from the character’s Might Pool; applying Effort to activate an unusual machine interface requires them to spend points from the character’s Intellect Pool. For every level of Effort spent on a task, the task is eased. It costs 3 points from a stat Pool to apply one level of Effort, and it costs 2 additional points for every level thereafter (so it costs 5 points for two levels of Effort, 7 points for three levels of Effort, and so on). A character must spend points from the same stat Pool as the type of task or roll—Might points for a Might roll, Speed points for a Speed roll, or Intellect points for an Intellect roll.

Every character has a maximum level of Effort they can apply to a single task. Effort can never ease a task by more than six steps—any more than six steps from applying Effort doesn’t count.

Free Level of Effort: A few abilities give you a free level of Effort (these usually require you to apply at least one level of Effort to a task). In effect, you’re getting one more level of Effort than what you paid for. This free level of Effort can exceed the Effort limit for your character, but not the six-step limit for easing a task.

Rolling the Die

To determine success or failure, a player rolls a die (always a d20). If they roll the target number or higher, they succeed. Most of the time, that’s the end of it—nothing else needs to be done. Rarely, a character might apply a small modifier to the roll. If they have a +2 bonus when attempting specific actions, they add 2 to the number rolled. However, the original roll matters if it’s a special roll.

If a character applies a modifier to the die roll, it’s possible to get a result of 21 or higher, in which case they can attempt a task with a target number above 20. But if there is no possibility for success—if not even rolling a natural 20 (meaning the d20 shows that number) is sufficient to accomplish the task—then no roll is made. Otherwise, characters would have a chance to succeed at everything, even impossible or ridiculous tasks such as climbing moonbeams, throwing elephants, or hitting a target on the opposite side of a mountain with an arrow.

If a character’s modifiers add up to +3, treat them as an asset instead. In other words, instead of adding a +3 bonus to the roll, reduce the difficulty by one step. For example, if a Warrior has a +1 bonus to attack rolls from a minor effect, a +1 bonus to attack rolls from a special weapon quality, and a +1 bonus to attack rolls from a special ability, they do not add 3 to their attack roll—instead, they reduce the difficulty of the attack by one step. So if they attack a level 3 foe, they would normally roll against difficulty 3 and try to reach a target number of 9, but thanks to their asset, they roll against difficulty 2 and try to reach a target number of 6.

This distinction is important when stacking skills and assets to decrease the difficulty of an action, especially since reducing the difficulty to 0 or lower means no roll is needed.

The Player Always Rolls

In the Cypher System, players always drive the action. That means they make all the die rolls. If a PC leaps out of a moving vehicle, the player rolls to see if they succeed. If a PC searches for a hidden panel, the player rolls to determine whether they find it. If a rockslide falls on a PC, the player rolls to try to get out of the way. If a PC and an NPC arm wrestle, the player rolls, and the NPC’s level determines the target number. If a PC attacks a foe, the player rolls to see if they hit. If a foe attacks the PC, the player rolls to see if they dodge the blow.

As shown by the last two examples, the PC rolls whether they are attacking or defending. Thus, something that improves defenses might ease or hinder their rolls. For example, if a PC uses a low wall to gain cover from attacks, the wall eases the player’s defense rolls. If a foe uses the wall to gain cover from the PC’s attacks, it hinders the player’s attack rolls.

Special Rolls

If a character rolls a natural 1, 17, 18, 19, or 20 (meaning the d20 shows that number), special rules come into play. These are explained in more detail in the following sections.

1: GM Intrusion. The GM makes a free intrusion (see below) and doesn’t award experience points (XP) for it.

17: Damage Bonus. If the roll was a damage-dealing attack, it deals 1 additional point of damage.

18: Damage Bonus. If the roll was a damage-dealing attack, it deals 2 additional points of damage.

19: Minor Effect. If the roll was a damage-dealing attack, it deals 3 additional points of damage or the PC gets a minor effect in addition to the normal results of the task. If the roll was something other than an attack, the PC gets a minor effect in addition to the normal results of the task.

20: Major Effect. If the roll was a damage-dealing attack, it deals 4 additional points of damage or the PC gets a major or minor effect in addition to the normal results of the task. If the roll was something other than an attack, the PC gets a major effect in addition to the normal results of the task. If the PC spent points from a stat Pool on the action, the point cost for the action decreases to 0, meaning the character regains those points as if they had not spent them at all.

GM Intrusion

GM intrusion is explained in more detail in the Running the Cypher System chapter, but essentially it means that something occurs to complicate the character’s life. The character hasn’t necessarily fumbled or done anything wrong (although perhaps they did). It could just be that the task presents an unexpected difficulty or something unrelated affects the current situation.

For GM intrusion on a defense roll, a roll of 1 might mean that the PC takes 2 additional points of damage from the attack, indicating that the opponent got in a lucky blow.

For complete details about GM intrusion and how to use it to best effect in the game, see the Running the Cypher System chapter.

Minor Effect

A minor effect happens when a player rolls a natural 19. Most of the time, a minor effect is slightly beneficial to the PC, but not overwhelming.

A climber gets up the steep slope a bit faster. A repaired machine works a bit better. A character jumping down into a pit lands on their feet. Either the GM or the player can come up with a possible minor effect that fits the situation, but both must agree on what it should be.

Don’t waste a lot of time thinking of a minor effect if nothing appropriate suggests itself. Sometimes, in cases where only success or failure matters, it’s okay to have no minor effect. Keep the game moving at an exciting pace.

In combat, the easiest and most straightforward minor effect is dealing 3 additional points of damage with an attack. The following are other common minor effects for combat:

Damage object: Instead of striking the foe, the attack strikes what the foe is holding. If the attack hits, the character makes a Might roll with a difficulty equal to the object’s level. On a success, the object moves one or more steps down the object damage track.

Distract: For one round, all of the foe’s tasks are hindered.

Knock back: The foe is knocked or forced back a few feet. Most of the time, this doesn’t matter much, but if the fight takes place on a ledge or next to a pit of lava, the effect can be significant.

Move past: The character can move a short distance at the end of the attack. This effect is useful to get past a foe guarding a door, for example.

Strike a specific body part: The attacker strikes a specific spot on the defender’s body. The GM rules what special effect, if any, results. For example, hitting a creature’s tentacle that is wrapped around an ally might make it easier for the ally to escape. Hitting a foe in the eye might blind it for one round. Hitting a creature in its one vulnerable spot might ignore Armor.

Usually, the GM just has the desired minor effect occur. For example, rolling a 19 against a relatively weak foe means it is knocked off the cliff. The effect makes the round more exciting, but the defeat of a minor creature has no significant impact on the story. Other times, the GM might rule that an additional roll is needed to achieve the effect—the special roll only gives the PC the opportunity for a minor effect. This mostly happens when the desired effect is very unlikely, such as pushing a 50-ton battle automaton off a cliff. If the player just wants to deal 3 additional points of damage as the minor effect, no extra roll is needed.

Major Effect

A major effect happens when a player rolls a natural 20. Most of the time, a major effect is quite beneficial to the character. A climber gets up the steep slope in half the time. A jumper lands with such panache that those nearby are impressed and possibly intimidated. A defender makes a free attack on a foe.

Either the GM or the player can come up with a possible major effect that fits the situation, but both must agree on what it should be. As with minor effects, don’t spend a lot of time agonizing over the details of a major effect. In cases where only success or failure matters, a major effect might offer the character a one-time asset (a modification of one step) to use the next time they attempt a similar action. When nothing else seems appropriate, the GM can simply grant the PC an additional action on their turn that same round.

In combat, the easiest and most straightforward major effect is dealing 4 additional points of damage with an attack. The following are other common major effects for combat.

Disarm: The foe drops one object that it is holding.

Impair: For the rest of the combat, all tasks the foe attempts are hindered.

Knock down: The foe is knocked prone. It can get up on its turn.

Stun: The foe loses its next action.

As with minor effects, usually the GM just has the desired major effect occur, but sometimes the GM might require an extra roll if the major effect is unusual or unlikely.

Retrying a Task After Failure

If a character fails a task (whether it’s climbing a wall, picking a lock, trying to figure out a mysterious device, or something else) they can attempt it again, but they must apply at least one level of Effort when retrying that task. A retry is a new action, not part of the same action that failed, and it takes the same amount of time as the first attempt did.

Sometimes the GM might rule that retries are impossible. Perhaps a character has one chance to convince the leader of a group of thugs not to attack, and after that, no amount of talking will stop them.

This rule doesn’t apply to something like attacking a foe in combat because combat is always changing and fluid. Each round’s situation is new, not a repeat of a previous situation, so a missed attack can’t be retried.

Initial Cost

The GM can assign a point cost to a task just for trying it. Called an initial cost, it’s simply an indication that the task is particularly taxing. For example, let’s say a character wants to try a Might action to open a heavy cellar door that is partially rusted shut. The GM says that forcing the door open is a difficulty 5 task, and there’s an initial cost of 3 Might points simply to try. This initial cost is in addition to any points the character chooses to spend on the roll (such as when applying Effort), and the initial cost points do not affect the difficulty of the task. In other words, the character must spend 3 Might points to attempt the task at all, but that doesn’t help them open the door. If they want to apply Effort to ease the task, they have to spend more points from their Might Pool.

Edge helps with the initial cost of a task, just as it does with any expenditure from a character’s Pool. In the previous example, if the character had a Might Edge of 2, they would have to spend only 1 point (3 points minus 2 from their Might Edge) for the initial cost to attempt the task. If they also applied a level of Effort to open the door, they couldn’t use their Edge again—Edge applies only once per action—so using the Effort would cost the full 3 points. Thus, they’d spend a total of 4 points (1 for the initial cost plus 3 for the Effort) from their Might Pool.

The rationale of the initial cost rule is that even in the Cypher System, where things like Effort can help a character succeed on an action, logic still suggests that some actions are very difficult and taxing, particularly for some PCs more than others.

Distance

Distance is simplified into four basic categories: immediate, short, long, and very long.

Immediate distance from a character is within reach or within a few steps; if a character stands in a small room, everything in the room is within immediate distance. At most, immediate distance is 10 feet (3 m). Immediate distance is sometimes referred to as close, or even point-blank, particularly when referring to ranges.

The words “immediate” and “close” can be used interchangeably to talk about distance. If a creature or object is within arm’s reach of the character, it can be considered both immediate and close.

Short distance is anything greater than immediate distance but less than 50 feet (15 m) or so.

Long distance is anything greater than short distance but less than 100 feet (30 m) or so.

Very long distance is anything greater than long distance but less than 500 feet (150 m) or so.

Beyond that range, distances are always specified—1,000 feet (300 m), 1 mile (1.5 km), and so on.

All weapons and special abilities use these terms for ranges. For example, all melee weapons have immediate range—they are close-combat weapons, and you can use them to attack anyone within immediate distance. A thrown knife (and most other thrown weapons) has short range. A small handgun also has short range. A rifle has long range.

A character can move an immediate distance as a part of another action. In other words, they can take a few steps to the light switch and flip it on. They can lunge across a small room to attack a foe. They can open a door and step through.

A character can move a short distance as their entire action for a turn. They can also try to move a long distance as their entire action, but the player might have to roll to see if the character slips, trips, or stumbles for moving so far so quickly.

GMs and players don’t need to determine exact distances. For example, if the PCs are fighting a group of guards, any character can likely attack any foe in the general melee—they’re all within immediate range. However, if one trooper stays back to fire a blaster, a character might have to use their entire action to move the short distance required to attack that foe. It doesn’t matter if the trooper is 20 feet (6 m) or 40 feet (12 m) away—it’s simply considered short distance. It does matter if the trooper is more than 50 feet (15 m) away because that distance would require a long move.

Other Distances

In rare cases where distances beyond very long are needed, real-world distances are best (1 mile, 100 kilometers, and so on). However, the following shorthand distances can be useful in some settings:

Planetary: On the same planet.

Interplanetary: Within the same solar system.

Interstellar: Within the same galaxy.

Intergalactic: Anywhere in the same universe.

Interdimensional: Anywhere.

Timekeeping

Generally, keep time the same way that you normally would, using minutes, hours, days, and weeks. Thus, if the characters walk overland for 15 miles (24 km), about eight hours pass, even though the journey can be described in only a few seconds at the game table. Precision timekeeping is rarely important. Most of the time, saying things like “That takes about an hour” works fine.

This is true even when a special ability has a specific duration. In an encounter, a duration of “one minute” is mostly the same as saying “the rest of the encounter.” You don’t have to track each round that ticks by if you don’t want to. Likewise, an ability that lasts for ten minutes can safely be considered the length of an in-depth conversation, the time it takes to quickly explore a small area, or the time it takes to rest after a strenuous activity.

ActionTime Usually Required
Walking a mile over easy terrainAbout fifteen minutes
Walking a mile over rough terrain (forest, snow, hills)About half an hour
Walking a mile over difficult terrain (mountains, thick jungle)About forty-five minutes
Moving from one significant location in a city to anotherAbout fifteen minutes
Sneaking into a guarded locationAbout fifteen minutes
Observing a new location to get salient detailsAbout fifteen minutes
Having an in-depth discussionAbout ten minutes
Resting after a fight or other strenuous activityAbout ten minutes
Resting and having a quick mealAbout half an hour
Making or breaking campAbout half an hour
Shopping for supplies in a market or storeAbout an hour
Meeting with an important contactAbout half an hour
Referencing a book or websiteAbout half an hour
Searching a room for hidden thingsAt least half an hour, perhaps one hour
Searching for cyphers or other valuables amid a lot of stuffAbout an hour
Identifying and understanding a cypherFifteen minutes to half an hour
Identifying and understanding an artifactAt least fifteen minutes, perhaps three hours
Repairing a device (assuming parts and tools available)At least an hour, perhaps a day
Building a device (assuming parts and tools available)At least a day, perhaps a week

Encounters, Rounds, and Initiative

Sometimes in the course of the game, the GM or players will refer to an “encounter.” Encounters are not so much measurements of time as they are events or instances in which something happens, like a scene of a movie or a chapter in a book. An encounter might be a fight with a foe, a dramatic crossing of a raging river, or a stressful negotiation with an important official. It’s useful to use the word when referring to a specific scene, as in “My Might Pool is low after that encounter with the soul sorcerer yesterday.”

A round is about five to ten seconds. The length of time is variable because sometimes one round might be a bit longer than another. You don’t need to measure time more precisely than that. You can estimate that on average there are about ten rounds in a minute. In a round, everyone—each character and NPC—gets to take one action.

To determine who goes first, second, and so on in a round, each player makes a Speed roll called an initiative roll. Most of the time, it’s only important to know which characters act before the NPCs and which act after the NPCs. On an initiative roll, a character who rolls higher than an NPC’s target number takes their action before the NPC does. As with all target numbers, an NPC’s target number for an initiative roll is three times the NPC’s level. Many times, the GM will have all NPCs take their actions at the same time, using the highest target number from among all the NPCs. Using this method, any characters who rolled higher than the target number act first, then all the NPCs act, and finally any characters who rolled lower than the target number act.

An initiative roll is a d20 roll. Since your initiative depends on how fast you are, if you spend Effort on the roll, the points come from your Speed Pool.

The order in which the characters act usually isn’t important. If the players want to go in a precise order, they can act in initiative order (highest to lowest), by going around the table, by going oldest to youngest, and so on.

For example, Charles, Tammie, and Shanna’s characters are in combat with two level 2 security guards. The GM has the players make Speed rolls to determine initiative. Charles rolls an 8, Shanna rolls a 15, and Tammie rolls a 4. The target number for a level 2 creature is 6, so each round Charles and Shanna act before the guards, then the guards act, and finally Tammie acts. It doesn’t matter whether Charles acts before or after Shanna, as long as they think it’s fair.

After everyone—all PCs and NPCs—in the combat has had a turn, the round ends and a new round begins. In all rounds after the first, everyone acts in the same order as they did in the first round. The characters cycle through this order until the logical end of the encounter (the end of the fight or the completion of the event) or until the GM asks them to make new initiative rolls. The GM can call for new initiative rolls at the beginning of any new round when conditions drastically change. For example, if the NPCs gain reinforcements, the environment changes (perhaps the lights go out), the terrain changes (maybe part of the balcony collapses under the PCs), or something similar occurs, the GM can call for new initiative rolls.

Since the action moves as a cycle, anything that lasts for a round ends where it started in the cycle. If Umberto uses an ability on an opponent that hinders its defenses for one round, the effect lasts until Umberto acts on his next turn.

A Closer Look At Situations that Don’t Involve PCs

Ultimately, the GM is the arbiter of conflicts that do not involve the PCs. They should be adjudicated in the most interesting, logical, and story-based way possible. When in doubt, match the level of the NPCs (characters or creatures) or their respective effects to determine the results. Thus, if a level 4 NPC fights a level 3 NPC, the level 4 NPC will win, but if they face a level 7 NPC, they’ll lose. Likewise, a level 4 creature resists poisons or devices of level 3 or lower but not those of level 5 and above.

The essence is this: in the Cypher System, it doesn’t matter if something is a creature, a poison, or a gravity-dispelling ray. If it’s a higher level, it wins; if it’s a lower level, it loses. If two things of equal level oppose each other, there might be a long, drawn-out battle that could go either way.

Actions

Anything that your character does in a round is an action. It’s easiest to think of an action as a single thing that you can do in five to ten seconds. For example, if you use your dart thrower to shoot a strange floating orb, that’s one action. So is running for cover behind a stack of barrels, prying open a stuck door, using a rope to pull your friend up from a pit, or activating a cypher (even if it’s stored in your pack).

Opening a door and attacking a security guard on the other side are two actions. It’s more a matter of focus than time. Drawing your sword and attacking a foe is all one action. Putting away your bow and pushing a heavy bookcase to block a door are two actions because each requires a different train of thought.

If the action you want to accomplish is not within reach, you can move a little bit. Essentially, you can move up to an immediate distance to perform your action. For example, you can move an immediate distance and attack a foe, open a door and move an immediate distance into the hallway beyond, or grab your hurt friend lying on the ground and pull them back a few steps. This movement can occur before or after your action, so you can move to a door and open it, or you can open a door and move through it.

The most common actions are:

Action: Attack

An attack is anything that you do to someone that they don’t want you to do. Slashing a foe with a curved dagger is an attack, blasting a foe with a lightning artifact is an attack, wrapping a foe in magnetically controlled metal cables is an attack, and controlling someone’s mind is an attack. An attack almost always requires a roll to see if you hit or otherwise affect your target.

In the simplest kind of attack, such as a PC trying to stab a thug with a knife, the player rolls and compares their result to the opponent’s target number. If their roll is equal to or greater than the target number, the attack hits. Just as with any kind of task, the GM might modify the difficulty based on the situation, and the player might have a bonus to the roll or might try to ease the task using skills, assets, or Effort.

A less straightforward attack might be a special ability that stuns a foe with a mental blast. However, it’s handled the same way: the player makes a roll against the opponent’s target number. Similarly, an attempt to tackle a foe and wrestle it to the ground is still just a roll against the foe’s target number.

Attacks are sometimes categorized as “melee” attacks, meaning that you hurt or affect something within immediate reach, or “ranged” attacks, meaning that you hurt or affect something at a distance.

Melee attacks can be Might or Speed actions—player choice. Physical ranged attacks (such as bows, thrown weapons, and blasts of fire from a mutation) are almost always Speed actions, but those that come from special abilities tend to be Intellect actions.

Special abilities that require touching the target require a melee attack. If the attack misses, the power is not wasted, and you can try again each round as your action until you hit the target, use another ability, or take a different action that requires you to use your hands. These attempts in later rounds count as different actions, so you don’t have to keep track of how much Effort you used when you activated the ability or how you used Edge. For example, let’s say that in the first round of combat, you activate a special ability that requires you to touch your foe and you use Effort to ease the attack, but you roll poorly and miss your foe. In the second round of combat, you can try attacking again and use Effort to ease the attack roll.

The GM and players are encouraged to describe every attack with flavor and flair. One attack roll might be a stab to the foe’s arm. A miss might be the PC’s sword slamming into the wall. Combatants lunge, block, duck, spin, leap, and make all kinds of movements that should keep combat visually interesting and compelling. The Running the Cypher System chapter has much more guidance in this regard.

Common elements that affect the difficulty of a combat task are cover, range, and darkness. The rules for these and other modifiers are explained in the Attack Modifiers and Special Situations section of this chapter.

Damage

When an attack strikes a character, it usually means the character takes damage.

An attack against a PC subtracts points from one of the character’s stat Pools—usually the Might Pool. Whenever an attack simply says it deals “damage” without specifying the type, it means Might damage, which is by far the most common type. Intellect damage, which is usually the result of a mental attack, is always labeled as Intellect damage. Speed damage is often a physical attack, but attacks that deal Speed damage are fairly rare.

NPCs don’t have stat Pools. Instead, they have a characteristic called health. When an NPC takes damage of any kind, the amount is subtracted from its health. Unless described otherwise, an NPC’s health is always equal to its target number. Some NPCs might have special reactions to or defenses against attacks that would normally deal Speed damage or Intellect damage, but unless the NPC’s description specifically explains this, assume that all damage is subtracted from the NPC’s health.

Objects don’t have stat Pools or health. They have an object damage track, just like how PCs have a damage track. Attacking objects might move them down their damage track.

Damage is always a specific amount determined by the attack. For example, a slash with a broadsword or a blast with a spike thrower deals 4 points of damage. An Adept’s Onslaught deals 4 points of damage. Often, there are ways for the attacker to increase the damage. For example, a PC can apply Effort to deal 3 additional points of damage, and rolling a natural 17 on the attack roll deals 1 additional point of damage.

Armor

Pieces of equipment and special abilities protect a character from damage by giving them Armor. Each time a character takes damage, subtract their Armor value from the damage before reducing their stat Pool or health. For example, if a Warrior with 2 Armor is hit by a gunshot that deals 4 points of damage, they take only 2 points of damage (4 minus 2 from their Armor). If Armor reduces the incoming damage to 0 or lower, the character takes no damage from the attack. For example, the Warrior’s 2 Armor protects them from all physical attacks that deal 1 or 2 points of damage.

The most common way to get Armor is to wear physical armor, such as a leather jacket, a bulletproof vest, a chainmail hauberk, bioengineered carapace grafts, or something else, depending on the setting. All physical armor comes in one of three categories: light, medium, or heavy. Light armor gives the wearer 1 point of Armor, medium gives 2 points of Armor, and heavy gives 3 points of Armor.

When you see the word “Armor” capitalized in the game rules (other than in the name of a special ability), it refers to your Armor characteristic—the number you subtract from incoming damage. When you see the word “armor” in lowercase, it refers to any physical armor you might wear.

Other effects can add to a character’s Armor. If a character is wearing chainmail (+2 to Armor) and has an ability that covers them in a protective force field that grants +1 to Armor, their total is 3 Armor. If they also use a cypher that hardens their flesh temporarily for +1 to Armor, their total is 4 Armor.

Some types of damage ignore physical armor. Attacks that specifically deal Speed damage or Intellect damage ignore Armor; the creature takes the listed amount of damage without any reduction from Armor. Ambient damage (see below) usually ignores Armor as well.

A creature may have a special bonus to Armor against certain kinds of attacks. For example, a protective suit made of a sturdy, fire-resistant material might normally give its wearer +1 to Armor but count as +3 to Armor against fire attacks. An artifact worn as a helmet might grant +2 to Armor only against mental attacks.

Ambient Damage

Some kinds of damage aren’t direct attacks against a creature, but they indirectly affect everything in the area. Most of these are environmental effects such as winter cold, high temperatures, or background radiation. Damage from these kinds of sources is called ambient damage. Physical armor usually doesn’t protect against ambient damage, though a well-insulated suit of armor can protect against cold weather.

Damage From Hazards

Attacks aren’t the only way to inflict damage on a character. Experiences such as falling from a great height, being burned in a fire, and spending time in severe weather also deal damage. Although no list of potential hazards could be comprehensive, the Damage From Hazards table includes common examples.

SourceDamageNotes
Falling1 point per 10 feet (3 m) fallen (ambient damage)
Minor fire3 points per round (ambient damage)Torch
Major fire6 points per round (ambient damage)Engulfed in flames; lava
Acid splash2 points per round (ambient damage)
Acid bath6 points per round (ambient damage)Immersed in acid
Cold1 point per round (ambient damage)Below freezing temperatures
Severe cold3 points per round (ambient damage)Liquid nitrogen
Shock1 point per round (ambient damage)Often involves losing next action
Electrocution6 points per round (ambient damage)Often involves losing next action
Crush3 pointsObject or creature falls on character
Huge crush6 pointsRoof collapse; cave-in
Collision6 pointsLarge, fast object strikes character

The Effects of Taking Damage

When an NPC reaches 0 health, it is either dead or (if the attacker wishes) incapacitated, meaning unconscious or beaten into submission.

As previously mentioned, damage from most sources is applied to a character’s Might Pool. Otherwise, stat damage always reduces the Pool of the stat it affects.

If damage reduces a character’s stat Pool to 0, any further damage to that stat (including excess damage from the attack that reduced the stat to 0) is applied to another stat Pool. Damage is applied to Pools in this order:

  1. Might (unless the Pool is 0)

  2. Speed (unless the Pool is 0)

  3. Intellect

Even if the damage is applied to another stat Pool, it still counts as its original type for the purpose of Armor and special abilities that affect damage. For example, if a character with 2 Armor is reduced to 0 Might and then is hit by a creature’s claw for 3 points of damage, it still counts as Might damage, so their Armor reduces the damage to 1 point, which then is applied to their Speed Pool. In other words, even though they take the damage from their Speed Pool, it doesn’t ignore Armor like Speed damage normally would.

In addition to taking damage from their Might Pool, Speed Pool, or Intellect Pool, PCs also have a damage track. The damage track has four states (from best to worst): hale, impaired, debilitated, and dead. When one of a PC’s stat Pools reaches 0, they move one step down the damage track. Thus, if they are hale, they become impaired. If they are already impaired, they become debilitated. If they are already debilitated, they become dead.

Some effects can immediately shift a PC one or more steps on the damage track. These include rare poisons, cellular disruption attacks, and massive traumas (such as falls from very great heights, being run over by a speeding vehicle, and so on, as determined by the GM).

Some attacks, like a serpent’s poisonous bite or a Speaker’s Enthrall, have effects other than damage to a stat Pool or shifting the PC on the damage track. These attacks can cause unconsciousness, paralysis, and so on.

When NPCs (who have only health) suffer Speed or Intellect damage, normally this is treated the same as Might damage. However, the GM or the player has the option to suggest an appropriate alternate effect—the NPC suffers a penalty, moves more slowly, is stunned, and so on.

The Damage Track

As noted above, the damage track has four states: hale, impaired, debilitated, and dead.

Hale is the normal state for a character: all three stat Pools are at 1 or higher, and the PC has no penalties from harmful conditions. When a hale PC takes enough damage to reduce one of their stat Pools to 0, they become impaired. Note that a character whose stat Pools are much lower than normal can still be hale.

Impaired is a wounded or injured state. When an impaired character applies Effort, it costs 1 extra point per level applied. For example, applying one level of Effort costs 4 points instead of 3, and applying two levels of Effort costs 7 points instead of 5.

An impaired character ignores minor and major effect results on their rolls, and they don’t deal as much extra damage in combat with a special roll. In combat, a roll of 17 or higher deals only 1 additional point of damage. When an impaired PC takes enough damage to reduce one of their stat Pools to 0, they become debilitated.

Debilitated is a critically injured state. A debilitated character may not take any actions other than to move (probably crawl) no more than an immediate distance. If a debilitated character’s Speed Pool is 0, they can’t move at all. When a debilitated PC takes enough damage to reduce a stat Pool to 0, they are dead.

Dead is dead.

The damage track allows you to know how far from death you are. If you’re hale, you’re three steps from death. If you’re impaired, you’re two steps from death. If you’re debilitated, you are only one small step from death’s door.

Recovering Points in a Pool

After losing or spending points in a Pool, you recover those points by resting. You can’t increase a Pool past its maximum by resting—just back to its normal level. Any extra points gained go away with no effect. The amount of points you recover from a rest, and how long each rest takes, depends on how many times you have rested so far that day.

When you rest, make a recovery roll. To do this, roll a d6 and add your tier. You recover that many points, and you can divide them among your stat Pools however you wish. For example, if your recovery roll is 4 and you’ve lost 4 points of Might and 2 points of Speed, you can recover 4 points of Might, or 2 points of Might and 2 points of Speed, or any other combination adding up to 4 points.

The first time you rest each day, it takes only a few seconds to catch your breath. If you rest this way in the middle of an encounter, it takes one action on your turn.

The second time you rest each day, you must rest for ten minutes to make a recovery roll. The third time you rest each day, you must rest for one hour to make a recovery roll. The fourth time you rest each day, you must rest for ten hours to make a recovery roll (usually, this occurs when you stop for the day to eat and sleep).

After that much rest, it’s assumed to be a new day, so the next time you rest, it takes only a few seconds. The next rest takes ten minutes, then one hour, and so on, in a cycle.

If you haven’t rested yet that day and you take a lot of damage in a fight, you could rest a few seconds (regaining 1d6 points + 1 point per tier) and then immediately rest for ten minutes (regaining another 1d6 points + 1 point per tier). Thus, in one full day of doing nothing but resting, you could recover 4d6 points + 4 points per tier.

Each character chooses when to make recovery rolls. If a party of five PCs rests for ten minutes because two of them want to make recovery rolls, the others don’t have to make rolls at that time. Later in the day, those three can decide to rest for ten minutes and make recovery rolls.

Recovery RollRest Time Needed
First recovery rollOne action
Second recovery rollTen minutes
Third recovery rollOne hour
Fourth recovery rollTen hours

Restoring the Damage Track

Using points from a recovery roll to raise a stat Pool from 0 to 1 or higher also automatically moves the character up one step on the damage track.

If all of a PC’s stat Pools are above 0 and the character has taken special damage that moved them down the damage track, they can use a recovery roll to move up one step on the damage track instead of recovering points. For example, a character who is debilitated from a hit with a cell-disrupting biotech device can rest and move up to impaired rather than recover points in a Pool.

Special Damage

In the course of playing the game, characters face all manner of threats and dangers that can harm them in a variety of ways, only some of which are easily represented by points of damage.

Dazed and Stunned: Characters can be dazed when struck hard on the head, exposed to extremely loud sounds, or affected by a mental attack. When this happens, for the duration of the daze effect (usually one round), all of the character’s tasks are hindered. Similar but more severe attacks can stun characters. Stunned characters lose their turn (but can still defend against attacks normally).

Poison and Disease: When characters encounter poison—whether the venom of a serpent, rat poison slipped into a burrito, cyanide dissolved in wine, or an overdose of acetaminophen—they make a Might defense roll to resist it. Failure to resist can result in points of damage, moving down the damage track, or a specific effect such as paralysis, unconsciousness, disability, or something stranger. For example, some poisons affect the brain, making it impossible to say certain words, take certain actions, resist certain effects, or recover points to a stat Pool.

Diseases work like poisons, but their effect occurs every day, so the victim must make a Might defense roll each day or suffer the effects. Disease effects are as varied as poisons: points of damage, moving down the damage track, disability, and so on. Many diseases inflict damage that cannot be restored through conventional means.

Paralysis: Paralytic effects cause a character to drop to the ground, unable to move. Unless otherwise specified, the character can still take actions that require no physical movement.

Other Effects: Other special effects can render a character blind or deaf, unable to stand without falling over, or unable to breathe. Stranger effects might negate gravity for the character (or increase it a hundredfold), transport them to another place, render them out of phase, mutate their physical form, implant false memories or senses, alter the way their brain processes information, or inflame their nerves so they are in constant, excruciating pain. Each special effect must be handled on a case-by-case basis. The GM adjudicates how the character is affected and how the condition can be alleviated (if possible).

NPCs and Special Damage

The GM always has final say over what special damage will affect an NPC. Human NPCs usually react like characters, but nonhuman creatures might react very differently. For example, a tiny bit of venom is unlikely to hurt a gigantic dragon, and it won’t affect an android or a demon at all.

If an NPC is susceptible to an attack that would shift a character down the damage track, using that attack on the NPC usually renders it unconscious or dead. Alternatively, the GM could apply the debilitated condition to the NPC, with the same effect as it would have on a PC.

Attack Modifiers And Special Situations

In combat situations, many modifiers might come into play. Although the GM is at liberty to assess whatever modifiers they think are appropriate to the situation (that’s their role in the game), the following suggestions and guidelines might make that easier. Often the modifier is applied as a step in difficulty. So if a situation hinders attacks, that means if a PC attacks an NPC, the difficulty of the attack roll is increased by one step, and if an NPC attacks a PC, the difficulty of the defense roll is decreased by one step. This is because players make all rolls, whether they are attacking or defending—NPCs never make attack or defense rolls.

When in doubt, if it seems like it should be harder to attack in a situation, hinder the attack rolls. If it seems like attacks should gain an advantage or be easier in some way, hinder the defense rolls.

Precise ranges are not important in the Cypher System. The broadly defined “immediate,” “short,” “long,” and “very long” ranges let the GM quickly make a judgment call and keep things moving. Basically, the idea is: your target is right there, your target is close, your target is pretty far away, or your target is extremely far away.

Cover

If a character is behind cover so that a significant portion of their body is behind something sturdy, attacks against the character are hindered.

If a character is entirely behind cover (their entire body is behind something sturdy), they can’t be attacked unless the attack can go through the cover. For example, if a character hides behind a thin wooden screen and their opponent shoots the screen with a rifle that can penetrate the wood, the character can be attacked. However, because the attacker can’t see the character clearly, this still counts as cover (attacks against the character are hindered).

Position

Sometimes where a character stands gives them an advantage or a disadvantage.

Prone Target: In melee, a prone target is easier to hit (attacks against them are eased). In ranged combat, a prone target is harder to hit (attacks against them are hindered).

Higher Ground: In either ranged or melee combat, attacks by an opponent on higher ground are eased.

Surprise

When a target isn’t aware of an incoming attack, the attacker has an advantage. A ranged sniper in a hidden position, an invisible assailant, or the first salvo in a successful ambush are all eased by two steps. For the attacker to gain this advantage, however, the defender truly must have no idea that the attack is coming.

If the defender isn’t sure of the attacker’s location but is still on guard, the attacks are eased by only one step.

Range

In melee, you can attack a foe who is adjacent to you (next to you) or within reach (immediate range). If you enter into melee with one or more foes, usually you can attack most or all of the combatants, meaning they are next to you, within reach, or within reach if you move slightly or have a long weapon that extends your reach.

The majority of ranged attacks have only two ranges: short range and long range (a few have very long range). Short range is generally less than 50 feet (15 m) or so. Long range is generally from 50 feet (15 m) to about 100 feet (30 m). Very long range is generally 100 feet (30 m) to 500 feet (150 m). Greater precision than that isn’t important in the Cypher System. If anything is longer than very long range, the exact range is usually spelled out, such as with an item that can fire a beam 1,000 feet (300 m) or teleport you up to 1 mile (1.5 km) away.

Thus, the game has four measurements of distance: immediate, short, long, and very long. These apply to movement as well. A few special cases—point-blank range and extreme range— modify an attack’s chance to successfully hit.

Point-Blank Range: If a character uses a ranged weapon against a target within immediate range, the attack is eased.

Extreme Range: Targets just at the limit of a weapon’s range are at extreme range. Attacks against such targets are hindered.

The GM might allow a character with a ranged weapon to attack beyond extreme range, but the attack would be hindered by two steps for each range category beyond the normal limit. Attacks with hard limits, such as the blast radius of a bomb, can’t be modified.

In certain situations, such as a PC on top of a building looking across an open field, the GM should allow ranged attacks to exceed their maximum range. For example, in perfect conditions, a good archer can hit a large target with a bow and arrow at 500 feet (150 m), much farther than a bow’s typical long range.

Illumination

What characters can see (and how well they can see) plays a huge factor in combat.

Dim Light: Dim light is approximately the amount of light on a night with a bright full moon or the illumination provided by a torch, flashlight, or desk lamp. Dim light allows you to see out to short range. Targets in dim light are harder to hit. Attacks against such targets are hindered. Attackers trained in low-light spotting negate this modifier.

Very Dim Light: Very dim light is approximately the amount of light on a starry night with no visible moon, or the glow provided by a candle or an illuminated control panel. Very dim light allows you to see clearly only within immediate range and perceive vague shapes to short range. Targets in very dim light are harder to hit. Attacks against targets within immediate range are hindered, and attacks against those in short range are hindered by two steps. Attackers trained in low-light spotting modify these difficulties by one step in their favor. Attackers specialized in low-light spotting modify these difficulties by two steps in their favor.

Darkness: Darkness is an area with no illumination at all, such as a moonless night with cloud cover or a room with no lights. Targets in complete darkness are nearly impossible to hit. If an attacker can use other senses (such as hearing) to get an idea of where the opponent might be, attacks against such targets are hindered by four steps. Otherwise, attacks in complete darkness fail without the need for a roll unless the player spends 1 XP to “make a lucky shot” or the GM uses GM intrusion. Attackers trained in low-light spotting ease the task. Attackers specialized in low-light spotting ease the task by two steps.

Visibility

Similar to illumination, factors that obscure vision affect combat.

Mist: A target in mist is similar to one in dim light. Ranged attacks against such targets are hindered. Particularly dense mist makes ranged attacks nearly impossible (treat as darkness), and even melee attacks are hindered.

Hiding Target: A target in dense foliage, behind a screen, or crawling amid the rubble in a ruin is hard to hit because they’re hard to see. Ranged attacks against such targets are hindered.

Invisible Target: If an attacker can use other senses (such as hearing) to get an idea of where the opponent might be, attacks against such targets are hindered by four steps. Otherwise, attacks against an invisible creature fail without the need for a roll unless the player spends 1 XP to “make a lucky shot” or the GM uses GM intrusion.

Water

Being in shallow water can make it hard to move, but it doesn’t affect combat. Being in deep water can make things difficult, and being underwater entirely can seem as different as being on another world.

Deep Water: Being in water up to your chest (or the equivalent thereof) hinders your attacks. Aquatic creatures ignore this modifier.

Underwater Melee Combat: For nonaquatic creatures, being completely underwater makes attacking very difficult. Attacks with stabbing weapons are hindered, and melee attacks with slashing or bashing weapons are hindered by two steps. Aquatic creatures ignore these penalties.

Underwater Ranged Combat: As with melee combat, nonaquatic creatures have problems fighting underwater. Some ranged attacks are impossible underwater—you can’t throw things, fire a bow or crossbow, or use a blowgun. Many firearms also do not work underwater. Attacks with weapons that do work underwater are hindered. Ranges underwater are reduced by one category; very-long-range weapons work only to long range, long-range weapons work only to short range, and short-range weapons work only to immediate range.

Moving Targets

Moving targets are harder to hit, and moving attackers have a difficult time as well.

Target Is Moving: Attackers trying to hit a foe who is moving very fast are hindered. (A foe moving very fast is one who is doing nothing but running, mounted on a moving creature, riding on a vehicle or moving conveyance, and so on.)

Attacker Is Moving: An attacker trying to make an attack while moving under their own power (walking, running, swimming, and so on) takes no penalties. Attacks from a moving mount or moving vehicle are hindered; an attacker trained in riding or driving ignores this penalty.

Attacker Is Jostled: Being jostled, such as while standing on a listing ship or a vibrating platform, makes attacking difficult. Such attacks are hindered. Characters trained in balancing or sailing would ignore penalties for being on a ship.

Gravity

In a spacefaring campaign, characters may travel to worlds with stronger or weaker gravity than Earth’s. Likewise, strange technology or magic can cause gravity to fluctuate even in an Earth-based campaign. Characters who have a large amount of metal (wearing metal armor, using metal weapons, and so on) can be affected by fluctuating magnetism just as a character is affected by gravity.

Low Gravity: Weapons that rely on weight, such as all heavy weapons, deal 2 fewer points of damage (dealing a minimum of 1 point of damage). Weapons with short range can reach to long range, and long-range weapons can reach to very long range. Characters trained in low-gravity maneuvering ignore the damage penalty.

High Gravity: It’s hard to make effective attacks when the pull of gravity is very strong. Attacks (and all physical actions) made in high gravity are hindered. Ranges in high gravity are reduced by one category (very-long-range weapons reach only to long range, long-range weapons reach only to short range, and short-range weapons reach only to immediate range). Characters trained in high-gravity maneuvering ignore the change in difficulty but not the range decreases.

Zero Gravity: It’s hard to maneuver in an environment without gravity. All physical actions (including attacks) made in zero gravity are hindered. Weapons with short range can reach to long range, long-range weapons can reach to very long range, and very-long-range weapons can reach to about 1,000 feet (300 m) instead of 500 feet (150 m). Characters trained in zero-gravity maneuvering ignore the change in difficulty.

Special Situation: Combat Between NPCs

When an NPC ally of the PCs attacks another NPC, the GM can designate a player to roll and handle it like a PC attacking. Often, the choice is obvious. For example, a character who has a trained attack animal should roll when their pet attacks enemies. If an NPC ally accompanying the party leaps into the fray, that ally’s favorite PC rolls for them. NPCs cannot apply Effort. Of course, it’s perfectly fitting (and easier) to have the NPC ally use the cooperative action rules to aid a PC instead of making direct attacks, or to compare the levels of the two NPCs (higher wins).

Special Situation: Combat Between PCs

When one PC attacks another PC, the attacking character makes an attack roll, and the other character makes a defense roll, adding any appropriate modifiers. If the attacking PC has a skill, ability, asset, or other effect that would ease the attack if it were made against an NPC, the character adds 3 to the roll for each step reduction (+3 for one step, +6 for two steps, and so on). If the attacker’s final result is higher, the attack hits. If the defender’s result is higher,
the attack misses. Damage is resolved normally. The GM mediates all special effects.

Special Situation: Area Attacks

Sometimes, an attack or effect affects an area rather than a single target. For example, a grenade or a landslide can potentially harm or affect everyone in the area.

In an area attack, all PCs in the area make appropriate defense rolls against the attack to determine its effect on them. If there are any NPCs in the area, the attacker makes a single attack roll against all of them (one roll, not one roll per NPC) and compares it to the target number of each NPC. If the roll is equal to or greater than the target number of a particular NPC, the attack hits that NPC.

Some area attacks always deal at least a minimum amount of damage, even if the attacks miss or if a PC makes a successful defense roll.

For example, consider a character who uses Shatter to attack six cultists (level 2; target number 6) and their leader (level 4; target number 12). The PC applies Effort to increase the damage and rolls an 11 for the attack roll. This hits the six cultists, but not the leader, so the ability deals 3 points of damage to each of the cultists. The description of Shatter says that applying Effort to increase the damage also means that targets take 1 point of damage if the PC fails the attack roll, so the leader takes 1 point of damage. In terms of what happens in the story, the cultists are caught flat-footed by the sudden detonation of one of their knives, but the leader ducks and is shielded from the blast. Despite the leader’s quick moves, the blast is so intense that a few bits of metal slice them.

Special Situation: Attacking Objects

Attacking an object is rarely a matter of hitting it. Sure, you can hit the broad side of a barn, but can you damage it? Attacking inanimate objects with a melee weapon is a Might action. Objects have levels and thus target numbers. Objects have a damage track that works like the damage track for PCs.

Intact is the default state for an object.

Minor damage is a slightly damaged state. An object with minor damage reduces its level by 1.

Major damage is a critically damaged state. An object with major damage is broken and no longer functions.

Destroyed is destroyed. The object is ruined, no longer functions, and cannot be repaired.

If the Might action to damage an object is a success, the object moves one step down the object damage track. If the Might roll exceeded the difficulty by 2 levels, the object instead moves two steps down the object damage track. If the Might roll exceeded the difficulty by 4 levels, the object instead moves three steps down the object damage track. Objects with minor or major damage can be repaired, moving them one or more steps up the object damage track.

Brittle or fragile objects, like paper or glass, decrease the effective level of the object for the purposes of determining if it is damaged. Hard objects, like those made of wood or stone, add 1 to the effective level. Very hard objects, like those made of metal, add 2. (The GM may rule that some exotic materials add 3.)

The tool or weapon used to attack the object must be at least as hard as the object itself. Further, if the amount of damage the attack could inflict—not modified by a special die roll—does not equal or exceed the effective level of the object, the attack cannot damage the object no matter what the roll.

Action: Activate a Special Ability

Special abilities are granted by foci, types, and flavors, or provided by cyphers or other devices. If a special ability affects another character in any kind of unwanted manner, it’s handled as an attack. This is true even if the ability is normally not considered an attack. For example, if a character has a healing touch, and their friend doesn’t want to be healed for some reason, an attempt to heal their unwilling friend is handled as an attack.

Plenty of special abilities do not affect another character in an unwanted manner. For example, a PC might use Hover on themselves to float into the air. A character with a matter-reorganizing device might change a stone wall into glass. A character who activates a phase changer cypher might walk through a wall. None of these requires an attack roll (although when turning a stone wall to glass, the character must still make a roll to successfully affect the wall).

If the character spends points to apply Effort on the attempt, they might want to roll anyway to see if they get a major effect, which would reduce the cost for their action.

Action: Move

As a part of another action, a character can adjust their position—stepping back a few feet while using an ability, sliding over in combat to take on a different opponent to help a friend, pushing through a door they just opened, and so on. This is considered an immediate distance, and a character can move this far as part of another action.

In a combat situation, if a character is in a large melee, they’re usually considered to be next to most other combatants, unless the GM rules that they’re farther away because the melee is especially large or the situation dictates it.

If they’re not in melee but still nearby, they are considered to be a short distance away—usually less than 50 feet (15 m). If they’re farther away than that but still involved in the combat, they are considered to be a long distance away, usually 50 to 100 feet (15 to 30 m), or possibly even a very long distance away, usually more than 100 feet to 500 feet (30 to 150 m).

In a round, as an action, a character can make a short move. In this case, they are doing nothing but moving up to about 50 feet (15 m). Some terrain or situations will change the distance a character can move, but generally, making a short move is considered to be a difficulty 0 action. No roll is needed; they just get where they’re going as their action.

A character can try to make a long move—up to 100 feet (30 m) or so—in one round. This is a Speed task with a difficulty of 4. As with any action, they can use skills, assets, or Effort to ease the task. Terrain, obstacles, or other circumstances can hinder the task. A successful roll means the character moved the distance safely. Failure means that at some point during the move, they stop or stumble (the GM determines where this happens).

A character can also try to make a short move and take another (relatively simple) physical action, like make an attack. As with the attempt to make a long move, this is a Speed task with a difficulty of 4, and failure means that the character stops at some point, slipping or stumbling or otherwise getting held up.

Long-Term Movement

When talking about movement in terms of traveling rather than round-by-round action, typical characters can travel on a road about 20 miles (32 km) per day, averaging about 3 miles (5 km) per hour, including a few stops. When traveling overland, they can move about 12 miles (19 km) per day, averaging 2 miles (3 km) per hour, again with some stops. Mounted characters, such as those on horseback, can go twice as far. Other modes of travel (cars, airplanes, hovercraft, sailing ships, and so on) have their own rates of movement.

Movement Modifiers

Different environments affect movement in different ways.

Rough Terrain: A surface that’s considered rough terrain is covered in loose stones or other material, uneven or with unsure footing, unsteady, or a surface that requires movement across a narrow space, such as a cramped corridor or a slender ledge. Stairs are also considered rough terrain. Rough terrain does not slow normal movement on a round-by-round basis, but hinders move rolls. Rough terrain cuts long-term movement rates in half.

Difficult Terrain: Difficult terrain is an area filled with challenging obstacles—water up to waist height, a very steep slope, an especially narrow ledge, slippery ice, a foot or more of snow, a space so small that one must crawl through it, and so on. Difficult terrain hinders move rolls and halves movement on a round-by-round basis. This means that a short move is about 25 feet (8 m), and a long move is about 50 feet (15 m). Difficult terrain reduces
long-term movement to a third of its normal rate.

Water: Deep water, in which a character is mostly or entirely submerged, hinders move rolls
and reduces round-by-round and long-term movement to one quarter its normal rate. This means that a short move is about 12 feet(4 m), and a long move is about 25 feet (7.5 m). Characters trained in swimming halve their movement only while in deep water.

Low Gravity: Movement in low gravity is easier but not much faster. All move rolls are eased.

High Gravity: In an environment of high gravity, treat all moving characters as if they were in difficult terrain. Characters trained in high-gravity maneuvering negate this penalty. High gravity reduces long-term movement to a third of its normal rate.

Zero Gravity: In an environment without gravity, characters cannot move normally. Instead, they must push off from a surface and succeed at a Might roll to move (the difficulty is equal to one-quarter the distance traveled in feet). Without a surface to push off from, a character cannot move. Unless the character’s movement takes them to a stable object that they can grab or land against, they continue to drift in that direction each round, traveling half the distance of the initial push.

Special Situation: A Chase

When a PC is chasing an NPC or vice versa, the player should attempt a Speed action, with the difficulty based on the NPC’s level. If the PC succeeds at the roll, they catch the NPC (if chasing), or they get away (if chased). In terms of the story, this one-roll mechanic can be the result of a long chase over many rounds.

Alternatively, if the GM wants to play out a long chase, the character can make many rolls (perhaps one per level of the NPC) to finish the pursuit successfully. For every failure, the PC must make another success, and if they ever have more failures than successes, the PC fails to catch the NPC (if chasing) or is caught (if chased). As with combat, the GM is encouraged to describe the results of these rolls with flavor. A success might mean the PC has rounded a corner and gained some distance. A failure might mean that a basket of fruit topples over in front of them, slowing them down. Vehicle chases are handled similarly.

Action: Wait

You can wait to react to another character’s action.

You decide what action will trigger your action, and if the triggering action happens, you get to take your action first (unless going first wouldn’t make sense, like attacking a foe before they come into view). For example, if an orc threatens you with a halberd, on your turn you can decide to wait, stating “If it stabs at me, I’m going to slash it with my sword.” On the orc’s turn, it stabs, so you make your sword attack before that happens.

Waiting is also a good way to deal with a ranged attacker who rises from behind cover, fires an attack, and ducks back down. You could say “I wait to see them pop up from behind cover and then I shoot them.”

Waiting is also a useful tool for cooperative actions (see below).

Action: Defend

Defending is a special action that only PCs can do, and only in response to being attacked. In other words, an NPC uses its action to attack, which forces a PC to make a defense roll. This is handled like any other kind of action, with circumstances, skill, assets, and Effort all potentially coming into play. Defending is a special kind of action in that it does not happen on the PC’s turn. It’s never an action that a player decides to take; it’s always a reaction to an attack. A PC can take a defense action when attacked (on the attacking NPC’s turn) and still take another action on their own turn.

The type of defense roll depends on the type of attack. If a foe attacks a character with an axe, they can use Speed to duck or block it with what they’re holding. If they’re struck by a poisoned dart, they can use a Might action to resist its effects. If a psi-worm attempts to control their mind, they can use Intellect to fend off the intrusion.

Sometimes an attack provokes two defense actions. For example, a poisonous reptile tries to bite a PC. They try to dodge the bite with a Speed action. If they fail, they take damage from the bite, and they must also attempt a Might action to resist the poison’s effects.

If a character does not know an attack is coming, usually they can still make a defense roll, but they can’t add modifiers (including the modifier from a shield), and they can’t use any skill or Effort to ease the task. If circumstances warrant—such as if the attacker is right next to the character—the GM might rule that the surprise attack simply hits.

A character can always choose to forgo a defense action, in which case the attack automatically hits.

Some abilities (such as the Countermeasures special ability) may allow you to do something special as a defense action.

Action: Do Something Else

Players can try anything they can think of, although that doesn’t mean anything is possible. The GM sets the difficulty—that’s their primary role in the game. Still, guided by the bounds of logic, players and GMs will find all manner of actions and options that aren’t covered by a rule. That’s a good thing.

Players should not feel constrained by the game mechanics when taking actions. Skills are not required to attempt an action. Someone who’s never picked a lock can still try. The GM might hinder the task, but the character can still attempt the action.

Thus, players and GMs can return to the beginning of this chapter and look at the most basic expression of the rules. A player wants to take an action. The GM decides, on a scale of 1 to 10, how difficult that task is and what stat it uses. The player determines whether they have anything that might modify the difficulty and considers whether to apply Effort. Once the final determination is made, they roll to see if their character succeeds. It’s as easy as that.

As further guidance, the following are some of the more common actions a player might take.

Players are encouraged to come up with their own ideas for what their characters do rather than looking at a list of possible actions. That’s why there is a “do something else” action. PCs are not pieces on a game board—they are people in a story. And like real people, they can try anything they can think of. (Succeeding is another matter entirely.) The task difficulty system provides GMs with the tools they need to adjudicate anything the players come up with.

Climbing

When a character climbs, the GM sets a difficulty based on the surface being climbed. Climbing is like moving through difficult terrain: the move roll is hindered and the movement is half speed. Unusual circumstances, such as climbing while under fire, pose additional step penalties.

DifficultySurface
2Surface with lots of handholds
3Stone wall or similar surface (a few handholds)
4Crumbling or slippery surface
5Smooth stone wall or similar surface
6Metal wall or similar surface
8Smooth, horizontal surface (climber is upside down)
10Glass wall or similar surface

Cooperative Actions

There are many ways multiple characters can work together. None of these options, however, can be used at the same time by the same characters.

Helping: If you use your action to help someone with a task, you ease the task. If you have an inability in a task, your help has no effect. If you use your action to help someone with a task that you are trained or specialized in, the task is eased by two steps. Help is considered an asset, and someone receiving help usually can’t gain more than two assets on a single task if that help is provided by another character.

For example, if Scott is trying to climb a steep incline and Sarah (who is trained in climbing) spends her turn helping him, Scott’s task is eased by two steps.

Sometimes you can help by performing a task that complements what another person is attempting. If your complementary action succeeds, you ease the other person’s task. For example, if Scott tries to persuade a ship captain to let him on board, Sarah could try to supplement Scott’s words with a flattering lie about the captain (a deception action), a display of knowledge about the region where the ship is headed (a geography action), or a direct threat to the captain (an intimidation action). If Sarah’s roll is a success, Scott’s persuasion task is eased.

Distraction: When a character uses their turn to distract a foe, that foe’s attacks are hindered for one round. Multiple characters distracting a foe have no greater effect than a single character doing so—a foe is either distracted or not. A distraction might be yelling a challenge, firing a warning shot, or a similar activity that doesn’t harm the foe.

Draw the Attack: When an NPC attacks a character, another PC can prominently present themselves, shout taunts, and move to try to get the foe to attack them instead. In most cases, this action succeeds without a roll—the opponent attacks the prominent PC instead of their companions. In other cases, such as with intelligent or determined foes, the prominent character must succeed at an Intellect action to draw the attack. If that Intellect action is successful, the foe attacks the prominent character, whose defenses are hindered by two steps. Two characters attempting to draw an attack at the same time cancel each other out.

Two characters attempting to draw an attack at the same time cancel each other out.

Take the Attack: A character can use their action to throw themselves in front of a foe’s successful attack to save a nearby comrade. The attack automatically succeeds against the sacrificial character, and it deals 1 additional point of damage. A character cannot willingly take more than one attack each round in this way.

Crafting, Building, and Repairing

Crafting is a tricky topic in the Cypher System because the same rules that govern building a spear also cover repairing a machine that can take you into hyperspace. Normally, the level of the item determines the difficulty of creating or repairing it as well as the time required. For cyphers, artifacts, other items that require specialized knowledge, or items unique to a world or species other than your own (such as a Martian tripod walker), add 5 to the item’s level to determine the difficulty of building or repairing it.

Sometimes, if the item is artistic in nature, the GM will add to the difficulty and time required. For example, a crude wooden stool might be hammered together in an hour. A beautiful finished piece might take a week or longer and would require more skill on the part of the crafter.

The GM is free to overrule some attempts at creation, building, or repair, requiring that the character have a certain level of skill, proper tools and materials, and so forth.

A level 0 object requires no skill to make and is easily found in most locations. Sling stones and firewood are level 0 items—producing them is routine. Making a torch from spare wood and oil-soaked cloth is simple, so it’s a level 1 object. Making an arrow or a spear is fairly standard but not simple, so it’s a level 2 object.

Generally speaking, a device to be crafted requires materials equal to its level and all the levels below it. So a level 5 device requires level 5 material, level 4 material, level 3 material, level 2 material, and level 1 material (and, technically, level 0 material).

The GM and players can gloss over much of the crafting details, if desired. Gathering all the materials to make a mundane item might not be worth playing out—but then again, it might be. For example, making a wooden spear in a forest isn’t very interesting, but what if the characters have to make a spear in a treeless desert? Finding the wreckage of something made of wood or forcing a PC to fashion a spear out of the bones of a large beast could be interesting situations.

Circumstances really matter. For example, sewing a dress by hand might take five times as long (or more) as using a sewing machine.

The time required to create an item is up to the GM, but the guidelines in the crafting table are a good starting point. Generally, repairing an item takes somewhere between half the creation time and the full creation time, depending on the item, the aspect that needs repairing, and the circumstances. For example, if creating an item takes one hour, repairing it takes thirty minutes to one hour.

The GM is free to overrule some attempts at creation, building, or repair, requiring that the character have a certain level of skill, proper tools and materials, and so forth.

Sometimes a GM will allow a rush job if the circumstances warrant it. This is different than using skill to reduce the time required. In this case, the quality of the item is affected. Let’s say that a character needs to create a tool that will cut through solid steel with a laser (a level 7 item), but they have to do it in one day. The GM might allow it, but the device might be extremely volatile, inflicting damage on the user, or it might work only once. The device is still considered a level 7 item to create in all other respects. Sometimes the GM will rule that reducing the time is not possible. For example, a single human can’t make a chainmail vest in one hour without some kind of machine to help.

Note: Erratum

The rules mention “using skill to reduce the time required” to craft an object. This was cut from the first edition rulebook:

“A character can reduce the time or materials needed instead of the difficulty (again, with GM approval, and if it makes sense to do so). A trained fletcher making arrows (level 2 items) could attempt a difficulty 2 task rather than a difficulty 1 task to create an arrow in fifteen minutes instead of an hour, or to create it in an hour but with substandard (level 1) materials. However, sometimes the GM will rule that reducing the time is not possible. For example, a single human can’t make a chainmail vest in one hour without some kind of machine to help.”

Possible crafting skills include:

@UUID[Compendium.cyphersystem-compendium.crafting-skills.7BUvkxuA2jCU8eqK]{Armoring} @UUID[Compendium.cyphersystem-compendium.crafting-skills.vFZ9YGa70efAWVpN]{Bowyering/fletching} @UUID[Compendium.cyphersystem-compendium.crafting-skills.Mh8fZ6svg8OSnsX3]{Chemistry} @UUID[Compendium.cyphersystem-compendium.crafting-skills.uGEL7zHPjaKA5kbN]{Computer science} @UUID[Compendium.cyphersystem-compendium.crafting-skills.g4qZmxAyRzrKZDzh]{Electronics} @UUID[Compendium.cyphersystem-compendium.crafting-skills.cFbEQnj0w4Q4AEFs]{Engines} @UUID[Compendium.cyphersystem-compendium.crafting-skills.LsykgiEBrwXM8x8x]{Genetic engineering} @UUID[Compendium.cyphersystem-compendium.crafting-skills.sedcB5ntUixkxEFn]{Glassblowing} @UUID[Compendium.cyphersystem-compendium.crafting-skills.kZSFCvecSYYsbDzX]{Gunsmithing} @UUID[Compendium.cyphersystem-compendium.crafting-skills.gH4b6MOodAZeCAod]{Leatherworking} @UUID[Compendium.cyphersystem-compendium.crafting-skills.HiAKUg3uYFmauoeJ]{Metalworking} @UUID[Compendium.cyphersystem-compendium.crafting-skills.Qs5gGKyC1qzg5DDf]{Neural engineering} @UUID[Compendium.cyphersystem-compendium.crafting-skills.dBhnKvctH1RIlolI]{Weaponsmithing} @UUID[Compendium.cyphersystem-compendium.crafting-skills.1N0N3X1Hr4uIet4P]{Woodcrafting}

Characters might try to make a cypher, an artifact, or an alien psionic starship do something other than its intended function. Sometimes, the GM will simply declare the task impossible. You can’t turn a vial of healing elixir into a two-way communicator. But most of the time, there is a chance of success.

That said, tinkering with weird stuff is not easy. Obviously, the difficulty varies from situation to situation, but difficulties starting at 7 are not unreasonable. The time, tools, and training required would be similar to the time, tools, and training needed to repair a device. If the tinkering results in a long-term benefit for the character—such as creating an artifact that they can use—the GM should require them to spend XP to make it.

Obviously, what is considered “weird stuff ” will vary from setting to setting, and sometimes the concept might not apply at all. But many times, there will be something in the setting that is too strange, too alien, too powerful, or too dangerous for PCs to mess around with (or at least mess around with easily). Einstein may have been extraordinary, but that doesn’t mean he could reverse-engineer a teleporter made in another dimension.

DifficultyCraftGeneral Time to Build
0Something extremely simple like tying a rope or finding an appropriately sized rockA few minutes at most
1TorchFive minutes
2Spear, simple shelter, piece of furnitureOne hour
3Bow, door, basic article of clothingOne day
4Sword, chainmail vestOne to two days
5Common technological item (electric light), nice piece of jewelry or art objectOne week
6Technological item (watch, transmitter), really nice piece of jewelry or art object, elegant craftworkOne month
7Technological item (computer), major work of artOne year
8Technological item (something from beyond Earth)Many years
9Technological item (something from beyond Earth)Many years
10Technological item (something from beyond Earth)Many years

Guarding

In a combat situation, a character can stand guard as their action. They do not make attacks, but all their defense tasks are eased. Further, if an NPC tries to get by them or take an action that they are guarding against, the character can attempt an eased Speed action based on the level of the NPC. Success means the NPC is prevented from taking the action; the NPC’s action that turn is wasted. This is useful for blocking a doorway, guarding a friend, and so forth.

If an NPC is standing guard, use the same procedure, but to get past the guard, the PC attempts a hindered Speed action against the NPC. For example, Diana is an NPC human with a level 3 bodyguard. The bodyguard uses their action to guard Diana. If a PC wants to attack Diana, the PC first must succeed at a difficulty 4 Speed task to get past the guard. If the PC succeeds, they can make their attack normally.

Healing

You can administer aid through bandaging and other succor, attempting to heal each patient once per day. This healing restores points to a stat Pool of your choice. Decide how many points you want to heal, and then make an Intellect action with a difficulty equal to that number. For example, if you want to heal someone for 3 points, that’s a difficulty 3 task with a target number of 9.

Interacting With Creatures

The level of the creature determines the target number, just as with combat. Thus, bribing a guard works much like punching them or affecting them with an ability. This is true of persuading someone, intimidating someone, calming a wild beast, or anything of the kind. Interaction is an Intellect task. Interacting usually requires a common language or some other way to communicate. Learning new languages is the same as learning a new skill.

Jumping

Decide how far you want to jump, and that sets the difficulty of your Might roll. For a standing jump, subtract 4 from the distance in feet to determine the difficulty of the jump. For example, jumping 10 feet (3 m) has a difficulty of 6.

If you run an immediate distance before jumping, it counts as an asset, easing the jump.

If you run a short distance before jumping, divide the jump distance (in feet) by 2 and then subtract 4 to determine the difficulty of the jump. Because you’re running an immediate distance (and then some), you also count your running as an asset. For example, jumping a distance of 20 feet (6 m) with a short running start has a difficulty of 5 (20 feet divided by 2 is 10, minus 4 is 6, minus 1 for running an immediate distance).

For a vertical jump, the distance you clear (in feet) is equal to the difficulty of the jumping task. If you run an immediate distance, it counts as an asset, easing the jump.

There’s nothing wrong with the GM simply assigning a difficulty level to a jump without worrying about the precise distance. The rules here are just so everyone has some guidelines.

Note: Addendum

Jumping Distance Table

DifficultyStandingRunning*Vertical
15 ft (1.5 m)12 ft (3.6 m)1 ft (0.3 m)
26 ft (1.8 m)14 ft (4.2 m)2 ft (0.6 m)
37 ft (2.1 m)16 ft (4.8 m)3 ft (0.9 m)
48 ft (2.4 m)18 ft (5.4 m)4 ft (1.2 m)
59 ft (2.7 m)20 ft (6 m)5 ft (1.5 m)
610 ft (3 m)22 ft (6.6 m)6 ft (1.8 m)
711 ft (3.3 m)24 ft (7.2 m)7 ft (2.1 m)
812 ft (3.6 m)26 ft (7.8 m)8 ft (2.4 m)
913 ft (3.9 m)28 ft (8.4 m)9 ft (2.7 m)
1014 ft (4.2 m)30 ft (9 m)10 ft (3 m)
1115 ft (4.5 m)32 ft (9.6 m)11 ft (3.3 m)
1216 ft (4.8 m)34 ft (10.2 m)12 ft (3.6 m)
1317 ft (5.1 m)36 ft (10.8 m)13 ft (3.9 m)
1418 ft (5.4 m)38 ft (11.4 m)14 ft (4.2 m)
1519 ft (5.7 m)40 ft (12 m)15 ft (4.5 m)

* Short distance. Already includes the asset for running an immediate distance.

Looking or Listening

Generally, the GM will describe any sight or sound that’s not purposefully difficult to detect. But if you want to look for a hidden enemy, search for a secret panel, or listen for someone sneaking up on you, make an Intellect roll. If it’s a creature, its level determines the difficulty of your roll. If it’s something else, the GM determines the difficulty of your roll.

Moving a Heavy Object

You can push or pull something very heavy and move it an immediate distance as your action.

The weight of the object determines the difficulty of the Might roll to move it; every 50 pounds (23 kg) hinders the task by one step. So moving something that weighs 150 pounds (68 kg) is difficulty 3, and moving something that weighs 400 pounds (180 kg) is difficulty 8. If you can ease the task to 0, you can move a heavy object up to a short distance as your action.

Operating or Disabling a Device, or Picking a Lock

As with figuring out a device, the level of the device usually determines the difficulty of the Intellect roll. Unless a device is very complex, the GM will often rule that once you figure it out, no roll is needed to operate it except under special circumstances. So if the PCs figure out how to use a hovercraft, they can operate it. If they are attacked, they might need to roll to ensure that they don’t crash the vehicle into a wall while trying to avoid being hit.

Unlike operating a device, disabling a device or picking a lock usually require rolls. These actions often involve special tools and assume that the character is not trying to destroy the device or lock. (A PC who is attempting to destroy it probably should make a Might roll to smash it rather than a Speed or Intellect roll requiring patience and know-how.)

Riding or Piloting

If you’re riding an animal that’s trained to be a mount, or driving or piloting a vehicle, you don’t need to make a roll to do something routine such as going from point A to point B (just as you wouldn’t need to make a roll to walk there). However, staying mounted during a fight or doing something tricky with a vehicle requires a Speed roll to succeed. A saddle or other appropriate gear is an asset and eases the task.

DifficultyManeuver
0Riding
1Staying on the mount (including a motorcycle or similar vehicle) in a battle or other difficult situation
3Staying on a mount (including a motorcycle or similar vehicle) when you take damage
4Mounting a moving steed
4Making an abrupt turn with a vehicle while moving fast
4Getting a vehicle to move twice as fast as normal for one round
5Coaxing a mount to move or jump twice as fast or far as normal for one round
5Making a long jump with a vehicle not intended to go airborne (like a car) and remaining in control

Sneaking

The difficulty of sneaking by a creature is determined by its level. Sneaking is a Speed roll. Moving at half speed eases the sneaking task. Appropriate camouflage or other gear may count as an asset and ease the task, as will dim lighting conditions and having plenty of things to hide behind.

Swimming

If you’re simply swimming from one place to another, such as across a calm river or lake, use the standard movement rules, noting the fact that your character is in deep water. However, sometimes, special circumstances require a Might roll to make progress while swimming, such as when trying to avoid a current or being dragged into a whirlpool.

Understanding, Identifying, or Remembering

When characters try to identify or figure out how to use a device, the level of the device determines the difficulty. For a bit of knowledge, the GM determines the difficulty.

DifficultyKnowledge
0Common knowledge
1Simple knowledge
3Something a scholar probably knows
5Something even a scholar might not know
7Knowledge very few people possess
10Completely lost knowledge

Vehicular Movement

Vehicles move just like creatures. Each has a movement rate, which indicates how far it can move in a round. Most vehicles require a driver, and when moving, they usually require that the driver spends every action controlling the movement. This is a routine task that rarely requires a roll. Any round not spent driving the vehicle hinders the task in the next round and precludes any change in speed or direction. In other words, driving down the road normally is difficulty 0. Spending an action to retrieve a backpack from the back seat means that in the following round, the driver must attempt a difficulty 1 task. If they instead use their action to pull a handgun from the backpack, in the next round the difficulty to drive will be 2, and so on. Failure results are based on the situation but might involve a collision or something similar.

In a vehicular chase, drivers attempt Speed actions just like in a regular chase, but the task may be based either on the level of the driver (modified by the level and movement rate of the vehicle) or on the level of the vehicle (modified by the level of the driver). So if a PC driving a typical car is chasing a level 3 NPC driving a level 5 sports car, the PC would make three chase rolls with a difficulty of 5. If the PC’s car is a souped-up custom vehicle, it might grant the PC an asset in the chase. If the PC is not in a car at all, but riding a bicycle, it might hinder the chase rolls by two or three steps, or the GM might simply rule that it’s impossible.

Vehicular Combat

Much of the time, a fight between foes in cars, boats, or other vehicles is just like any other combat situation. The combatants probably have cover and are moving fast. Attacks to disable a vehicle or a portion of it are based on the level of the vehicle. If the vehicle is an armored car or a tank, all attacks are likely aimed at the vehicle, which has a level and probably an appropriate Armor rating, not unlike a creature.

The only time this isn’t true is with battles where only vehicles and not characters are involved. Thus, if the PCs are in a shootout with bank robbers and both groups are in cars, use the standard rules. However, battles between starships of various kinds—from gigantic capital ships to single-pilot fighters—are a frequent occurrence in far-future science fiction settings. A submarine battle between two deep sea craft could be quite exciting. Characters in a modern-day game might find themselves in a tank fight. If PCs are involved in combat in which they are entirely enclosed in vehicles (so that it’s not really the characters fighting, but the vehicles), use the following quick and easy guidelines.

On this scale, combat between vehicles isn’t like traditional combat. Don’t worry about health, Armor, or anything like that. Instead, just compare the levels of the vehicles involved. If the PCs’ vehicle has the higher level, the difference in levels is how many steps the PCs’ attack and defense rolls are eased. If the PCs’ vehicle has the lower level, their rolls are hindered. If the levels are the same, there is no modification.

These attack and defense rolls are modified by skill and Effort, as usual. Some vehicles also have superior weapons, which ease the attack (since there is no “damage” amount to worry about), but this circumstance is probably uncommon in this abstract system and should not affect the difficulty by more than one or maybe two steps. Further, if two vehicles coordinate their attack against one vehicle, the attack is eased. If three or more vehicles coordinate, the attack is eased by two steps.

The attacker must try to target a specific system on or portion of an enemy vehicle. This hinders the attack based on the system or portion targeted.

That’s a lot of modifications. But it’s not really that hard. Let’s look at an example of a space battle. A PC in a small level 2 fighter attacks a level 4 frigate. Since the frigate is level 4, the difficulty of the attack starts at 4. But the attacking craft is weaker than the defender, so the attack is hindered equal to the difference in their levels (2). The fighter pilot must make a difficulty 6 attack on the frigate. However, the fighter is trying to swoop in and damage the frigate’s drive, which hinders the attack by another three steps, for a total difficulty of 9. If the fighter pilot is trained in space combat, they reduce the difficulty to 8, but it’s still impossible without help. So let’s say that two other PCs—also in level 2 fighters—join in and coordinate their attack. Three ships coordinating an attack on one target eases the task by two steps, resulting in a final difficulty of 6. Still, the attacking PC would be wise to use Effort.

Then the frigate retaliates, and the PC needs to make a defense roll. The level difference between the ships (2) means the PC’s defense is hindered by two steps, so the difficulty of the PC’s defense roll starts out at 6. But the frigate tries to take out the fighter’s weapons, hindering their attack (easing the PC’s defense) by two steps. Thus, the PC needs to succeed at a difficulty 4 task or lose their main weapons systems.

It’s important to remember that a failed attack doesn’t always mean a miss. The target ship might rock and reel from the hit, but the bulk of the damage was absorbed by the shields, so there’s no significant damage.

This bare-bones system should allow the GM and players to flesh out exciting encounters involving the whole group. For example, perhaps while one PC pilots a ship, another mans the guns, and another frantically attempts to repair damage to the maneuvering thrusters before they crash into the space station they’re trying to defend.

During a vehicular battle, particularly a space battle, there’s a lot of chatter about shields failing, hull integrity, being outmaneuvered, coming in too fast, and whatnot. These sorts of details are great, but they’re all flavor, so they’re represented in the rules generally, rather than specifically.

For more details about vehicles, refer to the appropriate Genre chapter.

Training in driving makes the character practiced in using a vehicle as a weapon. If the vehicle is used to run over a victim or ram an enemy vehicle, treat a motorcycle as a medium weapon and treat a car or truck as a heavy weapon.

Targeting TaskAttack HinderedEffect
Disable weaponsTwo stepsOne or more of the vehicle’s weapons no longer function

Disable defenses
(if applicable)

Two stepsAttacks against the vehicle are eased
Disable engine/driveThree stepsVehicle cannot move, or movement is hampered
Disable maneuverabilityTwo stepsVehicle cannot alter its present course
Strike power core or vital spotFive stepsVehicle is completely destroyed

Followers

Player characters have the option to gain followers as they advance in tier, as provided by type or focus special abilities. Followers do not need to be paid, fed, or housed, though a character who gains followers can certainly make such arrangements if they wish. A follower is someone whom a character has inspired (or asked) to come work with the character for a time, aiding them in a variety of endeavors. A follower puts the PC’s interests ahead of, or at least on par with, their own.

The PC generally makes rolls for their follower when the follower takes actions, though usually a follower’s modifications provide an asset to a specific action taken by the PC they follow.

If a follower dies, the character gains a new one after at least two weeks and proper recruitment.

Modifications: A follower can help a PC in one or more tasks, granting the PC an asset to that task. The level of the follower indicates the number of different tasks they can help with. The tasks that the follower is able to help with are predetermined, usually chosen by the PC when they gain the follower. A level 2 follower who the player determines is a spy could grant a PC an asset on two different tasks, such as stealth and deception. Followers cannot help with tasks that they don’t have modifications for; for the purpose of helping, treat the follower as if they had inabilities in all nonmodified tasks.

When the follower acts autonomously rather than helping the PC, they act like a normal NPC that has modifications. Thus, the modification increases their effective level for the associated task by one step. For example, the level 2 spy follower with modifications for stealth and deception attempts stealth and deception tasks as if they were level 3 and all other tasks as level 2.

Follower Assets to Combat and Defense: A follower cannot grant an asset to a character’s attacks or defense until the follower is level 3 or higher. Even then, the follower can help with attacks and defense only if they have a modification for that kind of task.

Some abilities may grant a special exception to this rule. For instance, the Serv-0 Defender ability gives your level 1 Serv-0 follower (a machine companion) a modification for Speed defense.

Follower Level Progression: A follower increases in level by 1 each time a PC advances two tiers after gaining that follower. When the follower gains a level, the PC also chooses the task that the follower gains a modification for.

Exceptional Follower: When a character gains a follower, there’s a small chance that the follower will be exceptional in some way, a cut above other followers of their kind. The GM determines when an exceptional follower is found, possibly as an additional reward for smart or engaging roleplaying where the PCs impress or otherwise positively interact with one or more NPCs, some of whom may later go on to become one of their followers. An exceptional follower has the same qualities as a regular follower but is 1 level higher.

Pet: Any PC can potentially gain a pet, though a pet typically doesn’t provide modifications. If a character wants a pet that can do this, they must gain the pet through an an ability or focus that grants followers. On the other hand, a well-cared-for pet grants an asset to a PC’s tasks related to achieving peace of mind, finding comfort, and resisting loneliness.

Breathing Life Into Followers

The modifications provided by followers could come across as fairly dry and mechanical. To avoid that, you could present each follower in a way that makes them more compelling and interesting. Here are a few examples of how to describe a follower, depending on their mix of modifications.

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This section explains how to create characters to play in a Cypher System game. This involves a series of decisions that will shape your character, so the more you understand what kind of character you want to play, the easier character creation will be. The process involves understanding the values of three game statistics and choosing three aspects that determine your character’s capabilities.

Character Stats

Every player character has three defining characteristics, which are typically called “statistics” or “stats.” These stats are Might, Speed, and Intellect. They are broad categories that cover many different but related aspects of a character.

Might

Might defines how strong and durable your character is. The concepts of strength, endurance, constitution, hardiness, and physical prowess are all folded into this one stat. Might isn’t relative to size; instead, it’s an absolute measurement. An elephant has more Might than the mightiest tiger, which has more Might than the mightiest rat, which has more Might than the mightiest spider.

Might governs actions from forcing doors open to walking for days without food to resisting disease. It’s also the primary means of determining how much damage your character can sustain in a dangerous situation. Physical characters, tough characters, and characters interested in fighting should focus on Might.

Might could be thought of as Might/Health because it governs how strong you are and how much physical punishment you can take.

Speed

Speed describes how fast and physically coordinated your character is. The stat embodies quickness, movement, dexterity, and reflexes. Speed governs such divergent actions as dodging attacks, sneaking around quietly, and throwing a ball accurately. It helps determine whether you can move farther on your turn. Nimble, fast, or sneaky characters will want good Speed stats, as will those interested in ranged combat.

Speed could be thought of as Speed/Agility because it governs your overall swiftness and reflexes.

Intellect

This stat determines how smart, knowledgeable, and likable your character is. It includes intelligence, wisdom, charisma, education, reasoning, wit, willpower, and charm. Intellect governs solving puzzles, remembering facts, telling convincing lies, and using mental powers. Characters interested in communicating effectively, being learned scholars, or wielding supernatural powers should stress their Intellect stat.

Intellect could be thought of as Intellect/Personality because it governs both intelligence and charisma.

Pool, Edge, and Effort

Each of the three stats has two components: Pool and Edge. Your Pool represents your raw, innate ability, and your Edge represents knowing how to use what you have. A third element ties into this concept: Effort. When your character really needs to accomplish a task, you apply Effort.

Your stat Pools, as well as your Effort and Edge, are determined by the character type, descriptor, and focus that you choose. Within those guidelines, however, you have a lot of flexibility in how you develop your character.

Pool

Your Pool is the most basic measurement of a stat. Comparing the Pools of two creatures will give you a general sense of which creature is superior in that stat. For example, a character who has a Might Pool of 16 is stronger (in a basic sense) than a character who has a Might Pool of 12. Most characters start with a Pool of 9 to 12 in most stats—that’s the average range.

When your character is injured, sickened, or attacked, you temporarily lose points from one of your stat Pools. The nature of the attack determines which Pool loses points. For example, physical damage from a sword reduces your Might Pool, a poison that makes you clumsy reduces your Speed Pool, and a psionic blast reduces your Intellect Pool. You can also spend points from one of your stat Pools to decrease a task’s difficulty (see Effort, below). You can rest to recover lost points from a stat Pool, and some special abilities or cyphers might allow you to recover lost points quickly.

Edge

Although your Pool is the basic measurement of a stat, your Edge is also important. When something requires you to spend points from a stat Pool, your Edge for that stat reduces the cost. It also reduces the cost of applying Effort to a roll.

For example, let’s say you have a mental blast ability, and activating it costs 1 point from your Intellect Pool. Subtract your Intellect Edge from the activation cost, and the result is how many points you must spend to use the mental blast. If using your Edge reduces the cost to 0, you can use the ability for free.

Your Edge can be different for each stat. For example, you could have a Might Edge of 1, a Speed Edge of 1, and an Intellect Edge of 0. You’ll always have an Edge of at least 1 in one stat. Your Edge for a stat reduces the cost of spending points from that stat Pool, but not from other Pools. Your Might Edge reduces the cost of spending points from your Might Pool, but it doesn’t affect your Speed Pool or Intellect Pool. Once a stat’s Edge reaches 3, you can apply one level of Effort for free.

A character who has a low Might Pool but a high Might Edge has the potential to perform Might actions consistently better than a character who has a Might Edge of 0. The high Edge will let them reduce the cost of spending points from the Pool, which means they’ll have more points available to spend on applying Effort.

Effort

When your character really needs to accomplish a task, you can apply Effort. For a beginning character, applying Effort requires spending 3 points from the stat Pool appropriate to the action. Thus, if your character tries to dodge an attack (a Speed roll) and wants to increase the chance for success, you can apply Effort by spending 3 points from your Speed Pool. Effort eases the task by one step. This is called applying one level of Effort.

You don’t have to apply Effort if you don’t want to. If you choose to apply Effort to a task, you must do it before you attempt the roll—you can’t roll first and then decide to apply Effort if you rolled poorly.

Applying more Effort can lower a task’s difficulty further: each additional level of Effort eases the task by another step. Applying one level of Effort eases the task by one step, applying two levels eases the task by two steps, and so on. However, each level of Effort after the first costs only 2 points from the stat Pool instead of 3. So applying two levels of Effort costs 5 points (3 for the first level plus 2 for the second level), applying three levels costs 7 points (3 plus 2 plus 2), and so on.

Every character has an Effort score, which indicates the maximum number of levels of Effort that can be applied to a roll. A beginning (first-tier) character has an Effort of 1, meaning you can apply only one level of Effort to a roll. A more experienced character has a higher Effort score and can apply more levels of Effort to a roll. For example, a character who has an Effort of 3 can apply up to three levels of Effort to reduce a task’s difficulty.

When you apply Effort, subtract your relevant Edge from the total cost of applying Effort. For example, let’s say you need to make a Speed roll. To increase your chance for success, you decide to apply one level of Effort, which will ease the task. Normally, that would cost 3 points from your Speed Pool. However, you have a Speed Edge of 2, so you subtract that from the cost. Thus, applying Effort to the roll costs only 1 point from your Speed Pool.

What if you applied two levels of Effort to the Speed roll instead of just one? That would ease the task by two steps. Normally, it would cost 5 points from your Speed Pool, but after subtracting your Speed Edge of 2, it costs only 3 points.

Once a stat’s Edge reaches 3, you can apply one level of Effort for free. For example, if you have a Speed Edge of 3 and you apply one level of Effort to a Speed roll, it costs you 0 points from your Speed Pool. (Normally, applying one level of Effort would cost 3 points, but you subtract your Speed Edge from that cost, reducing it to 0.)

Skills and other advantages also ease a task, and you can use them in conjunction with Effort. In addition, your character might have special abilities or equipment that allow you to apply Effort to accomplish a special effect, such as knocking down a foe with an attack or affecting multiple targets with a power that normally affects only one.

When applying Effort to melee attacks, you have the option of spending points from either your Might Pool or your Speed Pool. When making ranged attacks, you may spend points only from your Speed Pool. This reflects that with melee you sometimes use brute force and sometimes use finesse, but with ranged attacks, it’s always about careful targeting.

Effort and Damage

Instead of applying Effort to ease your attack, you can apply Effort to increase the amount of damage you inflict with an attack. For each level of Effort you apply in this way, you inflict 3 additional points of damage. This works for any kind of attack that inflicts damage, whether a sword, a crossbow, a mind blast, or something else.

When using Effort to increase the damage of an area attack, such as the explosion created by an Adept’s Concussion ability, you inflict 2 additional points of damage instead of 3 points. However, the additional points are dealt to all targets in the area. Further, even if one or more of the targets resist the attack, they still take 1 point of damage.

Multiple Uses of Effort and Edge

If your Effort is 2 or higher, you can apply Effort to multiple aspects of a single action. For example, if you make an attack, you can apply Effort to your attack roll and apply Effort to increase the damage.

The total amount of Effort you apply can’t be higher than your Effort score. For example, if your Effort is 2, you can apply up to two levels of Effort. You could apply one level to an attack roll and one level to its damage, two levels to the attack and no levels to the damage, or no levels to the attack and two levels to the damage.

You can use Edge for a particular stat only once per action. For example, if you apply Effort to a Might attack roll and to your damage, you can use your Might Edge to reduce the cost of one of those uses of Effort, not both. If you spend 1 Intellect point to activate your mind blast and one level of Effort to ease the attack roll, you can use your Intellect Edge to reduce the cost of one of those things, not both.

Stat Examples

A beginning character is fighting a giant rat. The PC stabs their spear at the rat, which is a level 2 creature and thus has a target number of 6. The character stands atop a boulder and strikes downward at the beast, and the GM rules that this helpful tactic is an asset that eases the attack by one step (to difficulty 1). That lowers the target number to 3. Attacking with a spear is a Might action; the character has a Might Pool of 11 and a Might Edge of 0. Before making the roll, they decide to apply a level of Effort to ease the attack. That costs 3 points from their Might Pool, reducing the Pool to 8. But the points are well spent. Applying the Effort lowers the difficulty from 1 to 0, so no roll is needed—the attack automatically succeeds.

Another character is attempting to convince a guard to let them into a private office to speak to an influential noble. The GM rules that this is an Intellect action. The character is third tier and has an Effort of 3, an Intellect Pool of 13, and an Intellect Edge of 1. Before making the roll, they must decide whether to apply Effort. They can choose to apply one, two, or three levels of Effort, or apply none at all. This action is important to them, so they decide to apply two levels of Effort, easing the task by two steps. Thanks to their Intellect Edge, applying the Effort costs only 4 points from their Intellect Pool (3 points for the first level of Effort plus 2 points for the second level minus 1 point for their Edge). Spending those points reduces their Intellect Pool to 9. The GM decides that convincing the guard is a difficulty 3 (demanding) task with a target number of 9; applying two levels of Effort reduces the difficulty to 1 (simple) and the target number to 3. The player rolls a d20 and gets an 8. Because this result is at least equal to the target number of the task, they succeed. However, if they had not applied some Effort, they would have failed because their roll (8) would have been less than the task’s original target number (9).

Character Tiers

Every character starts the game at the first tier. Tier is a measurement of power, toughness, and ability. Characters can advance up to the sixth tier. As your character advances to higher tiers, you gain more abilities, increase your Effort, and can improve a stat’s Edge or increase a stat. Generally speaking, even first-tier characters are already quite capable. It’s safe to assume that they’ve already got some experience under their belt. This is not a “zero to hero” progression, but rather an instance of competent people refining and honing their capabilities and knowledge. Advancing to higher tiers is not really the goal of Cypher System characters, but rather a representation of how characters progress in a story.

To progress to the next tier, characters earn experience points (XP) by pursuing character arcs, going on adventures, and discovering new things—the system is about both discovery and exploration, as well as achieving personal goals. Experience points have many uses, and one use is to purchase character benefits. After your character purchases four character benefits, they advance to the next tier. Each benefit costs 4 XP, and you can purchase them in any order, but you must purchase one of each kind of benefit (and then advance to the next tier) before you can purchase the same benefit again. The four character benefits are as follows.

Increasing Capabilities: You gain 4 points to add to your stat Pools. You can allocate the points among the Pools however you wish.

Moving Toward Perfection: You add 1 to your Might Edge, your Speed Edge, or your Intellect Edge (your choice).

Extra Effort: Your Effort score increases by 1.

Skills: You become trained in one skill of your choice, other than attacks or defense. As described in Rules of the Game, a character trained in a skill treats the difficulty of a related task as one step lower than normal. The skill you choose for this benefit can be anything you wish, such as climbing, jumping, persuading, or sneaking. You can also choose to be knowledgeable in a certain area of lore, such as history or geology. You can even choose a skill based on your character’s special abilities. For example, if your character can make an Intellect roll to blast an enemy with mental force, you can become trained in using that ability, easing the task of using it. If you choose a skill that you are already trained in, you become specialized in that skill, easing related tasks by two steps instead of one.

Skills are a broad category of things your character can learn and accomplish. For a list of sample skills, see below.

Other Options: Players can also spend 4 XP to purchase other special options in lieu of gaining a new skill. Selecting any of these options counts as the skill benefit necessary to advance to the next tier. The special options are as follows:

Note: Erratum

The other options are described a bit differently in the Experience Points chapter. There you can buy other options in lieu of any of the above options, not only in lieu of gaining a new skill. There’s also the possibility to buy focus abilities of tiers 3 and 6. The description in the Experience Points chapter seems to be the correct one.

Character Descriptor, Type, and Focus

To create your character, you build a simple statement that describes them. The statement takes this form: “I am a [fill in an adjective here] [fill in a noun here] who [fill in a verb here].”

Thus: “I am an adjective noun who verbs.” For example, you might say, “I am a Rugged Warrior who Controls Beasts” or “I am a Charming Explorer who Focuses Mind Over Matter.”

In this sentence, the adjective is called your descriptor.

The noun is your character type.

The verb is called your focus.

Even though character type is in the middle of the sentence, that’s where we’ll start this discussion. (Just as in a sentence, the noun provides the foundation.)

Your character type is the core of your character. In some roleplaying games, it might be called your character class. Your type helps determine your character’s place in the world and relationship with other people in the setting. It’s the noun of the sentence “I am an adjective noun who verbs.”

You can choose from four character types: Warriors, Adepts, Explorers, and Speakers.

Your descriptor defines your character—it colors everything you do. Your descriptor places your character in the situation (the first adventure, which starts the campaign) and helps provide motivation. It’s the adjective of the sentence “I am an adjective noun who verbs.”

Unless your GM says otherwise, you can choose from any of the character descriptors.

Focus is what your character does best. Focus gives your character specificity and provides interesting new abilities that might come in handy. Your focus also helps you understand how you relate with the other player characters in your group. It’s the verb of the sentence “I am an adjective noun who verbs.”

There are many character foci. The ones you choose from will probably depend on the setting and genre of your game.

You can use the Flavors chapter to slightly modify character types to customize them for different genres.

Special Abilities

Character types and foci grant PCs special abilities at each new tier. Using these abilities usually costs points from your stat Pools; the cost is listed in parentheses after the ability name. Your Edge in the appropriate stat can reduce the cost of the ability, but remember that you can apply Edge only once per action. For example, let’s say an Adept with an Intellect Edge of 2 wants to use their Onslaught ability to create a bolt of force, which costs 1 Intellect point. They also want to increase the damage from the attack by using a level of Effort, which costs 3 Intellect points. The total cost for their action is 2 points from their Intellect Pool (1 point for the bolt of force, plus 3 points for using Effort, minus 2 points from their Edge).

Sometimes the point cost for an ability has a + sign after the number. For example, the cost might be given as “2+ Intellect points.” That means you can spend more points or more levels of Effort to improve the ability further, as explained in the ability description.

Many special abilities grant a character the option to perform an action that they couldn’t normally do, such as projecting rays of cold or attacking multiple foes at once. Using one of these abilities is an action unto itself, and the end of the ability’s description says “Action” to remind you. It also might provide more information about when or how you perform the action.

Some special abilities allow you to perform a familiar action—one that you can already do—in a different way. For example, an ability might let you wear heavy armor, reduce the difficulty of Speed defense rolls, or add 2 points of fire damage to your weapon damage. These abilities are called enablers. Using one of these abilities is not considered an action. Enablers either function constantly (such as being able to wear heavy armor, which isn’t an action) or happen as part of another action (such as adding fire damage to your weapon damage, which happens as part of your attack action). If a special ability is an enabler, the end of the ability’s description says “Enabler” to remind you.

Some abilities specify a duration, but you can always end one of your own abilities anytime you wish.

Because the Cypher System covers so many genres, not all of the descriptors, types, and foci might be available for players. The GM will decide what’s available in their particular game and whether anything is modified, and they’ll let the players know.

Skills

Sometimes your character gains training in a specific skill or task. For example, your focus might mean that you’re trained in sneaking, in climbing and jumping, or in social interactions. Other times, your character can choose a skill to become trained in, and you can pick a skill that relates to any task you think you might face.

The Cypher System has no definitive list of skills. However, the following list offers ideas:

@UUID[Compendium.cyphersystem-compendium.basic-skills.kEz6uQxk1unTXSNm]{Astronomy} @UUID[Compendium.cyphersystem-compendium.basic-skills.fwktascgpe8DprA9]{Balancing} @UUID[Compendium.cyphersystem-compendium.basic-skills.qIkIjledDIy71P6m]{Biology} @UUID[Compendium.cyphersystem-compendium.basic-skills.YVOjYbyRzCYVxd4I]{Botany} @UUID[Compendium.cyphersystem-compendium.basic-skills.ybR56wJ9gjEiBBeS]{Carrying} @UUID[Compendium.cyphersystem-compendium.basic-skills.jMju5yGMFFfxmpK4]{Climbing} @UUID[Compendium.cyphersystem-compendium.basic-skills.NaKiOXzse6HzKjoU]{Computers} @UUID[Compendium.cyphersystem-compendium.basic-skills.eeHdJpr4k8hYtGr5]{Deceiving} @UUID[Compendium.cyphersystem-compendium.basic-skills.DraIKUQRw8KrnC4o]{Disguise} @UUID[Compendium.cyphersystem-compendium.basic-skills.Pjj8dKkUIGbXbAtj]{Escaping} @UUID[Compendium.cyphersystem-compendium.basic-skills.6e83HnGZvltsanfE]{Geography} @UUID[Compendium.cyphersystem-compendium.basic-skills.z1y5D9aLUU6RJSaU]{Geology} @UUID[Compendium.cyphersystem-compendium.basic-skills.vxW0N1vEdwK4MVjD]{Healing} @UUID[Compendium.cyphersystem-compendium.basic-skills.RnsLhB3rhJUC0Euk]{History} @UUID[Compendium.cyphersystem-compendium.basic-skills.QonPVHzXrzIN29lf]{Identifying} @UUID[Compendium.cyphersystem-compendium.basic-skills.gbWPNb1uKsRtZWSL]{Initiative} @UUID[Compendium.cyphersystem-compendium.basic-skills.tZ7PdXuWQyRMo0Rh]{Intimidation} @UUID[Compendium.cyphersystem-compendium.basic-skills.MrGl25gzZk4uu7BR]{Jumping} @UUID[Compendium.cyphersystem-compendium.basic-skills.bBrJqSuoQ6PmRqH5]{Leatherworking} @UUID[Compendium.cyphersystem-compendium.basic-skills.BATb9zx3L6oB2J0H]{Lockpicking} @UUID[Compendium.cyphersystem-compendium.basic-skills.E3swDJUDkKbo5K6S]{Machinery} @UUID[Compendium.cyphersystem-compendium.basic-skills.N45sgegH563KWZPR]{Metalworking} @UUID[Compendium.cyphersystem-compendium.basic-skills.rH5FwMXGaNn21DZD]{Perception} @UUID[Compendium.cyphersystem-compendium.basic-skills.CYciueF3uoV3azbx]{Persuasion} @UUID[Compendium.cyphersystem-compendium.basic-skills.zhQK4a79V1U6iuq8]{Philosophy} @UUID[Compendium.cyphersystem-compendium.basic-skills.OzVTO7QBg6okJ7Wf]{Physics} @UUID[Compendium.cyphersystem-compendium.basic-skills.L5fWzlqtfmdwZ2bC]{Pickpocketing} @UUID[Compendium.cyphersystem-compendium.basic-skills.FDS0OTDYEmGsv2Xe]{Piloting} @UUID[Compendium.cyphersystem-compendium.basic-skills.T9qrqrrHhuA3ad6S]{Repairing} @UUID[Compendium.cyphersystem-compendium.basic-skills.JZF2fos5oJ3sEVhC]{Riding} @UUID[Compendium.cyphersystem-compendium.basic-skills.y0gHR7IwScnB2Ebi]{Smashing} @UUID[Compendium.cyphersystem-compendium.basic-skills.Q9tfUkhYGRJ5Df42]{Sneaking} @UUID[Compendium.cyphersystem-compendium.basic-skills.duTx0BwgmC1Gw3Ze]{Stealth} @UUID[Compendium.cyphersystem-compendium.basic-skills.bDIjaLnoMQAS99GH]{Swimming} @UUID[Compendium.cyphersystem-compendium.basic-skills.iaW1Bm0sA2cE3iLa]{Vehicle driving} @UUID[Compendium.cyphersystem-compendium.basic-skills.Yn7G03hmz9uLOnhp]{Woodworking}

You could choose a skill that incorporates more than one of these areas (interacting might include deceiving, intimidation, and persuasion) or that is a more specific version of one (hiding might be sneaking when you’re not moving). You could also make up more general professional skills, such as baker, sailor, or lumberjack. If you want to choose a skill that’s not on this list, it’s probably best to run it past the GM first, but in general, the most important thing is to choose skills that are appropriate to your character.

Remember that if you gain a skill that you’re already trained in, you become specialized in that skill. Because skill descriptions can be nebulous, determining whether you’re trained or specialized might take some thinking. For example, if you’re trained in lying and later gain an ability that grants you skill with all social interactions, you become specialized in lying and trained in all other types of interactions. Being trained three times in a skill is no better than being trained twice (in other words, specialized is as good as it gets).

Only skills gained through character type abilities or other rare instances allow you to become skilled with attack or defense tasks.

If you gain a special ability through your type, your focus, or some other aspect of your character, you can choose it in place of a skill and become trained or specialized in that ability. For example, if you have a mind blast, when it’s time to choose a skill to be trained in, you can select your mind blast as your skill. That would ease the attack every time you used it. Each ability you have counts as a separate skill for this purpose. You can’t select “all mind powers” or “all spells” as one skill and become trained or specialized in such a broad category.

In most campaigns, fluency in a language is considered a skill. So if you want to speak French, that’s the same as being trained in biology or swimming.

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Character type is the core of your character. Your type helps determine your character’s place in the world and relationship with other people in the setting. It’s the noun of the sentence “I am an adjective noun who verbs.”

In some roleplaying games, your character type might be called your character class.

You can choose from four character types: Warrior, Adept, Explorer, and Speaker. However, you may not want to use these generic names for them. This chapter offers a few more specific names for each type that might be more appropriate to various genres. You’ll find that names like “Warrior” or “Explorer” don’t always feel right, particularly in games set in modern times. As always, you’re free to do as you wish. (Your type is who your character is. You should use whatever name you want for your type, as long as it fits both your character and the setting.)

Since the type is the basis upon which your whole character is built, it’s important to consider how the type relates to the chosen setting. To help with this, types are actually general archetypes. A Warrior, for example, might be anyone from a knight in shining armor to a cop on the streets to a grizzled cybernetic veteran of a thousand futuristic wars.

To further massage the four types for better use in various settings, different methods called flavors are presented in Flavors to help slightly tailor the types toward fantasy, science fiction, or other genres (or to address different character concepts).

Finally, more fundamental options for further customization are provided at the end of this chapter.

Player Intrusion

A player intrusion is the player choosing to alter something in the campaign, making things easier for a player character. Conceptually, it is the reverse of a GM intrusion: instead of the GM giving the player XP and introducing an unexpected complication for a character, the player spends 1 XP and presents a solution to a problem or complication. What a player intrusion can do usually introduces a change to the world or current circumstances rather than directly changing the character. For instance, an intrusion indicating that the cypher just used still has an additional use would be appropriate, but an intrusion that heals the character would not. If a player has no XP to spend, they can’t use a player intrusion.

A few player intrusion examples are provided under each type. That said, not every player intrusion listed there is appropriate for all situations. The GM may allow players to come up with other player intrusion suggestions, but the GM is the final arbiter of whether the suggested intrusion is appropriate for the character’s type and suitable for the situation. If the GM refuses the intrusion, the player doesn’t spend the 1 XP, and the intrusion doesn’t occur.

Using an intrusion does not require a character to use an action to trigger it. A player intrusion just happens.

Player intrusions should be limited to no more than one per player per session.

Defense Tasks

Defense tasks are when a player makes a roll to keep something undesirable from happening to their PC. The type of defense task matters when using Effort.

@UUID[Compendium.cyphersystem-compendium.basic-skills.Q0vfmbqehJw0jYBa]{Might defense}: Used for resisting poison, disease, and anything else that can be overcome with strength and health.

@UUID[Compendium.cyphersystem-compendium.basic-skills.FXYWkXG7Iq6Wm1pS]{Speed defense}: Used for dodging attacks and escaping danger. This is by far the most commonly used defense task.

@UUID[Compendium.cyphersystem-compendium.basic-skills.5X8qgmSuvRVNTiaP]{Intellect defense}: Used for fending off mental attacks or anything that might affect or influence one’s mind.

Warrior

Fantasy/Fairy tale: Warrior, fighter, swordsman, knight, barbarian, soldier, myrmidon, valkyrie

Modern/Horror/Romance: police officer, soldier, watchman, detective, guard, brawler, tough, athlete

Science fiction: security officer, warrior, trooper, soldier, merc

Superhero/Post-Apocalyptic: hero, brick, bruiser

You’re a good ally to have in a fight. You know how to use weapons and defend yourself. Depending on the genre and setting in question, this might mean wielding a sword and shield in the gladiatorial arena, an AK-47 and a bandolier of grenades in a savage firefight, or a blaster rifle and powered armor when exploring an alien planet.

Individual Role: Warriors are physical, action-oriented people. They’re more likely to overcome a challenge using force than by other means, and they often take the most straightforward path toward their goals.

Group Role: Warriors usually take and deal the most punishment in a dangerous situation. Often it falls on them to protect the other group members from threats. This sometimes means that warriors take on leadership roles as well, at least in combat and other times of danger.

Societal Role: Warriors aren’t always soldiers or mercenaries. Anyone who is ready for violence, or even potential violence, might be a Warrior in the general sense. This includes guards, watchmen, police officers, sailors, or people in other roles or professions who know how to defend themselves with skill.

Advanced Warriors: As warriors advance, their skill in battle—whether defending themselves or dishing out damage—increases to impressive levels. At higher tiers, they can often take on groups of foes by themselves or stand toe to toe with anyone.

Warrior Background Connection

Your type helps determine the connection you have to the setting. Roll a d20 or choose from the following list to determine a specific fact about your background that provides a connection to the rest of the world. You can also create your own fact.

@UUID[Compendium.cyphersystem-compendium.cypher-roll-tables.sEDd1gQiT9UHF023]{Warrior Background Connection}

Warrior Player Intrusions

You can spend 1 XP to use one of the following player intrusions, provided the situation is appropriate and the GM agrees.

Perfect Setup: You’re fighting at least three foes and each one is standing in exactly the right spot for you to use a move you trained in long ago, allowing you to attack all three as a single action. Make a separate attack roll for each foe. You remain limited by the amount of Effort you can apply on one action.

Old Friend: A comrade in arms from your past shows up unexpectedly and provides aid in whatever you’re doing. They are on a mission of their own and can’t stay longer than it takes to help out, chat for a while after, and perhaps share a quick meal.

Weapon Break: Your foe’s weapon has a weak spot. In the course of the combat, it quickly becomes damaged and moves two steps down the object damage track.

Warrior Stat Pools

StatPool Starting Value
Might10
Speed10
Intellect8

You get 6 additional points to divide among your stat Pools however you wish.

First-Tier Warrior

First-tier warriors have the following abilities:

Effort: Your Effort is 1.

Physical Nature: You have a Might Edge of 1 and a Speed Edge of 0, or you have a Might Edge of 0 and a Speed Edge of 1. Either way, you have an Intellect Edge of 0.

Cypher Use: You can bear two cyphers at a time.

Weapons: You become practiced with @UUID[Compendium.cyphersystem-compendium.basic-skills.GA74AkWhC7i4Z8sZ]{light}, @UUID[Compendium.cyphersystem-compendium.basic-skills.wHxvX2zJOKo27GBe]{medium}, and @UUID[Compendium.cyphersystem-compendium.basic-skills.d554SLnkyNqPDDOc]{heavy weapons} and suffer no penalty when using any kind of weapon. Enabler.

Starting Equipment: Appropriate clothing and two weapons of your choice, plus one expensive item, two moderately priced items, and up to four inexpensive items.

Special Abilities: Choose four of the abilities listed below. You can’t choose the same ability more than once unless its description says otherwise. The full description for each listed ability can be found in Abilities, which also has descriptions for flavor and focus abilities in a single vast catalog.

@UUID[Compendium.cyphersystem-compendium.abilities.7BS6IEcYlEp5v3OC]{Bash} @UUID[Compendium.cyphersystem-compendium.abilities.2x7nMe9ZGp3VjI8B]{Combat Prowess} @UUID[Compendium.cyphersystem-compendium.abilities.6cMg5QXB71YNgoaM]{Control the Field} @UUID[Compendium.cyphersystem-compendium.abilities.7X2zbrkFSNbyhA5G]{Improved Edge} @UUID[Compendium.cyphersystem-compendium.abilities.YZB37b80VQGMUscp]{No Need for Weapons} @UUID[Compendium.cyphersystem-compendium.abilities.o2iiTUXdkMPREkvK]{Overwatch} @UUID[Compendium.cyphersystem-compendium.abilities.noCgrKbB370cfzQg]{Physical Skills} @UUID[Compendium.cyphersystem-compendium.abilities.o2ZDoteWQsFsqTJr]{Practiced in Armor} @UUID[Compendium.cyphersystem-compendium.abilities.yszDDDpH6m16dEoV]{Quick Throw} @UUID[Compendium.cyphersystem-compendium.abilities.8hiUfUNY3u2IpVDa]{Swipe} @UUID[Compendium.cyphersystem-compendium.abilities.uatcX3o1oB2Stc4u]{Trained Without Armor}

Second-Tier Warrior

Choose two of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.EERMWn1af0S8wAWN]{Crushing Blow} @UUID[Compendium.cyphersystem-compendium.abilities.S3L1oym8fpx0NsAc]{Hemorrhage} @UUID[Compendium.cyphersystem-compendium.abilities.szw7tHW0OjI2fjpJ]{Reload} @UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks} @UUID[Compendium.cyphersystem-compendium.abilities.CtRvLxfUlCynJv1B]{Skill With Defense} @UUID[Compendium.cyphersystem-compendium.abilities.36nlDXhOP5e5dfns]{Successive Attack}

Third-Tier Warrior

Choose three of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.Rr4oB1lUzuzFHNHQ]{Deadly Aim} @UUID[Compendium.cyphersystem-compendium.abilities.M49EI6qapNJC2aLR]{Energy Resistance} @UUID[Compendium.cyphersystem-compendium.abilities.4eCjeGPA0ovnwIfu]{Experienced in Armor} @UUID[Compendium.cyphersystem-compendium.abilities.u1GhDcfpVXITVtOc]{Expert Cypher Use} @UUID[Compendium.cyphersystem-compendium.abilities.73miZT5kYFyxnPOT]{Fury} @UUID[Compendium.cyphersystem-compendium.abilities.bPr34XiLw2Dqb4VJ]{Lunge} @UUID[Compendium.cyphersystem-compendium.abilities.XqGE5QLHnpIKB5rB]{Reaction} @UUID[Compendium.cyphersystem-compendium.abilities.t3zUlk8c5WEBXXO8]{Seize the Moment} @UUID[Compendium.cyphersystem-compendium.abilities.bkQnnjRFJS9VpaY5]{Slice} @UUID[Compendium.cyphersystem-compendium.abilities.YIzrA5i8eBSPMFzj]{Spray} @UUID[Compendium.cyphersystem-compendium.abilities.4s3SAqu0lb5qzfzL]{Trick Shot} @UUID[Compendium.cyphersystem-compendium.abilities.DhbLcVuqEZmS6Z2y]{Vigilance}

Fourth-Tier Warrior

Choose two of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.M5QroBlhUCULt6MD]{Amazing Effort} @UUID[Compendium.cyphersystem-compendium.abilities.gNRMG3mJTzWaCGph]{Capable Warrior} @UUID[Compendium.cyphersystem-compendium.abilities.GlXd4oFI9Fqq3rAX]{Experienced Defender} @UUID[Compendium.cyphersystem-compendium.abilities.RO8dmB90aRPOmCuJ]{Feint} @UUID[Compendium.cyphersystem-compendium.abilities.mUizWF7k2XD7ykRJ]{Increased Effects} @UUID[Compendium.cyphersystem-compendium.abilities.PTVAJGFiXDueX8az]{Momentum} @UUID[Compendium.cyphersystem-compendium.abilities.blm1Z8JxvWOiFf0b]{Pry Open} @UUID[Compendium.cyphersystem-compendium.abilities.yJDNsRAG3Elm6PWp]{Snipe} @UUID[Compendium.cyphersystem-compendium.abilities.wxAZnuQkvWosLzkN]{Tough As Nails}

Fifth-Tier Warrior

Choose three of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.M0pjZXQ9996hfUPs]{Adroit Cypher Use} @UUID[Compendium.cyphersystem-compendium.abilities.WrJDw2X8JHcljjP4]{Arc Spray} @UUID[Compendium.cyphersystem-compendium.abilities.t6VEEwEsQUIImebW]{Improved Success} @UUID[Compendium.cyphersystem-compendium.abilities.IFb8NX06xgWM7H98]{Jump Attack} @UUID[Compendium.cyphersystem-compendium.abilities.4k5JFV78A5SiPjFo]{Mastery in Armor} @UUID[Compendium.cyphersystem-compendium.abilities.kNSRytTtQX0rU3aE]{Mastery With Attacks} @UUID[Compendium.cyphersystem-compendium.abilities.LTqgcoprvBF2ZkdH]{Mastery With Defense} @UUID[Compendium.cyphersystem-compendium.abilities.AmZDmnmP7CxSSN4h]{Parry}

Remember that at higher tiers, you can choose special abilities from lower tiers. This is sometimes the best way to ensure that you have exactly the character you want. This is particularly true with abilities that grant skills, which can usually be taken multiple times.

Sixth-Tier Warrior

Choose two of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.MQewTo9NscKVUUNz]{Again and Again} @UUID[Compendium.cyphersystem-compendium.abilities.syJ3mkT2hHR2MY3o]{Finishing Blow} @UUID[Compendium.cyphersystem-compendium.abilities.Cz0KkzZPnlX1oTYz]{Magnificent Moment} @UUID[Compendium.cyphersystem-compendium.abilities.KNElOxbWobS1ygLv]{Murderer} @UUID[Compendium.cyphersystem-compendium.abilities.KDZeCZJxjCQzlTxA]{Spin Attack} @UUID[Compendium.cyphersystem-compendium.abilities.s8NShtaUrW0Oxolo]{Weapon and Body}

Warrior Example

Ray wants to create a Warrior character for a modern campaign. He decides that the character is an ex-military fellow who is fast and strong. He puts 3 of his additional points into his Might Pool and 3 into his Speed Pool; his stat Pools are now Might 13, Speed 13, and Intellect 8. As a first-tier character, his Effort is 1, his Might Edge is 1, and his Speed Edge and Intellect Edge are both 0. His character is not particularly smart or charismatic.

He wants to use a large combat knife (a medium weapon that inflicts 4 points of damage) and a .357 Magnum (a heavy pistol that inflicts 6 points of damage but requires the use of both hands). Ray decides not to wear armor, as it’s not really appropriate to the setting, so for his first ability, he chooses Trained Without Armor so he eases Speed defense actions. For his second ability, he chooses Combat Prowess so he can inflict extra damage with his big knife.

Ray wants to be fast as well as tough, so he selects Improved Edge. This gives him a Speed Edge of 1. He rounds out his character with Physical Skills and chooses swimming and running.

The Warrior can bear two cyphers. The GM decides that Ray’s first cypher is a pill that restores 6 points of Might when swallowed, and his second is a small, easily concealed grenade that explodes like a firebomb when thrown, inflicting 3 points of damage to all within immediate range.

Ray still needs to choose a descriptor and a focus. Looking ahead to the descriptor rules, Ray chooses Strong, which increases his Might Pool to 17. He also becomes trained in jumping and breaking inanimate objects. (If he had chosen jumping as one of his physical skills, the Strong descriptor would have made him specialized in jumping instead of trained.) Being Strong also gives Ray an extra medium or heavy weapon. He chooses a baseball bat that he’ll use in a pinch. He keeps it in the trunk of his car.

For his focus, Ray chooses Masters Weaponry. This gives him yet another weapon of high quality. He chooses another combat knife and asks the GM if he could use it in his left hand—not to make attacks, but as a shield. This will ease his Speed defense rolls if he has both knives out (the “shield” counts as an asset). The GM agrees. During the game, Ray’s Warrior will be hard to hit—he is trained in Speed defense rolls, and his extra knife eases his defense rolls by another step.

Thanks to his focus, he also inflicts 1 additional point of damage with his chosen weapon. Now he inflicts 6 points of damage with his blade. Ray’s character is a deadly combatant, likely starting the game with a reputation as a knife fighter.

For his character arc, Ray chooses Defeat a Foe. That foe, he decides, is none other than someone in his company who was once a friend but went rogue.

Adept

Fantasy/Fairy tale: wizard, mage, sorcerer, cleric, druid, seer, diabolist, fey-touched

Modern/Horror/Romance: psychic, occultist, witch, practitioner, medium, fringe scientist

Science fiction: psion, psionicist, telepath, seeker, master, scanner, ESPer, abomination

Superhero/Post-Apocalyptic: mage, sorcerer, power-wielder, master, psion, telepath

You master powers or abilities outside the experience, understanding, and sometimes belief of others. They might be magic, psychic powers, mutant abilities, or just a wide variety of intricate devices, depending on the setting. (“Magic” here is a term used very loosely. It’s a catch-all for the kinds of wondrous, possibly supernatural things that your character can do that others cannot. It might actually be an expression of technological devices, channeling spirits, mutations, psionics, nanotechnology, or any number of other sources.)

Individual Role: Adepts are usually thoughtful, intelligent types. They often think carefully before acting and rely heavily on their supernatural abilities.

Group Role: Adepts are not powerful in straightforward combat, although they often wield abilities that provide excellent combat support, both offensively and defensively. They sometimes possess abilities that facilitate overcoming challenges. For example, if the group must get through a locked door, an Adept might be able to destroy it or teleport everyone to the other side.

Societal Role: In settings where the supernatural is rare, strange, or feared, Adepts are likely rare and feared as well. They remain hidden, shadowy figures. When this is not the case, Adepts are more likely to be common and forthright. They might even take leadership roles.

Advanced Adepts: Even at low tiers, Adept powers are impressive. Higher-tier Adepts can accomplish amazing deeds that can reshape matter and the environment around them.

Adepts are almost always emblematic of the paranormal or superhuman in some way—wizards, psychics, or something similar. If the game you’re playing has none of that, an Adept could be a charlatan mimicking such abilities with tricks and hidden devices, or a gadgeteer character with a “utility belt” full of oddments. Or a game like that might not have Adepts. That’s okay too.

Adept Background Connection

Your type helps determine the connection you have to the setting. Roll a d20 or choose from the following list to determine a specific fact about your background that provides a connection to the rest of the world. You can also create your own fact.

@UUID[Compendium.cyphersystem-compendium.cypher-roll-tables.ldbXbEteJgHbIdZe]{Adept Background Connection}

Adept Player Intrusions

When playing an Adept, you can spend 1 XP to use one of the following player intrusions, provided the situation is appropriate and the GM agrees.

Advantageous Malfunction: A device being used against you malfunctions. It might harm the user or one of their allies for a round, or activate a dramatic and distracting side effect for a few rounds.

Convenient Idea: A flash of insight provides you with a clear answer or suggests a course of action with regard to an urgent question, problem, or obstacle you’re facing.

Inexplicably Unbroken: An inactive, ruined, or presumed-destroyed device temporarily activates and performs a useful function relevant to the situation. This is enough to buy you some time for a better solution, alleviate a complication that was interfering with your abilities, or just get you one more use out of a depleted cypher or artifact.

Adept Stat Pools

StatPool Starting Value
Might7
Speed9
Intellect12

You get 6 additional points to divide among your stat Pools however you wish.

First-Tier Adept

First-tier Adepts have the following abilities:

Effort: Your Effort is 1.

Genius: You have an Intellect Edge of 1, a Might Edge of 0, and a Speed Edge of 0.

Expert Cypher Use: You can bear three cyphers at a time.

Starting Equipment: Appropriate clothing, plus two expensive items, two moderately priced items, and up to four inexpensive items of your choice.

Weapons: You can use @UUID[Compendium.cyphersystem-compendium.basic-skills.GA74AkWhC7i4Z8sZ]{light weapons} without penalty. You have an inability with @UUID[Compendium.cyphersystem-compendium.inabilities.Zjign4M9GqTvD348]{medium weapons} and @UUID[Compendium.cyphersystem-compendium.inabilities.aMGYdfzCgfYqtHuJ]{heavy weapons}; your attacks with medium and heavy weapons are hindered.

Special Abilities: Choose four of the abilities listed below. You can’t choose the same ability more than once unless its description says otherwise. The full description for each listed ability can be found in Abilities, which also has descriptions for flavor and focus abilities in a single vast catalog.

Adept abilities require at least one free hand unless the GM says otherwise.

@UUID[Compendium.cyphersystem-compendium.abilities.6qCR3kBqCVYDlEOl]{Distortion} @UUID[Compendium.cyphersystem-compendium.abilities.TmWjWp4iWk4GMLN0]{Erase Memories} @UUID[Compendium.cyphersystem-compendium.abilities.gP8HCn8FPeg49V7M]{Far Step} @UUID[Compendium.cyphersystem-compendium.abilities.zArjjFcf9tHQvJTx]{Hedge Magic} @UUID[Compendium.cyphersystem-compendium.abilities.XQxN55rl0f5HFxEM]{Magic Training} @UUID[Compendium.cyphersystem-compendium.abilities.FE1Ge8CbJxQcCo0b]{Onslaught} @UUID[Compendium.cyphersystem-compendium.abilities.Myt0JUt24B8hjYAg]{Push} @UUID[Compendium.cyphersystem-compendium.abilities.Q8xKsSOvoFWL1ePP]{Resonance Field} @UUID[Compendium.cyphersystem-compendium.abilities.OPvXaxuRIVXLmkWl]{Scan} @UUID[Compendium.cyphersystem-compendium.abilities.nptFEdFaUvjDeqAz]{Shatter} @UUID[Compendium.cyphersystem-compendium.abilities.59mslpID7ogppzMA]{Ward}

Second-Tier Adept

Choose one of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.wWN4y4rATxbtMCMo]{Adaptation} @UUID[Compendium.cyphersystem-compendium.abilities.o7kTUAFonv5HPi07]{Cutting Light} @UUID[Compendium.cyphersystem-compendium.abilities.UCR0rx32kEsTcgnF]{Hover} @UUID[Compendium.cyphersystem-compendium.abilities.W5Zt9qDKCtNr49BC]{Mind Reading} @UUID[Compendium.cyphersystem-compendium.abilities.fzx429jdEdbd0tHy]{Retrieve Memories} @UUID[Compendium.cyphersystem-compendium.abilities.Uti1XQwY4VFZwwwc]{Reveal} @UUID[Compendium.cyphersystem-compendium.abilities.pdNI9QMKmDwu8gza]{Stasis}

Third-Tier Adept

Choose two of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.M0pjZXQ9996hfUPs]{Adroit Cypher Use} @UUID[Compendium.cyphersystem-compendium.abilities.Mj6yJZwRmdXaVwh8]{Countermeasures} @UUID[Compendium.cyphersystem-compendium.abilities.yz1w8JR23mtlDX49]{Energy Protection} @UUID[Compendium.cyphersystem-compendium.abilities.AUGM3xEluWJi4Y8h]{Fire and Ice} @UUID[Compendium.cyphersystem-compendium.abilities.yPVZmXWhUxustVdq]{Force Field Barrier} @UUID[Compendium.cyphersystem-compendium.abilities.bzy1KzO0oPmZGu2b]{Sensor} @UUID[Compendium.cyphersystem-compendium.abilities.q80xvRDX6XwFXgma]{Targeting Eye}

Fourth-Tier Adept

Choose one of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.iTxEWRCR8G5Rych2]{Death Touch} @UUID[Compendium.cyphersystem-compendium.abilities.VEJQ74o175OnlIAm]{Exile} @UUID[Compendium.cyphersystem-compendium.abilities.wvlSlYCJyrJuFqtn]{Invisibility} @UUID[Compendium.cyphersystem-compendium.abilities.whVEpvOjmGs3fpcD]{Matter Cloud} @UUID[Compendium.cyphersystem-compendium.abilities.Vcfc6yjbqX6WSzCf]{Mind Control} @UUID[Compendium.cyphersystem-compendium.abilities.8QwoYVraOedgr9kB]{Projection} @UUID[Compendium.cyphersystem-compendium.abilities.y1bQFSBlwMbUico5]{Rapid Processing} @UUID[Compendium.cyphersystem-compendium.abilities.iroL3TcKD9dpulhW]{Regeneration} @UUID[Compendium.cyphersystem-compendium.abilities.YFbC1HRis4SpZgrS]{Reshape} @UUID[Compendium.cyphersystem-compendium.abilities.KGz0rK4b2dAt0DaX]{Wormhole}

Fifth-Tier Adept

Choose two of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.NCXCkCYeZw8qlazG]{Absorb Energy} @UUID[Compendium.cyphersystem-compendium.abilities.PZBKCtRj5S6ULnjo]{Concussion} @UUID[Compendium.cyphersystem-compendium.abilities.8SDpRRzZRF73zLsF]{Conjuration} @UUID[Compendium.cyphersystem-compendium.abilities.HuhNjMfMxPkTlERH]{Create} @UUID[Compendium.cyphersystem-compendium.abilities.D4JFKjeVDkx9Xfnf]{Dust to Dust} @UUID[Compendium.cyphersystem-compendium.abilities.wlkPdME0r3hx9VbE]{Knowing the Unknown} @UUID[Compendium.cyphersystem-compendium.abilities.K4XRiZlFRakz6j98]{Master Cypher Use} @UUID[Compendium.cyphersystem-compendium.abilities.IN3VI2LxDyYGbqnN]{Teleportation} @UUID[Compendium.cyphersystem-compendium.abilities.MGzAkRaGd4LgfQti]{True Senses}

Sixth-Tier Adept

Choose one of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.tvlNZboSbKCHttjs]{Control Weather} @UUID[Compendium.cyphersystem-compendium.abilities.jhdgI9rV2mpH6JQU]{Earthquake} @UUID[Compendium.cyphersystem-compendium.abilities.8OmtJRuoKRzuGfh8]{Move Mountains} @UUID[Compendium.cyphersystem-compendium.abilities.PlKwEwo6ilGqwxwI]{Traverse the Worlds} @UUID[Compendium.cyphersystem-compendium.abilities.gETtOLyLYRVk53dP]{Usurp Cypher}

Adept Example

Jen wants to create an Adept—a sorcerer for a fantasy campaign. She decides to be somewhat well rounded, so she puts 2 of her additional points into each stat Pool, giving her a Might Pool of 9, a Speed Pool of 11, and an Intellect Pool of 14. Her Adept is smart and quick. She has an Intellect Edge of 1, a Might Edge of 0, and a Speed Edge of 0. As a first-tier character, her Effort is 1. As her initial abilities, she chooses Onslaught and Ward, giving her a strong offense and defense. She also chooses Magic Training and rounds out her character with Scan, which she hopes will be useful in gaining insight and information. For this character, Onslaught, Ward, and Scan are all spells she has mastered through years of training and study.

She can bear three cyphers. The GM gives her a potion that acts as a short-range teleporter, a small charm that restores 5 points to her Intellect Pool, and a fluid-filled flask that explodes like a fiery bomb. Jen’s sorcerer is skilled with light weapons, so she chooses a dagger.

For her descriptor, Jen chooses Graceful, which adds 2 points to her Speed Pool, bringing it to 13. That descriptor means she is trained in balancing and anything requiring careful movements, physical performing arts, and Speed defense tasks. Perhaps she is a dancer. In fact, she begins to develop a backstory that involves graceful, lithe movements that she incorporates into her spells.

For her focus, she chooses Leads. This gives her training in social interactions, which again helps round her out—she’s good in all kinds of situations. Moreover, she has the Good Advice ability, which enables her to be a focal point of her group.

Her spells and focus abilities cost Intellect points to activate, so she’s glad to have a lot of points in her Intellect Pool. In addition, her Intellect Edge will help reduce those costs. If she uses her Onslaught force blast without applying Effort, it costs 0 Intellect points and deals 4 points of damage. Her Intellect Edge will allow her to save points to devote toward applying Effort for other purposes, perhaps to boost the accuracy of Onslaught.

For her character arc, Jen chooses Aid a Friend. She decides that when her sorcerer character was young, she had a magical mentor. That mentor was later taken prisoner by a demon, so her character is always looking for clues on how to find the demon and release her friend from bondage.

GMs are always free to pre-select a type’s special abilities at a given tier to reinforce the setting. In the fantasy setting of Jen’s sorcerer, the GM might have said that all sorcerers (Adepts) start with Magic Training as one of their tier 1 abilities. This doesn’t make the character any less powerful or special, but it says something about her role in the world and expectations in the game.

Explorer

Fantasy/Fairy tale: Explorer, adventurer, delver, mystery seeker

Modern/Horror/Romance: athlete, explorer, adventurer, drifter, detective, scholar, spelunker, trailblazer, investigative reporter

Science fiction: Explorer, adventurer, wanderer, planetary specialist, xenobiologist

Superhero/Post-Apocalyptic: adventurer, crimefighter

You are a person of action and physical ability, fearlessly facing the unknown. You travel to strange, exotic, and dangerous places, and discover new things. This means you’re physical but also probably knowledgeable.

Individual Role: Although Explorers can be academics or well studied, they are first and foremost interested in action. They face grave dangers and terrible obstacles as a routine part of life.

Group Role: Explorers sometimes work alone, but far more often they operate in teams with other characters. The Explorer frequently leads the way, blazing the trail. However, they’re also likely to stop and investigate anything intriguing they stumble upon.

Societal Role: Not all Explorers are out traipsing through the wilderness or poking about an old ruin. Sometimes, an Explorer is a teacher, a scientist, a detective, or an investigative reporter. In any event, an Explorer bravely faces new challenges and gathers knowledge to share with others.

Advanced Explorers: Higher-tier Explorers gain more skills, some combat abilities, and a number of abilities that allow them to deal with danger. In short, they become more and more well-rounded, able to deal with any challenge.

Explorer Background Connection

Your type helps determine the connection you have to the setting. Roll a d20 or choose from the following list to determine a specific fact about your background that provides a connection to the rest of the world. You can also create your own fact.

@UUID[Compendium.cyphersystem-compendium.cypher-roll-tables.EPY1EXnGWOBK9kO1]{Explorer Background Connection}

Explorer Player Intrusions

When playing an Explorer, you can spend 1 XP to use one of the following player intrusions, provided the situation is appropriate and the GM agrees.

Fortuitous Malfunction: A trap or a dangerous device malfunctions before it can affect you.

Serendipitous Landmark: Just when it seems like the path is lost (or you are), a trail marker, a landmark, or simply the way the terrain or corridor bends, rises, or falls away suggests to you the best path forward, at least from this point.

Weak Strain: The poison or disease turns out not to be as debilitating or deadly as it first seemed, and inflicts only half the damage that it would have otherwise.

Explorer Stat Pools

StatPool Starting Value
Might10
Speed9
Intellect9

You get 6 additional points to divide among your stat Pools however you wish.

First-Tier Explorer

First-tier Explorers have the following abilities:

Effort: Your Effort is 1.

Physical Nature: You have a Might Edge of 1, a Speed Edge of 0, and an Intellect Edge of 0.

Cypher Use: You can bear two cyphers at a time.

Starting Equipment: Appropriate clothing and a weapon of your choice, plus two expensive items, two moderately priced items, and up to four inexpensive items.

Weapons: You can use @UUID[Compendium.cyphersystem-compendium.basic-skills.GA74AkWhC7i4Z8sZ]{light} and @UUID[Compendium.cyphersystem-compendium.basic-skills.wHxvX2zJOKo27GBe]{medium weapons} without penalty. You have an inability with @UUID[Compendium.cyphersystem-compendium.inabilities.aMGYdfzCgfYqtHuJ]{heavy weapons}; your attacks with heavy weapons are hindered.

Special Abilities: Choose four of the abilities listed below. You can’t choose the same ability more than once unless its description says otherwise. The full description for each listed ability can be found in Abilities, which also has descriptions for flavor and focus abilities in a single vast catalog.

@UUID[Compendium.cyphersystem-compendium.abilities.7OpsD4muO5HGJt29]{Block} @UUID[Compendium.cyphersystem-compendium.abilities.UyQTRi5ZwWU5tMO0]{Danger Sense} @UUID[Compendium.cyphersystem-compendium.abilities.P95xVHVxALSMjanR]{Decipher} @UUID[Compendium.cyphersystem-compendium.abilities.PqL4qr9D8QAwQhrL]{Endurance} @UUID[Compendium.cyphersystem-compendium.abilities.axI0iGYo7DjdR8Ya]{Find the Way} @UUID[Compendium.cyphersystem-compendium.abilities.Sg5WeSF04CYNEecl]{Fleet of Foot} @UUID[Compendium.cyphersystem-compendium.abilities.7X2zbrkFSNbyhA5G]{Improved Edge} @UUID[Compendium.cyphersystem-compendium.abilities.eEGFknWQZUBNXn99]{Knowledge Skills} @UUID[Compendium.cyphersystem-compendium.abilities.CBGeAZSBuymzrxDz]{Muscles of Iron} @UUID[Compendium.cyphersystem-compendium.abilities.YZB37b80VQGMUscp]{No Need for Weapons} @UUID[Compendium.cyphersystem-compendium.abilities.noCgrKbB370cfzQg]{Physical Skills} @UUID[Compendium.cyphersystem-compendium.abilities.o2ZDoteWQsFsqTJr]{Practiced in Armor} @UUID[Compendium.cyphersystem-compendium.abilities.yl2zo179wXZW5Xxc]{Practiced With All Weapons} @UUID[Compendium.cyphersystem-compendium.abilities.s2PLo9FsWBi2C1VY]{Surging Confidence} @UUID[Compendium.cyphersystem-compendium.abilities.uatcX3o1oB2Stc4u]{Trained Without Armor}

Second-Tier Explorer

Choose four of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.JkmTskE3eqcfu7dY]{Curious} @UUID[Compendium.cyphersystem-compendium.abilities.3x3gRDJejTXQPmdY]{Danger Instinct} @UUID[Compendium.cyphersystem-compendium.abilities.4yyKQYnrbL3r9gcU]{Enable Others} @UUID[Compendium.cyphersystem-compendium.abilities.uB3sVzeG2N5rkdUZ]{Escape} @UUID[Compendium.cyphersystem-compendium.abilities.RM8Fmu1IJwzBkjcM]{Eye for Detail} @UUID[Compendium.cyphersystem-compendium.abilities.U7chr7wLj7r5y0LT]{Foil Danger} @UUID[Compendium.cyphersystem-compendium.abilities.pp9NFNHKgOhRYbsY]{Hand to Eye} @UUID[Compendium.cyphersystem-compendium.abilities.romswZIOmAmtzfCL]{Investigative Skills} @UUID[Compendium.cyphersystem-compendium.abilities.euEVkth9YGYSpoJf]{Quick Recovery} @UUID[Compendium.cyphersystem-compendium.abilities.tJVu7MQ2pOhNfpUB]{Range Increase} @UUID[Compendium.cyphersystem-compendium.abilities.nOuOE3EkrNr81pSq]{Greater Skill With Defense} @UUID[Compendium.cyphersystem-compendium.abilities.gbU7mA0flUR4W8Dl]{Stand Watch} @UUID[Compendium.cyphersystem-compendium.abilities.wEjdodvc6SLf8yso]{Travel Skills} @UUID[Compendium.cyphersystem-compendium.abilities.yS1sMAZEzJbozxOZ]{Wreck}

Third-Tier Explorer

Choose three of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.wG4zveGhplNKNzuP]{Controlled Fall} @UUID[Compendium.cyphersystem-compendium.abilities.4eCjeGPA0ovnwIfu]{Experienced in Armor} @UUID[Compendium.cyphersystem-compendium.abilities.u1GhDcfpVXITVtOc]{Expert Cypher Use} @UUID[Compendium.cyphersystem-compendium.abilities.JuOmZXMt1T3tQUZ8]{Ignore the Pain} @UUID[Compendium.cyphersystem-compendium.abilities.qZOOWfFLJ1JziJpY]{Obstacle Running} @UUID[Compendium.cyphersystem-compendium.abilities.GvYXLPdpaFEMGuQR]{Resilience} @UUID[Compendium.cyphersystem-compendium.abilities.ZuX6gykVtKxiBAxR]{Run and Fight} @UUID[Compendium.cyphersystem-compendium.abilities.t3zUlk8c5WEBXXO8]{Seize the Moment} @UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks} @UUID[Compendium.cyphersystem-compendium.abilities.jmYIPbMwsq3GY3eO]{Stone Breaker} @UUID[Compendium.cyphersystem-compendium.abilities.wpA3GB5yJq9NI8QN]{Think Your Way Out} @UUID[Compendium.cyphersystem-compendium.abilities.V1ROUnWXLmLRMxXi]{Trapfinder} @UUID[Compendium.cyphersystem-compendium.abilities.6McxfJoPmf1SnbDR]{Wrest From Chance}

Fourth-Tier Explorer

Choose two of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.gNRMG3mJTzWaCGph]{Capable Warrior} @UUID[Compendium.cyphersystem-compendium.abilities.MdRdAc0qAWghMmlV]{Expert Skill} @UUID[Compendium.cyphersystem-compendium.abilities.mUizWF7k2XD7ykRJ]{Increased Effects} @UUID[Compendium.cyphersystem-compendium.abilities.lbXg8UlSCG23yxO4]{Read the Signs} @UUID[Compendium.cyphersystem-compendium.abilities.dW0rgYsx6hDA8pIB]{Runner} @UUID[Compendium.cyphersystem-compendium.abilities.3pqCkOZjnAXWIikt]{Subtle Steps} @UUID[Compendium.cyphersystem-compendium.abilities.wxAZnuQkvWosLzkN]{Tough As Nails}

Fifth-Tier Explorer

Choose three of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.M0pjZXQ9996hfUPs]{Adroit Cypher Use} @UUID[Compendium.cyphersystem-compendium.abilities.B0Tt5R1m2DsVLtPH]{Free to Move} @UUID[Compendium.cyphersystem-compendium.abilities.hhBF8re7Azmce3Y9]{Group Friendship} @UUID[Compendium.cyphersystem-compendium.abilities.KGzAHs3qln0fNDjt]{Hard to Kill} @UUID[Compendium.cyphersystem-compendium.abilities.IFb8NX06xgWM7H98]{Jump Attack} @UUID[Compendium.cyphersystem-compendium.abilities.LTqgcoprvBF2ZkdH]{Mastery With Defense} @UUID[Compendium.cyphersystem-compendium.abilities.AmZDmnmP7CxSSN4h]{Parry} @UUID[Compendium.cyphersystem-compendium.abilities.5uWcMvgh1OWvieJs]{Physically Gifted} @UUID[Compendium.cyphersystem-compendium.abilities.scceoEmEnN5MW8XT]{Take Command} @UUID[Compendium.cyphersystem-compendium.abilities.icJAWRB8Uha8CSKr]{Vigilant}

Sixth-Tier Explorer

Choose three of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.MQewTo9NscKVUUNz]{Again and Again} @UUID[Compendium.cyphersystem-compendium.abilities.tTrekc4AZbIqem5L]{Inspire Coordinated Actions} @UUID[Compendium.cyphersystem-compendium.abilities.4k5JFV78A5SiPjFo]{Mastery in Armor} @UUID[Compendium.cyphersystem-compendium.abilities.kNSRytTtQX0rU3aE]{Mastery With Attacks} @UUID[Compendium.cyphersystem-compendium.abilities.dMEqa6kAjXrHlxui]{Negate Danger} @UUID[Compendium.cyphersystem-compendium.abilities.PXvS7AatBcxH9cvZ]{Share Defense} @UUID[Compendium.cyphersystem-compendium.abilities.KDZeCZJxjCQzlTxA]{Spin Attack} @UUID[Compendium.cyphersystem-compendium.abilities.vQtVTnCecWFXkfkI]{Wild Vitality}

Explorer Example

Sam decides to create an Explorer character for a science fiction campaign. This character will be a hardy soul who explores alien worlds. They put 3 additional points into their Might Pool, 2 into their Speed Pool, and 1 into their Intellect Pool; their stat Pools are now Might 13, Speed 11, and Intellect 10. As a first-tier character, their Effort is 1, their Might Edge is 1, and their Speed Edge and Intellect Edge are 0. Their character is fairly well-rounded so far.

Sam immediately leaps in and starts choosing abilities. They pick Danger Sense and Surging Confidence, thinking those abilities will be generally useful. They also choose Practiced in Armor, reasoning that the character wears high-tech medium armor when exploring. Last, they choose Knowledge Skills and select geology and biology to help during interplanetary explorations.

Sam’s Explorer can bear two cyphers, which in this setting involve nanotechnology. The GM decides that one is a nanite injector that grants a +1 bonus to Might Edge when used, and the other is a device that can create one simple handheld object the user wishes.

Sam’s Explorer is not really geared toward fighting, but sometimes the universe is a dangerous place, so they note that they’re carrying a medium blaster as well.

Sam still needs a descriptor and a focus. Looking to the Descriptor chapter, they choose Hardy, which increases their Might Pool to 17. They also heal more quickly and can operate better when injured. They’re trained in Might defense but have an inability with initiative; however, it’s effectively canceled out by their Danger Sense (and vice versa). Sam could go back and select something else instead of Danger Sense, but they like it and decide to keep it. Overall, the descriptor ends up making the character tough but a little slow.

For their focus, Sam chooses Explores Dark Places (in this case, weird ruins of alien civilizations). This gives the character a bunch of additional skills: searching, listening, climbing, balancing, and jumping. They’re quite the capable Explorer.

For their character arc, Sam chooses Enterprise. Exploring alien places sometimes turns up strange relics, and Sam figures they might be able to set up a service to reliably transport these items to responsible third parties, rather than allow them to fall into the hands of pirates and rich private collectors. For a small fee, of course.

Speaker

Fantasy/Fairy tale: bard, speaker, skald, emissary, priest, advocate

Modern/Horror/Romance: diplomat, charmer, face, spinner, manipulator, minister, mediator, lawyer

Science fiction: diplomat, empath, glam, consul, legate

Superhero/Post-Apocalyptic: charmer, mesmerist, puppet master

You’re good with words and good with people. You talk your way past challenges and out of jams, and you get people to do what you want.

Individual Role: Speakers are smart and charismatic. They like people and, more important, they understand them. This helps speakers get others to do what needs to be done.

Group Role: The Speaker is often the face of the group, serving as the person who speaks for all and negotiates with others. Combat and action are not a Speaker’s strong suits, so other characters sometimes have to defend the Speaker in times of danger.

Societal Role: Speakers are frequently political or religious leaders. Just as often, however, they are con artists or criminals.

Advanced Speakers: Higher-tier Speakers use their abilities to control and manipulate people as well as aid and nurture their friends. They can talk their way out of danger and even use their words as weapons.

Speaker Background Connection

Your type helps determine the connection you have to the setting. Roll a d20 or choose from the following list to determine a specific fact about your background that provides a connection to the rest of the world. You can also create your own fact.

@UUID[Compendium.cyphersystem-compendium.cypher-roll-tables.zDo6fnblxkAjzvc3]{Speaker Background Connection}

Speaker Player Intrusions

When playing a Speaker, you can spend 1 XP to use one of the following player intrusions, provided the situation is appropriate and the GM agrees.

Friendly NPC: An NPC you don’t know, someone you don’t know that well, or someone you know but who hasn’t been particularly friendly in the past chooses to help you, though doesn’t necessarily explain why. Maybe they’ll ask you for a favor in return afterward, depending on how much trouble they go to.

Perfect Suggestion: A follower or other already-friendly NPC suggests a course of action with regard to an urgent question, problem, or obstacle you’re facing.

Unexpected Gift: An NPC hands you a physical gift you were not expecting, one that helps put the situation at ease if things seem strained, or provides you with a new insight for understanding the context of the situation if there’s something you’re failing to understand or grasp.

Speaker Stat Pools

StatPool Starting Value
Might8
Speed9
Intellect11

You get 6 additional points to divide among your stat Pools however you wish.

First-Tier Speaker

First-tier Speakers have the following abilities:

Effort: Your Effort is 1.

Genius: You have an Intellect Edge of 1, a Might Edge of 0, and a Speed Edge of 0.

Cypher Use: You can bear two cyphers at a time.

Weapons: You can use @UUID[Compendium.cyphersystem-compendium.basic-skills.GA74AkWhC7i4Z8sZ]{light weapons} without penalty. You have an inability with @UUID[Compendium.cyphersystem-compendium.inabilities.Zjign4M9GqTvD348]{medium} and @UUID[Compendium.cyphersystem-compendium.inabilities.aMGYdfzCgfYqtHuJ]{heavy weapons}; your attacks with medium and heavy weapons are hindered.

Starting Equipment: Appropriate clothing and a light weapon of your choice, plus two expensive items, two moderately priced items, and up to four inexpensive items.

Special Abilities: Choose four of the abilities listed below. You can’t choose the same ability more than once unless its description says otherwise. The full description for each listed ability can be found in Abilities, which also has descriptions for flavor and focus abilities in a single vast catalog.

Some Speaker abilities, like Mind Reading or True Senses, imply a supernatural element. If this is inappropriate to the character or the setting, these abilities can be replaced with something from the stealth flavor, or the GM can slightly modify them so they are based in extraordinary talents and insight rather than the supernatural.

@UUID[Compendium.cyphersystem-compendium.abilities.BlBi7qk0darLthxS]{Anecdote} @UUID[Compendium.cyphersystem-compendium.abilities.r7uNiD9CGy4G3Hoq]{Babel} @UUID[Compendium.cyphersystem-compendium.abilities.JSlr2Q6Ll1xNd8fX]{Demeanor of Command} @UUID[Compendium.cyphersystem-compendium.abilities.hYa7I52x2iwffh8C]{Encouragement} @UUID[Compendium.cyphersystem-compendium.abilities.lQ4MNmGXXNBMGsmk]{Enthrall} @UUID[Compendium.cyphersystem-compendium.abilities.TmWjWp4iWk4GMLN0]{Erase Memories} @UUID[Compendium.cyphersystem-compendium.abilities.ulHj0pzmwc515fve]{Fast Talk} @UUID[Compendium.cyphersystem-compendium.abilities.wWCehMidmvLypdxj]{Inspire Aggression} @UUID[Compendium.cyphersystem-compendium.abilities.V765JZKDKQ00Buyn]{Interaction Skills} @UUID[Compendium.cyphersystem-compendium.abilities.NhijFGxYepJtaa0r]{Practiced With Medium Weapons} @UUID[Compendium.cyphersystem-compendium.abilities.5aUrbdjSSLCRggHU]{Spin Identity} @UUID[Compendium.cyphersystem-compendium.abilities.qVlbJjB7X8R78rz0]{Terrifying Presence} @UUID[Compendium.cyphersystem-compendium.abilities.kv03xEihe4VZNkK5]{Understanding}

Second-Tier Speaker

Choose two of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.4XwwFeGO5haHxvQs]{Basic Follower} @UUID[Compendium.cyphersystem-compendium.abilities.BggeJtN5IcutwLJg]{Calm Stranger} @UUID[Compendium.cyphersystem-compendium.abilities.di7QfASecjKU8BPN]{Disincentivize} @UUID[Compendium.cyphersystem-compendium.abilities.IvKd5vkPypJbB1Ip]{Gather Intelligence} @UUID[Compendium.cyphersystem-compendium.abilities.GT0AiiarWPbGzxKs]{Impart Ideal} @UUID[Compendium.cyphersystem-compendium.abilities.DLxDL49VjUEMAjxZ]{Inspiring Ease} @UUID[Compendium.cyphersystem-compendium.abilities.V765JZKDKQ00Buyn]{Interaction Skills} @UUID[Compendium.cyphersystem-compendium.abilities.o2ZDoteWQsFsqTJr]{Practiced in Armor} @UUID[Compendium.cyphersystem-compendium.abilities.CtRvLxfUlCynJv1B]{Skill With Defense} @UUID[Compendium.cyphersystem-compendium.abilities.XntbE6mXQ4CZ6yIi]{Speedy Recovery} @UUID[Compendium.cyphersystem-compendium.abilities.UHvD5299HFbwBvpR]{Unexpected Betrayal}

Third-Tier Speaker

Choose three of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.hB1CISYVEZXEO0IV]{Accelerate} @UUID[Compendium.cyphersystem-compendium.abilities.rZsohzuwTFfghWVO]{Blend In} @UUID[Compendium.cyphersystem-compendium.abilities.NnlGdSiR9GbiTJyZ]{Discerning Mind} @UUID[Compendium.cyphersystem-compendium.abilities.u1GhDcfpVXITVtOc]{Expert Cypher Use} @UUID[Compendium.cyphersystem-compendium.abilities.ETGBAqAc1ApFH5cx]{Expert Follower} @UUID[Compendium.cyphersystem-compendium.abilities.sqiDNk5qXh9j3zwh]{Grand Deception} @UUID[Compendium.cyphersystem-compendium.abilities.1N6P5ZRogThCS0KH]{Lead by Inquiry} @UUID[Compendium.cyphersystem-compendium.abilities.W5Zt9qDKCtNr49BC]{Mind Reading} @UUID[Compendium.cyphersystem-compendium.abilities.i5BlJLgj1ayBw0uY]{Oratory} @UUID[Compendium.cyphersystem-compendium.abilities.ZqBpOAiH70SGHX8N]{Perfect Stranger} @UUID[Compendium.cyphersystem-compendium.abilities.Mac5S0sQe9Muf4Mv]{Quick Wits} @UUID[Compendium.cyphersystem-compendium.abilities.oah8DOODfphl858B]{Telling}

Fourth-Tier Speaker

Choose two of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.ZH0JbusjycG6zQf1]{Anticipate Attack} @UUID[Compendium.cyphersystem-compendium.abilities.2SiHiotGcSufnCne]{Confounding Banter} @UUID[Compendium.cyphersystem-compendium.abilities.RO8dmB90aRPOmCuJ]{Feint} @UUID[Compendium.cyphersystem-compendium.abilities.7tiGTYVXj9eHdja7]{Heightened Skills} @UUID[Compendium.cyphersystem-compendium.abilities.Je1MitN21L3lqWVF]{Psychosis} @UUID[Compendium.cyphersystem-compendium.abilities.lbXg8UlSCG23yxO4]{Read the Signs} @UUID[Compendium.cyphersystem-compendium.abilities.QFZyfDWOSEpZeQmM]{Spur Effort} @UUID[Compendium.cyphersystem-compendium.abilities.cS2p7CRfquFvR65U]{Strategize} @UUID[Compendium.cyphersystem-compendium.abilities.3wZZC07ADxO3mImS]{Suggestion}

Fifth-Tier Speaker

Choose three of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.M0pjZXQ9996hfUPs]{Adroit Cypher Use} @UUID[Compendium.cyphersystem-compendium.abilities.t3uyBYJqMApfEBWX]{Discipline of Watchfulness} @UUID[Compendium.cyphersystem-compendium.abilities.4eCjeGPA0ovnwIfu]{Experienced in Armor} @UUID[Compendium.cyphersystem-compendium.abilities.UyW320RhzarMNoss]{Flee} @UUID[Compendium.cyphersystem-compendium.abilities.xCUKzmoBKzN9gIut]{Foul Aura} @UUID[Compendium.cyphersystem-compendium.abilities.wlkPdME0r3hx9VbE]{Knowing the Unknown} @UUID[Compendium.cyphersystem-compendium.abilities.iroL3TcKD9dpulhW]{Regeneration} @UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks} @UUID[Compendium.cyphersystem-compendium.abilities.U9sgMUKkIkDIdRtK]{Stimulate}

Sixth-Tier Speaker

Choose two of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.By276DS858KmWNZq]{Assume Control} @UUID[Compendium.cyphersystem-compendium.abilities.G8waoPdWGzMl0S1n]{Battle Management} @UUID[Compendium.cyphersystem-compendium.abilities.crFxkKwBNdnD6tX4]{Crowd Control} @UUID[Compendium.cyphersystem-compendium.abilities.fPCTpU0viXXWrNs0]{Inspiring Success} @UUID[Compendium.cyphersystem-compendium.abilities.3EcnBLVtGwxpWXBW]{Recruit Deputy} @UUID[Compendium.cyphersystem-compendium.abilities.EH8OmAJaimF4MTgg]{Shatter Mind} @UUID[Compendium.cyphersystem-compendium.abilities.MGzAkRaGd4LgfQti]{True Senses} @UUID[Compendium.cyphersystem-compendium.abilities.ZTp4SZ673tDJpmuS]{Word of Command}

Speaker Example

Mary wants to create a Speaker for a Lovecraftian horror campaign. She puts 3 of her additional stat points into her Intellect Pool and 3 into her Speed Pool; her stat Pools are now Might 8, Speed 12, and Intellect 14. As a first-tier character, her Effort is 1, her Might Edge and Speed Edge are 0, and her Intellect Edge is 1. She’s smart and charismatic but not particularly tough.

Mary chooses Fast Talk and Spin Identity to help get into places and learn things she wants to know. She’s a bit of a con artist. She’s good to her friends, however, and chooses Encouragement as well. Mary rounds out her first-tier abilities with Interaction Skills (deceiving and persuasion).

A Speaker normally starts with two cyphers, but the GM rules that characters in this campaign start with only one—something creepy relating to their background. Mary’s cypher is an odd pocket watch given to her by her grandfather. She doesn’t know how or why, but when activated, the watch allows her to take twice as many actions for three rounds.

Mary’s character carries a small knife hidden in her bag in case of trouble. As a light weapon, it inflicts 2 points of damage, but attacks with it are eased.

Mary chooses Resilient for her descriptor and decides that she can probably learn the truth behind some of the strange things that she’s heard about without feeling too much trauma if it’s horrible. Resilient increases her Might Pool to 10 and her Intellect Pool to 16. She’s trained in Might and Intellect defense actions and gains an extra recovery roll each day. At first, Mary is sad that her descriptor gives her an inability in knowledge and puzzle tasks, but then she realizes that the flaw fits her character well—she’s better at getting people to tell her what she needs to know than at figuring out the information herself.

For her focus, Mary chooses Moves Like a Cat, granting her a final Speed Pool of 18 and training in balance. In the end, she’s graceful and quick, charismatic, and hardier than she initially thought thanks to her drive. She’s ready to investigate the weird.

For her character arc, Mary chooses Fall From Grace. She decides she’s had an obsession with a strange tome that’s been in her family for generations, and her character is drawn to its strange languages and rituals.

Further Customization

The rules in this section are more advanced and always involve the GM. They can be used by the GM to tailor a type to better fit the genre or setting, or by a player and a GM to tweak a character to fit a concept.

Modifying Type Aspects

The following aspects of the four character types can be modified at character creation. Other abilities should not be changed.

Stat Pools: Each character type has a starting stat Pool value. A player can exchange points between their Pools on a one-for-one basis. For example, they can trade 2 points of Might for 2 points of Speed. However, no starting stat Pool should be higher than 20.

Edge: A player can start with an Edge of 1 in whichever stat they wish.

Cypher Use: If a character gives up the ability to bear one cypher, they gain an additional skill of their choice.

Weapons: Some types have static first-tier abilities that let them use light, medium, and/or heavy weapons without a penalty. Warriors can use all weapons, Explorers can use light and medium weapons, and Adepts and Speakers can use light weapons. Any one of these weapon abilities can be sacrificed to gain training in a different skill of the player’s choice.

Drawbacks and Penalties

In addition to other customization options, a player can choose to take drawbacks or penalties to gain further advantages.

Weakness: A weakness is, essentially, the opposite of Edge. If you have a weakness of 1 in Speed, all Speed actions that require you to spend points cost 1 additional point from your Pool. At any time, a player can give their character a weakness in one stat and, in exchange, gain +1 to their Edge in one of the other two stats. So a PC can take a weakness of 1 in Speed to gain +1 to their Might Edge.

Normally, you can have a weakness only in a stat in which you have an Edge of 0. Further, you can’t have more than one weakness, and you can’t have a weakness greater than 1 unless the additional weakness comes from another source (such as a disease or disability arising from actions or conditions in the game).

Inabilities: Inabilities are like negative skills. They make one type of task harder by hindering it. If a character chooses to take an inability, they gain a skill of their choice. Normally, a character can have only one inability unless the additional inability comes from another source (such as a descriptor or a disease or disability arising from actions or conditions in the game).

","markdown":""},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"ownership":{"default":-1},"flags":{}},{"sort":600000,"name":"License","type":"text","_id":"9ZDlIEtwXjxzyyrZ","title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"

This product is an independent production and is not affiliated with Monte Cook Games, LLC. It is published under the Cypher System Open License, found at http://csol.montecookgames.com.

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This product is an independent production and is not affiliated with Monte Cook Games, LLC. It is published under the Cypher System Open License, found at http://csol.montecookgames.com.

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","markdown":""},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"ownership":{"default":-1},"flags":{}},{"sort":387500,"name":"Flavor","type":"text","_id":"gUBd9dvLJ8qY0iZx","title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"

Flavors are groups of special abilities the GM and players can use to alter a character type to make it more to their liking or more appropriate to the genre or setting. For example, if a player wants to create a magic-using thief character, she could play an Adept with stealth flavoring. In a science fiction setting, a Warrior might also have knowledge of machinery, so the character could be flavored with technology.

At a given tier, abilities from a flavor are traded one for one with standard abilities from a type. So to add the Danger Sense stealth flavor ability to a Warrior, something else—perhaps Bash—must be sacrificed. Now that character can choose Danger Sense as they would any other first-tier warrior ability, but they can never choose Bash.

The GM should always be involved in flavoring a type. For example, they might know that for their science fiction game, they want a type called a “Glam,” which is a Speaker flavored with certain technology abilities—specifically those that make the character a flamboyant starship pilot. Thus, they exchange the first-tier abilities Spin Identity and Inspire Aggression for the technology flavor abilities Datajack and Tech Skills so the character can plug into the ship directly and can take piloting and computers as skills.

In the end, flavor is mostly a tool for the GM to easily create campaign-specific types by making a few slight alterations to the four base types. Although players may wish to use flavors to get the characters they want, remember that they can also shape their PCs with descriptors and foci very nicely.

The flavors available are stealth, technology, magic, combat, and skills and knowledge.

The full description for each listed ability can be found in the Abilities chapter, which also contains descriptions for type and focus abilities in a single vast catalog.

Stealth Flavor

Characters with the stealth flavor are good at sneaking around, infiltrating places they don’t belong, and deceiving others. They use these abilities in a variety of ways, including combat. An Explorer with stealth flavor might be a thief, while a Warrior with stealth flavor might be an assassin. An Explorer with stealth flavor in a superhero setting might be a crimefighter who stalks the streets at night.

First-Tier Stealth Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.UyQTRi5ZwWU5tMO0]{Danger Sense} @UUID[Compendium.cyphersystem-compendium.abilities.M2oXV5cRSdMlUZDm]{Goad} @UUID[Compendium.cyphersystem-compendium.abilities.Frxs35QkokRdure4]{Legerdemain} @UUID[Compendium.cyphersystem-compendium.abilities.90wkMwuVBaiyL9yt]{Opportunist} @UUID[Compendium.cyphersystem-compendium.abilities.QAdh0yZBjJsHdJjD]{Stealth Skills}

Second-Tier Stealth Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.dQHSDDZxJNHrHH1l]{Contortionist} @UUID[Compendium.cyphersystem-compendium.abilities.8ydN3DBdXXP24hQL]{Find an Opening} @UUID[Compendium.cyphersystem-compendium.abilities.5abCQnz5ZWvvfMro]{Get Away} @UUID[Compendium.cyphersystem-compendium.abilities.mvFsSsVjyF8iXvCe]{Sense Ambush} @UUID[Compendium.cyphersystem-compendium.abilities.uG2ACHNAPoZirp0b]{Surprise Attack}

Third-Tier Stealth Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.Uq6p6fOg9KyFcUws]{Evanesce} @UUID[Compendium.cyphersystem-compendium.abilities.XR3B0gfJtrYUAU5M]{From the Shadows} @UUID[Compendium.cyphersystem-compendium.abilities.lUkqQu1vvJe3FxfQ]{Gambler} @UUID[Compendium.cyphersystem-compendium.abilities.sM2zEDx4gRr9CuiR]{Inner Defense} @UUID[Compendium.cyphersystem-compendium.abilities.lwJAowJa4eKlcDjb]{Misdirect} @UUID[Compendium.cyphersystem-compendium.abilities.ZuX6gykVtKxiBAxR]{Run and Fight} @UUID[Compendium.cyphersystem-compendium.abilities.t3zUlk8c5WEBXXO8]{Seize the Moment}

Fourth-Tier Stealth Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.cS1RW48sdVY6ZJZd]{Ambusher} @UUID[Compendium.cyphersystem-compendium.abilities.JVvSTtYbksWJDADY]{Debilitating Strike} @UUID[Compendium.cyphersystem-compendium.abilities.cqzyNCPYVEWtucLe]{Outwit} @UUID[Compendium.cyphersystem-compendium.abilities.LojkwDtb1gHLSB6A]{Preternatural Senses} @UUID[Compendium.cyphersystem-compendium.abilities.w2aO1ZIpmBDQJXq1]{Tumbling Moves}

Fifth-Tier Stealth Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.YbYeZ0A0m96IWxwl]{Assassin Strike} @UUID[Compendium.cyphersystem-compendium.abilities.S5JTyQCNcgrXgNqf]{Mask} @UUID[Compendium.cyphersystem-compendium.abilities.G5bTthwpEf5azVHA]{Return to Sender} @UUID[Compendium.cyphersystem-compendium.abilities.bVt0TIfwtEUXvi6O]{Uncanny Luck}

Sixth-Tier Stealth Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.VVYx3J42Sj9qCQV9]{Exploit Advantage} @UUID[Compendium.cyphersystem-compendium.abilities.jrTEtAhE6GfLW7R4]{Spring Away} @UUID[Compendium.cyphersystem-compendium.abilities.cWHqKGpI5z0aiSYC]{Thief’s Luck} @UUID[Compendium.cyphersystem-compendium.abilities.aWws42dVSQjRz8Hr]{Twist of Fate}

Technology Flavor

Characters with a flavor of technology typically are from science fiction or at least modern-day settings (although anything is possible). They excel at using, dealing with, and building machines. An Explorer with technology flavor might be a starship pilot, and a Speaker flavored with technology could be a techno-priest.

Some of the less computer-oriented abilities might be appropriate for a steampunk character, while a modern-day character could use some of the abilities that don’t involve starships or ultratech.

First-Tier Technology Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.Q3DGDFwNIOjz866X]{Datajack} @UUID[Compendium.cyphersystem-compendium.abilities.z23towmNKeKJasHV]{Hacker} @UUID[Compendium.cyphersystem-compendium.abilities.rhaZSmU6dJpzMO64]{Machine Interface} @UUID[Compendium.cyphersystem-compendium.abilities.kkCW4KkWA751AeBl]{Scramble Machine} @UUID[Compendium.cyphersystem-compendium.abilities.pYsmdnNte7o5Flca]{Tech Skills} @UUID[Compendium.cyphersystem-compendium.abilities.AFfburUYwZlBFq7N]{Tinker}

Second-Tier Technology Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.7nUj7rxq4Qwg4FUM]{Distant Interface} @UUID[Compendium.cyphersystem-compendium.abilities.JK2hN1poqMLqfa1N]{Machine Efficiency} @UUID[Compendium.cyphersystem-compendium.abilities.FDG7hgrRNt4aHpP1]{Overload Machine} @UUID[Compendium.cyphersystem-compendium.abilities.v1lZkKjSCS1pjnET]{Serv-0} @UUID[Compendium.cyphersystem-compendium.abilities.XzomXctsS8NL9M7Q]{Serv-0 Defender} @UUID[Compendium.cyphersystem-compendium.abilities.x8cGd4MC9YEW9isa]{Serv-0 Repair} @UUID[Compendium.cyphersystem-compendium.abilities.k4LeTZ1lqN9L3hPS]{Tool Mastery}

Third-Tier Technology Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.7VYzHQvF1cz4cfUp]{Mechanical Telepathy} @UUID[Compendium.cyphersystem-compendium.abilities.9r6iNU2GH4oEH6vz]{Serv-0 Scanner} @UUID[Compendium.cyphersystem-compendium.abilities.hIy0GMeL8WALvhEb]{Ship Footing} @UUID[Compendium.cyphersystem-compendium.abilities.Nyt7Z1xWqmnuu265]{Shipspeak} @UUID[Compendium.cyphersystem-compendium.abilities.YIzrA5i8eBSPMFzj]{Spray}

Fourth-Tier Technology Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.2l9FIUVKimPzIXzU]{Machine Bond} @UUID[Compendium.cyphersystem-compendium.abilities.NoKdHv0FSytZR4iF]{Robot Fighter} @UUID[Compendium.cyphersystem-compendium.abilities.NcItnMHjeG9fgE1K]{Serv-0 Aim} @UUID[Compendium.cyphersystem-compendium.abilities.lPqCQOQJF0JfoFRn]{Serv-0 Brawler} @UUID[Compendium.cyphersystem-compendium.abilities.9YuQrJXAQO0qIFPj]{Serv-0 Spy}

Fifth-Tier Technology Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.FxohCBSksJIu1BSA]{Control Machine} @UUID[Compendium.cyphersystem-compendium.abilities.KQDFvUEnIWed1ebo]{Jury-Rig} @UUID[Compendium.cyphersystem-compendium.abilities.XkFsMa9e9IY2FRcN]{Machine Companion}

Sixth-Tier Technology Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.PLyxuOlieOGsJx4h]{Information Gathering} @UUID[Compendium.cyphersystem-compendium.abilities.7QTTrXnxDHskYYhj]{Master Machine}

Magic Flavor

You know a little about magic. You might not be a wizard, but you know the basics—how it works, and how to accomplish a few wondrous things. Of course, in your setting, “magic” might actually mean psychic powers, mutant abilities, weird alien tech, or anything else that produces interesting and useful effects.

An Explorer flavored with magic might be a wizard-hunter, and a Speaker with magical flavor might be a sorcerer-bard. Although an Adept flavored with magic is still an Adept, you might find that swapping some of the type’s basic abilities with those given here tailors the character in desirable ways.

First-Tier Magic Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.I9m3nOdBZ2HoEmbj]{Blessing of the Gods} @UUID[Compendium.cyphersystem-compendium.abilities.SQ4RTDwdA0yiZ81b]{Closed Mind} @UUID[Compendium.cyphersystem-compendium.abilities.bM2Y62eaUKYKdcwq]{Entangling Force} @UUID[Compendium.cyphersystem-compendium.abilities.zArjjFcf9tHQvJTx]{Hedge Magic} @UUID[Compendium.cyphersystem-compendium.abilities.XQxN55rl0f5HFxEM]{Magic Training} @UUID[Compendium.cyphersystem-compendium.abilities.TPEcyzCeC3z5FyyQ]{Mental Link} @UUID[Compendium.cyphersystem-compendium.abilities.ZsI6553CPbGi0wtx]{Premonition}

Second-Tier Magic Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.Mfebb42AE5xt7k85]{Concussive Blast} @UUID[Compendium.cyphersystem-compendium.abilities.21Bi8yur01DCYz5f]{Fetch} @UUID[Compendium.cyphersystem-compendium.abilities.4fcns7ANpZF7pHaz]{Force Field} @UUID[Compendium.cyphersystem-compendium.abilities.wNQ3q7VXtPHlPzqb]{Lock} @UUID[Compendium.cyphersystem-compendium.abilities.rRDSzPJtUCwRVXFR]{Repair Flesh}

Third-Tier Magic Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.MvyXo0ZUsxu8QQ22]{Distance Viewing} @UUID[Compendium.cyphersystem-compendium.abilities.NgHLZq3tZ3CFJvYv]{Fire Bloom} @UUID[Compendium.cyphersystem-compendium.abilities.CAh0KStmP03kgv62]{Fling} @UUID[Compendium.cyphersystem-compendium.abilities.dDhnZrzAxDvK7QYa]{Force at Distance} @UUID[Compendium.cyphersystem-compendium.abilities.wEWyNKnVgVOjsyms]{Summon Giant Spider}

Fourth-Tier Magic Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.XR8WeRW3OlbCIjlJ]{Elemental Protection} @UUID[Compendium.cyphersystem-compendium.abilities.LLvJZvzbGQOrlqoE]{Ignition} @UUID[Compendium.cyphersystem-compendium.abilities.blm1Z8JxvWOiFf0b]{Pry Open}

Fifth-Tier Magic Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.HuhNjMfMxPkTlERH]{Create} @UUID[Compendium.cyphersystem-compendium.abilities.OkKNmMvLFwHxUv2r]{Divine Intervention} @UUID[Compendium.cyphersystem-compendium.abilities.M1FHIlVPVv8O02LV]{Dragon’s Maw} @UUID[Compendium.cyphersystem-compendium.abilities.IKicLElFbkRx5IaM]{Fast Travel} @UUID[Compendium.cyphersystem-compendium.abilities.MGzAkRaGd4LgfQti]{True Senses}

Sixth-Tier Magic Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.RBOc2zxAI9xMoWqW]{Relocate} @UUID[Compendium.cyphersystem-compendium.abilities.LnZkUlKUuuD7iW3P]{Summon Demon} @UUID[Compendium.cyphersystem-compendium.abilities.PlKwEwo6ilGqwxwI]{Traverse the Worlds} @UUID[Compendium.cyphersystem-compendium.abilities.Gsre3acJaxhGBa0S]{Word of Death}

Combat Flavor

Combat flavor makes a character more martial. A Speaker with combat flavor in a fantasy setting would be a battle bard. An Explorer with combat flavor in a historical game might be a pirate. An Adept flavored with combat in a science fiction setting could be a veteran of a thousand psychic wars.

First-Tier Combat Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.UyQTRi5ZwWU5tMO0]{Danger Sense} @UUID[Compendium.cyphersystem-compendium.abilities.o2ZDoteWQsFsqTJr]{Practiced in Armor} @UUID[Compendium.cyphersystem-compendium.abilities.NhijFGxYepJtaa0r]{Practiced With Medium Weapons}

Second-Tier Combat Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.wyUQ3Atl3V1ItCFH]{Bloodlust} @UUID[Compendium.cyphersystem-compendium.abilities.2x7nMe9ZGp3VjI8B]{Combat Prowess} @UUID[Compendium.cyphersystem-compendium.abilities.uatcX3o1oB2Stc4u]{Trained Without Armor}

Third-Tier Combat Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.yl2zo179wXZW5Xxc]{Practiced With All Weapons} @UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks} @UUID[Compendium.cyphersystem-compendium.abilities.CtRvLxfUlCynJv1B]{Skill With Defense} @UUID[Compendium.cyphersystem-compendium.abilities.36nlDXhOP5e5dfns]{Successive Attack}

Fourth-Tier Combat Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.gNRMG3mJTzWaCGph]{Capable Warrior} @UUID[Compendium.cyphersystem-compendium.abilities.Rr4oB1lUzuzFHNHQ]{Deadly Aim} @UUID[Compendium.cyphersystem-compendium.abilities.73miZT5kYFyxnPOT]{Fury} @UUID[Compendium.cyphersystem-compendium.abilities.lwJAowJa4eKlcDjb]{Misdirect} @UUID[Compendium.cyphersystem-compendium.abilities.YIzrA5i8eBSPMFzj]{Spray}

Fifth-Tier Combat Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.GlXd4oFI9Fqq3rAX]{Experienced Defender} @UUID[Compendium.cyphersystem-compendium.abilities.S9QxUr8u2gtwY7ya]{Hard Target} @UUID[Compendium.cyphersystem-compendium.abilities.AmZDmnmP7CxSSN4h]{Parry}

Sixth-Tier Combat Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.oroWEBbp3cvrYwH9]{Greater Skill With Attacks} @UUID[Compendium.cyphersystem-compendium.abilities.4k5JFV78A5SiPjFo]{Mastery in Armor} @UUID[Compendium.cyphersystem-compendium.abilities.LTqgcoprvBF2ZkdH]{Mastery With Defense}

Skills and Knowledge Flavor

This flavor is for characters in roles that call for more knowledge and more real-world application of talent. It’s less flashy and dramatic than supernatural powers or the ability to hack apart multiple foes, but sometimes expertise or know-how is the real solution to a problem.

A Warrior flavored with skills and knowledge might be a military engineer. An Explorer flavored with skills and knowledge could be a field scientist. A Speaker with this flavor might be a teacher.

First-Tier Skills and Knowledge Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.V765JZKDKQ00Buyn]{Interaction Skills} @UUID[Compendium.cyphersystem-compendium.abilities.romswZIOmAmtzfCL]{Investigative Skills} @UUID[Compendium.cyphersystem-compendium.abilities.eEGFknWQZUBNXn99]{Knowledge Skills} @UUID[Compendium.cyphersystem-compendium.abilities.noCgrKbB370cfzQg]{Physical Skills} @UUID[Compendium.cyphersystem-compendium.abilities.wEjdodvc6SLf8yso]{Travel Skills}

Second-Tier Skills and Knowledge Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.jx6DFmlbQrmltHgc]{Extra Skill} @UUID[Compendium.cyphersystem-compendium.abilities.k4LeTZ1lqN9L3hPS]{Tool Mastery} @UUID[Compendium.cyphersystem-compendium.abilities.kv03xEihe4VZNkK5]{Understanding}

Third-Tier Skills and Knowledge Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.dVh39nh5ARUxreUc]{Flex Skill} @UUID[Compendium.cyphersystem-compendium.abilities.uhC4ubTGfhkNvIMX]{Improvise}

Fourth-Tier Skills and Knowledge Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.4USzF8qKs8oZJH13]{Multiple Skills} @UUID[Compendium.cyphersystem-compendium.abilities.Mac5S0sQe9Muf4Mv]{Quick Wits} @UUID[Compendium.cyphersystem-compendium.abilities.NaqoExT72j3xkWp3]{Task Specialization}

Fifth-Tier Skills and Knowledge Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.NhijFGxYepJtaa0r]{Practiced With Medium Weapons} @UUID[Compendium.cyphersystem-compendium.abilities.lbXg8UlSCG23yxO4]{Read the Signs}

Sixth-Tier Skills and Knowledge Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks} @UUID[Compendium.cyphersystem-compendium.abilities.CtRvLxfUlCynJv1B]{Skill With Defense}

","markdown":""},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"ownership":{"default":-1},"flags":{}},{"sort":393750,"name":"Descriptor","type":"text","_id":"gK5t9ActY73rBLe5","title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"

Your descriptor defines your character—it flavors everything you do. The differences between a Charming Explorer and a Vicious Explorer are considerable. The descriptor changes the way those characters go about every action. Your descriptor places your character in the situation (the first adventure, which starts the campaign) and helps provide motivation. It is the adjective of the sentence “I am an adjective noun who verbs.”

Descriptors offer a one-time package of extra abilities, skills, or modifications to your stat Pools. Not all of a descriptor’s offerings are positive character modifications. For example, some descriptors have inabilities—tasks that a character isn’t good at. You can think of inabilities as negative skills—instead of being one step better at that kind of task, you’re one step worse. If you become skilled at a task that you have an inability with, they cancel out. Remember that characters are defined as much by what they’re not good at as by what they are good at.

Descriptors also offer a few brief suggestions for how your character got involved with the rest of the group on their first adventure. You can use these, or not, as you wish.

This section details fifty descriptors. Choose one of them for your character. You can pick any descriptor you wish regardless of your type. At the end of this chapter, a few options are provided for Customizing Descriptors, including making a character’s species their descriptor.

(Your descriptor matters most when you are a beginning character. The benefits (and perhaps drawbacks) that come from your descriptor will eventually be overshadowed by the growing importance of your type and focus. However, the influence of your descriptor will remain at least somewhat important throughout your character’s life.)

Customizing Descriptors

Under the normal rules, each descriptor is based on some modification of the following guidelines:

With this general information, you can customize a descriptor, but keep in mind that a heavily customized descriptor isn’t a descriptor if it no longer says one thing about a character. It’s better to use this information to create a new descriptor that fits exactly how the player wants to portray the character.

Species as Descriptor

Sometimes, in settings that have alien or fantasy species, players want to play a member of that species rather than the default (which is usually “human”). Most of the time, this choice is one of flavor rather than game mechanics. If you’re a 7-foot-tall furry Rigellian with three eyes, that’s great, but it doesn’t change your stats or skills (though it may have roleplaying challenges).

However, sometimes being a nonhuman results in more substantive changes. A PC ogre in a fantasy setting might have the Strong or Tough descriptor, or perhaps it has a descriptor simply called Ogre, which is similar to Strong or Tough but more pronounced (with greater Might but even greater drawbacks). This would mean that instead of being a Tough Warrior who Controls Beasts, the character is an Ogre Warrior who Controls Beasts.

The Genre chapter offers a few species descriptors, but many GMs will want to create their own as suits their setting. It can’t be stressed enough, however, that nine times out of ten, in most genres, species differences aren’t significant enough to warrant this treatment. The differences between a Mysterious character and a Virtuous one are probably greater than those between an Alpha Centauran and an Earthling.

Descriptors

Appealing

You’re attractive to others, but perhaps more important, you are likeable and charismatic. You’ve got that “special something” that draws others to you. You often know just the right thing to say to make someone laugh, put them at ease, or spur them to action. People like you, want to help you, and want to be your friend.

You gain the following characteristics:

Charismatic: +2 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.iLViKiz8EUbAbChF]{Skill}: You are trained in pleasant social interactions.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.6yXynECByG8UO0IC]{Resistant to Charms}: You’re aware of how others can manipulate and charm people, and you notice when those tactics are used on you. Because of this awareness, you are trained in resisting any kind of persuasion or seduction if you wish it.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You met a total stranger (one of the other PCs) and charmed them so much that they invited you along.

  2. The PCs were looking for someone else, but you convinced them that you were perfect instead.

  3. Pure happenstance—because you just go along with the flow of things and everything usually works out.

  4. Your charismatic ways helped get one of the PCs out of a difficult spot a long time ago, and they always ask you to join them on new adventures.

Beneficent

Helping others is your calling. It’s why you’re here. Others delight in your outgoing and charitable nature, and you delight in their happiness. You’re at your best when you’re aiding people, either by explaining how they can best overcome a challenge or by demonstrating how to do so yourself.

You gain the following characteristics:

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.VRlwCOQq4321KUkM]{Generous}: Allies who have spent the last day with you add +1 to their recovery rolls.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.GVocWeYToxrIsT5M]{Altruistic}: If you’re standing next to a creature that takes damage, you can intercede and take 1 point of that damage yourself (reducing the damage inflicted on the creature by 1 point). If you have Armor, it does not provide a benefit when you use this ability.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.RSdNXeHg25zlTzza]{Skill}: You’re trained in all tasks related to pleasant social interaction, putting other people at ease, and gaining trust.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.8AmUhRVSxOZepa3T]{Helpful}: Whenever you help another character, that character gains the benefit as if you were trained even if you are not trained or specialized in the attempted task.

@UUID[Compendium.cyphersystem-compendium.inabilities.TmkpqIeOFknKujcO]{Inability}: While you are alone, all Intellect and Speed tasks are hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. Even though you didn’t know most of the other PCs beforehand, you invited yourself along on their quest.

  2. You saw the PCs struggling to overcome a problem and selflessly joined them to help.

  3. You’re nearly certain the PCs will fail without you.

  4. The choice was between your tattered life and helping others. You haven’t looked back since.

Brash

You’re a self-assertive sort, confident in your abilities, energetic, and perhaps a bit irreverent toward ideas that you don’t agree with. Some people call you bold and brave, but those you’ve put in their place might call you puffed up and arrogant. Whatever. It’s not in your nature to care what other people think about you, unless those people are your friends or family. Even someone as brash as you knows that friends sometimes have to come first.

You gain the following characteristics:

Energetic: +2 to your Speed Pool.

@UUID[Compendium.cyphersystem-compendium.basic-skills.gbWPNb1uKsRtZWSL]{Skill}: You are trained in initiative.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.J9qtYUcvomIXvpEh]{Bold}: You are trained in all actions that involve overcoming or ignoring the effects of fear or intimidation.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You noticed something weird going on, and without much thought, you jumped in with both feet.

  2. You showed up when and where you did on a dare because, hey, you don’t back down from dares.

  3. Someone called you out, but instead of walking into a fight, you walked into your current situation.

  4. You told your friend that nothing could scare you, and nothing you saw would change your mind. They brought you to your current point.

Calm

You’ve spent most of your life in sedentary pursuits—books, movies, hobbies, and so on—rather than active ones. You’re well versed in all manner of academia or other intellectual pursuits, but nothing physical. You’re not weak or feeble, necessarily (although this is a good descriptor for characters who are elderly), but you have no experience in more physical activities.

Calm is a great descriptor for characters who never intended to have adventures but were thrust into them, a trope that occurs often in modern games and particularly in horror games.

You gain the following characteristics:

Bookish: +2 to your Intellect Pool.

Skills: You are trained in four nonphysical skills of your choice.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.9BT9upa6c8kqf6kB]{Trivia}: You can come up with a random fact pertinent to the current situation when you wish it. This is always a matter of fact, not conjecture or supposition, and must be something you could have logically read or seen in the past. You can do this one time, although the ability is renewed each time you make a recovery roll.

@UUID[Compendium.cyphersystem-compendium.inabilities.WmhgwviF6ci24PJL]{Inability}: You’re just not a fighter. All physical attacks are hindered.

@UUID[Compendium.cyphersystem-compendium.inabilities.kR3req7hyQazHomU]{Inability}: You’re not the outdoorsy type. All climbing, running, jumping, and swimming tasks are hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You read about the current situation somewhere and decided to check it out for yourself.

  2. You were in the right (wrong?) place at the right (wrong?) time.

  3. While avoiding an entirely different situation, you walked into your current situation.

  4. One of the other PCs dragged you into it.

Chaotic

Danger doesn’t mean much to you, mainly because you don’t think much about repercussions. In fact, you enjoy sowing surprises, just to see what will happen. The more unexpected the result, the happier you are. Sometimes you are particularly manic, and for the sake of your companions, you restrain yourself from taking actions that you know will lead to disaster.

You gain the following characteristics:

Tumultuous: +4 to your Speed Pool.

@UUID[Compendium.cyphersystem-compendium.basic-skills.5X8qgmSuvRVNTiaP]{Skill}: You are trained in {Intellect defense actions.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.JrGRhq4ndoh12HDe]{Chaotic}: Once after each ten-hour recovery roll, if you don’t like the first result, you can reroll a die roll of your choice. If you do, and regardless of the outcome, the GM presents you with a GM intrusion.

@UUID[Compendium.cyphersystem-compendium.inabilities.qRXj5XtPAxa0kTR1]{Inability}: Your body is a bit worn from occasional excesses. Might defense tasks are hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. Another PC recruited you while you were on your best behavior, before realizing how chaotic you were.

  2. You have reason to believe that being with the other PCs will help you gain control over your erratic behavior.

  3. Another PC released you from captivity, and to thank them, you volunteered to help.

  4. You have no idea how you joined the PCs. You’re just going along with it for now until answers present themselves.

Charming

You’re a smooth talker and a charmer. Whether through seemingly supernatural means or just a way with words, you can convince others to do as you wish. Most likely, you’re physically attractive or at least highly charismatic, and others enjoy listening to your voice. You probably pay attention to your appearance, keeping yourself well groomed. You make friends easily. You play up the personality facet of your Intellect stat; intelligence is not your strong suit. You’re personable, but not necessarily studious or strong-willed.

You gain the following characteristics:

Personable: +2 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.iLViKiz8EUbAbChF]{Skill}: You’re trained in all tasks involving positive or pleasant social interaction.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.GB6PefdjeMm43AmT]{Skill}: You’re trained when using special abilities that influence the minds of others.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.mslNlViBupFclz9t]{Contact}: You have an important contact who is in an influential position, such as a minor noble, the captain of the town guard/police, or the head of a large gang of thieves. You and the GM should work out the details together.

@UUID[Compendium.cyphersystem-compendium.inabilities.kWemIBj5S33u3Vsy]{Inability}: You were never good at studying or retaining facts. Any task involving lore, knowledge, or understanding is hindered.

@UUID[Compendium.cyphersystem-compendium.inabilities.zHgQDe14mPF3G95Q]{Inability}: Your willpower is not one of your strong points. Defense actions to resist mental attacks are hindered.

Additional Equipment: You’ve managed to talk your way into some decent discounts and bonuses in recent weeks. As a result, you have enough cash jangling in your pocket to purchase a moderately priced item.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You convinced one of the other PCs to tell you what they were doing.

  2. You instigated the whole thing and convinced the others to join you.

  3. One of the other PCs did a favor for you, and now you’re repaying that obligation by helping them with the task at hand.

  4. There is a reward involved, and you need the money.

Clever

You’re quick-witted, thinking well on your feet. You understand people, so you can fool them but are rarely fooled. Because you easily see things for what they are, you get the lay of the land swiftly, size up threats and allies, and assess situations with accuracy. Perhaps you’re physically attractive, or maybe you use your wit to overcome any physical or mental imperfections.

You gain the following characteristics:

Smart: +2 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.wOLQBlCsA3jDifa9]{Skill}: You’re trained in all interactions involving lies or trickery.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.DlnCXfB1v1U859YY]{Skill}: You’re trained in defense rolls to resist mental effects.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.8acHBoOvIk3UseOl]{Skill}: You’re trained in all tasks involving identifying or assessing danger, lies, quality, importance, function, or power.

@UUID[Compendium.cyphersystem-compendium.inabilities.kWemIBj5S33u3Vsy]{Inability}: You were never good at studying or retaining trivial knowledge. Any task involving lore, knowledge, or understanding is hindered.

Additional Equipment: You see through the schemes of others and occasionally convince them to believe you—even when, perhaps, they should not. Thanks to your clever behavior, you have an additional expensive item.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You convinced one of the other PCs to tell you what they were doing.

  2. From afar, you observed that something interesting was going on.

  3. You talked your way into the situation because you thought it might earn some money.

  4. You suspect that the other PCs won’t succeed without you.

Clumsy

Graceless and awkward, you were told that you’d grow out of it, but you never did. You often drop things, trip over your own feet, or knock things (or people) over. Some people get frustrated by this quality, but most find it funny and even a little charming.

Some players may not want to be defined by a “negative” quality like Clumsy, but in truth, even this kind of descriptor has enough advantages that it makes for capable and talented characters. What negative descriptors really do is make more interesting and complex characters that are often great fun to play.

You gain the following characteristics:

Butterfingers: −2 to your Speed Pool.

Thick-Muscled: +2 to your Might Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.bvTJ0HZOfXlpr0pc]{Inelegant}: You have a certain lovable charm. You are trained in all pleasant social interactions when you express a lighthearted, self-deprecating manner.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.wJyw4ypyuGZ5Jde1]{Dumb Luck}: The GM can introduce a GM intrusion on you, based on your clumsiness, without awarding you any XP (as if you had rolled a 1 on a d20 roll). However, if this happens, 50% of the time, your clumsiness works to your advantage. Rather than hurting you (much), it helps you, or it hurts your enemies. You slip, but it’s just in time to duck an attack. You fall down, but you trip your enemies as you crash into their legs. You turn around too quickly, but you end up knocking the weapon from your foe’s hand. You and the GM should work together to determine the details. If the GM wishes, they can use GM intrusions based on your clumsiness normally (awarding XP).

@UUID[Compendium.cyphersystem-compendium.expanded-skills.0yrwPAkrOBERFQOq]{Skill}: You’ve got a certain bull-like quality. You are trained in tasks involving breaking things.

@UUID[Compendium.cyphersystem-compendium.inabilities.veArOrXeYD25sHog]{Inability}: Any task that involves balance, grace, or hand-to-eye coordination is hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You were in the right place at the right time.

  2. You had a piece of information that the other PCs needed to make their plans.

  3. A sibling recommended you to the other PCs.

  4. You stumbled into the PCs as they were discussing their mission, and they took a liking to you.

Craven

Courage fails you at every turn. You lack the willpower and resolve to stand fast in the face of danger. Fear gnaws at your heart, chewing away at your mind, driving you to distraction until you cannot bear it. Most times, you back down from confrontations. You flee from threats and vacillate when faced with difficult decisions.

Yet for all that fear dogs you and possibly shames you, your cowardly nature proves to be a useful ally from time to time. Listening to your fears has helped you escape danger and avoid taking unnecessary risks. Others may have suffered in your place, and you might be the first to admit this fact, but secretly you feel intense relief from having avoided an unthinkable and terrible fate.

Descriptors like Craven, Cruel, and Dishonorable might not be appropriate for every group. These are villainous traits and some people want their PCs to be entirely heroic. But others don’t mind a little moral greyness thrown into the mix. Still others see things like Craven and Cruel as traits to overcome as their characters develop (probably earning them different descriptors).

You gain the following characteristics:

Furtive: +2 to your Speed Pool.

@UUID[Compendium.cyphersystem-compendium.basic-skills.duTx0BwgmC1Gw3Ze]{Skill}: You’re trained in stealth-based tasks.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.EyD5RQ654NoPJ7MN]{Skill}: You’re trained in running actions.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.48EDNk0hOv8KvoVs]{Skill}: You’re trained in any action taken to escape danger, flee from a dangerous situation, or wheedle your way out of trouble.

@UUID[Compendium.cyphersystem-compendium.inabilities.gpHPkjq631isDAjT]{Inability}: You do not willingly enter dangerous situations. Any initiative actions (to determine who goes first in combat) are hindered.

@UUID[Compendium.cyphersystem-compendium.inabilities.4raydis9fTWFq8Rc]{Inability}: You fall to pieces when you have to undertake a potentially dangerous task alone. Any such task (such as attacking a creature by yourself) is hindered.

Additional Equipment: You have a good luck charm or protective device to keep you out of harm’s way.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You believe that you’re being hunted, and you have hired one of the other PCs as your protector.

  2. You seek to escape your shame and take up with capable individuals in the hopes of repairing your reputation.

  3. One of the other PCs bullied you into coming along.

  4. The group answered your cries for help when you were in trouble.

Creative

Maybe you have a notebook where you write down ideas so you can develop them later. Perhaps you email yourself ideas that strike you out of the blue so you can sort them in an electronic document. Or maybe you just sit down, stare at your screen and, by indomitable force of will, produce something from nothing. However your gift works, you’re creative—you code, write, compose, sculpt, design, direct, or otherwise create narratives that enthrall other people with your vision.

You gain the following characteristics:

Inventive: +2 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.SKNSOPcNsoSDk6Xm]{Original}: You’re always coming up with something new. You’re trained in any task related to creating a narrative (such as a story, play, or scenario). This includes deception, if the deception involves a narrative you’re able to tell.

Skill: You are naturally inventive. You are trained in one specific creative skill of your choice: @UUID[Compendium.cyphersystem-compendium.expanded-skills.eKQYG8hDn7akNxns]{writing}, @UUID[Compendium.cyphersystem-compendium.expanded-skills.fHmBT2eRXI6WQnyZ]{computer coding}, @UUID[Compendium.cyphersystem-compendium.expanded-skills.Lq20krfxQeY7B2qo]{composing music}, @UUID[Compendium.cyphersystem-compendium.expanded-skills.LVVmRzkp5GwB3NE0]{painting}, @UUID[Compendium.cyphersystem-compendium.expanded-skills.wCrjggZ7oUZYZAMD]{drawing}, and so on.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.zz0QUtOoUro9OErB]{Skill}: You love solving riddles and the like. You are trained in puzzle-solving tasks.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.pHUz4ZRnWfsBbtQ7]{Skill}: To be creative requires that you always be learning. You are trained in any task that involves finding out something new, such as when you’re digging through a library, data bank, news archive, or similar collection of knowledge.

@UUID[Compendium.cyphersystem-compendium.inabilities.JDEjrsDDDqVcqSZp]{Inability}: You’re inventive but not charming. All tasks related to pleasant social interaction are hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You were doing research for a project and convinced the PCs to bring you along.

  2. You’re looking for new markets for the results of your creative output.

  3. You fell in with the wrong crowd, but they grew on you.

  4. A creative life is often one beset with financial hurdles. You joined the PCs because you hoped it would be profitable.

Cruel

Misfortune and suffering do not move you. When another endures hardship, you find it hard to care, and you may even enjoy the pain and difficulty the person experiences if they’ve done you wrong in the past. Your cruel streak may derive from bitterness brought about by your own struggles and disappointments. You might be a hard pragmatist, doing what you feel you must even if others are worse for it. Or you could be a sadist, delighting in the pain you inflict.

Being cruel does not necessarily make you a villain. Your cruelty may be reserved for those who cross you or other people useful to you. You might have become cruel as the result of an intensely awful experience. Abuse and torture, for example, can strip away compassion for other living beings.

As well, you need not be cruel in every situation. In fact, others might see you as personable, friendly, and even helpful. But when angered or frustrated, your dual nature reveals itself, and those who have earned your scorn are likely to suffer for it.

You gain the following characteristics:

Cunning: +2 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.Pp6FiVf17qqHapKd]{Cruelty}: When you use force, you can choose to maim or deliver painful injuries to draw out your foe’s suffering. Whenever you inflict damage, you can choose to inflict 2 fewer points of damage to ease your next attack against that foe.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.ks2lNbYe7169G57r]{Skill}: You’re trained in tasks related to deception, intimidation, and persuasion when you interact with characters experiencing physical or emotional pain.

@UUID[Compendium.cyphersystem-compendium.inabilities.1Jo8JX85AfL1Kx5P]{Inability}: You have a hard time connecting with others, understanding their motives, or sharing their feelings. Any task to ascertain another character’s motives, feelings, or disposition is hindered.

Additional Equipment: You have a valuable memento from the last person you destroyed. The memento is moderately priced, and you can sell it or trade it for an item of equal or lesser value.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You suspect that you might gain a long-term advantage from helping the other PCs and may be able to use that advantage against your enemies.

  2. By joining the PCs, you see an opportunity to grow your personal power and status at the expense of others.

  3. You hope to make another PC’s life more difficult by joining the group.

  4. Joining the PCs gives you an opportunity to escape justice for a crime you committed.

Dishonorable

There is no honor among thieves—or betrayers, backstabbers, liars, or cheats. You are all of these things, and either you don’t lose any sleep over it, or you deny the truth to others or to yourself. Regardless, you are willing to do whatever it takes to get your own way. Honor, ethics, and principles are merely words. In your estimation, they have no place in the real world.

You gain the following characteristics:

Sneaky: +4 to your Speed Pool.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.KmXEb22OUjlCwjVY]{Just Desserts}: When the GM gives another player an experience point to award to someone for a GM intrusion, that player cannot give it to you.

@UUID[Compendium.cyphersystem-compendium.basic-skills.eeHdJpr4k8hYtGr5]{Skill}: You are trained in deception.

@UUID[Compendium.cyphersystem-compendium.basic-skills.duTx0BwgmC1Gw3Ze]{Skill}: You are trained in stealth.

@UUID[Compendium.cyphersystem-compendium.basic-skills.tZ7PdXuWQyRMo0Rh]{Skill}: You are trained in intimidation.

@UUID[Compendium.cyphersystem-compendium.inabilities.JDEjrsDDDqVcqSZp]{Inability}: People don’t like or trust you. Pleasant social interactions are hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You are interested in what the PCs are doing, so you lied to them to get into their group.

  2. While skulking about, you overheard the PCs’ plans and realized that you wanted in.

  3. One of the other PCs invited you, having no idea of what you’re truly like.

  4. You bullied your way in with intimidation and bluster.

Doomed

You are quite certain that your fate is leading you, inextricably, toward a terrible end. This fate might be yours alone, or you might be dragging along the people closest to you.

You gain the following characteristics:

Jumpy: +2 to your Speed Pool.

@UUID[Compendium.cyphersystem-compendium.basic-skills.rH5FwMXGaNn21DZD]{Skill}: Always on the lookout for danger, you are trained in perception-related tasks.

@UUID[Compendium.cyphersystem-compendium.basic-skills.FXYWkXG7Iq6Wm1pS]{Skill}: You are defense minded, so you are trained in Speed defense tasks.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.cqT873UxELpJ3Mq2]{Skill}: You are cynical and expect the worst. Thus, you are resistant to mental shocks. You are trained in Intellect defense tasks having to do with losing your sanity or equanimity.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.ljIhLeM7ZcZuAJTk]{Doom}: Every other time the GM uses GM intrusion on your character, you cannot refuse it and do not get an XP for it (you still get an XP to award to another player). This is because you are doomed. The universe is a cold, uncaring place, and your efforts are futile at best.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You attempted to avoid it, but events seemed to conspire to draw you to where you are.

  2. Why not? It doesn’t matter. You’re doomed no matter what you do.

  3. One of the other PCs saved your life, and now you’re repaying that obligation by helping them with the task at hand.

  4. You suspect that the only hope you have of avoiding your fate might lie on this path.

Empathic

Other people are open books to you. You may have a knack for reading a person’s tells, those subtle movements that convey an individual’s mood and disposition. Or you may receive information in a more direct way, feeling a person’s emotions as if they were tangible things, sensations that lightly brush against your mind. Your gift for empathy helps you navigate social situations and control them to avoid misunderstandings and prevent useless conflicts from erupting.

The constant bombardment of emotions from those around you likely takes a toll. You might move with the prevailing mood, swinging from giddy happiness to bitter sorrow with little warning. Or you might close yourself off and remain inscrutable to others out of a sense of self-preservation or an unconscious fear that everyone else might learn how you truly feel.

You gain the following characteristics:

Open Mind: +4 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.H4LHMcUqFB4rMLW1]{Skill}: You’re trained in tasks involving sensing other emotions, discerning dispositions, and getting a hunch about people around you.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.J08uzxkHA7sn70LX]{Skill}: You’re trained in all tasks involving social interaction, pleasant or otherwise.

@UUID[Compendium.cyphersystem-compendium.inabilities.OHgyIguDuF48QMDD]{Inability}: Being so receptive to others’ thoughts and moods makes you vulnerable to anything that attacks your mind. Intellect defense rolls are hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You sensed the commitment to the task the other PCs have and felt moved to help them.

  2. You established a close bond with another PC and can’t bear to be parted from them.

  3. You sensed something strange in one of the PCs and decided to join the group to see if you can sense it again and uncover the truth.

  4. You joined the PCs to escape an unpleasant relationship or negative environment.

Exiled

You have walked a long and lonely road, leaving your home and your life behind. You might have committed a heinous crime, something so awful that your people forced you out, and if you dare return, you face death. You might have been accused of a crime you didn’t commit and now must pay the price for someone else’s wicked deed. Your exile might be the result of a social gaffe—perhaps you shamed your family or a friend, or you embarrassed yourself in front of your peers, an authority, or someone you respect. Whatever the reason, you have left your old life behind and now strive to make a new one.

You gain the following characteristics:

Self-Reliant: +2 to your Might Pool.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.PT7NoHCCjePtX6OW]{Loner}: You gain no benefit when you get help with a task from another character who is trained or specialized in that task.

@UUID[Compendium.cyphersystem-compendium.basic-skills.Q9tfUkhYGRJ5Df42]{Skill}: You’re trained in all tasks involving sneaking.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.KU2IUPjDKKIbfxkH]{Skill}: You’re trained in all tasks involving foraging, hunting, and finding safe places to rest or hide.

@UUID[Compendium.cyphersystem-compendium.inabilities.tlL5bTqgc9lt5GNz]{Inability}: Living on your own for as long as you have makes you slow to trust others and awkward in social situations. Any task involving social interaction is hindered.

Additional Equipment: You have a memento from your past—an old picture, a locket with a few strands of hair inside, or a lighter given to you by someone important. You keep the object close at hand and pull it out to help you remember better times.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. The other PCs earned your trust by helping you when you needed it. You accompany them to repay them.

  2. While exploring on your own, you discovered something strange. When you traveled to a settlement, the PCs were the only ones who believed you, and they have accompanied you to help you deal with the problem.

  3. One of the other PCs reminds you of someone you used to know.

  4. You have grown weary of your isolation. Joining the other PCs gives you a chance to belong.

Fast

You’re fleet of foot. Because you’re quick, you can accomplish tasks more rapidly than others can. You’re not just quick on your feet, however—you’re quick with your hands, and you think and react quickly. You even talk quickly.

You gain the following characteristics:

Energetic: +2 to your Speed Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.EyD5RQ654NoPJ7MN]{Skill}: You are trained in running.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.YHNmhduMB7gVvUtJ]{Fast}: You can move a short distance and still take another action in the same round, or you can move a long distance as your action without needing to make any kind of roll.

@UUID[Compendium.cyphersystem-compendium.inabilities.qRXj5XtPAxa0kTR1]{Inability}: You’re a sprinter, not a long-distance runner. You don’t have a lot of stamina. Might defense rolls are hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You jumped in to save one of the other PCs who was in dire need.

  2. One of the other PCs recruited you for your unique talents.

  3. You’re impulsive, and it seemed like a good idea at the time.

  4. This mission ties in with a personal goal of your own.

Foolish

Not everyone can be brilliant. Oh, you don’t think of yourself as stupid, and you’re not. It’s just that others might have a bit more . . . wisdom. Insight. You prefer to barrel along headfirst through life and let other people worry about things. Worrying’s never helped you, so why bother? You take things at face value and don’t fret about what tomorrow might bring.

People call you “idiot” or “numbskull,” but it doesn’t faze you much.

It can be liberating and really fun to play a foolish character. In some ways, the pressure to always do the right, smart thing is off. On the other hand, if you play such a character as a bumbling moron in every situation, that can become annoying to everyone else at the table. As with everything, moderation is the key.

You gain the following characteristics:

Unwise: –4 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.4FMLdzuRxQsVnh1P]{Carefree}: You succeed more on luck than anything. Every time you roll for a task, roll twice and take the higher result.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.6ydImEoLRFErPjFe]{Intellect Weakness}: Any time you spend points from your Intellect Pool, it costs you 1 more point than usual.

@UUID[Compendium.cyphersystem-compendium.inabilities.OHgyIguDuF48QMDD]{Inability}: Any Intellect defense task is hindered.

@UUID[Compendium.cyphersystem-compendium.inabilities.I7pKktxfFilMCCi1]{Inability}: Any task that involves seeing through a deception, an illusion, or a trap is hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. Who knows? Seemed like a good idea at the time.

  2. Someone asked you to join up with the other PCs. They told you not to ask too many questions, and that seemed fine to you.

  3. Your parent (or a parental/mentor figure) got you involved to give you something to do and maybe “teach you some sense.”

  4. The other PCs needed some muscle who wouldn’t overthink things.

Graceful

You have a perfect sense of balance, moving and speaking with grace and beauty. You’re quick, lithe, flexible, and dexterous. Your body is perfectly suited to dance, and you use that advantage in combat to dodge blows. You might wear garments that enhance your agile movement and sense of style.

You gain the following characteristics:

Agile: +2 to your Speed Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.KjmXC7wwXc8DqM82]{Skill}: You’re trained in all tasks involving balance and careful movement.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.K2S2yAu0BJc7TMEh]{Skill}: You’re trained in all tasks involving physical performing arts.

@UUID[Compendium.cyphersystem-compendium.basic-skills.FXYWkXG7Iq6Wm1pS]{Skill}: You’re trained in all Speed defense tasks.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. Against your better judgment, you joined the other PCs because you saw that they were in danger.

  2. One of the other PCs convinced you that joining the group would be in your best interests.

  3. You’re afraid of what might happen if the other PCs fail.

  4. There is reward involved, and you need the money.

Guarded

You conceal your true nature behind a mask and are loath to let anyone see who you really are. Protecting yourself, physically and emotionally, is what you care about most, and you prefer to keep everyone else at a safe distance. You may be suspicious of everyone you meet, expecting the worst from people so you won’t be surprised when they prove you right. Or you might just be a bit reserved, careful about letting people through your gruff exterior to the person you really are.

No one can be as reserved as you are and make many friends. Most likely, you have an abrasive personality and tend to be pessimistic in your outlook. You probably nurse an old hurt and find that the only way you can cope is to keep it and your personality locked down.

You gain the following characteristics:

Suspicious: +2 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.basic-skills.5X8qgmSuvRVNTiaP]{Skill}: You are trained in all Intellect defense tasks.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.hJHg9c1wuIJsPdtn]{Skill}: You are trained in all tasks involving discerning the truth, piercing disguises, and recognizing falsehoods and other deceptions.

@UUID[Compendium.cyphersystem-compendium.inabilities.a0eju2Y9hvObXxHC]{Inability}: Your suspicious nature makes you unlikeable. Any task involving deception or persuasion is hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. One of the PCs managed to overcome your defenses and befriend you.

  2. You want to see what the PCs are up to, so you accompany them to catch them in the act of some wrongdoing.

  3. You have made a few enemies and take up with the PCs for protection.

  4. The PCs are the only people who will put up with you.

Hardy

Your body was built to take abuse. Whether you’re pounding down stiff drinks while holding up a bar in your favorite watering hole or trading blows with a thug in a back alley, you keep going, shrugging off hurts and injuries that might slow or incapacitate a lesser person. Neither hunger nor thirst, cut flesh nor broken bone can stop you. You just press on through the pain and continue.

As fit and healthy as you are, the signs of wear show in the myriad scars crisscrossing your body, your thrice-broken nose, your cauliflower ears, and any number of other disfigurements you wear with pride.

You gain the following characteristics:

Mighty: +4 to your Might Pool.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.92q8rFEj1dQKNCD9]{Fast Healer}: You halve the time it takes to make a recovery roll (minimum one action).

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.qgJiQgqukmcFFNor]{Almost Unstoppable}: While you are impaired on the damage track, you function as if you were hale. While you are debilitated, you function as if you were impaired. In other words, you don’t suffer the effects of being impaired until you become debilitated, and you never suffer the effects of being debilitated. You still die if all your stat Pools are 0.

@UUID[Compendium.cyphersystem-compendium.basic-skills.Q0vfmbqehJw0jYBa]{Skill}: You are trained in Might defense actions.

@UUID[Compendium.cyphersystem-compendium.basic-skills.gbWPNb1uKsRtZWSL]{Inability}: Your big, strong body is slow to react. Any task involving initiative is hindered.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.62e9ZYD1UeGlalWu]{Ponderous}: When you apply Effort when making a Speed roll, you must spend 1 extra point from your Speed Pool.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. The PCs recruited you after learning about your reputation as a survivor.

  2. You joined the PCs because you want or need the money.

  3. The PCs offered you a challenge equal to your physical power.

  4. You believe the only way the PCs will succeed is if you are along to protect them.

Hideous

You are physically repugnant by almost any human standard. You might have had a serious accident, a harmful mutation, or just poor genetic luck, but you are incontrovertibly ugly.

You’ve more than made up for your appearance in other ways, however. Because you have to hide your appearance, you excel at sneaking about unnoticed or disguising yourself. But perhaps most important, being ostracized while others socialized, you took the time growing up to develop yourself as you saw fit—you grew strong or quick, or you honed your mind.

You gain the following characteristics:

Versatile: You get 4 additional points to divide among your stat Pools.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.bjX9wcG3SzUn5q46]{Skill}: You are trained in intimidation and any other fear-based interactions, if you show your true face.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.lW5xh0jPpRTp1iB6]{Skill}: You are trained in disguise and stealth tasks.

@UUID[Compendium.cyphersystem-compendium.inabilities.JDEjrsDDDqVcqSZp]{Inability}: All tasks relating to pleasant social interaction are hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. One of the other PCs approached you while you were in disguise, recruiting you while believing you were someone else.

  2. While skulking about, you overheard the other PCs’ plans and realized you wanted in.

  3. One of the other PCs invited you, but you wonder if it was out of pity.

  4. You bullied your way in with intimidation and bluster.

Honorable

You are trustworthy, fair, and forthright. You try to do what is right, to help others, and to treat them well. Lying and cheating are no way to get ahead—these things are for the weak, the lazy, or the despicable. You probably spend a lot of time thinking about your personal honor, how best to maintain it, and how to defend it if challenged. In combat, you are straightforward and offer quarter to any foe.

You were likely instilled with this sense of honor by a parent or a mentor. Sometimes the distinction between what is and isn’t honorable varies with different schools of thought, but in broad strokes, honorable people can agree on most aspects of what honor means.

You gain the following characteristics:

Stalwart: +2 to your Might Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.iLViKiz8EUbAbChF]{Skill}: You are trained in pleasant social interactions.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.iUJdgnZi90GZjY9s]{Skill}: You are trained in discerning people’s true motives or seeing through lies.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. The PCs’ goals appear to be honorable and commendable.

  2. You see that what the other PCs are about to do is dangerous, and you’d like to help protect them.

  3. One of the other PCs invited you, hearing of your trustworthiness.

  4. You asked politely if you could join the other PCs in their mission.

Impulsive

You have a hard time tamping down your enthusiasm. Why wait when you can just do it (whatever it is) and get it done? You deal with problems when they arise rather than plan ahead. Putting out the small fires now prevents them from becoming one big fire later. You are the first to take risks, to jump in and lend a hand, to step into dark passages, and to find danger.

Your impulsiveness likely gets you into trouble. While others might take time to study the items they discover, you use such items without hesitation. After all, the best way to learn what something can do is to use it. When a cautious explorer might look around and check for danger nearby, you have to physically stop yourself from bulling on ahead. Why fuss around when the exciting thing is just ahead?

Impulsive characters get into trouble. That’s their thing, and that’s fine. But if you’re constantly dragging your fellow PCs into trouble (or worse, getting them seriously hurt or killed), that will be annoying, to say the least. A good rule of thumb is that impulsiveness doesn’t always mean a predilection for doing the wrong thing. Sometimes it’s the urge to do the right thing.

You gain the following characteristics:

Reckless: +2 to your Speed Pool.

@UUID[Compendium.cyphersystem-compendium.basic-skills.gbWPNb1uKsRtZWSL]{Skill}: You’re trained in initiative actions (to determine who goes first in combat).

@UUID[Compendium.cyphersystem-compendium.basic-skills.FXYWkXG7Iq6Wm1pS]{Skill}: You’re trained in Speed defense actions.

@UUID[Compendium.cyphersystem-compendium.inabilities.gBUQ2i4VroKkBVQ7]{Inability}: You’ll try anything once, but quickly grow bored after that. Any task that involves patience, willpower, or discipline is hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You heard what the other PCs were up to and suddenly decided to join them.

  2. You pulled everyone together after you heard rumors about something interesting you want to see or do.

  3. You blew all of your money and now find yourself strapped for cash.

  4. You’re in trouble for acting recklessly. You join the other PCs because they offer a way out of your problem.

Inquisitive

The world is vast and mysterious, with wonders and secrets to keep you amazed for several lifetimes. You feel the tugging on your heart, the call to explore the wreckage of past civilizations, to discover new peoples, new places, and whatever bizarre wonders you might find along the way. However, as strongly as you feel the pull to roam the world, you know there is danger aplenty, and you take precautions to ensure that you are prepared for any eventuality. Research, preparation, and readiness will help you live long enough to see everything you want to see and do everything you want to do.

You probably have a dozen books and travelogues about the world on you at any time. When not hitting the road and looking around, you spend your time with your nose in a book, learning everything you can about the place you’re going so you know what to expect when you get there.

You gain the following characteristics:

Smart: +4 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.pHUz4ZRnWfsBbtQ7]{Skill}: You are eager to learn. You are trained in any task that involves learning something new, whether you’re talking to a local to get information or digging through old books to find lore.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.RZkMJad4OfSOU1Pq]{Skill}: You have made a study of the world. You are trained in any task involving geography or history.

@UUID[Compendium.cyphersystem-compendium.inabilities.ntN6wx9GAjKwEWfV]{Inability}: You tend to fixate on the details, making you somewhat oblivious to what’s going on around you. Any task to hear or notice dangers around you is hindered.

@UUID[Compendium.cyphersystem-compendium.inabilities.gpHPkjq631isDAjT]{Inability}: When you see something interesting, you hesitate as you take in all the details. Initiative actions (to determine who goes first in combat) are hindered.

Additional Equipment: You have three books on whatever subjects you choose.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. One of the PCs approached you to learn information related to the mission, having heard you were an expert.

  2. You have always wanted to see the place where the other PCs are going.

  3. You were interested in what the other PCs were up to and decided to go along with them.

  4. One of the PCs fascinates you, perhaps due to a special or weird ability they have.

Intelligent

You’re quite smart. Your memory is sharp, and you easily grasp concepts that others might struggle with. This aptitude doesn’t necessarily mean that you’ve had years of formal education, but you have learned a great deal in your life, primarily because you pick things up quickly and retain so much.

You gain the following characteristics:

Smart: +2 to your Intellect Pool.

Skill: You’re trained in an area of knowledge of your choice.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.m65HBfM8zSVl4uwk]{Skill}: You’re trained in all actions that involve remembering or memorizing things you experience directly. For example, instead of being good at recalling details of geography that you read about in a book, you can remember a path through a set of tunnels that you’ve explored before.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. One of the other PCs asked your opinion of the mission, knowing that if you thought it was a good idea, it probably was.

  2. You saw value in what the other PCs were doing.

  3. You believed that the task might lead to important and interesting discoveries.

  4. A colleague requested that you take part in the mission as a favor.

Intuitive

You are often tickled by a sense of knowing what someone will say, how they will react, or how events might unfold. Maybe you have a mutant sense, maybe you can see just a few moments ahead through time, or maybe you’re just good at reading people and extrapolating a situation. Whatever the case, many who look into your eyes immediately glance away, as if afraid of what you might see in their expression.

You gain the following characteristics:

Innate: +2 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.basic-skills.rH5FwMXGaNn21DZD]{Skill}: You are trained in perception tasks.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.1GEOtsfQWmfgcp3e]{Know What to Do}: You can act immediately, even if it’s not your turn. Afterward, on your next regular turn, any action you take is hindered. You can do this one time, although the ability is renewed each time you make a recovery roll.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You just knew you had to come along.

  2. You convinced one of the other PCs that your intuition is invaluable.

  3. You felt that something terrible would happen if you didn’t go.

  4. You’re confident the reason you arrived at this point will soon become clear.

Jovial

You’re cheerful, friendly, and outgoing. You put others at ease with a big smile and a joke, possibly one at your own expense, though lightly ribbing your companions who can take it is also one of your favorite pastimes. Sometimes people say you never take anything seriously. That’s not true, of course, but you have learned that to dwell on the bad too long quickly robs the world of joy. You’ve always got a new joke in your back pocket because you collect them like some people collect bottles of wine.

You gain the following characteristics:

Witty: +2 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.iLViKiz8EUbAbChF]{Skill}: You’re convivial and set most people at ease with your attitude. You are trained in all tasks related to pleasant social interaction.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.zz0QUtOoUro9OErB]{Skill}: You have an advantage in figuring out the punch lines of jokes you’ve never heard before. You are trained in all tasks related to solving puzzles and riddles.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You solved a riddle before realizing that answering it would launch you into the adventure.

  2. The other PCs thought you’d bring some much-needed levity to the team.

  3. You decided that all fun and no work was not the best way to get through life, so you joined up with the PCs.

  4. It was either go with the PCs or face up to a circumstance that was anything but jovial.

Kind

It’s always been easy for you to see things from the point of view of other people. That ability has made you sympathetic to what they really want or need. From your perspective, you’re just applying the old proverb that “it’s easier to catch flies with honey than with vinegar,” but others simply see your behavior as kindness. Of course, being kind takes time, and yours is limited. You’ve learned that a small fraction of people don’t deserve your time or kindness—true sadists, narcissists, and similar folk will only waste your energy. So you deal with them swiftly, saving your kindness for those who deserve it and can benefit from your attention.

You gain the following characteristics:

Emotionally Intuitive: +2 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.6Z7VC4ctwcS0dVoW]{Skill}: You know what it’s like to go a mile in someone else’s shoes. You’re trained in all tasks related to pleasant social interaction and discerning the dispositions of others.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.5kX6OM98txwPPO6a]{Karma}: Sometimes, strangers just help you out. To gain the aid of a stranger, you must use a one action, ten-minute, or one-hour recovery roll (without gaining its healing benefit), and the GM determines the nature of the aid you gain. Usually, the act of kindness isn’t enough to turn a bad situation completely around, but it may moderate a bad situation and lead to new opportunities. For example, if you are captured, a guard loosens your bonds slightly, brings you water, or delivers a message.

@UUID[Compendium.cyphersystem-compendium.inabilities.AY8Br5qquBWoGQc0]{Inability}: Being kind comes with a few risks. All tasks related to detecting falsehoods are hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. A PC needed your help, and you agreed to come along as a kindness.

  2. You gave the wrong person access to your money, and now you need to make some back.

  3. You’re ready to take your benevolence on the road and help more people than you could if you didn’t join the PCs.

  4. Your job, which seemed like it would be personally rewarding, is the opposite. You join the PCs to escape the drudgery.

Learned

You have studied, either on your own or with an instructor. You know many things and are an expert on a few topics, such as history, biology, geography, mythology, nature, or any other area of study. Learned characters typically carry a few books around with them and spend their spare time reading.

You gain the following characteristics:

Smart: +2 to your Intellect Pool.

Skill: You’re trained in three areas of knowledge of your choice.

@UUID[Compendium.cyphersystem-compendium.inabilities.UrdbwsMhJOQk44vz]{Inability}: You have few social graces. Any task involving charm, persuasion, or etiquette is hindered.

Additional Equipment: You have two additional books on topics of your choice.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. One of the other PCs asked you to come along because of your knowledge.

  2. You need money to fund your studies.

  3. You believed that the task might lead to important and interesting discoveries.

  4. A colleague requested that you take part in the mission as a favor.

Lucky

You rely on chance and timely good luck to get you through many situations. When people say that someone was born under a lucky star, they mean you. When you try your hand at something new, no matter how unfamiliar the task is, as often as not you find a measure of success. Even when disaster strikes, it’s rarely as bad as it could be. More often, small things seem to go your way, you win contests, and you’re often in the right place at the right time.

You gain the following characteristics:

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.pccv1fQ4WW7KnLsi]{Luck Pool}: You have one additional Pool called Luck that begins with 3 points, and it has a maximum value of 3 points. When spending points from any other Pool, you can take one, some, or all of the points from your Luck Pool first. When you make a recovery roll to recover points to any other Pool, your Luck Pool is also refreshed by the same number of points. When your Luck Pool is at 0 points, it does not count against your damage track.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.MKYIm6Rgf4VRIKrK]{Advantage}: When you use 1 XP to reroll a d20 for any roll that affects only you, add 3 to the reroll.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. Knowing that lucky people notice and take active advantage of opportunities, you became involved in your first adventure by choice.

  2. You literally bumped into someone else on this adventure through sheer luck.

  3. You found a briefcase lying alongside the road. It was battered, but inside you found a lot of strange documents that led you here.

  4. Your luck saved you when you avoided a speeding vehicle by a fortuitous fall through an opening in the ground (a manhole, if in a modern setting). Beneath the ground, you found something you couldn’t ignore.

Mad

You have delved too deeply into subjects people were not meant to know. You are knowledgeable in things beyond the scope of most, but this knowledge has come at a terrible price. You are likely in questionable physical shape and occasionally shake with nervous tics. You sometimes mutter to yourself without realizing it.

You gain the following characteristics:

Knowledgeable: +4 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.AFFZAuL0OsaopL8E]{Fits of Insight}: Whenever such knowledge is appropriate, the GM feeds you information although there is no clear explanation as to how you could know such a thing. This is up to the GM’s discretion, but it should happen as often as once each session.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.SFXAD4DjhyEtJ1Ny]{Erratic Behavior}: You are prone to acting erratically or irrationally. When you are in the presence of a major discovery or subjected to great stress (such as a serious physical threat), the GM can introduce a GM intrusion that directs your next action without awarding XP. You can still pay 1 XP to refuse the intrusion. The GM’s influence is the manifestation of your madness and thus is always something you would not likely do otherwise, but it is not directly, obviously harmful to you unless there are extenuating circumstances. (For example, if a foe suddenly leaps out of the darkness, you might spend the first round babbling incoherently or screaming the name of your first true love.)

Skill: You are trained in one area of knowledge (probably something weird or esoteric).

@UUID[Compendium.cyphersystem-compendium.inabilities.zHgQDe14mPF3G95Q]{Inability}: Your mind is quite fragile. Tasks to resist mental attacks are hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. Voices in your head told you to go.

  2. You instigated the whole thing and convinced the others to join you.

  3. One of the other PCs obtained a book of knowledge for you, and now you’re repaying that favor by helping them with the task at hand.

  4. You feel compelled by inexplicable intuition.

Mechanical

You have a special talent with machines of all kinds, and you’re adept at understanding and, if need be, repairing them. Perhaps you’re a bit of an inventor, creating new machines from time to time. You get called “techie,” “tech,” “mech,” “gear-head,” “motor-head,” or any of a number of other nicknames. Mechanics usually wear practical work clothes and carry around a lot of tools.

You gain the following characteristics:

Smart: +2 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.PSeFw2XUjqgOG2xS]{Skill}: You’re trained in all actions involving identifying or understanding machines.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.DhGWJERxvN9zVYGh]{Skill}: You’re trained in all actions involving using, repairing, or crafting machines.

Additional Equipment: You start with a variety of machine tools.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. While repairing a nearby machine, you overheard the other PCs talking.

  2. You need money to buy tools and parts.

  3. It was clear that the mission couldn’t succeed without your skills and knowledge.

  4. Another PC asked you to join them.

Mysterious

The dark figure lurking silently in the corner? That’s you. No one really knows where you came from or what your motives are—you play things close to the vest. Your manner perplexes and confounds others, but that doesn’t make you a poor friend or ally. You’re just good at keeping things to yourself, moving about unseen, and concealing your presence and identity.

You gain the following characteristics:

@UUID[Compendium.cyphersystem-compendium.basic-skills.duTx0BwgmC1Gw3Ze]{Skill}: You are trained in all stealth tasks.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.fmGCPHRwFnbmvB19]{Skill}: You are trained in resisting interrogation or tricks to get you to talk.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.uROuz6gmfq7X3uu3]{Confounding}: You pull talents and abilities seemingly out of nowhere. You can attempt one task in which you have no training as if you were trained, attempt a task that you are trained in as if specialized, or gain a free level of Effort with a task that you are specialized in. This ability refreshes every time you make a recovery roll, but the uses never accumulate.

@UUID[Compendium.cyphersystem-compendium.inabilities.sRzjg0b8j3XPVrPR]{Inability}: People never know where they stand with you. Any task involving getting people to believe or trust you is hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You just showed up one day.

  2. You convinced one of the other PCs that you had invaluable skills.

  3. Some equally mysterious figure told you where to be and when (but not why) to join the group.

  4. Something—a feeling, a dream—told you where to be and when to join the group.

Mystical

You think of yourself as mystical, attuned with the mysterious and the paranormal. Your true talents lie with the supernatural. You likely have experience with ancient lore, and you can sense and wield the supernatural—though whether that means “magic,” “psychic phenomena,” or something else is up to you (and probably up to those around you as well). Mystical characters often wear jewelry, such as a ring or an amulet, or have tattoos or other marks that show their interests.

You gain the following characteristics:

Smart: +2 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.u2aCexSScRX0FEqH]{Skill}: You’re trained in all actions involving identifying or understanding the supernatural.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.x6GmHzLKB0JpVg5E]{Sense Magic}: You can sense whether the supernatural is active in situations where its presence is not obvious. You must study an object or location closely for a minute to get a feel for whether a mystical touch is at work.

@UUID[Compendium.cyphersystem-compendium.abilities.zArjjFcf9tHQvJTx]{Spell}: You can perform Hedge Magic as a spell when you have a free hand and can pay the Intellect point cost.

@UUID[Compendium.cyphersystem-compendium.inabilities.FKeDN7rJdKpgt4bj]{Inability}: You have a manner or an aura that others find a bit unnerving. Any task involving charm, persuasion, or deception is hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. A dream guided you to this point.

  2. You need money to fund your studies.

  3. You believed the mission would be a great way to learn more about the supernatural.

  4. Various signs and portents led you here.

Naive

You’ve lived a sheltered life. Your childhood was safe and secure, so you didn’t get a chance to learn much about the world—and even less chance to experience it. Whether you were training for something, had your nose in a book, or just were sequestered in a secluded place, you haven’t done much, met many people, or seen many interesting things so far. That’s probably going to change soon, but as you go forward into a larger world, you do so without some of the understanding that others possess about how it all works.

You gain the following characteristics:

Fresh: You add +1 to your recovery rolls.

Incorruptible: You are trained in @UUID[Compendium.cyphersystem-compendium.basic-skills.5X8qgmSuvRVNTiaP]{Intellect defense} tasks and all tasks that involve @UUID[Compendium.cyphersystem-compendium.expanded-skills.OauBSvtfh6HeNzDe]{resisting temptation}.

@UUID[Compendium.cyphersystem-compendium.basic-skills.rH5FwMXGaNn21DZD]{Skill}: You’re wide-eyed. You are trained in perception tasks.

@UUID[Compendium.cyphersystem-compendium.inabilities.VyGXdv9xEzKsm2YX]{Inability}: Any task that involves seeing through deceptions or determining someone’s secret motive is hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. Someone told you that you should get involved.

  2. You needed money, and this seemed like a good way to earn some.

  3. You believed that you could learn a lot by joining the other PCs.

  4. Sounded like fun.

Perceptive

You miss little. You pick out the small details in the world around you and are skilled at making deductions from the information you find. Your talents make you an exceptional sleuth, a formidable scientist, or a talented scout.

As adept as you are at finding clues, you have no skill at picking up on social cues. You overlook an offense that your deductions give or how uncomfortable your scrutiny can make the people around you. You tend to dismiss others as being intellectual dwarfs compared to you, which avails you little when you need a favor.

You gain the following characteristics:

Smart: +2 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.G2JaXxUq6dfIXVDl]{Skill}: You have an eye for detail. You are trained in any task that involves finding or noticing small details.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.EaHHaJvulkIVAxhi]{Skill}: You know a little about everything. You are trained in any task that involves identifying objects or calling to mind a minor detail or bit of trivia.

@UUID[Compendium.cyphersystem-compendium.basic-skills.tZ7PdXuWQyRMo0Rh]{Skill}: Your skill at making deductions can be imposing. You are trained in any task that involves intimidating another creature.

@UUID[Compendium.cyphersystem-compendium.inabilities.JDEjrsDDDqVcqSZp]{Inability}: Your confidence comes off as arrogance to people who don’t know you. Any task involving positive social interactions is hindered.

Additional Equipment: You have a bag of light tools.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You overheard the other PCs discussing their mission and volunteered your services.

  2. One of the PCs asked you to come along, believing that your talents would be invaluable to the mission.

  3. You believe that the PCs’ mission is somehow related to one of your investigations.

  4. A third party recruited you to follow the PCs and see what they were up to.

Resilient

You can take a lot of punishment, both physically and mentally, and still come back for more. It takes a lot to put you down. Neither physical nor mental shocks or damage have a lasting effect. You’re tough to faze. Unflappable. Unstoppable.

You gain the following characteristics:

Resistant: +2 to your Might Pool, and +2 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.F74sHYUANEPVaFd4]{Recover}: You can make an extra recovery roll each day. This roll is just one action. So you can make two recovery rolls that each take one action, one roll that takes ten minutes, a fourth roll that takes one hour, and a fifth roll that requires ten hours of rest.

@UUID[Compendium.cyphersystem-compendium.basic-skills.Q0vfmbqehJw0jYBa]{Skill}: You are trained in Might defense tasks.

@UUID[Compendium.cyphersystem-compendium.basic-skills.5X8qgmSuvRVNTiaP]{Skill}: You are trained in Intellect defense tasks.

@UUID[Compendium.cyphersystem-compendium.inabilities.U7X7WY5Qk3QIXxAD]{Inability}: You’re hardy but not necessarily strong. Any task involving moving, bending, or breaking things is hindered.

@UUID[Compendium.cyphersystem-compendium.inabilities.iic3khiZZCsbjkIg]{Inability}: You have a lot of willpower and mental fortitude, but you’re not necessarily smart. Any task involving knowledge or figuring out problems or puzzles is hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You saw that the PCs clearly need someone like you to help them out.

  2. Someone asked you to watch over one of the PCs in particular, and you agreed.

  3. You are bored and desperately in need of a challenge.

  4. You lost a bet—unfairly, you think—and had to take someone’s place on this mission.

Risk-Taking

It’s part of your nature to question what others think can’t or shouldn’t be done. You’re not insane, of course—you wouldn’t attempt to leap across a mile-wide chasm just because you were dared. There’s impossible and then there’s the just barely possible. You like to push the latter further than others, because it gives you a rush of satisfaction and pleasure when you succeed. The more you succeed, the more you find yourself looking for that next risky challenge to try yourself against.

You gain the following characteristics:

Nimble: +4 to your Speed Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.l3HBMnyOMVF6rIk8]{Skill}: You’re adept at leveraging risk, and you are trained in tasks that involve some element of chance, such as playing games or choosing between two or three apparently equal options.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.wWSSBexYE1QI054l]{Pressing Your Luck}: You can choose to automatically succeed on one task without rolling, as long as the task’s difficulty is no higher than 6. When you do so, however, you also trigger a GM intrusion as if you had rolled a 1. The intrusion doesn’t invalidate the success, but it probably qualifies it in some fashion. You can do this one time, although the ability renews each time you make a ten-hour recovery roll.

@UUID[Compendium.cyphersystem-compendium.inabilities.MoKSCrQBoxl4PZ0f]{Inability}: You may be nimble, but you’re not sneaky. Tasks related to sneaking and staying quiet are hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. It seemed like there were equal odds that the other PCs wouldn’t succeed, which sounded good to you.

  2. You think the tasks ahead will present you with unique and fulfilling challenges.

  3. One of your biggest risks failed to go your way, and you need money to help pay that debt.

  4. You bragged that you never saw a risk you didn’t like, which is how you reached your current point.

Rugged

You’re a nature lover accustomed to living rough, pitting your wits against the elements. Most likely, you’re a skilled hunter, gatherer, or naturalist. Years of living in the wild have left their mark with a worn countenance, wild hair, or scars. Your clothing is probably much less refined than the garments worn by city dwellers.

You gain the following characteristics:

@UUID[Compendium.cyphersystem-compendium.expanded-skills.zOjoCu1WyXeVzqs6]{Skill}: You’re trained in all tasks involving climbing, jumping, running, and swimming.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.lpBwC7PY35rIfBUG]{Skill}: You’re trained in all tasks involving training, riding, or placating natural animals.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.2Ipdh8f3MeuAMM3R]{Skill}: You’re trained in all tasks involving identifying or using natural plants.

@UUID[Compendium.cyphersystem-compendium.inabilities.iP9m2p6htGgd896X]{Inability}: You have no social graces and prefer animals to people. Any task involving charm, persuasion, etiquette, or deception is hindered.

Additional Equipment: You carry an explorer’s pack with rope, two days’ rations, a bedroll, and other tools needed for outdoor survival.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. Against your better judgment, you joined the other PCs because you saw that they were in danger.

  2. One of the other PCs convinced you that joining the group would be in your best interests.

  3. You’re afraid of what might happen if the other PCs fail.

  4. There is reward involved, and you need the money.

Sharp-Eyed

You’re perceptive and well aware of your surroundings. You notice the little details and remember them. You can be difficult to surprise.

You gain the following characteristics:

@UUID[Compendium.cyphersystem-compendium.basic-skills.gbWPNb1uKsRtZWSL]{Skill}: You’re trained in initiative actions.

@UUID[Compendium.cyphersystem-compendium.basic-skills.rH5FwMXGaNn21DZD]{Skill}: You’re trained in perception actions.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.LboNMbw0CmRDZX0l]{Find the Flaw}: If an opponent has a straightforward weakness (takes extra damage from fire, can’t see out of their left eye, and so on), the GM will tell you what it is.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You heard about what was going on, saw a flaw in the other PCs’ plan, and joined up to help them out.

  2. You noticed that the PCs have a foe (or at least a tail) they weren’t aware of.

  3. You saw that the other PCs were up to something interesting and got involved.

  4. You’ve been noticing some strange things going on, and this all appears related.

Skeptical

You possess a questioning attitude regarding claims that are often taken for granted by others. You’re not necessarily a “doubting Thomas” (a skeptic who refuses to believe anything without direct personal experience), but you’ve often benefited from questioning the statements, opinions, and received knowledge presented to you by others.

You gain the following characteristics:

Insightful: +2 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.basic-skills.QonPVHzXrzIN29lf]{Skill}: You’re trained in identifying.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.E2q7bbS0LqBwRDFi]{Skill}: You’re trained in all actions that involve seeing through a trick, an illusion, a rhetorical ruse designed to evade the issue, or a lie. For example, you’re better at keeping your eye on the cup containing the hidden ball, sensing an illusion, or realizing if someone is lying to you (but only if you specifically concentrate and use this skill).

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You overheard other PCs holding forth on a topic with an opinion you were quite skeptical about, so you decided to approach the group and ask for proof.

  2. You were following one of the other PCs because you were suspicious of him, which brought you into the action.

  3. Your theory about the nonexistence of the supernatural can be invalidated only by your own senses, so you came along.

  4. You need money to fund your research.

Stealthy

You’re sneaky, slippery, and fast. These talents help you hide, move quietly, and pull off tricks that require sleight of hand. Most likely, you’re wiry and small. However, you’re not much of a sprinter—you’re more dexterous than fleet of foot.

You gain the following characteristics:

Quick: +2 to your Speed Pool.

@UUID[Compendium.cyphersystem-compendium.basic-skills.duTx0BwgmC1Gw3Ze]{Skill}: You’re trained in all stealth tasks.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.YlYSOH8OdFUTBwey]{Skill}: You’re trained in all interactions involving lies or trickery.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.5iv3kUKcLQwrTSDH]{Skill}: You’re trained in all special abilities involving illusions or trickery.

@UUID[Compendium.cyphersystem-compendium.inabilities.lhu2y0HMmw0xQ3hv]{Inability}: You’re sneaky but not fast. All movement-related tasks are hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You attempted to steal from one of the other PCs. That character caught you and forced you to come along with them.

  2. You were tailing one of the other PCs for reasons of your own, which brought you into the action.

  3. An NPC employer secretly paid you to get involved.

  4. You overheard the other PCs talking about a topic that interested you, so you decided to approach the group.

Strong

You’re extremely strong and physically powerful, and you use these qualities well, whether through violence or feats of prowess. You likely have a brawny build and impressive muscles.

You gain the following characteristics:

Very Powerful: +4 to your Might Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.0yrwPAkrOBERFQOq]{Skill}: You’re trained in all actions involving breaking inanimate objects.

@UUID[Compendium.cyphersystem-compendium.basic-skills.MrGl25gzZk4uu7BR]{Skill}: You’re trained in all jumping actions.

Additional Equipment: You have an extra medium weapon or heavy weapon.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. Against your better judgment, you joined the other PCs because you saw that they were in danger.

  2. One of the other PCs convinced you that joining the group would be in your best interests.

  3. You’re afraid of what might happen if the other PCs fail.

  4. There is reward involved, and you need the money.

Strong-Willed

You’re tough-minded, willful, and independent. No one can talk you into anything or change your mind when you don’t want it changed. This quality doesn’t necessarily make you smart, but it does make you a bastion of willpower and resolve. You likely dress and act with unique style and flair, not caring what others think.

You gain the following characteristics:

Willful: +4 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.DlnCXfB1v1U859YY]{Skill}: You’re trained in resisting mental effects.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.3IfJDAc8qCJ11NNX]{Skill}: You’re trained in tasks requiring incredible focus or concentration.

@UUID[Compendium.cyphersystem-compendium.inabilities.CmubEJ8BMUsW1oei]{Inability}: Willful doesn’t mean brilliant. Any task that involves figuring out puzzles or problems, memorizing things, or using lore is hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. Against your better judgment, you joined the other PCs because you saw that they were in danger.

  2. One of the other PCs convinced you that joining the group would be in your best interests.

  3. You’re afraid of what might happen if the other PCs fail.

  4. There is reward involved, and you need the money.

Swift

You move quickly, able to sprint in short bursts and work with your hands with dexterity. You’re great at crossing distances quickly but not always smoothly. You are likely slim and muscular.

You gain the following characteristics:

Fast: +4 to your Speed Pool.

@UUID[Compendium.cyphersystem-compendium.basic-skills.gbWPNb1uKsRtZWSL]{Skill}: You’re trained in initiative actions (to determine who goes first in combat).

@UUID[Compendium.cyphersystem-compendium.expanded-skills.EyD5RQ654NoPJ7MN]{Skill}: You’re trained in running actions.

@UUID[Compendium.cyphersystem-compendium.inabilities.t7exG3KfxnoPKxO2]{Inability}: You’re fast but not necessarily graceful. Any task involving balance is hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. Against your better judgment, you joined the other PCs because you saw that they were in danger.

  2. One of the other PCs convinced you that joining the group would be in your best interests.

  3. You’re afraid of what might happen if the other PCs fail.

  4. There is reward involved, and you need the money.

Tongue-Tied

You’ve never been much of a talker. When forced to interact with others, you never think of the right thing to say—words fail you entirely, or they come out all wrong. You often end up saying precisely the wrong thing and insult someone unintentionally. Most of the time, you just keep mum. This makes you a listener instead—a careful observer. It also means that you’re better at doing things than talking about them. You’re quick to take action.

You gain the following characteristics:

Actions, Not Words: +2 to your Might Pool, and +2 to your Speed Pool.

@UUID[Compendium.cyphersystem-compendium.basic-skills.rH5FwMXGaNn21DZD]{Skill}: You are trained in perception.

@UUID[Compendium.cyphersystem-compendium.basic-skills.gbWPNb1uKsRtZWSL]{Skill}: You are trained in initiative (unless it’s a social situation).

@UUID[Compendium.cyphersystem-compendium.inabilities.tlL5bTqgc9lt5GNz]{Inability}: All tasks relating to social interaction are hindered.

@UUID[Compendium.cyphersystem-compendium.inabilities.rfQPiUR4GHBdjFtE]{Inability}: All tasks involving verbal communication or relaying information are hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You just tagged along and no one told you to leave.

  2. You saw something important the other PCs did not and (with some effort) managed to relate it to them.

  3. You intervened to save one of the other PCs when they were in danger.

  4. One of the other PCs recruited you for your talents.

Tough

You’re strong and can take a lot of physical punishment. You might have a large frame and a square jaw. Tough characters frequently have visible scars.

You gain the following characteristics:

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.SkxEXPpCgIGXixu9]{Resilient}: +1 to Armor.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.gr1uaERqywhUGjCK]{Healthy}: Add 1 to the points you regain when you make a recovery roll.

@UUID[Compendium.cyphersystem-compendium.basic-skills.Q0vfmbqehJw0jYBa]{Skill}: You’re trained in Might defense actions.

Additional Equipment: You have an extra light weapon.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You’re acting as a bodyguard for one of the other PCs.

  2. One of the PCs is your sibling, and you came along to watch out for them.

  3. You need money because your family is in debt.

  4. You stepped in to defend one of the PCs when that character was threatened. While talking to them afterward, you heard about the group’s task.

Vicious

You try to hide what’s inside, fold it into yourself when everything inside you screams to let go, make them pay, make them hurt, and make them bleed. Sometimes you succeed for your friends—smiling like they smile, laughing when they laugh, and sometimes even having other emotions of your own. But it’s always there, that feeling of frantic glee mixed with hate that sometimes leaps out of you when you confront a foe. Violence your friends can tolerate, but you sometimes worry they will also learn that you are cruel.

You gain the following characteristics:

Skill: You are trained in @UUID[Compendium.cyphersystem-compendium.expanded-skills.53j3Qwt5Im4wqddo]{tracking creatures}. If @UUID[Compendium.cyphersystem-compendium.expanded-skills.ZPyRyzPue2DuKSw9]{a creature has wronged you}, the tracking task is eased.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.LldixgespLl6ajEf]{Bloodthirsty}: Once you begin fighting, you see only red. You inflict 2 additional points of damage with any attack.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.1FP6DV2OqgaaT4ZN]{Berserk}: Once you begin fighting, it’s hard for you to stop. In fact, it’s a difficulty 2 Intellect task to do so, even if your foe surrenders or you’ve run out of foes. If the latter occurs and you fail to stop, you attack the nearest ally within short range.

Additional Equipment: You have a record that you use to list those who’ve wronged you.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. Another PC saw you take down a mean drunk in a tavern, not realizing you were the one who started the fight.

  2. You wanted to get away from a bad situation, so you went with the other PCs.

  3. You want to change, and you hope that being with the other PCs will help you calm yourself.

  4. One of the other PCs asked you to come along, believing that your viciousness could be harnessed for the benefit of the mission.

Virtuous

Doing the right thing is a way of life. You live by a code, and that code is something you attend to every day. Whenever you slip, you reproach yourself for your weakness and then get right back on track. Your code probably includes moderation, respect for others, cleanliness, and other characteristics that most people would agree are virtues, while you eschew their opposites: sloth, greed, gluttony, and so on.

You gain the following characteristics:

Dauntless: +2 to your Might Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.iUJdgnZi90GZjY9s]{Skill}: You are trained in discerning people’s true motives or seeing through lies.

@UUID[Compendium.cyphersystem-compendium.basic-skills.5X8qgmSuvRVNTiaP]{Skill}: Your adherence to a strict moral code has hardened your mind against fear, doubt, and outside influence. You are trained in Intellect defense tasks.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. The PCs are doing something virtuous, and you’re all about that.

  2. The PCs are on the road to perdition, and you see it as your task to set them on the proper moral route.

  3. One of the other PCs invited you, hearing of your virtuous ways.

  4. You put virtue before sense and defended someone’s honor in the face of an organization or power far greater than you. You joined the PCs because they offered aid and friendship when, out of fear of reprisals, no one else would.

Weird

You aren’t like anyone else, and that’s fine with you. People don’t seem to understand you—they even seem put off by you—but who cares? You understand the world better than they do because you’re weird, and so is the world you live in. The concept of “the weird” is well known to you. Strange devices, ancient locales, bizarre creatures, storms that can transform you, living energy fields, conspiracies, aliens, and things most people can’t even name populate the world, and you thrive on them. You have a special attachment to it all, and the more you discover about the weirdness in the world, the more you might discover about yourself.

Weird characters might be mutants or people born with strange qualities, but sometimes they started out “normal” and adopted the weird by choice.

You gain the following characteristics:

Inner Light: +2 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.HV2tw9N81PJawwwx]{Distinctive Physical Quirk}: You have a unique physical aspect that is, well, bizarre. Depending on the setting, this can vary greatly. You might have purple hair or metal spikes on your head. Perhaps your hands don’t connect to your arms, although they move as if they do. Maybe a third eye stares out from the side of your head, or superfluous tendrils grow from your back. Whatever it is, your quirk might be a mutation, a supernatural trait (a blessing or curse), a feature with no explanation, or just a really wild tattoo that draws a lot of attention.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.zKHJrLeBOfy0p9du]{A Sense for the Weird}: Sometimes—at the GM’s discretion—weird things relating to the supernatural or its effects on the world seem to call out to you. You can sense them from afar, and if you get within long range of such a thing, you can sense whether it is overtly dangerous or not.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.uBvX2CVPg5MNgjwW]{Skill}: You are trained in supernatural knowledge.

@UUID[Compendium.cyphersystem-compendium.inabilities.JDEjrsDDDqVcqSZp]{Inability}: People find you unnerving. All tasks relating to pleasant social interaction are hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. It seemed weird, so why not?

  2. Whether the other PCs realize it or not, their mission has to do with something weird that you know about, so you got involved.

  3. As an expert in the weird, you were specifically recruited by the other PCs.

  4. You felt drawn to join the other PCs, but you don’t know why.

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Focus is what makes a character unique. No two PCs in a group should have the same focus. A focus gives a character benefits when they create their character and each time they ascend to the next tier. It’s the verb of the sentence “I am an adjective noun who verbs.”

This chapter contains nearly a hundred sample foci, such as Bears a Halo of Fire, Would Rather Be Reading, and Pilots Starcraft. These foci can be chosen and used as presented by a player, or by the GM who adds them to a list of available foci for their players in their next campaign.

In addition, the latter half of this chapter provides tools for the GM or an enterprising player to create their own custom foci that perfectly match the needs of a given game or campaign, as presented in Creating New Foci.

Choosing Foci

Not all foci are appropriate for every genre. The Genre chapter provides guidance, but this section offers some broad generalizations. Obviously, the GM can include whatever foci are available in their setting. Foci end up being an important distinction in this case, because Commands Mental Powers, for example, makes it clear that psychic abilities exist in the setting, just as Howls at the Moon implies the existence of lycanthropes like werewolves, and Pilots Starcraft, of course, requires starships available to pilot.

When a focus is chosen for a character, they get a special connection to one or more of their fellow PCs, a first-tier ability, and perhaps additional starting equipment: one or two pieces of equipment that might be required for the character to use their ability, or that might pair well with the focus. For instance, a character that can build things needs a set of tools. A character that’s constantly on fire needs a set of clothes that are immune to flame. A character that draws runes to cast spells needs writing implements. A character that slays monsters with a sword needs a sword. And so on. That said, many foci don’t require additional equipment.

Each focus also offers one or more suggestions—GM intrusions—for possible effects or consequences of really good or really bad die rolls.

A couple of foci presented in this chapter provide a “type swap option” that allows a player to swap an ability that would otherwise be gained from their type for the indicated ability instead. A player doesn’t have to make the swap; they merely have the option. For instance, the focus Loves the Void provides the option to gain the ability Have Spacesuit, Will Travel instead of a type ability.

As a character progresses to a new tier, a focus grants more abilities. Each tier’s benefit is usually labeled Action or Enabler. If an ability is labeled Action, a character must take an action to use it. If an ability is labeled Enabler, it makes other actions better or gives some other benefit, but it’s not an action. An ability that allows a character to blast foes with lasers is an action. An ability that grants additional damage when an attack is made is an enabler. An enabler is used in the same turn as another action, and often as part of another action.

Each tier’s benefits are independent of and cumulative with benefits from other tiers (unless indicated otherwise). So if a first-tier ability grants +1 to Armor and a fourth-tier ability also grants +1 to Armor, when the character reaches fourth tier, a total of +2 to Armor is granted.

At tier 3 and tier 6, the character is asked to choose one ability from the two options provided.

Finally, you can choose whether you want to expand the story behind the focus (though that’s not mandatory).

Focus Connections

Choose a connection that goes well with the focus. If you’re a GM choosing (or creating) one or more foci for your players, choose up to four of the following connections.

  1. Pick one other PC. For reasons unknown to you, that character is completely immune to your focus abilities, whether you use them for help or for harm.

  2. Pick one other PC. You knew of that character years ago, but you don’t think they knew you.

  3. Pick one other PC. You’re always trying to impress them, but you’re not sure why.

  4. Pick one other PC. That character has a habit that annoys you, but you’re otherwise quite impressed with their abilities.

  5. Pick one other PC. That character shows potential in appreciating your particular paradigm, fighting style, or other
    focus-provided attribute. You would like to train them, but you’re not necessarily qualified to teach (that’s up to you), and they might not be interested (that’s up to them).

  6. Pick one other PC. If they are within immediate range when you’re in a fight, sometimes they provide an asset, and sometimes they accidentally hinder your attack rolls (50% chance either way, determined per fight).

  7. Pick one other PC. You once saved their life, and they clearly feel indebted to you. You wish they didn’t; it’s just part of the job.

  8. Pick one other PC. That character recently mocked you in some fashion that really hurt your feelings. How you deal with this (if at all) is up to you.

  9. Pick one other PC. That character knows you have suffered at the hands of robotic entities in the past. Whether you hate robots now is up to you, which may affect your relationship with the character if they are friendly with robots or have robotic parts.

  10. Pick one other PC. That character comes from the same place you do, and you knew each other as children.

  11. Pick one other PC. In the past, they taught you a few tricks to use in a fight.

  12. Pick one other PC. That character doesn’t seem to approve of your methods.

  13. Pick one other PC. Long ago, the two of you were on opposite sides of a fight. You won, though you “cheated” in their eyes (but from your perspective, all’s fair in a fight). They may be ready for a rematch, though that’s up to them.

  14. Pick one other PC. You are always trying
    to impress that character with your skill, wit, appearance, or bravado. Perhaps they are a rival, perhaps you need their respect, or perhaps you’re romantically interested
    in them.

  15. Pick one other PC. You fear that character is jealous of your abilities and worry that it might lead to problems.

  16. Pick one other PC. You accidentally caught them in a trap you set, and they had to get free on their own.

  17. Pick one other PC. You were once hired to track down someone who was close to that character.

  18. Pick two PCs (preferably ones who are likely to get in the way of your attacks). When you miss with an attack and the GM rules that you struck someone other than your target, you hit one of these two characters.

  19. Pick one other PC. You’re not sure how or from where, but that character has a line on bottles of rare alcohol and can get them for you for half price.

  20. Pick one other PC. You recently had a possession go missing, and you’re becoming convinced that they took it. Whether or not they did is up to them.

  21. Pick one other PC. They always seem to know where you are, or at least in what direction you are in relation to them.

  22. Pick one other PC. Seeing you use your focus abilities seems to trigger an unpleasant memory in that character. That memory is up to the other PC, although they may not be able to consciously recall it.

  23. Pick one other PC. Something about them interferes with your abilities. When they stand next to you, your focus abilities cost 1 additional point.

  24. Pick one other PC. Something about them complements your abilities. When they stand next to you, the first focus ability you use in any 24-hour period costs 2 fewer points.

  25. Pick one other PC. You have known that character for a while, and they helped you gain control of your focus-related abilities.

  26. Pick one other PC. Sometime in that character’s past, they had a devastating experience while attempting something that you do as a matter of course thanks to your focus. Whether they choose to tell you about it is up to them.

  27. Pick one other PC. Their occasional clumsiness and loud behavior irritate you.

  28. Pick one other PC. In the recent past, while practicing, you accidentally hit them with an attack, wounding them badly. It is up to them to decide whether they resent or forgive you.

  29. Pick one other PC. They owe you a significant amount of money.

  30. Pick one other PC. In the recent past, while escaping a threat, you accidentally left that character to fend for themselves. They survived, but just barely. It is up to the player of that character to decide whether they resent you or have decided to forgive you.

  31. Pick one other PC. Recently, they accidentally (or perhaps intentionally) put you in a position of danger. You’re fine now, but you’re wary around them.

  32. Pick one other PC. From your perspective, they seem nervous around a specific idea, person, or situation. You would like to teach them how to be more comfortable with their fears (if they will let you).

  33. Pick one other PC. They called you a coward once.

  34. Pick one other PC. That character always recognizes you or your handiwork, whether you’re in disguise or are long gone when they arrive on the scene.

  35. Pick one other PC. You inadvertently caused an accident that put them into a sleep so deep they didn’t wake for three days. Whether they forgive you or not is up to them.

  36. Pick one other PC. You are pretty sure you are related in some fashion.

  37. Pick one other PC. You accidentally learned something they were trying to keep a secret.

  38. Pick one other PC. They are especially sensitive to the use of your flashier focus abilities, and occasionally they become dazzled for a few rounds, which hinders their actions.

  39. Pick one other PC. They appear to have a treasured item that was once yours, but that you lost in a game of chance years ago.

  40. Pick one other PC. If it wasn’t for you, that character would have failed a past test of mental achievement.

  41. Pick one other PC. Based on a couple of comments you’ve overheard, you suspect that they don’t hold your area of training or favorite hobby in the highest regard.

  42. Pick one other PC whose focus intertwines with yours. This odd connection affects them in some way. For example, if the character uses a weapon, your focus ability sometimes improves their attack in some fashion.

  43. Pick one other PC. They are deathly afraid of heights. You would like to teach them how to be more comfortable with their feet off the ground. They must decide whether or not to take you up on your offer.

  44. Pick one other PC. They are skeptical of your claims about something momentous that happened in your past. They might even attempt to discredit you or discover the “secret” behind your story, though that’s up to them.

  45. Pick one other PC. They have a knack for being able to recognize where your plans or schemes have a weak spot.

  46. Pick one other PC. That character’s face is so intriguing to you in a way you don’t understand that you sometimes find yourself sketching their likeness in the dirt or using some other medium you have access to.

  47. Pick one other PC. That character has an extra item of regular equipment you gave them, either something you made or an item you just wanted to give them. (They choose the item.)

  48. Pick one other PC. They commissioned you to do a job for them. You’ve already been paid but haven’t yet completed the job.

  49. Pick one other PC. You worked together in the past, and the job ended badly.

  50. Pick one other PC. While they stand next to you and use their action to concentrate on helping you, one of your focus ability’s ranges is doubled.

Story Behind The Focus

The foci in this book have been purposely stripped down to basics so they have the widest possible application across multiple genres. A single descriptive sentence or two summarizes each one. After you choose a focus, you have the option to expand its presentation by adding more story and description relevant to the world or to the character.

For instance, if you choose Operates Undercover, the summarizing description is “Under the guise of someone else, you seek to find answers the powerful do not want divulged.” If you choose Conducts Weird Science, the summary is “Your preternatural insight and ability make you a scientist capable of amazing feats.” These descriptions provide what you need to know to use the focus.

However, if you wish (and only if you wish; there is no requirement to do so), you can add more to those descriptions in a fashion that’s relevant for your game. For example, if you choose both Operates Undercover and Conducts Weird Science for use in a modern genre such as horror, urban fantasy, espionage, or something similar, you might expand the descriptions as shown in the following examples.

Operates Undercover: Espionage is not something you know anything about. At least, that’s what you want everyone to believe, because in truth, you’ve been trained as a spy or covert agent. You might work for a government or for yourself. You might be a police detective or a criminal. You could even be an investigative reporter.

Regardless, you learn information that others attempt to keep secret. You collect rumors and whispers, stories and hard-won evidence, and you use that knowledge to aid your own endeavors and, if appropriate, provide your employers with the information they desire. Alternatively, you might sell what you have learned to those willing to pay a premium.

You probably wear dark colors—black, charcoal grey, or midnight blue—to help blend into the shadows, unless the cover you’ve chosen requires you to look like someone else.

Conducts Weird Science: You could be a respected scientist, having been published in several peer-reviewed journals. Or you might be considered a crank by your contemporaries, pursuing fringe theories on what others consider to be scant evidence. Truth is, you have a particular gift for sifting the edges of what’s possible. You can find new insights and unlock odd phenomena with your experiments. Where others see a crackpot cornucopia, you sift the conspiracy theories for revelation. Whether you conduct your enquiries as a government contractor, a university researcher, a corporate scientist, or an indulger of curiosity in your own garage lab following your muse, you push the boundaries of what’s possible.

You probably care more about your work than trivialities such as your appearance, polite or proper behavior, or social norms, but then again, an eccentric like you might turn the tables on that stereotype too.

If you want to go even further, you could determine where a character’s focus abilities come from. Depending on the genre, they could derive those abilities from advanced and persistent training, via magical runes, through cybernetic parts, from their genetic heritage, or because of their access to advanced technology. For instance, a character might be able to blast targets with lightning because they got zapped by strange radiation or because they picked up a lightning gun. On the other hand, it might be because their intense training allowed them to learn lightning magic. The possibilities are nearly endless, and up to you to include or forgo. Because however a focus’s abilities were gained, it’s also enough that they just work.

Customizing Foci

Sometimes not everything about a focus is right for a character’s concept, or perhaps the GM needs additional guidelines for creating a new focus. Either way, the solution lies in looking at foci abilities at their most basic default levels.

At any tier, a player can select one of the following abilities in place of the ability granted by the tier. Many of these replacement abilities, particularly at the higher tiers, might involve body modification, integration with high-tech devices, learning powerful magic spells, uncovering forbidden secrets, or something similar appropriate to the genre.

Tier 1

@UUID[Compendium.cyphersystem-compendium.abilities.2x7nMe9ZGp3VjI8B]{Combat Prowess} @UUID[Compendium.cyphersystem-compendium.abilities.RnK2bmvUb7RIVPSA]{Enhanced Potential}

Tier 2

Lower-tier ability: choose any tier 1 replacement ability, above.

@UUID[Compendium.cyphersystem-compendium.abilities.CtRvLxfUlCynJv1B]{Skill With Defense} @UUID[Compendium.cyphersystem-compendium.abilities.yl2zo179wXZW5Xxc]{Practiced With All Weapons} @UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks}

Tier 3

Lower-tier ability: choose any tier 1 or 2 replacement ability, above.

@UUID[Compendium.cyphersystem-compendium.abilities.b776WTF2u1roh3n0]{Incredible Health} @UUID[Compendium.cyphersystem-compendium.abilities.rqC9cEmRkvm29N56]{Fusion Armor}

Tier 4

Lower-tier ability: choose any tier 1, 2, or 3 replacement ability, above.

@UUID[Compendium.cyphersystem-compendium.abilities.VsKeNcF252yKnh2O]{Poison Resistance} @UUID[Compendium.cyphersystem-compendium.abilities.V2BSB9or5UJdTiYF]{Built-in Weaponry}

Tier 5

Lower-tier ability: choose any tier 1, 2, 3, or 4 replacement ability, above.

@UUID[Compendium.cyphersystem-compendium.abilities.wWN4y4rATxbtMCMo]{Adaptation} @UUID[Compendium.cyphersystem-compendium.abilities.FjXL6iSD1CJKbuGT]{Defensive Field}

Tier 6

Lower-tier ability: choose any tier 1, 2, 3, 4, or 5 replacement ability, above.

@UUID[Compendium.cyphersystem-compendium.abilities.cbXNxvPdWEbKF6nA]{Reactive Field}

Foci

The full description for each focus ability listed in this section is found in the Abilities chapter, which has descriptions for type, flavor, and focus abilities in a single vast catalog.

Abides in Stone

Your flesh is made of hard mineral, making you a hulking, difficult-to-harm humanoid.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.pXrC4lkMOY7CvFLk]{Golem Body}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.U9ZBl9NeipxSLavS]{Golem Healing}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.aFEBxDGnuFi20cLo]{Golem Grip}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.zuEylYrgOVAAjs71]{Trained Basher}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.E0k0LUw0epjJGrv9]{Golem Stomp} or @UUID[Compendium.cyphersystem-compendium.abilities.NFsoXUQaq3I5h2UY]{Weaponization}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.Uk6ceaEWFjcoHNTI]{Deep Reserves}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.F6mAzjhG2T4irVjy]{Specialized Basher}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.4BQHOR98z3TYJPQu]{Still As a Statue}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.fkedtvx6UakJPOZN]{Ultra Enhancement} or @UUID[Compendium.cyphersystem-compendium.abilities.laxdkyrDuOhxfWKc]{Mind Surge}

GM Intrusions: Creatures of stone sometimes forget their own strength or weight. A walking statue can terrify common folk.

Absorbs Energy

You can harness kinetic energy and transform it into other kinds of energy.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.62zBqhQoPk6IV8lF]{Absorb Kinetic Energy}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.NMjccuRLDDnfZtZe]{Release Energy}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.UJst9mtUKNTe3Pd2]{Energize Object}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.yvPcOjjqyU3618Ob]{Absorb Pure Energy} or @UUID[Compendium.cyphersystem-compendium.abilities.wrPVUnJauasIH886]{Improved Absorb Kinetic Energy}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.Y7HUEp7IxdPuur8V]{Overcharge Energy}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.LwmoGOpgHy1K2dU4]{Energize Creature}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.5i6TqVJQQ4sTvqTm]{Energize Crowd} or @UUID[Compendium.cyphersystem-compendium.abilities.m21TAvxSQn1rGx3d]{Overcharge Device}

GM Intrusions: Energy goes to ground in a destructive way. Some predators feed directly on energy. An unintended item is drained of energy.

Awakens Dreams

You can pull images from dreams and bring them to life in the waking world.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.y08bfWS5eyeUJB3J]{Dreamcraft}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.bcEupdsF6FduFPwe]{Oneirochemy}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.bH57y3PYsMceluGy]{Dream Thief}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.FBCpBF9PXlEtIX4m]{Dream Becomes Reality} or @UUID[Compendium.cyphersystem-compendium.abilities.7GsuhcRTpDX0d1em]{Enhanced Intellect}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.FIU24o7T66ViVgyg]{Daydream}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.pUbqCBV3dBOWFgmv]{Nightmare}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.2iAHsn5ie8sYRiyb]{Chamber of Dreams} or @UUID[Compendium.cyphersystem-compendium.abilities.cbXNxvPdWEbKF6nA]{Reactive Field}

GM Intrusions: An unexpected sleepwalking episode puts the character into a dangerous situation. A nightmare breaks free of a dream.

Battles Robots

You excel in battling robots, automatons, and machine entities.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.atQ5yNq1ZEyy0z5j]{Machine Vulnerabilities}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.pYsmdnNte7o5Flca]{Tech Skills}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.aNNLomN5nZc52ZT4]{Defense Against Robots}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.QHSH8fE6l3bKz2xl]{Machine Hunting}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.ka5VA9XBi4OTnKVa]{Disable Mechanisms} or @UUID[Compendium.cyphersystem-compendium.abilities.uG2ACHNAPoZirp0b]{Surprise Attack}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.NoKdHv0FSytZR4iF]{Robot Fighter}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.NJakiz9yvoflzzBD]{Drain Power}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.jHrQLzIfjKtXBoJL]{Deactivate Mechanisms} or @UUID[Compendium.cyphersystem-compendium.abilities.58CLKxSLgaT6W6Cj]{Lethal Damage}

GM Intrusions: The robot explodes upon defeat. Other robots come after the character for revenge.

Bears a Halo of Fire

You can sheath your body in flames, which protects you and harms your foes.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.AzMtxh562JfrPdKZ]{Shroud of Flame}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.NJjAmyf9zhjRTNme]{Hurl Flame}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.TWqyBv9PEjwJKd1y]{Wings of Fire} or @UUID[Compendium.cyphersystem-compendium.abilities.srn53BB1da8Elh1t]{Fiery Hand of Doom}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.tJQmvEiYq2xBv4ZJ]{Flameblade}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.6fpCYtBDCfW6m1b0]{Fire Tendrils}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.NVdx8QjmTP5eOjDh]{Fire Servant} or @UUID[Compendium.cyphersystem-compendium.abilities.PLsz8IqWScZt0Ott]{Inferno Trail}

GM Intrusions: Fire burns flammable material. Fire spreads out of control. Primitive creatures fear fire and often attack what they fear.

Blazes With Radiance

You can create light, sculpt it, bend it away from you, or gather it to use as a weapon.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.ea7BzQy6fZqHQNET]{Enlightened}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.xZQXXjAWGBo7mTHU]{Illuminating Touch}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.teFcKcbo5ZBFbfRl]{Dazzling Sunburst}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.IUlsD8Zxp8AYbO4h]{Burning Light} or @UUID[Compendium.cyphersystem-compendium.abilities.CtRvLxfUlCynJv1B]{Skill With Defense}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.iIlgHiF1EN0fEpYx]{Sunlight}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.PyVeE7CtDVDksWG6]{Disappear}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.cE7JPRHLqIdM3b9V]{Living Light} or @UUID[Compendium.cyphersystem-compendium.abilities.FjXL6iSD1CJKbuGT]{Defensive Field}

GM Intrusions: Allies are accidentally dazzled or blinded. Bright flashes draw guards.

Brandishes an Exotic Shield

You deploy an amazing shield of pure force that provides protection and some offensive options.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.yb5PaVIPimrcJxFg]{Force Field Shield}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.aidcxXW6MokDMqY7]{Force Bash}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.vPflrS1giYnMoqL2]{Enveloping Shield}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.6nm35znCQzjAk6Gb]{Healing Pulse} or @UUID[Compendium.cyphersystem-compendium.abilities.SPL1URVkuo4PJP8I]{Throw Force Shield}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.B5zrSVUs54TUALFB]{Energized Shield}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.TXNhhyj63MMp2dVF]{Force Wall}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.zflNCqrmTL7vrYg1]{Bouncing Shield} or @UUID[Compendium.cyphersystem-compendium.abilities.Np67YSIzrP6w1PPb]{Shield Burst}

GM Intrusions: The shield is temporarily lost. A foe temporarily ends up with the shield.

Builds Robots

Your robotic creations do as they are commanded.

The word “robot” is used in this focus, though the robot you create might look very different from one created by someone else, depending on the genre. Steampunk robots, organic robots, or even magical golems are all feasible “robots.”

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.paIv2etaqLqY76y0]{Robot Assistant}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.pUliR2uWpIcE6jQX]{Robot Builder}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.kgCuCmU8kn0UMy8v]{Robot Control}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.ETGBAqAc1ApFH5cx]{Expert Follower} or @UUID[Compendium.cyphersystem-compendium.abilities.CtRvLxfUlCynJv1B]{Skill With Defense}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.BSx4qB29VwRUISm6]{Robot Upgrade}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.yqhUXLWMSNn5IYOn]{Robot Fleet}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.HAVNfVKAdwtJF6Jj]{Robot Evolution} or @UUID[Compendium.cyphersystem-compendium.abilities.BSx4qB29VwRUISm6]{Robot Upgrade}

GM Intrusions: The robot is hacked, gains a mind of its own, or unexpectedly detonates.

Calculates the Incalculable

Awesome mathematical ability allows you to model the world in real time, giving you an edge over everyone.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.vcbIe2sSMKJmawl4]{Predictive Equation}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.A853pOqz5BmPfh4w]{Higher Mathematics}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.V5oEOJ4i32t97yOG]{Predictive Model}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.CNw7shehsdySzhAK]{Subconscious Defense} or @UUID[Compendium.cyphersystem-compendium.abilities.7GsuhcRTpDX0d1em]{Enhanced Intellect}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.Z7JkIlrv7gxim4Fn]{Cognizant Offense}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.34Ycb9VK8JwHgSl4]{Greater Enhanced Intellect}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.GnQRIvynqXx1R2a0]{Further Mathematics}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.wlkPdME0r3hx9VbE]{Knowing the Unknown} or @UUID[Compendium.cyphersystem-compendium.abilities.34Ycb9VK8JwHgSl4]{Greater Enhanced Intellect}

GM Intrusions: Too many predicted results threaten to overwhelm and stun the character. A result points to imminent disaster.

Channels Divine Blessings

A devout follower of a divine being, you channel some of your deity’s power to achieve wonders.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.I9m3nOdBZ2HoEmbj]{Blessing of the Gods}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.7GsuhcRTpDX0d1em]{Enhanced Intellect}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.dJTgtIs80gOoI6ac]{Divine Radiance} or @UUID[Compendium.cyphersystem-compendium.abilities.NgHLZq3tZ3CFJvYv]{Fire Bloom}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.gDwPpgIAocEfQjPx]{Overawe}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.OkKNmMvLFwHxUv2r]{Divine Intervention}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.tgaSXp1VQiec8Jst]{Divine Symbol} or @UUID[Compendium.cyphersystem-compendium.abilities.LnZkUlKUuuD7iW3P]{Summon Demon}

GM Intrusions: A demon investigates divine magic use. A rival cult has issues with the character’s teachings.

Commands Mental Powers

You can pull images from dreams and bring them to life in the waking world.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.L2NOLfflU6HNleuT]{Telepathic}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.W5Zt9qDKCtNr49BC]{Mind Reading}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.Mc8L07dpf605FDo9]{Psychic Burst} or @UUID[Compendium.cyphersystem-compendium.abilities.iRqXVpngq6vfgtEn]{Psychic Suggestion}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.FktE2hQhSKXbWcQU]{Use Senses of Others}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.N0wzhZ676UrCR8M4]{Precognition}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.Vcfc6yjbqX6WSzCf]{Mind Control} or @UUID[Compendium.cyphersystem-compendium.abilities.K0C60k7wHBSpMQX4]{Telepathic Network}

GM Intrusions: Something glimpsed in the target’s mind is horrifying. A feedback loop allows the target to read the character’s mind.

Conducts Weird Science

Your preternatural insight and ability make you a scientist capable of amazing feats.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.4PVFXmi2cxI8MdpR]{Lab Analysis}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.eEGFknWQZUBNXn99]{Knowledge Skills}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.mFPUUmBIcGGsuwNd]{Modify Device}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.G0hoaZFQpdG7FfxO]{Better Living Through Chemistry} or @UUID[Compendium.cyphersystem-compendium.abilities.b776WTF2u1roh3n0]{Incredible Health}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.eEGFknWQZUBNXn99]{Knowledge Skills}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.gjBFpV2OvDmBqeE3]{Just a Bit Mad}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.RHLBHQuskBAVGnU8]{Weird Science Breakthrough}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.CyuPiJdYZIfNcTSy]{Incredible Feat of Science}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.JeqLEAcHOYVd78TH]{Inventor} or @UUID[Compendium.cyphersystem-compendium.abilities.FjXL6iSD1CJKbuGT]{Defensive Field}

GM Intrusions: Creations get out of control. Side effects cannot always be predicted. Weird science terrifies people and can draw the media. When a device created or modified by weird science is depleted, it detonates.

Consorts With the Dead

The dead answer your questions, and their reanimated corpses serve you.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.nvA3LwoSP7jf4h8G]{Speaker for the Dead}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.yaLHxRtVBhveqHJA]{Necromancy}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.uPvNopNWTgHGIPyR]{Reading the Room} or @UUID[Compendium.cyphersystem-compendium.abilities.rRDSzPJtUCwRVXFR]{Repair Flesh}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.vEVmBgz2TxOH3aSk]{Greater Necromancy}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.kKYyGbrQxDRSOh37]{Terrifying Gaze}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.GDphyYXSfjKE5BST]{True Necromancy} or @UUID[Compendium.cyphersystem-compendium.abilities.Gsre3acJaxhGBa0S]{Word of Death}

GM Intrusions: The character’s necromantic reputation precedes them. A corpse seeks revenge for being reanimated.

Controls Beasts

Your ability to communicate and lead beasts is uncanny.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.bOohoEcDegDBinFc]{Beast Companion}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.gT21nqWZ9Es576oC]{Soothe the Savage}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.OIk4usP2NFT0tDu7]{Communication}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.cGcblQ2qvyHM02kY]{Mount} or @UUID[Compendium.cyphersystem-compendium.abilities.h1rn92kIqG5VVYd6]{Stronger Together}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.zstBkLwRduC7vgGT]{Beast Eyes}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.0IlHHY1ktkN2L5Sp]{Improved Companion}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.pFWDdnTXCiPfwsWv]{Beast Call}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.Qm31Nw2SkBpVcv9M]{As If One Creature} or @UUID[Compendium.cyphersystem-compendium.abilities.LvoH43SKKtr3urKo]{Control the Savage}

GM Intrusions: The community is reluctant to welcome dangerous animals. Out-of-control beasts become a real hazard.

Controls Gravity

You can sway the attraction of gravity itself.

Type Swap Option: Weighty

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.UCR0rx32kEsTcgnF]{Hover}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.QH3l6ojVnasZm5U8]{Enhanced Speed Edge}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.SHMGbt30RfePtyNE]{Define Down} or @UUID[Compendium.cyphersystem-compendium.abilities.jbhcWHMiQQaR9ukO]{Gravity Cleave}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.eJpNT3QObtYiDfXY]{Field of Gravity}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.abdAcwYE8L00VakL]{Flight}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.Cnvf8fv0EEKU3iSn]{Improved Gravity Cleave} or @UUID[Compendium.cyphersystem-compendium.abilities.tMOeiKWrhp5P5CCQ]{Weight of the World}

GM Intrusions: Onlookers react with unreasoning fear. A weird interaction sends an ally or object careening into the sky.

Crafts Illusions

You fashion images from light that are so perfect they seem real.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.l60mmJrF1GupXLJB]{Minor Illusion}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.asQqC0DepYcsPxRV]{Illusory Disguise}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.JwG4lCSZIG3qUQAi]{Cast Illusion} or @UUID[Compendium.cyphersystem-compendium.abilities.hNsph7BRwllVSUre]{Major Illusion}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.hJV3hrSYcq3Zbzl5]{Illusory Selves}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.9cJ6gJZc7datpQwJ]{Terrifying Image}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.lCWWUQ0vYH2odiDv]{Grandiose Illusion} or @UUID[Compendium.cyphersystem-compendium.abilities.RNJbp1eAcMqSnYvb]{Permanent Illusion}

GM Intrusions: The illusion isn’t believable. The illusion is pierced at just the wrong moment.

Crafts Unique Objects

You’re an inventor of strange and useful objects.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.fkyJ02LbeOAfDxcF]{Crafter}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.YF8CYsYKcXpdfqH5]{Master Identifier}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.yIdq1lu1eUAkNyDC]{Artifact Tinkerer}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.m6X5wyPUPdhqLTIp]{Quick Work}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.4JDFgEhyhqReRngE]{Master Crafter} or @UUID[Compendium.cyphersystem-compendium.abilities.V2BSB9or5UJdTiYF]{Built-in Weaponry}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.M3TM1cORNnlEN0ZO]{Cyphersmith}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.y3qXWOUu7mAhg6Rb]{Innovator}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.JeqLEAcHOYVd78TH]{Inventor} or @UUID[Compendium.cyphersystem-compendium.abilities.rqC9cEmRkvm29N56]{Fusion Armor}

GM Intrusions: The object malfunctions, breaks, or suffers catastrophic or unexpected failure.

Cyphersmith works only in a setting where the cyphers are physical objects. If this isn’t the case, this ability should probably be replaced with something akin to Weird Science Breakthrough from the Conducts Weird Science focus.

Dances With Dark Matter

You can manipulate shadow and “dark” matter.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.7aCeBDGZqu8A9hMQ]{Ribbons of Dark Matter}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.VWehoqF0N6s0WMLK]{Void Wings}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.XYbtbbVKFYmDfmjO]{Dark Matter Shroud} or @UUID[Compendium.cyphersystem-compendium.abilities.MqGMnSIkHK4rOFSm]{Dark Matter Strike}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.yB4tnpDNVSOxgruq]{Dark Matter Shell}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.b44vvK2YjdSeYPJc]{Windwracked Traveler}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.JUn27j5YI3dRh2jJ]{Dark Matter Structure} or @UUID[Compendium.cyphersystem-compendium.abilities.apQwshUTjCQPym8A]{Embrace the Night}

GM Intrusions: Dark matter skulks away as if possessed by a mind of its own.

Defends the Gate

Everyone wants you on their side when it comes to a fight because nothing gets by you.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.C9x7b1qN4qmm568P]{Fortified Position}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.POaewj2PWMMfCY1i]{Rally to Me}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.VgomhLKFHDDAzW9T]{Mind for Might}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.ZvKFftq7doCxI7T5]{Fortification Builder} or @UUID[Compendium.cyphersystem-compendium.abilities.LODZEYtmmBN5D9zZ]{Divert Attacks}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.R9KnCCvGoEHvV1p0]{Greater Enhanced Might}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.hCAzOVpH0jrYc9qk]{Reinforcing Field}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.KBykf0P4WQ9Lb6TN]{Generate Force Field} or @UUID[Compendium.cyphersystem-compendium.abilities.eQIPJk2xcFGfDr3H]{Stun Attack}

GM Intrusions: A strategically important structure collapses. The enemy attacks from an unexpected direction.

Defends the Weak

You stand up for the helpless, the weak, and the unprotected.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.YvPBxDxLz16Usm7m]{Courageous}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.6zU8AURXjXgG63j6]{Warding Shield}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.9p2RJYFo6s55F5Ha]{Devoted Defender}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.fh7tK1BVjgSfZ8ml]{Insight}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.Su3LkSzdGHg9w1RO]{Dual Wards} or @UUID[Compendium.cyphersystem-compendium.abilities.GAeUBbQWE3ryv50V]{True Guardian}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.lb5Bo8BpNXdVMkmt]{Combat Challenge}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.JrSM5XYgXpxNnLl2]{Willing Sacrifice}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.aDnA7oA9ZYCEfprI]{Resuscitate} or @UUID[Compendium.cyphersystem-compendium.abilities.mjEFQ3ndDRvLB5Dj]{True Defender}

GM Intrusions: A character focused on protecting others may periodically leave themselves vulnerable to attacks.

Descends From Nobility

A descendent of wealth and power, you carry a noble title and the abilities granted by a privileged upbringing.

Type Swap Option: @UUID[Compendium.cyphersystem-compendium.abilities.S2OZtm12S2YvxD7H]{Retinue}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.xMRRfjFF0POkxyea]{Privileged Nobility}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.A8CGMbLGsJ3AHKMP]{Trained Interlocutor}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.zTsjsWVgzjQzl2MW]{Advanced Command} or @UUID[Compendium.cyphersystem-compendium.abilities.AAUqaiWxC5V4e1VH]{Noble’s Courage}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.ETGBAqAc1ApFH5cx]{Expert Follower}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.T5tn7zItPyaRcYNC]{Asserting Your Privilege}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.Eez3uExkDA20XJg3]{Able Assistance} or @UUID[Compendium.cyphersystem-compendium.abilities.qbXP6HlN56bPt7cq]{Mind of a Leader}

GM Intrusions: Debts incurred by a family are owed by the character. A long-lost sibling seeks to disinherit rivals. An assassin finds the character.

Doesn’t Do Much

You’re a slacker, but you know a little about a lot of things.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.aOzkoVf0mNSkZBtn]{Life Lessons}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.2fU3nI68oi5ScziC]{Totally Chill}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks} or @UUID[Compendium.cyphersystem-compendium.abilities.uhC4ubTGfhkNvIMX]{Improvise}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.aOzkoVf0mNSkZBtn]{Life Lessons}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.nOuOE3EkrNr81pSq]{Greater Skill With Defense}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.4necR0YTsaij4ojD]{Greater Enhanced Potential}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.wztu6KcpILxwlFTU]{Drawing on Life’s Experiences} or @UUID[Compendium.cyphersystem-compendium.abilities.Mac5S0sQe9Muf4Mv]{Quick Wits}

GM Intrusions: New situations are confounding and stressful. Past actions (or inactions) come back to haunt the character.

Drives Like A Maniac

Whether balancing on two wheels, jumping another vehicle, or driving head-on toward an oncoming enemy car, you don’t think about the risks when you’re behind the wheel.

Someone who Drives Like a Maniac needs access to a vehicle.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.DCuOpij3sNomBe1a]{Driver}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.1fu5C9JHmORmWTR8]{Driving on the Edge}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.lY7NaxsFxt1XZVk5]{Car Surfer}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.HHcC89OKZACgLB8Y]{Stare Them Down}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.hQx9SoUhY6jzUeTW]{Expert Driver} or @UUID[Compendium.cyphersystem-compendium.abilities.QH3l6ojVnasZm5U8]{Enhanced Speed Edge}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.EQXA8Gcwdc7dU8lw]{Sharp-Eyed}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.tuofJSTVjOEwRUem]{Enhanced Speed}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.vVax9KyZ3U4Wpok8]{Something in the Road}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.qKDngpAWNEzhdRj5]{Trick Driver} or @UUID[Compendium.cyphersystem-compendium.abilities.58CLKxSLgaT6W6Cj]{Lethal Damage}

GM Intrusions: The engine develops a knock. The bridge on the road ahead is out. The windshield shatters. Someone unexpectedly runs in front of the vehicle.

Emerged From the Obelisk

Your body, hard as crystal, gives you a suite of unique abilities, gained after an interaction with a floating crystalline obelisk.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.bzeuikGxbM7noj2z]{Crystalline Body}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.UCR0rx32kEsTcgnF]{Hover}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.QsXOz48JgyXYEEqS]{Inhabit Crystal} or @UUID[Compendium.cyphersystem-compendium.abilities.4Fe5z4FD71eHlbbd]{Immovable}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.hIWg9VFNnYnrknAu]{Crystal Lens}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.ucsscEpO5L2gIYZg]{Resonant Frequency}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.bY52t6eGONKu8Kr4]{Resonant Quake} or @UUID[Compendium.cyphersystem-compendium.abilities.tR2v2vMu3TgN21OJ]{Return to the Obelisk}

GM Intrusions: Cyphers and artifacts react unexpectedly in the character’s hands.

Employs Magnetism

You command metal and the power of magnetism.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.p2JmtbtuzscW1ogs]{Move Metal}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.MK2dp11krszjDsyc]{Repel Metal}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.0XSuUGS0UyrhiW44]{Destroy Metal} or @UUID[Compendium.cyphersystem-compendium.abilities.4v5pXMwFeB7xQzME]{Guide Bolt}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.n985WYLPzj2XqBry]{Magnetic Field}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.uN2YVmNxkFj3SFof]{Command Metal}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.fruWNFBBNLpcGLaC]{Diamagnetism} or @UUID[Compendium.cyphersystem-compendium.abilities.SZtOjKk7ScShJT6G]{Iron Punch}

GM Intrusions: The metal twists, bends, or produces shrapnel. A lapse in concentration might cause something to slip or drop at just the wrong time.

Entertains

You perform, mostly for the benefit of others.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.rfsCCpxcsjc8hr60]{Levity}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.oilgQ4oM02Pa0eNp]{Inspiration}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.eEGFknWQZUBNXn99]{Knowledge Skills} or @UUID[Compendium.cyphersystem-compendium.abilities.4necR0YTsaij4ojD]{Greater Enhanced Potential}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.CLObcsu2DKKKhzyK]{Calm}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.Eez3uExkDA20XJg3]{Able Assistance}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.kZ3LhhYZKrcnBplY]{Master Entertainer} or @UUID[Compendium.cyphersystem-compendium.abilities.xRIDlrBzTXVYC5rh]{Vindictive Performance}

GM Intrusions: The audience is annoyed or offended. Musical instruments break. Paints dry in their pots. The words to a poem or song are forgotten.

Note: Erratum

It seems that the tier 2 ability is supposed to be @UUID[Compendium.cyphersystem-compendium.abilities.DLxDL49VjUEMAjxZ]{Inspiring Ease} instead of Inspiration.

Exists in Two Places at Once

You exist in two places at once.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.P1jQZdPIrxo4wNlr]{Duplicate}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.PRh7n2VLXyRa4il9]{Share Senses}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.FwEUY43Q8EMVCCsL]{Superior Duplicate} or @UUID[Compendium.cyphersystem-compendium.abilities.oEubmS7pZ3zFK8uJ]{Resilient Duplicate}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.nVFRDMhuWDrdve4F]{Damage Transference}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.jmjxGRJTwztzBtLc]{Coordinated Effort}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.rsYzxCchklPSFAp7]{Multiplicity} or @UUID[Compendium.cyphersystem-compendium.abilities.oEubmS7pZ3zFK8uJ]{Resilient Duplicate}

GM Intrusions: Perceiving the world from two different places disorients the character, causing momentary vertigo, nausea, or confusion.

Exists Partially Out of Phase

A bit translucent, you’re slightly out of phase and can move through solid objects.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.g0SqMvb020tiTQ48]{Walk Through Walls}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.2j6Hqr2Y8Xbz97c4]{Defensive Phasing}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.cJB7wj5okdPZuRNb]{Phased Attack} or @UUID[Compendium.cyphersystem-compendium.abilities.MFBq4Fc432FS6nkX]{Phase Door}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.Kk9lHkiaqsr3pUmk]{Ghost}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.QLRztjFH4YetYM6l]{Untouchable}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.xHLPf1FETmn06aA8]{Enhanced Phased Attack} or @UUID[Compendium.cyphersystem-compendium.abilities.ptH3O4GES71CClGO]{Phase Foe}

GM Intrusions: The character is sent phasing into an unexpected dimension. The character becomes lost in a large solid.

Explores Dark Places

You’re the archetypal treasure hunter, scavenger, and finder of lost things.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.MwDYD8V1CJv8w9rR]{Superb Explorer}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.aJ1T8XqGF38vyzV2]{Superb Infiltrator}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.xskKzxBoGvSrje4e]{Eyes Adjusted}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.LdHCwZcifnRRuPrp]{Nightstrike} or @UUID[Compendium.cyphersystem-compendium.abilities.JhBTTC5ZUTT8NvUA]{Slippery Customer}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.5t5EIoGSan3pQ08D]{Hard-Won Resilience}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.xRvaY8SG4HVy5WO8]{Dark Explorer}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.XRXQwJplJrm7onbN]{Blinding Attack} or @UUID[Compendium.cyphersystem-compendium.abilities.2asT0zvk1kw5hC1v]{Embraced by Darkness}

GM Intrusions: Possessions fall out of pockets or bags in the dark; maps get lost; information gained fails to include an important detail.

Fights Dirty

You’ll do anything to win a fight: bite, scratch, kick, trick, and worse.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.VAGafmOiBpvU2eq0]{Tracker}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.gwMRhz3h9zxbVQXt]{Stalker}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.sHdBJdVshvtAqz1K]{Sneak}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.FEkLEYwk7r9KE7oC]{Quarry}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.7Gxuqkwo4i47yHe3]{Betrayal} or @UUID[Compendium.cyphersystem-compendium.abilities.uG2ACHNAPoZirp0b]{Surprise Attack}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.R9WffstnihzBuuvW]{Mind Games}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.gNRMG3mJTzWaCGph]{Capable Warrior}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.vhGEeFVgyqX1gzRr]{Using the Environment}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.Z4QcjOxgltEJPm96]{Twisting the Knife} or @UUID[Compendium.cyphersystem-compendium.abilities.KNElOxbWobS1ygLv]{Murderer}

GM Intrusions: People look poorly upon those who cheat or fight without honor. Sometimes a dirty trick backfires.

Fights With Panache

You’re a swashbuckling daredevil who fights with flamboyant style that’s entertaining to watch.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.b8rtgyatE8o9FaRS]{Attack Flourish}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.GQeO9RXVzeriLsfy]{Quick Block}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.ra0A8MtQjZEYhJPr]{Acrobatic Attack} or @UUID[Compendium.cyphersystem-compendium.abilities.tmrSKjGmjbxfIqPI]{Flamboyant Boast}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.3JWMtJBjf3oUWaxP]{Block for Another}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.jaGs9nmLaywdRMUN]{Fast Kill}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.vhGEeFVgyqX1gzRr]{Using the Environment}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.cuK7oPGFdlOPoc44]{Agile Wit} or @UUID[Compendium.cyphersystem-compendium.abilities.G5bTthwpEf5azVHA]{Return to Sender}

GM Intrusions: The display comes off looking silly, clumsy, or unattractive.

Flies Faster Than a Bullet

You can fly, and you’re superstrong, hard to hurt, and fast too. Is there anything you can’t do?

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.UCR0rx32kEsTcgnF]{Hover}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.4necR0YTsaij4ojD]{Greater Enhanced Potential}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.sPheWt9emoY3PCA8]{Hidden Reserves} or @UUID[Compendium.cyphersystem-compendium.abilities.rYyymKUc0QKWdNsy]{See Through Matter}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.Zps9ZUc9RD1mRDEK]{Blink of an Eye}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.s68x7VxwueUkCkOg]{Up to Speed}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.sbGo2i4oqy1aUeQ6]{Not Dead Yet}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.IUlsD8Zxp8AYbO4h]{Burning Light} or @UUID[Compendium.cyphersystem-compendium.abilities.NMgopYfoagESHtea]{Ignore Affliction}

GM Intrusions: A nemesis finds the character. A strange material is found to nullify the character’s abilities.

Focuses Mind Over Matter

You can telekinetically move objects with your mind without physically touching them.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.LODZEYtmmBN5D9zZ]{Divert Attacks}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.xDn74LRD6xlMUqj2]{Telekinesis}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.gyZd83dgvZnQrmbb]{Cloak of Opportunity} or @UUID[Compendium.cyphersystem-compendium.abilities.bvqDafTBMB7Uo9Qj]{Enhance Strength}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.loOJI9ZakIwGrmW1]{Apportation}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.8wSx2qtKXq0dWxId]{Psychokinetic Attack}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.iEOf9IkbHU8oBOMm]{Improved Apportation} or @UUID[Compendium.cyphersystem-compendium.abilities.YFbC1HRis4SpZgrS]{Reshape}

GM Intrusions: One mental slip, and moving objects drop or fragile objects break. Sometimes the wrong item moves, falls, or breaks.

Note: Erratum

It seems that the tier 1 ability is supposed to be @UUID[Compendium.cyphersystem-compendium.abilities.YcDF62pED8waUtry]{Deflect Attacks} instead of Divert Attacks.

Fuses Flesh and Steel

Your body is part machine.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.dPFQTFRzv7D7PYKq]{Enhanced Body}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.4dTGeclZRVjzn5tT]{Interface}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.syiylO75dZlcUp3i]{Sensing Package} or @UUID[Compendium.cyphersystem-compendium.abilities.NFsoXUQaq3I5h2UY]{Weaponization}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.42sPqHxJEybiZ6Vh]{Fusion}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.Uk6ceaEWFjcoHNTI]{Deep Reserves}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.laxdkyrDuOhxfWKc]{Mind Surge} or @UUID[Compendium.cyphersystem-compendium.abilities.fkedtvx6UakJPOZN]{Ultra Enhancement}

GM Intrusions: People in most societies are afraid of someone who is revealed to have mechanical parts.

Fuses Mind and Machine

Electronic aids implanted in your brain make you a mental powerhouse.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.7GsuhcRTpDX0d1em]{Enhanced Intellect}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.eEGFknWQZUBNXn99]{Knowledge Skills}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.2GicRKJcPO3hmlwD]{Network Tap}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.GK0o4fjCtxgAP269]{Action Processor} or @UUID[Compendium.cyphersystem-compendium.abilities.dLJ0B35UlB5wxCf4]{Machine Telepathy}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.34Ycb9VK8JwHgSl4]{Greater Enhanced Intellect}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.eEGFknWQZUBNXn99]{Knowledge Skills}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.MA2Pwhbpbq2SSIQy]{See the Future}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.teF5kZpAuRfZKfxn]{Machine Enhancement} or @UUID[Compendium.cyphersystem-compendium.abilities.laxdkyrDuOhxfWKc]{Mind Surge}

GM Intrusions: Machines malfunction and shut down. Powerful machine intelligences can take control of lesser thinking machines. Some people don’t trust a person who isn’t fully organic.

Grows to Towering Heights

For brief periods, you can grow larger and, with enough experience, to towering heights.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.HDYOv1V10xpFbFI7]{Enlarge}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.HoUOwIPfKTlxyQH0]{Freakishly Large}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.GmMePJHTRl6PshR6]{Bigger}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.wifCvRG9OhsTDT30]{Advantages of Being Big}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.uNzF1oQKJ6T1yqL4]{Huge} or @UUID[Compendium.cyphersystem-compendium.abilities.WuNUt6ltWGDdjNLS]{Throw}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.48i5ybVtZaTlFLJf]{Grab}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.0XYaYNoQzrYYKR4p]{Gargantuan}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.hbbPZIjq81Qqdp6i]{Colossal} or @UUID[Compendium.cyphersystem-compendium.abilities.58CLKxSLgaT6W6Cj]{Lethal Damage}

GM Intrusions: Rapid growth knocks over furnishings or smashes through ceilings or hanging lights. An enlarged character breaks through the floor.

Helps Their Friends

You love your friends and help them out of any difficulty, no matter what.

Type Swap Option: Advice From a Friend

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.lZCAKgP966BuU4uF]{Friendly Help}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.YvPBxDxLz16Usm7m]{Courageous}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.QGSHCRW46vn5Xdwu]{Weather the Vicissitudes}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.knh2MWMhCgqOjWYD]{Buddy System} or @UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.RgosWDt0hkosbVQr]{In Harm’s Way}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.MwVDTy2Rx1V7Tyly]{Enhanced Physique}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.FiSwskgQGBjp4IhZ]{Inspire Action}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.1tkQKo32UKxTUUPn]{Deep Consideration} or @UUID[Compendium.cyphersystem-compendium.abilities.CtRvLxfUlCynJv1B]{Skill With Defense}

GM Intrusions: Others sometimes have ulterior motives. The law takes an undue interest. Even when everything goes right, repercussions follow.

Howls at the Moon

For brief periods, you become a fearsome and powerful creature with control issues.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.8DXGUr433iXaVCSv]{Beast Form}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.wIOwT1tjGLMYzZAb]{Controlled Change}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.NIePQkLH2DTVjZR2]{Bigger Beast Form} or @UUID[Compendium.cyphersystem-compendium.abilities.Ee8QC6fkRvD1yw6h]{Greater Beast Form}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.wqzexDdZolWgxAza]{Greater Controlled Change}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.A9uQnidn6SKTNHJA]{Enhanced Beast Form}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.58CLKxSLgaT6W6Cj]{Lethal Damage} or @UUID[Compendium.cyphersystem-compendium.abilities.85DCcEDqvz6A0LkD]{Perfect Control}

GM Intrusions: The change happens in an uncontrolled fashion. People are terrified of monsters.

Hunts

You are a stalking hunter who excels at bringing down your selected quarry.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.b8rtgyatE8o9FaRS]{Attack Flourish}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.VAGafmOiBpvU2eq0]{Tracker}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.FEkLEYwk7r9KE7oC]{Quarry}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.sHdBJdVshvtAqz1K]{Sneak}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.aBfj6w1y6noOzB7d]{Horde Fighting} or @UUID[Compendium.cyphersystem-compendium.abilities.57txEIyzuPUQOqVP]{Sprint and Grab}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.uG2ACHNAPoZirp0b]{Surprise Attack}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.LE8NtDKG9TzXBv5B]{Hunter’s Drive}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.oroWEBbp3cvrYwH9]{Greater Skill With Attacks} or @UUID[Compendium.cyphersystem-compendium.abilities.ENO71nxs3MSKzvq6]{Multiple Quarry}

GM Intrusions: The quarry notices the character. The quarry isn’t as vulnerable as it seemed.

Infiltrates

Subtlety, guile, and stealth allow you to get in where others can’t.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.QAdh0yZBjJsHdJjD]{Stealth Skills}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.WUY75HFAqAu1i9ku]{Sense Attitudes}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.vFc52xBtBp69WglW]{Impersonate}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.LFiTEQpWhXBgIZWb]{Flight Not Fight}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.ZB80ZclRSzEcr4o1]{Awareness} or @UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.wvlSlYCJyrJuFqtn]{Invisibility}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.N0OZaNOIbHTiWDL1]{Evasion}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.3SiJ5Drao8XtmgzV]{Brainwashing} or @UUID[Compendium.cyphersystem-compendium.abilities.jrTEtAhE6GfLW7R4]{Spring Away}

GM Intrusions: Spies are treated harshly when caught. Allies disavow infiltrators who get caught. Some secrets are better left unknown.

Interprets the Law

You excel at winning others over to your views.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.EbnGDC61relhYaib]{Opening Statement}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.xBQM1AmjmcjmPDDD]{Knowledge of the Law}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.2GwH3ugd7aHrWZRz]{Debate}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.Eez3uExkDA20XJg3]{Able Assistance} or @UUID[Compendium.cyphersystem-compendium.abilities.FQPA8oY3xiZIL6aG]{Enhanced Intellect Edge}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.Hw16NpdbdJOqVF4z]{Castigate}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.kcXnkEBuyNil4Nd4]{No One Knows Better}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.4necR0YTsaij4ojD]{Greater Enhanced Potential} or @UUID[Compendium.cyphersystem-compendium.abilities.pGJIwlCJDib2Splm]{Legal Intern}

GM Intrusions: Onlookers react badly to a know-it-all. A distraction or interruption throws the character’s argument off the rails.

Is Idolized by Millions

You’re a celebrity and most people adore you.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.ZK4CUb9HH4J5A8IN]{Entourage}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.zGoUoC6i0f1SbUqE]{Celebrity Talent}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.6QXGJBsJPDFgcdq5]{Perks of Stardom}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.b776WTF2u1roh3n0]{Incredible Health} or @UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.mUhnX0UmEw2BROkI]{Captivate With Starshine}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.ETGBAqAc1ApFH5cx]{Expert Follower}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.1W0sBVHxG7LESCPl]{Do You Know Who I Am?}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.zZYSSAFXtJcuezxM]{Transcend the Script} or @UUID[Compendium.cyphersystem-compendium.abilities.0IlHHY1ktkN2L5Sp]{Improved Companion}

GM Intrusions: Fans are endangered or hurt on your behalf. Someone in your entourage betrays you. Your show, tour, contract, or other event is canceled. The media posts photos of you in an embarrassing situation.

Is Licensed to Carry

You carry a gun and you know how to use it in a fight.

Although Is Licensed to Carry is designed with modern firearms in mind, it could apply to flintlock weapons, futuristic laser blasters, or other ranged weapons.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.1SBd1jm66eSo4eHn]{Gunner}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.wAbsUj5mHZatr3JG]{Practiced With Guns}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.Mbq7D0u4Vee0NKYz]{Careful Shot}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.I8N5PUMy5Eq7cqZl]{Trained Gunner} or @UUID[Compendium.cyphersystem-compendium.abilities.UlQ7w5iD57Hfdzce]{Damage Dealer}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.oNk0Nhle1XwBhOvp]{Snap Shot}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.WrJDw2X8JHcljjP4]{Arc Spray}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.BM6YnBez7sVnrGUh]{Special Shot} or @UUID[Compendium.cyphersystem-compendium.abilities.58CLKxSLgaT6W6Cj]{Lethal Damage}

GM Intrusions: Misfire or jam! The attack fails and the action is lost, plus an additional action is needed to fix the problem.

Is Wanted by the Law

“WANTED, DEAD OR ALIVE” posters (or their equivalent) have appeared featuring your face. It’s up to you whether it’s a mistake that snowballed out of control or you actually would kill someone just for looking at you.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.tuofJSTVjOEwRUem]{Enhanced Speed}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.UyQTRi5ZwWU5tMO0]{Danger Sense}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.uG2ACHNAPoZirp0b]{Surprise Attack}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.DMBJEypEWuAS2lai]{Outlaw Reputation} or @UUID[Compendium.cyphersystem-compendium.abilities.36nlDXhOP5e5dfns]{Successive Attack}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.jaGs9nmLaywdRMUN]{Fast Kill}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.fD8yD0pGCMdOJkGb]{Band of Desperados}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.sbGo2i4oqy1aUeQ6]{Not Dead Yet} or @UUID[Compendium.cyphersystem-compendium.abilities.58CLKxSLgaT6W6Cj]{Lethal Damage}

GM Intrusions: Most people do not take well to discovering a wanted outlaw in their midst.

Keeps a Magic Ally

An allied magic creature bound to an object (such as a minor djinn in a lamp, or a ghost in a pipe) is your friend, protector, and weapon.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.9Kag2UMn6Wdxq4Zo]{Bound Magic Creature}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.PCTUkuALVb0GdTCe]{Object Bond}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.1KjY8D1dvLc3NuUv]{Hidden Closet}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.l0OFjk5XVGV5LzP1]{Minor Wish} or @UUID[Compendium.cyphersystem-compendium.abilities.cGcblQ2qvyHM02kY]{Mount}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.QxOsAHpd8ZkEXI5u]{Improved Object Bond}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.m2j3n3xiExLcXAAn]{Moderate Wish}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.Aprz5cRtdgiAIYUM]{Object Bond Mastery} or @UUID[Compendium.cyphersystem-compendium.abilities.V7npSeuqG3JI4Dvv]{Trust to Luck}

GM Intrusions: The creature unexpectedly disappears into its bound object. The bound object cracks. The creature disagrees and doesn’t do as asked. The creature says it’s leaving unless a task is performed for it.

Leads

Your natural leadership capability allows you to command others, including a loyal band of followers.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.FDUGlu7DZhdfxH2P]{Natural Charisma}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.DmnRMTfHYaeoYFVu]{Good Advice}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.RnK2bmvUb7RIVPSA]{Enhanced Potential}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.4XwwFeGO5haHxvQs]{Basic Follower}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.zTsjsWVgzjQzl2MW]{Advanced Command} or @UUID[Compendium.cyphersystem-compendium.abilities.ETGBAqAc1ApFH5cx]{Expert Follower}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.8EMTH3JCrC5Vjt63]{Captivate or Inspire}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.4necR0YTsaij4ojD]{Greater Enhanced Potential}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.KpbEHKNSEycVB1GU]{Band of Followers} or @UUID[Compendium.cyphersystem-compendium.abilities.qbXP6HlN56bPt7cq]{Mind of a Leader}

GM Intrusions: Followers fail, betray, lie, become corrupted, get kidnapped, or die.

Learns Quickly

You deal with bad situations as they arise, learning new lessons each time.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.7GsuhcRTpDX0d1em]{Enhanced Intellect}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.0xVoKhKKvzxIbtJD]{There’s Your Problem}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.YCwy44WnpusEYN7g]{Quick Study}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.qgholblGXKQri99M]{Hard to Distract}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.FQPA8oY3xiZIL6aG]{Enhanced Intellect Edge} or @UUID[Compendium.cyphersystem-compendium.abilities.dVh39nh5ARUxreUc]{Flex Skill}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.dIK67k9aoBbFBnkf]{Pay It Forward}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.7GsuhcRTpDX0d1em]{Enhanced Intellect}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.2LaX22wvw35lDger]{Learned a Few Things}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.EE1xCQ3OvCrdrG6z]{Two Things at Once} or @UUID[Compendium.cyphersystem-compendium.abilities.CtRvLxfUlCynJv1B]{Skill With Defense}

GM Intrusions: Accidents and mistakes are great teachers.

Lives in the Wilderness

You can survive in badlands where others perish.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.KqV5RSzOU3S3NK51]{Wilderness Life}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.wHcuP6T7Ti6j5Y8C]{Enhanced Might}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.vFQaDsHzJpTSV8Tw]{Living Off the Land}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.Db7aRY4t1mwRpcoL]{Wilderness Explorer}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.KAAezRI2l8rdp1NS]{Animal Senses and Sensibilities} or @UUID[Compendium.cyphersystem-compendium.abilities.Ja8ebgq2RDQryN62]{Wilderness Encouragement}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.CBdIPMJ2oOOesmod]{Wilderness Awareness}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.pfZzabIIEuU4kSH3]{The Wild Is on Your Side}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.Wj6oHOvnZkZjulwI]{One With the Wild} or @UUID[Compendium.cyphersystem-compendium.abilities.TRdK7RJBkq8WW4np]{Wild Camouflage}

GM Intrusions: People in cities and towns sometimes disparage those who look (and smell) like they live in the wilds, as if they were ignorant or barbaric.

Looks for Trouble

You’re a scrapper and love a good fight.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.Hgr8QZmzjXmYorfs]{Fists of Fury}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.XseI77zSp7iHkEWq]{Wound Tender}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.qp1jDaFiRR5xPPMn]{Protector}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.tFhd4dEGikOd1g1K]{Straightforward}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks} or @UUID[Compendium.cyphersystem-compendium.abilities.4necR0YTsaij4ojD]{Greater Enhanced Potential}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.2K3b6cTuLEGZfYqa]{Knock Out}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.kNSRytTtQX0rU3aE]{Mastery With Attacks}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.R9KnCCvGoEHvV1p0]{Greater Enhanced Might} or @UUID[Compendium.cyphersystem-compendium.abilities.58CLKxSLgaT6W6Cj]{Lethal Damage}

GM Intrusions: Weapons break or fly from even the strongest grip. Brawlers trip and fall. Even the battlefield can work against you with things falling or collapsing.

Loves the Void

When it’s just you, your spacesuit, and the panorama of stars wheeling out forever and always, you are at peace.

Type Swap Option: @UUID[Compendium.cyphersystem-compendium.abilities.geCiPXMF2sIRJ68U]{Have Spacesuit, Will Travel}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.zgcoMEc4j2MjpDhC]{Vacuum Skilled}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.GfDLA0qSvqhqzIbL]{Microgravity Adept}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.QH3l6ojVnasZm5U8]{Enhanced Speed Edge}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.MwVDTy2Rx1V7Tyly]{Enhanced Physique}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.q73VWJY2cmWxRcYx]{Space Fighting} or @UUID[Compendium.cyphersystem-compendium.abilities.rqC9cEmRkvm29N56]{Fusion Armor}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.U2QV8t7Pq9irgHqF]{Silent As Space}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.JJ9nWmcBIlfyNDfe]{Push Off and Throw}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.iIy1HDd9yUl07AYo]{Microgravity Avoidance}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.w3HN2nZBTo5mLJcM]{Weightless Shot} or @UUID[Compendium.cyphersystem-compendium.abilities.cbXNxvPdWEbKF6nA]{Reactive Field}

GM Intrusions: Spacesuits develop glitches. Air refill cartridges sometimes misreport capacity. Micrometeorites are common in space.

Masters Defense

You use protective equipment and practiced techniques to avoid becoming hurt in a fight.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.EheuStXUDPojVmT5]{Shield Master}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.gS1X6POaKLjNlHsI]{Sturdy}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.o2ZDoteWQsFsqTJr]{Practiced in Armor}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.zLJYM2OiFVIsuz3P]{Dodge and Resist} or @UUID[Compendium.cyphersystem-compendium.abilities.E1YiGcXAYOjHXoAd]{Dodge and Respond}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.2AIQhz00HyZhY7wM]{Tower of Will}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.4eCjeGPA0ovnwIfu]{Experienced in Armor}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.lGbieMmnuoqsl4Jz]{Nothing but Defend}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.i5n7BaFjTo6W35f9]{Defense Master} or @UUID[Compendium.cyphersystem-compendium.abilities.B6SEeGr5kxLAgvvq]{Wear It Well}

GM Intrusions: Shields break when hit, as do weapons used to parry. Armor straps break.

Masters Spells

By specializing in spellcasting and keeping a spellbook, you can quickly cast spells of arcing lightning, rolling fire, creeping shadow, and summoning.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.EyAIsiqJGCspQFcu]{Arcane Flare}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.Yg6jEM07HAccDcNC]{Ray of Confusion}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.NgHLZq3tZ3CFJvYv]{Fire Bloom} or @UUID[Compendium.cyphersystem-compendium.abilities.wEWyNKnVgVOjsyms]{Summon Giant Spider}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.2t9oGZRuFhLCKjsa]{Soul Interrogation}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.ZK9Ruc53rKBqU93i]{Granite Wall}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.LnZkUlKUuuD7iW3P]{Summon Demon} or @UUID[Compendium.cyphersystem-compendium.abilities.Gsre3acJaxhGBa0S]{Word of Death}

GM Intrusions: The spell goes wrong. The summoned creature turns on the caster. A rival spellcaster is drawn to the magic use.

Masters the Swarm

Insects. Rats. Bats. Even birds. You master one type of small creature that obeys you.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.ZEcFnsNXgcozJElT]{Influence Swarm}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.hIxPlDRbNqallNiu]{Control Swarm}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.CEscdPwUrBpzUeS0]{Living Armor} or @UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.gLxVxCSix441TyKq]{Call Swarm}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.rUzrjRuT2nfEdCaJ]{Gain Unusual Companion}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.iQhBPww1s4wRZcDz]{Deadly Swarm} or @UUID[Compendium.cyphersystem-compendium.abilities.CtRvLxfUlCynJv1B]{Skill With Defense}

GM Intrusions: A command is misunderstood. Control is erratic or is lost. Bites and stings are not uncommon for masters of the swarm.

Masters Weaponry

You are a master user of a particular type of weapon, be it a sword, whip, dagger, gun, or something else.

Someone who Masters Weaponry might have additional equipment, including a high- quality weapon.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.J0fj73TfCu4aSdVL]{Weapon Master}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.qBTIXXJt2Ahn8UYh]{Weapon Crafter}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.6Xs3fyaANQDWXRoc]{Weapon Defense}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.YA5P5CBNr5NSmY6z]{Rapid Attack} or @UUID[Compendium.cyphersystem-compendium.abilities.7rjeYt5hNhkvqK9w]{Disarming Strike}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.imWLlYQs4LTaCTdS]{Never Fumble}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.mhgFWIDr0QuCHRIF]{Extreme Mastery}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.KNElOxbWobS1ygLv]{Murderer} or @UUID[Compendium.cyphersystem-compendium.abilities.6P1CJvVMot3Y2xj0]{Deadly Strike}

GM Intrusions: Weapons break. Weapons can be stolen. Weapons can be dropped or forced out of your hand.

Metes Out Justice

You right wrongs, protect the innocent, and punish the guilty.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.Zu06akqnHdCvoR0W]{Make Judgment}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.tjxKTFdA8gqZDP90]{Designation}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.5jGN9GicKYIAneKQ]{Defend the Innocent}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.3fMzqFFQ1rLtbVrd]{Improved Designation}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.bz04IOSkdP3zcRMD]{Defend All the Innocent} or @UUID[Compendium.cyphersystem-compendium.abilities.iGRECL13bqrSSF7P]{Punish the Guilty}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.RESKINMA0INj60Rc]{Find the Guilty}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.QgnoEdKZ50u4JZoL]{Greater Designation}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.KVOFCKWKmUrqAe7v]{Punish All the Guilty}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.JH40M99RAN6IZWze]{Damn the Guilty} or @UUID[Compendium.cyphersystem-compendium.abilities.Kf09KYdZqG6dNTFC]{Inspire the Innocent}

GM Intrusions: Guilt or innocence can be complicated. Some people resent the presumption of a self-appointed judge. Passing judgment makes enemies.

Moves Like a Cat

Lithe, flexible, and graceful, you move quickly and smoothly, and never seem to be where danger is.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.Qsi6Iw5YCcY8jmNx]{Greater Enhanced Speed}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.tJiXzKX4gf0GNV6V]{Balance}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.tC7wmZwlZcQy5Vd0]{Movement Skills}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.g0Ewv5wBooSFYOlH]{Safe Fall}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.leUaFf4AxYJwwOHt]{Hard to Hit}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.QH3l6ojVnasZm5U8]{Enhanced Speed Edge} or @UUID[Compendium.cyphersystem-compendium.abilities.Qsi6Iw5YCcY8jmNx]{Greater Enhanced Speed}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.JlYk5UNZEUzzO8Js]{Quick Strike}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.2CrV3a9S1yzOXBOJ]{Slippery}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.mSNoWynky7DMz7ln]{Perfect Speed Burst} or @UUID[Compendium.cyphersystem-compendium.abilities.Qsi6Iw5YCcY8jmNx]{Greater Enhanced Speed}

GM Intrusions: Even a cat can be clumsy. A jump isn’t quite as easy as it looks. An escape move is so overzealous that it sends the character right into harm’s way.

Moves Like the Wind

You can move so fast that you become a blur.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.Qsi6Iw5YCcY8jmNx]{Greater Enhanced Speed}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.Sg5WeSF04CYNEecl]{Fleet of Foot}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.leUaFf4AxYJwwOHt]{Hard to Hit}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.8LHIZs9gEAd02tId]{Speed Burst} or @UUID[Compendium.cyphersystem-compendium.abilities.Qsi6Iw5YCcY8jmNx]{Greater Enhanced Speed}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.Zps9ZUc9RD1mRDEK]{Blink of an Eye}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.NhNvpbUWNRIFEm8b]{Hard to See}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.mSNoWynky7DMz7ln]{Perfect Speed Burst} or @UUID[Compendium.cyphersystem-compendium.abilities.0wVk3CszKCJQfp0Q]{Incredible Running Speed}

GM Intrusions: Surfaces can be slick or offer hidden obstacles. The movement of other creatures can be unpredictable, and the character might run into them.

Murders

You’re an assassin, whether by trade, by inclination, or because it was that or be killed yourself. (Someone who Murders might have additional equipment, including three doses of a level 2 blade poison that inflicts 5 points of damage.)

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.uG2ACHNAPoZirp0b]{Surprise Attack}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.rYaAyFLmCAAwZi0s]{Assassin Skills}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.y2eUnbkzxOeoe9w6]{Quick Death}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.369RISHwqzRXkwEG]{Infiltrator}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.ZB80ZclRSzEcr4o1]{Awareness} or @UUID[Compendium.cyphersystem-compendium.abilities.AQQzctwqPJPUTRbb]{Poison Crafter}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.tbeFzIPGuAjRBpKM]{Better Surprise Attack}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.UlQ7w5iD57Hfdzce]{Damage Dealer}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.FzJe2XEwhtUajTWI]{Escape Plan} or @UUID[Compendium.cyphersystem-compendium.abilities.KNElOxbWobS1ygLv]{Murderer}

GM Intrusions: Most people do not react well to a professional killer.

Needs No Weapon

Powerful punches, kicks, elbows, knees, and full body movements are all the weapons you need.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.Hgr8QZmzjXmYorfs]{Fists of Fury}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.K33ayv0NcktuV53N]{Flesh of Stone}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.p61Ycyc7lVZQXupO]{Advantage to Disadvantage}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.JJKRrcU5L1yM9y90]{Unarmed Fighting Style}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.mGv7zlZu1wtNCQXQ]{Moving Like Water} or @UUID[Compendium.cyphersystem-compendium.abilities.4necR0YTsaij4ojD]{Greater Enhanced Potential}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.LODZEYtmmBN5D9zZ]{Divert Attacks}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.eQIPJk2xcFGfDr3H]{Stun Attack}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.S4PaEqmYjg4TGoG3]{Master of Unarmed Fighting Style} or @UUID[Compendium.cyphersystem-compendium.abilities.58CLKxSLgaT6W6Cj]{Lethal Damage}

GM Intrusions: Striking certain foes hurts you as much as it hurts them. Opponents with weapons have greater reach. Complicated martial arts moves can knock you off balance.

Never Says Die

You never quit, can shrug off a beating, and always come back for more.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.UtFc3e4grYyCQneH]{Improved Recovery}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.wXV7JxEmZDlBvRKO]{Push on Through}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.JuOmZXMt1T3tQUZ8]{Ignore the Pain}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.R0UuZ32vmmeFbSMV]{Blood Fever} or @UUID[Compendium.cyphersystem-compendium.abilities.sPheWt9emoY3PCA8]{Hidden Reserves}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.iyM2N9G0RLlj6BZ7]{Increasing Determination} or @UUID[Compendium.cyphersystem-compendium.abilities.3VJyYtECl0wKQj2p]{Outlast the Foe}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.sbGo2i4oqy1aUeQ6]{Not Dead Yet}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.5HNZcrij9mgEmvAR]{Final Defiance} or @UUID[Compendium.cyphersystem-compendium.abilities.NMgopYfoagESHtea]{Ignore Affliction}

GM Intrusions: Sometimes, it’s equipment or weapons that give out.

Operates Undercover

Under the guise of someone else, you seek to find answers the powerful do not want divulged.

Someone who Operates Undercover might have additional equipment that includes a disguise kit.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.PK6oiYXgdP7KaGgi]{Investigate}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.eYHlYyVDj3odrAFJ]{Disguise}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.6ILcTvACqDdLVpc8]{Agent Provocateur} or @UUID[Compendium.cyphersystem-compendium.abilities.ZuX6gykVtKxiBAxR]{Run and Fight}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.MzKqElUHuTtHkV7D]{Pull a Fast One}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.bgaCXtvlT0zWmAIA]{Using What’s Available}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.V7npSeuqG3JI4Dvv]{Trust to Luck} or @UUID[Compendium.cyphersystem-compendium.abilities.6P1CJvVMot3Y2xj0]{Deadly Strike}

GM Intrusions: Bad luck can ruin the best plans. Disguises fail. Allies are revealed to be agents, too.

Performs Feats of Strength

A muscled prodigy, you can haul incredible weight, hurl your body through the air, and punch through doors.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.cpXOBSLY03j89yOy]{Athlete}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.g1t5TxZXsNovIVTn]{Enhanced Might Edge}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.YQEECpNwDSFCFnCN]{Feat of Strength}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.PYD24TjoDAqbKAj8]{Iron Fist} or @UUID[Compendium.cyphersystem-compendium.abilities.WuNUt6ltWGDdjNLS]{Throw}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.R9KnCCvGoEHvV1p0]{Greater Enhanced Might}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.ARiNuZrnfFCvZAFd]{Brute Strike}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.R9KnCCvGoEHvV1p0]{Greater Enhanced Might} or @UUID[Compendium.cyphersystem-compendium.abilities.IFb8NX06xgWM7H98]{Jump Attack}

GM Intrusions: It’s easy to break delicate things or hurt someone accidentally.

Pilots Starcraft

You’re a crack starship pilot.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.Kk5nnC1EcYtqc3Fu]{Pilot}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.QgCWZia7gFicmEJr]{Flex Lore}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.h3G0Ven2SoaPCbk4]{Salvage and Comfort}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.hGbNYgkuIiZHomcJ]{Mentally Tough}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.12xO8QaEsTvEFUvY]{Expert Pilot}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.hIy0GMeL8WALvhEb]{Ship Footing} or @UUID[Compendium.cyphersystem-compendium.abilities.XkFsMa9e9IY2FRcN]{Machine Companion}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.x7YnN02GiwDQ09km]{Sensor Array}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.tuofJSTVjOEwRUem]{Enhanced Speed}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.YWMUeaNzao8n8pAc]{Like the Back of Your Hand}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.0q9alvmsQKKViN0r]{Incomparable Pilot}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.Yo2Z3EdYjx88jYnp]{Remote Control} or @UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks}

GM Intrusions: Starcraft get lost, break down, and are attacked in space. An alien stowaway is found.

Plays Too Many Games

Lessons, reflexes, and strategies you’ve learned by playing too many games have applications in the real world, where people who don’t play enough toil and live their dreary lives.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.qpBv7OxAcMAAtY2M]{Game Lessons}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.p3kh3XKzetkJTG1J]{Gamer}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.qEzcqbNhuJQuBagn]{Zero Dark Eyes}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.pMQT2QIL38XlhkxB]{Resist Tricks}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.QDSSTe5EGrBHjtnL]{Sniper’s Aim} or @UUID[Compendium.cyphersystem-compendium.abilities.QH3l6ojVnasZm5U8]{Enhanced Speed Edge}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.R9WffstnihzBuuvW]{Mind Games}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.7GsuhcRTpDX0d1em]{Enhanced Intellect}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.W0Jw19mWIycjIgmo]{Gamer’s Fortitude}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.laxdkyrDuOhxfWKc]{Mind Surge} or @UUID[Compendium.cyphersystem-compendium.abilities.dIUTe5O1jeA47zps]{Gaming God}

GM Intrusions: Missed attacks strike the wrong target. Equipment breaks. Sometimes people react negatively to someone who has lived most of their life in imaginary game worlds.

Rages

When you go berserk, everyone fears you.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.YGsGHp1rbu3Z7Kdd]{Frenzy}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.R9KnCCvGoEHvV1p0]{Greater Enhanced Might}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.tC7wmZwlZcQy5Vd0]{Movement Skills}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.NoC3yuqxU8yhPf47]{Power Strike} or @UUID[Compendium.cyphersystem-compendium.abilities.zEkA8MhrnJ5p9Io6]{Unarmored Fighter}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.hAVC1FOl7hwnuBpC]{Greater Frenzy}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.ltAq7qr8aaalOtJp]{Attack and Attack Again}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.4necR0YTsaij4ojD]{Greater Enhanced Potential} or @UUID[Compendium.cyphersystem-compendium.abilities.58CLKxSLgaT6W6Cj]{Lethal Damage}

GM Intrusions: It’s easy for a berserker to lose control and attack friend as well as foe.

Rides the Lightning

You create and discharge electrical power.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.3btRIiWxY8oMcVMo]{Shock}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.essJhO2eqoHmIQaa]{Charge}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.uh1t4rnkZ2jOCjHJ]{Bolt Rider}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.76HF09q7MdGek863]{Electric Armor} or @UUID[Compendium.cyphersystem-compendium.abilities.A6H8xi93t6Zrexz9]{Drain Charge}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.YDKULtvV0pMJDxi2]{Bolts of Power}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.etGUYa9dQSvjLvXX]{Electrical Flight}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.2TaqNf6bhxijKELX]{Flash Across the Miles} or @UUID[Compendium.cyphersystem-compendium.abilities.Bny0sFdqf40pJeOp]{Wall of Lightning}

GM Intrusions: Targets other than those intended are shocked. Objects explode.

Runs Away

Your first instinct is to run from danger, and you’ve gotten very good at it.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.10EqPrn9aONinEfm]{Go Defensive}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.tuofJSTVjOEwRUem]{Enhanced Speed}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.QVPmLa6CKwmH6vJZ]{Quick to Flee}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.0wVk3CszKCJQfp0Q]{Incredible Running Speed} or @UUID[Compendium.cyphersystem-compendium.abilities.Qsi6Iw5YCcY8jmNx]{Greater Enhanced Speed}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.iyM2N9G0RLlj6BZ7]{Increasing Determination}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.Mac5S0sQe9Muf4Mv]{Quick Wits}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.U33DbRwloywFlYfi]{Go to Ground}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.hKhwP85QeRGPW03G]{Burst of Escape} or @UUID[Compendium.cyphersystem-compendium.abilities.CtRvLxfUlCynJv1B]{Skill With Defense}

GM Intrusions: Quick movements sometimes lead to dropped items, slipping on uneven ground, or going the wrong way by accident.

Sailed Beneath the Jolly Roger

You sailed with a crew of dread pirates, but you’ve decided to end your days as a pirate and join some other cause. The question is, will your past let you go so easily?

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.JuOmZXMt1T3tQUZ8]{Ignore the Pain}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.IYt42xzsjesQyEfT]{Sailor}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.B4U7RiMrZElfOQyj]{Taking Advantage}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.1POQ4sFW5DLrmXhn]{Fearsome Reputation}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks} or @UUID[Compendium.cyphersystem-compendium.abilities.CtRvLxfUlCynJv1B]{Skill With Defense}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.oCcnXLYQy9DjwPJC]{Sea Legs}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.tC7wmZwlZcQy5Vd0]{Movement Skills}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.5rgcPJXpCcB5VJ1m]{Lost in the Chaos}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.AsmIgvoIRPEtuzkh]{Duel to the Death} or @UUID[Compendium.cyphersystem-compendium.abilities.36nlDXhOP5e5dfns]{Successive Attack}

GM Intrusions: The dangers of the high seas are many, including severe storms and disease. Other pirates sometimes get ahead through betrayal. A pirate tracks down former sailing mates to find hidden treasure.

Scavenges

When not running and hiding, you sift the ruins of civilization for useful remnants to ensure your survival.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.OjGaIl0JEepjDrla]{Post-Apocalyptic Survivor}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.ZOfmWQFbwSJQB4wm]{Ruin Lore}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.IswvUEdCBBZDRme6]{Junkmonger}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.B4U7RiMrZElfOQyj]{Taking Advantage} or @UUID[Compendium.cyphersystem-compendium.abilities.b776WTF2u1roh3n0]{Incredible Health}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.YID6zEB7KkHGYAlD]{Know Where to Look}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.EjBzy1Ue1AA8i6ry]{Recycled Cyphers}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.MJE1k2RmCM6HRwFV]{Artifact Scavenger} or @UUID[Compendium.cyphersystem-compendium.abilities.cbXNxvPdWEbKF6nA]{Reactive Field}

GM Intrusions: An item made with recycled junk breaks. Someone shows up claiming that the useful item or piece of junk scavenged belongs to them. A recycled cypher explodes.

Sees Beyond

You have a psychic sense that allows you to see what others cannot.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.jq6Wm9xYxJA0bRaR]{See the Unseen}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.rYyymKUc0QKWdNsy]{See Through Matter}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.Mu5knvNfGyaeaiTB]{Find the Hidden} or @UUID[Compendium.cyphersystem-compendium.abilities.bzy1KzO0oPmZGu2b]{Sensor}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.KBjSpuK7XJc1abJv]{Remote Viewing}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.PazO9rJ2YoE8VEUw]{See Through Time}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.lL7QywDGOszTIJCE]{Mental Projection} or @UUID[Compendium.cyphersystem-compendium.abilities.RE24qvMuPhasaCP3]{Total Awareness}

GM Intrusions: Some secrets are too terrible to know.

Separates Mind From Body

You can project your mind out of your body to see faraway places and learn secrets that would otherwise remain hidden.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.WgjatSOUT6pT02A7]{Third Eye}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.oTDJtTDkwxr5uSfU]{Open Mind}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.9sfX1SGtcQ17Uiny]{Sharp Senses}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.6X3BDWzVKsWltrtY]{Roaming Third Eye} or @UUID[Compendium.cyphersystem-compendium.abilities.Mu5knvNfGyaeaiTB]{Find the Hidden}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.bzy1KzO0oPmZGu2b]{Sensor}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.miR0d91lKIfmBGdO]{Psychic Passenger}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.lL7QywDGOszTIJCE]{Mental Projection} or @UUID[Compendium.cyphersystem-compendium.abilities.eblwQ80CBlBdeUp5]{Improved Sensor}

GM Intrusions: Reuniting mind and body can sometimes be disorienting and require a character to spend a few moments to get their bearings.

Shepherds Spirits

Wandering souls, nature spirits, and elemental beings aid and support you.

In some settings, the Shepherds Spirits focus applies to only one kind of spirit, such as spirits of the deceased, nature spirits, and so on.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.pHFFr4DkCythNc5n]{Question the Spirits}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.RkOvawhfH5MHQFOH]{Spirit Accomplice}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.dCQdSi11hJDyOSdD]{Command Spirit} or @UUID[Compendium.cyphersystem-compendium.abilities.LojkwDtb1gHLSB6A]{Preternatural Senses}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.OWVz2CkwLnCSJMdS]{Wraith Cloak}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.jVY1PTxvZvpjZILB]{Call Dead Spirit}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.ElsQU746B70tsPmZ]{Call Otherworldly Spirit} or @UUID[Compendium.cyphersystem-compendium.abilities.PvISXo6EQ2PmCGes]{Infuse Spirit}

GM Intrusions: Some people don’t trust those who deal with spirits. The dead sometimes don’t want shepherding.

Shepherds the Community

You keep the place where you live safe from all danger.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.op9VSx3NJT28UwTH]{Community Knowledge}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.ag3OU8JZuc769034]{Community Activist}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.6ZVINuyZm4jowRGt]{Shepherd’s Fury} or @UUID[Compendium.cyphersystem-compendium.abilities.CtRvLxfUlCynJv1B]{Skill With Defense}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.4necR0YTsaij4ojD]{Greater Enhanced Potential}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.N0OZaNOIbHTiWDL1]{Evasion}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.oroWEBbp3cvrYwH9]{Greater Skill With Attacks} or @UUID[Compendium.cyphersystem-compendium.abilities.xxavxLEaiVFug1D6]{Protective Wall}

GM Intrusions: People in the community misunderstand the character’s motives. Rivals try to oust the character.

Shreds the Walls of the World

Speed plus phasing gives you a unique ability to evade danger and simultaneously inflict damage.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.3t1QshyGYnCSo12z]{Phase Sprint}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.7f6ulMjWFw2BOK76]{Disrupting Touch}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.n81xGnZHydeXmIRc]{Scratch Existence}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.nEN2HYzlJWhonfmE]{Invisible Phasing} or @UUID[Compendium.cyphersystem-compendium.abilities.g0SqMvb020tiTQ48]{Walk Through Walls}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.rXUUDUJFKis8TpnL]{Phase Detonation}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.8yGwY0PvtF2ivdSn]{Very Long Sprinting}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.P9HlASUtyiOXghBZ]{Shred Existence} or @UUID[Compendium.cyphersystem-compendium.abilities.INdq5iQf5ECzRiNp]{Untouchable While Moving}

GM Intrusions: Moving so quickly while sprinting sometimes leads to stumbles on unexpected, exotic obstacles.

Siphons Power

You suck power out of machines and creatures alike in order to empower yourself.

Robots and other living machines should be treated as creatures, not machines, for the purposes of siphoning power from them.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.JyAovhallyh9m6oW]{Drain Machine}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.gWvMJQPBSmeaP8yN]{Drain Creature}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.wEj2uvWI3w0W9HWH]{Drain at a Distance} or @UUID[Compendium.cyphersystem-compendium.abilities.P73TBXcNDbZCVsdE]{Unraveling Consumption}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.gn1jtMLhp6qPNXUL]{Store Energy}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.4Xvgo62UVSOI9Acx]{Share the Power}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.Be1ehHb90jtLc8l0]{Explosive Release} or @UUID[Compendium.cyphersystem-compendium.abilities.xbYD729j3km6ZDCA]{Sun Siphon}

GM Intrusions: Drained power also transmits something unwanted—compulsions, afflictions, or alien thoughts. Siphoned power can overload the character, causing feedback.

Slays Monsters

You kill monsters.

Although wielding a sword in a setting where people usually do not carry such weapons is fine, you can change the Slays Monsters sword-related abilities to use a different weapon, such as a gun with silver bullets.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.WFK0xBSAIpD59va8]{Practiced With Swords}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.nW46hfygkxB7FW5m]{Monster Bane}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.PRW5MxW12oakmeHE]{Monster Lore}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.lw0otGU2Iaorppdc]{Will of Legend}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.gPqiQflb6Z3DXGVk]{Trained Slayer}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.HPIlAWDGOQFw6yGm]{Improved Monster Bane} or @UUID[Compendium.cyphersystem-compendium.abilities.lwJAowJa4eKlcDjb]{Misdirect}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.5otvtHrbVXIh0N27]{Fight On}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.oroWEBbp3cvrYwH9]{Greater Skill With Attacks} (swords)

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.KNElOxbWobS1ygLv]{Murderer} or @UUID[Compendium.cyphersystem-compendium.abilities.VupBbHOJAX45Yazb]{Heroic Monster Bane}

GM Intrusions: The monster laid a trap or set an ambush. The monster has previously undisclosed abilities. The monster’s mother vows revenge.

Solves Mysteries

You’re a master of deduction, using evidence to find the answer.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.FzpkQwb1jA53bs1y]{Investigator}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.HWZ8mwAfZEu6r778]{Sleuth}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.7BkWiUHcUrcRIKqO]{Out of Harm’s Way}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.PlVEpuVxp9pGJSoa]{You Studied} or @UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.mL6Yae2CxgefOMHn]{Draw Conclusion}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.0f2qoQlYGRqgu0Nj]{Defuse Situation}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.wqUItgrYzBeMiAoB]{Seize the Initiative} or @UUID[Compendium.cyphersystem-compendium.abilities.nOuOE3EkrNr81pSq]{Greater Skill With Defense}

GM Intrusions: Evidence disappears, red herrings confuse, and witnesses lie. Initial research can be faulty.

Speaks for the Land

Your spiritual connection to nature and the environment grants you mystical abilities.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.0Wq39mJ9oXA415qx]{Seeds of Fury}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.8KYjSKp6ieQ8YXUy]{Wilderness Lore}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.zW0cZJQTR0tHUmn3]{Grasping Foliage}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.gT21nqWZ9Es576oC]{Soothe the Savage} or @UUID[Compendium.cyphersystem-compendium.abilities.OIk4usP2NFT0tDu7]{Communication}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.RfGCXsX7JXEr8fMw]{Moon Shape}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.UJpMPRD25O7HvhbV]{Insect Eruption}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.2lhnVWUMX1Nu6KVj]{Call the Storm} or @UUID[Compendium.cyphersystem-compendium.abilities.jhdgI9rV2mpH6JQU]{Earthquake}

GM Intrusions: An injured natural (but dangerous) creature is discovered. Someone’s poaching wildlife for their skins, leaving the carcasses to rot. A tree falls in the forest, one of the last elder trees.

Stands Like a Bastion

Your armor, along with your size, strength, incredible training, or machine enhancement, makes you difficult to move or hurt.

Some characters who Stand Like a Bastion might already be experts in armor. They can choose a different tier 1 ability instead of Practiced in Armor.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.o2ZDoteWQsFsqTJr]{Practiced in Armor}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.GlXd4oFI9Fqq3rAX]{Experienced Defender}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.mmg9XLzvfbP4ESGO]{Resist the Elements}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.27EOrq94WxqgBbWQ]{Unmovable}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.R9KnCCvGoEHvV1p0]{Greater Enhanced Might} or @UUID[Compendium.cyphersystem-compendium.abilities.yl2zo179wXZW5Xxc]{Practiced With All Weapons}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.YeOtzG5ksxonD5RS]{Living Wall}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.VsAP4JEe7W5gaGaG]{Hardiness}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.4k5JFV78A5SiPjFo]{Mastery in Armor}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.58CLKxSLgaT6W6Cj]{Lethal Damage} or @UUID[Compendium.cyphersystem-compendium.abilities.NKvNEjx64CcS3l13]{Shield Training}

GM Intrusions: Armor is damaged. Small foes conspire in ingenious ways.

Takes Animal Shape

A shapechanger who can take the form of various animals.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.rJ4ZXuIcz0knY41H]{Animal Shape}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.OIk4usP2NFT0tDu7]{Communication}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.Y4V4tXQ9lO0rMNKR]{Bigger Animal Shape} or @UUID[Compendium.cyphersystem-compendium.abilities.Ee8QC6fkRvD1yw6h]{Greater Beast Form} (works with Animal Shape)

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.gXiq1edSDteTcfGC]{Animal Scrying}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.KGzAHs3qln0fNDjt]{Hard to Kill}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.iX07Ltb1JYr1nMYM]{Blurring Speed} or @UUID[Compendium.cyphersystem-compendium.abilities.QZZXgZ6PF8Eccs74]{Lend Animal Shape}

GM Intrusions: The character unexpectedly changes form. An NPC is frightened by or aggressive toward the shapeshifter. The transformation takes longer than expected.

Talks to Machines

You use your organic brain like a computer, interfacing “wirelessly” with any electronic device. You can control and influence them in ways that others can’t.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.lzy1YbdIJxzNIHZq]{Machine Affinity}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.7nUj7rxq4Qwg4FUM]{Distant Interface}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.L3UjcLAFvS9MLWCu]{Coaxing Power}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.SeAlSU8Rim5CWsgV]{Charm Machine}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.2odkyEO8azxIZWYj]{Intelligent Interface} or @UUID[Compendium.cyphersystem-compendium.abilities.OE5yXpzWC8lSUmGX]{Command Machine}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.XkFsMa9e9IY2FRcN]{Machine Companion}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.NoKdHv0FSytZR4iF]{Robot Fighter}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.PLyxuOlieOGsJx4h]{Information Gathering}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.FxohCBSksJIu1BSA]{Control Machine} or @UUID[Compendium.cyphersystem-compendium.abilities.PKFz6WVsaKm5kIir]{Improved Machine Companion}

GM Intrusions: The machine malfunctions or acts unpredictably.

Throws With Deadly Accuracy

Everything that leaves your hand goes exactly where you’d like it to go and at the range and speed to make the perfect impact.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.XAXJ3mFGdDv0fXLP]{Precision}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.PlTtlXeugIljHFVg]{Careful Aim}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.yszDDDpH6m16dEoV]{Quick Throw} or @UUID[Compendium.cyphersystem-compendium.abilities.CtRvLxfUlCynJv1B]{Skill With Defense}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.1L1uoad8vwgWxiyN]{Everything Is a Weapon}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.hbWaCBEfSMujqvDf]{Specialized Throwing}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.WW3QjCP5UJUsKBW3]{Whirlwind of Throws}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.58CLKxSLgaT6W6Cj]{Lethal Damage} or @UUID[Compendium.cyphersystem-compendium.abilities.LTqgcoprvBF2ZkdH]{Mastery With Defense}

GM Intrusions: Missed attacks strike the wrong target. Ricochets can be dangerous. Improvised weapons break.

Thunders

You emit destructive sound and manipulate soundscapes.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.uMaMKhemHmtlXDjT]{Thunder Beam}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.87SQGqcRavRZslAp]{Sound Conversion Barrier}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.KLFHpPR0MKLOWr8l]{Nullify Sound} or @UUID[Compendium.cyphersystem-compendium.abilities.EcOIgMC9c1IfSHsr]{Echolocation}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.znJCKr6PeEq4a0j5]{Shattering Shout}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.QZa9b5G80qxtoYqg]{Subsonic Rumble}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.B0dq2gW9gdA0PdzR]{Amplify Sounds}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.jhdgI9rV2mpH6JQU]{Earthquake} or @UUID[Compendium.cyphersystem-compendium.abilities.GlFT2ITvytQVWywQ]{Lethal Vibration}

GM Intrusions: Loud noises attract attention.

Travels Through Time

You can see through time, try to reach through it, and eventually even travel through it.

Although all character choices are subject to GM approval, Travels Through Time is a focus that the GM and player should probably have a long conversation about ahead of time, so the player knows the rules of time travel (if any) that exist in the GM’s setting. A character with this focus can drastically alter a setting, if the rules of time travel allow it.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.YD5gm0w3lqTSyO3V]{Anticipation}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.83y32UMQWshRvbDG]{See History}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.3wxiRMTCBZ4iNCHp]{Temporal Acceleration} or @UUID[Compendium.cyphersystem-compendium.abilities.l5vgtPP0LcsqGrzn]{Time Loop}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.0EhZzYdEhtCRnV4c]{Temporal Dislocation}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.OWRsjlf3ahyH9eez]{Time Doppelganger}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.U58ZQ1X3byfANn4W]{Call Through Time} or @UUID[Compendium.cyphersystem-compendium.abilities.lkO9VJhfOrgLY4g1]{Time Travel}

GM Intrusions: Paradoxes are created. Others remember past events differently.

Uses Wild Magic

You are a spellcaster who learns a variety of spells instead of focusing on just one kind of magic.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.Ub8NGsmH8NZcKguG]{Magical Repertoire}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.WvBcuYiFRM3KaTFj]{Cypher Casting}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.BPFjvh6nBN8bxk8T]{Expanded Repertoire}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.fQ3O3G7rFmv194uI]{Cypher Surge} or @UUID[Compendium.cyphersystem-compendium.abilities.Ax9HryNcPDei0g7t]{Faster Wild Magic}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.BPFjvh6nBN8bxk8T]{Expanded Repertoire}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.nfmwpxvs3RvednVI]{Magical Training}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.UNCbO4WGTB8ZubpZ]{Maximize Cypher} or @UUID[Compendium.cyphersystem-compendium.abilities.mz4KXXoQoHXyOBKI]{Wild Insight}

GM Intrusions: A spell performs erratically or rebounds upon the caster. Something interferes with preparing spells. Spellcasting attracts the attention of a powerful creature or potential rival. The cypher spell being cast is replaced with that of a random cypher.

Walks the Wild Woods

You are an adherent of nature magic who draws on the power and strength of trees.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.KqV5RSzOU3S3NK51]{Wilderness Life}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.SPTY1NXOvq2oRLJO]{Patient Recovery}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.ggQwr8b85bg7yzmK]{Wooden Body}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.c3GBVwgz9atmtbgI]{Tree Companion} or @UUID[Compendium.cyphersystem-compendium.abilities.CBdIPMJ2oOOesmod]{Wilderness Awareness}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.gQ9h8tGa60VLo6IH]{Tree Travel}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.mAc6hl4jKLZz84VK]{Great Tree}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.pBX1EYNVGutNx3b5]{Dreadwood} or @UUID[Compendium.cyphersystem-compendium.abilities.HUhj33woHX86SbX8]{Restorative Bloom}

GM Intrusions: A wooden character catches fire. A wild swing from a tree branch hits or trips an ally. Some trees have evil hearts and hate all walking things.

Was Foretold

You are the “chosen one,” and prophecy, prediction, prognostication, or some other method of determination expects great things of you one day.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.V765JZKDKQ00Buyn]{Interaction Skills}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.4p95GsynORh0Xd7X]{Knowing}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.Z7CKGOQWnfdNO885]{Destined for Greatness}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.zIYdniz9sjvAHsnX]{Overcome All Obstacles} or @UUID[Compendium.cyphersystem-compendium.abilities.5t5EIoGSan3pQ08D]{Hard-Won Resilience}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.WeMTxJElozl7OWdJ]{Center of Attention}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.cfR2uFYjteKAqsYw]{Show Them the Way}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.2uSx4ErQ9f2QLX5M]{As Foretold in Prophecy} or @UUID[Compendium.cyphersystem-compendium.abilities.4necR0YTsaij4ojD]{Greater Enhanced Potential}

GM Intrusions: An enemy described in prophecy appears. Unbelievers threaten to ruin the moment. The character gains a reputation in outside circles as a fraud.

Wears a Sheen of Ice

You command the wintery power of cold and ice.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.czVqoPjH98xaNY1d]{Ice Armor}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.nHqTzLHJrUWSAATM]{Frost Touch}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.BGMXK6VKNmp8M4A3]{Freezing Touch} or @UUID[Compendium.cyphersystem-compendium.abilities.7G8B9lfoVXkuxvKB]{Ice Creation}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.FuufiUyoLFbgBH5J]{Resilient Ice Armor}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.yEfkqXxmuQqlA6Fi]{Cold Burst}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.mvC2vboULutesBDu]{Ice Storm} or @UUID[Compendium.cyphersystem-compendium.abilities.EXrZLa3M8BK43qoi]{Winter Gauntlets}

GM Intrusions: Ice makes surfaces slippery. Extreme cold causes objects to crack and break.

Wears Power Armor

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.ClJUFnz8xBmP4a2l]{Powered Armor}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.wHcuP6T7Ti6j5Y8C]{Enhanced Might}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.YBMLX3Jm5oN79J6G]{Heads-Up Display}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.rqC9cEmRkvm29N56]{Fusion Armor} or @UUID[Compendium.cyphersystem-compendium.abilities.b776WTF2u1roh3n0]{Incredible Health}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.dCoCGVzWxIL9fIvH]{Force Blast}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.cTU70NgcebRlD7jI]{Field-Reinforced Armor}

Tier 6: Masterful Armor Modification (Jet Assisted Flight) or Masterful Armor Modification (Cypher Pod)

GM Intrusions: The armor won’t come off. The armor acts under its own power. The armor suffers a momentary power loss. NPCs are scared by the power armor.

Wields an Enchanted Weapon

You channel magic through or from a weapon to create a unique fighting style.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.OUOVkf3edHhnyRPk]{Enchanted Weapon}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.95judMTwajJoxNfy]{Innate Power}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.HVuhBuZVJkfYuGwp]{Charge Weapon}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.VNIcNhgET9z5MW5G]{Power Crash}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.YA5P5CBNr5NSmY6z]{Rapid Attack} or @UUID[Compendium.cyphersystem-compendium.abilities.Om3PoXrtnekrw0dF]{Throw Enchanted Weapon}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.I7ScLgI1tBhWCkwf]{Defending Weapon}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.RxI9TDy4wYR9eJKk]{Enchanted Movement}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.6P1CJvVMot3Y2xj0]{Deadly Strike} or @UUID[Compendium.cyphersystem-compendium.abilities.KDZeCZJxjCQzlTxA]{Spin Attack}

GM Intrusions: A weapon breaks or is dropped. The weapon loses its connection to you until you use an action to reestablish the attunement. The weapon’s energy discharges in an unexpected way.

Wields Two Weapons at Once

You bear steel with both hands, ready to take on any foe.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.NHns9zqufRvB3Tnl]{Dual Light Wield}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.Pu5XGGLI6cCp1EQd]{Double Strike}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.369RISHwqzRXkwEG]{Infiltrator}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.q9nALxXrBv5ubXaT]{Dual Medium Wield} or @UUID[Compendium.cyphersystem-compendium.abilities.rOxKh1Z7J686a0nv]{Precise Cut}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.gVOzzvxS6PPu8Ofy]{Dual Defense}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.3uGYyiXUUSz952zQ]{Dual Distraction}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.p1UMG2hrng7mLFDv]{Disarming Attack} or @UUID[Compendium.cyphersystem-compendium.abilities.KDZeCZJxjCQzlTxA]{Spin Attack}

GM Intrusions: A blade snaps in two or a weapon flies loose from its bearer’s grip.

Works for a Living

You take great satisfaction in a job well done, whether it’s coding, building houses, or mining asteroids.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.f7wLki6qjCNs2Ici]{Handy}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.CBGeAZSBuymzrxDz]{Muscles of Iron}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.RM8Fmu1IJwzBkjcM]{Eye for Detail} or @UUID[Compendium.cyphersystem-compendium.abilities.uhC4ubTGfhkNvIMX]{Improvise}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.wHcuP6T7Ti6j5Y8C]{Enhanced Might}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.t8wL47jk1KS4zapb]{Tough It Out}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.MdRdAc0qAWghMmlV]{Expert Skill}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.4necR0YTsaij4ojD]{Greater Enhanced Potential} or @UUID[Compendium.cyphersystem-compendium.abilities.5t5EIoGSan3pQ08D]{Hard-Won Resilience}

GM Intrusions: Repairs sometimes fail. Wiring can be tricky to decipher and still carry an electrical charge. Some people are rude to those who work for a living.

Works Miracles

You can heal others with a touch, alter time to help others, and are generally beloved by everyone.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.igGttY1Y2XbAx3qY]{Healing Touch}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.8mP69InEXQ4TB5BL]{Alleviate}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.rAmIxY5G1BK4ZMm7]{Font of Healing} or @UUID[Compendium.cyphersystem-compendium.abilities.7amEMbwK27v31Lt9]{Miraculous Health}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.FiSwskgQGBjp4IhZ]{Inspire Action}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.IN9qNZDx4sBKNr8n]{Undo}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.O2XHxUa2QNrliDMG]{Greater Healing Touch} or @UUID[Compendium.cyphersystem-compendium.abilities.ydmPM9m8nmmgvlXc]{Restore Life}

GM Intrusions: Attempts to heal might cause harm instead. A community or individual needs a healer so desperately that they hold one against their will.

Works the Back Alleys

You make your way unseen, stealing from the wealthy to achieve your ends.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.QAdh0yZBjJsHdJjD]{Stealth Skills}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.OFWQd2W52VAODeas]{Underworld Contacts}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.MzKqElUHuTtHkV7D]{Pull a Fast One} or @UUID[Compendium.cyphersystem-compendium.abilities.OtbS1NoVXK7mQLEe]{Guild Training}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.KM9qqjzJBJusQNkT]{Master Thief}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.xR2DkSqvAoR8Vtfn]{Dirty Fighter}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.QtpmHxblBqoQozbg]{Alley Rat} or @UUID[Compendium.cyphersystem-compendium.abilities.eepc8U2e178RDqBs]{All-Out Con}

GM Intrusions: Thieves are thrown in jail. Powerful enemies are made.

Works the System

You can exploit flaws in artificial systems, including but not limited to computer code.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.0V2NE0905wwYPRVo]{Hack the Impossible}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.JkiG6hpsfj1h6XRR]{Computer Programming}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.2CekF2lqwNrMyio0]{Connected}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.TmDavAL4vDxKjLBK]{Confidence Artist} or @UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.1fYBYD1EfA5z1NFl]{Confuse Enemy}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.jTiOQKW2QtXK8dmF]{Work the Friendship}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.HUVY2MA2CBegFhLY]{Call in Favor} or @UUID[Compendium.cyphersystem-compendium.abilities.4necR0YTsaij4ojD]{Greater Enhanced Potential}

GM Intrusions: Contacts sometimes have ulterior motives. Devices sometimes have failsafes or even traps.

Would Rather Be Reading

Books are your friends. What’s more important than knowledge? Nothing.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.vPraXsdXkCmaoBbI]{Knowledge Is Power}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.34Ycb9VK8JwHgSl4]{Greater Enhanced Intellect}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.wJSxVM8fWADJtTSd]{Applying Your Knowledge} or @UUID[Compendium.cyphersystem-compendium.abilities.dVh39nh5ARUxreUc]{Flex Skill}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.vPraXsdXkCmaoBbI]{Knowledge Is Power}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.wlkPdME0r3hx9VbE]{Knowing the Unknown}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.34Ycb9VK8JwHgSl4]{Greater Enhanced Intellect}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.vPraXsdXkCmaoBbI]{Knowledge Is Power}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.sq2JJtnRtSthJSYL]{Tower of Intellect} or @UUID[Compendium.cyphersystem-compendium.abilities.lbXg8UlSCG23yxO4]{Read the Signs}

GM Intrusions: Books burn, get wet, or get lost. Computers break or lose power. Glasses break.

","markdown":""},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"ownership":{"default":-1},"flags":{}},{"sort":398438,"name":"Creating New Foci","type":"text","_id":"0VwlyyylqvFgJjZw","title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"

This section provides everything you need to create your own foci.

Every focus has an overarching style, whether that’s exploration, energy manipulation, or simply dealing a lot of damage in combat. These broad classifications are called focus categories.

Each focus category has an overarching theme, followed by selection guidelines that describe how to choose abilities for each tier from the Abilities chapter, from tier 1 to tier 6.

The newly created focus should be named in the form of a verb, like Controls Beasts or Abides in Stone. For instance, a fire-using focus created by following the guidelines in the energy manipulation focus category might be called Bears a Halo of Fire (one of the sample foci in this chapter). Alternatively, a new fire-using focus should get an all-new name like Stokes the Flames of the Apocalypse or Lights Fires With a Thought.

The ability selection guidelines invite you to choose an ability from one of three ranges: low tier, mid tier, and high tier. These ranges correspond with the power “grades” given for every ability. These abilities are further sorted into ability categories based on the kinds of things they do—abilities that improve physical attacks are in the attack skill category, abilities that assist allies are in the support category, and so on. Look for the grades and categories in the Ability Categories and Relative Power section of the Abilities chapter.

Low-tier abilities are best suited for focus options at tiers 1 and 2. Mid-tier abilities are best suited for focus options at tiers 3 and 4. High-tier abilities are best suited for focus options at tiers 5 and 6.

That said, sometimes you’ll find it appropriate to assign a low-tier ability at tier 3 or 4, or maybe a mid-tier ability at tier 1 or 2. Do so sparingly, but don’t rule it out. It might be the only way to get all the abilities you want for the focus you’re building. Higher-tier abilities usually cost more Pool points to use. So if a mid-tier ability is made available at tier 1 or 2, or a high-tier ability is made available at tier 3 or 4, the higher cost will be a balancing factor.

Balancing Abilities

The guidelines within each category go a long way toward ensuring that the focus you build will be balanced. Sometimes it might be appropriate to grant a low-power ability along with a regular ability at a given tier, depending on the needs of the focus. A “low-power ability” is deliberately open for GM interpretation, but generally speaking, should be no more potent than a low-tier ability (that is, an ability that is normally available at tier 1 or 2).

For instance, someone who uses cold might be able to create small snow sculptures in addition to emitting a cold ray. Someone who uses electricity might be able to charge a depleted artifact or have an asset for dealing with electrical systems. And so on.

Often, the focus guidelines note this as a possibility. However, you have great leeway in deciding if a focus needs an additional ability, even if the guidelines for that tier don’t indicate one. If you do add an ability, or there is a
higher-power ability at a tier that normally shouldn’t have it, it might mean that the choice given at the next tier, or the previous tier, isn’t quite as good. Balancing a focus is a bit of an art. Resist the urge to overpower the focus, but don’t underpower it, either.

Each focus category provides a guideline for what kind of ability you should select at every tier. But don’t regard the guidelines as something that you can’t vary. They’re not prescriptive; they’re just a place to start. You might want to vary the kind of ability at a particular tier that isn’t indicated in the guidelines. As long as the chosen ability falls within the expected power curve for that tier, it’s fine. The guideline isn’t meant to be a straitjacket.

For example, if you’re building a cold-using focus for a game set in a fantasy genre, you may decide that an ability that calls up a demon is a better choice at a particular tier than an ability that does damage in an area, which is what the tier 5 guideline for energy manipulation calls for. Making the change is probably especially valid if you call your new focus something like Channels the Ninth Circle.

Ability Swap

If you’re creating a focus and you think it should provide a suite of abilities at first tier that would mechanically overload it, you have the option to add one as a “swap” ability. Doing so is as easy as allowing a character to swap out one of their type abilities for an indicated low-tier focus ability. The ability is gained instead of one of the abilities normally granted by the character’s type.

Concept and Category

Choosing to create a focus that uses a particular concept—say, creating illusions—doesn’t lock you into creating a focus within a particular category—in this case, environment manipulation. A focus can be constructed in a variety of ways using a particular energy, tool, or concept, each ultimately leading to a focus that provides different results. It all depends on your ends. In this case, creating illusions might be used to sway others, which argues for a focus built using the influence category guidelines.

In the same way, if a focus grants a character the ability to call some kind of force or energy, that doesn’t mean the focus should automatically be built using the energy manipulation category guidelines (though of course it could, if attacking and protecting yourself with that energy is the point). But a focus could be built that grants abilities to call energy or force that is primarily focused on durability, suggesting a tank combat focus (someone who can take a lot of punishment in a fight); or blasting away with a main concern for maximizing damage, thus suggesting a striker combat focus; or creating a follower composed of that energy or force, suggesting an ally use focus (that is, someone who uses helping creatures, NPCs, or even duplicate versions of themselves to give them a leg up).

Here’s another example: the focus Controls Gravity could conceivably be an environment manipulation focus or an energy manipulation focus. It depends on whether the focus is more concerned with crushing and holding things in place (environment manipulation) or on blasting things and protecting yourself with gravity (energy manipulation).

The same malleability of concept holds true in other realms. For instance, if someone is able to call up and mold raw earth, they might use it to transform themselves into a being of stone (tank combat), to batter foes (striker combat), or to create walls, barricades, and shields to protect their allies (support).

If you’re looking for an ability and can’t seem to find the right one in the vast catalog in the Abilities chapter, consider reskinning one to make it seem new (and to accomplish what you need). Reskinning means that you use the underlying mechanics of an ability as written but change the flavor in some fashion. For instance, maybe you’re creating a new earth-moving focus but can’t find enough earth-related abilities to meet your need. It’s easy enough to change up other abilities so they use earth instead of fire, cold, or magnetism. For instance, Wings of Fire might become Wings of Earth, Ice Armor could become Earth Armor, and so on. These alterations change nothing except the type of damage and any knock-on effects (for instance, Wings of Earth might generate clouds of dust in their wake).

Abilities That Reference Other Abilities

Some abilities in the Abilities chapter reference other abilities. If you select an ability for your focus or type that refers to or modifies a lower-tier ability, also include that lower-tier ability in your type or focus as a selection a PC can make at a lower tier.

Creating Brand-New Abilities

You can go further than reskinning and create one or more brand-new abilities. When doing this, try to find something as close as possible to the effect you want, then use it as a template. In any case, deciding how much an ability should cost when it comes to a character’s Pool is one of the most important aspects of getting an ability right.

You may notice that higher-tier abilities are more expensive. This is partly because they do more, but it’s also because higher-tier characters have more Edge than lower-tier characters, which means they pay fewer points from their relevant Pools. A third-tier character with 3 Edge in a relevant Pool pays no cost for abilities that cost 3 or fewer points. That’s great for lower-tier abilities, but you’ll usually want a character to think a little bit about how often to use their most powerful abilities. That means they should cost at least 1 point more than the Edge the character is likely to have at that tier. (Often, a character will have an Edge in their relevant Pool equal to their tier.)

As a good rule of thumb, a typical ability should cost points equal to its tier.

Choose GM Intrusions

Think about the kinds of things that might surprise, alarm, or go catastrophically wrong for someone with the new focus being created, and assign it as a GM intrusion for that focus. Of course, this often is done on the fly during the game. But giving the topic some thought while the focus is being constructed and the ideas are fresh in your head is likely to yield some particularly devilish options.

Focus Categories

Ally Use

Foci that prioritize providing NPC followers to the character are ally use foci. The followers give aid to the PC in a variety of ways, but at base they usually provide an asset to the character’s actions.

Multiple potential themes exist within the ally use category, from abilities that allow a character to summon or craft allies to those that allow them to attract allies through fame, magic, or essential authority or charisma.

Connection: Choose four relevant connections from the Focus Connections list.

Additional Equipment: Any object necessary for the character to keep an ally. For instance, someone with a focus that uses super-science to create robot allies would require tools to build and repair those allies. Some foci in this category don’t require anything to gain or retain their benefits.

Minor Effect Suggestions: The NPC ally’s tasks are eased on its next turn.

Major Effect Suggestions: The NPC ally gains an immediate extra action.

The following are examples and not meant to provide a complete list of all possible foci in this category.

@UUID[.9x56c0G5TMOl1Arn#builds-robots]{Builds Robots} @UUID[.9x56c0G5TMOl1Arn#consorts-with-the-dead]{Consorts With the Dead} @UUID[.9x56c0G5TMOl1Arn#controls-beasts]{Controls Beasts} @UUID[.9x56c0G5TMOl1Arn#exists-in-two-places-at-once]{Exists in Two Places at Once} @UUID[.9x56c0G5TMOl1Arn#leads]{Leads} @UUID[.9x56c0G5TMOl1Arn#masters-the-swarm]{Masters the Swarm} @UUID[.9x56c0G5TMOl1Arn#shepherds-spirits]{Shepherds Spirits}

Ability Selection Guidelines

Tier 1: Choose a low-tier ability that grants a level 2 NPC follower to the character, or gives a similar benefit provided by an NPC. Alternatively, lay the groundwork for gaining such NPC allies at higher tiers by choosing an ability that gives the character influence over others.

Sometimes an additional low-power ability is appropriate, depending on the focus. Often, this is an ability that grants skill training in a related area of knowledge or a related skill. For instance, training in a skill related to the kind of NPC follower the character gains would be appropriate.

Tier 2: Choose a low-tier ability that grants influence over similar kinds of NPCs as the follower gained at the previous tier. If no follower was gained at the previous tier, this ability should provide that benefit now.

Sometimes a secondary ability might be appropriate in addition to the ability provided above, perhaps a low-power ability that grants 2 or 3 points to a Pool.

Tier 3: Choose two mid-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One option should be a mid-tier ability that improves the NPC follower previously provided (usually from level 2 to level 3) or grants an additional follower.

The other option should be something that benefits the character—perhaps an offensive or defensive ability, or something that broadens their influence over their followers (or potential followers).

Tier 4: Choose a mid-tier ability that gives the character an offensive or defensive capability if they haven’t previously gained one, preferably within the theme of the focus. For instance, if the character gains followers because of their charisma, this ability might let them command foes for brief periods. If the character gains followers by building or calling them, this ability might let them affect entities of the same type that are not already their followers.

Alternatively, this ability might further improve a previously gained follower from level 3 to level 4, or grant an additional follower.

Tier 5: Choose an ability that improves the character by providing a defense, an improved stat Pool, or another kind of protection.

Alternatively, this ability could open a new front in influencing and calling NPC allies related to the focus’s theme. For instance, someone who keeps beast allies might gain an ability to call a horde of lesser beasts. Someone who builds robots might gain an ability to build several lesser robot helpers. And so on.

Finally, this ability might improve a previously gained follower to level 5.

Tier 6: Choose two high-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One of the abilities should improve a previously gained follower to level 5, if that wasn’t already provided at tier 5. If that’s the case, this ability might be provided in addition to two other related abilities.

Another high-tier option could provide a handful of level 3 followers to the character.

The last high-tier ability could open a new front in influencing and calling NPC allies related to the focus’s theme. For instance, someone who gains followers through high charisma and training might gain an ability to learn otherwise impossible-to-glean information.

Basic

Foci that rely mostly on providing skill training, assets to tasks, and bumps to stat Pools and Edge in order to improve a character fall within the basic category. An overarching theme is also included, as with most of the other categories, that makes sense of the various basic abilities provided.

In addition, because the benefits provided by such foci are mostly straightforward (usually with a few exceptions), most basic foci would also be appropriate for non-fantastic campaigns where magic, super-science, or psychic abilities normally don’t come into play. That said, just because the abilities granted by basic foci are straightforward doesn’t mean they are not potent when combined with the abilities granted by type, descriptor, cyphers, and other character aspects.

Connection: Choose four relevant connections from the Focus Connections list.

Additional Equipment: Any object necessary to fulfill the overarching theme of the focus. For instance, a focus called Would Rather Be Reading should grant a handful of books to the character. A focus called Works for a Living should provide a set of tools.

Minor Effect Suggestions: Next action is eased.

Major Effect Suggestions: Make a free, no-action recovery roll that doesn’t count against daily recovery rolls.

The following are examples and not meant to provide a complete list of all possible foci in this category.

@UUID[.9x56c0G5TMOl1Arn#doesnt-do-much]{Doesn’t Do Much} @UUID[.9x56c0G5TMOl1Arn#interprets-the-law]{Interprets the Law} @UUID[.9x56c0G5TMOl1Arn#learns-quickly]{Learns Quickly} @UUID[.9x56c0G5TMOl1Arn#works-for-a-living]{Works for a Living} @UUID[.9x56c0G5TMOl1Arn#would-rather-be-reading]{Would Rather Be Reading}

Ability Selection Guidelines

Tier 1: Choose an ability that grants training or an asset to skills associated with the focus’s theme, or that grants 5 or 6 points to a particular Pool.

Alternatively, choose an ability that grants only 2 or 3 points to a particular Pool and an ability that provides training or an asset to just one task.

Tier 2: Choose whichever kind of ability wasn’t chosen at tier 1.

Tier 3: Choose two mid-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One option should be a non-fantastic ability that improves the character’s abilities within the focus’s theme. For instance, if the theme involves paying attention in some fashion, an information-gathering ability might be appropriate.

The other option should be something that either improves the character’s Edge in an appropriate stat or provides the character with some kind of defense.

Tier 4: Choose another ability that grants additional training or an asset to skills associated with the focus’s theme, or that grants 5 or 6 points to a particular Pool best suited to the focus. Or choose two abilities that provide only 2 or 3 points plus another tier 4 ability that improves a single task or skill.

Alternatively, provide a branch-out ability suggested at tier 5.

Finally, if the focus has yet to grant some kind of defense, a defensive ability could be provided here.

Tier 5: Choose an ability that allows the character to branch out slightly—perhaps one like Expert Skill that allows them to automatically succeed on a task they’re trained in.

Alternatively, if a nonstandard benefit was provided at tier 4, provide the benefits suggested at tier 4 here.

Tier 6: Choose two high-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One option should be an ability that provides another 5 or 6 points to a particular Pool best suited to the focus, or that the character can divide up as they wish. Alternatively, training in offense or defense would also be appropriate.

The other tier 6 option should give the character a brand-new ability within their theme, but not one that strays into the realm of the fantastic. For instance, an ability that allows a character to take two actions instead of one would be reasonable. Granting additional training, assets, or Edge would also be fine.

Energy Manipulation

Energy manipulation foci offer abilities that can call fire, electricity, force, magnetism, or nonstandard forms of energy such as cold, stone, or something stranger like “void” or “shadow.” These abilities usually give a character a way to achieve something of a balance between attacking enemies and granting themselves or allies additional protection. The focus usually also offers abilities that provide other ways to use specific energy for things like transportation, creating large concentrations of energy that can affect multiple targets, or creating a temporary object or barrier of energy.

Connection: Choose four relevant connections from the Focus Connections list.

Additional Equipment: One or more pieces of equipment immune to the energy manipulated, which might be a set of clothes. Alternatively, something related to the energy being generated. Some foci in this category don’t require additional equipment.

Energy Abilities: If a character type grants special abilities that normally use some other kind of energy, they now produce the kind used by this focus. For example, if a character uses this focus to manipulate electricity, their force blasts become blasts of electricity. These alterations change nothing except the type of damage and any knock-on effects (for instance, electricity might temporarily short out electronic systems).

Minor Effect Suggestions: The target or something near the target is hindered because of residual energy.

Major Effect Suggestions: An important item on the target’s person is destroyed.

The following are examples and not meant to provide a complete list of all possible foci in this category.

@UUID[.9x56c0G5TMOl1Arn#absorbs-energy]{Absorbs Energy} @UUID[.9x56c0G5TMOl1Arn#bears-a-halo-of-fire]{Bears a Halo of Fire} @UUID[.9x56c0G5TMOl1Arn#dances-with-dark-matter]{Dances With Dark Matter} @UUID[.9x56c0G5TMOl1Arn#rides-the-lightning]{Rides the Lightning} @UUID[.9x56c0G5TMOl1Arn#thunders]{Thunders} @UUID[.9x56c0G5TMOl1Arn#wears-a-sheen-of-ice]{Wears a Sheen of Ice}

Ability Selection Guidelines

Tier 1: Choose a low-tier ability that either inflicts damage or provides protection using the appropriate energy type in some fashion.

Sometimes an additional low-power ability is appropriate, depending on the energy type. For instance, a focus that manipulates cold might grant an ability to create snow sculptures. A focus that manipulates electricity might grant an ability to charge a depleted artifact or have an asset for dealing with electrical systems. A focus that absorbs energy might grant an ability to release it as a basic attack. And so on.

Tier 2: Choose whichever kind of ability wasn’t chosen at tier 1.

Tier 3: Choose two mid-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One option should be an ability that inflicts damage using the appropriate energy type (and possibly a related effect).

The other should grant enhanced movement by use of the appropriate energy type, give additional protection provided by the preferred energy, or use the energy in a completely new way, such as by draining the energy from a machine (if using electricity), entombing a victim in a layer of ice (if using cold), creating perfect silence (if using sound), creating a dazzling blast of illumination (if using light), and so on.

Tier 4: Choose whichever kind of ability wasn’t chosen at tier 3.

Tier 5: Choose a high-tier ability that inflicts damage (and possibly a related effect) that can affect more than one target using the appropriate energy type, or an ability that uses the energy in some fashion not previously used, as described in tiers 3 and 6.

Tier 6: Choose two high-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One of the high-tier abilities should use the preferred energy to inflict a lot of damage to a single target or to several.

The other option should use the appropriate energy type to accomplish a task not previously provided by lower-tier abilities, such as fashioning a fiery follower (if using fire), teleporting a great distance as a blast of lightning (if using electricity), creating solid objects out of the energy, and so on.

Environment Manipulation

Foci that allow a character to move objects, affect gravity, create objects (or illusions of objects), and so on are environment manipulation foci. Given that, in many cases, energy is used as part of this process, this category and energy manipulation overlap to some extent. Environment manipulation foci prioritize abilities that indirectly affect enemies and allies via objects, forces, and alterations of the surroundings; energy manipulation foci prioritize directly damaging targets with the chosen energy or force.

For example, rather than blasting a foe with a gravity pulse that does damage, a character using an environment manipulation focus based on gravity is more likely to have abilities that hold a target in place, use gravity to throw heavy objects as an attack, or lower gravity in a particular area or even on a particular object.

Connection: Choose four relevant connections from the Focus Connections list.

Additional Equipment: Any object necessary to manipulate the surrounding environment. For instance, someone with a focus that grants the ability to craft objects would require basic tools. Some foci in this category don’t require anything to gain or retain their benefits.

Environment Manipulation Abilities: Foci themes that involve imagery or visible energies can affect the look of your type abilities. Such alterations, if any, do nothing but change the appearance of effects. If gravity is manipulated, perhaps a telltale bluish glow permeates all ability uses, including type abilities. If illusion is generated, perhaps flamboyant visual and auditory qualities accompany type abilities, such as the appearance of a tentacled beast holding a target in place when Stasis is used. And so on.

Minor Effect Suggestions: The target gets turned around, and its next attack is hindered.

Major Effect Suggestions: The character is refreshed and recovers 4 points to one Pool.

The following are examples and not meant to provide a complete list of all possible foci in this category.

@UUID[.9x56c0G5TMOl1Arn#awakens-dreams]{Awakens Dreams} @UUID[.9x56c0G5TMOl1Arn#blazes-with-radiance]{Blazes With Radiance} @UUID[.9x56c0G5TMOl1Arn#calculates-the-incalculable]{Calculates the Incalculable} @UUID[.9x56c0G5TMOl1Arn#controls-gravity]{Controls Gravity} @UUID[.9x56c0G5TMOl1Arn#crafts-illusions]{Crafts Illusions} @UUID[.9x56c0G5TMOl1Arn#crafts-unique-objects]{Crafts Unique Objects} @UUID[.9x56c0G5TMOl1Arn#employs-magnetism]{Employs Magnetism} @UUID[.9x56c0G5TMOl1Arn#focuses-mind-over-matter]{Focuses Mind Over Matter}

Ability Selection Guidelines

Tier 1: Choose a low-tier ability that grants a basic use of an ability that alters the environment (or predicts it) using the focus’s theme. For instance, a gravity-affecting focus might provide an ability that makes a target lighter or heavier. An
illusion-crafting focus might grant an ability that allows the creation of an image. An object-making focus might grant a basic proficiency in creating a particular kind of object. A predictive focus might calculate outcomes and provide the character with the benefits of that foreknowledge. And so on.

Sometimes an additional low-power ability is appropriate, depending on the focus. Often, this is an ability that grants skill training in a related area of knowledge.

Tier 2: Choose a low-tier ability that provides a new defensive or offensive capability related to the focus’s theme.

Alternatively, this ability might provide an additional or brand-new capability to manipulate the environment related to the focus’s theme.

Tier 3: Choose two mid-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One option should be a mid-tier ability related to the focus’s theme that provides an additional environment manipulation capacity or further improves the basic environment manipulation ability previously granted. This ability isn’t directly offensive or defensive, but provides either an all-new ability related to the basic ability, or one that increases the strength, range, or some other extension of the previously unlocked basic ability.

The other mid-tier option should provide an offensive or defensive ability related to the specific form of movement the focus provides, if possible.

Tier 4: Choose a mid-tier ability that is either an offensive or a defensive use of the ability, whichever one wasn’t chosen as an option in the previous tier.

Tier 5: Choose a high-tier penultimate use of the environment-manipulation ability. For instance, if the focus-granted manipulation is illusory, this ability might haunt a target with terrifying images. If the focus is gravity based, it might unlock flight. If magnetic, it might allow the user to reshape metal. If the focus grants telekinetic powers, this ability could allow a character to hurl massive objects at foes. And so on.

Tier 6: Choose two high-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One of the abilities should provide either an offensive or a defensive ability, opposite the ability provided at tier 4 (though high tier rather than mid tier).

The other option should be something that further explores the use of the basic environment manipulation capability. If the tier 5 choice was the penultimate ability, this might be an even better ultimate ability related to the kind of manipulation offered, or a different way of using that ability to unlock an as-yet-unexplored facet of the ability.

Exploration

Foci that allow a character to gather information, survive in unfamiliar environments, and find their way to new locations or track down particular creatures and foes are exploration foci. Surviving in unfamiliar environments requires a reasonable selection of defensive options; however, abilities that allow a character to find and learn are prioritized.

Exploration foci rely on a variety of methods, though training and expertise are the mainstays. Some methods require specific tools (such as a vehicle) to grant the benefits provided, while others might rely on the supernatural or
super-science to learn new things and explore strange places from afar.

Connection: Choose four relevant connections from the Focus Connections list.

Additional Equipment: Any object necessary to explore. For instance, starting maps and/or
a compass would be basic equipment, while someone who uses psychic abilities might require a mirror or crystal sphere to gaze into. Equipment might also include access to a vehicle required for exploration, as previously noted.

Minor Effect Suggestions: You have an asset on any action that involves using your senses, such as perceiving or attacking, until the end of the next round.

Major Effect Suggestions: Your Intellect Edge increases by 1 until the end of the next round.

The following are examples and not meant to provide a complete list of all possible foci in this category.

@UUID[.9x56c0G5TMOl1Arn#explores-dark-places]{Explores Dark Places} @UUID[.9x56c0G5TMOl1Arn#infiltrates]{Infiltrates} @UUID[.9x56c0G5TMOl1Arn#operates-undercover]{Operates Undercover} @UUID[.9x56c0G5TMOl1Arn#pilots-starcraft]{Pilots Starcraft} @UUID[.9x56c0G5TMOl1Arn#sees-beyond]{Sees Beyond} @UUID[.9x56c0G5TMOl1Arn#separates-mind-from-body]{Separates Mind From Body}

Ability Selection Guidelines

Tier 1: Choose a low-tier ability that grants the character basic exploratory, survival, or information-gathering capabilities within the focus’s theme.

Sometimes an additional low-power ability is appropriate, depending on the focus. Often, this is an ability that grants skill training in a related area of knowledge or a related skill (though this may already be covered in the main ability). Alternatively, it might offer a simple bonus of 2 or 3 points to the Might Pool.

Tier 2: Choose another low-tier ability that grants an additional capability related to exploration, survival, or information gathering.

For instance, a focus dedicated to surviving savage conditions might offer an ability (or two) that makes it easier to avoid natural hazards, poisons, difficult terrain, and so on. A focus dedicated to exploration of a particular area might grant abilities to gain access to that area, or a capability that others normally lack (like the ability to see in the dark).

Tier 3: Choose two mid-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One option should further improve the basic exploration ability granted, or give a new exploratory, survival, or information-gathering ability.

The other option should be something that benefits the character, either an offensive or defensive ability (especially if this focus hasn’t already granted that) or something that further broadens the character’s ability to explore in the focus’s chosen realm.

Tier 4: Choose a mid-tier offensive or defensive ability (whichever wasn’t offered at tier 3) that benefits the character. Alternatively, if offensive and defensive abilities are already well represented, choose a different mid-tier ability that broadens the character’s ability to explore, survive, or gather information.

Tier 5: Choose a high-tier ability that alleviates some of the penalties for exploring, surviving, or gathering information in a normally inhospitable place.

Tier 6: Choose two high-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One option should further improve the basic exploration-themed ability previously granted, or give a brand-new exploratory, survival, or information-gathering ability.

The other option should be something that benefits the character, either an offensive or defensive ability, or yet another ability that further broadens their capacity to explore in the focus’s chosen realm.

Influence

Foci that prioritize authority and influence—whether that’s to make people or machines do as commanded, to help others, or to rise to some other prestigious and significant position—fall within the influence category.

These foci grant influence through training and persuasion, by direct mental manipulation, by using fame to get people’s attention and influence their actions, or simply by knowing and learning things that affect later decisions. In this sense, the concept of influence is broad.

Connection: Choose four relevant connections from the Focus Connections list.

Additional Equipment: Any object necessary to achieve the influence suggested should be granted as additional equipment. Some influence foci don’t require anything to gain or retain their benefits.

Minor Effect Suggestions: The range or duration of the influencing ability is doubled.

Major Effect Suggestions: An ally or indicated target can take an additional action.

The following are examples and not meant to provide a complete list of all possible foci in this category.

@UUID[.9x56c0G5TMOl1Arn#commands-mental-powers]{Commands Mental Powers} @UUID[.9x56c0G5TMOl1Arn#conducts-weird-science]{Conducts Weird Science} @UUID[.9x56c0G5TMOl1Arn#fuses-mind-and-machine]{Fuses Mind and Machine} @UUID[.9x56c0G5TMOl1Arn#is-idolized-by-millions]{Is Idolized by Millions} @UUID[.9x56c0G5TMOl1Arn#solves-mysteries]{Solves Mysteries} @UUID[.9x56c0G5TMOl1Arn#talks-to-machines]{Talks to Machines} @UUID[.9x56c0G5TMOl1Arn#works-the-system]{Works the System}

Ability Selection Guidelines

Tier 1: Choose a low-tier ability that allows the character to learn something significant enough that they can choose a smart course of action (or use that knowledge to persuade or intimidate). How the character learns the information varies by the specifics of the focus. One character might do experiments to learn answers, another might open a telepathic link with others to trade information secretly and quickly, and still another might simply be trained in interaction tasks.

Sometimes an additional low-power ability is appropriate, depending on the focus. Often, this is an ability that grants skill training in a related area of knowledge.

Tier 2: Choose a low-tier ability that improves the character’s ability to apply influence. This might open an additional front on the focus’s basic theme or simply further enhance the basic ability already provided. For instance, this tier 2 ability could ease influence-related tasks by a few steps, allow a telepath to read the minds of others who have secrets they’d otherwise not reveal, or grant influence over physical objects (either to improve them or to learn more about them). And so on.

Tier 3: Choose two mid-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One option should provide an offensive or defensive capability related to the focus’s specific kind of influence, if possible. For instance, an inventor might create a serum that gives them increased abilities (which could be used for offense or defense), a telepath might have some method of blasting foes with mental energy, and someone with only the basic skills of debate and influence through fame might have to rely on weapon training or their entourage.

The other mid-tier option should provide an additional ability to influence in the theme of the focus, or further improve the basic influence ability previously granted. This option isn’t directly offensive or defensive, but provides either an all-new ability related to the basic ability, or increases the strength, range, or some other extension of the previously unlocked basic ability. For instance, a telepath might have a psychic suggestion ability.

Tier 4: Choose a mid-tier ability that is either an offensive or a defensive use of the influence ability, whichever one wasn’t chosen as an option in the previous tier.

Alternatively, this ability could grant an additional capability related to the kind of influence the focus provides.

Tier 5: Choose a high-tier penultimate use of the specific influence ability granted at lower tiers.

Alternatively, choose an ability not previously gained at a lower tier, one that opens a new front on the particular influence capability. For instance, if the focus-granted influence is telepathic, the tier 5 ability might allow a character to see into the future to gain assets for dealing with enemies (and allies).

Tier 6: Choose two high-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One of the options should provide either an offensive or a defensive ability, opposite the ability provided at tier 4 (though high tier rather than mid tier).

The other option should be something that further explores the use of the basic influence ability provided by the focus. If the tier 5 choice was the penultimate ability, this might be an even better ultimate ability related to the kind of influence used, or a different way of using that ability to unlock an as-yet-unexplored facet of the ability.

Irregular

Most foci have a basic theme, a “character story” that logically leads to a series of related abilities. However, certain foci themes are so wide that they don’t fit into any other category except an irregular one of their own.

Irregular foci provide a basket of disparate abilities. Usually that’s because the overarching theme is one that demands variability and access to several different kinds of abilities. Often, these foci are found in genres that suggest additional rule tweaks to leverage their use even further, such as power shifts in the superhero genre and spellcasting in the fantasy genre. However, other irregular foci are possible.

Connection: Choose four relevant connections from the Focus Connections list.

Additional Equipment: Any object necessary to the focus’s theme. For instance, a
superhero-themed focus might grant a superhero costume.

Minor Effect Suggestions: The target is also dazed for one round, during which time all of its tasks are hindered.

Major Effect Suggestions: The target is stunned and loses its next turn.

The following are examples and not meant to provide a complete list of all possible foci in this category.

@UUID[.9x56c0G5TMOl1Arn#channels-divine-blessings]{Channels Divine Blessings} @UUID[.9x56c0G5TMOl1Arn#descends-from-nobility]{Descends From Nobility} @UUID[.9x56c0G5TMOl1Arn#emerged-from-the-obelisk]{Emerged From the Obelisk} @UUID[.9x56c0G5TMOl1Arn#flies-faster-than-a-bullet]{Flies Faster Than a Bullet} @UUID[.9x56c0G5TMOl1Arn#masters-spells]{Masters Spells} @UUID[.9x56c0G5TMOl1Arn#speaks-for-the-land]{Speaks for the Land}

Ability Selection Guidelines

Tier 1: Choose a low-tier ability that grants one of the benefits the focus theme promises, one that a first-tier character should have.

Sometimes an additional low-power ability is appropriate, depending on the focus. Often, this is an ability that grants skill training in a related area of knowledge or a related skill. Alternatively, it might offer a simple bonus of 2 or 3 points to a Pool.

Tier 2: Choose a low-tier ability that grants one of the benefits the focus theme promises, one that’s presumably not immediately related to the one provided at tier 1. That said, if a defense wasn’t provided at tier 1, tier 2 is a good place to add it.

Tier 3: Choose two mid-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One option should provide one of the benefits the focus theme promises, one that may not be immediately related to those provided at earlier tiers.

The other option should include a method of attack if none has previously been granted. Alternatively, if the lower-tier abilities don’t quite get the character where they need to be, this option might further increase a capability unlocked at a lower tier.

Tier 4: Choose a mid-tier ability that grants one of the benefits the focus theme promises, one that may not be immediately related to those provided at earlier tiers.

Tier 5: Choose a high-tier ability that grants one of the benefits the focus theme promises, one that may not be immediately related to those provided at earlier tiers.

Tier 6: Choose two high-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One option should grant one of the benefits the focus theme promises, one that may not be immediately related to those provided at earlier tiers. However, this ability might also provide an ultimate version of a lower-tier ability if a mid-tier or low-tier option wasn’t quite sufficient.

The other option should provide an alternate method to round out the character in a way that doesn’t replicate the first tier 6 option. For instance, if the first option provided some kind of attack, this one might be an interaction, information-gathering, or healing ability, depending on the focus’s overarching theme.

Movement Expertise

Foci that prioritize novel forms of movement—in order to excel in combat, escape situations most others can’t, move with stealth for purposes of theft or escape, or move into locations normally inaccessible—fall within the movement expertise category. These foci usually have methods of granting either offense or defense through movement, though they may provide some means of doing both.

The classic movement expertise focus is one that relies on speed to make more attacks and avoid being hit, though general agility might also provide the same benefit. Other foci in this category might fall within the theme by granting a character the ability to become immaterial, to change their form into something like water or air, or to instantly move via teleportation.

Connection: Choose four relevant connections from the Focus Connections list.

Additional Equipment: Any object necessary to achieve great speeds, change state, or otherwise gain the benefit of the focus should be granted as additional equipment. Some foci in this category don’t require anything to gain or retain their benefits.

Minor Effect Suggestions: The target is dazed, and their next action is hindered.

Major Effect Suggestions: The target is stunned and loses their next action.

The following are examples and not meant to provide a complete list of all possible foci in this category.

@UUID[.9x56c0G5TMOl1Arn#exists-partially-out-of-phase]{Exists Partially Out of Phase} @UUID[.9x56c0G5TMOl1Arn#moves-like-a-cat]{Moves Like a Cat} @UUID[.9x56c0G5TMOl1Arn#moves-like-the-wind]{Moves Like the Wind} @UUID[.9x56c0G5TMOl1Arn#runs-away]{Runs Away} @UUID[.9x56c0G5TMOl1Arn#shreds-the-walls-of-the-world]{Shreds the Walls of the World} @UUID[.9x56c0G5TMOl1Arn#travels-through-time]{Travels Through Time} @UUID[.9x56c0G5TMOl1Arn#works-the-back-alleys]{Works the Back Alleys}

Ability Selection Guidelines

Tier 1: Choose a low-tier ability that grants the basic benefit of the specific movement style, whether that’s enhanced speed, agility, immateriality, and so on.

Sometimes an additional low-power ability is appropriate, depending on the focus. If the basic benefit of the movement demands some kind of additional understanding or training, this ability could be that. Alternatively, if the movement provided seems like it should also unlock a basic offensive or defensive benefit (relying on the use of the initial basic ability), append it as well.

Tier 2: Choose a low-tier ability that provides a new offensive or defensive capability related to the focus’s theme.

Alternatively, this ability might provide some additional capability related to the form of movement that grants useful information to the character that would normally be inaccessible to someone without the focus.

Tier 3: Choose two mid-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One option should provide an additional movement capacity or further improve the basic movement capacity, related to the focus’s theme. This isn’t directly offensive or defensive, but provides the character with a new level of ability or an all-new ability related to their basic movement ability.

The other option should provide either an offensive or a defensive capability related to the specific form of movement the focus provides.

Tier 4: Choose a mid-tier ability that further enhances the advantages provided by focus’s movement-enhancing paradigm. This could provide a new or better form of defense (directly, or indirectly if moving to a location or time where danger doesn’t threaten), or a new or better form of offense.

Tier 5: Choose a high-tier penultimate use of the movement-related ability. For instance, if the focus-provided movement is temporal, this ability might allow actual (if brief) jaunts of time travel. If the focus enhances speed, this ability might allow the character to move up to a very long distance with one action. And so on.

Alternatively, unlock an as-yet-unexplored related ability that could derive from the basic movement power provided by the focus.

Tier 6: Choose two high-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One of the options should provide either an offensive or a defensive ability, opposite the ability provided at tier 4 (though high tier rather than mid tier).

The other option should be something that further explores the use of the basic
movement ability. If the tier 5 choice was the penultimate ability, this might be an even better ultimate ability related to the movement.

Striker Combat

Striker combat foci prioritize dealing damage in battle over other concerns. Foci in this category offer defensive abilities as well, but they emphasize abilities that provide ways to spike damage to heights that other foci normally don’t reach.

To achieve this end, a striker combat focus might offer mastery of a particular style of martial combat, which could be training with a particular weapon or martial art, or the use of a unique tool (or even a kind of energy). A style might be something as singular as being the best at fighting a particular kind of enemy, or something much broader, such as adopting a particularly vicious or unsporting style. A striker combatant might use fire, force, or magnetism as their preferred method of spiking damage.

Connection: Choose four relevant connections from the Focus Connections list.

Additional Equipment: The weapon, tool, or other special item or substance (if any) required to engage in the particular style of combat. For instance, a dose of level 5 poison for Fights Dirty or Murders, a trophy from a previously defeated foe for Battles Robots, or stylish clothes for Fights With Panache.

Minor Effect Suggestions: The target is so dazzled by your expertise that it is dazed for one round, hindering all of its tasks.

Major Effect Suggestions: Make an immediate additional attack using an attack provided by the focus as part of your turn.

The following are examples and not meant to provide a complete list of all possible foci in this category.

@UUID[.9x56c0G5TMOl1Arn#battles-robots]{Battles Robots} @UUID[.9x56c0G5TMOl1Arn#fights-dirty]{Fights Dirty} @UUID[.9x56c0G5TMOl1Arn#fights-with-panache]{Fights With Panache} @UUID[.9x56c0G5TMOl1Arn#hunts]{Hunts} @UUID[.9x56c0G5TMOl1Arn#is-licensed-to-carry]{Is Licensed to Carry} @UUID[.9x56c0G5TMOl1Arn#looks-for-trouble]{Looks for Trouble} @UUID[.9x56c0G5TMOl1Arn#masters-weaponry]{Masters Weaponry} @UUID[.9x56c0G5TMOl1Arn#murders]{Murders} @UUID[.9x56c0G5TMOl1Arn#needs-no-weapon]{Needs No Weapon} @UUID[.9x56c0G5TMOl1Arn#performs-feats-of-strength]{Performs Feats of Strength} @UUID[.9x56c0G5TMOl1Arn#rages]{Rages} @UUID[.9x56c0G5TMOl1Arn#slays-monsters]{Slays Monsters} @UUID[.9x56c0G5TMOl1Arn#throws-with-deadly-accuracy]{Throws With Deadly Accuracy} @UUID[.9x56c0G5TMOl1Arn#wields-two-weapons-at-once]{Wields Two Weapons at Once}

Ability Selection Guidelines

Tier 1: Choose a low-tier ability that inflicts additional damage when a character attacks using the focus’s particular fighting style, energy, or attitude, or when used against a chosen enemy.

Sometimes an additional low-power ability is appropriate, depending on the focus. For instance, a focus that grants proficiency in a special weapon might offer training in crafting tasks associated with that weapon. A focus that grants increased damage against a particular kind of foe might offer training in skills to recognize, locate, or just have general knowledge about that foe. A fighting style that involves fighting in a vicious or dirty manner might provide training in intimidation. And so on.

If the focus is about fighting a particular enemy, additional secondary powers (more than might otherwise be offered) may be appropriate. Those either further enhance effectiveness against the chosen enemy, or offer broader but related abilities that give the character who takes the focus some functionality even when not fighting that enemy.

Tier 2: Choose a low-tier ability that provides some form of defense using the weapon, weapon style, or chosen energy. If the weapon style is being especially good at fighting a certain kind of foe, the ability should be a defense against that kind of foe. Alternatively, the focus might offer another method for increasing damage within the chosen paradigm.

Sometimes an additional low-power ability is appropriate at tier 2. If so, choose whichever
low-power ability wasn’t gained at tier 1.

Tier 3: Choose two mid-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One option should inflict additional damage when using the focus’s fighting style, energy, or attitude, or when used against a chosen enemy. That could be as simple as an ability that offers an additional attack of that kind.

The other option should provide a method to temporarily neutralize a foe by disarming them, dazing or stunning them, slowing or holding them, or otherwise discombobulating them by using the focus’s fighting style, energy, or attitude, or when used against a chosen enemy.

Tier 4: Choose a mid-tier ability that further enhances the advantages provided by the focus’s paradigm. Often, this includes training in a particular kind of attack. Alternatively, the ability might increase the advantages provided by achieving a certain combat status, such as gaining surprise.

Tier 5: Choose a high-tier ability that inflicts damage. Alternatively, if focused on fighting a particular kind of foe, this ability might give the character a chance to completely neutralize, destroy, blind, or kill a singular target of up to level 3 (or higher, if the focus is on a singular foe).

Tier 6: Choose two high-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One of the options should use the focus paradigm to inflict an exceptional amount of damage.

The other option could be a different way of inflicting damage, either using the focus paradigm or just dealing lots of damage in general (and relying on previous focus tier abilities to improve targeting). This could be against multiple targets if the first option was for a single target, to outright kill or neutralize a target (starting with level 4, but with guidance for using Effort to increase the level of the target), or to select yet another foe, make another attack, or get away in order to fight another day.

Support

Foci that allow a character to help others succeed, defend others, heal others who are hurt, and so on are support foci. Of course, most foci abilities are often used in aid of others, but support foci (such as Siphons Power) prioritize aiding, healing, and improving the character who takes the focus.

Support foci rely on a variety of methods to provide their help, including martial training used in defense, supernatural or sci-fi means of providing healing, or simply easing the cares of others through entertainment.

Connection: Choose four relevant connections from the Focus Connections list.

Additional Equipment: Any object necessary to provide support. For instance, someone with a focus that uses entertainment to help others would require an instrument or similar object in aid of their craft. Some foci in this category don’t require anything to gain or retain their benefits.

Minor Effect Suggestions: You can draw an attack without having to use an action at any point before the end of the next round.

Major Effect Suggestions: You can take an extra action in aid of an ally.

The following are examples and not meant to provide a complete list of all possible foci in this category.

@UUID[.9x56c0G5TMOl1Arn#defends-the-weak]{Defends the Weak} @UUID[.9x56c0G5TMOl1Arn#entertains]{Entertains} @UUID[.9x56c0G5TMOl1Arn#helps-their-friends]{Helps Their Friends} @UUID[.9x56c0G5TMOl1Arn#metes-out-justice]{Metes Out Justice} @UUID[.9x56c0G5TMOl1Arn#shepherds-the-community]{Shepherds the Community} @UUID[.9x56c0G5TMOl1Arn#siphons-power]{Siphons Power} @UUID[.9x56c0G5TMOl1Arn#works-miracles]{Works Miracles}

Ability Selection Guidelines

Tier 1: Choose a low-tier ability that provides some form of defense, aid or entertainment, benefit to recovery or healing, or protection. That defense or protection could be to the PC and not to an ally, as one cannot protect another without first being able to protect themselves (and sometimes protecting themselves is the entire point).

Sometimes an additional low-power ability is appropriate, depending on the focus. Often, this is an ability that grants skill training in a related area of knowledge or a related skill, but it might be something that works with the initial ability that, by itself, wouldn’t do much.

Tier 2: Choose a low-tier ability that follows up on the support style opened in the previous tier. If the previous tier’s ability provided a means of protection only for the focus taker, this tier 2 ability should specifically provide aid to another. If the previous tier specifically provided aid to another, this tier 2 ability could defend the focus taker or provide an offensive capability grounded, if possible, in the focus’s theme.

Tier 3: Choose two mid-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One option should work within the focus’s theme to aid, heal, protect, or otherwise help another.

The other option should be something that benefits the character, either an offensive or defensive ability, or something that broadens their expertise in some fashion. Alternatively, it could be another, different method of helping someone else.

Tier 4: Choose a mid-tier ability that gives an ally a direct boon or provides the character with a way to help another. It could also be an ability that harms or nullifies a foe, as removing foes certainly helps allies.

Tier 5: Choose a high-tier ability that provides an offensive or defensive option for the character, if none have been provided yet. If this need has been previously addressed or is deemed unnecessary, choose a high-tier ability that provides some form of defense, aid or entertainment, benefit to recovery or healing, or protection to another. For example, a tier 5 ability might grant an ally an additional free action or allow them to repeat a failed action.

Tier 6: Choose two high-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One of the options should provide an ultimate method of helping another in the theme of the focus.

The other option could provide an alternative ultimate method of helping another; many foci in this category do. However, an option that provides high-tier offense or defense is also completely reasonable.

Tank Combat

Foci that prioritize being able to take a lot of punishment and soak up excess damage from foes fall within the tank combat category. These foci provide offensive abilities too, as well as additional abilities related to the particular method by which improved protection is achieved, but defensive abilities are most pronounced.

Some tank combat foci involve a physical transformation that grants additional protection, and others rely on specialized training, use tools like shields or heavy armor, or provide the ability to heal incredibly fast. The kinds of physical transformation that a tank focus provides, if any, vary widely. A focus might turn a character’s skin to stone, reinforce their body with metal, turn them into a monstrous being, make them so big it becomes harder to hurt them, and so on.

Connection: Choose four relevant connections from the Focus Connections list.

Additional Equipment: Any object necessary to maintain a physical transformation (such as a tool for repair if partly robotic, a shield or other defensive tool used if skilled, or possibly some kind of amulet or serum). Some tank combat foci don’t require anything to gain or retain their benefits.

Minor Effect Suggestions: +2 to Armor for a few rounds.

Major Effect Suggestions: Regain 2 points to Might Pool.

The following are examples and not meant to provide a complete list of all possible foci in this category.

@UUID[.9x56c0G5TMOl1Arn#abides-in-stone]{Abides in Stone} @UUID[.9x56c0G5TMOl1Arn#brandishes-an-exotic-shield]{Brandishes an Exotic Shield} @UUID[.9x56c0G5TMOl1Arn#defends-the-gate]{Defends the Gate} @UUID[.9x56c0G5TMOl1Arn#fuses-flesh-and-steel]{Fuses Flesh and Steel} @UUID[.9x56c0G5TMOl1Arn#grows-to-towering-heights]{Grows to Towering Heights} @UUID[.9x56c0G5TMOl1Arn#howls-at-the-moon]{Howls at the Moon} @UUID[.9x56c0G5TMOl1Arn#lives-in-the-wilderness]{Lives in the Wilderness} @UUID[.9x56c0G5TMOl1Arn#masters-defense]{Masters Defense} @UUID[.9x56c0G5TMOl1Arn#never-says-die]{Never Says Die} @UUID[.9x56c0G5TMOl1Arn#stands-like-a-bastion]{Stands Like a Bastion}

Ability Selection Guidelines

Tier 1: Choose a low-tier ability that provides defense within the focus’s theme. If the theme is simply intense training or the use of a defensive tool, the ability might be as simple as a bonus to Armor. If protection comes from physical transformation, this ability provides the base form effects, benefits, and in some cases drawbacks for making the transformation. A low-tier enhanced healing ability would also be appropriate at first tier.

Sometimes an additional low-power ability is appropriate, depending on the focus. If the character transforms, this ability may provide a knock-on effect, though in the case of some transformations, it might be a description of how someone with an abnormal physiognomy can fully heal. Other times, the secondary power may simply be training in a related skill, or it may unlock the ability to use a particular armor or shield without penalty.

Tier 2: If the theme of the focus isn’t physical transformation, choose a low-tier ability that provides an additional method of defending, healing damage, or avoiding attacks.

If the theme of the focus is physical transformation, choose a low-tier ability that unlocks a new capability related to the form the character takes. That might mean gaining better control of the transformation, unlocking a robotic interface, or otherwise more fully unlocking that form. This ability is not necessarily defensive, though it could be.

Tier 3: Choose two mid-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One option should provide an additional form of protection in keeping with the focus’s theme, such as more defensive capabilities unlocked from a transformation (which might also come with additional offensive capabilities) or a simple physical enhancement if defense is gained by skills or enhanced healing.

The other option should provide an offensive capability, especially if creating a non-transformation focus that doesn’t already have offensive benefits. That capability could be an enhanced attack or provide some other benefit useful in combat, such as quickly evading or (on the other end of the continuum) becoming immovable.

Tier 4: Choose a mid-tier ability that further enhances the advantages provided by the focus’s damage-soaking paradigm. Often, this includes training in a particular kind of defense. Alternatively, it might increase the advantages provided by previously unlocked defensive abilities, whether that means gaining greater control over a transformation, gaining additional chances to avoid damage or retry tasks related to enhanced determination, and so on. If the focus is lacking in offensive options, this is a good place to include one.

Tier 5: Choose a high-tier ability that provides protection, possibly in the form of shrugging off a debilitating condition (including death). If the focus offers a physical transformation, this ability might further unlock an additional related ability, whether offensive, defensive, or something related to exploration or interaction (such as flight if the form is winged, intimidation if the form is fearsome, and so on).

Tier 6: Choose two high-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One option should use the focus paradigm to increase the defense, protection, or ability to shrug off damage.

The other option could be a different way of being defensive. In some cases, the best defense is a good offense, so this option could provide a high-tier offensive ability in keeping with the focus’s theme, whether that’s a straight-up damage boost on attacks or better control of an unstable physical transformation.

","markdown":""},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"ownership":{"default":-1},"flags":{}},{"sort":399219,"name":"Abilities","type":"text","_id":"YRhX8KikaF361373","title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"

A character’s type, flavor, and focus assign an appropriate tier to each ability. However, if you’re creating a brand-new focus or type, we provide a couple of additional tools.

The first is a power grade for each ability, which tells you about how potent it is in relation to other abilities. Abilities appropriate for tiers 1 and 2 characters are called “low-tier” abilities. Abilities appropriate for tiers 3 and 4 are called “mid-tier” abilities. Abilities appropriate for tiers 5 and 6 are called “high-tier” abilities.

These abilities are further sorted into ability categories based on the kinds of things they do—abilities that improve physical attacks are in the attack skill category, abilities that assist allies are in the support category, and so on.

Unless otherwise noted, you cannot choose the same ability twice, even if you get it from both your type and a flavor.

Ability Categories and Relative Power

Abilities can be divided into several categories based on the kinds of things they do—improve your physical attacks, assist allies, provide defense, give you a special attack form, and so on. Under each of the following category descriptions is a list of abilities that fit that category, sorted into low-, medium-, and high-tier abilities.

The categories are mainly used by GMs when designing new foci for a campaign, allowing them to search a short list of abilities instead of trying to find something appropriate among the thousand or so abilities in this chapter. For example, the GM might have a custom focus in their campaign called “Is Born of the Swamp” and want a defensive ability for tier 5, so they can look at the high-tier abilities in the protection category and quickly narrow down what options are available.

It may be possible that a character gains the same ability from more than one source (such as from their type and their descriptor). Unless the two abilities are obviously additive (such as two abilities that each add 3 points to your Might Pool, which together would give the character +6 Might points), the duplicated ability might be improved in some way, such as having a longer duration or greater effect, or automatically providing an asset. Some abilities give suggestions on how to do this; otherwise, the player and the GM should work out whether and how the ability is improved.

The ability categories are not intended to be rigid or comprehensive. Some abilities fall into more than one category, and it could be argued that some abilities could be included in more categories than are listed here.

These categories have some overlap with the categories in the Creating New Foci chapter. For example, there is a support category here and a support category in the Creating New Foci chapter. They aren’t intended to be exact parallels and they don’t mean exactly the same thing. That said, if you’re creating a support-centric focus, many of the abilities in the support ability category would be appropriate choices.

Attack Skill

Gives you training or specialization in a specific physical attack (like swords or unarmed combat), a category of physical attacks (light bladed, heavy bashing, and so on), or another physical skill primarily used to inflict harm (such as breaking objects).

Low Tier

@UUID[Compendium.cyphersystem-compendium.abilities.YBMLX3Jm5oN79J6G]{Heads-Up Display} @UUID[Compendium.cyphersystem-compendium.abilities.wAbsUj5mHZatr3JG]{Practiced With Guns} @UUID[Compendium.cyphersystem-compendium.abilities.NhijFGxYepJtaa0r]{Practiced With Medium Weapons} @UUID[Compendium.cyphersystem-compendium.abilities.WFK0xBSAIpD59va8]{Practiced With Swords} @UUID[Compendium.cyphersystem-compendium.abilities.FEkLEYwk7r9KE7oC]{Quarry} @UUID[Compendium.cyphersystem-compendium.abilities.JJKRrcU5L1yM9y90]{Unarmed Fighting Style}

Mid Tier

@UUID[Compendium.cyphersystem-compendium.abilities.R0UuZ32vmmeFbSMV]{Blood Fever} @UUID[Compendium.cyphersystem-compendium.abilities.Z7JkIlrv7gxim4Fn]{Cognizant Offense} @UUID[Compendium.cyphersystem-compendium.abilities.nOuOE3EkrNr81pSq]{Greater Skill With Defense} @UUID[Compendium.cyphersystem-compendium.abilities.yl2zo179wXZW5Xxc]{Practiced With All Weapons} @UUID[Compendium.cyphersystem-compendium.abilities.NoKdHv0FSytZR4iF]{Robot Fighter} @UUID[Compendium.cyphersystem-compendium.abilities.NcItnMHjeG9fgE1K]{Serv-0 Aim} @UUID[Compendium.cyphersystem-compendium.abilities.lPqCQOQJF0JfoFRn]{Serv-0 Brawler} @UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks} @UUID[Compendium.cyphersystem-compendium.abilities.QDSSTe5EGrBHjtnL]{Sniper’s Aim} @UUID[Compendium.cyphersystem-compendium.abilities.hbWaCBEfSMujqvDf]{Specialized Throwing}

High Tier

@UUID[Compendium.cyphersystem-compendium.abilities.2uSx4ErQ9f2QLX5M]{As Foretold in Prophecy} @UUID[Compendium.cyphersystem-compendium.abilities.AsmIgvoIRPEtuzkh]{Duel to the Death} @UUID[Compendium.cyphersystem-compendium.abilities.oroWEBbp3cvrYwH9]{Greater Skill With Attacks} @UUID[Compendium.cyphersystem-compendium.abilities.LE8NtDKG9TzXBv5B]{Hunter’s Drive} @UUID[Compendium.cyphersystem-compendium.abilities.S4PaEqmYjg4TGoG3]{Master of Unarmed Fighting Style} @UUID[Compendium.cyphersystem-compendium.abilities.kNSRytTtQX0rU3aE]{Mastery With Attacks} @UUID[Compendium.cyphersystem-compendium.abilities.F6mAzjhG2T4irVjy]{Specialized Basher}

Companion

Gives you a follower, modifies a follower, or gives you an additional benefit when interacting with or near your follower. This category includes humanoid followers, beast companions, and temporary companions like summoned swarms, conjured spirits, and so on.

Low Tier

@UUID[Compendium.cyphersystem-compendium.abilities.4XwwFeGO5haHxvQs]{Basic Follower} @UUID[Compendium.cyphersystem-compendium.abilities.bOohoEcDegDBinFc]{Beast Companion} @UUID[Compendium.cyphersystem-compendium.abilities.9Kag2UMn6Wdxq4Zo]{Bound Magic Creature} @UUID[Compendium.cyphersystem-compendium.abilities.hIxPlDRbNqallNiu]{Control Swarm} @UUID[Compendium.cyphersystem-compendium.abilities.tgS72E10jiPF3Dm3]{Critter Companion} @UUID[Compendium.cyphersystem-compendium.abilities.P1jQZdPIrxo4wNlr]{Duplicate} @UUID[Compendium.cyphersystem-compendium.abilities.ZK4CUb9HH4J5A8IN]{Entourage} @UUID[Compendium.cyphersystem-compendium.abilities.ZEcFnsNXgcozJElT]{Influence Swarm} @UUID[Compendium.cyphersystem-compendium.abilities.yaLHxRtVBhveqHJA]{Necromancy} @UUID[Compendium.cyphersystem-compendium.abilities.oEubmS7pZ3zFK8uJ]{Resilient Duplicate} @UUID[Compendium.cyphersystem-compendium.abilities.paIv2etaqLqY76y0]{Robot Assistant} @UUID[Compendium.cyphersystem-compendium.abilities.v1lZkKjSCS1pjnET]{Serv-0} @UUID[Compendium.cyphersystem-compendium.abilities.RkOvawhfH5MHQFOH]{Spirit Accomplice}

Mid Tier

@UUID[Compendium.cyphersystem-compendium.abilities.zstBkLwRduC7vgGT]{Beast Eyes} @UUID[Compendium.cyphersystem-compendium.abilities.gLxVxCSix441TyKq]{Call Swarm} @UUID[Compendium.cyphersystem-compendium.abilities.ETGBAqAc1ApFH5cx]{Expert Follower} @UUID[Compendium.cyphersystem-compendium.abilities.BQnrZXeivue9Q2qp]{Fellow Explorer} @UUID[Compendium.cyphersystem-compendium.abilities.srn53BB1da8Elh1t]{Fiery Hand of Doom} @UUID[Compendium.cyphersystem-compendium.abilities.rUzrjRuT2nfEdCaJ]{Gain Unusual Companion} @UUID[Compendium.cyphersystem-compendium.abilities.vEVmBgz2TxOH3aSk]{Greater Necromancy} @UUID[Compendium.cyphersystem-compendium.abilities.QxOsAHpd8ZkEXI5u]{Improved Object Bond} @UUID[Compendium.cyphersystem-compendium.abilities.CEscdPwUrBpzUeS0]{Living Armor} @UUID[Compendium.cyphersystem-compendium.abilities.XkFsMa9e9IY2FRcN]{Machine Companion} @UUID[Compendium.cyphersystem-compendium.abilities.cGcblQ2qvyHM02kY]{Mount} @UUID[Compendium.cyphersystem-compendium.abilities.S2OZtm12S2YvxD7H]{Retinue} @UUID[Compendium.cyphersystem-compendium.abilities.Nyt7Z1xWqmnuu265]{Shipspeak} @UUID[Compendium.cyphersystem-compendium.abilities.h1rn92kIqG5VVYd6]{Stronger Together} @UUID[Compendium.cyphersystem-compendium.abilities.wEWyNKnVgVOjsyms]{Summon Giant Spider} @UUID[Compendium.cyphersystem-compendium.abilities.FwEUY43Q8EMVCCsL]{Superior Duplicate} @UUID[Compendium.cyphersystem-compendium.abilities.OWRsjlf3ahyH9eez]{Time Doppelganger} @UUID[Compendium.cyphersystem-compendium.abilities.l5vgtPP0LcsqGrzn]{Time Loop}

High Tier

@UUID[Compendium.cyphersystem-compendium.abilities.Qm31Nw2SkBpVcv9M]{As If One Creature} @UUID[Compendium.cyphersystem-compendium.abilities.fD8yD0pGCMdOJkGb]{Band of Desperados} @UUID[Compendium.cyphersystem-compendium.abilities.KpbEHKNSEycVB1GU]{Band of Followers} @UUID[Compendium.cyphersystem-compendium.abilities.pFWDdnTXCiPfwsWv]{Beast Call} @UUID[Compendium.cyphersystem-compendium.abilities.jVY1PTxvZvpjZILB]{Call Dead Spirit} @UUID[Compendium.cyphersystem-compendium.abilities.HUVY2MA2CBegFhLY]{Call in Favor} @UUID[Compendium.cyphersystem-compendium.abilities.ElsQU746B70tsPmZ]{Call Otherworldly Spirit} @UUID[Compendium.cyphersystem-compendium.abilities.U58ZQ1X3byfANn4W]{Call Through Time} @UUID[Compendium.cyphersystem-compendium.abilities.8SDpRRzZRF73zLsF]{Conjuration} @UUID[Compendium.cyphersystem-compendium.abilities.iQhBPww1s4wRZcDz]{Deadly Swarm} @UUID[Compendium.cyphersystem-compendium.abilities.M1FHIlVPVv8O02LV]{Dragon’s Maw} @UUID[Compendium.cyphersystem-compendium.abilities.NVdx8QjmTP5eOjDh]{Fire Servant} @UUID[Compendium.cyphersystem-compendium.abilities.iEOf9IkbHU8oBOMm]{Improved Apportation} @UUID[Compendium.cyphersystem-compendium.abilities.0IlHHY1ktkN2L5Sp]{Improved Companion} @UUID[Compendium.cyphersystem-compendium.abilities.PKFz6WVsaKm5kIir]{Improved Machine Companion} @UUID[Compendium.cyphersystem-compendium.abilities.UJpMPRD25O7HvhbV]{Insect Eruption} @UUID[Compendium.cyphersystem-compendium.abilities.pGJIwlCJDib2Splm]{Legal Intern} @UUID[Compendium.cyphersystem-compendium.abilities.rHApGqEQj8TCGa3f]{Masterful Armor Modification} @UUID[Compendium.cyphersystem-compendium.abilities.rsYzxCchklPSFAp7]{Multiplicity} @UUID[Compendium.cyphersystem-compendium.abilities.Aprz5cRtdgiAIYUM]{Object Bond Mastery} @UUID[Compendium.cyphersystem-compendium.abilities.3EcnBLVtGwxpWXBW]{Recruit Deputy} @UUID[Compendium.cyphersystem-compendium.abilities.yqhUXLWMSNn5IYOn]{Robot Fleet} @UUID[Compendium.cyphersystem-compendium.abilities.LnZkUlKUuuD7iW3P]{Summon Demon} @UUID[Compendium.cyphersystem-compendium.abilities.OWRsjlf3ahyH9eez]{Time Doppelganger} @UUID[Compendium.cyphersystem-compendium.abilities.GDphyYXSfjKE5BST]{True Necromancy}

Control

Controls or influences minds in ways outside of what could be done with conventional intimidation and persuasion, such as using psychic mind control, fear gas, and so on.

Low Tier

@UUID[Compendium.cyphersystem-compendium.abilities.BggeJtN5IcutwLJg]{Calm Stranger} @UUID[Compendium.cyphersystem-compendium.abilities.SeAlSU8Rim5CWsgV]{Charm Machine} @UUID[Compendium.cyphersystem-compendium.abilities.fg8V2R3kpLX2sHRn]{Cloud Personal Memories} @UUID[Compendium.cyphersystem-compendium.abilities.ag3OU8JZuc769034]{Community Activist} @UUID[Compendium.cyphersystem-compendium.abilities.ulHj0pzmwc515fve]{Fast Talk} @UUID[Compendium.cyphersystem-compendium.abilities.M2oXV5cRSdMlUZDm]{Goad} @UUID[Compendium.cyphersystem-compendium.abilities.0V2NE0905wwYPRVo]{Hack the Impossible} @UUID[Compendium.cyphersystem-compendium.abilities.kgCuCmU8kn0UMy8v]{Robot Control} @UUID[Compendium.cyphersystem-compendium.abilities.gT21nqWZ9Es576oC]{Soothe the Savage} @UUID[Compendium.cyphersystem-compendium.abilities.qVlbJjB7X8R78rz0]{Terrifying Presence}

Mid Tier

@UUID[Compendium.cyphersystem-compendium.abilities.CLObcsu2DKKKhzyK]{Calm} @UUID[Compendium.cyphersystem-compendium.abilities.8EMTH3JCrC5Vjt63]{Captivate or Inspire} @UUID[Compendium.cyphersystem-compendium.abilities.mUhnX0UmEw2BROkI]{Captivate With Starshine} @UUID[Compendium.cyphersystem-compendium.abilities.t83oYxQRuO2u2zx4]{Command} @UUID[Compendium.cyphersystem-compendium.abilities.OE5yXpzWC8lSUmGX]{Command Machine} @UUID[Compendium.cyphersystem-compendium.abilities.dCQdSi11hJDyOSdD]{Command Spirit} @UUID[Compendium.cyphersystem-compendium.abilities.crFxkKwBNdnD6tX4]{Crowd Control} @UUID[Compendium.cyphersystem-compendium.abilities.FIU24o7T66ViVgyg]{Daydream} @UUID[Compendium.cyphersystem-compendium.abilities.sqiDNk5qXh9j3zwh]{Grand Deception} @UUID[Compendium.cyphersystem-compendium.abilities.ljhjSIxYOCbPXEFR]{Interruption} @UUID[Compendium.cyphersystem-compendium.abilities.Vcfc6yjbqX6WSzCf]{Mind Control} @UUID[Compendium.cyphersystem-compendium.abilities.iRqXVpngq6vfgtEn]{Psychic Suggestion}

High Tier

@UUID[Compendium.cyphersystem-compendium.abilities.zTsjsWVgzjQzl2MW]{Advanced Command} @UUID[Compendium.cyphersystem-compendium.abilities.By276DS858KmWNZq]{Assume Control} @UUID[Compendium.cyphersystem-compendium.abilities.3SiJ5Drao8XtmgzV]{Brainwashing} @UUID[Compendium.cyphersystem-compendium.abilities.aWbDzueOAxSW1d3C]{Change the Paradigm} @UUID[Compendium.cyphersystem-compendium.abilities.FxohCBSksJIu1BSA]{Control Machine} @UUID[Compendium.cyphersystem-compendium.abilities.LvoH43SKKtr3urKo]{Control the Savage} @UUID[Compendium.cyphersystem-compendium.abilities.0f2qoQlYGRqgu0Nj]{Defuse Situation} @UUID[Compendium.cyphersystem-compendium.abilities.UyW320RhzarMNoss]{Flee} @UUID[Compendium.cyphersystem-compendium.abilities.miR0d91lKIfmBGdO]{Psychic Passenger} @UUID[Compendium.cyphersystem-compendium.abilities.cfR2uFYjteKAqsYw]{Show Them the Way} @UUID[Compendium.cyphersystem-compendium.abilities.3wZZC07ADxO3mImS]{Suggestion} @UUID[Compendium.cyphersystem-compendium.abilities.ZTp4SZ673tDJpmuS]{Word of Command}

Craft

Creates useful physical things, such as mundane tools (hammers, crowbars), limited-use devices (manifest cyphers, artifacts), or independent beings (robots, elementals, zombies). Includes blueprints, plans, and effects that aid or speed crafting.

Low Tier

@UUID[Compendium.cyphersystem-compendium.abilities.JoPcORtuhjnAJ5mT]{Create Deadly Poison} @UUID[Compendium.cyphersystem-compendium.abilities.ZvKFftq7doCxI7T5]{Fortification Builder} @UUID[Compendium.cyphersystem-compendium.abilities.IswvUEdCBBZDRme6]{Junkmonger} @UUID[Compendium.cyphersystem-compendium.abilities.JK2hN1poqMLqfa1N]{Machine Efficiency} @UUID[Compendium.cyphersystem-compendium.abilities.mFPUUmBIcGGsuwNd]{Modify Device} @UUID[Compendium.cyphersystem-compendium.abilities.Ktxj62234LhUr51B]{Natural Crafter} @UUID[Compendium.cyphersystem-compendium.abilities.m6X5wyPUPdhqLTIp]{Quick Work} @UUID[Compendium.cyphersystem-compendium.abilities.pUliR2uWpIcE6jQX]{Robot Builder} @UUID[Compendium.cyphersystem-compendium.abilities.XUutaClCW4UXzK7e]{Trapster} @UUID[Compendium.cyphersystem-compendium.abilities.qBTIXXJt2Ahn8UYh]{Weapon Crafter}

Mid Tier

@UUID[Compendium.cyphersystem-compendium.abilities.FBCpBF9PXlEtIX4m]{Dream Becomes Reality} @UUID[Compendium.cyphersystem-compendium.abilities.dhXVqnunlbSbrDPB]{Expert Crafter} @UUID[Compendium.cyphersystem-compendium.abilities.7G8B9lfoVXkuxvKB]{Ice Creation} @UUID[Compendium.cyphersystem-compendium.abilities.AQQzctwqPJPUTRbb]{Poison Crafter} @UUID[Compendium.cyphersystem-compendium.abilities.BSx4qB29VwRUISm6]{Robot Upgrade} @UUID[Compendium.cyphersystem-compendium.abilities.3DJXuR680OxwP5NT]{Sculpt Light}

High Tier

@UUID[Compendium.cyphersystem-compendium.abilities.HuhNjMfMxPkTlERH]{Create} @UUID[Compendium.cyphersystem-compendium.abilities.JUn27j5YI3dRh2jJ]{Dark Matter Structure} @UUID[Compendium.cyphersystem-compendium.abilities.6e4KunpYFObSRszo]{Improved Sculpt Light} @UUID[Compendium.cyphersystem-compendium.abilities.y3qXWOUu7mAhg6Rb]{Innovator} @UUID[Compendium.cyphersystem-compendium.abilities.KQDFvUEnIWed1ebo]{Jury-Rig} @UUID[Compendium.cyphersystem-compendium.abilities.t0B6AIqWanSnx696]{Modify Artifact Power} @UUID[Compendium.cyphersystem-compendium.abilities.YFbC1HRis4SpZgrS]{Reshape}

Cure

Cures damage, adds or improves recovery rolls, or negates, cures, suspends, or otherwise gives immunity to a harmful effect or condition, such as poison, disease, mental attacks, moving down on the damage track, or dying.

Low Tier

@UUID[Compendium.cyphersystem-compendium.abilities.8mP69InEXQ4TB5BL]{Alleviate} @UUID[Compendium.cyphersystem-compendium.abilities.bzeuikGxbM7noj2z]{Crystalline Body} @UUID[Compendium.cyphersystem-compendium.abilities.Z7CKGOQWnfdNO885]{Destined for Greatness} @UUID[Compendium.cyphersystem-compendium.abilities.qHzwHm5LmYDasHnF]{Diver} @UUID[Compendium.cyphersystem-compendium.abilities.gWvMJQPBSmeaP8yN]{Drain Creature} @UUID[Compendium.cyphersystem-compendium.abilities.JyAovhallyh9m6oW]{Drain Machine} @UUID[Compendium.cyphersystem-compendium.abilities.PqL4qr9D8QAwQhrL]{Endurance} @UUID[Compendium.cyphersystem-compendium.abilities.uB3sVzeG2N5rkdUZ]{Escape} @UUID[Compendium.cyphersystem-compendium.abilities.CAYeFSNYprjeRtWw]{Extra Recovery} @UUID[Compendium.cyphersystem-compendium.abilities.U7chr7wLj7r5y0LT]{Foil Danger} @UUID[Compendium.cyphersystem-compendium.abilities.igGttY1Y2XbAx3qY]{Healing Touch} @UUID[Compendium.cyphersystem-compendium.abilities.JuOmZXMt1T3tQUZ8]{Ignore the Pain} @UUID[Compendium.cyphersystem-compendium.abilities.UtFc3e4grYyCQneH]{Improved Recovery} @UUID[Compendium.cyphersystem-compendium.abilities.vFQaDsHzJpTSV8Tw]{Living Off the Land} @UUID[Compendium.cyphersystem-compendium.abilities.wXV7JxEmZDlBvRKO]{Push on Through} @UUID[Compendium.cyphersystem-compendium.abilities.euEVkth9YGYSpoJf]{Quick Recovery} @UUID[Compendium.cyphersystem-compendium.abilities.rRDSzPJtUCwRVXFR]{Repair Flesh} @UUID[Compendium.cyphersystem-compendium.abilities.OvvuCBCQ71rZkCqQ]{Restful Presence} @UUID[Compendium.cyphersystem-compendium.abilities.XntbE6mXQ4CZ6yIi]{Speedy Recovery} @UUID[Compendium.cyphersystem-compendium.abilities.s2PLo9FsWBi2C1VY]{Surging Confidence} @UUID[Compendium.cyphersystem-compendium.abilities.2fU3nI68oi5ScziC]{Totally Chill} @UUID[Compendium.cyphersystem-compendium.abilities.yRSe9vjTxdOkvgBE]{Water Adaptation} @UUID[Compendium.cyphersystem-compendium.abilities.lw0otGU2Iaorppdc]{Will of Legend}

Mid Tier

@UUID[Compendium.cyphersystem-compendium.abilities.m7j43Ww96dKCDtJO]{Aquatic Combatant} @UUID[Compendium.cyphersystem-compendium.abilities.zdkVn6jIaanDoikV]{Biomorphic Healing} @UUID[Compendium.cyphersystem-compendium.abilities.nVFRDMhuWDrdve4F]{Damage Transference} @UUID[Compendium.cyphersystem-compendium.abilities.A6H8xi93t6Zrexz9]{Drain Charge} @UUID[Compendium.cyphersystem-compendium.abilities.5otvtHrbVXIh0N27]{Fight On} @UUID[Compendium.cyphersystem-compendium.abilities.rAmIxY5G1BK4ZMm7]{Font of Healing} @UUID[Compendium.cyphersystem-compendium.abilities.6nm35znCQzjAk6Gb]{Healing Pulse} @UUID[Compendium.cyphersystem-compendium.abilities.NMgopYfoagESHtea]{Ignore Affliction} @UUID[Compendium.cyphersystem-compendium.abilities.4Fe5z4FD71eHlbbd]{Immovable} @UUID[Compendium.cyphersystem-compendium.abilities.b776WTF2u1roh3n0]{Incredible Health} @UUID[Compendium.cyphersystem-compendium.abilities.7amEMbwK27v31Lt9]{Miraculous Health} @UUID[Compendium.cyphersystem-compendium.abilities.AAUqaiWxC5V4e1VH]{Noble’s Courage} @UUID[Compendium.cyphersystem-compendium.abilities.Wj6oHOvnZkZjulwI]{One With the Wild} @UUID[Compendium.cyphersystem-compendium.abilities.VsKeNcF252yKnh2O]{Poison Resistance} @UUID[Compendium.cyphersystem-compendium.abilities.LojkwDtb1gHLSB6A]{Preternatural Senses} @UUID[Compendium.cyphersystem-compendium.abilities.iroL3TcKD9dpulhW]{Regeneration} @UUID[Compendium.cyphersystem-compendium.abilities.gn1jtMLhp6qPNXUL]{Store Energy} @UUID[Compendium.cyphersystem-compendium.abilities.nJBrBxxs0ezweHKZ]{Thinking Ahead} @UUID[Compendium.cyphersystem-compendium.abilities.wxAZnuQkvWosLzkN]{Tough As Nails} @UUID[Compendium.cyphersystem-compendium.abilities.27EOrq94WxqgBbWQ]{Unmovable} @UUID[Compendium.cyphersystem-compendium.abilities.P73TBXcNDbZCVsdE]{Unraveling Consumption} @UUID[Compendium.cyphersystem-compendium.abilities.Ja8ebgq2RDQryN62]{Wilderness Encouragement} @UUID[Compendium.cyphersystem-compendium.abilities.JrSM5XYgXpxNnLl2]{Willing Sacrifice}

High Tier

@UUID[Compendium.cyphersystem-compendium.abilities.Uk6ceaEWFjcoHNTI]{Deep Reserves} @UUID[Compendium.cyphersystem-compendium.abilities.5HNZcrij9mgEmvAR]{Final Defiance} @UUID[Compendium.cyphersystem-compendium.abilities.B0Tt5R1m2DsVLtPH]{Free to Move} @UUID[Compendium.cyphersystem-compendium.abilities.W0Jw19mWIycjIgmo]{Gamer’s Fortitude} @UUID[Compendium.cyphersystem-compendium.abilities.dIUTe5O1jeA47zps]{Gaming God} @UUID[Compendium.cyphersystem-compendium.abilities.O2XHxUa2QNrliDMG]{Greater Healing Touch} @UUID[Compendium.cyphersystem-compendium.abilities.upynNTXrIGGH82Ll]{Incredible Recovery} @UUID[Compendium.cyphersystem-compendium.abilities.PvISXo6EQ2PmCGes]{Infuse Spirit} @UUID[Compendium.cyphersystem-compendium.abilities.oilgQ4oM02Pa0eNp]{Inspiration} @UUID[Compendium.cyphersystem-compendium.abilities.Kf09KYdZqG6dNTFC]{Inspire the Innocent} @UUID[Compendium.cyphersystem-compendium.abilities.laxdkyrDuOhxfWKc]{Mind Surge} @UUID[Compendium.cyphersystem-compendium.abilities.dMEqa6kAjXrHlxui]{Negate Danger} @UUID[Compendium.cyphersystem-compendium.abilities.sbGo2i4oqy1aUeQ6]{Not Dead Yet} @UUID[Compendium.cyphersystem-compendium.abilities.Hp9Sdc7eTTUuWTiu]{Rapid Recovery} @UUID[Compendium.cyphersystem-compendium.abilities.aS13LBRfyrWXAMMp]{Regenerate} @UUID[Compendium.cyphersystem-compendium.abilities.ydmPM9m8nmmgvlXc]{Restore Life} @UUID[Compendium.cyphersystem-compendium.abilities.aDnA7oA9ZYCEfprI]{Resuscitate} @UUID[Compendium.cyphersystem-compendium.abilities.4Xvgo62UVSOI9Acx]{Share the Power} @UUID[Compendium.cyphersystem-compendium.abilities.iXBkjCf0y9vXVXI6]{Stay the Course} @UUID[Compendium.cyphersystem-compendium.abilities.qKDngpAWNEzhdRj5]{Trick Driver} @UUID[Compendium.cyphersystem-compendium.abilities.icJAWRB8Uha8CSKr]{Vigilant}

Environment

Manipulates the environment or things in the environment, such as with telekinesis, weather control, gravity control, illusions, and so on.

Low Tier

@UUID[Compendium.cyphersystem-compendium.abilities.zqarns940d4FXwYf]{Create Water} @UUID[Compendium.cyphersystem-compendium.abilities.y08bfWS5eyeUJB3J]{Dreamcraft} @UUID[Compendium.cyphersystem-compendium.abilities.21Bi8yur01DCYz5f]{Fetch} @UUID[Compendium.cyphersystem-compendium.abilities.zW0cZJQTR0tHUmn3]{Grasping Foliage} @UUID[Compendium.cyphersystem-compendium.abilities.zArjjFcf9tHQvJTx]{Hedge Magic} @UUID[Compendium.cyphersystem-compendium.abilities.1KjY8D1dvLc3NuUv]{Hidden Closet} @UUID[Compendium.cyphersystem-compendium.abilities.xZQXXjAWGBo7mTHU]{Illuminating Touch} @UUID[Compendium.cyphersystem-compendium.abilities.BjWI1UVg9kpY7FKO]{Illusory Duplicate} @UUID[Compendium.cyphersystem-compendium.abilities.jCmnAY8EjuGo5uDg]{Impetus} @UUID[Compendium.cyphersystem-compendium.abilities.Frxs35QkokRdure4]{Legerdemain} @UUID[Compendium.cyphersystem-compendium.abilities.wNQ3q7VXtPHlPzqb]{Lock} @UUID[Compendium.cyphersystem-compendium.abilities.l60mmJrF1GupXLJB]{Minor Illusion} @UUID[Compendium.cyphersystem-compendium.abilities.p2JmtbtuzscW1ogs]{Move Metal} @UUID[Compendium.cyphersystem-compendium.abilities.3s6gDCIY1zfetGEg]{Slip Into Shadow} @UUID[Compendium.cyphersystem-compendium.abilities.xDn74LRD6xlMUqj2]{Telekinesis} @UUID[Compendium.cyphersystem-compendium.abilities.Db7aRY4t1mwRpcoL]{Wilderness Explorer}

Mid Tier

@UUID[Compendium.cyphersystem-compendium.abilities.FIU24o7T66ViVgyg]{Daydream} @UUID[Compendium.cyphersystem-compendium.abilities.SHMGbt30RfePtyNE]{Define Down} @UUID[Compendium.cyphersystem-compendium.abilities.eJpNT3QObtYiDfXY]{Field of Gravity} @UUID[Compendium.cyphersystem-compendium.abilities.yPVZmXWhUxustVdq]{Force Field Barrier} @UUID[Compendium.cyphersystem-compendium.abilities.itnqtCRfxC2EDKqu]{Force to Reckon With} @UUID[Compendium.cyphersystem-compendium.abilities.hJV3hrSYcq3Zbzl5]{Illusory Selves} @UUID[Compendium.cyphersystem-compendium.abilities.YeOtzG5ksxonD5RS]{Living Wall} @UUID[Compendium.cyphersystem-compendium.abilities.hNsph7BRwllVSUre]{Major Illusion} @UUID[Compendium.cyphersystem-compendium.abilities.KLFHpPR0MKLOWr8l]{Nullify Sound} @UUID[Compendium.cyphersystem-compendium.abilities.8QwoYVraOedgr9kB]{Projection} @UUID[Compendium.cyphersystem-compendium.abilities.wAQ7a5JSjp01x1Eg]{Storm Seed} @UUID[Compendium.cyphersystem-compendium.abilities.iIlgHiF1EN0fEpYx]{Sunlight}

High Tier

@UUID[Compendium.cyphersystem-compendium.abilities.wWN4y4rATxbtMCMo]{Adaptation} @UUID[Compendium.cyphersystem-compendium.abilities.tvlNZboSbKCHttjs]{Control Weather} @UUID[Compendium.cyphersystem-compendium.abilities.fruWNFBBNLpcGLaC]{Diamagnetism} @UUID[Compendium.cyphersystem-compendium.abilities.TXNhhyj63MMp2dVF]{Force Wall} @UUID[Compendium.cyphersystem-compendium.abilities.KBykf0P4WQ9Lb6TN]{Generate Force Field} @UUID[Compendium.cyphersystem-compendium.abilities.lCWWUQ0vYH2odiDv]{Grandiose Illusion} @UUID[Compendium.cyphersystem-compendium.abilities.ZK9Ruc53rKBqU93i]{Granite Wall} @UUID[Compendium.cyphersystem-compendium.abilities.PLsz8IqWScZt0Ott]{Inferno Trail} @UUID[Compendium.cyphersystem-compendium.abilities.8OmtJRuoKRzuGfh8]{Move Mountains} @UUID[Compendium.cyphersystem-compendium.abilities.RNJbp1eAcMqSnYvb]{Permanent Illusion} @UUID[Compendium.cyphersystem-compendium.abilities.RBOc2zxAI9xMoWqW]{Relocate} @UUID[Compendium.cyphersystem-compendium.abilities.9cJ6gJZc7datpQwJ]{Terrifying Image} @UUID[Compendium.cyphersystem-compendium.abilities.Bny0sFdqf40pJeOp]{Wall of Lightning} @UUID[Compendium.cyphersystem-compendium.abilities.pfZzabIIEuU4kSH3]{The Wild Is on Your Side}

Information

Gives the ability to learn information about something, whether chosen by the GM like Scan, by asking a question and the GM giving the answer, or by learning a language.

Low Tier

@UUID[Compendium.cyphersystem-compendium.abilities.r7uNiD9CGy4G3Hoq]{Babel} @UUID[Compendium.cyphersystem-compendium.abilities.OIk4usP2NFT0tDu7]{Communication} @UUID[Compendium.cyphersystem-compendium.abilities.op9VSx3NJT28UwTH]{Community Knowledge} @UUID[Compendium.cyphersystem-compendium.abilities.P95xVHVxALSMjanR]{Decipher} @UUID[Compendium.cyphersystem-compendium.abilities.bH57y3PYsMceluGy]{Dream Thief} @UUID[Compendium.cyphersystem-compendium.abilities.RM8Fmu1IJwzBkjcM]{Eye for Detail} @UUID[Compendium.cyphersystem-compendium.abilities.IvKd5vkPypJbB1Ip]{Gather Intelligence} @UUID[Compendium.cyphersystem-compendium.abilities.4PVFXmi2cxI8MdpR]{Lab Analysis} @UUID[Compendium.cyphersystem-compendium.abilities.W5Zt9qDKCtNr49BC]{Mind Reading} @UUID[Compendium.cyphersystem-compendium.abilities.PRW5MxW12oakmeHE]{Monster Lore} @UUID[Compendium.cyphersystem-compendium.abilities.2GicRKJcPO3hmlwD]{Network Tap} @UUID[Compendium.cyphersystem-compendium.abilities.V5oEOJ4i32t97yOG]{Predictive Model} @UUID[Compendium.cyphersystem-compendium.abilities.ZsI6553CPbGi0wtx]{Premonition} @UUID[Compendium.cyphersystem-compendium.abilities.pHFFr4DkCythNc5n]{Question the Spirits} @UUID[Compendium.cyphersystem-compendium.abilities.fzx429jdEdbd0tHy]{Retrieve Memories} @UUID[Compendium.cyphersystem-compendium.abilities.h3G0Ven2SoaPCbk4]{Salvage and Comfort} @UUID[Compendium.cyphersystem-compendium.abilities.OPvXaxuRIVXLmkWl]{Scan} @UUID[Compendium.cyphersystem-compendium.abilities.83y32UMQWshRvbDG]{See History} @UUID[Compendium.cyphersystem-compendium.abilities.nvA3LwoSP7jf4h8G]{Speaker for the Dead} @UUID[Compendium.cyphersystem-compendium.abilities.L2NOLfflU6HNleuT]{Telepathic}

Mid Tier

@UUID[Compendium.cyphersystem-compendium.abilities.YlzkyK6WEkk0cfhh]{Creature Insight} @UUID[Compendium.cyphersystem-compendium.abilities.ssfubNrUQC38zCkJ]{Device Insight} @UUID[Compendium.cyphersystem-compendium.abilities.mL6Yae2CxgefOMHn]{Draw Conclusion} @UUID[Compendium.cyphersystem-compendium.abilities.Mu5knvNfGyaeaiTB]{Find the Hidden} @UUID[Compendium.cyphersystem-compendium.abilities.W7wHOJdozxk7Y2CQ]{Got a Feeling} @UUID[Compendium.cyphersystem-compendium.abilities.MBt3AmXa8vzUCiHd]{Know Their Faults} @UUID[Compendium.cyphersystem-compendium.abilities.dLJ0B35UlB5wxCf4]{Machine Telepathy} @UUID[Compendium.cyphersystem-compendium.abilities.7VYzHQvF1cz4cfUp]{Mechanical Telepathy} @UUID[Compendium.cyphersystem-compendium.abilities.uPvNopNWTgHGIPyR]{Reading the Room} @UUID[Compendium.cyphersystem-compendium.abilities.x7YnN02GiwDQ09km]{Sensor Array} @UUID[Compendium.cyphersystem-compendium.abilities.9r6iNU2GH4oEH6vz]{Serv-0 Scanner} @UUID[Compendium.cyphersystem-compendium.abilities.2t9oGZRuFhLCKjsa]{Soul Interrogation} @UUID[Compendium.cyphersystem-compendium.abilities.abMJwHQIsm9Wcdlg]{Spot Weakness} @UUID[Compendium.cyphersystem-compendium.abilities.CBdIPMJ2oOOesmod]{Wilderness Awareness}

High Tier

@UUID[Compendium.cyphersystem-compendium.abilities.1tkQKo32UKxTUUPn]{Deep Consideration} @UUID[Compendium.cyphersystem-compendium.abilities.wztu6KcpILxwlFTU]{Drawing on Life’s Experiences} @UUID[Compendium.cyphersystem-compendium.abilities.PLyxuOlieOGsJx4h]{Information Gathering} @UUID[Compendium.cyphersystem-compendium.abilities.wlkPdME0r3hx9VbE]{Knowing the Unknown} @UUID[Compendium.cyphersystem-compendium.abilities.qbXP6HlN56bPt7cq]{Mind of a Leader} @UUID[Compendium.cyphersystem-compendium.abilities.lbXg8UlSCG23yxO4]{Read the Signs} @UUID[Compendium.cyphersystem-compendium.abilities.K0C60k7wHBSpMQX4]{Telepathic Network}

Meta

Modifies an existing ability or character trait’s effects or parameters, such as increasing range or, damage, easing the difficulty, giving you additional noncombat actions each turn, rerolling a failed attempt, or treating a number on the die as something different than normal.

Low Tier

@UUID[Compendium.cyphersystem-compendium.abilities.m5U42d2SkK31mp8d]{A Smile and a Word} @UUID[Compendium.cyphersystem-compendium.abilities.EyAIsiqJGCspQFcu]{Arcane Flare} @UUID[Compendium.cyphersystem-compendium.abilities.yIdq1lu1eUAkNyDC]{Artifact Tinkerer} @UUID[Compendium.cyphersystem-compendium.abilities.ywBEe31zan6qpVxr]{Augment Cypher} @UUID[Compendium.cyphersystem-compendium.abilities.Mbq7D0u4Vee0NKYz]{Careful Shot} @UUID[Compendium.cyphersystem-compendium.abilities.essJhO2eqoHmIQaa]{Charge} @UUID[Compendium.cyphersystem-compendium.abilities.L3UjcLAFvS9MLWCu]{Coaxing Power} @UUID[Compendium.cyphersystem-compendium.abilities.2x7nMe9ZGp3VjI8B]{Combat Prowess} @UUID[Compendium.cyphersystem-compendium.abilities.EERMWn1af0S8wAWN]{Crushing Blow} @UUID[Compendium.cyphersystem-compendium.abilities.bzeuikGxbM7noj2z]{Crystalline Body} @UUID[Compendium.cyphersystem-compendium.abilities.JkmTskE3eqcfu7dY]{Curious} @UUID[Compendium.cyphersystem-compendium.abilities.7nUj7rxq4Qwg4FUM]{Distant Interface} @UUID[Compendium.cyphersystem-compendium.abilities.Pu5XGGLI6cCp1EQd]{Double Strike} @UUID[Compendium.cyphersystem-compendium.abilities.gWvMJQPBSmeaP8yN]{Drain Creature} @UUID[Compendium.cyphersystem-compendium.abilities.1fu5C9JHmORmWTR8]{Driving on the Edge} @UUID[Compendium.cyphersystem-compendium.abilities.YjJvvUhIqtxf6eYS]{Elusive} @UUID[Compendium.cyphersystem-compendium.abilities.UJst9mtUKNTe3Pd2]{Energize Object} @UUID[Compendium.cyphersystem-compendium.abilities.dPFQTFRzv7D7PYKq]{Enhanced Body} @UUID[Compendium.cyphersystem-compendium.abilities.SmuTPFfZGnCUmnEj]{Extra Use} @UUID[Compendium.cyphersystem-compendium.abilities.axI0iGYo7DjdR8Ya]{Find the Way} @UUID[Compendium.cyphersystem-compendium.abilities.Hgr8QZmzjXmYorfs]{Fists of Fury} @UUID[Compendium.cyphersystem-compendium.abilities.Sg5WeSF04CYNEecl]{Fleet of Foot} @UUID[Compendium.cyphersystem-compendium.abilities.YGsGHp1rbu3Z7Kdd]{Frenzy} @UUID[Compendium.cyphersystem-compendium.abilities.pXrC4lkMOY7CvFLk]{Golem Body} @UUID[Compendium.cyphersystem-compendium.abilities.1SBd1jm66eSo4eHn]{Gunner} @UUID[Compendium.cyphersystem-compendium.abilities.z23towmNKeKJasHV]{Hacker} @UUID[Compendium.cyphersystem-compendium.abilities.tBWUjjkgyXHTrkCp]{Hold Breath} @UUID[Compendium.cyphersystem-compendium.abilities.3fMzqFFQ1rLtbVrd]{Improved Designation} @UUID[Compendium.cyphersystem-compendium.abilities.FzpkQwb1jA53bs1y]{Investigator} @UUID[Compendium.cyphersystem-compendium.abilities.N4DTNNCEESorc0N4]{Lead From the Front} @UUID[Compendium.cyphersystem-compendium.abilities.JK2hN1poqMLqfa1N]{Machine Efficiency} @UUID[Compendium.cyphersystem-compendium.abilities.VgomhLKFHDDAzW9T]{Mind for Might} @UUID[Compendium.cyphersystem-compendium.abilities.mFPUUmBIcGGsuwNd]{Modify Device} @UUID[Compendium.cyphersystem-compendium.abilities.nW46hfygkxB7FW5m]{Monster Bane} @UUID[Compendium.cyphersystem-compendium.abilities.Ktxj62234LhUr51B]{Natural Crafter} @UUID[Compendium.cyphersystem-compendium.abilities.YZB37b80VQGMUscp]{No Need for Weapons} @UUID[Compendium.cyphersystem-compendium.abilities.PCTUkuALVb0GdTCe]{Object Bond} @UUID[Compendium.cyphersystem-compendium.abilities.FDG7hgrRNt4aHpP1]{Overload Machine} @UUID[Compendium.cyphersystem-compendium.abilities.XAXJ3mFGdDv0fXLP]{Precision} @UUID[Compendium.cyphersystem-compendium.abilities.y2eUnbkzxOeoe9w6]{Quick Death} @UUID[Compendium.cyphersystem-compendium.abilities.m6X5wyPUPdhqLTIp]{Quick Work} @UUID[Compendium.cyphersystem-compendium.abilities.tJVu7MQ2pOhNfpUB]{Range Increase} @UUID[Compendium.cyphersystem-compendium.abilities.szw7tHW0OjI2fjpJ]{Reload} @UUID[Compendium.cyphersystem-compendium.abilities.vVax9KyZ3U4Wpok8]{Something in the Road} @UUID[Compendium.cyphersystem-compendium.abilities.AFfburUYwZlBFq7N]{Tinker} @UUID[Compendium.cyphersystem-compendium.abilities.J0fj73TfCu4aSdVL]{Weapon Master} @UUID[Compendium.cyphersystem-compendium.abilities.yS1sMAZEzJbozxOZ]{Wreck}

Mid Tier

@UUID[Compendium.cyphersystem-compendium.abilities.M5QroBlhUCULt6MD]{Amazing Effort} @UUID[Compendium.cyphersystem-compendium.abilities.7Gxuqkwo4i47yHe3]{Betrayal} @UUID[Compendium.cyphersystem-compendium.abilities.G0hoaZFQpdG7FfxO]{Better Living Through Chemistry} @UUID[Compendium.cyphersystem-compendium.abilities.gNRMG3mJTzWaCGph]{Capable Warrior} @UUID[Compendium.cyphersystem-compendium.abilities.JwG4lCSZIG3qUQAi]{Cast Illusion} @UUID[Compendium.cyphersystem-compendium.abilities.M3TM1cORNnlEN0ZO]{Cyphersmith} @UUID[Compendium.cyphersystem-compendium.abilities.Rr4oB1lUzuzFHNHQ]{Deadly Aim} @UUID[Compendium.cyphersystem-compendium.abilities.zYGhcm896Xbi7Ia2]{Deep Resources} @UUID[Compendium.cyphersystem-compendium.abilities.7rjeYt5hNhkvqK9w]{Disarming Strike} @UUID[Compendium.cyphersystem-compendium.abilities.zLJYM2OiFVIsuz3P]{Dodge and Resist} @UUID[Compendium.cyphersystem-compendium.abilities.wEj2uvWI3w0W9HWH]{Drain at a Distance} @UUID[Compendium.cyphersystem-compendium.abilities.B5zrSVUs54TUALFB]{Energized Shield} @UUID[Compendium.cyphersystem-compendium.abilities.7GsuhcRTpDX0d1em]{Enhanced Intellect} @UUID[Compendium.cyphersystem-compendium.abilities.FQPA8oY3xiZIL6aG]{Enhanced Intellect Edge} @UUID[Compendium.cyphersystem-compendium.abilities.wHcuP6T7Ti6j5Y8C]{Enhanced Might} @UUID[Compendium.cyphersystem-compendium.abilities.g1t5TxZXsNovIVTn]{Enhanced Might Edge} @UUID[Compendium.cyphersystem-compendium.abilities.MwVDTy2Rx1V7Tyly]{Enhanced Physique} @UUID[Compendium.cyphersystem-compendium.abilities.RnK2bmvUb7RIVPSA]{Enhanced Potential} @UUID[Compendium.cyphersystem-compendium.abilities.tuofJSTVjOEwRUem]{Enhanced Speed} @UUID[Compendium.cyphersystem-compendium.abilities.QH3l6ojVnasZm5U8]{Enhanced Speed Edge} @UUID[Compendium.cyphersystem-compendium.abilities.4eCjeGPA0ovnwIfu]{Experienced in Armor} @UUID[Compendium.cyphersystem-compendium.abilities.u1GhDcfpVXITVtOc]{Expert Cypher Use} @UUID[Compendium.cyphersystem-compendium.abilities.MdRdAc0qAWghMmlV]{Expert Skill} @UUID[Compendium.cyphersystem-compendium.abilities.jaGs9nmLaywdRMUN]{Fast Kill} @UUID[Compendium.cyphersystem-compendium.abilities.tJQmvEiYq2xBv4ZJ]{Flameblade} @UUID[Compendium.cyphersystem-compendium.abilities.XR3B0gfJtrYUAU5M]{From the Shadows} @UUID[Compendium.cyphersystem-compendium.abilities.73miZT5kYFyxnPOT]{Fury} @UUID[Compendium.cyphersystem-compendium.abilities.42sPqHxJEybiZ6Vh]{Fusion} @UUID[Compendium.cyphersystem-compendium.abilities.Ee8QC6fkRvD1yw6h]{Greater Beast Form} @UUID[Compendium.cyphersystem-compendium.abilities.QgnoEdKZ50u4JZoL]{Greater Designation} @UUID[Compendium.cyphersystem-compendium.abilities.34Ycb9VK8JwHgSl4]{Greater Enhanced Intellect} @UUID[Compendium.cyphersystem-compendium.abilities.R9KnCCvGoEHvV1p0]{Greater Enhanced Might} @UUID[Compendium.cyphersystem-compendium.abilities.vVc3NxkYdj68mAoV]{Greater Enhanced Physique} @UUID[Compendium.cyphersystem-compendium.abilities.4necR0YTsaij4ojD]{Greater Enhanced Potential} @UUID[Compendium.cyphersystem-compendium.abilities.Qsi6Iw5YCcY8jmNx]{Greater Enhanced Speed} @UUID[Compendium.cyphersystem-compendium.abilities.hAVC1FOl7hwnuBpC]{Greater Frenzy} @UUID[Compendium.cyphersystem-compendium.abilities.4v5pXMwFeB7xQzME]{Guide Bolt} @UUID[Compendium.cyphersystem-compendium.abilities.OtbS1NoVXK7mQLEe]{Guild Training} @UUID[Compendium.cyphersystem-compendium.abilities.VupBbHOJAX45Yazb]{Heroic Monster Bane} @UUID[Compendium.cyphersystem-compendium.abilities.sPheWt9emoY3PCA8]{Hidden Reserves} @UUID[Compendium.cyphersystem-compendium.abilities.uNzF1oQKJ6T1yqL4]{Huge} @UUID[Compendium.cyphersystem-compendium.abilities.4Fe5z4FD71eHlbbd]{Immovable} @UUID[Compendium.cyphersystem-compendium.abilities.wrPVUnJauasIH886]{Improved Absorb Kinetic Energy} @UUID[Compendium.cyphersystem-compendium.abilities.7X2zbrkFSNbyhA5G]{Improved Edge} @UUID[Compendium.cyphersystem-compendium.abilities.HPIlAWDGOQFw6yGm]{Improved Monster Bane} @UUID[Compendium.cyphersystem-compendium.abilities.eblwQ80CBlBdeUp5]{Improved Sensor} @UUID[Compendium.cyphersystem-compendium.abilities.0q9alvmsQKKViN0r]{Incomparable Pilot} @UUID[Compendium.cyphersystem-compendium.abilities.mUizWF7k2XD7ykRJ]{Increased Effects} @UUID[Compendium.cyphersystem-compendium.abilities.PYD24TjoDAqbKAj8]{Iron Fist} @UUID[Compendium.cyphersystem-compendium.abilities.YID6zEB7KkHGYAlD]{Know Where to Look} @UUID[Compendium.cyphersystem-compendium.abilities.bPr34XiLw2Dqb4VJ]{Lunge} @UUID[Compendium.cyphersystem-compendium.abilities.2l9FIUVKimPzIXzU]{Machine Bond} @UUID[Compendium.cyphersystem-compendium.abilities.atQ5yNq1ZEyy0z5j]{Machine Vulnerabilities} @UUID[Compendium.cyphersystem-compendium.abilities.l0OFjk5XVGV5LzP1]{Minor Wish} @UUID[Compendium.cyphersystem-compendium.abilities.imWLlYQs4LTaCTdS]{Never Fumble} @UUID[Compendium.cyphersystem-compendium.abilities.Wj6oHOvnZkZjulwI]{One With the Wild} @UUID[Compendium.cyphersystem-compendium.abilities.3VJyYtECl0wKQj2p]{Outlast the Foe} @UUID[Compendium.cyphersystem-compendium.abilities.cqzyNCPYVEWtucLe]{Outwit} @UUID[Compendium.cyphersystem-compendium.abilities.Y7HUEp7IxdPuur8V]{Overcharge Energy} @UUID[Compendium.cyphersystem-compendium.abilities.ZqBpOAiH70SGHX8N]{Perfect Stranger} @UUID[Compendium.cyphersystem-compendium.abilities.rOxKh1Z7J686a0nv]{Precise Cut} @UUID[Compendium.cyphersystem-compendium.abilities.iGRECL13bqrSSF7P]{Punish the Guilty} @UUID[Compendium.cyphersystem-compendium.abilities.JJ9nWmcBIlfyNDfe]{Push Off and Throw} @UUID[Compendium.cyphersystem-compendium.abilities.Mac5S0sQe9Muf4Mv]{Quick Wits} @UUID[Compendium.cyphersystem-compendium.abilities.y1bQFSBlwMbUico5]{Rapid Processing} @UUID[Compendium.cyphersystem-compendium.abilities.FuufiUyoLFbgBH5J]{Resilient Ice Armor} @UUID[Compendium.cyphersystem-compendium.abilities.6X3BDWzVKsWltrtY]{Roaming Third Eye} @UUID[Compendium.cyphersystem-compendium.abilities.qSH4OhrBBgNnAdAo]{Robot Improvement} @UUID[Compendium.cyphersystem-compendium.abilities.t3zUlk8c5WEBXXO8]{Seize the Moment} @UUID[Compendium.cyphersystem-compendium.abilities.6ZVINuyZm4jowRGt]{Shepherd’s Fury} @UUID[Compendium.cyphersystem-compendium.abilities.JhBTTC5ZUTT8NvUA]{Slippery Customer} @UUID[Compendium.cyphersystem-compendium.abilities.q73VWJY2cmWxRcYx]{Space Fighting} @UUID[Compendium.cyphersystem-compendium.abilities.8LHIZs9gEAd02tId]{Speed Burst} @UUID[Compendium.cyphersystem-compendium.abilities.jmYIPbMwsq3GY3eO]{Stone Breaker} @UUID[Compendium.cyphersystem-compendium.abilities.gn1jtMLhp6qPNXUL]{Store Energy} @UUID[Compendium.cyphersystem-compendium.abilities.cS2p7CRfquFvR65U]{Strategize} @UUID[Compendium.cyphersystem-compendium.abilities.wpA3GB5yJq9NI8QN]{Think Your Way Out} @UUID[Compendium.cyphersystem-compendium.abilities.2AIQhz00HyZhY7wM]{Tower of Will} @UUID[Compendium.cyphersystem-compendium.abilities.V7npSeuqG3JI4Dvv]{Trust to Luck} @UUID[Compendium.cyphersystem-compendium.abilities.bVt0TIfwtEUXvi6O]{Uncanny Luck} @UUID[Compendium.cyphersystem-compendium.abilities.scMKCptCmp0IwO2g]{Wall With Teeth} @UUID[Compendium.cyphersystem-compendium.abilities.NFsoXUQaq3I5h2UY]{Weaponization} @UUID[Compendium.cyphersystem-compendium.abilities.JrSM5XYgXpxNnLl2]{Willing Sacrifice} @UUID[Compendium.cyphersystem-compendium.abilities.6McxfJoPmf1SnbDR]{Wrest From Chance}

High Tier

@UUID[Compendium.cyphersystem-compendium.abilities.M0pjZXQ9996hfUPs]{Adroit Cypher Use} @UUID[Compendium.cyphersystem-compendium.abilities.MQewTo9NscKVUUNz]{Again and Again} @UUID[Compendium.cyphersystem-compendium.abilities.cuK7oPGFdlOPoc44]{Agile Wit} @UUID[Compendium.cyphersystem-compendium.abilities.eepc8U2e178RDqBs]{All-Out Con} @UUID[Compendium.cyphersystem-compendium.abilities.MJE1k2RmCM6HRwFV]{Artifact Scavenger} @UUID[Compendium.cyphersystem-compendium.abilities.iX07Ltb1JYr1nMYM]{Blurring Speed} @UUID[Compendium.cyphersystem-compendium.abilities.hKhwP85QeRGPW03G]{Burst of Escape} @UUID[Compendium.cyphersystem-compendium.abilities.OPfY6tVurfAxNUPh]{Charging Horde} @UUID[Compendium.cyphersystem-compendium.abilities.jmjxGRJTwztzBtLc]{Coordinated Effort} @UUID[Compendium.cyphersystem-compendium.abilities.UlQ7w5iD57Hfdzce]{Damage Dealer} @UUID[Compendium.cyphersystem-compendium.abilities.JH40M99RAN6IZWze]{Damn the Guilty} @UUID[Compendium.cyphersystem-compendium.abilities.Uk6ceaEWFjcoHNTI]{Deep Reserves} @UUID[Compendium.cyphersystem-compendium.abilities.p1UMG2hrng7mLFDv]{Disarming Attack} @UUID[Compendium.cyphersystem-compendium.abilities.t3uyBYJqMApfEBWX]{Discipline of Watchfulness} @UUID[Compendium.cyphersystem-compendium.abilities.P3Ha3GoJlM8EHf5j]{Divide Your Mind} @UUID[Compendium.cyphersystem-compendium.abilities.3uGYyiXUUSz952zQ]{Dual Distraction} @UUID[Compendium.cyphersystem-compendium.abilities.AsmIgvoIRPEtuzkh]{Duel to the Death} @UUID[Compendium.cyphersystem-compendium.abilities.AvaA8a3ylU9q4gL1]{Effective Skill} @UUID[Compendium.cyphersystem-compendium.abilities.A9uQnidn6SKTNHJA]{Enhanced Beast Form} @UUID[Compendium.cyphersystem-compendium.abilities.xHLPf1FETmn06aA8]{Enhanced Phased Attack} @UUID[Compendium.cyphersystem-compendium.abilities.FzJe2XEwhtUajTWI]{Escape Plan} @UUID[Compendium.cyphersystem-compendium.abilities.mhgFWIDr0QuCHRIF]{Extreme Mastery} @UUID[Compendium.cyphersystem-compendium.abilities.yIt7vEBNLpyggkSQ]{Force and Accuracy} @UUID[Compendium.cyphersystem-compendium.abilities.lUkqQu1vvJe3FxfQ]{Gambler} @UUID[Compendium.cyphersystem-compendium.abilities.U33DbRwloywFlYfi]{Go to Ground} @UUID[Compendium.cyphersystem-compendium.abilities.KGzAHs3qln0fNDjt]{Hard to Kill} @UUID[Compendium.cyphersystem-compendium.abilities.lrz5wU8PLzd7gATA]{Horde Tactics} @UUID[Compendium.cyphersystem-compendium.abilities.lJWTlBH1koX2Fjgi]{Impart Understanding} @UUID[Compendium.cyphersystem-compendium.abilities.Q22uje0KevLfL2qb]{Improved Command Spirit} @UUID[Compendium.cyphersystem-compendium.abilities.Cnvf8fv0EEKU3iSn]{Improved Gravity Cleave} @UUID[Compendium.cyphersystem-compendium.abilities.PKFz6WVsaKm5kIir]{Improved Machine Companion} @UUID[Compendium.cyphersystem-compendium.abilities.t6VEEwEsQUIImebW]{Improved Success} @UUID[Compendium.cyphersystem-compendium.abilities.JeqLEAcHOYVd78TH]{Inventor} @UUID[Compendium.cyphersystem-compendium.abilities.58CLKxSLgaT6W6Cj]{Lethal Damage} @UUID[Compendium.cyphersystem-compendium.abilities.teF5kZpAuRfZKfxn]{Machine Enhancement} @UUID[Compendium.cyphersystem-compendium.abilities.IfvVmyawWrz3vKXX]{Maneuvering Adept} @UUID[Compendium.cyphersystem-compendium.abilities.K4XRiZlFRakz6j98]{Master Cypher Use} @UUID[Compendium.cyphersystem-compendium.abilities.7QTTrXnxDHskYYhj]{Master Machine} @UUID[Compendium.cyphersystem-compendium.abilities.rHApGqEQj8TCGa3f]{Masterful Armor Modification} @UUID[Compendium.cyphersystem-compendium.abilities.m2j3n3xiExLcXAAn]{Moderate Wish} @UUID[Compendium.cyphersystem-compendium.abilities.t0B6AIqWanSnx696]{Modify Artifact Power} @UUID[Compendium.cyphersystem-compendium.abilities.ENO71nxs3MSKzvq6]{Multiple Quarry} @UUID[Compendium.cyphersystem-compendium.abilities.rsYzxCchklPSFAp7]{Multiplicity} @UUID[Compendium.cyphersystem-compendium.abilities.m21TAvxSQn1rGx3d]{Overcharge Device} @UUID[Compendium.cyphersystem-compendium.abilities.85DCcEDqvz6A0LkD]{Perfect Control} @UUID[Compendium.cyphersystem-compendium.abilities.mSNoWynky7DMz7ln]{Perfect Speed Burst} @UUID[Compendium.cyphersystem-compendium.abilities.5uWcMvgh1OWvieJs]{Physically Gifted} @UUID[Compendium.cyphersystem-compendium.abilities.EjBzy1Ue1AA8i6ry]{Recycled Cyphers} @UUID[Compendium.cyphersystem-compendium.abilities.hCAzOVpH0jrYc9qk]{Reinforcing Field} @UUID[Compendium.cyphersystem-compendium.abilities.ucsscEpO5L2gIYZg]{Resonant Frequency} @UUID[Compendium.cyphersystem-compendium.abilities.HAVNfVKAdwtJF6Jj]{Robot Evolution} @UUID[Compendium.cyphersystem-compendium.abilities.wqUItgrYzBeMiAoB]{Seize the Initiative} @UUID[Compendium.cyphersystem-compendium.abilities.Np67YSIzrP6w1PPb]{Shield Burst} @UUID[Compendium.cyphersystem-compendium.abilities.P9HlASUtyiOXghBZ]{Shred Existence} @UUID[Compendium.cyphersystem-compendium.abilities.HYDsZRWMlWTvSQU8]{Subtle Tricks} @UUID[Compendium.cyphersystem-compendium.abilities.cWHqKGpI5z0aiSYC]{Thief’s Luck} @UUID[Compendium.cyphersystem-compendium.abilities.qKDngpAWNEzhdRj5]{Trick Driver} @UUID[Compendium.cyphersystem-compendium.abilities.aWws42dVSQjRz8Hr]{Twist of Fate} @UUID[Compendium.cyphersystem-compendium.abilities.EE1xCQ3OvCrdrG6z]{Two Things at Once} @UUID[Compendium.cyphersystem-compendium.abilities.fkedtvx6UakJPOZN]{Ultra Enhancement} @UUID[Compendium.cyphersystem-compendium.abilities.bgaCXtvlT0zWmAIA]{Using What’s Available} @UUID[Compendium.cyphersystem-compendium.abilities.gETtOLyLYRVk53dP]{Usurp Cypher} @UUID[Compendium.cyphersystem-compendium.abilities.w3HN2nZBTo5mLJcM]{Weightless Shot} @UUID[Compendium.cyphersystem-compendium.abilities.RHLBHQuskBAVGnU8]{Weird Science Breakthrough} @UUID[Compendium.cyphersystem-compendium.abilities.vQtVTnCecWFXkfkI]{Wild Vitality} @UUID[Compendium.cyphersystem-compendium.abilities.EXrZLa3M8BK43qoi]{Winter Gauntlets}

Movement

Increases your movement (such as increasing your basic movement speed from short to long) or adds a new type of movement (such as flight, wallcrawling, phasing, or teleporting).

Low Tier

@UUID[Compendium.cyphersystem-compendium.abilities.uh1t4rnkZ2jOCjHJ]{Bolt Rider} @UUID[Compendium.cyphersystem-compendium.abilities.dQHSDDZxJNHrHH1l]{Contortionist} @UUID[Compendium.cyphersystem-compendium.abilities.3x3gRDJejTXQPmdY]{Danger Instinct} @UUID[Compendium.cyphersystem-compendium.abilities.gP8HCn8FPeg49V7M]{Far Step} @UUID[Compendium.cyphersystem-compendium.abilities.5abCQnz5ZWvvfMro]{Get Away} @UUID[Compendium.cyphersystem-compendium.abilities.UCR0rx32kEsTcgnF]{Hover} @UUID[Compendium.cyphersystem-compendium.abilities.3t1QshyGYnCSo12z]{Phase Sprint} @UUID[Compendium.cyphersystem-compendium.abilities.VWehoqF0N6s0WMLK]{Void Wings} @UUID[Compendium.cyphersystem-compendium.abilities.g0SqMvb020tiTQ48]{Walk Through Walls}

Mid Tier

@UUID[Compendium.cyphersystem-compendium.abilities.loOJI9ZakIwGrmW1]{Apportation} @UUID[Compendium.cyphersystem-compendium.abilities.Zps9ZUc9RD1mRDEK]{Blink of an Eye} @UUID[Compendium.cyphersystem-compendium.abilities.asABBkIqO5MSTxQ0]{Bypass Barrier} @UUID[Compendium.cyphersystem-compendium.abilities.wG4zveGhplNKNzuP]{Controlled Fall} @UUID[Compendium.cyphersystem-compendium.abilities.Kk9lHkiaqsr3pUmk]{Ghost} @UUID[Compendium.cyphersystem-compendium.abilities.ZYudnanHgtiLHtgH]{Mobile Fighter} @UUID[Compendium.cyphersystem-compendium.abilities.qZOOWfFLJ1JziJpY]{Obstacle Running} @UUID[Compendium.cyphersystem-compendium.abilities.MFBq4Fc432FS6nkX]{Phase Door} @UUID[Compendium.cyphersystem-compendium.abilities.dW0rgYsx6hDA8pIB]{Runner} @UUID[Compendium.cyphersystem-compendium.abilities.LlaltL5rG2c5Cadt]{Swim} @UUID[Compendium.cyphersystem-compendium.abilities.0EhZzYdEhtCRnV4c]{Temporal Dislocation} @UUID[Compendium.cyphersystem-compendium.abilities.s68x7VxwueUkCkOg]{Up to Speed} @UUID[Compendium.cyphersystem-compendium.abilities.KX6gQ8frz4IDtBx6]{Windrider} @UUID[Compendium.cyphersystem-compendium.abilities.TWqyBv9PEjwJKd1y]{Wings of Fire} @UUID[Compendium.cyphersystem-compendium.abilities.KGz0rK4b2dAt0DaX]{Wormhole}

High Tier

@UUID[Compendium.cyphersystem-compendium.abilities.QtpmHxblBqoQozbg]{Alley Rat} @UUID[Compendium.cyphersystem-compendium.abilities.iX07Ltb1JYr1nMYM]{Blurring Speed} @UUID[Compendium.cyphersystem-compendium.abilities.2iAHsn5ie8sYRiyb]{Chamber of Dreams} @UUID[Compendium.cyphersystem-compendium.abilities.etGUYa9dQSvjLvXX]{Electrical Flight} @UUID[Compendium.cyphersystem-compendium.abilities.2asT0zvk1kw5hC1v]{Embraced by Darkness} @UUID[Compendium.cyphersystem-compendium.abilities.IKicLElFbkRx5IaM]{Fast Travel} @UUID[Compendium.cyphersystem-compendium.abilities.2TaqNf6bhxijKELX]{Flash Across the Miles} @UUID[Compendium.cyphersystem-compendium.abilities.abdAcwYE8L00VakL]{Flight} @UUID[Compendium.cyphersystem-compendium.abilities.V2DSp12G6NP3X6Jt]{Impossible Walk} @UUID[Compendium.cyphersystem-compendium.abilities.0wVk3CszKCJQfp0Q]{Incredible Running Speed} @UUID[Compendium.cyphersystem-compendium.abilities.jM6JQUQFUpk9VVut]{Jaunt} @UUID[Compendium.cyphersystem-compendium.abilities.U8OsW0m17N86hNWW]{Juggernaut} @UUID[Compendium.cyphersystem-compendium.abilities.cE7JPRHLqIdM3b9V]{Living Light} @UUID[Compendium.cyphersystem-compendium.abilities.rHApGqEQj8TCGa3f]{Masterful Armor Modification} @UUID[Compendium.cyphersystem-compendium.abilities.lL7QywDGOszTIJCE]{Mental Projection} @UUID[Compendium.cyphersystem-compendium.abilities.tR2v2vMu3TgN21OJ]{Return to the Obelisk} @UUID[Compendium.cyphersystem-compendium.abilities.IN3VI2LxDyYGbqnN]{Teleportation} @UUID[Compendium.cyphersystem-compendium.abilities.lkO9VJhfOrgLY4g1]{Time Travel} @UUID[Compendium.cyphersystem-compendium.abilities.PlKwEwo6ilGqwxwI]{Traverse the Worlds} @UUID[Compendium.cyphersystem-compendium.abilities.8yGwY0PvtF2ivdSn]{Very Long Sprinting} @UUID[Compendium.cyphersystem-compendium.abilities.8PB7yHNGa7iBpYeI]{Wind Chariot} @UUID[Compendium.cyphersystem-compendium.abilities.b44vvK2YjdSeYPJc]{Windwracked Traveler}

Protection

Gives training or specialization in one or more types of combat defenses (Might, Speed, or Intellect), provides or increases Armor, or otherwise helps prevent damage.

Low Tier

@UUID[Compendium.cyphersystem-compendium.abilities.62zBqhQoPk6IV8lF]{Absorb Kinetic Energy} @UUID[Compendium.cyphersystem-compendium.abilities.7OpsD4muO5HGJt29]{Block} @UUID[Compendium.cyphersystem-compendium.abilities.SQ4RTDwdA0yiZ81b]{Closed Mind} @UUID[Compendium.cyphersystem-compendium.abilities.YvPBxDxLz16Usm7m]{Courageous} @UUID[Compendium.cyphersystem-compendium.abilities.bzeuikGxbM7noj2z]{Crystalline Body} @UUID[Compendium.cyphersystem-compendium.abilities.aNNLomN5nZc52ZT4]{Defense Against Robots} @UUID[Compendium.cyphersystem-compendium.abilities.2j6Hqr2Y8Xbz97c4]{Defensive Phasing} @UUID[Compendium.cyphersystem-compendium.abilities.YcDF62pED8waUtry]{Deflect Attacks} @UUID[Compendium.cyphersystem-compendium.abilities.6qCR3kBqCVYDlEOl]{Distortion} @UUID[Compendium.cyphersystem-compendium.abilities.dPFQTFRzv7D7PYKq]{Enhanced Body} @UUID[Compendium.cyphersystem-compendium.abilities.vPflrS1giYnMoqL2]{Enveloping Shield} @UUID[Compendium.cyphersystem-compendium.abilities.1POQ4sFW5DLrmXhn]{Fearsome Reputation} @UUID[Compendium.cyphersystem-compendium.abilities.XuNgbxrY284sWgZg]{Field of Destruction} @UUID[Compendium.cyphersystem-compendium.abilities.K33ayv0NcktuV53N]{Flesh of Stone} @UUID[Compendium.cyphersystem-compendium.abilities.LFiTEQpWhXBgIZWb]{Flight Not Fight} @UUID[Compendium.cyphersystem-compendium.abilities.yb5PaVIPimrcJxFg]{Force Field Shield} @UUID[Compendium.cyphersystem-compendium.abilities.C9x7b1qN4qmm568P]{Fortified Position} @UUID[Compendium.cyphersystem-compendium.abilities.10EqPrn9aONinEfm]{Go Defensive} @UUID[Compendium.cyphersystem-compendium.abilities.pXrC4lkMOY7CvFLk]{Golem Body} @UUID[Compendium.cyphersystem-compendium.abilities.qgholblGXKQri99M]{Hard to Distract} @UUID[Compendium.cyphersystem-compendium.abilities.leUaFf4AxYJwwOHt]{Hard to Hit} @UUID[Compendium.cyphersystem-compendium.abilities.VsAP4JEe7W5gaGaG]{Hardiness} @UUID[Compendium.cyphersystem-compendium.abilities.geCiPXMF2sIRJ68U]{Have Spacesuit, Will Travel} @UUID[Compendium.cyphersystem-compendium.abilities.czVqoPjH98xaNY1d]{Ice Armor} @UUID[Compendium.cyphersystem-compendium.abilities.gjBFpV2OvDmBqeE3]{Just a Bit Mad} @UUID[Compendium.cyphersystem-compendium.abilities.hKsZzzdWTelNlz3q]{Magic Shield} @UUID[Compendium.cyphersystem-compendium.abilities.hGbNYgkuIiZHomcJ]{Mentally Tough} @UUID[Compendium.cyphersystem-compendium.abilities.7BkWiUHcUrcRIKqO]{Out of Harm’s Way} @UUID[Compendium.cyphersystem-compendium.abilities.3t1QshyGYnCSo12z]{Phase Sprint} @UUID[Compendium.cyphersystem-compendium.abilities.ClJUFnz8xBmP4a2l]{Powered Armor} @UUID[Compendium.cyphersystem-compendium.abilities.o2ZDoteWQsFsqTJr]{Practiced in Armor} @UUID[Compendium.cyphersystem-compendium.abilities.GQeO9RXVzeriLsfy]{Quick Block} @UUID[Compendium.cyphersystem-compendium.abilities.MK2dp11krszjDsyc]{Repel Metal} @UUID[Compendium.cyphersystem-compendium.abilities.mmg9XLzvfbP4ESGO]{Resist the Elements} @UUID[Compendium.cyphersystem-compendium.abilities.ssWKJs1l9cQbNZha]{Resist Underwater Hazards} @UUID[Compendium.cyphersystem-compendium.abilities.Q8xKsSOvoFWL1ePP]{Resonance Field} @UUID[Compendium.cyphersystem-compendium.abilities.g0Ewv5wBooSFYOlH]{Safe Fall} @UUID[Compendium.cyphersystem-compendium.abilities.XzomXctsS8NL9M7Q]{Serv-0 Defender} @UUID[Compendium.cyphersystem-compendium.abilities.EheuStXUDPojVmT5]{Shield Master} @UUID[Compendium.cyphersystem-compendium.abilities.AzMtxh562JfrPdKZ]{Shroud of Flame} @UUID[Compendium.cyphersystem-compendium.abilities.CtRvLxfUlCynJv1B]{Skill With Defense} @UUID[Compendium.cyphersystem-compendium.abilities.87SQGqcRavRZslAp]{Sound Conversion Barrier} @UUID[Compendium.cyphersystem-compendium.abilities.HHcC89OKZACgLB8Y]{Stare Them Down} @UUID[Compendium.cyphersystem-compendium.abilities.gS1X6POaKLjNlHsI]{Sturdy} @UUID[Compendium.cyphersystem-compendium.abilities.uatcX3o1oB2Stc4u]{Trained Without Armor} @UUID[Compendium.cyphersystem-compendium.abilities.zEkA8MhrnJ5p9Io6]{Unarmored Fighter} @UUID[Compendium.cyphersystem-compendium.abilities.59mslpID7ogppzMA]{Ward} @UUID[Compendium.cyphersystem-compendium.abilities.6zU8AURXjXgG63j6]{Warding Shield} @UUID[Compendium.cyphersystem-compendium.abilities.6Xs3fyaANQDWXRoc]{Weapon Defense} @UUID[Compendium.cyphersystem-compendium.abilities.QGSHCRW46vn5Xdwu]{Weather the Vicissitudes} @UUID[Compendium.cyphersystem-compendium.abilities.3Xoq7NLpshgG3VPY]{Wind Armor}

Mid Tier

@UUID[Compendium.cyphersystem-compendium.abilities.yvPcOjjqyU3618Ob]{Absorb Pure Energy} @UUID[Compendium.cyphersystem-compendium.abilities.ZH0JbusjycG6zQf1]{Anticipate Attack} @UUID[Compendium.cyphersystem-compendium.abilities.R0UuZ32vmmeFbSMV]{Blood Fever} @UUID[Compendium.cyphersystem-compendium.abilities.gyZd83dgvZnQrmbb]{Cloak of Opportunity} @UUID[Compendium.cyphersystem-compendium.abilities.2SiHiotGcSufnCne]{Confounding Banter} @UUID[Compendium.cyphersystem-compendium.abilities.1fYBYD1EfA5z1NFl]{Confuse Enemy} @UUID[Compendium.cyphersystem-compendium.abilities.BjlHRj3hANsoqhKq]{Counter Danger} @UUID[Compendium.cyphersystem-compendium.abilities.Mj6yJZwRmdXaVwh8]{Countermeasures} @UUID[Compendium.cyphersystem-compendium.abilities.yB4tnpDNVSOxgruq]{Dark Matter Shell} @UUID[Compendium.cyphersystem-compendium.abilities.XYbtbbVKFYmDfmjO]{Dark Matter Shroud} @UUID[Compendium.cyphersystem-compendium.abilities.NnlGdSiR9GbiTJyZ]{Discerning Mind} @UUID[Compendium.cyphersystem-compendium.abilities.LODZEYtmmBN5D9zZ]{Divert Attacks} @UUID[Compendium.cyphersystem-compendium.abilities.E1YiGcXAYOjHXoAd]{Dodge and Respond} @UUID[Compendium.cyphersystem-compendium.abilities.gVOzzvxS6PPu8Ofy]{Dual Defense} @UUID[Compendium.cyphersystem-compendium.abilities.76HF09q7MdGek863]{Electric Armor} @UUID[Compendium.cyphersystem-compendium.abilities.XR8WeRW3OlbCIjlJ]{Elemental Protection} @UUID[Compendium.cyphersystem-compendium.abilities.yz1w8JR23mtlDX49]{Energy Protection} @UUID[Compendium.cyphersystem-compendium.abilities.M49EI6qapNJC2aLR]{Energy Resistance} @UUID[Compendium.cyphersystem-compendium.abilities.4eCjeGPA0ovnwIfu]{Experienced in Armor} @UUID[Compendium.cyphersystem-compendium.abilities.GlXd4oFI9Fqq3rAX]{Experienced Defender} @UUID[Compendium.cyphersystem-compendium.abilities.yPVZmXWhUxustVdq]{Force Field Barrier} @UUID[Compendium.cyphersystem-compendium.abilities.rqC9cEmRkvm29N56]{Fusion Armor} @UUID[Compendium.cyphersystem-compendium.abilities.5t5EIoGSan3pQ08D]{Hard-Won Resilience} @UUID[Compendium.cyphersystem-compendium.abilities.aBfj6w1y6noOzB7d]{Horde Fighting} @UUID[Compendium.cyphersystem-compendium.abilities.uNzF1oQKJ6T1yqL4]{Huge} @UUID[Compendium.cyphersystem-compendium.abilities.zcxMbV4Fe4JqJAe8]{Illusory Evasion} @UUID[Compendium.cyphersystem-compendium.abilities.n985WYLPzj2XqBry]{Magnetic Field} @UUID[Compendium.cyphersystem-compendium.abilities.whVEpvOjmGs3fpcD]{Matter Cloud} @UUID[Compendium.cyphersystem-compendium.abilities.l0OFjk5XVGV5LzP1]{Minor Wish} @UUID[Compendium.cyphersystem-compendium.abilities.mGv7zlZu1wtNCQXQ]{Moving Like Water} @UUID[Compendium.cyphersystem-compendium.abilities.Mz9g9gv2UvARcLid]{Nimble Swimmer} @UUID[Compendium.cyphersystem-compendium.abilities.DMBJEypEWuAS2lai]{Outlaw Reputation} @UUID[Compendium.cyphersystem-compendium.abilities.AQQzctwqPJPUTRbb]{Poison Crafter} @UUID[Compendium.cyphersystem-compendium.abilities.y1bQFSBlwMbUico5]{Rapid Processing} @UUID[Compendium.cyphersystem-compendium.abilities.GvYXLPdpaFEMGuQR]{Resilience} @UUID[Compendium.cyphersystem-compendium.abilities.FuufiUyoLFbgBH5J]{Resilient Ice Armor} @UUID[Compendium.cyphersystem-compendium.abilities.NoKdHv0FSytZR4iF]{Robot Fighter} @UUID[Compendium.cyphersystem-compendium.abilities.NKvNEjx64CcS3l13]{Shield Training} @UUID[Compendium.cyphersystem-compendium.abilities.CNw7shehsdySzhAK]{Subconscious Defense} @UUID[Compendium.cyphersystem-compendium.abilities.3wxiRMTCBZ4iNCHp]{Temporal Acceleration} @UUID[Compendium.cyphersystem-compendium.abilities.t8wL47jk1KS4zapb]{Tough It Out} @UUID[Compendium.cyphersystem-compendium.abilities.sq2JJtnRtSthJSYL]{Tower of Intellect} @UUID[Compendium.cyphersystem-compendium.abilities.2AIQhz00HyZhY7wM]{Tower of Will} @UUID[Compendium.cyphersystem-compendium.abilities.w2aO1ZIpmBDQJXq1]{Tumbling Moves} @UUID[Compendium.cyphersystem-compendium.abilities.OovsYh1BefBJrU8m]{Versatile Mind} @UUID[Compendium.cyphersystem-compendium.abilities.DhbLcVuqEZmS6Z2y]{Vigilance} @UUID[Compendium.cyphersystem-compendium.abilities.OWVz2CkwLnCSJMdS]{Wraith Cloak}

High Tier

@UUID[Compendium.cyphersystem-compendium.abilities.i5n7BaFjTo6W35f9]{Defense Master} @UUID[Compendium.cyphersystem-compendium.abilities.xBZTbhZKRB9AJmMa]{Defensive Augmentation} @UUID[Compendium.cyphersystem-compendium.abilities.FjXL6iSD1CJKbuGT]{Defensive Field} @UUID[Compendium.cyphersystem-compendium.abilities.LwmoGOpgHy1K2dU4]{Energize Creature} @UUID[Compendium.cyphersystem-compendium.abilities.5i6TqVJQQ4sTvqTm]{Energize Crowd} @UUID[Compendium.cyphersystem-compendium.abilities.N0OZaNOIbHTiWDL1]{Evasion} @UUID[Compendium.cyphersystem-compendium.abilities.cTU70NgcebRlD7jI]{Field-Reinforced Armor} @UUID[Compendium.cyphersystem-compendium.abilities.S9QxUr8u2gtwY7ya]{Hard Target} @UUID[Compendium.cyphersystem-compendium.abilities.KGzAHs3qln0fNDjt]{Hard to Kill} @UUID[Compendium.cyphersystem-compendium.abilities.5rgcPJXpCcB5VJ1m]{Lost in the Chaos} @UUID[Compendium.cyphersystem-compendium.abilities.rHApGqEQj8TCGa3f]{Masterful Armor Modification} @UUID[Compendium.cyphersystem-compendium.abilities.4k5JFV78A5SiPjFo]{Mastery in Armor} @UUID[Compendium.cyphersystem-compendium.abilities.LTqgcoprvBF2ZkdH]{Mastery With Defense} @UUID[Compendium.cyphersystem-compendium.abilities.iIy1HDd9yUl07AYo]{Microgravity Avoidance} @UUID[Compendium.cyphersystem-compendium.abilities.m2j3n3xiExLcXAAn]{Moderate Wish} @UUID[Compendium.cyphersystem-compendium.abilities.lGbieMmnuoqsl4Jz]{Nothing but Defend} @UUID[Compendium.cyphersystem-compendium.abilities.AmZDmnmP7CxSSN4h]{Parry} @UUID[Compendium.cyphersystem-compendium.abilities.N0wzhZ676UrCR8M4]{Precognition} @UUID[Compendium.cyphersystem-compendium.abilities.cbXNxvPdWEbKF6nA]{Reactive Field} @UUID[Compendium.cyphersystem-compendium.abilities.MA2Pwhbpbq2SSIQy]{See the Future} @UUID[Compendium.cyphersystem-compendium.abilities.4BQHOR98z3TYJPQu]{Still As a Statue} @UUID[Compendium.cyphersystem-compendium.abilities.fkedtvx6UakJPOZN]{Ultra Enhancement} @UUID[Compendium.cyphersystem-compendium.abilities.QLRztjFH4YetYM6l]{Untouchable} @UUID[Compendium.cyphersystem-compendium.abilities.INdq5iQf5ECzRiNp]{Untouchable While Moving} @UUID[Compendium.cyphersystem-compendium.abilities.B6SEeGr5kxLAgvvq]{Wear It Well}

Senses

Enhances your senses (seeing in the dark, seeing underwater or through mist, sensing danger, finding optimal places to stand in combat, and so on), but doesn’t provide direct answers to questions like an information ability does.

Low Tier

@UUID[Compendium.cyphersystem-compendium.abilities.xskKzxBoGvSrje4e]{Eyes Adjusted} @UUID[Compendium.cyphersystem-compendium.abilities.wVgcztnnNFPqK9Mo]{Familiarize} @UUID[Compendium.cyphersystem-compendium.abilities.8ydN3DBdXXP24hQL]{Find an Opening} @UUID[Compendium.cyphersystem-compendium.abilities.YBMLX3Jm5oN79J6G]{Heads-Up Display} @UUID[Compendium.cyphersystem-compendium.abilities.boxrBJsyP0yjJHjt]{Link Senses} @UUID[Compendium.cyphersystem-compendium.abilities.TPEcyzCeC3z5FyyQ]{Mental Link} @UUID[Compendium.cyphersystem-compendium.abilities.Uti1XQwY4VFZwwwc]{Reveal} @UUID[Compendium.cyphersystem-compendium.abilities.jq6Wm9xYxJA0bRaR]{See the Unseen} @UUID[Compendium.cyphersystem-compendium.abilities.rYyymKUc0QKWdNsy]{See Through Matter} @UUID[Compendium.cyphersystem-compendium.abilities.mvFsSsVjyF8iXvCe]{Sense Ambush} @UUID[Compendium.cyphersystem-compendium.abilities.PRh7n2VLXyRa4il9]{Share Senses} @UUID[Compendium.cyphersystem-compendium.abilities.WgjatSOUT6pT02A7]{Third Eye}

Mid Tier

@UUID[Compendium.cyphersystem-compendium.abilities.KAAezRI2l8rdp1NS]{Animal Senses and Sensibilities} @UUID[Compendium.cyphersystem-compendium.abilities.ZB80ZclRSzEcr4o1]{Awareness} @UUID[Compendium.cyphersystem-compendium.abilities.zstBkLwRduC7vgGT]{Beast Eyes} @UUID[Compendium.cyphersystem-compendium.abilities.nJlhmzrhmXvM3QvU]{Break the Line} @UUID[Compendium.cyphersystem-compendium.abilities.j1AZSJpCetRgsQ6A]{Detect Life} @UUID[Compendium.cyphersystem-compendium.abilities.MvyXo0ZUsxu8QQ22]{Distance Viewing} @UUID[Compendium.cyphersystem-compendium.abilities.EcOIgMC9c1IfSHsr]{Echolocation} @UUID[Compendium.cyphersystem-compendium.abilities.khxZngfluNmVSAIT]{Experienced Finder} @UUID[Compendium.cyphersystem-compendium.abilities.QsXOz48JgyXYEEqS]{Inhabit Crystal} @UUID[Compendium.cyphersystem-compendium.abilities.KBjSpuK7XJc1abJv]{Remote Viewing} @UUID[Compendium.cyphersystem-compendium.abilities.syiylO75dZlcUp3i]{Sensing Package} @UUID[Compendium.cyphersystem-compendium.abilities.bzy1KzO0oPmZGu2b]{Sensor} @UUID[Compendium.cyphersystem-compendium.abilities.9YuQrJXAQO0qIFPj]{Serv-0 Spy} @UUID[Compendium.cyphersystem-compendium.abilities.V1ROUnWXLmLRMxXi]{Trapfinder} @UUID[Compendium.cyphersystem-compendium.abilities.FktE2hQhSKXbWcQU]{Use Senses of Others}

High Tier

@UUID[Compendium.cyphersystem-compendium.abilities.B0dq2gW9gdA0PdzR]{Amplify Sounds} @UUID[Compendium.cyphersystem-compendium.abilities.djqbPin4qsUauJmD]{Battlefield Tactician} @UUID[Compendium.cyphersystem-compendium.abilities.xRvaY8SG4HVy5WO8]{Dark Explorer} @UUID[Compendium.cyphersystem-compendium.abilities.cpJY8qkTAmSvXoFM]{Infer Thoughts} @UUID[Compendium.cyphersystem-compendium.abilities.7QTTrXnxDHskYYhj]{Master Machine} @UUID[Compendium.cyphersystem-compendium.abilities.PazO9rJ2YoE8VEUw]{See Through Time} @UUID[Compendium.cyphersystem-compendium.abilities.MGzAkRaGd4LgfQti]{True Senses}

Social

Gives you an indirect social benefit, such as providing a useful contact in a city or letting you take advantage of your social status.

Low Tier

@UUID[Compendium.cyphersystem-compendium.abilities.2CekF2lqwNrMyio0]{Connected} @UUID[Compendium.cyphersystem-compendium.abilities.2GwH3ugd7aHrWZRz]{Debate} @UUID[Compendium.cyphersystem-compendium.abilities.JSlr2Q6Ll1xNd8fX]{Demeanor of Command} @UUID[Compendium.cyphersystem-compendium.abilities.GT0AiiarWPbGzxKs]{Impart Ideal} @UUID[Compendium.cyphersystem-compendium.abilities.OmfjqEmmIbrWST5U]{Misdirect Blame} @UUID[Compendium.cyphersystem-compendium.abilities.5VqOTQlAYTtWTwmS]{Negotiate} @UUID[Compendium.cyphersystem-compendium.abilities.6QXGJBsJPDFgcdq5]{Perks of Stardom} @UUID[Compendium.cyphersystem-compendium.abilities.MBlyd9LvSH8D0Z5I]{Powerful Rhetoric} @UUID[Compendium.cyphersystem-compendium.abilities.xMRRfjFF0POkxyea]{Privileged Nobility} @UUID[Compendium.cyphersystem-compendium.abilities.OFWQd2W52VAODeas]{Underworld Contacts} @UUID[Compendium.cyphersystem-compendium.abilities.UHvD5299HFbwBvpR]{Unexpected Betrayal}

Mid Tier

@UUID[Compendium.cyphersystem-compendium.abilities.7Gxuqkwo4i47yHe3]{Betrayal} @UUID[Compendium.cyphersystem-compendium.abilities.tmrSKjGmjbxfIqPI]{Flamboyant Boast} @UUID[Compendium.cyphersystem-compendium.abilities.zg8dYuOdCXGwXOFd]{Informer} @UUID[Compendium.cyphersystem-compendium.abilities.i5BlJLgj1ayBw0uY]{Oratory} @UUID[Compendium.cyphersystem-compendium.abilities.ZqBpOAiH70SGHX8N]{Perfect Stranger}

High Tier

@UUID[Compendium.cyphersystem-compendium.abilities.hhBF8re7Azmce3Y9]{Group Friendship}

Special Attack

Gives the ability to make a special melee or ranged attack (weapon, energy blast, psychic, and so on). The attack might do damage, have a special effect (disarm, hinder, move the target, and so on), or both. This also includes abilities like Spray that let you attack multiple targets as your action.

Low Tier

@UUID[Compendium.cyphersystem-compendium.abilities.p61Ycyc7lVZQXupO]{Advantage to Disadvantage} @UUID[Compendium.cyphersystem-compendium.abilities.X7Rrn9Q54ceSA4Lr]{Aggression} @UUID[Compendium.cyphersystem-compendium.abilities.EyAIsiqJGCspQFcu]{Arcane Flare} @UUID[Compendium.cyphersystem-compendium.abilities.7BS6IEcYlEp5v3OC]{Bash} @UUID[Compendium.cyphersystem-compendium.abilities.wyUQ3Atl3V1ItCFH]{Bloodlust} @UUID[Compendium.cyphersystem-compendium.abilities.Mfebb42AE5xt7k85]{Concussive Blast} @UUID[Compendium.cyphersystem-compendium.abilities.6cMg5QXB71YNgoaM]{Control the Field} @UUID[Compendium.cyphersystem-compendium.abilities.o7kTUAFonv5HPi07]{Cutting Light} @UUID[Compendium.cyphersystem-compendium.abilities.teFcKcbo5ZBFbfRl]{Dazzling Sunburst} @UUID[Compendium.cyphersystem-compendium.abilities.di7QfASecjKU8BPN]{Disincentivize} @UUID[Compendium.cyphersystem-compendium.abilities.7f6ulMjWFw2BOK76]{Disrupting Touch} @UUID[Compendium.cyphersystem-compendium.abilities.JyAovhallyh9m6oW]{Drain Machine} @UUID[Compendium.cyphersystem-compendium.abilities.bH57y3PYsMceluGy]{Dream Thief} @UUID[Compendium.cyphersystem-compendium.abilities.NHns9zqufRvB3Tnl]{Dual Light Wield} @UUID[Compendium.cyphersystem-compendium.abilities.bM2Y62eaUKYKdcwq]{Entangling Force} @UUID[Compendium.cyphersystem-compendium.abilities.lQ4MNmGXXNBMGsmk]{Enthrall} @UUID[Compendium.cyphersystem-compendium.abilities.TmWjWp4iWk4GMLN0]{Erase Memories} @UUID[Compendium.cyphersystem-compendium.abilities.eFgzJXQlg6l7NBqM]{Eye Gouge} @UUID[Compendium.cyphersystem-compendium.abilities.78uF9siViGIHKYGx]{Flash} @UUID[Compendium.cyphersystem-compendium.abilities.aidcxXW6MokDMqY7]{Force Bash} @UUID[Compendium.cyphersystem-compendium.abilities.nHqTzLHJrUWSAATM]{Frost Touch} @UUID[Compendium.cyphersystem-compendium.abilities.aFEBxDGnuFi20cLo]{Golem Grip} @UUID[Compendium.cyphersystem-compendium.abilities.zW0cZJQTR0tHUmn3]{Grasping Foliage} @UUID[Compendium.cyphersystem-compendium.abilities.S3L1oym8fpx0NsAc]{Hemorrhage} @UUID[Compendium.cyphersystem-compendium.abilities.NJjAmyf9zhjRTNme]{Hurl Flame} @UUID[Compendium.cyphersystem-compendium.abilities.lwJAowJa4eKlcDjb]{Misdirect} @UUID[Compendium.cyphersystem-compendium.abilities.FE1Ge8CbJxQcCo0b]{Onslaught} @UUID[Compendium.cyphersystem-compendium.abilities.90wkMwuVBaiyL9yt]{Opportunist} @UUID[Compendium.cyphersystem-compendium.abilities.o2iiTUXdkMPREkvK]{Overwatch} @UUID[Compendium.cyphersystem-compendium.abilities.IPwnXtVrXauJXgFo]{Pierce} @UUID[Compendium.cyphersystem-compendium.abilities.Myt0JUt24B8hjYAg]{Push} @UUID[Compendium.cyphersystem-compendium.abilities.yszDDDpH6m16dEoV]{Quick Throw} @UUID[Compendium.cyphersystem-compendium.abilities.Yg6jEM07HAccDcNC]{Ray of Confusion} @UUID[Compendium.cyphersystem-compendium.abilities.NMjccuRLDDnfZtZe]{Release Energy} @UUID[Compendium.cyphersystem-compendium.abilities.Q8xKsSOvoFWL1ePP]{Resonance Field} @UUID[Compendium.cyphersystem-compendium.abilities.7aCeBDGZqu8A9hMQ]{Ribbons of Dark Matter} @UUID[Compendium.cyphersystem-compendium.abilities.kkCW4KkWA751AeBl]{Scramble Machine} @UUID[Compendium.cyphersystem-compendium.abilities.n81xGnZHydeXmIRc]{Scratch Existence} @UUID[Compendium.cyphersystem-compendium.abilities.0Wq39mJ9oXA415qx]{Seeds of Fury} @UUID[Compendium.cyphersystem-compendium.abilities.nptFEdFaUvjDeqAz]{Shatter} @UUID[Compendium.cyphersystem-compendium.abilities.3btRIiWxY8oMcVMo]{Shock} @UUID[Compendium.cyphersystem-compendium.abilities.pdNI9QMKmDwu8gza]{Stasis} @UUID[Compendium.cyphersystem-compendium.abilities.36nlDXhOP5e5dfns]{Successive Attack} @UUID[Compendium.cyphersystem-compendium.abilities.uG2ACHNAPoZirp0b]{Surprise Attack} @UUID[Compendium.cyphersystem-compendium.abilities.8hiUfUNY3u2IpVDa]{Swipe} @UUID[Compendium.cyphersystem-compendium.abilities.WO2Wg9PvscHMcQlH]{Thrust} @UUID[Compendium.cyphersystem-compendium.abilities.uMaMKhemHmtlXDjT]{Thunder Beam} @UUID[Compendium.cyphersystem-compendium.abilities.cwZIpP2FTLIVGhbm]{Weighty}

Mid Tier

@UUID[Compendium.cyphersystem-compendium.abilities.ra0A8MtQjZEYhJPr]{Acrobatic Attack} @UUID[Compendium.cyphersystem-compendium.abilities.cS1RW48sdVY6ZJZd]{Ambusher} @UUID[Compendium.cyphersystem-compendium.abilities.SG8ms3jfHw8hXGnX]{Answering Attack} @UUID[Compendium.cyphersystem-compendium.abilities.tbeFzIPGuAjRBpKM]{Better Surprise Attack} @UUID[Compendium.cyphersystem-compendium.abilities.YDKULtvV0pMJDxi2]{Bolts of Power} @UUID[Compendium.cyphersystem-compendium.abilities.V2BSB9or5UJdTiYF]{Built-in Weaponry} @UUID[Compendium.cyphersystem-compendium.abilities.IUlsD8Zxp8AYbO4h]{Burning Light} @UUID[Compendium.cyphersystem-compendium.abilities.Hw16NpdbdJOqVF4z]{Castigate} @UUID[Compendium.cyphersystem-compendium.abilities.WeMTxJElozl7OWdJ]{Center of Attention} @UUID[Compendium.cyphersystem-compendium.abilities.hIWg9VFNnYnrknAu]{Crystal Lens} @UUID[Compendium.cyphersystem-compendium.abilities.MqGMnSIkHK4rOFSm]{Dark Matter Strike} @UUID[Compendium.cyphersystem-compendium.abilities.vZELZYMsLJfBfUnt]{Dazing Attack} @UUID[Compendium.cyphersystem-compendium.abilities.JVvSTtYbksWJDADY]{Debilitating Strike} @UUID[Compendium.cyphersystem-compendium.abilities.0XSuUGS0UyrhiW44]{Destroy Metal} @UUID[Compendium.cyphersystem-compendium.abilities.ka5VA9XBi4OTnKVa]{Disable Mechanisms} @UUID[Compendium.cyphersystem-compendium.abilities.7rjeYt5hNhkvqK9w]{Disarming Strike} @UUID[Compendium.cyphersystem-compendium.abilities.dJTgtIs80gOoI6ac]{Divine Radiance} @UUID[Compendium.cyphersystem-compendium.abilities.E1YiGcXAYOjHXoAd]{Dodge and Respond} @UUID[Compendium.cyphersystem-compendium.abilities.A6H8xi93t6Zrexz9]{Drain Charge} @UUID[Compendium.cyphersystem-compendium.abilities.q9nALxXrBv5ubXaT]{Dual Medium Wield} @UUID[Compendium.cyphersystem-compendium.abilities.1L1uoad8vwgWxiyN]{Everything Is a Weapon} @UUID[Compendium.cyphersystem-compendium.abilities.VEJQ74o175OnlIAm]{Exile} @UUID[Compendium.cyphersystem-compendium.abilities.RO8dmB90aRPOmCuJ]{Feint} @UUID[Compendium.cyphersystem-compendium.abilities.AUGM3xEluWJi4Y8h]{Fire and Ice} @UUID[Compendium.cyphersystem-compendium.abilities.NgHLZq3tZ3CFJvYv]{Fire Bloom} @UUID[Compendium.cyphersystem-compendium.abilities.CAh0KStmP03kgv62]{Fling} @UUID[Compendium.cyphersystem-compendium.abilities.dDhnZrzAxDvK7QYa]{Force at Distance} @UUID[Compendium.cyphersystem-compendium.abilities.dCoCGVzWxIL9fIvH]{Force Blast} @UUID[Compendium.cyphersystem-compendium.abilities.BGMXK6VKNmp8M4A3]{Freezing Touch} @UUID[Compendium.cyphersystem-compendium.abilities.E0k0LUw0epjJGrv9]{Golem Stomp} @UUID[Compendium.cyphersystem-compendium.abilities.48i5ybVtZaTlFLJf]{Grab} @UUID[Compendium.cyphersystem-compendium.abilities.jbhcWHMiQQaR9ukO]{Gravity Cleave} @UUID[Compendium.cyphersystem-compendium.abilities.LLvJZvzbGQOrlqoE]{Ignition} @UUID[Compendium.cyphersystem-compendium.abilities.QxOsAHpd8ZkEXI5u]{Improved Object Bond} @UUID[Compendium.cyphersystem-compendium.abilities.2K3b6cTuLEGZfYqa]{Knock Out} @UUID[Compendium.cyphersystem-compendium.abilities.whVEpvOjmGs3fpcD]{Matter Cloud} @UUID[Compendium.cyphersystem-compendium.abilities.R9WffstnihzBuuvW]{Mind Games} @UUID[Compendium.cyphersystem-compendium.abilities.PTVAJGFiXDueX8az]{Momentum} @UUID[Compendium.cyphersystem-compendium.abilities.gDwPpgIAocEfQjPx]{Overawe} @UUID[Compendium.cyphersystem-compendium.abilities.zIYdniz9sjvAHsnX]{Overcome All Obstacles} @UUID[Compendium.cyphersystem-compendium.abilities.rXUUDUJFKis8TpnL]{Phase Detonation} @UUID[Compendium.cyphersystem-compendium.abilities.cJB7wj5okdPZuRNb]{Phased Attack} @UUID[Compendium.cyphersystem-compendium.abilities.NoC3yuqxU8yhPf47]{Power Strike} @UUID[Compendium.cyphersystem-compendium.abilities.blm1Z8JxvWOiFf0b]{Pry Open} @UUID[Compendium.cyphersystem-compendium.abilities.Mc8L07dpf605FDo9]{Psychic Burst} @UUID[Compendium.cyphersystem-compendium.abilities.Je1MitN21L3lqWVF]{Psychosis} @UUID[Compendium.cyphersystem-compendium.abilities.JJ9nWmcBIlfyNDfe]{Push Off and Throw} @UUID[Compendium.cyphersystem-compendium.abilities.JlYk5UNZEUzzO8Js]{Quick Strike} @UUID[Compendium.cyphersystem-compendium.abilities.YA5P5CBNr5NSmY6z]{Rapid Attack} @UUID[Compendium.cyphersystem-compendium.abilities.XqGE5QLHnpIKB5rB]{Reaction} @UUID[Compendium.cyphersystem-compendium.abilities.Yo2Z3EdYjx88jYnp]{Remote Control} @UUID[Compendium.cyphersystem-compendium.abilities.ZuX6gykVtKxiBAxR]{Run and Fight} @UUID[Compendium.cyphersystem-compendium.abilities.znJCKr6PeEq4a0j5]{Shattering Shout} @UUID[Compendium.cyphersystem-compendium.abilities.bkQnnjRFJS9VpaY5]{Slice} @UUID[Compendium.cyphersystem-compendium.abilities.oNk0Nhle1XwBhOvp]{Snap Shot} @UUID[Compendium.cyphersystem-compendium.abilities.yJDNsRAG3Elm6PWp]{Snipe} @UUID[Compendium.cyphersystem-compendium.abilities.YIzrA5i8eBSPMFzj]{Spray} @UUID[Compendium.cyphersystem-compendium.abilities.57txEIyzuPUQOqVP]{Sprint and Grab} @UUID[Compendium.cyphersystem-compendium.abilities.B4U7RiMrZElfOQyj]{Taking Advantage} @UUID[Compendium.cyphersystem-compendium.abilities.hy3hI86e9BCmkcQO]{Tall Tale} @UUID[Compendium.cyphersystem-compendium.abilities.WuNUt6ltWGDdjNLS]{Throw} @UUID[Compendium.cyphersystem-compendium.abilities.SPL1URVkuo4PJP8I]{Throw Force Shield} @UUID[Compendium.cyphersystem-compendium.abilities.4s3SAqu0lb5qzfzL]{Trick Shot}

High Tier

@UUID[Compendium.cyphersystem-compendium.abilities.NCXCkCYeZw8qlazG]{Absorb Energy} @UUID[Compendium.cyphersystem-compendium.abilities.WrJDw2X8JHcljjP4]{Arc Spray} @UUID[Compendium.cyphersystem-compendium.abilities.YbYeZ0A0m96IWxwl]{Assassin Strike} @UUID[Compendium.cyphersystem-compendium.abilities.T5tn7zItPyaRcYNC]{Asserting Your Privilege} @UUID[Compendium.cyphersystem-compendium.abilities.ltAq7qr8aaalOtJp]{Attack and Attack Again} @UUID[Compendium.cyphersystem-compendium.abilities.6kTwO0uYuP8qKqkM]{Biomorphic Detonation} @UUID[Compendium.cyphersystem-compendium.abilities.jISh0vWOJdK9hUm1]{Blind Machine} @UUID[Compendium.cyphersystem-compendium.abilities.XRXQwJplJrm7onbN]{Blinding Attack} @UUID[Compendium.cyphersystem-compendium.abilities.zflNCqrmTL7vrYg1]{Bouncing Shield} @UUID[Compendium.cyphersystem-compendium.abilities.9O17NBrKA4AA4Ckw]{Break the Ranks} @UUID[Compendium.cyphersystem-compendium.abilities.lID9ke0vHX2r2CC8]{Break Their Mind} @UUID[Compendium.cyphersystem-compendium.abilities.2lhnVWUMX1Nu6KVj]{Call the Storm} @UUID[Compendium.cyphersystem-compendium.abilities.yEfkqXxmuQqlA6Fi]{Cold Burst} @UUID[Compendium.cyphersystem-compendium.abilities.PZBKCtRj5S6ULnjo]{Concussion} @UUID[Compendium.cyphersystem-compendium.abilities.jHrQLzIfjKtXBoJL]{Deactivate Mechanisms} @UUID[Compendium.cyphersystem-compendium.abilities.6P1CJvVMot3Y2xj0]{Deadly Strike} @UUID[Compendium.cyphersystem-compendium.abilities.iTxEWRCR8G5Rych2]{Death Touch} @UUID[Compendium.cyphersystem-compendium.abilities.i5n7BaFjTo6W35f9]{Defense Master} @UUID[Compendium.cyphersystem-compendium.abilities.0WPUu04FbqxGckhU]{Destroyer} @UUID[Compendium.cyphersystem-compendium.abilities.xR2DkSqvAoR8Vtfn]{Dirty Fighter} @UUID[Compendium.cyphersystem-compendium.abilities.p1UMG2hrng7mLFDv]{Disarming Attack} @UUID[Compendium.cyphersystem-compendium.abilities.OkKNmMvLFwHxUv2r]{Divine Intervention} @UUID[Compendium.cyphersystem-compendium.abilities.tgaSXp1VQiec8Jst]{Divine Symbol} @UUID[Compendium.cyphersystem-compendium.abilities.1W0sBVHxG7LESCPl]{Do You Know Who I Am?} @UUID[Compendium.cyphersystem-compendium.abilities.NJakiz9yvoflzzBD]{Drain Power} @UUID[Compendium.cyphersystem-compendium.abilities.D4JFKjeVDkx9Xfnf]{Dust to Dust} @UUID[Compendium.cyphersystem-compendium.abilities.jhdgI9rV2mpH6JQU]{Earthquake} @UUID[Compendium.cyphersystem-compendium.abilities.apQwshUTjCQPym8A]{Embrace the Night} @UUID[Compendium.cyphersystem-compendium.abilities.Be1ehHb90jtLc8l0]{Explosive Release} @UUID[Compendium.cyphersystem-compendium.abilities.syJ3mkT2hHR2MY3o]{Finishing Blow} @UUID[Compendium.cyphersystem-compendium.abilities.6fpCYtBDCfW6m1b0]{Fire Tendrils} @UUID[Compendium.cyphersystem-compendium.abilities.xCUKzmoBKzN9gIut]{Foul Aura} @UUID[Compendium.cyphersystem-compendium.abilities.mvC2vboULutesBDu]{Ice Storm} @UUID[Compendium.cyphersystem-compendium.abilities.SZtOjKk7ScShJT6G]{Iron Punch} @UUID[Compendium.cyphersystem-compendium.abilities.IFb8NX06xgWM7H98]{Jump Attack} @UUID[Compendium.cyphersystem-compendium.abilities.tjzqyyAZoibXl4DT]{Lethal Ploy} @UUID[Compendium.cyphersystem-compendium.abilities.GlFT2ITvytQVWywQ]{Lethal Vibration} @UUID[Compendium.cyphersystem-compendium.abilities.KNElOxbWobS1ygLv]{Murderer} @UUID[Compendium.cyphersystem-compendium.abilities.pUbqCBV3dBOWFgmv]{Nightmare} @UUID[Compendium.cyphersystem-compendium.abilities.ptH3O4GES71CClGO]{Phase Foe} @UUID[Compendium.cyphersystem-compendium.abilities.xxavxLEaiVFug1D6]{Protective Wall} @UUID[Compendium.cyphersystem-compendium.abilities.8wSx2qtKXq0dWxId]{Psychokinetic Attack} @UUID[Compendium.cyphersystem-compendium.abilities.KVOFCKWKmUrqAe7v]{Punish All the Guilty} @UUID[Compendium.cyphersystem-compendium.abilities.bY52t6eGONKu8Kr4]{Resonant Quake} @UUID[Compendium.cyphersystem-compendium.abilities.G5bTthwpEf5azVHA]{Return to Sender} @UUID[Compendium.cyphersystem-compendium.abilities.EH8OmAJaimF4MTgg]{Shatter Mind} @UUID[Compendium.cyphersystem-compendium.abilities.BM6YnBez7sVnrGUh]{Special Shot} @UUID[Compendium.cyphersystem-compendium.abilities.KDZeCZJxjCQzlTxA]{Spin Attack} @UUID[Compendium.cyphersystem-compendium.abilities.jrTEtAhE6GfLW7R4]{Spring Away} @UUID[Compendium.cyphersystem-compendium.abilities.eQIPJk2xcFGfDr3H]{Stun Attack} @UUID[Compendium.cyphersystem-compendium.abilities.xbYD729j3km6ZDCA]{Sun Siphon} @UUID[Compendium.cyphersystem-compendium.abilities.447ojnjZFMCma8eu]{Taunt Foe} @UUID[Compendium.cyphersystem-compendium.abilities.kKYyGbrQxDRSOh37]{Terrifying Gaze} @UUID[Compendium.cyphersystem-compendium.abilities.Z4QcjOxgltEJPm96]{Twisting the Knife} @UUID[Compendium.cyphersystem-compendium.abilities.IN9qNZDx4sBKNr8n]{Undo} @UUID[Compendium.cyphersystem-compendium.abilities.xRIDlrBzTXVYC5rh]{Vindictive Performance} @UUID[Compendium.cyphersystem-compendium.abilities.s8NShtaUrW0Oxolo]{Weapon and Body} @UUID[Compendium.cyphersystem-compendium.abilities.tMOeiKWrhp5P5CCQ]{Weight of the World} @UUID[Compendium.cyphersystem-compendium.abilities.w3HN2nZBTo5mLJcM]{Weightless Shot} @UUID[Compendium.cyphersystem-compendium.abilities.WW3QjCP5UJUsKBW3]{Whirlwind of Throws} @UUID[Compendium.cyphersystem-compendium.abilities.EXrZLa3M8BK43qoi]{Winter Gauntlets} @UUID[Compendium.cyphersystem-compendium.abilities.Gsre3acJaxhGBa0S]{Word of Death}

Support

Gives some sort of benefit to an ally rather than yourself, such as an extra action or an asset on their roll.

Low Tier

@UUID[Compendium.cyphersystem-compendium.abilities.WrgqojoyWuTWpyQq]{Advice From a Friend} @UUID[Compendium.cyphersystem-compendium.abilities.BlBi7qk0darLthxS]{Anecdote} @UUID[Compendium.cyphersystem-compendium.abilities.b8rtgyatE8o9FaRS]{Attack Flourish} @UUID[Compendium.cyphersystem-compendium.abilities.5jGN9GicKYIAneKQ]{Defend the Innocent} @UUID[Compendium.cyphersystem-compendium.abilities.4yyKQYnrbL3r9gcU]{Enable Others} @UUID[Compendium.cyphersystem-compendium.abilities.hYa7I52x2iwffh8C]{Encouragement} @UUID[Compendium.cyphersystem-compendium.abilities.grCiWRuV8lvflQHM]{Encouraging Presence} @UUID[Compendium.cyphersystem-compendium.abilities.4fcns7ANpZF7pHaz]{Force Field} @UUID[Compendium.cyphersystem-compendium.abilities.lZCAKgP966BuU4uF]{Friendly Help} @UUID[Compendium.cyphersystem-compendium.abilities.DmnRMTfHYaeoYFVu]{Good Advice} @UUID[Compendium.cyphersystem-compendium.abilities.FiSwskgQGBjp4IhZ]{Inspire Action} @UUID[Compendium.cyphersystem-compendium.abilities.wWCehMidmvLypdxj]{Inspire Aggression} @UUID[Compendium.cyphersystem-compendium.abilities.DLxDL49VjUEMAjxZ]{Inspiring Ease} @UUID[Compendium.cyphersystem-compendium.abilities.qp1jDaFiRR5xPPMn]{Protector} @UUID[Compendium.cyphersystem-compendium.abilities.POaewj2PWMMfCY1i]{Rally to Me} @UUID[Compendium.cyphersystem-compendium.abilities.Uti1XQwY4VFZwwwc]{Reveal} @UUID[Compendium.cyphersystem-compendium.abilities.FgyHV0QR3YwlLIVb]{Sculpt Flesh} @UUID[Compendium.cyphersystem-compendium.abilities.701ts4xCDjURZSb5]{Teamwork}

Mid Tier

@UUID[Compendium.cyphersystem-compendium.abilities.hB1CISYVEZXEO0IV]{Accelerate} @UUID[Compendium.cyphersystem-compendium.abilities.wJSxVM8fWADJtTSd]{Applying Your Knowledge} @UUID[Compendium.cyphersystem-compendium.abilities.knh2MWMhCgqOjWYD]{Buddy System} @UUID[Compendium.cyphersystem-compendium.abilities.lb5Bo8BpNXdVMkmt]{Combat Challenge} @UUID[Compendium.cyphersystem-compendium.abilities.bz04IOSkdP3zcRMD]{Defend All the Innocent} @UUID[Compendium.cyphersystem-compendium.abilities.Su3LkSzdGHg9w1RO]{Dual Wards} @UUID[Compendium.cyphersystem-compendium.abilities.XR8WeRW3OlbCIjlJ]{Elemental Protection} @UUID[Compendium.cyphersystem-compendium.abilities.RgosWDt0hkosbVQr]{In Harm’s Way} @UUID[Compendium.cyphersystem-compendium.abilities.1N6P5ZRogThCS0KH]{Lead by Inquiry} @UUID[Compendium.cyphersystem-compendium.abilities.dIK67k9aoBbFBnkf]{Pay It Forward} @UUID[Compendium.cyphersystem-compendium.abilities.oS3AeTouF6HPcaH5]{Play to the Crowd} @UUID[Compendium.cyphersystem-compendium.abilities.QFZyfDWOSEpZeQmM]{Spur Effort} @UUID[Compendium.cyphersystem-compendium.abilities.scceoEmEnN5MW8XT]{Take Command} @UUID[Compendium.cyphersystem-compendium.abilities.GAeUBbQWE3ryv50V]{True Guardian}

High Tier

@UUID[Compendium.cyphersystem-compendium.abilities.Eez3uExkDA20XJg3]{Able Assistance} @UUID[Compendium.cyphersystem-compendium.abilities.G8waoPdWGzMl0S1n]{Battle Management} @UUID[Compendium.cyphersystem-compendium.abilities.3JWMtJBjf3oUWaxP]{Block for Another} @UUID[Compendium.cyphersystem-compendium.abilities.LwmoGOpgHy1K2dU4]{Energize Creature} @UUID[Compendium.cyphersystem-compendium.abilities.5i6TqVJQQ4sTvqTm]{Energize Crowd} @UUID[Compendium.cyphersystem-compendium.abilities.lJWTlBH1koX2Fjgi]{Impart Understanding} @UUID[Compendium.cyphersystem-compendium.abilities.oilgQ4oM02Pa0eNp]{Inspiration} @UUID[Compendium.cyphersystem-compendium.abilities.tTrekc4AZbIqem5L]{Inspire Coordinated Actions} @UUID[Compendium.cyphersystem-compendium.abilities.fPCTpU0viXXWrNs0]{Inspiring Success} @UUID[Compendium.cyphersystem-compendium.abilities.Tes6ntXPZR8IHgY4]{Regenerate Other} @UUID[Compendium.cyphersystem-compendium.abilities.PXvS7AatBcxH9cvZ]{Share Defense} @UUID[Compendium.cyphersystem-compendium.abilities.U9sgMUKkIkDIdRtK]{Stimulate} @UUID[Compendium.cyphersystem-compendium.abilities.iE83ABQRko5NemVU]{Teach Trick} @UUID[Compendium.cyphersystem-compendium.abilities.zZYSSAFXtJcuezxM]{Transcend the Script} @UUID[Compendium.cyphersystem-compendium.abilities.mjEFQ3ndDRvLB5Dj]{True Defender} @UUID[Compendium.cyphersystem-compendium.abilities.IN9qNZDx4sBKNr8n]{Undo} @UUID[Compendium.cyphersystem-compendium.abilities.PTM0HWGFfo5CHMif]{Will of a Leader} @UUID[Compendium.cyphersystem-compendium.abilities.jTiOQKW2QtXK8dmF]{Work the Friendship}

Task

Gives training, specialization, or an asset in one or more noncombat skills (climbing, healing, computers, initiative, and so on).

Low Tier

@UUID[Compendium.cyphersystem-compendium.abilities.wifCvRG9OhsTDT30]{Advantages of Being Big} @UUID[Compendium.cyphersystem-compendium.abilities.YD5gm0w3lqTSyO3V]{Anticipation} @UUID[Compendium.cyphersystem-compendium.abilities.rYaAyFLmCAAwZi0s]{Assassin Skills} @UUID[Compendium.cyphersystem-compendium.abilities.cpXOBSLY03j89yOy]{Athlete} @UUID[Compendium.cyphersystem-compendium.abilities.AWretAEaeQfXTXMy]{Autodoctor} @UUID[Compendium.cyphersystem-compendium.abilities.tJiXzKX4gf0GNV6V]{Balance} @UUID[Compendium.cyphersystem-compendium.abilities.XToLeZ4ksSj3MA5I]{Bestiary Knowledge} @UUID[Compendium.cyphersystem-compendium.abilities.A83Lw7NnAqwg4BZR]{Blameless} @UUID[Compendium.cyphersystem-compendium.abilities.awhzMw4RHwOwgEIR]{Breaker} @UUID[Compendium.cyphersystem-compendium.abilities.lY7NaxsFxt1XZVk5]{Car Surfer} @UUID[Compendium.cyphersystem-compendium.abilities.PlTtlXeugIljHFVg]{Careful Aim} @UUID[Compendium.cyphersystem-compendium.abilities.zGoUoC6i0f1SbUqE]{Celebrity Talent} @UUID[Compendium.cyphersystem-compendium.abilities.JkiG6hpsfj1h6XRR]{Computer Programming} @UUID[Compendium.cyphersystem-compendium.abilities.dQHSDDZxJNHrHH1l]{Contortionist} @UUID[Compendium.cyphersystem-compendium.abilities.YvPBxDxLz16Usm7m]{Courageous} @UUID[Compendium.cyphersystem-compendium.abilities.fkyJ02LbeOAfDxcF]{Crafter} @UUID[Compendium.cyphersystem-compendium.abilities.UyQTRi5ZwWU5tMO0]{Danger Sense} @UUID[Compendium.cyphersystem-compendium.abilities.Q3DGDFwNIOjz866X]{Datajack} @UUID[Compendium.cyphersystem-compendium.abilities.2GwH3ugd7aHrWZRz]{Debate} @UUID[Compendium.cyphersystem-compendium.abilities.kkTWFQBeHMS8d6IL]{Deep Water Guide} @UUID[Compendium.cyphersystem-compendium.abilities.tjxKTFdA8gqZDP90]{Designation} @UUID[Compendium.cyphersystem-compendium.abilities.9p2RJYFo6s55F5Ha]{Devoted Defender} @UUID[Compendium.cyphersystem-compendium.abilities.eYHlYyVDj3odrAFJ]{Disguise} @UUID[Compendium.cyphersystem-compendium.abilities.6dPEKpK0HWuD7Bxu]{Divine Knowledge} @UUID[Compendium.cyphersystem-compendium.abilities.DCuOpij3sNomBe1a]{Driver} @UUID[Compendium.cyphersystem-compendium.abilities.ea7BzQy6fZqHQNET]{Enlightened} @UUID[Compendium.cyphersystem-compendium.abilities.6FI9lLeQx0tJX1W6]{Exploratory Experience} @UUID[Compendium.cyphersystem-compendium.abilities.jx6DFmlbQrmltHgc]{Extra Skill} @UUID[Compendium.cyphersystem-compendium.abilities.YQEECpNwDSFCFnCN]{Feat of Strength} @UUID[Compendium.cyphersystem-compendium.abilities.QgCWZia7gFicmEJr]{Flex Lore} @UUID[Compendium.cyphersystem-compendium.abilities.HoUOwIPfKTlxyQH0]{Freakishly Large} @UUID[Compendium.cyphersystem-compendium.abilities.qpBv7OxAcMAAtY2M]{Game Lessons} @UUID[Compendium.cyphersystem-compendium.abilities.p3kh3XKzetkJTG1J]{Gamer} @UUID[Compendium.cyphersystem-compendium.abilities.DmnRMTfHYaeoYFVu]{Good Advice} @UUID[Compendium.cyphersystem-compendium.abilities.pp9NFNHKgOhRYbsY]{Hand to Eye} @UUID[Compendium.cyphersystem-compendium.abilities.f7wLki6qjCNs2Ici]{Handy} @UUID[Compendium.cyphersystem-compendium.abilities.YOHGDC5hx24SqbQz]{Hard Choices} @UUID[Compendium.cyphersystem-compendium.abilities.YBMLX3Jm5oN79J6G]{Heads-Up Display} @UUID[Compendium.cyphersystem-compendium.abilities.A853pOqz5BmPfh4w]{Higher Mathematics} @UUID[Compendium.cyphersystem-compendium.abilities.ZgLefUbAcrmYdFur]{How Others Think} @UUID[Compendium.cyphersystem-compendium.abilities.vFc52xBtBp69WglW]{Impersonate} @UUID[Compendium.cyphersystem-compendium.abilities.HBHjx10W5BQW101w]{Impressive Display} @UUID[Compendium.cyphersystem-compendium.abilities.369RISHwqzRXkwEG]{Infiltrator} @UUID[Compendium.cyphersystem-compendium.abilities.sM2zEDx4gRr9CuiR]{Inner Defense} @UUID[Compendium.cyphersystem-compendium.abilities.fh7tK1BVjgSfZ8ml]{Insight} @UUID[Compendium.cyphersystem-compendium.abilities.wWCehMidmvLypdxj]{Inspire Aggression} @UUID[Compendium.cyphersystem-compendium.abilities.V765JZKDKQ00Buyn]{Interaction Skills} @UUID[Compendium.cyphersystem-compendium.abilities.4dTGeclZRVjzn5tT]{Interface} @UUID[Compendium.cyphersystem-compendium.abilities.PK6oiYXgdP7KaGgi]{Investigate} @UUID[Compendium.cyphersystem-compendium.abilities.romswZIOmAmtzfCL]{Investigative Skills} @UUID[Compendium.cyphersystem-compendium.abilities.4p95GsynORh0Xd7X]{Knowing} @UUID[Compendium.cyphersystem-compendium.abilities.xBQM1AmjmcjmPDDD]{Knowledge of the Law} @UUID[Compendium.cyphersystem-compendium.abilities.eEGFknWQZUBNXn99]{Knowledge Skills} @UUID[Compendium.cyphersystem-compendium.abilities.oAsK49Zgey5QaC82]{Late Inspiration} @UUID[Compendium.cyphersystem-compendium.abilities.eM1fLppEnXHBlRNX]{Learning the Path} @UUID[Compendium.cyphersystem-compendium.abilities.rfsCCpxcsjc8hr60]{Levity} @UUID[Compendium.cyphersystem-compendium.abilities.aOzkoVf0mNSkZBtn]{Life Lessons} @UUID[Compendium.cyphersystem-compendium.abilities.lzy1YbdIJxzNIHZq]{Machine Affinity} @UUID[Compendium.cyphersystem-compendium.abilities.QHSH8fE6l3bKz2xl]{Machine Hunting} @UUID[Compendium.cyphersystem-compendium.abilities.rhaZSmU6dJpzMO64]{Machine Interface} @UUID[Compendium.cyphersystem-compendium.abilities.XQxN55rl0f5HFxEM]{Magic Training} @UUID[Compendium.cyphersystem-compendium.abilities.Zu06akqnHdCvoR0W]{Make Judgment} @UUID[Compendium.cyphersystem-compendium.abilities.YF8CYsYKcXpdfqH5]{Master Identifier} @UUID[Compendium.cyphersystem-compendium.abilities.KM9qqjzJBJusQNkT]{Master Thief} @UUID[Compendium.cyphersystem-compendium.abilities.GfDLA0qSvqhqzIbL]{Microgravity Adept} @UUID[Compendium.cyphersystem-compendium.abilities.PRW5MxW12oakmeHE]{Monster Lore} @UUID[Compendium.cyphersystem-compendium.abilities.tC7wmZwlZcQy5Vd0]{Movement Skills} @UUID[Compendium.cyphersystem-compendium.abilities.CBGeAZSBuymzrxDz]{Muscles of Iron} @UUID[Compendium.cyphersystem-compendium.abilities.FDUGlu7DZhdfxH2P]{Natural Charisma} @UUID[Compendium.cyphersystem-compendium.abilities.bcEupdsF6FduFPwe]{Oneirochemy} @UUID[Compendium.cyphersystem-compendium.abilities.oTDJtTDkwxr5uSfU]{Open Mind} @UUID[Compendium.cyphersystem-compendium.abilities.EbnGDC61relhYaib]{Opening Statement} @UUID[Compendium.cyphersystem-compendium.abilities.noCgrKbB370cfzQg]{Physical Skills} @UUID[Compendium.cyphersystem-compendium.abilities.Kk5nnC1EcYtqc3Fu]{Pilot} @UUID[Compendium.cyphersystem-compendium.abilities.TTKx93iEvtnptsep]{Poetic License} @UUID[Compendium.cyphersystem-compendium.abilities.OjGaIl0JEepjDrla]{Post-Apocalyptic Survivor} @UUID[Compendium.cyphersystem-compendium.abilities.MBlyd9LvSH8D0Z5I]{Powerful Rhetoric} @UUID[Compendium.cyphersystem-compendium.abilities.vcbIe2sSMKJmawl4]{Predictive Equation} @UUID[Compendium.cyphersystem-compendium.abilities.xMRRfjFF0POkxyea]{Privileged Nobility} @UUID[Compendium.cyphersystem-compendium.abilities.FEkLEYwk7r9KE7oC]{Quarry} @UUID[Compendium.cyphersystem-compendium.abilities.YCwy44WnpusEYN7g]{Quick Study} @UUID[Compendium.cyphersystem-compendium.abilities.QVPmLa6CKwmH6vJZ]{Quick to Flee} @UUID[Compendium.cyphersystem-compendium.abilities.8EJ59LwWPkaqErUd]{Quicker Than Most} @UUID[Compendium.cyphersystem-compendium.abilities.pMQT2QIL38XlhkxB]{Resist Tricks} @UUID[Compendium.cyphersystem-compendium.abilities.ZOfmWQFbwSJQB4wm]{Ruin Lore} @UUID[Compendium.cyphersystem-compendium.abilities.IYt42xzsjesQyEfT]{Sailor} @UUID[Compendium.cyphersystem-compendium.abilities.h3G0Ven2SoaPCbk4]{Salvage and Comfort} @UUID[Compendium.cyphersystem-compendium.abilities.WUY75HFAqAu1i9ku]{Sense Attitudes} @UUID[Compendium.cyphersystem-compendium.abilities.x8cGd4MC9YEW9isa]{Serv-0 Repair} @UUID[Compendium.cyphersystem-compendium.abilities.9sfX1SGtcQ17Uiny]{Sharp Senses} @UUID[Compendium.cyphersystem-compendium.abilities.HWZ8mwAfZEu6r778]{Sleuth} @UUID[Compendium.cyphersystem-compendium.abilities.2CrV3a9S1yzOXBOJ]{Slippery} @UUID[Compendium.cyphersystem-compendium.abilities.sHdBJdVshvtAqz1K]{Sneak} @UUID[Compendium.cyphersystem-compendium.abilities.gwMRhz3h9zxbVQXt]{Stalker} @UUID[Compendium.cyphersystem-compendium.abilities.gbU7mA0flUR4W8Dl]{Stand Watch} @UUID[Compendium.cyphersystem-compendium.abilities.QAdh0yZBjJsHdJjD]{Stealth Skills} @UUID[Compendium.cyphersystem-compendium.abilities.tFhd4dEGikOd1g1K]{Straightforward} @UUID[Compendium.cyphersystem-compendium.abilities.MwDYD8V1CJv8w9rR]{Superb Explorer} @UUID[Compendium.cyphersystem-compendium.abilities.aJ1T8XqGF38vyzV2]{Superb Infiltrator} @UUID[Compendium.cyphersystem-compendium.abilities.B4U7RiMrZElfOQyj]{Taking Advantage} @UUID[Compendium.cyphersystem-compendium.abilities.1ZV6jp2IuXFgXEjn]{Task Training} @UUID[Compendium.cyphersystem-compendium.abilities.pYsmdnNte7o5Flca]{Tech Skills} @UUID[Compendium.cyphersystem-compendium.abilities.0xVoKhKKvzxIbtJD]{There’s Your Problem} @UUID[Compendium.cyphersystem-compendium.abilities.k4LeTZ1lqN9L3hPS]{Tool Mastery} @UUID[Compendium.cyphersystem-compendium.abilities.VAGafmOiBpvU2eq0]{Tracker} @UUID[Compendium.cyphersystem-compendium.abilities.O0d2Xjp5HTUdFzmp]{Trained Excavator} @UUID[Compendium.cyphersystem-compendium.abilities.A8CGMbLGsJ3AHKMP]{Trained Interlocutor} @UUID[Compendium.cyphersystem-compendium.abilities.eVZMy7s6px5jLTfj]{Trained Swimmer} @UUID[Compendium.cyphersystem-compendium.abilities.wEjdodvc6SLf8yso]{Travel Skills} @UUID[Compendium.cyphersystem-compendium.abilities.kv03xEihe4VZNkK5]{Understanding} @UUID[Compendium.cyphersystem-compendium.abilities.zgcoMEc4j2MjpDhC]{Vacuum Skilled} @UUID[Compendium.cyphersystem-compendium.abilities.KqV5RSzOU3S3NK51]{Wilderness Life} @UUID[Compendium.cyphersystem-compendium.abilities.8KYjSKp6ieQ8YXUy]{Wilderness Lore} @UUID[Compendium.cyphersystem-compendium.abilities.XseI77zSp7iHkEWq]{Wound Tender} @UUID[Compendium.cyphersystem-compendium.abilities.qEzcqbNhuJQuBagn]{Zero Dark Eyes}

Mid Tier

@UUID[Compendium.cyphersystem-compendium.abilities.GK0o4fjCtxgAP269]{Action Processor} @UUID[Compendium.cyphersystem-compendium.abilities.6ILcTvACqDdLVpc8]{Agent Provocateur} @UUID[Compendium.cyphersystem-compendium.abilities.KAAezRI2l8rdp1NS]{Animal Senses and Sensibilities} @UUID[Compendium.cyphersystem-compendium.abilities.TmDavAL4vDxKjLBK]{Confidence Artist} @UUID[Compendium.cyphersystem-compendium.abilities.yB4tnpDNVSOxgruq]{Dark Matter Shell} @UUID[Compendium.cyphersystem-compendium.abilities.bvqDafTBMB7Uo9Qj]{Enhance Strength} @UUID[Compendium.cyphersystem-compendium.abilities.hQx9SoUhY6jzUeTW]{Expert Driver} @UUID[Compendium.cyphersystem-compendium.abilities.12xO8QaEsTvEFUvY]{Expert Pilot} @UUID[Compendium.cyphersystem-compendium.abilities.RESKINMA0INj60Rc]{Find the Guilty} @UUID[Compendium.cyphersystem-compendium.abilities.dVh39nh5ARUxreUc]{Flex Skill} @UUID[Compendium.cyphersystem-compendium.abilities.Kk9lHkiaqsr3pUmk]{Ghost} @UUID[Compendium.cyphersystem-compendium.abilities.NhNvpbUWNRIFEm8b]{Hard to See} @UUID[Compendium.cyphersystem-compendium.abilities.7tiGTYVXj9eHdja7]{Heightened Skills} @UUID[Compendium.cyphersystem-compendium.abilities.uhC4ubTGfhkNvIMX]{Improvise} @UUID[Compendium.cyphersystem-compendium.abilities.iyM2N9G0RLlj6BZ7]{Increasing Determination} @UUID[Compendium.cyphersystem-compendium.abilities.2odkyEO8azxIZWYj]{Intelligent Interface} @UUID[Compendium.cyphersystem-compendium.abilities.t5vs3xMko8GLCB64]{Intense Interaction} @UUID[Compendium.cyphersystem-compendium.abilities.vPraXsdXkCmaoBbI]{Knowledge Is Power} @UUID[Compendium.cyphersystem-compendium.abilities.4JDFgEhyhqReRngE]{Master Crafter} @UUID[Compendium.cyphersystem-compendium.abilities.e3jpx5KsYc8F13Pu]{Meticulous Planner} @UUID[Compendium.cyphersystem-compendium.abilities.l0OFjk5XVGV5LzP1]{Minor Wish} @UUID[Compendium.cyphersystem-compendium.abilities.LdHCwZcifnRRuPrp]{Nightstrike} @UUID[Compendium.cyphersystem-compendium.abilities.3VJyYtECl0wKQj2p]{Outlast the Foe} @UUID[Compendium.cyphersystem-compendium.abilities.XQkQrvp4o395uIOJ]{Passing Mechanic} @UUID[Compendium.cyphersystem-compendium.abilities.LojkwDtb1gHLSB6A]{Preternatural Senses} @UUID[Compendium.cyphersystem-compendium.abilities.MzKqElUHuTtHkV7D]{Pull a Fast One} @UUID[Compendium.cyphersystem-compendium.abilities.y1bQFSBlwMbUico5]{Rapid Processing} @UUID[Compendium.cyphersystem-compendium.abilities.DhSH0rnaqLogC3DC]{Rider} @UUID[Compendium.cyphersystem-compendium.abilities.oCcnXLYQy9DjwPJC]{Sea Legs} @UUID[Compendium.cyphersystem-compendium.abilities.syiylO75dZlcUp3i]{Sensing Package} @UUID[Compendium.cyphersystem-compendium.abilities.NcItnMHjeG9fgE1K]{Serv-0 Aim} @UUID[Compendium.cyphersystem-compendium.abilities.lPqCQOQJF0JfoFRn]{Serv-0 Brawler} @UUID[Compendium.cyphersystem-compendium.abilities.EQXA8Gcwdc7dU8lw]{Sharp-Eyed} @UUID[Compendium.cyphersystem-compendium.abilities.hIy0GMeL8WALvhEb]{Ship Footing} @UUID[Compendium.cyphersystem-compendium.abilities.U2QV8t7Pq9irgHqF]{Silent As Space} @UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks} @UUID[Compendium.cyphersystem-compendium.abilities.c4CG5F8lfaYelzFf]{Soothe Mind and Body} @UUID[Compendium.cyphersystem-compendium.abilities.3pqCkOZjnAXWIikt]{Subtle Steps} @UUID[Compendium.cyphersystem-compendium.abilities.q80xvRDX6XwFXgma]{Targeting Eye} @UUID[Compendium.cyphersystem-compendium.abilities.NaqoExT72j3xkWp3]{Task Specialization} @UUID[Compendium.cyphersystem-compendium.abilities.oah8DOODfphl858B]{Telling} @UUID[Compendium.cyphersystem-compendium.abilities.3wxiRMTCBZ4iNCHp]{Temporal Acceleration} @UUID[Compendium.cyphersystem-compendium.abilities.zuEylYrgOVAAjs71]{Trained Basher} @UUID[Compendium.cyphersystem-compendium.abilities.I8N5PUMy5Eq7cqZl]{Trained Gunner} @UUID[Compendium.cyphersystem-compendium.abilities.gPqiQflb6Z3DXGVk]{Trained Slayer} @UUID[Compendium.cyphersystem-compendium.abilities.SjO76u6MlpVx3PwO]{Verbal Misdirection} @UUID[Compendium.cyphersystem-compendium.abilities.PlVEpuVxp9pGJSoa]{You Studied}

High Tier

@UUID[Compendium.cyphersystem-compendium.abilities.B0dq2gW9gdA0PdzR]{Amplify Sounds} @UUID[Compendium.cyphersystem-compendium.abilities.2uSx4ErQ9f2QLX5M]{As Foretold in Prophecy} @UUID[Compendium.cyphersystem-compendium.abilities.jmjxGRJTwztzBtLc]{Coordinated Effort} @UUID[Compendium.cyphersystem-compendium.abilities.xRvaY8SG4HVy5WO8]{Dark Explorer} @UUID[Compendium.cyphersystem-compendium.abilities.rYOt0poxNGA8b3FP]{Explains the Ineffable} @UUID[Compendium.cyphersystem-compendium.abilities.VVYx3J42Sj9qCQV9]{Exploit Advantage} @UUID[Compendium.cyphersystem-compendium.abilities.GnQRIvynqXx1R2a0]{Further Mathematics} @UUID[Compendium.cyphersystem-compendium.abilities.2LaX22wvw35lDger]{Learned a Few Things} @UUID[Compendium.cyphersystem-compendium.abilities.YWMUeaNzao8n8pAc]{Like the Back of Your Hand} @UUID[Compendium.cyphersystem-compendium.abilities.Cz0KkzZPnlX1oTYz]{Magnificent Moment} @UUID[Compendium.cyphersystem-compendium.abilities.kZ3LhhYZKrcnBplY]{Master Entertainer} @UUID[Compendium.cyphersystem-compendium.abilities.4USzF8qKs8oZJH13]{Multiple Skills} @UUID[Compendium.cyphersystem-compendium.abilities.kcXnkEBuyNil4Nd4]{No One Knows Better} @UUID[Compendium.cyphersystem-compendium.abilities.N0wzhZ676UrCR8M4]{Precognition} @UUID[Compendium.cyphersystem-compendium.abilities.MA2Pwhbpbq2SSIQy]{See the Future} @UUID[Compendium.cyphersystem-compendium.abilities.QZa9b5G80qxtoYqg]{Subsonic Rumble} @UUID[Compendium.cyphersystem-compendium.abilities.RE24qvMuPhasaCP3]{Total Awareness} @UUID[Compendium.cyphersystem-compendium.abilities.qKDngpAWNEzhdRj5]{Trick Driver} @UUID[Compendium.cyphersystem-compendium.abilities.vhGEeFVgyqX1gzRr]{Using the Environment}

Transform

A significant change that temporarily enhances you, such as growing bigger, turning into a werewolf, and so on. Also includes apparent transformations like disguises and invisibility.

Low Tier

@UUID[Compendium.cyphersystem-compendium.abilities.8DXGUr433iXaVCSv]{Beast Form} @UUID[Compendium.cyphersystem-compendium.abilities.GmMePJHTRl6PshR6]{Bigger} @UUID[Compendium.cyphersystem-compendium.abilities.wIOwT1tjGLMYzZAb]{Controlled Change} @UUID[Compendium.cyphersystem-compendium.abilities.HDYOv1V10xpFbFI7]{Enlarge} @UUID[Compendium.cyphersystem-compendium.abilities.Tgmrh8dyGqqCfnU5]{Face Morph} @UUID[Compendium.cyphersystem-compendium.abilities.U9ZBl9NeipxSLavS]{Golem Healing} @UUID[Compendium.cyphersystem-compendium.abilities.asQqC0DepYcsPxRV]{Illusory Disguise} @UUID[Compendium.cyphersystem-compendium.abilities.zOCvNsxHOcmkQrBn]{Phased Pocket} @UUID[Compendium.cyphersystem-compendium.abilities.5aUrbdjSSLCRggHU]{Spin Identity} @UUID[Compendium.cyphersystem-compendium.abilities.1CjsEMTtfnvL1CeJ]{Vanish}

Mid Tier

@UUID[Compendium.cyphersystem-compendium.abilities.NIePQkLH2DTVjZR2]{Bigger Beast Form} @UUID[Compendium.cyphersystem-compendium.abilities.rZsohzuwTFfghWVO]{Blend In} @UUID[Compendium.cyphersystem-compendium.abilities.Uq6p6fOg9KyFcUws]{Evanesce} @UUID[Compendium.cyphersystem-compendium.abilities.wqzexDdZolWgxAza]{Greater Controlled Change} @UUID[Compendium.cyphersystem-compendium.abilities.NhNvpbUWNRIFEm8b]{Hard to See} @UUID[Compendium.cyphersystem-compendium.abilities.uNzF1oQKJ6T1yqL4]{Huge} @UUID[Compendium.cyphersystem-compendium.abilities.nEN2HYzlJWhonfmE]{Invisible Phasing} @UUID[Compendium.cyphersystem-compendium.abilities.RfGCXsX7JXEr8fMw]{Moon Shape}

High Tier

@UUID[Compendium.cyphersystem-compendium.abilities.hbbPZIjq81Qqdp6i]{Colossal} @UUID[Compendium.cyphersystem-compendium.abilities.uN2YVmNxkFj3SFof]{Command Metal} @UUID[Compendium.cyphersystem-compendium.abilities.PyVeE7CtDVDksWG6]{Disappear} @UUID[Compendium.cyphersystem-compendium.abilities.0XYaYNoQzrYYKR4p]{Gargantuan} @UUID[Compendium.cyphersystem-compendium.abilities.wvlSlYCJyrJuFqtn]{Invisibility} @UUID[Compendium.cyphersystem-compendium.abilities.S5JTyQCNcgrXgNqf]{Mask} @UUID[Compendium.cyphersystem-compendium.abilities.m2j3n3xiExLcXAAn]{Moderate Wish} @UUID[Compendium.cyphersystem-compendium.abilities.5Rre17QhaTln9jgA]{Outside Reality} @UUID[Compendium.cyphersystem-compendium.abilities.85DCcEDqvz6A0LkD]{Perfect Control} @UUID[Compendium.cyphersystem-compendium.abilities.TRdK7RJBkq8WW4np]{Wild Camouflage}

","markdown":""},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"ownership":{"default":-1},"flags":{}},{"sort":399610,"name":"Equipment","type":"text","_id":"CSHlAboV1tzyC1Kz","title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"

Equipment in the Cypher System plays only a small role. It’s far more important to focus on what you can do than on what you have. Still, sometimes it’s important to know if you’ve got enough rope, or what kind of gun your space pilot has at their hip.

Currency and Prices

Dollars, pounds, euros, credits, gold pieces, Martian solval beads, Corso moons and stars, bottle caps—a lot of different currencies might be used in your game, depending on the setting and the genre. You should use whatever you like. In the Cypher System rules, we talk in generalities rather than specifics. Not unlike saying immediate or short distance rather than giving precise numbers, we talk about goods and services in terms of inexpensive, moderately priced, expensive, very expensive, or exorbitant.

The GM can figure out what those things mean in their setting. In a fantasy setting, an inexpensive item might be 1 or 2 copper pennies, while an expensive item might require gold on the table. The exact amount can vary, and in many campaigns, the exact amount will matter. The GM will develop a detailed price list for their setting, and players will track their money on their character sheets to determine what they can afford, often ignoring the terms inexpensive, moderately priced, and so on.

But some GMs might want to keep things simple and use only the general terms, indicating currency just as flavor now and then. In a space opera game, where the PCs are the crew of a starship blazing about the galaxy in search of adventure and profit, fuel and upkeep for the ship might be expensive. Hauling a few passengers from Epsilon Eridani back to Earth might earn enough to purchase six expensive items but cost the equivalent of two expensive items, leaving the crew with the means to refuel and maintain the ship for two further voyages. In such a game, where money only means keeping the ship flying, no one has to talk in specific amounts. Characters might refer to “galactic credits” or something similar, but amounts might not be tracked on the character sheets.

Price Categories

There are five price categories for goods and services.

An inexpensive item is something that common people buy. A simple meal or a drink in the bar. A pen and some paper. A book or magazine.

A moderately priced item is something that common people buy, but not too often and not in great quantities. A small piece of furniture. A major entertainment. An expensive meal. A new outfit.

An expensive item is something that would strain a common person’s finances. Rent on a simple apartment. A major piece of furniture. A very nice outfit. The cost to travel a long distance (if appropriate to the setting).

A very expensive item is probably out of the reach of most people except in very special circumstances. Jewelry. Luxury furnishings.

An exorbitant item is something only the very rich can afford. A very nice house. A ship. Extremely expensive jewelry or art.

Think of the categories as powers of 10. That is to say, a moderately priced item is ten times more costly than an inexpensive item. An expensive item is ten times more costly than a moderately priced item, and thus 100 times the cost of something inexpensive. A very expensive item is ten times the cost of an expensive one, 100 times the cost of a moderate one, and 1,000 times the cost of an inexpensive one. An exorbitant item is priced ten times beyond that.

In some settings, even the generalization offered by the pricing categories might be too specific or cumbersome. In many superhero games, for example, prices are relatively moot. After saving the city, typical superheroes don’t worry about paying rent or how much dinner will cost. On the other hand, in a grittier superhero game, maybe that’s exactly what they worry about.

Using The Price Categories

Regardless of how precise you want to be with prices and currency, you can use the price categories in a variety of ways.

It’s easy for a GM to say to a player “You can afford two extra moderately priced things at the start of the game.” The player can look on the list and pick two moderately priced items without worrying about their cost. Plus, this approach makes it clear that they get two items, not twenty inexpensive items or one more expensive item that perhaps would not be appropriate for a starting character. The categories make it easy to lump similar items together.

The GM can also say “You can have whatever inexpensive items you want, and don’t worry about the cost.” At higher tiers, when the PCs have more wealth, followers, and so on, the GM can do this with moderate or even expensive items. This allows the group to skip over playing through a shopping trip to get supplies, and players don’t have to track prices down to the last coin.

Finally, the categories can be shorthand when evaluating loot, dividing up the spoils among the PCs, and resolving other story-based occurrences that crop up in the game without dealing in the minutiae of exact prices. This is of particular use in high-powered games where the PCs are rich and powerful.

Level of Equipment

Mundane equipment is about level 4—less if of inferior quality or materials, more if of superior quality or materials. This means that in a setting based on the distant past, the default level might be 3, while in the future it might be 5 or 6. So an average serf ’s tool in the Dark Ages is level 3, easily broken, while an average tool on a space station is level 6, made of advanced polymers.

Armor

Characters expecting danger frequently wear armor. Even the simplest protective covering helps against stabs and cuts, and more sophisticated or heavier armor protects against graver threats.

You can wear only one type of armor at a time—you cannot wear chainmail hauberk and scale armor together, for example. However, Armor bonuses from multiple sources combine to provide a total Armor rating. For example, if you have subdermal implants that give you +1 to Armor, a force field that offers another +1 to Armor, and beastskin that grants +2 to Armor, you have a total of +4 to Armor.

In general, light armor is a moderately priced item, medium armor is expensive, and heavy armor is very expensive. The Genre chapter offers more specific details on the kinds of armor available in a given setting. Keep in mind that in many genres, it’s quite odd, at best, to run around in armor tougher than a leather jacket.

Using Armor

Anyone can wear any armor, but it can be taxing. Wearing armor increases the cost of using a level of Effort when attempting a Speed-based action. So if you’re wearing light armor and want to use two levels of Effort on a Speed-based roll to run across difficult terrain, it costs 7 points from your Speed Pool rather than 5 (3 for the first level of Effort, plus 2 for the second level of Effort, plus 1 per level for wearing light armor). Edge reduces the overall cost as normal. If you are not experienced with a certain type of armor but wear it anyway, this cost is further increased by 1. Having experience with a type of armor is called being practiced with the armor.

ArmorSpeed Effort Additional Cost Per Level
Light+1
Medium+2
Heavy+3
Note: Clarification & Foundry VTT Usage

The table above is written from the perspective of someone having the ability Practiced in Armor. For consistency, armor items also assume that the PC is practiced in armor, so PCs without any ability or who are experienced in armor or have mastery in armor need to adjust the cost accordingly. Here’s a complete overview:

Speed Effort Additional Cost Per Level
ArmorNo AbilityPracticedExperiencedMastery
Light+2+1+0+0
Medium+3+2+1+0
Heavy+4+3+2+0

Shields

Shields provide an asset to Speed defense rolls. You must have one free hand to use a shield.

Weapons

Not all characters are familiar with all weapons. Warriors know their way around most types, but Explorers prefer light or medium weapons, and Adepts and Speakers usually stick to light weapons. If you wield a weapon that you have no experience with, an attack with that weapon is hindered. Having experience with a weapon is called being practiced with the weapon.

Light weapons inflict only 2 points of damage, but attacks with them are eased because they are fast and easy to use. Light weapons are punches, kicks, knives, handaxes, darts, very small pistols, and so on. Weapons that are particularly small are light weapons.

Medium weapons inflict 4 points of damage. Medium weapons include broadswords, battleaxes, maces, crossbows, spears, typical handguns, light rifles, sawed-off shotguns, and so on. Most weapons are medium. Anything that could be used in one hand (even if it’s often used in two hands, such as a quarterstaff or spear) is a medium weapon.

Heavy weapons inflict 6 points of damage, and you must use two hands to attack with them. Heavy weapons are huge swords, great hammers, massive axes, halberds, heavy crossbows, rifles, regular shotguns, assault rifles, and so on. Anything that must be used in two hands is a heavy weapon.

WeaponDamage
Light2 points (attack eased)
Medium4 points
Heavy6 points

In general, light weapons are moderately priced items, medium weapons are expensive, and heavy weapons are very expensive. Ammunition for a ranged weapon is inexpensive. The Genre chapter offers more specific details on weapons available in a given setting. Keep in mind that in many genres, it’s not acceptable to run around carrying dangerous weapons.

Explosive Weapons

Bombs, grenades, missiles, and other explosives operate differently than other weapons. They affect all targets within an area (usually an immediate area) and inflict damage to all of them. A separate attack roll is required for each (or a Speed defense roll if the PCs are the targets of such an attack), although to simplify, the player can make one attack roll and compare it to the difficulty to attack each target. Usually, even if the attack roll fails (or the Speed defense roll succeeds), the targets still suffer a smaller amount of damage, often 1 point.

Explosives like grenades can be thrown a short distance. Otherwise, another launcher weapon is needed to project them a long distance (or farther).

Miscellaneous Items and Services

Although the types of items for sale vary greatly based on the setting, a few things are always present, like food, lodging, and clothing. However, these goods and services can span the price categories. For example, you can get an inexpensive meal, a moderately priced meal, an expensive meal, and so on. An inexpensive meal is light and probably not very nutritious. An expensive meal is available only in nice restaurants in certain locations. An exorbitant meal is probably a feast for a crowd, with the finest foods and drink available.

Nightly lodging is similar, although the bottom end starts out worse. An inexpensive night’s lodging is probably a flea-ridden mat on the floor of a room filled with other lodgers. Typical lodging (a private room with a decent bed) is probably in the moderately priced range. Very expensive lodging might be a suite of rooms with delicious meals and personal services (such as massages and grooming) included.

Inexpensive clothing is just a step up from rags, but moderately priced clothing is decent enough. For a formal party, you’d want expensive clothing. The very rich likely wear very expensive clothing most of the time, and exorbitant clothing (and jewelry) when they go to their elite galas.

Other sorts of miscellaneous items can be found in the Genre chapter.

Cyphers

Cyphers can sometimes be physical items like equipment, but they work very differently. To be entirely accurate, cyphers might have the veneer of equipment, but don’t fall into the trap of confusing the two. Cyphers are far more akin to PC special abilities than to gear. In a fantasy game, they might be potions, scrolls, or charms. In a science fiction game, cyphers might be interesting throwaway devices or alien crystals of unknown providence. In other games, they might just represent good fortune or sudden inspiration. See the Cyphers chapter for more details.

Artifacts

Artifacts are more powerful than equipment and can’t simply be purchased. The Genre chapter offers a few sample artifacts appropriate for various settings.

Each artifact has a level and a rate of power depletion. When an artifact is used or activated, the player rolls the designated die (1d6, 1d10, 1d20, or 1d100). If the die shows the depletion number(s), the item works, but that is its last use. A depletion entry of “—” means that the artifact never depletes, and an entry of “automatic” means that it can be used only once.

Depowered artifacts can sometimes be recharged using the repair rules, depending on the item’s nature. Other special abilities can also repower an expended item, but probably for only one use.

For GM information on artifacts, see the Running the Cypher System chapter.

Finding, Identifying, and Using Artifacts

Characters can sometimes find artifacts while on adventures. They might be in ancient ruins, either intact or in need of manipulation to get them working. They could have been stolen from well-guarded military installations. They might be granted as rewards or taken from fallen foes. Sometimes they can even be purchased from a specialized source, but this occurs more rarely than most PCs would probably like.

After the characters find an artifact, identifying it is a separate Intellect task. The GM sets the difficulty of the task, but it is usually equal to the artifact’s level. Identifying it takes fifteen minutes to three hours. If the PCs can’t identify an artifact, they can bring it to an expert to be identified or, if desired, traded or sold.

Characters can attempt to use an artifact that has not been identified, which is usually an Intellect task equal to the artifact’s level + 2. Failure might mean that the PCs can’t figure out how to use the artifact or they use it incorrectly (GM’s discretion). Of course, even if characters use an unidentified artifact correctly the first time, they have no idea what the effect might be.

Once characters identify an artifact, using it for the first time requires an additional Intellect action; this process is far more complex than pushing a button. It can involve manipulating touchscreens, reciting the proper arcane words, or anything else that fits the setting. The GM sets the difficulty, but it is usually equal to the artifact’s level.

","markdown":""},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"ownership":{"default":-1},"flags":{}},{"sort":537500,"name":"Experience Points","type":"text","_id":"kL1WYB17GtLujcMp","title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"

Experience points (XP) are the currency by which players gain benefits for their characters. The most common ways to earn XP are through GM intrusions and by accomplishing things the PCs set out to do. Sometimes experience points are earned during a game session, and sometimes they’re earned between sessions. In a typical session, a player might earn 2 to 4 XP, and between sessions, perhaps another 2 XP (on average). The exact amounts depend on the events of the session.

GM Intrusion

At any time, the GM can introduce an unexpected complication for a character. When they intrude in this way, they must give that character 2 XP. That player, in turn, must immediately give one of those XP to another player and justify the gift (perhaps the other player had a good idea, told a joke, or performed an action that saved a life).

Often, the GM intrudes when a player attempts an action that should be an automatic success. However, the GM is free to intrude at other times. As a general rule, the GM should intrude at least once each session, but no more than once or twice each session per character.

Anytime the GM intrudes, the player can spend 1 XP to refuse the intrusion, though that also means they don’t get the 2 XP. If the player has no XP to spend, they can’t refuse.

If a player rolls a 1 on a die, the GM can intrude without giving the player any XP.

Example 1: Through skill and the aid of another character, a fourth-tier PC eases a wall-climbing task from difficulty 2 to difficulty 0. Normally, they would succeed at the task automatically, but the GM intrudes and says “No, a bit of the crumbling wall gives way, so you still have to make a roll.” As with any difficulty 2 task, the target number is 6. The PC attempts the roll as normal and gains 2 XP because the GM intruded. They immediately give one of those XP to another player.

Example 2: During a fight, a PC swings their axe and damages a foe with a slice across the shoulder. The GM intrudes by saying that the foe turned just as the axe struck, wrenching the weapon from the character’s grip and sending it clattering across the floor. The axe comes to a stop 10 feet (3 m) away. Because the GM intruded, the PC gains 2 XP, and the player immediately gives one of those XP to another player. Now the character must deal with the dropped weapon, perhaps drawing a different weapon or using their next turn to scramble after the axe.

For much more on GM intrusions, see the Running the Cypher System chapter.

Character Arcs

Character arcs are the means by which players can invest themselves more in great stories and character depth and development.

Just like in a book or a television show, characters progress through their own personal story and change over time. A PC with a character arc decides for themselves what they do and why. Character arcs are like stated goals for a character, and by progressing toward that goal, the character advances. The key word there is progressing. A PC doesn’t have to succeed at achieving the goal to earn advancement—it’s not an all-or-nothing prospect. Each arc is keyed to a single character, but just like in a book or show, characters can take part in the larger story arc that the whole group participates in, while also progressing in their own personal arc.

Character arcs have different steps that mark the character’s progress through the arc. Each arc eventually reaches a climax, and then finishes with a step that is a final resolution. Each step reached earns the character 2 XP. Character arcs are the most straightforward way that a character earns XP. (Typically, PCs will earn about half their total experience points from arcs or other GM awards.)

At character creation, a player can choose one character arc for their PC at no cost. Players have the option to not choose one, but it’s probably a good idea to do so. First and foremost, it is a character-defining factor. If they begin the campaign with a desire to find the woman who killed their brother, that says a lot about the character: they had a brother, he was likely close to them, he had been in at least one dangerous situation, and the character is probably motivated by anger and hate, at least somewhat. Even after the character finishes this first arc, they’ll undoubtedly have (at least one) more because they can gain new arcs as the campaign progresses.

Once play begins, players can take on a new arc whenever they wish, as fits the character’s ongoing story. Taking a new arc has a cost of 1 XP. While there’s no hard limit on how many arcs a character can have at one time, realistically most PCs couldn’t reasonably have more than three or four.

However, as mentioned above, arcs have a beginning cost that must be paid, reflecting the character’s devotion to the goal. The character will earn this investment back (probably many times over) if the arc is completed.

Character arcs are always player-driven. A GM cannot force one on a character. That said, the events in the narrative often present story arc opportunities and inspire character arcs for the PCs. It’s certainly in the GM’s purview to suggest possible arcs related to the events going on. For example, if the GM presents an encounter in which an NPC wishes to learn from the PC, it might make sense to suggest taking the Instruction arc. Whether or not the PC takes on the student, the player doesn’t have to adopt the Instruction arc unless they want to.

At the end of a session, review the actions you took and describe how they might equate to the completion of a step (or possibly more than one step) in their character arc. If the GM agrees, the character gets their reward.

When in doubt, if one character accomplishes a step in their arc but another character does not, the first character should get the 2 XP reward, but the other character should probably still get, at minimum, 1 XP for the session.

This chapter presents many sample character arcs (see below).

GM Awards

Sometimes, a group will have an adventure that doesn’t deal primarily with a PC’s character arc. In this case, it’s a good idea for the GM to award XP to that character for accomplishing other tasks. First and foremost, awards should be based on discovery. Discovery can include finding a significant new location, such as a hidden chamber, a secret fortress, a lost land, a new planet, or an unexplored dimension. In this fashion, PCs are explorers. Discovery can also include a new significant aspect of a setting, such as a secret organization, a new religion, and so on.

It can also mean finding a new procedure or device (something too big to be considered a piece of equipment) or even previously unknown information. This could include a source of magical power, a unique teleportation device, or the cure for a plague. These are all discoveries. The common thread is that the PCs discover something that they can understand and put to use.

Last, depending on the GM’s outlook and the kind of campaign the group wants to play, a discovery could be a secret, an ethical idea, an adage, or even a truth.

It’s a fine line, but ultimately the GM decides what constitutes a discovery as opposed to just something weird in the course of an adventure. Usually, the difference is, did the PCs successfully interact with it and learn something about it? If so, it’s probably a discovery.

Artifacts: When the group gains an artifact, award XP equal to the artifact’s level and divide it among the PCs (minimum 1 XP for each character). Round down if necessary. For example, if four PCs discover a level 5 artifact, they each get 1 XP. Money, standard equipment, and cyphers are not worth XP. (Experience point awards for artifacts should usually apply even if the artifact was given to the PCs rather than found, because often such gifts are the rewards for success.)

Miscellaneous Discoveries: Various other discoveries might grant 1 XP to each PC involved.

Other Awards: If a character is focused on activities that don’t relate to a character arc or a discovery, as a general rule, a mission should be worth at least 1 XP per game session involved in accomplishing it. For example, saving a family on an isolated farm beset by raiding cultists might be worth 1 XP for each character. Of course, saving the family doesn’t always mean killing the bad guys; it might mean relocating them, parlaying with the cultists, or chasing off the raiders.

Spending Experience Points

Experience points are meant to be used. Hoarding them is not a good idea; if a player accumulates more than 10 XP, the GM can require them to spend some.

Generally, experience points can be spent in four ways: immediate benefits, short- and medium-term benefits, long-term benefits, and character advancement.

Experience points should not be a goal unto themselves. Instead, they are a game mechanic to simulate how—through experience, time, toil, travail, and so on— characters become more skilled, more able, and more powerful. Spending XP to explain a change in a character’s capabilities that occurred in the course of the story, such as if the PC made a new device or learned a new skill, isn’t a waste of XP—it’s what XP are for.

Immediate Benefits

The most straightforward way for a player to use XP is to reroll any roll in the game—even one that they didn’t make. This costs 1 XP per reroll, and the player chooses the best result. They can continue to spend XP on rerolls, but this can quickly become an expensive proposition. It’s a fine way to try to prevent disaster, but it’s not a good idea to use a lot of XP to reroll a single action over and over.

A player can also spend 1 XP to refuse a GM intrusion.

Short- and Medium-Term Benefits

By spending 2 XP, a character can gain a skill—or, more rarely, an ability—that provides a short-term benefit. Let’s say a character notices that the computer terminals in the facility they’re infiltrating are similar to those used by the company they once worked for. They spend 2 XP and say that they have a great deal of experience in using these. As a result, they are trained in operating (and breaking into) these computers. This is just like being trained in computer use or hacking, but it applies only to computers found in that particular location. The skill is extremely useful in the facility, but nowhere else.

Medium-term benefits are usually story based. For example, a character can spend 2 XP while climbing through mountains and say that they have experience with climbing in regions like these, or perhaps they spend the XP after they’ve been in the mountains for a while and say that they’ve picked up the feel for climbing there. Either way, from now on, they’re trained in climbing in those mountains. This helps them now and any time they return to the area, but they’re not trained in climbing everywhere.

This method allows a character to get immediate training in a skill for half the normal cost. (Normally, it costs 4 XP to become trained in a skill.) It’s also a way to gain a new skill even if the PC has already gained a new skill as a step toward attaining the next tier.

In rare cases, a GM might allow a character to spend 2 XP to gain an entirely new ability—such as a device, a special ability, or a special mental power—for a short time, usually no longer than the course of one scenario. The player and the GM should agree on a story-based explanation for the benefit. Perhaps the ability has a specific rare requirement, such as a tool, a battery, a drug, or some kind of treatment. For example, a character who wants to explore a submerged location has several biotech enhancements, and they spend 2 XP to cobble together a device that lets them breathe underwater. This gives them the ability for a considerable length of time, but not permanently—the device might work for only eight hours. Again, the story and the logic of the situation dictate the parameters.

Long-Term Benefits

In many ways, the long-term benefits a PC can gain by spending XP are a means of integrating the mechanics of the game with the story. Players can codify things that happen to their characters by talking to the GM and spending 3 XP.

Things that a PC can acquire as a long-term benefit can be thought of as being story based, and they allow the player to have some narrative control over the story. In the course of play, a player might decide that their character gains a friend (a contact) or builds a log cabin (a home). Because a player spent XP, however, they should have some agency over what they’ve gained, and it shouldn’t be easily taken away. The player should help come up with the details of the contact or the design of their home.

It’s also possible to gain these benefits through events in the story, without spending XP. The new contact comes to the PC and starts the relationship. The new home is granted to them as a reward for service to a powerful or wealthy patron, or maybe the character inherits the home from a relative. However, because these came from the GM and not the player (and no XP were spent), the player has no narrative control over them and the GM makes up the details.

Long-term benefits can include the following.

Contact: The character gains a long-term NPC contact of importance—someone who will help them with information, equipment, or physical tasks. The player and GM should work out the details of the relationship.

Home: The PC acquires a full-time residence. This can be an apartment in a city, a cabin in the wilderness, a base in an ancient complex, or whatever fits the situation. It should be a secure place where the PC can leave their belongings and sleep soundly. Several characters could combine their XP and buy a home together.

Title or job: The PC is granted a position of importance or authority. It might come with responsibilities, prestige, and rewards, or it might be an honorary title.

Wealth: The PC comes into a considerable amount of wealth, whether it’s a windfall, an inheritance, or a gift. It might be enough to buy a home or a title, but that’s not really the point. The main benefit is that the PC no longer needs to worry about the cost of simple equipment, lodging, food, and so on. This wealth could mean a set amount—perhaps 50,000 dollars (or whatever is appropriate in the setting)—or it could bestow the ability to ignore minor costs, as decided by the player and GM.

GMs and players should work together to make XP awards and expenditures fit the ongoing story. If a PC stays in a location for two months to learn the inhabitants’ unique language, the GM might award the character a few XP, which are then immediately spent to grant them the ability to understand and speak that language.

Character Advancement

Progressing to the next tier involves four steps. When a PC has spent 4 XP on each of the steps, they advance to the next tier and gain all the type and focus benefits of that tier. The four steps can be purchased in any order, but each can be purchased only once per tier. In other words, a PC must buy all four steps and advance to the next tier before they can buy the same steps again.

Increasing Capabilities: You gain 4 new points to add to your stat Pools. You can allocate the points among your Pools however you wish.

Moving Toward Perfection: You add 1 to your Might Edge, your Speed Edge, or your Intellect Edge (your choice).

Extra Effort: Your Effort score increases by 1.

Skills: Choose one skill other than attacks or defense, such as climbing, jumping, persuading, sneaking, or history. You become trained in that skill. You can also choose to be knowledgeable in a certain area of study, such as history or geology. You can even choose a skill based on your character’s special abilities. For example, if your character can make an Intellect roll to blast an enemy with mental force, you can become trained in that ability, easing the task of using it.

If you choose a skill that you are already trained in, you become specialized in that skill, easing the task by two steps instead of one. If you choose a skill that you have an inability in, the training and the inability cancel each other out (you aren’t eased or hindered in that task). For example, if you have an inability in perception, becoming trained in that cancels out the inability.

Once you’re specialized in a skill, you can’t improve your training in that skill further (you can ease a task by up to two steps with training). You can still make that task easier with assets and a few rare abilities that don’t count as an asset or training.

Other Options: Players can also spend 4 XP to purchase other special options. Selecting one of these options counts as purchasing one of the four stages necessary to advance to the next tier. The other three need to be from the other categories. The special options are as follows:

Equal Advancement

It’s worthwhile if all characters advance through the six tiers at about the same rate—an important issue for some players. A good GM can achieve this result by carefully handing out XP rewards, some during play (which will tend to get used immediately) and some after play concludes, especially after completing a major story arc or quest so the GM can hand out 4 XP in one go (which will tend to get used for advancement). Many groups will discover while playing that equal advancement isn’t an important issue in the Cypher System, but people should get to play the game the way they want to play it.

Tier Advancement in The Cypher System

Tiers in the Cypher System aren’t entirely like levels in other roleplaying games. In the Cypher System, gaining tiers is not the players’ only goal or the only measure of achievement. Starting (first-tier) characters are already competent, and there are only six tiers. Character advancement has a power curve, but it’s only steep enough to keep things interesting. In other words, gaining a new tier is cool and fun, but it’s not the only path to success or power. If you spend all your XP on immediate, short-term, and medium-term benefits, you will be different from someone who spends their points on long-term benefits, but you will not be “behind” that character.

The general idea is that most characters will spend half their XP on tier advancement and long-term benefits, and the rest on immediate benefits and short- and medium-term benefits (which are used during gameplay). Some groups might decide that XP earned during a game is to be spent on immediate and short- and medium-term benefits (gameplay uses), and XP awarded between sessions for discoveries is to be spent on character advancement (long-term uses).

Ultimately, the idea is to make experience points into tools that the players and the GM can use to shape the story and the characters, not just a bookkeeping hassle.

Sample Character Arcs

The rest of this chapter presents sample character arcs for PCs. The writeup of each arc describes the parts involved in progressing through the arc:

Opening: This sets the stage for the rest of the arc. It involves some action, although that might just be the PC agreeing to do the task or undertake the mission. It usually has no reward.

Step(s): This is the action required to move toward the climax. In story terms, this is the movement through the bulk of the arc. It’s the journey. The rising tension. Although there might be just one step, there might also be many, depending on the story told. Each results in a reward of 2 XP.

Climax: This is the finale—the point at which the PC likely succeeds or fails at what they’ve set out to do. Not every arc ends with victory. If the character is successful, they earn a reward of 4 XP. If they fail, they still earn a reward of 2 XP. If a character fails the climax, they very likely ignore the resolution.

Resolution: This is the wrap-up or denouement. It’s a time for the character to reflect on what happened, tie up any loose ends, and figure out what happens next. When things are more or less resolved, the character earns a
1 XP reward.

Within the arc, most of the time a part is probably optional, depending on the situation—although it’s hard to envision most arcs without some kind of opening, climax, or resolution. Steps other than the opening, the climax, and the resolution can be done in any order.

Character arcs should always take at least weeks in game time, and no more than two parts in an arc should be accomplished in a game session (and most of the time, it should be one part, if any). If neither of these two things is true, then it’s not really a character arc. You can’t, for example, use the Creation arc to guide you through something you can make in an hour or two.

The following are common character arcs that you can choose for your character. If you and the GM want to make a new one, it should be fairly easy after looking through these models.

This chapter has a selection of sample character arcs, but you can create your own too. The arcs are intentionally broad to encompass many different characters and stories. For example, Revenge is a very simple and straightforward character arc. The player who chooses this arc for their character decides who they want revenge on, and why. It’s up to the players and the GM to make the details fit.

Some players might not want to use character arcs. The GM, however, can still use them as a benchmark for awarding XP. If the PCs are going off to explore a strange planet, the GM can essentially give them the Explore arc.

Aid a Friend

Someone needs your help.

When a PC friend takes a character arc, you can select this arc to help them with whatever their arc is (if appropriate). The steps and climax depend entirely on their chosen arc. If the friend is an NPC, the steps and climax are lifted from another arc appropriate to whatever they seek to do.

It’s difficult, but possible, to aid a friend with an arc even if that friend is unwilling to accept (or is ignorant of) your help.

The cost and rewards for a character with this arc are the same as those described in the original character arc.

Opening: Answering the Call. Offering to help (or responding to a request for help).

Step(s) and Climax: Depends on the friend’s arc. Rewards are the same for you as for the friend.

Resolution: You speak with your friend and learn if they are satisfied. Together, you share what you’ve learned (if anything) and where you will go from here.

Assist an Organization

You set out to accomplish something that will further an organization. You’re probably allied with them or they are rewarding you for your help in some fashion.

Opening: Responding to the Call. You work out all the details of what’s expected of you, and what rewards (if any) you might get. You also get the specifics of what’s required to join and advance.

Step: Sizing up the Task. This requires some action. A reconnaissance mission. An investigation.

Step(s): Undertaking the Task. Because this arc can vary so widely based on the task involved, there might be multiple steps like this one.

Climax: Completing the Task.

Resolution: Collecting your reward (if any) and conferring with the people in the organization that you spoke to. Perhaps getting access to higher-ranking people in the organization. You can choose to have your connection to the organization increase rather than take the standard reward.

Avenge

Someone close to you or important to you in some way has been wronged. The most overt version of this arc would be to avenge someone’s death. Avenging is different than revenge, as revenge is personal—you are the wronged party. But in the Avenge character arc, you are avenging a wrong done to someone else.

Opening: Declaration. You publicly declare that you are going to avenge the victim(s). This is optional.

Step(s): Tracking the Guilty. You track down the guilty party. This might not be physically finding them if you already know where they are. Instead, it might be discovering a way to get at them if they are distant, difficult to reach, or well protected. This step might be repeated multiple times, if applicable.

Step: Finding the Guilty. You finally find the guilty party, or find a path or make a plan to reach them. Now all that’s left is to confront them.

Climax: Confrontation. You confront the guilty party. This might be a public accusation and demonstration of guilt, a trial, or an attack to kill, wound, or apprehend them—whatever you choose to be appropriate.

Resolution: You resolve the outcome and the ramifications of the confrontation and decide what to do next.

Birth

You are becoming a parent.

The Birth character arc assumes you already have a partner or a surrogate. If you want your character to find a romantic partner or spouse, you can use the Romance arc. And of course, nonhuman characters might reproduce in other ways.

This arc is usually followed by the Raise a Child arc.

Opening: Impregnation.

Step: Finding a Caretaker. This might be a physician, midwife, doula, or similar person. This is optional.

Step: Complication. A complication arises that threatens the pregnancy, the birth parent, or both.

Step: Preparation. You prepare a place for the delivery as well as a safe place for the infant to live once born.

Climax: Delivery. The baby is born. Success means the child survives.

Resolution: You get the baby to the place you have prepared and settle in, deciding what to do next.

Build

You are going to build a physical structure—a house, a fortress, a workshop, a defensive wall, and so on. This arc would also cover renovating an existing structure or substantially adding to one. Of course, this doesn’t have to be physical construction. You might build something with spells or other supernatural abilities.

Opening: Make a Plan. This almost certainly involves literally drawing up blueprints or plans.

Step(s): Find a Site. This might be extremely straightforward—a simple examination of the site—or it might be an entire exploratory adventure. (If the latter, it might involve multiple such steps.)

Step(s): Gather Materials. Depending on what you are building and what it is made out of, this could involve multiple steps. There probably are substantial costs involved as well.

Step(s): Construction. Depending on what you are building, this could involve multiple steps. It might also take a considerable amount of time and work.

Climax: Completion. The structure is finished.

Resolution: You put the structure to its desired use and see if it holds up.

Cleanse

Someone or something has been contaminated, probably by evil spirits, radiation, a deadly virus, foul magic, or the like, and you want to rid them of such influences or contaminants. This could also be a curse, a possession, an infestation, or something else.

Opening: Analyzing the Threat. You determine the nature of the contamination.

Step: Find the Solution. Almost every contamination has its own particular solution, and this likely involves research and consultation.

Step: Getting Ready. The solution probably involves materials, spells, or other things that you must gather and prepare.

Climax: The Cleansing. You confront the contamination.

Resolution: You reflect on the events that have transpired and what effects they might have on the future. How can you keep this from happening again?

Creation

You want to make something. This might be a magic item, a painting, a novel, or a machine.

Opening: Make a Plan. You figure out what you need, what you’re going to do, and how you’re going to do it.

Step(s): Gather Materials. Depending on what you are creating and what it is made out of, this could involve multiple steps. There probably are substantial costs involved as well.

Step(s): Progress. Depending on what you are creating, this could involve multiple steps. It might also take a considerable amount of time and work.

Climax: Completion. It’s finished! Is it what you wanted? Does it work?

Resolution: You think about what you have learned from the process and use or enjoy the fruits of your labor.

Defeat a Foe

Someone stands in your way or is threatening you. You must overcome the challenge they represent. Defeat doesn’t always mean kill or even fight. Defeating a foe could mean beating them in a chess match or in competition for a desired mentor.

Opening: Sizing up the Competition. This requires some action. A reconnaissance mission. An investigation.

Step: Investigation. This requires some action. A reconnaissance mission. An investigation.

Step(s): Diving In. You travel toward your opponent, overcome their lackeys, or take steps to reach them so you can confront them. This step can take many forms, and there might be more than one such step. This step is always active.

Climax: Confrontation. The contest, challenge, fight, or confrontation occurs.

Resolution: You reflect on what you’ve learned and what the consequences of your actions might be.

Defense

A person, place, or thing is threatened, and you want to protect it.

Opening: Analyze the Situation. What are you defending, and what threats are involved?

Step: Account for Your Resources. How are you going to defend?

Step(s): Fend Off Danger. The forces threatening what you are protecting probably make an initial threat that you’ll have to defeat. It’s not the main threat, though. There might be multiple such initial threats.

Climax: Protect. The true threat reveals itself and you confront it.

Resolution: A time for reflection on everything that occurred, and an assessment of the person, place, or thing’s safety going forward.

Develop a Bond

You want to get closer to another character. This might be to make a friend, find a mentor, or establish a contact in a position of power. It might be to turn a friend into a much closer friend. The character might be an NPC or a PC.

Opening: Getting to Know You. You learn what you can about the other character.

Step: Initial Attempt. You attempt to make contact. This might involve sending messages or gifts through a courier, using an intermediary, or just going up and saying hello, depending on the situation.

Step(s): Building a Relationship. There might be many such steps as you develop the relationship.

Climax: Bond. You succeed or fail at forging the bond.

Resolution: You enjoy the fruits of your new relationship.

Enterprise

You want to create and run a business or start an organization. Maybe you’re a craftsperson who wants to sell your creations. Maybe you like baking and you want to start a catering service. Or maybe you want to start a secret society or found a school to teach young mutants how to use their powers. You’ll almost certainly have to make new connections, find (and somehow pay for) a location, and deal with all manner of administrative duties.

Opening: Drawing up a Plan. What’s your goal, and how are you going to achieve it?

Step: Account for Your Resources. How much financing does the enterprise need compared to what you’ve got? If you need more, how will you get it? How many people other than yourself are needed to begin, and how many will you need to sustain things once they are up and running?

Step: Finding a Location. You probably need a place to run your enterprise—a store, a workshop, a base of operations, and so on. You find a location and look into what it will take to buy or rent it.

Step(s): Building the Enterprise. You procure the needed equipment or personnel. You make the connections and deals to get things started. You obtain important permits or other legal documents. You test new products. You actually start the business. Each of these developments (and likely others) can be counted as a separate step, so there will be many steps.

Climax: Profit and Loss. You determine whether your enterprise will take off and carry on into the future, or fall apart before it gets a chance to blossom. This occurs in a single dramatic moment—your first major client, your organization’s first big meeting or mission, or whatever else is appropriate.

Resolution: A time for reflection on everything that occurred, and how you’re going to move forward.

Establishment

You want to prove yourself as someone of importance. This can take many forms—socially, within your order, financially, or even romantically.

Opening: Assessment. You assess yourself as well as who you need to prove yourself to.

Step(s): Appearances Matter. You improve your look. Enhance your wardrobe. Spruce up your house. Whatever it takes to get attention from the right people. There might be many such steps.

Step(s): Self-Aggrandizement. You need to get the word out to get people talking about you. There might be many such steps.

Climax: Grabbing Attention. You do something big, like host a party for influential people or produce a play that you wrote. You make a big splash or a big crash.

Resolution: You reflect on what you did and where you go from here.

Explore

Something out there is unknown and you want to explore its secrets. This is most likely an area of wilderness, a new planet, an otherworldly dimension, or something similar.

Opening: Make a Plan. Not only do you draw up a plan for your exploration, but if appropriate, you also make a formal declaration to relevant parties of what you’re going to do.

Step(s): Gather Resources. You get the supplies, vehicles, and help you need. Depending on where you are going and what is required, this could involve multiple steps. There probably are substantial costs involved as well.

Step(s): Travel. You go where you wish to explore. There might be many such steps, depending on how long it takes to get there.

Step(s): Exploration. This is the meat of the arc, but it’s probably a series of small moves and minor victories. There might be many such steps.

Climax: Conquest. You make the big discovery or truly master the area. You might not have explored every inch of the place, but if you are successful, you can claim to be done.

Resolution: You return home and possibly share your findings.

Fall From Grace

This is an odd character arc in that it’s (presumably) not something that a character would want. It is something that a player selects on a meta level for the character because it makes for an interesting story. It also sets up the potential for future arcs, such as Redemption. It’s important that this involve actions you take. For example, you fall into substance abuse. You treat people badly. You make mistakes that endanger others. In other words, the fall isn’t orchestrated by someone else—it’s all your own doing.

Opening: The Descent. Things go bad.

Step(s): Further Descent. Things get worse. Depending on the situation, this might involve many steps.

Step: Lashing Out. You treat others poorly as you descend.

Climax: Rock Bottom. There is no chance for success here. Only failure.

Resolution: You wallow in your own misery.

Finish a Great Work

Something that was begun in the past must now be completed. This might involve destroying an evil artifact, finishing the construction of a monument, developing the final steps of a cure for a disease, or uncovering a lost temple forgotten to the ages.

Opening: Assessing the Past. You look at what has come before and where it still needs to go. This almost certainly involves some real research.

Step: Conceive a Plan. You make a plan on how to move forward.

Step(s): Progress. You make significant progress or overcome a barrier to completion. This may involve multiple such steps.

Climax: Completion. This involves the big finish to the past work.

Resolution: You reflect on what you did and where you go from here.

Growth

Willingly or unwillingly, you are going to change. This is another meta arc. It’s less about a goal and more about character development. While it’s possible that the growth involved is intentional, in most people’s lives and stories, it is emergent. A character might become less selfish, braver, a better leader, or experience some other form of growth.

Opening: The Beginning. Change usually begins slowly, in a small, almost imperceptible way.

Step(s): Change. Growth involves many small steps.

Step: Overcoming an Obstacle. The temptation to resort to your old ways is always present.

Climax: Self-Evident Change. This is a dramatic about-face. This is the moment where you do something the “old you” would never have done, and it has a profound effect on you and those around you. With either success or failure, growth is possible.

Resolution: You recognize the change in yourself and move forward.

Instruction

You teach a pupil. You have knowledge on a topic and are willing to share. This can be a skill, an area of lore, a combat style, or the use of a special ability. This is usually a fairly long-term arc. Sometimes teaching a pupil is a side matter, and sometimes the pupil takes on more of an apprentice role and spends a great deal of time with you, traveling with you and perhaps even living in your house (or you living in theirs).

Opening: Taking on the Student.

Step: Getting to Know Them. You assess your pupil’s strengths and weaknesses and try to get an idea of what they need to learn and how you can teach it to them.

Step(s): The Lessons. Teaching is often a slow, gradual process.

Step: Breakdown. Many times, a student needs to have a moment of crisis to really learn something. Maybe they get dejected, or maybe they rebel against your teaching techniques.

Climax: Graduation. This is when you recognize that the pupil has learned what they need. It usually comes at a dramatic moment.

Resolution: You and the pupil say your goodbyes, and you look toward the future.

Join an Organization

You want to join an organization. This might be a military organization, a corporation, a secret society, a religion, or something else.

Opening: Getting the Details. You learn all you can about the organization and how one becomes a member.

Step(s): Making a Contact. Friends on the inside are always important.

Step(s): Performing a Deed. The organization might want to test your worth, or this might be a ceremony you must take part in. It might include paying some sort of dues or fee. Or all of these things.

Climax: Proving Your Worth. This is the point at which you attempt to show the organization that they would be better off with you as a member.

Resolution: You consider your efforts and assess what your membership gets you.

Justice

You try to right a wrong or bring a wrongdoer to justice.

Opening: Declaration. You publicly declare that you are going to bring justice in this situation. This is optional.

Step(s): Tracking the Guilty. You track down the guilty party, assuming there is one. This might not be physically finding them if you already know where they are. Instead, it might be discovering a way to get at them if they are distant, difficult to reach, or well protected. This step might be repeated multiple times, if applicable.

Step: Helping the Victim. Righting a wrong does not always involve confronting a wrongdoer. Part of it might be about helping those who were wronged.

Climax: Confrontation. You confront the guilty party. This might be a public accusation and demonstration of guilt, a trial, or an attack to kill, wound, or apprehend them—whatever you choose to be appropriate.

Resolution: You resolve the outcome and ramifications of the confrontation and decide what to do next.

Learn

You want to learn something. This isn’t the same as the Uncover a Secret arc, in which you’re looking for a bit of information. This is a skill or whole area of knowledge you want to gain proficiency with. This is learning a new language, how to play an instrument, or how to be a good cook. Thus, it’s not about gaining a level or rank in climbing, but learning to be an experienced mountaineer.

Opening: Focusing on the Problem.

Step: Finding a Teacher or a Way to Teach Yourself. Now you can truly begin.

Step(s): Learn. Depending on what you’re learning, this could involve one step or quite a few.

Climax: The Test. You put your new knowledge to the test in a real situation.

Resolution: You relax a bit and decide what to do next.

Master a Skill

You’re skilled, but you want to become the best. This arc might logically follow the Learn arc. As with the Learn arc, this can involve any kind of training at all, not just a skill.

Opening: Finding the Path. You’ve learned the basics. Now it’s time for the advanced material.

Step: Discovering a Master. You find a master to help you become a master.

Step(s): Learn. Depending on what you’re mastering, this could involve one step or quite a few.

Step: The Last Step. Eventually, you realize that even a master cannot teach you the last step. You must learn it on your own.

Climax: The Test. You put your mastery to the test in a real situation—and considering your goal, it’s probably a very important situation.

Resolution: You relax a bit and decide what to do next.

Mysterious Background

You don’t know who your parents were, but you want to find out. The mystery might be something other than your parentage, but that’s a common theme in this kind of arc. You want to know where you come from—there’s some kind of mystery in your past.

Opening: Beginning the Search.

Step: Research. You look into your own family background, if possible.

Step(s): Investigation. You talk to people who might know. You follow clues.

Climax: Discovery. You discover the secret of your own background. You determine if what you learn is good or bad, but either way discovery means success.

Resolution: You contemplate how this new knowledge sits with you.

New Discovery

You want to invent a new device, process, spell, or something similar. A cure for a heretofore unknown disease? An invocation with a result you’ve never heard of before? A method for getting into an impregnable vault? Any of these and more could be your discovery. While similar to the Creation arc and the Learn arc, the New Discovery arc involves blazing a new trail. No one can teach you what you want to know. You’ve got to do it on your own.

Opening: The Idea. You draw up plans for the thing you want to invent or discover.

Step: Research. You learn what people have done before and recognize where they fell short.

Step(s): Trial and Error. You test your hypothesis. This often ends in many failures before you get a success.

Climax: Eureka! It’s time to put the discovery to the true test.

Resolution: You reflect on your discovery and probably compile your notes and write it all down, for posterity’s sake if nothing else.

Raise a Child

You raise a child to adulthood. It can be your biological child or one you adopt. It can even be a child taken under your wing, more a young protégé than a son or daughter. This is obviously a very long-term arc.

Opening: Sharing Your Home. The child now lives with you.

Step: Care and Feeding. You learn to meet the child’s basic needs.

Step(s): Basic Instruction. You teach them to walk, talk, and read. You teach them to care for themselves.

Step(s): The Rewards Are Many. The child loves you. Relies on you. Trusts you. Eventually, helps you.

Step(s): Ethical Instruction. You instill your basic ethics in the child, hoping that they will mature into an adult you can be proud of.

Climax: Adulthood. At some point the child leaves the proverbial nest. You determine, at this point, your own success or failure.

Resolution: You reflect on the memories you have made.

Recover From a Wound (or Trauma)

You need to heal. This isn’t just for healing simple damage. This involves recovering from a major debilitating injury, illness, or shock. Severe damage, the loss of a body part, and emotional trauma all fall into this category.

Opening: Rest. The first thing you need to do is rest.

Step: Self Care. You take care of your own needs.

Step: Getting Aid. Someone helps.

Step: Medicine. Some kind of drug, cure, poultice, potion, or remedy aids your recovery.

Step: Therapy. With the help of someone else, you exercise your injury or cope with your trauma.

Climax: Acceptance or Recovery. You try to move on and use what has been damaged (or learn how to function without it).

Resolution: You get on with your life.

Redemption

You’ve done something very wrong, but you want to atone and make it right again. This is like the Justice arc or the Undo a Wrong arc, except you are the wrongdoer. This could be a follow-up to the Fall From Grace arc.

Opening: Regret. You are determined to rebuild, recover, and restore.

Step: Forgiveness. You apologize and ask for forgiveness.

Step: Identifying the Needs. You determine what needs to be done to atone for your transgression.

Climax: Making Good. You perform an act that you hope will redeem your past misdeed.

Resolution: You reflect on what has happened but now look to the future.

Repay a Debt

You owe someone something, and it’s time to make good.

Opening: Debts Come Due. You determine to do what is needed to make good on the debt. It might involve repaying money, but more appropriately it’s performing a deed or a series of deeds.

Step: Talking It Over. You discuss the matter with the person you owe, if possible. You ensure that what you’re doing is what they want.

Climax: Repayment. Either you do something to earn the money or goods you owe, or you undertake a major task that will compensate the other person.

Resolution: You relax knowing that your debt is repaid, and you look to the future.

Rescue

Someone or something of great importance has been taken, and you want to get them or it back.

Opening: Heeding the Call. You determine what has happened, and who or what is missing.

Step: Tracking. You discover who has taken them, and where.

Step: Travel. You go to where they are being held and get information on the location and who is involved. Maybe make a plan.

Climax: Rescue Operation. You go in and get them.

Resolution: You return them home.

Restoration

You’re down but not out. You want to restore your good name. Recover what you’ve lost. Rebuild what has been destroyed. You’ve fallen down or have been knocked down, but either way you want to pick yourself up. This is a possible follow-up to the Fall From Grace arc.

Opening: Vow to Yourself. You are determined to rebuild, recover, and restore.

Step(s): Work. You rebuild, recover, and restore. If all your money was stolen, you make more. If your house was destroyed, you rebuild it. If your reputation was tarnished, you perform deeds that restore your good name.

Climax: The Final Act. You undertake one last major task that will bring things back to where they were (or close to it). A lot is riding on this moment.

Resolution: You enjoy a return to things the way they were before.

Revenge

Someone did something that harmed you. Unlike the Avenge arc, this arc probably isn’t about tracking down a murderer, but it might involve pursuing someone who stole from you, hurt you, or otherwise brought you grief. The key is that it’s personal. Otherwise, use the Justice arc.

Opening: Vow. You swear revenge.

Step(s): Finding a Clue. You find a clue to tracking down the culprit.

Climax: Confrontation. You confront the culprit.

Resolution: You deal with the aftermath of the confrontation and move on. You think about whether you are satisfied by gaining your revenge.

Romance

You want to strike up a relationship with a romantic partner. Perhaps you have a specific person in mind, or maybe you’re just interested in a relationship in general.

Opening(s): Caught Someone’s Eye. You meet someone you are interested in. (Since this can be short-lived, it’s possible to have this opening occur more than once.)

Step(s): Courtship. You begin seeing the person regularly. Although not every “date” is a step in the arc, significant moments are, and there may be a few of them.

Climax: Commitment. You may or may not be interested in a monogamous relationship. Regardless, you and your love have made some kind of commitment to each other.

Resolution: You think about the future. Marriage? Children? These are only some of the possibilities.

Solve a Mystery

Different from the Learn arc and the Uncover a Secret arc, this arc is about solving a crime or a similar action committed in the fairly recent past. It’s not about practice or study, but about questions and answers. In theory, the mystery doesn’t have to be a crime. It might be “Why is this strange caustic substance leaking into my basement?”

Opening: Pledging to Solve the Mystery.

Step: Research. You get some background.

Step(s): Investigation. You ask questions. You look for clues. You cast divinations. This likely encompasses many such steps.

Climax: Discovery. You come upon what you believe to be the solution to the mystery.

Resolution: In this step, which is far more active than most resolutions, you confront the people involved in the mystery with what you’ve discovered, or you use the information in some way (such as taking it to the proper authorities).

Theft

Someone else has something you want.

Opening: Setting Your Sights. You make a plan.

Step: Casing the Joint. You scout out the location of the thing (or learn its location).

Step(s): Getting to the Object. Sometimes, many steps are involved before you reach the object you wish to take. For example, if, in order to steal something from a vault, you need to approach one of the guards while they are off duty and bribe them to look the other way when you break in, that is covered in this step.

Climax: The Attempt. You make your heist.

Resolution: You decide what to do with the thing you’ve stolen and contemplate the repercussions you might face for stealing it.

Train a Creature

You want to domesticate and train an animal or other creature. While the beast doesn’t need to be wild, it must not already be domesticated and trained.

Opening: Getting Acquainted. You get to know the creature a bit, and it gets to know you.

Step: Research. You get information on the type of creature or advice from others who have trained one.

Step: Domestication. After some work, the creature is no longer a threat to you or anyone else, and it can live peacefully in your home or wherever you wish.

Step(s): Training. Each time you use this step, you teach the creature a new, significant command that it will obey regularly and immediately.

Climax: Completion. Believing the creature’s training to be complete, you put it in a situation where that is put to the test.

Resolution: You reflect on the experience.

Transformation

You want to be different in a specific way. Because the Growth arc covers internal change, this one focuses primarily on external change. This could take many forms, and probably varies greatly by genre. In some settings, it could even be death, which might turn you into a ghost. For the change to be an arc, it should be difficult and perhaps risky.

Opening: Deciding on the Transformation.

Step: Research. You look into how the change can be made and what it entails.

Step(s): Investigation. This is an active step toward making the change. It might involve getting more information, materials or ingredients, or something else.

Climax: Change. You make the change, with some risk of failure or disaster.

Resolution: You contemplate how this change affects you going forward.

Uncover a Secret

There is knowledge out there that you want. It could be an attempt to find and learn a specific special ability. This could also be a hunt for a lost password or a key that will open a sealed door, the true name of a devil, the secret background of an important person, or how the ancients constructed that strange monolith.

Opening: Naming the Secret. You give your goal a name. “I am seeking the lost martial art of the Khendrix, who could slice steel with their bare hands.”

Step(s): Research. You scour libraries and old tomes for clues and information.

Step(s): Investigation. You talk to people to gain clues and information.

Step(s): Tracking. You track down the source of the secret information and travel to it.

Climax: Revelation. You find and attempt to use the secret, whatever that entails.

Resolution: You contemplate how this secret affects you and the world.

Undo a Wrong

Someone did something horrible, and its ramifications are still felt, even if it happened long ago. You seek to undo the damage, or at least stop it from continuing.

This is different from the Justice arc because this isn’t about justice (or even revenge)—it’s about literally undoing something bad that happened in the past, such as a great library being burned to the ground, a sovereign people being driven from their land, and so on.

Opening: Vowing to Put Right What Once Went Wrong.

Step: Make a Plan. You learn all you can about the situation and then make a plan to put things right.

Step(s): Progress. This is an active step toward undoing the wrong. It might involve finding something, defeating someone, destroying something, building something, or almost anything else, depending on the circumstances.

Climax: Change. You face the challenge of the former wrong, and either overcome it or fail.

Resolution: You reflect on what you’ve accomplished and think about the future.

","markdown":""},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"ownership":{"default":-1},"flags":{}},{"sort":550000,"name":"Genre: Fantasy","type":"text","_id":"5tBpQHxLFK0uSx7O","title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"

For an expanded treatment of the fantasy genre, refer to the @UUID[Compendium.cyphersystem-compendium.cypher-journals.nnDPf4sPK61ROEV8]{Fantasy Rulebook}.

For our purposes, fantasy is any genre that has magic, or something so inexplicable it might as well be magic. The sort of core default of this type is Tolkienesque fantasy, also known as second-world fantasy because it includes a completely new world not our own. Big fantasy epics like those penned by J. R. R. Tolkien (hence the name), C. S. Lewis, George R. R. Martin, Stephen R. Donaldson, David Eddings, Ursula K. Le Guin, and others are indicative of this genre. It usually involves swords, sorcery, nonhuman species (such as elves, dwarves, helborn, and half-giants), and epic struggles.

Of course, fantasy might also involve the modern world, with creatures of myth and sorcerers dwelling among us. It might involve mythic traditions of any number of cultures (elves, dwarves, and the like, usually being decidedly European) or bear little resemblance to anything on Earth, past or present. It might even involve some of the trappings of science fiction, with spaceships and laser guns amid the wizardry and swords (this is often called science fantasy).

Fantasy can also be defined by the amount of fantasy elements within it. A second-world fantasy filled with wizards, ghosts, dragons, curses, and gods is referred to as high fantasy. Fantasy with a firmer grounding in reality as we know it in our world is low fantasy. (In fact, low fantasy often takes place in our world, or in our world’s distant past, like the stories of Conan.) No single element indicates concretely that a given fantasy is high or low. It’s the prevalence of those elements.

The point is, there are many, many types of fantasy.

Suggested Types for a Fantasy Game

RoleCharacter Type
WarriorWarrior
KnightWarrior
RangerExplorer
BarbarianExplorer flavored with combat
ThiefExplorer flavored with stealth
WizardAdept
ClericSpeaker flavored with magic
DruidExplorer flavored with magic
Warrior mageWarrior flavored with magic
BardSpeaker

Basic Creatures and NPCs for a Fantasy Game

@UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.aRHd1kwkUTogvMyG]{Bat} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.POcXUZp1mwvumsvK]{Blacksmith} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.JZbErZ6hAgtHrgim]{Dog} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.vmvgLdR7JKdsukCW]{Dog, guard} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.4xi11kpGx3rGZEYm]{Farmer} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.pNEII8Wup8xjZfuA]{Hawk} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.61EndqAjZ2ZZZuS9]{Horse} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.4xi11kpGx3rGZEYm]{Farmer} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.8AhrSmfhARlAahxp]{Merchant} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.qLFrfE0E9w6BcG48]{Rat} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.XwsPRwBGqnPnCJKG]{Villager} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.ZIE2MSMDhhgqBRgl]{Viper} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.vhGua32GarGCzLGv]{Warhorse} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.4gJ7LYEkIlt16Epj]{Wolf}

Additional Fantasy Equipment

In the default Medieval Europe-style fantasy setting, the following items (and anything else appropriate to that time period) are usually available.

Inexpensive Items

WeaponsNotes
@UUID[Compendium.cyphersystem-compendium.ammo.JwvZz1lxVR3H6P8D]{Arrows (20)}
@UUID[Compendium.cyphersystem-compendium.weapons-fantasy.zuI2zJqYv2bPN415]{Club}Light weapon
@UUID[Compendium.cyphersystem-compendium.ammo.mY1JGNvk9RPW7y2D]{Crossbow bolts (20)}
@UUID[Compendium.cyphersystem-compendium.weapons-fantasy.IBJ8eUTFLMb2IKaZ]{Knife (rusty and worn)}Light weapon (won’t last long)
Other ItemsNotes
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.ua0XElr4rvEe4C7J]{Candle}
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.UJ5qtx1Dt3ENW2Uh]{Rations (1 day)}
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.m5lUbtwYYZDzo0Jx]{Sack}
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.G2HjI5SUADNv0yJ2]{Torch}

Moderately Priced Items

WeaponsNotes
@UUID[Compendium.cyphersystem-compendium.weapons-fantasy.La6ogBpdY1cjYIug]{Blowgun}Light weapon, short range
@UUID[Compendium.cyphersystem-compendium.weapons-fantasy.DxvLEdJsjNLghy5m]{Broadsword (substandard)}Medium weapon (won’t last long)
@UUID[Compendium.cyphersystem-compendium.weapons-fantasy.cFkYLORc1EiwPpLf]{Dagger}Light weapon
@UUID[Compendium.cyphersystem-compendium.weapons-fantasy.Chp5Kt00vrxxYBAT]{Handaxe}Light weapon
@UUID[Compendium.cyphersystem-compendium.weapons-fantasy.xMUGgLlOKoZqooWy]{Throwing knife}Light weapon, short range
ArmorNotes
@UUID[Compendium.cyphersystem-compendium.armor-fantasy.dwYLXpRkrg8AaoMP]{Hides and furs}Light armor
@UUID[Compendium.cyphersystem-compendium.armor-fantasy.E3UpdWDvaLUQ2Xfz]{Leather jerkin}Light armor
Other ItemsNotes
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.2uM56Yu3g5OCjLkm]{Backpack}
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.3TAk68d2T0nMXlIG]{Bedroll}
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.ObGbm8EmEBDCotRD]{Crowbar}
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.BmQOOToImOypwy7g]{Hourglass}
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.VNW4jviGcTTfC2Mu]{Iron spikes}10 spikes
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.XjU4o9vgaZ4wiBSD]{Lantern}
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.U20W8jrBZGlWsQu2]{Rope}Hemp, 50 feet
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.BQ87g3YjkViIKc7l]{Signal horn}
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.MEp5TNjz6v9dnuLP]{Tent}

Expensive Items

WeaponsNotes
@UUID[Compendium.cyphersystem-compendium.weapons-fantasy.oGdbXxumsdjbdVzJ]{Battleaxe}Medium weapon
@UUID[Compendium.cyphersystem-compendium.weapons-fantasy.W8mx4ak9u2JKvX6Q]{Broadsword}Medium weapon
@UUID[Compendium.cyphersystem-compendium.weapons-fantasy.xeXPxadNyGu35H4k]{Bow}Medium weapon, long range
@UUID[Compendium.cyphersystem-compendium.weapons-fantasy.H8tg6l3LpBLNRz32]{Cutlass}Medium weapon
@UUID[Compendium.cyphersystem-compendium.weapons-fantasy.ZHeioW4Ywrgs6Si8]{Light crossbow}Medium weapon, long range
@UUID[Compendium.cyphersystem-compendium.weapons-fantasy.J3BdB6S45bmc8cvl]{Quarterstaff}Medium weapon (requires 2 hands)
ArmorNotes
@UUID[Compendium.cyphersystem-compendium.armor-fantasy.ljoqzdX7tpPpCTCc]{Breastplate}Medium armor
@UUID[Compendium.cyphersystem-compendium.armor-fantasy.9toshrf5gjzwIsDm]{Brigandine}Medium armor
@UUID[Compendium.cyphersystem-compendium.armor-fantasy.2mgyMiNIOQ4iUVnl]{Chainmail}Medium armor
Other ItemsNotes
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.mVwBYBHxYinj4lLx]{Bag of heavy tools}
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.XuYDx9q73UxyPN22]{Bag of light tools}

Very Expensive Items

WeaponsNotes
@UUID[Compendium.cyphersystem-compendium.weapons-fantasy.rUR8Ile0ZRC2qMfM]{Broadsword (jeweled)}Medium weapon
@UUID[Compendium.cyphersystem-compendium.weapons-fantasy.7Yc0010ac7PbCkPl]{Greatsword}Heavy weapon
@UUID[Compendium.cyphersystem-compendium.weapons-fantasy.gVNfXCYe0qsDXQNO]{Heavy crossbow}Heavy weapon, long range
ArmorNotes
@UUID[Compendium.cyphersystem-compendium.armor-fantasy.f8OhNQR1rGtWy2Ot]{Dwarven breastplate}Medium armor, encumbers as light armor
@UUID[Compendium.cyphersystem-compendium.armor-fantasy.2SMPhQU8pP4vsJ6R]{Full plate}Heavy armor
Other ItemsNotes
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.cIWeisTbSX9izeaW]{Disguise kit}Asset for disguise tasks
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.ICgjGDSqGXInN1PP]{Healing kit}Asset for healing tasks
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.7BQwwk2qh7zxU6ih]{Spyglass}Asset for perception tasks at range

Exorbitant Items

ArmorNotes
@UUID[Compendium.cyphersystem-compendium.armor-fantasy.kcF98fSVWNjAEQWI]{Elven chainmail}Medium armor, encumbers as no armor
Other ItemsNotes
@UUID[Compendium.cyphersystem-compendium.vehicles.3svOlCDP6Sm4v2Ql]{Sailing ship (small)}

Fantasy Artifacts

In many ways, fantasy is the genre for artifacts. All magic items—wands that shoot lightning, magic carpets, singing swords, rings that make the wearer invisible, and so on—are artifacts. Below are a few sample artifacts to give a template for GMs to follow. Those running a fantasy campaign will likely want to create many magic artifacts.

@UUID[Compendium.cyphersystem-compendium.artifacts-fantasy.Hanw3m7cRoN6XrsV]{Angelic ward} @UUID[Compendium.cyphersystem-compendium.artifacts-fantasy.I8TAffkn2YfPdIlf]{Ring of dragon’s flight} @UUID[Compendium.cyphersystem-compendium.artifacts-fantasy.lZy9XOFTIPBKjr5z]{Soulflaying weapon} @UUID[Compendium.cyphersystem-compendium.artifacts-fantasy.2q4omUFxtUBr4WFP]{Spellbook of the amber mage} @UUID[Compendium.cyphersystem-compendium.artifacts-fantasy.BNT94UfgkXdmcErV]{Wand of firebolts}

Fantasy Species Descriptors

In a high fantasy setting, some GMs may want dwarves and elves to be mechanically different from humans. Below are some possibilities for how this might work.

Dwarf

You’re a stocky, broad-shouldered, bearded native of the mountains and hills. You’re also as stubborn as the stone in which the dwarves carve their homes under the mountains. Tradition, honor, pride in smithcraft and warcraft, and a keen appreciation of the wealth buried under the roots of the world are all part of your heritage. Those who wish you ill should be wary of your temper. When dwarves are wronged, they never forget.

You gain the following characteristics:

Stalwart: +2 to your Might Pool.

@UUID[Compendium.cyphersystem-compendium.basic-skills.Q0vfmbqehJw0jYBa]{Skill}: You are trained in Might defense rolls.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.kOe6eKWNKZ0rlIbt]{Skill}: You are trained in tasks related to stone, including sensing stonework traps, knowing the history of a particular piece of stonecraft, and knowing your distance beneath the surface.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.XBza3foP98Apv3u6]{Skill}: You are practiced in using axes.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.O0bj3SSEEaArxBet]{Skill}: You are trained in using the tools required to shape and mine stone.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.wfUuLfNI6KyKsZ6R]{Vulnerability}: When you fail an Intellect defense roll to avoid damage, you take 1 extra point of damage.

Additional Equipment: You have an axe.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You found the PCs wandering a maze of tunnels and led them to safety.

  2. The PCs hired you to dig out the entrance to a buried ruin.

  3. You tracked down the thieves of your ancestor’s tomb and found they were the PCs. Instead of killing them, you joined them.

  4. Before dwarves settle down, they need to see the world.

Elf

You haunt the woodlands and deep, natural realms, as your people have for millennia. You are the arrow in the night, the shadow in the glade, and the laughter on the wind. As an elf, you are slender, quick, graceful, and long lived. You manage the sorrows of living well past many mortal lifetimes with song, wine, and an appreciation for the deep beauties of growing things, especially trees, which can live even longer than you do.

You gain the following characteristics:

Agile: +2 to your Speed Pool.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.y8GNItkWz0Ll5eDE]{Long-Lived}: Your natural lifespan (unless tragically cut short) is thousands of years.

@UUID[Compendium.cyphersystem-compendium.basic-skills.rH5FwMXGaNn21DZD]{Skill}: You are specialized in tasks related to perception.

Skill: You are practiced in using one bow variety of your choice.

Skill: You are trained in @UUID[Compendium.cyphersystem-compendium.basic-skills.duTx0BwgmC1Gw3Ze]{stealth} tasks. In areas of natural woodland, you are @UUID[Compendium.cyphersystem-compendium.expanded-skills.FXuy9hOuuAVeiGIc]{specialized in stealth tasks}.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.JTgcA5dhKHQM6lvw]{Fragile}: When you fail a Might defense roll to avoid damage, you take 1 extra point of damage.

Additional Equipment: You have a bow and a quiver of arrows to go with it.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. Before putting an arrow in the forest intruders, you confronted them and met the PCs, who were on an important quest.

  2. Your heart yearned for farther shores, and the PCs offered to take you along to new places.

  3. Your home was burned by strangers from another place, and you gathered the PCs along the way as you tracked down the villains.

  4. An adventure was in the offing, and you didn’t want to be left behind.

Half-Giant

You stand at least 12 feet (4 m) tall and tower over everyone around you. Whether you are a full-blooded giant or merely have giant heritage from large ancestors, you’re massive. Always large for your age, it became an issue only once you reached puberty and topped 7 feet (2 m) in height, and kept growing from there.

You gain the following characteristics:

Tough: +4 to your Might Pool.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.cP5tB0NoQnIydKZJ]{Mass and Strength}: You inflict +1 point of damage with your melee attacks and attacks with thrown weapons.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.0efUBEaMaoe3XB4q]{Breaker}: Tasks related to breaking things by smashing them are eased.

Inability: You’re too large to accomplish normal things. Tasks related to @UUID[Compendium.cyphersystem-compendium.inabilities.gpHPkjq631isDAjT]{initiative}, @UUID[Compendium.cyphersystem-compendium.inabilities.oGzczZIk8XKBDpZo]{stealth}, and @UUID[Compendium.cyphersystem-compendium.inabilities.veqN70GNrIvluVMq]{fine manipulation of any sort} (such as lockpicking or repair tasks) are hindered.

Additional Equipment: You have a heavy weapon of your choice.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You fished the PCs out of a deep hole they’d fallen into while exploring.

  2. You were the PCs’ guide in the land of giants and stayed with them afterward.

  3. The PCs helped you escape a nether realm where other giants were imprisoned by the gods.

  4. You kept the PCs from being discovered by hiding them behind your bulk when they were on the run.

Helborn

Demons of the underworld sometimes escape. When they do, they can taint human bloodlines. Things like you are the result of such unnatural unions. Part human and part something else, you are an orphan of a supernatural dalliance. Thanks to your unsettling appearance, you’ve probably been forced to make your own way in a world that often fears and resents you. Some of your kin have large horns, tails, and pointed teeth. Others are more subtle or more obvious in their differences—a shadow of a knife-edge in their face and a touch that withers normal plants, a little too much fire in their eyes and a scent of ash in the air, a forked tongue, goatlike legs, or the inability to cast a shadow. Work with the GM on your particular helborn appearance.

You gain the following characteristics.

Devious: +2 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.JW3zwz6IgZcqN0XX]{Skill}: You are trained in tasks related to magic lore and lore of the underworld.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.w2loaRgoNlhuYGwg]{Fire Adapted}: +2 to Armor against damage from fire only.

Helborn Magic: You are inherently magical. Choose one low-tier ability from the Abilities chapter. If the GM agrees it is appropriate, you gain that ability as part of your helborn heritage, and can use it like any other type or focus ability.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.yW5LvpudYQcN1n5b]{Inner Evil}: You sometimes lose control and risk hurting your allies. When you roll a 1, the GM has the option to intrude by indicating that you lose control. Once you’ve lost control, you attack any and every living creature within short range. You can’t spend Intellect points for any reason other than to try to regain control (a difficulty 2 task). After you regain control, you suffer a –1 penalty to all rolls for one hour.

@UUID[Compendium.cyphersystem-compendium.inabilities.lfVIjOnbi86nUjng]{Inability}: People distrust you. Tasks to persuade or deceive are hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You were nearly beaten to death by people who didn’t like your look, but the PCs found and revived you.

  2. The PCs hired you for your knowledge of magic.

  3. Every so often you get visions of people trapped in the underworld. You tracked those people down and found the PCs, who’d never visited the underworld. Yet.

  4. Your situation at home became untenable because of how people reacted to your looks. You joined the PCs to get away.

Optional Rule: Spellcasting

Fantasy settings prioritize magic as an essential ingredient. But why restrict that magic to just wizards and similar characters? It’s not uncommon in fantasy literature for a thief or warrior to learn a few spells as they steal or brawl through their adventures. Leiber’s Gray Mouser knew some spells, Moorcock’s Elric knew a lot, pretty much everyone in Anthony’s Xanth books knew at least one, and so on. Of course, wizards and sorcerers specialize in spellcasting, which gives them clear superiority in magic use. But whether a character is a fireball-flinging wizard or a belligerent barbarian, anyone can learn some spellcasting under this optional rule.

Under the spellcasting rule, any character, no matter their role or type, can choose to learn a spell as a long-term benefit. After they learn one spell, they may learn more later if they wish, or just stick with the one.

First Spell

Any character can gain a spell by spending 3 XP and working with the GM to come up with an in-game story of how the PC learned it. Maybe they learned it as a child from their parent and practiced it enough to actually do it; perhaps they spent a month hiding in a wizard’s library reading; it could be that they found a weird magical amulet that imbues them with the spell; and so on.

Next, choose one low-tier ability from the Abilities chapter. If the GM agrees it is appropriate, the character gains that ability as their spell, with a few caveats. The spell can’t be used like a normal ability gained through a PC’s type or focus. Instead, a character must either use a recovery roll or spend many minutes or longer evoking their spell, in addition to paying its Pool cost (if any).

Using a Recovery Roll to Cast a Spell: If the character uses a one-action, ten-minute, or one-hour recovery roll as part of the same action to cast the spell (including paying any Pool costs), they can use the ability as an action. This represents a significant mental and physical drain on the character, because the normal benefit of recovering points in a Pool is not gained.

Spending Time to Cast a Spell: If the character takes at least ten minutes chanting, mumbling occult phonemes, concentrating deeply, or otherwise using all their actions, they can cast a low-tier spell (if they also pay any Pool costs). An hour is required to cast mid-tier spells. Ten hours are required to cast a high-tier spell.

More Spells

Once a character has learned at least one spell, they can opt to learn additional spells later. Each time, they must spend an additional 3 XP and work with the GM to come up with an in-game story of how the character’s magical learning has progressed.

Two additional rules for learning additional spells apply:

First, a character must be at least tier 3 and have previously gained one low-tier spell before they can learn a mid-tier spell.

Second, a character must be at least tier 5 and have previously gained one mid-tier spell before they can learn a high-tier spell.

Otherwise, gaining and casting additional spells are as described for the character’s first spell.

Wizards and the Optional Spellcasting Rule

Wizards (usually Adepts) and characters with explicit spellcasting foci like Masters Spells, Channels Divine Blessings, Speaks for the Land, and possibly others are also considered to be spellcasters, and moreover, specialized ones. Their spells—abilities provided by their type or focus—are used simply by paying their Pool costs. Extra time or physical effort isn’t required to cast them. That’s because, in the parlance of the fantasy genre, these spells are considered to be “prepared.”

But specialized casters can also use the optional spellcasting rule to expand their magic further. They can learn additional spells via the optional spellcasting rule just like other characters, with the same limitations.

Optionally, specialized casters who record their arcane knowledge in a spellbook (or something similar) gain one additional benefit. The spellbook is a compilation of spells, formulas, and notes that grants the specialized caster more flexibility than those who’ve simply learned a spell or two. With a spellbook, a PC can replace up to three prepared spells with three other spells they’ve learned of the same tier. To do so, they must spend at least one uninterrupted hour studying their spellbook. Usually, this is something that requires a fresh mind, and must be done soon after a ten-hour recovery.

For instance, if a wizard exchanges Ward (an ability gained from their type) with Telekinesis (an ability gained from the optional spellcasting rule), from now on the character can cast Ward only by spending time or using a recovery roll (as well as spending Pool points). On the other hand, they can use Telekinesis normally, because now it’s prepared. Later, the wizard could spend the time studying to change out their prepared spells with others they’ve learned using the optional spellcasting rule.

A PC might choose the 4 XP character advancement option to select a new type-based ability from their tier or alower tier. If so, the ability gained doesn’t count as a spell, and the spellcasting rule limitations do not apply to the ability so gained. If the PC is a wizard and uses the 4 XP character advancement option, treat the ability as one more prepared spell.

Note: Foundry VTT Usage

To use spells in Foundry VTT, sort abilities as spells in the settings of the item sheet. Note how many abilities are prepared spells (i.e., how many are learned as type or focus abilities). Archive all unprepared spells, so that the number of active items equals the number of prepared spells. When the PC exchanges one of their prepared spells, unarchive the one that is now prepared and archive another one of the same tier.

You can use your prepared spells just like any other ability of your type or focus. Unprepared spells (i.e., archived spells) use the rules above.

","markdown":""},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"ownership":{"default":-1},"flags":{}},{"sort":575000,"name":"Genre: Modern","type":"text","_id":"o0jvZmIaxk8vSE4i","title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"

The modern setting is easy because it’s just the real world, right? Well, yes and no. It’s easy for players to understand the context of a modern setting. They know the default assumptions—cities, cars, cell phones, the internet, and so on. It’s also easier for some players to get into character, because their character could be someone they might very well pass on the street. It can be easier to wrap your mind around a history professor than a thousand-year-old elf wizard. These things make it easier on the GM as well.

But for the same reason, it’s not easy. The setting is the real world we all know, so it’s easy to get facts wrong or let them bog you down. What happens when you pull the fire alarm on the thirty-fifth floor of a major hotel in a large city? How fast do the authorities arrive? In truth, the facts aren’t as important as the story you’re creating, but some verisimilitude is nice.

Molding Characters for a Modern Game

If you’re trying to portray a psychic with a few basic powers, you might not want to use the Adept character type. Instead, choose a different type (perhaps a Speaker) and encourage foci such as Commands Mental Powers or Focuses Mind Over Matter. Some of the Adept’s powers might be too over the top for the genre.

Similarly, the technology flavor is probably too high-tech for a modern game. For someone with technical skills, use the skills and knowledge flavor instead.

Sometimes, the types might be more physical than is always desirable for a modern game, but that’s because the least physical type, the Adept, is often inappropriate for other reasons. The Calm descriptor is very good for such characters, not only granting them a great deal of skill and knowledge, but also reducing their physical capabilities.

Last, don’t forget foci such as Doesn’t Do Much or Would Rather Be Reading for “normal” characters who have useful skills but not much in the way of flashy abilities.

Suggested Types for a Modern Game

RoleType
Police officerExplorer with combat flavor
DetectiveExplorer with stealth flavor
SoldierWarrior
CriminalExplorer with stealth flavor
TeacherSpeaker
Professional (accountant, writer, etc.)Speaker with skills and knowledge flavor
Technical professionExplorer with skills and knowledge flavor
DilettanteSpeaker with skills and knowledge flavor
Doctor/NurseExplorer with skills and knowledge flavor
PoliticianSpeaker
LawyerSpeaker
ScholarExplorer with skills and knowledge flavor
SpySpeaker with stealth flavor
OccultistAdept
Mystic/PsychicAdept

Basic Creatures and NPCs for a Modern Game

@UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.WJgPGUcSUrR4Ssuu]{Businessperson} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.ZT13lzcl6dsvg8HX]{Cat} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.GNrvq56bsnlHgKeW]{Clerk} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.JZbErZ6hAgtHrgim]{Dog} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.vmvgLdR7JKdsukCW]{Dog, guard} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.61EndqAjZ2ZZZuS9]{Horse} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.qLFrfE0E9w6BcG48]{Rat} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.SpaQv9sL1VWlrkLS]{Worker}

Additional Modern Equipment

In a modern setting, the following items (and anything else appropriate to the real world) are usually available.

Refer to the @UUID[Compendium.cyphersystem-compendium.cypher-journals.QhNXyjJC4BW5agrm.JournalEntryPage.YwC86IjNKFB5q7gx#equipment-listing]{equipment listing} of the Science Fiction Rulebook for an expanded selection of contemporary equipment.

Inexpensive Items

WeaponsNotes
@UUID[Compendium.cyphersystem-compendium.ammo.lYJndyNwkfb2sQz2]{Ammo (box of 50 rounds)}
@UUID[Compendium.cyphersystem-compendium.weapons-modern.ZuWPhhwirVzEtpcS]{Knife (simple)}Light weapon (won’t last long)
Other ItemsNotes
@UUID[Compendium.cyphersystem-compendium.equipment-modern.ss1cft2vMEWx4kJ4]{Duct tape roll}Useful and ubiquitous
@UUID[Compendium.cyphersystem-compendium.equipment-modern.p6V32aB5gkEFqitX]{Flashlight}
@UUID[Compendium.cyphersystem-compendium.equipment-modern.3jJNQk40gldOiD2z]{Padlock with keys}
@UUID[Compendium.cyphersystem-compendium.equipment-modern.XFf4M5XhGJb6snrS]{Trail rations (1 day)}

Moderately Priced Items

WeaponsNotes
@UUID[Compendium.cyphersystem-compendium.weapons-modern.EOke4Vi9vZv4U16N]{Hand grenade}Explosive weapon, inflicts 4 points of damage in immediate radius
@UUID[Compendium.cyphersystem-compendium.weapons-modern.DliC4uPK4vnuiN3w]{Hunting knife}Light weapon
@UUID[Compendium.cyphersystem-compendium.weapons-modern.7EItM0gT073fcCyx]{Machete}Medium weapon
@UUID[Compendium.cyphersystem-compendium.weapons-modern.B5CSduGis9vKucKp]{Nightstick}Light weapon
ArmorNotes
@UUID[Compendium.cyphersystem-compendium.armor-modern.gwPnvp7McesS3NUR]{Leather jacket}Light armor
Other ItemsNotes
@UUID[Compendium.cyphersystem-compendium.equipment-modern.mbTBZG8Z968IxHq2]{Backpack}
@UUID[Compendium.cyphersystem-compendium.equipment-modern.ccm57mnk8bNmPWfQ]{Bag of heavy tools}
@UUID[Compendium.cyphersystem-compendium.equipment-modern.VYIqlo7RM9scywV5]{Bag of light tools}
@UUID[Compendium.cyphersystem-compendium.equipment-modern.VjpaBgV1XxHEl7U7]{Binoculars}Asset for perception tasks at range
@UUID[Compendium.cyphersystem-compendium.equipment-modern.QQCRR8D4rroB36YC]{Bolt cutters}
@UUID[Compendium.cyphersystem-compendium.equipment-modern.UQalAy7SSl1QGgIk]{Cell phone}
@UUID[Compendium.cyphersystem-compendium.equipment-modern.PByrX3tmLVa85NeK]{Climbing gear}
@UUID[Compendium.cyphersystem-compendium.equipment-modern.UV1anGyX2QaGd8qX]{Crowbar}
@UUID[Compendium.cyphersystem-compendium.equipment-modern.LuGHnohquvbNoT9d]{Electric lantern}
@UUID[Compendium.cyphersystem-compendium.equipment-modern.fHdiS7JT9hjtjeb9]{First aid kit}Asset for healing tasks
@UUID[Compendium.cyphersystem-compendium.equipment-modern.98dhCNOFZ8TYBS1Y]{Handcuffs}
@UUID[Compendium.cyphersystem-compendium.equipment-modern.W40tEHGIcevTGDkt]{Rope}Nylon, 50 feet
@UUID[Compendium.cyphersystem-compendium.equipment-modern.iBpZVq4fM9mPDIDK]{Sleeping bag}
@UUID[Compendium.cyphersystem-compendium.equipment-modern.WOJ75BLfqqViZ57w]{Tent}

Expensive Items

WeaponsNotes
@UUID[Compendium.cyphersystem-compendium.weapons-modern.lbpcftYKyWKpoqoT]{Light handgun}Light weapon, short range
@UUID[Compendium.cyphersystem-compendium.weapons-modern.i8RP2vxMaoUgCNL1]{Medium handgun}Medium weapon, long range
@UUID[Compendium.cyphersystem-compendium.weapons-modern.WRluKrzzdF5wad4V]{Bow}Medium weapon, long range
@UUID[Compendium.cyphersystem-compendium.weapons-modern.dvZ57WEEzP575D6m]{Rifle}Medium weapon, long range
@UUID[Compendium.cyphersystem-compendium.weapons-modern.w4K2udLKOMjY53z1]{Shotgun}Heavy weapon, immediate range
ArmorNotes
@UUID[Compendium.cyphersystem-compendium.armor-modern.Tvvpp1L5F3sw3999]{Kevlar vest}Medium armor
Other ItemsNotes
@UUID[Compendium.cyphersystem-compendium.equipment-modern.Am5vYHXpCPsF3lrq]{Camera designed to be concealed}Transmits at long range
@UUID[Compendium.cyphersystem-compendium.equipment-modern.aGOQvKGxdPRVWq2F]{Microphone designed to be concealed}Transmits at long range
@UUID[Compendium.cyphersystem-compendium.equipment-modern.f0EYtw06E63173J1]{Cold weather camping gear}
@UUID[Compendium.cyphersystem-compendium.equipment-modern.1LbD5gLbLwY8QvPL]{Nightvision goggles}
@UUID[Compendium.cyphersystem-compendium.equipment-modern.13woD4sUoJbNy1au]{Scuba gear}
@UUID[Compendium.cyphersystem-compendium.equipment-modern.wpJd3cLska66OpcQ]{Smartphone}
@UUID[Compendium.cyphersystem-compendium.equipment-modern.CCHqv8dyuq7EGVHL]{Straightjacket}

Very Expensive Items

WeaponsNotes
@UUID[Compendium.cyphersystem-compendium.weapons-modern.TiBhD7UEqWItJVOc]{Heavy handgun}Heavy weapon, long range
@UUID[Compendium.cyphersystem-compendium.weapons-modern.6r112wF81Zs3yeNe]{Assault rifle}Heavy weapon, rapid-fire weapon, long range
@UUID[Compendium.cyphersystem-compendium.weapons-modern.wDV0Rbou4poxCdm1]{Heavy rifle}Heavy weapon, very long range
@UUID[Compendium.cyphersystem-compendium.weapons-modern.RCmDHR6H1lg9bRoV]{Submachine gun}Medium weapon, rapid-fire weapon, short range
ArmorNotes
@UUID[Compendium.cyphersystem-compendium.armor-modern.AqT96NV9XXl8iNye]{Lightweight body armor}Medium armor, encumbers as light armor
@UUID[Compendium.cyphersystem-compendium.armor-modern.tLUMEDBAJJH6sFAg]{Military body armor}Heavy armor
Other ItemsNotes
@UUID[Compendium.cyphersystem-compendium.equipment-modern.Kh6bhcajxt4cZDWH]{Disguise kit}Asset for disguise tasks
@UUID[Compendium.cyphersystem-compendium.vehicles.eqsiUjrg2EIrtiQj]{Used car}Level 3
@UUID[Compendium.cyphersystem-compendium.vehicles.ZYdj5EXY920kdcgr]{Small boat}Level 3

Exorbitant Items

Other ItemsNotes
@UUID[Compendium.cyphersystem-compendium.vehicles.hN3G2oNbOiKRfKMZ]{Large boat}Level 5
@UUID[Compendium.cyphersystem-compendium.vehicles.w4awO0Fz56obreUb]{Luxury car}Level 5
@UUID[Compendium.cyphersystem-compendium.vehicles.d5xp1l8px98GQIbQ]{Sports car}Level 6

Optional Rule: Handling PCs as Children

The regular character creation process makes fully competent, adult characters. To account for playing children, the GM could adopt this optional rule. First, the players make their characters normally, and then they apply the following adjustments to their PCs, as appropriate to their age category. You might also consider applying a tier cap of 3 to childhood adventure games with kids of up to thirteen years old, and a tier cap of 4 for childhood adventure games featuring PCs who are aged fourteen to seventeen.

Age 9 to 13

Slight: –4 to your Might Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.KY4e1Wo5NKh7TEiy]{Vulnerable}: Adults look out for you. You are trained in all pleasant social interactions with adults.

@UUID[Compendium.cyphersystem-compendium.inabilities.GhWikcOP1CAwpzZQ]{Inability}: Might-based tasks are hindered.

@UUID[Compendium.cyphersystem-compendium.inabilities.yl3vXIZfzudiVVqs]{Inability}: Tasks involving knowledge are hindered.

Age 14 to 17

Youthful: –2 to your Might Pool.

@UUID[Compendium.cyphersystem-compendium.inabilities.yl3vXIZfzudiVVqs]{Inability}: Tasks involving knowledge are hindered.

","markdown":""},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"ownership":{"default":-1},"flags":{}},{"sort":587500,"name":"Genre: Science Fiction","type":"text","_id":"VFJ6kCCgRGTzpWp0","title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"

For an expanded treatment of the science fiction genre, refer to the @UUID[Compendium.cyphersystem-compendium.cypher-journals.QhNXyjJC4BW5agrm]{Science Fiction Rulebook}. Some of the sci-fi equipment has been updated in the Science Fiction Rulebook. The equipment in this chapter include these changes. For that reason, there are some differences from the printed Cypher System Rulebook. Those instances are noted with an asterisk (*).

Science fiction is an incredibly broad category. It covers UFOs, space opera, near-future dystopias, otherworldly epics, hard science fiction, and everything in between. Even when compared to fantasy, science fiction is so wide that it almost isn’t a single genre at all. Truthfully, there’s not all that much to tie, say, The Time Machine by H. G. Wells with a dark cyberpunk story except for the technology involved, which is at a higher level than we possess or understand today. But even that part of science fiction is contentious. Should the science be purely that which obeys the laws of physics as we understand them today (often called hard science fiction), or is it more of an “anything goes” proposition? Is science we can’t explain really just magic?

For our purposes, we’ll treat fantastic science fiction as the default: aliens, spaceships that allow travel to other stars, energy weapons and shields, and so on. It’s a familiar setting to almost everyone interested in science fiction. That said, we’ve also got some additional guidance for hard science fiction, where what’s possible is more grounded in what we currently scientifically extrapolate. But your science fiction setting can be anything you can imagine.

Suggested Types for a Science Fiction Game

RoleType
SoldierWarrior
TechnicianExplorer with technology flavor
PilotExplorer with technology flavor
DiplomatSpeaker
DoctorSpeaker with skills and knowledge flavor
SpyExplorer with stealth flavor
ScientistExplorer with skills and knowledge flavor
PsionAdept
Psychic knightWarrior with magic flavor

Basic Creatures and NPCs for a Science Fiction Game

@UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.ckjeyJICRGhNlGgS]{Corporate drone} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.6TcU3jVH85UcUFIz]{Guard beast} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.urAFJXaUkWY2R1zj]{Innocuous rodent} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.vSvrg6g5VkP5MkeZ]{Physical laborer}

Additional Science Fiction Equipment

In a science fiction setting, the following items (and anything else appropriate to the setting) are usually available.

Inexpensive Items

WeaponsNotes
@UUID[Compendium.cyphersystem-compendium.ammo.1UGRE1k4ReUFAr34]{Energy pack (50 shots)}
@UUID[Compendium.cyphersystem-compendium.weapons-sci-fi.O3WVhoZQ8U8401yo]{Knife (simple)}Light weapon
Other ItemsNotes
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.kh1dzF6oaKZqzss6]{Flashlight}
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.LyUOH2V2zQqlIcgG]{Survival rations (1 day)}

Moderately Priced Items

WeaponsNotes
@UUID[Compendium.cyphersystem-compendium.weapons-sci-fi.2Fcz72cuTLrwjLy7]{Hunting knife}Light weapon
@UUID[Compendium.cyphersystem-compendium.weapons-sci-fi.H8InhgjpPnnVzmiV]{Machete}Medium weapon
@UUID[Compendium.cyphersystem-compendium.weapons-sci-fi.mVef0tRkNWbfz2VS]{Grenade (sonic)}Explosive weapon, inflicts 2 points of damage in immediate radius, plus Might defense roll or lose next turn
@UUID[Compendium.cyphersystem-compendium.weapons-sci-fi.PnvNFQbxuCHb874j]{Grenade (thermite)}*Explosive weapon, inflicts 6 points of damage in immediate radius
ArmorNotes
@UUID[Compendium.cyphersystem-compendium.armor-sci-fi.kzLQCncQ1cXzM456]{Leather jacket}Light armor
Other ItemsNotes
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.FALc1UkW90o9M0rr]{Backpack}
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.y8M3rmSzHUyKLdom]{Bag of heavy tools}
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.UuHnuXeI6iwIvgtf]{Bag of light tools}
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.kAzP990hVR1pQSYR]{Binoculars}Asset for perception tasks at range
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.0SBO3NnYx33dwomQ]{Breather}*Provides a day of breathable air
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.G50Jj9pfCytxzMJe]{Climbing gear}Asset for climbing tasks
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.4p14iIDm5SitvYiK]{Communicator}Planetary range
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.zE8nBEE8jVYswUT4]{Crowbar}
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.3kbeLDAUmwyYsPDj]{Environment tent}
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.a4crA7W9OQa3LCIn]{First aid kit}Asset for healing tasks
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.KpSlhPXtD1ysoREW]{Handcuffs}
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.2FgbXJjI9iBI7fk6]{Nightvision goggles}
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.CzM5OkaV23fUxHUi]{Portable lamp}
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.06uEHDipEwShEcun]{Rope}Nylon, 50 feet
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.hofNkVrnwjRHaopi]{Sleeping bag}

Expensive Items

WeaponsNotes
@UUID[Compendium.cyphersystem-compendium.weapons-sci-fi.cAh0sGKTyb8Vptej]{Light blaster}Light weapon, short range
@UUID[Compendium.cyphersystem-compendium.weapons-sci-fi.2Iusz99wevz9KSEV]{Medium blaster}Medium weapon, long range
@UUID[Compendium.cyphersystem-compendium.weapons-sci-fi.LDklLSixesdwgwj3]{Needler}Light weapon, long range
@UUID[Compendium.cyphersystem-compendium.weapons-sci-fi.PNDivijkZvlsUjbm]{Shotgun}Heavy weapon, immediate range
@UUID[Compendium.cyphersystem-compendium.weapons-sci-fi.qErMuZdwnHVPLCm7]{Stunstick}Medium weapon, inflicts no damage but human-sized or smaller target loses next action
ArmorNotes
@UUID[Compendium.cyphersystem-compendium.armor-sci-fi.BqiPzuCqRfn9yFrR]{Armored bodysuit}*Medium armor, encumbers as no armor
@UUID[Compendium.cyphersystem-compendium.armor-sci-fi.JrN6tyFoTYLtZc6s]{Lightweight body armor}*Heavy armor, encumbers as medium armor
Other ItemsNotes
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.qa9okeQfd3NTtmzD]{Camera designed to be concealed}Transmits at long range
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.r36W1oDLBXrXsu6G]{Microphone designed to be concealed}Transmits at long range
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.MtCq6owCDm7GG8Pw]{Environment suit}Provides 24 hours of atmosphere and +10 to Armor against extreme temperatures
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.LirhTzCUj7UFCfgB]{Wrist computer}Asset for most knowledge-based tasks

Very Expensive Items

WeaponsNotes
@UUID[Compendium.cyphersystem-compendium.weapons-sci-fi.7NCzo49o54a1vSy1]{Heavy blaster}Heavy weapon, long range
@UUID[Compendium.cyphersystem-compendium.weapons-sci-fi.7Cy8yASphzXHYlsJ]{Heavy blaster rifle}Heavy weapon, 300-foot (90 m) range
@UUID[Compendium.cyphersystem-compendium.weapons-sci-fi.xjviCkv7gCoy1ZcV]{Pulse laser gun}Medium weapon, rapid-fire weapon, long range
ArmorNotes
@UUID[Compendium.cyphersystem-compendium.armor-sci-fi.Bujb0Cz7cVN6K9H3]{Battlesuit}*Heavy armor, also also grants the benefit of a @UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.g8xedO3WjADU8fBU]{deluxe space suit}
Other ItemsNotes
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.mGvzhwfcLOR8Aami]{Disguise kit}Asset for disguise tasks
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.fxntln2fSRKpMFyx]{Gravity regulator}Belt-mounted device that regulates gravity to 1G for wearer if within 0 G to 3 G conditions
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.MbgM9wBMTWCIXCqh]{Handheld scanner}Asset for identifying tasks
@UUID[Compendium.cyphersystem-compendium.vehicles.pTEJ1VrxrSVGteKY]{Hovercraft}Level 4
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.ZOz0Fit7uAvEjIPA]{Infiltrator}Asset for lockpicking tasks when used with electronic locks
@UUID[Compendium.cyphersystem-compendium.vehicles.vGpae1ESOw3hK4qY]{Jetpack}*Level 2
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.RpA2kZiwJAa7fRQM]{Stealthsuit}*Provides two assets for stealth tasks

Exorbitant Items

WeaponsNotes
@UUID[Compendium.cyphersystem-compendium.weapons-sci-fi.B0x6U0RnIp2EyEbV]{Blast cannon}10 points of damage, 500-foot (150 m) range, requires a tripod and two people to operate
ArmorNotes
@UUID[Compendium.cyphersystem-compendium.armor-sci-fi.LOwyfbM0bAlLrBc0]{Force field}*Not armor, offers +1 to Armor; once used, must be recharged for several hours
Other ItemsNotes
@UUID[Compendium.cyphersystem-compendium.vehicles.8CtlFUIKlZpteVG3]{Luxury hovercar}Level 5
@UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.0WiWAbNWXRypYxjh]{Robot servant}Level 3
@UUID[Compendium.cyphersystem-compendium.vehicles.rPjVFxfdapjErMwt]{Small spaceship}Level 4

Science Fiction Artifacts

Artifacts in a science fiction game can be strange relics from an unknown alien source or tech items that aren’t yet widely available. In a galactic setting, for example, it’s easy to imagine that innovations or specialized items might not have spread everywhere.

@UUID[Compendium.cyphersystem-compendium.artifacts-sci-fi.aV9zEHENEDgFu5r9]{Amber casement} @UUID[Compendium.cyphersystem-compendium.artifacts-sci-fi.BrWNyEr0tRbOkOW9]{Metabolism bud} @UUID[Compendium.cyphersystem-compendium.artifacts-sci-fi.dMU5JjdzGh2xYJHe]{Mind imager} @UUID[Compendium.cyphersystem-compendium.artifacts-sci-fi.HbWQ65yTcCT5kRZ9]{Psychic crystal} @UUID[Compendium.cyphersystem-compendium.artifacts-sci-fi.4sk825DOsE6oE9d3]{Repair sphere}

Starships

Here are a few sample starship types:

StarshipLevelCrewWeapon Systems
@UUID[Compendium.cyphersystem-compendium.starships.f14c7pV1Cc89BEgg]{Fighter}111
@UUID[Compendium.cyphersystem-compendium.starships.1QmIZUO93276WVip]{Interceptor}211
@UUID[Compendium.cyphersystem-compendium.starships.RsHhdbOFUEkKCJUW]{Freighter}3 (4 for defense)41
@UUID[Compendium.cyphersystem-compendium.starships.rrkSDY696W28w7T6]{Frigate}4204
@UUID[Compendium.cyphersystem-compendium.starships.2Cuo9MpDalEzoM6i]{Cruiser}4255
@UUID[Compendium.cyphersystem-compendium.starships.SbCnPYjsEaR4YeMr]{Battleship}101,00036

“Crew” indicates the minimum number of people needed to operate the ship. Many ships can carry more passengers. “Weapon Systems” indicates the maximum number of different enemies the ship can target at once—but only one attack per target in any circumstance.

Since it’s frighteningly easy to die in a space battle if your ship is destroyed, most ships have escape pods. Even fighter craft have ejection systems that put the pilot out into space in an environment suit. In other words, GMs should try to give PCs a way out of immediately dying if they get on the wrong end of a space battle.

Effects of Gravity

In a hard science fiction game, variable effects of gravity can’t be waved away by tech that simulates normal gravity on spacecraft, space stations, and other worlds. Instead, it’s an issue people must overcome.

Short-Term Microgravity Exposure: People new to low gravity might get space sickness. Newcomers must succeed on a difficulty 3 Might task or suffer mild nausea for about two to four days, during which time all their tasks are hindered. A few unlucky travelers (usually those who roll a 1 or otherwise face a GM intrusion) are almost completely incapacitated, and find all tasks hindered by three steps.

Long-Term Microgravity Exposure: Long-term exposure to microgravity environments without medical interventions degrades health. How long one spends in such conditions is directly relevant. The GM may assign long-term penalties to PCs if the situation warrants it, though the use of advanced space medicine, proper exercise, and recommended steroids and other hormones can avoid these complications.

Low Gravity: Weapons that rely on weight, such as all heavy weapons, inflict 2 fewer points of damage (dealing a minimum of 1 point). Short-range weapons can reach to long range, and long-range weapons can reach to very long range. Characters trained in low-gravity maneuvering ignore the damage penalty.

High Gravity: It’s hard to make effective attacks when the pull of gravity is very strong. Attacks (and all physical actions) made in high gravity are hindered. Ranges in high gravity are reduced by one category (very-long-range weapons reach only to long range, long-range weapons reach only to short range, and
short-range weapons reach only to immediate range). Characters trained in high-gravity maneuvering ignore the change in difficulty but not the range decreases.

Zero Gravity: It’s hard to maneuver in an environment without gravity. Attacks (and all physical actions) made in zero gravity are hindered. Short-range weapons can reach to long range, and long-range weapons can reach to very-long range.

Effects of Vacuum

Vacuum is lethal. There’s no air to breathe, and the lack of pressure causes havoc on an organic body. An unprotected character moves one step down the damage track each round. However, at the point where they should die, they instead fall unconscious and remain so for about a minute. If they are rescued during that time, they can be revived. If not, they die.

Traveling the Solar System and Orbital Mechanics

In a hard science fiction setting, you might be interested in evoking the reality of travel times between colonies on planets and moons in the solar system. Even so, plotting a course between locations in the solar system isn’t simple, because everything is always moving with respect to everything else. You could determine exactly how long a trip would take with some internet research. Or you could just evoke the effect of orbital mechanics and varying accelerations on interplanetary travel. Use the Interplanetary Travel Table to do so. For a trip between locations not directly compared, add up the destinations in between. The travel times assume a nuclear plasma engine of a kind already being tested today (but better), a steady thrust toward the destination, and an equally long and steady braking thrust over the last half of the trip before orbit insertion. Such propulsion systems can change velocity and sustain thrust for days at a time, which reduces bone loss, muscle atrophy, and other long-term effects of low gravity.

Regardless, the travel times between distant locations bring home one thing: space is big and lonely.

Interplanetary Travel

OriginDestination

Travel Time Using Nuclear Plasma Engine

Earth/MoonMars20 + 1d20 days
MarsAsteroid belt30 + 1d20 days
Asteroid beltJupiter and its moons30 + 1d20 days
JupiterSaturn and its moons60 + 1d20 days
SaturnUranus90 + 1d20 days

Science Fiction Species Descriptors

In a science fiction setting, some GMs may want to offer alien species or androids, who are mechanically different from humans, as options for player characters. This can be accomplished by using descriptors. Two examples are below.

Artificially Intelligent

You are a machine—not just a sentient machine, but a sapient one. Your awareness might make you an exception, or there may be many like you, depending on the setting.

Artificially intelligent characters have machine minds of one type or another. This can involve an advanced computer brain, but it could also be a liquid computer, a quantum computer, or a network of smart dust particles creating an ambient intelligence. You might even have been an organic creature whose mind was uploaded into a machine.

Your body, of course, is also a machine. Most people refer to you as a robot or an android, although you know neither term describes you very well, as you are as free-willed and free-thinking as they are.

You gain the following characteristics:

Superintelligent: +4 to your Intellect Pool.

Artificial Body: +3 to your Might Pool and your Speed Pool.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.dj8fjpgMOatRRWFZ]{Shell}: +1 to Armor.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.j6odWezQciXppynQ]{Limited Recovery}: Resting restores points only to your Intellect Pool, not to your Might Pool or your Speed Pool.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.63ZJmNraEqS6lzdp]{Mechanics, Not Medicines}: Conventional healing methods, including the vast majority of restorative devices and medicines, do not restore points to any of your Pools. You can recover points to your Intellect Pool only by resting, and you can recover points to your Speed and Might Pools only through repair. The difficulty of the repair task is equal to the number of points of damage sustained, to a maximum of 10. Repairing your Might and Speed Pools are always two different tasks.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.71sJhRICcDy0WjiA]{Machine Vulnerabilities and Invulnerabilities}: Damaging effects and other threats that rely on an organic system—poison, disease, cell disruption, and so on—have no effect on you. Neither do beneficial drugs or other effects. Conversely, things that normally affect only inorganic or inanimate objects can affect you, as can effects that disrupt machines.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.nXs4KTo14JKXZN8f]{Uncanny Valley}: You have a hard time relating to organic beings, and they don’t react well to you. All positive interaction tasks with such beings are hindered by two steps.

Quintar

You are a quintar from the planet Quint. You are basically humanoid but taller, thinner, and blue skinned. Your hands end in three very long fingers. Quintar have five genders, but all quintar prefer to be addressed as female when communicating with more binary species. Human emotions and sexuality fascinate them, but not because they don’t have such concepts—quintar emotions and sexuality are just very different from those of humans. In general, quintar are more cerebral than other species, valuing knowledge over all else.

Quint is relatively Earthlike, with slightly less gravity but a slightly denser atmosphere.

You gain the following characteristics:

Cerebral: +4 to your Intellect Pool.

Skill: You are trained in one type of knowledge task of your choice.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.gmnozVrQsZBTxj9A]{Skill}: Quintar fascination with human behavior eases all interaction rolls (pleasant or not) with humans.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.4gFg0DiIdWm3w9ol]{Difficult Rest}: Quintar subtract 2 from all recovery rolls (minimum 1).

","markdown":""},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"ownership":{"default":-1},"flags":{}},{"sort":593750,"name":"Genre: Horror","type":"text","_id":"L90rsf6J1WHnk7rN","title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"

Although it’s very likely a subset of the modern genre, horror as a genre gets special treatment. Unlike the other genres, horror doesn’t necessarily suggest a setting. Any setting can be horrific. Horror is more of a style. An approach. A mood.

You could easily have horror in other times and settings, but for our purposes, we’ll deal with a default setting in the modern day. The PCs are probably normal people, not secret agents or special investigators (although being a part of a secret agency that deals with monsters in the shadows could make for a fine horror game).

Suggested types and additional equipment for a horror setting are the same as in a modern setting.

Consent

Horror games allow us to explore some pretty dark topics from the safety of our own game tables. But before you do that, make sure everyone around your table is okay with that. Find out what your players will find “good uncomfortable,” which is something that makes us squirm in our seats in a great horror movie, and “bad uncomfortable,” which is something that actually makes a player feel nauseated, unsafe, or offended. Being scared can be fun, but being sickened isn’t.

Consider the age and maturity of everyone in the game, perhaps in terms of the movie rating system. Tell the players what you think the game you’re running would be rated. If everyone’s okay with an R rating, then fine. You can have a spooky game that’s on the level of a kids’ movie rated G—more like Scooby-Doo than Saw, in other words. A PG rating might be right for a game that’s more creepy than horrific, with ghosts and spooky noises but not axe-wielding maniacs.

The different ratings suggest different kinds of content for your game. Finding a dead body is horrible, but watching someone get decapitated is something else entirely. Getting chased around by an alien that wants to eat you is one thing, but having it gestate and burst out of your own intestines is another. You need to know where the line is for everyone participating, and you need to know it right from the beginning.

For more information and advice on safe ways to address consent issues in your game, read the free Consent in Gaming PDF at myMCG.info/consent

Basic Creatures and NPCs for a Horror Game

@UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.WJgPGUcSUrR4Ssuu]{Businessperson} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.ZT13lzcl6dsvg8HX]{Cat} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.GNrvq56bsnlHgKeW]{Clerk} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.JZbErZ6hAgtHrgim]{Dog} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.5XdCwL3VyqhHBNqN]{Dog, vicious} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.N0XlAnno5dMItCmN]{Groundskeeper/caretaker} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.rvju0MPnEwNsg9Pr]{Man in Black} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.qLFrfE0E9w6BcG48]{Rat} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.T39Cl27TWeR8jVsZ]{Tarantula}

Horror Artifacts

Most of the time, a horror artifact will be something really weird—an ancient tome of forbidden necromancy, an alien device that humans can barely understand, and so forth. They are often unique items rather than one of a type. Horror artifacts should probably come with a risk, such as a built-in cost, a drawback, or something else that makes using them another way to heighten the tension of the game. Several examples are below.

@UUID[Compendium.cyphersystem-compendium.artifacts-horror.irCnETBwvUwp12PH]{Book of inversion} @UUID[Compendium.cyphersystem-compendium.artifacts-horror.WcrjZgKzg5VzkFVJ]{Shadow box} @UUID[Compendium.cyphersystem-compendium.artifacts-horror.sCTeJvOcviKd5GjN]{Sphere 23}

Optional Rule: Shock

When the PCs encounter something shocking, many times the most realistic response is to scream, stand in abject horror, or run. That might not be the smartest thing to do in the situation, but it’s genuine. What would your accountant do if they saw an axe-wielding maniac coming at them? Let’s face it, unless they truly steeled themselves with all their will, they’d probably scream and run.

When a PC encounters something horrific, utterly disgusting, dreadful, impossible, or otherwise shocking, call for an Intellect defense roll based on the level of the creature involved, or simply an appropriate level as decided by the GM (see the Shock Levels table). Failure might mean that for one round, the player loses control of the character, and the GM decides what the PC does next. This usually means that the character runs, screams, gibbers, stares slack-jawed, or just does nothing. However, GMs should welcome player input into this situation. The point is to portray that when we’re shocked, we don’t always react in the best way, the smartest way, or even the way we want to. Fear is a powerful thing.

Alternatively, failure on the Intellect defense roll might mean that the character suffers Intellect damage equal to the level of the defense task. This indicates an overall toll that numerous shocks and horrors can have on a person. You might have a situation where a character literally dies of fright.

Shock Levels

EventLevel
Something unexpected darts or jumps out1
Something suddenly moves just out of the corner of the eye2
A sudden loud noise (like a scream)2
Unexpectedly seeing a corpse2
Watching someone die3
Seeing something impossible (like an inanimate object sliding across the floor)4
Watching a friend die5
Seeing a monstrous creatureCreature level
Witnessing something supernatural (like a spell)5
Seeing something mind-bending (like an impossible, multidimensional demigod coalescing out of thin air)8

Optional Rule: Horror Mode

For horror games, GMs can implement a rule called Horror Mode. The idea is to create a feeling of escalating dread and menace by changing one die roll mechanic. In the game, things begin as normal. The PCs interact with each other and the NPCs, investigate, research, travel, and so on. But when they enter the haunted house, the serial killer gets close, the elder things beneath the earth awaken, or whatever horrific situation planned by the GM begins, things change. At this time, the GM announces that the game has gone into Horror Mode.

This is a key for the players (not the characters) to recognize that things are getting bad. It’s the RPG equivalent of spooky music beginning to play in a horror film. While in Horror Mode, the rules for GM intrusions governed by die rolls change. Normally this happens only on a roll of 1, but when Horror Mode starts, it becomes a roll of 1 or 2. And then it escalates. As time passes, GM intrusions happen on a roll of 1 to 3, then a roll of 1 to 4, and so on. This potentially means that a die roll in Horror Mode can indicate success in a task and still trigger a GM intrusion.

As the intrusion range changes with each escalation, the GM should announce this to the players. The feeling of rising tension should be dramatic and overt.

Escalation Rate

ActivityIntrusion Range Increases by 1
Exploring a large areaEvery time a new intrusion is indicated by a die roll
ExploringEvery ten minutes or every time a new intrusion is indicated by a die roll
CombatEach round

For example, while the PCs are exploring a dark swamp (a large area), the game goes into Horror Mode and intrusions are indicated on a 1 or 2. During this exploration, one of the players rolls a 2. Not only is there an intrusion, but now the range escalates to 1, 2, or 3. The character is almost dragged into a spot of quicksand-like muck. Then the PCs find an old abandoned house in the middle of the swamp. They enter, and now the escalation rate goes up if they roll a 1, 2, or 3, or every ten minutes that passes in the game. They explore the house for twenty minutes (escalating intrusions to 1 to 5), and during the investigation of the kitchen, someone rolls a 3, triggering an intrusion. A cabinet opens mysteriously and a strangely carved clay pot falls, striking the character. This also escalates the intrusion rate, so they now occur on a roll of 1 to 6. When the PCs reach the attic, they encounter the dreaded swamp slayer, a half man, half beast that thrives on blood. It attacks, and now the range goes up during each round of combat. After four rounds of fighting, intrusions happen on a roll of 1 to 10—half the time. Things are getting dicey, and they’re only going to get worse.

When the GM announces that Horror Mode has ended, the GM intrusion rate goes back to normal, happening only on a roll of 1 or when the GM awards XP.

Horror Mode is a very “meta” rule. It gives players knowledge that their characters don’t have. This is similar to how the viewers of a horror movie or readers of a horror story often know more than the characters on the screen or page. It heightens the tension. Players can express the start of Horror Mode by having their characters talk about goosebumps or a feeling of being watched, but this is not necessary.

Using GM Intrusions in Horror Mode

With the GM intrusions coming fast and furious toward the end of Horror Mode, it’s easy to run out of ideas. In combat, intrusions might just mean that the monster or villain gets a surprise extra attack or inflicts more damage. Perhaps a PC is thrown to the ground or nearer to the edge of a cliff. If the characters are running away, one might trip and fall. If the PCs are exploring, a bookcase topples, potentially hitting someone. Think of all the similar moments you’ve seen in horror films.

Sometimes, if the GM prefers, the GM intrusion can simply be something frightening, like a moan or a whisper. These aren’t dangerous to the PCs, but they escalate the tension and indicate that something bad is getting closer.

In fact, while in Horror Mode, GMs should mostly refrain from doing anything bad, ominous, or dangerous unless it’s an intrusion (either from a die roll or through the awarding of XP). In a horror game, GM intrusions are an indication that things are bad and getting worse, and whenever possible, the GM should allow the Horror Mode escalation to drive the action. This makes the GM more of a slave to the dice than in other Cypher System situations, but that’s okay.

Consider this example. The PCs have tracked something that is probably committing a series of horrific murders to an old factory. They enter the building to explore. The GM knows where the creature is hiding in the factory, but decides that it doesn’t become aware of the characters until an intrusion is indicated. The only clue the PCs have is a mysterious noise off in the darkness. The creature doesn’t move toward them until another GM intrusion occurs. Now they hear something dragging across the factory floor, coming closer. But it’s not until a third intrusion occurs that the creature lunges out from behind an old machine at the PC who rolled the die.

In some ways, the status quo doesn’t change until an intrusion happens. This could be seen as limiting the GM and the need for pacing, but remember that the GM can still have an intrusion occur anytime they desire, in addition to waiting for the low die rolls.

GMs may want to limit the number of intrusions to no more than one per round, no matter what the dice indicate, but that should be based on the situation.

Optional Rule: Madness

Having characters descend into madness is an interesting facet of some kinds of horror and can make long-term horror campaigns more interesting. The easiest way to portray blows to a character’s sanity is through Intellect damage. When PCs encounter something shocking, as described above, they always take Intellect damage. If they would normally move one step down the damage track due to the damage, they instead immediately regain points (equal to 1d6 + their tier) in their Intellect Pools but lose 1 point from their maximums in that Pool. Characters whose maximum Intellect Pools reach 0 go insane. They lose their current descriptor and adopt the Mad descriptor, regain 1d6 + tier points to their Intellect Pools, and gain +1 to their Intellect Edge. If they ever reach a permanent Intellect Pool maximum of 0 again, they go stark raving mad and are no longer playable.

Intellect Edge offers an interesting means to portray a character who is knowledgeable (and perhaps even powerful in terms of mental abilities) yet mentally fragile. A character with a low Intellect Pool but a high Intellect Edge can perform Intellect actions well (since Edge is very helpful) but is still vulnerable to Intellect damage (where Edge is of no help).

Since Cypher System games are meant to be story based, players should recognize that the degrading sanity of their character is part of the story. A player who feels that their character is going mad can talk to the GM, and the two of them can work out the means to portray that—perhaps by using the Mad descriptor, permanently trading up to 4 points from their Intellect Pool to gain +1 to their Intellect Edge, or anything else that seems appropriate. Mental disorders, manias, psychopathy, schizophrenia, or simple phobias can be added to a character’s traits, but they don’t need to be quantified in game statistics or die rolls. They’re simply part of the character.

Inabilities in personal interaction or any area requiring focus might be appropriate, perhaps allowing the PC to gain training in weird lore or forbidden knowledge. Or maybe the opposite is true—as the character’s mind slowly slips away, they become oddly compelled or can obsessively focus on a single task for indefinite periods, and thus they gain training in that topic or skill. These kinds of changes could be balanced with inabilities, such as being unable to remember important details.

As another way to represent madness, the GM could hinder Intellect-based tasks that would be considered routine, such as “remembering your friends and family” or “caring what happens to your best friend” or “stopping yourself from injecting a mysterious substance into your veins.” These routine tasks normally have a difficulty of 0, but for a PC who has lost their mind, they might have a difficulty of 1, 2, or even higher. Now the character must make rolls to do even those simple things.

","markdown":""},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"ownership":{"default":-1},"flags":{}},{"sort":596875,"name":"Genre: Romance","type":"text","_id":"pd2PrHViZ1edOZ7f","title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"

Like horror, romance doesn’t automatically suggest a setting. It is more of a mood, or more specifically an approach, to how the game is played. It suggests an emphasis, at least somewhat, on relationships, interactions, and connections.

Suggested types and additional equipment for a romance setting are the same as in a modern setting.

Consent and Boundaries

You must get consent to cover these topics in a game ahead of time—you don’t want to make people uncomfortable. Everyone involved also needs to learn everyone else’s boundaries. Someone might not want any part of a romance scene, while others are okay talking about emotional connections but not anything sexual.

Obviously, all of this is doubly important if age is a consideration. If there are younger players involved, romance probably shouldn’t go beyond a fairly chaste kiss. (You’ll find that kids are sometimes more open to romance in their games than adults, but only because their understanding of the topic is understandably pretty shallow. A kid player might declare that a character is their boyfriend, but it doesn’t mean much. And for some adults, that may be the way they want to approach the subject as well.)

Lastly, recognize that there needs to be a clear boundary between the story and real life. Two characters having a relationship has no impact on real-life feelings of the players. Two characters in a game might be in a relationship while each player is in a relationship in the real world with someone else. And maybe they’re gaming at the same table! If a player can’t distinguish between in-game flirtation or words of endearment and real-world feelings, they shouldn’t be in a romance-focused game.

For more information and advice on safe ways to address consent issues in your game, read the free Consent in Gaming PDF at myMCG.info/consent

The Check-In

It’s vital that the GM and the players all check in with each other to make sure everyone’s still comfortable with what’s going on in the game. This is particularly important to maintain the boundary between emotions expressed in the story and how people feel in real life.

Basic Creatures and NPCs for a Romance Game

@UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.wIO0w2fxcBU0vHae]{Distrustful relative} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.rmzRpUzfdXpAnzUu]{Jealous ex} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.E7xImJCLVWwiIDre]{Nosy neighbor} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.ktWhiHHoothgvjOv]{The unattainable}

Optional Rule: Infatuation

When a PC is near someone they are infatuated with, particularly in the early stages of that infatuation, they must make an Intellect defense roll with a difficulty determined by the GM based on the situation (not on the level of the subject of the infatuation). Failure might mean that the character does or says something awkward or embarrassing either in an attempt to impress or when trying to hide the infatuation. Or it could mean that for one round, the player loses control of the character, and the GM decides what the PC does next, such as risk their own safety to help an endangered character. However, GMs should welcome player input into this situation. The point is to portray that when we’re distracted by the powerful feelings (and hormones) related to infatuation, we don’t always react in the best way, the smartest way, or even the way we want to.

Infatuation can happen whether the PC is attracted to an NPC or a PC.

Optional Rule: Relationship Levels

When a PC first establishes a relationship with a character (PC or NPC), the GM should assign the relationship a level. If there’s no connection at all, there is no relationship (level 0). Otherwise, the starting relationship is probably level 1. In certain circumstances, a relationship might start at level 2, indicating a far stronger initial connection than usual.

As play progresses, the PC can attempt to improve the level of the relationship, indicating a strengthening of the bond between the two characters. The requirements to improve the relationship are twofold. First, some story-based action needs to be taken. This can be dates, gifts, a meaningful speech, a pledge of commitment, some amount of self-sacrifice, or whatever the GM and the player feel is appropriate to the story and the level of the relationship. This action might require the PC to succeed at specific tasks (with appropriate rolls). For example, writing a love poem will require an Intellect-based task, while helping to retrieve a loved one’s cat from a tree might require a Speed-based task.

Second, the player must make an Intellect-based roll with the desired level of relationship as the difficulty (modified as the GM sees fit).

A relationship can be improved only one level at a time, and the GM and the player should work out an appropriate time interval. For relationships of levels 5 and above, multiple story-based actions and multiple rolls are almost certainly required.

It’s possible for relationship levels to be lopsided, such that the relationship from the point of view of one person is a different level than from the point of view of the other. This should be used sparingly, because it makes things far more complicated. In the case of polyamory, it is possible to have more than two people in a relationship, but even in these situations the connection between any two individuals should have its own level.

Relationship levels can go down as well as up. Neglect, carelessness, inappropriate emotional displays, lies, infidelity, and bungled wooing attempts can all potentially lower a relationship level. This is entirely in the judgment of the GM, although a lowered relationship level is very likely an appropriate use of a GM intrusion.

Relationship levels indicate the strength of the bond and thus help dictate an NPC’s actions in regard to a PC. An NPC in a level 5 relationship probably will be more generous and forgiving toward the PC than if the relationship was level 3 or 4. An NPC in a level 6 relationship or higher would likely give their partner most anything, even maybe sacrificing their own well-being or their life for them. (And people in a higher-level relationship certainly would.) Likewise, a relationship level can influence a PC’s actions. An Intellect defense roll with a difficulty equal to the relationship level might be appropriate if the PC wants to act against the best interests of their loved one, or if they must keep their cool and act normally when their loved one is in danger.

You can use this optional system in any genre, for any type of relationship, even platonic ones. If desired, the relationship level a PC has with an authority figure, a contact, a relative, or anyone else can be measured, improved, and decreased just as it can with a romantic relationship.

Romantic Relationship Levels

LevelRelationship
1First meeting. Interest or curiosity.
2A sense of connection above the norm. Strong physical attraction.
3Affection and a bond that will last longer than a single encounter.
4Serious affection. Almost certainly physical affection.
5A profession of love.
6A serious long-term commitment.
7A lifelong commitment.
8Soul mates.
9A love affair for the ages.
10A bond that transcends time and space.

Platonic Relationship Levels

LevelRelationship
1First meeting. Interest or curiosity.
2A sense of connection above the norm.
3A memorable connection. Indications of a mutually beneficial relationship possible.
4Real friendship.
5Deep friendship.
6Relationship akin to that of a close sibling.
7A pledge of complete partnership.
8Platonic soul mates. Something akin to a life-debt.
9A friendship for the ages.
10A bond that transcends time and space.
","markdown":""},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"ownership":{"default":-1},"flags":{}},{"sort":598438,"name":"Genre: Superheroes","type":"text","_id":"tIyemzsYdcYDslG1","title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"

Like horror, the superhero genre is really a subset of the modern genre with extensive special considerations. In many ways, it might appear that the Cypher System is a strange fit for superheroes. But if you think about it, with foci like Bears a Halo of Fire and Wears a Sheen of Ice, the Cypher System makes all genres a little bit “superhero-ish.” Character sentences might look like the following:

And so on.

Suggested Types for a Superhero Game

RoleType
Strong heroWarrior
Brawler heroWarrior with stealth flavor
Gadget heroExplorer with technology flavor
PilotExplorer with technology flavor
CharmerSpeaker
LeaderSpeaker with combat flavor
Shadowy vigilanteExplorer with stealth flavor
Scientist heroExplorer with skills and knowledge flavor
Energy-wielding heroAdept with combat flavor
WizardAdept
MentalistAdept
Psychic ninjaWarrior with magic flavor

Basic Creatures and NPCs for a Superhero Game

@UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.IpjzD88QqIABcv7A]{Bystander} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.krnLLagONJBbj1tE]{Genetically enhanced bruiser} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.sWc8DryN22cKTJyj]{Ninja} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.YHRSNEgzJeBCrWnC]{Robot minion} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.VSQt1EzpNhIwvCyA]{Scientist} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.SpaQv9sL1VWlrkLS]{Worker}

Additional Superhero Equipment

Suggested additional equipment is the same as in a modern setting. Keep in mind, however, that for many heroes, “equipment” can be superfluous. Where do you stash the flashlight and rope when all you’re wearing is spandex tights?

Optional Rule: Power Shifts

Superheroes can do things that other people cannot. They throw cars, blast through brick walls, leap onto speeding trains, and cobble together interdimensional gateways in a few hours. It’s tempting to say that such characters are stronger, faster, or smarter, so they should have higher Might, Speed, or Intellect Pools. However, simply bumping up stat Pools or Edge doesn’t fully represent this dramatic increase in power. Instead, consider using an optional rule called power shifts.

Under this rule, all superhero characters get five power shifts. Power shifts are like permanent levels of Effort that are always active. They don’t count toward a character’s maximum Effort use (nor do they count as skills or assets). They simply ease tasks that fall into specific categories, which include (but are not necessarily limited to) the following.

@UUID[Compendium.cyphersystem-compendium.power-shifts.QDAvfL2Xor2gc3DB]{Accuracy} @UUID[Compendium.cyphersystem-compendium.power-shifts.gxmRI0Oi1qlp8tgv]{Dexterity} @UUID[Compendium.cyphersystem-compendium.power-shifts.ge5eQ2UKcF71jfL5]{Healing} @UUID[Compendium.cyphersystem-compendium.power-shifts.RvPjtLHq2svYfhK8]{Intelligence} @UUID[Compendium.cyphersystem-compendium.power-shifts.ZcogTb12JEcKd8WK]{Power} @UUID[Compendium.cyphersystem-compendium.power-shifts.ClwsF2GBoWlGR9To]{Resilience} @UUID[Compendium.cyphersystem-compendium.power-shifts.qbOvGJVLVkDUC49X]{Single Attack} @UUID[Compendium.cyphersystem-compendium.power-shifts.uQLh67ISIUJ4O3bC]{Strength}

Each shift eases the task (except for shifts that affect damage or Armor, as specified in the list above). Applying 2 shifts eases the task by two steps, and applying 3 shifts eases the task by three steps.

A character assigns their five power shifts as desired, but most characters should not be allowed to assign more than three to any one category. Once the shifts are assigned, they should not change.

For example, a superstrong character might put three of their shifts into strength and the other two into resilience. Whenever they lift something heavy, smash through a wall, or throw an object, they ease the task by three steps before applying Effort, skill, or assets. Thus, all difficulties from 0 to 3 are routine for them. They smash through level 3 doors as if they don’t exist. As another example, a masked vigilante character with a utility belt full of gadgets and great acrobatic skills might put two shifts in dexterity, one in accuracy, one in intelligence, and one in healing. They’re not actually superpowered, just tough and well trained.

Some GMs will want to allow PCs to increase their power shifts. Having a character spend 10 XP to do so would probably be appropriate. Other GMs will want to run superhero games with PCs of greater or lesser power (cosmic-level heroes or street-level heroes, perhaps). In such cases, more or fewer power shifts should be granted to the PCs at the game’s start.

Superpowered NPCs and Power Shifts

NPC superheroes and villains get power shifts, too. Most of the time, this adds to their level. For example, Blast Star is a level 5 fiery villain who has three power shifts. When she blasts through a level 7 iron security door, she does so easily because in this circumstance, she’s actually level 8.

Sometimes, NPC power shifts make things harder for the PCs. For example, Fleetfoot the level 4 speedster puts all three of her shifts in dexterity. When she runs past a character who tries to grab her, the difficulty to do so is increased by three steps to 7.

Typical NPC supers get three power shifts. Exceptional ones usually have five.

Really Impossible Tasks

In superhero games, due to conventions of the genre, difficulty caps at 15 instead of 10. Difficulty 10 is labeled “impossible,” but that label is for regular folks. For superpowered characters, “impossible” means something different, thanks to power shifts.

Think of each difficulty above 10 as being one more step beyond impossible. Although a GM in another genre would say there’s no chance that a character could leap 100 feet (30 m) from one rooftop to another, in a superhero game, that might just be difficulty 11. Picking up a city bus isn’t something normal characters could do, but for a strong superhero, it might be difficulty 12.

In theory, NPCs in such a game can go up to level 15 as well. Levels above 10 represent opponents that only a superhero would consider taking on: a robot that’s 1,000 feet (300 m) tall (level 11); Galashal, Empress of Twelve Dimensions (level 14); or a space monster the size of the moon (level 15).

Superhero Artifacts

Supervillains build doomsday devices. Ancient artifacts present a threat to all humanity if in the wrong hands. Weird machines from alien dimensions offer solutions to unsolvable problems. Artifacts are an important part of superhero stories. A few examples are below.

@UUID[Compendium.cyphersystem-compendium.artifacts-superhero.2ENNMqilV1qoB35e]{Doctor Dread’s time portal} @UUID[Compendium.cyphersystem-compendium.artifacts-superhero.AvddNOp9tUWCqGOp]{Serum X} @UUID[Compendium.cyphersystem-compendium.artifacts-superhero.JYcfxA5RcffTX3Wl]{Stellarex crystal}

","markdown":""},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"ownership":{"default":-1},"flags":{}},{"sort":599219,"name":"Genre: Post-Apocalyptic","type":"text","_id":"ARG20fxwzr0OBZjH","title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"

Post-apocalyptic literature, movies, and games are a subgenre of science fiction that focuses on the dystopia that follows the fall of civilization. Strictly speaking, post-apocalyptic stories take place after the end of the world. At least, the end of the world for most people. Players take the role of the survivors (or their descendants) trying to persevere in the face of immense hardship. Popular post-apocalyptic scenarios include those set after nuclear war, in the aftermath of a zombie plague, in the months and years following an alien invasion, or after the environment collapses in the face of human overpopulation. Other ways the world could end include a massive meteorite strike, the long-awaited robot uprising, a powerful solar flare that burns out the world’s power grids and communications, or even something as prosaic as a global disease pandemic.

Suggested Types for a Post-Apocalyptic Game

RoleType
SurvivorExplorer with stealth flavor
HeavyWarrior
DealerSpeaker
TraderSpeaker with skills flavor
SageExplorer with knowledge flavor
EvolvedAdept

Basic Creatures and NPCs for a Post-Apocalyptic Game

@UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.31W9R0HQhQT0ic3A]{Crazy loner} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.6L693DIk5jmQu2Py]{Gamma snake} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.urAFJXaUkWY2R1zj]{Innocuous rodent} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.uCMNBacwXfuThw65]{Mongrel dog} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.WGftLKpoTVDfIKw2]{Survivor, sickened} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.GgfdjyikafYtuyTK]{Survivor, typical}

Additional Post-Apocalyptic Equipment

In a post-apocalyptic setting, the items on the Additional Modern Equipment table as well as the following items might be available in trade from other survivors, or in the rare trade town.

Inexpensive Items

WeaponsNotes
@UUID[Compendium.cyphersystem-compendium.weapons-post-apocalyptic.7M8uEI7cKT0UztUy]{Knife}Light weapon, rusty and worn
@UUID[Compendium.cyphersystem-compendium.weapons-post-apocalyptic.VJicMhUlVImuwl4N]{Light weapon}Light weapon (won’t last long)
@UUID[Compendium.cyphersystem-compendium.weapons-post-apocalyptic.erpmmOJulN96Afgr]{Wooden club}Light weapon
ArmorNotes
@UUID[Compendium.cyphersystem-compendium.armor-post-apocalyptic.WnIcqsOLyuyQKSpZ]{Animal hide}Light armor
@UUID[Compendium.cyphersystem-compendium.armor-post-apocalyptic.Hv5mU9dKhfQJA76Q]{Light armor}Light armor, smell hinders stealth tasks
Other ItemsNotes
@UUID[Compendium.cyphersystem-compendium.equipment-post-apocalyptic.dmnJTSnJv4ZqQmVg]{Candle}
@UUID[Compendium.cyphersystem-compendium.equipment-post-apocalyptic.cY37Ff6ca1bxDXtp]{Plastic bag}Useful and ubiquitous (won’t last long)

Moderately Priced Items

WeaponsNotes
@UUID[Compendium.cyphersystem-compendium.weapons-post-apocalyptic.PasipD1tIBSjGd9h]{Handaxe}Light weapon
@UUID[Compendium.cyphersystem-compendium.weapons-post-apocalyptic.Z2P8uHd0D7sdFFNx]{Knife, multipurpose}Light weapon, asset to small repair tasks
Other ItemsNotes
@UUID[Compendium.cyphersystem-compendium.equipment-post-apocalyptic.g7ZsP8QRo5xMCDTc]{Gas mask}Breathable air for four hours
@UUID[Compendium.cyphersystem-compendium.equipment-post-apocalyptic.GAclXwNftLTjeFAf]{Padlock with keys}
@UUID[Compendium.cyphersystem-compendium.equipment-post-apocalyptic.0vFrABenylbBi3yw]{Portable lamp, solar}

Expensive Items

Other ItemsNotes
@UUID[Compendium.cyphersystem-compendium.equipment-post-apocalyptic.1j2c4v8TaLTVzmcZ]{Radiation detector}
@UUID[Compendium.cyphersystem-compendium.equipment-post-apocalyptic.cGUAvAFO5b83snP2]{Nightvision goggles}
@UUID[Compendium.cyphersystem-compendium.equipment-post-apocalyptic.862NWqhznbgLC5AG]{Radiation tent}Prevents radiation damage for three days
@UUID[Compendium.cyphersystem-compendium.equipment-post-apocalyptic.s23m8lRUYCXNthKZ]{Radiation pill (pack of 5)}Asset for defense tasks against radiation effects for twelve hours

Scavenging

Characters in a post-apocalyptic setting must usually spend part of each day scavenging for supplies or a place of safety.

Food and Shelter: Generally speaking, characters must spend two to four hours searching through the rubble and ruins before succeeding. Finding enough food for a group of characters to eat for one day is a difficulty 5 Intellect task. Finding a place of relative safety to regroup and rest is also difficulty 5. Characters who succeed on either one of these also get to roll up to once each day on the Useful Stuff table and three times on the Junk table.

Found food often takes the form of canned, processed, dried, or otherwise preserved goods from before the apocalypse, but sometimes it includes fresh fruits and vegetables found growing wild or cultivated by other survivors. Safe places to hole up include homes, RVs, offices, apartments, or any location that can be secured and defended and isn’t radioactive, poisoned, or overrun with hostile creatures.

The difficulty of succeeding at finding food, water, and a safe place varies by location and by how many days the characters have already spent in one location. Each week the PCs spend at the same location hinders subsequent scavenging tasks and requires that they succeed on a new task to determine if the place they’re staying is still safe. The result of failing to find food and water is obvious. If the PCs fail at the task of finding (or keeping) a safe place, their presence is noticed by hostile forces, or they face a result from the Wasteland Threats table.

Useful Stuff: Food, water, and a safe place to rest are the most important finds, and are the basis of each scavenging task. But other obviously useful stuff is often found along with these basic requirements. When a group of characters successfully finds either food and water or a safe place, consult the Useful Stuff table up to once per day. If it’s the first day the PCs have searched in a particular area, each character might find something useful, but in succeeding days, a group normally gets only a single roll to find useful stuff.

Useful stuff also includes a “loot” entry. Loot includes collectible coins from before the apocalypse, such as silver dollars and gold eagles. It also includes jewelry and artwork that survived the disaster and related material that can be used as currency or barter when the characters find other survivors or arrive at a trade town.

Items found on the Useful Stuff table are generally expensive or exorbitant items (except for firearms, which start in the expensive category).

Junk: Characters who find food and water also find lots of junk. They are free to ignore that junk, but some PCs might have a use for what they find, especially those with the Scavenges focus. All characters gain up to three results on the Junk table each time they successfully scavenge for food or a safe place to stay. Sometimes junk can be fixed, but more often it can be disassembled and used as parts to create something else.

Useful Stuff

d100Item Found
01–10Tools (provide an asset to tasks related to repair and crafting)
11–20Medicine (provides an asset to one healing-related task)
21–25Binoculars
26–35

Chocolate bar or similarly sought-after candy or snack

36–45Textbook (provides an asset to a knowledge-related task)
46–50Coffee or tea
51–55Gun or rifle with ten shells or bullets
56–60Flashlight
61–65Loot
66–70Gasoline (2d6 × 10 gallons)
71–75Batteries
76–80Functioning vehicle (sedan, pickup, motorcycle, etc.)
81–85Generator
86–90MRE cache (food and water for six people for 1d6 weeks)
91–95Ammunition cache (100 shells or bullets for 1d6 different weapons)
96–97Helpful stranger (level 1d6 + 2, stays with the PCs for a week or two)
98–99Cypher (in addition to any other cyphers the GM awards)
00Artifact (in addition to any other artifacts the GM awards)

Junk

d6Item Found
1

Electronic junk (stereo, DVD/Blu-ray player, smartphone, electric fan, printer, router, etc.)

2Plastic junk (lawn furniture, baby seat, simple toys, inflatable pool, etc.)
3Dangerous junk (paint, rat poison, solvents, industrial chemicals, etc.)
4Metallic junk (car bodies, old playsets, grills, empty barrels, frying pan, etc.)
5Glass junk (vases, windows, bowls, decorative pieces, etc.)
6Textile junk (coats, pants, shirts, bathing suits, blankets, rugs, etc.)

Post-Apocalyptic Artifacts

Artifacts in a post-apocalyptic game include still-working technology from before the disaster that is not widely available, as well as cobbled-together pieces of tech that can weaponize previously prosaic items. If the apocalypse was related to some kind of alien invasion, artifacts would include even stranger items.

@UUID[Compendium.cyphersystem-compendium.artifacts-post-apocalyptic.RCr7oVmh9Lhk9jHG]{Autodoc} @UUID[Compendium.cyphersystem-compendium.artifacts-post-apocalyptic.54P9fzXQjgpQT1gZ]{Enviroscanner} @UUID[Compendium.cyphersystem-compendium.artifacts-post-apocalyptic.xGGPXV5UufPD4m5F]{Military exoskeleton} @UUID[Compendium.cyphersystem-compendium.artifacts-post-apocalyptic.T82EmpHsb9cNyyPX]{Rocket fist} @UUID[Compendium.cyphersystem-compendium.artifacts-post-apocalyptic.rQg6ztpLMylwK5RB]{Rocket-propelled grenade} @UUID[Compendium.cyphersystem-compendium.artifacts-post-apocalyptic.lQDbPJOz1VYXe54s]{Terahertz scanner}

Post-Apocalyptic Species Descriptors

In a post-apocalyptic setting, some GMs may want to offer species affected by the disaster.

Morlock

You have lived your life deep underground in artificial bunkers, hidden from the world’s destruction and the brutal scavengers that live above. As a morlock, you have a keen mind for the technology salvaged from the before-time. In fact, every morlock comes of age by fitting a piece of morlock technology to its body to provide enhancement and extend its life. This means that you are part flesh and part machine. Your skin is as pale as milk, except where it’s been replaced with strips of metal and glowing circuits.

You gain the following characteristics:

Enhanced Intelligence: +2 to your Intellect Pool.

Cyborg Body: +2 to your Might Pool and your Speed Pool.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.Td605GMSP4TqfliK]{Partially Metallic}: +1 to Armor.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.2X7nKuAiBRfFgUiS]{Repair and Maintenance}: As an entity of living flesh and humming machinery, you must first succeed on a difficulty 2 repair task before making a recovery roll. On a failure, the recovery roll is not used; however, the normal rules for retrying apply, and you must use Effort on a new roll if you wish to try again. In addition to the normal options for using Effort, you can choose to use Effort to heal additional points to your Pools (each level of Effort healing an additional 2 points to your Pools if you succeed).

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.64yLvSVOIqtV8IvT]{Morlock Prejudice}: While among non-morlocks, all positive interaction tasks are hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. The PCs found you in a collapsed subterranean tunnel.

  2. The other PCs encountered you exploring underground, and you convinced them to allow you to accompany them.

  3. You were exiled from the morlock communities and needed help on the surface.

  4. The only way to save the morlock community you hail from is to venture to the surface and find a mechanical part needed to repair a failing ancient system.

Roach

You are born of a species of evolved insects once called “cockroach,” but that is far in the past. Radiation and forced evolution have radically increased your size, shape, and ability to think. Your exoskeleton mimics the shape of a human being, though not perfectly. When you move about human society, shadows and cloaks are your ally if you wish to pass unnoticed. When those of your kind are discovered, it usually goes poorly for someone. You, however, have a wandering spirit and seek to explore the fallen world and find a new way forward.

You gain the following characteristics:

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.vNOlLQDmc53SXZ0B]{Scuttler}: Your Speed Edge increases by 1.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.GsDnTWDfehGuhsQS]{Sense by Scent}: You can sense your environment even in total darkness.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.8OYU2L2128I1PE9m]{Cling}: You can move an immediate distance each round on walls or clinging to the ceiling.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.LD2sREknTpeCQErE]{Carapace}: +1 to Armor.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.gEBLiYb25Mpx65Eo]{Glide}: You can extend small wings from your carapace that grant an asset in jumping tasks and allow you to fall up to a short distance without taking damage.

@UUID[Compendium.cyphersystem-compendium.basic-skills.DraIKUQRw8KrnC4o]{Skill}: You are trained in disguise tasks.

@UUID[Compendium.cyphersystem-compendium.inabilities.PeQrx8tfHEDrOlW6]{Inability}: You are susceptible to disease and poison. Defense rolls against disease or poison are hindered.

@UUID[Compendium.cyphersystem-compendium.inabilities.P42u9vKoBQjOtUbE]{Inability}: You mimic a human, but you are not as fierce. Tasks involving combat— including attack and defense rolls—are hindered.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.soRZpGrbrjyyBHpW]{Insect Prejudice}: While among non-roaches, all positive interaction tasks are hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. The PCs didn’t realize what you were when they asked for your help.

  2. You’ve managed to hide your roach ancestry so well that everyone thinks you are like them.

  3. You are the last of your kind.

  4. You have a secret agenda, and the PCs were gullible enough to let you come along.

","markdown":""},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"ownership":{"default":-1},"flags":{}},{"sort":599610,"name":"Genre: Fairy Tale","type":"text","_id":"BW4rWFL1jsU98e0B","title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"

The genre of fairy tales is a wide one, crossing into almost every culture and encompassing everything from early oral stories passed down from generation to generation to the more modern literary fairy tale. What makes something a fairy tale? While there’s a great deal of discussion around that question, most have a number of things in common: a series of far-fetched events; fantastical beings such as talking animals, elves, goblins, mermaids, witches, and dragons; and objects that have magical elements.

One of the powers of a fairy tale—or a game set in a fairy tale-inspired setting—is its ability to create a sense of wonder and to evoke players’ imaginations while still allowing them to keep one foot in the known. The very settings themselves are both enchanted and somehow familiar, whether the characters are entering a magical woods, falling down a rabbit hole, or embarking on a voyage to Neverland. Those beasts and beings who stalk such places are equally wondrous, and offer fantastic starting points for any number of adventures.

To heighten the sense of wonder in a fairy tale adventure or campaign, a GM might consider presenting the game in a modern setting. In a modern setting, characters have regular jobs that don’t normally involve hunting goblins or helping talking fish solve puzzles. This means that when the moths take shape and become the cloak of a princess of summer come to beg a favor or steal a child, or the house grows legs and runs away one morning, the player characters will be rightfully amazed (and perhaps somewhat terrified).

Nature of Faerie

Faerie (also called by many other names) is a dimension of magic separate from but closely parallel to the mundane world. It doesn’t matter whether Faerie is just a collective term for thousands of separate curled-up dimensions hidden in corners, in closets, or at the center of forests, or it’s one continuous realm that overlaps the real world where it’s thinnest. It’s a place those with open hearts can find by following a way between tall trees (or looming library shelves) to a realm where everything is different. Where elves walk, nymphs dance, unicorns gallop, and both natural growths and built structures become vast and enchanting.

Humans don’t tend to do well in such a world if they stay too long, as the sensory input is hard on the nervous system. But fey creatures depend on it, like plants to the light. A fey creature too long cut off from its land of origin (or its stream, hill, or burrow) slowly becomes mortal and then dies.

When a fey creature is cut by silvered or cold iron weapons, they temporarily lose the sustaining benefit of their connection to Faerie. This severed connection usually disrupts a fey creature’s ability to heal. A silvered weapon is one that contains silver as part of an alloying process, has silver inlay, or has been coated in a dusting of silver powder (which usually lasts only through a single fight). In truth, many items in the modern era are cold-forged, while many others are not. We suggest that any hand-forged item containing iron could be considered a cold-forged weapon for harming fey creatures. Thus, most bullets and other modern items wouldn’t be treated as cold iron by this definition, but some would fit the bill.

Basic Creatures and NPCs for a Fairy Tale Game

Most fey creatures of level 2 or higher regain 1 point of health per round, unless wounded by silvered or cold iron weapons.

@UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.JULnmDMPODWwSgyT]{Angry ants} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.VK2Iv9hH0ITqmvV9]{Erlking} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.PS7RVxRlUxllwCky]{Faerie} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.ijRly8phWTeUIy8r]{Feral tree} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.UXvVjQMo4BRwi2Ef]{Nymph} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.BJOh1w5ZImYrdKuM]{Pixie} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.2v0CeAw0V9Hql9iL]{Razorblade butterflies} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.NVjNYB0ApximA7Kn]{Talking cat} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.LZB001qKeGrqUyMZ]{Troll}

Fairy Tale Artifacts

Artifacts in a fantasy setting and magic items in other games focused on fantasy would also be suitable for a fairy tale setting. However, every fairy tale artifact should come with a quirk that sets it apart from a simple “wand of fire” or similar item. Come up with your own or roll a quirk on the table below.

d10Quirk
1Is sometimes invisible.
2Cries like a baby if jostled.
3Becomes cold as ice to the touch and emits cold vapor when danger threatens.
4Contains a secret compartment that invariably holds a chunk of rock broken from what might be a strange jade sculpture.
5Also serves as a key to some magically locked doors and chests.
6Bites owner with tiny teeth if jostled, dealing 1 point of damage.
7Always muttering and complaining, though useful warnings and other information can sometimes be gained.
8Jealous of any other manifest cyphers, artifacts, or beautiful objects in the wielder’s life.
9The “painting” of a princess of summer on the object sometimes leaves it, robbing the artifact of power.
10Causes flowers to grow wherever it is stored or set down.
","markdown":""},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"ownership":{"default":-1},"flags":{}},{"sort":599805,"name":"Genre: Historical","type":"text","_id":"hdLllcWxZ4VdDhlr","title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"

Setting your campaign in World War 2, the Renaissance, or the 1930s can be fun and interesting. However, setting it in ancient Greece or feudal Japan, for example, probably makes it more like fantasy without all the orcs and magic (although a game set in feudal Japan with orcs and magic could be fascinating).

One of the draws of playing in a historical adventure is the thrill of “being there” when something important happens. Thus, in many cases, historical adventures in RPGs shouldn’t be designed as campaigns, but instead serve as short-term experiences where players try something new, or at least something they don’t normally do: play as figures involved in a momentous historical event.

Historical games should take cues from the closely related areas of historical fiction and historical re-enactment. The lessons of great historical fiction include the following.

The GM should anchor the characters with problems or conflicts that connect them to the chosen time period; make sure that PC backgrounds contain one relevant detail to the chosen historical setting.

The GM shouldn’t fall into the trap of assuming that history was drab just because it is often presented along with old paintings, drawings, or blurred black-and-white photographs. Dramatic events, surprising twists, and unexpected situations are just as likely in a historical adventure as in any other kind.

What’s the point of a historical adventure if there is no suspense? Sure, everyone knows what happens at the end of any given historical battle, but the stories of individuals within those fights are not known. Will they live? Will they succeed in their mission? And what are the consequences? Think of all the war movies that rely on that exact latitude to tell great stories.

Make sure you know when the campaign ends. Maybe it’s when the PCs successfully accomplish a specific task, but it might be externally timed to when a historical event takes place, whether they are attempting to offer aid, thwart it, or merely be aware of it as they attempt to do something that history hasn’t recorded.

Don’t create more than you need to. Be ready to tell the PCs what they see and who they encounter when they are introduced to a historical location or person, but don’t worry about things that they likely will never see. Yes, figure out what kind of currency is used, but making a super-accurate list of prices just isn’t necessary; the players will take your word for the cost of items and many other details. You’re evoking a historical setting with your game, not writing a book report.

Be wary about stereotypes and cultural misappropriation. History, as they say, is written by the victors. The ancient Greeks wrote that other cultures were all barbaric, and the European settlers called the natives in North America savages, but that doesn’t mean it’s true. If all you know about a time period is a movie set in that period, you’ll have a skewed version of events and culture. Be willing to go deeper than Braveheart or The Last Samurai, or maybe choose a different genre.

Running a Historical Game

Preparation is important in a historical game, and most of that entails choosing a historical period—or a specific historical event—as the setting. Given that all of history can serve, you won’t lack for resources. Below are a few possibilities. Of course, the farther back you set your game, the less information on specific events is available. On the other hand, that frees you up to get creative.

Once you choose the historical period and any special events you want to include in your adventure or campaign, direct your players to an appropriate set of foci. Alternately, you can have your players play as historically significant figures, but if you do this, you may want to create their characters ahead of time. Most GMs will probably want to save historically significant individuals for use as NPCs.

The players will need some kind of grounding in what to expect in the time period you’ve chosen. Just like they need an idea of what magic can do in a fantasy game, they will need a general idea of what kind of technology is available, the broad strokes of what their characters might know and not know, and so on. Maybe have them read a Wikipedia entry, at the very least.

If you’re looking for inspiration for time periods in which to set your historical game, here are some possible ideas: prehistory, classical antiquity, ancient Egypt, the American revolution, ancient China, World War II, Edo Period Japan, Medieval Europe, and the American Old West.

Suggested Types for a Historical Game

RoleType
Constable (or night watchman)Explorer with combat flavor
DetectiveExplorer with stealth flavor and skills and knowledge flavor
KnightWarrior
PirateExplorer with stealth flavor
TutorSpeaker
MerchantSpeaker with skills and knowledge flavor
SmithSpeaker with some warrior abilities and skills and knowledge flavor
PlaywrightSpeaker
NobleSpeaker with skills and knowledge flavor
ExplorerExplorer
PriestSpeaker

Basic Creatures and NPCs for a Historical Game

@UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.ZT13lzcl6dsvg8HX]{Cat} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.MwSOqh6IDnwKis8b]{Dodo} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.JZbErZ6hAgtHrgim]{Dog} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.vmvgLdR7JKdsukCW]{Dog, guard} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.61EndqAjZ2ZZZuS9]{Horse} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.8AhrSmfhARlAahxp]{Merchant} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.HKcVbxx1xGOpyVk4]{Noble} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.qLFrfE0E9w6BcG48]{Rat} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.Ax77ZEkAA3XJBPaA]{Serf} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.PXVS2kwvslh30lBB]{Snake, poisonous} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.vhGua32GarGCzLGv]{Warhorse}

Historical Artifacts

The concept of artifacts is probably inappropriate for a historical setting without some kind of supernatural, fantastical, or science fiction element. That said, objects of mystery such as the Antikythera mechanism (an ancient analog computer and orrery used to predict eclipses and other astronomical positions) reveal that the ancient world—and by extension more recent historical periods—contained fascinating and useful objects that were anachronistic for their period. Most such artifacts were likely the creations of philosophers, lone geniuses, and similar figures.

","markdown":""},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"ownership":{"default":-1},"flags":{}},{"sort":599903,"name":"Creatures and NPCs","type":"text","_id":"ljjovWdF2f0UgQ4l","title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"

This chapter describes many common and uncommon creatures that the characters might meet—and fight—in a Cypher System game and gives their stats. The variety of creatures that populate the possible settings and genres is so great that this chapter only scratches the surface. It does, however, provide examples of kinds of inhabitants—bestial and civilized, living and undead, organic and inorganic—so that you can easily extrapolate and create your own.

Understanding the Listings

Every creature is presented by name, followed by a standard template that includes the following categories.

Level: Like the difficulty of a task, each creature and NPC has a level attached to it. You use the level to determine the target number a PC must reach to attack or defend against the opponent. In each entry, the difficulty number for the creature or NPC is listed in parentheses after its level. As shown on the following table, the target number is three times the level.

LevelTarget Number
13
26
39
412
515
618
721
824
927
1030

Description: Following the name of the creature or NPC is a general description of its appearance, nature, intelligence, or background.

Motive: This entry is a way to help the GM understand what a creature or NPC wants. Every creature or person wants something, even if it’s just to be left alone.

Environment: This entry describes whether the creature tends to be solitary or travel in groups and what kind of terrain it inhabits (such as “They travel in packs through dry wastes and temperate lowlands”).

Health: A creature’s target number is usually also its health, which is the amount of damage it can sustain before it is dead or incapacitated. For easy reference, the entries always list a creature’s health, even when it’s the normal amount for a creature of its level.

Damage Inflicted: Generally, when creatures hit in combat, they inflict their level in damage regardless of the form of attack. Some inflict more or less or have a special modifier to damage. Intelligent NPCs often use weapons, but this is more a flavor issue than a mechanical one. In other words, it doesn’t matter if a level 3 foe uses a sword or claws—it deals the same damage if it hits. The entries always specify the amount of damage inflicted, even if it’s the normal amount for a creature of its level.

Armor: This is the creature’s Armor value. Sometimes the number represents physical armor, and other times it represents natural protection. This entry doesn’t appear in the game stats if a creature has no Armor.

Movement: Movement determines how far the creature can move in a single turn. Creatures have movements of immediate, short, long, or very long, which equate to the ranges of the same name. Most PCs have an effective movement of short, so if they are chasing (or being chased by) a creature with immediate movement, their Speed tasks are eased; if the creature’s movement is long or greater, the PCs’ Speed tasks are hindered.

Modifications: Use these default numbers when a creature’s information says to use a different target number. For example, a level 4 creature might say “defends as level 5,” which means PCs attacking it must roll a target number of 15 (for difficulty 5) instead of 12 (for difficulty 4). In special circumstances, some creatures have other modifications, but these are almost always specific to their level.

Combat: This entry gives advice on using the creature in combat, such as “This creature uses ambushes and hit-and-run tactics.” At the end of the combat listing, you’ll also find any special abilities, such as immunities, poisons, and healing skills. GMs should be logical about a creature’s reaction to a particular action or attack by a PC. For example, a mechanical creation is immune to normal diseases, a character can’t poison a being of energy (at least, not with a conventional poison), and so on.

Interaction: This entry gives advice on using the creature in interactions, such as “These creatures are willing to talk but respond poorly to threats,” or “This creature is an animal and acts like an animal.”

Use: This entry gives the GM suggestions for how to use the creature in a game session. It might provide general notes or specific adventure ideas.

Loot: This entry indicates what the PCs might gain if they take items from their fallen foes (or trade with or trick them). It doesn’t appear in the game stats if the creature has no loot.

GM Intrusion: This optional entry in the stats suggests a way to use GM intrusion in an encounter with the creature. It’s just one possible idea of many, and the GM is encouraged to come up with their own uses of the game mechanic.

Creatures

@UUID[Compendium.cyphersystem-compendium.creatures.GcRpFtcOQDpGvU4H]{Abomination} @UUID[Compendium.cyphersystem-compendium.creatures.17NSMk419kHRvwoP]{Chimera} @UUID[Compendium.cyphersystem-compendium.creatures.Ds2TiPhzGcBio6uy]{Chronophage} @UUID[Compendium.cyphersystem-compendium.creatures.6XzVLD44cRlhPIfO]{Deep one} @UUID[Compendium.cyphersystem-compendium.creatures.dEUcFhzvuB3ufhv5]{Deinonychus} @UUID[Compendium.cyphersystem-compendium.creatures.0NEyK7k8eNvN9oRt]{Demigod} @UUID[Compendium.cyphersystem-compendium.creatures.C2tRCVUtCl1OEb7M]{Demon} @UUID[Compendium.cyphersystem-compendium.creatures.Z4Y7VaCkpXbCZ2yy]{Devil} @UUID[Compendium.cyphersystem-compendium.creatures.D25NNlnriTPYwXvl]{Djinni} @UUID[Compendium.cyphersystem-compendium.creatures.huhkLDlDaru359Bf]{Dragon} @UUID[Compendium.cyphersystem-compendium.creatures.li1H57vGnKM9EY61]{Earth elemental} @UUID[Compendium.cyphersystem-compendium.creatures.WcxUomm2dqg2s2mU]{Enthraller} @UUID[Compendium.cyphersystem-compendium.creatures.p5ugVxzZFUe8r2To]{Fallen angel} @UUID[Compendium.cyphersystem-compendium.creatures.W7lOvxxSkcShe4Y9]{Fire elemental} @UUID[Compendium.cyphersystem-compendium.creatures.CbyPd1QoYjZGISN9]{Fusion hound} @UUID[Compendium.cyphersystem-compendium.creatures.02LotzBPq6hZTu2N]{Ghost} @UUID[Compendium.cyphersystem-compendium.creatures.92AH6pnL8Mknw6ok]{Ghoul} @UUID[Compendium.cyphersystem-compendium.creatures.gc0tYELtVAJRfFL6]{Giant} @UUID[Compendium.cyphersystem-compendium.creatures.U508Iiym5DOrLbCP]{Giant rat} @UUID[Compendium.cyphersystem-compendium.creatures.G1R1ESjuGxTJ7VwN]{Giant snake} @UUID[Compendium.cyphersystem-compendium.creatures.PlHlqDlwByGRX8T3]{Giant spider} @UUID[Compendium.cyphersystem-compendium.creatures.StSE44DNprZ4X4t8]{Goblin} @UUID[Compendium.cyphersystem-compendium.creatures.nBJ1PaZw7VugehNT]{Golem} @UUID[Compendium.cyphersystem-compendium.creatures.v5KdQP0xAVsoznyE]{Grey} @UUID[Compendium.cyphersystem-compendium.creatures.gDdZYUFdqZhmK3Oc]{Kaiju} @UUID[Compendium.cyphersystem-compendium.creatures.Iyx0QTRTuHLwr2g4]{Killer clown} @UUID[Compendium.cyphersystem-compendium.creatures.m9Hqr0shnpvRfgiF]{Killing white light} @UUID[Compendium.cyphersystem-compendium.creatures.EX0RBWZzdGetaDK9]{Mechanical soldier} @UUID[Compendium.cyphersystem-compendium.creatures.LkiVCVe5HhMi8Hc8]{Mi-go} @UUID[Compendium.cyphersystem-compendium.creatures.ZLDxtrbI1te50O1k]{Mokuren} @UUID[Compendium.cyphersystem-compendium.creatures.2BTNWIpNjjd696xa]{Nuppeppo} @UUID[Compendium.cyphersystem-compendium.creatures.Jo0ULIISkFpZDV85]{Ogre} @UUID[Compendium.cyphersystem-compendium.creatures.obJAuUihAMdRF9j2]{Orc} @UUID[Compendium.cyphersystem-compendium.creatures.KrHZmg9AKHxbGRnk]{Prince(ss) of summer} @UUID[Compendium.cyphersystem-compendium.creatures.axcyoROutmXNdzNk]{Puppet tree} @UUID[Compendium.cyphersystem-compendium.creatures.qT2StUmJ4FDfS2Ji]{Ravage bear} @UUID[Compendium.cyphersystem-compendium.creatures.n54pC87T2nULqbCJ]{Replicant} @UUID[Compendium.cyphersystem-compendium.creatures.qB1fv8beRDJG465z]{Shadow elf} @UUID[Compendium.cyphersystem-compendium.creatures.MQI4Poo9zZKrgKhc]{Skeleton} @UUID[Compendium.cyphersystem-compendium.creatures.nkAvknrgByU2kBSn]{Statue, animate} @UUID[Compendium.cyphersystem-compendium.creatures.E7LZFxUVnPeXLIgX]{Tyrannosaurus rex} @UUID[Compendium.cyphersystem-compendium.creatures.37pnRQFiOHt47hFP]{Vampire} @UUID[Compendium.cyphersystem-compendium.creatures.PIJ3eSbmYUGztjb1]{Vampire, transitional} @UUID[Compendium.cyphersystem-compendium.creatures.QFTQJ4Z4kmHVr23P]{Vat reject} @UUID[Compendium.cyphersystem-compendium.creatures.WsWJRqBjUW1WO1Wp]{Wardroid} @UUID[Compendium.cyphersystem-compendium.creatures.3jAoNYaS0CHUjkqS]{Werewolf} @UUID[Compendium.cyphersystem-compendium.creatures.2nv7KEvkNXsUOykU]{Witch} @UUID[Compendium.cyphersystem-compendium.creatures.Ziw2e08pt2Fc8vHz]{Xenoparasite} @UUID[Compendium.cyphersystem-compendium.creatures.dWvlzVDxmAUQxT7s]{Zombie}

Normal Animals

Unlike many creatures in this chapter, normal animals are simple and understandable enough to be encapsulated by just their level and maybe one or two other stats.

@UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.p7RwEbxxv74Xy0NP]{Bear, black} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.3NRZdgMZXVcEsqWl]{Bear, grizzly} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.JZbErZ6hAgtHrgim]{Dog} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.vmvgLdR7JKdsukCW]{Dog, guard} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.pNEII8Wup8xjZfuA]{Hawk} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.61EndqAjZ2ZZZuS9]{Horse} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.qLFrfE0E9w6BcG48]{Rat} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.RxtZyeRliCY3v9In]{Rattlesnake}

NPCs

The NPCs in this chapter are generic examples of nonplayer characters that can be used in many genres.

Reskinning NPCs: GMs will find that with a few tweaks, a guard can be a modern-day cop, a fantasy caravan guard, or a science fiction drone soldier. This is known as reskinning—making slight changes to existing stats to customize the NPC for your own game.

Health, Not Pools: Remember that NPCs don’t have stat Pools. Instead, they have a characteristic called health. When an NPC takes damage of any kind, the amount is subtracted from its health. Unless described otherwise, an NPC’s health is always equal to its target number. Some NPCs might have special reactions to or defenses against attacks that would normally deal Speed damage or Intellect damage, but unless the NPC’s description specifically explains this, assume that all damage is subtracted from the NPC’s health.

Appropriate Weapons: NPCs use weapons appropriate to their situation, which might be swords and crossbows, knives and shotguns, malefic psychic weapons, blasters and grenades, and so on.

@UUID[Compendium.cyphersystem-compendium.npcs.rnq3fP5XVmqEmZWG]{Assassin} @UUID[Compendium.cyphersystem-compendium.npcs.IXoOu0XGctC51WFn]{Cannibal} @UUID[Compendium.cyphersystem-compendium.npcs.jZT0TZAHaKkZ8kGv]{Crime boss} @UUID[Compendium.cyphersystem-compendium.npcs.17FhJIqwNpdkCE3Q]{Detective} @UUID[Compendium.cyphersystem-compendium.npcs.vamqtdZeooEZTvVA]{Guard} @UUID[Compendium.cyphersystem-compendium.npcs.mIkMohVYFvaiNwZB]{Occultist} @UUID[Compendium.cyphersystem-compendium.npcs.SMQHtX6tTqzNShpA]{Secret agent} @UUID[Compendium.cyphersystem-compendium.npcs.dxKy262U5XR9IQdV]{Thug} @UUID[Compendium.cyphersystem-compendium.npcs.T49YQrtaJRk1stLD]{Wizard, mighty}

","markdown":""},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"ownership":{"default":-1},"flags":{}},{"sort":599952,"name":"Cyphers","type":"text","_id":"xLSayIO5g61IGlUa","title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"

Cyphers are one-use abilities that characters gain over the course of play. They have cool powers that can heal, make attacks, ease or hinder task rolls, or (in a more supernatural and extreme example) produce effects such as nullifying gravity or turning something invisible.

Most cyphers aren’t physical objects—just something useful that happens right when you need it. They might be a burst of insight that allows a character to make a perfectly executed attack, a lucky guess when using a computer terminal, a coincidental distraction that gives you an advantage against an NPC, or a supernatural entity that makes things work out in your favor. In some games, cyphers come in the form of items, like magic potions or bits of alien technology.

Cyphers that don’t have a physical form are called subtle cyphers.

Cyphers that have a physical form are called manifest cyphers.

Regardless of their form, cyphers are single-use effects and are always consumed when used. Unless a cypher’s description says otherwise, it works only for the character who activates it. For example, a PC can’t use an enduring shield cypher on a friend.

Cyphers are a game mechanic designed for frequent discovery and use. PCs can have only a small number of cyphers at any given time, and since they’re always finding more, they’re encouraged to use them at a steady pace.

In theory, the cyphers gained by the PCs are determined randomly. However, the GM can allow PCs to acquire or find them intentionally as well. Cyphers are gained with such regularity that the PCs should feel that they can use them freely. There will always be more, and they’ll have different benefits. This means that in gameplay, cyphers are less like gear or treasure and more like character abilities that the players don’t choose. This leads to fun game moments where a player can say “Well, I’ve got an X that might help in this situation,” and X is always different. X might be an intuitive understanding of the local computer network, a favor from the Faerie Court, an explosive device, a short-range teleporter, or a force field. It might be a powerful magnet or a prayer that will cure disease. It could be anything. Cyphers keep the game fresh and interesting. Over time, characters can learn how to safely carry more and more cyphers at the same time, so cyphers really do seem more like abilities and less like gear.

“Carry” in this sense refers to both subtle cyphers and manifest cyphers, though a PC may not actually carry anything that physically represents the cypher. A character thrown into prison without their equipment might still have subtle cyphers.

Cyphers don’t have to be used to make room for new ones. For subtle cyphers, a character can just use an action to “lose” the cypher, freeing up space to “find” one later (once a subtle cypher is discarded this way, it is gone and can’t be recovered). For manifest cyphers, it’s perfectly acceptable for the PCs to stash one elsewhere for later use; of course, that doesn’t mean it will still be there when they return.

Why Cyphers?

Cyphers are (not surprisingly, based on the name) the heart of the Cypher System. This is because characters in this game have some abilities that rarely or never change and can always be counted on—pretty much like in all games—and they have some abilities that are ever-changing and inject a great deal of variability in play. They are the major reason why no Cypher System game session should ever be dull or feel just like the last session. This week your character can solve the problem by walking through walls, but last time it was because you could create an explosion that could level a city block.

The Cypher System, then, is one where PC abilities are fluid, with the GM and the players both having a role in their choice, their assignment, and their use. Although many things separate the game system from others, this aspect makes it unique, because cyphers recognize the importance and value of two things:

  1. “Treasure,” because character abilities make the game fun and exciting. In fact, in the early days of roleplaying, treasure (usually in the form of magic items found in dungeons) was really the only customization of characters that existed. One of the drives to go out and have adventures is so you can discover cool new things that help you when you go on even more adventures. This is true in many RPGs, but in the Cypher System, it’s built right into the game’s core.

  2. Letting the GM have a hand in determining PC abilities makes the game move more smoothly. Some GMs prefer to roll cyphers randomly, but some do not. For example, giving the PCs a cypher that will allow them to teleport far away might be a secret adventure seed placed by a forward-thinking GM. Because the GM has an idea of where the story is going, they can use cyphers to help guide the path. Alternatively, if the GM is open to it, they can give out cyphers that enable the characters to take a more proactive role (such as teleporting anywhere they want). Perhaps most important, they can do these things without worrying about the long-term ramifications of the ability. A device that lets you teleport multiple times might really mess up the game over the long term. But once? That’s just fun.

Cypher Limits

All characters have a maximum number of cyphers they can have at any one time, determined by their type. If a character ever attempts to carry more, random cyphers instantly disappear until the PC has a number of cyphers equal to their maximum (depending on the genre of the campaign, subtle cyphers may be more or less likely to vanish this way). These vanished cyphers are not recoverable.

Subtle Cyphers

Subtle (nonphysical) cyphers are a way to introduce cyphers into a game without overt “powered stuff”—no potions, alien crystals, or anything of that nature. They’re most useful, perhaps, in a modern or horror setting without obvious fantasy elements. Subtle cyphers are more like the inherent abilities PCs have, adding boosts to Edge, recovering points from Pools, coming up with ideas, and so on. In general, these are commonplace, non-supernatural effects—a subtle cypher wouldn’t create a laser beam or allow a character to walk through a wall. They don’t break the fragile bubble of believability in genres where flashy powers and abilities don’t make a lot of sense.

Subtle cyphers are particularly nice in a genre where the PCs are supposed to be normal people. The cyphers can simply be an expression of innate capabilities in characters that aren’t always dependable. And in many ways, that’s probably more realistic than an ability you can count on with certainty, because in real life, some days you can jump over a fence, and some days you just can’t.

Concepts for subtle cyphers include the following:

Good fortune: Once in a while, things just go your way. You’re in the right place at the right time.

Inspirations: Sometimes you get inspired to do something you’ve never done before and might not be able to do again. Call it adrenaline mixed with the right motivation, or just doing the right thing at the right place at the right time. Who can really define it? Life’s funny that way.

Alien concepts: Complex and utterly inhuman memes enter our world and worm their way into and out of human consciousness. When this happens, it can cause mental distress and disorientation. It can also grant impossible abilities and advantages.

Blessings: In a fantasy world, there are nine gods. Each morning, all intelligent residents of the world pray to one of the gods, and some of the faithful gain a divine blessing. Some people believe that praying to different gods gives you different blessings.

Earworms: You know how some songs pop into your head and just won’t leave? There’s a power to those songs, and the right people know how to harness it. Make the songs disturbing or reminiscent of evil chants, and you’ve got a perfect cypher concept for a horror campaign.

Mysterious transmissions: What’s that buzzing? That mechanical chittering? Those numbers repeating over and over? And why can only some people hear it? A few who are aware of the sounds have learned how to make use of them.

Supernatural powers: Mental or mystical energies constantly shift and change, ebb and flow. But you’ve figured out how to attune your mind to them. There are no physical actions or paraphernalia required—just an inner conduit to the numinous.

Discovering Subtle Cyphers

Since subtle cyphers aren’t physical objects, GMs will need to figure out when to give PCs new ones to replace the ones they have used. The cyphers probably shouldn’t be tied to actions entirely under the characters’ control—in other words, they shouldn’t come as a result of meditation or anything of that nature. Instead, the GM should choose significant points in the story when new cyphers might simply come unbidden to the PCs. In the broader view, this is no different than manifest cyphers placed as treasure in a creature’s lair, a secret cache, or somewhere else for the characters to find. Either way, the GM is picking good spots to “refill” potentially used cypher-based abilities.

Subtle cyphers are often found in groups of one to six (the GM can roll 1d6 to determine the number). The GM might randomly assign the cyphers to each PC who has space for more, or present a selection of cyphers to the group and allow the players to choose which ones they want for their characters. Characters should immediately know what their subtle cyphers do. If a PC activates a healing subtle cypher when they think it’s something to help pick a lock, that’s a waste of a useful character ability.

PCs might be able to obtain subtle cyphers from NPCs or in unusual circumstances as gifts, boons, or blessings, even asking for a particular kind of subtle cypher, such as healing, protection, or skill. For example, PCs who make a donation at a temple of a healing goddess could ask to receive a blessing (subtle cypher) that allows them to speak a healing prayer that restores points to one of their Pools. An NPC wizard who owes the PCs a favor might cast a spell on them that deflects one weapon if they say a magic word. An alien pylon might grant knowledge of a strange mental code that lets a person see in the dark for a few hours.

A PC can also acquire a new subtle cypher by spending 1 XP on one of the following player intrusions:

General cypher: You ask the GM for a general subtle cypher, such as “healing,” “movement,” “defense,” or perhaps something as specific as “flight.” The GM gives you a cypher that meets that description and randomly determines its level. If you don’t have space for this cypher, you immediately lose one of your current cyphers (your choice) and the new cypher takes its place.

Specific cypher: You ask the GM for a specific subtle cypher (such as a curative or stim) of a specific level. Make an Intellect roll with a difficulty equal to the cypher’s level plus 1. If you have had this cypher before, the task is eased. If you fail the roll, you do not gain a cypher. If you succeed, the GM gives you that subtle cypher at that level. If you don’t have space for this new cypher, you immediately lose one of your current cyphers (your choice) and the new cypher takes its place. Whether or not you succeed at the roll, the 1 XP is spent.

Manifest Cyphers

Because manifest cyphers are physical objects, and people are familiar with the idea of finding “treasure” as part of playing an RPG, these kinds of cyphers are easy to get into the hands of the PCs. They are often found in groups of one to six (the GM can roll 1d6 to determine the number), usually because the characters are searching for them. They might be among the possessions of a fallen foe, hidden in a secret room, or scattered amid the wreckage of a crashed starship. The GM can prepare a list ahead of time of what successful searchers find. Sometimes this list is random, and sometimes there is logic behind it. For example, a warlock’s laboratory might contain four different magic potions that the PCs can find.

If the characters search for cyphers, the GM sets the difficulty of the task. It is usually 3 or 4, and scavenging can take fifteen minutes to an hour.

Scavenging is not the only way to obtain manifest cyphers. They can also be given as gifts, traded with merchants, or sometimes purchased in a shop.

Unlike subtle cyphers, characters don’t automatically know what manifest cyphers do. Once the PCs find a manifest cypher, identifying it is a separate task, based on Intellect and modified by knowledge of the topic at hand. In a fantasy setting, that knowledge would probably be magic, but in a science fiction setting, it might be technology. The GM sets the difficulty of the task, but it is usually 1 or 2. Thus, even the smallest amount of knowledge means that cypher identification is automatic. The process takes one to ten minutes. If the PCs can’t identify a cypher, they can bring it to an expert for identification and perhaps trade, if desired.

Manifest Cyphers Duplicating Subtle Cyphers

Lots of overlap exists between what subtle cyphers and manifest cyphers can do. Nearly anything that can be explained as a subtle cypher can just as easily be a magic item, scientific device, or other manifest object. A bit of luck that helps you sneak (a subtle cypher) and a potion that helps you sneak (a manifest cypher) do the exact same thing for a character. One advantage of manifest cyphers is that characters can easily trade them to each other or sell them to NPCs. On the other hand, manifest cyphers can be dropped or stolen, and subtle cyphers can’t.

It’s fine if the GM decides to include both kinds of cyphers in the same game. A horror game could begin with the PCs as normal people with subtle cyphers, but as time goes on, they find one-use spells in occult tomes, weird potions, and bone dust that has strange powers.

Using Cyphers

The action to use a cypher is Intellect based unless described otherwise or logic suggests otherwise. For example, throwing an explosive might be Speed based because the device is physical and not really technical, but using a ray emitter is Intellect based.

Because cyphers are single-use items, cyphers used to make attacks can never be used with the Spray or Arc Spray abilities that some characters might have. They are never treated as rapid-fire weapons.

Identified manifest cyphers can be used automatically. Once a manifest cypher is activated, if it has an ongoing effect, that effect applies only to the character who activated the cypher. A PC can’t activate a cypher and then hand it to another character to reap the benefits.

A character can attempt to use a manifest cypher that has not been identified; this is usually an Intellect task using the cypher’s level. Failure might mean that the PC can’t figure out how to use the cypher or that they use it incorrectly (GM’s discretion). Of course, even if the PC activates the unidentified cypher, they have no idea what its effect will be.

Cyphers are meant to be used regularly and often. If PCs are hoarding or saving their cyphers, feel free to give them a reason to put the cyphers into play.

Cypher Levels and Effects

All cyphers have a level and an effect. The level sometimes determines an aspect of the cypher’s power (how much damage it inflicts, for example) but otherwise it only determines the general efficacy, the way level works with any object. The Level entry for a cypher is usually a die roll, sometimes with a modifier, such as 1d6 or 1d6 + 4. The GM can roll to determine the cypher’s level, or can allow the player to roll when they receive the cypher.

Normal and Fantastic Effects

Cypher effects fall into two categories: normal and fantastic. Normal effects are things that could reasonably happen or be explained in the normal physical world we’re familiar with. Fantastic effects are things that can’t. A normal person could hit a target 240 feet (73 m) away with a football, quickly get over a cold, run across a tightrope, or multiply two two-digit numbers in their head. These tasks are difficult, but possible. A normal person can’t throw an armored car, regrow a severed arm, create a robot out of thin air, or control gravity with their mind. These tasks are impossible according to the world as we know it. Cypher effects are either normal (possible) or fantastic (impossible according to the world as we know it).

Normal cypher effects should be available to PCs regardless of the genre of your game. It’s perfectly reasonable for a modern, fantasy, horror, science fiction, or superhero PC to have a cypher that gives them a one-use bonus on an attack or skill task, lets them take a quick breather to recover a few points in a Pool, or helps them focus their will to avoid distractions or fatigue.

Fantastic cypher effects should be limited to games where magic, technology, or other factors stretch the definition of “impossible.” A cypher that turns a corpse into a zombie is out of place in a non-fantastic modern game, but is perfectly reasonable for a fantasy, science fiction, or superhero game, or even a horror game where zombies exist, as long as the GM decides there is an appropriate story explanation for it. The zombie cypher might be a necromantic spell in a fantasy or superhero game, a code that activates a swarm of nanobots in a science fiction game, or a virus in a horror game. The rules categorize some cypher effects as fantastic to help the GM decide whether to exclude cyphers that don’t fit the game they’re running. For example, it is appropriate for a GM running a zombie horror survival game set in 1990s Georgia to allow the zombie-creating cypher but not a teleportation cypher, because creating a zombie is a fantastic effect that fits the setting and teleportation isn’t.

Fantastic cyphers can be subtle or manifest.

Optional Rule: Normal Cyphers Duplicating Fantastic Effects

If the GM and players are willing to stretch their imaginations a bit, it’s possible to include some fantastic cypher effects in a game where only normal cypher effects should exist, even if the PCs are only using subtle cyphers. The player using the cypher just needs to come up with a practical, realistic explanation for how the fantastic result occurred (perhaps with a much shorter or reduced effect than what’s described in the cypher text).

For example, a PC with a phase changer who is trapped in a prison cell could say that instead of physically phasing through the wall, using the cypher means they find a long-forgotten secret door connected to a narrow hallway leading to safety. A PC with a fire detonation could say they notice a can of paint thinner in the room, kick it over, and throw a table lamp into the spill, creating a spark and a momentary burst of harmful flames. A PC with a monoblade could say they spot structural flaws in an opponent’s armor, allowing them to attack for the rest of that combat in such a way that the foe’s Armor doesn’t count.

These interpretations of fantastic cyphers in a non-fantastic setting require player ingenuity and GM willingness to embrace creative solutions (similar to players using player intrusions to make a change in the game world). The GM always has the right to veto the explanation for the fantastic effect, allowing the player to choose a different action instead of using the fantastic cypher.

Manifest Cypher Forms

None of the manifest cyphers in this chapter have a stated physical form. The entries don’t tell you if something is a potion, a pill, or a device you hold in your hands because that sort of detail varies greatly from genre to genre. Are they magic? Are they tech? Are they symbiotic creatures with programmed DNA? That’s up to the GM. It’s flavor, not mechanics. It’s as important or unimportant as the style of an NPC’s hair or the color of the car the bad guys are driving. In other words, it’s the kind of thing that is important in a roleplaying game, but at the same time doesn’t actually change anything (and RPGs have a lot of things like that, if you think about it).

A manifest cypher’s physical form can be anything at all, but there are some obvious choices based on genre. The GM can design a setting that uses just one type—for example, a magical world where all cyphers are potions made by faeries. Or they can use many types, perhaps mixing them from different genres. Some suggestions include the following.

Fantasy/Fairy Tale: Potions, scrolls, runeplates, tattoos, charms, powders, crystals, books with words of power.

Modern/Romance: Drugs (injections, pills, inhalants), viruses, smartphone apps.

Science Fiction/Post-Apocalyptic: Drugs (injections, pills, inhalants), computer programs, crystals, gadgets, viruses, biological implants, mechanical implants, nanotechnological injections.

Horror: Burrowing worms or insects, pages from forbidden books, horrific images.

Superhero: Forms from all the other genres.

Cypher Tables

@UUID[Compendium.cyphersystem-compendium.cypher-roll-tables.Bn74yPIGZJTwA9yO]{Manifest Cypher Table} @UUID[Compendium.cyphersystem-compendium.cypher-roll-tables.yXkmPLGNM6UH5nkx]{Subtle Cypher Table} @UUID[Compendium.cyphersystem-compendium.cypher-roll-tables.tAjYZpL0GKkROZpR]{Fantastic Cypher Table}

A Listing of Various Cyphers

All cyphers in this section may be manifest cyphers. It is the GM’s discretion whether a particular cypher can be a subtle cypher, and that decision usually depends on the setting. (The tables indicating subtle, manifest, and fantastic cyphers are just suggestions for a typical campaign setting.)

@UUID[Compendium.cyphersystem-compendium.cyphers.nB8zfVWuIB1VvHGl]{Adhesion} @UUID[Compendium.cyphersystem-compendium.cyphers.gXzG3cEX6b15T7fh]{Age taker} @UUID[Compendium.cyphersystem-compendium.cyphers.ss48CDstie5AjXsb]{Analeptic} @UUID[Compendium.cyphersystem-compendium.cyphers.kgft4WfHxO9r06wb]{Antivenom} @UUID[Compendium.cyphersystem-compendium.cyphers.KZ2X27pebWbEvQXQ]{Armor reinforcer} @UUID[Compendium.cyphersystem-compendium.cyphers.uqL6JmysWKztajSP]{Attractor} @UUID[Compendium.cyphersystem-compendium.cyphers.FfAhElBEyjyd4E17]{Banishing} @UUID[Compendium.cyphersystem-compendium.cyphers.bxWMBr5i7Lfxid9Q]{Best tool} @UUID[Compendium.cyphersystem-compendium.cyphers.dymzqQ69RJGT8TEs]{Blackout} @UUID[Compendium.cyphersystem-compendium.cyphers.z7B2LxlcLfLMkTFw]{Blinking} @UUID[Compendium.cyphersystem-compendium.cyphers.vji8MXWxGxr3A9jp]{Burst of speed} @UUID[Compendium.cyphersystem-compendium.cyphers.WIDPRS1tIpL3pa5F]{Catholicon} @UUID[Compendium.cyphersystem-compendium.cyphers.k8SHSyIu2KzAZja7]{Chemical factory} @UUID[Compendium.cyphersystem-compendium.cyphers.o4AITObjEyBSsjR1]{Comprehension} @UUID[Compendium.cyphersystem-compendium.cyphers.88PKQNeHojZRVZLd]{Condition remover} @UUID[Compendium.cyphersystem-compendium.cyphers.cjFun20hsxOrU4UF]{Contingent activator} @UUID[Compendium.cyphersystem-compendium.cyphers.8NupmDC7tXJhHdy3]{Controlled blinking} @UUID[Compendium.cyphersystem-compendium.cyphers.ewaouF5H001ecJI2]{Curative} @UUID[Compendium.cyphersystem-compendium.cyphers.J2uXPzk3Q3o9Fwpe]{Curse bringer} @UUID[Compendium.cyphersystem-compendium.cyphers.IxserEHDalfrzdvG]{Darksight} @UUID[Compendium.cyphersystem-compendium.cyphers.7ZAyXJ8gyV4ao0wO]{Death bringer} @UUID[Compendium.cyphersystem-compendium.cyphers.DRkKlxg4WKwUgl7T]{Density} @UUID[Compendium.cyphersystem-compendium.cyphers.GxcYZVXI0R3cMeMp]{Detonation} @UUID[Compendium.cyphersystem-compendium.cyphers.bzGwdlL0ZLPsxK9v]{Detonation (creature)} @UUID[Compendium.cyphersystem-compendium.cyphers.Z5An8np1ZHSTSWet]{Detonation (dessicating)} @UUID[Compendium.cyphersystem-compendium.cyphers.RkOFWVFfuWHSGBVf]{Detonation (flash)} @UUID[Compendium.cyphersystem-compendium.cyphers.GPk5tYAHThxyIj6p]{Detonation (gravity inversion)} @UUID[Compendium.cyphersystem-compendium.cyphers.0WWb6gMnrICVA77C]{Detonation (gravity)} @UUID[Compendium.cyphersystem-compendium.cyphers.VhbqMkTUgBS24ZV8]{Detonation (massive)} @UUID[Compendium.cyphersystem-compendium.cyphers.FaQAOTHsz8kAwYva]{Detonation (matter disruption)} @UUID[Compendium.cyphersystem-compendium.cyphers.54PPya95rv4yA3O5]{Detonation (pressure)} @UUID[Compendium.cyphersystem-compendium.cyphers.DuYwDKUWCozANHfi]{Detonation (singularity)} @UUID[Compendium.cyphersystem-compendium.cyphers.hIxIA4943U1u3a9M]{Detonation (sonic)} @UUID[Compendium.cyphersystem-compendium.cyphers.PIuFZaZUI84aZvSj]{Detonation (spawn)} @UUID[Compendium.cyphersystem-compendium.cyphers.bIcebdBZfthtc7gn]{Detonation (web)} @UUID[Compendium.cyphersystem-compendium.cyphers.q5zVuR0m6OyMBS3o]{Disarm} @UUID[Compendium.cyphersystem-compendium.cyphers.wRrdISsr5cmCYZX1]{Disguise module} @UUID[Compendium.cyphersystem-compendium.cyphers.FItOrZq5fp17b99h]{Disrupting} @UUID[Compendium.cyphersystem-compendium.cyphers.dYPtdYIVh8Fw2j0I]{Eagleseye} @UUID[Compendium.cyphersystem-compendium.cyphers.wlbjzEJE7xJQejRu]{Effect resistance} @UUID[Compendium.cyphersystem-compendium.cyphers.NeLV59uT8r0aOBYv]{Effort enhancer (combat)} @UUID[Compendium.cyphersystem-compendium.cyphers.Sq85TkiuqKKZEcZa]{Effort enhancer (noncombat)} @UUID[Compendium.cyphersystem-compendium.cyphers.29q4icxpIjmPru2K]{Enduring shield} @UUID[Compendium.cyphersystem-compendium.cyphers.40DQrFLuDX017odb]{Equipment cache} @UUID[Compendium.cyphersystem-compendium.cyphers.h5TSiPn7BeeIobmN]{Farsight} @UUID[Compendium.cyphersystem-compendium.cyphers.oNuUwELrZDJY1mIf]{Fireproofing} @UUID[Compendium.cyphersystem-compendium.cyphers.fl9zbMTjxj8vy6kJ]{Flame-retardant wall} @UUID[Compendium.cyphersystem-compendium.cyphers.SJDuyxdMrDv6FaGy]{Force cube} @UUID[Compendium.cyphersystem-compendium.cyphers.dQligdNAYAr6wWdE]{Force field} @UUID[Compendium.cyphersystem-compendium.cyphers.uBDH4lBnOxOXh5CF]{Force screen projector} @UUID[Compendium.cyphersystem-compendium.cyphers.m3NxCCUGiLIKIJNw]{Force shield projector} @UUID[Compendium.cyphersystem-compendium.cyphers.w96EvfwEri9x5Mct]{Friction reducer} @UUID[Compendium.cyphersystem-compendium.cyphers.R88ueN5kMGSameYW]{Frigid wall} @UUID[Compendium.cyphersystem-compendium.cyphers.4L0etvDYulpV4ksR]{Gas bomb} @UUID[Compendium.cyphersystem-compendium.cyphers.pNqglMkBswKP2ICu]{Gravity nullifier} @UUID[Compendium.cyphersystem-compendium.cyphers.vk0FLEfC4YB7dbQs]{Gravity-nullifying application} @UUID[Compendium.cyphersystem-compendium.cyphers.aeBDWdPvxdfj3pfs]{Heat attack} @UUID[Compendium.cyphersystem-compendium.cyphers.7zM8O87dW3jbTnU6]{Hunter/seeker} @UUID[Compendium.cyphersystem-compendium.cyphers.CtZSjgL4ckxcKYUP]{Image projector} @UUID[Compendium.cyphersystem-compendium.cyphers.ReuRZASIsUHgdhEg]{Inferno wall} @UUID[Compendium.cyphersystem-compendium.cyphers.XX53GbhoCBiHS6ks]{Infiltrator} @UUID[Compendium.cyphersystem-compendium.cyphers.AitEjkvspLX688ye]{Information sensor} @UUID[Compendium.cyphersystem-compendium.cyphers.x7qSUmMgvNqV0Ugn]{Instant servant} @UUID[Compendium.cyphersystem-compendium.cyphers.sJVUfXvSJucHYari]{Instant shelter} @UUID[Compendium.cyphersystem-compendium.cyphers.Y6EVgmva4C9tPihv]{Intellect booster} @UUID[Compendium.cyphersystem-compendium.cyphers.udWLm1XDgVieMEDu]{Intelligence enhancement} @UUID[Compendium.cyphersystem-compendium.cyphers.5tLchT3lzBveqkxp]{Knowledge enhancement} @UUID[Compendium.cyphersystem-compendium.cyphers.WXP9irBlSYL49O46]{Lightning wall} @UUID[Compendium.cyphersystem-compendium.cyphers.MTgWJDJa0xrNOUMa]{Machine control} @UUID[Compendium.cyphersystem-compendium.cyphers.Kn3VvkesD5GVq0iI]{Magnetic attack drill} @UUID[Compendium.cyphersystem-compendium.cyphers.yYUMQ6PEMdyJsi6u]{Magnetic master} @UUID[Compendium.cyphersystem-compendium.cyphers.6ccQDO1fUZfF3qdo]{Magnetic shield} @UUID[Compendium.cyphersystem-compendium.cyphers.3ww0ueljUh3Fu4WN]{Manipulation beam} @UUID[Compendium.cyphersystem-compendium.cyphers.E3QMkfRIuJeWQh76]{Matter transference ray} @UUID[Compendium.cyphersystem-compendium.cyphers.zqv51NhAhlMBm2lG]{Meditation aid} @UUID[Compendium.cyphersystem-compendium.cyphers.rAka1a1rfa6U9ejN]{Memory switch} @UUID[Compendium.cyphersystem-compendium.cyphers.GS3GUtjmhIYxF8vb]{Mental scrambler} @UUID[Compendium.cyphersystem-compendium.cyphers.y710ojHG9JfbAHXq]{Metal death} @UUID[Compendium.cyphersystem-compendium.cyphers.9MBc2aywmCotLHZs]{Mind meld} @UUID[Compendium.cyphersystem-compendium.cyphers.f9o3v4yUbE2rOvkA]{Mind stabilizer} @UUID[Compendium.cyphersystem-compendium.cyphers.sgjAHLqFtHWLzSeV]{Mind-restricting wall} @UUID[Compendium.cyphersystem-compendium.cyphers.qyafaJwEsqCVU5ht]{Monoblade} @UUID[Compendium.cyphersystem-compendium.cyphers.adjHowuCfAqznUtV]{Monohorn} @UUID[Compendium.cyphersystem-compendium.cyphers.nH3BFfduw18UhsrN]{Motion sensor} @UUID[Compendium.cyphersystem-compendium.cyphers.ExszgFle5nmrHPSR]{Null field} @UUID[Compendium.cyphersystem-compendium.cyphers.yjjqWOig22fCfvyg]{Nullification ray} @UUID[Compendium.cyphersystem-compendium.cyphers.olA86ZssOHAVcyP5]{Nutrition and hydration} @UUID[Compendium.cyphersystem-compendium.cyphers.NCqhAMpNrf26KCkC]{Perfect memory} @UUID[Compendium.cyphersystem-compendium.cyphers.pMUiPSVOb2VPa79t]{Perfection} @UUID[Compendium.cyphersystem-compendium.cyphers.erJlxWAzYxAbBQ3n]{Personal environment field} @UUID[Compendium.cyphersystem-compendium.cyphers.q94YaFRPnpA4Vbt0]{Phase changer} @UUID[Compendium.cyphersystem-compendium.cyphers.orMNNP5kLwGszIWW]{Phase disruptor} @UUID[Compendium.cyphersystem-compendium.cyphers.I1UIJPrkDAtfdvkn]{Poison (emotion)} @UUID[Compendium.cyphersystem-compendium.cyphers.ab9oUkAc67kwQMu2]{Poison (explosive)} @UUID[Compendium.cyphersystem-compendium.cyphers.TqA7pzI1VOquoZrC]{Poison (mind controlling)} @UUID[Compendium.cyphersystem-compendium.cyphers.LT8pmimmThAbwOL7]{Poison (mind disrupting)} @UUID[Compendium.cyphersystem-compendium.cyphers.WKHeAOo07TN0Waqi]{Psychic communique} @UUID[Compendium.cyphersystem-compendium.cyphers.NGMhAxHPKXqxyarE]{Radiation spike} @UUID[Compendium.cyphersystem-compendium.cyphers.yxlZQszosCzyRvSM]{Ray emitter} @UUID[Compendium.cyphersystem-compendium.cyphers.kl7d13qf7si94eU0]{Ray emitter (command)} @UUID[Compendium.cyphersystem-compendium.cyphers.TvIMvUr69aOV5DnE]{Ray emitter (fear)} @UUID[Compendium.cyphersystem-compendium.cyphers.7lZj0lmBqmrz41mZ]{Ray emitter (friend slaying)} @UUID[Compendium.cyphersystem-compendium.cyphers.LHL022Qn3YRfXYU4]{Ray emitter (mind disrupting)} @UUID[Compendium.cyphersystem-compendium.cyphers.NbYGmZjDHMEmmfDL]{Ray emitter (numbing)} @UUID[Compendium.cyphersystem-compendium.cyphers.sodipYPbrbjALaH2]{Ray emitter (paralysis)} @UUID[Compendium.cyphersystem-compendium.cyphers.RSQzv6fY9P8vLQSh]{Reality spike} @UUID[Compendium.cyphersystem-compendium.cyphers.kgflNP6FVsspfutd]{Reflex enhancer} @UUID[Compendium.cyphersystem-compendium.cyphers.sdd3hhCzs5N0ZqP0]{Rejuvenator} @UUID[Compendium.cyphersystem-compendium.cyphers.8RpaNEaONagWqTTE]{Remembering} @UUID[Compendium.cyphersystem-compendium.cyphers.waaI5OVVCpZC7NLT]{Remote viewer} @UUID[Compendium.cyphersystem-compendium.cyphers.agDsGHiI4x9A0X0J]{Repair unit} @UUID[Compendium.cyphersystem-compendium.cyphers.qOLNoDFQpXZhsbCE]{Repeater} @UUID[Compendium.cyphersystem-compendium.cyphers.MycMQnAtFVkx7xjm]{Repel} @UUID[Compendium.cyphersystem-compendium.cyphers.lN1Qw9izMoo3NSbj]{Retaliation} @UUID[Compendium.cyphersystem-compendium.cyphers.zb8P9KDZaQ0j1exJ]{Secret} @UUID[Compendium.cyphersystem-compendium.cyphers.BmQhgfCQMQpMkwzg]{Sheen} @UUID[Compendium.cyphersystem-compendium.cyphers.hh2zZUmsmHCEUi8t]{Shock attack} @UUID[Compendium.cyphersystem-compendium.cyphers.EMaQ9DgLEL4DkPKD]{Shocker} @UUID[Compendium.cyphersystem-compendium.cyphers.ucJ3400aQrIR73I5]{Skill boost} @UUID[Compendium.cyphersystem-compendium.cyphers.4Bhy1bp5s8LqJR6r]{Slave maker} @UUID[Compendium.cyphersystem-compendium.cyphers.yqc7dFfKI5CTH81u]{Sleep inducer} @UUID[Compendium.cyphersystem-compendium.cyphers.k2hOy8OzSxgmhlIc]{Sniper module} @UUID[Compendium.cyphersystem-compendium.cyphers.9iFJZJ2Plks6CY7g]{Solvent} @UUID[Compendium.cyphersystem-compendium.cyphers.RhpzlF2Olodtf9J5]{Sonic hole} @UUID[Compendium.cyphersystem-compendium.cyphers.kBuARKz133ENxC8s]{Sound dampener} @UUID[Compendium.cyphersystem-compendium.cyphers.9SAuP9To5rJFzGR5]{Spatial warp} @UUID[Compendium.cyphersystem-compendium.cyphers.vs0hACATS83S9qUV]{Speed boost} @UUID[Compendium.cyphersystem-compendium.cyphers.O3yE0thccVVxTIiR]{Spy} @UUID[Compendium.cyphersystem-compendium.cyphers.FhWwzSoVBPzRfGch]{Stasis keeper}@UUID[Compendium.cyphersystem-compendium.cyphers.yazxGwqNVgyQGOPy]{Stim} @UUID[Compendium.cyphersystem-compendium.cyphers.exM6Flwc1g5UuC0q]{Strength boost} @UUID[Compendium.cyphersystem-compendium.cyphers.tSjCuPBJ8j8pIKqx]{Strength enhancer} @UUID[Compendium.cyphersystem-compendium.cyphers.E1GNoFsIMME2xcx8]{Subdual field} @UUID[Compendium.cyphersystem-compendium.cyphers.yeSsoCybAMSvVkSs]{Telepathy} @UUID[Compendium.cyphersystem-compendium.cyphers.VljAPSeYkXKcIkEd]{Teleporter (bounder)} @UUID[Compendium.cyphersystem-compendium.cyphers.4OErRBLP8HYZAnFc]{Teleporter (interstellar)} @UUID[Compendium.cyphersystem-compendium.cyphers.NWJ7mAY1VcxRBTaL]{Teleporter (planetary)} @UUID[Compendium.cyphersystem-compendium.cyphers.SKZrMCk2llIoKiU9]{Teleporter (traveler)} @UUID[Compendium.cyphersystem-compendium.cyphers.4bRwVWF2KHdSZOgh]{Temporal viewer} @UUID[Compendium.cyphersystem-compendium.cyphers.Q0Lj9McM3BanRLQ6]{Time dilation (defensive)} @UUID[Compendium.cyphersystem-compendium.cyphers.66kpaEIObWuovj11]{Time dilation (offensive)} @UUID[Compendium.cyphersystem-compendium.cyphers.ad7NVyxLv9YECCem]{Tissue regeneration} @UUID[Compendium.cyphersystem-compendium.cyphers.t2QXZKVmfQViAo4T]{Tracer} @UUID[Compendium.cyphersystem-compendium.cyphers.TFKQbAknncq4lMEV]{Trick embedder} @UUID[Compendium.cyphersystem-compendium.cyphers.sgBfROg7iUCCezZ8]{Uninterruptible power source} @UUID[Compendium.cyphersystem-compendium.cyphers.IVYgnh80vNTZ9gBf]{Vanisher} @UUID[Compendium.cyphersystem-compendium.cyphers.RcrVpX6UxbD3zTmR]{Visage changer} @UUID[Compendium.cyphersystem-compendium.cyphers.gSXLLLHYFumCsOAo]{Visual displacement device} @UUID[Compendium.cyphersystem-compendium.cyphers.0VkKJcPSO7Scn7Ef]{Vocal translator} @UUID[Compendium.cyphersystem-compendium.cyphers.SXrPkUbwR5IO6305]{Warmth} @UUID[Compendium.cyphersystem-compendium.cyphers.dHgtyDuK0uFBorWI]{Water adapter} @UUID[Compendium.cyphersystem-compendium.cyphers.vLodMbLfeliPpaol]{Weapon enhancement} @UUID[Compendium.cyphersystem-compendium.cyphers.uxXNL4ApwvCgvFAw]{Wings} @UUID[Compendium.cyphersystem-compendium.cyphers.ULHBUzdVa1eFiON2]{X-ray viewer} @UUID[Compendium.cyphersystem-compendium.cyphers.spdFY0JgxGdNMV7N]{Zero point field}

Power Boost Cyphers

These cyphers increase, modify, or improve a character’s existing powers. A burst boost cypher, for example, allows someone with the Bears a Halo of Fire focus to create a blast of fire in all directions, one time. Imagine this as being a fire-using superhero’s ability to “go nova.”

Power boost cyphers affect one use of a character’s abilities but do not require an action. Their use is part of the action that they affect.

Power boost cyphers are a special type of cypher. In some Cypher System games, they may be inappropriate, and in others, they may be the main (or only) type of cypher available, as determined by the GM. They can be either subtle or manifest.

@UUID[Compendium.cyphersystem-compendium.cyphers-power-boost.nlHGkmRztJaDi3Dj]{Area boost} @UUID[Compendium.cyphersystem-compendium.cyphers-power-boost.POLUtosUa7awAfW4]{Burst boost} @UUID[Compendium.cyphersystem-compendium.cyphers-power-boost.GEL5LkJCiQqEH1Nf]{Damage boost} @UUID[Compendium.cyphersystem-compendium.cyphers-power-boost.bEZrdVBmpzu4m3b8]{Efficacy boost (major)} @UUID[Compendium.cyphersystem-compendium.cyphers-power-boost.MLE2eQwkzrz9tVSC]{Efficacy boost (minor)} @UUID[Compendium.cyphersystem-compendium.cyphers-power-boost.xc7bsHHbEM84KLa9]{Energy boost} @UUID[Compendium.cyphersystem-compendium.cyphers-power-boost.AOWfJoOCbvwr9puF]{Range boost} @UUID[Compendium.cyphersystem-compendium.cyphers-power-boost.21qrMjA9SQFvWfkp]{Target boost}

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Setting Difficulty Ratings

The GM’s most important overall tasks are setting the stage and guiding the story created by the group (not the one created by the GM ahead of time). But setting difficulty is the most important mechanical task the GM has in the game. Although there are suggestions throughout this chapter for various difficulty ratings for certain actions, there is no master list of the difficulty for every action a PC can take. Instead, the Cypher System is designed with the “teach a person to fish” style of good game mastering in mind. (If you don’t know what that means, it comes from the old adage “Give a person a fish and they’ll eat for a day. Teach a person to fish and they’ll eat for a lifetime.” The idea is not to give GMs a ton of rules to memorize or reference, but to teach them how to make their own logical judgment calls.) Of course, most of the time, it’s not a matter of exact precision. If you say the difficulty is 3 and it “should” have been 4, the world’s not over.

For the most part, it really is as simple as rating something on a scale of 1 to 10, 1 being incredibly easy and 10 being basically impossible. The guidelines in the Task Difficulty table should help put you in the right frame of mind for assigning difficulty to a task.

For example, we make the distinction between something that most people can do and something that trained people can do. In this case, “normal” means someone with absolutely no training, talent, or experience—imagine your ne’er-do-well, slightly overweight uncle trying a task he’s never tried before. “Trained” means the person has some level of instruction or experience but is not necessarily a professional.

With that in mind, think about the act of balance. With enough focus, most people can walk across a narrow bridge (like a fallen tree trunk). That suggests it is difficulty 2. However, walking across a narrow plank that’s only 3 inches (8 cm) wide? That’s probably more like difficulty 3. Now consider walking across a tightrope. That’s probably difficulty 5—a normal person can manage that only with a great deal of luck. Someone with some training can give it a go, but it’s still hard. Of course, a professional acrobat can do it easily. Consider, however, that the professional acrobat is specialized in the task, making it difficulty 3 for them. They probably are using Effort as well during their performance.

Let’s try another task. This time, consider how hard it might be to remember the name of the previous leader of the village where the character lives. The difficulty might be 0 or 1, depending on how long ago they were the leader and how well known they were. Let’s say it was thirty years ago and they were only mildly memorable, so it’s difficulty 1. Most people remember them, and with a little bit of effort, anyone can come up with their name. Now let’s consider the name of the leader’s daughter. That’s much harder. Assuming the daughter wasn’t famous in her own right, it’s probably difficulty 4. Even people who know a little about local history (that is to say, people who are trained in the subject) might not be able to remember it. But what about the name of the pet dog owned by the daughter’s spouse? That’s probably impossible. Who’s going to remember the name of an obscure person’s pet from thirty years ago? Basically no one. However, it’s not forbidden knowledge or a well-guarded secret, so it sounds like difficulty 7. Difficulty 7 is the rating that means “No one can do this, yet some people still do.” It’s not the stuff of legend, but it’s something you would assume people can’t do. When you think there’s no way you can get tickets for a sold-out concert, but somehow your friend manages to score a couple anyway, that’s difficulty 7. (See the next section for more on difficulties 7, 8, 9, and 10.)

If you’re talking about a task, ideally the difficulty shouldn’t be based on the character performing the task. Things don’t get inherently easier or harder depending on who is doing them. However, the truth is, the character does play into it as a judgment call. If the task is breaking down a wooden door, an 8-foot-tall (2 m) automaton made of metal with nuclear-driven motors should be better at breaking it down than an average human would be, but the task rating should be the same for both. Let’s say that the automaton’s nature effectively gives it two levels of training in such tasks. Thus, if the door has a difficulty rating of 4, but the automaton is specialized and reduces the difficulty to 2, it has a target number of 6. The human has no such specialization, so the difficulty remains 4, and the person has a target number of 12. However, when you set the difficulty of breaking down the door, don’t try to take all those differences into account. The GM should consider only the human because the Task Difficulty table is based on the ideal of a “normal” person, a “trained” person, and so on. It’s humanocentric.

Most characters probably are willing to use one or two levels of Effort on a task, and they might have an appropriate skill or asset to decrease the difficulty by a step. That means that a difficulty 4 task will often be treated as difficulty 2 or even 1, and those are easy rolls to make. Don’t hesitate, then, to pull out higher-level difficulties. The PCs can rise to the challenge, especially if they are experienced.

The Impossible Difficulties

Difficulties 7, 8, 9, and 10 are all technically impossible. Their target numbers are 21, 24, 27, and 30, and you can’t roll those numbers on a d20 no matter how many times you try. Consider, however, all the ways that a character can reduce difficulty. If someone spends a little Effort or has some skill or help, it brings difficulty 7 (target number 21) into the range of possibility—difficulty 6 (target number 18). Now consider that they have specialization, use a lot of Effort, and have help. That might bring the difficulty down to 1 or even 0 (reducing it by two steps from training and specialization, three or four steps from Effort, and one step from the asset of assistance). That practically impossible task just became routine. A fourth-tier character can and will do this—not every time, due to the cost, but perhaps once per game session. You have to be ready for that. A well-prepared, motivated sixth-tier character can do that even with a difficulty 10 task. Again, they won’t do it often (they’d have to apply six levels of Effort, and even with an Edge of 6 that would cost 7 points from their Pool, and that’s assuming they’re specialized and have two levels of assets), but it can happen if they’re really prepared for the task (being specialized and maxed out in asset opportunities reduces the difficulty by four more steps). That’s why sixth-tier characters are at the top of their field, so to speak.

False Precision

One way to look at difficulty is that each step of difficulty is worth 3 on the die. That is to say, hinder the task by one step, and the target number rises by 3. Ease the task by one step, and the target number is lowered by 3. Those kinds of changes are big, meaty chunks. Difficulty, as a game mechanic, is not terribly precise. It’s measured in large portions. You never have a target number of 13 or 14, for example—it’s always 3, 6, 9, 12, 15, and so on. (Technically, this is not true. If a character adds 1 to a d20 roll for some reason, it changes a target number of 15 to 14. But this is not worth much discussion.)

Imprecision is good in this case. It would be false precision to say that one lock has a target number of 14 and another has a target number of 15. What false precision means in this context is that it would be a delusion to think we can be that exact. Can you really say that one lock is 5% easier to pick than another? And more important, even if you could, is the difference worth noting? It’s better to interact with the world in larger, more meaningful chunks than to try to parse things so carefully. If we tried to rate everything on a scale of 1 to 30 (using target numbers and not difficulty), we’d start to get lost in the proverbial weeds coming up with a meaningful distinction between something rated as an 8 and something rated as a 9 on that scale.

Routine Actions

Don’t hesitate to make actions routine. Don’t call for die rolls when they’re not really needed. Sometimes GMs fall into the trap illustrated by this dialogue:

GM: What do you do?

Player: I _________.

GM: Okay, give me a roll.

That’s not a good instinct—at least, not for the Cypher System. Players should roll when it’s interesting or exciting. Otherwise, they should just do what they do. If the PCs tie a rope around something and use it to climb down into a pit, you could ask for tying rolls, climbing rolls, and so on, but why? Just to see if they roll terribly? So the rope can come undone at the wrong time, or a character’s hand can slip? Most of the time, that makes players feel inadequate and isn’t a lot of fun. A rope coming undone in the middle of an exciting chase scene or a battle can be a great complication (and that’s what GM intrusions are for). A rope coming undone in the middle of a simple “getting from point A to point B” scene only slows down gameplay. The real fun—the real story—is down in the pit. So get the PCs down there.

There are a million exceptions to this guideline, of course. If creatures are throwing poisoned darts at the PCs while they climb, that might make things more interesting and require a roll. If the pit is filled with acid and the PCs must climb halfway down, pull a lever, and come back up, that’s a situation where you should set difficulty and perhaps have a roll. If a PC is near death, carrying a fragile item of great importance, or something similar, climbing down the rope is tense, and a roll might add to the excitement. The important difference is that these kinds of complications have real consequences.

On the flip side, don’t be afraid to use GM intrusion on routine actions if it makes things more interesting. Walking up to the king in his audience chamber in the middle of a ceremony only to trip on a rug? That could have huge ramifications for the character and the story.

Other Ways to Judge Difficulty

Rating things on a scale of 1 to 10 is something that most people are very familiar with. You can also look at it as rating an object or creature on a similar scale, if that’s easier. In other words, if you don’t know how hard it would be to climb a particular cliff face, think of it as a creature the PCs have to fight. What level would the creature be? You could look in the Creatures chapter and say “I think this wall should be about as difficult to deal with as a demon. A demon is level 5, so the task of climbing the wall will be difficulty 5.” That’s a weird way to do it, perhaps, but it’s fairly straightforward. And if you’re the kind of GM who thinks in terms of “How tough will this fight be?” then maybe rating tasks as creatures or NPCs to fight isn’t so strange after all. It’s just another way to relate to them. The important thing is that they’re on the same scale. Similarly, if the PCs have to tackle a knowledge task—say, trying to determine if they know where a caravan is headed based on its tracks—you could rate the task in terms of an object. If you’re used to rating doors or other objects that the PCs have broken through recently, the knowledge task is just a different kind of barrier to bust through.

Everything in the Cypher System—characters, creatures, objects, tasks, and so on—has a level. It might be called a tier or a difficulty instead of a level, but ultimately it’s a numerical rating system used to compare things. Although you have to be careful about drawing too many correlations—a first-tier character isn’t easily compared to a difficulty 1 wall or a level 1 animal—the principle is the same. Everything can be rated and roughly compared to everything else in the world. (It works best to take PCs out of this equation. For example, you shouldn’t try to compare a PC’s tier to a wall’s level. Character tiers are mentioned here only for completeness.)

Last, if your mind leans toward statistics, you can look at difficulty as a percentage chance. Every number on the d20 is a 5% increment. For example, you have a 5% chance of rolling a 1. You have a 10% chance of rolling a 1 or a 2. Thus, if you need to roll a 12 or higher, you have a 45% chance of success. (A d20 has nine numbers that are 12 or higher: 12, 13, 14, 15, 16, 17, 18, 19, and 20. And 9 × 5 equals 45.)

For some people, it’s easier to think in terms of a percentage chance. A GM might think “She has about a 30% chance to know that fact about geography.” Each number on a d20 is a 5% increment, and it takes six increments to equal 30%, so there are six numbers that mean the PC succeeds: 15, 16, 17, 18, 19, and 20. Thus, since the player has to roll 15 or higher, that means the target number is 15. (And that means the task is level 5, but if you’ve already determined the target number, you likely don’t care about the level.)

Advantages to This System

  1. The GM makes measured adjustments in large, uniform steps. That makes things faster than if players had to do arithmetic using a range of all numbers from 1 to 20.

  2. You calculate a target number only once no matter how many times the PCs attempt the action. If you establish that the target number is 12, it’s 12 every time a PC tries that action. (On the other hand, if you had to add numbers to your die roll, you’d have to do it for every attempt.) Consider this fact in light of combat. Once a player knows that they need to roll a 12 or higher to hit a foe, combat moves very quickly.

  3. If a PC can reduce the difficulty of an action to 0, no roll is needed. This means that an Olympic gymnast doesn’t roll a die to walk across a balance beam, but the average person does. The task is initially rated the same for both, but the difficulty is reduced for the gymnast. There’s no chance of failure.

  4. This is how everything in the game works, whether it’s climbing a wall,
    sweet-talking a guard, or fighting a bioengineered horror.

  5. Perhaps most important, the system gives GMs the freedom to focus entirely on the flow of the game. The GM doesn’t use dice to determine what happens (unless you want to)—the players do. There aren’t a lot of different rules for different actions, so there is little to remember and very little to reference. The difficulty can be used as a narrative tool, with the challenges always meeting the expected logic of the game. All the GM’s mental space can be devoted to guiding the story.

GM Intrusion

GM intrusion is the main mechanic that the GM uses to inject drama and additional excitement into the game. It’s also a handy tool for resolving issues that affect the PCs but do not involve them. GM intrusion is a way to facilitate what goes on in the world outside the characters. Can the minotaur track the PCs’ movements through the maze? Will the fraying rope hold?

Since the players roll all the dice, GM intrusion is used to determine if and when something happens. For example, if the PCs are fighting a noble’s guards, and you (the GM) know that there are more guards nearby, you don’t need to roll dice to determine if the other guards hear the scuffle and intervene (unless you want to). You just decide when it would be best for the story—which is probably when it would be worst for the characters. In a way, GM intrusion replaces the GM’s die rolling.

The mechanic is also one of the main ways that GMs award experience points to the PCs. This means that you use experience points as a narrative tool. Whenever it seems appropriate, you can introduce complications into the game that affect a specific player, but when you do so, you give that player 1 XP. The player can refuse the intrusion, but doing so costs them 1 XP. So by refusing an intrusion, the player does not get the experience point that the GM is offering, and they lose one that they already have. (This kind of refusal is likely to happen very rarely in your game, if ever. And, obviously, a player can’t refuse an intrusion if they have no XP to spend.)

Here’s how a GM intrusion might work in play. Say the PCs find a hidden console with some buttons. They learn the right order in which to press the buttons, and a section of the floor disappears. As the GM, you don’t ask the players specifically where their characters are standing. Instead, you give a player 1 XP and say “Unfortunately, you’re standing directly over this new hole in the floor.” If the player wanted, they could refuse the XP, spend one of their own, and say “I leap aside to safety.” Most likely, though, they’ll make the defense roll that you call for and let it play out.

There are two ways for the GM to handle this kind of intrusion. You could say “You’re standing in the wrong place, so make a roll.” (It’s a Speed defense roll, of course.) Alternatively, you could say “You’re standing in the wrong place. The floor opens under your feet, and you fall down into the darkness.” In the first example, the PC has a chance to save themselves. In the second example, they don’t. Both are viable options. The distinction is based on any number of factors, including the situation, the characters involved, and the needs of the story. This might seem arbitrary or even capricious, but you’re the master of what the intrusion can and can’t do. RPG mechanics need consistency so players can make intelligent decisions based on how they understand the world to work. But they’ll never base their decisions on GM intrusions. They don’t know when intrusions will happen or what form they will take. GM intrusions are the unpredictable and strange twists of fate that affect a person’s life every day.

When player modifications (such as skill, Effort, and so on) determine that success is automatic, the GM can use GM intrusion to negate the automatic success. The player must roll for the action at its original difficulty level or target number 20, whichever is lower.

Remember, any time you give a player 1 XP for a GM intrusion, you’re actually giving them 2— one to keep and one to give to another player.

Using GM Intrusion as a Narrative Tool

A GM can use this narrative tool to steer things. That doesn’t mean railroad the players or direct the action of the game with a heavy hand. GM intrusion doesn’t enable you to say “You’re all captured, so here’s your 1 XP.” Instead, the GM can direct things more subtly—gently, almost imperceptibly influencing events rather than forcing them. GM intrusion represents things going wrong. The bad guys planning well. Fortune not favoring the characters.

Consider this scenario: the GM plants an interesting adventure seed in a small village, but the PCs don’t stay there long enough to find it. So just outside the village, the PCs run afoul of a vicious viper that bites one of them. The GM uses intrusion to say that the poison from the snake will make the character debilitated unless they get a large dose of a specific antitoxin, which the group doesn’t have. Of course, they aren’t required to go back to the village where the GM’s interesting adventure can start, but it’s likely that they will, looking for the antitoxin.

Some players might find intrusion heavy-handed, but the XP softens the blow. And remember, they can refuse these narrative nudges. Intrusion is not meant to be a railroading tool—just a bit of a rudder. Not an inescapable track, but a nudge here and there.

What’s more, the GM doesn’t need to have a deliberate goal in mind. The complication you introduce could simply make things more interesting. You might not know where it will take the story, just that it will make the story better.

This is wonderfully empowering to the GM—not in a “Ha ha, now I’ll trounce the PCs” way, but in an “I can control the narrative a little bit, steering it more toward the story I want to create rather than relying on the dice” sort of way. Consider that old classic plot development in which the PCs get captured and must escape from the bad guys. In heroic fiction, this is such a staple that it would almost seem strange if it didn’t happen. But in many roleplaying games, it’s a nearly impossible turn of events—the PCs usually have too many ways to get out of the bad guy’s clutches before they’re captured. The dice have to be wildly against them. It virtually never happens. With GM intrusion, it could happen (again, in the context of the larger encounter, not as a single intrusion that results in the entire group of PCs being captured with little explanation or chance to react).

For example, let’s say the PCs are surrounded by orcs. One character is badly injured—debilitated—and the rest are hurt. Some of the orcs produce a large weighted net. Rather than asking for a lot of rolls and figuring the mechanics for escape, you use intrusion and say that the net goes over the PCs who are still on their feet. The rest of the orcs point spears menacingly. This is a pretty strong cue to the players that surrender is a good (and possibly the only) option. Some players won’t take the hint, however, so another use of intrusion might allow the orcs to hit one of the trapped PCs on the head and render them unconscious while their friends struggle in the net. If the players still don’t surrender, it’s probably best to play out the rest of the encounter without more GM intrusions—using more would be heavy-handed by anyone’s measure—although it’s perfectly reasonable to rule that a character rendered debilitated is knocked unconscious, since the orcs are trying to take the PCs alive.

Remember that GM intrusions can occur at any time, not just during combat. Disrupting or changing a tense interaction with NPCs can have big repercussions.

Using GM Intrusion as a Resolution Mechanic

This mechanic offers a way for the GM to determine how things happen in the game without leaving it all to random chance. Bad guys trying to smash down the door to the room where the PCs are holed up? You could roll a bunch of dice, compare the NPCs’ stats to the door’s stats, and so on, or you could wait until the most interesting time, have the bad guys break in, and award an experience point to the PC who tried their best to bar the door. The latter way is the Cypher System way. Intrusion is a task resolution tool for the GM. In other words, you don’t base things on stats but on narrative choice. (Frankly, a lot of great GMs over the years—even in the very early days of the hobby—have run their games this way. Sometimes they rolled dice or pretended to roll dice, but they were really manipulating things.) This method frees the GM from worrying about mechanics and looking up stats and allows them to focus on the story.

This isn’t cheating—it’s the rules of the game. This rule simply replaces traditional dice rolling with good game mastering, logic, and intelligent storytelling. When a PC is climbing a burning rope, and everyone knows that it will break at some point, the game has a mechanism to ensure that it breaks at just the right time.

Variant: If you want more randomness in your game, or if you want your game to seem like more of a simulation, assign a flat percentage chance for whatever you’re trying to resolve. For example, each round, the star troopers have a 20% chance to blast through the door—or, if you want the risk to escalate, a cumulative 20% chance to blast through the door. By not using GM intrusion, this method robs the PCs of a few XP, but when they see you rolling dice, it might help with their immersion. Alternatively, you can pretend to roll dice but really use GM intrusion, though this method seriously robs the characters of XP.

There’s a better way. Announce your intrusion, but say that there’s only a chance it will happen (state the percentage chance), and then roll the dice in plain view of everyone. If the intrusion occurs, award the XP as normal. This is likely the best of both worlds. However, it takes the narrative power out of your hands and gives it to the dice. Perhaps this method is best used only occasionally. If nothing else, it injects some variety and certainly some drama.

Using (and Not Abusing) GM Intrusion

Too much of a good thing will make the game seem utterly unpredictable—even capricious. The ideal is to use about four GM intrusions per game session, depending on the length of the session, or about one intrusion per hour of game play. This is in addition to any intrusions that are triggered by players rolling a 1.

Intrusion Through Player Rolls

When a PC rolls a 1, handle the GM intrusion the same way that you’d handle an intrusion you initiated. The intrusion could mean the PC fumbles or botches whatever they were trying to do, but it could mean something else. Consider these alternatives:

This might not be true of your players, but many players rarely, if ever, spend XP to refuse an intrusion from the GM, though they regularly use XP to avoid an intrusion that comes from a bad roll. And there’s nothing wrong with that. Some GMs might want to forbid using an XP to reroll a 1, but there’s really no point—if you’ve got an idea for a good intrusion, you don’t need to wait until a player rolls a 1 to use it.

GM Intrusion That Affects the Group

The core of the idea behind GM intrusion is that the player being adversely affected gains an experience point. But what if the intrusion affects the whole group equally? What if the GM uses it to have an unstable device overload and explode, harming all the characters? In this case, if no PC is involved more than the others (for example, no single PC was frantically attempting to repair the device), you should give 1 XP to each character but not give any of them an extra XP to hand out to someone else.

However, this kind of group intrusion should be an exception, not the rule. GM intrusions are much more effective if they are more personal.

Example GM Intrusions

It’s not a good idea to use the same events as GM intrusions over and over (“Dolmar dropped his sword again?”). Below are a number of different intrusions you can use.

Bad Luck

Through no fault of the characters, something happens that is bad or at least complicating. For example:

An Unknown Complication Emerges

The situation was more complex (and therefore more interesting) than the PCs knew—perhaps even more than the GM knew, at least at the start. For example:

An Impending Complication Emerges

GMs can use this type of intrusion as a resolution mechanic to determine NPC success or failure. Rather than rolling dice to see how long it takes an NPC to rewire a damaged force field generator, it happens at a time of the GM’s choosing—ideally when it would be most interesting. For example:

Opponent Luck or Skill

The PCs aren’t the only ones with surprising tricks up their sleeves. For example:

Fumbles

Although you might not want every player roll of 1 to be a fumble, sometimes it could be just that. Alternatively, the GM could simply declare that a fumble has occurred. In either case, consider the following examples:

Partial Success

GM intrusion doesn’t have to mean that a PC has failed. For example:

Player Intrusions

Player intrusions give the players a small bit of narrative control over the world. However, the world still remains in the GM’s purview. You can always overrule a player intrusion, or suggest a way to massage it so that it fits better into the setting. Still, because it is indeed narrative control, a player intrusion should always involve a small aspect of the world beyond the character. “I punch my foe really hard” is an expression of Effort or perhaps character ability. “My foe slips and falls backward off the ledge” is a player intrusion.

Player intrusions should never be as big as GM intrusions. They should not end an encounter, only (perhaps) provide the PC with the means to more easily end an encounter. They should not have a wide-reaching or even necessarily a long-term effect on the setting. A way to consider this might be that player intrusions can affect a single object (a floorboard snaps), feature (there’s a hidden shallow spot in the stream to ford), or NPC (the vendor is an old friend). But not more than that. A player intrusion can’t affect a whole village or even a whole tavern in that village. A rock can come loose, but a player intrusion can’t create a landslide.

Tying Actions to Stats

Although the decision is open to your discretion, when a PC takes an action, it should be fairly obvious which stat is tied to that action. Physical actions that involve brute force or endurance use Might. Physical actions that involve quickness, coordination, or agility use Speed. Actions that involve intelligence, education, insight, willpower, or charm use Intellect.

In rare instances, you could allow a PC to use a different stat for a task. For example, a character might try to break down a door by examining it closely for flaws and thus use Intellect rather than Might. This kind of change is a good thing because it encourages player creativity. Just don’t let it be abused by an exuberant or too-clever player. It’s well within your purview to decide that the door has no flaws, or to rule that the character’s attempt will take half an hour rather than one round. In other words, using a stat that is not the obvious choice should be the exception, not the rule.

Cyphers

You should think of cyphers as character abilities, whether they’re subtle cyphers or manifest cyphers. This means that it is incumbent upon you to make sure that players always have plenty of cyphers to use. In the course of their travels, the PCs should find that cyphers are extremely common. And since the PCs are limited in the number of cyphers they can carry, they will use them liberally.

Manifest cyphers can be found by scavenging through old ruins. They can be found in the corpses of magical or technological foes. They can be found among the possessions of intelligent fallen opponents or the lairs of unintelligent creatures, either amid the bones of former meals or as shiny decorations in a nest. They can be found in villages, in the back of a merchant’s cart that sells junk and scavenged parts. They are offered as rewards by people who are grateful for the PCs’ help.

Some adventures will offer more cyphers than others. Still, as a rule of thumb, in any given adventure, a character should use at least as many cyphers as they can carry. This means they should find that number of cyphers in that same amount of time (give or take). Thus, you can simply add up the number of cyphers the PCs can carry, and on average, they should find at least that many cyphers in a given adventure.

If your players are typical, they will use combat-related cyphers liberally but hold onto their utility cyphers. A ray emitter or defensive shield will be used, but a suspensor belt or phasing module will linger longer on their character sheets.

As with everything else in the game, it’s intentionally very easy for the GM to create new cyphers. Just think of the effect and how to express it as a game advantage. Two kinds of cyphers exist when it comes to effect: those that allow the user to do something better, and those that allow the user to do something they couldn’t do otherwise.

The first group includes everything that reduces the difficulty of a task (including defense tasks). The second group includes things that grant new abilities, such as flight, a new means of attack, the ability to see into the past, or any number of other powers.

A few more important notes about devising new cyphers:

Cyphers teach GMs to design different kinds of scenarios—ones in which the whole adventure isn’t wrecked if a player has something that can solve a single problem (defeat a foe, read a mind, bypass a barrier, or whatever). There should always be more to the adventure than one linchpin encounter, obstacle, foe, or secret.

It’s all right if players think of cyphers (especially manifest cyphers) as equipment or treasure. You should choose points in the course of the story that are appropriate for awarding subtle cyphers, especially if the PCs aren’t at their full capacity.

Artifacts

In terms of the narrative, artifacts are a lot like cyphers, except that most are not one-use items. Mechanically, they serve a very different purpose. It’s assumed that characters are exploring with some cyphers at their disposal. Artifacts, however, are added abilities that make characters broader, deeper, and often more powerful. They aren’t assumed—they’re extra.

The powers granted by artifacts are more like the abilities gained from a character’s type or focus in that they change the way the PC is played overall. The difference between an artifact and a type or focus ability is that almost all artifacts are temporary. They last longer than cyphers do, but because they have a depletion roll, any use could be their last.

Like cyphers, then, artifacts are a way for the GM to play a role in the development of the characters. Although armor, weapons, and the like are fine, special capabilities—such as long-range communication or travel—can really change the way the PCs interact with the world and how they deal with challenges. Some of these abilities enable the actions you want the PCs to take. For example, if you want them to have an underwater adventure, provide them with artifacts (or cyphers) that allow them to breathe underwater.

Also like cyphers, artifacts are simple for the GM to create. The only difference with artifacts is that you give them a depletion roll, using any numbers on 1d6, 1d10, 1d20, or 1d100. If you want the artifact to be used only a few times, give it a depletion roll of 1 in 1d6, 1 or 2 in 1d10, or even 1 or 2 in 1d6. If you want the PCs to use it over and over, a depletion roll of 1 in 1d100 more or less means that they can use it freely without worrying too much.

For examples of artifacts, see the Genres chapter.

You may wish to forbid the use of XP to reroll artifact depletion rolls. That’s pretty reasonable.

Skills and Other Abilities

Sometimes, the rules speak directly to character creativity. For example, players can make up their own skills. It’s possible to have a skill called “tightrope walking” that grants a character a better chance to walk across a tightrope, and another skill called “balance” that gives a character a better chance to walk across a tightrope and perform other balance actions as well. This might seem unequal at first, but the point is to let players create precisely the characters they want. Should you let a character create a skill called “doing things” that makes them better at everything? Of course not. The GM is the final arbiter not only of logic but also of the spirit of the rules, and having one or two single skills that cover every contingency is clearly not in the spirit.

It’s important that players play the character they want. This concept is supported not only with the open-ended skill system but also with the ability to get an experience point advance to tailor a character further. Likewise, the GM should be open to allowing a player to make small modifications to refine their character. In many cases, particularly ones that don’t involve stat Pools, Armor, damage inflicted, or the costs of Effort or special abilities, the answer from the GM should probably be “Sure, why not?” If a PC ends up being really good at a particular skill—better than they “should” be—what’s the harm? If Dave can swim incredibly well, how does that hurt the game in terms of the play experience or the story that develops? It doesn’t. If Helen can pick practically any mundane lock she finds, why is that a bad thing? In fact, it’s probably good for the game—there’s likely something interesting on the other sides of those doors.

In a way, this is no different than adjudicating a not-so-straightforward solution to a challenge. Sometimes you have to say “No, that’s not possible.” But sometimes, if it makes sense, open yourself up to the possibility.

NPCs and Death

As explained in the Rules of the Game chapter, NPCs have a health score rather than three stat Pools. When an NPC reaches 0 health, they are down. Whether that means dead, unconscious, or incapacitated depends on the circumstances as dictated by you and the players. Much of this can be based on logic. If the NPC is cut in half with a giant axe, they’re probably dead. If they’re mentally assaulted with a telepathic attack, they might be insane instead. If they’re hit over the head with a club, well, that’s your call.

It depends on the intentions of those who are fighting the NPC, too. PCs who want to knock out a foe rather than kill them can simply state that as their intention and describe their actions differently—using the flat of the blade, so to speak.

Creatures

Whenever possible, creatures should be handled like other NPCs. They don’t follow the same rules as the player characters. If anything, they should have greater latitude in doing things that don’t fit the normal mold. A many-armed beast should be able to attack multiple foes. A charging rhino-like animal ought to be able to move a considerable distance and attack as part of a single action.

Consider creature size very carefully. For those that are quick and hard to hit, hinder attacks against them. Large, strong creatures should be easier to hit, so ease attacks against them. However, you should freely give the stagger ability to anything twice as large as a human. This means that if the creature strikes a foe, the target must make an immediate Might defense roll or lose its next turn.

A creature’s level is a general indicator of its toughness, combining aspects of power, defense, intelligence, speed, and more into one rating. In theory, a small creature with amazing powers or extremely deadly venom could be high level, and a huge beast that isn’t very bright and isn’t much of a fighter could be low level. But these examples go against type. Generally, smaller creatures have less health and are less terrifying in combat than larger ones.

The Cypher System has no system for building creatures. There is no rule that says a creature with a certain ability should be a given level, and there is no rule dictating how many abilities a creature of a given level should have. But keep the spirit of the system in mind. Lower-level creatures are less dangerous. A level 1 creature could be poisonous, but its venom should inflict a few points of damage at most. The venom of a level 6 creature, however, might knock a PC down a step on the damage track or put them into a coma if they fail a Might defense roll. A low-level creature might be able to fly, phase through objects, or teleport because these abilities make it more interesting but not necessarily more dangerous. The value of such abilities depends on the creature that uses them. In other words, a phasing rodent is not overly dangerous, but a phasing battle juggernaut is terrifying. Basic elements such as health, damage, and offensive or defensive powers (such as poison, paralysis, disintegration, immunity to attacks, and so on) need to be tied directly to level—higher-level creatures get better abilities and more of them.

Balancing Encounters

In the Cypher System, there is no concept of a “balanced encounter.” There is no system for matching creatures of a particular level or tasks of a particular difficulty to characters of a particular tier. To some people, that might seem like a bad thing. But matching character builds to exacting challenges is not part of this game. It’s about story. So whatever you want to happen next in the story is a fine encounter as long as it’s fun. You’re not denying the characters XP if you make things too easy or too difficult, because that’s not how XP are earned. If things are too difficult for the PCs, they’ll have to flee, come up with a new strategy, or try something else entirely. The only thing you have to do to maintain “balance” is set difficulty within that encounter accurately and consistently.

In a game like the Cypher System, if everyone’s having fun, the game is balanced. Two things will unbalance the game in this context.

The first issue should be handled by the character creation rules. If there’s a problem, it might be that poor choices were made or a player isn’t taking full advantage of their options. If someone really doesn’t enjoy playing their character, allow them to alter the PC or—perhaps better—create a new one.

The second issue is trickier. As previously stated, there is no formula that states that N number of level X NPCs are a good match for tier Y characters. However, when the game has four or five beginning characters, the following guidelines are generally true.

But it depends on the situation at hand. If the PCs are already worn down from prior encounters, or if they have the right cyphers, any of the expectations listed above can change. That’s why there is no system for balancing encounters. Just keep in mind that beginning characters are pretty hardy and probably have some interesting resources, so you aren’t likely to wipe out the group by accident. Character death is unlikely unless the PCs have already been through a number of other encounters and are worn down.

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The rules of the Cypher System are quite straightforward at their heart, as all of gameplay is based around a few core concepts.

This chapter provides a brief explanation of how to play the game, and it’s useful for learning the game. Once you understand the basic concepts, you’ll likely want to reference Rules of the Game for a more in-depth treatment.

The Cypher System uses a twenty-sided die (1d20) to determine the results of most actions. Whenever a roll of any kind is called for and no die is specified, roll a d20.

The game master sets a difficulty for any given task. There are ten degrees of difficulty. Thus, the difficulty of a task can be rated on a scale of 1 to 10.

Each difficulty has a target number associated with it. The target number is always three times the task’s difficulty, so a difficulty 1 task has a target number of 3, but a difficulty 4 task has a target number of 12. To succeed at the task, you must roll the target number or higher. See the Task Difficulty table for guidance in how this works.

Character skills, favorable circumstances, or excellent equipment can decrease the difficulty of a task. For example, if a character is trained in climbing, they turn a difficulty 6 climb into a difficulty 5 climb. This is called easing the difficulty by one step (or just easing the difficulty, which assumes it’s eased by one step). If they are specialized in climbing, they turn a difficulty 6 climb into a difficulty 4 climb. This is called easing the difficulty by two steps. Decreasing the difficulty of a task can also be called easing a task. Some situations increase, or hinder, the difficulty of a task. If a task is hindered, it increases the difficulty by one step.

A skill is a category of knowledge, ability, or activity relating to a task, such as climbing, geography, or persuasiveness. A character who has a skill is better at completing related tasks than a character who lacks the skill. A character’s level of skill is either trained (reasonably skilled) or specialized (very skilled).

If you are trained in a skill relating to a task, you ease the difficulty of that task by one step. If you are specialized, you ease the difficulty by two steps. A skill can never decrease a task’s difficulty by more than two steps.

Anything else that reduces difficulty (help from an ally, a particular piece of equipment, or some other advantage) is referred to as an asset. Assets can never decrease a task’s difficulty by more than two steps.

You can also decrease the difficulty of a given task by applying Effort. (Effort is described in more detail in the Rules of the Game chapter.)

To sum up, three things can decrease a task’s difficulty: skills, assets, and Effort.

If you can ease a task so its difficulty is reduced to 0, you automatically succeed and don’t need to make a roll.

When Do You Roll?

Any time your character attempts a task, the GM assigns a difficulty to that task, and you roll a d20 against the associated target number.

When you jump from a burning vehicle, swing an axe at a mutant beast, swim across a raging river, identify a strange device, convince a merchant to give you a lower price, craft an object, use a power to control a foe’s mind, or use a blaster rifle to carve a hole in a wall, you make a d20 roll.

However, if you attempt something that has a difficulty of 0, no roll is needed—you automatically succeed. Many actions have a difficulty of 0. Examples include walking across the room and opening a door, using a special ability to negate gravity so you can fly, using an ability to protect your friend from radiation, or activating a device (that you already understand) to erect a force field. These are all routine actions and don’t require rolls.

Using skill, assets, and Effort, you can ease the difficulty of potentially any task to 0 and thus negate the need for a roll. Walking across a narrow wooden beam is tricky for most people, but for an experienced gymnast, it’s routine. You can even ease the difficulty of an attack on a foe to 0 and succeed without rolling.

If there’s no roll, there’s no chance for failure. However, there’s also no chance for remarkable success (in the Cypher System, that usually means rolling a 19 or 20, which are called special rolls; the Rules of the Game chapter also discusses special rolls).

Task Difficulty

Task DifficultyDescriptionTarget No.Guidance
0Routine0Anyone can do this basically every time.
1Simple3Most people can do this most of the time.
2Standard6Typical task requiring focus, but most people can usually do this.
3Demanding9Requires full attention; most people have a 50/50 chance to succeed.
4Difficult12Trained people have a 50/50 chance to succeed.
5Challenging15Even trained people often fail.
6Intimidating18Normal people almost never succeed.
7Formidable21Impossible without skills or great effort.
8Heroic24A task worthy of tales told for years afterward.
9Immortal27A task worthy of legends that last lifetimes.
10Impossible30A task that normal humans couldn’t consider (but one that doesn’t break the laws of physics).

Combat

Making an attack in combat works the same way as any other roll: the GM assigns a difficulty to the task, and you roll a d20 against the associated target number.

The difficulty of your attack roll depends on how powerful your opponent is. Just as tasks have a difficulty from 1 to 10, creatures have a level from 1 to 10. Most of the time, the difficulty of your attack roll is the same as the creature’s level. For example, if you attack a level 2 bandit, it’s a level 2 task, so your target number is 6.

It’s worth noting that players make all die rolls. If a character attacks a creature, the player makes an attack roll. If a creature attacks a character, the player makes a defense roll.

The damage dealt by an attack is not determined by a roll—it’s a flat number based on the weapon or attack used. For example, a spear always does 4 points of damage.

Your Armor characteristic reduces the damage you take from attacks directed at you. You get Armor from wearing physical armor (such as a leather jacket in a modern game or chainmail in a fantasy setting) or from special abilities. Like weapon damage, Armor is a flat number, not a roll. If you’re attacked, subtract your Armor from the damage you take. For example, a leather jacket gives you +1 to Armor, meaning that you take 1 less point of damage from attacks. If a mugger hits you with a knife for 2 points of damage while you’re wearing a leather jacket, you take only 1 point of damage. If your Armor reduces the damage from an attack to 0, you take no damage from that attack.

When you see the word “Armor” capitalized in the game rules (other than in the name of a special ability), it refers to your Armor characteristic—the number you subtract from incoming damage. When you see the word “armor” with a lowercase “a,” it refers to any physical armor you might wear.

Typical physical weapons come in three categories: light, medium and heavy.

Light weapons inflict only 2 points of damage, but they ease attack rolls because they are fast and easy to use. Light weapons are punches, kicks, clubs, knives, handaxes, rapiers, small pistols, and so on. Weapons that are particularly small are light weapons.

Medium weapons inflict 4 points of damage. Medium weapons include swords, battleaxes, maces, crossbows, spears, pistols, blasters, and so on. Most weapons are medium. Anything that could be used in one hand (even if it’s often used in two hands, such as a quarterstaff or spear) is a medium weapon.

Heavy weapons inflict 6 points of damage, and you must use two hands to attack with them. Heavy weapons are huge swords, great hammers, massive axes, halberds, heavy crossbows, blaster rifles, and so on. Anything that must be used in two hands is a heavy weapon.

Special Rolls

When you roll a natural 19 (the d20 shows “19”) and the roll is a success, you also have a minor effect. In combat, a minor effect inflicts 3 additional points of damage with your attack, or, if you’d prefer a special result, you could decide instead that you knock the foe back, distract them, or something similar. When not in combat, a minor effect could mean that you perform the action with particular grace. For example, when jumping down from a ledge, you land smoothly on your feet, or when trying to persuade someone, you convince them that you’re smarter than you really are. In other words, you not only succeed but also go a bit further.

When you roll a natural 20 (the d20 shows “20”) and the roll is a success, you also have a major effect. This is similar to a minor effect, but the results are more remarkable. In combat, a major effect inflicts 4 additional points of damage with your attack, but again, you can choose instead to introduce a dramatic event such as knocking down your foe, stunning them, or taking an extra action. Outside of combat, a major effect means that something beneficial happens based on the circumstance. For example, when climbing up a cliff wall, you make the ascent twice as fast. When a roll grants you a major effect, you can choose to use a minor effect instead if you prefer.

In combat (and only in combat), if you roll a natural 17 or 18 on your attack roll, you add 1 or 2 additional points of damage, respectively. Neither roll has any special effect options—just the extra damage.

For more information on special rolls and how they affect combat and other interactions, see Rules of the Game.

Rolling a natural 1 is always bad. It means that the GM introduces a new complication into the encounter.

Range and Speed

Distance is simplified into four categories: immediate, short, long, and very long.

Immediate distance from a character is within reach or within a few steps. If a character stands in a small room, everything in the room is within immediate distance. At most, immediate distance is 10 feet (3 m).

Short distance is anything greater than immediate distance but less than 50 feet (15 m) or so.

Long distance is anything greater than short distance but less than 100 feet (30 m) or so.

Very long distance is anything greater than long distance but less than 500 feet (150 m) or so. Beyond that range, distances are always specified—1,000 feet (300 m), a mile (1.5 km), and so on.

The idea is that it’s not necessary to measure precise distances. Immediate distance is right there, practically next to the character. Short distance is nearby. Long distance is farther off. Very long distance is really far off.

All weapons and special abilities use these terms for ranges. For example, all melee weapons have immediate range—they are close-combat weapons, and you can use them to attack anyone within immediate distance. A thrown knife (and most other thrown weapons) has short range. A bow has long range. An Adept’s Onslaught ability also has short range.

A character can move an immediate distance as part of another action. In other words, they can take a few steps over to the control panel and activate a switch. They can lunge across a small room to attack a foe. They can open a door and step through.

A character can move a short distance as their entire action for a turn. They can also try to move a long distance as their entire action, but the player might have to roll to see if the character slips, trips, or stumbles as the result of moving so far so quickly.

For example, if the PCs are fighting a group of cultists, any character can likely attack any cultist in the general melee—they’re all within immediate range. Exact positions aren’t important. Creatures in a fight are always moving, shifting, and jostling, anyway. However, if one cultist stayed back to fire a pistol, a character might have to use their entire action to move the short distance required to attack that foe. It doesn’t matter if the cultist is 20 feet (6 m) or 40 feet (12 m) away—it’s simply considered short distance. It does matter if the cultist is more than 50 feet (15 m) away because that distance would require a long or very long move.

Many rules in this system avoid the cumbersome need for precision. Does it really matter if the ghost is 13 feet away from you or 18? Probably not. That kind of needless specificity only slows things down and draws away from, rather than contributes to, the story.

Experience Points

Experience points (XP) are rewards given to players when the GM intrudes on the story (this is called GM intrusion) with a new and unexpected challenge. For example, in the middle of combat, the GM might inform the player that they drop their weapon. However, to intrude in this manner, the GM must award the player 2 XP. The rewarded player, in turn, must immediately give one of those XP to another player and justify the gift (perhaps the other player had a good idea, told a funny joke, performed an action that saved a life, and so on).

Alternatively, the player can refuse the GM intrusion. If they do so, they don’t get the 2 XP from the GM, and they must also spend 1 XP that they already have. If the player has no XP to spend, they can’t refuse the intrusion.

The GM can also give players XP between sessions as a reward for making discoveries during an adventure. Discoveries are interesting facts, wondrous secrets, powerful artifacts, answers to mysteries, or solutions to problems (such as where the kidnappers are keeping their victim or how the PCs repair the starship). You don’t earn XP for killing foes or overcoming standard challenges in the course of play. Discovery is the soul of the Cypher System.

Experience points are used primarily for character advancement (for details, see the Creating Your Character chapter), but a player can also spend 1 XP to reroll any die roll and take the better of the two rolls.

Cyphers

Cyphers are abilities that have a single use. In many campaigns, cyphers aren’t physical objects—they might be a spell cast upon a character, a blessing from a god, or just a quirk of fate that gives them a momentary advantage. In some campaigns, cyphers are physical objects that characters can carry. Whether or not cyphers are physical objects, they are part of the character (like equipment or a special ability) and are things characters can use during the game. The form that physical cyphers take depends on the setting. In a fantasy world they might be wands or potions, but in a science fiction game they could be alien crystals or prototype devices.

Characters will find new cyphers frequently in the course of play, so players shouldn’t hesitate to use their cypher abilities. Because cyphers are always different, the characters will always have new special powers to try.

Other Dice

In addition to a d20, you’ll need a d6 (a six-sided die). Rarely, you’ll need to roll a number between 1 and 100 (often called a d100 or d% roll), which you can do by rolling a d20 twice, using the last digit of the first roll as the “tens” place and the last digit of the second roll as the “ones” place. For example, rolling a 17 and a 9 gives you 79, rolling a 3 and an 18 gives you 38, and rolling a 20 and a 10 gives you 00 (also known as 100). If you have a d10 (a ten-sided die), you can use it instead of the d20 to roll numbers between 1 and 100.

A d6 is used most often for recovery rolls and to determine the level of cyphers.

Glossary

Game master (GM): The player who doesn’t run a character, but instead guides the flow of the story and runs all the NPCs.

Nonplayer character (NPC): Characters run by the GM. Think of them as the minor characters in the story, or the villains or opponents. This includes any kind of creature as well as people.

Party: A group of player characters (and perhaps some NPC allies).

Player character (PC): A character run by a player rather than the GM. Think of the PCs as the main characters in the story.

Player: The players who run characters in the game.

Session: A single play experience. Usually lasts a few hours. Sometimes one adventure can be accomplished in a session. More often, one adventure is multiple sessions.

Adventure: A single portion of the campaign with a beginning and an end. Usually defined at the beginning by a goal put forth by the PCs and at the end by whether or not they achieve that goal.

Campaign: A series of sessions strung together with an overarching story (or linked stories) with the same player characters. Often, but not always, a campaign involves a number of adventures.

Character: Anything that can act in the game. Although this includes PCs and human NPCs, it also technically includes creatures, aliens, mutants, automatons, animate plants, and so on. The word “creature” is usually synonymous.

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Cypher System games are played in the joint imagination of all the players, including the GM. The GM sets the scene, the players state what their characters attempt to do, and the GM determines what happens next. The rules and the dice help make the game run smoothly, but it’s the people, not the rules or the dice, that direct the action and determine the story—and the fun. If a rule gets in the way or detracts from the game, the players and the GM should work together to change it.

This is how you play the Cypher System:

  1. The player tells the GM what they want to do. This is a character action.

  2. The GM determines if that action is routine (and therefore works without needing a roll) or if there’s a chance of failure.

  3. If there is a chance of failure, the GM determines which stat the task uses (Might, Speed, or Intellect) and the task’s difficulty—how hard it will be on a scale from 1 (really easy) to 10 (basically impossible).

  4. The player and the GM determine if anything about the character—such as training, equipment, special abilities, or various actions—can modify the difficulty up or down by one or more steps. If these modifications reduce the difficulty to less than 1, the action is routine (and therefore works with no roll needed).

  5. If the action still isn’t routine, the GM uses its difficulty to determine the target number—how high the player must roll to succeed at the action (see the Task Difficulty table). The GM doesn’t have to tell the player what the target number is, but they can give the player a hint, especially if the character would reasonably know if the action was easy, average, difficult, or impossible.

  6. The player rolls a d20. If they roll equal to or higher than the target number, the character succeeds.

That’s it. That’s how to do anything, whether it’s identifying an unknown device, calming a raging drunk, climbing a treacherous cliff, or battling a demigod. Even if you ignored all the other rules, you could still play the Cypher System with just this information. The key features here are: character actions, determining task difficulty, and determining modifications.

Key Concepts

Action: Anything a character does that is significant—punch a foe, leap a chasm, activate a device, use a special power, and so on. Each character can take one action in a round.

Character: Any creature in the game capable of acting, whether it is a player character (PC) run by a player or a nonplayer character (NPC) run by the game master (GM). In the Cypher System, even bizarre creatures, sentient machines, and living energy beings can be “characters.”

Difficulty: A measure of how easy it is to accomplish a task. Difficulty is rated on a scale from 1 (lowest) to 10 (highest). Altering the difficulty to make a task harder is called “hindering.” Altering it to make a task easier is called “easing.” All changes in difficulty are measured in steps. Difficulty often equates directly with level, so opening a level 3 locked door probably has a difficulty of 3.

Ease: A decrease in a task’s difficulty, usually by one step. If something doesn’t say how many steps it eases a task, then it reduces the difficulty by one step.

Effort: Spending points from a stat Pool to reduce the difficulty of a task. A PC decides whether or not to apply Effort on their turn before the roll is made. NPCs never apply Effort.

Hinder: An increase in a task’s difficulty, usually by one step. If something doesn’t say how many steps it hinders a task, then it increases the difficulty by one step.

Inability: The opposite of trained—you’re hindered whenever you attempt a task that you have an inability in. If you also become trained in the task, the training and the inability cancel each other out and you become practiced.

Level: A way to measure the strength, difficulty, power, or challenge of something in the game. Everything in the game has a level. NPCs and objects have levels that determine the difficulty of any task related to them. For example, an opponent’s level determines how hard they are to hit or avoid in combat. A door’s level indicates how hard it is to break down. A lock’s level determines how hard it is to pick. Levels are rated on a scale from 1 (lowest) to 10 (highest). PC tiers are a little like levels, but they go only from 1 to 6 and mechanically work very differently than levels—for example, a PC’s tier does not determine a task’s difficulty.

Practiced: The normal, unmodified ability to use a skill—not trained, specialized, or an inability. Your type determines what weapon skills you’re practiced in; if you aren’t practiced with a type of weapon, you have an inability in it.

Roll: A d20 roll made by a PC to determine whether an action is successful. Although the game occasionally uses other dice, when the text simply refers to “a roll,” it always means a d20 roll.

Round: A length of time about five to ten seconds long. There are about ten rounds in a minute. When it’s really important to track precise time, use rounds. Basically, it’s the length of time to take an action in the game, but since everyone more or less acts simultaneously, all characters get to take an action each round.

Specialized: Having an exceptional amount of skill in a task. Being specialized eases the task by two steps. So, if you are specialized in climbing, all your climbing tasks are eased by two steps.

Stat: One of the three defining characteristics for PCs: Might, Speed, or Intellect. Each stat has two values: Pool and Edge. Your Pool represents your raw, innate ability, and your Edge represents knowing how to use what you have. Each stat Pool can increase or decrease over the course of play—for example, you can lose points from your Might Pool when struck by an opponent, spend points from your Intellect Pool to activate a special ability, or rest to recover points in your Speed Pool after a long day of marching. Anything that damages a stat, restores a stat, or boosts or penalizes a stat affects the stat’s Pool.

Task: Any action that a PC attempts. The GM determines the difficulty of the task. In general, a task is something that you do and an action is you performing that task, but in most cases they mean the same thing.

Trained: Having a reasonable amount of skill in a task. Being trained eases the task. For example, if you are trained in climbing, all climbing tasks for you are eased. If you become very skilled at that task, you become specialized instead of trained. You do not need to be trained to attempt a task.

Turn: The part of the round when a character or creature takes its actions. For example, if a Warrior and an Adept are fighting an orc, each round the Warrior takes an action on their turn, the Adept takes an action on their turn, and the orc takes an action on its turn. Some abilities or effects last only one turn, or end when the next turn is started.

Taking Action

Each character gets one turn each round. On a character’s turn, they can do one thing—an action. All actions fall into one of three categories: Might, Speed, or Intellect (just like the three stats). Many actions require die rolls—rolling a d20.

Every action performs a task, and every task has a difficulty that determines what number a character must reach or surpass with a die roll to succeed.

Most tasks have a difficulty of 0, which means the character succeeds automatically. For example, walking across a room, opening a door, and throwing a stone into a nearby bucket are all actions, but none of them requires a roll. Actions that are usually difficult or that become difficult due to the situation (such as shooting at a target in a blizzard) have a higher difficulty. These actions usually require a roll.

Some actions require a minimum expenditure of Might, Speed, or Intellect points. If a character cannot spend the minimum number of points needed to complete the action, they automatically fail at the task.

Determining Task Stat

Every task relates to one of a character’s three stats: Might, Speed, or Intellect. Physical activities that require strength, power, or endurance relate to Might. Physical activities that require agility, flexibility, or fast reflexes relate to Speed. Mental activities that require force of will, memory, or mental power relate to Intellect. This means you can generalize tasks into three categories: Might tasks, Speed tasks, and Intellect tasks. You can also generalize rolls into three categories: Might rolls, Speed rolls, and Intellect rolls.

The category of the task or roll determines what kind of Effort you can apply to the roll and may determine how a character’s other abilities affect the roll. For example, an Adept may have an ability that makes them better at Intellect rolls, and a Warrior may have an ability that makes them better at Speed rolls.

Determining Task Difficulty

The most frequent thing a GM does during the game—and probably the most important thing—is set a task’s difficulty. To make the job easier, use the Task Difficulty table, which associates a difficulty rating with a descriptive name, a target number, and general guidance about the difficulty.

Every difficulty from 1 to 10 has a target number associated with it. The target number is easy to remember: it’s always three times the difficulty. The target number is the minimum number a player needs to roll on a d20 to succeed at the task. Moving up or down on the table is called hindering or easing, which is measured in steps.

For example, reducing a difficulty 5 task to a difficulty 4 task is “easing the difficulty by one step” or just “easing the difficulty” or “easing the task.” Most modifiers affect the difficulty rather than the player’s roll. This has two consequences:

Low target numbers such as 3 or 6, which would be boring in most games that use a d20, are not boring in the Cypher System. For example, if you need to roll a 6 or higher, you still have a 25% chance to fail.

The upper levels of difficulty (7, 8, 9, and 10) are all but impossible because the target numbers are 21 or higher, which you can’t roll on a d20. However, it’s common for PCs to have abilities or equipment that ease a task and thus lower the target number to something they can roll on a d20.

A character’s tier does not determine a task’s level. Things don’t get more difficult just because a character’s tier increases—the world doesn’t instantly become a more difficult place. Fourth-tier characters don’t deal only with level 4 creatures or difficulty 4 tasks (although a fourth-tier character probably has a better shot at success than a first-tier character does). Just because something is level 4 doesn’t necessarily mean it’s meant only for fourth-tier characters. Similarly, depending on the situation, a fifth-tier character could find a difficulty 2 task just as challenging as a second-tier character does.

Therefore, when setting the difficulty of a task, the GM should rate the task on its own merits, not on the power of the characters.

Modifying the Difficulty

After the GM sets the difficulty for a task, the player can try to modify it for their character. Any such modification applies only to this particular attempt at the task. In other words, rewiring an electronic door lock normally might be difficulty 6, but since the character doing the work is skilled in such tasks, has the right tools, and has another character assisting them, the difficulty in this instance might be much lower. That’s why it’s important for the GM to set a task’s difficulty without taking the character into account. The character comes in at this step.

By using skills and assets, working together, and—perhaps most important—applying Effort, a character can ease a task by multiple steps to make it easier. Rather than adding bonuses to the player’s roll, reducing the difficulty lowers the target number. If they can reduce the difficulty of a task to 0, no roll is needed; success is automatic. (An exception is if the GM decides to use a GM intrusion on the task, in which case the player would have to make a roll at the original difficulty.)

There are three basic ways in which a character can ease a task: skills, assets, and Effort. Each method eases the task by at least one step—never in smaller increments.

By using skills, assets, and Effort, a character can ease a task by a maximum of ten steps: one or two steps from skills, one or two steps from assets, and one to six steps from Effort.

Skills

Characters may be skilled at performing a specific task. A skill can vary from character to character. For example, one character might be skilled at lying, another might be skilled at trickery, and a third might be skilled in all interpersonal interactions. The first level of being skilled is called being trained, and it eases that task by one step. More rarely, a character can be incredibly skilled at performing a task. This is called being specialized, and it eases the task by two steps instead of one. Skills can never decrease a task by more than two steps—any more than two steps from being trained and specialized don’t count.

Assets

An asset is anything that helps a character with a task, such as having a really good crowbar when trying to force open a door or being in a rainstorm when trying to put out a fire. Appropriate assets vary from task to task. The perfect awl might help when woodworking, but it won’t make a dance performance much better. An asset usually eases a task by one step. Assets can never ease a task by more than two steps—any more than two steps from assets don’t count.

The important thing to remember is that a skill can reduce the difficulty by no more than two steps, and assets can reduce the difficulty by no more than two steps, regardless of the situation. Thus, no task’s difficulty will ever be reduced by more than four steps without using Effort.

Effort

A player can apply Effort to ease a task. To do this, the player spends points from the stat Pool that’s most appropriate to the task. For example, applying Effort to push a heavy rock off a cliff requires a player to spend points from the character’s Might Pool; applying Effort to activate an unusual machine interface requires them to spend points from the character’s Intellect Pool. For every level of Effort spent on a task, the task is eased. It costs 3 points from a stat Pool to apply one level of Effort, and it costs 2 additional points for every level thereafter (so it costs 5 points for two levels of Effort, 7 points for three levels of Effort, and so on). A character must spend points from the same stat Pool as the type of task or roll—Might points for a Might roll, Speed points for a Speed roll, or Intellect points for an Intellect roll.

Every character has a maximum level of Effort they can apply to a single task. Effort can never ease a task by more than six steps—any more than six steps from applying Effort doesn’t count.

Free Level of Effort: A few abilities give you a free level of Effort (these usually require you to apply at least one level of Effort to a task). In effect, you’re getting one more level of Effort than what you paid for. This free level of Effort can exceed the Effort limit for your character, but not the six-step limit for easing a task.

Rolling the Die

To determine success or failure, a player rolls a die (always a d20). If they roll the target number or higher, they succeed. Most of the time, that’s the end of it—nothing else needs to be done. Rarely, a character might apply a small modifier to the roll. If they have a +2 bonus when attempting specific actions, they add 2 to the number rolled. However, the original roll matters if it’s a special roll.

If a character applies a modifier to the die roll, it’s possible to get a result of 21 or higher, in which case they can attempt a task with a target number above 20. But if there is no possibility for success—if not even rolling a natural 20 (meaning the d20 shows that number) is sufficient to accomplish the task—then no roll is made. Otherwise, characters would have a chance to succeed at everything, even impossible or ridiculous tasks such as climbing moonbeams, throwing elephants, or hitting a target on the opposite side of a mountain with an arrow.

If a character’s modifiers add up to +3, treat them as an asset instead. In other words, instead of adding a +3 bonus to the roll, reduce the difficulty by one step. For example, if a Warrior has a +1 bonus to attack rolls from a minor effect, a +1 bonus to attack rolls from a special weapon quality, and a +1 bonus to attack rolls from a special ability, they do not add 3 to their attack roll—instead, they reduce the difficulty of the attack by one step. So if they attack a level 3 foe, they would normally roll against difficulty 3 and try to reach a target number of 9, but thanks to their asset, they roll against difficulty 2 and try to reach a target number of 6.

This distinction is important when stacking skills and assets to decrease the difficulty of an action, especially since reducing the difficulty to 0 or lower means no roll is needed.

The Player Always Rolls

In the Cypher System, players always drive the action. That means they make all the die rolls. If a PC leaps out of a moving vehicle, the player rolls to see if they succeed. If a PC searches for a hidden panel, the player rolls to determine whether they find it. If a rockslide falls on a PC, the player rolls to try to get out of the way. If a PC and an NPC arm wrestle, the player rolls, and the NPC’s level determines the target number. If a PC attacks a foe, the player rolls to see if they hit. If a foe attacks the PC, the player rolls to see if they dodge the blow.

As shown by the last two examples, the PC rolls whether they are attacking or defending. Thus, something that improves defenses might ease or hinder their rolls. For example, if a PC uses a low wall to gain cover from attacks, the wall eases the player’s defense rolls. If a foe uses the wall to gain cover from the PC’s attacks, it hinders the player’s attack rolls.

Special Rolls

If a character rolls a natural 1, 17, 18, 19, or 20 (meaning the d20 shows that number), special rules come into play. These are explained in more detail in the following sections.

1: GM Intrusion. The GM makes a free intrusion (see below) and doesn’t award experience points (XP) for it.

17: Damage Bonus. If the roll was a damage-dealing attack, it deals 1 additional point of damage.

18: Damage Bonus. If the roll was a damage-dealing attack, it deals 2 additional points of damage.

19: Minor Effect. If the roll was a damage-dealing attack, it deals 3 additional points of damage or the PC gets a minor effect in addition to the normal results of the task. If the roll was something other than an attack, the PC gets a minor effect in addition to the normal results of the task.

20: Major Effect. If the roll was a damage-dealing attack, it deals 4 additional points of damage or the PC gets a major or minor effect in addition to the normal results of the task. If the roll was something other than an attack, the PC gets a major effect in addition to the normal results of the task. If the PC spent points from a stat Pool on the action, the point cost for the action decreases to 0, meaning the character regains those points as if they had not spent them at all.

GM Intrusion

GM intrusion is explained in more detail in the Running the Cypher System chapter, but essentially it means that something occurs to complicate the character’s life. The character hasn’t necessarily fumbled or done anything wrong (although perhaps they did). It could just be that the task presents an unexpected difficulty or something unrelated affects the current situation.

For GM intrusion on a defense roll, a roll of 1 might mean that the PC takes 2 additional points of damage from the attack, indicating that the opponent got in a lucky blow.

For complete details about GM intrusion and how to use it to best effect in the game, see the Running the Cypher System chapter.

Minor Effect

A minor effect happens when a player rolls a natural 19. Most of the time, a minor effect is slightly beneficial to the PC, but not overwhelming.

A climber gets up the steep slope a bit faster. A repaired machine works a bit better. A character jumping down into a pit lands on their feet. Either the GM or the player can come up with a possible minor effect that fits the situation, but both must agree on what it should be.

Don’t waste a lot of time thinking of a minor effect if nothing appropriate suggests itself. Sometimes, in cases where only success or failure matters, it’s okay to have no minor effect. Keep the game moving at an exciting pace.

In combat, the easiest and most straightforward minor effect is dealing 3 additional points of damage with an attack. The following are other common minor effects for combat:

Damage object: Instead of striking the foe, the attack strikes what the foe is holding. If the attack hits, the character makes a Might roll with a difficulty equal to the object’s level. On a success, the object moves one or more steps down the object damage track.

Distract: For one round, all of the foe’s tasks are hindered.

Knock back: The foe is knocked or forced back a few feet. Most of the time, this doesn’t matter much, but if the fight takes place on a ledge or next to a pit of lava, the effect can be significant.

Move past: The character can move a short distance at the end of the attack. This effect is useful to get past a foe guarding a door, for example.

Strike a specific body part: The attacker strikes a specific spot on the defender’s body. The GM rules what special effect, if any, results. For example, hitting a creature’s tentacle that is wrapped around an ally might make it easier for the ally to escape. Hitting a foe in the eye might blind it for one round. Hitting a creature in its one vulnerable spot might ignore Armor.

Usually, the GM just has the desired minor effect occur. For example, rolling a 19 against a relatively weak foe means it is knocked off the cliff. The effect makes the round more exciting, but the defeat of a minor creature has no significant impact on the story. Other times, the GM might rule that an additional roll is needed to achieve the effect—the special roll only gives the PC the opportunity for a minor effect. This mostly happens when the desired effect is very unlikely, such as pushing a 50-ton battle automaton off a cliff. If the player just wants to deal 3 additional points of damage as the minor effect, no extra roll is needed.

Major Effect

A major effect happens when a player rolls a natural 20. Most of the time, a major effect is quite beneficial to the character. A climber gets up the steep slope in half the time. A jumper lands with such panache that those nearby are impressed and possibly intimidated. A defender makes a free attack on a foe.

Either the GM or the player can come up with a possible major effect that fits the situation, but both must agree on what it should be. As with minor effects, don’t spend a lot of time agonizing over the details of a major effect. In cases where only success or failure matters, a major effect might offer the character a one-time asset (a modification of one step) to use the next time they attempt a similar action. When nothing else seems appropriate, the GM can simply grant the PC an additional action on their turn that same round.

In combat, the easiest and most straightforward major effect is dealing 4 additional points of damage with an attack. The following are other common major effects for combat.

Disarm: The foe drops one object that it is holding.

Impair: For the rest of the combat, all tasks the foe attempts are hindered.

Knock down: The foe is knocked prone. It can get up on its turn.

Stun: The foe loses its next action.

As with minor effects, usually the GM just has the desired major effect occur, but sometimes the GM might require an extra roll if the major effect is unusual or unlikely.

Retrying a Task After Failure

If a character fails a task (whether it’s climbing a wall, picking a lock, trying to figure out a mysterious device, or something else) they can attempt it again, but they must apply at least one level of Effort when retrying that task. A retry is a new action, not part of the same action that failed, and it takes the same amount of time as the first attempt did.

Sometimes the GM might rule that retries are impossible. Perhaps a character has one chance to convince the leader of a group of thugs not to attack, and after that, no amount of talking will stop them.

This rule doesn’t apply to something like attacking a foe in combat because combat is always changing and fluid. Each round’s situation is new, not a repeat of a previous situation, so a missed attack can’t be retried.

Initial Cost

The GM can assign a point cost to a task just for trying it. Called an initial cost, it’s simply an indication that the task is particularly taxing. For example, let’s say a character wants to try a Might action to open a heavy cellar door that is partially rusted shut. The GM says that forcing the door open is a difficulty 5 task, and there’s an initial cost of 3 Might points simply to try. This initial cost is in addition to any points the character chooses to spend on the roll (such as when applying Effort), and the initial cost points do not affect the difficulty of the task. In other words, the character must spend 3 Might points to attempt the task at all, but that doesn’t help them open the door. If they want to apply Effort to ease the task, they have to spend more points from their Might Pool.

Edge helps with the initial cost of a task, just as it does with any expenditure from a character’s Pool. In the previous example, if the character had a Might Edge of 2, they would have to spend only 1 point (3 points minus 2 from their Might Edge) for the initial cost to attempt the task. If they also applied a level of Effort to open the door, they couldn’t use their Edge again—Edge applies only once per action—so using the Effort would cost the full 3 points. Thus, they’d spend a total of 4 points (1 for the initial cost plus 3 for the Effort) from their Might Pool.

The rationale of the initial cost rule is that even in the Cypher System, where things like Effort can help a character succeed on an action, logic still suggests that some actions are very difficult and taxing, particularly for some PCs more than others.

Distance

Distance is simplified into four basic categories: immediate, short, long, and very long.

Immediate distance from a character is within reach or within a few steps; if a character stands in a small room, everything in the room is within immediate distance. At most, immediate distance is 10 feet (3 m). Immediate distance is sometimes referred to as close, or even point-blank, particularly when referring to ranges.

The words “immediate” and “close” can be used interchangeably to talk about distance. If a creature or object is within arm’s reach of the character, it can be considered both immediate and close.

Short distance is anything greater than immediate distance but less than 50 feet (15 m) or so.

Long distance is anything greater than short distance but less than 100 feet (30 m) or so.

Very long distance is anything greater than long distance but less than 500 feet (150 m) or so.

Beyond that range, distances are always specified—1,000 feet (300 m), 1 mile (1.5 km), and so on.

All weapons and special abilities use these terms for ranges. For example, all melee weapons have immediate range—they are close-combat weapons, and you can use them to attack anyone within immediate distance. A thrown knife (and most other thrown weapons) has short range. A small handgun also has short range. A rifle has long range.

A character can move an immediate distance as a part of another action. In other words, they can take a few steps to the light switch and flip it on. They can lunge across a small room to attack a foe. They can open a door and step through.

A character can move a short distance as their entire action for a turn. They can also try to move a long distance as their entire action, but the player might have to roll to see if the character slips, trips, or stumbles for moving so far so quickly.

GMs and players don’t need to determine exact distances. For example, if the PCs are fighting a group of guards, any character can likely attack any foe in the general melee—they’re all within immediate range. However, if one trooper stays back to fire a blaster, a character might have to use their entire action to move the short distance required to attack that foe. It doesn’t matter if the trooper is 20 feet (6 m) or 40 feet (12 m) away—it’s simply considered short distance. It does matter if the trooper is more than 50 feet (15 m) away because that distance would require a long move.

Other Distances

In rare cases where distances beyond very long are needed, real-world distances are best (1 mile, 100 kilometers, and so on). However, the following shorthand distances can be useful in some settings:

Planetary: On the same planet.

Interplanetary: Within the same solar system.

Interstellar: Within the same galaxy.

Intergalactic: Anywhere in the same universe.

Interdimensional: Anywhere.

Timekeeping

Generally, keep time the same way that you normally would, using minutes, hours, days, and weeks. Thus, if the characters walk overland for 15 miles (24 km), about eight hours pass, even though the journey can be described in only a few seconds at the game table. Precision timekeeping is rarely important. Most of the time, saying things like “That takes about an hour” works fine.

This is true even when a special ability has a specific duration. In an encounter, a duration of “one minute” is mostly the same as saying “the rest of the encounter.” You don’t have to track each round that ticks by if you don’t want to. Likewise, an ability that lasts for ten minutes can safely be considered the length of an in-depth conversation, the time it takes to quickly explore a small area, or the time it takes to rest after a strenuous activity.

ActionTime Usually Required
Walking a mile over easy terrainAbout fifteen minutes
Walking a mile over rough terrain (forest, snow, hills)About half an hour
Walking a mile over difficult terrain (mountains, thick jungle)About forty-five minutes
Moving from one significant location in a city to anotherAbout fifteen minutes
Sneaking into a guarded locationAbout fifteen minutes
Observing a new location to get salient detailsAbout fifteen minutes
Having an in-depth discussionAbout ten minutes
Resting after a fight or other strenuous activityAbout ten minutes
Resting and having a quick mealAbout half an hour
Making or breaking campAbout half an hour
Shopping for supplies in a market or storeAbout an hour
Meeting with an important contactAbout half an hour
Referencing a book or websiteAbout half an hour
Searching a room for hidden thingsAt least half an hour, perhaps one hour
Searching for cyphers or other valuables amid a lot of stuffAbout an hour
Identifying and understanding a cypherFifteen minutes to half an hour
Identifying and understanding an artifactAt least fifteen minutes, perhaps three hours
Repairing a device (assuming parts and tools available)At least an hour, perhaps a day
Building a device (assuming parts and tools available)At least a day, perhaps a week

Encounters, Rounds, and Initiative

Sometimes in the course of the game, the GM or players will refer to an “encounter.” Encounters are not so much measurements of time as they are events or instances in which something happens, like a scene of a movie or a chapter in a book. An encounter might be a fight with a foe, a dramatic crossing of a raging river, or a stressful negotiation with an important official. It’s useful to use the word when referring to a specific scene, as in “My Might Pool is low after that encounter with the soul sorcerer yesterday.”

A round is about five to ten seconds. The length of time is variable because sometimes one round might be a bit longer than another. You don’t need to measure time more precisely than that. You can estimate that on average there are about ten rounds in a minute. In a round, everyone—each character and NPC—gets to take one action.

To determine who goes first, second, and so on in a round, each player makes a Speed roll called an initiative roll. Most of the time, it’s only important to know which characters act before the NPCs and which act after the NPCs. On an initiative roll, a character who rolls higher than an NPC’s target number takes their action before the NPC does. As with all target numbers, an NPC’s target number for an initiative roll is three times the NPC’s level. Many times, the GM will have all NPCs take their actions at the same time, using the highest target number from among all the NPCs. Using this method, any characters who rolled higher than the target number act first, then all the NPCs act, and finally any characters who rolled lower than the target number act.

An initiative roll is a d20 roll. Since your initiative depends on how fast you are, if you spend Effort on the roll, the points come from your Speed Pool.

The order in which the characters act usually isn’t important. If the players want to go in a precise order, they can act in initiative order (highest to lowest), by going around the table, by going oldest to youngest, and so on.

For example, Charles, Tammie, and Shanna’s characters are in combat with two level 2 security guards. The GM has the players make Speed rolls to determine initiative. Charles rolls an 8, Shanna rolls a 15, and Tammie rolls a 4. The target number for a level 2 creature is 6, so each round Charles and Shanna act before the guards, then the guards act, and finally Tammie acts. It doesn’t matter whether Charles acts before or after Shanna, as long as they think it’s fair.

After everyone—all PCs and NPCs—in the combat has had a turn, the round ends and a new round begins. In all rounds after the first, everyone acts in the same order as they did in the first round. The characters cycle through this order until the logical end of the encounter (the end of the fight or the completion of the event) or until the GM asks them to make new initiative rolls. The GM can call for new initiative rolls at the beginning of any new round when conditions drastically change. For example, if the NPCs gain reinforcements, the environment changes (perhaps the lights go out), the terrain changes (maybe part of the balcony collapses under the PCs), or something similar occurs, the GM can call for new initiative rolls.

Since the action moves as a cycle, anything that lasts for a round ends where it started in the cycle. If Umberto uses an ability on an opponent that hinders its defenses for one round, the effect lasts until Umberto acts on his next turn.

A Closer Look At Situations that Don’t Involve PCs

Ultimately, the GM is the arbiter of conflicts that do not involve the PCs. They should be adjudicated in the most interesting, logical, and story-based way possible. When in doubt, match the level of the NPCs (characters or creatures) or their respective effects to determine the results. Thus, if a level 4 NPC fights a level 3 NPC, the level 4 NPC will win, but if they face a level 7 NPC, they’ll lose. Likewise, a level 4 creature resists poisons or devices of level 3 or lower but not those of level 5 and above.

The essence is this: in the Cypher System, it doesn’t matter if something is a creature, a poison, or a gravity-dispelling ray. If it’s a higher level, it wins; if it’s a lower level, it loses. If two things of equal level oppose each other, there might be a long, drawn-out battle that could go either way.

Actions

Anything that your character does in a round is an action. It’s easiest to think of an action as a single thing that you can do in five to ten seconds. For example, if you use your dart thrower to shoot a strange floating orb, that’s one action. So is running for cover behind a stack of barrels, prying open a stuck door, using a rope to pull your friend up from a pit, or activating a cypher (even if it’s stored in your pack).

Opening a door and attacking a security guard on the other side are two actions. It’s more a matter of focus than time. Drawing your sword and attacking a foe is all one action. Putting away your bow and pushing a heavy bookcase to block a door are two actions because each requires a different train of thought.

If the action you want to accomplish is not within reach, you can move a little bit. Essentially, you can move up to an immediate distance to perform your action. For example, you can move an immediate distance and attack a foe, open a door and move an immediate distance into the hallway beyond, or grab your hurt friend lying on the ground and pull them back a few steps. This movement can occur before or after your action, so you can move to a door and open it, or you can open a door and move through it.

The most common actions are:

Action: Attack

An attack is anything that you do to someone that they don’t want you to do. Slashing a foe with a curved dagger is an attack, blasting a foe with a lightning artifact is an attack, wrapping a foe in magnetically controlled metal cables is an attack, and controlling someone’s mind is an attack. An attack almost always requires a roll to see if you hit or otherwise affect your target.

In the simplest kind of attack, such as a PC trying to stab a thug with a knife, the player rolls and compares their result to the opponent’s target number. If their roll is equal to or greater than the target number, the attack hits. Just as with any kind of task, the GM might modify the difficulty based on the situation, and the player might have a bonus to the roll or might try to ease the task using skills, assets, or Effort.

A less straightforward attack might be a special ability that stuns a foe with a mental blast. However, it’s handled the same way: the player makes a roll against the opponent’s target number. Similarly, an attempt to tackle a foe and wrestle it to the ground is still just a roll against the foe’s target number.

Attacks are sometimes categorized as “melee” attacks, meaning that you hurt or affect something within immediate reach, or “ranged” attacks, meaning that you hurt or affect something at a distance.

Melee attacks can be Might or Speed actions—player choice. Physical ranged attacks (such as bows, thrown weapons, and blasts of fire from a mutation) are almost always Speed actions, but those that come from special abilities tend to be Intellect actions.

Special abilities that require touching the target require a melee attack. If the attack misses, the power is not wasted, and you can try again each round as your action until you hit the target, use another ability, or take a different action that requires you to use your hands. These attempts in later rounds count as different actions, so you don’t have to keep track of how much Effort you used when you activated the ability or how you used Edge. For example, let’s say that in the first round of combat, you activate a special ability that requires you to touch your foe and you use Effort to ease the attack, but you roll poorly and miss your foe. In the second round of combat, you can try attacking again and use Effort to ease the attack roll.

The GM and players are encouraged to describe every attack with flavor and flair. One attack roll might be a stab to the foe’s arm. A miss might be the PC’s sword slamming into the wall. Combatants lunge, block, duck, spin, leap, and make all kinds of movements that should keep combat visually interesting and compelling. The Running the Cypher System chapter has much more guidance in this regard.

Common elements that affect the difficulty of a combat task are cover, range, and darkness. The rules for these and other modifiers are explained in the Attack Modifiers and Special Situations section of this chapter.

Damage

When an attack strikes a character, it usually means the character takes damage.

An attack against a PC subtracts points from one of the character’s stat Pools—usually the Might Pool. Whenever an attack simply says it deals “damage” without specifying the type, it means Might damage, which is by far the most common type. Intellect damage, which is usually the result of a mental attack, is always labeled as Intellect damage. Speed damage is often a physical attack, but attacks that deal Speed damage are fairly rare.

NPCs don’t have stat Pools. Instead, they have a characteristic called health. When an NPC takes damage of any kind, the amount is subtracted from its health. Unless described otherwise, an NPC’s health is always equal to its target number. Some NPCs might have special reactions to or defenses against attacks that would normally deal Speed damage or Intellect damage, but unless the NPC’s description specifically explains this, assume that all damage is subtracted from the NPC’s health.

Objects don’t have stat Pools or health. They have an object damage track, just like how PCs have a damage track. Attacking objects might move them down their damage track.

Damage is always a specific amount determined by the attack. For example, a slash with a broadsword or a blast with a spike thrower deals 4 points of damage. An Adept’s Onslaught deals 4 points of damage. Often, there are ways for the attacker to increase the damage. For example, a PC can apply Effort to deal 3 additional points of damage, and rolling a natural 17 on the attack roll deals 1 additional point of damage.

Armor

Pieces of equipment and special abilities protect a character from damage by giving them Armor. Each time a character takes damage, subtract their Armor value from the damage before reducing their stat Pool or health. For example, if a Warrior with 2 Armor is hit by a gunshot that deals 4 points of damage, they take only 2 points of damage (4 minus 2 from their Armor). If Armor reduces the incoming damage to 0 or lower, the character takes no damage from the attack. For example, the Warrior’s 2 Armor protects them from all physical attacks that deal 1 or 2 points of damage.

The most common way to get Armor is to wear physical armor, such as a leather jacket, a bulletproof vest, a chainmail hauberk, bioengineered carapace grafts, or something else, depending on the setting. All physical armor comes in one of three categories: light, medium, or heavy. Light armor gives the wearer 1 point of Armor, medium gives 2 points of Armor, and heavy gives 3 points of Armor.

When you see the word “Armor” capitalized in the game rules (other than in the name of a special ability), it refers to your Armor characteristic—the number you subtract from incoming damage. When you see the word “armor” in lowercase, it refers to any physical armor you might wear.

Other effects can add to a character’s Armor. If a character is wearing chainmail (+2 to Armor) and has an ability that covers them in a protective force field that grants +1 to Armor, their total is 3 Armor. If they also use a cypher that hardens their flesh temporarily for +1 to Armor, their total is 4 Armor.

Some types of damage ignore physical armor. Attacks that specifically deal Speed damage or Intellect damage ignore Armor; the creature takes the listed amount of damage without any reduction from Armor. Ambient damage (see below) usually ignores Armor as well.

A creature may have a special bonus to Armor against certain kinds of attacks. For example, a protective suit made of a sturdy, fire-resistant material might normally give its wearer +1 to Armor but count as +3 to Armor against fire attacks. An artifact worn as a helmet might grant +2 to Armor only against mental attacks.

Ambient Damage

Some kinds of damage aren’t direct attacks against a creature, but they indirectly affect everything in the area. Most of these are environmental effects such as winter cold, high temperatures, or background radiation. Damage from these kinds of sources is called ambient damage. Physical armor usually doesn’t protect against ambient damage, though a well-insulated suit of armor can protect against cold weather.

Damage From Hazards

Attacks aren’t the only way to inflict damage on a character. Experiences such as falling from a great height, being burned in a fire, and spending time in severe weather also deal damage. Although no list of potential hazards could be comprehensive, the Damage From Hazards table includes common examples.

SourceDamageNotes
Falling1 point per 10 feet (3 m) fallen (ambient damage)
Minor fire3 points per round (ambient damage)Torch
Major fire6 points per round (ambient damage)Engulfed in flames; lava
Acid splash2 points per round (ambient damage)
Acid bath6 points per round (ambient damage)Immersed in acid
Cold1 point per round (ambient damage)Below freezing temperatures
Severe cold3 points per round (ambient damage)Liquid nitrogen
Shock1 point per round (ambient damage)Often involves losing next action
Electrocution6 points per round (ambient damage)Often involves losing next action
Crush3 pointsObject or creature falls on character
Huge crush6 pointsRoof collapse; cave-in
Collision6 pointsLarge, fast object strikes character

The Effects of Taking Damage

When an NPC reaches 0 health, it is either dead or (if the attacker wishes) incapacitated, meaning unconscious or beaten into submission.

As previously mentioned, damage from most sources is applied to a character’s Might Pool. Otherwise, stat damage always reduces the Pool of the stat it affects.

If damage reduces a character’s stat Pool to 0, any further damage to that stat (including excess damage from the attack that reduced the stat to 0) is applied to another stat Pool. Damage is applied to Pools in this order:

  1. Might (unless the Pool is 0)

  2. Speed (unless the Pool is 0)

  3. Intellect

Even if the damage is applied to another stat Pool, it still counts as its original type for the purpose of Armor and special abilities that affect damage. For example, if a character with 2 Armor is reduced to 0 Might and then is hit by a creature’s claw for 3 points of damage, it still counts as Might damage, so their Armor reduces the damage to 1 point, which then is applied to their Speed Pool. In other words, even though they take the damage from their Speed Pool, it doesn’t ignore Armor like Speed damage normally would.

In addition to taking damage from their Might Pool, Speed Pool, or Intellect Pool, PCs also have a damage track. The damage track has four states (from best to worst): hale, impaired, debilitated, and dead. When one of a PC’s stat Pools reaches 0, they move one step down the damage track. Thus, if they are hale, they become impaired. If they are already impaired, they become debilitated. If they are already debilitated, they become dead.

Some effects can immediately shift a PC one or more steps on the damage track. These include rare poisons, cellular disruption attacks, and massive traumas (such as falls from very great heights, being run over by a speeding vehicle, and so on, as determined by the GM).

Some attacks, like a serpent’s poisonous bite or a Speaker’s Enthrall, have effects other than damage to a stat Pool or shifting the PC on the damage track. These attacks can cause unconsciousness, paralysis, and so on.

When NPCs (who have only health) suffer Speed or Intellect damage, normally this is treated the same as Might damage. However, the GM or the player has the option to suggest an appropriate alternate effect—the NPC suffers a penalty, moves more slowly, is stunned, and so on.

The Damage Track

As noted above, the damage track has four states: hale, impaired, debilitated, and dead.

Hale is the normal state for a character: all three stat Pools are at 1 or higher, and the PC has no penalties from harmful conditions. When a hale PC takes enough damage to reduce one of their stat Pools to 0, they become impaired. Note that a character whose stat Pools are much lower than normal can still be hale.

Impaired is a wounded or injured state. When an impaired character applies Effort, it costs 1 extra point per level applied. For example, applying one level of Effort costs 4 points instead of 3, and applying two levels of Effort costs 7 points instead of 5.

An impaired character ignores minor and major effect results on their rolls, and they don’t deal as much extra damage in combat with a special roll. In combat, a roll of 17 or higher deals only 1 additional point of damage. When an impaired PC takes enough damage to reduce one of their stat Pools to 0, they become debilitated.

Debilitated is a critically injured state. A debilitated character may not take any actions other than to move (probably crawl) no more than an immediate distance. If a debilitated character’s Speed Pool is 0, they can’t move at all. When a debilitated PC takes enough damage to reduce a stat Pool to 0, they are dead.

Dead is dead.

The damage track allows you to know how far from death you are. If you’re hale, you’re three steps from death. If you’re impaired, you’re two steps from death. If you’re debilitated, you are only one small step from death’s door.

Recovering Points in a Pool

After losing or spending points in a Pool, you recover those points by resting. You can’t increase a Pool past its maximum by resting—just back to its normal level. Any extra points gained go away with no effect. The amount of points you recover from a rest, and how long each rest takes, depends on how many times you have rested so far that day.

When you rest, make a recovery roll. To do this, roll a d6 and add your tier. You recover that many points, and you can divide them among your stat Pools however you wish. For example, if your recovery roll is 4 and you’ve lost 4 points of Might and 2 points of Speed, you can recover 4 points of Might, or 2 points of Might and 2 points of Speed, or any other combination adding up to 4 points.

The first time you rest each day, it takes only a few seconds to catch your breath. If you rest this way in the middle of an encounter, it takes one action on your turn.

The second time you rest each day, you must rest for ten minutes to make a recovery roll. The third time you rest each day, you must rest for one hour to make a recovery roll. The fourth time you rest each day, you must rest for ten hours to make a recovery roll (usually, this occurs when you stop for the day to eat and sleep).

After that much rest, it’s assumed to be a new day, so the next time you rest, it takes only a few seconds. The next rest takes ten minutes, then one hour, and so on, in a cycle.

If you haven’t rested yet that day and you take a lot of damage in a fight, you could rest a few seconds (regaining 1d6 points + 1 point per tier) and then immediately rest for ten minutes (regaining another 1d6 points + 1 point per tier). Thus, in one full day of doing nothing but resting, you could recover 4d6 points + 4 points per tier.

Each character chooses when to make recovery rolls. If a party of five PCs rests for ten minutes because two of them want to make recovery rolls, the others don’t have to make rolls at that time. Later in the day, those three can decide to rest for ten minutes and make recovery rolls.

Recovery RollRest Time Needed
First recovery rollOne action
Second recovery rollTen minutes
Third recovery rollOne hour
Fourth recovery rollTen hours

Restoring the Damage Track

Using points from a recovery roll to raise a stat Pool from 0 to 1 or higher also automatically moves the character up one step on the damage track.

If all of a PC’s stat Pools are above 0 and the character has taken special damage that moved them down the damage track, they can use a recovery roll to move up one step on the damage track instead of recovering points. For example, a character who is debilitated from a hit with a cell-disrupting biotech device can rest and move up to impaired rather than recover points in a Pool.

Special Damage

In the course of playing the game, characters face all manner of threats and dangers that can harm them in a variety of ways, only some of which are easily represented by points of damage.

Dazed and Stunned: Characters can be dazed when struck hard on the head, exposed to extremely loud sounds, or affected by a mental attack. When this happens, for the duration of the daze effect (usually one round), all of the character’s tasks are hindered. Similar but more severe attacks can stun characters. Stunned characters lose their turn (but can still defend against attacks normally).

Poison and Disease: When characters encounter poison—whether the venom of a serpent, rat poison slipped into a burrito, cyanide dissolved in wine, or an overdose of acetaminophen—they make a Might defense roll to resist it. Failure to resist can result in points of damage, moving down the damage track, or a specific effect such as paralysis, unconsciousness, disability, or something stranger. For example, some poisons affect the brain, making it impossible to say certain words, take certain actions, resist certain effects, or recover points to a stat Pool.

Diseases work like poisons, but their effect occurs every day, so the victim must make a Might defense roll each day or suffer the effects. Disease effects are as varied as poisons: points of damage, moving down the damage track, disability, and so on. Many diseases inflict damage that cannot be restored through conventional means.

Paralysis: Paralytic effects cause a character to drop to the ground, unable to move. Unless otherwise specified, the character can still take actions that require no physical movement.

Other Effects: Other special effects can render a character blind or deaf, unable to stand without falling over, or unable to breathe. Stranger effects might negate gravity for the character (or increase it a hundredfold), transport them to another place, render them out of phase, mutate their physical form, implant false memories or senses, alter the way their brain processes information, or inflame their nerves so they are in constant, excruciating pain. Each special effect must be handled on a case-by-case basis. The GM adjudicates how the character is affected and how the condition can be alleviated (if possible).

NPCs and Special Damage

The GM always has final say over what special damage will affect an NPC. Human NPCs usually react like characters, but nonhuman creatures might react very differently. For example, a tiny bit of venom is unlikely to hurt a gigantic dragon, and it won’t affect an android or a demon at all.

If an NPC is susceptible to an attack that would shift a character down the damage track, using that attack on the NPC usually renders it unconscious or dead. Alternatively, the GM could apply the debilitated condition to the NPC, with the same effect as it would have on a PC.

Attack Modifiers And Special Situations

In combat situations, many modifiers might come into play. Although the GM is at liberty to assess whatever modifiers they think are appropriate to the situation (that’s their role in the game), the following suggestions and guidelines might make that easier. Often the modifier is applied as a step in difficulty. So if a situation hinders attacks, that means if a PC attacks an NPC, the difficulty of the attack roll is increased by one step, and if an NPC attacks a PC, the difficulty of the defense roll is decreased by one step. This is because players make all rolls, whether they are attacking or defending—NPCs never make attack or defense rolls.

When in doubt, if it seems like it should be harder to attack in a situation, hinder the attack rolls. If it seems like attacks should gain an advantage or be easier in some way, hinder the defense rolls.

Precise ranges are not important in the Cypher System. The broadly defined “immediate,” “short,” “long,” and “very long” ranges let the GM quickly make a judgment call and keep things moving. Basically, the idea is: your target is right there, your target is close, your target is pretty far away, or your target is extremely far away.

Cover

If a character is behind cover so that a significant portion of their body is behind something sturdy, attacks against the character are hindered.

If a character is entirely behind cover (their entire body is behind something sturdy), they can’t be attacked unless the attack can go through the cover. For example, if a character hides behind a thin wooden screen and their opponent shoots the screen with a rifle that can penetrate the wood, the character can be attacked. However, because the attacker can’t see the character clearly, this still counts as cover (attacks against the character are hindered).

Position

Sometimes where a character stands gives them an advantage or a disadvantage.

Prone Target: In melee, a prone target is easier to hit (attacks against them are eased). In ranged combat, a prone target is harder to hit (attacks against them are hindered).

Higher Ground: In either ranged or melee combat, attacks by an opponent on higher ground are eased.

Surprise

When a target isn’t aware of an incoming attack, the attacker has an advantage. A ranged sniper in a hidden position, an invisible assailant, or the first salvo in a successful ambush are all eased by two steps. For the attacker to gain this advantage, however, the defender truly must have no idea that the attack is coming.

If the defender isn’t sure of the attacker’s location but is still on guard, the attacks are eased by only one step.

Range

In melee, you can attack a foe who is adjacent to you (next to you) or within reach (immediate range). If you enter into melee with one or more foes, usually you can attack most or all of the combatants, meaning they are next to you, within reach, or within reach if you move slightly or have a long weapon that extends your reach.

The majority of ranged attacks have only two ranges: short range and long range (a few have very long range). Short range is generally less than 50 feet (15 m) or so. Long range is generally from 50 feet (15 m) to about 100 feet (30 m). Very long range is generally 100 feet (30 m) to 500 feet (150 m). Greater precision than that isn’t important in the Cypher System. If anything is longer than very long range, the exact range is usually spelled out, such as with an item that can fire a beam 1,000 feet (300 m) or teleport you up to 1 mile (1.5 km) away.

Thus, the game has four measurements of distance: immediate, short, long, and very long. These apply to movement as well. A few special cases—point-blank range and extreme range— modify an attack’s chance to successfully hit.

Point-Blank Range: If a character uses a ranged weapon against a target within immediate range, the attack is eased.

Extreme Range: Targets just at the limit of a weapon’s range are at extreme range. Attacks against such targets are hindered.

The GM might allow a character with a ranged weapon to attack beyond extreme range, but the attack would be hindered by two steps for each range category beyond the normal limit. Attacks with hard limits, such as the blast radius of a bomb, can’t be modified.

In certain situations, such as a PC on top of a building looking across an open field, the GM should allow ranged attacks to exceed their maximum range. For example, in perfect conditions, a good archer can hit a large target with a bow and arrow at 500 feet (150 m), much farther than a bow’s typical long range.

Illumination

What characters can see (and how well they can see) plays a huge factor in combat.

Dim Light: Dim light is approximately the amount of light on a night with a bright full moon or the illumination provided by a torch, flashlight, or desk lamp. Dim light allows you to see out to short range. Targets in dim light are harder to hit. Attacks against such targets are hindered. Attackers trained in low-light spotting negate this modifier.

Very Dim Light: Very dim light is approximately the amount of light on a starry night with no visible moon, or the glow provided by a candle or an illuminated control panel. Very dim light allows you to see clearly only within immediate range and perceive vague shapes to short range. Targets in very dim light are harder to hit. Attacks against targets within immediate range are hindered, and attacks against those in short range are hindered by two steps. Attackers trained in low-light spotting modify these difficulties by one step in their favor. Attackers specialized in low-light spotting modify these difficulties by two steps in their favor.

Darkness: Darkness is an area with no illumination at all, such as a moonless night with cloud cover or a room with no lights. Targets in complete darkness are nearly impossible to hit. If an attacker can use other senses (such as hearing) to get an idea of where the opponent might be, attacks against such targets are hindered by four steps. Otherwise, attacks in complete darkness fail without the need for a roll unless the player spends 1 XP to “make a lucky shot” or the GM uses GM intrusion. Attackers trained in low-light spotting ease the task. Attackers specialized in low-light spotting ease the task by two steps.

Visibility

Similar to illumination, factors that obscure vision affect combat.

Mist: A target in mist is similar to one in dim light. Ranged attacks against such targets are hindered. Particularly dense mist makes ranged attacks nearly impossible (treat as darkness), and even melee attacks are hindered.

Hiding Target: A target in dense foliage, behind a screen, or crawling amid the rubble in a ruin is hard to hit because they’re hard to see. Ranged attacks against such targets are hindered.

Invisible Target: If an attacker can use other senses (such as hearing) to get an idea of where the opponent might be, attacks against such targets are hindered by four steps. Otherwise, attacks against an invisible creature fail without the need for a roll unless the player spends 1 XP to “make a lucky shot” or the GM uses GM intrusion.

Water

Being in shallow water can make it hard to move, but it doesn’t affect combat. Being in deep water can make things difficult, and being underwater entirely can seem as different as being on another world.

Deep Water: Being in water up to your chest (or the equivalent thereof) hinders your attacks. Aquatic creatures ignore this modifier.

Underwater Melee Combat: For nonaquatic creatures, being completely underwater makes attacking very difficult. Attacks with stabbing weapons are hindered, and melee attacks with slashing or bashing weapons are hindered by two steps. Aquatic creatures ignore these penalties.

Underwater Ranged Combat: As with melee combat, nonaquatic creatures have problems fighting underwater. Some ranged attacks are impossible underwater—you can’t throw things, fire a bow or crossbow, or use a blowgun. Many firearms also do not work underwater. Attacks with weapons that do work underwater are hindered. Ranges underwater are reduced by one category; very-long-range weapons work only to long range, long-range weapons work only to short range, and short-range weapons work only to immediate range.

Moving Targets

Moving targets are harder to hit, and moving attackers have a difficult time as well.

Target Is Moving: Attackers trying to hit a foe who is moving very fast are hindered. (A foe moving very fast is one who is doing nothing but running, mounted on a moving creature, riding on a vehicle or moving conveyance, and so on.)

Attacker Is Moving: An attacker trying to make an attack while moving under their own power (walking, running, swimming, and so on) takes no penalties. Attacks from a moving mount or moving vehicle are hindered; an attacker trained in riding or driving ignores this penalty.

Attacker Is Jostled: Being jostled, such as while standing on a listing ship or a vibrating platform, makes attacking difficult. Such attacks are hindered. Characters trained in balancing or sailing would ignore penalties for being on a ship.

Gravity

In a spacefaring campaign, characters may travel to worlds with stronger or weaker gravity than Earth’s. Likewise, strange technology or magic can cause gravity to fluctuate even in an Earth-based campaign. Characters who have a large amount of metal (wearing metal armor, using metal weapons, and so on) can be affected by fluctuating magnetism just as a character is affected by gravity.

Low Gravity: Weapons that rely on weight, such as all heavy weapons, deal 2 fewer points of damage (dealing a minimum of 1 point of damage). Weapons with short range can reach to long range, and long-range weapons can reach to very long range. Characters trained in low-gravity maneuvering ignore the damage penalty.

High Gravity: It’s hard to make effective attacks when the pull of gravity is very strong. Attacks (and all physical actions) made in high gravity are hindered. Ranges in high gravity are reduced by one category (very-long-range weapons reach only to long range, long-range weapons reach only to short range, and short-range weapons reach only to immediate range). Characters trained in high-gravity maneuvering ignore the change in difficulty but not the range decreases.

Zero Gravity: It’s hard to maneuver in an environment without gravity. All physical actions (including attacks) made in zero gravity are hindered. Weapons with short range can reach to long range, long-range weapons can reach to very long range, and very-long-range weapons can reach to about 1,000 feet (300 m) instead of 500 feet (150 m). Characters trained in zero-gravity maneuvering ignore the change in difficulty.

Special Situation: Combat Between NPCs

When an NPC ally of the PCs attacks another NPC, the GM can designate a player to roll and handle it like a PC attacking. Often, the choice is obvious. For example, a character who has a trained attack animal should roll when their pet attacks enemies. If an NPC ally accompanying the party leaps into the fray, that ally’s favorite PC rolls for them. NPCs cannot apply Effort. Of course, it’s perfectly fitting (and easier) to have the NPC ally use the cooperative action rules to aid a PC instead of making direct attacks, or to compare the levels of the two NPCs (higher wins).

Special Situation: Combat Between PCs

When one PC attacks another PC, the attacking character makes an attack roll, and the other character makes a defense roll, adding any appropriate modifiers. If the attacking PC has a skill, ability, asset, or other effect that would ease the attack if it were made against an NPC, the character adds 3 to the roll for each step reduction (+3 for one step, +6 for two steps, and so on). If the attacker’s final result is higher, the attack hits. If the defender’s result is higher,
the attack misses. Damage is resolved normally. The GM mediates all special effects.

Special Situation: Area Attacks

Sometimes, an attack or effect affects an area rather than a single target. For example, a grenade or a landslide can potentially harm or affect everyone in the area.

In an area attack, all PCs in the area make appropriate defense rolls against the attack to determine its effect on them. If there are any NPCs in the area, the attacker makes a single attack roll against all of them (one roll, not one roll per NPC) and compares it to the target number of each NPC. If the roll is equal to or greater than the target number of a particular NPC, the attack hits that NPC.

Some area attacks always deal at least a minimum amount of damage, even if the attacks miss or if a PC makes a successful defense roll.

For example, consider a character who uses Shatter to attack six cultists (level 2; target number 6) and their leader (level 4; target number 12). The PC applies Effort to increase the damage and rolls an 11 for the attack roll. This hits the six cultists, but not the leader, so the ability deals 3 points of damage to each of the cultists. The description of Shatter says that applying Effort to increase the damage also means that targets take 1 point of damage if the PC fails the attack roll, so the leader takes 1 point of damage. In terms of what happens in the story, the cultists are caught flat-footed by the sudden detonation of one of their knives, but the leader ducks and is shielded from the blast. Despite the leader’s quick moves, the blast is so intense that a few bits of metal slice them.

Special Situation: Attacking Objects

Attacking an object is rarely a matter of hitting it. Sure, you can hit the broad side of a barn, but can you damage it? Attacking inanimate objects with a melee weapon is a Might action. Objects have levels and thus target numbers. Objects have a damage track that works like the damage track for PCs.

Intact is the default state for an object.

Minor damage is a slightly damaged state. An object with minor damage reduces its level by 1.

Major damage is a critically damaged state. An object with major damage is broken and no longer functions.

Destroyed is destroyed. The object is ruined, no longer functions, and cannot be repaired.

If the Might action to damage an object is a success, the object moves one step down the object damage track. If the Might roll exceeded the difficulty by 2 levels, the object instead moves two steps down the object damage track. If the Might roll exceeded the difficulty by 4 levels, the object instead moves three steps down the object damage track. Objects with minor or major damage can be repaired, moving them one or more steps up the object damage track.

Brittle or fragile objects, like paper or glass, decrease the effective level of the object for the purposes of determining if it is damaged. Hard objects, like those made of wood or stone, add 1 to the effective level. Very hard objects, like those made of metal, add 2. (The GM may rule that some exotic materials add 3.)

The tool or weapon used to attack the object must be at least as hard as the object itself. Further, if the amount of damage the attack could inflict—not modified by a special die roll—does not equal or exceed the effective level of the object, the attack cannot damage the object no matter what the roll.

Action: Activate a Special Ability

Special abilities are granted by foci, types, and flavors, or provided by cyphers or other devices. If a special ability affects another character in any kind of unwanted manner, it’s handled as an attack. This is true even if the ability is normally not considered an attack. For example, if a character has a healing touch, and their friend doesn’t want to be healed for some reason, an attempt to heal their unwilling friend is handled as an attack.

Plenty of special abilities do not affect another character in an unwanted manner. For example, a PC might use Hover on themselves to float into the air. A character with a matter-reorganizing device might change a stone wall into glass. A character who activates a phase changer cypher might walk through a wall. None of these requires an attack roll (although when turning a stone wall to glass, the character must still make a roll to successfully affect the wall).

If the character spends points to apply Effort on the attempt, they might want to roll anyway to see if they get a major effect, which would reduce the cost for their action.

Action: Move

As a part of another action, a character can adjust their position—stepping back a few feet while using an ability, sliding over in combat to take on a different opponent to help a friend, pushing through a door they just opened, and so on. This is considered an immediate distance, and a character can move this far as part of another action.

In a combat situation, if a character is in a large melee, they’re usually considered to be next to most other combatants, unless the GM rules that they’re farther away because the melee is especially large or the situation dictates it.

If they’re not in melee but still nearby, they are considered to be a short distance away—usually less than 50 feet (15 m). If they’re farther away than that but still involved in the combat, they are considered to be a long distance away, usually 50 to 100 feet (15 to 30 m), or possibly even a very long distance away, usually more than 100 feet to 500 feet (30 to 150 m).

In a round, as an action, a character can make a short move. In this case, they are doing nothing but moving up to about 50 feet (15 m). Some terrain or situations will change the distance a character can move, but generally, making a short move is considered to be a difficulty 0 action. No roll is needed; they just get where they’re going as their action.

A character can try to make a long move—up to 100 feet (30 m) or so—in one round. This is a Speed task with a difficulty of 4. As with any action, they can use skills, assets, or Effort to ease the task. Terrain, obstacles, or other circumstances can hinder the task. A successful roll means the character moved the distance safely. Failure means that at some point during the move, they stop or stumble (the GM determines where this happens).

A character can also try to make a short move and take another (relatively simple) physical action, like make an attack. As with the attempt to make a long move, this is a Speed task with a difficulty of 4, and failure means that the character stops at some point, slipping or stumbling or otherwise getting held up.

Long-Term Movement

When talking about movement in terms of traveling rather than round-by-round action, typical characters can travel on a road about 20 miles (32 km) per day, averaging about 3 miles (5 km) per hour, including a few stops. When traveling overland, they can move about 12 miles (19 km) per day, averaging 2 miles (3 km) per hour, again with some stops. Mounted characters, such as those on horseback, can go twice as far. Other modes of travel (cars, airplanes, hovercraft, sailing ships, and so on) have their own rates of movement.

Movement Modifiers

Different environments affect movement in different ways.

Rough Terrain: A surface that’s considered rough terrain is covered in loose stones or other material, uneven or with unsure footing, unsteady, or a surface that requires movement across a narrow space, such as a cramped corridor or a slender ledge. Stairs are also considered rough terrain. Rough terrain does not slow normal movement on a round-by-round basis, but hinders move rolls. Rough terrain cuts long-term movement rates in half.

Difficult Terrain: Difficult terrain is an area filled with challenging obstacles—water up to waist height, a very steep slope, an especially narrow ledge, slippery ice, a foot or more of snow, a space so small that one must crawl through it, and so on. Difficult terrain hinders move rolls and halves movement on a round-by-round basis. This means that a short move is about 25 feet (8 m), and a long move is about 50 feet (15 m). Difficult terrain reduces
long-term movement to a third of its normal rate.

Water: Deep water, in which a character is mostly or entirely submerged, hinders move rolls
and reduces round-by-round and long-term movement to one quarter its normal rate. This means that a short move is about 12 feet(4 m), and a long move is about 25 feet (7.5 m). Characters trained in swimming halve their movement only while in deep water.

Low Gravity: Movement in low gravity is easier but not much faster. All move rolls are eased.

High Gravity: In an environment of high gravity, treat all moving characters as if they were in difficult terrain. Characters trained in high-gravity maneuvering negate this penalty. High gravity reduces long-term movement to a third of its normal rate.

Zero Gravity: In an environment without gravity, characters cannot move normally. Instead, they must push off from a surface and succeed at a Might roll to move (the difficulty is equal to one-quarter the distance traveled in feet). Without a surface to push off from, a character cannot move. Unless the character’s movement takes them to a stable object that they can grab or land against, they continue to drift in that direction each round, traveling half the distance of the initial push.

Special Situation: A Chase

When a PC is chasing an NPC or vice versa, the player should attempt a Speed action, with the difficulty based on the NPC’s level. If the PC succeeds at the roll, they catch the NPC (if chasing), or they get away (if chased). In terms of the story, this one-roll mechanic can be the result of a long chase over many rounds.

Alternatively, if the GM wants to play out a long chase, the character can make many rolls (perhaps one per level of the NPC) to finish the pursuit successfully. For every failure, the PC must make another success, and if they ever have more failures than successes, the PC fails to catch the NPC (if chasing) or is caught (if chased). As with combat, the GM is encouraged to describe the results of these rolls with flavor. A success might mean the PC has rounded a corner and gained some distance. A failure might mean that a basket of fruit topples over in front of them, slowing them down. Vehicle chases are handled similarly.

Action: Wait

You can wait to react to another character’s action.

You decide what action will trigger your action, and if the triggering action happens, you get to take your action first (unless going first wouldn’t make sense, like attacking a foe before they come into view). For example, if an orc threatens you with a halberd, on your turn you can decide to wait, stating “If it stabs at me, I’m going to slash it with my sword.” On the orc’s turn, it stabs, so you make your sword attack before that happens.

Waiting is also a good way to deal with a ranged attacker who rises from behind cover, fires an attack, and ducks back down. You could say “I wait to see them pop up from behind cover and then I shoot them.”

Waiting is also a useful tool for cooperative actions (see below).

Action: Defend

Defending is a special action that only PCs can do, and only in response to being attacked. In other words, an NPC uses its action to attack, which forces a PC to make a defense roll. This is handled like any other kind of action, with circumstances, skill, assets, and Effort all potentially coming into play. Defending is a special kind of action in that it does not happen on the PC’s turn. It’s never an action that a player decides to take; it’s always a reaction to an attack. A PC can take a defense action when attacked (on the attacking NPC’s turn) and still take another action on their own turn.

The type of defense roll depends on the type of attack. If a foe attacks a character with an axe, they can use Speed to duck or block it with what they’re holding. If they’re struck by a poisoned dart, they can use a Might action to resist its effects. If a psi-worm attempts to control their mind, they can use Intellect to fend off the intrusion.

Sometimes an attack provokes two defense actions. For example, a poisonous reptile tries to bite a PC. They try to dodge the bite with a Speed action. If they fail, they take damage from the bite, and they must also attempt a Might action to resist the poison’s effects.

If a character does not know an attack is coming, usually they can still make a defense roll, but they can’t add modifiers (including the modifier from a shield), and they can’t use any skill or Effort to ease the task. If circumstances warrant—such as if the attacker is right next to the character—the GM might rule that the surprise attack simply hits.

A character can always choose to forgo a defense action, in which case the attack automatically hits.

Some abilities (such as the Countermeasures special ability) may allow you to do something special as a defense action.

Action: Do Something Else

Players can try anything they can think of, although that doesn’t mean anything is possible. The GM sets the difficulty—that’s their primary role in the game. Still, guided by the bounds of logic, players and GMs will find all manner of actions and options that aren’t covered by a rule. That’s a good thing.

Players should not feel constrained by the game mechanics when taking actions. Skills are not required to attempt an action. Someone who’s never picked a lock can still try. The GM might hinder the task, but the character can still attempt the action.

Thus, players and GMs can return to the beginning of this chapter and look at the most basic expression of the rules. A player wants to take an action. The GM decides, on a scale of 1 to 10, how difficult that task is and what stat it uses. The player determines whether they have anything that might modify the difficulty and considers whether to apply Effort. Once the final determination is made, they roll to see if their character succeeds. It’s as easy as that.

As further guidance, the following are some of the more common actions a player might take.

Players are encouraged to come up with their own ideas for what their characters do rather than looking at a list of possible actions. That’s why there is a “do something else” action. PCs are not pieces on a game board—they are people in a story. And like real people, they can try anything they can think of. (Succeeding is another matter entirely.) The task difficulty system provides GMs with the tools they need to adjudicate anything the players come up with.

Climbing

When a character climbs, the GM sets a difficulty based on the surface being climbed. Climbing is like moving through difficult terrain: the move roll is hindered and the movement is half speed. Unusual circumstances, such as climbing while under fire, pose additional step penalties.

DifficultySurface
2Surface with lots of handholds
3Stone wall or similar surface (a few handholds)
4Crumbling or slippery surface
5Smooth stone wall or similar surface
6Metal wall or similar surface
8Smooth, horizontal surface (climber is upside down)
10Glass wall or similar surface

Cooperative Actions

There are many ways multiple characters can work together. None of these options, however, can be used at the same time by the same characters.

Helping: If you use your action to help someone with a task, you ease the task. If you have an inability in a task, your help has no effect. If you use your action to help someone with a task that you are trained or specialized in, the task is eased by two steps. Help is considered an asset, and someone receiving help usually can’t gain more than two assets on a single task if that help is provided by another character.

For example, if Scott is trying to climb a steep incline and Sarah (who is trained in climbing) spends her turn helping him, Scott’s task is eased by two steps.

Sometimes you can help by performing a task that complements what another person is attempting. If your complementary action succeeds, you ease the other person’s task. For example, if Scott tries to persuade a ship captain to let him on board, Sarah could try to supplement Scott’s words with a flattering lie about the captain (a deception action), a display of knowledge about the region where the ship is headed (a geography action), or a direct threat to the captain (an intimidation action). If Sarah’s roll is a success, Scott’s persuasion task is eased.

Distraction: When a character uses their turn to distract a foe, that foe’s attacks are hindered for one round. Multiple characters distracting a foe have no greater effect than a single character doing so—a foe is either distracted or not. A distraction might be yelling a challenge, firing a warning shot, or a similar activity that doesn’t harm the foe.

Draw the Attack: When an NPC attacks a character, another PC can prominently present themselves, shout taunts, and move to try to get the foe to attack them instead. In most cases, this action succeeds without a roll—the opponent attacks the prominent PC instead of their companions. In other cases, such as with intelligent or determined foes, the prominent character must succeed at an Intellect action to draw the attack. If that Intellect action is successful, the foe attacks the prominent character, whose defenses are hindered by two steps. Two characters attempting to draw an attack at the same time cancel each other out.

Two characters attempting to draw an attack at the same time cancel each other out.

Take the Attack: A character can use their action to throw themselves in front of a foe’s successful attack to save a nearby comrade. The attack automatically succeeds against the sacrificial character, and it deals 1 additional point of damage. A character cannot willingly take more than one attack each round in this way.

Crafting, Building, and Repairing

Crafting is a tricky topic in the Cypher System because the same rules that govern building a spear also cover repairing a machine that can take you into hyperspace. Normally, the level of the item determines the difficulty of creating or repairing it as well as the time required. For cyphers, artifacts, other items that require specialized knowledge, or items unique to a world or species other than your own (such as a Martian tripod walker), add 5 to the item’s level to determine the difficulty of building or repairing it.

Sometimes, if the item is artistic in nature, the GM will add to the difficulty and time required. For example, a crude wooden stool might be hammered together in an hour. A beautiful finished piece might take a week or longer and would require more skill on the part of the crafter.

The GM is free to overrule some attempts at creation, building, or repair, requiring that the character have a certain level of skill, proper tools and materials, and so forth.

A level 0 object requires no skill to make and is easily found in most locations. Sling stones and firewood are level 0 items—producing them is routine. Making a torch from spare wood and oil-soaked cloth is simple, so it’s a level 1 object. Making an arrow or a spear is fairly standard but not simple, so it’s a level 2 object.

Generally speaking, a device to be crafted requires materials equal to its level and all the levels below it. So a level 5 device requires level 5 material, level 4 material, level 3 material, level 2 material, and level 1 material (and, technically, level 0 material).

The GM and players can gloss over much of the crafting details, if desired. Gathering all the materials to make a mundane item might not be worth playing out—but then again, it might be. For example, making a wooden spear in a forest isn’t very interesting, but what if the characters have to make a spear in a treeless desert? Finding the wreckage of something made of wood or forcing a PC to fashion a spear out of the bones of a large beast could be interesting situations.

Circumstances really matter. For example, sewing a dress by hand might take five times as long (or more) as using a sewing machine.

The time required to create an item is up to the GM, but the guidelines in the crafting table are a good starting point. Generally, repairing an item takes somewhere between half the creation time and the full creation time, depending on the item, the aspect that needs repairing, and the circumstances. For example, if creating an item takes one hour, repairing it takes thirty minutes to one hour.

The GM is free to overrule some attempts at creation, building, or repair, requiring that the character have a certain level of skill, proper tools and materials, and so forth.

Sometimes a GM will allow a rush job if the circumstances warrant it. This is different than using skill to reduce the time required. In this case, the quality of the item is affected. Let’s say that a character needs to create a tool that will cut through solid steel with a laser (a level 7 item), but they have to do it in one day. The GM might allow it, but the device might be extremely volatile, inflicting damage on the user, or it might work only once. The device is still considered a level 7 item to create in all other respects. Sometimes the GM will rule that reducing the time is not possible. For example, a single human can’t make a chainmail vest in one hour without some kind of machine to help.

Note: Erratum

The rules mention “using skill to reduce the time required” to craft an object. This was cut from the first edition rulebook:

“A character can reduce the time or materials needed instead of the difficulty (again, with GM approval, and if it makes sense to do so). A trained fletcher making arrows (level 2 items) could attempt a difficulty 2 task rather than a difficulty 1 task to create an arrow in fifteen minutes instead of an hour, or to create it in an hour but with substandard (level 1) materials. However, sometimes the GM will rule that reducing the time is not possible. For example, a single human can’t make a chainmail vest in one hour without some kind of machine to help.”

Possible crafting skills include:

@UUID[Compendium.cyphersystem-compendium.crafting-skills.7BUvkxuA2jCU8eqK]{Armoring} @UUID[Compendium.cyphersystem-compendium.crafting-skills.vFZ9YGa70efAWVpN]{Bowyering/fletching} @UUID[Compendium.cyphersystem-compendium.crafting-skills.Mh8fZ6svg8OSnsX3]{Chemistry} @UUID[Compendium.cyphersystem-compendium.crafting-skills.uGEL7zHPjaKA5kbN]{Computer science} @UUID[Compendium.cyphersystem-compendium.crafting-skills.g4qZmxAyRzrKZDzh]{Electronics} @UUID[Compendium.cyphersystem-compendium.crafting-skills.cFbEQnj0w4Q4AEFs]{Engines} @UUID[Compendium.cyphersystem-compendium.crafting-skills.LsykgiEBrwXM8x8x]{Genetic engineering} @UUID[Compendium.cyphersystem-compendium.crafting-skills.sedcB5ntUixkxEFn]{Glassblowing} @UUID[Compendium.cyphersystem-compendium.crafting-skills.kZSFCvecSYYsbDzX]{Gunsmithing} @UUID[Compendium.cyphersystem-compendium.crafting-skills.gH4b6MOodAZeCAod]{Leatherworking} @UUID[Compendium.cyphersystem-compendium.crafting-skills.HiAKUg3uYFmauoeJ]{Metalworking} @UUID[Compendium.cyphersystem-compendium.crafting-skills.Qs5gGKyC1qzg5DDf]{Neural engineering} @UUID[Compendium.cyphersystem-compendium.crafting-skills.dBhnKvctH1RIlolI]{Weaponsmithing} @UUID[Compendium.cyphersystem-compendium.crafting-skills.1N0N3X1Hr4uIet4P]{Woodcrafting}

Characters might try to make a cypher, an artifact, or an alien psionic starship do something other than its intended function. Sometimes, the GM will simply declare the task impossible. You can’t turn a vial of healing elixir into a two-way communicator. But most of the time, there is a chance of success.

That said, tinkering with weird stuff is not easy. Obviously, the difficulty varies from situation to situation, but difficulties starting at 7 are not unreasonable. The time, tools, and training required would be similar to the time, tools, and training needed to repair a device. If the tinkering results in a long-term benefit for the character—such as creating an artifact that they can use—the GM should require them to spend XP to make it.

Obviously, what is considered “weird stuff ” will vary from setting to setting, and sometimes the concept might not apply at all. But many times, there will be something in the setting that is too strange, too alien, too powerful, or too dangerous for PCs to mess around with (or at least mess around with easily). Einstein may have been extraordinary, but that doesn’t mean he could reverse-engineer a teleporter made in another dimension.

DifficultyCraftGeneral Time to Build
0Something extremely simple like tying a rope or finding an appropriately sized rockA few minutes at most
1TorchFive minutes
2Spear, simple shelter, piece of furnitureOne hour
3Bow, door, basic article of clothingOne day
4Sword, chainmail vestOne to two days
5Common technological item (electric light), nice piece of jewelry or art objectOne week
6Technological item (watch, transmitter), really nice piece of jewelry or art object, elegant craftworkOne month
7Technological item (computer), major work of artOne year
8Technological item (something from beyond Earth)Many years
9Technological item (something from beyond Earth)Many years
10Technological item (something from beyond Earth)Many years

Guarding

In a combat situation, a character can stand guard as their action. They do not make attacks, but all their defense tasks are eased. Further, if an NPC tries to get by them or take an action that they are guarding against, the character can attempt an eased Speed action based on the level of the NPC. Success means the NPC is prevented from taking the action; the NPC’s action that turn is wasted. This is useful for blocking a doorway, guarding a friend, and so forth.

If an NPC is standing guard, use the same procedure, but to get past the guard, the PC attempts a hindered Speed action against the NPC. For example, Diana is an NPC human with a level 3 bodyguard. The bodyguard uses their action to guard Diana. If a PC wants to attack Diana, the PC first must succeed at a difficulty 4 Speed task to get past the guard. If the PC succeeds, they can make their attack normally.

Healing

You can administer aid through bandaging and other succor, attempting to heal each patient once per day. This healing restores points to a stat Pool of your choice. Decide how many points you want to heal, and then make an Intellect action with a difficulty equal to that number. For example, if you want to heal someone for 3 points, that’s a difficulty 3 task with a target number of 9.

Interacting With Creatures

The level of the creature determines the target number, just as with combat. Thus, bribing a guard works much like punching them or affecting them with an ability. This is true of persuading someone, intimidating someone, calming a wild beast, or anything of the kind. Interaction is an Intellect task. Interacting usually requires a common language or some other way to communicate. Learning new languages is the same as learning a new skill.

Jumping

Decide how far you want to jump, and that sets the difficulty of your Might roll. For a standing jump, subtract 4 from the distance in feet to determine the difficulty of the jump. For example, jumping 10 feet (3 m) has a difficulty of 6.

If you run an immediate distance before jumping, it counts as an asset, easing the jump.

If you run a short distance before jumping, divide the jump distance (in feet) by 2 and then subtract 4 to determine the difficulty of the jump. Because you’re running an immediate distance (and then some), you also count your running as an asset. For example, jumping a distance of 20 feet (6 m) with a short running start has a difficulty of 5 (20 feet divided by 2 is 10, minus 4 is 6, minus 1 for running an immediate distance).

For a vertical jump, the distance you clear (in feet) is equal to the difficulty of the jumping task. If you run an immediate distance, it counts as an asset, easing the jump.

There’s nothing wrong with the GM simply assigning a difficulty level to a jump without worrying about the precise distance. The rules here are just so everyone has some guidelines.

Note: Addendum

Jumping Distance Table

DifficultyStandingRunning*Vertical
15 ft (1.5 m)12 ft (3.6 m)1 ft (0.3 m)
26 ft (1.8 m)14 ft (4.2 m)2 ft (0.6 m)
37 ft (2.1 m)16 ft (4.8 m)3 ft (0.9 m)
48 ft (2.4 m)18 ft (5.4 m)4 ft (1.2 m)
59 ft (2.7 m)20 ft (6 m)5 ft (1.5 m)
610 ft (3 m)22 ft (6.6 m)6 ft (1.8 m)
711 ft (3.3 m)24 ft (7.2 m)7 ft (2.1 m)
812 ft (3.6 m)26 ft (7.8 m)8 ft (2.4 m)
913 ft (3.9 m)28 ft (8.4 m)9 ft (2.7 m)
1014 ft (4.2 m)30 ft (9 m)10 ft (3 m)
1115 ft (4.5 m)32 ft (9.6 m)11 ft (3.3 m)
1216 ft (4.8 m)34 ft (10.2 m)12 ft (3.6 m)
1317 ft (5.1 m)36 ft (10.8 m)13 ft (3.9 m)
1418 ft (5.4 m)38 ft (11.4 m)14 ft (4.2 m)
1519 ft (5.7 m)40 ft (12 m)15 ft (4.5 m)

* Short distance. Already includes the asset for running an immediate distance.

Looking or Listening

Generally, the GM will describe any sight or sound that’s not purposefully difficult to detect. But if you want to look for a hidden enemy, search for a secret panel, or listen for someone sneaking up on you, make an Intellect roll. If it’s a creature, its level determines the difficulty of your roll. If it’s something else, the GM determines the difficulty of your roll.

Moving a Heavy Object

You can push or pull something very heavy and move it an immediate distance as your action.

The weight of the object determines the difficulty of the Might roll to move it; every 50 pounds (23 kg) hinders the task by one step. So moving something that weighs 150 pounds (68 kg) is difficulty 3, and moving something that weighs 400 pounds (180 kg) is difficulty 8. If you can ease the task to 0, you can move a heavy object up to a short distance as your action.

Operating or Disabling a Device, or Picking a Lock

As with figuring out a device, the level of the device usually determines the difficulty of the Intellect roll. Unless a device is very complex, the GM will often rule that once you figure it out, no roll is needed to operate it except under special circumstances. So if the PCs figure out how to use a hovercraft, they can operate it. If they are attacked, they might need to roll to ensure that they don’t crash the vehicle into a wall while trying to avoid being hit.

Unlike operating a device, disabling a device or picking a lock usually require rolls. These actions often involve special tools and assume that the character is not trying to destroy the device or lock. (A PC who is attempting to destroy it probably should make a Might roll to smash it rather than a Speed or Intellect roll requiring patience and know-how.)

Riding or Piloting

If you’re riding an animal that’s trained to be a mount, or driving or piloting a vehicle, you don’t need to make a roll to do something routine such as going from point A to point B (just as you wouldn’t need to make a roll to walk there). However, staying mounted during a fight or doing something tricky with a vehicle requires a Speed roll to succeed. A saddle or other appropriate gear is an asset and eases the task.

DifficultyManeuver
0Riding
1Staying on the mount (including a motorcycle or similar vehicle) in a battle or other difficult situation
3Staying on a mount (including a motorcycle or similar vehicle) when you take damage
4Mounting a moving steed
4Making an abrupt turn with a vehicle while moving fast
4Getting a vehicle to move twice as fast as normal for one round
5Coaxing a mount to move or jump twice as fast or far as normal for one round
5Making a long jump with a vehicle not intended to go airborne (like a car) and remaining in control

Sneaking

The difficulty of sneaking by a creature is determined by its level. Sneaking is a Speed roll. Moving at half speed eases the sneaking task. Appropriate camouflage or other gear may count as an asset and ease the task, as will dim lighting conditions and having plenty of things to hide behind.

Swimming

If you’re simply swimming from one place to another, such as across a calm river or lake, use the standard movement rules, noting the fact that your character is in deep water. However, sometimes, special circumstances require a Might roll to make progress while swimming, such as when trying to avoid a current or being dragged into a whirlpool.

Understanding, Identifying, or Remembering

When characters try to identify or figure out how to use a device, the level of the device determines the difficulty. For a bit of knowledge, the GM determines the difficulty.

DifficultyKnowledge
0Common knowledge
1Simple knowledge
3Something a scholar probably knows
5Something even a scholar might not know
7Knowledge very few people possess
10Completely lost knowledge

Vehicular Movement

Vehicles move just like creatures. Each has a movement rate, which indicates how far it can move in a round. Most vehicles require a driver, and when moving, they usually require that the driver spends every action controlling the movement. This is a routine task that rarely requires a roll. Any round not spent driving the vehicle hinders the task in the next round and precludes any change in speed or direction. In other words, driving down the road normally is difficulty 0. Spending an action to retrieve a backpack from the back seat means that in the following round, the driver must attempt a difficulty 1 task. If they instead use their action to pull a handgun from the backpack, in the next round the difficulty to drive will be 2, and so on. Failure results are based on the situation but might involve a collision or something similar.

In a vehicular chase, drivers attempt Speed actions just like in a regular chase, but the task may be based either on the level of the driver (modified by the level and movement rate of the vehicle) or on the level of the vehicle (modified by the level of the driver). So if a PC driving a typical car is chasing a level 3 NPC driving a level 5 sports car, the PC would make three chase rolls with a difficulty of 5. If the PC’s car is a souped-up custom vehicle, it might grant the PC an asset in the chase. If the PC is not in a car at all, but riding a bicycle, it might hinder the chase rolls by two or three steps, or the GM might simply rule that it’s impossible.

Vehicular Combat

Much of the time, a fight between foes in cars, boats, or other vehicles is just like any other combat situation. The combatants probably have cover and are moving fast. Attacks to disable a vehicle or a portion of it are based on the level of the vehicle. If the vehicle is an armored car or a tank, all attacks are likely aimed at the vehicle, which has a level and probably an appropriate Armor rating, not unlike a creature.

The only time this isn’t true is with battles where only vehicles and not characters are involved. Thus, if the PCs are in a shootout with bank robbers and both groups are in cars, use the standard rules. However, battles between starships of various kinds—from gigantic capital ships to single-pilot fighters—are a frequent occurrence in far-future science fiction settings. A submarine battle between two deep sea craft could be quite exciting. Characters in a modern-day game might find themselves in a tank fight. If PCs are involved in combat in which they are entirely enclosed in vehicles (so that it’s not really the characters fighting, but the vehicles), use the following quick and easy guidelines.

On this scale, combat between vehicles isn’t like traditional combat. Don’t worry about health, Armor, or anything like that. Instead, just compare the levels of the vehicles involved. If the PCs’ vehicle has the higher level, the difference in levels is how many steps the PCs’ attack and defense rolls are eased. If the PCs’ vehicle has the lower level, their rolls are hindered. If the levels are the same, there is no modification.

These attack and defense rolls are modified by skill and Effort, as usual. Some vehicles also have superior weapons, which ease the attack (since there is no “damage” amount to worry about), but this circumstance is probably uncommon in this abstract system and should not affect the difficulty by more than one or maybe two steps. Further, if two vehicles coordinate their attack against one vehicle, the attack is eased. If three or more vehicles coordinate, the attack is eased by two steps.

The attacker must try to target a specific system on or portion of an enemy vehicle. This hinders the attack based on the system or portion targeted.

That’s a lot of modifications. But it’s not really that hard. Let’s look at an example of a space battle. A PC in a small level 2 fighter attacks a level 4 frigate. Since the frigate is level 4, the difficulty of the attack starts at 4. But the attacking craft is weaker than the defender, so the attack is hindered equal to the difference in their levels (2). The fighter pilot must make a difficulty 6 attack on the frigate. However, the fighter is trying to swoop in and damage the frigate’s drive, which hinders the attack by another three steps, for a total difficulty of 9. If the fighter pilot is trained in space combat, they reduce the difficulty to 8, but it’s still impossible without help. So let’s say that two other PCs—also in level 2 fighters—join in and coordinate their attack. Three ships coordinating an attack on one target eases the task by two steps, resulting in a final difficulty of 6. Still, the attacking PC would be wise to use Effort.

Then the frigate retaliates, and the PC needs to make a defense roll. The level difference between the ships (2) means the PC’s defense is hindered by two steps, so the difficulty of the PC’s defense roll starts out at 6. But the frigate tries to take out the fighter’s weapons, hindering their attack (easing the PC’s defense) by two steps. Thus, the PC needs to succeed at a difficulty 4 task or lose their main weapons systems.

It’s important to remember that a failed attack doesn’t always mean a miss. The target ship might rock and reel from the hit, but the bulk of the damage was absorbed by the shields, so there’s no significant damage.

This bare-bones system should allow the GM and players to flesh out exciting encounters involving the whole group. For example, perhaps while one PC pilots a ship, another mans the guns, and another frantically attempts to repair damage to the maneuvering thrusters before they crash into the space station they’re trying to defend.

During a vehicular battle, particularly a space battle, there’s a lot of chatter about shields failing, hull integrity, being outmaneuvered, coming in too fast, and whatnot. These sorts of details are great, but they’re all flavor, so they’re represented in the rules generally, rather than specifically.

For more details about vehicles, refer to the appropriate Genre chapter.

Training in driving makes the character practiced in using a vehicle as a weapon. If the vehicle is used to run over a victim or ram an enemy vehicle, treat a motorcycle as a medium weapon and treat a car or truck as a heavy weapon.

Targeting TaskAttack HinderedEffect
Disable weaponsTwo stepsOne or more of the vehicle’s weapons no longer function

Disable defenses
(if applicable)

Two stepsAttacks against the vehicle are eased
Disable engine/driveThree stepsVehicle cannot move, or movement is hampered
Disable maneuverabilityTwo stepsVehicle cannot alter its present course
Strike power core or vital spotFive stepsVehicle is completely destroyed

Followers

Player characters have the option to gain followers as they advance in tier, as provided by type or focus special abilities. Followers do not need to be paid, fed, or housed, though a character who gains followers can certainly make such arrangements if they wish. A follower is someone whom a character has inspired (or asked) to come work with the character for a time, aiding them in a variety of endeavors. A follower puts the PC’s interests ahead of, or at least on par with, their own.

The PC generally makes rolls for their follower when the follower takes actions, though usually a follower’s modifications provide an asset to a specific action taken by the PC they follow.

If a follower dies, the character gains a new one after at least two weeks and proper recruitment.

Modifications: A follower can help a PC in one or more tasks, granting the PC an asset to that task. The level of the follower indicates the number of different tasks they can help with. The tasks that the follower is able to help with are predetermined, usually chosen by the PC when they gain the follower. A level 2 follower who the player determines is a spy could grant a PC an asset on two different tasks, such as stealth and deception. Followers cannot help with tasks that they don’t have modifications for; for the purpose of helping, treat the follower as if they had inabilities in all nonmodified tasks.

When the follower acts autonomously rather than helping the PC, they act like a normal NPC that has modifications. Thus, the modification increases their effective level for the associated task by one step. For example, the level 2 spy follower with modifications for stealth and deception attempts stealth and deception tasks as if they were level 3 and all other tasks as level 2.

Follower Assets to Combat and Defense: A follower cannot grant an asset to a character’s attacks or defense until the follower is level 3 or higher. Even then, the follower can help with attacks and defense only if they have a modification for that kind of task.

Some abilities may grant a special exception to this rule. For instance, the Serv-0 Defender ability gives your level 1 Serv-0 follower (a machine companion) a modification for Speed defense.

Follower Level Progression: A follower increases in level by 1 each time a PC advances two tiers after gaining that follower. When the follower gains a level, the PC also chooses the task that the follower gains a modification for.

Exceptional Follower: When a character gains a follower, there’s a small chance that the follower will be exceptional in some way, a cut above other followers of their kind. The GM determines when an exceptional follower is found, possibly as an additional reward for smart or engaging roleplaying where the PCs impress or otherwise positively interact with one or more NPCs, some of whom may later go on to become one of their followers. An exceptional follower has the same qualities as a regular follower but is 1 level higher.

Pet: Any PC can potentially gain a pet, though a pet typically doesn’t provide modifications. If a character wants a pet that can do this, they must gain the pet through an an ability or focus that grants followers. On the other hand, a well-cared-for pet grants an asset to a PC’s tasks related to achieving peace of mind, finding comfort, and resisting loneliness.

Breathing Life Into Followers

The modifications provided by followers could come across as fairly dry and mechanical. To avoid that, you could present each follower in a way that makes them more compelling and interesting. Here are a few examples of how to describe a follower, depending on their mix of modifications.

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This section explains how to create characters to play in a Cypher System game. This involves a series of decisions that will shape your character, so the more you understand what kind of character you want to play, the easier character creation will be. The process involves understanding the values of three game statistics and choosing three aspects that determine your character’s capabilities.

Character Stats

Every player character has three defining characteristics, which are typically called “statistics” or “stats.” These stats are Might, Speed, and Intellect. They are broad categories that cover many different but related aspects of a character.

Might

Might defines how strong and durable your character is. The concepts of strength, endurance, constitution, hardiness, and physical prowess are all folded into this one stat. Might isn’t relative to size; instead, it’s an absolute measurement. An elephant has more Might than the mightiest tiger, which has more Might than the mightiest rat, which has more Might than the mightiest spider.

Might governs actions from forcing doors open to walking for days without food to resisting disease. It’s also the primary means of determining how much damage your character can sustain in a dangerous situation. Physical characters, tough characters, and characters interested in fighting should focus on Might.

Might could be thought of as Might/Health because it governs how strong you are and how much physical punishment you can take.

Speed

Speed describes how fast and physically coordinated your character is. The stat embodies quickness, movement, dexterity, and reflexes. Speed governs such divergent actions as dodging attacks, sneaking around quietly, and throwing a ball accurately. It helps determine whether you can move farther on your turn. Nimble, fast, or sneaky characters will want good Speed stats, as will those interested in ranged combat.

Speed could be thought of as Speed/Agility because it governs your overall swiftness and reflexes.

Intellect

This stat determines how smart, knowledgeable, and likable your character is. It includes intelligence, wisdom, charisma, education, reasoning, wit, willpower, and charm. Intellect governs solving puzzles, remembering facts, telling convincing lies, and using mental powers. Characters interested in communicating effectively, being learned scholars, or wielding supernatural powers should stress their Intellect stat.

Intellect could be thought of as Intellect/Personality because it governs both intelligence and charisma.

Pool, Edge, and Effort

Each of the three stats has two components: Pool and Edge. Your Pool represents your raw, innate ability, and your Edge represents knowing how to use what you have. A third element ties into this concept: Effort. When your character really needs to accomplish a task, you apply Effort.

Your stat Pools, as well as your Effort and Edge, are determined by the character type, descriptor, and focus that you choose. Within those guidelines, however, you have a lot of flexibility in how you develop your character.

Pool

Your Pool is the most basic measurement of a stat. Comparing the Pools of two creatures will give you a general sense of which creature is superior in that stat. For example, a character who has a Might Pool of 16 is stronger (in a basic sense) than a character who has a Might Pool of 12. Most characters start with a Pool of 9 to 12 in most stats—that’s the average range.

When your character is injured, sickened, or attacked, you temporarily lose points from one of your stat Pools. The nature of the attack determines which Pool loses points. For example, physical damage from a sword reduces your Might Pool, a poison that makes you clumsy reduces your Speed Pool, and a psionic blast reduces your Intellect Pool. You can also spend points from one of your stat Pools to decrease a task’s difficulty (see Effort, below). You can rest to recover lost points from a stat Pool, and some special abilities or cyphers might allow you to recover lost points quickly.

Edge

Although your Pool is the basic measurement of a stat, your Edge is also important. When something requires you to spend points from a stat Pool, your Edge for that stat reduces the cost. It also reduces the cost of applying Effort to a roll.

For example, let’s say you have a mental blast ability, and activating it costs 1 point from your Intellect Pool. Subtract your Intellect Edge from the activation cost, and the result is how many points you must spend to use the mental blast. If using your Edge reduces the cost to 0, you can use the ability for free.

Your Edge can be different for each stat. For example, you could have a Might Edge of 1, a Speed Edge of 1, and an Intellect Edge of 0. You’ll always have an Edge of at least 1 in one stat. Your Edge for a stat reduces the cost of spending points from that stat Pool, but not from other Pools. Your Might Edge reduces the cost of spending points from your Might Pool, but it doesn’t affect your Speed Pool or Intellect Pool. Once a stat’s Edge reaches 3, you can apply one level of Effort for free.

A character who has a low Might Pool but a high Might Edge has the potential to perform Might actions consistently better than a character who has a Might Edge of 0. The high Edge will let them reduce the cost of spending points from the Pool, which means they’ll have more points available to spend on applying Effort.

Effort

When your character really needs to accomplish a task, you can apply Effort. For a beginning character, applying Effort requires spending 3 points from the stat Pool appropriate to the action. Thus, if your character tries to dodge an attack (a Speed roll) and wants to increase the chance for success, you can apply Effort by spending 3 points from your Speed Pool. Effort eases the task by one step. This is called applying one level of Effort.

You don’t have to apply Effort if you don’t want to. If you choose to apply Effort to a task, you must do it before you attempt the roll—you can’t roll first and then decide to apply Effort if you rolled poorly.

Applying more Effort can lower a task’s difficulty further: each additional level of Effort eases the task by another step. Applying one level of Effort eases the task by one step, applying two levels eases the task by two steps, and so on. However, each level of Effort after the first costs only 2 points from the stat Pool instead of 3. So applying two levels of Effort costs 5 points (3 for the first level plus 2 for the second level), applying three levels costs 7 points (3 plus 2 plus 2), and so on.

Every character has an Effort score, which indicates the maximum number of levels of Effort that can be applied to a roll. A beginning (first-tier) character has an Effort of 1, meaning you can apply only one level of Effort to a roll. A more experienced character has a higher Effort score and can apply more levels of Effort to a roll. For example, a character who has an Effort of 3 can apply up to three levels of Effort to reduce a task’s difficulty.

When you apply Effort, subtract your relevant Edge from the total cost of applying Effort. For example, let’s say you need to make a Speed roll. To increase your chance for success, you decide to apply one level of Effort, which will ease the task. Normally, that would cost 3 points from your Speed Pool. However, you have a Speed Edge of 2, so you subtract that from the cost. Thus, applying Effort to the roll costs only 1 point from your Speed Pool.

What if you applied two levels of Effort to the Speed roll instead of just one? That would ease the task by two steps. Normally, it would cost 5 points from your Speed Pool, but after subtracting your Speed Edge of 2, it costs only 3 points.

Once a stat’s Edge reaches 3, you can apply one level of Effort for free. For example, if you have a Speed Edge of 3 and you apply one level of Effort to a Speed roll, it costs you 0 points from your Speed Pool. (Normally, applying one level of Effort would cost 3 points, but you subtract your Speed Edge from that cost, reducing it to 0.)

Skills and other advantages also ease a task, and you can use them in conjunction with Effort. In addition, your character might have special abilities or equipment that allow you to apply Effort to accomplish a special effect, such as knocking down a foe with an attack or affecting multiple targets with a power that normally affects only one.

When applying Effort to melee attacks, you have the option of spending points from either your Might Pool or your Speed Pool. When making ranged attacks, you may spend points only from your Speed Pool. This reflects that with melee you sometimes use brute force and sometimes use finesse, but with ranged attacks, it’s always about careful targeting.

Effort and Damage

Instead of applying Effort to ease your attack, you can apply Effort to increase the amount of damage you inflict with an attack. For each level of Effort you apply in this way, you inflict 3 additional points of damage. This works for any kind of attack that inflicts damage, whether a sword, a crossbow, a mind blast, or something else.

When using Effort to increase the damage of an area attack, such as the explosion created by an Adept’s Concussion ability, you inflict 2 additional points of damage instead of 3 points. However, the additional points are dealt to all targets in the area. Further, even if one or more of the targets resist the attack, they still take 1 point of damage.

Multiple Uses of Effort and Edge

If your Effort is 2 or higher, you can apply Effort to multiple aspects of a single action. For example, if you make an attack, you can apply Effort to your attack roll and apply Effort to increase the damage.

The total amount of Effort you apply can’t be higher than your Effort score. For example, if your Effort is 2, you can apply up to two levels of Effort. You could apply one level to an attack roll and one level to its damage, two levels to the attack and no levels to the damage, or no levels to the attack and two levels to the damage.

You can use Edge for a particular stat only once per action. For example, if you apply Effort to a Might attack roll and to your damage, you can use your Might Edge to reduce the cost of one of those uses of Effort, not both. If you spend 1 Intellect point to activate your mind blast and one level of Effort to ease the attack roll, you can use your Intellect Edge to reduce the cost of one of those things, not both.

Stat Examples

A beginning character is fighting a giant rat. The PC stabs their spear at the rat, which is a level 2 creature and thus has a target number of 6. The character stands atop a boulder and strikes downward at the beast, and the GM rules that this helpful tactic is an asset that eases the attack by one step (to difficulty 1). That lowers the target number to 3. Attacking with a spear is a Might action; the character has a Might Pool of 11 and a Might Edge of 0. Before making the roll, they decide to apply a level of Effort to ease the attack. That costs 3 points from their Might Pool, reducing the Pool to 8. But the points are well spent. Applying the Effort lowers the difficulty from 1 to 0, so no roll is needed—the attack automatically succeeds.

Another character is attempting to convince a guard to let them into a private office to speak to an influential noble. The GM rules that this is an Intellect action. The character is third tier and has an Effort of 3, an Intellect Pool of 13, and an Intellect Edge of 1. Before making the roll, they must decide whether to apply Effort. They can choose to apply one, two, or three levels of Effort, or apply none at all. This action is important to them, so they decide to apply two levels of Effort, easing the task by two steps. Thanks to their Intellect Edge, applying the Effort costs only 4 points from their Intellect Pool (3 points for the first level of Effort plus 2 points for the second level minus 1 point for their Edge). Spending those points reduces their Intellect Pool to 9. The GM decides that convincing the guard is a difficulty 3 (demanding) task with a target number of 9; applying two levels of Effort reduces the difficulty to 1 (simple) and the target number to 3. The player rolls a d20 and gets an 8. Because this result is at least equal to the target number of the task, they succeed. However, if they had not applied some Effort, they would have failed because their roll (8) would have been less than the task’s original target number (9).

Character Tiers

Every character starts the game at the first tier. Tier is a measurement of power, toughness, and ability. Characters can advance up to the sixth tier. As your character advances to higher tiers, you gain more abilities, increase your Effort, and can improve a stat’s Edge or increase a stat. Generally speaking, even first-tier characters are already quite capable. It’s safe to assume that they’ve already got some experience under their belt. This is not a “zero to hero” progression, but rather an instance of competent people refining and honing their capabilities and knowledge. Advancing to higher tiers is not really the goal of Cypher System characters, but rather a representation of how characters progress in a story.

To progress to the next tier, characters earn experience points (XP) by pursuing character arcs, going on adventures, and discovering new things—the system is about both discovery and exploration, as well as achieving personal goals. Experience points have many uses, and one use is to purchase character benefits. After your character purchases four character benefits, they advance to the next tier. Each benefit costs 4 XP, and you can purchase them in any order, but you must purchase one of each kind of benefit (and then advance to the next tier) before you can purchase the same benefit again. The four character benefits are as follows.

Increasing Capabilities: You gain 4 points to add to your stat Pools. You can allocate the points among the Pools however you wish.

Moving Toward Perfection: You add 1 to your Might Edge, your Speed Edge, or your Intellect Edge (your choice).

Extra Effort: Your Effort score increases by 1.

Skills: You become trained in one skill of your choice, other than attacks or defense. As described in Rules of the Game, a character trained in a skill treats the difficulty of a related task as one step lower than normal. The skill you choose for this benefit can be anything you wish, such as climbing, jumping, persuading, or sneaking. You can also choose to be knowledgeable in a certain area of lore, such as history or geology. You can even choose a skill based on your character’s special abilities. For example, if your character can make an Intellect roll to blast an enemy with mental force, you can become trained in using that ability, easing the task of using it. If you choose a skill that you are already trained in, you become specialized in that skill, easing related tasks by two steps instead of one.

Skills are a broad category of things your character can learn and accomplish. For a list of sample skills, see below.

Other Options: Players can also spend 4 XP to purchase other special options in lieu of gaining a new skill. Selecting any of these options counts as the skill benefit necessary to advance to the next tier. The special options are as follows:

Note: Erratum

The other options are described a bit differently in the Experience Points chapter. There you can buy other options in lieu of any of the above options, not only in lieu of gaining a new skill. There’s also the possibility to buy focus abilities of tiers 3 and 6. The description in the Experience Points chapter seems to be the correct one.

Character Descriptor, Type, and Focus

To create your character, you build a simple statement that describes them. The statement takes this form: “I am a [fill in an adjective here] [fill in a noun here] who [fill in a verb here].”

Thus: “I am an adjective noun who verbs.” For example, you might say, “I am a Rugged Warrior who Controls Beasts” or “I am a Charming Explorer who Focuses Mind Over Matter.”

In this sentence, the adjective is called your descriptor.

The noun is your character type.

The verb is called your focus.

Even though character type is in the middle of the sentence, that’s where we’ll start this discussion. (Just as in a sentence, the noun provides the foundation.)

Your character type is the core of your character. In some roleplaying games, it might be called your character class. Your type helps determine your character’s place in the world and relationship with other people in the setting. It’s the noun of the sentence “I am an adjective noun who verbs.”

You can choose from four character types: Warriors, Adepts, Explorers, and Speakers.

Your descriptor defines your character—it colors everything you do. Your descriptor places your character in the situation (the first adventure, which starts the campaign) and helps provide motivation. It’s the adjective of the sentence “I am an adjective noun who verbs.”

Unless your GM says otherwise, you can choose from any of the character descriptors.

Focus is what your character does best. Focus gives your character specificity and provides interesting new abilities that might come in handy. Your focus also helps you understand how you relate with the other player characters in your group. It’s the verb of the sentence “I am an adjective noun who verbs.”

There are many character foci. The ones you choose from will probably depend on the setting and genre of your game.

You can use the Flavors chapter to slightly modify character types to customize them for different genres.

Special Abilities

Character types and foci grant PCs special abilities at each new tier. Using these abilities usually costs points from your stat Pools; the cost is listed in parentheses after the ability name. Your Edge in the appropriate stat can reduce the cost of the ability, but remember that you can apply Edge only once per action. For example, let’s say an Adept with an Intellect Edge of 2 wants to use their Onslaught ability to create a bolt of force, which costs 1 Intellect point. They also want to increase the damage from the attack by using a level of Effort, which costs 3 Intellect points. The total cost for their action is 2 points from their Intellect Pool (1 point for the bolt of force, plus 3 points for using Effort, minus 2 points from their Edge).

Sometimes the point cost for an ability has a + sign after the number. For example, the cost might be given as “2+ Intellect points.” That means you can spend more points or more levels of Effort to improve the ability further, as explained in the ability description.

Many special abilities grant a character the option to perform an action that they couldn’t normally do, such as projecting rays of cold or attacking multiple foes at once. Using one of these abilities is an action unto itself, and the end of the ability’s description says “Action” to remind you. It also might provide more information about when or how you perform the action.

Some special abilities allow you to perform a familiar action—one that you can already do—in a different way. For example, an ability might let you wear heavy armor, reduce the difficulty of Speed defense rolls, or add 2 points of fire damage to your weapon damage. These abilities are called enablers. Using one of these abilities is not considered an action. Enablers either function constantly (such as being able to wear heavy armor, which isn’t an action) or happen as part of another action (such as adding fire damage to your weapon damage, which happens as part of your attack action). If a special ability is an enabler, the end of the ability’s description says “Enabler” to remind you.

Some abilities specify a duration, but you can always end one of your own abilities anytime you wish.

Because the Cypher System covers so many genres, not all of the descriptors, types, and foci might be available for players. The GM will decide what’s available in their particular game and whether anything is modified, and they’ll let the players know.

Skills

Sometimes your character gains training in a specific skill or task. For example, your focus might mean that you’re trained in sneaking, in climbing and jumping, or in social interactions. Other times, your character can choose a skill to become trained in, and you can pick a skill that relates to any task you think you might face.

The Cypher System has no definitive list of skills. However, the following list offers ideas:

@UUID[Compendium.cyphersystem-compendium.basic-skills.kEz6uQxk1unTXSNm]{Astronomy} @UUID[Compendium.cyphersystem-compendium.basic-skills.fwktascgpe8DprA9]{Balancing} @UUID[Compendium.cyphersystem-compendium.basic-skills.qIkIjledDIy71P6m]{Biology} @UUID[Compendium.cyphersystem-compendium.basic-skills.YVOjYbyRzCYVxd4I]{Botany} @UUID[Compendium.cyphersystem-compendium.basic-skills.ybR56wJ9gjEiBBeS]{Carrying} @UUID[Compendium.cyphersystem-compendium.basic-skills.jMju5yGMFFfxmpK4]{Climbing} @UUID[Compendium.cyphersystem-compendium.basic-skills.NaKiOXzse6HzKjoU]{Computers} @UUID[Compendium.cyphersystem-compendium.basic-skills.eeHdJpr4k8hYtGr5]{Deceiving} @UUID[Compendium.cyphersystem-compendium.basic-skills.DraIKUQRw8KrnC4o]{Disguise} @UUID[Compendium.cyphersystem-compendium.basic-skills.Pjj8dKkUIGbXbAtj]{Escaping} @UUID[Compendium.cyphersystem-compendium.basic-skills.6e83HnGZvltsanfE]{Geography} @UUID[Compendium.cyphersystem-compendium.basic-skills.z1y5D9aLUU6RJSaU]{Geology} @UUID[Compendium.cyphersystem-compendium.basic-skills.vxW0N1vEdwK4MVjD]{Healing} @UUID[Compendium.cyphersystem-compendium.basic-skills.RnsLhB3rhJUC0Euk]{History} @UUID[Compendium.cyphersystem-compendium.basic-skills.QonPVHzXrzIN29lf]{Identifying} @UUID[Compendium.cyphersystem-compendium.basic-skills.gbWPNb1uKsRtZWSL]{Initiative} @UUID[Compendium.cyphersystem-compendium.basic-skills.tZ7PdXuWQyRMo0Rh]{Intimidation} @UUID[Compendium.cyphersystem-compendium.basic-skills.MrGl25gzZk4uu7BR]{Jumping} @UUID[Compendium.cyphersystem-compendium.basic-skills.bBrJqSuoQ6PmRqH5]{Leatherworking} @UUID[Compendium.cyphersystem-compendium.basic-skills.BATb9zx3L6oB2J0H]{Lockpicking} @UUID[Compendium.cyphersystem-compendium.basic-skills.E3swDJUDkKbo5K6S]{Machinery} @UUID[Compendium.cyphersystem-compendium.basic-skills.N45sgegH563KWZPR]{Metalworking} @UUID[Compendium.cyphersystem-compendium.basic-skills.rH5FwMXGaNn21DZD]{Perception} @UUID[Compendium.cyphersystem-compendium.basic-skills.CYciueF3uoV3azbx]{Persuasion} @UUID[Compendium.cyphersystem-compendium.basic-skills.zhQK4a79V1U6iuq8]{Philosophy} @UUID[Compendium.cyphersystem-compendium.basic-skills.OzVTO7QBg6okJ7Wf]{Physics} @UUID[Compendium.cyphersystem-compendium.basic-skills.L5fWzlqtfmdwZ2bC]{Pickpocketing} @UUID[Compendium.cyphersystem-compendium.basic-skills.FDS0OTDYEmGsv2Xe]{Piloting} @UUID[Compendium.cyphersystem-compendium.basic-skills.T9qrqrrHhuA3ad6S]{Repairing} @UUID[Compendium.cyphersystem-compendium.basic-skills.JZF2fos5oJ3sEVhC]{Riding} @UUID[Compendium.cyphersystem-compendium.basic-skills.y0gHR7IwScnB2Ebi]{Smashing} @UUID[Compendium.cyphersystem-compendium.basic-skills.Q9tfUkhYGRJ5Df42]{Sneaking} @UUID[Compendium.cyphersystem-compendium.basic-skills.duTx0BwgmC1Gw3Ze]{Stealth} @UUID[Compendium.cyphersystem-compendium.basic-skills.bDIjaLnoMQAS99GH]{Swimming} @UUID[Compendium.cyphersystem-compendium.basic-skills.iaW1Bm0sA2cE3iLa]{Vehicle driving} @UUID[Compendium.cyphersystem-compendium.basic-skills.Yn7G03hmz9uLOnhp]{Woodworking}

You could choose a skill that incorporates more than one of these areas (interacting might include deceiving, intimidation, and persuasion) or that is a more specific version of one (hiding might be sneaking when you’re not moving). You could also make up more general professional skills, such as baker, sailor, or lumberjack. If you want to choose a skill that’s not on this list, it’s probably best to run it past the GM first, but in general, the most important thing is to choose skills that are appropriate to your character.

Remember that if you gain a skill that you’re already trained in, you become specialized in that skill. Because skill descriptions can be nebulous, determining whether you’re trained or specialized might take some thinking. For example, if you’re trained in lying and later gain an ability that grants you skill with all social interactions, you become specialized in lying and trained in all other types of interactions. Being trained three times in a skill is no better than being trained twice (in other words, specialized is as good as it gets).

Only skills gained through character type abilities or other rare instances allow you to become skilled with attack or defense tasks.

If you gain a special ability through your type, your focus, or some other aspect of your character, you can choose it in place of a skill and become trained or specialized in that ability. For example, if you have a mind blast, when it’s time to choose a skill to be trained in, you can select your mind blast as your skill. That would ease the attack every time you used it. Each ability you have counts as a separate skill for this purpose. You can’t select “all mind powers” or “all spells” as one skill and become trained or specialized in such a broad category.

In most campaigns, fluency in a language is considered a skill. So if you want to speak French, that’s the same as being trained in biology or swimming.

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Character type is the core of your character. Your type helps determine your character’s place in the world and relationship with other people in the setting. It’s the noun of the sentence “I am an adjective noun who verbs.”

In some roleplaying games, your character type might be called your character class.

You can choose from four character types: Warrior, Adept, Explorer, and Speaker. However, you may not want to use these generic names for them. This chapter offers a few more specific names for each type that might be more appropriate to various genres. You’ll find that names like “Warrior” or “Explorer” don’t always feel right, particularly in games set in modern times. As always, you’re free to do as you wish. (Your type is who your character is. You should use whatever name you want for your type, as long as it fits both your character and the setting.)

Since the type is the basis upon which your whole character is built, it’s important to consider how the type relates to the chosen setting. To help with this, types are actually general archetypes. A Warrior, for example, might be anyone from a knight in shining armor to a cop on the streets to a grizzled cybernetic veteran of a thousand futuristic wars.

To further massage the four types for better use in various settings, different methods called flavors are presented in Flavors to help slightly tailor the types toward fantasy, science fiction, or other genres (or to address different character concepts).

Finally, more fundamental options for further customization are provided at the end of this chapter.

Player Intrusion

A player intrusion is the player choosing to alter something in the campaign, making things easier for a player character. Conceptually, it is the reverse of a GM intrusion: instead of the GM giving the player XP and introducing an unexpected complication for a character, the player spends 1 XP and presents a solution to a problem or complication. What a player intrusion can do usually introduces a change to the world or current circumstances rather than directly changing the character. For instance, an intrusion indicating that the cypher just used still has an additional use would be appropriate, but an intrusion that heals the character would not. If a player has no XP to spend, they can’t use a player intrusion.

A few player intrusion examples are provided under each type. That said, not every player intrusion listed there is appropriate for all situations. The GM may allow players to come up with other player intrusion suggestions, but the GM is the final arbiter of whether the suggested intrusion is appropriate for the character’s type and suitable for the situation. If the GM refuses the intrusion, the player doesn’t spend the 1 XP, and the intrusion doesn’t occur.

Using an intrusion does not require a character to use an action to trigger it. A player intrusion just happens.

Player intrusions should be limited to no more than one per player per session.

Defense Tasks

Defense tasks are when a player makes a roll to keep something undesirable from happening to their PC. The type of defense task matters when using Effort.

@UUID[Compendium.cyphersystem-compendium.basic-skills.Q0vfmbqehJw0jYBa]{Might defense}: Used for resisting poison, disease, and anything else that can be overcome with strength and health.

@UUID[Compendium.cyphersystem-compendium.basic-skills.FXYWkXG7Iq6Wm1pS]{Speed defense}: Used for dodging attacks and escaping danger. This is by far the most commonly used defense task.

@UUID[Compendium.cyphersystem-compendium.basic-skills.5X8qgmSuvRVNTiaP]{Intellect defense}: Used for fending off mental attacks or anything that might affect or influence one’s mind.

Warrior

Fantasy/Fairy tale: Warrior, fighter, swordsman, knight, barbarian, soldier, myrmidon, valkyrie

Modern/Horror/Romance: police officer, soldier, watchman, detective, guard, brawler, tough, athlete

Science fiction: security officer, warrior, trooper, soldier, merc

Superhero/Post-Apocalyptic: hero, brick, bruiser

You’re a good ally to have in a fight. You know how to use weapons and defend yourself. Depending on the genre and setting in question, this might mean wielding a sword and shield in the gladiatorial arena, an AK-47 and a bandolier of grenades in a savage firefight, or a blaster rifle and powered armor when exploring an alien planet.

Individual Role: Warriors are physical, action-oriented people. They’re more likely to overcome a challenge using force than by other means, and they often take the most straightforward path toward their goals.

Group Role: Warriors usually take and deal the most punishment in a dangerous situation. Often it falls on them to protect the other group members from threats. This sometimes means that warriors take on leadership roles as well, at least in combat and other times of danger.

Societal Role: Warriors aren’t always soldiers or mercenaries. Anyone who is ready for violence, or even potential violence, might be a Warrior in the general sense. This includes guards, watchmen, police officers, sailors, or people in other roles or professions who know how to defend themselves with skill.

Advanced Warriors: As warriors advance, their skill in battle—whether defending themselves or dishing out damage—increases to impressive levels. At higher tiers, they can often take on groups of foes by themselves or stand toe to toe with anyone.

Warrior Background Connection

Your type helps determine the connection you have to the setting. Roll a d20 or choose from the following list to determine a specific fact about your background that provides a connection to the rest of the world. You can also create your own fact.

@UUID[Compendium.cyphersystem-compendium.cypher-roll-tables.sEDd1gQiT9UHF023]{Warrior Background Connection}

Warrior Player Intrusions

You can spend 1 XP to use one of the following player intrusions, provided the situation is appropriate and the GM agrees.

Perfect Setup: You’re fighting at least three foes and each one is standing in exactly the right spot for you to use a move you trained in long ago, allowing you to attack all three as a single action. Make a separate attack roll for each foe. You remain limited by the amount of Effort you can apply on one action.

Old Friend: A comrade in arms from your past shows up unexpectedly and provides aid in whatever you’re doing. They are on a mission of their own and can’t stay longer than it takes to help out, chat for a while after, and perhaps share a quick meal.

Weapon Break: Your foe’s weapon has a weak spot. In the course of the combat, it quickly becomes damaged and moves two steps down the object damage track.

Warrior Stat Pools

StatPool Starting Value
Might10
Speed10
Intellect8

You get 6 additional points to divide among your stat Pools however you wish.

First-Tier Warrior

First-tier warriors have the following abilities:

Effort: Your Effort is 1.

Physical Nature: You have a Might Edge of 1 and a Speed Edge of 0, or you have a Might Edge of 0 and a Speed Edge of 1. Either way, you have an Intellect Edge of 0.

Cypher Use: You can bear two cyphers at a time.

Weapons: You become practiced with @UUID[Compendium.cyphersystem-compendium.basic-skills.GA74AkWhC7i4Z8sZ]{light}, @UUID[Compendium.cyphersystem-compendium.basic-skills.wHxvX2zJOKo27GBe]{medium}, and @UUID[Compendium.cyphersystem-compendium.basic-skills.d554SLnkyNqPDDOc]{heavy weapons} and suffer no penalty when using any kind of weapon. Enabler.

Starting Equipment: Appropriate clothing and two weapons of your choice, plus one expensive item, two moderately priced items, and up to four inexpensive items.

Special Abilities: Choose four of the abilities listed below. You can’t choose the same ability more than once unless its description says otherwise. The full description for each listed ability can be found in Abilities, which also has descriptions for flavor and focus abilities in a single vast catalog.

@UUID[Compendium.cyphersystem-compendium.abilities.7BS6IEcYlEp5v3OC]{Bash} @UUID[Compendium.cyphersystem-compendium.abilities.2x7nMe9ZGp3VjI8B]{Combat Prowess} @UUID[Compendium.cyphersystem-compendium.abilities.6cMg5QXB71YNgoaM]{Control the Field} @UUID[Compendium.cyphersystem-compendium.abilities.7X2zbrkFSNbyhA5G]{Improved Edge} @UUID[Compendium.cyphersystem-compendium.abilities.YZB37b80VQGMUscp]{No Need for Weapons} @UUID[Compendium.cyphersystem-compendium.abilities.o2iiTUXdkMPREkvK]{Overwatch} @UUID[Compendium.cyphersystem-compendium.abilities.noCgrKbB370cfzQg]{Physical Skills} @UUID[Compendium.cyphersystem-compendium.abilities.o2ZDoteWQsFsqTJr]{Practiced in Armor} @UUID[Compendium.cyphersystem-compendium.abilities.yszDDDpH6m16dEoV]{Quick Throw} @UUID[Compendium.cyphersystem-compendium.abilities.8hiUfUNY3u2IpVDa]{Swipe} @UUID[Compendium.cyphersystem-compendium.abilities.uatcX3o1oB2Stc4u]{Trained Without Armor}

Second-Tier Warrior

Choose two of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.EERMWn1af0S8wAWN]{Crushing Blow} @UUID[Compendium.cyphersystem-compendium.abilities.S3L1oym8fpx0NsAc]{Hemorrhage} @UUID[Compendium.cyphersystem-compendium.abilities.szw7tHW0OjI2fjpJ]{Reload} @UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks} @UUID[Compendium.cyphersystem-compendium.abilities.CtRvLxfUlCynJv1B]{Skill With Defense} @UUID[Compendium.cyphersystem-compendium.abilities.36nlDXhOP5e5dfns]{Successive Attack}

Third-Tier Warrior

Choose three of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.Rr4oB1lUzuzFHNHQ]{Deadly Aim} @UUID[Compendium.cyphersystem-compendium.abilities.M49EI6qapNJC2aLR]{Energy Resistance} @UUID[Compendium.cyphersystem-compendium.abilities.4eCjeGPA0ovnwIfu]{Experienced in Armor} @UUID[Compendium.cyphersystem-compendium.abilities.u1GhDcfpVXITVtOc]{Expert Cypher Use} @UUID[Compendium.cyphersystem-compendium.abilities.73miZT5kYFyxnPOT]{Fury} @UUID[Compendium.cyphersystem-compendium.abilities.bPr34XiLw2Dqb4VJ]{Lunge} @UUID[Compendium.cyphersystem-compendium.abilities.XqGE5QLHnpIKB5rB]{Reaction} @UUID[Compendium.cyphersystem-compendium.abilities.t3zUlk8c5WEBXXO8]{Seize the Moment} @UUID[Compendium.cyphersystem-compendium.abilities.bkQnnjRFJS9VpaY5]{Slice} @UUID[Compendium.cyphersystem-compendium.abilities.YIzrA5i8eBSPMFzj]{Spray} @UUID[Compendium.cyphersystem-compendium.abilities.4s3SAqu0lb5qzfzL]{Trick Shot} @UUID[Compendium.cyphersystem-compendium.abilities.DhbLcVuqEZmS6Z2y]{Vigilance}

Fourth-Tier Warrior

Choose two of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.M5QroBlhUCULt6MD]{Amazing Effort} @UUID[Compendium.cyphersystem-compendium.abilities.gNRMG3mJTzWaCGph]{Capable Warrior} @UUID[Compendium.cyphersystem-compendium.abilities.GlXd4oFI9Fqq3rAX]{Experienced Defender} @UUID[Compendium.cyphersystem-compendium.abilities.RO8dmB90aRPOmCuJ]{Feint} @UUID[Compendium.cyphersystem-compendium.abilities.mUizWF7k2XD7ykRJ]{Increased Effects} @UUID[Compendium.cyphersystem-compendium.abilities.PTVAJGFiXDueX8az]{Momentum} @UUID[Compendium.cyphersystem-compendium.abilities.blm1Z8JxvWOiFf0b]{Pry Open} @UUID[Compendium.cyphersystem-compendium.abilities.yJDNsRAG3Elm6PWp]{Snipe} @UUID[Compendium.cyphersystem-compendium.abilities.wxAZnuQkvWosLzkN]{Tough As Nails}

Fifth-Tier Warrior

Choose three of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.M0pjZXQ9996hfUPs]{Adroit Cypher Use} @UUID[Compendium.cyphersystem-compendium.abilities.WrJDw2X8JHcljjP4]{Arc Spray} @UUID[Compendium.cyphersystem-compendium.abilities.t6VEEwEsQUIImebW]{Improved Success} @UUID[Compendium.cyphersystem-compendium.abilities.IFb8NX06xgWM7H98]{Jump Attack} @UUID[Compendium.cyphersystem-compendium.abilities.4k5JFV78A5SiPjFo]{Mastery in Armor} @UUID[Compendium.cyphersystem-compendium.abilities.kNSRytTtQX0rU3aE]{Mastery With Attacks} @UUID[Compendium.cyphersystem-compendium.abilities.LTqgcoprvBF2ZkdH]{Mastery With Defense} @UUID[Compendium.cyphersystem-compendium.abilities.AmZDmnmP7CxSSN4h]{Parry}

Remember that at higher tiers, you can choose special abilities from lower tiers. This is sometimes the best way to ensure that you have exactly the character you want. This is particularly true with abilities that grant skills, which can usually be taken multiple times.

Sixth-Tier Warrior

Choose two of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.MQewTo9NscKVUUNz]{Again and Again} @UUID[Compendium.cyphersystem-compendium.abilities.syJ3mkT2hHR2MY3o]{Finishing Blow} @UUID[Compendium.cyphersystem-compendium.abilities.Cz0KkzZPnlX1oTYz]{Magnificent Moment} @UUID[Compendium.cyphersystem-compendium.abilities.KNElOxbWobS1ygLv]{Murderer} @UUID[Compendium.cyphersystem-compendium.abilities.KDZeCZJxjCQzlTxA]{Spin Attack} @UUID[Compendium.cyphersystem-compendium.abilities.s8NShtaUrW0Oxolo]{Weapon and Body}

Warrior Example

Ray wants to create a Warrior character for a modern campaign. He decides that the character is an ex-military fellow who is fast and strong. He puts 3 of his additional points into his Might Pool and 3 into his Speed Pool; his stat Pools are now Might 13, Speed 13, and Intellect 8. As a first-tier character, his Effort is 1, his Might Edge is 1, and his Speed Edge and Intellect Edge are both 0. His character is not particularly smart or charismatic.

He wants to use a large combat knife (a medium weapon that inflicts 4 points of damage) and a .357 Magnum (a heavy pistol that inflicts 6 points of damage but requires the use of both hands). Ray decides not to wear armor, as it’s not really appropriate to the setting, so for his first ability, he chooses Trained Without Armor so he eases Speed defense actions. For his second ability, he chooses Combat Prowess so he can inflict extra damage with his big knife.

Ray wants to be fast as well as tough, so he selects Improved Edge. This gives him a Speed Edge of 1. He rounds out his character with Physical Skills and chooses swimming and running.

The Warrior can bear two cyphers. The GM decides that Ray’s first cypher is a pill that restores 6 points of Might when swallowed, and his second is a small, easily concealed grenade that explodes like a firebomb when thrown, inflicting 3 points of damage to all within immediate range.

Ray still needs to choose a descriptor and a focus. Looking ahead to the descriptor rules, Ray chooses Strong, which increases his Might Pool to 17. He also becomes trained in jumping and breaking inanimate objects. (If he had chosen jumping as one of his physical skills, the Strong descriptor would have made him specialized in jumping instead of trained.) Being Strong also gives Ray an extra medium or heavy weapon. He chooses a baseball bat that he’ll use in a pinch. He keeps it in the trunk of his car.

For his focus, Ray chooses Masters Weaponry. This gives him yet another weapon of high quality. He chooses another combat knife and asks the GM if he could use it in his left hand—not to make attacks, but as a shield. This will ease his Speed defense rolls if he has both knives out (the “shield” counts as an asset). The GM agrees. During the game, Ray’s Warrior will be hard to hit—he is trained in Speed defense rolls, and his extra knife eases his defense rolls by another step.

Thanks to his focus, he also inflicts 1 additional point of damage with his chosen weapon. Now he inflicts 6 points of damage with his blade. Ray’s character is a deadly combatant, likely starting the game with a reputation as a knife fighter.

For his character arc, Ray chooses Defeat a Foe. That foe, he decides, is none other than someone in his company who was once a friend but went rogue.

Adept

Fantasy/Fairy tale: wizard, mage, sorcerer, cleric, druid, seer, diabolist, fey-touched

Modern/Horror/Romance: psychic, occultist, witch, practitioner, medium, fringe scientist

Science fiction: psion, psionicist, telepath, seeker, master, scanner, ESPer, abomination

Superhero/Post-Apocalyptic: mage, sorcerer, power-wielder, master, psion, telepath

You master powers or abilities outside the experience, understanding, and sometimes belief of others. They might be magic, psychic powers, mutant abilities, or just a wide variety of intricate devices, depending on the setting. (“Magic” here is a term used very loosely. It’s a catch-all for the kinds of wondrous, possibly supernatural things that your character can do that others cannot. It might actually be an expression of technological devices, channeling spirits, mutations, psionics, nanotechnology, or any number of other sources.)

Individual Role: Adepts are usually thoughtful, intelligent types. They often think carefully before acting and rely heavily on their supernatural abilities.

Group Role: Adepts are not powerful in straightforward combat, although they often wield abilities that provide excellent combat support, both offensively and defensively. They sometimes possess abilities that facilitate overcoming challenges. For example, if the group must get through a locked door, an Adept might be able to destroy it or teleport everyone to the other side.

Societal Role: In settings where the supernatural is rare, strange, or feared, Adepts are likely rare and feared as well. They remain hidden, shadowy figures. When this is not the case, Adepts are more likely to be common and forthright. They might even take leadership roles.

Advanced Adepts: Even at low tiers, Adept powers are impressive. Higher-tier Adepts can accomplish amazing deeds that can reshape matter and the environment around them.

Adepts are almost always emblematic of the paranormal or superhuman in some way—wizards, psychics, or something similar. If the game you’re playing has none of that, an Adept could be a charlatan mimicking such abilities with tricks and hidden devices, or a gadgeteer character with a “utility belt” full of oddments. Or a game like that might not have Adepts. That’s okay too.

Adept Background Connection

Your type helps determine the connection you have to the setting. Roll a d20 or choose from the following list to determine a specific fact about your background that provides a connection to the rest of the world. You can also create your own fact.

@UUID[Compendium.cyphersystem-compendium.cypher-roll-tables.ldbXbEteJgHbIdZe]{Adept Background Connection}

Adept Player Intrusions

When playing an Adept, you can spend 1 XP to use one of the following player intrusions, provided the situation is appropriate and the GM agrees.

Advantageous Malfunction: A device being used against you malfunctions. It might harm the user or one of their allies for a round, or activate a dramatic and distracting side effect for a few rounds.

Convenient Idea: A flash of insight provides you with a clear answer or suggests a course of action with regard to an urgent question, problem, or obstacle you’re facing.

Inexplicably Unbroken: An inactive, ruined, or presumed-destroyed device temporarily activates and performs a useful function relevant to the situation. This is enough to buy you some time for a better solution, alleviate a complication that was interfering with your abilities, or just get you one more use out of a depleted cypher or artifact.

Adept Stat Pools

StatPool Starting Value
Might7
Speed9
Intellect12

You get 6 additional points to divide among your stat Pools however you wish.

First-Tier Adept

First-tier Adepts have the following abilities:

Effort: Your Effort is 1.

Genius: You have an Intellect Edge of 1, a Might Edge of 0, and a Speed Edge of 0.

Expert Cypher Use: You can bear three cyphers at a time.

Starting Equipment: Appropriate clothing, plus two expensive items, two moderately priced items, and up to four inexpensive items of your choice.

Weapons: You can use @UUID[Compendium.cyphersystem-compendium.basic-skills.GA74AkWhC7i4Z8sZ]{light weapons} without penalty. You have an inability with @UUID[Compendium.cyphersystem-compendium.inabilities.Zjign4M9GqTvD348]{medium weapons} and @UUID[Compendium.cyphersystem-compendium.inabilities.aMGYdfzCgfYqtHuJ]{heavy weapons}; your attacks with medium and heavy weapons are hindered.

Special Abilities: Choose four of the abilities listed below. You can’t choose the same ability more than once unless its description says otherwise. The full description for each listed ability can be found in Abilities, which also has descriptions for flavor and focus abilities in a single vast catalog.

Adept abilities require at least one free hand unless the GM says otherwise.

@UUID[Compendium.cyphersystem-compendium.abilities.6qCR3kBqCVYDlEOl]{Distortion} @UUID[Compendium.cyphersystem-compendium.abilities.TmWjWp4iWk4GMLN0]{Erase Memories} @UUID[Compendium.cyphersystem-compendium.abilities.gP8HCn8FPeg49V7M]{Far Step} @UUID[Compendium.cyphersystem-compendium.abilities.zArjjFcf9tHQvJTx]{Hedge Magic} @UUID[Compendium.cyphersystem-compendium.abilities.XQxN55rl0f5HFxEM]{Magic Training} @UUID[Compendium.cyphersystem-compendium.abilities.FE1Ge8CbJxQcCo0b]{Onslaught} @UUID[Compendium.cyphersystem-compendium.abilities.Myt0JUt24B8hjYAg]{Push} @UUID[Compendium.cyphersystem-compendium.abilities.Q8xKsSOvoFWL1ePP]{Resonance Field} @UUID[Compendium.cyphersystem-compendium.abilities.OPvXaxuRIVXLmkWl]{Scan} @UUID[Compendium.cyphersystem-compendium.abilities.nptFEdFaUvjDeqAz]{Shatter} @UUID[Compendium.cyphersystem-compendium.abilities.59mslpID7ogppzMA]{Ward}

Second-Tier Adept

Choose one of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.wWN4y4rATxbtMCMo]{Adaptation} @UUID[Compendium.cyphersystem-compendium.abilities.o7kTUAFonv5HPi07]{Cutting Light} @UUID[Compendium.cyphersystem-compendium.abilities.UCR0rx32kEsTcgnF]{Hover} @UUID[Compendium.cyphersystem-compendium.abilities.W5Zt9qDKCtNr49BC]{Mind Reading} @UUID[Compendium.cyphersystem-compendium.abilities.fzx429jdEdbd0tHy]{Retrieve Memories} @UUID[Compendium.cyphersystem-compendium.abilities.Uti1XQwY4VFZwwwc]{Reveal} @UUID[Compendium.cyphersystem-compendium.abilities.pdNI9QMKmDwu8gza]{Stasis}

Third-Tier Adept

Choose two of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.M0pjZXQ9996hfUPs]{Adroit Cypher Use} @UUID[Compendium.cyphersystem-compendium.abilities.Mj6yJZwRmdXaVwh8]{Countermeasures} @UUID[Compendium.cyphersystem-compendium.abilities.yz1w8JR23mtlDX49]{Energy Protection} @UUID[Compendium.cyphersystem-compendium.abilities.AUGM3xEluWJi4Y8h]{Fire and Ice} @UUID[Compendium.cyphersystem-compendium.abilities.yPVZmXWhUxustVdq]{Force Field Barrier} @UUID[Compendium.cyphersystem-compendium.abilities.bzy1KzO0oPmZGu2b]{Sensor} @UUID[Compendium.cyphersystem-compendium.abilities.q80xvRDX6XwFXgma]{Targeting Eye}

Fourth-Tier Adept

Choose one of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.iTxEWRCR8G5Rych2]{Death Touch} @UUID[Compendium.cyphersystem-compendium.abilities.VEJQ74o175OnlIAm]{Exile} @UUID[Compendium.cyphersystem-compendium.abilities.wvlSlYCJyrJuFqtn]{Invisibility} @UUID[Compendium.cyphersystem-compendium.abilities.whVEpvOjmGs3fpcD]{Matter Cloud} @UUID[Compendium.cyphersystem-compendium.abilities.Vcfc6yjbqX6WSzCf]{Mind Control} @UUID[Compendium.cyphersystem-compendium.abilities.8QwoYVraOedgr9kB]{Projection} @UUID[Compendium.cyphersystem-compendium.abilities.y1bQFSBlwMbUico5]{Rapid Processing} @UUID[Compendium.cyphersystem-compendium.abilities.iroL3TcKD9dpulhW]{Regeneration} @UUID[Compendium.cyphersystem-compendium.abilities.YFbC1HRis4SpZgrS]{Reshape} @UUID[Compendium.cyphersystem-compendium.abilities.KGz0rK4b2dAt0DaX]{Wormhole}

Fifth-Tier Adept

Choose two of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.NCXCkCYeZw8qlazG]{Absorb Energy} @UUID[Compendium.cyphersystem-compendium.abilities.PZBKCtRj5S6ULnjo]{Concussion} @UUID[Compendium.cyphersystem-compendium.abilities.8SDpRRzZRF73zLsF]{Conjuration} @UUID[Compendium.cyphersystem-compendium.abilities.HuhNjMfMxPkTlERH]{Create} @UUID[Compendium.cyphersystem-compendium.abilities.D4JFKjeVDkx9Xfnf]{Dust to Dust} @UUID[Compendium.cyphersystem-compendium.abilities.wlkPdME0r3hx9VbE]{Knowing the Unknown} @UUID[Compendium.cyphersystem-compendium.abilities.K4XRiZlFRakz6j98]{Master Cypher Use} @UUID[Compendium.cyphersystem-compendium.abilities.IN3VI2LxDyYGbqnN]{Teleportation} @UUID[Compendium.cyphersystem-compendium.abilities.MGzAkRaGd4LgfQti]{True Senses}

Sixth-Tier Adept

Choose one of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.tvlNZboSbKCHttjs]{Control Weather} @UUID[Compendium.cyphersystem-compendium.abilities.jhdgI9rV2mpH6JQU]{Earthquake} @UUID[Compendium.cyphersystem-compendium.abilities.8OmtJRuoKRzuGfh8]{Move Mountains} @UUID[Compendium.cyphersystem-compendium.abilities.PlKwEwo6ilGqwxwI]{Traverse the Worlds} @UUID[Compendium.cyphersystem-compendium.abilities.gETtOLyLYRVk53dP]{Usurp Cypher}

Adept Example

Jen wants to create an Adept—a sorcerer for a fantasy campaign. She decides to be somewhat well rounded, so she puts 2 of her additional points into each stat Pool, giving her a Might Pool of 9, a Speed Pool of 11, and an Intellect Pool of 14. Her Adept is smart and quick. She has an Intellect Edge of 1, a Might Edge of 0, and a Speed Edge of 0. As a first-tier character, her Effort is 1. As her initial abilities, she chooses Onslaught and Ward, giving her a strong offense and defense. She also chooses Magic Training and rounds out her character with Scan, which she hopes will be useful in gaining insight and information. For this character, Onslaught, Ward, and Scan are all spells she has mastered through years of training and study.

She can bear three cyphers. The GM gives her a potion that acts as a short-range teleporter, a small charm that restores 5 points to her Intellect Pool, and a fluid-filled flask that explodes like a fiery bomb. Jen’s sorcerer is skilled with light weapons, so she chooses a dagger.

For her descriptor, Jen chooses Graceful, which adds 2 points to her Speed Pool, bringing it to 13. That descriptor means she is trained in balancing and anything requiring careful movements, physical performing arts, and Speed defense tasks. Perhaps she is a dancer. In fact, she begins to develop a backstory that involves graceful, lithe movements that she incorporates into her spells.

For her focus, she chooses Leads. This gives her training in social interactions, which again helps round her out—she’s good in all kinds of situations. Moreover, she has the Good Advice ability, which enables her to be a focal point of her group.

Her spells and focus abilities cost Intellect points to activate, so she’s glad to have a lot of points in her Intellect Pool. In addition, her Intellect Edge will help reduce those costs. If she uses her Onslaught force blast without applying Effort, it costs 0 Intellect points and deals 4 points of damage. Her Intellect Edge will allow her to save points to devote toward applying Effort for other purposes, perhaps to boost the accuracy of Onslaught.

For her character arc, Jen chooses Aid a Friend. She decides that when her sorcerer character was young, she had a magical mentor. That mentor was later taken prisoner by a demon, so her character is always looking for clues on how to find the demon and release her friend from bondage.

GMs are always free to pre-select a type’s special abilities at a given tier to reinforce the setting. In the fantasy setting of Jen’s sorcerer, the GM might have said that all sorcerers (Adepts) start with Magic Training as one of their tier 1 abilities. This doesn’t make the character any less powerful or special, but it says something about her role in the world and expectations in the game.

Explorer

Fantasy/Fairy tale: Explorer, adventurer, delver, mystery seeker

Modern/Horror/Romance: athlete, explorer, adventurer, drifter, detective, scholar, spelunker, trailblazer, investigative reporter

Science fiction: Explorer, adventurer, wanderer, planetary specialist, xenobiologist

Superhero/Post-Apocalyptic: adventurer, crimefighter

You are a person of action and physical ability, fearlessly facing the unknown. You travel to strange, exotic, and dangerous places, and discover new things. This means you’re physical but also probably knowledgeable.

Individual Role: Although Explorers can be academics or well studied, they are first and foremost interested in action. They face grave dangers and terrible obstacles as a routine part of life.

Group Role: Explorers sometimes work alone, but far more often they operate in teams with other characters. The Explorer frequently leads the way, blazing the trail. However, they’re also likely to stop and investigate anything intriguing they stumble upon.

Societal Role: Not all Explorers are out traipsing through the wilderness or poking about an old ruin. Sometimes, an Explorer is a teacher, a scientist, a detective, or an investigative reporter. In any event, an Explorer bravely faces new challenges and gathers knowledge to share with others.

Advanced Explorers: Higher-tier Explorers gain more skills, some combat abilities, and a number of abilities that allow them to deal with danger. In short, they become more and more well-rounded, able to deal with any challenge.

Explorer Background Connection

Your type helps determine the connection you have to the setting. Roll a d20 or choose from the following list to determine a specific fact about your background that provides a connection to the rest of the world. You can also create your own fact.

@UUID[Compendium.cyphersystem-compendium.cypher-roll-tables.EPY1EXnGWOBK9kO1]{Explorer Background Connection}

Explorer Player Intrusions

When playing an Explorer, you can spend 1 XP to use one of the following player intrusions, provided the situation is appropriate and the GM agrees.

Fortuitous Malfunction: A trap or a dangerous device malfunctions before it can affect you.

Serendipitous Landmark: Just when it seems like the path is lost (or you are), a trail marker, a landmark, or simply the way the terrain or corridor bends, rises, or falls away suggests to you the best path forward, at least from this point.

Weak Strain: The poison or disease turns out not to be as debilitating or deadly as it first seemed, and inflicts only half the damage that it would have otherwise.

Explorer Stat Pools

StatPool Starting Value
Might10
Speed9
Intellect9

You get 6 additional points to divide among your stat Pools however you wish.

First-Tier Explorer

First-tier Explorers have the following abilities:

Effort: Your Effort is 1.

Physical Nature: You have a Might Edge of 1, a Speed Edge of 0, and an Intellect Edge of 0.

Cypher Use: You can bear two cyphers at a time.

Starting Equipment: Appropriate clothing and a weapon of your choice, plus two expensive items, two moderately priced items, and up to four inexpensive items.

Weapons: You can use @UUID[Compendium.cyphersystem-compendium.basic-skills.GA74AkWhC7i4Z8sZ]{light} and @UUID[Compendium.cyphersystem-compendium.basic-skills.wHxvX2zJOKo27GBe]{medium weapons} without penalty. You have an inability with @UUID[Compendium.cyphersystem-compendium.inabilities.aMGYdfzCgfYqtHuJ]{heavy weapons}; your attacks with heavy weapons are hindered.

Special Abilities: Choose four of the abilities listed below. You can’t choose the same ability more than once unless its description says otherwise. The full description for each listed ability can be found in Abilities, which also has descriptions for flavor and focus abilities in a single vast catalog.

@UUID[Compendium.cyphersystem-compendium.abilities.7OpsD4muO5HGJt29]{Block} @UUID[Compendium.cyphersystem-compendium.abilities.UyQTRi5ZwWU5tMO0]{Danger Sense} @UUID[Compendium.cyphersystem-compendium.abilities.P95xVHVxALSMjanR]{Decipher} @UUID[Compendium.cyphersystem-compendium.abilities.PqL4qr9D8QAwQhrL]{Endurance} @UUID[Compendium.cyphersystem-compendium.abilities.axI0iGYo7DjdR8Ya]{Find the Way} @UUID[Compendium.cyphersystem-compendium.abilities.Sg5WeSF04CYNEecl]{Fleet of Foot} @UUID[Compendium.cyphersystem-compendium.abilities.7X2zbrkFSNbyhA5G]{Improved Edge} @UUID[Compendium.cyphersystem-compendium.abilities.eEGFknWQZUBNXn99]{Knowledge Skills} @UUID[Compendium.cyphersystem-compendium.abilities.CBGeAZSBuymzrxDz]{Muscles of Iron} @UUID[Compendium.cyphersystem-compendium.abilities.YZB37b80VQGMUscp]{No Need for Weapons} @UUID[Compendium.cyphersystem-compendium.abilities.noCgrKbB370cfzQg]{Physical Skills} @UUID[Compendium.cyphersystem-compendium.abilities.o2ZDoteWQsFsqTJr]{Practiced in Armor} @UUID[Compendium.cyphersystem-compendium.abilities.yl2zo179wXZW5Xxc]{Practiced With All Weapons} @UUID[Compendium.cyphersystem-compendium.abilities.s2PLo9FsWBi2C1VY]{Surging Confidence} @UUID[Compendium.cyphersystem-compendium.abilities.uatcX3o1oB2Stc4u]{Trained Without Armor}

Second-Tier Explorer

Choose four of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.JkmTskE3eqcfu7dY]{Curious} @UUID[Compendium.cyphersystem-compendium.abilities.3x3gRDJejTXQPmdY]{Danger Instinct} @UUID[Compendium.cyphersystem-compendium.abilities.4yyKQYnrbL3r9gcU]{Enable Others} @UUID[Compendium.cyphersystem-compendium.abilities.uB3sVzeG2N5rkdUZ]{Escape} @UUID[Compendium.cyphersystem-compendium.abilities.RM8Fmu1IJwzBkjcM]{Eye for Detail} @UUID[Compendium.cyphersystem-compendium.abilities.U7chr7wLj7r5y0LT]{Foil Danger} @UUID[Compendium.cyphersystem-compendium.abilities.pp9NFNHKgOhRYbsY]{Hand to Eye} @UUID[Compendium.cyphersystem-compendium.abilities.romswZIOmAmtzfCL]{Investigative Skills} @UUID[Compendium.cyphersystem-compendium.abilities.euEVkth9YGYSpoJf]{Quick Recovery} @UUID[Compendium.cyphersystem-compendium.abilities.tJVu7MQ2pOhNfpUB]{Range Increase} @UUID[Compendium.cyphersystem-compendium.abilities.nOuOE3EkrNr81pSq]{Greater Skill With Defense} @UUID[Compendium.cyphersystem-compendium.abilities.gbU7mA0flUR4W8Dl]{Stand Watch} @UUID[Compendium.cyphersystem-compendium.abilities.wEjdodvc6SLf8yso]{Travel Skills} @UUID[Compendium.cyphersystem-compendium.abilities.yS1sMAZEzJbozxOZ]{Wreck}

Third-Tier Explorer

Choose three of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.wG4zveGhplNKNzuP]{Controlled Fall} @UUID[Compendium.cyphersystem-compendium.abilities.4eCjeGPA0ovnwIfu]{Experienced in Armor} @UUID[Compendium.cyphersystem-compendium.abilities.u1GhDcfpVXITVtOc]{Expert Cypher Use} @UUID[Compendium.cyphersystem-compendium.abilities.JuOmZXMt1T3tQUZ8]{Ignore the Pain} @UUID[Compendium.cyphersystem-compendium.abilities.qZOOWfFLJ1JziJpY]{Obstacle Running} @UUID[Compendium.cyphersystem-compendium.abilities.GvYXLPdpaFEMGuQR]{Resilience} @UUID[Compendium.cyphersystem-compendium.abilities.ZuX6gykVtKxiBAxR]{Run and Fight} @UUID[Compendium.cyphersystem-compendium.abilities.t3zUlk8c5WEBXXO8]{Seize the Moment} @UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks} @UUID[Compendium.cyphersystem-compendium.abilities.jmYIPbMwsq3GY3eO]{Stone Breaker} @UUID[Compendium.cyphersystem-compendium.abilities.wpA3GB5yJq9NI8QN]{Think Your Way Out} @UUID[Compendium.cyphersystem-compendium.abilities.V1ROUnWXLmLRMxXi]{Trapfinder} @UUID[Compendium.cyphersystem-compendium.abilities.6McxfJoPmf1SnbDR]{Wrest From Chance}

Fourth-Tier Explorer

Choose two of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.gNRMG3mJTzWaCGph]{Capable Warrior} @UUID[Compendium.cyphersystem-compendium.abilities.MdRdAc0qAWghMmlV]{Expert Skill} @UUID[Compendium.cyphersystem-compendium.abilities.mUizWF7k2XD7ykRJ]{Increased Effects} @UUID[Compendium.cyphersystem-compendium.abilities.lbXg8UlSCG23yxO4]{Read the Signs} @UUID[Compendium.cyphersystem-compendium.abilities.dW0rgYsx6hDA8pIB]{Runner} @UUID[Compendium.cyphersystem-compendium.abilities.3pqCkOZjnAXWIikt]{Subtle Steps} @UUID[Compendium.cyphersystem-compendium.abilities.wxAZnuQkvWosLzkN]{Tough As Nails}

Fifth-Tier Explorer

Choose three of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.M0pjZXQ9996hfUPs]{Adroit Cypher Use} @UUID[Compendium.cyphersystem-compendium.abilities.B0Tt5R1m2DsVLtPH]{Free to Move} @UUID[Compendium.cyphersystem-compendium.abilities.hhBF8re7Azmce3Y9]{Group Friendship} @UUID[Compendium.cyphersystem-compendium.abilities.KGzAHs3qln0fNDjt]{Hard to Kill} @UUID[Compendium.cyphersystem-compendium.abilities.IFb8NX06xgWM7H98]{Jump Attack} @UUID[Compendium.cyphersystem-compendium.abilities.LTqgcoprvBF2ZkdH]{Mastery With Defense} @UUID[Compendium.cyphersystem-compendium.abilities.AmZDmnmP7CxSSN4h]{Parry} @UUID[Compendium.cyphersystem-compendium.abilities.5uWcMvgh1OWvieJs]{Physically Gifted} @UUID[Compendium.cyphersystem-compendium.abilities.scceoEmEnN5MW8XT]{Take Command} @UUID[Compendium.cyphersystem-compendium.abilities.icJAWRB8Uha8CSKr]{Vigilant}

Sixth-Tier Explorer

Choose three of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.MQewTo9NscKVUUNz]{Again and Again} @UUID[Compendium.cyphersystem-compendium.abilities.tTrekc4AZbIqem5L]{Inspire Coordinated Actions} @UUID[Compendium.cyphersystem-compendium.abilities.4k5JFV78A5SiPjFo]{Mastery in Armor} @UUID[Compendium.cyphersystem-compendium.abilities.kNSRytTtQX0rU3aE]{Mastery With Attacks} @UUID[Compendium.cyphersystem-compendium.abilities.dMEqa6kAjXrHlxui]{Negate Danger} @UUID[Compendium.cyphersystem-compendium.abilities.PXvS7AatBcxH9cvZ]{Share Defense} @UUID[Compendium.cyphersystem-compendium.abilities.KDZeCZJxjCQzlTxA]{Spin Attack} @UUID[Compendium.cyphersystem-compendium.abilities.vQtVTnCecWFXkfkI]{Wild Vitality}

Explorer Example

Sam decides to create an Explorer character for a science fiction campaign. This character will be a hardy soul who explores alien worlds. They put 3 additional points into their Might Pool, 2 into their Speed Pool, and 1 into their Intellect Pool; their stat Pools are now Might 13, Speed 11, and Intellect 10. As a first-tier character, their Effort is 1, their Might Edge is 1, and their Speed Edge and Intellect Edge are 0. Their character is fairly well-rounded so far.

Sam immediately leaps in and starts choosing abilities. They pick Danger Sense and Surging Confidence, thinking those abilities will be generally useful. They also choose Practiced in Armor, reasoning that the character wears high-tech medium armor when exploring. Last, they choose Knowledge Skills and select geology and biology to help during interplanetary explorations.

Sam’s Explorer can bear two cyphers, which in this setting involve nanotechnology. The GM decides that one is a nanite injector that grants a +1 bonus to Might Edge when used, and the other is a device that can create one simple handheld object the user wishes.

Sam’s Explorer is not really geared toward fighting, but sometimes the universe is a dangerous place, so they note that they’re carrying a medium blaster as well.

Sam still needs a descriptor and a focus. Looking to the Descriptor chapter, they choose Hardy, which increases their Might Pool to 17. They also heal more quickly and can operate better when injured. They’re trained in Might defense but have an inability with initiative; however, it’s effectively canceled out by their Danger Sense (and vice versa). Sam could go back and select something else instead of Danger Sense, but they like it and decide to keep it. Overall, the descriptor ends up making the character tough but a little slow.

For their focus, Sam chooses Explores Dark Places (in this case, weird ruins of alien civilizations). This gives the character a bunch of additional skills: searching, listening, climbing, balancing, and jumping. They’re quite the capable Explorer.

For their character arc, Sam chooses Enterprise. Exploring alien places sometimes turns up strange relics, and Sam figures they might be able to set up a service to reliably transport these items to responsible third parties, rather than allow them to fall into the hands of pirates and rich private collectors. For a small fee, of course.

Speaker

Fantasy/Fairy tale: bard, speaker, skald, emissary, priest, advocate

Modern/Horror/Romance: diplomat, charmer, face, spinner, manipulator, minister, mediator, lawyer

Science fiction: diplomat, empath, glam, consul, legate

Superhero/Post-Apocalyptic: charmer, mesmerist, puppet master

You’re good with words and good with people. You talk your way past challenges and out of jams, and you get people to do what you want.

Individual Role: Speakers are smart and charismatic. They like people and, more important, they understand them. This helps speakers get others to do what needs to be done.

Group Role: The Speaker is often the face of the group, serving as the person who speaks for all and negotiates with others. Combat and action are not a Speaker’s strong suits, so other characters sometimes have to defend the Speaker in times of danger.

Societal Role: Speakers are frequently political or religious leaders. Just as often, however, they are con artists or criminals.

Advanced Speakers: Higher-tier Speakers use their abilities to control and manipulate people as well as aid and nurture their friends. They can talk their way out of danger and even use their words as weapons.

Speaker Background Connection

Your type helps determine the connection you have to the setting. Roll a d20 or choose from the following list to determine a specific fact about your background that provides a connection to the rest of the world. You can also create your own fact.

@UUID[Compendium.cyphersystem-compendium.cypher-roll-tables.zDo6fnblxkAjzvc3]{Speaker Background Connection}

Speaker Player Intrusions

When playing a Speaker, you can spend 1 XP to use one of the following player intrusions, provided the situation is appropriate and the GM agrees.

Friendly NPC: An NPC you don’t know, someone you don’t know that well, or someone you know but who hasn’t been particularly friendly in the past chooses to help you, though doesn’t necessarily explain why. Maybe they’ll ask you for a favor in return afterward, depending on how much trouble they go to.

Perfect Suggestion: A follower or other already-friendly NPC suggests a course of action with regard to an urgent question, problem, or obstacle you’re facing.

Unexpected Gift: An NPC hands you a physical gift you were not expecting, one that helps put the situation at ease if things seem strained, or provides you with a new insight for understanding the context of the situation if there’s something you’re failing to understand or grasp.

Speaker Stat Pools

StatPool Starting Value
Might8
Speed9
Intellect11

You get 6 additional points to divide among your stat Pools however you wish.

First-Tier Speaker

First-tier Speakers have the following abilities:

Effort: Your Effort is 1.

Genius: You have an Intellect Edge of 1, a Might Edge of 0, and a Speed Edge of 0.

Cypher Use: You can bear two cyphers at a time.

Weapons: You can use @UUID[Compendium.cyphersystem-compendium.basic-skills.GA74AkWhC7i4Z8sZ]{light weapons} without penalty. You have an inability with @UUID[Compendium.cyphersystem-compendium.inabilities.Zjign4M9GqTvD348]{medium} and @UUID[Compendium.cyphersystem-compendium.inabilities.aMGYdfzCgfYqtHuJ]{heavy weapons}; your attacks with medium and heavy weapons are hindered.

Starting Equipment: Appropriate clothing and a light weapon of your choice, plus two expensive items, two moderately priced items, and up to four inexpensive items.

Special Abilities: Choose four of the abilities listed below. You can’t choose the same ability more than once unless its description says otherwise. The full description for each listed ability can be found in Abilities, which also has descriptions for flavor and focus abilities in a single vast catalog.

Some Speaker abilities, like Mind Reading or True Senses, imply a supernatural element. If this is inappropriate to the character or the setting, these abilities can be replaced with something from the stealth flavor, or the GM can slightly modify them so they are based in extraordinary talents and insight rather than the supernatural.

@UUID[Compendium.cyphersystem-compendium.abilities.BlBi7qk0darLthxS]{Anecdote} @UUID[Compendium.cyphersystem-compendium.abilities.r7uNiD9CGy4G3Hoq]{Babel} @UUID[Compendium.cyphersystem-compendium.abilities.JSlr2Q6Ll1xNd8fX]{Demeanor of Command} @UUID[Compendium.cyphersystem-compendium.abilities.hYa7I52x2iwffh8C]{Encouragement} @UUID[Compendium.cyphersystem-compendium.abilities.lQ4MNmGXXNBMGsmk]{Enthrall} @UUID[Compendium.cyphersystem-compendium.abilities.TmWjWp4iWk4GMLN0]{Erase Memories} @UUID[Compendium.cyphersystem-compendium.abilities.ulHj0pzmwc515fve]{Fast Talk} @UUID[Compendium.cyphersystem-compendium.abilities.wWCehMidmvLypdxj]{Inspire Aggression} @UUID[Compendium.cyphersystem-compendium.abilities.V765JZKDKQ00Buyn]{Interaction Skills} @UUID[Compendium.cyphersystem-compendium.abilities.NhijFGxYepJtaa0r]{Practiced With Medium Weapons} @UUID[Compendium.cyphersystem-compendium.abilities.5aUrbdjSSLCRggHU]{Spin Identity} @UUID[Compendium.cyphersystem-compendium.abilities.qVlbJjB7X8R78rz0]{Terrifying Presence} @UUID[Compendium.cyphersystem-compendium.abilities.kv03xEihe4VZNkK5]{Understanding}

Second-Tier Speaker

Choose two of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.4XwwFeGO5haHxvQs]{Basic Follower} @UUID[Compendium.cyphersystem-compendium.abilities.BggeJtN5IcutwLJg]{Calm Stranger} @UUID[Compendium.cyphersystem-compendium.abilities.di7QfASecjKU8BPN]{Disincentivize} @UUID[Compendium.cyphersystem-compendium.abilities.IvKd5vkPypJbB1Ip]{Gather Intelligence} @UUID[Compendium.cyphersystem-compendium.abilities.GT0AiiarWPbGzxKs]{Impart Ideal} @UUID[Compendium.cyphersystem-compendium.abilities.DLxDL49VjUEMAjxZ]{Inspiring Ease} @UUID[Compendium.cyphersystem-compendium.abilities.V765JZKDKQ00Buyn]{Interaction Skills} @UUID[Compendium.cyphersystem-compendium.abilities.o2ZDoteWQsFsqTJr]{Practiced in Armor} @UUID[Compendium.cyphersystem-compendium.abilities.CtRvLxfUlCynJv1B]{Skill With Defense} @UUID[Compendium.cyphersystem-compendium.abilities.XntbE6mXQ4CZ6yIi]{Speedy Recovery} @UUID[Compendium.cyphersystem-compendium.abilities.UHvD5299HFbwBvpR]{Unexpected Betrayal}

Third-Tier Speaker

Choose three of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.hB1CISYVEZXEO0IV]{Accelerate} @UUID[Compendium.cyphersystem-compendium.abilities.rZsohzuwTFfghWVO]{Blend In} @UUID[Compendium.cyphersystem-compendium.abilities.NnlGdSiR9GbiTJyZ]{Discerning Mind} @UUID[Compendium.cyphersystem-compendium.abilities.u1GhDcfpVXITVtOc]{Expert Cypher Use} @UUID[Compendium.cyphersystem-compendium.abilities.ETGBAqAc1ApFH5cx]{Expert Follower} @UUID[Compendium.cyphersystem-compendium.abilities.sqiDNk5qXh9j3zwh]{Grand Deception} @UUID[Compendium.cyphersystem-compendium.abilities.1N6P5ZRogThCS0KH]{Lead by Inquiry} @UUID[Compendium.cyphersystem-compendium.abilities.W5Zt9qDKCtNr49BC]{Mind Reading} @UUID[Compendium.cyphersystem-compendium.abilities.i5BlJLgj1ayBw0uY]{Oratory} @UUID[Compendium.cyphersystem-compendium.abilities.ZqBpOAiH70SGHX8N]{Perfect Stranger} @UUID[Compendium.cyphersystem-compendium.abilities.Mac5S0sQe9Muf4Mv]{Quick Wits} @UUID[Compendium.cyphersystem-compendium.abilities.oah8DOODfphl858B]{Telling}

Fourth-Tier Speaker

Choose two of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.ZH0JbusjycG6zQf1]{Anticipate Attack} @UUID[Compendium.cyphersystem-compendium.abilities.2SiHiotGcSufnCne]{Confounding Banter} @UUID[Compendium.cyphersystem-compendium.abilities.RO8dmB90aRPOmCuJ]{Feint} @UUID[Compendium.cyphersystem-compendium.abilities.7tiGTYVXj9eHdja7]{Heightened Skills} @UUID[Compendium.cyphersystem-compendium.abilities.Je1MitN21L3lqWVF]{Psychosis} @UUID[Compendium.cyphersystem-compendium.abilities.lbXg8UlSCG23yxO4]{Read the Signs} @UUID[Compendium.cyphersystem-compendium.abilities.QFZyfDWOSEpZeQmM]{Spur Effort} @UUID[Compendium.cyphersystem-compendium.abilities.cS2p7CRfquFvR65U]{Strategize} @UUID[Compendium.cyphersystem-compendium.abilities.3wZZC07ADxO3mImS]{Suggestion}

Fifth-Tier Speaker

Choose three of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.M0pjZXQ9996hfUPs]{Adroit Cypher Use} @UUID[Compendium.cyphersystem-compendium.abilities.t3uyBYJqMApfEBWX]{Discipline of Watchfulness} @UUID[Compendium.cyphersystem-compendium.abilities.4eCjeGPA0ovnwIfu]{Experienced in Armor} @UUID[Compendium.cyphersystem-compendium.abilities.UyW320RhzarMNoss]{Flee} @UUID[Compendium.cyphersystem-compendium.abilities.xCUKzmoBKzN9gIut]{Foul Aura} @UUID[Compendium.cyphersystem-compendium.abilities.wlkPdME0r3hx9VbE]{Knowing the Unknown} @UUID[Compendium.cyphersystem-compendium.abilities.iroL3TcKD9dpulhW]{Regeneration} @UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks} @UUID[Compendium.cyphersystem-compendium.abilities.U9sgMUKkIkDIdRtK]{Stimulate}

Sixth-Tier Speaker

Choose two of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.By276DS858KmWNZq]{Assume Control} @UUID[Compendium.cyphersystem-compendium.abilities.G8waoPdWGzMl0S1n]{Battle Management} @UUID[Compendium.cyphersystem-compendium.abilities.crFxkKwBNdnD6tX4]{Crowd Control} @UUID[Compendium.cyphersystem-compendium.abilities.fPCTpU0viXXWrNs0]{Inspiring Success} @UUID[Compendium.cyphersystem-compendium.abilities.3EcnBLVtGwxpWXBW]{Recruit Deputy} @UUID[Compendium.cyphersystem-compendium.abilities.EH8OmAJaimF4MTgg]{Shatter Mind} @UUID[Compendium.cyphersystem-compendium.abilities.MGzAkRaGd4LgfQti]{True Senses} @UUID[Compendium.cyphersystem-compendium.abilities.ZTp4SZ673tDJpmuS]{Word of Command}

Speaker Example

Mary wants to create a Speaker for a Lovecraftian horror campaign. She puts 3 of her additional stat points into her Intellect Pool and 3 into her Speed Pool; her stat Pools are now Might 8, Speed 12, and Intellect 14. As a first-tier character, her Effort is 1, her Might Edge and Speed Edge are 0, and her Intellect Edge is 1. She’s smart and charismatic but not particularly tough.

Mary chooses Fast Talk and Spin Identity to help get into places and learn things she wants to know. She’s a bit of a con artist. She’s good to her friends, however, and chooses Encouragement as well. Mary rounds out her first-tier abilities with Interaction Skills (deceiving and persuasion).

A Speaker normally starts with two cyphers, but the GM rules that characters in this campaign start with only one—something creepy relating to their background. Mary’s cypher is an odd pocket watch given to her by her grandfather. She doesn’t know how or why, but when activated, the watch allows her to take twice as many actions for three rounds.

Mary’s character carries a small knife hidden in her bag in case of trouble. As a light weapon, it inflicts 2 points of damage, but attacks with it are eased.

Mary chooses Resilient for her descriptor and decides that she can probably learn the truth behind some of the strange things that she’s heard about without feeling too much trauma if it’s horrible. Resilient increases her Might Pool to 10 and her Intellect Pool to 16. She’s trained in Might and Intellect defense actions and gains an extra recovery roll each day. At first, Mary is sad that her descriptor gives her an inability in knowledge and puzzle tasks, but then she realizes that the flaw fits her character well—she’s better at getting people to tell her what she needs to know than at figuring out the information herself.

For her focus, Mary chooses Moves Like a Cat, granting her a final Speed Pool of 18 and training in balance. In the end, she’s graceful and quick, charismatic, and hardier than she initially thought thanks to her drive. She’s ready to investigate the weird.

For her character arc, Mary chooses Fall From Grace. She decides she’s had an obsession with a strange tome that’s been in her family for generations, and her character is drawn to its strange languages and rituals.

Further Customization

The rules in this section are more advanced and always involve the GM. They can be used by the GM to tailor a type to better fit the genre or setting, or by a player and a GM to tweak a character to fit a concept.

Modifying Type Aspects

The following aspects of the four character types can be modified at character creation. Other abilities should not be changed.

Stat Pools: Each character type has a starting stat Pool value. A player can exchange points between their Pools on a one-for-one basis. For example, they can trade 2 points of Might for 2 points of Speed. However, no starting stat Pool should be higher than 20.

Edge: A player can start with an Edge of 1 in whichever stat they wish.

Cypher Use: If a character gives up the ability to bear one cypher, they gain an additional skill of their choice.

Weapons: Some types have static first-tier abilities that let them use light, medium, and/or heavy weapons without a penalty. Warriors can use all weapons, Explorers can use light and medium weapons, and Adepts and Speakers can use light weapons. Any one of these weapon abilities can be sacrificed to gain training in a different skill of the player’s choice.

Drawbacks and Penalties

In addition to other customization options, a player can choose to take drawbacks or penalties to gain further advantages.

Weakness: A weakness is, essentially, the opposite of Edge. If you have a weakness of 1 in Speed, all Speed actions that require you to spend points cost 1 additional point from your Pool. At any time, a player can give their character a weakness in one stat and, in exchange, gain +1 to their Edge in one of the other two stats. So a PC can take a weakness of 1 in Speed to gain +1 to their Might Edge.

Normally, you can have a weakness only in a stat in which you have an Edge of 0. Further, you can’t have more than one weakness, and you can’t have a weakness greater than 1 unless the additional weakness comes from another source (such as a disease or disability arising from actions or conditions in the game).

Inabilities: Inabilities are like negative skills. They make one type of task harder by hindering it. If a character chooses to take an inability, they gain a skill of their choice. Normally, a character can have only one inability unless the additional inability comes from another source (such as a descriptor or a disease or disability arising from actions or conditions in the game).

","markdown":""},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"ownership":{"default":-1},"flags":{}},{"sort":600000,"name":"License","type":"text","_id":"9ZDlIEtwXjxzyyrZ","title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"

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","markdown":""},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"ownership":{"default":-1},"flags":{}},{"sort":387500,"name":"Flavor","type":"text","_id":"gUBd9dvLJ8qY0iZx","title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"

Flavors are groups of special abilities the GM and players can use to alter a character type to make it more to their liking or more appropriate to the genre or setting. For example, if a player wants to create a magic-using thief character, she could play an Adept with stealth flavoring. In a science fiction setting, a Warrior might also have knowledge of machinery, so the character could be flavored with technology.

At a given tier, abilities from a flavor are traded one for one with standard abilities from a type. So to add the Danger Sense stealth flavor ability to a Warrior, something else—perhaps Bash—must be sacrificed. Now that character can choose Danger Sense as they would any other first-tier warrior ability, but they can never choose Bash.

The GM should always be involved in flavoring a type. For example, they might know that for their science fiction game, they want a type called a “Glam,” which is a Speaker flavored with certain technology abilities—specifically those that make the character a flamboyant starship pilot. Thus, they exchange the first-tier abilities Spin Identity and Inspire Aggression for the technology flavor abilities Datajack and Tech Skills so the character can plug into the ship directly and can take piloting and computers as skills.

In the end, flavor is mostly a tool for the GM to easily create campaign-specific types by making a few slight alterations to the four base types. Although players may wish to use flavors to get the characters they want, remember that they can also shape their PCs with descriptors and foci very nicely.

The flavors available are stealth, technology, magic, combat, and skills and knowledge.

The full description for each listed ability can be found in the Abilities chapter, which also contains descriptions for type and focus abilities in a single vast catalog.

Stealth Flavor

Characters with the stealth flavor are good at sneaking around, infiltrating places they don’t belong, and deceiving others. They use these abilities in a variety of ways, including combat. An Explorer with stealth flavor might be a thief, while a Warrior with stealth flavor might be an assassin. An Explorer with stealth flavor in a superhero setting might be a crimefighter who stalks the streets at night.

First-Tier Stealth Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.UyQTRi5ZwWU5tMO0]{Danger Sense} @UUID[Compendium.cyphersystem-compendium.abilities.M2oXV5cRSdMlUZDm]{Goad} @UUID[Compendium.cyphersystem-compendium.abilities.Frxs35QkokRdure4]{Legerdemain} @UUID[Compendium.cyphersystem-compendium.abilities.90wkMwuVBaiyL9yt]{Opportunist} @UUID[Compendium.cyphersystem-compendium.abilities.QAdh0yZBjJsHdJjD]{Stealth Skills}

Second-Tier Stealth Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.dQHSDDZxJNHrHH1l]{Contortionist} @UUID[Compendium.cyphersystem-compendium.abilities.8ydN3DBdXXP24hQL]{Find an Opening} @UUID[Compendium.cyphersystem-compendium.abilities.5abCQnz5ZWvvfMro]{Get Away} @UUID[Compendium.cyphersystem-compendium.abilities.mvFsSsVjyF8iXvCe]{Sense Ambush} @UUID[Compendium.cyphersystem-compendium.abilities.uG2ACHNAPoZirp0b]{Surprise Attack}

Third-Tier Stealth Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.Uq6p6fOg9KyFcUws]{Evanesce} @UUID[Compendium.cyphersystem-compendium.abilities.XR3B0gfJtrYUAU5M]{From the Shadows} @UUID[Compendium.cyphersystem-compendium.abilities.lUkqQu1vvJe3FxfQ]{Gambler} @UUID[Compendium.cyphersystem-compendium.abilities.sM2zEDx4gRr9CuiR]{Inner Defense} @UUID[Compendium.cyphersystem-compendium.abilities.lwJAowJa4eKlcDjb]{Misdirect} @UUID[Compendium.cyphersystem-compendium.abilities.ZuX6gykVtKxiBAxR]{Run and Fight} @UUID[Compendium.cyphersystem-compendium.abilities.t3zUlk8c5WEBXXO8]{Seize the Moment}

Fourth-Tier Stealth Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.cS1RW48sdVY6ZJZd]{Ambusher} @UUID[Compendium.cyphersystem-compendium.abilities.JVvSTtYbksWJDADY]{Debilitating Strike} @UUID[Compendium.cyphersystem-compendium.abilities.cqzyNCPYVEWtucLe]{Outwit} @UUID[Compendium.cyphersystem-compendium.abilities.LojkwDtb1gHLSB6A]{Preternatural Senses} @UUID[Compendium.cyphersystem-compendium.abilities.w2aO1ZIpmBDQJXq1]{Tumbling Moves}

Fifth-Tier Stealth Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.YbYeZ0A0m96IWxwl]{Assassin Strike} @UUID[Compendium.cyphersystem-compendium.abilities.S5JTyQCNcgrXgNqf]{Mask} @UUID[Compendium.cyphersystem-compendium.abilities.G5bTthwpEf5azVHA]{Return to Sender} @UUID[Compendium.cyphersystem-compendium.abilities.bVt0TIfwtEUXvi6O]{Uncanny Luck}

Sixth-Tier Stealth Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.VVYx3J42Sj9qCQV9]{Exploit Advantage} @UUID[Compendium.cyphersystem-compendium.abilities.jrTEtAhE6GfLW7R4]{Spring Away} @UUID[Compendium.cyphersystem-compendium.abilities.cWHqKGpI5z0aiSYC]{Thief’s Luck} @UUID[Compendium.cyphersystem-compendium.abilities.aWws42dVSQjRz8Hr]{Twist of Fate}

Technology Flavor

Characters with a flavor of technology typically are from science fiction or at least modern-day settings (although anything is possible). They excel at using, dealing with, and building machines. An Explorer with technology flavor might be a starship pilot, and a Speaker flavored with technology could be a techno-priest.

Some of the less computer-oriented abilities might be appropriate for a steampunk character, while a modern-day character could use some of the abilities that don’t involve starships or ultratech.

First-Tier Technology Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.Q3DGDFwNIOjz866X]{Datajack} @UUID[Compendium.cyphersystem-compendium.abilities.z23towmNKeKJasHV]{Hacker} @UUID[Compendium.cyphersystem-compendium.abilities.rhaZSmU6dJpzMO64]{Machine Interface} @UUID[Compendium.cyphersystem-compendium.abilities.kkCW4KkWA751AeBl]{Scramble Machine} @UUID[Compendium.cyphersystem-compendium.abilities.pYsmdnNte7o5Flca]{Tech Skills} @UUID[Compendium.cyphersystem-compendium.abilities.AFfburUYwZlBFq7N]{Tinker}

Second-Tier Technology Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.7nUj7rxq4Qwg4FUM]{Distant Interface} @UUID[Compendium.cyphersystem-compendium.abilities.JK2hN1poqMLqfa1N]{Machine Efficiency} @UUID[Compendium.cyphersystem-compendium.abilities.FDG7hgrRNt4aHpP1]{Overload Machine} @UUID[Compendium.cyphersystem-compendium.abilities.v1lZkKjSCS1pjnET]{Serv-0} @UUID[Compendium.cyphersystem-compendium.abilities.XzomXctsS8NL9M7Q]{Serv-0 Defender} @UUID[Compendium.cyphersystem-compendium.abilities.x8cGd4MC9YEW9isa]{Serv-0 Repair} @UUID[Compendium.cyphersystem-compendium.abilities.k4LeTZ1lqN9L3hPS]{Tool Mastery}

Third-Tier Technology Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.7VYzHQvF1cz4cfUp]{Mechanical Telepathy} @UUID[Compendium.cyphersystem-compendium.abilities.9r6iNU2GH4oEH6vz]{Serv-0 Scanner} @UUID[Compendium.cyphersystem-compendium.abilities.hIy0GMeL8WALvhEb]{Ship Footing} @UUID[Compendium.cyphersystem-compendium.abilities.Nyt7Z1xWqmnuu265]{Shipspeak} @UUID[Compendium.cyphersystem-compendium.abilities.YIzrA5i8eBSPMFzj]{Spray}

Fourth-Tier Technology Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.2l9FIUVKimPzIXzU]{Machine Bond} @UUID[Compendium.cyphersystem-compendium.abilities.NoKdHv0FSytZR4iF]{Robot Fighter} @UUID[Compendium.cyphersystem-compendium.abilities.NcItnMHjeG9fgE1K]{Serv-0 Aim} @UUID[Compendium.cyphersystem-compendium.abilities.lPqCQOQJF0JfoFRn]{Serv-0 Brawler} @UUID[Compendium.cyphersystem-compendium.abilities.9YuQrJXAQO0qIFPj]{Serv-0 Spy}

Fifth-Tier Technology Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.FxohCBSksJIu1BSA]{Control Machine} @UUID[Compendium.cyphersystem-compendium.abilities.KQDFvUEnIWed1ebo]{Jury-Rig} @UUID[Compendium.cyphersystem-compendium.abilities.XkFsMa9e9IY2FRcN]{Machine Companion}

Sixth-Tier Technology Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.PLyxuOlieOGsJx4h]{Information Gathering} @UUID[Compendium.cyphersystem-compendium.abilities.7QTTrXnxDHskYYhj]{Master Machine}

Magic Flavor

You know a little about magic. You might not be a wizard, but you know the basics—how it works, and how to accomplish a few wondrous things. Of course, in your setting, “magic” might actually mean psychic powers, mutant abilities, weird alien tech, or anything else that produces interesting and useful effects.

An Explorer flavored with magic might be a wizard-hunter, and a Speaker with magical flavor might be a sorcerer-bard. Although an Adept flavored with magic is still an Adept, you might find that swapping some of the type’s basic abilities with those given here tailors the character in desirable ways.

First-Tier Magic Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.I9m3nOdBZ2HoEmbj]{Blessing of the Gods} @UUID[Compendium.cyphersystem-compendium.abilities.SQ4RTDwdA0yiZ81b]{Closed Mind} @UUID[Compendium.cyphersystem-compendium.abilities.bM2Y62eaUKYKdcwq]{Entangling Force} @UUID[Compendium.cyphersystem-compendium.abilities.zArjjFcf9tHQvJTx]{Hedge Magic} @UUID[Compendium.cyphersystem-compendium.abilities.XQxN55rl0f5HFxEM]{Magic Training} @UUID[Compendium.cyphersystem-compendium.abilities.TPEcyzCeC3z5FyyQ]{Mental Link} @UUID[Compendium.cyphersystem-compendium.abilities.ZsI6553CPbGi0wtx]{Premonition}

Second-Tier Magic Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.Mfebb42AE5xt7k85]{Concussive Blast} @UUID[Compendium.cyphersystem-compendium.abilities.21Bi8yur01DCYz5f]{Fetch} @UUID[Compendium.cyphersystem-compendium.abilities.4fcns7ANpZF7pHaz]{Force Field} @UUID[Compendium.cyphersystem-compendium.abilities.wNQ3q7VXtPHlPzqb]{Lock} @UUID[Compendium.cyphersystem-compendium.abilities.rRDSzPJtUCwRVXFR]{Repair Flesh}

Third-Tier Magic Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.MvyXo0ZUsxu8QQ22]{Distance Viewing} @UUID[Compendium.cyphersystem-compendium.abilities.NgHLZq3tZ3CFJvYv]{Fire Bloom} @UUID[Compendium.cyphersystem-compendium.abilities.CAh0KStmP03kgv62]{Fling} @UUID[Compendium.cyphersystem-compendium.abilities.dDhnZrzAxDvK7QYa]{Force at Distance} @UUID[Compendium.cyphersystem-compendium.abilities.wEWyNKnVgVOjsyms]{Summon Giant Spider}

Fourth-Tier Magic Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.XR8WeRW3OlbCIjlJ]{Elemental Protection} @UUID[Compendium.cyphersystem-compendium.abilities.LLvJZvzbGQOrlqoE]{Ignition} @UUID[Compendium.cyphersystem-compendium.abilities.blm1Z8JxvWOiFf0b]{Pry Open}

Fifth-Tier Magic Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.HuhNjMfMxPkTlERH]{Create} @UUID[Compendium.cyphersystem-compendium.abilities.OkKNmMvLFwHxUv2r]{Divine Intervention} @UUID[Compendium.cyphersystem-compendium.abilities.M1FHIlVPVv8O02LV]{Dragon’s Maw} @UUID[Compendium.cyphersystem-compendium.abilities.IKicLElFbkRx5IaM]{Fast Travel} @UUID[Compendium.cyphersystem-compendium.abilities.MGzAkRaGd4LgfQti]{True Senses}

Sixth-Tier Magic Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.RBOc2zxAI9xMoWqW]{Relocate} @UUID[Compendium.cyphersystem-compendium.abilities.LnZkUlKUuuD7iW3P]{Summon Demon} @UUID[Compendium.cyphersystem-compendium.abilities.PlKwEwo6ilGqwxwI]{Traverse the Worlds} @UUID[Compendium.cyphersystem-compendium.abilities.Gsre3acJaxhGBa0S]{Word of Death}

Combat Flavor

Combat flavor makes a character more martial. A Speaker with combat flavor in a fantasy setting would be a battle bard. An Explorer with combat flavor in a historical game might be a pirate. An Adept flavored with combat in a science fiction setting could be a veteran of a thousand psychic wars.

First-Tier Combat Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.UyQTRi5ZwWU5tMO0]{Danger Sense} @UUID[Compendium.cyphersystem-compendium.abilities.o2ZDoteWQsFsqTJr]{Practiced in Armor} @UUID[Compendium.cyphersystem-compendium.abilities.NhijFGxYepJtaa0r]{Practiced With Medium Weapons}

Second-Tier Combat Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.wyUQ3Atl3V1ItCFH]{Bloodlust} @UUID[Compendium.cyphersystem-compendium.abilities.2x7nMe9ZGp3VjI8B]{Combat Prowess} @UUID[Compendium.cyphersystem-compendium.abilities.uatcX3o1oB2Stc4u]{Trained Without Armor}

Third-Tier Combat Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.yl2zo179wXZW5Xxc]{Practiced With All Weapons} @UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks} @UUID[Compendium.cyphersystem-compendium.abilities.CtRvLxfUlCynJv1B]{Skill With Defense} @UUID[Compendium.cyphersystem-compendium.abilities.36nlDXhOP5e5dfns]{Successive Attack}

Fourth-Tier Combat Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.gNRMG3mJTzWaCGph]{Capable Warrior} @UUID[Compendium.cyphersystem-compendium.abilities.Rr4oB1lUzuzFHNHQ]{Deadly Aim} @UUID[Compendium.cyphersystem-compendium.abilities.73miZT5kYFyxnPOT]{Fury} @UUID[Compendium.cyphersystem-compendium.abilities.lwJAowJa4eKlcDjb]{Misdirect} @UUID[Compendium.cyphersystem-compendium.abilities.YIzrA5i8eBSPMFzj]{Spray}

Fifth-Tier Combat Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.GlXd4oFI9Fqq3rAX]{Experienced Defender} @UUID[Compendium.cyphersystem-compendium.abilities.S9QxUr8u2gtwY7ya]{Hard Target} @UUID[Compendium.cyphersystem-compendium.abilities.AmZDmnmP7CxSSN4h]{Parry}

Sixth-Tier Combat Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.oroWEBbp3cvrYwH9]{Greater Skill With Attacks} @UUID[Compendium.cyphersystem-compendium.abilities.4k5JFV78A5SiPjFo]{Mastery in Armor} @UUID[Compendium.cyphersystem-compendium.abilities.LTqgcoprvBF2ZkdH]{Mastery With Defense}

Skills and Knowledge Flavor

This flavor is for characters in roles that call for more knowledge and more real-world application of talent. It’s less flashy and dramatic than supernatural powers or the ability to hack apart multiple foes, but sometimes expertise or know-how is the real solution to a problem.

A Warrior flavored with skills and knowledge might be a military engineer. An Explorer flavored with skills and knowledge could be a field scientist. A Speaker with this flavor might be a teacher.

First-Tier Skills and Knowledge Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.V765JZKDKQ00Buyn]{Interaction Skills} @UUID[Compendium.cyphersystem-compendium.abilities.romswZIOmAmtzfCL]{Investigative Skills} @UUID[Compendium.cyphersystem-compendium.abilities.eEGFknWQZUBNXn99]{Knowledge Skills} @UUID[Compendium.cyphersystem-compendium.abilities.noCgrKbB370cfzQg]{Physical Skills} @UUID[Compendium.cyphersystem-compendium.abilities.wEjdodvc6SLf8yso]{Travel Skills}

Second-Tier Skills and Knowledge Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.jx6DFmlbQrmltHgc]{Extra Skill} @UUID[Compendium.cyphersystem-compendium.abilities.k4LeTZ1lqN9L3hPS]{Tool Mastery} @UUID[Compendium.cyphersystem-compendium.abilities.kv03xEihe4VZNkK5]{Understanding}

Third-Tier Skills and Knowledge Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.dVh39nh5ARUxreUc]{Flex Skill} @UUID[Compendium.cyphersystem-compendium.abilities.uhC4ubTGfhkNvIMX]{Improvise}

Fourth-Tier Skills and Knowledge Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.4USzF8qKs8oZJH13]{Multiple Skills} @UUID[Compendium.cyphersystem-compendium.abilities.Mac5S0sQe9Muf4Mv]{Quick Wits} @UUID[Compendium.cyphersystem-compendium.abilities.NaqoExT72j3xkWp3]{Task Specialization}

Fifth-Tier Skills and Knowledge Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.NhijFGxYepJtaa0r]{Practiced With Medium Weapons} @UUID[Compendium.cyphersystem-compendium.abilities.lbXg8UlSCG23yxO4]{Read the Signs}

Sixth-Tier Skills and Knowledge Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks} @UUID[Compendium.cyphersystem-compendium.abilities.CtRvLxfUlCynJv1B]{Skill With Defense}

","markdown":""},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"ownership":{"default":-1},"flags":{}},{"sort":393750,"name":"Descriptor","type":"text","_id":"gK5t9ActY73rBLe5","title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"

Your descriptor defines your character—it flavors everything you do. The differences between a Charming Explorer and a Vicious Explorer are considerable. The descriptor changes the way those characters go about every action. Your descriptor places your character in the situation (the first adventure, which starts the campaign) and helps provide motivation. It is the adjective of the sentence “I am an adjective noun who verbs.”

Descriptors offer a one-time package of extra abilities, skills, or modifications to your stat Pools. Not all of a descriptor’s offerings are positive character modifications. For example, some descriptors have inabilities—tasks that a character isn’t good at. You can think of inabilities as negative skills—instead of being one step better at that kind of task, you’re one step worse. If you become skilled at a task that you have an inability with, they cancel out. Remember that characters are defined as much by what they’re not good at as by what they are good at.

Descriptors also offer a few brief suggestions for how your character got involved with the rest of the group on their first adventure. You can use these, or not, as you wish.

This section details fifty descriptors. Choose one of them for your character. You can pick any descriptor you wish regardless of your type. At the end of this chapter, a few options are provided for Customizing Descriptors, including making a character’s species their descriptor.

(Your descriptor matters most when you are a beginning character. The benefits (and perhaps drawbacks) that come from your descriptor will eventually be overshadowed by the growing importance of your type and focus. However, the influence of your descriptor will remain at least somewhat important throughout your character’s life.)

Customizing Descriptors

Under the normal rules, each descriptor is based on some modification of the following guidelines:

With this general information, you can customize a descriptor, but keep in mind that a heavily customized descriptor isn’t a descriptor if it no longer says one thing about a character. It’s better to use this information to create a new descriptor that fits exactly how the player wants to portray the character.

Species as Descriptor

Sometimes, in settings that have alien or fantasy species, players want to play a member of that species rather than the default (which is usually “human”). Most of the time, this choice is one of flavor rather than game mechanics. If you’re a 7-foot-tall furry Rigellian with three eyes, that’s great, but it doesn’t change your stats or skills (though it may have roleplaying challenges).

However, sometimes being a nonhuman results in more substantive changes. A PC ogre in a fantasy setting might have the Strong or Tough descriptor, or perhaps it has a descriptor simply called Ogre, which is similar to Strong or Tough but more pronounced (with greater Might but even greater drawbacks). This would mean that instead of being a Tough Warrior who Controls Beasts, the character is an Ogre Warrior who Controls Beasts.

The Genre chapter offers a few species descriptors, but many GMs will want to create their own as suits their setting. It can’t be stressed enough, however, that nine times out of ten, in most genres, species differences aren’t significant enough to warrant this treatment. The differences between a Mysterious character and a Virtuous one are probably greater than those between an Alpha Centauran and an Earthling.

Descriptors

Appealing

You’re attractive to others, but perhaps more important, you are likeable and charismatic. You’ve got that “special something” that draws others to you. You often know just the right thing to say to make someone laugh, put them at ease, or spur them to action. People like you, want to help you, and want to be your friend.

You gain the following characteristics:

Charismatic: +2 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.iLViKiz8EUbAbChF]{Skill}: You are trained in pleasant social interactions.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.6yXynECByG8UO0IC]{Resistant to Charms}: You’re aware of how others can manipulate and charm people, and you notice when those tactics are used on you. Because of this awareness, you are trained in resisting any kind of persuasion or seduction if you wish it.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You met a total stranger (one of the other PCs) and charmed them so much that they invited you along.

  2. The PCs were looking for someone else, but you convinced them that you were perfect instead.

  3. Pure happenstance—because you just go along with the flow of things and everything usually works out.

  4. Your charismatic ways helped get one of the PCs out of a difficult spot a long time ago, and they always ask you to join them on new adventures.

Beneficent

Helping others is your calling. It’s why you’re here. Others delight in your outgoing and charitable nature, and you delight in their happiness. You’re at your best when you’re aiding people, either by explaining how they can best overcome a challenge or by demonstrating how to do so yourself.

You gain the following characteristics:

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.VRlwCOQq4321KUkM]{Generous}: Allies who have spent the last day with you add +1 to their recovery rolls.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.GVocWeYToxrIsT5M]{Altruistic}: If you’re standing next to a creature that takes damage, you can intercede and take 1 point of that damage yourself (reducing the damage inflicted on the creature by 1 point). If you have Armor, it does not provide a benefit when you use this ability.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.RSdNXeHg25zlTzza]{Skill}: You’re trained in all tasks related to pleasant social interaction, putting other people at ease, and gaining trust.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.8AmUhRVSxOZepa3T]{Helpful}: Whenever you help another character, that character gains the benefit as if you were trained even if you are not trained or specialized in the attempted task.

@UUID[Compendium.cyphersystem-compendium.inabilities.TmkpqIeOFknKujcO]{Inability}: While you are alone, all Intellect and Speed tasks are hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. Even though you didn’t know most of the other PCs beforehand, you invited yourself along on their quest.

  2. You saw the PCs struggling to overcome a problem and selflessly joined them to help.

  3. You’re nearly certain the PCs will fail without you.

  4. The choice was between your tattered life and helping others. You haven’t looked back since.

Brash

You’re a self-assertive sort, confident in your abilities, energetic, and perhaps a bit irreverent toward ideas that you don’t agree with. Some people call you bold and brave, but those you’ve put in their place might call you puffed up and arrogant. Whatever. It’s not in your nature to care what other people think about you, unless those people are your friends or family. Even someone as brash as you knows that friends sometimes have to come first.

You gain the following characteristics:

Energetic: +2 to your Speed Pool.

@UUID[Compendium.cyphersystem-compendium.basic-skills.gbWPNb1uKsRtZWSL]{Skill}: You are trained in initiative.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.J9qtYUcvomIXvpEh]{Bold}: You are trained in all actions that involve overcoming or ignoring the effects of fear or intimidation.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You noticed something weird going on, and without much thought, you jumped in with both feet.

  2. You showed up when and where you did on a dare because, hey, you don’t back down from dares.

  3. Someone called you out, but instead of walking into a fight, you walked into your current situation.

  4. You told your friend that nothing could scare you, and nothing you saw would change your mind. They brought you to your current point.

Calm

You’ve spent most of your life in sedentary pursuits—books, movies, hobbies, and so on—rather than active ones. You’re well versed in all manner of academia or other intellectual pursuits, but nothing physical. You’re not weak or feeble, necessarily (although this is a good descriptor for characters who are elderly), but you have no experience in more physical activities.

Calm is a great descriptor for characters who never intended to have adventures but were thrust into them, a trope that occurs often in modern games and particularly in horror games.

You gain the following characteristics:

Bookish: +2 to your Intellect Pool.

Skills: You are trained in four nonphysical skills of your choice.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.9BT9upa6c8kqf6kB]{Trivia}: You can come up with a random fact pertinent to the current situation when you wish it. This is always a matter of fact, not conjecture or supposition, and must be something you could have logically read or seen in the past. You can do this one time, although the ability is renewed each time you make a recovery roll.

@UUID[Compendium.cyphersystem-compendium.inabilities.WmhgwviF6ci24PJL]{Inability}: You’re just not a fighter. All physical attacks are hindered.

@UUID[Compendium.cyphersystem-compendium.inabilities.kR3req7hyQazHomU]{Inability}: You’re not the outdoorsy type. All climbing, running, jumping, and swimming tasks are hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You read about the current situation somewhere and decided to check it out for yourself.

  2. You were in the right (wrong?) place at the right (wrong?) time.

  3. While avoiding an entirely different situation, you walked into your current situation.

  4. One of the other PCs dragged you into it.

Chaotic

Danger doesn’t mean much to you, mainly because you don’t think much about repercussions. In fact, you enjoy sowing surprises, just to see what will happen. The more unexpected the result, the happier you are. Sometimes you are particularly manic, and for the sake of your companions, you restrain yourself from taking actions that you know will lead to disaster.

You gain the following characteristics:

Tumultuous: +4 to your Speed Pool.

@UUID[Compendium.cyphersystem-compendium.basic-skills.5X8qgmSuvRVNTiaP]{Skill}: You are trained in {Intellect defense actions.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.JrGRhq4ndoh12HDe]{Chaotic}: Once after each ten-hour recovery roll, if you don’t like the first result, you can reroll a die roll of your choice. If you do, and regardless of the outcome, the GM presents you with a GM intrusion.

@UUID[Compendium.cyphersystem-compendium.inabilities.qRXj5XtPAxa0kTR1]{Inability}: Your body is a bit worn from occasional excesses. Might defense tasks are hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. Another PC recruited you while you were on your best behavior, before realizing how chaotic you were.

  2. You have reason to believe that being with the other PCs will help you gain control over your erratic behavior.

  3. Another PC released you from captivity, and to thank them, you volunteered to help.

  4. You have no idea how you joined the PCs. You’re just going along with it for now until answers present themselves.

Charming

You’re a smooth talker and a charmer. Whether through seemingly supernatural means or just a way with words, you can convince others to do as you wish. Most likely, you’re physically attractive or at least highly charismatic, and others enjoy listening to your voice. You probably pay attention to your appearance, keeping yourself well groomed. You make friends easily. You play up the personality facet of your Intellect stat; intelligence is not your strong suit. You’re personable, but not necessarily studious or strong-willed.

You gain the following characteristics:

Personable: +2 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.iLViKiz8EUbAbChF]{Skill}: You’re trained in all tasks involving positive or pleasant social interaction.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.GB6PefdjeMm43AmT]{Skill}: You’re trained when using special abilities that influence the minds of others.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.mslNlViBupFclz9t]{Contact}: You have an important contact who is in an influential position, such as a minor noble, the captain of the town guard/police, or the head of a large gang of thieves. You and the GM should work out the details together.

@UUID[Compendium.cyphersystem-compendium.inabilities.kWemIBj5S33u3Vsy]{Inability}: You were never good at studying or retaining facts. Any task involving lore, knowledge, or understanding is hindered.

@UUID[Compendium.cyphersystem-compendium.inabilities.zHgQDe14mPF3G95Q]{Inability}: Your willpower is not one of your strong points. Defense actions to resist mental attacks are hindered.

Additional Equipment: You’ve managed to talk your way into some decent discounts and bonuses in recent weeks. As a result, you have enough cash jangling in your pocket to purchase a moderately priced item.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You convinced one of the other PCs to tell you what they were doing.

  2. You instigated the whole thing and convinced the others to join you.

  3. One of the other PCs did a favor for you, and now you’re repaying that obligation by helping them with the task at hand.

  4. There is a reward involved, and you need the money.

Clever

You’re quick-witted, thinking well on your feet. You understand people, so you can fool them but are rarely fooled. Because you easily see things for what they are, you get the lay of the land swiftly, size up threats and allies, and assess situations with accuracy. Perhaps you’re physically attractive, or maybe you use your wit to overcome any physical or mental imperfections.

You gain the following characteristics:

Smart: +2 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.wOLQBlCsA3jDifa9]{Skill}: You’re trained in all interactions involving lies or trickery.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.DlnCXfB1v1U859YY]{Skill}: You’re trained in defense rolls to resist mental effects.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.8acHBoOvIk3UseOl]{Skill}: You’re trained in all tasks involving identifying or assessing danger, lies, quality, importance, function, or power.

@UUID[Compendium.cyphersystem-compendium.inabilities.kWemIBj5S33u3Vsy]{Inability}: You were never good at studying or retaining trivial knowledge. Any task involving lore, knowledge, or understanding is hindered.

Additional Equipment: You see through the schemes of others and occasionally convince them to believe you—even when, perhaps, they should not. Thanks to your clever behavior, you have an additional expensive item.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You convinced one of the other PCs to tell you what they were doing.

  2. From afar, you observed that something interesting was going on.

  3. You talked your way into the situation because you thought it might earn some money.

  4. You suspect that the other PCs won’t succeed without you.

Clumsy

Graceless and awkward, you were told that you’d grow out of it, but you never did. You often drop things, trip over your own feet, or knock things (or people) over. Some people get frustrated by this quality, but most find it funny and even a little charming.

Some players may not want to be defined by a “negative” quality like Clumsy, but in truth, even this kind of descriptor has enough advantages that it makes for capable and talented characters. What negative descriptors really do is make more interesting and complex characters that are often great fun to play.

You gain the following characteristics:

Butterfingers: −2 to your Speed Pool.

Thick-Muscled: +2 to your Might Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.bvTJ0HZOfXlpr0pc]{Inelegant}: You have a certain lovable charm. You are trained in all pleasant social interactions when you express a lighthearted, self-deprecating manner.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.wJyw4ypyuGZ5Jde1]{Dumb Luck}: The GM can introduce a GM intrusion on you, based on your clumsiness, without awarding you any XP (as if you had rolled a 1 on a d20 roll). However, if this happens, 50% of the time, your clumsiness works to your advantage. Rather than hurting you (much), it helps you, or it hurts your enemies. You slip, but it’s just in time to duck an attack. You fall down, but you trip your enemies as you crash into their legs. You turn around too quickly, but you end up knocking the weapon from your foe’s hand. You and the GM should work together to determine the details. If the GM wishes, they can use GM intrusions based on your clumsiness normally (awarding XP).

@UUID[Compendium.cyphersystem-compendium.expanded-skills.0yrwPAkrOBERFQOq]{Skill}: You’ve got a certain bull-like quality. You are trained in tasks involving breaking things.

@UUID[Compendium.cyphersystem-compendium.inabilities.veArOrXeYD25sHog]{Inability}: Any task that involves balance, grace, or hand-to-eye coordination is hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You were in the right place at the right time.

  2. You had a piece of information that the other PCs needed to make their plans.

  3. A sibling recommended you to the other PCs.

  4. You stumbled into the PCs as they were discussing their mission, and they took a liking to you.

Craven

Courage fails you at every turn. You lack the willpower and resolve to stand fast in the face of danger. Fear gnaws at your heart, chewing away at your mind, driving you to distraction until you cannot bear it. Most times, you back down from confrontations. You flee from threats and vacillate when faced with difficult decisions.

Yet for all that fear dogs you and possibly shames you, your cowardly nature proves to be a useful ally from time to time. Listening to your fears has helped you escape danger and avoid taking unnecessary risks. Others may have suffered in your place, and you might be the first to admit this fact, but secretly you feel intense relief from having avoided an unthinkable and terrible fate.

Descriptors like Craven, Cruel, and Dishonorable might not be appropriate for every group. These are villainous traits and some people want their PCs to be entirely heroic. But others don’t mind a little moral greyness thrown into the mix. Still others see things like Craven and Cruel as traits to overcome as their characters develop (probably earning them different descriptors).

You gain the following characteristics:

Furtive: +2 to your Speed Pool.

@UUID[Compendium.cyphersystem-compendium.basic-skills.duTx0BwgmC1Gw3Ze]{Skill}: You’re trained in stealth-based tasks.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.EyD5RQ654NoPJ7MN]{Skill}: You’re trained in running actions.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.48EDNk0hOv8KvoVs]{Skill}: You’re trained in any action taken to escape danger, flee from a dangerous situation, or wheedle your way out of trouble.

@UUID[Compendium.cyphersystem-compendium.inabilities.gpHPkjq631isDAjT]{Inability}: You do not willingly enter dangerous situations. Any initiative actions (to determine who goes first in combat) are hindered.

@UUID[Compendium.cyphersystem-compendium.inabilities.4raydis9fTWFq8Rc]{Inability}: You fall to pieces when you have to undertake a potentially dangerous task alone. Any such task (such as attacking a creature by yourself) is hindered.

Additional Equipment: You have a good luck charm or protective device to keep you out of harm’s way.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You believe that you’re being hunted, and you have hired one of the other PCs as your protector.

  2. You seek to escape your shame and take up with capable individuals in the hopes of repairing your reputation.

  3. One of the other PCs bullied you into coming along.

  4. The group answered your cries for help when you were in trouble.

Creative

Maybe you have a notebook where you write down ideas so you can develop them later. Perhaps you email yourself ideas that strike you out of the blue so you can sort them in an electronic document. Or maybe you just sit down, stare at your screen and, by indomitable force of will, produce something from nothing. However your gift works, you’re creative—you code, write, compose, sculpt, design, direct, or otherwise create narratives that enthrall other people with your vision.

You gain the following characteristics:

Inventive: +2 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.SKNSOPcNsoSDk6Xm]{Original}: You’re always coming up with something new. You’re trained in any task related to creating a narrative (such as a story, play, or scenario). This includes deception, if the deception involves a narrative you’re able to tell.

Skill: You are naturally inventive. You are trained in one specific creative skill of your choice: @UUID[Compendium.cyphersystem-compendium.expanded-skills.eKQYG8hDn7akNxns]{writing}, @UUID[Compendium.cyphersystem-compendium.expanded-skills.fHmBT2eRXI6WQnyZ]{computer coding}, @UUID[Compendium.cyphersystem-compendium.expanded-skills.Lq20krfxQeY7B2qo]{composing music}, @UUID[Compendium.cyphersystem-compendium.expanded-skills.LVVmRzkp5GwB3NE0]{painting}, @UUID[Compendium.cyphersystem-compendium.expanded-skills.wCrjggZ7oUZYZAMD]{drawing}, and so on.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.zz0QUtOoUro9OErB]{Skill}: You love solving riddles and the like. You are trained in puzzle-solving tasks.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.pHUz4ZRnWfsBbtQ7]{Skill}: To be creative requires that you always be learning. You are trained in any task that involves finding out something new, such as when you’re digging through a library, data bank, news archive, or similar collection of knowledge.

@UUID[Compendium.cyphersystem-compendium.inabilities.JDEjrsDDDqVcqSZp]{Inability}: You’re inventive but not charming. All tasks related to pleasant social interaction are hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You were doing research for a project and convinced the PCs to bring you along.

  2. You’re looking for new markets for the results of your creative output.

  3. You fell in with the wrong crowd, but they grew on you.

  4. A creative life is often one beset with financial hurdles. You joined the PCs because you hoped it would be profitable.

Cruel

Misfortune and suffering do not move you. When another endures hardship, you find it hard to care, and you may even enjoy the pain and difficulty the person experiences if they’ve done you wrong in the past. Your cruel streak may derive from bitterness brought about by your own struggles and disappointments. You might be a hard pragmatist, doing what you feel you must even if others are worse for it. Or you could be a sadist, delighting in the pain you inflict.

Being cruel does not necessarily make you a villain. Your cruelty may be reserved for those who cross you or other people useful to you. You might have become cruel as the result of an intensely awful experience. Abuse and torture, for example, can strip away compassion for other living beings.

As well, you need not be cruel in every situation. In fact, others might see you as personable, friendly, and even helpful. But when angered or frustrated, your dual nature reveals itself, and those who have earned your scorn are likely to suffer for it.

You gain the following characteristics:

Cunning: +2 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.Pp6FiVf17qqHapKd]{Cruelty}: When you use force, you can choose to maim or deliver painful injuries to draw out your foe’s suffering. Whenever you inflict damage, you can choose to inflict 2 fewer points of damage to ease your next attack against that foe.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.ks2lNbYe7169G57r]{Skill}: You’re trained in tasks related to deception, intimidation, and persuasion when you interact with characters experiencing physical or emotional pain.

@UUID[Compendium.cyphersystem-compendium.inabilities.1Jo8JX85AfL1Kx5P]{Inability}: You have a hard time connecting with others, understanding their motives, or sharing their feelings. Any task to ascertain another character’s motives, feelings, or disposition is hindered.

Additional Equipment: You have a valuable memento from the last person you destroyed. The memento is moderately priced, and you can sell it or trade it for an item of equal or lesser value.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You suspect that you might gain a long-term advantage from helping the other PCs and may be able to use that advantage against your enemies.

  2. By joining the PCs, you see an opportunity to grow your personal power and status at the expense of others.

  3. You hope to make another PC’s life more difficult by joining the group.

  4. Joining the PCs gives you an opportunity to escape justice for a crime you committed.

Dishonorable

There is no honor among thieves—or betrayers, backstabbers, liars, or cheats. You are all of these things, and either you don’t lose any sleep over it, or you deny the truth to others or to yourself. Regardless, you are willing to do whatever it takes to get your own way. Honor, ethics, and principles are merely words. In your estimation, they have no place in the real world.

You gain the following characteristics:

Sneaky: +4 to your Speed Pool.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.KmXEb22OUjlCwjVY]{Just Desserts}: When the GM gives another player an experience point to award to someone for a GM intrusion, that player cannot give it to you.

@UUID[Compendium.cyphersystem-compendium.basic-skills.eeHdJpr4k8hYtGr5]{Skill}: You are trained in deception.

@UUID[Compendium.cyphersystem-compendium.basic-skills.duTx0BwgmC1Gw3Ze]{Skill}: You are trained in stealth.

@UUID[Compendium.cyphersystem-compendium.basic-skills.tZ7PdXuWQyRMo0Rh]{Skill}: You are trained in intimidation.

@UUID[Compendium.cyphersystem-compendium.inabilities.JDEjrsDDDqVcqSZp]{Inability}: People don’t like or trust you. Pleasant social interactions are hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You are interested in what the PCs are doing, so you lied to them to get into their group.

  2. While skulking about, you overheard the PCs’ plans and realized that you wanted in.

  3. One of the other PCs invited you, having no idea of what you’re truly like.

  4. You bullied your way in with intimidation and bluster.

Doomed

You are quite certain that your fate is leading you, inextricably, toward a terrible end. This fate might be yours alone, or you might be dragging along the people closest to you.

You gain the following characteristics:

Jumpy: +2 to your Speed Pool.

@UUID[Compendium.cyphersystem-compendium.basic-skills.rH5FwMXGaNn21DZD]{Skill}: Always on the lookout for danger, you are trained in perception-related tasks.

@UUID[Compendium.cyphersystem-compendium.basic-skills.FXYWkXG7Iq6Wm1pS]{Skill}: You are defense minded, so you are trained in Speed defense tasks.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.cqT873UxELpJ3Mq2]{Skill}: You are cynical and expect the worst. Thus, you are resistant to mental shocks. You are trained in Intellect defense tasks having to do with losing your sanity or equanimity.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.ljIhLeM7ZcZuAJTk]{Doom}: Every other time the GM uses GM intrusion on your character, you cannot refuse it and do not get an XP for it (you still get an XP to award to another player). This is because you are doomed. The universe is a cold, uncaring place, and your efforts are futile at best.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You attempted to avoid it, but events seemed to conspire to draw you to where you are.

  2. Why not? It doesn’t matter. You’re doomed no matter what you do.

  3. One of the other PCs saved your life, and now you’re repaying that obligation by helping them with the task at hand.

  4. You suspect that the only hope you have of avoiding your fate might lie on this path.

Empathic

Other people are open books to you. You may have a knack for reading a person’s tells, those subtle movements that convey an individual’s mood and disposition. Or you may receive information in a more direct way, feeling a person’s emotions as if they were tangible things, sensations that lightly brush against your mind. Your gift for empathy helps you navigate social situations and control them to avoid misunderstandings and prevent useless conflicts from erupting.

The constant bombardment of emotions from those around you likely takes a toll. You might move with the prevailing mood, swinging from giddy happiness to bitter sorrow with little warning. Or you might close yourself off and remain inscrutable to others out of a sense of self-preservation or an unconscious fear that everyone else might learn how you truly feel.

You gain the following characteristics:

Open Mind: +4 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.H4LHMcUqFB4rMLW1]{Skill}: You’re trained in tasks involving sensing other emotions, discerning dispositions, and getting a hunch about people around you.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.J08uzxkHA7sn70LX]{Skill}: You’re trained in all tasks involving social interaction, pleasant or otherwise.

@UUID[Compendium.cyphersystem-compendium.inabilities.OHgyIguDuF48QMDD]{Inability}: Being so receptive to others’ thoughts and moods makes you vulnerable to anything that attacks your mind. Intellect defense rolls are hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You sensed the commitment to the task the other PCs have and felt moved to help them.

  2. You established a close bond with another PC and can’t bear to be parted from them.

  3. You sensed something strange in one of the PCs and decided to join the group to see if you can sense it again and uncover the truth.

  4. You joined the PCs to escape an unpleasant relationship or negative environment.

Exiled

You have walked a long and lonely road, leaving your home and your life behind. You might have committed a heinous crime, something so awful that your people forced you out, and if you dare return, you face death. You might have been accused of a crime you didn’t commit and now must pay the price for someone else’s wicked deed. Your exile might be the result of a social gaffe—perhaps you shamed your family or a friend, or you embarrassed yourself in front of your peers, an authority, or someone you respect. Whatever the reason, you have left your old life behind and now strive to make a new one.

You gain the following characteristics:

Self-Reliant: +2 to your Might Pool.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.PT7NoHCCjePtX6OW]{Loner}: You gain no benefit when you get help with a task from another character who is trained or specialized in that task.

@UUID[Compendium.cyphersystem-compendium.basic-skills.Q9tfUkhYGRJ5Df42]{Skill}: You’re trained in all tasks involving sneaking.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.KU2IUPjDKKIbfxkH]{Skill}: You’re trained in all tasks involving foraging, hunting, and finding safe places to rest or hide.

@UUID[Compendium.cyphersystem-compendium.inabilities.tlL5bTqgc9lt5GNz]{Inability}: Living on your own for as long as you have makes you slow to trust others and awkward in social situations. Any task involving social interaction is hindered.

Additional Equipment: You have a memento from your past—an old picture, a locket with a few strands of hair inside, or a lighter given to you by someone important. You keep the object close at hand and pull it out to help you remember better times.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. The other PCs earned your trust by helping you when you needed it. You accompany them to repay them.

  2. While exploring on your own, you discovered something strange. When you traveled to a settlement, the PCs were the only ones who believed you, and they have accompanied you to help you deal with the problem.

  3. One of the other PCs reminds you of someone you used to know.

  4. You have grown weary of your isolation. Joining the other PCs gives you a chance to belong.

Fast

You’re fleet of foot. Because you’re quick, you can accomplish tasks more rapidly than others can. You’re not just quick on your feet, however—you’re quick with your hands, and you think and react quickly. You even talk quickly.

You gain the following characteristics:

Energetic: +2 to your Speed Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.EyD5RQ654NoPJ7MN]{Skill}: You are trained in running.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.YHNmhduMB7gVvUtJ]{Fast}: You can move a short distance and still take another action in the same round, or you can move a long distance as your action without needing to make any kind of roll.

@UUID[Compendium.cyphersystem-compendium.inabilities.qRXj5XtPAxa0kTR1]{Inability}: You’re a sprinter, not a long-distance runner. You don’t have a lot of stamina. Might defense rolls are hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You jumped in to save one of the other PCs who was in dire need.

  2. One of the other PCs recruited you for your unique talents.

  3. You’re impulsive, and it seemed like a good idea at the time.

  4. This mission ties in with a personal goal of your own.

Foolish

Not everyone can be brilliant. Oh, you don’t think of yourself as stupid, and you’re not. It’s just that others might have a bit more . . . wisdom. Insight. You prefer to barrel along headfirst through life and let other people worry about things. Worrying’s never helped you, so why bother? You take things at face value and don’t fret about what tomorrow might bring.

People call you “idiot” or “numbskull,” but it doesn’t faze you much.

It can be liberating and really fun to play a foolish character. In some ways, the pressure to always do the right, smart thing is off. On the other hand, if you play such a character as a bumbling moron in every situation, that can become annoying to everyone else at the table. As with everything, moderation is the key.

You gain the following characteristics:

Unwise: –4 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.4FMLdzuRxQsVnh1P]{Carefree}: You succeed more on luck than anything. Every time you roll for a task, roll twice and take the higher result.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.6ydImEoLRFErPjFe]{Intellect Weakness}: Any time you spend points from your Intellect Pool, it costs you 1 more point than usual.

@UUID[Compendium.cyphersystem-compendium.inabilities.OHgyIguDuF48QMDD]{Inability}: Any Intellect defense task is hindered.

@UUID[Compendium.cyphersystem-compendium.inabilities.I7pKktxfFilMCCi1]{Inability}: Any task that involves seeing through a deception, an illusion, or a trap is hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. Who knows? Seemed like a good idea at the time.

  2. Someone asked you to join up with the other PCs. They told you not to ask too many questions, and that seemed fine to you.

  3. Your parent (or a parental/mentor figure) got you involved to give you something to do and maybe “teach you some sense.”

  4. The other PCs needed some muscle who wouldn’t overthink things.

Graceful

You have a perfect sense of balance, moving and speaking with grace and beauty. You’re quick, lithe, flexible, and dexterous. Your body is perfectly suited to dance, and you use that advantage in combat to dodge blows. You might wear garments that enhance your agile movement and sense of style.

You gain the following characteristics:

Agile: +2 to your Speed Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.KjmXC7wwXc8DqM82]{Skill}: You’re trained in all tasks involving balance and careful movement.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.K2S2yAu0BJc7TMEh]{Skill}: You’re trained in all tasks involving physical performing arts.

@UUID[Compendium.cyphersystem-compendium.basic-skills.FXYWkXG7Iq6Wm1pS]{Skill}: You’re trained in all Speed defense tasks.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. Against your better judgment, you joined the other PCs because you saw that they were in danger.

  2. One of the other PCs convinced you that joining the group would be in your best interests.

  3. You’re afraid of what might happen if the other PCs fail.

  4. There is reward involved, and you need the money.

Guarded

You conceal your true nature behind a mask and are loath to let anyone see who you really are. Protecting yourself, physically and emotionally, is what you care about most, and you prefer to keep everyone else at a safe distance. You may be suspicious of everyone you meet, expecting the worst from people so you won’t be surprised when they prove you right. Or you might just be a bit reserved, careful about letting people through your gruff exterior to the person you really are.

No one can be as reserved as you are and make many friends. Most likely, you have an abrasive personality and tend to be pessimistic in your outlook. You probably nurse an old hurt and find that the only way you can cope is to keep it and your personality locked down.

You gain the following characteristics:

Suspicious: +2 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.basic-skills.5X8qgmSuvRVNTiaP]{Skill}: You are trained in all Intellect defense tasks.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.hJHg9c1wuIJsPdtn]{Skill}: You are trained in all tasks involving discerning the truth, piercing disguises, and recognizing falsehoods and other deceptions.

@UUID[Compendium.cyphersystem-compendium.inabilities.a0eju2Y9hvObXxHC]{Inability}: Your suspicious nature makes you unlikeable. Any task involving deception or persuasion is hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. One of the PCs managed to overcome your defenses and befriend you.

  2. You want to see what the PCs are up to, so you accompany them to catch them in the act of some wrongdoing.

  3. You have made a few enemies and take up with the PCs for protection.

  4. The PCs are the only people who will put up with you.

Hardy

Your body was built to take abuse. Whether you’re pounding down stiff drinks while holding up a bar in your favorite watering hole or trading blows with a thug in a back alley, you keep going, shrugging off hurts and injuries that might slow or incapacitate a lesser person. Neither hunger nor thirst, cut flesh nor broken bone can stop you. You just press on through the pain and continue.

As fit and healthy as you are, the signs of wear show in the myriad scars crisscrossing your body, your thrice-broken nose, your cauliflower ears, and any number of other disfigurements you wear with pride.

You gain the following characteristics:

Mighty: +4 to your Might Pool.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.92q8rFEj1dQKNCD9]{Fast Healer}: You halve the time it takes to make a recovery roll (minimum one action).

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.qgJiQgqukmcFFNor]{Almost Unstoppable}: While you are impaired on the damage track, you function as if you were hale. While you are debilitated, you function as if you were impaired. In other words, you don’t suffer the effects of being impaired until you become debilitated, and you never suffer the effects of being debilitated. You still die if all your stat Pools are 0.

@UUID[Compendium.cyphersystem-compendium.basic-skills.Q0vfmbqehJw0jYBa]{Skill}: You are trained in Might defense actions.

@UUID[Compendium.cyphersystem-compendium.basic-skills.gbWPNb1uKsRtZWSL]{Inability}: Your big, strong body is slow to react. Any task involving initiative is hindered.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.62e9ZYD1UeGlalWu]{Ponderous}: When you apply Effort when making a Speed roll, you must spend 1 extra point from your Speed Pool.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. The PCs recruited you after learning about your reputation as a survivor.

  2. You joined the PCs because you want or need the money.

  3. The PCs offered you a challenge equal to your physical power.

  4. You believe the only way the PCs will succeed is if you are along to protect them.

Hideous

You are physically repugnant by almost any human standard. You might have had a serious accident, a harmful mutation, or just poor genetic luck, but you are incontrovertibly ugly.

You’ve more than made up for your appearance in other ways, however. Because you have to hide your appearance, you excel at sneaking about unnoticed or disguising yourself. But perhaps most important, being ostracized while others socialized, you took the time growing up to develop yourself as you saw fit—you grew strong or quick, or you honed your mind.

You gain the following characteristics:

Versatile: You get 4 additional points to divide among your stat Pools.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.bjX9wcG3SzUn5q46]{Skill}: You are trained in intimidation and any other fear-based interactions, if you show your true face.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.lW5xh0jPpRTp1iB6]{Skill}: You are trained in disguise and stealth tasks.

@UUID[Compendium.cyphersystem-compendium.inabilities.JDEjrsDDDqVcqSZp]{Inability}: All tasks relating to pleasant social interaction are hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. One of the other PCs approached you while you were in disguise, recruiting you while believing you were someone else.

  2. While skulking about, you overheard the other PCs’ plans and realized you wanted in.

  3. One of the other PCs invited you, but you wonder if it was out of pity.

  4. You bullied your way in with intimidation and bluster.

Honorable

You are trustworthy, fair, and forthright. You try to do what is right, to help others, and to treat them well. Lying and cheating are no way to get ahead—these things are for the weak, the lazy, or the despicable. You probably spend a lot of time thinking about your personal honor, how best to maintain it, and how to defend it if challenged. In combat, you are straightforward and offer quarter to any foe.

You were likely instilled with this sense of honor by a parent or a mentor. Sometimes the distinction between what is and isn’t honorable varies with different schools of thought, but in broad strokes, honorable people can agree on most aspects of what honor means.

You gain the following characteristics:

Stalwart: +2 to your Might Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.iLViKiz8EUbAbChF]{Skill}: You are trained in pleasant social interactions.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.iUJdgnZi90GZjY9s]{Skill}: You are trained in discerning people’s true motives or seeing through lies.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. The PCs’ goals appear to be honorable and commendable.

  2. You see that what the other PCs are about to do is dangerous, and you’d like to help protect them.

  3. One of the other PCs invited you, hearing of your trustworthiness.

  4. You asked politely if you could join the other PCs in their mission.

Impulsive

You have a hard time tamping down your enthusiasm. Why wait when you can just do it (whatever it is) and get it done? You deal with problems when they arise rather than plan ahead. Putting out the small fires now prevents them from becoming one big fire later. You are the first to take risks, to jump in and lend a hand, to step into dark passages, and to find danger.

Your impulsiveness likely gets you into trouble. While others might take time to study the items they discover, you use such items without hesitation. After all, the best way to learn what something can do is to use it. When a cautious explorer might look around and check for danger nearby, you have to physically stop yourself from bulling on ahead. Why fuss around when the exciting thing is just ahead?

Impulsive characters get into trouble. That’s their thing, and that’s fine. But if you’re constantly dragging your fellow PCs into trouble (or worse, getting them seriously hurt or killed), that will be annoying, to say the least. A good rule of thumb is that impulsiveness doesn’t always mean a predilection for doing the wrong thing. Sometimes it’s the urge to do the right thing.

You gain the following characteristics:

Reckless: +2 to your Speed Pool.

@UUID[Compendium.cyphersystem-compendium.basic-skills.gbWPNb1uKsRtZWSL]{Skill}: You’re trained in initiative actions (to determine who goes first in combat).

@UUID[Compendium.cyphersystem-compendium.basic-skills.FXYWkXG7Iq6Wm1pS]{Skill}: You’re trained in Speed defense actions.

@UUID[Compendium.cyphersystem-compendium.inabilities.gBUQ2i4VroKkBVQ7]{Inability}: You’ll try anything once, but quickly grow bored after that. Any task that involves patience, willpower, or discipline is hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You heard what the other PCs were up to and suddenly decided to join them.

  2. You pulled everyone together after you heard rumors about something interesting you want to see or do.

  3. You blew all of your money and now find yourself strapped for cash.

  4. You’re in trouble for acting recklessly. You join the other PCs because they offer a way out of your problem.

Inquisitive

The world is vast and mysterious, with wonders and secrets to keep you amazed for several lifetimes. You feel the tugging on your heart, the call to explore the wreckage of past civilizations, to discover new peoples, new places, and whatever bizarre wonders you might find along the way. However, as strongly as you feel the pull to roam the world, you know there is danger aplenty, and you take precautions to ensure that you are prepared for any eventuality. Research, preparation, and readiness will help you live long enough to see everything you want to see and do everything you want to do.

You probably have a dozen books and travelogues about the world on you at any time. When not hitting the road and looking around, you spend your time with your nose in a book, learning everything you can about the place you’re going so you know what to expect when you get there.

You gain the following characteristics:

Smart: +4 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.pHUz4ZRnWfsBbtQ7]{Skill}: You are eager to learn. You are trained in any task that involves learning something new, whether you’re talking to a local to get information or digging through old books to find lore.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.RZkMJad4OfSOU1Pq]{Skill}: You have made a study of the world. You are trained in any task involving geography or history.

@UUID[Compendium.cyphersystem-compendium.inabilities.ntN6wx9GAjKwEWfV]{Inability}: You tend to fixate on the details, making you somewhat oblivious to what’s going on around you. Any task to hear or notice dangers around you is hindered.

@UUID[Compendium.cyphersystem-compendium.inabilities.gpHPkjq631isDAjT]{Inability}: When you see something interesting, you hesitate as you take in all the details. Initiative actions (to determine who goes first in combat) are hindered.

Additional Equipment: You have three books on whatever subjects you choose.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. One of the PCs approached you to learn information related to the mission, having heard you were an expert.

  2. You have always wanted to see the place where the other PCs are going.

  3. You were interested in what the other PCs were up to and decided to go along with them.

  4. One of the PCs fascinates you, perhaps due to a special or weird ability they have.

Intelligent

You’re quite smart. Your memory is sharp, and you easily grasp concepts that others might struggle with. This aptitude doesn’t necessarily mean that you’ve had years of formal education, but you have learned a great deal in your life, primarily because you pick things up quickly and retain so much.

You gain the following characteristics:

Smart: +2 to your Intellect Pool.

Skill: You’re trained in an area of knowledge of your choice.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.m65HBfM8zSVl4uwk]{Skill}: You’re trained in all actions that involve remembering or memorizing things you experience directly. For example, instead of being good at recalling details of geography that you read about in a book, you can remember a path through a set of tunnels that you’ve explored before.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. One of the other PCs asked your opinion of the mission, knowing that if you thought it was a good idea, it probably was.

  2. You saw value in what the other PCs were doing.

  3. You believed that the task might lead to important and interesting discoveries.

  4. A colleague requested that you take part in the mission as a favor.

Intuitive

You are often tickled by a sense of knowing what someone will say, how they will react, or how events might unfold. Maybe you have a mutant sense, maybe you can see just a few moments ahead through time, or maybe you’re just good at reading people and extrapolating a situation. Whatever the case, many who look into your eyes immediately glance away, as if afraid of what you might see in their expression.

You gain the following characteristics:

Innate: +2 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.basic-skills.rH5FwMXGaNn21DZD]{Skill}: You are trained in perception tasks.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.1GEOtsfQWmfgcp3e]{Know What to Do}: You can act immediately, even if it’s not your turn. Afterward, on your next regular turn, any action you take is hindered. You can do this one time, although the ability is renewed each time you make a recovery roll.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You just knew you had to come along.

  2. You convinced one of the other PCs that your intuition is invaluable.

  3. You felt that something terrible would happen if you didn’t go.

  4. You’re confident the reason you arrived at this point will soon become clear.

Jovial

You’re cheerful, friendly, and outgoing. You put others at ease with a big smile and a joke, possibly one at your own expense, though lightly ribbing your companions who can take it is also one of your favorite pastimes. Sometimes people say you never take anything seriously. That’s not true, of course, but you have learned that to dwell on the bad too long quickly robs the world of joy. You’ve always got a new joke in your back pocket because you collect them like some people collect bottles of wine.

You gain the following characteristics:

Witty: +2 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.iLViKiz8EUbAbChF]{Skill}: You’re convivial and set most people at ease with your attitude. You are trained in all tasks related to pleasant social interaction.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.zz0QUtOoUro9OErB]{Skill}: You have an advantage in figuring out the punch lines of jokes you’ve never heard before. You are trained in all tasks related to solving puzzles and riddles.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You solved a riddle before realizing that answering it would launch you into the adventure.

  2. The other PCs thought you’d bring some much-needed levity to the team.

  3. You decided that all fun and no work was not the best way to get through life, so you joined up with the PCs.

  4. It was either go with the PCs or face up to a circumstance that was anything but jovial.

Kind

It’s always been easy for you to see things from the point of view of other people. That ability has made you sympathetic to what they really want or need. From your perspective, you’re just applying the old proverb that “it’s easier to catch flies with honey than with vinegar,” but others simply see your behavior as kindness. Of course, being kind takes time, and yours is limited. You’ve learned that a small fraction of people don’t deserve your time or kindness—true sadists, narcissists, and similar folk will only waste your energy. So you deal with them swiftly, saving your kindness for those who deserve it and can benefit from your attention.

You gain the following characteristics:

Emotionally Intuitive: +2 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.6Z7VC4ctwcS0dVoW]{Skill}: You know what it’s like to go a mile in someone else’s shoes. You’re trained in all tasks related to pleasant social interaction and discerning the dispositions of others.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.5kX6OM98txwPPO6a]{Karma}: Sometimes, strangers just help you out. To gain the aid of a stranger, you must use a one action, ten-minute, or one-hour recovery roll (without gaining its healing benefit), and the GM determines the nature of the aid you gain. Usually, the act of kindness isn’t enough to turn a bad situation completely around, but it may moderate a bad situation and lead to new opportunities. For example, if you are captured, a guard loosens your bonds slightly, brings you water, or delivers a message.

@UUID[Compendium.cyphersystem-compendium.inabilities.AY8Br5qquBWoGQc0]{Inability}: Being kind comes with a few risks. All tasks related to detecting falsehoods are hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. A PC needed your help, and you agreed to come along as a kindness.

  2. You gave the wrong person access to your money, and now you need to make some back.

  3. You’re ready to take your benevolence on the road and help more people than you could if you didn’t join the PCs.

  4. Your job, which seemed like it would be personally rewarding, is the opposite. You join the PCs to escape the drudgery.

Learned

You have studied, either on your own or with an instructor. You know many things and are an expert on a few topics, such as history, biology, geography, mythology, nature, or any other area of study. Learned characters typically carry a few books around with them and spend their spare time reading.

You gain the following characteristics:

Smart: +2 to your Intellect Pool.

Skill: You’re trained in three areas of knowledge of your choice.

@UUID[Compendium.cyphersystem-compendium.inabilities.UrdbwsMhJOQk44vz]{Inability}: You have few social graces. Any task involving charm, persuasion, or etiquette is hindered.

Additional Equipment: You have two additional books on topics of your choice.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. One of the other PCs asked you to come along because of your knowledge.

  2. You need money to fund your studies.

  3. You believed that the task might lead to important and interesting discoveries.

  4. A colleague requested that you take part in the mission as a favor.

Lucky

You rely on chance and timely good luck to get you through many situations. When people say that someone was born under a lucky star, they mean you. When you try your hand at something new, no matter how unfamiliar the task is, as often as not you find a measure of success. Even when disaster strikes, it’s rarely as bad as it could be. More often, small things seem to go your way, you win contests, and you’re often in the right place at the right time.

You gain the following characteristics:

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.pccv1fQ4WW7KnLsi]{Luck Pool}: You have one additional Pool called Luck that begins with 3 points, and it has a maximum value of 3 points. When spending points from any other Pool, you can take one, some, or all of the points from your Luck Pool first. When you make a recovery roll to recover points to any other Pool, your Luck Pool is also refreshed by the same number of points. When your Luck Pool is at 0 points, it does not count against your damage track.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.MKYIm6Rgf4VRIKrK]{Advantage}: When you use 1 XP to reroll a d20 for any roll that affects only you, add 3 to the reroll.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. Knowing that lucky people notice and take active advantage of opportunities, you became involved in your first adventure by choice.

  2. You literally bumped into someone else on this adventure through sheer luck.

  3. You found a briefcase lying alongside the road. It was battered, but inside you found a lot of strange documents that led you here.

  4. Your luck saved you when you avoided a speeding vehicle by a fortuitous fall through an opening in the ground (a manhole, if in a modern setting). Beneath the ground, you found something you couldn’t ignore.

Mad

You have delved too deeply into subjects people were not meant to know. You are knowledgeable in things beyond the scope of most, but this knowledge has come at a terrible price. You are likely in questionable physical shape and occasionally shake with nervous tics. You sometimes mutter to yourself without realizing it.

You gain the following characteristics:

Knowledgeable: +4 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.AFFZAuL0OsaopL8E]{Fits of Insight}: Whenever such knowledge is appropriate, the GM feeds you information although there is no clear explanation as to how you could know such a thing. This is up to the GM’s discretion, but it should happen as often as once each session.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.SFXAD4DjhyEtJ1Ny]{Erratic Behavior}: You are prone to acting erratically or irrationally. When you are in the presence of a major discovery or subjected to great stress (such as a serious physical threat), the GM can introduce a GM intrusion that directs your next action without awarding XP. You can still pay 1 XP to refuse the intrusion. The GM’s influence is the manifestation of your madness and thus is always something you would not likely do otherwise, but it is not directly, obviously harmful to you unless there are extenuating circumstances. (For example, if a foe suddenly leaps out of the darkness, you might spend the first round babbling incoherently or screaming the name of your first true love.)

Skill: You are trained in one area of knowledge (probably something weird or esoteric).

@UUID[Compendium.cyphersystem-compendium.inabilities.zHgQDe14mPF3G95Q]{Inability}: Your mind is quite fragile. Tasks to resist mental attacks are hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. Voices in your head told you to go.

  2. You instigated the whole thing and convinced the others to join you.

  3. One of the other PCs obtained a book of knowledge for you, and now you’re repaying that favor by helping them with the task at hand.

  4. You feel compelled by inexplicable intuition.

Mechanical

You have a special talent with machines of all kinds, and you’re adept at understanding and, if need be, repairing them. Perhaps you’re a bit of an inventor, creating new machines from time to time. You get called “techie,” “tech,” “mech,” “gear-head,” “motor-head,” or any of a number of other nicknames. Mechanics usually wear practical work clothes and carry around a lot of tools.

You gain the following characteristics:

Smart: +2 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.PSeFw2XUjqgOG2xS]{Skill}: You’re trained in all actions involving identifying or understanding machines.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.DhGWJERxvN9zVYGh]{Skill}: You’re trained in all actions involving using, repairing, or crafting machines.

Additional Equipment: You start with a variety of machine tools.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. While repairing a nearby machine, you overheard the other PCs talking.

  2. You need money to buy tools and parts.

  3. It was clear that the mission couldn’t succeed without your skills and knowledge.

  4. Another PC asked you to join them.

Mysterious

The dark figure lurking silently in the corner? That’s you. No one really knows where you came from or what your motives are—you play things close to the vest. Your manner perplexes and confounds others, but that doesn’t make you a poor friend or ally. You’re just good at keeping things to yourself, moving about unseen, and concealing your presence and identity.

You gain the following characteristics:

@UUID[Compendium.cyphersystem-compendium.basic-skills.duTx0BwgmC1Gw3Ze]{Skill}: You are trained in all stealth tasks.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.fmGCPHRwFnbmvB19]{Skill}: You are trained in resisting interrogation or tricks to get you to talk.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.uROuz6gmfq7X3uu3]{Confounding}: You pull talents and abilities seemingly out of nowhere. You can attempt one task in which you have no training as if you were trained, attempt a task that you are trained in as if specialized, or gain a free level of Effort with a task that you are specialized in. This ability refreshes every time you make a recovery roll, but the uses never accumulate.

@UUID[Compendium.cyphersystem-compendium.inabilities.sRzjg0b8j3XPVrPR]{Inability}: People never know where they stand with you. Any task involving getting people to believe or trust you is hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You just showed up one day.

  2. You convinced one of the other PCs that you had invaluable skills.

  3. Some equally mysterious figure told you where to be and when (but not why) to join the group.

  4. Something—a feeling, a dream—told you where to be and when to join the group.

Mystical

You think of yourself as mystical, attuned with the mysterious and the paranormal. Your true talents lie with the supernatural. You likely have experience with ancient lore, and you can sense and wield the supernatural—though whether that means “magic,” “psychic phenomena,” or something else is up to you (and probably up to those around you as well). Mystical characters often wear jewelry, such as a ring or an amulet, or have tattoos or other marks that show their interests.

You gain the following characteristics:

Smart: +2 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.u2aCexSScRX0FEqH]{Skill}: You’re trained in all actions involving identifying or understanding the supernatural.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.x6GmHzLKB0JpVg5E]{Sense Magic}: You can sense whether the supernatural is active in situations where its presence is not obvious. You must study an object or location closely for a minute to get a feel for whether a mystical touch is at work.

@UUID[Compendium.cyphersystem-compendium.abilities.zArjjFcf9tHQvJTx]{Spell}: You can perform Hedge Magic as a spell when you have a free hand and can pay the Intellect point cost.

@UUID[Compendium.cyphersystem-compendium.inabilities.FKeDN7rJdKpgt4bj]{Inability}: You have a manner or an aura that others find a bit unnerving. Any task involving charm, persuasion, or deception is hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. A dream guided you to this point.

  2. You need money to fund your studies.

  3. You believed the mission would be a great way to learn more about the supernatural.

  4. Various signs and portents led you here.

Naive

You’ve lived a sheltered life. Your childhood was safe and secure, so you didn’t get a chance to learn much about the world—and even less chance to experience it. Whether you were training for something, had your nose in a book, or just were sequestered in a secluded place, you haven’t done much, met many people, or seen many interesting things so far. That’s probably going to change soon, but as you go forward into a larger world, you do so without some of the understanding that others possess about how it all works.

You gain the following characteristics:

Fresh: You add +1 to your recovery rolls.

Incorruptible: You are trained in @UUID[Compendium.cyphersystem-compendium.basic-skills.5X8qgmSuvRVNTiaP]{Intellect defense} tasks and all tasks that involve @UUID[Compendium.cyphersystem-compendium.expanded-skills.OauBSvtfh6HeNzDe]{resisting temptation}.

@UUID[Compendium.cyphersystem-compendium.basic-skills.rH5FwMXGaNn21DZD]{Skill}: You’re wide-eyed. You are trained in perception tasks.

@UUID[Compendium.cyphersystem-compendium.inabilities.VyGXdv9xEzKsm2YX]{Inability}: Any task that involves seeing through deceptions or determining someone’s secret motive is hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. Someone told you that you should get involved.

  2. You needed money, and this seemed like a good way to earn some.

  3. You believed that you could learn a lot by joining the other PCs.

  4. Sounded like fun.

Perceptive

You miss little. You pick out the small details in the world around you and are skilled at making deductions from the information you find. Your talents make you an exceptional sleuth, a formidable scientist, or a talented scout.

As adept as you are at finding clues, you have no skill at picking up on social cues. You overlook an offense that your deductions give or how uncomfortable your scrutiny can make the people around you. You tend to dismiss others as being intellectual dwarfs compared to you, which avails you little when you need a favor.

You gain the following characteristics:

Smart: +2 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.G2JaXxUq6dfIXVDl]{Skill}: You have an eye for detail. You are trained in any task that involves finding or noticing small details.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.EaHHaJvulkIVAxhi]{Skill}: You know a little about everything. You are trained in any task that involves identifying objects or calling to mind a minor detail or bit of trivia.

@UUID[Compendium.cyphersystem-compendium.basic-skills.tZ7PdXuWQyRMo0Rh]{Skill}: Your skill at making deductions can be imposing. You are trained in any task that involves intimidating another creature.

@UUID[Compendium.cyphersystem-compendium.inabilities.JDEjrsDDDqVcqSZp]{Inability}: Your confidence comes off as arrogance to people who don’t know you. Any task involving positive social interactions is hindered.

Additional Equipment: You have a bag of light tools.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You overheard the other PCs discussing their mission and volunteered your services.

  2. One of the PCs asked you to come along, believing that your talents would be invaluable to the mission.

  3. You believe that the PCs’ mission is somehow related to one of your investigations.

  4. A third party recruited you to follow the PCs and see what they were up to.

Resilient

You can take a lot of punishment, both physically and mentally, and still come back for more. It takes a lot to put you down. Neither physical nor mental shocks or damage have a lasting effect. You’re tough to faze. Unflappable. Unstoppable.

You gain the following characteristics:

Resistant: +2 to your Might Pool, and +2 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.F74sHYUANEPVaFd4]{Recover}: You can make an extra recovery roll each day. This roll is just one action. So you can make two recovery rolls that each take one action, one roll that takes ten minutes, a fourth roll that takes one hour, and a fifth roll that requires ten hours of rest.

@UUID[Compendium.cyphersystem-compendium.basic-skills.Q0vfmbqehJw0jYBa]{Skill}: You are trained in Might defense tasks.

@UUID[Compendium.cyphersystem-compendium.basic-skills.5X8qgmSuvRVNTiaP]{Skill}: You are trained in Intellect defense tasks.

@UUID[Compendium.cyphersystem-compendium.inabilities.U7X7WY5Qk3QIXxAD]{Inability}: You’re hardy but not necessarily strong. Any task involving moving, bending, or breaking things is hindered.

@UUID[Compendium.cyphersystem-compendium.inabilities.iic3khiZZCsbjkIg]{Inability}: You have a lot of willpower and mental fortitude, but you’re not necessarily smart. Any task involving knowledge or figuring out problems or puzzles is hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You saw that the PCs clearly need someone like you to help them out.

  2. Someone asked you to watch over one of the PCs in particular, and you agreed.

  3. You are bored and desperately in need of a challenge.

  4. You lost a bet—unfairly, you think—and had to take someone’s place on this mission.

Risk-Taking

It’s part of your nature to question what others think can’t or shouldn’t be done. You’re not insane, of course—you wouldn’t attempt to leap across a mile-wide chasm just because you were dared. There’s impossible and then there’s the just barely possible. You like to push the latter further than others, because it gives you a rush of satisfaction and pleasure when you succeed. The more you succeed, the more you find yourself looking for that next risky challenge to try yourself against.

You gain the following characteristics:

Nimble: +4 to your Speed Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.l3HBMnyOMVF6rIk8]{Skill}: You’re adept at leveraging risk, and you are trained in tasks that involve some element of chance, such as playing games or choosing between two or three apparently equal options.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.wWSSBexYE1QI054l]{Pressing Your Luck}: You can choose to automatically succeed on one task without rolling, as long as the task’s difficulty is no higher than 6. When you do so, however, you also trigger a GM intrusion as if you had rolled a 1. The intrusion doesn’t invalidate the success, but it probably qualifies it in some fashion. You can do this one time, although the ability renews each time you make a ten-hour recovery roll.

@UUID[Compendium.cyphersystem-compendium.inabilities.MoKSCrQBoxl4PZ0f]{Inability}: You may be nimble, but you’re not sneaky. Tasks related to sneaking and staying quiet are hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. It seemed like there were equal odds that the other PCs wouldn’t succeed, which sounded good to you.

  2. You think the tasks ahead will present you with unique and fulfilling challenges.

  3. One of your biggest risks failed to go your way, and you need money to help pay that debt.

  4. You bragged that you never saw a risk you didn’t like, which is how you reached your current point.

Rugged

You’re a nature lover accustomed to living rough, pitting your wits against the elements. Most likely, you’re a skilled hunter, gatherer, or naturalist. Years of living in the wild have left their mark with a worn countenance, wild hair, or scars. Your clothing is probably much less refined than the garments worn by city dwellers.

You gain the following characteristics:

@UUID[Compendium.cyphersystem-compendium.expanded-skills.zOjoCu1WyXeVzqs6]{Skill}: You’re trained in all tasks involving climbing, jumping, running, and swimming.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.lpBwC7PY35rIfBUG]{Skill}: You’re trained in all tasks involving training, riding, or placating natural animals.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.2Ipdh8f3MeuAMM3R]{Skill}: You’re trained in all tasks involving identifying or using natural plants.

@UUID[Compendium.cyphersystem-compendium.inabilities.iP9m2p6htGgd896X]{Inability}: You have no social graces and prefer animals to people. Any task involving charm, persuasion, etiquette, or deception is hindered.

Additional Equipment: You carry an explorer’s pack with rope, two days’ rations, a bedroll, and other tools needed for outdoor survival.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. Against your better judgment, you joined the other PCs because you saw that they were in danger.

  2. One of the other PCs convinced you that joining the group would be in your best interests.

  3. You’re afraid of what might happen if the other PCs fail.

  4. There is reward involved, and you need the money.

Sharp-Eyed

You’re perceptive and well aware of your surroundings. You notice the little details and remember them. You can be difficult to surprise.

You gain the following characteristics:

@UUID[Compendium.cyphersystem-compendium.basic-skills.gbWPNb1uKsRtZWSL]{Skill}: You’re trained in initiative actions.

@UUID[Compendium.cyphersystem-compendium.basic-skills.rH5FwMXGaNn21DZD]{Skill}: You’re trained in perception actions.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.LboNMbw0CmRDZX0l]{Find the Flaw}: If an opponent has a straightforward weakness (takes extra damage from fire, can’t see out of their left eye, and so on), the GM will tell you what it is.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You heard about what was going on, saw a flaw in the other PCs’ plan, and joined up to help them out.

  2. You noticed that the PCs have a foe (or at least a tail) they weren’t aware of.

  3. You saw that the other PCs were up to something interesting and got involved.

  4. You’ve been noticing some strange things going on, and this all appears related.

Skeptical

You possess a questioning attitude regarding claims that are often taken for granted by others. You’re not necessarily a “doubting Thomas” (a skeptic who refuses to believe anything without direct personal experience), but you’ve often benefited from questioning the statements, opinions, and received knowledge presented to you by others.

You gain the following characteristics:

Insightful: +2 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.basic-skills.QonPVHzXrzIN29lf]{Skill}: You’re trained in identifying.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.E2q7bbS0LqBwRDFi]{Skill}: You’re trained in all actions that involve seeing through a trick, an illusion, a rhetorical ruse designed to evade the issue, or a lie. For example, you’re better at keeping your eye on the cup containing the hidden ball, sensing an illusion, or realizing if someone is lying to you (but only if you specifically concentrate and use this skill).

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You overheard other PCs holding forth on a topic with an opinion you were quite skeptical about, so you decided to approach the group and ask for proof.

  2. You were following one of the other PCs because you were suspicious of him, which brought you into the action.

  3. Your theory about the nonexistence of the supernatural can be invalidated only by your own senses, so you came along.

  4. You need money to fund your research.

Stealthy

You’re sneaky, slippery, and fast. These talents help you hide, move quietly, and pull off tricks that require sleight of hand. Most likely, you’re wiry and small. However, you’re not much of a sprinter—you’re more dexterous than fleet of foot.

You gain the following characteristics:

Quick: +2 to your Speed Pool.

@UUID[Compendium.cyphersystem-compendium.basic-skills.duTx0BwgmC1Gw3Ze]{Skill}: You’re trained in all stealth tasks.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.YlYSOH8OdFUTBwey]{Skill}: You’re trained in all interactions involving lies or trickery.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.5iv3kUKcLQwrTSDH]{Skill}: You’re trained in all special abilities involving illusions or trickery.

@UUID[Compendium.cyphersystem-compendium.inabilities.lhu2y0HMmw0xQ3hv]{Inability}: You’re sneaky but not fast. All movement-related tasks are hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You attempted to steal from one of the other PCs. That character caught you and forced you to come along with them.

  2. You were tailing one of the other PCs for reasons of your own, which brought you into the action.

  3. An NPC employer secretly paid you to get involved.

  4. You overheard the other PCs talking about a topic that interested you, so you decided to approach the group.

Strong

You’re extremely strong and physically powerful, and you use these qualities well, whether through violence or feats of prowess. You likely have a brawny build and impressive muscles.

You gain the following characteristics:

Very Powerful: +4 to your Might Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.0yrwPAkrOBERFQOq]{Skill}: You’re trained in all actions involving breaking inanimate objects.

@UUID[Compendium.cyphersystem-compendium.basic-skills.MrGl25gzZk4uu7BR]{Skill}: You’re trained in all jumping actions.

Additional Equipment: You have an extra medium weapon or heavy weapon.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. Against your better judgment, you joined the other PCs because you saw that they were in danger.

  2. One of the other PCs convinced you that joining the group would be in your best interests.

  3. You’re afraid of what might happen if the other PCs fail.

  4. There is reward involved, and you need the money.

Strong-Willed

You’re tough-minded, willful, and independent. No one can talk you into anything or change your mind when you don’t want it changed. This quality doesn’t necessarily make you smart, but it does make you a bastion of willpower and resolve. You likely dress and act with unique style and flair, not caring what others think.

You gain the following characteristics:

Willful: +4 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.DlnCXfB1v1U859YY]{Skill}: You’re trained in resisting mental effects.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.3IfJDAc8qCJ11NNX]{Skill}: You’re trained in tasks requiring incredible focus or concentration.

@UUID[Compendium.cyphersystem-compendium.inabilities.CmubEJ8BMUsW1oei]{Inability}: Willful doesn’t mean brilliant. Any task that involves figuring out puzzles or problems, memorizing things, or using lore is hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. Against your better judgment, you joined the other PCs because you saw that they were in danger.

  2. One of the other PCs convinced you that joining the group would be in your best interests.

  3. You’re afraid of what might happen if the other PCs fail.

  4. There is reward involved, and you need the money.

Swift

You move quickly, able to sprint in short bursts and work with your hands with dexterity. You’re great at crossing distances quickly but not always smoothly. You are likely slim and muscular.

You gain the following characteristics:

Fast: +4 to your Speed Pool.

@UUID[Compendium.cyphersystem-compendium.basic-skills.gbWPNb1uKsRtZWSL]{Skill}: You’re trained in initiative actions (to determine who goes first in combat).

@UUID[Compendium.cyphersystem-compendium.expanded-skills.EyD5RQ654NoPJ7MN]{Skill}: You’re trained in running actions.

@UUID[Compendium.cyphersystem-compendium.inabilities.t7exG3KfxnoPKxO2]{Inability}: You’re fast but not necessarily graceful. Any task involving balance is hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. Against your better judgment, you joined the other PCs because you saw that they were in danger.

  2. One of the other PCs convinced you that joining the group would be in your best interests.

  3. You’re afraid of what might happen if the other PCs fail.

  4. There is reward involved, and you need the money.

Tongue-Tied

You’ve never been much of a talker. When forced to interact with others, you never think of the right thing to say—words fail you entirely, or they come out all wrong. You often end up saying precisely the wrong thing and insult someone unintentionally. Most of the time, you just keep mum. This makes you a listener instead—a careful observer. It also means that you’re better at doing things than talking about them. You’re quick to take action.

You gain the following characteristics:

Actions, Not Words: +2 to your Might Pool, and +2 to your Speed Pool.

@UUID[Compendium.cyphersystem-compendium.basic-skills.rH5FwMXGaNn21DZD]{Skill}: You are trained in perception.

@UUID[Compendium.cyphersystem-compendium.basic-skills.gbWPNb1uKsRtZWSL]{Skill}: You are trained in initiative (unless it’s a social situation).

@UUID[Compendium.cyphersystem-compendium.inabilities.tlL5bTqgc9lt5GNz]{Inability}: All tasks relating to social interaction are hindered.

@UUID[Compendium.cyphersystem-compendium.inabilities.rfQPiUR4GHBdjFtE]{Inability}: All tasks involving verbal communication or relaying information are hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You just tagged along and no one told you to leave.

  2. You saw something important the other PCs did not and (with some effort) managed to relate it to them.

  3. You intervened to save one of the other PCs when they were in danger.

  4. One of the other PCs recruited you for your talents.

Tough

You’re strong and can take a lot of physical punishment. You might have a large frame and a square jaw. Tough characters frequently have visible scars.

You gain the following characteristics:

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.SkxEXPpCgIGXixu9]{Resilient}: +1 to Armor.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.gr1uaERqywhUGjCK]{Healthy}: Add 1 to the points you regain when you make a recovery roll.

@UUID[Compendium.cyphersystem-compendium.basic-skills.Q0vfmbqehJw0jYBa]{Skill}: You’re trained in Might defense actions.

Additional Equipment: You have an extra light weapon.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You’re acting as a bodyguard for one of the other PCs.

  2. One of the PCs is your sibling, and you came along to watch out for them.

  3. You need money because your family is in debt.

  4. You stepped in to defend one of the PCs when that character was threatened. While talking to them afterward, you heard about the group’s task.

Vicious

You try to hide what’s inside, fold it into yourself when everything inside you screams to let go, make them pay, make them hurt, and make them bleed. Sometimes you succeed for your friends—smiling like they smile, laughing when they laugh, and sometimes even having other emotions of your own. But it’s always there, that feeling of frantic glee mixed with hate that sometimes leaps out of you when you confront a foe. Violence your friends can tolerate, but you sometimes worry they will also learn that you are cruel.

You gain the following characteristics:

Skill: You are trained in @UUID[Compendium.cyphersystem-compendium.expanded-skills.53j3Qwt5Im4wqddo]{tracking creatures}. If @UUID[Compendium.cyphersystem-compendium.expanded-skills.ZPyRyzPue2DuKSw9]{a creature has wronged you}, the tracking task is eased.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.LldixgespLl6ajEf]{Bloodthirsty}: Once you begin fighting, you see only red. You inflict 2 additional points of damage with any attack.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.1FP6DV2OqgaaT4ZN]{Berserk}: Once you begin fighting, it’s hard for you to stop. In fact, it’s a difficulty 2 Intellect task to do so, even if your foe surrenders or you’ve run out of foes. If the latter occurs and you fail to stop, you attack the nearest ally within short range.

Additional Equipment: You have a record that you use to list those who’ve wronged you.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. Another PC saw you take down a mean drunk in a tavern, not realizing you were the one who started the fight.

  2. You wanted to get away from a bad situation, so you went with the other PCs.

  3. You want to change, and you hope that being with the other PCs will help you calm yourself.

  4. One of the other PCs asked you to come along, believing that your viciousness could be harnessed for the benefit of the mission.

Virtuous

Doing the right thing is a way of life. You live by a code, and that code is something you attend to every day. Whenever you slip, you reproach yourself for your weakness and then get right back on track. Your code probably includes moderation, respect for others, cleanliness, and other characteristics that most people would agree are virtues, while you eschew their opposites: sloth, greed, gluttony, and so on.

You gain the following characteristics:

Dauntless: +2 to your Might Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.iUJdgnZi90GZjY9s]{Skill}: You are trained in discerning people’s true motives or seeing through lies.

@UUID[Compendium.cyphersystem-compendium.basic-skills.5X8qgmSuvRVNTiaP]{Skill}: Your adherence to a strict moral code has hardened your mind against fear, doubt, and outside influence. You are trained in Intellect defense tasks.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. The PCs are doing something virtuous, and you’re all about that.

  2. The PCs are on the road to perdition, and you see it as your task to set them on the proper moral route.

  3. One of the other PCs invited you, hearing of your virtuous ways.

  4. You put virtue before sense and defended someone’s honor in the face of an organization or power far greater than you. You joined the PCs because they offered aid and friendship when, out of fear of reprisals, no one else would.

Weird

You aren’t like anyone else, and that’s fine with you. People don’t seem to understand you—they even seem put off by you—but who cares? You understand the world better than they do because you’re weird, and so is the world you live in. The concept of “the weird” is well known to you. Strange devices, ancient locales, bizarre creatures, storms that can transform you, living energy fields, conspiracies, aliens, and things most people can’t even name populate the world, and you thrive on them. You have a special attachment to it all, and the more you discover about the weirdness in the world, the more you might discover about yourself.

Weird characters might be mutants or people born with strange qualities, but sometimes they started out “normal” and adopted the weird by choice.

You gain the following characteristics:

Inner Light: +2 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.HV2tw9N81PJawwwx]{Distinctive Physical Quirk}: You have a unique physical aspect that is, well, bizarre. Depending on the setting, this can vary greatly. You might have purple hair or metal spikes on your head. Perhaps your hands don’t connect to your arms, although they move as if they do. Maybe a third eye stares out from the side of your head, or superfluous tendrils grow from your back. Whatever it is, your quirk might be a mutation, a supernatural trait (a blessing or curse), a feature with no explanation, or just a really wild tattoo that draws a lot of attention.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.zKHJrLeBOfy0p9du]{A Sense for the Weird}: Sometimes—at the GM’s discretion—weird things relating to the supernatural or its effects on the world seem to call out to you. You can sense them from afar, and if you get within long range of such a thing, you can sense whether it is overtly dangerous or not.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.uBvX2CVPg5MNgjwW]{Skill}: You are trained in supernatural knowledge.

@UUID[Compendium.cyphersystem-compendium.inabilities.JDEjrsDDDqVcqSZp]{Inability}: People find you unnerving. All tasks relating to pleasant social interaction are hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. It seemed weird, so why not?

  2. Whether the other PCs realize it or not, their mission has to do with something weird that you know about, so you got involved.

  3. As an expert in the weird, you were specifically recruited by the other PCs.

  4. You felt drawn to join the other PCs, but you don’t know why.

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Focus is what makes a character unique. No two PCs in a group should have the same focus. A focus gives a character benefits when they create their character and each time they ascend to the next tier. It’s the verb of the sentence “I am an adjective noun who verbs.”

This chapter contains nearly a hundred sample foci, such as Bears a Halo of Fire, Would Rather Be Reading, and Pilots Starcraft. These foci can be chosen and used as presented by a player, or by the GM who adds them to a list of available foci for their players in their next campaign.

In addition, the latter half of this chapter provides tools for the GM or an enterprising player to create their own custom foci that perfectly match the needs of a given game or campaign, as presented in Creating New Foci.

Choosing Foci

Not all foci are appropriate for every genre. The Genre chapter provides guidance, but this section offers some broad generalizations. Obviously, the GM can include whatever foci are available in their setting. Foci end up being an important distinction in this case, because Commands Mental Powers, for example, makes it clear that psychic abilities exist in the setting, just as Howls at the Moon implies the existence of lycanthropes like werewolves, and Pilots Starcraft, of course, requires starships available to pilot.

When a focus is chosen for a character, they get a special connection to one or more of their fellow PCs, a first-tier ability, and perhaps additional starting equipment: one or two pieces of equipment that might be required for the character to use their ability, or that might pair well with the focus. For instance, a character that can build things needs a set of tools. A character that’s constantly on fire needs a set of clothes that are immune to flame. A character that draws runes to cast spells needs writing implements. A character that slays monsters with a sword needs a sword. And so on. That said, many foci don’t require additional equipment.

Each focus also offers one or more suggestions—GM intrusions—for possible effects or consequences of really good or really bad die rolls.

A couple of foci presented in this chapter provide a “type swap option” that allows a player to swap an ability that would otherwise be gained from their type for the indicated ability instead. A player doesn’t have to make the swap; they merely have the option. For instance, the focus Loves the Void provides the option to gain the ability Have Spacesuit, Will Travel instead of a type ability.

As a character progresses to a new tier, a focus grants more abilities. Each tier’s benefit is usually labeled Action or Enabler. If an ability is labeled Action, a character must take an action to use it. If an ability is labeled Enabler, it makes other actions better or gives some other benefit, but it’s not an action. An ability that allows a character to blast foes with lasers is an action. An ability that grants additional damage when an attack is made is an enabler. An enabler is used in the same turn as another action, and often as part of another action.

Each tier’s benefits are independent of and cumulative with benefits from other tiers (unless indicated otherwise). So if a first-tier ability grants +1 to Armor and a fourth-tier ability also grants +1 to Armor, when the character reaches fourth tier, a total of +2 to Armor is granted.

At tier 3 and tier 6, the character is asked to choose one ability from the two options provided.

Finally, you can choose whether you want to expand the story behind the focus (though that’s not mandatory).

Focus Connections

Choose a connection that goes well with the focus. If you’re a GM choosing (or creating) one or more foci for your players, choose up to four of the following connections.

  1. Pick one other PC. For reasons unknown to you, that character is completely immune to your focus abilities, whether you use them for help or for harm.

  2. Pick one other PC. You knew of that character years ago, but you don’t think they knew you.

  3. Pick one other PC. You’re always trying to impress them, but you’re not sure why.

  4. Pick one other PC. That character has a habit that annoys you, but you’re otherwise quite impressed with their abilities.

  5. Pick one other PC. That character shows potential in appreciating your particular paradigm, fighting style, or other
    focus-provided attribute. You would like to train them, but you’re not necessarily qualified to teach (that’s up to you), and they might not be interested (that’s up to them).

  6. Pick one other PC. If they are within immediate range when you’re in a fight, sometimes they provide an asset, and sometimes they accidentally hinder your attack rolls (50% chance either way, determined per fight).

  7. Pick one other PC. You once saved their life, and they clearly feel indebted to you. You wish they didn’t; it’s just part of the job.

  8. Pick one other PC. That character recently mocked you in some fashion that really hurt your feelings. How you deal with this (if at all) is up to you.

  9. Pick one other PC. That character knows you have suffered at the hands of robotic entities in the past. Whether you hate robots now is up to you, which may affect your relationship with the character if they are friendly with robots or have robotic parts.

  10. Pick one other PC. That character comes from the same place you do, and you knew each other as children.

  11. Pick one other PC. In the past, they taught you a few tricks to use in a fight.

  12. Pick one other PC. That character doesn’t seem to approve of your methods.

  13. Pick one other PC. Long ago, the two of you were on opposite sides of a fight. You won, though you “cheated” in their eyes (but from your perspective, all’s fair in a fight). They may be ready for a rematch, though that’s up to them.

  14. Pick one other PC. You are always trying
    to impress that character with your skill, wit, appearance, or bravado. Perhaps they are a rival, perhaps you need their respect, or perhaps you’re romantically interested
    in them.

  15. Pick one other PC. You fear that character is jealous of your abilities and worry that it might lead to problems.

  16. Pick one other PC. You accidentally caught them in a trap you set, and they had to get free on their own.

  17. Pick one other PC. You were once hired to track down someone who was close to that character.

  18. Pick two PCs (preferably ones who are likely to get in the way of your attacks). When you miss with an attack and the GM rules that you struck someone other than your target, you hit one of these two characters.

  19. Pick one other PC. You’re not sure how or from where, but that character has a line on bottles of rare alcohol and can get them for you for half price.

  20. Pick one other PC. You recently had a possession go missing, and you’re becoming convinced that they took it. Whether or not they did is up to them.

  21. Pick one other PC. They always seem to know where you are, or at least in what direction you are in relation to them.

  22. Pick one other PC. Seeing you use your focus abilities seems to trigger an unpleasant memory in that character. That memory is up to the other PC, although they may not be able to consciously recall it.

  23. Pick one other PC. Something about them interferes with your abilities. When they stand next to you, your focus abilities cost 1 additional point.

  24. Pick one other PC. Something about them complements your abilities. When they stand next to you, the first focus ability you use in any 24-hour period costs 2 fewer points.

  25. Pick one other PC. You have known that character for a while, and they helped you gain control of your focus-related abilities.

  26. Pick one other PC. Sometime in that character’s past, they had a devastating experience while attempting something that you do as a matter of course thanks to your focus. Whether they choose to tell you about it is up to them.

  27. Pick one other PC. Their occasional clumsiness and loud behavior irritate you.

  28. Pick one other PC. In the recent past, while practicing, you accidentally hit them with an attack, wounding them badly. It is up to them to decide whether they resent or forgive you.

  29. Pick one other PC. They owe you a significant amount of money.

  30. Pick one other PC. In the recent past, while escaping a threat, you accidentally left that character to fend for themselves. They survived, but just barely. It is up to the player of that character to decide whether they resent you or have decided to forgive you.

  31. Pick one other PC. Recently, they accidentally (or perhaps intentionally) put you in a position of danger. You’re fine now, but you’re wary around them.

  32. Pick one other PC. From your perspective, they seem nervous around a specific idea, person, or situation. You would like to teach them how to be more comfortable with their fears (if they will let you).

  33. Pick one other PC. They called you a coward once.

  34. Pick one other PC. That character always recognizes you or your handiwork, whether you’re in disguise or are long gone when they arrive on the scene.

  35. Pick one other PC. You inadvertently caused an accident that put them into a sleep so deep they didn’t wake for three days. Whether they forgive you or not is up to them.

  36. Pick one other PC. You are pretty sure you are related in some fashion.

  37. Pick one other PC. You accidentally learned something they were trying to keep a secret.

  38. Pick one other PC. They are especially sensitive to the use of your flashier focus abilities, and occasionally they become dazzled for a few rounds, which hinders their actions.

  39. Pick one other PC. They appear to have a treasured item that was once yours, but that you lost in a game of chance years ago.

  40. Pick one other PC. If it wasn’t for you, that character would have failed a past test of mental achievement.

  41. Pick one other PC. Based on a couple of comments you’ve overheard, you suspect that they don’t hold your area of training or favorite hobby in the highest regard.

  42. Pick one other PC whose focus intertwines with yours. This odd connection affects them in some way. For example, if the character uses a weapon, your focus ability sometimes improves their attack in some fashion.

  43. Pick one other PC. They are deathly afraid of heights. You would like to teach them how to be more comfortable with their feet off the ground. They must decide whether or not to take you up on your offer.

  44. Pick one other PC. They are skeptical of your claims about something momentous that happened in your past. They might even attempt to discredit you or discover the “secret” behind your story, though that’s up to them.

  45. Pick one other PC. They have a knack for being able to recognize where your plans or schemes have a weak spot.

  46. Pick one other PC. That character’s face is so intriguing to you in a way you don’t understand that you sometimes find yourself sketching their likeness in the dirt or using some other medium you have access to.

  47. Pick one other PC. That character has an extra item of regular equipment you gave them, either something you made or an item you just wanted to give them. (They choose the item.)

  48. Pick one other PC. They commissioned you to do a job for them. You’ve already been paid but haven’t yet completed the job.

  49. Pick one other PC. You worked together in the past, and the job ended badly.

  50. Pick one other PC. While they stand next to you and use their action to concentrate on helping you, one of your focus ability’s ranges is doubled.

Story Behind The Focus

The foci in this book have been purposely stripped down to basics so they have the widest possible application across multiple genres. A single descriptive sentence or two summarizes each one. After you choose a focus, you have the option to expand its presentation by adding more story and description relevant to the world or to the character.

For instance, if you choose Operates Undercover, the summarizing description is “Under the guise of someone else, you seek to find answers the powerful do not want divulged.” If you choose Conducts Weird Science, the summary is “Your preternatural insight and ability make you a scientist capable of amazing feats.” These descriptions provide what you need to know to use the focus.

However, if you wish (and only if you wish; there is no requirement to do so), you can add more to those descriptions in a fashion that’s relevant for your game. For example, if you choose both Operates Undercover and Conducts Weird Science for use in a modern genre such as horror, urban fantasy, espionage, or something similar, you might expand the descriptions as shown in the following examples.

Operates Undercover: Espionage is not something you know anything about. At least, that’s what you want everyone to believe, because in truth, you’ve been trained as a spy or covert agent. You might work for a government or for yourself. You might be a police detective or a criminal. You could even be an investigative reporter.

Regardless, you learn information that others attempt to keep secret. You collect rumors and whispers, stories and hard-won evidence, and you use that knowledge to aid your own endeavors and, if appropriate, provide your employers with the information they desire. Alternatively, you might sell what you have learned to those willing to pay a premium.

You probably wear dark colors—black, charcoal grey, or midnight blue—to help blend into the shadows, unless the cover you’ve chosen requires you to look like someone else.

Conducts Weird Science: You could be a respected scientist, having been published in several peer-reviewed journals. Or you might be considered a crank by your contemporaries, pursuing fringe theories on what others consider to be scant evidence. Truth is, you have a particular gift for sifting the edges of what’s possible. You can find new insights and unlock odd phenomena with your experiments. Where others see a crackpot cornucopia, you sift the conspiracy theories for revelation. Whether you conduct your enquiries as a government contractor, a university researcher, a corporate scientist, or an indulger of curiosity in your own garage lab following your muse, you push the boundaries of what’s possible.

You probably care more about your work than trivialities such as your appearance, polite or proper behavior, or social norms, but then again, an eccentric like you might turn the tables on that stereotype too.

If you want to go even further, you could determine where a character’s focus abilities come from. Depending on the genre, they could derive those abilities from advanced and persistent training, via magical runes, through cybernetic parts, from their genetic heritage, or because of their access to advanced technology. For instance, a character might be able to blast targets with lightning because they got zapped by strange radiation or because they picked up a lightning gun. On the other hand, it might be because their intense training allowed them to learn lightning magic. The possibilities are nearly endless, and up to you to include or forgo. Because however a focus’s abilities were gained, it’s also enough that they just work.

Customizing Foci

Sometimes not everything about a focus is right for a character’s concept, or perhaps the GM needs additional guidelines for creating a new focus. Either way, the solution lies in looking at foci abilities at their most basic default levels.

At any tier, a player can select one of the following abilities in place of the ability granted by the tier. Many of these replacement abilities, particularly at the higher tiers, might involve body modification, integration with high-tech devices, learning powerful magic spells, uncovering forbidden secrets, or something similar appropriate to the genre.

Tier 1

@UUID[Compendium.cyphersystem-compendium.abilities.2x7nMe9ZGp3VjI8B]{Combat Prowess} @UUID[Compendium.cyphersystem-compendium.abilities.RnK2bmvUb7RIVPSA]{Enhanced Potential}

Tier 2

Lower-tier ability: choose any tier 1 replacement ability, above.

@UUID[Compendium.cyphersystem-compendium.abilities.CtRvLxfUlCynJv1B]{Skill With Defense} @UUID[Compendium.cyphersystem-compendium.abilities.yl2zo179wXZW5Xxc]{Practiced With All Weapons} @UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks}

Tier 3

Lower-tier ability: choose any tier 1 or 2 replacement ability, above.

@UUID[Compendium.cyphersystem-compendium.abilities.b776WTF2u1roh3n0]{Incredible Health} @UUID[Compendium.cyphersystem-compendium.abilities.rqC9cEmRkvm29N56]{Fusion Armor}

Tier 4

Lower-tier ability: choose any tier 1, 2, or 3 replacement ability, above.

@UUID[Compendium.cyphersystem-compendium.abilities.VsKeNcF252yKnh2O]{Poison Resistance} @UUID[Compendium.cyphersystem-compendium.abilities.V2BSB9or5UJdTiYF]{Built-in Weaponry}

Tier 5

Lower-tier ability: choose any tier 1, 2, 3, or 4 replacement ability, above.

@UUID[Compendium.cyphersystem-compendium.abilities.wWN4y4rATxbtMCMo]{Adaptation} @UUID[Compendium.cyphersystem-compendium.abilities.FjXL6iSD1CJKbuGT]{Defensive Field}

Tier 6

Lower-tier ability: choose any tier 1, 2, 3, 4, or 5 replacement ability, above.

@UUID[Compendium.cyphersystem-compendium.abilities.cbXNxvPdWEbKF6nA]{Reactive Field}

Foci

The full description for each focus ability listed in this section is found in the Abilities chapter, which has descriptions for type, flavor, and focus abilities in a single vast catalog.

Abides in Stone

Your flesh is made of hard mineral, making you a hulking, difficult-to-harm humanoid.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.pXrC4lkMOY7CvFLk]{Golem Body}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.U9ZBl9NeipxSLavS]{Golem Healing}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.aFEBxDGnuFi20cLo]{Golem Grip}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.zuEylYrgOVAAjs71]{Trained Basher}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.E0k0LUw0epjJGrv9]{Golem Stomp} or @UUID[Compendium.cyphersystem-compendium.abilities.NFsoXUQaq3I5h2UY]{Weaponization}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.Uk6ceaEWFjcoHNTI]{Deep Reserves}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.F6mAzjhG2T4irVjy]{Specialized Basher}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.4BQHOR98z3TYJPQu]{Still As a Statue}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.fkedtvx6UakJPOZN]{Ultra Enhancement} or @UUID[Compendium.cyphersystem-compendium.abilities.laxdkyrDuOhxfWKc]{Mind Surge}

GM Intrusions: Creatures of stone sometimes forget their own strength or weight. A walking statue can terrify common folk.

Absorbs Energy

You can harness kinetic energy and transform it into other kinds of energy.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.62zBqhQoPk6IV8lF]{Absorb Kinetic Energy}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.NMjccuRLDDnfZtZe]{Release Energy}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.UJst9mtUKNTe3Pd2]{Energize Object}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.yvPcOjjqyU3618Ob]{Absorb Pure Energy} or @UUID[Compendium.cyphersystem-compendium.abilities.wrPVUnJauasIH886]{Improved Absorb Kinetic Energy}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.Y7HUEp7IxdPuur8V]{Overcharge Energy}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.LwmoGOpgHy1K2dU4]{Energize Creature}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.5i6TqVJQQ4sTvqTm]{Energize Crowd} or @UUID[Compendium.cyphersystem-compendium.abilities.m21TAvxSQn1rGx3d]{Overcharge Device}

GM Intrusions: Energy goes to ground in a destructive way. Some predators feed directly on energy. An unintended item is drained of energy.

Awakens Dreams

You can pull images from dreams and bring them to life in the waking world.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.y08bfWS5eyeUJB3J]{Dreamcraft}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.bcEupdsF6FduFPwe]{Oneirochemy}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.bH57y3PYsMceluGy]{Dream Thief}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.FBCpBF9PXlEtIX4m]{Dream Becomes Reality} or @UUID[Compendium.cyphersystem-compendium.abilities.7GsuhcRTpDX0d1em]{Enhanced Intellect}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.FIU24o7T66ViVgyg]{Daydream}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.pUbqCBV3dBOWFgmv]{Nightmare}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.2iAHsn5ie8sYRiyb]{Chamber of Dreams} or @UUID[Compendium.cyphersystem-compendium.abilities.cbXNxvPdWEbKF6nA]{Reactive Field}

GM Intrusions: An unexpected sleepwalking episode puts the character into a dangerous situation. A nightmare breaks free of a dream.

Battles Robots

You excel in battling robots, automatons, and machine entities.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.atQ5yNq1ZEyy0z5j]{Machine Vulnerabilities}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.pYsmdnNte7o5Flca]{Tech Skills}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.aNNLomN5nZc52ZT4]{Defense Against Robots}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.QHSH8fE6l3bKz2xl]{Machine Hunting}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.ka5VA9XBi4OTnKVa]{Disable Mechanisms} or @UUID[Compendium.cyphersystem-compendium.abilities.uG2ACHNAPoZirp0b]{Surprise Attack}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.NoKdHv0FSytZR4iF]{Robot Fighter}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.NJakiz9yvoflzzBD]{Drain Power}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.jHrQLzIfjKtXBoJL]{Deactivate Mechanisms} or @UUID[Compendium.cyphersystem-compendium.abilities.58CLKxSLgaT6W6Cj]{Lethal Damage}

GM Intrusions: The robot explodes upon defeat. Other robots come after the character for revenge.

Bears a Halo of Fire

You can sheath your body in flames, which protects you and harms your foes.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.AzMtxh562JfrPdKZ]{Shroud of Flame}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.NJjAmyf9zhjRTNme]{Hurl Flame}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.TWqyBv9PEjwJKd1y]{Wings of Fire} or @UUID[Compendium.cyphersystem-compendium.abilities.srn53BB1da8Elh1t]{Fiery Hand of Doom}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.tJQmvEiYq2xBv4ZJ]{Flameblade}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.6fpCYtBDCfW6m1b0]{Fire Tendrils}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.NVdx8QjmTP5eOjDh]{Fire Servant} or @UUID[Compendium.cyphersystem-compendium.abilities.PLsz8IqWScZt0Ott]{Inferno Trail}

GM Intrusions: Fire burns flammable material. Fire spreads out of control. Primitive creatures fear fire and often attack what they fear.

Blazes With Radiance

You can create light, sculpt it, bend it away from you, or gather it to use as a weapon.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.ea7BzQy6fZqHQNET]{Enlightened}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.xZQXXjAWGBo7mTHU]{Illuminating Touch}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.teFcKcbo5ZBFbfRl]{Dazzling Sunburst}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.IUlsD8Zxp8AYbO4h]{Burning Light} or @UUID[Compendium.cyphersystem-compendium.abilities.CtRvLxfUlCynJv1B]{Skill With Defense}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.iIlgHiF1EN0fEpYx]{Sunlight}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.PyVeE7CtDVDksWG6]{Disappear}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.cE7JPRHLqIdM3b9V]{Living Light} or @UUID[Compendium.cyphersystem-compendium.abilities.FjXL6iSD1CJKbuGT]{Defensive Field}

GM Intrusions: Allies are accidentally dazzled or blinded. Bright flashes draw guards.

Brandishes an Exotic Shield

You deploy an amazing shield of pure force that provides protection and some offensive options.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.yb5PaVIPimrcJxFg]{Force Field Shield}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.aidcxXW6MokDMqY7]{Force Bash}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.vPflrS1giYnMoqL2]{Enveloping Shield}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.6nm35znCQzjAk6Gb]{Healing Pulse} or @UUID[Compendium.cyphersystem-compendium.abilities.SPL1URVkuo4PJP8I]{Throw Force Shield}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.B5zrSVUs54TUALFB]{Energized Shield}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.TXNhhyj63MMp2dVF]{Force Wall}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.zflNCqrmTL7vrYg1]{Bouncing Shield} or @UUID[Compendium.cyphersystem-compendium.abilities.Np67YSIzrP6w1PPb]{Shield Burst}

GM Intrusions: The shield is temporarily lost. A foe temporarily ends up with the shield.

Builds Robots

Your robotic creations do as they are commanded.

The word “robot” is used in this focus, though the robot you create might look very different from one created by someone else, depending on the genre. Steampunk robots, organic robots, or even magical golems are all feasible “robots.”

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.paIv2etaqLqY76y0]{Robot Assistant}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.pUliR2uWpIcE6jQX]{Robot Builder}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.kgCuCmU8kn0UMy8v]{Robot Control}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.ETGBAqAc1ApFH5cx]{Expert Follower} or @UUID[Compendium.cyphersystem-compendium.abilities.CtRvLxfUlCynJv1B]{Skill With Defense}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.BSx4qB29VwRUISm6]{Robot Upgrade}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.yqhUXLWMSNn5IYOn]{Robot Fleet}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.HAVNfVKAdwtJF6Jj]{Robot Evolution} or @UUID[Compendium.cyphersystem-compendium.abilities.BSx4qB29VwRUISm6]{Robot Upgrade}

GM Intrusions: The robot is hacked, gains a mind of its own, or unexpectedly detonates.

Calculates the Incalculable

Awesome mathematical ability allows you to model the world in real time, giving you an edge over everyone.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.vcbIe2sSMKJmawl4]{Predictive Equation}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.A853pOqz5BmPfh4w]{Higher Mathematics}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.V5oEOJ4i32t97yOG]{Predictive Model}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.CNw7shehsdySzhAK]{Subconscious Defense} or @UUID[Compendium.cyphersystem-compendium.abilities.7GsuhcRTpDX0d1em]{Enhanced Intellect}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.Z7JkIlrv7gxim4Fn]{Cognizant Offense}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.34Ycb9VK8JwHgSl4]{Greater Enhanced Intellect}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.GnQRIvynqXx1R2a0]{Further Mathematics}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.wlkPdME0r3hx9VbE]{Knowing the Unknown} or @UUID[Compendium.cyphersystem-compendium.abilities.34Ycb9VK8JwHgSl4]{Greater Enhanced Intellect}

GM Intrusions: Too many predicted results threaten to overwhelm and stun the character. A result points to imminent disaster.

Channels Divine Blessings

A devout follower of a divine being, you channel some of your deity’s power to achieve wonders.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.I9m3nOdBZ2HoEmbj]{Blessing of the Gods}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.7GsuhcRTpDX0d1em]{Enhanced Intellect}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.dJTgtIs80gOoI6ac]{Divine Radiance} or @UUID[Compendium.cyphersystem-compendium.abilities.NgHLZq3tZ3CFJvYv]{Fire Bloom}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.gDwPpgIAocEfQjPx]{Overawe}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.OkKNmMvLFwHxUv2r]{Divine Intervention}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.tgaSXp1VQiec8Jst]{Divine Symbol} or @UUID[Compendium.cyphersystem-compendium.abilities.LnZkUlKUuuD7iW3P]{Summon Demon}

GM Intrusions: A demon investigates divine magic use. A rival cult has issues with the character’s teachings.

Commands Mental Powers

You can pull images from dreams and bring them to life in the waking world.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.L2NOLfflU6HNleuT]{Telepathic}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.W5Zt9qDKCtNr49BC]{Mind Reading}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.Mc8L07dpf605FDo9]{Psychic Burst} or @UUID[Compendium.cyphersystem-compendium.abilities.iRqXVpngq6vfgtEn]{Psychic Suggestion}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.FktE2hQhSKXbWcQU]{Use Senses of Others}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.N0wzhZ676UrCR8M4]{Precognition}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.Vcfc6yjbqX6WSzCf]{Mind Control} or @UUID[Compendium.cyphersystem-compendium.abilities.K0C60k7wHBSpMQX4]{Telepathic Network}

GM Intrusions: Something glimpsed in the target’s mind is horrifying. A feedback loop allows the target to read the character’s mind.

Conducts Weird Science

Your preternatural insight and ability make you a scientist capable of amazing feats.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.4PVFXmi2cxI8MdpR]{Lab Analysis}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.eEGFknWQZUBNXn99]{Knowledge Skills}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.mFPUUmBIcGGsuwNd]{Modify Device}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.G0hoaZFQpdG7FfxO]{Better Living Through Chemistry} or @UUID[Compendium.cyphersystem-compendium.abilities.b776WTF2u1roh3n0]{Incredible Health}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.eEGFknWQZUBNXn99]{Knowledge Skills}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.gjBFpV2OvDmBqeE3]{Just a Bit Mad}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.RHLBHQuskBAVGnU8]{Weird Science Breakthrough}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.CyuPiJdYZIfNcTSy]{Incredible Feat of Science}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.JeqLEAcHOYVd78TH]{Inventor} or @UUID[Compendium.cyphersystem-compendium.abilities.FjXL6iSD1CJKbuGT]{Defensive Field}

GM Intrusions: Creations get out of control. Side effects cannot always be predicted. Weird science terrifies people and can draw the media. When a device created or modified by weird science is depleted, it detonates.

Consorts With the Dead

The dead answer your questions, and their reanimated corpses serve you.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.nvA3LwoSP7jf4h8G]{Speaker for the Dead}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.yaLHxRtVBhveqHJA]{Necromancy}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.uPvNopNWTgHGIPyR]{Reading the Room} or @UUID[Compendium.cyphersystem-compendium.abilities.rRDSzPJtUCwRVXFR]{Repair Flesh}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.vEVmBgz2TxOH3aSk]{Greater Necromancy}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.kKYyGbrQxDRSOh37]{Terrifying Gaze}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.GDphyYXSfjKE5BST]{True Necromancy} or @UUID[Compendium.cyphersystem-compendium.abilities.Gsre3acJaxhGBa0S]{Word of Death}

GM Intrusions: The character’s necromantic reputation precedes them. A corpse seeks revenge for being reanimated.

Controls Beasts

Your ability to communicate and lead beasts is uncanny.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.bOohoEcDegDBinFc]{Beast Companion}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.gT21nqWZ9Es576oC]{Soothe the Savage}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.OIk4usP2NFT0tDu7]{Communication}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.cGcblQ2qvyHM02kY]{Mount} or @UUID[Compendium.cyphersystem-compendium.abilities.h1rn92kIqG5VVYd6]{Stronger Together}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.zstBkLwRduC7vgGT]{Beast Eyes}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.0IlHHY1ktkN2L5Sp]{Improved Companion}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.pFWDdnTXCiPfwsWv]{Beast Call}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.Qm31Nw2SkBpVcv9M]{As If One Creature} or @UUID[Compendium.cyphersystem-compendium.abilities.LvoH43SKKtr3urKo]{Control the Savage}

GM Intrusions: The community is reluctant to welcome dangerous animals. Out-of-control beasts become a real hazard.

Controls Gravity

You can sway the attraction of gravity itself.

Type Swap Option: Weighty

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.UCR0rx32kEsTcgnF]{Hover}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.QH3l6ojVnasZm5U8]{Enhanced Speed Edge}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.SHMGbt30RfePtyNE]{Define Down} or @UUID[Compendium.cyphersystem-compendium.abilities.jbhcWHMiQQaR9ukO]{Gravity Cleave}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.eJpNT3QObtYiDfXY]{Field of Gravity}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.abdAcwYE8L00VakL]{Flight}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.Cnvf8fv0EEKU3iSn]{Improved Gravity Cleave} or @UUID[Compendium.cyphersystem-compendium.abilities.tMOeiKWrhp5P5CCQ]{Weight of the World}

GM Intrusions: Onlookers react with unreasoning fear. A weird interaction sends an ally or object careening into the sky.

Crafts Illusions

You fashion images from light that are so perfect they seem real.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.l60mmJrF1GupXLJB]{Minor Illusion}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.asQqC0DepYcsPxRV]{Illusory Disguise}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.JwG4lCSZIG3qUQAi]{Cast Illusion} or @UUID[Compendium.cyphersystem-compendium.abilities.hNsph7BRwllVSUre]{Major Illusion}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.hJV3hrSYcq3Zbzl5]{Illusory Selves}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.9cJ6gJZc7datpQwJ]{Terrifying Image}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.lCWWUQ0vYH2odiDv]{Grandiose Illusion} or @UUID[Compendium.cyphersystem-compendium.abilities.RNJbp1eAcMqSnYvb]{Permanent Illusion}

GM Intrusions: The illusion isn’t believable. The illusion is pierced at just the wrong moment.

Crafts Unique Objects

You’re an inventor of strange and useful objects.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.fkyJ02LbeOAfDxcF]{Crafter}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.YF8CYsYKcXpdfqH5]{Master Identifier}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.yIdq1lu1eUAkNyDC]{Artifact Tinkerer}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.m6X5wyPUPdhqLTIp]{Quick Work}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.4JDFgEhyhqReRngE]{Master Crafter} or @UUID[Compendium.cyphersystem-compendium.abilities.V2BSB9or5UJdTiYF]{Built-in Weaponry}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.M3TM1cORNnlEN0ZO]{Cyphersmith}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.y3qXWOUu7mAhg6Rb]{Innovator}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.JeqLEAcHOYVd78TH]{Inventor} or @UUID[Compendium.cyphersystem-compendium.abilities.rqC9cEmRkvm29N56]{Fusion Armor}

GM Intrusions: The object malfunctions, breaks, or suffers catastrophic or unexpected failure.

Cyphersmith works only in a setting where the cyphers are physical objects. If this isn’t the case, this ability should probably be replaced with something akin to Weird Science Breakthrough from the Conducts Weird Science focus.

Dances With Dark Matter

You can manipulate shadow and “dark” matter.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.7aCeBDGZqu8A9hMQ]{Ribbons of Dark Matter}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.VWehoqF0N6s0WMLK]{Void Wings}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.XYbtbbVKFYmDfmjO]{Dark Matter Shroud} or @UUID[Compendium.cyphersystem-compendium.abilities.MqGMnSIkHK4rOFSm]{Dark Matter Strike}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.yB4tnpDNVSOxgruq]{Dark Matter Shell}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.b44vvK2YjdSeYPJc]{Windwracked Traveler}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.JUn27j5YI3dRh2jJ]{Dark Matter Structure} or @UUID[Compendium.cyphersystem-compendium.abilities.apQwshUTjCQPym8A]{Embrace the Night}

GM Intrusions: Dark matter skulks away as if possessed by a mind of its own.

Defends the Gate

Everyone wants you on their side when it comes to a fight because nothing gets by you.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.C9x7b1qN4qmm568P]{Fortified Position}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.POaewj2PWMMfCY1i]{Rally to Me}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.VgomhLKFHDDAzW9T]{Mind for Might}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.ZvKFftq7doCxI7T5]{Fortification Builder} or @UUID[Compendium.cyphersystem-compendium.abilities.LODZEYtmmBN5D9zZ]{Divert Attacks}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.R9KnCCvGoEHvV1p0]{Greater Enhanced Might}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.hCAzOVpH0jrYc9qk]{Reinforcing Field}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.KBykf0P4WQ9Lb6TN]{Generate Force Field} or @UUID[Compendium.cyphersystem-compendium.abilities.eQIPJk2xcFGfDr3H]{Stun Attack}

GM Intrusions: A strategically important structure collapses. The enemy attacks from an unexpected direction.

Defends the Weak

You stand up for the helpless, the weak, and the unprotected.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.YvPBxDxLz16Usm7m]{Courageous}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.6zU8AURXjXgG63j6]{Warding Shield}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.9p2RJYFo6s55F5Ha]{Devoted Defender}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.fh7tK1BVjgSfZ8ml]{Insight}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.Su3LkSzdGHg9w1RO]{Dual Wards} or @UUID[Compendium.cyphersystem-compendium.abilities.GAeUBbQWE3ryv50V]{True Guardian}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.lb5Bo8BpNXdVMkmt]{Combat Challenge}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.JrSM5XYgXpxNnLl2]{Willing Sacrifice}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.aDnA7oA9ZYCEfprI]{Resuscitate} or @UUID[Compendium.cyphersystem-compendium.abilities.mjEFQ3ndDRvLB5Dj]{True Defender}

GM Intrusions: A character focused on protecting others may periodically leave themselves vulnerable to attacks.

Descends From Nobility

A descendent of wealth and power, you carry a noble title and the abilities granted by a privileged upbringing.

Type Swap Option: @UUID[Compendium.cyphersystem-compendium.abilities.S2OZtm12S2YvxD7H]{Retinue}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.xMRRfjFF0POkxyea]{Privileged Nobility}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.A8CGMbLGsJ3AHKMP]{Trained Interlocutor}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.zTsjsWVgzjQzl2MW]{Advanced Command} or @UUID[Compendium.cyphersystem-compendium.abilities.AAUqaiWxC5V4e1VH]{Noble’s Courage}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.ETGBAqAc1ApFH5cx]{Expert Follower}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.T5tn7zItPyaRcYNC]{Asserting Your Privilege}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.Eez3uExkDA20XJg3]{Able Assistance} or @UUID[Compendium.cyphersystem-compendium.abilities.qbXP6HlN56bPt7cq]{Mind of a Leader}

GM Intrusions: Debts incurred by a family are owed by the character. A long-lost sibling seeks to disinherit rivals. An assassin finds the character.

Doesn’t Do Much

You’re a slacker, but you know a little about a lot of things.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.aOzkoVf0mNSkZBtn]{Life Lessons}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.2fU3nI68oi5ScziC]{Totally Chill}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks} or @UUID[Compendium.cyphersystem-compendium.abilities.uhC4ubTGfhkNvIMX]{Improvise}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.aOzkoVf0mNSkZBtn]{Life Lessons}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.nOuOE3EkrNr81pSq]{Greater Skill With Defense}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.4necR0YTsaij4ojD]{Greater Enhanced Potential}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.wztu6KcpILxwlFTU]{Drawing on Life’s Experiences} or @UUID[Compendium.cyphersystem-compendium.abilities.Mac5S0sQe9Muf4Mv]{Quick Wits}

GM Intrusions: New situations are confounding and stressful. Past actions (or inactions) come back to haunt the character.

Drives Like A Maniac

Whether balancing on two wheels, jumping another vehicle, or driving head-on toward an oncoming enemy car, you don’t think about the risks when you’re behind the wheel.

Someone who Drives Like a Maniac needs access to a vehicle.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.DCuOpij3sNomBe1a]{Driver}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.1fu5C9JHmORmWTR8]{Driving on the Edge}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.lY7NaxsFxt1XZVk5]{Car Surfer}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.HHcC89OKZACgLB8Y]{Stare Them Down}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.hQx9SoUhY6jzUeTW]{Expert Driver} or @UUID[Compendium.cyphersystem-compendium.abilities.QH3l6ojVnasZm5U8]{Enhanced Speed Edge}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.EQXA8Gcwdc7dU8lw]{Sharp-Eyed}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.tuofJSTVjOEwRUem]{Enhanced Speed}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.vVax9KyZ3U4Wpok8]{Something in the Road}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.qKDngpAWNEzhdRj5]{Trick Driver} or @UUID[Compendium.cyphersystem-compendium.abilities.58CLKxSLgaT6W6Cj]{Lethal Damage}

GM Intrusions: The engine develops a knock. The bridge on the road ahead is out. The windshield shatters. Someone unexpectedly runs in front of the vehicle.

Emerged From the Obelisk

Your body, hard as crystal, gives you a suite of unique abilities, gained after an interaction with a floating crystalline obelisk.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.bzeuikGxbM7noj2z]{Crystalline Body}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.UCR0rx32kEsTcgnF]{Hover}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.QsXOz48JgyXYEEqS]{Inhabit Crystal} or @UUID[Compendium.cyphersystem-compendium.abilities.4Fe5z4FD71eHlbbd]{Immovable}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.hIWg9VFNnYnrknAu]{Crystal Lens}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.ucsscEpO5L2gIYZg]{Resonant Frequency}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.bY52t6eGONKu8Kr4]{Resonant Quake} or @UUID[Compendium.cyphersystem-compendium.abilities.tR2v2vMu3TgN21OJ]{Return to the Obelisk}

GM Intrusions: Cyphers and artifacts react unexpectedly in the character’s hands.

Employs Magnetism

You command metal and the power of magnetism.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.p2JmtbtuzscW1ogs]{Move Metal}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.MK2dp11krszjDsyc]{Repel Metal}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.0XSuUGS0UyrhiW44]{Destroy Metal} or @UUID[Compendium.cyphersystem-compendium.abilities.4v5pXMwFeB7xQzME]{Guide Bolt}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.n985WYLPzj2XqBry]{Magnetic Field}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.uN2YVmNxkFj3SFof]{Command Metal}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.fruWNFBBNLpcGLaC]{Diamagnetism} or @UUID[Compendium.cyphersystem-compendium.abilities.SZtOjKk7ScShJT6G]{Iron Punch}

GM Intrusions: The metal twists, bends, or produces shrapnel. A lapse in concentration might cause something to slip or drop at just the wrong time.

Entertains

You perform, mostly for the benefit of others.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.rfsCCpxcsjc8hr60]{Levity}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.oilgQ4oM02Pa0eNp]{Inspiration}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.eEGFknWQZUBNXn99]{Knowledge Skills} or @UUID[Compendium.cyphersystem-compendium.abilities.4necR0YTsaij4ojD]{Greater Enhanced Potential}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.CLObcsu2DKKKhzyK]{Calm}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.Eez3uExkDA20XJg3]{Able Assistance}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.kZ3LhhYZKrcnBplY]{Master Entertainer} or @UUID[Compendium.cyphersystem-compendium.abilities.xRIDlrBzTXVYC5rh]{Vindictive Performance}

GM Intrusions: The audience is annoyed or offended. Musical instruments break. Paints dry in their pots. The words to a poem or song are forgotten.

Note: Erratum

It seems that the tier 2 ability is supposed to be @UUID[Compendium.cyphersystem-compendium.abilities.DLxDL49VjUEMAjxZ]{Inspiring Ease} instead of Inspiration.

Exists in Two Places at Once

You exist in two places at once.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.P1jQZdPIrxo4wNlr]{Duplicate}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.PRh7n2VLXyRa4il9]{Share Senses}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.FwEUY43Q8EMVCCsL]{Superior Duplicate} or @UUID[Compendium.cyphersystem-compendium.abilities.oEubmS7pZ3zFK8uJ]{Resilient Duplicate}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.nVFRDMhuWDrdve4F]{Damage Transference}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.jmjxGRJTwztzBtLc]{Coordinated Effort}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.rsYzxCchklPSFAp7]{Multiplicity} or @UUID[Compendium.cyphersystem-compendium.abilities.oEubmS7pZ3zFK8uJ]{Resilient Duplicate}

GM Intrusions: Perceiving the world from two different places disorients the character, causing momentary vertigo, nausea, or confusion.

Exists Partially Out of Phase

A bit translucent, you’re slightly out of phase and can move through solid objects.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.g0SqMvb020tiTQ48]{Walk Through Walls}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.2j6Hqr2Y8Xbz97c4]{Defensive Phasing}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.cJB7wj5okdPZuRNb]{Phased Attack} or @UUID[Compendium.cyphersystem-compendium.abilities.MFBq4Fc432FS6nkX]{Phase Door}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.Kk9lHkiaqsr3pUmk]{Ghost}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.QLRztjFH4YetYM6l]{Untouchable}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.xHLPf1FETmn06aA8]{Enhanced Phased Attack} or @UUID[Compendium.cyphersystem-compendium.abilities.ptH3O4GES71CClGO]{Phase Foe}

GM Intrusions: The character is sent phasing into an unexpected dimension. The character becomes lost in a large solid.

Explores Dark Places

You’re the archetypal treasure hunter, scavenger, and finder of lost things.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.MwDYD8V1CJv8w9rR]{Superb Explorer}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.aJ1T8XqGF38vyzV2]{Superb Infiltrator}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.xskKzxBoGvSrje4e]{Eyes Adjusted}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.LdHCwZcifnRRuPrp]{Nightstrike} or @UUID[Compendium.cyphersystem-compendium.abilities.JhBTTC5ZUTT8NvUA]{Slippery Customer}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.5t5EIoGSan3pQ08D]{Hard-Won Resilience}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.xRvaY8SG4HVy5WO8]{Dark Explorer}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.XRXQwJplJrm7onbN]{Blinding Attack} or @UUID[Compendium.cyphersystem-compendium.abilities.2asT0zvk1kw5hC1v]{Embraced by Darkness}

GM Intrusions: Possessions fall out of pockets or bags in the dark; maps get lost; information gained fails to include an important detail.

Fights Dirty

You’ll do anything to win a fight: bite, scratch, kick, trick, and worse.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.VAGafmOiBpvU2eq0]{Tracker}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.gwMRhz3h9zxbVQXt]{Stalker}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.sHdBJdVshvtAqz1K]{Sneak}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.FEkLEYwk7r9KE7oC]{Quarry}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.7Gxuqkwo4i47yHe3]{Betrayal} or @UUID[Compendium.cyphersystem-compendium.abilities.uG2ACHNAPoZirp0b]{Surprise Attack}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.R9WffstnihzBuuvW]{Mind Games}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.gNRMG3mJTzWaCGph]{Capable Warrior}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.vhGEeFVgyqX1gzRr]{Using the Environment}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.Z4QcjOxgltEJPm96]{Twisting the Knife} or @UUID[Compendium.cyphersystem-compendium.abilities.KNElOxbWobS1ygLv]{Murderer}

GM Intrusions: People look poorly upon those who cheat or fight without honor. Sometimes a dirty trick backfires.

Fights With Panache

You’re a swashbuckling daredevil who fights with flamboyant style that’s entertaining to watch.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.b8rtgyatE8o9FaRS]{Attack Flourish}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.GQeO9RXVzeriLsfy]{Quick Block}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.ra0A8MtQjZEYhJPr]{Acrobatic Attack} or @UUID[Compendium.cyphersystem-compendium.abilities.tmrSKjGmjbxfIqPI]{Flamboyant Boast}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.3JWMtJBjf3oUWaxP]{Block for Another}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.jaGs9nmLaywdRMUN]{Fast Kill}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.vhGEeFVgyqX1gzRr]{Using the Environment}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.cuK7oPGFdlOPoc44]{Agile Wit} or @UUID[Compendium.cyphersystem-compendium.abilities.G5bTthwpEf5azVHA]{Return to Sender}

GM Intrusions: The display comes off looking silly, clumsy, or unattractive.

Flies Faster Than a Bullet

You can fly, and you’re superstrong, hard to hurt, and fast too. Is there anything you can’t do?

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.UCR0rx32kEsTcgnF]{Hover}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.4necR0YTsaij4ojD]{Greater Enhanced Potential}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.sPheWt9emoY3PCA8]{Hidden Reserves} or @UUID[Compendium.cyphersystem-compendium.abilities.rYyymKUc0QKWdNsy]{See Through Matter}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.Zps9ZUc9RD1mRDEK]{Blink of an Eye}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.s68x7VxwueUkCkOg]{Up to Speed}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.sbGo2i4oqy1aUeQ6]{Not Dead Yet}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.IUlsD8Zxp8AYbO4h]{Burning Light} or @UUID[Compendium.cyphersystem-compendium.abilities.NMgopYfoagESHtea]{Ignore Affliction}

GM Intrusions: A nemesis finds the character. A strange material is found to nullify the character’s abilities.

Focuses Mind Over Matter

You can telekinetically move objects with your mind without physically touching them.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.LODZEYtmmBN5D9zZ]{Divert Attacks}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.xDn74LRD6xlMUqj2]{Telekinesis}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.gyZd83dgvZnQrmbb]{Cloak of Opportunity} or @UUID[Compendium.cyphersystem-compendium.abilities.bvqDafTBMB7Uo9Qj]{Enhance Strength}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.loOJI9ZakIwGrmW1]{Apportation}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.8wSx2qtKXq0dWxId]{Psychokinetic Attack}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.iEOf9IkbHU8oBOMm]{Improved Apportation} or @UUID[Compendium.cyphersystem-compendium.abilities.YFbC1HRis4SpZgrS]{Reshape}

GM Intrusions: One mental slip, and moving objects drop or fragile objects break. Sometimes the wrong item moves, falls, or breaks.

Note: Erratum

It seems that the tier 1 ability is supposed to be @UUID[Compendium.cyphersystem-compendium.abilities.YcDF62pED8waUtry]{Deflect Attacks} instead of Divert Attacks.

Fuses Flesh and Steel

Your body is part machine.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.dPFQTFRzv7D7PYKq]{Enhanced Body}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.4dTGeclZRVjzn5tT]{Interface}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.syiylO75dZlcUp3i]{Sensing Package} or @UUID[Compendium.cyphersystem-compendium.abilities.NFsoXUQaq3I5h2UY]{Weaponization}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.42sPqHxJEybiZ6Vh]{Fusion}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.Uk6ceaEWFjcoHNTI]{Deep Reserves}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.laxdkyrDuOhxfWKc]{Mind Surge} or @UUID[Compendium.cyphersystem-compendium.abilities.fkedtvx6UakJPOZN]{Ultra Enhancement}

GM Intrusions: People in most societies are afraid of someone who is revealed to have mechanical parts.

Fuses Mind and Machine

Electronic aids implanted in your brain make you a mental powerhouse.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.7GsuhcRTpDX0d1em]{Enhanced Intellect}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.eEGFknWQZUBNXn99]{Knowledge Skills}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.2GicRKJcPO3hmlwD]{Network Tap}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.GK0o4fjCtxgAP269]{Action Processor} or @UUID[Compendium.cyphersystem-compendium.abilities.dLJ0B35UlB5wxCf4]{Machine Telepathy}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.34Ycb9VK8JwHgSl4]{Greater Enhanced Intellect}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.eEGFknWQZUBNXn99]{Knowledge Skills}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.MA2Pwhbpbq2SSIQy]{See the Future}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.teF5kZpAuRfZKfxn]{Machine Enhancement} or @UUID[Compendium.cyphersystem-compendium.abilities.laxdkyrDuOhxfWKc]{Mind Surge}

GM Intrusions: Machines malfunction and shut down. Powerful machine intelligences can take control of lesser thinking machines. Some people don’t trust a person who isn’t fully organic.

Grows to Towering Heights

For brief periods, you can grow larger and, with enough experience, to towering heights.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.HDYOv1V10xpFbFI7]{Enlarge}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.HoUOwIPfKTlxyQH0]{Freakishly Large}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.GmMePJHTRl6PshR6]{Bigger}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.wifCvRG9OhsTDT30]{Advantages of Being Big}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.uNzF1oQKJ6T1yqL4]{Huge} or @UUID[Compendium.cyphersystem-compendium.abilities.WuNUt6ltWGDdjNLS]{Throw}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.48i5ybVtZaTlFLJf]{Grab}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.0XYaYNoQzrYYKR4p]{Gargantuan}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.hbbPZIjq81Qqdp6i]{Colossal} or @UUID[Compendium.cyphersystem-compendium.abilities.58CLKxSLgaT6W6Cj]{Lethal Damage}

GM Intrusions: Rapid growth knocks over furnishings or smashes through ceilings or hanging lights. An enlarged character breaks through the floor.

Helps Their Friends

You love your friends and help them out of any difficulty, no matter what.

Type Swap Option: Advice From a Friend

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.lZCAKgP966BuU4uF]{Friendly Help}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.YvPBxDxLz16Usm7m]{Courageous}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.QGSHCRW46vn5Xdwu]{Weather the Vicissitudes}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.knh2MWMhCgqOjWYD]{Buddy System} or @UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.RgosWDt0hkosbVQr]{In Harm’s Way}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.MwVDTy2Rx1V7Tyly]{Enhanced Physique}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.FiSwskgQGBjp4IhZ]{Inspire Action}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.1tkQKo32UKxTUUPn]{Deep Consideration} or @UUID[Compendium.cyphersystem-compendium.abilities.CtRvLxfUlCynJv1B]{Skill With Defense}

GM Intrusions: Others sometimes have ulterior motives. The law takes an undue interest. Even when everything goes right, repercussions follow.

Howls at the Moon

For brief periods, you become a fearsome and powerful creature with control issues.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.8DXGUr433iXaVCSv]{Beast Form}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.wIOwT1tjGLMYzZAb]{Controlled Change}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.NIePQkLH2DTVjZR2]{Bigger Beast Form} or @UUID[Compendium.cyphersystem-compendium.abilities.Ee8QC6fkRvD1yw6h]{Greater Beast Form}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.wqzexDdZolWgxAza]{Greater Controlled Change}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.A9uQnidn6SKTNHJA]{Enhanced Beast Form}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.58CLKxSLgaT6W6Cj]{Lethal Damage} or @UUID[Compendium.cyphersystem-compendium.abilities.85DCcEDqvz6A0LkD]{Perfect Control}

GM Intrusions: The change happens in an uncontrolled fashion. People are terrified of monsters.

Hunts

You are a stalking hunter who excels at bringing down your selected quarry.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.b8rtgyatE8o9FaRS]{Attack Flourish}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.VAGafmOiBpvU2eq0]{Tracker}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.FEkLEYwk7r9KE7oC]{Quarry}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.sHdBJdVshvtAqz1K]{Sneak}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.aBfj6w1y6noOzB7d]{Horde Fighting} or @UUID[Compendium.cyphersystem-compendium.abilities.57txEIyzuPUQOqVP]{Sprint and Grab}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.uG2ACHNAPoZirp0b]{Surprise Attack}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.LE8NtDKG9TzXBv5B]{Hunter’s Drive}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.oroWEBbp3cvrYwH9]{Greater Skill With Attacks} or @UUID[Compendium.cyphersystem-compendium.abilities.ENO71nxs3MSKzvq6]{Multiple Quarry}

GM Intrusions: The quarry notices the character. The quarry isn’t as vulnerable as it seemed.

Infiltrates

Subtlety, guile, and stealth allow you to get in where others can’t.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.QAdh0yZBjJsHdJjD]{Stealth Skills}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.WUY75HFAqAu1i9ku]{Sense Attitudes}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.vFc52xBtBp69WglW]{Impersonate}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.LFiTEQpWhXBgIZWb]{Flight Not Fight}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.ZB80ZclRSzEcr4o1]{Awareness} or @UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.wvlSlYCJyrJuFqtn]{Invisibility}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.N0OZaNOIbHTiWDL1]{Evasion}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.3SiJ5Drao8XtmgzV]{Brainwashing} or @UUID[Compendium.cyphersystem-compendium.abilities.jrTEtAhE6GfLW7R4]{Spring Away}

GM Intrusions: Spies are treated harshly when caught. Allies disavow infiltrators who get caught. Some secrets are better left unknown.

Interprets the Law

You excel at winning others over to your views.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.EbnGDC61relhYaib]{Opening Statement}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.xBQM1AmjmcjmPDDD]{Knowledge of the Law}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.2GwH3ugd7aHrWZRz]{Debate}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.Eez3uExkDA20XJg3]{Able Assistance} or @UUID[Compendium.cyphersystem-compendium.abilities.FQPA8oY3xiZIL6aG]{Enhanced Intellect Edge}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.Hw16NpdbdJOqVF4z]{Castigate}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.kcXnkEBuyNil4Nd4]{No One Knows Better}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.4necR0YTsaij4ojD]{Greater Enhanced Potential} or @UUID[Compendium.cyphersystem-compendium.abilities.pGJIwlCJDib2Splm]{Legal Intern}

GM Intrusions: Onlookers react badly to a know-it-all. A distraction or interruption throws the character’s argument off the rails.

Is Idolized by Millions

You’re a celebrity and most people adore you.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.ZK4CUb9HH4J5A8IN]{Entourage}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.zGoUoC6i0f1SbUqE]{Celebrity Talent}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.6QXGJBsJPDFgcdq5]{Perks of Stardom}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.b776WTF2u1roh3n0]{Incredible Health} or @UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.mUhnX0UmEw2BROkI]{Captivate With Starshine}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.ETGBAqAc1ApFH5cx]{Expert Follower}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.1W0sBVHxG7LESCPl]{Do You Know Who I Am?}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.zZYSSAFXtJcuezxM]{Transcend the Script} or @UUID[Compendium.cyphersystem-compendium.abilities.0IlHHY1ktkN2L5Sp]{Improved Companion}

GM Intrusions: Fans are endangered or hurt on your behalf. Someone in your entourage betrays you. Your show, tour, contract, or other event is canceled. The media posts photos of you in an embarrassing situation.

Is Licensed to Carry

You carry a gun and you know how to use it in a fight.

Although Is Licensed to Carry is designed with modern firearms in mind, it could apply to flintlock weapons, futuristic laser blasters, or other ranged weapons.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.1SBd1jm66eSo4eHn]{Gunner}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.wAbsUj5mHZatr3JG]{Practiced With Guns}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.Mbq7D0u4Vee0NKYz]{Careful Shot}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.I8N5PUMy5Eq7cqZl]{Trained Gunner} or @UUID[Compendium.cyphersystem-compendium.abilities.UlQ7w5iD57Hfdzce]{Damage Dealer}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.oNk0Nhle1XwBhOvp]{Snap Shot}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.WrJDw2X8JHcljjP4]{Arc Spray}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.BM6YnBez7sVnrGUh]{Special Shot} or @UUID[Compendium.cyphersystem-compendium.abilities.58CLKxSLgaT6W6Cj]{Lethal Damage}

GM Intrusions: Misfire or jam! The attack fails and the action is lost, plus an additional action is needed to fix the problem.

Is Wanted by the Law

“WANTED, DEAD OR ALIVE” posters (or their equivalent) have appeared featuring your face. It’s up to you whether it’s a mistake that snowballed out of control or you actually would kill someone just for looking at you.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.tuofJSTVjOEwRUem]{Enhanced Speed}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.UyQTRi5ZwWU5tMO0]{Danger Sense}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.uG2ACHNAPoZirp0b]{Surprise Attack}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.DMBJEypEWuAS2lai]{Outlaw Reputation} or @UUID[Compendium.cyphersystem-compendium.abilities.36nlDXhOP5e5dfns]{Successive Attack}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.jaGs9nmLaywdRMUN]{Fast Kill}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.fD8yD0pGCMdOJkGb]{Band of Desperados}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.sbGo2i4oqy1aUeQ6]{Not Dead Yet} or @UUID[Compendium.cyphersystem-compendium.abilities.58CLKxSLgaT6W6Cj]{Lethal Damage}

GM Intrusions: Most people do not take well to discovering a wanted outlaw in their midst.

Keeps a Magic Ally

An allied magic creature bound to an object (such as a minor djinn in a lamp, or a ghost in a pipe) is your friend, protector, and weapon.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.9Kag2UMn6Wdxq4Zo]{Bound Magic Creature}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.PCTUkuALVb0GdTCe]{Object Bond}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.1KjY8D1dvLc3NuUv]{Hidden Closet}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.l0OFjk5XVGV5LzP1]{Minor Wish} or @UUID[Compendium.cyphersystem-compendium.abilities.cGcblQ2qvyHM02kY]{Mount}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.QxOsAHpd8ZkEXI5u]{Improved Object Bond}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.m2j3n3xiExLcXAAn]{Moderate Wish}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.Aprz5cRtdgiAIYUM]{Object Bond Mastery} or @UUID[Compendium.cyphersystem-compendium.abilities.V7npSeuqG3JI4Dvv]{Trust to Luck}

GM Intrusions: The creature unexpectedly disappears into its bound object. The bound object cracks. The creature disagrees and doesn’t do as asked. The creature says it’s leaving unless a task is performed for it.

Leads

Your natural leadership capability allows you to command others, including a loyal band of followers.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.FDUGlu7DZhdfxH2P]{Natural Charisma}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.DmnRMTfHYaeoYFVu]{Good Advice}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.RnK2bmvUb7RIVPSA]{Enhanced Potential}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.4XwwFeGO5haHxvQs]{Basic Follower}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.zTsjsWVgzjQzl2MW]{Advanced Command} or @UUID[Compendium.cyphersystem-compendium.abilities.ETGBAqAc1ApFH5cx]{Expert Follower}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.8EMTH3JCrC5Vjt63]{Captivate or Inspire}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.4necR0YTsaij4ojD]{Greater Enhanced Potential}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.KpbEHKNSEycVB1GU]{Band of Followers} or @UUID[Compendium.cyphersystem-compendium.abilities.qbXP6HlN56bPt7cq]{Mind of a Leader}

GM Intrusions: Followers fail, betray, lie, become corrupted, get kidnapped, or die.

Learns Quickly

You deal with bad situations as they arise, learning new lessons each time.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.7GsuhcRTpDX0d1em]{Enhanced Intellect}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.0xVoKhKKvzxIbtJD]{There’s Your Problem}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.YCwy44WnpusEYN7g]{Quick Study}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.qgholblGXKQri99M]{Hard to Distract}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.FQPA8oY3xiZIL6aG]{Enhanced Intellect Edge} or @UUID[Compendium.cyphersystem-compendium.abilities.dVh39nh5ARUxreUc]{Flex Skill}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.dIK67k9aoBbFBnkf]{Pay It Forward}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.7GsuhcRTpDX0d1em]{Enhanced Intellect}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.2LaX22wvw35lDger]{Learned a Few Things}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.EE1xCQ3OvCrdrG6z]{Two Things at Once} or @UUID[Compendium.cyphersystem-compendium.abilities.CtRvLxfUlCynJv1B]{Skill With Defense}

GM Intrusions: Accidents and mistakes are great teachers.

Lives in the Wilderness

You can survive in badlands where others perish.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.KqV5RSzOU3S3NK51]{Wilderness Life}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.wHcuP6T7Ti6j5Y8C]{Enhanced Might}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.vFQaDsHzJpTSV8Tw]{Living Off the Land}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.Db7aRY4t1mwRpcoL]{Wilderness Explorer}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.KAAezRI2l8rdp1NS]{Animal Senses and Sensibilities} or @UUID[Compendium.cyphersystem-compendium.abilities.Ja8ebgq2RDQryN62]{Wilderness Encouragement}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.CBdIPMJ2oOOesmod]{Wilderness Awareness}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.pfZzabIIEuU4kSH3]{The Wild Is on Your Side}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.Wj6oHOvnZkZjulwI]{One With the Wild} or @UUID[Compendium.cyphersystem-compendium.abilities.TRdK7RJBkq8WW4np]{Wild Camouflage}

GM Intrusions: People in cities and towns sometimes disparage those who look (and smell) like they live in the wilds, as if they were ignorant or barbaric.

Looks for Trouble

You’re a scrapper and love a good fight.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.Hgr8QZmzjXmYorfs]{Fists of Fury}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.XseI77zSp7iHkEWq]{Wound Tender}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.qp1jDaFiRR5xPPMn]{Protector}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.tFhd4dEGikOd1g1K]{Straightforward}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks} or @UUID[Compendium.cyphersystem-compendium.abilities.4necR0YTsaij4ojD]{Greater Enhanced Potential}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.2K3b6cTuLEGZfYqa]{Knock Out}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.kNSRytTtQX0rU3aE]{Mastery With Attacks}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.R9KnCCvGoEHvV1p0]{Greater Enhanced Might} or @UUID[Compendium.cyphersystem-compendium.abilities.58CLKxSLgaT6W6Cj]{Lethal Damage}

GM Intrusions: Weapons break or fly from even the strongest grip. Brawlers trip and fall. Even the battlefield can work against you with things falling or collapsing.

Loves the Void

When it’s just you, your spacesuit, and the panorama of stars wheeling out forever and always, you are at peace.

Type Swap Option: @UUID[Compendium.cyphersystem-compendium.abilities.geCiPXMF2sIRJ68U]{Have Spacesuit, Will Travel}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.zgcoMEc4j2MjpDhC]{Vacuum Skilled}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.GfDLA0qSvqhqzIbL]{Microgravity Adept}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.QH3l6ojVnasZm5U8]{Enhanced Speed Edge}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.MwVDTy2Rx1V7Tyly]{Enhanced Physique}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.q73VWJY2cmWxRcYx]{Space Fighting} or @UUID[Compendium.cyphersystem-compendium.abilities.rqC9cEmRkvm29N56]{Fusion Armor}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.U2QV8t7Pq9irgHqF]{Silent As Space}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.JJ9nWmcBIlfyNDfe]{Push Off and Throw}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.iIy1HDd9yUl07AYo]{Microgravity Avoidance}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.w3HN2nZBTo5mLJcM]{Weightless Shot} or @UUID[Compendium.cyphersystem-compendium.abilities.cbXNxvPdWEbKF6nA]{Reactive Field}

GM Intrusions: Spacesuits develop glitches. Air refill cartridges sometimes misreport capacity. Micrometeorites are common in space.

Masters Defense

You use protective equipment and practiced techniques to avoid becoming hurt in a fight.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.EheuStXUDPojVmT5]{Shield Master}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.gS1X6POaKLjNlHsI]{Sturdy}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.o2ZDoteWQsFsqTJr]{Practiced in Armor}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.zLJYM2OiFVIsuz3P]{Dodge and Resist} or @UUID[Compendium.cyphersystem-compendium.abilities.E1YiGcXAYOjHXoAd]{Dodge and Respond}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.2AIQhz00HyZhY7wM]{Tower of Will}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.4eCjeGPA0ovnwIfu]{Experienced in Armor}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.lGbieMmnuoqsl4Jz]{Nothing but Defend}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.i5n7BaFjTo6W35f9]{Defense Master} or @UUID[Compendium.cyphersystem-compendium.abilities.B6SEeGr5kxLAgvvq]{Wear It Well}

GM Intrusions: Shields break when hit, as do weapons used to parry. Armor straps break.

Masters Spells

By specializing in spellcasting and keeping a spellbook, you can quickly cast spells of arcing lightning, rolling fire, creeping shadow, and summoning.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.EyAIsiqJGCspQFcu]{Arcane Flare}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.Yg6jEM07HAccDcNC]{Ray of Confusion}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.NgHLZq3tZ3CFJvYv]{Fire Bloom} or @UUID[Compendium.cyphersystem-compendium.abilities.wEWyNKnVgVOjsyms]{Summon Giant Spider}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.2t9oGZRuFhLCKjsa]{Soul Interrogation}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.ZK9Ruc53rKBqU93i]{Granite Wall}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.LnZkUlKUuuD7iW3P]{Summon Demon} or @UUID[Compendium.cyphersystem-compendium.abilities.Gsre3acJaxhGBa0S]{Word of Death}

GM Intrusions: The spell goes wrong. The summoned creature turns on the caster. A rival spellcaster is drawn to the magic use.

Masters the Swarm

Insects. Rats. Bats. Even birds. You master one type of small creature that obeys you.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.ZEcFnsNXgcozJElT]{Influence Swarm}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.hIxPlDRbNqallNiu]{Control Swarm}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.CEscdPwUrBpzUeS0]{Living Armor} or @UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.gLxVxCSix441TyKq]{Call Swarm}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.rUzrjRuT2nfEdCaJ]{Gain Unusual Companion}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.iQhBPww1s4wRZcDz]{Deadly Swarm} or @UUID[Compendium.cyphersystem-compendium.abilities.CtRvLxfUlCynJv1B]{Skill With Defense}

GM Intrusions: A command is misunderstood. Control is erratic or is lost. Bites and stings are not uncommon for masters of the swarm.

Masters Weaponry

You are a master user of a particular type of weapon, be it a sword, whip, dagger, gun, or something else.

Someone who Masters Weaponry might have additional equipment, including a high- quality weapon.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.J0fj73TfCu4aSdVL]{Weapon Master}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.qBTIXXJt2Ahn8UYh]{Weapon Crafter}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.6Xs3fyaANQDWXRoc]{Weapon Defense}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.YA5P5CBNr5NSmY6z]{Rapid Attack} or @UUID[Compendium.cyphersystem-compendium.abilities.7rjeYt5hNhkvqK9w]{Disarming Strike}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.imWLlYQs4LTaCTdS]{Never Fumble}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.mhgFWIDr0QuCHRIF]{Extreme Mastery}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.KNElOxbWobS1ygLv]{Murderer} or @UUID[Compendium.cyphersystem-compendium.abilities.6P1CJvVMot3Y2xj0]{Deadly Strike}

GM Intrusions: Weapons break. Weapons can be stolen. Weapons can be dropped or forced out of your hand.

Metes Out Justice

You right wrongs, protect the innocent, and punish the guilty.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.Zu06akqnHdCvoR0W]{Make Judgment}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.tjxKTFdA8gqZDP90]{Designation}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.5jGN9GicKYIAneKQ]{Defend the Innocent}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.3fMzqFFQ1rLtbVrd]{Improved Designation}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.bz04IOSkdP3zcRMD]{Defend All the Innocent} or @UUID[Compendium.cyphersystem-compendium.abilities.iGRECL13bqrSSF7P]{Punish the Guilty}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.RESKINMA0INj60Rc]{Find the Guilty}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.QgnoEdKZ50u4JZoL]{Greater Designation}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.KVOFCKWKmUrqAe7v]{Punish All the Guilty}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.JH40M99RAN6IZWze]{Damn the Guilty} or @UUID[Compendium.cyphersystem-compendium.abilities.Kf09KYdZqG6dNTFC]{Inspire the Innocent}

GM Intrusions: Guilt or innocence can be complicated. Some people resent the presumption of a self-appointed judge. Passing judgment makes enemies.

Moves Like a Cat

Lithe, flexible, and graceful, you move quickly and smoothly, and never seem to be where danger is.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.Qsi6Iw5YCcY8jmNx]{Greater Enhanced Speed}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.tJiXzKX4gf0GNV6V]{Balance}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.tC7wmZwlZcQy5Vd0]{Movement Skills}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.g0Ewv5wBooSFYOlH]{Safe Fall}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.leUaFf4AxYJwwOHt]{Hard to Hit}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.QH3l6ojVnasZm5U8]{Enhanced Speed Edge} or @UUID[Compendium.cyphersystem-compendium.abilities.Qsi6Iw5YCcY8jmNx]{Greater Enhanced Speed}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.JlYk5UNZEUzzO8Js]{Quick Strike}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.2CrV3a9S1yzOXBOJ]{Slippery}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.mSNoWynky7DMz7ln]{Perfect Speed Burst} or @UUID[Compendium.cyphersystem-compendium.abilities.Qsi6Iw5YCcY8jmNx]{Greater Enhanced Speed}

GM Intrusions: Even a cat can be clumsy. A jump isn’t quite as easy as it looks. An escape move is so overzealous that it sends the character right into harm’s way.

Moves Like the Wind

You can move so fast that you become a blur.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.Qsi6Iw5YCcY8jmNx]{Greater Enhanced Speed}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.Sg5WeSF04CYNEecl]{Fleet of Foot}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.leUaFf4AxYJwwOHt]{Hard to Hit}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.8LHIZs9gEAd02tId]{Speed Burst} or @UUID[Compendium.cyphersystem-compendium.abilities.Qsi6Iw5YCcY8jmNx]{Greater Enhanced Speed}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.Zps9ZUc9RD1mRDEK]{Blink of an Eye}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.NhNvpbUWNRIFEm8b]{Hard to See}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.mSNoWynky7DMz7ln]{Perfect Speed Burst} or @UUID[Compendium.cyphersystem-compendium.abilities.0wVk3CszKCJQfp0Q]{Incredible Running Speed}

GM Intrusions: Surfaces can be slick or offer hidden obstacles. The movement of other creatures can be unpredictable, and the character might run into them.

Murders

You’re an assassin, whether by trade, by inclination, or because it was that or be killed yourself. (Someone who Murders might have additional equipment, including three doses of a level 2 blade poison that inflicts 5 points of damage.)

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.uG2ACHNAPoZirp0b]{Surprise Attack}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.rYaAyFLmCAAwZi0s]{Assassin Skills}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.y2eUnbkzxOeoe9w6]{Quick Death}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.369RISHwqzRXkwEG]{Infiltrator}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.ZB80ZclRSzEcr4o1]{Awareness} or @UUID[Compendium.cyphersystem-compendium.abilities.AQQzctwqPJPUTRbb]{Poison Crafter}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.tbeFzIPGuAjRBpKM]{Better Surprise Attack}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.UlQ7w5iD57Hfdzce]{Damage Dealer}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.FzJe2XEwhtUajTWI]{Escape Plan} or @UUID[Compendium.cyphersystem-compendium.abilities.KNElOxbWobS1ygLv]{Murderer}

GM Intrusions: Most people do not react well to a professional killer.

Needs No Weapon

Powerful punches, kicks, elbows, knees, and full body movements are all the weapons you need.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.Hgr8QZmzjXmYorfs]{Fists of Fury}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.K33ayv0NcktuV53N]{Flesh of Stone}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.p61Ycyc7lVZQXupO]{Advantage to Disadvantage}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.JJKRrcU5L1yM9y90]{Unarmed Fighting Style}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.mGv7zlZu1wtNCQXQ]{Moving Like Water} or @UUID[Compendium.cyphersystem-compendium.abilities.4necR0YTsaij4ojD]{Greater Enhanced Potential}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.LODZEYtmmBN5D9zZ]{Divert Attacks}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.eQIPJk2xcFGfDr3H]{Stun Attack}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.S4PaEqmYjg4TGoG3]{Master of Unarmed Fighting Style} or @UUID[Compendium.cyphersystem-compendium.abilities.58CLKxSLgaT6W6Cj]{Lethal Damage}

GM Intrusions: Striking certain foes hurts you as much as it hurts them. Opponents with weapons have greater reach. Complicated martial arts moves can knock you off balance.

Never Says Die

You never quit, can shrug off a beating, and always come back for more.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.UtFc3e4grYyCQneH]{Improved Recovery}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.wXV7JxEmZDlBvRKO]{Push on Through}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.JuOmZXMt1T3tQUZ8]{Ignore the Pain}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.R0UuZ32vmmeFbSMV]{Blood Fever} or @UUID[Compendium.cyphersystem-compendium.abilities.sPheWt9emoY3PCA8]{Hidden Reserves}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.iyM2N9G0RLlj6BZ7]{Increasing Determination} or @UUID[Compendium.cyphersystem-compendium.abilities.3VJyYtECl0wKQj2p]{Outlast the Foe}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.sbGo2i4oqy1aUeQ6]{Not Dead Yet}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.5HNZcrij9mgEmvAR]{Final Defiance} or @UUID[Compendium.cyphersystem-compendium.abilities.NMgopYfoagESHtea]{Ignore Affliction}

GM Intrusions: Sometimes, it’s equipment or weapons that give out.

Operates Undercover

Under the guise of someone else, you seek to find answers the powerful do not want divulged.

Someone who Operates Undercover might have additional equipment that includes a disguise kit.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.PK6oiYXgdP7KaGgi]{Investigate}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.eYHlYyVDj3odrAFJ]{Disguise}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.6ILcTvACqDdLVpc8]{Agent Provocateur} or @UUID[Compendium.cyphersystem-compendium.abilities.ZuX6gykVtKxiBAxR]{Run and Fight}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.MzKqElUHuTtHkV7D]{Pull a Fast One}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.bgaCXtvlT0zWmAIA]{Using What’s Available}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.V7npSeuqG3JI4Dvv]{Trust to Luck} or @UUID[Compendium.cyphersystem-compendium.abilities.6P1CJvVMot3Y2xj0]{Deadly Strike}

GM Intrusions: Bad luck can ruin the best plans. Disguises fail. Allies are revealed to be agents, too.

Performs Feats of Strength

A muscled prodigy, you can haul incredible weight, hurl your body through the air, and punch through doors.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.cpXOBSLY03j89yOy]{Athlete}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.g1t5TxZXsNovIVTn]{Enhanced Might Edge}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.YQEECpNwDSFCFnCN]{Feat of Strength}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.PYD24TjoDAqbKAj8]{Iron Fist} or @UUID[Compendium.cyphersystem-compendium.abilities.WuNUt6ltWGDdjNLS]{Throw}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.R9KnCCvGoEHvV1p0]{Greater Enhanced Might}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.ARiNuZrnfFCvZAFd]{Brute Strike}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.R9KnCCvGoEHvV1p0]{Greater Enhanced Might} or @UUID[Compendium.cyphersystem-compendium.abilities.IFb8NX06xgWM7H98]{Jump Attack}

GM Intrusions: It’s easy to break delicate things or hurt someone accidentally.

Pilots Starcraft

You’re a crack starship pilot.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.Kk5nnC1EcYtqc3Fu]{Pilot}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.QgCWZia7gFicmEJr]{Flex Lore}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.h3G0Ven2SoaPCbk4]{Salvage and Comfort}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.hGbNYgkuIiZHomcJ]{Mentally Tough}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.12xO8QaEsTvEFUvY]{Expert Pilot}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.hIy0GMeL8WALvhEb]{Ship Footing} or @UUID[Compendium.cyphersystem-compendium.abilities.XkFsMa9e9IY2FRcN]{Machine Companion}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.x7YnN02GiwDQ09km]{Sensor Array}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.tuofJSTVjOEwRUem]{Enhanced Speed}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.YWMUeaNzao8n8pAc]{Like the Back of Your Hand}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.0q9alvmsQKKViN0r]{Incomparable Pilot}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.Yo2Z3EdYjx88jYnp]{Remote Control} or @UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks}

GM Intrusions: Starcraft get lost, break down, and are attacked in space. An alien stowaway is found.

Plays Too Many Games

Lessons, reflexes, and strategies you’ve learned by playing too many games have applications in the real world, where people who don’t play enough toil and live their dreary lives.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.qpBv7OxAcMAAtY2M]{Game Lessons}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.p3kh3XKzetkJTG1J]{Gamer}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.qEzcqbNhuJQuBagn]{Zero Dark Eyes}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.pMQT2QIL38XlhkxB]{Resist Tricks}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.QDSSTe5EGrBHjtnL]{Sniper’s Aim} or @UUID[Compendium.cyphersystem-compendium.abilities.QH3l6ojVnasZm5U8]{Enhanced Speed Edge}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.R9WffstnihzBuuvW]{Mind Games}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.7GsuhcRTpDX0d1em]{Enhanced Intellect}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.W0Jw19mWIycjIgmo]{Gamer’s Fortitude}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.laxdkyrDuOhxfWKc]{Mind Surge} or @UUID[Compendium.cyphersystem-compendium.abilities.dIUTe5O1jeA47zps]{Gaming God}

GM Intrusions: Missed attacks strike the wrong target. Equipment breaks. Sometimes people react negatively to someone who has lived most of their life in imaginary game worlds.

Rages

When you go berserk, everyone fears you.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.YGsGHp1rbu3Z7Kdd]{Frenzy}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.R9KnCCvGoEHvV1p0]{Greater Enhanced Might}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.tC7wmZwlZcQy5Vd0]{Movement Skills}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.NoC3yuqxU8yhPf47]{Power Strike} or @UUID[Compendium.cyphersystem-compendium.abilities.zEkA8MhrnJ5p9Io6]{Unarmored Fighter}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.hAVC1FOl7hwnuBpC]{Greater Frenzy}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.ltAq7qr8aaalOtJp]{Attack and Attack Again}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.4necR0YTsaij4ojD]{Greater Enhanced Potential} or @UUID[Compendium.cyphersystem-compendium.abilities.58CLKxSLgaT6W6Cj]{Lethal Damage}

GM Intrusions: It’s easy for a berserker to lose control and attack friend as well as foe.

Rides the Lightning

You create and discharge electrical power.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.3btRIiWxY8oMcVMo]{Shock}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.essJhO2eqoHmIQaa]{Charge}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.uh1t4rnkZ2jOCjHJ]{Bolt Rider}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.76HF09q7MdGek863]{Electric Armor} or @UUID[Compendium.cyphersystem-compendium.abilities.A6H8xi93t6Zrexz9]{Drain Charge}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.YDKULtvV0pMJDxi2]{Bolts of Power}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.etGUYa9dQSvjLvXX]{Electrical Flight}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.2TaqNf6bhxijKELX]{Flash Across the Miles} or @UUID[Compendium.cyphersystem-compendium.abilities.Bny0sFdqf40pJeOp]{Wall of Lightning}

GM Intrusions: Targets other than those intended are shocked. Objects explode.

Runs Away

Your first instinct is to run from danger, and you’ve gotten very good at it.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.10EqPrn9aONinEfm]{Go Defensive}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.tuofJSTVjOEwRUem]{Enhanced Speed}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.QVPmLa6CKwmH6vJZ]{Quick to Flee}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.0wVk3CszKCJQfp0Q]{Incredible Running Speed} or @UUID[Compendium.cyphersystem-compendium.abilities.Qsi6Iw5YCcY8jmNx]{Greater Enhanced Speed}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.iyM2N9G0RLlj6BZ7]{Increasing Determination}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.Mac5S0sQe9Muf4Mv]{Quick Wits}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.U33DbRwloywFlYfi]{Go to Ground}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.hKhwP85QeRGPW03G]{Burst of Escape} or @UUID[Compendium.cyphersystem-compendium.abilities.CtRvLxfUlCynJv1B]{Skill With Defense}

GM Intrusions: Quick movements sometimes lead to dropped items, slipping on uneven ground, or going the wrong way by accident.

Sailed Beneath the Jolly Roger

You sailed with a crew of dread pirates, but you’ve decided to end your days as a pirate and join some other cause. The question is, will your past let you go so easily?

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.JuOmZXMt1T3tQUZ8]{Ignore the Pain}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.IYt42xzsjesQyEfT]{Sailor}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.B4U7RiMrZElfOQyj]{Taking Advantage}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.1POQ4sFW5DLrmXhn]{Fearsome Reputation}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks} or @UUID[Compendium.cyphersystem-compendium.abilities.CtRvLxfUlCynJv1B]{Skill With Defense}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.oCcnXLYQy9DjwPJC]{Sea Legs}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.tC7wmZwlZcQy5Vd0]{Movement Skills}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.5rgcPJXpCcB5VJ1m]{Lost in the Chaos}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.AsmIgvoIRPEtuzkh]{Duel to the Death} or @UUID[Compendium.cyphersystem-compendium.abilities.36nlDXhOP5e5dfns]{Successive Attack}

GM Intrusions: The dangers of the high seas are many, including severe storms and disease. Other pirates sometimes get ahead through betrayal. A pirate tracks down former sailing mates to find hidden treasure.

Scavenges

When not running and hiding, you sift the ruins of civilization for useful remnants to ensure your survival.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.OjGaIl0JEepjDrla]{Post-Apocalyptic Survivor}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.ZOfmWQFbwSJQB4wm]{Ruin Lore}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.IswvUEdCBBZDRme6]{Junkmonger}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.B4U7RiMrZElfOQyj]{Taking Advantage} or @UUID[Compendium.cyphersystem-compendium.abilities.b776WTF2u1roh3n0]{Incredible Health}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.YID6zEB7KkHGYAlD]{Know Where to Look}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.EjBzy1Ue1AA8i6ry]{Recycled Cyphers}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.MJE1k2RmCM6HRwFV]{Artifact Scavenger} or @UUID[Compendium.cyphersystem-compendium.abilities.cbXNxvPdWEbKF6nA]{Reactive Field}

GM Intrusions: An item made with recycled junk breaks. Someone shows up claiming that the useful item or piece of junk scavenged belongs to them. A recycled cypher explodes.

Sees Beyond

You have a psychic sense that allows you to see what others cannot.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.jq6Wm9xYxJA0bRaR]{See the Unseen}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.rYyymKUc0QKWdNsy]{See Through Matter}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.Mu5knvNfGyaeaiTB]{Find the Hidden} or @UUID[Compendium.cyphersystem-compendium.abilities.bzy1KzO0oPmZGu2b]{Sensor}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.KBjSpuK7XJc1abJv]{Remote Viewing}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.PazO9rJ2YoE8VEUw]{See Through Time}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.lL7QywDGOszTIJCE]{Mental Projection} or @UUID[Compendium.cyphersystem-compendium.abilities.RE24qvMuPhasaCP3]{Total Awareness}

GM Intrusions: Some secrets are too terrible to know.

Separates Mind From Body

You can project your mind out of your body to see faraway places and learn secrets that would otherwise remain hidden.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.WgjatSOUT6pT02A7]{Third Eye}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.oTDJtTDkwxr5uSfU]{Open Mind}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.9sfX1SGtcQ17Uiny]{Sharp Senses}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.6X3BDWzVKsWltrtY]{Roaming Third Eye} or @UUID[Compendium.cyphersystem-compendium.abilities.Mu5knvNfGyaeaiTB]{Find the Hidden}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.bzy1KzO0oPmZGu2b]{Sensor}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.miR0d91lKIfmBGdO]{Psychic Passenger}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.lL7QywDGOszTIJCE]{Mental Projection} or @UUID[Compendium.cyphersystem-compendium.abilities.eblwQ80CBlBdeUp5]{Improved Sensor}

GM Intrusions: Reuniting mind and body can sometimes be disorienting and require a character to spend a few moments to get their bearings.

Shepherds Spirits

Wandering souls, nature spirits, and elemental beings aid and support you.

In some settings, the Shepherds Spirits focus applies to only one kind of spirit, such as spirits of the deceased, nature spirits, and so on.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.pHFFr4DkCythNc5n]{Question the Spirits}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.RkOvawhfH5MHQFOH]{Spirit Accomplice}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.dCQdSi11hJDyOSdD]{Command Spirit} or @UUID[Compendium.cyphersystem-compendium.abilities.LojkwDtb1gHLSB6A]{Preternatural Senses}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.OWVz2CkwLnCSJMdS]{Wraith Cloak}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.jVY1PTxvZvpjZILB]{Call Dead Spirit}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.ElsQU746B70tsPmZ]{Call Otherworldly Spirit} or @UUID[Compendium.cyphersystem-compendium.abilities.PvISXo6EQ2PmCGes]{Infuse Spirit}

GM Intrusions: Some people don’t trust those who deal with spirits. The dead sometimes don’t want shepherding.

Shepherds the Community

You keep the place where you live safe from all danger.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.op9VSx3NJT28UwTH]{Community Knowledge}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.ag3OU8JZuc769034]{Community Activist}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.6ZVINuyZm4jowRGt]{Shepherd’s Fury} or @UUID[Compendium.cyphersystem-compendium.abilities.CtRvLxfUlCynJv1B]{Skill With Defense}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.4necR0YTsaij4ojD]{Greater Enhanced Potential}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.N0OZaNOIbHTiWDL1]{Evasion}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.oroWEBbp3cvrYwH9]{Greater Skill With Attacks} or @UUID[Compendium.cyphersystem-compendium.abilities.xxavxLEaiVFug1D6]{Protective Wall}

GM Intrusions: People in the community misunderstand the character’s motives. Rivals try to oust the character.

Shreds the Walls of the World

Speed plus phasing gives you a unique ability to evade danger and simultaneously inflict damage.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.3t1QshyGYnCSo12z]{Phase Sprint}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.7f6ulMjWFw2BOK76]{Disrupting Touch}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.n81xGnZHydeXmIRc]{Scratch Existence}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.nEN2HYzlJWhonfmE]{Invisible Phasing} or @UUID[Compendium.cyphersystem-compendium.abilities.g0SqMvb020tiTQ48]{Walk Through Walls}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.rXUUDUJFKis8TpnL]{Phase Detonation}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.8yGwY0PvtF2ivdSn]{Very Long Sprinting}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.P9HlASUtyiOXghBZ]{Shred Existence} or @UUID[Compendium.cyphersystem-compendium.abilities.INdq5iQf5ECzRiNp]{Untouchable While Moving}

GM Intrusions: Moving so quickly while sprinting sometimes leads to stumbles on unexpected, exotic obstacles.

Siphons Power

You suck power out of machines and creatures alike in order to empower yourself.

Robots and other living machines should be treated as creatures, not machines, for the purposes of siphoning power from them.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.JyAovhallyh9m6oW]{Drain Machine}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.gWvMJQPBSmeaP8yN]{Drain Creature}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.wEj2uvWI3w0W9HWH]{Drain at a Distance} or @UUID[Compendium.cyphersystem-compendium.abilities.P73TBXcNDbZCVsdE]{Unraveling Consumption}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.gn1jtMLhp6qPNXUL]{Store Energy}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.4Xvgo62UVSOI9Acx]{Share the Power}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.Be1ehHb90jtLc8l0]{Explosive Release} or @UUID[Compendium.cyphersystem-compendium.abilities.xbYD729j3km6ZDCA]{Sun Siphon}

GM Intrusions: Drained power also transmits something unwanted—compulsions, afflictions, or alien thoughts. Siphoned power can overload the character, causing feedback.

Slays Monsters

You kill monsters.

Although wielding a sword in a setting where people usually do not carry such weapons is fine, you can change the Slays Monsters sword-related abilities to use a different weapon, such as a gun with silver bullets.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.WFK0xBSAIpD59va8]{Practiced With Swords}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.nW46hfygkxB7FW5m]{Monster Bane}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.PRW5MxW12oakmeHE]{Monster Lore}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.lw0otGU2Iaorppdc]{Will of Legend}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.gPqiQflb6Z3DXGVk]{Trained Slayer}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.HPIlAWDGOQFw6yGm]{Improved Monster Bane} or @UUID[Compendium.cyphersystem-compendium.abilities.lwJAowJa4eKlcDjb]{Misdirect}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.5otvtHrbVXIh0N27]{Fight On}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.oroWEBbp3cvrYwH9]{Greater Skill With Attacks} (swords)

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.KNElOxbWobS1ygLv]{Murderer} or @UUID[Compendium.cyphersystem-compendium.abilities.VupBbHOJAX45Yazb]{Heroic Monster Bane}

GM Intrusions: The monster laid a trap or set an ambush. The monster has previously undisclosed abilities. The monster’s mother vows revenge.

Solves Mysteries

You’re a master of deduction, using evidence to find the answer.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.FzpkQwb1jA53bs1y]{Investigator}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.HWZ8mwAfZEu6r778]{Sleuth}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.7BkWiUHcUrcRIKqO]{Out of Harm’s Way}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.PlVEpuVxp9pGJSoa]{You Studied} or @UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.mL6Yae2CxgefOMHn]{Draw Conclusion}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.0f2qoQlYGRqgu0Nj]{Defuse Situation}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.wqUItgrYzBeMiAoB]{Seize the Initiative} or @UUID[Compendium.cyphersystem-compendium.abilities.nOuOE3EkrNr81pSq]{Greater Skill With Defense}

GM Intrusions: Evidence disappears, red herrings confuse, and witnesses lie. Initial research can be faulty.

Speaks for the Land

Your spiritual connection to nature and the environment grants you mystical abilities.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.0Wq39mJ9oXA415qx]{Seeds of Fury}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.8KYjSKp6ieQ8YXUy]{Wilderness Lore}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.zW0cZJQTR0tHUmn3]{Grasping Foliage}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.gT21nqWZ9Es576oC]{Soothe the Savage} or @UUID[Compendium.cyphersystem-compendium.abilities.OIk4usP2NFT0tDu7]{Communication}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.RfGCXsX7JXEr8fMw]{Moon Shape}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.UJpMPRD25O7HvhbV]{Insect Eruption}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.2lhnVWUMX1Nu6KVj]{Call the Storm} or @UUID[Compendium.cyphersystem-compendium.abilities.jhdgI9rV2mpH6JQU]{Earthquake}

GM Intrusions: An injured natural (but dangerous) creature is discovered. Someone’s poaching wildlife for their skins, leaving the carcasses to rot. A tree falls in the forest, one of the last elder trees.

Stands Like a Bastion

Your armor, along with your size, strength, incredible training, or machine enhancement, makes you difficult to move or hurt.

Some characters who Stand Like a Bastion might already be experts in armor. They can choose a different tier 1 ability instead of Practiced in Armor.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.o2ZDoteWQsFsqTJr]{Practiced in Armor}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.GlXd4oFI9Fqq3rAX]{Experienced Defender}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.mmg9XLzvfbP4ESGO]{Resist the Elements}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.27EOrq94WxqgBbWQ]{Unmovable}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.R9KnCCvGoEHvV1p0]{Greater Enhanced Might} or @UUID[Compendium.cyphersystem-compendium.abilities.yl2zo179wXZW5Xxc]{Practiced With All Weapons}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.YeOtzG5ksxonD5RS]{Living Wall}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.VsAP4JEe7W5gaGaG]{Hardiness}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.4k5JFV78A5SiPjFo]{Mastery in Armor}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.58CLKxSLgaT6W6Cj]{Lethal Damage} or @UUID[Compendium.cyphersystem-compendium.abilities.NKvNEjx64CcS3l13]{Shield Training}

GM Intrusions: Armor is damaged. Small foes conspire in ingenious ways.

Takes Animal Shape

A shapechanger who can take the form of various animals.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.rJ4ZXuIcz0knY41H]{Animal Shape}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.OIk4usP2NFT0tDu7]{Communication}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.Y4V4tXQ9lO0rMNKR]{Bigger Animal Shape} or @UUID[Compendium.cyphersystem-compendium.abilities.Ee8QC6fkRvD1yw6h]{Greater Beast Form} (works with Animal Shape)

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.gXiq1edSDteTcfGC]{Animal Scrying}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.KGzAHs3qln0fNDjt]{Hard to Kill}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.iX07Ltb1JYr1nMYM]{Blurring Speed} or @UUID[Compendium.cyphersystem-compendium.abilities.QZZXgZ6PF8Eccs74]{Lend Animal Shape}

GM Intrusions: The character unexpectedly changes form. An NPC is frightened by or aggressive toward the shapeshifter. The transformation takes longer than expected.

Talks to Machines

You use your organic brain like a computer, interfacing “wirelessly” with any electronic device. You can control and influence them in ways that others can’t.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.lzy1YbdIJxzNIHZq]{Machine Affinity}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.7nUj7rxq4Qwg4FUM]{Distant Interface}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.L3UjcLAFvS9MLWCu]{Coaxing Power}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.SeAlSU8Rim5CWsgV]{Charm Machine}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.2odkyEO8azxIZWYj]{Intelligent Interface} or @UUID[Compendium.cyphersystem-compendium.abilities.OE5yXpzWC8lSUmGX]{Command Machine}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.XkFsMa9e9IY2FRcN]{Machine Companion}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.NoKdHv0FSytZR4iF]{Robot Fighter}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.PLyxuOlieOGsJx4h]{Information Gathering}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.FxohCBSksJIu1BSA]{Control Machine} or @UUID[Compendium.cyphersystem-compendium.abilities.PKFz6WVsaKm5kIir]{Improved Machine Companion}

GM Intrusions: The machine malfunctions or acts unpredictably.

Throws With Deadly Accuracy

Everything that leaves your hand goes exactly where you’d like it to go and at the range and speed to make the perfect impact.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.XAXJ3mFGdDv0fXLP]{Precision}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.PlTtlXeugIljHFVg]{Careful Aim}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.yszDDDpH6m16dEoV]{Quick Throw} or @UUID[Compendium.cyphersystem-compendium.abilities.CtRvLxfUlCynJv1B]{Skill With Defense}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.1L1uoad8vwgWxiyN]{Everything Is a Weapon}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.hbWaCBEfSMujqvDf]{Specialized Throwing}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.WW3QjCP5UJUsKBW3]{Whirlwind of Throws}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.58CLKxSLgaT6W6Cj]{Lethal Damage} or @UUID[Compendium.cyphersystem-compendium.abilities.LTqgcoprvBF2ZkdH]{Mastery With Defense}

GM Intrusions: Missed attacks strike the wrong target. Ricochets can be dangerous. Improvised weapons break.

Thunders

You emit destructive sound and manipulate soundscapes.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.uMaMKhemHmtlXDjT]{Thunder Beam}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.87SQGqcRavRZslAp]{Sound Conversion Barrier}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.KLFHpPR0MKLOWr8l]{Nullify Sound} or @UUID[Compendium.cyphersystem-compendium.abilities.EcOIgMC9c1IfSHsr]{Echolocation}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.znJCKr6PeEq4a0j5]{Shattering Shout}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.QZa9b5G80qxtoYqg]{Subsonic Rumble}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.B0dq2gW9gdA0PdzR]{Amplify Sounds}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.jhdgI9rV2mpH6JQU]{Earthquake} or @UUID[Compendium.cyphersystem-compendium.abilities.GlFT2ITvytQVWywQ]{Lethal Vibration}

GM Intrusions: Loud noises attract attention.

Travels Through Time

You can see through time, try to reach through it, and eventually even travel through it.

Although all character choices are subject to GM approval, Travels Through Time is a focus that the GM and player should probably have a long conversation about ahead of time, so the player knows the rules of time travel (if any) that exist in the GM’s setting. A character with this focus can drastically alter a setting, if the rules of time travel allow it.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.YD5gm0w3lqTSyO3V]{Anticipation}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.83y32UMQWshRvbDG]{See History}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.3wxiRMTCBZ4iNCHp]{Temporal Acceleration} or @UUID[Compendium.cyphersystem-compendium.abilities.l5vgtPP0LcsqGrzn]{Time Loop}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.0EhZzYdEhtCRnV4c]{Temporal Dislocation}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.OWRsjlf3ahyH9eez]{Time Doppelganger}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.U58ZQ1X3byfANn4W]{Call Through Time} or @UUID[Compendium.cyphersystem-compendium.abilities.lkO9VJhfOrgLY4g1]{Time Travel}

GM Intrusions: Paradoxes are created. Others remember past events differently.

Uses Wild Magic

You are a spellcaster who learns a variety of spells instead of focusing on just one kind of magic.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.Ub8NGsmH8NZcKguG]{Magical Repertoire}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.WvBcuYiFRM3KaTFj]{Cypher Casting}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.BPFjvh6nBN8bxk8T]{Expanded Repertoire}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.fQ3O3G7rFmv194uI]{Cypher Surge} or @UUID[Compendium.cyphersystem-compendium.abilities.Ax9HryNcPDei0g7t]{Faster Wild Magic}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.BPFjvh6nBN8bxk8T]{Expanded Repertoire}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.nfmwpxvs3RvednVI]{Magical Training}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.UNCbO4WGTB8ZubpZ]{Maximize Cypher} or @UUID[Compendium.cyphersystem-compendium.abilities.mz4KXXoQoHXyOBKI]{Wild Insight}

GM Intrusions: A spell performs erratically or rebounds upon the caster. Something interferes with preparing spells. Spellcasting attracts the attention of a powerful creature or potential rival. The cypher spell being cast is replaced with that of a random cypher.

Walks the Wild Woods

You are an adherent of nature magic who draws on the power and strength of trees.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.KqV5RSzOU3S3NK51]{Wilderness Life}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.SPTY1NXOvq2oRLJO]{Patient Recovery}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.ggQwr8b85bg7yzmK]{Wooden Body}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.c3GBVwgz9atmtbgI]{Tree Companion} or @UUID[Compendium.cyphersystem-compendium.abilities.CBdIPMJ2oOOesmod]{Wilderness Awareness}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.gQ9h8tGa60VLo6IH]{Tree Travel}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.mAc6hl4jKLZz84VK]{Great Tree}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.pBX1EYNVGutNx3b5]{Dreadwood} or @UUID[Compendium.cyphersystem-compendium.abilities.HUhj33woHX86SbX8]{Restorative Bloom}

GM Intrusions: A wooden character catches fire. A wild swing from a tree branch hits or trips an ally. Some trees have evil hearts and hate all walking things.

Was Foretold

You are the “chosen one,” and prophecy, prediction, prognostication, or some other method of determination expects great things of you one day.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.V765JZKDKQ00Buyn]{Interaction Skills}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.4p95GsynORh0Xd7X]{Knowing}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.Z7CKGOQWnfdNO885]{Destined for Greatness}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.zIYdniz9sjvAHsnX]{Overcome All Obstacles} or @UUID[Compendium.cyphersystem-compendium.abilities.5t5EIoGSan3pQ08D]{Hard-Won Resilience}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.WeMTxJElozl7OWdJ]{Center of Attention}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.cfR2uFYjteKAqsYw]{Show Them the Way}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.2uSx4ErQ9f2QLX5M]{As Foretold in Prophecy} or @UUID[Compendium.cyphersystem-compendium.abilities.4necR0YTsaij4ojD]{Greater Enhanced Potential}

GM Intrusions: An enemy described in prophecy appears. Unbelievers threaten to ruin the moment. The character gains a reputation in outside circles as a fraud.

Wears a Sheen of Ice

You command the wintery power of cold and ice.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.czVqoPjH98xaNY1d]{Ice Armor}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.nHqTzLHJrUWSAATM]{Frost Touch}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.BGMXK6VKNmp8M4A3]{Freezing Touch} or @UUID[Compendium.cyphersystem-compendium.abilities.7G8B9lfoVXkuxvKB]{Ice Creation}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.FuufiUyoLFbgBH5J]{Resilient Ice Armor}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.yEfkqXxmuQqlA6Fi]{Cold Burst}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.mvC2vboULutesBDu]{Ice Storm} or @UUID[Compendium.cyphersystem-compendium.abilities.EXrZLa3M8BK43qoi]{Winter Gauntlets}

GM Intrusions: Ice makes surfaces slippery. Extreme cold causes objects to crack and break.

Wears Power Armor

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.ClJUFnz8xBmP4a2l]{Powered Armor}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.wHcuP6T7Ti6j5Y8C]{Enhanced Might}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.YBMLX3Jm5oN79J6G]{Heads-Up Display}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.rqC9cEmRkvm29N56]{Fusion Armor} or @UUID[Compendium.cyphersystem-compendium.abilities.b776WTF2u1roh3n0]{Incredible Health}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.dCoCGVzWxIL9fIvH]{Force Blast}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.cTU70NgcebRlD7jI]{Field-Reinforced Armor}

Tier 6: Masterful Armor Modification (Jet Assisted Flight) or Masterful Armor Modification (Cypher Pod)

GM Intrusions: The armor won’t come off. The armor acts under its own power. The armor suffers a momentary power loss. NPCs are scared by the power armor.

Wields an Enchanted Weapon

You channel magic through or from a weapon to create a unique fighting style.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.OUOVkf3edHhnyRPk]{Enchanted Weapon}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.95judMTwajJoxNfy]{Innate Power}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.HVuhBuZVJkfYuGwp]{Charge Weapon}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.VNIcNhgET9z5MW5G]{Power Crash}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.YA5P5CBNr5NSmY6z]{Rapid Attack} or @UUID[Compendium.cyphersystem-compendium.abilities.Om3PoXrtnekrw0dF]{Throw Enchanted Weapon}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.I7ScLgI1tBhWCkwf]{Defending Weapon}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.RxI9TDy4wYR9eJKk]{Enchanted Movement}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.6P1CJvVMot3Y2xj0]{Deadly Strike} or @UUID[Compendium.cyphersystem-compendium.abilities.KDZeCZJxjCQzlTxA]{Spin Attack}

GM Intrusions: A weapon breaks or is dropped. The weapon loses its connection to you until you use an action to reestablish the attunement. The weapon’s energy discharges in an unexpected way.

Wields Two Weapons at Once

You bear steel with both hands, ready to take on any foe.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.NHns9zqufRvB3Tnl]{Dual Light Wield}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.Pu5XGGLI6cCp1EQd]{Double Strike}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.369RISHwqzRXkwEG]{Infiltrator}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.q9nALxXrBv5ubXaT]{Dual Medium Wield} or @UUID[Compendium.cyphersystem-compendium.abilities.rOxKh1Z7J686a0nv]{Precise Cut}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.gVOzzvxS6PPu8Ofy]{Dual Defense}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.3uGYyiXUUSz952zQ]{Dual Distraction}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.p1UMG2hrng7mLFDv]{Disarming Attack} or @UUID[Compendium.cyphersystem-compendium.abilities.KDZeCZJxjCQzlTxA]{Spin Attack}

GM Intrusions: A blade snaps in two or a weapon flies loose from its bearer’s grip.

Works for a Living

You take great satisfaction in a job well done, whether it’s coding, building houses, or mining asteroids.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.f7wLki6qjCNs2Ici]{Handy}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.CBGeAZSBuymzrxDz]{Muscles of Iron}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.RM8Fmu1IJwzBkjcM]{Eye for Detail} or @UUID[Compendium.cyphersystem-compendium.abilities.uhC4ubTGfhkNvIMX]{Improvise}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.wHcuP6T7Ti6j5Y8C]{Enhanced Might}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.t8wL47jk1KS4zapb]{Tough It Out}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.MdRdAc0qAWghMmlV]{Expert Skill}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.4necR0YTsaij4ojD]{Greater Enhanced Potential} or @UUID[Compendium.cyphersystem-compendium.abilities.5t5EIoGSan3pQ08D]{Hard-Won Resilience}

GM Intrusions: Repairs sometimes fail. Wiring can be tricky to decipher and still carry an electrical charge. Some people are rude to those who work for a living.

Works Miracles

You can heal others with a touch, alter time to help others, and are generally beloved by everyone.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.igGttY1Y2XbAx3qY]{Healing Touch}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.8mP69InEXQ4TB5BL]{Alleviate}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.rAmIxY5G1BK4ZMm7]{Font of Healing} or @UUID[Compendium.cyphersystem-compendium.abilities.7amEMbwK27v31Lt9]{Miraculous Health}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.FiSwskgQGBjp4IhZ]{Inspire Action}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.IN9qNZDx4sBKNr8n]{Undo}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.O2XHxUa2QNrliDMG]{Greater Healing Touch} or @UUID[Compendium.cyphersystem-compendium.abilities.ydmPM9m8nmmgvlXc]{Restore Life}

GM Intrusions: Attempts to heal might cause harm instead. A community or individual needs a healer so desperately that they hold one against their will.

Works the Back Alleys

You make your way unseen, stealing from the wealthy to achieve your ends.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.QAdh0yZBjJsHdJjD]{Stealth Skills}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.OFWQd2W52VAODeas]{Underworld Contacts}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.MzKqElUHuTtHkV7D]{Pull a Fast One} or @UUID[Compendium.cyphersystem-compendium.abilities.OtbS1NoVXK7mQLEe]{Guild Training}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.KM9qqjzJBJusQNkT]{Master Thief}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.xR2DkSqvAoR8Vtfn]{Dirty Fighter}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.QtpmHxblBqoQozbg]{Alley Rat} or @UUID[Compendium.cyphersystem-compendium.abilities.eepc8U2e178RDqBs]{All-Out Con}

GM Intrusions: Thieves are thrown in jail. Powerful enemies are made.

Works the System

You can exploit flaws in artificial systems, including but not limited to computer code.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.0V2NE0905wwYPRVo]{Hack the Impossible}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.JkiG6hpsfj1h6XRR]{Computer Programming}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.2CekF2lqwNrMyio0]{Connected}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.TmDavAL4vDxKjLBK]{Confidence Artist} or @UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.1fYBYD1EfA5z1NFl]{Confuse Enemy}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.jTiOQKW2QtXK8dmF]{Work the Friendship}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.HUVY2MA2CBegFhLY]{Call in Favor} or @UUID[Compendium.cyphersystem-compendium.abilities.4necR0YTsaij4ojD]{Greater Enhanced Potential}

GM Intrusions: Contacts sometimes have ulterior motives. Devices sometimes have failsafes or even traps.

Would Rather Be Reading

Books are your friends. What’s more important than knowledge? Nothing.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.vPraXsdXkCmaoBbI]{Knowledge Is Power}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.34Ycb9VK8JwHgSl4]{Greater Enhanced Intellect}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.wJSxVM8fWADJtTSd]{Applying Your Knowledge} or @UUID[Compendium.cyphersystem-compendium.abilities.dVh39nh5ARUxreUc]{Flex Skill}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.vPraXsdXkCmaoBbI]{Knowledge Is Power}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.wlkPdME0r3hx9VbE]{Knowing the Unknown}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.34Ycb9VK8JwHgSl4]{Greater Enhanced Intellect}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.vPraXsdXkCmaoBbI]{Knowledge Is Power}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.sq2JJtnRtSthJSYL]{Tower of Intellect} or @UUID[Compendium.cyphersystem-compendium.abilities.lbXg8UlSCG23yxO4]{Read the Signs}

GM Intrusions: Books burn, get wet, or get lost. Computers break or lose power. Glasses break.

","markdown":""},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"ownership":{"default":-1},"flags":{}},{"sort":398438,"name":"Creating New Foci","type":"text","_id":"0VwlyyylqvFgJjZw","title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"

This section provides everything you need to create your own foci.

Every focus has an overarching style, whether that’s exploration, energy manipulation, or simply dealing a lot of damage in combat. These broad classifications are called focus categories.

Each focus category has an overarching theme, followed by selection guidelines that describe how to choose abilities for each tier from the Abilities chapter, from tier 1 to tier 6.

The newly created focus should be named in the form of a verb, like Controls Beasts or Abides in Stone. For instance, a fire-using focus created by following the guidelines in the energy manipulation focus category might be called Bears a Halo of Fire (one of the sample foci in this chapter). Alternatively, a new fire-using focus should get an all-new name like Stokes the Flames of the Apocalypse or Lights Fires With a Thought.

The ability selection guidelines invite you to choose an ability from one of three ranges: low tier, mid tier, and high tier. These ranges correspond with the power “grades” given for every ability. These abilities are further sorted into ability categories based on the kinds of things they do—abilities that improve physical attacks are in the attack skill category, abilities that assist allies are in the support category, and so on. Look for the grades and categories in the Ability Categories and Relative Power section of the Abilities chapter.

Low-tier abilities are best suited for focus options at tiers 1 and 2. Mid-tier abilities are best suited for focus options at tiers 3 and 4. High-tier abilities are best suited for focus options at tiers 5 and 6.

That said, sometimes you’ll find it appropriate to assign a low-tier ability at tier 3 or 4, or maybe a mid-tier ability at tier 1 or 2. Do so sparingly, but don’t rule it out. It might be the only way to get all the abilities you want for the focus you’re building. Higher-tier abilities usually cost more Pool points to use. So if a mid-tier ability is made available at tier 1 or 2, or a high-tier ability is made available at tier 3 or 4, the higher cost will be a balancing factor.

Balancing Abilities

The guidelines within each category go a long way toward ensuring that the focus you build will be balanced. Sometimes it might be appropriate to grant a low-power ability along with a regular ability at a given tier, depending on the needs of the focus. A “low-power ability” is deliberately open for GM interpretation, but generally speaking, should be no more potent than a low-tier ability (that is, an ability that is normally available at tier 1 or 2).

For instance, someone who uses cold might be able to create small snow sculptures in addition to emitting a cold ray. Someone who uses electricity might be able to charge a depleted artifact or have an asset for dealing with electrical systems. And so on.

Often, the focus guidelines note this as a possibility. However, you have great leeway in deciding if a focus needs an additional ability, even if the guidelines for that tier don’t indicate one. If you do add an ability, or there is a
higher-power ability at a tier that normally shouldn’t have it, it might mean that the choice given at the next tier, or the previous tier, isn’t quite as good. Balancing a focus is a bit of an art. Resist the urge to overpower the focus, but don’t underpower it, either.

Each focus category provides a guideline for what kind of ability you should select at every tier. But don’t regard the guidelines as something that you can’t vary. They’re not prescriptive; they’re just a place to start. You might want to vary the kind of ability at a particular tier that isn’t indicated in the guidelines. As long as the chosen ability falls within the expected power curve for that tier, it’s fine. The guideline isn’t meant to be a straitjacket.

For example, if you’re building a cold-using focus for a game set in a fantasy genre, you may decide that an ability that calls up a demon is a better choice at a particular tier than an ability that does damage in an area, which is what the tier 5 guideline for energy manipulation calls for. Making the change is probably especially valid if you call your new focus something like Channels the Ninth Circle.

Ability Swap

If you’re creating a focus and you think it should provide a suite of abilities at first tier that would mechanically overload it, you have the option to add one as a “swap” ability. Doing so is as easy as allowing a character to swap out one of their type abilities for an indicated low-tier focus ability. The ability is gained instead of one of the abilities normally granted by the character’s type.

Concept and Category

Choosing to create a focus that uses a particular concept—say, creating illusions—doesn’t lock you into creating a focus within a particular category—in this case, environment manipulation. A focus can be constructed in a variety of ways using a particular energy, tool, or concept, each ultimately leading to a focus that provides different results. It all depends on your ends. In this case, creating illusions might be used to sway others, which argues for a focus built using the influence category guidelines.

In the same way, if a focus grants a character the ability to call some kind of force or energy, that doesn’t mean the focus should automatically be built using the energy manipulation category guidelines (though of course it could, if attacking and protecting yourself with that energy is the point). But a focus could be built that grants abilities to call energy or force that is primarily focused on durability, suggesting a tank combat focus (someone who can take a lot of punishment in a fight); or blasting away with a main concern for maximizing damage, thus suggesting a striker combat focus; or creating a follower composed of that energy or force, suggesting an ally use focus (that is, someone who uses helping creatures, NPCs, or even duplicate versions of themselves to give them a leg up).

Here’s another example: the focus Controls Gravity could conceivably be an environment manipulation focus or an energy manipulation focus. It depends on whether the focus is more concerned with crushing and holding things in place (environment manipulation) or on blasting things and protecting yourself with gravity (energy manipulation).

The same malleability of concept holds true in other realms. For instance, if someone is able to call up and mold raw earth, they might use it to transform themselves into a being of stone (tank combat), to batter foes (striker combat), or to create walls, barricades, and shields to protect their allies (support).

If you’re looking for an ability and can’t seem to find the right one in the vast catalog in the Abilities chapter, consider reskinning one to make it seem new (and to accomplish what you need). Reskinning means that you use the underlying mechanics of an ability as written but change the flavor in some fashion. For instance, maybe you’re creating a new earth-moving focus but can’t find enough earth-related abilities to meet your need. It’s easy enough to change up other abilities so they use earth instead of fire, cold, or magnetism. For instance, Wings of Fire might become Wings of Earth, Ice Armor could become Earth Armor, and so on. These alterations change nothing except the type of damage and any knock-on effects (for instance, Wings of Earth might generate clouds of dust in their wake).

Abilities That Reference Other Abilities

Some abilities in the Abilities chapter reference other abilities. If you select an ability for your focus or type that refers to or modifies a lower-tier ability, also include that lower-tier ability in your type or focus as a selection a PC can make at a lower tier.

Creating Brand-New Abilities

You can go further than reskinning and create one or more brand-new abilities. When doing this, try to find something as close as possible to the effect you want, then use it as a template. In any case, deciding how much an ability should cost when it comes to a character’s Pool is one of the most important aspects of getting an ability right.

You may notice that higher-tier abilities are more expensive. This is partly because they do more, but it’s also because higher-tier characters have more Edge than lower-tier characters, which means they pay fewer points from their relevant Pools. A third-tier character with 3 Edge in a relevant Pool pays no cost for abilities that cost 3 or fewer points. That’s great for lower-tier abilities, but you’ll usually want a character to think a little bit about how often to use their most powerful abilities. That means they should cost at least 1 point more than the Edge the character is likely to have at that tier. (Often, a character will have an Edge in their relevant Pool equal to their tier.)

As a good rule of thumb, a typical ability should cost points equal to its tier.

Choose GM Intrusions

Think about the kinds of things that might surprise, alarm, or go catastrophically wrong for someone with the new focus being created, and assign it as a GM intrusion for that focus. Of course, this often is done on the fly during the game. But giving the topic some thought while the focus is being constructed and the ideas are fresh in your head is likely to yield some particularly devilish options.

Focus Categories

Ally Use

Foci that prioritize providing NPC followers to the character are ally use foci. The followers give aid to the PC in a variety of ways, but at base they usually provide an asset to the character’s actions.

Multiple potential themes exist within the ally use category, from abilities that allow a character to summon or craft allies to those that allow them to attract allies through fame, magic, or essential authority or charisma.

Connection: Choose four relevant connections from the Focus Connections list.

Additional Equipment: Any object necessary for the character to keep an ally. For instance, someone with a focus that uses super-science to create robot allies would require tools to build and repair those allies. Some foci in this category don’t require anything to gain or retain their benefits.

Minor Effect Suggestions: The NPC ally’s tasks are eased on its next turn.

Major Effect Suggestions: The NPC ally gains an immediate extra action.

The following are examples and not meant to provide a complete list of all possible foci in this category.

@UUID[.9x56c0G5TMOl1Arn#builds-robots]{Builds Robots} @UUID[.9x56c0G5TMOl1Arn#consorts-with-the-dead]{Consorts With the Dead} @UUID[.9x56c0G5TMOl1Arn#controls-beasts]{Controls Beasts} @UUID[.9x56c0G5TMOl1Arn#exists-in-two-places-at-once]{Exists in Two Places at Once} @UUID[.9x56c0G5TMOl1Arn#leads]{Leads} @UUID[.9x56c0G5TMOl1Arn#masters-the-swarm]{Masters the Swarm} @UUID[.9x56c0G5TMOl1Arn#shepherds-spirits]{Shepherds Spirits}

Ability Selection Guidelines

Tier 1: Choose a low-tier ability that grants a level 2 NPC follower to the character, or gives a similar benefit provided by an NPC. Alternatively, lay the groundwork for gaining such NPC allies at higher tiers by choosing an ability that gives the character influence over others.

Sometimes an additional low-power ability is appropriate, depending on the focus. Often, this is an ability that grants skill training in a related area of knowledge or a related skill. For instance, training in a skill related to the kind of NPC follower the character gains would be appropriate.

Tier 2: Choose a low-tier ability that grants influence over similar kinds of NPCs as the follower gained at the previous tier. If no follower was gained at the previous tier, this ability should provide that benefit now.

Sometimes a secondary ability might be appropriate in addition to the ability provided above, perhaps a low-power ability that grants 2 or 3 points to a Pool.

Tier 3: Choose two mid-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One option should be a mid-tier ability that improves the NPC follower previously provided (usually from level 2 to level 3) or grants an additional follower.

The other option should be something that benefits the character—perhaps an offensive or defensive ability, or something that broadens their influence over their followers (or potential followers).

Tier 4: Choose a mid-tier ability that gives the character an offensive or defensive capability if they haven’t previously gained one, preferably within the theme of the focus. For instance, if the character gains followers because of their charisma, this ability might let them command foes for brief periods. If the character gains followers by building or calling them, this ability might let them affect entities of the same type that are not already their followers.

Alternatively, this ability might further improve a previously gained follower from level 3 to level 4, or grant an additional follower.

Tier 5: Choose an ability that improves the character by providing a defense, an improved stat Pool, or another kind of protection.

Alternatively, this ability could open a new front in influencing and calling NPC allies related to the focus’s theme. For instance, someone who keeps beast allies might gain an ability to call a horde of lesser beasts. Someone who builds robots might gain an ability to build several lesser robot helpers. And so on.

Finally, this ability might improve a previously gained follower to level 5.

Tier 6: Choose two high-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One of the abilities should improve a previously gained follower to level 5, if that wasn’t already provided at tier 5. If that’s the case, this ability might be provided in addition to two other related abilities.

Another high-tier option could provide a handful of level 3 followers to the character.

The last high-tier ability could open a new front in influencing and calling NPC allies related to the focus’s theme. For instance, someone who gains followers through high charisma and training might gain an ability to learn otherwise impossible-to-glean information.

Basic

Foci that rely mostly on providing skill training, assets to tasks, and bumps to stat Pools and Edge in order to improve a character fall within the basic category. An overarching theme is also included, as with most of the other categories, that makes sense of the various basic abilities provided.

In addition, because the benefits provided by such foci are mostly straightforward (usually with a few exceptions), most basic foci would also be appropriate for non-fantastic campaigns where magic, super-science, or psychic abilities normally don’t come into play. That said, just because the abilities granted by basic foci are straightforward doesn’t mean they are not potent when combined with the abilities granted by type, descriptor, cyphers, and other character aspects.

Connection: Choose four relevant connections from the Focus Connections list.

Additional Equipment: Any object necessary to fulfill the overarching theme of the focus. For instance, a focus called Would Rather Be Reading should grant a handful of books to the character. A focus called Works for a Living should provide a set of tools.

Minor Effect Suggestions: Next action is eased.

Major Effect Suggestions: Make a free, no-action recovery roll that doesn’t count against daily recovery rolls.

The following are examples and not meant to provide a complete list of all possible foci in this category.

@UUID[.9x56c0G5TMOl1Arn#doesnt-do-much]{Doesn’t Do Much} @UUID[.9x56c0G5TMOl1Arn#interprets-the-law]{Interprets the Law} @UUID[.9x56c0G5TMOl1Arn#learns-quickly]{Learns Quickly} @UUID[.9x56c0G5TMOl1Arn#works-for-a-living]{Works for a Living} @UUID[.9x56c0G5TMOl1Arn#would-rather-be-reading]{Would Rather Be Reading}

Ability Selection Guidelines

Tier 1: Choose an ability that grants training or an asset to skills associated with the focus’s theme, or that grants 5 or 6 points to a particular Pool.

Alternatively, choose an ability that grants only 2 or 3 points to a particular Pool and an ability that provides training or an asset to just one task.

Tier 2: Choose whichever kind of ability wasn’t chosen at tier 1.

Tier 3: Choose two mid-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One option should be a non-fantastic ability that improves the character’s abilities within the focus’s theme. For instance, if the theme involves paying attention in some fashion, an information-gathering ability might be appropriate.

The other option should be something that either improves the character’s Edge in an appropriate stat or provides the character with some kind of defense.

Tier 4: Choose another ability that grants additional training or an asset to skills associated with the focus’s theme, or that grants 5 or 6 points to a particular Pool best suited to the focus. Or choose two abilities that provide only 2 or 3 points plus another tier 4 ability that improves a single task or skill.

Alternatively, provide a branch-out ability suggested at tier 5.

Finally, if the focus has yet to grant some kind of defense, a defensive ability could be provided here.

Tier 5: Choose an ability that allows the character to branch out slightly—perhaps one like Expert Skill that allows them to automatically succeed on a task they’re trained in.

Alternatively, if a nonstandard benefit was provided at tier 4, provide the benefits suggested at tier 4 here.

Tier 6: Choose two high-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One option should be an ability that provides another 5 or 6 points to a particular Pool best suited to the focus, or that the character can divide up as they wish. Alternatively, training in offense or defense would also be appropriate.

The other tier 6 option should give the character a brand-new ability within their theme, but not one that strays into the realm of the fantastic. For instance, an ability that allows a character to take two actions instead of one would be reasonable. Granting additional training, assets, or Edge would also be fine.

Energy Manipulation

Energy manipulation foci offer abilities that can call fire, electricity, force, magnetism, or nonstandard forms of energy such as cold, stone, or something stranger like “void” or “shadow.” These abilities usually give a character a way to achieve something of a balance between attacking enemies and granting themselves or allies additional protection. The focus usually also offers abilities that provide other ways to use specific energy for things like transportation, creating large concentrations of energy that can affect multiple targets, or creating a temporary object or barrier of energy.

Connection: Choose four relevant connections from the Focus Connections list.

Additional Equipment: One or more pieces of equipment immune to the energy manipulated, which might be a set of clothes. Alternatively, something related to the energy being generated. Some foci in this category don’t require additional equipment.

Energy Abilities: If a character type grants special abilities that normally use some other kind of energy, they now produce the kind used by this focus. For example, if a character uses this focus to manipulate electricity, their force blasts become blasts of electricity. These alterations change nothing except the type of damage and any knock-on effects (for instance, electricity might temporarily short out electronic systems).

Minor Effect Suggestions: The target or something near the target is hindered because of residual energy.

Major Effect Suggestions: An important item on the target’s person is destroyed.

The following are examples and not meant to provide a complete list of all possible foci in this category.

@UUID[.9x56c0G5TMOl1Arn#absorbs-energy]{Absorbs Energy} @UUID[.9x56c0G5TMOl1Arn#bears-a-halo-of-fire]{Bears a Halo of Fire} @UUID[.9x56c0G5TMOl1Arn#dances-with-dark-matter]{Dances With Dark Matter} @UUID[.9x56c0G5TMOl1Arn#rides-the-lightning]{Rides the Lightning} @UUID[.9x56c0G5TMOl1Arn#thunders]{Thunders} @UUID[.9x56c0G5TMOl1Arn#wears-a-sheen-of-ice]{Wears a Sheen of Ice}

Ability Selection Guidelines

Tier 1: Choose a low-tier ability that either inflicts damage or provides protection using the appropriate energy type in some fashion.

Sometimes an additional low-power ability is appropriate, depending on the energy type. For instance, a focus that manipulates cold might grant an ability to create snow sculptures. A focus that manipulates electricity might grant an ability to charge a depleted artifact or have an asset for dealing with electrical systems. A focus that absorbs energy might grant an ability to release it as a basic attack. And so on.

Tier 2: Choose whichever kind of ability wasn’t chosen at tier 1.

Tier 3: Choose two mid-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One option should be an ability that inflicts damage using the appropriate energy type (and possibly a related effect).

The other should grant enhanced movement by use of the appropriate energy type, give additional protection provided by the preferred energy, or use the energy in a completely new way, such as by draining the energy from a machine (if using electricity), entombing a victim in a layer of ice (if using cold), creating perfect silence (if using sound), creating a dazzling blast of illumination (if using light), and so on.

Tier 4: Choose whichever kind of ability wasn’t chosen at tier 3.

Tier 5: Choose a high-tier ability that inflicts damage (and possibly a related effect) that can affect more than one target using the appropriate energy type, or an ability that uses the energy in some fashion not previously used, as described in tiers 3 and 6.

Tier 6: Choose two high-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One of the high-tier abilities should use the preferred energy to inflict a lot of damage to a single target or to several.

The other option should use the appropriate energy type to accomplish a task not previously provided by lower-tier abilities, such as fashioning a fiery follower (if using fire), teleporting a great distance as a blast of lightning (if using electricity), creating solid objects out of the energy, and so on.

Environment Manipulation

Foci that allow a character to move objects, affect gravity, create objects (or illusions of objects), and so on are environment manipulation foci. Given that, in many cases, energy is used as part of this process, this category and energy manipulation overlap to some extent. Environment manipulation foci prioritize abilities that indirectly affect enemies and allies via objects, forces, and alterations of the surroundings; energy manipulation foci prioritize directly damaging targets with the chosen energy or force.

For example, rather than blasting a foe with a gravity pulse that does damage, a character using an environment manipulation focus based on gravity is more likely to have abilities that hold a target in place, use gravity to throw heavy objects as an attack, or lower gravity in a particular area or even on a particular object.

Connection: Choose four relevant connections from the Focus Connections list.

Additional Equipment: Any object necessary to manipulate the surrounding environment. For instance, someone with a focus that grants the ability to craft objects would require basic tools. Some foci in this category don’t require anything to gain or retain their benefits.

Environment Manipulation Abilities: Foci themes that involve imagery or visible energies can affect the look of your type abilities. Such alterations, if any, do nothing but change the appearance of effects. If gravity is manipulated, perhaps a telltale bluish glow permeates all ability uses, including type abilities. If illusion is generated, perhaps flamboyant visual and auditory qualities accompany type abilities, such as the appearance of a tentacled beast holding a target in place when Stasis is used. And so on.

Minor Effect Suggestions: The target gets turned around, and its next attack is hindered.

Major Effect Suggestions: The character is refreshed and recovers 4 points to one Pool.

The following are examples and not meant to provide a complete list of all possible foci in this category.

@UUID[.9x56c0G5TMOl1Arn#awakens-dreams]{Awakens Dreams} @UUID[.9x56c0G5TMOl1Arn#blazes-with-radiance]{Blazes With Radiance} @UUID[.9x56c0G5TMOl1Arn#calculates-the-incalculable]{Calculates the Incalculable} @UUID[.9x56c0G5TMOl1Arn#controls-gravity]{Controls Gravity} @UUID[.9x56c0G5TMOl1Arn#crafts-illusions]{Crafts Illusions} @UUID[.9x56c0G5TMOl1Arn#crafts-unique-objects]{Crafts Unique Objects} @UUID[.9x56c0G5TMOl1Arn#employs-magnetism]{Employs Magnetism} @UUID[.9x56c0G5TMOl1Arn#focuses-mind-over-matter]{Focuses Mind Over Matter}

Ability Selection Guidelines

Tier 1: Choose a low-tier ability that grants a basic use of an ability that alters the environment (or predicts it) using the focus’s theme. For instance, a gravity-affecting focus might provide an ability that makes a target lighter or heavier. An
illusion-crafting focus might grant an ability that allows the creation of an image. An object-making focus might grant a basic proficiency in creating a particular kind of object. A predictive focus might calculate outcomes and provide the character with the benefits of that foreknowledge. And so on.

Sometimes an additional low-power ability is appropriate, depending on the focus. Often, this is an ability that grants skill training in a related area of knowledge.

Tier 2: Choose a low-tier ability that provides a new defensive or offensive capability related to the focus’s theme.

Alternatively, this ability might provide an additional or brand-new capability to manipulate the environment related to the focus’s theme.

Tier 3: Choose two mid-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One option should be a mid-tier ability related to the focus’s theme that provides an additional environment manipulation capacity or further improves the basic environment manipulation ability previously granted. This ability isn’t directly offensive or defensive, but provides either an all-new ability related to the basic ability, or one that increases the strength, range, or some other extension of the previously unlocked basic ability.

The other mid-tier option should provide an offensive or defensive ability related to the specific form of movement the focus provides, if possible.

Tier 4: Choose a mid-tier ability that is either an offensive or a defensive use of the ability, whichever one wasn’t chosen as an option in the previous tier.

Tier 5: Choose a high-tier penultimate use of the environment-manipulation ability. For instance, if the focus-granted manipulation is illusory, this ability might haunt a target with terrifying images. If the focus is gravity based, it might unlock flight. If magnetic, it might allow the user to reshape metal. If the focus grants telekinetic powers, this ability could allow a character to hurl massive objects at foes. And so on.

Tier 6: Choose two high-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One of the abilities should provide either an offensive or a defensive ability, opposite the ability provided at tier 4 (though high tier rather than mid tier).

The other option should be something that further explores the use of the basic environment manipulation capability. If the tier 5 choice was the penultimate ability, this might be an even better ultimate ability related to the kind of manipulation offered, or a different way of using that ability to unlock an as-yet-unexplored facet of the ability.

Exploration

Foci that allow a character to gather information, survive in unfamiliar environments, and find their way to new locations or track down particular creatures and foes are exploration foci. Surviving in unfamiliar environments requires a reasonable selection of defensive options; however, abilities that allow a character to find and learn are prioritized.

Exploration foci rely on a variety of methods, though training and expertise are the mainstays. Some methods require specific tools (such as a vehicle) to grant the benefits provided, while others might rely on the supernatural or
super-science to learn new things and explore strange places from afar.

Connection: Choose four relevant connections from the Focus Connections list.

Additional Equipment: Any object necessary to explore. For instance, starting maps and/or
a compass would be basic equipment, while someone who uses psychic abilities might require a mirror or crystal sphere to gaze into. Equipment might also include access to a vehicle required for exploration, as previously noted.

Minor Effect Suggestions: You have an asset on any action that involves using your senses, such as perceiving or attacking, until the end of the next round.

Major Effect Suggestions: Your Intellect Edge increases by 1 until the end of the next round.

The following are examples and not meant to provide a complete list of all possible foci in this category.

@UUID[.9x56c0G5TMOl1Arn#explores-dark-places]{Explores Dark Places} @UUID[.9x56c0G5TMOl1Arn#infiltrates]{Infiltrates} @UUID[.9x56c0G5TMOl1Arn#operates-undercover]{Operates Undercover} @UUID[.9x56c0G5TMOl1Arn#pilots-starcraft]{Pilots Starcraft} @UUID[.9x56c0G5TMOl1Arn#sees-beyond]{Sees Beyond} @UUID[.9x56c0G5TMOl1Arn#separates-mind-from-body]{Separates Mind From Body}

Ability Selection Guidelines

Tier 1: Choose a low-tier ability that grants the character basic exploratory, survival, or information-gathering capabilities within the focus’s theme.

Sometimes an additional low-power ability is appropriate, depending on the focus. Often, this is an ability that grants skill training in a related area of knowledge or a related skill (though this may already be covered in the main ability). Alternatively, it might offer a simple bonus of 2 or 3 points to the Might Pool.

Tier 2: Choose another low-tier ability that grants an additional capability related to exploration, survival, or information gathering.

For instance, a focus dedicated to surviving savage conditions might offer an ability (or two) that makes it easier to avoid natural hazards, poisons, difficult terrain, and so on. A focus dedicated to exploration of a particular area might grant abilities to gain access to that area, or a capability that others normally lack (like the ability to see in the dark).

Tier 3: Choose two mid-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One option should further improve the basic exploration ability granted, or give a new exploratory, survival, or information-gathering ability.

The other option should be something that benefits the character, either an offensive or defensive ability (especially if this focus hasn’t already granted that) or something that further broadens the character’s ability to explore in the focus’s chosen realm.

Tier 4: Choose a mid-tier offensive or defensive ability (whichever wasn’t offered at tier 3) that benefits the character. Alternatively, if offensive and defensive abilities are already well represented, choose a different mid-tier ability that broadens the character’s ability to explore, survive, or gather information.

Tier 5: Choose a high-tier ability that alleviates some of the penalties for exploring, surviving, or gathering information in a normally inhospitable place.

Tier 6: Choose two high-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One option should further improve the basic exploration-themed ability previously granted, or give a brand-new exploratory, survival, or information-gathering ability.

The other option should be something that benefits the character, either an offensive or defensive ability, or yet another ability that further broadens their capacity to explore in the focus’s chosen realm.

Influence

Foci that prioritize authority and influence—whether that’s to make people or machines do as commanded, to help others, or to rise to some other prestigious and significant position—fall within the influence category.

These foci grant influence through training and persuasion, by direct mental manipulation, by using fame to get people’s attention and influence their actions, or simply by knowing and learning things that affect later decisions. In this sense, the concept of influence is broad.

Connection: Choose four relevant connections from the Focus Connections list.

Additional Equipment: Any object necessary to achieve the influence suggested should be granted as additional equipment. Some influence foci don’t require anything to gain or retain their benefits.

Minor Effect Suggestions: The range or duration of the influencing ability is doubled.

Major Effect Suggestions: An ally or indicated target can take an additional action.

The following are examples and not meant to provide a complete list of all possible foci in this category.

@UUID[.9x56c0G5TMOl1Arn#commands-mental-powers]{Commands Mental Powers} @UUID[.9x56c0G5TMOl1Arn#conducts-weird-science]{Conducts Weird Science} @UUID[.9x56c0G5TMOl1Arn#fuses-mind-and-machine]{Fuses Mind and Machine} @UUID[.9x56c0G5TMOl1Arn#is-idolized-by-millions]{Is Idolized by Millions} @UUID[.9x56c0G5TMOl1Arn#solves-mysteries]{Solves Mysteries} @UUID[.9x56c0G5TMOl1Arn#talks-to-machines]{Talks to Machines} @UUID[.9x56c0G5TMOl1Arn#works-the-system]{Works the System}

Ability Selection Guidelines

Tier 1: Choose a low-tier ability that allows the character to learn something significant enough that they can choose a smart course of action (or use that knowledge to persuade or intimidate). How the character learns the information varies by the specifics of the focus. One character might do experiments to learn answers, another might open a telepathic link with others to trade information secretly and quickly, and still another might simply be trained in interaction tasks.

Sometimes an additional low-power ability is appropriate, depending on the focus. Often, this is an ability that grants skill training in a related area of knowledge.

Tier 2: Choose a low-tier ability that improves the character’s ability to apply influence. This might open an additional front on the focus’s basic theme or simply further enhance the basic ability already provided. For instance, this tier 2 ability could ease influence-related tasks by a few steps, allow a telepath to read the minds of others who have secrets they’d otherwise not reveal, or grant influence over physical objects (either to improve them or to learn more about them). And so on.

Tier 3: Choose two mid-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One option should provide an offensive or defensive capability related to the focus’s specific kind of influence, if possible. For instance, an inventor might create a serum that gives them increased abilities (which could be used for offense or defense), a telepath might have some method of blasting foes with mental energy, and someone with only the basic skills of debate and influence through fame might have to rely on weapon training or their entourage.

The other mid-tier option should provide an additional ability to influence in the theme of the focus, or further improve the basic influence ability previously granted. This option isn’t directly offensive or defensive, but provides either an all-new ability related to the basic ability, or increases the strength, range, or some other extension of the previously unlocked basic ability. For instance, a telepath might have a psychic suggestion ability.

Tier 4: Choose a mid-tier ability that is either an offensive or a defensive use of the influence ability, whichever one wasn’t chosen as an option in the previous tier.

Alternatively, this ability could grant an additional capability related to the kind of influence the focus provides.

Tier 5: Choose a high-tier penultimate use of the specific influence ability granted at lower tiers.

Alternatively, choose an ability not previously gained at a lower tier, one that opens a new front on the particular influence capability. For instance, if the focus-granted influence is telepathic, the tier 5 ability might allow a character to see into the future to gain assets for dealing with enemies (and allies).

Tier 6: Choose two high-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One of the options should provide either an offensive or a defensive ability, opposite the ability provided at tier 4 (though high tier rather than mid tier).

The other option should be something that further explores the use of the basic influence ability provided by the focus. If the tier 5 choice was the penultimate ability, this might be an even better ultimate ability related to the kind of influence used, or a different way of using that ability to unlock an as-yet-unexplored facet of the ability.

Irregular

Most foci have a basic theme, a “character story” that logically leads to a series of related abilities. However, certain foci themes are so wide that they don’t fit into any other category except an irregular one of their own.

Irregular foci provide a basket of disparate abilities. Usually that’s because the overarching theme is one that demands variability and access to several different kinds of abilities. Often, these foci are found in genres that suggest additional rule tweaks to leverage their use even further, such as power shifts in the superhero genre and spellcasting in the fantasy genre. However, other irregular foci are possible.

Connection: Choose four relevant connections from the Focus Connections list.

Additional Equipment: Any object necessary to the focus’s theme. For instance, a
superhero-themed focus might grant a superhero costume.

Minor Effect Suggestions: The target is also dazed for one round, during which time all of its tasks are hindered.

Major Effect Suggestions: The target is stunned and loses its next turn.

The following are examples and not meant to provide a complete list of all possible foci in this category.

@UUID[.9x56c0G5TMOl1Arn#channels-divine-blessings]{Channels Divine Blessings} @UUID[.9x56c0G5TMOl1Arn#descends-from-nobility]{Descends From Nobility} @UUID[.9x56c0G5TMOl1Arn#emerged-from-the-obelisk]{Emerged From the Obelisk} @UUID[.9x56c0G5TMOl1Arn#flies-faster-than-a-bullet]{Flies Faster Than a Bullet} @UUID[.9x56c0G5TMOl1Arn#masters-spells]{Masters Spells} @UUID[.9x56c0G5TMOl1Arn#speaks-for-the-land]{Speaks for the Land}

Ability Selection Guidelines

Tier 1: Choose a low-tier ability that grants one of the benefits the focus theme promises, one that a first-tier character should have.

Sometimes an additional low-power ability is appropriate, depending on the focus. Often, this is an ability that grants skill training in a related area of knowledge or a related skill. Alternatively, it might offer a simple bonus of 2 or 3 points to a Pool.

Tier 2: Choose a low-tier ability that grants one of the benefits the focus theme promises, one that’s presumably not immediately related to the one provided at tier 1. That said, if a defense wasn’t provided at tier 1, tier 2 is a good place to add it.

Tier 3: Choose two mid-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One option should provide one of the benefits the focus theme promises, one that may not be immediately related to those provided at earlier tiers.

The other option should include a method of attack if none has previously been granted. Alternatively, if the lower-tier abilities don’t quite get the character where they need to be, this option might further increase a capability unlocked at a lower tier.

Tier 4: Choose a mid-tier ability that grants one of the benefits the focus theme promises, one that may not be immediately related to those provided at earlier tiers.

Tier 5: Choose a high-tier ability that grants one of the benefits the focus theme promises, one that may not be immediately related to those provided at earlier tiers.

Tier 6: Choose two high-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One option should grant one of the benefits the focus theme promises, one that may not be immediately related to those provided at earlier tiers. However, this ability might also provide an ultimate version of a lower-tier ability if a mid-tier or low-tier option wasn’t quite sufficient.

The other option should provide an alternate method to round out the character in a way that doesn’t replicate the first tier 6 option. For instance, if the first option provided some kind of attack, this one might be an interaction, information-gathering, or healing ability, depending on the focus’s overarching theme.

Movement Expertise

Foci that prioritize novel forms of movement—in order to excel in combat, escape situations most others can’t, move with stealth for purposes of theft or escape, or move into locations normally inaccessible—fall within the movement expertise category. These foci usually have methods of granting either offense or defense through movement, though they may provide some means of doing both.

The classic movement expertise focus is one that relies on speed to make more attacks and avoid being hit, though general agility might also provide the same benefit. Other foci in this category might fall within the theme by granting a character the ability to become immaterial, to change their form into something like water or air, or to instantly move via teleportation.

Connection: Choose four relevant connections from the Focus Connections list.

Additional Equipment: Any object necessary to achieve great speeds, change state, or otherwise gain the benefit of the focus should be granted as additional equipment. Some foci in this category don’t require anything to gain or retain their benefits.

Minor Effect Suggestions: The target is dazed, and their next action is hindered.

Major Effect Suggestions: The target is stunned and loses their next action.

The following are examples and not meant to provide a complete list of all possible foci in this category.

@UUID[.9x56c0G5TMOl1Arn#exists-partially-out-of-phase]{Exists Partially Out of Phase} @UUID[.9x56c0G5TMOl1Arn#moves-like-a-cat]{Moves Like a Cat} @UUID[.9x56c0G5TMOl1Arn#moves-like-the-wind]{Moves Like the Wind} @UUID[.9x56c0G5TMOl1Arn#runs-away]{Runs Away} @UUID[.9x56c0G5TMOl1Arn#shreds-the-walls-of-the-world]{Shreds the Walls of the World} @UUID[.9x56c0G5TMOl1Arn#travels-through-time]{Travels Through Time} @UUID[.9x56c0G5TMOl1Arn#works-the-back-alleys]{Works the Back Alleys}

Ability Selection Guidelines

Tier 1: Choose a low-tier ability that grants the basic benefit of the specific movement style, whether that’s enhanced speed, agility, immateriality, and so on.

Sometimes an additional low-power ability is appropriate, depending on the focus. If the basic benefit of the movement demands some kind of additional understanding or training, this ability could be that. Alternatively, if the movement provided seems like it should also unlock a basic offensive or defensive benefit (relying on the use of the initial basic ability), append it as well.

Tier 2: Choose a low-tier ability that provides a new offensive or defensive capability related to the focus’s theme.

Alternatively, this ability might provide some additional capability related to the form of movement that grants useful information to the character that would normally be inaccessible to someone without the focus.

Tier 3: Choose two mid-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One option should provide an additional movement capacity or further improve the basic movement capacity, related to the focus’s theme. This isn’t directly offensive or defensive, but provides the character with a new level of ability or an all-new ability related to their basic movement ability.

The other option should provide either an offensive or a defensive capability related to the specific form of movement the focus provides.

Tier 4: Choose a mid-tier ability that further enhances the advantages provided by focus’s movement-enhancing paradigm. This could provide a new or better form of defense (directly, or indirectly if moving to a location or time where danger doesn’t threaten), or a new or better form of offense.

Tier 5: Choose a high-tier penultimate use of the movement-related ability. For instance, if the focus-provided movement is temporal, this ability might allow actual (if brief) jaunts of time travel. If the focus enhances speed, this ability might allow the character to move up to a very long distance with one action. And so on.

Alternatively, unlock an as-yet-unexplored related ability that could derive from the basic movement power provided by the focus.

Tier 6: Choose two high-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One of the options should provide either an offensive or a defensive ability, opposite the ability provided at tier 4 (though high tier rather than mid tier).

The other option should be something that further explores the use of the basic
movement ability. If the tier 5 choice was the penultimate ability, this might be an even better ultimate ability related to the movement.

Striker Combat

Striker combat foci prioritize dealing damage in battle over other concerns. Foci in this category offer defensive abilities as well, but they emphasize abilities that provide ways to spike damage to heights that other foci normally don’t reach.

To achieve this end, a striker combat focus might offer mastery of a particular style of martial combat, which could be training with a particular weapon or martial art, or the use of a unique tool (or even a kind of energy). A style might be something as singular as being the best at fighting a particular kind of enemy, or something much broader, such as adopting a particularly vicious or unsporting style. A striker combatant might use fire, force, or magnetism as their preferred method of spiking damage.

Connection: Choose four relevant connections from the Focus Connections list.

Additional Equipment: The weapon, tool, or other special item or substance (if any) required to engage in the particular style of combat. For instance, a dose of level 5 poison for Fights Dirty or Murders, a trophy from a previously defeated foe for Battles Robots, or stylish clothes for Fights With Panache.

Minor Effect Suggestions: The target is so dazzled by your expertise that it is dazed for one round, hindering all of its tasks.

Major Effect Suggestions: Make an immediate additional attack using an attack provided by the focus as part of your turn.

The following are examples and not meant to provide a complete list of all possible foci in this category.

@UUID[.9x56c0G5TMOl1Arn#battles-robots]{Battles Robots} @UUID[.9x56c0G5TMOl1Arn#fights-dirty]{Fights Dirty} @UUID[.9x56c0G5TMOl1Arn#fights-with-panache]{Fights With Panache} @UUID[.9x56c0G5TMOl1Arn#hunts]{Hunts} @UUID[.9x56c0G5TMOl1Arn#is-licensed-to-carry]{Is Licensed to Carry} @UUID[.9x56c0G5TMOl1Arn#looks-for-trouble]{Looks for Trouble} @UUID[.9x56c0G5TMOl1Arn#masters-weaponry]{Masters Weaponry} @UUID[.9x56c0G5TMOl1Arn#murders]{Murders} @UUID[.9x56c0G5TMOl1Arn#needs-no-weapon]{Needs No Weapon} @UUID[.9x56c0G5TMOl1Arn#performs-feats-of-strength]{Performs Feats of Strength} @UUID[.9x56c0G5TMOl1Arn#rages]{Rages} @UUID[.9x56c0G5TMOl1Arn#slays-monsters]{Slays Monsters} @UUID[.9x56c0G5TMOl1Arn#throws-with-deadly-accuracy]{Throws With Deadly Accuracy} @UUID[.9x56c0G5TMOl1Arn#wields-two-weapons-at-once]{Wields Two Weapons at Once}

Ability Selection Guidelines

Tier 1: Choose a low-tier ability that inflicts additional damage when a character attacks using the focus’s particular fighting style, energy, or attitude, or when used against a chosen enemy.

Sometimes an additional low-power ability is appropriate, depending on the focus. For instance, a focus that grants proficiency in a special weapon might offer training in crafting tasks associated with that weapon. A focus that grants increased damage against a particular kind of foe might offer training in skills to recognize, locate, or just have general knowledge about that foe. A fighting style that involves fighting in a vicious or dirty manner might provide training in intimidation. And so on.

If the focus is about fighting a particular enemy, additional secondary powers (more than might otherwise be offered) may be appropriate. Those either further enhance effectiveness against the chosen enemy, or offer broader but related abilities that give the character who takes the focus some functionality even when not fighting that enemy.

Tier 2: Choose a low-tier ability that provides some form of defense using the weapon, weapon style, or chosen energy. If the weapon style is being especially good at fighting a certain kind of foe, the ability should be a defense against that kind of foe. Alternatively, the focus might offer another method for increasing damage within the chosen paradigm.

Sometimes an additional low-power ability is appropriate at tier 2. If so, choose whichever
low-power ability wasn’t gained at tier 1.

Tier 3: Choose two mid-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One option should inflict additional damage when using the focus’s fighting style, energy, or attitude, or when used against a chosen enemy. That could be as simple as an ability that offers an additional attack of that kind.

The other option should provide a method to temporarily neutralize a foe by disarming them, dazing or stunning them, slowing or holding them, or otherwise discombobulating them by using the focus’s fighting style, energy, or attitude, or when used against a chosen enemy.

Tier 4: Choose a mid-tier ability that further enhances the advantages provided by the focus’s paradigm. Often, this includes training in a particular kind of attack. Alternatively, the ability might increase the advantages provided by achieving a certain combat status, such as gaining surprise.

Tier 5: Choose a high-tier ability that inflicts damage. Alternatively, if focused on fighting a particular kind of foe, this ability might give the character a chance to completely neutralize, destroy, blind, or kill a singular target of up to level 3 (or higher, if the focus is on a singular foe).

Tier 6: Choose two high-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One of the options should use the focus paradigm to inflict an exceptional amount of damage.

The other option could be a different way of inflicting damage, either using the focus paradigm or just dealing lots of damage in general (and relying on previous focus tier abilities to improve targeting). This could be against multiple targets if the first option was for a single target, to outright kill or neutralize a target (starting with level 4, but with guidance for using Effort to increase the level of the target), or to select yet another foe, make another attack, or get away in order to fight another day.

Support

Foci that allow a character to help others succeed, defend others, heal others who are hurt, and so on are support foci. Of course, most foci abilities are often used in aid of others, but support foci (such as Siphons Power) prioritize aiding, healing, and improving the character who takes the focus.

Support foci rely on a variety of methods to provide their help, including martial training used in defense, supernatural or sci-fi means of providing healing, or simply easing the cares of others through entertainment.

Connection: Choose four relevant connections from the Focus Connections list.

Additional Equipment: Any object necessary to provide support. For instance, someone with a focus that uses entertainment to help others would require an instrument or similar object in aid of their craft. Some foci in this category don’t require anything to gain or retain their benefits.

Minor Effect Suggestions: You can draw an attack without having to use an action at any point before the end of the next round.

Major Effect Suggestions: You can take an extra action in aid of an ally.

The following are examples and not meant to provide a complete list of all possible foci in this category.

@UUID[.9x56c0G5TMOl1Arn#defends-the-weak]{Defends the Weak} @UUID[.9x56c0G5TMOl1Arn#entertains]{Entertains} @UUID[.9x56c0G5TMOl1Arn#helps-their-friends]{Helps Their Friends} @UUID[.9x56c0G5TMOl1Arn#metes-out-justice]{Metes Out Justice} @UUID[.9x56c0G5TMOl1Arn#shepherds-the-community]{Shepherds the Community} @UUID[.9x56c0G5TMOl1Arn#siphons-power]{Siphons Power} @UUID[.9x56c0G5TMOl1Arn#works-miracles]{Works Miracles}

Ability Selection Guidelines

Tier 1: Choose a low-tier ability that provides some form of defense, aid or entertainment, benefit to recovery or healing, or protection. That defense or protection could be to the PC and not to an ally, as one cannot protect another without first being able to protect themselves (and sometimes protecting themselves is the entire point).

Sometimes an additional low-power ability is appropriate, depending on the focus. Often, this is an ability that grants skill training in a related area of knowledge or a related skill, but it might be something that works with the initial ability that, by itself, wouldn’t do much.

Tier 2: Choose a low-tier ability that follows up on the support style opened in the previous tier. If the previous tier’s ability provided a means of protection only for the focus taker, this tier 2 ability should specifically provide aid to another. If the previous tier specifically provided aid to another, this tier 2 ability could defend the focus taker or provide an offensive capability grounded, if possible, in the focus’s theme.

Tier 3: Choose two mid-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One option should work within the focus’s theme to aid, heal, protect, or otherwise help another.

The other option should be something that benefits the character, either an offensive or defensive ability, or something that broadens their expertise in some fashion. Alternatively, it could be another, different method of helping someone else.

Tier 4: Choose a mid-tier ability that gives an ally a direct boon or provides the character with a way to help another. It could also be an ability that harms or nullifies a foe, as removing foes certainly helps allies.

Tier 5: Choose a high-tier ability that provides an offensive or defensive option for the character, if none have been provided yet. If this need has been previously addressed or is deemed unnecessary, choose a high-tier ability that provides some form of defense, aid or entertainment, benefit to recovery or healing, or protection to another. For example, a tier 5 ability might grant an ally an additional free action or allow them to repeat a failed action.

Tier 6: Choose two high-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One of the options should provide an ultimate method of helping another in the theme of the focus.

The other option could provide an alternative ultimate method of helping another; many foci in this category do. However, an option that provides high-tier offense or defense is also completely reasonable.

Tank Combat

Foci that prioritize being able to take a lot of punishment and soak up excess damage from foes fall within the tank combat category. These foci provide offensive abilities too, as well as additional abilities related to the particular method by which improved protection is achieved, but defensive abilities are most pronounced.

Some tank combat foci involve a physical transformation that grants additional protection, and others rely on specialized training, use tools like shields or heavy armor, or provide the ability to heal incredibly fast. The kinds of physical transformation that a tank focus provides, if any, vary widely. A focus might turn a character’s skin to stone, reinforce their body with metal, turn them into a monstrous being, make them so big it becomes harder to hurt them, and so on.

Connection: Choose four relevant connections from the Focus Connections list.

Additional Equipment: Any object necessary to maintain a physical transformation (such as a tool for repair if partly robotic, a shield or other defensive tool used if skilled, or possibly some kind of amulet or serum). Some tank combat foci don’t require anything to gain or retain their benefits.

Minor Effect Suggestions: +2 to Armor for a few rounds.

Major Effect Suggestions: Regain 2 points to Might Pool.

The following are examples and not meant to provide a complete list of all possible foci in this category.

@UUID[.9x56c0G5TMOl1Arn#abides-in-stone]{Abides in Stone} @UUID[.9x56c0G5TMOl1Arn#brandishes-an-exotic-shield]{Brandishes an Exotic Shield} @UUID[.9x56c0G5TMOl1Arn#defends-the-gate]{Defends the Gate} @UUID[.9x56c0G5TMOl1Arn#fuses-flesh-and-steel]{Fuses Flesh and Steel} @UUID[.9x56c0G5TMOl1Arn#grows-to-towering-heights]{Grows to Towering Heights} @UUID[.9x56c0G5TMOl1Arn#howls-at-the-moon]{Howls at the Moon} @UUID[.9x56c0G5TMOl1Arn#lives-in-the-wilderness]{Lives in the Wilderness} @UUID[.9x56c0G5TMOl1Arn#masters-defense]{Masters Defense} @UUID[.9x56c0G5TMOl1Arn#never-says-die]{Never Says Die} @UUID[.9x56c0G5TMOl1Arn#stands-like-a-bastion]{Stands Like a Bastion}

Ability Selection Guidelines

Tier 1: Choose a low-tier ability that provides defense within the focus’s theme. If the theme is simply intense training or the use of a defensive tool, the ability might be as simple as a bonus to Armor. If protection comes from physical transformation, this ability provides the base form effects, benefits, and in some cases drawbacks for making the transformation. A low-tier enhanced healing ability would also be appropriate at first tier.

Sometimes an additional low-power ability is appropriate, depending on the focus. If the character transforms, this ability may provide a knock-on effect, though in the case of some transformations, it might be a description of how someone with an abnormal physiognomy can fully heal. Other times, the secondary power may simply be training in a related skill, or it may unlock the ability to use a particular armor or shield without penalty.

Tier 2: If the theme of the focus isn’t physical transformation, choose a low-tier ability that provides an additional method of defending, healing damage, or avoiding attacks.

If the theme of the focus is physical transformation, choose a low-tier ability that unlocks a new capability related to the form the character takes. That might mean gaining better control of the transformation, unlocking a robotic interface, or otherwise more fully unlocking that form. This ability is not necessarily defensive, though it could be.

Tier 3: Choose two mid-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One option should provide an additional form of protection in keeping with the focus’s theme, such as more defensive capabilities unlocked from a transformation (which might also come with additional offensive capabilities) or a simple physical enhancement if defense is gained by skills or enhanced healing.

The other option should provide an offensive capability, especially if creating a non-transformation focus that doesn’t already have offensive benefits. That capability could be an enhanced attack or provide some other benefit useful in combat, such as quickly evading or (on the other end of the continuum) becoming immovable.

Tier 4: Choose a mid-tier ability that further enhances the advantages provided by the focus’s damage-soaking paradigm. Often, this includes training in a particular kind of defense. Alternatively, it might increase the advantages provided by previously unlocked defensive abilities, whether that means gaining greater control over a transformation, gaining additional chances to avoid damage or retry tasks related to enhanced determination, and so on. If the focus is lacking in offensive options, this is a good place to include one.

Tier 5: Choose a high-tier ability that provides protection, possibly in the form of shrugging off a debilitating condition (including death). If the focus offers a physical transformation, this ability might further unlock an additional related ability, whether offensive, defensive, or something related to exploration or interaction (such as flight if the form is winged, intimidation if the form is fearsome, and so on).

Tier 6: Choose two high-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One option should use the focus paradigm to increase the defense, protection, or ability to shrug off damage.

The other option could be a different way of being defensive. In some cases, the best defense is a good offense, so this option could provide a high-tier offensive ability in keeping with the focus’s theme, whether that’s a straight-up damage boost on attacks or better control of an unstable physical transformation.

","markdown":""},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"ownership":{"default":-1},"flags":{}},{"sort":399219,"name":"Abilities","type":"text","_id":"YRhX8KikaF361373","title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"

A character’s type, flavor, and focus assign an appropriate tier to each ability. However, if you’re creating a brand-new focus or type, we provide a couple of additional tools.

The first is a power grade for each ability, which tells you about how potent it is in relation to other abilities. Abilities appropriate for tiers 1 and 2 characters are called “low-tier” abilities. Abilities appropriate for tiers 3 and 4 are called “mid-tier” abilities. Abilities appropriate for tiers 5 and 6 are called “high-tier” abilities.

These abilities are further sorted into ability categories based on the kinds of things they do—abilities that improve physical attacks are in the attack skill category, abilities that assist allies are in the support category, and so on.

Unless otherwise noted, you cannot choose the same ability twice, even if you get it from both your type and a flavor.

Ability Categories and Relative Power

Abilities can be divided into several categories based on the kinds of things they do—improve your physical attacks, assist allies, provide defense, give you a special attack form, and so on. Under each of the following category descriptions is a list of abilities that fit that category, sorted into low-, medium-, and high-tier abilities.

The categories are mainly used by GMs when designing new foci for a campaign, allowing them to search a short list of abilities instead of trying to find something appropriate among the thousand or so abilities in this chapter. For example, the GM might have a custom focus in their campaign called “Is Born of the Swamp” and want a defensive ability for tier 5, so they can look at the high-tier abilities in the protection category and quickly narrow down what options are available.

It may be possible that a character gains the same ability from more than one source (such as from their type and their descriptor). Unless the two abilities are obviously additive (such as two abilities that each add 3 points to your Might Pool, which together would give the character +6 Might points), the duplicated ability might be improved in some way, such as having a longer duration or greater effect, or automatically providing an asset. Some abilities give suggestions on how to do this; otherwise, the player and the GM should work out whether and how the ability is improved.

The ability categories are not intended to be rigid or comprehensive. Some abilities fall into more than one category, and it could be argued that some abilities could be included in more categories than are listed here.

These categories have some overlap with the categories in the Creating New Foci chapter. For example, there is a support category here and a support category in the Creating New Foci chapter. They aren’t intended to be exact parallels and they don’t mean exactly the same thing. That said, if you’re creating a support-centric focus, many of the abilities in the support ability category would be appropriate choices.

Attack Skill

Gives you training or specialization in a specific physical attack (like swords or unarmed combat), a category of physical attacks (light bladed, heavy bashing, and so on), or another physical skill primarily used to inflict harm (such as breaking objects).

Low Tier

@UUID[Compendium.cyphersystem-compendium.abilities.YBMLX3Jm5oN79J6G]{Heads-Up Display} @UUID[Compendium.cyphersystem-compendium.abilities.wAbsUj5mHZatr3JG]{Practiced With Guns} @UUID[Compendium.cyphersystem-compendium.abilities.NhijFGxYepJtaa0r]{Practiced With Medium Weapons} @UUID[Compendium.cyphersystem-compendium.abilities.WFK0xBSAIpD59va8]{Practiced With Swords} @UUID[Compendium.cyphersystem-compendium.abilities.FEkLEYwk7r9KE7oC]{Quarry} @UUID[Compendium.cyphersystem-compendium.abilities.JJKRrcU5L1yM9y90]{Unarmed Fighting Style}

Mid Tier

@UUID[Compendium.cyphersystem-compendium.abilities.R0UuZ32vmmeFbSMV]{Blood Fever} @UUID[Compendium.cyphersystem-compendium.abilities.Z7JkIlrv7gxim4Fn]{Cognizant Offense} @UUID[Compendium.cyphersystem-compendium.abilities.nOuOE3EkrNr81pSq]{Greater Skill With Defense} @UUID[Compendium.cyphersystem-compendium.abilities.yl2zo179wXZW5Xxc]{Practiced With All Weapons} @UUID[Compendium.cyphersystem-compendium.abilities.NoKdHv0FSytZR4iF]{Robot Fighter} @UUID[Compendium.cyphersystem-compendium.abilities.NcItnMHjeG9fgE1K]{Serv-0 Aim} @UUID[Compendium.cyphersystem-compendium.abilities.lPqCQOQJF0JfoFRn]{Serv-0 Brawler} @UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks} @UUID[Compendium.cyphersystem-compendium.abilities.QDSSTe5EGrBHjtnL]{Sniper’s Aim} @UUID[Compendium.cyphersystem-compendium.abilities.hbWaCBEfSMujqvDf]{Specialized Throwing}

High Tier

@UUID[Compendium.cyphersystem-compendium.abilities.2uSx4ErQ9f2QLX5M]{As Foretold in Prophecy} @UUID[Compendium.cyphersystem-compendium.abilities.AsmIgvoIRPEtuzkh]{Duel to the Death} @UUID[Compendium.cyphersystem-compendium.abilities.oroWEBbp3cvrYwH9]{Greater Skill With Attacks} @UUID[Compendium.cyphersystem-compendium.abilities.LE8NtDKG9TzXBv5B]{Hunter’s Drive} @UUID[Compendium.cyphersystem-compendium.abilities.S4PaEqmYjg4TGoG3]{Master of Unarmed Fighting Style} @UUID[Compendium.cyphersystem-compendium.abilities.kNSRytTtQX0rU3aE]{Mastery With Attacks} @UUID[Compendium.cyphersystem-compendium.abilities.F6mAzjhG2T4irVjy]{Specialized Basher}

Companion

Gives you a follower, modifies a follower, or gives you an additional benefit when interacting with or near your follower. This category includes humanoid followers, beast companions, and temporary companions like summoned swarms, conjured spirits, and so on.

Low Tier

@UUID[Compendium.cyphersystem-compendium.abilities.4XwwFeGO5haHxvQs]{Basic Follower} @UUID[Compendium.cyphersystem-compendium.abilities.bOohoEcDegDBinFc]{Beast Companion} @UUID[Compendium.cyphersystem-compendium.abilities.9Kag2UMn6Wdxq4Zo]{Bound Magic Creature} @UUID[Compendium.cyphersystem-compendium.abilities.hIxPlDRbNqallNiu]{Control Swarm} @UUID[Compendium.cyphersystem-compendium.abilities.tgS72E10jiPF3Dm3]{Critter Companion} @UUID[Compendium.cyphersystem-compendium.abilities.P1jQZdPIrxo4wNlr]{Duplicate} @UUID[Compendium.cyphersystem-compendium.abilities.ZK4CUb9HH4J5A8IN]{Entourage} @UUID[Compendium.cyphersystem-compendium.abilities.ZEcFnsNXgcozJElT]{Influence Swarm} @UUID[Compendium.cyphersystem-compendium.abilities.yaLHxRtVBhveqHJA]{Necromancy} @UUID[Compendium.cyphersystem-compendium.abilities.oEubmS7pZ3zFK8uJ]{Resilient Duplicate} @UUID[Compendium.cyphersystem-compendium.abilities.paIv2etaqLqY76y0]{Robot Assistant} @UUID[Compendium.cyphersystem-compendium.abilities.v1lZkKjSCS1pjnET]{Serv-0} @UUID[Compendium.cyphersystem-compendium.abilities.RkOvawhfH5MHQFOH]{Spirit Accomplice}

Mid Tier

@UUID[Compendium.cyphersystem-compendium.abilities.zstBkLwRduC7vgGT]{Beast Eyes} @UUID[Compendium.cyphersystem-compendium.abilities.gLxVxCSix441TyKq]{Call Swarm} @UUID[Compendium.cyphersystem-compendium.abilities.ETGBAqAc1ApFH5cx]{Expert Follower} @UUID[Compendium.cyphersystem-compendium.abilities.BQnrZXeivue9Q2qp]{Fellow Explorer} @UUID[Compendium.cyphersystem-compendium.abilities.srn53BB1da8Elh1t]{Fiery Hand of Doom} @UUID[Compendium.cyphersystem-compendium.abilities.rUzrjRuT2nfEdCaJ]{Gain Unusual Companion} @UUID[Compendium.cyphersystem-compendium.abilities.vEVmBgz2TxOH3aSk]{Greater Necromancy} @UUID[Compendium.cyphersystem-compendium.abilities.QxOsAHpd8ZkEXI5u]{Improved Object Bond} @UUID[Compendium.cyphersystem-compendium.abilities.CEscdPwUrBpzUeS0]{Living Armor} @UUID[Compendium.cyphersystem-compendium.abilities.XkFsMa9e9IY2FRcN]{Machine Companion} @UUID[Compendium.cyphersystem-compendium.abilities.cGcblQ2qvyHM02kY]{Mount} @UUID[Compendium.cyphersystem-compendium.abilities.S2OZtm12S2YvxD7H]{Retinue} @UUID[Compendium.cyphersystem-compendium.abilities.Nyt7Z1xWqmnuu265]{Shipspeak} @UUID[Compendium.cyphersystem-compendium.abilities.h1rn92kIqG5VVYd6]{Stronger Together} @UUID[Compendium.cyphersystem-compendium.abilities.wEWyNKnVgVOjsyms]{Summon Giant Spider} @UUID[Compendium.cyphersystem-compendium.abilities.FwEUY43Q8EMVCCsL]{Superior Duplicate} @UUID[Compendium.cyphersystem-compendium.abilities.OWRsjlf3ahyH9eez]{Time Doppelganger} @UUID[Compendium.cyphersystem-compendium.abilities.l5vgtPP0LcsqGrzn]{Time Loop}

High Tier

@UUID[Compendium.cyphersystem-compendium.abilities.Qm31Nw2SkBpVcv9M]{As If One Creature} @UUID[Compendium.cyphersystem-compendium.abilities.fD8yD0pGCMdOJkGb]{Band of Desperados} @UUID[Compendium.cyphersystem-compendium.abilities.KpbEHKNSEycVB1GU]{Band of Followers} @UUID[Compendium.cyphersystem-compendium.abilities.pFWDdnTXCiPfwsWv]{Beast Call} @UUID[Compendium.cyphersystem-compendium.abilities.jVY1PTxvZvpjZILB]{Call Dead Spirit} @UUID[Compendium.cyphersystem-compendium.abilities.HUVY2MA2CBegFhLY]{Call in Favor} @UUID[Compendium.cyphersystem-compendium.abilities.ElsQU746B70tsPmZ]{Call Otherworldly Spirit} @UUID[Compendium.cyphersystem-compendium.abilities.U58ZQ1X3byfANn4W]{Call Through Time} @UUID[Compendium.cyphersystem-compendium.abilities.8SDpRRzZRF73zLsF]{Conjuration} @UUID[Compendium.cyphersystem-compendium.abilities.iQhBPww1s4wRZcDz]{Deadly Swarm} @UUID[Compendium.cyphersystem-compendium.abilities.M1FHIlVPVv8O02LV]{Dragon’s Maw} @UUID[Compendium.cyphersystem-compendium.abilities.NVdx8QjmTP5eOjDh]{Fire Servant} @UUID[Compendium.cyphersystem-compendium.abilities.iEOf9IkbHU8oBOMm]{Improved Apportation} @UUID[Compendium.cyphersystem-compendium.abilities.0IlHHY1ktkN2L5Sp]{Improved Companion} @UUID[Compendium.cyphersystem-compendium.abilities.PKFz6WVsaKm5kIir]{Improved Machine Companion} @UUID[Compendium.cyphersystem-compendium.abilities.UJpMPRD25O7HvhbV]{Insect Eruption} @UUID[Compendium.cyphersystem-compendium.abilities.pGJIwlCJDib2Splm]{Legal Intern} @UUID[Compendium.cyphersystem-compendium.abilities.rHApGqEQj8TCGa3f]{Masterful Armor Modification} @UUID[Compendium.cyphersystem-compendium.abilities.rsYzxCchklPSFAp7]{Multiplicity} @UUID[Compendium.cyphersystem-compendium.abilities.Aprz5cRtdgiAIYUM]{Object Bond Mastery} @UUID[Compendium.cyphersystem-compendium.abilities.3EcnBLVtGwxpWXBW]{Recruit Deputy} @UUID[Compendium.cyphersystem-compendium.abilities.yqhUXLWMSNn5IYOn]{Robot Fleet} @UUID[Compendium.cyphersystem-compendium.abilities.LnZkUlKUuuD7iW3P]{Summon Demon} @UUID[Compendium.cyphersystem-compendium.abilities.OWRsjlf3ahyH9eez]{Time Doppelganger} @UUID[Compendium.cyphersystem-compendium.abilities.GDphyYXSfjKE5BST]{True Necromancy}

Control

Controls or influences minds in ways outside of what could be done with conventional intimidation and persuasion, such as using psychic mind control, fear gas, and so on.

Low Tier

@UUID[Compendium.cyphersystem-compendium.abilities.BggeJtN5IcutwLJg]{Calm Stranger} @UUID[Compendium.cyphersystem-compendium.abilities.SeAlSU8Rim5CWsgV]{Charm Machine} @UUID[Compendium.cyphersystem-compendium.abilities.fg8V2R3kpLX2sHRn]{Cloud Personal Memories} @UUID[Compendium.cyphersystem-compendium.abilities.ag3OU8JZuc769034]{Community Activist} @UUID[Compendium.cyphersystem-compendium.abilities.ulHj0pzmwc515fve]{Fast Talk} @UUID[Compendium.cyphersystem-compendium.abilities.M2oXV5cRSdMlUZDm]{Goad} @UUID[Compendium.cyphersystem-compendium.abilities.0V2NE0905wwYPRVo]{Hack the Impossible} @UUID[Compendium.cyphersystem-compendium.abilities.kgCuCmU8kn0UMy8v]{Robot Control} @UUID[Compendium.cyphersystem-compendium.abilities.gT21nqWZ9Es576oC]{Soothe the Savage} @UUID[Compendium.cyphersystem-compendium.abilities.qVlbJjB7X8R78rz0]{Terrifying Presence}

Mid Tier

@UUID[Compendium.cyphersystem-compendium.abilities.CLObcsu2DKKKhzyK]{Calm} @UUID[Compendium.cyphersystem-compendium.abilities.8EMTH3JCrC5Vjt63]{Captivate or Inspire} @UUID[Compendium.cyphersystem-compendium.abilities.mUhnX0UmEw2BROkI]{Captivate With Starshine} @UUID[Compendium.cyphersystem-compendium.abilities.t83oYxQRuO2u2zx4]{Command} @UUID[Compendium.cyphersystem-compendium.abilities.OE5yXpzWC8lSUmGX]{Command Machine} @UUID[Compendium.cyphersystem-compendium.abilities.dCQdSi11hJDyOSdD]{Command Spirit} @UUID[Compendium.cyphersystem-compendium.abilities.crFxkKwBNdnD6tX4]{Crowd Control} @UUID[Compendium.cyphersystem-compendium.abilities.FIU24o7T66ViVgyg]{Daydream} @UUID[Compendium.cyphersystem-compendium.abilities.sqiDNk5qXh9j3zwh]{Grand Deception} @UUID[Compendium.cyphersystem-compendium.abilities.ljhjSIxYOCbPXEFR]{Interruption} @UUID[Compendium.cyphersystem-compendium.abilities.Vcfc6yjbqX6WSzCf]{Mind Control} @UUID[Compendium.cyphersystem-compendium.abilities.iRqXVpngq6vfgtEn]{Psychic Suggestion}

High Tier

@UUID[Compendium.cyphersystem-compendium.abilities.zTsjsWVgzjQzl2MW]{Advanced Command} @UUID[Compendium.cyphersystem-compendium.abilities.By276DS858KmWNZq]{Assume Control} @UUID[Compendium.cyphersystem-compendium.abilities.3SiJ5Drao8XtmgzV]{Brainwashing} @UUID[Compendium.cyphersystem-compendium.abilities.aWbDzueOAxSW1d3C]{Change the Paradigm} @UUID[Compendium.cyphersystem-compendium.abilities.FxohCBSksJIu1BSA]{Control Machine} @UUID[Compendium.cyphersystem-compendium.abilities.LvoH43SKKtr3urKo]{Control the Savage} @UUID[Compendium.cyphersystem-compendium.abilities.0f2qoQlYGRqgu0Nj]{Defuse Situation} @UUID[Compendium.cyphersystem-compendium.abilities.UyW320RhzarMNoss]{Flee} @UUID[Compendium.cyphersystem-compendium.abilities.miR0d91lKIfmBGdO]{Psychic Passenger} @UUID[Compendium.cyphersystem-compendium.abilities.cfR2uFYjteKAqsYw]{Show Them the Way} @UUID[Compendium.cyphersystem-compendium.abilities.3wZZC07ADxO3mImS]{Suggestion} @UUID[Compendium.cyphersystem-compendium.abilities.ZTp4SZ673tDJpmuS]{Word of Command}

Craft

Creates useful physical things, such as mundane tools (hammers, crowbars), limited-use devices (manifest cyphers, artifacts), or independent beings (robots, elementals, zombies). Includes blueprints, plans, and effects that aid or speed crafting.

Low Tier

@UUID[Compendium.cyphersystem-compendium.abilities.JoPcORtuhjnAJ5mT]{Create Deadly Poison} @UUID[Compendium.cyphersystem-compendium.abilities.ZvKFftq7doCxI7T5]{Fortification Builder} @UUID[Compendium.cyphersystem-compendium.abilities.IswvUEdCBBZDRme6]{Junkmonger} @UUID[Compendium.cyphersystem-compendium.abilities.JK2hN1poqMLqfa1N]{Machine Efficiency} @UUID[Compendium.cyphersystem-compendium.abilities.mFPUUmBIcGGsuwNd]{Modify Device} @UUID[Compendium.cyphersystem-compendium.abilities.Ktxj62234LhUr51B]{Natural Crafter} @UUID[Compendium.cyphersystem-compendium.abilities.m6X5wyPUPdhqLTIp]{Quick Work} @UUID[Compendium.cyphersystem-compendium.abilities.pUliR2uWpIcE6jQX]{Robot Builder} @UUID[Compendium.cyphersystem-compendium.abilities.XUutaClCW4UXzK7e]{Trapster} @UUID[Compendium.cyphersystem-compendium.abilities.qBTIXXJt2Ahn8UYh]{Weapon Crafter}

Mid Tier

@UUID[Compendium.cyphersystem-compendium.abilities.FBCpBF9PXlEtIX4m]{Dream Becomes Reality} @UUID[Compendium.cyphersystem-compendium.abilities.dhXVqnunlbSbrDPB]{Expert Crafter} @UUID[Compendium.cyphersystem-compendium.abilities.7G8B9lfoVXkuxvKB]{Ice Creation} @UUID[Compendium.cyphersystem-compendium.abilities.AQQzctwqPJPUTRbb]{Poison Crafter} @UUID[Compendium.cyphersystem-compendium.abilities.BSx4qB29VwRUISm6]{Robot Upgrade} @UUID[Compendium.cyphersystem-compendium.abilities.3DJXuR680OxwP5NT]{Sculpt Light}

High Tier

@UUID[Compendium.cyphersystem-compendium.abilities.HuhNjMfMxPkTlERH]{Create} @UUID[Compendium.cyphersystem-compendium.abilities.JUn27j5YI3dRh2jJ]{Dark Matter Structure} @UUID[Compendium.cyphersystem-compendium.abilities.6e4KunpYFObSRszo]{Improved Sculpt Light} @UUID[Compendium.cyphersystem-compendium.abilities.y3qXWOUu7mAhg6Rb]{Innovator} @UUID[Compendium.cyphersystem-compendium.abilities.KQDFvUEnIWed1ebo]{Jury-Rig} @UUID[Compendium.cyphersystem-compendium.abilities.t0B6AIqWanSnx696]{Modify Artifact Power} @UUID[Compendium.cyphersystem-compendium.abilities.YFbC1HRis4SpZgrS]{Reshape}

Cure

Cures damage, adds or improves recovery rolls, or negates, cures, suspends, or otherwise gives immunity to a harmful effect or condition, such as poison, disease, mental attacks, moving down on the damage track, or dying.

Low Tier

@UUID[Compendium.cyphersystem-compendium.abilities.8mP69InEXQ4TB5BL]{Alleviate} @UUID[Compendium.cyphersystem-compendium.abilities.bzeuikGxbM7noj2z]{Crystalline Body} @UUID[Compendium.cyphersystem-compendium.abilities.Z7CKGOQWnfdNO885]{Destined for Greatness} @UUID[Compendium.cyphersystem-compendium.abilities.qHzwHm5LmYDasHnF]{Diver} @UUID[Compendium.cyphersystem-compendium.abilities.gWvMJQPBSmeaP8yN]{Drain Creature} @UUID[Compendium.cyphersystem-compendium.abilities.JyAovhallyh9m6oW]{Drain Machine} @UUID[Compendium.cyphersystem-compendium.abilities.PqL4qr9D8QAwQhrL]{Endurance} @UUID[Compendium.cyphersystem-compendium.abilities.uB3sVzeG2N5rkdUZ]{Escape} @UUID[Compendium.cyphersystem-compendium.abilities.CAYeFSNYprjeRtWw]{Extra Recovery} @UUID[Compendium.cyphersystem-compendium.abilities.U7chr7wLj7r5y0LT]{Foil Danger} @UUID[Compendium.cyphersystem-compendium.abilities.igGttY1Y2XbAx3qY]{Healing Touch} @UUID[Compendium.cyphersystem-compendium.abilities.JuOmZXMt1T3tQUZ8]{Ignore the Pain} @UUID[Compendium.cyphersystem-compendium.abilities.UtFc3e4grYyCQneH]{Improved Recovery} @UUID[Compendium.cyphersystem-compendium.abilities.vFQaDsHzJpTSV8Tw]{Living Off the Land} @UUID[Compendium.cyphersystem-compendium.abilities.wXV7JxEmZDlBvRKO]{Push on Through} @UUID[Compendium.cyphersystem-compendium.abilities.euEVkth9YGYSpoJf]{Quick Recovery} @UUID[Compendium.cyphersystem-compendium.abilities.rRDSzPJtUCwRVXFR]{Repair Flesh} @UUID[Compendium.cyphersystem-compendium.abilities.OvvuCBCQ71rZkCqQ]{Restful Presence} @UUID[Compendium.cyphersystem-compendium.abilities.XntbE6mXQ4CZ6yIi]{Speedy Recovery} @UUID[Compendium.cyphersystem-compendium.abilities.s2PLo9FsWBi2C1VY]{Surging Confidence} @UUID[Compendium.cyphersystem-compendium.abilities.2fU3nI68oi5ScziC]{Totally Chill} @UUID[Compendium.cyphersystem-compendium.abilities.yRSe9vjTxdOkvgBE]{Water Adaptation} @UUID[Compendium.cyphersystem-compendium.abilities.lw0otGU2Iaorppdc]{Will of Legend}

Mid Tier

@UUID[Compendium.cyphersystem-compendium.abilities.m7j43Ww96dKCDtJO]{Aquatic Combatant} @UUID[Compendium.cyphersystem-compendium.abilities.zdkVn6jIaanDoikV]{Biomorphic Healing} @UUID[Compendium.cyphersystem-compendium.abilities.nVFRDMhuWDrdve4F]{Damage Transference} @UUID[Compendium.cyphersystem-compendium.abilities.A6H8xi93t6Zrexz9]{Drain Charge} @UUID[Compendium.cyphersystem-compendium.abilities.5otvtHrbVXIh0N27]{Fight On} @UUID[Compendium.cyphersystem-compendium.abilities.rAmIxY5G1BK4ZMm7]{Font of Healing} @UUID[Compendium.cyphersystem-compendium.abilities.6nm35znCQzjAk6Gb]{Healing Pulse} @UUID[Compendium.cyphersystem-compendium.abilities.NMgopYfoagESHtea]{Ignore Affliction} @UUID[Compendium.cyphersystem-compendium.abilities.4Fe5z4FD71eHlbbd]{Immovable} @UUID[Compendium.cyphersystem-compendium.abilities.b776WTF2u1roh3n0]{Incredible Health} @UUID[Compendium.cyphersystem-compendium.abilities.7amEMbwK27v31Lt9]{Miraculous Health} @UUID[Compendium.cyphersystem-compendium.abilities.AAUqaiWxC5V4e1VH]{Noble’s Courage} @UUID[Compendium.cyphersystem-compendium.abilities.Wj6oHOvnZkZjulwI]{One With the Wild} @UUID[Compendium.cyphersystem-compendium.abilities.VsKeNcF252yKnh2O]{Poison Resistance} @UUID[Compendium.cyphersystem-compendium.abilities.LojkwDtb1gHLSB6A]{Preternatural Senses} @UUID[Compendium.cyphersystem-compendium.abilities.iroL3TcKD9dpulhW]{Regeneration} @UUID[Compendium.cyphersystem-compendium.abilities.gn1jtMLhp6qPNXUL]{Store Energy} @UUID[Compendium.cyphersystem-compendium.abilities.nJBrBxxs0ezweHKZ]{Thinking Ahead} @UUID[Compendium.cyphersystem-compendium.abilities.wxAZnuQkvWosLzkN]{Tough As Nails} @UUID[Compendium.cyphersystem-compendium.abilities.27EOrq94WxqgBbWQ]{Unmovable} @UUID[Compendium.cyphersystem-compendium.abilities.P73TBXcNDbZCVsdE]{Unraveling Consumption} @UUID[Compendium.cyphersystem-compendium.abilities.Ja8ebgq2RDQryN62]{Wilderness Encouragement} @UUID[Compendium.cyphersystem-compendium.abilities.JrSM5XYgXpxNnLl2]{Willing Sacrifice}

High Tier

@UUID[Compendium.cyphersystem-compendium.abilities.Uk6ceaEWFjcoHNTI]{Deep Reserves} @UUID[Compendium.cyphersystem-compendium.abilities.5HNZcrij9mgEmvAR]{Final Defiance} @UUID[Compendium.cyphersystem-compendium.abilities.B0Tt5R1m2DsVLtPH]{Free to Move} @UUID[Compendium.cyphersystem-compendium.abilities.W0Jw19mWIycjIgmo]{Gamer’s Fortitude} @UUID[Compendium.cyphersystem-compendium.abilities.dIUTe5O1jeA47zps]{Gaming God} @UUID[Compendium.cyphersystem-compendium.abilities.O2XHxUa2QNrliDMG]{Greater Healing Touch} @UUID[Compendium.cyphersystem-compendium.abilities.upynNTXrIGGH82Ll]{Incredible Recovery} @UUID[Compendium.cyphersystem-compendium.abilities.PvISXo6EQ2PmCGes]{Infuse Spirit} @UUID[Compendium.cyphersystem-compendium.abilities.oilgQ4oM02Pa0eNp]{Inspiration} @UUID[Compendium.cyphersystem-compendium.abilities.Kf09KYdZqG6dNTFC]{Inspire the Innocent} @UUID[Compendium.cyphersystem-compendium.abilities.laxdkyrDuOhxfWKc]{Mind Surge} @UUID[Compendium.cyphersystem-compendium.abilities.dMEqa6kAjXrHlxui]{Negate Danger} @UUID[Compendium.cyphersystem-compendium.abilities.sbGo2i4oqy1aUeQ6]{Not Dead Yet} @UUID[Compendium.cyphersystem-compendium.abilities.Hp9Sdc7eTTUuWTiu]{Rapid Recovery} @UUID[Compendium.cyphersystem-compendium.abilities.aS13LBRfyrWXAMMp]{Regenerate} @UUID[Compendium.cyphersystem-compendium.abilities.ydmPM9m8nmmgvlXc]{Restore Life} @UUID[Compendium.cyphersystem-compendium.abilities.aDnA7oA9ZYCEfprI]{Resuscitate} @UUID[Compendium.cyphersystem-compendium.abilities.4Xvgo62UVSOI9Acx]{Share the Power} @UUID[Compendium.cyphersystem-compendium.abilities.iXBkjCf0y9vXVXI6]{Stay the Course} @UUID[Compendium.cyphersystem-compendium.abilities.qKDngpAWNEzhdRj5]{Trick Driver} @UUID[Compendium.cyphersystem-compendium.abilities.icJAWRB8Uha8CSKr]{Vigilant}

Environment

Manipulates the environment or things in the environment, such as with telekinesis, weather control, gravity control, illusions, and so on.

Low Tier

@UUID[Compendium.cyphersystem-compendium.abilities.zqarns940d4FXwYf]{Create Water} @UUID[Compendium.cyphersystem-compendium.abilities.y08bfWS5eyeUJB3J]{Dreamcraft} @UUID[Compendium.cyphersystem-compendium.abilities.21Bi8yur01DCYz5f]{Fetch} @UUID[Compendium.cyphersystem-compendium.abilities.zW0cZJQTR0tHUmn3]{Grasping Foliage} @UUID[Compendium.cyphersystem-compendium.abilities.zArjjFcf9tHQvJTx]{Hedge Magic} @UUID[Compendium.cyphersystem-compendium.abilities.1KjY8D1dvLc3NuUv]{Hidden Closet} @UUID[Compendium.cyphersystem-compendium.abilities.xZQXXjAWGBo7mTHU]{Illuminating Touch} @UUID[Compendium.cyphersystem-compendium.abilities.BjWI1UVg9kpY7FKO]{Illusory Duplicate} @UUID[Compendium.cyphersystem-compendium.abilities.jCmnAY8EjuGo5uDg]{Impetus} @UUID[Compendium.cyphersystem-compendium.abilities.Frxs35QkokRdure4]{Legerdemain} @UUID[Compendium.cyphersystem-compendium.abilities.wNQ3q7VXtPHlPzqb]{Lock} @UUID[Compendium.cyphersystem-compendium.abilities.l60mmJrF1GupXLJB]{Minor Illusion} @UUID[Compendium.cyphersystem-compendium.abilities.p2JmtbtuzscW1ogs]{Move Metal} @UUID[Compendium.cyphersystem-compendium.abilities.3s6gDCIY1zfetGEg]{Slip Into Shadow} @UUID[Compendium.cyphersystem-compendium.abilities.xDn74LRD6xlMUqj2]{Telekinesis} @UUID[Compendium.cyphersystem-compendium.abilities.Db7aRY4t1mwRpcoL]{Wilderness Explorer}

Mid Tier

@UUID[Compendium.cyphersystem-compendium.abilities.FIU24o7T66ViVgyg]{Daydream} @UUID[Compendium.cyphersystem-compendium.abilities.SHMGbt30RfePtyNE]{Define Down} @UUID[Compendium.cyphersystem-compendium.abilities.eJpNT3QObtYiDfXY]{Field of Gravity} @UUID[Compendium.cyphersystem-compendium.abilities.yPVZmXWhUxustVdq]{Force Field Barrier} @UUID[Compendium.cyphersystem-compendium.abilities.itnqtCRfxC2EDKqu]{Force to Reckon With} @UUID[Compendium.cyphersystem-compendium.abilities.hJV3hrSYcq3Zbzl5]{Illusory Selves} @UUID[Compendium.cyphersystem-compendium.abilities.YeOtzG5ksxonD5RS]{Living Wall} @UUID[Compendium.cyphersystem-compendium.abilities.hNsph7BRwllVSUre]{Major Illusion} @UUID[Compendium.cyphersystem-compendium.abilities.KLFHpPR0MKLOWr8l]{Nullify Sound} @UUID[Compendium.cyphersystem-compendium.abilities.8QwoYVraOedgr9kB]{Projection} @UUID[Compendium.cyphersystem-compendium.abilities.wAQ7a5JSjp01x1Eg]{Storm Seed} @UUID[Compendium.cyphersystem-compendium.abilities.iIlgHiF1EN0fEpYx]{Sunlight}

High Tier

@UUID[Compendium.cyphersystem-compendium.abilities.wWN4y4rATxbtMCMo]{Adaptation} @UUID[Compendium.cyphersystem-compendium.abilities.tvlNZboSbKCHttjs]{Control Weather} @UUID[Compendium.cyphersystem-compendium.abilities.fruWNFBBNLpcGLaC]{Diamagnetism} @UUID[Compendium.cyphersystem-compendium.abilities.TXNhhyj63MMp2dVF]{Force Wall} @UUID[Compendium.cyphersystem-compendium.abilities.KBykf0P4WQ9Lb6TN]{Generate Force Field} @UUID[Compendium.cyphersystem-compendium.abilities.lCWWUQ0vYH2odiDv]{Grandiose Illusion} @UUID[Compendium.cyphersystem-compendium.abilities.ZK9Ruc53rKBqU93i]{Granite Wall} @UUID[Compendium.cyphersystem-compendium.abilities.PLsz8IqWScZt0Ott]{Inferno Trail} @UUID[Compendium.cyphersystem-compendium.abilities.8OmtJRuoKRzuGfh8]{Move Mountains} @UUID[Compendium.cyphersystem-compendium.abilities.RNJbp1eAcMqSnYvb]{Permanent Illusion} @UUID[Compendium.cyphersystem-compendium.abilities.RBOc2zxAI9xMoWqW]{Relocate} @UUID[Compendium.cyphersystem-compendium.abilities.9cJ6gJZc7datpQwJ]{Terrifying Image} @UUID[Compendium.cyphersystem-compendium.abilities.Bny0sFdqf40pJeOp]{Wall of Lightning} @UUID[Compendium.cyphersystem-compendium.abilities.pfZzabIIEuU4kSH3]{The Wild Is on Your Side}

Information

Gives the ability to learn information about something, whether chosen by the GM like Scan, by asking a question and the GM giving the answer, or by learning a language.

Low Tier

@UUID[Compendium.cyphersystem-compendium.abilities.r7uNiD9CGy4G3Hoq]{Babel} @UUID[Compendium.cyphersystem-compendium.abilities.OIk4usP2NFT0tDu7]{Communication} @UUID[Compendium.cyphersystem-compendium.abilities.op9VSx3NJT28UwTH]{Community Knowledge} @UUID[Compendium.cyphersystem-compendium.abilities.P95xVHVxALSMjanR]{Decipher} @UUID[Compendium.cyphersystem-compendium.abilities.bH57y3PYsMceluGy]{Dream Thief} @UUID[Compendium.cyphersystem-compendium.abilities.RM8Fmu1IJwzBkjcM]{Eye for Detail} @UUID[Compendium.cyphersystem-compendium.abilities.IvKd5vkPypJbB1Ip]{Gather Intelligence} @UUID[Compendium.cyphersystem-compendium.abilities.4PVFXmi2cxI8MdpR]{Lab Analysis} @UUID[Compendium.cyphersystem-compendium.abilities.W5Zt9qDKCtNr49BC]{Mind Reading} @UUID[Compendium.cyphersystem-compendium.abilities.PRW5MxW12oakmeHE]{Monster Lore} @UUID[Compendium.cyphersystem-compendium.abilities.2GicRKJcPO3hmlwD]{Network Tap} @UUID[Compendium.cyphersystem-compendium.abilities.V5oEOJ4i32t97yOG]{Predictive Model} @UUID[Compendium.cyphersystem-compendium.abilities.ZsI6553CPbGi0wtx]{Premonition} @UUID[Compendium.cyphersystem-compendium.abilities.pHFFr4DkCythNc5n]{Question the Spirits} @UUID[Compendium.cyphersystem-compendium.abilities.fzx429jdEdbd0tHy]{Retrieve Memories} @UUID[Compendium.cyphersystem-compendium.abilities.h3G0Ven2SoaPCbk4]{Salvage and Comfort} @UUID[Compendium.cyphersystem-compendium.abilities.OPvXaxuRIVXLmkWl]{Scan} @UUID[Compendium.cyphersystem-compendium.abilities.83y32UMQWshRvbDG]{See History} @UUID[Compendium.cyphersystem-compendium.abilities.nvA3LwoSP7jf4h8G]{Speaker for the Dead} @UUID[Compendium.cyphersystem-compendium.abilities.L2NOLfflU6HNleuT]{Telepathic}

Mid Tier

@UUID[Compendium.cyphersystem-compendium.abilities.YlzkyK6WEkk0cfhh]{Creature Insight} @UUID[Compendium.cyphersystem-compendium.abilities.ssfubNrUQC38zCkJ]{Device Insight} @UUID[Compendium.cyphersystem-compendium.abilities.mL6Yae2CxgefOMHn]{Draw Conclusion} @UUID[Compendium.cyphersystem-compendium.abilities.Mu5knvNfGyaeaiTB]{Find the Hidden} @UUID[Compendium.cyphersystem-compendium.abilities.W7wHOJdozxk7Y2CQ]{Got a Feeling} @UUID[Compendium.cyphersystem-compendium.abilities.MBt3AmXa8vzUCiHd]{Know Their Faults} @UUID[Compendium.cyphersystem-compendium.abilities.dLJ0B35UlB5wxCf4]{Machine Telepathy} @UUID[Compendium.cyphersystem-compendium.abilities.7VYzHQvF1cz4cfUp]{Mechanical Telepathy} @UUID[Compendium.cyphersystem-compendium.abilities.uPvNopNWTgHGIPyR]{Reading the Room} @UUID[Compendium.cyphersystem-compendium.abilities.x7YnN02GiwDQ09km]{Sensor Array} @UUID[Compendium.cyphersystem-compendium.abilities.9r6iNU2GH4oEH6vz]{Serv-0 Scanner} @UUID[Compendium.cyphersystem-compendium.abilities.2t9oGZRuFhLCKjsa]{Soul Interrogation} @UUID[Compendium.cyphersystem-compendium.abilities.abMJwHQIsm9Wcdlg]{Spot Weakness} @UUID[Compendium.cyphersystem-compendium.abilities.CBdIPMJ2oOOesmod]{Wilderness Awareness}

High Tier

@UUID[Compendium.cyphersystem-compendium.abilities.1tkQKo32UKxTUUPn]{Deep Consideration} @UUID[Compendium.cyphersystem-compendium.abilities.wztu6KcpILxwlFTU]{Drawing on Life’s Experiences} @UUID[Compendium.cyphersystem-compendium.abilities.PLyxuOlieOGsJx4h]{Information Gathering} @UUID[Compendium.cyphersystem-compendium.abilities.wlkPdME0r3hx9VbE]{Knowing the Unknown} @UUID[Compendium.cyphersystem-compendium.abilities.qbXP6HlN56bPt7cq]{Mind of a Leader} @UUID[Compendium.cyphersystem-compendium.abilities.lbXg8UlSCG23yxO4]{Read the Signs} @UUID[Compendium.cyphersystem-compendium.abilities.K0C60k7wHBSpMQX4]{Telepathic Network}

Meta

Modifies an existing ability or character trait’s effects or parameters, such as increasing range or, damage, easing the difficulty, giving you additional noncombat actions each turn, rerolling a failed attempt, or treating a number on the die as something different than normal.

Low Tier

@UUID[Compendium.cyphersystem-compendium.abilities.m5U42d2SkK31mp8d]{A Smile and a Word} @UUID[Compendium.cyphersystem-compendium.abilities.EyAIsiqJGCspQFcu]{Arcane Flare} @UUID[Compendium.cyphersystem-compendium.abilities.yIdq1lu1eUAkNyDC]{Artifact Tinkerer} @UUID[Compendium.cyphersystem-compendium.abilities.ywBEe31zan6qpVxr]{Augment Cypher} @UUID[Compendium.cyphersystem-compendium.abilities.Mbq7D0u4Vee0NKYz]{Careful Shot} @UUID[Compendium.cyphersystem-compendium.abilities.essJhO2eqoHmIQaa]{Charge} @UUID[Compendium.cyphersystem-compendium.abilities.L3UjcLAFvS9MLWCu]{Coaxing Power} @UUID[Compendium.cyphersystem-compendium.abilities.2x7nMe9ZGp3VjI8B]{Combat Prowess} @UUID[Compendium.cyphersystem-compendium.abilities.EERMWn1af0S8wAWN]{Crushing Blow} @UUID[Compendium.cyphersystem-compendium.abilities.bzeuikGxbM7noj2z]{Crystalline Body} @UUID[Compendium.cyphersystem-compendium.abilities.JkmTskE3eqcfu7dY]{Curious} @UUID[Compendium.cyphersystem-compendium.abilities.7nUj7rxq4Qwg4FUM]{Distant Interface} @UUID[Compendium.cyphersystem-compendium.abilities.Pu5XGGLI6cCp1EQd]{Double Strike} @UUID[Compendium.cyphersystem-compendium.abilities.gWvMJQPBSmeaP8yN]{Drain Creature} @UUID[Compendium.cyphersystem-compendium.abilities.1fu5C9JHmORmWTR8]{Driving on the Edge} @UUID[Compendium.cyphersystem-compendium.abilities.YjJvvUhIqtxf6eYS]{Elusive} @UUID[Compendium.cyphersystem-compendium.abilities.UJst9mtUKNTe3Pd2]{Energize Object} @UUID[Compendium.cyphersystem-compendium.abilities.dPFQTFRzv7D7PYKq]{Enhanced Body} @UUID[Compendium.cyphersystem-compendium.abilities.SmuTPFfZGnCUmnEj]{Extra Use} @UUID[Compendium.cyphersystem-compendium.abilities.axI0iGYo7DjdR8Ya]{Find the Way} @UUID[Compendium.cyphersystem-compendium.abilities.Hgr8QZmzjXmYorfs]{Fists of Fury} @UUID[Compendium.cyphersystem-compendium.abilities.Sg5WeSF04CYNEecl]{Fleet of Foot} @UUID[Compendium.cyphersystem-compendium.abilities.YGsGHp1rbu3Z7Kdd]{Frenzy} @UUID[Compendium.cyphersystem-compendium.abilities.pXrC4lkMOY7CvFLk]{Golem Body} @UUID[Compendium.cyphersystem-compendium.abilities.1SBd1jm66eSo4eHn]{Gunner} @UUID[Compendium.cyphersystem-compendium.abilities.z23towmNKeKJasHV]{Hacker} @UUID[Compendium.cyphersystem-compendium.abilities.tBWUjjkgyXHTrkCp]{Hold Breath} @UUID[Compendium.cyphersystem-compendium.abilities.3fMzqFFQ1rLtbVrd]{Improved Designation} @UUID[Compendium.cyphersystem-compendium.abilities.FzpkQwb1jA53bs1y]{Investigator} @UUID[Compendium.cyphersystem-compendium.abilities.N4DTNNCEESorc0N4]{Lead From the Front} @UUID[Compendium.cyphersystem-compendium.abilities.JK2hN1poqMLqfa1N]{Machine Efficiency} @UUID[Compendium.cyphersystem-compendium.abilities.VgomhLKFHDDAzW9T]{Mind for Might} @UUID[Compendium.cyphersystem-compendium.abilities.mFPUUmBIcGGsuwNd]{Modify Device} @UUID[Compendium.cyphersystem-compendium.abilities.nW46hfygkxB7FW5m]{Monster Bane} @UUID[Compendium.cyphersystem-compendium.abilities.Ktxj62234LhUr51B]{Natural Crafter} @UUID[Compendium.cyphersystem-compendium.abilities.YZB37b80VQGMUscp]{No Need for Weapons} @UUID[Compendium.cyphersystem-compendium.abilities.PCTUkuALVb0GdTCe]{Object Bond} @UUID[Compendium.cyphersystem-compendium.abilities.FDG7hgrRNt4aHpP1]{Overload Machine} @UUID[Compendium.cyphersystem-compendium.abilities.XAXJ3mFGdDv0fXLP]{Precision} @UUID[Compendium.cyphersystem-compendium.abilities.y2eUnbkzxOeoe9w6]{Quick Death} @UUID[Compendium.cyphersystem-compendium.abilities.m6X5wyPUPdhqLTIp]{Quick Work} @UUID[Compendium.cyphersystem-compendium.abilities.tJVu7MQ2pOhNfpUB]{Range Increase} @UUID[Compendium.cyphersystem-compendium.abilities.szw7tHW0OjI2fjpJ]{Reload} @UUID[Compendium.cyphersystem-compendium.abilities.vVax9KyZ3U4Wpok8]{Something in the Road} @UUID[Compendium.cyphersystem-compendium.abilities.AFfburUYwZlBFq7N]{Tinker} @UUID[Compendium.cyphersystem-compendium.abilities.J0fj73TfCu4aSdVL]{Weapon Master} @UUID[Compendium.cyphersystem-compendium.abilities.yS1sMAZEzJbozxOZ]{Wreck}

Mid Tier

@UUID[Compendium.cyphersystem-compendium.abilities.M5QroBlhUCULt6MD]{Amazing Effort} @UUID[Compendium.cyphersystem-compendium.abilities.7Gxuqkwo4i47yHe3]{Betrayal} @UUID[Compendium.cyphersystem-compendium.abilities.G0hoaZFQpdG7FfxO]{Better Living Through Chemistry} @UUID[Compendium.cyphersystem-compendium.abilities.gNRMG3mJTzWaCGph]{Capable Warrior} @UUID[Compendium.cyphersystem-compendium.abilities.JwG4lCSZIG3qUQAi]{Cast Illusion} @UUID[Compendium.cyphersystem-compendium.abilities.M3TM1cORNnlEN0ZO]{Cyphersmith} @UUID[Compendium.cyphersystem-compendium.abilities.Rr4oB1lUzuzFHNHQ]{Deadly Aim} @UUID[Compendium.cyphersystem-compendium.abilities.zYGhcm896Xbi7Ia2]{Deep Resources} @UUID[Compendium.cyphersystem-compendium.abilities.7rjeYt5hNhkvqK9w]{Disarming Strike} @UUID[Compendium.cyphersystem-compendium.abilities.zLJYM2OiFVIsuz3P]{Dodge and Resist} @UUID[Compendium.cyphersystem-compendium.abilities.wEj2uvWI3w0W9HWH]{Drain at a Distance} @UUID[Compendium.cyphersystem-compendium.abilities.B5zrSVUs54TUALFB]{Energized Shield} @UUID[Compendium.cyphersystem-compendium.abilities.7GsuhcRTpDX0d1em]{Enhanced Intellect} @UUID[Compendium.cyphersystem-compendium.abilities.FQPA8oY3xiZIL6aG]{Enhanced Intellect Edge} @UUID[Compendium.cyphersystem-compendium.abilities.wHcuP6T7Ti6j5Y8C]{Enhanced Might} @UUID[Compendium.cyphersystem-compendium.abilities.g1t5TxZXsNovIVTn]{Enhanced Might Edge} @UUID[Compendium.cyphersystem-compendium.abilities.MwVDTy2Rx1V7Tyly]{Enhanced Physique} @UUID[Compendium.cyphersystem-compendium.abilities.RnK2bmvUb7RIVPSA]{Enhanced Potential} @UUID[Compendium.cyphersystem-compendium.abilities.tuofJSTVjOEwRUem]{Enhanced Speed} @UUID[Compendium.cyphersystem-compendium.abilities.QH3l6ojVnasZm5U8]{Enhanced Speed Edge} @UUID[Compendium.cyphersystem-compendium.abilities.4eCjeGPA0ovnwIfu]{Experienced in Armor} @UUID[Compendium.cyphersystem-compendium.abilities.u1GhDcfpVXITVtOc]{Expert Cypher Use} @UUID[Compendium.cyphersystem-compendium.abilities.MdRdAc0qAWghMmlV]{Expert Skill} @UUID[Compendium.cyphersystem-compendium.abilities.jaGs9nmLaywdRMUN]{Fast Kill} @UUID[Compendium.cyphersystem-compendium.abilities.tJQmvEiYq2xBv4ZJ]{Flameblade} @UUID[Compendium.cyphersystem-compendium.abilities.XR3B0gfJtrYUAU5M]{From the Shadows} @UUID[Compendium.cyphersystem-compendium.abilities.73miZT5kYFyxnPOT]{Fury} @UUID[Compendium.cyphersystem-compendium.abilities.42sPqHxJEybiZ6Vh]{Fusion} @UUID[Compendium.cyphersystem-compendium.abilities.Ee8QC6fkRvD1yw6h]{Greater Beast Form} @UUID[Compendium.cyphersystem-compendium.abilities.QgnoEdKZ50u4JZoL]{Greater Designation} @UUID[Compendium.cyphersystem-compendium.abilities.34Ycb9VK8JwHgSl4]{Greater Enhanced Intellect} @UUID[Compendium.cyphersystem-compendium.abilities.R9KnCCvGoEHvV1p0]{Greater Enhanced Might} @UUID[Compendium.cyphersystem-compendium.abilities.vVc3NxkYdj68mAoV]{Greater Enhanced Physique} @UUID[Compendium.cyphersystem-compendium.abilities.4necR0YTsaij4ojD]{Greater Enhanced Potential} @UUID[Compendium.cyphersystem-compendium.abilities.Qsi6Iw5YCcY8jmNx]{Greater Enhanced Speed} @UUID[Compendium.cyphersystem-compendium.abilities.hAVC1FOl7hwnuBpC]{Greater Frenzy} @UUID[Compendium.cyphersystem-compendium.abilities.4v5pXMwFeB7xQzME]{Guide Bolt} @UUID[Compendium.cyphersystem-compendium.abilities.OtbS1NoVXK7mQLEe]{Guild Training} @UUID[Compendium.cyphersystem-compendium.abilities.VupBbHOJAX45Yazb]{Heroic Monster Bane} @UUID[Compendium.cyphersystem-compendium.abilities.sPheWt9emoY3PCA8]{Hidden Reserves} @UUID[Compendium.cyphersystem-compendium.abilities.uNzF1oQKJ6T1yqL4]{Huge} @UUID[Compendium.cyphersystem-compendium.abilities.4Fe5z4FD71eHlbbd]{Immovable} @UUID[Compendium.cyphersystem-compendium.abilities.wrPVUnJauasIH886]{Improved Absorb Kinetic Energy} @UUID[Compendium.cyphersystem-compendium.abilities.7X2zbrkFSNbyhA5G]{Improved Edge} @UUID[Compendium.cyphersystem-compendium.abilities.HPIlAWDGOQFw6yGm]{Improved Monster Bane} @UUID[Compendium.cyphersystem-compendium.abilities.eblwQ80CBlBdeUp5]{Improved Sensor} @UUID[Compendium.cyphersystem-compendium.abilities.0q9alvmsQKKViN0r]{Incomparable Pilot} @UUID[Compendium.cyphersystem-compendium.abilities.mUizWF7k2XD7ykRJ]{Increased Effects} @UUID[Compendium.cyphersystem-compendium.abilities.PYD24TjoDAqbKAj8]{Iron Fist} @UUID[Compendium.cyphersystem-compendium.abilities.YID6zEB7KkHGYAlD]{Know Where to Look} @UUID[Compendium.cyphersystem-compendium.abilities.bPr34XiLw2Dqb4VJ]{Lunge} @UUID[Compendium.cyphersystem-compendium.abilities.2l9FIUVKimPzIXzU]{Machine Bond} @UUID[Compendium.cyphersystem-compendium.abilities.atQ5yNq1ZEyy0z5j]{Machine Vulnerabilities} @UUID[Compendium.cyphersystem-compendium.abilities.l0OFjk5XVGV5LzP1]{Minor Wish} @UUID[Compendium.cyphersystem-compendium.abilities.imWLlYQs4LTaCTdS]{Never Fumble} @UUID[Compendium.cyphersystem-compendium.abilities.Wj6oHOvnZkZjulwI]{One With the Wild} @UUID[Compendium.cyphersystem-compendium.abilities.3VJyYtECl0wKQj2p]{Outlast the Foe} @UUID[Compendium.cyphersystem-compendium.abilities.cqzyNCPYVEWtucLe]{Outwit} @UUID[Compendium.cyphersystem-compendium.abilities.Y7HUEp7IxdPuur8V]{Overcharge Energy} @UUID[Compendium.cyphersystem-compendium.abilities.ZqBpOAiH70SGHX8N]{Perfect Stranger} @UUID[Compendium.cyphersystem-compendium.abilities.rOxKh1Z7J686a0nv]{Precise Cut} @UUID[Compendium.cyphersystem-compendium.abilities.iGRECL13bqrSSF7P]{Punish the Guilty} @UUID[Compendium.cyphersystem-compendium.abilities.JJ9nWmcBIlfyNDfe]{Push Off and Throw} @UUID[Compendium.cyphersystem-compendium.abilities.Mac5S0sQe9Muf4Mv]{Quick Wits} @UUID[Compendium.cyphersystem-compendium.abilities.y1bQFSBlwMbUico5]{Rapid Processing} @UUID[Compendium.cyphersystem-compendium.abilities.FuufiUyoLFbgBH5J]{Resilient Ice Armor} @UUID[Compendium.cyphersystem-compendium.abilities.6X3BDWzVKsWltrtY]{Roaming Third Eye} @UUID[Compendium.cyphersystem-compendium.abilities.qSH4OhrBBgNnAdAo]{Robot Improvement} @UUID[Compendium.cyphersystem-compendium.abilities.t3zUlk8c5WEBXXO8]{Seize the Moment} @UUID[Compendium.cyphersystem-compendium.abilities.6ZVINuyZm4jowRGt]{Shepherd’s Fury} @UUID[Compendium.cyphersystem-compendium.abilities.JhBTTC5ZUTT8NvUA]{Slippery Customer} @UUID[Compendium.cyphersystem-compendium.abilities.q73VWJY2cmWxRcYx]{Space Fighting} @UUID[Compendium.cyphersystem-compendium.abilities.8LHIZs9gEAd02tId]{Speed Burst} @UUID[Compendium.cyphersystem-compendium.abilities.jmYIPbMwsq3GY3eO]{Stone Breaker} @UUID[Compendium.cyphersystem-compendium.abilities.gn1jtMLhp6qPNXUL]{Store Energy} @UUID[Compendium.cyphersystem-compendium.abilities.cS2p7CRfquFvR65U]{Strategize} @UUID[Compendium.cyphersystem-compendium.abilities.wpA3GB5yJq9NI8QN]{Think Your Way Out} @UUID[Compendium.cyphersystem-compendium.abilities.2AIQhz00HyZhY7wM]{Tower of Will} @UUID[Compendium.cyphersystem-compendium.abilities.V7npSeuqG3JI4Dvv]{Trust to Luck} @UUID[Compendium.cyphersystem-compendium.abilities.bVt0TIfwtEUXvi6O]{Uncanny Luck} @UUID[Compendium.cyphersystem-compendium.abilities.scMKCptCmp0IwO2g]{Wall With Teeth} @UUID[Compendium.cyphersystem-compendium.abilities.NFsoXUQaq3I5h2UY]{Weaponization} @UUID[Compendium.cyphersystem-compendium.abilities.JrSM5XYgXpxNnLl2]{Willing Sacrifice} @UUID[Compendium.cyphersystem-compendium.abilities.6McxfJoPmf1SnbDR]{Wrest From Chance}

High Tier

@UUID[Compendium.cyphersystem-compendium.abilities.M0pjZXQ9996hfUPs]{Adroit Cypher Use} @UUID[Compendium.cyphersystem-compendium.abilities.MQewTo9NscKVUUNz]{Again and Again} @UUID[Compendium.cyphersystem-compendium.abilities.cuK7oPGFdlOPoc44]{Agile Wit} @UUID[Compendium.cyphersystem-compendium.abilities.eepc8U2e178RDqBs]{All-Out Con} @UUID[Compendium.cyphersystem-compendium.abilities.MJE1k2RmCM6HRwFV]{Artifact Scavenger} @UUID[Compendium.cyphersystem-compendium.abilities.iX07Ltb1JYr1nMYM]{Blurring Speed} @UUID[Compendium.cyphersystem-compendium.abilities.hKhwP85QeRGPW03G]{Burst of Escape} @UUID[Compendium.cyphersystem-compendium.abilities.OPfY6tVurfAxNUPh]{Charging Horde} @UUID[Compendium.cyphersystem-compendium.abilities.jmjxGRJTwztzBtLc]{Coordinated Effort} @UUID[Compendium.cyphersystem-compendium.abilities.UlQ7w5iD57Hfdzce]{Damage Dealer} @UUID[Compendium.cyphersystem-compendium.abilities.JH40M99RAN6IZWze]{Damn the Guilty} @UUID[Compendium.cyphersystem-compendium.abilities.Uk6ceaEWFjcoHNTI]{Deep Reserves} @UUID[Compendium.cyphersystem-compendium.abilities.p1UMG2hrng7mLFDv]{Disarming Attack} @UUID[Compendium.cyphersystem-compendium.abilities.t3uyBYJqMApfEBWX]{Discipline of Watchfulness} @UUID[Compendium.cyphersystem-compendium.abilities.P3Ha3GoJlM8EHf5j]{Divide Your Mind} @UUID[Compendium.cyphersystem-compendium.abilities.3uGYyiXUUSz952zQ]{Dual Distraction} @UUID[Compendium.cyphersystem-compendium.abilities.AsmIgvoIRPEtuzkh]{Duel to the Death} @UUID[Compendium.cyphersystem-compendium.abilities.AvaA8a3ylU9q4gL1]{Effective Skill} @UUID[Compendium.cyphersystem-compendium.abilities.A9uQnidn6SKTNHJA]{Enhanced Beast Form} @UUID[Compendium.cyphersystem-compendium.abilities.xHLPf1FETmn06aA8]{Enhanced Phased Attack} @UUID[Compendium.cyphersystem-compendium.abilities.FzJe2XEwhtUajTWI]{Escape Plan} @UUID[Compendium.cyphersystem-compendium.abilities.mhgFWIDr0QuCHRIF]{Extreme Mastery} @UUID[Compendium.cyphersystem-compendium.abilities.yIt7vEBNLpyggkSQ]{Force and Accuracy} @UUID[Compendium.cyphersystem-compendium.abilities.lUkqQu1vvJe3FxfQ]{Gambler} @UUID[Compendium.cyphersystem-compendium.abilities.U33DbRwloywFlYfi]{Go to Ground} @UUID[Compendium.cyphersystem-compendium.abilities.KGzAHs3qln0fNDjt]{Hard to Kill} @UUID[Compendium.cyphersystem-compendium.abilities.lrz5wU8PLzd7gATA]{Horde Tactics} @UUID[Compendium.cyphersystem-compendium.abilities.lJWTlBH1koX2Fjgi]{Impart Understanding} @UUID[Compendium.cyphersystem-compendium.abilities.Q22uje0KevLfL2qb]{Improved Command Spirit} @UUID[Compendium.cyphersystem-compendium.abilities.Cnvf8fv0EEKU3iSn]{Improved Gravity Cleave} @UUID[Compendium.cyphersystem-compendium.abilities.PKFz6WVsaKm5kIir]{Improved Machine Companion} @UUID[Compendium.cyphersystem-compendium.abilities.t6VEEwEsQUIImebW]{Improved Success} @UUID[Compendium.cyphersystem-compendium.abilities.JeqLEAcHOYVd78TH]{Inventor} @UUID[Compendium.cyphersystem-compendium.abilities.58CLKxSLgaT6W6Cj]{Lethal Damage} @UUID[Compendium.cyphersystem-compendium.abilities.teF5kZpAuRfZKfxn]{Machine Enhancement} @UUID[Compendium.cyphersystem-compendium.abilities.IfvVmyawWrz3vKXX]{Maneuvering Adept} @UUID[Compendium.cyphersystem-compendium.abilities.K4XRiZlFRakz6j98]{Master Cypher Use} @UUID[Compendium.cyphersystem-compendium.abilities.7QTTrXnxDHskYYhj]{Master Machine} @UUID[Compendium.cyphersystem-compendium.abilities.rHApGqEQj8TCGa3f]{Masterful Armor Modification} @UUID[Compendium.cyphersystem-compendium.abilities.m2j3n3xiExLcXAAn]{Moderate Wish} @UUID[Compendium.cyphersystem-compendium.abilities.t0B6AIqWanSnx696]{Modify Artifact Power} @UUID[Compendium.cyphersystem-compendium.abilities.ENO71nxs3MSKzvq6]{Multiple Quarry} @UUID[Compendium.cyphersystem-compendium.abilities.rsYzxCchklPSFAp7]{Multiplicity} @UUID[Compendium.cyphersystem-compendium.abilities.m21TAvxSQn1rGx3d]{Overcharge Device} @UUID[Compendium.cyphersystem-compendium.abilities.85DCcEDqvz6A0LkD]{Perfect Control} @UUID[Compendium.cyphersystem-compendium.abilities.mSNoWynky7DMz7ln]{Perfect Speed Burst} @UUID[Compendium.cyphersystem-compendium.abilities.5uWcMvgh1OWvieJs]{Physically Gifted} @UUID[Compendium.cyphersystem-compendium.abilities.EjBzy1Ue1AA8i6ry]{Recycled Cyphers} @UUID[Compendium.cyphersystem-compendium.abilities.hCAzOVpH0jrYc9qk]{Reinforcing Field} @UUID[Compendium.cyphersystem-compendium.abilities.ucsscEpO5L2gIYZg]{Resonant Frequency} @UUID[Compendium.cyphersystem-compendium.abilities.HAVNfVKAdwtJF6Jj]{Robot Evolution} @UUID[Compendium.cyphersystem-compendium.abilities.wqUItgrYzBeMiAoB]{Seize the Initiative} @UUID[Compendium.cyphersystem-compendium.abilities.Np67YSIzrP6w1PPb]{Shield Burst} @UUID[Compendium.cyphersystem-compendium.abilities.P9HlASUtyiOXghBZ]{Shred Existence} @UUID[Compendium.cyphersystem-compendium.abilities.HYDsZRWMlWTvSQU8]{Subtle Tricks} @UUID[Compendium.cyphersystem-compendium.abilities.cWHqKGpI5z0aiSYC]{Thief’s Luck} @UUID[Compendium.cyphersystem-compendium.abilities.qKDngpAWNEzhdRj5]{Trick Driver} @UUID[Compendium.cyphersystem-compendium.abilities.aWws42dVSQjRz8Hr]{Twist of Fate} @UUID[Compendium.cyphersystem-compendium.abilities.EE1xCQ3OvCrdrG6z]{Two Things at Once} @UUID[Compendium.cyphersystem-compendium.abilities.fkedtvx6UakJPOZN]{Ultra Enhancement} @UUID[Compendium.cyphersystem-compendium.abilities.bgaCXtvlT0zWmAIA]{Using What’s Available} @UUID[Compendium.cyphersystem-compendium.abilities.gETtOLyLYRVk53dP]{Usurp Cypher} @UUID[Compendium.cyphersystem-compendium.abilities.w3HN2nZBTo5mLJcM]{Weightless Shot} @UUID[Compendium.cyphersystem-compendium.abilities.RHLBHQuskBAVGnU8]{Weird Science Breakthrough} @UUID[Compendium.cyphersystem-compendium.abilities.vQtVTnCecWFXkfkI]{Wild Vitality} @UUID[Compendium.cyphersystem-compendium.abilities.EXrZLa3M8BK43qoi]{Winter Gauntlets}

Movement

Increases your movement (such as increasing your basic movement speed from short to long) or adds a new type of movement (such as flight, wallcrawling, phasing, or teleporting).

Low Tier

@UUID[Compendium.cyphersystem-compendium.abilities.uh1t4rnkZ2jOCjHJ]{Bolt Rider} @UUID[Compendium.cyphersystem-compendium.abilities.dQHSDDZxJNHrHH1l]{Contortionist} @UUID[Compendium.cyphersystem-compendium.abilities.3x3gRDJejTXQPmdY]{Danger Instinct} @UUID[Compendium.cyphersystem-compendium.abilities.gP8HCn8FPeg49V7M]{Far Step} @UUID[Compendium.cyphersystem-compendium.abilities.5abCQnz5ZWvvfMro]{Get Away} @UUID[Compendium.cyphersystem-compendium.abilities.UCR0rx32kEsTcgnF]{Hover} @UUID[Compendium.cyphersystem-compendium.abilities.3t1QshyGYnCSo12z]{Phase Sprint} @UUID[Compendium.cyphersystem-compendium.abilities.VWehoqF0N6s0WMLK]{Void Wings} @UUID[Compendium.cyphersystem-compendium.abilities.g0SqMvb020tiTQ48]{Walk Through Walls}

Mid Tier

@UUID[Compendium.cyphersystem-compendium.abilities.loOJI9ZakIwGrmW1]{Apportation} @UUID[Compendium.cyphersystem-compendium.abilities.Zps9ZUc9RD1mRDEK]{Blink of an Eye} @UUID[Compendium.cyphersystem-compendium.abilities.asABBkIqO5MSTxQ0]{Bypass Barrier} @UUID[Compendium.cyphersystem-compendium.abilities.wG4zveGhplNKNzuP]{Controlled Fall} @UUID[Compendium.cyphersystem-compendium.abilities.Kk9lHkiaqsr3pUmk]{Ghost} @UUID[Compendium.cyphersystem-compendium.abilities.ZYudnanHgtiLHtgH]{Mobile Fighter} @UUID[Compendium.cyphersystem-compendium.abilities.qZOOWfFLJ1JziJpY]{Obstacle Running} @UUID[Compendium.cyphersystem-compendium.abilities.MFBq4Fc432FS6nkX]{Phase Door} @UUID[Compendium.cyphersystem-compendium.abilities.dW0rgYsx6hDA8pIB]{Runner} @UUID[Compendium.cyphersystem-compendium.abilities.LlaltL5rG2c5Cadt]{Swim} @UUID[Compendium.cyphersystem-compendium.abilities.0EhZzYdEhtCRnV4c]{Temporal Dislocation} @UUID[Compendium.cyphersystem-compendium.abilities.s68x7VxwueUkCkOg]{Up to Speed} @UUID[Compendium.cyphersystem-compendium.abilities.KX6gQ8frz4IDtBx6]{Windrider} @UUID[Compendium.cyphersystem-compendium.abilities.TWqyBv9PEjwJKd1y]{Wings of Fire} @UUID[Compendium.cyphersystem-compendium.abilities.KGz0rK4b2dAt0DaX]{Wormhole}

High Tier

@UUID[Compendium.cyphersystem-compendium.abilities.QtpmHxblBqoQozbg]{Alley Rat} @UUID[Compendium.cyphersystem-compendium.abilities.iX07Ltb1JYr1nMYM]{Blurring Speed} @UUID[Compendium.cyphersystem-compendium.abilities.2iAHsn5ie8sYRiyb]{Chamber of Dreams} @UUID[Compendium.cyphersystem-compendium.abilities.etGUYa9dQSvjLvXX]{Electrical Flight} @UUID[Compendium.cyphersystem-compendium.abilities.2asT0zvk1kw5hC1v]{Embraced by Darkness} @UUID[Compendium.cyphersystem-compendium.abilities.IKicLElFbkRx5IaM]{Fast Travel} @UUID[Compendium.cyphersystem-compendium.abilities.2TaqNf6bhxijKELX]{Flash Across the Miles} @UUID[Compendium.cyphersystem-compendium.abilities.abdAcwYE8L00VakL]{Flight} @UUID[Compendium.cyphersystem-compendium.abilities.V2DSp12G6NP3X6Jt]{Impossible Walk} @UUID[Compendium.cyphersystem-compendium.abilities.0wVk3CszKCJQfp0Q]{Incredible Running Speed} @UUID[Compendium.cyphersystem-compendium.abilities.jM6JQUQFUpk9VVut]{Jaunt} @UUID[Compendium.cyphersystem-compendium.abilities.U8OsW0m17N86hNWW]{Juggernaut} @UUID[Compendium.cyphersystem-compendium.abilities.cE7JPRHLqIdM3b9V]{Living Light} @UUID[Compendium.cyphersystem-compendium.abilities.rHApGqEQj8TCGa3f]{Masterful Armor Modification} @UUID[Compendium.cyphersystem-compendium.abilities.lL7QywDGOszTIJCE]{Mental Projection} @UUID[Compendium.cyphersystem-compendium.abilities.tR2v2vMu3TgN21OJ]{Return to the Obelisk} @UUID[Compendium.cyphersystem-compendium.abilities.IN3VI2LxDyYGbqnN]{Teleportation} @UUID[Compendium.cyphersystem-compendium.abilities.lkO9VJhfOrgLY4g1]{Time Travel} @UUID[Compendium.cyphersystem-compendium.abilities.PlKwEwo6ilGqwxwI]{Traverse the Worlds} @UUID[Compendium.cyphersystem-compendium.abilities.8yGwY0PvtF2ivdSn]{Very Long Sprinting} @UUID[Compendium.cyphersystem-compendium.abilities.8PB7yHNGa7iBpYeI]{Wind Chariot} @UUID[Compendium.cyphersystem-compendium.abilities.b44vvK2YjdSeYPJc]{Windwracked Traveler}

Protection

Gives training or specialization in one or more types of combat defenses (Might, Speed, or Intellect), provides or increases Armor, or otherwise helps prevent damage.

Low Tier

@UUID[Compendium.cyphersystem-compendium.abilities.62zBqhQoPk6IV8lF]{Absorb Kinetic Energy} @UUID[Compendium.cyphersystem-compendium.abilities.7OpsD4muO5HGJt29]{Block} @UUID[Compendium.cyphersystem-compendium.abilities.SQ4RTDwdA0yiZ81b]{Closed Mind} @UUID[Compendium.cyphersystem-compendium.abilities.YvPBxDxLz16Usm7m]{Courageous} @UUID[Compendium.cyphersystem-compendium.abilities.bzeuikGxbM7noj2z]{Crystalline Body} @UUID[Compendium.cyphersystem-compendium.abilities.aNNLomN5nZc52ZT4]{Defense Against Robots} @UUID[Compendium.cyphersystem-compendium.abilities.2j6Hqr2Y8Xbz97c4]{Defensive Phasing} @UUID[Compendium.cyphersystem-compendium.abilities.YcDF62pED8waUtry]{Deflect Attacks} @UUID[Compendium.cyphersystem-compendium.abilities.6qCR3kBqCVYDlEOl]{Distortion} @UUID[Compendium.cyphersystem-compendium.abilities.dPFQTFRzv7D7PYKq]{Enhanced Body} @UUID[Compendium.cyphersystem-compendium.abilities.vPflrS1giYnMoqL2]{Enveloping Shield} @UUID[Compendium.cyphersystem-compendium.abilities.1POQ4sFW5DLrmXhn]{Fearsome Reputation} @UUID[Compendium.cyphersystem-compendium.abilities.XuNgbxrY284sWgZg]{Field of Destruction} @UUID[Compendium.cyphersystem-compendium.abilities.K33ayv0NcktuV53N]{Flesh of Stone} @UUID[Compendium.cyphersystem-compendium.abilities.LFiTEQpWhXBgIZWb]{Flight Not Fight} @UUID[Compendium.cyphersystem-compendium.abilities.yb5PaVIPimrcJxFg]{Force Field Shield} @UUID[Compendium.cyphersystem-compendium.abilities.C9x7b1qN4qmm568P]{Fortified Position} @UUID[Compendium.cyphersystem-compendium.abilities.10EqPrn9aONinEfm]{Go Defensive} @UUID[Compendium.cyphersystem-compendium.abilities.pXrC4lkMOY7CvFLk]{Golem Body} @UUID[Compendium.cyphersystem-compendium.abilities.qgholblGXKQri99M]{Hard to Distract} @UUID[Compendium.cyphersystem-compendium.abilities.leUaFf4AxYJwwOHt]{Hard to Hit} @UUID[Compendium.cyphersystem-compendium.abilities.VsAP4JEe7W5gaGaG]{Hardiness} @UUID[Compendium.cyphersystem-compendium.abilities.geCiPXMF2sIRJ68U]{Have Spacesuit, Will Travel} @UUID[Compendium.cyphersystem-compendium.abilities.czVqoPjH98xaNY1d]{Ice Armor} @UUID[Compendium.cyphersystem-compendium.abilities.gjBFpV2OvDmBqeE3]{Just a Bit Mad} @UUID[Compendium.cyphersystem-compendium.abilities.hKsZzzdWTelNlz3q]{Magic Shield} @UUID[Compendium.cyphersystem-compendium.abilities.hGbNYgkuIiZHomcJ]{Mentally Tough} @UUID[Compendium.cyphersystem-compendium.abilities.7BkWiUHcUrcRIKqO]{Out of Harm’s Way} @UUID[Compendium.cyphersystem-compendium.abilities.3t1QshyGYnCSo12z]{Phase Sprint} @UUID[Compendium.cyphersystem-compendium.abilities.ClJUFnz8xBmP4a2l]{Powered Armor} @UUID[Compendium.cyphersystem-compendium.abilities.o2ZDoteWQsFsqTJr]{Practiced in Armor} @UUID[Compendium.cyphersystem-compendium.abilities.GQeO9RXVzeriLsfy]{Quick Block} @UUID[Compendium.cyphersystem-compendium.abilities.MK2dp11krszjDsyc]{Repel Metal} @UUID[Compendium.cyphersystem-compendium.abilities.mmg9XLzvfbP4ESGO]{Resist the Elements} @UUID[Compendium.cyphersystem-compendium.abilities.ssWKJs1l9cQbNZha]{Resist Underwater Hazards} @UUID[Compendium.cyphersystem-compendium.abilities.Q8xKsSOvoFWL1ePP]{Resonance Field} @UUID[Compendium.cyphersystem-compendium.abilities.g0Ewv5wBooSFYOlH]{Safe Fall} @UUID[Compendium.cyphersystem-compendium.abilities.XzomXctsS8NL9M7Q]{Serv-0 Defender} @UUID[Compendium.cyphersystem-compendium.abilities.EheuStXUDPojVmT5]{Shield Master} @UUID[Compendium.cyphersystem-compendium.abilities.AzMtxh562JfrPdKZ]{Shroud of Flame} @UUID[Compendium.cyphersystem-compendium.abilities.CtRvLxfUlCynJv1B]{Skill With Defense} @UUID[Compendium.cyphersystem-compendium.abilities.87SQGqcRavRZslAp]{Sound Conversion Barrier} @UUID[Compendium.cyphersystem-compendium.abilities.HHcC89OKZACgLB8Y]{Stare Them Down} @UUID[Compendium.cyphersystem-compendium.abilities.gS1X6POaKLjNlHsI]{Sturdy} @UUID[Compendium.cyphersystem-compendium.abilities.uatcX3o1oB2Stc4u]{Trained Without Armor} @UUID[Compendium.cyphersystem-compendium.abilities.zEkA8MhrnJ5p9Io6]{Unarmored Fighter} @UUID[Compendium.cyphersystem-compendium.abilities.59mslpID7ogppzMA]{Ward} @UUID[Compendium.cyphersystem-compendium.abilities.6zU8AURXjXgG63j6]{Warding Shield} @UUID[Compendium.cyphersystem-compendium.abilities.6Xs3fyaANQDWXRoc]{Weapon Defense} @UUID[Compendium.cyphersystem-compendium.abilities.QGSHCRW46vn5Xdwu]{Weather the Vicissitudes} @UUID[Compendium.cyphersystem-compendium.abilities.3Xoq7NLpshgG3VPY]{Wind Armor}

Mid Tier

@UUID[Compendium.cyphersystem-compendium.abilities.yvPcOjjqyU3618Ob]{Absorb Pure Energy} @UUID[Compendium.cyphersystem-compendium.abilities.ZH0JbusjycG6zQf1]{Anticipate Attack} @UUID[Compendium.cyphersystem-compendium.abilities.R0UuZ32vmmeFbSMV]{Blood Fever} @UUID[Compendium.cyphersystem-compendium.abilities.gyZd83dgvZnQrmbb]{Cloak of Opportunity} @UUID[Compendium.cyphersystem-compendium.abilities.2SiHiotGcSufnCne]{Confounding Banter} @UUID[Compendium.cyphersystem-compendium.abilities.1fYBYD1EfA5z1NFl]{Confuse Enemy} @UUID[Compendium.cyphersystem-compendium.abilities.BjlHRj3hANsoqhKq]{Counter Danger} @UUID[Compendium.cyphersystem-compendium.abilities.Mj6yJZwRmdXaVwh8]{Countermeasures} @UUID[Compendium.cyphersystem-compendium.abilities.yB4tnpDNVSOxgruq]{Dark Matter Shell} @UUID[Compendium.cyphersystem-compendium.abilities.XYbtbbVKFYmDfmjO]{Dark Matter Shroud} @UUID[Compendium.cyphersystem-compendium.abilities.NnlGdSiR9GbiTJyZ]{Discerning Mind} @UUID[Compendium.cyphersystem-compendium.abilities.LODZEYtmmBN5D9zZ]{Divert Attacks} @UUID[Compendium.cyphersystem-compendium.abilities.E1YiGcXAYOjHXoAd]{Dodge and Respond} @UUID[Compendium.cyphersystem-compendium.abilities.gVOzzvxS6PPu8Ofy]{Dual Defense} @UUID[Compendium.cyphersystem-compendium.abilities.76HF09q7MdGek863]{Electric Armor} @UUID[Compendium.cyphersystem-compendium.abilities.XR8WeRW3OlbCIjlJ]{Elemental Protection} @UUID[Compendium.cyphersystem-compendium.abilities.yz1w8JR23mtlDX49]{Energy Protection} @UUID[Compendium.cyphersystem-compendium.abilities.M49EI6qapNJC2aLR]{Energy Resistance} @UUID[Compendium.cyphersystem-compendium.abilities.4eCjeGPA0ovnwIfu]{Experienced in Armor} @UUID[Compendium.cyphersystem-compendium.abilities.GlXd4oFI9Fqq3rAX]{Experienced Defender} @UUID[Compendium.cyphersystem-compendium.abilities.yPVZmXWhUxustVdq]{Force Field Barrier} @UUID[Compendium.cyphersystem-compendium.abilities.rqC9cEmRkvm29N56]{Fusion Armor} @UUID[Compendium.cyphersystem-compendium.abilities.5t5EIoGSan3pQ08D]{Hard-Won Resilience} @UUID[Compendium.cyphersystem-compendium.abilities.aBfj6w1y6noOzB7d]{Horde Fighting} @UUID[Compendium.cyphersystem-compendium.abilities.uNzF1oQKJ6T1yqL4]{Huge} @UUID[Compendium.cyphersystem-compendium.abilities.zcxMbV4Fe4JqJAe8]{Illusory Evasion} @UUID[Compendium.cyphersystem-compendium.abilities.n985WYLPzj2XqBry]{Magnetic Field} @UUID[Compendium.cyphersystem-compendium.abilities.whVEpvOjmGs3fpcD]{Matter Cloud} @UUID[Compendium.cyphersystem-compendium.abilities.l0OFjk5XVGV5LzP1]{Minor Wish} @UUID[Compendium.cyphersystem-compendium.abilities.mGv7zlZu1wtNCQXQ]{Moving Like Water} @UUID[Compendium.cyphersystem-compendium.abilities.Mz9g9gv2UvARcLid]{Nimble Swimmer} @UUID[Compendium.cyphersystem-compendium.abilities.DMBJEypEWuAS2lai]{Outlaw Reputation} @UUID[Compendium.cyphersystem-compendium.abilities.AQQzctwqPJPUTRbb]{Poison Crafter} @UUID[Compendium.cyphersystem-compendium.abilities.y1bQFSBlwMbUico5]{Rapid Processing} @UUID[Compendium.cyphersystem-compendium.abilities.GvYXLPdpaFEMGuQR]{Resilience} @UUID[Compendium.cyphersystem-compendium.abilities.FuufiUyoLFbgBH5J]{Resilient Ice Armor} @UUID[Compendium.cyphersystem-compendium.abilities.NoKdHv0FSytZR4iF]{Robot Fighter} @UUID[Compendium.cyphersystem-compendium.abilities.NKvNEjx64CcS3l13]{Shield Training} @UUID[Compendium.cyphersystem-compendium.abilities.CNw7shehsdySzhAK]{Subconscious Defense} @UUID[Compendium.cyphersystem-compendium.abilities.3wxiRMTCBZ4iNCHp]{Temporal Acceleration} @UUID[Compendium.cyphersystem-compendium.abilities.t8wL47jk1KS4zapb]{Tough It Out} @UUID[Compendium.cyphersystem-compendium.abilities.sq2JJtnRtSthJSYL]{Tower of Intellect} @UUID[Compendium.cyphersystem-compendium.abilities.2AIQhz00HyZhY7wM]{Tower of Will} @UUID[Compendium.cyphersystem-compendium.abilities.w2aO1ZIpmBDQJXq1]{Tumbling Moves} @UUID[Compendium.cyphersystem-compendium.abilities.OovsYh1BefBJrU8m]{Versatile Mind} @UUID[Compendium.cyphersystem-compendium.abilities.DhbLcVuqEZmS6Z2y]{Vigilance} @UUID[Compendium.cyphersystem-compendium.abilities.OWVz2CkwLnCSJMdS]{Wraith Cloak}

High Tier

@UUID[Compendium.cyphersystem-compendium.abilities.i5n7BaFjTo6W35f9]{Defense Master} @UUID[Compendium.cyphersystem-compendium.abilities.xBZTbhZKRB9AJmMa]{Defensive Augmentation} @UUID[Compendium.cyphersystem-compendium.abilities.FjXL6iSD1CJKbuGT]{Defensive Field} @UUID[Compendium.cyphersystem-compendium.abilities.LwmoGOpgHy1K2dU4]{Energize Creature} @UUID[Compendium.cyphersystem-compendium.abilities.5i6TqVJQQ4sTvqTm]{Energize Crowd} @UUID[Compendium.cyphersystem-compendium.abilities.N0OZaNOIbHTiWDL1]{Evasion} @UUID[Compendium.cyphersystem-compendium.abilities.cTU70NgcebRlD7jI]{Field-Reinforced Armor} @UUID[Compendium.cyphersystem-compendium.abilities.S9QxUr8u2gtwY7ya]{Hard Target} @UUID[Compendium.cyphersystem-compendium.abilities.KGzAHs3qln0fNDjt]{Hard to Kill} @UUID[Compendium.cyphersystem-compendium.abilities.5rgcPJXpCcB5VJ1m]{Lost in the Chaos} @UUID[Compendium.cyphersystem-compendium.abilities.rHApGqEQj8TCGa3f]{Masterful Armor Modification} @UUID[Compendium.cyphersystem-compendium.abilities.4k5JFV78A5SiPjFo]{Mastery in Armor} @UUID[Compendium.cyphersystem-compendium.abilities.LTqgcoprvBF2ZkdH]{Mastery With Defense} @UUID[Compendium.cyphersystem-compendium.abilities.iIy1HDd9yUl07AYo]{Microgravity Avoidance} @UUID[Compendium.cyphersystem-compendium.abilities.m2j3n3xiExLcXAAn]{Moderate Wish} @UUID[Compendium.cyphersystem-compendium.abilities.lGbieMmnuoqsl4Jz]{Nothing but Defend} @UUID[Compendium.cyphersystem-compendium.abilities.AmZDmnmP7CxSSN4h]{Parry} @UUID[Compendium.cyphersystem-compendium.abilities.N0wzhZ676UrCR8M4]{Precognition} @UUID[Compendium.cyphersystem-compendium.abilities.cbXNxvPdWEbKF6nA]{Reactive Field} @UUID[Compendium.cyphersystem-compendium.abilities.MA2Pwhbpbq2SSIQy]{See the Future} @UUID[Compendium.cyphersystem-compendium.abilities.4BQHOR98z3TYJPQu]{Still As a Statue} @UUID[Compendium.cyphersystem-compendium.abilities.fkedtvx6UakJPOZN]{Ultra Enhancement} @UUID[Compendium.cyphersystem-compendium.abilities.QLRztjFH4YetYM6l]{Untouchable} @UUID[Compendium.cyphersystem-compendium.abilities.INdq5iQf5ECzRiNp]{Untouchable While Moving} @UUID[Compendium.cyphersystem-compendium.abilities.B6SEeGr5kxLAgvvq]{Wear It Well}

Senses

Enhances your senses (seeing in the dark, seeing underwater or through mist, sensing danger, finding optimal places to stand in combat, and so on), but doesn’t provide direct answers to questions like an information ability does.

Low Tier

@UUID[Compendium.cyphersystem-compendium.abilities.xskKzxBoGvSrje4e]{Eyes Adjusted} @UUID[Compendium.cyphersystem-compendium.abilities.wVgcztnnNFPqK9Mo]{Familiarize} @UUID[Compendium.cyphersystem-compendium.abilities.8ydN3DBdXXP24hQL]{Find an Opening} @UUID[Compendium.cyphersystem-compendium.abilities.YBMLX3Jm5oN79J6G]{Heads-Up Display} @UUID[Compendium.cyphersystem-compendium.abilities.boxrBJsyP0yjJHjt]{Link Senses} @UUID[Compendium.cyphersystem-compendium.abilities.TPEcyzCeC3z5FyyQ]{Mental Link} @UUID[Compendium.cyphersystem-compendium.abilities.Uti1XQwY4VFZwwwc]{Reveal} @UUID[Compendium.cyphersystem-compendium.abilities.jq6Wm9xYxJA0bRaR]{See the Unseen} @UUID[Compendium.cyphersystem-compendium.abilities.rYyymKUc0QKWdNsy]{See Through Matter} @UUID[Compendium.cyphersystem-compendium.abilities.mvFsSsVjyF8iXvCe]{Sense Ambush} @UUID[Compendium.cyphersystem-compendium.abilities.PRh7n2VLXyRa4il9]{Share Senses} @UUID[Compendium.cyphersystem-compendium.abilities.WgjatSOUT6pT02A7]{Third Eye}

Mid Tier

@UUID[Compendium.cyphersystem-compendium.abilities.KAAezRI2l8rdp1NS]{Animal Senses and Sensibilities} @UUID[Compendium.cyphersystem-compendium.abilities.ZB80ZclRSzEcr4o1]{Awareness} @UUID[Compendium.cyphersystem-compendium.abilities.zstBkLwRduC7vgGT]{Beast Eyes} @UUID[Compendium.cyphersystem-compendium.abilities.nJlhmzrhmXvM3QvU]{Break the Line} @UUID[Compendium.cyphersystem-compendium.abilities.j1AZSJpCetRgsQ6A]{Detect Life} @UUID[Compendium.cyphersystem-compendium.abilities.MvyXo0ZUsxu8QQ22]{Distance Viewing} @UUID[Compendium.cyphersystem-compendium.abilities.EcOIgMC9c1IfSHsr]{Echolocation} @UUID[Compendium.cyphersystem-compendium.abilities.khxZngfluNmVSAIT]{Experienced Finder} @UUID[Compendium.cyphersystem-compendium.abilities.QsXOz48JgyXYEEqS]{Inhabit Crystal} @UUID[Compendium.cyphersystem-compendium.abilities.KBjSpuK7XJc1abJv]{Remote Viewing} @UUID[Compendium.cyphersystem-compendium.abilities.syiylO75dZlcUp3i]{Sensing Package} @UUID[Compendium.cyphersystem-compendium.abilities.bzy1KzO0oPmZGu2b]{Sensor} @UUID[Compendium.cyphersystem-compendium.abilities.9YuQrJXAQO0qIFPj]{Serv-0 Spy} @UUID[Compendium.cyphersystem-compendium.abilities.V1ROUnWXLmLRMxXi]{Trapfinder} @UUID[Compendium.cyphersystem-compendium.abilities.FktE2hQhSKXbWcQU]{Use Senses of Others}

High Tier

@UUID[Compendium.cyphersystem-compendium.abilities.B0dq2gW9gdA0PdzR]{Amplify Sounds} @UUID[Compendium.cyphersystem-compendium.abilities.djqbPin4qsUauJmD]{Battlefield Tactician} @UUID[Compendium.cyphersystem-compendium.abilities.xRvaY8SG4HVy5WO8]{Dark Explorer} @UUID[Compendium.cyphersystem-compendium.abilities.cpJY8qkTAmSvXoFM]{Infer Thoughts} @UUID[Compendium.cyphersystem-compendium.abilities.7QTTrXnxDHskYYhj]{Master Machine} @UUID[Compendium.cyphersystem-compendium.abilities.PazO9rJ2YoE8VEUw]{See Through Time} @UUID[Compendium.cyphersystem-compendium.abilities.MGzAkRaGd4LgfQti]{True Senses}

Social

Gives you an indirect social benefit, such as providing a useful contact in a city or letting you take advantage of your social status.

Low Tier

@UUID[Compendium.cyphersystem-compendium.abilities.2CekF2lqwNrMyio0]{Connected} @UUID[Compendium.cyphersystem-compendium.abilities.2GwH3ugd7aHrWZRz]{Debate} @UUID[Compendium.cyphersystem-compendium.abilities.JSlr2Q6Ll1xNd8fX]{Demeanor of Command} @UUID[Compendium.cyphersystem-compendium.abilities.GT0AiiarWPbGzxKs]{Impart Ideal} @UUID[Compendium.cyphersystem-compendium.abilities.OmfjqEmmIbrWST5U]{Misdirect Blame} @UUID[Compendium.cyphersystem-compendium.abilities.5VqOTQlAYTtWTwmS]{Negotiate} @UUID[Compendium.cyphersystem-compendium.abilities.6QXGJBsJPDFgcdq5]{Perks of Stardom} @UUID[Compendium.cyphersystem-compendium.abilities.MBlyd9LvSH8D0Z5I]{Powerful Rhetoric} @UUID[Compendium.cyphersystem-compendium.abilities.xMRRfjFF0POkxyea]{Privileged Nobility} @UUID[Compendium.cyphersystem-compendium.abilities.OFWQd2W52VAODeas]{Underworld Contacts} @UUID[Compendium.cyphersystem-compendium.abilities.UHvD5299HFbwBvpR]{Unexpected Betrayal}

Mid Tier

@UUID[Compendium.cyphersystem-compendium.abilities.7Gxuqkwo4i47yHe3]{Betrayal} @UUID[Compendium.cyphersystem-compendium.abilities.tmrSKjGmjbxfIqPI]{Flamboyant Boast} @UUID[Compendium.cyphersystem-compendium.abilities.zg8dYuOdCXGwXOFd]{Informer} @UUID[Compendium.cyphersystem-compendium.abilities.i5BlJLgj1ayBw0uY]{Oratory} @UUID[Compendium.cyphersystem-compendium.abilities.ZqBpOAiH70SGHX8N]{Perfect Stranger}

High Tier

@UUID[Compendium.cyphersystem-compendium.abilities.hhBF8re7Azmce3Y9]{Group Friendship}

Special Attack

Gives the ability to make a special melee or ranged attack (weapon, energy blast, psychic, and so on). The attack might do damage, have a special effect (disarm, hinder, move the target, and so on), or both. This also includes abilities like Spray that let you attack multiple targets as your action.

Low Tier

@UUID[Compendium.cyphersystem-compendium.abilities.p61Ycyc7lVZQXupO]{Advantage to Disadvantage} @UUID[Compendium.cyphersystem-compendium.abilities.X7Rrn9Q54ceSA4Lr]{Aggression} @UUID[Compendium.cyphersystem-compendium.abilities.EyAIsiqJGCspQFcu]{Arcane Flare} @UUID[Compendium.cyphersystem-compendium.abilities.7BS6IEcYlEp5v3OC]{Bash} @UUID[Compendium.cyphersystem-compendium.abilities.wyUQ3Atl3V1ItCFH]{Bloodlust} @UUID[Compendium.cyphersystem-compendium.abilities.Mfebb42AE5xt7k85]{Concussive Blast} @UUID[Compendium.cyphersystem-compendium.abilities.6cMg5QXB71YNgoaM]{Control the Field} @UUID[Compendium.cyphersystem-compendium.abilities.o7kTUAFonv5HPi07]{Cutting Light} @UUID[Compendium.cyphersystem-compendium.abilities.teFcKcbo5ZBFbfRl]{Dazzling Sunburst} @UUID[Compendium.cyphersystem-compendium.abilities.di7QfASecjKU8BPN]{Disincentivize} @UUID[Compendium.cyphersystem-compendium.abilities.7f6ulMjWFw2BOK76]{Disrupting Touch} @UUID[Compendium.cyphersystem-compendium.abilities.JyAovhallyh9m6oW]{Drain Machine} @UUID[Compendium.cyphersystem-compendium.abilities.bH57y3PYsMceluGy]{Dream Thief} @UUID[Compendium.cyphersystem-compendium.abilities.NHns9zqufRvB3Tnl]{Dual Light Wield} @UUID[Compendium.cyphersystem-compendium.abilities.bM2Y62eaUKYKdcwq]{Entangling Force} @UUID[Compendium.cyphersystem-compendium.abilities.lQ4MNmGXXNBMGsmk]{Enthrall} @UUID[Compendium.cyphersystem-compendium.abilities.TmWjWp4iWk4GMLN0]{Erase Memories} @UUID[Compendium.cyphersystem-compendium.abilities.eFgzJXQlg6l7NBqM]{Eye Gouge} @UUID[Compendium.cyphersystem-compendium.abilities.78uF9siViGIHKYGx]{Flash} @UUID[Compendium.cyphersystem-compendium.abilities.aidcxXW6MokDMqY7]{Force Bash} @UUID[Compendium.cyphersystem-compendium.abilities.nHqTzLHJrUWSAATM]{Frost Touch} @UUID[Compendium.cyphersystem-compendium.abilities.aFEBxDGnuFi20cLo]{Golem Grip} @UUID[Compendium.cyphersystem-compendium.abilities.zW0cZJQTR0tHUmn3]{Grasping Foliage} @UUID[Compendium.cyphersystem-compendium.abilities.S3L1oym8fpx0NsAc]{Hemorrhage} @UUID[Compendium.cyphersystem-compendium.abilities.NJjAmyf9zhjRTNme]{Hurl Flame} @UUID[Compendium.cyphersystem-compendium.abilities.lwJAowJa4eKlcDjb]{Misdirect} @UUID[Compendium.cyphersystem-compendium.abilities.FE1Ge8CbJxQcCo0b]{Onslaught} @UUID[Compendium.cyphersystem-compendium.abilities.90wkMwuVBaiyL9yt]{Opportunist} @UUID[Compendium.cyphersystem-compendium.abilities.o2iiTUXdkMPREkvK]{Overwatch} @UUID[Compendium.cyphersystem-compendium.abilities.IPwnXtVrXauJXgFo]{Pierce} @UUID[Compendium.cyphersystem-compendium.abilities.Myt0JUt24B8hjYAg]{Push} @UUID[Compendium.cyphersystem-compendium.abilities.yszDDDpH6m16dEoV]{Quick Throw} @UUID[Compendium.cyphersystem-compendium.abilities.Yg6jEM07HAccDcNC]{Ray of Confusion} @UUID[Compendium.cyphersystem-compendium.abilities.NMjccuRLDDnfZtZe]{Release Energy} @UUID[Compendium.cyphersystem-compendium.abilities.Q8xKsSOvoFWL1ePP]{Resonance Field} @UUID[Compendium.cyphersystem-compendium.abilities.7aCeBDGZqu8A9hMQ]{Ribbons of Dark Matter} @UUID[Compendium.cyphersystem-compendium.abilities.kkCW4KkWA751AeBl]{Scramble Machine} @UUID[Compendium.cyphersystem-compendium.abilities.n81xGnZHydeXmIRc]{Scratch Existence} @UUID[Compendium.cyphersystem-compendium.abilities.0Wq39mJ9oXA415qx]{Seeds of Fury} @UUID[Compendium.cyphersystem-compendium.abilities.nptFEdFaUvjDeqAz]{Shatter} @UUID[Compendium.cyphersystem-compendium.abilities.3btRIiWxY8oMcVMo]{Shock} @UUID[Compendium.cyphersystem-compendium.abilities.pdNI9QMKmDwu8gza]{Stasis} @UUID[Compendium.cyphersystem-compendium.abilities.36nlDXhOP5e5dfns]{Successive Attack} @UUID[Compendium.cyphersystem-compendium.abilities.uG2ACHNAPoZirp0b]{Surprise Attack} @UUID[Compendium.cyphersystem-compendium.abilities.8hiUfUNY3u2IpVDa]{Swipe} @UUID[Compendium.cyphersystem-compendium.abilities.WO2Wg9PvscHMcQlH]{Thrust} @UUID[Compendium.cyphersystem-compendium.abilities.uMaMKhemHmtlXDjT]{Thunder Beam} @UUID[Compendium.cyphersystem-compendium.abilities.cwZIpP2FTLIVGhbm]{Weighty}

Mid Tier

@UUID[Compendium.cyphersystem-compendium.abilities.ra0A8MtQjZEYhJPr]{Acrobatic Attack} @UUID[Compendium.cyphersystem-compendium.abilities.cS1RW48sdVY6ZJZd]{Ambusher} @UUID[Compendium.cyphersystem-compendium.abilities.SG8ms3jfHw8hXGnX]{Answering Attack} @UUID[Compendium.cyphersystem-compendium.abilities.tbeFzIPGuAjRBpKM]{Better Surprise Attack} @UUID[Compendium.cyphersystem-compendium.abilities.YDKULtvV0pMJDxi2]{Bolts of Power} @UUID[Compendium.cyphersystem-compendium.abilities.V2BSB9or5UJdTiYF]{Built-in Weaponry} @UUID[Compendium.cyphersystem-compendium.abilities.IUlsD8Zxp8AYbO4h]{Burning Light} @UUID[Compendium.cyphersystem-compendium.abilities.Hw16NpdbdJOqVF4z]{Castigate} @UUID[Compendium.cyphersystem-compendium.abilities.WeMTxJElozl7OWdJ]{Center of Attention} @UUID[Compendium.cyphersystem-compendium.abilities.hIWg9VFNnYnrknAu]{Crystal Lens} @UUID[Compendium.cyphersystem-compendium.abilities.MqGMnSIkHK4rOFSm]{Dark Matter Strike} @UUID[Compendium.cyphersystem-compendium.abilities.vZELZYMsLJfBfUnt]{Dazing Attack} @UUID[Compendium.cyphersystem-compendium.abilities.JVvSTtYbksWJDADY]{Debilitating Strike} @UUID[Compendium.cyphersystem-compendium.abilities.0XSuUGS0UyrhiW44]{Destroy Metal} @UUID[Compendium.cyphersystem-compendium.abilities.ka5VA9XBi4OTnKVa]{Disable Mechanisms} @UUID[Compendium.cyphersystem-compendium.abilities.7rjeYt5hNhkvqK9w]{Disarming Strike} @UUID[Compendium.cyphersystem-compendium.abilities.dJTgtIs80gOoI6ac]{Divine Radiance} @UUID[Compendium.cyphersystem-compendium.abilities.E1YiGcXAYOjHXoAd]{Dodge and Respond} @UUID[Compendium.cyphersystem-compendium.abilities.A6H8xi93t6Zrexz9]{Drain Charge} @UUID[Compendium.cyphersystem-compendium.abilities.q9nALxXrBv5ubXaT]{Dual Medium Wield} @UUID[Compendium.cyphersystem-compendium.abilities.1L1uoad8vwgWxiyN]{Everything Is a Weapon} @UUID[Compendium.cyphersystem-compendium.abilities.VEJQ74o175OnlIAm]{Exile} @UUID[Compendium.cyphersystem-compendium.abilities.RO8dmB90aRPOmCuJ]{Feint} @UUID[Compendium.cyphersystem-compendium.abilities.AUGM3xEluWJi4Y8h]{Fire and Ice} @UUID[Compendium.cyphersystem-compendium.abilities.NgHLZq3tZ3CFJvYv]{Fire Bloom} @UUID[Compendium.cyphersystem-compendium.abilities.CAh0KStmP03kgv62]{Fling} @UUID[Compendium.cyphersystem-compendium.abilities.dDhnZrzAxDvK7QYa]{Force at Distance} @UUID[Compendium.cyphersystem-compendium.abilities.dCoCGVzWxIL9fIvH]{Force Blast} @UUID[Compendium.cyphersystem-compendium.abilities.BGMXK6VKNmp8M4A3]{Freezing Touch} @UUID[Compendium.cyphersystem-compendium.abilities.E0k0LUw0epjJGrv9]{Golem Stomp} @UUID[Compendium.cyphersystem-compendium.abilities.48i5ybVtZaTlFLJf]{Grab} @UUID[Compendium.cyphersystem-compendium.abilities.jbhcWHMiQQaR9ukO]{Gravity Cleave} @UUID[Compendium.cyphersystem-compendium.abilities.LLvJZvzbGQOrlqoE]{Ignition} @UUID[Compendium.cyphersystem-compendium.abilities.QxOsAHpd8ZkEXI5u]{Improved Object Bond} @UUID[Compendium.cyphersystem-compendium.abilities.2K3b6cTuLEGZfYqa]{Knock Out} @UUID[Compendium.cyphersystem-compendium.abilities.whVEpvOjmGs3fpcD]{Matter Cloud} @UUID[Compendium.cyphersystem-compendium.abilities.R9WffstnihzBuuvW]{Mind Games} @UUID[Compendium.cyphersystem-compendium.abilities.PTVAJGFiXDueX8az]{Momentum} @UUID[Compendium.cyphersystem-compendium.abilities.gDwPpgIAocEfQjPx]{Overawe} @UUID[Compendium.cyphersystem-compendium.abilities.zIYdniz9sjvAHsnX]{Overcome All Obstacles} @UUID[Compendium.cyphersystem-compendium.abilities.rXUUDUJFKis8TpnL]{Phase Detonation} @UUID[Compendium.cyphersystem-compendium.abilities.cJB7wj5okdPZuRNb]{Phased Attack} @UUID[Compendium.cyphersystem-compendium.abilities.NoC3yuqxU8yhPf47]{Power Strike} @UUID[Compendium.cyphersystem-compendium.abilities.blm1Z8JxvWOiFf0b]{Pry Open} @UUID[Compendium.cyphersystem-compendium.abilities.Mc8L07dpf605FDo9]{Psychic Burst} @UUID[Compendium.cyphersystem-compendium.abilities.Je1MitN21L3lqWVF]{Psychosis} @UUID[Compendium.cyphersystem-compendium.abilities.JJ9nWmcBIlfyNDfe]{Push Off and Throw} @UUID[Compendium.cyphersystem-compendium.abilities.JlYk5UNZEUzzO8Js]{Quick Strike} @UUID[Compendium.cyphersystem-compendium.abilities.YA5P5CBNr5NSmY6z]{Rapid Attack} @UUID[Compendium.cyphersystem-compendium.abilities.XqGE5QLHnpIKB5rB]{Reaction} @UUID[Compendium.cyphersystem-compendium.abilities.Yo2Z3EdYjx88jYnp]{Remote Control} @UUID[Compendium.cyphersystem-compendium.abilities.ZuX6gykVtKxiBAxR]{Run and Fight} @UUID[Compendium.cyphersystem-compendium.abilities.znJCKr6PeEq4a0j5]{Shattering Shout} @UUID[Compendium.cyphersystem-compendium.abilities.bkQnnjRFJS9VpaY5]{Slice} @UUID[Compendium.cyphersystem-compendium.abilities.oNk0Nhle1XwBhOvp]{Snap Shot} @UUID[Compendium.cyphersystem-compendium.abilities.yJDNsRAG3Elm6PWp]{Snipe} @UUID[Compendium.cyphersystem-compendium.abilities.YIzrA5i8eBSPMFzj]{Spray} @UUID[Compendium.cyphersystem-compendium.abilities.57txEIyzuPUQOqVP]{Sprint and Grab} @UUID[Compendium.cyphersystem-compendium.abilities.B4U7RiMrZElfOQyj]{Taking Advantage} @UUID[Compendium.cyphersystem-compendium.abilities.hy3hI86e9BCmkcQO]{Tall Tale} @UUID[Compendium.cyphersystem-compendium.abilities.WuNUt6ltWGDdjNLS]{Throw} @UUID[Compendium.cyphersystem-compendium.abilities.SPL1URVkuo4PJP8I]{Throw Force Shield} @UUID[Compendium.cyphersystem-compendium.abilities.4s3SAqu0lb5qzfzL]{Trick Shot}

High Tier

@UUID[Compendium.cyphersystem-compendium.abilities.NCXCkCYeZw8qlazG]{Absorb Energy} @UUID[Compendium.cyphersystem-compendium.abilities.WrJDw2X8JHcljjP4]{Arc Spray} @UUID[Compendium.cyphersystem-compendium.abilities.YbYeZ0A0m96IWxwl]{Assassin Strike} @UUID[Compendium.cyphersystem-compendium.abilities.T5tn7zItPyaRcYNC]{Asserting Your Privilege} @UUID[Compendium.cyphersystem-compendium.abilities.ltAq7qr8aaalOtJp]{Attack and Attack Again} @UUID[Compendium.cyphersystem-compendium.abilities.6kTwO0uYuP8qKqkM]{Biomorphic Detonation} @UUID[Compendium.cyphersystem-compendium.abilities.jISh0vWOJdK9hUm1]{Blind Machine} @UUID[Compendium.cyphersystem-compendium.abilities.XRXQwJplJrm7onbN]{Blinding Attack} @UUID[Compendium.cyphersystem-compendium.abilities.zflNCqrmTL7vrYg1]{Bouncing Shield} @UUID[Compendium.cyphersystem-compendium.abilities.9O17NBrKA4AA4Ckw]{Break the Ranks} @UUID[Compendium.cyphersystem-compendium.abilities.lID9ke0vHX2r2CC8]{Break Their Mind} @UUID[Compendium.cyphersystem-compendium.abilities.2lhnVWUMX1Nu6KVj]{Call the Storm} @UUID[Compendium.cyphersystem-compendium.abilities.yEfkqXxmuQqlA6Fi]{Cold Burst} @UUID[Compendium.cyphersystem-compendium.abilities.PZBKCtRj5S6ULnjo]{Concussion} @UUID[Compendium.cyphersystem-compendium.abilities.jHrQLzIfjKtXBoJL]{Deactivate Mechanisms} @UUID[Compendium.cyphersystem-compendium.abilities.6P1CJvVMot3Y2xj0]{Deadly Strike} @UUID[Compendium.cyphersystem-compendium.abilities.iTxEWRCR8G5Rych2]{Death Touch} @UUID[Compendium.cyphersystem-compendium.abilities.i5n7BaFjTo6W35f9]{Defense Master} @UUID[Compendium.cyphersystem-compendium.abilities.0WPUu04FbqxGckhU]{Destroyer} @UUID[Compendium.cyphersystem-compendium.abilities.xR2DkSqvAoR8Vtfn]{Dirty Fighter} @UUID[Compendium.cyphersystem-compendium.abilities.p1UMG2hrng7mLFDv]{Disarming Attack} @UUID[Compendium.cyphersystem-compendium.abilities.OkKNmMvLFwHxUv2r]{Divine Intervention} @UUID[Compendium.cyphersystem-compendium.abilities.tgaSXp1VQiec8Jst]{Divine Symbol} @UUID[Compendium.cyphersystem-compendium.abilities.1W0sBVHxG7LESCPl]{Do You Know Who I Am?} @UUID[Compendium.cyphersystem-compendium.abilities.NJakiz9yvoflzzBD]{Drain Power} @UUID[Compendium.cyphersystem-compendium.abilities.D4JFKjeVDkx9Xfnf]{Dust to Dust} @UUID[Compendium.cyphersystem-compendium.abilities.jhdgI9rV2mpH6JQU]{Earthquake} @UUID[Compendium.cyphersystem-compendium.abilities.apQwshUTjCQPym8A]{Embrace the Night} @UUID[Compendium.cyphersystem-compendium.abilities.Be1ehHb90jtLc8l0]{Explosive Release} @UUID[Compendium.cyphersystem-compendium.abilities.syJ3mkT2hHR2MY3o]{Finishing Blow} @UUID[Compendium.cyphersystem-compendium.abilities.6fpCYtBDCfW6m1b0]{Fire Tendrils} @UUID[Compendium.cyphersystem-compendium.abilities.xCUKzmoBKzN9gIut]{Foul Aura} @UUID[Compendium.cyphersystem-compendium.abilities.mvC2vboULutesBDu]{Ice Storm} @UUID[Compendium.cyphersystem-compendium.abilities.SZtOjKk7ScShJT6G]{Iron Punch} @UUID[Compendium.cyphersystem-compendium.abilities.IFb8NX06xgWM7H98]{Jump Attack} @UUID[Compendium.cyphersystem-compendium.abilities.tjzqyyAZoibXl4DT]{Lethal Ploy} @UUID[Compendium.cyphersystem-compendium.abilities.GlFT2ITvytQVWywQ]{Lethal Vibration} @UUID[Compendium.cyphersystem-compendium.abilities.KNElOxbWobS1ygLv]{Murderer} @UUID[Compendium.cyphersystem-compendium.abilities.pUbqCBV3dBOWFgmv]{Nightmare} @UUID[Compendium.cyphersystem-compendium.abilities.ptH3O4GES71CClGO]{Phase Foe} @UUID[Compendium.cyphersystem-compendium.abilities.xxavxLEaiVFug1D6]{Protective Wall} @UUID[Compendium.cyphersystem-compendium.abilities.8wSx2qtKXq0dWxId]{Psychokinetic Attack} @UUID[Compendium.cyphersystem-compendium.abilities.KVOFCKWKmUrqAe7v]{Punish All the Guilty} @UUID[Compendium.cyphersystem-compendium.abilities.bY52t6eGONKu8Kr4]{Resonant Quake} @UUID[Compendium.cyphersystem-compendium.abilities.G5bTthwpEf5azVHA]{Return to Sender} @UUID[Compendium.cyphersystem-compendium.abilities.EH8OmAJaimF4MTgg]{Shatter Mind} @UUID[Compendium.cyphersystem-compendium.abilities.BM6YnBez7sVnrGUh]{Special Shot} @UUID[Compendium.cyphersystem-compendium.abilities.KDZeCZJxjCQzlTxA]{Spin Attack} @UUID[Compendium.cyphersystem-compendium.abilities.jrTEtAhE6GfLW7R4]{Spring Away} @UUID[Compendium.cyphersystem-compendium.abilities.eQIPJk2xcFGfDr3H]{Stun Attack} @UUID[Compendium.cyphersystem-compendium.abilities.xbYD729j3km6ZDCA]{Sun Siphon} @UUID[Compendium.cyphersystem-compendium.abilities.447ojnjZFMCma8eu]{Taunt Foe} @UUID[Compendium.cyphersystem-compendium.abilities.kKYyGbrQxDRSOh37]{Terrifying Gaze} @UUID[Compendium.cyphersystem-compendium.abilities.Z4QcjOxgltEJPm96]{Twisting the Knife} @UUID[Compendium.cyphersystem-compendium.abilities.IN9qNZDx4sBKNr8n]{Undo} @UUID[Compendium.cyphersystem-compendium.abilities.xRIDlrBzTXVYC5rh]{Vindictive Performance} @UUID[Compendium.cyphersystem-compendium.abilities.s8NShtaUrW0Oxolo]{Weapon and Body} @UUID[Compendium.cyphersystem-compendium.abilities.tMOeiKWrhp5P5CCQ]{Weight of the World} @UUID[Compendium.cyphersystem-compendium.abilities.w3HN2nZBTo5mLJcM]{Weightless Shot} @UUID[Compendium.cyphersystem-compendium.abilities.WW3QjCP5UJUsKBW3]{Whirlwind of Throws} @UUID[Compendium.cyphersystem-compendium.abilities.EXrZLa3M8BK43qoi]{Winter Gauntlets} @UUID[Compendium.cyphersystem-compendium.abilities.Gsre3acJaxhGBa0S]{Word of Death}

Support

Gives some sort of benefit to an ally rather than yourself, such as an extra action or an asset on their roll.

Low Tier

@UUID[Compendium.cyphersystem-compendium.abilities.WrgqojoyWuTWpyQq]{Advice From a Friend} @UUID[Compendium.cyphersystem-compendium.abilities.BlBi7qk0darLthxS]{Anecdote} @UUID[Compendium.cyphersystem-compendium.abilities.b8rtgyatE8o9FaRS]{Attack Flourish} @UUID[Compendium.cyphersystem-compendium.abilities.5jGN9GicKYIAneKQ]{Defend the Innocent} @UUID[Compendium.cyphersystem-compendium.abilities.4yyKQYnrbL3r9gcU]{Enable Others} @UUID[Compendium.cyphersystem-compendium.abilities.hYa7I52x2iwffh8C]{Encouragement} @UUID[Compendium.cyphersystem-compendium.abilities.grCiWRuV8lvflQHM]{Encouraging Presence} @UUID[Compendium.cyphersystem-compendium.abilities.4fcns7ANpZF7pHaz]{Force Field} @UUID[Compendium.cyphersystem-compendium.abilities.lZCAKgP966BuU4uF]{Friendly Help} @UUID[Compendium.cyphersystem-compendium.abilities.DmnRMTfHYaeoYFVu]{Good Advice} @UUID[Compendium.cyphersystem-compendium.abilities.FiSwskgQGBjp4IhZ]{Inspire Action} @UUID[Compendium.cyphersystem-compendium.abilities.wWCehMidmvLypdxj]{Inspire Aggression} @UUID[Compendium.cyphersystem-compendium.abilities.DLxDL49VjUEMAjxZ]{Inspiring Ease} @UUID[Compendium.cyphersystem-compendium.abilities.qp1jDaFiRR5xPPMn]{Protector} @UUID[Compendium.cyphersystem-compendium.abilities.POaewj2PWMMfCY1i]{Rally to Me} @UUID[Compendium.cyphersystem-compendium.abilities.Uti1XQwY4VFZwwwc]{Reveal} @UUID[Compendium.cyphersystem-compendium.abilities.FgyHV0QR3YwlLIVb]{Sculpt Flesh} @UUID[Compendium.cyphersystem-compendium.abilities.701ts4xCDjURZSb5]{Teamwork}

Mid Tier

@UUID[Compendium.cyphersystem-compendium.abilities.hB1CISYVEZXEO0IV]{Accelerate} @UUID[Compendium.cyphersystem-compendium.abilities.wJSxVM8fWADJtTSd]{Applying Your Knowledge} @UUID[Compendium.cyphersystem-compendium.abilities.knh2MWMhCgqOjWYD]{Buddy System} @UUID[Compendium.cyphersystem-compendium.abilities.lb5Bo8BpNXdVMkmt]{Combat Challenge} @UUID[Compendium.cyphersystem-compendium.abilities.bz04IOSkdP3zcRMD]{Defend All the Innocent} @UUID[Compendium.cyphersystem-compendium.abilities.Su3LkSzdGHg9w1RO]{Dual Wards} @UUID[Compendium.cyphersystem-compendium.abilities.XR8WeRW3OlbCIjlJ]{Elemental Protection} @UUID[Compendium.cyphersystem-compendium.abilities.RgosWDt0hkosbVQr]{In Harm’s Way} @UUID[Compendium.cyphersystem-compendium.abilities.1N6P5ZRogThCS0KH]{Lead by Inquiry} @UUID[Compendium.cyphersystem-compendium.abilities.dIK67k9aoBbFBnkf]{Pay It Forward} @UUID[Compendium.cyphersystem-compendium.abilities.oS3AeTouF6HPcaH5]{Play to the Crowd} @UUID[Compendium.cyphersystem-compendium.abilities.QFZyfDWOSEpZeQmM]{Spur Effort} @UUID[Compendium.cyphersystem-compendium.abilities.scceoEmEnN5MW8XT]{Take Command} @UUID[Compendium.cyphersystem-compendium.abilities.GAeUBbQWE3ryv50V]{True Guardian}

High Tier

@UUID[Compendium.cyphersystem-compendium.abilities.Eez3uExkDA20XJg3]{Able Assistance} @UUID[Compendium.cyphersystem-compendium.abilities.G8waoPdWGzMl0S1n]{Battle Management} @UUID[Compendium.cyphersystem-compendium.abilities.3JWMtJBjf3oUWaxP]{Block for Another} @UUID[Compendium.cyphersystem-compendium.abilities.LwmoGOpgHy1K2dU4]{Energize Creature} @UUID[Compendium.cyphersystem-compendium.abilities.5i6TqVJQQ4sTvqTm]{Energize Crowd} @UUID[Compendium.cyphersystem-compendium.abilities.lJWTlBH1koX2Fjgi]{Impart Understanding} @UUID[Compendium.cyphersystem-compendium.abilities.oilgQ4oM02Pa0eNp]{Inspiration} @UUID[Compendium.cyphersystem-compendium.abilities.tTrekc4AZbIqem5L]{Inspire Coordinated Actions} @UUID[Compendium.cyphersystem-compendium.abilities.fPCTpU0viXXWrNs0]{Inspiring Success} @UUID[Compendium.cyphersystem-compendium.abilities.Tes6ntXPZR8IHgY4]{Regenerate Other} @UUID[Compendium.cyphersystem-compendium.abilities.PXvS7AatBcxH9cvZ]{Share Defense} @UUID[Compendium.cyphersystem-compendium.abilities.U9sgMUKkIkDIdRtK]{Stimulate} @UUID[Compendium.cyphersystem-compendium.abilities.iE83ABQRko5NemVU]{Teach Trick} @UUID[Compendium.cyphersystem-compendium.abilities.zZYSSAFXtJcuezxM]{Transcend the Script} @UUID[Compendium.cyphersystem-compendium.abilities.mjEFQ3ndDRvLB5Dj]{True Defender} @UUID[Compendium.cyphersystem-compendium.abilities.IN9qNZDx4sBKNr8n]{Undo} @UUID[Compendium.cyphersystem-compendium.abilities.PTM0HWGFfo5CHMif]{Will of a Leader} @UUID[Compendium.cyphersystem-compendium.abilities.jTiOQKW2QtXK8dmF]{Work the Friendship}

Task

Gives training, specialization, or an asset in one or more noncombat skills (climbing, healing, computers, initiative, and so on).

Low Tier

@UUID[Compendium.cyphersystem-compendium.abilities.wifCvRG9OhsTDT30]{Advantages of Being Big} @UUID[Compendium.cyphersystem-compendium.abilities.YD5gm0w3lqTSyO3V]{Anticipation} @UUID[Compendium.cyphersystem-compendium.abilities.rYaAyFLmCAAwZi0s]{Assassin Skills} @UUID[Compendium.cyphersystem-compendium.abilities.cpXOBSLY03j89yOy]{Athlete} @UUID[Compendium.cyphersystem-compendium.abilities.AWretAEaeQfXTXMy]{Autodoctor} @UUID[Compendium.cyphersystem-compendium.abilities.tJiXzKX4gf0GNV6V]{Balance} @UUID[Compendium.cyphersystem-compendium.abilities.XToLeZ4ksSj3MA5I]{Bestiary Knowledge} @UUID[Compendium.cyphersystem-compendium.abilities.A83Lw7NnAqwg4BZR]{Blameless} @UUID[Compendium.cyphersystem-compendium.abilities.awhzMw4RHwOwgEIR]{Breaker} @UUID[Compendium.cyphersystem-compendium.abilities.lY7NaxsFxt1XZVk5]{Car Surfer} @UUID[Compendium.cyphersystem-compendium.abilities.PlTtlXeugIljHFVg]{Careful Aim} @UUID[Compendium.cyphersystem-compendium.abilities.zGoUoC6i0f1SbUqE]{Celebrity Talent} @UUID[Compendium.cyphersystem-compendium.abilities.JkiG6hpsfj1h6XRR]{Computer Programming} @UUID[Compendium.cyphersystem-compendium.abilities.dQHSDDZxJNHrHH1l]{Contortionist} @UUID[Compendium.cyphersystem-compendium.abilities.YvPBxDxLz16Usm7m]{Courageous} @UUID[Compendium.cyphersystem-compendium.abilities.fkyJ02LbeOAfDxcF]{Crafter} @UUID[Compendium.cyphersystem-compendium.abilities.UyQTRi5ZwWU5tMO0]{Danger Sense} @UUID[Compendium.cyphersystem-compendium.abilities.Q3DGDFwNIOjz866X]{Datajack} @UUID[Compendium.cyphersystem-compendium.abilities.2GwH3ugd7aHrWZRz]{Debate} @UUID[Compendium.cyphersystem-compendium.abilities.kkTWFQBeHMS8d6IL]{Deep Water Guide} @UUID[Compendium.cyphersystem-compendium.abilities.tjxKTFdA8gqZDP90]{Designation} @UUID[Compendium.cyphersystem-compendium.abilities.9p2RJYFo6s55F5Ha]{Devoted Defender} @UUID[Compendium.cyphersystem-compendium.abilities.eYHlYyVDj3odrAFJ]{Disguise} @UUID[Compendium.cyphersystem-compendium.abilities.6dPEKpK0HWuD7Bxu]{Divine Knowledge} @UUID[Compendium.cyphersystem-compendium.abilities.DCuOpij3sNomBe1a]{Driver} @UUID[Compendium.cyphersystem-compendium.abilities.ea7BzQy6fZqHQNET]{Enlightened} @UUID[Compendium.cyphersystem-compendium.abilities.6FI9lLeQx0tJX1W6]{Exploratory Experience} @UUID[Compendium.cyphersystem-compendium.abilities.jx6DFmlbQrmltHgc]{Extra Skill} @UUID[Compendium.cyphersystem-compendium.abilities.YQEECpNwDSFCFnCN]{Feat of Strength} @UUID[Compendium.cyphersystem-compendium.abilities.QgCWZia7gFicmEJr]{Flex Lore} @UUID[Compendium.cyphersystem-compendium.abilities.HoUOwIPfKTlxyQH0]{Freakishly Large} @UUID[Compendium.cyphersystem-compendium.abilities.qpBv7OxAcMAAtY2M]{Game Lessons} @UUID[Compendium.cyphersystem-compendium.abilities.p3kh3XKzetkJTG1J]{Gamer} @UUID[Compendium.cyphersystem-compendium.abilities.DmnRMTfHYaeoYFVu]{Good Advice} @UUID[Compendium.cyphersystem-compendium.abilities.pp9NFNHKgOhRYbsY]{Hand to Eye} @UUID[Compendium.cyphersystem-compendium.abilities.f7wLki6qjCNs2Ici]{Handy} @UUID[Compendium.cyphersystem-compendium.abilities.YOHGDC5hx24SqbQz]{Hard Choices} @UUID[Compendium.cyphersystem-compendium.abilities.YBMLX3Jm5oN79J6G]{Heads-Up Display} @UUID[Compendium.cyphersystem-compendium.abilities.A853pOqz5BmPfh4w]{Higher Mathematics} @UUID[Compendium.cyphersystem-compendium.abilities.ZgLefUbAcrmYdFur]{How Others Think} @UUID[Compendium.cyphersystem-compendium.abilities.vFc52xBtBp69WglW]{Impersonate} @UUID[Compendium.cyphersystem-compendium.abilities.HBHjx10W5BQW101w]{Impressive Display} @UUID[Compendium.cyphersystem-compendium.abilities.369RISHwqzRXkwEG]{Infiltrator} @UUID[Compendium.cyphersystem-compendium.abilities.sM2zEDx4gRr9CuiR]{Inner Defense} @UUID[Compendium.cyphersystem-compendium.abilities.fh7tK1BVjgSfZ8ml]{Insight} @UUID[Compendium.cyphersystem-compendium.abilities.wWCehMidmvLypdxj]{Inspire Aggression} @UUID[Compendium.cyphersystem-compendium.abilities.V765JZKDKQ00Buyn]{Interaction Skills} @UUID[Compendium.cyphersystem-compendium.abilities.4dTGeclZRVjzn5tT]{Interface} @UUID[Compendium.cyphersystem-compendium.abilities.PK6oiYXgdP7KaGgi]{Investigate} @UUID[Compendium.cyphersystem-compendium.abilities.romswZIOmAmtzfCL]{Investigative Skills} @UUID[Compendium.cyphersystem-compendium.abilities.4p95GsynORh0Xd7X]{Knowing} @UUID[Compendium.cyphersystem-compendium.abilities.xBQM1AmjmcjmPDDD]{Knowledge of the Law} @UUID[Compendium.cyphersystem-compendium.abilities.eEGFknWQZUBNXn99]{Knowledge Skills} @UUID[Compendium.cyphersystem-compendium.abilities.oAsK49Zgey5QaC82]{Late Inspiration} @UUID[Compendium.cyphersystem-compendium.abilities.eM1fLppEnXHBlRNX]{Learning the Path} @UUID[Compendium.cyphersystem-compendium.abilities.rfsCCpxcsjc8hr60]{Levity} @UUID[Compendium.cyphersystem-compendium.abilities.aOzkoVf0mNSkZBtn]{Life Lessons} @UUID[Compendium.cyphersystem-compendium.abilities.lzy1YbdIJxzNIHZq]{Machine Affinity} @UUID[Compendium.cyphersystem-compendium.abilities.QHSH8fE6l3bKz2xl]{Machine Hunting} @UUID[Compendium.cyphersystem-compendium.abilities.rhaZSmU6dJpzMO64]{Machine Interface} @UUID[Compendium.cyphersystem-compendium.abilities.XQxN55rl0f5HFxEM]{Magic Training} @UUID[Compendium.cyphersystem-compendium.abilities.Zu06akqnHdCvoR0W]{Make Judgment} @UUID[Compendium.cyphersystem-compendium.abilities.YF8CYsYKcXpdfqH5]{Master Identifier} @UUID[Compendium.cyphersystem-compendium.abilities.KM9qqjzJBJusQNkT]{Master Thief} @UUID[Compendium.cyphersystem-compendium.abilities.GfDLA0qSvqhqzIbL]{Microgravity Adept} @UUID[Compendium.cyphersystem-compendium.abilities.PRW5MxW12oakmeHE]{Monster Lore} @UUID[Compendium.cyphersystem-compendium.abilities.tC7wmZwlZcQy5Vd0]{Movement Skills} @UUID[Compendium.cyphersystem-compendium.abilities.CBGeAZSBuymzrxDz]{Muscles of Iron} @UUID[Compendium.cyphersystem-compendium.abilities.FDUGlu7DZhdfxH2P]{Natural Charisma} @UUID[Compendium.cyphersystem-compendium.abilities.bcEupdsF6FduFPwe]{Oneirochemy} @UUID[Compendium.cyphersystem-compendium.abilities.oTDJtTDkwxr5uSfU]{Open Mind} @UUID[Compendium.cyphersystem-compendium.abilities.EbnGDC61relhYaib]{Opening Statement} @UUID[Compendium.cyphersystem-compendium.abilities.noCgrKbB370cfzQg]{Physical Skills} @UUID[Compendium.cyphersystem-compendium.abilities.Kk5nnC1EcYtqc3Fu]{Pilot} @UUID[Compendium.cyphersystem-compendium.abilities.TTKx93iEvtnptsep]{Poetic License} @UUID[Compendium.cyphersystem-compendium.abilities.OjGaIl0JEepjDrla]{Post-Apocalyptic Survivor} @UUID[Compendium.cyphersystem-compendium.abilities.MBlyd9LvSH8D0Z5I]{Powerful Rhetoric} @UUID[Compendium.cyphersystem-compendium.abilities.vcbIe2sSMKJmawl4]{Predictive Equation} @UUID[Compendium.cyphersystem-compendium.abilities.xMRRfjFF0POkxyea]{Privileged Nobility} @UUID[Compendium.cyphersystem-compendium.abilities.FEkLEYwk7r9KE7oC]{Quarry} @UUID[Compendium.cyphersystem-compendium.abilities.YCwy44WnpusEYN7g]{Quick Study} @UUID[Compendium.cyphersystem-compendium.abilities.QVPmLa6CKwmH6vJZ]{Quick to Flee} @UUID[Compendium.cyphersystem-compendium.abilities.8EJ59LwWPkaqErUd]{Quicker Than Most} @UUID[Compendium.cyphersystem-compendium.abilities.pMQT2QIL38XlhkxB]{Resist Tricks} @UUID[Compendium.cyphersystem-compendium.abilities.ZOfmWQFbwSJQB4wm]{Ruin Lore} @UUID[Compendium.cyphersystem-compendium.abilities.IYt42xzsjesQyEfT]{Sailor} @UUID[Compendium.cyphersystem-compendium.abilities.h3G0Ven2SoaPCbk4]{Salvage and Comfort} @UUID[Compendium.cyphersystem-compendium.abilities.WUY75HFAqAu1i9ku]{Sense Attitudes} @UUID[Compendium.cyphersystem-compendium.abilities.x8cGd4MC9YEW9isa]{Serv-0 Repair} @UUID[Compendium.cyphersystem-compendium.abilities.9sfX1SGtcQ17Uiny]{Sharp Senses} @UUID[Compendium.cyphersystem-compendium.abilities.HWZ8mwAfZEu6r778]{Sleuth} @UUID[Compendium.cyphersystem-compendium.abilities.2CrV3a9S1yzOXBOJ]{Slippery} @UUID[Compendium.cyphersystem-compendium.abilities.sHdBJdVshvtAqz1K]{Sneak} @UUID[Compendium.cyphersystem-compendium.abilities.gwMRhz3h9zxbVQXt]{Stalker} @UUID[Compendium.cyphersystem-compendium.abilities.gbU7mA0flUR4W8Dl]{Stand Watch} @UUID[Compendium.cyphersystem-compendium.abilities.QAdh0yZBjJsHdJjD]{Stealth Skills} @UUID[Compendium.cyphersystem-compendium.abilities.tFhd4dEGikOd1g1K]{Straightforward} @UUID[Compendium.cyphersystem-compendium.abilities.MwDYD8V1CJv8w9rR]{Superb Explorer} @UUID[Compendium.cyphersystem-compendium.abilities.aJ1T8XqGF38vyzV2]{Superb Infiltrator} @UUID[Compendium.cyphersystem-compendium.abilities.B4U7RiMrZElfOQyj]{Taking Advantage} @UUID[Compendium.cyphersystem-compendium.abilities.1ZV6jp2IuXFgXEjn]{Task Training} @UUID[Compendium.cyphersystem-compendium.abilities.pYsmdnNte7o5Flca]{Tech Skills} @UUID[Compendium.cyphersystem-compendium.abilities.0xVoKhKKvzxIbtJD]{There’s Your Problem} @UUID[Compendium.cyphersystem-compendium.abilities.k4LeTZ1lqN9L3hPS]{Tool Mastery} @UUID[Compendium.cyphersystem-compendium.abilities.VAGafmOiBpvU2eq0]{Tracker} @UUID[Compendium.cyphersystem-compendium.abilities.O0d2Xjp5HTUdFzmp]{Trained Excavator} @UUID[Compendium.cyphersystem-compendium.abilities.A8CGMbLGsJ3AHKMP]{Trained Interlocutor} @UUID[Compendium.cyphersystem-compendium.abilities.eVZMy7s6px5jLTfj]{Trained Swimmer} @UUID[Compendium.cyphersystem-compendium.abilities.wEjdodvc6SLf8yso]{Travel Skills} @UUID[Compendium.cyphersystem-compendium.abilities.kv03xEihe4VZNkK5]{Understanding} @UUID[Compendium.cyphersystem-compendium.abilities.zgcoMEc4j2MjpDhC]{Vacuum Skilled} @UUID[Compendium.cyphersystem-compendium.abilities.KqV5RSzOU3S3NK51]{Wilderness Life} @UUID[Compendium.cyphersystem-compendium.abilities.8KYjSKp6ieQ8YXUy]{Wilderness Lore} @UUID[Compendium.cyphersystem-compendium.abilities.XseI77zSp7iHkEWq]{Wound Tender} @UUID[Compendium.cyphersystem-compendium.abilities.qEzcqbNhuJQuBagn]{Zero Dark Eyes}

Mid Tier

@UUID[Compendium.cyphersystem-compendium.abilities.GK0o4fjCtxgAP269]{Action Processor} @UUID[Compendium.cyphersystem-compendium.abilities.6ILcTvACqDdLVpc8]{Agent Provocateur} @UUID[Compendium.cyphersystem-compendium.abilities.KAAezRI2l8rdp1NS]{Animal Senses and Sensibilities} @UUID[Compendium.cyphersystem-compendium.abilities.TmDavAL4vDxKjLBK]{Confidence Artist} @UUID[Compendium.cyphersystem-compendium.abilities.yB4tnpDNVSOxgruq]{Dark Matter Shell} @UUID[Compendium.cyphersystem-compendium.abilities.bvqDafTBMB7Uo9Qj]{Enhance Strength} @UUID[Compendium.cyphersystem-compendium.abilities.hQx9SoUhY6jzUeTW]{Expert Driver} @UUID[Compendium.cyphersystem-compendium.abilities.12xO8QaEsTvEFUvY]{Expert Pilot} @UUID[Compendium.cyphersystem-compendium.abilities.RESKINMA0INj60Rc]{Find the Guilty} @UUID[Compendium.cyphersystem-compendium.abilities.dVh39nh5ARUxreUc]{Flex Skill} @UUID[Compendium.cyphersystem-compendium.abilities.Kk9lHkiaqsr3pUmk]{Ghost} @UUID[Compendium.cyphersystem-compendium.abilities.NhNvpbUWNRIFEm8b]{Hard to See} @UUID[Compendium.cyphersystem-compendium.abilities.7tiGTYVXj9eHdja7]{Heightened Skills} @UUID[Compendium.cyphersystem-compendium.abilities.uhC4ubTGfhkNvIMX]{Improvise} @UUID[Compendium.cyphersystem-compendium.abilities.iyM2N9G0RLlj6BZ7]{Increasing Determination} @UUID[Compendium.cyphersystem-compendium.abilities.2odkyEO8azxIZWYj]{Intelligent Interface} @UUID[Compendium.cyphersystem-compendium.abilities.t5vs3xMko8GLCB64]{Intense Interaction} @UUID[Compendium.cyphersystem-compendium.abilities.vPraXsdXkCmaoBbI]{Knowledge Is Power} @UUID[Compendium.cyphersystem-compendium.abilities.4JDFgEhyhqReRngE]{Master Crafter} @UUID[Compendium.cyphersystem-compendium.abilities.e3jpx5KsYc8F13Pu]{Meticulous Planner} @UUID[Compendium.cyphersystem-compendium.abilities.l0OFjk5XVGV5LzP1]{Minor Wish} @UUID[Compendium.cyphersystem-compendium.abilities.LdHCwZcifnRRuPrp]{Nightstrike} @UUID[Compendium.cyphersystem-compendium.abilities.3VJyYtECl0wKQj2p]{Outlast the Foe} @UUID[Compendium.cyphersystem-compendium.abilities.XQkQrvp4o395uIOJ]{Passing Mechanic} @UUID[Compendium.cyphersystem-compendium.abilities.LojkwDtb1gHLSB6A]{Preternatural Senses} @UUID[Compendium.cyphersystem-compendium.abilities.MzKqElUHuTtHkV7D]{Pull a Fast One} @UUID[Compendium.cyphersystem-compendium.abilities.y1bQFSBlwMbUico5]{Rapid Processing} @UUID[Compendium.cyphersystem-compendium.abilities.DhSH0rnaqLogC3DC]{Rider} @UUID[Compendium.cyphersystem-compendium.abilities.oCcnXLYQy9DjwPJC]{Sea Legs} @UUID[Compendium.cyphersystem-compendium.abilities.syiylO75dZlcUp3i]{Sensing Package} @UUID[Compendium.cyphersystem-compendium.abilities.NcItnMHjeG9fgE1K]{Serv-0 Aim} @UUID[Compendium.cyphersystem-compendium.abilities.lPqCQOQJF0JfoFRn]{Serv-0 Brawler} @UUID[Compendium.cyphersystem-compendium.abilities.EQXA8Gcwdc7dU8lw]{Sharp-Eyed} @UUID[Compendium.cyphersystem-compendium.abilities.hIy0GMeL8WALvhEb]{Ship Footing} @UUID[Compendium.cyphersystem-compendium.abilities.U2QV8t7Pq9irgHqF]{Silent As Space} @UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks} @UUID[Compendium.cyphersystem-compendium.abilities.c4CG5F8lfaYelzFf]{Soothe Mind and Body} @UUID[Compendium.cyphersystem-compendium.abilities.3pqCkOZjnAXWIikt]{Subtle Steps} @UUID[Compendium.cyphersystem-compendium.abilities.q80xvRDX6XwFXgma]{Targeting Eye} @UUID[Compendium.cyphersystem-compendium.abilities.NaqoExT72j3xkWp3]{Task Specialization} @UUID[Compendium.cyphersystem-compendium.abilities.oah8DOODfphl858B]{Telling} @UUID[Compendium.cyphersystem-compendium.abilities.3wxiRMTCBZ4iNCHp]{Temporal Acceleration} @UUID[Compendium.cyphersystem-compendium.abilities.zuEylYrgOVAAjs71]{Trained Basher} @UUID[Compendium.cyphersystem-compendium.abilities.I8N5PUMy5Eq7cqZl]{Trained Gunner} @UUID[Compendium.cyphersystem-compendium.abilities.gPqiQflb6Z3DXGVk]{Trained Slayer} @UUID[Compendium.cyphersystem-compendium.abilities.SjO76u6MlpVx3PwO]{Verbal Misdirection} @UUID[Compendium.cyphersystem-compendium.abilities.PlVEpuVxp9pGJSoa]{You Studied}

High Tier

@UUID[Compendium.cyphersystem-compendium.abilities.B0dq2gW9gdA0PdzR]{Amplify Sounds} @UUID[Compendium.cyphersystem-compendium.abilities.2uSx4ErQ9f2QLX5M]{As Foretold in Prophecy} @UUID[Compendium.cyphersystem-compendium.abilities.jmjxGRJTwztzBtLc]{Coordinated Effort} @UUID[Compendium.cyphersystem-compendium.abilities.xRvaY8SG4HVy5WO8]{Dark Explorer} @UUID[Compendium.cyphersystem-compendium.abilities.rYOt0poxNGA8b3FP]{Explains the Ineffable} @UUID[Compendium.cyphersystem-compendium.abilities.VVYx3J42Sj9qCQV9]{Exploit Advantage} @UUID[Compendium.cyphersystem-compendium.abilities.GnQRIvynqXx1R2a0]{Further Mathematics} @UUID[Compendium.cyphersystem-compendium.abilities.2LaX22wvw35lDger]{Learned a Few Things} @UUID[Compendium.cyphersystem-compendium.abilities.YWMUeaNzao8n8pAc]{Like the Back of Your Hand} @UUID[Compendium.cyphersystem-compendium.abilities.Cz0KkzZPnlX1oTYz]{Magnificent Moment} @UUID[Compendium.cyphersystem-compendium.abilities.kZ3LhhYZKrcnBplY]{Master Entertainer} @UUID[Compendium.cyphersystem-compendium.abilities.4USzF8qKs8oZJH13]{Multiple Skills} @UUID[Compendium.cyphersystem-compendium.abilities.kcXnkEBuyNil4Nd4]{No One Knows Better} @UUID[Compendium.cyphersystem-compendium.abilities.N0wzhZ676UrCR8M4]{Precognition} @UUID[Compendium.cyphersystem-compendium.abilities.MA2Pwhbpbq2SSIQy]{See the Future} @UUID[Compendium.cyphersystem-compendium.abilities.QZa9b5G80qxtoYqg]{Subsonic Rumble} @UUID[Compendium.cyphersystem-compendium.abilities.RE24qvMuPhasaCP3]{Total Awareness} @UUID[Compendium.cyphersystem-compendium.abilities.qKDngpAWNEzhdRj5]{Trick Driver} @UUID[Compendium.cyphersystem-compendium.abilities.vhGEeFVgyqX1gzRr]{Using the Environment}

Transform

A significant change that temporarily enhances you, such as growing bigger, turning into a werewolf, and so on. Also includes apparent transformations like disguises and invisibility.

Low Tier

@UUID[Compendium.cyphersystem-compendium.abilities.8DXGUr433iXaVCSv]{Beast Form} @UUID[Compendium.cyphersystem-compendium.abilities.GmMePJHTRl6PshR6]{Bigger} @UUID[Compendium.cyphersystem-compendium.abilities.wIOwT1tjGLMYzZAb]{Controlled Change} @UUID[Compendium.cyphersystem-compendium.abilities.HDYOv1V10xpFbFI7]{Enlarge} @UUID[Compendium.cyphersystem-compendium.abilities.Tgmrh8dyGqqCfnU5]{Face Morph} @UUID[Compendium.cyphersystem-compendium.abilities.U9ZBl9NeipxSLavS]{Golem Healing} @UUID[Compendium.cyphersystem-compendium.abilities.asQqC0DepYcsPxRV]{Illusory Disguise} @UUID[Compendium.cyphersystem-compendium.abilities.zOCvNsxHOcmkQrBn]{Phased Pocket} @UUID[Compendium.cyphersystem-compendium.abilities.5aUrbdjSSLCRggHU]{Spin Identity} @UUID[Compendium.cyphersystem-compendium.abilities.1CjsEMTtfnvL1CeJ]{Vanish}

Mid Tier

@UUID[Compendium.cyphersystem-compendium.abilities.NIePQkLH2DTVjZR2]{Bigger Beast Form} @UUID[Compendium.cyphersystem-compendium.abilities.rZsohzuwTFfghWVO]{Blend In} @UUID[Compendium.cyphersystem-compendium.abilities.Uq6p6fOg9KyFcUws]{Evanesce} @UUID[Compendium.cyphersystem-compendium.abilities.wqzexDdZolWgxAza]{Greater Controlled Change} @UUID[Compendium.cyphersystem-compendium.abilities.NhNvpbUWNRIFEm8b]{Hard to See} @UUID[Compendium.cyphersystem-compendium.abilities.uNzF1oQKJ6T1yqL4]{Huge} @UUID[Compendium.cyphersystem-compendium.abilities.nEN2HYzlJWhonfmE]{Invisible Phasing} @UUID[Compendium.cyphersystem-compendium.abilities.RfGCXsX7JXEr8fMw]{Moon Shape}

High Tier

@UUID[Compendium.cyphersystem-compendium.abilities.hbbPZIjq81Qqdp6i]{Colossal} @UUID[Compendium.cyphersystem-compendium.abilities.uN2YVmNxkFj3SFof]{Command Metal} @UUID[Compendium.cyphersystem-compendium.abilities.PyVeE7CtDVDksWG6]{Disappear} @UUID[Compendium.cyphersystem-compendium.abilities.0XYaYNoQzrYYKR4p]{Gargantuan} @UUID[Compendium.cyphersystem-compendium.abilities.wvlSlYCJyrJuFqtn]{Invisibility} @UUID[Compendium.cyphersystem-compendium.abilities.S5JTyQCNcgrXgNqf]{Mask} @UUID[Compendium.cyphersystem-compendium.abilities.m2j3n3xiExLcXAAn]{Moderate Wish} @UUID[Compendium.cyphersystem-compendium.abilities.5Rre17QhaTln9jgA]{Outside Reality} @UUID[Compendium.cyphersystem-compendium.abilities.85DCcEDqvz6A0LkD]{Perfect Control} @UUID[Compendium.cyphersystem-compendium.abilities.TRdK7RJBkq8WW4np]{Wild Camouflage}

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Equipment in the Cypher System plays only a small role. It’s far more important to focus on what you can do than on what you have. Still, sometimes it’s important to know if you’ve got enough rope, or what kind of gun your space pilot has at their hip.

Currency and Prices

Dollars, pounds, euros, credits, gold pieces, Martian solval beads, Corso moons and stars, bottle caps—a lot of different currencies might be used in your game, depending on the setting and the genre. You should use whatever you like. In the Cypher System rules, we talk in generalities rather than specifics. Not unlike saying immediate or short distance rather than giving precise numbers, we talk about goods and services in terms of inexpensive, moderately priced, expensive, very expensive, or exorbitant.

The GM can figure out what those things mean in their setting. In a fantasy setting, an inexpensive item might be 1 or 2 copper pennies, while an expensive item might require gold on the table. The exact amount can vary, and in many campaigns, the exact amount will matter. The GM will develop a detailed price list for their setting, and players will track their money on their character sheets to determine what they can afford, often ignoring the terms inexpensive, moderately priced, and so on.

But some GMs might want to keep things simple and use only the general terms, indicating currency just as flavor now and then. In a space opera game, where the PCs are the crew of a starship blazing about the galaxy in search of adventure and profit, fuel and upkeep for the ship might be expensive. Hauling a few passengers from Epsilon Eridani back to Earth might earn enough to purchase six expensive items but cost the equivalent of two expensive items, leaving the crew with the means to refuel and maintain the ship for two further voyages. In such a game, where money only means keeping the ship flying, no one has to talk in specific amounts. Characters might refer to “galactic credits” or something similar, but amounts might not be tracked on the character sheets.

Price Categories

There are five price categories for goods and services.

An inexpensive item is something that common people buy. A simple meal or a drink in the bar. A pen and some paper. A book or magazine.

A moderately priced item is something that common people buy, but not too often and not in great quantities. A small piece of furniture. A major entertainment. An expensive meal. A new outfit.

An expensive item is something that would strain a common person’s finances. Rent on a simple apartment. A major piece of furniture. A very nice outfit. The cost to travel a long distance (if appropriate to the setting).

A very expensive item is probably out of the reach of most people except in very special circumstances. Jewelry. Luxury furnishings.

An exorbitant item is something only the very rich can afford. A very nice house. A ship. Extremely expensive jewelry or art.

Think of the categories as powers of 10. That is to say, a moderately priced item is ten times more costly than an inexpensive item. An expensive item is ten times more costly than a moderately priced item, and thus 100 times the cost of something inexpensive. A very expensive item is ten times the cost of an expensive one, 100 times the cost of a moderate one, and 1,000 times the cost of an inexpensive one. An exorbitant item is priced ten times beyond that.

In some settings, even the generalization offered by the pricing categories might be too specific or cumbersome. In many superhero games, for example, prices are relatively moot. After saving the city, typical superheroes don’t worry about paying rent or how much dinner will cost. On the other hand, in a grittier superhero game, maybe that’s exactly what they worry about.

Using The Price Categories

Regardless of how precise you want to be with prices and currency, you can use the price categories in a variety of ways.

It’s easy for a GM to say to a player “You can afford two extra moderately priced things at the start of the game.” The player can look on the list and pick two moderately priced items without worrying about their cost. Plus, this approach makes it clear that they get two items, not twenty inexpensive items or one more expensive item that perhaps would not be appropriate for a starting character. The categories make it easy to lump similar items together.

The GM can also say “You can have whatever inexpensive items you want, and don’t worry about the cost.” At higher tiers, when the PCs have more wealth, followers, and so on, the GM can do this with moderate or even expensive items. This allows the group to skip over playing through a shopping trip to get supplies, and players don’t have to track prices down to the last coin.

Finally, the categories can be shorthand when evaluating loot, dividing up the spoils among the PCs, and resolving other story-based occurrences that crop up in the game without dealing in the minutiae of exact prices. This is of particular use in high-powered games where the PCs are rich and powerful.

Level of Equipment

Mundane equipment is about level 4—less if of inferior quality or materials, more if of superior quality or materials. This means that in a setting based on the distant past, the default level might be 3, while in the future it might be 5 or 6. So an average serf ’s tool in the Dark Ages is level 3, easily broken, while an average tool on a space station is level 6, made of advanced polymers.

Armor

Characters expecting danger frequently wear armor. Even the simplest protective covering helps against stabs and cuts, and more sophisticated or heavier armor protects against graver threats.

You can wear only one type of armor at a time—you cannot wear chainmail hauberk and scale armor together, for example. However, Armor bonuses from multiple sources combine to provide a total Armor rating. For example, if you have subdermal implants that give you +1 to Armor, a force field that offers another +1 to Armor, and beastskin that grants +2 to Armor, you have a total of +4 to Armor.

In general, light armor is a moderately priced item, medium armor is expensive, and heavy armor is very expensive. The Genre chapter offers more specific details on the kinds of armor available in a given setting. Keep in mind that in many genres, it’s quite odd, at best, to run around in armor tougher than a leather jacket.

Using Armor

Anyone can wear any armor, but it can be taxing. Wearing armor increases the cost of using a level of Effort when attempting a Speed-based action. So if you’re wearing light armor and want to use two levels of Effort on a Speed-based roll to run across difficult terrain, it costs 7 points from your Speed Pool rather than 5 (3 for the first level of Effort, plus 2 for the second level of Effort, plus 1 per level for wearing light armor). Edge reduces the overall cost as normal. If you are not experienced with a certain type of armor but wear it anyway, this cost is further increased by 1. Having experience with a type of armor is called being practiced with the armor.

ArmorSpeed Effort Additional Cost Per Level
Light+1
Medium+2
Heavy+3
Note: Clarification & Foundry VTT Usage

The table above is written from the perspective of someone having the ability Practiced in Armor. For consistency, armor items also assume that the PC is practiced in armor, so PCs without any ability or who are experienced in armor or have mastery in armor need to adjust the cost accordingly. Here’s a complete overview:

Speed Effort Additional Cost Per Level
ArmorNo AbilityPracticedExperiencedMastery
Light+2+1+0+0
Medium+3+2+1+0
Heavy+4+3+2+0

Shields

Shields provide an asset to Speed defense rolls. You must have one free hand to use a shield.

Weapons

Not all characters are familiar with all weapons. Warriors know their way around most types, but Explorers prefer light or medium weapons, and Adepts and Speakers usually stick to light weapons. If you wield a weapon that you have no experience with, an attack with that weapon is hindered. Having experience with a weapon is called being practiced with the weapon.

Light weapons inflict only 2 points of damage, but attacks with them are eased because they are fast and easy to use. Light weapons are punches, kicks, knives, handaxes, darts, very small pistols, and so on. Weapons that are particularly small are light weapons.

Medium weapons inflict 4 points of damage. Medium weapons include broadswords, battleaxes, maces, crossbows, spears, typical handguns, light rifles, sawed-off shotguns, and so on. Most weapons are medium. Anything that could be used in one hand (even if it’s often used in two hands, such as a quarterstaff or spear) is a medium weapon.

Heavy weapons inflict 6 points of damage, and you must use two hands to attack with them. Heavy weapons are huge swords, great hammers, massive axes, halberds, heavy crossbows, rifles, regular shotguns, assault rifles, and so on. Anything that must be used in two hands is a heavy weapon.

WeaponDamage
Light2 points (attack eased)
Medium4 points
Heavy6 points

In general, light weapons are moderately priced items, medium weapons are expensive, and heavy weapons are very expensive. Ammunition for a ranged weapon is inexpensive. The Genre chapter offers more specific details on weapons available in a given setting. Keep in mind that in many genres, it’s not acceptable to run around carrying dangerous weapons.

Explosive Weapons

Bombs, grenades, missiles, and other explosives operate differently than other weapons. They affect all targets within an area (usually an immediate area) and inflict damage to all of them. A separate attack roll is required for each (or a Speed defense roll if the PCs are the targets of such an attack), although to simplify, the player can make one attack roll and compare it to the difficulty to attack each target. Usually, even if the attack roll fails (or the Speed defense roll succeeds), the targets still suffer a smaller amount of damage, often 1 point.

Explosives like grenades can be thrown a short distance. Otherwise, another launcher weapon is needed to project them a long distance (or farther).

Miscellaneous Items and Services

Although the types of items for sale vary greatly based on the setting, a few things are always present, like food, lodging, and clothing. However, these goods and services can span the price categories. For example, you can get an inexpensive meal, a moderately priced meal, an expensive meal, and so on. An inexpensive meal is light and probably not very nutritious. An expensive meal is available only in nice restaurants in certain locations. An exorbitant meal is probably a feast for a crowd, with the finest foods and drink available.

Nightly lodging is similar, although the bottom end starts out worse. An inexpensive night’s lodging is probably a flea-ridden mat on the floor of a room filled with other lodgers. Typical lodging (a private room with a decent bed) is probably in the moderately priced range. Very expensive lodging might be a suite of rooms with delicious meals and personal services (such as massages and grooming) included.

Inexpensive clothing is just a step up from rags, but moderately priced clothing is decent enough. For a formal party, you’d want expensive clothing. The very rich likely wear very expensive clothing most of the time, and exorbitant clothing (and jewelry) when they go to their elite galas.

Other sorts of miscellaneous items can be found in the Genre chapter.

Cyphers

Cyphers can sometimes be physical items like equipment, but they work very differently. To be entirely accurate, cyphers might have the veneer of equipment, but don’t fall into the trap of confusing the two. Cyphers are far more akin to PC special abilities than to gear. In a fantasy game, they might be potions, scrolls, or charms. In a science fiction game, cyphers might be interesting throwaway devices or alien crystals of unknown providence. In other games, they might just represent good fortune or sudden inspiration. See the Cyphers chapter for more details.

Artifacts

Artifacts are more powerful than equipment and can’t simply be purchased. The Genre chapter offers a few sample artifacts appropriate for various settings.

Each artifact has a level and a rate of power depletion. When an artifact is used or activated, the player rolls the designated die (1d6, 1d10, 1d20, or 1d100). If the die shows the depletion number(s), the item works, but that is its last use. A depletion entry of “—” means that the artifact never depletes, and an entry of “automatic” means that it can be used only once.

Depowered artifacts can sometimes be recharged using the repair rules, depending on the item’s nature. Other special abilities can also repower an expended item, but probably for only one use.

For GM information on artifacts, see the Running the Cypher System chapter.

Finding, Identifying, and Using Artifacts

Characters can sometimes find artifacts while on adventures. They might be in ancient ruins, either intact or in need of manipulation to get them working. They could have been stolen from well-guarded military installations. They might be granted as rewards or taken from fallen foes. Sometimes they can even be purchased from a specialized source, but this occurs more rarely than most PCs would probably like.

After the characters find an artifact, identifying it is a separate Intellect task. The GM sets the difficulty of the task, but it is usually equal to the artifact’s level. Identifying it takes fifteen minutes to three hours. If the PCs can’t identify an artifact, they can bring it to an expert to be identified or, if desired, traded or sold.

Characters can attempt to use an artifact that has not been identified, which is usually an Intellect task equal to the artifact’s level + 2. Failure might mean that the PCs can’t figure out how to use the artifact or they use it incorrectly (GM’s discretion). Of course, even if characters use an unidentified artifact correctly the first time, they have no idea what the effect might be.

Once characters identify an artifact, using it for the first time requires an additional Intellect action; this process is far more complex than pushing a button. It can involve manipulating touchscreens, reciting the proper arcane words, or anything else that fits the setting. The GM sets the difficulty, but it is usually equal to the artifact’s level.

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Experience points (XP) are the currency by which players gain benefits for their characters. The most common ways to earn XP are through GM intrusions and by accomplishing things the PCs set out to do. Sometimes experience points are earned during a game session, and sometimes they’re earned between sessions. In a typical session, a player might earn 2 to 4 XP, and between sessions, perhaps another 2 XP (on average). The exact amounts depend on the events of the session.

GM Intrusion

At any time, the GM can introduce an unexpected complication for a character. When they intrude in this way, they must give that character 2 XP. That player, in turn, must immediately give one of those XP to another player and justify the gift (perhaps the other player had a good idea, told a joke, or performed an action that saved a life).

Often, the GM intrudes when a player attempts an action that should be an automatic success. However, the GM is free to intrude at other times. As a general rule, the GM should intrude at least once each session, but no more than once or twice each session per character.

Anytime the GM intrudes, the player can spend 1 XP to refuse the intrusion, though that also means they don’t get the 2 XP. If the player has no XP to spend, they can’t refuse.

If a player rolls a 1 on a die, the GM can intrude without giving the player any XP.

Example 1: Through skill and the aid of another character, a fourth-tier PC eases a wall-climbing task from difficulty 2 to difficulty 0. Normally, they would succeed at the task automatically, but the GM intrudes and says “No, a bit of the crumbling wall gives way, so you still have to make a roll.” As with any difficulty 2 task, the target number is 6. The PC attempts the roll as normal and gains 2 XP because the GM intruded. They immediately give one of those XP to another player.

Example 2: During a fight, a PC swings their axe and damages a foe with a slice across the shoulder. The GM intrudes by saying that the foe turned just as the axe struck, wrenching the weapon from the character’s grip and sending it clattering across the floor. The axe comes to a stop 10 feet (3 m) away. Because the GM intruded, the PC gains 2 XP, and the player immediately gives one of those XP to another player. Now the character must deal with the dropped weapon, perhaps drawing a different weapon or using their next turn to scramble after the axe.

For much more on GM intrusions, see the Running the Cypher System chapter.

Character Arcs

Character arcs are the means by which players can invest themselves more in great stories and character depth and development.

Just like in a book or a television show, characters progress through their own personal story and change over time. A PC with a character arc decides for themselves what they do and why. Character arcs are like stated goals for a character, and by progressing toward that goal, the character advances. The key word there is progressing. A PC doesn’t have to succeed at achieving the goal to earn advancement—it’s not an all-or-nothing prospect. Each arc is keyed to a single character, but just like in a book or show, characters can take part in the larger story arc that the whole group participates in, while also progressing in their own personal arc.

Character arcs have different steps that mark the character’s progress through the arc. Each arc eventually reaches a climax, and then finishes with a step that is a final resolution. Each step reached earns the character 2 XP. Character arcs are the most straightforward way that a character earns XP. (Typically, PCs will earn about half their total experience points from arcs or other GM awards.)

At character creation, a player can choose one character arc for their PC at no cost. Players have the option to not choose one, but it’s probably a good idea to do so. First and foremost, it is a character-defining factor. If they begin the campaign with a desire to find the woman who killed their brother, that says a lot about the character: they had a brother, he was likely close to them, he had been in at least one dangerous situation, and the character is probably motivated by anger and hate, at least somewhat. Even after the character finishes this first arc, they’ll undoubtedly have (at least one) more because they can gain new arcs as the campaign progresses.

Once play begins, players can take on a new arc whenever they wish, as fits the character’s ongoing story. Taking a new arc has a cost of 1 XP. While there’s no hard limit on how many arcs a character can have at one time, realistically most PCs couldn’t reasonably have more than three or four.

However, as mentioned above, arcs have a beginning cost that must be paid, reflecting the character’s devotion to the goal. The character will earn this investment back (probably many times over) if the arc is completed.

Character arcs are always player-driven. A GM cannot force one on a character. That said, the events in the narrative often present story arc opportunities and inspire character arcs for the PCs. It’s certainly in the GM’s purview to suggest possible arcs related to the events going on. For example, if the GM presents an encounter in which an NPC wishes to learn from the PC, it might make sense to suggest taking the Instruction arc. Whether or not the PC takes on the student, the player doesn’t have to adopt the Instruction arc unless they want to.

At the end of a session, review the actions you took and describe how they might equate to the completion of a step (or possibly more than one step) in their character arc. If the GM agrees, the character gets their reward.

When in doubt, if one character accomplishes a step in their arc but another character does not, the first character should get the 2 XP reward, but the other character should probably still get, at minimum, 1 XP for the session.

This chapter presents many sample character arcs (see below).

GM Awards

Sometimes, a group will have an adventure that doesn’t deal primarily with a PC’s character arc. In this case, it’s a good idea for the GM to award XP to that character for accomplishing other tasks. First and foremost, awards should be based on discovery. Discovery can include finding a significant new location, such as a hidden chamber, a secret fortress, a lost land, a new planet, or an unexplored dimension. In this fashion, PCs are explorers. Discovery can also include a new significant aspect of a setting, such as a secret organization, a new religion, and so on.

It can also mean finding a new procedure or device (something too big to be considered a piece of equipment) or even previously unknown information. This could include a source of magical power, a unique teleportation device, or the cure for a plague. These are all discoveries. The common thread is that the PCs discover something that they can understand and put to use.

Last, depending on the GM’s outlook and the kind of campaign the group wants to play, a discovery could be a secret, an ethical idea, an adage, or even a truth.

It’s a fine line, but ultimately the GM decides what constitutes a discovery as opposed to just something weird in the course of an adventure. Usually, the difference is, did the PCs successfully interact with it and learn something about it? If so, it’s probably a discovery.

Artifacts: When the group gains an artifact, award XP equal to the artifact’s level and divide it among the PCs (minimum 1 XP for each character). Round down if necessary. For example, if four PCs discover a level 5 artifact, they each get 1 XP. Money, standard equipment, and cyphers are not worth XP. (Experience point awards for artifacts should usually apply even if the artifact was given to the PCs rather than found, because often such gifts are the rewards for success.)

Miscellaneous Discoveries: Various other discoveries might grant 1 XP to each PC involved.

Other Awards: If a character is focused on activities that don’t relate to a character arc or a discovery, as a general rule, a mission should be worth at least 1 XP per game session involved in accomplishing it. For example, saving a family on an isolated farm beset by raiding cultists might be worth 1 XP for each character. Of course, saving the family doesn’t always mean killing the bad guys; it might mean relocating them, parlaying with the cultists, or chasing off the raiders.

Spending Experience Points

Experience points are meant to be used. Hoarding them is not a good idea; if a player accumulates more than 10 XP, the GM can require them to spend some.

Generally, experience points can be spent in four ways: immediate benefits, short- and medium-term benefits, long-term benefits, and character advancement.

Experience points should not be a goal unto themselves. Instead, they are a game mechanic to simulate how—through experience, time, toil, travail, and so on— characters become more skilled, more able, and more powerful. Spending XP to explain a change in a character’s capabilities that occurred in the course of the story, such as if the PC made a new device or learned a new skill, isn’t a waste of XP—it’s what XP are for.

Immediate Benefits

The most straightforward way for a player to use XP is to reroll any roll in the game—even one that they didn’t make. This costs 1 XP per reroll, and the player chooses the best result. They can continue to spend XP on rerolls, but this can quickly become an expensive proposition. It’s a fine way to try to prevent disaster, but it’s not a good idea to use a lot of XP to reroll a single action over and over.

A player can also spend 1 XP to refuse a GM intrusion.

Short- and Medium-Term Benefits

By spending 2 XP, a character can gain a skill—or, more rarely, an ability—that provides a short-term benefit. Let’s say a character notices that the computer terminals in the facility they’re infiltrating are similar to those used by the company they once worked for. They spend 2 XP and say that they have a great deal of experience in using these. As a result, they are trained in operating (and breaking into) these computers. This is just like being trained in computer use or hacking, but it applies only to computers found in that particular location. The skill is extremely useful in the facility, but nowhere else.

Medium-term benefits are usually story based. For example, a character can spend 2 XP while climbing through mountains and say that they have experience with climbing in regions like these, or perhaps they spend the XP after they’ve been in the mountains for a while and say that they’ve picked up the feel for climbing there. Either way, from now on, they’re trained in climbing in those mountains. This helps them now and any time they return to the area, but they’re not trained in climbing everywhere.

This method allows a character to get immediate training in a skill for half the normal cost. (Normally, it costs 4 XP to become trained in a skill.) It’s also a way to gain a new skill even if the PC has already gained a new skill as a step toward attaining the next tier.

In rare cases, a GM might allow a character to spend 2 XP to gain an entirely new ability—such as a device, a special ability, or a special mental power—for a short time, usually no longer than the course of one scenario. The player and the GM should agree on a story-based explanation for the benefit. Perhaps the ability has a specific rare requirement, such as a tool, a battery, a drug, or some kind of treatment. For example, a character who wants to explore a submerged location has several biotech enhancements, and they spend 2 XP to cobble together a device that lets them breathe underwater. This gives them the ability for a considerable length of time, but not permanently—the device might work for only eight hours. Again, the story and the logic of the situation dictate the parameters.

Long-Term Benefits

In many ways, the long-term benefits a PC can gain by spending XP are a means of integrating the mechanics of the game with the story. Players can codify things that happen to their characters by talking to the GM and spending 3 XP.

Things that a PC can acquire as a long-term benefit can be thought of as being story based, and they allow the player to have some narrative control over the story. In the course of play, a player might decide that their character gains a friend (a contact) or builds a log cabin (a home). Because a player spent XP, however, they should have some agency over what they’ve gained, and it shouldn’t be easily taken away. The player should help come up with the details of the contact or the design of their home.

It’s also possible to gain these benefits through events in the story, without spending XP. The new contact comes to the PC and starts the relationship. The new home is granted to them as a reward for service to a powerful or wealthy patron, or maybe the character inherits the home from a relative. However, because these came from the GM and not the player (and no XP were spent), the player has no narrative control over them and the GM makes up the details.

Long-term benefits can include the following.

Contact: The character gains a long-term NPC contact of importance—someone who will help them with information, equipment, or physical tasks. The player and GM should work out the details of the relationship.

Home: The PC acquires a full-time residence. This can be an apartment in a city, a cabin in the wilderness, a base in an ancient complex, or whatever fits the situation. It should be a secure place where the PC can leave their belongings and sleep soundly. Several characters could combine their XP and buy a home together.

Title or job: The PC is granted a position of importance or authority. It might come with responsibilities, prestige, and rewards, or it might be an honorary title.

Wealth: The PC comes into a considerable amount of wealth, whether it’s a windfall, an inheritance, or a gift. It might be enough to buy a home or a title, but that’s not really the point. The main benefit is that the PC no longer needs to worry about the cost of simple equipment, lodging, food, and so on. This wealth could mean a set amount—perhaps 50,000 dollars (or whatever is appropriate in the setting)—or it could bestow the ability to ignore minor costs, as decided by the player and GM.

GMs and players should work together to make XP awards and expenditures fit the ongoing story. If a PC stays in a location for two months to learn the inhabitants’ unique language, the GM might award the character a few XP, which are then immediately spent to grant them the ability to understand and speak that language.

Character Advancement

Progressing to the next tier involves four steps. When a PC has spent 4 XP on each of the steps, they advance to the next tier and gain all the type and focus benefits of that tier. The four steps can be purchased in any order, but each can be purchased only once per tier. In other words, a PC must buy all four steps and advance to the next tier before they can buy the same steps again.

Increasing Capabilities: You gain 4 new points to add to your stat Pools. You can allocate the points among your Pools however you wish.

Moving Toward Perfection: You add 1 to your Might Edge, your Speed Edge, or your Intellect Edge (your choice).

Extra Effort: Your Effort score increases by 1.

Skills: Choose one skill other than attacks or defense, such as climbing, jumping, persuading, sneaking, or history. You become trained in that skill. You can also choose to be knowledgeable in a certain area of study, such as history or geology. You can even choose a skill based on your character’s special abilities. For example, if your character can make an Intellect roll to blast an enemy with mental force, you can become trained in that ability, easing the task of using it.

If you choose a skill that you are already trained in, you become specialized in that skill, easing the task by two steps instead of one. If you choose a skill that you have an inability in, the training and the inability cancel each other out (you aren’t eased or hindered in that task). For example, if you have an inability in perception, becoming trained in that cancels out the inability.

Once you’re specialized in a skill, you can’t improve your training in that skill further (you can ease a task by up to two steps with training). You can still make that task easier with assets and a few rare abilities that don’t count as an asset or training.

Other Options: Players can also spend 4 XP to purchase other special options. Selecting one of these options counts as purchasing one of the four stages necessary to advance to the next tier. The other three need to be from the other categories. The special options are as follows:

Equal Advancement

It’s worthwhile if all characters advance through the six tiers at about the same rate—an important issue for some players. A good GM can achieve this result by carefully handing out XP rewards, some during play (which will tend to get used immediately) and some after play concludes, especially after completing a major story arc or quest so the GM can hand out 4 XP in one go (which will tend to get used for advancement). Many groups will discover while playing that equal advancement isn’t an important issue in the Cypher System, but people should get to play the game the way they want to play it.

Tier Advancement in The Cypher System

Tiers in the Cypher System aren’t entirely like levels in other roleplaying games. In the Cypher System, gaining tiers is not the players’ only goal or the only measure of achievement. Starting (first-tier) characters are already competent, and there are only six tiers. Character advancement has a power curve, but it’s only steep enough to keep things interesting. In other words, gaining a new tier is cool and fun, but it’s not the only path to success or power. If you spend all your XP on immediate, short-term, and medium-term benefits, you will be different from someone who spends their points on long-term benefits, but you will not be “behind” that character.

The general idea is that most characters will spend half their XP on tier advancement and long-term benefits, and the rest on immediate benefits and short- and medium-term benefits (which are used during gameplay). Some groups might decide that XP earned during a game is to be spent on immediate and short- and medium-term benefits (gameplay uses), and XP awarded between sessions for discoveries is to be spent on character advancement (long-term uses).

Ultimately, the idea is to make experience points into tools that the players and the GM can use to shape the story and the characters, not just a bookkeeping hassle.

Sample Character Arcs

The rest of this chapter presents sample character arcs for PCs. The writeup of each arc describes the parts involved in progressing through the arc:

Opening: This sets the stage for the rest of the arc. It involves some action, although that might just be the PC agreeing to do the task or undertake the mission. It usually has no reward.

Step(s): This is the action required to move toward the climax. In story terms, this is the movement through the bulk of the arc. It’s the journey. The rising tension. Although there might be just one step, there might also be many, depending on the story told. Each results in a reward of 2 XP.

Climax: This is the finale—the point at which the PC likely succeeds or fails at what they’ve set out to do. Not every arc ends with victory. If the character is successful, they earn a reward of 4 XP. If they fail, they still earn a reward of 2 XP. If a character fails the climax, they very likely ignore the resolution.

Resolution: This is the wrap-up or denouement. It’s a time for the character to reflect on what happened, tie up any loose ends, and figure out what happens next. When things are more or less resolved, the character earns a
1 XP reward.

Within the arc, most of the time a part is probably optional, depending on the situation—although it’s hard to envision most arcs without some kind of opening, climax, or resolution. Steps other than the opening, the climax, and the resolution can be done in any order.

Character arcs should always take at least weeks in game time, and no more than two parts in an arc should be accomplished in a game session (and most of the time, it should be one part, if any). If neither of these two things is true, then it’s not really a character arc. You can’t, for example, use the Creation arc to guide you through something you can make in an hour or two.

The following are common character arcs that you can choose for your character. If you and the GM want to make a new one, it should be fairly easy after looking through these models.

This chapter has a selection of sample character arcs, but you can create your own too. The arcs are intentionally broad to encompass many different characters and stories. For example, Revenge is a very simple and straightforward character arc. The player who chooses this arc for their character decides who they want revenge on, and why. It’s up to the players and the GM to make the details fit.

Some players might not want to use character arcs. The GM, however, can still use them as a benchmark for awarding XP. If the PCs are going off to explore a strange planet, the GM can essentially give them the Explore arc.

Aid a Friend

Someone needs your help.

When a PC friend takes a character arc, you can select this arc to help them with whatever their arc is (if appropriate). The steps and climax depend entirely on their chosen arc. If the friend is an NPC, the steps and climax are lifted from another arc appropriate to whatever they seek to do.

It’s difficult, but possible, to aid a friend with an arc even if that friend is unwilling to accept (or is ignorant of) your help.

The cost and rewards for a character with this arc are the same as those described in the original character arc.

Opening: Answering the Call. Offering to help (or responding to a request for help).

Step(s) and Climax: Depends on the friend’s arc. Rewards are the same for you as for the friend.

Resolution: You speak with your friend and learn if they are satisfied. Together, you share what you’ve learned (if anything) and where you will go from here.

Assist an Organization

You set out to accomplish something that will further an organization. You’re probably allied with them or they are rewarding you for your help in some fashion.

Opening: Responding to the Call. You work out all the details of what’s expected of you, and what rewards (if any) you might get. You also get the specifics of what’s required to join and advance.

Step: Sizing up the Task. This requires some action. A reconnaissance mission. An investigation.

Step(s): Undertaking the Task. Because this arc can vary so widely based on the task involved, there might be multiple steps like this one.

Climax: Completing the Task.

Resolution: Collecting your reward (if any) and conferring with the people in the organization that you spoke to. Perhaps getting access to higher-ranking people in the organization. You can choose to have your connection to the organization increase rather than take the standard reward.

Avenge

Someone close to you or important to you in some way has been wronged. The most overt version of this arc would be to avenge someone’s death. Avenging is different than revenge, as revenge is personal—you are the wronged party. But in the Avenge character arc, you are avenging a wrong done to someone else.

Opening: Declaration. You publicly declare that you are going to avenge the victim(s). This is optional.

Step(s): Tracking the Guilty. You track down the guilty party. This might not be physically finding them if you already know where they are. Instead, it might be discovering a way to get at them if they are distant, difficult to reach, or well protected. This step might be repeated multiple times, if applicable.

Step: Finding the Guilty. You finally find the guilty party, or find a path or make a plan to reach them. Now all that’s left is to confront them.

Climax: Confrontation. You confront the guilty party. This might be a public accusation and demonstration of guilt, a trial, or an attack to kill, wound, or apprehend them—whatever you choose to be appropriate.

Resolution: You resolve the outcome and the ramifications of the confrontation and decide what to do next.

Birth

You are becoming a parent.

The Birth character arc assumes you already have a partner or a surrogate. If you want your character to find a romantic partner or spouse, you can use the Romance arc. And of course, nonhuman characters might reproduce in other ways.

This arc is usually followed by the Raise a Child arc.

Opening: Impregnation.

Step: Finding a Caretaker. This might be a physician, midwife, doula, or similar person. This is optional.

Step: Complication. A complication arises that threatens the pregnancy, the birth parent, or both.

Step: Preparation. You prepare a place for the delivery as well as a safe place for the infant to live once born.

Climax: Delivery. The baby is born. Success means the child survives.

Resolution: You get the baby to the place you have prepared and settle in, deciding what to do next.

Build

You are going to build a physical structure—a house, a fortress, a workshop, a defensive wall, and so on. This arc would also cover renovating an existing structure or substantially adding to one. Of course, this doesn’t have to be physical construction. You might build something with spells or other supernatural abilities.

Opening: Make a Plan. This almost certainly involves literally drawing up blueprints or plans.

Step(s): Find a Site. This might be extremely straightforward—a simple examination of the site—or it might be an entire exploratory adventure. (If the latter, it might involve multiple such steps.)

Step(s): Gather Materials. Depending on what you are building and what it is made out of, this could involve multiple steps. There probably are substantial costs involved as well.

Step(s): Construction. Depending on what you are building, this could involve multiple steps. It might also take a considerable amount of time and work.

Climax: Completion. The structure is finished.

Resolution: You put the structure to its desired use and see if it holds up.

Cleanse

Someone or something has been contaminated, probably by evil spirits, radiation, a deadly virus, foul magic, or the like, and you want to rid them of such influences or contaminants. This could also be a curse, a possession, an infestation, or something else.

Opening: Analyzing the Threat. You determine the nature of the contamination.

Step: Find the Solution. Almost every contamination has its own particular solution, and this likely involves research and consultation.

Step: Getting Ready. The solution probably involves materials, spells, or other things that you must gather and prepare.

Climax: The Cleansing. You confront the contamination.

Resolution: You reflect on the events that have transpired and what effects they might have on the future. How can you keep this from happening again?

Creation

You want to make something. This might be a magic item, a painting, a novel, or a machine.

Opening: Make a Plan. You figure out what you need, what you’re going to do, and how you’re going to do it.

Step(s): Gather Materials. Depending on what you are creating and what it is made out of, this could involve multiple steps. There probably are substantial costs involved as well.

Step(s): Progress. Depending on what you are creating, this could involve multiple steps. It might also take a considerable amount of time and work.

Climax: Completion. It’s finished! Is it what you wanted? Does it work?

Resolution: You think about what you have learned from the process and use or enjoy the fruits of your labor.

Defeat a Foe

Someone stands in your way or is threatening you. You must overcome the challenge they represent. Defeat doesn’t always mean kill or even fight. Defeating a foe could mean beating them in a chess match or in competition for a desired mentor.

Opening: Sizing up the Competition. This requires some action. A reconnaissance mission. An investigation.

Step: Investigation. This requires some action. A reconnaissance mission. An investigation.

Step(s): Diving In. You travel toward your opponent, overcome their lackeys, or take steps to reach them so you can confront them. This step can take many forms, and there might be more than one such step. This step is always active.

Climax: Confrontation. The contest, challenge, fight, or confrontation occurs.

Resolution: You reflect on what you’ve learned and what the consequences of your actions might be.

Defense

A person, place, or thing is threatened, and you want to protect it.

Opening: Analyze the Situation. What are you defending, and what threats are involved?

Step: Account for Your Resources. How are you going to defend?

Step(s): Fend Off Danger. The forces threatening what you are protecting probably make an initial threat that you’ll have to defeat. It’s not the main threat, though. There might be multiple such initial threats.

Climax: Protect. The true threat reveals itself and you confront it.

Resolution: A time for reflection on everything that occurred, and an assessment of the person, place, or thing’s safety going forward.

Develop a Bond

You want to get closer to another character. This might be to make a friend, find a mentor, or establish a contact in a position of power. It might be to turn a friend into a much closer friend. The character might be an NPC or a PC.

Opening: Getting to Know You. You learn what you can about the other character.

Step: Initial Attempt. You attempt to make contact. This might involve sending messages or gifts through a courier, using an intermediary, or just going up and saying hello, depending on the situation.

Step(s): Building a Relationship. There might be many such steps as you develop the relationship.

Climax: Bond. You succeed or fail at forging the bond.

Resolution: You enjoy the fruits of your new relationship.

Enterprise

You want to create and run a business or start an organization. Maybe you’re a craftsperson who wants to sell your creations. Maybe you like baking and you want to start a catering service. Or maybe you want to start a secret society or found a school to teach young mutants how to use their powers. You’ll almost certainly have to make new connections, find (and somehow pay for) a location, and deal with all manner of administrative duties.

Opening: Drawing up a Plan. What’s your goal, and how are you going to achieve it?

Step: Account for Your Resources. How much financing does the enterprise need compared to what you’ve got? If you need more, how will you get it? How many people other than yourself are needed to begin, and how many will you need to sustain things once they are up and running?

Step: Finding a Location. You probably need a place to run your enterprise—a store, a workshop, a base of operations, and so on. You find a location and look into what it will take to buy or rent it.

Step(s): Building the Enterprise. You procure the needed equipment or personnel. You make the connections and deals to get things started. You obtain important permits or other legal documents. You test new products. You actually start the business. Each of these developments (and likely others) can be counted as a separate step, so there will be many steps.

Climax: Profit and Loss. You determine whether your enterprise will take off and carry on into the future, or fall apart before it gets a chance to blossom. This occurs in a single dramatic moment—your first major client, your organization’s first big meeting or mission, or whatever else is appropriate.

Resolution: A time for reflection on everything that occurred, and how you’re going to move forward.

Establishment

You want to prove yourself as someone of importance. This can take many forms—socially, within your order, financially, or even romantically.

Opening: Assessment. You assess yourself as well as who you need to prove yourself to.

Step(s): Appearances Matter. You improve your look. Enhance your wardrobe. Spruce up your house. Whatever it takes to get attention from the right people. There might be many such steps.

Step(s): Self-Aggrandizement. You need to get the word out to get people talking about you. There might be many such steps.

Climax: Grabbing Attention. You do something big, like host a party for influential people or produce a play that you wrote. You make a big splash or a big crash.

Resolution: You reflect on what you did and where you go from here.

Explore

Something out there is unknown and you want to explore its secrets. This is most likely an area of wilderness, a new planet, an otherworldly dimension, or something similar.

Opening: Make a Plan. Not only do you draw up a plan for your exploration, but if appropriate, you also make a formal declaration to relevant parties of what you’re going to do.

Step(s): Gather Resources. You get the supplies, vehicles, and help you need. Depending on where you are going and what is required, this could involve multiple steps. There probably are substantial costs involved as well.

Step(s): Travel. You go where you wish to explore. There might be many such steps, depending on how long it takes to get there.

Step(s): Exploration. This is the meat of the arc, but it’s probably a series of small moves and minor victories. There might be many such steps.

Climax: Conquest. You make the big discovery or truly master the area. You might not have explored every inch of the place, but if you are successful, you can claim to be done.

Resolution: You return home and possibly share your findings.

Fall From Grace

This is an odd character arc in that it’s (presumably) not something that a character would want. It is something that a player selects on a meta level for the character because it makes for an interesting story. It also sets up the potential for future arcs, such as Redemption. It’s important that this involve actions you take. For example, you fall into substance abuse. You treat people badly. You make mistakes that endanger others. In other words, the fall isn’t orchestrated by someone else—it’s all your own doing.

Opening: The Descent. Things go bad.

Step(s): Further Descent. Things get worse. Depending on the situation, this might involve many steps.

Step: Lashing Out. You treat others poorly as you descend.

Climax: Rock Bottom. There is no chance for success here. Only failure.

Resolution: You wallow in your own misery.

Finish a Great Work

Something that was begun in the past must now be completed. This might involve destroying an evil artifact, finishing the construction of a monument, developing the final steps of a cure for a disease, or uncovering a lost temple forgotten to the ages.

Opening: Assessing the Past. You look at what has come before and where it still needs to go. This almost certainly involves some real research.

Step: Conceive a Plan. You make a plan on how to move forward.

Step(s): Progress. You make significant progress or overcome a barrier to completion. This may involve multiple such steps.

Climax: Completion. This involves the big finish to the past work.

Resolution: You reflect on what you did and where you go from here.

Growth

Willingly or unwillingly, you are going to change. This is another meta arc. It’s less about a goal and more about character development. While it’s possible that the growth involved is intentional, in most people’s lives and stories, it is emergent. A character might become less selfish, braver, a better leader, or experience some other form of growth.

Opening: The Beginning. Change usually begins slowly, in a small, almost imperceptible way.

Step(s): Change. Growth involves many small steps.

Step: Overcoming an Obstacle. The temptation to resort to your old ways is always present.

Climax: Self-Evident Change. This is a dramatic about-face. This is the moment where you do something the “old you” would never have done, and it has a profound effect on you and those around you. With either success or failure, growth is possible.

Resolution: You recognize the change in yourself and move forward.

Instruction

You teach a pupil. You have knowledge on a topic and are willing to share. This can be a skill, an area of lore, a combat style, or the use of a special ability. This is usually a fairly long-term arc. Sometimes teaching a pupil is a side matter, and sometimes the pupil takes on more of an apprentice role and spends a great deal of time with you, traveling with you and perhaps even living in your house (or you living in theirs).

Opening: Taking on the Student.

Step: Getting to Know Them. You assess your pupil’s strengths and weaknesses and try to get an idea of what they need to learn and how you can teach it to them.

Step(s): The Lessons. Teaching is often a slow, gradual process.

Step: Breakdown. Many times, a student needs to have a moment of crisis to really learn something. Maybe they get dejected, or maybe they rebel against your teaching techniques.

Climax: Graduation. This is when you recognize that the pupil has learned what they need. It usually comes at a dramatic moment.

Resolution: You and the pupil say your goodbyes, and you look toward the future.

Join an Organization

You want to join an organization. This might be a military organization, a corporation, a secret society, a religion, or something else.

Opening: Getting the Details. You learn all you can about the organization and how one becomes a member.

Step(s): Making a Contact. Friends on the inside are always important.

Step(s): Performing a Deed. The organization might want to test your worth, or this might be a ceremony you must take part in. It might include paying some sort of dues or fee. Or all of these things.

Climax: Proving Your Worth. This is the point at which you attempt to show the organization that they would be better off with you as a member.

Resolution: You consider your efforts and assess what your membership gets you.

Justice

You try to right a wrong or bring a wrongdoer to justice.

Opening: Declaration. You publicly declare that you are going to bring justice in this situation. This is optional.

Step(s): Tracking the Guilty. You track down the guilty party, assuming there is one. This might not be physically finding them if you already know where they are. Instead, it might be discovering a way to get at them if they are distant, difficult to reach, or well protected. This step might be repeated multiple times, if applicable.

Step: Helping the Victim. Righting a wrong does not always involve confronting a wrongdoer. Part of it might be about helping those who were wronged.

Climax: Confrontation. You confront the guilty party. This might be a public accusation and demonstration of guilt, a trial, or an attack to kill, wound, or apprehend them—whatever you choose to be appropriate.

Resolution: You resolve the outcome and ramifications of the confrontation and decide what to do next.

Learn

You want to learn something. This isn’t the same as the Uncover a Secret arc, in which you’re looking for a bit of information. This is a skill or whole area of knowledge you want to gain proficiency with. This is learning a new language, how to play an instrument, or how to be a good cook. Thus, it’s not about gaining a level or rank in climbing, but learning to be an experienced mountaineer.

Opening: Focusing on the Problem.

Step: Finding a Teacher or a Way to Teach Yourself. Now you can truly begin.

Step(s): Learn. Depending on what you’re learning, this could involve one step or quite a few.

Climax: The Test. You put your new knowledge to the test in a real situation.

Resolution: You relax a bit and decide what to do next.

Master a Skill

You’re skilled, but you want to become the best. This arc might logically follow the Learn arc. As with the Learn arc, this can involve any kind of training at all, not just a skill.

Opening: Finding the Path. You’ve learned the basics. Now it’s time for the advanced material.

Step: Discovering a Master. You find a master to help you become a master.

Step(s): Learn. Depending on what you’re mastering, this could involve one step or quite a few.

Step: The Last Step. Eventually, you realize that even a master cannot teach you the last step. You must learn it on your own.

Climax: The Test. You put your mastery to the test in a real situation—and considering your goal, it’s probably a very important situation.

Resolution: You relax a bit and decide what to do next.

Mysterious Background

You don’t know who your parents were, but you want to find out. The mystery might be something other than your parentage, but that’s a common theme in this kind of arc. You want to know where you come from—there’s some kind of mystery in your past.

Opening: Beginning the Search.

Step: Research. You look into your own family background, if possible.

Step(s): Investigation. You talk to people who might know. You follow clues.

Climax: Discovery. You discover the secret of your own background. You determine if what you learn is good or bad, but either way discovery means success.

Resolution: You contemplate how this new knowledge sits with you.

New Discovery

You want to invent a new device, process, spell, or something similar. A cure for a heretofore unknown disease? An invocation with a result you’ve never heard of before? A method for getting into an impregnable vault? Any of these and more could be your discovery. While similar to the Creation arc and the Learn arc, the New Discovery arc involves blazing a new trail. No one can teach you what you want to know. You’ve got to do it on your own.

Opening: The Idea. You draw up plans for the thing you want to invent or discover.

Step: Research. You learn what people have done before and recognize where they fell short.

Step(s): Trial and Error. You test your hypothesis. This often ends in many failures before you get a success.

Climax: Eureka! It’s time to put the discovery to the true test.

Resolution: You reflect on your discovery and probably compile your notes and write it all down, for posterity’s sake if nothing else.

Raise a Child

You raise a child to adulthood. It can be your biological child or one you adopt. It can even be a child taken under your wing, more a young protégé than a son or daughter. This is obviously a very long-term arc.

Opening: Sharing Your Home. The child now lives with you.

Step: Care and Feeding. You learn to meet the child’s basic needs.

Step(s): Basic Instruction. You teach them to walk, talk, and read. You teach them to care for themselves.

Step(s): The Rewards Are Many. The child loves you. Relies on you. Trusts you. Eventually, helps you.

Step(s): Ethical Instruction. You instill your basic ethics in the child, hoping that they will mature into an adult you can be proud of.

Climax: Adulthood. At some point the child leaves the proverbial nest. You determine, at this point, your own success or failure.

Resolution: You reflect on the memories you have made.

Recover From a Wound (or Trauma)

You need to heal. This isn’t just for healing simple damage. This involves recovering from a major debilitating injury, illness, or shock. Severe damage, the loss of a body part, and emotional trauma all fall into this category.

Opening: Rest. The first thing you need to do is rest.

Step: Self Care. You take care of your own needs.

Step: Getting Aid. Someone helps.

Step: Medicine. Some kind of drug, cure, poultice, potion, or remedy aids your recovery.

Step: Therapy. With the help of someone else, you exercise your injury or cope with your trauma.

Climax: Acceptance or Recovery. You try to move on and use what has been damaged (or learn how to function without it).

Resolution: You get on with your life.

Redemption

You’ve done something very wrong, but you want to atone and make it right again. This is like the Justice arc or the Undo a Wrong arc, except you are the wrongdoer. This could be a follow-up to the Fall From Grace arc.

Opening: Regret. You are determined to rebuild, recover, and restore.

Step: Forgiveness. You apologize and ask for forgiveness.

Step: Identifying the Needs. You determine what needs to be done to atone for your transgression.

Climax: Making Good. You perform an act that you hope will redeem your past misdeed.

Resolution: You reflect on what has happened but now look to the future.

Repay a Debt

You owe someone something, and it’s time to make good.

Opening: Debts Come Due. You determine to do what is needed to make good on the debt. It might involve repaying money, but more appropriately it’s performing a deed or a series of deeds.

Step: Talking It Over. You discuss the matter with the person you owe, if possible. You ensure that what you’re doing is what they want.

Climax: Repayment. Either you do something to earn the money or goods you owe, or you undertake a major task that will compensate the other person.

Resolution: You relax knowing that your debt is repaid, and you look to the future.

Rescue

Someone or something of great importance has been taken, and you want to get them or it back.

Opening: Heeding the Call. You determine what has happened, and who or what is missing.

Step: Tracking. You discover who has taken them, and where.

Step: Travel. You go to where they are being held and get information on the location and who is involved. Maybe make a plan.

Climax: Rescue Operation. You go in and get them.

Resolution: You return them home.

Restoration

You’re down but not out. You want to restore your good name. Recover what you’ve lost. Rebuild what has been destroyed. You’ve fallen down or have been knocked down, but either way you want to pick yourself up. This is a possible follow-up to the Fall From Grace arc.

Opening: Vow to Yourself. You are determined to rebuild, recover, and restore.

Step(s): Work. You rebuild, recover, and restore. If all your money was stolen, you make more. If your house was destroyed, you rebuild it. If your reputation was tarnished, you perform deeds that restore your good name.

Climax: The Final Act. You undertake one last major task that will bring things back to where they were (or close to it). A lot is riding on this moment.

Resolution: You enjoy a return to things the way they were before.

Revenge

Someone did something that harmed you. Unlike the Avenge arc, this arc probably isn’t about tracking down a murderer, but it might involve pursuing someone who stole from you, hurt you, or otherwise brought you grief. The key is that it’s personal. Otherwise, use the Justice arc.

Opening: Vow. You swear revenge.

Step(s): Finding a Clue. You find a clue to tracking down the culprit.

Climax: Confrontation. You confront the culprit.

Resolution: You deal with the aftermath of the confrontation and move on. You think about whether you are satisfied by gaining your revenge.

Romance

You want to strike up a relationship with a romantic partner. Perhaps you have a specific person in mind, or maybe you’re just interested in a relationship in general.

Opening(s): Caught Someone’s Eye. You meet someone you are interested in. (Since this can be short-lived, it’s possible to have this opening occur more than once.)

Step(s): Courtship. You begin seeing the person regularly. Although not every “date” is a step in the arc, significant moments are, and there may be a few of them.

Climax: Commitment. You may or may not be interested in a monogamous relationship. Regardless, you and your love have made some kind of commitment to each other.

Resolution: You think about the future. Marriage? Children? These are only some of the possibilities.

Solve a Mystery

Different from the Learn arc and the Uncover a Secret arc, this arc is about solving a crime or a similar action committed in the fairly recent past. It’s not about practice or study, but about questions and answers. In theory, the mystery doesn’t have to be a crime. It might be “Why is this strange caustic substance leaking into my basement?”

Opening: Pledging to Solve the Mystery.

Step: Research. You get some background.

Step(s): Investigation. You ask questions. You look for clues. You cast divinations. This likely encompasses many such steps.

Climax: Discovery. You come upon what you believe to be the solution to the mystery.

Resolution: In this step, which is far more active than most resolutions, you confront the people involved in the mystery with what you’ve discovered, or you use the information in some way (such as taking it to the proper authorities).

Theft

Someone else has something you want.

Opening: Setting Your Sights. You make a plan.

Step: Casing the Joint. You scout out the location of the thing (or learn its location).

Step(s): Getting to the Object. Sometimes, many steps are involved before you reach the object you wish to take. For example, if, in order to steal something from a vault, you need to approach one of the guards while they are off duty and bribe them to look the other way when you break in, that is covered in this step.

Climax: The Attempt. You make your heist.

Resolution: You decide what to do with the thing you’ve stolen and contemplate the repercussions you might face for stealing it.

Train a Creature

You want to domesticate and train an animal or other creature. While the beast doesn’t need to be wild, it must not already be domesticated and trained.

Opening: Getting Acquainted. You get to know the creature a bit, and it gets to know you.

Step: Research. You get information on the type of creature or advice from others who have trained one.

Step: Domestication. After some work, the creature is no longer a threat to you or anyone else, and it can live peacefully in your home or wherever you wish.

Step(s): Training. Each time you use this step, you teach the creature a new, significant command that it will obey regularly and immediately.

Climax: Completion. Believing the creature’s training to be complete, you put it in a situation where that is put to the test.

Resolution: You reflect on the experience.

Transformation

You want to be different in a specific way. Because the Growth arc covers internal change, this one focuses primarily on external change. This could take many forms, and probably varies greatly by genre. In some settings, it could even be death, which might turn you into a ghost. For the change to be an arc, it should be difficult and perhaps risky.

Opening: Deciding on the Transformation.

Step: Research. You look into how the change can be made and what it entails.

Step(s): Investigation. This is an active step toward making the change. It might involve getting more information, materials or ingredients, or something else.

Climax: Change. You make the change, with some risk of failure or disaster.

Resolution: You contemplate how this change affects you going forward.

Uncover a Secret

There is knowledge out there that you want. It could be an attempt to find and learn a specific special ability. This could also be a hunt for a lost password or a key that will open a sealed door, the true name of a devil, the secret background of an important person, or how the ancients constructed that strange monolith.

Opening: Naming the Secret. You give your goal a name. “I am seeking the lost martial art of the Khendrix, who could slice steel with their bare hands.”

Step(s): Research. You scour libraries and old tomes for clues and information.

Step(s): Investigation. You talk to people to gain clues and information.

Step(s): Tracking. You track down the source of the secret information and travel to it.

Climax: Revelation. You find and attempt to use the secret, whatever that entails.

Resolution: You contemplate how this secret affects you and the world.

Undo a Wrong

Someone did something horrible, and its ramifications are still felt, even if it happened long ago. You seek to undo the damage, or at least stop it from continuing.

This is different from the Justice arc because this isn’t about justice (or even revenge)—it’s about literally undoing something bad that happened in the past, such as a great library being burned to the ground, a sovereign people being driven from their land, and so on.

Opening: Vowing to Put Right What Once Went Wrong.

Step: Make a Plan. You learn all you can about the situation and then make a plan to put things right.

Step(s): Progress. This is an active step toward undoing the wrong. It might involve finding something, defeating someone, destroying something, building something, or almost anything else, depending on the circumstances.

Climax: Change. You face the challenge of the former wrong, and either overcome it or fail.

Resolution: You reflect on what you’ve accomplished and think about the future.

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For an expanded treatment of the fantasy genre, refer to the @UUID[Compendium.cyphersystem-compendium.cypher-journals.nnDPf4sPK61ROEV8]{Fantasy Rulebook}.

For our purposes, fantasy is any genre that has magic, or something so inexplicable it might as well be magic. The sort of core default of this type is Tolkienesque fantasy, also known as second-world fantasy because it includes a completely new world not our own. Big fantasy epics like those penned by J. R. R. Tolkien (hence the name), C. S. Lewis, George R. R. Martin, Stephen R. Donaldson, David Eddings, Ursula K. Le Guin, and others are indicative of this genre. It usually involves swords, sorcery, nonhuman species (such as elves, dwarves, helborn, and half-giants), and epic struggles.

Of course, fantasy might also involve the modern world, with creatures of myth and sorcerers dwelling among us. It might involve mythic traditions of any number of cultures (elves, dwarves, and the like, usually being decidedly European) or bear little resemblance to anything on Earth, past or present. It might even involve some of the trappings of science fiction, with spaceships and laser guns amid the wizardry and swords (this is often called science fantasy).

Fantasy can also be defined by the amount of fantasy elements within it. A second-world fantasy filled with wizards, ghosts, dragons, curses, and gods is referred to as high fantasy. Fantasy with a firmer grounding in reality as we know it in our world is low fantasy. (In fact, low fantasy often takes place in our world, or in our world’s distant past, like the stories of Conan.) No single element indicates concretely that a given fantasy is high or low. It’s the prevalence of those elements.

The point is, there are many, many types of fantasy.

Suggested Types for a Fantasy Game

RoleCharacter Type
WarriorWarrior
KnightWarrior
RangerExplorer
BarbarianExplorer flavored with combat
ThiefExplorer flavored with stealth
WizardAdept
ClericSpeaker flavored with magic
DruidExplorer flavored with magic
Warrior mageWarrior flavored with magic
BardSpeaker

Basic Creatures and NPCs for a Fantasy Game

@UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.aRHd1kwkUTogvMyG]{Bat} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.POcXUZp1mwvumsvK]{Blacksmith} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.JZbErZ6hAgtHrgim]{Dog} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.vmvgLdR7JKdsukCW]{Dog, guard} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.4xi11kpGx3rGZEYm]{Farmer} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.pNEII8Wup8xjZfuA]{Hawk} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.61EndqAjZ2ZZZuS9]{Horse} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.4xi11kpGx3rGZEYm]{Farmer} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.8AhrSmfhARlAahxp]{Merchant} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.qLFrfE0E9w6BcG48]{Rat} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.XwsPRwBGqnPnCJKG]{Villager} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.ZIE2MSMDhhgqBRgl]{Viper} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.vhGua32GarGCzLGv]{Warhorse} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.4gJ7LYEkIlt16Epj]{Wolf}

Additional Fantasy Equipment

In the default Medieval Europe-style fantasy setting, the following items (and anything else appropriate to that time period) are usually available.

Inexpensive Items

WeaponsNotes
@UUID[Compendium.cyphersystem-compendium.ammo.JwvZz1lxVR3H6P8D]{Arrows (20)}
@UUID[Compendium.cyphersystem-compendium.weapons-fantasy.zuI2zJqYv2bPN415]{Club}Light weapon
@UUID[Compendium.cyphersystem-compendium.ammo.mY1JGNvk9RPW7y2D]{Crossbow bolts (20)}
@UUID[Compendium.cyphersystem-compendium.weapons-fantasy.IBJ8eUTFLMb2IKaZ]{Knife (rusty and worn)}Light weapon (won’t last long)
Other ItemsNotes
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.ua0XElr4rvEe4C7J]{Candle}
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.UJ5qtx1Dt3ENW2Uh]{Rations (1 day)}
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.m5lUbtwYYZDzo0Jx]{Sack}
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.G2HjI5SUADNv0yJ2]{Torch}

Moderately Priced Items

WeaponsNotes
@UUID[Compendium.cyphersystem-compendium.weapons-fantasy.La6ogBpdY1cjYIug]{Blowgun}Light weapon, short range
@UUID[Compendium.cyphersystem-compendium.weapons-fantasy.DxvLEdJsjNLghy5m]{Broadsword (substandard)}Medium weapon (won’t last long)
@UUID[Compendium.cyphersystem-compendium.weapons-fantasy.cFkYLORc1EiwPpLf]{Dagger}Light weapon
@UUID[Compendium.cyphersystem-compendium.weapons-fantasy.Chp5Kt00vrxxYBAT]{Handaxe}Light weapon
@UUID[Compendium.cyphersystem-compendium.weapons-fantasy.xMUGgLlOKoZqooWy]{Throwing knife}Light weapon, short range
ArmorNotes
@UUID[Compendium.cyphersystem-compendium.armor-fantasy.dwYLXpRkrg8AaoMP]{Hides and furs}Light armor
@UUID[Compendium.cyphersystem-compendium.armor-fantasy.E3UpdWDvaLUQ2Xfz]{Leather jerkin}Light armor
Other ItemsNotes
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.2uM56Yu3g5OCjLkm]{Backpack}
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.3TAk68d2T0nMXlIG]{Bedroll}
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.ObGbm8EmEBDCotRD]{Crowbar}
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.BmQOOToImOypwy7g]{Hourglass}
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.VNW4jviGcTTfC2Mu]{Iron spikes}10 spikes
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.XjU4o9vgaZ4wiBSD]{Lantern}
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.U20W8jrBZGlWsQu2]{Rope}Hemp, 50 feet
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.BQ87g3YjkViIKc7l]{Signal horn}
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.MEp5TNjz6v9dnuLP]{Tent}

Expensive Items

WeaponsNotes
@UUID[Compendium.cyphersystem-compendium.weapons-fantasy.oGdbXxumsdjbdVzJ]{Battleaxe}Medium weapon
@UUID[Compendium.cyphersystem-compendium.weapons-fantasy.W8mx4ak9u2JKvX6Q]{Broadsword}Medium weapon
@UUID[Compendium.cyphersystem-compendium.weapons-fantasy.xeXPxadNyGu35H4k]{Bow}Medium weapon, long range
@UUID[Compendium.cyphersystem-compendium.weapons-fantasy.H8tg6l3LpBLNRz32]{Cutlass}Medium weapon
@UUID[Compendium.cyphersystem-compendium.weapons-fantasy.ZHeioW4Ywrgs6Si8]{Light crossbow}Medium weapon, long range
@UUID[Compendium.cyphersystem-compendium.weapons-fantasy.J3BdB6S45bmc8cvl]{Quarterstaff}Medium weapon (requires 2 hands)
ArmorNotes
@UUID[Compendium.cyphersystem-compendium.armor-fantasy.ljoqzdX7tpPpCTCc]{Breastplate}Medium armor
@UUID[Compendium.cyphersystem-compendium.armor-fantasy.9toshrf5gjzwIsDm]{Brigandine}Medium armor
@UUID[Compendium.cyphersystem-compendium.armor-fantasy.2mgyMiNIOQ4iUVnl]{Chainmail}Medium armor
Other ItemsNotes
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.mVwBYBHxYinj4lLx]{Bag of heavy tools}
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.XuYDx9q73UxyPN22]{Bag of light tools}

Very Expensive Items

WeaponsNotes
@UUID[Compendium.cyphersystem-compendium.weapons-fantasy.rUR8Ile0ZRC2qMfM]{Broadsword (jeweled)}Medium weapon
@UUID[Compendium.cyphersystem-compendium.weapons-fantasy.7Yc0010ac7PbCkPl]{Greatsword}Heavy weapon
@UUID[Compendium.cyphersystem-compendium.weapons-fantasy.gVNfXCYe0qsDXQNO]{Heavy crossbow}Heavy weapon, long range
ArmorNotes
@UUID[Compendium.cyphersystem-compendium.armor-fantasy.f8OhNQR1rGtWy2Ot]{Dwarven breastplate}Medium armor, encumbers as light armor
@UUID[Compendium.cyphersystem-compendium.armor-fantasy.2SMPhQU8pP4vsJ6R]{Full plate}Heavy armor
Other ItemsNotes
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.cIWeisTbSX9izeaW]{Disguise kit}Asset for disguise tasks
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.ICgjGDSqGXInN1PP]{Healing kit}Asset for healing tasks
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.7BQwwk2qh7zxU6ih]{Spyglass}Asset for perception tasks at range

Exorbitant Items

ArmorNotes
@UUID[Compendium.cyphersystem-compendium.armor-fantasy.kcF98fSVWNjAEQWI]{Elven chainmail}Medium armor, encumbers as no armor
Other ItemsNotes
@UUID[Compendium.cyphersystem-compendium.vehicles.3svOlCDP6Sm4v2Ql]{Sailing ship (small)}

Fantasy Artifacts

In many ways, fantasy is the genre for artifacts. All magic items—wands that shoot lightning, magic carpets, singing swords, rings that make the wearer invisible, and so on—are artifacts. Below are a few sample artifacts to give a template for GMs to follow. Those running a fantasy campaign will likely want to create many magic artifacts.

@UUID[Compendium.cyphersystem-compendium.artifacts-fantasy.Hanw3m7cRoN6XrsV]{Angelic ward} @UUID[Compendium.cyphersystem-compendium.artifacts-fantasy.I8TAffkn2YfPdIlf]{Ring of dragon’s flight} @UUID[Compendium.cyphersystem-compendium.artifacts-fantasy.lZy9XOFTIPBKjr5z]{Soulflaying weapon} @UUID[Compendium.cyphersystem-compendium.artifacts-fantasy.2q4omUFxtUBr4WFP]{Spellbook of the amber mage} @UUID[Compendium.cyphersystem-compendium.artifacts-fantasy.BNT94UfgkXdmcErV]{Wand of firebolts}

Fantasy Species Descriptors

In a high fantasy setting, some GMs may want dwarves and elves to be mechanically different from humans. Below are some possibilities for how this might work.

Dwarf

You’re a stocky, broad-shouldered, bearded native of the mountains and hills. You’re also as stubborn as the stone in which the dwarves carve their homes under the mountains. Tradition, honor, pride in smithcraft and warcraft, and a keen appreciation of the wealth buried under the roots of the world are all part of your heritage. Those who wish you ill should be wary of your temper. When dwarves are wronged, they never forget.

You gain the following characteristics:

Stalwart: +2 to your Might Pool.

@UUID[Compendium.cyphersystem-compendium.basic-skills.Q0vfmbqehJw0jYBa]{Skill}: You are trained in Might defense rolls.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.kOe6eKWNKZ0rlIbt]{Skill}: You are trained in tasks related to stone, including sensing stonework traps, knowing the history of a particular piece of stonecraft, and knowing your distance beneath the surface.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.XBza3foP98Apv3u6]{Skill}: You are practiced in using axes.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.O0bj3SSEEaArxBet]{Skill}: You are trained in using the tools required to shape and mine stone.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.wfUuLfNI6KyKsZ6R]{Vulnerability}: When you fail an Intellect defense roll to avoid damage, you take 1 extra point of damage.

Additional Equipment: You have an axe.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You found the PCs wandering a maze of tunnels and led them to safety.

  2. The PCs hired you to dig out the entrance to a buried ruin.

  3. You tracked down the thieves of your ancestor’s tomb and found they were the PCs. Instead of killing them, you joined them.

  4. Before dwarves settle down, they need to see the world.

Elf

You haunt the woodlands and deep, natural realms, as your people have for millennia. You are the arrow in the night, the shadow in the glade, and the laughter on the wind. As an elf, you are slender, quick, graceful, and long lived. You manage the sorrows of living well past many mortal lifetimes with song, wine, and an appreciation for the deep beauties of growing things, especially trees, which can live even longer than you do.

You gain the following characteristics:

Agile: +2 to your Speed Pool.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.y8GNItkWz0Ll5eDE]{Long-Lived}: Your natural lifespan (unless tragically cut short) is thousands of years.

@UUID[Compendium.cyphersystem-compendium.basic-skills.rH5FwMXGaNn21DZD]{Skill}: You are specialized in tasks related to perception.

Skill: You are practiced in using one bow variety of your choice.

Skill: You are trained in @UUID[Compendium.cyphersystem-compendium.basic-skills.duTx0BwgmC1Gw3Ze]{stealth} tasks. In areas of natural woodland, you are @UUID[Compendium.cyphersystem-compendium.expanded-skills.FXuy9hOuuAVeiGIc]{specialized in stealth tasks}.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.JTgcA5dhKHQM6lvw]{Fragile}: When you fail a Might defense roll to avoid damage, you take 1 extra point of damage.

Additional Equipment: You have a bow and a quiver of arrows to go with it.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. Before putting an arrow in the forest intruders, you confronted them and met the PCs, who were on an important quest.

  2. Your heart yearned for farther shores, and the PCs offered to take you along to new places.

  3. Your home was burned by strangers from another place, and you gathered the PCs along the way as you tracked down the villains.

  4. An adventure was in the offing, and you didn’t want to be left behind.

Half-Giant

You stand at least 12 feet (4 m) tall and tower over everyone around you. Whether you are a full-blooded giant or merely have giant heritage from large ancestors, you’re massive. Always large for your age, it became an issue only once you reached puberty and topped 7 feet (2 m) in height, and kept growing from there.

You gain the following characteristics:

Tough: +4 to your Might Pool.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.cP5tB0NoQnIydKZJ]{Mass and Strength}: You inflict +1 point of damage with your melee attacks and attacks with thrown weapons.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.0efUBEaMaoe3XB4q]{Breaker}: Tasks related to breaking things by smashing them are eased.

Inability: You’re too large to accomplish normal things. Tasks related to @UUID[Compendium.cyphersystem-compendium.inabilities.gpHPkjq631isDAjT]{initiative}, @UUID[Compendium.cyphersystem-compendium.inabilities.oGzczZIk8XKBDpZo]{stealth}, and @UUID[Compendium.cyphersystem-compendium.inabilities.veqN70GNrIvluVMq]{fine manipulation of any sort} (such as lockpicking or repair tasks) are hindered.

Additional Equipment: You have a heavy weapon of your choice.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You fished the PCs out of a deep hole they’d fallen into while exploring.

  2. You were the PCs’ guide in the land of giants and stayed with them afterward.

  3. The PCs helped you escape a nether realm where other giants were imprisoned by the gods.

  4. You kept the PCs from being discovered by hiding them behind your bulk when they were on the run.

Helborn

Demons of the underworld sometimes escape. When they do, they can taint human bloodlines. Things like you are the result of such unnatural unions. Part human and part something else, you are an orphan of a supernatural dalliance. Thanks to your unsettling appearance, you’ve probably been forced to make your own way in a world that often fears and resents you. Some of your kin have large horns, tails, and pointed teeth. Others are more subtle or more obvious in their differences—a shadow of a knife-edge in their face and a touch that withers normal plants, a little too much fire in their eyes and a scent of ash in the air, a forked tongue, goatlike legs, or the inability to cast a shadow. Work with the GM on your particular helborn appearance.

You gain the following characteristics.

Devious: +2 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.JW3zwz6IgZcqN0XX]{Skill}: You are trained in tasks related to magic lore and lore of the underworld.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.w2loaRgoNlhuYGwg]{Fire Adapted}: +2 to Armor against damage from fire only.

Helborn Magic: You are inherently magical. Choose one low-tier ability from the Abilities chapter. If the GM agrees it is appropriate, you gain that ability as part of your helborn heritage, and can use it like any other type or focus ability.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.yW5LvpudYQcN1n5b]{Inner Evil}: You sometimes lose control and risk hurting your allies. When you roll a 1, the GM has the option to intrude by indicating that you lose control. Once you’ve lost control, you attack any and every living creature within short range. You can’t spend Intellect points for any reason other than to try to regain control (a difficulty 2 task). After you regain control, you suffer a –1 penalty to all rolls for one hour.

@UUID[Compendium.cyphersystem-compendium.inabilities.lfVIjOnbi86nUjng]{Inability}: People distrust you. Tasks to persuade or deceive are hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You were nearly beaten to death by people who didn’t like your look, but the PCs found and revived you.

  2. The PCs hired you for your knowledge of magic.

  3. Every so often you get visions of people trapped in the underworld. You tracked those people down and found the PCs, who’d never visited the underworld. Yet.

  4. Your situation at home became untenable because of how people reacted to your looks. You joined the PCs to get away.

Optional Rule: Spellcasting

Fantasy settings prioritize magic as an essential ingredient. But why restrict that magic to just wizards and similar characters? It’s not uncommon in fantasy literature for a thief or warrior to learn a few spells as they steal or brawl through their adventures. Leiber’s Gray Mouser knew some spells, Moorcock’s Elric knew a lot, pretty much everyone in Anthony’s Xanth books knew at least one, and so on. Of course, wizards and sorcerers specialize in spellcasting, which gives them clear superiority in magic use. But whether a character is a fireball-flinging wizard or a belligerent barbarian, anyone can learn some spellcasting under this optional rule.

Under the spellcasting rule, any character, no matter their role or type, can choose to learn a spell as a long-term benefit. After they learn one spell, they may learn more later if they wish, or just stick with the one.

First Spell

Any character can gain a spell by spending 3 XP and working with the GM to come up with an in-game story of how the PC learned it. Maybe they learned it as a child from their parent and practiced it enough to actually do it; perhaps they spent a month hiding in a wizard’s library reading; it could be that they found a weird magical amulet that imbues them with the spell; and so on.

Next, choose one low-tier ability from the Abilities chapter. If the GM agrees it is appropriate, the character gains that ability as their spell, with a few caveats. The spell can’t be used like a normal ability gained through a PC’s type or focus. Instead, a character must either use a recovery roll or spend many minutes or longer evoking their spell, in addition to paying its Pool cost (if any).

Using a Recovery Roll to Cast a Spell: If the character uses a one-action, ten-minute, or one-hour recovery roll as part of the same action to cast the spell (including paying any Pool costs), they can use the ability as an action. This represents a significant mental and physical drain on the character, because the normal benefit of recovering points in a Pool is not gained.

Spending Time to Cast a Spell: If the character takes at least ten minutes chanting, mumbling occult phonemes, concentrating deeply, or otherwise using all their actions, they can cast a low-tier spell (if they also pay any Pool costs). An hour is required to cast mid-tier spells. Ten hours are required to cast a high-tier spell.

More Spells

Once a character has learned at least one spell, they can opt to learn additional spells later. Each time, they must spend an additional 3 XP and work with the GM to come up with an in-game story of how the character’s magical learning has progressed.

Two additional rules for learning additional spells apply:

First, a character must be at least tier 3 and have previously gained one low-tier spell before they can learn a mid-tier spell.

Second, a character must be at least tier 5 and have previously gained one mid-tier spell before they can learn a high-tier spell.

Otherwise, gaining and casting additional spells are as described for the character’s first spell.

Wizards and the Optional Spellcasting Rule

Wizards (usually Adepts) and characters with explicit spellcasting foci like Masters Spells, Channels Divine Blessings, Speaks for the Land, and possibly others are also considered to be spellcasters, and moreover, specialized ones. Their spells—abilities provided by their type or focus—are used simply by paying their Pool costs. Extra time or physical effort isn’t required to cast them. That’s because, in the parlance of the fantasy genre, these spells are considered to be “prepared.”

But specialized casters can also use the optional spellcasting rule to expand their magic further. They can learn additional spells via the optional spellcasting rule just like other characters, with the same limitations.

Optionally, specialized casters who record their arcane knowledge in a spellbook (or something similar) gain one additional benefit. The spellbook is a compilation of spells, formulas, and notes that grants the specialized caster more flexibility than those who’ve simply learned a spell or two. With a spellbook, a PC can replace up to three prepared spells with three other spells they’ve learned of the same tier. To do so, they must spend at least one uninterrupted hour studying their spellbook. Usually, this is something that requires a fresh mind, and must be done soon after a ten-hour recovery.

For instance, if a wizard exchanges Ward (an ability gained from their type) with Telekinesis (an ability gained from the optional spellcasting rule), from now on the character can cast Ward only by spending time or using a recovery roll (as well as spending Pool points). On the other hand, they can use Telekinesis normally, because now it’s prepared. Later, the wizard could spend the time studying to change out their prepared spells with others they’ve learned using the optional spellcasting rule.

A PC might choose the 4 XP character advancement option to select a new type-based ability from their tier or alower tier. If so, the ability gained doesn’t count as a spell, and the spellcasting rule limitations do not apply to the ability so gained. If the PC is a wizard and uses the 4 XP character advancement option, treat the ability as one more prepared spell.

Note: Foundry VTT Usage

To use spells in Foundry VTT, sort abilities as spells in the settings of the item sheet. Note how many abilities are prepared spells (i.e., how many are learned as type or focus abilities). Archive all unprepared spells, so that the number of active items equals the number of prepared spells. When the PC exchanges one of their prepared spells, unarchive the one that is now prepared and archive another one of the same tier.

You can use your prepared spells just like any other ability of your type or focus. Unprepared spells (i.e., archived spells) use the rules above.

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The modern setting is easy because it’s just the real world, right? Well, yes and no. It’s easy for players to understand the context of a modern setting. They know the default assumptions—cities, cars, cell phones, the internet, and so on. It’s also easier for some players to get into character, because their character could be someone they might very well pass on the street. It can be easier to wrap your mind around a history professor than a thousand-year-old elf wizard. These things make it easier on the GM as well.

But for the same reason, it’s not easy. The setting is the real world we all know, so it’s easy to get facts wrong or let them bog you down. What happens when you pull the fire alarm on the thirty-fifth floor of a major hotel in a large city? How fast do the authorities arrive? In truth, the facts aren’t as important as the story you’re creating, but some verisimilitude is nice.

Molding Characters for a Modern Game

If you’re trying to portray a psychic with a few basic powers, you might not want to use the Adept character type. Instead, choose a different type (perhaps a Speaker) and encourage foci such as Commands Mental Powers or Focuses Mind Over Matter. Some of the Adept’s powers might be too over the top for the genre.

Similarly, the technology flavor is probably too high-tech for a modern game. For someone with technical skills, use the skills and knowledge flavor instead.

Sometimes, the types might be more physical than is always desirable for a modern game, but that’s because the least physical type, the Adept, is often inappropriate for other reasons. The Calm descriptor is very good for such characters, not only granting them a great deal of skill and knowledge, but also reducing their physical capabilities.

Last, don’t forget foci such as Doesn’t Do Much or Would Rather Be Reading for “normal” characters who have useful skills but not much in the way of flashy abilities.

Suggested Types for a Modern Game

RoleType
Police officerExplorer with combat flavor
DetectiveExplorer with stealth flavor
SoldierWarrior
CriminalExplorer with stealth flavor
TeacherSpeaker
Professional (accountant, writer, etc.)Speaker with skills and knowledge flavor
Technical professionExplorer with skills and knowledge flavor
DilettanteSpeaker with skills and knowledge flavor
Doctor/NurseExplorer with skills and knowledge flavor
PoliticianSpeaker
LawyerSpeaker
ScholarExplorer with skills and knowledge flavor
SpySpeaker with stealth flavor
OccultistAdept
Mystic/PsychicAdept

Basic Creatures and NPCs for a Modern Game

@UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.WJgPGUcSUrR4Ssuu]{Businessperson} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.ZT13lzcl6dsvg8HX]{Cat} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.GNrvq56bsnlHgKeW]{Clerk} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.JZbErZ6hAgtHrgim]{Dog} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.vmvgLdR7JKdsukCW]{Dog, guard} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.61EndqAjZ2ZZZuS9]{Horse} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.qLFrfE0E9w6BcG48]{Rat} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.SpaQv9sL1VWlrkLS]{Worker}

Additional Modern Equipment

In a modern setting, the following items (and anything else appropriate to the real world) are usually available.

Refer to the @UUID[Compendium.cyphersystem-compendium.cypher-journals.QhNXyjJC4BW5agrm.JournalEntryPage.YwC86IjNKFB5q7gx#equipment-listing]{equipment listing} of the Science Fiction Rulebook for an expanded selection of contemporary equipment.

Inexpensive Items

WeaponsNotes
@UUID[Compendium.cyphersystem-compendium.ammo.lYJndyNwkfb2sQz2]{Ammo (box of 50 rounds)}
@UUID[Compendium.cyphersystem-compendium.weapons-modern.ZuWPhhwirVzEtpcS]{Knife (simple)}Light weapon (won’t last long)
Other ItemsNotes
@UUID[Compendium.cyphersystem-compendium.equipment-modern.ss1cft2vMEWx4kJ4]{Duct tape roll}Useful and ubiquitous
@UUID[Compendium.cyphersystem-compendium.equipment-modern.p6V32aB5gkEFqitX]{Flashlight}
@UUID[Compendium.cyphersystem-compendium.equipment-modern.3jJNQk40gldOiD2z]{Padlock with keys}
@UUID[Compendium.cyphersystem-compendium.equipment-modern.XFf4M5XhGJb6snrS]{Trail rations (1 day)}

Moderately Priced Items

WeaponsNotes
@UUID[Compendium.cyphersystem-compendium.weapons-modern.EOke4Vi9vZv4U16N]{Hand grenade}Explosive weapon, inflicts 4 points of damage in immediate radius
@UUID[Compendium.cyphersystem-compendium.weapons-modern.DliC4uPK4vnuiN3w]{Hunting knife}Light weapon
@UUID[Compendium.cyphersystem-compendium.weapons-modern.7EItM0gT073fcCyx]{Machete}Medium weapon
@UUID[Compendium.cyphersystem-compendium.weapons-modern.B5CSduGis9vKucKp]{Nightstick}Light weapon
ArmorNotes
@UUID[Compendium.cyphersystem-compendium.armor-modern.gwPnvp7McesS3NUR]{Leather jacket}Light armor
Other ItemsNotes
@UUID[Compendium.cyphersystem-compendium.equipment-modern.mbTBZG8Z968IxHq2]{Backpack}
@UUID[Compendium.cyphersystem-compendium.equipment-modern.ccm57mnk8bNmPWfQ]{Bag of heavy tools}
@UUID[Compendium.cyphersystem-compendium.equipment-modern.VYIqlo7RM9scywV5]{Bag of light tools}
@UUID[Compendium.cyphersystem-compendium.equipment-modern.VjpaBgV1XxHEl7U7]{Binoculars}Asset for perception tasks at range
@UUID[Compendium.cyphersystem-compendium.equipment-modern.QQCRR8D4rroB36YC]{Bolt cutters}
@UUID[Compendium.cyphersystem-compendium.equipment-modern.UQalAy7SSl1QGgIk]{Cell phone}
@UUID[Compendium.cyphersystem-compendium.equipment-modern.PByrX3tmLVa85NeK]{Climbing gear}
@UUID[Compendium.cyphersystem-compendium.equipment-modern.UV1anGyX2QaGd8qX]{Crowbar}
@UUID[Compendium.cyphersystem-compendium.equipment-modern.LuGHnohquvbNoT9d]{Electric lantern}
@UUID[Compendium.cyphersystem-compendium.equipment-modern.fHdiS7JT9hjtjeb9]{First aid kit}Asset for healing tasks
@UUID[Compendium.cyphersystem-compendium.equipment-modern.98dhCNOFZ8TYBS1Y]{Handcuffs}
@UUID[Compendium.cyphersystem-compendium.equipment-modern.W40tEHGIcevTGDkt]{Rope}Nylon, 50 feet
@UUID[Compendium.cyphersystem-compendium.equipment-modern.iBpZVq4fM9mPDIDK]{Sleeping bag}
@UUID[Compendium.cyphersystem-compendium.equipment-modern.WOJ75BLfqqViZ57w]{Tent}

Expensive Items

WeaponsNotes
@UUID[Compendium.cyphersystem-compendium.weapons-modern.lbpcftYKyWKpoqoT]{Light handgun}Light weapon, short range
@UUID[Compendium.cyphersystem-compendium.weapons-modern.i8RP2vxMaoUgCNL1]{Medium handgun}Medium weapon, long range
@UUID[Compendium.cyphersystem-compendium.weapons-modern.WRluKrzzdF5wad4V]{Bow}Medium weapon, long range
@UUID[Compendium.cyphersystem-compendium.weapons-modern.dvZ57WEEzP575D6m]{Rifle}Medium weapon, long range
@UUID[Compendium.cyphersystem-compendium.weapons-modern.w4K2udLKOMjY53z1]{Shotgun}Heavy weapon, immediate range
ArmorNotes
@UUID[Compendium.cyphersystem-compendium.armor-modern.Tvvpp1L5F3sw3999]{Kevlar vest}Medium armor
Other ItemsNotes
@UUID[Compendium.cyphersystem-compendium.equipment-modern.Am5vYHXpCPsF3lrq]{Camera designed to be concealed}Transmits at long range
@UUID[Compendium.cyphersystem-compendium.equipment-modern.aGOQvKGxdPRVWq2F]{Microphone designed to be concealed}Transmits at long range
@UUID[Compendium.cyphersystem-compendium.equipment-modern.f0EYtw06E63173J1]{Cold weather camping gear}
@UUID[Compendium.cyphersystem-compendium.equipment-modern.1LbD5gLbLwY8QvPL]{Nightvision goggles}
@UUID[Compendium.cyphersystem-compendium.equipment-modern.13woD4sUoJbNy1au]{Scuba gear}
@UUID[Compendium.cyphersystem-compendium.equipment-modern.wpJd3cLska66OpcQ]{Smartphone}
@UUID[Compendium.cyphersystem-compendium.equipment-modern.CCHqv8dyuq7EGVHL]{Straightjacket}

Very Expensive Items

WeaponsNotes
@UUID[Compendium.cyphersystem-compendium.weapons-modern.TiBhD7UEqWItJVOc]{Heavy handgun}Heavy weapon, long range
@UUID[Compendium.cyphersystem-compendium.weapons-modern.6r112wF81Zs3yeNe]{Assault rifle}Heavy weapon, rapid-fire weapon, long range
@UUID[Compendium.cyphersystem-compendium.weapons-modern.wDV0Rbou4poxCdm1]{Heavy rifle}Heavy weapon, very long range
@UUID[Compendium.cyphersystem-compendium.weapons-modern.RCmDHR6H1lg9bRoV]{Submachine gun}Medium weapon, rapid-fire weapon, short range
ArmorNotes
@UUID[Compendium.cyphersystem-compendium.armor-modern.AqT96NV9XXl8iNye]{Lightweight body armor}Medium armor, encumbers as light armor
@UUID[Compendium.cyphersystem-compendium.armor-modern.tLUMEDBAJJH6sFAg]{Military body armor}Heavy armor
Other ItemsNotes
@UUID[Compendium.cyphersystem-compendium.equipment-modern.Kh6bhcajxt4cZDWH]{Disguise kit}Asset for disguise tasks
@UUID[Compendium.cyphersystem-compendium.vehicles.eqsiUjrg2EIrtiQj]{Used car}Level 3
@UUID[Compendium.cyphersystem-compendium.vehicles.ZYdj5EXY920kdcgr]{Small boat}Level 3

Exorbitant Items

Other ItemsNotes
@UUID[Compendium.cyphersystem-compendium.vehicles.hN3G2oNbOiKRfKMZ]{Large boat}Level 5
@UUID[Compendium.cyphersystem-compendium.vehicles.w4awO0Fz56obreUb]{Luxury car}Level 5
@UUID[Compendium.cyphersystem-compendium.vehicles.d5xp1l8px98GQIbQ]{Sports car}Level 6

Optional Rule: Handling PCs as Children

The regular character creation process makes fully competent, adult characters. To account for playing children, the GM could adopt this optional rule. First, the players make their characters normally, and then they apply the following adjustments to their PCs, as appropriate to their age category. You might also consider applying a tier cap of 3 to childhood adventure games with kids of up to thirteen years old, and a tier cap of 4 for childhood adventure games featuring PCs who are aged fourteen to seventeen.

Age 9 to 13

Slight: –4 to your Might Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.KY4e1Wo5NKh7TEiy]{Vulnerable}: Adults look out for you. You are trained in all pleasant social interactions with adults.

@UUID[Compendium.cyphersystem-compendium.inabilities.GhWikcOP1CAwpzZQ]{Inability}: Might-based tasks are hindered.

@UUID[Compendium.cyphersystem-compendium.inabilities.yl3vXIZfzudiVVqs]{Inability}: Tasks involving knowledge are hindered.

Age 14 to 17

Youthful: –2 to your Might Pool.

@UUID[Compendium.cyphersystem-compendium.inabilities.yl3vXIZfzudiVVqs]{Inability}: Tasks involving knowledge are hindered.

","markdown":""},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"ownership":{"default":-1},"flags":{}},{"sort":587500,"name":"Genre: Science Fiction","type":"text","_id":"VFJ6kCCgRGTzpWp0","title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"

For an expanded treatment of the science fiction genre, refer to the @UUID[Compendium.cyphersystem-compendium.cypher-journals.QhNXyjJC4BW5agrm]{Science Fiction Rulebook}. Some of the sci-fi equipment has been updated in the Science Fiction Rulebook. The equipment in this chapter include these changes. For that reason, there are some differences from the printed Cypher System Rulebook. Those instances are noted with an asterisk (*).

Science fiction is an incredibly broad category. It covers UFOs, space opera, near-future dystopias, otherworldly epics, hard science fiction, and everything in between. Even when compared to fantasy, science fiction is so wide that it almost isn’t a single genre at all. Truthfully, there’s not all that much to tie, say, The Time Machine by H. G. Wells with a dark cyberpunk story except for the technology involved, which is at a higher level than we possess or understand today. But even that part of science fiction is contentious. Should the science be purely that which obeys the laws of physics as we understand them today (often called hard science fiction), or is it more of an “anything goes” proposition? Is science we can’t explain really just magic?

For our purposes, we’ll treat fantastic science fiction as the default: aliens, spaceships that allow travel to other stars, energy weapons and shields, and so on. It’s a familiar setting to almost everyone interested in science fiction. That said, we’ve also got some additional guidance for hard science fiction, where what’s possible is more grounded in what we currently scientifically extrapolate. But your science fiction setting can be anything you can imagine.

Suggested Types for a Science Fiction Game

RoleType
SoldierWarrior
TechnicianExplorer with technology flavor
PilotExplorer with technology flavor
DiplomatSpeaker
DoctorSpeaker with skills and knowledge flavor
SpyExplorer with stealth flavor
ScientistExplorer with skills and knowledge flavor
PsionAdept
Psychic knightWarrior with magic flavor

Basic Creatures and NPCs for a Science Fiction Game

@UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.ckjeyJICRGhNlGgS]{Corporate drone} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.6TcU3jVH85UcUFIz]{Guard beast} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.urAFJXaUkWY2R1zj]{Innocuous rodent} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.vSvrg6g5VkP5MkeZ]{Physical laborer}

Additional Science Fiction Equipment

In a science fiction setting, the following items (and anything else appropriate to the setting) are usually available.

Inexpensive Items

WeaponsNotes
@UUID[Compendium.cyphersystem-compendium.ammo.1UGRE1k4ReUFAr34]{Energy pack (50 shots)}
@UUID[Compendium.cyphersystem-compendium.weapons-sci-fi.O3WVhoZQ8U8401yo]{Knife (simple)}Light weapon
Other ItemsNotes
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.kh1dzF6oaKZqzss6]{Flashlight}
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.LyUOH2V2zQqlIcgG]{Survival rations (1 day)}

Moderately Priced Items

WeaponsNotes
@UUID[Compendium.cyphersystem-compendium.weapons-sci-fi.2Fcz72cuTLrwjLy7]{Hunting knife}Light weapon
@UUID[Compendium.cyphersystem-compendium.weapons-sci-fi.H8InhgjpPnnVzmiV]{Machete}Medium weapon
@UUID[Compendium.cyphersystem-compendium.weapons-sci-fi.mVef0tRkNWbfz2VS]{Grenade (sonic)}Explosive weapon, inflicts 2 points of damage in immediate radius, plus Might defense roll or lose next turn
@UUID[Compendium.cyphersystem-compendium.weapons-sci-fi.PnvNFQbxuCHb874j]{Grenade (thermite)}*Explosive weapon, inflicts 6 points of damage in immediate radius
ArmorNotes
@UUID[Compendium.cyphersystem-compendium.armor-sci-fi.kzLQCncQ1cXzM456]{Leather jacket}Light armor
Other ItemsNotes
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.FALc1UkW90o9M0rr]{Backpack}
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.y8M3rmSzHUyKLdom]{Bag of heavy tools}
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.UuHnuXeI6iwIvgtf]{Bag of light tools}
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.kAzP990hVR1pQSYR]{Binoculars}Asset for perception tasks at range
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.0SBO3NnYx33dwomQ]{Breather}*Provides a day of breathable air
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.G50Jj9pfCytxzMJe]{Climbing gear}Asset for climbing tasks
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.4p14iIDm5SitvYiK]{Communicator}Planetary range
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.zE8nBEE8jVYswUT4]{Crowbar}
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.3kbeLDAUmwyYsPDj]{Environment tent}
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.a4crA7W9OQa3LCIn]{First aid kit}Asset for healing tasks
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.KpSlhPXtD1ysoREW]{Handcuffs}
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.2FgbXJjI9iBI7fk6]{Nightvision goggles}
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.CzM5OkaV23fUxHUi]{Portable lamp}
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.06uEHDipEwShEcun]{Rope}Nylon, 50 feet
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.hofNkVrnwjRHaopi]{Sleeping bag}

Expensive Items

WeaponsNotes
@UUID[Compendium.cyphersystem-compendium.weapons-sci-fi.cAh0sGKTyb8Vptej]{Light blaster}Light weapon, short range
@UUID[Compendium.cyphersystem-compendium.weapons-sci-fi.2Iusz99wevz9KSEV]{Medium blaster}Medium weapon, long range
@UUID[Compendium.cyphersystem-compendium.weapons-sci-fi.LDklLSixesdwgwj3]{Needler}Light weapon, long range
@UUID[Compendium.cyphersystem-compendium.weapons-sci-fi.PNDivijkZvlsUjbm]{Shotgun}Heavy weapon, immediate range
@UUID[Compendium.cyphersystem-compendium.weapons-sci-fi.qErMuZdwnHVPLCm7]{Stunstick}Medium weapon, inflicts no damage but human-sized or smaller target loses next action
ArmorNotes
@UUID[Compendium.cyphersystem-compendium.armor-sci-fi.BqiPzuCqRfn9yFrR]{Armored bodysuit}*Medium armor, encumbers as no armor
@UUID[Compendium.cyphersystem-compendium.armor-sci-fi.JrN6tyFoTYLtZc6s]{Lightweight body armor}*Heavy armor, encumbers as medium armor
Other ItemsNotes
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.qa9okeQfd3NTtmzD]{Camera designed to be concealed}Transmits at long range
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.r36W1oDLBXrXsu6G]{Microphone designed to be concealed}Transmits at long range
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.MtCq6owCDm7GG8Pw]{Environment suit}Provides 24 hours of atmosphere and +10 to Armor against extreme temperatures
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.LirhTzCUj7UFCfgB]{Wrist computer}Asset for most knowledge-based tasks

Very Expensive Items

WeaponsNotes
@UUID[Compendium.cyphersystem-compendium.weapons-sci-fi.7NCzo49o54a1vSy1]{Heavy blaster}Heavy weapon, long range
@UUID[Compendium.cyphersystem-compendium.weapons-sci-fi.7Cy8yASphzXHYlsJ]{Heavy blaster rifle}Heavy weapon, 300-foot (90 m) range
@UUID[Compendium.cyphersystem-compendium.weapons-sci-fi.xjviCkv7gCoy1ZcV]{Pulse laser gun}Medium weapon, rapid-fire weapon, long range
ArmorNotes
@UUID[Compendium.cyphersystem-compendium.armor-sci-fi.Bujb0Cz7cVN6K9H3]{Battlesuit}*Heavy armor, also also grants the benefit of a @UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.g8xedO3WjADU8fBU]{deluxe space suit}
Other ItemsNotes
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.mGvzhwfcLOR8Aami]{Disguise kit}Asset for disguise tasks
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.fxntln2fSRKpMFyx]{Gravity regulator}Belt-mounted device that regulates gravity to 1G for wearer if within 0 G to 3 G conditions
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.MbgM9wBMTWCIXCqh]{Handheld scanner}Asset for identifying tasks
@UUID[Compendium.cyphersystem-compendium.vehicles.pTEJ1VrxrSVGteKY]{Hovercraft}Level 4
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.ZOz0Fit7uAvEjIPA]{Infiltrator}Asset for lockpicking tasks when used with electronic locks
@UUID[Compendium.cyphersystem-compendium.vehicles.vGpae1ESOw3hK4qY]{Jetpack}*Level 2
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.RpA2kZiwJAa7fRQM]{Stealthsuit}*Provides two assets for stealth tasks

Exorbitant Items

WeaponsNotes
@UUID[Compendium.cyphersystem-compendium.weapons-sci-fi.B0x6U0RnIp2EyEbV]{Blast cannon}10 points of damage, 500-foot (150 m) range, requires a tripod and two people to operate
ArmorNotes
@UUID[Compendium.cyphersystem-compendium.armor-sci-fi.LOwyfbM0bAlLrBc0]{Force field}*Not armor, offers +1 to Armor; once used, must be recharged for several hours
Other ItemsNotes
@UUID[Compendium.cyphersystem-compendium.vehicles.8CtlFUIKlZpteVG3]{Luxury hovercar}Level 5
@UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.0WiWAbNWXRypYxjh]{Robot servant}Level 3
@UUID[Compendium.cyphersystem-compendium.vehicles.rPjVFxfdapjErMwt]{Small spaceship}Level 4

Science Fiction Artifacts

Artifacts in a science fiction game can be strange relics from an unknown alien source or tech items that aren’t yet widely available. In a galactic setting, for example, it’s easy to imagine that innovations or specialized items might not have spread everywhere.

@UUID[Compendium.cyphersystem-compendium.artifacts-sci-fi.aV9zEHENEDgFu5r9]{Amber casement} @UUID[Compendium.cyphersystem-compendium.artifacts-sci-fi.BrWNyEr0tRbOkOW9]{Metabolism bud} @UUID[Compendium.cyphersystem-compendium.artifacts-sci-fi.dMU5JjdzGh2xYJHe]{Mind imager} @UUID[Compendium.cyphersystem-compendium.artifacts-sci-fi.HbWQ65yTcCT5kRZ9]{Psychic crystal} @UUID[Compendium.cyphersystem-compendium.artifacts-sci-fi.4sk825DOsE6oE9d3]{Repair sphere}

Starships

Here are a few sample starship types:

StarshipLevelCrewWeapon Systems
@UUID[Compendium.cyphersystem-compendium.starships.f14c7pV1Cc89BEgg]{Fighter}111
@UUID[Compendium.cyphersystem-compendium.starships.1QmIZUO93276WVip]{Interceptor}211
@UUID[Compendium.cyphersystem-compendium.starships.RsHhdbOFUEkKCJUW]{Freighter}3 (4 for defense)41
@UUID[Compendium.cyphersystem-compendium.starships.rrkSDY696W28w7T6]{Frigate}4204
@UUID[Compendium.cyphersystem-compendium.starships.2Cuo9MpDalEzoM6i]{Cruiser}4255
@UUID[Compendium.cyphersystem-compendium.starships.SbCnPYjsEaR4YeMr]{Battleship}101,00036

“Crew” indicates the minimum number of people needed to operate the ship. Many ships can carry more passengers. “Weapon Systems” indicates the maximum number of different enemies the ship can target at once—but only one attack per target in any circumstance.

Since it’s frighteningly easy to die in a space battle if your ship is destroyed, most ships have escape pods. Even fighter craft have ejection systems that put the pilot out into space in an environment suit. In other words, GMs should try to give PCs a way out of immediately dying if they get on the wrong end of a space battle.

Effects of Gravity

In a hard science fiction game, variable effects of gravity can’t be waved away by tech that simulates normal gravity on spacecraft, space stations, and other worlds. Instead, it’s an issue people must overcome.

Short-Term Microgravity Exposure: People new to low gravity might get space sickness. Newcomers must succeed on a difficulty 3 Might task or suffer mild nausea for about two to four days, during which time all their tasks are hindered. A few unlucky travelers (usually those who roll a 1 or otherwise face a GM intrusion) are almost completely incapacitated, and find all tasks hindered by three steps.

Long-Term Microgravity Exposure: Long-term exposure to microgravity environments without medical interventions degrades health. How long one spends in such conditions is directly relevant. The GM may assign long-term penalties to PCs if the situation warrants it, though the use of advanced space medicine, proper exercise, and recommended steroids and other hormones can avoid these complications.

Low Gravity: Weapons that rely on weight, such as all heavy weapons, inflict 2 fewer points of damage (dealing a minimum of 1 point). Short-range weapons can reach to long range, and long-range weapons can reach to very long range. Characters trained in low-gravity maneuvering ignore the damage penalty.

High Gravity: It’s hard to make effective attacks when the pull of gravity is very strong. Attacks (and all physical actions) made in high gravity are hindered. Ranges in high gravity are reduced by one category (very-long-range weapons reach only to long range, long-range weapons reach only to short range, and
short-range weapons reach only to immediate range). Characters trained in high-gravity maneuvering ignore the change in difficulty but not the range decreases.

Zero Gravity: It’s hard to maneuver in an environment without gravity. Attacks (and all physical actions) made in zero gravity are hindered. Short-range weapons can reach to long range, and long-range weapons can reach to very-long range.

Effects of Vacuum

Vacuum is lethal. There’s no air to breathe, and the lack of pressure causes havoc on an organic body. An unprotected character moves one step down the damage track each round. However, at the point where they should die, they instead fall unconscious and remain so for about a minute. If they are rescued during that time, they can be revived. If not, they die.

Traveling the Solar System and Orbital Mechanics

In a hard science fiction setting, you might be interested in evoking the reality of travel times between colonies on planets and moons in the solar system. Even so, plotting a course between locations in the solar system isn’t simple, because everything is always moving with respect to everything else. You could determine exactly how long a trip would take with some internet research. Or you could just evoke the effect of orbital mechanics and varying accelerations on interplanetary travel. Use the Interplanetary Travel Table to do so. For a trip between locations not directly compared, add up the destinations in between. The travel times assume a nuclear plasma engine of a kind already being tested today (but better), a steady thrust toward the destination, and an equally long and steady braking thrust over the last half of the trip before orbit insertion. Such propulsion systems can change velocity and sustain thrust for days at a time, which reduces bone loss, muscle atrophy, and other long-term effects of low gravity.

Regardless, the travel times between distant locations bring home one thing: space is big and lonely.

Interplanetary Travel

OriginDestination

Travel Time Using Nuclear Plasma Engine

Earth/MoonMars20 + 1d20 days
MarsAsteroid belt30 + 1d20 days
Asteroid beltJupiter and its moons30 + 1d20 days
JupiterSaturn and its moons60 + 1d20 days
SaturnUranus90 + 1d20 days

Science Fiction Species Descriptors

In a science fiction setting, some GMs may want to offer alien species or androids, who are mechanically different from humans, as options for player characters. This can be accomplished by using descriptors. Two examples are below.

Artificially Intelligent

You are a machine—not just a sentient machine, but a sapient one. Your awareness might make you an exception, or there may be many like you, depending on the setting.

Artificially intelligent characters have machine minds of one type or another. This can involve an advanced computer brain, but it could also be a liquid computer, a quantum computer, or a network of smart dust particles creating an ambient intelligence. You might even have been an organic creature whose mind was uploaded into a machine.

Your body, of course, is also a machine. Most people refer to you as a robot or an android, although you know neither term describes you very well, as you are as free-willed and free-thinking as they are.

You gain the following characteristics:

Superintelligent: +4 to your Intellect Pool.

Artificial Body: +3 to your Might Pool and your Speed Pool.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.dj8fjpgMOatRRWFZ]{Shell}: +1 to Armor.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.j6odWezQciXppynQ]{Limited Recovery}: Resting restores points only to your Intellect Pool, not to your Might Pool or your Speed Pool.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.63ZJmNraEqS6lzdp]{Mechanics, Not Medicines}: Conventional healing methods, including the vast majority of restorative devices and medicines, do not restore points to any of your Pools. You can recover points to your Intellect Pool only by resting, and you can recover points to your Speed and Might Pools only through repair. The difficulty of the repair task is equal to the number of points of damage sustained, to a maximum of 10. Repairing your Might and Speed Pools are always two different tasks.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.71sJhRICcDy0WjiA]{Machine Vulnerabilities and Invulnerabilities}: Damaging effects and other threats that rely on an organic system—poison, disease, cell disruption, and so on—have no effect on you. Neither do beneficial drugs or other effects. Conversely, things that normally affect only inorganic or inanimate objects can affect you, as can effects that disrupt machines.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.nXs4KTo14JKXZN8f]{Uncanny Valley}: You have a hard time relating to organic beings, and they don’t react well to you. All positive interaction tasks with such beings are hindered by two steps.

Quintar

You are a quintar from the planet Quint. You are basically humanoid but taller, thinner, and blue skinned. Your hands end in three very long fingers. Quintar have five genders, but all quintar prefer to be addressed as female when communicating with more binary species. Human emotions and sexuality fascinate them, but not because they don’t have such concepts—quintar emotions and sexuality are just very different from those of humans. In general, quintar are more cerebral than other species, valuing knowledge over all else.

Quint is relatively Earthlike, with slightly less gravity but a slightly denser atmosphere.

You gain the following characteristics:

Cerebral: +4 to your Intellect Pool.

Skill: You are trained in one type of knowledge task of your choice.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.gmnozVrQsZBTxj9A]{Skill}: Quintar fascination with human behavior eases all interaction rolls (pleasant or not) with humans.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.4gFg0DiIdWm3w9ol]{Difficult Rest}: Quintar subtract 2 from all recovery rolls (minimum 1).

","markdown":""},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"ownership":{"default":-1},"flags":{}},{"sort":593750,"name":"Genre: Horror","type":"text","_id":"L90rsf6J1WHnk7rN","title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"

Although it’s very likely a subset of the modern genre, horror as a genre gets special treatment. Unlike the other genres, horror doesn’t necessarily suggest a setting. Any setting can be horrific. Horror is more of a style. An approach. A mood.

You could easily have horror in other times and settings, but for our purposes, we’ll deal with a default setting in the modern day. The PCs are probably normal people, not secret agents or special investigators (although being a part of a secret agency that deals with monsters in the shadows could make for a fine horror game).

Suggested types and additional equipment for a horror setting are the same as in a modern setting.

Consent

Horror games allow us to explore some pretty dark topics from the safety of our own game tables. But before you do that, make sure everyone around your table is okay with that. Find out what your players will find “good uncomfortable,” which is something that makes us squirm in our seats in a great horror movie, and “bad uncomfortable,” which is something that actually makes a player feel nauseated, unsafe, or offended. Being scared can be fun, but being sickened isn’t.

Consider the age and maturity of everyone in the game, perhaps in terms of the movie rating system. Tell the players what you think the game you’re running would be rated. If everyone’s okay with an R rating, then fine. You can have a spooky game that’s on the level of a kids’ movie rated G—more like Scooby-Doo than Saw, in other words. A PG rating might be right for a game that’s more creepy than horrific, with ghosts and spooky noises but not axe-wielding maniacs.

The different ratings suggest different kinds of content for your game. Finding a dead body is horrible, but watching someone get decapitated is something else entirely. Getting chased around by an alien that wants to eat you is one thing, but having it gestate and burst out of your own intestines is another. You need to know where the line is for everyone participating, and you need to know it right from the beginning.

For more information and advice on safe ways to address consent issues in your game, read the free Consent in Gaming PDF at myMCG.info/consent

Basic Creatures and NPCs for a Horror Game

@UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.WJgPGUcSUrR4Ssuu]{Businessperson} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.ZT13lzcl6dsvg8HX]{Cat} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.GNrvq56bsnlHgKeW]{Clerk} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.JZbErZ6hAgtHrgim]{Dog} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.5XdCwL3VyqhHBNqN]{Dog, vicious} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.N0XlAnno5dMItCmN]{Groundskeeper/caretaker} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.rvju0MPnEwNsg9Pr]{Man in Black} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.qLFrfE0E9w6BcG48]{Rat} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.T39Cl27TWeR8jVsZ]{Tarantula}

Horror Artifacts

Most of the time, a horror artifact will be something really weird—an ancient tome of forbidden necromancy, an alien device that humans can barely understand, and so forth. They are often unique items rather than one of a type. Horror artifacts should probably come with a risk, such as a built-in cost, a drawback, or something else that makes using them another way to heighten the tension of the game. Several examples are below.

@UUID[Compendium.cyphersystem-compendium.artifacts-horror.irCnETBwvUwp12PH]{Book of inversion} @UUID[Compendium.cyphersystem-compendium.artifacts-horror.WcrjZgKzg5VzkFVJ]{Shadow box} @UUID[Compendium.cyphersystem-compendium.artifacts-horror.sCTeJvOcviKd5GjN]{Sphere 23}

Optional Rule: Shock

When the PCs encounter something shocking, many times the most realistic response is to scream, stand in abject horror, or run. That might not be the smartest thing to do in the situation, but it’s genuine. What would your accountant do if they saw an axe-wielding maniac coming at them? Let’s face it, unless they truly steeled themselves with all their will, they’d probably scream and run.

When a PC encounters something horrific, utterly disgusting, dreadful, impossible, or otherwise shocking, call for an Intellect defense roll based on the level of the creature involved, or simply an appropriate level as decided by the GM (see the Shock Levels table). Failure might mean that for one round, the player loses control of the character, and the GM decides what the PC does next. This usually means that the character runs, screams, gibbers, stares slack-jawed, or just does nothing. However, GMs should welcome player input into this situation. The point is to portray that when we’re shocked, we don’t always react in the best way, the smartest way, or even the way we want to. Fear is a powerful thing.

Alternatively, failure on the Intellect defense roll might mean that the character suffers Intellect damage equal to the level of the defense task. This indicates an overall toll that numerous shocks and horrors can have on a person. You might have a situation where a character literally dies of fright.

Shock Levels

EventLevel
Something unexpected darts or jumps out1
Something suddenly moves just out of the corner of the eye2
A sudden loud noise (like a scream)2
Unexpectedly seeing a corpse2
Watching someone die3
Seeing something impossible (like an inanimate object sliding across the floor)4
Watching a friend die5
Seeing a monstrous creatureCreature level
Witnessing something supernatural (like a spell)5
Seeing something mind-bending (like an impossible, multidimensional demigod coalescing out of thin air)8

Optional Rule: Horror Mode

For horror games, GMs can implement a rule called Horror Mode. The idea is to create a feeling of escalating dread and menace by changing one die roll mechanic. In the game, things begin as normal. The PCs interact with each other and the NPCs, investigate, research, travel, and so on. But when they enter the haunted house, the serial killer gets close, the elder things beneath the earth awaken, or whatever horrific situation planned by the GM begins, things change. At this time, the GM announces that the game has gone into Horror Mode.

This is a key for the players (not the characters) to recognize that things are getting bad. It’s the RPG equivalent of spooky music beginning to play in a horror film. While in Horror Mode, the rules for GM intrusions governed by die rolls change. Normally this happens only on a roll of 1, but when Horror Mode starts, it becomes a roll of 1 or 2. And then it escalates. As time passes, GM intrusions happen on a roll of 1 to 3, then a roll of 1 to 4, and so on. This potentially means that a die roll in Horror Mode can indicate success in a task and still trigger a GM intrusion.

As the intrusion range changes with each escalation, the GM should announce this to the players. The feeling of rising tension should be dramatic and overt.

Escalation Rate

ActivityIntrusion Range Increases by 1
Exploring a large areaEvery time a new intrusion is indicated by a die roll
ExploringEvery ten minutes or every time a new intrusion is indicated by a die roll
CombatEach round

For example, while the PCs are exploring a dark swamp (a large area), the game goes into Horror Mode and intrusions are indicated on a 1 or 2. During this exploration, one of the players rolls a 2. Not only is there an intrusion, but now the range escalates to 1, 2, or 3. The character is almost dragged into a spot of quicksand-like muck. Then the PCs find an old abandoned house in the middle of the swamp. They enter, and now the escalation rate goes up if they roll a 1, 2, or 3, or every ten minutes that passes in the game. They explore the house for twenty minutes (escalating intrusions to 1 to 5), and during the investigation of the kitchen, someone rolls a 3, triggering an intrusion. A cabinet opens mysteriously and a strangely carved clay pot falls, striking the character. This also escalates the intrusion rate, so they now occur on a roll of 1 to 6. When the PCs reach the attic, they encounter the dreaded swamp slayer, a half man, half beast that thrives on blood. It attacks, and now the range goes up during each round of combat. After four rounds of fighting, intrusions happen on a roll of 1 to 10—half the time. Things are getting dicey, and they’re only going to get worse.

When the GM announces that Horror Mode has ended, the GM intrusion rate goes back to normal, happening only on a roll of 1 or when the GM awards XP.

Horror Mode is a very “meta” rule. It gives players knowledge that their characters don’t have. This is similar to how the viewers of a horror movie or readers of a horror story often know more than the characters on the screen or page. It heightens the tension. Players can express the start of Horror Mode by having their characters talk about goosebumps or a feeling of being watched, but this is not necessary.

Using GM Intrusions in Horror Mode

With the GM intrusions coming fast and furious toward the end of Horror Mode, it’s easy to run out of ideas. In combat, intrusions might just mean that the monster or villain gets a surprise extra attack or inflicts more damage. Perhaps a PC is thrown to the ground or nearer to the edge of a cliff. If the characters are running away, one might trip and fall. If the PCs are exploring, a bookcase topples, potentially hitting someone. Think of all the similar moments you’ve seen in horror films.

Sometimes, if the GM prefers, the GM intrusion can simply be something frightening, like a moan or a whisper. These aren’t dangerous to the PCs, but they escalate the tension and indicate that something bad is getting closer.

In fact, while in Horror Mode, GMs should mostly refrain from doing anything bad, ominous, or dangerous unless it’s an intrusion (either from a die roll or through the awarding of XP). In a horror game, GM intrusions are an indication that things are bad and getting worse, and whenever possible, the GM should allow the Horror Mode escalation to drive the action. This makes the GM more of a slave to the dice than in other Cypher System situations, but that’s okay.

Consider this example. The PCs have tracked something that is probably committing a series of horrific murders to an old factory. They enter the building to explore. The GM knows where the creature is hiding in the factory, but decides that it doesn’t become aware of the characters until an intrusion is indicated. The only clue the PCs have is a mysterious noise off in the darkness. The creature doesn’t move toward them until another GM intrusion occurs. Now they hear something dragging across the factory floor, coming closer. But it’s not until a third intrusion occurs that the creature lunges out from behind an old machine at the PC who rolled the die.

In some ways, the status quo doesn’t change until an intrusion happens. This could be seen as limiting the GM and the need for pacing, but remember that the GM can still have an intrusion occur anytime they desire, in addition to waiting for the low die rolls.

GMs may want to limit the number of intrusions to no more than one per round, no matter what the dice indicate, but that should be based on the situation.

Optional Rule: Madness

Having characters descend into madness is an interesting facet of some kinds of horror and can make long-term horror campaigns more interesting. The easiest way to portray blows to a character’s sanity is through Intellect damage. When PCs encounter something shocking, as described above, they always take Intellect damage. If they would normally move one step down the damage track due to the damage, they instead immediately regain points (equal to 1d6 + their tier) in their Intellect Pools but lose 1 point from their maximums in that Pool. Characters whose maximum Intellect Pools reach 0 go insane. They lose their current descriptor and adopt the Mad descriptor, regain 1d6 + tier points to their Intellect Pools, and gain +1 to their Intellect Edge. If they ever reach a permanent Intellect Pool maximum of 0 again, they go stark raving mad and are no longer playable.

Intellect Edge offers an interesting means to portray a character who is knowledgeable (and perhaps even powerful in terms of mental abilities) yet mentally fragile. A character with a low Intellect Pool but a high Intellect Edge can perform Intellect actions well (since Edge is very helpful) but is still vulnerable to Intellect damage (where Edge is of no help).

Since Cypher System games are meant to be story based, players should recognize that the degrading sanity of their character is part of the story. A player who feels that their character is going mad can talk to the GM, and the two of them can work out the means to portray that—perhaps by using the Mad descriptor, permanently trading up to 4 points from their Intellect Pool to gain +1 to their Intellect Edge, or anything else that seems appropriate. Mental disorders, manias, psychopathy, schizophrenia, or simple phobias can be added to a character’s traits, but they don’t need to be quantified in game statistics or die rolls. They’re simply part of the character.

Inabilities in personal interaction or any area requiring focus might be appropriate, perhaps allowing the PC to gain training in weird lore or forbidden knowledge. Or maybe the opposite is true—as the character’s mind slowly slips away, they become oddly compelled or can obsessively focus on a single task for indefinite periods, and thus they gain training in that topic or skill. These kinds of changes could be balanced with inabilities, such as being unable to remember important details.

As another way to represent madness, the GM could hinder Intellect-based tasks that would be considered routine, such as “remembering your friends and family” or “caring what happens to your best friend” or “stopping yourself from injecting a mysterious substance into your veins.” These routine tasks normally have a difficulty of 0, but for a PC who has lost their mind, they might have a difficulty of 1, 2, or even higher. Now the character must make rolls to do even those simple things.

","markdown":""},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"ownership":{"default":-1},"flags":{}},{"sort":596875,"name":"Genre: Romance","type":"text","_id":"pd2PrHViZ1edOZ7f","title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"

Like horror, romance doesn’t automatically suggest a setting. It is more of a mood, or more specifically an approach, to how the game is played. It suggests an emphasis, at least somewhat, on relationships, interactions, and connections.

Suggested types and additional equipment for a romance setting are the same as in a modern setting.

Consent and Boundaries

You must get consent to cover these topics in a game ahead of time—you don’t want to make people uncomfortable. Everyone involved also needs to learn everyone else’s boundaries. Someone might not want any part of a romance scene, while others are okay talking about emotional connections but not anything sexual.

Obviously, all of this is doubly important if age is a consideration. If there are younger players involved, romance probably shouldn’t go beyond a fairly chaste kiss. (You’ll find that kids are sometimes more open to romance in their games than adults, but only because their understanding of the topic is understandably pretty shallow. A kid player might declare that a character is their boyfriend, but it doesn’t mean much. And for some adults, that may be the way they want to approach the subject as well.)

Lastly, recognize that there needs to be a clear boundary between the story and real life. Two characters having a relationship has no impact on real-life feelings of the players. Two characters in a game might be in a relationship while each player is in a relationship in the real world with someone else. And maybe they’re gaming at the same table! If a player can’t distinguish between in-game flirtation or words of endearment and real-world feelings, they shouldn’t be in a romance-focused game.

For more information and advice on safe ways to address consent issues in your game, read the free Consent in Gaming PDF at myMCG.info/consent

The Check-In

It’s vital that the GM and the players all check in with each other to make sure everyone’s still comfortable with what’s going on in the game. This is particularly important to maintain the boundary between emotions expressed in the story and how people feel in real life.

Basic Creatures and NPCs for a Romance Game

@UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.wIO0w2fxcBU0vHae]{Distrustful relative} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.rmzRpUzfdXpAnzUu]{Jealous ex} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.E7xImJCLVWwiIDre]{Nosy neighbor} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.ktWhiHHoothgvjOv]{The unattainable}

Optional Rule: Infatuation

When a PC is near someone they are infatuated with, particularly in the early stages of that infatuation, they must make an Intellect defense roll with a difficulty determined by the GM based on the situation (not on the level of the subject of the infatuation). Failure might mean that the character does or says something awkward or embarrassing either in an attempt to impress or when trying to hide the infatuation. Or it could mean that for one round, the player loses control of the character, and the GM decides what the PC does next, such as risk their own safety to help an endangered character. However, GMs should welcome player input into this situation. The point is to portray that when we’re distracted by the powerful feelings (and hormones) related to infatuation, we don’t always react in the best way, the smartest way, or even the way we want to.

Infatuation can happen whether the PC is attracted to an NPC or a PC.

Optional Rule: Relationship Levels

When a PC first establishes a relationship with a character (PC or NPC), the GM should assign the relationship a level. If there’s no connection at all, there is no relationship (level 0). Otherwise, the starting relationship is probably level 1. In certain circumstances, a relationship might start at level 2, indicating a far stronger initial connection than usual.

As play progresses, the PC can attempt to improve the level of the relationship, indicating a strengthening of the bond between the two characters. The requirements to improve the relationship are twofold. First, some story-based action needs to be taken. This can be dates, gifts, a meaningful speech, a pledge of commitment, some amount of self-sacrifice, or whatever the GM and the player feel is appropriate to the story and the level of the relationship. This action might require the PC to succeed at specific tasks (with appropriate rolls). For example, writing a love poem will require an Intellect-based task, while helping to retrieve a loved one’s cat from a tree might require a Speed-based task.

Second, the player must make an Intellect-based roll with the desired level of relationship as the difficulty (modified as the GM sees fit).

A relationship can be improved only one level at a time, and the GM and the player should work out an appropriate time interval. For relationships of levels 5 and above, multiple story-based actions and multiple rolls are almost certainly required.

It’s possible for relationship levels to be lopsided, such that the relationship from the point of view of one person is a different level than from the point of view of the other. This should be used sparingly, because it makes things far more complicated. In the case of polyamory, it is possible to have more than two people in a relationship, but even in these situations the connection between any two individuals should have its own level.

Relationship levels can go down as well as up. Neglect, carelessness, inappropriate emotional displays, lies, infidelity, and bungled wooing attempts can all potentially lower a relationship level. This is entirely in the judgment of the GM, although a lowered relationship level is very likely an appropriate use of a GM intrusion.

Relationship levels indicate the strength of the bond and thus help dictate an NPC’s actions in regard to a PC. An NPC in a level 5 relationship probably will be more generous and forgiving toward the PC than if the relationship was level 3 or 4. An NPC in a level 6 relationship or higher would likely give their partner most anything, even maybe sacrificing their own well-being or their life for them. (And people in a higher-level relationship certainly would.) Likewise, a relationship level can influence a PC’s actions. An Intellect defense roll with a difficulty equal to the relationship level might be appropriate if the PC wants to act against the best interests of their loved one, or if they must keep their cool and act normally when their loved one is in danger.

You can use this optional system in any genre, for any type of relationship, even platonic ones. If desired, the relationship level a PC has with an authority figure, a contact, a relative, or anyone else can be measured, improved, and decreased just as it can with a romantic relationship.

Romantic Relationship Levels

LevelRelationship
1First meeting. Interest or curiosity.
2A sense of connection above the norm. Strong physical attraction.
3Affection and a bond that will last longer than a single encounter.
4Serious affection. Almost certainly physical affection.
5A profession of love.
6A serious long-term commitment.
7A lifelong commitment.
8Soul mates.
9A love affair for the ages.
10A bond that transcends time and space.

Platonic Relationship Levels

LevelRelationship
1First meeting. Interest or curiosity.
2A sense of connection above the norm.
3A memorable connection. Indications of a mutually beneficial relationship possible.
4Real friendship.
5Deep friendship.
6Relationship akin to that of a close sibling.
7A pledge of complete partnership.
8Platonic soul mates. Something akin to a life-debt.
9A friendship for the ages.
10A bond that transcends time and space.
","markdown":""},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"ownership":{"default":-1},"flags":{}},{"sort":598438,"name":"Genre: Superheroes","type":"text","_id":"tIyemzsYdcYDslG1","title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"

Like horror, the superhero genre is really a subset of the modern genre with extensive special considerations. In many ways, it might appear that the Cypher System is a strange fit for superheroes. But if you think about it, with foci like Bears a Halo of Fire and Wears a Sheen of Ice, the Cypher System makes all genres a little bit “superhero-ish.” Character sentences might look like the following:

And so on.

Suggested Types for a Superhero Game

RoleType
Strong heroWarrior
Brawler heroWarrior with stealth flavor
Gadget heroExplorer with technology flavor
PilotExplorer with technology flavor
CharmerSpeaker
LeaderSpeaker with combat flavor
Shadowy vigilanteExplorer with stealth flavor
Scientist heroExplorer with skills and knowledge flavor
Energy-wielding heroAdept with combat flavor
WizardAdept
MentalistAdept
Psychic ninjaWarrior with magic flavor

Basic Creatures and NPCs for a Superhero Game

@UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.IpjzD88QqIABcv7A]{Bystander} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.krnLLagONJBbj1tE]{Genetically enhanced bruiser} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.sWc8DryN22cKTJyj]{Ninja} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.YHRSNEgzJeBCrWnC]{Robot minion} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.VSQt1EzpNhIwvCyA]{Scientist} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.SpaQv9sL1VWlrkLS]{Worker}

Additional Superhero Equipment

Suggested additional equipment is the same as in a modern setting. Keep in mind, however, that for many heroes, “equipment” can be superfluous. Where do you stash the flashlight and rope when all you’re wearing is spandex tights?

Optional Rule: Power Shifts

Superheroes can do things that other people cannot. They throw cars, blast through brick walls, leap onto speeding trains, and cobble together interdimensional gateways in a few hours. It’s tempting to say that such characters are stronger, faster, or smarter, so they should have higher Might, Speed, or Intellect Pools. However, simply bumping up stat Pools or Edge doesn’t fully represent this dramatic increase in power. Instead, consider using an optional rule called power shifts.

Under this rule, all superhero characters get five power shifts. Power shifts are like permanent levels of Effort that are always active. They don’t count toward a character’s maximum Effort use (nor do they count as skills or assets). They simply ease tasks that fall into specific categories, which include (but are not necessarily limited to) the following.

@UUID[Compendium.cyphersystem-compendium.power-shifts.QDAvfL2Xor2gc3DB]{Accuracy} @UUID[Compendium.cyphersystem-compendium.power-shifts.gxmRI0Oi1qlp8tgv]{Dexterity} @UUID[Compendium.cyphersystem-compendium.power-shifts.ge5eQ2UKcF71jfL5]{Healing} @UUID[Compendium.cyphersystem-compendium.power-shifts.RvPjtLHq2svYfhK8]{Intelligence} @UUID[Compendium.cyphersystem-compendium.power-shifts.ZcogTb12JEcKd8WK]{Power} @UUID[Compendium.cyphersystem-compendium.power-shifts.ClwsF2GBoWlGR9To]{Resilience} @UUID[Compendium.cyphersystem-compendium.power-shifts.qbOvGJVLVkDUC49X]{Single Attack} @UUID[Compendium.cyphersystem-compendium.power-shifts.uQLh67ISIUJ4O3bC]{Strength}

Each shift eases the task (except for shifts that affect damage or Armor, as specified in the list above). Applying 2 shifts eases the task by two steps, and applying 3 shifts eases the task by three steps.

A character assigns their five power shifts as desired, but most characters should not be allowed to assign more than three to any one category. Once the shifts are assigned, they should not change.

For example, a superstrong character might put three of their shifts into strength and the other two into resilience. Whenever they lift something heavy, smash through a wall, or throw an object, they ease the task by three steps before applying Effort, skill, or assets. Thus, all difficulties from 0 to 3 are routine for them. They smash through level 3 doors as if they don’t exist. As another example, a masked vigilante character with a utility belt full of gadgets and great acrobatic skills might put two shifts in dexterity, one in accuracy, one in intelligence, and one in healing. They’re not actually superpowered, just tough and well trained.

Some GMs will want to allow PCs to increase their power shifts. Having a character spend 10 XP to do so would probably be appropriate. Other GMs will want to run superhero games with PCs of greater or lesser power (cosmic-level heroes or street-level heroes, perhaps). In such cases, more or fewer power shifts should be granted to the PCs at the game’s start.

Superpowered NPCs and Power Shifts

NPC superheroes and villains get power shifts, too. Most of the time, this adds to their level. For example, Blast Star is a level 5 fiery villain who has three power shifts. When she blasts through a level 7 iron security door, she does so easily because in this circumstance, she’s actually level 8.

Sometimes, NPC power shifts make things harder for the PCs. For example, Fleetfoot the level 4 speedster puts all three of her shifts in dexterity. When she runs past a character who tries to grab her, the difficulty to do so is increased by three steps to 7.

Typical NPC supers get three power shifts. Exceptional ones usually have five.

Really Impossible Tasks

In superhero games, due to conventions of the genre, difficulty caps at 15 instead of 10. Difficulty 10 is labeled “impossible,” but that label is for regular folks. For superpowered characters, “impossible” means something different, thanks to power shifts.

Think of each difficulty above 10 as being one more step beyond impossible. Although a GM in another genre would say there’s no chance that a character could leap 100 feet (30 m) from one rooftop to another, in a superhero game, that might just be difficulty 11. Picking up a city bus isn’t something normal characters could do, but for a strong superhero, it might be difficulty 12.

In theory, NPCs in such a game can go up to level 15 as well. Levels above 10 represent opponents that only a superhero would consider taking on: a robot that’s 1,000 feet (300 m) tall (level 11); Galashal, Empress of Twelve Dimensions (level 14); or a space monster the size of the moon (level 15).

Superhero Artifacts

Supervillains build doomsday devices. Ancient artifacts present a threat to all humanity if in the wrong hands. Weird machines from alien dimensions offer solutions to unsolvable problems. Artifacts are an important part of superhero stories. A few examples are below.

@UUID[Compendium.cyphersystem-compendium.artifacts-superhero.2ENNMqilV1qoB35e]{Doctor Dread’s time portal} @UUID[Compendium.cyphersystem-compendium.artifacts-superhero.AvddNOp9tUWCqGOp]{Serum X} @UUID[Compendium.cyphersystem-compendium.artifacts-superhero.JYcfxA5RcffTX3Wl]{Stellarex crystal}

","markdown":""},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"ownership":{"default":-1},"flags":{}},{"sort":599219,"name":"Genre: Post-Apocalyptic","type":"text","_id":"ARG20fxwzr0OBZjH","title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"

Post-apocalyptic literature, movies, and games are a subgenre of science fiction that focuses on the dystopia that follows the fall of civilization. Strictly speaking, post-apocalyptic stories take place after the end of the world. At least, the end of the world for most people. Players take the role of the survivors (or their descendants) trying to persevere in the face of immense hardship. Popular post-apocalyptic scenarios include those set after nuclear war, in the aftermath of a zombie plague, in the months and years following an alien invasion, or after the environment collapses in the face of human overpopulation. Other ways the world could end include a massive meteorite strike, the long-awaited robot uprising, a powerful solar flare that burns out the world’s power grids and communications, or even something as prosaic as a global disease pandemic.

Suggested Types for a Post-Apocalyptic Game

RoleType
SurvivorExplorer with stealth flavor
HeavyWarrior
DealerSpeaker
TraderSpeaker with skills flavor
SageExplorer with knowledge flavor
EvolvedAdept

Basic Creatures and NPCs for a Post-Apocalyptic Game

@UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.31W9R0HQhQT0ic3A]{Crazy loner} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.6L693DIk5jmQu2Py]{Gamma snake} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.urAFJXaUkWY2R1zj]{Innocuous rodent} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.uCMNBacwXfuThw65]{Mongrel dog} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.WGftLKpoTVDfIKw2]{Survivor, sickened} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.GgfdjyikafYtuyTK]{Survivor, typical}

Additional Post-Apocalyptic Equipment

In a post-apocalyptic setting, the items on the Additional Modern Equipment table as well as the following items might be available in trade from other survivors, or in the rare trade town.

Inexpensive Items

WeaponsNotes
@UUID[Compendium.cyphersystem-compendium.weapons-post-apocalyptic.7M8uEI7cKT0UztUy]{Knife}Light weapon, rusty and worn
@UUID[Compendium.cyphersystem-compendium.weapons-post-apocalyptic.VJicMhUlVImuwl4N]{Light weapon}Light weapon (won’t last long)
@UUID[Compendium.cyphersystem-compendium.weapons-post-apocalyptic.erpmmOJulN96Afgr]{Wooden club}Light weapon
ArmorNotes
@UUID[Compendium.cyphersystem-compendium.armor-post-apocalyptic.WnIcqsOLyuyQKSpZ]{Animal hide}Light armor
@UUID[Compendium.cyphersystem-compendium.armor-post-apocalyptic.Hv5mU9dKhfQJA76Q]{Light armor}Light armor, smell hinders stealth tasks
Other ItemsNotes
@UUID[Compendium.cyphersystem-compendium.equipment-post-apocalyptic.dmnJTSnJv4ZqQmVg]{Candle}
@UUID[Compendium.cyphersystem-compendium.equipment-post-apocalyptic.cY37Ff6ca1bxDXtp]{Plastic bag}Useful and ubiquitous (won’t last long)

Moderately Priced Items

WeaponsNotes
@UUID[Compendium.cyphersystem-compendium.weapons-post-apocalyptic.PasipD1tIBSjGd9h]{Handaxe}Light weapon
@UUID[Compendium.cyphersystem-compendium.weapons-post-apocalyptic.Z2P8uHd0D7sdFFNx]{Knife, multipurpose}Light weapon, asset to small repair tasks
Other ItemsNotes
@UUID[Compendium.cyphersystem-compendium.equipment-post-apocalyptic.g7ZsP8QRo5xMCDTc]{Gas mask}Breathable air for four hours
@UUID[Compendium.cyphersystem-compendium.equipment-post-apocalyptic.GAclXwNftLTjeFAf]{Padlock with keys}
@UUID[Compendium.cyphersystem-compendium.equipment-post-apocalyptic.0vFrABenylbBi3yw]{Portable lamp, solar}

Expensive Items

Other ItemsNotes
@UUID[Compendium.cyphersystem-compendium.equipment-post-apocalyptic.1j2c4v8TaLTVzmcZ]{Radiation detector}
@UUID[Compendium.cyphersystem-compendium.equipment-post-apocalyptic.cGUAvAFO5b83snP2]{Nightvision goggles}
@UUID[Compendium.cyphersystem-compendium.equipment-post-apocalyptic.862NWqhznbgLC5AG]{Radiation tent}Prevents radiation damage for three days
@UUID[Compendium.cyphersystem-compendium.equipment-post-apocalyptic.s23m8lRUYCXNthKZ]{Radiation pill (pack of 5)}Asset for defense tasks against radiation effects for twelve hours

Scavenging

Characters in a post-apocalyptic setting must usually spend part of each day scavenging for supplies or a place of safety.

Food and Shelter: Generally speaking, characters must spend two to four hours searching through the rubble and ruins before succeeding. Finding enough food for a group of characters to eat for one day is a difficulty 5 Intellect task. Finding a place of relative safety to regroup and rest is also difficulty 5. Characters who succeed on either one of these also get to roll up to once each day on the Useful Stuff table and three times on the Junk table.

Found food often takes the form of canned, processed, dried, or otherwise preserved goods from before the apocalypse, but sometimes it includes fresh fruits and vegetables found growing wild or cultivated by other survivors. Safe places to hole up include homes, RVs, offices, apartments, or any location that can be secured and defended and isn’t radioactive, poisoned, or overrun with hostile creatures.

The difficulty of succeeding at finding food, water, and a safe place varies by location and by how many days the characters have already spent in one location. Each week the PCs spend at the same location hinders subsequent scavenging tasks and requires that they succeed on a new task to determine if the place they’re staying is still safe. The result of failing to find food and water is obvious. If the PCs fail at the task of finding (or keeping) a safe place, their presence is noticed by hostile forces, or they face a result from the Wasteland Threats table.

Useful Stuff: Food, water, and a safe place to rest are the most important finds, and are the basis of each scavenging task. But other obviously useful stuff is often found along with these basic requirements. When a group of characters successfully finds either food and water or a safe place, consult the Useful Stuff table up to once per day. If it’s the first day the PCs have searched in a particular area, each character might find something useful, but in succeeding days, a group normally gets only a single roll to find useful stuff.

Useful stuff also includes a “loot” entry. Loot includes collectible coins from before the apocalypse, such as silver dollars and gold eagles. It also includes jewelry and artwork that survived the disaster and related material that can be used as currency or barter when the characters find other survivors or arrive at a trade town.

Items found on the Useful Stuff table are generally expensive or exorbitant items (except for firearms, which start in the expensive category).

Junk: Characters who find food and water also find lots of junk. They are free to ignore that junk, but some PCs might have a use for what they find, especially those with the Scavenges focus. All characters gain up to three results on the Junk table each time they successfully scavenge for food or a safe place to stay. Sometimes junk can be fixed, but more often it can be disassembled and used as parts to create something else.

Useful Stuff

d100Item Found
01–10Tools (provide an asset to tasks related to repair and crafting)
11–20Medicine (provides an asset to one healing-related task)
21–25Binoculars
26–35

Chocolate bar or similarly sought-after candy or snack

36–45Textbook (provides an asset to a knowledge-related task)
46–50Coffee or tea
51–55Gun or rifle with ten shells or bullets
56–60Flashlight
61–65Loot
66–70Gasoline (2d6 × 10 gallons)
71–75Batteries
76–80Functioning vehicle (sedan, pickup, motorcycle, etc.)
81–85Generator
86–90MRE cache (food and water for six people for 1d6 weeks)
91–95Ammunition cache (100 shells or bullets for 1d6 different weapons)
96–97Helpful stranger (level 1d6 + 2, stays with the PCs for a week or two)
98–99Cypher (in addition to any other cyphers the GM awards)
00Artifact (in addition to any other artifacts the GM awards)

Junk

d6Item Found
1

Electronic junk (stereo, DVD/Blu-ray player, smartphone, electric fan, printer, router, etc.)

2Plastic junk (lawn furniture, baby seat, simple toys, inflatable pool, etc.)
3Dangerous junk (paint, rat poison, solvents, industrial chemicals, etc.)
4Metallic junk (car bodies, old playsets, grills, empty barrels, frying pan, etc.)
5Glass junk (vases, windows, bowls, decorative pieces, etc.)
6Textile junk (coats, pants, shirts, bathing suits, blankets, rugs, etc.)

Post-Apocalyptic Artifacts

Artifacts in a post-apocalyptic game include still-working technology from before the disaster that is not widely available, as well as cobbled-together pieces of tech that can weaponize previously prosaic items. If the apocalypse was related to some kind of alien invasion, artifacts would include even stranger items.

@UUID[Compendium.cyphersystem-compendium.artifacts-post-apocalyptic.RCr7oVmh9Lhk9jHG]{Autodoc} @UUID[Compendium.cyphersystem-compendium.artifacts-post-apocalyptic.54P9fzXQjgpQT1gZ]{Enviroscanner} @UUID[Compendium.cyphersystem-compendium.artifacts-post-apocalyptic.xGGPXV5UufPD4m5F]{Military exoskeleton} @UUID[Compendium.cyphersystem-compendium.artifacts-post-apocalyptic.T82EmpHsb9cNyyPX]{Rocket fist} @UUID[Compendium.cyphersystem-compendium.artifacts-post-apocalyptic.rQg6ztpLMylwK5RB]{Rocket-propelled grenade} @UUID[Compendium.cyphersystem-compendium.artifacts-post-apocalyptic.lQDbPJOz1VYXe54s]{Terahertz scanner}

Post-Apocalyptic Species Descriptors

In a post-apocalyptic setting, some GMs may want to offer species affected by the disaster.

Morlock

You have lived your life deep underground in artificial bunkers, hidden from the world’s destruction and the brutal scavengers that live above. As a morlock, you have a keen mind for the technology salvaged from the before-time. In fact, every morlock comes of age by fitting a piece of morlock technology to its body to provide enhancement and extend its life. This means that you are part flesh and part machine. Your skin is as pale as milk, except where it’s been replaced with strips of metal and glowing circuits.

You gain the following characteristics:

Enhanced Intelligence: +2 to your Intellect Pool.

Cyborg Body: +2 to your Might Pool and your Speed Pool.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.Td605GMSP4TqfliK]{Partially Metallic}: +1 to Armor.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.2X7nKuAiBRfFgUiS]{Repair and Maintenance}: As an entity of living flesh and humming machinery, you must first succeed on a difficulty 2 repair task before making a recovery roll. On a failure, the recovery roll is not used; however, the normal rules for retrying apply, and you must use Effort on a new roll if you wish to try again. In addition to the normal options for using Effort, you can choose to use Effort to heal additional points to your Pools (each level of Effort healing an additional 2 points to your Pools if you succeed).

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.64yLvSVOIqtV8IvT]{Morlock Prejudice}: While among non-morlocks, all positive interaction tasks are hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. The PCs found you in a collapsed subterranean tunnel.

  2. The other PCs encountered you exploring underground, and you convinced them to allow you to accompany them.

  3. You were exiled from the morlock communities and needed help on the surface.

  4. The only way to save the morlock community you hail from is to venture to the surface and find a mechanical part needed to repair a failing ancient system.

Roach

You are born of a species of evolved insects once called “cockroach,” but that is far in the past. Radiation and forced evolution have radically increased your size, shape, and ability to think. Your exoskeleton mimics the shape of a human being, though not perfectly. When you move about human society, shadows and cloaks are your ally if you wish to pass unnoticed. When those of your kind are discovered, it usually goes poorly for someone. You, however, have a wandering spirit and seek to explore the fallen world and find a new way forward.

You gain the following characteristics:

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.vNOlLQDmc53SXZ0B]{Scuttler}: Your Speed Edge increases by 1.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.GsDnTWDfehGuhsQS]{Sense by Scent}: You can sense your environment even in total darkness.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.8OYU2L2128I1PE9m]{Cling}: You can move an immediate distance each round on walls or clinging to the ceiling.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.LD2sREknTpeCQErE]{Carapace}: +1 to Armor.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.gEBLiYb25Mpx65Eo]{Glide}: You can extend small wings from your carapace that grant an asset in jumping tasks and allow you to fall up to a short distance without taking damage.

@UUID[Compendium.cyphersystem-compendium.basic-skills.DraIKUQRw8KrnC4o]{Skill}: You are trained in disguise tasks.

@UUID[Compendium.cyphersystem-compendium.inabilities.PeQrx8tfHEDrOlW6]{Inability}: You are susceptible to disease and poison. Defense rolls against disease or poison are hindered.

@UUID[Compendium.cyphersystem-compendium.inabilities.P42u9vKoBQjOtUbE]{Inability}: You mimic a human, but you are not as fierce. Tasks involving combat— including attack and defense rolls—are hindered.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.soRZpGrbrjyyBHpW]{Insect Prejudice}: While among non-roaches, all positive interaction tasks are hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. The PCs didn’t realize what you were when they asked for your help.

  2. You’ve managed to hide your roach ancestry so well that everyone thinks you are like them.

  3. You are the last of your kind.

  4. You have a secret agenda, and the PCs were gullible enough to let you come along.

","markdown":""},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"ownership":{"default":-1},"flags":{}},{"sort":599610,"name":"Genre: Fairy Tale","type":"text","_id":"BW4rWFL1jsU98e0B","title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"

The genre of fairy tales is a wide one, crossing into almost every culture and encompassing everything from early oral stories passed down from generation to generation to the more modern literary fairy tale. What makes something a fairy tale? While there’s a great deal of discussion around that question, most have a number of things in common: a series of far-fetched events; fantastical beings such as talking animals, elves, goblins, mermaids, witches, and dragons; and objects that have magical elements.

One of the powers of a fairy tale—or a game set in a fairy tale-inspired setting—is its ability to create a sense of wonder and to evoke players’ imaginations while still allowing them to keep one foot in the known. The very settings themselves are both enchanted and somehow familiar, whether the characters are entering a magical woods, falling down a rabbit hole, or embarking on a voyage to Neverland. Those beasts and beings who stalk such places are equally wondrous, and offer fantastic starting points for any number of adventures.

To heighten the sense of wonder in a fairy tale adventure or campaign, a GM might consider presenting the game in a modern setting. In a modern setting, characters have regular jobs that don’t normally involve hunting goblins or helping talking fish solve puzzles. This means that when the moths take shape and become the cloak of a princess of summer come to beg a favor or steal a child, or the house grows legs and runs away one morning, the player characters will be rightfully amazed (and perhaps somewhat terrified).

Nature of Faerie

Faerie (also called by many other names) is a dimension of magic separate from but closely parallel to the mundane world. It doesn’t matter whether Faerie is just a collective term for thousands of separate curled-up dimensions hidden in corners, in closets, or at the center of forests, or it’s one continuous realm that overlaps the real world where it’s thinnest. It’s a place those with open hearts can find by following a way between tall trees (or looming library shelves) to a realm where everything is different. Where elves walk, nymphs dance, unicorns gallop, and both natural growths and built structures become vast and enchanting.

Humans don’t tend to do well in such a world if they stay too long, as the sensory input is hard on the nervous system. But fey creatures depend on it, like plants to the light. A fey creature too long cut off from its land of origin (or its stream, hill, or burrow) slowly becomes mortal and then dies.

When a fey creature is cut by silvered or cold iron weapons, they temporarily lose the sustaining benefit of their connection to Faerie. This severed connection usually disrupts a fey creature’s ability to heal. A silvered weapon is one that contains silver as part of an alloying process, has silver inlay, or has been coated in a dusting of silver powder (which usually lasts only through a single fight). In truth, many items in the modern era are cold-forged, while many others are not. We suggest that any hand-forged item containing iron could be considered a cold-forged weapon for harming fey creatures. Thus, most bullets and other modern items wouldn’t be treated as cold iron by this definition, but some would fit the bill.

Basic Creatures and NPCs for a Fairy Tale Game

Most fey creatures of level 2 or higher regain 1 point of health per round, unless wounded by silvered or cold iron weapons.

@UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.JULnmDMPODWwSgyT]{Angry ants} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.VK2Iv9hH0ITqmvV9]{Erlking} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.PS7RVxRlUxllwCky]{Faerie} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.ijRly8phWTeUIy8r]{Feral tree} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.UXvVjQMo4BRwi2Ef]{Nymph} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.BJOh1w5ZImYrdKuM]{Pixie} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.2v0CeAw0V9Hql9iL]{Razorblade butterflies} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.NVjNYB0ApximA7Kn]{Talking cat} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.LZB001qKeGrqUyMZ]{Troll}

Fairy Tale Artifacts

Artifacts in a fantasy setting and magic items in other games focused on fantasy would also be suitable for a fairy tale setting. However, every fairy tale artifact should come with a quirk that sets it apart from a simple “wand of fire” or similar item. Come up with your own or roll a quirk on the table below.

d10Quirk
1Is sometimes invisible.
2Cries like a baby if jostled.
3Becomes cold as ice to the touch and emits cold vapor when danger threatens.
4Contains a secret compartment that invariably holds a chunk of rock broken from what might be a strange jade sculpture.
5Also serves as a key to some magically locked doors and chests.
6Bites owner with tiny teeth if jostled, dealing 1 point of damage.
7Always muttering and complaining, though useful warnings and other information can sometimes be gained.
8Jealous of any other manifest cyphers, artifacts, or beautiful objects in the wielder’s life.
9The “painting” of a princess of summer on the object sometimes leaves it, robbing the artifact of power.
10Causes flowers to grow wherever it is stored or set down.
","markdown":""},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"ownership":{"default":-1},"flags":{}},{"sort":599805,"name":"Genre: Historical","type":"text","_id":"hdLllcWxZ4VdDhlr","title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"

Setting your campaign in World War 2, the Renaissance, or the 1930s can be fun and interesting. However, setting it in ancient Greece or feudal Japan, for example, probably makes it more like fantasy without all the orcs and magic (although a game set in feudal Japan with orcs and magic could be fascinating).

One of the draws of playing in a historical adventure is the thrill of “being there” when something important happens. Thus, in many cases, historical adventures in RPGs shouldn’t be designed as campaigns, but instead serve as short-term experiences where players try something new, or at least something they don’t normally do: play as figures involved in a momentous historical event.

Historical games should take cues from the closely related areas of historical fiction and historical re-enactment. The lessons of great historical fiction include the following.

The GM should anchor the characters with problems or conflicts that connect them to the chosen time period; make sure that PC backgrounds contain one relevant detail to the chosen historical setting.

The GM shouldn’t fall into the trap of assuming that history was drab just because it is often presented along with old paintings, drawings, or blurred black-and-white photographs. Dramatic events, surprising twists, and unexpected situations are just as likely in a historical adventure as in any other kind.

What’s the point of a historical adventure if there is no suspense? Sure, everyone knows what happens at the end of any given historical battle, but the stories of individuals within those fights are not known. Will they live? Will they succeed in their mission? And what are the consequences? Think of all the war movies that rely on that exact latitude to tell great stories.

Make sure you know when the campaign ends. Maybe it’s when the PCs successfully accomplish a specific task, but it might be externally timed to when a historical event takes place, whether they are attempting to offer aid, thwart it, or merely be aware of it as they attempt to do something that history hasn’t recorded.

Don’t create more than you need to. Be ready to tell the PCs what they see and who they encounter when they are introduced to a historical location or person, but don’t worry about things that they likely will never see. Yes, figure out what kind of currency is used, but making a super-accurate list of prices just isn’t necessary; the players will take your word for the cost of items and many other details. You’re evoking a historical setting with your game, not writing a book report.

Be wary about stereotypes and cultural misappropriation. History, as they say, is written by the victors. The ancient Greeks wrote that other cultures were all barbaric, and the European settlers called the natives in North America savages, but that doesn’t mean it’s true. If all you know about a time period is a movie set in that period, you’ll have a skewed version of events and culture. Be willing to go deeper than Braveheart or The Last Samurai, or maybe choose a different genre.

Running a Historical Game

Preparation is important in a historical game, and most of that entails choosing a historical period—or a specific historical event—as the setting. Given that all of history can serve, you won’t lack for resources. Below are a few possibilities. Of course, the farther back you set your game, the less information on specific events is available. On the other hand, that frees you up to get creative.

Once you choose the historical period and any special events you want to include in your adventure or campaign, direct your players to an appropriate set of foci. Alternately, you can have your players play as historically significant figures, but if you do this, you may want to create their characters ahead of time. Most GMs will probably want to save historically significant individuals for use as NPCs.

The players will need some kind of grounding in what to expect in the time period you’ve chosen. Just like they need an idea of what magic can do in a fantasy game, they will need a general idea of what kind of technology is available, the broad strokes of what their characters might know and not know, and so on. Maybe have them read a Wikipedia entry, at the very least.

If you’re looking for inspiration for time periods in which to set your historical game, here are some possible ideas: prehistory, classical antiquity, ancient Egypt, the American revolution, ancient China, World War II, Edo Period Japan, Medieval Europe, and the American Old West.

Suggested Types for a Historical Game

RoleType
Constable (or night watchman)Explorer with combat flavor
DetectiveExplorer with stealth flavor and skills and knowledge flavor
KnightWarrior
PirateExplorer with stealth flavor
TutorSpeaker
MerchantSpeaker with skills and knowledge flavor
SmithSpeaker with some warrior abilities and skills and knowledge flavor
PlaywrightSpeaker
NobleSpeaker with skills and knowledge flavor
ExplorerExplorer
PriestSpeaker

Basic Creatures and NPCs for a Historical Game

@UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.ZT13lzcl6dsvg8HX]{Cat} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.MwSOqh6IDnwKis8b]{Dodo} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.JZbErZ6hAgtHrgim]{Dog} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.vmvgLdR7JKdsukCW]{Dog, guard} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.61EndqAjZ2ZZZuS9]{Horse} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.8AhrSmfhARlAahxp]{Merchant} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.HKcVbxx1xGOpyVk4]{Noble} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.qLFrfE0E9w6BcG48]{Rat} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.Ax77ZEkAA3XJBPaA]{Serf} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.PXVS2kwvslh30lBB]{Snake, poisonous} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.vhGua32GarGCzLGv]{Warhorse}

Historical Artifacts

The concept of artifacts is probably inappropriate for a historical setting without some kind of supernatural, fantastical, or science fiction element. That said, objects of mystery such as the Antikythera mechanism (an ancient analog computer and orrery used to predict eclipses and other astronomical positions) reveal that the ancient world—and by extension more recent historical periods—contained fascinating and useful objects that were anachronistic for their period. Most such artifacts were likely the creations of philosophers, lone geniuses, and similar figures.

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This chapter describes many common and uncommon creatures that the characters might meet—and fight—in a Cypher System game and gives their stats. The variety of creatures that populate the possible settings and genres is so great that this chapter only scratches the surface. It does, however, provide examples of kinds of inhabitants—bestial and civilized, living and undead, organic and inorganic—so that you can easily extrapolate and create your own.

Understanding the Listings

Every creature is presented by name, followed by a standard template that includes the following categories.

Level: Like the difficulty of a task, each creature and NPC has a level attached to it. You use the level to determine the target number a PC must reach to attack or defend against the opponent. In each entry, the difficulty number for the creature or NPC is listed in parentheses after its level. As shown on the following table, the target number is three times the level.

LevelTarget Number
13
26
39
412
515
618
721
824
927
1030

Description: Following the name of the creature or NPC is a general description of its appearance, nature, intelligence, or background.

Motive: This entry is a way to help the GM understand what a creature or NPC wants. Every creature or person wants something, even if it’s just to be left alone.

Environment: This entry describes whether the creature tends to be solitary or travel in groups and what kind of terrain it inhabits (such as “They travel in packs through dry wastes and temperate lowlands”).

Health: A creature’s target number is usually also its health, which is the amount of damage it can sustain before it is dead or incapacitated. For easy reference, the entries always list a creature’s health, even when it’s the normal amount for a creature of its level.

Damage Inflicted: Generally, when creatures hit in combat, they inflict their level in damage regardless of the form of attack. Some inflict more or less or have a special modifier to damage. Intelligent NPCs often use weapons, but this is more a flavor issue than a mechanical one. In other words, it doesn’t matter if a level 3 foe uses a sword or claws—it deals the same damage if it hits. The entries always specify the amount of damage inflicted, even if it’s the normal amount for a creature of its level.

Armor: This is the creature’s Armor value. Sometimes the number represents physical armor, and other times it represents natural protection. This entry doesn’t appear in the game stats if a creature has no Armor.

Movement: Movement determines how far the creature can move in a single turn. Creatures have movements of immediate, short, long, or very long, which equate to the ranges of the same name. Most PCs have an effective movement of short, so if they are chasing (or being chased by) a creature with immediate movement, their Speed tasks are eased; if the creature’s movement is long or greater, the PCs’ Speed tasks are hindered.

Modifications: Use these default numbers when a creature’s information says to use a different target number. For example, a level 4 creature might say “defends as level 5,” which means PCs attacking it must roll a target number of 15 (for difficulty 5) instead of 12 (for difficulty 4). In special circumstances, some creatures have other modifications, but these are almost always specific to their level.

Combat: This entry gives advice on using the creature in combat, such as “This creature uses ambushes and hit-and-run tactics.” At the end of the combat listing, you’ll also find any special abilities, such as immunities, poisons, and healing skills. GMs should be logical about a creature’s reaction to a particular action or attack by a PC. For example, a mechanical creation is immune to normal diseases, a character can’t poison a being of energy (at least, not with a conventional poison), and so on.

Interaction: This entry gives advice on using the creature in interactions, such as “These creatures are willing to talk but respond poorly to threats,” or “This creature is an animal and acts like an animal.”

Use: This entry gives the GM suggestions for how to use the creature in a game session. It might provide general notes or specific adventure ideas.

Loot: This entry indicates what the PCs might gain if they take items from their fallen foes (or trade with or trick them). It doesn’t appear in the game stats if the creature has no loot.

GM Intrusion: This optional entry in the stats suggests a way to use GM intrusion in an encounter with the creature. It’s just one possible idea of many, and the GM is encouraged to come up with their own uses of the game mechanic.

Creatures

@UUID[Compendium.cyphersystem-compendium.creatures.GcRpFtcOQDpGvU4H]{Abomination} @UUID[Compendium.cyphersystem-compendium.creatures.17NSMk419kHRvwoP]{Chimera} @UUID[Compendium.cyphersystem-compendium.creatures.Ds2TiPhzGcBio6uy]{Chronophage} @UUID[Compendium.cyphersystem-compendium.creatures.6XzVLD44cRlhPIfO]{Deep one} @UUID[Compendium.cyphersystem-compendium.creatures.dEUcFhzvuB3ufhv5]{Deinonychus} @UUID[Compendium.cyphersystem-compendium.creatures.0NEyK7k8eNvN9oRt]{Demigod} @UUID[Compendium.cyphersystem-compendium.creatures.C2tRCVUtCl1OEb7M]{Demon} @UUID[Compendium.cyphersystem-compendium.creatures.Z4Y7VaCkpXbCZ2yy]{Devil} @UUID[Compendium.cyphersystem-compendium.creatures.D25NNlnriTPYwXvl]{Djinni} @UUID[Compendium.cyphersystem-compendium.creatures.huhkLDlDaru359Bf]{Dragon} @UUID[Compendium.cyphersystem-compendium.creatures.li1H57vGnKM9EY61]{Earth elemental} @UUID[Compendium.cyphersystem-compendium.creatures.WcxUomm2dqg2s2mU]{Enthraller} @UUID[Compendium.cyphersystem-compendium.creatures.p5ugVxzZFUe8r2To]{Fallen angel} @UUID[Compendium.cyphersystem-compendium.creatures.W7lOvxxSkcShe4Y9]{Fire elemental} @UUID[Compendium.cyphersystem-compendium.creatures.CbyPd1QoYjZGISN9]{Fusion hound} @UUID[Compendium.cyphersystem-compendium.creatures.02LotzBPq6hZTu2N]{Ghost} @UUID[Compendium.cyphersystem-compendium.creatures.92AH6pnL8Mknw6ok]{Ghoul} @UUID[Compendium.cyphersystem-compendium.creatures.gc0tYELtVAJRfFL6]{Giant} @UUID[Compendium.cyphersystem-compendium.creatures.U508Iiym5DOrLbCP]{Giant rat} @UUID[Compendium.cyphersystem-compendium.creatures.G1R1ESjuGxTJ7VwN]{Giant snake} @UUID[Compendium.cyphersystem-compendium.creatures.PlHlqDlwByGRX8T3]{Giant spider} @UUID[Compendium.cyphersystem-compendium.creatures.StSE44DNprZ4X4t8]{Goblin} @UUID[Compendium.cyphersystem-compendium.creatures.nBJ1PaZw7VugehNT]{Golem} @UUID[Compendium.cyphersystem-compendium.creatures.v5KdQP0xAVsoznyE]{Grey} @UUID[Compendium.cyphersystem-compendium.creatures.gDdZYUFdqZhmK3Oc]{Kaiju} @UUID[Compendium.cyphersystem-compendium.creatures.Iyx0QTRTuHLwr2g4]{Killer clown} @UUID[Compendium.cyphersystem-compendium.creatures.m9Hqr0shnpvRfgiF]{Killing white light} @UUID[Compendium.cyphersystem-compendium.creatures.EX0RBWZzdGetaDK9]{Mechanical soldier} @UUID[Compendium.cyphersystem-compendium.creatures.LkiVCVe5HhMi8Hc8]{Mi-go} @UUID[Compendium.cyphersystem-compendium.creatures.ZLDxtrbI1te50O1k]{Mokuren} @UUID[Compendium.cyphersystem-compendium.creatures.2BTNWIpNjjd696xa]{Nuppeppo} @UUID[Compendium.cyphersystem-compendium.creatures.Jo0ULIISkFpZDV85]{Ogre} @UUID[Compendium.cyphersystem-compendium.creatures.obJAuUihAMdRF9j2]{Orc} @UUID[Compendium.cyphersystem-compendium.creatures.KrHZmg9AKHxbGRnk]{Prince(ss) of summer} @UUID[Compendium.cyphersystem-compendium.creatures.axcyoROutmXNdzNk]{Puppet tree} @UUID[Compendium.cyphersystem-compendium.creatures.qT2StUmJ4FDfS2Ji]{Ravage bear} @UUID[Compendium.cyphersystem-compendium.creatures.n54pC87T2nULqbCJ]{Replicant} @UUID[Compendium.cyphersystem-compendium.creatures.qB1fv8beRDJG465z]{Shadow elf} @UUID[Compendium.cyphersystem-compendium.creatures.MQI4Poo9zZKrgKhc]{Skeleton} @UUID[Compendium.cyphersystem-compendium.creatures.nkAvknrgByU2kBSn]{Statue, animate} @UUID[Compendium.cyphersystem-compendium.creatures.E7LZFxUVnPeXLIgX]{Tyrannosaurus rex} @UUID[Compendium.cyphersystem-compendium.creatures.37pnRQFiOHt47hFP]{Vampire} @UUID[Compendium.cyphersystem-compendium.creatures.PIJ3eSbmYUGztjb1]{Vampire, transitional} @UUID[Compendium.cyphersystem-compendium.creatures.QFTQJ4Z4kmHVr23P]{Vat reject} @UUID[Compendium.cyphersystem-compendium.creatures.WsWJRqBjUW1WO1Wp]{Wardroid} @UUID[Compendium.cyphersystem-compendium.creatures.3jAoNYaS0CHUjkqS]{Werewolf} @UUID[Compendium.cyphersystem-compendium.creatures.2nv7KEvkNXsUOykU]{Witch} @UUID[Compendium.cyphersystem-compendium.creatures.Ziw2e08pt2Fc8vHz]{Xenoparasite} @UUID[Compendium.cyphersystem-compendium.creatures.dWvlzVDxmAUQxT7s]{Zombie}

Normal Animals

Unlike many creatures in this chapter, normal animals are simple and understandable enough to be encapsulated by just their level and maybe one or two other stats.

@UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.p7RwEbxxv74Xy0NP]{Bear, black} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.3NRZdgMZXVcEsqWl]{Bear, grizzly} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.JZbErZ6hAgtHrgim]{Dog} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.vmvgLdR7JKdsukCW]{Dog, guard} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.pNEII8Wup8xjZfuA]{Hawk} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.61EndqAjZ2ZZZuS9]{Horse} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.qLFrfE0E9w6BcG48]{Rat} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.RxtZyeRliCY3v9In]{Rattlesnake}

NPCs

The NPCs in this chapter are generic examples of nonplayer characters that can be used in many genres.

Reskinning NPCs: GMs will find that with a few tweaks, a guard can be a modern-day cop, a fantasy caravan guard, or a science fiction drone soldier. This is known as reskinning—making slight changes to existing stats to customize the NPC for your own game.

Health, Not Pools: Remember that NPCs don’t have stat Pools. Instead, they have a characteristic called health. When an NPC takes damage of any kind, the amount is subtracted from its health. Unless described otherwise, an NPC’s health is always equal to its target number. Some NPCs might have special reactions to or defenses against attacks that would normally deal Speed damage or Intellect damage, but unless the NPC’s description specifically explains this, assume that all damage is subtracted from the NPC’s health.

Appropriate Weapons: NPCs use weapons appropriate to their situation, which might be swords and crossbows, knives and shotguns, malefic psychic weapons, blasters and grenades, and so on.

@UUID[Compendium.cyphersystem-compendium.npcs.rnq3fP5XVmqEmZWG]{Assassin} @UUID[Compendium.cyphersystem-compendium.npcs.IXoOu0XGctC51WFn]{Cannibal} @UUID[Compendium.cyphersystem-compendium.npcs.jZT0TZAHaKkZ8kGv]{Crime boss} @UUID[Compendium.cyphersystem-compendium.npcs.17FhJIqwNpdkCE3Q]{Detective} @UUID[Compendium.cyphersystem-compendium.npcs.vamqtdZeooEZTvVA]{Guard} @UUID[Compendium.cyphersystem-compendium.npcs.mIkMohVYFvaiNwZB]{Occultist} @UUID[Compendium.cyphersystem-compendium.npcs.SMQHtX6tTqzNShpA]{Secret agent} @UUID[Compendium.cyphersystem-compendium.npcs.dxKy262U5XR9IQdV]{Thug} @UUID[Compendium.cyphersystem-compendium.npcs.T49YQrtaJRk1stLD]{Wizard, mighty}

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Cyphers are one-use abilities that characters gain over the course of play. They have cool powers that can heal, make attacks, ease or hinder task rolls, or (in a more supernatural and extreme example) produce effects such as nullifying gravity or turning something invisible.

Most cyphers aren’t physical objects—just something useful that happens right when you need it. They might be a burst of insight that allows a character to make a perfectly executed attack, a lucky guess when using a computer terminal, a coincidental distraction that gives you an advantage against an NPC, or a supernatural entity that makes things work out in your favor. In some games, cyphers come in the form of items, like magic potions or bits of alien technology.

Cyphers that don’t have a physical form are called subtle cyphers.

Cyphers that have a physical form are called manifest cyphers.

Regardless of their form, cyphers are single-use effects and are always consumed when used. Unless a cypher’s description says otherwise, it works only for the character who activates it. For example, a PC can’t use an enduring shield cypher on a friend.

Cyphers are a game mechanic designed for frequent discovery and use. PCs can have only a small number of cyphers at any given time, and since they’re always finding more, they’re encouraged to use them at a steady pace.

In theory, the cyphers gained by the PCs are determined randomly. However, the GM can allow PCs to acquire or find them intentionally as well. Cyphers are gained with such regularity that the PCs should feel that they can use them freely. There will always be more, and they’ll have different benefits. This means that in gameplay, cyphers are less like gear or treasure and more like character abilities that the players don’t choose. This leads to fun game moments where a player can say “Well, I’ve got an X that might help in this situation,” and X is always different. X might be an intuitive understanding of the local computer network, a favor from the Faerie Court, an explosive device, a short-range teleporter, or a force field. It might be a powerful magnet or a prayer that will cure disease. It could be anything. Cyphers keep the game fresh and interesting. Over time, characters can learn how to safely carry more and more cyphers at the same time, so cyphers really do seem more like abilities and less like gear.

“Carry” in this sense refers to both subtle cyphers and manifest cyphers, though a PC may not actually carry anything that physically represents the cypher. A character thrown into prison without their equipment might still have subtle cyphers.

Cyphers don’t have to be used to make room for new ones. For subtle cyphers, a character can just use an action to “lose” the cypher, freeing up space to “find” one later (once a subtle cypher is discarded this way, it is gone and can’t be recovered). For manifest cyphers, it’s perfectly acceptable for the PCs to stash one elsewhere for later use; of course, that doesn’t mean it will still be there when they return.

Why Cyphers?

Cyphers are (not surprisingly, based on the name) the heart of the Cypher System. This is because characters in this game have some abilities that rarely or never change and can always be counted on—pretty much like in all games—and they have some abilities that are ever-changing and inject a great deal of variability in play. They are the major reason why no Cypher System game session should ever be dull or feel just like the last session. This week your character can solve the problem by walking through walls, but last time it was because you could create an explosion that could level a city block.

The Cypher System, then, is one where PC abilities are fluid, with the GM and the players both having a role in their choice, their assignment, and their use. Although many things separate the game system from others, this aspect makes it unique, because cyphers recognize the importance and value of two things:

  1. “Treasure,” because character abilities make the game fun and exciting. In fact, in the early days of roleplaying, treasure (usually in the form of magic items found in dungeons) was really the only customization of characters that existed. One of the drives to go out and have adventures is so you can discover cool new things that help you when you go on even more adventures. This is true in many RPGs, but in the Cypher System, it’s built right into the game’s core.

  2. Letting the GM have a hand in determining PC abilities makes the game move more smoothly. Some GMs prefer to roll cyphers randomly, but some do not. For example, giving the PCs a cypher that will allow them to teleport far away might be a secret adventure seed placed by a forward-thinking GM. Because the GM has an idea of where the story is going, they can use cyphers to help guide the path. Alternatively, if the GM is open to it, they can give out cyphers that enable the characters to take a more proactive role (such as teleporting anywhere they want). Perhaps most important, they can do these things without worrying about the long-term ramifications of the ability. A device that lets you teleport multiple times might really mess up the game over the long term. But once? That’s just fun.

Cypher Limits

All characters have a maximum number of cyphers they can have at any one time, determined by their type. If a character ever attempts to carry more, random cyphers instantly disappear until the PC has a number of cyphers equal to their maximum (depending on the genre of the campaign, subtle cyphers may be more or less likely to vanish this way). These vanished cyphers are not recoverable.

Subtle Cyphers

Subtle (nonphysical) cyphers are a way to introduce cyphers into a game without overt “powered stuff”—no potions, alien crystals, or anything of that nature. They’re most useful, perhaps, in a modern or horror setting without obvious fantasy elements. Subtle cyphers are more like the inherent abilities PCs have, adding boosts to Edge, recovering points from Pools, coming up with ideas, and so on. In general, these are commonplace, non-supernatural effects—a subtle cypher wouldn’t create a laser beam or allow a character to walk through a wall. They don’t break the fragile bubble of believability in genres where flashy powers and abilities don’t make a lot of sense.

Subtle cyphers are particularly nice in a genre where the PCs are supposed to be normal people. The cyphers can simply be an expression of innate capabilities in characters that aren’t always dependable. And in many ways, that’s probably more realistic than an ability you can count on with certainty, because in real life, some days you can jump over a fence, and some days you just can’t.

Concepts for subtle cyphers include the following:

Good fortune: Once in a while, things just go your way. You’re in the right place at the right time.

Inspirations: Sometimes you get inspired to do something you’ve never done before and might not be able to do again. Call it adrenaline mixed with the right motivation, or just doing the right thing at the right place at the right time. Who can really define it? Life’s funny that way.

Alien concepts: Complex and utterly inhuman memes enter our world and worm their way into and out of human consciousness. When this happens, it can cause mental distress and disorientation. It can also grant impossible abilities and advantages.

Blessings: In a fantasy world, there are nine gods. Each morning, all intelligent residents of the world pray to one of the gods, and some of the faithful gain a divine blessing. Some people believe that praying to different gods gives you different blessings.

Earworms: You know how some songs pop into your head and just won’t leave? There’s a power to those songs, and the right people know how to harness it. Make the songs disturbing or reminiscent of evil chants, and you’ve got a perfect cypher concept for a horror campaign.

Mysterious transmissions: What’s that buzzing? That mechanical chittering? Those numbers repeating over and over? And why can only some people hear it? A few who are aware of the sounds have learned how to make use of them.

Supernatural powers: Mental or mystical energies constantly shift and change, ebb and flow. But you’ve figured out how to attune your mind to them. There are no physical actions or paraphernalia required—just an inner conduit to the numinous.

Discovering Subtle Cyphers

Since subtle cyphers aren’t physical objects, GMs will need to figure out when to give PCs new ones to replace the ones they have used. The cyphers probably shouldn’t be tied to actions entirely under the characters’ control—in other words, they shouldn’t come as a result of meditation or anything of that nature. Instead, the GM should choose significant points in the story when new cyphers might simply come unbidden to the PCs. In the broader view, this is no different than manifest cyphers placed as treasure in a creature’s lair, a secret cache, or somewhere else for the characters to find. Either way, the GM is picking good spots to “refill” potentially used cypher-based abilities.

Subtle cyphers are often found in groups of one to six (the GM can roll 1d6 to determine the number). The GM might randomly assign the cyphers to each PC who has space for more, or present a selection of cyphers to the group and allow the players to choose which ones they want for their characters. Characters should immediately know what their subtle cyphers do. If a PC activates a healing subtle cypher when they think it’s something to help pick a lock, that’s a waste of a useful character ability.

PCs might be able to obtain subtle cyphers from NPCs or in unusual circumstances as gifts, boons, or blessings, even asking for a particular kind of subtle cypher, such as healing, protection, or skill. For example, PCs who make a donation at a temple of a healing goddess could ask to receive a blessing (subtle cypher) that allows them to speak a healing prayer that restores points to one of their Pools. An NPC wizard who owes the PCs a favor might cast a spell on them that deflects one weapon if they say a magic word. An alien pylon might grant knowledge of a strange mental code that lets a person see in the dark for a few hours.

A PC can also acquire a new subtle cypher by spending 1 XP on one of the following player intrusions:

General cypher: You ask the GM for a general subtle cypher, such as “healing,” “movement,” “defense,” or perhaps something as specific as “flight.” The GM gives you a cypher that meets that description and randomly determines its level. If you don’t have space for this cypher, you immediately lose one of your current cyphers (your choice) and the new cypher takes its place.

Specific cypher: You ask the GM for a specific subtle cypher (such as a curative or stim) of a specific level. Make an Intellect roll with a difficulty equal to the cypher’s level plus 1. If you have had this cypher before, the task is eased. If you fail the roll, you do not gain a cypher. If you succeed, the GM gives you that subtle cypher at that level. If you don’t have space for this new cypher, you immediately lose one of your current cyphers (your choice) and the new cypher takes its place. Whether or not you succeed at the roll, the 1 XP is spent.

Manifest Cyphers

Because manifest cyphers are physical objects, and people are familiar with the idea of finding “treasure” as part of playing an RPG, these kinds of cyphers are easy to get into the hands of the PCs. They are often found in groups of one to six (the GM can roll 1d6 to determine the number), usually because the characters are searching for them. They might be among the possessions of a fallen foe, hidden in a secret room, or scattered amid the wreckage of a crashed starship. The GM can prepare a list ahead of time of what successful searchers find. Sometimes this list is random, and sometimes there is logic behind it. For example, a warlock’s laboratory might contain four different magic potions that the PCs can find.

If the characters search for cyphers, the GM sets the difficulty of the task. It is usually 3 or 4, and scavenging can take fifteen minutes to an hour.

Scavenging is not the only way to obtain manifest cyphers. They can also be given as gifts, traded with merchants, or sometimes purchased in a shop.

Unlike subtle cyphers, characters don’t automatically know what manifest cyphers do. Once the PCs find a manifest cypher, identifying it is a separate task, based on Intellect and modified by knowledge of the topic at hand. In a fantasy setting, that knowledge would probably be magic, but in a science fiction setting, it might be technology. The GM sets the difficulty of the task, but it is usually 1 or 2. Thus, even the smallest amount of knowledge means that cypher identification is automatic. The process takes one to ten minutes. If the PCs can’t identify a cypher, they can bring it to an expert for identification and perhaps trade, if desired.

Manifest Cyphers Duplicating Subtle Cyphers

Lots of overlap exists between what subtle cyphers and manifest cyphers can do. Nearly anything that can be explained as a subtle cypher can just as easily be a magic item, scientific device, or other manifest object. A bit of luck that helps you sneak (a subtle cypher) and a potion that helps you sneak (a manifest cypher) do the exact same thing for a character. One advantage of manifest cyphers is that characters can easily trade them to each other or sell them to NPCs. On the other hand, manifest cyphers can be dropped or stolen, and subtle cyphers can’t.

It’s fine if the GM decides to include both kinds of cyphers in the same game. A horror game could begin with the PCs as normal people with subtle cyphers, but as time goes on, they find one-use spells in occult tomes, weird potions, and bone dust that has strange powers.

Using Cyphers

The action to use a cypher is Intellect based unless described otherwise or logic suggests otherwise. For example, throwing an explosive might be Speed based because the device is physical and not really technical, but using a ray emitter is Intellect based.

Because cyphers are single-use items, cyphers used to make attacks can never be used with the Spray or Arc Spray abilities that some characters might have. They are never treated as rapid-fire weapons.

Identified manifest cyphers can be used automatically. Once a manifest cypher is activated, if it has an ongoing effect, that effect applies only to the character who activated the cypher. A PC can’t activate a cypher and then hand it to another character to reap the benefits.

A character can attempt to use a manifest cypher that has not been identified; this is usually an Intellect task using the cypher’s level. Failure might mean that the PC can’t figure out how to use the cypher or that they use it incorrectly (GM’s discretion). Of course, even if the PC activates the unidentified cypher, they have no idea what its effect will be.

Cyphers are meant to be used regularly and often. If PCs are hoarding or saving their cyphers, feel free to give them a reason to put the cyphers into play.

Cypher Levels and Effects

All cyphers have a level and an effect. The level sometimes determines an aspect of the cypher’s power (how much damage it inflicts, for example) but otherwise it only determines the general efficacy, the way level works with any object. The Level entry for a cypher is usually a die roll, sometimes with a modifier, such as 1d6 or 1d6 + 4. The GM can roll to determine the cypher’s level, or can allow the player to roll when they receive the cypher.

Normal and Fantastic Effects

Cypher effects fall into two categories: normal and fantastic. Normal effects are things that could reasonably happen or be explained in the normal physical world we’re familiar with. Fantastic effects are things that can’t. A normal person could hit a target 240 feet (73 m) away with a football, quickly get over a cold, run across a tightrope, or multiply two two-digit numbers in their head. These tasks are difficult, but possible. A normal person can’t throw an armored car, regrow a severed arm, create a robot out of thin air, or control gravity with their mind. These tasks are impossible according to the world as we know it. Cypher effects are either normal (possible) or fantastic (impossible according to the world as we know it).

Normal cypher effects should be available to PCs regardless of the genre of your game. It’s perfectly reasonable for a modern, fantasy, horror, science fiction, or superhero PC to have a cypher that gives them a one-use bonus on an attack or skill task, lets them take a quick breather to recover a few points in a Pool, or helps them focus their will to avoid distractions or fatigue.

Fantastic cypher effects should be limited to games where magic, technology, or other factors stretch the definition of “impossible.” A cypher that turns a corpse into a zombie is out of place in a non-fantastic modern game, but is perfectly reasonable for a fantasy, science fiction, or superhero game, or even a horror game where zombies exist, as long as the GM decides there is an appropriate story explanation for it. The zombie cypher might be a necromantic spell in a fantasy or superhero game, a code that activates a swarm of nanobots in a science fiction game, or a virus in a horror game. The rules categorize some cypher effects as fantastic to help the GM decide whether to exclude cyphers that don’t fit the game they’re running. For example, it is appropriate for a GM running a zombie horror survival game set in 1990s Georgia to allow the zombie-creating cypher but not a teleportation cypher, because creating a zombie is a fantastic effect that fits the setting and teleportation isn’t.

Fantastic cyphers can be subtle or manifest.

Optional Rule: Normal Cyphers Duplicating Fantastic Effects

If the GM and players are willing to stretch their imaginations a bit, it’s possible to include some fantastic cypher effects in a game where only normal cypher effects should exist, even if the PCs are only using subtle cyphers. The player using the cypher just needs to come up with a practical, realistic explanation for how the fantastic result occurred (perhaps with a much shorter or reduced effect than what’s described in the cypher text).

For example, a PC with a phase changer who is trapped in a prison cell could say that instead of physically phasing through the wall, using the cypher means they find a long-forgotten secret door connected to a narrow hallway leading to safety. A PC with a fire detonation could say they notice a can of paint thinner in the room, kick it over, and throw a table lamp into the spill, creating a spark and a momentary burst of harmful flames. A PC with a monoblade could say they spot structural flaws in an opponent’s armor, allowing them to attack for the rest of that combat in such a way that the foe’s Armor doesn’t count.

These interpretations of fantastic cyphers in a non-fantastic setting require player ingenuity and GM willingness to embrace creative solutions (similar to players using player intrusions to make a change in the game world). The GM always has the right to veto the explanation for the fantastic effect, allowing the player to choose a different action instead of using the fantastic cypher.

Manifest Cypher Forms

None of the manifest cyphers in this chapter have a stated physical form. The entries don’t tell you if something is a potion, a pill, or a device you hold in your hands because that sort of detail varies greatly from genre to genre. Are they magic? Are they tech? Are they symbiotic creatures with programmed DNA? That’s up to the GM. It’s flavor, not mechanics. It’s as important or unimportant as the style of an NPC’s hair or the color of the car the bad guys are driving. In other words, it’s the kind of thing that is important in a roleplaying game, but at the same time doesn’t actually change anything (and RPGs have a lot of things like that, if you think about it).

A manifest cypher’s physical form can be anything at all, but there are some obvious choices based on genre. The GM can design a setting that uses just one type—for example, a magical world where all cyphers are potions made by faeries. Or they can use many types, perhaps mixing them from different genres. Some suggestions include the following.

Fantasy/Fairy Tale: Potions, scrolls, runeplates, tattoos, charms, powders, crystals, books with words of power.

Modern/Romance: Drugs (injections, pills, inhalants), viruses, smartphone apps.

Science Fiction/Post-Apocalyptic: Drugs (injections, pills, inhalants), computer programs, crystals, gadgets, viruses, biological implants, mechanical implants, nanotechnological injections.

Horror: Burrowing worms or insects, pages from forbidden books, horrific images.

Superhero: Forms from all the other genres.

Cypher Tables

@UUID[Compendium.cyphersystem-compendium.cypher-roll-tables.Bn74yPIGZJTwA9yO]{Manifest Cypher Table} @UUID[Compendium.cyphersystem-compendium.cypher-roll-tables.yXkmPLGNM6UH5nkx]{Subtle Cypher Table} @UUID[Compendium.cyphersystem-compendium.cypher-roll-tables.tAjYZpL0GKkROZpR]{Fantastic Cypher Table}

A Listing of Various Cyphers

All cyphers in this section may be manifest cyphers. It is the GM’s discretion whether a particular cypher can be a subtle cypher, and that decision usually depends on the setting. (The tables indicating subtle, manifest, and fantastic cyphers are just suggestions for a typical campaign setting.)

@UUID[Compendium.cyphersystem-compendium.cyphers.nB8zfVWuIB1VvHGl]{Adhesion} @UUID[Compendium.cyphersystem-compendium.cyphers.gXzG3cEX6b15T7fh]{Age taker} @UUID[Compendium.cyphersystem-compendium.cyphers.ss48CDstie5AjXsb]{Analeptic} @UUID[Compendium.cyphersystem-compendium.cyphers.kgft4WfHxO9r06wb]{Antivenom} @UUID[Compendium.cyphersystem-compendium.cyphers.KZ2X27pebWbEvQXQ]{Armor reinforcer} @UUID[Compendium.cyphersystem-compendium.cyphers.uqL6JmysWKztajSP]{Attractor} @UUID[Compendium.cyphersystem-compendium.cyphers.FfAhElBEyjyd4E17]{Banishing} @UUID[Compendium.cyphersystem-compendium.cyphers.bxWMBr5i7Lfxid9Q]{Best tool} @UUID[Compendium.cyphersystem-compendium.cyphers.dymzqQ69RJGT8TEs]{Blackout} @UUID[Compendium.cyphersystem-compendium.cyphers.z7B2LxlcLfLMkTFw]{Blinking} @UUID[Compendium.cyphersystem-compendium.cyphers.vji8MXWxGxr3A9jp]{Burst of speed} @UUID[Compendium.cyphersystem-compendium.cyphers.WIDPRS1tIpL3pa5F]{Catholicon} @UUID[Compendium.cyphersystem-compendium.cyphers.k8SHSyIu2KzAZja7]{Chemical factory} @UUID[Compendium.cyphersystem-compendium.cyphers.o4AITObjEyBSsjR1]{Comprehension} @UUID[Compendium.cyphersystem-compendium.cyphers.88PKQNeHojZRVZLd]{Condition remover} @UUID[Compendium.cyphersystem-compendium.cyphers.cjFun20hsxOrU4UF]{Contingent activator} @UUID[Compendium.cyphersystem-compendium.cyphers.8NupmDC7tXJhHdy3]{Controlled blinking} @UUID[Compendium.cyphersystem-compendium.cyphers.ewaouF5H001ecJI2]{Curative} @UUID[Compendium.cyphersystem-compendium.cyphers.J2uXPzk3Q3o9Fwpe]{Curse bringer} @UUID[Compendium.cyphersystem-compendium.cyphers.IxserEHDalfrzdvG]{Darksight} @UUID[Compendium.cyphersystem-compendium.cyphers.7ZAyXJ8gyV4ao0wO]{Death bringer} @UUID[Compendium.cyphersystem-compendium.cyphers.DRkKlxg4WKwUgl7T]{Density} @UUID[Compendium.cyphersystem-compendium.cyphers.GxcYZVXI0R3cMeMp]{Detonation} @UUID[Compendium.cyphersystem-compendium.cyphers.bzGwdlL0ZLPsxK9v]{Detonation (creature)} @UUID[Compendium.cyphersystem-compendium.cyphers.Z5An8np1ZHSTSWet]{Detonation (dessicating)} @UUID[Compendium.cyphersystem-compendium.cyphers.RkOFWVFfuWHSGBVf]{Detonation (flash)} @UUID[Compendium.cyphersystem-compendium.cyphers.GPk5tYAHThxyIj6p]{Detonation (gravity inversion)} @UUID[Compendium.cyphersystem-compendium.cyphers.0WWb6gMnrICVA77C]{Detonation (gravity)} @UUID[Compendium.cyphersystem-compendium.cyphers.VhbqMkTUgBS24ZV8]{Detonation (massive)} @UUID[Compendium.cyphersystem-compendium.cyphers.FaQAOTHsz8kAwYva]{Detonation (matter disruption)} @UUID[Compendium.cyphersystem-compendium.cyphers.54PPya95rv4yA3O5]{Detonation (pressure)} @UUID[Compendium.cyphersystem-compendium.cyphers.DuYwDKUWCozANHfi]{Detonation (singularity)} @UUID[Compendium.cyphersystem-compendium.cyphers.hIxIA4943U1u3a9M]{Detonation (sonic)} @UUID[Compendium.cyphersystem-compendium.cyphers.PIuFZaZUI84aZvSj]{Detonation (spawn)} @UUID[Compendium.cyphersystem-compendium.cyphers.bIcebdBZfthtc7gn]{Detonation (web)} @UUID[Compendium.cyphersystem-compendium.cyphers.q5zVuR0m6OyMBS3o]{Disarm} @UUID[Compendium.cyphersystem-compendium.cyphers.wRrdISsr5cmCYZX1]{Disguise module} @UUID[Compendium.cyphersystem-compendium.cyphers.FItOrZq5fp17b99h]{Disrupting} @UUID[Compendium.cyphersystem-compendium.cyphers.dYPtdYIVh8Fw2j0I]{Eagleseye} @UUID[Compendium.cyphersystem-compendium.cyphers.wlbjzEJE7xJQejRu]{Effect resistance} @UUID[Compendium.cyphersystem-compendium.cyphers.NeLV59uT8r0aOBYv]{Effort enhancer (combat)} @UUID[Compendium.cyphersystem-compendium.cyphers.Sq85TkiuqKKZEcZa]{Effort enhancer (noncombat)} @UUID[Compendium.cyphersystem-compendium.cyphers.29q4icxpIjmPru2K]{Enduring shield} @UUID[Compendium.cyphersystem-compendium.cyphers.40DQrFLuDX017odb]{Equipment cache} @UUID[Compendium.cyphersystem-compendium.cyphers.h5TSiPn7BeeIobmN]{Farsight} @UUID[Compendium.cyphersystem-compendium.cyphers.oNuUwELrZDJY1mIf]{Fireproofing} @UUID[Compendium.cyphersystem-compendium.cyphers.fl9zbMTjxj8vy6kJ]{Flame-retardant wall} @UUID[Compendium.cyphersystem-compendium.cyphers.SJDuyxdMrDv6FaGy]{Force cube} @UUID[Compendium.cyphersystem-compendium.cyphers.dQligdNAYAr6wWdE]{Force field} @UUID[Compendium.cyphersystem-compendium.cyphers.uBDH4lBnOxOXh5CF]{Force screen projector} @UUID[Compendium.cyphersystem-compendium.cyphers.m3NxCCUGiLIKIJNw]{Force shield projector} @UUID[Compendium.cyphersystem-compendium.cyphers.w96EvfwEri9x5Mct]{Friction reducer} @UUID[Compendium.cyphersystem-compendium.cyphers.R88ueN5kMGSameYW]{Frigid wall} @UUID[Compendium.cyphersystem-compendium.cyphers.4L0etvDYulpV4ksR]{Gas bomb} @UUID[Compendium.cyphersystem-compendium.cyphers.pNqglMkBswKP2ICu]{Gravity nullifier} @UUID[Compendium.cyphersystem-compendium.cyphers.vk0FLEfC4YB7dbQs]{Gravity-nullifying application} @UUID[Compendium.cyphersystem-compendium.cyphers.aeBDWdPvxdfj3pfs]{Heat attack} @UUID[Compendium.cyphersystem-compendium.cyphers.7zM8O87dW3jbTnU6]{Hunter/seeker} @UUID[Compendium.cyphersystem-compendium.cyphers.CtZSjgL4ckxcKYUP]{Image projector} @UUID[Compendium.cyphersystem-compendium.cyphers.ReuRZASIsUHgdhEg]{Inferno wall} @UUID[Compendium.cyphersystem-compendium.cyphers.XX53GbhoCBiHS6ks]{Infiltrator} @UUID[Compendium.cyphersystem-compendium.cyphers.AitEjkvspLX688ye]{Information sensor} @UUID[Compendium.cyphersystem-compendium.cyphers.x7qSUmMgvNqV0Ugn]{Instant servant} @UUID[Compendium.cyphersystem-compendium.cyphers.sJVUfXvSJucHYari]{Instant shelter} @UUID[Compendium.cyphersystem-compendium.cyphers.Y6EVgmva4C9tPihv]{Intellect booster} @UUID[Compendium.cyphersystem-compendium.cyphers.udWLm1XDgVieMEDu]{Intelligence enhancement} @UUID[Compendium.cyphersystem-compendium.cyphers.5tLchT3lzBveqkxp]{Knowledge enhancement} @UUID[Compendium.cyphersystem-compendium.cyphers.WXP9irBlSYL49O46]{Lightning wall} @UUID[Compendium.cyphersystem-compendium.cyphers.MTgWJDJa0xrNOUMa]{Machine control} @UUID[Compendium.cyphersystem-compendium.cyphers.Kn3VvkesD5GVq0iI]{Magnetic attack drill} @UUID[Compendium.cyphersystem-compendium.cyphers.yYUMQ6PEMdyJsi6u]{Magnetic master} @UUID[Compendium.cyphersystem-compendium.cyphers.6ccQDO1fUZfF3qdo]{Magnetic shield} @UUID[Compendium.cyphersystem-compendium.cyphers.3ww0ueljUh3Fu4WN]{Manipulation beam} @UUID[Compendium.cyphersystem-compendium.cyphers.E3QMkfRIuJeWQh76]{Matter transference ray} @UUID[Compendium.cyphersystem-compendium.cyphers.zqv51NhAhlMBm2lG]{Meditation aid} @UUID[Compendium.cyphersystem-compendium.cyphers.rAka1a1rfa6U9ejN]{Memory switch} @UUID[Compendium.cyphersystem-compendium.cyphers.GS3GUtjmhIYxF8vb]{Mental scrambler} @UUID[Compendium.cyphersystem-compendium.cyphers.y710ojHG9JfbAHXq]{Metal death} @UUID[Compendium.cyphersystem-compendium.cyphers.9MBc2aywmCotLHZs]{Mind meld} @UUID[Compendium.cyphersystem-compendium.cyphers.f9o3v4yUbE2rOvkA]{Mind stabilizer} @UUID[Compendium.cyphersystem-compendium.cyphers.sgjAHLqFtHWLzSeV]{Mind-restricting wall} @UUID[Compendium.cyphersystem-compendium.cyphers.qyafaJwEsqCVU5ht]{Monoblade} @UUID[Compendium.cyphersystem-compendium.cyphers.adjHowuCfAqznUtV]{Monohorn} @UUID[Compendium.cyphersystem-compendium.cyphers.nH3BFfduw18UhsrN]{Motion sensor} @UUID[Compendium.cyphersystem-compendium.cyphers.ExszgFle5nmrHPSR]{Null field} @UUID[Compendium.cyphersystem-compendium.cyphers.yjjqWOig22fCfvyg]{Nullification ray} @UUID[Compendium.cyphersystem-compendium.cyphers.olA86ZssOHAVcyP5]{Nutrition and hydration} @UUID[Compendium.cyphersystem-compendium.cyphers.NCqhAMpNrf26KCkC]{Perfect memory} @UUID[Compendium.cyphersystem-compendium.cyphers.pMUiPSVOb2VPa79t]{Perfection} @UUID[Compendium.cyphersystem-compendium.cyphers.erJlxWAzYxAbBQ3n]{Personal environment field} @UUID[Compendium.cyphersystem-compendium.cyphers.q94YaFRPnpA4Vbt0]{Phase changer} @UUID[Compendium.cyphersystem-compendium.cyphers.orMNNP5kLwGszIWW]{Phase disruptor} @UUID[Compendium.cyphersystem-compendium.cyphers.I1UIJPrkDAtfdvkn]{Poison (emotion)} @UUID[Compendium.cyphersystem-compendium.cyphers.ab9oUkAc67kwQMu2]{Poison (explosive)} @UUID[Compendium.cyphersystem-compendium.cyphers.TqA7pzI1VOquoZrC]{Poison (mind controlling)} @UUID[Compendium.cyphersystem-compendium.cyphers.LT8pmimmThAbwOL7]{Poison (mind disrupting)} @UUID[Compendium.cyphersystem-compendium.cyphers.WKHeAOo07TN0Waqi]{Psychic communique} @UUID[Compendium.cyphersystem-compendium.cyphers.NGMhAxHPKXqxyarE]{Radiation spike} @UUID[Compendium.cyphersystem-compendium.cyphers.yxlZQszosCzyRvSM]{Ray emitter} @UUID[Compendium.cyphersystem-compendium.cyphers.kl7d13qf7si94eU0]{Ray emitter (command)} @UUID[Compendium.cyphersystem-compendium.cyphers.TvIMvUr69aOV5DnE]{Ray emitter (fear)} @UUID[Compendium.cyphersystem-compendium.cyphers.7lZj0lmBqmrz41mZ]{Ray emitter (friend slaying)} @UUID[Compendium.cyphersystem-compendium.cyphers.LHL022Qn3YRfXYU4]{Ray emitter (mind disrupting)} @UUID[Compendium.cyphersystem-compendium.cyphers.NbYGmZjDHMEmmfDL]{Ray emitter (numbing)} @UUID[Compendium.cyphersystem-compendium.cyphers.sodipYPbrbjALaH2]{Ray emitter (paralysis)} @UUID[Compendium.cyphersystem-compendium.cyphers.RSQzv6fY9P8vLQSh]{Reality spike} @UUID[Compendium.cyphersystem-compendium.cyphers.kgflNP6FVsspfutd]{Reflex enhancer} @UUID[Compendium.cyphersystem-compendium.cyphers.sdd3hhCzs5N0ZqP0]{Rejuvenator} @UUID[Compendium.cyphersystem-compendium.cyphers.8RpaNEaONagWqTTE]{Remembering} @UUID[Compendium.cyphersystem-compendium.cyphers.waaI5OVVCpZC7NLT]{Remote viewer} @UUID[Compendium.cyphersystem-compendium.cyphers.agDsGHiI4x9A0X0J]{Repair unit} @UUID[Compendium.cyphersystem-compendium.cyphers.qOLNoDFQpXZhsbCE]{Repeater} @UUID[Compendium.cyphersystem-compendium.cyphers.MycMQnAtFVkx7xjm]{Repel} @UUID[Compendium.cyphersystem-compendium.cyphers.lN1Qw9izMoo3NSbj]{Retaliation} @UUID[Compendium.cyphersystem-compendium.cyphers.zb8P9KDZaQ0j1exJ]{Secret} @UUID[Compendium.cyphersystem-compendium.cyphers.BmQhgfCQMQpMkwzg]{Sheen} @UUID[Compendium.cyphersystem-compendium.cyphers.hh2zZUmsmHCEUi8t]{Shock attack} @UUID[Compendium.cyphersystem-compendium.cyphers.EMaQ9DgLEL4DkPKD]{Shocker} @UUID[Compendium.cyphersystem-compendium.cyphers.ucJ3400aQrIR73I5]{Skill boost} @UUID[Compendium.cyphersystem-compendium.cyphers.4Bhy1bp5s8LqJR6r]{Slave maker} @UUID[Compendium.cyphersystem-compendium.cyphers.yqc7dFfKI5CTH81u]{Sleep inducer} @UUID[Compendium.cyphersystem-compendium.cyphers.k2hOy8OzSxgmhlIc]{Sniper module} @UUID[Compendium.cyphersystem-compendium.cyphers.9iFJZJ2Plks6CY7g]{Solvent} @UUID[Compendium.cyphersystem-compendium.cyphers.RhpzlF2Olodtf9J5]{Sonic hole} @UUID[Compendium.cyphersystem-compendium.cyphers.kBuARKz133ENxC8s]{Sound dampener} @UUID[Compendium.cyphersystem-compendium.cyphers.9SAuP9To5rJFzGR5]{Spatial warp} @UUID[Compendium.cyphersystem-compendium.cyphers.vs0hACATS83S9qUV]{Speed boost} @UUID[Compendium.cyphersystem-compendium.cyphers.O3yE0thccVVxTIiR]{Spy} @UUID[Compendium.cyphersystem-compendium.cyphers.FhWwzSoVBPzRfGch]{Stasis keeper}@UUID[Compendium.cyphersystem-compendium.cyphers.yazxGwqNVgyQGOPy]{Stim} @UUID[Compendium.cyphersystem-compendium.cyphers.exM6Flwc1g5UuC0q]{Strength boost} @UUID[Compendium.cyphersystem-compendium.cyphers.tSjCuPBJ8j8pIKqx]{Strength enhancer} @UUID[Compendium.cyphersystem-compendium.cyphers.E1GNoFsIMME2xcx8]{Subdual field} @UUID[Compendium.cyphersystem-compendium.cyphers.yeSsoCybAMSvVkSs]{Telepathy} @UUID[Compendium.cyphersystem-compendium.cyphers.VljAPSeYkXKcIkEd]{Teleporter (bounder)} @UUID[Compendium.cyphersystem-compendium.cyphers.4OErRBLP8HYZAnFc]{Teleporter (interstellar)} @UUID[Compendium.cyphersystem-compendium.cyphers.NWJ7mAY1VcxRBTaL]{Teleporter (planetary)} @UUID[Compendium.cyphersystem-compendium.cyphers.SKZrMCk2llIoKiU9]{Teleporter (traveler)} @UUID[Compendium.cyphersystem-compendium.cyphers.4bRwVWF2KHdSZOgh]{Temporal viewer} @UUID[Compendium.cyphersystem-compendium.cyphers.Q0Lj9McM3BanRLQ6]{Time dilation (defensive)} @UUID[Compendium.cyphersystem-compendium.cyphers.66kpaEIObWuovj11]{Time dilation (offensive)} @UUID[Compendium.cyphersystem-compendium.cyphers.ad7NVyxLv9YECCem]{Tissue regeneration} @UUID[Compendium.cyphersystem-compendium.cyphers.t2QXZKVmfQViAo4T]{Tracer} @UUID[Compendium.cyphersystem-compendium.cyphers.TFKQbAknncq4lMEV]{Trick embedder} @UUID[Compendium.cyphersystem-compendium.cyphers.sgBfROg7iUCCezZ8]{Uninterruptible power source} @UUID[Compendium.cyphersystem-compendium.cyphers.IVYgnh80vNTZ9gBf]{Vanisher} @UUID[Compendium.cyphersystem-compendium.cyphers.RcrVpX6UxbD3zTmR]{Visage changer} @UUID[Compendium.cyphersystem-compendium.cyphers.gSXLLLHYFumCsOAo]{Visual displacement device} @UUID[Compendium.cyphersystem-compendium.cyphers.0VkKJcPSO7Scn7Ef]{Vocal translator} @UUID[Compendium.cyphersystem-compendium.cyphers.SXrPkUbwR5IO6305]{Warmth} @UUID[Compendium.cyphersystem-compendium.cyphers.dHgtyDuK0uFBorWI]{Water adapter} @UUID[Compendium.cyphersystem-compendium.cyphers.vLodMbLfeliPpaol]{Weapon enhancement} @UUID[Compendium.cyphersystem-compendium.cyphers.uxXNL4ApwvCgvFAw]{Wings} @UUID[Compendium.cyphersystem-compendium.cyphers.ULHBUzdVa1eFiON2]{X-ray viewer} @UUID[Compendium.cyphersystem-compendium.cyphers.spdFY0JgxGdNMV7N]{Zero point field}

Power Boost Cyphers

These cyphers increase, modify, or improve a character’s existing powers. A burst boost cypher, for example, allows someone with the Bears a Halo of Fire focus to create a blast of fire in all directions, one time. Imagine this as being a fire-using superhero’s ability to “go nova.”

Power boost cyphers affect one use of a character’s abilities but do not require an action. Their use is part of the action that they affect.

Power boost cyphers are a special type of cypher. In some Cypher System games, they may be inappropriate, and in others, they may be the main (or only) type of cypher available, as determined by the GM. They can be either subtle or manifest.

@UUID[Compendium.cyphersystem-compendium.cyphers-power-boost.nlHGkmRztJaDi3Dj]{Area boost} @UUID[Compendium.cyphersystem-compendium.cyphers-power-boost.POLUtosUa7awAfW4]{Burst boost} @UUID[Compendium.cyphersystem-compendium.cyphers-power-boost.GEL5LkJCiQqEH1Nf]{Damage boost} @UUID[Compendium.cyphersystem-compendium.cyphers-power-boost.bEZrdVBmpzu4m3b8]{Efficacy boost (major)} @UUID[Compendium.cyphersystem-compendium.cyphers-power-boost.MLE2eQwkzrz9tVSC]{Efficacy boost (minor)} @UUID[Compendium.cyphersystem-compendium.cyphers-power-boost.xc7bsHHbEM84KLa9]{Energy boost} @UUID[Compendium.cyphersystem-compendium.cyphers-power-boost.AOWfJoOCbvwr9puF]{Range boost} @UUID[Compendium.cyphersystem-compendium.cyphers-power-boost.21qrMjA9SQFvWfkp]{Target boost}

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Setting Difficulty Ratings

The GM’s most important overall tasks are setting the stage and guiding the story created by the group (not the one created by the GM ahead of time). But setting difficulty is the most important mechanical task the GM has in the game. Although there are suggestions throughout this chapter for various difficulty ratings for certain actions, there is no master list of the difficulty for every action a PC can take. Instead, the Cypher System is designed with the “teach a person to fish” style of good game mastering in mind. (If you don’t know what that means, it comes from the old adage “Give a person a fish and they’ll eat for a day. Teach a person to fish and they’ll eat for a lifetime.” The idea is not to give GMs a ton of rules to memorize or reference, but to teach them how to make their own logical judgment calls.) Of course, most of the time, it’s not a matter of exact precision. If you say the difficulty is 3 and it “should” have been 4, the world’s not over.

For the most part, it really is as simple as rating something on a scale of 1 to 10, 1 being incredibly easy and 10 being basically impossible. The guidelines in the Task Difficulty table should help put you in the right frame of mind for assigning difficulty to a task.

For example, we make the distinction between something that most people can do and something that trained people can do. In this case, “normal” means someone with absolutely no training, talent, or experience—imagine your ne’er-do-well, slightly overweight uncle trying a task he’s never tried before. “Trained” means the person has some level of instruction or experience but is not necessarily a professional.

With that in mind, think about the act of balance. With enough focus, most people can walk across a narrow bridge (like a fallen tree trunk). That suggests it is difficulty 2. However, walking across a narrow plank that’s only 3 inches (8 cm) wide? That’s probably more like difficulty 3. Now consider walking across a tightrope. That’s probably difficulty 5—a normal person can manage that only with a great deal of luck. Someone with some training can give it a go, but it’s still hard. Of course, a professional acrobat can do it easily. Consider, however, that the professional acrobat is specialized in the task, making it difficulty 3 for them. They probably are using Effort as well during their performance.

Let’s try another task. This time, consider how hard it might be to remember the name of the previous leader of the village where the character lives. The difficulty might be 0 or 1, depending on how long ago they were the leader and how well known they were. Let’s say it was thirty years ago and they were only mildly memorable, so it’s difficulty 1. Most people remember them, and with a little bit of effort, anyone can come up with their name. Now let’s consider the name of the leader’s daughter. That’s much harder. Assuming the daughter wasn’t famous in her own right, it’s probably difficulty 4. Even people who know a little about local history (that is to say, people who are trained in the subject) might not be able to remember it. But what about the name of the pet dog owned by the daughter’s spouse? That’s probably impossible. Who’s going to remember the name of an obscure person’s pet from thirty years ago? Basically no one. However, it’s not forbidden knowledge or a well-guarded secret, so it sounds like difficulty 7. Difficulty 7 is the rating that means “No one can do this, yet some people still do.” It’s not the stuff of legend, but it’s something you would assume people can’t do. When you think there’s no way you can get tickets for a sold-out concert, but somehow your friend manages to score a couple anyway, that’s difficulty 7. (See the next section for more on difficulties 7, 8, 9, and 10.)

If you’re talking about a task, ideally the difficulty shouldn’t be based on the character performing the task. Things don’t get inherently easier or harder depending on who is doing them. However, the truth is, the character does play into it as a judgment call. If the task is breaking down a wooden door, an 8-foot-tall (2 m) automaton made of metal with nuclear-driven motors should be better at breaking it down than an average human would be, but the task rating should be the same for both. Let’s say that the automaton’s nature effectively gives it two levels of training in such tasks. Thus, if the door has a difficulty rating of 4, but the automaton is specialized and reduces the difficulty to 2, it has a target number of 6. The human has no such specialization, so the difficulty remains 4, and the person has a target number of 12. However, when you set the difficulty of breaking down the door, don’t try to take all those differences into account. The GM should consider only the human because the Task Difficulty table is based on the ideal of a “normal” person, a “trained” person, and so on. It’s humanocentric.

Most characters probably are willing to use one or two levels of Effort on a task, and they might have an appropriate skill or asset to decrease the difficulty by a step. That means that a difficulty 4 task will often be treated as difficulty 2 or even 1, and those are easy rolls to make. Don’t hesitate, then, to pull out higher-level difficulties. The PCs can rise to the challenge, especially if they are experienced.

The Impossible Difficulties

Difficulties 7, 8, 9, and 10 are all technically impossible. Their target numbers are 21, 24, 27, and 30, and you can’t roll those numbers on a d20 no matter how many times you try. Consider, however, all the ways that a character can reduce difficulty. If someone spends a little Effort or has some skill or help, it brings difficulty 7 (target number 21) into the range of possibility—difficulty 6 (target number 18). Now consider that they have specialization, use a lot of Effort, and have help. That might bring the difficulty down to 1 or even 0 (reducing it by two steps from training and specialization, three or four steps from Effort, and one step from the asset of assistance). That practically impossible task just became routine. A fourth-tier character can and will do this—not every time, due to the cost, but perhaps once per game session. You have to be ready for that. A well-prepared, motivated sixth-tier character can do that even with a difficulty 10 task. Again, they won’t do it often (they’d have to apply six levels of Effort, and even with an Edge of 6 that would cost 7 points from their Pool, and that’s assuming they’re specialized and have two levels of assets), but it can happen if they’re really prepared for the task (being specialized and maxed out in asset opportunities reduces the difficulty by four more steps). That’s why sixth-tier characters are at the top of their field, so to speak.

False Precision

One way to look at difficulty is that each step of difficulty is worth 3 on the die. That is to say, hinder the task by one step, and the target number rises by 3. Ease the task by one step, and the target number is lowered by 3. Those kinds of changes are big, meaty chunks. Difficulty, as a game mechanic, is not terribly precise. It’s measured in large portions. You never have a target number of 13 or 14, for example—it’s always 3, 6, 9, 12, 15, and so on. (Technically, this is not true. If a character adds 1 to a d20 roll for some reason, it changes a target number of 15 to 14. But this is not worth much discussion.)

Imprecision is good in this case. It would be false precision to say that one lock has a target number of 14 and another has a target number of 15. What false precision means in this context is that it would be a delusion to think we can be that exact. Can you really say that one lock is 5% easier to pick than another? And more important, even if you could, is the difference worth noting? It’s better to interact with the world in larger, more meaningful chunks than to try to parse things so carefully. If we tried to rate everything on a scale of 1 to 30 (using target numbers and not difficulty), we’d start to get lost in the proverbial weeds coming up with a meaningful distinction between something rated as an 8 and something rated as a 9 on that scale.

Routine Actions

Don’t hesitate to make actions routine. Don’t call for die rolls when they’re not really needed. Sometimes GMs fall into the trap illustrated by this dialogue:

GM: What do you do?

Player: I _________.

GM: Okay, give me a roll.

That’s not a good instinct—at least, not for the Cypher System. Players should roll when it’s interesting or exciting. Otherwise, they should just do what they do. If the PCs tie a rope around something and use it to climb down into a pit, you could ask for tying rolls, climbing rolls, and so on, but why? Just to see if they roll terribly? So the rope can come undone at the wrong time, or a character’s hand can slip? Most of the time, that makes players feel inadequate and isn’t a lot of fun. A rope coming undone in the middle of an exciting chase scene or a battle can be a great complication (and that’s what GM intrusions are for). A rope coming undone in the middle of a simple “getting from point A to point B” scene only slows down gameplay. The real fun—the real story—is down in the pit. So get the PCs down there.

There are a million exceptions to this guideline, of course. If creatures are throwing poisoned darts at the PCs while they climb, that might make things more interesting and require a roll. If the pit is filled with acid and the PCs must climb halfway down, pull a lever, and come back up, that’s a situation where you should set difficulty and perhaps have a roll. If a PC is near death, carrying a fragile item of great importance, or something similar, climbing down the rope is tense, and a roll might add to the excitement. The important difference is that these kinds of complications have real consequences.

On the flip side, don’t be afraid to use GM intrusion on routine actions if it makes things more interesting. Walking up to the king in his audience chamber in the middle of a ceremony only to trip on a rug? That could have huge ramifications for the character and the story.

Other Ways to Judge Difficulty

Rating things on a scale of 1 to 10 is something that most people are very familiar with. You can also look at it as rating an object or creature on a similar scale, if that’s easier. In other words, if you don’t know how hard it would be to climb a particular cliff face, think of it as a creature the PCs have to fight. What level would the creature be? You could look in the Creatures chapter and say “I think this wall should be about as difficult to deal with as a demon. A demon is level 5, so the task of climbing the wall will be difficulty 5.” That’s a weird way to do it, perhaps, but it’s fairly straightforward. And if you’re the kind of GM who thinks in terms of “How tough will this fight be?” then maybe rating tasks as creatures or NPCs to fight isn’t so strange after all. It’s just another way to relate to them. The important thing is that they’re on the same scale. Similarly, if the PCs have to tackle a knowledge task—say, trying to determine if they know where a caravan is headed based on its tracks—you could rate the task in terms of an object. If you’re used to rating doors or other objects that the PCs have broken through recently, the knowledge task is just a different kind of barrier to bust through.

Everything in the Cypher System—characters, creatures, objects, tasks, and so on—has a level. It might be called a tier or a difficulty instead of a level, but ultimately it’s a numerical rating system used to compare things. Although you have to be careful about drawing too many correlations—a first-tier character isn’t easily compared to a difficulty 1 wall or a level 1 animal—the principle is the same. Everything can be rated and roughly compared to everything else in the world. (It works best to take PCs out of this equation. For example, you shouldn’t try to compare a PC’s tier to a wall’s level. Character tiers are mentioned here only for completeness.)

Last, if your mind leans toward statistics, you can look at difficulty as a percentage chance. Every number on the d20 is a 5% increment. For example, you have a 5% chance of rolling a 1. You have a 10% chance of rolling a 1 or a 2. Thus, if you need to roll a 12 or higher, you have a 45% chance of success. (A d20 has nine numbers that are 12 or higher: 12, 13, 14, 15, 16, 17, 18, 19, and 20. And 9 × 5 equals 45.)

For some people, it’s easier to think in terms of a percentage chance. A GM might think “She has about a 30% chance to know that fact about geography.” Each number on a d20 is a 5% increment, and it takes six increments to equal 30%, so there are six numbers that mean the PC succeeds: 15, 16, 17, 18, 19, and 20. Thus, since the player has to roll 15 or higher, that means the target number is 15. (And that means the task is level 5, but if you’ve already determined the target number, you likely don’t care about the level.)

Advantages to This System

  1. The GM makes measured adjustments in large, uniform steps. That makes things faster than if players had to do arithmetic using a range of all numbers from 1 to 20.

  2. You calculate a target number only once no matter how many times the PCs attempt the action. If you establish that the target number is 12, it’s 12 every time a PC tries that action. (On the other hand, if you had to add numbers to your die roll, you’d have to do it for every attempt.) Consider this fact in light of combat. Once a player knows that they need to roll a 12 or higher to hit a foe, combat moves very quickly.

  3. If a PC can reduce the difficulty of an action to 0, no roll is needed. This means that an Olympic gymnast doesn’t roll a die to walk across a balance beam, but the average person does. The task is initially rated the same for both, but the difficulty is reduced for the gymnast. There’s no chance of failure.

  4. This is how everything in the game works, whether it’s climbing a wall,
    sweet-talking a guard, or fighting a bioengineered horror.

  5. Perhaps most important, the system gives GMs the freedom to focus entirely on the flow of the game. The GM doesn’t use dice to determine what happens (unless you want to)—the players do. There aren’t a lot of different rules for different actions, so there is little to remember and very little to reference. The difficulty can be used as a narrative tool, with the challenges always meeting the expected logic of the game. All the GM’s mental space can be devoted to guiding the story.

GM Intrusion

GM intrusion is the main mechanic that the GM uses to inject drama and additional excitement into the game. It’s also a handy tool for resolving issues that affect the PCs but do not involve them. GM intrusion is a way to facilitate what goes on in the world outside the characters. Can the minotaur track the PCs’ movements through the maze? Will the fraying rope hold?

Since the players roll all the dice, GM intrusion is used to determine if and when something happens. For example, if the PCs are fighting a noble’s guards, and you (the GM) know that there are more guards nearby, you don’t need to roll dice to determine if the other guards hear the scuffle and intervene (unless you want to). You just decide when it would be best for the story—which is probably when it would be worst for the characters. In a way, GM intrusion replaces the GM’s die rolling.

The mechanic is also one of the main ways that GMs award experience points to the PCs. This means that you use experience points as a narrative tool. Whenever it seems appropriate, you can introduce complications into the game that affect a specific player, but when you do so, you give that player 1 XP. The player can refuse the intrusion, but doing so costs them 1 XP. So by refusing an intrusion, the player does not get the experience point that the GM is offering, and they lose one that they already have. (This kind of refusal is likely to happen very rarely in your game, if ever. And, obviously, a player can’t refuse an intrusion if they have no XP to spend.)

Here’s how a GM intrusion might work in play. Say the PCs find a hidden console with some buttons. They learn the right order in which to press the buttons, and a section of the floor disappears. As the GM, you don’t ask the players specifically where their characters are standing. Instead, you give a player 1 XP and say “Unfortunately, you’re standing directly over this new hole in the floor.” If the player wanted, they could refuse the XP, spend one of their own, and say “I leap aside to safety.” Most likely, though, they’ll make the defense roll that you call for and let it play out.

There are two ways for the GM to handle this kind of intrusion. You could say “You’re standing in the wrong place, so make a roll.” (It’s a Speed defense roll, of course.) Alternatively, you could say “You’re standing in the wrong place. The floor opens under your feet, and you fall down into the darkness.” In the first example, the PC has a chance to save themselves. In the second example, they don’t. Both are viable options. The distinction is based on any number of factors, including the situation, the characters involved, and the needs of the story. This might seem arbitrary or even capricious, but you’re the master of what the intrusion can and can’t do. RPG mechanics need consistency so players can make intelligent decisions based on how they understand the world to work. But they’ll never base their decisions on GM intrusions. They don’t know when intrusions will happen or what form they will take. GM intrusions are the unpredictable and strange twists of fate that affect a person’s life every day.

When player modifications (such as skill, Effort, and so on) determine that success is automatic, the GM can use GM intrusion to negate the automatic success. The player must roll for the action at its original difficulty level or target number 20, whichever is lower.

Remember, any time you give a player 1 XP for a GM intrusion, you’re actually giving them 2— one to keep and one to give to another player.

Using GM Intrusion as a Narrative Tool

A GM can use this narrative tool to steer things. That doesn’t mean railroad the players or direct the action of the game with a heavy hand. GM intrusion doesn’t enable you to say “You’re all captured, so here’s your 1 XP.” Instead, the GM can direct things more subtly—gently, almost imperceptibly influencing events rather than forcing them. GM intrusion represents things going wrong. The bad guys planning well. Fortune not favoring the characters.

Consider this scenario: the GM plants an interesting adventure seed in a small village, but the PCs don’t stay there long enough to find it. So just outside the village, the PCs run afoul of a vicious viper that bites one of them. The GM uses intrusion to say that the poison from the snake will make the character debilitated unless they get a large dose of a specific antitoxin, which the group doesn’t have. Of course, they aren’t required to go back to the village where the GM’s interesting adventure can start, but it’s likely that they will, looking for the antitoxin.

Some players might find intrusion heavy-handed, but the XP softens the blow. And remember, they can refuse these narrative nudges. Intrusion is not meant to be a railroading tool—just a bit of a rudder. Not an inescapable track, but a nudge here and there.

What’s more, the GM doesn’t need to have a deliberate goal in mind. The complication you introduce could simply make things more interesting. You might not know where it will take the story, just that it will make the story better.

This is wonderfully empowering to the GM—not in a “Ha ha, now I’ll trounce the PCs” way, but in an “I can control the narrative a little bit, steering it more toward the story I want to create rather than relying on the dice” sort of way. Consider that old classic plot development in which the PCs get captured and must escape from the bad guys. In heroic fiction, this is such a staple that it would almost seem strange if it didn’t happen. But in many roleplaying games, it’s a nearly impossible turn of events—the PCs usually have too many ways to get out of the bad guy’s clutches before they’re captured. The dice have to be wildly against them. It virtually never happens. With GM intrusion, it could happen (again, in the context of the larger encounter, not as a single intrusion that results in the entire group of PCs being captured with little explanation or chance to react).

For example, let’s say the PCs are surrounded by orcs. One character is badly injured—debilitated—and the rest are hurt. Some of the orcs produce a large weighted net. Rather than asking for a lot of rolls and figuring the mechanics for escape, you use intrusion and say that the net goes over the PCs who are still on their feet. The rest of the orcs point spears menacingly. This is a pretty strong cue to the players that surrender is a good (and possibly the only) option. Some players won’t take the hint, however, so another use of intrusion might allow the orcs to hit one of the trapped PCs on the head and render them unconscious while their friends struggle in the net. If the players still don’t surrender, it’s probably best to play out the rest of the encounter without more GM intrusions—using more would be heavy-handed by anyone’s measure—although it’s perfectly reasonable to rule that a character rendered debilitated is knocked unconscious, since the orcs are trying to take the PCs alive.

Remember that GM intrusions can occur at any time, not just during combat. Disrupting or changing a tense interaction with NPCs can have big repercussions.

Using GM Intrusion as a Resolution Mechanic

This mechanic offers a way for the GM to determine how things happen in the game without leaving it all to random chance. Bad guys trying to smash down the door to the room where the PCs are holed up? You could roll a bunch of dice, compare the NPCs’ stats to the door’s stats, and so on, or you could wait until the most interesting time, have the bad guys break in, and award an experience point to the PC who tried their best to bar the door. The latter way is the Cypher System way. Intrusion is a task resolution tool for the GM. In other words, you don’t base things on stats but on narrative choice. (Frankly, a lot of great GMs over the years—even in the very early days of the hobby—have run their games this way. Sometimes they rolled dice or pretended to roll dice, but they were really manipulating things.) This method frees the GM from worrying about mechanics and looking up stats and allows them to focus on the story.

This isn’t cheating—it’s the rules of the game. This rule simply replaces traditional dice rolling with good game mastering, logic, and intelligent storytelling. When a PC is climbing a burning rope, and everyone knows that it will break at some point, the game has a mechanism to ensure that it breaks at just the right time.

Variant: If you want more randomness in your game, or if you want your game to seem like more of a simulation, assign a flat percentage chance for whatever you’re trying to resolve. For example, each round, the star troopers have a 20% chance to blast through the door—or, if you want the risk to escalate, a cumulative 20% chance to blast through the door. By not using GM intrusion, this method robs the PCs of a few XP, but when they see you rolling dice, it might help with their immersion. Alternatively, you can pretend to roll dice but really use GM intrusion, though this method seriously robs the characters of XP.

There’s a better way. Announce your intrusion, but say that there’s only a chance it will happen (state the percentage chance), and then roll the dice in plain view of everyone. If the intrusion occurs, award the XP as normal. This is likely the best of both worlds. However, it takes the narrative power out of your hands and gives it to the dice. Perhaps this method is best used only occasionally. If nothing else, it injects some variety and certainly some drama.

Using (and Not Abusing) GM Intrusion

Too much of a good thing will make the game seem utterly unpredictable—even capricious. The ideal is to use about four GM intrusions per game session, depending on the length of the session, or about one intrusion per hour of game play. This is in addition to any intrusions that are triggered by players rolling a 1.

Intrusion Through Player Rolls

When a PC rolls a 1, handle the GM intrusion the same way that you’d handle an intrusion you initiated. The intrusion could mean the PC fumbles or botches whatever they were trying to do, but it could mean something else. Consider these alternatives:

This might not be true of your players, but many players rarely, if ever, spend XP to refuse an intrusion from the GM, though they regularly use XP to avoid an intrusion that comes from a bad roll. And there’s nothing wrong with that. Some GMs might want to forbid using an XP to reroll a 1, but there’s really no point—if you’ve got an idea for a good intrusion, you don’t need to wait until a player rolls a 1 to use it.

GM Intrusion That Affects the Group

The core of the idea behind GM intrusion is that the player being adversely affected gains an experience point. But what if the intrusion affects the whole group equally? What if the GM uses it to have an unstable device overload and explode, harming all the characters? In this case, if no PC is involved more than the others (for example, no single PC was frantically attempting to repair the device), you should give 1 XP to each character but not give any of them an extra XP to hand out to someone else.

However, this kind of group intrusion should be an exception, not the rule. GM intrusions are much more effective if they are more personal.

Example GM Intrusions

It’s not a good idea to use the same events as GM intrusions over and over (“Dolmar dropped his sword again?”). Below are a number of different intrusions you can use.

Bad Luck

Through no fault of the characters, something happens that is bad or at least complicating. For example:

An Unknown Complication Emerges

The situation was more complex (and therefore more interesting) than the PCs knew—perhaps even more than the GM knew, at least at the start. For example:

An Impending Complication Emerges

GMs can use this type of intrusion as a resolution mechanic to determine NPC success or failure. Rather than rolling dice to see how long it takes an NPC to rewire a damaged force field generator, it happens at a time of the GM’s choosing—ideally when it would be most interesting. For example:

Opponent Luck or Skill

The PCs aren’t the only ones with surprising tricks up their sleeves. For example:

Fumbles

Although you might not want every player roll of 1 to be a fumble, sometimes it could be just that. Alternatively, the GM could simply declare that a fumble has occurred. In either case, consider the following examples:

Partial Success

GM intrusion doesn’t have to mean that a PC has failed. For example:

Player Intrusions

Player intrusions give the players a small bit of narrative control over the world. However, the world still remains in the GM’s purview. You can always overrule a player intrusion, or suggest a way to massage it so that it fits better into the setting. Still, because it is indeed narrative control, a player intrusion should always involve a small aspect of the world beyond the character. “I punch my foe really hard” is an expression of Effort or perhaps character ability. “My foe slips and falls backward off the ledge” is a player intrusion.

Player intrusions should never be as big as GM intrusions. They should not end an encounter, only (perhaps) provide the PC with the means to more easily end an encounter. They should not have a wide-reaching or even necessarily a long-term effect on the setting. A way to consider this might be that player intrusions can affect a single object (a floorboard snaps), feature (there’s a hidden shallow spot in the stream to ford), or NPC (the vendor is an old friend). But not more than that. A player intrusion can’t affect a whole village or even a whole tavern in that village. A rock can come loose, but a player intrusion can’t create a landslide.

Tying Actions to Stats

Although the decision is open to your discretion, when a PC takes an action, it should be fairly obvious which stat is tied to that action. Physical actions that involve brute force or endurance use Might. Physical actions that involve quickness, coordination, or agility use Speed. Actions that involve intelligence, education, insight, willpower, or charm use Intellect.

In rare instances, you could allow a PC to use a different stat for a task. For example, a character might try to break down a door by examining it closely for flaws and thus use Intellect rather than Might. This kind of change is a good thing because it encourages player creativity. Just don’t let it be abused by an exuberant or too-clever player. It’s well within your purview to decide that the door has no flaws, or to rule that the character’s attempt will take half an hour rather than one round. In other words, using a stat that is not the obvious choice should be the exception, not the rule.

Cyphers

You should think of cyphers as character abilities, whether they’re subtle cyphers or manifest cyphers. This means that it is incumbent upon you to make sure that players always have plenty of cyphers to use. In the course of their travels, the PCs should find that cyphers are extremely common. And since the PCs are limited in the number of cyphers they can carry, they will use them liberally.

Manifest cyphers can be found by scavenging through old ruins. They can be found in the corpses of magical or technological foes. They can be found among the possessions of intelligent fallen opponents or the lairs of unintelligent creatures, either amid the bones of former meals or as shiny decorations in a nest. They can be found in villages, in the back of a merchant’s cart that sells junk and scavenged parts. They are offered as rewards by people who are grateful for the PCs’ help.

Some adventures will offer more cyphers than others. Still, as a rule of thumb, in any given adventure, a character should use at least as many cyphers as they can carry. This means they should find that number of cyphers in that same amount of time (give or take). Thus, you can simply add up the number of cyphers the PCs can carry, and on average, they should find at least that many cyphers in a given adventure.

If your players are typical, they will use combat-related cyphers liberally but hold onto their utility cyphers. A ray emitter or defensive shield will be used, but a suspensor belt or phasing module will linger longer on their character sheets.

As with everything else in the game, it’s intentionally very easy for the GM to create new cyphers. Just think of the effect and how to express it as a game advantage. Two kinds of cyphers exist when it comes to effect: those that allow the user to do something better, and those that allow the user to do something they couldn’t do otherwise.

The first group includes everything that reduces the difficulty of a task (including defense tasks). The second group includes things that grant new abilities, such as flight, a new means of attack, the ability to see into the past, or any number of other powers.

A few more important notes about devising new cyphers:

Cyphers teach GMs to design different kinds of scenarios—ones in which the whole adventure isn’t wrecked if a player has something that can solve a single problem (defeat a foe, read a mind, bypass a barrier, or whatever). There should always be more to the adventure than one linchpin encounter, obstacle, foe, or secret.

It’s all right if players think of cyphers (especially manifest cyphers) as equipment or treasure. You should choose points in the course of the story that are appropriate for awarding subtle cyphers, especially if the PCs aren’t at their full capacity.

Artifacts

In terms of the narrative, artifacts are a lot like cyphers, except that most are not one-use items. Mechanically, they serve a very different purpose. It’s assumed that characters are exploring with some cyphers at their disposal. Artifacts, however, are added abilities that make characters broader, deeper, and often more powerful. They aren’t assumed—they’re extra.

The powers granted by artifacts are more like the abilities gained from a character’s type or focus in that they change the way the PC is played overall. The difference between an artifact and a type or focus ability is that almost all artifacts are temporary. They last longer than cyphers do, but because they have a depletion roll, any use could be their last.

Like cyphers, then, artifacts are a way for the GM to play a role in the development of the characters. Although armor, weapons, and the like are fine, special capabilities—such as long-range communication or travel—can really change the way the PCs interact with the world and how they deal with challenges. Some of these abilities enable the actions you want the PCs to take. For example, if you want them to have an underwater adventure, provide them with artifacts (or cyphers) that allow them to breathe underwater.

Also like cyphers, artifacts are simple for the GM to create. The only difference with artifacts is that you give them a depletion roll, using any numbers on 1d6, 1d10, 1d20, or 1d100. If you want the artifact to be used only a few times, give it a depletion roll of 1 in 1d6, 1 or 2 in 1d10, or even 1 or 2 in 1d6. If you want the PCs to use it over and over, a depletion roll of 1 in 1d100 more or less means that they can use it freely without worrying too much.

For examples of artifacts, see the Genres chapter.

You may wish to forbid the use of XP to reroll artifact depletion rolls. That’s pretty reasonable.

Skills and Other Abilities

Sometimes, the rules speak directly to character creativity. For example, players can make up their own skills. It’s possible to have a skill called “tightrope walking” that grants a character a better chance to walk across a tightrope, and another skill called “balance” that gives a character a better chance to walk across a tightrope and perform other balance actions as well. This might seem unequal at first, but the point is to let players create precisely the characters they want. Should you let a character create a skill called “doing things” that makes them better at everything? Of course not. The GM is the final arbiter not only of logic but also of the spirit of the rules, and having one or two single skills that cover every contingency is clearly not in the spirit.

It’s important that players play the character they want. This concept is supported not only with the open-ended skill system but also with the ability to get an experience point advance to tailor a character further. Likewise, the GM should be open to allowing a player to make small modifications to refine their character. In many cases, particularly ones that don’t involve stat Pools, Armor, damage inflicted, or the costs of Effort or special abilities, the answer from the GM should probably be “Sure, why not?” If a PC ends up being really good at a particular skill—better than they “should” be—what’s the harm? If Dave can swim incredibly well, how does that hurt the game in terms of the play experience or the story that develops? It doesn’t. If Helen can pick practically any mundane lock she finds, why is that a bad thing? In fact, it’s probably good for the game—there’s likely something interesting on the other sides of those doors.

In a way, this is no different than adjudicating a not-so-straightforward solution to a challenge. Sometimes you have to say “No, that’s not possible.” But sometimes, if it makes sense, open yourself up to the possibility.

NPCs and Death

As explained in the Rules of the Game chapter, NPCs have a health score rather than three stat Pools. When an NPC reaches 0 health, they are down. Whether that means dead, unconscious, or incapacitated depends on the circumstances as dictated by you and the players. Much of this can be based on logic. If the NPC is cut in half with a giant axe, they’re probably dead. If they’re mentally assaulted with a telepathic attack, they might be insane instead. If they’re hit over the head with a club, well, that’s your call.

It depends on the intentions of those who are fighting the NPC, too. PCs who want to knock out a foe rather than kill them can simply state that as their intention and describe their actions differently—using the flat of the blade, so to speak.

Creatures

Whenever possible, creatures should be handled like other NPCs. They don’t follow the same rules as the player characters. If anything, they should have greater latitude in doing things that don’t fit the normal mold. A many-armed beast should be able to attack multiple foes. A charging rhino-like animal ought to be able to move a considerable distance and attack as part of a single action.

Consider creature size very carefully. For those that are quick and hard to hit, hinder attacks against them. Large, strong creatures should be easier to hit, so ease attacks against them. However, you should freely give the stagger ability to anything twice as large as a human. This means that if the creature strikes a foe, the target must make an immediate Might defense roll or lose its next turn.

A creature’s level is a general indicator of its toughness, combining aspects of power, defense, intelligence, speed, and more into one rating. In theory, a small creature with amazing powers or extremely deadly venom could be high level, and a huge beast that isn’t very bright and isn’t much of a fighter could be low level. But these examples go against type. Generally, smaller creatures have less health and are less terrifying in combat than larger ones.

The Cypher System has no system for building creatures. There is no rule that says a creature with a certain ability should be a given level, and there is no rule dictating how many abilities a creature of a given level should have. But keep the spirit of the system in mind. Lower-level creatures are less dangerous. A level 1 creature could be poisonous, but its venom should inflict a few points of damage at most. The venom of a level 6 creature, however, might knock a PC down a step on the damage track or put them into a coma if they fail a Might defense roll. A low-level creature might be able to fly, phase through objects, or teleport because these abilities make it more interesting but not necessarily more dangerous. The value of such abilities depends on the creature that uses them. In other words, a phasing rodent is not overly dangerous, but a phasing battle juggernaut is terrifying. Basic elements such as health, damage, and offensive or defensive powers (such as poison, paralysis, disintegration, immunity to attacks, and so on) need to be tied directly to level—higher-level creatures get better abilities and more of them.

Balancing Encounters

In the Cypher System, there is no concept of a “balanced encounter.” There is no system for matching creatures of a particular level or tasks of a particular difficulty to characters of a particular tier. To some people, that might seem like a bad thing. But matching character builds to exacting challenges is not part of this game. It’s about story. So whatever you want to happen next in the story is a fine encounter as long as it’s fun. You’re not denying the characters XP if you make things too easy or too difficult, because that’s not how XP are earned. If things are too difficult for the PCs, they’ll have to flee, come up with a new strategy, or try something else entirely. The only thing you have to do to maintain “balance” is set difficulty within that encounter accurately and consistently.

In a game like the Cypher System, if everyone’s having fun, the game is balanced. Two things will unbalance the game in this context.

The first issue should be handled by the character creation rules. If there’s a problem, it might be that poor choices were made or a player isn’t taking full advantage of their options. If someone really doesn’t enjoy playing their character, allow them to alter the PC or—perhaps better—create a new one.

The second issue is trickier. As previously stated, there is no formula that states that N number of level X NPCs are a good match for tier Y characters. However, when the game has four or five beginning characters, the following guidelines are generally true.

But it depends on the situation at hand. If the PCs are already worn down from prior encounters, or if they have the right cyphers, any of the expectations listed above can change. That’s why there is no system for balancing encounters. Just keep in mind that beginning characters are pretty hardy and probably have some interesting resources, so you aren’t likely to wipe out the group by accident. Character death is unlikely unless the PCs have already been through a number of other encounters and are worn down.

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The rules of the Cypher System are quite straightforward at their heart, as all of gameplay is based around a few core concepts.

This chapter provides a brief explanation of how to play the game, and it’s useful for learning the game. Once you understand the basic concepts, you’ll likely want to reference Rules of the Game for a more in-depth treatment.

The Cypher System uses a twenty-sided die (1d20) to determine the results of most actions. Whenever a roll of any kind is called for and no die is specified, roll a d20.

The game master sets a difficulty for any given task. There are ten degrees of difficulty. Thus, the difficulty of a task can be rated on a scale of 1 to 10.

Each difficulty has a target number associated with it. The target number is always three times the task’s difficulty, so a difficulty 1 task has a target number of 3, but a difficulty 4 task has a target number of 12. To succeed at the task, you must roll the target number or higher. See the Task Difficulty table for guidance in how this works.

Character skills, favorable circumstances, or excellent equipment can decrease the difficulty of a task. For example, if a character is trained in climbing, they turn a difficulty 6 climb into a difficulty 5 climb. This is called easing the difficulty by one step (or just easing the difficulty, which assumes it’s eased by one step). If they are specialized in climbing, they turn a difficulty 6 climb into a difficulty 4 climb. This is called easing the difficulty by two steps. Decreasing the difficulty of a task can also be called easing a task. Some situations increase, or hinder, the difficulty of a task. If a task is hindered, it increases the difficulty by one step.

A skill is a category of knowledge, ability, or activity relating to a task, such as climbing, geography, or persuasiveness. A character who has a skill is better at completing related tasks than a character who lacks the skill. A character’s level of skill is either trained (reasonably skilled) or specialized (very skilled).

If you are trained in a skill relating to a task, you ease the difficulty of that task by one step. If you are specialized, you ease the difficulty by two steps. A skill can never decrease a task’s difficulty by more than two steps.

Anything else that reduces difficulty (help from an ally, a particular piece of equipment, or some other advantage) is referred to as an asset. Assets can never decrease a task’s difficulty by more than two steps.

You can also decrease the difficulty of a given task by applying Effort. (Effort is described in more detail in the Rules of the Game chapter.)

To sum up, three things can decrease a task’s difficulty: skills, assets, and Effort.

If you can ease a task so its difficulty is reduced to 0, you automatically succeed and don’t need to make a roll.

When Do You Roll?

Any time your character attempts a task, the GM assigns a difficulty to that task, and you roll a d20 against the associated target number.

When you jump from a burning vehicle, swing an axe at a mutant beast, swim across a raging river, identify a strange device, convince a merchant to give you a lower price, craft an object, use a power to control a foe’s mind, or use a blaster rifle to carve a hole in a wall, you make a d20 roll.

However, if you attempt something that has a difficulty of 0, no roll is needed—you automatically succeed. Many actions have a difficulty of 0. Examples include walking across the room and opening a door, using a special ability to negate gravity so you can fly, using an ability to protect your friend from radiation, or activating a device (that you already understand) to erect a force field. These are all routine actions and don’t require rolls.

Using skill, assets, and Effort, you can ease the difficulty of potentially any task to 0 and thus negate the need for a roll. Walking across a narrow wooden beam is tricky for most people, but for an experienced gymnast, it’s routine. You can even ease the difficulty of an attack on a foe to 0 and succeed without rolling.

If there’s no roll, there’s no chance for failure. However, there’s also no chance for remarkable success (in the Cypher System, that usually means rolling a 19 or 20, which are called special rolls; the Rules of the Game chapter also discusses special rolls).

Task Difficulty

Task DifficultyDescriptionTarget No.Guidance
0Routine0Anyone can do this basically every time.
1Simple3Most people can do this most of the time.
2Standard6Typical task requiring focus, but most people can usually do this.
3Demanding9Requires full attention; most people have a 50/50 chance to succeed.
4Difficult12Trained people have a 50/50 chance to succeed.
5Challenging15Even trained people often fail.
6Intimidating18Normal people almost never succeed.
7Formidable21Impossible without skills or great effort.
8Heroic24A task worthy of tales told for years afterward.
9Immortal27A task worthy of legends that last lifetimes.
10Impossible30A task that normal humans couldn’t consider (but one that doesn’t break the laws of physics).

Combat

Making an attack in combat works the same way as any other roll: the GM assigns a difficulty to the task, and you roll a d20 against the associated target number.

The difficulty of your attack roll depends on how powerful your opponent is. Just as tasks have a difficulty from 1 to 10, creatures have a level from 1 to 10. Most of the time, the difficulty of your attack roll is the same as the creature’s level. For example, if you attack a level 2 bandit, it’s a level 2 task, so your target number is 6.

It’s worth noting that players make all die rolls. If a character attacks a creature, the player makes an attack roll. If a creature attacks a character, the player makes a defense roll.

The damage dealt by an attack is not determined by a roll—it’s a flat number based on the weapon or attack used. For example, a spear always does 4 points of damage.

Your Armor characteristic reduces the damage you take from attacks directed at you. You get Armor from wearing physical armor (such as a leather jacket in a modern game or chainmail in a fantasy setting) or from special abilities. Like weapon damage, Armor is a flat number, not a roll. If you’re attacked, subtract your Armor from the damage you take. For example, a leather jacket gives you +1 to Armor, meaning that you take 1 less point of damage from attacks. If a mugger hits you with a knife for 2 points of damage while you’re wearing a leather jacket, you take only 1 point of damage. If your Armor reduces the damage from an attack to 0, you take no damage from that attack.

When you see the word “Armor” capitalized in the game rules (other than in the name of a special ability), it refers to your Armor characteristic—the number you subtract from incoming damage. When you see the word “armor” with a lowercase “a,” it refers to any physical armor you might wear.

Typical physical weapons come in three categories: light, medium and heavy.

Light weapons inflict only 2 points of damage, but they ease attack rolls because they are fast and easy to use. Light weapons are punches, kicks, clubs, knives, handaxes, rapiers, small pistols, and so on. Weapons that are particularly small are light weapons.

Medium weapons inflict 4 points of damage. Medium weapons include swords, battleaxes, maces, crossbows, spears, pistols, blasters, and so on. Most weapons are medium. Anything that could be used in one hand (even if it’s often used in two hands, such as a quarterstaff or spear) is a medium weapon.

Heavy weapons inflict 6 points of damage, and you must use two hands to attack with them. Heavy weapons are huge swords, great hammers, massive axes, halberds, heavy crossbows, blaster rifles, and so on. Anything that must be used in two hands is a heavy weapon.

Special Rolls

When you roll a natural 19 (the d20 shows “19”) and the roll is a success, you also have a minor effect. In combat, a minor effect inflicts 3 additional points of damage with your attack, or, if you’d prefer a special result, you could decide instead that you knock the foe back, distract them, or something similar. When not in combat, a minor effect could mean that you perform the action with particular grace. For example, when jumping down from a ledge, you land smoothly on your feet, or when trying to persuade someone, you convince them that you’re smarter than you really are. In other words, you not only succeed but also go a bit further.

When you roll a natural 20 (the d20 shows “20”) and the roll is a success, you also have a major effect. This is similar to a minor effect, but the results are more remarkable. In combat, a major effect inflicts 4 additional points of damage with your attack, but again, you can choose instead to introduce a dramatic event such as knocking down your foe, stunning them, or taking an extra action. Outside of combat, a major effect means that something beneficial happens based on the circumstance. For example, when climbing up a cliff wall, you make the ascent twice as fast. When a roll grants you a major effect, you can choose to use a minor effect instead if you prefer.

In combat (and only in combat), if you roll a natural 17 or 18 on your attack roll, you add 1 or 2 additional points of damage, respectively. Neither roll has any special effect options—just the extra damage.

For more information on special rolls and how they affect combat and other interactions, see Rules of the Game.

Rolling a natural 1 is always bad. It means that the GM introduces a new complication into the encounter.

Range and Speed

Distance is simplified into four categories: immediate, short, long, and very long.

Immediate distance from a character is within reach or within a few steps. If a character stands in a small room, everything in the room is within immediate distance. At most, immediate distance is 10 feet (3 m).

Short distance is anything greater than immediate distance but less than 50 feet (15 m) or so.

Long distance is anything greater than short distance but less than 100 feet (30 m) or so.

Very long distance is anything greater than long distance but less than 500 feet (150 m) or so. Beyond that range, distances are always specified—1,000 feet (300 m), a mile (1.5 km), and so on.

The idea is that it’s not necessary to measure precise distances. Immediate distance is right there, practically next to the character. Short distance is nearby. Long distance is farther off. Very long distance is really far off.

All weapons and special abilities use these terms for ranges. For example, all melee weapons have immediate range—they are close-combat weapons, and you can use them to attack anyone within immediate distance. A thrown knife (and most other thrown weapons) has short range. A bow has long range. An Adept’s Onslaught ability also has short range.

A character can move an immediate distance as part of another action. In other words, they can take a few steps over to the control panel and activate a switch. They can lunge across a small room to attack a foe. They can open a door and step through.

A character can move a short distance as their entire action for a turn. They can also try to move a long distance as their entire action, but the player might have to roll to see if the character slips, trips, or stumbles as the result of moving so far so quickly.

For example, if the PCs are fighting a group of cultists, any character can likely attack any cultist in the general melee—they’re all within immediate range. Exact positions aren’t important. Creatures in a fight are always moving, shifting, and jostling, anyway. However, if one cultist stayed back to fire a pistol, a character might have to use their entire action to move the short distance required to attack that foe. It doesn’t matter if the cultist is 20 feet (6 m) or 40 feet (12 m) away—it’s simply considered short distance. It does matter if the cultist is more than 50 feet (15 m) away because that distance would require a long or very long move.

Many rules in this system avoid the cumbersome need for precision. Does it really matter if the ghost is 13 feet away from you or 18? Probably not. That kind of needless specificity only slows things down and draws away from, rather than contributes to, the story.

Experience Points

Experience points (XP) are rewards given to players when the GM intrudes on the story (this is called GM intrusion) with a new and unexpected challenge. For example, in the middle of combat, the GM might inform the player that they drop their weapon. However, to intrude in this manner, the GM must award the player 2 XP. The rewarded player, in turn, must immediately give one of those XP to another player and justify the gift (perhaps the other player had a good idea, told a funny joke, performed an action that saved a life, and so on).

Alternatively, the player can refuse the GM intrusion. If they do so, they don’t get the 2 XP from the GM, and they must also spend 1 XP that they already have. If the player has no XP to spend, they can’t refuse the intrusion.

The GM can also give players XP between sessions as a reward for making discoveries during an adventure. Discoveries are interesting facts, wondrous secrets, powerful artifacts, answers to mysteries, or solutions to problems (such as where the kidnappers are keeping their victim or how the PCs repair the starship). You don’t earn XP for killing foes or overcoming standard challenges in the course of play. Discovery is the soul of the Cypher System.

Experience points are used primarily for character advancement (for details, see the Creating Your Character chapter), but a player can also spend 1 XP to reroll any die roll and take the better of the two rolls.

Cyphers

Cyphers are abilities that have a single use. In many campaigns, cyphers aren’t physical objects—they might be a spell cast upon a character, a blessing from a god, or just a quirk of fate that gives them a momentary advantage. In some campaigns, cyphers are physical objects that characters can carry. Whether or not cyphers are physical objects, they are part of the character (like equipment or a special ability) and are things characters can use during the game. The form that physical cyphers take depends on the setting. In a fantasy world they might be wands or potions, but in a science fiction game they could be alien crystals or prototype devices.

Characters will find new cyphers frequently in the course of play, so players shouldn’t hesitate to use their cypher abilities. Because cyphers are always different, the characters will always have new special powers to try.

Other Dice

In addition to a d20, you’ll need a d6 (a six-sided die). Rarely, you’ll need to roll a number between 1 and 100 (often called a d100 or d% roll), which you can do by rolling a d20 twice, using the last digit of the first roll as the “tens” place and the last digit of the second roll as the “ones” place. For example, rolling a 17 and a 9 gives you 79, rolling a 3 and an 18 gives you 38, and rolling a 20 and a 10 gives you 00 (also known as 100). If you have a d10 (a ten-sided die), you can use it instead of the d20 to roll numbers between 1 and 100.

A d6 is used most often for recovery rolls and to determine the level of cyphers.

Glossary

Game master (GM): The player who doesn’t run a character, but instead guides the flow of the story and runs all the NPCs.

Nonplayer character (NPC): Characters run by the GM. Think of them as the minor characters in the story, or the villains or opponents. This includes any kind of creature as well as people.

Party: A group of player characters (and perhaps some NPC allies).

Player character (PC): A character run by a player rather than the GM. Think of the PCs as the main characters in the story.

Player: The players who run characters in the game.

Session: A single play experience. Usually lasts a few hours. Sometimes one adventure can be accomplished in a session. More often, one adventure is multiple sessions.

Adventure: A single portion of the campaign with a beginning and an end. Usually defined at the beginning by a goal put forth by the PCs and at the end by whether or not they achieve that goal.

Campaign: A series of sessions strung together with an overarching story (or linked stories) with the same player characters. Often, but not always, a campaign involves a number of adventures.

Character: Anything that can act in the game. Although this includes PCs and human NPCs, it also technically includes creatures, aliens, mutants, automatons, animate plants, and so on. The word “creature” is usually synonymous.

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Cypher System games are played in the joint imagination of all the players, including the GM. The GM sets the scene, the players state what their characters attempt to do, and the GM determines what happens next. The rules and the dice help make the game run smoothly, but it’s the people, not the rules or the dice, that direct the action and determine the story—and the fun. If a rule gets in the way or detracts from the game, the players and the GM should work together to change it.

This is how you play the Cypher System:

  1. The player tells the GM what they want to do. This is a character action.

  2. The GM determines if that action is routine (and therefore works without needing a roll) or if there’s a chance of failure.

  3. If there is a chance of failure, the GM determines which stat the task uses (Might, Speed, or Intellect) and the task’s difficulty—how hard it will be on a scale from 1 (really easy) to 10 (basically impossible).

  4. The player and the GM determine if anything about the character—such as training, equipment, special abilities, or various actions—can modify the difficulty up or down by one or more steps. If these modifications reduce the difficulty to less than 1, the action is routine (and therefore works with no roll needed).

  5. If the action still isn’t routine, the GM uses its difficulty to determine the target number—how high the player must roll to succeed at the action (see the Task Difficulty table). The GM doesn’t have to tell the player what the target number is, but they can give the player a hint, especially if the character would reasonably know if the action was easy, average, difficult, or impossible.

  6. The player rolls a d20. If they roll equal to or higher than the target number, the character succeeds.

That’s it. That’s how to do anything, whether it’s identifying an unknown device, calming a raging drunk, climbing a treacherous cliff, or battling a demigod. Even if you ignored all the other rules, you could still play the Cypher System with just this information. The key features here are: character actions, determining task difficulty, and determining modifications.

Key Concepts

Action: Anything a character does that is significant—punch a foe, leap a chasm, activate a device, use a special power, and so on. Each character can take one action in a round.

Character: Any creature in the game capable of acting, whether it is a player character (PC) run by a player or a nonplayer character (NPC) run by the game master (GM). In the Cypher System, even bizarre creatures, sentient machines, and living energy beings can be “characters.”

Difficulty: A measure of how easy it is to accomplish a task. Difficulty is rated on a scale from 1 (lowest) to 10 (highest). Altering the difficulty to make a task harder is called “hindering.” Altering it to make a task easier is called “easing.” All changes in difficulty are measured in steps. Difficulty often equates directly with level, so opening a level 3 locked door probably has a difficulty of 3.

Ease: A decrease in a task’s difficulty, usually by one step. If something doesn’t say how many steps it eases a task, then it reduces the difficulty by one step.

Effort: Spending points from a stat Pool to reduce the difficulty of a task. A PC decides whether or not to apply Effort on their turn before the roll is made. NPCs never apply Effort.

Hinder: An increase in a task’s difficulty, usually by one step. If something doesn’t say how many steps it hinders a task, then it increases the difficulty by one step.

Inability: The opposite of trained—you’re hindered whenever you attempt a task that you have an inability in. If you also become trained in the task, the training and the inability cancel each other out and you become practiced.

Level: A way to measure the strength, difficulty, power, or challenge of something in the game. Everything in the game has a level. NPCs and objects have levels that determine the difficulty of any task related to them. For example, an opponent’s level determines how hard they are to hit or avoid in combat. A door’s level indicates how hard it is to break down. A lock’s level determines how hard it is to pick. Levels are rated on a scale from 1 (lowest) to 10 (highest). PC tiers are a little like levels, but they go only from 1 to 6 and mechanically work very differently than levels—for example, a PC’s tier does not determine a task’s difficulty.

Practiced: The normal, unmodified ability to use a skill—not trained, specialized, or an inability. Your type determines what weapon skills you’re practiced in; if you aren’t practiced with a type of weapon, you have an inability in it.

Roll: A d20 roll made by a PC to determine whether an action is successful. Although the game occasionally uses other dice, when the text simply refers to “a roll,” it always means a d20 roll.

Round: A length of time about five to ten seconds long. There are about ten rounds in a minute. When it’s really important to track precise time, use rounds. Basically, it’s the length of time to take an action in the game, but since everyone more or less acts simultaneously, all characters get to take an action each round.

Specialized: Having an exceptional amount of skill in a task. Being specialized eases the task by two steps. So, if you are specialized in climbing, all your climbing tasks are eased by two steps.

Stat: One of the three defining characteristics for PCs: Might, Speed, or Intellect. Each stat has two values: Pool and Edge. Your Pool represents your raw, innate ability, and your Edge represents knowing how to use what you have. Each stat Pool can increase or decrease over the course of play—for example, you can lose points from your Might Pool when struck by an opponent, spend points from your Intellect Pool to activate a special ability, or rest to recover points in your Speed Pool after a long day of marching. Anything that damages a stat, restores a stat, or boosts or penalizes a stat affects the stat’s Pool.

Task: Any action that a PC attempts. The GM determines the difficulty of the task. In general, a task is something that you do and an action is you performing that task, but in most cases they mean the same thing.

Trained: Having a reasonable amount of skill in a task. Being trained eases the task. For example, if you are trained in climbing, all climbing tasks for you are eased. If you become very skilled at that task, you become specialized instead of trained. You do not need to be trained to attempt a task.

Turn: The part of the round when a character or creature takes its actions. For example, if a Warrior and an Adept are fighting an orc, each round the Warrior takes an action on their turn, the Adept takes an action on their turn, and the orc takes an action on its turn. Some abilities or effects last only one turn, or end when the next turn is started.

Taking Action

Each character gets one turn each round. On a character’s turn, they can do one thing—an action. All actions fall into one of three categories: Might, Speed, or Intellect (just like the three stats). Many actions require die rolls—rolling a d20.

Every action performs a task, and every task has a difficulty that determines what number a character must reach or surpass with a die roll to succeed.

Most tasks have a difficulty of 0, which means the character succeeds automatically. For example, walking across a room, opening a door, and throwing a stone into a nearby bucket are all actions, but none of them requires a roll. Actions that are usually difficult or that become difficult due to the situation (such as shooting at a target in a blizzard) have a higher difficulty. These actions usually require a roll.

Some actions require a minimum expenditure of Might, Speed, or Intellect points. If a character cannot spend the minimum number of points needed to complete the action, they automatically fail at the task.

Determining Task Stat

Every task relates to one of a character’s three stats: Might, Speed, or Intellect. Physical activities that require strength, power, or endurance relate to Might. Physical activities that require agility, flexibility, or fast reflexes relate to Speed. Mental activities that require force of will, memory, or mental power relate to Intellect. This means you can generalize tasks into three categories: Might tasks, Speed tasks, and Intellect tasks. You can also generalize rolls into three categories: Might rolls, Speed rolls, and Intellect rolls.

The category of the task or roll determines what kind of Effort you can apply to the roll and may determine how a character’s other abilities affect the roll. For example, an Adept may have an ability that makes them better at Intellect rolls, and a Warrior may have an ability that makes them better at Speed rolls.

Determining Task Difficulty

The most frequent thing a GM does during the game—and probably the most important thing—is set a task’s difficulty. To make the job easier, use the Task Difficulty table, which associates a difficulty rating with a descriptive name, a target number, and general guidance about the difficulty.

Every difficulty from 1 to 10 has a target number associated with it. The target number is easy to remember: it’s always three times the difficulty. The target number is the minimum number a player needs to roll on a d20 to succeed at the task. Moving up or down on the table is called hindering or easing, which is measured in steps.

For example, reducing a difficulty 5 task to a difficulty 4 task is “easing the difficulty by one step” or just “easing the difficulty” or “easing the task.” Most modifiers affect the difficulty rather than the player’s roll. This has two consequences:

Low target numbers such as 3 or 6, which would be boring in most games that use a d20, are not boring in the Cypher System. For example, if you need to roll a 6 or higher, you still have a 25% chance to fail.

The upper levels of difficulty (7, 8, 9, and 10) are all but impossible because the target numbers are 21 or higher, which you can’t roll on a d20. However, it’s common for PCs to have abilities or equipment that ease a task and thus lower the target number to something they can roll on a d20.

A character’s tier does not determine a task’s level. Things don’t get more difficult just because a character’s tier increases—the world doesn’t instantly become a more difficult place. Fourth-tier characters don’t deal only with level 4 creatures or difficulty 4 tasks (although a fourth-tier character probably has a better shot at success than a first-tier character does). Just because something is level 4 doesn’t necessarily mean it’s meant only for fourth-tier characters. Similarly, depending on the situation, a fifth-tier character could find a difficulty 2 task just as challenging as a second-tier character does.

Therefore, when setting the difficulty of a task, the GM should rate the task on its own merits, not on the power of the characters.

Modifying the Difficulty

After the GM sets the difficulty for a task, the player can try to modify it for their character. Any such modification applies only to this particular attempt at the task. In other words, rewiring an electronic door lock normally might be difficulty 6, but since the character doing the work is skilled in such tasks, has the right tools, and has another character assisting them, the difficulty in this instance might be much lower. That’s why it’s important for the GM to set a task’s difficulty without taking the character into account. The character comes in at this step.

By using skills and assets, working together, and—perhaps most important—applying Effort, a character can ease a task by multiple steps to make it easier. Rather than adding bonuses to the player’s roll, reducing the difficulty lowers the target number. If they can reduce the difficulty of a task to 0, no roll is needed; success is automatic. (An exception is if the GM decides to use a GM intrusion on the task, in which case the player would have to make a roll at the original difficulty.)

There are three basic ways in which a character can ease a task: skills, assets, and Effort. Each method eases the task by at least one step—never in smaller increments.

By using skills, assets, and Effort, a character can ease a task by a maximum of ten steps: one or two steps from skills, one or two steps from assets, and one to six steps from Effort.

Skills

Characters may be skilled at performing a specific task. A skill can vary from character to character. For example, one character might be skilled at lying, another might be skilled at trickery, and a third might be skilled in all interpersonal interactions. The first level of being skilled is called being trained, and it eases that task by one step. More rarely, a character can be incredibly skilled at performing a task. This is called being specialized, and it eases the task by two steps instead of one. Skills can never decrease a task by more than two steps—any more than two steps from being trained and specialized don’t count.

Assets

An asset is anything that helps a character with a task, such as having a really good crowbar when trying to force open a door or being in a rainstorm when trying to put out a fire. Appropriate assets vary from task to task. The perfect awl might help when woodworking, but it won’t make a dance performance much better. An asset usually eases a task by one step. Assets can never ease a task by more than two steps—any more than two steps from assets don’t count.

The important thing to remember is that a skill can reduce the difficulty by no more than two steps, and assets can reduce the difficulty by no more than two steps, regardless of the situation. Thus, no task’s difficulty will ever be reduced by more than four steps without using Effort.

Effort

A player can apply Effort to ease a task. To do this, the player spends points from the stat Pool that’s most appropriate to the task. For example, applying Effort to push a heavy rock off a cliff requires a player to spend points from the character’s Might Pool; applying Effort to activate an unusual machine interface requires them to spend points from the character’s Intellect Pool. For every level of Effort spent on a task, the task is eased. It costs 3 points from a stat Pool to apply one level of Effort, and it costs 2 additional points for every level thereafter (so it costs 5 points for two levels of Effort, 7 points for three levels of Effort, and so on). A character must spend points from the same stat Pool as the type of task or roll—Might points for a Might roll, Speed points for a Speed roll, or Intellect points for an Intellect roll.

Every character has a maximum level of Effort they can apply to a single task. Effort can never ease a task by more than six steps—any more than six steps from applying Effort doesn’t count.

Free Level of Effort: A few abilities give you a free level of Effort (these usually require you to apply at least one level of Effort to a task). In effect, you’re getting one more level of Effort than what you paid for. This free level of Effort can exceed the Effort limit for your character, but not the six-step limit for easing a task.

Rolling the Die

To determine success or failure, a player rolls a die (always a d20). If they roll the target number or higher, they succeed. Most of the time, that’s the end of it—nothing else needs to be done. Rarely, a character might apply a small modifier to the roll. If they have a +2 bonus when attempting specific actions, they add 2 to the number rolled. However, the original roll matters if it’s a special roll.

If a character applies a modifier to the die roll, it’s possible to get a result of 21 or higher, in which case they can attempt a task with a target number above 20. But if there is no possibility for success—if not even rolling a natural 20 (meaning the d20 shows that number) is sufficient to accomplish the task—then no roll is made. Otherwise, characters would have a chance to succeed at everything, even impossible or ridiculous tasks such as climbing moonbeams, throwing elephants, or hitting a target on the opposite side of a mountain with an arrow.

If a character’s modifiers add up to +3, treat them as an asset instead. In other words, instead of adding a +3 bonus to the roll, reduce the difficulty by one step. For example, if a Warrior has a +1 bonus to attack rolls from a minor effect, a +1 bonus to attack rolls from a special weapon quality, and a +1 bonus to attack rolls from a special ability, they do not add 3 to their attack roll—instead, they reduce the difficulty of the attack by one step. So if they attack a level 3 foe, they would normally roll against difficulty 3 and try to reach a target number of 9, but thanks to their asset, they roll against difficulty 2 and try to reach a target number of 6.

This distinction is important when stacking skills and assets to decrease the difficulty of an action, especially since reducing the difficulty to 0 or lower means no roll is needed.

The Player Always Rolls

In the Cypher System, players always drive the action. That means they make all the die rolls. If a PC leaps out of a moving vehicle, the player rolls to see if they succeed. If a PC searches for a hidden panel, the player rolls to determine whether they find it. If a rockslide falls on a PC, the player rolls to try to get out of the way. If a PC and an NPC arm wrestle, the player rolls, and the NPC’s level determines the target number. If a PC attacks a foe, the player rolls to see if they hit. If a foe attacks the PC, the player rolls to see if they dodge the blow.

As shown by the last two examples, the PC rolls whether they are attacking or defending. Thus, something that improves defenses might ease or hinder their rolls. For example, if a PC uses a low wall to gain cover from attacks, the wall eases the player’s defense rolls. If a foe uses the wall to gain cover from the PC’s attacks, it hinders the player’s attack rolls.

Special Rolls

If a character rolls a natural 1, 17, 18, 19, or 20 (meaning the d20 shows that number), special rules come into play. These are explained in more detail in the following sections.

1: GM Intrusion. The GM makes a free intrusion (see below) and doesn’t award experience points (XP) for it.

17: Damage Bonus. If the roll was a damage-dealing attack, it deals 1 additional point of damage.

18: Damage Bonus. If the roll was a damage-dealing attack, it deals 2 additional points of damage.

19: Minor Effect. If the roll was a damage-dealing attack, it deals 3 additional points of damage or the PC gets a minor effect in addition to the normal results of the task. If the roll was something other than an attack, the PC gets a minor effect in addition to the normal results of the task.

20: Major Effect. If the roll was a damage-dealing attack, it deals 4 additional points of damage or the PC gets a major or minor effect in addition to the normal results of the task. If the roll was something other than an attack, the PC gets a major effect in addition to the normal results of the task. If the PC spent points from a stat Pool on the action, the point cost for the action decreases to 0, meaning the character regains those points as if they had not spent them at all.

GM Intrusion

GM intrusion is explained in more detail in the Running the Cypher System chapter, but essentially it means that something occurs to complicate the character’s life. The character hasn’t necessarily fumbled or done anything wrong (although perhaps they did). It could just be that the task presents an unexpected difficulty or something unrelated affects the current situation.

For GM intrusion on a defense roll, a roll of 1 might mean that the PC takes 2 additional points of damage from the attack, indicating that the opponent got in a lucky blow.

For complete details about GM intrusion and how to use it to best effect in the game, see the Running the Cypher System chapter.

Minor Effect

A minor effect happens when a player rolls a natural 19. Most of the time, a minor effect is slightly beneficial to the PC, but not overwhelming.

A climber gets up the steep slope a bit faster. A repaired machine works a bit better. A character jumping down into a pit lands on their feet. Either the GM or the player can come up with a possible minor effect that fits the situation, but both must agree on what it should be.

Don’t waste a lot of time thinking of a minor effect if nothing appropriate suggests itself. Sometimes, in cases where only success or failure matters, it’s okay to have no minor effect. Keep the game moving at an exciting pace.

In combat, the easiest and most straightforward minor effect is dealing 3 additional points of damage with an attack. The following are other common minor effects for combat:

Damage object: Instead of striking the foe, the attack strikes what the foe is holding. If the attack hits, the character makes a Might roll with a difficulty equal to the object’s level. On a success, the object moves one or more steps down the object damage track.

Distract: For one round, all of the foe’s tasks are hindered.

Knock back: The foe is knocked or forced back a few feet. Most of the time, this doesn’t matter much, but if the fight takes place on a ledge or next to a pit of lava, the effect can be significant.

Move past: The character can move a short distance at the end of the attack. This effect is useful to get past a foe guarding a door, for example.

Strike a specific body part: The attacker strikes a specific spot on the defender’s body. The GM rules what special effect, if any, results. For example, hitting a creature’s tentacle that is wrapped around an ally might make it easier for the ally to escape. Hitting a foe in the eye might blind it for one round. Hitting a creature in its one vulnerable spot might ignore Armor.

Usually, the GM just has the desired minor effect occur. For example, rolling a 19 against a relatively weak foe means it is knocked off the cliff. The effect makes the round more exciting, but the defeat of a minor creature has no significant impact on the story. Other times, the GM might rule that an additional roll is needed to achieve the effect—the special roll only gives the PC the opportunity for a minor effect. This mostly happens when the desired effect is very unlikely, such as pushing a 50-ton battle automaton off a cliff. If the player just wants to deal 3 additional points of damage as the minor effect, no extra roll is needed.

Major Effect

A major effect happens when a player rolls a natural 20. Most of the time, a major effect is quite beneficial to the character. A climber gets up the steep slope in half the time. A jumper lands with such panache that those nearby are impressed and possibly intimidated. A defender makes a free attack on a foe.

Either the GM or the player can come up with a possible major effect that fits the situation, but both must agree on what it should be. As with minor effects, don’t spend a lot of time agonizing over the details of a major effect. In cases where only success or failure matters, a major effect might offer the character a one-time asset (a modification of one step) to use the next time they attempt a similar action. When nothing else seems appropriate, the GM can simply grant the PC an additional action on their turn that same round.

In combat, the easiest and most straightforward major effect is dealing 4 additional points of damage with an attack. The following are other common major effects for combat.

Disarm: The foe drops one object that it is holding.

Impair: For the rest of the combat, all tasks the foe attempts are hindered.

Knock down: The foe is knocked prone. It can get up on its turn.

Stun: The foe loses its next action.

As with minor effects, usually the GM just has the desired major effect occur, but sometimes the GM might require an extra roll if the major effect is unusual or unlikely.

Retrying a Task After Failure

If a character fails a task (whether it’s climbing a wall, picking a lock, trying to figure out a mysterious device, or something else) they can attempt it again, but they must apply at least one level of Effort when retrying that task. A retry is a new action, not part of the same action that failed, and it takes the same amount of time as the first attempt did.

Sometimes the GM might rule that retries are impossible. Perhaps a character has one chance to convince the leader of a group of thugs not to attack, and after that, no amount of talking will stop them.

This rule doesn’t apply to something like attacking a foe in combat because combat is always changing and fluid. Each round’s situation is new, not a repeat of a previous situation, so a missed attack can’t be retried.

Initial Cost

The GM can assign a point cost to a task just for trying it. Called an initial cost, it’s simply an indication that the task is particularly taxing. For example, let’s say a character wants to try a Might action to open a heavy cellar door that is partially rusted shut. The GM says that forcing the door open is a difficulty 5 task, and there’s an initial cost of 3 Might points simply to try. This initial cost is in addition to any points the character chooses to spend on the roll (such as when applying Effort), and the initial cost points do not affect the difficulty of the task. In other words, the character must spend 3 Might points to attempt the task at all, but that doesn’t help them open the door. If they want to apply Effort to ease the task, they have to spend more points from their Might Pool.

Edge helps with the initial cost of a task, just as it does with any expenditure from a character’s Pool. In the previous example, if the character had a Might Edge of 2, they would have to spend only 1 point (3 points minus 2 from their Might Edge) for the initial cost to attempt the task. If they also applied a level of Effort to open the door, they couldn’t use their Edge again—Edge applies only once per action—so using the Effort would cost the full 3 points. Thus, they’d spend a total of 4 points (1 for the initial cost plus 3 for the Effort) from their Might Pool.

The rationale of the initial cost rule is that even in the Cypher System, where things like Effort can help a character succeed on an action, logic still suggests that some actions are very difficult and taxing, particularly for some PCs more than others.

Distance

Distance is simplified into four basic categories: immediate, short, long, and very long.

Immediate distance from a character is within reach or within a few steps; if a character stands in a small room, everything in the room is within immediate distance. At most, immediate distance is 10 feet (3 m). Immediate distance is sometimes referred to as close, or even point-blank, particularly when referring to ranges.

The words “immediate” and “close” can be used interchangeably to talk about distance. If a creature or object is within arm’s reach of the character, it can be considered both immediate and close.

Short distance is anything greater than immediate distance but less than 50 feet (15 m) or so.

Long distance is anything greater than short distance but less than 100 feet (30 m) or so.

Very long distance is anything greater than long distance but less than 500 feet (150 m) or so.

Beyond that range, distances are always specified—1,000 feet (300 m), 1 mile (1.5 km), and so on.

All weapons and special abilities use these terms for ranges. For example, all melee weapons have immediate range—they are close-combat weapons, and you can use them to attack anyone within immediate distance. A thrown knife (and most other thrown weapons) has short range. A small handgun also has short range. A rifle has long range.

A character can move an immediate distance as a part of another action. In other words, they can take a few steps to the light switch and flip it on. They can lunge across a small room to attack a foe. They can open a door and step through.

A character can move a short distance as their entire action for a turn. They can also try to move a long distance as their entire action, but the player might have to roll to see if the character slips, trips, or stumbles for moving so far so quickly.

GMs and players don’t need to determine exact distances. For example, if the PCs are fighting a group of guards, any character can likely attack any foe in the general melee—they’re all within immediate range. However, if one trooper stays back to fire a blaster, a character might have to use their entire action to move the short distance required to attack that foe. It doesn’t matter if the trooper is 20 feet (6 m) or 40 feet (12 m) away—it’s simply considered short distance. It does matter if the trooper is more than 50 feet (15 m) away because that distance would require a long move.

Other Distances

In rare cases where distances beyond very long are needed, real-world distances are best (1 mile, 100 kilometers, and so on). However, the following shorthand distances can be useful in some settings:

Planetary: On the same planet.

Interplanetary: Within the same solar system.

Interstellar: Within the same galaxy.

Intergalactic: Anywhere in the same universe.

Interdimensional: Anywhere.

Timekeeping

Generally, keep time the same way that you normally would, using minutes, hours, days, and weeks. Thus, if the characters walk overland for 15 miles (24 km), about eight hours pass, even though the journey can be described in only a few seconds at the game table. Precision timekeeping is rarely important. Most of the time, saying things like “That takes about an hour” works fine.

This is true even when a special ability has a specific duration. In an encounter, a duration of “one minute” is mostly the same as saying “the rest of the encounter.” You don’t have to track each round that ticks by if you don’t want to. Likewise, an ability that lasts for ten minutes can safely be considered the length of an in-depth conversation, the time it takes to quickly explore a small area, or the time it takes to rest after a strenuous activity.

ActionTime Usually Required
Walking a mile over easy terrainAbout fifteen minutes
Walking a mile over rough terrain (forest, snow, hills)About half an hour
Walking a mile over difficult terrain (mountains, thick jungle)About forty-five minutes
Moving from one significant location in a city to anotherAbout fifteen minutes
Sneaking into a guarded locationAbout fifteen minutes
Observing a new location to get salient detailsAbout fifteen minutes
Having an in-depth discussionAbout ten minutes
Resting after a fight or other strenuous activityAbout ten minutes
Resting and having a quick mealAbout half an hour
Making or breaking campAbout half an hour
Shopping for supplies in a market or storeAbout an hour
Meeting with an important contactAbout half an hour
Referencing a book or websiteAbout half an hour
Searching a room for hidden thingsAt least half an hour, perhaps one hour
Searching for cyphers or other valuables amid a lot of stuffAbout an hour
Identifying and understanding a cypherFifteen minutes to half an hour
Identifying and understanding an artifactAt least fifteen minutes, perhaps three hours
Repairing a device (assuming parts and tools available)At least an hour, perhaps a day
Building a device (assuming parts and tools available)At least a day, perhaps a week

Encounters, Rounds, and Initiative

Sometimes in the course of the game, the GM or players will refer to an “encounter.” Encounters are not so much measurements of time as they are events or instances in which something happens, like a scene of a movie or a chapter in a book. An encounter might be a fight with a foe, a dramatic crossing of a raging river, or a stressful negotiation with an important official. It’s useful to use the word when referring to a specific scene, as in “My Might Pool is low after that encounter with the soul sorcerer yesterday.”

A round is about five to ten seconds. The length of time is variable because sometimes one round might be a bit longer than another. You don’t need to measure time more precisely than that. You can estimate that on average there are about ten rounds in a minute. In a round, everyone—each character and NPC—gets to take one action.

To determine who goes first, second, and so on in a round, each player makes a Speed roll called an initiative roll. Most of the time, it’s only important to know which characters act before the NPCs and which act after the NPCs. On an initiative roll, a character who rolls higher than an NPC’s target number takes their action before the NPC does. As with all target numbers, an NPC’s target number for an initiative roll is three times the NPC’s level. Many times, the GM will have all NPCs take their actions at the same time, using the highest target number from among all the NPCs. Using this method, any characters who rolled higher than the target number act first, then all the NPCs act, and finally any characters who rolled lower than the target number act.

An initiative roll is a d20 roll. Since your initiative depends on how fast you are, if you spend Effort on the roll, the points come from your Speed Pool.

The order in which the characters act usually isn’t important. If the players want to go in a precise order, they can act in initiative order (highest to lowest), by going around the table, by going oldest to youngest, and so on.

For example, Charles, Tammie, and Shanna’s characters are in combat with two level 2 security guards. The GM has the players make Speed rolls to determine initiative. Charles rolls an 8, Shanna rolls a 15, and Tammie rolls a 4. The target number for a level 2 creature is 6, so each round Charles and Shanna act before the guards, then the guards act, and finally Tammie acts. It doesn’t matter whether Charles acts before or after Shanna, as long as they think it’s fair.

After everyone—all PCs and NPCs—in the combat has had a turn, the round ends and a new round begins. In all rounds after the first, everyone acts in the same order as they did in the first round. The characters cycle through this order until the logical end of the encounter (the end of the fight or the completion of the event) or until the GM asks them to make new initiative rolls. The GM can call for new initiative rolls at the beginning of any new round when conditions drastically change. For example, if the NPCs gain reinforcements, the environment changes (perhaps the lights go out), the terrain changes (maybe part of the balcony collapses under the PCs), or something similar occurs, the GM can call for new initiative rolls.

Since the action moves as a cycle, anything that lasts for a round ends where it started in the cycle. If Umberto uses an ability on an opponent that hinders its defenses for one round, the effect lasts until Umberto acts on his next turn.

A Closer Look At Situations that Don’t Involve PCs

Ultimately, the GM is the arbiter of conflicts that do not involve the PCs. They should be adjudicated in the most interesting, logical, and story-based way possible. When in doubt, match the level of the NPCs (characters or creatures) or their respective effects to determine the results. Thus, if a level 4 NPC fights a level 3 NPC, the level 4 NPC will win, but if they face a level 7 NPC, they’ll lose. Likewise, a level 4 creature resists poisons or devices of level 3 or lower but not those of level 5 and above.

The essence is this: in the Cypher System, it doesn’t matter if something is a creature, a poison, or a gravity-dispelling ray. If it’s a higher level, it wins; if it’s a lower level, it loses. If two things of equal level oppose each other, there might be a long, drawn-out battle that could go either way.

Actions

Anything that your character does in a round is an action. It’s easiest to think of an action as a single thing that you can do in five to ten seconds. For example, if you use your dart thrower to shoot a strange floating orb, that’s one action. So is running for cover behind a stack of barrels, prying open a stuck door, using a rope to pull your friend up from a pit, or activating a cypher (even if it’s stored in your pack).

Opening a door and attacking a security guard on the other side are two actions. It’s more a matter of focus than time. Drawing your sword and attacking a foe is all one action. Putting away your bow and pushing a heavy bookcase to block a door are two actions because each requires a different train of thought.

If the action you want to accomplish is not within reach, you can move a little bit. Essentially, you can move up to an immediate distance to perform your action. For example, you can move an immediate distance and attack a foe, open a door and move an immediate distance into the hallway beyond, or grab your hurt friend lying on the ground and pull them back a few steps. This movement can occur before or after your action, so you can move to a door and open it, or you can open a door and move through it.

The most common actions are:

Action: Attack

An attack is anything that you do to someone that they don’t want you to do. Slashing a foe with a curved dagger is an attack, blasting a foe with a lightning artifact is an attack, wrapping a foe in magnetically controlled metal cables is an attack, and controlling someone’s mind is an attack. An attack almost always requires a roll to see if you hit or otherwise affect your target.

In the simplest kind of attack, such as a PC trying to stab a thug with a knife, the player rolls and compares their result to the opponent’s target number. If their roll is equal to or greater than the target number, the attack hits. Just as with any kind of task, the GM might modify the difficulty based on the situation, and the player might have a bonus to the roll or might try to ease the task using skills, assets, or Effort.

A less straightforward attack might be a special ability that stuns a foe with a mental blast. However, it’s handled the same way: the player makes a roll against the opponent’s target number. Similarly, an attempt to tackle a foe and wrestle it to the ground is still just a roll against the foe’s target number.

Attacks are sometimes categorized as “melee” attacks, meaning that you hurt or affect something within immediate reach, or “ranged” attacks, meaning that you hurt or affect something at a distance.

Melee attacks can be Might or Speed actions—player choice. Physical ranged attacks (such as bows, thrown weapons, and blasts of fire from a mutation) are almost always Speed actions, but those that come from special abilities tend to be Intellect actions.

Special abilities that require touching the target require a melee attack. If the attack misses, the power is not wasted, and you can try again each round as your action until you hit the target, use another ability, or take a different action that requires you to use your hands. These attempts in later rounds count as different actions, so you don’t have to keep track of how much Effort you used when you activated the ability or how you used Edge. For example, let’s say that in the first round of combat, you activate a special ability that requires you to touch your foe and you use Effort to ease the attack, but you roll poorly and miss your foe. In the second round of combat, you can try attacking again and use Effort to ease the attack roll.

The GM and players are encouraged to describe every attack with flavor and flair. One attack roll might be a stab to the foe’s arm. A miss might be the PC’s sword slamming into the wall. Combatants lunge, block, duck, spin, leap, and make all kinds of movements that should keep combat visually interesting and compelling. The Running the Cypher System chapter has much more guidance in this regard.

Common elements that affect the difficulty of a combat task are cover, range, and darkness. The rules for these and other modifiers are explained in the Attack Modifiers and Special Situations section of this chapter.

Damage

When an attack strikes a character, it usually means the character takes damage.

An attack against a PC subtracts points from one of the character’s stat Pools—usually the Might Pool. Whenever an attack simply says it deals “damage” without specifying the type, it means Might damage, which is by far the most common type. Intellect damage, which is usually the result of a mental attack, is always labeled as Intellect damage. Speed damage is often a physical attack, but attacks that deal Speed damage are fairly rare.

NPCs don’t have stat Pools. Instead, they have a characteristic called health. When an NPC takes damage of any kind, the amount is subtracted from its health. Unless described otherwise, an NPC’s health is always equal to its target number. Some NPCs might have special reactions to or defenses against attacks that would normally deal Speed damage or Intellect damage, but unless the NPC’s description specifically explains this, assume that all damage is subtracted from the NPC’s health.

Objects don’t have stat Pools or health. They have an object damage track, just like how PCs have a damage track. Attacking objects might move them down their damage track.

Damage is always a specific amount determined by the attack. For example, a slash with a broadsword or a blast with a spike thrower deals 4 points of damage. An Adept’s Onslaught deals 4 points of damage. Often, there are ways for the attacker to increase the damage. For example, a PC can apply Effort to deal 3 additional points of damage, and rolling a natural 17 on the attack roll deals 1 additional point of damage.

Armor

Pieces of equipment and special abilities protect a character from damage by giving them Armor. Each time a character takes damage, subtract their Armor value from the damage before reducing their stat Pool or health. For example, if a Warrior with 2 Armor is hit by a gunshot that deals 4 points of damage, they take only 2 points of damage (4 minus 2 from their Armor). If Armor reduces the incoming damage to 0 or lower, the character takes no damage from the attack. For example, the Warrior’s 2 Armor protects them from all physical attacks that deal 1 or 2 points of damage.

The most common way to get Armor is to wear physical armor, such as a leather jacket, a bulletproof vest, a chainmail hauberk, bioengineered carapace grafts, or something else, depending on the setting. All physical armor comes in one of three categories: light, medium, or heavy. Light armor gives the wearer 1 point of Armor, medium gives 2 points of Armor, and heavy gives 3 points of Armor.

When you see the word “Armor” capitalized in the game rules (other than in the name of a special ability), it refers to your Armor characteristic—the number you subtract from incoming damage. When you see the word “armor” in lowercase, it refers to any physical armor you might wear.

Other effects can add to a character’s Armor. If a character is wearing chainmail (+2 to Armor) and has an ability that covers them in a protective force field that grants +1 to Armor, their total is 3 Armor. If they also use a cypher that hardens their flesh temporarily for +1 to Armor, their total is 4 Armor.

Some types of damage ignore physical armor. Attacks that specifically deal Speed damage or Intellect damage ignore Armor; the creature takes the listed amount of damage without any reduction from Armor. Ambient damage (see below) usually ignores Armor as well.

A creature may have a special bonus to Armor against certain kinds of attacks. For example, a protective suit made of a sturdy, fire-resistant material might normally give its wearer +1 to Armor but count as +3 to Armor against fire attacks. An artifact worn as a helmet might grant +2 to Armor only against mental attacks.

Ambient Damage

Some kinds of damage aren’t direct attacks against a creature, but they indirectly affect everything in the area. Most of these are environmental effects such as winter cold, high temperatures, or background radiation. Damage from these kinds of sources is called ambient damage. Physical armor usually doesn’t protect against ambient damage, though a well-insulated suit of armor can protect against cold weather.

Damage From Hazards

Attacks aren’t the only way to inflict damage on a character. Experiences such as falling from a great height, being burned in a fire, and spending time in severe weather also deal damage. Although no list of potential hazards could be comprehensive, the Damage From Hazards table includes common examples.

SourceDamageNotes
Falling1 point per 10 feet (3 m) fallen (ambient damage)
Minor fire3 points per round (ambient damage)Torch
Major fire6 points per round (ambient damage)Engulfed in flames; lava
Acid splash2 points per round (ambient damage)
Acid bath6 points per round (ambient damage)Immersed in acid
Cold1 point per round (ambient damage)Below freezing temperatures
Severe cold3 points per round (ambient damage)Liquid nitrogen
Shock1 point per round (ambient damage)Often involves losing next action
Electrocution6 points per round (ambient damage)Often involves losing next action
Crush3 pointsObject or creature falls on character
Huge crush6 pointsRoof collapse; cave-in
Collision6 pointsLarge, fast object strikes character

The Effects of Taking Damage

When an NPC reaches 0 health, it is either dead or (if the attacker wishes) incapacitated, meaning unconscious or beaten into submission.

As previously mentioned, damage from most sources is applied to a character’s Might Pool. Otherwise, stat damage always reduces the Pool of the stat it affects.

If damage reduces a character’s stat Pool to 0, any further damage to that stat (including excess damage from the attack that reduced the stat to 0) is applied to another stat Pool. Damage is applied to Pools in this order:

  1. Might (unless the Pool is 0)

  2. Speed (unless the Pool is 0)

  3. Intellect

Even if the damage is applied to another stat Pool, it still counts as its original type for the purpose of Armor and special abilities that affect damage. For example, if a character with 2 Armor is reduced to 0 Might and then is hit by a creature’s claw for 3 points of damage, it still counts as Might damage, so their Armor reduces the damage to 1 point, which then is applied to their Speed Pool. In other words, even though they take the damage from their Speed Pool, it doesn’t ignore Armor like Speed damage normally would.

In addition to taking damage from their Might Pool, Speed Pool, or Intellect Pool, PCs also have a damage track. The damage track has four states (from best to worst): hale, impaired, debilitated, and dead. When one of a PC’s stat Pools reaches 0, they move one step down the damage track. Thus, if they are hale, they become impaired. If they are already impaired, they become debilitated. If they are already debilitated, they become dead.

Some effects can immediately shift a PC one or more steps on the damage track. These include rare poisons, cellular disruption attacks, and massive traumas (such as falls from very great heights, being run over by a speeding vehicle, and so on, as determined by the GM).

Some attacks, like a serpent’s poisonous bite or a Speaker’s Enthrall, have effects other than damage to a stat Pool or shifting the PC on the damage track. These attacks can cause unconsciousness, paralysis, and so on.

When NPCs (who have only health) suffer Speed or Intellect damage, normally this is treated the same as Might damage. However, the GM or the player has the option to suggest an appropriate alternate effect—the NPC suffers a penalty, moves more slowly, is stunned, and so on.

The Damage Track

As noted above, the damage track has four states: hale, impaired, debilitated, and dead.

Hale is the normal state for a character: all three stat Pools are at 1 or higher, and the PC has no penalties from harmful conditions. When a hale PC takes enough damage to reduce one of their stat Pools to 0, they become impaired. Note that a character whose stat Pools are much lower than normal can still be hale.

Impaired is a wounded or injured state. When an impaired character applies Effort, it costs 1 extra point per level applied. For example, applying one level of Effort costs 4 points instead of 3, and applying two levels of Effort costs 7 points instead of 5.

An impaired character ignores minor and major effect results on their rolls, and they don’t deal as much extra damage in combat with a special roll. In combat, a roll of 17 or higher deals only 1 additional point of damage. When an impaired PC takes enough damage to reduce one of their stat Pools to 0, they become debilitated.

Debilitated is a critically injured state. A debilitated character may not take any actions other than to move (probably crawl) no more than an immediate distance. If a debilitated character’s Speed Pool is 0, they can’t move at all. When a debilitated PC takes enough damage to reduce a stat Pool to 0, they are dead.

Dead is dead.

The damage track allows you to know how far from death you are. If you’re hale, you’re three steps from death. If you’re impaired, you’re two steps from death. If you’re debilitated, you are only one small step from death’s door.

Recovering Points in a Pool

After losing or spending points in a Pool, you recover those points by resting. You can’t increase a Pool past its maximum by resting—just back to its normal level. Any extra points gained go away with no effect. The amount of points you recover from a rest, and how long each rest takes, depends on how many times you have rested so far that day.

When you rest, make a recovery roll. To do this, roll a d6 and add your tier. You recover that many points, and you can divide them among your stat Pools however you wish. For example, if your recovery roll is 4 and you’ve lost 4 points of Might and 2 points of Speed, you can recover 4 points of Might, or 2 points of Might and 2 points of Speed, or any other combination adding up to 4 points.

The first time you rest each day, it takes only a few seconds to catch your breath. If you rest this way in the middle of an encounter, it takes one action on your turn.

The second time you rest each day, you must rest for ten minutes to make a recovery roll. The third time you rest each day, you must rest for one hour to make a recovery roll. The fourth time you rest each day, you must rest for ten hours to make a recovery roll (usually, this occurs when you stop for the day to eat and sleep).

After that much rest, it’s assumed to be a new day, so the next time you rest, it takes only a few seconds. The next rest takes ten minutes, then one hour, and so on, in a cycle.

If you haven’t rested yet that day and you take a lot of damage in a fight, you could rest a few seconds (regaining 1d6 points + 1 point per tier) and then immediately rest for ten minutes (regaining another 1d6 points + 1 point per tier). Thus, in one full day of doing nothing but resting, you could recover 4d6 points + 4 points per tier.

Each character chooses when to make recovery rolls. If a party of five PCs rests for ten minutes because two of them want to make recovery rolls, the others don’t have to make rolls at that time. Later in the day, those three can decide to rest for ten minutes and make recovery rolls.

Recovery RollRest Time Needed
First recovery rollOne action
Second recovery rollTen minutes
Third recovery rollOne hour
Fourth recovery rollTen hours

Restoring the Damage Track

Using points from a recovery roll to raise a stat Pool from 0 to 1 or higher also automatically moves the character up one step on the damage track.

If all of a PC’s stat Pools are above 0 and the character has taken special damage that moved them down the damage track, they can use a recovery roll to move up one step on the damage track instead of recovering points. For example, a character who is debilitated from a hit with a cell-disrupting biotech device can rest and move up to impaired rather than recover points in a Pool.

Special Damage

In the course of playing the game, characters face all manner of threats and dangers that can harm them in a variety of ways, only some of which are easily represented by points of damage.

Dazed and Stunned: Characters can be dazed when struck hard on the head, exposed to extremely loud sounds, or affected by a mental attack. When this happens, for the duration of the daze effect (usually one round), all of the character’s tasks are hindered. Similar but more severe attacks can stun characters. Stunned characters lose their turn (but can still defend against attacks normally).

Poison and Disease: When characters encounter poison—whether the venom of a serpent, rat poison slipped into a burrito, cyanide dissolved in wine, or an overdose of acetaminophen—they make a Might defense roll to resist it. Failure to resist can result in points of damage, moving down the damage track, or a specific effect such as paralysis, unconsciousness, disability, or something stranger. For example, some poisons affect the brain, making it impossible to say certain words, take certain actions, resist certain effects, or recover points to a stat Pool.

Diseases work like poisons, but their effect occurs every day, so the victim must make a Might defense roll each day or suffer the effects. Disease effects are as varied as poisons: points of damage, moving down the damage track, disability, and so on. Many diseases inflict damage that cannot be restored through conventional means.

Paralysis: Paralytic effects cause a character to drop to the ground, unable to move. Unless otherwise specified, the character can still take actions that require no physical movement.

Other Effects: Other special effects can render a character blind or deaf, unable to stand without falling over, or unable to breathe. Stranger effects might negate gravity for the character (or increase it a hundredfold), transport them to another place, render them out of phase, mutate their physical form, implant false memories or senses, alter the way their brain processes information, or inflame their nerves so they are in constant, excruciating pain. Each special effect must be handled on a case-by-case basis. The GM adjudicates how the character is affected and how the condition can be alleviated (if possible).

NPCs and Special Damage

The GM always has final say over what special damage will affect an NPC. Human NPCs usually react like characters, but nonhuman creatures might react very differently. For example, a tiny bit of venom is unlikely to hurt a gigantic dragon, and it won’t affect an android or a demon at all.

If an NPC is susceptible to an attack that would shift a character down the damage track, using that attack on the NPC usually renders it unconscious or dead. Alternatively, the GM could apply the debilitated condition to the NPC, with the same effect as it would have on a PC.

Attack Modifiers And Special Situations

In combat situations, many modifiers might come into play. Although the GM is at liberty to assess whatever modifiers they think are appropriate to the situation (that’s their role in the game), the following suggestions and guidelines might make that easier. Often the modifier is applied as a step in difficulty. So if a situation hinders attacks, that means if a PC attacks an NPC, the difficulty of the attack roll is increased by one step, and if an NPC attacks a PC, the difficulty of the defense roll is decreased by one step. This is because players make all rolls, whether they are attacking or defending—NPCs never make attack or defense rolls.

When in doubt, if it seems like it should be harder to attack in a situation, hinder the attack rolls. If it seems like attacks should gain an advantage or be easier in some way, hinder the defense rolls.

Precise ranges are not important in the Cypher System. The broadly defined “immediate,” “short,” “long,” and “very long” ranges let the GM quickly make a judgment call and keep things moving. Basically, the idea is: your target is right there, your target is close, your target is pretty far away, or your target is extremely far away.

Cover

If a character is behind cover so that a significant portion of their body is behind something sturdy, attacks against the character are hindered.

If a character is entirely behind cover (their entire body is behind something sturdy), they can’t be attacked unless the attack can go through the cover. For example, if a character hides behind a thin wooden screen and their opponent shoots the screen with a rifle that can penetrate the wood, the character can be attacked. However, because the attacker can’t see the character clearly, this still counts as cover (attacks against the character are hindered).

Position

Sometimes where a character stands gives them an advantage or a disadvantage.

Prone Target: In melee, a prone target is easier to hit (attacks against them are eased). In ranged combat, a prone target is harder to hit (attacks against them are hindered).

Higher Ground: In either ranged or melee combat, attacks by an opponent on higher ground are eased.

Surprise

When a target isn’t aware of an incoming attack, the attacker has an advantage. A ranged sniper in a hidden position, an invisible assailant, or the first salvo in a successful ambush are all eased by two steps. For the attacker to gain this advantage, however, the defender truly must have no idea that the attack is coming.

If the defender isn’t sure of the attacker’s location but is still on guard, the attacks are eased by only one step.

Range

In melee, you can attack a foe who is adjacent to you (next to you) or within reach (immediate range). If you enter into melee with one or more foes, usually you can attack most or all of the combatants, meaning they are next to you, within reach, or within reach if you move slightly or have a long weapon that extends your reach.

The majority of ranged attacks have only two ranges: short range and long range (a few have very long range). Short range is generally less than 50 feet (15 m) or so. Long range is generally from 50 feet (15 m) to about 100 feet (30 m). Very long range is generally 100 feet (30 m) to 500 feet (150 m). Greater precision than that isn’t important in the Cypher System. If anything is longer than very long range, the exact range is usually spelled out, such as with an item that can fire a beam 1,000 feet (300 m) or teleport you up to 1 mile (1.5 km) away.

Thus, the game has four measurements of distance: immediate, short, long, and very long. These apply to movement as well. A few special cases—point-blank range and extreme range— modify an attack’s chance to successfully hit.

Point-Blank Range: If a character uses a ranged weapon against a target within immediate range, the attack is eased.

Extreme Range: Targets just at the limit of a weapon’s range are at extreme range. Attacks against such targets are hindered.

The GM might allow a character with a ranged weapon to attack beyond extreme range, but the attack would be hindered by two steps for each range category beyond the normal limit. Attacks with hard limits, such as the blast radius of a bomb, can’t be modified.

In certain situations, such as a PC on top of a building looking across an open field, the GM should allow ranged attacks to exceed their maximum range. For example, in perfect conditions, a good archer can hit a large target with a bow and arrow at 500 feet (150 m), much farther than a bow’s typical long range.

Illumination

What characters can see (and how well they can see) plays a huge factor in combat.

Dim Light: Dim light is approximately the amount of light on a night with a bright full moon or the illumination provided by a torch, flashlight, or desk lamp. Dim light allows you to see out to short range. Targets in dim light are harder to hit. Attacks against such targets are hindered. Attackers trained in low-light spotting negate this modifier.

Very Dim Light: Very dim light is approximately the amount of light on a starry night with no visible moon, or the glow provided by a candle or an illuminated control panel. Very dim light allows you to see clearly only within immediate range and perceive vague shapes to short range. Targets in very dim light are harder to hit. Attacks against targets within immediate range are hindered, and attacks against those in short range are hindered by two steps. Attackers trained in low-light spotting modify these difficulties by one step in their favor. Attackers specialized in low-light spotting modify these difficulties by two steps in their favor.

Darkness: Darkness is an area with no illumination at all, such as a moonless night with cloud cover or a room with no lights. Targets in complete darkness are nearly impossible to hit. If an attacker can use other senses (such as hearing) to get an idea of where the opponent might be, attacks against such targets are hindered by four steps. Otherwise, attacks in complete darkness fail without the need for a roll unless the player spends 1 XP to “make a lucky shot” or the GM uses GM intrusion. Attackers trained in low-light spotting ease the task. Attackers specialized in low-light spotting ease the task by two steps.

Visibility

Similar to illumination, factors that obscure vision affect combat.

Mist: A target in mist is similar to one in dim light. Ranged attacks against such targets are hindered. Particularly dense mist makes ranged attacks nearly impossible (treat as darkness), and even melee attacks are hindered.

Hiding Target: A target in dense foliage, behind a screen, or crawling amid the rubble in a ruin is hard to hit because they’re hard to see. Ranged attacks against such targets are hindered.

Invisible Target: If an attacker can use other senses (such as hearing) to get an idea of where the opponent might be, attacks against such targets are hindered by four steps. Otherwise, attacks against an invisible creature fail without the need for a roll unless the player spends 1 XP to “make a lucky shot” or the GM uses GM intrusion.

Water

Being in shallow water can make it hard to move, but it doesn’t affect combat. Being in deep water can make things difficult, and being underwater entirely can seem as different as being on another world.

Deep Water: Being in water up to your chest (or the equivalent thereof) hinders your attacks. Aquatic creatures ignore this modifier.

Underwater Melee Combat: For nonaquatic creatures, being completely underwater makes attacking very difficult. Attacks with stabbing weapons are hindered, and melee attacks with slashing or bashing weapons are hindered by two steps. Aquatic creatures ignore these penalties.

Underwater Ranged Combat: As with melee combat, nonaquatic creatures have problems fighting underwater. Some ranged attacks are impossible underwater—you can’t throw things, fire a bow or crossbow, or use a blowgun. Many firearms also do not work underwater. Attacks with weapons that do work underwater are hindered. Ranges underwater are reduced by one category; very-long-range weapons work only to long range, long-range weapons work only to short range, and short-range weapons work only to immediate range.

Moving Targets

Moving targets are harder to hit, and moving attackers have a difficult time as well.

Target Is Moving: Attackers trying to hit a foe who is moving very fast are hindered. (A foe moving very fast is one who is doing nothing but running, mounted on a moving creature, riding on a vehicle or moving conveyance, and so on.)

Attacker Is Moving: An attacker trying to make an attack while moving under their own power (walking, running, swimming, and so on) takes no penalties. Attacks from a moving mount or moving vehicle are hindered; an attacker trained in riding or driving ignores this penalty.

Attacker Is Jostled: Being jostled, such as while standing on a listing ship or a vibrating platform, makes attacking difficult. Such attacks are hindered. Characters trained in balancing or sailing would ignore penalties for being on a ship.

Gravity

In a spacefaring campaign, characters may travel to worlds with stronger or weaker gravity than Earth’s. Likewise, strange technology or magic can cause gravity to fluctuate even in an Earth-based campaign. Characters who have a large amount of metal (wearing metal armor, using metal weapons, and so on) can be affected by fluctuating magnetism just as a character is affected by gravity.

Low Gravity: Weapons that rely on weight, such as all heavy weapons, deal 2 fewer points of damage (dealing a minimum of 1 point of damage). Weapons with short range can reach to long range, and long-range weapons can reach to very long range. Characters trained in low-gravity maneuvering ignore the damage penalty.

High Gravity: It’s hard to make effective attacks when the pull of gravity is very strong. Attacks (and all physical actions) made in high gravity are hindered. Ranges in high gravity are reduced by one category (very-long-range weapons reach only to long range, long-range weapons reach only to short range, and short-range weapons reach only to immediate range). Characters trained in high-gravity maneuvering ignore the change in difficulty but not the range decreases.

Zero Gravity: It’s hard to maneuver in an environment without gravity. All physical actions (including attacks) made in zero gravity are hindered. Weapons with short range can reach to long range, long-range weapons can reach to very long range, and very-long-range weapons can reach to about 1,000 feet (300 m) instead of 500 feet (150 m). Characters trained in zero-gravity maneuvering ignore the change in difficulty.

Special Situation: Combat Between NPCs

When an NPC ally of the PCs attacks another NPC, the GM can designate a player to roll and handle it like a PC attacking. Often, the choice is obvious. For example, a character who has a trained attack animal should roll when their pet attacks enemies. If an NPC ally accompanying the party leaps into the fray, that ally’s favorite PC rolls for them. NPCs cannot apply Effort. Of course, it’s perfectly fitting (and easier) to have the NPC ally use the cooperative action rules to aid a PC instead of making direct attacks, or to compare the levels of the two NPCs (higher wins).

Special Situation: Combat Between PCs

When one PC attacks another PC, the attacking character makes an attack roll, and the other character makes a defense roll, adding any appropriate modifiers. If the attacking PC has a skill, ability, asset, or other effect that would ease the attack if it were made against an NPC, the character adds 3 to the roll for each step reduction (+3 for one step, +6 for two steps, and so on). If the attacker’s final result is higher, the attack hits. If the defender’s result is higher,
the attack misses. Damage is resolved normally. The GM mediates all special effects.

Special Situation: Area Attacks

Sometimes, an attack or effect affects an area rather than a single target. For example, a grenade or a landslide can potentially harm or affect everyone in the area.

In an area attack, all PCs in the area make appropriate defense rolls against the attack to determine its effect on them. If there are any NPCs in the area, the attacker makes a single attack roll against all of them (one roll, not one roll per NPC) and compares it to the target number of each NPC. If the roll is equal to or greater than the target number of a particular NPC, the attack hits that NPC.

Some area attacks always deal at least a minimum amount of damage, even if the attacks miss or if a PC makes a successful defense roll.

For example, consider a character who uses Shatter to attack six cultists (level 2; target number 6) and their leader (level 4; target number 12). The PC applies Effort to increase the damage and rolls an 11 for the attack roll. This hits the six cultists, but not the leader, so the ability deals 3 points of damage to each of the cultists. The description of Shatter says that applying Effort to increase the damage also means that targets take 1 point of damage if the PC fails the attack roll, so the leader takes 1 point of damage. In terms of what happens in the story, the cultists are caught flat-footed by the sudden detonation of one of their knives, but the leader ducks and is shielded from the blast. Despite the leader’s quick moves, the blast is so intense that a few bits of metal slice them.

Special Situation: Attacking Objects

Attacking an object is rarely a matter of hitting it. Sure, you can hit the broad side of a barn, but can you damage it? Attacking inanimate objects with a melee weapon is a Might action. Objects have levels and thus target numbers. Objects have a damage track that works like the damage track for PCs.

Intact is the default state for an object.

Minor damage is a slightly damaged state. An object with minor damage reduces its level by 1.

Major damage is a critically damaged state. An object with major damage is broken and no longer functions.

Destroyed is destroyed. The object is ruined, no longer functions, and cannot be repaired.

If the Might action to damage an object is a success, the object moves one step down the object damage track. If the Might roll exceeded the difficulty by 2 levels, the object instead moves two steps down the object damage track. If the Might roll exceeded the difficulty by 4 levels, the object instead moves three steps down the object damage track. Objects with minor or major damage can be repaired, moving them one or more steps up the object damage track.

Brittle or fragile objects, like paper or glass, decrease the effective level of the object for the purposes of determining if it is damaged. Hard objects, like those made of wood or stone, add 1 to the effective level. Very hard objects, like those made of metal, add 2. (The GM may rule that some exotic materials add 3.)

The tool or weapon used to attack the object must be at least as hard as the object itself. Further, if the amount of damage the attack could inflict—not modified by a special die roll—does not equal or exceed the effective level of the object, the attack cannot damage the object no matter what the roll.

Action: Activate a Special Ability

Special abilities are granted by foci, types, and flavors, or provided by cyphers or other devices. If a special ability affects another character in any kind of unwanted manner, it’s handled as an attack. This is true even if the ability is normally not considered an attack. For example, if a character has a healing touch, and their friend doesn’t want to be healed for some reason, an attempt to heal their unwilling friend is handled as an attack.

Plenty of special abilities do not affect another character in an unwanted manner. For example, a PC might use Hover on themselves to float into the air. A character with a matter-reorganizing device might change a stone wall into glass. A character who activates a phase changer cypher might walk through a wall. None of these requires an attack roll (although when turning a stone wall to glass, the character must still make a roll to successfully affect the wall).

If the character spends points to apply Effort on the attempt, they might want to roll anyway to see if they get a major effect, which would reduce the cost for their action.

Action: Move

As a part of another action, a character can adjust their position—stepping back a few feet while using an ability, sliding over in combat to take on a different opponent to help a friend, pushing through a door they just opened, and so on. This is considered an immediate distance, and a character can move this far as part of another action.

In a combat situation, if a character is in a large melee, they’re usually considered to be next to most other combatants, unless the GM rules that they’re farther away because the melee is especially large or the situation dictates it.

If they’re not in melee but still nearby, they are considered to be a short distance away—usually less than 50 feet (15 m). If they’re farther away than that but still involved in the combat, they are considered to be a long distance away, usually 50 to 100 feet (15 to 30 m), or possibly even a very long distance away, usually more than 100 feet to 500 feet (30 to 150 m).

In a round, as an action, a character can make a short move. In this case, they are doing nothing but moving up to about 50 feet (15 m). Some terrain or situations will change the distance a character can move, but generally, making a short move is considered to be a difficulty 0 action. No roll is needed; they just get where they’re going as their action.

A character can try to make a long move—up to 100 feet (30 m) or so—in one round. This is a Speed task with a difficulty of 4. As with any action, they can use skills, assets, or Effort to ease the task. Terrain, obstacles, or other circumstances can hinder the task. A successful roll means the character moved the distance safely. Failure means that at some point during the move, they stop or stumble (the GM determines where this happens).

A character can also try to make a short move and take another (relatively simple) physical action, like make an attack. As with the attempt to make a long move, this is a Speed task with a difficulty of 4, and failure means that the character stops at some point, slipping or stumbling or otherwise getting held up.

Long-Term Movement

When talking about movement in terms of traveling rather than round-by-round action, typical characters can travel on a road about 20 miles (32 km) per day, averaging about 3 miles (5 km) per hour, including a few stops. When traveling overland, they can move about 12 miles (19 km) per day, averaging 2 miles (3 km) per hour, again with some stops. Mounted characters, such as those on horseback, can go twice as far. Other modes of travel (cars, airplanes, hovercraft, sailing ships, and so on) have their own rates of movement.

Movement Modifiers

Different environments affect movement in different ways.

Rough Terrain: A surface that’s considered rough terrain is covered in loose stones or other material, uneven or with unsure footing, unsteady, or a surface that requires movement across a narrow space, such as a cramped corridor or a slender ledge. Stairs are also considered rough terrain. Rough terrain does not slow normal movement on a round-by-round basis, but hinders move rolls. Rough terrain cuts long-term movement rates in half.

Difficult Terrain: Difficult terrain is an area filled with challenging obstacles—water up to waist height, a very steep slope, an especially narrow ledge, slippery ice, a foot or more of snow, a space so small that one must crawl through it, and so on. Difficult terrain hinders move rolls and halves movement on a round-by-round basis. This means that a short move is about 25 feet (8 m), and a long move is about 50 feet (15 m). Difficult terrain reduces
long-term movement to a third of its normal rate.

Water: Deep water, in which a character is mostly or entirely submerged, hinders move rolls
and reduces round-by-round and long-term movement to one quarter its normal rate. This means that a short move is about 12 feet(4 m), and a long move is about 25 feet (7.5 m). Characters trained in swimming halve their movement only while in deep water.

Low Gravity: Movement in low gravity is easier but not much faster. All move rolls are eased.

High Gravity: In an environment of high gravity, treat all moving characters as if they were in difficult terrain. Characters trained in high-gravity maneuvering negate this penalty. High gravity reduces long-term movement to a third of its normal rate.

Zero Gravity: In an environment without gravity, characters cannot move normally. Instead, they must push off from a surface and succeed at a Might roll to move (the difficulty is equal to one-quarter the distance traveled in feet). Without a surface to push off from, a character cannot move. Unless the character’s movement takes them to a stable object that they can grab or land against, they continue to drift in that direction each round, traveling half the distance of the initial push.

Special Situation: A Chase

When a PC is chasing an NPC or vice versa, the player should attempt a Speed action, with the difficulty based on the NPC’s level. If the PC succeeds at the roll, they catch the NPC (if chasing), or they get away (if chased). In terms of the story, this one-roll mechanic can be the result of a long chase over many rounds.

Alternatively, if the GM wants to play out a long chase, the character can make many rolls (perhaps one per level of the NPC) to finish the pursuit successfully. For every failure, the PC must make another success, and if they ever have more failures than successes, the PC fails to catch the NPC (if chasing) or is caught (if chased). As with combat, the GM is encouraged to describe the results of these rolls with flavor. A success might mean the PC has rounded a corner and gained some distance. A failure might mean that a basket of fruit topples over in front of them, slowing them down. Vehicle chases are handled similarly.

Action: Wait

You can wait to react to another character’s action.

You decide what action will trigger your action, and if the triggering action happens, you get to take your action first (unless going first wouldn’t make sense, like attacking a foe before they come into view). For example, if an orc threatens you with a halberd, on your turn you can decide to wait, stating “If it stabs at me, I’m going to slash it with my sword.” On the orc’s turn, it stabs, so you make your sword attack before that happens.

Waiting is also a good way to deal with a ranged attacker who rises from behind cover, fires an attack, and ducks back down. You could say “I wait to see them pop up from behind cover and then I shoot them.”

Waiting is also a useful tool for cooperative actions (see below).

Action: Defend

Defending is a special action that only PCs can do, and only in response to being attacked. In other words, an NPC uses its action to attack, which forces a PC to make a defense roll. This is handled like any other kind of action, with circumstances, skill, assets, and Effort all potentially coming into play. Defending is a special kind of action in that it does not happen on the PC’s turn. It’s never an action that a player decides to take; it’s always a reaction to an attack. A PC can take a defense action when attacked (on the attacking NPC’s turn) and still take another action on their own turn.

The type of defense roll depends on the type of attack. If a foe attacks a character with an axe, they can use Speed to duck or block it with what they’re holding. If they’re struck by a poisoned dart, they can use a Might action to resist its effects. If a psi-worm attempts to control their mind, they can use Intellect to fend off the intrusion.

Sometimes an attack provokes two defense actions. For example, a poisonous reptile tries to bite a PC. They try to dodge the bite with a Speed action. If they fail, they take damage from the bite, and they must also attempt a Might action to resist the poison’s effects.

If a character does not know an attack is coming, usually they can still make a defense roll, but they can’t add modifiers (including the modifier from a shield), and they can’t use any skill or Effort to ease the task. If circumstances warrant—such as if the attacker is right next to the character—the GM might rule that the surprise attack simply hits.

A character can always choose to forgo a defense action, in which case the attack automatically hits.

Some abilities (such as the Countermeasures special ability) may allow you to do something special as a defense action.

Action: Do Something Else

Players can try anything they can think of, although that doesn’t mean anything is possible. The GM sets the difficulty—that’s their primary role in the game. Still, guided by the bounds of logic, players and GMs will find all manner of actions and options that aren’t covered by a rule. That’s a good thing.

Players should not feel constrained by the game mechanics when taking actions. Skills are not required to attempt an action. Someone who’s never picked a lock can still try. The GM might hinder the task, but the character can still attempt the action.

Thus, players and GMs can return to the beginning of this chapter and look at the most basic expression of the rules. A player wants to take an action. The GM decides, on a scale of 1 to 10, how difficult that task is and what stat it uses. The player determines whether they have anything that might modify the difficulty and considers whether to apply Effort. Once the final determination is made, they roll to see if their character succeeds. It’s as easy as that.

As further guidance, the following are some of the more common actions a player might take.

Players are encouraged to come up with their own ideas for what their characters do rather than looking at a list of possible actions. That’s why there is a “do something else” action. PCs are not pieces on a game board—they are people in a story. And like real people, they can try anything they can think of. (Succeeding is another matter entirely.) The task difficulty system provides GMs with the tools they need to adjudicate anything the players come up with.

Climbing

When a character climbs, the GM sets a difficulty based on the surface being climbed. Climbing is like moving through difficult terrain: the move roll is hindered and the movement is half speed. Unusual circumstances, such as climbing while under fire, pose additional step penalties.

DifficultySurface
2Surface with lots of handholds
3Stone wall or similar surface (a few handholds)
4Crumbling or slippery surface
5Smooth stone wall or similar surface
6Metal wall or similar surface
8Smooth, horizontal surface (climber is upside down)
10Glass wall or similar surface

Cooperative Actions

There are many ways multiple characters can work together. None of these options, however, can be used at the same time by the same characters.

Helping: If you use your action to help someone with a task, you ease the task. If you have an inability in a task, your help has no effect. If you use your action to help someone with a task that you are trained or specialized in, the task is eased by two steps. Help is considered an asset, and someone receiving help usually can’t gain more than two assets on a single task if that help is provided by another character.

For example, if Scott is trying to climb a steep incline and Sarah (who is trained in climbing) spends her turn helping him, Scott’s task is eased by two steps.

Sometimes you can help by performing a task that complements what another person is attempting. If your complementary action succeeds, you ease the other person’s task. For example, if Scott tries to persuade a ship captain to let him on board, Sarah could try to supplement Scott’s words with a flattering lie about the captain (a deception action), a display of knowledge about the region where the ship is headed (a geography action), or a direct threat to the captain (an intimidation action). If Sarah’s roll is a success, Scott’s persuasion task is eased.

Distraction: When a character uses their turn to distract a foe, that foe’s attacks are hindered for one round. Multiple characters distracting a foe have no greater effect than a single character doing so—a foe is either distracted or not. A distraction might be yelling a challenge, firing a warning shot, or a similar activity that doesn’t harm the foe.

Draw the Attack: When an NPC attacks a character, another PC can prominently present themselves, shout taunts, and move to try to get the foe to attack them instead. In most cases, this action succeeds without a roll—the opponent attacks the prominent PC instead of their companions. In other cases, such as with intelligent or determined foes, the prominent character must succeed at an Intellect action to draw the attack. If that Intellect action is successful, the foe attacks the prominent character, whose defenses are hindered by two steps. Two characters attempting to draw an attack at the same time cancel each other out.

Two characters attempting to draw an attack at the same time cancel each other out.

Take the Attack: A character can use their action to throw themselves in front of a foe’s successful attack to save a nearby comrade. The attack automatically succeeds against the sacrificial character, and it deals 1 additional point of damage. A character cannot willingly take more than one attack each round in this way.

Crafting, Building, and Repairing

Crafting is a tricky topic in the Cypher System because the same rules that govern building a spear also cover repairing a machine that can take you into hyperspace. Normally, the level of the item determines the difficulty of creating or repairing it as well as the time required. For cyphers, artifacts, other items that require specialized knowledge, or items unique to a world or species other than your own (such as a Martian tripod walker), add 5 to the item’s level to determine the difficulty of building or repairing it.

Sometimes, if the item is artistic in nature, the GM will add to the difficulty and time required. For example, a crude wooden stool might be hammered together in an hour. A beautiful finished piece might take a week or longer and would require more skill on the part of the crafter.

The GM is free to overrule some attempts at creation, building, or repair, requiring that the character have a certain level of skill, proper tools and materials, and so forth.

A level 0 object requires no skill to make and is easily found in most locations. Sling stones and firewood are level 0 items—producing them is routine. Making a torch from spare wood and oil-soaked cloth is simple, so it’s a level 1 object. Making an arrow or a spear is fairly standard but not simple, so it’s a level 2 object.

Generally speaking, a device to be crafted requires materials equal to its level and all the levels below it. So a level 5 device requires level 5 material, level 4 material, level 3 material, level 2 material, and level 1 material (and, technically, level 0 material).

The GM and players can gloss over much of the crafting details, if desired. Gathering all the materials to make a mundane item might not be worth playing out—but then again, it might be. For example, making a wooden spear in a forest isn’t very interesting, but what if the characters have to make a spear in a treeless desert? Finding the wreckage of something made of wood or forcing a PC to fashion a spear out of the bones of a large beast could be interesting situations.

Circumstances really matter. For example, sewing a dress by hand might take five times as long (or more) as using a sewing machine.

The time required to create an item is up to the GM, but the guidelines in the crafting table are a good starting point. Generally, repairing an item takes somewhere between half the creation time and the full creation time, depending on the item, the aspect that needs repairing, and the circumstances. For example, if creating an item takes one hour, repairing it takes thirty minutes to one hour.

The GM is free to overrule some attempts at creation, building, or repair, requiring that the character have a certain level of skill, proper tools and materials, and so forth.

Sometimes a GM will allow a rush job if the circumstances warrant it. This is different than using skill to reduce the time required. In this case, the quality of the item is affected. Let’s say that a character needs to create a tool that will cut through solid steel with a laser (a level 7 item), but they have to do it in one day. The GM might allow it, but the device might be extremely volatile, inflicting damage on the user, or it might work only once. The device is still considered a level 7 item to create in all other respects. Sometimes the GM will rule that reducing the time is not possible. For example, a single human can’t make a chainmail vest in one hour without some kind of machine to help.

Note: Erratum

The rules mention “using skill to reduce the time required” to craft an object. This was cut from the first edition rulebook:

“A character can reduce the time or materials needed instead of the difficulty (again, with GM approval, and if it makes sense to do so). A trained fletcher making arrows (level 2 items) could attempt a difficulty 2 task rather than a difficulty 1 task to create an arrow in fifteen minutes instead of an hour, or to create it in an hour but with substandard (level 1) materials. However, sometimes the GM will rule that reducing the time is not possible. For example, a single human can’t make a chainmail vest in one hour without some kind of machine to help.”

Possible crafting skills include:

@UUID[Compendium.cyphersystem-compendium.crafting-skills.7BUvkxuA2jCU8eqK]{Armoring} @UUID[Compendium.cyphersystem-compendium.crafting-skills.vFZ9YGa70efAWVpN]{Bowyering/fletching} @UUID[Compendium.cyphersystem-compendium.crafting-skills.Mh8fZ6svg8OSnsX3]{Chemistry} @UUID[Compendium.cyphersystem-compendium.crafting-skills.uGEL7zHPjaKA5kbN]{Computer science} @UUID[Compendium.cyphersystem-compendium.crafting-skills.g4qZmxAyRzrKZDzh]{Electronics} @UUID[Compendium.cyphersystem-compendium.crafting-skills.cFbEQnj0w4Q4AEFs]{Engines} @UUID[Compendium.cyphersystem-compendium.crafting-skills.LsykgiEBrwXM8x8x]{Genetic engineering} @UUID[Compendium.cyphersystem-compendium.crafting-skills.sedcB5ntUixkxEFn]{Glassblowing} @UUID[Compendium.cyphersystem-compendium.crafting-skills.kZSFCvecSYYsbDzX]{Gunsmithing} @UUID[Compendium.cyphersystem-compendium.crafting-skills.gH4b6MOodAZeCAod]{Leatherworking} @UUID[Compendium.cyphersystem-compendium.crafting-skills.HiAKUg3uYFmauoeJ]{Metalworking} @UUID[Compendium.cyphersystem-compendium.crafting-skills.Qs5gGKyC1qzg5DDf]{Neural engineering} @UUID[Compendium.cyphersystem-compendium.crafting-skills.dBhnKvctH1RIlolI]{Weaponsmithing} @UUID[Compendium.cyphersystem-compendium.crafting-skills.1N0N3X1Hr4uIet4P]{Woodcrafting}

Characters might try to make a cypher, an artifact, or an alien psionic starship do something other than its intended function. Sometimes, the GM will simply declare the task impossible. You can’t turn a vial of healing elixir into a two-way communicator. But most of the time, there is a chance of success.

That said, tinkering with weird stuff is not easy. Obviously, the difficulty varies from situation to situation, but difficulties starting at 7 are not unreasonable. The time, tools, and training required would be similar to the time, tools, and training needed to repair a device. If the tinkering results in a long-term benefit for the character—such as creating an artifact that they can use—the GM should require them to spend XP to make it.

Obviously, what is considered “weird stuff ” will vary from setting to setting, and sometimes the concept might not apply at all. But many times, there will be something in the setting that is too strange, too alien, too powerful, or too dangerous for PCs to mess around with (or at least mess around with easily). Einstein may have been extraordinary, but that doesn’t mean he could reverse-engineer a teleporter made in another dimension.

DifficultyCraftGeneral Time to Build
0Something extremely simple like tying a rope or finding an appropriately sized rockA few minutes at most
1TorchFive minutes
2Spear, simple shelter, piece of furnitureOne hour
3Bow, door, basic article of clothingOne day
4Sword, chainmail vestOne to two days
5Common technological item (electric light), nice piece of jewelry or art objectOne week
6Technological item (watch, transmitter), really nice piece of jewelry or art object, elegant craftworkOne month
7Technological item (computer), major work of artOne year
8Technological item (something from beyond Earth)Many years
9Technological item (something from beyond Earth)Many years
10Technological item (something from beyond Earth)Many years

Guarding

In a combat situation, a character can stand guard as their action. They do not make attacks, but all their defense tasks are eased. Further, if an NPC tries to get by them or take an action that they are guarding against, the character can attempt an eased Speed action based on the level of the NPC. Success means the NPC is prevented from taking the action; the NPC’s action that turn is wasted. This is useful for blocking a doorway, guarding a friend, and so forth.

If an NPC is standing guard, use the same procedure, but to get past the guard, the PC attempts a hindered Speed action against the NPC. For example, Diana is an NPC human with a level 3 bodyguard. The bodyguard uses their action to guard Diana. If a PC wants to attack Diana, the PC first must succeed at a difficulty 4 Speed task to get past the guard. If the PC succeeds, they can make their attack normally.

Healing

You can administer aid through bandaging and other succor, attempting to heal each patient once per day. This healing restores points to a stat Pool of your choice. Decide how many points you want to heal, and then make an Intellect action with a difficulty equal to that number. For example, if you want to heal someone for 3 points, that’s a difficulty 3 task with a target number of 9.

Interacting With Creatures

The level of the creature determines the target number, just as with combat. Thus, bribing a guard works much like punching them or affecting them with an ability. This is true of persuading someone, intimidating someone, calming a wild beast, or anything of the kind. Interaction is an Intellect task. Interacting usually requires a common language or some other way to communicate. Learning new languages is the same as learning a new skill.

Jumping

Decide how far you want to jump, and that sets the difficulty of your Might roll. For a standing jump, subtract 4 from the distance in feet to determine the difficulty of the jump. For example, jumping 10 feet (3 m) has a difficulty of 6.

If you run an immediate distance before jumping, it counts as an asset, easing the jump.

If you run a short distance before jumping, divide the jump distance (in feet) by 2 and then subtract 4 to determine the difficulty of the jump. Because you’re running an immediate distance (and then some), you also count your running as an asset. For example, jumping a distance of 20 feet (6 m) with a short running start has a difficulty of 5 (20 feet divided by 2 is 10, minus 4 is 6, minus 1 for running an immediate distance).

For a vertical jump, the distance you clear (in feet) is equal to the difficulty of the jumping task. If you run an immediate distance, it counts as an asset, easing the jump.

There’s nothing wrong with the GM simply assigning a difficulty level to a jump without worrying about the precise distance. The rules here are just so everyone has some guidelines.

Note: Addendum

Jumping Distance Table

DifficultyStandingRunning*Vertical
15 ft (1.5 m)12 ft (3.6 m)1 ft (0.3 m)
26 ft (1.8 m)14 ft (4.2 m)2 ft (0.6 m)
37 ft (2.1 m)16 ft (4.8 m)3 ft (0.9 m)
48 ft (2.4 m)18 ft (5.4 m)4 ft (1.2 m)
59 ft (2.7 m)20 ft (6 m)5 ft (1.5 m)
610 ft (3 m)22 ft (6.6 m)6 ft (1.8 m)
711 ft (3.3 m)24 ft (7.2 m)7 ft (2.1 m)
812 ft (3.6 m)26 ft (7.8 m)8 ft (2.4 m)
913 ft (3.9 m)28 ft (8.4 m)9 ft (2.7 m)
1014 ft (4.2 m)30 ft (9 m)10 ft (3 m)
1115 ft (4.5 m)32 ft (9.6 m)11 ft (3.3 m)
1216 ft (4.8 m)34 ft (10.2 m)12 ft (3.6 m)
1317 ft (5.1 m)36 ft (10.8 m)13 ft (3.9 m)
1418 ft (5.4 m)38 ft (11.4 m)14 ft (4.2 m)
1519 ft (5.7 m)40 ft (12 m)15 ft (4.5 m)

* Short distance. Already includes the asset for running an immediate distance.

Looking or Listening

Generally, the GM will describe any sight or sound that’s not purposefully difficult to detect. But if you want to look for a hidden enemy, search for a secret panel, or listen for someone sneaking up on you, make an Intellect roll. If it’s a creature, its level determines the difficulty of your roll. If it’s something else, the GM determines the difficulty of your roll.

Moving a Heavy Object

You can push or pull something very heavy and move it an immediate distance as your action.

The weight of the object determines the difficulty of the Might roll to move it; every 50 pounds (23 kg) hinders the task by one step. So moving something that weighs 150 pounds (68 kg) is difficulty 3, and moving something that weighs 400 pounds (180 kg) is difficulty 8. If you can ease the task to 0, you can move a heavy object up to a short distance as your action.

Operating or Disabling a Device, or Picking a Lock

As with figuring out a device, the level of the device usually determines the difficulty of the Intellect roll. Unless a device is very complex, the GM will often rule that once you figure it out, no roll is needed to operate it except under special circumstances. So if the PCs figure out how to use a hovercraft, they can operate it. If they are attacked, they might need to roll to ensure that they don’t crash the vehicle into a wall while trying to avoid being hit.

Unlike operating a device, disabling a device or picking a lock usually require rolls. These actions often involve special tools and assume that the character is not trying to destroy the device or lock. (A PC who is attempting to destroy it probably should make a Might roll to smash it rather than a Speed or Intellect roll requiring patience and know-how.)

Riding or Piloting

If you’re riding an animal that’s trained to be a mount, or driving or piloting a vehicle, you don’t need to make a roll to do something routine such as going from point A to point B (just as you wouldn’t need to make a roll to walk there). However, staying mounted during a fight or doing something tricky with a vehicle requires a Speed roll to succeed. A saddle or other appropriate gear is an asset and eases the task.

DifficultyManeuver
0Riding
1Staying on the mount (including a motorcycle or similar vehicle) in a battle or other difficult situation
3Staying on a mount (including a motorcycle or similar vehicle) when you take damage
4Mounting a moving steed
4Making an abrupt turn with a vehicle while moving fast
4Getting a vehicle to move twice as fast as normal for one round
5Coaxing a mount to move or jump twice as fast or far as normal for one round
5Making a long jump with a vehicle not intended to go airborne (like a car) and remaining in control

Sneaking

The difficulty of sneaking by a creature is determined by its level. Sneaking is a Speed roll. Moving at half speed eases the sneaking task. Appropriate camouflage or other gear may count as an asset and ease the task, as will dim lighting conditions and having plenty of things to hide behind.

Swimming

If you’re simply swimming from one place to another, such as across a calm river or lake, use the standard movement rules, noting the fact that your character is in deep water. However, sometimes, special circumstances require a Might roll to make progress while swimming, such as when trying to avoid a current or being dragged into a whirlpool.

Understanding, Identifying, or Remembering

When characters try to identify or figure out how to use a device, the level of the device determines the difficulty. For a bit of knowledge, the GM determines the difficulty.

DifficultyKnowledge
0Common knowledge
1Simple knowledge
3Something a scholar probably knows
5Something even a scholar might not know
7Knowledge very few people possess
10Completely lost knowledge

Vehicular Movement

Vehicles move just like creatures. Each has a movement rate, which indicates how far it can move in a round. Most vehicles require a driver, and when moving, they usually require that the driver spends every action controlling the movement. This is a routine task that rarely requires a roll. Any round not spent driving the vehicle hinders the task in the next round and precludes any change in speed or direction. In other words, driving down the road normally is difficulty 0. Spending an action to retrieve a backpack from the back seat means that in the following round, the driver must attempt a difficulty 1 task. If they instead use their action to pull a handgun from the backpack, in the next round the difficulty to drive will be 2, and so on. Failure results are based on the situation but might involve a collision or something similar.

In a vehicular chase, drivers attempt Speed actions just like in a regular chase, but the task may be based either on the level of the driver (modified by the level and movement rate of the vehicle) or on the level of the vehicle (modified by the level of the driver). So if a PC driving a typical car is chasing a level 3 NPC driving a level 5 sports car, the PC would make three chase rolls with a difficulty of 5. If the PC’s car is a souped-up custom vehicle, it might grant the PC an asset in the chase. If the PC is not in a car at all, but riding a bicycle, it might hinder the chase rolls by two or three steps, or the GM might simply rule that it’s impossible.

Vehicular Combat

Much of the time, a fight between foes in cars, boats, or other vehicles is just like any other combat situation. The combatants probably have cover and are moving fast. Attacks to disable a vehicle or a portion of it are based on the level of the vehicle. If the vehicle is an armored car or a tank, all attacks are likely aimed at the vehicle, which has a level and probably an appropriate Armor rating, not unlike a creature.

The only time this isn’t true is with battles where only vehicles and not characters are involved. Thus, if the PCs are in a shootout with bank robbers and both groups are in cars, use the standard rules. However, battles between starships of various kinds—from gigantic capital ships to single-pilot fighters—are a frequent occurrence in far-future science fiction settings. A submarine battle between two deep sea craft could be quite exciting. Characters in a modern-day game might find themselves in a tank fight. If PCs are involved in combat in which they are entirely enclosed in vehicles (so that it’s not really the characters fighting, but the vehicles), use the following quick and easy guidelines.

On this scale, combat between vehicles isn’t like traditional combat. Don’t worry about health, Armor, or anything like that. Instead, just compare the levels of the vehicles involved. If the PCs’ vehicle has the higher level, the difference in levels is how many steps the PCs’ attack and defense rolls are eased. If the PCs’ vehicle has the lower level, their rolls are hindered. If the levels are the same, there is no modification.

These attack and defense rolls are modified by skill and Effort, as usual. Some vehicles also have superior weapons, which ease the attack (since there is no “damage” amount to worry about), but this circumstance is probably uncommon in this abstract system and should not affect the difficulty by more than one or maybe two steps. Further, if two vehicles coordinate their attack against one vehicle, the attack is eased. If three or more vehicles coordinate, the attack is eased by two steps.

The attacker must try to target a specific system on or portion of an enemy vehicle. This hinders the attack based on the system or portion targeted.

That’s a lot of modifications. But it’s not really that hard. Let’s look at an example of a space battle. A PC in a small level 2 fighter attacks a level 4 frigate. Since the frigate is level 4, the difficulty of the attack starts at 4. But the attacking craft is weaker than the defender, so the attack is hindered equal to the difference in their levels (2). The fighter pilot must make a difficulty 6 attack on the frigate. However, the fighter is trying to swoop in and damage the frigate’s drive, which hinders the attack by another three steps, for a total difficulty of 9. If the fighter pilot is trained in space combat, they reduce the difficulty to 8, but it’s still impossible without help. So let’s say that two other PCs—also in level 2 fighters—join in and coordinate their attack. Three ships coordinating an attack on one target eases the task by two steps, resulting in a final difficulty of 6. Still, the attacking PC would be wise to use Effort.

Then the frigate retaliates, and the PC needs to make a defense roll. The level difference between the ships (2) means the PC’s defense is hindered by two steps, so the difficulty of the PC’s defense roll starts out at 6. But the frigate tries to take out the fighter’s weapons, hindering their attack (easing the PC’s defense) by two steps. Thus, the PC needs to succeed at a difficulty 4 task or lose their main weapons systems.

It’s important to remember that a failed attack doesn’t always mean a miss. The target ship might rock and reel from the hit, but the bulk of the damage was absorbed by the shields, so there’s no significant damage.

This bare-bones system should allow the GM and players to flesh out exciting encounters involving the whole group. For example, perhaps while one PC pilots a ship, another mans the guns, and another frantically attempts to repair damage to the maneuvering thrusters before they crash into the space station they’re trying to defend.

During a vehicular battle, particularly a space battle, there’s a lot of chatter about shields failing, hull integrity, being outmaneuvered, coming in too fast, and whatnot. These sorts of details are great, but they’re all flavor, so they’re represented in the rules generally, rather than specifically.

For more details about vehicles, refer to the appropriate Genre chapter.

Training in driving makes the character practiced in using a vehicle as a weapon. If the vehicle is used to run over a victim or ram an enemy vehicle, treat a motorcycle as a medium weapon and treat a car or truck as a heavy weapon.

Targeting TaskAttack HinderedEffect
Disable weaponsTwo stepsOne or more of the vehicle’s weapons no longer function

Disable defenses
(if applicable)

Two stepsAttacks against the vehicle are eased
Disable engine/driveThree stepsVehicle cannot move, or movement is hampered
Disable maneuverabilityTwo stepsVehicle cannot alter its present course
Strike power core or vital spotFive stepsVehicle is completely destroyed

Followers

Player characters have the option to gain followers as they advance in tier, as provided by type or focus special abilities. Followers do not need to be paid, fed, or housed, though a character who gains followers can certainly make such arrangements if they wish. A follower is someone whom a character has inspired (or asked) to come work with the character for a time, aiding them in a variety of endeavors. A follower puts the PC’s interests ahead of, or at least on par with, their own.

The PC generally makes rolls for their follower when the follower takes actions, though usually a follower’s modifications provide an asset to a specific action taken by the PC they follow.

If a follower dies, the character gains a new one after at least two weeks and proper recruitment.

Modifications: A follower can help a PC in one or more tasks, granting the PC an asset to that task. The level of the follower indicates the number of different tasks they can help with. The tasks that the follower is able to help with are predetermined, usually chosen by the PC when they gain the follower. A level 2 follower who the player determines is a spy could grant a PC an asset on two different tasks, such as stealth and deception. Followers cannot help with tasks that they don’t have modifications for; for the purpose of helping, treat the follower as if they had inabilities in all nonmodified tasks.

When the follower acts autonomously rather than helping the PC, they act like a normal NPC that has modifications. Thus, the modification increases their effective level for the associated task by one step. For example, the level 2 spy follower with modifications for stealth and deception attempts stealth and deception tasks as if they were level 3 and all other tasks as level 2.

Follower Assets to Combat and Defense: A follower cannot grant an asset to a character’s attacks or defense until the follower is level 3 or higher. Even then, the follower can help with attacks and defense only if they have a modification for that kind of task.

Some abilities may grant a special exception to this rule. For instance, the Serv-0 Defender ability gives your level 1 Serv-0 follower (a machine companion) a modification for Speed defense.

Follower Level Progression: A follower increases in level by 1 each time a PC advances two tiers after gaining that follower. When the follower gains a level, the PC also chooses the task that the follower gains a modification for.

Exceptional Follower: When a character gains a follower, there’s a small chance that the follower will be exceptional in some way, a cut above other followers of their kind. The GM determines when an exceptional follower is found, possibly as an additional reward for smart or engaging roleplaying where the PCs impress or otherwise positively interact with one or more NPCs, some of whom may later go on to become one of their followers. An exceptional follower has the same qualities as a regular follower but is 1 level higher.

Pet: Any PC can potentially gain a pet, though a pet typically doesn’t provide modifications. If a character wants a pet that can do this, they must gain the pet through an an ability or focus that grants followers. On the other hand, a well-cared-for pet grants an asset to a PC’s tasks related to achieving peace of mind, finding comfort, and resisting loneliness.

Breathing Life Into Followers

The modifications provided by followers could come across as fairly dry and mechanical. To avoid that, you could present each follower in a way that makes them more compelling and interesting. Here are a few examples of how to describe a follower, depending on their mix of modifications.

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This section explains how to create characters to play in a Cypher System game. This involves a series of decisions that will shape your character, so the more you understand what kind of character you want to play, the easier character creation will be. The process involves understanding the values of three game statistics and choosing three aspects that determine your character’s capabilities.

Character Stats

Every player character has three defining characteristics, which are typically called “statistics” or “stats.” These stats are Might, Speed, and Intellect. They are broad categories that cover many different but related aspects of a character.

Might

Might defines how strong and durable your character is. The concepts of strength, endurance, constitution, hardiness, and physical prowess are all folded into this one stat. Might isn’t relative to size; instead, it’s an absolute measurement. An elephant has more Might than the mightiest tiger, which has more Might than the mightiest rat, which has more Might than the mightiest spider.

Might governs actions from forcing doors open to walking for days without food to resisting disease. It’s also the primary means of determining how much damage your character can sustain in a dangerous situation. Physical characters, tough characters, and characters interested in fighting should focus on Might.

Might could be thought of as Might/Health because it governs how strong you are and how much physical punishment you can take.

Speed

Speed describes how fast and physically coordinated your character is. The stat embodies quickness, movement, dexterity, and reflexes. Speed governs such divergent actions as dodging attacks, sneaking around quietly, and throwing a ball accurately. It helps determine whether you can move farther on your turn. Nimble, fast, or sneaky characters will want good Speed stats, as will those interested in ranged combat.

Speed could be thought of as Speed/Agility because it governs your overall swiftness and reflexes.

Intellect

This stat determines how smart, knowledgeable, and likable your character is. It includes intelligence, wisdom, charisma, education, reasoning, wit, willpower, and charm. Intellect governs solving puzzles, remembering facts, telling convincing lies, and using mental powers. Characters interested in communicating effectively, being learned scholars, or wielding supernatural powers should stress their Intellect stat.

Intellect could be thought of as Intellect/Personality because it governs both intelligence and charisma.

Pool, Edge, and Effort

Each of the three stats has two components: Pool and Edge. Your Pool represents your raw, innate ability, and your Edge represents knowing how to use what you have. A third element ties into this concept: Effort. When your character really needs to accomplish a task, you apply Effort.

Your stat Pools, as well as your Effort and Edge, are determined by the character type, descriptor, and focus that you choose. Within those guidelines, however, you have a lot of flexibility in how you develop your character.

Pool

Your Pool is the most basic measurement of a stat. Comparing the Pools of two creatures will give you a general sense of which creature is superior in that stat. For example, a character who has a Might Pool of 16 is stronger (in a basic sense) than a character who has a Might Pool of 12. Most characters start with a Pool of 9 to 12 in most stats—that’s the average range.

When your character is injured, sickened, or attacked, you temporarily lose points from one of your stat Pools. The nature of the attack determines which Pool loses points. For example, physical damage from a sword reduces your Might Pool, a poison that makes you clumsy reduces your Speed Pool, and a psionic blast reduces your Intellect Pool. You can also spend points from one of your stat Pools to decrease a task’s difficulty (see Effort, below). You can rest to recover lost points from a stat Pool, and some special abilities or cyphers might allow you to recover lost points quickly.

Edge

Although your Pool is the basic measurement of a stat, your Edge is also important. When something requires you to spend points from a stat Pool, your Edge for that stat reduces the cost. It also reduces the cost of applying Effort to a roll.

For example, let’s say you have a mental blast ability, and activating it costs 1 point from your Intellect Pool. Subtract your Intellect Edge from the activation cost, and the result is how many points you must spend to use the mental blast. If using your Edge reduces the cost to 0, you can use the ability for free.

Your Edge can be different for each stat. For example, you could have a Might Edge of 1, a Speed Edge of 1, and an Intellect Edge of 0. You’ll always have an Edge of at least 1 in one stat. Your Edge for a stat reduces the cost of spending points from that stat Pool, but not from other Pools. Your Might Edge reduces the cost of spending points from your Might Pool, but it doesn’t affect your Speed Pool or Intellect Pool. Once a stat’s Edge reaches 3, you can apply one level of Effort for free.

A character who has a low Might Pool but a high Might Edge has the potential to perform Might actions consistently better than a character who has a Might Edge of 0. The high Edge will let them reduce the cost of spending points from the Pool, which means they’ll have more points available to spend on applying Effort.

Effort

When your character really needs to accomplish a task, you can apply Effort. For a beginning character, applying Effort requires spending 3 points from the stat Pool appropriate to the action. Thus, if your character tries to dodge an attack (a Speed roll) and wants to increase the chance for success, you can apply Effort by spending 3 points from your Speed Pool. Effort eases the task by one step. This is called applying one level of Effort.

You don’t have to apply Effort if you don’t want to. If you choose to apply Effort to a task, you must do it before you attempt the roll—you can’t roll first and then decide to apply Effort if you rolled poorly.

Applying more Effort can lower a task’s difficulty further: each additional level of Effort eases the task by another step. Applying one level of Effort eases the task by one step, applying two levels eases the task by two steps, and so on. However, each level of Effort after the first costs only 2 points from the stat Pool instead of 3. So applying two levels of Effort costs 5 points (3 for the first level plus 2 for the second level), applying three levels costs 7 points (3 plus 2 plus 2), and so on.

Every character has an Effort score, which indicates the maximum number of levels of Effort that can be applied to a roll. A beginning (first-tier) character has an Effort of 1, meaning you can apply only one level of Effort to a roll. A more experienced character has a higher Effort score and can apply more levels of Effort to a roll. For example, a character who has an Effort of 3 can apply up to three levels of Effort to reduce a task’s difficulty.

When you apply Effort, subtract your relevant Edge from the total cost of applying Effort. For example, let’s say you need to make a Speed roll. To increase your chance for success, you decide to apply one level of Effort, which will ease the task. Normally, that would cost 3 points from your Speed Pool. However, you have a Speed Edge of 2, so you subtract that from the cost. Thus, applying Effort to the roll costs only 1 point from your Speed Pool.

What if you applied two levels of Effort to the Speed roll instead of just one? That would ease the task by two steps. Normally, it would cost 5 points from your Speed Pool, but after subtracting your Speed Edge of 2, it costs only 3 points.

Once a stat’s Edge reaches 3, you can apply one level of Effort for free. For example, if you have a Speed Edge of 3 and you apply one level of Effort to a Speed roll, it costs you 0 points from your Speed Pool. (Normally, applying one level of Effort would cost 3 points, but you subtract your Speed Edge from that cost, reducing it to 0.)

Skills and other advantages also ease a task, and you can use them in conjunction with Effort. In addition, your character might have special abilities or equipment that allow you to apply Effort to accomplish a special effect, such as knocking down a foe with an attack or affecting multiple targets with a power that normally affects only one.

When applying Effort to melee attacks, you have the option of spending points from either your Might Pool or your Speed Pool. When making ranged attacks, you may spend points only from your Speed Pool. This reflects that with melee you sometimes use brute force and sometimes use finesse, but with ranged attacks, it’s always about careful targeting.

Effort and Damage

Instead of applying Effort to ease your attack, you can apply Effort to increase the amount of damage you inflict with an attack. For each level of Effort you apply in this way, you inflict 3 additional points of damage. This works for any kind of attack that inflicts damage, whether a sword, a crossbow, a mind blast, or something else.

When using Effort to increase the damage of an area attack, such as the explosion created by an Adept’s Concussion ability, you inflict 2 additional points of damage instead of 3 points. However, the additional points are dealt to all targets in the area. Further, even if one or more of the targets resist the attack, they still take 1 point of damage.

Multiple Uses of Effort and Edge

If your Effort is 2 or higher, you can apply Effort to multiple aspects of a single action. For example, if you make an attack, you can apply Effort to your attack roll and apply Effort to increase the damage.

The total amount of Effort you apply can’t be higher than your Effort score. For example, if your Effort is 2, you can apply up to two levels of Effort. You could apply one level to an attack roll and one level to its damage, two levels to the attack and no levels to the damage, or no levels to the attack and two levels to the damage.

You can use Edge for a particular stat only once per action. For example, if you apply Effort to a Might attack roll and to your damage, you can use your Might Edge to reduce the cost of one of those uses of Effort, not both. If you spend 1 Intellect point to activate your mind blast and one level of Effort to ease the attack roll, you can use your Intellect Edge to reduce the cost of one of those things, not both.

Stat Examples

A beginning character is fighting a giant rat. The PC stabs their spear at the rat, which is a level 2 creature and thus has a target number of 6. The character stands atop a boulder and strikes downward at the beast, and the GM rules that this helpful tactic is an asset that eases the attack by one step (to difficulty 1). That lowers the target number to 3. Attacking with a spear is a Might action; the character has a Might Pool of 11 and a Might Edge of 0. Before making the roll, they decide to apply a level of Effort to ease the attack. That costs 3 points from their Might Pool, reducing the Pool to 8. But the points are well spent. Applying the Effort lowers the difficulty from 1 to 0, so no roll is needed—the attack automatically succeeds.

Another character is attempting to convince a guard to let them into a private office to speak to an influential noble. The GM rules that this is an Intellect action. The character is third tier and has an Effort of 3, an Intellect Pool of 13, and an Intellect Edge of 1. Before making the roll, they must decide whether to apply Effort. They can choose to apply one, two, or three levels of Effort, or apply none at all. This action is important to them, so they decide to apply two levels of Effort, easing the task by two steps. Thanks to their Intellect Edge, applying the Effort costs only 4 points from their Intellect Pool (3 points for the first level of Effort plus 2 points for the second level minus 1 point for their Edge). Spending those points reduces their Intellect Pool to 9. The GM decides that convincing the guard is a difficulty 3 (demanding) task with a target number of 9; applying two levels of Effort reduces the difficulty to 1 (simple) and the target number to 3. The player rolls a d20 and gets an 8. Because this result is at least equal to the target number of the task, they succeed. However, if they had not applied some Effort, they would have failed because their roll (8) would have been less than the task’s original target number (9).

Character Tiers

Every character starts the game at the first tier. Tier is a measurement of power, toughness, and ability. Characters can advance up to the sixth tier. As your character advances to higher tiers, you gain more abilities, increase your Effort, and can improve a stat’s Edge or increase a stat. Generally speaking, even first-tier characters are already quite capable. It’s safe to assume that they’ve already got some experience under their belt. This is not a “zero to hero” progression, but rather an instance of competent people refining and honing their capabilities and knowledge. Advancing to higher tiers is not really the goal of Cypher System characters, but rather a representation of how characters progress in a story.

To progress to the next tier, characters earn experience points (XP) by pursuing character arcs, going on adventures, and discovering new things—the system is about both discovery and exploration, as well as achieving personal goals. Experience points have many uses, and one use is to purchase character benefits. After your character purchases four character benefits, they advance to the next tier. Each benefit costs 4 XP, and you can purchase them in any order, but you must purchase one of each kind of benefit (and then advance to the next tier) before you can purchase the same benefit again. The four character benefits are as follows.

Increasing Capabilities: You gain 4 points to add to your stat Pools. You can allocate the points among the Pools however you wish.

Moving Toward Perfection: You add 1 to your Might Edge, your Speed Edge, or your Intellect Edge (your choice).

Extra Effort: Your Effort score increases by 1.

Skills: You become trained in one skill of your choice, other than attacks or defense. As described in Rules of the Game, a character trained in a skill treats the difficulty of a related task as one step lower than normal. The skill you choose for this benefit can be anything you wish, such as climbing, jumping, persuading, or sneaking. You can also choose to be knowledgeable in a certain area of lore, such as history or geology. You can even choose a skill based on your character’s special abilities. For example, if your character can make an Intellect roll to blast an enemy with mental force, you can become trained in using that ability, easing the task of using it. If you choose a skill that you are already trained in, you become specialized in that skill, easing related tasks by two steps instead of one.

Skills are a broad category of things your character can learn and accomplish. For a list of sample skills, see below.

Other Options: Players can also spend 4 XP to purchase other special options in lieu of gaining a new skill. Selecting any of these options counts as the skill benefit necessary to advance to the next tier. The special options are as follows:

Note: Erratum

The other options are described a bit differently in the Experience Points chapter. There you can buy other options in lieu of any of the above options, not only in lieu of gaining a new skill. There’s also the possibility to buy focus abilities of tiers 3 and 6. The description in the Experience Points chapter seems to be the correct one.

Character Descriptor, Type, and Focus

To create your character, you build a simple statement that describes them. The statement takes this form: “I am a [fill in an adjective here] [fill in a noun here] who [fill in a verb here].”

Thus: “I am an adjective noun who verbs.” For example, you might say, “I am a Rugged Warrior who Controls Beasts” or “I am a Charming Explorer who Focuses Mind Over Matter.”

In this sentence, the adjective is called your descriptor.

The noun is your character type.

The verb is called your focus.

Even though character type is in the middle of the sentence, that’s where we’ll start this discussion. (Just as in a sentence, the noun provides the foundation.)

Your character type is the core of your character. In some roleplaying games, it might be called your character class. Your type helps determine your character’s place in the world and relationship with other people in the setting. It’s the noun of the sentence “I am an adjective noun who verbs.”

You can choose from four character types: Warriors, Adepts, Explorers, and Speakers.

Your descriptor defines your character—it colors everything you do. Your descriptor places your character in the situation (the first adventure, which starts the campaign) and helps provide motivation. It’s the adjective of the sentence “I am an adjective noun who verbs.”

Unless your GM says otherwise, you can choose from any of the character descriptors.

Focus is what your character does best. Focus gives your character specificity and provides interesting new abilities that might come in handy. Your focus also helps you understand how you relate with the other player characters in your group. It’s the verb of the sentence “I am an adjective noun who verbs.”

There are many character foci. The ones you choose from will probably depend on the setting and genre of your game.

You can use the Flavors chapter to slightly modify character types to customize them for different genres.

Special Abilities

Character types and foci grant PCs special abilities at each new tier. Using these abilities usually costs points from your stat Pools; the cost is listed in parentheses after the ability name. Your Edge in the appropriate stat can reduce the cost of the ability, but remember that you can apply Edge only once per action. For example, let’s say an Adept with an Intellect Edge of 2 wants to use their Onslaught ability to create a bolt of force, which costs 1 Intellect point. They also want to increase the damage from the attack by using a level of Effort, which costs 3 Intellect points. The total cost for their action is 2 points from their Intellect Pool (1 point for the bolt of force, plus 3 points for using Effort, minus 2 points from their Edge).

Sometimes the point cost for an ability has a + sign after the number. For example, the cost might be given as “2+ Intellect points.” That means you can spend more points or more levels of Effort to improve the ability further, as explained in the ability description.

Many special abilities grant a character the option to perform an action that they couldn’t normally do, such as projecting rays of cold or attacking multiple foes at once. Using one of these abilities is an action unto itself, and the end of the ability’s description says “Action” to remind you. It also might provide more information about when or how you perform the action.

Some special abilities allow you to perform a familiar action—one that you can already do—in a different way. For example, an ability might let you wear heavy armor, reduce the difficulty of Speed defense rolls, or add 2 points of fire damage to your weapon damage. These abilities are called enablers. Using one of these abilities is not considered an action. Enablers either function constantly (such as being able to wear heavy armor, which isn’t an action) or happen as part of another action (such as adding fire damage to your weapon damage, which happens as part of your attack action). If a special ability is an enabler, the end of the ability’s description says “Enabler” to remind you.

Some abilities specify a duration, but you can always end one of your own abilities anytime you wish.

Because the Cypher System covers so many genres, not all of the descriptors, types, and foci might be available for players. The GM will decide what’s available in their particular game and whether anything is modified, and they’ll let the players know.

Skills

Sometimes your character gains training in a specific skill or task. For example, your focus might mean that you’re trained in sneaking, in climbing and jumping, or in social interactions. Other times, your character can choose a skill to become trained in, and you can pick a skill that relates to any task you think you might face.

The Cypher System has no definitive list of skills. However, the following list offers ideas:

@UUID[Compendium.cyphersystem-compendium.basic-skills.kEz6uQxk1unTXSNm]{Astronomy} @UUID[Compendium.cyphersystem-compendium.basic-skills.fwktascgpe8DprA9]{Balancing} @UUID[Compendium.cyphersystem-compendium.basic-skills.qIkIjledDIy71P6m]{Biology} @UUID[Compendium.cyphersystem-compendium.basic-skills.YVOjYbyRzCYVxd4I]{Botany} @UUID[Compendium.cyphersystem-compendium.basic-skills.ybR56wJ9gjEiBBeS]{Carrying} @UUID[Compendium.cyphersystem-compendium.basic-skills.jMju5yGMFFfxmpK4]{Climbing} @UUID[Compendium.cyphersystem-compendium.basic-skills.NaKiOXzse6HzKjoU]{Computers} @UUID[Compendium.cyphersystem-compendium.basic-skills.eeHdJpr4k8hYtGr5]{Deceiving} @UUID[Compendium.cyphersystem-compendium.basic-skills.DraIKUQRw8KrnC4o]{Disguise} @UUID[Compendium.cyphersystem-compendium.basic-skills.Pjj8dKkUIGbXbAtj]{Escaping} @UUID[Compendium.cyphersystem-compendium.basic-skills.6e83HnGZvltsanfE]{Geography} @UUID[Compendium.cyphersystem-compendium.basic-skills.z1y5D9aLUU6RJSaU]{Geology} @UUID[Compendium.cyphersystem-compendium.basic-skills.vxW0N1vEdwK4MVjD]{Healing} @UUID[Compendium.cyphersystem-compendium.basic-skills.RnsLhB3rhJUC0Euk]{History} @UUID[Compendium.cyphersystem-compendium.basic-skills.QonPVHzXrzIN29lf]{Identifying} @UUID[Compendium.cyphersystem-compendium.basic-skills.gbWPNb1uKsRtZWSL]{Initiative} @UUID[Compendium.cyphersystem-compendium.basic-skills.tZ7PdXuWQyRMo0Rh]{Intimidation} @UUID[Compendium.cyphersystem-compendium.basic-skills.MrGl25gzZk4uu7BR]{Jumping} @UUID[Compendium.cyphersystem-compendium.basic-skills.bBrJqSuoQ6PmRqH5]{Leatherworking} @UUID[Compendium.cyphersystem-compendium.basic-skills.BATb9zx3L6oB2J0H]{Lockpicking} @UUID[Compendium.cyphersystem-compendium.basic-skills.E3swDJUDkKbo5K6S]{Machinery} @UUID[Compendium.cyphersystem-compendium.basic-skills.N45sgegH563KWZPR]{Metalworking} @UUID[Compendium.cyphersystem-compendium.basic-skills.rH5FwMXGaNn21DZD]{Perception} @UUID[Compendium.cyphersystem-compendium.basic-skills.CYciueF3uoV3azbx]{Persuasion} @UUID[Compendium.cyphersystem-compendium.basic-skills.zhQK4a79V1U6iuq8]{Philosophy} @UUID[Compendium.cyphersystem-compendium.basic-skills.OzVTO7QBg6okJ7Wf]{Physics} @UUID[Compendium.cyphersystem-compendium.basic-skills.L5fWzlqtfmdwZ2bC]{Pickpocketing} @UUID[Compendium.cyphersystem-compendium.basic-skills.FDS0OTDYEmGsv2Xe]{Piloting} @UUID[Compendium.cyphersystem-compendium.basic-skills.T9qrqrrHhuA3ad6S]{Repairing} @UUID[Compendium.cyphersystem-compendium.basic-skills.JZF2fos5oJ3sEVhC]{Riding} @UUID[Compendium.cyphersystem-compendium.basic-skills.y0gHR7IwScnB2Ebi]{Smashing} @UUID[Compendium.cyphersystem-compendium.basic-skills.Q9tfUkhYGRJ5Df42]{Sneaking} @UUID[Compendium.cyphersystem-compendium.basic-skills.duTx0BwgmC1Gw3Ze]{Stealth} @UUID[Compendium.cyphersystem-compendium.basic-skills.bDIjaLnoMQAS99GH]{Swimming} @UUID[Compendium.cyphersystem-compendium.basic-skills.iaW1Bm0sA2cE3iLa]{Vehicle driving} @UUID[Compendium.cyphersystem-compendium.basic-skills.Yn7G03hmz9uLOnhp]{Woodworking}

You could choose a skill that incorporates more than one of these areas (interacting might include deceiving, intimidation, and persuasion) or that is a more specific version of one (hiding might be sneaking when you’re not moving). You could also make up more general professional skills, such as baker, sailor, or lumberjack. If you want to choose a skill that’s not on this list, it’s probably best to run it past the GM first, but in general, the most important thing is to choose skills that are appropriate to your character.

Remember that if you gain a skill that you’re already trained in, you become specialized in that skill. Because skill descriptions can be nebulous, determining whether you’re trained or specialized might take some thinking. For example, if you’re trained in lying and later gain an ability that grants you skill with all social interactions, you become specialized in lying and trained in all other types of interactions. Being trained three times in a skill is no better than being trained twice (in other words, specialized is as good as it gets).

Only skills gained through character type abilities or other rare instances allow you to become skilled with attack or defense tasks.

If you gain a special ability through your type, your focus, or some other aspect of your character, you can choose it in place of a skill and become trained or specialized in that ability. For example, if you have a mind blast, when it’s time to choose a skill to be trained in, you can select your mind blast as your skill. That would ease the attack every time you used it. Each ability you have counts as a separate skill for this purpose. You can’t select “all mind powers” or “all spells” as one skill and become trained or specialized in such a broad category.

In most campaigns, fluency in a language is considered a skill. So if you want to speak French, that’s the same as being trained in biology or swimming.

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Character type is the core of your character. Your type helps determine your character’s place in the world and relationship with other people in the setting. It’s the noun of the sentence “I am an adjective noun who verbs.”

In some roleplaying games, your character type might be called your character class.

You can choose from four character types: Warrior, Adept, Explorer, and Speaker. However, you may not want to use these generic names for them. This chapter offers a few more specific names for each type that might be more appropriate to various genres. You’ll find that names like “Warrior” or “Explorer” don’t always feel right, particularly in games set in modern times. As always, you’re free to do as you wish. (Your type is who your character is. You should use whatever name you want for your type, as long as it fits both your character and the setting.)

Since the type is the basis upon which your whole character is built, it’s important to consider how the type relates to the chosen setting. To help with this, types are actually general archetypes. A Warrior, for example, might be anyone from a knight in shining armor to a cop on the streets to a grizzled cybernetic veteran of a thousand futuristic wars.

To further massage the four types for better use in various settings, different methods called flavors are presented in Flavors to help slightly tailor the types toward fantasy, science fiction, or other genres (or to address different character concepts).

Finally, more fundamental options for further customization are provided at the end of this chapter.

Player Intrusion

A player intrusion is the player choosing to alter something in the campaign, making things easier for a player character. Conceptually, it is the reverse of a GM intrusion: instead of the GM giving the player XP and introducing an unexpected complication for a character, the player spends 1 XP and presents a solution to a problem or complication. What a player intrusion can do usually introduces a change to the world or current circumstances rather than directly changing the character. For instance, an intrusion indicating that the cypher just used still has an additional use would be appropriate, but an intrusion that heals the character would not. If a player has no XP to spend, they can’t use a player intrusion.

A few player intrusion examples are provided under each type. That said, not every player intrusion listed there is appropriate for all situations. The GM may allow players to come up with other player intrusion suggestions, but the GM is the final arbiter of whether the suggested intrusion is appropriate for the character’s type and suitable for the situation. If the GM refuses the intrusion, the player doesn’t spend the 1 XP, and the intrusion doesn’t occur.

Using an intrusion does not require a character to use an action to trigger it. A player intrusion just happens.

Player intrusions should be limited to no more than one per player per session.

Defense Tasks

Defense tasks are when a player makes a roll to keep something undesirable from happening to their PC. The type of defense task matters when using Effort.

@UUID[Compendium.cyphersystem-compendium.basic-skills.Q0vfmbqehJw0jYBa]{Might defense}: Used for resisting poison, disease, and anything else that can be overcome with strength and health.

@UUID[Compendium.cyphersystem-compendium.basic-skills.FXYWkXG7Iq6Wm1pS]{Speed defense}: Used for dodging attacks and escaping danger. This is by far the most commonly used defense task.

@UUID[Compendium.cyphersystem-compendium.basic-skills.5X8qgmSuvRVNTiaP]{Intellect defense}: Used for fending off mental attacks or anything that might affect or influence one’s mind.

Warrior

Fantasy/Fairy tale: Warrior, fighter, swordsman, knight, barbarian, soldier, myrmidon, valkyrie

Modern/Horror/Romance: police officer, soldier, watchman, detective, guard, brawler, tough, athlete

Science fiction: security officer, warrior, trooper, soldier, merc

Superhero/Post-Apocalyptic: hero, brick, bruiser

You’re a good ally to have in a fight. You know how to use weapons and defend yourself. Depending on the genre and setting in question, this might mean wielding a sword and shield in the gladiatorial arena, an AK-47 and a bandolier of grenades in a savage firefight, or a blaster rifle and powered armor when exploring an alien planet.

Individual Role: Warriors are physical, action-oriented people. They’re more likely to overcome a challenge using force than by other means, and they often take the most straightforward path toward their goals.

Group Role: Warriors usually take and deal the most punishment in a dangerous situation. Often it falls on them to protect the other group members from threats. This sometimes means that warriors take on leadership roles as well, at least in combat and other times of danger.

Societal Role: Warriors aren’t always soldiers or mercenaries. Anyone who is ready for violence, or even potential violence, might be a Warrior in the general sense. This includes guards, watchmen, police officers, sailors, or people in other roles or professions who know how to defend themselves with skill.

Advanced Warriors: As warriors advance, their skill in battle—whether defending themselves or dishing out damage—increases to impressive levels. At higher tiers, they can often take on groups of foes by themselves or stand toe to toe with anyone.

Warrior Background Connection

Your type helps determine the connection you have to the setting. Roll a d20 or choose from the following list to determine a specific fact about your background that provides a connection to the rest of the world. You can also create your own fact.

@UUID[Compendium.cyphersystem-compendium.cypher-roll-tables.sEDd1gQiT9UHF023]{Warrior Background Connection}

Warrior Player Intrusions

You can spend 1 XP to use one of the following player intrusions, provided the situation is appropriate and the GM agrees.

Perfect Setup: You’re fighting at least three foes and each one is standing in exactly the right spot for you to use a move you trained in long ago, allowing you to attack all three as a single action. Make a separate attack roll for each foe. You remain limited by the amount of Effort you can apply on one action.

Old Friend: A comrade in arms from your past shows up unexpectedly and provides aid in whatever you’re doing. They are on a mission of their own and can’t stay longer than it takes to help out, chat for a while after, and perhaps share a quick meal.

Weapon Break: Your foe’s weapon has a weak spot. In the course of the combat, it quickly becomes damaged and moves two steps down the object damage track.

Warrior Stat Pools

StatPool Starting Value
Might10
Speed10
Intellect8

You get 6 additional points to divide among your stat Pools however you wish.

First-Tier Warrior

First-tier warriors have the following abilities:

Effort: Your Effort is 1.

Physical Nature: You have a Might Edge of 1 and a Speed Edge of 0, or you have a Might Edge of 0 and a Speed Edge of 1. Either way, you have an Intellect Edge of 0.

Cypher Use: You can bear two cyphers at a time.

Weapons: You become practiced with @UUID[Compendium.cyphersystem-compendium.basic-skills.GA74AkWhC7i4Z8sZ]{light}, @UUID[Compendium.cyphersystem-compendium.basic-skills.wHxvX2zJOKo27GBe]{medium}, and @UUID[Compendium.cyphersystem-compendium.basic-skills.d554SLnkyNqPDDOc]{heavy weapons} and suffer no penalty when using any kind of weapon. Enabler.

Starting Equipment: Appropriate clothing and two weapons of your choice, plus one expensive item, two moderately priced items, and up to four inexpensive items.

Special Abilities: Choose four of the abilities listed below. You can’t choose the same ability more than once unless its description says otherwise. The full description for each listed ability can be found in Abilities, which also has descriptions for flavor and focus abilities in a single vast catalog.

@UUID[Compendium.cyphersystem-compendium.abilities.7BS6IEcYlEp5v3OC]{Bash} @UUID[Compendium.cyphersystem-compendium.abilities.2x7nMe9ZGp3VjI8B]{Combat Prowess} @UUID[Compendium.cyphersystem-compendium.abilities.6cMg5QXB71YNgoaM]{Control the Field} @UUID[Compendium.cyphersystem-compendium.abilities.7X2zbrkFSNbyhA5G]{Improved Edge} @UUID[Compendium.cyphersystem-compendium.abilities.YZB37b80VQGMUscp]{No Need for Weapons} @UUID[Compendium.cyphersystem-compendium.abilities.o2iiTUXdkMPREkvK]{Overwatch} @UUID[Compendium.cyphersystem-compendium.abilities.noCgrKbB370cfzQg]{Physical Skills} @UUID[Compendium.cyphersystem-compendium.abilities.o2ZDoteWQsFsqTJr]{Practiced in Armor} @UUID[Compendium.cyphersystem-compendium.abilities.yszDDDpH6m16dEoV]{Quick Throw} @UUID[Compendium.cyphersystem-compendium.abilities.8hiUfUNY3u2IpVDa]{Swipe} @UUID[Compendium.cyphersystem-compendium.abilities.uatcX3o1oB2Stc4u]{Trained Without Armor}

Second-Tier Warrior

Choose two of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.EERMWn1af0S8wAWN]{Crushing Blow} @UUID[Compendium.cyphersystem-compendium.abilities.S3L1oym8fpx0NsAc]{Hemorrhage} @UUID[Compendium.cyphersystem-compendium.abilities.szw7tHW0OjI2fjpJ]{Reload} @UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks} @UUID[Compendium.cyphersystem-compendium.abilities.CtRvLxfUlCynJv1B]{Skill With Defense} @UUID[Compendium.cyphersystem-compendium.abilities.36nlDXhOP5e5dfns]{Successive Attack}

Third-Tier Warrior

Choose three of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.Rr4oB1lUzuzFHNHQ]{Deadly Aim} @UUID[Compendium.cyphersystem-compendium.abilities.M49EI6qapNJC2aLR]{Energy Resistance} @UUID[Compendium.cyphersystem-compendium.abilities.4eCjeGPA0ovnwIfu]{Experienced in Armor} @UUID[Compendium.cyphersystem-compendium.abilities.u1GhDcfpVXITVtOc]{Expert Cypher Use} @UUID[Compendium.cyphersystem-compendium.abilities.73miZT5kYFyxnPOT]{Fury} @UUID[Compendium.cyphersystem-compendium.abilities.bPr34XiLw2Dqb4VJ]{Lunge} @UUID[Compendium.cyphersystem-compendium.abilities.XqGE5QLHnpIKB5rB]{Reaction} @UUID[Compendium.cyphersystem-compendium.abilities.t3zUlk8c5WEBXXO8]{Seize the Moment} @UUID[Compendium.cyphersystem-compendium.abilities.bkQnnjRFJS9VpaY5]{Slice} @UUID[Compendium.cyphersystem-compendium.abilities.YIzrA5i8eBSPMFzj]{Spray} @UUID[Compendium.cyphersystem-compendium.abilities.4s3SAqu0lb5qzfzL]{Trick Shot} @UUID[Compendium.cyphersystem-compendium.abilities.DhbLcVuqEZmS6Z2y]{Vigilance}

Fourth-Tier Warrior

Choose two of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.M5QroBlhUCULt6MD]{Amazing Effort} @UUID[Compendium.cyphersystem-compendium.abilities.gNRMG3mJTzWaCGph]{Capable Warrior} @UUID[Compendium.cyphersystem-compendium.abilities.GlXd4oFI9Fqq3rAX]{Experienced Defender} @UUID[Compendium.cyphersystem-compendium.abilities.RO8dmB90aRPOmCuJ]{Feint} @UUID[Compendium.cyphersystem-compendium.abilities.mUizWF7k2XD7ykRJ]{Increased Effects} @UUID[Compendium.cyphersystem-compendium.abilities.PTVAJGFiXDueX8az]{Momentum} @UUID[Compendium.cyphersystem-compendium.abilities.blm1Z8JxvWOiFf0b]{Pry Open} @UUID[Compendium.cyphersystem-compendium.abilities.yJDNsRAG3Elm6PWp]{Snipe} @UUID[Compendium.cyphersystem-compendium.abilities.wxAZnuQkvWosLzkN]{Tough As Nails}

Fifth-Tier Warrior

Choose three of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.M0pjZXQ9996hfUPs]{Adroit Cypher Use} @UUID[Compendium.cyphersystem-compendium.abilities.WrJDw2X8JHcljjP4]{Arc Spray} @UUID[Compendium.cyphersystem-compendium.abilities.t6VEEwEsQUIImebW]{Improved Success} @UUID[Compendium.cyphersystem-compendium.abilities.IFb8NX06xgWM7H98]{Jump Attack} @UUID[Compendium.cyphersystem-compendium.abilities.4k5JFV78A5SiPjFo]{Mastery in Armor} @UUID[Compendium.cyphersystem-compendium.abilities.kNSRytTtQX0rU3aE]{Mastery With Attacks} @UUID[Compendium.cyphersystem-compendium.abilities.LTqgcoprvBF2ZkdH]{Mastery With Defense} @UUID[Compendium.cyphersystem-compendium.abilities.AmZDmnmP7CxSSN4h]{Parry}

Remember that at higher tiers, you can choose special abilities from lower tiers. This is sometimes the best way to ensure that you have exactly the character you want. This is particularly true with abilities that grant skills, which can usually be taken multiple times.

Sixth-Tier Warrior

Choose two of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.MQewTo9NscKVUUNz]{Again and Again} @UUID[Compendium.cyphersystem-compendium.abilities.syJ3mkT2hHR2MY3o]{Finishing Blow} @UUID[Compendium.cyphersystem-compendium.abilities.Cz0KkzZPnlX1oTYz]{Magnificent Moment} @UUID[Compendium.cyphersystem-compendium.abilities.KNElOxbWobS1ygLv]{Murderer} @UUID[Compendium.cyphersystem-compendium.abilities.KDZeCZJxjCQzlTxA]{Spin Attack} @UUID[Compendium.cyphersystem-compendium.abilities.s8NShtaUrW0Oxolo]{Weapon and Body}

Warrior Example

Ray wants to create a Warrior character for a modern campaign. He decides that the character is an ex-military fellow who is fast and strong. He puts 3 of his additional points into his Might Pool and 3 into his Speed Pool; his stat Pools are now Might 13, Speed 13, and Intellect 8. As a first-tier character, his Effort is 1, his Might Edge is 1, and his Speed Edge and Intellect Edge are both 0. His character is not particularly smart or charismatic.

He wants to use a large combat knife (a medium weapon that inflicts 4 points of damage) and a .357 Magnum (a heavy pistol that inflicts 6 points of damage but requires the use of both hands). Ray decides not to wear armor, as it’s not really appropriate to the setting, so for his first ability, he chooses Trained Without Armor so he eases Speed defense actions. For his second ability, he chooses Combat Prowess so he can inflict extra damage with his big knife.

Ray wants to be fast as well as tough, so he selects Improved Edge. This gives him a Speed Edge of 1. He rounds out his character with Physical Skills and chooses swimming and running.

The Warrior can bear two cyphers. The GM decides that Ray’s first cypher is a pill that restores 6 points of Might when swallowed, and his second is a small, easily concealed grenade that explodes like a firebomb when thrown, inflicting 3 points of damage to all within immediate range.

Ray still needs to choose a descriptor and a focus. Looking ahead to the descriptor rules, Ray chooses Strong, which increases his Might Pool to 17. He also becomes trained in jumping and breaking inanimate objects. (If he had chosen jumping as one of his physical skills, the Strong descriptor would have made him specialized in jumping instead of trained.) Being Strong also gives Ray an extra medium or heavy weapon. He chooses a baseball bat that he’ll use in a pinch. He keeps it in the trunk of his car.

For his focus, Ray chooses Masters Weaponry. This gives him yet another weapon of high quality. He chooses another combat knife and asks the GM if he could use it in his left hand—not to make attacks, but as a shield. This will ease his Speed defense rolls if he has both knives out (the “shield” counts as an asset). The GM agrees. During the game, Ray’s Warrior will be hard to hit—he is trained in Speed defense rolls, and his extra knife eases his defense rolls by another step.

Thanks to his focus, he also inflicts 1 additional point of damage with his chosen weapon. Now he inflicts 6 points of damage with his blade. Ray’s character is a deadly combatant, likely starting the game with a reputation as a knife fighter.

For his character arc, Ray chooses Defeat a Foe. That foe, he decides, is none other than someone in his company who was once a friend but went rogue.

Adept

Fantasy/Fairy tale: wizard, mage, sorcerer, cleric, druid, seer, diabolist, fey-touched

Modern/Horror/Romance: psychic, occultist, witch, practitioner, medium, fringe scientist

Science fiction: psion, psionicist, telepath, seeker, master, scanner, ESPer, abomination

Superhero/Post-Apocalyptic: mage, sorcerer, power-wielder, master, psion, telepath

You master powers or abilities outside the experience, understanding, and sometimes belief of others. They might be magic, psychic powers, mutant abilities, or just a wide variety of intricate devices, depending on the setting. (“Magic” here is a term used very loosely. It’s a catch-all for the kinds of wondrous, possibly supernatural things that your character can do that others cannot. It might actually be an expression of technological devices, channeling spirits, mutations, psionics, nanotechnology, or any number of other sources.)

Individual Role: Adepts are usually thoughtful, intelligent types. They often think carefully before acting and rely heavily on their supernatural abilities.

Group Role: Adepts are not powerful in straightforward combat, although they often wield abilities that provide excellent combat support, both offensively and defensively. They sometimes possess abilities that facilitate overcoming challenges. For example, if the group must get through a locked door, an Adept might be able to destroy it or teleport everyone to the other side.

Societal Role: In settings where the supernatural is rare, strange, or feared, Adepts are likely rare and feared as well. They remain hidden, shadowy figures. When this is not the case, Adepts are more likely to be common and forthright. They might even take leadership roles.

Advanced Adepts: Even at low tiers, Adept powers are impressive. Higher-tier Adepts can accomplish amazing deeds that can reshape matter and the environment around them.

Adepts are almost always emblematic of the paranormal or superhuman in some way—wizards, psychics, or something similar. If the game you’re playing has none of that, an Adept could be a charlatan mimicking such abilities with tricks and hidden devices, or a gadgeteer character with a “utility belt” full of oddments. Or a game like that might not have Adepts. That’s okay too.

Adept Background Connection

Your type helps determine the connection you have to the setting. Roll a d20 or choose from the following list to determine a specific fact about your background that provides a connection to the rest of the world. You can also create your own fact.

@UUID[Compendium.cyphersystem-compendium.cypher-roll-tables.ldbXbEteJgHbIdZe]{Adept Background Connection}

Adept Player Intrusions

When playing an Adept, you can spend 1 XP to use one of the following player intrusions, provided the situation is appropriate and the GM agrees.

Advantageous Malfunction: A device being used against you malfunctions. It might harm the user or one of their allies for a round, or activate a dramatic and distracting side effect for a few rounds.

Convenient Idea: A flash of insight provides you with a clear answer or suggests a course of action with regard to an urgent question, problem, or obstacle you’re facing.

Inexplicably Unbroken: An inactive, ruined, or presumed-destroyed device temporarily activates and performs a useful function relevant to the situation. This is enough to buy you some time for a better solution, alleviate a complication that was interfering with your abilities, or just get you one more use out of a depleted cypher or artifact.

Adept Stat Pools

StatPool Starting Value
Might7
Speed9
Intellect12

You get 6 additional points to divide among your stat Pools however you wish.

First-Tier Adept

First-tier Adepts have the following abilities:

Effort: Your Effort is 1.

Genius: You have an Intellect Edge of 1, a Might Edge of 0, and a Speed Edge of 0.

Expert Cypher Use: You can bear three cyphers at a time.

Starting Equipment: Appropriate clothing, plus two expensive items, two moderately priced items, and up to four inexpensive items of your choice.

Weapons: You can use @UUID[Compendium.cyphersystem-compendium.basic-skills.GA74AkWhC7i4Z8sZ]{light weapons} without penalty. You have an inability with @UUID[Compendium.cyphersystem-compendium.inabilities.Zjign4M9GqTvD348]{medium weapons} and @UUID[Compendium.cyphersystem-compendium.inabilities.aMGYdfzCgfYqtHuJ]{heavy weapons}; your attacks with medium and heavy weapons are hindered.

Special Abilities: Choose four of the abilities listed below. You can’t choose the same ability more than once unless its description says otherwise. The full description for each listed ability can be found in Abilities, which also has descriptions for flavor and focus abilities in a single vast catalog.

Adept abilities require at least one free hand unless the GM says otherwise.

@UUID[Compendium.cyphersystem-compendium.abilities.6qCR3kBqCVYDlEOl]{Distortion} @UUID[Compendium.cyphersystem-compendium.abilities.TmWjWp4iWk4GMLN0]{Erase Memories} @UUID[Compendium.cyphersystem-compendium.abilities.gP8HCn8FPeg49V7M]{Far Step} @UUID[Compendium.cyphersystem-compendium.abilities.zArjjFcf9tHQvJTx]{Hedge Magic} @UUID[Compendium.cyphersystem-compendium.abilities.XQxN55rl0f5HFxEM]{Magic Training} @UUID[Compendium.cyphersystem-compendium.abilities.FE1Ge8CbJxQcCo0b]{Onslaught} @UUID[Compendium.cyphersystem-compendium.abilities.Myt0JUt24B8hjYAg]{Push} @UUID[Compendium.cyphersystem-compendium.abilities.Q8xKsSOvoFWL1ePP]{Resonance Field} @UUID[Compendium.cyphersystem-compendium.abilities.OPvXaxuRIVXLmkWl]{Scan} @UUID[Compendium.cyphersystem-compendium.abilities.nptFEdFaUvjDeqAz]{Shatter} @UUID[Compendium.cyphersystem-compendium.abilities.59mslpID7ogppzMA]{Ward}

Second-Tier Adept

Choose one of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.wWN4y4rATxbtMCMo]{Adaptation} @UUID[Compendium.cyphersystem-compendium.abilities.o7kTUAFonv5HPi07]{Cutting Light} @UUID[Compendium.cyphersystem-compendium.abilities.UCR0rx32kEsTcgnF]{Hover} @UUID[Compendium.cyphersystem-compendium.abilities.W5Zt9qDKCtNr49BC]{Mind Reading} @UUID[Compendium.cyphersystem-compendium.abilities.fzx429jdEdbd0tHy]{Retrieve Memories} @UUID[Compendium.cyphersystem-compendium.abilities.Uti1XQwY4VFZwwwc]{Reveal} @UUID[Compendium.cyphersystem-compendium.abilities.pdNI9QMKmDwu8gza]{Stasis}

Third-Tier Adept

Choose two of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.M0pjZXQ9996hfUPs]{Adroit Cypher Use} @UUID[Compendium.cyphersystem-compendium.abilities.Mj6yJZwRmdXaVwh8]{Countermeasures} @UUID[Compendium.cyphersystem-compendium.abilities.yz1w8JR23mtlDX49]{Energy Protection} @UUID[Compendium.cyphersystem-compendium.abilities.AUGM3xEluWJi4Y8h]{Fire and Ice} @UUID[Compendium.cyphersystem-compendium.abilities.yPVZmXWhUxustVdq]{Force Field Barrier} @UUID[Compendium.cyphersystem-compendium.abilities.bzy1KzO0oPmZGu2b]{Sensor} @UUID[Compendium.cyphersystem-compendium.abilities.q80xvRDX6XwFXgma]{Targeting Eye}

Fourth-Tier Adept

Choose one of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.iTxEWRCR8G5Rych2]{Death Touch} @UUID[Compendium.cyphersystem-compendium.abilities.VEJQ74o175OnlIAm]{Exile} @UUID[Compendium.cyphersystem-compendium.abilities.wvlSlYCJyrJuFqtn]{Invisibility} @UUID[Compendium.cyphersystem-compendium.abilities.whVEpvOjmGs3fpcD]{Matter Cloud} @UUID[Compendium.cyphersystem-compendium.abilities.Vcfc6yjbqX6WSzCf]{Mind Control} @UUID[Compendium.cyphersystem-compendium.abilities.8QwoYVraOedgr9kB]{Projection} @UUID[Compendium.cyphersystem-compendium.abilities.y1bQFSBlwMbUico5]{Rapid Processing} @UUID[Compendium.cyphersystem-compendium.abilities.iroL3TcKD9dpulhW]{Regeneration} @UUID[Compendium.cyphersystem-compendium.abilities.YFbC1HRis4SpZgrS]{Reshape} @UUID[Compendium.cyphersystem-compendium.abilities.KGz0rK4b2dAt0DaX]{Wormhole}

Fifth-Tier Adept

Choose two of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.NCXCkCYeZw8qlazG]{Absorb Energy} @UUID[Compendium.cyphersystem-compendium.abilities.PZBKCtRj5S6ULnjo]{Concussion} @UUID[Compendium.cyphersystem-compendium.abilities.8SDpRRzZRF73zLsF]{Conjuration} @UUID[Compendium.cyphersystem-compendium.abilities.HuhNjMfMxPkTlERH]{Create} @UUID[Compendium.cyphersystem-compendium.abilities.D4JFKjeVDkx9Xfnf]{Dust to Dust} @UUID[Compendium.cyphersystem-compendium.abilities.wlkPdME0r3hx9VbE]{Knowing the Unknown} @UUID[Compendium.cyphersystem-compendium.abilities.K4XRiZlFRakz6j98]{Master Cypher Use} @UUID[Compendium.cyphersystem-compendium.abilities.IN3VI2LxDyYGbqnN]{Teleportation} @UUID[Compendium.cyphersystem-compendium.abilities.MGzAkRaGd4LgfQti]{True Senses}

Sixth-Tier Adept

Choose one of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.tvlNZboSbKCHttjs]{Control Weather} @UUID[Compendium.cyphersystem-compendium.abilities.jhdgI9rV2mpH6JQU]{Earthquake} @UUID[Compendium.cyphersystem-compendium.abilities.8OmtJRuoKRzuGfh8]{Move Mountains} @UUID[Compendium.cyphersystem-compendium.abilities.PlKwEwo6ilGqwxwI]{Traverse the Worlds} @UUID[Compendium.cyphersystem-compendium.abilities.gETtOLyLYRVk53dP]{Usurp Cypher}

Adept Example

Jen wants to create an Adept—a sorcerer for a fantasy campaign. She decides to be somewhat well rounded, so she puts 2 of her additional points into each stat Pool, giving her a Might Pool of 9, a Speed Pool of 11, and an Intellect Pool of 14. Her Adept is smart and quick. She has an Intellect Edge of 1, a Might Edge of 0, and a Speed Edge of 0. As a first-tier character, her Effort is 1. As her initial abilities, she chooses Onslaught and Ward, giving her a strong offense and defense. She also chooses Magic Training and rounds out her character with Scan, which she hopes will be useful in gaining insight and information. For this character, Onslaught, Ward, and Scan are all spells she has mastered through years of training and study.

She can bear three cyphers. The GM gives her a potion that acts as a short-range teleporter, a small charm that restores 5 points to her Intellect Pool, and a fluid-filled flask that explodes like a fiery bomb. Jen’s sorcerer is skilled with light weapons, so she chooses a dagger.

For her descriptor, Jen chooses Graceful, which adds 2 points to her Speed Pool, bringing it to 13. That descriptor means she is trained in balancing and anything requiring careful movements, physical performing arts, and Speed defense tasks. Perhaps she is a dancer. In fact, she begins to develop a backstory that involves graceful, lithe movements that she incorporates into her spells.

For her focus, she chooses Leads. This gives her training in social interactions, which again helps round her out—she’s good in all kinds of situations. Moreover, she has the Good Advice ability, which enables her to be a focal point of her group.

Her spells and focus abilities cost Intellect points to activate, so she’s glad to have a lot of points in her Intellect Pool. In addition, her Intellect Edge will help reduce those costs. If she uses her Onslaught force blast without applying Effort, it costs 0 Intellect points and deals 4 points of damage. Her Intellect Edge will allow her to save points to devote toward applying Effort for other purposes, perhaps to boost the accuracy of Onslaught.

For her character arc, Jen chooses Aid a Friend. She decides that when her sorcerer character was young, she had a magical mentor. That mentor was later taken prisoner by a demon, so her character is always looking for clues on how to find the demon and release her friend from bondage.

GMs are always free to pre-select a type’s special abilities at a given tier to reinforce the setting. In the fantasy setting of Jen’s sorcerer, the GM might have said that all sorcerers (Adepts) start with Magic Training as one of their tier 1 abilities. This doesn’t make the character any less powerful or special, but it says something about her role in the world and expectations in the game.

Explorer

Fantasy/Fairy tale: Explorer, adventurer, delver, mystery seeker

Modern/Horror/Romance: athlete, explorer, adventurer, drifter, detective, scholar, spelunker, trailblazer, investigative reporter

Science fiction: Explorer, adventurer, wanderer, planetary specialist, xenobiologist

Superhero/Post-Apocalyptic: adventurer, crimefighter

You are a person of action and physical ability, fearlessly facing the unknown. You travel to strange, exotic, and dangerous places, and discover new things. This means you’re physical but also probably knowledgeable.

Individual Role: Although Explorers can be academics or well studied, they are first and foremost interested in action. They face grave dangers and terrible obstacles as a routine part of life.

Group Role: Explorers sometimes work alone, but far more often they operate in teams with other characters. The Explorer frequently leads the way, blazing the trail. However, they’re also likely to stop and investigate anything intriguing they stumble upon.

Societal Role: Not all Explorers are out traipsing through the wilderness or poking about an old ruin. Sometimes, an Explorer is a teacher, a scientist, a detective, or an investigative reporter. In any event, an Explorer bravely faces new challenges and gathers knowledge to share with others.

Advanced Explorers: Higher-tier Explorers gain more skills, some combat abilities, and a number of abilities that allow them to deal with danger. In short, they become more and more well-rounded, able to deal with any challenge.

Explorer Background Connection

Your type helps determine the connection you have to the setting. Roll a d20 or choose from the following list to determine a specific fact about your background that provides a connection to the rest of the world. You can also create your own fact.

@UUID[Compendium.cyphersystem-compendium.cypher-roll-tables.EPY1EXnGWOBK9kO1]{Explorer Background Connection}

Explorer Player Intrusions

When playing an Explorer, you can spend 1 XP to use one of the following player intrusions, provided the situation is appropriate and the GM agrees.

Fortuitous Malfunction: A trap or a dangerous device malfunctions before it can affect you.

Serendipitous Landmark: Just when it seems like the path is lost (or you are), a trail marker, a landmark, or simply the way the terrain or corridor bends, rises, or falls away suggests to you the best path forward, at least from this point.

Weak Strain: The poison or disease turns out not to be as debilitating or deadly as it first seemed, and inflicts only half the damage that it would have otherwise.

Explorer Stat Pools

StatPool Starting Value
Might10
Speed9
Intellect9

You get 6 additional points to divide among your stat Pools however you wish.

First-Tier Explorer

First-tier Explorers have the following abilities:

Effort: Your Effort is 1.

Physical Nature: You have a Might Edge of 1, a Speed Edge of 0, and an Intellect Edge of 0.

Cypher Use: You can bear two cyphers at a time.

Starting Equipment: Appropriate clothing and a weapon of your choice, plus two expensive items, two moderately priced items, and up to four inexpensive items.

Weapons: You can use @UUID[Compendium.cyphersystem-compendium.basic-skills.GA74AkWhC7i4Z8sZ]{light} and @UUID[Compendium.cyphersystem-compendium.basic-skills.wHxvX2zJOKo27GBe]{medium weapons} without penalty. You have an inability with @UUID[Compendium.cyphersystem-compendium.inabilities.aMGYdfzCgfYqtHuJ]{heavy weapons}; your attacks with heavy weapons are hindered.

Special Abilities: Choose four of the abilities listed below. You can’t choose the same ability more than once unless its description says otherwise. The full description for each listed ability can be found in Abilities, which also has descriptions for flavor and focus abilities in a single vast catalog.

@UUID[Compendium.cyphersystem-compendium.abilities.7OpsD4muO5HGJt29]{Block} @UUID[Compendium.cyphersystem-compendium.abilities.UyQTRi5ZwWU5tMO0]{Danger Sense} @UUID[Compendium.cyphersystem-compendium.abilities.P95xVHVxALSMjanR]{Decipher} @UUID[Compendium.cyphersystem-compendium.abilities.PqL4qr9D8QAwQhrL]{Endurance} @UUID[Compendium.cyphersystem-compendium.abilities.axI0iGYo7DjdR8Ya]{Find the Way} @UUID[Compendium.cyphersystem-compendium.abilities.Sg5WeSF04CYNEecl]{Fleet of Foot} @UUID[Compendium.cyphersystem-compendium.abilities.7X2zbrkFSNbyhA5G]{Improved Edge} @UUID[Compendium.cyphersystem-compendium.abilities.eEGFknWQZUBNXn99]{Knowledge Skills} @UUID[Compendium.cyphersystem-compendium.abilities.CBGeAZSBuymzrxDz]{Muscles of Iron} @UUID[Compendium.cyphersystem-compendium.abilities.YZB37b80VQGMUscp]{No Need for Weapons} @UUID[Compendium.cyphersystem-compendium.abilities.noCgrKbB370cfzQg]{Physical Skills} @UUID[Compendium.cyphersystem-compendium.abilities.o2ZDoteWQsFsqTJr]{Practiced in Armor} @UUID[Compendium.cyphersystem-compendium.abilities.yl2zo179wXZW5Xxc]{Practiced With All Weapons} @UUID[Compendium.cyphersystem-compendium.abilities.s2PLo9FsWBi2C1VY]{Surging Confidence} @UUID[Compendium.cyphersystem-compendium.abilities.uatcX3o1oB2Stc4u]{Trained Without Armor}

Second-Tier Explorer

Choose four of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.JkmTskE3eqcfu7dY]{Curious} @UUID[Compendium.cyphersystem-compendium.abilities.3x3gRDJejTXQPmdY]{Danger Instinct} @UUID[Compendium.cyphersystem-compendium.abilities.4yyKQYnrbL3r9gcU]{Enable Others} @UUID[Compendium.cyphersystem-compendium.abilities.uB3sVzeG2N5rkdUZ]{Escape} @UUID[Compendium.cyphersystem-compendium.abilities.RM8Fmu1IJwzBkjcM]{Eye for Detail} @UUID[Compendium.cyphersystem-compendium.abilities.U7chr7wLj7r5y0LT]{Foil Danger} @UUID[Compendium.cyphersystem-compendium.abilities.pp9NFNHKgOhRYbsY]{Hand to Eye} @UUID[Compendium.cyphersystem-compendium.abilities.romswZIOmAmtzfCL]{Investigative Skills} @UUID[Compendium.cyphersystem-compendium.abilities.euEVkth9YGYSpoJf]{Quick Recovery} @UUID[Compendium.cyphersystem-compendium.abilities.tJVu7MQ2pOhNfpUB]{Range Increase} @UUID[Compendium.cyphersystem-compendium.abilities.nOuOE3EkrNr81pSq]{Greater Skill With Defense} @UUID[Compendium.cyphersystem-compendium.abilities.gbU7mA0flUR4W8Dl]{Stand Watch} @UUID[Compendium.cyphersystem-compendium.abilities.wEjdodvc6SLf8yso]{Travel Skills} @UUID[Compendium.cyphersystem-compendium.abilities.yS1sMAZEzJbozxOZ]{Wreck}

Third-Tier Explorer

Choose three of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.wG4zveGhplNKNzuP]{Controlled Fall} @UUID[Compendium.cyphersystem-compendium.abilities.4eCjeGPA0ovnwIfu]{Experienced in Armor} @UUID[Compendium.cyphersystem-compendium.abilities.u1GhDcfpVXITVtOc]{Expert Cypher Use} @UUID[Compendium.cyphersystem-compendium.abilities.JuOmZXMt1T3tQUZ8]{Ignore the Pain} @UUID[Compendium.cyphersystem-compendium.abilities.qZOOWfFLJ1JziJpY]{Obstacle Running} @UUID[Compendium.cyphersystem-compendium.abilities.GvYXLPdpaFEMGuQR]{Resilience} @UUID[Compendium.cyphersystem-compendium.abilities.ZuX6gykVtKxiBAxR]{Run and Fight} @UUID[Compendium.cyphersystem-compendium.abilities.t3zUlk8c5WEBXXO8]{Seize the Moment} @UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks} @UUID[Compendium.cyphersystem-compendium.abilities.jmYIPbMwsq3GY3eO]{Stone Breaker} @UUID[Compendium.cyphersystem-compendium.abilities.wpA3GB5yJq9NI8QN]{Think Your Way Out} @UUID[Compendium.cyphersystem-compendium.abilities.V1ROUnWXLmLRMxXi]{Trapfinder} @UUID[Compendium.cyphersystem-compendium.abilities.6McxfJoPmf1SnbDR]{Wrest From Chance}

Fourth-Tier Explorer

Choose two of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.gNRMG3mJTzWaCGph]{Capable Warrior} @UUID[Compendium.cyphersystem-compendium.abilities.MdRdAc0qAWghMmlV]{Expert Skill} @UUID[Compendium.cyphersystem-compendium.abilities.mUizWF7k2XD7ykRJ]{Increased Effects} @UUID[Compendium.cyphersystem-compendium.abilities.lbXg8UlSCG23yxO4]{Read the Signs} @UUID[Compendium.cyphersystem-compendium.abilities.dW0rgYsx6hDA8pIB]{Runner} @UUID[Compendium.cyphersystem-compendium.abilities.3pqCkOZjnAXWIikt]{Subtle Steps} @UUID[Compendium.cyphersystem-compendium.abilities.wxAZnuQkvWosLzkN]{Tough As Nails}

Fifth-Tier Explorer

Choose three of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.M0pjZXQ9996hfUPs]{Adroit Cypher Use} @UUID[Compendium.cyphersystem-compendium.abilities.B0Tt5R1m2DsVLtPH]{Free to Move} @UUID[Compendium.cyphersystem-compendium.abilities.hhBF8re7Azmce3Y9]{Group Friendship} @UUID[Compendium.cyphersystem-compendium.abilities.KGzAHs3qln0fNDjt]{Hard to Kill} @UUID[Compendium.cyphersystem-compendium.abilities.IFb8NX06xgWM7H98]{Jump Attack} @UUID[Compendium.cyphersystem-compendium.abilities.LTqgcoprvBF2ZkdH]{Mastery With Defense} @UUID[Compendium.cyphersystem-compendium.abilities.AmZDmnmP7CxSSN4h]{Parry} @UUID[Compendium.cyphersystem-compendium.abilities.5uWcMvgh1OWvieJs]{Physically Gifted} @UUID[Compendium.cyphersystem-compendium.abilities.scceoEmEnN5MW8XT]{Take Command} @UUID[Compendium.cyphersystem-compendium.abilities.icJAWRB8Uha8CSKr]{Vigilant}

Sixth-Tier Explorer

Choose three of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.MQewTo9NscKVUUNz]{Again and Again} @UUID[Compendium.cyphersystem-compendium.abilities.tTrekc4AZbIqem5L]{Inspire Coordinated Actions} @UUID[Compendium.cyphersystem-compendium.abilities.4k5JFV78A5SiPjFo]{Mastery in Armor} @UUID[Compendium.cyphersystem-compendium.abilities.kNSRytTtQX0rU3aE]{Mastery With Attacks} @UUID[Compendium.cyphersystem-compendium.abilities.dMEqa6kAjXrHlxui]{Negate Danger} @UUID[Compendium.cyphersystem-compendium.abilities.PXvS7AatBcxH9cvZ]{Share Defense} @UUID[Compendium.cyphersystem-compendium.abilities.KDZeCZJxjCQzlTxA]{Spin Attack} @UUID[Compendium.cyphersystem-compendium.abilities.vQtVTnCecWFXkfkI]{Wild Vitality}

Explorer Example

Sam decides to create an Explorer character for a science fiction campaign. This character will be a hardy soul who explores alien worlds. They put 3 additional points into their Might Pool, 2 into their Speed Pool, and 1 into their Intellect Pool; their stat Pools are now Might 13, Speed 11, and Intellect 10. As a first-tier character, their Effort is 1, their Might Edge is 1, and their Speed Edge and Intellect Edge are 0. Their character is fairly well-rounded so far.

Sam immediately leaps in and starts choosing abilities. They pick Danger Sense and Surging Confidence, thinking those abilities will be generally useful. They also choose Practiced in Armor, reasoning that the character wears high-tech medium armor when exploring. Last, they choose Knowledge Skills and select geology and biology to help during interplanetary explorations.

Sam’s Explorer can bear two cyphers, which in this setting involve nanotechnology. The GM decides that one is a nanite injector that grants a +1 bonus to Might Edge when used, and the other is a device that can create one simple handheld object the user wishes.

Sam’s Explorer is not really geared toward fighting, but sometimes the universe is a dangerous place, so they note that they’re carrying a medium blaster as well.

Sam still needs a descriptor and a focus. Looking to the Descriptor chapter, they choose Hardy, which increases their Might Pool to 17. They also heal more quickly and can operate better when injured. They’re trained in Might defense but have an inability with initiative; however, it’s effectively canceled out by their Danger Sense (and vice versa). Sam could go back and select something else instead of Danger Sense, but they like it and decide to keep it. Overall, the descriptor ends up making the character tough but a little slow.

For their focus, Sam chooses Explores Dark Places (in this case, weird ruins of alien civilizations). This gives the character a bunch of additional skills: searching, listening, climbing, balancing, and jumping. They’re quite the capable Explorer.

For their character arc, Sam chooses Enterprise. Exploring alien places sometimes turns up strange relics, and Sam figures they might be able to set up a service to reliably transport these items to responsible third parties, rather than allow them to fall into the hands of pirates and rich private collectors. For a small fee, of course.

Speaker

Fantasy/Fairy tale: bard, speaker, skald, emissary, priest, advocate

Modern/Horror/Romance: diplomat, charmer, face, spinner, manipulator, minister, mediator, lawyer

Science fiction: diplomat, empath, glam, consul, legate

Superhero/Post-Apocalyptic: charmer, mesmerist, puppet master

You’re good with words and good with people. You talk your way past challenges and out of jams, and you get people to do what you want.

Individual Role: Speakers are smart and charismatic. They like people and, more important, they understand them. This helps speakers get others to do what needs to be done.

Group Role: The Speaker is often the face of the group, serving as the person who speaks for all and negotiates with others. Combat and action are not a Speaker’s strong suits, so other characters sometimes have to defend the Speaker in times of danger.

Societal Role: Speakers are frequently political or religious leaders. Just as often, however, they are con artists or criminals.

Advanced Speakers: Higher-tier Speakers use their abilities to control and manipulate people as well as aid and nurture their friends. They can talk their way out of danger and even use their words as weapons.

Speaker Background Connection

Your type helps determine the connection you have to the setting. Roll a d20 or choose from the following list to determine a specific fact about your background that provides a connection to the rest of the world. You can also create your own fact.

@UUID[Compendium.cyphersystem-compendium.cypher-roll-tables.zDo6fnblxkAjzvc3]{Speaker Background Connection}

Speaker Player Intrusions

When playing a Speaker, you can spend 1 XP to use one of the following player intrusions, provided the situation is appropriate and the GM agrees.

Friendly NPC: An NPC you don’t know, someone you don’t know that well, or someone you know but who hasn’t been particularly friendly in the past chooses to help you, though doesn’t necessarily explain why. Maybe they’ll ask you for a favor in return afterward, depending on how much trouble they go to.

Perfect Suggestion: A follower or other already-friendly NPC suggests a course of action with regard to an urgent question, problem, or obstacle you’re facing.

Unexpected Gift: An NPC hands you a physical gift you were not expecting, one that helps put the situation at ease if things seem strained, or provides you with a new insight for understanding the context of the situation if there’s something you’re failing to understand or grasp.

Speaker Stat Pools

StatPool Starting Value
Might8
Speed9
Intellect11

You get 6 additional points to divide among your stat Pools however you wish.

First-Tier Speaker

First-tier Speakers have the following abilities:

Effort: Your Effort is 1.

Genius: You have an Intellect Edge of 1, a Might Edge of 0, and a Speed Edge of 0.

Cypher Use: You can bear two cyphers at a time.

Weapons: You can use @UUID[Compendium.cyphersystem-compendium.basic-skills.GA74AkWhC7i4Z8sZ]{light weapons} without penalty. You have an inability with @UUID[Compendium.cyphersystem-compendium.inabilities.Zjign4M9GqTvD348]{medium} and @UUID[Compendium.cyphersystem-compendium.inabilities.aMGYdfzCgfYqtHuJ]{heavy weapons}; your attacks with medium and heavy weapons are hindered.

Starting Equipment: Appropriate clothing and a light weapon of your choice, plus two expensive items, two moderately priced items, and up to four inexpensive items.

Special Abilities: Choose four of the abilities listed below. You can’t choose the same ability more than once unless its description says otherwise. The full description for each listed ability can be found in Abilities, which also has descriptions for flavor and focus abilities in a single vast catalog.

Some Speaker abilities, like Mind Reading or True Senses, imply a supernatural element. If this is inappropriate to the character or the setting, these abilities can be replaced with something from the stealth flavor, or the GM can slightly modify them so they are based in extraordinary talents and insight rather than the supernatural.

@UUID[Compendium.cyphersystem-compendium.abilities.BlBi7qk0darLthxS]{Anecdote} @UUID[Compendium.cyphersystem-compendium.abilities.r7uNiD9CGy4G3Hoq]{Babel} @UUID[Compendium.cyphersystem-compendium.abilities.JSlr2Q6Ll1xNd8fX]{Demeanor of Command} @UUID[Compendium.cyphersystem-compendium.abilities.hYa7I52x2iwffh8C]{Encouragement} @UUID[Compendium.cyphersystem-compendium.abilities.lQ4MNmGXXNBMGsmk]{Enthrall} @UUID[Compendium.cyphersystem-compendium.abilities.TmWjWp4iWk4GMLN0]{Erase Memories} @UUID[Compendium.cyphersystem-compendium.abilities.ulHj0pzmwc515fve]{Fast Talk} @UUID[Compendium.cyphersystem-compendium.abilities.wWCehMidmvLypdxj]{Inspire Aggression} @UUID[Compendium.cyphersystem-compendium.abilities.V765JZKDKQ00Buyn]{Interaction Skills} @UUID[Compendium.cyphersystem-compendium.abilities.NhijFGxYepJtaa0r]{Practiced With Medium Weapons} @UUID[Compendium.cyphersystem-compendium.abilities.5aUrbdjSSLCRggHU]{Spin Identity} @UUID[Compendium.cyphersystem-compendium.abilities.qVlbJjB7X8R78rz0]{Terrifying Presence} @UUID[Compendium.cyphersystem-compendium.abilities.kv03xEihe4VZNkK5]{Understanding}

Second-Tier Speaker

Choose two of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.4XwwFeGO5haHxvQs]{Basic Follower} @UUID[Compendium.cyphersystem-compendium.abilities.BggeJtN5IcutwLJg]{Calm Stranger} @UUID[Compendium.cyphersystem-compendium.abilities.di7QfASecjKU8BPN]{Disincentivize} @UUID[Compendium.cyphersystem-compendium.abilities.IvKd5vkPypJbB1Ip]{Gather Intelligence} @UUID[Compendium.cyphersystem-compendium.abilities.GT0AiiarWPbGzxKs]{Impart Ideal} @UUID[Compendium.cyphersystem-compendium.abilities.DLxDL49VjUEMAjxZ]{Inspiring Ease} @UUID[Compendium.cyphersystem-compendium.abilities.V765JZKDKQ00Buyn]{Interaction Skills} @UUID[Compendium.cyphersystem-compendium.abilities.o2ZDoteWQsFsqTJr]{Practiced in Armor} @UUID[Compendium.cyphersystem-compendium.abilities.CtRvLxfUlCynJv1B]{Skill With Defense} @UUID[Compendium.cyphersystem-compendium.abilities.XntbE6mXQ4CZ6yIi]{Speedy Recovery} @UUID[Compendium.cyphersystem-compendium.abilities.UHvD5299HFbwBvpR]{Unexpected Betrayal}

Third-Tier Speaker

Choose three of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.hB1CISYVEZXEO0IV]{Accelerate} @UUID[Compendium.cyphersystem-compendium.abilities.rZsohzuwTFfghWVO]{Blend In} @UUID[Compendium.cyphersystem-compendium.abilities.NnlGdSiR9GbiTJyZ]{Discerning Mind} @UUID[Compendium.cyphersystem-compendium.abilities.u1GhDcfpVXITVtOc]{Expert Cypher Use} @UUID[Compendium.cyphersystem-compendium.abilities.ETGBAqAc1ApFH5cx]{Expert Follower} @UUID[Compendium.cyphersystem-compendium.abilities.sqiDNk5qXh9j3zwh]{Grand Deception} @UUID[Compendium.cyphersystem-compendium.abilities.1N6P5ZRogThCS0KH]{Lead by Inquiry} @UUID[Compendium.cyphersystem-compendium.abilities.W5Zt9qDKCtNr49BC]{Mind Reading} @UUID[Compendium.cyphersystem-compendium.abilities.i5BlJLgj1ayBw0uY]{Oratory} @UUID[Compendium.cyphersystem-compendium.abilities.ZqBpOAiH70SGHX8N]{Perfect Stranger} @UUID[Compendium.cyphersystem-compendium.abilities.Mac5S0sQe9Muf4Mv]{Quick Wits} @UUID[Compendium.cyphersystem-compendium.abilities.oah8DOODfphl858B]{Telling}

Fourth-Tier Speaker

Choose two of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.ZH0JbusjycG6zQf1]{Anticipate Attack} @UUID[Compendium.cyphersystem-compendium.abilities.2SiHiotGcSufnCne]{Confounding Banter} @UUID[Compendium.cyphersystem-compendium.abilities.RO8dmB90aRPOmCuJ]{Feint} @UUID[Compendium.cyphersystem-compendium.abilities.7tiGTYVXj9eHdja7]{Heightened Skills} @UUID[Compendium.cyphersystem-compendium.abilities.Je1MitN21L3lqWVF]{Psychosis} @UUID[Compendium.cyphersystem-compendium.abilities.lbXg8UlSCG23yxO4]{Read the Signs} @UUID[Compendium.cyphersystem-compendium.abilities.QFZyfDWOSEpZeQmM]{Spur Effort} @UUID[Compendium.cyphersystem-compendium.abilities.cS2p7CRfquFvR65U]{Strategize} @UUID[Compendium.cyphersystem-compendium.abilities.3wZZC07ADxO3mImS]{Suggestion}

Fifth-Tier Speaker

Choose three of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.M0pjZXQ9996hfUPs]{Adroit Cypher Use} @UUID[Compendium.cyphersystem-compendium.abilities.t3uyBYJqMApfEBWX]{Discipline of Watchfulness} @UUID[Compendium.cyphersystem-compendium.abilities.4eCjeGPA0ovnwIfu]{Experienced in Armor} @UUID[Compendium.cyphersystem-compendium.abilities.UyW320RhzarMNoss]{Flee} @UUID[Compendium.cyphersystem-compendium.abilities.xCUKzmoBKzN9gIut]{Foul Aura} @UUID[Compendium.cyphersystem-compendium.abilities.wlkPdME0r3hx9VbE]{Knowing the Unknown} @UUID[Compendium.cyphersystem-compendium.abilities.iroL3TcKD9dpulhW]{Regeneration} @UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks} @UUID[Compendium.cyphersystem-compendium.abilities.U9sgMUKkIkDIdRtK]{Stimulate}

Sixth-Tier Speaker

Choose two of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.By276DS858KmWNZq]{Assume Control} @UUID[Compendium.cyphersystem-compendium.abilities.G8waoPdWGzMl0S1n]{Battle Management} @UUID[Compendium.cyphersystem-compendium.abilities.crFxkKwBNdnD6tX4]{Crowd Control} @UUID[Compendium.cyphersystem-compendium.abilities.fPCTpU0viXXWrNs0]{Inspiring Success} @UUID[Compendium.cyphersystem-compendium.abilities.3EcnBLVtGwxpWXBW]{Recruit Deputy} @UUID[Compendium.cyphersystem-compendium.abilities.EH8OmAJaimF4MTgg]{Shatter Mind} @UUID[Compendium.cyphersystem-compendium.abilities.MGzAkRaGd4LgfQti]{True Senses} @UUID[Compendium.cyphersystem-compendium.abilities.ZTp4SZ673tDJpmuS]{Word of Command}

Speaker Example

Mary wants to create a Speaker for a Lovecraftian horror campaign. She puts 3 of her additional stat points into her Intellect Pool and 3 into her Speed Pool; her stat Pools are now Might 8, Speed 12, and Intellect 14. As a first-tier character, her Effort is 1, her Might Edge and Speed Edge are 0, and her Intellect Edge is 1. She’s smart and charismatic but not particularly tough.

Mary chooses Fast Talk and Spin Identity to help get into places and learn things she wants to know. She’s a bit of a con artist. She’s good to her friends, however, and chooses Encouragement as well. Mary rounds out her first-tier abilities with Interaction Skills (deceiving and persuasion).

A Speaker normally starts with two cyphers, but the GM rules that characters in this campaign start with only one—something creepy relating to their background. Mary’s cypher is an odd pocket watch given to her by her grandfather. She doesn’t know how or why, but when activated, the watch allows her to take twice as many actions for three rounds.

Mary’s character carries a small knife hidden in her bag in case of trouble. As a light weapon, it inflicts 2 points of damage, but attacks with it are eased.

Mary chooses Resilient for her descriptor and decides that she can probably learn the truth behind some of the strange things that she’s heard about without feeling too much trauma if it’s horrible. Resilient increases her Might Pool to 10 and her Intellect Pool to 16. She’s trained in Might and Intellect defense actions and gains an extra recovery roll each day. At first, Mary is sad that her descriptor gives her an inability in knowledge and puzzle tasks, but then she realizes that the flaw fits her character well—she’s better at getting people to tell her what she needs to know than at figuring out the information herself.

For her focus, Mary chooses Moves Like a Cat, granting her a final Speed Pool of 18 and training in balance. In the end, she’s graceful and quick, charismatic, and hardier than she initially thought thanks to her drive. She’s ready to investigate the weird.

For her character arc, Mary chooses Fall From Grace. She decides she’s had an obsession with a strange tome that’s been in her family for generations, and her character is drawn to its strange languages and rituals.

Further Customization

The rules in this section are more advanced and always involve the GM. They can be used by the GM to tailor a type to better fit the genre or setting, or by a player and a GM to tweak a character to fit a concept.

Modifying Type Aspects

The following aspects of the four character types can be modified at character creation. Other abilities should not be changed.

Stat Pools: Each character type has a starting stat Pool value. A player can exchange points between their Pools on a one-for-one basis. For example, they can trade 2 points of Might for 2 points of Speed. However, no starting stat Pool should be higher than 20.

Edge: A player can start with an Edge of 1 in whichever stat they wish.

Cypher Use: If a character gives up the ability to bear one cypher, they gain an additional skill of their choice.

Weapons: Some types have static first-tier abilities that let them use light, medium, and/or heavy weapons without a penalty. Warriors can use all weapons, Explorers can use light and medium weapons, and Adepts and Speakers can use light weapons. Any one of these weapon abilities can be sacrificed to gain training in a different skill of the player’s choice.

Drawbacks and Penalties

In addition to other customization options, a player can choose to take drawbacks or penalties to gain further advantages.

Weakness: A weakness is, essentially, the opposite of Edge. If you have a weakness of 1 in Speed, all Speed actions that require you to spend points cost 1 additional point from your Pool. At any time, a player can give their character a weakness in one stat and, in exchange, gain +1 to their Edge in one of the other two stats. So a PC can take a weakness of 1 in Speed to gain +1 to their Might Edge.

Normally, you can have a weakness only in a stat in which you have an Edge of 0. Further, you can’t have more than one weakness, and you can’t have a weakness greater than 1 unless the additional weakness comes from another source (such as a disease or disability arising from actions or conditions in the game).

Inabilities: Inabilities are like negative skills. They make one type of task harder by hindering it. If a character chooses to take an inability, they gain a skill of their choice. Normally, a character can have only one inability unless the additional inability comes from another source (such as a descriptor or a disease or disability arising from actions or conditions in the game).

","markdown":""},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"ownership":{"default":-1},"flags":{}},{"sort":600000,"name":"License","type":"text","_id":"9ZDlIEtwXjxzyyrZ","title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"

This product is an independent production and is not affiliated with Monte Cook Games, LLC. It is published under the Cypher System Open License, found at http://csol.montecookgames.com.

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This product is an independent production and is not affiliated with Monte Cook Games, LLC. It is published under the Cypher System Open License, found at http://csol.montecookgames.com.

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","markdown":""},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"ownership":{"default":-1},"flags":{}},{"sort":387500,"name":"Flavor","type":"text","_id":"gUBd9dvLJ8qY0iZx","title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"

Flavors are groups of special abilities the GM and players can use to alter a character type to make it more to their liking or more appropriate to the genre or setting. For example, if a player wants to create a magic-using thief character, she could play an Adept with stealth flavoring. In a science fiction setting, a Warrior might also have knowledge of machinery, so the character could be flavored with technology.

At a given tier, abilities from a flavor are traded one for one with standard abilities from a type. So to add the Danger Sense stealth flavor ability to a Warrior, something else—perhaps Bash—must be sacrificed. Now that character can choose Danger Sense as they would any other first-tier warrior ability, but they can never choose Bash.

The GM should always be involved in flavoring a type. For example, they might know that for their science fiction game, they want a type called a “Glam,” which is a Speaker flavored with certain technology abilities—specifically those that make the character a flamboyant starship pilot. Thus, they exchange the first-tier abilities Spin Identity and Inspire Aggression for the technology flavor abilities Datajack and Tech Skills so the character can plug into the ship directly and can take piloting and computers as skills.

In the end, flavor is mostly a tool for the GM to easily create campaign-specific types by making a few slight alterations to the four base types. Although players may wish to use flavors to get the characters they want, remember that they can also shape their PCs with descriptors and foci very nicely.

The flavors available are stealth, technology, magic, combat, and skills and knowledge.

The full description for each listed ability can be found in the Abilities chapter, which also contains descriptions for type and focus abilities in a single vast catalog.

Stealth Flavor

Characters with the stealth flavor are good at sneaking around, infiltrating places they don’t belong, and deceiving others. They use these abilities in a variety of ways, including combat. An Explorer with stealth flavor might be a thief, while a Warrior with stealth flavor might be an assassin. An Explorer with stealth flavor in a superhero setting might be a crimefighter who stalks the streets at night.

First-Tier Stealth Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.UyQTRi5ZwWU5tMO0]{Danger Sense} @UUID[Compendium.cyphersystem-compendium.abilities.M2oXV5cRSdMlUZDm]{Goad} @UUID[Compendium.cyphersystem-compendium.abilities.Frxs35QkokRdure4]{Legerdemain} @UUID[Compendium.cyphersystem-compendium.abilities.90wkMwuVBaiyL9yt]{Opportunist} @UUID[Compendium.cyphersystem-compendium.abilities.QAdh0yZBjJsHdJjD]{Stealth Skills}

Second-Tier Stealth Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.dQHSDDZxJNHrHH1l]{Contortionist} @UUID[Compendium.cyphersystem-compendium.abilities.8ydN3DBdXXP24hQL]{Find an Opening} @UUID[Compendium.cyphersystem-compendium.abilities.5abCQnz5ZWvvfMro]{Get Away} @UUID[Compendium.cyphersystem-compendium.abilities.mvFsSsVjyF8iXvCe]{Sense Ambush} @UUID[Compendium.cyphersystem-compendium.abilities.uG2ACHNAPoZirp0b]{Surprise Attack}

Third-Tier Stealth Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.Uq6p6fOg9KyFcUws]{Evanesce} @UUID[Compendium.cyphersystem-compendium.abilities.XR3B0gfJtrYUAU5M]{From the Shadows} @UUID[Compendium.cyphersystem-compendium.abilities.lUkqQu1vvJe3FxfQ]{Gambler} @UUID[Compendium.cyphersystem-compendium.abilities.sM2zEDx4gRr9CuiR]{Inner Defense} @UUID[Compendium.cyphersystem-compendium.abilities.lwJAowJa4eKlcDjb]{Misdirect} @UUID[Compendium.cyphersystem-compendium.abilities.ZuX6gykVtKxiBAxR]{Run and Fight} @UUID[Compendium.cyphersystem-compendium.abilities.t3zUlk8c5WEBXXO8]{Seize the Moment}

Fourth-Tier Stealth Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.cS1RW48sdVY6ZJZd]{Ambusher} @UUID[Compendium.cyphersystem-compendium.abilities.JVvSTtYbksWJDADY]{Debilitating Strike} @UUID[Compendium.cyphersystem-compendium.abilities.cqzyNCPYVEWtucLe]{Outwit} @UUID[Compendium.cyphersystem-compendium.abilities.LojkwDtb1gHLSB6A]{Preternatural Senses} @UUID[Compendium.cyphersystem-compendium.abilities.w2aO1ZIpmBDQJXq1]{Tumbling Moves}

Fifth-Tier Stealth Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.YbYeZ0A0m96IWxwl]{Assassin Strike} @UUID[Compendium.cyphersystem-compendium.abilities.S5JTyQCNcgrXgNqf]{Mask} @UUID[Compendium.cyphersystem-compendium.abilities.G5bTthwpEf5azVHA]{Return to Sender} @UUID[Compendium.cyphersystem-compendium.abilities.bVt0TIfwtEUXvi6O]{Uncanny Luck}

Sixth-Tier Stealth Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.VVYx3J42Sj9qCQV9]{Exploit Advantage} @UUID[Compendium.cyphersystem-compendium.abilities.jrTEtAhE6GfLW7R4]{Spring Away} @UUID[Compendium.cyphersystem-compendium.abilities.cWHqKGpI5z0aiSYC]{Thief’s Luck} @UUID[Compendium.cyphersystem-compendium.abilities.aWws42dVSQjRz8Hr]{Twist of Fate}

Technology Flavor

Characters with a flavor of technology typically are from science fiction or at least modern-day settings (although anything is possible). They excel at using, dealing with, and building machines. An Explorer with technology flavor might be a starship pilot, and a Speaker flavored with technology could be a techno-priest.

Some of the less computer-oriented abilities might be appropriate for a steampunk character, while a modern-day character could use some of the abilities that don’t involve starships or ultratech.

First-Tier Technology Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.Q3DGDFwNIOjz866X]{Datajack} @UUID[Compendium.cyphersystem-compendium.abilities.z23towmNKeKJasHV]{Hacker} @UUID[Compendium.cyphersystem-compendium.abilities.rhaZSmU6dJpzMO64]{Machine Interface} @UUID[Compendium.cyphersystem-compendium.abilities.kkCW4KkWA751AeBl]{Scramble Machine} @UUID[Compendium.cyphersystem-compendium.abilities.pYsmdnNte7o5Flca]{Tech Skills} @UUID[Compendium.cyphersystem-compendium.abilities.AFfburUYwZlBFq7N]{Tinker}

Second-Tier Technology Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.7nUj7rxq4Qwg4FUM]{Distant Interface} @UUID[Compendium.cyphersystem-compendium.abilities.JK2hN1poqMLqfa1N]{Machine Efficiency} @UUID[Compendium.cyphersystem-compendium.abilities.FDG7hgrRNt4aHpP1]{Overload Machine} @UUID[Compendium.cyphersystem-compendium.abilities.v1lZkKjSCS1pjnET]{Serv-0} @UUID[Compendium.cyphersystem-compendium.abilities.XzomXctsS8NL9M7Q]{Serv-0 Defender} @UUID[Compendium.cyphersystem-compendium.abilities.x8cGd4MC9YEW9isa]{Serv-0 Repair} @UUID[Compendium.cyphersystem-compendium.abilities.k4LeTZ1lqN9L3hPS]{Tool Mastery}

Third-Tier Technology Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.7VYzHQvF1cz4cfUp]{Mechanical Telepathy} @UUID[Compendium.cyphersystem-compendium.abilities.9r6iNU2GH4oEH6vz]{Serv-0 Scanner} @UUID[Compendium.cyphersystem-compendium.abilities.hIy0GMeL8WALvhEb]{Ship Footing} @UUID[Compendium.cyphersystem-compendium.abilities.Nyt7Z1xWqmnuu265]{Shipspeak} @UUID[Compendium.cyphersystem-compendium.abilities.YIzrA5i8eBSPMFzj]{Spray}

Fourth-Tier Technology Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.2l9FIUVKimPzIXzU]{Machine Bond} @UUID[Compendium.cyphersystem-compendium.abilities.NoKdHv0FSytZR4iF]{Robot Fighter} @UUID[Compendium.cyphersystem-compendium.abilities.NcItnMHjeG9fgE1K]{Serv-0 Aim} @UUID[Compendium.cyphersystem-compendium.abilities.lPqCQOQJF0JfoFRn]{Serv-0 Brawler} @UUID[Compendium.cyphersystem-compendium.abilities.9YuQrJXAQO0qIFPj]{Serv-0 Spy}

Fifth-Tier Technology Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.FxohCBSksJIu1BSA]{Control Machine} @UUID[Compendium.cyphersystem-compendium.abilities.KQDFvUEnIWed1ebo]{Jury-Rig} @UUID[Compendium.cyphersystem-compendium.abilities.XkFsMa9e9IY2FRcN]{Machine Companion}

Sixth-Tier Technology Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.PLyxuOlieOGsJx4h]{Information Gathering} @UUID[Compendium.cyphersystem-compendium.abilities.7QTTrXnxDHskYYhj]{Master Machine}

Magic Flavor

You know a little about magic. You might not be a wizard, but you know the basics—how it works, and how to accomplish a few wondrous things. Of course, in your setting, “magic” might actually mean psychic powers, mutant abilities, weird alien tech, or anything else that produces interesting and useful effects.

An Explorer flavored with magic might be a wizard-hunter, and a Speaker with magical flavor might be a sorcerer-bard. Although an Adept flavored with magic is still an Adept, you might find that swapping some of the type’s basic abilities with those given here tailors the character in desirable ways.

First-Tier Magic Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.I9m3nOdBZ2HoEmbj]{Blessing of the Gods} @UUID[Compendium.cyphersystem-compendium.abilities.SQ4RTDwdA0yiZ81b]{Closed Mind} @UUID[Compendium.cyphersystem-compendium.abilities.bM2Y62eaUKYKdcwq]{Entangling Force} @UUID[Compendium.cyphersystem-compendium.abilities.zArjjFcf9tHQvJTx]{Hedge Magic} @UUID[Compendium.cyphersystem-compendium.abilities.XQxN55rl0f5HFxEM]{Magic Training} @UUID[Compendium.cyphersystem-compendium.abilities.TPEcyzCeC3z5FyyQ]{Mental Link} @UUID[Compendium.cyphersystem-compendium.abilities.ZsI6553CPbGi0wtx]{Premonition}

Second-Tier Magic Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.Mfebb42AE5xt7k85]{Concussive Blast} @UUID[Compendium.cyphersystem-compendium.abilities.21Bi8yur01DCYz5f]{Fetch} @UUID[Compendium.cyphersystem-compendium.abilities.4fcns7ANpZF7pHaz]{Force Field} @UUID[Compendium.cyphersystem-compendium.abilities.wNQ3q7VXtPHlPzqb]{Lock} @UUID[Compendium.cyphersystem-compendium.abilities.rRDSzPJtUCwRVXFR]{Repair Flesh}

Third-Tier Magic Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.MvyXo0ZUsxu8QQ22]{Distance Viewing} @UUID[Compendium.cyphersystem-compendium.abilities.NgHLZq3tZ3CFJvYv]{Fire Bloom} @UUID[Compendium.cyphersystem-compendium.abilities.CAh0KStmP03kgv62]{Fling} @UUID[Compendium.cyphersystem-compendium.abilities.dDhnZrzAxDvK7QYa]{Force at Distance} @UUID[Compendium.cyphersystem-compendium.abilities.wEWyNKnVgVOjsyms]{Summon Giant Spider}

Fourth-Tier Magic Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.XR8WeRW3OlbCIjlJ]{Elemental Protection} @UUID[Compendium.cyphersystem-compendium.abilities.LLvJZvzbGQOrlqoE]{Ignition} @UUID[Compendium.cyphersystem-compendium.abilities.blm1Z8JxvWOiFf0b]{Pry Open}

Fifth-Tier Magic Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.HuhNjMfMxPkTlERH]{Create} @UUID[Compendium.cyphersystem-compendium.abilities.OkKNmMvLFwHxUv2r]{Divine Intervention} @UUID[Compendium.cyphersystem-compendium.abilities.M1FHIlVPVv8O02LV]{Dragon’s Maw} @UUID[Compendium.cyphersystem-compendium.abilities.IKicLElFbkRx5IaM]{Fast Travel} @UUID[Compendium.cyphersystem-compendium.abilities.MGzAkRaGd4LgfQti]{True Senses}

Sixth-Tier Magic Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.RBOc2zxAI9xMoWqW]{Relocate} @UUID[Compendium.cyphersystem-compendium.abilities.LnZkUlKUuuD7iW3P]{Summon Demon} @UUID[Compendium.cyphersystem-compendium.abilities.PlKwEwo6ilGqwxwI]{Traverse the Worlds} @UUID[Compendium.cyphersystem-compendium.abilities.Gsre3acJaxhGBa0S]{Word of Death}

Combat Flavor

Combat flavor makes a character more martial. A Speaker with combat flavor in a fantasy setting would be a battle bard. An Explorer with combat flavor in a historical game might be a pirate. An Adept flavored with combat in a science fiction setting could be a veteran of a thousand psychic wars.

First-Tier Combat Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.UyQTRi5ZwWU5tMO0]{Danger Sense} @UUID[Compendium.cyphersystem-compendium.abilities.o2ZDoteWQsFsqTJr]{Practiced in Armor} @UUID[Compendium.cyphersystem-compendium.abilities.NhijFGxYepJtaa0r]{Practiced With Medium Weapons}

Second-Tier Combat Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.wyUQ3Atl3V1ItCFH]{Bloodlust} @UUID[Compendium.cyphersystem-compendium.abilities.2x7nMe9ZGp3VjI8B]{Combat Prowess} @UUID[Compendium.cyphersystem-compendium.abilities.uatcX3o1oB2Stc4u]{Trained Without Armor}

Third-Tier Combat Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.yl2zo179wXZW5Xxc]{Practiced With All Weapons} @UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks} @UUID[Compendium.cyphersystem-compendium.abilities.CtRvLxfUlCynJv1B]{Skill With Defense} @UUID[Compendium.cyphersystem-compendium.abilities.36nlDXhOP5e5dfns]{Successive Attack}

Fourth-Tier Combat Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.gNRMG3mJTzWaCGph]{Capable Warrior} @UUID[Compendium.cyphersystem-compendium.abilities.Rr4oB1lUzuzFHNHQ]{Deadly Aim} @UUID[Compendium.cyphersystem-compendium.abilities.73miZT5kYFyxnPOT]{Fury} @UUID[Compendium.cyphersystem-compendium.abilities.lwJAowJa4eKlcDjb]{Misdirect} @UUID[Compendium.cyphersystem-compendium.abilities.YIzrA5i8eBSPMFzj]{Spray}

Fifth-Tier Combat Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.GlXd4oFI9Fqq3rAX]{Experienced Defender} @UUID[Compendium.cyphersystem-compendium.abilities.S9QxUr8u2gtwY7ya]{Hard Target} @UUID[Compendium.cyphersystem-compendium.abilities.AmZDmnmP7CxSSN4h]{Parry}

Sixth-Tier Combat Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.oroWEBbp3cvrYwH9]{Greater Skill With Attacks} @UUID[Compendium.cyphersystem-compendium.abilities.4k5JFV78A5SiPjFo]{Mastery in Armor} @UUID[Compendium.cyphersystem-compendium.abilities.LTqgcoprvBF2ZkdH]{Mastery With Defense}

Skills and Knowledge Flavor

This flavor is for characters in roles that call for more knowledge and more real-world application of talent. It’s less flashy and dramatic than supernatural powers or the ability to hack apart multiple foes, but sometimes expertise or know-how is the real solution to a problem.

A Warrior flavored with skills and knowledge might be a military engineer. An Explorer flavored with skills and knowledge could be a field scientist. A Speaker with this flavor might be a teacher.

First-Tier Skills and Knowledge Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.V765JZKDKQ00Buyn]{Interaction Skills} @UUID[Compendium.cyphersystem-compendium.abilities.romswZIOmAmtzfCL]{Investigative Skills} @UUID[Compendium.cyphersystem-compendium.abilities.eEGFknWQZUBNXn99]{Knowledge Skills} @UUID[Compendium.cyphersystem-compendium.abilities.noCgrKbB370cfzQg]{Physical Skills} @UUID[Compendium.cyphersystem-compendium.abilities.wEjdodvc6SLf8yso]{Travel Skills}

Second-Tier Skills and Knowledge Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.jx6DFmlbQrmltHgc]{Extra Skill} @UUID[Compendium.cyphersystem-compendium.abilities.k4LeTZ1lqN9L3hPS]{Tool Mastery} @UUID[Compendium.cyphersystem-compendium.abilities.kv03xEihe4VZNkK5]{Understanding}

Third-Tier Skills and Knowledge Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.dVh39nh5ARUxreUc]{Flex Skill} @UUID[Compendium.cyphersystem-compendium.abilities.uhC4ubTGfhkNvIMX]{Improvise}

Fourth-Tier Skills and Knowledge Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.4USzF8qKs8oZJH13]{Multiple Skills} @UUID[Compendium.cyphersystem-compendium.abilities.Mac5S0sQe9Muf4Mv]{Quick Wits} @UUID[Compendium.cyphersystem-compendium.abilities.NaqoExT72j3xkWp3]{Task Specialization}

Fifth-Tier Skills and Knowledge Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.NhijFGxYepJtaa0r]{Practiced With Medium Weapons} @UUID[Compendium.cyphersystem-compendium.abilities.lbXg8UlSCG23yxO4]{Read the Signs}

Sixth-Tier Skills and Knowledge Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks} @UUID[Compendium.cyphersystem-compendium.abilities.CtRvLxfUlCynJv1B]{Skill With Defense}

","markdown":""},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"ownership":{"default":-1},"flags":{}},{"sort":393750,"name":"Descriptor","type":"text","_id":"gK5t9ActY73rBLe5","title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"

Your descriptor defines your character—it flavors everything you do. The differences between a Charming Explorer and a Vicious Explorer are considerable. The descriptor changes the way those characters go about every action. Your descriptor places your character in the situation (the first adventure, which starts the campaign) and helps provide motivation. It is the adjective of the sentence “I am an adjective noun who verbs.”

Descriptors offer a one-time package of extra abilities, skills, or modifications to your stat Pools. Not all of a descriptor’s offerings are positive character modifications. For example, some descriptors have inabilities—tasks that a character isn’t good at. You can think of inabilities as negative skills—instead of being one step better at that kind of task, you’re one step worse. If you become skilled at a task that you have an inability with, they cancel out. Remember that characters are defined as much by what they’re not good at as by what they are good at.

Descriptors also offer a few brief suggestions for how your character got involved with the rest of the group on their first adventure. You can use these, or not, as you wish.

This section details fifty descriptors. Choose one of them for your character. You can pick any descriptor you wish regardless of your type. At the end of this chapter, a few options are provided for Customizing Descriptors, including making a character’s species their descriptor.

(Your descriptor matters most when you are a beginning character. The benefits (and perhaps drawbacks) that come from your descriptor will eventually be overshadowed by the growing importance of your type and focus. However, the influence of your descriptor will remain at least somewhat important throughout your character’s life.)

Customizing Descriptors

Under the normal rules, each descriptor is based on some modification of the following guidelines:

With this general information, you can customize a descriptor, but keep in mind that a heavily customized descriptor isn’t a descriptor if it no longer says one thing about a character. It’s better to use this information to create a new descriptor that fits exactly how the player wants to portray the character.

Species as Descriptor

Sometimes, in settings that have alien or fantasy species, players want to play a member of that species rather than the default (which is usually “human”). Most of the time, this choice is one of flavor rather than game mechanics. If you’re a 7-foot-tall furry Rigellian with three eyes, that’s great, but it doesn’t change your stats or skills (though it may have roleplaying challenges).

However, sometimes being a nonhuman results in more substantive changes. A PC ogre in a fantasy setting might have the Strong or Tough descriptor, or perhaps it has a descriptor simply called Ogre, which is similar to Strong or Tough but more pronounced (with greater Might but even greater drawbacks). This would mean that instead of being a Tough Warrior who Controls Beasts, the character is an Ogre Warrior who Controls Beasts.

The Genre chapter offers a few species descriptors, but many GMs will want to create their own as suits their setting. It can’t be stressed enough, however, that nine times out of ten, in most genres, species differences aren’t significant enough to warrant this treatment. The differences between a Mysterious character and a Virtuous one are probably greater than those between an Alpha Centauran and an Earthling.

Descriptors

Appealing

You’re attractive to others, but perhaps more important, you are likeable and charismatic. You’ve got that “special something” that draws others to you. You often know just the right thing to say to make someone laugh, put them at ease, or spur them to action. People like you, want to help you, and want to be your friend.

You gain the following characteristics:

Charismatic: +2 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.iLViKiz8EUbAbChF]{Skill}: You are trained in pleasant social interactions.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.6yXynECByG8UO0IC]{Resistant to Charms}: You’re aware of how others can manipulate and charm people, and you notice when those tactics are used on you. Because of this awareness, you are trained in resisting any kind of persuasion or seduction if you wish it.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You met a total stranger (one of the other PCs) and charmed them so much that they invited you along.

  2. The PCs were looking for someone else, but you convinced them that you were perfect instead.

  3. Pure happenstance—because you just go along with the flow of things and everything usually works out.

  4. Your charismatic ways helped get one of the PCs out of a difficult spot a long time ago, and they always ask you to join them on new adventures.

Beneficent

Helping others is your calling. It’s why you’re here. Others delight in your outgoing and charitable nature, and you delight in their happiness. You’re at your best when you’re aiding people, either by explaining how they can best overcome a challenge or by demonstrating how to do so yourself.

You gain the following characteristics:

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.VRlwCOQq4321KUkM]{Generous}: Allies who have spent the last day with you add +1 to their recovery rolls.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.GVocWeYToxrIsT5M]{Altruistic}: If you’re standing next to a creature that takes damage, you can intercede and take 1 point of that damage yourself (reducing the damage inflicted on the creature by 1 point). If you have Armor, it does not provide a benefit when you use this ability.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.RSdNXeHg25zlTzza]{Skill}: You’re trained in all tasks related to pleasant social interaction, putting other people at ease, and gaining trust.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.8AmUhRVSxOZepa3T]{Helpful}: Whenever you help another character, that character gains the benefit as if you were trained even if you are not trained or specialized in the attempted task.

@UUID[Compendium.cyphersystem-compendium.inabilities.TmkpqIeOFknKujcO]{Inability}: While you are alone, all Intellect and Speed tasks are hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. Even though you didn’t know most of the other PCs beforehand, you invited yourself along on their quest.

  2. You saw the PCs struggling to overcome a problem and selflessly joined them to help.

  3. You’re nearly certain the PCs will fail without you.

  4. The choice was between your tattered life and helping others. You haven’t looked back since.

Brash

You’re a self-assertive sort, confident in your abilities, energetic, and perhaps a bit irreverent toward ideas that you don’t agree with. Some people call you bold and brave, but those you’ve put in their place might call you puffed up and arrogant. Whatever. It’s not in your nature to care what other people think about you, unless those people are your friends or family. Even someone as brash as you knows that friends sometimes have to come first.

You gain the following characteristics:

Energetic: +2 to your Speed Pool.

@UUID[Compendium.cyphersystem-compendium.basic-skills.gbWPNb1uKsRtZWSL]{Skill}: You are trained in initiative.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.J9qtYUcvomIXvpEh]{Bold}: You are trained in all actions that involve overcoming or ignoring the effects of fear or intimidation.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You noticed something weird going on, and without much thought, you jumped in with both feet.

  2. You showed up when and where you did on a dare because, hey, you don’t back down from dares.

  3. Someone called you out, but instead of walking into a fight, you walked into your current situation.

  4. You told your friend that nothing could scare you, and nothing you saw would change your mind. They brought you to your current point.

Calm

You’ve spent most of your life in sedentary pursuits—books, movies, hobbies, and so on—rather than active ones. You’re well versed in all manner of academia or other intellectual pursuits, but nothing physical. You’re not weak or feeble, necessarily (although this is a good descriptor for characters who are elderly), but you have no experience in more physical activities.

Calm is a great descriptor for characters who never intended to have adventures but were thrust into them, a trope that occurs often in modern games and particularly in horror games.

You gain the following characteristics:

Bookish: +2 to your Intellect Pool.

Skills: You are trained in four nonphysical skills of your choice.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.9BT9upa6c8kqf6kB]{Trivia}: You can come up with a random fact pertinent to the current situation when you wish it. This is always a matter of fact, not conjecture or supposition, and must be something you could have logically read or seen in the past. You can do this one time, although the ability is renewed each time you make a recovery roll.

@UUID[Compendium.cyphersystem-compendium.inabilities.WmhgwviF6ci24PJL]{Inability}: You’re just not a fighter. All physical attacks are hindered.

@UUID[Compendium.cyphersystem-compendium.inabilities.kR3req7hyQazHomU]{Inability}: You’re not the outdoorsy type. All climbing, running, jumping, and swimming tasks are hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You read about the current situation somewhere and decided to check it out for yourself.

  2. You were in the right (wrong?) place at the right (wrong?) time.

  3. While avoiding an entirely different situation, you walked into your current situation.

  4. One of the other PCs dragged you into it.

Chaotic

Danger doesn’t mean much to you, mainly because you don’t think much about repercussions. In fact, you enjoy sowing surprises, just to see what will happen. The more unexpected the result, the happier you are. Sometimes you are particularly manic, and for the sake of your companions, you restrain yourself from taking actions that you know will lead to disaster.

You gain the following characteristics:

Tumultuous: +4 to your Speed Pool.

@UUID[Compendium.cyphersystem-compendium.basic-skills.5X8qgmSuvRVNTiaP]{Skill}: You are trained in {Intellect defense actions.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.JrGRhq4ndoh12HDe]{Chaotic}: Once after each ten-hour recovery roll, if you don’t like the first result, you can reroll a die roll of your choice. If you do, and regardless of the outcome, the GM presents you with a GM intrusion.

@UUID[Compendium.cyphersystem-compendium.inabilities.qRXj5XtPAxa0kTR1]{Inability}: Your body is a bit worn from occasional excesses. Might defense tasks are hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. Another PC recruited you while you were on your best behavior, before realizing how chaotic you were.

  2. You have reason to believe that being with the other PCs will help you gain control over your erratic behavior.

  3. Another PC released you from captivity, and to thank them, you volunteered to help.

  4. You have no idea how you joined the PCs. You’re just going along with it for now until answers present themselves.

Charming

You’re a smooth talker and a charmer. Whether through seemingly supernatural means or just a way with words, you can convince others to do as you wish. Most likely, you’re physically attractive or at least highly charismatic, and others enjoy listening to your voice. You probably pay attention to your appearance, keeping yourself well groomed. You make friends easily. You play up the personality facet of your Intellect stat; intelligence is not your strong suit. You’re personable, but not necessarily studious or strong-willed.

You gain the following characteristics:

Personable: +2 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.iLViKiz8EUbAbChF]{Skill}: You’re trained in all tasks involving positive or pleasant social interaction.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.GB6PefdjeMm43AmT]{Skill}: You’re trained when using special abilities that influence the minds of others.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.mslNlViBupFclz9t]{Contact}: You have an important contact who is in an influential position, such as a minor noble, the captain of the town guard/police, or the head of a large gang of thieves. You and the GM should work out the details together.

@UUID[Compendium.cyphersystem-compendium.inabilities.kWemIBj5S33u3Vsy]{Inability}: You were never good at studying or retaining facts. Any task involving lore, knowledge, or understanding is hindered.

@UUID[Compendium.cyphersystem-compendium.inabilities.zHgQDe14mPF3G95Q]{Inability}: Your willpower is not one of your strong points. Defense actions to resist mental attacks are hindered.

Additional Equipment: You’ve managed to talk your way into some decent discounts and bonuses in recent weeks. As a result, you have enough cash jangling in your pocket to purchase a moderately priced item.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You convinced one of the other PCs to tell you what they were doing.

  2. You instigated the whole thing and convinced the others to join you.

  3. One of the other PCs did a favor for you, and now you’re repaying that obligation by helping them with the task at hand.

  4. There is a reward involved, and you need the money.

Clever

You’re quick-witted, thinking well on your feet. You understand people, so you can fool them but are rarely fooled. Because you easily see things for what they are, you get the lay of the land swiftly, size up threats and allies, and assess situations with accuracy. Perhaps you’re physically attractive, or maybe you use your wit to overcome any physical or mental imperfections.

You gain the following characteristics:

Smart: +2 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.wOLQBlCsA3jDifa9]{Skill}: You’re trained in all interactions involving lies or trickery.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.DlnCXfB1v1U859YY]{Skill}: You’re trained in defense rolls to resist mental effects.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.8acHBoOvIk3UseOl]{Skill}: You’re trained in all tasks involving identifying or assessing danger, lies, quality, importance, function, or power.

@UUID[Compendium.cyphersystem-compendium.inabilities.kWemIBj5S33u3Vsy]{Inability}: You were never good at studying or retaining trivial knowledge. Any task involving lore, knowledge, or understanding is hindered.

Additional Equipment: You see through the schemes of others and occasionally convince them to believe you—even when, perhaps, they should not. Thanks to your clever behavior, you have an additional expensive item.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You convinced one of the other PCs to tell you what they were doing.

  2. From afar, you observed that something interesting was going on.

  3. You talked your way into the situation because you thought it might earn some money.

  4. You suspect that the other PCs won’t succeed without you.

Clumsy

Graceless and awkward, you were told that you’d grow out of it, but you never did. You often drop things, trip over your own feet, or knock things (or people) over. Some people get frustrated by this quality, but most find it funny and even a little charming.

Some players may not want to be defined by a “negative” quality like Clumsy, but in truth, even this kind of descriptor has enough advantages that it makes for capable and talented characters. What negative descriptors really do is make more interesting and complex characters that are often great fun to play.

You gain the following characteristics:

Butterfingers: −2 to your Speed Pool.

Thick-Muscled: +2 to your Might Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.bvTJ0HZOfXlpr0pc]{Inelegant}: You have a certain lovable charm. You are trained in all pleasant social interactions when you express a lighthearted, self-deprecating manner.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.wJyw4ypyuGZ5Jde1]{Dumb Luck}: The GM can introduce a GM intrusion on you, based on your clumsiness, without awarding you any XP (as if you had rolled a 1 on a d20 roll). However, if this happens, 50% of the time, your clumsiness works to your advantage. Rather than hurting you (much), it helps you, or it hurts your enemies. You slip, but it’s just in time to duck an attack. You fall down, but you trip your enemies as you crash into their legs. You turn around too quickly, but you end up knocking the weapon from your foe’s hand. You and the GM should work together to determine the details. If the GM wishes, they can use GM intrusions based on your clumsiness normally (awarding XP).

@UUID[Compendium.cyphersystem-compendium.expanded-skills.0yrwPAkrOBERFQOq]{Skill}: You’ve got a certain bull-like quality. You are trained in tasks involving breaking things.

@UUID[Compendium.cyphersystem-compendium.inabilities.veArOrXeYD25sHog]{Inability}: Any task that involves balance, grace, or hand-to-eye coordination is hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You were in the right place at the right time.

  2. You had a piece of information that the other PCs needed to make their plans.

  3. A sibling recommended you to the other PCs.

  4. You stumbled into the PCs as they were discussing their mission, and they took a liking to you.

Craven

Courage fails you at every turn. You lack the willpower and resolve to stand fast in the face of danger. Fear gnaws at your heart, chewing away at your mind, driving you to distraction until you cannot bear it. Most times, you back down from confrontations. You flee from threats and vacillate when faced with difficult decisions.

Yet for all that fear dogs you and possibly shames you, your cowardly nature proves to be a useful ally from time to time. Listening to your fears has helped you escape danger and avoid taking unnecessary risks. Others may have suffered in your place, and you might be the first to admit this fact, but secretly you feel intense relief from having avoided an unthinkable and terrible fate.

Descriptors like Craven, Cruel, and Dishonorable might not be appropriate for every group. These are villainous traits and some people want their PCs to be entirely heroic. But others don’t mind a little moral greyness thrown into the mix. Still others see things like Craven and Cruel as traits to overcome as their characters develop (probably earning them different descriptors).

You gain the following characteristics:

Furtive: +2 to your Speed Pool.

@UUID[Compendium.cyphersystem-compendium.basic-skills.duTx0BwgmC1Gw3Ze]{Skill}: You’re trained in stealth-based tasks.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.EyD5RQ654NoPJ7MN]{Skill}: You’re trained in running actions.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.48EDNk0hOv8KvoVs]{Skill}: You’re trained in any action taken to escape danger, flee from a dangerous situation, or wheedle your way out of trouble.

@UUID[Compendium.cyphersystem-compendium.inabilities.gpHPkjq631isDAjT]{Inability}: You do not willingly enter dangerous situations. Any initiative actions (to determine who goes first in combat) are hindered.

@UUID[Compendium.cyphersystem-compendium.inabilities.4raydis9fTWFq8Rc]{Inability}: You fall to pieces when you have to undertake a potentially dangerous task alone. Any such task (such as attacking a creature by yourself) is hindered.

Additional Equipment: You have a good luck charm or protective device to keep you out of harm’s way.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You believe that you’re being hunted, and you have hired one of the other PCs as your protector.

  2. You seek to escape your shame and take up with capable individuals in the hopes of repairing your reputation.

  3. One of the other PCs bullied you into coming along.

  4. The group answered your cries for help when you were in trouble.

Creative

Maybe you have a notebook where you write down ideas so you can develop them later. Perhaps you email yourself ideas that strike you out of the blue so you can sort them in an electronic document. Or maybe you just sit down, stare at your screen and, by indomitable force of will, produce something from nothing. However your gift works, you’re creative—you code, write, compose, sculpt, design, direct, or otherwise create narratives that enthrall other people with your vision.

You gain the following characteristics:

Inventive: +2 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.SKNSOPcNsoSDk6Xm]{Original}: You’re always coming up with something new. You’re trained in any task related to creating a narrative (such as a story, play, or scenario). This includes deception, if the deception involves a narrative you’re able to tell.

Skill: You are naturally inventive. You are trained in one specific creative skill of your choice: @UUID[Compendium.cyphersystem-compendium.expanded-skills.eKQYG8hDn7akNxns]{writing}, @UUID[Compendium.cyphersystem-compendium.expanded-skills.fHmBT2eRXI6WQnyZ]{computer coding}, @UUID[Compendium.cyphersystem-compendium.expanded-skills.Lq20krfxQeY7B2qo]{composing music}, @UUID[Compendium.cyphersystem-compendium.expanded-skills.LVVmRzkp5GwB3NE0]{painting}, @UUID[Compendium.cyphersystem-compendium.expanded-skills.wCrjggZ7oUZYZAMD]{drawing}, and so on.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.zz0QUtOoUro9OErB]{Skill}: You love solving riddles and the like. You are trained in puzzle-solving tasks.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.pHUz4ZRnWfsBbtQ7]{Skill}: To be creative requires that you always be learning. You are trained in any task that involves finding out something new, such as when you’re digging through a library, data bank, news archive, or similar collection of knowledge.

@UUID[Compendium.cyphersystem-compendium.inabilities.JDEjrsDDDqVcqSZp]{Inability}: You’re inventive but not charming. All tasks related to pleasant social interaction are hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You were doing research for a project and convinced the PCs to bring you along.

  2. You’re looking for new markets for the results of your creative output.

  3. You fell in with the wrong crowd, but they grew on you.

  4. A creative life is often one beset with financial hurdles. You joined the PCs because you hoped it would be profitable.

Cruel

Misfortune and suffering do not move you. When another endures hardship, you find it hard to care, and you may even enjoy the pain and difficulty the person experiences if they’ve done you wrong in the past. Your cruel streak may derive from bitterness brought about by your own struggles and disappointments. You might be a hard pragmatist, doing what you feel you must even if others are worse for it. Or you could be a sadist, delighting in the pain you inflict.

Being cruel does not necessarily make you a villain. Your cruelty may be reserved for those who cross you or other people useful to you. You might have become cruel as the result of an intensely awful experience. Abuse and torture, for example, can strip away compassion for other living beings.

As well, you need not be cruel in every situation. In fact, others might see you as personable, friendly, and even helpful. But when angered or frustrated, your dual nature reveals itself, and those who have earned your scorn are likely to suffer for it.

You gain the following characteristics:

Cunning: +2 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.Pp6FiVf17qqHapKd]{Cruelty}: When you use force, you can choose to maim or deliver painful injuries to draw out your foe’s suffering. Whenever you inflict damage, you can choose to inflict 2 fewer points of damage to ease your next attack against that foe.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.ks2lNbYe7169G57r]{Skill}: You’re trained in tasks related to deception, intimidation, and persuasion when you interact with characters experiencing physical or emotional pain.

@UUID[Compendium.cyphersystem-compendium.inabilities.1Jo8JX85AfL1Kx5P]{Inability}: You have a hard time connecting with others, understanding their motives, or sharing their feelings. Any task to ascertain another character’s motives, feelings, or disposition is hindered.

Additional Equipment: You have a valuable memento from the last person you destroyed. The memento is moderately priced, and you can sell it or trade it for an item of equal or lesser value.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You suspect that you might gain a long-term advantage from helping the other PCs and may be able to use that advantage against your enemies.

  2. By joining the PCs, you see an opportunity to grow your personal power and status at the expense of others.

  3. You hope to make another PC’s life more difficult by joining the group.

  4. Joining the PCs gives you an opportunity to escape justice for a crime you committed.

Dishonorable

There is no honor among thieves—or betrayers, backstabbers, liars, or cheats. You are all of these things, and either you don’t lose any sleep over it, or you deny the truth to others or to yourself. Regardless, you are willing to do whatever it takes to get your own way. Honor, ethics, and principles are merely words. In your estimation, they have no place in the real world.

You gain the following characteristics:

Sneaky: +4 to your Speed Pool.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.KmXEb22OUjlCwjVY]{Just Desserts}: When the GM gives another player an experience point to award to someone for a GM intrusion, that player cannot give it to you.

@UUID[Compendium.cyphersystem-compendium.basic-skills.eeHdJpr4k8hYtGr5]{Skill}: You are trained in deception.

@UUID[Compendium.cyphersystem-compendium.basic-skills.duTx0BwgmC1Gw3Ze]{Skill}: You are trained in stealth.

@UUID[Compendium.cyphersystem-compendium.basic-skills.tZ7PdXuWQyRMo0Rh]{Skill}: You are trained in intimidation.

@UUID[Compendium.cyphersystem-compendium.inabilities.JDEjrsDDDqVcqSZp]{Inability}: People don’t like or trust you. Pleasant social interactions are hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You are interested in what the PCs are doing, so you lied to them to get into their group.

  2. While skulking about, you overheard the PCs’ plans and realized that you wanted in.

  3. One of the other PCs invited you, having no idea of what you’re truly like.

  4. You bullied your way in with intimidation and bluster.

Doomed

You are quite certain that your fate is leading you, inextricably, toward a terrible end. This fate might be yours alone, or you might be dragging along the people closest to you.

You gain the following characteristics:

Jumpy: +2 to your Speed Pool.

@UUID[Compendium.cyphersystem-compendium.basic-skills.rH5FwMXGaNn21DZD]{Skill}: Always on the lookout for danger, you are trained in perception-related tasks.

@UUID[Compendium.cyphersystem-compendium.basic-skills.FXYWkXG7Iq6Wm1pS]{Skill}: You are defense minded, so you are trained in Speed defense tasks.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.cqT873UxELpJ3Mq2]{Skill}: You are cynical and expect the worst. Thus, you are resistant to mental shocks. You are trained in Intellect defense tasks having to do with losing your sanity or equanimity.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.ljIhLeM7ZcZuAJTk]{Doom}: Every other time the GM uses GM intrusion on your character, you cannot refuse it and do not get an XP for it (you still get an XP to award to another player). This is because you are doomed. The universe is a cold, uncaring place, and your efforts are futile at best.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You attempted to avoid it, but events seemed to conspire to draw you to where you are.

  2. Why not? It doesn’t matter. You’re doomed no matter what you do.

  3. One of the other PCs saved your life, and now you’re repaying that obligation by helping them with the task at hand.

  4. You suspect that the only hope you have of avoiding your fate might lie on this path.

Empathic

Other people are open books to you. You may have a knack for reading a person’s tells, those subtle movements that convey an individual’s mood and disposition. Or you may receive information in a more direct way, feeling a person’s emotions as if they were tangible things, sensations that lightly brush against your mind. Your gift for empathy helps you navigate social situations and control them to avoid misunderstandings and prevent useless conflicts from erupting.

The constant bombardment of emotions from those around you likely takes a toll. You might move with the prevailing mood, swinging from giddy happiness to bitter sorrow with little warning. Or you might close yourself off and remain inscrutable to others out of a sense of self-preservation or an unconscious fear that everyone else might learn how you truly feel.

You gain the following characteristics:

Open Mind: +4 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.H4LHMcUqFB4rMLW1]{Skill}: You’re trained in tasks involving sensing other emotions, discerning dispositions, and getting a hunch about people around you.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.J08uzxkHA7sn70LX]{Skill}: You’re trained in all tasks involving social interaction, pleasant or otherwise.

@UUID[Compendium.cyphersystem-compendium.inabilities.OHgyIguDuF48QMDD]{Inability}: Being so receptive to others’ thoughts and moods makes you vulnerable to anything that attacks your mind. Intellect defense rolls are hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You sensed the commitment to the task the other PCs have and felt moved to help them.

  2. You established a close bond with another PC and can’t bear to be parted from them.

  3. You sensed something strange in one of the PCs and decided to join the group to see if you can sense it again and uncover the truth.

  4. You joined the PCs to escape an unpleasant relationship or negative environment.

Exiled

You have walked a long and lonely road, leaving your home and your life behind. You might have committed a heinous crime, something so awful that your people forced you out, and if you dare return, you face death. You might have been accused of a crime you didn’t commit and now must pay the price for someone else’s wicked deed. Your exile might be the result of a social gaffe—perhaps you shamed your family or a friend, or you embarrassed yourself in front of your peers, an authority, or someone you respect. Whatever the reason, you have left your old life behind and now strive to make a new one.

You gain the following characteristics:

Self-Reliant: +2 to your Might Pool.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.PT7NoHCCjePtX6OW]{Loner}: You gain no benefit when you get help with a task from another character who is trained or specialized in that task.

@UUID[Compendium.cyphersystem-compendium.basic-skills.Q9tfUkhYGRJ5Df42]{Skill}: You’re trained in all tasks involving sneaking.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.KU2IUPjDKKIbfxkH]{Skill}: You’re trained in all tasks involving foraging, hunting, and finding safe places to rest or hide.

@UUID[Compendium.cyphersystem-compendium.inabilities.tlL5bTqgc9lt5GNz]{Inability}: Living on your own for as long as you have makes you slow to trust others and awkward in social situations. Any task involving social interaction is hindered.

Additional Equipment: You have a memento from your past—an old picture, a locket with a few strands of hair inside, or a lighter given to you by someone important. You keep the object close at hand and pull it out to help you remember better times.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. The other PCs earned your trust by helping you when you needed it. You accompany them to repay them.

  2. While exploring on your own, you discovered something strange. When you traveled to a settlement, the PCs were the only ones who believed you, and they have accompanied you to help you deal with the problem.

  3. One of the other PCs reminds you of someone you used to know.

  4. You have grown weary of your isolation. Joining the other PCs gives you a chance to belong.

Fast

You’re fleet of foot. Because you’re quick, you can accomplish tasks more rapidly than others can. You’re not just quick on your feet, however—you’re quick with your hands, and you think and react quickly. You even talk quickly.

You gain the following characteristics:

Energetic: +2 to your Speed Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.EyD5RQ654NoPJ7MN]{Skill}: You are trained in running.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.YHNmhduMB7gVvUtJ]{Fast}: You can move a short distance and still take another action in the same round, or you can move a long distance as your action without needing to make any kind of roll.

@UUID[Compendium.cyphersystem-compendium.inabilities.qRXj5XtPAxa0kTR1]{Inability}: You’re a sprinter, not a long-distance runner. You don’t have a lot of stamina. Might defense rolls are hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You jumped in to save one of the other PCs who was in dire need.

  2. One of the other PCs recruited you for your unique talents.

  3. You’re impulsive, and it seemed like a good idea at the time.

  4. This mission ties in with a personal goal of your own.

Foolish

Not everyone can be brilliant. Oh, you don’t think of yourself as stupid, and you’re not. It’s just that others might have a bit more . . . wisdom. Insight. You prefer to barrel along headfirst through life and let other people worry about things. Worrying’s never helped you, so why bother? You take things at face value and don’t fret about what tomorrow might bring.

People call you “idiot” or “numbskull,” but it doesn’t faze you much.

It can be liberating and really fun to play a foolish character. In some ways, the pressure to always do the right, smart thing is off. On the other hand, if you play such a character as a bumbling moron in every situation, that can become annoying to everyone else at the table. As with everything, moderation is the key.

You gain the following characteristics:

Unwise: –4 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.4FMLdzuRxQsVnh1P]{Carefree}: You succeed more on luck than anything. Every time you roll for a task, roll twice and take the higher result.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.6ydImEoLRFErPjFe]{Intellect Weakness}: Any time you spend points from your Intellect Pool, it costs you 1 more point than usual.

@UUID[Compendium.cyphersystem-compendium.inabilities.OHgyIguDuF48QMDD]{Inability}: Any Intellect defense task is hindered.

@UUID[Compendium.cyphersystem-compendium.inabilities.I7pKktxfFilMCCi1]{Inability}: Any task that involves seeing through a deception, an illusion, or a trap is hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. Who knows? Seemed like a good idea at the time.

  2. Someone asked you to join up with the other PCs. They told you not to ask too many questions, and that seemed fine to you.

  3. Your parent (or a parental/mentor figure) got you involved to give you something to do and maybe “teach you some sense.”

  4. The other PCs needed some muscle who wouldn’t overthink things.

Graceful

You have a perfect sense of balance, moving and speaking with grace and beauty. You’re quick, lithe, flexible, and dexterous. Your body is perfectly suited to dance, and you use that advantage in combat to dodge blows. You might wear garments that enhance your agile movement and sense of style.

You gain the following characteristics:

Agile: +2 to your Speed Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.KjmXC7wwXc8DqM82]{Skill}: You’re trained in all tasks involving balance and careful movement.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.K2S2yAu0BJc7TMEh]{Skill}: You’re trained in all tasks involving physical performing arts.

@UUID[Compendium.cyphersystem-compendium.basic-skills.FXYWkXG7Iq6Wm1pS]{Skill}: You’re trained in all Speed defense tasks.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. Against your better judgment, you joined the other PCs because you saw that they were in danger.

  2. One of the other PCs convinced you that joining the group would be in your best interests.

  3. You’re afraid of what might happen if the other PCs fail.

  4. There is reward involved, and you need the money.

Guarded

You conceal your true nature behind a mask and are loath to let anyone see who you really are. Protecting yourself, physically and emotionally, is what you care about most, and you prefer to keep everyone else at a safe distance. You may be suspicious of everyone you meet, expecting the worst from people so you won’t be surprised when they prove you right. Or you might just be a bit reserved, careful about letting people through your gruff exterior to the person you really are.

No one can be as reserved as you are and make many friends. Most likely, you have an abrasive personality and tend to be pessimistic in your outlook. You probably nurse an old hurt and find that the only way you can cope is to keep it and your personality locked down.

You gain the following characteristics:

Suspicious: +2 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.basic-skills.5X8qgmSuvRVNTiaP]{Skill}: You are trained in all Intellect defense tasks.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.hJHg9c1wuIJsPdtn]{Skill}: You are trained in all tasks involving discerning the truth, piercing disguises, and recognizing falsehoods and other deceptions.

@UUID[Compendium.cyphersystem-compendium.inabilities.a0eju2Y9hvObXxHC]{Inability}: Your suspicious nature makes you unlikeable. Any task involving deception or persuasion is hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. One of the PCs managed to overcome your defenses and befriend you.

  2. You want to see what the PCs are up to, so you accompany them to catch them in the act of some wrongdoing.

  3. You have made a few enemies and take up with the PCs for protection.

  4. The PCs are the only people who will put up with you.

Hardy

Your body was built to take abuse. Whether you’re pounding down stiff drinks while holding up a bar in your favorite watering hole or trading blows with a thug in a back alley, you keep going, shrugging off hurts and injuries that might slow or incapacitate a lesser person. Neither hunger nor thirst, cut flesh nor broken bone can stop you. You just press on through the pain and continue.

As fit and healthy as you are, the signs of wear show in the myriad scars crisscrossing your body, your thrice-broken nose, your cauliflower ears, and any number of other disfigurements you wear with pride.

You gain the following characteristics:

Mighty: +4 to your Might Pool.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.92q8rFEj1dQKNCD9]{Fast Healer}: You halve the time it takes to make a recovery roll (minimum one action).

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.qgJiQgqukmcFFNor]{Almost Unstoppable}: While you are impaired on the damage track, you function as if you were hale. While you are debilitated, you function as if you were impaired. In other words, you don’t suffer the effects of being impaired until you become debilitated, and you never suffer the effects of being debilitated. You still die if all your stat Pools are 0.

@UUID[Compendium.cyphersystem-compendium.basic-skills.Q0vfmbqehJw0jYBa]{Skill}: You are trained in Might defense actions.

@UUID[Compendium.cyphersystem-compendium.basic-skills.gbWPNb1uKsRtZWSL]{Inability}: Your big, strong body is slow to react. Any task involving initiative is hindered.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.62e9ZYD1UeGlalWu]{Ponderous}: When you apply Effort when making a Speed roll, you must spend 1 extra point from your Speed Pool.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. The PCs recruited you after learning about your reputation as a survivor.

  2. You joined the PCs because you want or need the money.

  3. The PCs offered you a challenge equal to your physical power.

  4. You believe the only way the PCs will succeed is if you are along to protect them.

Hideous

You are physically repugnant by almost any human standard. You might have had a serious accident, a harmful mutation, or just poor genetic luck, but you are incontrovertibly ugly.

You’ve more than made up for your appearance in other ways, however. Because you have to hide your appearance, you excel at sneaking about unnoticed or disguising yourself. But perhaps most important, being ostracized while others socialized, you took the time growing up to develop yourself as you saw fit—you grew strong or quick, or you honed your mind.

You gain the following characteristics:

Versatile: You get 4 additional points to divide among your stat Pools.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.bjX9wcG3SzUn5q46]{Skill}: You are trained in intimidation and any other fear-based interactions, if you show your true face.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.lW5xh0jPpRTp1iB6]{Skill}: You are trained in disguise and stealth tasks.

@UUID[Compendium.cyphersystem-compendium.inabilities.JDEjrsDDDqVcqSZp]{Inability}: All tasks relating to pleasant social interaction are hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. One of the other PCs approached you while you were in disguise, recruiting you while believing you were someone else.

  2. While skulking about, you overheard the other PCs’ plans and realized you wanted in.

  3. One of the other PCs invited you, but you wonder if it was out of pity.

  4. You bullied your way in with intimidation and bluster.

Honorable

You are trustworthy, fair, and forthright. You try to do what is right, to help others, and to treat them well. Lying and cheating are no way to get ahead—these things are for the weak, the lazy, or the despicable. You probably spend a lot of time thinking about your personal honor, how best to maintain it, and how to defend it if challenged. In combat, you are straightforward and offer quarter to any foe.

You were likely instilled with this sense of honor by a parent or a mentor. Sometimes the distinction between what is and isn’t honorable varies with different schools of thought, but in broad strokes, honorable people can agree on most aspects of what honor means.

You gain the following characteristics:

Stalwart: +2 to your Might Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.iLViKiz8EUbAbChF]{Skill}: You are trained in pleasant social interactions.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.iUJdgnZi90GZjY9s]{Skill}: You are trained in discerning people’s true motives or seeing through lies.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. The PCs’ goals appear to be honorable and commendable.

  2. You see that what the other PCs are about to do is dangerous, and you’d like to help protect them.

  3. One of the other PCs invited you, hearing of your trustworthiness.

  4. You asked politely if you could join the other PCs in their mission.

Impulsive

You have a hard time tamping down your enthusiasm. Why wait when you can just do it (whatever it is) and get it done? You deal with problems when they arise rather than plan ahead. Putting out the small fires now prevents them from becoming one big fire later. You are the first to take risks, to jump in and lend a hand, to step into dark passages, and to find danger.

Your impulsiveness likely gets you into trouble. While others might take time to study the items they discover, you use such items without hesitation. After all, the best way to learn what something can do is to use it. When a cautious explorer might look around and check for danger nearby, you have to physically stop yourself from bulling on ahead. Why fuss around when the exciting thing is just ahead?

Impulsive characters get into trouble. That’s their thing, and that’s fine. But if you’re constantly dragging your fellow PCs into trouble (or worse, getting them seriously hurt or killed), that will be annoying, to say the least. A good rule of thumb is that impulsiveness doesn’t always mean a predilection for doing the wrong thing. Sometimes it’s the urge to do the right thing.

You gain the following characteristics:

Reckless: +2 to your Speed Pool.

@UUID[Compendium.cyphersystem-compendium.basic-skills.gbWPNb1uKsRtZWSL]{Skill}: You’re trained in initiative actions (to determine who goes first in combat).

@UUID[Compendium.cyphersystem-compendium.basic-skills.FXYWkXG7Iq6Wm1pS]{Skill}: You’re trained in Speed defense actions.

@UUID[Compendium.cyphersystem-compendium.inabilities.gBUQ2i4VroKkBVQ7]{Inability}: You’ll try anything once, but quickly grow bored after that. Any task that involves patience, willpower, or discipline is hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You heard what the other PCs were up to and suddenly decided to join them.

  2. You pulled everyone together after you heard rumors about something interesting you want to see or do.

  3. You blew all of your money and now find yourself strapped for cash.

  4. You’re in trouble for acting recklessly. You join the other PCs because they offer a way out of your problem.

Inquisitive

The world is vast and mysterious, with wonders and secrets to keep you amazed for several lifetimes. You feel the tugging on your heart, the call to explore the wreckage of past civilizations, to discover new peoples, new places, and whatever bizarre wonders you might find along the way. However, as strongly as you feel the pull to roam the world, you know there is danger aplenty, and you take precautions to ensure that you are prepared for any eventuality. Research, preparation, and readiness will help you live long enough to see everything you want to see and do everything you want to do.

You probably have a dozen books and travelogues about the world on you at any time. When not hitting the road and looking around, you spend your time with your nose in a book, learning everything you can about the place you’re going so you know what to expect when you get there.

You gain the following characteristics:

Smart: +4 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.pHUz4ZRnWfsBbtQ7]{Skill}: You are eager to learn. You are trained in any task that involves learning something new, whether you’re talking to a local to get information or digging through old books to find lore.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.RZkMJad4OfSOU1Pq]{Skill}: You have made a study of the world. You are trained in any task involving geography or history.

@UUID[Compendium.cyphersystem-compendium.inabilities.ntN6wx9GAjKwEWfV]{Inability}: You tend to fixate on the details, making you somewhat oblivious to what’s going on around you. Any task to hear or notice dangers around you is hindered.

@UUID[Compendium.cyphersystem-compendium.inabilities.gpHPkjq631isDAjT]{Inability}: When you see something interesting, you hesitate as you take in all the details. Initiative actions (to determine who goes first in combat) are hindered.

Additional Equipment: You have three books on whatever subjects you choose.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. One of the PCs approached you to learn information related to the mission, having heard you were an expert.

  2. You have always wanted to see the place where the other PCs are going.

  3. You were interested in what the other PCs were up to and decided to go along with them.

  4. One of the PCs fascinates you, perhaps due to a special or weird ability they have.

Intelligent

You’re quite smart. Your memory is sharp, and you easily grasp concepts that others might struggle with. This aptitude doesn’t necessarily mean that you’ve had years of formal education, but you have learned a great deal in your life, primarily because you pick things up quickly and retain so much.

You gain the following characteristics:

Smart: +2 to your Intellect Pool.

Skill: You’re trained in an area of knowledge of your choice.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.m65HBfM8zSVl4uwk]{Skill}: You’re trained in all actions that involve remembering or memorizing things you experience directly. For example, instead of being good at recalling details of geography that you read about in a book, you can remember a path through a set of tunnels that you’ve explored before.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. One of the other PCs asked your opinion of the mission, knowing that if you thought it was a good idea, it probably was.

  2. You saw value in what the other PCs were doing.

  3. You believed that the task might lead to important and interesting discoveries.

  4. A colleague requested that you take part in the mission as a favor.

Intuitive

You are often tickled by a sense of knowing what someone will say, how they will react, or how events might unfold. Maybe you have a mutant sense, maybe you can see just a few moments ahead through time, or maybe you’re just good at reading people and extrapolating a situation. Whatever the case, many who look into your eyes immediately glance away, as if afraid of what you might see in their expression.

You gain the following characteristics:

Innate: +2 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.basic-skills.rH5FwMXGaNn21DZD]{Skill}: You are trained in perception tasks.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.1GEOtsfQWmfgcp3e]{Know What to Do}: You can act immediately, even if it’s not your turn. Afterward, on your next regular turn, any action you take is hindered. You can do this one time, although the ability is renewed each time you make a recovery roll.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You just knew you had to come along.

  2. You convinced one of the other PCs that your intuition is invaluable.

  3. You felt that something terrible would happen if you didn’t go.

  4. You’re confident the reason you arrived at this point will soon become clear.

Jovial

You’re cheerful, friendly, and outgoing. You put others at ease with a big smile and a joke, possibly one at your own expense, though lightly ribbing your companions who can take it is also one of your favorite pastimes. Sometimes people say you never take anything seriously. That’s not true, of course, but you have learned that to dwell on the bad too long quickly robs the world of joy. You’ve always got a new joke in your back pocket because you collect them like some people collect bottles of wine.

You gain the following characteristics:

Witty: +2 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.iLViKiz8EUbAbChF]{Skill}: You’re convivial and set most people at ease with your attitude. You are trained in all tasks related to pleasant social interaction.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.zz0QUtOoUro9OErB]{Skill}: You have an advantage in figuring out the punch lines of jokes you’ve never heard before. You are trained in all tasks related to solving puzzles and riddles.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You solved a riddle before realizing that answering it would launch you into the adventure.

  2. The other PCs thought you’d bring some much-needed levity to the team.

  3. You decided that all fun and no work was not the best way to get through life, so you joined up with the PCs.

  4. It was either go with the PCs or face up to a circumstance that was anything but jovial.

Kind

It’s always been easy for you to see things from the point of view of other people. That ability has made you sympathetic to what they really want or need. From your perspective, you’re just applying the old proverb that “it’s easier to catch flies with honey than with vinegar,” but others simply see your behavior as kindness. Of course, being kind takes time, and yours is limited. You’ve learned that a small fraction of people don’t deserve your time or kindness—true sadists, narcissists, and similar folk will only waste your energy. So you deal with them swiftly, saving your kindness for those who deserve it and can benefit from your attention.

You gain the following characteristics:

Emotionally Intuitive: +2 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.6Z7VC4ctwcS0dVoW]{Skill}: You know what it’s like to go a mile in someone else’s shoes. You’re trained in all tasks related to pleasant social interaction and discerning the dispositions of others.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.5kX6OM98txwPPO6a]{Karma}: Sometimes, strangers just help you out. To gain the aid of a stranger, you must use a one action, ten-minute, or one-hour recovery roll (without gaining its healing benefit), and the GM determines the nature of the aid you gain. Usually, the act of kindness isn’t enough to turn a bad situation completely around, but it may moderate a bad situation and lead to new opportunities. For example, if you are captured, a guard loosens your bonds slightly, brings you water, or delivers a message.

@UUID[Compendium.cyphersystem-compendium.inabilities.AY8Br5qquBWoGQc0]{Inability}: Being kind comes with a few risks. All tasks related to detecting falsehoods are hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. A PC needed your help, and you agreed to come along as a kindness.

  2. You gave the wrong person access to your money, and now you need to make some back.

  3. You’re ready to take your benevolence on the road and help more people than you could if you didn’t join the PCs.

  4. Your job, which seemed like it would be personally rewarding, is the opposite. You join the PCs to escape the drudgery.

Learned

You have studied, either on your own or with an instructor. You know many things and are an expert on a few topics, such as history, biology, geography, mythology, nature, or any other area of study. Learned characters typically carry a few books around with them and spend their spare time reading.

You gain the following characteristics:

Smart: +2 to your Intellect Pool.

Skill: You’re trained in three areas of knowledge of your choice.

@UUID[Compendium.cyphersystem-compendium.inabilities.UrdbwsMhJOQk44vz]{Inability}: You have few social graces. Any task involving charm, persuasion, or etiquette is hindered.

Additional Equipment: You have two additional books on topics of your choice.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. One of the other PCs asked you to come along because of your knowledge.

  2. You need money to fund your studies.

  3. You believed that the task might lead to important and interesting discoveries.

  4. A colleague requested that you take part in the mission as a favor.

Lucky

You rely on chance and timely good luck to get you through many situations. When people say that someone was born under a lucky star, they mean you. When you try your hand at something new, no matter how unfamiliar the task is, as often as not you find a measure of success. Even when disaster strikes, it’s rarely as bad as it could be. More often, small things seem to go your way, you win contests, and you’re often in the right place at the right time.

You gain the following characteristics:

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.pccv1fQ4WW7KnLsi]{Luck Pool}: You have one additional Pool called Luck that begins with 3 points, and it has a maximum value of 3 points. When spending points from any other Pool, you can take one, some, or all of the points from your Luck Pool first. When you make a recovery roll to recover points to any other Pool, your Luck Pool is also refreshed by the same number of points. When your Luck Pool is at 0 points, it does not count against your damage track.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.MKYIm6Rgf4VRIKrK]{Advantage}: When you use 1 XP to reroll a d20 for any roll that affects only you, add 3 to the reroll.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. Knowing that lucky people notice and take active advantage of opportunities, you became involved in your first adventure by choice.

  2. You literally bumped into someone else on this adventure through sheer luck.

  3. You found a briefcase lying alongside the road. It was battered, but inside you found a lot of strange documents that led you here.

  4. Your luck saved you when you avoided a speeding vehicle by a fortuitous fall through an opening in the ground (a manhole, if in a modern setting). Beneath the ground, you found something you couldn’t ignore.

Mad

You have delved too deeply into subjects people were not meant to know. You are knowledgeable in things beyond the scope of most, but this knowledge has come at a terrible price. You are likely in questionable physical shape and occasionally shake with nervous tics. You sometimes mutter to yourself without realizing it.

You gain the following characteristics:

Knowledgeable: +4 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.AFFZAuL0OsaopL8E]{Fits of Insight}: Whenever such knowledge is appropriate, the GM feeds you information although there is no clear explanation as to how you could know such a thing. This is up to the GM’s discretion, but it should happen as often as once each session.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.SFXAD4DjhyEtJ1Ny]{Erratic Behavior}: You are prone to acting erratically or irrationally. When you are in the presence of a major discovery or subjected to great stress (such as a serious physical threat), the GM can introduce a GM intrusion that directs your next action without awarding XP. You can still pay 1 XP to refuse the intrusion. The GM’s influence is the manifestation of your madness and thus is always something you would not likely do otherwise, but it is not directly, obviously harmful to you unless there are extenuating circumstances. (For example, if a foe suddenly leaps out of the darkness, you might spend the first round babbling incoherently or screaming the name of your first true love.)

Skill: You are trained in one area of knowledge (probably something weird or esoteric).

@UUID[Compendium.cyphersystem-compendium.inabilities.zHgQDe14mPF3G95Q]{Inability}: Your mind is quite fragile. Tasks to resist mental attacks are hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. Voices in your head told you to go.

  2. You instigated the whole thing and convinced the others to join you.

  3. One of the other PCs obtained a book of knowledge for you, and now you’re repaying that favor by helping them with the task at hand.

  4. You feel compelled by inexplicable intuition.

Mechanical

You have a special talent with machines of all kinds, and you’re adept at understanding and, if need be, repairing them. Perhaps you’re a bit of an inventor, creating new machines from time to time. You get called “techie,” “tech,” “mech,” “gear-head,” “motor-head,” or any of a number of other nicknames. Mechanics usually wear practical work clothes and carry around a lot of tools.

You gain the following characteristics:

Smart: +2 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.PSeFw2XUjqgOG2xS]{Skill}: You’re trained in all actions involving identifying or understanding machines.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.DhGWJERxvN9zVYGh]{Skill}: You’re trained in all actions involving using, repairing, or crafting machines.

Additional Equipment: You start with a variety of machine tools.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. While repairing a nearby machine, you overheard the other PCs talking.

  2. You need money to buy tools and parts.

  3. It was clear that the mission couldn’t succeed without your skills and knowledge.

  4. Another PC asked you to join them.

Mysterious

The dark figure lurking silently in the corner? That’s you. No one really knows where you came from or what your motives are—you play things close to the vest. Your manner perplexes and confounds others, but that doesn’t make you a poor friend or ally. You’re just good at keeping things to yourself, moving about unseen, and concealing your presence and identity.

You gain the following characteristics:

@UUID[Compendium.cyphersystem-compendium.basic-skills.duTx0BwgmC1Gw3Ze]{Skill}: You are trained in all stealth tasks.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.fmGCPHRwFnbmvB19]{Skill}: You are trained in resisting interrogation or tricks to get you to talk.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.uROuz6gmfq7X3uu3]{Confounding}: You pull talents and abilities seemingly out of nowhere. You can attempt one task in which you have no training as if you were trained, attempt a task that you are trained in as if specialized, or gain a free level of Effort with a task that you are specialized in. This ability refreshes every time you make a recovery roll, but the uses never accumulate.

@UUID[Compendium.cyphersystem-compendium.inabilities.sRzjg0b8j3XPVrPR]{Inability}: People never know where they stand with you. Any task involving getting people to believe or trust you is hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You just showed up one day.

  2. You convinced one of the other PCs that you had invaluable skills.

  3. Some equally mysterious figure told you where to be and when (but not why) to join the group.

  4. Something—a feeling, a dream—told you where to be and when to join the group.

Mystical

You think of yourself as mystical, attuned with the mysterious and the paranormal. Your true talents lie with the supernatural. You likely have experience with ancient lore, and you can sense and wield the supernatural—though whether that means “magic,” “psychic phenomena,” or something else is up to you (and probably up to those around you as well). Mystical characters often wear jewelry, such as a ring or an amulet, or have tattoos or other marks that show their interests.

You gain the following characteristics:

Smart: +2 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.u2aCexSScRX0FEqH]{Skill}: You’re trained in all actions involving identifying or understanding the supernatural.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.x6GmHzLKB0JpVg5E]{Sense Magic}: You can sense whether the supernatural is active in situations where its presence is not obvious. You must study an object or location closely for a minute to get a feel for whether a mystical touch is at work.

@UUID[Compendium.cyphersystem-compendium.abilities.zArjjFcf9tHQvJTx]{Spell}: You can perform Hedge Magic as a spell when you have a free hand and can pay the Intellect point cost.

@UUID[Compendium.cyphersystem-compendium.inabilities.FKeDN7rJdKpgt4bj]{Inability}: You have a manner or an aura that others find a bit unnerving. Any task involving charm, persuasion, or deception is hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. A dream guided you to this point.

  2. You need money to fund your studies.

  3. You believed the mission would be a great way to learn more about the supernatural.

  4. Various signs and portents led you here.

Naive

You’ve lived a sheltered life. Your childhood was safe and secure, so you didn’t get a chance to learn much about the world—and even less chance to experience it. Whether you were training for something, had your nose in a book, or just were sequestered in a secluded place, you haven’t done much, met many people, or seen many interesting things so far. That’s probably going to change soon, but as you go forward into a larger world, you do so without some of the understanding that others possess about how it all works.

You gain the following characteristics:

Fresh: You add +1 to your recovery rolls.

Incorruptible: You are trained in @UUID[Compendium.cyphersystem-compendium.basic-skills.5X8qgmSuvRVNTiaP]{Intellect defense} tasks and all tasks that involve @UUID[Compendium.cyphersystem-compendium.expanded-skills.OauBSvtfh6HeNzDe]{resisting temptation}.

@UUID[Compendium.cyphersystem-compendium.basic-skills.rH5FwMXGaNn21DZD]{Skill}: You’re wide-eyed. You are trained in perception tasks.

@UUID[Compendium.cyphersystem-compendium.inabilities.VyGXdv9xEzKsm2YX]{Inability}: Any task that involves seeing through deceptions or determining someone’s secret motive is hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. Someone told you that you should get involved.

  2. You needed money, and this seemed like a good way to earn some.

  3. You believed that you could learn a lot by joining the other PCs.

  4. Sounded like fun.

Perceptive

You miss little. You pick out the small details in the world around you and are skilled at making deductions from the information you find. Your talents make you an exceptional sleuth, a formidable scientist, or a talented scout.

As adept as you are at finding clues, you have no skill at picking up on social cues. You overlook an offense that your deductions give or how uncomfortable your scrutiny can make the people around you. You tend to dismiss others as being intellectual dwarfs compared to you, which avails you little when you need a favor.

You gain the following characteristics:

Smart: +2 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.G2JaXxUq6dfIXVDl]{Skill}: You have an eye for detail. You are trained in any task that involves finding or noticing small details.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.EaHHaJvulkIVAxhi]{Skill}: You know a little about everything. You are trained in any task that involves identifying objects or calling to mind a minor detail or bit of trivia.

@UUID[Compendium.cyphersystem-compendium.basic-skills.tZ7PdXuWQyRMo0Rh]{Skill}: Your skill at making deductions can be imposing. You are trained in any task that involves intimidating another creature.

@UUID[Compendium.cyphersystem-compendium.inabilities.JDEjrsDDDqVcqSZp]{Inability}: Your confidence comes off as arrogance to people who don’t know you. Any task involving positive social interactions is hindered.

Additional Equipment: You have a bag of light tools.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You overheard the other PCs discussing their mission and volunteered your services.

  2. One of the PCs asked you to come along, believing that your talents would be invaluable to the mission.

  3. You believe that the PCs’ mission is somehow related to one of your investigations.

  4. A third party recruited you to follow the PCs and see what they were up to.

Resilient

You can take a lot of punishment, both physically and mentally, and still come back for more. It takes a lot to put you down. Neither physical nor mental shocks or damage have a lasting effect. You’re tough to faze. Unflappable. Unstoppable.

You gain the following characteristics:

Resistant: +2 to your Might Pool, and +2 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.F74sHYUANEPVaFd4]{Recover}: You can make an extra recovery roll each day. This roll is just one action. So you can make two recovery rolls that each take one action, one roll that takes ten minutes, a fourth roll that takes one hour, and a fifth roll that requires ten hours of rest.

@UUID[Compendium.cyphersystem-compendium.basic-skills.Q0vfmbqehJw0jYBa]{Skill}: You are trained in Might defense tasks.

@UUID[Compendium.cyphersystem-compendium.basic-skills.5X8qgmSuvRVNTiaP]{Skill}: You are trained in Intellect defense tasks.

@UUID[Compendium.cyphersystem-compendium.inabilities.U7X7WY5Qk3QIXxAD]{Inability}: You’re hardy but not necessarily strong. Any task involving moving, bending, or breaking things is hindered.

@UUID[Compendium.cyphersystem-compendium.inabilities.iic3khiZZCsbjkIg]{Inability}: You have a lot of willpower and mental fortitude, but you’re not necessarily smart. Any task involving knowledge or figuring out problems or puzzles is hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You saw that the PCs clearly need someone like you to help them out.

  2. Someone asked you to watch over one of the PCs in particular, and you agreed.

  3. You are bored and desperately in need of a challenge.

  4. You lost a bet—unfairly, you think—and had to take someone’s place on this mission.

Risk-Taking

It’s part of your nature to question what others think can’t or shouldn’t be done. You’re not insane, of course—you wouldn’t attempt to leap across a mile-wide chasm just because you were dared. There’s impossible and then there’s the just barely possible. You like to push the latter further than others, because it gives you a rush of satisfaction and pleasure when you succeed. The more you succeed, the more you find yourself looking for that next risky challenge to try yourself against.

You gain the following characteristics:

Nimble: +4 to your Speed Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.l3HBMnyOMVF6rIk8]{Skill}: You’re adept at leveraging risk, and you are trained in tasks that involve some element of chance, such as playing games or choosing between two or three apparently equal options.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.wWSSBexYE1QI054l]{Pressing Your Luck}: You can choose to automatically succeed on one task without rolling, as long as the task’s difficulty is no higher than 6. When you do so, however, you also trigger a GM intrusion as if you had rolled a 1. The intrusion doesn’t invalidate the success, but it probably qualifies it in some fashion. You can do this one time, although the ability renews each time you make a ten-hour recovery roll.

@UUID[Compendium.cyphersystem-compendium.inabilities.MoKSCrQBoxl4PZ0f]{Inability}: You may be nimble, but you’re not sneaky. Tasks related to sneaking and staying quiet are hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. It seemed like there were equal odds that the other PCs wouldn’t succeed, which sounded good to you.

  2. You think the tasks ahead will present you with unique and fulfilling challenges.

  3. One of your biggest risks failed to go your way, and you need money to help pay that debt.

  4. You bragged that you never saw a risk you didn’t like, which is how you reached your current point.

Rugged

You’re a nature lover accustomed to living rough, pitting your wits against the elements. Most likely, you’re a skilled hunter, gatherer, or naturalist. Years of living in the wild have left their mark with a worn countenance, wild hair, or scars. Your clothing is probably much less refined than the garments worn by city dwellers.

You gain the following characteristics:

@UUID[Compendium.cyphersystem-compendium.expanded-skills.zOjoCu1WyXeVzqs6]{Skill}: You’re trained in all tasks involving climbing, jumping, running, and swimming.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.lpBwC7PY35rIfBUG]{Skill}: You’re trained in all tasks involving training, riding, or placating natural animals.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.2Ipdh8f3MeuAMM3R]{Skill}: You’re trained in all tasks involving identifying or using natural plants.

@UUID[Compendium.cyphersystem-compendium.inabilities.iP9m2p6htGgd896X]{Inability}: You have no social graces and prefer animals to people. Any task involving charm, persuasion, etiquette, or deception is hindered.

Additional Equipment: You carry an explorer’s pack with rope, two days’ rations, a bedroll, and other tools needed for outdoor survival.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. Against your better judgment, you joined the other PCs because you saw that they were in danger.

  2. One of the other PCs convinced you that joining the group would be in your best interests.

  3. You’re afraid of what might happen if the other PCs fail.

  4. There is reward involved, and you need the money.

Sharp-Eyed

You’re perceptive and well aware of your surroundings. You notice the little details and remember them. You can be difficult to surprise.

You gain the following characteristics:

@UUID[Compendium.cyphersystem-compendium.basic-skills.gbWPNb1uKsRtZWSL]{Skill}: You’re trained in initiative actions.

@UUID[Compendium.cyphersystem-compendium.basic-skills.rH5FwMXGaNn21DZD]{Skill}: You’re trained in perception actions.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.LboNMbw0CmRDZX0l]{Find the Flaw}: If an opponent has a straightforward weakness (takes extra damage from fire, can’t see out of their left eye, and so on), the GM will tell you what it is.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You heard about what was going on, saw a flaw in the other PCs’ plan, and joined up to help them out.

  2. You noticed that the PCs have a foe (or at least a tail) they weren’t aware of.

  3. You saw that the other PCs were up to something interesting and got involved.

  4. You’ve been noticing some strange things going on, and this all appears related.

Skeptical

You possess a questioning attitude regarding claims that are often taken for granted by others. You’re not necessarily a “doubting Thomas” (a skeptic who refuses to believe anything without direct personal experience), but you’ve often benefited from questioning the statements, opinions, and received knowledge presented to you by others.

You gain the following characteristics:

Insightful: +2 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.basic-skills.QonPVHzXrzIN29lf]{Skill}: You’re trained in identifying.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.E2q7bbS0LqBwRDFi]{Skill}: You’re trained in all actions that involve seeing through a trick, an illusion, a rhetorical ruse designed to evade the issue, or a lie. For example, you’re better at keeping your eye on the cup containing the hidden ball, sensing an illusion, or realizing if someone is lying to you (but only if you specifically concentrate and use this skill).

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You overheard other PCs holding forth on a topic with an opinion you were quite skeptical about, so you decided to approach the group and ask for proof.

  2. You were following one of the other PCs because you were suspicious of him, which brought you into the action.

  3. Your theory about the nonexistence of the supernatural can be invalidated only by your own senses, so you came along.

  4. You need money to fund your research.

Stealthy

You’re sneaky, slippery, and fast. These talents help you hide, move quietly, and pull off tricks that require sleight of hand. Most likely, you’re wiry and small. However, you’re not much of a sprinter—you’re more dexterous than fleet of foot.

You gain the following characteristics:

Quick: +2 to your Speed Pool.

@UUID[Compendium.cyphersystem-compendium.basic-skills.duTx0BwgmC1Gw3Ze]{Skill}: You’re trained in all stealth tasks.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.YlYSOH8OdFUTBwey]{Skill}: You’re trained in all interactions involving lies or trickery.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.5iv3kUKcLQwrTSDH]{Skill}: You’re trained in all special abilities involving illusions or trickery.

@UUID[Compendium.cyphersystem-compendium.inabilities.lhu2y0HMmw0xQ3hv]{Inability}: You’re sneaky but not fast. All movement-related tasks are hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You attempted to steal from one of the other PCs. That character caught you and forced you to come along with them.

  2. You were tailing one of the other PCs for reasons of your own, which brought you into the action.

  3. An NPC employer secretly paid you to get involved.

  4. You overheard the other PCs talking about a topic that interested you, so you decided to approach the group.

Strong

You’re extremely strong and physically powerful, and you use these qualities well, whether through violence or feats of prowess. You likely have a brawny build and impressive muscles.

You gain the following characteristics:

Very Powerful: +4 to your Might Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.0yrwPAkrOBERFQOq]{Skill}: You’re trained in all actions involving breaking inanimate objects.

@UUID[Compendium.cyphersystem-compendium.basic-skills.MrGl25gzZk4uu7BR]{Skill}: You’re trained in all jumping actions.

Additional Equipment: You have an extra medium weapon or heavy weapon.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. Against your better judgment, you joined the other PCs because you saw that they were in danger.

  2. One of the other PCs convinced you that joining the group would be in your best interests.

  3. You’re afraid of what might happen if the other PCs fail.

  4. There is reward involved, and you need the money.

Strong-Willed

You’re tough-minded, willful, and independent. No one can talk you into anything or change your mind when you don’t want it changed. This quality doesn’t necessarily make you smart, but it does make you a bastion of willpower and resolve. You likely dress and act with unique style and flair, not caring what others think.

You gain the following characteristics:

Willful: +4 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.DlnCXfB1v1U859YY]{Skill}: You’re trained in resisting mental effects.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.3IfJDAc8qCJ11NNX]{Skill}: You’re trained in tasks requiring incredible focus or concentration.

@UUID[Compendium.cyphersystem-compendium.inabilities.CmubEJ8BMUsW1oei]{Inability}: Willful doesn’t mean brilliant. Any task that involves figuring out puzzles or problems, memorizing things, or using lore is hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. Against your better judgment, you joined the other PCs because you saw that they were in danger.

  2. One of the other PCs convinced you that joining the group would be in your best interests.

  3. You’re afraid of what might happen if the other PCs fail.

  4. There is reward involved, and you need the money.

Swift

You move quickly, able to sprint in short bursts and work with your hands with dexterity. You’re great at crossing distances quickly but not always smoothly. You are likely slim and muscular.

You gain the following characteristics:

Fast: +4 to your Speed Pool.

@UUID[Compendium.cyphersystem-compendium.basic-skills.gbWPNb1uKsRtZWSL]{Skill}: You’re trained in initiative actions (to determine who goes first in combat).

@UUID[Compendium.cyphersystem-compendium.expanded-skills.EyD5RQ654NoPJ7MN]{Skill}: You’re trained in running actions.

@UUID[Compendium.cyphersystem-compendium.inabilities.t7exG3KfxnoPKxO2]{Inability}: You’re fast but not necessarily graceful. Any task involving balance is hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. Against your better judgment, you joined the other PCs because you saw that they were in danger.

  2. One of the other PCs convinced you that joining the group would be in your best interests.

  3. You’re afraid of what might happen if the other PCs fail.

  4. There is reward involved, and you need the money.

Tongue-Tied

You’ve never been much of a talker. When forced to interact with others, you never think of the right thing to say—words fail you entirely, or they come out all wrong. You often end up saying precisely the wrong thing and insult someone unintentionally. Most of the time, you just keep mum. This makes you a listener instead—a careful observer. It also means that you’re better at doing things than talking about them. You’re quick to take action.

You gain the following characteristics:

Actions, Not Words: +2 to your Might Pool, and +2 to your Speed Pool.

@UUID[Compendium.cyphersystem-compendium.basic-skills.rH5FwMXGaNn21DZD]{Skill}: You are trained in perception.

@UUID[Compendium.cyphersystem-compendium.basic-skills.gbWPNb1uKsRtZWSL]{Skill}: You are trained in initiative (unless it’s a social situation).

@UUID[Compendium.cyphersystem-compendium.inabilities.tlL5bTqgc9lt5GNz]{Inability}: All tasks relating to social interaction are hindered.

@UUID[Compendium.cyphersystem-compendium.inabilities.rfQPiUR4GHBdjFtE]{Inability}: All tasks involving verbal communication or relaying information are hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You just tagged along and no one told you to leave.

  2. You saw something important the other PCs did not and (with some effort) managed to relate it to them.

  3. You intervened to save one of the other PCs when they were in danger.

  4. One of the other PCs recruited you for your talents.

Tough

You’re strong and can take a lot of physical punishment. You might have a large frame and a square jaw. Tough characters frequently have visible scars.

You gain the following characteristics:

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.SkxEXPpCgIGXixu9]{Resilient}: +1 to Armor.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.gr1uaERqywhUGjCK]{Healthy}: Add 1 to the points you regain when you make a recovery roll.

@UUID[Compendium.cyphersystem-compendium.basic-skills.Q0vfmbqehJw0jYBa]{Skill}: You’re trained in Might defense actions.

Additional Equipment: You have an extra light weapon.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You’re acting as a bodyguard for one of the other PCs.

  2. One of the PCs is your sibling, and you came along to watch out for them.

  3. You need money because your family is in debt.

  4. You stepped in to defend one of the PCs when that character was threatened. While talking to them afterward, you heard about the group’s task.

Vicious

You try to hide what’s inside, fold it into yourself when everything inside you screams to let go, make them pay, make them hurt, and make them bleed. Sometimes you succeed for your friends—smiling like they smile, laughing when they laugh, and sometimes even having other emotions of your own. But it’s always there, that feeling of frantic glee mixed with hate that sometimes leaps out of you when you confront a foe. Violence your friends can tolerate, but you sometimes worry they will also learn that you are cruel.

You gain the following characteristics:

Skill: You are trained in @UUID[Compendium.cyphersystem-compendium.expanded-skills.53j3Qwt5Im4wqddo]{tracking creatures}. If @UUID[Compendium.cyphersystem-compendium.expanded-skills.ZPyRyzPue2DuKSw9]{a creature has wronged you}, the tracking task is eased.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.LldixgespLl6ajEf]{Bloodthirsty}: Once you begin fighting, you see only red. You inflict 2 additional points of damage with any attack.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.1FP6DV2OqgaaT4ZN]{Berserk}: Once you begin fighting, it’s hard for you to stop. In fact, it’s a difficulty 2 Intellect task to do so, even if your foe surrenders or you’ve run out of foes. If the latter occurs and you fail to stop, you attack the nearest ally within short range.

Additional Equipment: You have a record that you use to list those who’ve wronged you.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. Another PC saw you take down a mean drunk in a tavern, not realizing you were the one who started the fight.

  2. You wanted to get away from a bad situation, so you went with the other PCs.

  3. You want to change, and you hope that being with the other PCs will help you calm yourself.

  4. One of the other PCs asked you to come along, believing that your viciousness could be harnessed for the benefit of the mission.

Virtuous

Doing the right thing is a way of life. You live by a code, and that code is something you attend to every day. Whenever you slip, you reproach yourself for your weakness and then get right back on track. Your code probably includes moderation, respect for others, cleanliness, and other characteristics that most people would agree are virtues, while you eschew their opposites: sloth, greed, gluttony, and so on.

You gain the following characteristics:

Dauntless: +2 to your Might Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.iUJdgnZi90GZjY9s]{Skill}: You are trained in discerning people’s true motives or seeing through lies.

@UUID[Compendium.cyphersystem-compendium.basic-skills.5X8qgmSuvRVNTiaP]{Skill}: Your adherence to a strict moral code has hardened your mind against fear, doubt, and outside influence. You are trained in Intellect defense tasks.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. The PCs are doing something virtuous, and you’re all about that.

  2. The PCs are on the road to perdition, and you see it as your task to set them on the proper moral route.

  3. One of the other PCs invited you, hearing of your virtuous ways.

  4. You put virtue before sense and defended someone’s honor in the face of an organization or power far greater than you. You joined the PCs because they offered aid and friendship when, out of fear of reprisals, no one else would.

Weird

You aren’t like anyone else, and that’s fine with you. People don’t seem to understand you—they even seem put off by you—but who cares? You understand the world better than they do because you’re weird, and so is the world you live in. The concept of “the weird” is well known to you. Strange devices, ancient locales, bizarre creatures, storms that can transform you, living energy fields, conspiracies, aliens, and things most people can’t even name populate the world, and you thrive on them. You have a special attachment to it all, and the more you discover about the weirdness in the world, the more you might discover about yourself.

Weird characters might be mutants or people born with strange qualities, but sometimes they started out “normal” and adopted the weird by choice.

You gain the following characteristics:

Inner Light: +2 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.HV2tw9N81PJawwwx]{Distinctive Physical Quirk}: You have a unique physical aspect that is, well, bizarre. Depending on the setting, this can vary greatly. You might have purple hair or metal spikes on your head. Perhaps your hands don’t connect to your arms, although they move as if they do. Maybe a third eye stares out from the side of your head, or superfluous tendrils grow from your back. Whatever it is, your quirk might be a mutation, a supernatural trait (a blessing or curse), a feature with no explanation, or just a really wild tattoo that draws a lot of attention.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.zKHJrLeBOfy0p9du]{A Sense for the Weird}: Sometimes—at the GM’s discretion—weird things relating to the supernatural or its effects on the world seem to call out to you. You can sense them from afar, and if you get within long range of such a thing, you can sense whether it is overtly dangerous or not.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.uBvX2CVPg5MNgjwW]{Skill}: You are trained in supernatural knowledge.

@UUID[Compendium.cyphersystem-compendium.inabilities.JDEjrsDDDqVcqSZp]{Inability}: People find you unnerving. All tasks relating to pleasant social interaction are hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. It seemed weird, so why not?

  2. Whether the other PCs realize it or not, their mission has to do with something weird that you know about, so you got involved.

  3. As an expert in the weird, you were specifically recruited by the other PCs.

  4. You felt drawn to join the other PCs, but you don’t know why.

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Focus is what makes a character unique. No two PCs in a group should have the same focus. A focus gives a character benefits when they create their character and each time they ascend to the next tier. It’s the verb of the sentence “I am an adjective noun who verbs.”

This chapter contains nearly a hundred sample foci, such as Bears a Halo of Fire, Would Rather Be Reading, and Pilots Starcraft. These foci can be chosen and used as presented by a player, or by the GM who adds them to a list of available foci for their players in their next campaign.

In addition, the latter half of this chapter provides tools for the GM or an enterprising player to create their own custom foci that perfectly match the needs of a given game or campaign, as presented in Creating New Foci.

Choosing Foci

Not all foci are appropriate for every genre. The Genre chapter provides guidance, but this section offers some broad generalizations. Obviously, the GM can include whatever foci are available in their setting. Foci end up being an important distinction in this case, because Commands Mental Powers, for example, makes it clear that psychic abilities exist in the setting, just as Howls at the Moon implies the existence of lycanthropes like werewolves, and Pilots Starcraft, of course, requires starships available to pilot.

When a focus is chosen for a character, they get a special connection to one or more of their fellow PCs, a first-tier ability, and perhaps additional starting equipment: one or two pieces of equipment that might be required for the character to use their ability, or that might pair well with the focus. For instance, a character that can build things needs a set of tools. A character that’s constantly on fire needs a set of clothes that are immune to flame. A character that draws runes to cast spells needs writing implements. A character that slays monsters with a sword needs a sword. And so on. That said, many foci don’t require additional equipment.

Each focus also offers one or more suggestions—GM intrusions—for possible effects or consequences of really good or really bad die rolls.

A couple of foci presented in this chapter provide a “type swap option” that allows a player to swap an ability that would otherwise be gained from their type for the indicated ability instead. A player doesn’t have to make the swap; they merely have the option. For instance, the focus Loves the Void provides the option to gain the ability Have Spacesuit, Will Travel instead of a type ability.

As a character progresses to a new tier, a focus grants more abilities. Each tier’s benefit is usually labeled Action or Enabler. If an ability is labeled Action, a character must take an action to use it. If an ability is labeled Enabler, it makes other actions better or gives some other benefit, but it’s not an action. An ability that allows a character to blast foes with lasers is an action. An ability that grants additional damage when an attack is made is an enabler. An enabler is used in the same turn as another action, and often as part of another action.

Each tier’s benefits are independent of and cumulative with benefits from other tiers (unless indicated otherwise). So if a first-tier ability grants +1 to Armor and a fourth-tier ability also grants +1 to Armor, when the character reaches fourth tier, a total of +2 to Armor is granted.

At tier 3 and tier 6, the character is asked to choose one ability from the two options provided.

Finally, you can choose whether you want to expand the story behind the focus (though that’s not mandatory).

Focus Connections

Choose a connection that goes well with the focus. If you’re a GM choosing (or creating) one or more foci for your players, choose up to four of the following connections.

  1. Pick one other PC. For reasons unknown to you, that character is completely immune to your focus abilities, whether you use them for help or for harm.

  2. Pick one other PC. You knew of that character years ago, but you don’t think they knew you.

  3. Pick one other PC. You’re always trying to impress them, but you’re not sure why.

  4. Pick one other PC. That character has a habit that annoys you, but you’re otherwise quite impressed with their abilities.

  5. Pick one other PC. That character shows potential in appreciating your particular paradigm, fighting style, or other
    focus-provided attribute. You would like to train them, but you’re not necessarily qualified to teach (that’s up to you), and they might not be interested (that’s up to them).

  6. Pick one other PC. If they are within immediate range when you’re in a fight, sometimes they provide an asset, and sometimes they accidentally hinder your attack rolls (50% chance either way, determined per fight).

  7. Pick one other PC. You once saved their life, and they clearly feel indebted to you. You wish they didn’t; it’s just part of the job.

  8. Pick one other PC. That character recently mocked you in some fashion that really hurt your feelings. How you deal with this (if at all) is up to you.

  9. Pick one other PC. That character knows you have suffered at the hands of robotic entities in the past. Whether you hate robots now is up to you, which may affect your relationship with the character if they are friendly with robots or have robotic parts.

  10. Pick one other PC. That character comes from the same place you do, and you knew each other as children.

  11. Pick one other PC. In the past, they taught you a few tricks to use in a fight.

  12. Pick one other PC. That character doesn’t seem to approve of your methods.

  13. Pick one other PC. Long ago, the two of you were on opposite sides of a fight. You won, though you “cheated” in their eyes (but from your perspective, all’s fair in a fight). They may be ready for a rematch, though that’s up to them.

  14. Pick one other PC. You are always trying
    to impress that character with your skill, wit, appearance, or bravado. Perhaps they are a rival, perhaps you need their respect, or perhaps you’re romantically interested
    in them.

  15. Pick one other PC. You fear that character is jealous of your abilities and worry that it might lead to problems.

  16. Pick one other PC. You accidentally caught them in a trap you set, and they had to get free on their own.

  17. Pick one other PC. You were once hired to track down someone who was close to that character.

  18. Pick two PCs (preferably ones who are likely to get in the way of your attacks). When you miss with an attack and the GM rules that you struck someone other than your target, you hit one of these two characters.

  19. Pick one other PC. You’re not sure how or from where, but that character has a line on bottles of rare alcohol and can get them for you for half price.

  20. Pick one other PC. You recently had a possession go missing, and you’re becoming convinced that they took it. Whether or not they did is up to them.

  21. Pick one other PC. They always seem to know where you are, or at least in what direction you are in relation to them.

  22. Pick one other PC. Seeing you use your focus abilities seems to trigger an unpleasant memory in that character. That memory is up to the other PC, although they may not be able to consciously recall it.

  23. Pick one other PC. Something about them interferes with your abilities. When they stand next to you, your focus abilities cost 1 additional point.

  24. Pick one other PC. Something about them complements your abilities. When they stand next to you, the first focus ability you use in any 24-hour period costs 2 fewer points.

  25. Pick one other PC. You have known that character for a while, and they helped you gain control of your focus-related abilities.

  26. Pick one other PC. Sometime in that character’s past, they had a devastating experience while attempting something that you do as a matter of course thanks to your focus. Whether they choose to tell you about it is up to them.

  27. Pick one other PC. Their occasional clumsiness and loud behavior irritate you.

  28. Pick one other PC. In the recent past, while practicing, you accidentally hit them with an attack, wounding them badly. It is up to them to decide whether they resent or forgive you.

  29. Pick one other PC. They owe you a significant amount of money.

  30. Pick one other PC. In the recent past, while escaping a threat, you accidentally left that character to fend for themselves. They survived, but just barely. It is up to the player of that character to decide whether they resent you or have decided to forgive you.

  31. Pick one other PC. Recently, they accidentally (or perhaps intentionally) put you in a position of danger. You’re fine now, but you’re wary around them.

  32. Pick one other PC. From your perspective, they seem nervous around a specific idea, person, or situation. You would like to teach them how to be more comfortable with their fears (if they will let you).

  33. Pick one other PC. They called you a coward once.

  34. Pick one other PC. That character always recognizes you or your handiwork, whether you’re in disguise or are long gone when they arrive on the scene.

  35. Pick one other PC. You inadvertently caused an accident that put them into a sleep so deep they didn’t wake for three days. Whether they forgive you or not is up to them.

  36. Pick one other PC. You are pretty sure you are related in some fashion.

  37. Pick one other PC. You accidentally learned something they were trying to keep a secret.

  38. Pick one other PC. They are especially sensitive to the use of your flashier focus abilities, and occasionally they become dazzled for a few rounds, which hinders their actions.

  39. Pick one other PC. They appear to have a treasured item that was once yours, but that you lost in a game of chance years ago.

  40. Pick one other PC. If it wasn’t for you, that character would have failed a past test of mental achievement.

  41. Pick one other PC. Based on a couple of comments you’ve overheard, you suspect that they don’t hold your area of training or favorite hobby in the highest regard.

  42. Pick one other PC whose focus intertwines with yours. This odd connection affects them in some way. For example, if the character uses a weapon, your focus ability sometimes improves their attack in some fashion.

  43. Pick one other PC. They are deathly afraid of heights. You would like to teach them how to be more comfortable with their feet off the ground. They must decide whether or not to take you up on your offer.

  44. Pick one other PC. They are skeptical of your claims about something momentous that happened in your past. They might even attempt to discredit you or discover the “secret” behind your story, though that’s up to them.

  45. Pick one other PC. They have a knack for being able to recognize where your plans or schemes have a weak spot.

  46. Pick one other PC. That character’s face is so intriguing to you in a way you don’t understand that you sometimes find yourself sketching their likeness in the dirt or using some other medium you have access to.

  47. Pick one other PC. That character has an extra item of regular equipment you gave them, either something you made or an item you just wanted to give them. (They choose the item.)

  48. Pick one other PC. They commissioned you to do a job for them. You’ve already been paid but haven’t yet completed the job.

  49. Pick one other PC. You worked together in the past, and the job ended badly.

  50. Pick one other PC. While they stand next to you and use their action to concentrate on helping you, one of your focus ability’s ranges is doubled.

Story Behind The Focus

The foci in this book have been purposely stripped down to basics so they have the widest possible application across multiple genres. A single descriptive sentence or two summarizes each one. After you choose a focus, you have the option to expand its presentation by adding more story and description relevant to the world or to the character.

For instance, if you choose Operates Undercover, the summarizing description is “Under the guise of someone else, you seek to find answers the powerful do not want divulged.” If you choose Conducts Weird Science, the summary is “Your preternatural insight and ability make you a scientist capable of amazing feats.” These descriptions provide what you need to know to use the focus.

However, if you wish (and only if you wish; there is no requirement to do so), you can add more to those descriptions in a fashion that’s relevant for your game. For example, if you choose both Operates Undercover and Conducts Weird Science for use in a modern genre such as horror, urban fantasy, espionage, or something similar, you might expand the descriptions as shown in the following examples.

Operates Undercover: Espionage is not something you know anything about. At least, that’s what you want everyone to believe, because in truth, you’ve been trained as a spy or covert agent. You might work for a government or for yourself. You might be a police detective or a criminal. You could even be an investigative reporter.

Regardless, you learn information that others attempt to keep secret. You collect rumors and whispers, stories and hard-won evidence, and you use that knowledge to aid your own endeavors and, if appropriate, provide your employers with the information they desire. Alternatively, you might sell what you have learned to those willing to pay a premium.

You probably wear dark colors—black, charcoal grey, or midnight blue—to help blend into the shadows, unless the cover you’ve chosen requires you to look like someone else.

Conducts Weird Science: You could be a respected scientist, having been published in several peer-reviewed journals. Or you might be considered a crank by your contemporaries, pursuing fringe theories on what others consider to be scant evidence. Truth is, you have a particular gift for sifting the edges of what’s possible. You can find new insights and unlock odd phenomena with your experiments. Where others see a crackpot cornucopia, you sift the conspiracy theories for revelation. Whether you conduct your enquiries as a government contractor, a university researcher, a corporate scientist, or an indulger of curiosity in your own garage lab following your muse, you push the boundaries of what’s possible.

You probably care more about your work than trivialities such as your appearance, polite or proper behavior, or social norms, but then again, an eccentric like you might turn the tables on that stereotype too.

If you want to go even further, you could determine where a character’s focus abilities come from. Depending on the genre, they could derive those abilities from advanced and persistent training, via magical runes, through cybernetic parts, from their genetic heritage, or because of their access to advanced technology. For instance, a character might be able to blast targets with lightning because they got zapped by strange radiation or because they picked up a lightning gun. On the other hand, it might be because their intense training allowed them to learn lightning magic. The possibilities are nearly endless, and up to you to include or forgo. Because however a focus’s abilities were gained, it’s also enough that they just work.

Customizing Foci

Sometimes not everything about a focus is right for a character’s concept, or perhaps the GM needs additional guidelines for creating a new focus. Either way, the solution lies in looking at foci abilities at their most basic default levels.

At any tier, a player can select one of the following abilities in place of the ability granted by the tier. Many of these replacement abilities, particularly at the higher tiers, might involve body modification, integration with high-tech devices, learning powerful magic spells, uncovering forbidden secrets, or something similar appropriate to the genre.

Tier 1

@UUID[Compendium.cyphersystem-compendium.abilities.2x7nMe9ZGp3VjI8B]{Combat Prowess} @UUID[Compendium.cyphersystem-compendium.abilities.RnK2bmvUb7RIVPSA]{Enhanced Potential}

Tier 2

Lower-tier ability: choose any tier 1 replacement ability, above.

@UUID[Compendium.cyphersystem-compendium.abilities.CtRvLxfUlCynJv1B]{Skill With Defense} @UUID[Compendium.cyphersystem-compendium.abilities.yl2zo179wXZW5Xxc]{Practiced With All Weapons} @UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks}

Tier 3

Lower-tier ability: choose any tier 1 or 2 replacement ability, above.

@UUID[Compendium.cyphersystem-compendium.abilities.b776WTF2u1roh3n0]{Incredible Health} @UUID[Compendium.cyphersystem-compendium.abilities.rqC9cEmRkvm29N56]{Fusion Armor}

Tier 4

Lower-tier ability: choose any tier 1, 2, or 3 replacement ability, above.

@UUID[Compendium.cyphersystem-compendium.abilities.VsKeNcF252yKnh2O]{Poison Resistance} @UUID[Compendium.cyphersystem-compendium.abilities.V2BSB9or5UJdTiYF]{Built-in Weaponry}

Tier 5

Lower-tier ability: choose any tier 1, 2, 3, or 4 replacement ability, above.

@UUID[Compendium.cyphersystem-compendium.abilities.wWN4y4rATxbtMCMo]{Adaptation} @UUID[Compendium.cyphersystem-compendium.abilities.FjXL6iSD1CJKbuGT]{Defensive Field}

Tier 6

Lower-tier ability: choose any tier 1, 2, 3, 4, or 5 replacement ability, above.

@UUID[Compendium.cyphersystem-compendium.abilities.cbXNxvPdWEbKF6nA]{Reactive Field}

Foci

The full description for each focus ability listed in this section is found in the Abilities chapter, which has descriptions for type, flavor, and focus abilities in a single vast catalog.

Abides in Stone

Your flesh is made of hard mineral, making you a hulking, difficult-to-harm humanoid.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.pXrC4lkMOY7CvFLk]{Golem Body}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.U9ZBl9NeipxSLavS]{Golem Healing}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.aFEBxDGnuFi20cLo]{Golem Grip}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.zuEylYrgOVAAjs71]{Trained Basher}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.E0k0LUw0epjJGrv9]{Golem Stomp} or @UUID[Compendium.cyphersystem-compendium.abilities.NFsoXUQaq3I5h2UY]{Weaponization}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.Uk6ceaEWFjcoHNTI]{Deep Reserves}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.F6mAzjhG2T4irVjy]{Specialized Basher}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.4BQHOR98z3TYJPQu]{Still As a Statue}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.fkedtvx6UakJPOZN]{Ultra Enhancement} or @UUID[Compendium.cyphersystem-compendium.abilities.laxdkyrDuOhxfWKc]{Mind Surge}

GM Intrusions: Creatures of stone sometimes forget their own strength or weight. A walking statue can terrify common folk.

Absorbs Energy

You can harness kinetic energy and transform it into other kinds of energy.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.62zBqhQoPk6IV8lF]{Absorb Kinetic Energy}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.NMjccuRLDDnfZtZe]{Release Energy}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.UJst9mtUKNTe3Pd2]{Energize Object}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.yvPcOjjqyU3618Ob]{Absorb Pure Energy} or @UUID[Compendium.cyphersystem-compendium.abilities.wrPVUnJauasIH886]{Improved Absorb Kinetic Energy}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.Y7HUEp7IxdPuur8V]{Overcharge Energy}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.LwmoGOpgHy1K2dU4]{Energize Creature}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.5i6TqVJQQ4sTvqTm]{Energize Crowd} or @UUID[Compendium.cyphersystem-compendium.abilities.m21TAvxSQn1rGx3d]{Overcharge Device}

GM Intrusions: Energy goes to ground in a destructive way. Some predators feed directly on energy. An unintended item is drained of energy.

Awakens Dreams

You can pull images from dreams and bring them to life in the waking world.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.y08bfWS5eyeUJB3J]{Dreamcraft}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.bcEupdsF6FduFPwe]{Oneirochemy}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.bH57y3PYsMceluGy]{Dream Thief}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.FBCpBF9PXlEtIX4m]{Dream Becomes Reality} or @UUID[Compendium.cyphersystem-compendium.abilities.7GsuhcRTpDX0d1em]{Enhanced Intellect}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.FIU24o7T66ViVgyg]{Daydream}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.pUbqCBV3dBOWFgmv]{Nightmare}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.2iAHsn5ie8sYRiyb]{Chamber of Dreams} or @UUID[Compendium.cyphersystem-compendium.abilities.cbXNxvPdWEbKF6nA]{Reactive Field}

GM Intrusions: An unexpected sleepwalking episode puts the character into a dangerous situation. A nightmare breaks free of a dream.

Battles Robots

You excel in battling robots, automatons, and machine entities.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.atQ5yNq1ZEyy0z5j]{Machine Vulnerabilities}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.pYsmdnNte7o5Flca]{Tech Skills}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.aNNLomN5nZc52ZT4]{Defense Against Robots}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.QHSH8fE6l3bKz2xl]{Machine Hunting}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.ka5VA9XBi4OTnKVa]{Disable Mechanisms} or @UUID[Compendium.cyphersystem-compendium.abilities.uG2ACHNAPoZirp0b]{Surprise Attack}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.NoKdHv0FSytZR4iF]{Robot Fighter}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.NJakiz9yvoflzzBD]{Drain Power}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.jHrQLzIfjKtXBoJL]{Deactivate Mechanisms} or @UUID[Compendium.cyphersystem-compendium.abilities.58CLKxSLgaT6W6Cj]{Lethal Damage}

GM Intrusions: The robot explodes upon defeat. Other robots come after the character for revenge.

Bears a Halo of Fire

You can sheath your body in flames, which protects you and harms your foes.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.AzMtxh562JfrPdKZ]{Shroud of Flame}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.NJjAmyf9zhjRTNme]{Hurl Flame}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.TWqyBv9PEjwJKd1y]{Wings of Fire} or @UUID[Compendium.cyphersystem-compendium.abilities.srn53BB1da8Elh1t]{Fiery Hand of Doom}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.tJQmvEiYq2xBv4ZJ]{Flameblade}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.6fpCYtBDCfW6m1b0]{Fire Tendrils}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.NVdx8QjmTP5eOjDh]{Fire Servant} or @UUID[Compendium.cyphersystem-compendium.abilities.PLsz8IqWScZt0Ott]{Inferno Trail}

GM Intrusions: Fire burns flammable material. Fire spreads out of control. Primitive creatures fear fire and often attack what they fear.

Blazes With Radiance

You can create light, sculpt it, bend it away from you, or gather it to use as a weapon.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.ea7BzQy6fZqHQNET]{Enlightened}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.xZQXXjAWGBo7mTHU]{Illuminating Touch}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.teFcKcbo5ZBFbfRl]{Dazzling Sunburst}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.IUlsD8Zxp8AYbO4h]{Burning Light} or @UUID[Compendium.cyphersystem-compendium.abilities.CtRvLxfUlCynJv1B]{Skill With Defense}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.iIlgHiF1EN0fEpYx]{Sunlight}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.PyVeE7CtDVDksWG6]{Disappear}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.cE7JPRHLqIdM3b9V]{Living Light} or @UUID[Compendium.cyphersystem-compendium.abilities.FjXL6iSD1CJKbuGT]{Defensive Field}

GM Intrusions: Allies are accidentally dazzled or blinded. Bright flashes draw guards.

Brandishes an Exotic Shield

You deploy an amazing shield of pure force that provides protection and some offensive options.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.yb5PaVIPimrcJxFg]{Force Field Shield}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.aidcxXW6MokDMqY7]{Force Bash}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.vPflrS1giYnMoqL2]{Enveloping Shield}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.6nm35znCQzjAk6Gb]{Healing Pulse} or @UUID[Compendium.cyphersystem-compendium.abilities.SPL1URVkuo4PJP8I]{Throw Force Shield}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.B5zrSVUs54TUALFB]{Energized Shield}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.TXNhhyj63MMp2dVF]{Force Wall}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.zflNCqrmTL7vrYg1]{Bouncing Shield} or @UUID[Compendium.cyphersystem-compendium.abilities.Np67YSIzrP6w1PPb]{Shield Burst}

GM Intrusions: The shield is temporarily lost. A foe temporarily ends up with the shield.

Builds Robots

Your robotic creations do as they are commanded.

The word “robot” is used in this focus, though the robot you create might look very different from one created by someone else, depending on the genre. Steampunk robots, organic robots, or even magical golems are all feasible “robots.”

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.paIv2etaqLqY76y0]{Robot Assistant}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.pUliR2uWpIcE6jQX]{Robot Builder}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.kgCuCmU8kn0UMy8v]{Robot Control}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.ETGBAqAc1ApFH5cx]{Expert Follower} or @UUID[Compendium.cyphersystem-compendium.abilities.CtRvLxfUlCynJv1B]{Skill With Defense}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.BSx4qB29VwRUISm6]{Robot Upgrade}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.yqhUXLWMSNn5IYOn]{Robot Fleet}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.HAVNfVKAdwtJF6Jj]{Robot Evolution} or @UUID[Compendium.cyphersystem-compendium.abilities.BSx4qB29VwRUISm6]{Robot Upgrade}

GM Intrusions: The robot is hacked, gains a mind of its own, or unexpectedly detonates.

Calculates the Incalculable

Awesome mathematical ability allows you to model the world in real time, giving you an edge over everyone.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.vcbIe2sSMKJmawl4]{Predictive Equation}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.A853pOqz5BmPfh4w]{Higher Mathematics}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.V5oEOJ4i32t97yOG]{Predictive Model}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.CNw7shehsdySzhAK]{Subconscious Defense} or @UUID[Compendium.cyphersystem-compendium.abilities.7GsuhcRTpDX0d1em]{Enhanced Intellect}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.Z7JkIlrv7gxim4Fn]{Cognizant Offense}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.34Ycb9VK8JwHgSl4]{Greater Enhanced Intellect}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.GnQRIvynqXx1R2a0]{Further Mathematics}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.wlkPdME0r3hx9VbE]{Knowing the Unknown} or @UUID[Compendium.cyphersystem-compendium.abilities.34Ycb9VK8JwHgSl4]{Greater Enhanced Intellect}

GM Intrusions: Too many predicted results threaten to overwhelm and stun the character. A result points to imminent disaster.

Channels Divine Blessings

A devout follower of a divine being, you channel some of your deity’s power to achieve wonders.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.I9m3nOdBZ2HoEmbj]{Blessing of the Gods}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.7GsuhcRTpDX0d1em]{Enhanced Intellect}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.dJTgtIs80gOoI6ac]{Divine Radiance} or @UUID[Compendium.cyphersystem-compendium.abilities.NgHLZq3tZ3CFJvYv]{Fire Bloom}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.gDwPpgIAocEfQjPx]{Overawe}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.OkKNmMvLFwHxUv2r]{Divine Intervention}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.tgaSXp1VQiec8Jst]{Divine Symbol} or @UUID[Compendium.cyphersystem-compendium.abilities.LnZkUlKUuuD7iW3P]{Summon Demon}

GM Intrusions: A demon investigates divine magic use. A rival cult has issues with the character’s teachings.

Commands Mental Powers

You can pull images from dreams and bring them to life in the waking world.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.L2NOLfflU6HNleuT]{Telepathic}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.W5Zt9qDKCtNr49BC]{Mind Reading}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.Mc8L07dpf605FDo9]{Psychic Burst} or @UUID[Compendium.cyphersystem-compendium.abilities.iRqXVpngq6vfgtEn]{Psychic Suggestion}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.FktE2hQhSKXbWcQU]{Use Senses of Others}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.N0wzhZ676UrCR8M4]{Precognition}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.Vcfc6yjbqX6WSzCf]{Mind Control} or @UUID[Compendium.cyphersystem-compendium.abilities.K0C60k7wHBSpMQX4]{Telepathic Network}

GM Intrusions: Something glimpsed in the target’s mind is horrifying. A feedback loop allows the target to read the character’s mind.

Conducts Weird Science

Your preternatural insight and ability make you a scientist capable of amazing feats.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.4PVFXmi2cxI8MdpR]{Lab Analysis}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.eEGFknWQZUBNXn99]{Knowledge Skills}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.mFPUUmBIcGGsuwNd]{Modify Device}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.G0hoaZFQpdG7FfxO]{Better Living Through Chemistry} or @UUID[Compendium.cyphersystem-compendium.abilities.b776WTF2u1roh3n0]{Incredible Health}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.eEGFknWQZUBNXn99]{Knowledge Skills}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.gjBFpV2OvDmBqeE3]{Just a Bit Mad}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.RHLBHQuskBAVGnU8]{Weird Science Breakthrough}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.CyuPiJdYZIfNcTSy]{Incredible Feat of Science}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.JeqLEAcHOYVd78TH]{Inventor} or @UUID[Compendium.cyphersystem-compendium.abilities.FjXL6iSD1CJKbuGT]{Defensive Field}

GM Intrusions: Creations get out of control. Side effects cannot always be predicted. Weird science terrifies people and can draw the media. When a device created or modified by weird science is depleted, it detonates.

Consorts With the Dead

The dead answer your questions, and their reanimated corpses serve you.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.nvA3LwoSP7jf4h8G]{Speaker for the Dead}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.yaLHxRtVBhveqHJA]{Necromancy}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.uPvNopNWTgHGIPyR]{Reading the Room} or @UUID[Compendium.cyphersystem-compendium.abilities.rRDSzPJtUCwRVXFR]{Repair Flesh}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.vEVmBgz2TxOH3aSk]{Greater Necromancy}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.kKYyGbrQxDRSOh37]{Terrifying Gaze}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.GDphyYXSfjKE5BST]{True Necromancy} or @UUID[Compendium.cyphersystem-compendium.abilities.Gsre3acJaxhGBa0S]{Word of Death}

GM Intrusions: The character’s necromantic reputation precedes them. A corpse seeks revenge for being reanimated.

Controls Beasts

Your ability to communicate and lead beasts is uncanny.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.bOohoEcDegDBinFc]{Beast Companion}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.gT21nqWZ9Es576oC]{Soothe the Savage}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.OIk4usP2NFT0tDu7]{Communication}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.cGcblQ2qvyHM02kY]{Mount} or @UUID[Compendium.cyphersystem-compendium.abilities.h1rn92kIqG5VVYd6]{Stronger Together}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.zstBkLwRduC7vgGT]{Beast Eyes}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.0IlHHY1ktkN2L5Sp]{Improved Companion}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.pFWDdnTXCiPfwsWv]{Beast Call}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.Qm31Nw2SkBpVcv9M]{As If One Creature} or @UUID[Compendium.cyphersystem-compendium.abilities.LvoH43SKKtr3urKo]{Control the Savage}

GM Intrusions: The community is reluctant to welcome dangerous animals. Out-of-control beasts become a real hazard.

Controls Gravity

You can sway the attraction of gravity itself.

Type Swap Option: Weighty

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.UCR0rx32kEsTcgnF]{Hover}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.QH3l6ojVnasZm5U8]{Enhanced Speed Edge}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.SHMGbt30RfePtyNE]{Define Down} or @UUID[Compendium.cyphersystem-compendium.abilities.jbhcWHMiQQaR9ukO]{Gravity Cleave}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.eJpNT3QObtYiDfXY]{Field of Gravity}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.abdAcwYE8L00VakL]{Flight}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.Cnvf8fv0EEKU3iSn]{Improved Gravity Cleave} or @UUID[Compendium.cyphersystem-compendium.abilities.tMOeiKWrhp5P5CCQ]{Weight of the World}

GM Intrusions: Onlookers react with unreasoning fear. A weird interaction sends an ally or object careening into the sky.

Crafts Illusions

You fashion images from light that are so perfect they seem real.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.l60mmJrF1GupXLJB]{Minor Illusion}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.asQqC0DepYcsPxRV]{Illusory Disguise}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.JwG4lCSZIG3qUQAi]{Cast Illusion} or @UUID[Compendium.cyphersystem-compendium.abilities.hNsph7BRwllVSUre]{Major Illusion}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.hJV3hrSYcq3Zbzl5]{Illusory Selves}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.9cJ6gJZc7datpQwJ]{Terrifying Image}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.lCWWUQ0vYH2odiDv]{Grandiose Illusion} or @UUID[Compendium.cyphersystem-compendium.abilities.RNJbp1eAcMqSnYvb]{Permanent Illusion}

GM Intrusions: The illusion isn’t believable. The illusion is pierced at just the wrong moment.

Crafts Unique Objects

You’re an inventor of strange and useful objects.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.fkyJ02LbeOAfDxcF]{Crafter}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.YF8CYsYKcXpdfqH5]{Master Identifier}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.yIdq1lu1eUAkNyDC]{Artifact Tinkerer}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.m6X5wyPUPdhqLTIp]{Quick Work}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.4JDFgEhyhqReRngE]{Master Crafter} or @UUID[Compendium.cyphersystem-compendium.abilities.V2BSB9or5UJdTiYF]{Built-in Weaponry}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.M3TM1cORNnlEN0ZO]{Cyphersmith}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.y3qXWOUu7mAhg6Rb]{Innovator}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.JeqLEAcHOYVd78TH]{Inventor} or @UUID[Compendium.cyphersystem-compendium.abilities.rqC9cEmRkvm29N56]{Fusion Armor}

GM Intrusions: The object malfunctions, breaks, or suffers catastrophic or unexpected failure.

Cyphersmith works only in a setting where the cyphers are physical objects. If this isn’t the case, this ability should probably be replaced with something akin to Weird Science Breakthrough from the Conducts Weird Science focus.

Dances With Dark Matter

You can manipulate shadow and “dark” matter.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.7aCeBDGZqu8A9hMQ]{Ribbons of Dark Matter}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.VWehoqF0N6s0WMLK]{Void Wings}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.XYbtbbVKFYmDfmjO]{Dark Matter Shroud} or @UUID[Compendium.cyphersystem-compendium.abilities.MqGMnSIkHK4rOFSm]{Dark Matter Strike}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.yB4tnpDNVSOxgruq]{Dark Matter Shell}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.b44vvK2YjdSeYPJc]{Windwracked Traveler}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.JUn27j5YI3dRh2jJ]{Dark Matter Structure} or @UUID[Compendium.cyphersystem-compendium.abilities.apQwshUTjCQPym8A]{Embrace the Night}

GM Intrusions: Dark matter skulks away as if possessed by a mind of its own.

Defends the Gate

Everyone wants you on their side when it comes to a fight because nothing gets by you.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.C9x7b1qN4qmm568P]{Fortified Position}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.POaewj2PWMMfCY1i]{Rally to Me}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.VgomhLKFHDDAzW9T]{Mind for Might}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.ZvKFftq7doCxI7T5]{Fortification Builder} or @UUID[Compendium.cyphersystem-compendium.abilities.LODZEYtmmBN5D9zZ]{Divert Attacks}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.R9KnCCvGoEHvV1p0]{Greater Enhanced Might}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.hCAzOVpH0jrYc9qk]{Reinforcing Field}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.KBykf0P4WQ9Lb6TN]{Generate Force Field} or @UUID[Compendium.cyphersystem-compendium.abilities.eQIPJk2xcFGfDr3H]{Stun Attack}

GM Intrusions: A strategically important structure collapses. The enemy attacks from an unexpected direction.

Defends the Weak

You stand up for the helpless, the weak, and the unprotected.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.YvPBxDxLz16Usm7m]{Courageous}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.6zU8AURXjXgG63j6]{Warding Shield}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.9p2RJYFo6s55F5Ha]{Devoted Defender}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.fh7tK1BVjgSfZ8ml]{Insight}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.Su3LkSzdGHg9w1RO]{Dual Wards} or @UUID[Compendium.cyphersystem-compendium.abilities.GAeUBbQWE3ryv50V]{True Guardian}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.lb5Bo8BpNXdVMkmt]{Combat Challenge}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.JrSM5XYgXpxNnLl2]{Willing Sacrifice}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.aDnA7oA9ZYCEfprI]{Resuscitate} or @UUID[Compendium.cyphersystem-compendium.abilities.mjEFQ3ndDRvLB5Dj]{True Defender}

GM Intrusions: A character focused on protecting others may periodically leave themselves vulnerable to attacks.

Descends From Nobility

A descendent of wealth and power, you carry a noble title and the abilities granted by a privileged upbringing.

Type Swap Option: @UUID[Compendium.cyphersystem-compendium.abilities.S2OZtm12S2YvxD7H]{Retinue}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.xMRRfjFF0POkxyea]{Privileged Nobility}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.A8CGMbLGsJ3AHKMP]{Trained Interlocutor}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.zTsjsWVgzjQzl2MW]{Advanced Command} or @UUID[Compendium.cyphersystem-compendium.abilities.AAUqaiWxC5V4e1VH]{Noble’s Courage}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.ETGBAqAc1ApFH5cx]{Expert Follower}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.T5tn7zItPyaRcYNC]{Asserting Your Privilege}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.Eez3uExkDA20XJg3]{Able Assistance} or @UUID[Compendium.cyphersystem-compendium.abilities.qbXP6HlN56bPt7cq]{Mind of a Leader}

GM Intrusions: Debts incurred by a family are owed by the character. A long-lost sibling seeks to disinherit rivals. An assassin finds the character.

Doesn’t Do Much

You’re a slacker, but you know a little about a lot of things.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.aOzkoVf0mNSkZBtn]{Life Lessons}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.2fU3nI68oi5ScziC]{Totally Chill}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks} or @UUID[Compendium.cyphersystem-compendium.abilities.uhC4ubTGfhkNvIMX]{Improvise}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.aOzkoVf0mNSkZBtn]{Life Lessons}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.nOuOE3EkrNr81pSq]{Greater Skill With Defense}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.4necR0YTsaij4ojD]{Greater Enhanced Potential}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.wztu6KcpILxwlFTU]{Drawing on Life’s Experiences} or @UUID[Compendium.cyphersystem-compendium.abilities.Mac5S0sQe9Muf4Mv]{Quick Wits}

GM Intrusions: New situations are confounding and stressful. Past actions (or inactions) come back to haunt the character.

Drives Like A Maniac

Whether balancing on two wheels, jumping another vehicle, or driving head-on toward an oncoming enemy car, you don’t think about the risks when you’re behind the wheel.

Someone who Drives Like a Maniac needs access to a vehicle.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.DCuOpij3sNomBe1a]{Driver}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.1fu5C9JHmORmWTR8]{Driving on the Edge}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.lY7NaxsFxt1XZVk5]{Car Surfer}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.HHcC89OKZACgLB8Y]{Stare Them Down}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.hQx9SoUhY6jzUeTW]{Expert Driver} or @UUID[Compendium.cyphersystem-compendium.abilities.QH3l6ojVnasZm5U8]{Enhanced Speed Edge}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.EQXA8Gcwdc7dU8lw]{Sharp-Eyed}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.tuofJSTVjOEwRUem]{Enhanced Speed}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.vVax9KyZ3U4Wpok8]{Something in the Road}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.qKDngpAWNEzhdRj5]{Trick Driver} or @UUID[Compendium.cyphersystem-compendium.abilities.58CLKxSLgaT6W6Cj]{Lethal Damage}

GM Intrusions: The engine develops a knock. The bridge on the road ahead is out. The windshield shatters. Someone unexpectedly runs in front of the vehicle.

Emerged From the Obelisk

Your body, hard as crystal, gives you a suite of unique abilities, gained after an interaction with a floating crystalline obelisk.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.bzeuikGxbM7noj2z]{Crystalline Body}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.UCR0rx32kEsTcgnF]{Hover}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.QsXOz48JgyXYEEqS]{Inhabit Crystal} or @UUID[Compendium.cyphersystem-compendium.abilities.4Fe5z4FD71eHlbbd]{Immovable}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.hIWg9VFNnYnrknAu]{Crystal Lens}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.ucsscEpO5L2gIYZg]{Resonant Frequency}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.bY52t6eGONKu8Kr4]{Resonant Quake} or @UUID[Compendium.cyphersystem-compendium.abilities.tR2v2vMu3TgN21OJ]{Return to the Obelisk}

GM Intrusions: Cyphers and artifacts react unexpectedly in the character’s hands.

Employs Magnetism

You command metal and the power of magnetism.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.p2JmtbtuzscW1ogs]{Move Metal}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.MK2dp11krszjDsyc]{Repel Metal}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.0XSuUGS0UyrhiW44]{Destroy Metal} or @UUID[Compendium.cyphersystem-compendium.abilities.4v5pXMwFeB7xQzME]{Guide Bolt}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.n985WYLPzj2XqBry]{Magnetic Field}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.uN2YVmNxkFj3SFof]{Command Metal}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.fruWNFBBNLpcGLaC]{Diamagnetism} or @UUID[Compendium.cyphersystem-compendium.abilities.SZtOjKk7ScShJT6G]{Iron Punch}

GM Intrusions: The metal twists, bends, or produces shrapnel. A lapse in concentration might cause something to slip or drop at just the wrong time.

Entertains

You perform, mostly for the benefit of others.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.rfsCCpxcsjc8hr60]{Levity}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.oilgQ4oM02Pa0eNp]{Inspiration}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.eEGFknWQZUBNXn99]{Knowledge Skills} or @UUID[Compendium.cyphersystem-compendium.abilities.4necR0YTsaij4ojD]{Greater Enhanced Potential}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.CLObcsu2DKKKhzyK]{Calm}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.Eez3uExkDA20XJg3]{Able Assistance}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.kZ3LhhYZKrcnBplY]{Master Entertainer} or @UUID[Compendium.cyphersystem-compendium.abilities.xRIDlrBzTXVYC5rh]{Vindictive Performance}

GM Intrusions: The audience is annoyed or offended. Musical instruments break. Paints dry in their pots. The words to a poem or song are forgotten.

Note: Erratum

It seems that the tier 2 ability is supposed to be @UUID[Compendium.cyphersystem-compendium.abilities.DLxDL49VjUEMAjxZ]{Inspiring Ease} instead of Inspiration.

Exists in Two Places at Once

You exist in two places at once.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.P1jQZdPIrxo4wNlr]{Duplicate}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.PRh7n2VLXyRa4il9]{Share Senses}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.FwEUY43Q8EMVCCsL]{Superior Duplicate} or @UUID[Compendium.cyphersystem-compendium.abilities.oEubmS7pZ3zFK8uJ]{Resilient Duplicate}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.nVFRDMhuWDrdve4F]{Damage Transference}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.jmjxGRJTwztzBtLc]{Coordinated Effort}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.rsYzxCchklPSFAp7]{Multiplicity} or @UUID[Compendium.cyphersystem-compendium.abilities.oEubmS7pZ3zFK8uJ]{Resilient Duplicate}

GM Intrusions: Perceiving the world from two different places disorients the character, causing momentary vertigo, nausea, or confusion.

Exists Partially Out of Phase

A bit translucent, you’re slightly out of phase and can move through solid objects.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.g0SqMvb020tiTQ48]{Walk Through Walls}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.2j6Hqr2Y8Xbz97c4]{Defensive Phasing}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.cJB7wj5okdPZuRNb]{Phased Attack} or @UUID[Compendium.cyphersystem-compendium.abilities.MFBq4Fc432FS6nkX]{Phase Door}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.Kk9lHkiaqsr3pUmk]{Ghost}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.QLRztjFH4YetYM6l]{Untouchable}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.xHLPf1FETmn06aA8]{Enhanced Phased Attack} or @UUID[Compendium.cyphersystem-compendium.abilities.ptH3O4GES71CClGO]{Phase Foe}

GM Intrusions: The character is sent phasing into an unexpected dimension. The character becomes lost in a large solid.

Explores Dark Places

You’re the archetypal treasure hunter, scavenger, and finder of lost things.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.MwDYD8V1CJv8w9rR]{Superb Explorer}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.aJ1T8XqGF38vyzV2]{Superb Infiltrator}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.xskKzxBoGvSrje4e]{Eyes Adjusted}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.LdHCwZcifnRRuPrp]{Nightstrike} or @UUID[Compendium.cyphersystem-compendium.abilities.JhBTTC5ZUTT8NvUA]{Slippery Customer}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.5t5EIoGSan3pQ08D]{Hard-Won Resilience}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.xRvaY8SG4HVy5WO8]{Dark Explorer}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.XRXQwJplJrm7onbN]{Blinding Attack} or @UUID[Compendium.cyphersystem-compendium.abilities.2asT0zvk1kw5hC1v]{Embraced by Darkness}

GM Intrusions: Possessions fall out of pockets or bags in the dark; maps get lost; information gained fails to include an important detail.

Fights Dirty

You’ll do anything to win a fight: bite, scratch, kick, trick, and worse.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.VAGafmOiBpvU2eq0]{Tracker}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.gwMRhz3h9zxbVQXt]{Stalker}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.sHdBJdVshvtAqz1K]{Sneak}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.FEkLEYwk7r9KE7oC]{Quarry}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.7Gxuqkwo4i47yHe3]{Betrayal} or @UUID[Compendium.cyphersystem-compendium.abilities.uG2ACHNAPoZirp0b]{Surprise Attack}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.R9WffstnihzBuuvW]{Mind Games}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.gNRMG3mJTzWaCGph]{Capable Warrior}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.vhGEeFVgyqX1gzRr]{Using the Environment}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.Z4QcjOxgltEJPm96]{Twisting the Knife} or @UUID[Compendium.cyphersystem-compendium.abilities.KNElOxbWobS1ygLv]{Murderer}

GM Intrusions: People look poorly upon those who cheat or fight without honor. Sometimes a dirty trick backfires.

Fights With Panache

You’re a swashbuckling daredevil who fights with flamboyant style that’s entertaining to watch.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.b8rtgyatE8o9FaRS]{Attack Flourish}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.GQeO9RXVzeriLsfy]{Quick Block}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.ra0A8MtQjZEYhJPr]{Acrobatic Attack} or @UUID[Compendium.cyphersystem-compendium.abilities.tmrSKjGmjbxfIqPI]{Flamboyant Boast}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.3JWMtJBjf3oUWaxP]{Block for Another}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.jaGs9nmLaywdRMUN]{Fast Kill}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.vhGEeFVgyqX1gzRr]{Using the Environment}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.cuK7oPGFdlOPoc44]{Agile Wit} or @UUID[Compendium.cyphersystem-compendium.abilities.G5bTthwpEf5azVHA]{Return to Sender}

GM Intrusions: The display comes off looking silly, clumsy, or unattractive.

Flies Faster Than a Bullet

You can fly, and you’re superstrong, hard to hurt, and fast too. Is there anything you can’t do?

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.UCR0rx32kEsTcgnF]{Hover}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.4necR0YTsaij4ojD]{Greater Enhanced Potential}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.sPheWt9emoY3PCA8]{Hidden Reserves} or @UUID[Compendium.cyphersystem-compendium.abilities.rYyymKUc0QKWdNsy]{See Through Matter}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.Zps9ZUc9RD1mRDEK]{Blink of an Eye}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.s68x7VxwueUkCkOg]{Up to Speed}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.sbGo2i4oqy1aUeQ6]{Not Dead Yet}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.IUlsD8Zxp8AYbO4h]{Burning Light} or @UUID[Compendium.cyphersystem-compendium.abilities.NMgopYfoagESHtea]{Ignore Affliction}

GM Intrusions: A nemesis finds the character. A strange material is found to nullify the character’s abilities.

Focuses Mind Over Matter

You can telekinetically move objects with your mind without physically touching them.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.LODZEYtmmBN5D9zZ]{Divert Attacks}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.xDn74LRD6xlMUqj2]{Telekinesis}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.gyZd83dgvZnQrmbb]{Cloak of Opportunity} or @UUID[Compendium.cyphersystem-compendium.abilities.bvqDafTBMB7Uo9Qj]{Enhance Strength}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.loOJI9ZakIwGrmW1]{Apportation}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.8wSx2qtKXq0dWxId]{Psychokinetic Attack}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.iEOf9IkbHU8oBOMm]{Improved Apportation} or @UUID[Compendium.cyphersystem-compendium.abilities.YFbC1HRis4SpZgrS]{Reshape}

GM Intrusions: One mental slip, and moving objects drop or fragile objects break. Sometimes the wrong item moves, falls, or breaks.

Note: Erratum

It seems that the tier 1 ability is supposed to be @UUID[Compendium.cyphersystem-compendium.abilities.YcDF62pED8waUtry]{Deflect Attacks} instead of Divert Attacks.

Fuses Flesh and Steel

Your body is part machine.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.dPFQTFRzv7D7PYKq]{Enhanced Body}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.4dTGeclZRVjzn5tT]{Interface}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.syiylO75dZlcUp3i]{Sensing Package} or @UUID[Compendium.cyphersystem-compendium.abilities.NFsoXUQaq3I5h2UY]{Weaponization}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.42sPqHxJEybiZ6Vh]{Fusion}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.Uk6ceaEWFjcoHNTI]{Deep Reserves}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.laxdkyrDuOhxfWKc]{Mind Surge} or @UUID[Compendium.cyphersystem-compendium.abilities.fkedtvx6UakJPOZN]{Ultra Enhancement}

GM Intrusions: People in most societies are afraid of someone who is revealed to have mechanical parts.

Fuses Mind and Machine

Electronic aids implanted in your brain make you a mental powerhouse.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.7GsuhcRTpDX0d1em]{Enhanced Intellect}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.eEGFknWQZUBNXn99]{Knowledge Skills}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.2GicRKJcPO3hmlwD]{Network Tap}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.GK0o4fjCtxgAP269]{Action Processor} or @UUID[Compendium.cyphersystem-compendium.abilities.dLJ0B35UlB5wxCf4]{Machine Telepathy}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.34Ycb9VK8JwHgSl4]{Greater Enhanced Intellect}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.eEGFknWQZUBNXn99]{Knowledge Skills}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.MA2Pwhbpbq2SSIQy]{See the Future}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.teF5kZpAuRfZKfxn]{Machine Enhancement} or @UUID[Compendium.cyphersystem-compendium.abilities.laxdkyrDuOhxfWKc]{Mind Surge}

GM Intrusions: Machines malfunction and shut down. Powerful machine intelligences can take control of lesser thinking machines. Some people don’t trust a person who isn’t fully organic.

Grows to Towering Heights

For brief periods, you can grow larger and, with enough experience, to towering heights.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.HDYOv1V10xpFbFI7]{Enlarge}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.HoUOwIPfKTlxyQH0]{Freakishly Large}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.GmMePJHTRl6PshR6]{Bigger}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.wifCvRG9OhsTDT30]{Advantages of Being Big}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.uNzF1oQKJ6T1yqL4]{Huge} or @UUID[Compendium.cyphersystem-compendium.abilities.WuNUt6ltWGDdjNLS]{Throw}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.48i5ybVtZaTlFLJf]{Grab}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.0XYaYNoQzrYYKR4p]{Gargantuan}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.hbbPZIjq81Qqdp6i]{Colossal} or @UUID[Compendium.cyphersystem-compendium.abilities.58CLKxSLgaT6W6Cj]{Lethal Damage}

GM Intrusions: Rapid growth knocks over furnishings or smashes through ceilings or hanging lights. An enlarged character breaks through the floor.

Helps Their Friends

You love your friends and help them out of any difficulty, no matter what.

Type Swap Option: Advice From a Friend

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.lZCAKgP966BuU4uF]{Friendly Help}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.YvPBxDxLz16Usm7m]{Courageous}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.QGSHCRW46vn5Xdwu]{Weather the Vicissitudes}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.knh2MWMhCgqOjWYD]{Buddy System} or @UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.RgosWDt0hkosbVQr]{In Harm’s Way}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.MwVDTy2Rx1V7Tyly]{Enhanced Physique}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.FiSwskgQGBjp4IhZ]{Inspire Action}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.1tkQKo32UKxTUUPn]{Deep Consideration} or @UUID[Compendium.cyphersystem-compendium.abilities.CtRvLxfUlCynJv1B]{Skill With Defense}

GM Intrusions: Others sometimes have ulterior motives. The law takes an undue interest. Even when everything goes right, repercussions follow.

Howls at the Moon

For brief periods, you become a fearsome and powerful creature with control issues.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.8DXGUr433iXaVCSv]{Beast Form}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.wIOwT1tjGLMYzZAb]{Controlled Change}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.NIePQkLH2DTVjZR2]{Bigger Beast Form} or @UUID[Compendium.cyphersystem-compendium.abilities.Ee8QC6fkRvD1yw6h]{Greater Beast Form}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.wqzexDdZolWgxAza]{Greater Controlled Change}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.A9uQnidn6SKTNHJA]{Enhanced Beast Form}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.58CLKxSLgaT6W6Cj]{Lethal Damage} or @UUID[Compendium.cyphersystem-compendium.abilities.85DCcEDqvz6A0LkD]{Perfect Control}

GM Intrusions: The change happens in an uncontrolled fashion. People are terrified of monsters.

Hunts

You are a stalking hunter who excels at bringing down your selected quarry.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.b8rtgyatE8o9FaRS]{Attack Flourish}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.VAGafmOiBpvU2eq0]{Tracker}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.FEkLEYwk7r9KE7oC]{Quarry}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.sHdBJdVshvtAqz1K]{Sneak}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.aBfj6w1y6noOzB7d]{Horde Fighting} or @UUID[Compendium.cyphersystem-compendium.abilities.57txEIyzuPUQOqVP]{Sprint and Grab}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.uG2ACHNAPoZirp0b]{Surprise Attack}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.LE8NtDKG9TzXBv5B]{Hunter’s Drive}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.oroWEBbp3cvrYwH9]{Greater Skill With Attacks} or @UUID[Compendium.cyphersystem-compendium.abilities.ENO71nxs3MSKzvq6]{Multiple Quarry}

GM Intrusions: The quarry notices the character. The quarry isn’t as vulnerable as it seemed.

Infiltrates

Subtlety, guile, and stealth allow you to get in where others can’t.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.QAdh0yZBjJsHdJjD]{Stealth Skills}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.WUY75HFAqAu1i9ku]{Sense Attitudes}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.vFc52xBtBp69WglW]{Impersonate}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.LFiTEQpWhXBgIZWb]{Flight Not Fight}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.ZB80ZclRSzEcr4o1]{Awareness} or @UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.wvlSlYCJyrJuFqtn]{Invisibility}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.N0OZaNOIbHTiWDL1]{Evasion}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.3SiJ5Drao8XtmgzV]{Brainwashing} or @UUID[Compendium.cyphersystem-compendium.abilities.jrTEtAhE6GfLW7R4]{Spring Away}

GM Intrusions: Spies are treated harshly when caught. Allies disavow infiltrators who get caught. Some secrets are better left unknown.

Interprets the Law

You excel at winning others over to your views.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.EbnGDC61relhYaib]{Opening Statement}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.xBQM1AmjmcjmPDDD]{Knowledge of the Law}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.2GwH3ugd7aHrWZRz]{Debate}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.Eez3uExkDA20XJg3]{Able Assistance} or @UUID[Compendium.cyphersystem-compendium.abilities.FQPA8oY3xiZIL6aG]{Enhanced Intellect Edge}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.Hw16NpdbdJOqVF4z]{Castigate}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.kcXnkEBuyNil4Nd4]{No One Knows Better}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.4necR0YTsaij4ojD]{Greater Enhanced Potential} or @UUID[Compendium.cyphersystem-compendium.abilities.pGJIwlCJDib2Splm]{Legal Intern}

GM Intrusions: Onlookers react badly to a know-it-all. A distraction or interruption throws the character’s argument off the rails.

Is Idolized by Millions

You’re a celebrity and most people adore you.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.ZK4CUb9HH4J5A8IN]{Entourage}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.zGoUoC6i0f1SbUqE]{Celebrity Talent}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.6QXGJBsJPDFgcdq5]{Perks of Stardom}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.b776WTF2u1roh3n0]{Incredible Health} or @UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.mUhnX0UmEw2BROkI]{Captivate With Starshine}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.ETGBAqAc1ApFH5cx]{Expert Follower}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.1W0sBVHxG7LESCPl]{Do You Know Who I Am?}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.zZYSSAFXtJcuezxM]{Transcend the Script} or @UUID[Compendium.cyphersystem-compendium.abilities.0IlHHY1ktkN2L5Sp]{Improved Companion}

GM Intrusions: Fans are endangered or hurt on your behalf. Someone in your entourage betrays you. Your show, tour, contract, or other event is canceled. The media posts photos of you in an embarrassing situation.

Is Licensed to Carry

You carry a gun and you know how to use it in a fight.

Although Is Licensed to Carry is designed with modern firearms in mind, it could apply to flintlock weapons, futuristic laser blasters, or other ranged weapons.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.1SBd1jm66eSo4eHn]{Gunner}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.wAbsUj5mHZatr3JG]{Practiced With Guns}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.Mbq7D0u4Vee0NKYz]{Careful Shot}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.I8N5PUMy5Eq7cqZl]{Trained Gunner} or @UUID[Compendium.cyphersystem-compendium.abilities.UlQ7w5iD57Hfdzce]{Damage Dealer}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.oNk0Nhle1XwBhOvp]{Snap Shot}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.WrJDw2X8JHcljjP4]{Arc Spray}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.BM6YnBez7sVnrGUh]{Special Shot} or @UUID[Compendium.cyphersystem-compendium.abilities.58CLKxSLgaT6W6Cj]{Lethal Damage}

GM Intrusions: Misfire or jam! The attack fails and the action is lost, plus an additional action is needed to fix the problem.

Is Wanted by the Law

“WANTED, DEAD OR ALIVE” posters (or their equivalent) have appeared featuring your face. It’s up to you whether it’s a mistake that snowballed out of control or you actually would kill someone just for looking at you.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.tuofJSTVjOEwRUem]{Enhanced Speed}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.UyQTRi5ZwWU5tMO0]{Danger Sense}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.uG2ACHNAPoZirp0b]{Surprise Attack}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.DMBJEypEWuAS2lai]{Outlaw Reputation} or @UUID[Compendium.cyphersystem-compendium.abilities.36nlDXhOP5e5dfns]{Successive Attack}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.jaGs9nmLaywdRMUN]{Fast Kill}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.fD8yD0pGCMdOJkGb]{Band of Desperados}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.sbGo2i4oqy1aUeQ6]{Not Dead Yet} or @UUID[Compendium.cyphersystem-compendium.abilities.58CLKxSLgaT6W6Cj]{Lethal Damage}

GM Intrusions: Most people do not take well to discovering a wanted outlaw in their midst.

Keeps a Magic Ally

An allied magic creature bound to an object (such as a minor djinn in a lamp, or a ghost in a pipe) is your friend, protector, and weapon.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.9Kag2UMn6Wdxq4Zo]{Bound Magic Creature}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.PCTUkuALVb0GdTCe]{Object Bond}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.1KjY8D1dvLc3NuUv]{Hidden Closet}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.l0OFjk5XVGV5LzP1]{Minor Wish} or @UUID[Compendium.cyphersystem-compendium.abilities.cGcblQ2qvyHM02kY]{Mount}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.QxOsAHpd8ZkEXI5u]{Improved Object Bond}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.m2j3n3xiExLcXAAn]{Moderate Wish}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.Aprz5cRtdgiAIYUM]{Object Bond Mastery} or @UUID[Compendium.cyphersystem-compendium.abilities.V7npSeuqG3JI4Dvv]{Trust to Luck}

GM Intrusions: The creature unexpectedly disappears into its bound object. The bound object cracks. The creature disagrees and doesn’t do as asked. The creature says it’s leaving unless a task is performed for it.

Leads

Your natural leadership capability allows you to command others, including a loyal band of followers.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.FDUGlu7DZhdfxH2P]{Natural Charisma}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.DmnRMTfHYaeoYFVu]{Good Advice}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.RnK2bmvUb7RIVPSA]{Enhanced Potential}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.4XwwFeGO5haHxvQs]{Basic Follower}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.zTsjsWVgzjQzl2MW]{Advanced Command} or @UUID[Compendium.cyphersystem-compendium.abilities.ETGBAqAc1ApFH5cx]{Expert Follower}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.8EMTH3JCrC5Vjt63]{Captivate or Inspire}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.4necR0YTsaij4ojD]{Greater Enhanced Potential}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.KpbEHKNSEycVB1GU]{Band of Followers} or @UUID[Compendium.cyphersystem-compendium.abilities.qbXP6HlN56bPt7cq]{Mind of a Leader}

GM Intrusions: Followers fail, betray, lie, become corrupted, get kidnapped, or die.

Learns Quickly

You deal with bad situations as they arise, learning new lessons each time.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.7GsuhcRTpDX0d1em]{Enhanced Intellect}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.0xVoKhKKvzxIbtJD]{There’s Your Problem}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.YCwy44WnpusEYN7g]{Quick Study}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.qgholblGXKQri99M]{Hard to Distract}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.FQPA8oY3xiZIL6aG]{Enhanced Intellect Edge} or @UUID[Compendium.cyphersystem-compendium.abilities.dVh39nh5ARUxreUc]{Flex Skill}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.dIK67k9aoBbFBnkf]{Pay It Forward}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.7GsuhcRTpDX0d1em]{Enhanced Intellect}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.2LaX22wvw35lDger]{Learned a Few Things}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.EE1xCQ3OvCrdrG6z]{Two Things at Once} or @UUID[Compendium.cyphersystem-compendium.abilities.CtRvLxfUlCynJv1B]{Skill With Defense}

GM Intrusions: Accidents and mistakes are great teachers.

Lives in the Wilderness

You can survive in badlands where others perish.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.KqV5RSzOU3S3NK51]{Wilderness Life}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.wHcuP6T7Ti6j5Y8C]{Enhanced Might}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.vFQaDsHzJpTSV8Tw]{Living Off the Land}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.Db7aRY4t1mwRpcoL]{Wilderness Explorer}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.KAAezRI2l8rdp1NS]{Animal Senses and Sensibilities} or @UUID[Compendium.cyphersystem-compendium.abilities.Ja8ebgq2RDQryN62]{Wilderness Encouragement}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.CBdIPMJ2oOOesmod]{Wilderness Awareness}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.pfZzabIIEuU4kSH3]{The Wild Is on Your Side}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.Wj6oHOvnZkZjulwI]{One With the Wild} or @UUID[Compendium.cyphersystem-compendium.abilities.TRdK7RJBkq8WW4np]{Wild Camouflage}

GM Intrusions: People in cities and towns sometimes disparage those who look (and smell) like they live in the wilds, as if they were ignorant or barbaric.

Looks for Trouble

You’re a scrapper and love a good fight.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.Hgr8QZmzjXmYorfs]{Fists of Fury}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.XseI77zSp7iHkEWq]{Wound Tender}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.qp1jDaFiRR5xPPMn]{Protector}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.tFhd4dEGikOd1g1K]{Straightforward}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks} or @UUID[Compendium.cyphersystem-compendium.abilities.4necR0YTsaij4ojD]{Greater Enhanced Potential}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.2K3b6cTuLEGZfYqa]{Knock Out}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.kNSRytTtQX0rU3aE]{Mastery With Attacks}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.R9KnCCvGoEHvV1p0]{Greater Enhanced Might} or @UUID[Compendium.cyphersystem-compendium.abilities.58CLKxSLgaT6W6Cj]{Lethal Damage}

GM Intrusions: Weapons break or fly from even the strongest grip. Brawlers trip and fall. Even the battlefield can work against you with things falling or collapsing.

Loves the Void

When it’s just you, your spacesuit, and the panorama of stars wheeling out forever and always, you are at peace.

Type Swap Option: @UUID[Compendium.cyphersystem-compendium.abilities.geCiPXMF2sIRJ68U]{Have Spacesuit, Will Travel}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.zgcoMEc4j2MjpDhC]{Vacuum Skilled}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.GfDLA0qSvqhqzIbL]{Microgravity Adept}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.QH3l6ojVnasZm5U8]{Enhanced Speed Edge}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.MwVDTy2Rx1V7Tyly]{Enhanced Physique}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.q73VWJY2cmWxRcYx]{Space Fighting} or @UUID[Compendium.cyphersystem-compendium.abilities.rqC9cEmRkvm29N56]{Fusion Armor}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.U2QV8t7Pq9irgHqF]{Silent As Space}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.JJ9nWmcBIlfyNDfe]{Push Off and Throw}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.iIy1HDd9yUl07AYo]{Microgravity Avoidance}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.w3HN2nZBTo5mLJcM]{Weightless Shot} or @UUID[Compendium.cyphersystem-compendium.abilities.cbXNxvPdWEbKF6nA]{Reactive Field}

GM Intrusions: Spacesuits develop glitches. Air refill cartridges sometimes misreport capacity. Micrometeorites are common in space.

Masters Defense

You use protective equipment and practiced techniques to avoid becoming hurt in a fight.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.EheuStXUDPojVmT5]{Shield Master}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.gS1X6POaKLjNlHsI]{Sturdy}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.o2ZDoteWQsFsqTJr]{Practiced in Armor}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.zLJYM2OiFVIsuz3P]{Dodge and Resist} or @UUID[Compendium.cyphersystem-compendium.abilities.E1YiGcXAYOjHXoAd]{Dodge and Respond}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.2AIQhz00HyZhY7wM]{Tower of Will}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.4eCjeGPA0ovnwIfu]{Experienced in Armor}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.lGbieMmnuoqsl4Jz]{Nothing but Defend}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.i5n7BaFjTo6W35f9]{Defense Master} or @UUID[Compendium.cyphersystem-compendium.abilities.B6SEeGr5kxLAgvvq]{Wear It Well}

GM Intrusions: Shields break when hit, as do weapons used to parry. Armor straps break.

Masters Spells

By specializing in spellcasting and keeping a spellbook, you can quickly cast spells of arcing lightning, rolling fire, creeping shadow, and summoning.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.EyAIsiqJGCspQFcu]{Arcane Flare}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.Yg6jEM07HAccDcNC]{Ray of Confusion}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.NgHLZq3tZ3CFJvYv]{Fire Bloom} or @UUID[Compendium.cyphersystem-compendium.abilities.wEWyNKnVgVOjsyms]{Summon Giant Spider}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.2t9oGZRuFhLCKjsa]{Soul Interrogation}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.ZK9Ruc53rKBqU93i]{Granite Wall}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.LnZkUlKUuuD7iW3P]{Summon Demon} or @UUID[Compendium.cyphersystem-compendium.abilities.Gsre3acJaxhGBa0S]{Word of Death}

GM Intrusions: The spell goes wrong. The summoned creature turns on the caster. A rival spellcaster is drawn to the magic use.

Masters the Swarm

Insects. Rats. Bats. Even birds. You master one type of small creature that obeys you.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.ZEcFnsNXgcozJElT]{Influence Swarm}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.hIxPlDRbNqallNiu]{Control Swarm}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.CEscdPwUrBpzUeS0]{Living Armor} or @UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.gLxVxCSix441TyKq]{Call Swarm}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.rUzrjRuT2nfEdCaJ]{Gain Unusual Companion}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.iQhBPww1s4wRZcDz]{Deadly Swarm} or @UUID[Compendium.cyphersystem-compendium.abilities.CtRvLxfUlCynJv1B]{Skill With Defense}

GM Intrusions: A command is misunderstood. Control is erratic or is lost. Bites and stings are not uncommon for masters of the swarm.

Masters Weaponry

You are a master user of a particular type of weapon, be it a sword, whip, dagger, gun, or something else.

Someone who Masters Weaponry might have additional equipment, including a high- quality weapon.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.J0fj73TfCu4aSdVL]{Weapon Master}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.qBTIXXJt2Ahn8UYh]{Weapon Crafter}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.6Xs3fyaANQDWXRoc]{Weapon Defense}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.YA5P5CBNr5NSmY6z]{Rapid Attack} or @UUID[Compendium.cyphersystem-compendium.abilities.7rjeYt5hNhkvqK9w]{Disarming Strike}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.imWLlYQs4LTaCTdS]{Never Fumble}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.mhgFWIDr0QuCHRIF]{Extreme Mastery}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.KNElOxbWobS1ygLv]{Murderer} or @UUID[Compendium.cyphersystem-compendium.abilities.6P1CJvVMot3Y2xj0]{Deadly Strike}

GM Intrusions: Weapons break. Weapons can be stolen. Weapons can be dropped or forced out of your hand.

Metes Out Justice

You right wrongs, protect the innocent, and punish the guilty.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.Zu06akqnHdCvoR0W]{Make Judgment}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.tjxKTFdA8gqZDP90]{Designation}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.5jGN9GicKYIAneKQ]{Defend the Innocent}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.3fMzqFFQ1rLtbVrd]{Improved Designation}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.bz04IOSkdP3zcRMD]{Defend All the Innocent} or @UUID[Compendium.cyphersystem-compendium.abilities.iGRECL13bqrSSF7P]{Punish the Guilty}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.RESKINMA0INj60Rc]{Find the Guilty}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.QgnoEdKZ50u4JZoL]{Greater Designation}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.KVOFCKWKmUrqAe7v]{Punish All the Guilty}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.JH40M99RAN6IZWze]{Damn the Guilty} or @UUID[Compendium.cyphersystem-compendium.abilities.Kf09KYdZqG6dNTFC]{Inspire the Innocent}

GM Intrusions: Guilt or innocence can be complicated. Some people resent the presumption of a self-appointed judge. Passing judgment makes enemies.

Moves Like a Cat

Lithe, flexible, and graceful, you move quickly and smoothly, and never seem to be where danger is.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.Qsi6Iw5YCcY8jmNx]{Greater Enhanced Speed}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.tJiXzKX4gf0GNV6V]{Balance}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.tC7wmZwlZcQy5Vd0]{Movement Skills}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.g0Ewv5wBooSFYOlH]{Safe Fall}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.leUaFf4AxYJwwOHt]{Hard to Hit}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.QH3l6ojVnasZm5U8]{Enhanced Speed Edge} or @UUID[Compendium.cyphersystem-compendium.abilities.Qsi6Iw5YCcY8jmNx]{Greater Enhanced Speed}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.JlYk5UNZEUzzO8Js]{Quick Strike}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.2CrV3a9S1yzOXBOJ]{Slippery}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.mSNoWynky7DMz7ln]{Perfect Speed Burst} or @UUID[Compendium.cyphersystem-compendium.abilities.Qsi6Iw5YCcY8jmNx]{Greater Enhanced Speed}

GM Intrusions: Even a cat can be clumsy. A jump isn’t quite as easy as it looks. An escape move is so overzealous that it sends the character right into harm’s way.

Moves Like the Wind

You can move so fast that you become a blur.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.Qsi6Iw5YCcY8jmNx]{Greater Enhanced Speed}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.Sg5WeSF04CYNEecl]{Fleet of Foot}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.leUaFf4AxYJwwOHt]{Hard to Hit}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.8LHIZs9gEAd02tId]{Speed Burst} or @UUID[Compendium.cyphersystem-compendium.abilities.Qsi6Iw5YCcY8jmNx]{Greater Enhanced Speed}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.Zps9ZUc9RD1mRDEK]{Blink of an Eye}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.NhNvpbUWNRIFEm8b]{Hard to See}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.mSNoWynky7DMz7ln]{Perfect Speed Burst} or @UUID[Compendium.cyphersystem-compendium.abilities.0wVk3CszKCJQfp0Q]{Incredible Running Speed}

GM Intrusions: Surfaces can be slick or offer hidden obstacles. The movement of other creatures can be unpredictable, and the character might run into them.

Murders

You’re an assassin, whether by trade, by inclination, or because it was that or be killed yourself. (Someone who Murders might have additional equipment, including three doses of a level 2 blade poison that inflicts 5 points of damage.)

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.uG2ACHNAPoZirp0b]{Surprise Attack}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.rYaAyFLmCAAwZi0s]{Assassin Skills}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.y2eUnbkzxOeoe9w6]{Quick Death}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.369RISHwqzRXkwEG]{Infiltrator}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.ZB80ZclRSzEcr4o1]{Awareness} or @UUID[Compendium.cyphersystem-compendium.abilities.AQQzctwqPJPUTRbb]{Poison Crafter}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.tbeFzIPGuAjRBpKM]{Better Surprise Attack}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.UlQ7w5iD57Hfdzce]{Damage Dealer}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.FzJe2XEwhtUajTWI]{Escape Plan} or @UUID[Compendium.cyphersystem-compendium.abilities.KNElOxbWobS1ygLv]{Murderer}

GM Intrusions: Most people do not react well to a professional killer.

Needs No Weapon

Powerful punches, kicks, elbows, knees, and full body movements are all the weapons you need.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.Hgr8QZmzjXmYorfs]{Fists of Fury}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.K33ayv0NcktuV53N]{Flesh of Stone}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.p61Ycyc7lVZQXupO]{Advantage to Disadvantage}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.JJKRrcU5L1yM9y90]{Unarmed Fighting Style}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.mGv7zlZu1wtNCQXQ]{Moving Like Water} or @UUID[Compendium.cyphersystem-compendium.abilities.4necR0YTsaij4ojD]{Greater Enhanced Potential}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.LODZEYtmmBN5D9zZ]{Divert Attacks}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.eQIPJk2xcFGfDr3H]{Stun Attack}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.S4PaEqmYjg4TGoG3]{Master of Unarmed Fighting Style} or @UUID[Compendium.cyphersystem-compendium.abilities.58CLKxSLgaT6W6Cj]{Lethal Damage}

GM Intrusions: Striking certain foes hurts you as much as it hurts them. Opponents with weapons have greater reach. Complicated martial arts moves can knock you off balance.

Never Says Die

You never quit, can shrug off a beating, and always come back for more.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.UtFc3e4grYyCQneH]{Improved Recovery}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.wXV7JxEmZDlBvRKO]{Push on Through}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.JuOmZXMt1T3tQUZ8]{Ignore the Pain}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.R0UuZ32vmmeFbSMV]{Blood Fever} or @UUID[Compendium.cyphersystem-compendium.abilities.sPheWt9emoY3PCA8]{Hidden Reserves}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.iyM2N9G0RLlj6BZ7]{Increasing Determination} or @UUID[Compendium.cyphersystem-compendium.abilities.3VJyYtECl0wKQj2p]{Outlast the Foe}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.sbGo2i4oqy1aUeQ6]{Not Dead Yet}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.5HNZcrij9mgEmvAR]{Final Defiance} or @UUID[Compendium.cyphersystem-compendium.abilities.NMgopYfoagESHtea]{Ignore Affliction}

GM Intrusions: Sometimes, it’s equipment or weapons that give out.

Operates Undercover

Under the guise of someone else, you seek to find answers the powerful do not want divulged.

Someone who Operates Undercover might have additional equipment that includes a disguise kit.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.PK6oiYXgdP7KaGgi]{Investigate}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.eYHlYyVDj3odrAFJ]{Disguise}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.6ILcTvACqDdLVpc8]{Agent Provocateur} or @UUID[Compendium.cyphersystem-compendium.abilities.ZuX6gykVtKxiBAxR]{Run and Fight}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.MzKqElUHuTtHkV7D]{Pull a Fast One}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.bgaCXtvlT0zWmAIA]{Using What’s Available}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.V7npSeuqG3JI4Dvv]{Trust to Luck} or @UUID[Compendium.cyphersystem-compendium.abilities.6P1CJvVMot3Y2xj0]{Deadly Strike}

GM Intrusions: Bad luck can ruin the best plans. Disguises fail. Allies are revealed to be agents, too.

Performs Feats of Strength

A muscled prodigy, you can haul incredible weight, hurl your body through the air, and punch through doors.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.cpXOBSLY03j89yOy]{Athlete}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.g1t5TxZXsNovIVTn]{Enhanced Might Edge}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.YQEECpNwDSFCFnCN]{Feat of Strength}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.PYD24TjoDAqbKAj8]{Iron Fist} or @UUID[Compendium.cyphersystem-compendium.abilities.WuNUt6ltWGDdjNLS]{Throw}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.R9KnCCvGoEHvV1p0]{Greater Enhanced Might}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.ARiNuZrnfFCvZAFd]{Brute Strike}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.R9KnCCvGoEHvV1p0]{Greater Enhanced Might} or @UUID[Compendium.cyphersystem-compendium.abilities.IFb8NX06xgWM7H98]{Jump Attack}

GM Intrusions: It’s easy to break delicate things or hurt someone accidentally.

Pilots Starcraft

You’re a crack starship pilot.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.Kk5nnC1EcYtqc3Fu]{Pilot}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.QgCWZia7gFicmEJr]{Flex Lore}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.h3G0Ven2SoaPCbk4]{Salvage and Comfort}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.hGbNYgkuIiZHomcJ]{Mentally Tough}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.12xO8QaEsTvEFUvY]{Expert Pilot}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.hIy0GMeL8WALvhEb]{Ship Footing} or @UUID[Compendium.cyphersystem-compendium.abilities.XkFsMa9e9IY2FRcN]{Machine Companion}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.x7YnN02GiwDQ09km]{Sensor Array}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.tuofJSTVjOEwRUem]{Enhanced Speed}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.YWMUeaNzao8n8pAc]{Like the Back of Your Hand}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.0q9alvmsQKKViN0r]{Incomparable Pilot}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.Yo2Z3EdYjx88jYnp]{Remote Control} or @UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks}

GM Intrusions: Starcraft get lost, break down, and are attacked in space. An alien stowaway is found.

Plays Too Many Games

Lessons, reflexes, and strategies you’ve learned by playing too many games have applications in the real world, where people who don’t play enough toil and live their dreary lives.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.qpBv7OxAcMAAtY2M]{Game Lessons}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.p3kh3XKzetkJTG1J]{Gamer}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.qEzcqbNhuJQuBagn]{Zero Dark Eyes}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.pMQT2QIL38XlhkxB]{Resist Tricks}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.QDSSTe5EGrBHjtnL]{Sniper’s Aim} or @UUID[Compendium.cyphersystem-compendium.abilities.QH3l6ojVnasZm5U8]{Enhanced Speed Edge}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.R9WffstnihzBuuvW]{Mind Games}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.7GsuhcRTpDX0d1em]{Enhanced Intellect}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.W0Jw19mWIycjIgmo]{Gamer’s Fortitude}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.laxdkyrDuOhxfWKc]{Mind Surge} or @UUID[Compendium.cyphersystem-compendium.abilities.dIUTe5O1jeA47zps]{Gaming God}

GM Intrusions: Missed attacks strike the wrong target. Equipment breaks. Sometimes people react negatively to someone who has lived most of their life in imaginary game worlds.

Rages

When you go berserk, everyone fears you.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.YGsGHp1rbu3Z7Kdd]{Frenzy}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.R9KnCCvGoEHvV1p0]{Greater Enhanced Might}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.tC7wmZwlZcQy5Vd0]{Movement Skills}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.NoC3yuqxU8yhPf47]{Power Strike} or @UUID[Compendium.cyphersystem-compendium.abilities.zEkA8MhrnJ5p9Io6]{Unarmored Fighter}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.hAVC1FOl7hwnuBpC]{Greater Frenzy}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.ltAq7qr8aaalOtJp]{Attack and Attack Again}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.4necR0YTsaij4ojD]{Greater Enhanced Potential} or @UUID[Compendium.cyphersystem-compendium.abilities.58CLKxSLgaT6W6Cj]{Lethal Damage}

GM Intrusions: It’s easy for a berserker to lose control and attack friend as well as foe.

Rides the Lightning

You create and discharge electrical power.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.3btRIiWxY8oMcVMo]{Shock}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.essJhO2eqoHmIQaa]{Charge}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.uh1t4rnkZ2jOCjHJ]{Bolt Rider}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.76HF09q7MdGek863]{Electric Armor} or @UUID[Compendium.cyphersystem-compendium.abilities.A6H8xi93t6Zrexz9]{Drain Charge}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.YDKULtvV0pMJDxi2]{Bolts of Power}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.etGUYa9dQSvjLvXX]{Electrical Flight}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.2TaqNf6bhxijKELX]{Flash Across the Miles} or @UUID[Compendium.cyphersystem-compendium.abilities.Bny0sFdqf40pJeOp]{Wall of Lightning}

GM Intrusions: Targets other than those intended are shocked. Objects explode.

Runs Away

Your first instinct is to run from danger, and you’ve gotten very good at it.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.10EqPrn9aONinEfm]{Go Defensive}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.tuofJSTVjOEwRUem]{Enhanced Speed}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.QVPmLa6CKwmH6vJZ]{Quick to Flee}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.0wVk3CszKCJQfp0Q]{Incredible Running Speed} or @UUID[Compendium.cyphersystem-compendium.abilities.Qsi6Iw5YCcY8jmNx]{Greater Enhanced Speed}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.iyM2N9G0RLlj6BZ7]{Increasing Determination}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.Mac5S0sQe9Muf4Mv]{Quick Wits}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.U33DbRwloywFlYfi]{Go to Ground}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.hKhwP85QeRGPW03G]{Burst of Escape} or @UUID[Compendium.cyphersystem-compendium.abilities.CtRvLxfUlCynJv1B]{Skill With Defense}

GM Intrusions: Quick movements sometimes lead to dropped items, slipping on uneven ground, or going the wrong way by accident.

Sailed Beneath the Jolly Roger

You sailed with a crew of dread pirates, but you’ve decided to end your days as a pirate and join some other cause. The question is, will your past let you go so easily?

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.JuOmZXMt1T3tQUZ8]{Ignore the Pain}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.IYt42xzsjesQyEfT]{Sailor}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.B4U7RiMrZElfOQyj]{Taking Advantage}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.1POQ4sFW5DLrmXhn]{Fearsome Reputation}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks} or @UUID[Compendium.cyphersystem-compendium.abilities.CtRvLxfUlCynJv1B]{Skill With Defense}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.oCcnXLYQy9DjwPJC]{Sea Legs}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.tC7wmZwlZcQy5Vd0]{Movement Skills}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.5rgcPJXpCcB5VJ1m]{Lost in the Chaos}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.AsmIgvoIRPEtuzkh]{Duel to the Death} or @UUID[Compendium.cyphersystem-compendium.abilities.36nlDXhOP5e5dfns]{Successive Attack}

GM Intrusions: The dangers of the high seas are many, including severe storms and disease. Other pirates sometimes get ahead through betrayal. A pirate tracks down former sailing mates to find hidden treasure.

Scavenges

When not running and hiding, you sift the ruins of civilization for useful remnants to ensure your survival.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.OjGaIl0JEepjDrla]{Post-Apocalyptic Survivor}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.ZOfmWQFbwSJQB4wm]{Ruin Lore}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.IswvUEdCBBZDRme6]{Junkmonger}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.B4U7RiMrZElfOQyj]{Taking Advantage} or @UUID[Compendium.cyphersystem-compendium.abilities.b776WTF2u1roh3n0]{Incredible Health}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.YID6zEB7KkHGYAlD]{Know Where to Look}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.EjBzy1Ue1AA8i6ry]{Recycled Cyphers}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.MJE1k2RmCM6HRwFV]{Artifact Scavenger} or @UUID[Compendium.cyphersystem-compendium.abilities.cbXNxvPdWEbKF6nA]{Reactive Field}

GM Intrusions: An item made with recycled junk breaks. Someone shows up claiming that the useful item or piece of junk scavenged belongs to them. A recycled cypher explodes.

Sees Beyond

You have a psychic sense that allows you to see what others cannot.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.jq6Wm9xYxJA0bRaR]{See the Unseen}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.rYyymKUc0QKWdNsy]{See Through Matter}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.Mu5knvNfGyaeaiTB]{Find the Hidden} or @UUID[Compendium.cyphersystem-compendium.abilities.bzy1KzO0oPmZGu2b]{Sensor}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.KBjSpuK7XJc1abJv]{Remote Viewing}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.PazO9rJ2YoE8VEUw]{See Through Time}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.lL7QywDGOszTIJCE]{Mental Projection} or @UUID[Compendium.cyphersystem-compendium.abilities.RE24qvMuPhasaCP3]{Total Awareness}

GM Intrusions: Some secrets are too terrible to know.

Separates Mind From Body

You can project your mind out of your body to see faraway places and learn secrets that would otherwise remain hidden.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.WgjatSOUT6pT02A7]{Third Eye}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.oTDJtTDkwxr5uSfU]{Open Mind}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.9sfX1SGtcQ17Uiny]{Sharp Senses}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.6X3BDWzVKsWltrtY]{Roaming Third Eye} or @UUID[Compendium.cyphersystem-compendium.abilities.Mu5knvNfGyaeaiTB]{Find the Hidden}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.bzy1KzO0oPmZGu2b]{Sensor}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.miR0d91lKIfmBGdO]{Psychic Passenger}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.lL7QywDGOszTIJCE]{Mental Projection} or @UUID[Compendium.cyphersystem-compendium.abilities.eblwQ80CBlBdeUp5]{Improved Sensor}

GM Intrusions: Reuniting mind and body can sometimes be disorienting and require a character to spend a few moments to get their bearings.

Shepherds Spirits

Wandering souls, nature spirits, and elemental beings aid and support you.

In some settings, the Shepherds Spirits focus applies to only one kind of spirit, such as spirits of the deceased, nature spirits, and so on.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.pHFFr4DkCythNc5n]{Question the Spirits}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.RkOvawhfH5MHQFOH]{Spirit Accomplice}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.dCQdSi11hJDyOSdD]{Command Spirit} or @UUID[Compendium.cyphersystem-compendium.abilities.LojkwDtb1gHLSB6A]{Preternatural Senses}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.OWVz2CkwLnCSJMdS]{Wraith Cloak}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.jVY1PTxvZvpjZILB]{Call Dead Spirit}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.ElsQU746B70tsPmZ]{Call Otherworldly Spirit} or @UUID[Compendium.cyphersystem-compendium.abilities.PvISXo6EQ2PmCGes]{Infuse Spirit}

GM Intrusions: Some people don’t trust those who deal with spirits. The dead sometimes don’t want shepherding.

Shepherds the Community

You keep the place where you live safe from all danger.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.op9VSx3NJT28UwTH]{Community Knowledge}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.ag3OU8JZuc769034]{Community Activist}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.6ZVINuyZm4jowRGt]{Shepherd’s Fury} or @UUID[Compendium.cyphersystem-compendium.abilities.CtRvLxfUlCynJv1B]{Skill With Defense}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.4necR0YTsaij4ojD]{Greater Enhanced Potential}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.N0OZaNOIbHTiWDL1]{Evasion}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.oroWEBbp3cvrYwH9]{Greater Skill With Attacks} or @UUID[Compendium.cyphersystem-compendium.abilities.xxavxLEaiVFug1D6]{Protective Wall}

GM Intrusions: People in the community misunderstand the character’s motives. Rivals try to oust the character.

Shreds the Walls of the World

Speed plus phasing gives you a unique ability to evade danger and simultaneously inflict damage.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.3t1QshyGYnCSo12z]{Phase Sprint}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.7f6ulMjWFw2BOK76]{Disrupting Touch}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.n81xGnZHydeXmIRc]{Scratch Existence}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.nEN2HYzlJWhonfmE]{Invisible Phasing} or @UUID[Compendium.cyphersystem-compendium.abilities.g0SqMvb020tiTQ48]{Walk Through Walls}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.rXUUDUJFKis8TpnL]{Phase Detonation}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.8yGwY0PvtF2ivdSn]{Very Long Sprinting}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.P9HlASUtyiOXghBZ]{Shred Existence} or @UUID[Compendium.cyphersystem-compendium.abilities.INdq5iQf5ECzRiNp]{Untouchable While Moving}

GM Intrusions: Moving so quickly while sprinting sometimes leads to stumbles on unexpected, exotic obstacles.

Siphons Power

You suck power out of machines and creatures alike in order to empower yourself.

Robots and other living machines should be treated as creatures, not machines, for the purposes of siphoning power from them.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.JyAovhallyh9m6oW]{Drain Machine}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.gWvMJQPBSmeaP8yN]{Drain Creature}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.wEj2uvWI3w0W9HWH]{Drain at a Distance} or @UUID[Compendium.cyphersystem-compendium.abilities.P73TBXcNDbZCVsdE]{Unraveling Consumption}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.gn1jtMLhp6qPNXUL]{Store Energy}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.4Xvgo62UVSOI9Acx]{Share the Power}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.Be1ehHb90jtLc8l0]{Explosive Release} or @UUID[Compendium.cyphersystem-compendium.abilities.xbYD729j3km6ZDCA]{Sun Siphon}

GM Intrusions: Drained power also transmits something unwanted—compulsions, afflictions, or alien thoughts. Siphoned power can overload the character, causing feedback.

Slays Monsters

You kill monsters.

Although wielding a sword in a setting where people usually do not carry such weapons is fine, you can change the Slays Monsters sword-related abilities to use a different weapon, such as a gun with silver bullets.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.WFK0xBSAIpD59va8]{Practiced With Swords}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.nW46hfygkxB7FW5m]{Monster Bane}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.PRW5MxW12oakmeHE]{Monster Lore}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.lw0otGU2Iaorppdc]{Will of Legend}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.gPqiQflb6Z3DXGVk]{Trained Slayer}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.HPIlAWDGOQFw6yGm]{Improved Monster Bane} or @UUID[Compendium.cyphersystem-compendium.abilities.lwJAowJa4eKlcDjb]{Misdirect}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.5otvtHrbVXIh0N27]{Fight On}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.oroWEBbp3cvrYwH9]{Greater Skill With Attacks} (swords)

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.KNElOxbWobS1ygLv]{Murderer} or @UUID[Compendium.cyphersystem-compendium.abilities.VupBbHOJAX45Yazb]{Heroic Monster Bane}

GM Intrusions: The monster laid a trap or set an ambush. The monster has previously undisclosed abilities. The monster’s mother vows revenge.

Solves Mysteries

You’re a master of deduction, using evidence to find the answer.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.FzpkQwb1jA53bs1y]{Investigator}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.HWZ8mwAfZEu6r778]{Sleuth}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.7BkWiUHcUrcRIKqO]{Out of Harm’s Way}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.PlVEpuVxp9pGJSoa]{You Studied} or @UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.mL6Yae2CxgefOMHn]{Draw Conclusion}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.0f2qoQlYGRqgu0Nj]{Defuse Situation}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.wqUItgrYzBeMiAoB]{Seize the Initiative} or @UUID[Compendium.cyphersystem-compendium.abilities.nOuOE3EkrNr81pSq]{Greater Skill With Defense}

GM Intrusions: Evidence disappears, red herrings confuse, and witnesses lie. Initial research can be faulty.

Speaks for the Land

Your spiritual connection to nature and the environment grants you mystical abilities.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.0Wq39mJ9oXA415qx]{Seeds of Fury}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.8KYjSKp6ieQ8YXUy]{Wilderness Lore}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.zW0cZJQTR0tHUmn3]{Grasping Foliage}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.gT21nqWZ9Es576oC]{Soothe the Savage} or @UUID[Compendium.cyphersystem-compendium.abilities.OIk4usP2NFT0tDu7]{Communication}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.RfGCXsX7JXEr8fMw]{Moon Shape}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.UJpMPRD25O7HvhbV]{Insect Eruption}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.2lhnVWUMX1Nu6KVj]{Call the Storm} or @UUID[Compendium.cyphersystem-compendium.abilities.jhdgI9rV2mpH6JQU]{Earthquake}

GM Intrusions: An injured natural (but dangerous) creature is discovered. Someone’s poaching wildlife for their skins, leaving the carcasses to rot. A tree falls in the forest, one of the last elder trees.

Stands Like a Bastion

Your armor, along with your size, strength, incredible training, or machine enhancement, makes you difficult to move or hurt.

Some characters who Stand Like a Bastion might already be experts in armor. They can choose a different tier 1 ability instead of Practiced in Armor.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.o2ZDoteWQsFsqTJr]{Practiced in Armor}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.GlXd4oFI9Fqq3rAX]{Experienced Defender}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.mmg9XLzvfbP4ESGO]{Resist the Elements}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.27EOrq94WxqgBbWQ]{Unmovable}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.R9KnCCvGoEHvV1p0]{Greater Enhanced Might} or @UUID[Compendium.cyphersystem-compendium.abilities.yl2zo179wXZW5Xxc]{Practiced With All Weapons}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.YeOtzG5ksxonD5RS]{Living Wall}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.VsAP4JEe7W5gaGaG]{Hardiness}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.4k5JFV78A5SiPjFo]{Mastery in Armor}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.58CLKxSLgaT6W6Cj]{Lethal Damage} or @UUID[Compendium.cyphersystem-compendium.abilities.NKvNEjx64CcS3l13]{Shield Training}

GM Intrusions: Armor is damaged. Small foes conspire in ingenious ways.

Takes Animal Shape

A shapechanger who can take the form of various animals.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.rJ4ZXuIcz0knY41H]{Animal Shape}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.OIk4usP2NFT0tDu7]{Communication}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.Y4V4tXQ9lO0rMNKR]{Bigger Animal Shape} or @UUID[Compendium.cyphersystem-compendium.abilities.Ee8QC6fkRvD1yw6h]{Greater Beast Form} (works with Animal Shape)

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.gXiq1edSDteTcfGC]{Animal Scrying}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.KGzAHs3qln0fNDjt]{Hard to Kill}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.iX07Ltb1JYr1nMYM]{Blurring Speed} or @UUID[Compendium.cyphersystem-compendium.abilities.QZZXgZ6PF8Eccs74]{Lend Animal Shape}

GM Intrusions: The character unexpectedly changes form. An NPC is frightened by or aggressive toward the shapeshifter. The transformation takes longer than expected.

Talks to Machines

You use your organic brain like a computer, interfacing “wirelessly” with any electronic device. You can control and influence them in ways that others can’t.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.lzy1YbdIJxzNIHZq]{Machine Affinity}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.7nUj7rxq4Qwg4FUM]{Distant Interface}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.L3UjcLAFvS9MLWCu]{Coaxing Power}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.SeAlSU8Rim5CWsgV]{Charm Machine}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.2odkyEO8azxIZWYj]{Intelligent Interface} or @UUID[Compendium.cyphersystem-compendium.abilities.OE5yXpzWC8lSUmGX]{Command Machine}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.XkFsMa9e9IY2FRcN]{Machine Companion}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.NoKdHv0FSytZR4iF]{Robot Fighter}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.PLyxuOlieOGsJx4h]{Information Gathering}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.FxohCBSksJIu1BSA]{Control Machine} or @UUID[Compendium.cyphersystem-compendium.abilities.PKFz6WVsaKm5kIir]{Improved Machine Companion}

GM Intrusions: The machine malfunctions or acts unpredictably.

Throws With Deadly Accuracy

Everything that leaves your hand goes exactly where you’d like it to go and at the range and speed to make the perfect impact.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.XAXJ3mFGdDv0fXLP]{Precision}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.PlTtlXeugIljHFVg]{Careful Aim}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.yszDDDpH6m16dEoV]{Quick Throw} or @UUID[Compendium.cyphersystem-compendium.abilities.CtRvLxfUlCynJv1B]{Skill With Defense}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.1L1uoad8vwgWxiyN]{Everything Is a Weapon}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.hbWaCBEfSMujqvDf]{Specialized Throwing}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.WW3QjCP5UJUsKBW3]{Whirlwind of Throws}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.58CLKxSLgaT6W6Cj]{Lethal Damage} or @UUID[Compendium.cyphersystem-compendium.abilities.LTqgcoprvBF2ZkdH]{Mastery With Defense}

GM Intrusions: Missed attacks strike the wrong target. Ricochets can be dangerous. Improvised weapons break.

Thunders

You emit destructive sound and manipulate soundscapes.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.uMaMKhemHmtlXDjT]{Thunder Beam}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.87SQGqcRavRZslAp]{Sound Conversion Barrier}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.KLFHpPR0MKLOWr8l]{Nullify Sound} or @UUID[Compendium.cyphersystem-compendium.abilities.EcOIgMC9c1IfSHsr]{Echolocation}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.znJCKr6PeEq4a0j5]{Shattering Shout}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.QZa9b5G80qxtoYqg]{Subsonic Rumble}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.B0dq2gW9gdA0PdzR]{Amplify Sounds}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.jhdgI9rV2mpH6JQU]{Earthquake} or @UUID[Compendium.cyphersystem-compendium.abilities.GlFT2ITvytQVWywQ]{Lethal Vibration}

GM Intrusions: Loud noises attract attention.

Travels Through Time

You can see through time, try to reach through it, and eventually even travel through it.

Although all character choices are subject to GM approval, Travels Through Time is a focus that the GM and player should probably have a long conversation about ahead of time, so the player knows the rules of time travel (if any) that exist in the GM’s setting. A character with this focus can drastically alter a setting, if the rules of time travel allow it.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.YD5gm0w3lqTSyO3V]{Anticipation}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.83y32UMQWshRvbDG]{See History}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.3wxiRMTCBZ4iNCHp]{Temporal Acceleration} or @UUID[Compendium.cyphersystem-compendium.abilities.l5vgtPP0LcsqGrzn]{Time Loop}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.0EhZzYdEhtCRnV4c]{Temporal Dislocation}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.OWRsjlf3ahyH9eez]{Time Doppelganger}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.U58ZQ1X3byfANn4W]{Call Through Time} or @UUID[Compendium.cyphersystem-compendium.abilities.lkO9VJhfOrgLY4g1]{Time Travel}

GM Intrusions: Paradoxes are created. Others remember past events differently.

Uses Wild Magic

You are a spellcaster who learns a variety of spells instead of focusing on just one kind of magic.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.Ub8NGsmH8NZcKguG]{Magical Repertoire}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.WvBcuYiFRM3KaTFj]{Cypher Casting}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.BPFjvh6nBN8bxk8T]{Expanded Repertoire}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.fQ3O3G7rFmv194uI]{Cypher Surge} or @UUID[Compendium.cyphersystem-compendium.abilities.Ax9HryNcPDei0g7t]{Faster Wild Magic}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.BPFjvh6nBN8bxk8T]{Expanded Repertoire}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.nfmwpxvs3RvednVI]{Magical Training}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.UNCbO4WGTB8ZubpZ]{Maximize Cypher} or @UUID[Compendium.cyphersystem-compendium.abilities.mz4KXXoQoHXyOBKI]{Wild Insight}

GM Intrusions: A spell performs erratically or rebounds upon the caster. Something interferes with preparing spells. Spellcasting attracts the attention of a powerful creature or potential rival. The cypher spell being cast is replaced with that of a random cypher.

Walks the Wild Woods

You are an adherent of nature magic who draws on the power and strength of trees.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.KqV5RSzOU3S3NK51]{Wilderness Life}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.SPTY1NXOvq2oRLJO]{Patient Recovery}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.ggQwr8b85bg7yzmK]{Wooden Body}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.c3GBVwgz9atmtbgI]{Tree Companion} or @UUID[Compendium.cyphersystem-compendium.abilities.CBdIPMJ2oOOesmod]{Wilderness Awareness}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.gQ9h8tGa60VLo6IH]{Tree Travel}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.mAc6hl4jKLZz84VK]{Great Tree}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.pBX1EYNVGutNx3b5]{Dreadwood} or @UUID[Compendium.cyphersystem-compendium.abilities.HUhj33woHX86SbX8]{Restorative Bloom}

GM Intrusions: A wooden character catches fire. A wild swing from a tree branch hits or trips an ally. Some trees have evil hearts and hate all walking things.

Was Foretold

You are the “chosen one,” and prophecy, prediction, prognostication, or some other method of determination expects great things of you one day.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.V765JZKDKQ00Buyn]{Interaction Skills}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.4p95GsynORh0Xd7X]{Knowing}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.Z7CKGOQWnfdNO885]{Destined for Greatness}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.zIYdniz9sjvAHsnX]{Overcome All Obstacles} or @UUID[Compendium.cyphersystem-compendium.abilities.5t5EIoGSan3pQ08D]{Hard-Won Resilience}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.WeMTxJElozl7OWdJ]{Center of Attention}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.cfR2uFYjteKAqsYw]{Show Them the Way}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.2uSx4ErQ9f2QLX5M]{As Foretold in Prophecy} or @UUID[Compendium.cyphersystem-compendium.abilities.4necR0YTsaij4ojD]{Greater Enhanced Potential}

GM Intrusions: An enemy described in prophecy appears. Unbelievers threaten to ruin the moment. The character gains a reputation in outside circles as a fraud.

Wears a Sheen of Ice

You command the wintery power of cold and ice.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.czVqoPjH98xaNY1d]{Ice Armor}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.nHqTzLHJrUWSAATM]{Frost Touch}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.BGMXK6VKNmp8M4A3]{Freezing Touch} or @UUID[Compendium.cyphersystem-compendium.abilities.7G8B9lfoVXkuxvKB]{Ice Creation}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.FuufiUyoLFbgBH5J]{Resilient Ice Armor}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.yEfkqXxmuQqlA6Fi]{Cold Burst}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.mvC2vboULutesBDu]{Ice Storm} or @UUID[Compendium.cyphersystem-compendium.abilities.EXrZLa3M8BK43qoi]{Winter Gauntlets}

GM Intrusions: Ice makes surfaces slippery. Extreme cold causes objects to crack and break.

Wears Power Armor

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.ClJUFnz8xBmP4a2l]{Powered Armor}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.wHcuP6T7Ti6j5Y8C]{Enhanced Might}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.YBMLX3Jm5oN79J6G]{Heads-Up Display}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.rqC9cEmRkvm29N56]{Fusion Armor} or @UUID[Compendium.cyphersystem-compendium.abilities.b776WTF2u1roh3n0]{Incredible Health}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.dCoCGVzWxIL9fIvH]{Force Blast}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.cTU70NgcebRlD7jI]{Field-Reinforced Armor}

Tier 6: Masterful Armor Modification (Jet Assisted Flight) or Masterful Armor Modification (Cypher Pod)

GM Intrusions: The armor won’t come off. The armor acts under its own power. The armor suffers a momentary power loss. NPCs are scared by the power armor.

Wields an Enchanted Weapon

You channel magic through or from a weapon to create a unique fighting style.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.OUOVkf3edHhnyRPk]{Enchanted Weapon}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.95judMTwajJoxNfy]{Innate Power}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.HVuhBuZVJkfYuGwp]{Charge Weapon}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.VNIcNhgET9z5MW5G]{Power Crash}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.YA5P5CBNr5NSmY6z]{Rapid Attack} or @UUID[Compendium.cyphersystem-compendium.abilities.Om3PoXrtnekrw0dF]{Throw Enchanted Weapon}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.I7ScLgI1tBhWCkwf]{Defending Weapon}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.RxI9TDy4wYR9eJKk]{Enchanted Movement}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.6P1CJvVMot3Y2xj0]{Deadly Strike} or @UUID[Compendium.cyphersystem-compendium.abilities.KDZeCZJxjCQzlTxA]{Spin Attack}

GM Intrusions: A weapon breaks or is dropped. The weapon loses its connection to you until you use an action to reestablish the attunement. The weapon’s energy discharges in an unexpected way.

Wields Two Weapons at Once

You bear steel with both hands, ready to take on any foe.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.NHns9zqufRvB3Tnl]{Dual Light Wield}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.Pu5XGGLI6cCp1EQd]{Double Strike}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.369RISHwqzRXkwEG]{Infiltrator}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.q9nALxXrBv5ubXaT]{Dual Medium Wield} or @UUID[Compendium.cyphersystem-compendium.abilities.rOxKh1Z7J686a0nv]{Precise Cut}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.gVOzzvxS6PPu8Ofy]{Dual Defense}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.3uGYyiXUUSz952zQ]{Dual Distraction}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.p1UMG2hrng7mLFDv]{Disarming Attack} or @UUID[Compendium.cyphersystem-compendium.abilities.KDZeCZJxjCQzlTxA]{Spin Attack}

GM Intrusions: A blade snaps in two or a weapon flies loose from its bearer’s grip.

Works for a Living

You take great satisfaction in a job well done, whether it’s coding, building houses, or mining asteroids.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.f7wLki6qjCNs2Ici]{Handy}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.CBGeAZSBuymzrxDz]{Muscles of Iron}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.RM8Fmu1IJwzBkjcM]{Eye for Detail} or @UUID[Compendium.cyphersystem-compendium.abilities.uhC4ubTGfhkNvIMX]{Improvise}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.wHcuP6T7Ti6j5Y8C]{Enhanced Might}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.t8wL47jk1KS4zapb]{Tough It Out}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.MdRdAc0qAWghMmlV]{Expert Skill}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.4necR0YTsaij4ojD]{Greater Enhanced Potential} or @UUID[Compendium.cyphersystem-compendium.abilities.5t5EIoGSan3pQ08D]{Hard-Won Resilience}

GM Intrusions: Repairs sometimes fail. Wiring can be tricky to decipher and still carry an electrical charge. Some people are rude to those who work for a living.

Works Miracles

You can heal others with a touch, alter time to help others, and are generally beloved by everyone.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.igGttY1Y2XbAx3qY]{Healing Touch}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.8mP69InEXQ4TB5BL]{Alleviate}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.rAmIxY5G1BK4ZMm7]{Font of Healing} or @UUID[Compendium.cyphersystem-compendium.abilities.7amEMbwK27v31Lt9]{Miraculous Health}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.FiSwskgQGBjp4IhZ]{Inspire Action}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.IN9qNZDx4sBKNr8n]{Undo}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.O2XHxUa2QNrliDMG]{Greater Healing Touch} or @UUID[Compendium.cyphersystem-compendium.abilities.ydmPM9m8nmmgvlXc]{Restore Life}

GM Intrusions: Attempts to heal might cause harm instead. A community or individual needs a healer so desperately that they hold one against their will.

Works the Back Alleys

You make your way unseen, stealing from the wealthy to achieve your ends.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.QAdh0yZBjJsHdJjD]{Stealth Skills}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.OFWQd2W52VAODeas]{Underworld Contacts}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.MzKqElUHuTtHkV7D]{Pull a Fast One} or @UUID[Compendium.cyphersystem-compendium.abilities.OtbS1NoVXK7mQLEe]{Guild Training}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.KM9qqjzJBJusQNkT]{Master Thief}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.xR2DkSqvAoR8Vtfn]{Dirty Fighter}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.QtpmHxblBqoQozbg]{Alley Rat} or @UUID[Compendium.cyphersystem-compendium.abilities.eepc8U2e178RDqBs]{All-Out Con}

GM Intrusions: Thieves are thrown in jail. Powerful enemies are made.

Works the System

You can exploit flaws in artificial systems, including but not limited to computer code.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.0V2NE0905wwYPRVo]{Hack the Impossible}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.JkiG6hpsfj1h6XRR]{Computer Programming}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.2CekF2lqwNrMyio0]{Connected}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.TmDavAL4vDxKjLBK]{Confidence Artist} or @UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.1fYBYD1EfA5z1NFl]{Confuse Enemy}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.jTiOQKW2QtXK8dmF]{Work the Friendship}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.HUVY2MA2CBegFhLY]{Call in Favor} or @UUID[Compendium.cyphersystem-compendium.abilities.4necR0YTsaij4ojD]{Greater Enhanced Potential}

GM Intrusions: Contacts sometimes have ulterior motives. Devices sometimes have failsafes or even traps.

Would Rather Be Reading

Books are your friends. What’s more important than knowledge? Nothing.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.vPraXsdXkCmaoBbI]{Knowledge Is Power}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.34Ycb9VK8JwHgSl4]{Greater Enhanced Intellect}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.wJSxVM8fWADJtTSd]{Applying Your Knowledge} or @UUID[Compendium.cyphersystem-compendium.abilities.dVh39nh5ARUxreUc]{Flex Skill}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.vPraXsdXkCmaoBbI]{Knowledge Is Power}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.wlkPdME0r3hx9VbE]{Knowing the Unknown}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.34Ycb9VK8JwHgSl4]{Greater Enhanced Intellect}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.vPraXsdXkCmaoBbI]{Knowledge Is Power}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.sq2JJtnRtSthJSYL]{Tower of Intellect} or @UUID[Compendium.cyphersystem-compendium.abilities.lbXg8UlSCG23yxO4]{Read the Signs}

GM Intrusions: Books burn, get wet, or get lost. Computers break or lose power. Glasses break.

","markdown":""},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"ownership":{"default":-1},"flags":{}},{"sort":398438,"name":"Creating New Foci","type":"text","_id":"0VwlyyylqvFgJjZw","title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"

This section provides everything you need to create your own foci.

Every focus has an overarching style, whether that’s exploration, energy manipulation, or simply dealing a lot of damage in combat. These broad classifications are called focus categories.

Each focus category has an overarching theme, followed by selection guidelines that describe how to choose abilities for each tier from the Abilities chapter, from tier 1 to tier 6.

The newly created focus should be named in the form of a verb, like Controls Beasts or Abides in Stone. For instance, a fire-using focus created by following the guidelines in the energy manipulation focus category might be called Bears a Halo of Fire (one of the sample foci in this chapter). Alternatively, a new fire-using focus should get an all-new name like Stokes the Flames of the Apocalypse or Lights Fires With a Thought.

The ability selection guidelines invite you to choose an ability from one of three ranges: low tier, mid tier, and high tier. These ranges correspond with the power “grades” given for every ability. These abilities are further sorted into ability categories based on the kinds of things they do—abilities that improve physical attacks are in the attack skill category, abilities that assist allies are in the support category, and so on. Look for the grades and categories in the Ability Categories and Relative Power section of the Abilities chapter.

Low-tier abilities are best suited for focus options at tiers 1 and 2. Mid-tier abilities are best suited for focus options at tiers 3 and 4. High-tier abilities are best suited for focus options at tiers 5 and 6.

That said, sometimes you’ll find it appropriate to assign a low-tier ability at tier 3 or 4, or maybe a mid-tier ability at tier 1 or 2. Do so sparingly, but don’t rule it out. It might be the only way to get all the abilities you want for the focus you’re building. Higher-tier abilities usually cost more Pool points to use. So if a mid-tier ability is made available at tier 1 or 2, or a high-tier ability is made available at tier 3 or 4, the higher cost will be a balancing factor.

Balancing Abilities

The guidelines within each category go a long way toward ensuring that the focus you build will be balanced. Sometimes it might be appropriate to grant a low-power ability along with a regular ability at a given tier, depending on the needs of the focus. A “low-power ability” is deliberately open for GM interpretation, but generally speaking, should be no more potent than a low-tier ability (that is, an ability that is normally available at tier 1 or 2).

For instance, someone who uses cold might be able to create small snow sculptures in addition to emitting a cold ray. Someone who uses electricity might be able to charge a depleted artifact or have an asset for dealing with electrical systems. And so on.

Often, the focus guidelines note this as a possibility. However, you have great leeway in deciding if a focus needs an additional ability, even if the guidelines for that tier don’t indicate one. If you do add an ability, or there is a
higher-power ability at a tier that normally shouldn’t have it, it might mean that the choice given at the next tier, or the previous tier, isn’t quite as good. Balancing a focus is a bit of an art. Resist the urge to overpower the focus, but don’t underpower it, either.

Each focus category provides a guideline for what kind of ability you should select at every tier. But don’t regard the guidelines as something that you can’t vary. They’re not prescriptive; they’re just a place to start. You might want to vary the kind of ability at a particular tier that isn’t indicated in the guidelines. As long as the chosen ability falls within the expected power curve for that tier, it’s fine. The guideline isn’t meant to be a straitjacket.

For example, if you’re building a cold-using focus for a game set in a fantasy genre, you may decide that an ability that calls up a demon is a better choice at a particular tier than an ability that does damage in an area, which is what the tier 5 guideline for energy manipulation calls for. Making the change is probably especially valid if you call your new focus something like Channels the Ninth Circle.

Ability Swap

If you’re creating a focus and you think it should provide a suite of abilities at first tier that would mechanically overload it, you have the option to add one as a “swap” ability. Doing so is as easy as allowing a character to swap out one of their type abilities for an indicated low-tier focus ability. The ability is gained instead of one of the abilities normally granted by the character’s type.

Concept and Category

Choosing to create a focus that uses a particular concept—say, creating illusions—doesn’t lock you into creating a focus within a particular category—in this case, environment manipulation. A focus can be constructed in a variety of ways using a particular energy, tool, or concept, each ultimately leading to a focus that provides different results. It all depends on your ends. In this case, creating illusions might be used to sway others, which argues for a focus built using the influence category guidelines.

In the same way, if a focus grants a character the ability to call some kind of force or energy, that doesn’t mean the focus should automatically be built using the energy manipulation category guidelines (though of course it could, if attacking and protecting yourself with that energy is the point). But a focus could be built that grants abilities to call energy or force that is primarily focused on durability, suggesting a tank combat focus (someone who can take a lot of punishment in a fight); or blasting away with a main concern for maximizing damage, thus suggesting a striker combat focus; or creating a follower composed of that energy or force, suggesting an ally use focus (that is, someone who uses helping creatures, NPCs, or even duplicate versions of themselves to give them a leg up).

Here’s another example: the focus Controls Gravity could conceivably be an environment manipulation focus or an energy manipulation focus. It depends on whether the focus is more concerned with crushing and holding things in place (environment manipulation) or on blasting things and protecting yourself with gravity (energy manipulation).

The same malleability of concept holds true in other realms. For instance, if someone is able to call up and mold raw earth, they might use it to transform themselves into a being of stone (tank combat), to batter foes (striker combat), or to create walls, barricades, and shields to protect their allies (support).

If you’re looking for an ability and can’t seem to find the right one in the vast catalog in the Abilities chapter, consider reskinning one to make it seem new (and to accomplish what you need). Reskinning means that you use the underlying mechanics of an ability as written but change the flavor in some fashion. For instance, maybe you’re creating a new earth-moving focus but can’t find enough earth-related abilities to meet your need. It’s easy enough to change up other abilities so they use earth instead of fire, cold, or magnetism. For instance, Wings of Fire might become Wings of Earth, Ice Armor could become Earth Armor, and so on. These alterations change nothing except the type of damage and any knock-on effects (for instance, Wings of Earth might generate clouds of dust in their wake).

Abilities That Reference Other Abilities

Some abilities in the Abilities chapter reference other abilities. If you select an ability for your focus or type that refers to or modifies a lower-tier ability, also include that lower-tier ability in your type or focus as a selection a PC can make at a lower tier.

Creating Brand-New Abilities

You can go further than reskinning and create one or more brand-new abilities. When doing this, try to find something as close as possible to the effect you want, then use it as a template. In any case, deciding how much an ability should cost when it comes to a character’s Pool is one of the most important aspects of getting an ability right.

You may notice that higher-tier abilities are more expensive. This is partly because they do more, but it’s also because higher-tier characters have more Edge than lower-tier characters, which means they pay fewer points from their relevant Pools. A third-tier character with 3 Edge in a relevant Pool pays no cost for abilities that cost 3 or fewer points. That’s great for lower-tier abilities, but you’ll usually want a character to think a little bit about how often to use their most powerful abilities. That means they should cost at least 1 point more than the Edge the character is likely to have at that tier. (Often, a character will have an Edge in their relevant Pool equal to their tier.)

As a good rule of thumb, a typical ability should cost points equal to its tier.

Choose GM Intrusions

Think about the kinds of things that might surprise, alarm, or go catastrophically wrong for someone with the new focus being created, and assign it as a GM intrusion for that focus. Of course, this often is done on the fly during the game. But giving the topic some thought while the focus is being constructed and the ideas are fresh in your head is likely to yield some particularly devilish options.

Focus Categories

Ally Use

Foci that prioritize providing NPC followers to the character are ally use foci. The followers give aid to the PC in a variety of ways, but at base they usually provide an asset to the character’s actions.

Multiple potential themes exist within the ally use category, from abilities that allow a character to summon or craft allies to those that allow them to attract allies through fame, magic, or essential authority or charisma.

Connection: Choose four relevant connections from the Focus Connections list.

Additional Equipment: Any object necessary for the character to keep an ally. For instance, someone with a focus that uses super-science to create robot allies would require tools to build and repair those allies. Some foci in this category don’t require anything to gain or retain their benefits.

Minor Effect Suggestions: The NPC ally’s tasks are eased on its next turn.

Major Effect Suggestions: The NPC ally gains an immediate extra action.

The following are examples and not meant to provide a complete list of all possible foci in this category.

@UUID[.9x56c0G5TMOl1Arn#builds-robots]{Builds Robots} @UUID[.9x56c0G5TMOl1Arn#consorts-with-the-dead]{Consorts With the Dead} @UUID[.9x56c0G5TMOl1Arn#controls-beasts]{Controls Beasts} @UUID[.9x56c0G5TMOl1Arn#exists-in-two-places-at-once]{Exists in Two Places at Once} @UUID[.9x56c0G5TMOl1Arn#leads]{Leads} @UUID[.9x56c0G5TMOl1Arn#masters-the-swarm]{Masters the Swarm} @UUID[.9x56c0G5TMOl1Arn#shepherds-spirits]{Shepherds Spirits}

Ability Selection Guidelines

Tier 1: Choose a low-tier ability that grants a level 2 NPC follower to the character, or gives a similar benefit provided by an NPC. Alternatively, lay the groundwork for gaining such NPC allies at higher tiers by choosing an ability that gives the character influence over others.

Sometimes an additional low-power ability is appropriate, depending on the focus. Often, this is an ability that grants skill training in a related area of knowledge or a related skill. For instance, training in a skill related to the kind of NPC follower the character gains would be appropriate.

Tier 2: Choose a low-tier ability that grants influence over similar kinds of NPCs as the follower gained at the previous tier. If no follower was gained at the previous tier, this ability should provide that benefit now.

Sometimes a secondary ability might be appropriate in addition to the ability provided above, perhaps a low-power ability that grants 2 or 3 points to a Pool.

Tier 3: Choose two mid-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One option should be a mid-tier ability that improves the NPC follower previously provided (usually from level 2 to level 3) or grants an additional follower.

The other option should be something that benefits the character—perhaps an offensive or defensive ability, or something that broadens their influence over their followers (or potential followers).

Tier 4: Choose a mid-tier ability that gives the character an offensive or defensive capability if they haven’t previously gained one, preferably within the theme of the focus. For instance, if the character gains followers because of their charisma, this ability might let them command foes for brief periods. If the character gains followers by building or calling them, this ability might let them affect entities of the same type that are not already their followers.

Alternatively, this ability might further improve a previously gained follower from level 3 to level 4, or grant an additional follower.

Tier 5: Choose an ability that improves the character by providing a defense, an improved stat Pool, or another kind of protection.

Alternatively, this ability could open a new front in influencing and calling NPC allies related to the focus’s theme. For instance, someone who keeps beast allies might gain an ability to call a horde of lesser beasts. Someone who builds robots might gain an ability to build several lesser robot helpers. And so on.

Finally, this ability might improve a previously gained follower to level 5.

Tier 6: Choose two high-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One of the abilities should improve a previously gained follower to level 5, if that wasn’t already provided at tier 5. If that’s the case, this ability might be provided in addition to two other related abilities.

Another high-tier option could provide a handful of level 3 followers to the character.

The last high-tier ability could open a new front in influencing and calling NPC allies related to the focus’s theme. For instance, someone who gains followers through high charisma and training might gain an ability to learn otherwise impossible-to-glean information.

Basic

Foci that rely mostly on providing skill training, assets to tasks, and bumps to stat Pools and Edge in order to improve a character fall within the basic category. An overarching theme is also included, as with most of the other categories, that makes sense of the various basic abilities provided.

In addition, because the benefits provided by such foci are mostly straightforward (usually with a few exceptions), most basic foci would also be appropriate for non-fantastic campaigns where magic, super-science, or psychic abilities normally don’t come into play. That said, just because the abilities granted by basic foci are straightforward doesn’t mean they are not potent when combined with the abilities granted by type, descriptor, cyphers, and other character aspects.

Connection: Choose four relevant connections from the Focus Connections list.

Additional Equipment: Any object necessary to fulfill the overarching theme of the focus. For instance, a focus called Would Rather Be Reading should grant a handful of books to the character. A focus called Works for a Living should provide a set of tools.

Minor Effect Suggestions: Next action is eased.

Major Effect Suggestions: Make a free, no-action recovery roll that doesn’t count against daily recovery rolls.

The following are examples and not meant to provide a complete list of all possible foci in this category.

@UUID[.9x56c0G5TMOl1Arn#doesnt-do-much]{Doesn’t Do Much} @UUID[.9x56c0G5TMOl1Arn#interprets-the-law]{Interprets the Law} @UUID[.9x56c0G5TMOl1Arn#learns-quickly]{Learns Quickly} @UUID[.9x56c0G5TMOl1Arn#works-for-a-living]{Works for a Living} @UUID[.9x56c0G5TMOl1Arn#would-rather-be-reading]{Would Rather Be Reading}

Ability Selection Guidelines

Tier 1: Choose an ability that grants training or an asset to skills associated with the focus’s theme, or that grants 5 or 6 points to a particular Pool.

Alternatively, choose an ability that grants only 2 or 3 points to a particular Pool and an ability that provides training or an asset to just one task.

Tier 2: Choose whichever kind of ability wasn’t chosen at tier 1.

Tier 3: Choose two mid-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One option should be a non-fantastic ability that improves the character’s abilities within the focus’s theme. For instance, if the theme involves paying attention in some fashion, an information-gathering ability might be appropriate.

The other option should be something that either improves the character’s Edge in an appropriate stat or provides the character with some kind of defense.

Tier 4: Choose another ability that grants additional training or an asset to skills associated with the focus’s theme, or that grants 5 or 6 points to a particular Pool best suited to the focus. Or choose two abilities that provide only 2 or 3 points plus another tier 4 ability that improves a single task or skill.

Alternatively, provide a branch-out ability suggested at tier 5.

Finally, if the focus has yet to grant some kind of defense, a defensive ability could be provided here.

Tier 5: Choose an ability that allows the character to branch out slightly—perhaps one like Expert Skill that allows them to automatically succeed on a task they’re trained in.

Alternatively, if a nonstandard benefit was provided at tier 4, provide the benefits suggested at tier 4 here.

Tier 6: Choose two high-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One option should be an ability that provides another 5 or 6 points to a particular Pool best suited to the focus, or that the character can divide up as they wish. Alternatively, training in offense or defense would also be appropriate.

The other tier 6 option should give the character a brand-new ability within their theme, but not one that strays into the realm of the fantastic. For instance, an ability that allows a character to take two actions instead of one would be reasonable. Granting additional training, assets, or Edge would also be fine.

Energy Manipulation

Energy manipulation foci offer abilities that can call fire, electricity, force, magnetism, or nonstandard forms of energy such as cold, stone, or something stranger like “void” or “shadow.” These abilities usually give a character a way to achieve something of a balance between attacking enemies and granting themselves or allies additional protection. The focus usually also offers abilities that provide other ways to use specific energy for things like transportation, creating large concentrations of energy that can affect multiple targets, or creating a temporary object or barrier of energy.

Connection: Choose four relevant connections from the Focus Connections list.

Additional Equipment: One or more pieces of equipment immune to the energy manipulated, which might be a set of clothes. Alternatively, something related to the energy being generated. Some foci in this category don’t require additional equipment.

Energy Abilities: If a character type grants special abilities that normally use some other kind of energy, they now produce the kind used by this focus. For example, if a character uses this focus to manipulate electricity, their force blasts become blasts of electricity. These alterations change nothing except the type of damage and any knock-on effects (for instance, electricity might temporarily short out electronic systems).

Minor Effect Suggestions: The target or something near the target is hindered because of residual energy.

Major Effect Suggestions: An important item on the target’s person is destroyed.

The following are examples and not meant to provide a complete list of all possible foci in this category.

@UUID[.9x56c0G5TMOl1Arn#absorbs-energy]{Absorbs Energy} @UUID[.9x56c0G5TMOl1Arn#bears-a-halo-of-fire]{Bears a Halo of Fire} @UUID[.9x56c0G5TMOl1Arn#dances-with-dark-matter]{Dances With Dark Matter} @UUID[.9x56c0G5TMOl1Arn#rides-the-lightning]{Rides the Lightning} @UUID[.9x56c0G5TMOl1Arn#thunders]{Thunders} @UUID[.9x56c0G5TMOl1Arn#wears-a-sheen-of-ice]{Wears a Sheen of Ice}

Ability Selection Guidelines

Tier 1: Choose a low-tier ability that either inflicts damage or provides protection using the appropriate energy type in some fashion.

Sometimes an additional low-power ability is appropriate, depending on the energy type. For instance, a focus that manipulates cold might grant an ability to create snow sculptures. A focus that manipulates electricity might grant an ability to charge a depleted artifact or have an asset for dealing with electrical systems. A focus that absorbs energy might grant an ability to release it as a basic attack. And so on.

Tier 2: Choose whichever kind of ability wasn’t chosen at tier 1.

Tier 3: Choose two mid-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One option should be an ability that inflicts damage using the appropriate energy type (and possibly a related effect).

The other should grant enhanced movement by use of the appropriate energy type, give additional protection provided by the preferred energy, or use the energy in a completely new way, such as by draining the energy from a machine (if using electricity), entombing a victim in a layer of ice (if using cold), creating perfect silence (if using sound), creating a dazzling blast of illumination (if using light), and so on.

Tier 4: Choose whichever kind of ability wasn’t chosen at tier 3.

Tier 5: Choose a high-tier ability that inflicts damage (and possibly a related effect) that can affect more than one target using the appropriate energy type, or an ability that uses the energy in some fashion not previously used, as described in tiers 3 and 6.

Tier 6: Choose two high-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One of the high-tier abilities should use the preferred energy to inflict a lot of damage to a single target or to several.

The other option should use the appropriate energy type to accomplish a task not previously provided by lower-tier abilities, such as fashioning a fiery follower (if using fire), teleporting a great distance as a blast of lightning (if using electricity), creating solid objects out of the energy, and so on.

Environment Manipulation

Foci that allow a character to move objects, affect gravity, create objects (or illusions of objects), and so on are environment manipulation foci. Given that, in many cases, energy is used as part of this process, this category and energy manipulation overlap to some extent. Environment manipulation foci prioritize abilities that indirectly affect enemies and allies via objects, forces, and alterations of the surroundings; energy manipulation foci prioritize directly damaging targets with the chosen energy or force.

For example, rather than blasting a foe with a gravity pulse that does damage, a character using an environment manipulation focus based on gravity is more likely to have abilities that hold a target in place, use gravity to throw heavy objects as an attack, or lower gravity in a particular area or even on a particular object.

Connection: Choose four relevant connections from the Focus Connections list.

Additional Equipment: Any object necessary to manipulate the surrounding environment. For instance, someone with a focus that grants the ability to craft objects would require basic tools. Some foci in this category don’t require anything to gain or retain their benefits.

Environment Manipulation Abilities: Foci themes that involve imagery or visible energies can affect the look of your type abilities. Such alterations, if any, do nothing but change the appearance of effects. If gravity is manipulated, perhaps a telltale bluish glow permeates all ability uses, including type abilities. If illusion is generated, perhaps flamboyant visual and auditory qualities accompany type abilities, such as the appearance of a tentacled beast holding a target in place when Stasis is used. And so on.

Minor Effect Suggestions: The target gets turned around, and its next attack is hindered.

Major Effect Suggestions: The character is refreshed and recovers 4 points to one Pool.

The following are examples and not meant to provide a complete list of all possible foci in this category.

@UUID[.9x56c0G5TMOl1Arn#awakens-dreams]{Awakens Dreams} @UUID[.9x56c0G5TMOl1Arn#blazes-with-radiance]{Blazes With Radiance} @UUID[.9x56c0G5TMOl1Arn#calculates-the-incalculable]{Calculates the Incalculable} @UUID[.9x56c0G5TMOl1Arn#controls-gravity]{Controls Gravity} @UUID[.9x56c0G5TMOl1Arn#crafts-illusions]{Crafts Illusions} @UUID[.9x56c0G5TMOl1Arn#crafts-unique-objects]{Crafts Unique Objects} @UUID[.9x56c0G5TMOl1Arn#employs-magnetism]{Employs Magnetism} @UUID[.9x56c0G5TMOl1Arn#focuses-mind-over-matter]{Focuses Mind Over Matter}

Ability Selection Guidelines

Tier 1: Choose a low-tier ability that grants a basic use of an ability that alters the environment (or predicts it) using the focus’s theme. For instance, a gravity-affecting focus might provide an ability that makes a target lighter or heavier. An
illusion-crafting focus might grant an ability that allows the creation of an image. An object-making focus might grant a basic proficiency in creating a particular kind of object. A predictive focus might calculate outcomes and provide the character with the benefits of that foreknowledge. And so on.

Sometimes an additional low-power ability is appropriate, depending on the focus. Often, this is an ability that grants skill training in a related area of knowledge.

Tier 2: Choose a low-tier ability that provides a new defensive or offensive capability related to the focus’s theme.

Alternatively, this ability might provide an additional or brand-new capability to manipulate the environment related to the focus’s theme.

Tier 3: Choose two mid-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One option should be a mid-tier ability related to the focus’s theme that provides an additional environment manipulation capacity or further improves the basic environment manipulation ability previously granted. This ability isn’t directly offensive or defensive, but provides either an all-new ability related to the basic ability, or one that increases the strength, range, or some other extension of the previously unlocked basic ability.

The other mid-tier option should provide an offensive or defensive ability related to the specific form of movement the focus provides, if possible.

Tier 4: Choose a mid-tier ability that is either an offensive or a defensive use of the ability, whichever one wasn’t chosen as an option in the previous tier.

Tier 5: Choose a high-tier penultimate use of the environment-manipulation ability. For instance, if the focus-granted manipulation is illusory, this ability might haunt a target with terrifying images. If the focus is gravity based, it might unlock flight. If magnetic, it might allow the user to reshape metal. If the focus grants telekinetic powers, this ability could allow a character to hurl massive objects at foes. And so on.

Tier 6: Choose two high-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One of the abilities should provide either an offensive or a defensive ability, opposite the ability provided at tier 4 (though high tier rather than mid tier).

The other option should be something that further explores the use of the basic environment manipulation capability. If the tier 5 choice was the penultimate ability, this might be an even better ultimate ability related to the kind of manipulation offered, or a different way of using that ability to unlock an as-yet-unexplored facet of the ability.

Exploration

Foci that allow a character to gather information, survive in unfamiliar environments, and find their way to new locations or track down particular creatures and foes are exploration foci. Surviving in unfamiliar environments requires a reasonable selection of defensive options; however, abilities that allow a character to find and learn are prioritized.

Exploration foci rely on a variety of methods, though training and expertise are the mainstays. Some methods require specific tools (such as a vehicle) to grant the benefits provided, while others might rely on the supernatural or
super-science to learn new things and explore strange places from afar.

Connection: Choose four relevant connections from the Focus Connections list.

Additional Equipment: Any object necessary to explore. For instance, starting maps and/or
a compass would be basic equipment, while someone who uses psychic abilities might require a mirror or crystal sphere to gaze into. Equipment might also include access to a vehicle required for exploration, as previously noted.

Minor Effect Suggestions: You have an asset on any action that involves using your senses, such as perceiving or attacking, until the end of the next round.

Major Effect Suggestions: Your Intellect Edge increases by 1 until the end of the next round.

The following are examples and not meant to provide a complete list of all possible foci in this category.

@UUID[.9x56c0G5TMOl1Arn#explores-dark-places]{Explores Dark Places} @UUID[.9x56c0G5TMOl1Arn#infiltrates]{Infiltrates} @UUID[.9x56c0G5TMOl1Arn#operates-undercover]{Operates Undercover} @UUID[.9x56c0G5TMOl1Arn#pilots-starcraft]{Pilots Starcraft} @UUID[.9x56c0G5TMOl1Arn#sees-beyond]{Sees Beyond} @UUID[.9x56c0G5TMOl1Arn#separates-mind-from-body]{Separates Mind From Body}

Ability Selection Guidelines

Tier 1: Choose a low-tier ability that grants the character basic exploratory, survival, or information-gathering capabilities within the focus’s theme.

Sometimes an additional low-power ability is appropriate, depending on the focus. Often, this is an ability that grants skill training in a related area of knowledge or a related skill (though this may already be covered in the main ability). Alternatively, it might offer a simple bonus of 2 or 3 points to the Might Pool.

Tier 2: Choose another low-tier ability that grants an additional capability related to exploration, survival, or information gathering.

For instance, a focus dedicated to surviving savage conditions might offer an ability (or two) that makes it easier to avoid natural hazards, poisons, difficult terrain, and so on. A focus dedicated to exploration of a particular area might grant abilities to gain access to that area, or a capability that others normally lack (like the ability to see in the dark).

Tier 3: Choose two mid-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One option should further improve the basic exploration ability granted, or give a new exploratory, survival, or information-gathering ability.

The other option should be something that benefits the character, either an offensive or defensive ability (especially if this focus hasn’t already granted that) or something that further broadens the character’s ability to explore in the focus’s chosen realm.

Tier 4: Choose a mid-tier offensive or defensive ability (whichever wasn’t offered at tier 3) that benefits the character. Alternatively, if offensive and defensive abilities are already well represented, choose a different mid-tier ability that broadens the character’s ability to explore, survive, or gather information.

Tier 5: Choose a high-tier ability that alleviates some of the penalties for exploring, surviving, or gathering information in a normally inhospitable place.

Tier 6: Choose two high-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One option should further improve the basic exploration-themed ability previously granted, or give a brand-new exploratory, survival, or information-gathering ability.

The other option should be something that benefits the character, either an offensive or defensive ability, or yet another ability that further broadens their capacity to explore in the focus’s chosen realm.

Influence

Foci that prioritize authority and influence—whether that’s to make people or machines do as commanded, to help others, or to rise to some other prestigious and significant position—fall within the influence category.

These foci grant influence through training and persuasion, by direct mental manipulation, by using fame to get people’s attention and influence their actions, or simply by knowing and learning things that affect later decisions. In this sense, the concept of influence is broad.

Connection: Choose four relevant connections from the Focus Connections list.

Additional Equipment: Any object necessary to achieve the influence suggested should be granted as additional equipment. Some influence foci don’t require anything to gain or retain their benefits.

Minor Effect Suggestions: The range or duration of the influencing ability is doubled.

Major Effect Suggestions: An ally or indicated target can take an additional action.

The following are examples and not meant to provide a complete list of all possible foci in this category.

@UUID[.9x56c0G5TMOl1Arn#commands-mental-powers]{Commands Mental Powers} @UUID[.9x56c0G5TMOl1Arn#conducts-weird-science]{Conducts Weird Science} @UUID[.9x56c0G5TMOl1Arn#fuses-mind-and-machine]{Fuses Mind and Machine} @UUID[.9x56c0G5TMOl1Arn#is-idolized-by-millions]{Is Idolized by Millions} @UUID[.9x56c0G5TMOl1Arn#solves-mysteries]{Solves Mysteries} @UUID[.9x56c0G5TMOl1Arn#talks-to-machines]{Talks to Machines} @UUID[.9x56c0G5TMOl1Arn#works-the-system]{Works the System}

Ability Selection Guidelines

Tier 1: Choose a low-tier ability that allows the character to learn something significant enough that they can choose a smart course of action (or use that knowledge to persuade or intimidate). How the character learns the information varies by the specifics of the focus. One character might do experiments to learn answers, another might open a telepathic link with others to trade information secretly and quickly, and still another might simply be trained in interaction tasks.

Sometimes an additional low-power ability is appropriate, depending on the focus. Often, this is an ability that grants skill training in a related area of knowledge.

Tier 2: Choose a low-tier ability that improves the character’s ability to apply influence. This might open an additional front on the focus’s basic theme or simply further enhance the basic ability already provided. For instance, this tier 2 ability could ease influence-related tasks by a few steps, allow a telepath to read the minds of others who have secrets they’d otherwise not reveal, or grant influence over physical objects (either to improve them or to learn more about them). And so on.

Tier 3: Choose two mid-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One option should provide an offensive or defensive capability related to the focus’s specific kind of influence, if possible. For instance, an inventor might create a serum that gives them increased abilities (which could be used for offense or defense), a telepath might have some method of blasting foes with mental energy, and someone with only the basic skills of debate and influence through fame might have to rely on weapon training or their entourage.

The other mid-tier option should provide an additional ability to influence in the theme of the focus, or further improve the basic influence ability previously granted. This option isn’t directly offensive or defensive, but provides either an all-new ability related to the basic ability, or increases the strength, range, or some other extension of the previously unlocked basic ability. For instance, a telepath might have a psychic suggestion ability.

Tier 4: Choose a mid-tier ability that is either an offensive or a defensive use of the influence ability, whichever one wasn’t chosen as an option in the previous tier.

Alternatively, this ability could grant an additional capability related to the kind of influence the focus provides.

Tier 5: Choose a high-tier penultimate use of the specific influence ability granted at lower tiers.

Alternatively, choose an ability not previously gained at a lower tier, one that opens a new front on the particular influence capability. For instance, if the focus-granted influence is telepathic, the tier 5 ability might allow a character to see into the future to gain assets for dealing with enemies (and allies).

Tier 6: Choose two high-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One of the options should provide either an offensive or a defensive ability, opposite the ability provided at tier 4 (though high tier rather than mid tier).

The other option should be something that further explores the use of the basic influence ability provided by the focus. If the tier 5 choice was the penultimate ability, this might be an even better ultimate ability related to the kind of influence used, or a different way of using that ability to unlock an as-yet-unexplored facet of the ability.

Irregular

Most foci have a basic theme, a “character story” that logically leads to a series of related abilities. However, certain foci themes are so wide that they don’t fit into any other category except an irregular one of their own.

Irregular foci provide a basket of disparate abilities. Usually that’s because the overarching theme is one that demands variability and access to several different kinds of abilities. Often, these foci are found in genres that suggest additional rule tweaks to leverage their use even further, such as power shifts in the superhero genre and spellcasting in the fantasy genre. However, other irregular foci are possible.

Connection: Choose four relevant connections from the Focus Connections list.

Additional Equipment: Any object necessary to the focus’s theme. For instance, a
superhero-themed focus might grant a superhero costume.

Minor Effect Suggestions: The target is also dazed for one round, during which time all of its tasks are hindered.

Major Effect Suggestions: The target is stunned and loses its next turn.

The following are examples and not meant to provide a complete list of all possible foci in this category.

@UUID[.9x56c0G5TMOl1Arn#channels-divine-blessings]{Channels Divine Blessings} @UUID[.9x56c0G5TMOl1Arn#descends-from-nobility]{Descends From Nobility} @UUID[.9x56c0G5TMOl1Arn#emerged-from-the-obelisk]{Emerged From the Obelisk} @UUID[.9x56c0G5TMOl1Arn#flies-faster-than-a-bullet]{Flies Faster Than a Bullet} @UUID[.9x56c0G5TMOl1Arn#masters-spells]{Masters Spells} @UUID[.9x56c0G5TMOl1Arn#speaks-for-the-land]{Speaks for the Land}

Ability Selection Guidelines

Tier 1: Choose a low-tier ability that grants one of the benefits the focus theme promises, one that a first-tier character should have.

Sometimes an additional low-power ability is appropriate, depending on the focus. Often, this is an ability that grants skill training in a related area of knowledge or a related skill. Alternatively, it might offer a simple bonus of 2 or 3 points to a Pool.

Tier 2: Choose a low-tier ability that grants one of the benefits the focus theme promises, one that’s presumably not immediately related to the one provided at tier 1. That said, if a defense wasn’t provided at tier 1, tier 2 is a good place to add it.

Tier 3: Choose two mid-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One option should provide one of the benefits the focus theme promises, one that may not be immediately related to those provided at earlier tiers.

The other option should include a method of attack if none has previously been granted. Alternatively, if the lower-tier abilities don’t quite get the character where they need to be, this option might further increase a capability unlocked at a lower tier.

Tier 4: Choose a mid-tier ability that grants one of the benefits the focus theme promises, one that may not be immediately related to those provided at earlier tiers.

Tier 5: Choose a high-tier ability that grants one of the benefits the focus theme promises, one that may not be immediately related to those provided at earlier tiers.

Tier 6: Choose two high-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One option should grant one of the benefits the focus theme promises, one that may not be immediately related to those provided at earlier tiers. However, this ability might also provide an ultimate version of a lower-tier ability if a mid-tier or low-tier option wasn’t quite sufficient.

The other option should provide an alternate method to round out the character in a way that doesn’t replicate the first tier 6 option. For instance, if the first option provided some kind of attack, this one might be an interaction, information-gathering, or healing ability, depending on the focus’s overarching theme.

Movement Expertise

Foci that prioritize novel forms of movement—in order to excel in combat, escape situations most others can’t, move with stealth for purposes of theft or escape, or move into locations normally inaccessible—fall within the movement expertise category. These foci usually have methods of granting either offense or defense through movement, though they may provide some means of doing both.

The classic movement expertise focus is one that relies on speed to make more attacks and avoid being hit, though general agility might also provide the same benefit. Other foci in this category might fall within the theme by granting a character the ability to become immaterial, to change their form into something like water or air, or to instantly move via teleportation.

Connection: Choose four relevant connections from the Focus Connections list.

Additional Equipment: Any object necessary to achieve great speeds, change state, or otherwise gain the benefit of the focus should be granted as additional equipment. Some foci in this category don’t require anything to gain or retain their benefits.

Minor Effect Suggestions: The target is dazed, and their next action is hindered.

Major Effect Suggestions: The target is stunned and loses their next action.

The following are examples and not meant to provide a complete list of all possible foci in this category.

@UUID[.9x56c0G5TMOl1Arn#exists-partially-out-of-phase]{Exists Partially Out of Phase} @UUID[.9x56c0G5TMOl1Arn#moves-like-a-cat]{Moves Like a Cat} @UUID[.9x56c0G5TMOl1Arn#moves-like-the-wind]{Moves Like the Wind} @UUID[.9x56c0G5TMOl1Arn#runs-away]{Runs Away} @UUID[.9x56c0G5TMOl1Arn#shreds-the-walls-of-the-world]{Shreds the Walls of the World} @UUID[.9x56c0G5TMOl1Arn#travels-through-time]{Travels Through Time} @UUID[.9x56c0G5TMOl1Arn#works-the-back-alleys]{Works the Back Alleys}

Ability Selection Guidelines

Tier 1: Choose a low-tier ability that grants the basic benefit of the specific movement style, whether that’s enhanced speed, agility, immateriality, and so on.

Sometimes an additional low-power ability is appropriate, depending on the focus. If the basic benefit of the movement demands some kind of additional understanding or training, this ability could be that. Alternatively, if the movement provided seems like it should also unlock a basic offensive or defensive benefit (relying on the use of the initial basic ability), append it as well.

Tier 2: Choose a low-tier ability that provides a new offensive or defensive capability related to the focus’s theme.

Alternatively, this ability might provide some additional capability related to the form of movement that grants useful information to the character that would normally be inaccessible to someone without the focus.

Tier 3: Choose two mid-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One option should provide an additional movement capacity or further improve the basic movement capacity, related to the focus’s theme. This isn’t directly offensive or defensive, but provides the character with a new level of ability or an all-new ability related to their basic movement ability.

The other option should provide either an offensive or a defensive capability related to the specific form of movement the focus provides.

Tier 4: Choose a mid-tier ability that further enhances the advantages provided by focus’s movement-enhancing paradigm. This could provide a new or better form of defense (directly, or indirectly if moving to a location or time where danger doesn’t threaten), or a new or better form of offense.

Tier 5: Choose a high-tier penultimate use of the movement-related ability. For instance, if the focus-provided movement is temporal, this ability might allow actual (if brief) jaunts of time travel. If the focus enhances speed, this ability might allow the character to move up to a very long distance with one action. And so on.

Alternatively, unlock an as-yet-unexplored related ability that could derive from the basic movement power provided by the focus.

Tier 6: Choose two high-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One of the options should provide either an offensive or a defensive ability, opposite the ability provided at tier 4 (though high tier rather than mid tier).

The other option should be something that further explores the use of the basic
movement ability. If the tier 5 choice was the penultimate ability, this might be an even better ultimate ability related to the movement.

Striker Combat

Striker combat foci prioritize dealing damage in battle over other concerns. Foci in this category offer defensive abilities as well, but they emphasize abilities that provide ways to spike damage to heights that other foci normally don’t reach.

To achieve this end, a striker combat focus might offer mastery of a particular style of martial combat, which could be training with a particular weapon or martial art, or the use of a unique tool (or even a kind of energy). A style might be something as singular as being the best at fighting a particular kind of enemy, or something much broader, such as adopting a particularly vicious or unsporting style. A striker combatant might use fire, force, or magnetism as their preferred method of spiking damage.

Connection: Choose four relevant connections from the Focus Connections list.

Additional Equipment: The weapon, tool, or other special item or substance (if any) required to engage in the particular style of combat. For instance, a dose of level 5 poison for Fights Dirty or Murders, a trophy from a previously defeated foe for Battles Robots, or stylish clothes for Fights With Panache.

Minor Effect Suggestions: The target is so dazzled by your expertise that it is dazed for one round, hindering all of its tasks.

Major Effect Suggestions: Make an immediate additional attack using an attack provided by the focus as part of your turn.

The following are examples and not meant to provide a complete list of all possible foci in this category.

@UUID[.9x56c0G5TMOl1Arn#battles-robots]{Battles Robots} @UUID[.9x56c0G5TMOl1Arn#fights-dirty]{Fights Dirty} @UUID[.9x56c0G5TMOl1Arn#fights-with-panache]{Fights With Panache} @UUID[.9x56c0G5TMOl1Arn#hunts]{Hunts} @UUID[.9x56c0G5TMOl1Arn#is-licensed-to-carry]{Is Licensed to Carry} @UUID[.9x56c0G5TMOl1Arn#looks-for-trouble]{Looks for Trouble} @UUID[.9x56c0G5TMOl1Arn#masters-weaponry]{Masters Weaponry} @UUID[.9x56c0G5TMOl1Arn#murders]{Murders} @UUID[.9x56c0G5TMOl1Arn#needs-no-weapon]{Needs No Weapon} @UUID[.9x56c0G5TMOl1Arn#performs-feats-of-strength]{Performs Feats of Strength} @UUID[.9x56c0G5TMOl1Arn#rages]{Rages} @UUID[.9x56c0G5TMOl1Arn#slays-monsters]{Slays Monsters} @UUID[.9x56c0G5TMOl1Arn#throws-with-deadly-accuracy]{Throws With Deadly Accuracy} @UUID[.9x56c0G5TMOl1Arn#wields-two-weapons-at-once]{Wields Two Weapons at Once}

Ability Selection Guidelines

Tier 1: Choose a low-tier ability that inflicts additional damage when a character attacks using the focus’s particular fighting style, energy, or attitude, or when used against a chosen enemy.

Sometimes an additional low-power ability is appropriate, depending on the focus. For instance, a focus that grants proficiency in a special weapon might offer training in crafting tasks associated with that weapon. A focus that grants increased damage against a particular kind of foe might offer training in skills to recognize, locate, or just have general knowledge about that foe. A fighting style that involves fighting in a vicious or dirty manner might provide training in intimidation. And so on.

If the focus is about fighting a particular enemy, additional secondary powers (more than might otherwise be offered) may be appropriate. Those either further enhance effectiveness against the chosen enemy, or offer broader but related abilities that give the character who takes the focus some functionality even when not fighting that enemy.

Tier 2: Choose a low-tier ability that provides some form of defense using the weapon, weapon style, or chosen energy. If the weapon style is being especially good at fighting a certain kind of foe, the ability should be a defense against that kind of foe. Alternatively, the focus might offer another method for increasing damage within the chosen paradigm.

Sometimes an additional low-power ability is appropriate at tier 2. If so, choose whichever
low-power ability wasn’t gained at tier 1.

Tier 3: Choose two mid-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One option should inflict additional damage when using the focus’s fighting style, energy, or attitude, or when used against a chosen enemy. That could be as simple as an ability that offers an additional attack of that kind.

The other option should provide a method to temporarily neutralize a foe by disarming them, dazing or stunning them, slowing or holding them, or otherwise discombobulating them by using the focus’s fighting style, energy, or attitude, or when used against a chosen enemy.

Tier 4: Choose a mid-tier ability that further enhances the advantages provided by the focus’s paradigm. Often, this includes training in a particular kind of attack. Alternatively, the ability might increase the advantages provided by achieving a certain combat status, such as gaining surprise.

Tier 5: Choose a high-tier ability that inflicts damage. Alternatively, if focused on fighting a particular kind of foe, this ability might give the character a chance to completely neutralize, destroy, blind, or kill a singular target of up to level 3 (or higher, if the focus is on a singular foe).

Tier 6: Choose two high-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One of the options should use the focus paradigm to inflict an exceptional amount of damage.

The other option could be a different way of inflicting damage, either using the focus paradigm or just dealing lots of damage in general (and relying on previous focus tier abilities to improve targeting). This could be against multiple targets if the first option was for a single target, to outright kill or neutralize a target (starting with level 4, but with guidance for using Effort to increase the level of the target), or to select yet another foe, make another attack, or get away in order to fight another day.

Support

Foci that allow a character to help others succeed, defend others, heal others who are hurt, and so on are support foci. Of course, most foci abilities are often used in aid of others, but support foci (such as Siphons Power) prioritize aiding, healing, and improving the character who takes the focus.

Support foci rely on a variety of methods to provide their help, including martial training used in defense, supernatural or sci-fi means of providing healing, or simply easing the cares of others through entertainment.

Connection: Choose four relevant connections from the Focus Connections list.

Additional Equipment: Any object necessary to provide support. For instance, someone with a focus that uses entertainment to help others would require an instrument or similar object in aid of their craft. Some foci in this category don’t require anything to gain or retain their benefits.

Minor Effect Suggestions: You can draw an attack without having to use an action at any point before the end of the next round.

Major Effect Suggestions: You can take an extra action in aid of an ally.

The following are examples and not meant to provide a complete list of all possible foci in this category.

@UUID[.9x56c0G5TMOl1Arn#defends-the-weak]{Defends the Weak} @UUID[.9x56c0G5TMOl1Arn#entertains]{Entertains} @UUID[.9x56c0G5TMOl1Arn#helps-their-friends]{Helps Their Friends} @UUID[.9x56c0G5TMOl1Arn#metes-out-justice]{Metes Out Justice} @UUID[.9x56c0G5TMOl1Arn#shepherds-the-community]{Shepherds the Community} @UUID[.9x56c0G5TMOl1Arn#siphons-power]{Siphons Power} @UUID[.9x56c0G5TMOl1Arn#works-miracles]{Works Miracles}

Ability Selection Guidelines

Tier 1: Choose a low-tier ability that provides some form of defense, aid or entertainment, benefit to recovery or healing, or protection. That defense or protection could be to the PC and not to an ally, as one cannot protect another without first being able to protect themselves (and sometimes protecting themselves is the entire point).

Sometimes an additional low-power ability is appropriate, depending on the focus. Often, this is an ability that grants skill training in a related area of knowledge or a related skill, but it might be something that works with the initial ability that, by itself, wouldn’t do much.

Tier 2: Choose a low-tier ability that follows up on the support style opened in the previous tier. If the previous tier’s ability provided a means of protection only for the focus taker, this tier 2 ability should specifically provide aid to another. If the previous tier specifically provided aid to another, this tier 2 ability could defend the focus taker or provide an offensive capability grounded, if possible, in the focus’s theme.

Tier 3: Choose two mid-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One option should work within the focus’s theme to aid, heal, protect, or otherwise help another.

The other option should be something that benefits the character, either an offensive or defensive ability, or something that broadens their expertise in some fashion. Alternatively, it could be another, different method of helping someone else.

Tier 4: Choose a mid-tier ability that gives an ally a direct boon or provides the character with a way to help another. It could also be an ability that harms or nullifies a foe, as removing foes certainly helps allies.

Tier 5: Choose a high-tier ability that provides an offensive or defensive option for the character, if none have been provided yet. If this need has been previously addressed or is deemed unnecessary, choose a high-tier ability that provides some form of defense, aid or entertainment, benefit to recovery or healing, or protection to another. For example, a tier 5 ability might grant an ally an additional free action or allow them to repeat a failed action.

Tier 6: Choose two high-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One of the options should provide an ultimate method of helping another in the theme of the focus.

The other option could provide an alternative ultimate method of helping another; many foci in this category do. However, an option that provides high-tier offense or defense is also completely reasonable.

Tank Combat

Foci that prioritize being able to take a lot of punishment and soak up excess damage from foes fall within the tank combat category. These foci provide offensive abilities too, as well as additional abilities related to the particular method by which improved protection is achieved, but defensive abilities are most pronounced.

Some tank combat foci involve a physical transformation that grants additional protection, and others rely on specialized training, use tools like shields or heavy armor, or provide the ability to heal incredibly fast. The kinds of physical transformation that a tank focus provides, if any, vary widely. A focus might turn a character’s skin to stone, reinforce their body with metal, turn them into a monstrous being, make them so big it becomes harder to hurt them, and so on.

Connection: Choose four relevant connections from the Focus Connections list.

Additional Equipment: Any object necessary to maintain a physical transformation (such as a tool for repair if partly robotic, a shield or other defensive tool used if skilled, or possibly some kind of amulet or serum). Some tank combat foci don’t require anything to gain or retain their benefits.

Minor Effect Suggestions: +2 to Armor for a few rounds.

Major Effect Suggestions: Regain 2 points to Might Pool.

The following are examples and not meant to provide a complete list of all possible foci in this category.

@UUID[.9x56c0G5TMOl1Arn#abides-in-stone]{Abides in Stone} @UUID[.9x56c0G5TMOl1Arn#brandishes-an-exotic-shield]{Brandishes an Exotic Shield} @UUID[.9x56c0G5TMOl1Arn#defends-the-gate]{Defends the Gate} @UUID[.9x56c0G5TMOl1Arn#fuses-flesh-and-steel]{Fuses Flesh and Steel} @UUID[.9x56c0G5TMOl1Arn#grows-to-towering-heights]{Grows to Towering Heights} @UUID[.9x56c0G5TMOl1Arn#howls-at-the-moon]{Howls at the Moon} @UUID[.9x56c0G5TMOl1Arn#lives-in-the-wilderness]{Lives in the Wilderness} @UUID[.9x56c0G5TMOl1Arn#masters-defense]{Masters Defense} @UUID[.9x56c0G5TMOl1Arn#never-says-die]{Never Says Die} @UUID[.9x56c0G5TMOl1Arn#stands-like-a-bastion]{Stands Like a Bastion}

Ability Selection Guidelines

Tier 1: Choose a low-tier ability that provides defense within the focus’s theme. If the theme is simply intense training or the use of a defensive tool, the ability might be as simple as a bonus to Armor. If protection comes from physical transformation, this ability provides the base form effects, benefits, and in some cases drawbacks for making the transformation. A low-tier enhanced healing ability would also be appropriate at first tier.

Sometimes an additional low-power ability is appropriate, depending on the focus. If the character transforms, this ability may provide a knock-on effect, though in the case of some transformations, it might be a description of how someone with an abnormal physiognomy can fully heal. Other times, the secondary power may simply be training in a related skill, or it may unlock the ability to use a particular armor or shield without penalty.

Tier 2: If the theme of the focus isn’t physical transformation, choose a low-tier ability that provides an additional method of defending, healing damage, or avoiding attacks.

If the theme of the focus is physical transformation, choose a low-tier ability that unlocks a new capability related to the form the character takes. That might mean gaining better control of the transformation, unlocking a robotic interface, or otherwise more fully unlocking that form. This ability is not necessarily defensive, though it could be.

Tier 3: Choose two mid-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One option should provide an additional form of protection in keeping with the focus’s theme, such as more defensive capabilities unlocked from a transformation (which might also come with additional offensive capabilities) or a simple physical enhancement if defense is gained by skills or enhanced healing.

The other option should provide an offensive capability, especially if creating a non-transformation focus that doesn’t already have offensive benefits. That capability could be an enhanced attack or provide some other benefit useful in combat, such as quickly evading or (on the other end of the continuum) becoming immovable.

Tier 4: Choose a mid-tier ability that further enhances the advantages provided by the focus’s damage-soaking paradigm. Often, this includes training in a particular kind of defense. Alternatively, it might increase the advantages provided by previously unlocked defensive abilities, whether that means gaining greater control over a transformation, gaining additional chances to avoid damage or retry tasks related to enhanced determination, and so on. If the focus is lacking in offensive options, this is a good place to include one.

Tier 5: Choose a high-tier ability that provides protection, possibly in the form of shrugging off a debilitating condition (including death). If the focus offers a physical transformation, this ability might further unlock an additional related ability, whether offensive, defensive, or something related to exploration or interaction (such as flight if the form is winged, intimidation if the form is fearsome, and so on).

Tier 6: Choose two high-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One option should use the focus paradigm to increase the defense, protection, or ability to shrug off damage.

The other option could be a different way of being defensive. In some cases, the best defense is a good offense, so this option could provide a high-tier offensive ability in keeping with the focus’s theme, whether that’s a straight-up damage boost on attacks or better control of an unstable physical transformation.

","markdown":""},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"ownership":{"default":-1},"flags":{}},{"sort":399219,"name":"Abilities","type":"text","_id":"YRhX8KikaF361373","title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"

A character’s type, flavor, and focus assign an appropriate tier to each ability. However, if you’re creating a brand-new focus or type, we provide a couple of additional tools.

The first is a power grade for each ability, which tells you about how potent it is in relation to other abilities. Abilities appropriate for tiers 1 and 2 characters are called “low-tier” abilities. Abilities appropriate for tiers 3 and 4 are called “mid-tier” abilities. Abilities appropriate for tiers 5 and 6 are called “high-tier” abilities.

These abilities are further sorted into ability categories based on the kinds of things they do—abilities that improve physical attacks are in the attack skill category, abilities that assist allies are in the support category, and so on.

Unless otherwise noted, you cannot choose the same ability twice, even if you get it from both your type and a flavor.

Ability Categories and Relative Power

Abilities can be divided into several categories based on the kinds of things they do—improve your physical attacks, assist allies, provide defense, give you a special attack form, and so on. Under each of the following category descriptions is a list of abilities that fit that category, sorted into low-, medium-, and high-tier abilities.

The categories are mainly used by GMs when designing new foci for a campaign, allowing them to search a short list of abilities instead of trying to find something appropriate among the thousand or so abilities in this chapter. For example, the GM might have a custom focus in their campaign called “Is Born of the Swamp” and want a defensive ability for tier 5, so they can look at the high-tier abilities in the protection category and quickly narrow down what options are available.

It may be possible that a character gains the same ability from more than one source (such as from their type and their descriptor). Unless the two abilities are obviously additive (such as two abilities that each add 3 points to your Might Pool, which together would give the character +6 Might points), the duplicated ability might be improved in some way, such as having a longer duration or greater effect, or automatically providing an asset. Some abilities give suggestions on how to do this; otherwise, the player and the GM should work out whether and how the ability is improved.

The ability categories are not intended to be rigid or comprehensive. Some abilities fall into more than one category, and it could be argued that some abilities could be included in more categories than are listed here.

These categories have some overlap with the categories in the Creating New Foci chapter. For example, there is a support category here and a support category in the Creating New Foci chapter. They aren’t intended to be exact parallels and they don’t mean exactly the same thing. That said, if you’re creating a support-centric focus, many of the abilities in the support ability category would be appropriate choices.

Attack Skill

Gives you training or specialization in a specific physical attack (like swords or unarmed combat), a category of physical attacks (light bladed, heavy bashing, and so on), or another physical skill primarily used to inflict harm (such as breaking objects).

Low Tier

@UUID[Compendium.cyphersystem-compendium.abilities.YBMLX3Jm5oN79J6G]{Heads-Up Display} @UUID[Compendium.cyphersystem-compendium.abilities.wAbsUj5mHZatr3JG]{Practiced With Guns} @UUID[Compendium.cyphersystem-compendium.abilities.NhijFGxYepJtaa0r]{Practiced With Medium Weapons} @UUID[Compendium.cyphersystem-compendium.abilities.WFK0xBSAIpD59va8]{Practiced With Swords} @UUID[Compendium.cyphersystem-compendium.abilities.FEkLEYwk7r9KE7oC]{Quarry} @UUID[Compendium.cyphersystem-compendium.abilities.JJKRrcU5L1yM9y90]{Unarmed Fighting Style}

Mid Tier

@UUID[Compendium.cyphersystem-compendium.abilities.R0UuZ32vmmeFbSMV]{Blood Fever} @UUID[Compendium.cyphersystem-compendium.abilities.Z7JkIlrv7gxim4Fn]{Cognizant Offense} @UUID[Compendium.cyphersystem-compendium.abilities.nOuOE3EkrNr81pSq]{Greater Skill With Defense} @UUID[Compendium.cyphersystem-compendium.abilities.yl2zo179wXZW5Xxc]{Practiced With All Weapons} @UUID[Compendium.cyphersystem-compendium.abilities.NoKdHv0FSytZR4iF]{Robot Fighter} @UUID[Compendium.cyphersystem-compendium.abilities.NcItnMHjeG9fgE1K]{Serv-0 Aim} @UUID[Compendium.cyphersystem-compendium.abilities.lPqCQOQJF0JfoFRn]{Serv-0 Brawler} @UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks} @UUID[Compendium.cyphersystem-compendium.abilities.QDSSTe5EGrBHjtnL]{Sniper’s Aim} @UUID[Compendium.cyphersystem-compendium.abilities.hbWaCBEfSMujqvDf]{Specialized Throwing}

High Tier

@UUID[Compendium.cyphersystem-compendium.abilities.2uSx4ErQ9f2QLX5M]{As Foretold in Prophecy} @UUID[Compendium.cyphersystem-compendium.abilities.AsmIgvoIRPEtuzkh]{Duel to the Death} @UUID[Compendium.cyphersystem-compendium.abilities.oroWEBbp3cvrYwH9]{Greater Skill With Attacks} @UUID[Compendium.cyphersystem-compendium.abilities.LE8NtDKG9TzXBv5B]{Hunter’s Drive} @UUID[Compendium.cyphersystem-compendium.abilities.S4PaEqmYjg4TGoG3]{Master of Unarmed Fighting Style} @UUID[Compendium.cyphersystem-compendium.abilities.kNSRytTtQX0rU3aE]{Mastery With Attacks} @UUID[Compendium.cyphersystem-compendium.abilities.F6mAzjhG2T4irVjy]{Specialized Basher}

Companion

Gives you a follower, modifies a follower, or gives you an additional benefit when interacting with or near your follower. This category includes humanoid followers, beast companions, and temporary companions like summoned swarms, conjured spirits, and so on.

Low Tier

@UUID[Compendium.cyphersystem-compendium.abilities.4XwwFeGO5haHxvQs]{Basic Follower} @UUID[Compendium.cyphersystem-compendium.abilities.bOohoEcDegDBinFc]{Beast Companion} @UUID[Compendium.cyphersystem-compendium.abilities.9Kag2UMn6Wdxq4Zo]{Bound Magic Creature} @UUID[Compendium.cyphersystem-compendium.abilities.hIxPlDRbNqallNiu]{Control Swarm} @UUID[Compendium.cyphersystem-compendium.abilities.tgS72E10jiPF3Dm3]{Critter Companion} @UUID[Compendium.cyphersystem-compendium.abilities.P1jQZdPIrxo4wNlr]{Duplicate} @UUID[Compendium.cyphersystem-compendium.abilities.ZK4CUb9HH4J5A8IN]{Entourage} @UUID[Compendium.cyphersystem-compendium.abilities.ZEcFnsNXgcozJElT]{Influence Swarm} @UUID[Compendium.cyphersystem-compendium.abilities.yaLHxRtVBhveqHJA]{Necromancy} @UUID[Compendium.cyphersystem-compendium.abilities.oEubmS7pZ3zFK8uJ]{Resilient Duplicate} @UUID[Compendium.cyphersystem-compendium.abilities.paIv2etaqLqY76y0]{Robot Assistant} @UUID[Compendium.cyphersystem-compendium.abilities.v1lZkKjSCS1pjnET]{Serv-0} @UUID[Compendium.cyphersystem-compendium.abilities.RkOvawhfH5MHQFOH]{Spirit Accomplice}

Mid Tier

@UUID[Compendium.cyphersystem-compendium.abilities.zstBkLwRduC7vgGT]{Beast Eyes} @UUID[Compendium.cyphersystem-compendium.abilities.gLxVxCSix441TyKq]{Call Swarm} @UUID[Compendium.cyphersystem-compendium.abilities.ETGBAqAc1ApFH5cx]{Expert Follower} @UUID[Compendium.cyphersystem-compendium.abilities.BQnrZXeivue9Q2qp]{Fellow Explorer} @UUID[Compendium.cyphersystem-compendium.abilities.srn53BB1da8Elh1t]{Fiery Hand of Doom} @UUID[Compendium.cyphersystem-compendium.abilities.rUzrjRuT2nfEdCaJ]{Gain Unusual Companion} @UUID[Compendium.cyphersystem-compendium.abilities.vEVmBgz2TxOH3aSk]{Greater Necromancy} @UUID[Compendium.cyphersystem-compendium.abilities.QxOsAHpd8ZkEXI5u]{Improved Object Bond} @UUID[Compendium.cyphersystem-compendium.abilities.CEscdPwUrBpzUeS0]{Living Armor} @UUID[Compendium.cyphersystem-compendium.abilities.XkFsMa9e9IY2FRcN]{Machine Companion} @UUID[Compendium.cyphersystem-compendium.abilities.cGcblQ2qvyHM02kY]{Mount} @UUID[Compendium.cyphersystem-compendium.abilities.S2OZtm12S2YvxD7H]{Retinue} @UUID[Compendium.cyphersystem-compendium.abilities.Nyt7Z1xWqmnuu265]{Shipspeak} @UUID[Compendium.cyphersystem-compendium.abilities.h1rn92kIqG5VVYd6]{Stronger Together} @UUID[Compendium.cyphersystem-compendium.abilities.wEWyNKnVgVOjsyms]{Summon Giant Spider} @UUID[Compendium.cyphersystem-compendium.abilities.FwEUY43Q8EMVCCsL]{Superior Duplicate} @UUID[Compendium.cyphersystem-compendium.abilities.OWRsjlf3ahyH9eez]{Time Doppelganger} @UUID[Compendium.cyphersystem-compendium.abilities.l5vgtPP0LcsqGrzn]{Time Loop}

High Tier

@UUID[Compendium.cyphersystem-compendium.abilities.Qm31Nw2SkBpVcv9M]{As If One Creature} @UUID[Compendium.cyphersystem-compendium.abilities.fD8yD0pGCMdOJkGb]{Band of Desperados} @UUID[Compendium.cyphersystem-compendium.abilities.KpbEHKNSEycVB1GU]{Band of Followers} @UUID[Compendium.cyphersystem-compendium.abilities.pFWDdnTXCiPfwsWv]{Beast Call} @UUID[Compendium.cyphersystem-compendium.abilities.jVY1PTxvZvpjZILB]{Call Dead Spirit} @UUID[Compendium.cyphersystem-compendium.abilities.HUVY2MA2CBegFhLY]{Call in Favor} @UUID[Compendium.cyphersystem-compendium.abilities.ElsQU746B70tsPmZ]{Call Otherworldly Spirit} @UUID[Compendium.cyphersystem-compendium.abilities.U58ZQ1X3byfANn4W]{Call Through Time} @UUID[Compendium.cyphersystem-compendium.abilities.8SDpRRzZRF73zLsF]{Conjuration} @UUID[Compendium.cyphersystem-compendium.abilities.iQhBPww1s4wRZcDz]{Deadly Swarm} @UUID[Compendium.cyphersystem-compendium.abilities.M1FHIlVPVv8O02LV]{Dragon’s Maw} @UUID[Compendium.cyphersystem-compendium.abilities.NVdx8QjmTP5eOjDh]{Fire Servant} @UUID[Compendium.cyphersystem-compendium.abilities.iEOf9IkbHU8oBOMm]{Improved Apportation} @UUID[Compendium.cyphersystem-compendium.abilities.0IlHHY1ktkN2L5Sp]{Improved Companion} @UUID[Compendium.cyphersystem-compendium.abilities.PKFz6WVsaKm5kIir]{Improved Machine Companion} @UUID[Compendium.cyphersystem-compendium.abilities.UJpMPRD25O7HvhbV]{Insect Eruption} @UUID[Compendium.cyphersystem-compendium.abilities.pGJIwlCJDib2Splm]{Legal Intern} @UUID[Compendium.cyphersystem-compendium.abilities.rHApGqEQj8TCGa3f]{Masterful Armor Modification} @UUID[Compendium.cyphersystem-compendium.abilities.rsYzxCchklPSFAp7]{Multiplicity} @UUID[Compendium.cyphersystem-compendium.abilities.Aprz5cRtdgiAIYUM]{Object Bond Mastery} @UUID[Compendium.cyphersystem-compendium.abilities.3EcnBLVtGwxpWXBW]{Recruit Deputy} @UUID[Compendium.cyphersystem-compendium.abilities.yqhUXLWMSNn5IYOn]{Robot Fleet} @UUID[Compendium.cyphersystem-compendium.abilities.LnZkUlKUuuD7iW3P]{Summon Demon} @UUID[Compendium.cyphersystem-compendium.abilities.OWRsjlf3ahyH9eez]{Time Doppelganger} @UUID[Compendium.cyphersystem-compendium.abilities.GDphyYXSfjKE5BST]{True Necromancy}

Control

Controls or influences minds in ways outside of what could be done with conventional intimidation and persuasion, such as using psychic mind control, fear gas, and so on.

Low Tier

@UUID[Compendium.cyphersystem-compendium.abilities.BggeJtN5IcutwLJg]{Calm Stranger} @UUID[Compendium.cyphersystem-compendium.abilities.SeAlSU8Rim5CWsgV]{Charm Machine} @UUID[Compendium.cyphersystem-compendium.abilities.fg8V2R3kpLX2sHRn]{Cloud Personal Memories} @UUID[Compendium.cyphersystem-compendium.abilities.ag3OU8JZuc769034]{Community Activist} @UUID[Compendium.cyphersystem-compendium.abilities.ulHj0pzmwc515fve]{Fast Talk} @UUID[Compendium.cyphersystem-compendium.abilities.M2oXV5cRSdMlUZDm]{Goad} @UUID[Compendium.cyphersystem-compendium.abilities.0V2NE0905wwYPRVo]{Hack the Impossible} @UUID[Compendium.cyphersystem-compendium.abilities.kgCuCmU8kn0UMy8v]{Robot Control} @UUID[Compendium.cyphersystem-compendium.abilities.gT21nqWZ9Es576oC]{Soothe the Savage} @UUID[Compendium.cyphersystem-compendium.abilities.qVlbJjB7X8R78rz0]{Terrifying Presence}

Mid Tier

@UUID[Compendium.cyphersystem-compendium.abilities.CLObcsu2DKKKhzyK]{Calm} @UUID[Compendium.cyphersystem-compendium.abilities.8EMTH3JCrC5Vjt63]{Captivate or Inspire} @UUID[Compendium.cyphersystem-compendium.abilities.mUhnX0UmEw2BROkI]{Captivate With Starshine} @UUID[Compendium.cyphersystem-compendium.abilities.t83oYxQRuO2u2zx4]{Command} @UUID[Compendium.cyphersystem-compendium.abilities.OE5yXpzWC8lSUmGX]{Command Machine} @UUID[Compendium.cyphersystem-compendium.abilities.dCQdSi11hJDyOSdD]{Command Spirit} @UUID[Compendium.cyphersystem-compendium.abilities.crFxkKwBNdnD6tX4]{Crowd Control} @UUID[Compendium.cyphersystem-compendium.abilities.FIU24o7T66ViVgyg]{Daydream} @UUID[Compendium.cyphersystem-compendium.abilities.sqiDNk5qXh9j3zwh]{Grand Deception} @UUID[Compendium.cyphersystem-compendium.abilities.ljhjSIxYOCbPXEFR]{Interruption} @UUID[Compendium.cyphersystem-compendium.abilities.Vcfc6yjbqX6WSzCf]{Mind Control} @UUID[Compendium.cyphersystem-compendium.abilities.iRqXVpngq6vfgtEn]{Psychic Suggestion}

High Tier

@UUID[Compendium.cyphersystem-compendium.abilities.zTsjsWVgzjQzl2MW]{Advanced Command} @UUID[Compendium.cyphersystem-compendium.abilities.By276DS858KmWNZq]{Assume Control} @UUID[Compendium.cyphersystem-compendium.abilities.3SiJ5Drao8XtmgzV]{Brainwashing} @UUID[Compendium.cyphersystem-compendium.abilities.aWbDzueOAxSW1d3C]{Change the Paradigm} @UUID[Compendium.cyphersystem-compendium.abilities.FxohCBSksJIu1BSA]{Control Machine} @UUID[Compendium.cyphersystem-compendium.abilities.LvoH43SKKtr3urKo]{Control the Savage} @UUID[Compendium.cyphersystem-compendium.abilities.0f2qoQlYGRqgu0Nj]{Defuse Situation} @UUID[Compendium.cyphersystem-compendium.abilities.UyW320RhzarMNoss]{Flee} @UUID[Compendium.cyphersystem-compendium.abilities.miR0d91lKIfmBGdO]{Psychic Passenger} @UUID[Compendium.cyphersystem-compendium.abilities.cfR2uFYjteKAqsYw]{Show Them the Way} @UUID[Compendium.cyphersystem-compendium.abilities.3wZZC07ADxO3mImS]{Suggestion} @UUID[Compendium.cyphersystem-compendium.abilities.ZTp4SZ673tDJpmuS]{Word of Command}

Craft

Creates useful physical things, such as mundane tools (hammers, crowbars), limited-use devices (manifest cyphers, artifacts), or independent beings (robots, elementals, zombies). Includes blueprints, plans, and effects that aid or speed crafting.

Low Tier

@UUID[Compendium.cyphersystem-compendium.abilities.JoPcORtuhjnAJ5mT]{Create Deadly Poison} @UUID[Compendium.cyphersystem-compendium.abilities.ZvKFftq7doCxI7T5]{Fortification Builder} @UUID[Compendium.cyphersystem-compendium.abilities.IswvUEdCBBZDRme6]{Junkmonger} @UUID[Compendium.cyphersystem-compendium.abilities.JK2hN1poqMLqfa1N]{Machine Efficiency} @UUID[Compendium.cyphersystem-compendium.abilities.mFPUUmBIcGGsuwNd]{Modify Device} @UUID[Compendium.cyphersystem-compendium.abilities.Ktxj62234LhUr51B]{Natural Crafter} @UUID[Compendium.cyphersystem-compendium.abilities.m6X5wyPUPdhqLTIp]{Quick Work} @UUID[Compendium.cyphersystem-compendium.abilities.pUliR2uWpIcE6jQX]{Robot Builder} @UUID[Compendium.cyphersystem-compendium.abilities.XUutaClCW4UXzK7e]{Trapster} @UUID[Compendium.cyphersystem-compendium.abilities.qBTIXXJt2Ahn8UYh]{Weapon Crafter}

Mid Tier

@UUID[Compendium.cyphersystem-compendium.abilities.FBCpBF9PXlEtIX4m]{Dream Becomes Reality} @UUID[Compendium.cyphersystem-compendium.abilities.dhXVqnunlbSbrDPB]{Expert Crafter} @UUID[Compendium.cyphersystem-compendium.abilities.7G8B9lfoVXkuxvKB]{Ice Creation} @UUID[Compendium.cyphersystem-compendium.abilities.AQQzctwqPJPUTRbb]{Poison Crafter} @UUID[Compendium.cyphersystem-compendium.abilities.BSx4qB29VwRUISm6]{Robot Upgrade} @UUID[Compendium.cyphersystem-compendium.abilities.3DJXuR680OxwP5NT]{Sculpt Light}

High Tier

@UUID[Compendium.cyphersystem-compendium.abilities.HuhNjMfMxPkTlERH]{Create} @UUID[Compendium.cyphersystem-compendium.abilities.JUn27j5YI3dRh2jJ]{Dark Matter Structure} @UUID[Compendium.cyphersystem-compendium.abilities.6e4KunpYFObSRszo]{Improved Sculpt Light} @UUID[Compendium.cyphersystem-compendium.abilities.y3qXWOUu7mAhg6Rb]{Innovator} @UUID[Compendium.cyphersystem-compendium.abilities.KQDFvUEnIWed1ebo]{Jury-Rig} @UUID[Compendium.cyphersystem-compendium.abilities.t0B6AIqWanSnx696]{Modify Artifact Power} @UUID[Compendium.cyphersystem-compendium.abilities.YFbC1HRis4SpZgrS]{Reshape}

Cure

Cures damage, adds or improves recovery rolls, or negates, cures, suspends, or otherwise gives immunity to a harmful effect or condition, such as poison, disease, mental attacks, moving down on the damage track, or dying.

Low Tier

@UUID[Compendium.cyphersystem-compendium.abilities.8mP69InEXQ4TB5BL]{Alleviate} @UUID[Compendium.cyphersystem-compendium.abilities.bzeuikGxbM7noj2z]{Crystalline Body} @UUID[Compendium.cyphersystem-compendium.abilities.Z7CKGOQWnfdNO885]{Destined for Greatness} @UUID[Compendium.cyphersystem-compendium.abilities.qHzwHm5LmYDasHnF]{Diver} @UUID[Compendium.cyphersystem-compendium.abilities.gWvMJQPBSmeaP8yN]{Drain Creature} @UUID[Compendium.cyphersystem-compendium.abilities.JyAovhallyh9m6oW]{Drain Machine} @UUID[Compendium.cyphersystem-compendium.abilities.PqL4qr9D8QAwQhrL]{Endurance} @UUID[Compendium.cyphersystem-compendium.abilities.uB3sVzeG2N5rkdUZ]{Escape} @UUID[Compendium.cyphersystem-compendium.abilities.CAYeFSNYprjeRtWw]{Extra Recovery} @UUID[Compendium.cyphersystem-compendium.abilities.U7chr7wLj7r5y0LT]{Foil Danger} @UUID[Compendium.cyphersystem-compendium.abilities.igGttY1Y2XbAx3qY]{Healing Touch} @UUID[Compendium.cyphersystem-compendium.abilities.JuOmZXMt1T3tQUZ8]{Ignore the Pain} @UUID[Compendium.cyphersystem-compendium.abilities.UtFc3e4grYyCQneH]{Improved Recovery} @UUID[Compendium.cyphersystem-compendium.abilities.vFQaDsHzJpTSV8Tw]{Living Off the Land} @UUID[Compendium.cyphersystem-compendium.abilities.wXV7JxEmZDlBvRKO]{Push on Through} @UUID[Compendium.cyphersystem-compendium.abilities.euEVkth9YGYSpoJf]{Quick Recovery} @UUID[Compendium.cyphersystem-compendium.abilities.rRDSzPJtUCwRVXFR]{Repair Flesh} @UUID[Compendium.cyphersystem-compendium.abilities.OvvuCBCQ71rZkCqQ]{Restful Presence} @UUID[Compendium.cyphersystem-compendium.abilities.XntbE6mXQ4CZ6yIi]{Speedy Recovery} @UUID[Compendium.cyphersystem-compendium.abilities.s2PLo9FsWBi2C1VY]{Surging Confidence} @UUID[Compendium.cyphersystem-compendium.abilities.2fU3nI68oi5ScziC]{Totally Chill} @UUID[Compendium.cyphersystem-compendium.abilities.yRSe9vjTxdOkvgBE]{Water Adaptation} @UUID[Compendium.cyphersystem-compendium.abilities.lw0otGU2Iaorppdc]{Will of Legend}

Mid Tier

@UUID[Compendium.cyphersystem-compendium.abilities.m7j43Ww96dKCDtJO]{Aquatic Combatant} @UUID[Compendium.cyphersystem-compendium.abilities.zdkVn6jIaanDoikV]{Biomorphic Healing} @UUID[Compendium.cyphersystem-compendium.abilities.nVFRDMhuWDrdve4F]{Damage Transference} @UUID[Compendium.cyphersystem-compendium.abilities.A6H8xi93t6Zrexz9]{Drain Charge} @UUID[Compendium.cyphersystem-compendium.abilities.5otvtHrbVXIh0N27]{Fight On} @UUID[Compendium.cyphersystem-compendium.abilities.rAmIxY5G1BK4ZMm7]{Font of Healing} @UUID[Compendium.cyphersystem-compendium.abilities.6nm35znCQzjAk6Gb]{Healing Pulse} @UUID[Compendium.cyphersystem-compendium.abilities.NMgopYfoagESHtea]{Ignore Affliction} @UUID[Compendium.cyphersystem-compendium.abilities.4Fe5z4FD71eHlbbd]{Immovable} @UUID[Compendium.cyphersystem-compendium.abilities.b776WTF2u1roh3n0]{Incredible Health} @UUID[Compendium.cyphersystem-compendium.abilities.7amEMbwK27v31Lt9]{Miraculous Health} @UUID[Compendium.cyphersystem-compendium.abilities.AAUqaiWxC5V4e1VH]{Noble’s Courage} @UUID[Compendium.cyphersystem-compendium.abilities.Wj6oHOvnZkZjulwI]{One With the Wild} @UUID[Compendium.cyphersystem-compendium.abilities.VsKeNcF252yKnh2O]{Poison Resistance} @UUID[Compendium.cyphersystem-compendium.abilities.LojkwDtb1gHLSB6A]{Preternatural Senses} @UUID[Compendium.cyphersystem-compendium.abilities.iroL3TcKD9dpulhW]{Regeneration} @UUID[Compendium.cyphersystem-compendium.abilities.gn1jtMLhp6qPNXUL]{Store Energy} @UUID[Compendium.cyphersystem-compendium.abilities.nJBrBxxs0ezweHKZ]{Thinking Ahead} @UUID[Compendium.cyphersystem-compendium.abilities.wxAZnuQkvWosLzkN]{Tough As Nails} @UUID[Compendium.cyphersystem-compendium.abilities.27EOrq94WxqgBbWQ]{Unmovable} @UUID[Compendium.cyphersystem-compendium.abilities.P73TBXcNDbZCVsdE]{Unraveling Consumption} @UUID[Compendium.cyphersystem-compendium.abilities.Ja8ebgq2RDQryN62]{Wilderness Encouragement} @UUID[Compendium.cyphersystem-compendium.abilities.JrSM5XYgXpxNnLl2]{Willing Sacrifice}

High Tier

@UUID[Compendium.cyphersystem-compendium.abilities.Uk6ceaEWFjcoHNTI]{Deep Reserves} @UUID[Compendium.cyphersystem-compendium.abilities.5HNZcrij9mgEmvAR]{Final Defiance} @UUID[Compendium.cyphersystem-compendium.abilities.B0Tt5R1m2DsVLtPH]{Free to Move} @UUID[Compendium.cyphersystem-compendium.abilities.W0Jw19mWIycjIgmo]{Gamer’s Fortitude} @UUID[Compendium.cyphersystem-compendium.abilities.dIUTe5O1jeA47zps]{Gaming God} @UUID[Compendium.cyphersystem-compendium.abilities.O2XHxUa2QNrliDMG]{Greater Healing Touch} @UUID[Compendium.cyphersystem-compendium.abilities.upynNTXrIGGH82Ll]{Incredible Recovery} @UUID[Compendium.cyphersystem-compendium.abilities.PvISXo6EQ2PmCGes]{Infuse Spirit} @UUID[Compendium.cyphersystem-compendium.abilities.oilgQ4oM02Pa0eNp]{Inspiration} @UUID[Compendium.cyphersystem-compendium.abilities.Kf09KYdZqG6dNTFC]{Inspire the Innocent} @UUID[Compendium.cyphersystem-compendium.abilities.laxdkyrDuOhxfWKc]{Mind Surge} @UUID[Compendium.cyphersystem-compendium.abilities.dMEqa6kAjXrHlxui]{Negate Danger} @UUID[Compendium.cyphersystem-compendium.abilities.sbGo2i4oqy1aUeQ6]{Not Dead Yet} @UUID[Compendium.cyphersystem-compendium.abilities.Hp9Sdc7eTTUuWTiu]{Rapid Recovery} @UUID[Compendium.cyphersystem-compendium.abilities.aS13LBRfyrWXAMMp]{Regenerate} @UUID[Compendium.cyphersystem-compendium.abilities.ydmPM9m8nmmgvlXc]{Restore Life} @UUID[Compendium.cyphersystem-compendium.abilities.aDnA7oA9ZYCEfprI]{Resuscitate} @UUID[Compendium.cyphersystem-compendium.abilities.4Xvgo62UVSOI9Acx]{Share the Power} @UUID[Compendium.cyphersystem-compendium.abilities.iXBkjCf0y9vXVXI6]{Stay the Course} @UUID[Compendium.cyphersystem-compendium.abilities.qKDngpAWNEzhdRj5]{Trick Driver} @UUID[Compendium.cyphersystem-compendium.abilities.icJAWRB8Uha8CSKr]{Vigilant}

Environment

Manipulates the environment or things in the environment, such as with telekinesis, weather control, gravity control, illusions, and so on.

Low Tier

@UUID[Compendium.cyphersystem-compendium.abilities.zqarns940d4FXwYf]{Create Water} @UUID[Compendium.cyphersystem-compendium.abilities.y08bfWS5eyeUJB3J]{Dreamcraft} @UUID[Compendium.cyphersystem-compendium.abilities.21Bi8yur01DCYz5f]{Fetch} @UUID[Compendium.cyphersystem-compendium.abilities.zW0cZJQTR0tHUmn3]{Grasping Foliage} @UUID[Compendium.cyphersystem-compendium.abilities.zArjjFcf9tHQvJTx]{Hedge Magic} @UUID[Compendium.cyphersystem-compendium.abilities.1KjY8D1dvLc3NuUv]{Hidden Closet} @UUID[Compendium.cyphersystem-compendium.abilities.xZQXXjAWGBo7mTHU]{Illuminating Touch} @UUID[Compendium.cyphersystem-compendium.abilities.BjWI1UVg9kpY7FKO]{Illusory Duplicate} @UUID[Compendium.cyphersystem-compendium.abilities.jCmnAY8EjuGo5uDg]{Impetus} @UUID[Compendium.cyphersystem-compendium.abilities.Frxs35QkokRdure4]{Legerdemain} @UUID[Compendium.cyphersystem-compendium.abilities.wNQ3q7VXtPHlPzqb]{Lock} @UUID[Compendium.cyphersystem-compendium.abilities.l60mmJrF1GupXLJB]{Minor Illusion} @UUID[Compendium.cyphersystem-compendium.abilities.p2JmtbtuzscW1ogs]{Move Metal} @UUID[Compendium.cyphersystem-compendium.abilities.3s6gDCIY1zfetGEg]{Slip Into Shadow} @UUID[Compendium.cyphersystem-compendium.abilities.xDn74LRD6xlMUqj2]{Telekinesis} @UUID[Compendium.cyphersystem-compendium.abilities.Db7aRY4t1mwRpcoL]{Wilderness Explorer}

Mid Tier

@UUID[Compendium.cyphersystem-compendium.abilities.FIU24o7T66ViVgyg]{Daydream} @UUID[Compendium.cyphersystem-compendium.abilities.SHMGbt30RfePtyNE]{Define Down} @UUID[Compendium.cyphersystem-compendium.abilities.eJpNT3QObtYiDfXY]{Field of Gravity} @UUID[Compendium.cyphersystem-compendium.abilities.yPVZmXWhUxustVdq]{Force Field Barrier} @UUID[Compendium.cyphersystem-compendium.abilities.itnqtCRfxC2EDKqu]{Force to Reckon With} @UUID[Compendium.cyphersystem-compendium.abilities.hJV3hrSYcq3Zbzl5]{Illusory Selves} @UUID[Compendium.cyphersystem-compendium.abilities.YeOtzG5ksxonD5RS]{Living Wall} @UUID[Compendium.cyphersystem-compendium.abilities.hNsph7BRwllVSUre]{Major Illusion} @UUID[Compendium.cyphersystem-compendium.abilities.KLFHpPR0MKLOWr8l]{Nullify Sound} @UUID[Compendium.cyphersystem-compendium.abilities.8QwoYVraOedgr9kB]{Projection} @UUID[Compendium.cyphersystem-compendium.abilities.wAQ7a5JSjp01x1Eg]{Storm Seed} @UUID[Compendium.cyphersystem-compendium.abilities.iIlgHiF1EN0fEpYx]{Sunlight}

High Tier

@UUID[Compendium.cyphersystem-compendium.abilities.wWN4y4rATxbtMCMo]{Adaptation} @UUID[Compendium.cyphersystem-compendium.abilities.tvlNZboSbKCHttjs]{Control Weather} @UUID[Compendium.cyphersystem-compendium.abilities.fruWNFBBNLpcGLaC]{Diamagnetism} @UUID[Compendium.cyphersystem-compendium.abilities.TXNhhyj63MMp2dVF]{Force Wall} @UUID[Compendium.cyphersystem-compendium.abilities.KBykf0P4WQ9Lb6TN]{Generate Force Field} @UUID[Compendium.cyphersystem-compendium.abilities.lCWWUQ0vYH2odiDv]{Grandiose Illusion} @UUID[Compendium.cyphersystem-compendium.abilities.ZK9Ruc53rKBqU93i]{Granite Wall} @UUID[Compendium.cyphersystem-compendium.abilities.PLsz8IqWScZt0Ott]{Inferno Trail} @UUID[Compendium.cyphersystem-compendium.abilities.8OmtJRuoKRzuGfh8]{Move Mountains} @UUID[Compendium.cyphersystem-compendium.abilities.RNJbp1eAcMqSnYvb]{Permanent Illusion} @UUID[Compendium.cyphersystem-compendium.abilities.RBOc2zxAI9xMoWqW]{Relocate} @UUID[Compendium.cyphersystem-compendium.abilities.9cJ6gJZc7datpQwJ]{Terrifying Image} @UUID[Compendium.cyphersystem-compendium.abilities.Bny0sFdqf40pJeOp]{Wall of Lightning} @UUID[Compendium.cyphersystem-compendium.abilities.pfZzabIIEuU4kSH3]{The Wild Is on Your Side}

Information

Gives the ability to learn information about something, whether chosen by the GM like Scan, by asking a question and the GM giving the answer, or by learning a language.

Low Tier

@UUID[Compendium.cyphersystem-compendium.abilities.r7uNiD9CGy4G3Hoq]{Babel} @UUID[Compendium.cyphersystem-compendium.abilities.OIk4usP2NFT0tDu7]{Communication} @UUID[Compendium.cyphersystem-compendium.abilities.op9VSx3NJT28UwTH]{Community Knowledge} @UUID[Compendium.cyphersystem-compendium.abilities.P95xVHVxALSMjanR]{Decipher} @UUID[Compendium.cyphersystem-compendium.abilities.bH57y3PYsMceluGy]{Dream Thief} @UUID[Compendium.cyphersystem-compendium.abilities.RM8Fmu1IJwzBkjcM]{Eye for Detail} @UUID[Compendium.cyphersystem-compendium.abilities.IvKd5vkPypJbB1Ip]{Gather Intelligence} @UUID[Compendium.cyphersystem-compendium.abilities.4PVFXmi2cxI8MdpR]{Lab Analysis} @UUID[Compendium.cyphersystem-compendium.abilities.W5Zt9qDKCtNr49BC]{Mind Reading} @UUID[Compendium.cyphersystem-compendium.abilities.PRW5MxW12oakmeHE]{Monster Lore} @UUID[Compendium.cyphersystem-compendium.abilities.2GicRKJcPO3hmlwD]{Network Tap} @UUID[Compendium.cyphersystem-compendium.abilities.V5oEOJ4i32t97yOG]{Predictive Model} @UUID[Compendium.cyphersystem-compendium.abilities.ZsI6553CPbGi0wtx]{Premonition} @UUID[Compendium.cyphersystem-compendium.abilities.pHFFr4DkCythNc5n]{Question the Spirits} @UUID[Compendium.cyphersystem-compendium.abilities.fzx429jdEdbd0tHy]{Retrieve Memories} @UUID[Compendium.cyphersystem-compendium.abilities.h3G0Ven2SoaPCbk4]{Salvage and Comfort} @UUID[Compendium.cyphersystem-compendium.abilities.OPvXaxuRIVXLmkWl]{Scan} @UUID[Compendium.cyphersystem-compendium.abilities.83y32UMQWshRvbDG]{See History} @UUID[Compendium.cyphersystem-compendium.abilities.nvA3LwoSP7jf4h8G]{Speaker for the Dead} @UUID[Compendium.cyphersystem-compendium.abilities.L2NOLfflU6HNleuT]{Telepathic}

Mid Tier

@UUID[Compendium.cyphersystem-compendium.abilities.YlzkyK6WEkk0cfhh]{Creature Insight} @UUID[Compendium.cyphersystem-compendium.abilities.ssfubNrUQC38zCkJ]{Device Insight} @UUID[Compendium.cyphersystem-compendium.abilities.mL6Yae2CxgefOMHn]{Draw Conclusion} @UUID[Compendium.cyphersystem-compendium.abilities.Mu5knvNfGyaeaiTB]{Find the Hidden} @UUID[Compendium.cyphersystem-compendium.abilities.W7wHOJdozxk7Y2CQ]{Got a Feeling} @UUID[Compendium.cyphersystem-compendium.abilities.MBt3AmXa8vzUCiHd]{Know Their Faults} @UUID[Compendium.cyphersystem-compendium.abilities.dLJ0B35UlB5wxCf4]{Machine Telepathy} @UUID[Compendium.cyphersystem-compendium.abilities.7VYzHQvF1cz4cfUp]{Mechanical Telepathy} @UUID[Compendium.cyphersystem-compendium.abilities.uPvNopNWTgHGIPyR]{Reading the Room} @UUID[Compendium.cyphersystem-compendium.abilities.x7YnN02GiwDQ09km]{Sensor Array} @UUID[Compendium.cyphersystem-compendium.abilities.9r6iNU2GH4oEH6vz]{Serv-0 Scanner} @UUID[Compendium.cyphersystem-compendium.abilities.2t9oGZRuFhLCKjsa]{Soul Interrogation} @UUID[Compendium.cyphersystem-compendium.abilities.abMJwHQIsm9Wcdlg]{Spot Weakness} @UUID[Compendium.cyphersystem-compendium.abilities.CBdIPMJ2oOOesmod]{Wilderness Awareness}

High Tier

@UUID[Compendium.cyphersystem-compendium.abilities.1tkQKo32UKxTUUPn]{Deep Consideration} @UUID[Compendium.cyphersystem-compendium.abilities.wztu6KcpILxwlFTU]{Drawing on Life’s Experiences} @UUID[Compendium.cyphersystem-compendium.abilities.PLyxuOlieOGsJx4h]{Information Gathering} @UUID[Compendium.cyphersystem-compendium.abilities.wlkPdME0r3hx9VbE]{Knowing the Unknown} @UUID[Compendium.cyphersystem-compendium.abilities.qbXP6HlN56bPt7cq]{Mind of a Leader} @UUID[Compendium.cyphersystem-compendium.abilities.lbXg8UlSCG23yxO4]{Read the Signs} @UUID[Compendium.cyphersystem-compendium.abilities.K0C60k7wHBSpMQX4]{Telepathic Network}

Meta

Modifies an existing ability or character trait’s effects or parameters, such as increasing range or, damage, easing the difficulty, giving you additional noncombat actions each turn, rerolling a failed attempt, or treating a number on the die as something different than normal.

Low Tier

@UUID[Compendium.cyphersystem-compendium.abilities.m5U42d2SkK31mp8d]{A Smile and a Word} @UUID[Compendium.cyphersystem-compendium.abilities.EyAIsiqJGCspQFcu]{Arcane Flare} @UUID[Compendium.cyphersystem-compendium.abilities.yIdq1lu1eUAkNyDC]{Artifact Tinkerer} @UUID[Compendium.cyphersystem-compendium.abilities.ywBEe31zan6qpVxr]{Augment Cypher} @UUID[Compendium.cyphersystem-compendium.abilities.Mbq7D0u4Vee0NKYz]{Careful Shot} @UUID[Compendium.cyphersystem-compendium.abilities.essJhO2eqoHmIQaa]{Charge} @UUID[Compendium.cyphersystem-compendium.abilities.L3UjcLAFvS9MLWCu]{Coaxing Power} @UUID[Compendium.cyphersystem-compendium.abilities.2x7nMe9ZGp3VjI8B]{Combat Prowess} @UUID[Compendium.cyphersystem-compendium.abilities.EERMWn1af0S8wAWN]{Crushing Blow} @UUID[Compendium.cyphersystem-compendium.abilities.bzeuikGxbM7noj2z]{Crystalline Body} @UUID[Compendium.cyphersystem-compendium.abilities.JkmTskE3eqcfu7dY]{Curious} @UUID[Compendium.cyphersystem-compendium.abilities.7nUj7rxq4Qwg4FUM]{Distant Interface} @UUID[Compendium.cyphersystem-compendium.abilities.Pu5XGGLI6cCp1EQd]{Double Strike} @UUID[Compendium.cyphersystem-compendium.abilities.gWvMJQPBSmeaP8yN]{Drain Creature} @UUID[Compendium.cyphersystem-compendium.abilities.1fu5C9JHmORmWTR8]{Driving on the Edge} @UUID[Compendium.cyphersystem-compendium.abilities.YjJvvUhIqtxf6eYS]{Elusive} @UUID[Compendium.cyphersystem-compendium.abilities.UJst9mtUKNTe3Pd2]{Energize Object} @UUID[Compendium.cyphersystem-compendium.abilities.dPFQTFRzv7D7PYKq]{Enhanced Body} @UUID[Compendium.cyphersystem-compendium.abilities.SmuTPFfZGnCUmnEj]{Extra Use} @UUID[Compendium.cyphersystem-compendium.abilities.axI0iGYo7DjdR8Ya]{Find the Way} @UUID[Compendium.cyphersystem-compendium.abilities.Hgr8QZmzjXmYorfs]{Fists of Fury} @UUID[Compendium.cyphersystem-compendium.abilities.Sg5WeSF04CYNEecl]{Fleet of Foot} @UUID[Compendium.cyphersystem-compendium.abilities.YGsGHp1rbu3Z7Kdd]{Frenzy} @UUID[Compendium.cyphersystem-compendium.abilities.pXrC4lkMOY7CvFLk]{Golem Body} @UUID[Compendium.cyphersystem-compendium.abilities.1SBd1jm66eSo4eHn]{Gunner} @UUID[Compendium.cyphersystem-compendium.abilities.z23towmNKeKJasHV]{Hacker} @UUID[Compendium.cyphersystem-compendium.abilities.tBWUjjkgyXHTrkCp]{Hold Breath} @UUID[Compendium.cyphersystem-compendium.abilities.3fMzqFFQ1rLtbVrd]{Improved Designation} @UUID[Compendium.cyphersystem-compendium.abilities.FzpkQwb1jA53bs1y]{Investigator} @UUID[Compendium.cyphersystem-compendium.abilities.N4DTNNCEESorc0N4]{Lead From the Front} @UUID[Compendium.cyphersystem-compendium.abilities.JK2hN1poqMLqfa1N]{Machine Efficiency} @UUID[Compendium.cyphersystem-compendium.abilities.VgomhLKFHDDAzW9T]{Mind for Might} @UUID[Compendium.cyphersystem-compendium.abilities.mFPUUmBIcGGsuwNd]{Modify Device} @UUID[Compendium.cyphersystem-compendium.abilities.nW46hfygkxB7FW5m]{Monster Bane} @UUID[Compendium.cyphersystem-compendium.abilities.Ktxj62234LhUr51B]{Natural Crafter} @UUID[Compendium.cyphersystem-compendium.abilities.YZB37b80VQGMUscp]{No Need for Weapons} @UUID[Compendium.cyphersystem-compendium.abilities.PCTUkuALVb0GdTCe]{Object Bond} @UUID[Compendium.cyphersystem-compendium.abilities.FDG7hgrRNt4aHpP1]{Overload Machine} @UUID[Compendium.cyphersystem-compendium.abilities.XAXJ3mFGdDv0fXLP]{Precision} @UUID[Compendium.cyphersystem-compendium.abilities.y2eUnbkzxOeoe9w6]{Quick Death} @UUID[Compendium.cyphersystem-compendium.abilities.m6X5wyPUPdhqLTIp]{Quick Work} @UUID[Compendium.cyphersystem-compendium.abilities.tJVu7MQ2pOhNfpUB]{Range Increase} @UUID[Compendium.cyphersystem-compendium.abilities.szw7tHW0OjI2fjpJ]{Reload} @UUID[Compendium.cyphersystem-compendium.abilities.vVax9KyZ3U4Wpok8]{Something in the Road} @UUID[Compendium.cyphersystem-compendium.abilities.AFfburUYwZlBFq7N]{Tinker} @UUID[Compendium.cyphersystem-compendium.abilities.J0fj73TfCu4aSdVL]{Weapon Master} @UUID[Compendium.cyphersystem-compendium.abilities.yS1sMAZEzJbozxOZ]{Wreck}

Mid Tier

@UUID[Compendium.cyphersystem-compendium.abilities.M5QroBlhUCULt6MD]{Amazing Effort} @UUID[Compendium.cyphersystem-compendium.abilities.7Gxuqkwo4i47yHe3]{Betrayal} @UUID[Compendium.cyphersystem-compendium.abilities.G0hoaZFQpdG7FfxO]{Better Living Through Chemistry} @UUID[Compendium.cyphersystem-compendium.abilities.gNRMG3mJTzWaCGph]{Capable Warrior} @UUID[Compendium.cyphersystem-compendium.abilities.JwG4lCSZIG3qUQAi]{Cast Illusion} @UUID[Compendium.cyphersystem-compendium.abilities.M3TM1cORNnlEN0ZO]{Cyphersmith} @UUID[Compendium.cyphersystem-compendium.abilities.Rr4oB1lUzuzFHNHQ]{Deadly Aim} @UUID[Compendium.cyphersystem-compendium.abilities.zYGhcm896Xbi7Ia2]{Deep Resources} @UUID[Compendium.cyphersystem-compendium.abilities.7rjeYt5hNhkvqK9w]{Disarming Strike} @UUID[Compendium.cyphersystem-compendium.abilities.zLJYM2OiFVIsuz3P]{Dodge and Resist} @UUID[Compendium.cyphersystem-compendium.abilities.wEj2uvWI3w0W9HWH]{Drain at a Distance} @UUID[Compendium.cyphersystem-compendium.abilities.B5zrSVUs54TUALFB]{Energized Shield} @UUID[Compendium.cyphersystem-compendium.abilities.7GsuhcRTpDX0d1em]{Enhanced Intellect} @UUID[Compendium.cyphersystem-compendium.abilities.FQPA8oY3xiZIL6aG]{Enhanced Intellect Edge} @UUID[Compendium.cyphersystem-compendium.abilities.wHcuP6T7Ti6j5Y8C]{Enhanced Might} @UUID[Compendium.cyphersystem-compendium.abilities.g1t5TxZXsNovIVTn]{Enhanced Might Edge} @UUID[Compendium.cyphersystem-compendium.abilities.MwVDTy2Rx1V7Tyly]{Enhanced Physique} @UUID[Compendium.cyphersystem-compendium.abilities.RnK2bmvUb7RIVPSA]{Enhanced Potential} @UUID[Compendium.cyphersystem-compendium.abilities.tuofJSTVjOEwRUem]{Enhanced Speed} @UUID[Compendium.cyphersystem-compendium.abilities.QH3l6ojVnasZm5U8]{Enhanced Speed Edge} @UUID[Compendium.cyphersystem-compendium.abilities.4eCjeGPA0ovnwIfu]{Experienced in Armor} @UUID[Compendium.cyphersystem-compendium.abilities.u1GhDcfpVXITVtOc]{Expert Cypher Use} @UUID[Compendium.cyphersystem-compendium.abilities.MdRdAc0qAWghMmlV]{Expert Skill} @UUID[Compendium.cyphersystem-compendium.abilities.jaGs9nmLaywdRMUN]{Fast Kill} @UUID[Compendium.cyphersystem-compendium.abilities.tJQmvEiYq2xBv4ZJ]{Flameblade} @UUID[Compendium.cyphersystem-compendium.abilities.XR3B0gfJtrYUAU5M]{From the Shadows} @UUID[Compendium.cyphersystem-compendium.abilities.73miZT5kYFyxnPOT]{Fury} @UUID[Compendium.cyphersystem-compendium.abilities.42sPqHxJEybiZ6Vh]{Fusion} @UUID[Compendium.cyphersystem-compendium.abilities.Ee8QC6fkRvD1yw6h]{Greater Beast Form} @UUID[Compendium.cyphersystem-compendium.abilities.QgnoEdKZ50u4JZoL]{Greater Designation} @UUID[Compendium.cyphersystem-compendium.abilities.34Ycb9VK8JwHgSl4]{Greater Enhanced Intellect} @UUID[Compendium.cyphersystem-compendium.abilities.R9KnCCvGoEHvV1p0]{Greater Enhanced Might} @UUID[Compendium.cyphersystem-compendium.abilities.vVc3NxkYdj68mAoV]{Greater Enhanced Physique} @UUID[Compendium.cyphersystem-compendium.abilities.4necR0YTsaij4ojD]{Greater Enhanced Potential} @UUID[Compendium.cyphersystem-compendium.abilities.Qsi6Iw5YCcY8jmNx]{Greater Enhanced Speed} @UUID[Compendium.cyphersystem-compendium.abilities.hAVC1FOl7hwnuBpC]{Greater Frenzy} @UUID[Compendium.cyphersystem-compendium.abilities.4v5pXMwFeB7xQzME]{Guide Bolt} @UUID[Compendium.cyphersystem-compendium.abilities.OtbS1NoVXK7mQLEe]{Guild Training} @UUID[Compendium.cyphersystem-compendium.abilities.VupBbHOJAX45Yazb]{Heroic Monster Bane} @UUID[Compendium.cyphersystem-compendium.abilities.sPheWt9emoY3PCA8]{Hidden Reserves} @UUID[Compendium.cyphersystem-compendium.abilities.uNzF1oQKJ6T1yqL4]{Huge} @UUID[Compendium.cyphersystem-compendium.abilities.4Fe5z4FD71eHlbbd]{Immovable} @UUID[Compendium.cyphersystem-compendium.abilities.wrPVUnJauasIH886]{Improved Absorb Kinetic Energy} @UUID[Compendium.cyphersystem-compendium.abilities.7X2zbrkFSNbyhA5G]{Improved Edge} @UUID[Compendium.cyphersystem-compendium.abilities.HPIlAWDGOQFw6yGm]{Improved Monster Bane} @UUID[Compendium.cyphersystem-compendium.abilities.eblwQ80CBlBdeUp5]{Improved Sensor} @UUID[Compendium.cyphersystem-compendium.abilities.0q9alvmsQKKViN0r]{Incomparable Pilot} @UUID[Compendium.cyphersystem-compendium.abilities.mUizWF7k2XD7ykRJ]{Increased Effects} @UUID[Compendium.cyphersystem-compendium.abilities.PYD24TjoDAqbKAj8]{Iron Fist} @UUID[Compendium.cyphersystem-compendium.abilities.YID6zEB7KkHGYAlD]{Know Where to Look} @UUID[Compendium.cyphersystem-compendium.abilities.bPr34XiLw2Dqb4VJ]{Lunge} @UUID[Compendium.cyphersystem-compendium.abilities.2l9FIUVKimPzIXzU]{Machine Bond} @UUID[Compendium.cyphersystem-compendium.abilities.atQ5yNq1ZEyy0z5j]{Machine Vulnerabilities} @UUID[Compendium.cyphersystem-compendium.abilities.l0OFjk5XVGV5LzP1]{Minor Wish} @UUID[Compendium.cyphersystem-compendium.abilities.imWLlYQs4LTaCTdS]{Never Fumble} @UUID[Compendium.cyphersystem-compendium.abilities.Wj6oHOvnZkZjulwI]{One With the Wild} @UUID[Compendium.cyphersystem-compendium.abilities.3VJyYtECl0wKQj2p]{Outlast the Foe} @UUID[Compendium.cyphersystem-compendium.abilities.cqzyNCPYVEWtucLe]{Outwit} @UUID[Compendium.cyphersystem-compendium.abilities.Y7HUEp7IxdPuur8V]{Overcharge Energy} @UUID[Compendium.cyphersystem-compendium.abilities.ZqBpOAiH70SGHX8N]{Perfect Stranger} @UUID[Compendium.cyphersystem-compendium.abilities.rOxKh1Z7J686a0nv]{Precise Cut} @UUID[Compendium.cyphersystem-compendium.abilities.iGRECL13bqrSSF7P]{Punish the Guilty} @UUID[Compendium.cyphersystem-compendium.abilities.JJ9nWmcBIlfyNDfe]{Push Off and Throw} @UUID[Compendium.cyphersystem-compendium.abilities.Mac5S0sQe9Muf4Mv]{Quick Wits} @UUID[Compendium.cyphersystem-compendium.abilities.y1bQFSBlwMbUico5]{Rapid Processing} @UUID[Compendium.cyphersystem-compendium.abilities.FuufiUyoLFbgBH5J]{Resilient Ice Armor} @UUID[Compendium.cyphersystem-compendium.abilities.6X3BDWzVKsWltrtY]{Roaming Third Eye} @UUID[Compendium.cyphersystem-compendium.abilities.qSH4OhrBBgNnAdAo]{Robot Improvement} @UUID[Compendium.cyphersystem-compendium.abilities.t3zUlk8c5WEBXXO8]{Seize the Moment} @UUID[Compendium.cyphersystem-compendium.abilities.6ZVINuyZm4jowRGt]{Shepherd’s Fury} @UUID[Compendium.cyphersystem-compendium.abilities.JhBTTC5ZUTT8NvUA]{Slippery Customer} @UUID[Compendium.cyphersystem-compendium.abilities.q73VWJY2cmWxRcYx]{Space Fighting} @UUID[Compendium.cyphersystem-compendium.abilities.8LHIZs9gEAd02tId]{Speed Burst} @UUID[Compendium.cyphersystem-compendium.abilities.jmYIPbMwsq3GY3eO]{Stone Breaker} @UUID[Compendium.cyphersystem-compendium.abilities.gn1jtMLhp6qPNXUL]{Store Energy} @UUID[Compendium.cyphersystem-compendium.abilities.cS2p7CRfquFvR65U]{Strategize} @UUID[Compendium.cyphersystem-compendium.abilities.wpA3GB5yJq9NI8QN]{Think Your Way Out} @UUID[Compendium.cyphersystem-compendium.abilities.2AIQhz00HyZhY7wM]{Tower of Will} @UUID[Compendium.cyphersystem-compendium.abilities.V7npSeuqG3JI4Dvv]{Trust to Luck} @UUID[Compendium.cyphersystem-compendium.abilities.bVt0TIfwtEUXvi6O]{Uncanny Luck} @UUID[Compendium.cyphersystem-compendium.abilities.scMKCptCmp0IwO2g]{Wall With Teeth} @UUID[Compendium.cyphersystem-compendium.abilities.NFsoXUQaq3I5h2UY]{Weaponization} @UUID[Compendium.cyphersystem-compendium.abilities.JrSM5XYgXpxNnLl2]{Willing Sacrifice} @UUID[Compendium.cyphersystem-compendium.abilities.6McxfJoPmf1SnbDR]{Wrest From Chance}

High Tier

@UUID[Compendium.cyphersystem-compendium.abilities.M0pjZXQ9996hfUPs]{Adroit Cypher Use} @UUID[Compendium.cyphersystem-compendium.abilities.MQewTo9NscKVUUNz]{Again and Again} @UUID[Compendium.cyphersystem-compendium.abilities.cuK7oPGFdlOPoc44]{Agile Wit} @UUID[Compendium.cyphersystem-compendium.abilities.eepc8U2e178RDqBs]{All-Out Con} @UUID[Compendium.cyphersystem-compendium.abilities.MJE1k2RmCM6HRwFV]{Artifact Scavenger} @UUID[Compendium.cyphersystem-compendium.abilities.iX07Ltb1JYr1nMYM]{Blurring Speed} @UUID[Compendium.cyphersystem-compendium.abilities.hKhwP85QeRGPW03G]{Burst of Escape} @UUID[Compendium.cyphersystem-compendium.abilities.OPfY6tVurfAxNUPh]{Charging Horde} @UUID[Compendium.cyphersystem-compendium.abilities.jmjxGRJTwztzBtLc]{Coordinated Effort} @UUID[Compendium.cyphersystem-compendium.abilities.UlQ7w5iD57Hfdzce]{Damage Dealer} @UUID[Compendium.cyphersystem-compendium.abilities.JH40M99RAN6IZWze]{Damn the Guilty} @UUID[Compendium.cyphersystem-compendium.abilities.Uk6ceaEWFjcoHNTI]{Deep Reserves} @UUID[Compendium.cyphersystem-compendium.abilities.p1UMG2hrng7mLFDv]{Disarming Attack} @UUID[Compendium.cyphersystem-compendium.abilities.t3uyBYJqMApfEBWX]{Discipline of Watchfulness} @UUID[Compendium.cyphersystem-compendium.abilities.P3Ha3GoJlM8EHf5j]{Divide Your Mind} @UUID[Compendium.cyphersystem-compendium.abilities.3uGYyiXUUSz952zQ]{Dual Distraction} @UUID[Compendium.cyphersystem-compendium.abilities.AsmIgvoIRPEtuzkh]{Duel to the Death} @UUID[Compendium.cyphersystem-compendium.abilities.AvaA8a3ylU9q4gL1]{Effective Skill} @UUID[Compendium.cyphersystem-compendium.abilities.A9uQnidn6SKTNHJA]{Enhanced Beast Form} @UUID[Compendium.cyphersystem-compendium.abilities.xHLPf1FETmn06aA8]{Enhanced Phased Attack} @UUID[Compendium.cyphersystem-compendium.abilities.FzJe2XEwhtUajTWI]{Escape Plan} @UUID[Compendium.cyphersystem-compendium.abilities.mhgFWIDr0QuCHRIF]{Extreme Mastery} @UUID[Compendium.cyphersystem-compendium.abilities.yIt7vEBNLpyggkSQ]{Force and Accuracy} @UUID[Compendium.cyphersystem-compendium.abilities.lUkqQu1vvJe3FxfQ]{Gambler} @UUID[Compendium.cyphersystem-compendium.abilities.U33DbRwloywFlYfi]{Go to Ground} @UUID[Compendium.cyphersystem-compendium.abilities.KGzAHs3qln0fNDjt]{Hard to Kill} @UUID[Compendium.cyphersystem-compendium.abilities.lrz5wU8PLzd7gATA]{Horde Tactics} @UUID[Compendium.cyphersystem-compendium.abilities.lJWTlBH1koX2Fjgi]{Impart Understanding} @UUID[Compendium.cyphersystem-compendium.abilities.Q22uje0KevLfL2qb]{Improved Command Spirit} @UUID[Compendium.cyphersystem-compendium.abilities.Cnvf8fv0EEKU3iSn]{Improved Gravity Cleave} @UUID[Compendium.cyphersystem-compendium.abilities.PKFz6WVsaKm5kIir]{Improved Machine Companion} @UUID[Compendium.cyphersystem-compendium.abilities.t6VEEwEsQUIImebW]{Improved Success} @UUID[Compendium.cyphersystem-compendium.abilities.JeqLEAcHOYVd78TH]{Inventor} @UUID[Compendium.cyphersystem-compendium.abilities.58CLKxSLgaT6W6Cj]{Lethal Damage} @UUID[Compendium.cyphersystem-compendium.abilities.teF5kZpAuRfZKfxn]{Machine Enhancement} @UUID[Compendium.cyphersystem-compendium.abilities.IfvVmyawWrz3vKXX]{Maneuvering Adept} @UUID[Compendium.cyphersystem-compendium.abilities.K4XRiZlFRakz6j98]{Master Cypher Use} @UUID[Compendium.cyphersystem-compendium.abilities.7QTTrXnxDHskYYhj]{Master Machine} @UUID[Compendium.cyphersystem-compendium.abilities.rHApGqEQj8TCGa3f]{Masterful Armor Modification} @UUID[Compendium.cyphersystem-compendium.abilities.m2j3n3xiExLcXAAn]{Moderate Wish} @UUID[Compendium.cyphersystem-compendium.abilities.t0B6AIqWanSnx696]{Modify Artifact Power} @UUID[Compendium.cyphersystem-compendium.abilities.ENO71nxs3MSKzvq6]{Multiple Quarry} @UUID[Compendium.cyphersystem-compendium.abilities.rsYzxCchklPSFAp7]{Multiplicity} @UUID[Compendium.cyphersystem-compendium.abilities.m21TAvxSQn1rGx3d]{Overcharge Device} @UUID[Compendium.cyphersystem-compendium.abilities.85DCcEDqvz6A0LkD]{Perfect Control} @UUID[Compendium.cyphersystem-compendium.abilities.mSNoWynky7DMz7ln]{Perfect Speed Burst} @UUID[Compendium.cyphersystem-compendium.abilities.5uWcMvgh1OWvieJs]{Physically Gifted} @UUID[Compendium.cyphersystem-compendium.abilities.EjBzy1Ue1AA8i6ry]{Recycled Cyphers} @UUID[Compendium.cyphersystem-compendium.abilities.hCAzOVpH0jrYc9qk]{Reinforcing Field} @UUID[Compendium.cyphersystem-compendium.abilities.ucsscEpO5L2gIYZg]{Resonant Frequency} @UUID[Compendium.cyphersystem-compendium.abilities.HAVNfVKAdwtJF6Jj]{Robot Evolution} @UUID[Compendium.cyphersystem-compendium.abilities.wqUItgrYzBeMiAoB]{Seize the Initiative} @UUID[Compendium.cyphersystem-compendium.abilities.Np67YSIzrP6w1PPb]{Shield Burst} @UUID[Compendium.cyphersystem-compendium.abilities.P9HlASUtyiOXghBZ]{Shred Existence} @UUID[Compendium.cyphersystem-compendium.abilities.HYDsZRWMlWTvSQU8]{Subtle Tricks} @UUID[Compendium.cyphersystem-compendium.abilities.cWHqKGpI5z0aiSYC]{Thief’s Luck} @UUID[Compendium.cyphersystem-compendium.abilities.qKDngpAWNEzhdRj5]{Trick Driver} @UUID[Compendium.cyphersystem-compendium.abilities.aWws42dVSQjRz8Hr]{Twist of Fate} @UUID[Compendium.cyphersystem-compendium.abilities.EE1xCQ3OvCrdrG6z]{Two Things at Once} @UUID[Compendium.cyphersystem-compendium.abilities.fkedtvx6UakJPOZN]{Ultra Enhancement} @UUID[Compendium.cyphersystem-compendium.abilities.bgaCXtvlT0zWmAIA]{Using What’s Available} @UUID[Compendium.cyphersystem-compendium.abilities.gETtOLyLYRVk53dP]{Usurp Cypher} @UUID[Compendium.cyphersystem-compendium.abilities.w3HN2nZBTo5mLJcM]{Weightless Shot} @UUID[Compendium.cyphersystem-compendium.abilities.RHLBHQuskBAVGnU8]{Weird Science Breakthrough} @UUID[Compendium.cyphersystem-compendium.abilities.vQtVTnCecWFXkfkI]{Wild Vitality} @UUID[Compendium.cyphersystem-compendium.abilities.EXrZLa3M8BK43qoi]{Winter Gauntlets}

Movement

Increases your movement (such as increasing your basic movement speed from short to long) or adds a new type of movement (such as flight, wallcrawling, phasing, or teleporting).

Low Tier

@UUID[Compendium.cyphersystem-compendium.abilities.uh1t4rnkZ2jOCjHJ]{Bolt Rider} @UUID[Compendium.cyphersystem-compendium.abilities.dQHSDDZxJNHrHH1l]{Contortionist} @UUID[Compendium.cyphersystem-compendium.abilities.3x3gRDJejTXQPmdY]{Danger Instinct} @UUID[Compendium.cyphersystem-compendium.abilities.gP8HCn8FPeg49V7M]{Far Step} @UUID[Compendium.cyphersystem-compendium.abilities.5abCQnz5ZWvvfMro]{Get Away} @UUID[Compendium.cyphersystem-compendium.abilities.UCR0rx32kEsTcgnF]{Hover} @UUID[Compendium.cyphersystem-compendium.abilities.3t1QshyGYnCSo12z]{Phase Sprint} @UUID[Compendium.cyphersystem-compendium.abilities.VWehoqF0N6s0WMLK]{Void Wings} @UUID[Compendium.cyphersystem-compendium.abilities.g0SqMvb020tiTQ48]{Walk Through Walls}

Mid Tier

@UUID[Compendium.cyphersystem-compendium.abilities.loOJI9ZakIwGrmW1]{Apportation} @UUID[Compendium.cyphersystem-compendium.abilities.Zps9ZUc9RD1mRDEK]{Blink of an Eye} @UUID[Compendium.cyphersystem-compendium.abilities.asABBkIqO5MSTxQ0]{Bypass Barrier} @UUID[Compendium.cyphersystem-compendium.abilities.wG4zveGhplNKNzuP]{Controlled Fall} @UUID[Compendium.cyphersystem-compendium.abilities.Kk9lHkiaqsr3pUmk]{Ghost} @UUID[Compendium.cyphersystem-compendium.abilities.ZYudnanHgtiLHtgH]{Mobile Fighter} @UUID[Compendium.cyphersystem-compendium.abilities.qZOOWfFLJ1JziJpY]{Obstacle Running} @UUID[Compendium.cyphersystem-compendium.abilities.MFBq4Fc432FS6nkX]{Phase Door} @UUID[Compendium.cyphersystem-compendium.abilities.dW0rgYsx6hDA8pIB]{Runner} @UUID[Compendium.cyphersystem-compendium.abilities.LlaltL5rG2c5Cadt]{Swim} @UUID[Compendium.cyphersystem-compendium.abilities.0EhZzYdEhtCRnV4c]{Temporal Dislocation} @UUID[Compendium.cyphersystem-compendium.abilities.s68x7VxwueUkCkOg]{Up to Speed} @UUID[Compendium.cyphersystem-compendium.abilities.KX6gQ8frz4IDtBx6]{Windrider} @UUID[Compendium.cyphersystem-compendium.abilities.TWqyBv9PEjwJKd1y]{Wings of Fire} @UUID[Compendium.cyphersystem-compendium.abilities.KGz0rK4b2dAt0DaX]{Wormhole}

High Tier

@UUID[Compendium.cyphersystem-compendium.abilities.QtpmHxblBqoQozbg]{Alley Rat} @UUID[Compendium.cyphersystem-compendium.abilities.iX07Ltb1JYr1nMYM]{Blurring Speed} @UUID[Compendium.cyphersystem-compendium.abilities.2iAHsn5ie8sYRiyb]{Chamber of Dreams} @UUID[Compendium.cyphersystem-compendium.abilities.etGUYa9dQSvjLvXX]{Electrical Flight} @UUID[Compendium.cyphersystem-compendium.abilities.2asT0zvk1kw5hC1v]{Embraced by Darkness} @UUID[Compendium.cyphersystem-compendium.abilities.IKicLElFbkRx5IaM]{Fast Travel} @UUID[Compendium.cyphersystem-compendium.abilities.2TaqNf6bhxijKELX]{Flash Across the Miles} @UUID[Compendium.cyphersystem-compendium.abilities.abdAcwYE8L00VakL]{Flight} @UUID[Compendium.cyphersystem-compendium.abilities.V2DSp12G6NP3X6Jt]{Impossible Walk} @UUID[Compendium.cyphersystem-compendium.abilities.0wVk3CszKCJQfp0Q]{Incredible Running Speed} @UUID[Compendium.cyphersystem-compendium.abilities.jM6JQUQFUpk9VVut]{Jaunt} @UUID[Compendium.cyphersystem-compendium.abilities.U8OsW0m17N86hNWW]{Juggernaut} @UUID[Compendium.cyphersystem-compendium.abilities.cE7JPRHLqIdM3b9V]{Living Light} @UUID[Compendium.cyphersystem-compendium.abilities.rHApGqEQj8TCGa3f]{Masterful Armor Modification} @UUID[Compendium.cyphersystem-compendium.abilities.lL7QywDGOszTIJCE]{Mental Projection} @UUID[Compendium.cyphersystem-compendium.abilities.tR2v2vMu3TgN21OJ]{Return to the Obelisk} @UUID[Compendium.cyphersystem-compendium.abilities.IN3VI2LxDyYGbqnN]{Teleportation} @UUID[Compendium.cyphersystem-compendium.abilities.lkO9VJhfOrgLY4g1]{Time Travel} @UUID[Compendium.cyphersystem-compendium.abilities.PlKwEwo6ilGqwxwI]{Traverse the Worlds} @UUID[Compendium.cyphersystem-compendium.abilities.8yGwY0PvtF2ivdSn]{Very Long Sprinting} @UUID[Compendium.cyphersystem-compendium.abilities.8PB7yHNGa7iBpYeI]{Wind Chariot} @UUID[Compendium.cyphersystem-compendium.abilities.b44vvK2YjdSeYPJc]{Windwracked Traveler}

Protection

Gives training or specialization in one or more types of combat defenses (Might, Speed, or Intellect), provides or increases Armor, or otherwise helps prevent damage.

Low Tier

@UUID[Compendium.cyphersystem-compendium.abilities.62zBqhQoPk6IV8lF]{Absorb Kinetic Energy} @UUID[Compendium.cyphersystem-compendium.abilities.7OpsD4muO5HGJt29]{Block} @UUID[Compendium.cyphersystem-compendium.abilities.SQ4RTDwdA0yiZ81b]{Closed Mind} @UUID[Compendium.cyphersystem-compendium.abilities.YvPBxDxLz16Usm7m]{Courageous} @UUID[Compendium.cyphersystem-compendium.abilities.bzeuikGxbM7noj2z]{Crystalline Body} @UUID[Compendium.cyphersystem-compendium.abilities.aNNLomN5nZc52ZT4]{Defense Against Robots} @UUID[Compendium.cyphersystem-compendium.abilities.2j6Hqr2Y8Xbz97c4]{Defensive Phasing} @UUID[Compendium.cyphersystem-compendium.abilities.YcDF62pED8waUtry]{Deflect Attacks} @UUID[Compendium.cyphersystem-compendium.abilities.6qCR3kBqCVYDlEOl]{Distortion} @UUID[Compendium.cyphersystem-compendium.abilities.dPFQTFRzv7D7PYKq]{Enhanced Body} @UUID[Compendium.cyphersystem-compendium.abilities.vPflrS1giYnMoqL2]{Enveloping Shield} @UUID[Compendium.cyphersystem-compendium.abilities.1POQ4sFW5DLrmXhn]{Fearsome Reputation} @UUID[Compendium.cyphersystem-compendium.abilities.XuNgbxrY284sWgZg]{Field of Destruction} @UUID[Compendium.cyphersystem-compendium.abilities.K33ayv0NcktuV53N]{Flesh of Stone} @UUID[Compendium.cyphersystem-compendium.abilities.LFiTEQpWhXBgIZWb]{Flight Not Fight} @UUID[Compendium.cyphersystem-compendium.abilities.yb5PaVIPimrcJxFg]{Force Field Shield} @UUID[Compendium.cyphersystem-compendium.abilities.C9x7b1qN4qmm568P]{Fortified Position} @UUID[Compendium.cyphersystem-compendium.abilities.10EqPrn9aONinEfm]{Go Defensive} @UUID[Compendium.cyphersystem-compendium.abilities.pXrC4lkMOY7CvFLk]{Golem Body} @UUID[Compendium.cyphersystem-compendium.abilities.qgholblGXKQri99M]{Hard to Distract} @UUID[Compendium.cyphersystem-compendium.abilities.leUaFf4AxYJwwOHt]{Hard to Hit} @UUID[Compendium.cyphersystem-compendium.abilities.VsAP4JEe7W5gaGaG]{Hardiness} @UUID[Compendium.cyphersystem-compendium.abilities.geCiPXMF2sIRJ68U]{Have Spacesuit, Will Travel} @UUID[Compendium.cyphersystem-compendium.abilities.czVqoPjH98xaNY1d]{Ice Armor} @UUID[Compendium.cyphersystem-compendium.abilities.gjBFpV2OvDmBqeE3]{Just a Bit Mad} @UUID[Compendium.cyphersystem-compendium.abilities.hKsZzzdWTelNlz3q]{Magic Shield} @UUID[Compendium.cyphersystem-compendium.abilities.hGbNYgkuIiZHomcJ]{Mentally Tough} @UUID[Compendium.cyphersystem-compendium.abilities.7BkWiUHcUrcRIKqO]{Out of Harm’s Way} @UUID[Compendium.cyphersystem-compendium.abilities.3t1QshyGYnCSo12z]{Phase Sprint} @UUID[Compendium.cyphersystem-compendium.abilities.ClJUFnz8xBmP4a2l]{Powered Armor} @UUID[Compendium.cyphersystem-compendium.abilities.o2ZDoteWQsFsqTJr]{Practiced in Armor} @UUID[Compendium.cyphersystem-compendium.abilities.GQeO9RXVzeriLsfy]{Quick Block} @UUID[Compendium.cyphersystem-compendium.abilities.MK2dp11krszjDsyc]{Repel Metal} @UUID[Compendium.cyphersystem-compendium.abilities.mmg9XLzvfbP4ESGO]{Resist the Elements} @UUID[Compendium.cyphersystem-compendium.abilities.ssWKJs1l9cQbNZha]{Resist Underwater Hazards} @UUID[Compendium.cyphersystem-compendium.abilities.Q8xKsSOvoFWL1ePP]{Resonance Field} @UUID[Compendium.cyphersystem-compendium.abilities.g0Ewv5wBooSFYOlH]{Safe Fall} @UUID[Compendium.cyphersystem-compendium.abilities.XzomXctsS8NL9M7Q]{Serv-0 Defender} @UUID[Compendium.cyphersystem-compendium.abilities.EheuStXUDPojVmT5]{Shield Master} @UUID[Compendium.cyphersystem-compendium.abilities.AzMtxh562JfrPdKZ]{Shroud of Flame} @UUID[Compendium.cyphersystem-compendium.abilities.CtRvLxfUlCynJv1B]{Skill With Defense} @UUID[Compendium.cyphersystem-compendium.abilities.87SQGqcRavRZslAp]{Sound Conversion Barrier} @UUID[Compendium.cyphersystem-compendium.abilities.HHcC89OKZACgLB8Y]{Stare Them Down} @UUID[Compendium.cyphersystem-compendium.abilities.gS1X6POaKLjNlHsI]{Sturdy} @UUID[Compendium.cyphersystem-compendium.abilities.uatcX3o1oB2Stc4u]{Trained Without Armor} @UUID[Compendium.cyphersystem-compendium.abilities.zEkA8MhrnJ5p9Io6]{Unarmored Fighter} @UUID[Compendium.cyphersystem-compendium.abilities.59mslpID7ogppzMA]{Ward} @UUID[Compendium.cyphersystem-compendium.abilities.6zU8AURXjXgG63j6]{Warding Shield} @UUID[Compendium.cyphersystem-compendium.abilities.6Xs3fyaANQDWXRoc]{Weapon Defense} @UUID[Compendium.cyphersystem-compendium.abilities.QGSHCRW46vn5Xdwu]{Weather the Vicissitudes} @UUID[Compendium.cyphersystem-compendium.abilities.3Xoq7NLpshgG3VPY]{Wind Armor}

Mid Tier

@UUID[Compendium.cyphersystem-compendium.abilities.yvPcOjjqyU3618Ob]{Absorb Pure Energy} @UUID[Compendium.cyphersystem-compendium.abilities.ZH0JbusjycG6zQf1]{Anticipate Attack} @UUID[Compendium.cyphersystem-compendium.abilities.R0UuZ32vmmeFbSMV]{Blood Fever} @UUID[Compendium.cyphersystem-compendium.abilities.gyZd83dgvZnQrmbb]{Cloak of Opportunity} @UUID[Compendium.cyphersystem-compendium.abilities.2SiHiotGcSufnCne]{Confounding Banter} @UUID[Compendium.cyphersystem-compendium.abilities.1fYBYD1EfA5z1NFl]{Confuse Enemy} @UUID[Compendium.cyphersystem-compendium.abilities.BjlHRj3hANsoqhKq]{Counter Danger} @UUID[Compendium.cyphersystem-compendium.abilities.Mj6yJZwRmdXaVwh8]{Countermeasures} @UUID[Compendium.cyphersystem-compendium.abilities.yB4tnpDNVSOxgruq]{Dark Matter Shell} @UUID[Compendium.cyphersystem-compendium.abilities.XYbtbbVKFYmDfmjO]{Dark Matter Shroud} @UUID[Compendium.cyphersystem-compendium.abilities.NnlGdSiR9GbiTJyZ]{Discerning Mind} @UUID[Compendium.cyphersystem-compendium.abilities.LODZEYtmmBN5D9zZ]{Divert Attacks} @UUID[Compendium.cyphersystem-compendium.abilities.E1YiGcXAYOjHXoAd]{Dodge and Respond} @UUID[Compendium.cyphersystem-compendium.abilities.gVOzzvxS6PPu8Ofy]{Dual Defense} @UUID[Compendium.cyphersystem-compendium.abilities.76HF09q7MdGek863]{Electric Armor} @UUID[Compendium.cyphersystem-compendium.abilities.XR8WeRW3OlbCIjlJ]{Elemental Protection} @UUID[Compendium.cyphersystem-compendium.abilities.yz1w8JR23mtlDX49]{Energy Protection} @UUID[Compendium.cyphersystem-compendium.abilities.M49EI6qapNJC2aLR]{Energy Resistance} @UUID[Compendium.cyphersystem-compendium.abilities.4eCjeGPA0ovnwIfu]{Experienced in Armor} @UUID[Compendium.cyphersystem-compendium.abilities.GlXd4oFI9Fqq3rAX]{Experienced Defender} @UUID[Compendium.cyphersystem-compendium.abilities.yPVZmXWhUxustVdq]{Force Field Barrier} @UUID[Compendium.cyphersystem-compendium.abilities.rqC9cEmRkvm29N56]{Fusion Armor} @UUID[Compendium.cyphersystem-compendium.abilities.5t5EIoGSan3pQ08D]{Hard-Won Resilience} @UUID[Compendium.cyphersystem-compendium.abilities.aBfj6w1y6noOzB7d]{Horde Fighting} @UUID[Compendium.cyphersystem-compendium.abilities.uNzF1oQKJ6T1yqL4]{Huge} @UUID[Compendium.cyphersystem-compendium.abilities.zcxMbV4Fe4JqJAe8]{Illusory Evasion} @UUID[Compendium.cyphersystem-compendium.abilities.n985WYLPzj2XqBry]{Magnetic Field} @UUID[Compendium.cyphersystem-compendium.abilities.whVEpvOjmGs3fpcD]{Matter Cloud} @UUID[Compendium.cyphersystem-compendium.abilities.l0OFjk5XVGV5LzP1]{Minor Wish} @UUID[Compendium.cyphersystem-compendium.abilities.mGv7zlZu1wtNCQXQ]{Moving Like Water} @UUID[Compendium.cyphersystem-compendium.abilities.Mz9g9gv2UvARcLid]{Nimble Swimmer} @UUID[Compendium.cyphersystem-compendium.abilities.DMBJEypEWuAS2lai]{Outlaw Reputation} @UUID[Compendium.cyphersystem-compendium.abilities.AQQzctwqPJPUTRbb]{Poison Crafter} @UUID[Compendium.cyphersystem-compendium.abilities.y1bQFSBlwMbUico5]{Rapid Processing} @UUID[Compendium.cyphersystem-compendium.abilities.GvYXLPdpaFEMGuQR]{Resilience} @UUID[Compendium.cyphersystem-compendium.abilities.FuufiUyoLFbgBH5J]{Resilient Ice Armor} @UUID[Compendium.cyphersystem-compendium.abilities.NoKdHv0FSytZR4iF]{Robot Fighter} @UUID[Compendium.cyphersystem-compendium.abilities.NKvNEjx64CcS3l13]{Shield Training} @UUID[Compendium.cyphersystem-compendium.abilities.CNw7shehsdySzhAK]{Subconscious Defense} @UUID[Compendium.cyphersystem-compendium.abilities.3wxiRMTCBZ4iNCHp]{Temporal Acceleration} @UUID[Compendium.cyphersystem-compendium.abilities.t8wL47jk1KS4zapb]{Tough It Out} @UUID[Compendium.cyphersystem-compendium.abilities.sq2JJtnRtSthJSYL]{Tower of Intellect} @UUID[Compendium.cyphersystem-compendium.abilities.2AIQhz00HyZhY7wM]{Tower of Will} @UUID[Compendium.cyphersystem-compendium.abilities.w2aO1ZIpmBDQJXq1]{Tumbling Moves} @UUID[Compendium.cyphersystem-compendium.abilities.OovsYh1BefBJrU8m]{Versatile Mind} @UUID[Compendium.cyphersystem-compendium.abilities.DhbLcVuqEZmS6Z2y]{Vigilance} @UUID[Compendium.cyphersystem-compendium.abilities.OWVz2CkwLnCSJMdS]{Wraith Cloak}

High Tier

@UUID[Compendium.cyphersystem-compendium.abilities.i5n7BaFjTo6W35f9]{Defense Master} @UUID[Compendium.cyphersystem-compendium.abilities.xBZTbhZKRB9AJmMa]{Defensive Augmentation} @UUID[Compendium.cyphersystem-compendium.abilities.FjXL6iSD1CJKbuGT]{Defensive Field} @UUID[Compendium.cyphersystem-compendium.abilities.LwmoGOpgHy1K2dU4]{Energize Creature} @UUID[Compendium.cyphersystem-compendium.abilities.5i6TqVJQQ4sTvqTm]{Energize Crowd} @UUID[Compendium.cyphersystem-compendium.abilities.N0OZaNOIbHTiWDL1]{Evasion} @UUID[Compendium.cyphersystem-compendium.abilities.cTU70NgcebRlD7jI]{Field-Reinforced Armor} @UUID[Compendium.cyphersystem-compendium.abilities.S9QxUr8u2gtwY7ya]{Hard Target} @UUID[Compendium.cyphersystem-compendium.abilities.KGzAHs3qln0fNDjt]{Hard to Kill} @UUID[Compendium.cyphersystem-compendium.abilities.5rgcPJXpCcB5VJ1m]{Lost in the Chaos} @UUID[Compendium.cyphersystem-compendium.abilities.rHApGqEQj8TCGa3f]{Masterful Armor Modification} @UUID[Compendium.cyphersystem-compendium.abilities.4k5JFV78A5SiPjFo]{Mastery in Armor} @UUID[Compendium.cyphersystem-compendium.abilities.LTqgcoprvBF2ZkdH]{Mastery With Defense} @UUID[Compendium.cyphersystem-compendium.abilities.iIy1HDd9yUl07AYo]{Microgravity Avoidance} @UUID[Compendium.cyphersystem-compendium.abilities.m2j3n3xiExLcXAAn]{Moderate Wish} @UUID[Compendium.cyphersystem-compendium.abilities.lGbieMmnuoqsl4Jz]{Nothing but Defend} @UUID[Compendium.cyphersystem-compendium.abilities.AmZDmnmP7CxSSN4h]{Parry} @UUID[Compendium.cyphersystem-compendium.abilities.N0wzhZ676UrCR8M4]{Precognition} @UUID[Compendium.cyphersystem-compendium.abilities.cbXNxvPdWEbKF6nA]{Reactive Field} @UUID[Compendium.cyphersystem-compendium.abilities.MA2Pwhbpbq2SSIQy]{See the Future} @UUID[Compendium.cyphersystem-compendium.abilities.4BQHOR98z3TYJPQu]{Still As a Statue} @UUID[Compendium.cyphersystem-compendium.abilities.fkedtvx6UakJPOZN]{Ultra Enhancement} @UUID[Compendium.cyphersystem-compendium.abilities.QLRztjFH4YetYM6l]{Untouchable} @UUID[Compendium.cyphersystem-compendium.abilities.INdq5iQf5ECzRiNp]{Untouchable While Moving} @UUID[Compendium.cyphersystem-compendium.abilities.B6SEeGr5kxLAgvvq]{Wear It Well}

Senses

Enhances your senses (seeing in the dark, seeing underwater or through mist, sensing danger, finding optimal places to stand in combat, and so on), but doesn’t provide direct answers to questions like an information ability does.

Low Tier

@UUID[Compendium.cyphersystem-compendium.abilities.xskKzxBoGvSrje4e]{Eyes Adjusted} @UUID[Compendium.cyphersystem-compendium.abilities.wVgcztnnNFPqK9Mo]{Familiarize} @UUID[Compendium.cyphersystem-compendium.abilities.8ydN3DBdXXP24hQL]{Find an Opening} @UUID[Compendium.cyphersystem-compendium.abilities.YBMLX3Jm5oN79J6G]{Heads-Up Display} @UUID[Compendium.cyphersystem-compendium.abilities.boxrBJsyP0yjJHjt]{Link Senses} @UUID[Compendium.cyphersystem-compendium.abilities.TPEcyzCeC3z5FyyQ]{Mental Link} @UUID[Compendium.cyphersystem-compendium.abilities.Uti1XQwY4VFZwwwc]{Reveal} @UUID[Compendium.cyphersystem-compendium.abilities.jq6Wm9xYxJA0bRaR]{See the Unseen} @UUID[Compendium.cyphersystem-compendium.abilities.rYyymKUc0QKWdNsy]{See Through Matter} @UUID[Compendium.cyphersystem-compendium.abilities.mvFsSsVjyF8iXvCe]{Sense Ambush} @UUID[Compendium.cyphersystem-compendium.abilities.PRh7n2VLXyRa4il9]{Share Senses} @UUID[Compendium.cyphersystem-compendium.abilities.WgjatSOUT6pT02A7]{Third Eye}

Mid Tier

@UUID[Compendium.cyphersystem-compendium.abilities.KAAezRI2l8rdp1NS]{Animal Senses and Sensibilities} @UUID[Compendium.cyphersystem-compendium.abilities.ZB80ZclRSzEcr4o1]{Awareness} @UUID[Compendium.cyphersystem-compendium.abilities.zstBkLwRduC7vgGT]{Beast Eyes} @UUID[Compendium.cyphersystem-compendium.abilities.nJlhmzrhmXvM3QvU]{Break the Line} @UUID[Compendium.cyphersystem-compendium.abilities.j1AZSJpCetRgsQ6A]{Detect Life} @UUID[Compendium.cyphersystem-compendium.abilities.MvyXo0ZUsxu8QQ22]{Distance Viewing} @UUID[Compendium.cyphersystem-compendium.abilities.EcOIgMC9c1IfSHsr]{Echolocation} @UUID[Compendium.cyphersystem-compendium.abilities.khxZngfluNmVSAIT]{Experienced Finder} @UUID[Compendium.cyphersystem-compendium.abilities.QsXOz48JgyXYEEqS]{Inhabit Crystal} @UUID[Compendium.cyphersystem-compendium.abilities.KBjSpuK7XJc1abJv]{Remote Viewing} @UUID[Compendium.cyphersystem-compendium.abilities.syiylO75dZlcUp3i]{Sensing Package} @UUID[Compendium.cyphersystem-compendium.abilities.bzy1KzO0oPmZGu2b]{Sensor} @UUID[Compendium.cyphersystem-compendium.abilities.9YuQrJXAQO0qIFPj]{Serv-0 Spy} @UUID[Compendium.cyphersystem-compendium.abilities.V1ROUnWXLmLRMxXi]{Trapfinder} @UUID[Compendium.cyphersystem-compendium.abilities.FktE2hQhSKXbWcQU]{Use Senses of Others}

High Tier

@UUID[Compendium.cyphersystem-compendium.abilities.B0dq2gW9gdA0PdzR]{Amplify Sounds} @UUID[Compendium.cyphersystem-compendium.abilities.djqbPin4qsUauJmD]{Battlefield Tactician} @UUID[Compendium.cyphersystem-compendium.abilities.xRvaY8SG4HVy5WO8]{Dark Explorer} @UUID[Compendium.cyphersystem-compendium.abilities.cpJY8qkTAmSvXoFM]{Infer Thoughts} @UUID[Compendium.cyphersystem-compendium.abilities.7QTTrXnxDHskYYhj]{Master Machine} @UUID[Compendium.cyphersystem-compendium.abilities.PazO9rJ2YoE8VEUw]{See Through Time} @UUID[Compendium.cyphersystem-compendium.abilities.MGzAkRaGd4LgfQti]{True Senses}

Social

Gives you an indirect social benefit, such as providing a useful contact in a city or letting you take advantage of your social status.

Low Tier

@UUID[Compendium.cyphersystem-compendium.abilities.2CekF2lqwNrMyio0]{Connected} @UUID[Compendium.cyphersystem-compendium.abilities.2GwH3ugd7aHrWZRz]{Debate} @UUID[Compendium.cyphersystem-compendium.abilities.JSlr2Q6Ll1xNd8fX]{Demeanor of Command} @UUID[Compendium.cyphersystem-compendium.abilities.GT0AiiarWPbGzxKs]{Impart Ideal} @UUID[Compendium.cyphersystem-compendium.abilities.OmfjqEmmIbrWST5U]{Misdirect Blame} @UUID[Compendium.cyphersystem-compendium.abilities.5VqOTQlAYTtWTwmS]{Negotiate} @UUID[Compendium.cyphersystem-compendium.abilities.6QXGJBsJPDFgcdq5]{Perks of Stardom} @UUID[Compendium.cyphersystem-compendium.abilities.MBlyd9LvSH8D0Z5I]{Powerful Rhetoric} @UUID[Compendium.cyphersystem-compendium.abilities.xMRRfjFF0POkxyea]{Privileged Nobility} @UUID[Compendium.cyphersystem-compendium.abilities.OFWQd2W52VAODeas]{Underworld Contacts} @UUID[Compendium.cyphersystem-compendium.abilities.UHvD5299HFbwBvpR]{Unexpected Betrayal}

Mid Tier

@UUID[Compendium.cyphersystem-compendium.abilities.7Gxuqkwo4i47yHe3]{Betrayal} @UUID[Compendium.cyphersystem-compendium.abilities.tmrSKjGmjbxfIqPI]{Flamboyant Boast} @UUID[Compendium.cyphersystem-compendium.abilities.zg8dYuOdCXGwXOFd]{Informer} @UUID[Compendium.cyphersystem-compendium.abilities.i5BlJLgj1ayBw0uY]{Oratory} @UUID[Compendium.cyphersystem-compendium.abilities.ZqBpOAiH70SGHX8N]{Perfect Stranger}

High Tier

@UUID[Compendium.cyphersystem-compendium.abilities.hhBF8re7Azmce3Y9]{Group Friendship}

Special Attack

Gives the ability to make a special melee or ranged attack (weapon, energy blast, psychic, and so on). The attack might do damage, have a special effect (disarm, hinder, move the target, and so on), or both. This also includes abilities like Spray that let you attack multiple targets as your action.

Low Tier

@UUID[Compendium.cyphersystem-compendium.abilities.p61Ycyc7lVZQXupO]{Advantage to Disadvantage} @UUID[Compendium.cyphersystem-compendium.abilities.X7Rrn9Q54ceSA4Lr]{Aggression} @UUID[Compendium.cyphersystem-compendium.abilities.EyAIsiqJGCspQFcu]{Arcane Flare} @UUID[Compendium.cyphersystem-compendium.abilities.7BS6IEcYlEp5v3OC]{Bash} @UUID[Compendium.cyphersystem-compendium.abilities.wyUQ3Atl3V1ItCFH]{Bloodlust} @UUID[Compendium.cyphersystem-compendium.abilities.Mfebb42AE5xt7k85]{Concussive Blast} @UUID[Compendium.cyphersystem-compendium.abilities.6cMg5QXB71YNgoaM]{Control the Field} @UUID[Compendium.cyphersystem-compendium.abilities.o7kTUAFonv5HPi07]{Cutting Light} @UUID[Compendium.cyphersystem-compendium.abilities.teFcKcbo5ZBFbfRl]{Dazzling Sunburst} @UUID[Compendium.cyphersystem-compendium.abilities.di7QfASecjKU8BPN]{Disincentivize} @UUID[Compendium.cyphersystem-compendium.abilities.7f6ulMjWFw2BOK76]{Disrupting Touch} @UUID[Compendium.cyphersystem-compendium.abilities.JyAovhallyh9m6oW]{Drain Machine} @UUID[Compendium.cyphersystem-compendium.abilities.bH57y3PYsMceluGy]{Dream Thief} @UUID[Compendium.cyphersystem-compendium.abilities.NHns9zqufRvB3Tnl]{Dual Light Wield} @UUID[Compendium.cyphersystem-compendium.abilities.bM2Y62eaUKYKdcwq]{Entangling Force} @UUID[Compendium.cyphersystem-compendium.abilities.lQ4MNmGXXNBMGsmk]{Enthrall} @UUID[Compendium.cyphersystem-compendium.abilities.TmWjWp4iWk4GMLN0]{Erase Memories} @UUID[Compendium.cyphersystem-compendium.abilities.eFgzJXQlg6l7NBqM]{Eye Gouge} @UUID[Compendium.cyphersystem-compendium.abilities.78uF9siViGIHKYGx]{Flash} @UUID[Compendium.cyphersystem-compendium.abilities.aidcxXW6MokDMqY7]{Force Bash} @UUID[Compendium.cyphersystem-compendium.abilities.nHqTzLHJrUWSAATM]{Frost Touch} @UUID[Compendium.cyphersystem-compendium.abilities.aFEBxDGnuFi20cLo]{Golem Grip} @UUID[Compendium.cyphersystem-compendium.abilities.zW0cZJQTR0tHUmn3]{Grasping Foliage} @UUID[Compendium.cyphersystem-compendium.abilities.S3L1oym8fpx0NsAc]{Hemorrhage} @UUID[Compendium.cyphersystem-compendium.abilities.NJjAmyf9zhjRTNme]{Hurl Flame} @UUID[Compendium.cyphersystem-compendium.abilities.lwJAowJa4eKlcDjb]{Misdirect} @UUID[Compendium.cyphersystem-compendium.abilities.FE1Ge8CbJxQcCo0b]{Onslaught} @UUID[Compendium.cyphersystem-compendium.abilities.90wkMwuVBaiyL9yt]{Opportunist} @UUID[Compendium.cyphersystem-compendium.abilities.o2iiTUXdkMPREkvK]{Overwatch} @UUID[Compendium.cyphersystem-compendium.abilities.IPwnXtVrXauJXgFo]{Pierce} @UUID[Compendium.cyphersystem-compendium.abilities.Myt0JUt24B8hjYAg]{Push} @UUID[Compendium.cyphersystem-compendium.abilities.yszDDDpH6m16dEoV]{Quick Throw} @UUID[Compendium.cyphersystem-compendium.abilities.Yg6jEM07HAccDcNC]{Ray of Confusion} @UUID[Compendium.cyphersystem-compendium.abilities.NMjccuRLDDnfZtZe]{Release Energy} @UUID[Compendium.cyphersystem-compendium.abilities.Q8xKsSOvoFWL1ePP]{Resonance Field} @UUID[Compendium.cyphersystem-compendium.abilities.7aCeBDGZqu8A9hMQ]{Ribbons of Dark Matter} @UUID[Compendium.cyphersystem-compendium.abilities.kkCW4KkWA751AeBl]{Scramble Machine} @UUID[Compendium.cyphersystem-compendium.abilities.n81xGnZHydeXmIRc]{Scratch Existence} @UUID[Compendium.cyphersystem-compendium.abilities.0Wq39mJ9oXA415qx]{Seeds of Fury} @UUID[Compendium.cyphersystem-compendium.abilities.nptFEdFaUvjDeqAz]{Shatter} @UUID[Compendium.cyphersystem-compendium.abilities.3btRIiWxY8oMcVMo]{Shock} @UUID[Compendium.cyphersystem-compendium.abilities.pdNI9QMKmDwu8gza]{Stasis} @UUID[Compendium.cyphersystem-compendium.abilities.36nlDXhOP5e5dfns]{Successive Attack} @UUID[Compendium.cyphersystem-compendium.abilities.uG2ACHNAPoZirp0b]{Surprise Attack} @UUID[Compendium.cyphersystem-compendium.abilities.8hiUfUNY3u2IpVDa]{Swipe} @UUID[Compendium.cyphersystem-compendium.abilities.WO2Wg9PvscHMcQlH]{Thrust} @UUID[Compendium.cyphersystem-compendium.abilities.uMaMKhemHmtlXDjT]{Thunder Beam} @UUID[Compendium.cyphersystem-compendium.abilities.cwZIpP2FTLIVGhbm]{Weighty}

Mid Tier

@UUID[Compendium.cyphersystem-compendium.abilities.ra0A8MtQjZEYhJPr]{Acrobatic Attack} @UUID[Compendium.cyphersystem-compendium.abilities.cS1RW48sdVY6ZJZd]{Ambusher} @UUID[Compendium.cyphersystem-compendium.abilities.SG8ms3jfHw8hXGnX]{Answering Attack} @UUID[Compendium.cyphersystem-compendium.abilities.tbeFzIPGuAjRBpKM]{Better Surprise Attack} @UUID[Compendium.cyphersystem-compendium.abilities.YDKULtvV0pMJDxi2]{Bolts of Power} @UUID[Compendium.cyphersystem-compendium.abilities.V2BSB9or5UJdTiYF]{Built-in Weaponry} @UUID[Compendium.cyphersystem-compendium.abilities.IUlsD8Zxp8AYbO4h]{Burning Light} @UUID[Compendium.cyphersystem-compendium.abilities.Hw16NpdbdJOqVF4z]{Castigate} @UUID[Compendium.cyphersystem-compendium.abilities.WeMTxJElozl7OWdJ]{Center of Attention} @UUID[Compendium.cyphersystem-compendium.abilities.hIWg9VFNnYnrknAu]{Crystal Lens} @UUID[Compendium.cyphersystem-compendium.abilities.MqGMnSIkHK4rOFSm]{Dark Matter Strike} @UUID[Compendium.cyphersystem-compendium.abilities.vZELZYMsLJfBfUnt]{Dazing Attack} @UUID[Compendium.cyphersystem-compendium.abilities.JVvSTtYbksWJDADY]{Debilitating Strike} @UUID[Compendium.cyphersystem-compendium.abilities.0XSuUGS0UyrhiW44]{Destroy Metal} @UUID[Compendium.cyphersystem-compendium.abilities.ka5VA9XBi4OTnKVa]{Disable Mechanisms} @UUID[Compendium.cyphersystem-compendium.abilities.7rjeYt5hNhkvqK9w]{Disarming Strike} @UUID[Compendium.cyphersystem-compendium.abilities.dJTgtIs80gOoI6ac]{Divine Radiance} @UUID[Compendium.cyphersystem-compendium.abilities.E1YiGcXAYOjHXoAd]{Dodge and Respond} @UUID[Compendium.cyphersystem-compendium.abilities.A6H8xi93t6Zrexz9]{Drain Charge} @UUID[Compendium.cyphersystem-compendium.abilities.q9nALxXrBv5ubXaT]{Dual Medium Wield} @UUID[Compendium.cyphersystem-compendium.abilities.1L1uoad8vwgWxiyN]{Everything Is a Weapon} @UUID[Compendium.cyphersystem-compendium.abilities.VEJQ74o175OnlIAm]{Exile} @UUID[Compendium.cyphersystem-compendium.abilities.RO8dmB90aRPOmCuJ]{Feint} @UUID[Compendium.cyphersystem-compendium.abilities.AUGM3xEluWJi4Y8h]{Fire and Ice} @UUID[Compendium.cyphersystem-compendium.abilities.NgHLZq3tZ3CFJvYv]{Fire Bloom} @UUID[Compendium.cyphersystem-compendium.abilities.CAh0KStmP03kgv62]{Fling} @UUID[Compendium.cyphersystem-compendium.abilities.dDhnZrzAxDvK7QYa]{Force at Distance} @UUID[Compendium.cyphersystem-compendium.abilities.dCoCGVzWxIL9fIvH]{Force Blast} @UUID[Compendium.cyphersystem-compendium.abilities.BGMXK6VKNmp8M4A3]{Freezing Touch} @UUID[Compendium.cyphersystem-compendium.abilities.E0k0LUw0epjJGrv9]{Golem Stomp} @UUID[Compendium.cyphersystem-compendium.abilities.48i5ybVtZaTlFLJf]{Grab} @UUID[Compendium.cyphersystem-compendium.abilities.jbhcWHMiQQaR9ukO]{Gravity Cleave} @UUID[Compendium.cyphersystem-compendium.abilities.LLvJZvzbGQOrlqoE]{Ignition} @UUID[Compendium.cyphersystem-compendium.abilities.QxOsAHpd8ZkEXI5u]{Improved Object Bond} @UUID[Compendium.cyphersystem-compendium.abilities.2K3b6cTuLEGZfYqa]{Knock Out} @UUID[Compendium.cyphersystem-compendium.abilities.whVEpvOjmGs3fpcD]{Matter Cloud} @UUID[Compendium.cyphersystem-compendium.abilities.R9WffstnihzBuuvW]{Mind Games} @UUID[Compendium.cyphersystem-compendium.abilities.PTVAJGFiXDueX8az]{Momentum} @UUID[Compendium.cyphersystem-compendium.abilities.gDwPpgIAocEfQjPx]{Overawe} @UUID[Compendium.cyphersystem-compendium.abilities.zIYdniz9sjvAHsnX]{Overcome All Obstacles} @UUID[Compendium.cyphersystem-compendium.abilities.rXUUDUJFKis8TpnL]{Phase Detonation} @UUID[Compendium.cyphersystem-compendium.abilities.cJB7wj5okdPZuRNb]{Phased Attack} @UUID[Compendium.cyphersystem-compendium.abilities.NoC3yuqxU8yhPf47]{Power Strike} @UUID[Compendium.cyphersystem-compendium.abilities.blm1Z8JxvWOiFf0b]{Pry Open} @UUID[Compendium.cyphersystem-compendium.abilities.Mc8L07dpf605FDo9]{Psychic Burst} @UUID[Compendium.cyphersystem-compendium.abilities.Je1MitN21L3lqWVF]{Psychosis} @UUID[Compendium.cyphersystem-compendium.abilities.JJ9nWmcBIlfyNDfe]{Push Off and Throw} @UUID[Compendium.cyphersystem-compendium.abilities.JlYk5UNZEUzzO8Js]{Quick Strike} @UUID[Compendium.cyphersystem-compendium.abilities.YA5P5CBNr5NSmY6z]{Rapid Attack} @UUID[Compendium.cyphersystem-compendium.abilities.XqGE5QLHnpIKB5rB]{Reaction} @UUID[Compendium.cyphersystem-compendium.abilities.Yo2Z3EdYjx88jYnp]{Remote Control} @UUID[Compendium.cyphersystem-compendium.abilities.ZuX6gykVtKxiBAxR]{Run and Fight} @UUID[Compendium.cyphersystem-compendium.abilities.znJCKr6PeEq4a0j5]{Shattering Shout} @UUID[Compendium.cyphersystem-compendium.abilities.bkQnnjRFJS9VpaY5]{Slice} @UUID[Compendium.cyphersystem-compendium.abilities.oNk0Nhle1XwBhOvp]{Snap Shot} @UUID[Compendium.cyphersystem-compendium.abilities.yJDNsRAG3Elm6PWp]{Snipe} @UUID[Compendium.cyphersystem-compendium.abilities.YIzrA5i8eBSPMFzj]{Spray} @UUID[Compendium.cyphersystem-compendium.abilities.57txEIyzuPUQOqVP]{Sprint and Grab} @UUID[Compendium.cyphersystem-compendium.abilities.B4U7RiMrZElfOQyj]{Taking Advantage} @UUID[Compendium.cyphersystem-compendium.abilities.hy3hI86e9BCmkcQO]{Tall Tale} @UUID[Compendium.cyphersystem-compendium.abilities.WuNUt6ltWGDdjNLS]{Throw} @UUID[Compendium.cyphersystem-compendium.abilities.SPL1URVkuo4PJP8I]{Throw Force Shield} @UUID[Compendium.cyphersystem-compendium.abilities.4s3SAqu0lb5qzfzL]{Trick Shot}

High Tier

@UUID[Compendium.cyphersystem-compendium.abilities.NCXCkCYeZw8qlazG]{Absorb Energy} @UUID[Compendium.cyphersystem-compendium.abilities.WrJDw2X8JHcljjP4]{Arc Spray} @UUID[Compendium.cyphersystem-compendium.abilities.YbYeZ0A0m96IWxwl]{Assassin Strike} @UUID[Compendium.cyphersystem-compendium.abilities.T5tn7zItPyaRcYNC]{Asserting Your Privilege} @UUID[Compendium.cyphersystem-compendium.abilities.ltAq7qr8aaalOtJp]{Attack and Attack Again} @UUID[Compendium.cyphersystem-compendium.abilities.6kTwO0uYuP8qKqkM]{Biomorphic Detonation} @UUID[Compendium.cyphersystem-compendium.abilities.jISh0vWOJdK9hUm1]{Blind Machine} @UUID[Compendium.cyphersystem-compendium.abilities.XRXQwJplJrm7onbN]{Blinding Attack} @UUID[Compendium.cyphersystem-compendium.abilities.zflNCqrmTL7vrYg1]{Bouncing Shield} @UUID[Compendium.cyphersystem-compendium.abilities.9O17NBrKA4AA4Ckw]{Break the Ranks} @UUID[Compendium.cyphersystem-compendium.abilities.lID9ke0vHX2r2CC8]{Break Their Mind} @UUID[Compendium.cyphersystem-compendium.abilities.2lhnVWUMX1Nu6KVj]{Call the Storm} @UUID[Compendium.cyphersystem-compendium.abilities.yEfkqXxmuQqlA6Fi]{Cold Burst} @UUID[Compendium.cyphersystem-compendium.abilities.PZBKCtRj5S6ULnjo]{Concussion} @UUID[Compendium.cyphersystem-compendium.abilities.jHrQLzIfjKtXBoJL]{Deactivate Mechanisms} @UUID[Compendium.cyphersystem-compendium.abilities.6P1CJvVMot3Y2xj0]{Deadly Strike} @UUID[Compendium.cyphersystem-compendium.abilities.iTxEWRCR8G5Rych2]{Death Touch} @UUID[Compendium.cyphersystem-compendium.abilities.i5n7BaFjTo6W35f9]{Defense Master} @UUID[Compendium.cyphersystem-compendium.abilities.0WPUu04FbqxGckhU]{Destroyer} @UUID[Compendium.cyphersystem-compendium.abilities.xR2DkSqvAoR8Vtfn]{Dirty Fighter} @UUID[Compendium.cyphersystem-compendium.abilities.p1UMG2hrng7mLFDv]{Disarming Attack} @UUID[Compendium.cyphersystem-compendium.abilities.OkKNmMvLFwHxUv2r]{Divine Intervention} @UUID[Compendium.cyphersystem-compendium.abilities.tgaSXp1VQiec8Jst]{Divine Symbol} @UUID[Compendium.cyphersystem-compendium.abilities.1W0sBVHxG7LESCPl]{Do You Know Who I Am?} @UUID[Compendium.cyphersystem-compendium.abilities.NJakiz9yvoflzzBD]{Drain Power} @UUID[Compendium.cyphersystem-compendium.abilities.D4JFKjeVDkx9Xfnf]{Dust to Dust} @UUID[Compendium.cyphersystem-compendium.abilities.jhdgI9rV2mpH6JQU]{Earthquake} @UUID[Compendium.cyphersystem-compendium.abilities.apQwshUTjCQPym8A]{Embrace the Night} @UUID[Compendium.cyphersystem-compendium.abilities.Be1ehHb90jtLc8l0]{Explosive Release} @UUID[Compendium.cyphersystem-compendium.abilities.syJ3mkT2hHR2MY3o]{Finishing Blow} @UUID[Compendium.cyphersystem-compendium.abilities.6fpCYtBDCfW6m1b0]{Fire Tendrils} @UUID[Compendium.cyphersystem-compendium.abilities.xCUKzmoBKzN9gIut]{Foul Aura} @UUID[Compendium.cyphersystem-compendium.abilities.mvC2vboULutesBDu]{Ice Storm} @UUID[Compendium.cyphersystem-compendium.abilities.SZtOjKk7ScShJT6G]{Iron Punch} @UUID[Compendium.cyphersystem-compendium.abilities.IFb8NX06xgWM7H98]{Jump Attack} @UUID[Compendium.cyphersystem-compendium.abilities.tjzqyyAZoibXl4DT]{Lethal Ploy} @UUID[Compendium.cyphersystem-compendium.abilities.GlFT2ITvytQVWywQ]{Lethal Vibration} @UUID[Compendium.cyphersystem-compendium.abilities.KNElOxbWobS1ygLv]{Murderer} @UUID[Compendium.cyphersystem-compendium.abilities.pUbqCBV3dBOWFgmv]{Nightmare} @UUID[Compendium.cyphersystem-compendium.abilities.ptH3O4GES71CClGO]{Phase Foe} @UUID[Compendium.cyphersystem-compendium.abilities.xxavxLEaiVFug1D6]{Protective Wall} @UUID[Compendium.cyphersystem-compendium.abilities.8wSx2qtKXq0dWxId]{Psychokinetic Attack} @UUID[Compendium.cyphersystem-compendium.abilities.KVOFCKWKmUrqAe7v]{Punish All the Guilty} @UUID[Compendium.cyphersystem-compendium.abilities.bY52t6eGONKu8Kr4]{Resonant Quake} @UUID[Compendium.cyphersystem-compendium.abilities.G5bTthwpEf5azVHA]{Return to Sender} @UUID[Compendium.cyphersystem-compendium.abilities.EH8OmAJaimF4MTgg]{Shatter Mind} @UUID[Compendium.cyphersystem-compendium.abilities.BM6YnBez7sVnrGUh]{Special Shot} @UUID[Compendium.cyphersystem-compendium.abilities.KDZeCZJxjCQzlTxA]{Spin Attack} @UUID[Compendium.cyphersystem-compendium.abilities.jrTEtAhE6GfLW7R4]{Spring Away} @UUID[Compendium.cyphersystem-compendium.abilities.eQIPJk2xcFGfDr3H]{Stun Attack} @UUID[Compendium.cyphersystem-compendium.abilities.xbYD729j3km6ZDCA]{Sun Siphon} @UUID[Compendium.cyphersystem-compendium.abilities.447ojnjZFMCma8eu]{Taunt Foe} @UUID[Compendium.cyphersystem-compendium.abilities.kKYyGbrQxDRSOh37]{Terrifying Gaze} @UUID[Compendium.cyphersystem-compendium.abilities.Z4QcjOxgltEJPm96]{Twisting the Knife} @UUID[Compendium.cyphersystem-compendium.abilities.IN9qNZDx4sBKNr8n]{Undo} @UUID[Compendium.cyphersystem-compendium.abilities.xRIDlrBzTXVYC5rh]{Vindictive Performance} @UUID[Compendium.cyphersystem-compendium.abilities.s8NShtaUrW0Oxolo]{Weapon and Body} @UUID[Compendium.cyphersystem-compendium.abilities.tMOeiKWrhp5P5CCQ]{Weight of the World} @UUID[Compendium.cyphersystem-compendium.abilities.w3HN2nZBTo5mLJcM]{Weightless Shot} @UUID[Compendium.cyphersystem-compendium.abilities.WW3QjCP5UJUsKBW3]{Whirlwind of Throws} @UUID[Compendium.cyphersystem-compendium.abilities.EXrZLa3M8BK43qoi]{Winter Gauntlets} @UUID[Compendium.cyphersystem-compendium.abilities.Gsre3acJaxhGBa0S]{Word of Death}

Support

Gives some sort of benefit to an ally rather than yourself, such as an extra action or an asset on their roll.

Low Tier

@UUID[Compendium.cyphersystem-compendium.abilities.WrgqojoyWuTWpyQq]{Advice From a Friend} @UUID[Compendium.cyphersystem-compendium.abilities.BlBi7qk0darLthxS]{Anecdote} @UUID[Compendium.cyphersystem-compendium.abilities.b8rtgyatE8o9FaRS]{Attack Flourish} @UUID[Compendium.cyphersystem-compendium.abilities.5jGN9GicKYIAneKQ]{Defend the Innocent} @UUID[Compendium.cyphersystem-compendium.abilities.4yyKQYnrbL3r9gcU]{Enable Others} @UUID[Compendium.cyphersystem-compendium.abilities.hYa7I52x2iwffh8C]{Encouragement} @UUID[Compendium.cyphersystem-compendium.abilities.grCiWRuV8lvflQHM]{Encouraging Presence} @UUID[Compendium.cyphersystem-compendium.abilities.4fcns7ANpZF7pHaz]{Force Field} @UUID[Compendium.cyphersystem-compendium.abilities.lZCAKgP966BuU4uF]{Friendly Help} @UUID[Compendium.cyphersystem-compendium.abilities.DmnRMTfHYaeoYFVu]{Good Advice} @UUID[Compendium.cyphersystem-compendium.abilities.FiSwskgQGBjp4IhZ]{Inspire Action} @UUID[Compendium.cyphersystem-compendium.abilities.wWCehMidmvLypdxj]{Inspire Aggression} @UUID[Compendium.cyphersystem-compendium.abilities.DLxDL49VjUEMAjxZ]{Inspiring Ease} @UUID[Compendium.cyphersystem-compendium.abilities.qp1jDaFiRR5xPPMn]{Protector} @UUID[Compendium.cyphersystem-compendium.abilities.POaewj2PWMMfCY1i]{Rally to Me} @UUID[Compendium.cyphersystem-compendium.abilities.Uti1XQwY4VFZwwwc]{Reveal} @UUID[Compendium.cyphersystem-compendium.abilities.FgyHV0QR3YwlLIVb]{Sculpt Flesh} @UUID[Compendium.cyphersystem-compendium.abilities.701ts4xCDjURZSb5]{Teamwork}

Mid Tier

@UUID[Compendium.cyphersystem-compendium.abilities.hB1CISYVEZXEO0IV]{Accelerate} @UUID[Compendium.cyphersystem-compendium.abilities.wJSxVM8fWADJtTSd]{Applying Your Knowledge} @UUID[Compendium.cyphersystem-compendium.abilities.knh2MWMhCgqOjWYD]{Buddy System} @UUID[Compendium.cyphersystem-compendium.abilities.lb5Bo8BpNXdVMkmt]{Combat Challenge} @UUID[Compendium.cyphersystem-compendium.abilities.bz04IOSkdP3zcRMD]{Defend All the Innocent} @UUID[Compendium.cyphersystem-compendium.abilities.Su3LkSzdGHg9w1RO]{Dual Wards} @UUID[Compendium.cyphersystem-compendium.abilities.XR8WeRW3OlbCIjlJ]{Elemental Protection} @UUID[Compendium.cyphersystem-compendium.abilities.RgosWDt0hkosbVQr]{In Harm’s Way} @UUID[Compendium.cyphersystem-compendium.abilities.1N6P5ZRogThCS0KH]{Lead by Inquiry} @UUID[Compendium.cyphersystem-compendium.abilities.dIK67k9aoBbFBnkf]{Pay It Forward} @UUID[Compendium.cyphersystem-compendium.abilities.oS3AeTouF6HPcaH5]{Play to the Crowd} @UUID[Compendium.cyphersystem-compendium.abilities.QFZyfDWOSEpZeQmM]{Spur Effort} @UUID[Compendium.cyphersystem-compendium.abilities.scceoEmEnN5MW8XT]{Take Command} @UUID[Compendium.cyphersystem-compendium.abilities.GAeUBbQWE3ryv50V]{True Guardian}

High Tier

@UUID[Compendium.cyphersystem-compendium.abilities.Eez3uExkDA20XJg3]{Able Assistance} @UUID[Compendium.cyphersystem-compendium.abilities.G8waoPdWGzMl0S1n]{Battle Management} @UUID[Compendium.cyphersystem-compendium.abilities.3JWMtJBjf3oUWaxP]{Block for Another} @UUID[Compendium.cyphersystem-compendium.abilities.LwmoGOpgHy1K2dU4]{Energize Creature} @UUID[Compendium.cyphersystem-compendium.abilities.5i6TqVJQQ4sTvqTm]{Energize Crowd} @UUID[Compendium.cyphersystem-compendium.abilities.lJWTlBH1koX2Fjgi]{Impart Understanding} @UUID[Compendium.cyphersystem-compendium.abilities.oilgQ4oM02Pa0eNp]{Inspiration} @UUID[Compendium.cyphersystem-compendium.abilities.tTrekc4AZbIqem5L]{Inspire Coordinated Actions} @UUID[Compendium.cyphersystem-compendium.abilities.fPCTpU0viXXWrNs0]{Inspiring Success} @UUID[Compendium.cyphersystem-compendium.abilities.Tes6ntXPZR8IHgY4]{Regenerate Other} @UUID[Compendium.cyphersystem-compendium.abilities.PXvS7AatBcxH9cvZ]{Share Defense} @UUID[Compendium.cyphersystem-compendium.abilities.U9sgMUKkIkDIdRtK]{Stimulate} @UUID[Compendium.cyphersystem-compendium.abilities.iE83ABQRko5NemVU]{Teach Trick} @UUID[Compendium.cyphersystem-compendium.abilities.zZYSSAFXtJcuezxM]{Transcend the Script} @UUID[Compendium.cyphersystem-compendium.abilities.mjEFQ3ndDRvLB5Dj]{True Defender} @UUID[Compendium.cyphersystem-compendium.abilities.IN9qNZDx4sBKNr8n]{Undo} @UUID[Compendium.cyphersystem-compendium.abilities.PTM0HWGFfo5CHMif]{Will of a Leader} @UUID[Compendium.cyphersystem-compendium.abilities.jTiOQKW2QtXK8dmF]{Work the Friendship}

Task

Gives training, specialization, or an asset in one or more noncombat skills (climbing, healing, computers, initiative, and so on).

Low Tier

@UUID[Compendium.cyphersystem-compendium.abilities.wifCvRG9OhsTDT30]{Advantages of Being Big} @UUID[Compendium.cyphersystem-compendium.abilities.YD5gm0w3lqTSyO3V]{Anticipation} @UUID[Compendium.cyphersystem-compendium.abilities.rYaAyFLmCAAwZi0s]{Assassin Skills} @UUID[Compendium.cyphersystem-compendium.abilities.cpXOBSLY03j89yOy]{Athlete} @UUID[Compendium.cyphersystem-compendium.abilities.AWretAEaeQfXTXMy]{Autodoctor} @UUID[Compendium.cyphersystem-compendium.abilities.tJiXzKX4gf0GNV6V]{Balance} @UUID[Compendium.cyphersystem-compendium.abilities.XToLeZ4ksSj3MA5I]{Bestiary Knowledge} @UUID[Compendium.cyphersystem-compendium.abilities.A83Lw7NnAqwg4BZR]{Blameless} @UUID[Compendium.cyphersystem-compendium.abilities.awhzMw4RHwOwgEIR]{Breaker} @UUID[Compendium.cyphersystem-compendium.abilities.lY7NaxsFxt1XZVk5]{Car Surfer} @UUID[Compendium.cyphersystem-compendium.abilities.PlTtlXeugIljHFVg]{Careful Aim} @UUID[Compendium.cyphersystem-compendium.abilities.zGoUoC6i0f1SbUqE]{Celebrity Talent} @UUID[Compendium.cyphersystem-compendium.abilities.JkiG6hpsfj1h6XRR]{Computer Programming} @UUID[Compendium.cyphersystem-compendium.abilities.dQHSDDZxJNHrHH1l]{Contortionist} @UUID[Compendium.cyphersystem-compendium.abilities.YvPBxDxLz16Usm7m]{Courageous} @UUID[Compendium.cyphersystem-compendium.abilities.fkyJ02LbeOAfDxcF]{Crafter} @UUID[Compendium.cyphersystem-compendium.abilities.UyQTRi5ZwWU5tMO0]{Danger Sense} @UUID[Compendium.cyphersystem-compendium.abilities.Q3DGDFwNIOjz866X]{Datajack} @UUID[Compendium.cyphersystem-compendium.abilities.2GwH3ugd7aHrWZRz]{Debate} @UUID[Compendium.cyphersystem-compendium.abilities.kkTWFQBeHMS8d6IL]{Deep Water Guide} @UUID[Compendium.cyphersystem-compendium.abilities.tjxKTFdA8gqZDP90]{Designation} @UUID[Compendium.cyphersystem-compendium.abilities.9p2RJYFo6s55F5Ha]{Devoted Defender} @UUID[Compendium.cyphersystem-compendium.abilities.eYHlYyVDj3odrAFJ]{Disguise} @UUID[Compendium.cyphersystem-compendium.abilities.6dPEKpK0HWuD7Bxu]{Divine Knowledge} @UUID[Compendium.cyphersystem-compendium.abilities.DCuOpij3sNomBe1a]{Driver} @UUID[Compendium.cyphersystem-compendium.abilities.ea7BzQy6fZqHQNET]{Enlightened} @UUID[Compendium.cyphersystem-compendium.abilities.6FI9lLeQx0tJX1W6]{Exploratory Experience} @UUID[Compendium.cyphersystem-compendium.abilities.jx6DFmlbQrmltHgc]{Extra Skill} @UUID[Compendium.cyphersystem-compendium.abilities.YQEECpNwDSFCFnCN]{Feat of Strength} @UUID[Compendium.cyphersystem-compendium.abilities.QgCWZia7gFicmEJr]{Flex Lore} @UUID[Compendium.cyphersystem-compendium.abilities.HoUOwIPfKTlxyQH0]{Freakishly Large} @UUID[Compendium.cyphersystem-compendium.abilities.qpBv7OxAcMAAtY2M]{Game Lessons} @UUID[Compendium.cyphersystem-compendium.abilities.p3kh3XKzetkJTG1J]{Gamer} @UUID[Compendium.cyphersystem-compendium.abilities.DmnRMTfHYaeoYFVu]{Good Advice} @UUID[Compendium.cyphersystem-compendium.abilities.pp9NFNHKgOhRYbsY]{Hand to Eye} @UUID[Compendium.cyphersystem-compendium.abilities.f7wLki6qjCNs2Ici]{Handy} @UUID[Compendium.cyphersystem-compendium.abilities.YOHGDC5hx24SqbQz]{Hard Choices} @UUID[Compendium.cyphersystem-compendium.abilities.YBMLX3Jm5oN79J6G]{Heads-Up Display} @UUID[Compendium.cyphersystem-compendium.abilities.A853pOqz5BmPfh4w]{Higher Mathematics} @UUID[Compendium.cyphersystem-compendium.abilities.ZgLefUbAcrmYdFur]{How Others Think} @UUID[Compendium.cyphersystem-compendium.abilities.vFc52xBtBp69WglW]{Impersonate} @UUID[Compendium.cyphersystem-compendium.abilities.HBHjx10W5BQW101w]{Impressive Display} @UUID[Compendium.cyphersystem-compendium.abilities.369RISHwqzRXkwEG]{Infiltrator} @UUID[Compendium.cyphersystem-compendium.abilities.sM2zEDx4gRr9CuiR]{Inner Defense} @UUID[Compendium.cyphersystem-compendium.abilities.fh7tK1BVjgSfZ8ml]{Insight} @UUID[Compendium.cyphersystem-compendium.abilities.wWCehMidmvLypdxj]{Inspire Aggression} @UUID[Compendium.cyphersystem-compendium.abilities.V765JZKDKQ00Buyn]{Interaction Skills} @UUID[Compendium.cyphersystem-compendium.abilities.4dTGeclZRVjzn5tT]{Interface} @UUID[Compendium.cyphersystem-compendium.abilities.PK6oiYXgdP7KaGgi]{Investigate} @UUID[Compendium.cyphersystem-compendium.abilities.romswZIOmAmtzfCL]{Investigative Skills} @UUID[Compendium.cyphersystem-compendium.abilities.4p95GsynORh0Xd7X]{Knowing} @UUID[Compendium.cyphersystem-compendium.abilities.xBQM1AmjmcjmPDDD]{Knowledge of the Law} @UUID[Compendium.cyphersystem-compendium.abilities.eEGFknWQZUBNXn99]{Knowledge Skills} @UUID[Compendium.cyphersystem-compendium.abilities.oAsK49Zgey5QaC82]{Late Inspiration} @UUID[Compendium.cyphersystem-compendium.abilities.eM1fLppEnXHBlRNX]{Learning the Path} @UUID[Compendium.cyphersystem-compendium.abilities.rfsCCpxcsjc8hr60]{Levity} @UUID[Compendium.cyphersystem-compendium.abilities.aOzkoVf0mNSkZBtn]{Life Lessons} @UUID[Compendium.cyphersystem-compendium.abilities.lzy1YbdIJxzNIHZq]{Machine Affinity} @UUID[Compendium.cyphersystem-compendium.abilities.QHSH8fE6l3bKz2xl]{Machine Hunting} @UUID[Compendium.cyphersystem-compendium.abilities.rhaZSmU6dJpzMO64]{Machine Interface} @UUID[Compendium.cyphersystem-compendium.abilities.XQxN55rl0f5HFxEM]{Magic Training} @UUID[Compendium.cyphersystem-compendium.abilities.Zu06akqnHdCvoR0W]{Make Judgment} @UUID[Compendium.cyphersystem-compendium.abilities.YF8CYsYKcXpdfqH5]{Master Identifier} @UUID[Compendium.cyphersystem-compendium.abilities.KM9qqjzJBJusQNkT]{Master Thief} @UUID[Compendium.cyphersystem-compendium.abilities.GfDLA0qSvqhqzIbL]{Microgravity Adept} @UUID[Compendium.cyphersystem-compendium.abilities.PRW5MxW12oakmeHE]{Monster Lore} @UUID[Compendium.cyphersystem-compendium.abilities.tC7wmZwlZcQy5Vd0]{Movement Skills} @UUID[Compendium.cyphersystem-compendium.abilities.CBGeAZSBuymzrxDz]{Muscles of Iron} @UUID[Compendium.cyphersystem-compendium.abilities.FDUGlu7DZhdfxH2P]{Natural Charisma} @UUID[Compendium.cyphersystem-compendium.abilities.bcEupdsF6FduFPwe]{Oneirochemy} @UUID[Compendium.cyphersystem-compendium.abilities.oTDJtTDkwxr5uSfU]{Open Mind} @UUID[Compendium.cyphersystem-compendium.abilities.EbnGDC61relhYaib]{Opening Statement} @UUID[Compendium.cyphersystem-compendium.abilities.noCgrKbB370cfzQg]{Physical Skills} @UUID[Compendium.cyphersystem-compendium.abilities.Kk5nnC1EcYtqc3Fu]{Pilot} @UUID[Compendium.cyphersystem-compendium.abilities.TTKx93iEvtnptsep]{Poetic License} @UUID[Compendium.cyphersystem-compendium.abilities.OjGaIl0JEepjDrla]{Post-Apocalyptic Survivor} @UUID[Compendium.cyphersystem-compendium.abilities.MBlyd9LvSH8D0Z5I]{Powerful Rhetoric} @UUID[Compendium.cyphersystem-compendium.abilities.vcbIe2sSMKJmawl4]{Predictive Equation} @UUID[Compendium.cyphersystem-compendium.abilities.xMRRfjFF0POkxyea]{Privileged Nobility} @UUID[Compendium.cyphersystem-compendium.abilities.FEkLEYwk7r9KE7oC]{Quarry} @UUID[Compendium.cyphersystem-compendium.abilities.YCwy44WnpusEYN7g]{Quick Study} @UUID[Compendium.cyphersystem-compendium.abilities.QVPmLa6CKwmH6vJZ]{Quick to Flee} @UUID[Compendium.cyphersystem-compendium.abilities.8EJ59LwWPkaqErUd]{Quicker Than Most} @UUID[Compendium.cyphersystem-compendium.abilities.pMQT2QIL38XlhkxB]{Resist Tricks} @UUID[Compendium.cyphersystem-compendium.abilities.ZOfmWQFbwSJQB4wm]{Ruin Lore} @UUID[Compendium.cyphersystem-compendium.abilities.IYt42xzsjesQyEfT]{Sailor} @UUID[Compendium.cyphersystem-compendium.abilities.h3G0Ven2SoaPCbk4]{Salvage and Comfort} @UUID[Compendium.cyphersystem-compendium.abilities.WUY75HFAqAu1i9ku]{Sense Attitudes} @UUID[Compendium.cyphersystem-compendium.abilities.x8cGd4MC9YEW9isa]{Serv-0 Repair} @UUID[Compendium.cyphersystem-compendium.abilities.9sfX1SGtcQ17Uiny]{Sharp Senses} @UUID[Compendium.cyphersystem-compendium.abilities.HWZ8mwAfZEu6r778]{Sleuth} @UUID[Compendium.cyphersystem-compendium.abilities.2CrV3a9S1yzOXBOJ]{Slippery} @UUID[Compendium.cyphersystem-compendium.abilities.sHdBJdVshvtAqz1K]{Sneak} @UUID[Compendium.cyphersystem-compendium.abilities.gwMRhz3h9zxbVQXt]{Stalker} @UUID[Compendium.cyphersystem-compendium.abilities.gbU7mA0flUR4W8Dl]{Stand Watch} @UUID[Compendium.cyphersystem-compendium.abilities.QAdh0yZBjJsHdJjD]{Stealth Skills} @UUID[Compendium.cyphersystem-compendium.abilities.tFhd4dEGikOd1g1K]{Straightforward} @UUID[Compendium.cyphersystem-compendium.abilities.MwDYD8V1CJv8w9rR]{Superb Explorer} @UUID[Compendium.cyphersystem-compendium.abilities.aJ1T8XqGF38vyzV2]{Superb Infiltrator} @UUID[Compendium.cyphersystem-compendium.abilities.B4U7RiMrZElfOQyj]{Taking Advantage} @UUID[Compendium.cyphersystem-compendium.abilities.1ZV6jp2IuXFgXEjn]{Task Training} @UUID[Compendium.cyphersystem-compendium.abilities.pYsmdnNte7o5Flca]{Tech Skills} @UUID[Compendium.cyphersystem-compendium.abilities.0xVoKhKKvzxIbtJD]{There’s Your Problem} @UUID[Compendium.cyphersystem-compendium.abilities.k4LeTZ1lqN9L3hPS]{Tool Mastery} @UUID[Compendium.cyphersystem-compendium.abilities.VAGafmOiBpvU2eq0]{Tracker} @UUID[Compendium.cyphersystem-compendium.abilities.O0d2Xjp5HTUdFzmp]{Trained Excavator} @UUID[Compendium.cyphersystem-compendium.abilities.A8CGMbLGsJ3AHKMP]{Trained Interlocutor} @UUID[Compendium.cyphersystem-compendium.abilities.eVZMy7s6px5jLTfj]{Trained Swimmer} @UUID[Compendium.cyphersystem-compendium.abilities.wEjdodvc6SLf8yso]{Travel Skills} @UUID[Compendium.cyphersystem-compendium.abilities.kv03xEihe4VZNkK5]{Understanding} @UUID[Compendium.cyphersystem-compendium.abilities.zgcoMEc4j2MjpDhC]{Vacuum Skilled} @UUID[Compendium.cyphersystem-compendium.abilities.KqV5RSzOU3S3NK51]{Wilderness Life} @UUID[Compendium.cyphersystem-compendium.abilities.8KYjSKp6ieQ8YXUy]{Wilderness Lore} @UUID[Compendium.cyphersystem-compendium.abilities.XseI77zSp7iHkEWq]{Wound Tender} @UUID[Compendium.cyphersystem-compendium.abilities.qEzcqbNhuJQuBagn]{Zero Dark Eyes}

Mid Tier

@UUID[Compendium.cyphersystem-compendium.abilities.GK0o4fjCtxgAP269]{Action Processor} @UUID[Compendium.cyphersystem-compendium.abilities.6ILcTvACqDdLVpc8]{Agent Provocateur} @UUID[Compendium.cyphersystem-compendium.abilities.KAAezRI2l8rdp1NS]{Animal Senses and Sensibilities} @UUID[Compendium.cyphersystem-compendium.abilities.TmDavAL4vDxKjLBK]{Confidence Artist} @UUID[Compendium.cyphersystem-compendium.abilities.yB4tnpDNVSOxgruq]{Dark Matter Shell} @UUID[Compendium.cyphersystem-compendium.abilities.bvqDafTBMB7Uo9Qj]{Enhance Strength} @UUID[Compendium.cyphersystem-compendium.abilities.hQx9SoUhY6jzUeTW]{Expert Driver} @UUID[Compendium.cyphersystem-compendium.abilities.12xO8QaEsTvEFUvY]{Expert Pilot} @UUID[Compendium.cyphersystem-compendium.abilities.RESKINMA0INj60Rc]{Find the Guilty} @UUID[Compendium.cyphersystem-compendium.abilities.dVh39nh5ARUxreUc]{Flex Skill} @UUID[Compendium.cyphersystem-compendium.abilities.Kk9lHkiaqsr3pUmk]{Ghost} @UUID[Compendium.cyphersystem-compendium.abilities.NhNvpbUWNRIFEm8b]{Hard to See} @UUID[Compendium.cyphersystem-compendium.abilities.7tiGTYVXj9eHdja7]{Heightened Skills} @UUID[Compendium.cyphersystem-compendium.abilities.uhC4ubTGfhkNvIMX]{Improvise} @UUID[Compendium.cyphersystem-compendium.abilities.iyM2N9G0RLlj6BZ7]{Increasing Determination} @UUID[Compendium.cyphersystem-compendium.abilities.2odkyEO8azxIZWYj]{Intelligent Interface} @UUID[Compendium.cyphersystem-compendium.abilities.t5vs3xMko8GLCB64]{Intense Interaction} @UUID[Compendium.cyphersystem-compendium.abilities.vPraXsdXkCmaoBbI]{Knowledge Is Power} @UUID[Compendium.cyphersystem-compendium.abilities.4JDFgEhyhqReRngE]{Master Crafter} @UUID[Compendium.cyphersystem-compendium.abilities.e3jpx5KsYc8F13Pu]{Meticulous Planner} @UUID[Compendium.cyphersystem-compendium.abilities.l0OFjk5XVGV5LzP1]{Minor Wish} @UUID[Compendium.cyphersystem-compendium.abilities.LdHCwZcifnRRuPrp]{Nightstrike} @UUID[Compendium.cyphersystem-compendium.abilities.3VJyYtECl0wKQj2p]{Outlast the Foe} @UUID[Compendium.cyphersystem-compendium.abilities.XQkQrvp4o395uIOJ]{Passing Mechanic} @UUID[Compendium.cyphersystem-compendium.abilities.LojkwDtb1gHLSB6A]{Preternatural Senses} @UUID[Compendium.cyphersystem-compendium.abilities.MzKqElUHuTtHkV7D]{Pull a Fast One} @UUID[Compendium.cyphersystem-compendium.abilities.y1bQFSBlwMbUico5]{Rapid Processing} @UUID[Compendium.cyphersystem-compendium.abilities.DhSH0rnaqLogC3DC]{Rider} @UUID[Compendium.cyphersystem-compendium.abilities.oCcnXLYQy9DjwPJC]{Sea Legs} @UUID[Compendium.cyphersystem-compendium.abilities.syiylO75dZlcUp3i]{Sensing Package} @UUID[Compendium.cyphersystem-compendium.abilities.NcItnMHjeG9fgE1K]{Serv-0 Aim} @UUID[Compendium.cyphersystem-compendium.abilities.lPqCQOQJF0JfoFRn]{Serv-0 Brawler} @UUID[Compendium.cyphersystem-compendium.abilities.EQXA8Gcwdc7dU8lw]{Sharp-Eyed} @UUID[Compendium.cyphersystem-compendium.abilities.hIy0GMeL8WALvhEb]{Ship Footing} @UUID[Compendium.cyphersystem-compendium.abilities.U2QV8t7Pq9irgHqF]{Silent As Space} @UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks} @UUID[Compendium.cyphersystem-compendium.abilities.c4CG5F8lfaYelzFf]{Soothe Mind and Body} @UUID[Compendium.cyphersystem-compendium.abilities.3pqCkOZjnAXWIikt]{Subtle Steps} @UUID[Compendium.cyphersystem-compendium.abilities.q80xvRDX6XwFXgma]{Targeting Eye} @UUID[Compendium.cyphersystem-compendium.abilities.NaqoExT72j3xkWp3]{Task Specialization} @UUID[Compendium.cyphersystem-compendium.abilities.oah8DOODfphl858B]{Telling} @UUID[Compendium.cyphersystem-compendium.abilities.3wxiRMTCBZ4iNCHp]{Temporal Acceleration} @UUID[Compendium.cyphersystem-compendium.abilities.zuEylYrgOVAAjs71]{Trained Basher} @UUID[Compendium.cyphersystem-compendium.abilities.I8N5PUMy5Eq7cqZl]{Trained Gunner} @UUID[Compendium.cyphersystem-compendium.abilities.gPqiQflb6Z3DXGVk]{Trained Slayer} @UUID[Compendium.cyphersystem-compendium.abilities.SjO76u6MlpVx3PwO]{Verbal Misdirection} @UUID[Compendium.cyphersystem-compendium.abilities.PlVEpuVxp9pGJSoa]{You Studied}

High Tier

@UUID[Compendium.cyphersystem-compendium.abilities.B0dq2gW9gdA0PdzR]{Amplify Sounds} @UUID[Compendium.cyphersystem-compendium.abilities.2uSx4ErQ9f2QLX5M]{As Foretold in Prophecy} @UUID[Compendium.cyphersystem-compendium.abilities.jmjxGRJTwztzBtLc]{Coordinated Effort} @UUID[Compendium.cyphersystem-compendium.abilities.xRvaY8SG4HVy5WO8]{Dark Explorer} @UUID[Compendium.cyphersystem-compendium.abilities.rYOt0poxNGA8b3FP]{Explains the Ineffable} @UUID[Compendium.cyphersystem-compendium.abilities.VVYx3J42Sj9qCQV9]{Exploit Advantage} @UUID[Compendium.cyphersystem-compendium.abilities.GnQRIvynqXx1R2a0]{Further Mathematics} @UUID[Compendium.cyphersystem-compendium.abilities.2LaX22wvw35lDger]{Learned a Few Things} @UUID[Compendium.cyphersystem-compendium.abilities.YWMUeaNzao8n8pAc]{Like the Back of Your Hand} @UUID[Compendium.cyphersystem-compendium.abilities.Cz0KkzZPnlX1oTYz]{Magnificent Moment} @UUID[Compendium.cyphersystem-compendium.abilities.kZ3LhhYZKrcnBplY]{Master Entertainer} @UUID[Compendium.cyphersystem-compendium.abilities.4USzF8qKs8oZJH13]{Multiple Skills} @UUID[Compendium.cyphersystem-compendium.abilities.kcXnkEBuyNil4Nd4]{No One Knows Better} @UUID[Compendium.cyphersystem-compendium.abilities.N0wzhZ676UrCR8M4]{Precognition} @UUID[Compendium.cyphersystem-compendium.abilities.MA2Pwhbpbq2SSIQy]{See the Future} @UUID[Compendium.cyphersystem-compendium.abilities.QZa9b5G80qxtoYqg]{Subsonic Rumble} @UUID[Compendium.cyphersystem-compendium.abilities.RE24qvMuPhasaCP3]{Total Awareness} @UUID[Compendium.cyphersystem-compendium.abilities.qKDngpAWNEzhdRj5]{Trick Driver} @UUID[Compendium.cyphersystem-compendium.abilities.vhGEeFVgyqX1gzRr]{Using the Environment}

Transform

A significant change that temporarily enhances you, such as growing bigger, turning into a werewolf, and so on. Also includes apparent transformations like disguises and invisibility.

Low Tier

@UUID[Compendium.cyphersystem-compendium.abilities.8DXGUr433iXaVCSv]{Beast Form} @UUID[Compendium.cyphersystem-compendium.abilities.GmMePJHTRl6PshR6]{Bigger} @UUID[Compendium.cyphersystem-compendium.abilities.wIOwT1tjGLMYzZAb]{Controlled Change} @UUID[Compendium.cyphersystem-compendium.abilities.HDYOv1V10xpFbFI7]{Enlarge} @UUID[Compendium.cyphersystem-compendium.abilities.Tgmrh8dyGqqCfnU5]{Face Morph} @UUID[Compendium.cyphersystem-compendium.abilities.U9ZBl9NeipxSLavS]{Golem Healing} @UUID[Compendium.cyphersystem-compendium.abilities.asQqC0DepYcsPxRV]{Illusory Disguise} @UUID[Compendium.cyphersystem-compendium.abilities.zOCvNsxHOcmkQrBn]{Phased Pocket} @UUID[Compendium.cyphersystem-compendium.abilities.5aUrbdjSSLCRggHU]{Spin Identity} @UUID[Compendium.cyphersystem-compendium.abilities.1CjsEMTtfnvL1CeJ]{Vanish}

Mid Tier

@UUID[Compendium.cyphersystem-compendium.abilities.NIePQkLH2DTVjZR2]{Bigger Beast Form} @UUID[Compendium.cyphersystem-compendium.abilities.rZsohzuwTFfghWVO]{Blend In} @UUID[Compendium.cyphersystem-compendium.abilities.Uq6p6fOg9KyFcUws]{Evanesce} @UUID[Compendium.cyphersystem-compendium.abilities.wqzexDdZolWgxAza]{Greater Controlled Change} @UUID[Compendium.cyphersystem-compendium.abilities.NhNvpbUWNRIFEm8b]{Hard to See} @UUID[Compendium.cyphersystem-compendium.abilities.uNzF1oQKJ6T1yqL4]{Huge} @UUID[Compendium.cyphersystem-compendium.abilities.nEN2HYzlJWhonfmE]{Invisible Phasing} @UUID[Compendium.cyphersystem-compendium.abilities.RfGCXsX7JXEr8fMw]{Moon Shape}

High Tier

@UUID[Compendium.cyphersystem-compendium.abilities.hbbPZIjq81Qqdp6i]{Colossal} @UUID[Compendium.cyphersystem-compendium.abilities.uN2YVmNxkFj3SFof]{Command Metal} @UUID[Compendium.cyphersystem-compendium.abilities.PyVeE7CtDVDksWG6]{Disappear} @UUID[Compendium.cyphersystem-compendium.abilities.0XYaYNoQzrYYKR4p]{Gargantuan} @UUID[Compendium.cyphersystem-compendium.abilities.wvlSlYCJyrJuFqtn]{Invisibility} @UUID[Compendium.cyphersystem-compendium.abilities.S5JTyQCNcgrXgNqf]{Mask} @UUID[Compendium.cyphersystem-compendium.abilities.m2j3n3xiExLcXAAn]{Moderate Wish} @UUID[Compendium.cyphersystem-compendium.abilities.5Rre17QhaTln9jgA]{Outside Reality} @UUID[Compendium.cyphersystem-compendium.abilities.85DCcEDqvz6A0LkD]{Perfect Control} @UUID[Compendium.cyphersystem-compendium.abilities.TRdK7RJBkq8WW4np]{Wild Camouflage}

","markdown":""},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"ownership":{"default":-1},"flags":{}},{"sort":399610,"name":"Equipment","type":"text","_id":"CSHlAboV1tzyC1Kz","title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"

Equipment in the Cypher System plays only a small role. It’s far more important to focus on what you can do than on what you have. Still, sometimes it’s important to know if you’ve got enough rope, or what kind of gun your space pilot has at their hip.

Currency and Prices

Dollars, pounds, euros, credits, gold pieces, Martian solval beads, Corso moons and stars, bottle caps—a lot of different currencies might be used in your game, depending on the setting and the genre. You should use whatever you like. In the Cypher System rules, we talk in generalities rather than specifics. Not unlike saying immediate or short distance rather than giving precise numbers, we talk about goods and services in terms of inexpensive, moderately priced, expensive, very expensive, or exorbitant.

The GM can figure out what those things mean in their setting. In a fantasy setting, an inexpensive item might be 1 or 2 copper pennies, while an expensive item might require gold on the table. The exact amount can vary, and in many campaigns, the exact amount will matter. The GM will develop a detailed price list for their setting, and players will track their money on their character sheets to determine what they can afford, often ignoring the terms inexpensive, moderately priced, and so on.

But some GMs might want to keep things simple and use only the general terms, indicating currency just as flavor now and then. In a space opera game, where the PCs are the crew of a starship blazing about the galaxy in search of adventure and profit, fuel and upkeep for the ship might be expensive. Hauling a few passengers from Epsilon Eridani back to Earth might earn enough to purchase six expensive items but cost the equivalent of two expensive items, leaving the crew with the means to refuel and maintain the ship for two further voyages. In such a game, where money only means keeping the ship flying, no one has to talk in specific amounts. Characters might refer to “galactic credits” or something similar, but amounts might not be tracked on the character sheets.

Price Categories

There are five price categories for goods and services.

An inexpensive item is something that common people buy. A simple meal or a drink in the bar. A pen and some paper. A book or magazine.

A moderately priced item is something that common people buy, but not too often and not in great quantities. A small piece of furniture. A major entertainment. An expensive meal. A new outfit.

An expensive item is something that would strain a common person’s finances. Rent on a simple apartment. A major piece of furniture. A very nice outfit. The cost to travel a long distance (if appropriate to the setting).

A very expensive item is probably out of the reach of most people except in very special circumstances. Jewelry. Luxury furnishings.

An exorbitant item is something only the very rich can afford. A very nice house. A ship. Extremely expensive jewelry or art.

Think of the categories as powers of 10. That is to say, a moderately priced item is ten times more costly than an inexpensive item. An expensive item is ten times more costly than a moderately priced item, and thus 100 times the cost of something inexpensive. A very expensive item is ten times the cost of an expensive one, 100 times the cost of a moderate one, and 1,000 times the cost of an inexpensive one. An exorbitant item is priced ten times beyond that.

In some settings, even the generalization offered by the pricing categories might be too specific or cumbersome. In many superhero games, for example, prices are relatively moot. After saving the city, typical superheroes don’t worry about paying rent or how much dinner will cost. On the other hand, in a grittier superhero game, maybe that’s exactly what they worry about.

Using The Price Categories

Regardless of how precise you want to be with prices and currency, you can use the price categories in a variety of ways.

It’s easy for a GM to say to a player “You can afford two extra moderately priced things at the start of the game.” The player can look on the list and pick two moderately priced items without worrying about their cost. Plus, this approach makes it clear that they get two items, not twenty inexpensive items or one more expensive item that perhaps would not be appropriate for a starting character. The categories make it easy to lump similar items together.

The GM can also say “You can have whatever inexpensive items you want, and don’t worry about the cost.” At higher tiers, when the PCs have more wealth, followers, and so on, the GM can do this with moderate or even expensive items. This allows the group to skip over playing through a shopping trip to get supplies, and players don’t have to track prices down to the last coin.

Finally, the categories can be shorthand when evaluating loot, dividing up the spoils among the PCs, and resolving other story-based occurrences that crop up in the game without dealing in the minutiae of exact prices. This is of particular use in high-powered games where the PCs are rich and powerful.

Level of Equipment

Mundane equipment is about level 4—less if of inferior quality or materials, more if of superior quality or materials. This means that in a setting based on the distant past, the default level might be 3, while in the future it might be 5 or 6. So an average serf ’s tool in the Dark Ages is level 3, easily broken, while an average tool on a space station is level 6, made of advanced polymers.

Armor

Characters expecting danger frequently wear armor. Even the simplest protective covering helps against stabs and cuts, and more sophisticated or heavier armor protects against graver threats.

You can wear only one type of armor at a time—you cannot wear chainmail hauberk and scale armor together, for example. However, Armor bonuses from multiple sources combine to provide a total Armor rating. For example, if you have subdermal implants that give you +1 to Armor, a force field that offers another +1 to Armor, and beastskin that grants +2 to Armor, you have a total of +4 to Armor.

In general, light armor is a moderately priced item, medium armor is expensive, and heavy armor is very expensive. The Genre chapter offers more specific details on the kinds of armor available in a given setting. Keep in mind that in many genres, it’s quite odd, at best, to run around in armor tougher than a leather jacket.

Using Armor

Anyone can wear any armor, but it can be taxing. Wearing armor increases the cost of using a level of Effort when attempting a Speed-based action. So if you’re wearing light armor and want to use two levels of Effort on a Speed-based roll to run across difficult terrain, it costs 7 points from your Speed Pool rather than 5 (3 for the first level of Effort, plus 2 for the second level of Effort, plus 1 per level for wearing light armor). Edge reduces the overall cost as normal. If you are not experienced with a certain type of armor but wear it anyway, this cost is further increased by 1. Having experience with a type of armor is called being practiced with the armor.

ArmorSpeed Effort Additional Cost Per Level
Light+1
Medium+2
Heavy+3
Note: Clarification & Foundry VTT Usage

The table above is written from the perspective of someone having the ability Practiced in Armor. For consistency, armor items also assume that the PC is practiced in armor, so PCs without any ability or who are experienced in armor or have mastery in armor need to adjust the cost accordingly. Here’s a complete overview:

Speed Effort Additional Cost Per Level
ArmorNo AbilityPracticedExperiencedMastery
Light+2+1+0+0
Medium+3+2+1+0
Heavy+4+3+2+0

Shields

Shields provide an asset to Speed defense rolls. You must have one free hand to use a shield.

Weapons

Not all characters are familiar with all weapons. Warriors know their way around most types, but Explorers prefer light or medium weapons, and Adepts and Speakers usually stick to light weapons. If you wield a weapon that you have no experience with, an attack with that weapon is hindered. Having experience with a weapon is called being practiced with the weapon.

Light weapons inflict only 2 points of damage, but attacks with them are eased because they are fast and easy to use. Light weapons are punches, kicks, knives, handaxes, darts, very small pistols, and so on. Weapons that are particularly small are light weapons.

Medium weapons inflict 4 points of damage. Medium weapons include broadswords, battleaxes, maces, crossbows, spears, typical handguns, light rifles, sawed-off shotguns, and so on. Most weapons are medium. Anything that could be used in one hand (even if it’s often used in two hands, such as a quarterstaff or spear) is a medium weapon.

Heavy weapons inflict 6 points of damage, and you must use two hands to attack with them. Heavy weapons are huge swords, great hammers, massive axes, halberds, heavy crossbows, rifles, regular shotguns, assault rifles, and so on. Anything that must be used in two hands is a heavy weapon.

WeaponDamage
Light2 points (attack eased)
Medium4 points
Heavy6 points

In general, light weapons are moderately priced items, medium weapons are expensive, and heavy weapons are very expensive. Ammunition for a ranged weapon is inexpensive. The Genre chapter offers more specific details on weapons available in a given setting. Keep in mind that in many genres, it’s not acceptable to run around carrying dangerous weapons.

Explosive Weapons

Bombs, grenades, missiles, and other explosives operate differently than other weapons. They affect all targets within an area (usually an immediate area) and inflict damage to all of them. A separate attack roll is required for each (or a Speed defense roll if the PCs are the targets of such an attack), although to simplify, the player can make one attack roll and compare it to the difficulty to attack each target. Usually, even if the attack roll fails (or the Speed defense roll succeeds), the targets still suffer a smaller amount of damage, often 1 point.

Explosives like grenades can be thrown a short distance. Otherwise, another launcher weapon is needed to project them a long distance (or farther).

Miscellaneous Items and Services

Although the types of items for sale vary greatly based on the setting, a few things are always present, like food, lodging, and clothing. However, these goods and services can span the price categories. For example, you can get an inexpensive meal, a moderately priced meal, an expensive meal, and so on. An inexpensive meal is light and probably not very nutritious. An expensive meal is available only in nice restaurants in certain locations. An exorbitant meal is probably a feast for a crowd, with the finest foods and drink available.

Nightly lodging is similar, although the bottom end starts out worse. An inexpensive night’s lodging is probably a flea-ridden mat on the floor of a room filled with other lodgers. Typical lodging (a private room with a decent bed) is probably in the moderately priced range. Very expensive lodging might be a suite of rooms with delicious meals and personal services (such as massages and grooming) included.

Inexpensive clothing is just a step up from rags, but moderately priced clothing is decent enough. For a formal party, you’d want expensive clothing. The very rich likely wear very expensive clothing most of the time, and exorbitant clothing (and jewelry) when they go to their elite galas.

Other sorts of miscellaneous items can be found in the Genre chapter.

Cyphers

Cyphers can sometimes be physical items like equipment, but they work very differently. To be entirely accurate, cyphers might have the veneer of equipment, but don’t fall into the trap of confusing the two. Cyphers are far more akin to PC special abilities than to gear. In a fantasy game, they might be potions, scrolls, or charms. In a science fiction game, cyphers might be interesting throwaway devices or alien crystals of unknown providence. In other games, they might just represent good fortune or sudden inspiration. See the Cyphers chapter for more details.

Artifacts

Artifacts are more powerful than equipment and can’t simply be purchased. The Genre chapter offers a few sample artifacts appropriate for various settings.

Each artifact has a level and a rate of power depletion. When an artifact is used or activated, the player rolls the designated die (1d6, 1d10, 1d20, or 1d100). If the die shows the depletion number(s), the item works, but that is its last use. A depletion entry of “—” means that the artifact never depletes, and an entry of “automatic” means that it can be used only once.

Depowered artifacts can sometimes be recharged using the repair rules, depending on the item’s nature. Other special abilities can also repower an expended item, but probably for only one use.

For GM information on artifacts, see the Running the Cypher System chapter.

Finding, Identifying, and Using Artifacts

Characters can sometimes find artifacts while on adventures. They might be in ancient ruins, either intact or in need of manipulation to get them working. They could have been stolen from well-guarded military installations. They might be granted as rewards or taken from fallen foes. Sometimes they can even be purchased from a specialized source, but this occurs more rarely than most PCs would probably like.

After the characters find an artifact, identifying it is a separate Intellect task. The GM sets the difficulty of the task, but it is usually equal to the artifact’s level. Identifying it takes fifteen minutes to three hours. If the PCs can’t identify an artifact, they can bring it to an expert to be identified or, if desired, traded or sold.

Characters can attempt to use an artifact that has not been identified, which is usually an Intellect task equal to the artifact’s level + 2. Failure might mean that the PCs can’t figure out how to use the artifact or they use it incorrectly (GM’s discretion). Of course, even if characters use an unidentified artifact correctly the first time, they have no idea what the effect might be.

Once characters identify an artifact, using it for the first time requires an additional Intellect action; this process is far more complex than pushing a button. It can involve manipulating touchscreens, reciting the proper arcane words, or anything else that fits the setting. The GM sets the difficulty, but it is usually equal to the artifact’s level.

","markdown":""},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"ownership":{"default":-1},"flags":{}},{"sort":537500,"name":"Experience Points","type":"text","_id":"kL1WYB17GtLujcMp","title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"

Experience points (XP) are the currency by which players gain benefits for their characters. The most common ways to earn XP are through GM intrusions and by accomplishing things the PCs set out to do. Sometimes experience points are earned during a game session, and sometimes they’re earned between sessions. In a typical session, a player might earn 2 to 4 XP, and between sessions, perhaps another 2 XP (on average). The exact amounts depend on the events of the session.

GM Intrusion

At any time, the GM can introduce an unexpected complication for a character. When they intrude in this way, they must give that character 2 XP. That player, in turn, must immediately give one of those XP to another player and justify the gift (perhaps the other player had a good idea, told a joke, or performed an action that saved a life).

Often, the GM intrudes when a player attempts an action that should be an automatic success. However, the GM is free to intrude at other times. As a general rule, the GM should intrude at least once each session, but no more than once or twice each session per character.

Anytime the GM intrudes, the player can spend 1 XP to refuse the intrusion, though that also means they don’t get the 2 XP. If the player has no XP to spend, they can’t refuse.

If a player rolls a 1 on a die, the GM can intrude without giving the player any XP.

Example 1: Through skill and the aid of another character, a fourth-tier PC eases a wall-climbing task from difficulty 2 to difficulty 0. Normally, they would succeed at the task automatically, but the GM intrudes and says “No, a bit of the crumbling wall gives way, so you still have to make a roll.” As with any difficulty 2 task, the target number is 6. The PC attempts the roll as normal and gains 2 XP because the GM intruded. They immediately give one of those XP to another player.

Example 2: During a fight, a PC swings their axe and damages a foe with a slice across the shoulder. The GM intrudes by saying that the foe turned just as the axe struck, wrenching the weapon from the character’s grip and sending it clattering across the floor. The axe comes to a stop 10 feet (3 m) away. Because the GM intruded, the PC gains 2 XP, and the player immediately gives one of those XP to another player. Now the character must deal with the dropped weapon, perhaps drawing a different weapon or using their next turn to scramble after the axe.

For much more on GM intrusions, see the Running the Cypher System chapter.

Character Arcs

Character arcs are the means by which players can invest themselves more in great stories and character depth and development.

Just like in a book or a television show, characters progress through their own personal story and change over time. A PC with a character arc decides for themselves what they do and why. Character arcs are like stated goals for a character, and by progressing toward that goal, the character advances. The key word there is progressing. A PC doesn’t have to succeed at achieving the goal to earn advancement—it’s not an all-or-nothing prospect. Each arc is keyed to a single character, but just like in a book or show, characters can take part in the larger story arc that the whole group participates in, while also progressing in their own personal arc.

Character arcs have different steps that mark the character’s progress through the arc. Each arc eventually reaches a climax, and then finishes with a step that is a final resolution. Each step reached earns the character 2 XP. Character arcs are the most straightforward way that a character earns XP. (Typically, PCs will earn about half their total experience points from arcs or other GM awards.)

At character creation, a player can choose one character arc for their PC at no cost. Players have the option to not choose one, but it’s probably a good idea to do so. First and foremost, it is a character-defining factor. If they begin the campaign with a desire to find the woman who killed their brother, that says a lot about the character: they had a brother, he was likely close to them, he had been in at least one dangerous situation, and the character is probably motivated by anger and hate, at least somewhat. Even after the character finishes this first arc, they’ll undoubtedly have (at least one) more because they can gain new arcs as the campaign progresses.

Once play begins, players can take on a new arc whenever they wish, as fits the character’s ongoing story. Taking a new arc has a cost of 1 XP. While there’s no hard limit on how many arcs a character can have at one time, realistically most PCs couldn’t reasonably have more than three or four.

However, as mentioned above, arcs have a beginning cost that must be paid, reflecting the character’s devotion to the goal. The character will earn this investment back (probably many times over) if the arc is completed.

Character arcs are always player-driven. A GM cannot force one on a character. That said, the events in the narrative often present story arc opportunities and inspire character arcs for the PCs. It’s certainly in the GM’s purview to suggest possible arcs related to the events going on. For example, if the GM presents an encounter in which an NPC wishes to learn from the PC, it might make sense to suggest taking the Instruction arc. Whether or not the PC takes on the student, the player doesn’t have to adopt the Instruction arc unless they want to.

At the end of a session, review the actions you took and describe how they might equate to the completion of a step (or possibly more than one step) in their character arc. If the GM agrees, the character gets their reward.

When in doubt, if one character accomplishes a step in their arc but another character does not, the first character should get the 2 XP reward, but the other character should probably still get, at minimum, 1 XP for the session.

This chapter presents many sample character arcs (see below).

GM Awards

Sometimes, a group will have an adventure that doesn’t deal primarily with a PC’s character arc. In this case, it’s a good idea for the GM to award XP to that character for accomplishing other tasks. First and foremost, awards should be based on discovery. Discovery can include finding a significant new location, such as a hidden chamber, a secret fortress, a lost land, a new planet, or an unexplored dimension. In this fashion, PCs are explorers. Discovery can also include a new significant aspect of a setting, such as a secret organization, a new religion, and so on.

It can also mean finding a new procedure or device (something too big to be considered a piece of equipment) or even previously unknown information. This could include a source of magical power, a unique teleportation device, or the cure for a plague. These are all discoveries. The common thread is that the PCs discover something that they can understand and put to use.

Last, depending on the GM’s outlook and the kind of campaign the group wants to play, a discovery could be a secret, an ethical idea, an adage, or even a truth.

It’s a fine line, but ultimately the GM decides what constitutes a discovery as opposed to just something weird in the course of an adventure. Usually, the difference is, did the PCs successfully interact with it and learn something about it? If so, it’s probably a discovery.

Artifacts: When the group gains an artifact, award XP equal to the artifact’s level and divide it among the PCs (minimum 1 XP for each character). Round down if necessary. For example, if four PCs discover a level 5 artifact, they each get 1 XP. Money, standard equipment, and cyphers are not worth XP. (Experience point awards for artifacts should usually apply even if the artifact was given to the PCs rather than found, because often such gifts are the rewards for success.)

Miscellaneous Discoveries: Various other discoveries might grant 1 XP to each PC involved.

Other Awards: If a character is focused on activities that don’t relate to a character arc or a discovery, as a general rule, a mission should be worth at least 1 XP per game session involved in accomplishing it. For example, saving a family on an isolated farm beset by raiding cultists might be worth 1 XP for each character. Of course, saving the family doesn’t always mean killing the bad guys; it might mean relocating them, parlaying with the cultists, or chasing off the raiders.

Spending Experience Points

Experience points are meant to be used. Hoarding them is not a good idea; if a player accumulates more than 10 XP, the GM can require them to spend some.

Generally, experience points can be spent in four ways: immediate benefits, short- and medium-term benefits, long-term benefits, and character advancement.

Experience points should not be a goal unto themselves. Instead, they are a game mechanic to simulate how—through experience, time, toil, travail, and so on— characters become more skilled, more able, and more powerful. Spending XP to explain a change in a character’s capabilities that occurred in the course of the story, such as if the PC made a new device or learned a new skill, isn’t a waste of XP—it’s what XP are for.

Immediate Benefits

The most straightforward way for a player to use XP is to reroll any roll in the game—even one that they didn’t make. This costs 1 XP per reroll, and the player chooses the best result. They can continue to spend XP on rerolls, but this can quickly become an expensive proposition. It’s a fine way to try to prevent disaster, but it’s not a good idea to use a lot of XP to reroll a single action over and over.

A player can also spend 1 XP to refuse a GM intrusion.

Short- and Medium-Term Benefits

By spending 2 XP, a character can gain a skill—or, more rarely, an ability—that provides a short-term benefit. Let’s say a character notices that the computer terminals in the facility they’re infiltrating are similar to those used by the company they once worked for. They spend 2 XP and say that they have a great deal of experience in using these. As a result, they are trained in operating (and breaking into) these computers. This is just like being trained in computer use or hacking, but it applies only to computers found in that particular location. The skill is extremely useful in the facility, but nowhere else.

Medium-term benefits are usually story based. For example, a character can spend 2 XP while climbing through mountains and say that they have experience with climbing in regions like these, or perhaps they spend the XP after they’ve been in the mountains for a while and say that they’ve picked up the feel for climbing there. Either way, from now on, they’re trained in climbing in those mountains. This helps them now and any time they return to the area, but they’re not trained in climbing everywhere.

This method allows a character to get immediate training in a skill for half the normal cost. (Normally, it costs 4 XP to become trained in a skill.) It’s also a way to gain a new skill even if the PC has already gained a new skill as a step toward attaining the next tier.

In rare cases, a GM might allow a character to spend 2 XP to gain an entirely new ability—such as a device, a special ability, or a special mental power—for a short time, usually no longer than the course of one scenario. The player and the GM should agree on a story-based explanation for the benefit. Perhaps the ability has a specific rare requirement, such as a tool, a battery, a drug, or some kind of treatment. For example, a character who wants to explore a submerged location has several biotech enhancements, and they spend 2 XP to cobble together a device that lets them breathe underwater. This gives them the ability for a considerable length of time, but not permanently—the device might work for only eight hours. Again, the story and the logic of the situation dictate the parameters.

Long-Term Benefits

In many ways, the long-term benefits a PC can gain by spending XP are a means of integrating the mechanics of the game with the story. Players can codify things that happen to their characters by talking to the GM and spending 3 XP.

Things that a PC can acquire as a long-term benefit can be thought of as being story based, and they allow the player to have some narrative control over the story. In the course of play, a player might decide that their character gains a friend (a contact) or builds a log cabin (a home). Because a player spent XP, however, they should have some agency over what they’ve gained, and it shouldn’t be easily taken away. The player should help come up with the details of the contact or the design of their home.

It’s also possible to gain these benefits through events in the story, without spending XP. The new contact comes to the PC and starts the relationship. The new home is granted to them as a reward for service to a powerful or wealthy patron, or maybe the character inherits the home from a relative. However, because these came from the GM and not the player (and no XP were spent), the player has no narrative control over them and the GM makes up the details.

Long-term benefits can include the following.

Contact: The character gains a long-term NPC contact of importance—someone who will help them with information, equipment, or physical tasks. The player and GM should work out the details of the relationship.

Home: The PC acquires a full-time residence. This can be an apartment in a city, a cabin in the wilderness, a base in an ancient complex, or whatever fits the situation. It should be a secure place where the PC can leave their belongings and sleep soundly. Several characters could combine their XP and buy a home together.

Title or job: The PC is granted a position of importance or authority. It might come with responsibilities, prestige, and rewards, or it might be an honorary title.

Wealth: The PC comes into a considerable amount of wealth, whether it’s a windfall, an inheritance, or a gift. It might be enough to buy a home or a title, but that’s not really the point. The main benefit is that the PC no longer needs to worry about the cost of simple equipment, lodging, food, and so on. This wealth could mean a set amount—perhaps 50,000 dollars (or whatever is appropriate in the setting)—or it could bestow the ability to ignore minor costs, as decided by the player and GM.

GMs and players should work together to make XP awards and expenditures fit the ongoing story. If a PC stays in a location for two months to learn the inhabitants’ unique language, the GM might award the character a few XP, which are then immediately spent to grant them the ability to understand and speak that language.

Character Advancement

Progressing to the next tier involves four steps. When a PC has spent 4 XP on each of the steps, they advance to the next tier and gain all the type and focus benefits of that tier. The four steps can be purchased in any order, but each can be purchased only once per tier. In other words, a PC must buy all four steps and advance to the next tier before they can buy the same steps again.

Increasing Capabilities: You gain 4 new points to add to your stat Pools. You can allocate the points among your Pools however you wish.

Moving Toward Perfection: You add 1 to your Might Edge, your Speed Edge, or your Intellect Edge (your choice).

Extra Effort: Your Effort score increases by 1.

Skills: Choose one skill other than attacks or defense, such as climbing, jumping, persuading, sneaking, or history. You become trained in that skill. You can also choose to be knowledgeable in a certain area of study, such as history or geology. You can even choose a skill based on your character’s special abilities. For example, if your character can make an Intellect roll to blast an enemy with mental force, you can become trained in that ability, easing the task of using it.

If you choose a skill that you are already trained in, you become specialized in that skill, easing the task by two steps instead of one. If you choose a skill that you have an inability in, the training and the inability cancel each other out (you aren’t eased or hindered in that task). For example, if you have an inability in perception, becoming trained in that cancels out the inability.

Once you’re specialized in a skill, you can’t improve your training in that skill further (you can ease a task by up to two steps with training). You can still make that task easier with assets and a few rare abilities that don’t count as an asset or training.

Other Options: Players can also spend 4 XP to purchase other special options. Selecting one of these options counts as purchasing one of the four stages necessary to advance to the next tier. The other three need to be from the other categories. The special options are as follows:

Equal Advancement

It’s worthwhile if all characters advance through the six tiers at about the same rate—an important issue for some players. A good GM can achieve this result by carefully handing out XP rewards, some during play (which will tend to get used immediately) and some after play concludes, especially after completing a major story arc or quest so the GM can hand out 4 XP in one go (which will tend to get used for advancement). Many groups will discover while playing that equal advancement isn’t an important issue in the Cypher System, but people should get to play the game the way they want to play it.

Tier Advancement in The Cypher System

Tiers in the Cypher System aren’t entirely like levels in other roleplaying games. In the Cypher System, gaining tiers is not the players’ only goal or the only measure of achievement. Starting (first-tier) characters are already competent, and there are only six tiers. Character advancement has a power curve, but it’s only steep enough to keep things interesting. In other words, gaining a new tier is cool and fun, but it’s not the only path to success or power. If you spend all your XP on immediate, short-term, and medium-term benefits, you will be different from someone who spends their points on long-term benefits, but you will not be “behind” that character.

The general idea is that most characters will spend half their XP on tier advancement and long-term benefits, and the rest on immediate benefits and short- and medium-term benefits (which are used during gameplay). Some groups might decide that XP earned during a game is to be spent on immediate and short- and medium-term benefits (gameplay uses), and XP awarded between sessions for discoveries is to be spent on character advancement (long-term uses).

Ultimately, the idea is to make experience points into tools that the players and the GM can use to shape the story and the characters, not just a bookkeeping hassle.

Sample Character Arcs

The rest of this chapter presents sample character arcs for PCs. The writeup of each arc describes the parts involved in progressing through the arc:

Opening: This sets the stage for the rest of the arc. It involves some action, although that might just be the PC agreeing to do the task or undertake the mission. It usually has no reward.

Step(s): This is the action required to move toward the climax. In story terms, this is the movement through the bulk of the arc. It’s the journey. The rising tension. Although there might be just one step, there might also be many, depending on the story told. Each results in a reward of 2 XP.

Climax: This is the finale—the point at which the PC likely succeeds or fails at what they’ve set out to do. Not every arc ends with victory. If the character is successful, they earn a reward of 4 XP. If they fail, they still earn a reward of 2 XP. If a character fails the climax, they very likely ignore the resolution.

Resolution: This is the wrap-up or denouement. It’s a time for the character to reflect on what happened, tie up any loose ends, and figure out what happens next. When things are more or less resolved, the character earns a
1 XP reward.

Within the arc, most of the time a part is probably optional, depending on the situation—although it’s hard to envision most arcs without some kind of opening, climax, or resolution. Steps other than the opening, the climax, and the resolution can be done in any order.

Character arcs should always take at least weeks in game time, and no more than two parts in an arc should be accomplished in a game session (and most of the time, it should be one part, if any). If neither of these two things is true, then it’s not really a character arc. You can’t, for example, use the Creation arc to guide you through something you can make in an hour or two.

The following are common character arcs that you can choose for your character. If you and the GM want to make a new one, it should be fairly easy after looking through these models.

This chapter has a selection of sample character arcs, but you can create your own too. The arcs are intentionally broad to encompass many different characters and stories. For example, Revenge is a very simple and straightforward character arc. The player who chooses this arc for their character decides who they want revenge on, and why. It’s up to the players and the GM to make the details fit.

Some players might not want to use character arcs. The GM, however, can still use them as a benchmark for awarding XP. If the PCs are going off to explore a strange planet, the GM can essentially give them the Explore arc.

Aid a Friend

Someone needs your help.

When a PC friend takes a character arc, you can select this arc to help them with whatever their arc is (if appropriate). The steps and climax depend entirely on their chosen arc. If the friend is an NPC, the steps and climax are lifted from another arc appropriate to whatever they seek to do.

It’s difficult, but possible, to aid a friend with an arc even if that friend is unwilling to accept (or is ignorant of) your help.

The cost and rewards for a character with this arc are the same as those described in the original character arc.

Opening: Answering the Call. Offering to help (or responding to a request for help).

Step(s) and Climax: Depends on the friend’s arc. Rewards are the same for you as for the friend.

Resolution: You speak with your friend and learn if they are satisfied. Together, you share what you’ve learned (if anything) and where you will go from here.

Assist an Organization

You set out to accomplish something that will further an organization. You’re probably allied with them or they are rewarding you for your help in some fashion.

Opening: Responding to the Call. You work out all the details of what’s expected of you, and what rewards (if any) you might get. You also get the specifics of what’s required to join and advance.

Step: Sizing up the Task. This requires some action. A reconnaissance mission. An investigation.

Step(s): Undertaking the Task. Because this arc can vary so widely based on the task involved, there might be multiple steps like this one.

Climax: Completing the Task.

Resolution: Collecting your reward (if any) and conferring with the people in the organization that you spoke to. Perhaps getting access to higher-ranking people in the organization. You can choose to have your connection to the organization increase rather than take the standard reward.

Avenge

Someone close to you or important to you in some way has been wronged. The most overt version of this arc would be to avenge someone’s death. Avenging is different than revenge, as revenge is personal—you are the wronged party. But in the Avenge character arc, you are avenging a wrong done to someone else.

Opening: Declaration. You publicly declare that you are going to avenge the victim(s). This is optional.

Step(s): Tracking the Guilty. You track down the guilty party. This might not be physically finding them if you already know where they are. Instead, it might be discovering a way to get at them if they are distant, difficult to reach, or well protected. This step might be repeated multiple times, if applicable.

Step: Finding the Guilty. You finally find the guilty party, or find a path or make a plan to reach them. Now all that’s left is to confront them.

Climax: Confrontation. You confront the guilty party. This might be a public accusation and demonstration of guilt, a trial, or an attack to kill, wound, or apprehend them—whatever you choose to be appropriate.

Resolution: You resolve the outcome and the ramifications of the confrontation and decide what to do next.

Birth

You are becoming a parent.

The Birth character arc assumes you already have a partner or a surrogate. If you want your character to find a romantic partner or spouse, you can use the Romance arc. And of course, nonhuman characters might reproduce in other ways.

This arc is usually followed by the Raise a Child arc.

Opening: Impregnation.

Step: Finding a Caretaker. This might be a physician, midwife, doula, or similar person. This is optional.

Step: Complication. A complication arises that threatens the pregnancy, the birth parent, or both.

Step: Preparation. You prepare a place for the delivery as well as a safe place for the infant to live once born.

Climax: Delivery. The baby is born. Success means the child survives.

Resolution: You get the baby to the place you have prepared and settle in, deciding what to do next.

Build

You are going to build a physical structure—a house, a fortress, a workshop, a defensive wall, and so on. This arc would also cover renovating an existing structure or substantially adding to one. Of course, this doesn’t have to be physical construction. You might build something with spells or other supernatural abilities.

Opening: Make a Plan. This almost certainly involves literally drawing up blueprints or plans.

Step(s): Find a Site. This might be extremely straightforward—a simple examination of the site—or it might be an entire exploratory adventure. (If the latter, it might involve multiple such steps.)

Step(s): Gather Materials. Depending on what you are building and what it is made out of, this could involve multiple steps. There probably are substantial costs involved as well.

Step(s): Construction. Depending on what you are building, this could involve multiple steps. It might also take a considerable amount of time and work.

Climax: Completion. The structure is finished.

Resolution: You put the structure to its desired use and see if it holds up.

Cleanse

Someone or something has been contaminated, probably by evil spirits, radiation, a deadly virus, foul magic, or the like, and you want to rid them of such influences or contaminants. This could also be a curse, a possession, an infestation, or something else.

Opening: Analyzing the Threat. You determine the nature of the contamination.

Step: Find the Solution. Almost every contamination has its own particular solution, and this likely involves research and consultation.

Step: Getting Ready. The solution probably involves materials, spells, or other things that you must gather and prepare.

Climax: The Cleansing. You confront the contamination.

Resolution: You reflect on the events that have transpired and what effects they might have on the future. How can you keep this from happening again?

Creation

You want to make something. This might be a magic item, a painting, a novel, or a machine.

Opening: Make a Plan. You figure out what you need, what you’re going to do, and how you’re going to do it.

Step(s): Gather Materials. Depending on what you are creating and what it is made out of, this could involve multiple steps. There probably are substantial costs involved as well.

Step(s): Progress. Depending on what you are creating, this could involve multiple steps. It might also take a considerable amount of time and work.

Climax: Completion. It’s finished! Is it what you wanted? Does it work?

Resolution: You think about what you have learned from the process and use or enjoy the fruits of your labor.

Defeat a Foe

Someone stands in your way or is threatening you. You must overcome the challenge they represent. Defeat doesn’t always mean kill or even fight. Defeating a foe could mean beating them in a chess match or in competition for a desired mentor.

Opening: Sizing up the Competition. This requires some action. A reconnaissance mission. An investigation.

Step: Investigation. This requires some action. A reconnaissance mission. An investigation.

Step(s): Diving In. You travel toward your opponent, overcome their lackeys, or take steps to reach them so you can confront them. This step can take many forms, and there might be more than one such step. This step is always active.

Climax: Confrontation. The contest, challenge, fight, or confrontation occurs.

Resolution: You reflect on what you’ve learned and what the consequences of your actions might be.

Defense

A person, place, or thing is threatened, and you want to protect it.

Opening: Analyze the Situation. What are you defending, and what threats are involved?

Step: Account for Your Resources. How are you going to defend?

Step(s): Fend Off Danger. The forces threatening what you are protecting probably make an initial threat that you’ll have to defeat. It’s not the main threat, though. There might be multiple such initial threats.

Climax: Protect. The true threat reveals itself and you confront it.

Resolution: A time for reflection on everything that occurred, and an assessment of the person, place, or thing’s safety going forward.

Develop a Bond

You want to get closer to another character. This might be to make a friend, find a mentor, or establish a contact in a position of power. It might be to turn a friend into a much closer friend. The character might be an NPC or a PC.

Opening: Getting to Know You. You learn what you can about the other character.

Step: Initial Attempt. You attempt to make contact. This might involve sending messages or gifts through a courier, using an intermediary, or just going up and saying hello, depending on the situation.

Step(s): Building a Relationship. There might be many such steps as you develop the relationship.

Climax: Bond. You succeed or fail at forging the bond.

Resolution: You enjoy the fruits of your new relationship.

Enterprise

You want to create and run a business or start an organization. Maybe you’re a craftsperson who wants to sell your creations. Maybe you like baking and you want to start a catering service. Or maybe you want to start a secret society or found a school to teach young mutants how to use their powers. You’ll almost certainly have to make new connections, find (and somehow pay for) a location, and deal with all manner of administrative duties.

Opening: Drawing up a Plan. What’s your goal, and how are you going to achieve it?

Step: Account for Your Resources. How much financing does the enterprise need compared to what you’ve got? If you need more, how will you get it? How many people other than yourself are needed to begin, and how many will you need to sustain things once they are up and running?

Step: Finding a Location. You probably need a place to run your enterprise—a store, a workshop, a base of operations, and so on. You find a location and look into what it will take to buy or rent it.

Step(s): Building the Enterprise. You procure the needed equipment or personnel. You make the connections and deals to get things started. You obtain important permits or other legal documents. You test new products. You actually start the business. Each of these developments (and likely others) can be counted as a separate step, so there will be many steps.

Climax: Profit and Loss. You determine whether your enterprise will take off and carry on into the future, or fall apart before it gets a chance to blossom. This occurs in a single dramatic moment—your first major client, your organization’s first big meeting or mission, or whatever else is appropriate.

Resolution: A time for reflection on everything that occurred, and how you’re going to move forward.

Establishment

You want to prove yourself as someone of importance. This can take many forms—socially, within your order, financially, or even romantically.

Opening: Assessment. You assess yourself as well as who you need to prove yourself to.

Step(s): Appearances Matter. You improve your look. Enhance your wardrobe. Spruce up your house. Whatever it takes to get attention from the right people. There might be many such steps.

Step(s): Self-Aggrandizement. You need to get the word out to get people talking about you. There might be many such steps.

Climax: Grabbing Attention. You do something big, like host a party for influential people or produce a play that you wrote. You make a big splash or a big crash.

Resolution: You reflect on what you did and where you go from here.

Explore

Something out there is unknown and you want to explore its secrets. This is most likely an area of wilderness, a new planet, an otherworldly dimension, or something similar.

Opening: Make a Plan. Not only do you draw up a plan for your exploration, but if appropriate, you also make a formal declaration to relevant parties of what you’re going to do.

Step(s): Gather Resources. You get the supplies, vehicles, and help you need. Depending on where you are going and what is required, this could involve multiple steps. There probably are substantial costs involved as well.

Step(s): Travel. You go where you wish to explore. There might be many such steps, depending on how long it takes to get there.

Step(s): Exploration. This is the meat of the arc, but it’s probably a series of small moves and minor victories. There might be many such steps.

Climax: Conquest. You make the big discovery or truly master the area. You might not have explored every inch of the place, but if you are successful, you can claim to be done.

Resolution: You return home and possibly share your findings.

Fall From Grace

This is an odd character arc in that it’s (presumably) not something that a character would want. It is something that a player selects on a meta level for the character because it makes for an interesting story. It also sets up the potential for future arcs, such as Redemption. It’s important that this involve actions you take. For example, you fall into substance abuse. You treat people badly. You make mistakes that endanger others. In other words, the fall isn’t orchestrated by someone else—it’s all your own doing.

Opening: The Descent. Things go bad.

Step(s): Further Descent. Things get worse. Depending on the situation, this might involve many steps.

Step: Lashing Out. You treat others poorly as you descend.

Climax: Rock Bottom. There is no chance for success here. Only failure.

Resolution: You wallow in your own misery.

Finish a Great Work

Something that was begun in the past must now be completed. This might involve destroying an evil artifact, finishing the construction of a monument, developing the final steps of a cure for a disease, or uncovering a lost temple forgotten to the ages.

Opening: Assessing the Past. You look at what has come before and where it still needs to go. This almost certainly involves some real research.

Step: Conceive a Plan. You make a plan on how to move forward.

Step(s): Progress. You make significant progress or overcome a barrier to completion. This may involve multiple such steps.

Climax: Completion. This involves the big finish to the past work.

Resolution: You reflect on what you did and where you go from here.

Growth

Willingly or unwillingly, you are going to change. This is another meta arc. It’s less about a goal and more about character development. While it’s possible that the growth involved is intentional, in most people’s lives and stories, it is emergent. A character might become less selfish, braver, a better leader, or experience some other form of growth.

Opening: The Beginning. Change usually begins slowly, in a small, almost imperceptible way.

Step(s): Change. Growth involves many small steps.

Step: Overcoming an Obstacle. The temptation to resort to your old ways is always present.

Climax: Self-Evident Change. This is a dramatic about-face. This is the moment where you do something the “old you” would never have done, and it has a profound effect on you and those around you. With either success or failure, growth is possible.

Resolution: You recognize the change in yourself and move forward.

Instruction

You teach a pupil. You have knowledge on a topic and are willing to share. This can be a skill, an area of lore, a combat style, or the use of a special ability. This is usually a fairly long-term arc. Sometimes teaching a pupil is a side matter, and sometimes the pupil takes on more of an apprentice role and spends a great deal of time with you, traveling with you and perhaps even living in your house (or you living in theirs).

Opening: Taking on the Student.

Step: Getting to Know Them. You assess your pupil’s strengths and weaknesses and try to get an idea of what they need to learn and how you can teach it to them.

Step(s): The Lessons. Teaching is often a slow, gradual process.

Step: Breakdown. Many times, a student needs to have a moment of crisis to really learn something. Maybe they get dejected, or maybe they rebel against your teaching techniques.

Climax: Graduation. This is when you recognize that the pupil has learned what they need. It usually comes at a dramatic moment.

Resolution: You and the pupil say your goodbyes, and you look toward the future.

Join an Organization

You want to join an organization. This might be a military organization, a corporation, a secret society, a religion, or something else.

Opening: Getting the Details. You learn all you can about the organization and how one becomes a member.

Step(s): Making a Contact. Friends on the inside are always important.

Step(s): Performing a Deed. The organization might want to test your worth, or this might be a ceremony you must take part in. It might include paying some sort of dues or fee. Or all of these things.

Climax: Proving Your Worth. This is the point at which you attempt to show the organization that they would be better off with you as a member.

Resolution: You consider your efforts and assess what your membership gets you.

Justice

You try to right a wrong or bring a wrongdoer to justice.

Opening: Declaration. You publicly declare that you are going to bring justice in this situation. This is optional.

Step(s): Tracking the Guilty. You track down the guilty party, assuming there is one. This might not be physically finding them if you already know where they are. Instead, it might be discovering a way to get at them if they are distant, difficult to reach, or well protected. This step might be repeated multiple times, if applicable.

Step: Helping the Victim. Righting a wrong does not always involve confronting a wrongdoer. Part of it might be about helping those who were wronged.

Climax: Confrontation. You confront the guilty party. This might be a public accusation and demonstration of guilt, a trial, or an attack to kill, wound, or apprehend them—whatever you choose to be appropriate.

Resolution: You resolve the outcome and ramifications of the confrontation and decide what to do next.

Learn

You want to learn something. This isn’t the same as the Uncover a Secret arc, in which you’re looking for a bit of information. This is a skill or whole area of knowledge you want to gain proficiency with. This is learning a new language, how to play an instrument, or how to be a good cook. Thus, it’s not about gaining a level or rank in climbing, but learning to be an experienced mountaineer.

Opening: Focusing on the Problem.

Step: Finding a Teacher or a Way to Teach Yourself. Now you can truly begin.

Step(s): Learn. Depending on what you’re learning, this could involve one step or quite a few.

Climax: The Test. You put your new knowledge to the test in a real situation.

Resolution: You relax a bit and decide what to do next.

Master a Skill

You’re skilled, but you want to become the best. This arc might logically follow the Learn arc. As with the Learn arc, this can involve any kind of training at all, not just a skill.

Opening: Finding the Path. You’ve learned the basics. Now it’s time for the advanced material.

Step: Discovering a Master. You find a master to help you become a master.

Step(s): Learn. Depending on what you’re mastering, this could involve one step or quite a few.

Step: The Last Step. Eventually, you realize that even a master cannot teach you the last step. You must learn it on your own.

Climax: The Test. You put your mastery to the test in a real situation—and considering your goal, it’s probably a very important situation.

Resolution: You relax a bit and decide what to do next.

Mysterious Background

You don’t know who your parents were, but you want to find out. The mystery might be something other than your parentage, but that’s a common theme in this kind of arc. You want to know where you come from—there’s some kind of mystery in your past.

Opening: Beginning the Search.

Step: Research. You look into your own family background, if possible.

Step(s): Investigation. You talk to people who might know. You follow clues.

Climax: Discovery. You discover the secret of your own background. You determine if what you learn is good or bad, but either way discovery means success.

Resolution: You contemplate how this new knowledge sits with you.

New Discovery

You want to invent a new device, process, spell, or something similar. A cure for a heretofore unknown disease? An invocation with a result you’ve never heard of before? A method for getting into an impregnable vault? Any of these and more could be your discovery. While similar to the Creation arc and the Learn arc, the New Discovery arc involves blazing a new trail. No one can teach you what you want to know. You’ve got to do it on your own.

Opening: The Idea. You draw up plans for the thing you want to invent or discover.

Step: Research. You learn what people have done before and recognize where they fell short.

Step(s): Trial and Error. You test your hypothesis. This often ends in many failures before you get a success.

Climax: Eureka! It’s time to put the discovery to the true test.

Resolution: You reflect on your discovery and probably compile your notes and write it all down, for posterity’s sake if nothing else.

Raise a Child

You raise a child to adulthood. It can be your biological child or one you adopt. It can even be a child taken under your wing, more a young protégé than a son or daughter. This is obviously a very long-term arc.

Opening: Sharing Your Home. The child now lives with you.

Step: Care and Feeding. You learn to meet the child’s basic needs.

Step(s): Basic Instruction. You teach them to walk, talk, and read. You teach them to care for themselves.

Step(s): The Rewards Are Many. The child loves you. Relies on you. Trusts you. Eventually, helps you.

Step(s): Ethical Instruction. You instill your basic ethics in the child, hoping that they will mature into an adult you can be proud of.

Climax: Adulthood. At some point the child leaves the proverbial nest. You determine, at this point, your own success or failure.

Resolution: You reflect on the memories you have made.

Recover From a Wound (or Trauma)

You need to heal. This isn’t just for healing simple damage. This involves recovering from a major debilitating injury, illness, or shock. Severe damage, the loss of a body part, and emotional trauma all fall into this category.

Opening: Rest. The first thing you need to do is rest.

Step: Self Care. You take care of your own needs.

Step: Getting Aid. Someone helps.

Step: Medicine. Some kind of drug, cure, poultice, potion, or remedy aids your recovery.

Step: Therapy. With the help of someone else, you exercise your injury or cope with your trauma.

Climax: Acceptance or Recovery. You try to move on and use what has been damaged (or learn how to function without it).

Resolution: You get on with your life.

Redemption

You’ve done something very wrong, but you want to atone and make it right again. This is like the Justice arc or the Undo a Wrong arc, except you are the wrongdoer. This could be a follow-up to the Fall From Grace arc.

Opening: Regret. You are determined to rebuild, recover, and restore.

Step: Forgiveness. You apologize and ask for forgiveness.

Step: Identifying the Needs. You determine what needs to be done to atone for your transgression.

Climax: Making Good. You perform an act that you hope will redeem your past misdeed.

Resolution: You reflect on what has happened but now look to the future.

Repay a Debt

You owe someone something, and it’s time to make good.

Opening: Debts Come Due. You determine to do what is needed to make good on the debt. It might involve repaying money, but more appropriately it’s performing a deed or a series of deeds.

Step: Talking It Over. You discuss the matter with the person you owe, if possible. You ensure that what you’re doing is what they want.

Climax: Repayment. Either you do something to earn the money or goods you owe, or you undertake a major task that will compensate the other person.

Resolution: You relax knowing that your debt is repaid, and you look to the future.

Rescue

Someone or something of great importance has been taken, and you want to get them or it back.

Opening: Heeding the Call. You determine what has happened, and who or what is missing.

Step: Tracking. You discover who has taken them, and where.

Step: Travel. You go to where they are being held and get information on the location and who is involved. Maybe make a plan.

Climax: Rescue Operation. You go in and get them.

Resolution: You return them home.

Restoration

You’re down but not out. You want to restore your good name. Recover what you’ve lost. Rebuild what has been destroyed. You’ve fallen down or have been knocked down, but either way you want to pick yourself up. This is a possible follow-up to the Fall From Grace arc.

Opening: Vow to Yourself. You are determined to rebuild, recover, and restore.

Step(s): Work. You rebuild, recover, and restore. If all your money was stolen, you make more. If your house was destroyed, you rebuild it. If your reputation was tarnished, you perform deeds that restore your good name.

Climax: The Final Act. You undertake one last major task that will bring things back to where they were (or close to it). A lot is riding on this moment.

Resolution: You enjoy a return to things the way they were before.

Revenge

Someone did something that harmed you. Unlike the Avenge arc, this arc probably isn’t about tracking down a murderer, but it might involve pursuing someone who stole from you, hurt you, or otherwise brought you grief. The key is that it’s personal. Otherwise, use the Justice arc.

Opening: Vow. You swear revenge.

Step(s): Finding a Clue. You find a clue to tracking down the culprit.

Climax: Confrontation. You confront the culprit.

Resolution: You deal with the aftermath of the confrontation and move on. You think about whether you are satisfied by gaining your revenge.

Romance

You want to strike up a relationship with a romantic partner. Perhaps you have a specific person in mind, or maybe you’re just interested in a relationship in general.

Opening(s): Caught Someone’s Eye. You meet someone you are interested in. (Since this can be short-lived, it’s possible to have this opening occur more than once.)

Step(s): Courtship. You begin seeing the person regularly. Although not every “date” is a step in the arc, significant moments are, and there may be a few of them.

Climax: Commitment. You may or may not be interested in a monogamous relationship. Regardless, you and your love have made some kind of commitment to each other.

Resolution: You think about the future. Marriage? Children? These are only some of the possibilities.

Solve a Mystery

Different from the Learn arc and the Uncover a Secret arc, this arc is about solving a crime or a similar action committed in the fairly recent past. It’s not about practice or study, but about questions and answers. In theory, the mystery doesn’t have to be a crime. It might be “Why is this strange caustic substance leaking into my basement?”

Opening: Pledging to Solve the Mystery.

Step: Research. You get some background.

Step(s): Investigation. You ask questions. You look for clues. You cast divinations. This likely encompasses many such steps.

Climax: Discovery. You come upon what you believe to be the solution to the mystery.

Resolution: In this step, which is far more active than most resolutions, you confront the people involved in the mystery with what you’ve discovered, or you use the information in some way (such as taking it to the proper authorities).

Theft

Someone else has something you want.

Opening: Setting Your Sights. You make a plan.

Step: Casing the Joint. You scout out the location of the thing (or learn its location).

Step(s): Getting to the Object. Sometimes, many steps are involved before you reach the object you wish to take. For example, if, in order to steal something from a vault, you need to approach one of the guards while they are off duty and bribe them to look the other way when you break in, that is covered in this step.

Climax: The Attempt. You make your heist.

Resolution: You decide what to do with the thing you’ve stolen and contemplate the repercussions you might face for stealing it.

Train a Creature

You want to domesticate and train an animal or other creature. While the beast doesn’t need to be wild, it must not already be domesticated and trained.

Opening: Getting Acquainted. You get to know the creature a bit, and it gets to know you.

Step: Research. You get information on the type of creature or advice from others who have trained one.

Step: Domestication. After some work, the creature is no longer a threat to you or anyone else, and it can live peacefully in your home or wherever you wish.

Step(s): Training. Each time you use this step, you teach the creature a new, significant command that it will obey regularly and immediately.

Climax: Completion. Believing the creature’s training to be complete, you put it in a situation where that is put to the test.

Resolution: You reflect on the experience.

Transformation

You want to be different in a specific way. Because the Growth arc covers internal change, this one focuses primarily on external change. This could take many forms, and probably varies greatly by genre. In some settings, it could even be death, which might turn you into a ghost. For the change to be an arc, it should be difficult and perhaps risky.

Opening: Deciding on the Transformation.

Step: Research. You look into how the change can be made and what it entails.

Step(s): Investigation. This is an active step toward making the change. It might involve getting more information, materials or ingredients, or something else.

Climax: Change. You make the change, with some risk of failure or disaster.

Resolution: You contemplate how this change affects you going forward.

Uncover a Secret

There is knowledge out there that you want. It could be an attempt to find and learn a specific special ability. This could also be a hunt for a lost password or a key that will open a sealed door, the true name of a devil, the secret background of an important person, or how the ancients constructed that strange monolith.

Opening: Naming the Secret. You give your goal a name. “I am seeking the lost martial art of the Khendrix, who could slice steel with their bare hands.”

Step(s): Research. You scour libraries and old tomes for clues and information.

Step(s): Investigation. You talk to people to gain clues and information.

Step(s): Tracking. You track down the source of the secret information and travel to it.

Climax: Revelation. You find and attempt to use the secret, whatever that entails.

Resolution: You contemplate how this secret affects you and the world.

Undo a Wrong

Someone did something horrible, and its ramifications are still felt, even if it happened long ago. You seek to undo the damage, or at least stop it from continuing.

This is different from the Justice arc because this isn’t about justice (or even revenge)—it’s about literally undoing something bad that happened in the past, such as a great library being burned to the ground, a sovereign people being driven from their land, and so on.

Opening: Vowing to Put Right What Once Went Wrong.

Step: Make a Plan. You learn all you can about the situation and then make a plan to put things right.

Step(s): Progress. This is an active step toward undoing the wrong. It might involve finding something, defeating someone, destroying something, building something, or almost anything else, depending on the circumstances.

Climax: Change. You face the challenge of the former wrong, and either overcome it or fail.

Resolution: You reflect on what you’ve accomplished and think about the future.

","markdown":""},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"ownership":{"default":-1},"flags":{}},{"sort":550000,"name":"Genre: Fantasy","type":"text","_id":"5tBpQHxLFK0uSx7O","title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"

For an expanded treatment of the fantasy genre, refer to the @UUID[Compendium.cyphersystem-compendium.cypher-journals.nnDPf4sPK61ROEV8]{Fantasy Rulebook}.

For our purposes, fantasy is any genre that has magic, or something so inexplicable it might as well be magic. The sort of core default of this type is Tolkienesque fantasy, also known as second-world fantasy because it includes a completely new world not our own. Big fantasy epics like those penned by J. R. R. Tolkien (hence the name), C. S. Lewis, George R. R. Martin, Stephen R. Donaldson, David Eddings, Ursula K. Le Guin, and others are indicative of this genre. It usually involves swords, sorcery, nonhuman species (such as elves, dwarves, helborn, and half-giants), and epic struggles.

Of course, fantasy might also involve the modern world, with creatures of myth and sorcerers dwelling among us. It might involve mythic traditions of any number of cultures (elves, dwarves, and the like, usually being decidedly European) or bear little resemblance to anything on Earth, past or present. It might even involve some of the trappings of science fiction, with spaceships and laser guns amid the wizardry and swords (this is often called science fantasy).

Fantasy can also be defined by the amount of fantasy elements within it. A second-world fantasy filled with wizards, ghosts, dragons, curses, and gods is referred to as high fantasy. Fantasy with a firmer grounding in reality as we know it in our world is low fantasy. (In fact, low fantasy often takes place in our world, or in our world’s distant past, like the stories of Conan.) No single element indicates concretely that a given fantasy is high or low. It’s the prevalence of those elements.

The point is, there are many, many types of fantasy.

Suggested Types for a Fantasy Game

RoleCharacter Type
WarriorWarrior
KnightWarrior
RangerExplorer
BarbarianExplorer flavored with combat
ThiefExplorer flavored with stealth
WizardAdept
ClericSpeaker flavored with magic
DruidExplorer flavored with magic
Warrior mageWarrior flavored with magic
BardSpeaker

Basic Creatures and NPCs for a Fantasy Game

@UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.aRHd1kwkUTogvMyG]{Bat} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.POcXUZp1mwvumsvK]{Blacksmith} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.JZbErZ6hAgtHrgim]{Dog} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.vmvgLdR7JKdsukCW]{Dog, guard} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.4xi11kpGx3rGZEYm]{Farmer} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.pNEII8Wup8xjZfuA]{Hawk} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.61EndqAjZ2ZZZuS9]{Horse} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.4xi11kpGx3rGZEYm]{Farmer} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.8AhrSmfhARlAahxp]{Merchant} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.qLFrfE0E9w6BcG48]{Rat} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.XwsPRwBGqnPnCJKG]{Villager} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.ZIE2MSMDhhgqBRgl]{Viper} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.vhGua32GarGCzLGv]{Warhorse} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.4gJ7LYEkIlt16Epj]{Wolf}

Additional Fantasy Equipment

In the default Medieval Europe-style fantasy setting, the following items (and anything else appropriate to that time period) are usually available.

Inexpensive Items

WeaponsNotes
@UUID[Compendium.cyphersystem-compendium.ammo.JwvZz1lxVR3H6P8D]{Arrows (20)}
@UUID[Compendium.cyphersystem-compendium.weapons-fantasy.zuI2zJqYv2bPN415]{Club}Light weapon
@UUID[Compendium.cyphersystem-compendium.ammo.mY1JGNvk9RPW7y2D]{Crossbow bolts (20)}
@UUID[Compendium.cyphersystem-compendium.weapons-fantasy.IBJ8eUTFLMb2IKaZ]{Knife (rusty and worn)}Light weapon (won’t last long)
Other ItemsNotes
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.ua0XElr4rvEe4C7J]{Candle}
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.UJ5qtx1Dt3ENW2Uh]{Rations (1 day)}
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.m5lUbtwYYZDzo0Jx]{Sack}
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.G2HjI5SUADNv0yJ2]{Torch}

Moderately Priced Items

WeaponsNotes
@UUID[Compendium.cyphersystem-compendium.weapons-fantasy.La6ogBpdY1cjYIug]{Blowgun}Light weapon, short range
@UUID[Compendium.cyphersystem-compendium.weapons-fantasy.DxvLEdJsjNLghy5m]{Broadsword (substandard)}Medium weapon (won’t last long)
@UUID[Compendium.cyphersystem-compendium.weapons-fantasy.cFkYLORc1EiwPpLf]{Dagger}Light weapon
@UUID[Compendium.cyphersystem-compendium.weapons-fantasy.Chp5Kt00vrxxYBAT]{Handaxe}Light weapon
@UUID[Compendium.cyphersystem-compendium.weapons-fantasy.xMUGgLlOKoZqooWy]{Throwing knife}Light weapon, short range
ArmorNotes
@UUID[Compendium.cyphersystem-compendium.armor-fantasy.dwYLXpRkrg8AaoMP]{Hides and furs}Light armor
@UUID[Compendium.cyphersystem-compendium.armor-fantasy.E3UpdWDvaLUQ2Xfz]{Leather jerkin}Light armor
Other ItemsNotes
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.2uM56Yu3g5OCjLkm]{Backpack}
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.3TAk68d2T0nMXlIG]{Bedroll}
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.ObGbm8EmEBDCotRD]{Crowbar}
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.BmQOOToImOypwy7g]{Hourglass}
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.VNW4jviGcTTfC2Mu]{Iron spikes}10 spikes
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.XjU4o9vgaZ4wiBSD]{Lantern}
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.U20W8jrBZGlWsQu2]{Rope}Hemp, 50 feet
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.BQ87g3YjkViIKc7l]{Signal horn}
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.MEp5TNjz6v9dnuLP]{Tent}

Expensive Items

WeaponsNotes
@UUID[Compendium.cyphersystem-compendium.weapons-fantasy.oGdbXxumsdjbdVzJ]{Battleaxe}Medium weapon
@UUID[Compendium.cyphersystem-compendium.weapons-fantasy.W8mx4ak9u2JKvX6Q]{Broadsword}Medium weapon
@UUID[Compendium.cyphersystem-compendium.weapons-fantasy.xeXPxadNyGu35H4k]{Bow}Medium weapon, long range
@UUID[Compendium.cyphersystem-compendium.weapons-fantasy.H8tg6l3LpBLNRz32]{Cutlass}Medium weapon
@UUID[Compendium.cyphersystem-compendium.weapons-fantasy.ZHeioW4Ywrgs6Si8]{Light crossbow}Medium weapon, long range
@UUID[Compendium.cyphersystem-compendium.weapons-fantasy.J3BdB6S45bmc8cvl]{Quarterstaff}Medium weapon (requires 2 hands)
ArmorNotes
@UUID[Compendium.cyphersystem-compendium.armor-fantasy.ljoqzdX7tpPpCTCc]{Breastplate}Medium armor
@UUID[Compendium.cyphersystem-compendium.armor-fantasy.9toshrf5gjzwIsDm]{Brigandine}Medium armor
@UUID[Compendium.cyphersystem-compendium.armor-fantasy.2mgyMiNIOQ4iUVnl]{Chainmail}Medium armor
Other ItemsNotes
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.mVwBYBHxYinj4lLx]{Bag of heavy tools}
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.XuYDx9q73UxyPN22]{Bag of light tools}

Very Expensive Items

WeaponsNotes
@UUID[Compendium.cyphersystem-compendium.weapons-fantasy.rUR8Ile0ZRC2qMfM]{Broadsword (jeweled)}Medium weapon
@UUID[Compendium.cyphersystem-compendium.weapons-fantasy.7Yc0010ac7PbCkPl]{Greatsword}Heavy weapon
@UUID[Compendium.cyphersystem-compendium.weapons-fantasy.gVNfXCYe0qsDXQNO]{Heavy crossbow}Heavy weapon, long range
ArmorNotes
@UUID[Compendium.cyphersystem-compendium.armor-fantasy.f8OhNQR1rGtWy2Ot]{Dwarven breastplate}Medium armor, encumbers as light armor
@UUID[Compendium.cyphersystem-compendium.armor-fantasy.2SMPhQU8pP4vsJ6R]{Full plate}Heavy armor
Other ItemsNotes
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.cIWeisTbSX9izeaW]{Disguise kit}Asset for disguise tasks
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.ICgjGDSqGXInN1PP]{Healing kit}Asset for healing tasks
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.7BQwwk2qh7zxU6ih]{Spyglass}Asset for perception tasks at range

Exorbitant Items

ArmorNotes
@UUID[Compendium.cyphersystem-compendium.armor-fantasy.kcF98fSVWNjAEQWI]{Elven chainmail}Medium armor, encumbers as no armor
Other ItemsNotes
@UUID[Compendium.cyphersystem-compendium.vehicles.3svOlCDP6Sm4v2Ql]{Sailing ship (small)}

Fantasy Artifacts

In many ways, fantasy is the genre for artifacts. All magic items—wands that shoot lightning, magic carpets, singing swords, rings that make the wearer invisible, and so on—are artifacts. Below are a few sample artifacts to give a template for GMs to follow. Those running a fantasy campaign will likely want to create many magic artifacts.

@UUID[Compendium.cyphersystem-compendium.artifacts-fantasy.Hanw3m7cRoN6XrsV]{Angelic ward} @UUID[Compendium.cyphersystem-compendium.artifacts-fantasy.I8TAffkn2YfPdIlf]{Ring of dragon’s flight} @UUID[Compendium.cyphersystem-compendium.artifacts-fantasy.lZy9XOFTIPBKjr5z]{Soulflaying weapon} @UUID[Compendium.cyphersystem-compendium.artifacts-fantasy.2q4omUFxtUBr4WFP]{Spellbook of the amber mage} @UUID[Compendium.cyphersystem-compendium.artifacts-fantasy.BNT94UfgkXdmcErV]{Wand of firebolts}

Fantasy Species Descriptors

In a high fantasy setting, some GMs may want dwarves and elves to be mechanically different from humans. Below are some possibilities for how this might work.

Dwarf

You’re a stocky, broad-shouldered, bearded native of the mountains and hills. You’re also as stubborn as the stone in which the dwarves carve their homes under the mountains. Tradition, honor, pride in smithcraft and warcraft, and a keen appreciation of the wealth buried under the roots of the world are all part of your heritage. Those who wish you ill should be wary of your temper. When dwarves are wronged, they never forget.

You gain the following characteristics:

Stalwart: +2 to your Might Pool.

@UUID[Compendium.cyphersystem-compendium.basic-skills.Q0vfmbqehJw0jYBa]{Skill}: You are trained in Might defense rolls.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.kOe6eKWNKZ0rlIbt]{Skill}: You are trained in tasks related to stone, including sensing stonework traps, knowing the history of a particular piece of stonecraft, and knowing your distance beneath the surface.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.XBza3foP98Apv3u6]{Skill}: You are practiced in using axes.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.O0bj3SSEEaArxBet]{Skill}: You are trained in using the tools required to shape and mine stone.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.wfUuLfNI6KyKsZ6R]{Vulnerability}: When you fail an Intellect defense roll to avoid damage, you take 1 extra point of damage.

Additional Equipment: You have an axe.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You found the PCs wandering a maze of tunnels and led them to safety.

  2. The PCs hired you to dig out the entrance to a buried ruin.

  3. You tracked down the thieves of your ancestor’s tomb and found they were the PCs. Instead of killing them, you joined them.

  4. Before dwarves settle down, they need to see the world.

Elf

You haunt the woodlands and deep, natural realms, as your people have for millennia. You are the arrow in the night, the shadow in the glade, and the laughter on the wind. As an elf, you are slender, quick, graceful, and long lived. You manage the sorrows of living well past many mortal lifetimes with song, wine, and an appreciation for the deep beauties of growing things, especially trees, which can live even longer than you do.

You gain the following characteristics:

Agile: +2 to your Speed Pool.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.y8GNItkWz0Ll5eDE]{Long-Lived}: Your natural lifespan (unless tragically cut short) is thousands of years.

@UUID[Compendium.cyphersystem-compendium.basic-skills.rH5FwMXGaNn21DZD]{Skill}: You are specialized in tasks related to perception.

Skill: You are practiced in using one bow variety of your choice.

Skill: You are trained in @UUID[Compendium.cyphersystem-compendium.basic-skills.duTx0BwgmC1Gw3Ze]{stealth} tasks. In areas of natural woodland, you are @UUID[Compendium.cyphersystem-compendium.expanded-skills.FXuy9hOuuAVeiGIc]{specialized in stealth tasks}.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.JTgcA5dhKHQM6lvw]{Fragile}: When you fail a Might defense roll to avoid damage, you take 1 extra point of damage.

Additional Equipment: You have a bow and a quiver of arrows to go with it.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. Before putting an arrow in the forest intruders, you confronted them and met the PCs, who were on an important quest.

  2. Your heart yearned for farther shores, and the PCs offered to take you along to new places.

  3. Your home was burned by strangers from another place, and you gathered the PCs along the way as you tracked down the villains.

  4. An adventure was in the offing, and you didn’t want to be left behind.

Half-Giant

You stand at least 12 feet (4 m) tall and tower over everyone around you. Whether you are a full-blooded giant or merely have giant heritage from large ancestors, you’re massive. Always large for your age, it became an issue only once you reached puberty and topped 7 feet (2 m) in height, and kept growing from there.

You gain the following characteristics:

Tough: +4 to your Might Pool.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.cP5tB0NoQnIydKZJ]{Mass and Strength}: You inflict +1 point of damage with your melee attacks and attacks with thrown weapons.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.0efUBEaMaoe3XB4q]{Breaker}: Tasks related to breaking things by smashing them are eased.

Inability: You’re too large to accomplish normal things. Tasks related to @UUID[Compendium.cyphersystem-compendium.inabilities.gpHPkjq631isDAjT]{initiative}, @UUID[Compendium.cyphersystem-compendium.inabilities.oGzczZIk8XKBDpZo]{stealth}, and @UUID[Compendium.cyphersystem-compendium.inabilities.veqN70GNrIvluVMq]{fine manipulation of any sort} (such as lockpicking or repair tasks) are hindered.

Additional Equipment: You have a heavy weapon of your choice.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You fished the PCs out of a deep hole they’d fallen into while exploring.

  2. You were the PCs’ guide in the land of giants and stayed with them afterward.

  3. The PCs helped you escape a nether realm where other giants were imprisoned by the gods.

  4. You kept the PCs from being discovered by hiding them behind your bulk when they were on the run.

Helborn

Demons of the underworld sometimes escape. When they do, they can taint human bloodlines. Things like you are the result of such unnatural unions. Part human and part something else, you are an orphan of a supernatural dalliance. Thanks to your unsettling appearance, you’ve probably been forced to make your own way in a world that often fears and resents you. Some of your kin have large horns, tails, and pointed teeth. Others are more subtle or more obvious in their differences—a shadow of a knife-edge in their face and a touch that withers normal plants, a little too much fire in their eyes and a scent of ash in the air, a forked tongue, goatlike legs, or the inability to cast a shadow. Work with the GM on your particular helborn appearance.

You gain the following characteristics.

Devious: +2 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.JW3zwz6IgZcqN0XX]{Skill}: You are trained in tasks related to magic lore and lore of the underworld.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.w2loaRgoNlhuYGwg]{Fire Adapted}: +2 to Armor against damage from fire only.

Helborn Magic: You are inherently magical. Choose one low-tier ability from the Abilities chapter. If the GM agrees it is appropriate, you gain that ability as part of your helborn heritage, and can use it like any other type or focus ability.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.yW5LvpudYQcN1n5b]{Inner Evil}: You sometimes lose control and risk hurting your allies. When you roll a 1, the GM has the option to intrude by indicating that you lose control. Once you’ve lost control, you attack any and every living creature within short range. You can’t spend Intellect points for any reason other than to try to regain control (a difficulty 2 task). After you regain control, you suffer a –1 penalty to all rolls for one hour.

@UUID[Compendium.cyphersystem-compendium.inabilities.lfVIjOnbi86nUjng]{Inability}: People distrust you. Tasks to persuade or deceive are hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You were nearly beaten to death by people who didn’t like your look, but the PCs found and revived you.

  2. The PCs hired you for your knowledge of magic.

  3. Every so often you get visions of people trapped in the underworld. You tracked those people down and found the PCs, who’d never visited the underworld. Yet.

  4. Your situation at home became untenable because of how people reacted to your looks. You joined the PCs to get away.

Optional Rule: Spellcasting

Fantasy settings prioritize magic as an essential ingredient. But why restrict that magic to just wizards and similar characters? It’s not uncommon in fantasy literature for a thief or warrior to learn a few spells as they steal or brawl through their adventures. Leiber’s Gray Mouser knew some spells, Moorcock’s Elric knew a lot, pretty much everyone in Anthony’s Xanth books knew at least one, and so on. Of course, wizards and sorcerers specialize in spellcasting, which gives them clear superiority in magic use. But whether a character is a fireball-flinging wizard or a belligerent barbarian, anyone can learn some spellcasting under this optional rule.

Under the spellcasting rule, any character, no matter their role or type, can choose to learn a spell as a long-term benefit. After they learn one spell, they may learn more later if they wish, or just stick with the one.

First Spell

Any character can gain a spell by spending 3 XP and working with the GM to come up with an in-game story of how the PC learned it. Maybe they learned it as a child from their parent and practiced it enough to actually do it; perhaps they spent a month hiding in a wizard’s library reading; it could be that they found a weird magical amulet that imbues them with the spell; and so on.

Next, choose one low-tier ability from the Abilities chapter. If the GM agrees it is appropriate, the character gains that ability as their spell, with a few caveats. The spell can’t be used like a normal ability gained through a PC’s type or focus. Instead, a character must either use a recovery roll or spend many minutes or longer evoking their spell, in addition to paying its Pool cost (if any).

Using a Recovery Roll to Cast a Spell: If the character uses a one-action, ten-minute, or one-hour recovery roll as part of the same action to cast the spell (including paying any Pool costs), they can use the ability as an action. This represents a significant mental and physical drain on the character, because the normal benefit of recovering points in a Pool is not gained.

Spending Time to Cast a Spell: If the character takes at least ten minutes chanting, mumbling occult phonemes, concentrating deeply, or otherwise using all their actions, they can cast a low-tier spell (if they also pay any Pool costs). An hour is required to cast mid-tier spells. Ten hours are required to cast a high-tier spell.

More Spells

Once a character has learned at least one spell, they can opt to learn additional spells later. Each time, they must spend an additional 3 XP and work with the GM to come up with an in-game story of how the character’s magical learning has progressed.

Two additional rules for learning additional spells apply:

First, a character must be at least tier 3 and have previously gained one low-tier spell before they can learn a mid-tier spell.

Second, a character must be at least tier 5 and have previously gained one mid-tier spell before they can learn a high-tier spell.

Otherwise, gaining and casting additional spells are as described for the character’s first spell.

Wizards and the Optional Spellcasting Rule

Wizards (usually Adepts) and characters with explicit spellcasting foci like Masters Spells, Channels Divine Blessings, Speaks for the Land, and possibly others are also considered to be spellcasters, and moreover, specialized ones. Their spells—abilities provided by their type or focus—are used simply by paying their Pool costs. Extra time or physical effort isn’t required to cast them. That’s because, in the parlance of the fantasy genre, these spells are considered to be “prepared.”

But specialized casters can also use the optional spellcasting rule to expand their magic further. They can learn additional spells via the optional spellcasting rule just like other characters, with the same limitations.

Optionally, specialized casters who record their arcane knowledge in a spellbook (or something similar) gain one additional benefit. The spellbook is a compilation of spells, formulas, and notes that grants the specialized caster more flexibility than those who’ve simply learned a spell or two. With a spellbook, a PC can replace up to three prepared spells with three other spells they’ve learned of the same tier. To do so, they must spend at least one uninterrupted hour studying their spellbook. Usually, this is something that requires a fresh mind, and must be done soon after a ten-hour recovery.

For instance, if a wizard exchanges Ward (an ability gained from their type) with Telekinesis (an ability gained from the optional spellcasting rule), from now on the character can cast Ward only by spending time or using a recovery roll (as well as spending Pool points). On the other hand, they can use Telekinesis normally, because now it’s prepared. Later, the wizard could spend the time studying to change out their prepared spells with others they’ve learned using the optional spellcasting rule.

A PC might choose the 4 XP character advancement option to select a new type-based ability from their tier or alower tier. If so, the ability gained doesn’t count as a spell, and the spellcasting rule limitations do not apply to the ability so gained. If the PC is a wizard and uses the 4 XP character advancement option, treat the ability as one more prepared spell.

Note: Foundry VTT Usage

To use spells in Foundry VTT, sort abilities as spells in the settings of the item sheet. Note how many abilities are prepared spells (i.e., how many are learned as type or focus abilities). Archive all unprepared spells, so that the number of active items equals the number of prepared spells. When the PC exchanges one of their prepared spells, unarchive the one that is now prepared and archive another one of the same tier.

You can use your prepared spells just like any other ability of your type or focus. Unprepared spells (i.e., archived spells) use the rules above.

","markdown":""},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"ownership":{"default":-1},"flags":{}},{"sort":575000,"name":"Genre: Modern","type":"text","_id":"o0jvZmIaxk8vSE4i","title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"

The modern setting is easy because it’s just the real world, right? Well, yes and no. It’s easy for players to understand the context of a modern setting. They know the default assumptions—cities, cars, cell phones, the internet, and so on. It’s also easier for some players to get into character, because their character could be someone they might very well pass on the street. It can be easier to wrap your mind around a history professor than a thousand-year-old elf wizard. These things make it easier on the GM as well.

But for the same reason, it’s not easy. The setting is the real world we all know, so it’s easy to get facts wrong or let them bog you down. What happens when you pull the fire alarm on the thirty-fifth floor of a major hotel in a large city? How fast do the authorities arrive? In truth, the facts aren’t as important as the story you’re creating, but some verisimilitude is nice.

Molding Characters for a Modern Game

If you’re trying to portray a psychic with a few basic powers, you might not want to use the Adept character type. Instead, choose a different type (perhaps a Speaker) and encourage foci such as Commands Mental Powers or Focuses Mind Over Matter. Some of the Adept’s powers might be too over the top for the genre.

Similarly, the technology flavor is probably too high-tech for a modern game. For someone with technical skills, use the skills and knowledge flavor instead.

Sometimes, the types might be more physical than is always desirable for a modern game, but that’s because the least physical type, the Adept, is often inappropriate for other reasons. The Calm descriptor is very good for such characters, not only granting them a great deal of skill and knowledge, but also reducing their physical capabilities.

Last, don’t forget foci such as Doesn’t Do Much or Would Rather Be Reading for “normal” characters who have useful skills but not much in the way of flashy abilities.

Suggested Types for a Modern Game

RoleType
Police officerExplorer with combat flavor
DetectiveExplorer with stealth flavor
SoldierWarrior
CriminalExplorer with stealth flavor
TeacherSpeaker
Professional (accountant, writer, etc.)Speaker with skills and knowledge flavor
Technical professionExplorer with skills and knowledge flavor
DilettanteSpeaker with skills and knowledge flavor
Doctor/NurseExplorer with skills and knowledge flavor
PoliticianSpeaker
LawyerSpeaker
ScholarExplorer with skills and knowledge flavor
SpySpeaker with stealth flavor
OccultistAdept
Mystic/PsychicAdept

Basic Creatures and NPCs for a Modern Game

@UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.WJgPGUcSUrR4Ssuu]{Businessperson} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.ZT13lzcl6dsvg8HX]{Cat} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.GNrvq56bsnlHgKeW]{Clerk} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.JZbErZ6hAgtHrgim]{Dog} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.vmvgLdR7JKdsukCW]{Dog, guard} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.61EndqAjZ2ZZZuS9]{Horse} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.qLFrfE0E9w6BcG48]{Rat} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.SpaQv9sL1VWlrkLS]{Worker}

Additional Modern Equipment

In a modern setting, the following items (and anything else appropriate to the real world) are usually available.

Refer to the @UUID[Compendium.cyphersystem-compendium.cypher-journals.QhNXyjJC4BW5agrm.JournalEntryPage.YwC86IjNKFB5q7gx#equipment-listing]{equipment listing} of the Science Fiction Rulebook for an expanded selection of contemporary equipment.

Inexpensive Items

WeaponsNotes
@UUID[Compendium.cyphersystem-compendium.ammo.lYJndyNwkfb2sQz2]{Ammo (box of 50 rounds)}
@UUID[Compendium.cyphersystem-compendium.weapons-modern.ZuWPhhwirVzEtpcS]{Knife (simple)}Light weapon (won’t last long)
Other ItemsNotes
@UUID[Compendium.cyphersystem-compendium.equipment-modern.ss1cft2vMEWx4kJ4]{Duct tape roll}Useful and ubiquitous
@UUID[Compendium.cyphersystem-compendium.equipment-modern.p6V32aB5gkEFqitX]{Flashlight}
@UUID[Compendium.cyphersystem-compendium.equipment-modern.3jJNQk40gldOiD2z]{Padlock with keys}
@UUID[Compendium.cyphersystem-compendium.equipment-modern.XFf4M5XhGJb6snrS]{Trail rations (1 day)}

Moderately Priced Items

WeaponsNotes
@UUID[Compendium.cyphersystem-compendium.weapons-modern.EOke4Vi9vZv4U16N]{Hand grenade}Explosive weapon, inflicts 4 points of damage in immediate radius
@UUID[Compendium.cyphersystem-compendium.weapons-modern.DliC4uPK4vnuiN3w]{Hunting knife}Light weapon
@UUID[Compendium.cyphersystem-compendium.weapons-modern.7EItM0gT073fcCyx]{Machete}Medium weapon
@UUID[Compendium.cyphersystem-compendium.weapons-modern.B5CSduGis9vKucKp]{Nightstick}Light weapon
ArmorNotes
@UUID[Compendium.cyphersystem-compendium.armor-modern.gwPnvp7McesS3NUR]{Leather jacket}Light armor
Other ItemsNotes
@UUID[Compendium.cyphersystem-compendium.equipment-modern.mbTBZG8Z968IxHq2]{Backpack}
@UUID[Compendium.cyphersystem-compendium.equipment-modern.ccm57mnk8bNmPWfQ]{Bag of heavy tools}
@UUID[Compendium.cyphersystem-compendium.equipment-modern.VYIqlo7RM9scywV5]{Bag of light tools}
@UUID[Compendium.cyphersystem-compendium.equipment-modern.VjpaBgV1XxHEl7U7]{Binoculars}Asset for perception tasks at range
@UUID[Compendium.cyphersystem-compendium.equipment-modern.QQCRR8D4rroB36YC]{Bolt cutters}
@UUID[Compendium.cyphersystem-compendium.equipment-modern.UQalAy7SSl1QGgIk]{Cell phone}
@UUID[Compendium.cyphersystem-compendium.equipment-modern.PByrX3tmLVa85NeK]{Climbing gear}
@UUID[Compendium.cyphersystem-compendium.equipment-modern.UV1anGyX2QaGd8qX]{Crowbar}
@UUID[Compendium.cyphersystem-compendium.equipment-modern.LuGHnohquvbNoT9d]{Electric lantern}
@UUID[Compendium.cyphersystem-compendium.equipment-modern.fHdiS7JT9hjtjeb9]{First aid kit}Asset for healing tasks
@UUID[Compendium.cyphersystem-compendium.equipment-modern.98dhCNOFZ8TYBS1Y]{Handcuffs}
@UUID[Compendium.cyphersystem-compendium.equipment-modern.W40tEHGIcevTGDkt]{Rope}Nylon, 50 feet
@UUID[Compendium.cyphersystem-compendium.equipment-modern.iBpZVq4fM9mPDIDK]{Sleeping bag}
@UUID[Compendium.cyphersystem-compendium.equipment-modern.WOJ75BLfqqViZ57w]{Tent}

Expensive Items

WeaponsNotes
@UUID[Compendium.cyphersystem-compendium.weapons-modern.lbpcftYKyWKpoqoT]{Light handgun}Light weapon, short range
@UUID[Compendium.cyphersystem-compendium.weapons-modern.i8RP2vxMaoUgCNL1]{Medium handgun}Medium weapon, long range
@UUID[Compendium.cyphersystem-compendium.weapons-modern.WRluKrzzdF5wad4V]{Bow}Medium weapon, long range
@UUID[Compendium.cyphersystem-compendium.weapons-modern.dvZ57WEEzP575D6m]{Rifle}Medium weapon, long range
@UUID[Compendium.cyphersystem-compendium.weapons-modern.w4K2udLKOMjY53z1]{Shotgun}Heavy weapon, immediate range
ArmorNotes
@UUID[Compendium.cyphersystem-compendium.armor-modern.Tvvpp1L5F3sw3999]{Kevlar vest}Medium armor
Other ItemsNotes
@UUID[Compendium.cyphersystem-compendium.equipment-modern.Am5vYHXpCPsF3lrq]{Camera designed to be concealed}Transmits at long range
@UUID[Compendium.cyphersystem-compendium.equipment-modern.aGOQvKGxdPRVWq2F]{Microphone designed to be concealed}Transmits at long range
@UUID[Compendium.cyphersystem-compendium.equipment-modern.f0EYtw06E63173J1]{Cold weather camping gear}
@UUID[Compendium.cyphersystem-compendium.equipment-modern.1LbD5gLbLwY8QvPL]{Nightvision goggles}
@UUID[Compendium.cyphersystem-compendium.equipment-modern.13woD4sUoJbNy1au]{Scuba gear}
@UUID[Compendium.cyphersystem-compendium.equipment-modern.wpJd3cLska66OpcQ]{Smartphone}
@UUID[Compendium.cyphersystem-compendium.equipment-modern.CCHqv8dyuq7EGVHL]{Straightjacket}

Very Expensive Items

WeaponsNotes
@UUID[Compendium.cyphersystem-compendium.weapons-modern.TiBhD7UEqWItJVOc]{Heavy handgun}Heavy weapon, long range
@UUID[Compendium.cyphersystem-compendium.weapons-modern.6r112wF81Zs3yeNe]{Assault rifle}Heavy weapon, rapid-fire weapon, long range
@UUID[Compendium.cyphersystem-compendium.weapons-modern.wDV0Rbou4poxCdm1]{Heavy rifle}Heavy weapon, very long range
@UUID[Compendium.cyphersystem-compendium.weapons-modern.RCmDHR6H1lg9bRoV]{Submachine gun}Medium weapon, rapid-fire weapon, short range
ArmorNotes
@UUID[Compendium.cyphersystem-compendium.armor-modern.AqT96NV9XXl8iNye]{Lightweight body armor}Medium armor, encumbers as light armor
@UUID[Compendium.cyphersystem-compendium.armor-modern.tLUMEDBAJJH6sFAg]{Military body armor}Heavy armor
Other ItemsNotes
@UUID[Compendium.cyphersystem-compendium.equipment-modern.Kh6bhcajxt4cZDWH]{Disguise kit}Asset for disguise tasks
@UUID[Compendium.cyphersystem-compendium.vehicles.eqsiUjrg2EIrtiQj]{Used car}Level 3
@UUID[Compendium.cyphersystem-compendium.vehicles.ZYdj5EXY920kdcgr]{Small boat}Level 3

Exorbitant Items

Other ItemsNotes
@UUID[Compendium.cyphersystem-compendium.vehicles.hN3G2oNbOiKRfKMZ]{Large boat}Level 5
@UUID[Compendium.cyphersystem-compendium.vehicles.w4awO0Fz56obreUb]{Luxury car}Level 5
@UUID[Compendium.cyphersystem-compendium.vehicles.d5xp1l8px98GQIbQ]{Sports car}Level 6

Optional Rule: Handling PCs as Children

The regular character creation process makes fully competent, adult characters. To account for playing children, the GM could adopt this optional rule. First, the players make their characters normally, and then they apply the following adjustments to their PCs, as appropriate to their age category. You might also consider applying a tier cap of 3 to childhood adventure games with kids of up to thirteen years old, and a tier cap of 4 for childhood adventure games featuring PCs who are aged fourteen to seventeen.

Age 9 to 13

Slight: –4 to your Might Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.KY4e1Wo5NKh7TEiy]{Vulnerable}: Adults look out for you. You are trained in all pleasant social interactions with adults.

@UUID[Compendium.cyphersystem-compendium.inabilities.GhWikcOP1CAwpzZQ]{Inability}: Might-based tasks are hindered.

@UUID[Compendium.cyphersystem-compendium.inabilities.yl3vXIZfzudiVVqs]{Inability}: Tasks involving knowledge are hindered.

Age 14 to 17

Youthful: –2 to your Might Pool.

@UUID[Compendium.cyphersystem-compendium.inabilities.yl3vXIZfzudiVVqs]{Inability}: Tasks involving knowledge are hindered.

","markdown":""},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"ownership":{"default":-1},"flags":{}},{"sort":587500,"name":"Genre: Science Fiction","type":"text","_id":"VFJ6kCCgRGTzpWp0","title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"

For an expanded treatment of the science fiction genre, refer to the @UUID[Compendium.cyphersystem-compendium.cypher-journals.QhNXyjJC4BW5agrm]{Science Fiction Rulebook}. Some of the sci-fi equipment has been updated in the Science Fiction Rulebook. The equipment in this chapter include these changes. For that reason, there are some differences from the printed Cypher System Rulebook. Those instances are noted with an asterisk (*).

Science fiction is an incredibly broad category. It covers UFOs, space opera, near-future dystopias, otherworldly epics, hard science fiction, and everything in between. Even when compared to fantasy, science fiction is so wide that it almost isn’t a single genre at all. Truthfully, there’s not all that much to tie, say, The Time Machine by H. G. Wells with a dark cyberpunk story except for the technology involved, which is at a higher level than we possess or understand today. But even that part of science fiction is contentious. Should the science be purely that which obeys the laws of physics as we understand them today (often called hard science fiction), or is it more of an “anything goes” proposition? Is science we can’t explain really just magic?

For our purposes, we’ll treat fantastic science fiction as the default: aliens, spaceships that allow travel to other stars, energy weapons and shields, and so on. It’s a familiar setting to almost everyone interested in science fiction. That said, we’ve also got some additional guidance for hard science fiction, where what’s possible is more grounded in what we currently scientifically extrapolate. But your science fiction setting can be anything you can imagine.

Suggested Types for a Science Fiction Game

RoleType
SoldierWarrior
TechnicianExplorer with technology flavor
PilotExplorer with technology flavor
DiplomatSpeaker
DoctorSpeaker with skills and knowledge flavor
SpyExplorer with stealth flavor
ScientistExplorer with skills and knowledge flavor
PsionAdept
Psychic knightWarrior with magic flavor

Basic Creatures and NPCs for a Science Fiction Game

@UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.ckjeyJICRGhNlGgS]{Corporate drone} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.6TcU3jVH85UcUFIz]{Guard beast} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.urAFJXaUkWY2R1zj]{Innocuous rodent} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.vSvrg6g5VkP5MkeZ]{Physical laborer}

Additional Science Fiction Equipment

In a science fiction setting, the following items (and anything else appropriate to the setting) are usually available.

Inexpensive Items

WeaponsNotes
@UUID[Compendium.cyphersystem-compendium.ammo.1UGRE1k4ReUFAr34]{Energy pack (50 shots)}
@UUID[Compendium.cyphersystem-compendium.weapons-sci-fi.O3WVhoZQ8U8401yo]{Knife (simple)}Light weapon
Other ItemsNotes
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.kh1dzF6oaKZqzss6]{Flashlight}
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.LyUOH2V2zQqlIcgG]{Survival rations (1 day)}

Moderately Priced Items

WeaponsNotes
@UUID[Compendium.cyphersystem-compendium.weapons-sci-fi.2Fcz72cuTLrwjLy7]{Hunting knife}Light weapon
@UUID[Compendium.cyphersystem-compendium.weapons-sci-fi.H8InhgjpPnnVzmiV]{Machete}Medium weapon
@UUID[Compendium.cyphersystem-compendium.weapons-sci-fi.mVef0tRkNWbfz2VS]{Grenade (sonic)}Explosive weapon, inflicts 2 points of damage in immediate radius, plus Might defense roll or lose next turn
@UUID[Compendium.cyphersystem-compendium.weapons-sci-fi.PnvNFQbxuCHb874j]{Grenade (thermite)}*Explosive weapon, inflicts 6 points of damage in immediate radius
ArmorNotes
@UUID[Compendium.cyphersystem-compendium.armor-sci-fi.kzLQCncQ1cXzM456]{Leather jacket}Light armor
Other ItemsNotes
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.FALc1UkW90o9M0rr]{Backpack}
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.y8M3rmSzHUyKLdom]{Bag of heavy tools}
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.UuHnuXeI6iwIvgtf]{Bag of light tools}
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.kAzP990hVR1pQSYR]{Binoculars}Asset for perception tasks at range
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.0SBO3NnYx33dwomQ]{Breather}*Provides a day of breathable air
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.G50Jj9pfCytxzMJe]{Climbing gear}Asset for climbing tasks
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.4p14iIDm5SitvYiK]{Communicator}Planetary range
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.zE8nBEE8jVYswUT4]{Crowbar}
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.3kbeLDAUmwyYsPDj]{Environment tent}
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.a4crA7W9OQa3LCIn]{First aid kit}Asset for healing tasks
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.KpSlhPXtD1ysoREW]{Handcuffs}
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.2FgbXJjI9iBI7fk6]{Nightvision goggles}
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.CzM5OkaV23fUxHUi]{Portable lamp}
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.06uEHDipEwShEcun]{Rope}Nylon, 50 feet
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.hofNkVrnwjRHaopi]{Sleeping bag}

Expensive Items

WeaponsNotes
@UUID[Compendium.cyphersystem-compendium.weapons-sci-fi.cAh0sGKTyb8Vptej]{Light blaster}Light weapon, short range
@UUID[Compendium.cyphersystem-compendium.weapons-sci-fi.2Iusz99wevz9KSEV]{Medium blaster}Medium weapon, long range
@UUID[Compendium.cyphersystem-compendium.weapons-sci-fi.LDklLSixesdwgwj3]{Needler}Light weapon, long range
@UUID[Compendium.cyphersystem-compendium.weapons-sci-fi.PNDivijkZvlsUjbm]{Shotgun}Heavy weapon, immediate range
@UUID[Compendium.cyphersystem-compendium.weapons-sci-fi.qErMuZdwnHVPLCm7]{Stunstick}Medium weapon, inflicts no damage but human-sized or smaller target loses next action
ArmorNotes
@UUID[Compendium.cyphersystem-compendium.armor-sci-fi.BqiPzuCqRfn9yFrR]{Armored bodysuit}*Medium armor, encumbers as no armor
@UUID[Compendium.cyphersystem-compendium.armor-sci-fi.JrN6tyFoTYLtZc6s]{Lightweight body armor}*Heavy armor, encumbers as medium armor
Other ItemsNotes
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.qa9okeQfd3NTtmzD]{Camera designed to be concealed}Transmits at long range
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.r36W1oDLBXrXsu6G]{Microphone designed to be concealed}Transmits at long range
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.MtCq6owCDm7GG8Pw]{Environment suit}Provides 24 hours of atmosphere and +10 to Armor against extreme temperatures
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.LirhTzCUj7UFCfgB]{Wrist computer}Asset for most knowledge-based tasks

Very Expensive Items

WeaponsNotes
@UUID[Compendium.cyphersystem-compendium.weapons-sci-fi.7NCzo49o54a1vSy1]{Heavy blaster}Heavy weapon, long range
@UUID[Compendium.cyphersystem-compendium.weapons-sci-fi.7Cy8yASphzXHYlsJ]{Heavy blaster rifle}Heavy weapon, 300-foot (90 m) range
@UUID[Compendium.cyphersystem-compendium.weapons-sci-fi.xjviCkv7gCoy1ZcV]{Pulse laser gun}Medium weapon, rapid-fire weapon, long range
ArmorNotes
@UUID[Compendium.cyphersystem-compendium.armor-sci-fi.Bujb0Cz7cVN6K9H3]{Battlesuit}*Heavy armor, also also grants the benefit of a @UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.g8xedO3WjADU8fBU]{deluxe space suit}
Other ItemsNotes
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.mGvzhwfcLOR8Aami]{Disguise kit}Asset for disguise tasks
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.fxntln2fSRKpMFyx]{Gravity regulator}Belt-mounted device that regulates gravity to 1G for wearer if within 0 G to 3 G conditions
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.MbgM9wBMTWCIXCqh]{Handheld scanner}Asset for identifying tasks
@UUID[Compendium.cyphersystem-compendium.vehicles.pTEJ1VrxrSVGteKY]{Hovercraft}Level 4
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.ZOz0Fit7uAvEjIPA]{Infiltrator}Asset for lockpicking tasks when used with electronic locks
@UUID[Compendium.cyphersystem-compendium.vehicles.vGpae1ESOw3hK4qY]{Jetpack}*Level 2
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.RpA2kZiwJAa7fRQM]{Stealthsuit}*Provides two assets for stealth tasks

Exorbitant Items

WeaponsNotes
@UUID[Compendium.cyphersystem-compendium.weapons-sci-fi.B0x6U0RnIp2EyEbV]{Blast cannon}10 points of damage, 500-foot (150 m) range, requires a tripod and two people to operate
ArmorNotes
@UUID[Compendium.cyphersystem-compendium.armor-sci-fi.LOwyfbM0bAlLrBc0]{Force field}*Not armor, offers +1 to Armor; once used, must be recharged for several hours
Other ItemsNotes
@UUID[Compendium.cyphersystem-compendium.vehicles.8CtlFUIKlZpteVG3]{Luxury hovercar}Level 5
@UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.0WiWAbNWXRypYxjh]{Robot servant}Level 3
@UUID[Compendium.cyphersystem-compendium.vehicles.rPjVFxfdapjErMwt]{Small spaceship}Level 4

Science Fiction Artifacts

Artifacts in a science fiction game can be strange relics from an unknown alien source or tech items that aren’t yet widely available. In a galactic setting, for example, it’s easy to imagine that innovations or specialized items might not have spread everywhere.

@UUID[Compendium.cyphersystem-compendium.artifacts-sci-fi.aV9zEHENEDgFu5r9]{Amber casement} @UUID[Compendium.cyphersystem-compendium.artifacts-sci-fi.BrWNyEr0tRbOkOW9]{Metabolism bud} @UUID[Compendium.cyphersystem-compendium.artifacts-sci-fi.dMU5JjdzGh2xYJHe]{Mind imager} @UUID[Compendium.cyphersystem-compendium.artifacts-sci-fi.HbWQ65yTcCT5kRZ9]{Psychic crystal} @UUID[Compendium.cyphersystem-compendium.artifacts-sci-fi.4sk825DOsE6oE9d3]{Repair sphere}

Starships

Here are a few sample starship types:

StarshipLevelCrewWeapon Systems
@UUID[Compendium.cyphersystem-compendium.starships.f14c7pV1Cc89BEgg]{Fighter}111
@UUID[Compendium.cyphersystem-compendium.starships.1QmIZUO93276WVip]{Interceptor}211
@UUID[Compendium.cyphersystem-compendium.starships.RsHhdbOFUEkKCJUW]{Freighter}3 (4 for defense)41
@UUID[Compendium.cyphersystem-compendium.starships.rrkSDY696W28w7T6]{Frigate}4204
@UUID[Compendium.cyphersystem-compendium.starships.2Cuo9MpDalEzoM6i]{Cruiser}4255
@UUID[Compendium.cyphersystem-compendium.starships.SbCnPYjsEaR4YeMr]{Battleship}101,00036

“Crew” indicates the minimum number of people needed to operate the ship. Many ships can carry more passengers. “Weapon Systems” indicates the maximum number of different enemies the ship can target at once—but only one attack per target in any circumstance.

Since it’s frighteningly easy to die in a space battle if your ship is destroyed, most ships have escape pods. Even fighter craft have ejection systems that put the pilot out into space in an environment suit. In other words, GMs should try to give PCs a way out of immediately dying if they get on the wrong end of a space battle.

Effects of Gravity

In a hard science fiction game, variable effects of gravity can’t be waved away by tech that simulates normal gravity on spacecraft, space stations, and other worlds. Instead, it’s an issue people must overcome.

Short-Term Microgravity Exposure: People new to low gravity might get space sickness. Newcomers must succeed on a difficulty 3 Might task or suffer mild nausea for about two to four days, during which time all their tasks are hindered. A few unlucky travelers (usually those who roll a 1 or otherwise face a GM intrusion) are almost completely incapacitated, and find all tasks hindered by three steps.

Long-Term Microgravity Exposure: Long-term exposure to microgravity environments without medical interventions degrades health. How long one spends in such conditions is directly relevant. The GM may assign long-term penalties to PCs if the situation warrants it, though the use of advanced space medicine, proper exercise, and recommended steroids and other hormones can avoid these complications.

Low Gravity: Weapons that rely on weight, such as all heavy weapons, inflict 2 fewer points of damage (dealing a minimum of 1 point). Short-range weapons can reach to long range, and long-range weapons can reach to very long range. Characters trained in low-gravity maneuvering ignore the damage penalty.

High Gravity: It’s hard to make effective attacks when the pull of gravity is very strong. Attacks (and all physical actions) made in high gravity are hindered. Ranges in high gravity are reduced by one category (very-long-range weapons reach only to long range, long-range weapons reach only to short range, and
short-range weapons reach only to immediate range). Characters trained in high-gravity maneuvering ignore the change in difficulty but not the range decreases.

Zero Gravity: It’s hard to maneuver in an environment without gravity. Attacks (and all physical actions) made in zero gravity are hindered. Short-range weapons can reach to long range, and long-range weapons can reach to very-long range.

Effects of Vacuum

Vacuum is lethal. There’s no air to breathe, and the lack of pressure causes havoc on an organic body. An unprotected character moves one step down the damage track each round. However, at the point where they should die, they instead fall unconscious and remain so for about a minute. If they are rescued during that time, they can be revived. If not, they die.

Traveling the Solar System and Orbital Mechanics

In a hard science fiction setting, you might be interested in evoking the reality of travel times between colonies on planets and moons in the solar system. Even so, plotting a course between locations in the solar system isn’t simple, because everything is always moving with respect to everything else. You could determine exactly how long a trip would take with some internet research. Or you could just evoke the effect of orbital mechanics and varying accelerations on interplanetary travel. Use the Interplanetary Travel Table to do so. For a trip between locations not directly compared, add up the destinations in between. The travel times assume a nuclear plasma engine of a kind already being tested today (but better), a steady thrust toward the destination, and an equally long and steady braking thrust over the last half of the trip before orbit insertion. Such propulsion systems can change velocity and sustain thrust for days at a time, which reduces bone loss, muscle atrophy, and other long-term effects of low gravity.

Regardless, the travel times between distant locations bring home one thing: space is big and lonely.

Interplanetary Travel

OriginDestination

Travel Time Using Nuclear Plasma Engine

Earth/MoonMars20 + 1d20 days
MarsAsteroid belt30 + 1d20 days
Asteroid beltJupiter and its moons30 + 1d20 days
JupiterSaturn and its moons60 + 1d20 days
SaturnUranus90 + 1d20 days

Science Fiction Species Descriptors

In a science fiction setting, some GMs may want to offer alien species or androids, who are mechanically different from humans, as options for player characters. This can be accomplished by using descriptors. Two examples are below.

Artificially Intelligent

You are a machine—not just a sentient machine, but a sapient one. Your awareness might make you an exception, or there may be many like you, depending on the setting.

Artificially intelligent characters have machine minds of one type or another. This can involve an advanced computer brain, but it could also be a liquid computer, a quantum computer, or a network of smart dust particles creating an ambient intelligence. You might even have been an organic creature whose mind was uploaded into a machine.

Your body, of course, is also a machine. Most people refer to you as a robot or an android, although you know neither term describes you very well, as you are as free-willed and free-thinking as they are.

You gain the following characteristics:

Superintelligent: +4 to your Intellect Pool.

Artificial Body: +3 to your Might Pool and your Speed Pool.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.dj8fjpgMOatRRWFZ]{Shell}: +1 to Armor.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.j6odWezQciXppynQ]{Limited Recovery}: Resting restores points only to your Intellect Pool, not to your Might Pool or your Speed Pool.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.63ZJmNraEqS6lzdp]{Mechanics, Not Medicines}: Conventional healing methods, including the vast majority of restorative devices and medicines, do not restore points to any of your Pools. You can recover points to your Intellect Pool only by resting, and you can recover points to your Speed and Might Pools only through repair. The difficulty of the repair task is equal to the number of points of damage sustained, to a maximum of 10. Repairing your Might and Speed Pools are always two different tasks.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.71sJhRICcDy0WjiA]{Machine Vulnerabilities and Invulnerabilities}: Damaging effects and other threats that rely on an organic system—poison, disease, cell disruption, and so on—have no effect on you. Neither do beneficial drugs or other effects. Conversely, things that normally affect only inorganic or inanimate objects can affect you, as can effects that disrupt machines.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.nXs4KTo14JKXZN8f]{Uncanny Valley}: You have a hard time relating to organic beings, and they don’t react well to you. All positive interaction tasks with such beings are hindered by two steps.

Quintar

You are a quintar from the planet Quint. You are basically humanoid but taller, thinner, and blue skinned. Your hands end in three very long fingers. Quintar have five genders, but all quintar prefer to be addressed as female when communicating with more binary species. Human emotions and sexuality fascinate them, but not because they don’t have such concepts—quintar emotions and sexuality are just very different from those of humans. In general, quintar are more cerebral than other species, valuing knowledge over all else.

Quint is relatively Earthlike, with slightly less gravity but a slightly denser atmosphere.

You gain the following characteristics:

Cerebral: +4 to your Intellect Pool.

Skill: You are trained in one type of knowledge task of your choice.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.gmnozVrQsZBTxj9A]{Skill}: Quintar fascination with human behavior eases all interaction rolls (pleasant or not) with humans.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.4gFg0DiIdWm3w9ol]{Difficult Rest}: Quintar subtract 2 from all recovery rolls (minimum 1).

","markdown":""},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"ownership":{"default":-1},"flags":{}},{"sort":593750,"name":"Genre: Horror","type":"text","_id":"L90rsf6J1WHnk7rN","title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"

Although it’s very likely a subset of the modern genre, horror as a genre gets special treatment. Unlike the other genres, horror doesn’t necessarily suggest a setting. Any setting can be horrific. Horror is more of a style. An approach. A mood.

You could easily have horror in other times and settings, but for our purposes, we’ll deal with a default setting in the modern day. The PCs are probably normal people, not secret agents or special investigators (although being a part of a secret agency that deals with monsters in the shadows could make for a fine horror game).

Suggested types and additional equipment for a horror setting are the same as in a modern setting.

Consent

Horror games allow us to explore some pretty dark topics from the safety of our own game tables. But before you do that, make sure everyone around your table is okay with that. Find out what your players will find “good uncomfortable,” which is something that makes us squirm in our seats in a great horror movie, and “bad uncomfortable,” which is something that actually makes a player feel nauseated, unsafe, or offended. Being scared can be fun, but being sickened isn’t.

Consider the age and maturity of everyone in the game, perhaps in terms of the movie rating system. Tell the players what you think the game you’re running would be rated. If everyone’s okay with an R rating, then fine. You can have a spooky game that’s on the level of a kids’ movie rated G—more like Scooby-Doo than Saw, in other words. A PG rating might be right for a game that’s more creepy than horrific, with ghosts and spooky noises but not axe-wielding maniacs.

The different ratings suggest different kinds of content for your game. Finding a dead body is horrible, but watching someone get decapitated is something else entirely. Getting chased around by an alien that wants to eat you is one thing, but having it gestate and burst out of your own intestines is another. You need to know where the line is for everyone participating, and you need to know it right from the beginning.

For more information and advice on safe ways to address consent issues in your game, read the free Consent in Gaming PDF at myMCG.info/consent

Basic Creatures and NPCs for a Horror Game

@UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.WJgPGUcSUrR4Ssuu]{Businessperson} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.ZT13lzcl6dsvg8HX]{Cat} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.GNrvq56bsnlHgKeW]{Clerk} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.JZbErZ6hAgtHrgim]{Dog} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.5XdCwL3VyqhHBNqN]{Dog, vicious} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.N0XlAnno5dMItCmN]{Groundskeeper/caretaker} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.rvju0MPnEwNsg9Pr]{Man in Black} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.qLFrfE0E9w6BcG48]{Rat} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.T39Cl27TWeR8jVsZ]{Tarantula}

Horror Artifacts

Most of the time, a horror artifact will be something really weird—an ancient tome of forbidden necromancy, an alien device that humans can barely understand, and so forth. They are often unique items rather than one of a type. Horror artifacts should probably come with a risk, such as a built-in cost, a drawback, or something else that makes using them another way to heighten the tension of the game. Several examples are below.

@UUID[Compendium.cyphersystem-compendium.artifacts-horror.irCnETBwvUwp12PH]{Book of inversion} @UUID[Compendium.cyphersystem-compendium.artifacts-horror.WcrjZgKzg5VzkFVJ]{Shadow box} @UUID[Compendium.cyphersystem-compendium.artifacts-horror.sCTeJvOcviKd5GjN]{Sphere 23}

Optional Rule: Shock

When the PCs encounter something shocking, many times the most realistic response is to scream, stand in abject horror, or run. That might not be the smartest thing to do in the situation, but it’s genuine. What would your accountant do if they saw an axe-wielding maniac coming at them? Let’s face it, unless they truly steeled themselves with all their will, they’d probably scream and run.

When a PC encounters something horrific, utterly disgusting, dreadful, impossible, or otherwise shocking, call for an Intellect defense roll based on the level of the creature involved, or simply an appropriate level as decided by the GM (see the Shock Levels table). Failure might mean that for one round, the player loses control of the character, and the GM decides what the PC does next. This usually means that the character runs, screams, gibbers, stares slack-jawed, or just does nothing. However, GMs should welcome player input into this situation. The point is to portray that when we’re shocked, we don’t always react in the best way, the smartest way, or even the way we want to. Fear is a powerful thing.

Alternatively, failure on the Intellect defense roll might mean that the character suffers Intellect damage equal to the level of the defense task. This indicates an overall toll that numerous shocks and horrors can have on a person. You might have a situation where a character literally dies of fright.

Shock Levels

EventLevel
Something unexpected darts or jumps out1
Something suddenly moves just out of the corner of the eye2
A sudden loud noise (like a scream)2
Unexpectedly seeing a corpse2
Watching someone die3
Seeing something impossible (like an inanimate object sliding across the floor)4
Watching a friend die5
Seeing a monstrous creatureCreature level
Witnessing something supernatural (like a spell)5
Seeing something mind-bending (like an impossible, multidimensional demigod coalescing out of thin air)8

Optional Rule: Horror Mode

For horror games, GMs can implement a rule called Horror Mode. The idea is to create a feeling of escalating dread and menace by changing one die roll mechanic. In the game, things begin as normal. The PCs interact with each other and the NPCs, investigate, research, travel, and so on. But when they enter the haunted house, the serial killer gets close, the elder things beneath the earth awaken, or whatever horrific situation planned by the GM begins, things change. At this time, the GM announces that the game has gone into Horror Mode.

This is a key for the players (not the characters) to recognize that things are getting bad. It’s the RPG equivalent of spooky music beginning to play in a horror film. While in Horror Mode, the rules for GM intrusions governed by die rolls change. Normally this happens only on a roll of 1, but when Horror Mode starts, it becomes a roll of 1 or 2. And then it escalates. As time passes, GM intrusions happen on a roll of 1 to 3, then a roll of 1 to 4, and so on. This potentially means that a die roll in Horror Mode can indicate success in a task and still trigger a GM intrusion.

As the intrusion range changes with each escalation, the GM should announce this to the players. The feeling of rising tension should be dramatic and overt.

Escalation Rate

ActivityIntrusion Range Increases by 1
Exploring a large areaEvery time a new intrusion is indicated by a die roll
ExploringEvery ten minutes or every time a new intrusion is indicated by a die roll
CombatEach round

For example, while the PCs are exploring a dark swamp (a large area), the game goes into Horror Mode and intrusions are indicated on a 1 or 2. During this exploration, one of the players rolls a 2. Not only is there an intrusion, but now the range escalates to 1, 2, or 3. The character is almost dragged into a spot of quicksand-like muck. Then the PCs find an old abandoned house in the middle of the swamp. They enter, and now the escalation rate goes up if they roll a 1, 2, or 3, or every ten minutes that passes in the game. They explore the house for twenty minutes (escalating intrusions to 1 to 5), and during the investigation of the kitchen, someone rolls a 3, triggering an intrusion. A cabinet opens mysteriously and a strangely carved clay pot falls, striking the character. This also escalates the intrusion rate, so they now occur on a roll of 1 to 6. When the PCs reach the attic, they encounter the dreaded swamp slayer, a half man, half beast that thrives on blood. It attacks, and now the range goes up during each round of combat. After four rounds of fighting, intrusions happen on a roll of 1 to 10—half the time. Things are getting dicey, and they’re only going to get worse.

When the GM announces that Horror Mode has ended, the GM intrusion rate goes back to normal, happening only on a roll of 1 or when the GM awards XP.

Horror Mode is a very “meta” rule. It gives players knowledge that their characters don’t have. This is similar to how the viewers of a horror movie or readers of a horror story often know more than the characters on the screen or page. It heightens the tension. Players can express the start of Horror Mode by having their characters talk about goosebumps or a feeling of being watched, but this is not necessary.

Using GM Intrusions in Horror Mode

With the GM intrusions coming fast and furious toward the end of Horror Mode, it’s easy to run out of ideas. In combat, intrusions might just mean that the monster or villain gets a surprise extra attack or inflicts more damage. Perhaps a PC is thrown to the ground or nearer to the edge of a cliff. If the characters are running away, one might trip and fall. If the PCs are exploring, a bookcase topples, potentially hitting someone. Think of all the similar moments you’ve seen in horror films.

Sometimes, if the GM prefers, the GM intrusion can simply be something frightening, like a moan or a whisper. These aren’t dangerous to the PCs, but they escalate the tension and indicate that something bad is getting closer.

In fact, while in Horror Mode, GMs should mostly refrain from doing anything bad, ominous, or dangerous unless it’s an intrusion (either from a die roll or through the awarding of XP). In a horror game, GM intrusions are an indication that things are bad and getting worse, and whenever possible, the GM should allow the Horror Mode escalation to drive the action. This makes the GM more of a slave to the dice than in other Cypher System situations, but that’s okay.

Consider this example. The PCs have tracked something that is probably committing a series of horrific murders to an old factory. They enter the building to explore. The GM knows where the creature is hiding in the factory, but decides that it doesn’t become aware of the characters until an intrusion is indicated. The only clue the PCs have is a mysterious noise off in the darkness. The creature doesn’t move toward them until another GM intrusion occurs. Now they hear something dragging across the factory floor, coming closer. But it’s not until a third intrusion occurs that the creature lunges out from behind an old machine at the PC who rolled the die.

In some ways, the status quo doesn’t change until an intrusion happens. This could be seen as limiting the GM and the need for pacing, but remember that the GM can still have an intrusion occur anytime they desire, in addition to waiting for the low die rolls.

GMs may want to limit the number of intrusions to no more than one per round, no matter what the dice indicate, but that should be based on the situation.

Optional Rule: Madness

Having characters descend into madness is an interesting facet of some kinds of horror and can make long-term horror campaigns more interesting. The easiest way to portray blows to a character’s sanity is through Intellect damage. When PCs encounter something shocking, as described above, they always take Intellect damage. If they would normally move one step down the damage track due to the damage, they instead immediately regain points (equal to 1d6 + their tier) in their Intellect Pools but lose 1 point from their maximums in that Pool. Characters whose maximum Intellect Pools reach 0 go insane. They lose their current descriptor and adopt the Mad descriptor, regain 1d6 + tier points to their Intellect Pools, and gain +1 to their Intellect Edge. If they ever reach a permanent Intellect Pool maximum of 0 again, they go stark raving mad and are no longer playable.

Intellect Edge offers an interesting means to portray a character who is knowledgeable (and perhaps even powerful in terms of mental abilities) yet mentally fragile. A character with a low Intellect Pool but a high Intellect Edge can perform Intellect actions well (since Edge is very helpful) but is still vulnerable to Intellect damage (where Edge is of no help).

Since Cypher System games are meant to be story based, players should recognize that the degrading sanity of their character is part of the story. A player who feels that their character is going mad can talk to the GM, and the two of them can work out the means to portray that—perhaps by using the Mad descriptor, permanently trading up to 4 points from their Intellect Pool to gain +1 to their Intellect Edge, or anything else that seems appropriate. Mental disorders, manias, psychopathy, schizophrenia, or simple phobias can be added to a character’s traits, but they don’t need to be quantified in game statistics or die rolls. They’re simply part of the character.

Inabilities in personal interaction or any area requiring focus might be appropriate, perhaps allowing the PC to gain training in weird lore or forbidden knowledge. Or maybe the opposite is true—as the character’s mind slowly slips away, they become oddly compelled or can obsessively focus on a single task for indefinite periods, and thus they gain training in that topic or skill. These kinds of changes could be balanced with inabilities, such as being unable to remember important details.

As another way to represent madness, the GM could hinder Intellect-based tasks that would be considered routine, such as “remembering your friends and family” or “caring what happens to your best friend” or “stopping yourself from injecting a mysterious substance into your veins.” These routine tasks normally have a difficulty of 0, but for a PC who has lost their mind, they might have a difficulty of 1, 2, or even higher. Now the character must make rolls to do even those simple things.

","markdown":""},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"ownership":{"default":-1},"flags":{}},{"sort":596875,"name":"Genre: Romance","type":"text","_id":"pd2PrHViZ1edOZ7f","title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"

Like horror, romance doesn’t automatically suggest a setting. It is more of a mood, or more specifically an approach, to how the game is played. It suggests an emphasis, at least somewhat, on relationships, interactions, and connections.

Suggested types and additional equipment for a romance setting are the same as in a modern setting.

Consent and Boundaries

You must get consent to cover these topics in a game ahead of time—you don’t want to make people uncomfortable. Everyone involved also needs to learn everyone else’s boundaries. Someone might not want any part of a romance scene, while others are okay talking about emotional connections but not anything sexual.

Obviously, all of this is doubly important if age is a consideration. If there are younger players involved, romance probably shouldn’t go beyond a fairly chaste kiss. (You’ll find that kids are sometimes more open to romance in their games than adults, but only because their understanding of the topic is understandably pretty shallow. A kid player might declare that a character is their boyfriend, but it doesn’t mean much. And for some adults, that may be the way they want to approach the subject as well.)

Lastly, recognize that there needs to be a clear boundary between the story and real life. Two characters having a relationship has no impact on real-life feelings of the players. Two characters in a game might be in a relationship while each player is in a relationship in the real world with someone else. And maybe they’re gaming at the same table! If a player can’t distinguish between in-game flirtation or words of endearment and real-world feelings, they shouldn’t be in a romance-focused game.

For more information and advice on safe ways to address consent issues in your game, read the free Consent in Gaming PDF at myMCG.info/consent

The Check-In

It’s vital that the GM and the players all check in with each other to make sure everyone’s still comfortable with what’s going on in the game. This is particularly important to maintain the boundary between emotions expressed in the story and how people feel in real life.

Basic Creatures and NPCs for a Romance Game

@UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.wIO0w2fxcBU0vHae]{Distrustful relative} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.rmzRpUzfdXpAnzUu]{Jealous ex} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.E7xImJCLVWwiIDre]{Nosy neighbor} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.ktWhiHHoothgvjOv]{The unattainable}

Optional Rule: Infatuation

When a PC is near someone they are infatuated with, particularly in the early stages of that infatuation, they must make an Intellect defense roll with a difficulty determined by the GM based on the situation (not on the level of the subject of the infatuation). Failure might mean that the character does or says something awkward or embarrassing either in an attempt to impress or when trying to hide the infatuation. Or it could mean that for one round, the player loses control of the character, and the GM decides what the PC does next, such as risk their own safety to help an endangered character. However, GMs should welcome player input into this situation. The point is to portray that when we’re distracted by the powerful feelings (and hormones) related to infatuation, we don’t always react in the best way, the smartest way, or even the way we want to.

Infatuation can happen whether the PC is attracted to an NPC or a PC.

Optional Rule: Relationship Levels

When a PC first establishes a relationship with a character (PC or NPC), the GM should assign the relationship a level. If there’s no connection at all, there is no relationship (level 0). Otherwise, the starting relationship is probably level 1. In certain circumstances, a relationship might start at level 2, indicating a far stronger initial connection than usual.

As play progresses, the PC can attempt to improve the level of the relationship, indicating a strengthening of the bond between the two characters. The requirements to improve the relationship are twofold. First, some story-based action needs to be taken. This can be dates, gifts, a meaningful speech, a pledge of commitment, some amount of self-sacrifice, or whatever the GM and the player feel is appropriate to the story and the level of the relationship. This action might require the PC to succeed at specific tasks (with appropriate rolls). For example, writing a love poem will require an Intellect-based task, while helping to retrieve a loved one’s cat from a tree might require a Speed-based task.

Second, the player must make an Intellect-based roll with the desired level of relationship as the difficulty (modified as the GM sees fit).

A relationship can be improved only one level at a time, and the GM and the player should work out an appropriate time interval. For relationships of levels 5 and above, multiple story-based actions and multiple rolls are almost certainly required.

It’s possible for relationship levels to be lopsided, such that the relationship from the point of view of one person is a different level than from the point of view of the other. This should be used sparingly, because it makes things far more complicated. In the case of polyamory, it is possible to have more than two people in a relationship, but even in these situations the connection between any two individuals should have its own level.

Relationship levels can go down as well as up. Neglect, carelessness, inappropriate emotional displays, lies, infidelity, and bungled wooing attempts can all potentially lower a relationship level. This is entirely in the judgment of the GM, although a lowered relationship level is very likely an appropriate use of a GM intrusion.

Relationship levels indicate the strength of the bond and thus help dictate an NPC’s actions in regard to a PC. An NPC in a level 5 relationship probably will be more generous and forgiving toward the PC than if the relationship was level 3 or 4. An NPC in a level 6 relationship or higher would likely give their partner most anything, even maybe sacrificing their own well-being or their life for them. (And people in a higher-level relationship certainly would.) Likewise, a relationship level can influence a PC’s actions. An Intellect defense roll with a difficulty equal to the relationship level might be appropriate if the PC wants to act against the best interests of their loved one, or if they must keep their cool and act normally when their loved one is in danger.

You can use this optional system in any genre, for any type of relationship, even platonic ones. If desired, the relationship level a PC has with an authority figure, a contact, a relative, or anyone else can be measured, improved, and decreased just as it can with a romantic relationship.

Romantic Relationship Levels

LevelRelationship
1First meeting. Interest or curiosity.
2A sense of connection above the norm. Strong physical attraction.
3Affection and a bond that will last longer than a single encounter.
4Serious affection. Almost certainly physical affection.
5A profession of love.
6A serious long-term commitment.
7A lifelong commitment.
8Soul mates.
9A love affair for the ages.
10A bond that transcends time and space.

Platonic Relationship Levels

LevelRelationship
1First meeting. Interest or curiosity.
2A sense of connection above the norm.
3A memorable connection. Indications of a mutually beneficial relationship possible.
4Real friendship.
5Deep friendship.
6Relationship akin to that of a close sibling.
7A pledge of complete partnership.
8Platonic soul mates. Something akin to a life-debt.
9A friendship for the ages.
10A bond that transcends time and space.
","markdown":""},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"ownership":{"default":-1},"flags":{}},{"sort":598438,"name":"Genre: Superheroes","type":"text","_id":"tIyemzsYdcYDslG1","title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"

Like horror, the superhero genre is really a subset of the modern genre with extensive special considerations. In many ways, it might appear that the Cypher System is a strange fit for superheroes. But if you think about it, with foci like Bears a Halo of Fire and Wears a Sheen of Ice, the Cypher System makes all genres a little bit “superhero-ish.” Character sentences might look like the following:

And so on.

Suggested Types for a Superhero Game

RoleType
Strong heroWarrior
Brawler heroWarrior with stealth flavor
Gadget heroExplorer with technology flavor
PilotExplorer with technology flavor
CharmerSpeaker
LeaderSpeaker with combat flavor
Shadowy vigilanteExplorer with stealth flavor
Scientist heroExplorer with skills and knowledge flavor
Energy-wielding heroAdept with combat flavor
WizardAdept
MentalistAdept
Psychic ninjaWarrior with magic flavor

Basic Creatures and NPCs for a Superhero Game

@UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.IpjzD88QqIABcv7A]{Bystander} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.krnLLagONJBbj1tE]{Genetically enhanced bruiser} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.sWc8DryN22cKTJyj]{Ninja} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.YHRSNEgzJeBCrWnC]{Robot minion} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.VSQt1EzpNhIwvCyA]{Scientist} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.SpaQv9sL1VWlrkLS]{Worker}

Additional Superhero Equipment

Suggested additional equipment is the same as in a modern setting. Keep in mind, however, that for many heroes, “equipment” can be superfluous. Where do you stash the flashlight and rope when all you’re wearing is spandex tights?

Optional Rule: Power Shifts

Superheroes can do things that other people cannot. They throw cars, blast through brick walls, leap onto speeding trains, and cobble together interdimensional gateways in a few hours. It’s tempting to say that such characters are stronger, faster, or smarter, so they should have higher Might, Speed, or Intellect Pools. However, simply bumping up stat Pools or Edge doesn’t fully represent this dramatic increase in power. Instead, consider using an optional rule called power shifts.

Under this rule, all superhero characters get five power shifts. Power shifts are like permanent levels of Effort that are always active. They don’t count toward a character’s maximum Effort use (nor do they count as skills or assets). They simply ease tasks that fall into specific categories, which include (but are not necessarily limited to) the following.

@UUID[Compendium.cyphersystem-compendium.power-shifts.QDAvfL2Xor2gc3DB]{Accuracy} @UUID[Compendium.cyphersystem-compendium.power-shifts.gxmRI0Oi1qlp8tgv]{Dexterity} @UUID[Compendium.cyphersystem-compendium.power-shifts.ge5eQ2UKcF71jfL5]{Healing} @UUID[Compendium.cyphersystem-compendium.power-shifts.RvPjtLHq2svYfhK8]{Intelligence} @UUID[Compendium.cyphersystem-compendium.power-shifts.ZcogTb12JEcKd8WK]{Power} @UUID[Compendium.cyphersystem-compendium.power-shifts.ClwsF2GBoWlGR9To]{Resilience} @UUID[Compendium.cyphersystem-compendium.power-shifts.qbOvGJVLVkDUC49X]{Single Attack} @UUID[Compendium.cyphersystem-compendium.power-shifts.uQLh67ISIUJ4O3bC]{Strength}

Each shift eases the task (except for shifts that affect damage or Armor, as specified in the list above). Applying 2 shifts eases the task by two steps, and applying 3 shifts eases the task by three steps.

A character assigns their five power shifts as desired, but most characters should not be allowed to assign more than three to any one category. Once the shifts are assigned, they should not change.

For example, a superstrong character might put three of their shifts into strength and the other two into resilience. Whenever they lift something heavy, smash through a wall, or throw an object, they ease the task by three steps before applying Effort, skill, or assets. Thus, all difficulties from 0 to 3 are routine for them. They smash through level 3 doors as if they don’t exist. As another example, a masked vigilante character with a utility belt full of gadgets and great acrobatic skills might put two shifts in dexterity, one in accuracy, one in intelligence, and one in healing. They’re not actually superpowered, just tough and well trained.

Some GMs will want to allow PCs to increase their power shifts. Having a character spend 10 XP to do so would probably be appropriate. Other GMs will want to run superhero games with PCs of greater or lesser power (cosmic-level heroes or street-level heroes, perhaps). In such cases, more or fewer power shifts should be granted to the PCs at the game’s start.

Superpowered NPCs and Power Shifts

NPC superheroes and villains get power shifts, too. Most of the time, this adds to their level. For example, Blast Star is a level 5 fiery villain who has three power shifts. When she blasts through a level 7 iron security door, she does so easily because in this circumstance, she’s actually level 8.

Sometimes, NPC power shifts make things harder for the PCs. For example, Fleetfoot the level 4 speedster puts all three of her shifts in dexterity. When she runs past a character who tries to grab her, the difficulty to do so is increased by three steps to 7.

Typical NPC supers get three power shifts. Exceptional ones usually have five.

Really Impossible Tasks

In superhero games, due to conventions of the genre, difficulty caps at 15 instead of 10. Difficulty 10 is labeled “impossible,” but that label is for regular folks. For superpowered characters, “impossible” means something different, thanks to power shifts.

Think of each difficulty above 10 as being one more step beyond impossible. Although a GM in another genre would say there’s no chance that a character could leap 100 feet (30 m) from one rooftop to another, in a superhero game, that might just be difficulty 11. Picking up a city bus isn’t something normal characters could do, but for a strong superhero, it might be difficulty 12.

In theory, NPCs in such a game can go up to level 15 as well. Levels above 10 represent opponents that only a superhero would consider taking on: a robot that’s 1,000 feet (300 m) tall (level 11); Galashal, Empress of Twelve Dimensions (level 14); or a space monster the size of the moon (level 15).

Superhero Artifacts

Supervillains build doomsday devices. Ancient artifacts present a threat to all humanity if in the wrong hands. Weird machines from alien dimensions offer solutions to unsolvable problems. Artifacts are an important part of superhero stories. A few examples are below.

@UUID[Compendium.cyphersystem-compendium.artifacts-superhero.2ENNMqilV1qoB35e]{Doctor Dread’s time portal} @UUID[Compendium.cyphersystem-compendium.artifacts-superhero.AvddNOp9tUWCqGOp]{Serum X} @UUID[Compendium.cyphersystem-compendium.artifacts-superhero.JYcfxA5RcffTX3Wl]{Stellarex crystal}

","markdown":""},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"ownership":{"default":-1},"flags":{}},{"sort":599219,"name":"Genre: Post-Apocalyptic","type":"text","_id":"ARG20fxwzr0OBZjH","title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"

Post-apocalyptic literature, movies, and games are a subgenre of science fiction that focuses on the dystopia that follows the fall of civilization. Strictly speaking, post-apocalyptic stories take place after the end of the world. At least, the end of the world for most people. Players take the role of the survivors (or their descendants) trying to persevere in the face of immense hardship. Popular post-apocalyptic scenarios include those set after nuclear war, in the aftermath of a zombie plague, in the months and years following an alien invasion, or after the environment collapses in the face of human overpopulation. Other ways the world could end include a massive meteorite strike, the long-awaited robot uprising, a powerful solar flare that burns out the world’s power grids and communications, or even something as prosaic as a global disease pandemic.

Suggested Types for a Post-Apocalyptic Game

RoleType
SurvivorExplorer with stealth flavor
HeavyWarrior
DealerSpeaker
TraderSpeaker with skills flavor
SageExplorer with knowledge flavor
EvolvedAdept

Basic Creatures and NPCs for a Post-Apocalyptic Game

@UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.31W9R0HQhQT0ic3A]{Crazy loner} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.6L693DIk5jmQu2Py]{Gamma snake} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.urAFJXaUkWY2R1zj]{Innocuous rodent} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.uCMNBacwXfuThw65]{Mongrel dog} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.WGftLKpoTVDfIKw2]{Survivor, sickened} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.GgfdjyikafYtuyTK]{Survivor, typical}

Additional Post-Apocalyptic Equipment

In a post-apocalyptic setting, the items on the Additional Modern Equipment table as well as the following items might be available in trade from other survivors, or in the rare trade town.

Inexpensive Items

WeaponsNotes
@UUID[Compendium.cyphersystem-compendium.weapons-post-apocalyptic.7M8uEI7cKT0UztUy]{Knife}Light weapon, rusty and worn
@UUID[Compendium.cyphersystem-compendium.weapons-post-apocalyptic.VJicMhUlVImuwl4N]{Light weapon}Light weapon (won’t last long)
@UUID[Compendium.cyphersystem-compendium.weapons-post-apocalyptic.erpmmOJulN96Afgr]{Wooden club}Light weapon
ArmorNotes
@UUID[Compendium.cyphersystem-compendium.armor-post-apocalyptic.WnIcqsOLyuyQKSpZ]{Animal hide}Light armor
@UUID[Compendium.cyphersystem-compendium.armor-post-apocalyptic.Hv5mU9dKhfQJA76Q]{Light armor}Light armor, smell hinders stealth tasks
Other ItemsNotes
@UUID[Compendium.cyphersystem-compendium.equipment-post-apocalyptic.dmnJTSnJv4ZqQmVg]{Candle}
@UUID[Compendium.cyphersystem-compendium.equipment-post-apocalyptic.cY37Ff6ca1bxDXtp]{Plastic bag}Useful and ubiquitous (won’t last long)

Moderately Priced Items

WeaponsNotes
@UUID[Compendium.cyphersystem-compendium.weapons-post-apocalyptic.PasipD1tIBSjGd9h]{Handaxe}Light weapon
@UUID[Compendium.cyphersystem-compendium.weapons-post-apocalyptic.Z2P8uHd0D7sdFFNx]{Knife, multipurpose}Light weapon, asset to small repair tasks
Other ItemsNotes
@UUID[Compendium.cyphersystem-compendium.equipment-post-apocalyptic.g7ZsP8QRo5xMCDTc]{Gas mask}Breathable air for four hours
@UUID[Compendium.cyphersystem-compendium.equipment-post-apocalyptic.GAclXwNftLTjeFAf]{Padlock with keys}
@UUID[Compendium.cyphersystem-compendium.equipment-post-apocalyptic.0vFrABenylbBi3yw]{Portable lamp, solar}

Expensive Items

Other ItemsNotes
@UUID[Compendium.cyphersystem-compendium.equipment-post-apocalyptic.1j2c4v8TaLTVzmcZ]{Radiation detector}
@UUID[Compendium.cyphersystem-compendium.equipment-post-apocalyptic.cGUAvAFO5b83snP2]{Nightvision goggles}
@UUID[Compendium.cyphersystem-compendium.equipment-post-apocalyptic.862NWqhznbgLC5AG]{Radiation tent}Prevents radiation damage for three days
@UUID[Compendium.cyphersystem-compendium.equipment-post-apocalyptic.s23m8lRUYCXNthKZ]{Radiation pill (pack of 5)}Asset for defense tasks against radiation effects for twelve hours

Scavenging

Characters in a post-apocalyptic setting must usually spend part of each day scavenging for supplies or a place of safety.

Food and Shelter: Generally speaking, characters must spend two to four hours searching through the rubble and ruins before succeeding. Finding enough food for a group of characters to eat for one day is a difficulty 5 Intellect task. Finding a place of relative safety to regroup and rest is also difficulty 5. Characters who succeed on either one of these also get to roll up to once each day on the Useful Stuff table and three times on the Junk table.

Found food often takes the form of canned, processed, dried, or otherwise preserved goods from before the apocalypse, but sometimes it includes fresh fruits and vegetables found growing wild or cultivated by other survivors. Safe places to hole up include homes, RVs, offices, apartments, or any location that can be secured and defended and isn’t radioactive, poisoned, or overrun with hostile creatures.

The difficulty of succeeding at finding food, water, and a safe place varies by location and by how many days the characters have already spent in one location. Each week the PCs spend at the same location hinders subsequent scavenging tasks and requires that they succeed on a new task to determine if the place they’re staying is still safe. The result of failing to find food and water is obvious. If the PCs fail at the task of finding (or keeping) a safe place, their presence is noticed by hostile forces, or they face a result from the Wasteland Threats table.

Useful Stuff: Food, water, and a safe place to rest are the most important finds, and are the basis of each scavenging task. But other obviously useful stuff is often found along with these basic requirements. When a group of characters successfully finds either food and water or a safe place, consult the Useful Stuff table up to once per day. If it’s the first day the PCs have searched in a particular area, each character might find something useful, but in succeeding days, a group normally gets only a single roll to find useful stuff.

Useful stuff also includes a “loot” entry. Loot includes collectible coins from before the apocalypse, such as silver dollars and gold eagles. It also includes jewelry and artwork that survived the disaster and related material that can be used as currency or barter when the characters find other survivors or arrive at a trade town.

Items found on the Useful Stuff table are generally expensive or exorbitant items (except for firearms, which start in the expensive category).

Junk: Characters who find food and water also find lots of junk. They are free to ignore that junk, but some PCs might have a use for what they find, especially those with the Scavenges focus. All characters gain up to three results on the Junk table each time they successfully scavenge for food or a safe place to stay. Sometimes junk can be fixed, but more often it can be disassembled and used as parts to create something else.

Useful Stuff

d100Item Found
01–10Tools (provide an asset to tasks related to repair and crafting)
11–20Medicine (provides an asset to one healing-related task)
21–25Binoculars
26–35

Chocolate bar or similarly sought-after candy or snack

36–45Textbook (provides an asset to a knowledge-related task)
46–50Coffee or tea
51–55Gun or rifle with ten shells or bullets
56–60Flashlight
61–65Loot
66–70Gasoline (2d6 × 10 gallons)
71–75Batteries
76–80Functioning vehicle (sedan, pickup, motorcycle, etc.)
81–85Generator
86–90MRE cache (food and water for six people for 1d6 weeks)
91–95Ammunition cache (100 shells or bullets for 1d6 different weapons)
96–97Helpful stranger (level 1d6 + 2, stays with the PCs for a week or two)
98–99Cypher (in addition to any other cyphers the GM awards)
00Artifact (in addition to any other artifacts the GM awards)

Junk

d6Item Found
1

Electronic junk (stereo, DVD/Blu-ray player, smartphone, electric fan, printer, router, etc.)

2Plastic junk (lawn furniture, baby seat, simple toys, inflatable pool, etc.)
3Dangerous junk (paint, rat poison, solvents, industrial chemicals, etc.)
4Metallic junk (car bodies, old playsets, grills, empty barrels, frying pan, etc.)
5Glass junk (vases, windows, bowls, decorative pieces, etc.)
6Textile junk (coats, pants, shirts, bathing suits, blankets, rugs, etc.)

Post-Apocalyptic Artifacts

Artifacts in a post-apocalyptic game include still-working technology from before the disaster that is not widely available, as well as cobbled-together pieces of tech that can weaponize previously prosaic items. If the apocalypse was related to some kind of alien invasion, artifacts would include even stranger items.

@UUID[Compendium.cyphersystem-compendium.artifacts-post-apocalyptic.RCr7oVmh9Lhk9jHG]{Autodoc} @UUID[Compendium.cyphersystem-compendium.artifacts-post-apocalyptic.54P9fzXQjgpQT1gZ]{Enviroscanner} @UUID[Compendium.cyphersystem-compendium.artifacts-post-apocalyptic.xGGPXV5UufPD4m5F]{Military exoskeleton} @UUID[Compendium.cyphersystem-compendium.artifacts-post-apocalyptic.T82EmpHsb9cNyyPX]{Rocket fist} @UUID[Compendium.cyphersystem-compendium.artifacts-post-apocalyptic.rQg6ztpLMylwK5RB]{Rocket-propelled grenade} @UUID[Compendium.cyphersystem-compendium.artifacts-post-apocalyptic.lQDbPJOz1VYXe54s]{Terahertz scanner}

Post-Apocalyptic Species Descriptors

In a post-apocalyptic setting, some GMs may want to offer species affected by the disaster.

Morlock

You have lived your life deep underground in artificial bunkers, hidden from the world’s destruction and the brutal scavengers that live above. As a morlock, you have a keen mind for the technology salvaged from the before-time. In fact, every morlock comes of age by fitting a piece of morlock technology to its body to provide enhancement and extend its life. This means that you are part flesh and part machine. Your skin is as pale as milk, except where it’s been replaced with strips of metal and glowing circuits.

You gain the following characteristics:

Enhanced Intelligence: +2 to your Intellect Pool.

Cyborg Body: +2 to your Might Pool and your Speed Pool.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.Td605GMSP4TqfliK]{Partially Metallic}: +1 to Armor.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.2X7nKuAiBRfFgUiS]{Repair and Maintenance}: As an entity of living flesh and humming machinery, you must first succeed on a difficulty 2 repair task before making a recovery roll. On a failure, the recovery roll is not used; however, the normal rules for retrying apply, and you must use Effort on a new roll if you wish to try again. In addition to the normal options for using Effort, you can choose to use Effort to heal additional points to your Pools (each level of Effort healing an additional 2 points to your Pools if you succeed).

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.64yLvSVOIqtV8IvT]{Morlock Prejudice}: While among non-morlocks, all positive interaction tasks are hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. The PCs found you in a collapsed subterranean tunnel.

  2. The other PCs encountered you exploring underground, and you convinced them to allow you to accompany them.

  3. You were exiled from the morlock communities and needed help on the surface.

  4. The only way to save the morlock community you hail from is to venture to the surface and find a mechanical part needed to repair a failing ancient system.

Roach

You are born of a species of evolved insects once called “cockroach,” but that is far in the past. Radiation and forced evolution have radically increased your size, shape, and ability to think. Your exoskeleton mimics the shape of a human being, though not perfectly. When you move about human society, shadows and cloaks are your ally if you wish to pass unnoticed. When those of your kind are discovered, it usually goes poorly for someone. You, however, have a wandering spirit and seek to explore the fallen world and find a new way forward.

You gain the following characteristics:

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.vNOlLQDmc53SXZ0B]{Scuttler}: Your Speed Edge increases by 1.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.GsDnTWDfehGuhsQS]{Sense by Scent}: You can sense your environment even in total darkness.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.8OYU2L2128I1PE9m]{Cling}: You can move an immediate distance each round on walls or clinging to the ceiling.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.LD2sREknTpeCQErE]{Carapace}: +1 to Armor.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.gEBLiYb25Mpx65Eo]{Glide}: You can extend small wings from your carapace that grant an asset in jumping tasks and allow you to fall up to a short distance without taking damage.

@UUID[Compendium.cyphersystem-compendium.basic-skills.DraIKUQRw8KrnC4o]{Skill}: You are trained in disguise tasks.

@UUID[Compendium.cyphersystem-compendium.inabilities.PeQrx8tfHEDrOlW6]{Inability}: You are susceptible to disease and poison. Defense rolls against disease or poison are hindered.

@UUID[Compendium.cyphersystem-compendium.inabilities.P42u9vKoBQjOtUbE]{Inability}: You mimic a human, but you are not as fierce. Tasks involving combat— including attack and defense rolls—are hindered.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.soRZpGrbrjyyBHpW]{Insect Prejudice}: While among non-roaches, all positive interaction tasks are hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. The PCs didn’t realize what you were when they asked for your help.

  2. You’ve managed to hide your roach ancestry so well that everyone thinks you are like them.

  3. You are the last of your kind.

  4. You have a secret agenda, and the PCs were gullible enough to let you come along.

","markdown":""},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"ownership":{"default":-1},"flags":{}},{"sort":599610,"name":"Genre: Fairy Tale","type":"text","_id":"BW4rWFL1jsU98e0B","title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"

The genre of fairy tales is a wide one, crossing into almost every culture and encompassing everything from early oral stories passed down from generation to generation to the more modern literary fairy tale. What makes something a fairy tale? While there’s a great deal of discussion around that question, most have a number of things in common: a series of far-fetched events; fantastical beings such as talking animals, elves, goblins, mermaids, witches, and dragons; and objects that have magical elements.

One of the powers of a fairy tale—or a game set in a fairy tale-inspired setting—is its ability to create a sense of wonder and to evoke players’ imaginations while still allowing them to keep one foot in the known. The very settings themselves are both enchanted and somehow familiar, whether the characters are entering a magical woods, falling down a rabbit hole, or embarking on a voyage to Neverland. Those beasts and beings who stalk such places are equally wondrous, and offer fantastic starting points for any number of adventures.

To heighten the sense of wonder in a fairy tale adventure or campaign, a GM might consider presenting the game in a modern setting. In a modern setting, characters have regular jobs that don’t normally involve hunting goblins or helping talking fish solve puzzles. This means that when the moths take shape and become the cloak of a princess of summer come to beg a favor or steal a child, or the house grows legs and runs away one morning, the player characters will be rightfully amazed (and perhaps somewhat terrified).

Nature of Faerie

Faerie (also called by many other names) is a dimension of magic separate from but closely parallel to the mundane world. It doesn’t matter whether Faerie is just a collective term for thousands of separate curled-up dimensions hidden in corners, in closets, or at the center of forests, or it’s one continuous realm that overlaps the real world where it’s thinnest. It’s a place those with open hearts can find by following a way between tall trees (or looming library shelves) to a realm where everything is different. Where elves walk, nymphs dance, unicorns gallop, and both natural growths and built structures become vast and enchanting.

Humans don’t tend to do well in such a world if they stay too long, as the sensory input is hard on the nervous system. But fey creatures depend on it, like plants to the light. A fey creature too long cut off from its land of origin (or its stream, hill, or burrow) slowly becomes mortal and then dies.

When a fey creature is cut by silvered or cold iron weapons, they temporarily lose the sustaining benefit of their connection to Faerie. This severed connection usually disrupts a fey creature’s ability to heal. A silvered weapon is one that contains silver as part of an alloying process, has silver inlay, or has been coated in a dusting of silver powder (which usually lasts only through a single fight). In truth, many items in the modern era are cold-forged, while many others are not. We suggest that any hand-forged item containing iron could be considered a cold-forged weapon for harming fey creatures. Thus, most bullets and other modern items wouldn’t be treated as cold iron by this definition, but some would fit the bill.

Basic Creatures and NPCs for a Fairy Tale Game

Most fey creatures of level 2 or higher regain 1 point of health per round, unless wounded by silvered or cold iron weapons.

@UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.JULnmDMPODWwSgyT]{Angry ants} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.VK2Iv9hH0ITqmvV9]{Erlking} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.PS7RVxRlUxllwCky]{Faerie} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.ijRly8phWTeUIy8r]{Feral tree} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.UXvVjQMo4BRwi2Ef]{Nymph} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.BJOh1w5ZImYrdKuM]{Pixie} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.2v0CeAw0V9Hql9iL]{Razorblade butterflies} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.NVjNYB0ApximA7Kn]{Talking cat} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.LZB001qKeGrqUyMZ]{Troll}

Fairy Tale Artifacts

Artifacts in a fantasy setting and magic items in other games focused on fantasy would also be suitable for a fairy tale setting. However, every fairy tale artifact should come with a quirk that sets it apart from a simple “wand of fire” or similar item. Come up with your own or roll a quirk on the table below.

d10Quirk
1Is sometimes invisible.
2Cries like a baby if jostled.
3Becomes cold as ice to the touch and emits cold vapor when danger threatens.
4Contains a secret compartment that invariably holds a chunk of rock broken from what might be a strange jade sculpture.
5Also serves as a key to some magically locked doors and chests.
6Bites owner with tiny teeth if jostled, dealing 1 point of damage.
7Always muttering and complaining, though useful warnings and other information can sometimes be gained.
8Jealous of any other manifest cyphers, artifacts, or beautiful objects in the wielder’s life.
9The “painting” of a princess of summer on the object sometimes leaves it, robbing the artifact of power.
10Causes flowers to grow wherever it is stored or set down.
","markdown":""},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"ownership":{"default":-1},"flags":{}},{"sort":599805,"name":"Genre: Historical","type":"text","_id":"hdLllcWxZ4VdDhlr","title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"

Setting your campaign in World War 2, the Renaissance, or the 1930s can be fun and interesting. However, setting it in ancient Greece or feudal Japan, for example, probably makes it more like fantasy without all the orcs and magic (although a game set in feudal Japan with orcs and magic could be fascinating).

One of the draws of playing in a historical adventure is the thrill of “being there” when something important happens. Thus, in many cases, historical adventures in RPGs shouldn’t be designed as campaigns, but instead serve as short-term experiences where players try something new, or at least something they don’t normally do: play as figures involved in a momentous historical event.

Historical games should take cues from the closely related areas of historical fiction and historical re-enactment. The lessons of great historical fiction include the following.

The GM should anchor the characters with problems or conflicts that connect them to the chosen time period; make sure that PC backgrounds contain one relevant detail to the chosen historical setting.

The GM shouldn’t fall into the trap of assuming that history was drab just because it is often presented along with old paintings, drawings, or blurred black-and-white photographs. Dramatic events, surprising twists, and unexpected situations are just as likely in a historical adventure as in any other kind.

What’s the point of a historical adventure if there is no suspense? Sure, everyone knows what happens at the end of any given historical battle, but the stories of individuals within those fights are not known. Will they live? Will they succeed in their mission? And what are the consequences? Think of all the war movies that rely on that exact latitude to tell great stories.

Make sure you know when the campaign ends. Maybe it’s when the PCs successfully accomplish a specific task, but it might be externally timed to when a historical event takes place, whether they are attempting to offer aid, thwart it, or merely be aware of it as they attempt to do something that history hasn’t recorded.

Don’t create more than you need to. Be ready to tell the PCs what they see and who they encounter when they are introduced to a historical location or person, but don’t worry about things that they likely will never see. Yes, figure out what kind of currency is used, but making a super-accurate list of prices just isn’t necessary; the players will take your word for the cost of items and many other details. You’re evoking a historical setting with your game, not writing a book report.

Be wary about stereotypes and cultural misappropriation. History, as they say, is written by the victors. The ancient Greeks wrote that other cultures were all barbaric, and the European settlers called the natives in North America savages, but that doesn’t mean it’s true. If all you know about a time period is a movie set in that period, you’ll have a skewed version of events and culture. Be willing to go deeper than Braveheart or The Last Samurai, or maybe choose a different genre.

Running a Historical Game

Preparation is important in a historical game, and most of that entails choosing a historical period—or a specific historical event—as the setting. Given that all of history can serve, you won’t lack for resources. Below are a few possibilities. Of course, the farther back you set your game, the less information on specific events is available. On the other hand, that frees you up to get creative.

Once you choose the historical period and any special events you want to include in your adventure or campaign, direct your players to an appropriate set of foci. Alternately, you can have your players play as historically significant figures, but if you do this, you may want to create their characters ahead of time. Most GMs will probably want to save historically significant individuals for use as NPCs.

The players will need some kind of grounding in what to expect in the time period you’ve chosen. Just like they need an idea of what magic can do in a fantasy game, they will need a general idea of what kind of technology is available, the broad strokes of what their characters might know and not know, and so on. Maybe have them read a Wikipedia entry, at the very least.

If you’re looking for inspiration for time periods in which to set your historical game, here are some possible ideas: prehistory, classical antiquity, ancient Egypt, the American revolution, ancient China, World War II, Edo Period Japan, Medieval Europe, and the American Old West.

Suggested Types for a Historical Game

RoleType
Constable (or night watchman)Explorer with combat flavor
DetectiveExplorer with stealth flavor and skills and knowledge flavor
KnightWarrior
PirateExplorer with stealth flavor
TutorSpeaker
MerchantSpeaker with skills and knowledge flavor
SmithSpeaker with some warrior abilities and skills and knowledge flavor
PlaywrightSpeaker
NobleSpeaker with skills and knowledge flavor
ExplorerExplorer
PriestSpeaker

Basic Creatures and NPCs for a Historical Game

@UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.ZT13lzcl6dsvg8HX]{Cat} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.MwSOqh6IDnwKis8b]{Dodo} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.JZbErZ6hAgtHrgim]{Dog} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.vmvgLdR7JKdsukCW]{Dog, guard} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.61EndqAjZ2ZZZuS9]{Horse} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.8AhrSmfhARlAahxp]{Merchant} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.HKcVbxx1xGOpyVk4]{Noble} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.qLFrfE0E9w6BcG48]{Rat} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.Ax77ZEkAA3XJBPaA]{Serf} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.PXVS2kwvslh30lBB]{Snake, poisonous} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.vhGua32GarGCzLGv]{Warhorse}

Historical Artifacts

The concept of artifacts is probably inappropriate for a historical setting without some kind of supernatural, fantastical, or science fiction element. That said, objects of mystery such as the Antikythera mechanism (an ancient analog computer and orrery used to predict eclipses and other astronomical positions) reveal that the ancient world—and by extension more recent historical periods—contained fascinating and useful objects that were anachronistic for their period. Most such artifacts were likely the creations of philosophers, lone geniuses, and similar figures.

","markdown":""},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"ownership":{"default":-1},"flags":{}},{"sort":599903,"name":"Creatures and NPCs","type":"text","_id":"ljjovWdF2f0UgQ4l","title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"

This chapter describes many common and uncommon creatures that the characters might meet—and fight—in a Cypher System game and gives their stats. The variety of creatures that populate the possible settings and genres is so great that this chapter only scratches the surface. It does, however, provide examples of kinds of inhabitants—bestial and civilized, living and undead, organic and inorganic—so that you can easily extrapolate and create your own.

Understanding the Listings

Every creature is presented by name, followed by a standard template that includes the following categories.

Level: Like the difficulty of a task, each creature and NPC has a level attached to it. You use the level to determine the target number a PC must reach to attack or defend against the opponent. In each entry, the difficulty number for the creature or NPC is listed in parentheses after its level. As shown on the following table, the target number is three times the level.

LevelTarget Number
13
26
39
412
515
618
721
824
927
1030

Description: Following the name of the creature or NPC is a general description of its appearance, nature, intelligence, or background.

Motive: This entry is a way to help the GM understand what a creature or NPC wants. Every creature or person wants something, even if it’s just to be left alone.

Environment: This entry describes whether the creature tends to be solitary or travel in groups and what kind of terrain it inhabits (such as “They travel in packs through dry wastes and temperate lowlands”).

Health: A creature’s target number is usually also its health, which is the amount of damage it can sustain before it is dead or incapacitated. For easy reference, the entries always list a creature’s health, even when it’s the normal amount for a creature of its level.

Damage Inflicted: Generally, when creatures hit in combat, they inflict their level in damage regardless of the form of attack. Some inflict more or less or have a special modifier to damage. Intelligent NPCs often use weapons, but this is more a flavor issue than a mechanical one. In other words, it doesn’t matter if a level 3 foe uses a sword or claws—it deals the same damage if it hits. The entries always specify the amount of damage inflicted, even if it’s the normal amount for a creature of its level.

Armor: This is the creature’s Armor value. Sometimes the number represents physical armor, and other times it represents natural protection. This entry doesn’t appear in the game stats if a creature has no Armor.

Movement: Movement determines how far the creature can move in a single turn. Creatures have movements of immediate, short, long, or very long, which equate to the ranges of the same name. Most PCs have an effective movement of short, so if they are chasing (or being chased by) a creature with immediate movement, their Speed tasks are eased; if the creature’s movement is long or greater, the PCs’ Speed tasks are hindered.

Modifications: Use these default numbers when a creature’s information says to use a different target number. For example, a level 4 creature might say “defends as level 5,” which means PCs attacking it must roll a target number of 15 (for difficulty 5) instead of 12 (for difficulty 4). In special circumstances, some creatures have other modifications, but these are almost always specific to their level.

Combat: This entry gives advice on using the creature in combat, such as “This creature uses ambushes and hit-and-run tactics.” At the end of the combat listing, you’ll also find any special abilities, such as immunities, poisons, and healing skills. GMs should be logical about a creature’s reaction to a particular action or attack by a PC. For example, a mechanical creation is immune to normal diseases, a character can’t poison a being of energy (at least, not with a conventional poison), and so on.

Interaction: This entry gives advice on using the creature in interactions, such as “These creatures are willing to talk but respond poorly to threats,” or “This creature is an animal and acts like an animal.”

Use: This entry gives the GM suggestions for how to use the creature in a game session. It might provide general notes or specific adventure ideas.

Loot: This entry indicates what the PCs might gain if they take items from their fallen foes (or trade with or trick them). It doesn’t appear in the game stats if the creature has no loot.

GM Intrusion: This optional entry in the stats suggests a way to use GM intrusion in an encounter with the creature. It’s just one possible idea of many, and the GM is encouraged to come up with their own uses of the game mechanic.

Creatures

@UUID[Compendium.cyphersystem-compendium.creatures.GcRpFtcOQDpGvU4H]{Abomination} @UUID[Compendium.cyphersystem-compendium.creatures.17NSMk419kHRvwoP]{Chimera} @UUID[Compendium.cyphersystem-compendium.creatures.Ds2TiPhzGcBio6uy]{Chronophage} @UUID[Compendium.cyphersystem-compendium.creatures.6XzVLD44cRlhPIfO]{Deep one} @UUID[Compendium.cyphersystem-compendium.creatures.dEUcFhzvuB3ufhv5]{Deinonychus} @UUID[Compendium.cyphersystem-compendium.creatures.0NEyK7k8eNvN9oRt]{Demigod} @UUID[Compendium.cyphersystem-compendium.creatures.C2tRCVUtCl1OEb7M]{Demon} @UUID[Compendium.cyphersystem-compendium.creatures.Z4Y7VaCkpXbCZ2yy]{Devil} @UUID[Compendium.cyphersystem-compendium.creatures.D25NNlnriTPYwXvl]{Djinni} @UUID[Compendium.cyphersystem-compendium.creatures.huhkLDlDaru359Bf]{Dragon} @UUID[Compendium.cyphersystem-compendium.creatures.li1H57vGnKM9EY61]{Earth elemental} @UUID[Compendium.cyphersystem-compendium.creatures.WcxUomm2dqg2s2mU]{Enthraller} @UUID[Compendium.cyphersystem-compendium.creatures.p5ugVxzZFUe8r2To]{Fallen angel} @UUID[Compendium.cyphersystem-compendium.creatures.W7lOvxxSkcShe4Y9]{Fire elemental} @UUID[Compendium.cyphersystem-compendium.creatures.CbyPd1QoYjZGISN9]{Fusion hound} @UUID[Compendium.cyphersystem-compendium.creatures.02LotzBPq6hZTu2N]{Ghost} @UUID[Compendium.cyphersystem-compendium.creatures.92AH6pnL8Mknw6ok]{Ghoul} @UUID[Compendium.cyphersystem-compendium.creatures.gc0tYELtVAJRfFL6]{Giant} @UUID[Compendium.cyphersystem-compendium.creatures.U508Iiym5DOrLbCP]{Giant rat} @UUID[Compendium.cyphersystem-compendium.creatures.G1R1ESjuGxTJ7VwN]{Giant snake} @UUID[Compendium.cyphersystem-compendium.creatures.PlHlqDlwByGRX8T3]{Giant spider} @UUID[Compendium.cyphersystem-compendium.creatures.StSE44DNprZ4X4t8]{Goblin} @UUID[Compendium.cyphersystem-compendium.creatures.nBJ1PaZw7VugehNT]{Golem} @UUID[Compendium.cyphersystem-compendium.creatures.v5KdQP0xAVsoznyE]{Grey} @UUID[Compendium.cyphersystem-compendium.creatures.gDdZYUFdqZhmK3Oc]{Kaiju} @UUID[Compendium.cyphersystem-compendium.creatures.Iyx0QTRTuHLwr2g4]{Killer clown} @UUID[Compendium.cyphersystem-compendium.creatures.m9Hqr0shnpvRfgiF]{Killing white light} @UUID[Compendium.cyphersystem-compendium.creatures.EX0RBWZzdGetaDK9]{Mechanical soldier} @UUID[Compendium.cyphersystem-compendium.creatures.LkiVCVe5HhMi8Hc8]{Mi-go} @UUID[Compendium.cyphersystem-compendium.creatures.ZLDxtrbI1te50O1k]{Mokuren} @UUID[Compendium.cyphersystem-compendium.creatures.2BTNWIpNjjd696xa]{Nuppeppo} @UUID[Compendium.cyphersystem-compendium.creatures.Jo0ULIISkFpZDV85]{Ogre} @UUID[Compendium.cyphersystem-compendium.creatures.obJAuUihAMdRF9j2]{Orc} @UUID[Compendium.cyphersystem-compendium.creatures.KrHZmg9AKHxbGRnk]{Prince(ss) of summer} @UUID[Compendium.cyphersystem-compendium.creatures.axcyoROutmXNdzNk]{Puppet tree} @UUID[Compendium.cyphersystem-compendium.creatures.qT2StUmJ4FDfS2Ji]{Ravage bear} @UUID[Compendium.cyphersystem-compendium.creatures.n54pC87T2nULqbCJ]{Replicant} @UUID[Compendium.cyphersystem-compendium.creatures.qB1fv8beRDJG465z]{Shadow elf} @UUID[Compendium.cyphersystem-compendium.creatures.MQI4Poo9zZKrgKhc]{Skeleton} @UUID[Compendium.cyphersystem-compendium.creatures.nkAvknrgByU2kBSn]{Statue, animate} @UUID[Compendium.cyphersystem-compendium.creatures.E7LZFxUVnPeXLIgX]{Tyrannosaurus rex} @UUID[Compendium.cyphersystem-compendium.creatures.37pnRQFiOHt47hFP]{Vampire} @UUID[Compendium.cyphersystem-compendium.creatures.PIJ3eSbmYUGztjb1]{Vampire, transitional} @UUID[Compendium.cyphersystem-compendium.creatures.QFTQJ4Z4kmHVr23P]{Vat reject} @UUID[Compendium.cyphersystem-compendium.creatures.WsWJRqBjUW1WO1Wp]{Wardroid} @UUID[Compendium.cyphersystem-compendium.creatures.3jAoNYaS0CHUjkqS]{Werewolf} @UUID[Compendium.cyphersystem-compendium.creatures.2nv7KEvkNXsUOykU]{Witch} @UUID[Compendium.cyphersystem-compendium.creatures.Ziw2e08pt2Fc8vHz]{Xenoparasite} @UUID[Compendium.cyphersystem-compendium.creatures.dWvlzVDxmAUQxT7s]{Zombie}

Normal Animals

Unlike many creatures in this chapter, normal animals are simple and understandable enough to be encapsulated by just their level and maybe one or two other stats.

@UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.p7RwEbxxv74Xy0NP]{Bear, black} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.3NRZdgMZXVcEsqWl]{Bear, grizzly} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.JZbErZ6hAgtHrgim]{Dog} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.vmvgLdR7JKdsukCW]{Dog, guard} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.pNEII8Wup8xjZfuA]{Hawk} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.61EndqAjZ2ZZZuS9]{Horse} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.qLFrfE0E9w6BcG48]{Rat} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.RxtZyeRliCY3v9In]{Rattlesnake}

NPCs

The NPCs in this chapter are generic examples of nonplayer characters that can be used in many genres.

Reskinning NPCs: GMs will find that with a few tweaks, a guard can be a modern-day cop, a fantasy caravan guard, or a science fiction drone soldier. This is known as reskinning—making slight changes to existing stats to customize the NPC for your own game.

Health, Not Pools: Remember that NPCs don’t have stat Pools. Instead, they have a characteristic called health. When an NPC takes damage of any kind, the amount is subtracted from its health. Unless described otherwise, an NPC’s health is always equal to its target number. Some NPCs might have special reactions to or defenses against attacks that would normally deal Speed damage or Intellect damage, but unless the NPC’s description specifically explains this, assume that all damage is subtracted from the NPC’s health.

Appropriate Weapons: NPCs use weapons appropriate to their situation, which might be swords and crossbows, knives and shotguns, malefic psychic weapons, blasters and grenades, and so on.

@UUID[Compendium.cyphersystem-compendium.npcs.rnq3fP5XVmqEmZWG]{Assassin} @UUID[Compendium.cyphersystem-compendium.npcs.IXoOu0XGctC51WFn]{Cannibal} @UUID[Compendium.cyphersystem-compendium.npcs.jZT0TZAHaKkZ8kGv]{Crime boss} @UUID[Compendium.cyphersystem-compendium.npcs.17FhJIqwNpdkCE3Q]{Detective} @UUID[Compendium.cyphersystem-compendium.npcs.vamqtdZeooEZTvVA]{Guard} @UUID[Compendium.cyphersystem-compendium.npcs.mIkMohVYFvaiNwZB]{Occultist} @UUID[Compendium.cyphersystem-compendium.npcs.SMQHtX6tTqzNShpA]{Secret agent} @UUID[Compendium.cyphersystem-compendium.npcs.dxKy262U5XR9IQdV]{Thug} @UUID[Compendium.cyphersystem-compendium.npcs.T49YQrtaJRk1stLD]{Wizard, mighty}

","markdown":""},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"ownership":{"default":-1},"flags":{}},{"sort":599952,"name":"Cyphers","type":"text","_id":"xLSayIO5g61IGlUa","title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"

Cyphers are one-use abilities that characters gain over the course of play. They have cool powers that can heal, make attacks, ease or hinder task rolls, or (in a more supernatural and extreme example) produce effects such as nullifying gravity or turning something invisible.

Most cyphers aren’t physical objects—just something useful that happens right when you need it. They might be a burst of insight that allows a character to make a perfectly executed attack, a lucky guess when using a computer terminal, a coincidental distraction that gives you an advantage against an NPC, or a supernatural entity that makes things work out in your favor. In some games, cyphers come in the form of items, like magic potions or bits of alien technology.

Cyphers that don’t have a physical form are called subtle cyphers.

Cyphers that have a physical form are called manifest cyphers.

Regardless of their form, cyphers are single-use effects and are always consumed when used. Unless a cypher’s description says otherwise, it works only for the character who activates it. For example, a PC can’t use an enduring shield cypher on a friend.

Cyphers are a game mechanic designed for frequent discovery and use. PCs can have only a small number of cyphers at any given time, and since they’re always finding more, they’re encouraged to use them at a steady pace.

In theory, the cyphers gained by the PCs are determined randomly. However, the GM can allow PCs to acquire or find them intentionally as well. Cyphers are gained with such regularity that the PCs should feel that they can use them freely. There will always be more, and they’ll have different benefits. This means that in gameplay, cyphers are less like gear or treasure and more like character abilities that the players don’t choose. This leads to fun game moments where a player can say “Well, I’ve got an X that might help in this situation,” and X is always different. X might be an intuitive understanding of the local computer network, a favor from the Faerie Court, an explosive device, a short-range teleporter, or a force field. It might be a powerful magnet or a prayer that will cure disease. It could be anything. Cyphers keep the game fresh and interesting. Over time, characters can learn how to safely carry more and more cyphers at the same time, so cyphers really do seem more like abilities and less like gear.

“Carry” in this sense refers to both subtle cyphers and manifest cyphers, though a PC may not actually carry anything that physically represents the cypher. A character thrown into prison without their equipment might still have subtle cyphers.

Cyphers don’t have to be used to make room for new ones. For subtle cyphers, a character can just use an action to “lose” the cypher, freeing up space to “find” one later (once a subtle cypher is discarded this way, it is gone and can’t be recovered). For manifest cyphers, it’s perfectly acceptable for the PCs to stash one elsewhere for later use; of course, that doesn’t mean it will still be there when they return.

Why Cyphers?

Cyphers are (not surprisingly, based on the name) the heart of the Cypher System. This is because characters in this game have some abilities that rarely or never change and can always be counted on—pretty much like in all games—and they have some abilities that are ever-changing and inject a great deal of variability in play. They are the major reason why no Cypher System game session should ever be dull or feel just like the last session. This week your character can solve the problem by walking through walls, but last time it was because you could create an explosion that could level a city block.

The Cypher System, then, is one where PC abilities are fluid, with the GM and the players both having a role in their choice, their assignment, and their use. Although many things separate the game system from others, this aspect makes it unique, because cyphers recognize the importance and value of two things:

  1. “Treasure,” because character abilities make the game fun and exciting. In fact, in the early days of roleplaying, treasure (usually in the form of magic items found in dungeons) was really the only customization of characters that existed. One of the drives to go out and have adventures is so you can discover cool new things that help you when you go on even more adventures. This is true in many RPGs, but in the Cypher System, it’s built right into the game’s core.

  2. Letting the GM have a hand in determining PC abilities makes the game move more smoothly. Some GMs prefer to roll cyphers randomly, but some do not. For example, giving the PCs a cypher that will allow them to teleport far away might be a secret adventure seed placed by a forward-thinking GM. Because the GM has an idea of where the story is going, they can use cyphers to help guide the path. Alternatively, if the GM is open to it, they can give out cyphers that enable the characters to take a more proactive role (such as teleporting anywhere they want). Perhaps most important, they can do these things without worrying about the long-term ramifications of the ability. A device that lets you teleport multiple times might really mess up the game over the long term. But once? That’s just fun.

Cypher Limits

All characters have a maximum number of cyphers they can have at any one time, determined by their type. If a character ever attempts to carry more, random cyphers instantly disappear until the PC has a number of cyphers equal to their maximum (depending on the genre of the campaign, subtle cyphers may be more or less likely to vanish this way). These vanished cyphers are not recoverable.

Subtle Cyphers

Subtle (nonphysical) cyphers are a way to introduce cyphers into a game without overt “powered stuff”—no potions, alien crystals, or anything of that nature. They’re most useful, perhaps, in a modern or horror setting without obvious fantasy elements. Subtle cyphers are more like the inherent abilities PCs have, adding boosts to Edge, recovering points from Pools, coming up with ideas, and so on. In general, these are commonplace, non-supernatural effects—a subtle cypher wouldn’t create a laser beam or allow a character to walk through a wall. They don’t break the fragile bubble of believability in genres where flashy powers and abilities don’t make a lot of sense.

Subtle cyphers are particularly nice in a genre where the PCs are supposed to be normal people. The cyphers can simply be an expression of innate capabilities in characters that aren’t always dependable. And in many ways, that’s probably more realistic than an ability you can count on with certainty, because in real life, some days you can jump over a fence, and some days you just can’t.

Concepts for subtle cyphers include the following:

Good fortune: Once in a while, things just go your way. You’re in the right place at the right time.

Inspirations: Sometimes you get inspired to do something you’ve never done before and might not be able to do again. Call it adrenaline mixed with the right motivation, or just doing the right thing at the right place at the right time. Who can really define it? Life’s funny that way.

Alien concepts: Complex and utterly inhuman memes enter our world and worm their way into and out of human consciousness. When this happens, it can cause mental distress and disorientation. It can also grant impossible abilities and advantages.

Blessings: In a fantasy world, there are nine gods. Each morning, all intelligent residents of the world pray to one of the gods, and some of the faithful gain a divine blessing. Some people believe that praying to different gods gives you different blessings.

Earworms: You know how some songs pop into your head and just won’t leave? There’s a power to those songs, and the right people know how to harness it. Make the songs disturbing or reminiscent of evil chants, and you’ve got a perfect cypher concept for a horror campaign.

Mysterious transmissions: What’s that buzzing? That mechanical chittering? Those numbers repeating over and over? And why can only some people hear it? A few who are aware of the sounds have learned how to make use of them.

Supernatural powers: Mental or mystical energies constantly shift and change, ebb and flow. But you’ve figured out how to attune your mind to them. There are no physical actions or paraphernalia required—just an inner conduit to the numinous.

Discovering Subtle Cyphers

Since subtle cyphers aren’t physical objects, GMs will need to figure out when to give PCs new ones to replace the ones they have used. The cyphers probably shouldn’t be tied to actions entirely under the characters’ control—in other words, they shouldn’t come as a result of meditation or anything of that nature. Instead, the GM should choose significant points in the story when new cyphers might simply come unbidden to the PCs. In the broader view, this is no different than manifest cyphers placed as treasure in a creature’s lair, a secret cache, or somewhere else for the characters to find. Either way, the GM is picking good spots to “refill” potentially used cypher-based abilities.

Subtle cyphers are often found in groups of one to six (the GM can roll 1d6 to determine the number). The GM might randomly assign the cyphers to each PC who has space for more, or present a selection of cyphers to the group and allow the players to choose which ones they want for their characters. Characters should immediately know what their subtle cyphers do. If a PC activates a healing subtle cypher when they think it’s something to help pick a lock, that’s a waste of a useful character ability.

PCs might be able to obtain subtle cyphers from NPCs or in unusual circumstances as gifts, boons, or blessings, even asking for a particular kind of subtle cypher, such as healing, protection, or skill. For example, PCs who make a donation at a temple of a healing goddess could ask to receive a blessing (subtle cypher) that allows them to speak a healing prayer that restores points to one of their Pools. An NPC wizard who owes the PCs a favor might cast a spell on them that deflects one weapon if they say a magic word. An alien pylon might grant knowledge of a strange mental code that lets a person see in the dark for a few hours.

A PC can also acquire a new subtle cypher by spending 1 XP on one of the following player intrusions:

General cypher: You ask the GM for a general subtle cypher, such as “healing,” “movement,” “defense,” or perhaps something as specific as “flight.” The GM gives you a cypher that meets that description and randomly determines its level. If you don’t have space for this cypher, you immediately lose one of your current cyphers (your choice) and the new cypher takes its place.

Specific cypher: You ask the GM for a specific subtle cypher (such as a curative or stim) of a specific level. Make an Intellect roll with a difficulty equal to the cypher’s level plus 1. If you have had this cypher before, the task is eased. If you fail the roll, you do not gain a cypher. If you succeed, the GM gives you that subtle cypher at that level. If you don’t have space for this new cypher, you immediately lose one of your current cyphers (your choice) and the new cypher takes its place. Whether or not you succeed at the roll, the 1 XP is spent.

Manifest Cyphers

Because manifest cyphers are physical objects, and people are familiar with the idea of finding “treasure” as part of playing an RPG, these kinds of cyphers are easy to get into the hands of the PCs. They are often found in groups of one to six (the GM can roll 1d6 to determine the number), usually because the characters are searching for them. They might be among the possessions of a fallen foe, hidden in a secret room, or scattered amid the wreckage of a crashed starship. The GM can prepare a list ahead of time of what successful searchers find. Sometimes this list is random, and sometimes there is logic behind it. For example, a warlock’s laboratory might contain four different magic potions that the PCs can find.

If the characters search for cyphers, the GM sets the difficulty of the task. It is usually 3 or 4, and scavenging can take fifteen minutes to an hour.

Scavenging is not the only way to obtain manifest cyphers. They can also be given as gifts, traded with merchants, or sometimes purchased in a shop.

Unlike subtle cyphers, characters don’t automatically know what manifest cyphers do. Once the PCs find a manifest cypher, identifying it is a separate task, based on Intellect and modified by knowledge of the topic at hand. In a fantasy setting, that knowledge would probably be magic, but in a science fiction setting, it might be technology. The GM sets the difficulty of the task, but it is usually 1 or 2. Thus, even the smallest amount of knowledge means that cypher identification is automatic. The process takes one to ten minutes. If the PCs can’t identify a cypher, they can bring it to an expert for identification and perhaps trade, if desired.

Manifest Cyphers Duplicating Subtle Cyphers

Lots of overlap exists between what subtle cyphers and manifest cyphers can do. Nearly anything that can be explained as a subtle cypher can just as easily be a magic item, scientific device, or other manifest object. A bit of luck that helps you sneak (a subtle cypher) and a potion that helps you sneak (a manifest cypher) do the exact same thing for a character. One advantage of manifest cyphers is that characters can easily trade them to each other or sell them to NPCs. On the other hand, manifest cyphers can be dropped or stolen, and subtle cyphers can’t.

It’s fine if the GM decides to include both kinds of cyphers in the same game. A horror game could begin with the PCs as normal people with subtle cyphers, but as time goes on, they find one-use spells in occult tomes, weird potions, and bone dust that has strange powers.

Using Cyphers

The action to use a cypher is Intellect based unless described otherwise or logic suggests otherwise. For example, throwing an explosive might be Speed based because the device is physical and not really technical, but using a ray emitter is Intellect based.

Because cyphers are single-use items, cyphers used to make attacks can never be used with the Spray or Arc Spray abilities that some characters might have. They are never treated as rapid-fire weapons.

Identified manifest cyphers can be used automatically. Once a manifest cypher is activated, if it has an ongoing effect, that effect applies only to the character who activated the cypher. A PC can’t activate a cypher and then hand it to another character to reap the benefits.

A character can attempt to use a manifest cypher that has not been identified; this is usually an Intellect task using the cypher’s level. Failure might mean that the PC can’t figure out how to use the cypher or that they use it incorrectly (GM’s discretion). Of course, even if the PC activates the unidentified cypher, they have no idea what its effect will be.

Cyphers are meant to be used regularly and often. If PCs are hoarding or saving their cyphers, feel free to give them a reason to put the cyphers into play.

Cypher Levels and Effects

All cyphers have a level and an effect. The level sometimes determines an aspect of the cypher’s power (how much damage it inflicts, for example) but otherwise it only determines the general efficacy, the way level works with any object. The Level entry for a cypher is usually a die roll, sometimes with a modifier, such as 1d6 or 1d6 + 4. The GM can roll to determine the cypher’s level, or can allow the player to roll when they receive the cypher.

Normal and Fantastic Effects

Cypher effects fall into two categories: normal and fantastic. Normal effects are things that could reasonably happen or be explained in the normal physical world we’re familiar with. Fantastic effects are things that can’t. A normal person could hit a target 240 feet (73 m) away with a football, quickly get over a cold, run across a tightrope, or multiply two two-digit numbers in their head. These tasks are difficult, but possible. A normal person can’t throw an armored car, regrow a severed arm, create a robot out of thin air, or control gravity with their mind. These tasks are impossible according to the world as we know it. Cypher effects are either normal (possible) or fantastic (impossible according to the world as we know it).

Normal cypher effects should be available to PCs regardless of the genre of your game. It’s perfectly reasonable for a modern, fantasy, horror, science fiction, or superhero PC to have a cypher that gives them a one-use bonus on an attack or skill task, lets them take a quick breather to recover a few points in a Pool, or helps them focus their will to avoid distractions or fatigue.

Fantastic cypher effects should be limited to games where magic, technology, or other factors stretch the definition of “impossible.” A cypher that turns a corpse into a zombie is out of place in a non-fantastic modern game, but is perfectly reasonable for a fantasy, science fiction, or superhero game, or even a horror game where zombies exist, as long as the GM decides there is an appropriate story explanation for it. The zombie cypher might be a necromantic spell in a fantasy or superhero game, a code that activates a swarm of nanobots in a science fiction game, or a virus in a horror game. The rules categorize some cypher effects as fantastic to help the GM decide whether to exclude cyphers that don’t fit the game they’re running. For example, it is appropriate for a GM running a zombie horror survival game set in 1990s Georgia to allow the zombie-creating cypher but not a teleportation cypher, because creating a zombie is a fantastic effect that fits the setting and teleportation isn’t.

Fantastic cyphers can be subtle or manifest.

Optional Rule: Normal Cyphers Duplicating Fantastic Effects

If the GM and players are willing to stretch their imaginations a bit, it’s possible to include some fantastic cypher effects in a game where only normal cypher effects should exist, even if the PCs are only using subtle cyphers. The player using the cypher just needs to come up with a practical, realistic explanation for how the fantastic result occurred (perhaps with a much shorter or reduced effect than what’s described in the cypher text).

For example, a PC with a phase changer who is trapped in a prison cell could say that instead of physically phasing through the wall, using the cypher means they find a long-forgotten secret door connected to a narrow hallway leading to safety. A PC with a fire detonation could say they notice a can of paint thinner in the room, kick it over, and throw a table lamp into the spill, creating a spark and a momentary burst of harmful flames. A PC with a monoblade could say they spot structural flaws in an opponent’s armor, allowing them to attack for the rest of that combat in such a way that the foe’s Armor doesn’t count.

These interpretations of fantastic cyphers in a non-fantastic setting require player ingenuity and GM willingness to embrace creative solutions (similar to players using player intrusions to make a change in the game world). The GM always has the right to veto the explanation for the fantastic effect, allowing the player to choose a different action instead of using the fantastic cypher.

Manifest Cypher Forms

None of the manifest cyphers in this chapter have a stated physical form. The entries don’t tell you if something is a potion, a pill, or a device you hold in your hands because that sort of detail varies greatly from genre to genre. Are they magic? Are they tech? Are they symbiotic creatures with programmed DNA? That’s up to the GM. It’s flavor, not mechanics. It’s as important or unimportant as the style of an NPC’s hair or the color of the car the bad guys are driving. In other words, it’s the kind of thing that is important in a roleplaying game, but at the same time doesn’t actually change anything (and RPGs have a lot of things like that, if you think about it).

A manifest cypher’s physical form can be anything at all, but there are some obvious choices based on genre. The GM can design a setting that uses just one type—for example, a magical world where all cyphers are potions made by faeries. Or they can use many types, perhaps mixing them from different genres. Some suggestions include the following.

Fantasy/Fairy Tale: Potions, scrolls, runeplates, tattoos, charms, powders, crystals, books with words of power.

Modern/Romance: Drugs (injections, pills, inhalants), viruses, smartphone apps.

Science Fiction/Post-Apocalyptic: Drugs (injections, pills, inhalants), computer programs, crystals, gadgets, viruses, biological implants, mechanical implants, nanotechnological injections.

Horror: Burrowing worms or insects, pages from forbidden books, horrific images.

Superhero: Forms from all the other genres.

Cypher Tables

@UUID[Compendium.cyphersystem-compendium.cypher-roll-tables.Bn74yPIGZJTwA9yO]{Manifest Cypher Table} @UUID[Compendium.cyphersystem-compendium.cypher-roll-tables.yXkmPLGNM6UH5nkx]{Subtle Cypher Table} @UUID[Compendium.cyphersystem-compendium.cypher-roll-tables.tAjYZpL0GKkROZpR]{Fantastic Cypher Table}

A Listing of Various Cyphers

All cyphers in this section may be manifest cyphers. It is the GM’s discretion whether a particular cypher can be a subtle cypher, and that decision usually depends on the setting. (The tables indicating subtle, manifest, and fantastic cyphers are just suggestions for a typical campaign setting.)

@UUID[Compendium.cyphersystem-compendium.cyphers.nB8zfVWuIB1VvHGl]{Adhesion} @UUID[Compendium.cyphersystem-compendium.cyphers.gXzG3cEX6b15T7fh]{Age taker} @UUID[Compendium.cyphersystem-compendium.cyphers.ss48CDstie5AjXsb]{Analeptic} @UUID[Compendium.cyphersystem-compendium.cyphers.kgft4WfHxO9r06wb]{Antivenom} @UUID[Compendium.cyphersystem-compendium.cyphers.KZ2X27pebWbEvQXQ]{Armor reinforcer} @UUID[Compendium.cyphersystem-compendium.cyphers.uqL6JmysWKztajSP]{Attractor} @UUID[Compendium.cyphersystem-compendium.cyphers.FfAhElBEyjyd4E17]{Banishing} @UUID[Compendium.cyphersystem-compendium.cyphers.bxWMBr5i7Lfxid9Q]{Best tool} @UUID[Compendium.cyphersystem-compendium.cyphers.dymzqQ69RJGT8TEs]{Blackout} @UUID[Compendium.cyphersystem-compendium.cyphers.z7B2LxlcLfLMkTFw]{Blinking} @UUID[Compendium.cyphersystem-compendium.cyphers.vji8MXWxGxr3A9jp]{Burst of speed} @UUID[Compendium.cyphersystem-compendium.cyphers.WIDPRS1tIpL3pa5F]{Catholicon} @UUID[Compendium.cyphersystem-compendium.cyphers.k8SHSyIu2KzAZja7]{Chemical factory} @UUID[Compendium.cyphersystem-compendium.cyphers.o4AITObjEyBSsjR1]{Comprehension} @UUID[Compendium.cyphersystem-compendium.cyphers.88PKQNeHojZRVZLd]{Condition remover} @UUID[Compendium.cyphersystem-compendium.cyphers.cjFun20hsxOrU4UF]{Contingent activator} @UUID[Compendium.cyphersystem-compendium.cyphers.8NupmDC7tXJhHdy3]{Controlled blinking} @UUID[Compendium.cyphersystem-compendium.cyphers.ewaouF5H001ecJI2]{Curative} @UUID[Compendium.cyphersystem-compendium.cyphers.J2uXPzk3Q3o9Fwpe]{Curse bringer} @UUID[Compendium.cyphersystem-compendium.cyphers.IxserEHDalfrzdvG]{Darksight} @UUID[Compendium.cyphersystem-compendium.cyphers.7ZAyXJ8gyV4ao0wO]{Death bringer} @UUID[Compendium.cyphersystem-compendium.cyphers.DRkKlxg4WKwUgl7T]{Density} @UUID[Compendium.cyphersystem-compendium.cyphers.GxcYZVXI0R3cMeMp]{Detonation} @UUID[Compendium.cyphersystem-compendium.cyphers.bzGwdlL0ZLPsxK9v]{Detonation (creature)} @UUID[Compendium.cyphersystem-compendium.cyphers.Z5An8np1ZHSTSWet]{Detonation (dessicating)} @UUID[Compendium.cyphersystem-compendium.cyphers.RkOFWVFfuWHSGBVf]{Detonation (flash)} @UUID[Compendium.cyphersystem-compendium.cyphers.GPk5tYAHThxyIj6p]{Detonation (gravity inversion)} @UUID[Compendium.cyphersystem-compendium.cyphers.0WWb6gMnrICVA77C]{Detonation (gravity)} @UUID[Compendium.cyphersystem-compendium.cyphers.VhbqMkTUgBS24ZV8]{Detonation (massive)} @UUID[Compendium.cyphersystem-compendium.cyphers.FaQAOTHsz8kAwYva]{Detonation (matter disruption)} @UUID[Compendium.cyphersystem-compendium.cyphers.54PPya95rv4yA3O5]{Detonation (pressure)} @UUID[Compendium.cyphersystem-compendium.cyphers.DuYwDKUWCozANHfi]{Detonation (singularity)} @UUID[Compendium.cyphersystem-compendium.cyphers.hIxIA4943U1u3a9M]{Detonation (sonic)} @UUID[Compendium.cyphersystem-compendium.cyphers.PIuFZaZUI84aZvSj]{Detonation (spawn)} @UUID[Compendium.cyphersystem-compendium.cyphers.bIcebdBZfthtc7gn]{Detonation (web)} @UUID[Compendium.cyphersystem-compendium.cyphers.q5zVuR0m6OyMBS3o]{Disarm} @UUID[Compendium.cyphersystem-compendium.cyphers.wRrdISsr5cmCYZX1]{Disguise module} @UUID[Compendium.cyphersystem-compendium.cyphers.FItOrZq5fp17b99h]{Disrupting} @UUID[Compendium.cyphersystem-compendium.cyphers.dYPtdYIVh8Fw2j0I]{Eagleseye} @UUID[Compendium.cyphersystem-compendium.cyphers.wlbjzEJE7xJQejRu]{Effect resistance} @UUID[Compendium.cyphersystem-compendium.cyphers.NeLV59uT8r0aOBYv]{Effort enhancer (combat)} @UUID[Compendium.cyphersystem-compendium.cyphers.Sq85TkiuqKKZEcZa]{Effort enhancer (noncombat)} @UUID[Compendium.cyphersystem-compendium.cyphers.29q4icxpIjmPru2K]{Enduring shield} @UUID[Compendium.cyphersystem-compendium.cyphers.40DQrFLuDX017odb]{Equipment cache} @UUID[Compendium.cyphersystem-compendium.cyphers.h5TSiPn7BeeIobmN]{Farsight} @UUID[Compendium.cyphersystem-compendium.cyphers.oNuUwELrZDJY1mIf]{Fireproofing} @UUID[Compendium.cyphersystem-compendium.cyphers.fl9zbMTjxj8vy6kJ]{Flame-retardant wall} @UUID[Compendium.cyphersystem-compendium.cyphers.SJDuyxdMrDv6FaGy]{Force cube} @UUID[Compendium.cyphersystem-compendium.cyphers.dQligdNAYAr6wWdE]{Force field} @UUID[Compendium.cyphersystem-compendium.cyphers.uBDH4lBnOxOXh5CF]{Force screen projector} @UUID[Compendium.cyphersystem-compendium.cyphers.m3NxCCUGiLIKIJNw]{Force shield projector} @UUID[Compendium.cyphersystem-compendium.cyphers.w96EvfwEri9x5Mct]{Friction reducer} @UUID[Compendium.cyphersystem-compendium.cyphers.R88ueN5kMGSameYW]{Frigid wall} @UUID[Compendium.cyphersystem-compendium.cyphers.4L0etvDYulpV4ksR]{Gas bomb} @UUID[Compendium.cyphersystem-compendium.cyphers.pNqglMkBswKP2ICu]{Gravity nullifier} @UUID[Compendium.cyphersystem-compendium.cyphers.vk0FLEfC4YB7dbQs]{Gravity-nullifying application} @UUID[Compendium.cyphersystem-compendium.cyphers.aeBDWdPvxdfj3pfs]{Heat attack} @UUID[Compendium.cyphersystem-compendium.cyphers.7zM8O87dW3jbTnU6]{Hunter/seeker} @UUID[Compendium.cyphersystem-compendium.cyphers.CtZSjgL4ckxcKYUP]{Image projector} @UUID[Compendium.cyphersystem-compendium.cyphers.ReuRZASIsUHgdhEg]{Inferno wall} @UUID[Compendium.cyphersystem-compendium.cyphers.XX53GbhoCBiHS6ks]{Infiltrator} @UUID[Compendium.cyphersystem-compendium.cyphers.AitEjkvspLX688ye]{Information sensor} @UUID[Compendium.cyphersystem-compendium.cyphers.x7qSUmMgvNqV0Ugn]{Instant servant} @UUID[Compendium.cyphersystem-compendium.cyphers.sJVUfXvSJucHYari]{Instant shelter} @UUID[Compendium.cyphersystem-compendium.cyphers.Y6EVgmva4C9tPihv]{Intellect booster} @UUID[Compendium.cyphersystem-compendium.cyphers.udWLm1XDgVieMEDu]{Intelligence enhancement} @UUID[Compendium.cyphersystem-compendium.cyphers.5tLchT3lzBveqkxp]{Knowledge enhancement} @UUID[Compendium.cyphersystem-compendium.cyphers.WXP9irBlSYL49O46]{Lightning wall} @UUID[Compendium.cyphersystem-compendium.cyphers.MTgWJDJa0xrNOUMa]{Machine control} @UUID[Compendium.cyphersystem-compendium.cyphers.Kn3VvkesD5GVq0iI]{Magnetic attack drill} @UUID[Compendium.cyphersystem-compendium.cyphers.yYUMQ6PEMdyJsi6u]{Magnetic master} @UUID[Compendium.cyphersystem-compendium.cyphers.6ccQDO1fUZfF3qdo]{Magnetic shield} @UUID[Compendium.cyphersystem-compendium.cyphers.3ww0ueljUh3Fu4WN]{Manipulation beam} @UUID[Compendium.cyphersystem-compendium.cyphers.E3QMkfRIuJeWQh76]{Matter transference ray} @UUID[Compendium.cyphersystem-compendium.cyphers.zqv51NhAhlMBm2lG]{Meditation aid} @UUID[Compendium.cyphersystem-compendium.cyphers.rAka1a1rfa6U9ejN]{Memory switch} @UUID[Compendium.cyphersystem-compendium.cyphers.GS3GUtjmhIYxF8vb]{Mental scrambler} @UUID[Compendium.cyphersystem-compendium.cyphers.y710ojHG9JfbAHXq]{Metal death} @UUID[Compendium.cyphersystem-compendium.cyphers.9MBc2aywmCotLHZs]{Mind meld} @UUID[Compendium.cyphersystem-compendium.cyphers.f9o3v4yUbE2rOvkA]{Mind stabilizer} @UUID[Compendium.cyphersystem-compendium.cyphers.sgjAHLqFtHWLzSeV]{Mind-restricting wall} @UUID[Compendium.cyphersystem-compendium.cyphers.qyafaJwEsqCVU5ht]{Monoblade} @UUID[Compendium.cyphersystem-compendium.cyphers.adjHowuCfAqznUtV]{Monohorn} @UUID[Compendium.cyphersystem-compendium.cyphers.nH3BFfduw18UhsrN]{Motion sensor} @UUID[Compendium.cyphersystem-compendium.cyphers.ExszgFle5nmrHPSR]{Null field} @UUID[Compendium.cyphersystem-compendium.cyphers.yjjqWOig22fCfvyg]{Nullification ray} @UUID[Compendium.cyphersystem-compendium.cyphers.olA86ZssOHAVcyP5]{Nutrition and hydration} @UUID[Compendium.cyphersystem-compendium.cyphers.NCqhAMpNrf26KCkC]{Perfect memory} @UUID[Compendium.cyphersystem-compendium.cyphers.pMUiPSVOb2VPa79t]{Perfection} @UUID[Compendium.cyphersystem-compendium.cyphers.erJlxWAzYxAbBQ3n]{Personal environment field} @UUID[Compendium.cyphersystem-compendium.cyphers.q94YaFRPnpA4Vbt0]{Phase changer} @UUID[Compendium.cyphersystem-compendium.cyphers.orMNNP5kLwGszIWW]{Phase disruptor} @UUID[Compendium.cyphersystem-compendium.cyphers.I1UIJPrkDAtfdvkn]{Poison (emotion)} @UUID[Compendium.cyphersystem-compendium.cyphers.ab9oUkAc67kwQMu2]{Poison (explosive)} @UUID[Compendium.cyphersystem-compendium.cyphers.TqA7pzI1VOquoZrC]{Poison (mind controlling)} @UUID[Compendium.cyphersystem-compendium.cyphers.LT8pmimmThAbwOL7]{Poison (mind disrupting)} @UUID[Compendium.cyphersystem-compendium.cyphers.WKHeAOo07TN0Waqi]{Psychic communique} @UUID[Compendium.cyphersystem-compendium.cyphers.NGMhAxHPKXqxyarE]{Radiation spike} @UUID[Compendium.cyphersystem-compendium.cyphers.yxlZQszosCzyRvSM]{Ray emitter} @UUID[Compendium.cyphersystem-compendium.cyphers.kl7d13qf7si94eU0]{Ray emitter (command)} @UUID[Compendium.cyphersystem-compendium.cyphers.TvIMvUr69aOV5DnE]{Ray emitter (fear)} @UUID[Compendium.cyphersystem-compendium.cyphers.7lZj0lmBqmrz41mZ]{Ray emitter (friend slaying)} @UUID[Compendium.cyphersystem-compendium.cyphers.LHL022Qn3YRfXYU4]{Ray emitter (mind disrupting)} @UUID[Compendium.cyphersystem-compendium.cyphers.NbYGmZjDHMEmmfDL]{Ray emitter (numbing)} @UUID[Compendium.cyphersystem-compendium.cyphers.sodipYPbrbjALaH2]{Ray emitter (paralysis)} @UUID[Compendium.cyphersystem-compendium.cyphers.RSQzv6fY9P8vLQSh]{Reality spike} @UUID[Compendium.cyphersystem-compendium.cyphers.kgflNP6FVsspfutd]{Reflex enhancer} @UUID[Compendium.cyphersystem-compendium.cyphers.sdd3hhCzs5N0ZqP0]{Rejuvenator} @UUID[Compendium.cyphersystem-compendium.cyphers.8RpaNEaONagWqTTE]{Remembering} @UUID[Compendium.cyphersystem-compendium.cyphers.waaI5OVVCpZC7NLT]{Remote viewer} @UUID[Compendium.cyphersystem-compendium.cyphers.agDsGHiI4x9A0X0J]{Repair unit} @UUID[Compendium.cyphersystem-compendium.cyphers.qOLNoDFQpXZhsbCE]{Repeater} @UUID[Compendium.cyphersystem-compendium.cyphers.MycMQnAtFVkx7xjm]{Repel} @UUID[Compendium.cyphersystem-compendium.cyphers.lN1Qw9izMoo3NSbj]{Retaliation} @UUID[Compendium.cyphersystem-compendium.cyphers.zb8P9KDZaQ0j1exJ]{Secret} @UUID[Compendium.cyphersystem-compendium.cyphers.BmQhgfCQMQpMkwzg]{Sheen} @UUID[Compendium.cyphersystem-compendium.cyphers.hh2zZUmsmHCEUi8t]{Shock attack} @UUID[Compendium.cyphersystem-compendium.cyphers.EMaQ9DgLEL4DkPKD]{Shocker} @UUID[Compendium.cyphersystem-compendium.cyphers.ucJ3400aQrIR73I5]{Skill boost} @UUID[Compendium.cyphersystem-compendium.cyphers.4Bhy1bp5s8LqJR6r]{Slave maker} @UUID[Compendium.cyphersystem-compendium.cyphers.yqc7dFfKI5CTH81u]{Sleep inducer} @UUID[Compendium.cyphersystem-compendium.cyphers.k2hOy8OzSxgmhlIc]{Sniper module} @UUID[Compendium.cyphersystem-compendium.cyphers.9iFJZJ2Plks6CY7g]{Solvent} @UUID[Compendium.cyphersystem-compendium.cyphers.RhpzlF2Olodtf9J5]{Sonic hole} @UUID[Compendium.cyphersystem-compendium.cyphers.kBuARKz133ENxC8s]{Sound dampener} @UUID[Compendium.cyphersystem-compendium.cyphers.9SAuP9To5rJFzGR5]{Spatial warp} @UUID[Compendium.cyphersystem-compendium.cyphers.vs0hACATS83S9qUV]{Speed boost} @UUID[Compendium.cyphersystem-compendium.cyphers.O3yE0thccVVxTIiR]{Spy} @UUID[Compendium.cyphersystem-compendium.cyphers.FhWwzSoVBPzRfGch]{Stasis keeper}@UUID[Compendium.cyphersystem-compendium.cyphers.yazxGwqNVgyQGOPy]{Stim} @UUID[Compendium.cyphersystem-compendium.cyphers.exM6Flwc1g5UuC0q]{Strength boost} @UUID[Compendium.cyphersystem-compendium.cyphers.tSjCuPBJ8j8pIKqx]{Strength enhancer} @UUID[Compendium.cyphersystem-compendium.cyphers.E1GNoFsIMME2xcx8]{Subdual field} @UUID[Compendium.cyphersystem-compendium.cyphers.yeSsoCybAMSvVkSs]{Telepathy} @UUID[Compendium.cyphersystem-compendium.cyphers.VljAPSeYkXKcIkEd]{Teleporter (bounder)} @UUID[Compendium.cyphersystem-compendium.cyphers.4OErRBLP8HYZAnFc]{Teleporter (interstellar)} @UUID[Compendium.cyphersystem-compendium.cyphers.NWJ7mAY1VcxRBTaL]{Teleporter (planetary)} @UUID[Compendium.cyphersystem-compendium.cyphers.SKZrMCk2llIoKiU9]{Teleporter (traveler)} @UUID[Compendium.cyphersystem-compendium.cyphers.4bRwVWF2KHdSZOgh]{Temporal viewer} @UUID[Compendium.cyphersystem-compendium.cyphers.Q0Lj9McM3BanRLQ6]{Time dilation (defensive)} @UUID[Compendium.cyphersystem-compendium.cyphers.66kpaEIObWuovj11]{Time dilation (offensive)} @UUID[Compendium.cyphersystem-compendium.cyphers.ad7NVyxLv9YECCem]{Tissue regeneration} @UUID[Compendium.cyphersystem-compendium.cyphers.t2QXZKVmfQViAo4T]{Tracer} @UUID[Compendium.cyphersystem-compendium.cyphers.TFKQbAknncq4lMEV]{Trick embedder} @UUID[Compendium.cyphersystem-compendium.cyphers.sgBfROg7iUCCezZ8]{Uninterruptible power source} @UUID[Compendium.cyphersystem-compendium.cyphers.IVYgnh80vNTZ9gBf]{Vanisher} @UUID[Compendium.cyphersystem-compendium.cyphers.RcrVpX6UxbD3zTmR]{Visage changer} @UUID[Compendium.cyphersystem-compendium.cyphers.gSXLLLHYFumCsOAo]{Visual displacement device} @UUID[Compendium.cyphersystem-compendium.cyphers.0VkKJcPSO7Scn7Ef]{Vocal translator} @UUID[Compendium.cyphersystem-compendium.cyphers.SXrPkUbwR5IO6305]{Warmth} @UUID[Compendium.cyphersystem-compendium.cyphers.dHgtyDuK0uFBorWI]{Water adapter} @UUID[Compendium.cyphersystem-compendium.cyphers.vLodMbLfeliPpaol]{Weapon enhancement} @UUID[Compendium.cyphersystem-compendium.cyphers.uxXNL4ApwvCgvFAw]{Wings} @UUID[Compendium.cyphersystem-compendium.cyphers.ULHBUzdVa1eFiON2]{X-ray viewer} @UUID[Compendium.cyphersystem-compendium.cyphers.spdFY0JgxGdNMV7N]{Zero point field}

Power Boost Cyphers

These cyphers increase, modify, or improve a character’s existing powers. A burst boost cypher, for example, allows someone with the Bears a Halo of Fire focus to create a blast of fire in all directions, one time. Imagine this as being a fire-using superhero’s ability to “go nova.”

Power boost cyphers affect one use of a character’s abilities but do not require an action. Their use is part of the action that they affect.

Power boost cyphers are a special type of cypher. In some Cypher System games, they may be inappropriate, and in others, they may be the main (or only) type of cypher available, as determined by the GM. They can be either subtle or manifest.

@UUID[Compendium.cyphersystem-compendium.cyphers-power-boost.nlHGkmRztJaDi3Dj]{Area boost} @UUID[Compendium.cyphersystem-compendium.cyphers-power-boost.POLUtosUa7awAfW4]{Burst boost} @UUID[Compendium.cyphersystem-compendium.cyphers-power-boost.GEL5LkJCiQqEH1Nf]{Damage boost} @UUID[Compendium.cyphersystem-compendium.cyphers-power-boost.bEZrdVBmpzu4m3b8]{Efficacy boost (major)} @UUID[Compendium.cyphersystem-compendium.cyphers-power-boost.MLE2eQwkzrz9tVSC]{Efficacy boost (minor)} @UUID[Compendium.cyphersystem-compendium.cyphers-power-boost.xc7bsHHbEM84KLa9]{Energy boost} @UUID[Compendium.cyphersystem-compendium.cyphers-power-boost.AOWfJoOCbvwr9puF]{Range boost} @UUID[Compendium.cyphersystem-compendium.cyphers-power-boost.21qrMjA9SQFvWfkp]{Target boost}

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Setting Difficulty Ratings

The GM’s most important overall tasks are setting the stage and guiding the story created by the group (not the one created by the GM ahead of time). But setting difficulty is the most important mechanical task the GM has in the game. Although there are suggestions throughout this chapter for various difficulty ratings for certain actions, there is no master list of the difficulty for every action a PC can take. Instead, the Cypher System is designed with the “teach a person to fish” style of good game mastering in mind. (If you don’t know what that means, it comes from the old adage “Give a person a fish and they’ll eat for a day. Teach a person to fish and they’ll eat for a lifetime.” The idea is not to give GMs a ton of rules to memorize or reference, but to teach them how to make their own logical judgment calls.) Of course, most of the time, it’s not a matter of exact precision. If you say the difficulty is 3 and it “should” have been 4, the world’s not over.

For the most part, it really is as simple as rating something on a scale of 1 to 10, 1 being incredibly easy and 10 being basically impossible. The guidelines in the Task Difficulty table should help put you in the right frame of mind for assigning difficulty to a task.

For example, we make the distinction between something that most people can do and something that trained people can do. In this case, “normal” means someone with absolutely no training, talent, or experience—imagine your ne’er-do-well, slightly overweight uncle trying a task he’s never tried before. “Trained” means the person has some level of instruction or experience but is not necessarily a professional.

With that in mind, think about the act of balance. With enough focus, most people can walk across a narrow bridge (like a fallen tree trunk). That suggests it is difficulty 2. However, walking across a narrow plank that’s only 3 inches (8 cm) wide? That’s probably more like difficulty 3. Now consider walking across a tightrope. That’s probably difficulty 5—a normal person can manage that only with a great deal of luck. Someone with some training can give it a go, but it’s still hard. Of course, a professional acrobat can do it easily. Consider, however, that the professional acrobat is specialized in the task, making it difficulty 3 for them. They probably are using Effort as well during their performance.

Let’s try another task. This time, consider how hard it might be to remember the name of the previous leader of the village where the character lives. The difficulty might be 0 or 1, depending on how long ago they were the leader and how well known they were. Let’s say it was thirty years ago and they were only mildly memorable, so it’s difficulty 1. Most people remember them, and with a little bit of effort, anyone can come up with their name. Now let’s consider the name of the leader’s daughter. That’s much harder. Assuming the daughter wasn’t famous in her own right, it’s probably difficulty 4. Even people who know a little about local history (that is to say, people who are trained in the subject) might not be able to remember it. But what about the name of the pet dog owned by the daughter’s spouse? That’s probably impossible. Who’s going to remember the name of an obscure person’s pet from thirty years ago? Basically no one. However, it’s not forbidden knowledge or a well-guarded secret, so it sounds like difficulty 7. Difficulty 7 is the rating that means “No one can do this, yet some people still do.” It’s not the stuff of legend, but it’s something you would assume people can’t do. When you think there’s no way you can get tickets for a sold-out concert, but somehow your friend manages to score a couple anyway, that’s difficulty 7. (See the next section for more on difficulties 7, 8, 9, and 10.)

If you’re talking about a task, ideally the difficulty shouldn’t be based on the character performing the task. Things don’t get inherently easier or harder depending on who is doing them. However, the truth is, the character does play into it as a judgment call. If the task is breaking down a wooden door, an 8-foot-tall (2 m) automaton made of metal with nuclear-driven motors should be better at breaking it down than an average human would be, but the task rating should be the same for both. Let’s say that the automaton’s nature effectively gives it two levels of training in such tasks. Thus, if the door has a difficulty rating of 4, but the automaton is specialized and reduces the difficulty to 2, it has a target number of 6. The human has no such specialization, so the difficulty remains 4, and the person has a target number of 12. However, when you set the difficulty of breaking down the door, don’t try to take all those differences into account. The GM should consider only the human because the Task Difficulty table is based on the ideal of a “normal” person, a “trained” person, and so on. It’s humanocentric.

Most characters probably are willing to use one or two levels of Effort on a task, and they might have an appropriate skill or asset to decrease the difficulty by a step. That means that a difficulty 4 task will often be treated as difficulty 2 or even 1, and those are easy rolls to make. Don’t hesitate, then, to pull out higher-level difficulties. The PCs can rise to the challenge, especially if they are experienced.

The Impossible Difficulties

Difficulties 7, 8, 9, and 10 are all technically impossible. Their target numbers are 21, 24, 27, and 30, and you can’t roll those numbers on a d20 no matter how many times you try. Consider, however, all the ways that a character can reduce difficulty. If someone spends a little Effort or has some skill or help, it brings difficulty 7 (target number 21) into the range of possibility—difficulty 6 (target number 18). Now consider that they have specialization, use a lot of Effort, and have help. That might bring the difficulty down to 1 or even 0 (reducing it by two steps from training and specialization, three or four steps from Effort, and one step from the asset of assistance). That practically impossible task just became routine. A fourth-tier character can and will do this—not every time, due to the cost, but perhaps once per game session. You have to be ready for that. A well-prepared, motivated sixth-tier character can do that even with a difficulty 10 task. Again, they won’t do it often (they’d have to apply six levels of Effort, and even with an Edge of 6 that would cost 7 points from their Pool, and that’s assuming they’re specialized and have two levels of assets), but it can happen if they’re really prepared for the task (being specialized and maxed out in asset opportunities reduces the difficulty by four more steps). That’s why sixth-tier characters are at the top of their field, so to speak.

False Precision

One way to look at difficulty is that each step of difficulty is worth 3 on the die. That is to say, hinder the task by one step, and the target number rises by 3. Ease the task by one step, and the target number is lowered by 3. Those kinds of changes are big, meaty chunks. Difficulty, as a game mechanic, is not terribly precise. It’s measured in large portions. You never have a target number of 13 or 14, for example—it’s always 3, 6, 9, 12, 15, and so on. (Technically, this is not true. If a character adds 1 to a d20 roll for some reason, it changes a target number of 15 to 14. But this is not worth much discussion.)

Imprecision is good in this case. It would be false precision to say that one lock has a target number of 14 and another has a target number of 15. What false precision means in this context is that it would be a delusion to think we can be that exact. Can you really say that one lock is 5% easier to pick than another? And more important, even if you could, is the difference worth noting? It’s better to interact with the world in larger, more meaningful chunks than to try to parse things so carefully. If we tried to rate everything on a scale of 1 to 30 (using target numbers and not difficulty), we’d start to get lost in the proverbial weeds coming up with a meaningful distinction between something rated as an 8 and something rated as a 9 on that scale.

Routine Actions

Don’t hesitate to make actions routine. Don’t call for die rolls when they’re not really needed. Sometimes GMs fall into the trap illustrated by this dialogue:

GM: What do you do?

Player: I _________.

GM: Okay, give me a roll.

That’s not a good instinct—at least, not for the Cypher System. Players should roll when it’s interesting or exciting. Otherwise, they should just do what they do. If the PCs tie a rope around something and use it to climb down into a pit, you could ask for tying rolls, climbing rolls, and so on, but why? Just to see if they roll terribly? So the rope can come undone at the wrong time, or a character’s hand can slip? Most of the time, that makes players feel inadequate and isn’t a lot of fun. A rope coming undone in the middle of an exciting chase scene or a battle can be a great complication (and that’s what GM intrusions are for). A rope coming undone in the middle of a simple “getting from point A to point B” scene only slows down gameplay. The real fun—the real story—is down in the pit. So get the PCs down there.

There are a million exceptions to this guideline, of course. If creatures are throwing poisoned darts at the PCs while they climb, that might make things more interesting and require a roll. If the pit is filled with acid and the PCs must climb halfway down, pull a lever, and come back up, that’s a situation where you should set difficulty and perhaps have a roll. If a PC is near death, carrying a fragile item of great importance, or something similar, climbing down the rope is tense, and a roll might add to the excitement. The important difference is that these kinds of complications have real consequences.

On the flip side, don’t be afraid to use GM intrusion on routine actions if it makes things more interesting. Walking up to the king in his audience chamber in the middle of a ceremony only to trip on a rug? That could have huge ramifications for the character and the story.

Other Ways to Judge Difficulty

Rating things on a scale of 1 to 10 is something that most people are very familiar with. You can also look at it as rating an object or creature on a similar scale, if that’s easier. In other words, if you don’t know how hard it would be to climb a particular cliff face, think of it as a creature the PCs have to fight. What level would the creature be? You could look in the Creatures chapter and say “I think this wall should be about as difficult to deal with as a demon. A demon is level 5, so the task of climbing the wall will be difficulty 5.” That’s a weird way to do it, perhaps, but it’s fairly straightforward. And if you’re the kind of GM who thinks in terms of “How tough will this fight be?” then maybe rating tasks as creatures or NPCs to fight isn’t so strange after all. It’s just another way to relate to them. The important thing is that they’re on the same scale. Similarly, if the PCs have to tackle a knowledge task—say, trying to determine if they know where a caravan is headed based on its tracks—you could rate the task in terms of an object. If you’re used to rating doors or other objects that the PCs have broken through recently, the knowledge task is just a different kind of barrier to bust through.

Everything in the Cypher System—characters, creatures, objects, tasks, and so on—has a level. It might be called a tier or a difficulty instead of a level, but ultimately it’s a numerical rating system used to compare things. Although you have to be careful about drawing too many correlations—a first-tier character isn’t easily compared to a difficulty 1 wall or a level 1 animal—the principle is the same. Everything can be rated and roughly compared to everything else in the world. (It works best to take PCs out of this equation. For example, you shouldn’t try to compare a PC’s tier to a wall’s level. Character tiers are mentioned here only for completeness.)

Last, if your mind leans toward statistics, you can look at difficulty as a percentage chance. Every number on the d20 is a 5% increment. For example, you have a 5% chance of rolling a 1. You have a 10% chance of rolling a 1 or a 2. Thus, if you need to roll a 12 or higher, you have a 45% chance of success. (A d20 has nine numbers that are 12 or higher: 12, 13, 14, 15, 16, 17, 18, 19, and 20. And 9 × 5 equals 45.)

For some people, it’s easier to think in terms of a percentage chance. A GM might think “She has about a 30% chance to know that fact about geography.” Each number on a d20 is a 5% increment, and it takes six increments to equal 30%, so there are six numbers that mean the PC succeeds: 15, 16, 17, 18, 19, and 20. Thus, since the player has to roll 15 or higher, that means the target number is 15. (And that means the task is level 5, but if you’ve already determined the target number, you likely don’t care about the level.)

Advantages to This System

  1. The GM makes measured adjustments in large, uniform steps. That makes things faster than if players had to do arithmetic using a range of all numbers from 1 to 20.

  2. You calculate a target number only once no matter how many times the PCs attempt the action. If you establish that the target number is 12, it’s 12 every time a PC tries that action. (On the other hand, if you had to add numbers to your die roll, you’d have to do it for every attempt.) Consider this fact in light of combat. Once a player knows that they need to roll a 12 or higher to hit a foe, combat moves very quickly.

  3. If a PC can reduce the difficulty of an action to 0, no roll is needed. This means that an Olympic gymnast doesn’t roll a die to walk across a balance beam, but the average person does. The task is initially rated the same for both, but the difficulty is reduced for the gymnast. There’s no chance of failure.

  4. This is how everything in the game works, whether it’s climbing a wall,
    sweet-talking a guard, or fighting a bioengineered horror.

  5. Perhaps most important, the system gives GMs the freedom to focus entirely on the flow of the game. The GM doesn’t use dice to determine what happens (unless you want to)—the players do. There aren’t a lot of different rules for different actions, so there is little to remember and very little to reference. The difficulty can be used as a narrative tool, with the challenges always meeting the expected logic of the game. All the GM’s mental space can be devoted to guiding the story.

GM Intrusion

GM intrusion is the main mechanic that the GM uses to inject drama and additional excitement into the game. It’s also a handy tool for resolving issues that affect the PCs but do not involve them. GM intrusion is a way to facilitate what goes on in the world outside the characters. Can the minotaur track the PCs’ movements through the maze? Will the fraying rope hold?

Since the players roll all the dice, GM intrusion is used to determine if and when something happens. For example, if the PCs are fighting a noble’s guards, and you (the GM) know that there are more guards nearby, you don’t need to roll dice to determine if the other guards hear the scuffle and intervene (unless you want to). You just decide when it would be best for the story—which is probably when it would be worst for the characters. In a way, GM intrusion replaces the GM’s die rolling.

The mechanic is also one of the main ways that GMs award experience points to the PCs. This means that you use experience points as a narrative tool. Whenever it seems appropriate, you can introduce complications into the game that affect a specific player, but when you do so, you give that player 1 XP. The player can refuse the intrusion, but doing so costs them 1 XP. So by refusing an intrusion, the player does not get the experience point that the GM is offering, and they lose one that they already have. (This kind of refusal is likely to happen very rarely in your game, if ever. And, obviously, a player can’t refuse an intrusion if they have no XP to spend.)

Here’s how a GM intrusion might work in play. Say the PCs find a hidden console with some buttons. They learn the right order in which to press the buttons, and a section of the floor disappears. As the GM, you don’t ask the players specifically where their characters are standing. Instead, you give a player 1 XP and say “Unfortunately, you’re standing directly over this new hole in the floor.” If the player wanted, they could refuse the XP, spend one of their own, and say “I leap aside to safety.” Most likely, though, they’ll make the defense roll that you call for and let it play out.

There are two ways for the GM to handle this kind of intrusion. You could say “You’re standing in the wrong place, so make a roll.” (It’s a Speed defense roll, of course.) Alternatively, you could say “You’re standing in the wrong place. The floor opens under your feet, and you fall down into the darkness.” In the first example, the PC has a chance to save themselves. In the second example, they don’t. Both are viable options. The distinction is based on any number of factors, including the situation, the characters involved, and the needs of the story. This might seem arbitrary or even capricious, but you’re the master of what the intrusion can and can’t do. RPG mechanics need consistency so players can make intelligent decisions based on how they understand the world to work. But they’ll never base their decisions on GM intrusions. They don’t know when intrusions will happen or what form they will take. GM intrusions are the unpredictable and strange twists of fate that affect a person’s life every day.

When player modifications (such as skill, Effort, and so on) determine that success is automatic, the GM can use GM intrusion to negate the automatic success. The player must roll for the action at its original difficulty level or target number 20, whichever is lower.

Remember, any time you give a player 1 XP for a GM intrusion, you’re actually giving them 2— one to keep and one to give to another player.

Using GM Intrusion as a Narrative Tool

A GM can use this narrative tool to steer things. That doesn’t mean railroad the players or direct the action of the game with a heavy hand. GM intrusion doesn’t enable you to say “You’re all captured, so here’s your 1 XP.” Instead, the GM can direct things more subtly—gently, almost imperceptibly influencing events rather than forcing them. GM intrusion represents things going wrong. The bad guys planning well. Fortune not favoring the characters.

Consider this scenario: the GM plants an interesting adventure seed in a small village, but the PCs don’t stay there long enough to find it. So just outside the village, the PCs run afoul of a vicious viper that bites one of them. The GM uses intrusion to say that the poison from the snake will make the character debilitated unless they get a large dose of a specific antitoxin, which the group doesn’t have. Of course, they aren’t required to go back to the village where the GM’s interesting adventure can start, but it’s likely that they will, looking for the antitoxin.

Some players might find intrusion heavy-handed, but the XP softens the blow. And remember, they can refuse these narrative nudges. Intrusion is not meant to be a railroading tool—just a bit of a rudder. Not an inescapable track, but a nudge here and there.

What’s more, the GM doesn’t need to have a deliberate goal in mind. The complication you introduce could simply make things more interesting. You might not know where it will take the story, just that it will make the story better.

This is wonderfully empowering to the GM—not in a “Ha ha, now I’ll trounce the PCs” way, but in an “I can control the narrative a little bit, steering it more toward the story I want to create rather than relying on the dice” sort of way. Consider that old classic plot development in which the PCs get captured and must escape from the bad guys. In heroic fiction, this is such a staple that it would almost seem strange if it didn’t happen. But in many roleplaying games, it’s a nearly impossible turn of events—the PCs usually have too many ways to get out of the bad guy’s clutches before they’re captured. The dice have to be wildly against them. It virtually never happens. With GM intrusion, it could happen (again, in the context of the larger encounter, not as a single intrusion that results in the entire group of PCs being captured with little explanation or chance to react).

For example, let’s say the PCs are surrounded by orcs. One character is badly injured—debilitated—and the rest are hurt. Some of the orcs produce a large weighted net. Rather than asking for a lot of rolls and figuring the mechanics for escape, you use intrusion and say that the net goes over the PCs who are still on their feet. The rest of the orcs point spears menacingly. This is a pretty strong cue to the players that surrender is a good (and possibly the only) option. Some players won’t take the hint, however, so another use of intrusion might allow the orcs to hit one of the trapped PCs on the head and render them unconscious while their friends struggle in the net. If the players still don’t surrender, it’s probably best to play out the rest of the encounter without more GM intrusions—using more would be heavy-handed by anyone’s measure—although it’s perfectly reasonable to rule that a character rendered debilitated is knocked unconscious, since the orcs are trying to take the PCs alive.

Remember that GM intrusions can occur at any time, not just during combat. Disrupting or changing a tense interaction with NPCs can have big repercussions.

Using GM Intrusion as a Resolution Mechanic

This mechanic offers a way for the GM to determine how things happen in the game without leaving it all to random chance. Bad guys trying to smash down the door to the room where the PCs are holed up? You could roll a bunch of dice, compare the NPCs’ stats to the door’s stats, and so on, or you could wait until the most interesting time, have the bad guys break in, and award an experience point to the PC who tried their best to bar the door. The latter way is the Cypher System way. Intrusion is a task resolution tool for the GM. In other words, you don’t base things on stats but on narrative choice. (Frankly, a lot of great GMs over the years—even in the very early days of the hobby—have run their games this way. Sometimes they rolled dice or pretended to roll dice, but they were really manipulating things.) This method frees the GM from worrying about mechanics and looking up stats and allows them to focus on the story.

This isn’t cheating—it’s the rules of the game. This rule simply replaces traditional dice rolling with good game mastering, logic, and intelligent storytelling. When a PC is climbing a burning rope, and everyone knows that it will break at some point, the game has a mechanism to ensure that it breaks at just the right time.

Variant: If you want more randomness in your game, or if you want your game to seem like more of a simulation, assign a flat percentage chance for whatever you’re trying to resolve. For example, each round, the star troopers have a 20% chance to blast through the door—or, if you want the risk to escalate, a cumulative 20% chance to blast through the door. By not using GM intrusion, this method robs the PCs of a few XP, but when they see you rolling dice, it might help with their immersion. Alternatively, you can pretend to roll dice but really use GM intrusion, though this method seriously robs the characters of XP.

There’s a better way. Announce your intrusion, but say that there’s only a chance it will happen (state the percentage chance), and then roll the dice in plain view of everyone. If the intrusion occurs, award the XP as normal. This is likely the best of both worlds. However, it takes the narrative power out of your hands and gives it to the dice. Perhaps this method is best used only occasionally. If nothing else, it injects some variety and certainly some drama.

Using (and Not Abusing) GM Intrusion

Too much of a good thing will make the game seem utterly unpredictable—even capricious. The ideal is to use about four GM intrusions per game session, depending on the length of the session, or about one intrusion per hour of game play. This is in addition to any intrusions that are triggered by players rolling a 1.

Intrusion Through Player Rolls

When a PC rolls a 1, handle the GM intrusion the same way that you’d handle an intrusion you initiated. The intrusion could mean the PC fumbles or botches whatever they were trying to do, but it could mean something else. Consider these alternatives:

This might not be true of your players, but many players rarely, if ever, spend XP to refuse an intrusion from the GM, though they regularly use XP to avoid an intrusion that comes from a bad roll. And there’s nothing wrong with that. Some GMs might want to forbid using an XP to reroll a 1, but there’s really no point—if you’ve got an idea for a good intrusion, you don’t need to wait until a player rolls a 1 to use it.

GM Intrusion That Affects the Group

The core of the idea behind GM intrusion is that the player being adversely affected gains an experience point. But what if the intrusion affects the whole group equally? What if the GM uses it to have an unstable device overload and explode, harming all the characters? In this case, if no PC is involved more than the others (for example, no single PC was frantically attempting to repair the device), you should give 1 XP to each character but not give any of them an extra XP to hand out to someone else.

However, this kind of group intrusion should be an exception, not the rule. GM intrusions are much more effective if they are more personal.

Example GM Intrusions

It’s not a good idea to use the same events as GM intrusions over and over (“Dolmar dropped his sword again?”). Below are a number of different intrusions you can use.

Bad Luck

Through no fault of the characters, something happens that is bad or at least complicating. For example:

An Unknown Complication Emerges

The situation was more complex (and therefore more interesting) than the PCs knew—perhaps even more than the GM knew, at least at the start. For example:

An Impending Complication Emerges

GMs can use this type of intrusion as a resolution mechanic to determine NPC success or failure. Rather than rolling dice to see how long it takes an NPC to rewire a damaged force field generator, it happens at a time of the GM’s choosing—ideally when it would be most interesting. For example:

Opponent Luck or Skill

The PCs aren’t the only ones with surprising tricks up their sleeves. For example:

Fumbles

Although you might not want every player roll of 1 to be a fumble, sometimes it could be just that. Alternatively, the GM could simply declare that a fumble has occurred. In either case, consider the following examples:

Partial Success

GM intrusion doesn’t have to mean that a PC has failed. For example:

Player Intrusions

Player intrusions give the players a small bit of narrative control over the world. However, the world still remains in the GM’s purview. You can always overrule a player intrusion, or suggest a way to massage it so that it fits better into the setting. Still, because it is indeed narrative control, a player intrusion should always involve a small aspect of the world beyond the character. “I punch my foe really hard” is an expression of Effort or perhaps character ability. “My foe slips and falls backward off the ledge” is a player intrusion.

Player intrusions should never be as big as GM intrusions. They should not end an encounter, only (perhaps) provide the PC with the means to more easily end an encounter. They should not have a wide-reaching or even necessarily a long-term effect on the setting. A way to consider this might be that player intrusions can affect a single object (a floorboard snaps), feature (there’s a hidden shallow spot in the stream to ford), or NPC (the vendor is an old friend). But not more than that. A player intrusion can’t affect a whole village or even a whole tavern in that village. A rock can come loose, but a player intrusion can’t create a landslide.

Tying Actions to Stats

Although the decision is open to your discretion, when a PC takes an action, it should be fairly obvious which stat is tied to that action. Physical actions that involve brute force or endurance use Might. Physical actions that involve quickness, coordination, or agility use Speed. Actions that involve intelligence, education, insight, willpower, or charm use Intellect.

In rare instances, you could allow a PC to use a different stat for a task. For example, a character might try to break down a door by examining it closely for flaws and thus use Intellect rather than Might. This kind of change is a good thing because it encourages player creativity. Just don’t let it be abused by an exuberant or too-clever player. It’s well within your purview to decide that the door has no flaws, or to rule that the character’s attempt will take half an hour rather than one round. In other words, using a stat that is not the obvious choice should be the exception, not the rule.

Cyphers

You should think of cyphers as character abilities, whether they’re subtle cyphers or manifest cyphers. This means that it is incumbent upon you to make sure that players always have plenty of cyphers to use. In the course of their travels, the PCs should find that cyphers are extremely common. And since the PCs are limited in the number of cyphers they can carry, they will use them liberally.

Manifest cyphers can be found by scavenging through old ruins. They can be found in the corpses of magical or technological foes. They can be found among the possessions of intelligent fallen opponents or the lairs of unintelligent creatures, either amid the bones of former meals or as shiny decorations in a nest. They can be found in villages, in the back of a merchant’s cart that sells junk and scavenged parts. They are offered as rewards by people who are grateful for the PCs’ help.

Some adventures will offer more cyphers than others. Still, as a rule of thumb, in any given adventure, a character should use at least as many cyphers as they can carry. This means they should find that number of cyphers in that same amount of time (give or take). Thus, you can simply add up the number of cyphers the PCs can carry, and on average, they should find at least that many cyphers in a given adventure.

If your players are typical, they will use combat-related cyphers liberally but hold onto their utility cyphers. A ray emitter or defensive shield will be used, but a suspensor belt or phasing module will linger longer on their character sheets.

As with everything else in the game, it’s intentionally very easy for the GM to create new cyphers. Just think of the effect and how to express it as a game advantage. Two kinds of cyphers exist when it comes to effect: those that allow the user to do something better, and those that allow the user to do something they couldn’t do otherwise.

The first group includes everything that reduces the difficulty of a task (including defense tasks). The second group includes things that grant new abilities, such as flight, a new means of attack, the ability to see into the past, or any number of other powers.

A few more important notes about devising new cyphers:

Cyphers teach GMs to design different kinds of scenarios—ones in which the whole adventure isn’t wrecked if a player has something that can solve a single problem (defeat a foe, read a mind, bypass a barrier, or whatever). There should always be more to the adventure than one linchpin encounter, obstacle, foe, or secret.

It’s all right if players think of cyphers (especially manifest cyphers) as equipment or treasure. You should choose points in the course of the story that are appropriate for awarding subtle cyphers, especially if the PCs aren’t at their full capacity.

Artifacts

In terms of the narrative, artifacts are a lot like cyphers, except that most are not one-use items. Mechanically, they serve a very different purpose. It’s assumed that characters are exploring with some cyphers at their disposal. Artifacts, however, are added abilities that make characters broader, deeper, and often more powerful. They aren’t assumed—they’re extra.

The powers granted by artifacts are more like the abilities gained from a character’s type or focus in that they change the way the PC is played overall. The difference between an artifact and a type or focus ability is that almost all artifacts are temporary. They last longer than cyphers do, but because they have a depletion roll, any use could be their last.

Like cyphers, then, artifacts are a way for the GM to play a role in the development of the characters. Although armor, weapons, and the like are fine, special capabilities—such as long-range communication or travel—can really change the way the PCs interact with the world and how they deal with challenges. Some of these abilities enable the actions you want the PCs to take. For example, if you want them to have an underwater adventure, provide them with artifacts (or cyphers) that allow them to breathe underwater.

Also like cyphers, artifacts are simple for the GM to create. The only difference with artifacts is that you give them a depletion roll, using any numbers on 1d6, 1d10, 1d20, or 1d100. If you want the artifact to be used only a few times, give it a depletion roll of 1 in 1d6, 1 or 2 in 1d10, or even 1 or 2 in 1d6. If you want the PCs to use it over and over, a depletion roll of 1 in 1d100 more or less means that they can use it freely without worrying too much.

For examples of artifacts, see the Genres chapter.

You may wish to forbid the use of XP to reroll artifact depletion rolls. That’s pretty reasonable.

Skills and Other Abilities

Sometimes, the rules speak directly to character creativity. For example, players can make up their own skills. It’s possible to have a skill called “tightrope walking” that grants a character a better chance to walk across a tightrope, and another skill called “balance” that gives a character a better chance to walk across a tightrope and perform other balance actions as well. This might seem unequal at first, but the point is to let players create precisely the characters they want. Should you let a character create a skill called “doing things” that makes them better at everything? Of course not. The GM is the final arbiter not only of logic but also of the spirit of the rules, and having one or two single skills that cover every contingency is clearly not in the spirit.

It’s important that players play the character they want. This concept is supported not only with the open-ended skill system but also with the ability to get an experience point advance to tailor a character further. Likewise, the GM should be open to allowing a player to make small modifications to refine their character. In many cases, particularly ones that don’t involve stat Pools, Armor, damage inflicted, or the costs of Effort or special abilities, the answer from the GM should probably be “Sure, why not?” If a PC ends up being really good at a particular skill—better than they “should” be—what’s the harm? If Dave can swim incredibly well, how does that hurt the game in terms of the play experience or the story that develops? It doesn’t. If Helen can pick practically any mundane lock she finds, why is that a bad thing? In fact, it’s probably good for the game—there’s likely something interesting on the other sides of those doors.

In a way, this is no different than adjudicating a not-so-straightforward solution to a challenge. Sometimes you have to say “No, that’s not possible.” But sometimes, if it makes sense, open yourself up to the possibility.

NPCs and Death

As explained in the Rules of the Game chapter, NPCs have a health score rather than three stat Pools. When an NPC reaches 0 health, they are down. Whether that means dead, unconscious, or incapacitated depends on the circumstances as dictated by you and the players. Much of this can be based on logic. If the NPC is cut in half with a giant axe, they’re probably dead. If they’re mentally assaulted with a telepathic attack, they might be insane instead. If they’re hit over the head with a club, well, that’s your call.

It depends on the intentions of those who are fighting the NPC, too. PCs who want to knock out a foe rather than kill them can simply state that as their intention and describe their actions differently—using the flat of the blade, so to speak.

Creatures

Whenever possible, creatures should be handled like other NPCs. They don’t follow the same rules as the player characters. If anything, they should have greater latitude in doing things that don’t fit the normal mold. A many-armed beast should be able to attack multiple foes. A charging rhino-like animal ought to be able to move a considerable distance and attack as part of a single action.

Consider creature size very carefully. For those that are quick and hard to hit, hinder attacks against them. Large, strong creatures should be easier to hit, so ease attacks against them. However, you should freely give the stagger ability to anything twice as large as a human. This means that if the creature strikes a foe, the target must make an immediate Might defense roll or lose its next turn.

A creature’s level is a general indicator of its toughness, combining aspects of power, defense, intelligence, speed, and more into one rating. In theory, a small creature with amazing powers or extremely deadly venom could be high level, and a huge beast that isn’t very bright and isn’t much of a fighter could be low level. But these examples go against type. Generally, smaller creatures have less health and are less terrifying in combat than larger ones.

The Cypher System has no system for building creatures. There is no rule that says a creature with a certain ability should be a given level, and there is no rule dictating how many abilities a creature of a given level should have. But keep the spirit of the system in mind. Lower-level creatures are less dangerous. A level 1 creature could be poisonous, but its venom should inflict a few points of damage at most. The venom of a level 6 creature, however, might knock a PC down a step on the damage track or put them into a coma if they fail a Might defense roll. A low-level creature might be able to fly, phase through objects, or teleport because these abilities make it more interesting but not necessarily more dangerous. The value of such abilities depends on the creature that uses them. In other words, a phasing rodent is not overly dangerous, but a phasing battle juggernaut is terrifying. Basic elements such as health, damage, and offensive or defensive powers (such as poison, paralysis, disintegration, immunity to attacks, and so on) need to be tied directly to level—higher-level creatures get better abilities and more of them.

Balancing Encounters

In the Cypher System, there is no concept of a “balanced encounter.” There is no system for matching creatures of a particular level or tasks of a particular difficulty to characters of a particular tier. To some people, that might seem like a bad thing. But matching character builds to exacting challenges is not part of this game. It’s about story. So whatever you want to happen next in the story is a fine encounter as long as it’s fun. You’re not denying the characters XP if you make things too easy or too difficult, because that’s not how XP are earned. If things are too difficult for the PCs, they’ll have to flee, come up with a new strategy, or try something else entirely. The only thing you have to do to maintain “balance” is set difficulty within that encounter accurately and consistently.

In a game like the Cypher System, if everyone’s having fun, the game is balanced. Two things will unbalance the game in this context.

The first issue should be handled by the character creation rules. If there’s a problem, it might be that poor choices were made or a player isn’t taking full advantage of their options. If someone really doesn’t enjoy playing their character, allow them to alter the PC or—perhaps better—create a new one.

The second issue is trickier. As previously stated, there is no formula that states that N number of level X NPCs are a good match for tier Y characters. However, when the game has four or five beginning characters, the following guidelines are generally true.

But it depends on the situation at hand. If the PCs are already worn down from prior encounters, or if they have the right cyphers, any of the expectations listed above can change. That’s why there is no system for balancing encounters. Just keep in mind that beginning characters are pretty hardy and probably have some interesting resources, so you aren’t likely to wipe out the group by accident. Character death is unlikely unless the PCs have already been through a number of other encounters and are worn down.

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The rules of the Cypher System are quite straightforward at their heart, as all of gameplay is based around a few core concepts.

This chapter provides a brief explanation of how to play the game, and it’s useful for learning the game. Once you understand the basic concepts, you’ll likely want to reference Rules of the Game for a more in-depth treatment.

The Cypher System uses a twenty-sided die (1d20) to determine the results of most actions. Whenever a roll of any kind is called for and no die is specified, roll a d20.

The game master sets a difficulty for any given task. There are ten degrees of difficulty. Thus, the difficulty of a task can be rated on a scale of 1 to 10.

Each difficulty has a target number associated with it. The target number is always three times the task’s difficulty, so a difficulty 1 task has a target number of 3, but a difficulty 4 task has a target number of 12. To succeed at the task, you must roll the target number or higher. See the Task Difficulty table for guidance in how this works.

Character skills, favorable circumstances, or excellent equipment can decrease the difficulty of a task. For example, if a character is trained in climbing, they turn a difficulty 6 climb into a difficulty 5 climb. This is called easing the difficulty by one step (or just easing the difficulty, which assumes it’s eased by one step). If they are specialized in climbing, they turn a difficulty 6 climb into a difficulty 4 climb. This is called easing the difficulty by two steps. Decreasing the difficulty of a task can also be called easing a task. Some situations increase, or hinder, the difficulty of a task. If a task is hindered, it increases the difficulty by one step.

A skill is a category of knowledge, ability, or activity relating to a task, such as climbing, geography, or persuasiveness. A character who has a skill is better at completing related tasks than a character who lacks the skill. A character’s level of skill is either trained (reasonably skilled) or specialized (very skilled).

If you are trained in a skill relating to a task, you ease the difficulty of that task by one step. If you are specialized, you ease the difficulty by two steps. A skill can never decrease a task’s difficulty by more than two steps.

Anything else that reduces difficulty (help from an ally, a particular piece of equipment, or some other advantage) is referred to as an asset. Assets can never decrease a task’s difficulty by more than two steps.

You can also decrease the difficulty of a given task by applying Effort. (Effort is described in more detail in the Rules of the Game chapter.)

To sum up, three things can decrease a task’s difficulty: skills, assets, and Effort.

If you can ease a task so its difficulty is reduced to 0, you automatically succeed and don’t need to make a roll.

When Do You Roll?

Any time your character attempts a task, the GM assigns a difficulty to that task, and you roll a d20 against the associated target number.

When you jump from a burning vehicle, swing an axe at a mutant beast, swim across a raging river, identify a strange device, convince a merchant to give you a lower price, craft an object, use a power to control a foe’s mind, or use a blaster rifle to carve a hole in a wall, you make a d20 roll.

However, if you attempt something that has a difficulty of 0, no roll is needed—you automatically succeed. Many actions have a difficulty of 0. Examples include walking across the room and opening a door, using a special ability to negate gravity so you can fly, using an ability to protect your friend from radiation, or activating a device (that you already understand) to erect a force field. These are all routine actions and don’t require rolls.

Using skill, assets, and Effort, you can ease the difficulty of potentially any task to 0 and thus negate the need for a roll. Walking across a narrow wooden beam is tricky for most people, but for an experienced gymnast, it’s routine. You can even ease the difficulty of an attack on a foe to 0 and succeed without rolling.

If there’s no roll, there’s no chance for failure. However, there’s also no chance for remarkable success (in the Cypher System, that usually means rolling a 19 or 20, which are called special rolls; the Rules of the Game chapter also discusses special rolls).

Task Difficulty

Task DifficultyDescriptionTarget No.Guidance
0Routine0Anyone can do this basically every time.
1Simple3Most people can do this most of the time.
2Standard6Typical task requiring focus, but most people can usually do this.
3Demanding9Requires full attention; most people have a 50/50 chance to succeed.
4Difficult12Trained people have a 50/50 chance to succeed.
5Challenging15Even trained people often fail.
6Intimidating18Normal people almost never succeed.
7Formidable21Impossible without skills or great effort.
8Heroic24A task worthy of tales told for years afterward.
9Immortal27A task worthy of legends that last lifetimes.
10Impossible30A task that normal humans couldn’t consider (but one that doesn’t break the laws of physics).

Combat

Making an attack in combat works the same way as any other roll: the GM assigns a difficulty to the task, and you roll a d20 against the associated target number.

The difficulty of your attack roll depends on how powerful your opponent is. Just as tasks have a difficulty from 1 to 10, creatures have a level from 1 to 10. Most of the time, the difficulty of your attack roll is the same as the creature’s level. For example, if you attack a level 2 bandit, it’s a level 2 task, so your target number is 6.

It’s worth noting that players make all die rolls. If a character attacks a creature, the player makes an attack roll. If a creature attacks a character, the player makes a defense roll.

The damage dealt by an attack is not determined by a roll—it’s a flat number based on the weapon or attack used. For example, a spear always does 4 points of damage.

Your Armor characteristic reduces the damage you take from attacks directed at you. You get Armor from wearing physical armor (such as a leather jacket in a modern game or chainmail in a fantasy setting) or from special abilities. Like weapon damage, Armor is a flat number, not a roll. If you’re attacked, subtract your Armor from the damage you take. For example, a leather jacket gives you +1 to Armor, meaning that you take 1 less point of damage from attacks. If a mugger hits you with a knife for 2 points of damage while you’re wearing a leather jacket, you take only 1 point of damage. If your Armor reduces the damage from an attack to 0, you take no damage from that attack.

When you see the word “Armor” capitalized in the game rules (other than in the name of a special ability), it refers to your Armor characteristic—the number you subtract from incoming damage. When you see the word “armor” with a lowercase “a,” it refers to any physical armor you might wear.

Typical physical weapons come in three categories: light, medium and heavy.

Light weapons inflict only 2 points of damage, but they ease attack rolls because they are fast and easy to use. Light weapons are punches, kicks, clubs, knives, handaxes, rapiers, small pistols, and so on. Weapons that are particularly small are light weapons.

Medium weapons inflict 4 points of damage. Medium weapons include swords, battleaxes, maces, crossbows, spears, pistols, blasters, and so on. Most weapons are medium. Anything that could be used in one hand (even if it’s often used in two hands, such as a quarterstaff or spear) is a medium weapon.

Heavy weapons inflict 6 points of damage, and you must use two hands to attack with them. Heavy weapons are huge swords, great hammers, massive axes, halberds, heavy crossbows, blaster rifles, and so on. Anything that must be used in two hands is a heavy weapon.

Special Rolls

When you roll a natural 19 (the d20 shows “19”) and the roll is a success, you also have a minor effect. In combat, a minor effect inflicts 3 additional points of damage with your attack, or, if you’d prefer a special result, you could decide instead that you knock the foe back, distract them, or something similar. When not in combat, a minor effect could mean that you perform the action with particular grace. For example, when jumping down from a ledge, you land smoothly on your feet, or when trying to persuade someone, you convince them that you’re smarter than you really are. In other words, you not only succeed but also go a bit further.

When you roll a natural 20 (the d20 shows “20”) and the roll is a success, you also have a major effect. This is similar to a minor effect, but the results are more remarkable. In combat, a major effect inflicts 4 additional points of damage with your attack, but again, you can choose instead to introduce a dramatic event such as knocking down your foe, stunning them, or taking an extra action. Outside of combat, a major effect means that something beneficial happens based on the circumstance. For example, when climbing up a cliff wall, you make the ascent twice as fast. When a roll grants you a major effect, you can choose to use a minor effect instead if you prefer.

In combat (and only in combat), if you roll a natural 17 or 18 on your attack roll, you add 1 or 2 additional points of damage, respectively. Neither roll has any special effect options—just the extra damage.

For more information on special rolls and how they affect combat and other interactions, see Rules of the Game.

Rolling a natural 1 is always bad. It means that the GM introduces a new complication into the encounter.

Range and Speed

Distance is simplified into four categories: immediate, short, long, and very long.

Immediate distance from a character is within reach or within a few steps. If a character stands in a small room, everything in the room is within immediate distance. At most, immediate distance is 10 feet (3 m).

Short distance is anything greater than immediate distance but less than 50 feet (15 m) or so.

Long distance is anything greater than short distance but less than 100 feet (30 m) or so.

Very long distance is anything greater than long distance but less than 500 feet (150 m) or so. Beyond that range, distances are always specified—1,000 feet (300 m), a mile (1.5 km), and so on.

The idea is that it’s not necessary to measure precise distances. Immediate distance is right there, practically next to the character. Short distance is nearby. Long distance is farther off. Very long distance is really far off.

All weapons and special abilities use these terms for ranges. For example, all melee weapons have immediate range—they are close-combat weapons, and you can use them to attack anyone within immediate distance. A thrown knife (and most other thrown weapons) has short range. A bow has long range. An Adept’s Onslaught ability also has short range.

A character can move an immediate distance as part of another action. In other words, they can take a few steps over to the control panel and activate a switch. They can lunge across a small room to attack a foe. They can open a door and step through.

A character can move a short distance as their entire action for a turn. They can also try to move a long distance as their entire action, but the player might have to roll to see if the character slips, trips, or stumbles as the result of moving so far so quickly.

For example, if the PCs are fighting a group of cultists, any character can likely attack any cultist in the general melee—they’re all within immediate range. Exact positions aren’t important. Creatures in a fight are always moving, shifting, and jostling, anyway. However, if one cultist stayed back to fire a pistol, a character might have to use their entire action to move the short distance required to attack that foe. It doesn’t matter if the cultist is 20 feet (6 m) or 40 feet (12 m) away—it’s simply considered short distance. It does matter if the cultist is more than 50 feet (15 m) away because that distance would require a long or very long move.

Many rules in this system avoid the cumbersome need for precision. Does it really matter if the ghost is 13 feet away from you or 18? Probably not. That kind of needless specificity only slows things down and draws away from, rather than contributes to, the story.

Experience Points

Experience points (XP) are rewards given to players when the GM intrudes on the story (this is called GM intrusion) with a new and unexpected challenge. For example, in the middle of combat, the GM might inform the player that they drop their weapon. However, to intrude in this manner, the GM must award the player 2 XP. The rewarded player, in turn, must immediately give one of those XP to another player and justify the gift (perhaps the other player had a good idea, told a funny joke, performed an action that saved a life, and so on).

Alternatively, the player can refuse the GM intrusion. If they do so, they don’t get the 2 XP from the GM, and they must also spend 1 XP that they already have. If the player has no XP to spend, they can’t refuse the intrusion.

The GM can also give players XP between sessions as a reward for making discoveries during an adventure. Discoveries are interesting facts, wondrous secrets, powerful artifacts, answers to mysteries, or solutions to problems (such as where the kidnappers are keeping their victim or how the PCs repair the starship). You don’t earn XP for killing foes or overcoming standard challenges in the course of play. Discovery is the soul of the Cypher System.

Experience points are used primarily for character advancement (for details, see the Creating Your Character chapter), but a player can also spend 1 XP to reroll any die roll and take the better of the two rolls.

Cyphers

Cyphers are abilities that have a single use. In many campaigns, cyphers aren’t physical objects—they might be a spell cast upon a character, a blessing from a god, or just a quirk of fate that gives them a momentary advantage. In some campaigns, cyphers are physical objects that characters can carry. Whether or not cyphers are physical objects, they are part of the character (like equipment or a special ability) and are things characters can use during the game. The form that physical cyphers take depends on the setting. In a fantasy world they might be wands or potions, but in a science fiction game they could be alien crystals or prototype devices.

Characters will find new cyphers frequently in the course of play, so players shouldn’t hesitate to use their cypher abilities. Because cyphers are always different, the characters will always have new special powers to try.

Other Dice

In addition to a d20, you’ll need a d6 (a six-sided die). Rarely, you’ll need to roll a number between 1 and 100 (often called a d100 or d% roll), which you can do by rolling a d20 twice, using the last digit of the first roll as the “tens” place and the last digit of the second roll as the “ones” place. For example, rolling a 17 and a 9 gives you 79, rolling a 3 and an 18 gives you 38, and rolling a 20 and a 10 gives you 00 (also known as 100). If you have a d10 (a ten-sided die), you can use it instead of the d20 to roll numbers between 1 and 100.

A d6 is used most often for recovery rolls and to determine the level of cyphers.

Glossary

Game master (GM): The player who doesn’t run a character, but instead guides the flow of the story and runs all the NPCs.

Nonplayer character (NPC): Characters run by the GM. Think of them as the minor characters in the story, or the villains or opponents. This includes any kind of creature as well as people.

Party: A group of player characters (and perhaps some NPC allies).

Player character (PC): A character run by a player rather than the GM. Think of the PCs as the main characters in the story.

Player: The players who run characters in the game.

Session: A single play experience. Usually lasts a few hours. Sometimes one adventure can be accomplished in a session. More often, one adventure is multiple sessions.

Adventure: A single portion of the campaign with a beginning and an end. Usually defined at the beginning by a goal put forth by the PCs and at the end by whether or not they achieve that goal.

Campaign: A series of sessions strung together with an overarching story (or linked stories) with the same player characters. Often, but not always, a campaign involves a number of adventures.

Character: Anything that can act in the game. Although this includes PCs and human NPCs, it also technically includes creatures, aliens, mutants, automatons, animate plants, and so on. The word “creature” is usually synonymous.

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Cypher System games are played in the joint imagination of all the players, including the GM. The GM sets the scene, the players state what their characters attempt to do, and the GM determines what happens next. The rules and the dice help make the game run smoothly, but it’s the people, not the rules or the dice, that direct the action and determine the story—and the fun. If a rule gets in the way or detracts from the game, the players and the GM should work together to change it.

This is how you play the Cypher System:

  1. The player tells the GM what they want to do. This is a character action.

  2. The GM determines if that action is routine (and therefore works without needing a roll) or if there’s a chance of failure.

  3. If there is a chance of failure, the GM determines which stat the task uses (Might, Speed, or Intellect) and the task’s difficulty—how hard it will be on a scale from 1 (really easy) to 10 (basically impossible).

  4. The player and the GM determine if anything about the character—such as training, equipment, special abilities, or various actions—can modify the difficulty up or down by one or more steps. If these modifications reduce the difficulty to less than 1, the action is routine (and therefore works with no roll needed).

  5. If the action still isn’t routine, the GM uses its difficulty to determine the target number—how high the player must roll to succeed at the action (see the Task Difficulty table). The GM doesn’t have to tell the player what the target number is, but they can give the player a hint, especially if the character would reasonably know if the action was easy, average, difficult, or impossible.

  6. The player rolls a d20. If they roll equal to or higher than the target number, the character succeeds.

That’s it. That’s how to do anything, whether it’s identifying an unknown device, calming a raging drunk, climbing a treacherous cliff, or battling a demigod. Even if you ignored all the other rules, you could still play the Cypher System with just this information. The key features here are: character actions, determining task difficulty, and determining modifications.

Key Concepts

Action: Anything a character does that is significant—punch a foe, leap a chasm, activate a device, use a special power, and so on. Each character can take one action in a round.

Character: Any creature in the game capable of acting, whether it is a player character (PC) run by a player or a nonplayer character (NPC) run by the game master (GM). In the Cypher System, even bizarre creatures, sentient machines, and living energy beings can be “characters.”

Difficulty: A measure of how easy it is to accomplish a task. Difficulty is rated on a scale from 1 (lowest) to 10 (highest). Altering the difficulty to make a task harder is called “hindering.” Altering it to make a task easier is called “easing.” All changes in difficulty are measured in steps. Difficulty often equates directly with level, so opening a level 3 locked door probably has a difficulty of 3.

Ease: A decrease in a task’s difficulty, usually by one step. If something doesn’t say how many steps it eases a task, then it reduces the difficulty by one step.

Effort: Spending points from a stat Pool to reduce the difficulty of a task. A PC decides whether or not to apply Effort on their turn before the roll is made. NPCs never apply Effort.

Hinder: An increase in a task’s difficulty, usually by one step. If something doesn’t say how many steps it hinders a task, then it increases the difficulty by one step.

Inability: The opposite of trained—you’re hindered whenever you attempt a task that you have an inability in. If you also become trained in the task, the training and the inability cancel each other out and you become practiced.

Level: A way to measure the strength, difficulty, power, or challenge of something in the game. Everything in the game has a level. NPCs and objects have levels that determine the difficulty of any task related to them. For example, an opponent’s level determines how hard they are to hit or avoid in combat. A door’s level indicates how hard it is to break down. A lock’s level determines how hard it is to pick. Levels are rated on a scale from 1 (lowest) to 10 (highest). PC tiers are a little like levels, but they go only from 1 to 6 and mechanically work very differently than levels—for example, a PC’s tier does not determine a task’s difficulty.

Practiced: The normal, unmodified ability to use a skill—not trained, specialized, or an inability. Your type determines what weapon skills you’re practiced in; if you aren’t practiced with a type of weapon, you have an inability in it.

Roll: A d20 roll made by a PC to determine whether an action is successful. Although the game occasionally uses other dice, when the text simply refers to “a roll,” it always means a d20 roll.

Round: A length of time about five to ten seconds long. There are about ten rounds in a minute. When it’s really important to track precise time, use rounds. Basically, it’s the length of time to take an action in the game, but since everyone more or less acts simultaneously, all characters get to take an action each round.

Specialized: Having an exceptional amount of skill in a task. Being specialized eases the task by two steps. So, if you are specialized in climbing, all your climbing tasks are eased by two steps.

Stat: One of the three defining characteristics for PCs: Might, Speed, or Intellect. Each stat has two values: Pool and Edge. Your Pool represents your raw, innate ability, and your Edge represents knowing how to use what you have. Each stat Pool can increase or decrease over the course of play—for example, you can lose points from your Might Pool when struck by an opponent, spend points from your Intellect Pool to activate a special ability, or rest to recover points in your Speed Pool after a long day of marching. Anything that damages a stat, restores a stat, or boosts or penalizes a stat affects the stat’s Pool.

Task: Any action that a PC attempts. The GM determines the difficulty of the task. In general, a task is something that you do and an action is you performing that task, but in most cases they mean the same thing.

Trained: Having a reasonable amount of skill in a task. Being trained eases the task. For example, if you are trained in climbing, all climbing tasks for you are eased. If you become very skilled at that task, you become specialized instead of trained. You do not need to be trained to attempt a task.

Turn: The part of the round when a character or creature takes its actions. For example, if a Warrior and an Adept are fighting an orc, each round the Warrior takes an action on their turn, the Adept takes an action on their turn, and the orc takes an action on its turn. Some abilities or effects last only one turn, or end when the next turn is started.

Taking Action

Each character gets one turn each round. On a character’s turn, they can do one thing—an action. All actions fall into one of three categories: Might, Speed, or Intellect (just like the three stats). Many actions require die rolls—rolling a d20.

Every action performs a task, and every task has a difficulty that determines what number a character must reach or surpass with a die roll to succeed.

Most tasks have a difficulty of 0, which means the character succeeds automatically. For example, walking across a room, opening a door, and throwing a stone into a nearby bucket are all actions, but none of them requires a roll. Actions that are usually difficult or that become difficult due to the situation (such as shooting at a target in a blizzard) have a higher difficulty. These actions usually require a roll.

Some actions require a minimum expenditure of Might, Speed, or Intellect points. If a character cannot spend the minimum number of points needed to complete the action, they automatically fail at the task.

Determining Task Stat

Every task relates to one of a character’s three stats: Might, Speed, or Intellect. Physical activities that require strength, power, or endurance relate to Might. Physical activities that require agility, flexibility, or fast reflexes relate to Speed. Mental activities that require force of will, memory, or mental power relate to Intellect. This means you can generalize tasks into three categories: Might tasks, Speed tasks, and Intellect tasks. You can also generalize rolls into three categories: Might rolls, Speed rolls, and Intellect rolls.

The category of the task or roll determines what kind of Effort you can apply to the roll and may determine how a character’s other abilities affect the roll. For example, an Adept may have an ability that makes them better at Intellect rolls, and a Warrior may have an ability that makes them better at Speed rolls.

Determining Task Difficulty

The most frequent thing a GM does during the game—and probably the most important thing—is set a task’s difficulty. To make the job easier, use the Task Difficulty table, which associates a difficulty rating with a descriptive name, a target number, and general guidance about the difficulty.

Every difficulty from 1 to 10 has a target number associated with it. The target number is easy to remember: it’s always three times the difficulty. The target number is the minimum number a player needs to roll on a d20 to succeed at the task. Moving up or down on the table is called hindering or easing, which is measured in steps.

For example, reducing a difficulty 5 task to a difficulty 4 task is “easing the difficulty by one step” or just “easing the difficulty” or “easing the task.” Most modifiers affect the difficulty rather than the player’s roll. This has two consequences:

Low target numbers such as 3 or 6, which would be boring in most games that use a d20, are not boring in the Cypher System. For example, if you need to roll a 6 or higher, you still have a 25% chance to fail.

The upper levels of difficulty (7, 8, 9, and 10) are all but impossible because the target numbers are 21 or higher, which you can’t roll on a d20. However, it’s common for PCs to have abilities or equipment that ease a task and thus lower the target number to something they can roll on a d20.

A character’s tier does not determine a task’s level. Things don’t get more difficult just because a character’s tier increases—the world doesn’t instantly become a more difficult place. Fourth-tier characters don’t deal only with level 4 creatures or difficulty 4 tasks (although a fourth-tier character probably has a better shot at success than a first-tier character does). Just because something is level 4 doesn’t necessarily mean it’s meant only for fourth-tier characters. Similarly, depending on the situation, a fifth-tier character could find a difficulty 2 task just as challenging as a second-tier character does.

Therefore, when setting the difficulty of a task, the GM should rate the task on its own merits, not on the power of the characters.

Modifying the Difficulty

After the GM sets the difficulty for a task, the player can try to modify it for their character. Any such modification applies only to this particular attempt at the task. In other words, rewiring an electronic door lock normally might be difficulty 6, but since the character doing the work is skilled in such tasks, has the right tools, and has another character assisting them, the difficulty in this instance might be much lower. That’s why it’s important for the GM to set a task’s difficulty without taking the character into account. The character comes in at this step.

By using skills and assets, working together, and—perhaps most important—applying Effort, a character can ease a task by multiple steps to make it easier. Rather than adding bonuses to the player’s roll, reducing the difficulty lowers the target number. If they can reduce the difficulty of a task to 0, no roll is needed; success is automatic. (An exception is if the GM decides to use a GM intrusion on the task, in which case the player would have to make a roll at the original difficulty.)

There are three basic ways in which a character can ease a task: skills, assets, and Effort. Each method eases the task by at least one step—never in smaller increments.

By using skills, assets, and Effort, a character can ease a task by a maximum of ten steps: one or two steps from skills, one or two steps from assets, and one to six steps from Effort.

Skills

Characters may be skilled at performing a specific task. A skill can vary from character to character. For example, one character might be skilled at lying, another might be skilled at trickery, and a third might be skilled in all interpersonal interactions. The first level of being skilled is called being trained, and it eases that task by one step. More rarely, a character can be incredibly skilled at performing a task. This is called being specialized, and it eases the task by two steps instead of one. Skills can never decrease a task by more than two steps—any more than two steps from being trained and specialized don’t count.

Assets

An asset is anything that helps a character with a task, such as having a really good crowbar when trying to force open a door or being in a rainstorm when trying to put out a fire. Appropriate assets vary from task to task. The perfect awl might help when woodworking, but it won’t make a dance performance much better. An asset usually eases a task by one step. Assets can never ease a task by more than two steps—any more than two steps from assets don’t count.

The important thing to remember is that a skill can reduce the difficulty by no more than two steps, and assets can reduce the difficulty by no more than two steps, regardless of the situation. Thus, no task’s difficulty will ever be reduced by more than four steps without using Effort.

Effort

A player can apply Effort to ease a task. To do this, the player spends points from the stat Pool that’s most appropriate to the task. For example, applying Effort to push a heavy rock off a cliff requires a player to spend points from the character’s Might Pool; applying Effort to activate an unusual machine interface requires them to spend points from the character’s Intellect Pool. For every level of Effort spent on a task, the task is eased. It costs 3 points from a stat Pool to apply one level of Effort, and it costs 2 additional points for every level thereafter (so it costs 5 points for two levels of Effort, 7 points for three levels of Effort, and so on). A character must spend points from the same stat Pool as the type of task or roll—Might points for a Might roll, Speed points for a Speed roll, or Intellect points for an Intellect roll.

Every character has a maximum level of Effort they can apply to a single task. Effort can never ease a task by more than six steps—any more than six steps from applying Effort doesn’t count.

Free Level of Effort: A few abilities give you a free level of Effort (these usually require you to apply at least one level of Effort to a task). In effect, you’re getting one more level of Effort than what you paid for. This free level of Effort can exceed the Effort limit for your character, but not the six-step limit for easing a task.

Rolling the Die

To determine success or failure, a player rolls a die (always a d20). If they roll the target number or higher, they succeed. Most of the time, that’s the end of it—nothing else needs to be done. Rarely, a character might apply a small modifier to the roll. If they have a +2 bonus when attempting specific actions, they add 2 to the number rolled. However, the original roll matters if it’s a special roll.

If a character applies a modifier to the die roll, it’s possible to get a result of 21 or higher, in which case they can attempt a task with a target number above 20. But if there is no possibility for success—if not even rolling a natural 20 (meaning the d20 shows that number) is sufficient to accomplish the task—then no roll is made. Otherwise, characters would have a chance to succeed at everything, even impossible or ridiculous tasks such as climbing moonbeams, throwing elephants, or hitting a target on the opposite side of a mountain with an arrow.

If a character’s modifiers add up to +3, treat them as an asset instead. In other words, instead of adding a +3 bonus to the roll, reduce the difficulty by one step. For example, if a Warrior has a +1 bonus to attack rolls from a minor effect, a +1 bonus to attack rolls from a special weapon quality, and a +1 bonus to attack rolls from a special ability, they do not add 3 to their attack roll—instead, they reduce the difficulty of the attack by one step. So if they attack a level 3 foe, they would normally roll against difficulty 3 and try to reach a target number of 9, but thanks to their asset, they roll against difficulty 2 and try to reach a target number of 6.

This distinction is important when stacking skills and assets to decrease the difficulty of an action, especially since reducing the difficulty to 0 or lower means no roll is needed.

The Player Always Rolls

In the Cypher System, players always drive the action. That means they make all the die rolls. If a PC leaps out of a moving vehicle, the player rolls to see if they succeed. If a PC searches for a hidden panel, the player rolls to determine whether they find it. If a rockslide falls on a PC, the player rolls to try to get out of the way. If a PC and an NPC arm wrestle, the player rolls, and the NPC’s level determines the target number. If a PC attacks a foe, the player rolls to see if they hit. If a foe attacks the PC, the player rolls to see if they dodge the blow.

As shown by the last two examples, the PC rolls whether they are attacking or defending. Thus, something that improves defenses might ease or hinder their rolls. For example, if a PC uses a low wall to gain cover from attacks, the wall eases the player’s defense rolls. If a foe uses the wall to gain cover from the PC’s attacks, it hinders the player’s attack rolls.

Special Rolls

If a character rolls a natural 1, 17, 18, 19, or 20 (meaning the d20 shows that number), special rules come into play. These are explained in more detail in the following sections.

1: GM Intrusion. The GM makes a free intrusion (see below) and doesn’t award experience points (XP) for it.

17: Damage Bonus. If the roll was a damage-dealing attack, it deals 1 additional point of damage.

18: Damage Bonus. If the roll was a damage-dealing attack, it deals 2 additional points of damage.

19: Minor Effect. If the roll was a damage-dealing attack, it deals 3 additional points of damage or the PC gets a minor effect in addition to the normal results of the task. If the roll was something other than an attack, the PC gets a minor effect in addition to the normal results of the task.

20: Major Effect. If the roll was a damage-dealing attack, it deals 4 additional points of damage or the PC gets a major or minor effect in addition to the normal results of the task. If the roll was something other than an attack, the PC gets a major effect in addition to the normal results of the task. If the PC spent points from a stat Pool on the action, the point cost for the action decreases to 0, meaning the character regains those points as if they had not spent them at all.

GM Intrusion

GM intrusion is explained in more detail in the Running the Cypher System chapter, but essentially it means that something occurs to complicate the character’s life. The character hasn’t necessarily fumbled or done anything wrong (although perhaps they did). It could just be that the task presents an unexpected difficulty or something unrelated affects the current situation.

For GM intrusion on a defense roll, a roll of 1 might mean that the PC takes 2 additional points of damage from the attack, indicating that the opponent got in a lucky blow.

For complete details about GM intrusion and how to use it to best effect in the game, see the Running the Cypher System chapter.

Minor Effect

A minor effect happens when a player rolls a natural 19. Most of the time, a minor effect is slightly beneficial to the PC, but not overwhelming.

A climber gets up the steep slope a bit faster. A repaired machine works a bit better. A character jumping down into a pit lands on their feet. Either the GM or the player can come up with a possible minor effect that fits the situation, but both must agree on what it should be.

Don’t waste a lot of time thinking of a minor effect if nothing appropriate suggests itself. Sometimes, in cases where only success or failure matters, it’s okay to have no minor effect. Keep the game moving at an exciting pace.

In combat, the easiest and most straightforward minor effect is dealing 3 additional points of damage with an attack. The following are other common minor effects for combat:

Damage object: Instead of striking the foe, the attack strikes what the foe is holding. If the attack hits, the character makes a Might roll with a difficulty equal to the object’s level. On a success, the object moves one or more steps down the object damage track.

Distract: For one round, all of the foe’s tasks are hindered.

Knock back: The foe is knocked or forced back a few feet. Most of the time, this doesn’t matter much, but if the fight takes place on a ledge or next to a pit of lava, the effect can be significant.

Move past: The character can move a short distance at the end of the attack. This effect is useful to get past a foe guarding a door, for example.

Strike a specific body part: The attacker strikes a specific spot on the defender’s body. The GM rules what special effect, if any, results. For example, hitting a creature’s tentacle that is wrapped around an ally might make it easier for the ally to escape. Hitting a foe in the eye might blind it for one round. Hitting a creature in its one vulnerable spot might ignore Armor.

Usually, the GM just has the desired minor effect occur. For example, rolling a 19 against a relatively weak foe means it is knocked off the cliff. The effect makes the round more exciting, but the defeat of a minor creature has no significant impact on the story. Other times, the GM might rule that an additional roll is needed to achieve the effect—the special roll only gives the PC the opportunity for a minor effect. This mostly happens when the desired effect is very unlikely, such as pushing a 50-ton battle automaton off a cliff. If the player just wants to deal 3 additional points of damage as the minor effect, no extra roll is needed.

Major Effect

A major effect happens when a player rolls a natural 20. Most of the time, a major effect is quite beneficial to the character. A climber gets up the steep slope in half the time. A jumper lands with such panache that those nearby are impressed and possibly intimidated. A defender makes a free attack on a foe.

Either the GM or the player can come up with a possible major effect that fits the situation, but both must agree on what it should be. As with minor effects, don’t spend a lot of time agonizing over the details of a major effect. In cases where only success or failure matters, a major effect might offer the character a one-time asset (a modification of one step) to use the next time they attempt a similar action. When nothing else seems appropriate, the GM can simply grant the PC an additional action on their turn that same round.

In combat, the easiest and most straightforward major effect is dealing 4 additional points of damage with an attack. The following are other common major effects for combat.

Disarm: The foe drops one object that it is holding.

Impair: For the rest of the combat, all tasks the foe attempts are hindered.

Knock down: The foe is knocked prone. It can get up on its turn.

Stun: The foe loses its next action.

As with minor effects, usually the GM just has the desired major effect occur, but sometimes the GM might require an extra roll if the major effect is unusual or unlikely.

Retrying a Task After Failure

If a character fails a task (whether it’s climbing a wall, picking a lock, trying to figure out a mysterious device, or something else) they can attempt it again, but they must apply at least one level of Effort when retrying that task. A retry is a new action, not part of the same action that failed, and it takes the same amount of time as the first attempt did.

Sometimes the GM might rule that retries are impossible. Perhaps a character has one chance to convince the leader of a group of thugs not to attack, and after that, no amount of talking will stop them.

This rule doesn’t apply to something like attacking a foe in combat because combat is always changing and fluid. Each round’s situation is new, not a repeat of a previous situation, so a missed attack can’t be retried.

Initial Cost

The GM can assign a point cost to a task just for trying it. Called an initial cost, it’s simply an indication that the task is particularly taxing. For example, let’s say a character wants to try a Might action to open a heavy cellar door that is partially rusted shut. The GM says that forcing the door open is a difficulty 5 task, and there’s an initial cost of 3 Might points simply to try. This initial cost is in addition to any points the character chooses to spend on the roll (such as when applying Effort), and the initial cost points do not affect the difficulty of the task. In other words, the character must spend 3 Might points to attempt the task at all, but that doesn’t help them open the door. If they want to apply Effort to ease the task, they have to spend more points from their Might Pool.

Edge helps with the initial cost of a task, just as it does with any expenditure from a character’s Pool. In the previous example, if the character had a Might Edge of 2, they would have to spend only 1 point (3 points minus 2 from their Might Edge) for the initial cost to attempt the task. If they also applied a level of Effort to open the door, they couldn’t use their Edge again—Edge applies only once per action—so using the Effort would cost the full 3 points. Thus, they’d spend a total of 4 points (1 for the initial cost plus 3 for the Effort) from their Might Pool.

The rationale of the initial cost rule is that even in the Cypher System, where things like Effort can help a character succeed on an action, logic still suggests that some actions are very difficult and taxing, particularly for some PCs more than others.

Distance

Distance is simplified into four basic categories: immediate, short, long, and very long.

Immediate distance from a character is within reach or within a few steps; if a character stands in a small room, everything in the room is within immediate distance. At most, immediate distance is 10 feet (3 m). Immediate distance is sometimes referred to as close, or even point-blank, particularly when referring to ranges.

The words “immediate” and “close” can be used interchangeably to talk about distance. If a creature or object is within arm’s reach of the character, it can be considered both immediate and close.

Short distance is anything greater than immediate distance but less than 50 feet (15 m) or so.

Long distance is anything greater than short distance but less than 100 feet (30 m) or so.

Very long distance is anything greater than long distance but less than 500 feet (150 m) or so.

Beyond that range, distances are always specified—1,000 feet (300 m), 1 mile (1.5 km), and so on.

All weapons and special abilities use these terms for ranges. For example, all melee weapons have immediate range—they are close-combat weapons, and you can use them to attack anyone within immediate distance. A thrown knife (and most other thrown weapons) has short range. A small handgun also has short range. A rifle has long range.

A character can move an immediate distance as a part of another action. In other words, they can take a few steps to the light switch and flip it on. They can lunge across a small room to attack a foe. They can open a door and step through.

A character can move a short distance as their entire action for a turn. They can also try to move a long distance as their entire action, but the player might have to roll to see if the character slips, trips, or stumbles for moving so far so quickly.

GMs and players don’t need to determine exact distances. For example, if the PCs are fighting a group of guards, any character can likely attack any foe in the general melee—they’re all within immediate range. However, if one trooper stays back to fire a blaster, a character might have to use their entire action to move the short distance required to attack that foe. It doesn’t matter if the trooper is 20 feet (6 m) or 40 feet (12 m) away—it’s simply considered short distance. It does matter if the trooper is more than 50 feet (15 m) away because that distance would require a long move.

Other Distances

In rare cases where distances beyond very long are needed, real-world distances are best (1 mile, 100 kilometers, and so on). However, the following shorthand distances can be useful in some settings:

Planetary: On the same planet.

Interplanetary: Within the same solar system.

Interstellar: Within the same galaxy.

Intergalactic: Anywhere in the same universe.

Interdimensional: Anywhere.

Timekeeping

Generally, keep time the same way that you normally would, using minutes, hours, days, and weeks. Thus, if the characters walk overland for 15 miles (24 km), about eight hours pass, even though the journey can be described in only a few seconds at the game table. Precision timekeeping is rarely important. Most of the time, saying things like “That takes about an hour” works fine.

This is true even when a special ability has a specific duration. In an encounter, a duration of “one minute” is mostly the same as saying “the rest of the encounter.” You don’t have to track each round that ticks by if you don’t want to. Likewise, an ability that lasts for ten minutes can safely be considered the length of an in-depth conversation, the time it takes to quickly explore a small area, or the time it takes to rest after a strenuous activity.

ActionTime Usually Required
Walking a mile over easy terrainAbout fifteen minutes
Walking a mile over rough terrain (forest, snow, hills)About half an hour
Walking a mile over difficult terrain (mountains, thick jungle)About forty-five minutes
Moving from one significant location in a city to anotherAbout fifteen minutes
Sneaking into a guarded locationAbout fifteen minutes
Observing a new location to get salient detailsAbout fifteen minutes
Having an in-depth discussionAbout ten minutes
Resting after a fight or other strenuous activityAbout ten minutes
Resting and having a quick mealAbout half an hour
Making or breaking campAbout half an hour
Shopping for supplies in a market or storeAbout an hour
Meeting with an important contactAbout half an hour
Referencing a book or websiteAbout half an hour
Searching a room for hidden thingsAt least half an hour, perhaps one hour
Searching for cyphers or other valuables amid a lot of stuffAbout an hour
Identifying and understanding a cypherFifteen minutes to half an hour
Identifying and understanding an artifactAt least fifteen minutes, perhaps three hours
Repairing a device (assuming parts and tools available)At least an hour, perhaps a day
Building a device (assuming parts and tools available)At least a day, perhaps a week

Encounters, Rounds, and Initiative

Sometimes in the course of the game, the GM or players will refer to an “encounter.” Encounters are not so much measurements of time as they are events or instances in which something happens, like a scene of a movie or a chapter in a book. An encounter might be a fight with a foe, a dramatic crossing of a raging river, or a stressful negotiation with an important official. It’s useful to use the word when referring to a specific scene, as in “My Might Pool is low after that encounter with the soul sorcerer yesterday.”

A round is about five to ten seconds. The length of time is variable because sometimes one round might be a bit longer than another. You don’t need to measure time more precisely than that. You can estimate that on average there are about ten rounds in a minute. In a round, everyone—each character and NPC—gets to take one action.

To determine who goes first, second, and so on in a round, each player makes a Speed roll called an initiative roll. Most of the time, it’s only important to know which characters act before the NPCs and which act after the NPCs. On an initiative roll, a character who rolls higher than an NPC’s target number takes their action before the NPC does. As with all target numbers, an NPC’s target number for an initiative roll is three times the NPC’s level. Many times, the GM will have all NPCs take their actions at the same time, using the highest target number from among all the NPCs. Using this method, any characters who rolled higher than the target number act first, then all the NPCs act, and finally any characters who rolled lower than the target number act.

An initiative roll is a d20 roll. Since your initiative depends on how fast you are, if you spend Effort on the roll, the points come from your Speed Pool.

The order in which the characters act usually isn’t important. If the players want to go in a precise order, they can act in initiative order (highest to lowest), by going around the table, by going oldest to youngest, and so on.

For example, Charles, Tammie, and Shanna’s characters are in combat with two level 2 security guards. The GM has the players make Speed rolls to determine initiative. Charles rolls an 8, Shanna rolls a 15, and Tammie rolls a 4. The target number for a level 2 creature is 6, so each round Charles and Shanna act before the guards, then the guards act, and finally Tammie acts. It doesn’t matter whether Charles acts before or after Shanna, as long as they think it’s fair.

After everyone—all PCs and NPCs—in the combat has had a turn, the round ends and a new round begins. In all rounds after the first, everyone acts in the same order as they did in the first round. The characters cycle through this order until the logical end of the encounter (the end of the fight or the completion of the event) or until the GM asks them to make new initiative rolls. The GM can call for new initiative rolls at the beginning of any new round when conditions drastically change. For example, if the NPCs gain reinforcements, the environment changes (perhaps the lights go out), the terrain changes (maybe part of the balcony collapses under the PCs), or something similar occurs, the GM can call for new initiative rolls.

Since the action moves as a cycle, anything that lasts for a round ends where it started in the cycle. If Umberto uses an ability on an opponent that hinders its defenses for one round, the effect lasts until Umberto acts on his next turn.

A Closer Look At Situations that Don’t Involve PCs

Ultimately, the GM is the arbiter of conflicts that do not involve the PCs. They should be adjudicated in the most interesting, logical, and story-based way possible. When in doubt, match the level of the NPCs (characters or creatures) or their respective effects to determine the results. Thus, if a level 4 NPC fights a level 3 NPC, the level 4 NPC will win, but if they face a level 7 NPC, they’ll lose. Likewise, a level 4 creature resists poisons or devices of level 3 or lower but not those of level 5 and above.

The essence is this: in the Cypher System, it doesn’t matter if something is a creature, a poison, or a gravity-dispelling ray. If it’s a higher level, it wins; if it’s a lower level, it loses. If two things of equal level oppose each other, there might be a long, drawn-out battle that could go either way.

Actions

Anything that your character does in a round is an action. It’s easiest to think of an action as a single thing that you can do in five to ten seconds. For example, if you use your dart thrower to shoot a strange floating orb, that’s one action. So is running for cover behind a stack of barrels, prying open a stuck door, using a rope to pull your friend up from a pit, or activating a cypher (even if it’s stored in your pack).

Opening a door and attacking a security guard on the other side are two actions. It’s more a matter of focus than time. Drawing your sword and attacking a foe is all one action. Putting away your bow and pushing a heavy bookcase to block a door are two actions because each requires a different train of thought.

If the action you want to accomplish is not within reach, you can move a little bit. Essentially, you can move up to an immediate distance to perform your action. For example, you can move an immediate distance and attack a foe, open a door and move an immediate distance into the hallway beyond, or grab your hurt friend lying on the ground and pull them back a few steps. This movement can occur before or after your action, so you can move to a door and open it, or you can open a door and move through it.

The most common actions are:

Action: Attack

An attack is anything that you do to someone that they don’t want you to do. Slashing a foe with a curved dagger is an attack, blasting a foe with a lightning artifact is an attack, wrapping a foe in magnetically controlled metal cables is an attack, and controlling someone’s mind is an attack. An attack almost always requires a roll to see if you hit or otherwise affect your target.

In the simplest kind of attack, such as a PC trying to stab a thug with a knife, the player rolls and compares their result to the opponent’s target number. If their roll is equal to or greater than the target number, the attack hits. Just as with any kind of task, the GM might modify the difficulty based on the situation, and the player might have a bonus to the roll or might try to ease the task using skills, assets, or Effort.

A less straightforward attack might be a special ability that stuns a foe with a mental blast. However, it’s handled the same way: the player makes a roll against the opponent’s target number. Similarly, an attempt to tackle a foe and wrestle it to the ground is still just a roll against the foe’s target number.

Attacks are sometimes categorized as “melee” attacks, meaning that you hurt or affect something within immediate reach, or “ranged” attacks, meaning that you hurt or affect something at a distance.

Melee attacks can be Might or Speed actions—player choice. Physical ranged attacks (such as bows, thrown weapons, and blasts of fire from a mutation) are almost always Speed actions, but those that come from special abilities tend to be Intellect actions.

Special abilities that require touching the target require a melee attack. If the attack misses, the power is not wasted, and you can try again each round as your action until you hit the target, use another ability, or take a different action that requires you to use your hands. These attempts in later rounds count as different actions, so you don’t have to keep track of how much Effort you used when you activated the ability or how you used Edge. For example, let’s say that in the first round of combat, you activate a special ability that requires you to touch your foe and you use Effort to ease the attack, but you roll poorly and miss your foe. In the second round of combat, you can try attacking again and use Effort to ease the attack roll.

The GM and players are encouraged to describe every attack with flavor and flair. One attack roll might be a stab to the foe’s arm. A miss might be the PC’s sword slamming into the wall. Combatants lunge, block, duck, spin, leap, and make all kinds of movements that should keep combat visually interesting and compelling. The Running the Cypher System chapter has much more guidance in this regard.

Common elements that affect the difficulty of a combat task are cover, range, and darkness. The rules for these and other modifiers are explained in the Attack Modifiers and Special Situations section of this chapter.

Damage

When an attack strikes a character, it usually means the character takes damage.

An attack against a PC subtracts points from one of the character’s stat Pools—usually the Might Pool. Whenever an attack simply says it deals “damage” without specifying the type, it means Might damage, which is by far the most common type. Intellect damage, which is usually the result of a mental attack, is always labeled as Intellect damage. Speed damage is often a physical attack, but attacks that deal Speed damage are fairly rare.

NPCs don’t have stat Pools. Instead, they have a characteristic called health. When an NPC takes damage of any kind, the amount is subtracted from its health. Unless described otherwise, an NPC’s health is always equal to its target number. Some NPCs might have special reactions to or defenses against attacks that would normally deal Speed damage or Intellect damage, but unless the NPC’s description specifically explains this, assume that all damage is subtracted from the NPC’s health.

Objects don’t have stat Pools or health. They have an object damage track, just like how PCs have a damage track. Attacking objects might move them down their damage track.

Damage is always a specific amount determined by the attack. For example, a slash with a broadsword or a blast with a spike thrower deals 4 points of damage. An Adept’s Onslaught deals 4 points of damage. Often, there are ways for the attacker to increase the damage. For example, a PC can apply Effort to deal 3 additional points of damage, and rolling a natural 17 on the attack roll deals 1 additional point of damage.

Armor

Pieces of equipment and special abilities protect a character from damage by giving them Armor. Each time a character takes damage, subtract their Armor value from the damage before reducing their stat Pool or health. For example, if a Warrior with 2 Armor is hit by a gunshot that deals 4 points of damage, they take only 2 points of damage (4 minus 2 from their Armor). If Armor reduces the incoming damage to 0 or lower, the character takes no damage from the attack. For example, the Warrior’s 2 Armor protects them from all physical attacks that deal 1 or 2 points of damage.

The most common way to get Armor is to wear physical armor, such as a leather jacket, a bulletproof vest, a chainmail hauberk, bioengineered carapace grafts, or something else, depending on the setting. All physical armor comes in one of three categories: light, medium, or heavy. Light armor gives the wearer 1 point of Armor, medium gives 2 points of Armor, and heavy gives 3 points of Armor.

When you see the word “Armor” capitalized in the game rules (other than in the name of a special ability), it refers to your Armor characteristic—the number you subtract from incoming damage. When you see the word “armor” in lowercase, it refers to any physical armor you might wear.

Other effects can add to a character’s Armor. If a character is wearing chainmail (+2 to Armor) and has an ability that covers them in a protective force field that grants +1 to Armor, their total is 3 Armor. If they also use a cypher that hardens their flesh temporarily for +1 to Armor, their total is 4 Armor.

Some types of damage ignore physical armor. Attacks that specifically deal Speed damage or Intellect damage ignore Armor; the creature takes the listed amount of damage without any reduction from Armor. Ambient damage (see below) usually ignores Armor as well.

A creature may have a special bonus to Armor against certain kinds of attacks. For example, a protective suit made of a sturdy, fire-resistant material might normally give its wearer +1 to Armor but count as +3 to Armor against fire attacks. An artifact worn as a helmet might grant +2 to Armor only against mental attacks.

Ambient Damage

Some kinds of damage aren’t direct attacks against a creature, but they indirectly affect everything in the area. Most of these are environmental effects such as winter cold, high temperatures, or background radiation. Damage from these kinds of sources is called ambient damage. Physical armor usually doesn’t protect against ambient damage, though a well-insulated suit of armor can protect against cold weather.

Damage From Hazards

Attacks aren’t the only way to inflict damage on a character. Experiences such as falling from a great height, being burned in a fire, and spending time in severe weather also deal damage. Although no list of potential hazards could be comprehensive, the Damage From Hazards table includes common examples.

SourceDamageNotes
Falling1 point per 10 feet (3 m) fallen (ambient damage)
Minor fire3 points per round (ambient damage)Torch
Major fire6 points per round (ambient damage)Engulfed in flames; lava
Acid splash2 points per round (ambient damage)
Acid bath6 points per round (ambient damage)Immersed in acid
Cold1 point per round (ambient damage)Below freezing temperatures
Severe cold3 points per round (ambient damage)Liquid nitrogen
Shock1 point per round (ambient damage)Often involves losing next action
Electrocution6 points per round (ambient damage)Often involves losing next action
Crush3 pointsObject or creature falls on character
Huge crush6 pointsRoof collapse; cave-in
Collision6 pointsLarge, fast object strikes character

The Effects of Taking Damage

When an NPC reaches 0 health, it is either dead or (if the attacker wishes) incapacitated, meaning unconscious or beaten into submission.

As previously mentioned, damage from most sources is applied to a character’s Might Pool. Otherwise, stat damage always reduces the Pool of the stat it affects.

If damage reduces a character’s stat Pool to 0, any further damage to that stat (including excess damage from the attack that reduced the stat to 0) is applied to another stat Pool. Damage is applied to Pools in this order:

  1. Might (unless the Pool is 0)

  2. Speed (unless the Pool is 0)

  3. Intellect

Even if the damage is applied to another stat Pool, it still counts as its original type for the purpose of Armor and special abilities that affect damage. For example, if a character with 2 Armor is reduced to 0 Might and then is hit by a creature’s claw for 3 points of damage, it still counts as Might damage, so their Armor reduces the damage to 1 point, which then is applied to their Speed Pool. In other words, even though they take the damage from their Speed Pool, it doesn’t ignore Armor like Speed damage normally would.

In addition to taking damage from their Might Pool, Speed Pool, or Intellect Pool, PCs also have a damage track. The damage track has four states (from best to worst): hale, impaired, debilitated, and dead. When one of a PC’s stat Pools reaches 0, they move one step down the damage track. Thus, if they are hale, they become impaired. If they are already impaired, they become debilitated. If they are already debilitated, they become dead.

Some effects can immediately shift a PC one or more steps on the damage track. These include rare poisons, cellular disruption attacks, and massive traumas (such as falls from very great heights, being run over by a speeding vehicle, and so on, as determined by the GM).

Some attacks, like a serpent’s poisonous bite or a Speaker’s Enthrall, have effects other than damage to a stat Pool or shifting the PC on the damage track. These attacks can cause unconsciousness, paralysis, and so on.

When NPCs (who have only health) suffer Speed or Intellect damage, normally this is treated the same as Might damage. However, the GM or the player has the option to suggest an appropriate alternate effect—the NPC suffers a penalty, moves more slowly, is stunned, and so on.

The Damage Track

As noted above, the damage track has four states: hale, impaired, debilitated, and dead.

Hale is the normal state for a character: all three stat Pools are at 1 or higher, and the PC has no penalties from harmful conditions. When a hale PC takes enough damage to reduce one of their stat Pools to 0, they become impaired. Note that a character whose stat Pools are much lower than normal can still be hale.

Impaired is a wounded or injured state. When an impaired character applies Effort, it costs 1 extra point per level applied. For example, applying one level of Effort costs 4 points instead of 3, and applying two levels of Effort costs 7 points instead of 5.

An impaired character ignores minor and major effect results on their rolls, and they don’t deal as much extra damage in combat with a special roll. In combat, a roll of 17 or higher deals only 1 additional point of damage. When an impaired PC takes enough damage to reduce one of their stat Pools to 0, they become debilitated.

Debilitated is a critically injured state. A debilitated character may not take any actions other than to move (probably crawl) no more than an immediate distance. If a debilitated character’s Speed Pool is 0, they can’t move at all. When a debilitated PC takes enough damage to reduce a stat Pool to 0, they are dead.

Dead is dead.

The damage track allows you to know how far from death you are. If you’re hale, you’re three steps from death. If you’re impaired, you’re two steps from death. If you’re debilitated, you are only one small step from death’s door.

Recovering Points in a Pool

After losing or spending points in a Pool, you recover those points by resting. You can’t increase a Pool past its maximum by resting—just back to its normal level. Any extra points gained go away with no effect. The amount of points you recover from a rest, and how long each rest takes, depends on how many times you have rested so far that day.

When you rest, make a recovery roll. To do this, roll a d6 and add your tier. You recover that many points, and you can divide them among your stat Pools however you wish. For example, if your recovery roll is 4 and you’ve lost 4 points of Might and 2 points of Speed, you can recover 4 points of Might, or 2 points of Might and 2 points of Speed, or any other combination adding up to 4 points.

The first time you rest each day, it takes only a few seconds to catch your breath. If you rest this way in the middle of an encounter, it takes one action on your turn.

The second time you rest each day, you must rest for ten minutes to make a recovery roll. The third time you rest each day, you must rest for one hour to make a recovery roll. The fourth time you rest each day, you must rest for ten hours to make a recovery roll (usually, this occurs when you stop for the day to eat and sleep).

After that much rest, it’s assumed to be a new day, so the next time you rest, it takes only a few seconds. The next rest takes ten minutes, then one hour, and so on, in a cycle.

If you haven’t rested yet that day and you take a lot of damage in a fight, you could rest a few seconds (regaining 1d6 points + 1 point per tier) and then immediately rest for ten minutes (regaining another 1d6 points + 1 point per tier). Thus, in one full day of doing nothing but resting, you could recover 4d6 points + 4 points per tier.

Each character chooses when to make recovery rolls. If a party of five PCs rests for ten minutes because two of them want to make recovery rolls, the others don’t have to make rolls at that time. Later in the day, those three can decide to rest for ten minutes and make recovery rolls.

Recovery RollRest Time Needed
First recovery rollOne action
Second recovery rollTen minutes
Third recovery rollOne hour
Fourth recovery rollTen hours

Restoring the Damage Track

Using points from a recovery roll to raise a stat Pool from 0 to 1 or higher also automatically moves the character up one step on the damage track.

If all of a PC’s stat Pools are above 0 and the character has taken special damage that moved them down the damage track, they can use a recovery roll to move up one step on the damage track instead of recovering points. For example, a character who is debilitated from a hit with a cell-disrupting biotech device can rest and move up to impaired rather than recover points in a Pool.

Special Damage

In the course of playing the game, characters face all manner of threats and dangers that can harm them in a variety of ways, only some of which are easily represented by points of damage.

Dazed and Stunned: Characters can be dazed when struck hard on the head, exposed to extremely loud sounds, or affected by a mental attack. When this happens, for the duration of the daze effect (usually one round), all of the character’s tasks are hindered. Similar but more severe attacks can stun characters. Stunned characters lose their turn (but can still defend against attacks normally).

Poison and Disease: When characters encounter poison—whether the venom of a serpent, rat poison slipped into a burrito, cyanide dissolved in wine, or an overdose of acetaminophen—they make a Might defense roll to resist it. Failure to resist can result in points of damage, moving down the damage track, or a specific effect such as paralysis, unconsciousness, disability, or something stranger. For example, some poisons affect the brain, making it impossible to say certain words, take certain actions, resist certain effects, or recover points to a stat Pool.

Diseases work like poisons, but their effect occurs every day, so the victim must make a Might defense roll each day or suffer the effects. Disease effects are as varied as poisons: points of damage, moving down the damage track, disability, and so on. Many diseases inflict damage that cannot be restored through conventional means.

Paralysis: Paralytic effects cause a character to drop to the ground, unable to move. Unless otherwise specified, the character can still take actions that require no physical movement.

Other Effects: Other special effects can render a character blind or deaf, unable to stand without falling over, or unable to breathe. Stranger effects might negate gravity for the character (or increase it a hundredfold), transport them to another place, render them out of phase, mutate their physical form, implant false memories or senses, alter the way their brain processes information, or inflame their nerves so they are in constant, excruciating pain. Each special effect must be handled on a case-by-case basis. The GM adjudicates how the character is affected and how the condition can be alleviated (if possible).

NPCs and Special Damage

The GM always has final say over what special damage will affect an NPC. Human NPCs usually react like characters, but nonhuman creatures might react very differently. For example, a tiny bit of venom is unlikely to hurt a gigantic dragon, and it won’t affect an android or a demon at all.

If an NPC is susceptible to an attack that would shift a character down the damage track, using that attack on the NPC usually renders it unconscious or dead. Alternatively, the GM could apply the debilitated condition to the NPC, with the same effect as it would have on a PC.

Attack Modifiers And Special Situations

In combat situations, many modifiers might come into play. Although the GM is at liberty to assess whatever modifiers they think are appropriate to the situation (that’s their role in the game), the following suggestions and guidelines might make that easier. Often the modifier is applied as a step in difficulty. So if a situation hinders attacks, that means if a PC attacks an NPC, the difficulty of the attack roll is increased by one step, and if an NPC attacks a PC, the difficulty of the defense roll is decreased by one step. This is because players make all rolls, whether they are attacking or defending—NPCs never make attack or defense rolls.

When in doubt, if it seems like it should be harder to attack in a situation, hinder the attack rolls. If it seems like attacks should gain an advantage or be easier in some way, hinder the defense rolls.

Precise ranges are not important in the Cypher System. The broadly defined “immediate,” “short,” “long,” and “very long” ranges let the GM quickly make a judgment call and keep things moving. Basically, the idea is: your target is right there, your target is close, your target is pretty far away, or your target is extremely far away.

Cover

If a character is behind cover so that a significant portion of their body is behind something sturdy, attacks against the character are hindered.

If a character is entirely behind cover (their entire body is behind something sturdy), they can’t be attacked unless the attack can go through the cover. For example, if a character hides behind a thin wooden screen and their opponent shoots the screen with a rifle that can penetrate the wood, the character can be attacked. However, because the attacker can’t see the character clearly, this still counts as cover (attacks against the character are hindered).

Position

Sometimes where a character stands gives them an advantage or a disadvantage.

Prone Target: In melee, a prone target is easier to hit (attacks against them are eased). In ranged combat, a prone target is harder to hit (attacks against them are hindered).

Higher Ground: In either ranged or melee combat, attacks by an opponent on higher ground are eased.

Surprise

When a target isn’t aware of an incoming attack, the attacker has an advantage. A ranged sniper in a hidden position, an invisible assailant, or the first salvo in a successful ambush are all eased by two steps. For the attacker to gain this advantage, however, the defender truly must have no idea that the attack is coming.

If the defender isn’t sure of the attacker’s location but is still on guard, the attacks are eased by only one step.

Range

In melee, you can attack a foe who is adjacent to you (next to you) or within reach (immediate range). If you enter into melee with one or more foes, usually you can attack most or all of the combatants, meaning they are next to you, within reach, or within reach if you move slightly or have a long weapon that extends your reach.

The majority of ranged attacks have only two ranges: short range and long range (a few have very long range). Short range is generally less than 50 feet (15 m) or so. Long range is generally from 50 feet (15 m) to about 100 feet (30 m). Very long range is generally 100 feet (30 m) to 500 feet (150 m). Greater precision than that isn’t important in the Cypher System. If anything is longer than very long range, the exact range is usually spelled out, such as with an item that can fire a beam 1,000 feet (300 m) or teleport you up to 1 mile (1.5 km) away.

Thus, the game has four measurements of distance: immediate, short, long, and very long. These apply to movement as well. A few special cases—point-blank range and extreme range— modify an attack’s chance to successfully hit.

Point-Blank Range: If a character uses a ranged weapon against a target within immediate range, the attack is eased.

Extreme Range: Targets just at the limit of a weapon’s range are at extreme range. Attacks against such targets are hindered.

The GM might allow a character with a ranged weapon to attack beyond extreme range, but the attack would be hindered by two steps for each range category beyond the normal limit. Attacks with hard limits, such as the blast radius of a bomb, can’t be modified.

In certain situations, such as a PC on top of a building looking across an open field, the GM should allow ranged attacks to exceed their maximum range. For example, in perfect conditions, a good archer can hit a large target with a bow and arrow at 500 feet (150 m), much farther than a bow’s typical long range.

Illumination

What characters can see (and how well they can see) plays a huge factor in combat.

Dim Light: Dim light is approximately the amount of light on a night with a bright full moon or the illumination provided by a torch, flashlight, or desk lamp. Dim light allows you to see out to short range. Targets in dim light are harder to hit. Attacks against such targets are hindered. Attackers trained in low-light spotting negate this modifier.

Very Dim Light: Very dim light is approximately the amount of light on a starry night with no visible moon, or the glow provided by a candle or an illuminated control panel. Very dim light allows you to see clearly only within immediate range and perceive vague shapes to short range. Targets in very dim light are harder to hit. Attacks against targets within immediate range are hindered, and attacks against those in short range are hindered by two steps. Attackers trained in low-light spotting modify these difficulties by one step in their favor. Attackers specialized in low-light spotting modify these difficulties by two steps in their favor.

Darkness: Darkness is an area with no illumination at all, such as a moonless night with cloud cover or a room with no lights. Targets in complete darkness are nearly impossible to hit. If an attacker can use other senses (such as hearing) to get an idea of where the opponent might be, attacks against such targets are hindered by four steps. Otherwise, attacks in complete darkness fail without the need for a roll unless the player spends 1 XP to “make a lucky shot” or the GM uses GM intrusion. Attackers trained in low-light spotting ease the task. Attackers specialized in low-light spotting ease the task by two steps.

Visibility

Similar to illumination, factors that obscure vision affect combat.

Mist: A target in mist is similar to one in dim light. Ranged attacks against such targets are hindered. Particularly dense mist makes ranged attacks nearly impossible (treat as darkness), and even melee attacks are hindered.

Hiding Target: A target in dense foliage, behind a screen, or crawling amid the rubble in a ruin is hard to hit because they’re hard to see. Ranged attacks against such targets are hindered.

Invisible Target: If an attacker can use other senses (such as hearing) to get an idea of where the opponent might be, attacks against such targets are hindered by four steps. Otherwise, attacks against an invisible creature fail without the need for a roll unless the player spends 1 XP to “make a lucky shot” or the GM uses GM intrusion.

Water

Being in shallow water can make it hard to move, but it doesn’t affect combat. Being in deep water can make things difficult, and being underwater entirely can seem as different as being on another world.

Deep Water: Being in water up to your chest (or the equivalent thereof) hinders your attacks. Aquatic creatures ignore this modifier.

Underwater Melee Combat: For nonaquatic creatures, being completely underwater makes attacking very difficult. Attacks with stabbing weapons are hindered, and melee attacks with slashing or bashing weapons are hindered by two steps. Aquatic creatures ignore these penalties.

Underwater Ranged Combat: As with melee combat, nonaquatic creatures have problems fighting underwater. Some ranged attacks are impossible underwater—you can’t throw things, fire a bow or crossbow, or use a blowgun. Many firearms also do not work underwater. Attacks with weapons that do work underwater are hindered. Ranges underwater are reduced by one category; very-long-range weapons work only to long range, long-range weapons work only to short range, and short-range weapons work only to immediate range.

Moving Targets

Moving targets are harder to hit, and moving attackers have a difficult time as well.

Target Is Moving: Attackers trying to hit a foe who is moving very fast are hindered. (A foe moving very fast is one who is doing nothing but running, mounted on a moving creature, riding on a vehicle or moving conveyance, and so on.)

Attacker Is Moving: An attacker trying to make an attack while moving under their own power (walking, running, swimming, and so on) takes no penalties. Attacks from a moving mount or moving vehicle are hindered; an attacker trained in riding or driving ignores this penalty.

Attacker Is Jostled: Being jostled, such as while standing on a listing ship or a vibrating platform, makes attacking difficult. Such attacks are hindered. Characters trained in balancing or sailing would ignore penalties for being on a ship.

Gravity

In a spacefaring campaign, characters may travel to worlds with stronger or weaker gravity than Earth’s. Likewise, strange technology or magic can cause gravity to fluctuate even in an Earth-based campaign. Characters who have a large amount of metal (wearing metal armor, using metal weapons, and so on) can be affected by fluctuating magnetism just as a character is affected by gravity.

Low Gravity: Weapons that rely on weight, such as all heavy weapons, deal 2 fewer points of damage (dealing a minimum of 1 point of damage). Weapons with short range can reach to long range, and long-range weapons can reach to very long range. Characters trained in low-gravity maneuvering ignore the damage penalty.

High Gravity: It’s hard to make effective attacks when the pull of gravity is very strong. Attacks (and all physical actions) made in high gravity are hindered. Ranges in high gravity are reduced by one category (very-long-range weapons reach only to long range, long-range weapons reach only to short range, and short-range weapons reach only to immediate range). Characters trained in high-gravity maneuvering ignore the change in difficulty but not the range decreases.

Zero Gravity: It’s hard to maneuver in an environment without gravity. All physical actions (including attacks) made in zero gravity are hindered. Weapons with short range can reach to long range, long-range weapons can reach to very long range, and very-long-range weapons can reach to about 1,000 feet (300 m) instead of 500 feet (150 m). Characters trained in zero-gravity maneuvering ignore the change in difficulty.

Special Situation: Combat Between NPCs

When an NPC ally of the PCs attacks another NPC, the GM can designate a player to roll and handle it like a PC attacking. Often, the choice is obvious. For example, a character who has a trained attack animal should roll when their pet attacks enemies. If an NPC ally accompanying the party leaps into the fray, that ally’s favorite PC rolls for them. NPCs cannot apply Effort. Of course, it’s perfectly fitting (and easier) to have the NPC ally use the cooperative action rules to aid a PC instead of making direct attacks, or to compare the levels of the two NPCs (higher wins).

Special Situation: Combat Between PCs

When one PC attacks another PC, the attacking character makes an attack roll, and the other character makes a defense roll, adding any appropriate modifiers. If the attacking PC has a skill, ability, asset, or other effect that would ease the attack if it were made against an NPC, the character adds 3 to the roll for each step reduction (+3 for one step, +6 for two steps, and so on). If the attacker’s final result is higher, the attack hits. If the defender’s result is higher,
the attack misses. Damage is resolved normally. The GM mediates all special effects.

Special Situation: Area Attacks

Sometimes, an attack or effect affects an area rather than a single target. For example, a grenade or a landslide can potentially harm or affect everyone in the area.

In an area attack, all PCs in the area make appropriate defense rolls against the attack to determine its effect on them. If there are any NPCs in the area, the attacker makes a single attack roll against all of them (one roll, not one roll per NPC) and compares it to the target number of each NPC. If the roll is equal to or greater than the target number of a particular NPC, the attack hits that NPC.

Some area attacks always deal at least a minimum amount of damage, even if the attacks miss or if a PC makes a successful defense roll.

For example, consider a character who uses Shatter to attack six cultists (level 2; target number 6) and their leader (level 4; target number 12). The PC applies Effort to increase the damage and rolls an 11 for the attack roll. This hits the six cultists, but not the leader, so the ability deals 3 points of damage to each of the cultists. The description of Shatter says that applying Effort to increase the damage also means that targets take 1 point of damage if the PC fails the attack roll, so the leader takes 1 point of damage. In terms of what happens in the story, the cultists are caught flat-footed by the sudden detonation of one of their knives, but the leader ducks and is shielded from the blast. Despite the leader’s quick moves, the blast is so intense that a few bits of metal slice them.

Special Situation: Attacking Objects

Attacking an object is rarely a matter of hitting it. Sure, you can hit the broad side of a barn, but can you damage it? Attacking inanimate objects with a melee weapon is a Might action. Objects have levels and thus target numbers. Objects have a damage track that works like the damage track for PCs.

Intact is the default state for an object.

Minor damage is a slightly damaged state. An object with minor damage reduces its level by 1.

Major damage is a critically damaged state. An object with major damage is broken and no longer functions.

Destroyed is destroyed. The object is ruined, no longer functions, and cannot be repaired.

If the Might action to damage an object is a success, the object moves one step down the object damage track. If the Might roll exceeded the difficulty by 2 levels, the object instead moves two steps down the object damage track. If the Might roll exceeded the difficulty by 4 levels, the object instead moves three steps down the object damage track. Objects with minor or major damage can be repaired, moving them one or more steps up the object damage track.

Brittle or fragile objects, like paper or glass, decrease the effective level of the object for the purposes of determining if it is damaged. Hard objects, like those made of wood or stone, add 1 to the effective level. Very hard objects, like those made of metal, add 2. (The GM may rule that some exotic materials add 3.)

The tool or weapon used to attack the object must be at least as hard as the object itself. Further, if the amount of damage the attack could inflict—not modified by a special die roll—does not equal or exceed the effective level of the object, the attack cannot damage the object no matter what the roll.

Action: Activate a Special Ability

Special abilities are granted by foci, types, and flavors, or provided by cyphers or other devices. If a special ability affects another character in any kind of unwanted manner, it’s handled as an attack. This is true even if the ability is normally not considered an attack. For example, if a character has a healing touch, and their friend doesn’t want to be healed for some reason, an attempt to heal their unwilling friend is handled as an attack.

Plenty of special abilities do not affect another character in an unwanted manner. For example, a PC might use Hover on themselves to float into the air. A character with a matter-reorganizing device might change a stone wall into glass. A character who activates a phase changer cypher might walk through a wall. None of these requires an attack roll (although when turning a stone wall to glass, the character must still make a roll to successfully affect the wall).

If the character spends points to apply Effort on the attempt, they might want to roll anyway to see if they get a major effect, which would reduce the cost for their action.

Action: Move

As a part of another action, a character can adjust their position—stepping back a few feet while using an ability, sliding over in combat to take on a different opponent to help a friend, pushing through a door they just opened, and so on. This is considered an immediate distance, and a character can move this far as part of another action.

In a combat situation, if a character is in a large melee, they’re usually considered to be next to most other combatants, unless the GM rules that they’re farther away because the melee is especially large or the situation dictates it.

If they’re not in melee but still nearby, they are considered to be a short distance away—usually less than 50 feet (15 m). If they’re farther away than that but still involved in the combat, they are considered to be a long distance away, usually 50 to 100 feet (15 to 30 m), or possibly even a very long distance away, usually more than 100 feet to 500 feet (30 to 150 m).

In a round, as an action, a character can make a short move. In this case, they are doing nothing but moving up to about 50 feet (15 m). Some terrain or situations will change the distance a character can move, but generally, making a short move is considered to be a difficulty 0 action. No roll is needed; they just get where they’re going as their action.

A character can try to make a long move—up to 100 feet (30 m) or so—in one round. This is a Speed task with a difficulty of 4. As with any action, they can use skills, assets, or Effort to ease the task. Terrain, obstacles, or other circumstances can hinder the task. A successful roll means the character moved the distance safely. Failure means that at some point during the move, they stop or stumble (the GM determines where this happens).

A character can also try to make a short move and take another (relatively simple) physical action, like make an attack. As with the attempt to make a long move, this is a Speed task with a difficulty of 4, and failure means that the character stops at some point, slipping or stumbling or otherwise getting held up.

Long-Term Movement

When talking about movement in terms of traveling rather than round-by-round action, typical characters can travel on a road about 20 miles (32 km) per day, averaging about 3 miles (5 km) per hour, including a few stops. When traveling overland, they can move about 12 miles (19 km) per day, averaging 2 miles (3 km) per hour, again with some stops. Mounted characters, such as those on horseback, can go twice as far. Other modes of travel (cars, airplanes, hovercraft, sailing ships, and so on) have their own rates of movement.

Movement Modifiers

Different environments affect movement in different ways.

Rough Terrain: A surface that’s considered rough terrain is covered in loose stones or other material, uneven or with unsure footing, unsteady, or a surface that requires movement across a narrow space, such as a cramped corridor or a slender ledge. Stairs are also considered rough terrain. Rough terrain does not slow normal movement on a round-by-round basis, but hinders move rolls. Rough terrain cuts long-term movement rates in half.

Difficult Terrain: Difficult terrain is an area filled with challenging obstacles—water up to waist height, a very steep slope, an especially narrow ledge, slippery ice, a foot or more of snow, a space so small that one must crawl through it, and so on. Difficult terrain hinders move rolls and halves movement on a round-by-round basis. This means that a short move is about 25 feet (8 m), and a long move is about 50 feet (15 m). Difficult terrain reduces
long-term movement to a third of its normal rate.

Water: Deep water, in which a character is mostly or entirely submerged, hinders move rolls
and reduces round-by-round and long-term movement to one quarter its normal rate. This means that a short move is about 12 feet(4 m), and a long move is about 25 feet (7.5 m). Characters trained in swimming halve their movement only while in deep water.

Low Gravity: Movement in low gravity is easier but not much faster. All move rolls are eased.

High Gravity: In an environment of high gravity, treat all moving characters as if they were in difficult terrain. Characters trained in high-gravity maneuvering negate this penalty. High gravity reduces long-term movement to a third of its normal rate.

Zero Gravity: In an environment without gravity, characters cannot move normally. Instead, they must push off from a surface and succeed at a Might roll to move (the difficulty is equal to one-quarter the distance traveled in feet). Without a surface to push off from, a character cannot move. Unless the character’s movement takes them to a stable object that they can grab or land against, they continue to drift in that direction each round, traveling half the distance of the initial push.

Special Situation: A Chase

When a PC is chasing an NPC or vice versa, the player should attempt a Speed action, with the difficulty based on the NPC’s level. If the PC succeeds at the roll, they catch the NPC (if chasing), or they get away (if chased). In terms of the story, this one-roll mechanic can be the result of a long chase over many rounds.

Alternatively, if the GM wants to play out a long chase, the character can make many rolls (perhaps one per level of the NPC) to finish the pursuit successfully. For every failure, the PC must make another success, and if they ever have more failures than successes, the PC fails to catch the NPC (if chasing) or is caught (if chased). As with combat, the GM is encouraged to describe the results of these rolls with flavor. A success might mean the PC has rounded a corner and gained some distance. A failure might mean that a basket of fruit topples over in front of them, slowing them down. Vehicle chases are handled similarly.

Action: Wait

You can wait to react to another character’s action.

You decide what action will trigger your action, and if the triggering action happens, you get to take your action first (unless going first wouldn’t make sense, like attacking a foe before they come into view). For example, if an orc threatens you with a halberd, on your turn you can decide to wait, stating “If it stabs at me, I’m going to slash it with my sword.” On the orc’s turn, it stabs, so you make your sword attack before that happens.

Waiting is also a good way to deal with a ranged attacker who rises from behind cover, fires an attack, and ducks back down. You could say “I wait to see them pop up from behind cover and then I shoot them.”

Waiting is also a useful tool for cooperative actions (see below).

Action: Defend

Defending is a special action that only PCs can do, and only in response to being attacked. In other words, an NPC uses its action to attack, which forces a PC to make a defense roll. This is handled like any other kind of action, with circumstances, skill, assets, and Effort all potentially coming into play. Defending is a special kind of action in that it does not happen on the PC’s turn. It’s never an action that a player decides to take; it’s always a reaction to an attack. A PC can take a defense action when attacked (on the attacking NPC’s turn) and still take another action on their own turn.

The type of defense roll depends on the type of attack. If a foe attacks a character with an axe, they can use Speed to duck or block it with what they’re holding. If they’re struck by a poisoned dart, they can use a Might action to resist its effects. If a psi-worm attempts to control their mind, they can use Intellect to fend off the intrusion.

Sometimes an attack provokes two defense actions. For example, a poisonous reptile tries to bite a PC. They try to dodge the bite with a Speed action. If they fail, they take damage from the bite, and they must also attempt a Might action to resist the poison’s effects.

If a character does not know an attack is coming, usually they can still make a defense roll, but they can’t add modifiers (including the modifier from a shield), and they can’t use any skill or Effort to ease the task. If circumstances warrant—such as if the attacker is right next to the character—the GM might rule that the surprise attack simply hits.

A character can always choose to forgo a defense action, in which case the attack automatically hits.

Some abilities (such as the Countermeasures special ability) may allow you to do something special as a defense action.

Action: Do Something Else

Players can try anything they can think of, although that doesn’t mean anything is possible. The GM sets the difficulty—that’s their primary role in the game. Still, guided by the bounds of logic, players and GMs will find all manner of actions and options that aren’t covered by a rule. That’s a good thing.

Players should not feel constrained by the game mechanics when taking actions. Skills are not required to attempt an action. Someone who’s never picked a lock can still try. The GM might hinder the task, but the character can still attempt the action.

Thus, players and GMs can return to the beginning of this chapter and look at the most basic expression of the rules. A player wants to take an action. The GM decides, on a scale of 1 to 10, how difficult that task is and what stat it uses. The player determines whether they have anything that might modify the difficulty and considers whether to apply Effort. Once the final determination is made, they roll to see if their character succeeds. It’s as easy as that.

As further guidance, the following are some of the more common actions a player might take.

Players are encouraged to come up with their own ideas for what their characters do rather than looking at a list of possible actions. That’s why there is a “do something else” action. PCs are not pieces on a game board—they are people in a story. And like real people, they can try anything they can think of. (Succeeding is another matter entirely.) The task difficulty system provides GMs with the tools they need to adjudicate anything the players come up with.

Climbing

When a character climbs, the GM sets a difficulty based on the surface being climbed. Climbing is like moving through difficult terrain: the move roll is hindered and the movement is half speed. Unusual circumstances, such as climbing while under fire, pose additional step penalties.

DifficultySurface
2Surface with lots of handholds
3Stone wall or similar surface (a few handholds)
4Crumbling or slippery surface
5Smooth stone wall or similar surface
6Metal wall or similar surface
8Smooth, horizontal surface (climber is upside down)
10Glass wall or similar surface

Cooperative Actions

There are many ways multiple characters can work together. None of these options, however, can be used at the same time by the same characters.

Helping: If you use your action to help someone with a task, you ease the task. If you have an inability in a task, your help has no effect. If you use your action to help someone with a task that you are trained or specialized in, the task is eased by two steps. Help is considered an asset, and someone receiving help usually can’t gain more than two assets on a single task if that help is provided by another character.

For example, if Scott is trying to climb a steep incline and Sarah (who is trained in climbing) spends her turn helping him, Scott’s task is eased by two steps.

Sometimes you can help by performing a task that complements what another person is attempting. If your complementary action succeeds, you ease the other person’s task. For example, if Scott tries to persuade a ship captain to let him on board, Sarah could try to supplement Scott’s words with a flattering lie about the captain (a deception action), a display of knowledge about the region where the ship is headed (a geography action), or a direct threat to the captain (an intimidation action). If Sarah’s roll is a success, Scott’s persuasion task is eased.

Distraction: When a character uses their turn to distract a foe, that foe’s attacks are hindered for one round. Multiple characters distracting a foe have no greater effect than a single character doing so—a foe is either distracted or not. A distraction might be yelling a challenge, firing a warning shot, or a similar activity that doesn’t harm the foe.

Draw the Attack: When an NPC attacks a character, another PC can prominently present themselves, shout taunts, and move to try to get the foe to attack them instead. In most cases, this action succeeds without a roll—the opponent attacks the prominent PC instead of their companions. In other cases, such as with intelligent or determined foes, the prominent character must succeed at an Intellect action to draw the attack. If that Intellect action is successful, the foe attacks the prominent character, whose defenses are hindered by two steps. Two characters attempting to draw an attack at the same time cancel each other out.

Two characters attempting to draw an attack at the same time cancel each other out.

Take the Attack: A character can use their action to throw themselves in front of a foe’s successful attack to save a nearby comrade. The attack automatically succeeds against the sacrificial character, and it deals 1 additional point of damage. A character cannot willingly take more than one attack each round in this way.

Crafting, Building, and Repairing

Crafting is a tricky topic in the Cypher System because the same rules that govern building a spear also cover repairing a machine that can take you into hyperspace. Normally, the level of the item determines the difficulty of creating or repairing it as well as the time required. For cyphers, artifacts, other items that require specialized knowledge, or items unique to a world or species other than your own (such as a Martian tripod walker), add 5 to the item’s level to determine the difficulty of building or repairing it.

Sometimes, if the item is artistic in nature, the GM will add to the difficulty and time required. For example, a crude wooden stool might be hammered together in an hour. A beautiful finished piece might take a week or longer and would require more skill on the part of the crafter.

The GM is free to overrule some attempts at creation, building, or repair, requiring that the character have a certain level of skill, proper tools and materials, and so forth.

A level 0 object requires no skill to make and is easily found in most locations. Sling stones and firewood are level 0 items—producing them is routine. Making a torch from spare wood and oil-soaked cloth is simple, so it’s a level 1 object. Making an arrow or a spear is fairly standard but not simple, so it’s a level 2 object.

Generally speaking, a device to be crafted requires materials equal to its level and all the levels below it. So a level 5 device requires level 5 material, level 4 material, level 3 material, level 2 material, and level 1 material (and, technically, level 0 material).

The GM and players can gloss over much of the crafting details, if desired. Gathering all the materials to make a mundane item might not be worth playing out—but then again, it might be. For example, making a wooden spear in a forest isn’t very interesting, but what if the characters have to make a spear in a treeless desert? Finding the wreckage of something made of wood or forcing a PC to fashion a spear out of the bones of a large beast could be interesting situations.

Circumstances really matter. For example, sewing a dress by hand might take five times as long (or more) as using a sewing machine.

The time required to create an item is up to the GM, but the guidelines in the crafting table are a good starting point. Generally, repairing an item takes somewhere between half the creation time and the full creation time, depending on the item, the aspect that needs repairing, and the circumstances. For example, if creating an item takes one hour, repairing it takes thirty minutes to one hour.

The GM is free to overrule some attempts at creation, building, or repair, requiring that the character have a certain level of skill, proper tools and materials, and so forth.

Sometimes a GM will allow a rush job if the circumstances warrant it. This is different than using skill to reduce the time required. In this case, the quality of the item is affected. Let’s say that a character needs to create a tool that will cut through solid steel with a laser (a level 7 item), but they have to do it in one day. The GM might allow it, but the device might be extremely volatile, inflicting damage on the user, or it might work only once. The device is still considered a level 7 item to create in all other respects. Sometimes the GM will rule that reducing the time is not possible. For example, a single human can’t make a chainmail vest in one hour without some kind of machine to help.

Note: Erratum

The rules mention “using skill to reduce the time required” to craft an object. This was cut from the first edition rulebook:

“A character can reduce the time or materials needed instead of the difficulty (again, with GM approval, and if it makes sense to do so). A trained fletcher making arrows (level 2 items) could attempt a difficulty 2 task rather than a difficulty 1 task to create an arrow in fifteen minutes instead of an hour, or to create it in an hour but with substandard (level 1) materials. However, sometimes the GM will rule that reducing the time is not possible. For example, a single human can’t make a chainmail vest in one hour without some kind of machine to help.”

Possible crafting skills include:

@UUID[Compendium.cyphersystem-compendium.crafting-skills.7BUvkxuA2jCU8eqK]{Armoring} @UUID[Compendium.cyphersystem-compendium.crafting-skills.vFZ9YGa70efAWVpN]{Bowyering/fletching} @UUID[Compendium.cyphersystem-compendium.crafting-skills.Mh8fZ6svg8OSnsX3]{Chemistry} @UUID[Compendium.cyphersystem-compendium.crafting-skills.uGEL7zHPjaKA5kbN]{Computer science} @UUID[Compendium.cyphersystem-compendium.crafting-skills.g4qZmxAyRzrKZDzh]{Electronics} @UUID[Compendium.cyphersystem-compendium.crafting-skills.cFbEQnj0w4Q4AEFs]{Engines} @UUID[Compendium.cyphersystem-compendium.crafting-skills.LsykgiEBrwXM8x8x]{Genetic engineering} @UUID[Compendium.cyphersystem-compendium.crafting-skills.sedcB5ntUixkxEFn]{Glassblowing} @UUID[Compendium.cyphersystem-compendium.crafting-skills.kZSFCvecSYYsbDzX]{Gunsmithing} @UUID[Compendium.cyphersystem-compendium.crafting-skills.gH4b6MOodAZeCAod]{Leatherworking} @UUID[Compendium.cyphersystem-compendium.crafting-skills.HiAKUg3uYFmauoeJ]{Metalworking} @UUID[Compendium.cyphersystem-compendium.crafting-skills.Qs5gGKyC1qzg5DDf]{Neural engineering} @UUID[Compendium.cyphersystem-compendium.crafting-skills.dBhnKvctH1RIlolI]{Weaponsmithing} @UUID[Compendium.cyphersystem-compendium.crafting-skills.1N0N3X1Hr4uIet4P]{Woodcrafting}

Characters might try to make a cypher, an artifact, or an alien psionic starship do something other than its intended function. Sometimes, the GM will simply declare the task impossible. You can’t turn a vial of healing elixir into a two-way communicator. But most of the time, there is a chance of success.

That said, tinkering with weird stuff is not easy. Obviously, the difficulty varies from situation to situation, but difficulties starting at 7 are not unreasonable. The time, tools, and training required would be similar to the time, tools, and training needed to repair a device. If the tinkering results in a long-term benefit for the character—such as creating an artifact that they can use—the GM should require them to spend XP to make it.

Obviously, what is considered “weird stuff ” will vary from setting to setting, and sometimes the concept might not apply at all. But many times, there will be something in the setting that is too strange, too alien, too powerful, or too dangerous for PCs to mess around with (or at least mess around with easily). Einstein may have been extraordinary, but that doesn’t mean he could reverse-engineer a teleporter made in another dimension.

DifficultyCraftGeneral Time to Build
0Something extremely simple like tying a rope or finding an appropriately sized rockA few minutes at most
1TorchFive minutes
2Spear, simple shelter, piece of furnitureOne hour
3Bow, door, basic article of clothingOne day
4Sword, chainmail vestOne to two days
5Common technological item (electric light), nice piece of jewelry or art objectOne week
6Technological item (watch, transmitter), really nice piece of jewelry or art object, elegant craftworkOne month
7Technological item (computer), major work of artOne year
8Technological item (something from beyond Earth)Many years
9Technological item (something from beyond Earth)Many years
10Technological item (something from beyond Earth)Many years

Guarding

In a combat situation, a character can stand guard as their action. They do not make attacks, but all their defense tasks are eased. Further, if an NPC tries to get by them or take an action that they are guarding against, the character can attempt an eased Speed action based on the level of the NPC. Success means the NPC is prevented from taking the action; the NPC’s action that turn is wasted. This is useful for blocking a doorway, guarding a friend, and so forth.

If an NPC is standing guard, use the same procedure, but to get past the guard, the PC attempts a hindered Speed action against the NPC. For example, Diana is an NPC human with a level 3 bodyguard. The bodyguard uses their action to guard Diana. If a PC wants to attack Diana, the PC first must succeed at a difficulty 4 Speed task to get past the guard. If the PC succeeds, they can make their attack normally.

Healing

You can administer aid through bandaging and other succor, attempting to heal each patient once per day. This healing restores points to a stat Pool of your choice. Decide how many points you want to heal, and then make an Intellect action with a difficulty equal to that number. For example, if you want to heal someone for 3 points, that’s a difficulty 3 task with a target number of 9.

Interacting With Creatures

The level of the creature determines the target number, just as with combat. Thus, bribing a guard works much like punching them or affecting them with an ability. This is true of persuading someone, intimidating someone, calming a wild beast, or anything of the kind. Interaction is an Intellect task. Interacting usually requires a common language or some other way to communicate. Learning new languages is the same as learning a new skill.

Jumping

Decide how far you want to jump, and that sets the difficulty of your Might roll. For a standing jump, subtract 4 from the distance in feet to determine the difficulty of the jump. For example, jumping 10 feet (3 m) has a difficulty of 6.

If you run an immediate distance before jumping, it counts as an asset, easing the jump.

If you run a short distance before jumping, divide the jump distance (in feet) by 2 and then subtract 4 to determine the difficulty of the jump. Because you’re running an immediate distance (and then some), you also count your running as an asset. For example, jumping a distance of 20 feet (6 m) with a short running start has a difficulty of 5 (20 feet divided by 2 is 10, minus 4 is 6, minus 1 for running an immediate distance).

For a vertical jump, the distance you clear (in feet) is equal to the difficulty of the jumping task. If you run an immediate distance, it counts as an asset, easing the jump.

There’s nothing wrong with the GM simply assigning a difficulty level to a jump without worrying about the precise distance. The rules here are just so everyone has some guidelines.

Note: Addendum

Jumping Distance Table

DifficultyStandingRunning*Vertical
15 ft (1.5 m)12 ft (3.6 m)1 ft (0.3 m)
26 ft (1.8 m)14 ft (4.2 m)2 ft (0.6 m)
37 ft (2.1 m)16 ft (4.8 m)3 ft (0.9 m)
48 ft (2.4 m)18 ft (5.4 m)4 ft (1.2 m)
59 ft (2.7 m)20 ft (6 m)5 ft (1.5 m)
610 ft (3 m)22 ft (6.6 m)6 ft (1.8 m)
711 ft (3.3 m)24 ft (7.2 m)7 ft (2.1 m)
812 ft (3.6 m)26 ft (7.8 m)8 ft (2.4 m)
913 ft (3.9 m)28 ft (8.4 m)9 ft (2.7 m)
1014 ft (4.2 m)30 ft (9 m)10 ft (3 m)
1115 ft (4.5 m)32 ft (9.6 m)11 ft (3.3 m)
1216 ft (4.8 m)34 ft (10.2 m)12 ft (3.6 m)
1317 ft (5.1 m)36 ft (10.8 m)13 ft (3.9 m)
1418 ft (5.4 m)38 ft (11.4 m)14 ft (4.2 m)
1519 ft (5.7 m)40 ft (12 m)15 ft (4.5 m)

* Short distance. Already includes the asset for running an immediate distance.

Looking or Listening

Generally, the GM will describe any sight or sound that’s not purposefully difficult to detect. But if you want to look for a hidden enemy, search for a secret panel, or listen for someone sneaking up on you, make an Intellect roll. If it’s a creature, its level determines the difficulty of your roll. If it’s something else, the GM determines the difficulty of your roll.

Moving a Heavy Object

You can push or pull something very heavy and move it an immediate distance as your action.

The weight of the object determines the difficulty of the Might roll to move it; every 50 pounds (23 kg) hinders the task by one step. So moving something that weighs 150 pounds (68 kg) is difficulty 3, and moving something that weighs 400 pounds (180 kg) is difficulty 8. If you can ease the task to 0, you can move a heavy object up to a short distance as your action.

Operating or Disabling a Device, or Picking a Lock

As with figuring out a device, the level of the device usually determines the difficulty of the Intellect roll. Unless a device is very complex, the GM will often rule that once you figure it out, no roll is needed to operate it except under special circumstances. So if the PCs figure out how to use a hovercraft, they can operate it. If they are attacked, they might need to roll to ensure that they don’t crash the vehicle into a wall while trying to avoid being hit.

Unlike operating a device, disabling a device or picking a lock usually require rolls. These actions often involve special tools and assume that the character is not trying to destroy the device or lock. (A PC who is attempting to destroy it probably should make a Might roll to smash it rather than a Speed or Intellect roll requiring patience and know-how.)

Riding or Piloting

If you’re riding an animal that’s trained to be a mount, or driving or piloting a vehicle, you don’t need to make a roll to do something routine such as going from point A to point B (just as you wouldn’t need to make a roll to walk there). However, staying mounted during a fight or doing something tricky with a vehicle requires a Speed roll to succeed. A saddle or other appropriate gear is an asset and eases the task.

DifficultyManeuver
0Riding
1Staying on the mount (including a motorcycle or similar vehicle) in a battle or other difficult situation
3Staying on a mount (including a motorcycle or similar vehicle) when you take damage
4Mounting a moving steed
4Making an abrupt turn with a vehicle while moving fast
4Getting a vehicle to move twice as fast as normal for one round
5Coaxing a mount to move or jump twice as fast or far as normal for one round
5Making a long jump with a vehicle not intended to go airborne (like a car) and remaining in control

Sneaking

The difficulty of sneaking by a creature is determined by its level. Sneaking is a Speed roll. Moving at half speed eases the sneaking task. Appropriate camouflage or other gear may count as an asset and ease the task, as will dim lighting conditions and having plenty of things to hide behind.

Swimming

If you’re simply swimming from one place to another, such as across a calm river or lake, use the standard movement rules, noting the fact that your character is in deep water. However, sometimes, special circumstances require a Might roll to make progress while swimming, such as when trying to avoid a current or being dragged into a whirlpool.

Understanding, Identifying, or Remembering

When characters try to identify or figure out how to use a device, the level of the device determines the difficulty. For a bit of knowledge, the GM determines the difficulty.

DifficultyKnowledge
0Common knowledge
1Simple knowledge
3Something a scholar probably knows
5Something even a scholar might not know
7Knowledge very few people possess
10Completely lost knowledge

Vehicular Movement

Vehicles move just like creatures. Each has a movement rate, which indicates how far it can move in a round. Most vehicles require a driver, and when moving, they usually require that the driver spends every action controlling the movement. This is a routine task that rarely requires a roll. Any round not spent driving the vehicle hinders the task in the next round and precludes any change in speed or direction. In other words, driving down the road normally is difficulty 0. Spending an action to retrieve a backpack from the back seat means that in the following round, the driver must attempt a difficulty 1 task. If they instead use their action to pull a handgun from the backpack, in the next round the difficulty to drive will be 2, and so on. Failure results are based on the situation but might involve a collision or something similar.

In a vehicular chase, drivers attempt Speed actions just like in a regular chase, but the task may be based either on the level of the driver (modified by the level and movement rate of the vehicle) or on the level of the vehicle (modified by the level of the driver). So if a PC driving a typical car is chasing a level 3 NPC driving a level 5 sports car, the PC would make three chase rolls with a difficulty of 5. If the PC’s car is a souped-up custom vehicle, it might grant the PC an asset in the chase. If the PC is not in a car at all, but riding a bicycle, it might hinder the chase rolls by two or three steps, or the GM might simply rule that it’s impossible.

Vehicular Combat

Much of the time, a fight between foes in cars, boats, or other vehicles is just like any other combat situation. The combatants probably have cover and are moving fast. Attacks to disable a vehicle or a portion of it are based on the level of the vehicle. If the vehicle is an armored car or a tank, all attacks are likely aimed at the vehicle, which has a level and probably an appropriate Armor rating, not unlike a creature.

The only time this isn’t true is with battles where only vehicles and not characters are involved. Thus, if the PCs are in a shootout with bank robbers and both groups are in cars, use the standard rules. However, battles between starships of various kinds—from gigantic capital ships to single-pilot fighters—are a frequent occurrence in far-future science fiction settings. A submarine battle between two deep sea craft could be quite exciting. Characters in a modern-day game might find themselves in a tank fight. If PCs are involved in combat in which they are entirely enclosed in vehicles (so that it’s not really the characters fighting, but the vehicles), use the following quick and easy guidelines.

On this scale, combat between vehicles isn’t like traditional combat. Don’t worry about health, Armor, or anything like that. Instead, just compare the levels of the vehicles involved. If the PCs’ vehicle has the higher level, the difference in levels is how many steps the PCs’ attack and defense rolls are eased. If the PCs’ vehicle has the lower level, their rolls are hindered. If the levels are the same, there is no modification.

These attack and defense rolls are modified by skill and Effort, as usual. Some vehicles also have superior weapons, which ease the attack (since there is no “damage” amount to worry about), but this circumstance is probably uncommon in this abstract system and should not affect the difficulty by more than one or maybe two steps. Further, if two vehicles coordinate their attack against one vehicle, the attack is eased. If three or more vehicles coordinate, the attack is eased by two steps.

The attacker must try to target a specific system on or portion of an enemy vehicle. This hinders the attack based on the system or portion targeted.

That’s a lot of modifications. But it’s not really that hard. Let’s look at an example of a space battle. A PC in a small level 2 fighter attacks a level 4 frigate. Since the frigate is level 4, the difficulty of the attack starts at 4. But the attacking craft is weaker than the defender, so the attack is hindered equal to the difference in their levels (2). The fighter pilot must make a difficulty 6 attack on the frigate. However, the fighter is trying to swoop in and damage the frigate’s drive, which hinders the attack by another three steps, for a total difficulty of 9. If the fighter pilot is trained in space combat, they reduce the difficulty to 8, but it’s still impossible without help. So let’s say that two other PCs—also in level 2 fighters—join in and coordinate their attack. Three ships coordinating an attack on one target eases the task by two steps, resulting in a final difficulty of 6. Still, the attacking PC would be wise to use Effort.

Then the frigate retaliates, and the PC needs to make a defense roll. The level difference between the ships (2) means the PC’s defense is hindered by two steps, so the difficulty of the PC’s defense roll starts out at 6. But the frigate tries to take out the fighter’s weapons, hindering their attack (easing the PC’s defense) by two steps. Thus, the PC needs to succeed at a difficulty 4 task or lose their main weapons systems.

It’s important to remember that a failed attack doesn’t always mean a miss. The target ship might rock and reel from the hit, but the bulk of the damage was absorbed by the shields, so there’s no significant damage.

This bare-bones system should allow the GM and players to flesh out exciting encounters involving the whole group. For example, perhaps while one PC pilots a ship, another mans the guns, and another frantically attempts to repair damage to the maneuvering thrusters before they crash into the space station they’re trying to defend.

During a vehicular battle, particularly a space battle, there’s a lot of chatter about shields failing, hull integrity, being outmaneuvered, coming in too fast, and whatnot. These sorts of details are great, but they’re all flavor, so they’re represented in the rules generally, rather than specifically.

For more details about vehicles, refer to the appropriate Genre chapter.

Training in driving makes the character practiced in using a vehicle as a weapon. If the vehicle is used to run over a victim or ram an enemy vehicle, treat a motorcycle as a medium weapon and treat a car or truck as a heavy weapon.

Targeting TaskAttack HinderedEffect
Disable weaponsTwo stepsOne or more of the vehicle’s weapons no longer function

Disable defenses
(if applicable)

Two stepsAttacks against the vehicle are eased
Disable engine/driveThree stepsVehicle cannot move, or movement is hampered
Disable maneuverabilityTwo stepsVehicle cannot alter its present course
Strike power core or vital spotFive stepsVehicle is completely destroyed

Followers

Player characters have the option to gain followers as they advance in tier, as provided by type or focus special abilities. Followers do not need to be paid, fed, or housed, though a character who gains followers can certainly make such arrangements if they wish. A follower is someone whom a character has inspired (or asked) to come work with the character for a time, aiding them in a variety of endeavors. A follower puts the PC’s interests ahead of, or at least on par with, their own.

The PC generally makes rolls for their follower when the follower takes actions, though usually a follower’s modifications provide an asset to a specific action taken by the PC they follow.

If a follower dies, the character gains a new one after at least two weeks and proper recruitment.

Modifications: A follower can help a PC in one or more tasks, granting the PC an asset to that task. The level of the follower indicates the number of different tasks they can help with. The tasks that the follower is able to help with are predetermined, usually chosen by the PC when they gain the follower. A level 2 follower who the player determines is a spy could grant a PC an asset on two different tasks, such as stealth and deception. Followers cannot help with tasks that they don’t have modifications for; for the purpose of helping, treat the follower as if they had inabilities in all nonmodified tasks.

When the follower acts autonomously rather than helping the PC, they act like a normal NPC that has modifications. Thus, the modification increases their effective level for the associated task by one step. For example, the level 2 spy follower with modifications for stealth and deception attempts stealth and deception tasks as if they were level 3 and all other tasks as level 2.

Follower Assets to Combat and Defense: A follower cannot grant an asset to a character’s attacks or defense until the follower is level 3 or higher. Even then, the follower can help with attacks and defense only if they have a modification for that kind of task.

Some abilities may grant a special exception to this rule. For instance, the Serv-0 Defender ability gives your level 1 Serv-0 follower (a machine companion) a modification for Speed defense.

Follower Level Progression: A follower increases in level by 1 each time a PC advances two tiers after gaining that follower. When the follower gains a level, the PC also chooses the task that the follower gains a modification for.

Exceptional Follower: When a character gains a follower, there’s a small chance that the follower will be exceptional in some way, a cut above other followers of their kind. The GM determines when an exceptional follower is found, possibly as an additional reward for smart or engaging roleplaying where the PCs impress or otherwise positively interact with one or more NPCs, some of whom may later go on to become one of their followers. An exceptional follower has the same qualities as a regular follower but is 1 level higher.

Pet: Any PC can potentially gain a pet, though a pet typically doesn’t provide modifications. If a character wants a pet that can do this, they must gain the pet through an an ability or focus that grants followers. On the other hand, a well-cared-for pet grants an asset to a PC’s tasks related to achieving peace of mind, finding comfort, and resisting loneliness.

Breathing Life Into Followers

The modifications provided by followers could come across as fairly dry and mechanical. To avoid that, you could present each follower in a way that makes them more compelling and interesting. Here are a few examples of how to describe a follower, depending on their mix of modifications.

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This section explains how to create characters to play in a Cypher System game. This involves a series of decisions that will shape your character, so the more you understand what kind of character you want to play, the easier character creation will be. The process involves understanding the values of three game statistics and choosing three aspects that determine your character’s capabilities.

Character Stats

Every player character has three defining characteristics, which are typically called “statistics” or “stats.” These stats are Might, Speed, and Intellect. They are broad categories that cover many different but related aspects of a character.

Might

Might defines how strong and durable your character is. The concepts of strength, endurance, constitution, hardiness, and physical prowess are all folded into this one stat. Might isn’t relative to size; instead, it’s an absolute measurement. An elephant has more Might than the mightiest tiger, which has more Might than the mightiest rat, which has more Might than the mightiest spider.

Might governs actions from forcing doors open to walking for days without food to resisting disease. It’s also the primary means of determining how much damage your character can sustain in a dangerous situation. Physical characters, tough characters, and characters interested in fighting should focus on Might.

Might could be thought of as Might/Health because it governs how strong you are and how much physical punishment you can take.

Speed

Speed describes how fast and physically coordinated your character is. The stat embodies quickness, movement, dexterity, and reflexes. Speed governs such divergent actions as dodging attacks, sneaking around quietly, and throwing a ball accurately. It helps determine whether you can move farther on your turn. Nimble, fast, or sneaky characters will want good Speed stats, as will those interested in ranged combat.

Speed could be thought of as Speed/Agility because it governs your overall swiftness and reflexes.

Intellect

This stat determines how smart, knowledgeable, and likable your character is. It includes intelligence, wisdom, charisma, education, reasoning, wit, willpower, and charm. Intellect governs solving puzzles, remembering facts, telling convincing lies, and using mental powers. Characters interested in communicating effectively, being learned scholars, or wielding supernatural powers should stress their Intellect stat.

Intellect could be thought of as Intellect/Personality because it governs both intelligence and charisma.

Pool, Edge, and Effort

Each of the three stats has two components: Pool and Edge. Your Pool represents your raw, innate ability, and your Edge represents knowing how to use what you have. A third element ties into this concept: Effort. When your character really needs to accomplish a task, you apply Effort.

Your stat Pools, as well as your Effort and Edge, are determined by the character type, descriptor, and focus that you choose. Within those guidelines, however, you have a lot of flexibility in how you develop your character.

Pool

Your Pool is the most basic measurement of a stat. Comparing the Pools of two creatures will give you a general sense of which creature is superior in that stat. For example, a character who has a Might Pool of 16 is stronger (in a basic sense) than a character who has a Might Pool of 12. Most characters start with a Pool of 9 to 12 in most stats—that’s the average range.

When your character is injured, sickened, or attacked, you temporarily lose points from one of your stat Pools. The nature of the attack determines which Pool loses points. For example, physical damage from a sword reduces your Might Pool, a poison that makes you clumsy reduces your Speed Pool, and a psionic blast reduces your Intellect Pool. You can also spend points from one of your stat Pools to decrease a task’s difficulty (see Effort, below). You can rest to recover lost points from a stat Pool, and some special abilities or cyphers might allow you to recover lost points quickly.

Edge

Although your Pool is the basic measurement of a stat, your Edge is also important. When something requires you to spend points from a stat Pool, your Edge for that stat reduces the cost. It also reduces the cost of applying Effort to a roll.

For example, let’s say you have a mental blast ability, and activating it costs 1 point from your Intellect Pool. Subtract your Intellect Edge from the activation cost, and the result is how many points you must spend to use the mental blast. If using your Edge reduces the cost to 0, you can use the ability for free.

Your Edge can be different for each stat. For example, you could have a Might Edge of 1, a Speed Edge of 1, and an Intellect Edge of 0. You’ll always have an Edge of at least 1 in one stat. Your Edge for a stat reduces the cost of spending points from that stat Pool, but not from other Pools. Your Might Edge reduces the cost of spending points from your Might Pool, but it doesn’t affect your Speed Pool or Intellect Pool. Once a stat’s Edge reaches 3, you can apply one level of Effort for free.

A character who has a low Might Pool but a high Might Edge has the potential to perform Might actions consistently better than a character who has a Might Edge of 0. The high Edge will let them reduce the cost of spending points from the Pool, which means they’ll have more points available to spend on applying Effort.

Effort

When your character really needs to accomplish a task, you can apply Effort. For a beginning character, applying Effort requires spending 3 points from the stat Pool appropriate to the action. Thus, if your character tries to dodge an attack (a Speed roll) and wants to increase the chance for success, you can apply Effort by spending 3 points from your Speed Pool. Effort eases the task by one step. This is called applying one level of Effort.

You don’t have to apply Effort if you don’t want to. If you choose to apply Effort to a task, you must do it before you attempt the roll—you can’t roll first and then decide to apply Effort if you rolled poorly.

Applying more Effort can lower a task’s difficulty further: each additional level of Effort eases the task by another step. Applying one level of Effort eases the task by one step, applying two levels eases the task by two steps, and so on. However, each level of Effort after the first costs only 2 points from the stat Pool instead of 3. So applying two levels of Effort costs 5 points (3 for the first level plus 2 for the second level), applying three levels costs 7 points (3 plus 2 plus 2), and so on.

Every character has an Effort score, which indicates the maximum number of levels of Effort that can be applied to a roll. A beginning (first-tier) character has an Effort of 1, meaning you can apply only one level of Effort to a roll. A more experienced character has a higher Effort score and can apply more levels of Effort to a roll. For example, a character who has an Effort of 3 can apply up to three levels of Effort to reduce a task’s difficulty.

When you apply Effort, subtract your relevant Edge from the total cost of applying Effort. For example, let’s say you need to make a Speed roll. To increase your chance for success, you decide to apply one level of Effort, which will ease the task. Normally, that would cost 3 points from your Speed Pool. However, you have a Speed Edge of 2, so you subtract that from the cost. Thus, applying Effort to the roll costs only 1 point from your Speed Pool.

What if you applied two levels of Effort to the Speed roll instead of just one? That would ease the task by two steps. Normally, it would cost 5 points from your Speed Pool, but after subtracting your Speed Edge of 2, it costs only 3 points.

Once a stat’s Edge reaches 3, you can apply one level of Effort for free. For example, if you have a Speed Edge of 3 and you apply one level of Effort to a Speed roll, it costs you 0 points from your Speed Pool. (Normally, applying one level of Effort would cost 3 points, but you subtract your Speed Edge from that cost, reducing it to 0.)

Skills and other advantages also ease a task, and you can use them in conjunction with Effort. In addition, your character might have special abilities or equipment that allow you to apply Effort to accomplish a special effect, such as knocking down a foe with an attack or affecting multiple targets with a power that normally affects only one.

When applying Effort to melee attacks, you have the option of spending points from either your Might Pool or your Speed Pool. When making ranged attacks, you may spend points only from your Speed Pool. This reflects that with melee you sometimes use brute force and sometimes use finesse, but with ranged attacks, it’s always about careful targeting.

Effort and Damage

Instead of applying Effort to ease your attack, you can apply Effort to increase the amount of damage you inflict with an attack. For each level of Effort you apply in this way, you inflict 3 additional points of damage. This works for any kind of attack that inflicts damage, whether a sword, a crossbow, a mind blast, or something else.

When using Effort to increase the damage of an area attack, such as the explosion created by an Adept’s Concussion ability, you inflict 2 additional points of damage instead of 3 points. However, the additional points are dealt to all targets in the area. Further, even if one or more of the targets resist the attack, they still take 1 point of damage.

Multiple Uses of Effort and Edge

If your Effort is 2 or higher, you can apply Effort to multiple aspects of a single action. For example, if you make an attack, you can apply Effort to your attack roll and apply Effort to increase the damage.

The total amount of Effort you apply can’t be higher than your Effort score. For example, if your Effort is 2, you can apply up to two levels of Effort. You could apply one level to an attack roll and one level to its damage, two levels to the attack and no levels to the damage, or no levels to the attack and two levels to the damage.

You can use Edge for a particular stat only once per action. For example, if you apply Effort to a Might attack roll and to your damage, you can use your Might Edge to reduce the cost of one of those uses of Effort, not both. If you spend 1 Intellect point to activate your mind blast and one level of Effort to ease the attack roll, you can use your Intellect Edge to reduce the cost of one of those things, not both.

Stat Examples

A beginning character is fighting a giant rat. The PC stabs their spear at the rat, which is a level 2 creature and thus has a target number of 6. The character stands atop a boulder and strikes downward at the beast, and the GM rules that this helpful tactic is an asset that eases the attack by one step (to difficulty 1). That lowers the target number to 3. Attacking with a spear is a Might action; the character has a Might Pool of 11 and a Might Edge of 0. Before making the roll, they decide to apply a level of Effort to ease the attack. That costs 3 points from their Might Pool, reducing the Pool to 8. But the points are well spent. Applying the Effort lowers the difficulty from 1 to 0, so no roll is needed—the attack automatically succeeds.

Another character is attempting to convince a guard to let them into a private office to speak to an influential noble. The GM rules that this is an Intellect action. The character is third tier and has an Effort of 3, an Intellect Pool of 13, and an Intellect Edge of 1. Before making the roll, they must decide whether to apply Effort. They can choose to apply one, two, or three levels of Effort, or apply none at all. This action is important to them, so they decide to apply two levels of Effort, easing the task by two steps. Thanks to their Intellect Edge, applying the Effort costs only 4 points from their Intellect Pool (3 points for the first level of Effort plus 2 points for the second level minus 1 point for their Edge). Spending those points reduces their Intellect Pool to 9. The GM decides that convincing the guard is a difficulty 3 (demanding) task with a target number of 9; applying two levels of Effort reduces the difficulty to 1 (simple) and the target number to 3. The player rolls a d20 and gets an 8. Because this result is at least equal to the target number of the task, they succeed. However, if they had not applied some Effort, they would have failed because their roll (8) would have been less than the task’s original target number (9).

Character Tiers

Every character starts the game at the first tier. Tier is a measurement of power, toughness, and ability. Characters can advance up to the sixth tier. As your character advances to higher tiers, you gain more abilities, increase your Effort, and can improve a stat’s Edge or increase a stat. Generally speaking, even first-tier characters are already quite capable. It’s safe to assume that they’ve already got some experience under their belt. This is not a “zero to hero” progression, but rather an instance of competent people refining and honing their capabilities and knowledge. Advancing to higher tiers is not really the goal of Cypher System characters, but rather a representation of how characters progress in a story.

To progress to the next tier, characters earn experience points (XP) by pursuing character arcs, going on adventures, and discovering new things—the system is about both discovery and exploration, as well as achieving personal goals. Experience points have many uses, and one use is to purchase character benefits. After your character purchases four character benefits, they advance to the next tier. Each benefit costs 4 XP, and you can purchase them in any order, but you must purchase one of each kind of benefit (and then advance to the next tier) before you can purchase the same benefit again. The four character benefits are as follows.

Increasing Capabilities: You gain 4 points to add to your stat Pools. You can allocate the points among the Pools however you wish.

Moving Toward Perfection: You add 1 to your Might Edge, your Speed Edge, or your Intellect Edge (your choice).

Extra Effort: Your Effort score increases by 1.

Skills: You become trained in one skill of your choice, other than attacks or defense. As described in Rules of the Game, a character trained in a skill treats the difficulty of a related task as one step lower than normal. The skill you choose for this benefit can be anything you wish, such as climbing, jumping, persuading, or sneaking. You can also choose to be knowledgeable in a certain area of lore, such as history or geology. You can even choose a skill based on your character’s special abilities. For example, if your character can make an Intellect roll to blast an enemy with mental force, you can become trained in using that ability, easing the task of using it. If you choose a skill that you are already trained in, you become specialized in that skill, easing related tasks by two steps instead of one.

Skills are a broad category of things your character can learn and accomplish. For a list of sample skills, see below.

Other Options: Players can also spend 4 XP to purchase other special options in lieu of gaining a new skill. Selecting any of these options counts as the skill benefit necessary to advance to the next tier. The special options are as follows:

Note: Erratum

The other options are described a bit differently in the Experience Points chapter. There you can buy other options in lieu of any of the above options, not only in lieu of gaining a new skill. There’s also the possibility to buy focus abilities of tiers 3 and 6. The description in the Experience Points chapter seems to be the correct one.

Character Descriptor, Type, and Focus

To create your character, you build a simple statement that describes them. The statement takes this form: “I am a [fill in an adjective here] [fill in a noun here] who [fill in a verb here].”

Thus: “I am an adjective noun who verbs.” For example, you might say, “I am a Rugged Warrior who Controls Beasts” or “I am a Charming Explorer who Focuses Mind Over Matter.”

In this sentence, the adjective is called your descriptor.

The noun is your character type.

The verb is called your focus.

Even though character type is in the middle of the sentence, that’s where we’ll start this discussion. (Just as in a sentence, the noun provides the foundation.)

Your character type is the core of your character. In some roleplaying games, it might be called your character class. Your type helps determine your character’s place in the world and relationship with other people in the setting. It’s the noun of the sentence “I am an adjective noun who verbs.”

You can choose from four character types: Warriors, Adepts, Explorers, and Speakers.

Your descriptor defines your character—it colors everything you do. Your descriptor places your character in the situation (the first adventure, which starts the campaign) and helps provide motivation. It’s the adjective of the sentence “I am an adjective noun who verbs.”

Unless your GM says otherwise, you can choose from any of the character descriptors.

Focus is what your character does best. Focus gives your character specificity and provides interesting new abilities that might come in handy. Your focus also helps you understand how you relate with the other player characters in your group. It’s the verb of the sentence “I am an adjective noun who verbs.”

There are many character foci. The ones you choose from will probably depend on the setting and genre of your game.

You can use the Flavors chapter to slightly modify character types to customize them for different genres.

Special Abilities

Character types and foci grant PCs special abilities at each new tier. Using these abilities usually costs points from your stat Pools; the cost is listed in parentheses after the ability name. Your Edge in the appropriate stat can reduce the cost of the ability, but remember that you can apply Edge only once per action. For example, let’s say an Adept with an Intellect Edge of 2 wants to use their Onslaught ability to create a bolt of force, which costs 1 Intellect point. They also want to increase the damage from the attack by using a level of Effort, which costs 3 Intellect points. The total cost for their action is 2 points from their Intellect Pool (1 point for the bolt of force, plus 3 points for using Effort, minus 2 points from their Edge).

Sometimes the point cost for an ability has a + sign after the number. For example, the cost might be given as “2+ Intellect points.” That means you can spend more points or more levels of Effort to improve the ability further, as explained in the ability description.

Many special abilities grant a character the option to perform an action that they couldn’t normally do, such as projecting rays of cold or attacking multiple foes at once. Using one of these abilities is an action unto itself, and the end of the ability’s description says “Action” to remind you. It also might provide more information about when or how you perform the action.

Some special abilities allow you to perform a familiar action—one that you can already do—in a different way. For example, an ability might let you wear heavy armor, reduce the difficulty of Speed defense rolls, or add 2 points of fire damage to your weapon damage. These abilities are called enablers. Using one of these abilities is not considered an action. Enablers either function constantly (such as being able to wear heavy armor, which isn’t an action) or happen as part of another action (such as adding fire damage to your weapon damage, which happens as part of your attack action). If a special ability is an enabler, the end of the ability’s description says “Enabler” to remind you.

Some abilities specify a duration, but you can always end one of your own abilities anytime you wish.

Because the Cypher System covers so many genres, not all of the descriptors, types, and foci might be available for players. The GM will decide what’s available in their particular game and whether anything is modified, and they’ll let the players know.

Skills

Sometimes your character gains training in a specific skill or task. For example, your focus might mean that you’re trained in sneaking, in climbing and jumping, or in social interactions. Other times, your character can choose a skill to become trained in, and you can pick a skill that relates to any task you think you might face.

The Cypher System has no definitive list of skills. However, the following list offers ideas:

@UUID[Compendium.cyphersystem-compendium.basic-skills.kEz6uQxk1unTXSNm]{Astronomy} @UUID[Compendium.cyphersystem-compendium.basic-skills.fwktascgpe8DprA9]{Balancing} @UUID[Compendium.cyphersystem-compendium.basic-skills.qIkIjledDIy71P6m]{Biology} @UUID[Compendium.cyphersystem-compendium.basic-skills.YVOjYbyRzCYVxd4I]{Botany} @UUID[Compendium.cyphersystem-compendium.basic-skills.ybR56wJ9gjEiBBeS]{Carrying} @UUID[Compendium.cyphersystem-compendium.basic-skills.jMju5yGMFFfxmpK4]{Climbing} @UUID[Compendium.cyphersystem-compendium.basic-skills.NaKiOXzse6HzKjoU]{Computers} @UUID[Compendium.cyphersystem-compendium.basic-skills.eeHdJpr4k8hYtGr5]{Deceiving} @UUID[Compendium.cyphersystem-compendium.basic-skills.DraIKUQRw8KrnC4o]{Disguise} @UUID[Compendium.cyphersystem-compendium.basic-skills.Pjj8dKkUIGbXbAtj]{Escaping} @UUID[Compendium.cyphersystem-compendium.basic-skills.6e83HnGZvltsanfE]{Geography} @UUID[Compendium.cyphersystem-compendium.basic-skills.z1y5D9aLUU6RJSaU]{Geology} @UUID[Compendium.cyphersystem-compendium.basic-skills.vxW0N1vEdwK4MVjD]{Healing} @UUID[Compendium.cyphersystem-compendium.basic-skills.RnsLhB3rhJUC0Euk]{History} @UUID[Compendium.cyphersystem-compendium.basic-skills.QonPVHzXrzIN29lf]{Identifying} @UUID[Compendium.cyphersystem-compendium.basic-skills.gbWPNb1uKsRtZWSL]{Initiative} @UUID[Compendium.cyphersystem-compendium.basic-skills.tZ7PdXuWQyRMo0Rh]{Intimidation} @UUID[Compendium.cyphersystem-compendium.basic-skills.MrGl25gzZk4uu7BR]{Jumping} @UUID[Compendium.cyphersystem-compendium.basic-skills.bBrJqSuoQ6PmRqH5]{Leatherworking} @UUID[Compendium.cyphersystem-compendium.basic-skills.BATb9zx3L6oB2J0H]{Lockpicking} @UUID[Compendium.cyphersystem-compendium.basic-skills.E3swDJUDkKbo5K6S]{Machinery} @UUID[Compendium.cyphersystem-compendium.basic-skills.N45sgegH563KWZPR]{Metalworking} @UUID[Compendium.cyphersystem-compendium.basic-skills.rH5FwMXGaNn21DZD]{Perception} @UUID[Compendium.cyphersystem-compendium.basic-skills.CYciueF3uoV3azbx]{Persuasion} @UUID[Compendium.cyphersystem-compendium.basic-skills.zhQK4a79V1U6iuq8]{Philosophy} @UUID[Compendium.cyphersystem-compendium.basic-skills.OzVTO7QBg6okJ7Wf]{Physics} @UUID[Compendium.cyphersystem-compendium.basic-skills.L5fWzlqtfmdwZ2bC]{Pickpocketing} @UUID[Compendium.cyphersystem-compendium.basic-skills.FDS0OTDYEmGsv2Xe]{Piloting} @UUID[Compendium.cyphersystem-compendium.basic-skills.T9qrqrrHhuA3ad6S]{Repairing} @UUID[Compendium.cyphersystem-compendium.basic-skills.JZF2fos5oJ3sEVhC]{Riding} @UUID[Compendium.cyphersystem-compendium.basic-skills.y0gHR7IwScnB2Ebi]{Smashing} @UUID[Compendium.cyphersystem-compendium.basic-skills.Q9tfUkhYGRJ5Df42]{Sneaking} @UUID[Compendium.cyphersystem-compendium.basic-skills.duTx0BwgmC1Gw3Ze]{Stealth} @UUID[Compendium.cyphersystem-compendium.basic-skills.bDIjaLnoMQAS99GH]{Swimming} @UUID[Compendium.cyphersystem-compendium.basic-skills.iaW1Bm0sA2cE3iLa]{Vehicle driving} @UUID[Compendium.cyphersystem-compendium.basic-skills.Yn7G03hmz9uLOnhp]{Woodworking}

You could choose a skill that incorporates more than one of these areas (interacting might include deceiving, intimidation, and persuasion) or that is a more specific version of one (hiding might be sneaking when you’re not moving). You could also make up more general professional skills, such as baker, sailor, or lumberjack. If you want to choose a skill that’s not on this list, it’s probably best to run it past the GM first, but in general, the most important thing is to choose skills that are appropriate to your character.

Remember that if you gain a skill that you’re already trained in, you become specialized in that skill. Because skill descriptions can be nebulous, determining whether you’re trained or specialized might take some thinking. For example, if you’re trained in lying and later gain an ability that grants you skill with all social interactions, you become specialized in lying and trained in all other types of interactions. Being trained three times in a skill is no better than being trained twice (in other words, specialized is as good as it gets).

Only skills gained through character type abilities or other rare instances allow you to become skilled with attack or defense tasks.

If you gain a special ability through your type, your focus, or some other aspect of your character, you can choose it in place of a skill and become trained or specialized in that ability. For example, if you have a mind blast, when it’s time to choose a skill to be trained in, you can select your mind blast as your skill. That would ease the attack every time you used it. Each ability you have counts as a separate skill for this purpose. You can’t select “all mind powers” or “all spells” as one skill and become trained or specialized in such a broad category.

In most campaigns, fluency in a language is considered a skill. So if you want to speak French, that’s the same as being trained in biology or swimming.

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Character type is the core of your character. Your type helps determine your character’s place in the world and relationship with other people in the setting. It’s the noun of the sentence “I am an adjective noun who verbs.”

In some roleplaying games, your character type might be called your character class.

You can choose from four character types: Warrior, Adept, Explorer, and Speaker. However, you may not want to use these generic names for them. This chapter offers a few more specific names for each type that might be more appropriate to various genres. You’ll find that names like “Warrior” or “Explorer” don’t always feel right, particularly in games set in modern times. As always, you’re free to do as you wish. (Your type is who your character is. You should use whatever name you want for your type, as long as it fits both your character and the setting.)

Since the type is the basis upon which your whole character is built, it’s important to consider how the type relates to the chosen setting. To help with this, types are actually general archetypes. A Warrior, for example, might be anyone from a knight in shining armor to a cop on the streets to a grizzled cybernetic veteran of a thousand futuristic wars.

To further massage the four types for better use in various settings, different methods called flavors are presented in Flavors to help slightly tailor the types toward fantasy, science fiction, or other genres (or to address different character concepts).

Finally, more fundamental options for further customization are provided at the end of this chapter.

Player Intrusion

A player intrusion is the player choosing to alter something in the campaign, making things easier for a player character. Conceptually, it is the reverse of a GM intrusion: instead of the GM giving the player XP and introducing an unexpected complication for a character, the player spends 1 XP and presents a solution to a problem or complication. What a player intrusion can do usually introduces a change to the world or current circumstances rather than directly changing the character. For instance, an intrusion indicating that the cypher just used still has an additional use would be appropriate, but an intrusion that heals the character would not. If a player has no XP to spend, they can’t use a player intrusion.

A few player intrusion examples are provided under each type. That said, not every player intrusion listed there is appropriate for all situations. The GM may allow players to come up with other player intrusion suggestions, but the GM is the final arbiter of whether the suggested intrusion is appropriate for the character’s type and suitable for the situation. If the GM refuses the intrusion, the player doesn’t spend the 1 XP, and the intrusion doesn’t occur.

Using an intrusion does not require a character to use an action to trigger it. A player intrusion just happens.

Player intrusions should be limited to no more than one per player per session.

Defense Tasks

Defense tasks are when a player makes a roll to keep something undesirable from happening to their PC. The type of defense task matters when using Effort.

@UUID[Compendium.cyphersystem-compendium.basic-skills.Q0vfmbqehJw0jYBa]{Might defense}: Used for resisting poison, disease, and anything else that can be overcome with strength and health.

@UUID[Compendium.cyphersystem-compendium.basic-skills.FXYWkXG7Iq6Wm1pS]{Speed defense}: Used for dodging attacks and escaping danger. This is by far the most commonly used defense task.

@UUID[Compendium.cyphersystem-compendium.basic-skills.5X8qgmSuvRVNTiaP]{Intellect defense}: Used for fending off mental attacks or anything that might affect or influence one’s mind.

Warrior

Fantasy/Fairy tale: Warrior, fighter, swordsman, knight, barbarian, soldier, myrmidon, valkyrie

Modern/Horror/Romance: police officer, soldier, watchman, detective, guard, brawler, tough, athlete

Science fiction: security officer, warrior, trooper, soldier, merc

Superhero/Post-Apocalyptic: hero, brick, bruiser

You’re a good ally to have in a fight. You know how to use weapons and defend yourself. Depending on the genre and setting in question, this might mean wielding a sword and shield in the gladiatorial arena, an AK-47 and a bandolier of grenades in a savage firefight, or a blaster rifle and powered armor when exploring an alien planet.

Individual Role: Warriors are physical, action-oriented people. They’re more likely to overcome a challenge using force than by other means, and they often take the most straightforward path toward their goals.

Group Role: Warriors usually take and deal the most punishment in a dangerous situation. Often it falls on them to protect the other group members from threats. This sometimes means that warriors take on leadership roles as well, at least in combat and other times of danger.

Societal Role: Warriors aren’t always soldiers or mercenaries. Anyone who is ready for violence, or even potential violence, might be a Warrior in the general sense. This includes guards, watchmen, police officers, sailors, or people in other roles or professions who know how to defend themselves with skill.

Advanced Warriors: As warriors advance, their skill in battle—whether defending themselves or dishing out damage—increases to impressive levels. At higher tiers, they can often take on groups of foes by themselves or stand toe to toe with anyone.

Warrior Background Connection

Your type helps determine the connection you have to the setting. Roll a d20 or choose from the following list to determine a specific fact about your background that provides a connection to the rest of the world. You can also create your own fact.

@UUID[Compendium.cyphersystem-compendium.cypher-roll-tables.sEDd1gQiT9UHF023]{Warrior Background Connection}

Warrior Player Intrusions

You can spend 1 XP to use one of the following player intrusions, provided the situation is appropriate and the GM agrees.

Perfect Setup: You’re fighting at least three foes and each one is standing in exactly the right spot for you to use a move you trained in long ago, allowing you to attack all three as a single action. Make a separate attack roll for each foe. You remain limited by the amount of Effort you can apply on one action.

Old Friend: A comrade in arms from your past shows up unexpectedly and provides aid in whatever you’re doing. They are on a mission of their own and can’t stay longer than it takes to help out, chat for a while after, and perhaps share a quick meal.

Weapon Break: Your foe’s weapon has a weak spot. In the course of the combat, it quickly becomes damaged and moves two steps down the object damage track.

Warrior Stat Pools

StatPool Starting Value
Might10
Speed10
Intellect8

You get 6 additional points to divide among your stat Pools however you wish.

First-Tier Warrior

First-tier warriors have the following abilities:

Effort: Your Effort is 1.

Physical Nature: You have a Might Edge of 1 and a Speed Edge of 0, or you have a Might Edge of 0 and a Speed Edge of 1. Either way, you have an Intellect Edge of 0.

Cypher Use: You can bear two cyphers at a time.

Weapons: You become practiced with @UUID[Compendium.cyphersystem-compendium.basic-skills.GA74AkWhC7i4Z8sZ]{light}, @UUID[Compendium.cyphersystem-compendium.basic-skills.wHxvX2zJOKo27GBe]{medium}, and @UUID[Compendium.cyphersystem-compendium.basic-skills.d554SLnkyNqPDDOc]{heavy weapons} and suffer no penalty when using any kind of weapon. Enabler.

Starting Equipment: Appropriate clothing and two weapons of your choice, plus one expensive item, two moderately priced items, and up to four inexpensive items.

Special Abilities: Choose four of the abilities listed below. You can’t choose the same ability more than once unless its description says otherwise. The full description for each listed ability can be found in Abilities, which also has descriptions for flavor and focus abilities in a single vast catalog.

@UUID[Compendium.cyphersystem-compendium.abilities.7BS6IEcYlEp5v3OC]{Bash} @UUID[Compendium.cyphersystem-compendium.abilities.2x7nMe9ZGp3VjI8B]{Combat Prowess} @UUID[Compendium.cyphersystem-compendium.abilities.6cMg5QXB71YNgoaM]{Control the Field} @UUID[Compendium.cyphersystem-compendium.abilities.7X2zbrkFSNbyhA5G]{Improved Edge} @UUID[Compendium.cyphersystem-compendium.abilities.YZB37b80VQGMUscp]{No Need for Weapons} @UUID[Compendium.cyphersystem-compendium.abilities.o2iiTUXdkMPREkvK]{Overwatch} @UUID[Compendium.cyphersystem-compendium.abilities.noCgrKbB370cfzQg]{Physical Skills} @UUID[Compendium.cyphersystem-compendium.abilities.o2ZDoteWQsFsqTJr]{Practiced in Armor} @UUID[Compendium.cyphersystem-compendium.abilities.yszDDDpH6m16dEoV]{Quick Throw} @UUID[Compendium.cyphersystem-compendium.abilities.8hiUfUNY3u2IpVDa]{Swipe} @UUID[Compendium.cyphersystem-compendium.abilities.uatcX3o1oB2Stc4u]{Trained Without Armor}

Second-Tier Warrior

Choose two of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.EERMWn1af0S8wAWN]{Crushing Blow} @UUID[Compendium.cyphersystem-compendium.abilities.S3L1oym8fpx0NsAc]{Hemorrhage} @UUID[Compendium.cyphersystem-compendium.abilities.szw7tHW0OjI2fjpJ]{Reload} @UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks} @UUID[Compendium.cyphersystem-compendium.abilities.CtRvLxfUlCynJv1B]{Skill With Defense} @UUID[Compendium.cyphersystem-compendium.abilities.36nlDXhOP5e5dfns]{Successive Attack}

Third-Tier Warrior

Choose three of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.Rr4oB1lUzuzFHNHQ]{Deadly Aim} @UUID[Compendium.cyphersystem-compendium.abilities.M49EI6qapNJC2aLR]{Energy Resistance} @UUID[Compendium.cyphersystem-compendium.abilities.4eCjeGPA0ovnwIfu]{Experienced in Armor} @UUID[Compendium.cyphersystem-compendium.abilities.u1GhDcfpVXITVtOc]{Expert Cypher Use} @UUID[Compendium.cyphersystem-compendium.abilities.73miZT5kYFyxnPOT]{Fury} @UUID[Compendium.cyphersystem-compendium.abilities.bPr34XiLw2Dqb4VJ]{Lunge} @UUID[Compendium.cyphersystem-compendium.abilities.XqGE5QLHnpIKB5rB]{Reaction} @UUID[Compendium.cyphersystem-compendium.abilities.t3zUlk8c5WEBXXO8]{Seize the Moment} @UUID[Compendium.cyphersystem-compendium.abilities.bkQnnjRFJS9VpaY5]{Slice} @UUID[Compendium.cyphersystem-compendium.abilities.YIzrA5i8eBSPMFzj]{Spray} @UUID[Compendium.cyphersystem-compendium.abilities.4s3SAqu0lb5qzfzL]{Trick Shot} @UUID[Compendium.cyphersystem-compendium.abilities.DhbLcVuqEZmS6Z2y]{Vigilance}

Fourth-Tier Warrior

Choose two of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.M5QroBlhUCULt6MD]{Amazing Effort} @UUID[Compendium.cyphersystem-compendium.abilities.gNRMG3mJTzWaCGph]{Capable Warrior} @UUID[Compendium.cyphersystem-compendium.abilities.GlXd4oFI9Fqq3rAX]{Experienced Defender} @UUID[Compendium.cyphersystem-compendium.abilities.RO8dmB90aRPOmCuJ]{Feint} @UUID[Compendium.cyphersystem-compendium.abilities.mUizWF7k2XD7ykRJ]{Increased Effects} @UUID[Compendium.cyphersystem-compendium.abilities.PTVAJGFiXDueX8az]{Momentum} @UUID[Compendium.cyphersystem-compendium.abilities.blm1Z8JxvWOiFf0b]{Pry Open} @UUID[Compendium.cyphersystem-compendium.abilities.yJDNsRAG3Elm6PWp]{Snipe} @UUID[Compendium.cyphersystem-compendium.abilities.wxAZnuQkvWosLzkN]{Tough As Nails}

Fifth-Tier Warrior

Choose three of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.M0pjZXQ9996hfUPs]{Adroit Cypher Use} @UUID[Compendium.cyphersystem-compendium.abilities.WrJDw2X8JHcljjP4]{Arc Spray} @UUID[Compendium.cyphersystem-compendium.abilities.t6VEEwEsQUIImebW]{Improved Success} @UUID[Compendium.cyphersystem-compendium.abilities.IFb8NX06xgWM7H98]{Jump Attack} @UUID[Compendium.cyphersystem-compendium.abilities.4k5JFV78A5SiPjFo]{Mastery in Armor} @UUID[Compendium.cyphersystem-compendium.abilities.kNSRytTtQX0rU3aE]{Mastery With Attacks} @UUID[Compendium.cyphersystem-compendium.abilities.LTqgcoprvBF2ZkdH]{Mastery With Defense} @UUID[Compendium.cyphersystem-compendium.abilities.AmZDmnmP7CxSSN4h]{Parry}

Remember that at higher tiers, you can choose special abilities from lower tiers. This is sometimes the best way to ensure that you have exactly the character you want. This is particularly true with abilities that grant skills, which can usually be taken multiple times.

Sixth-Tier Warrior

Choose two of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.MQewTo9NscKVUUNz]{Again and Again} @UUID[Compendium.cyphersystem-compendium.abilities.syJ3mkT2hHR2MY3o]{Finishing Blow} @UUID[Compendium.cyphersystem-compendium.abilities.Cz0KkzZPnlX1oTYz]{Magnificent Moment} @UUID[Compendium.cyphersystem-compendium.abilities.KNElOxbWobS1ygLv]{Murderer} @UUID[Compendium.cyphersystem-compendium.abilities.KDZeCZJxjCQzlTxA]{Spin Attack} @UUID[Compendium.cyphersystem-compendium.abilities.s8NShtaUrW0Oxolo]{Weapon and Body}

Warrior Example

Ray wants to create a Warrior character for a modern campaign. He decides that the character is an ex-military fellow who is fast and strong. He puts 3 of his additional points into his Might Pool and 3 into his Speed Pool; his stat Pools are now Might 13, Speed 13, and Intellect 8. As a first-tier character, his Effort is 1, his Might Edge is 1, and his Speed Edge and Intellect Edge are both 0. His character is not particularly smart or charismatic.

He wants to use a large combat knife (a medium weapon that inflicts 4 points of damage) and a .357 Magnum (a heavy pistol that inflicts 6 points of damage but requires the use of both hands). Ray decides not to wear armor, as it’s not really appropriate to the setting, so for his first ability, he chooses Trained Without Armor so he eases Speed defense actions. For his second ability, he chooses Combat Prowess so he can inflict extra damage with his big knife.

Ray wants to be fast as well as tough, so he selects Improved Edge. This gives him a Speed Edge of 1. He rounds out his character with Physical Skills and chooses swimming and running.

The Warrior can bear two cyphers. The GM decides that Ray’s first cypher is a pill that restores 6 points of Might when swallowed, and his second is a small, easily concealed grenade that explodes like a firebomb when thrown, inflicting 3 points of damage to all within immediate range.

Ray still needs to choose a descriptor and a focus. Looking ahead to the descriptor rules, Ray chooses Strong, which increases his Might Pool to 17. He also becomes trained in jumping and breaking inanimate objects. (If he had chosen jumping as one of his physical skills, the Strong descriptor would have made him specialized in jumping instead of trained.) Being Strong also gives Ray an extra medium or heavy weapon. He chooses a baseball bat that he’ll use in a pinch. He keeps it in the trunk of his car.

For his focus, Ray chooses Masters Weaponry. This gives him yet another weapon of high quality. He chooses another combat knife and asks the GM if he could use it in his left hand—not to make attacks, but as a shield. This will ease his Speed defense rolls if he has both knives out (the “shield” counts as an asset). The GM agrees. During the game, Ray’s Warrior will be hard to hit—he is trained in Speed defense rolls, and his extra knife eases his defense rolls by another step.

Thanks to his focus, he also inflicts 1 additional point of damage with his chosen weapon. Now he inflicts 6 points of damage with his blade. Ray’s character is a deadly combatant, likely starting the game with a reputation as a knife fighter.

For his character arc, Ray chooses Defeat a Foe. That foe, he decides, is none other than someone in his company who was once a friend but went rogue.

Adept

Fantasy/Fairy tale: wizard, mage, sorcerer, cleric, druid, seer, diabolist, fey-touched

Modern/Horror/Romance: psychic, occultist, witch, practitioner, medium, fringe scientist

Science fiction: psion, psionicist, telepath, seeker, master, scanner, ESPer, abomination

Superhero/Post-Apocalyptic: mage, sorcerer, power-wielder, master, psion, telepath

You master powers or abilities outside the experience, understanding, and sometimes belief of others. They might be magic, psychic powers, mutant abilities, or just a wide variety of intricate devices, depending on the setting. (“Magic” here is a term used very loosely. It’s a catch-all for the kinds of wondrous, possibly supernatural things that your character can do that others cannot. It might actually be an expression of technological devices, channeling spirits, mutations, psionics, nanotechnology, or any number of other sources.)

Individual Role: Adepts are usually thoughtful, intelligent types. They often think carefully before acting and rely heavily on their supernatural abilities.

Group Role: Adepts are not powerful in straightforward combat, although they often wield abilities that provide excellent combat support, both offensively and defensively. They sometimes possess abilities that facilitate overcoming challenges. For example, if the group must get through a locked door, an Adept might be able to destroy it or teleport everyone to the other side.

Societal Role: In settings where the supernatural is rare, strange, or feared, Adepts are likely rare and feared as well. They remain hidden, shadowy figures. When this is not the case, Adepts are more likely to be common and forthright. They might even take leadership roles.

Advanced Adepts: Even at low tiers, Adept powers are impressive. Higher-tier Adepts can accomplish amazing deeds that can reshape matter and the environment around them.

Adepts are almost always emblematic of the paranormal or superhuman in some way—wizards, psychics, or something similar. If the game you’re playing has none of that, an Adept could be a charlatan mimicking such abilities with tricks and hidden devices, or a gadgeteer character with a “utility belt” full of oddments. Or a game like that might not have Adepts. That’s okay too.

Adept Background Connection

Your type helps determine the connection you have to the setting. Roll a d20 or choose from the following list to determine a specific fact about your background that provides a connection to the rest of the world. You can also create your own fact.

@UUID[Compendium.cyphersystem-compendium.cypher-roll-tables.ldbXbEteJgHbIdZe]{Adept Background Connection}

Adept Player Intrusions

When playing an Adept, you can spend 1 XP to use one of the following player intrusions, provided the situation is appropriate and the GM agrees.

Advantageous Malfunction: A device being used against you malfunctions. It might harm the user or one of their allies for a round, or activate a dramatic and distracting side effect for a few rounds.

Convenient Idea: A flash of insight provides you with a clear answer or suggests a course of action with regard to an urgent question, problem, or obstacle you’re facing.

Inexplicably Unbroken: An inactive, ruined, or presumed-destroyed device temporarily activates and performs a useful function relevant to the situation. This is enough to buy you some time for a better solution, alleviate a complication that was interfering with your abilities, or just get you one more use out of a depleted cypher or artifact.

Adept Stat Pools

StatPool Starting Value
Might7
Speed9
Intellect12

You get 6 additional points to divide among your stat Pools however you wish.

First-Tier Adept

First-tier Adepts have the following abilities:

Effort: Your Effort is 1.

Genius: You have an Intellect Edge of 1, a Might Edge of 0, and a Speed Edge of 0.

Expert Cypher Use: You can bear three cyphers at a time.

Starting Equipment: Appropriate clothing, plus two expensive items, two moderately priced items, and up to four inexpensive items of your choice.

Weapons: You can use @UUID[Compendium.cyphersystem-compendium.basic-skills.GA74AkWhC7i4Z8sZ]{light weapons} without penalty. You have an inability with @UUID[Compendium.cyphersystem-compendium.inabilities.Zjign4M9GqTvD348]{medium weapons} and @UUID[Compendium.cyphersystem-compendium.inabilities.aMGYdfzCgfYqtHuJ]{heavy weapons}; your attacks with medium and heavy weapons are hindered.

Special Abilities: Choose four of the abilities listed below. You can’t choose the same ability more than once unless its description says otherwise. The full description for each listed ability can be found in Abilities, which also has descriptions for flavor and focus abilities in a single vast catalog.

Adept abilities require at least one free hand unless the GM says otherwise.

@UUID[Compendium.cyphersystem-compendium.abilities.6qCR3kBqCVYDlEOl]{Distortion} @UUID[Compendium.cyphersystem-compendium.abilities.TmWjWp4iWk4GMLN0]{Erase Memories} @UUID[Compendium.cyphersystem-compendium.abilities.gP8HCn8FPeg49V7M]{Far Step} @UUID[Compendium.cyphersystem-compendium.abilities.zArjjFcf9tHQvJTx]{Hedge Magic} @UUID[Compendium.cyphersystem-compendium.abilities.XQxN55rl0f5HFxEM]{Magic Training} @UUID[Compendium.cyphersystem-compendium.abilities.FE1Ge8CbJxQcCo0b]{Onslaught} @UUID[Compendium.cyphersystem-compendium.abilities.Myt0JUt24B8hjYAg]{Push} @UUID[Compendium.cyphersystem-compendium.abilities.Q8xKsSOvoFWL1ePP]{Resonance Field} @UUID[Compendium.cyphersystem-compendium.abilities.OPvXaxuRIVXLmkWl]{Scan} @UUID[Compendium.cyphersystem-compendium.abilities.nptFEdFaUvjDeqAz]{Shatter} @UUID[Compendium.cyphersystem-compendium.abilities.59mslpID7ogppzMA]{Ward}

Second-Tier Adept

Choose one of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.wWN4y4rATxbtMCMo]{Adaptation} @UUID[Compendium.cyphersystem-compendium.abilities.o7kTUAFonv5HPi07]{Cutting Light} @UUID[Compendium.cyphersystem-compendium.abilities.UCR0rx32kEsTcgnF]{Hover} @UUID[Compendium.cyphersystem-compendium.abilities.W5Zt9qDKCtNr49BC]{Mind Reading} @UUID[Compendium.cyphersystem-compendium.abilities.fzx429jdEdbd0tHy]{Retrieve Memories} @UUID[Compendium.cyphersystem-compendium.abilities.Uti1XQwY4VFZwwwc]{Reveal} @UUID[Compendium.cyphersystem-compendium.abilities.pdNI9QMKmDwu8gza]{Stasis}

Third-Tier Adept

Choose two of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.M0pjZXQ9996hfUPs]{Adroit Cypher Use} @UUID[Compendium.cyphersystem-compendium.abilities.Mj6yJZwRmdXaVwh8]{Countermeasures} @UUID[Compendium.cyphersystem-compendium.abilities.yz1w8JR23mtlDX49]{Energy Protection} @UUID[Compendium.cyphersystem-compendium.abilities.AUGM3xEluWJi4Y8h]{Fire and Ice} @UUID[Compendium.cyphersystem-compendium.abilities.yPVZmXWhUxustVdq]{Force Field Barrier} @UUID[Compendium.cyphersystem-compendium.abilities.bzy1KzO0oPmZGu2b]{Sensor} @UUID[Compendium.cyphersystem-compendium.abilities.q80xvRDX6XwFXgma]{Targeting Eye}

Fourth-Tier Adept

Choose one of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.iTxEWRCR8G5Rych2]{Death Touch} @UUID[Compendium.cyphersystem-compendium.abilities.VEJQ74o175OnlIAm]{Exile} @UUID[Compendium.cyphersystem-compendium.abilities.wvlSlYCJyrJuFqtn]{Invisibility} @UUID[Compendium.cyphersystem-compendium.abilities.whVEpvOjmGs3fpcD]{Matter Cloud} @UUID[Compendium.cyphersystem-compendium.abilities.Vcfc6yjbqX6WSzCf]{Mind Control} @UUID[Compendium.cyphersystem-compendium.abilities.8QwoYVraOedgr9kB]{Projection} @UUID[Compendium.cyphersystem-compendium.abilities.y1bQFSBlwMbUico5]{Rapid Processing} @UUID[Compendium.cyphersystem-compendium.abilities.iroL3TcKD9dpulhW]{Regeneration} @UUID[Compendium.cyphersystem-compendium.abilities.YFbC1HRis4SpZgrS]{Reshape} @UUID[Compendium.cyphersystem-compendium.abilities.KGz0rK4b2dAt0DaX]{Wormhole}

Fifth-Tier Adept

Choose two of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.NCXCkCYeZw8qlazG]{Absorb Energy} @UUID[Compendium.cyphersystem-compendium.abilities.PZBKCtRj5S6ULnjo]{Concussion} @UUID[Compendium.cyphersystem-compendium.abilities.8SDpRRzZRF73zLsF]{Conjuration} @UUID[Compendium.cyphersystem-compendium.abilities.HuhNjMfMxPkTlERH]{Create} @UUID[Compendium.cyphersystem-compendium.abilities.D4JFKjeVDkx9Xfnf]{Dust to Dust} @UUID[Compendium.cyphersystem-compendium.abilities.wlkPdME0r3hx9VbE]{Knowing the Unknown} @UUID[Compendium.cyphersystem-compendium.abilities.K4XRiZlFRakz6j98]{Master Cypher Use} @UUID[Compendium.cyphersystem-compendium.abilities.IN3VI2LxDyYGbqnN]{Teleportation} @UUID[Compendium.cyphersystem-compendium.abilities.MGzAkRaGd4LgfQti]{True Senses}

Sixth-Tier Adept

Choose one of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.tvlNZboSbKCHttjs]{Control Weather} @UUID[Compendium.cyphersystem-compendium.abilities.jhdgI9rV2mpH6JQU]{Earthquake} @UUID[Compendium.cyphersystem-compendium.abilities.8OmtJRuoKRzuGfh8]{Move Mountains} @UUID[Compendium.cyphersystem-compendium.abilities.PlKwEwo6ilGqwxwI]{Traverse the Worlds} @UUID[Compendium.cyphersystem-compendium.abilities.gETtOLyLYRVk53dP]{Usurp Cypher}

Adept Example

Jen wants to create an Adept—a sorcerer for a fantasy campaign. She decides to be somewhat well rounded, so she puts 2 of her additional points into each stat Pool, giving her a Might Pool of 9, a Speed Pool of 11, and an Intellect Pool of 14. Her Adept is smart and quick. She has an Intellect Edge of 1, a Might Edge of 0, and a Speed Edge of 0. As a first-tier character, her Effort is 1. As her initial abilities, she chooses Onslaught and Ward, giving her a strong offense and defense. She also chooses Magic Training and rounds out her character with Scan, which she hopes will be useful in gaining insight and information. For this character, Onslaught, Ward, and Scan are all spells she has mastered through years of training and study.

She can bear three cyphers. The GM gives her a potion that acts as a short-range teleporter, a small charm that restores 5 points to her Intellect Pool, and a fluid-filled flask that explodes like a fiery bomb. Jen’s sorcerer is skilled with light weapons, so she chooses a dagger.

For her descriptor, Jen chooses Graceful, which adds 2 points to her Speed Pool, bringing it to 13. That descriptor means she is trained in balancing and anything requiring careful movements, physical performing arts, and Speed defense tasks. Perhaps she is a dancer. In fact, she begins to develop a backstory that involves graceful, lithe movements that she incorporates into her spells.

For her focus, she chooses Leads. This gives her training in social interactions, which again helps round her out—she’s good in all kinds of situations. Moreover, she has the Good Advice ability, which enables her to be a focal point of her group.

Her spells and focus abilities cost Intellect points to activate, so she’s glad to have a lot of points in her Intellect Pool. In addition, her Intellect Edge will help reduce those costs. If she uses her Onslaught force blast without applying Effort, it costs 0 Intellect points and deals 4 points of damage. Her Intellect Edge will allow her to save points to devote toward applying Effort for other purposes, perhaps to boost the accuracy of Onslaught.

For her character arc, Jen chooses Aid a Friend. She decides that when her sorcerer character was young, she had a magical mentor. That mentor was later taken prisoner by a demon, so her character is always looking for clues on how to find the demon and release her friend from bondage.

GMs are always free to pre-select a type’s special abilities at a given tier to reinforce the setting. In the fantasy setting of Jen’s sorcerer, the GM might have said that all sorcerers (Adepts) start with Magic Training as one of their tier 1 abilities. This doesn’t make the character any less powerful or special, but it says something about her role in the world and expectations in the game.

Explorer

Fantasy/Fairy tale: Explorer, adventurer, delver, mystery seeker

Modern/Horror/Romance: athlete, explorer, adventurer, drifter, detective, scholar, spelunker, trailblazer, investigative reporter

Science fiction: Explorer, adventurer, wanderer, planetary specialist, xenobiologist

Superhero/Post-Apocalyptic: adventurer, crimefighter

You are a person of action and physical ability, fearlessly facing the unknown. You travel to strange, exotic, and dangerous places, and discover new things. This means you’re physical but also probably knowledgeable.

Individual Role: Although Explorers can be academics or well studied, they are first and foremost interested in action. They face grave dangers and terrible obstacles as a routine part of life.

Group Role: Explorers sometimes work alone, but far more often they operate in teams with other characters. The Explorer frequently leads the way, blazing the trail. However, they’re also likely to stop and investigate anything intriguing they stumble upon.

Societal Role: Not all Explorers are out traipsing through the wilderness or poking about an old ruin. Sometimes, an Explorer is a teacher, a scientist, a detective, or an investigative reporter. In any event, an Explorer bravely faces new challenges and gathers knowledge to share with others.

Advanced Explorers: Higher-tier Explorers gain more skills, some combat abilities, and a number of abilities that allow them to deal with danger. In short, they become more and more well-rounded, able to deal with any challenge.

Explorer Background Connection

Your type helps determine the connection you have to the setting. Roll a d20 or choose from the following list to determine a specific fact about your background that provides a connection to the rest of the world. You can also create your own fact.

@UUID[Compendium.cyphersystem-compendium.cypher-roll-tables.EPY1EXnGWOBK9kO1]{Explorer Background Connection}

Explorer Player Intrusions

When playing an Explorer, you can spend 1 XP to use one of the following player intrusions, provided the situation is appropriate and the GM agrees.

Fortuitous Malfunction: A trap or a dangerous device malfunctions before it can affect you.

Serendipitous Landmark: Just when it seems like the path is lost (or you are), a trail marker, a landmark, or simply the way the terrain or corridor bends, rises, or falls away suggests to you the best path forward, at least from this point.

Weak Strain: The poison or disease turns out not to be as debilitating or deadly as it first seemed, and inflicts only half the damage that it would have otherwise.

Explorer Stat Pools

StatPool Starting Value
Might10
Speed9
Intellect9

You get 6 additional points to divide among your stat Pools however you wish.

First-Tier Explorer

First-tier Explorers have the following abilities:

Effort: Your Effort is 1.

Physical Nature: You have a Might Edge of 1, a Speed Edge of 0, and an Intellect Edge of 0.

Cypher Use: You can bear two cyphers at a time.

Starting Equipment: Appropriate clothing and a weapon of your choice, plus two expensive items, two moderately priced items, and up to four inexpensive items.

Weapons: You can use @UUID[Compendium.cyphersystem-compendium.basic-skills.GA74AkWhC7i4Z8sZ]{light} and @UUID[Compendium.cyphersystem-compendium.basic-skills.wHxvX2zJOKo27GBe]{medium weapons} without penalty. You have an inability with @UUID[Compendium.cyphersystem-compendium.inabilities.aMGYdfzCgfYqtHuJ]{heavy weapons}; your attacks with heavy weapons are hindered.

Special Abilities: Choose four of the abilities listed below. You can’t choose the same ability more than once unless its description says otherwise. The full description for each listed ability can be found in Abilities, which also has descriptions for flavor and focus abilities in a single vast catalog.

@UUID[Compendium.cyphersystem-compendium.abilities.7OpsD4muO5HGJt29]{Block} @UUID[Compendium.cyphersystem-compendium.abilities.UyQTRi5ZwWU5tMO0]{Danger Sense} @UUID[Compendium.cyphersystem-compendium.abilities.P95xVHVxALSMjanR]{Decipher} @UUID[Compendium.cyphersystem-compendium.abilities.PqL4qr9D8QAwQhrL]{Endurance} @UUID[Compendium.cyphersystem-compendium.abilities.axI0iGYo7DjdR8Ya]{Find the Way} @UUID[Compendium.cyphersystem-compendium.abilities.Sg5WeSF04CYNEecl]{Fleet of Foot} @UUID[Compendium.cyphersystem-compendium.abilities.7X2zbrkFSNbyhA5G]{Improved Edge} @UUID[Compendium.cyphersystem-compendium.abilities.eEGFknWQZUBNXn99]{Knowledge Skills} @UUID[Compendium.cyphersystem-compendium.abilities.CBGeAZSBuymzrxDz]{Muscles of Iron} @UUID[Compendium.cyphersystem-compendium.abilities.YZB37b80VQGMUscp]{No Need for Weapons} @UUID[Compendium.cyphersystem-compendium.abilities.noCgrKbB370cfzQg]{Physical Skills} @UUID[Compendium.cyphersystem-compendium.abilities.o2ZDoteWQsFsqTJr]{Practiced in Armor} @UUID[Compendium.cyphersystem-compendium.abilities.yl2zo179wXZW5Xxc]{Practiced With All Weapons} @UUID[Compendium.cyphersystem-compendium.abilities.s2PLo9FsWBi2C1VY]{Surging Confidence} @UUID[Compendium.cyphersystem-compendium.abilities.uatcX3o1oB2Stc4u]{Trained Without Armor}

Second-Tier Explorer

Choose four of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.JkmTskE3eqcfu7dY]{Curious} @UUID[Compendium.cyphersystem-compendium.abilities.3x3gRDJejTXQPmdY]{Danger Instinct} @UUID[Compendium.cyphersystem-compendium.abilities.4yyKQYnrbL3r9gcU]{Enable Others} @UUID[Compendium.cyphersystem-compendium.abilities.uB3sVzeG2N5rkdUZ]{Escape} @UUID[Compendium.cyphersystem-compendium.abilities.RM8Fmu1IJwzBkjcM]{Eye for Detail} @UUID[Compendium.cyphersystem-compendium.abilities.U7chr7wLj7r5y0LT]{Foil Danger} @UUID[Compendium.cyphersystem-compendium.abilities.pp9NFNHKgOhRYbsY]{Hand to Eye} @UUID[Compendium.cyphersystem-compendium.abilities.romswZIOmAmtzfCL]{Investigative Skills} @UUID[Compendium.cyphersystem-compendium.abilities.euEVkth9YGYSpoJf]{Quick Recovery} @UUID[Compendium.cyphersystem-compendium.abilities.tJVu7MQ2pOhNfpUB]{Range Increase} @UUID[Compendium.cyphersystem-compendium.abilities.nOuOE3EkrNr81pSq]{Greater Skill With Defense} @UUID[Compendium.cyphersystem-compendium.abilities.gbU7mA0flUR4W8Dl]{Stand Watch} @UUID[Compendium.cyphersystem-compendium.abilities.wEjdodvc6SLf8yso]{Travel Skills} @UUID[Compendium.cyphersystem-compendium.abilities.yS1sMAZEzJbozxOZ]{Wreck}

Third-Tier Explorer

Choose three of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.wG4zveGhplNKNzuP]{Controlled Fall} @UUID[Compendium.cyphersystem-compendium.abilities.4eCjeGPA0ovnwIfu]{Experienced in Armor} @UUID[Compendium.cyphersystem-compendium.abilities.u1GhDcfpVXITVtOc]{Expert Cypher Use} @UUID[Compendium.cyphersystem-compendium.abilities.JuOmZXMt1T3tQUZ8]{Ignore the Pain} @UUID[Compendium.cyphersystem-compendium.abilities.qZOOWfFLJ1JziJpY]{Obstacle Running} @UUID[Compendium.cyphersystem-compendium.abilities.GvYXLPdpaFEMGuQR]{Resilience} @UUID[Compendium.cyphersystem-compendium.abilities.ZuX6gykVtKxiBAxR]{Run and Fight} @UUID[Compendium.cyphersystem-compendium.abilities.t3zUlk8c5WEBXXO8]{Seize the Moment} @UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks} @UUID[Compendium.cyphersystem-compendium.abilities.jmYIPbMwsq3GY3eO]{Stone Breaker} @UUID[Compendium.cyphersystem-compendium.abilities.wpA3GB5yJq9NI8QN]{Think Your Way Out} @UUID[Compendium.cyphersystem-compendium.abilities.V1ROUnWXLmLRMxXi]{Trapfinder} @UUID[Compendium.cyphersystem-compendium.abilities.6McxfJoPmf1SnbDR]{Wrest From Chance}

Fourth-Tier Explorer

Choose two of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.gNRMG3mJTzWaCGph]{Capable Warrior} @UUID[Compendium.cyphersystem-compendium.abilities.MdRdAc0qAWghMmlV]{Expert Skill} @UUID[Compendium.cyphersystem-compendium.abilities.mUizWF7k2XD7ykRJ]{Increased Effects} @UUID[Compendium.cyphersystem-compendium.abilities.lbXg8UlSCG23yxO4]{Read the Signs} @UUID[Compendium.cyphersystem-compendium.abilities.dW0rgYsx6hDA8pIB]{Runner} @UUID[Compendium.cyphersystem-compendium.abilities.3pqCkOZjnAXWIikt]{Subtle Steps} @UUID[Compendium.cyphersystem-compendium.abilities.wxAZnuQkvWosLzkN]{Tough As Nails}

Fifth-Tier Explorer

Choose three of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.M0pjZXQ9996hfUPs]{Adroit Cypher Use} @UUID[Compendium.cyphersystem-compendium.abilities.B0Tt5R1m2DsVLtPH]{Free to Move} @UUID[Compendium.cyphersystem-compendium.abilities.hhBF8re7Azmce3Y9]{Group Friendship} @UUID[Compendium.cyphersystem-compendium.abilities.KGzAHs3qln0fNDjt]{Hard to Kill} @UUID[Compendium.cyphersystem-compendium.abilities.IFb8NX06xgWM7H98]{Jump Attack} @UUID[Compendium.cyphersystem-compendium.abilities.LTqgcoprvBF2ZkdH]{Mastery With Defense} @UUID[Compendium.cyphersystem-compendium.abilities.AmZDmnmP7CxSSN4h]{Parry} @UUID[Compendium.cyphersystem-compendium.abilities.5uWcMvgh1OWvieJs]{Physically Gifted} @UUID[Compendium.cyphersystem-compendium.abilities.scceoEmEnN5MW8XT]{Take Command} @UUID[Compendium.cyphersystem-compendium.abilities.icJAWRB8Uha8CSKr]{Vigilant}

Sixth-Tier Explorer

Choose three of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.MQewTo9NscKVUUNz]{Again and Again} @UUID[Compendium.cyphersystem-compendium.abilities.tTrekc4AZbIqem5L]{Inspire Coordinated Actions} @UUID[Compendium.cyphersystem-compendium.abilities.4k5JFV78A5SiPjFo]{Mastery in Armor} @UUID[Compendium.cyphersystem-compendium.abilities.kNSRytTtQX0rU3aE]{Mastery With Attacks} @UUID[Compendium.cyphersystem-compendium.abilities.dMEqa6kAjXrHlxui]{Negate Danger} @UUID[Compendium.cyphersystem-compendium.abilities.PXvS7AatBcxH9cvZ]{Share Defense} @UUID[Compendium.cyphersystem-compendium.abilities.KDZeCZJxjCQzlTxA]{Spin Attack} @UUID[Compendium.cyphersystem-compendium.abilities.vQtVTnCecWFXkfkI]{Wild Vitality}

Explorer Example

Sam decides to create an Explorer character for a science fiction campaign. This character will be a hardy soul who explores alien worlds. They put 3 additional points into their Might Pool, 2 into their Speed Pool, and 1 into their Intellect Pool; their stat Pools are now Might 13, Speed 11, and Intellect 10. As a first-tier character, their Effort is 1, their Might Edge is 1, and their Speed Edge and Intellect Edge are 0. Their character is fairly well-rounded so far.

Sam immediately leaps in and starts choosing abilities. They pick Danger Sense and Surging Confidence, thinking those abilities will be generally useful. They also choose Practiced in Armor, reasoning that the character wears high-tech medium armor when exploring. Last, they choose Knowledge Skills and select geology and biology to help during interplanetary explorations.

Sam’s Explorer can bear two cyphers, which in this setting involve nanotechnology. The GM decides that one is a nanite injector that grants a +1 bonus to Might Edge when used, and the other is a device that can create one simple handheld object the user wishes.

Sam’s Explorer is not really geared toward fighting, but sometimes the universe is a dangerous place, so they note that they’re carrying a medium blaster as well.

Sam still needs a descriptor and a focus. Looking to the Descriptor chapter, they choose Hardy, which increases their Might Pool to 17. They also heal more quickly and can operate better when injured. They’re trained in Might defense but have an inability with initiative; however, it’s effectively canceled out by their Danger Sense (and vice versa). Sam could go back and select something else instead of Danger Sense, but they like it and decide to keep it. Overall, the descriptor ends up making the character tough but a little slow.

For their focus, Sam chooses Explores Dark Places (in this case, weird ruins of alien civilizations). This gives the character a bunch of additional skills: searching, listening, climbing, balancing, and jumping. They’re quite the capable Explorer.

For their character arc, Sam chooses Enterprise. Exploring alien places sometimes turns up strange relics, and Sam figures they might be able to set up a service to reliably transport these items to responsible third parties, rather than allow them to fall into the hands of pirates and rich private collectors. For a small fee, of course.

Speaker

Fantasy/Fairy tale: bard, speaker, skald, emissary, priest, advocate

Modern/Horror/Romance: diplomat, charmer, face, spinner, manipulator, minister, mediator, lawyer

Science fiction: diplomat, empath, glam, consul, legate

Superhero/Post-Apocalyptic: charmer, mesmerist, puppet master

You’re good with words and good with people. You talk your way past challenges and out of jams, and you get people to do what you want.

Individual Role: Speakers are smart and charismatic. They like people and, more important, they understand them. This helps speakers get others to do what needs to be done.

Group Role: The Speaker is often the face of the group, serving as the person who speaks for all and negotiates with others. Combat and action are not a Speaker’s strong suits, so other characters sometimes have to defend the Speaker in times of danger.

Societal Role: Speakers are frequently political or religious leaders. Just as often, however, they are con artists or criminals.

Advanced Speakers: Higher-tier Speakers use their abilities to control and manipulate people as well as aid and nurture their friends. They can talk their way out of danger and even use their words as weapons.

Speaker Background Connection

Your type helps determine the connection you have to the setting. Roll a d20 or choose from the following list to determine a specific fact about your background that provides a connection to the rest of the world. You can also create your own fact.

@UUID[Compendium.cyphersystem-compendium.cypher-roll-tables.zDo6fnblxkAjzvc3]{Speaker Background Connection}

Speaker Player Intrusions

When playing a Speaker, you can spend 1 XP to use one of the following player intrusions, provided the situation is appropriate and the GM agrees.

Friendly NPC: An NPC you don’t know, someone you don’t know that well, or someone you know but who hasn’t been particularly friendly in the past chooses to help you, though doesn’t necessarily explain why. Maybe they’ll ask you for a favor in return afterward, depending on how much trouble they go to.

Perfect Suggestion: A follower or other already-friendly NPC suggests a course of action with regard to an urgent question, problem, or obstacle you’re facing.

Unexpected Gift: An NPC hands you a physical gift you were not expecting, one that helps put the situation at ease if things seem strained, or provides you with a new insight for understanding the context of the situation if there’s something you’re failing to understand or grasp.

Speaker Stat Pools

StatPool Starting Value
Might8
Speed9
Intellect11

You get 6 additional points to divide among your stat Pools however you wish.

First-Tier Speaker

First-tier Speakers have the following abilities:

Effort: Your Effort is 1.

Genius: You have an Intellect Edge of 1, a Might Edge of 0, and a Speed Edge of 0.

Cypher Use: You can bear two cyphers at a time.

Weapons: You can use @UUID[Compendium.cyphersystem-compendium.basic-skills.GA74AkWhC7i4Z8sZ]{light weapons} without penalty. You have an inability with @UUID[Compendium.cyphersystem-compendium.inabilities.Zjign4M9GqTvD348]{medium} and @UUID[Compendium.cyphersystem-compendium.inabilities.aMGYdfzCgfYqtHuJ]{heavy weapons}; your attacks with medium and heavy weapons are hindered.

Starting Equipment: Appropriate clothing and a light weapon of your choice, plus two expensive items, two moderately priced items, and up to four inexpensive items.

Special Abilities: Choose four of the abilities listed below. You can’t choose the same ability more than once unless its description says otherwise. The full description for each listed ability can be found in Abilities, which also has descriptions for flavor and focus abilities in a single vast catalog.

Some Speaker abilities, like Mind Reading or True Senses, imply a supernatural element. If this is inappropriate to the character or the setting, these abilities can be replaced with something from the stealth flavor, or the GM can slightly modify them so they are based in extraordinary talents and insight rather than the supernatural.

@UUID[Compendium.cyphersystem-compendium.abilities.BlBi7qk0darLthxS]{Anecdote} @UUID[Compendium.cyphersystem-compendium.abilities.r7uNiD9CGy4G3Hoq]{Babel} @UUID[Compendium.cyphersystem-compendium.abilities.JSlr2Q6Ll1xNd8fX]{Demeanor of Command} @UUID[Compendium.cyphersystem-compendium.abilities.hYa7I52x2iwffh8C]{Encouragement} @UUID[Compendium.cyphersystem-compendium.abilities.lQ4MNmGXXNBMGsmk]{Enthrall} @UUID[Compendium.cyphersystem-compendium.abilities.TmWjWp4iWk4GMLN0]{Erase Memories} @UUID[Compendium.cyphersystem-compendium.abilities.ulHj0pzmwc515fve]{Fast Talk} @UUID[Compendium.cyphersystem-compendium.abilities.wWCehMidmvLypdxj]{Inspire Aggression} @UUID[Compendium.cyphersystem-compendium.abilities.V765JZKDKQ00Buyn]{Interaction Skills} @UUID[Compendium.cyphersystem-compendium.abilities.NhijFGxYepJtaa0r]{Practiced With Medium Weapons} @UUID[Compendium.cyphersystem-compendium.abilities.5aUrbdjSSLCRggHU]{Spin Identity} @UUID[Compendium.cyphersystem-compendium.abilities.qVlbJjB7X8R78rz0]{Terrifying Presence} @UUID[Compendium.cyphersystem-compendium.abilities.kv03xEihe4VZNkK5]{Understanding}

Second-Tier Speaker

Choose two of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.4XwwFeGO5haHxvQs]{Basic Follower} @UUID[Compendium.cyphersystem-compendium.abilities.BggeJtN5IcutwLJg]{Calm Stranger} @UUID[Compendium.cyphersystem-compendium.abilities.di7QfASecjKU8BPN]{Disincentivize} @UUID[Compendium.cyphersystem-compendium.abilities.IvKd5vkPypJbB1Ip]{Gather Intelligence} @UUID[Compendium.cyphersystem-compendium.abilities.GT0AiiarWPbGzxKs]{Impart Ideal} @UUID[Compendium.cyphersystem-compendium.abilities.DLxDL49VjUEMAjxZ]{Inspiring Ease} @UUID[Compendium.cyphersystem-compendium.abilities.V765JZKDKQ00Buyn]{Interaction Skills} @UUID[Compendium.cyphersystem-compendium.abilities.o2ZDoteWQsFsqTJr]{Practiced in Armor} @UUID[Compendium.cyphersystem-compendium.abilities.CtRvLxfUlCynJv1B]{Skill With Defense} @UUID[Compendium.cyphersystem-compendium.abilities.XntbE6mXQ4CZ6yIi]{Speedy Recovery} @UUID[Compendium.cyphersystem-compendium.abilities.UHvD5299HFbwBvpR]{Unexpected Betrayal}

Third-Tier Speaker

Choose three of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.hB1CISYVEZXEO0IV]{Accelerate} @UUID[Compendium.cyphersystem-compendium.abilities.rZsohzuwTFfghWVO]{Blend In} @UUID[Compendium.cyphersystem-compendium.abilities.NnlGdSiR9GbiTJyZ]{Discerning Mind} @UUID[Compendium.cyphersystem-compendium.abilities.u1GhDcfpVXITVtOc]{Expert Cypher Use} @UUID[Compendium.cyphersystem-compendium.abilities.ETGBAqAc1ApFH5cx]{Expert Follower} @UUID[Compendium.cyphersystem-compendium.abilities.sqiDNk5qXh9j3zwh]{Grand Deception} @UUID[Compendium.cyphersystem-compendium.abilities.1N6P5ZRogThCS0KH]{Lead by Inquiry} @UUID[Compendium.cyphersystem-compendium.abilities.W5Zt9qDKCtNr49BC]{Mind Reading} @UUID[Compendium.cyphersystem-compendium.abilities.i5BlJLgj1ayBw0uY]{Oratory} @UUID[Compendium.cyphersystem-compendium.abilities.ZqBpOAiH70SGHX8N]{Perfect Stranger} @UUID[Compendium.cyphersystem-compendium.abilities.Mac5S0sQe9Muf4Mv]{Quick Wits} @UUID[Compendium.cyphersystem-compendium.abilities.oah8DOODfphl858B]{Telling}

Fourth-Tier Speaker

Choose two of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.ZH0JbusjycG6zQf1]{Anticipate Attack} @UUID[Compendium.cyphersystem-compendium.abilities.2SiHiotGcSufnCne]{Confounding Banter} @UUID[Compendium.cyphersystem-compendium.abilities.RO8dmB90aRPOmCuJ]{Feint} @UUID[Compendium.cyphersystem-compendium.abilities.7tiGTYVXj9eHdja7]{Heightened Skills} @UUID[Compendium.cyphersystem-compendium.abilities.Je1MitN21L3lqWVF]{Psychosis} @UUID[Compendium.cyphersystem-compendium.abilities.lbXg8UlSCG23yxO4]{Read the Signs} @UUID[Compendium.cyphersystem-compendium.abilities.QFZyfDWOSEpZeQmM]{Spur Effort} @UUID[Compendium.cyphersystem-compendium.abilities.cS2p7CRfquFvR65U]{Strategize} @UUID[Compendium.cyphersystem-compendium.abilities.3wZZC07ADxO3mImS]{Suggestion}

Fifth-Tier Speaker

Choose three of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.M0pjZXQ9996hfUPs]{Adroit Cypher Use} @UUID[Compendium.cyphersystem-compendium.abilities.t3uyBYJqMApfEBWX]{Discipline of Watchfulness} @UUID[Compendium.cyphersystem-compendium.abilities.4eCjeGPA0ovnwIfu]{Experienced in Armor} @UUID[Compendium.cyphersystem-compendium.abilities.UyW320RhzarMNoss]{Flee} @UUID[Compendium.cyphersystem-compendium.abilities.xCUKzmoBKzN9gIut]{Foul Aura} @UUID[Compendium.cyphersystem-compendium.abilities.wlkPdME0r3hx9VbE]{Knowing the Unknown} @UUID[Compendium.cyphersystem-compendium.abilities.iroL3TcKD9dpulhW]{Regeneration} @UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks} @UUID[Compendium.cyphersystem-compendium.abilities.U9sgMUKkIkDIdRtK]{Stimulate}

Sixth-Tier Speaker

Choose two of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.By276DS858KmWNZq]{Assume Control} @UUID[Compendium.cyphersystem-compendium.abilities.G8waoPdWGzMl0S1n]{Battle Management} @UUID[Compendium.cyphersystem-compendium.abilities.crFxkKwBNdnD6tX4]{Crowd Control} @UUID[Compendium.cyphersystem-compendium.abilities.fPCTpU0viXXWrNs0]{Inspiring Success} @UUID[Compendium.cyphersystem-compendium.abilities.3EcnBLVtGwxpWXBW]{Recruit Deputy} @UUID[Compendium.cyphersystem-compendium.abilities.EH8OmAJaimF4MTgg]{Shatter Mind} @UUID[Compendium.cyphersystem-compendium.abilities.MGzAkRaGd4LgfQti]{True Senses} @UUID[Compendium.cyphersystem-compendium.abilities.ZTp4SZ673tDJpmuS]{Word of Command}

Speaker Example

Mary wants to create a Speaker for a Lovecraftian horror campaign. She puts 3 of her additional stat points into her Intellect Pool and 3 into her Speed Pool; her stat Pools are now Might 8, Speed 12, and Intellect 14. As a first-tier character, her Effort is 1, her Might Edge and Speed Edge are 0, and her Intellect Edge is 1. She’s smart and charismatic but not particularly tough.

Mary chooses Fast Talk and Spin Identity to help get into places and learn things she wants to know. She’s a bit of a con artist. She’s good to her friends, however, and chooses Encouragement as well. Mary rounds out her first-tier abilities with Interaction Skills (deceiving and persuasion).

A Speaker normally starts with two cyphers, but the GM rules that characters in this campaign start with only one—something creepy relating to their background. Mary’s cypher is an odd pocket watch given to her by her grandfather. She doesn’t know how or why, but when activated, the watch allows her to take twice as many actions for three rounds.

Mary’s character carries a small knife hidden in her bag in case of trouble. As a light weapon, it inflicts 2 points of damage, but attacks with it are eased.

Mary chooses Resilient for her descriptor and decides that she can probably learn the truth behind some of the strange things that she’s heard about without feeling too much trauma if it’s horrible. Resilient increases her Might Pool to 10 and her Intellect Pool to 16. She’s trained in Might and Intellect defense actions and gains an extra recovery roll each day. At first, Mary is sad that her descriptor gives her an inability in knowledge and puzzle tasks, but then she realizes that the flaw fits her character well—she’s better at getting people to tell her what she needs to know than at figuring out the information herself.

For her focus, Mary chooses Moves Like a Cat, granting her a final Speed Pool of 18 and training in balance. In the end, she’s graceful and quick, charismatic, and hardier than she initially thought thanks to her drive. She’s ready to investigate the weird.

For her character arc, Mary chooses Fall From Grace. She decides she’s had an obsession with a strange tome that’s been in her family for generations, and her character is drawn to its strange languages and rituals.

Further Customization

The rules in this section are more advanced and always involve the GM. They can be used by the GM to tailor a type to better fit the genre or setting, or by a player and a GM to tweak a character to fit a concept.

Modifying Type Aspects

The following aspects of the four character types can be modified at character creation. Other abilities should not be changed.

Stat Pools: Each character type has a starting stat Pool value. A player can exchange points between their Pools on a one-for-one basis. For example, they can trade 2 points of Might for 2 points of Speed. However, no starting stat Pool should be higher than 20.

Edge: A player can start with an Edge of 1 in whichever stat they wish.

Cypher Use: If a character gives up the ability to bear one cypher, they gain an additional skill of their choice.

Weapons: Some types have static first-tier abilities that let them use light, medium, and/or heavy weapons without a penalty. Warriors can use all weapons, Explorers can use light and medium weapons, and Adepts and Speakers can use light weapons. Any one of these weapon abilities can be sacrificed to gain training in a different skill of the player’s choice.

Drawbacks and Penalties

In addition to other customization options, a player can choose to take drawbacks or penalties to gain further advantages.

Weakness: A weakness is, essentially, the opposite of Edge. If you have a weakness of 1 in Speed, all Speed actions that require you to spend points cost 1 additional point from your Pool. At any time, a player can give their character a weakness in one stat and, in exchange, gain +1 to their Edge in one of the other two stats. So a PC can take a weakness of 1 in Speed to gain +1 to their Might Edge.

Normally, you can have a weakness only in a stat in which you have an Edge of 0. Further, you can’t have more than one weakness, and you can’t have a weakness greater than 1 unless the additional weakness comes from another source (such as a disease or disability arising from actions or conditions in the game).

Inabilities: Inabilities are like negative skills. They make one type of task harder by hindering it. If a character chooses to take an inability, they gain a skill of their choice. Normally, a character can have only one inability unless the additional inability comes from another source (such as a descriptor or a disease or disability arising from actions or conditions in the game).

","markdown":""},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"ownership":{"default":-1},"flags":{}},{"sort":600000,"name":"License","type":"text","_id":"9ZDlIEtwXjxzyyrZ","title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"

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","markdown":""},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"ownership":{"default":-1},"flags":{}},{"sort":387500,"name":"Flavor","type":"text","_id":"gUBd9dvLJ8qY0iZx","title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"

Flavors are groups of special abilities the GM and players can use to alter a character type to make it more to their liking or more appropriate to the genre or setting. For example, if a player wants to create a magic-using thief character, she could play an Adept with stealth flavoring. In a science fiction setting, a Warrior might also have knowledge of machinery, so the character could be flavored with technology.

At a given tier, abilities from a flavor are traded one for one with standard abilities from a type. So to add the Danger Sense stealth flavor ability to a Warrior, something else—perhaps Bash—must be sacrificed. Now that character can choose Danger Sense as they would any other first-tier warrior ability, but they can never choose Bash.

The GM should always be involved in flavoring a type. For example, they might know that for their science fiction game, they want a type called a “Glam,” which is a Speaker flavored with certain technology abilities—specifically those that make the character a flamboyant starship pilot. Thus, they exchange the first-tier abilities Spin Identity and Inspire Aggression for the technology flavor abilities Datajack and Tech Skills so the character can plug into the ship directly and can take piloting and computers as skills.

In the end, flavor is mostly a tool for the GM to easily create campaign-specific types by making a few slight alterations to the four base types. Although players may wish to use flavors to get the characters they want, remember that they can also shape their PCs with descriptors and foci very nicely.

The flavors available are stealth, technology, magic, combat, and skills and knowledge.

The full description for each listed ability can be found in the Abilities chapter, which also contains descriptions for type and focus abilities in a single vast catalog.

Stealth Flavor

Characters with the stealth flavor are good at sneaking around, infiltrating places they don’t belong, and deceiving others. They use these abilities in a variety of ways, including combat. An Explorer with stealth flavor might be a thief, while a Warrior with stealth flavor might be an assassin. An Explorer with stealth flavor in a superhero setting might be a crimefighter who stalks the streets at night.

First-Tier Stealth Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.UyQTRi5ZwWU5tMO0]{Danger Sense} @UUID[Compendium.cyphersystem-compendium.abilities.M2oXV5cRSdMlUZDm]{Goad} @UUID[Compendium.cyphersystem-compendium.abilities.Frxs35QkokRdure4]{Legerdemain} @UUID[Compendium.cyphersystem-compendium.abilities.90wkMwuVBaiyL9yt]{Opportunist} @UUID[Compendium.cyphersystem-compendium.abilities.QAdh0yZBjJsHdJjD]{Stealth Skills}

Second-Tier Stealth Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.dQHSDDZxJNHrHH1l]{Contortionist} @UUID[Compendium.cyphersystem-compendium.abilities.8ydN3DBdXXP24hQL]{Find an Opening} @UUID[Compendium.cyphersystem-compendium.abilities.5abCQnz5ZWvvfMro]{Get Away} @UUID[Compendium.cyphersystem-compendium.abilities.mvFsSsVjyF8iXvCe]{Sense Ambush} @UUID[Compendium.cyphersystem-compendium.abilities.uG2ACHNAPoZirp0b]{Surprise Attack}

Third-Tier Stealth Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.Uq6p6fOg9KyFcUws]{Evanesce} @UUID[Compendium.cyphersystem-compendium.abilities.XR3B0gfJtrYUAU5M]{From the Shadows} @UUID[Compendium.cyphersystem-compendium.abilities.lUkqQu1vvJe3FxfQ]{Gambler} @UUID[Compendium.cyphersystem-compendium.abilities.sM2zEDx4gRr9CuiR]{Inner Defense} @UUID[Compendium.cyphersystem-compendium.abilities.lwJAowJa4eKlcDjb]{Misdirect} @UUID[Compendium.cyphersystem-compendium.abilities.ZuX6gykVtKxiBAxR]{Run and Fight} @UUID[Compendium.cyphersystem-compendium.abilities.t3zUlk8c5WEBXXO8]{Seize the Moment}

Fourth-Tier Stealth Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.cS1RW48sdVY6ZJZd]{Ambusher} @UUID[Compendium.cyphersystem-compendium.abilities.JVvSTtYbksWJDADY]{Debilitating Strike} @UUID[Compendium.cyphersystem-compendium.abilities.cqzyNCPYVEWtucLe]{Outwit} @UUID[Compendium.cyphersystem-compendium.abilities.LojkwDtb1gHLSB6A]{Preternatural Senses} @UUID[Compendium.cyphersystem-compendium.abilities.w2aO1ZIpmBDQJXq1]{Tumbling Moves}

Fifth-Tier Stealth Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.YbYeZ0A0m96IWxwl]{Assassin Strike} @UUID[Compendium.cyphersystem-compendium.abilities.S5JTyQCNcgrXgNqf]{Mask} @UUID[Compendium.cyphersystem-compendium.abilities.G5bTthwpEf5azVHA]{Return to Sender} @UUID[Compendium.cyphersystem-compendium.abilities.bVt0TIfwtEUXvi6O]{Uncanny Luck}

Sixth-Tier Stealth Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.VVYx3J42Sj9qCQV9]{Exploit Advantage} @UUID[Compendium.cyphersystem-compendium.abilities.jrTEtAhE6GfLW7R4]{Spring Away} @UUID[Compendium.cyphersystem-compendium.abilities.cWHqKGpI5z0aiSYC]{Thief’s Luck} @UUID[Compendium.cyphersystem-compendium.abilities.aWws42dVSQjRz8Hr]{Twist of Fate}

Technology Flavor

Characters with a flavor of technology typically are from science fiction or at least modern-day settings (although anything is possible). They excel at using, dealing with, and building machines. An Explorer with technology flavor might be a starship pilot, and a Speaker flavored with technology could be a techno-priest.

Some of the less computer-oriented abilities might be appropriate for a steampunk character, while a modern-day character could use some of the abilities that don’t involve starships or ultratech.

First-Tier Technology Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.Q3DGDFwNIOjz866X]{Datajack} @UUID[Compendium.cyphersystem-compendium.abilities.z23towmNKeKJasHV]{Hacker} @UUID[Compendium.cyphersystem-compendium.abilities.rhaZSmU6dJpzMO64]{Machine Interface} @UUID[Compendium.cyphersystem-compendium.abilities.kkCW4KkWA751AeBl]{Scramble Machine} @UUID[Compendium.cyphersystem-compendium.abilities.pYsmdnNte7o5Flca]{Tech Skills} @UUID[Compendium.cyphersystem-compendium.abilities.AFfburUYwZlBFq7N]{Tinker}

Second-Tier Technology Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.7nUj7rxq4Qwg4FUM]{Distant Interface} @UUID[Compendium.cyphersystem-compendium.abilities.JK2hN1poqMLqfa1N]{Machine Efficiency} @UUID[Compendium.cyphersystem-compendium.abilities.FDG7hgrRNt4aHpP1]{Overload Machine} @UUID[Compendium.cyphersystem-compendium.abilities.v1lZkKjSCS1pjnET]{Serv-0} @UUID[Compendium.cyphersystem-compendium.abilities.XzomXctsS8NL9M7Q]{Serv-0 Defender} @UUID[Compendium.cyphersystem-compendium.abilities.x8cGd4MC9YEW9isa]{Serv-0 Repair} @UUID[Compendium.cyphersystem-compendium.abilities.k4LeTZ1lqN9L3hPS]{Tool Mastery}

Third-Tier Technology Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.7VYzHQvF1cz4cfUp]{Mechanical Telepathy} @UUID[Compendium.cyphersystem-compendium.abilities.9r6iNU2GH4oEH6vz]{Serv-0 Scanner} @UUID[Compendium.cyphersystem-compendium.abilities.hIy0GMeL8WALvhEb]{Ship Footing} @UUID[Compendium.cyphersystem-compendium.abilities.Nyt7Z1xWqmnuu265]{Shipspeak} @UUID[Compendium.cyphersystem-compendium.abilities.YIzrA5i8eBSPMFzj]{Spray}

Fourth-Tier Technology Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.2l9FIUVKimPzIXzU]{Machine Bond} @UUID[Compendium.cyphersystem-compendium.abilities.NoKdHv0FSytZR4iF]{Robot Fighter} @UUID[Compendium.cyphersystem-compendium.abilities.NcItnMHjeG9fgE1K]{Serv-0 Aim} @UUID[Compendium.cyphersystem-compendium.abilities.lPqCQOQJF0JfoFRn]{Serv-0 Brawler} @UUID[Compendium.cyphersystem-compendium.abilities.9YuQrJXAQO0qIFPj]{Serv-0 Spy}

Fifth-Tier Technology Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.FxohCBSksJIu1BSA]{Control Machine} @UUID[Compendium.cyphersystem-compendium.abilities.KQDFvUEnIWed1ebo]{Jury-Rig} @UUID[Compendium.cyphersystem-compendium.abilities.XkFsMa9e9IY2FRcN]{Machine Companion}

Sixth-Tier Technology Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.PLyxuOlieOGsJx4h]{Information Gathering} @UUID[Compendium.cyphersystem-compendium.abilities.7QTTrXnxDHskYYhj]{Master Machine}

Magic Flavor

You know a little about magic. You might not be a wizard, but you know the basics—how it works, and how to accomplish a few wondrous things. Of course, in your setting, “magic” might actually mean psychic powers, mutant abilities, weird alien tech, or anything else that produces interesting and useful effects.

An Explorer flavored with magic might be a wizard-hunter, and a Speaker with magical flavor might be a sorcerer-bard. Although an Adept flavored with magic is still an Adept, you might find that swapping some of the type’s basic abilities with those given here tailors the character in desirable ways.

First-Tier Magic Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.I9m3nOdBZ2HoEmbj]{Blessing of the Gods} @UUID[Compendium.cyphersystem-compendium.abilities.SQ4RTDwdA0yiZ81b]{Closed Mind} @UUID[Compendium.cyphersystem-compendium.abilities.bM2Y62eaUKYKdcwq]{Entangling Force} @UUID[Compendium.cyphersystem-compendium.abilities.zArjjFcf9tHQvJTx]{Hedge Magic} @UUID[Compendium.cyphersystem-compendium.abilities.XQxN55rl0f5HFxEM]{Magic Training} @UUID[Compendium.cyphersystem-compendium.abilities.TPEcyzCeC3z5FyyQ]{Mental Link} @UUID[Compendium.cyphersystem-compendium.abilities.ZsI6553CPbGi0wtx]{Premonition}

Second-Tier Magic Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.Mfebb42AE5xt7k85]{Concussive Blast} @UUID[Compendium.cyphersystem-compendium.abilities.21Bi8yur01DCYz5f]{Fetch} @UUID[Compendium.cyphersystem-compendium.abilities.4fcns7ANpZF7pHaz]{Force Field} @UUID[Compendium.cyphersystem-compendium.abilities.wNQ3q7VXtPHlPzqb]{Lock} @UUID[Compendium.cyphersystem-compendium.abilities.rRDSzPJtUCwRVXFR]{Repair Flesh}

Third-Tier Magic Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.MvyXo0ZUsxu8QQ22]{Distance Viewing} @UUID[Compendium.cyphersystem-compendium.abilities.NgHLZq3tZ3CFJvYv]{Fire Bloom} @UUID[Compendium.cyphersystem-compendium.abilities.CAh0KStmP03kgv62]{Fling} @UUID[Compendium.cyphersystem-compendium.abilities.dDhnZrzAxDvK7QYa]{Force at Distance} @UUID[Compendium.cyphersystem-compendium.abilities.wEWyNKnVgVOjsyms]{Summon Giant Spider}

Fourth-Tier Magic Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.XR8WeRW3OlbCIjlJ]{Elemental Protection} @UUID[Compendium.cyphersystem-compendium.abilities.LLvJZvzbGQOrlqoE]{Ignition} @UUID[Compendium.cyphersystem-compendium.abilities.blm1Z8JxvWOiFf0b]{Pry Open}

Fifth-Tier Magic Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.HuhNjMfMxPkTlERH]{Create} @UUID[Compendium.cyphersystem-compendium.abilities.OkKNmMvLFwHxUv2r]{Divine Intervention} @UUID[Compendium.cyphersystem-compendium.abilities.M1FHIlVPVv8O02LV]{Dragon’s Maw} @UUID[Compendium.cyphersystem-compendium.abilities.IKicLElFbkRx5IaM]{Fast Travel} @UUID[Compendium.cyphersystem-compendium.abilities.MGzAkRaGd4LgfQti]{True Senses}

Sixth-Tier Magic Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.RBOc2zxAI9xMoWqW]{Relocate} @UUID[Compendium.cyphersystem-compendium.abilities.LnZkUlKUuuD7iW3P]{Summon Demon} @UUID[Compendium.cyphersystem-compendium.abilities.PlKwEwo6ilGqwxwI]{Traverse the Worlds} @UUID[Compendium.cyphersystem-compendium.abilities.Gsre3acJaxhGBa0S]{Word of Death}

Combat Flavor

Combat flavor makes a character more martial. A Speaker with combat flavor in a fantasy setting would be a battle bard. An Explorer with combat flavor in a historical game might be a pirate. An Adept flavored with combat in a science fiction setting could be a veteran of a thousand psychic wars.

First-Tier Combat Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.UyQTRi5ZwWU5tMO0]{Danger Sense} @UUID[Compendium.cyphersystem-compendium.abilities.o2ZDoteWQsFsqTJr]{Practiced in Armor} @UUID[Compendium.cyphersystem-compendium.abilities.NhijFGxYepJtaa0r]{Practiced With Medium Weapons}

Second-Tier Combat Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.wyUQ3Atl3V1ItCFH]{Bloodlust} @UUID[Compendium.cyphersystem-compendium.abilities.2x7nMe9ZGp3VjI8B]{Combat Prowess} @UUID[Compendium.cyphersystem-compendium.abilities.uatcX3o1oB2Stc4u]{Trained Without Armor}

Third-Tier Combat Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.yl2zo179wXZW5Xxc]{Practiced With All Weapons} @UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks} @UUID[Compendium.cyphersystem-compendium.abilities.CtRvLxfUlCynJv1B]{Skill With Defense} @UUID[Compendium.cyphersystem-compendium.abilities.36nlDXhOP5e5dfns]{Successive Attack}

Fourth-Tier Combat Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.gNRMG3mJTzWaCGph]{Capable Warrior} @UUID[Compendium.cyphersystem-compendium.abilities.Rr4oB1lUzuzFHNHQ]{Deadly Aim} @UUID[Compendium.cyphersystem-compendium.abilities.73miZT5kYFyxnPOT]{Fury} @UUID[Compendium.cyphersystem-compendium.abilities.lwJAowJa4eKlcDjb]{Misdirect} @UUID[Compendium.cyphersystem-compendium.abilities.YIzrA5i8eBSPMFzj]{Spray}

Fifth-Tier Combat Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.GlXd4oFI9Fqq3rAX]{Experienced Defender} @UUID[Compendium.cyphersystem-compendium.abilities.S9QxUr8u2gtwY7ya]{Hard Target} @UUID[Compendium.cyphersystem-compendium.abilities.AmZDmnmP7CxSSN4h]{Parry}

Sixth-Tier Combat Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.oroWEBbp3cvrYwH9]{Greater Skill With Attacks} @UUID[Compendium.cyphersystem-compendium.abilities.4k5JFV78A5SiPjFo]{Mastery in Armor} @UUID[Compendium.cyphersystem-compendium.abilities.LTqgcoprvBF2ZkdH]{Mastery With Defense}

Skills and Knowledge Flavor

This flavor is for characters in roles that call for more knowledge and more real-world application of talent. It’s less flashy and dramatic than supernatural powers or the ability to hack apart multiple foes, but sometimes expertise or know-how is the real solution to a problem.

A Warrior flavored with skills and knowledge might be a military engineer. An Explorer flavored with skills and knowledge could be a field scientist. A Speaker with this flavor might be a teacher.

First-Tier Skills and Knowledge Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.V765JZKDKQ00Buyn]{Interaction Skills} @UUID[Compendium.cyphersystem-compendium.abilities.romswZIOmAmtzfCL]{Investigative Skills} @UUID[Compendium.cyphersystem-compendium.abilities.eEGFknWQZUBNXn99]{Knowledge Skills} @UUID[Compendium.cyphersystem-compendium.abilities.noCgrKbB370cfzQg]{Physical Skills} @UUID[Compendium.cyphersystem-compendium.abilities.wEjdodvc6SLf8yso]{Travel Skills}

Second-Tier Skills and Knowledge Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.jx6DFmlbQrmltHgc]{Extra Skill} @UUID[Compendium.cyphersystem-compendium.abilities.k4LeTZ1lqN9L3hPS]{Tool Mastery} @UUID[Compendium.cyphersystem-compendium.abilities.kv03xEihe4VZNkK5]{Understanding}

Third-Tier Skills and Knowledge Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.dVh39nh5ARUxreUc]{Flex Skill} @UUID[Compendium.cyphersystem-compendium.abilities.uhC4ubTGfhkNvIMX]{Improvise}

Fourth-Tier Skills and Knowledge Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.4USzF8qKs8oZJH13]{Multiple Skills} @UUID[Compendium.cyphersystem-compendium.abilities.Mac5S0sQe9Muf4Mv]{Quick Wits} @UUID[Compendium.cyphersystem-compendium.abilities.NaqoExT72j3xkWp3]{Task Specialization}

Fifth-Tier Skills and Knowledge Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.NhijFGxYepJtaa0r]{Practiced With Medium Weapons} @UUID[Compendium.cyphersystem-compendium.abilities.lbXg8UlSCG23yxO4]{Read the Signs}

Sixth-Tier Skills and Knowledge Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks} @UUID[Compendium.cyphersystem-compendium.abilities.CtRvLxfUlCynJv1B]{Skill With Defense}

","markdown":""},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"ownership":{"default":-1},"flags":{}},{"sort":393750,"name":"Descriptor","type":"text","_id":"gK5t9ActY73rBLe5","title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"

Your descriptor defines your character—it flavors everything you do. The differences between a Charming Explorer and a Vicious Explorer are considerable. The descriptor changes the way those characters go about every action. Your descriptor places your character in the situation (the first adventure, which starts the campaign) and helps provide motivation. It is the adjective of the sentence “I am an adjective noun who verbs.”

Descriptors offer a one-time package of extra abilities, skills, or modifications to your stat Pools. Not all of a descriptor’s offerings are positive character modifications. For example, some descriptors have inabilities—tasks that a character isn’t good at. You can think of inabilities as negative skills—instead of being one step better at that kind of task, you’re one step worse. If you become skilled at a task that you have an inability with, they cancel out. Remember that characters are defined as much by what they’re not good at as by what they are good at.

Descriptors also offer a few brief suggestions for how your character got involved with the rest of the group on their first adventure. You can use these, or not, as you wish.

This section details fifty descriptors. Choose one of them for your character. You can pick any descriptor you wish regardless of your type. At the end of this chapter, a few options are provided for Customizing Descriptors, including making a character’s species their descriptor.

(Your descriptor matters most when you are a beginning character. The benefits (and perhaps drawbacks) that come from your descriptor will eventually be overshadowed by the growing importance of your type and focus. However, the influence of your descriptor will remain at least somewhat important throughout your character’s life.)

Customizing Descriptors

Under the normal rules, each descriptor is based on some modification of the following guidelines:

With this general information, you can customize a descriptor, but keep in mind that a heavily customized descriptor isn’t a descriptor if it no longer says one thing about a character. It’s better to use this information to create a new descriptor that fits exactly how the player wants to portray the character.

Species as Descriptor

Sometimes, in settings that have alien or fantasy species, players want to play a member of that species rather than the default (which is usually “human”). Most of the time, this choice is one of flavor rather than game mechanics. If you’re a 7-foot-tall furry Rigellian with three eyes, that’s great, but it doesn’t change your stats or skills (though it may have roleplaying challenges).

However, sometimes being a nonhuman results in more substantive changes. A PC ogre in a fantasy setting might have the Strong or Tough descriptor, or perhaps it has a descriptor simply called Ogre, which is similar to Strong or Tough but more pronounced (with greater Might but even greater drawbacks). This would mean that instead of being a Tough Warrior who Controls Beasts, the character is an Ogre Warrior who Controls Beasts.

The Genre chapter offers a few species descriptors, but many GMs will want to create their own as suits their setting. It can’t be stressed enough, however, that nine times out of ten, in most genres, species differences aren’t significant enough to warrant this treatment. The differences between a Mysterious character and a Virtuous one are probably greater than those between an Alpha Centauran and an Earthling.

Descriptors

Appealing

You’re attractive to others, but perhaps more important, you are likeable and charismatic. You’ve got that “special something” that draws others to you. You often know just the right thing to say to make someone laugh, put them at ease, or spur them to action. People like you, want to help you, and want to be your friend.

You gain the following characteristics:

Charismatic: +2 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.iLViKiz8EUbAbChF]{Skill}: You are trained in pleasant social interactions.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.6yXynECByG8UO0IC]{Resistant to Charms}: You’re aware of how others can manipulate and charm people, and you notice when those tactics are used on you. Because of this awareness, you are trained in resisting any kind of persuasion or seduction if you wish it.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You met a total stranger (one of the other PCs) and charmed them so much that they invited you along.

  2. The PCs were looking for someone else, but you convinced them that you were perfect instead.

  3. Pure happenstance—because you just go along with the flow of things and everything usually works out.

  4. Your charismatic ways helped get one of the PCs out of a difficult spot a long time ago, and they always ask you to join them on new adventures.

Beneficent

Helping others is your calling. It’s why you’re here. Others delight in your outgoing and charitable nature, and you delight in their happiness. You’re at your best when you’re aiding people, either by explaining how they can best overcome a challenge or by demonstrating how to do so yourself.

You gain the following characteristics:

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.VRlwCOQq4321KUkM]{Generous}: Allies who have spent the last day with you add +1 to their recovery rolls.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.GVocWeYToxrIsT5M]{Altruistic}: If you’re standing next to a creature that takes damage, you can intercede and take 1 point of that damage yourself (reducing the damage inflicted on the creature by 1 point). If you have Armor, it does not provide a benefit when you use this ability.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.RSdNXeHg25zlTzza]{Skill}: You’re trained in all tasks related to pleasant social interaction, putting other people at ease, and gaining trust.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.8AmUhRVSxOZepa3T]{Helpful}: Whenever you help another character, that character gains the benefit as if you were trained even if you are not trained or specialized in the attempted task.

@UUID[Compendium.cyphersystem-compendium.inabilities.TmkpqIeOFknKujcO]{Inability}: While you are alone, all Intellect and Speed tasks are hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. Even though you didn’t know most of the other PCs beforehand, you invited yourself along on their quest.

  2. You saw the PCs struggling to overcome a problem and selflessly joined them to help.

  3. You’re nearly certain the PCs will fail without you.

  4. The choice was between your tattered life and helping others. You haven’t looked back since.

Brash

You’re a self-assertive sort, confident in your abilities, energetic, and perhaps a bit irreverent toward ideas that you don’t agree with. Some people call you bold and brave, but those you’ve put in their place might call you puffed up and arrogant. Whatever. It’s not in your nature to care what other people think about you, unless those people are your friends or family. Even someone as brash as you knows that friends sometimes have to come first.

You gain the following characteristics:

Energetic: +2 to your Speed Pool.

@UUID[Compendium.cyphersystem-compendium.basic-skills.gbWPNb1uKsRtZWSL]{Skill}: You are trained in initiative.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.J9qtYUcvomIXvpEh]{Bold}: You are trained in all actions that involve overcoming or ignoring the effects of fear or intimidation.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You noticed something weird going on, and without much thought, you jumped in with both feet.

  2. You showed up when and where you did on a dare because, hey, you don’t back down from dares.

  3. Someone called you out, but instead of walking into a fight, you walked into your current situation.

  4. You told your friend that nothing could scare you, and nothing you saw would change your mind. They brought you to your current point.

Calm

You’ve spent most of your life in sedentary pursuits—books, movies, hobbies, and so on—rather than active ones. You’re well versed in all manner of academia or other intellectual pursuits, but nothing physical. You’re not weak or feeble, necessarily (although this is a good descriptor for characters who are elderly), but you have no experience in more physical activities.

Calm is a great descriptor for characters who never intended to have adventures but were thrust into them, a trope that occurs often in modern games and particularly in horror games.

You gain the following characteristics:

Bookish: +2 to your Intellect Pool.

Skills: You are trained in four nonphysical skills of your choice.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.9BT9upa6c8kqf6kB]{Trivia}: You can come up with a random fact pertinent to the current situation when you wish it. This is always a matter of fact, not conjecture or supposition, and must be something you could have logically read or seen in the past. You can do this one time, although the ability is renewed each time you make a recovery roll.

@UUID[Compendium.cyphersystem-compendium.inabilities.WmhgwviF6ci24PJL]{Inability}: You’re just not a fighter. All physical attacks are hindered.

@UUID[Compendium.cyphersystem-compendium.inabilities.kR3req7hyQazHomU]{Inability}: You’re not the outdoorsy type. All climbing, running, jumping, and swimming tasks are hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You read about the current situation somewhere and decided to check it out for yourself.

  2. You were in the right (wrong?) place at the right (wrong?) time.

  3. While avoiding an entirely different situation, you walked into your current situation.

  4. One of the other PCs dragged you into it.

Chaotic

Danger doesn’t mean much to you, mainly because you don’t think much about repercussions. In fact, you enjoy sowing surprises, just to see what will happen. The more unexpected the result, the happier you are. Sometimes you are particularly manic, and for the sake of your companions, you restrain yourself from taking actions that you know will lead to disaster.

You gain the following characteristics:

Tumultuous: +4 to your Speed Pool.

@UUID[Compendium.cyphersystem-compendium.basic-skills.5X8qgmSuvRVNTiaP]{Skill}: You are trained in {Intellect defense actions.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.JrGRhq4ndoh12HDe]{Chaotic}: Once after each ten-hour recovery roll, if you don’t like the first result, you can reroll a die roll of your choice. If you do, and regardless of the outcome, the GM presents you with a GM intrusion.

@UUID[Compendium.cyphersystem-compendium.inabilities.qRXj5XtPAxa0kTR1]{Inability}: Your body is a bit worn from occasional excesses. Might defense tasks are hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. Another PC recruited you while you were on your best behavior, before realizing how chaotic you were.

  2. You have reason to believe that being with the other PCs will help you gain control over your erratic behavior.

  3. Another PC released you from captivity, and to thank them, you volunteered to help.

  4. You have no idea how you joined the PCs. You’re just going along with it for now until answers present themselves.

Charming

You’re a smooth talker and a charmer. Whether through seemingly supernatural means or just a way with words, you can convince others to do as you wish. Most likely, you’re physically attractive or at least highly charismatic, and others enjoy listening to your voice. You probably pay attention to your appearance, keeping yourself well groomed. You make friends easily. You play up the personality facet of your Intellect stat; intelligence is not your strong suit. You’re personable, but not necessarily studious or strong-willed.

You gain the following characteristics:

Personable: +2 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.iLViKiz8EUbAbChF]{Skill}: You’re trained in all tasks involving positive or pleasant social interaction.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.GB6PefdjeMm43AmT]{Skill}: You’re trained when using special abilities that influence the minds of others.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.mslNlViBupFclz9t]{Contact}: You have an important contact who is in an influential position, such as a minor noble, the captain of the town guard/police, or the head of a large gang of thieves. You and the GM should work out the details together.

@UUID[Compendium.cyphersystem-compendium.inabilities.kWemIBj5S33u3Vsy]{Inability}: You were never good at studying or retaining facts. Any task involving lore, knowledge, or understanding is hindered.

@UUID[Compendium.cyphersystem-compendium.inabilities.zHgQDe14mPF3G95Q]{Inability}: Your willpower is not one of your strong points. Defense actions to resist mental attacks are hindered.

Additional Equipment: You’ve managed to talk your way into some decent discounts and bonuses in recent weeks. As a result, you have enough cash jangling in your pocket to purchase a moderately priced item.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You convinced one of the other PCs to tell you what they were doing.

  2. You instigated the whole thing and convinced the others to join you.

  3. One of the other PCs did a favor for you, and now you’re repaying that obligation by helping them with the task at hand.

  4. There is a reward involved, and you need the money.

Clever

You’re quick-witted, thinking well on your feet. You understand people, so you can fool them but are rarely fooled. Because you easily see things for what they are, you get the lay of the land swiftly, size up threats and allies, and assess situations with accuracy. Perhaps you’re physically attractive, or maybe you use your wit to overcome any physical or mental imperfections.

You gain the following characteristics:

Smart: +2 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.wOLQBlCsA3jDifa9]{Skill}: You’re trained in all interactions involving lies or trickery.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.DlnCXfB1v1U859YY]{Skill}: You’re trained in defense rolls to resist mental effects.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.8acHBoOvIk3UseOl]{Skill}: You’re trained in all tasks involving identifying or assessing danger, lies, quality, importance, function, or power.

@UUID[Compendium.cyphersystem-compendium.inabilities.kWemIBj5S33u3Vsy]{Inability}: You were never good at studying or retaining trivial knowledge. Any task involving lore, knowledge, or understanding is hindered.

Additional Equipment: You see through the schemes of others and occasionally convince them to believe you—even when, perhaps, they should not. Thanks to your clever behavior, you have an additional expensive item.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You convinced one of the other PCs to tell you what they were doing.

  2. From afar, you observed that something interesting was going on.

  3. You talked your way into the situation because you thought it might earn some money.

  4. You suspect that the other PCs won’t succeed without you.

Clumsy

Graceless and awkward, you were told that you’d grow out of it, but you never did. You often drop things, trip over your own feet, or knock things (or people) over. Some people get frustrated by this quality, but most find it funny and even a little charming.

Some players may not want to be defined by a “negative” quality like Clumsy, but in truth, even this kind of descriptor has enough advantages that it makes for capable and talented characters. What negative descriptors really do is make more interesting and complex characters that are often great fun to play.

You gain the following characteristics:

Butterfingers: −2 to your Speed Pool.

Thick-Muscled: +2 to your Might Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.bvTJ0HZOfXlpr0pc]{Inelegant}: You have a certain lovable charm. You are trained in all pleasant social interactions when you express a lighthearted, self-deprecating manner.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.wJyw4ypyuGZ5Jde1]{Dumb Luck}: The GM can introduce a GM intrusion on you, based on your clumsiness, without awarding you any XP (as if you had rolled a 1 on a d20 roll). However, if this happens, 50% of the time, your clumsiness works to your advantage. Rather than hurting you (much), it helps you, or it hurts your enemies. You slip, but it’s just in time to duck an attack. You fall down, but you trip your enemies as you crash into their legs. You turn around too quickly, but you end up knocking the weapon from your foe’s hand. You and the GM should work together to determine the details. If the GM wishes, they can use GM intrusions based on your clumsiness normally (awarding XP).

@UUID[Compendium.cyphersystem-compendium.expanded-skills.0yrwPAkrOBERFQOq]{Skill}: You’ve got a certain bull-like quality. You are trained in tasks involving breaking things.

@UUID[Compendium.cyphersystem-compendium.inabilities.veArOrXeYD25sHog]{Inability}: Any task that involves balance, grace, or hand-to-eye coordination is hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You were in the right place at the right time.

  2. You had a piece of information that the other PCs needed to make their plans.

  3. A sibling recommended you to the other PCs.

  4. You stumbled into the PCs as they were discussing their mission, and they took a liking to you.

Craven

Courage fails you at every turn. You lack the willpower and resolve to stand fast in the face of danger. Fear gnaws at your heart, chewing away at your mind, driving you to distraction until you cannot bear it. Most times, you back down from confrontations. You flee from threats and vacillate when faced with difficult decisions.

Yet for all that fear dogs you and possibly shames you, your cowardly nature proves to be a useful ally from time to time. Listening to your fears has helped you escape danger and avoid taking unnecessary risks. Others may have suffered in your place, and you might be the first to admit this fact, but secretly you feel intense relief from having avoided an unthinkable and terrible fate.

Descriptors like Craven, Cruel, and Dishonorable might not be appropriate for every group. These are villainous traits and some people want their PCs to be entirely heroic. But others don’t mind a little moral greyness thrown into the mix. Still others see things like Craven and Cruel as traits to overcome as their characters develop (probably earning them different descriptors).

You gain the following characteristics:

Furtive: +2 to your Speed Pool.

@UUID[Compendium.cyphersystem-compendium.basic-skills.duTx0BwgmC1Gw3Ze]{Skill}: You’re trained in stealth-based tasks.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.EyD5RQ654NoPJ7MN]{Skill}: You’re trained in running actions.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.48EDNk0hOv8KvoVs]{Skill}: You’re trained in any action taken to escape danger, flee from a dangerous situation, or wheedle your way out of trouble.

@UUID[Compendium.cyphersystem-compendium.inabilities.gpHPkjq631isDAjT]{Inability}: You do not willingly enter dangerous situations. Any initiative actions (to determine who goes first in combat) are hindered.

@UUID[Compendium.cyphersystem-compendium.inabilities.4raydis9fTWFq8Rc]{Inability}: You fall to pieces when you have to undertake a potentially dangerous task alone. Any such task (such as attacking a creature by yourself) is hindered.

Additional Equipment: You have a good luck charm or protective device to keep you out of harm’s way.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You believe that you’re being hunted, and you have hired one of the other PCs as your protector.

  2. You seek to escape your shame and take up with capable individuals in the hopes of repairing your reputation.

  3. One of the other PCs bullied you into coming along.

  4. The group answered your cries for help when you were in trouble.

Creative

Maybe you have a notebook where you write down ideas so you can develop them later. Perhaps you email yourself ideas that strike you out of the blue so you can sort them in an electronic document. Or maybe you just sit down, stare at your screen and, by indomitable force of will, produce something from nothing. However your gift works, you’re creative—you code, write, compose, sculpt, design, direct, or otherwise create narratives that enthrall other people with your vision.

You gain the following characteristics:

Inventive: +2 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.SKNSOPcNsoSDk6Xm]{Original}: You’re always coming up with something new. You’re trained in any task related to creating a narrative (such as a story, play, or scenario). This includes deception, if the deception involves a narrative you’re able to tell.

Skill: You are naturally inventive. You are trained in one specific creative skill of your choice: @UUID[Compendium.cyphersystem-compendium.expanded-skills.eKQYG8hDn7akNxns]{writing}, @UUID[Compendium.cyphersystem-compendium.expanded-skills.fHmBT2eRXI6WQnyZ]{computer coding}, @UUID[Compendium.cyphersystem-compendium.expanded-skills.Lq20krfxQeY7B2qo]{composing music}, @UUID[Compendium.cyphersystem-compendium.expanded-skills.LVVmRzkp5GwB3NE0]{painting}, @UUID[Compendium.cyphersystem-compendium.expanded-skills.wCrjggZ7oUZYZAMD]{drawing}, and so on.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.zz0QUtOoUro9OErB]{Skill}: You love solving riddles and the like. You are trained in puzzle-solving tasks.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.pHUz4ZRnWfsBbtQ7]{Skill}: To be creative requires that you always be learning. You are trained in any task that involves finding out something new, such as when you’re digging through a library, data bank, news archive, or similar collection of knowledge.

@UUID[Compendium.cyphersystem-compendium.inabilities.JDEjrsDDDqVcqSZp]{Inability}: You’re inventive but not charming. All tasks related to pleasant social interaction are hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You were doing research for a project and convinced the PCs to bring you along.

  2. You’re looking for new markets for the results of your creative output.

  3. You fell in with the wrong crowd, but they grew on you.

  4. A creative life is often one beset with financial hurdles. You joined the PCs because you hoped it would be profitable.

Cruel

Misfortune and suffering do not move you. When another endures hardship, you find it hard to care, and you may even enjoy the pain and difficulty the person experiences if they’ve done you wrong in the past. Your cruel streak may derive from bitterness brought about by your own struggles and disappointments. You might be a hard pragmatist, doing what you feel you must even if others are worse for it. Or you could be a sadist, delighting in the pain you inflict.

Being cruel does not necessarily make you a villain. Your cruelty may be reserved for those who cross you or other people useful to you. You might have become cruel as the result of an intensely awful experience. Abuse and torture, for example, can strip away compassion for other living beings.

As well, you need not be cruel in every situation. In fact, others might see you as personable, friendly, and even helpful. But when angered or frustrated, your dual nature reveals itself, and those who have earned your scorn are likely to suffer for it.

You gain the following characteristics:

Cunning: +2 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.Pp6FiVf17qqHapKd]{Cruelty}: When you use force, you can choose to maim or deliver painful injuries to draw out your foe’s suffering. Whenever you inflict damage, you can choose to inflict 2 fewer points of damage to ease your next attack against that foe.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.ks2lNbYe7169G57r]{Skill}: You’re trained in tasks related to deception, intimidation, and persuasion when you interact with characters experiencing physical or emotional pain.

@UUID[Compendium.cyphersystem-compendium.inabilities.1Jo8JX85AfL1Kx5P]{Inability}: You have a hard time connecting with others, understanding their motives, or sharing their feelings. Any task to ascertain another character’s motives, feelings, or disposition is hindered.

Additional Equipment: You have a valuable memento from the last person you destroyed. The memento is moderately priced, and you can sell it or trade it for an item of equal or lesser value.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You suspect that you might gain a long-term advantage from helping the other PCs and may be able to use that advantage against your enemies.

  2. By joining the PCs, you see an opportunity to grow your personal power and status at the expense of others.

  3. You hope to make another PC’s life more difficult by joining the group.

  4. Joining the PCs gives you an opportunity to escape justice for a crime you committed.

Dishonorable

There is no honor among thieves—or betrayers, backstabbers, liars, or cheats. You are all of these things, and either you don’t lose any sleep over it, or you deny the truth to others or to yourself. Regardless, you are willing to do whatever it takes to get your own way. Honor, ethics, and principles are merely words. In your estimation, they have no place in the real world.

You gain the following characteristics:

Sneaky: +4 to your Speed Pool.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.KmXEb22OUjlCwjVY]{Just Desserts}: When the GM gives another player an experience point to award to someone for a GM intrusion, that player cannot give it to you.

@UUID[Compendium.cyphersystem-compendium.basic-skills.eeHdJpr4k8hYtGr5]{Skill}: You are trained in deception.

@UUID[Compendium.cyphersystem-compendium.basic-skills.duTx0BwgmC1Gw3Ze]{Skill}: You are trained in stealth.

@UUID[Compendium.cyphersystem-compendium.basic-skills.tZ7PdXuWQyRMo0Rh]{Skill}: You are trained in intimidation.

@UUID[Compendium.cyphersystem-compendium.inabilities.JDEjrsDDDqVcqSZp]{Inability}: People don’t like or trust you. Pleasant social interactions are hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You are interested in what the PCs are doing, so you lied to them to get into their group.

  2. While skulking about, you overheard the PCs’ plans and realized that you wanted in.

  3. One of the other PCs invited you, having no idea of what you’re truly like.

  4. You bullied your way in with intimidation and bluster.

Doomed

You are quite certain that your fate is leading you, inextricably, toward a terrible end. This fate might be yours alone, or you might be dragging along the people closest to you.

You gain the following characteristics:

Jumpy: +2 to your Speed Pool.

@UUID[Compendium.cyphersystem-compendium.basic-skills.rH5FwMXGaNn21DZD]{Skill}: Always on the lookout for danger, you are trained in perception-related tasks.

@UUID[Compendium.cyphersystem-compendium.basic-skills.FXYWkXG7Iq6Wm1pS]{Skill}: You are defense minded, so you are trained in Speed defense tasks.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.cqT873UxELpJ3Mq2]{Skill}: You are cynical and expect the worst. Thus, you are resistant to mental shocks. You are trained in Intellect defense tasks having to do with losing your sanity or equanimity.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.ljIhLeM7ZcZuAJTk]{Doom}: Every other time the GM uses GM intrusion on your character, you cannot refuse it and do not get an XP for it (you still get an XP to award to another player). This is because you are doomed. The universe is a cold, uncaring place, and your efforts are futile at best.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You attempted to avoid it, but events seemed to conspire to draw you to where you are.

  2. Why not? It doesn’t matter. You’re doomed no matter what you do.

  3. One of the other PCs saved your life, and now you’re repaying that obligation by helping them with the task at hand.

  4. You suspect that the only hope you have of avoiding your fate might lie on this path.

Empathic

Other people are open books to you. You may have a knack for reading a person’s tells, those subtle movements that convey an individual’s mood and disposition. Or you may receive information in a more direct way, feeling a person’s emotions as if they were tangible things, sensations that lightly brush against your mind. Your gift for empathy helps you navigate social situations and control them to avoid misunderstandings and prevent useless conflicts from erupting.

The constant bombardment of emotions from those around you likely takes a toll. You might move with the prevailing mood, swinging from giddy happiness to bitter sorrow with little warning. Or you might close yourself off and remain inscrutable to others out of a sense of self-preservation or an unconscious fear that everyone else might learn how you truly feel.

You gain the following characteristics:

Open Mind: +4 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.H4LHMcUqFB4rMLW1]{Skill}: You’re trained in tasks involving sensing other emotions, discerning dispositions, and getting a hunch about people around you.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.J08uzxkHA7sn70LX]{Skill}: You’re trained in all tasks involving social interaction, pleasant or otherwise.

@UUID[Compendium.cyphersystem-compendium.inabilities.OHgyIguDuF48QMDD]{Inability}: Being so receptive to others’ thoughts and moods makes you vulnerable to anything that attacks your mind. Intellect defense rolls are hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You sensed the commitment to the task the other PCs have and felt moved to help them.

  2. You established a close bond with another PC and can’t bear to be parted from them.

  3. You sensed something strange in one of the PCs and decided to join the group to see if you can sense it again and uncover the truth.

  4. You joined the PCs to escape an unpleasant relationship or negative environment.

Exiled

You have walked a long and lonely road, leaving your home and your life behind. You might have committed a heinous crime, something so awful that your people forced you out, and if you dare return, you face death. You might have been accused of a crime you didn’t commit and now must pay the price for someone else’s wicked deed. Your exile might be the result of a social gaffe—perhaps you shamed your family or a friend, or you embarrassed yourself in front of your peers, an authority, or someone you respect. Whatever the reason, you have left your old life behind and now strive to make a new one.

You gain the following characteristics:

Self-Reliant: +2 to your Might Pool.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.PT7NoHCCjePtX6OW]{Loner}: You gain no benefit when you get help with a task from another character who is trained or specialized in that task.

@UUID[Compendium.cyphersystem-compendium.basic-skills.Q9tfUkhYGRJ5Df42]{Skill}: You’re trained in all tasks involving sneaking.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.KU2IUPjDKKIbfxkH]{Skill}: You’re trained in all tasks involving foraging, hunting, and finding safe places to rest or hide.

@UUID[Compendium.cyphersystem-compendium.inabilities.tlL5bTqgc9lt5GNz]{Inability}: Living on your own for as long as you have makes you slow to trust others and awkward in social situations. Any task involving social interaction is hindered.

Additional Equipment: You have a memento from your past—an old picture, a locket with a few strands of hair inside, or a lighter given to you by someone important. You keep the object close at hand and pull it out to help you remember better times.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. The other PCs earned your trust by helping you when you needed it. You accompany them to repay them.

  2. While exploring on your own, you discovered something strange. When you traveled to a settlement, the PCs were the only ones who believed you, and they have accompanied you to help you deal with the problem.

  3. One of the other PCs reminds you of someone you used to know.

  4. You have grown weary of your isolation. Joining the other PCs gives you a chance to belong.

Fast

You’re fleet of foot. Because you’re quick, you can accomplish tasks more rapidly than others can. You’re not just quick on your feet, however—you’re quick with your hands, and you think and react quickly. You even talk quickly.

You gain the following characteristics:

Energetic: +2 to your Speed Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.EyD5RQ654NoPJ7MN]{Skill}: You are trained in running.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.YHNmhduMB7gVvUtJ]{Fast}: You can move a short distance and still take another action in the same round, or you can move a long distance as your action without needing to make any kind of roll.

@UUID[Compendium.cyphersystem-compendium.inabilities.qRXj5XtPAxa0kTR1]{Inability}: You’re a sprinter, not a long-distance runner. You don’t have a lot of stamina. Might defense rolls are hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You jumped in to save one of the other PCs who was in dire need.

  2. One of the other PCs recruited you for your unique talents.

  3. You’re impulsive, and it seemed like a good idea at the time.

  4. This mission ties in with a personal goal of your own.

Foolish

Not everyone can be brilliant. Oh, you don’t think of yourself as stupid, and you’re not. It’s just that others might have a bit more . . . wisdom. Insight. You prefer to barrel along headfirst through life and let other people worry about things. Worrying’s never helped you, so why bother? You take things at face value and don’t fret about what tomorrow might bring.

People call you “idiot” or “numbskull,” but it doesn’t faze you much.

It can be liberating and really fun to play a foolish character. In some ways, the pressure to always do the right, smart thing is off. On the other hand, if you play such a character as a bumbling moron in every situation, that can become annoying to everyone else at the table. As with everything, moderation is the key.

You gain the following characteristics:

Unwise: –4 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.4FMLdzuRxQsVnh1P]{Carefree}: You succeed more on luck than anything. Every time you roll for a task, roll twice and take the higher result.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.6ydImEoLRFErPjFe]{Intellect Weakness}: Any time you spend points from your Intellect Pool, it costs you 1 more point than usual.

@UUID[Compendium.cyphersystem-compendium.inabilities.OHgyIguDuF48QMDD]{Inability}: Any Intellect defense task is hindered.

@UUID[Compendium.cyphersystem-compendium.inabilities.I7pKktxfFilMCCi1]{Inability}: Any task that involves seeing through a deception, an illusion, or a trap is hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. Who knows? Seemed like a good idea at the time.

  2. Someone asked you to join up with the other PCs. They told you not to ask too many questions, and that seemed fine to you.

  3. Your parent (or a parental/mentor figure) got you involved to give you something to do and maybe “teach you some sense.”

  4. The other PCs needed some muscle who wouldn’t overthink things.

Graceful

You have a perfect sense of balance, moving and speaking with grace and beauty. You’re quick, lithe, flexible, and dexterous. Your body is perfectly suited to dance, and you use that advantage in combat to dodge blows. You might wear garments that enhance your agile movement and sense of style.

You gain the following characteristics:

Agile: +2 to your Speed Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.KjmXC7wwXc8DqM82]{Skill}: You’re trained in all tasks involving balance and careful movement.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.K2S2yAu0BJc7TMEh]{Skill}: You’re trained in all tasks involving physical performing arts.

@UUID[Compendium.cyphersystem-compendium.basic-skills.FXYWkXG7Iq6Wm1pS]{Skill}: You’re trained in all Speed defense tasks.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. Against your better judgment, you joined the other PCs because you saw that they were in danger.

  2. One of the other PCs convinced you that joining the group would be in your best interests.

  3. You’re afraid of what might happen if the other PCs fail.

  4. There is reward involved, and you need the money.

Guarded

You conceal your true nature behind a mask and are loath to let anyone see who you really are. Protecting yourself, physically and emotionally, is what you care about most, and you prefer to keep everyone else at a safe distance. You may be suspicious of everyone you meet, expecting the worst from people so you won’t be surprised when they prove you right. Or you might just be a bit reserved, careful about letting people through your gruff exterior to the person you really are.

No one can be as reserved as you are and make many friends. Most likely, you have an abrasive personality and tend to be pessimistic in your outlook. You probably nurse an old hurt and find that the only way you can cope is to keep it and your personality locked down.

You gain the following characteristics:

Suspicious: +2 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.basic-skills.5X8qgmSuvRVNTiaP]{Skill}: You are trained in all Intellect defense tasks.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.hJHg9c1wuIJsPdtn]{Skill}: You are trained in all tasks involving discerning the truth, piercing disguises, and recognizing falsehoods and other deceptions.

@UUID[Compendium.cyphersystem-compendium.inabilities.a0eju2Y9hvObXxHC]{Inability}: Your suspicious nature makes you unlikeable. Any task involving deception or persuasion is hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. One of the PCs managed to overcome your defenses and befriend you.

  2. You want to see what the PCs are up to, so you accompany them to catch them in the act of some wrongdoing.

  3. You have made a few enemies and take up with the PCs for protection.

  4. The PCs are the only people who will put up with you.

Hardy

Your body was built to take abuse. Whether you’re pounding down stiff drinks while holding up a bar in your favorite watering hole or trading blows with a thug in a back alley, you keep going, shrugging off hurts and injuries that might slow or incapacitate a lesser person. Neither hunger nor thirst, cut flesh nor broken bone can stop you. You just press on through the pain and continue.

As fit and healthy as you are, the signs of wear show in the myriad scars crisscrossing your body, your thrice-broken nose, your cauliflower ears, and any number of other disfigurements you wear with pride.

You gain the following characteristics:

Mighty: +4 to your Might Pool.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.92q8rFEj1dQKNCD9]{Fast Healer}: You halve the time it takes to make a recovery roll (minimum one action).

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.qgJiQgqukmcFFNor]{Almost Unstoppable}: While you are impaired on the damage track, you function as if you were hale. While you are debilitated, you function as if you were impaired. In other words, you don’t suffer the effects of being impaired until you become debilitated, and you never suffer the effects of being debilitated. You still die if all your stat Pools are 0.

@UUID[Compendium.cyphersystem-compendium.basic-skills.Q0vfmbqehJw0jYBa]{Skill}: You are trained in Might defense actions.

@UUID[Compendium.cyphersystem-compendium.basic-skills.gbWPNb1uKsRtZWSL]{Inability}: Your big, strong body is slow to react. Any task involving initiative is hindered.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.62e9ZYD1UeGlalWu]{Ponderous}: When you apply Effort when making a Speed roll, you must spend 1 extra point from your Speed Pool.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. The PCs recruited you after learning about your reputation as a survivor.

  2. You joined the PCs because you want or need the money.

  3. The PCs offered you a challenge equal to your physical power.

  4. You believe the only way the PCs will succeed is if you are along to protect them.

Hideous

You are physically repugnant by almost any human standard. You might have had a serious accident, a harmful mutation, or just poor genetic luck, but you are incontrovertibly ugly.

You’ve more than made up for your appearance in other ways, however. Because you have to hide your appearance, you excel at sneaking about unnoticed or disguising yourself. But perhaps most important, being ostracized while others socialized, you took the time growing up to develop yourself as you saw fit—you grew strong or quick, or you honed your mind.

You gain the following characteristics:

Versatile: You get 4 additional points to divide among your stat Pools.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.bjX9wcG3SzUn5q46]{Skill}: You are trained in intimidation and any other fear-based interactions, if you show your true face.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.lW5xh0jPpRTp1iB6]{Skill}: You are trained in disguise and stealth tasks.

@UUID[Compendium.cyphersystem-compendium.inabilities.JDEjrsDDDqVcqSZp]{Inability}: All tasks relating to pleasant social interaction are hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. One of the other PCs approached you while you were in disguise, recruiting you while believing you were someone else.

  2. While skulking about, you overheard the other PCs’ plans and realized you wanted in.

  3. One of the other PCs invited you, but you wonder if it was out of pity.

  4. You bullied your way in with intimidation and bluster.

Honorable

You are trustworthy, fair, and forthright. You try to do what is right, to help others, and to treat them well. Lying and cheating are no way to get ahead—these things are for the weak, the lazy, or the despicable. You probably spend a lot of time thinking about your personal honor, how best to maintain it, and how to defend it if challenged. In combat, you are straightforward and offer quarter to any foe.

You were likely instilled with this sense of honor by a parent or a mentor. Sometimes the distinction between what is and isn’t honorable varies with different schools of thought, but in broad strokes, honorable people can agree on most aspects of what honor means.

You gain the following characteristics:

Stalwart: +2 to your Might Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.iLViKiz8EUbAbChF]{Skill}: You are trained in pleasant social interactions.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.iUJdgnZi90GZjY9s]{Skill}: You are trained in discerning people’s true motives or seeing through lies.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. The PCs’ goals appear to be honorable and commendable.

  2. You see that what the other PCs are about to do is dangerous, and you’d like to help protect them.

  3. One of the other PCs invited you, hearing of your trustworthiness.

  4. You asked politely if you could join the other PCs in their mission.

Impulsive

You have a hard time tamping down your enthusiasm. Why wait when you can just do it (whatever it is) and get it done? You deal with problems when they arise rather than plan ahead. Putting out the small fires now prevents them from becoming one big fire later. You are the first to take risks, to jump in and lend a hand, to step into dark passages, and to find danger.

Your impulsiveness likely gets you into trouble. While others might take time to study the items they discover, you use such items without hesitation. After all, the best way to learn what something can do is to use it. When a cautious explorer might look around and check for danger nearby, you have to physically stop yourself from bulling on ahead. Why fuss around when the exciting thing is just ahead?

Impulsive characters get into trouble. That’s their thing, and that’s fine. But if you’re constantly dragging your fellow PCs into trouble (or worse, getting them seriously hurt or killed), that will be annoying, to say the least. A good rule of thumb is that impulsiveness doesn’t always mean a predilection for doing the wrong thing. Sometimes it’s the urge to do the right thing.

You gain the following characteristics:

Reckless: +2 to your Speed Pool.

@UUID[Compendium.cyphersystem-compendium.basic-skills.gbWPNb1uKsRtZWSL]{Skill}: You’re trained in initiative actions (to determine who goes first in combat).

@UUID[Compendium.cyphersystem-compendium.basic-skills.FXYWkXG7Iq6Wm1pS]{Skill}: You’re trained in Speed defense actions.

@UUID[Compendium.cyphersystem-compendium.inabilities.gBUQ2i4VroKkBVQ7]{Inability}: You’ll try anything once, but quickly grow bored after that. Any task that involves patience, willpower, or discipline is hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You heard what the other PCs were up to and suddenly decided to join them.

  2. You pulled everyone together after you heard rumors about something interesting you want to see or do.

  3. You blew all of your money and now find yourself strapped for cash.

  4. You’re in trouble for acting recklessly. You join the other PCs because they offer a way out of your problem.

Inquisitive

The world is vast and mysterious, with wonders and secrets to keep you amazed for several lifetimes. You feel the tugging on your heart, the call to explore the wreckage of past civilizations, to discover new peoples, new places, and whatever bizarre wonders you might find along the way. However, as strongly as you feel the pull to roam the world, you know there is danger aplenty, and you take precautions to ensure that you are prepared for any eventuality. Research, preparation, and readiness will help you live long enough to see everything you want to see and do everything you want to do.

You probably have a dozen books and travelogues about the world on you at any time. When not hitting the road and looking around, you spend your time with your nose in a book, learning everything you can about the place you’re going so you know what to expect when you get there.

You gain the following characteristics:

Smart: +4 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.pHUz4ZRnWfsBbtQ7]{Skill}: You are eager to learn. You are trained in any task that involves learning something new, whether you’re talking to a local to get information or digging through old books to find lore.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.RZkMJad4OfSOU1Pq]{Skill}: You have made a study of the world. You are trained in any task involving geography or history.

@UUID[Compendium.cyphersystem-compendium.inabilities.ntN6wx9GAjKwEWfV]{Inability}: You tend to fixate on the details, making you somewhat oblivious to what’s going on around you. Any task to hear or notice dangers around you is hindered.

@UUID[Compendium.cyphersystem-compendium.inabilities.gpHPkjq631isDAjT]{Inability}: When you see something interesting, you hesitate as you take in all the details. Initiative actions (to determine who goes first in combat) are hindered.

Additional Equipment: You have three books on whatever subjects you choose.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. One of the PCs approached you to learn information related to the mission, having heard you were an expert.

  2. You have always wanted to see the place where the other PCs are going.

  3. You were interested in what the other PCs were up to and decided to go along with them.

  4. One of the PCs fascinates you, perhaps due to a special or weird ability they have.

Intelligent

You’re quite smart. Your memory is sharp, and you easily grasp concepts that others might struggle with. This aptitude doesn’t necessarily mean that you’ve had years of formal education, but you have learned a great deal in your life, primarily because you pick things up quickly and retain so much.

You gain the following characteristics:

Smart: +2 to your Intellect Pool.

Skill: You’re trained in an area of knowledge of your choice.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.m65HBfM8zSVl4uwk]{Skill}: You’re trained in all actions that involve remembering or memorizing things you experience directly. For example, instead of being good at recalling details of geography that you read about in a book, you can remember a path through a set of tunnels that you’ve explored before.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. One of the other PCs asked your opinion of the mission, knowing that if you thought it was a good idea, it probably was.

  2. You saw value in what the other PCs were doing.

  3. You believed that the task might lead to important and interesting discoveries.

  4. A colleague requested that you take part in the mission as a favor.

Intuitive

You are often tickled by a sense of knowing what someone will say, how they will react, or how events might unfold. Maybe you have a mutant sense, maybe you can see just a few moments ahead through time, or maybe you’re just good at reading people and extrapolating a situation. Whatever the case, many who look into your eyes immediately glance away, as if afraid of what you might see in their expression.

You gain the following characteristics:

Innate: +2 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.basic-skills.rH5FwMXGaNn21DZD]{Skill}: You are trained in perception tasks.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.1GEOtsfQWmfgcp3e]{Know What to Do}: You can act immediately, even if it’s not your turn. Afterward, on your next regular turn, any action you take is hindered. You can do this one time, although the ability is renewed each time you make a recovery roll.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You just knew you had to come along.

  2. You convinced one of the other PCs that your intuition is invaluable.

  3. You felt that something terrible would happen if you didn’t go.

  4. You’re confident the reason you arrived at this point will soon become clear.

Jovial

You’re cheerful, friendly, and outgoing. You put others at ease with a big smile and a joke, possibly one at your own expense, though lightly ribbing your companions who can take it is also one of your favorite pastimes. Sometimes people say you never take anything seriously. That’s not true, of course, but you have learned that to dwell on the bad too long quickly robs the world of joy. You’ve always got a new joke in your back pocket because you collect them like some people collect bottles of wine.

You gain the following characteristics:

Witty: +2 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.iLViKiz8EUbAbChF]{Skill}: You’re convivial and set most people at ease with your attitude. You are trained in all tasks related to pleasant social interaction.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.zz0QUtOoUro9OErB]{Skill}: You have an advantage in figuring out the punch lines of jokes you’ve never heard before. You are trained in all tasks related to solving puzzles and riddles.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You solved a riddle before realizing that answering it would launch you into the adventure.

  2. The other PCs thought you’d bring some much-needed levity to the team.

  3. You decided that all fun and no work was not the best way to get through life, so you joined up with the PCs.

  4. It was either go with the PCs or face up to a circumstance that was anything but jovial.

Kind

It’s always been easy for you to see things from the point of view of other people. That ability has made you sympathetic to what they really want or need. From your perspective, you’re just applying the old proverb that “it’s easier to catch flies with honey than with vinegar,” but others simply see your behavior as kindness. Of course, being kind takes time, and yours is limited. You’ve learned that a small fraction of people don’t deserve your time or kindness—true sadists, narcissists, and similar folk will only waste your energy. So you deal with them swiftly, saving your kindness for those who deserve it and can benefit from your attention.

You gain the following characteristics:

Emotionally Intuitive: +2 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.6Z7VC4ctwcS0dVoW]{Skill}: You know what it’s like to go a mile in someone else’s shoes. You’re trained in all tasks related to pleasant social interaction and discerning the dispositions of others.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.5kX6OM98txwPPO6a]{Karma}: Sometimes, strangers just help you out. To gain the aid of a stranger, you must use a one action, ten-minute, or one-hour recovery roll (without gaining its healing benefit), and the GM determines the nature of the aid you gain. Usually, the act of kindness isn’t enough to turn a bad situation completely around, but it may moderate a bad situation and lead to new opportunities. For example, if you are captured, a guard loosens your bonds slightly, brings you water, or delivers a message.

@UUID[Compendium.cyphersystem-compendium.inabilities.AY8Br5qquBWoGQc0]{Inability}: Being kind comes with a few risks. All tasks related to detecting falsehoods are hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. A PC needed your help, and you agreed to come along as a kindness.

  2. You gave the wrong person access to your money, and now you need to make some back.

  3. You’re ready to take your benevolence on the road and help more people than you could if you didn’t join the PCs.

  4. Your job, which seemed like it would be personally rewarding, is the opposite. You join the PCs to escape the drudgery.

Learned

You have studied, either on your own or with an instructor. You know many things and are an expert on a few topics, such as history, biology, geography, mythology, nature, or any other area of study. Learned characters typically carry a few books around with them and spend their spare time reading.

You gain the following characteristics:

Smart: +2 to your Intellect Pool.

Skill: You’re trained in three areas of knowledge of your choice.

@UUID[Compendium.cyphersystem-compendium.inabilities.UrdbwsMhJOQk44vz]{Inability}: You have few social graces. Any task involving charm, persuasion, or etiquette is hindered.

Additional Equipment: You have two additional books on topics of your choice.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. One of the other PCs asked you to come along because of your knowledge.

  2. You need money to fund your studies.

  3. You believed that the task might lead to important and interesting discoveries.

  4. A colleague requested that you take part in the mission as a favor.

Lucky

You rely on chance and timely good luck to get you through many situations. When people say that someone was born under a lucky star, they mean you. When you try your hand at something new, no matter how unfamiliar the task is, as often as not you find a measure of success. Even when disaster strikes, it’s rarely as bad as it could be. More often, small things seem to go your way, you win contests, and you’re often in the right place at the right time.

You gain the following characteristics:

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.pccv1fQ4WW7KnLsi]{Luck Pool}: You have one additional Pool called Luck that begins with 3 points, and it has a maximum value of 3 points. When spending points from any other Pool, you can take one, some, or all of the points from your Luck Pool first. When you make a recovery roll to recover points to any other Pool, your Luck Pool is also refreshed by the same number of points. When your Luck Pool is at 0 points, it does not count against your damage track.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.MKYIm6Rgf4VRIKrK]{Advantage}: When you use 1 XP to reroll a d20 for any roll that affects only you, add 3 to the reroll.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. Knowing that lucky people notice and take active advantage of opportunities, you became involved in your first adventure by choice.

  2. You literally bumped into someone else on this adventure through sheer luck.

  3. You found a briefcase lying alongside the road. It was battered, but inside you found a lot of strange documents that led you here.

  4. Your luck saved you when you avoided a speeding vehicle by a fortuitous fall through an opening in the ground (a manhole, if in a modern setting). Beneath the ground, you found something you couldn’t ignore.

Mad

You have delved too deeply into subjects people were not meant to know. You are knowledgeable in things beyond the scope of most, but this knowledge has come at a terrible price. You are likely in questionable physical shape and occasionally shake with nervous tics. You sometimes mutter to yourself without realizing it.

You gain the following characteristics:

Knowledgeable: +4 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.AFFZAuL0OsaopL8E]{Fits of Insight}: Whenever such knowledge is appropriate, the GM feeds you information although there is no clear explanation as to how you could know such a thing. This is up to the GM’s discretion, but it should happen as often as once each session.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.SFXAD4DjhyEtJ1Ny]{Erratic Behavior}: You are prone to acting erratically or irrationally. When you are in the presence of a major discovery or subjected to great stress (such as a serious physical threat), the GM can introduce a GM intrusion that directs your next action without awarding XP. You can still pay 1 XP to refuse the intrusion. The GM’s influence is the manifestation of your madness and thus is always something you would not likely do otherwise, but it is not directly, obviously harmful to you unless there are extenuating circumstances. (For example, if a foe suddenly leaps out of the darkness, you might spend the first round babbling incoherently or screaming the name of your first true love.)

Skill: You are trained in one area of knowledge (probably something weird or esoteric).

@UUID[Compendium.cyphersystem-compendium.inabilities.zHgQDe14mPF3G95Q]{Inability}: Your mind is quite fragile. Tasks to resist mental attacks are hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. Voices in your head told you to go.

  2. You instigated the whole thing and convinced the others to join you.

  3. One of the other PCs obtained a book of knowledge for you, and now you’re repaying that favor by helping them with the task at hand.

  4. You feel compelled by inexplicable intuition.

Mechanical

You have a special talent with machines of all kinds, and you’re adept at understanding and, if need be, repairing them. Perhaps you’re a bit of an inventor, creating new machines from time to time. You get called “techie,” “tech,” “mech,” “gear-head,” “motor-head,” or any of a number of other nicknames. Mechanics usually wear practical work clothes and carry around a lot of tools.

You gain the following characteristics:

Smart: +2 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.PSeFw2XUjqgOG2xS]{Skill}: You’re trained in all actions involving identifying or understanding machines.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.DhGWJERxvN9zVYGh]{Skill}: You’re trained in all actions involving using, repairing, or crafting machines.

Additional Equipment: You start with a variety of machine tools.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. While repairing a nearby machine, you overheard the other PCs talking.

  2. You need money to buy tools and parts.

  3. It was clear that the mission couldn’t succeed without your skills and knowledge.

  4. Another PC asked you to join them.

Mysterious

The dark figure lurking silently in the corner? That’s you. No one really knows where you came from or what your motives are—you play things close to the vest. Your manner perplexes and confounds others, but that doesn’t make you a poor friend or ally. You’re just good at keeping things to yourself, moving about unseen, and concealing your presence and identity.

You gain the following characteristics:

@UUID[Compendium.cyphersystem-compendium.basic-skills.duTx0BwgmC1Gw3Ze]{Skill}: You are trained in all stealth tasks.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.fmGCPHRwFnbmvB19]{Skill}: You are trained in resisting interrogation or tricks to get you to talk.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.uROuz6gmfq7X3uu3]{Confounding}: You pull talents and abilities seemingly out of nowhere. You can attempt one task in which you have no training as if you were trained, attempt a task that you are trained in as if specialized, or gain a free level of Effort with a task that you are specialized in. This ability refreshes every time you make a recovery roll, but the uses never accumulate.

@UUID[Compendium.cyphersystem-compendium.inabilities.sRzjg0b8j3XPVrPR]{Inability}: People never know where they stand with you. Any task involving getting people to believe or trust you is hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You just showed up one day.

  2. You convinced one of the other PCs that you had invaluable skills.

  3. Some equally mysterious figure told you where to be and when (but not why) to join the group.

  4. Something—a feeling, a dream—told you where to be and when to join the group.

Mystical

You think of yourself as mystical, attuned with the mysterious and the paranormal. Your true talents lie with the supernatural. You likely have experience with ancient lore, and you can sense and wield the supernatural—though whether that means “magic,” “psychic phenomena,” or something else is up to you (and probably up to those around you as well). Mystical characters often wear jewelry, such as a ring or an amulet, or have tattoos or other marks that show their interests.

You gain the following characteristics:

Smart: +2 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.u2aCexSScRX0FEqH]{Skill}: You’re trained in all actions involving identifying or understanding the supernatural.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.x6GmHzLKB0JpVg5E]{Sense Magic}: You can sense whether the supernatural is active in situations where its presence is not obvious. You must study an object or location closely for a minute to get a feel for whether a mystical touch is at work.

@UUID[Compendium.cyphersystem-compendium.abilities.zArjjFcf9tHQvJTx]{Spell}: You can perform Hedge Magic as a spell when you have a free hand and can pay the Intellect point cost.

@UUID[Compendium.cyphersystem-compendium.inabilities.FKeDN7rJdKpgt4bj]{Inability}: You have a manner or an aura that others find a bit unnerving. Any task involving charm, persuasion, or deception is hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. A dream guided you to this point.

  2. You need money to fund your studies.

  3. You believed the mission would be a great way to learn more about the supernatural.

  4. Various signs and portents led you here.

Naive

You’ve lived a sheltered life. Your childhood was safe and secure, so you didn’t get a chance to learn much about the world—and even less chance to experience it. Whether you were training for something, had your nose in a book, or just were sequestered in a secluded place, you haven’t done much, met many people, or seen many interesting things so far. That’s probably going to change soon, but as you go forward into a larger world, you do so without some of the understanding that others possess about how it all works.

You gain the following characteristics:

Fresh: You add +1 to your recovery rolls.

Incorruptible: You are trained in @UUID[Compendium.cyphersystem-compendium.basic-skills.5X8qgmSuvRVNTiaP]{Intellect defense} tasks and all tasks that involve @UUID[Compendium.cyphersystem-compendium.expanded-skills.OauBSvtfh6HeNzDe]{resisting temptation}.

@UUID[Compendium.cyphersystem-compendium.basic-skills.rH5FwMXGaNn21DZD]{Skill}: You’re wide-eyed. You are trained in perception tasks.

@UUID[Compendium.cyphersystem-compendium.inabilities.VyGXdv9xEzKsm2YX]{Inability}: Any task that involves seeing through deceptions or determining someone’s secret motive is hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. Someone told you that you should get involved.

  2. You needed money, and this seemed like a good way to earn some.

  3. You believed that you could learn a lot by joining the other PCs.

  4. Sounded like fun.

Perceptive

You miss little. You pick out the small details in the world around you and are skilled at making deductions from the information you find. Your talents make you an exceptional sleuth, a formidable scientist, or a talented scout.

As adept as you are at finding clues, you have no skill at picking up on social cues. You overlook an offense that your deductions give or how uncomfortable your scrutiny can make the people around you. You tend to dismiss others as being intellectual dwarfs compared to you, which avails you little when you need a favor.

You gain the following characteristics:

Smart: +2 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.G2JaXxUq6dfIXVDl]{Skill}: You have an eye for detail. You are trained in any task that involves finding or noticing small details.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.EaHHaJvulkIVAxhi]{Skill}: You know a little about everything. You are trained in any task that involves identifying objects or calling to mind a minor detail or bit of trivia.

@UUID[Compendium.cyphersystem-compendium.basic-skills.tZ7PdXuWQyRMo0Rh]{Skill}: Your skill at making deductions can be imposing. You are trained in any task that involves intimidating another creature.

@UUID[Compendium.cyphersystem-compendium.inabilities.JDEjrsDDDqVcqSZp]{Inability}: Your confidence comes off as arrogance to people who don’t know you. Any task involving positive social interactions is hindered.

Additional Equipment: You have a bag of light tools.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You overheard the other PCs discussing their mission and volunteered your services.

  2. One of the PCs asked you to come along, believing that your talents would be invaluable to the mission.

  3. You believe that the PCs’ mission is somehow related to one of your investigations.

  4. A third party recruited you to follow the PCs and see what they were up to.

Resilient

You can take a lot of punishment, both physically and mentally, and still come back for more. It takes a lot to put you down. Neither physical nor mental shocks or damage have a lasting effect. You’re tough to faze. Unflappable. Unstoppable.

You gain the following characteristics:

Resistant: +2 to your Might Pool, and +2 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.F74sHYUANEPVaFd4]{Recover}: You can make an extra recovery roll each day. This roll is just one action. So you can make two recovery rolls that each take one action, one roll that takes ten minutes, a fourth roll that takes one hour, and a fifth roll that requires ten hours of rest.

@UUID[Compendium.cyphersystem-compendium.basic-skills.Q0vfmbqehJw0jYBa]{Skill}: You are trained in Might defense tasks.

@UUID[Compendium.cyphersystem-compendium.basic-skills.5X8qgmSuvRVNTiaP]{Skill}: You are trained in Intellect defense tasks.

@UUID[Compendium.cyphersystem-compendium.inabilities.U7X7WY5Qk3QIXxAD]{Inability}: You’re hardy but not necessarily strong. Any task involving moving, bending, or breaking things is hindered.

@UUID[Compendium.cyphersystem-compendium.inabilities.iic3khiZZCsbjkIg]{Inability}: You have a lot of willpower and mental fortitude, but you’re not necessarily smart. Any task involving knowledge or figuring out problems or puzzles is hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You saw that the PCs clearly need someone like you to help them out.

  2. Someone asked you to watch over one of the PCs in particular, and you agreed.

  3. You are bored and desperately in need of a challenge.

  4. You lost a bet—unfairly, you think—and had to take someone’s place on this mission.

Risk-Taking

It’s part of your nature to question what others think can’t or shouldn’t be done. You’re not insane, of course—you wouldn’t attempt to leap across a mile-wide chasm just because you were dared. There’s impossible and then there’s the just barely possible. You like to push the latter further than others, because it gives you a rush of satisfaction and pleasure when you succeed. The more you succeed, the more you find yourself looking for that next risky challenge to try yourself against.

You gain the following characteristics:

Nimble: +4 to your Speed Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.l3HBMnyOMVF6rIk8]{Skill}: You’re adept at leveraging risk, and you are trained in tasks that involve some element of chance, such as playing games or choosing between two or three apparently equal options.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.wWSSBexYE1QI054l]{Pressing Your Luck}: You can choose to automatically succeed on one task without rolling, as long as the task’s difficulty is no higher than 6. When you do so, however, you also trigger a GM intrusion as if you had rolled a 1. The intrusion doesn’t invalidate the success, but it probably qualifies it in some fashion. You can do this one time, although the ability renews each time you make a ten-hour recovery roll.

@UUID[Compendium.cyphersystem-compendium.inabilities.MoKSCrQBoxl4PZ0f]{Inability}: You may be nimble, but you’re not sneaky. Tasks related to sneaking and staying quiet are hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. It seemed like there were equal odds that the other PCs wouldn’t succeed, which sounded good to you.

  2. You think the tasks ahead will present you with unique and fulfilling challenges.

  3. One of your biggest risks failed to go your way, and you need money to help pay that debt.

  4. You bragged that you never saw a risk you didn’t like, which is how you reached your current point.

Rugged

You’re a nature lover accustomed to living rough, pitting your wits against the elements. Most likely, you’re a skilled hunter, gatherer, or naturalist. Years of living in the wild have left their mark with a worn countenance, wild hair, or scars. Your clothing is probably much less refined than the garments worn by city dwellers.

You gain the following characteristics:

@UUID[Compendium.cyphersystem-compendium.expanded-skills.zOjoCu1WyXeVzqs6]{Skill}: You’re trained in all tasks involving climbing, jumping, running, and swimming.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.lpBwC7PY35rIfBUG]{Skill}: You’re trained in all tasks involving training, riding, or placating natural animals.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.2Ipdh8f3MeuAMM3R]{Skill}: You’re trained in all tasks involving identifying or using natural plants.

@UUID[Compendium.cyphersystem-compendium.inabilities.iP9m2p6htGgd896X]{Inability}: You have no social graces and prefer animals to people. Any task involving charm, persuasion, etiquette, or deception is hindered.

Additional Equipment: You carry an explorer’s pack with rope, two days’ rations, a bedroll, and other tools needed for outdoor survival.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. Against your better judgment, you joined the other PCs because you saw that they were in danger.

  2. One of the other PCs convinced you that joining the group would be in your best interests.

  3. You’re afraid of what might happen if the other PCs fail.

  4. There is reward involved, and you need the money.

Sharp-Eyed

You’re perceptive and well aware of your surroundings. You notice the little details and remember them. You can be difficult to surprise.

You gain the following characteristics:

@UUID[Compendium.cyphersystem-compendium.basic-skills.gbWPNb1uKsRtZWSL]{Skill}: You’re trained in initiative actions.

@UUID[Compendium.cyphersystem-compendium.basic-skills.rH5FwMXGaNn21DZD]{Skill}: You’re trained in perception actions.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.LboNMbw0CmRDZX0l]{Find the Flaw}: If an opponent has a straightforward weakness (takes extra damage from fire, can’t see out of their left eye, and so on), the GM will tell you what it is.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You heard about what was going on, saw a flaw in the other PCs’ plan, and joined up to help them out.

  2. You noticed that the PCs have a foe (or at least a tail) they weren’t aware of.

  3. You saw that the other PCs were up to something interesting and got involved.

  4. You’ve been noticing some strange things going on, and this all appears related.

Skeptical

You possess a questioning attitude regarding claims that are often taken for granted by others. You’re not necessarily a “doubting Thomas” (a skeptic who refuses to believe anything without direct personal experience), but you’ve often benefited from questioning the statements, opinions, and received knowledge presented to you by others.

You gain the following characteristics:

Insightful: +2 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.basic-skills.QonPVHzXrzIN29lf]{Skill}: You’re trained in identifying.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.E2q7bbS0LqBwRDFi]{Skill}: You’re trained in all actions that involve seeing through a trick, an illusion, a rhetorical ruse designed to evade the issue, or a lie. For example, you’re better at keeping your eye on the cup containing the hidden ball, sensing an illusion, or realizing if someone is lying to you (but only if you specifically concentrate and use this skill).

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You overheard other PCs holding forth on a topic with an opinion you were quite skeptical about, so you decided to approach the group and ask for proof.

  2. You were following one of the other PCs because you were suspicious of him, which brought you into the action.

  3. Your theory about the nonexistence of the supernatural can be invalidated only by your own senses, so you came along.

  4. You need money to fund your research.

Stealthy

You’re sneaky, slippery, and fast. These talents help you hide, move quietly, and pull off tricks that require sleight of hand. Most likely, you’re wiry and small. However, you’re not much of a sprinter—you’re more dexterous than fleet of foot.

You gain the following characteristics:

Quick: +2 to your Speed Pool.

@UUID[Compendium.cyphersystem-compendium.basic-skills.duTx0BwgmC1Gw3Ze]{Skill}: You’re trained in all stealth tasks.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.YlYSOH8OdFUTBwey]{Skill}: You’re trained in all interactions involving lies or trickery.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.5iv3kUKcLQwrTSDH]{Skill}: You’re trained in all special abilities involving illusions or trickery.

@UUID[Compendium.cyphersystem-compendium.inabilities.lhu2y0HMmw0xQ3hv]{Inability}: You’re sneaky but not fast. All movement-related tasks are hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You attempted to steal from one of the other PCs. That character caught you and forced you to come along with them.

  2. You were tailing one of the other PCs for reasons of your own, which brought you into the action.

  3. An NPC employer secretly paid you to get involved.

  4. You overheard the other PCs talking about a topic that interested you, so you decided to approach the group.

Strong

You’re extremely strong and physically powerful, and you use these qualities well, whether through violence or feats of prowess. You likely have a brawny build and impressive muscles.

You gain the following characteristics:

Very Powerful: +4 to your Might Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.0yrwPAkrOBERFQOq]{Skill}: You’re trained in all actions involving breaking inanimate objects.

@UUID[Compendium.cyphersystem-compendium.basic-skills.MrGl25gzZk4uu7BR]{Skill}: You’re trained in all jumping actions.

Additional Equipment: You have an extra medium weapon or heavy weapon.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. Against your better judgment, you joined the other PCs because you saw that they were in danger.

  2. One of the other PCs convinced you that joining the group would be in your best interests.

  3. You’re afraid of what might happen if the other PCs fail.

  4. There is reward involved, and you need the money.

Strong-Willed

You’re tough-minded, willful, and independent. No one can talk you into anything or change your mind when you don’t want it changed. This quality doesn’t necessarily make you smart, but it does make you a bastion of willpower and resolve. You likely dress and act with unique style and flair, not caring what others think.

You gain the following characteristics:

Willful: +4 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.DlnCXfB1v1U859YY]{Skill}: You’re trained in resisting mental effects.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.3IfJDAc8qCJ11NNX]{Skill}: You’re trained in tasks requiring incredible focus or concentration.

@UUID[Compendium.cyphersystem-compendium.inabilities.CmubEJ8BMUsW1oei]{Inability}: Willful doesn’t mean brilliant. Any task that involves figuring out puzzles or problems, memorizing things, or using lore is hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. Against your better judgment, you joined the other PCs because you saw that they were in danger.

  2. One of the other PCs convinced you that joining the group would be in your best interests.

  3. You’re afraid of what might happen if the other PCs fail.

  4. There is reward involved, and you need the money.

Swift

You move quickly, able to sprint in short bursts and work with your hands with dexterity. You’re great at crossing distances quickly but not always smoothly. You are likely slim and muscular.

You gain the following characteristics:

Fast: +4 to your Speed Pool.

@UUID[Compendium.cyphersystem-compendium.basic-skills.gbWPNb1uKsRtZWSL]{Skill}: You’re trained in initiative actions (to determine who goes first in combat).

@UUID[Compendium.cyphersystem-compendium.expanded-skills.EyD5RQ654NoPJ7MN]{Skill}: You’re trained in running actions.

@UUID[Compendium.cyphersystem-compendium.inabilities.t7exG3KfxnoPKxO2]{Inability}: You’re fast but not necessarily graceful. Any task involving balance is hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. Against your better judgment, you joined the other PCs because you saw that they were in danger.

  2. One of the other PCs convinced you that joining the group would be in your best interests.

  3. You’re afraid of what might happen if the other PCs fail.

  4. There is reward involved, and you need the money.

Tongue-Tied

You’ve never been much of a talker. When forced to interact with others, you never think of the right thing to say—words fail you entirely, or they come out all wrong. You often end up saying precisely the wrong thing and insult someone unintentionally. Most of the time, you just keep mum. This makes you a listener instead—a careful observer. It also means that you’re better at doing things than talking about them. You’re quick to take action.

You gain the following characteristics:

Actions, Not Words: +2 to your Might Pool, and +2 to your Speed Pool.

@UUID[Compendium.cyphersystem-compendium.basic-skills.rH5FwMXGaNn21DZD]{Skill}: You are trained in perception.

@UUID[Compendium.cyphersystem-compendium.basic-skills.gbWPNb1uKsRtZWSL]{Skill}: You are trained in initiative (unless it’s a social situation).

@UUID[Compendium.cyphersystem-compendium.inabilities.tlL5bTqgc9lt5GNz]{Inability}: All tasks relating to social interaction are hindered.

@UUID[Compendium.cyphersystem-compendium.inabilities.rfQPiUR4GHBdjFtE]{Inability}: All tasks involving verbal communication or relaying information are hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You just tagged along and no one told you to leave.

  2. You saw something important the other PCs did not and (with some effort) managed to relate it to them.

  3. You intervened to save one of the other PCs when they were in danger.

  4. One of the other PCs recruited you for your talents.

Tough

You’re strong and can take a lot of physical punishment. You might have a large frame and a square jaw. Tough characters frequently have visible scars.

You gain the following characteristics:

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.SkxEXPpCgIGXixu9]{Resilient}: +1 to Armor.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.gr1uaERqywhUGjCK]{Healthy}: Add 1 to the points you regain when you make a recovery roll.

@UUID[Compendium.cyphersystem-compendium.basic-skills.Q0vfmbqehJw0jYBa]{Skill}: You’re trained in Might defense actions.

Additional Equipment: You have an extra light weapon.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You’re acting as a bodyguard for one of the other PCs.

  2. One of the PCs is your sibling, and you came along to watch out for them.

  3. You need money because your family is in debt.

  4. You stepped in to defend one of the PCs when that character was threatened. While talking to them afterward, you heard about the group’s task.

Vicious

You try to hide what’s inside, fold it into yourself when everything inside you screams to let go, make them pay, make them hurt, and make them bleed. Sometimes you succeed for your friends—smiling like they smile, laughing when they laugh, and sometimes even having other emotions of your own. But it’s always there, that feeling of frantic glee mixed with hate that sometimes leaps out of you when you confront a foe. Violence your friends can tolerate, but you sometimes worry they will also learn that you are cruel.

You gain the following characteristics:

Skill: You are trained in @UUID[Compendium.cyphersystem-compendium.expanded-skills.53j3Qwt5Im4wqddo]{tracking creatures}. If @UUID[Compendium.cyphersystem-compendium.expanded-skills.ZPyRyzPue2DuKSw9]{a creature has wronged you}, the tracking task is eased.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.LldixgespLl6ajEf]{Bloodthirsty}: Once you begin fighting, you see only red. You inflict 2 additional points of damage with any attack.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.1FP6DV2OqgaaT4ZN]{Berserk}: Once you begin fighting, it’s hard for you to stop. In fact, it’s a difficulty 2 Intellect task to do so, even if your foe surrenders or you’ve run out of foes. If the latter occurs and you fail to stop, you attack the nearest ally within short range.

Additional Equipment: You have a record that you use to list those who’ve wronged you.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. Another PC saw you take down a mean drunk in a tavern, not realizing you were the one who started the fight.

  2. You wanted to get away from a bad situation, so you went with the other PCs.

  3. You want to change, and you hope that being with the other PCs will help you calm yourself.

  4. One of the other PCs asked you to come along, believing that your viciousness could be harnessed for the benefit of the mission.

Virtuous

Doing the right thing is a way of life. You live by a code, and that code is something you attend to every day. Whenever you slip, you reproach yourself for your weakness and then get right back on track. Your code probably includes moderation, respect for others, cleanliness, and other characteristics that most people would agree are virtues, while you eschew their opposites: sloth, greed, gluttony, and so on.

You gain the following characteristics:

Dauntless: +2 to your Might Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.iUJdgnZi90GZjY9s]{Skill}: You are trained in discerning people’s true motives or seeing through lies.

@UUID[Compendium.cyphersystem-compendium.basic-skills.5X8qgmSuvRVNTiaP]{Skill}: Your adherence to a strict moral code has hardened your mind against fear, doubt, and outside influence. You are trained in Intellect defense tasks.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. The PCs are doing something virtuous, and you’re all about that.

  2. The PCs are on the road to perdition, and you see it as your task to set them on the proper moral route.

  3. One of the other PCs invited you, hearing of your virtuous ways.

  4. You put virtue before sense and defended someone’s honor in the face of an organization or power far greater than you. You joined the PCs because they offered aid and friendship when, out of fear of reprisals, no one else would.

Weird

You aren’t like anyone else, and that’s fine with you. People don’t seem to understand you—they even seem put off by you—but who cares? You understand the world better than they do because you’re weird, and so is the world you live in. The concept of “the weird” is well known to you. Strange devices, ancient locales, bizarre creatures, storms that can transform you, living energy fields, conspiracies, aliens, and things most people can’t even name populate the world, and you thrive on them. You have a special attachment to it all, and the more you discover about the weirdness in the world, the more you might discover about yourself.

Weird characters might be mutants or people born with strange qualities, but sometimes they started out “normal” and adopted the weird by choice.

You gain the following characteristics:

Inner Light: +2 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.HV2tw9N81PJawwwx]{Distinctive Physical Quirk}: You have a unique physical aspect that is, well, bizarre. Depending on the setting, this can vary greatly. You might have purple hair or metal spikes on your head. Perhaps your hands don’t connect to your arms, although they move as if they do. Maybe a third eye stares out from the side of your head, or superfluous tendrils grow from your back. Whatever it is, your quirk might be a mutation, a supernatural trait (a blessing or curse), a feature with no explanation, or just a really wild tattoo that draws a lot of attention.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.zKHJrLeBOfy0p9du]{A Sense for the Weird}: Sometimes—at the GM’s discretion—weird things relating to the supernatural or its effects on the world seem to call out to you. You can sense them from afar, and if you get within long range of such a thing, you can sense whether it is overtly dangerous or not.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.uBvX2CVPg5MNgjwW]{Skill}: You are trained in supernatural knowledge.

@UUID[Compendium.cyphersystem-compendium.inabilities.JDEjrsDDDqVcqSZp]{Inability}: People find you unnerving. All tasks relating to pleasant social interaction are hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. It seemed weird, so why not?

  2. Whether the other PCs realize it or not, their mission has to do with something weird that you know about, so you got involved.

  3. As an expert in the weird, you were specifically recruited by the other PCs.

  4. You felt drawn to join the other PCs, but you don’t know why.

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Focus is what makes a character unique. No two PCs in a group should have the same focus. A focus gives a character benefits when they create their character and each time they ascend to the next tier. It’s the verb of the sentence “I am an adjective noun who verbs.”

This chapter contains nearly a hundred sample foci, such as Bears a Halo of Fire, Would Rather Be Reading, and Pilots Starcraft. These foci can be chosen and used as presented by a player, or by the GM who adds them to a list of available foci for their players in their next campaign.

In addition, the latter half of this chapter provides tools for the GM or an enterprising player to create their own custom foci that perfectly match the needs of a given game or campaign, as presented in Creating New Foci.

Choosing Foci

Not all foci are appropriate for every genre. The Genre chapter provides guidance, but this section offers some broad generalizations. Obviously, the GM can include whatever foci are available in their setting. Foci end up being an important distinction in this case, because Commands Mental Powers, for example, makes it clear that psychic abilities exist in the setting, just as Howls at the Moon implies the existence of lycanthropes like werewolves, and Pilots Starcraft, of course, requires starships available to pilot.

When a focus is chosen for a character, they get a special connection to one or more of their fellow PCs, a first-tier ability, and perhaps additional starting equipment: one or two pieces of equipment that might be required for the character to use their ability, or that might pair well with the focus. For instance, a character that can build things needs a set of tools. A character that’s constantly on fire needs a set of clothes that are immune to flame. A character that draws runes to cast spells needs writing implements. A character that slays monsters with a sword needs a sword. And so on. That said, many foci don’t require additional equipment.

Each focus also offers one or more suggestions—GM intrusions—for possible effects or consequences of really good or really bad die rolls.

A couple of foci presented in this chapter provide a “type swap option” that allows a player to swap an ability that would otherwise be gained from their type for the indicated ability instead. A player doesn’t have to make the swap; they merely have the option. For instance, the focus Loves the Void provides the option to gain the ability Have Spacesuit, Will Travel instead of a type ability.

As a character progresses to a new tier, a focus grants more abilities. Each tier’s benefit is usually labeled Action or Enabler. If an ability is labeled Action, a character must take an action to use it. If an ability is labeled Enabler, it makes other actions better or gives some other benefit, but it’s not an action. An ability that allows a character to blast foes with lasers is an action. An ability that grants additional damage when an attack is made is an enabler. An enabler is used in the same turn as another action, and often as part of another action.

Each tier’s benefits are independent of and cumulative with benefits from other tiers (unless indicated otherwise). So if a first-tier ability grants +1 to Armor and a fourth-tier ability also grants +1 to Armor, when the character reaches fourth tier, a total of +2 to Armor is granted.

At tier 3 and tier 6, the character is asked to choose one ability from the two options provided.

Finally, you can choose whether you want to expand the story behind the focus (though that’s not mandatory).

Focus Connections

Choose a connection that goes well with the focus. If you’re a GM choosing (or creating) one or more foci for your players, choose up to four of the following connections.

  1. Pick one other PC. For reasons unknown to you, that character is completely immune to your focus abilities, whether you use them for help or for harm.

  2. Pick one other PC. You knew of that character years ago, but you don’t think they knew you.

  3. Pick one other PC. You’re always trying to impress them, but you’re not sure why.

  4. Pick one other PC. That character has a habit that annoys you, but you’re otherwise quite impressed with their abilities.

  5. Pick one other PC. That character shows potential in appreciating your particular paradigm, fighting style, or other
    focus-provided attribute. You would like to train them, but you’re not necessarily qualified to teach (that’s up to you), and they might not be interested (that’s up to them).

  6. Pick one other PC. If they are within immediate range when you’re in a fight, sometimes they provide an asset, and sometimes they accidentally hinder your attack rolls (50% chance either way, determined per fight).

  7. Pick one other PC. You once saved their life, and they clearly feel indebted to you. You wish they didn’t; it’s just part of the job.

  8. Pick one other PC. That character recently mocked you in some fashion that really hurt your feelings. How you deal with this (if at all) is up to you.

  9. Pick one other PC. That character knows you have suffered at the hands of robotic entities in the past. Whether you hate robots now is up to you, which may affect your relationship with the character if they are friendly with robots or have robotic parts.

  10. Pick one other PC. That character comes from the same place you do, and you knew each other as children.

  11. Pick one other PC. In the past, they taught you a few tricks to use in a fight.

  12. Pick one other PC. That character doesn’t seem to approve of your methods.

  13. Pick one other PC. Long ago, the two of you were on opposite sides of a fight. You won, though you “cheated” in their eyes (but from your perspective, all’s fair in a fight). They may be ready for a rematch, though that’s up to them.

  14. Pick one other PC. You are always trying
    to impress that character with your skill, wit, appearance, or bravado. Perhaps they are a rival, perhaps you need their respect, or perhaps you’re romantically interested
    in them.

  15. Pick one other PC. You fear that character is jealous of your abilities and worry that it might lead to problems.

  16. Pick one other PC. You accidentally caught them in a trap you set, and they had to get free on their own.

  17. Pick one other PC. You were once hired to track down someone who was close to that character.

  18. Pick two PCs (preferably ones who are likely to get in the way of your attacks). When you miss with an attack and the GM rules that you struck someone other than your target, you hit one of these two characters.

  19. Pick one other PC. You’re not sure how or from where, but that character has a line on bottles of rare alcohol and can get them for you for half price.

  20. Pick one other PC. You recently had a possession go missing, and you’re becoming convinced that they took it. Whether or not they did is up to them.

  21. Pick one other PC. They always seem to know where you are, or at least in what direction you are in relation to them.

  22. Pick one other PC. Seeing you use your focus abilities seems to trigger an unpleasant memory in that character. That memory is up to the other PC, although they may not be able to consciously recall it.

  23. Pick one other PC. Something about them interferes with your abilities. When they stand next to you, your focus abilities cost 1 additional point.

  24. Pick one other PC. Something about them complements your abilities. When they stand next to you, the first focus ability you use in any 24-hour period costs 2 fewer points.

  25. Pick one other PC. You have known that character for a while, and they helped you gain control of your focus-related abilities.

  26. Pick one other PC. Sometime in that character’s past, they had a devastating experience while attempting something that you do as a matter of course thanks to your focus. Whether they choose to tell you about it is up to them.

  27. Pick one other PC. Their occasional clumsiness and loud behavior irritate you.

  28. Pick one other PC. In the recent past, while practicing, you accidentally hit them with an attack, wounding them badly. It is up to them to decide whether they resent or forgive you.

  29. Pick one other PC. They owe you a significant amount of money.

  30. Pick one other PC. In the recent past, while escaping a threat, you accidentally left that character to fend for themselves. They survived, but just barely. It is up to the player of that character to decide whether they resent you or have decided to forgive you.

  31. Pick one other PC. Recently, they accidentally (or perhaps intentionally) put you in a position of danger. You’re fine now, but you’re wary around them.

  32. Pick one other PC. From your perspective, they seem nervous around a specific idea, person, or situation. You would like to teach them how to be more comfortable with their fears (if they will let you).

  33. Pick one other PC. They called you a coward once.

  34. Pick one other PC. That character always recognizes you or your handiwork, whether you’re in disguise or are long gone when they arrive on the scene.

  35. Pick one other PC. You inadvertently caused an accident that put them into a sleep so deep they didn’t wake for three days. Whether they forgive you or not is up to them.

  36. Pick one other PC. You are pretty sure you are related in some fashion.

  37. Pick one other PC. You accidentally learned something they were trying to keep a secret.

  38. Pick one other PC. They are especially sensitive to the use of your flashier focus abilities, and occasionally they become dazzled for a few rounds, which hinders their actions.

  39. Pick one other PC. They appear to have a treasured item that was once yours, but that you lost in a game of chance years ago.

  40. Pick one other PC. If it wasn’t for you, that character would have failed a past test of mental achievement.

  41. Pick one other PC. Based on a couple of comments you’ve overheard, you suspect that they don’t hold your area of training or favorite hobby in the highest regard.

  42. Pick one other PC whose focus intertwines with yours. This odd connection affects them in some way. For example, if the character uses a weapon, your focus ability sometimes improves their attack in some fashion.

  43. Pick one other PC. They are deathly afraid of heights. You would like to teach them how to be more comfortable with their feet off the ground. They must decide whether or not to take you up on your offer.

  44. Pick one other PC. They are skeptical of your claims about something momentous that happened in your past. They might even attempt to discredit you or discover the “secret” behind your story, though that’s up to them.

  45. Pick one other PC. They have a knack for being able to recognize where your plans or schemes have a weak spot.

  46. Pick one other PC. That character’s face is so intriguing to you in a way you don’t understand that you sometimes find yourself sketching their likeness in the dirt or using some other medium you have access to.

  47. Pick one other PC. That character has an extra item of regular equipment you gave them, either something you made or an item you just wanted to give them. (They choose the item.)

  48. Pick one other PC. They commissioned you to do a job for them. You’ve already been paid but haven’t yet completed the job.

  49. Pick one other PC. You worked together in the past, and the job ended badly.

  50. Pick one other PC. While they stand next to you and use their action to concentrate on helping you, one of your focus ability’s ranges is doubled.

Story Behind The Focus

The foci in this book have been purposely stripped down to basics so they have the widest possible application across multiple genres. A single descriptive sentence or two summarizes each one. After you choose a focus, you have the option to expand its presentation by adding more story and description relevant to the world or to the character.

For instance, if you choose Operates Undercover, the summarizing description is “Under the guise of someone else, you seek to find answers the powerful do not want divulged.” If you choose Conducts Weird Science, the summary is “Your preternatural insight and ability make you a scientist capable of amazing feats.” These descriptions provide what you need to know to use the focus.

However, if you wish (and only if you wish; there is no requirement to do so), you can add more to those descriptions in a fashion that’s relevant for your game. For example, if you choose both Operates Undercover and Conducts Weird Science for use in a modern genre such as horror, urban fantasy, espionage, or something similar, you might expand the descriptions as shown in the following examples.

Operates Undercover: Espionage is not something you know anything about. At least, that’s what you want everyone to believe, because in truth, you’ve been trained as a spy or covert agent. You might work for a government or for yourself. You might be a police detective or a criminal. You could even be an investigative reporter.

Regardless, you learn information that others attempt to keep secret. You collect rumors and whispers, stories and hard-won evidence, and you use that knowledge to aid your own endeavors and, if appropriate, provide your employers with the information they desire. Alternatively, you might sell what you have learned to those willing to pay a premium.

You probably wear dark colors—black, charcoal grey, or midnight blue—to help blend into the shadows, unless the cover you’ve chosen requires you to look like someone else.

Conducts Weird Science: You could be a respected scientist, having been published in several peer-reviewed journals. Or you might be considered a crank by your contemporaries, pursuing fringe theories on what others consider to be scant evidence. Truth is, you have a particular gift for sifting the edges of what’s possible. You can find new insights and unlock odd phenomena with your experiments. Where others see a crackpot cornucopia, you sift the conspiracy theories for revelation. Whether you conduct your enquiries as a government contractor, a university researcher, a corporate scientist, or an indulger of curiosity in your own garage lab following your muse, you push the boundaries of what’s possible.

You probably care more about your work than trivialities such as your appearance, polite or proper behavior, or social norms, but then again, an eccentric like you might turn the tables on that stereotype too.

If you want to go even further, you could determine where a character’s focus abilities come from. Depending on the genre, they could derive those abilities from advanced and persistent training, via magical runes, through cybernetic parts, from their genetic heritage, or because of their access to advanced technology. For instance, a character might be able to blast targets with lightning because they got zapped by strange radiation or because they picked up a lightning gun. On the other hand, it might be because their intense training allowed them to learn lightning magic. The possibilities are nearly endless, and up to you to include or forgo. Because however a focus’s abilities were gained, it’s also enough that they just work.

Customizing Foci

Sometimes not everything about a focus is right for a character’s concept, or perhaps the GM needs additional guidelines for creating a new focus. Either way, the solution lies in looking at foci abilities at their most basic default levels.

At any tier, a player can select one of the following abilities in place of the ability granted by the tier. Many of these replacement abilities, particularly at the higher tiers, might involve body modification, integration with high-tech devices, learning powerful magic spells, uncovering forbidden secrets, or something similar appropriate to the genre.

Tier 1

@UUID[Compendium.cyphersystem-compendium.abilities.2x7nMe9ZGp3VjI8B]{Combat Prowess} @UUID[Compendium.cyphersystem-compendium.abilities.RnK2bmvUb7RIVPSA]{Enhanced Potential}

Tier 2

Lower-tier ability: choose any tier 1 replacement ability, above.

@UUID[Compendium.cyphersystem-compendium.abilities.CtRvLxfUlCynJv1B]{Skill With Defense} @UUID[Compendium.cyphersystem-compendium.abilities.yl2zo179wXZW5Xxc]{Practiced With All Weapons} @UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks}

Tier 3

Lower-tier ability: choose any tier 1 or 2 replacement ability, above.

@UUID[Compendium.cyphersystem-compendium.abilities.b776WTF2u1roh3n0]{Incredible Health} @UUID[Compendium.cyphersystem-compendium.abilities.rqC9cEmRkvm29N56]{Fusion Armor}

Tier 4

Lower-tier ability: choose any tier 1, 2, or 3 replacement ability, above.

@UUID[Compendium.cyphersystem-compendium.abilities.VsKeNcF252yKnh2O]{Poison Resistance} @UUID[Compendium.cyphersystem-compendium.abilities.V2BSB9or5UJdTiYF]{Built-in Weaponry}

Tier 5

Lower-tier ability: choose any tier 1, 2, 3, or 4 replacement ability, above.

@UUID[Compendium.cyphersystem-compendium.abilities.wWN4y4rATxbtMCMo]{Adaptation} @UUID[Compendium.cyphersystem-compendium.abilities.FjXL6iSD1CJKbuGT]{Defensive Field}

Tier 6

Lower-tier ability: choose any tier 1, 2, 3, 4, or 5 replacement ability, above.

@UUID[Compendium.cyphersystem-compendium.abilities.cbXNxvPdWEbKF6nA]{Reactive Field}

Foci

The full description for each focus ability listed in this section is found in the Abilities chapter, which has descriptions for type, flavor, and focus abilities in a single vast catalog.

Abides in Stone

Your flesh is made of hard mineral, making you a hulking, difficult-to-harm humanoid.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.pXrC4lkMOY7CvFLk]{Golem Body}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.U9ZBl9NeipxSLavS]{Golem Healing}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.aFEBxDGnuFi20cLo]{Golem Grip}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.zuEylYrgOVAAjs71]{Trained Basher}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.E0k0LUw0epjJGrv9]{Golem Stomp} or @UUID[Compendium.cyphersystem-compendium.abilities.NFsoXUQaq3I5h2UY]{Weaponization}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.Uk6ceaEWFjcoHNTI]{Deep Reserves}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.F6mAzjhG2T4irVjy]{Specialized Basher}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.4BQHOR98z3TYJPQu]{Still As a Statue}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.fkedtvx6UakJPOZN]{Ultra Enhancement} or @UUID[Compendium.cyphersystem-compendium.abilities.laxdkyrDuOhxfWKc]{Mind Surge}

GM Intrusions: Creatures of stone sometimes forget their own strength or weight. A walking statue can terrify common folk.

Absorbs Energy

You can harness kinetic energy and transform it into other kinds of energy.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.62zBqhQoPk6IV8lF]{Absorb Kinetic Energy}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.NMjccuRLDDnfZtZe]{Release Energy}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.UJst9mtUKNTe3Pd2]{Energize Object}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.yvPcOjjqyU3618Ob]{Absorb Pure Energy} or @UUID[Compendium.cyphersystem-compendium.abilities.wrPVUnJauasIH886]{Improved Absorb Kinetic Energy}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.Y7HUEp7IxdPuur8V]{Overcharge Energy}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.LwmoGOpgHy1K2dU4]{Energize Creature}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.5i6TqVJQQ4sTvqTm]{Energize Crowd} or @UUID[Compendium.cyphersystem-compendium.abilities.m21TAvxSQn1rGx3d]{Overcharge Device}

GM Intrusions: Energy goes to ground in a destructive way. Some predators feed directly on energy. An unintended item is drained of energy.

Awakens Dreams

You can pull images from dreams and bring them to life in the waking world.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.y08bfWS5eyeUJB3J]{Dreamcraft}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.bcEupdsF6FduFPwe]{Oneirochemy}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.bH57y3PYsMceluGy]{Dream Thief}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.FBCpBF9PXlEtIX4m]{Dream Becomes Reality} or @UUID[Compendium.cyphersystem-compendium.abilities.7GsuhcRTpDX0d1em]{Enhanced Intellect}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.FIU24o7T66ViVgyg]{Daydream}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.pUbqCBV3dBOWFgmv]{Nightmare}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.2iAHsn5ie8sYRiyb]{Chamber of Dreams} or @UUID[Compendium.cyphersystem-compendium.abilities.cbXNxvPdWEbKF6nA]{Reactive Field}

GM Intrusions: An unexpected sleepwalking episode puts the character into a dangerous situation. A nightmare breaks free of a dream.

Battles Robots

You excel in battling robots, automatons, and machine entities.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.atQ5yNq1ZEyy0z5j]{Machine Vulnerabilities}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.pYsmdnNte7o5Flca]{Tech Skills}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.aNNLomN5nZc52ZT4]{Defense Against Robots}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.QHSH8fE6l3bKz2xl]{Machine Hunting}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.ka5VA9XBi4OTnKVa]{Disable Mechanisms} or @UUID[Compendium.cyphersystem-compendium.abilities.uG2ACHNAPoZirp0b]{Surprise Attack}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.NoKdHv0FSytZR4iF]{Robot Fighter}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.NJakiz9yvoflzzBD]{Drain Power}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.jHrQLzIfjKtXBoJL]{Deactivate Mechanisms} or @UUID[Compendium.cyphersystem-compendium.abilities.58CLKxSLgaT6W6Cj]{Lethal Damage}

GM Intrusions: The robot explodes upon defeat. Other robots come after the character for revenge.

Bears a Halo of Fire

You can sheath your body in flames, which protects you and harms your foes.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.AzMtxh562JfrPdKZ]{Shroud of Flame}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.NJjAmyf9zhjRTNme]{Hurl Flame}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.TWqyBv9PEjwJKd1y]{Wings of Fire} or @UUID[Compendium.cyphersystem-compendium.abilities.srn53BB1da8Elh1t]{Fiery Hand of Doom}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.tJQmvEiYq2xBv4ZJ]{Flameblade}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.6fpCYtBDCfW6m1b0]{Fire Tendrils}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.NVdx8QjmTP5eOjDh]{Fire Servant} or @UUID[Compendium.cyphersystem-compendium.abilities.PLsz8IqWScZt0Ott]{Inferno Trail}

GM Intrusions: Fire burns flammable material. Fire spreads out of control. Primitive creatures fear fire and often attack what they fear.

Blazes With Radiance

You can create light, sculpt it, bend it away from you, or gather it to use as a weapon.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.ea7BzQy6fZqHQNET]{Enlightened}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.xZQXXjAWGBo7mTHU]{Illuminating Touch}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.teFcKcbo5ZBFbfRl]{Dazzling Sunburst}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.IUlsD8Zxp8AYbO4h]{Burning Light} or @UUID[Compendium.cyphersystem-compendium.abilities.CtRvLxfUlCynJv1B]{Skill With Defense}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.iIlgHiF1EN0fEpYx]{Sunlight}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.PyVeE7CtDVDksWG6]{Disappear}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.cE7JPRHLqIdM3b9V]{Living Light} or @UUID[Compendium.cyphersystem-compendium.abilities.FjXL6iSD1CJKbuGT]{Defensive Field}

GM Intrusions: Allies are accidentally dazzled or blinded. Bright flashes draw guards.

Brandishes an Exotic Shield

You deploy an amazing shield of pure force that provides protection and some offensive options.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.yb5PaVIPimrcJxFg]{Force Field Shield}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.aidcxXW6MokDMqY7]{Force Bash}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.vPflrS1giYnMoqL2]{Enveloping Shield}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.6nm35znCQzjAk6Gb]{Healing Pulse} or @UUID[Compendium.cyphersystem-compendium.abilities.SPL1URVkuo4PJP8I]{Throw Force Shield}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.B5zrSVUs54TUALFB]{Energized Shield}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.TXNhhyj63MMp2dVF]{Force Wall}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.zflNCqrmTL7vrYg1]{Bouncing Shield} or @UUID[Compendium.cyphersystem-compendium.abilities.Np67YSIzrP6w1PPb]{Shield Burst}

GM Intrusions: The shield is temporarily lost. A foe temporarily ends up with the shield.

Builds Robots

Your robotic creations do as they are commanded.

The word “robot” is used in this focus, though the robot you create might look very different from one created by someone else, depending on the genre. Steampunk robots, organic robots, or even magical golems are all feasible “robots.”

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.paIv2etaqLqY76y0]{Robot Assistant}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.pUliR2uWpIcE6jQX]{Robot Builder}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.kgCuCmU8kn0UMy8v]{Robot Control}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.ETGBAqAc1ApFH5cx]{Expert Follower} or @UUID[Compendium.cyphersystem-compendium.abilities.CtRvLxfUlCynJv1B]{Skill With Defense}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.BSx4qB29VwRUISm6]{Robot Upgrade}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.yqhUXLWMSNn5IYOn]{Robot Fleet}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.HAVNfVKAdwtJF6Jj]{Robot Evolution} or @UUID[Compendium.cyphersystem-compendium.abilities.BSx4qB29VwRUISm6]{Robot Upgrade}

GM Intrusions: The robot is hacked, gains a mind of its own, or unexpectedly detonates.

Calculates the Incalculable

Awesome mathematical ability allows you to model the world in real time, giving you an edge over everyone.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.vcbIe2sSMKJmawl4]{Predictive Equation}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.A853pOqz5BmPfh4w]{Higher Mathematics}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.V5oEOJ4i32t97yOG]{Predictive Model}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.CNw7shehsdySzhAK]{Subconscious Defense} or @UUID[Compendium.cyphersystem-compendium.abilities.7GsuhcRTpDX0d1em]{Enhanced Intellect}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.Z7JkIlrv7gxim4Fn]{Cognizant Offense}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.34Ycb9VK8JwHgSl4]{Greater Enhanced Intellect}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.GnQRIvynqXx1R2a0]{Further Mathematics}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.wlkPdME0r3hx9VbE]{Knowing the Unknown} or @UUID[Compendium.cyphersystem-compendium.abilities.34Ycb9VK8JwHgSl4]{Greater Enhanced Intellect}

GM Intrusions: Too many predicted results threaten to overwhelm and stun the character. A result points to imminent disaster.

Channels Divine Blessings

A devout follower of a divine being, you channel some of your deity’s power to achieve wonders.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.I9m3nOdBZ2HoEmbj]{Blessing of the Gods}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.7GsuhcRTpDX0d1em]{Enhanced Intellect}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.dJTgtIs80gOoI6ac]{Divine Radiance} or @UUID[Compendium.cyphersystem-compendium.abilities.NgHLZq3tZ3CFJvYv]{Fire Bloom}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.gDwPpgIAocEfQjPx]{Overawe}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.OkKNmMvLFwHxUv2r]{Divine Intervention}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.tgaSXp1VQiec8Jst]{Divine Symbol} or @UUID[Compendium.cyphersystem-compendium.abilities.LnZkUlKUuuD7iW3P]{Summon Demon}

GM Intrusions: A demon investigates divine magic use. A rival cult has issues with the character’s teachings.

Commands Mental Powers

You can pull images from dreams and bring them to life in the waking world.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.L2NOLfflU6HNleuT]{Telepathic}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.W5Zt9qDKCtNr49BC]{Mind Reading}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.Mc8L07dpf605FDo9]{Psychic Burst} or @UUID[Compendium.cyphersystem-compendium.abilities.iRqXVpngq6vfgtEn]{Psychic Suggestion}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.FktE2hQhSKXbWcQU]{Use Senses of Others}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.N0wzhZ676UrCR8M4]{Precognition}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.Vcfc6yjbqX6WSzCf]{Mind Control} or @UUID[Compendium.cyphersystem-compendium.abilities.K0C60k7wHBSpMQX4]{Telepathic Network}

GM Intrusions: Something glimpsed in the target’s mind is horrifying. A feedback loop allows the target to read the character’s mind.

Conducts Weird Science

Your preternatural insight and ability make you a scientist capable of amazing feats.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.4PVFXmi2cxI8MdpR]{Lab Analysis}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.eEGFknWQZUBNXn99]{Knowledge Skills}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.mFPUUmBIcGGsuwNd]{Modify Device}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.G0hoaZFQpdG7FfxO]{Better Living Through Chemistry} or @UUID[Compendium.cyphersystem-compendium.abilities.b776WTF2u1roh3n0]{Incredible Health}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.eEGFknWQZUBNXn99]{Knowledge Skills}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.gjBFpV2OvDmBqeE3]{Just a Bit Mad}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.RHLBHQuskBAVGnU8]{Weird Science Breakthrough}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.CyuPiJdYZIfNcTSy]{Incredible Feat of Science}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.JeqLEAcHOYVd78TH]{Inventor} or @UUID[Compendium.cyphersystem-compendium.abilities.FjXL6iSD1CJKbuGT]{Defensive Field}

GM Intrusions: Creations get out of control. Side effects cannot always be predicted. Weird science terrifies people and can draw the media. When a device created or modified by weird science is depleted, it detonates.

Consorts With the Dead

The dead answer your questions, and their reanimated corpses serve you.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.nvA3LwoSP7jf4h8G]{Speaker for the Dead}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.yaLHxRtVBhveqHJA]{Necromancy}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.uPvNopNWTgHGIPyR]{Reading the Room} or @UUID[Compendium.cyphersystem-compendium.abilities.rRDSzPJtUCwRVXFR]{Repair Flesh}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.vEVmBgz2TxOH3aSk]{Greater Necromancy}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.kKYyGbrQxDRSOh37]{Terrifying Gaze}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.GDphyYXSfjKE5BST]{True Necromancy} or @UUID[Compendium.cyphersystem-compendium.abilities.Gsre3acJaxhGBa0S]{Word of Death}

GM Intrusions: The character’s necromantic reputation precedes them. A corpse seeks revenge for being reanimated.

Controls Beasts

Your ability to communicate and lead beasts is uncanny.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.bOohoEcDegDBinFc]{Beast Companion}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.gT21nqWZ9Es576oC]{Soothe the Savage}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.OIk4usP2NFT0tDu7]{Communication}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.cGcblQ2qvyHM02kY]{Mount} or @UUID[Compendium.cyphersystem-compendium.abilities.h1rn92kIqG5VVYd6]{Stronger Together}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.zstBkLwRduC7vgGT]{Beast Eyes}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.0IlHHY1ktkN2L5Sp]{Improved Companion}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.pFWDdnTXCiPfwsWv]{Beast Call}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.Qm31Nw2SkBpVcv9M]{As If One Creature} or @UUID[Compendium.cyphersystem-compendium.abilities.LvoH43SKKtr3urKo]{Control the Savage}

GM Intrusions: The community is reluctant to welcome dangerous animals. Out-of-control beasts become a real hazard.

Controls Gravity

You can sway the attraction of gravity itself.

Type Swap Option: Weighty

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.UCR0rx32kEsTcgnF]{Hover}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.QH3l6ojVnasZm5U8]{Enhanced Speed Edge}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.SHMGbt30RfePtyNE]{Define Down} or @UUID[Compendium.cyphersystem-compendium.abilities.jbhcWHMiQQaR9ukO]{Gravity Cleave}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.eJpNT3QObtYiDfXY]{Field of Gravity}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.abdAcwYE8L00VakL]{Flight}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.Cnvf8fv0EEKU3iSn]{Improved Gravity Cleave} or @UUID[Compendium.cyphersystem-compendium.abilities.tMOeiKWrhp5P5CCQ]{Weight of the World}

GM Intrusions: Onlookers react with unreasoning fear. A weird interaction sends an ally or object careening into the sky.

Crafts Illusions

You fashion images from light that are so perfect they seem real.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.l60mmJrF1GupXLJB]{Minor Illusion}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.asQqC0DepYcsPxRV]{Illusory Disguise}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.JwG4lCSZIG3qUQAi]{Cast Illusion} or @UUID[Compendium.cyphersystem-compendium.abilities.hNsph7BRwllVSUre]{Major Illusion}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.hJV3hrSYcq3Zbzl5]{Illusory Selves}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.9cJ6gJZc7datpQwJ]{Terrifying Image}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.lCWWUQ0vYH2odiDv]{Grandiose Illusion} or @UUID[Compendium.cyphersystem-compendium.abilities.RNJbp1eAcMqSnYvb]{Permanent Illusion}

GM Intrusions: The illusion isn’t believable. The illusion is pierced at just the wrong moment.

Crafts Unique Objects

You’re an inventor of strange and useful objects.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.fkyJ02LbeOAfDxcF]{Crafter}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.YF8CYsYKcXpdfqH5]{Master Identifier}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.yIdq1lu1eUAkNyDC]{Artifact Tinkerer}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.m6X5wyPUPdhqLTIp]{Quick Work}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.4JDFgEhyhqReRngE]{Master Crafter} or @UUID[Compendium.cyphersystem-compendium.abilities.V2BSB9or5UJdTiYF]{Built-in Weaponry}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.M3TM1cORNnlEN0ZO]{Cyphersmith}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.y3qXWOUu7mAhg6Rb]{Innovator}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.JeqLEAcHOYVd78TH]{Inventor} or @UUID[Compendium.cyphersystem-compendium.abilities.rqC9cEmRkvm29N56]{Fusion Armor}

GM Intrusions: The object malfunctions, breaks, or suffers catastrophic or unexpected failure.

Cyphersmith works only in a setting where the cyphers are physical objects. If this isn’t the case, this ability should probably be replaced with something akin to Weird Science Breakthrough from the Conducts Weird Science focus.

Dances With Dark Matter

You can manipulate shadow and “dark” matter.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.7aCeBDGZqu8A9hMQ]{Ribbons of Dark Matter}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.VWehoqF0N6s0WMLK]{Void Wings}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.XYbtbbVKFYmDfmjO]{Dark Matter Shroud} or @UUID[Compendium.cyphersystem-compendium.abilities.MqGMnSIkHK4rOFSm]{Dark Matter Strike}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.yB4tnpDNVSOxgruq]{Dark Matter Shell}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.b44vvK2YjdSeYPJc]{Windwracked Traveler}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.JUn27j5YI3dRh2jJ]{Dark Matter Structure} or @UUID[Compendium.cyphersystem-compendium.abilities.apQwshUTjCQPym8A]{Embrace the Night}

GM Intrusions: Dark matter skulks away as if possessed by a mind of its own.

Defends the Gate

Everyone wants you on their side when it comes to a fight because nothing gets by you.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.C9x7b1qN4qmm568P]{Fortified Position}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.POaewj2PWMMfCY1i]{Rally to Me}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.VgomhLKFHDDAzW9T]{Mind for Might}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.ZvKFftq7doCxI7T5]{Fortification Builder} or @UUID[Compendium.cyphersystem-compendium.abilities.LODZEYtmmBN5D9zZ]{Divert Attacks}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.R9KnCCvGoEHvV1p0]{Greater Enhanced Might}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.hCAzOVpH0jrYc9qk]{Reinforcing Field}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.KBykf0P4WQ9Lb6TN]{Generate Force Field} or @UUID[Compendium.cyphersystem-compendium.abilities.eQIPJk2xcFGfDr3H]{Stun Attack}

GM Intrusions: A strategically important structure collapses. The enemy attacks from an unexpected direction.

Defends the Weak

You stand up for the helpless, the weak, and the unprotected.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.YvPBxDxLz16Usm7m]{Courageous}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.6zU8AURXjXgG63j6]{Warding Shield}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.9p2RJYFo6s55F5Ha]{Devoted Defender}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.fh7tK1BVjgSfZ8ml]{Insight}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.Su3LkSzdGHg9w1RO]{Dual Wards} or @UUID[Compendium.cyphersystem-compendium.abilities.GAeUBbQWE3ryv50V]{True Guardian}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.lb5Bo8BpNXdVMkmt]{Combat Challenge}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.JrSM5XYgXpxNnLl2]{Willing Sacrifice}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.aDnA7oA9ZYCEfprI]{Resuscitate} or @UUID[Compendium.cyphersystem-compendium.abilities.mjEFQ3ndDRvLB5Dj]{True Defender}

GM Intrusions: A character focused on protecting others may periodically leave themselves vulnerable to attacks.

Descends From Nobility

A descendent of wealth and power, you carry a noble title and the abilities granted by a privileged upbringing.

Type Swap Option: @UUID[Compendium.cyphersystem-compendium.abilities.S2OZtm12S2YvxD7H]{Retinue}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.xMRRfjFF0POkxyea]{Privileged Nobility}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.A8CGMbLGsJ3AHKMP]{Trained Interlocutor}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.zTsjsWVgzjQzl2MW]{Advanced Command} or @UUID[Compendium.cyphersystem-compendium.abilities.AAUqaiWxC5V4e1VH]{Noble’s Courage}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.ETGBAqAc1ApFH5cx]{Expert Follower}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.T5tn7zItPyaRcYNC]{Asserting Your Privilege}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.Eez3uExkDA20XJg3]{Able Assistance} or @UUID[Compendium.cyphersystem-compendium.abilities.qbXP6HlN56bPt7cq]{Mind of a Leader}

GM Intrusions: Debts incurred by a family are owed by the character. A long-lost sibling seeks to disinherit rivals. An assassin finds the character.

Doesn’t Do Much

You’re a slacker, but you know a little about a lot of things.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.aOzkoVf0mNSkZBtn]{Life Lessons}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.2fU3nI68oi5ScziC]{Totally Chill}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks} or @UUID[Compendium.cyphersystem-compendium.abilities.uhC4ubTGfhkNvIMX]{Improvise}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.aOzkoVf0mNSkZBtn]{Life Lessons}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.nOuOE3EkrNr81pSq]{Greater Skill With Defense}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.4necR0YTsaij4ojD]{Greater Enhanced Potential}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.wztu6KcpILxwlFTU]{Drawing on Life’s Experiences} or @UUID[Compendium.cyphersystem-compendium.abilities.Mac5S0sQe9Muf4Mv]{Quick Wits}

GM Intrusions: New situations are confounding and stressful. Past actions (or inactions) come back to haunt the character.

Drives Like A Maniac

Whether balancing on two wheels, jumping another vehicle, or driving head-on toward an oncoming enemy car, you don’t think about the risks when you’re behind the wheel.

Someone who Drives Like a Maniac needs access to a vehicle.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.DCuOpij3sNomBe1a]{Driver}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.1fu5C9JHmORmWTR8]{Driving on the Edge}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.lY7NaxsFxt1XZVk5]{Car Surfer}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.HHcC89OKZACgLB8Y]{Stare Them Down}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.hQx9SoUhY6jzUeTW]{Expert Driver} or @UUID[Compendium.cyphersystem-compendium.abilities.QH3l6ojVnasZm5U8]{Enhanced Speed Edge}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.EQXA8Gcwdc7dU8lw]{Sharp-Eyed}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.tuofJSTVjOEwRUem]{Enhanced Speed}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.vVax9KyZ3U4Wpok8]{Something in the Road}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.qKDngpAWNEzhdRj5]{Trick Driver} or @UUID[Compendium.cyphersystem-compendium.abilities.58CLKxSLgaT6W6Cj]{Lethal Damage}

GM Intrusions: The engine develops a knock. The bridge on the road ahead is out. The windshield shatters. Someone unexpectedly runs in front of the vehicle.

Emerged From the Obelisk

Your body, hard as crystal, gives you a suite of unique abilities, gained after an interaction with a floating crystalline obelisk.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.bzeuikGxbM7noj2z]{Crystalline Body}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.UCR0rx32kEsTcgnF]{Hover}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.QsXOz48JgyXYEEqS]{Inhabit Crystal} or @UUID[Compendium.cyphersystem-compendium.abilities.4Fe5z4FD71eHlbbd]{Immovable}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.hIWg9VFNnYnrknAu]{Crystal Lens}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.ucsscEpO5L2gIYZg]{Resonant Frequency}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.bY52t6eGONKu8Kr4]{Resonant Quake} or @UUID[Compendium.cyphersystem-compendium.abilities.tR2v2vMu3TgN21OJ]{Return to the Obelisk}

GM Intrusions: Cyphers and artifacts react unexpectedly in the character’s hands.

Employs Magnetism

You command metal and the power of magnetism.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.p2JmtbtuzscW1ogs]{Move Metal}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.MK2dp11krszjDsyc]{Repel Metal}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.0XSuUGS0UyrhiW44]{Destroy Metal} or @UUID[Compendium.cyphersystem-compendium.abilities.4v5pXMwFeB7xQzME]{Guide Bolt}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.n985WYLPzj2XqBry]{Magnetic Field}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.uN2YVmNxkFj3SFof]{Command Metal}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.fruWNFBBNLpcGLaC]{Diamagnetism} or @UUID[Compendium.cyphersystem-compendium.abilities.SZtOjKk7ScShJT6G]{Iron Punch}

GM Intrusions: The metal twists, bends, or produces shrapnel. A lapse in concentration might cause something to slip or drop at just the wrong time.

Entertains

You perform, mostly for the benefit of others.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.rfsCCpxcsjc8hr60]{Levity}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.oilgQ4oM02Pa0eNp]{Inspiration}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.eEGFknWQZUBNXn99]{Knowledge Skills} or @UUID[Compendium.cyphersystem-compendium.abilities.4necR0YTsaij4ojD]{Greater Enhanced Potential}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.CLObcsu2DKKKhzyK]{Calm}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.Eez3uExkDA20XJg3]{Able Assistance}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.kZ3LhhYZKrcnBplY]{Master Entertainer} or @UUID[Compendium.cyphersystem-compendium.abilities.xRIDlrBzTXVYC5rh]{Vindictive Performance}

GM Intrusions: The audience is annoyed or offended. Musical instruments break. Paints dry in their pots. The words to a poem or song are forgotten.

Note: Erratum

It seems that the tier 2 ability is supposed to be @UUID[Compendium.cyphersystem-compendium.abilities.DLxDL49VjUEMAjxZ]{Inspiring Ease} instead of Inspiration.

Exists in Two Places at Once

You exist in two places at once.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.P1jQZdPIrxo4wNlr]{Duplicate}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.PRh7n2VLXyRa4il9]{Share Senses}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.FwEUY43Q8EMVCCsL]{Superior Duplicate} or @UUID[Compendium.cyphersystem-compendium.abilities.oEubmS7pZ3zFK8uJ]{Resilient Duplicate}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.nVFRDMhuWDrdve4F]{Damage Transference}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.jmjxGRJTwztzBtLc]{Coordinated Effort}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.rsYzxCchklPSFAp7]{Multiplicity} or @UUID[Compendium.cyphersystem-compendium.abilities.oEubmS7pZ3zFK8uJ]{Resilient Duplicate}

GM Intrusions: Perceiving the world from two different places disorients the character, causing momentary vertigo, nausea, or confusion.

Exists Partially Out of Phase

A bit translucent, you’re slightly out of phase and can move through solid objects.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.g0SqMvb020tiTQ48]{Walk Through Walls}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.2j6Hqr2Y8Xbz97c4]{Defensive Phasing}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.cJB7wj5okdPZuRNb]{Phased Attack} or @UUID[Compendium.cyphersystem-compendium.abilities.MFBq4Fc432FS6nkX]{Phase Door}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.Kk9lHkiaqsr3pUmk]{Ghost}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.QLRztjFH4YetYM6l]{Untouchable}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.xHLPf1FETmn06aA8]{Enhanced Phased Attack} or @UUID[Compendium.cyphersystem-compendium.abilities.ptH3O4GES71CClGO]{Phase Foe}

GM Intrusions: The character is sent phasing into an unexpected dimension. The character becomes lost in a large solid.

Explores Dark Places

You’re the archetypal treasure hunter, scavenger, and finder of lost things.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.MwDYD8V1CJv8w9rR]{Superb Explorer}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.aJ1T8XqGF38vyzV2]{Superb Infiltrator}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.xskKzxBoGvSrje4e]{Eyes Adjusted}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.LdHCwZcifnRRuPrp]{Nightstrike} or @UUID[Compendium.cyphersystem-compendium.abilities.JhBTTC5ZUTT8NvUA]{Slippery Customer}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.5t5EIoGSan3pQ08D]{Hard-Won Resilience}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.xRvaY8SG4HVy5WO8]{Dark Explorer}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.XRXQwJplJrm7onbN]{Blinding Attack} or @UUID[Compendium.cyphersystem-compendium.abilities.2asT0zvk1kw5hC1v]{Embraced by Darkness}

GM Intrusions: Possessions fall out of pockets or bags in the dark; maps get lost; information gained fails to include an important detail.

Fights Dirty

You’ll do anything to win a fight: bite, scratch, kick, trick, and worse.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.VAGafmOiBpvU2eq0]{Tracker}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.gwMRhz3h9zxbVQXt]{Stalker}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.sHdBJdVshvtAqz1K]{Sneak}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.FEkLEYwk7r9KE7oC]{Quarry}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.7Gxuqkwo4i47yHe3]{Betrayal} or @UUID[Compendium.cyphersystem-compendium.abilities.uG2ACHNAPoZirp0b]{Surprise Attack}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.R9WffstnihzBuuvW]{Mind Games}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.gNRMG3mJTzWaCGph]{Capable Warrior}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.vhGEeFVgyqX1gzRr]{Using the Environment}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.Z4QcjOxgltEJPm96]{Twisting the Knife} or @UUID[Compendium.cyphersystem-compendium.abilities.KNElOxbWobS1ygLv]{Murderer}

GM Intrusions: People look poorly upon those who cheat or fight without honor. Sometimes a dirty trick backfires.

Fights With Panache

You’re a swashbuckling daredevil who fights with flamboyant style that’s entertaining to watch.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.b8rtgyatE8o9FaRS]{Attack Flourish}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.GQeO9RXVzeriLsfy]{Quick Block}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.ra0A8MtQjZEYhJPr]{Acrobatic Attack} or @UUID[Compendium.cyphersystem-compendium.abilities.tmrSKjGmjbxfIqPI]{Flamboyant Boast}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.3JWMtJBjf3oUWaxP]{Block for Another}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.jaGs9nmLaywdRMUN]{Fast Kill}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.vhGEeFVgyqX1gzRr]{Using the Environment}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.cuK7oPGFdlOPoc44]{Agile Wit} or @UUID[Compendium.cyphersystem-compendium.abilities.G5bTthwpEf5azVHA]{Return to Sender}

GM Intrusions: The display comes off looking silly, clumsy, or unattractive.

Flies Faster Than a Bullet

You can fly, and you’re superstrong, hard to hurt, and fast too. Is there anything you can’t do?

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.UCR0rx32kEsTcgnF]{Hover}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.4necR0YTsaij4ojD]{Greater Enhanced Potential}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.sPheWt9emoY3PCA8]{Hidden Reserves} or @UUID[Compendium.cyphersystem-compendium.abilities.rYyymKUc0QKWdNsy]{See Through Matter}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.Zps9ZUc9RD1mRDEK]{Blink of an Eye}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.s68x7VxwueUkCkOg]{Up to Speed}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.sbGo2i4oqy1aUeQ6]{Not Dead Yet}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.IUlsD8Zxp8AYbO4h]{Burning Light} or @UUID[Compendium.cyphersystem-compendium.abilities.NMgopYfoagESHtea]{Ignore Affliction}

GM Intrusions: A nemesis finds the character. A strange material is found to nullify the character’s abilities.

Focuses Mind Over Matter

You can telekinetically move objects with your mind without physically touching them.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.LODZEYtmmBN5D9zZ]{Divert Attacks}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.xDn74LRD6xlMUqj2]{Telekinesis}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.gyZd83dgvZnQrmbb]{Cloak of Opportunity} or @UUID[Compendium.cyphersystem-compendium.abilities.bvqDafTBMB7Uo9Qj]{Enhance Strength}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.loOJI9ZakIwGrmW1]{Apportation}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.8wSx2qtKXq0dWxId]{Psychokinetic Attack}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.iEOf9IkbHU8oBOMm]{Improved Apportation} or @UUID[Compendium.cyphersystem-compendium.abilities.YFbC1HRis4SpZgrS]{Reshape}

GM Intrusions: One mental slip, and moving objects drop or fragile objects break. Sometimes the wrong item moves, falls, or breaks.

Note: Erratum

It seems that the tier 1 ability is supposed to be @UUID[Compendium.cyphersystem-compendium.abilities.YcDF62pED8waUtry]{Deflect Attacks} instead of Divert Attacks.

Fuses Flesh and Steel

Your body is part machine.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.dPFQTFRzv7D7PYKq]{Enhanced Body}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.4dTGeclZRVjzn5tT]{Interface}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.syiylO75dZlcUp3i]{Sensing Package} or @UUID[Compendium.cyphersystem-compendium.abilities.NFsoXUQaq3I5h2UY]{Weaponization}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.42sPqHxJEybiZ6Vh]{Fusion}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.Uk6ceaEWFjcoHNTI]{Deep Reserves}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.laxdkyrDuOhxfWKc]{Mind Surge} or @UUID[Compendium.cyphersystem-compendium.abilities.fkedtvx6UakJPOZN]{Ultra Enhancement}

GM Intrusions: People in most societies are afraid of someone who is revealed to have mechanical parts.

Fuses Mind and Machine

Electronic aids implanted in your brain make you a mental powerhouse.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.7GsuhcRTpDX0d1em]{Enhanced Intellect}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.eEGFknWQZUBNXn99]{Knowledge Skills}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.2GicRKJcPO3hmlwD]{Network Tap}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.GK0o4fjCtxgAP269]{Action Processor} or @UUID[Compendium.cyphersystem-compendium.abilities.dLJ0B35UlB5wxCf4]{Machine Telepathy}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.34Ycb9VK8JwHgSl4]{Greater Enhanced Intellect}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.eEGFknWQZUBNXn99]{Knowledge Skills}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.MA2Pwhbpbq2SSIQy]{See the Future}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.teF5kZpAuRfZKfxn]{Machine Enhancement} or @UUID[Compendium.cyphersystem-compendium.abilities.laxdkyrDuOhxfWKc]{Mind Surge}

GM Intrusions: Machines malfunction and shut down. Powerful machine intelligences can take control of lesser thinking machines. Some people don’t trust a person who isn’t fully organic.

Grows to Towering Heights

For brief periods, you can grow larger and, with enough experience, to towering heights.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.HDYOv1V10xpFbFI7]{Enlarge}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.HoUOwIPfKTlxyQH0]{Freakishly Large}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.GmMePJHTRl6PshR6]{Bigger}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.wifCvRG9OhsTDT30]{Advantages of Being Big}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.uNzF1oQKJ6T1yqL4]{Huge} or @UUID[Compendium.cyphersystem-compendium.abilities.WuNUt6ltWGDdjNLS]{Throw}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.48i5ybVtZaTlFLJf]{Grab}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.0XYaYNoQzrYYKR4p]{Gargantuan}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.hbbPZIjq81Qqdp6i]{Colossal} or @UUID[Compendium.cyphersystem-compendium.abilities.58CLKxSLgaT6W6Cj]{Lethal Damage}

GM Intrusions: Rapid growth knocks over furnishings or smashes through ceilings or hanging lights. An enlarged character breaks through the floor.

Helps Their Friends

You love your friends and help them out of any difficulty, no matter what.

Type Swap Option: Advice From a Friend

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.lZCAKgP966BuU4uF]{Friendly Help}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.YvPBxDxLz16Usm7m]{Courageous}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.QGSHCRW46vn5Xdwu]{Weather the Vicissitudes}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.knh2MWMhCgqOjWYD]{Buddy System} or @UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.RgosWDt0hkosbVQr]{In Harm’s Way}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.MwVDTy2Rx1V7Tyly]{Enhanced Physique}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.FiSwskgQGBjp4IhZ]{Inspire Action}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.1tkQKo32UKxTUUPn]{Deep Consideration} or @UUID[Compendium.cyphersystem-compendium.abilities.CtRvLxfUlCynJv1B]{Skill With Defense}

GM Intrusions: Others sometimes have ulterior motives. The law takes an undue interest. Even when everything goes right, repercussions follow.

Howls at the Moon

For brief periods, you become a fearsome and powerful creature with control issues.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.8DXGUr433iXaVCSv]{Beast Form}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.wIOwT1tjGLMYzZAb]{Controlled Change}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.NIePQkLH2DTVjZR2]{Bigger Beast Form} or @UUID[Compendium.cyphersystem-compendium.abilities.Ee8QC6fkRvD1yw6h]{Greater Beast Form}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.wqzexDdZolWgxAza]{Greater Controlled Change}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.A9uQnidn6SKTNHJA]{Enhanced Beast Form}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.58CLKxSLgaT6W6Cj]{Lethal Damage} or @UUID[Compendium.cyphersystem-compendium.abilities.85DCcEDqvz6A0LkD]{Perfect Control}

GM Intrusions: The change happens in an uncontrolled fashion. People are terrified of monsters.

Hunts

You are a stalking hunter who excels at bringing down your selected quarry.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.b8rtgyatE8o9FaRS]{Attack Flourish}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.VAGafmOiBpvU2eq0]{Tracker}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.FEkLEYwk7r9KE7oC]{Quarry}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.sHdBJdVshvtAqz1K]{Sneak}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.aBfj6w1y6noOzB7d]{Horde Fighting} or @UUID[Compendium.cyphersystem-compendium.abilities.57txEIyzuPUQOqVP]{Sprint and Grab}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.uG2ACHNAPoZirp0b]{Surprise Attack}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.LE8NtDKG9TzXBv5B]{Hunter’s Drive}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.oroWEBbp3cvrYwH9]{Greater Skill With Attacks} or @UUID[Compendium.cyphersystem-compendium.abilities.ENO71nxs3MSKzvq6]{Multiple Quarry}

GM Intrusions: The quarry notices the character. The quarry isn’t as vulnerable as it seemed.

Infiltrates

Subtlety, guile, and stealth allow you to get in where others can’t.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.QAdh0yZBjJsHdJjD]{Stealth Skills}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.WUY75HFAqAu1i9ku]{Sense Attitudes}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.vFc52xBtBp69WglW]{Impersonate}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.LFiTEQpWhXBgIZWb]{Flight Not Fight}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.ZB80ZclRSzEcr4o1]{Awareness} or @UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.wvlSlYCJyrJuFqtn]{Invisibility}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.N0OZaNOIbHTiWDL1]{Evasion}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.3SiJ5Drao8XtmgzV]{Brainwashing} or @UUID[Compendium.cyphersystem-compendium.abilities.jrTEtAhE6GfLW7R4]{Spring Away}

GM Intrusions: Spies are treated harshly when caught. Allies disavow infiltrators who get caught. Some secrets are better left unknown.

Interprets the Law

You excel at winning others over to your views.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.EbnGDC61relhYaib]{Opening Statement}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.xBQM1AmjmcjmPDDD]{Knowledge of the Law}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.2GwH3ugd7aHrWZRz]{Debate}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.Eez3uExkDA20XJg3]{Able Assistance} or @UUID[Compendium.cyphersystem-compendium.abilities.FQPA8oY3xiZIL6aG]{Enhanced Intellect Edge}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.Hw16NpdbdJOqVF4z]{Castigate}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.kcXnkEBuyNil4Nd4]{No One Knows Better}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.4necR0YTsaij4ojD]{Greater Enhanced Potential} or @UUID[Compendium.cyphersystem-compendium.abilities.pGJIwlCJDib2Splm]{Legal Intern}

GM Intrusions: Onlookers react badly to a know-it-all. A distraction or interruption throws the character’s argument off the rails.

Is Idolized by Millions

You’re a celebrity and most people adore you.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.ZK4CUb9HH4J5A8IN]{Entourage}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.zGoUoC6i0f1SbUqE]{Celebrity Talent}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.6QXGJBsJPDFgcdq5]{Perks of Stardom}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.b776WTF2u1roh3n0]{Incredible Health} or @UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.mUhnX0UmEw2BROkI]{Captivate With Starshine}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.ETGBAqAc1ApFH5cx]{Expert Follower}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.1W0sBVHxG7LESCPl]{Do You Know Who I Am?}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.zZYSSAFXtJcuezxM]{Transcend the Script} or @UUID[Compendium.cyphersystem-compendium.abilities.0IlHHY1ktkN2L5Sp]{Improved Companion}

GM Intrusions: Fans are endangered or hurt on your behalf. Someone in your entourage betrays you. Your show, tour, contract, or other event is canceled. The media posts photos of you in an embarrassing situation.

Is Licensed to Carry

You carry a gun and you know how to use it in a fight.

Although Is Licensed to Carry is designed with modern firearms in mind, it could apply to flintlock weapons, futuristic laser blasters, or other ranged weapons.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.1SBd1jm66eSo4eHn]{Gunner}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.wAbsUj5mHZatr3JG]{Practiced With Guns}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.Mbq7D0u4Vee0NKYz]{Careful Shot}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.I8N5PUMy5Eq7cqZl]{Trained Gunner} or @UUID[Compendium.cyphersystem-compendium.abilities.UlQ7w5iD57Hfdzce]{Damage Dealer}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.oNk0Nhle1XwBhOvp]{Snap Shot}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.WrJDw2X8JHcljjP4]{Arc Spray}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.BM6YnBez7sVnrGUh]{Special Shot} or @UUID[Compendium.cyphersystem-compendium.abilities.58CLKxSLgaT6W6Cj]{Lethal Damage}

GM Intrusions: Misfire or jam! The attack fails and the action is lost, plus an additional action is needed to fix the problem.

Is Wanted by the Law

“WANTED, DEAD OR ALIVE” posters (or their equivalent) have appeared featuring your face. It’s up to you whether it’s a mistake that snowballed out of control or you actually would kill someone just for looking at you.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.tuofJSTVjOEwRUem]{Enhanced Speed}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.UyQTRi5ZwWU5tMO0]{Danger Sense}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.uG2ACHNAPoZirp0b]{Surprise Attack}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.DMBJEypEWuAS2lai]{Outlaw Reputation} or @UUID[Compendium.cyphersystem-compendium.abilities.36nlDXhOP5e5dfns]{Successive Attack}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.jaGs9nmLaywdRMUN]{Fast Kill}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.fD8yD0pGCMdOJkGb]{Band of Desperados}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.sbGo2i4oqy1aUeQ6]{Not Dead Yet} or @UUID[Compendium.cyphersystem-compendium.abilities.58CLKxSLgaT6W6Cj]{Lethal Damage}

GM Intrusions: Most people do not take well to discovering a wanted outlaw in their midst.

Keeps a Magic Ally

An allied magic creature bound to an object (such as a minor djinn in a lamp, or a ghost in a pipe) is your friend, protector, and weapon.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.9Kag2UMn6Wdxq4Zo]{Bound Magic Creature}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.PCTUkuALVb0GdTCe]{Object Bond}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.1KjY8D1dvLc3NuUv]{Hidden Closet}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.l0OFjk5XVGV5LzP1]{Minor Wish} or @UUID[Compendium.cyphersystem-compendium.abilities.cGcblQ2qvyHM02kY]{Mount}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.QxOsAHpd8ZkEXI5u]{Improved Object Bond}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.m2j3n3xiExLcXAAn]{Moderate Wish}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.Aprz5cRtdgiAIYUM]{Object Bond Mastery} or @UUID[Compendium.cyphersystem-compendium.abilities.V7npSeuqG3JI4Dvv]{Trust to Luck}

GM Intrusions: The creature unexpectedly disappears into its bound object. The bound object cracks. The creature disagrees and doesn’t do as asked. The creature says it’s leaving unless a task is performed for it.

Leads

Your natural leadership capability allows you to command others, including a loyal band of followers.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.FDUGlu7DZhdfxH2P]{Natural Charisma}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.DmnRMTfHYaeoYFVu]{Good Advice}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.RnK2bmvUb7RIVPSA]{Enhanced Potential}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.4XwwFeGO5haHxvQs]{Basic Follower}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.zTsjsWVgzjQzl2MW]{Advanced Command} or @UUID[Compendium.cyphersystem-compendium.abilities.ETGBAqAc1ApFH5cx]{Expert Follower}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.8EMTH3JCrC5Vjt63]{Captivate or Inspire}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.4necR0YTsaij4ojD]{Greater Enhanced Potential}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.KpbEHKNSEycVB1GU]{Band of Followers} or @UUID[Compendium.cyphersystem-compendium.abilities.qbXP6HlN56bPt7cq]{Mind of a Leader}

GM Intrusions: Followers fail, betray, lie, become corrupted, get kidnapped, or die.

Learns Quickly

You deal with bad situations as they arise, learning new lessons each time.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.7GsuhcRTpDX0d1em]{Enhanced Intellect}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.0xVoKhKKvzxIbtJD]{There’s Your Problem}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.YCwy44WnpusEYN7g]{Quick Study}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.qgholblGXKQri99M]{Hard to Distract}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.FQPA8oY3xiZIL6aG]{Enhanced Intellect Edge} or @UUID[Compendium.cyphersystem-compendium.abilities.dVh39nh5ARUxreUc]{Flex Skill}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.dIK67k9aoBbFBnkf]{Pay It Forward}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.7GsuhcRTpDX0d1em]{Enhanced Intellect}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.2LaX22wvw35lDger]{Learned a Few Things}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.EE1xCQ3OvCrdrG6z]{Two Things at Once} or @UUID[Compendium.cyphersystem-compendium.abilities.CtRvLxfUlCynJv1B]{Skill With Defense}

GM Intrusions: Accidents and mistakes are great teachers.

Lives in the Wilderness

You can survive in badlands where others perish.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.KqV5RSzOU3S3NK51]{Wilderness Life}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.wHcuP6T7Ti6j5Y8C]{Enhanced Might}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.vFQaDsHzJpTSV8Tw]{Living Off the Land}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.Db7aRY4t1mwRpcoL]{Wilderness Explorer}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.KAAezRI2l8rdp1NS]{Animal Senses and Sensibilities} or @UUID[Compendium.cyphersystem-compendium.abilities.Ja8ebgq2RDQryN62]{Wilderness Encouragement}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.CBdIPMJ2oOOesmod]{Wilderness Awareness}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.pfZzabIIEuU4kSH3]{The Wild Is on Your Side}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.Wj6oHOvnZkZjulwI]{One With the Wild} or @UUID[Compendium.cyphersystem-compendium.abilities.TRdK7RJBkq8WW4np]{Wild Camouflage}

GM Intrusions: People in cities and towns sometimes disparage those who look (and smell) like they live in the wilds, as if they were ignorant or barbaric.

Looks for Trouble

You’re a scrapper and love a good fight.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.Hgr8QZmzjXmYorfs]{Fists of Fury}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.XseI77zSp7iHkEWq]{Wound Tender}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.qp1jDaFiRR5xPPMn]{Protector}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.tFhd4dEGikOd1g1K]{Straightforward}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks} or @UUID[Compendium.cyphersystem-compendium.abilities.4necR0YTsaij4ojD]{Greater Enhanced Potential}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.2K3b6cTuLEGZfYqa]{Knock Out}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.kNSRytTtQX0rU3aE]{Mastery With Attacks}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.R9KnCCvGoEHvV1p0]{Greater Enhanced Might} or @UUID[Compendium.cyphersystem-compendium.abilities.58CLKxSLgaT6W6Cj]{Lethal Damage}

GM Intrusions: Weapons break or fly from even the strongest grip. Brawlers trip and fall. Even the battlefield can work against you with things falling or collapsing.

Loves the Void

When it’s just you, your spacesuit, and the panorama of stars wheeling out forever and always, you are at peace.

Type Swap Option: @UUID[Compendium.cyphersystem-compendium.abilities.geCiPXMF2sIRJ68U]{Have Spacesuit, Will Travel}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.zgcoMEc4j2MjpDhC]{Vacuum Skilled}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.GfDLA0qSvqhqzIbL]{Microgravity Adept}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.QH3l6ojVnasZm5U8]{Enhanced Speed Edge}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.MwVDTy2Rx1V7Tyly]{Enhanced Physique}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.q73VWJY2cmWxRcYx]{Space Fighting} or @UUID[Compendium.cyphersystem-compendium.abilities.rqC9cEmRkvm29N56]{Fusion Armor}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.U2QV8t7Pq9irgHqF]{Silent As Space}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.JJ9nWmcBIlfyNDfe]{Push Off and Throw}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.iIy1HDd9yUl07AYo]{Microgravity Avoidance}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.w3HN2nZBTo5mLJcM]{Weightless Shot} or @UUID[Compendium.cyphersystem-compendium.abilities.cbXNxvPdWEbKF6nA]{Reactive Field}

GM Intrusions: Spacesuits develop glitches. Air refill cartridges sometimes misreport capacity. Micrometeorites are common in space.

Masters Defense

You use protective equipment and practiced techniques to avoid becoming hurt in a fight.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.EheuStXUDPojVmT5]{Shield Master}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.gS1X6POaKLjNlHsI]{Sturdy}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.o2ZDoteWQsFsqTJr]{Practiced in Armor}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.zLJYM2OiFVIsuz3P]{Dodge and Resist} or @UUID[Compendium.cyphersystem-compendium.abilities.E1YiGcXAYOjHXoAd]{Dodge and Respond}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.2AIQhz00HyZhY7wM]{Tower of Will}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.4eCjeGPA0ovnwIfu]{Experienced in Armor}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.lGbieMmnuoqsl4Jz]{Nothing but Defend}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.i5n7BaFjTo6W35f9]{Defense Master} or @UUID[Compendium.cyphersystem-compendium.abilities.B6SEeGr5kxLAgvvq]{Wear It Well}

GM Intrusions: Shields break when hit, as do weapons used to parry. Armor straps break.

Masters Spells

By specializing in spellcasting and keeping a spellbook, you can quickly cast spells of arcing lightning, rolling fire, creeping shadow, and summoning.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.EyAIsiqJGCspQFcu]{Arcane Flare}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.Yg6jEM07HAccDcNC]{Ray of Confusion}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.NgHLZq3tZ3CFJvYv]{Fire Bloom} or @UUID[Compendium.cyphersystem-compendium.abilities.wEWyNKnVgVOjsyms]{Summon Giant Spider}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.2t9oGZRuFhLCKjsa]{Soul Interrogation}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.ZK9Ruc53rKBqU93i]{Granite Wall}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.LnZkUlKUuuD7iW3P]{Summon Demon} or @UUID[Compendium.cyphersystem-compendium.abilities.Gsre3acJaxhGBa0S]{Word of Death}

GM Intrusions: The spell goes wrong. The summoned creature turns on the caster. A rival spellcaster is drawn to the magic use.

Masters the Swarm

Insects. Rats. Bats. Even birds. You master one type of small creature that obeys you.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.ZEcFnsNXgcozJElT]{Influence Swarm}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.hIxPlDRbNqallNiu]{Control Swarm}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.CEscdPwUrBpzUeS0]{Living Armor} or @UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.gLxVxCSix441TyKq]{Call Swarm}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.rUzrjRuT2nfEdCaJ]{Gain Unusual Companion}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.iQhBPww1s4wRZcDz]{Deadly Swarm} or @UUID[Compendium.cyphersystem-compendium.abilities.CtRvLxfUlCynJv1B]{Skill With Defense}

GM Intrusions: A command is misunderstood. Control is erratic or is lost. Bites and stings are not uncommon for masters of the swarm.

Masters Weaponry

You are a master user of a particular type of weapon, be it a sword, whip, dagger, gun, or something else.

Someone who Masters Weaponry might have additional equipment, including a high- quality weapon.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.J0fj73TfCu4aSdVL]{Weapon Master}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.qBTIXXJt2Ahn8UYh]{Weapon Crafter}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.6Xs3fyaANQDWXRoc]{Weapon Defense}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.YA5P5CBNr5NSmY6z]{Rapid Attack} or @UUID[Compendium.cyphersystem-compendium.abilities.7rjeYt5hNhkvqK9w]{Disarming Strike}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.imWLlYQs4LTaCTdS]{Never Fumble}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.mhgFWIDr0QuCHRIF]{Extreme Mastery}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.KNElOxbWobS1ygLv]{Murderer} or @UUID[Compendium.cyphersystem-compendium.abilities.6P1CJvVMot3Y2xj0]{Deadly Strike}

GM Intrusions: Weapons break. Weapons can be stolen. Weapons can be dropped or forced out of your hand.

Metes Out Justice

You right wrongs, protect the innocent, and punish the guilty.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.Zu06akqnHdCvoR0W]{Make Judgment}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.tjxKTFdA8gqZDP90]{Designation}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.5jGN9GicKYIAneKQ]{Defend the Innocent}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.3fMzqFFQ1rLtbVrd]{Improved Designation}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.bz04IOSkdP3zcRMD]{Defend All the Innocent} or @UUID[Compendium.cyphersystem-compendium.abilities.iGRECL13bqrSSF7P]{Punish the Guilty}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.RESKINMA0INj60Rc]{Find the Guilty}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.QgnoEdKZ50u4JZoL]{Greater Designation}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.KVOFCKWKmUrqAe7v]{Punish All the Guilty}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.JH40M99RAN6IZWze]{Damn the Guilty} or @UUID[Compendium.cyphersystem-compendium.abilities.Kf09KYdZqG6dNTFC]{Inspire the Innocent}

GM Intrusions: Guilt or innocence can be complicated. Some people resent the presumption of a self-appointed judge. Passing judgment makes enemies.

Moves Like a Cat

Lithe, flexible, and graceful, you move quickly and smoothly, and never seem to be where danger is.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.Qsi6Iw5YCcY8jmNx]{Greater Enhanced Speed}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.tJiXzKX4gf0GNV6V]{Balance}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.tC7wmZwlZcQy5Vd0]{Movement Skills}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.g0Ewv5wBooSFYOlH]{Safe Fall}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.leUaFf4AxYJwwOHt]{Hard to Hit}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.QH3l6ojVnasZm5U8]{Enhanced Speed Edge} or @UUID[Compendium.cyphersystem-compendium.abilities.Qsi6Iw5YCcY8jmNx]{Greater Enhanced Speed}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.JlYk5UNZEUzzO8Js]{Quick Strike}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.2CrV3a9S1yzOXBOJ]{Slippery}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.mSNoWynky7DMz7ln]{Perfect Speed Burst} or @UUID[Compendium.cyphersystem-compendium.abilities.Qsi6Iw5YCcY8jmNx]{Greater Enhanced Speed}

GM Intrusions: Even a cat can be clumsy. A jump isn’t quite as easy as it looks. An escape move is so overzealous that it sends the character right into harm’s way.

Moves Like the Wind

You can move so fast that you become a blur.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.Qsi6Iw5YCcY8jmNx]{Greater Enhanced Speed}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.Sg5WeSF04CYNEecl]{Fleet of Foot}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.leUaFf4AxYJwwOHt]{Hard to Hit}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.8LHIZs9gEAd02tId]{Speed Burst} or @UUID[Compendium.cyphersystem-compendium.abilities.Qsi6Iw5YCcY8jmNx]{Greater Enhanced Speed}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.Zps9ZUc9RD1mRDEK]{Blink of an Eye}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.NhNvpbUWNRIFEm8b]{Hard to See}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.mSNoWynky7DMz7ln]{Perfect Speed Burst} or @UUID[Compendium.cyphersystem-compendium.abilities.0wVk3CszKCJQfp0Q]{Incredible Running Speed}

GM Intrusions: Surfaces can be slick or offer hidden obstacles. The movement of other creatures can be unpredictable, and the character might run into them.

Murders

You’re an assassin, whether by trade, by inclination, or because it was that or be killed yourself. (Someone who Murders might have additional equipment, including three doses of a level 2 blade poison that inflicts 5 points of damage.)

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.uG2ACHNAPoZirp0b]{Surprise Attack}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.rYaAyFLmCAAwZi0s]{Assassin Skills}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.y2eUnbkzxOeoe9w6]{Quick Death}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.369RISHwqzRXkwEG]{Infiltrator}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.ZB80ZclRSzEcr4o1]{Awareness} or @UUID[Compendium.cyphersystem-compendium.abilities.AQQzctwqPJPUTRbb]{Poison Crafter}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.tbeFzIPGuAjRBpKM]{Better Surprise Attack}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.UlQ7w5iD57Hfdzce]{Damage Dealer}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.FzJe2XEwhtUajTWI]{Escape Plan} or @UUID[Compendium.cyphersystem-compendium.abilities.KNElOxbWobS1ygLv]{Murderer}

GM Intrusions: Most people do not react well to a professional killer.

Needs No Weapon

Powerful punches, kicks, elbows, knees, and full body movements are all the weapons you need.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.Hgr8QZmzjXmYorfs]{Fists of Fury}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.K33ayv0NcktuV53N]{Flesh of Stone}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.p61Ycyc7lVZQXupO]{Advantage to Disadvantage}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.JJKRrcU5L1yM9y90]{Unarmed Fighting Style}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.mGv7zlZu1wtNCQXQ]{Moving Like Water} or @UUID[Compendium.cyphersystem-compendium.abilities.4necR0YTsaij4ojD]{Greater Enhanced Potential}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.LODZEYtmmBN5D9zZ]{Divert Attacks}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.eQIPJk2xcFGfDr3H]{Stun Attack}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.S4PaEqmYjg4TGoG3]{Master of Unarmed Fighting Style} or @UUID[Compendium.cyphersystem-compendium.abilities.58CLKxSLgaT6W6Cj]{Lethal Damage}

GM Intrusions: Striking certain foes hurts you as much as it hurts them. Opponents with weapons have greater reach. Complicated martial arts moves can knock you off balance.

Never Says Die

You never quit, can shrug off a beating, and always come back for more.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.UtFc3e4grYyCQneH]{Improved Recovery}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.wXV7JxEmZDlBvRKO]{Push on Through}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.JuOmZXMt1T3tQUZ8]{Ignore the Pain}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.R0UuZ32vmmeFbSMV]{Blood Fever} or @UUID[Compendium.cyphersystem-compendium.abilities.sPheWt9emoY3PCA8]{Hidden Reserves}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.iyM2N9G0RLlj6BZ7]{Increasing Determination} or @UUID[Compendium.cyphersystem-compendium.abilities.3VJyYtECl0wKQj2p]{Outlast the Foe}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.sbGo2i4oqy1aUeQ6]{Not Dead Yet}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.5HNZcrij9mgEmvAR]{Final Defiance} or @UUID[Compendium.cyphersystem-compendium.abilities.NMgopYfoagESHtea]{Ignore Affliction}

GM Intrusions: Sometimes, it’s equipment or weapons that give out.

Operates Undercover

Under the guise of someone else, you seek to find answers the powerful do not want divulged.

Someone who Operates Undercover might have additional equipment that includes a disguise kit.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.PK6oiYXgdP7KaGgi]{Investigate}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.eYHlYyVDj3odrAFJ]{Disguise}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.6ILcTvACqDdLVpc8]{Agent Provocateur} or @UUID[Compendium.cyphersystem-compendium.abilities.ZuX6gykVtKxiBAxR]{Run and Fight}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.MzKqElUHuTtHkV7D]{Pull a Fast One}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.bgaCXtvlT0zWmAIA]{Using What’s Available}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.V7npSeuqG3JI4Dvv]{Trust to Luck} or @UUID[Compendium.cyphersystem-compendium.abilities.6P1CJvVMot3Y2xj0]{Deadly Strike}

GM Intrusions: Bad luck can ruin the best plans. Disguises fail. Allies are revealed to be agents, too.

Performs Feats of Strength

A muscled prodigy, you can haul incredible weight, hurl your body through the air, and punch through doors.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.cpXOBSLY03j89yOy]{Athlete}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.g1t5TxZXsNovIVTn]{Enhanced Might Edge}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.YQEECpNwDSFCFnCN]{Feat of Strength}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.PYD24TjoDAqbKAj8]{Iron Fist} or @UUID[Compendium.cyphersystem-compendium.abilities.WuNUt6ltWGDdjNLS]{Throw}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.R9KnCCvGoEHvV1p0]{Greater Enhanced Might}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.ARiNuZrnfFCvZAFd]{Brute Strike}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.R9KnCCvGoEHvV1p0]{Greater Enhanced Might} or @UUID[Compendium.cyphersystem-compendium.abilities.IFb8NX06xgWM7H98]{Jump Attack}

GM Intrusions: It’s easy to break delicate things or hurt someone accidentally.

Pilots Starcraft

You’re a crack starship pilot.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.Kk5nnC1EcYtqc3Fu]{Pilot}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.QgCWZia7gFicmEJr]{Flex Lore}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.h3G0Ven2SoaPCbk4]{Salvage and Comfort}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.hGbNYgkuIiZHomcJ]{Mentally Tough}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.12xO8QaEsTvEFUvY]{Expert Pilot}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.hIy0GMeL8WALvhEb]{Ship Footing} or @UUID[Compendium.cyphersystem-compendium.abilities.XkFsMa9e9IY2FRcN]{Machine Companion}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.x7YnN02GiwDQ09km]{Sensor Array}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.tuofJSTVjOEwRUem]{Enhanced Speed}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.YWMUeaNzao8n8pAc]{Like the Back of Your Hand}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.0q9alvmsQKKViN0r]{Incomparable Pilot}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.Yo2Z3EdYjx88jYnp]{Remote Control} or @UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks}

GM Intrusions: Starcraft get lost, break down, and are attacked in space. An alien stowaway is found.

Plays Too Many Games

Lessons, reflexes, and strategies you’ve learned by playing too many games have applications in the real world, where people who don’t play enough toil and live their dreary lives.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.qpBv7OxAcMAAtY2M]{Game Lessons}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.p3kh3XKzetkJTG1J]{Gamer}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.qEzcqbNhuJQuBagn]{Zero Dark Eyes}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.pMQT2QIL38XlhkxB]{Resist Tricks}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.QDSSTe5EGrBHjtnL]{Sniper’s Aim} or @UUID[Compendium.cyphersystem-compendium.abilities.QH3l6ojVnasZm5U8]{Enhanced Speed Edge}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.R9WffstnihzBuuvW]{Mind Games}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.7GsuhcRTpDX0d1em]{Enhanced Intellect}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.W0Jw19mWIycjIgmo]{Gamer’s Fortitude}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.laxdkyrDuOhxfWKc]{Mind Surge} or @UUID[Compendium.cyphersystem-compendium.abilities.dIUTe5O1jeA47zps]{Gaming God}

GM Intrusions: Missed attacks strike the wrong target. Equipment breaks. Sometimes people react negatively to someone who has lived most of their life in imaginary game worlds.

Rages

When you go berserk, everyone fears you.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.YGsGHp1rbu3Z7Kdd]{Frenzy}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.R9KnCCvGoEHvV1p0]{Greater Enhanced Might}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.tC7wmZwlZcQy5Vd0]{Movement Skills}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.NoC3yuqxU8yhPf47]{Power Strike} or @UUID[Compendium.cyphersystem-compendium.abilities.zEkA8MhrnJ5p9Io6]{Unarmored Fighter}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.hAVC1FOl7hwnuBpC]{Greater Frenzy}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.ltAq7qr8aaalOtJp]{Attack and Attack Again}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.4necR0YTsaij4ojD]{Greater Enhanced Potential} or @UUID[Compendium.cyphersystem-compendium.abilities.58CLKxSLgaT6W6Cj]{Lethal Damage}

GM Intrusions: It’s easy for a berserker to lose control and attack friend as well as foe.

Rides the Lightning

You create and discharge electrical power.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.3btRIiWxY8oMcVMo]{Shock}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.essJhO2eqoHmIQaa]{Charge}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.uh1t4rnkZ2jOCjHJ]{Bolt Rider}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.76HF09q7MdGek863]{Electric Armor} or @UUID[Compendium.cyphersystem-compendium.abilities.A6H8xi93t6Zrexz9]{Drain Charge}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.YDKULtvV0pMJDxi2]{Bolts of Power}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.etGUYa9dQSvjLvXX]{Electrical Flight}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.2TaqNf6bhxijKELX]{Flash Across the Miles} or @UUID[Compendium.cyphersystem-compendium.abilities.Bny0sFdqf40pJeOp]{Wall of Lightning}

GM Intrusions: Targets other than those intended are shocked. Objects explode.

Runs Away

Your first instinct is to run from danger, and you’ve gotten very good at it.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.10EqPrn9aONinEfm]{Go Defensive}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.tuofJSTVjOEwRUem]{Enhanced Speed}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.QVPmLa6CKwmH6vJZ]{Quick to Flee}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.0wVk3CszKCJQfp0Q]{Incredible Running Speed} or @UUID[Compendium.cyphersystem-compendium.abilities.Qsi6Iw5YCcY8jmNx]{Greater Enhanced Speed}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.iyM2N9G0RLlj6BZ7]{Increasing Determination}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.Mac5S0sQe9Muf4Mv]{Quick Wits}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.U33DbRwloywFlYfi]{Go to Ground}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.hKhwP85QeRGPW03G]{Burst of Escape} or @UUID[Compendium.cyphersystem-compendium.abilities.CtRvLxfUlCynJv1B]{Skill With Defense}

GM Intrusions: Quick movements sometimes lead to dropped items, slipping on uneven ground, or going the wrong way by accident.

Sailed Beneath the Jolly Roger

You sailed with a crew of dread pirates, but you’ve decided to end your days as a pirate and join some other cause. The question is, will your past let you go so easily?

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.JuOmZXMt1T3tQUZ8]{Ignore the Pain}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.IYt42xzsjesQyEfT]{Sailor}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.B4U7RiMrZElfOQyj]{Taking Advantage}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.1POQ4sFW5DLrmXhn]{Fearsome Reputation}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks} or @UUID[Compendium.cyphersystem-compendium.abilities.CtRvLxfUlCynJv1B]{Skill With Defense}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.oCcnXLYQy9DjwPJC]{Sea Legs}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.tC7wmZwlZcQy5Vd0]{Movement Skills}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.5rgcPJXpCcB5VJ1m]{Lost in the Chaos}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.AsmIgvoIRPEtuzkh]{Duel to the Death} or @UUID[Compendium.cyphersystem-compendium.abilities.36nlDXhOP5e5dfns]{Successive Attack}

GM Intrusions: The dangers of the high seas are many, including severe storms and disease. Other pirates sometimes get ahead through betrayal. A pirate tracks down former sailing mates to find hidden treasure.

Scavenges

When not running and hiding, you sift the ruins of civilization for useful remnants to ensure your survival.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.OjGaIl0JEepjDrla]{Post-Apocalyptic Survivor}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.ZOfmWQFbwSJQB4wm]{Ruin Lore}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.IswvUEdCBBZDRme6]{Junkmonger}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.B4U7RiMrZElfOQyj]{Taking Advantage} or @UUID[Compendium.cyphersystem-compendium.abilities.b776WTF2u1roh3n0]{Incredible Health}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.YID6zEB7KkHGYAlD]{Know Where to Look}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.EjBzy1Ue1AA8i6ry]{Recycled Cyphers}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.MJE1k2RmCM6HRwFV]{Artifact Scavenger} or @UUID[Compendium.cyphersystem-compendium.abilities.cbXNxvPdWEbKF6nA]{Reactive Field}

GM Intrusions: An item made with recycled junk breaks. Someone shows up claiming that the useful item or piece of junk scavenged belongs to them. A recycled cypher explodes.

Sees Beyond

You have a psychic sense that allows you to see what others cannot.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.jq6Wm9xYxJA0bRaR]{See the Unseen}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.rYyymKUc0QKWdNsy]{See Through Matter}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.Mu5knvNfGyaeaiTB]{Find the Hidden} or @UUID[Compendium.cyphersystem-compendium.abilities.bzy1KzO0oPmZGu2b]{Sensor}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.KBjSpuK7XJc1abJv]{Remote Viewing}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.PazO9rJ2YoE8VEUw]{See Through Time}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.lL7QywDGOszTIJCE]{Mental Projection} or @UUID[Compendium.cyphersystem-compendium.abilities.RE24qvMuPhasaCP3]{Total Awareness}

GM Intrusions: Some secrets are too terrible to know.

Separates Mind From Body

You can project your mind out of your body to see faraway places and learn secrets that would otherwise remain hidden.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.WgjatSOUT6pT02A7]{Third Eye}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.oTDJtTDkwxr5uSfU]{Open Mind}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.9sfX1SGtcQ17Uiny]{Sharp Senses}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.6X3BDWzVKsWltrtY]{Roaming Third Eye} or @UUID[Compendium.cyphersystem-compendium.abilities.Mu5knvNfGyaeaiTB]{Find the Hidden}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.bzy1KzO0oPmZGu2b]{Sensor}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.miR0d91lKIfmBGdO]{Psychic Passenger}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.lL7QywDGOszTIJCE]{Mental Projection} or @UUID[Compendium.cyphersystem-compendium.abilities.eblwQ80CBlBdeUp5]{Improved Sensor}

GM Intrusions: Reuniting mind and body can sometimes be disorienting and require a character to spend a few moments to get their bearings.

Shepherds Spirits

Wandering souls, nature spirits, and elemental beings aid and support you.

In some settings, the Shepherds Spirits focus applies to only one kind of spirit, such as spirits of the deceased, nature spirits, and so on.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.pHFFr4DkCythNc5n]{Question the Spirits}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.RkOvawhfH5MHQFOH]{Spirit Accomplice}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.dCQdSi11hJDyOSdD]{Command Spirit} or @UUID[Compendium.cyphersystem-compendium.abilities.LojkwDtb1gHLSB6A]{Preternatural Senses}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.OWVz2CkwLnCSJMdS]{Wraith Cloak}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.jVY1PTxvZvpjZILB]{Call Dead Spirit}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.ElsQU746B70tsPmZ]{Call Otherworldly Spirit} or @UUID[Compendium.cyphersystem-compendium.abilities.PvISXo6EQ2PmCGes]{Infuse Spirit}

GM Intrusions: Some people don’t trust those who deal with spirits. The dead sometimes don’t want shepherding.

Shepherds the Community

You keep the place where you live safe from all danger.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.op9VSx3NJT28UwTH]{Community Knowledge}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.ag3OU8JZuc769034]{Community Activist}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.6ZVINuyZm4jowRGt]{Shepherd’s Fury} or @UUID[Compendium.cyphersystem-compendium.abilities.CtRvLxfUlCynJv1B]{Skill With Defense}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.4necR0YTsaij4ojD]{Greater Enhanced Potential}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.N0OZaNOIbHTiWDL1]{Evasion}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.oroWEBbp3cvrYwH9]{Greater Skill With Attacks} or @UUID[Compendium.cyphersystem-compendium.abilities.xxavxLEaiVFug1D6]{Protective Wall}

GM Intrusions: People in the community misunderstand the character’s motives. Rivals try to oust the character.

Shreds the Walls of the World

Speed plus phasing gives you a unique ability to evade danger and simultaneously inflict damage.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.3t1QshyGYnCSo12z]{Phase Sprint}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.7f6ulMjWFw2BOK76]{Disrupting Touch}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.n81xGnZHydeXmIRc]{Scratch Existence}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.nEN2HYzlJWhonfmE]{Invisible Phasing} or @UUID[Compendium.cyphersystem-compendium.abilities.g0SqMvb020tiTQ48]{Walk Through Walls}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.rXUUDUJFKis8TpnL]{Phase Detonation}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.8yGwY0PvtF2ivdSn]{Very Long Sprinting}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.P9HlASUtyiOXghBZ]{Shred Existence} or @UUID[Compendium.cyphersystem-compendium.abilities.INdq5iQf5ECzRiNp]{Untouchable While Moving}

GM Intrusions: Moving so quickly while sprinting sometimes leads to stumbles on unexpected, exotic obstacles.

Siphons Power

You suck power out of machines and creatures alike in order to empower yourself.

Robots and other living machines should be treated as creatures, not machines, for the purposes of siphoning power from them.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.JyAovhallyh9m6oW]{Drain Machine}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.gWvMJQPBSmeaP8yN]{Drain Creature}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.wEj2uvWI3w0W9HWH]{Drain at a Distance} or @UUID[Compendium.cyphersystem-compendium.abilities.P73TBXcNDbZCVsdE]{Unraveling Consumption}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.gn1jtMLhp6qPNXUL]{Store Energy}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.4Xvgo62UVSOI9Acx]{Share the Power}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.Be1ehHb90jtLc8l0]{Explosive Release} or @UUID[Compendium.cyphersystem-compendium.abilities.xbYD729j3km6ZDCA]{Sun Siphon}

GM Intrusions: Drained power also transmits something unwanted—compulsions, afflictions, or alien thoughts. Siphoned power can overload the character, causing feedback.

Slays Monsters

You kill monsters.

Although wielding a sword in a setting where people usually do not carry such weapons is fine, you can change the Slays Monsters sword-related abilities to use a different weapon, such as a gun with silver bullets.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.WFK0xBSAIpD59va8]{Practiced With Swords}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.nW46hfygkxB7FW5m]{Monster Bane}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.PRW5MxW12oakmeHE]{Monster Lore}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.lw0otGU2Iaorppdc]{Will of Legend}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.gPqiQflb6Z3DXGVk]{Trained Slayer}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.HPIlAWDGOQFw6yGm]{Improved Monster Bane} or @UUID[Compendium.cyphersystem-compendium.abilities.lwJAowJa4eKlcDjb]{Misdirect}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.5otvtHrbVXIh0N27]{Fight On}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.oroWEBbp3cvrYwH9]{Greater Skill With Attacks} (swords)

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.KNElOxbWobS1ygLv]{Murderer} or @UUID[Compendium.cyphersystem-compendium.abilities.VupBbHOJAX45Yazb]{Heroic Monster Bane}

GM Intrusions: The monster laid a trap or set an ambush. The monster has previously undisclosed abilities. The monster’s mother vows revenge.

Solves Mysteries

You’re a master of deduction, using evidence to find the answer.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.FzpkQwb1jA53bs1y]{Investigator}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.HWZ8mwAfZEu6r778]{Sleuth}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.7BkWiUHcUrcRIKqO]{Out of Harm’s Way}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.PlVEpuVxp9pGJSoa]{You Studied} or @UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.mL6Yae2CxgefOMHn]{Draw Conclusion}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.0f2qoQlYGRqgu0Nj]{Defuse Situation}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.wqUItgrYzBeMiAoB]{Seize the Initiative} or @UUID[Compendium.cyphersystem-compendium.abilities.nOuOE3EkrNr81pSq]{Greater Skill With Defense}

GM Intrusions: Evidence disappears, red herrings confuse, and witnesses lie. Initial research can be faulty.

Speaks for the Land

Your spiritual connection to nature and the environment grants you mystical abilities.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.0Wq39mJ9oXA415qx]{Seeds of Fury}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.8KYjSKp6ieQ8YXUy]{Wilderness Lore}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.zW0cZJQTR0tHUmn3]{Grasping Foliage}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.gT21nqWZ9Es576oC]{Soothe the Savage} or @UUID[Compendium.cyphersystem-compendium.abilities.OIk4usP2NFT0tDu7]{Communication}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.RfGCXsX7JXEr8fMw]{Moon Shape}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.UJpMPRD25O7HvhbV]{Insect Eruption}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.2lhnVWUMX1Nu6KVj]{Call the Storm} or @UUID[Compendium.cyphersystem-compendium.abilities.jhdgI9rV2mpH6JQU]{Earthquake}

GM Intrusions: An injured natural (but dangerous) creature is discovered. Someone’s poaching wildlife for their skins, leaving the carcasses to rot. A tree falls in the forest, one of the last elder trees.

Stands Like a Bastion

Your armor, along with your size, strength, incredible training, or machine enhancement, makes you difficult to move or hurt.

Some characters who Stand Like a Bastion might already be experts in armor. They can choose a different tier 1 ability instead of Practiced in Armor.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.o2ZDoteWQsFsqTJr]{Practiced in Armor}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.GlXd4oFI9Fqq3rAX]{Experienced Defender}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.mmg9XLzvfbP4ESGO]{Resist the Elements}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.27EOrq94WxqgBbWQ]{Unmovable}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.R9KnCCvGoEHvV1p0]{Greater Enhanced Might} or @UUID[Compendium.cyphersystem-compendium.abilities.yl2zo179wXZW5Xxc]{Practiced With All Weapons}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.YeOtzG5ksxonD5RS]{Living Wall}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.VsAP4JEe7W5gaGaG]{Hardiness}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.4k5JFV78A5SiPjFo]{Mastery in Armor}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.58CLKxSLgaT6W6Cj]{Lethal Damage} or @UUID[Compendium.cyphersystem-compendium.abilities.NKvNEjx64CcS3l13]{Shield Training}

GM Intrusions: Armor is damaged. Small foes conspire in ingenious ways.

Takes Animal Shape

A shapechanger who can take the form of various animals.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.rJ4ZXuIcz0knY41H]{Animal Shape}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.OIk4usP2NFT0tDu7]{Communication}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.Y4V4tXQ9lO0rMNKR]{Bigger Animal Shape} or @UUID[Compendium.cyphersystem-compendium.abilities.Ee8QC6fkRvD1yw6h]{Greater Beast Form} (works with Animal Shape)

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.gXiq1edSDteTcfGC]{Animal Scrying}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.KGzAHs3qln0fNDjt]{Hard to Kill}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.iX07Ltb1JYr1nMYM]{Blurring Speed} or @UUID[Compendium.cyphersystem-compendium.abilities.QZZXgZ6PF8Eccs74]{Lend Animal Shape}

GM Intrusions: The character unexpectedly changes form. An NPC is frightened by or aggressive toward the shapeshifter. The transformation takes longer than expected.

Talks to Machines

You use your organic brain like a computer, interfacing “wirelessly” with any electronic device. You can control and influence them in ways that others can’t.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.lzy1YbdIJxzNIHZq]{Machine Affinity}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.7nUj7rxq4Qwg4FUM]{Distant Interface}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.L3UjcLAFvS9MLWCu]{Coaxing Power}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.SeAlSU8Rim5CWsgV]{Charm Machine}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.2odkyEO8azxIZWYj]{Intelligent Interface} or @UUID[Compendium.cyphersystem-compendium.abilities.OE5yXpzWC8lSUmGX]{Command Machine}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.XkFsMa9e9IY2FRcN]{Machine Companion}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.NoKdHv0FSytZR4iF]{Robot Fighter}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.PLyxuOlieOGsJx4h]{Information Gathering}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.FxohCBSksJIu1BSA]{Control Machine} or @UUID[Compendium.cyphersystem-compendium.abilities.PKFz6WVsaKm5kIir]{Improved Machine Companion}

GM Intrusions: The machine malfunctions or acts unpredictably.

Throws With Deadly Accuracy

Everything that leaves your hand goes exactly where you’d like it to go and at the range and speed to make the perfect impact.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.XAXJ3mFGdDv0fXLP]{Precision}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.PlTtlXeugIljHFVg]{Careful Aim}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.yszDDDpH6m16dEoV]{Quick Throw} or @UUID[Compendium.cyphersystem-compendium.abilities.CtRvLxfUlCynJv1B]{Skill With Defense}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.1L1uoad8vwgWxiyN]{Everything Is a Weapon}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.hbWaCBEfSMujqvDf]{Specialized Throwing}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.WW3QjCP5UJUsKBW3]{Whirlwind of Throws}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.58CLKxSLgaT6W6Cj]{Lethal Damage} or @UUID[Compendium.cyphersystem-compendium.abilities.LTqgcoprvBF2ZkdH]{Mastery With Defense}

GM Intrusions: Missed attacks strike the wrong target. Ricochets can be dangerous. Improvised weapons break.

Thunders

You emit destructive sound and manipulate soundscapes.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.uMaMKhemHmtlXDjT]{Thunder Beam}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.87SQGqcRavRZslAp]{Sound Conversion Barrier}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.KLFHpPR0MKLOWr8l]{Nullify Sound} or @UUID[Compendium.cyphersystem-compendium.abilities.EcOIgMC9c1IfSHsr]{Echolocation}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.znJCKr6PeEq4a0j5]{Shattering Shout}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.QZa9b5G80qxtoYqg]{Subsonic Rumble}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.B0dq2gW9gdA0PdzR]{Amplify Sounds}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.jhdgI9rV2mpH6JQU]{Earthquake} or @UUID[Compendium.cyphersystem-compendium.abilities.GlFT2ITvytQVWywQ]{Lethal Vibration}

GM Intrusions: Loud noises attract attention.

Travels Through Time

You can see through time, try to reach through it, and eventually even travel through it.

Although all character choices are subject to GM approval, Travels Through Time is a focus that the GM and player should probably have a long conversation about ahead of time, so the player knows the rules of time travel (if any) that exist in the GM’s setting. A character with this focus can drastically alter a setting, if the rules of time travel allow it.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.YD5gm0w3lqTSyO3V]{Anticipation}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.83y32UMQWshRvbDG]{See History}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.3wxiRMTCBZ4iNCHp]{Temporal Acceleration} or @UUID[Compendium.cyphersystem-compendium.abilities.l5vgtPP0LcsqGrzn]{Time Loop}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.0EhZzYdEhtCRnV4c]{Temporal Dislocation}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.OWRsjlf3ahyH9eez]{Time Doppelganger}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.U58ZQ1X3byfANn4W]{Call Through Time} or @UUID[Compendium.cyphersystem-compendium.abilities.lkO9VJhfOrgLY4g1]{Time Travel}

GM Intrusions: Paradoxes are created. Others remember past events differently.

Uses Wild Magic

You are a spellcaster who learns a variety of spells instead of focusing on just one kind of magic.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.Ub8NGsmH8NZcKguG]{Magical Repertoire}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.WvBcuYiFRM3KaTFj]{Cypher Casting}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.BPFjvh6nBN8bxk8T]{Expanded Repertoire}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.fQ3O3G7rFmv194uI]{Cypher Surge} or @UUID[Compendium.cyphersystem-compendium.abilities.Ax9HryNcPDei0g7t]{Faster Wild Magic}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.BPFjvh6nBN8bxk8T]{Expanded Repertoire}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.nfmwpxvs3RvednVI]{Magical Training}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.UNCbO4WGTB8ZubpZ]{Maximize Cypher} or @UUID[Compendium.cyphersystem-compendium.abilities.mz4KXXoQoHXyOBKI]{Wild Insight}

GM Intrusions: A spell performs erratically or rebounds upon the caster. Something interferes with preparing spells. Spellcasting attracts the attention of a powerful creature or potential rival. The cypher spell being cast is replaced with that of a random cypher.

Walks the Wild Woods

You are an adherent of nature magic who draws on the power and strength of trees.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.KqV5RSzOU3S3NK51]{Wilderness Life}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.SPTY1NXOvq2oRLJO]{Patient Recovery}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.ggQwr8b85bg7yzmK]{Wooden Body}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.c3GBVwgz9atmtbgI]{Tree Companion} or @UUID[Compendium.cyphersystem-compendium.abilities.CBdIPMJ2oOOesmod]{Wilderness Awareness}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.gQ9h8tGa60VLo6IH]{Tree Travel}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.mAc6hl4jKLZz84VK]{Great Tree}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.pBX1EYNVGutNx3b5]{Dreadwood} or @UUID[Compendium.cyphersystem-compendium.abilities.HUhj33woHX86SbX8]{Restorative Bloom}

GM Intrusions: A wooden character catches fire. A wild swing from a tree branch hits or trips an ally. Some trees have evil hearts and hate all walking things.

Was Foretold

You are the “chosen one,” and prophecy, prediction, prognostication, or some other method of determination expects great things of you one day.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.V765JZKDKQ00Buyn]{Interaction Skills}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.4p95GsynORh0Xd7X]{Knowing}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.Z7CKGOQWnfdNO885]{Destined for Greatness}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.zIYdniz9sjvAHsnX]{Overcome All Obstacles} or @UUID[Compendium.cyphersystem-compendium.abilities.5t5EIoGSan3pQ08D]{Hard-Won Resilience}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.WeMTxJElozl7OWdJ]{Center of Attention}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.cfR2uFYjteKAqsYw]{Show Them the Way}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.2uSx4ErQ9f2QLX5M]{As Foretold in Prophecy} or @UUID[Compendium.cyphersystem-compendium.abilities.4necR0YTsaij4ojD]{Greater Enhanced Potential}

GM Intrusions: An enemy described in prophecy appears. Unbelievers threaten to ruin the moment. The character gains a reputation in outside circles as a fraud.

Wears a Sheen of Ice

You command the wintery power of cold and ice.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.czVqoPjH98xaNY1d]{Ice Armor}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.nHqTzLHJrUWSAATM]{Frost Touch}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.BGMXK6VKNmp8M4A3]{Freezing Touch} or @UUID[Compendium.cyphersystem-compendium.abilities.7G8B9lfoVXkuxvKB]{Ice Creation}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.FuufiUyoLFbgBH5J]{Resilient Ice Armor}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.yEfkqXxmuQqlA6Fi]{Cold Burst}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.mvC2vboULutesBDu]{Ice Storm} or @UUID[Compendium.cyphersystem-compendium.abilities.EXrZLa3M8BK43qoi]{Winter Gauntlets}

GM Intrusions: Ice makes surfaces slippery. Extreme cold causes objects to crack and break.

Wears Power Armor

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.ClJUFnz8xBmP4a2l]{Powered Armor}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.wHcuP6T7Ti6j5Y8C]{Enhanced Might}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.YBMLX3Jm5oN79J6G]{Heads-Up Display}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.rqC9cEmRkvm29N56]{Fusion Armor} or @UUID[Compendium.cyphersystem-compendium.abilities.b776WTF2u1roh3n0]{Incredible Health}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.dCoCGVzWxIL9fIvH]{Force Blast}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.cTU70NgcebRlD7jI]{Field-Reinforced Armor}

Tier 6: Masterful Armor Modification (Jet Assisted Flight) or Masterful Armor Modification (Cypher Pod)

GM Intrusions: The armor won’t come off. The armor acts under its own power. The armor suffers a momentary power loss. NPCs are scared by the power armor.

Wields an Enchanted Weapon

You channel magic through or from a weapon to create a unique fighting style.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.OUOVkf3edHhnyRPk]{Enchanted Weapon}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.95judMTwajJoxNfy]{Innate Power}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.HVuhBuZVJkfYuGwp]{Charge Weapon}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.VNIcNhgET9z5MW5G]{Power Crash}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.YA5P5CBNr5NSmY6z]{Rapid Attack} or @UUID[Compendium.cyphersystem-compendium.abilities.Om3PoXrtnekrw0dF]{Throw Enchanted Weapon}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.I7ScLgI1tBhWCkwf]{Defending Weapon}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.RxI9TDy4wYR9eJKk]{Enchanted Movement}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.6P1CJvVMot3Y2xj0]{Deadly Strike} or @UUID[Compendium.cyphersystem-compendium.abilities.KDZeCZJxjCQzlTxA]{Spin Attack}

GM Intrusions: A weapon breaks or is dropped. The weapon loses its connection to you until you use an action to reestablish the attunement. The weapon’s energy discharges in an unexpected way.

Wields Two Weapons at Once

You bear steel with both hands, ready to take on any foe.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.NHns9zqufRvB3Tnl]{Dual Light Wield}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.Pu5XGGLI6cCp1EQd]{Double Strike}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.369RISHwqzRXkwEG]{Infiltrator}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.q9nALxXrBv5ubXaT]{Dual Medium Wield} or @UUID[Compendium.cyphersystem-compendium.abilities.rOxKh1Z7J686a0nv]{Precise Cut}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.gVOzzvxS6PPu8Ofy]{Dual Defense}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.3uGYyiXUUSz952zQ]{Dual Distraction}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.p1UMG2hrng7mLFDv]{Disarming Attack} or @UUID[Compendium.cyphersystem-compendium.abilities.KDZeCZJxjCQzlTxA]{Spin Attack}

GM Intrusions: A blade snaps in two or a weapon flies loose from its bearer’s grip.

Works for a Living

You take great satisfaction in a job well done, whether it’s coding, building houses, or mining asteroids.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.f7wLki6qjCNs2Ici]{Handy}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.CBGeAZSBuymzrxDz]{Muscles of Iron}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.RM8Fmu1IJwzBkjcM]{Eye for Detail} or @UUID[Compendium.cyphersystem-compendium.abilities.uhC4ubTGfhkNvIMX]{Improvise}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.wHcuP6T7Ti6j5Y8C]{Enhanced Might}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.t8wL47jk1KS4zapb]{Tough It Out}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.MdRdAc0qAWghMmlV]{Expert Skill}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.4necR0YTsaij4ojD]{Greater Enhanced Potential} or @UUID[Compendium.cyphersystem-compendium.abilities.5t5EIoGSan3pQ08D]{Hard-Won Resilience}

GM Intrusions: Repairs sometimes fail. Wiring can be tricky to decipher and still carry an electrical charge. Some people are rude to those who work for a living.

Works Miracles

You can heal others with a touch, alter time to help others, and are generally beloved by everyone.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.igGttY1Y2XbAx3qY]{Healing Touch}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.8mP69InEXQ4TB5BL]{Alleviate}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.rAmIxY5G1BK4ZMm7]{Font of Healing} or @UUID[Compendium.cyphersystem-compendium.abilities.7amEMbwK27v31Lt9]{Miraculous Health}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.FiSwskgQGBjp4IhZ]{Inspire Action}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.IN9qNZDx4sBKNr8n]{Undo}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.O2XHxUa2QNrliDMG]{Greater Healing Touch} or @UUID[Compendium.cyphersystem-compendium.abilities.ydmPM9m8nmmgvlXc]{Restore Life}

GM Intrusions: Attempts to heal might cause harm instead. A community or individual needs a healer so desperately that they hold one against their will.

Works the Back Alleys

You make your way unseen, stealing from the wealthy to achieve your ends.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.QAdh0yZBjJsHdJjD]{Stealth Skills}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.OFWQd2W52VAODeas]{Underworld Contacts}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.MzKqElUHuTtHkV7D]{Pull a Fast One} or @UUID[Compendium.cyphersystem-compendium.abilities.OtbS1NoVXK7mQLEe]{Guild Training}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.KM9qqjzJBJusQNkT]{Master Thief}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.xR2DkSqvAoR8Vtfn]{Dirty Fighter}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.QtpmHxblBqoQozbg]{Alley Rat} or @UUID[Compendium.cyphersystem-compendium.abilities.eepc8U2e178RDqBs]{All-Out Con}

GM Intrusions: Thieves are thrown in jail. Powerful enemies are made.

Works the System

You can exploit flaws in artificial systems, including but not limited to computer code.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.0V2NE0905wwYPRVo]{Hack the Impossible}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.JkiG6hpsfj1h6XRR]{Computer Programming}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.2CekF2lqwNrMyio0]{Connected}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.TmDavAL4vDxKjLBK]{Confidence Artist} or @UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.1fYBYD1EfA5z1NFl]{Confuse Enemy}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.jTiOQKW2QtXK8dmF]{Work the Friendship}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.HUVY2MA2CBegFhLY]{Call in Favor} or @UUID[Compendium.cyphersystem-compendium.abilities.4necR0YTsaij4ojD]{Greater Enhanced Potential}

GM Intrusions: Contacts sometimes have ulterior motives. Devices sometimes have failsafes or even traps.

Would Rather Be Reading

Books are your friends. What’s more important than knowledge? Nothing.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.vPraXsdXkCmaoBbI]{Knowledge Is Power}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.34Ycb9VK8JwHgSl4]{Greater Enhanced Intellect}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.wJSxVM8fWADJtTSd]{Applying Your Knowledge} or @UUID[Compendium.cyphersystem-compendium.abilities.dVh39nh5ARUxreUc]{Flex Skill}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.vPraXsdXkCmaoBbI]{Knowledge Is Power}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.wlkPdME0r3hx9VbE]{Knowing the Unknown}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.34Ycb9VK8JwHgSl4]{Greater Enhanced Intellect}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.vPraXsdXkCmaoBbI]{Knowledge Is Power}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.sq2JJtnRtSthJSYL]{Tower of Intellect} or @UUID[Compendium.cyphersystem-compendium.abilities.lbXg8UlSCG23yxO4]{Read the Signs}

GM Intrusions: Books burn, get wet, or get lost. Computers break or lose power. Glasses break.

","markdown":""},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"ownership":{"default":-1},"flags":{}},{"sort":398438,"name":"Creating New Foci","type":"text","_id":"0VwlyyylqvFgJjZw","title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"

This section provides everything you need to create your own foci.

Every focus has an overarching style, whether that’s exploration, energy manipulation, or simply dealing a lot of damage in combat. These broad classifications are called focus categories.

Each focus category has an overarching theme, followed by selection guidelines that describe how to choose abilities for each tier from the Abilities chapter, from tier 1 to tier 6.

The newly created focus should be named in the form of a verb, like Controls Beasts or Abides in Stone. For instance, a fire-using focus created by following the guidelines in the energy manipulation focus category might be called Bears a Halo of Fire (one of the sample foci in this chapter). Alternatively, a new fire-using focus should get an all-new name like Stokes the Flames of the Apocalypse or Lights Fires With a Thought.

The ability selection guidelines invite you to choose an ability from one of three ranges: low tier, mid tier, and high tier. These ranges correspond with the power “grades” given for every ability. These abilities are further sorted into ability categories based on the kinds of things they do—abilities that improve physical attacks are in the attack skill category, abilities that assist allies are in the support category, and so on. Look for the grades and categories in the Ability Categories and Relative Power section of the Abilities chapter.

Low-tier abilities are best suited for focus options at tiers 1 and 2. Mid-tier abilities are best suited for focus options at tiers 3 and 4. High-tier abilities are best suited for focus options at tiers 5 and 6.

That said, sometimes you’ll find it appropriate to assign a low-tier ability at tier 3 or 4, or maybe a mid-tier ability at tier 1 or 2. Do so sparingly, but don’t rule it out. It might be the only way to get all the abilities you want for the focus you’re building. Higher-tier abilities usually cost more Pool points to use. So if a mid-tier ability is made available at tier 1 or 2, or a high-tier ability is made available at tier 3 or 4, the higher cost will be a balancing factor.

Balancing Abilities

The guidelines within each category go a long way toward ensuring that the focus you build will be balanced. Sometimes it might be appropriate to grant a low-power ability along with a regular ability at a given tier, depending on the needs of the focus. A “low-power ability” is deliberately open for GM interpretation, but generally speaking, should be no more potent than a low-tier ability (that is, an ability that is normally available at tier 1 or 2).

For instance, someone who uses cold might be able to create small snow sculptures in addition to emitting a cold ray. Someone who uses electricity might be able to charge a depleted artifact or have an asset for dealing with electrical systems. And so on.

Often, the focus guidelines note this as a possibility. However, you have great leeway in deciding if a focus needs an additional ability, even if the guidelines for that tier don’t indicate one. If you do add an ability, or there is a
higher-power ability at a tier that normally shouldn’t have it, it might mean that the choice given at the next tier, or the previous tier, isn’t quite as good. Balancing a focus is a bit of an art. Resist the urge to overpower the focus, but don’t underpower it, either.

Each focus category provides a guideline for what kind of ability you should select at every tier. But don’t regard the guidelines as something that you can’t vary. They’re not prescriptive; they’re just a place to start. You might want to vary the kind of ability at a particular tier that isn’t indicated in the guidelines. As long as the chosen ability falls within the expected power curve for that tier, it’s fine. The guideline isn’t meant to be a straitjacket.

For example, if you’re building a cold-using focus for a game set in a fantasy genre, you may decide that an ability that calls up a demon is a better choice at a particular tier than an ability that does damage in an area, which is what the tier 5 guideline for energy manipulation calls for. Making the change is probably especially valid if you call your new focus something like Channels the Ninth Circle.

Ability Swap

If you’re creating a focus and you think it should provide a suite of abilities at first tier that would mechanically overload it, you have the option to add one as a “swap” ability. Doing so is as easy as allowing a character to swap out one of their type abilities for an indicated low-tier focus ability. The ability is gained instead of one of the abilities normally granted by the character’s type.

Concept and Category

Choosing to create a focus that uses a particular concept—say, creating illusions—doesn’t lock you into creating a focus within a particular category—in this case, environment manipulation. A focus can be constructed in a variety of ways using a particular energy, tool, or concept, each ultimately leading to a focus that provides different results. It all depends on your ends. In this case, creating illusions might be used to sway others, which argues for a focus built using the influence category guidelines.

In the same way, if a focus grants a character the ability to call some kind of force or energy, that doesn’t mean the focus should automatically be built using the energy manipulation category guidelines (though of course it could, if attacking and protecting yourself with that energy is the point). But a focus could be built that grants abilities to call energy or force that is primarily focused on durability, suggesting a tank combat focus (someone who can take a lot of punishment in a fight); or blasting away with a main concern for maximizing damage, thus suggesting a striker combat focus; or creating a follower composed of that energy or force, suggesting an ally use focus (that is, someone who uses helping creatures, NPCs, or even duplicate versions of themselves to give them a leg up).

Here’s another example: the focus Controls Gravity could conceivably be an environment manipulation focus or an energy manipulation focus. It depends on whether the focus is more concerned with crushing and holding things in place (environment manipulation) or on blasting things and protecting yourself with gravity (energy manipulation).

The same malleability of concept holds true in other realms. For instance, if someone is able to call up and mold raw earth, they might use it to transform themselves into a being of stone (tank combat), to batter foes (striker combat), or to create walls, barricades, and shields to protect their allies (support).

If you’re looking for an ability and can’t seem to find the right one in the vast catalog in the Abilities chapter, consider reskinning one to make it seem new (and to accomplish what you need). Reskinning means that you use the underlying mechanics of an ability as written but change the flavor in some fashion. For instance, maybe you’re creating a new earth-moving focus but can’t find enough earth-related abilities to meet your need. It’s easy enough to change up other abilities so they use earth instead of fire, cold, or magnetism. For instance, Wings of Fire might become Wings of Earth, Ice Armor could become Earth Armor, and so on. These alterations change nothing except the type of damage and any knock-on effects (for instance, Wings of Earth might generate clouds of dust in their wake).

Abilities That Reference Other Abilities

Some abilities in the Abilities chapter reference other abilities. If you select an ability for your focus or type that refers to or modifies a lower-tier ability, also include that lower-tier ability in your type or focus as a selection a PC can make at a lower tier.

Creating Brand-New Abilities

You can go further than reskinning and create one or more brand-new abilities. When doing this, try to find something as close as possible to the effect you want, then use it as a template. In any case, deciding how much an ability should cost when it comes to a character’s Pool is one of the most important aspects of getting an ability right.

You may notice that higher-tier abilities are more expensive. This is partly because they do more, but it’s also because higher-tier characters have more Edge than lower-tier characters, which means they pay fewer points from their relevant Pools. A third-tier character with 3 Edge in a relevant Pool pays no cost for abilities that cost 3 or fewer points. That’s great for lower-tier abilities, but you’ll usually want a character to think a little bit about how often to use their most powerful abilities. That means they should cost at least 1 point more than the Edge the character is likely to have at that tier. (Often, a character will have an Edge in their relevant Pool equal to their tier.)

As a good rule of thumb, a typical ability should cost points equal to its tier.

Choose GM Intrusions

Think about the kinds of things that might surprise, alarm, or go catastrophically wrong for someone with the new focus being created, and assign it as a GM intrusion for that focus. Of course, this often is done on the fly during the game. But giving the topic some thought while the focus is being constructed and the ideas are fresh in your head is likely to yield some particularly devilish options.

Focus Categories

Ally Use

Foci that prioritize providing NPC followers to the character are ally use foci. The followers give aid to the PC in a variety of ways, but at base they usually provide an asset to the character’s actions.

Multiple potential themes exist within the ally use category, from abilities that allow a character to summon or craft allies to those that allow them to attract allies through fame, magic, or essential authority or charisma.

Connection: Choose four relevant connections from the Focus Connections list.

Additional Equipment: Any object necessary for the character to keep an ally. For instance, someone with a focus that uses super-science to create robot allies would require tools to build and repair those allies. Some foci in this category don’t require anything to gain or retain their benefits.

Minor Effect Suggestions: The NPC ally’s tasks are eased on its next turn.

Major Effect Suggestions: The NPC ally gains an immediate extra action.

The following are examples and not meant to provide a complete list of all possible foci in this category.

@UUID[.9x56c0G5TMOl1Arn#builds-robots]{Builds Robots} @UUID[.9x56c0G5TMOl1Arn#consorts-with-the-dead]{Consorts With the Dead} @UUID[.9x56c0G5TMOl1Arn#controls-beasts]{Controls Beasts} @UUID[.9x56c0G5TMOl1Arn#exists-in-two-places-at-once]{Exists in Two Places at Once} @UUID[.9x56c0G5TMOl1Arn#leads]{Leads} @UUID[.9x56c0G5TMOl1Arn#masters-the-swarm]{Masters the Swarm} @UUID[.9x56c0G5TMOl1Arn#shepherds-spirits]{Shepherds Spirits}

Ability Selection Guidelines

Tier 1: Choose a low-tier ability that grants a level 2 NPC follower to the character, or gives a similar benefit provided by an NPC. Alternatively, lay the groundwork for gaining such NPC allies at higher tiers by choosing an ability that gives the character influence over others.

Sometimes an additional low-power ability is appropriate, depending on the focus. Often, this is an ability that grants skill training in a related area of knowledge or a related skill. For instance, training in a skill related to the kind of NPC follower the character gains would be appropriate.

Tier 2: Choose a low-tier ability that grants influence over similar kinds of NPCs as the follower gained at the previous tier. If no follower was gained at the previous tier, this ability should provide that benefit now.

Sometimes a secondary ability might be appropriate in addition to the ability provided above, perhaps a low-power ability that grants 2 or 3 points to a Pool.

Tier 3: Choose two mid-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One option should be a mid-tier ability that improves the NPC follower previously provided (usually from level 2 to level 3) or grants an additional follower.

The other option should be something that benefits the character—perhaps an offensive or defensive ability, or something that broadens their influence over their followers (or potential followers).

Tier 4: Choose a mid-tier ability that gives the character an offensive or defensive capability if they haven’t previously gained one, preferably within the theme of the focus. For instance, if the character gains followers because of their charisma, this ability might let them command foes for brief periods. If the character gains followers by building or calling them, this ability might let them affect entities of the same type that are not already their followers.

Alternatively, this ability might further improve a previously gained follower from level 3 to level 4, or grant an additional follower.

Tier 5: Choose an ability that improves the character by providing a defense, an improved stat Pool, or another kind of protection.

Alternatively, this ability could open a new front in influencing and calling NPC allies related to the focus’s theme. For instance, someone who keeps beast allies might gain an ability to call a horde of lesser beasts. Someone who builds robots might gain an ability to build several lesser robot helpers. And so on.

Finally, this ability might improve a previously gained follower to level 5.

Tier 6: Choose two high-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One of the abilities should improve a previously gained follower to level 5, if that wasn’t already provided at tier 5. If that’s the case, this ability might be provided in addition to two other related abilities.

Another high-tier option could provide a handful of level 3 followers to the character.

The last high-tier ability could open a new front in influencing and calling NPC allies related to the focus’s theme. For instance, someone who gains followers through high charisma and training might gain an ability to learn otherwise impossible-to-glean information.

Basic

Foci that rely mostly on providing skill training, assets to tasks, and bumps to stat Pools and Edge in order to improve a character fall within the basic category. An overarching theme is also included, as with most of the other categories, that makes sense of the various basic abilities provided.

In addition, because the benefits provided by such foci are mostly straightforward (usually with a few exceptions), most basic foci would also be appropriate for non-fantastic campaigns where magic, super-science, or psychic abilities normally don’t come into play. That said, just because the abilities granted by basic foci are straightforward doesn’t mean they are not potent when combined with the abilities granted by type, descriptor, cyphers, and other character aspects.

Connection: Choose four relevant connections from the Focus Connections list.

Additional Equipment: Any object necessary to fulfill the overarching theme of the focus. For instance, a focus called Would Rather Be Reading should grant a handful of books to the character. A focus called Works for a Living should provide a set of tools.

Minor Effect Suggestions: Next action is eased.

Major Effect Suggestions: Make a free, no-action recovery roll that doesn’t count against daily recovery rolls.

The following are examples and not meant to provide a complete list of all possible foci in this category.

@UUID[.9x56c0G5TMOl1Arn#doesnt-do-much]{Doesn’t Do Much} @UUID[.9x56c0G5TMOl1Arn#interprets-the-law]{Interprets the Law} @UUID[.9x56c0G5TMOl1Arn#learns-quickly]{Learns Quickly} @UUID[.9x56c0G5TMOl1Arn#works-for-a-living]{Works for a Living} @UUID[.9x56c0G5TMOl1Arn#would-rather-be-reading]{Would Rather Be Reading}

Ability Selection Guidelines

Tier 1: Choose an ability that grants training or an asset to skills associated with the focus’s theme, or that grants 5 or 6 points to a particular Pool.

Alternatively, choose an ability that grants only 2 or 3 points to a particular Pool and an ability that provides training or an asset to just one task.

Tier 2: Choose whichever kind of ability wasn’t chosen at tier 1.

Tier 3: Choose two mid-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One option should be a non-fantastic ability that improves the character’s abilities within the focus’s theme. For instance, if the theme involves paying attention in some fashion, an information-gathering ability might be appropriate.

The other option should be something that either improves the character’s Edge in an appropriate stat or provides the character with some kind of defense.

Tier 4: Choose another ability that grants additional training or an asset to skills associated with the focus’s theme, or that grants 5 or 6 points to a particular Pool best suited to the focus. Or choose two abilities that provide only 2 or 3 points plus another tier 4 ability that improves a single task or skill.

Alternatively, provide a branch-out ability suggested at tier 5.

Finally, if the focus has yet to grant some kind of defense, a defensive ability could be provided here.

Tier 5: Choose an ability that allows the character to branch out slightly—perhaps one like Expert Skill that allows them to automatically succeed on a task they’re trained in.

Alternatively, if a nonstandard benefit was provided at tier 4, provide the benefits suggested at tier 4 here.

Tier 6: Choose two high-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One option should be an ability that provides another 5 or 6 points to a particular Pool best suited to the focus, or that the character can divide up as they wish. Alternatively, training in offense or defense would also be appropriate.

The other tier 6 option should give the character a brand-new ability within their theme, but not one that strays into the realm of the fantastic. For instance, an ability that allows a character to take two actions instead of one would be reasonable. Granting additional training, assets, or Edge would also be fine.

Energy Manipulation

Energy manipulation foci offer abilities that can call fire, electricity, force, magnetism, or nonstandard forms of energy such as cold, stone, or something stranger like “void” or “shadow.” These abilities usually give a character a way to achieve something of a balance between attacking enemies and granting themselves or allies additional protection. The focus usually also offers abilities that provide other ways to use specific energy for things like transportation, creating large concentrations of energy that can affect multiple targets, or creating a temporary object or barrier of energy.

Connection: Choose four relevant connections from the Focus Connections list.

Additional Equipment: One or more pieces of equipment immune to the energy manipulated, which might be a set of clothes. Alternatively, something related to the energy being generated. Some foci in this category don’t require additional equipment.

Energy Abilities: If a character type grants special abilities that normally use some other kind of energy, they now produce the kind used by this focus. For example, if a character uses this focus to manipulate electricity, their force blasts become blasts of electricity. These alterations change nothing except the type of damage and any knock-on effects (for instance, electricity might temporarily short out electronic systems).

Minor Effect Suggestions: The target or something near the target is hindered because of residual energy.

Major Effect Suggestions: An important item on the target’s person is destroyed.

The following are examples and not meant to provide a complete list of all possible foci in this category.

@UUID[.9x56c0G5TMOl1Arn#absorbs-energy]{Absorbs Energy} @UUID[.9x56c0G5TMOl1Arn#bears-a-halo-of-fire]{Bears a Halo of Fire} @UUID[.9x56c0G5TMOl1Arn#dances-with-dark-matter]{Dances With Dark Matter} @UUID[.9x56c0G5TMOl1Arn#rides-the-lightning]{Rides the Lightning} @UUID[.9x56c0G5TMOl1Arn#thunders]{Thunders} @UUID[.9x56c0G5TMOl1Arn#wears-a-sheen-of-ice]{Wears a Sheen of Ice}

Ability Selection Guidelines

Tier 1: Choose a low-tier ability that either inflicts damage or provides protection using the appropriate energy type in some fashion.

Sometimes an additional low-power ability is appropriate, depending on the energy type. For instance, a focus that manipulates cold might grant an ability to create snow sculptures. A focus that manipulates electricity might grant an ability to charge a depleted artifact or have an asset for dealing with electrical systems. A focus that absorbs energy might grant an ability to release it as a basic attack. And so on.

Tier 2: Choose whichever kind of ability wasn’t chosen at tier 1.

Tier 3: Choose two mid-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One option should be an ability that inflicts damage using the appropriate energy type (and possibly a related effect).

The other should grant enhanced movement by use of the appropriate energy type, give additional protection provided by the preferred energy, or use the energy in a completely new way, such as by draining the energy from a machine (if using electricity), entombing a victim in a layer of ice (if using cold), creating perfect silence (if using sound), creating a dazzling blast of illumination (if using light), and so on.

Tier 4: Choose whichever kind of ability wasn’t chosen at tier 3.

Tier 5: Choose a high-tier ability that inflicts damage (and possibly a related effect) that can affect more than one target using the appropriate energy type, or an ability that uses the energy in some fashion not previously used, as described in tiers 3 and 6.

Tier 6: Choose two high-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One of the high-tier abilities should use the preferred energy to inflict a lot of damage to a single target or to several.

The other option should use the appropriate energy type to accomplish a task not previously provided by lower-tier abilities, such as fashioning a fiery follower (if using fire), teleporting a great distance as a blast of lightning (if using electricity), creating solid objects out of the energy, and so on.

Environment Manipulation

Foci that allow a character to move objects, affect gravity, create objects (or illusions of objects), and so on are environment manipulation foci. Given that, in many cases, energy is used as part of this process, this category and energy manipulation overlap to some extent. Environment manipulation foci prioritize abilities that indirectly affect enemies and allies via objects, forces, and alterations of the surroundings; energy manipulation foci prioritize directly damaging targets with the chosen energy or force.

For example, rather than blasting a foe with a gravity pulse that does damage, a character using an environment manipulation focus based on gravity is more likely to have abilities that hold a target in place, use gravity to throw heavy objects as an attack, or lower gravity in a particular area or even on a particular object.

Connection: Choose four relevant connections from the Focus Connections list.

Additional Equipment: Any object necessary to manipulate the surrounding environment. For instance, someone with a focus that grants the ability to craft objects would require basic tools. Some foci in this category don’t require anything to gain or retain their benefits.

Environment Manipulation Abilities: Foci themes that involve imagery or visible energies can affect the look of your type abilities. Such alterations, if any, do nothing but change the appearance of effects. If gravity is manipulated, perhaps a telltale bluish glow permeates all ability uses, including type abilities. If illusion is generated, perhaps flamboyant visual and auditory qualities accompany type abilities, such as the appearance of a tentacled beast holding a target in place when Stasis is used. And so on.

Minor Effect Suggestions: The target gets turned around, and its next attack is hindered.

Major Effect Suggestions: The character is refreshed and recovers 4 points to one Pool.

The following are examples and not meant to provide a complete list of all possible foci in this category.

@UUID[.9x56c0G5TMOl1Arn#awakens-dreams]{Awakens Dreams} @UUID[.9x56c0G5TMOl1Arn#blazes-with-radiance]{Blazes With Radiance} @UUID[.9x56c0G5TMOl1Arn#calculates-the-incalculable]{Calculates the Incalculable} @UUID[.9x56c0G5TMOl1Arn#controls-gravity]{Controls Gravity} @UUID[.9x56c0G5TMOl1Arn#crafts-illusions]{Crafts Illusions} @UUID[.9x56c0G5TMOl1Arn#crafts-unique-objects]{Crafts Unique Objects} @UUID[.9x56c0G5TMOl1Arn#employs-magnetism]{Employs Magnetism} @UUID[.9x56c0G5TMOl1Arn#focuses-mind-over-matter]{Focuses Mind Over Matter}

Ability Selection Guidelines

Tier 1: Choose a low-tier ability that grants a basic use of an ability that alters the environment (or predicts it) using the focus’s theme. For instance, a gravity-affecting focus might provide an ability that makes a target lighter or heavier. An
illusion-crafting focus might grant an ability that allows the creation of an image. An object-making focus might grant a basic proficiency in creating a particular kind of object. A predictive focus might calculate outcomes and provide the character with the benefits of that foreknowledge. And so on.

Sometimes an additional low-power ability is appropriate, depending on the focus. Often, this is an ability that grants skill training in a related area of knowledge.

Tier 2: Choose a low-tier ability that provides a new defensive or offensive capability related to the focus’s theme.

Alternatively, this ability might provide an additional or brand-new capability to manipulate the environment related to the focus’s theme.

Tier 3: Choose two mid-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One option should be a mid-tier ability related to the focus’s theme that provides an additional environment manipulation capacity or further improves the basic environment manipulation ability previously granted. This ability isn’t directly offensive or defensive, but provides either an all-new ability related to the basic ability, or one that increases the strength, range, or some other extension of the previously unlocked basic ability.

The other mid-tier option should provide an offensive or defensive ability related to the specific form of movement the focus provides, if possible.

Tier 4: Choose a mid-tier ability that is either an offensive or a defensive use of the ability, whichever one wasn’t chosen as an option in the previous tier.

Tier 5: Choose a high-tier penultimate use of the environment-manipulation ability. For instance, if the focus-granted manipulation is illusory, this ability might haunt a target with terrifying images. If the focus is gravity based, it might unlock flight. If magnetic, it might allow the user to reshape metal. If the focus grants telekinetic powers, this ability could allow a character to hurl massive objects at foes. And so on.

Tier 6: Choose two high-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One of the abilities should provide either an offensive or a defensive ability, opposite the ability provided at tier 4 (though high tier rather than mid tier).

The other option should be something that further explores the use of the basic environment manipulation capability. If the tier 5 choice was the penultimate ability, this might be an even better ultimate ability related to the kind of manipulation offered, or a different way of using that ability to unlock an as-yet-unexplored facet of the ability.

Exploration

Foci that allow a character to gather information, survive in unfamiliar environments, and find their way to new locations or track down particular creatures and foes are exploration foci. Surviving in unfamiliar environments requires a reasonable selection of defensive options; however, abilities that allow a character to find and learn are prioritized.

Exploration foci rely on a variety of methods, though training and expertise are the mainstays. Some methods require specific tools (such as a vehicle) to grant the benefits provided, while others might rely on the supernatural or
super-science to learn new things and explore strange places from afar.

Connection: Choose four relevant connections from the Focus Connections list.

Additional Equipment: Any object necessary to explore. For instance, starting maps and/or
a compass would be basic equipment, while someone who uses psychic abilities might require a mirror or crystal sphere to gaze into. Equipment might also include access to a vehicle required for exploration, as previously noted.

Minor Effect Suggestions: You have an asset on any action that involves using your senses, such as perceiving or attacking, until the end of the next round.

Major Effect Suggestions: Your Intellect Edge increases by 1 until the end of the next round.

The following are examples and not meant to provide a complete list of all possible foci in this category.

@UUID[.9x56c0G5TMOl1Arn#explores-dark-places]{Explores Dark Places} @UUID[.9x56c0G5TMOl1Arn#infiltrates]{Infiltrates} @UUID[.9x56c0G5TMOl1Arn#operates-undercover]{Operates Undercover} @UUID[.9x56c0G5TMOl1Arn#pilots-starcraft]{Pilots Starcraft} @UUID[.9x56c0G5TMOl1Arn#sees-beyond]{Sees Beyond} @UUID[.9x56c0G5TMOl1Arn#separates-mind-from-body]{Separates Mind From Body}

Ability Selection Guidelines

Tier 1: Choose a low-tier ability that grants the character basic exploratory, survival, or information-gathering capabilities within the focus’s theme.

Sometimes an additional low-power ability is appropriate, depending on the focus. Often, this is an ability that grants skill training in a related area of knowledge or a related skill (though this may already be covered in the main ability). Alternatively, it might offer a simple bonus of 2 or 3 points to the Might Pool.

Tier 2: Choose another low-tier ability that grants an additional capability related to exploration, survival, or information gathering.

For instance, a focus dedicated to surviving savage conditions might offer an ability (or two) that makes it easier to avoid natural hazards, poisons, difficult terrain, and so on. A focus dedicated to exploration of a particular area might grant abilities to gain access to that area, or a capability that others normally lack (like the ability to see in the dark).

Tier 3: Choose two mid-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One option should further improve the basic exploration ability granted, or give a new exploratory, survival, or information-gathering ability.

The other option should be something that benefits the character, either an offensive or defensive ability (especially if this focus hasn’t already granted that) or something that further broadens the character’s ability to explore in the focus’s chosen realm.

Tier 4: Choose a mid-tier offensive or defensive ability (whichever wasn’t offered at tier 3) that benefits the character. Alternatively, if offensive and defensive abilities are already well represented, choose a different mid-tier ability that broadens the character’s ability to explore, survive, or gather information.

Tier 5: Choose a high-tier ability that alleviates some of the penalties for exploring, surviving, or gathering information in a normally inhospitable place.

Tier 6: Choose two high-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One option should further improve the basic exploration-themed ability previously granted, or give a brand-new exploratory, survival, or information-gathering ability.

The other option should be something that benefits the character, either an offensive or defensive ability, or yet another ability that further broadens their capacity to explore in the focus’s chosen realm.

Influence

Foci that prioritize authority and influence—whether that’s to make people or machines do as commanded, to help others, or to rise to some other prestigious and significant position—fall within the influence category.

These foci grant influence through training and persuasion, by direct mental manipulation, by using fame to get people’s attention and influence their actions, or simply by knowing and learning things that affect later decisions. In this sense, the concept of influence is broad.

Connection: Choose four relevant connections from the Focus Connections list.

Additional Equipment: Any object necessary to achieve the influence suggested should be granted as additional equipment. Some influence foci don’t require anything to gain or retain their benefits.

Minor Effect Suggestions: The range or duration of the influencing ability is doubled.

Major Effect Suggestions: An ally or indicated target can take an additional action.

The following are examples and not meant to provide a complete list of all possible foci in this category.

@UUID[.9x56c0G5TMOl1Arn#commands-mental-powers]{Commands Mental Powers} @UUID[.9x56c0G5TMOl1Arn#conducts-weird-science]{Conducts Weird Science} @UUID[.9x56c0G5TMOl1Arn#fuses-mind-and-machine]{Fuses Mind and Machine} @UUID[.9x56c0G5TMOl1Arn#is-idolized-by-millions]{Is Idolized by Millions} @UUID[.9x56c0G5TMOl1Arn#solves-mysteries]{Solves Mysteries} @UUID[.9x56c0G5TMOl1Arn#talks-to-machines]{Talks to Machines} @UUID[.9x56c0G5TMOl1Arn#works-the-system]{Works the System}

Ability Selection Guidelines

Tier 1: Choose a low-tier ability that allows the character to learn something significant enough that they can choose a smart course of action (or use that knowledge to persuade or intimidate). How the character learns the information varies by the specifics of the focus. One character might do experiments to learn answers, another might open a telepathic link with others to trade information secretly and quickly, and still another might simply be trained in interaction tasks.

Sometimes an additional low-power ability is appropriate, depending on the focus. Often, this is an ability that grants skill training in a related area of knowledge.

Tier 2: Choose a low-tier ability that improves the character’s ability to apply influence. This might open an additional front on the focus’s basic theme or simply further enhance the basic ability already provided. For instance, this tier 2 ability could ease influence-related tasks by a few steps, allow a telepath to read the minds of others who have secrets they’d otherwise not reveal, or grant influence over physical objects (either to improve them or to learn more about them). And so on.

Tier 3: Choose two mid-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One option should provide an offensive or defensive capability related to the focus’s specific kind of influence, if possible. For instance, an inventor might create a serum that gives them increased abilities (which could be used for offense or defense), a telepath might have some method of blasting foes with mental energy, and someone with only the basic skills of debate and influence through fame might have to rely on weapon training or their entourage.

The other mid-tier option should provide an additional ability to influence in the theme of the focus, or further improve the basic influence ability previously granted. This option isn’t directly offensive or defensive, but provides either an all-new ability related to the basic ability, or increases the strength, range, or some other extension of the previously unlocked basic ability. For instance, a telepath might have a psychic suggestion ability.

Tier 4: Choose a mid-tier ability that is either an offensive or a defensive use of the influence ability, whichever one wasn’t chosen as an option in the previous tier.

Alternatively, this ability could grant an additional capability related to the kind of influence the focus provides.

Tier 5: Choose a high-tier penultimate use of the specific influence ability granted at lower tiers.

Alternatively, choose an ability not previously gained at a lower tier, one that opens a new front on the particular influence capability. For instance, if the focus-granted influence is telepathic, the tier 5 ability might allow a character to see into the future to gain assets for dealing with enemies (and allies).

Tier 6: Choose two high-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One of the options should provide either an offensive or a defensive ability, opposite the ability provided at tier 4 (though high tier rather than mid tier).

The other option should be something that further explores the use of the basic influence ability provided by the focus. If the tier 5 choice was the penultimate ability, this might be an even better ultimate ability related to the kind of influence used, or a different way of using that ability to unlock an as-yet-unexplored facet of the ability.

Irregular

Most foci have a basic theme, a “character story” that logically leads to a series of related abilities. However, certain foci themes are so wide that they don’t fit into any other category except an irregular one of their own.

Irregular foci provide a basket of disparate abilities. Usually that’s because the overarching theme is one that demands variability and access to several different kinds of abilities. Often, these foci are found in genres that suggest additional rule tweaks to leverage their use even further, such as power shifts in the superhero genre and spellcasting in the fantasy genre. However, other irregular foci are possible.

Connection: Choose four relevant connections from the Focus Connections list.

Additional Equipment: Any object necessary to the focus’s theme. For instance, a
superhero-themed focus might grant a superhero costume.

Minor Effect Suggestions: The target is also dazed for one round, during which time all of its tasks are hindered.

Major Effect Suggestions: The target is stunned and loses its next turn.

The following are examples and not meant to provide a complete list of all possible foci in this category.

@UUID[.9x56c0G5TMOl1Arn#channels-divine-blessings]{Channels Divine Blessings} @UUID[.9x56c0G5TMOl1Arn#descends-from-nobility]{Descends From Nobility} @UUID[.9x56c0G5TMOl1Arn#emerged-from-the-obelisk]{Emerged From the Obelisk} @UUID[.9x56c0G5TMOl1Arn#flies-faster-than-a-bullet]{Flies Faster Than a Bullet} @UUID[.9x56c0G5TMOl1Arn#masters-spells]{Masters Spells} @UUID[.9x56c0G5TMOl1Arn#speaks-for-the-land]{Speaks for the Land}

Ability Selection Guidelines

Tier 1: Choose a low-tier ability that grants one of the benefits the focus theme promises, one that a first-tier character should have.

Sometimes an additional low-power ability is appropriate, depending on the focus. Often, this is an ability that grants skill training in a related area of knowledge or a related skill. Alternatively, it might offer a simple bonus of 2 or 3 points to a Pool.

Tier 2: Choose a low-tier ability that grants one of the benefits the focus theme promises, one that’s presumably not immediately related to the one provided at tier 1. That said, if a defense wasn’t provided at tier 1, tier 2 is a good place to add it.

Tier 3: Choose two mid-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One option should provide one of the benefits the focus theme promises, one that may not be immediately related to those provided at earlier tiers.

The other option should include a method of attack if none has previously been granted. Alternatively, if the lower-tier abilities don’t quite get the character where they need to be, this option might further increase a capability unlocked at a lower tier.

Tier 4: Choose a mid-tier ability that grants one of the benefits the focus theme promises, one that may not be immediately related to those provided at earlier tiers.

Tier 5: Choose a high-tier ability that grants one of the benefits the focus theme promises, one that may not be immediately related to those provided at earlier tiers.

Tier 6: Choose two high-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One option should grant one of the benefits the focus theme promises, one that may not be immediately related to those provided at earlier tiers. However, this ability might also provide an ultimate version of a lower-tier ability if a mid-tier or low-tier option wasn’t quite sufficient.

The other option should provide an alternate method to round out the character in a way that doesn’t replicate the first tier 6 option. For instance, if the first option provided some kind of attack, this one might be an interaction, information-gathering, or healing ability, depending on the focus’s overarching theme.

Movement Expertise

Foci that prioritize novel forms of movement—in order to excel in combat, escape situations most others can’t, move with stealth for purposes of theft or escape, or move into locations normally inaccessible—fall within the movement expertise category. These foci usually have methods of granting either offense or defense through movement, though they may provide some means of doing both.

The classic movement expertise focus is one that relies on speed to make more attacks and avoid being hit, though general agility might also provide the same benefit. Other foci in this category might fall within the theme by granting a character the ability to become immaterial, to change their form into something like water or air, or to instantly move via teleportation.

Connection: Choose four relevant connections from the Focus Connections list.

Additional Equipment: Any object necessary to achieve great speeds, change state, or otherwise gain the benefit of the focus should be granted as additional equipment. Some foci in this category don’t require anything to gain or retain their benefits.

Minor Effect Suggestions: The target is dazed, and their next action is hindered.

Major Effect Suggestions: The target is stunned and loses their next action.

The following are examples and not meant to provide a complete list of all possible foci in this category.

@UUID[.9x56c0G5TMOl1Arn#exists-partially-out-of-phase]{Exists Partially Out of Phase} @UUID[.9x56c0G5TMOl1Arn#moves-like-a-cat]{Moves Like a Cat} @UUID[.9x56c0G5TMOl1Arn#moves-like-the-wind]{Moves Like the Wind} @UUID[.9x56c0G5TMOl1Arn#runs-away]{Runs Away} @UUID[.9x56c0G5TMOl1Arn#shreds-the-walls-of-the-world]{Shreds the Walls of the World} @UUID[.9x56c0G5TMOl1Arn#travels-through-time]{Travels Through Time} @UUID[.9x56c0G5TMOl1Arn#works-the-back-alleys]{Works the Back Alleys}

Ability Selection Guidelines

Tier 1: Choose a low-tier ability that grants the basic benefit of the specific movement style, whether that’s enhanced speed, agility, immateriality, and so on.

Sometimes an additional low-power ability is appropriate, depending on the focus. If the basic benefit of the movement demands some kind of additional understanding or training, this ability could be that. Alternatively, if the movement provided seems like it should also unlock a basic offensive or defensive benefit (relying on the use of the initial basic ability), append it as well.

Tier 2: Choose a low-tier ability that provides a new offensive or defensive capability related to the focus’s theme.

Alternatively, this ability might provide some additional capability related to the form of movement that grants useful information to the character that would normally be inaccessible to someone without the focus.

Tier 3: Choose two mid-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One option should provide an additional movement capacity or further improve the basic movement capacity, related to the focus’s theme. This isn’t directly offensive or defensive, but provides the character with a new level of ability or an all-new ability related to their basic movement ability.

The other option should provide either an offensive or a defensive capability related to the specific form of movement the focus provides.

Tier 4: Choose a mid-tier ability that further enhances the advantages provided by focus’s movement-enhancing paradigm. This could provide a new or better form of defense (directly, or indirectly if moving to a location or time where danger doesn’t threaten), or a new or better form of offense.

Tier 5: Choose a high-tier penultimate use of the movement-related ability. For instance, if the focus-provided movement is temporal, this ability might allow actual (if brief) jaunts of time travel. If the focus enhances speed, this ability might allow the character to move up to a very long distance with one action. And so on.

Alternatively, unlock an as-yet-unexplored related ability that could derive from the basic movement power provided by the focus.

Tier 6: Choose two high-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One of the options should provide either an offensive or a defensive ability, opposite the ability provided at tier 4 (though high tier rather than mid tier).

The other option should be something that further explores the use of the basic
movement ability. If the tier 5 choice was the penultimate ability, this might be an even better ultimate ability related to the movement.

Striker Combat

Striker combat foci prioritize dealing damage in battle over other concerns. Foci in this category offer defensive abilities as well, but they emphasize abilities that provide ways to spike damage to heights that other foci normally don’t reach.

To achieve this end, a striker combat focus might offer mastery of a particular style of martial combat, which could be training with a particular weapon or martial art, or the use of a unique tool (or even a kind of energy). A style might be something as singular as being the best at fighting a particular kind of enemy, or something much broader, such as adopting a particularly vicious or unsporting style. A striker combatant might use fire, force, or magnetism as their preferred method of spiking damage.

Connection: Choose four relevant connections from the Focus Connections list.

Additional Equipment: The weapon, tool, or other special item or substance (if any) required to engage in the particular style of combat. For instance, a dose of level 5 poison for Fights Dirty or Murders, a trophy from a previously defeated foe for Battles Robots, or stylish clothes for Fights With Panache.

Minor Effect Suggestions: The target is so dazzled by your expertise that it is dazed for one round, hindering all of its tasks.

Major Effect Suggestions: Make an immediate additional attack using an attack provided by the focus as part of your turn.

The following are examples and not meant to provide a complete list of all possible foci in this category.

@UUID[.9x56c0G5TMOl1Arn#battles-robots]{Battles Robots} @UUID[.9x56c0G5TMOl1Arn#fights-dirty]{Fights Dirty} @UUID[.9x56c0G5TMOl1Arn#fights-with-panache]{Fights With Panache} @UUID[.9x56c0G5TMOl1Arn#hunts]{Hunts} @UUID[.9x56c0G5TMOl1Arn#is-licensed-to-carry]{Is Licensed to Carry} @UUID[.9x56c0G5TMOl1Arn#looks-for-trouble]{Looks for Trouble} @UUID[.9x56c0G5TMOl1Arn#masters-weaponry]{Masters Weaponry} @UUID[.9x56c0G5TMOl1Arn#murders]{Murders} @UUID[.9x56c0G5TMOl1Arn#needs-no-weapon]{Needs No Weapon} @UUID[.9x56c0G5TMOl1Arn#performs-feats-of-strength]{Performs Feats of Strength} @UUID[.9x56c0G5TMOl1Arn#rages]{Rages} @UUID[.9x56c0G5TMOl1Arn#slays-monsters]{Slays Monsters} @UUID[.9x56c0G5TMOl1Arn#throws-with-deadly-accuracy]{Throws With Deadly Accuracy} @UUID[.9x56c0G5TMOl1Arn#wields-two-weapons-at-once]{Wields Two Weapons at Once}

Ability Selection Guidelines

Tier 1: Choose a low-tier ability that inflicts additional damage when a character attacks using the focus’s particular fighting style, energy, or attitude, or when used against a chosen enemy.

Sometimes an additional low-power ability is appropriate, depending on the focus. For instance, a focus that grants proficiency in a special weapon might offer training in crafting tasks associated with that weapon. A focus that grants increased damage against a particular kind of foe might offer training in skills to recognize, locate, or just have general knowledge about that foe. A fighting style that involves fighting in a vicious or dirty manner might provide training in intimidation. And so on.

If the focus is about fighting a particular enemy, additional secondary powers (more than might otherwise be offered) may be appropriate. Those either further enhance effectiveness against the chosen enemy, or offer broader but related abilities that give the character who takes the focus some functionality even when not fighting that enemy.

Tier 2: Choose a low-tier ability that provides some form of defense using the weapon, weapon style, or chosen energy. If the weapon style is being especially good at fighting a certain kind of foe, the ability should be a defense against that kind of foe. Alternatively, the focus might offer another method for increasing damage within the chosen paradigm.

Sometimes an additional low-power ability is appropriate at tier 2. If so, choose whichever
low-power ability wasn’t gained at tier 1.

Tier 3: Choose two mid-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One option should inflict additional damage when using the focus’s fighting style, energy, or attitude, or when used against a chosen enemy. That could be as simple as an ability that offers an additional attack of that kind.

The other option should provide a method to temporarily neutralize a foe by disarming them, dazing or stunning them, slowing or holding them, or otherwise discombobulating them by using the focus’s fighting style, energy, or attitude, or when used against a chosen enemy.

Tier 4: Choose a mid-tier ability that further enhances the advantages provided by the focus’s paradigm. Often, this includes training in a particular kind of attack. Alternatively, the ability might increase the advantages provided by achieving a certain combat status, such as gaining surprise.

Tier 5: Choose a high-tier ability that inflicts damage. Alternatively, if focused on fighting a particular kind of foe, this ability might give the character a chance to completely neutralize, destroy, blind, or kill a singular target of up to level 3 (or higher, if the focus is on a singular foe).

Tier 6: Choose two high-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One of the options should use the focus paradigm to inflict an exceptional amount of damage.

The other option could be a different way of inflicting damage, either using the focus paradigm or just dealing lots of damage in general (and relying on previous focus tier abilities to improve targeting). This could be against multiple targets if the first option was for a single target, to outright kill or neutralize a target (starting with level 4, but with guidance for using Effort to increase the level of the target), or to select yet another foe, make another attack, or get away in order to fight another day.

Support

Foci that allow a character to help others succeed, defend others, heal others who are hurt, and so on are support foci. Of course, most foci abilities are often used in aid of others, but support foci (such as Siphons Power) prioritize aiding, healing, and improving the character who takes the focus.

Support foci rely on a variety of methods to provide their help, including martial training used in defense, supernatural or sci-fi means of providing healing, or simply easing the cares of others through entertainment.

Connection: Choose four relevant connections from the Focus Connections list.

Additional Equipment: Any object necessary to provide support. For instance, someone with a focus that uses entertainment to help others would require an instrument or similar object in aid of their craft. Some foci in this category don’t require anything to gain or retain their benefits.

Minor Effect Suggestions: You can draw an attack without having to use an action at any point before the end of the next round.

Major Effect Suggestions: You can take an extra action in aid of an ally.

The following are examples and not meant to provide a complete list of all possible foci in this category.

@UUID[.9x56c0G5TMOl1Arn#defends-the-weak]{Defends the Weak} @UUID[.9x56c0G5TMOl1Arn#entertains]{Entertains} @UUID[.9x56c0G5TMOl1Arn#helps-their-friends]{Helps Their Friends} @UUID[.9x56c0G5TMOl1Arn#metes-out-justice]{Metes Out Justice} @UUID[.9x56c0G5TMOl1Arn#shepherds-the-community]{Shepherds the Community} @UUID[.9x56c0G5TMOl1Arn#siphons-power]{Siphons Power} @UUID[.9x56c0G5TMOl1Arn#works-miracles]{Works Miracles}

Ability Selection Guidelines

Tier 1: Choose a low-tier ability that provides some form of defense, aid or entertainment, benefit to recovery or healing, or protection. That defense or protection could be to the PC and not to an ally, as one cannot protect another without first being able to protect themselves (and sometimes protecting themselves is the entire point).

Sometimes an additional low-power ability is appropriate, depending on the focus. Often, this is an ability that grants skill training in a related area of knowledge or a related skill, but it might be something that works with the initial ability that, by itself, wouldn’t do much.

Tier 2: Choose a low-tier ability that follows up on the support style opened in the previous tier. If the previous tier’s ability provided a means of protection only for the focus taker, this tier 2 ability should specifically provide aid to another. If the previous tier specifically provided aid to another, this tier 2 ability could defend the focus taker or provide an offensive capability grounded, if possible, in the focus’s theme.

Tier 3: Choose two mid-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One option should work within the focus’s theme to aid, heal, protect, or otherwise help another.

The other option should be something that benefits the character, either an offensive or defensive ability, or something that broadens their expertise in some fashion. Alternatively, it could be another, different method of helping someone else.

Tier 4: Choose a mid-tier ability that gives an ally a direct boon or provides the character with a way to help another. It could also be an ability that harms or nullifies a foe, as removing foes certainly helps allies.

Tier 5: Choose a high-tier ability that provides an offensive or defensive option for the character, if none have been provided yet. If this need has been previously addressed or is deemed unnecessary, choose a high-tier ability that provides some form of defense, aid or entertainment, benefit to recovery or healing, or protection to another. For example, a tier 5 ability might grant an ally an additional free action or allow them to repeat a failed action.

Tier 6: Choose two high-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One of the options should provide an ultimate method of helping another in the theme of the focus.

The other option could provide an alternative ultimate method of helping another; many foci in this category do. However, an option that provides high-tier offense or defense is also completely reasonable.

Tank Combat

Foci that prioritize being able to take a lot of punishment and soak up excess damage from foes fall within the tank combat category. These foci provide offensive abilities too, as well as additional abilities related to the particular method by which improved protection is achieved, but defensive abilities are most pronounced.

Some tank combat foci involve a physical transformation that grants additional protection, and others rely on specialized training, use tools like shields or heavy armor, or provide the ability to heal incredibly fast. The kinds of physical transformation that a tank focus provides, if any, vary widely. A focus might turn a character’s skin to stone, reinforce their body with metal, turn them into a monstrous being, make them so big it becomes harder to hurt them, and so on.

Connection: Choose four relevant connections from the Focus Connections list.

Additional Equipment: Any object necessary to maintain a physical transformation (such as a tool for repair if partly robotic, a shield or other defensive tool used if skilled, or possibly some kind of amulet or serum). Some tank combat foci don’t require anything to gain or retain their benefits.

Minor Effect Suggestions: +2 to Armor for a few rounds.

Major Effect Suggestions: Regain 2 points to Might Pool.

The following are examples and not meant to provide a complete list of all possible foci in this category.

@UUID[.9x56c0G5TMOl1Arn#abides-in-stone]{Abides in Stone} @UUID[.9x56c0G5TMOl1Arn#brandishes-an-exotic-shield]{Brandishes an Exotic Shield} @UUID[.9x56c0G5TMOl1Arn#defends-the-gate]{Defends the Gate} @UUID[.9x56c0G5TMOl1Arn#fuses-flesh-and-steel]{Fuses Flesh and Steel} @UUID[.9x56c0G5TMOl1Arn#grows-to-towering-heights]{Grows to Towering Heights} @UUID[.9x56c0G5TMOl1Arn#howls-at-the-moon]{Howls at the Moon} @UUID[.9x56c0G5TMOl1Arn#lives-in-the-wilderness]{Lives in the Wilderness} @UUID[.9x56c0G5TMOl1Arn#masters-defense]{Masters Defense} @UUID[.9x56c0G5TMOl1Arn#never-says-die]{Never Says Die} @UUID[.9x56c0G5TMOl1Arn#stands-like-a-bastion]{Stands Like a Bastion}

Ability Selection Guidelines

Tier 1: Choose a low-tier ability that provides defense within the focus’s theme. If the theme is simply intense training or the use of a defensive tool, the ability might be as simple as a bonus to Armor. If protection comes from physical transformation, this ability provides the base form effects, benefits, and in some cases drawbacks for making the transformation. A low-tier enhanced healing ability would also be appropriate at first tier.

Sometimes an additional low-power ability is appropriate, depending on the focus. If the character transforms, this ability may provide a knock-on effect, though in the case of some transformations, it might be a description of how someone with an abnormal physiognomy can fully heal. Other times, the secondary power may simply be training in a related skill, or it may unlock the ability to use a particular armor or shield without penalty.

Tier 2: If the theme of the focus isn’t physical transformation, choose a low-tier ability that provides an additional method of defending, healing damage, or avoiding attacks.

If the theme of the focus is physical transformation, choose a low-tier ability that unlocks a new capability related to the form the character takes. That might mean gaining better control of the transformation, unlocking a robotic interface, or otherwise more fully unlocking that form. This ability is not necessarily defensive, though it could be.

Tier 3: Choose two mid-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One option should provide an additional form of protection in keeping with the focus’s theme, such as more defensive capabilities unlocked from a transformation (which might also come with additional offensive capabilities) or a simple physical enhancement if defense is gained by skills or enhanced healing.

The other option should provide an offensive capability, especially if creating a non-transformation focus that doesn’t already have offensive benefits. That capability could be an enhanced attack or provide some other benefit useful in combat, such as quickly evading or (on the other end of the continuum) becoming immovable.

Tier 4: Choose a mid-tier ability that further enhances the advantages provided by the focus’s damage-soaking paradigm. Often, this includes training in a particular kind of defense. Alternatively, it might increase the advantages provided by previously unlocked defensive abilities, whether that means gaining greater control over a transformation, gaining additional chances to avoid damage or retry tasks related to enhanced determination, and so on. If the focus is lacking in offensive options, this is a good place to include one.

Tier 5: Choose a high-tier ability that provides protection, possibly in the form of shrugging off a debilitating condition (including death). If the focus offers a physical transformation, this ability might further unlock an additional related ability, whether offensive, defensive, or something related to exploration or interaction (such as flight if the form is winged, intimidation if the form is fearsome, and so on).

Tier 6: Choose two high-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One option should use the focus paradigm to increase the defense, protection, or ability to shrug off damage.

The other option could be a different way of being defensive. In some cases, the best defense is a good offense, so this option could provide a high-tier offensive ability in keeping with the focus’s theme, whether that’s a straight-up damage boost on attacks or better control of an unstable physical transformation.

","markdown":""},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"ownership":{"default":-1},"flags":{}},{"sort":399219,"name":"Abilities","type":"text","_id":"YRhX8KikaF361373","title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"

A character’s type, flavor, and focus assign an appropriate tier to each ability. However, if you’re creating a brand-new focus or type, we provide a couple of additional tools.

The first is a power grade for each ability, which tells you about how potent it is in relation to other abilities. Abilities appropriate for tiers 1 and 2 characters are called “low-tier” abilities. Abilities appropriate for tiers 3 and 4 are called “mid-tier” abilities. Abilities appropriate for tiers 5 and 6 are called “high-tier” abilities.

These abilities are further sorted into ability categories based on the kinds of things they do—abilities that improve physical attacks are in the attack skill category, abilities that assist allies are in the support category, and so on.

Unless otherwise noted, you cannot choose the same ability twice, even if you get it from both your type and a flavor.

Ability Categories and Relative Power

Abilities can be divided into several categories based on the kinds of things they do—improve your physical attacks, assist allies, provide defense, give you a special attack form, and so on. Under each of the following category descriptions is a list of abilities that fit that category, sorted into low-, medium-, and high-tier abilities.

The categories are mainly used by GMs when designing new foci for a campaign, allowing them to search a short list of abilities instead of trying to find something appropriate among the thousand or so abilities in this chapter. For example, the GM might have a custom focus in their campaign called “Is Born of the Swamp” and want a defensive ability for tier 5, so they can look at the high-tier abilities in the protection category and quickly narrow down what options are available.

It may be possible that a character gains the same ability from more than one source (such as from their type and their descriptor). Unless the two abilities are obviously additive (such as two abilities that each add 3 points to your Might Pool, which together would give the character +6 Might points), the duplicated ability might be improved in some way, such as having a longer duration or greater effect, or automatically providing an asset. Some abilities give suggestions on how to do this; otherwise, the player and the GM should work out whether and how the ability is improved.

The ability categories are not intended to be rigid or comprehensive. Some abilities fall into more than one category, and it could be argued that some abilities could be included in more categories than are listed here.

These categories have some overlap with the categories in the Creating New Foci chapter. For example, there is a support category here and a support category in the Creating New Foci chapter. They aren’t intended to be exact parallels and they don’t mean exactly the same thing. That said, if you’re creating a support-centric focus, many of the abilities in the support ability category would be appropriate choices.

Attack Skill

Gives you training or specialization in a specific physical attack (like swords or unarmed combat), a category of physical attacks (light bladed, heavy bashing, and so on), or another physical skill primarily used to inflict harm (such as breaking objects).

Low Tier

@UUID[Compendium.cyphersystem-compendium.abilities.YBMLX3Jm5oN79J6G]{Heads-Up Display} @UUID[Compendium.cyphersystem-compendium.abilities.wAbsUj5mHZatr3JG]{Practiced With Guns} @UUID[Compendium.cyphersystem-compendium.abilities.NhijFGxYepJtaa0r]{Practiced With Medium Weapons} @UUID[Compendium.cyphersystem-compendium.abilities.WFK0xBSAIpD59va8]{Practiced With Swords} @UUID[Compendium.cyphersystem-compendium.abilities.FEkLEYwk7r9KE7oC]{Quarry} @UUID[Compendium.cyphersystem-compendium.abilities.JJKRrcU5L1yM9y90]{Unarmed Fighting Style}

Mid Tier

@UUID[Compendium.cyphersystem-compendium.abilities.R0UuZ32vmmeFbSMV]{Blood Fever} @UUID[Compendium.cyphersystem-compendium.abilities.Z7JkIlrv7gxim4Fn]{Cognizant Offense} @UUID[Compendium.cyphersystem-compendium.abilities.nOuOE3EkrNr81pSq]{Greater Skill With Defense} @UUID[Compendium.cyphersystem-compendium.abilities.yl2zo179wXZW5Xxc]{Practiced With All Weapons} @UUID[Compendium.cyphersystem-compendium.abilities.NoKdHv0FSytZR4iF]{Robot Fighter} @UUID[Compendium.cyphersystem-compendium.abilities.NcItnMHjeG9fgE1K]{Serv-0 Aim} @UUID[Compendium.cyphersystem-compendium.abilities.lPqCQOQJF0JfoFRn]{Serv-0 Brawler} @UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks} @UUID[Compendium.cyphersystem-compendium.abilities.QDSSTe5EGrBHjtnL]{Sniper’s Aim} @UUID[Compendium.cyphersystem-compendium.abilities.hbWaCBEfSMujqvDf]{Specialized Throwing}

High Tier

@UUID[Compendium.cyphersystem-compendium.abilities.2uSx4ErQ9f2QLX5M]{As Foretold in Prophecy} @UUID[Compendium.cyphersystem-compendium.abilities.AsmIgvoIRPEtuzkh]{Duel to the Death} @UUID[Compendium.cyphersystem-compendium.abilities.oroWEBbp3cvrYwH9]{Greater Skill With Attacks} @UUID[Compendium.cyphersystem-compendium.abilities.LE8NtDKG9TzXBv5B]{Hunter’s Drive} @UUID[Compendium.cyphersystem-compendium.abilities.S4PaEqmYjg4TGoG3]{Master of Unarmed Fighting Style} @UUID[Compendium.cyphersystem-compendium.abilities.kNSRytTtQX0rU3aE]{Mastery With Attacks} @UUID[Compendium.cyphersystem-compendium.abilities.F6mAzjhG2T4irVjy]{Specialized Basher}

Companion

Gives you a follower, modifies a follower, or gives you an additional benefit when interacting with or near your follower. This category includes humanoid followers, beast companions, and temporary companions like summoned swarms, conjured spirits, and so on.

Low Tier

@UUID[Compendium.cyphersystem-compendium.abilities.4XwwFeGO5haHxvQs]{Basic Follower} @UUID[Compendium.cyphersystem-compendium.abilities.bOohoEcDegDBinFc]{Beast Companion} @UUID[Compendium.cyphersystem-compendium.abilities.9Kag2UMn6Wdxq4Zo]{Bound Magic Creature} @UUID[Compendium.cyphersystem-compendium.abilities.hIxPlDRbNqallNiu]{Control Swarm} @UUID[Compendium.cyphersystem-compendium.abilities.tgS72E10jiPF3Dm3]{Critter Companion} @UUID[Compendium.cyphersystem-compendium.abilities.P1jQZdPIrxo4wNlr]{Duplicate} @UUID[Compendium.cyphersystem-compendium.abilities.ZK4CUb9HH4J5A8IN]{Entourage} @UUID[Compendium.cyphersystem-compendium.abilities.ZEcFnsNXgcozJElT]{Influence Swarm} @UUID[Compendium.cyphersystem-compendium.abilities.yaLHxRtVBhveqHJA]{Necromancy} @UUID[Compendium.cyphersystem-compendium.abilities.oEubmS7pZ3zFK8uJ]{Resilient Duplicate} @UUID[Compendium.cyphersystem-compendium.abilities.paIv2etaqLqY76y0]{Robot Assistant} @UUID[Compendium.cyphersystem-compendium.abilities.v1lZkKjSCS1pjnET]{Serv-0} @UUID[Compendium.cyphersystem-compendium.abilities.RkOvawhfH5MHQFOH]{Spirit Accomplice}

Mid Tier

@UUID[Compendium.cyphersystem-compendium.abilities.zstBkLwRduC7vgGT]{Beast Eyes} @UUID[Compendium.cyphersystem-compendium.abilities.gLxVxCSix441TyKq]{Call Swarm} @UUID[Compendium.cyphersystem-compendium.abilities.ETGBAqAc1ApFH5cx]{Expert Follower} @UUID[Compendium.cyphersystem-compendium.abilities.BQnrZXeivue9Q2qp]{Fellow Explorer} @UUID[Compendium.cyphersystem-compendium.abilities.srn53BB1da8Elh1t]{Fiery Hand of Doom} @UUID[Compendium.cyphersystem-compendium.abilities.rUzrjRuT2nfEdCaJ]{Gain Unusual Companion} @UUID[Compendium.cyphersystem-compendium.abilities.vEVmBgz2TxOH3aSk]{Greater Necromancy} @UUID[Compendium.cyphersystem-compendium.abilities.QxOsAHpd8ZkEXI5u]{Improved Object Bond} @UUID[Compendium.cyphersystem-compendium.abilities.CEscdPwUrBpzUeS0]{Living Armor} @UUID[Compendium.cyphersystem-compendium.abilities.XkFsMa9e9IY2FRcN]{Machine Companion} @UUID[Compendium.cyphersystem-compendium.abilities.cGcblQ2qvyHM02kY]{Mount} @UUID[Compendium.cyphersystem-compendium.abilities.S2OZtm12S2YvxD7H]{Retinue} @UUID[Compendium.cyphersystem-compendium.abilities.Nyt7Z1xWqmnuu265]{Shipspeak} @UUID[Compendium.cyphersystem-compendium.abilities.h1rn92kIqG5VVYd6]{Stronger Together} @UUID[Compendium.cyphersystem-compendium.abilities.wEWyNKnVgVOjsyms]{Summon Giant Spider} @UUID[Compendium.cyphersystem-compendium.abilities.FwEUY43Q8EMVCCsL]{Superior Duplicate} @UUID[Compendium.cyphersystem-compendium.abilities.OWRsjlf3ahyH9eez]{Time Doppelganger} @UUID[Compendium.cyphersystem-compendium.abilities.l5vgtPP0LcsqGrzn]{Time Loop}

High Tier

@UUID[Compendium.cyphersystem-compendium.abilities.Qm31Nw2SkBpVcv9M]{As If One Creature} @UUID[Compendium.cyphersystem-compendium.abilities.fD8yD0pGCMdOJkGb]{Band of Desperados} @UUID[Compendium.cyphersystem-compendium.abilities.KpbEHKNSEycVB1GU]{Band of Followers} @UUID[Compendium.cyphersystem-compendium.abilities.pFWDdnTXCiPfwsWv]{Beast Call} @UUID[Compendium.cyphersystem-compendium.abilities.jVY1PTxvZvpjZILB]{Call Dead Spirit} @UUID[Compendium.cyphersystem-compendium.abilities.HUVY2MA2CBegFhLY]{Call in Favor} @UUID[Compendium.cyphersystem-compendium.abilities.ElsQU746B70tsPmZ]{Call Otherworldly Spirit} @UUID[Compendium.cyphersystem-compendium.abilities.U58ZQ1X3byfANn4W]{Call Through Time} @UUID[Compendium.cyphersystem-compendium.abilities.8SDpRRzZRF73zLsF]{Conjuration} @UUID[Compendium.cyphersystem-compendium.abilities.iQhBPww1s4wRZcDz]{Deadly Swarm} @UUID[Compendium.cyphersystem-compendium.abilities.M1FHIlVPVv8O02LV]{Dragon’s Maw} @UUID[Compendium.cyphersystem-compendium.abilities.NVdx8QjmTP5eOjDh]{Fire Servant} @UUID[Compendium.cyphersystem-compendium.abilities.iEOf9IkbHU8oBOMm]{Improved Apportation} @UUID[Compendium.cyphersystem-compendium.abilities.0IlHHY1ktkN2L5Sp]{Improved Companion} @UUID[Compendium.cyphersystem-compendium.abilities.PKFz6WVsaKm5kIir]{Improved Machine Companion} @UUID[Compendium.cyphersystem-compendium.abilities.UJpMPRD25O7HvhbV]{Insect Eruption} @UUID[Compendium.cyphersystem-compendium.abilities.pGJIwlCJDib2Splm]{Legal Intern} @UUID[Compendium.cyphersystem-compendium.abilities.rHApGqEQj8TCGa3f]{Masterful Armor Modification} @UUID[Compendium.cyphersystem-compendium.abilities.rsYzxCchklPSFAp7]{Multiplicity} @UUID[Compendium.cyphersystem-compendium.abilities.Aprz5cRtdgiAIYUM]{Object Bond Mastery} @UUID[Compendium.cyphersystem-compendium.abilities.3EcnBLVtGwxpWXBW]{Recruit Deputy} @UUID[Compendium.cyphersystem-compendium.abilities.yqhUXLWMSNn5IYOn]{Robot Fleet} @UUID[Compendium.cyphersystem-compendium.abilities.LnZkUlKUuuD7iW3P]{Summon Demon} @UUID[Compendium.cyphersystem-compendium.abilities.OWRsjlf3ahyH9eez]{Time Doppelganger} @UUID[Compendium.cyphersystem-compendium.abilities.GDphyYXSfjKE5BST]{True Necromancy}

Control

Controls or influences minds in ways outside of what could be done with conventional intimidation and persuasion, such as using psychic mind control, fear gas, and so on.

Low Tier

@UUID[Compendium.cyphersystem-compendium.abilities.BggeJtN5IcutwLJg]{Calm Stranger} @UUID[Compendium.cyphersystem-compendium.abilities.SeAlSU8Rim5CWsgV]{Charm Machine} @UUID[Compendium.cyphersystem-compendium.abilities.fg8V2R3kpLX2sHRn]{Cloud Personal Memories} @UUID[Compendium.cyphersystem-compendium.abilities.ag3OU8JZuc769034]{Community Activist} @UUID[Compendium.cyphersystem-compendium.abilities.ulHj0pzmwc515fve]{Fast Talk} @UUID[Compendium.cyphersystem-compendium.abilities.M2oXV5cRSdMlUZDm]{Goad} @UUID[Compendium.cyphersystem-compendium.abilities.0V2NE0905wwYPRVo]{Hack the Impossible} @UUID[Compendium.cyphersystem-compendium.abilities.kgCuCmU8kn0UMy8v]{Robot Control} @UUID[Compendium.cyphersystem-compendium.abilities.gT21nqWZ9Es576oC]{Soothe the Savage} @UUID[Compendium.cyphersystem-compendium.abilities.qVlbJjB7X8R78rz0]{Terrifying Presence}

Mid Tier

@UUID[Compendium.cyphersystem-compendium.abilities.CLObcsu2DKKKhzyK]{Calm} @UUID[Compendium.cyphersystem-compendium.abilities.8EMTH3JCrC5Vjt63]{Captivate or Inspire} @UUID[Compendium.cyphersystem-compendium.abilities.mUhnX0UmEw2BROkI]{Captivate With Starshine} @UUID[Compendium.cyphersystem-compendium.abilities.t83oYxQRuO2u2zx4]{Command} @UUID[Compendium.cyphersystem-compendium.abilities.OE5yXpzWC8lSUmGX]{Command Machine} @UUID[Compendium.cyphersystem-compendium.abilities.dCQdSi11hJDyOSdD]{Command Spirit} @UUID[Compendium.cyphersystem-compendium.abilities.crFxkKwBNdnD6tX4]{Crowd Control} @UUID[Compendium.cyphersystem-compendium.abilities.FIU24o7T66ViVgyg]{Daydream} @UUID[Compendium.cyphersystem-compendium.abilities.sqiDNk5qXh9j3zwh]{Grand Deception} @UUID[Compendium.cyphersystem-compendium.abilities.ljhjSIxYOCbPXEFR]{Interruption} @UUID[Compendium.cyphersystem-compendium.abilities.Vcfc6yjbqX6WSzCf]{Mind Control} @UUID[Compendium.cyphersystem-compendium.abilities.iRqXVpngq6vfgtEn]{Psychic Suggestion}

High Tier

@UUID[Compendium.cyphersystem-compendium.abilities.zTsjsWVgzjQzl2MW]{Advanced Command} @UUID[Compendium.cyphersystem-compendium.abilities.By276DS858KmWNZq]{Assume Control} @UUID[Compendium.cyphersystem-compendium.abilities.3SiJ5Drao8XtmgzV]{Brainwashing} @UUID[Compendium.cyphersystem-compendium.abilities.aWbDzueOAxSW1d3C]{Change the Paradigm} @UUID[Compendium.cyphersystem-compendium.abilities.FxohCBSksJIu1BSA]{Control Machine} @UUID[Compendium.cyphersystem-compendium.abilities.LvoH43SKKtr3urKo]{Control the Savage} @UUID[Compendium.cyphersystem-compendium.abilities.0f2qoQlYGRqgu0Nj]{Defuse Situation} @UUID[Compendium.cyphersystem-compendium.abilities.UyW320RhzarMNoss]{Flee} @UUID[Compendium.cyphersystem-compendium.abilities.miR0d91lKIfmBGdO]{Psychic Passenger} @UUID[Compendium.cyphersystem-compendium.abilities.cfR2uFYjteKAqsYw]{Show Them the Way} @UUID[Compendium.cyphersystem-compendium.abilities.3wZZC07ADxO3mImS]{Suggestion} @UUID[Compendium.cyphersystem-compendium.abilities.ZTp4SZ673tDJpmuS]{Word of Command}

Craft

Creates useful physical things, such as mundane tools (hammers, crowbars), limited-use devices (manifest cyphers, artifacts), or independent beings (robots, elementals, zombies). Includes blueprints, plans, and effects that aid or speed crafting.

Low Tier

@UUID[Compendium.cyphersystem-compendium.abilities.JoPcORtuhjnAJ5mT]{Create Deadly Poison} @UUID[Compendium.cyphersystem-compendium.abilities.ZvKFftq7doCxI7T5]{Fortification Builder} @UUID[Compendium.cyphersystem-compendium.abilities.IswvUEdCBBZDRme6]{Junkmonger} @UUID[Compendium.cyphersystem-compendium.abilities.JK2hN1poqMLqfa1N]{Machine Efficiency} @UUID[Compendium.cyphersystem-compendium.abilities.mFPUUmBIcGGsuwNd]{Modify Device} @UUID[Compendium.cyphersystem-compendium.abilities.Ktxj62234LhUr51B]{Natural Crafter} @UUID[Compendium.cyphersystem-compendium.abilities.m6X5wyPUPdhqLTIp]{Quick Work} @UUID[Compendium.cyphersystem-compendium.abilities.pUliR2uWpIcE6jQX]{Robot Builder} @UUID[Compendium.cyphersystem-compendium.abilities.XUutaClCW4UXzK7e]{Trapster} @UUID[Compendium.cyphersystem-compendium.abilities.qBTIXXJt2Ahn8UYh]{Weapon Crafter}

Mid Tier

@UUID[Compendium.cyphersystem-compendium.abilities.FBCpBF9PXlEtIX4m]{Dream Becomes Reality} @UUID[Compendium.cyphersystem-compendium.abilities.dhXVqnunlbSbrDPB]{Expert Crafter} @UUID[Compendium.cyphersystem-compendium.abilities.7G8B9lfoVXkuxvKB]{Ice Creation} @UUID[Compendium.cyphersystem-compendium.abilities.AQQzctwqPJPUTRbb]{Poison Crafter} @UUID[Compendium.cyphersystem-compendium.abilities.BSx4qB29VwRUISm6]{Robot Upgrade} @UUID[Compendium.cyphersystem-compendium.abilities.3DJXuR680OxwP5NT]{Sculpt Light}

High Tier

@UUID[Compendium.cyphersystem-compendium.abilities.HuhNjMfMxPkTlERH]{Create} @UUID[Compendium.cyphersystem-compendium.abilities.JUn27j5YI3dRh2jJ]{Dark Matter Structure} @UUID[Compendium.cyphersystem-compendium.abilities.6e4KunpYFObSRszo]{Improved Sculpt Light} @UUID[Compendium.cyphersystem-compendium.abilities.y3qXWOUu7mAhg6Rb]{Innovator} @UUID[Compendium.cyphersystem-compendium.abilities.KQDFvUEnIWed1ebo]{Jury-Rig} @UUID[Compendium.cyphersystem-compendium.abilities.t0B6AIqWanSnx696]{Modify Artifact Power} @UUID[Compendium.cyphersystem-compendium.abilities.YFbC1HRis4SpZgrS]{Reshape}

Cure

Cures damage, adds or improves recovery rolls, or negates, cures, suspends, or otherwise gives immunity to a harmful effect or condition, such as poison, disease, mental attacks, moving down on the damage track, or dying.

Low Tier

@UUID[Compendium.cyphersystem-compendium.abilities.8mP69InEXQ4TB5BL]{Alleviate} @UUID[Compendium.cyphersystem-compendium.abilities.bzeuikGxbM7noj2z]{Crystalline Body} @UUID[Compendium.cyphersystem-compendium.abilities.Z7CKGOQWnfdNO885]{Destined for Greatness} @UUID[Compendium.cyphersystem-compendium.abilities.qHzwHm5LmYDasHnF]{Diver} @UUID[Compendium.cyphersystem-compendium.abilities.gWvMJQPBSmeaP8yN]{Drain Creature} @UUID[Compendium.cyphersystem-compendium.abilities.JyAovhallyh9m6oW]{Drain Machine} @UUID[Compendium.cyphersystem-compendium.abilities.PqL4qr9D8QAwQhrL]{Endurance} @UUID[Compendium.cyphersystem-compendium.abilities.uB3sVzeG2N5rkdUZ]{Escape} @UUID[Compendium.cyphersystem-compendium.abilities.CAYeFSNYprjeRtWw]{Extra Recovery} @UUID[Compendium.cyphersystem-compendium.abilities.U7chr7wLj7r5y0LT]{Foil Danger} @UUID[Compendium.cyphersystem-compendium.abilities.igGttY1Y2XbAx3qY]{Healing Touch} @UUID[Compendium.cyphersystem-compendium.abilities.JuOmZXMt1T3tQUZ8]{Ignore the Pain} @UUID[Compendium.cyphersystem-compendium.abilities.UtFc3e4grYyCQneH]{Improved Recovery} @UUID[Compendium.cyphersystem-compendium.abilities.vFQaDsHzJpTSV8Tw]{Living Off the Land} @UUID[Compendium.cyphersystem-compendium.abilities.wXV7JxEmZDlBvRKO]{Push on Through} @UUID[Compendium.cyphersystem-compendium.abilities.euEVkth9YGYSpoJf]{Quick Recovery} @UUID[Compendium.cyphersystem-compendium.abilities.rRDSzPJtUCwRVXFR]{Repair Flesh} @UUID[Compendium.cyphersystem-compendium.abilities.OvvuCBCQ71rZkCqQ]{Restful Presence} @UUID[Compendium.cyphersystem-compendium.abilities.XntbE6mXQ4CZ6yIi]{Speedy Recovery} @UUID[Compendium.cyphersystem-compendium.abilities.s2PLo9FsWBi2C1VY]{Surging Confidence} @UUID[Compendium.cyphersystem-compendium.abilities.2fU3nI68oi5ScziC]{Totally Chill} @UUID[Compendium.cyphersystem-compendium.abilities.yRSe9vjTxdOkvgBE]{Water Adaptation} @UUID[Compendium.cyphersystem-compendium.abilities.lw0otGU2Iaorppdc]{Will of Legend}

Mid Tier

@UUID[Compendium.cyphersystem-compendium.abilities.m7j43Ww96dKCDtJO]{Aquatic Combatant} @UUID[Compendium.cyphersystem-compendium.abilities.zdkVn6jIaanDoikV]{Biomorphic Healing} @UUID[Compendium.cyphersystem-compendium.abilities.nVFRDMhuWDrdve4F]{Damage Transference} @UUID[Compendium.cyphersystem-compendium.abilities.A6H8xi93t6Zrexz9]{Drain Charge} @UUID[Compendium.cyphersystem-compendium.abilities.5otvtHrbVXIh0N27]{Fight On} @UUID[Compendium.cyphersystem-compendium.abilities.rAmIxY5G1BK4ZMm7]{Font of Healing} @UUID[Compendium.cyphersystem-compendium.abilities.6nm35znCQzjAk6Gb]{Healing Pulse} @UUID[Compendium.cyphersystem-compendium.abilities.NMgopYfoagESHtea]{Ignore Affliction} @UUID[Compendium.cyphersystem-compendium.abilities.4Fe5z4FD71eHlbbd]{Immovable} @UUID[Compendium.cyphersystem-compendium.abilities.b776WTF2u1roh3n0]{Incredible Health} @UUID[Compendium.cyphersystem-compendium.abilities.7amEMbwK27v31Lt9]{Miraculous Health} @UUID[Compendium.cyphersystem-compendium.abilities.AAUqaiWxC5V4e1VH]{Noble’s Courage} @UUID[Compendium.cyphersystem-compendium.abilities.Wj6oHOvnZkZjulwI]{One With the Wild} @UUID[Compendium.cyphersystem-compendium.abilities.VsKeNcF252yKnh2O]{Poison Resistance} @UUID[Compendium.cyphersystem-compendium.abilities.LojkwDtb1gHLSB6A]{Preternatural Senses} @UUID[Compendium.cyphersystem-compendium.abilities.iroL3TcKD9dpulhW]{Regeneration} @UUID[Compendium.cyphersystem-compendium.abilities.gn1jtMLhp6qPNXUL]{Store Energy} @UUID[Compendium.cyphersystem-compendium.abilities.nJBrBxxs0ezweHKZ]{Thinking Ahead} @UUID[Compendium.cyphersystem-compendium.abilities.wxAZnuQkvWosLzkN]{Tough As Nails} @UUID[Compendium.cyphersystem-compendium.abilities.27EOrq94WxqgBbWQ]{Unmovable} @UUID[Compendium.cyphersystem-compendium.abilities.P73TBXcNDbZCVsdE]{Unraveling Consumption} @UUID[Compendium.cyphersystem-compendium.abilities.Ja8ebgq2RDQryN62]{Wilderness Encouragement} @UUID[Compendium.cyphersystem-compendium.abilities.JrSM5XYgXpxNnLl2]{Willing Sacrifice}

High Tier

@UUID[Compendium.cyphersystem-compendium.abilities.Uk6ceaEWFjcoHNTI]{Deep Reserves} @UUID[Compendium.cyphersystem-compendium.abilities.5HNZcrij9mgEmvAR]{Final Defiance} @UUID[Compendium.cyphersystem-compendium.abilities.B0Tt5R1m2DsVLtPH]{Free to Move} @UUID[Compendium.cyphersystem-compendium.abilities.W0Jw19mWIycjIgmo]{Gamer’s Fortitude} @UUID[Compendium.cyphersystem-compendium.abilities.dIUTe5O1jeA47zps]{Gaming God} @UUID[Compendium.cyphersystem-compendium.abilities.O2XHxUa2QNrliDMG]{Greater Healing Touch} @UUID[Compendium.cyphersystem-compendium.abilities.upynNTXrIGGH82Ll]{Incredible Recovery} @UUID[Compendium.cyphersystem-compendium.abilities.PvISXo6EQ2PmCGes]{Infuse Spirit} @UUID[Compendium.cyphersystem-compendium.abilities.oilgQ4oM02Pa0eNp]{Inspiration} @UUID[Compendium.cyphersystem-compendium.abilities.Kf09KYdZqG6dNTFC]{Inspire the Innocent} @UUID[Compendium.cyphersystem-compendium.abilities.laxdkyrDuOhxfWKc]{Mind Surge} @UUID[Compendium.cyphersystem-compendium.abilities.dMEqa6kAjXrHlxui]{Negate Danger} @UUID[Compendium.cyphersystem-compendium.abilities.sbGo2i4oqy1aUeQ6]{Not Dead Yet} @UUID[Compendium.cyphersystem-compendium.abilities.Hp9Sdc7eTTUuWTiu]{Rapid Recovery} @UUID[Compendium.cyphersystem-compendium.abilities.aS13LBRfyrWXAMMp]{Regenerate} @UUID[Compendium.cyphersystem-compendium.abilities.ydmPM9m8nmmgvlXc]{Restore Life} @UUID[Compendium.cyphersystem-compendium.abilities.aDnA7oA9ZYCEfprI]{Resuscitate} @UUID[Compendium.cyphersystem-compendium.abilities.4Xvgo62UVSOI9Acx]{Share the Power} @UUID[Compendium.cyphersystem-compendium.abilities.iXBkjCf0y9vXVXI6]{Stay the Course} @UUID[Compendium.cyphersystem-compendium.abilities.qKDngpAWNEzhdRj5]{Trick Driver} @UUID[Compendium.cyphersystem-compendium.abilities.icJAWRB8Uha8CSKr]{Vigilant}

Environment

Manipulates the environment or things in the environment, such as with telekinesis, weather control, gravity control, illusions, and so on.

Low Tier

@UUID[Compendium.cyphersystem-compendium.abilities.zqarns940d4FXwYf]{Create Water} @UUID[Compendium.cyphersystem-compendium.abilities.y08bfWS5eyeUJB3J]{Dreamcraft} @UUID[Compendium.cyphersystem-compendium.abilities.21Bi8yur01DCYz5f]{Fetch} @UUID[Compendium.cyphersystem-compendium.abilities.zW0cZJQTR0tHUmn3]{Grasping Foliage} @UUID[Compendium.cyphersystem-compendium.abilities.zArjjFcf9tHQvJTx]{Hedge Magic} @UUID[Compendium.cyphersystem-compendium.abilities.1KjY8D1dvLc3NuUv]{Hidden Closet} @UUID[Compendium.cyphersystem-compendium.abilities.xZQXXjAWGBo7mTHU]{Illuminating Touch} @UUID[Compendium.cyphersystem-compendium.abilities.BjWI1UVg9kpY7FKO]{Illusory Duplicate} @UUID[Compendium.cyphersystem-compendium.abilities.jCmnAY8EjuGo5uDg]{Impetus} @UUID[Compendium.cyphersystem-compendium.abilities.Frxs35QkokRdure4]{Legerdemain} @UUID[Compendium.cyphersystem-compendium.abilities.wNQ3q7VXtPHlPzqb]{Lock} @UUID[Compendium.cyphersystem-compendium.abilities.l60mmJrF1GupXLJB]{Minor Illusion} @UUID[Compendium.cyphersystem-compendium.abilities.p2JmtbtuzscW1ogs]{Move Metal} @UUID[Compendium.cyphersystem-compendium.abilities.3s6gDCIY1zfetGEg]{Slip Into Shadow} @UUID[Compendium.cyphersystem-compendium.abilities.xDn74LRD6xlMUqj2]{Telekinesis} @UUID[Compendium.cyphersystem-compendium.abilities.Db7aRY4t1mwRpcoL]{Wilderness Explorer}

Mid Tier

@UUID[Compendium.cyphersystem-compendium.abilities.FIU24o7T66ViVgyg]{Daydream} @UUID[Compendium.cyphersystem-compendium.abilities.SHMGbt30RfePtyNE]{Define Down} @UUID[Compendium.cyphersystem-compendium.abilities.eJpNT3QObtYiDfXY]{Field of Gravity} @UUID[Compendium.cyphersystem-compendium.abilities.yPVZmXWhUxustVdq]{Force Field Barrier} @UUID[Compendium.cyphersystem-compendium.abilities.itnqtCRfxC2EDKqu]{Force to Reckon With} @UUID[Compendium.cyphersystem-compendium.abilities.hJV3hrSYcq3Zbzl5]{Illusory Selves} @UUID[Compendium.cyphersystem-compendium.abilities.YeOtzG5ksxonD5RS]{Living Wall} @UUID[Compendium.cyphersystem-compendium.abilities.hNsph7BRwllVSUre]{Major Illusion} @UUID[Compendium.cyphersystem-compendium.abilities.KLFHpPR0MKLOWr8l]{Nullify Sound} @UUID[Compendium.cyphersystem-compendium.abilities.8QwoYVraOedgr9kB]{Projection} @UUID[Compendium.cyphersystem-compendium.abilities.wAQ7a5JSjp01x1Eg]{Storm Seed} @UUID[Compendium.cyphersystem-compendium.abilities.iIlgHiF1EN0fEpYx]{Sunlight}

High Tier

@UUID[Compendium.cyphersystem-compendium.abilities.wWN4y4rATxbtMCMo]{Adaptation} @UUID[Compendium.cyphersystem-compendium.abilities.tvlNZboSbKCHttjs]{Control Weather} @UUID[Compendium.cyphersystem-compendium.abilities.fruWNFBBNLpcGLaC]{Diamagnetism} @UUID[Compendium.cyphersystem-compendium.abilities.TXNhhyj63MMp2dVF]{Force Wall} @UUID[Compendium.cyphersystem-compendium.abilities.KBykf0P4WQ9Lb6TN]{Generate Force Field} @UUID[Compendium.cyphersystem-compendium.abilities.lCWWUQ0vYH2odiDv]{Grandiose Illusion} @UUID[Compendium.cyphersystem-compendium.abilities.ZK9Ruc53rKBqU93i]{Granite Wall} @UUID[Compendium.cyphersystem-compendium.abilities.PLsz8IqWScZt0Ott]{Inferno Trail} @UUID[Compendium.cyphersystem-compendium.abilities.8OmtJRuoKRzuGfh8]{Move Mountains} @UUID[Compendium.cyphersystem-compendium.abilities.RNJbp1eAcMqSnYvb]{Permanent Illusion} @UUID[Compendium.cyphersystem-compendium.abilities.RBOc2zxAI9xMoWqW]{Relocate} @UUID[Compendium.cyphersystem-compendium.abilities.9cJ6gJZc7datpQwJ]{Terrifying Image} @UUID[Compendium.cyphersystem-compendium.abilities.Bny0sFdqf40pJeOp]{Wall of Lightning} @UUID[Compendium.cyphersystem-compendium.abilities.pfZzabIIEuU4kSH3]{The Wild Is on Your Side}

Information

Gives the ability to learn information about something, whether chosen by the GM like Scan, by asking a question and the GM giving the answer, or by learning a language.

Low Tier

@UUID[Compendium.cyphersystem-compendium.abilities.r7uNiD9CGy4G3Hoq]{Babel} @UUID[Compendium.cyphersystem-compendium.abilities.OIk4usP2NFT0tDu7]{Communication} @UUID[Compendium.cyphersystem-compendium.abilities.op9VSx3NJT28UwTH]{Community Knowledge} @UUID[Compendium.cyphersystem-compendium.abilities.P95xVHVxALSMjanR]{Decipher} @UUID[Compendium.cyphersystem-compendium.abilities.bH57y3PYsMceluGy]{Dream Thief} @UUID[Compendium.cyphersystem-compendium.abilities.RM8Fmu1IJwzBkjcM]{Eye for Detail} @UUID[Compendium.cyphersystem-compendium.abilities.IvKd5vkPypJbB1Ip]{Gather Intelligence} @UUID[Compendium.cyphersystem-compendium.abilities.4PVFXmi2cxI8MdpR]{Lab Analysis} @UUID[Compendium.cyphersystem-compendium.abilities.W5Zt9qDKCtNr49BC]{Mind Reading} @UUID[Compendium.cyphersystem-compendium.abilities.PRW5MxW12oakmeHE]{Monster Lore} @UUID[Compendium.cyphersystem-compendium.abilities.2GicRKJcPO3hmlwD]{Network Tap} @UUID[Compendium.cyphersystem-compendium.abilities.V5oEOJ4i32t97yOG]{Predictive Model} @UUID[Compendium.cyphersystem-compendium.abilities.ZsI6553CPbGi0wtx]{Premonition} @UUID[Compendium.cyphersystem-compendium.abilities.pHFFr4DkCythNc5n]{Question the Spirits} @UUID[Compendium.cyphersystem-compendium.abilities.fzx429jdEdbd0tHy]{Retrieve Memories} @UUID[Compendium.cyphersystem-compendium.abilities.h3G0Ven2SoaPCbk4]{Salvage and Comfort} @UUID[Compendium.cyphersystem-compendium.abilities.OPvXaxuRIVXLmkWl]{Scan} @UUID[Compendium.cyphersystem-compendium.abilities.83y32UMQWshRvbDG]{See History} @UUID[Compendium.cyphersystem-compendium.abilities.nvA3LwoSP7jf4h8G]{Speaker for the Dead} @UUID[Compendium.cyphersystem-compendium.abilities.L2NOLfflU6HNleuT]{Telepathic}

Mid Tier

@UUID[Compendium.cyphersystem-compendium.abilities.YlzkyK6WEkk0cfhh]{Creature Insight} @UUID[Compendium.cyphersystem-compendium.abilities.ssfubNrUQC38zCkJ]{Device Insight} @UUID[Compendium.cyphersystem-compendium.abilities.mL6Yae2CxgefOMHn]{Draw Conclusion} @UUID[Compendium.cyphersystem-compendium.abilities.Mu5knvNfGyaeaiTB]{Find the Hidden} @UUID[Compendium.cyphersystem-compendium.abilities.W7wHOJdozxk7Y2CQ]{Got a Feeling} @UUID[Compendium.cyphersystem-compendium.abilities.MBt3AmXa8vzUCiHd]{Know Their Faults} @UUID[Compendium.cyphersystem-compendium.abilities.dLJ0B35UlB5wxCf4]{Machine Telepathy} @UUID[Compendium.cyphersystem-compendium.abilities.7VYzHQvF1cz4cfUp]{Mechanical Telepathy} @UUID[Compendium.cyphersystem-compendium.abilities.uPvNopNWTgHGIPyR]{Reading the Room} @UUID[Compendium.cyphersystem-compendium.abilities.x7YnN02GiwDQ09km]{Sensor Array} @UUID[Compendium.cyphersystem-compendium.abilities.9r6iNU2GH4oEH6vz]{Serv-0 Scanner} @UUID[Compendium.cyphersystem-compendium.abilities.2t9oGZRuFhLCKjsa]{Soul Interrogation} @UUID[Compendium.cyphersystem-compendium.abilities.abMJwHQIsm9Wcdlg]{Spot Weakness} @UUID[Compendium.cyphersystem-compendium.abilities.CBdIPMJ2oOOesmod]{Wilderness Awareness}

High Tier

@UUID[Compendium.cyphersystem-compendium.abilities.1tkQKo32UKxTUUPn]{Deep Consideration} @UUID[Compendium.cyphersystem-compendium.abilities.wztu6KcpILxwlFTU]{Drawing on Life’s Experiences} @UUID[Compendium.cyphersystem-compendium.abilities.PLyxuOlieOGsJx4h]{Information Gathering} @UUID[Compendium.cyphersystem-compendium.abilities.wlkPdME0r3hx9VbE]{Knowing the Unknown} @UUID[Compendium.cyphersystem-compendium.abilities.qbXP6HlN56bPt7cq]{Mind of a Leader} @UUID[Compendium.cyphersystem-compendium.abilities.lbXg8UlSCG23yxO4]{Read the Signs} @UUID[Compendium.cyphersystem-compendium.abilities.K0C60k7wHBSpMQX4]{Telepathic Network}

Meta

Modifies an existing ability or character trait’s effects or parameters, such as increasing range or, damage, easing the difficulty, giving you additional noncombat actions each turn, rerolling a failed attempt, or treating a number on the die as something different than normal.

Low Tier

@UUID[Compendium.cyphersystem-compendium.abilities.m5U42d2SkK31mp8d]{A Smile and a Word} @UUID[Compendium.cyphersystem-compendium.abilities.EyAIsiqJGCspQFcu]{Arcane Flare} @UUID[Compendium.cyphersystem-compendium.abilities.yIdq1lu1eUAkNyDC]{Artifact Tinkerer} @UUID[Compendium.cyphersystem-compendium.abilities.ywBEe31zan6qpVxr]{Augment Cypher} @UUID[Compendium.cyphersystem-compendium.abilities.Mbq7D0u4Vee0NKYz]{Careful Shot} @UUID[Compendium.cyphersystem-compendium.abilities.essJhO2eqoHmIQaa]{Charge} @UUID[Compendium.cyphersystem-compendium.abilities.L3UjcLAFvS9MLWCu]{Coaxing Power} @UUID[Compendium.cyphersystem-compendium.abilities.2x7nMe9ZGp3VjI8B]{Combat Prowess} @UUID[Compendium.cyphersystem-compendium.abilities.EERMWn1af0S8wAWN]{Crushing Blow} @UUID[Compendium.cyphersystem-compendium.abilities.bzeuikGxbM7noj2z]{Crystalline Body} @UUID[Compendium.cyphersystem-compendium.abilities.JkmTskE3eqcfu7dY]{Curious} @UUID[Compendium.cyphersystem-compendium.abilities.7nUj7rxq4Qwg4FUM]{Distant Interface} @UUID[Compendium.cyphersystem-compendium.abilities.Pu5XGGLI6cCp1EQd]{Double Strike} @UUID[Compendium.cyphersystem-compendium.abilities.gWvMJQPBSmeaP8yN]{Drain Creature} @UUID[Compendium.cyphersystem-compendium.abilities.1fu5C9JHmORmWTR8]{Driving on the Edge} @UUID[Compendium.cyphersystem-compendium.abilities.YjJvvUhIqtxf6eYS]{Elusive} @UUID[Compendium.cyphersystem-compendium.abilities.UJst9mtUKNTe3Pd2]{Energize Object} @UUID[Compendium.cyphersystem-compendium.abilities.dPFQTFRzv7D7PYKq]{Enhanced Body} @UUID[Compendium.cyphersystem-compendium.abilities.SmuTPFfZGnCUmnEj]{Extra Use} @UUID[Compendium.cyphersystem-compendium.abilities.axI0iGYo7DjdR8Ya]{Find the Way} @UUID[Compendium.cyphersystem-compendium.abilities.Hgr8QZmzjXmYorfs]{Fists of Fury} @UUID[Compendium.cyphersystem-compendium.abilities.Sg5WeSF04CYNEecl]{Fleet of Foot} @UUID[Compendium.cyphersystem-compendium.abilities.YGsGHp1rbu3Z7Kdd]{Frenzy} @UUID[Compendium.cyphersystem-compendium.abilities.pXrC4lkMOY7CvFLk]{Golem Body} @UUID[Compendium.cyphersystem-compendium.abilities.1SBd1jm66eSo4eHn]{Gunner} @UUID[Compendium.cyphersystem-compendium.abilities.z23towmNKeKJasHV]{Hacker} @UUID[Compendium.cyphersystem-compendium.abilities.tBWUjjkgyXHTrkCp]{Hold Breath} @UUID[Compendium.cyphersystem-compendium.abilities.3fMzqFFQ1rLtbVrd]{Improved Designation} @UUID[Compendium.cyphersystem-compendium.abilities.FzpkQwb1jA53bs1y]{Investigator} @UUID[Compendium.cyphersystem-compendium.abilities.N4DTNNCEESorc0N4]{Lead From the Front} @UUID[Compendium.cyphersystem-compendium.abilities.JK2hN1poqMLqfa1N]{Machine Efficiency} @UUID[Compendium.cyphersystem-compendium.abilities.VgomhLKFHDDAzW9T]{Mind for Might} @UUID[Compendium.cyphersystem-compendium.abilities.mFPUUmBIcGGsuwNd]{Modify Device} @UUID[Compendium.cyphersystem-compendium.abilities.nW46hfygkxB7FW5m]{Monster Bane} @UUID[Compendium.cyphersystem-compendium.abilities.Ktxj62234LhUr51B]{Natural Crafter} @UUID[Compendium.cyphersystem-compendium.abilities.YZB37b80VQGMUscp]{No Need for Weapons} @UUID[Compendium.cyphersystem-compendium.abilities.PCTUkuALVb0GdTCe]{Object Bond} @UUID[Compendium.cyphersystem-compendium.abilities.FDG7hgrRNt4aHpP1]{Overload Machine} @UUID[Compendium.cyphersystem-compendium.abilities.XAXJ3mFGdDv0fXLP]{Precision} @UUID[Compendium.cyphersystem-compendium.abilities.y2eUnbkzxOeoe9w6]{Quick Death} @UUID[Compendium.cyphersystem-compendium.abilities.m6X5wyPUPdhqLTIp]{Quick Work} @UUID[Compendium.cyphersystem-compendium.abilities.tJVu7MQ2pOhNfpUB]{Range Increase} @UUID[Compendium.cyphersystem-compendium.abilities.szw7tHW0OjI2fjpJ]{Reload} @UUID[Compendium.cyphersystem-compendium.abilities.vVax9KyZ3U4Wpok8]{Something in the Road} @UUID[Compendium.cyphersystem-compendium.abilities.AFfburUYwZlBFq7N]{Tinker} @UUID[Compendium.cyphersystem-compendium.abilities.J0fj73TfCu4aSdVL]{Weapon Master} @UUID[Compendium.cyphersystem-compendium.abilities.yS1sMAZEzJbozxOZ]{Wreck}

Mid Tier

@UUID[Compendium.cyphersystem-compendium.abilities.M5QroBlhUCULt6MD]{Amazing Effort} @UUID[Compendium.cyphersystem-compendium.abilities.7Gxuqkwo4i47yHe3]{Betrayal} @UUID[Compendium.cyphersystem-compendium.abilities.G0hoaZFQpdG7FfxO]{Better Living Through Chemistry} @UUID[Compendium.cyphersystem-compendium.abilities.gNRMG3mJTzWaCGph]{Capable Warrior} @UUID[Compendium.cyphersystem-compendium.abilities.JwG4lCSZIG3qUQAi]{Cast Illusion} @UUID[Compendium.cyphersystem-compendium.abilities.M3TM1cORNnlEN0ZO]{Cyphersmith} @UUID[Compendium.cyphersystem-compendium.abilities.Rr4oB1lUzuzFHNHQ]{Deadly Aim} @UUID[Compendium.cyphersystem-compendium.abilities.zYGhcm896Xbi7Ia2]{Deep Resources} @UUID[Compendium.cyphersystem-compendium.abilities.7rjeYt5hNhkvqK9w]{Disarming Strike} @UUID[Compendium.cyphersystem-compendium.abilities.zLJYM2OiFVIsuz3P]{Dodge and Resist} @UUID[Compendium.cyphersystem-compendium.abilities.wEj2uvWI3w0W9HWH]{Drain at a Distance} @UUID[Compendium.cyphersystem-compendium.abilities.B5zrSVUs54TUALFB]{Energized Shield} @UUID[Compendium.cyphersystem-compendium.abilities.7GsuhcRTpDX0d1em]{Enhanced Intellect} @UUID[Compendium.cyphersystem-compendium.abilities.FQPA8oY3xiZIL6aG]{Enhanced Intellect Edge} @UUID[Compendium.cyphersystem-compendium.abilities.wHcuP6T7Ti6j5Y8C]{Enhanced Might} @UUID[Compendium.cyphersystem-compendium.abilities.g1t5TxZXsNovIVTn]{Enhanced Might Edge} @UUID[Compendium.cyphersystem-compendium.abilities.MwVDTy2Rx1V7Tyly]{Enhanced Physique} @UUID[Compendium.cyphersystem-compendium.abilities.RnK2bmvUb7RIVPSA]{Enhanced Potential} @UUID[Compendium.cyphersystem-compendium.abilities.tuofJSTVjOEwRUem]{Enhanced Speed} @UUID[Compendium.cyphersystem-compendium.abilities.QH3l6ojVnasZm5U8]{Enhanced Speed Edge} @UUID[Compendium.cyphersystem-compendium.abilities.4eCjeGPA0ovnwIfu]{Experienced in Armor} @UUID[Compendium.cyphersystem-compendium.abilities.u1GhDcfpVXITVtOc]{Expert Cypher Use} @UUID[Compendium.cyphersystem-compendium.abilities.MdRdAc0qAWghMmlV]{Expert Skill} @UUID[Compendium.cyphersystem-compendium.abilities.jaGs9nmLaywdRMUN]{Fast Kill} @UUID[Compendium.cyphersystem-compendium.abilities.tJQmvEiYq2xBv4ZJ]{Flameblade} @UUID[Compendium.cyphersystem-compendium.abilities.XR3B0gfJtrYUAU5M]{From the Shadows} @UUID[Compendium.cyphersystem-compendium.abilities.73miZT5kYFyxnPOT]{Fury} @UUID[Compendium.cyphersystem-compendium.abilities.42sPqHxJEybiZ6Vh]{Fusion} @UUID[Compendium.cyphersystem-compendium.abilities.Ee8QC6fkRvD1yw6h]{Greater Beast Form} @UUID[Compendium.cyphersystem-compendium.abilities.QgnoEdKZ50u4JZoL]{Greater Designation} @UUID[Compendium.cyphersystem-compendium.abilities.34Ycb9VK8JwHgSl4]{Greater Enhanced Intellect} @UUID[Compendium.cyphersystem-compendium.abilities.R9KnCCvGoEHvV1p0]{Greater Enhanced Might} @UUID[Compendium.cyphersystem-compendium.abilities.vVc3NxkYdj68mAoV]{Greater Enhanced Physique} @UUID[Compendium.cyphersystem-compendium.abilities.4necR0YTsaij4ojD]{Greater Enhanced Potential} @UUID[Compendium.cyphersystem-compendium.abilities.Qsi6Iw5YCcY8jmNx]{Greater Enhanced Speed} @UUID[Compendium.cyphersystem-compendium.abilities.hAVC1FOl7hwnuBpC]{Greater Frenzy} @UUID[Compendium.cyphersystem-compendium.abilities.4v5pXMwFeB7xQzME]{Guide Bolt} @UUID[Compendium.cyphersystem-compendium.abilities.OtbS1NoVXK7mQLEe]{Guild Training} @UUID[Compendium.cyphersystem-compendium.abilities.VupBbHOJAX45Yazb]{Heroic Monster Bane} @UUID[Compendium.cyphersystem-compendium.abilities.sPheWt9emoY3PCA8]{Hidden Reserves} @UUID[Compendium.cyphersystem-compendium.abilities.uNzF1oQKJ6T1yqL4]{Huge} @UUID[Compendium.cyphersystem-compendium.abilities.4Fe5z4FD71eHlbbd]{Immovable} @UUID[Compendium.cyphersystem-compendium.abilities.wrPVUnJauasIH886]{Improved Absorb Kinetic Energy} @UUID[Compendium.cyphersystem-compendium.abilities.7X2zbrkFSNbyhA5G]{Improved Edge} @UUID[Compendium.cyphersystem-compendium.abilities.HPIlAWDGOQFw6yGm]{Improved Monster Bane} @UUID[Compendium.cyphersystem-compendium.abilities.eblwQ80CBlBdeUp5]{Improved Sensor} @UUID[Compendium.cyphersystem-compendium.abilities.0q9alvmsQKKViN0r]{Incomparable Pilot} @UUID[Compendium.cyphersystem-compendium.abilities.mUizWF7k2XD7ykRJ]{Increased Effects} @UUID[Compendium.cyphersystem-compendium.abilities.PYD24TjoDAqbKAj8]{Iron Fist} @UUID[Compendium.cyphersystem-compendium.abilities.YID6zEB7KkHGYAlD]{Know Where to Look} @UUID[Compendium.cyphersystem-compendium.abilities.bPr34XiLw2Dqb4VJ]{Lunge} @UUID[Compendium.cyphersystem-compendium.abilities.2l9FIUVKimPzIXzU]{Machine Bond} @UUID[Compendium.cyphersystem-compendium.abilities.atQ5yNq1ZEyy0z5j]{Machine Vulnerabilities} @UUID[Compendium.cyphersystem-compendium.abilities.l0OFjk5XVGV5LzP1]{Minor Wish} @UUID[Compendium.cyphersystem-compendium.abilities.imWLlYQs4LTaCTdS]{Never Fumble} @UUID[Compendium.cyphersystem-compendium.abilities.Wj6oHOvnZkZjulwI]{One With the Wild} @UUID[Compendium.cyphersystem-compendium.abilities.3VJyYtECl0wKQj2p]{Outlast the Foe} @UUID[Compendium.cyphersystem-compendium.abilities.cqzyNCPYVEWtucLe]{Outwit} @UUID[Compendium.cyphersystem-compendium.abilities.Y7HUEp7IxdPuur8V]{Overcharge Energy} @UUID[Compendium.cyphersystem-compendium.abilities.ZqBpOAiH70SGHX8N]{Perfect Stranger} @UUID[Compendium.cyphersystem-compendium.abilities.rOxKh1Z7J686a0nv]{Precise Cut} @UUID[Compendium.cyphersystem-compendium.abilities.iGRECL13bqrSSF7P]{Punish the Guilty} @UUID[Compendium.cyphersystem-compendium.abilities.JJ9nWmcBIlfyNDfe]{Push Off and Throw} @UUID[Compendium.cyphersystem-compendium.abilities.Mac5S0sQe9Muf4Mv]{Quick Wits} @UUID[Compendium.cyphersystem-compendium.abilities.y1bQFSBlwMbUico5]{Rapid Processing} @UUID[Compendium.cyphersystem-compendium.abilities.FuufiUyoLFbgBH5J]{Resilient Ice Armor} @UUID[Compendium.cyphersystem-compendium.abilities.6X3BDWzVKsWltrtY]{Roaming Third Eye} @UUID[Compendium.cyphersystem-compendium.abilities.qSH4OhrBBgNnAdAo]{Robot Improvement} @UUID[Compendium.cyphersystem-compendium.abilities.t3zUlk8c5WEBXXO8]{Seize the Moment} @UUID[Compendium.cyphersystem-compendium.abilities.6ZVINuyZm4jowRGt]{Shepherd’s Fury} @UUID[Compendium.cyphersystem-compendium.abilities.JhBTTC5ZUTT8NvUA]{Slippery Customer} @UUID[Compendium.cyphersystem-compendium.abilities.q73VWJY2cmWxRcYx]{Space Fighting} @UUID[Compendium.cyphersystem-compendium.abilities.8LHIZs9gEAd02tId]{Speed Burst} @UUID[Compendium.cyphersystem-compendium.abilities.jmYIPbMwsq3GY3eO]{Stone Breaker} @UUID[Compendium.cyphersystem-compendium.abilities.gn1jtMLhp6qPNXUL]{Store Energy} @UUID[Compendium.cyphersystem-compendium.abilities.cS2p7CRfquFvR65U]{Strategize} @UUID[Compendium.cyphersystem-compendium.abilities.wpA3GB5yJq9NI8QN]{Think Your Way Out} @UUID[Compendium.cyphersystem-compendium.abilities.2AIQhz00HyZhY7wM]{Tower of Will} @UUID[Compendium.cyphersystem-compendium.abilities.V7npSeuqG3JI4Dvv]{Trust to Luck} @UUID[Compendium.cyphersystem-compendium.abilities.bVt0TIfwtEUXvi6O]{Uncanny Luck} @UUID[Compendium.cyphersystem-compendium.abilities.scMKCptCmp0IwO2g]{Wall With Teeth} @UUID[Compendium.cyphersystem-compendium.abilities.NFsoXUQaq3I5h2UY]{Weaponization} @UUID[Compendium.cyphersystem-compendium.abilities.JrSM5XYgXpxNnLl2]{Willing Sacrifice} @UUID[Compendium.cyphersystem-compendium.abilities.6McxfJoPmf1SnbDR]{Wrest From Chance}

High Tier

@UUID[Compendium.cyphersystem-compendium.abilities.M0pjZXQ9996hfUPs]{Adroit Cypher Use} @UUID[Compendium.cyphersystem-compendium.abilities.MQewTo9NscKVUUNz]{Again and Again} @UUID[Compendium.cyphersystem-compendium.abilities.cuK7oPGFdlOPoc44]{Agile Wit} @UUID[Compendium.cyphersystem-compendium.abilities.eepc8U2e178RDqBs]{All-Out Con} @UUID[Compendium.cyphersystem-compendium.abilities.MJE1k2RmCM6HRwFV]{Artifact Scavenger} @UUID[Compendium.cyphersystem-compendium.abilities.iX07Ltb1JYr1nMYM]{Blurring Speed} @UUID[Compendium.cyphersystem-compendium.abilities.hKhwP85QeRGPW03G]{Burst of Escape} @UUID[Compendium.cyphersystem-compendium.abilities.OPfY6tVurfAxNUPh]{Charging Horde} @UUID[Compendium.cyphersystem-compendium.abilities.jmjxGRJTwztzBtLc]{Coordinated Effort} @UUID[Compendium.cyphersystem-compendium.abilities.UlQ7w5iD57Hfdzce]{Damage Dealer} @UUID[Compendium.cyphersystem-compendium.abilities.JH40M99RAN6IZWze]{Damn the Guilty} @UUID[Compendium.cyphersystem-compendium.abilities.Uk6ceaEWFjcoHNTI]{Deep Reserves} @UUID[Compendium.cyphersystem-compendium.abilities.p1UMG2hrng7mLFDv]{Disarming Attack} @UUID[Compendium.cyphersystem-compendium.abilities.t3uyBYJqMApfEBWX]{Discipline of Watchfulness} @UUID[Compendium.cyphersystem-compendium.abilities.P3Ha3GoJlM8EHf5j]{Divide Your Mind} @UUID[Compendium.cyphersystem-compendium.abilities.3uGYyiXUUSz952zQ]{Dual Distraction} @UUID[Compendium.cyphersystem-compendium.abilities.AsmIgvoIRPEtuzkh]{Duel to the Death} @UUID[Compendium.cyphersystem-compendium.abilities.AvaA8a3ylU9q4gL1]{Effective Skill} @UUID[Compendium.cyphersystem-compendium.abilities.A9uQnidn6SKTNHJA]{Enhanced Beast Form} @UUID[Compendium.cyphersystem-compendium.abilities.xHLPf1FETmn06aA8]{Enhanced Phased Attack} @UUID[Compendium.cyphersystem-compendium.abilities.FzJe2XEwhtUajTWI]{Escape Plan} @UUID[Compendium.cyphersystem-compendium.abilities.mhgFWIDr0QuCHRIF]{Extreme Mastery} @UUID[Compendium.cyphersystem-compendium.abilities.yIt7vEBNLpyggkSQ]{Force and Accuracy} @UUID[Compendium.cyphersystem-compendium.abilities.lUkqQu1vvJe3FxfQ]{Gambler} @UUID[Compendium.cyphersystem-compendium.abilities.U33DbRwloywFlYfi]{Go to Ground} @UUID[Compendium.cyphersystem-compendium.abilities.KGzAHs3qln0fNDjt]{Hard to Kill} @UUID[Compendium.cyphersystem-compendium.abilities.lrz5wU8PLzd7gATA]{Horde Tactics} @UUID[Compendium.cyphersystem-compendium.abilities.lJWTlBH1koX2Fjgi]{Impart Understanding} @UUID[Compendium.cyphersystem-compendium.abilities.Q22uje0KevLfL2qb]{Improved Command Spirit} @UUID[Compendium.cyphersystem-compendium.abilities.Cnvf8fv0EEKU3iSn]{Improved Gravity Cleave} @UUID[Compendium.cyphersystem-compendium.abilities.PKFz6WVsaKm5kIir]{Improved Machine Companion} @UUID[Compendium.cyphersystem-compendium.abilities.t6VEEwEsQUIImebW]{Improved Success} @UUID[Compendium.cyphersystem-compendium.abilities.JeqLEAcHOYVd78TH]{Inventor} @UUID[Compendium.cyphersystem-compendium.abilities.58CLKxSLgaT6W6Cj]{Lethal Damage} @UUID[Compendium.cyphersystem-compendium.abilities.teF5kZpAuRfZKfxn]{Machine Enhancement} @UUID[Compendium.cyphersystem-compendium.abilities.IfvVmyawWrz3vKXX]{Maneuvering Adept} @UUID[Compendium.cyphersystem-compendium.abilities.K4XRiZlFRakz6j98]{Master Cypher Use} @UUID[Compendium.cyphersystem-compendium.abilities.7QTTrXnxDHskYYhj]{Master Machine} @UUID[Compendium.cyphersystem-compendium.abilities.rHApGqEQj8TCGa3f]{Masterful Armor Modification} @UUID[Compendium.cyphersystem-compendium.abilities.m2j3n3xiExLcXAAn]{Moderate Wish} @UUID[Compendium.cyphersystem-compendium.abilities.t0B6AIqWanSnx696]{Modify Artifact Power} @UUID[Compendium.cyphersystem-compendium.abilities.ENO71nxs3MSKzvq6]{Multiple Quarry} @UUID[Compendium.cyphersystem-compendium.abilities.rsYzxCchklPSFAp7]{Multiplicity} @UUID[Compendium.cyphersystem-compendium.abilities.m21TAvxSQn1rGx3d]{Overcharge Device} @UUID[Compendium.cyphersystem-compendium.abilities.85DCcEDqvz6A0LkD]{Perfect Control} @UUID[Compendium.cyphersystem-compendium.abilities.mSNoWynky7DMz7ln]{Perfect Speed Burst} @UUID[Compendium.cyphersystem-compendium.abilities.5uWcMvgh1OWvieJs]{Physically Gifted} @UUID[Compendium.cyphersystem-compendium.abilities.EjBzy1Ue1AA8i6ry]{Recycled Cyphers} @UUID[Compendium.cyphersystem-compendium.abilities.hCAzOVpH0jrYc9qk]{Reinforcing Field} @UUID[Compendium.cyphersystem-compendium.abilities.ucsscEpO5L2gIYZg]{Resonant Frequency} @UUID[Compendium.cyphersystem-compendium.abilities.HAVNfVKAdwtJF6Jj]{Robot Evolution} @UUID[Compendium.cyphersystem-compendium.abilities.wqUItgrYzBeMiAoB]{Seize the Initiative} @UUID[Compendium.cyphersystem-compendium.abilities.Np67YSIzrP6w1PPb]{Shield Burst} @UUID[Compendium.cyphersystem-compendium.abilities.P9HlASUtyiOXghBZ]{Shred Existence} @UUID[Compendium.cyphersystem-compendium.abilities.HYDsZRWMlWTvSQU8]{Subtle Tricks} @UUID[Compendium.cyphersystem-compendium.abilities.cWHqKGpI5z0aiSYC]{Thief’s Luck} @UUID[Compendium.cyphersystem-compendium.abilities.qKDngpAWNEzhdRj5]{Trick Driver} @UUID[Compendium.cyphersystem-compendium.abilities.aWws42dVSQjRz8Hr]{Twist of Fate} @UUID[Compendium.cyphersystem-compendium.abilities.EE1xCQ3OvCrdrG6z]{Two Things at Once} @UUID[Compendium.cyphersystem-compendium.abilities.fkedtvx6UakJPOZN]{Ultra Enhancement} @UUID[Compendium.cyphersystem-compendium.abilities.bgaCXtvlT0zWmAIA]{Using What’s Available} @UUID[Compendium.cyphersystem-compendium.abilities.gETtOLyLYRVk53dP]{Usurp Cypher} @UUID[Compendium.cyphersystem-compendium.abilities.w3HN2nZBTo5mLJcM]{Weightless Shot} @UUID[Compendium.cyphersystem-compendium.abilities.RHLBHQuskBAVGnU8]{Weird Science Breakthrough} @UUID[Compendium.cyphersystem-compendium.abilities.vQtVTnCecWFXkfkI]{Wild Vitality} @UUID[Compendium.cyphersystem-compendium.abilities.EXrZLa3M8BK43qoi]{Winter Gauntlets}

Movement

Increases your movement (such as increasing your basic movement speed from short to long) or adds a new type of movement (such as flight, wallcrawling, phasing, or teleporting).

Low Tier

@UUID[Compendium.cyphersystem-compendium.abilities.uh1t4rnkZ2jOCjHJ]{Bolt Rider} @UUID[Compendium.cyphersystem-compendium.abilities.dQHSDDZxJNHrHH1l]{Contortionist} @UUID[Compendium.cyphersystem-compendium.abilities.3x3gRDJejTXQPmdY]{Danger Instinct} @UUID[Compendium.cyphersystem-compendium.abilities.gP8HCn8FPeg49V7M]{Far Step} @UUID[Compendium.cyphersystem-compendium.abilities.5abCQnz5ZWvvfMro]{Get Away} @UUID[Compendium.cyphersystem-compendium.abilities.UCR0rx32kEsTcgnF]{Hover} @UUID[Compendium.cyphersystem-compendium.abilities.3t1QshyGYnCSo12z]{Phase Sprint} @UUID[Compendium.cyphersystem-compendium.abilities.VWehoqF0N6s0WMLK]{Void Wings} @UUID[Compendium.cyphersystem-compendium.abilities.g0SqMvb020tiTQ48]{Walk Through Walls}

Mid Tier

@UUID[Compendium.cyphersystem-compendium.abilities.loOJI9ZakIwGrmW1]{Apportation} @UUID[Compendium.cyphersystem-compendium.abilities.Zps9ZUc9RD1mRDEK]{Blink of an Eye} @UUID[Compendium.cyphersystem-compendium.abilities.asABBkIqO5MSTxQ0]{Bypass Barrier} @UUID[Compendium.cyphersystem-compendium.abilities.wG4zveGhplNKNzuP]{Controlled Fall} @UUID[Compendium.cyphersystem-compendium.abilities.Kk9lHkiaqsr3pUmk]{Ghost} @UUID[Compendium.cyphersystem-compendium.abilities.ZYudnanHgtiLHtgH]{Mobile Fighter} @UUID[Compendium.cyphersystem-compendium.abilities.qZOOWfFLJ1JziJpY]{Obstacle Running} @UUID[Compendium.cyphersystem-compendium.abilities.MFBq4Fc432FS6nkX]{Phase Door} @UUID[Compendium.cyphersystem-compendium.abilities.dW0rgYsx6hDA8pIB]{Runner} @UUID[Compendium.cyphersystem-compendium.abilities.LlaltL5rG2c5Cadt]{Swim} @UUID[Compendium.cyphersystem-compendium.abilities.0EhZzYdEhtCRnV4c]{Temporal Dislocation} @UUID[Compendium.cyphersystem-compendium.abilities.s68x7VxwueUkCkOg]{Up to Speed} @UUID[Compendium.cyphersystem-compendium.abilities.KX6gQ8frz4IDtBx6]{Windrider} @UUID[Compendium.cyphersystem-compendium.abilities.TWqyBv9PEjwJKd1y]{Wings of Fire} @UUID[Compendium.cyphersystem-compendium.abilities.KGz0rK4b2dAt0DaX]{Wormhole}

High Tier

@UUID[Compendium.cyphersystem-compendium.abilities.QtpmHxblBqoQozbg]{Alley Rat} @UUID[Compendium.cyphersystem-compendium.abilities.iX07Ltb1JYr1nMYM]{Blurring Speed} @UUID[Compendium.cyphersystem-compendium.abilities.2iAHsn5ie8sYRiyb]{Chamber of Dreams} @UUID[Compendium.cyphersystem-compendium.abilities.etGUYa9dQSvjLvXX]{Electrical Flight} @UUID[Compendium.cyphersystem-compendium.abilities.2asT0zvk1kw5hC1v]{Embraced by Darkness} @UUID[Compendium.cyphersystem-compendium.abilities.IKicLElFbkRx5IaM]{Fast Travel} @UUID[Compendium.cyphersystem-compendium.abilities.2TaqNf6bhxijKELX]{Flash Across the Miles} @UUID[Compendium.cyphersystem-compendium.abilities.abdAcwYE8L00VakL]{Flight} @UUID[Compendium.cyphersystem-compendium.abilities.V2DSp12G6NP3X6Jt]{Impossible Walk} @UUID[Compendium.cyphersystem-compendium.abilities.0wVk3CszKCJQfp0Q]{Incredible Running Speed} @UUID[Compendium.cyphersystem-compendium.abilities.jM6JQUQFUpk9VVut]{Jaunt} @UUID[Compendium.cyphersystem-compendium.abilities.U8OsW0m17N86hNWW]{Juggernaut} @UUID[Compendium.cyphersystem-compendium.abilities.cE7JPRHLqIdM3b9V]{Living Light} @UUID[Compendium.cyphersystem-compendium.abilities.rHApGqEQj8TCGa3f]{Masterful Armor Modification} @UUID[Compendium.cyphersystem-compendium.abilities.lL7QywDGOszTIJCE]{Mental Projection} @UUID[Compendium.cyphersystem-compendium.abilities.tR2v2vMu3TgN21OJ]{Return to the Obelisk} @UUID[Compendium.cyphersystem-compendium.abilities.IN3VI2LxDyYGbqnN]{Teleportation} @UUID[Compendium.cyphersystem-compendium.abilities.lkO9VJhfOrgLY4g1]{Time Travel} @UUID[Compendium.cyphersystem-compendium.abilities.PlKwEwo6ilGqwxwI]{Traverse the Worlds} @UUID[Compendium.cyphersystem-compendium.abilities.8yGwY0PvtF2ivdSn]{Very Long Sprinting} @UUID[Compendium.cyphersystem-compendium.abilities.8PB7yHNGa7iBpYeI]{Wind Chariot} @UUID[Compendium.cyphersystem-compendium.abilities.b44vvK2YjdSeYPJc]{Windwracked Traveler}

Protection

Gives training or specialization in one or more types of combat defenses (Might, Speed, or Intellect), provides or increases Armor, or otherwise helps prevent damage.

Low Tier

@UUID[Compendium.cyphersystem-compendium.abilities.62zBqhQoPk6IV8lF]{Absorb Kinetic Energy} @UUID[Compendium.cyphersystem-compendium.abilities.7OpsD4muO5HGJt29]{Block} @UUID[Compendium.cyphersystem-compendium.abilities.SQ4RTDwdA0yiZ81b]{Closed Mind} @UUID[Compendium.cyphersystem-compendium.abilities.YvPBxDxLz16Usm7m]{Courageous} @UUID[Compendium.cyphersystem-compendium.abilities.bzeuikGxbM7noj2z]{Crystalline Body} @UUID[Compendium.cyphersystem-compendium.abilities.aNNLomN5nZc52ZT4]{Defense Against Robots} @UUID[Compendium.cyphersystem-compendium.abilities.2j6Hqr2Y8Xbz97c4]{Defensive Phasing} @UUID[Compendium.cyphersystem-compendium.abilities.YcDF62pED8waUtry]{Deflect Attacks} @UUID[Compendium.cyphersystem-compendium.abilities.6qCR3kBqCVYDlEOl]{Distortion} @UUID[Compendium.cyphersystem-compendium.abilities.dPFQTFRzv7D7PYKq]{Enhanced Body} @UUID[Compendium.cyphersystem-compendium.abilities.vPflrS1giYnMoqL2]{Enveloping Shield} @UUID[Compendium.cyphersystem-compendium.abilities.1POQ4sFW5DLrmXhn]{Fearsome Reputation} @UUID[Compendium.cyphersystem-compendium.abilities.XuNgbxrY284sWgZg]{Field of Destruction} @UUID[Compendium.cyphersystem-compendium.abilities.K33ayv0NcktuV53N]{Flesh of Stone} @UUID[Compendium.cyphersystem-compendium.abilities.LFiTEQpWhXBgIZWb]{Flight Not Fight} @UUID[Compendium.cyphersystem-compendium.abilities.yb5PaVIPimrcJxFg]{Force Field Shield} @UUID[Compendium.cyphersystem-compendium.abilities.C9x7b1qN4qmm568P]{Fortified Position} @UUID[Compendium.cyphersystem-compendium.abilities.10EqPrn9aONinEfm]{Go Defensive} @UUID[Compendium.cyphersystem-compendium.abilities.pXrC4lkMOY7CvFLk]{Golem Body} @UUID[Compendium.cyphersystem-compendium.abilities.qgholblGXKQri99M]{Hard to Distract} @UUID[Compendium.cyphersystem-compendium.abilities.leUaFf4AxYJwwOHt]{Hard to Hit} @UUID[Compendium.cyphersystem-compendium.abilities.VsAP4JEe7W5gaGaG]{Hardiness} @UUID[Compendium.cyphersystem-compendium.abilities.geCiPXMF2sIRJ68U]{Have Spacesuit, Will Travel} @UUID[Compendium.cyphersystem-compendium.abilities.czVqoPjH98xaNY1d]{Ice Armor} @UUID[Compendium.cyphersystem-compendium.abilities.gjBFpV2OvDmBqeE3]{Just a Bit Mad} @UUID[Compendium.cyphersystem-compendium.abilities.hKsZzzdWTelNlz3q]{Magic Shield} @UUID[Compendium.cyphersystem-compendium.abilities.hGbNYgkuIiZHomcJ]{Mentally Tough} @UUID[Compendium.cyphersystem-compendium.abilities.7BkWiUHcUrcRIKqO]{Out of Harm’s Way} @UUID[Compendium.cyphersystem-compendium.abilities.3t1QshyGYnCSo12z]{Phase Sprint} @UUID[Compendium.cyphersystem-compendium.abilities.ClJUFnz8xBmP4a2l]{Powered Armor} @UUID[Compendium.cyphersystem-compendium.abilities.o2ZDoteWQsFsqTJr]{Practiced in Armor} @UUID[Compendium.cyphersystem-compendium.abilities.GQeO9RXVzeriLsfy]{Quick Block} @UUID[Compendium.cyphersystem-compendium.abilities.MK2dp11krszjDsyc]{Repel Metal} @UUID[Compendium.cyphersystem-compendium.abilities.mmg9XLzvfbP4ESGO]{Resist the Elements} @UUID[Compendium.cyphersystem-compendium.abilities.ssWKJs1l9cQbNZha]{Resist Underwater Hazards} @UUID[Compendium.cyphersystem-compendium.abilities.Q8xKsSOvoFWL1ePP]{Resonance Field} @UUID[Compendium.cyphersystem-compendium.abilities.g0Ewv5wBooSFYOlH]{Safe Fall} @UUID[Compendium.cyphersystem-compendium.abilities.XzomXctsS8NL9M7Q]{Serv-0 Defender} @UUID[Compendium.cyphersystem-compendium.abilities.EheuStXUDPojVmT5]{Shield Master} @UUID[Compendium.cyphersystem-compendium.abilities.AzMtxh562JfrPdKZ]{Shroud of Flame} @UUID[Compendium.cyphersystem-compendium.abilities.CtRvLxfUlCynJv1B]{Skill With Defense} @UUID[Compendium.cyphersystem-compendium.abilities.87SQGqcRavRZslAp]{Sound Conversion Barrier} @UUID[Compendium.cyphersystem-compendium.abilities.HHcC89OKZACgLB8Y]{Stare Them Down} @UUID[Compendium.cyphersystem-compendium.abilities.gS1X6POaKLjNlHsI]{Sturdy} @UUID[Compendium.cyphersystem-compendium.abilities.uatcX3o1oB2Stc4u]{Trained Without Armor} @UUID[Compendium.cyphersystem-compendium.abilities.zEkA8MhrnJ5p9Io6]{Unarmored Fighter} @UUID[Compendium.cyphersystem-compendium.abilities.59mslpID7ogppzMA]{Ward} @UUID[Compendium.cyphersystem-compendium.abilities.6zU8AURXjXgG63j6]{Warding Shield} @UUID[Compendium.cyphersystem-compendium.abilities.6Xs3fyaANQDWXRoc]{Weapon Defense} @UUID[Compendium.cyphersystem-compendium.abilities.QGSHCRW46vn5Xdwu]{Weather the Vicissitudes} @UUID[Compendium.cyphersystem-compendium.abilities.3Xoq7NLpshgG3VPY]{Wind Armor}

Mid Tier

@UUID[Compendium.cyphersystem-compendium.abilities.yvPcOjjqyU3618Ob]{Absorb Pure Energy} @UUID[Compendium.cyphersystem-compendium.abilities.ZH0JbusjycG6zQf1]{Anticipate Attack} @UUID[Compendium.cyphersystem-compendium.abilities.R0UuZ32vmmeFbSMV]{Blood Fever} @UUID[Compendium.cyphersystem-compendium.abilities.gyZd83dgvZnQrmbb]{Cloak of Opportunity} @UUID[Compendium.cyphersystem-compendium.abilities.2SiHiotGcSufnCne]{Confounding Banter} @UUID[Compendium.cyphersystem-compendium.abilities.1fYBYD1EfA5z1NFl]{Confuse Enemy} @UUID[Compendium.cyphersystem-compendium.abilities.BjlHRj3hANsoqhKq]{Counter Danger} @UUID[Compendium.cyphersystem-compendium.abilities.Mj6yJZwRmdXaVwh8]{Countermeasures} @UUID[Compendium.cyphersystem-compendium.abilities.yB4tnpDNVSOxgruq]{Dark Matter Shell} @UUID[Compendium.cyphersystem-compendium.abilities.XYbtbbVKFYmDfmjO]{Dark Matter Shroud} @UUID[Compendium.cyphersystem-compendium.abilities.NnlGdSiR9GbiTJyZ]{Discerning Mind} @UUID[Compendium.cyphersystem-compendium.abilities.LODZEYtmmBN5D9zZ]{Divert Attacks} @UUID[Compendium.cyphersystem-compendium.abilities.E1YiGcXAYOjHXoAd]{Dodge and Respond} @UUID[Compendium.cyphersystem-compendium.abilities.gVOzzvxS6PPu8Ofy]{Dual Defense} @UUID[Compendium.cyphersystem-compendium.abilities.76HF09q7MdGek863]{Electric Armor} @UUID[Compendium.cyphersystem-compendium.abilities.XR8WeRW3OlbCIjlJ]{Elemental Protection} @UUID[Compendium.cyphersystem-compendium.abilities.yz1w8JR23mtlDX49]{Energy Protection} @UUID[Compendium.cyphersystem-compendium.abilities.M49EI6qapNJC2aLR]{Energy Resistance} @UUID[Compendium.cyphersystem-compendium.abilities.4eCjeGPA0ovnwIfu]{Experienced in Armor} @UUID[Compendium.cyphersystem-compendium.abilities.GlXd4oFI9Fqq3rAX]{Experienced Defender} @UUID[Compendium.cyphersystem-compendium.abilities.yPVZmXWhUxustVdq]{Force Field Barrier} @UUID[Compendium.cyphersystem-compendium.abilities.rqC9cEmRkvm29N56]{Fusion Armor} @UUID[Compendium.cyphersystem-compendium.abilities.5t5EIoGSan3pQ08D]{Hard-Won Resilience} @UUID[Compendium.cyphersystem-compendium.abilities.aBfj6w1y6noOzB7d]{Horde Fighting} @UUID[Compendium.cyphersystem-compendium.abilities.uNzF1oQKJ6T1yqL4]{Huge} @UUID[Compendium.cyphersystem-compendium.abilities.zcxMbV4Fe4JqJAe8]{Illusory Evasion} @UUID[Compendium.cyphersystem-compendium.abilities.n985WYLPzj2XqBry]{Magnetic Field} @UUID[Compendium.cyphersystem-compendium.abilities.whVEpvOjmGs3fpcD]{Matter Cloud} @UUID[Compendium.cyphersystem-compendium.abilities.l0OFjk5XVGV5LzP1]{Minor Wish} @UUID[Compendium.cyphersystem-compendium.abilities.mGv7zlZu1wtNCQXQ]{Moving Like Water} @UUID[Compendium.cyphersystem-compendium.abilities.Mz9g9gv2UvARcLid]{Nimble Swimmer} @UUID[Compendium.cyphersystem-compendium.abilities.DMBJEypEWuAS2lai]{Outlaw Reputation} @UUID[Compendium.cyphersystem-compendium.abilities.AQQzctwqPJPUTRbb]{Poison Crafter} @UUID[Compendium.cyphersystem-compendium.abilities.y1bQFSBlwMbUico5]{Rapid Processing} @UUID[Compendium.cyphersystem-compendium.abilities.GvYXLPdpaFEMGuQR]{Resilience} @UUID[Compendium.cyphersystem-compendium.abilities.FuufiUyoLFbgBH5J]{Resilient Ice Armor} @UUID[Compendium.cyphersystem-compendium.abilities.NoKdHv0FSytZR4iF]{Robot Fighter} @UUID[Compendium.cyphersystem-compendium.abilities.NKvNEjx64CcS3l13]{Shield Training} @UUID[Compendium.cyphersystem-compendium.abilities.CNw7shehsdySzhAK]{Subconscious Defense} @UUID[Compendium.cyphersystem-compendium.abilities.3wxiRMTCBZ4iNCHp]{Temporal Acceleration} @UUID[Compendium.cyphersystem-compendium.abilities.t8wL47jk1KS4zapb]{Tough It Out} @UUID[Compendium.cyphersystem-compendium.abilities.sq2JJtnRtSthJSYL]{Tower of Intellect} @UUID[Compendium.cyphersystem-compendium.abilities.2AIQhz00HyZhY7wM]{Tower of Will} @UUID[Compendium.cyphersystem-compendium.abilities.w2aO1ZIpmBDQJXq1]{Tumbling Moves} @UUID[Compendium.cyphersystem-compendium.abilities.OovsYh1BefBJrU8m]{Versatile Mind} @UUID[Compendium.cyphersystem-compendium.abilities.DhbLcVuqEZmS6Z2y]{Vigilance} @UUID[Compendium.cyphersystem-compendium.abilities.OWVz2CkwLnCSJMdS]{Wraith Cloak}

High Tier

@UUID[Compendium.cyphersystem-compendium.abilities.i5n7BaFjTo6W35f9]{Defense Master} @UUID[Compendium.cyphersystem-compendium.abilities.xBZTbhZKRB9AJmMa]{Defensive Augmentation} @UUID[Compendium.cyphersystem-compendium.abilities.FjXL6iSD1CJKbuGT]{Defensive Field} @UUID[Compendium.cyphersystem-compendium.abilities.LwmoGOpgHy1K2dU4]{Energize Creature} @UUID[Compendium.cyphersystem-compendium.abilities.5i6TqVJQQ4sTvqTm]{Energize Crowd} @UUID[Compendium.cyphersystem-compendium.abilities.N0OZaNOIbHTiWDL1]{Evasion} @UUID[Compendium.cyphersystem-compendium.abilities.cTU70NgcebRlD7jI]{Field-Reinforced Armor} @UUID[Compendium.cyphersystem-compendium.abilities.S9QxUr8u2gtwY7ya]{Hard Target} @UUID[Compendium.cyphersystem-compendium.abilities.KGzAHs3qln0fNDjt]{Hard to Kill} @UUID[Compendium.cyphersystem-compendium.abilities.5rgcPJXpCcB5VJ1m]{Lost in the Chaos} @UUID[Compendium.cyphersystem-compendium.abilities.rHApGqEQj8TCGa3f]{Masterful Armor Modification} @UUID[Compendium.cyphersystem-compendium.abilities.4k5JFV78A5SiPjFo]{Mastery in Armor} @UUID[Compendium.cyphersystem-compendium.abilities.LTqgcoprvBF2ZkdH]{Mastery With Defense} @UUID[Compendium.cyphersystem-compendium.abilities.iIy1HDd9yUl07AYo]{Microgravity Avoidance} @UUID[Compendium.cyphersystem-compendium.abilities.m2j3n3xiExLcXAAn]{Moderate Wish} @UUID[Compendium.cyphersystem-compendium.abilities.lGbieMmnuoqsl4Jz]{Nothing but Defend} @UUID[Compendium.cyphersystem-compendium.abilities.AmZDmnmP7CxSSN4h]{Parry} @UUID[Compendium.cyphersystem-compendium.abilities.N0wzhZ676UrCR8M4]{Precognition} @UUID[Compendium.cyphersystem-compendium.abilities.cbXNxvPdWEbKF6nA]{Reactive Field} @UUID[Compendium.cyphersystem-compendium.abilities.MA2Pwhbpbq2SSIQy]{See the Future} @UUID[Compendium.cyphersystem-compendium.abilities.4BQHOR98z3TYJPQu]{Still As a Statue} @UUID[Compendium.cyphersystem-compendium.abilities.fkedtvx6UakJPOZN]{Ultra Enhancement} @UUID[Compendium.cyphersystem-compendium.abilities.QLRztjFH4YetYM6l]{Untouchable} @UUID[Compendium.cyphersystem-compendium.abilities.INdq5iQf5ECzRiNp]{Untouchable While Moving} @UUID[Compendium.cyphersystem-compendium.abilities.B6SEeGr5kxLAgvvq]{Wear It Well}

Senses

Enhances your senses (seeing in the dark, seeing underwater or through mist, sensing danger, finding optimal places to stand in combat, and so on), but doesn’t provide direct answers to questions like an information ability does.

Low Tier

@UUID[Compendium.cyphersystem-compendium.abilities.xskKzxBoGvSrje4e]{Eyes Adjusted} @UUID[Compendium.cyphersystem-compendium.abilities.wVgcztnnNFPqK9Mo]{Familiarize} @UUID[Compendium.cyphersystem-compendium.abilities.8ydN3DBdXXP24hQL]{Find an Opening} @UUID[Compendium.cyphersystem-compendium.abilities.YBMLX3Jm5oN79J6G]{Heads-Up Display} @UUID[Compendium.cyphersystem-compendium.abilities.boxrBJsyP0yjJHjt]{Link Senses} @UUID[Compendium.cyphersystem-compendium.abilities.TPEcyzCeC3z5FyyQ]{Mental Link} @UUID[Compendium.cyphersystem-compendium.abilities.Uti1XQwY4VFZwwwc]{Reveal} @UUID[Compendium.cyphersystem-compendium.abilities.jq6Wm9xYxJA0bRaR]{See the Unseen} @UUID[Compendium.cyphersystem-compendium.abilities.rYyymKUc0QKWdNsy]{See Through Matter} @UUID[Compendium.cyphersystem-compendium.abilities.mvFsSsVjyF8iXvCe]{Sense Ambush} @UUID[Compendium.cyphersystem-compendium.abilities.PRh7n2VLXyRa4il9]{Share Senses} @UUID[Compendium.cyphersystem-compendium.abilities.WgjatSOUT6pT02A7]{Third Eye}

Mid Tier

@UUID[Compendium.cyphersystem-compendium.abilities.KAAezRI2l8rdp1NS]{Animal Senses and Sensibilities} @UUID[Compendium.cyphersystem-compendium.abilities.ZB80ZclRSzEcr4o1]{Awareness} @UUID[Compendium.cyphersystem-compendium.abilities.zstBkLwRduC7vgGT]{Beast Eyes} @UUID[Compendium.cyphersystem-compendium.abilities.nJlhmzrhmXvM3QvU]{Break the Line} @UUID[Compendium.cyphersystem-compendium.abilities.j1AZSJpCetRgsQ6A]{Detect Life} @UUID[Compendium.cyphersystem-compendium.abilities.MvyXo0ZUsxu8QQ22]{Distance Viewing} @UUID[Compendium.cyphersystem-compendium.abilities.EcOIgMC9c1IfSHsr]{Echolocation} @UUID[Compendium.cyphersystem-compendium.abilities.khxZngfluNmVSAIT]{Experienced Finder} @UUID[Compendium.cyphersystem-compendium.abilities.QsXOz48JgyXYEEqS]{Inhabit Crystal} @UUID[Compendium.cyphersystem-compendium.abilities.KBjSpuK7XJc1abJv]{Remote Viewing} @UUID[Compendium.cyphersystem-compendium.abilities.syiylO75dZlcUp3i]{Sensing Package} @UUID[Compendium.cyphersystem-compendium.abilities.bzy1KzO0oPmZGu2b]{Sensor} @UUID[Compendium.cyphersystem-compendium.abilities.9YuQrJXAQO0qIFPj]{Serv-0 Spy} @UUID[Compendium.cyphersystem-compendium.abilities.V1ROUnWXLmLRMxXi]{Trapfinder} @UUID[Compendium.cyphersystem-compendium.abilities.FktE2hQhSKXbWcQU]{Use Senses of Others}

High Tier

@UUID[Compendium.cyphersystem-compendium.abilities.B0dq2gW9gdA0PdzR]{Amplify Sounds} @UUID[Compendium.cyphersystem-compendium.abilities.djqbPin4qsUauJmD]{Battlefield Tactician} @UUID[Compendium.cyphersystem-compendium.abilities.xRvaY8SG4HVy5WO8]{Dark Explorer} @UUID[Compendium.cyphersystem-compendium.abilities.cpJY8qkTAmSvXoFM]{Infer Thoughts} @UUID[Compendium.cyphersystem-compendium.abilities.7QTTrXnxDHskYYhj]{Master Machine} @UUID[Compendium.cyphersystem-compendium.abilities.PazO9rJ2YoE8VEUw]{See Through Time} @UUID[Compendium.cyphersystem-compendium.abilities.MGzAkRaGd4LgfQti]{True Senses}

Social

Gives you an indirect social benefit, such as providing a useful contact in a city or letting you take advantage of your social status.

Low Tier

@UUID[Compendium.cyphersystem-compendium.abilities.2CekF2lqwNrMyio0]{Connected} @UUID[Compendium.cyphersystem-compendium.abilities.2GwH3ugd7aHrWZRz]{Debate} @UUID[Compendium.cyphersystem-compendium.abilities.JSlr2Q6Ll1xNd8fX]{Demeanor of Command} @UUID[Compendium.cyphersystem-compendium.abilities.GT0AiiarWPbGzxKs]{Impart Ideal} @UUID[Compendium.cyphersystem-compendium.abilities.OmfjqEmmIbrWST5U]{Misdirect Blame} @UUID[Compendium.cyphersystem-compendium.abilities.5VqOTQlAYTtWTwmS]{Negotiate} @UUID[Compendium.cyphersystem-compendium.abilities.6QXGJBsJPDFgcdq5]{Perks of Stardom} @UUID[Compendium.cyphersystem-compendium.abilities.MBlyd9LvSH8D0Z5I]{Powerful Rhetoric} @UUID[Compendium.cyphersystem-compendium.abilities.xMRRfjFF0POkxyea]{Privileged Nobility} @UUID[Compendium.cyphersystem-compendium.abilities.OFWQd2W52VAODeas]{Underworld Contacts} @UUID[Compendium.cyphersystem-compendium.abilities.UHvD5299HFbwBvpR]{Unexpected Betrayal}

Mid Tier

@UUID[Compendium.cyphersystem-compendium.abilities.7Gxuqkwo4i47yHe3]{Betrayal} @UUID[Compendium.cyphersystem-compendium.abilities.tmrSKjGmjbxfIqPI]{Flamboyant Boast} @UUID[Compendium.cyphersystem-compendium.abilities.zg8dYuOdCXGwXOFd]{Informer} @UUID[Compendium.cyphersystem-compendium.abilities.i5BlJLgj1ayBw0uY]{Oratory} @UUID[Compendium.cyphersystem-compendium.abilities.ZqBpOAiH70SGHX8N]{Perfect Stranger}

High Tier

@UUID[Compendium.cyphersystem-compendium.abilities.hhBF8re7Azmce3Y9]{Group Friendship}

Special Attack

Gives the ability to make a special melee or ranged attack (weapon, energy blast, psychic, and so on). The attack might do damage, have a special effect (disarm, hinder, move the target, and so on), or both. This also includes abilities like Spray that let you attack multiple targets as your action.

Low Tier

@UUID[Compendium.cyphersystem-compendium.abilities.p61Ycyc7lVZQXupO]{Advantage to Disadvantage} @UUID[Compendium.cyphersystem-compendium.abilities.X7Rrn9Q54ceSA4Lr]{Aggression} @UUID[Compendium.cyphersystem-compendium.abilities.EyAIsiqJGCspQFcu]{Arcane Flare} @UUID[Compendium.cyphersystem-compendium.abilities.7BS6IEcYlEp5v3OC]{Bash} @UUID[Compendium.cyphersystem-compendium.abilities.wyUQ3Atl3V1ItCFH]{Bloodlust} @UUID[Compendium.cyphersystem-compendium.abilities.Mfebb42AE5xt7k85]{Concussive Blast} @UUID[Compendium.cyphersystem-compendium.abilities.6cMg5QXB71YNgoaM]{Control the Field} @UUID[Compendium.cyphersystem-compendium.abilities.o7kTUAFonv5HPi07]{Cutting Light} @UUID[Compendium.cyphersystem-compendium.abilities.teFcKcbo5ZBFbfRl]{Dazzling Sunburst} @UUID[Compendium.cyphersystem-compendium.abilities.di7QfASecjKU8BPN]{Disincentivize} @UUID[Compendium.cyphersystem-compendium.abilities.7f6ulMjWFw2BOK76]{Disrupting Touch} @UUID[Compendium.cyphersystem-compendium.abilities.JyAovhallyh9m6oW]{Drain Machine} @UUID[Compendium.cyphersystem-compendium.abilities.bH57y3PYsMceluGy]{Dream Thief} @UUID[Compendium.cyphersystem-compendium.abilities.NHns9zqufRvB3Tnl]{Dual Light Wield} @UUID[Compendium.cyphersystem-compendium.abilities.bM2Y62eaUKYKdcwq]{Entangling Force} @UUID[Compendium.cyphersystem-compendium.abilities.lQ4MNmGXXNBMGsmk]{Enthrall} @UUID[Compendium.cyphersystem-compendium.abilities.TmWjWp4iWk4GMLN0]{Erase Memories} @UUID[Compendium.cyphersystem-compendium.abilities.eFgzJXQlg6l7NBqM]{Eye Gouge} @UUID[Compendium.cyphersystem-compendium.abilities.78uF9siViGIHKYGx]{Flash} @UUID[Compendium.cyphersystem-compendium.abilities.aidcxXW6MokDMqY7]{Force Bash} @UUID[Compendium.cyphersystem-compendium.abilities.nHqTzLHJrUWSAATM]{Frost Touch} @UUID[Compendium.cyphersystem-compendium.abilities.aFEBxDGnuFi20cLo]{Golem Grip} @UUID[Compendium.cyphersystem-compendium.abilities.zW0cZJQTR0tHUmn3]{Grasping Foliage} @UUID[Compendium.cyphersystem-compendium.abilities.S3L1oym8fpx0NsAc]{Hemorrhage} @UUID[Compendium.cyphersystem-compendium.abilities.NJjAmyf9zhjRTNme]{Hurl Flame} @UUID[Compendium.cyphersystem-compendium.abilities.lwJAowJa4eKlcDjb]{Misdirect} @UUID[Compendium.cyphersystem-compendium.abilities.FE1Ge8CbJxQcCo0b]{Onslaught} @UUID[Compendium.cyphersystem-compendium.abilities.90wkMwuVBaiyL9yt]{Opportunist} @UUID[Compendium.cyphersystem-compendium.abilities.o2iiTUXdkMPREkvK]{Overwatch} @UUID[Compendium.cyphersystem-compendium.abilities.IPwnXtVrXauJXgFo]{Pierce} @UUID[Compendium.cyphersystem-compendium.abilities.Myt0JUt24B8hjYAg]{Push} @UUID[Compendium.cyphersystem-compendium.abilities.yszDDDpH6m16dEoV]{Quick Throw} @UUID[Compendium.cyphersystem-compendium.abilities.Yg6jEM07HAccDcNC]{Ray of Confusion} @UUID[Compendium.cyphersystem-compendium.abilities.NMjccuRLDDnfZtZe]{Release Energy} @UUID[Compendium.cyphersystem-compendium.abilities.Q8xKsSOvoFWL1ePP]{Resonance Field} @UUID[Compendium.cyphersystem-compendium.abilities.7aCeBDGZqu8A9hMQ]{Ribbons of Dark Matter} @UUID[Compendium.cyphersystem-compendium.abilities.kkCW4KkWA751AeBl]{Scramble Machine} @UUID[Compendium.cyphersystem-compendium.abilities.n81xGnZHydeXmIRc]{Scratch Existence} @UUID[Compendium.cyphersystem-compendium.abilities.0Wq39mJ9oXA415qx]{Seeds of Fury} @UUID[Compendium.cyphersystem-compendium.abilities.nptFEdFaUvjDeqAz]{Shatter} @UUID[Compendium.cyphersystem-compendium.abilities.3btRIiWxY8oMcVMo]{Shock} @UUID[Compendium.cyphersystem-compendium.abilities.pdNI9QMKmDwu8gza]{Stasis} @UUID[Compendium.cyphersystem-compendium.abilities.36nlDXhOP5e5dfns]{Successive Attack} @UUID[Compendium.cyphersystem-compendium.abilities.uG2ACHNAPoZirp0b]{Surprise Attack} @UUID[Compendium.cyphersystem-compendium.abilities.8hiUfUNY3u2IpVDa]{Swipe} @UUID[Compendium.cyphersystem-compendium.abilities.WO2Wg9PvscHMcQlH]{Thrust} @UUID[Compendium.cyphersystem-compendium.abilities.uMaMKhemHmtlXDjT]{Thunder Beam} @UUID[Compendium.cyphersystem-compendium.abilities.cwZIpP2FTLIVGhbm]{Weighty}

Mid Tier

@UUID[Compendium.cyphersystem-compendium.abilities.ra0A8MtQjZEYhJPr]{Acrobatic Attack} @UUID[Compendium.cyphersystem-compendium.abilities.cS1RW48sdVY6ZJZd]{Ambusher} @UUID[Compendium.cyphersystem-compendium.abilities.SG8ms3jfHw8hXGnX]{Answering Attack} @UUID[Compendium.cyphersystem-compendium.abilities.tbeFzIPGuAjRBpKM]{Better Surprise Attack} @UUID[Compendium.cyphersystem-compendium.abilities.YDKULtvV0pMJDxi2]{Bolts of Power} @UUID[Compendium.cyphersystem-compendium.abilities.V2BSB9or5UJdTiYF]{Built-in Weaponry} @UUID[Compendium.cyphersystem-compendium.abilities.IUlsD8Zxp8AYbO4h]{Burning Light} @UUID[Compendium.cyphersystem-compendium.abilities.Hw16NpdbdJOqVF4z]{Castigate} @UUID[Compendium.cyphersystem-compendium.abilities.WeMTxJElozl7OWdJ]{Center of Attention} @UUID[Compendium.cyphersystem-compendium.abilities.hIWg9VFNnYnrknAu]{Crystal Lens} @UUID[Compendium.cyphersystem-compendium.abilities.MqGMnSIkHK4rOFSm]{Dark Matter Strike} @UUID[Compendium.cyphersystem-compendium.abilities.vZELZYMsLJfBfUnt]{Dazing Attack} @UUID[Compendium.cyphersystem-compendium.abilities.JVvSTtYbksWJDADY]{Debilitating Strike} @UUID[Compendium.cyphersystem-compendium.abilities.0XSuUGS0UyrhiW44]{Destroy Metal} @UUID[Compendium.cyphersystem-compendium.abilities.ka5VA9XBi4OTnKVa]{Disable Mechanisms} @UUID[Compendium.cyphersystem-compendium.abilities.7rjeYt5hNhkvqK9w]{Disarming Strike} @UUID[Compendium.cyphersystem-compendium.abilities.dJTgtIs80gOoI6ac]{Divine Radiance} @UUID[Compendium.cyphersystem-compendium.abilities.E1YiGcXAYOjHXoAd]{Dodge and Respond} @UUID[Compendium.cyphersystem-compendium.abilities.A6H8xi93t6Zrexz9]{Drain Charge} @UUID[Compendium.cyphersystem-compendium.abilities.q9nALxXrBv5ubXaT]{Dual Medium Wield} @UUID[Compendium.cyphersystem-compendium.abilities.1L1uoad8vwgWxiyN]{Everything Is a Weapon} @UUID[Compendium.cyphersystem-compendium.abilities.VEJQ74o175OnlIAm]{Exile} @UUID[Compendium.cyphersystem-compendium.abilities.RO8dmB90aRPOmCuJ]{Feint} @UUID[Compendium.cyphersystem-compendium.abilities.AUGM3xEluWJi4Y8h]{Fire and Ice} @UUID[Compendium.cyphersystem-compendium.abilities.NgHLZq3tZ3CFJvYv]{Fire Bloom} @UUID[Compendium.cyphersystem-compendium.abilities.CAh0KStmP03kgv62]{Fling} @UUID[Compendium.cyphersystem-compendium.abilities.dDhnZrzAxDvK7QYa]{Force at Distance} @UUID[Compendium.cyphersystem-compendium.abilities.dCoCGVzWxIL9fIvH]{Force Blast} @UUID[Compendium.cyphersystem-compendium.abilities.BGMXK6VKNmp8M4A3]{Freezing Touch} @UUID[Compendium.cyphersystem-compendium.abilities.E0k0LUw0epjJGrv9]{Golem Stomp} @UUID[Compendium.cyphersystem-compendium.abilities.48i5ybVtZaTlFLJf]{Grab} @UUID[Compendium.cyphersystem-compendium.abilities.jbhcWHMiQQaR9ukO]{Gravity Cleave} @UUID[Compendium.cyphersystem-compendium.abilities.LLvJZvzbGQOrlqoE]{Ignition} @UUID[Compendium.cyphersystem-compendium.abilities.QxOsAHpd8ZkEXI5u]{Improved Object Bond} @UUID[Compendium.cyphersystem-compendium.abilities.2K3b6cTuLEGZfYqa]{Knock Out} @UUID[Compendium.cyphersystem-compendium.abilities.whVEpvOjmGs3fpcD]{Matter Cloud} @UUID[Compendium.cyphersystem-compendium.abilities.R9WffstnihzBuuvW]{Mind Games} @UUID[Compendium.cyphersystem-compendium.abilities.PTVAJGFiXDueX8az]{Momentum} @UUID[Compendium.cyphersystem-compendium.abilities.gDwPpgIAocEfQjPx]{Overawe} @UUID[Compendium.cyphersystem-compendium.abilities.zIYdniz9sjvAHsnX]{Overcome All Obstacles} @UUID[Compendium.cyphersystem-compendium.abilities.rXUUDUJFKis8TpnL]{Phase Detonation} @UUID[Compendium.cyphersystem-compendium.abilities.cJB7wj5okdPZuRNb]{Phased Attack} @UUID[Compendium.cyphersystem-compendium.abilities.NoC3yuqxU8yhPf47]{Power Strike} @UUID[Compendium.cyphersystem-compendium.abilities.blm1Z8JxvWOiFf0b]{Pry Open} @UUID[Compendium.cyphersystem-compendium.abilities.Mc8L07dpf605FDo9]{Psychic Burst} @UUID[Compendium.cyphersystem-compendium.abilities.Je1MitN21L3lqWVF]{Psychosis} @UUID[Compendium.cyphersystem-compendium.abilities.JJ9nWmcBIlfyNDfe]{Push Off and Throw} @UUID[Compendium.cyphersystem-compendium.abilities.JlYk5UNZEUzzO8Js]{Quick Strike} @UUID[Compendium.cyphersystem-compendium.abilities.YA5P5CBNr5NSmY6z]{Rapid Attack} @UUID[Compendium.cyphersystem-compendium.abilities.XqGE5QLHnpIKB5rB]{Reaction} @UUID[Compendium.cyphersystem-compendium.abilities.Yo2Z3EdYjx88jYnp]{Remote Control} @UUID[Compendium.cyphersystem-compendium.abilities.ZuX6gykVtKxiBAxR]{Run and Fight} @UUID[Compendium.cyphersystem-compendium.abilities.znJCKr6PeEq4a0j5]{Shattering Shout} @UUID[Compendium.cyphersystem-compendium.abilities.bkQnnjRFJS9VpaY5]{Slice} @UUID[Compendium.cyphersystem-compendium.abilities.oNk0Nhle1XwBhOvp]{Snap Shot} @UUID[Compendium.cyphersystem-compendium.abilities.yJDNsRAG3Elm6PWp]{Snipe} @UUID[Compendium.cyphersystem-compendium.abilities.YIzrA5i8eBSPMFzj]{Spray} @UUID[Compendium.cyphersystem-compendium.abilities.57txEIyzuPUQOqVP]{Sprint and Grab} @UUID[Compendium.cyphersystem-compendium.abilities.B4U7RiMrZElfOQyj]{Taking Advantage} @UUID[Compendium.cyphersystem-compendium.abilities.hy3hI86e9BCmkcQO]{Tall Tale} @UUID[Compendium.cyphersystem-compendium.abilities.WuNUt6ltWGDdjNLS]{Throw} @UUID[Compendium.cyphersystem-compendium.abilities.SPL1URVkuo4PJP8I]{Throw Force Shield} @UUID[Compendium.cyphersystem-compendium.abilities.4s3SAqu0lb5qzfzL]{Trick Shot}

High Tier

@UUID[Compendium.cyphersystem-compendium.abilities.NCXCkCYeZw8qlazG]{Absorb Energy} @UUID[Compendium.cyphersystem-compendium.abilities.WrJDw2X8JHcljjP4]{Arc Spray} @UUID[Compendium.cyphersystem-compendium.abilities.YbYeZ0A0m96IWxwl]{Assassin Strike} @UUID[Compendium.cyphersystem-compendium.abilities.T5tn7zItPyaRcYNC]{Asserting Your Privilege} @UUID[Compendium.cyphersystem-compendium.abilities.ltAq7qr8aaalOtJp]{Attack and Attack Again} @UUID[Compendium.cyphersystem-compendium.abilities.6kTwO0uYuP8qKqkM]{Biomorphic Detonation} @UUID[Compendium.cyphersystem-compendium.abilities.jISh0vWOJdK9hUm1]{Blind Machine} @UUID[Compendium.cyphersystem-compendium.abilities.XRXQwJplJrm7onbN]{Blinding Attack} @UUID[Compendium.cyphersystem-compendium.abilities.zflNCqrmTL7vrYg1]{Bouncing Shield} @UUID[Compendium.cyphersystem-compendium.abilities.9O17NBrKA4AA4Ckw]{Break the Ranks} @UUID[Compendium.cyphersystem-compendium.abilities.lID9ke0vHX2r2CC8]{Break Their Mind} @UUID[Compendium.cyphersystem-compendium.abilities.2lhnVWUMX1Nu6KVj]{Call the Storm} @UUID[Compendium.cyphersystem-compendium.abilities.yEfkqXxmuQqlA6Fi]{Cold Burst} @UUID[Compendium.cyphersystem-compendium.abilities.PZBKCtRj5S6ULnjo]{Concussion} @UUID[Compendium.cyphersystem-compendium.abilities.jHrQLzIfjKtXBoJL]{Deactivate Mechanisms} @UUID[Compendium.cyphersystem-compendium.abilities.6P1CJvVMot3Y2xj0]{Deadly Strike} @UUID[Compendium.cyphersystem-compendium.abilities.iTxEWRCR8G5Rych2]{Death Touch} @UUID[Compendium.cyphersystem-compendium.abilities.i5n7BaFjTo6W35f9]{Defense Master} @UUID[Compendium.cyphersystem-compendium.abilities.0WPUu04FbqxGckhU]{Destroyer} @UUID[Compendium.cyphersystem-compendium.abilities.xR2DkSqvAoR8Vtfn]{Dirty Fighter} @UUID[Compendium.cyphersystem-compendium.abilities.p1UMG2hrng7mLFDv]{Disarming Attack} @UUID[Compendium.cyphersystem-compendium.abilities.OkKNmMvLFwHxUv2r]{Divine Intervention} @UUID[Compendium.cyphersystem-compendium.abilities.tgaSXp1VQiec8Jst]{Divine Symbol} @UUID[Compendium.cyphersystem-compendium.abilities.1W0sBVHxG7LESCPl]{Do You Know Who I Am?} @UUID[Compendium.cyphersystem-compendium.abilities.NJakiz9yvoflzzBD]{Drain Power} @UUID[Compendium.cyphersystem-compendium.abilities.D4JFKjeVDkx9Xfnf]{Dust to Dust} @UUID[Compendium.cyphersystem-compendium.abilities.jhdgI9rV2mpH6JQU]{Earthquake} @UUID[Compendium.cyphersystem-compendium.abilities.apQwshUTjCQPym8A]{Embrace the Night} @UUID[Compendium.cyphersystem-compendium.abilities.Be1ehHb90jtLc8l0]{Explosive Release} @UUID[Compendium.cyphersystem-compendium.abilities.syJ3mkT2hHR2MY3o]{Finishing Blow} @UUID[Compendium.cyphersystem-compendium.abilities.6fpCYtBDCfW6m1b0]{Fire Tendrils} @UUID[Compendium.cyphersystem-compendium.abilities.xCUKzmoBKzN9gIut]{Foul Aura} @UUID[Compendium.cyphersystem-compendium.abilities.mvC2vboULutesBDu]{Ice Storm} @UUID[Compendium.cyphersystem-compendium.abilities.SZtOjKk7ScShJT6G]{Iron Punch} @UUID[Compendium.cyphersystem-compendium.abilities.IFb8NX06xgWM7H98]{Jump Attack} @UUID[Compendium.cyphersystem-compendium.abilities.tjzqyyAZoibXl4DT]{Lethal Ploy} @UUID[Compendium.cyphersystem-compendium.abilities.GlFT2ITvytQVWywQ]{Lethal Vibration} @UUID[Compendium.cyphersystem-compendium.abilities.KNElOxbWobS1ygLv]{Murderer} @UUID[Compendium.cyphersystem-compendium.abilities.pUbqCBV3dBOWFgmv]{Nightmare} @UUID[Compendium.cyphersystem-compendium.abilities.ptH3O4GES71CClGO]{Phase Foe} @UUID[Compendium.cyphersystem-compendium.abilities.xxavxLEaiVFug1D6]{Protective Wall} @UUID[Compendium.cyphersystem-compendium.abilities.8wSx2qtKXq0dWxId]{Psychokinetic Attack} @UUID[Compendium.cyphersystem-compendium.abilities.KVOFCKWKmUrqAe7v]{Punish All the Guilty} @UUID[Compendium.cyphersystem-compendium.abilities.bY52t6eGONKu8Kr4]{Resonant Quake} @UUID[Compendium.cyphersystem-compendium.abilities.G5bTthwpEf5azVHA]{Return to Sender} @UUID[Compendium.cyphersystem-compendium.abilities.EH8OmAJaimF4MTgg]{Shatter Mind} @UUID[Compendium.cyphersystem-compendium.abilities.BM6YnBez7sVnrGUh]{Special Shot} @UUID[Compendium.cyphersystem-compendium.abilities.KDZeCZJxjCQzlTxA]{Spin Attack} @UUID[Compendium.cyphersystem-compendium.abilities.jrTEtAhE6GfLW7R4]{Spring Away} @UUID[Compendium.cyphersystem-compendium.abilities.eQIPJk2xcFGfDr3H]{Stun Attack} @UUID[Compendium.cyphersystem-compendium.abilities.xbYD729j3km6ZDCA]{Sun Siphon} @UUID[Compendium.cyphersystem-compendium.abilities.447ojnjZFMCma8eu]{Taunt Foe} @UUID[Compendium.cyphersystem-compendium.abilities.kKYyGbrQxDRSOh37]{Terrifying Gaze} @UUID[Compendium.cyphersystem-compendium.abilities.Z4QcjOxgltEJPm96]{Twisting the Knife} @UUID[Compendium.cyphersystem-compendium.abilities.IN9qNZDx4sBKNr8n]{Undo} @UUID[Compendium.cyphersystem-compendium.abilities.xRIDlrBzTXVYC5rh]{Vindictive Performance} @UUID[Compendium.cyphersystem-compendium.abilities.s8NShtaUrW0Oxolo]{Weapon and Body} @UUID[Compendium.cyphersystem-compendium.abilities.tMOeiKWrhp5P5CCQ]{Weight of the World} @UUID[Compendium.cyphersystem-compendium.abilities.w3HN2nZBTo5mLJcM]{Weightless Shot} @UUID[Compendium.cyphersystem-compendium.abilities.WW3QjCP5UJUsKBW3]{Whirlwind of Throws} @UUID[Compendium.cyphersystem-compendium.abilities.EXrZLa3M8BK43qoi]{Winter Gauntlets} @UUID[Compendium.cyphersystem-compendium.abilities.Gsre3acJaxhGBa0S]{Word of Death}

Support

Gives some sort of benefit to an ally rather than yourself, such as an extra action or an asset on their roll.

Low Tier

@UUID[Compendium.cyphersystem-compendium.abilities.WrgqojoyWuTWpyQq]{Advice From a Friend} @UUID[Compendium.cyphersystem-compendium.abilities.BlBi7qk0darLthxS]{Anecdote} @UUID[Compendium.cyphersystem-compendium.abilities.b8rtgyatE8o9FaRS]{Attack Flourish} @UUID[Compendium.cyphersystem-compendium.abilities.5jGN9GicKYIAneKQ]{Defend the Innocent} @UUID[Compendium.cyphersystem-compendium.abilities.4yyKQYnrbL3r9gcU]{Enable Others} @UUID[Compendium.cyphersystem-compendium.abilities.hYa7I52x2iwffh8C]{Encouragement} @UUID[Compendium.cyphersystem-compendium.abilities.grCiWRuV8lvflQHM]{Encouraging Presence} @UUID[Compendium.cyphersystem-compendium.abilities.4fcns7ANpZF7pHaz]{Force Field} @UUID[Compendium.cyphersystem-compendium.abilities.lZCAKgP966BuU4uF]{Friendly Help} @UUID[Compendium.cyphersystem-compendium.abilities.DmnRMTfHYaeoYFVu]{Good Advice} @UUID[Compendium.cyphersystem-compendium.abilities.FiSwskgQGBjp4IhZ]{Inspire Action} @UUID[Compendium.cyphersystem-compendium.abilities.wWCehMidmvLypdxj]{Inspire Aggression} @UUID[Compendium.cyphersystem-compendium.abilities.DLxDL49VjUEMAjxZ]{Inspiring Ease} @UUID[Compendium.cyphersystem-compendium.abilities.qp1jDaFiRR5xPPMn]{Protector} @UUID[Compendium.cyphersystem-compendium.abilities.POaewj2PWMMfCY1i]{Rally to Me} @UUID[Compendium.cyphersystem-compendium.abilities.Uti1XQwY4VFZwwwc]{Reveal} @UUID[Compendium.cyphersystem-compendium.abilities.FgyHV0QR3YwlLIVb]{Sculpt Flesh} @UUID[Compendium.cyphersystem-compendium.abilities.701ts4xCDjURZSb5]{Teamwork}

Mid Tier

@UUID[Compendium.cyphersystem-compendium.abilities.hB1CISYVEZXEO0IV]{Accelerate} @UUID[Compendium.cyphersystem-compendium.abilities.wJSxVM8fWADJtTSd]{Applying Your Knowledge} @UUID[Compendium.cyphersystem-compendium.abilities.knh2MWMhCgqOjWYD]{Buddy System} @UUID[Compendium.cyphersystem-compendium.abilities.lb5Bo8BpNXdVMkmt]{Combat Challenge} @UUID[Compendium.cyphersystem-compendium.abilities.bz04IOSkdP3zcRMD]{Defend All the Innocent} @UUID[Compendium.cyphersystem-compendium.abilities.Su3LkSzdGHg9w1RO]{Dual Wards} @UUID[Compendium.cyphersystem-compendium.abilities.XR8WeRW3OlbCIjlJ]{Elemental Protection} @UUID[Compendium.cyphersystem-compendium.abilities.RgosWDt0hkosbVQr]{In Harm’s Way} @UUID[Compendium.cyphersystem-compendium.abilities.1N6P5ZRogThCS0KH]{Lead by Inquiry} @UUID[Compendium.cyphersystem-compendium.abilities.dIK67k9aoBbFBnkf]{Pay It Forward} @UUID[Compendium.cyphersystem-compendium.abilities.oS3AeTouF6HPcaH5]{Play to the Crowd} @UUID[Compendium.cyphersystem-compendium.abilities.QFZyfDWOSEpZeQmM]{Spur Effort} @UUID[Compendium.cyphersystem-compendium.abilities.scceoEmEnN5MW8XT]{Take Command} @UUID[Compendium.cyphersystem-compendium.abilities.GAeUBbQWE3ryv50V]{True Guardian}

High Tier

@UUID[Compendium.cyphersystem-compendium.abilities.Eez3uExkDA20XJg3]{Able Assistance} @UUID[Compendium.cyphersystem-compendium.abilities.G8waoPdWGzMl0S1n]{Battle Management} @UUID[Compendium.cyphersystem-compendium.abilities.3JWMtJBjf3oUWaxP]{Block for Another} @UUID[Compendium.cyphersystem-compendium.abilities.LwmoGOpgHy1K2dU4]{Energize Creature} @UUID[Compendium.cyphersystem-compendium.abilities.5i6TqVJQQ4sTvqTm]{Energize Crowd} @UUID[Compendium.cyphersystem-compendium.abilities.lJWTlBH1koX2Fjgi]{Impart Understanding} @UUID[Compendium.cyphersystem-compendium.abilities.oilgQ4oM02Pa0eNp]{Inspiration} @UUID[Compendium.cyphersystem-compendium.abilities.tTrekc4AZbIqem5L]{Inspire Coordinated Actions} @UUID[Compendium.cyphersystem-compendium.abilities.fPCTpU0viXXWrNs0]{Inspiring Success} @UUID[Compendium.cyphersystem-compendium.abilities.Tes6ntXPZR8IHgY4]{Regenerate Other} @UUID[Compendium.cyphersystem-compendium.abilities.PXvS7AatBcxH9cvZ]{Share Defense} @UUID[Compendium.cyphersystem-compendium.abilities.U9sgMUKkIkDIdRtK]{Stimulate} @UUID[Compendium.cyphersystem-compendium.abilities.iE83ABQRko5NemVU]{Teach Trick} @UUID[Compendium.cyphersystem-compendium.abilities.zZYSSAFXtJcuezxM]{Transcend the Script} @UUID[Compendium.cyphersystem-compendium.abilities.mjEFQ3ndDRvLB5Dj]{True Defender} @UUID[Compendium.cyphersystem-compendium.abilities.IN9qNZDx4sBKNr8n]{Undo} @UUID[Compendium.cyphersystem-compendium.abilities.PTM0HWGFfo5CHMif]{Will of a Leader} @UUID[Compendium.cyphersystem-compendium.abilities.jTiOQKW2QtXK8dmF]{Work the Friendship}

Task

Gives training, specialization, or an asset in one or more noncombat skills (climbing, healing, computers, initiative, and so on).

Low Tier

@UUID[Compendium.cyphersystem-compendium.abilities.wifCvRG9OhsTDT30]{Advantages of Being Big} @UUID[Compendium.cyphersystem-compendium.abilities.YD5gm0w3lqTSyO3V]{Anticipation} @UUID[Compendium.cyphersystem-compendium.abilities.rYaAyFLmCAAwZi0s]{Assassin Skills} @UUID[Compendium.cyphersystem-compendium.abilities.cpXOBSLY03j89yOy]{Athlete} @UUID[Compendium.cyphersystem-compendium.abilities.AWretAEaeQfXTXMy]{Autodoctor} @UUID[Compendium.cyphersystem-compendium.abilities.tJiXzKX4gf0GNV6V]{Balance} @UUID[Compendium.cyphersystem-compendium.abilities.XToLeZ4ksSj3MA5I]{Bestiary Knowledge} @UUID[Compendium.cyphersystem-compendium.abilities.A83Lw7NnAqwg4BZR]{Blameless} @UUID[Compendium.cyphersystem-compendium.abilities.awhzMw4RHwOwgEIR]{Breaker} @UUID[Compendium.cyphersystem-compendium.abilities.lY7NaxsFxt1XZVk5]{Car Surfer} @UUID[Compendium.cyphersystem-compendium.abilities.PlTtlXeugIljHFVg]{Careful Aim} @UUID[Compendium.cyphersystem-compendium.abilities.zGoUoC6i0f1SbUqE]{Celebrity Talent} @UUID[Compendium.cyphersystem-compendium.abilities.JkiG6hpsfj1h6XRR]{Computer Programming} @UUID[Compendium.cyphersystem-compendium.abilities.dQHSDDZxJNHrHH1l]{Contortionist} @UUID[Compendium.cyphersystem-compendium.abilities.YvPBxDxLz16Usm7m]{Courageous} @UUID[Compendium.cyphersystem-compendium.abilities.fkyJ02LbeOAfDxcF]{Crafter} @UUID[Compendium.cyphersystem-compendium.abilities.UyQTRi5ZwWU5tMO0]{Danger Sense} @UUID[Compendium.cyphersystem-compendium.abilities.Q3DGDFwNIOjz866X]{Datajack} @UUID[Compendium.cyphersystem-compendium.abilities.2GwH3ugd7aHrWZRz]{Debate} @UUID[Compendium.cyphersystem-compendium.abilities.kkTWFQBeHMS8d6IL]{Deep Water Guide} @UUID[Compendium.cyphersystem-compendium.abilities.tjxKTFdA8gqZDP90]{Designation} @UUID[Compendium.cyphersystem-compendium.abilities.9p2RJYFo6s55F5Ha]{Devoted Defender} @UUID[Compendium.cyphersystem-compendium.abilities.eYHlYyVDj3odrAFJ]{Disguise} @UUID[Compendium.cyphersystem-compendium.abilities.6dPEKpK0HWuD7Bxu]{Divine Knowledge} @UUID[Compendium.cyphersystem-compendium.abilities.DCuOpij3sNomBe1a]{Driver} @UUID[Compendium.cyphersystem-compendium.abilities.ea7BzQy6fZqHQNET]{Enlightened} @UUID[Compendium.cyphersystem-compendium.abilities.6FI9lLeQx0tJX1W6]{Exploratory Experience} @UUID[Compendium.cyphersystem-compendium.abilities.jx6DFmlbQrmltHgc]{Extra Skill} @UUID[Compendium.cyphersystem-compendium.abilities.YQEECpNwDSFCFnCN]{Feat of Strength} @UUID[Compendium.cyphersystem-compendium.abilities.QgCWZia7gFicmEJr]{Flex Lore} @UUID[Compendium.cyphersystem-compendium.abilities.HoUOwIPfKTlxyQH0]{Freakishly Large} @UUID[Compendium.cyphersystem-compendium.abilities.qpBv7OxAcMAAtY2M]{Game Lessons} @UUID[Compendium.cyphersystem-compendium.abilities.p3kh3XKzetkJTG1J]{Gamer} @UUID[Compendium.cyphersystem-compendium.abilities.DmnRMTfHYaeoYFVu]{Good Advice} @UUID[Compendium.cyphersystem-compendium.abilities.pp9NFNHKgOhRYbsY]{Hand to Eye} @UUID[Compendium.cyphersystem-compendium.abilities.f7wLki6qjCNs2Ici]{Handy} @UUID[Compendium.cyphersystem-compendium.abilities.YOHGDC5hx24SqbQz]{Hard Choices} @UUID[Compendium.cyphersystem-compendium.abilities.YBMLX3Jm5oN79J6G]{Heads-Up Display} @UUID[Compendium.cyphersystem-compendium.abilities.A853pOqz5BmPfh4w]{Higher Mathematics} @UUID[Compendium.cyphersystem-compendium.abilities.ZgLefUbAcrmYdFur]{How Others Think} @UUID[Compendium.cyphersystem-compendium.abilities.vFc52xBtBp69WglW]{Impersonate} @UUID[Compendium.cyphersystem-compendium.abilities.HBHjx10W5BQW101w]{Impressive Display} @UUID[Compendium.cyphersystem-compendium.abilities.369RISHwqzRXkwEG]{Infiltrator} @UUID[Compendium.cyphersystem-compendium.abilities.sM2zEDx4gRr9CuiR]{Inner Defense} @UUID[Compendium.cyphersystem-compendium.abilities.fh7tK1BVjgSfZ8ml]{Insight} @UUID[Compendium.cyphersystem-compendium.abilities.wWCehMidmvLypdxj]{Inspire Aggression} @UUID[Compendium.cyphersystem-compendium.abilities.V765JZKDKQ00Buyn]{Interaction Skills} @UUID[Compendium.cyphersystem-compendium.abilities.4dTGeclZRVjzn5tT]{Interface} @UUID[Compendium.cyphersystem-compendium.abilities.PK6oiYXgdP7KaGgi]{Investigate} @UUID[Compendium.cyphersystem-compendium.abilities.romswZIOmAmtzfCL]{Investigative Skills} @UUID[Compendium.cyphersystem-compendium.abilities.4p95GsynORh0Xd7X]{Knowing} @UUID[Compendium.cyphersystem-compendium.abilities.xBQM1AmjmcjmPDDD]{Knowledge of the Law} @UUID[Compendium.cyphersystem-compendium.abilities.eEGFknWQZUBNXn99]{Knowledge Skills} @UUID[Compendium.cyphersystem-compendium.abilities.oAsK49Zgey5QaC82]{Late Inspiration} @UUID[Compendium.cyphersystem-compendium.abilities.eM1fLppEnXHBlRNX]{Learning the Path} @UUID[Compendium.cyphersystem-compendium.abilities.rfsCCpxcsjc8hr60]{Levity} @UUID[Compendium.cyphersystem-compendium.abilities.aOzkoVf0mNSkZBtn]{Life Lessons} @UUID[Compendium.cyphersystem-compendium.abilities.lzy1YbdIJxzNIHZq]{Machine Affinity} @UUID[Compendium.cyphersystem-compendium.abilities.QHSH8fE6l3bKz2xl]{Machine Hunting} @UUID[Compendium.cyphersystem-compendium.abilities.rhaZSmU6dJpzMO64]{Machine Interface} @UUID[Compendium.cyphersystem-compendium.abilities.XQxN55rl0f5HFxEM]{Magic Training} @UUID[Compendium.cyphersystem-compendium.abilities.Zu06akqnHdCvoR0W]{Make Judgment} @UUID[Compendium.cyphersystem-compendium.abilities.YF8CYsYKcXpdfqH5]{Master Identifier} @UUID[Compendium.cyphersystem-compendium.abilities.KM9qqjzJBJusQNkT]{Master Thief} @UUID[Compendium.cyphersystem-compendium.abilities.GfDLA0qSvqhqzIbL]{Microgravity Adept} @UUID[Compendium.cyphersystem-compendium.abilities.PRW5MxW12oakmeHE]{Monster Lore} @UUID[Compendium.cyphersystem-compendium.abilities.tC7wmZwlZcQy5Vd0]{Movement Skills} @UUID[Compendium.cyphersystem-compendium.abilities.CBGeAZSBuymzrxDz]{Muscles of Iron} @UUID[Compendium.cyphersystem-compendium.abilities.FDUGlu7DZhdfxH2P]{Natural Charisma} @UUID[Compendium.cyphersystem-compendium.abilities.bcEupdsF6FduFPwe]{Oneirochemy} @UUID[Compendium.cyphersystem-compendium.abilities.oTDJtTDkwxr5uSfU]{Open Mind} @UUID[Compendium.cyphersystem-compendium.abilities.EbnGDC61relhYaib]{Opening Statement} @UUID[Compendium.cyphersystem-compendium.abilities.noCgrKbB370cfzQg]{Physical Skills} @UUID[Compendium.cyphersystem-compendium.abilities.Kk5nnC1EcYtqc3Fu]{Pilot} @UUID[Compendium.cyphersystem-compendium.abilities.TTKx93iEvtnptsep]{Poetic License} @UUID[Compendium.cyphersystem-compendium.abilities.OjGaIl0JEepjDrla]{Post-Apocalyptic Survivor} @UUID[Compendium.cyphersystem-compendium.abilities.MBlyd9LvSH8D0Z5I]{Powerful Rhetoric} @UUID[Compendium.cyphersystem-compendium.abilities.vcbIe2sSMKJmawl4]{Predictive Equation} @UUID[Compendium.cyphersystem-compendium.abilities.xMRRfjFF0POkxyea]{Privileged Nobility} @UUID[Compendium.cyphersystem-compendium.abilities.FEkLEYwk7r9KE7oC]{Quarry} @UUID[Compendium.cyphersystem-compendium.abilities.YCwy44WnpusEYN7g]{Quick Study} @UUID[Compendium.cyphersystem-compendium.abilities.QVPmLa6CKwmH6vJZ]{Quick to Flee} @UUID[Compendium.cyphersystem-compendium.abilities.8EJ59LwWPkaqErUd]{Quicker Than Most} @UUID[Compendium.cyphersystem-compendium.abilities.pMQT2QIL38XlhkxB]{Resist Tricks} @UUID[Compendium.cyphersystem-compendium.abilities.ZOfmWQFbwSJQB4wm]{Ruin Lore} @UUID[Compendium.cyphersystem-compendium.abilities.IYt42xzsjesQyEfT]{Sailor} @UUID[Compendium.cyphersystem-compendium.abilities.h3G0Ven2SoaPCbk4]{Salvage and Comfort} @UUID[Compendium.cyphersystem-compendium.abilities.WUY75HFAqAu1i9ku]{Sense Attitudes} @UUID[Compendium.cyphersystem-compendium.abilities.x8cGd4MC9YEW9isa]{Serv-0 Repair} @UUID[Compendium.cyphersystem-compendium.abilities.9sfX1SGtcQ17Uiny]{Sharp Senses} @UUID[Compendium.cyphersystem-compendium.abilities.HWZ8mwAfZEu6r778]{Sleuth} @UUID[Compendium.cyphersystem-compendium.abilities.2CrV3a9S1yzOXBOJ]{Slippery} @UUID[Compendium.cyphersystem-compendium.abilities.sHdBJdVshvtAqz1K]{Sneak} @UUID[Compendium.cyphersystem-compendium.abilities.gwMRhz3h9zxbVQXt]{Stalker} @UUID[Compendium.cyphersystem-compendium.abilities.gbU7mA0flUR4W8Dl]{Stand Watch} @UUID[Compendium.cyphersystem-compendium.abilities.QAdh0yZBjJsHdJjD]{Stealth Skills} @UUID[Compendium.cyphersystem-compendium.abilities.tFhd4dEGikOd1g1K]{Straightforward} @UUID[Compendium.cyphersystem-compendium.abilities.MwDYD8V1CJv8w9rR]{Superb Explorer} @UUID[Compendium.cyphersystem-compendium.abilities.aJ1T8XqGF38vyzV2]{Superb Infiltrator} @UUID[Compendium.cyphersystem-compendium.abilities.B4U7RiMrZElfOQyj]{Taking Advantage} @UUID[Compendium.cyphersystem-compendium.abilities.1ZV6jp2IuXFgXEjn]{Task Training} @UUID[Compendium.cyphersystem-compendium.abilities.pYsmdnNte7o5Flca]{Tech Skills} @UUID[Compendium.cyphersystem-compendium.abilities.0xVoKhKKvzxIbtJD]{There’s Your Problem} @UUID[Compendium.cyphersystem-compendium.abilities.k4LeTZ1lqN9L3hPS]{Tool Mastery} @UUID[Compendium.cyphersystem-compendium.abilities.VAGafmOiBpvU2eq0]{Tracker} @UUID[Compendium.cyphersystem-compendium.abilities.O0d2Xjp5HTUdFzmp]{Trained Excavator} @UUID[Compendium.cyphersystem-compendium.abilities.A8CGMbLGsJ3AHKMP]{Trained Interlocutor} @UUID[Compendium.cyphersystem-compendium.abilities.eVZMy7s6px5jLTfj]{Trained Swimmer} @UUID[Compendium.cyphersystem-compendium.abilities.wEjdodvc6SLf8yso]{Travel Skills} @UUID[Compendium.cyphersystem-compendium.abilities.kv03xEihe4VZNkK5]{Understanding} @UUID[Compendium.cyphersystem-compendium.abilities.zgcoMEc4j2MjpDhC]{Vacuum Skilled} @UUID[Compendium.cyphersystem-compendium.abilities.KqV5RSzOU3S3NK51]{Wilderness Life} @UUID[Compendium.cyphersystem-compendium.abilities.8KYjSKp6ieQ8YXUy]{Wilderness Lore} @UUID[Compendium.cyphersystem-compendium.abilities.XseI77zSp7iHkEWq]{Wound Tender} @UUID[Compendium.cyphersystem-compendium.abilities.qEzcqbNhuJQuBagn]{Zero Dark Eyes}

Mid Tier

@UUID[Compendium.cyphersystem-compendium.abilities.GK0o4fjCtxgAP269]{Action Processor} @UUID[Compendium.cyphersystem-compendium.abilities.6ILcTvACqDdLVpc8]{Agent Provocateur} @UUID[Compendium.cyphersystem-compendium.abilities.KAAezRI2l8rdp1NS]{Animal Senses and Sensibilities} @UUID[Compendium.cyphersystem-compendium.abilities.TmDavAL4vDxKjLBK]{Confidence Artist} @UUID[Compendium.cyphersystem-compendium.abilities.yB4tnpDNVSOxgruq]{Dark Matter Shell} @UUID[Compendium.cyphersystem-compendium.abilities.bvqDafTBMB7Uo9Qj]{Enhance Strength} @UUID[Compendium.cyphersystem-compendium.abilities.hQx9SoUhY6jzUeTW]{Expert Driver} @UUID[Compendium.cyphersystem-compendium.abilities.12xO8QaEsTvEFUvY]{Expert Pilot} @UUID[Compendium.cyphersystem-compendium.abilities.RESKINMA0INj60Rc]{Find the Guilty} @UUID[Compendium.cyphersystem-compendium.abilities.dVh39nh5ARUxreUc]{Flex Skill} @UUID[Compendium.cyphersystem-compendium.abilities.Kk9lHkiaqsr3pUmk]{Ghost} @UUID[Compendium.cyphersystem-compendium.abilities.NhNvpbUWNRIFEm8b]{Hard to See} @UUID[Compendium.cyphersystem-compendium.abilities.7tiGTYVXj9eHdja7]{Heightened Skills} @UUID[Compendium.cyphersystem-compendium.abilities.uhC4ubTGfhkNvIMX]{Improvise} @UUID[Compendium.cyphersystem-compendium.abilities.iyM2N9G0RLlj6BZ7]{Increasing Determination} @UUID[Compendium.cyphersystem-compendium.abilities.2odkyEO8azxIZWYj]{Intelligent Interface} @UUID[Compendium.cyphersystem-compendium.abilities.t5vs3xMko8GLCB64]{Intense Interaction} @UUID[Compendium.cyphersystem-compendium.abilities.vPraXsdXkCmaoBbI]{Knowledge Is Power} @UUID[Compendium.cyphersystem-compendium.abilities.4JDFgEhyhqReRngE]{Master Crafter} @UUID[Compendium.cyphersystem-compendium.abilities.e3jpx5KsYc8F13Pu]{Meticulous Planner} @UUID[Compendium.cyphersystem-compendium.abilities.l0OFjk5XVGV5LzP1]{Minor Wish} @UUID[Compendium.cyphersystem-compendium.abilities.LdHCwZcifnRRuPrp]{Nightstrike} @UUID[Compendium.cyphersystem-compendium.abilities.3VJyYtECl0wKQj2p]{Outlast the Foe} @UUID[Compendium.cyphersystem-compendium.abilities.XQkQrvp4o395uIOJ]{Passing Mechanic} @UUID[Compendium.cyphersystem-compendium.abilities.LojkwDtb1gHLSB6A]{Preternatural Senses} @UUID[Compendium.cyphersystem-compendium.abilities.MzKqElUHuTtHkV7D]{Pull a Fast One} @UUID[Compendium.cyphersystem-compendium.abilities.y1bQFSBlwMbUico5]{Rapid Processing} @UUID[Compendium.cyphersystem-compendium.abilities.DhSH0rnaqLogC3DC]{Rider} @UUID[Compendium.cyphersystem-compendium.abilities.oCcnXLYQy9DjwPJC]{Sea Legs} @UUID[Compendium.cyphersystem-compendium.abilities.syiylO75dZlcUp3i]{Sensing Package} @UUID[Compendium.cyphersystem-compendium.abilities.NcItnMHjeG9fgE1K]{Serv-0 Aim} @UUID[Compendium.cyphersystem-compendium.abilities.lPqCQOQJF0JfoFRn]{Serv-0 Brawler} @UUID[Compendium.cyphersystem-compendium.abilities.EQXA8Gcwdc7dU8lw]{Sharp-Eyed} @UUID[Compendium.cyphersystem-compendium.abilities.hIy0GMeL8WALvhEb]{Ship Footing} @UUID[Compendium.cyphersystem-compendium.abilities.U2QV8t7Pq9irgHqF]{Silent As Space} @UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks} @UUID[Compendium.cyphersystem-compendium.abilities.c4CG5F8lfaYelzFf]{Soothe Mind and Body} @UUID[Compendium.cyphersystem-compendium.abilities.3pqCkOZjnAXWIikt]{Subtle Steps} @UUID[Compendium.cyphersystem-compendium.abilities.q80xvRDX6XwFXgma]{Targeting Eye} @UUID[Compendium.cyphersystem-compendium.abilities.NaqoExT72j3xkWp3]{Task Specialization} @UUID[Compendium.cyphersystem-compendium.abilities.oah8DOODfphl858B]{Telling} @UUID[Compendium.cyphersystem-compendium.abilities.3wxiRMTCBZ4iNCHp]{Temporal Acceleration} @UUID[Compendium.cyphersystem-compendium.abilities.zuEylYrgOVAAjs71]{Trained Basher} @UUID[Compendium.cyphersystem-compendium.abilities.I8N5PUMy5Eq7cqZl]{Trained Gunner} @UUID[Compendium.cyphersystem-compendium.abilities.gPqiQflb6Z3DXGVk]{Trained Slayer} @UUID[Compendium.cyphersystem-compendium.abilities.SjO76u6MlpVx3PwO]{Verbal Misdirection} @UUID[Compendium.cyphersystem-compendium.abilities.PlVEpuVxp9pGJSoa]{You Studied}

High Tier

@UUID[Compendium.cyphersystem-compendium.abilities.B0dq2gW9gdA0PdzR]{Amplify Sounds} @UUID[Compendium.cyphersystem-compendium.abilities.2uSx4ErQ9f2QLX5M]{As Foretold in Prophecy} @UUID[Compendium.cyphersystem-compendium.abilities.jmjxGRJTwztzBtLc]{Coordinated Effort} @UUID[Compendium.cyphersystem-compendium.abilities.xRvaY8SG4HVy5WO8]{Dark Explorer} @UUID[Compendium.cyphersystem-compendium.abilities.rYOt0poxNGA8b3FP]{Explains the Ineffable} @UUID[Compendium.cyphersystem-compendium.abilities.VVYx3J42Sj9qCQV9]{Exploit Advantage} @UUID[Compendium.cyphersystem-compendium.abilities.GnQRIvynqXx1R2a0]{Further Mathematics} @UUID[Compendium.cyphersystem-compendium.abilities.2LaX22wvw35lDger]{Learned a Few Things} @UUID[Compendium.cyphersystem-compendium.abilities.YWMUeaNzao8n8pAc]{Like the Back of Your Hand} @UUID[Compendium.cyphersystem-compendium.abilities.Cz0KkzZPnlX1oTYz]{Magnificent Moment} @UUID[Compendium.cyphersystem-compendium.abilities.kZ3LhhYZKrcnBplY]{Master Entertainer} @UUID[Compendium.cyphersystem-compendium.abilities.4USzF8qKs8oZJH13]{Multiple Skills} @UUID[Compendium.cyphersystem-compendium.abilities.kcXnkEBuyNil4Nd4]{No One Knows Better} @UUID[Compendium.cyphersystem-compendium.abilities.N0wzhZ676UrCR8M4]{Precognition} @UUID[Compendium.cyphersystem-compendium.abilities.MA2Pwhbpbq2SSIQy]{See the Future} @UUID[Compendium.cyphersystem-compendium.abilities.QZa9b5G80qxtoYqg]{Subsonic Rumble} @UUID[Compendium.cyphersystem-compendium.abilities.RE24qvMuPhasaCP3]{Total Awareness} @UUID[Compendium.cyphersystem-compendium.abilities.qKDngpAWNEzhdRj5]{Trick Driver} @UUID[Compendium.cyphersystem-compendium.abilities.vhGEeFVgyqX1gzRr]{Using the Environment}

Transform

A significant change that temporarily enhances you, such as growing bigger, turning into a werewolf, and so on. Also includes apparent transformations like disguises and invisibility.

Low Tier

@UUID[Compendium.cyphersystem-compendium.abilities.8DXGUr433iXaVCSv]{Beast Form} @UUID[Compendium.cyphersystem-compendium.abilities.GmMePJHTRl6PshR6]{Bigger} @UUID[Compendium.cyphersystem-compendium.abilities.wIOwT1tjGLMYzZAb]{Controlled Change} @UUID[Compendium.cyphersystem-compendium.abilities.HDYOv1V10xpFbFI7]{Enlarge} @UUID[Compendium.cyphersystem-compendium.abilities.Tgmrh8dyGqqCfnU5]{Face Morph} @UUID[Compendium.cyphersystem-compendium.abilities.U9ZBl9NeipxSLavS]{Golem Healing} @UUID[Compendium.cyphersystem-compendium.abilities.asQqC0DepYcsPxRV]{Illusory Disguise} @UUID[Compendium.cyphersystem-compendium.abilities.zOCvNsxHOcmkQrBn]{Phased Pocket} @UUID[Compendium.cyphersystem-compendium.abilities.5aUrbdjSSLCRggHU]{Spin Identity} @UUID[Compendium.cyphersystem-compendium.abilities.1CjsEMTtfnvL1CeJ]{Vanish}

Mid Tier

@UUID[Compendium.cyphersystem-compendium.abilities.NIePQkLH2DTVjZR2]{Bigger Beast Form} @UUID[Compendium.cyphersystem-compendium.abilities.rZsohzuwTFfghWVO]{Blend In} @UUID[Compendium.cyphersystem-compendium.abilities.Uq6p6fOg9KyFcUws]{Evanesce} @UUID[Compendium.cyphersystem-compendium.abilities.wqzexDdZolWgxAza]{Greater Controlled Change} @UUID[Compendium.cyphersystem-compendium.abilities.NhNvpbUWNRIFEm8b]{Hard to See} @UUID[Compendium.cyphersystem-compendium.abilities.uNzF1oQKJ6T1yqL4]{Huge} @UUID[Compendium.cyphersystem-compendium.abilities.nEN2HYzlJWhonfmE]{Invisible Phasing} @UUID[Compendium.cyphersystem-compendium.abilities.RfGCXsX7JXEr8fMw]{Moon Shape}

High Tier

@UUID[Compendium.cyphersystem-compendium.abilities.hbbPZIjq81Qqdp6i]{Colossal} @UUID[Compendium.cyphersystem-compendium.abilities.uN2YVmNxkFj3SFof]{Command Metal} @UUID[Compendium.cyphersystem-compendium.abilities.PyVeE7CtDVDksWG6]{Disappear} @UUID[Compendium.cyphersystem-compendium.abilities.0XYaYNoQzrYYKR4p]{Gargantuan} @UUID[Compendium.cyphersystem-compendium.abilities.wvlSlYCJyrJuFqtn]{Invisibility} @UUID[Compendium.cyphersystem-compendium.abilities.S5JTyQCNcgrXgNqf]{Mask} @UUID[Compendium.cyphersystem-compendium.abilities.m2j3n3xiExLcXAAn]{Moderate Wish} @UUID[Compendium.cyphersystem-compendium.abilities.5Rre17QhaTln9jgA]{Outside Reality} @UUID[Compendium.cyphersystem-compendium.abilities.85DCcEDqvz6A0LkD]{Perfect Control} @UUID[Compendium.cyphersystem-compendium.abilities.TRdK7RJBkq8WW4np]{Wild Camouflage}

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Equipment in the Cypher System plays only a small role. It’s far more important to focus on what you can do than on what you have. Still, sometimes it’s important to know if you’ve got enough rope, or what kind of gun your space pilot has at their hip.

Currency and Prices

Dollars, pounds, euros, credits, gold pieces, Martian solval beads, Corso moons and stars, bottle caps—a lot of different currencies might be used in your game, depending on the setting and the genre. You should use whatever you like. In the Cypher System rules, we talk in generalities rather than specifics. Not unlike saying immediate or short distance rather than giving precise numbers, we talk about goods and services in terms of inexpensive, moderately priced, expensive, very expensive, or exorbitant.

The GM can figure out what those things mean in their setting. In a fantasy setting, an inexpensive item might be 1 or 2 copper pennies, while an expensive item might require gold on the table. The exact amount can vary, and in many campaigns, the exact amount will matter. The GM will develop a detailed price list for their setting, and players will track their money on their character sheets to determine what they can afford, often ignoring the terms inexpensive, moderately priced, and so on.

But some GMs might want to keep things simple and use only the general terms, indicating currency just as flavor now and then. In a space opera game, where the PCs are the crew of a starship blazing about the galaxy in search of adventure and profit, fuel and upkeep for the ship might be expensive. Hauling a few passengers from Epsilon Eridani back to Earth might earn enough to purchase six expensive items but cost the equivalent of two expensive items, leaving the crew with the means to refuel and maintain the ship for two further voyages. In such a game, where money only means keeping the ship flying, no one has to talk in specific amounts. Characters might refer to “galactic credits” or something similar, but amounts might not be tracked on the character sheets.

Price Categories

There are five price categories for goods and services.

An inexpensive item is something that common people buy. A simple meal or a drink in the bar. A pen and some paper. A book or magazine.

A moderately priced item is something that common people buy, but not too often and not in great quantities. A small piece of furniture. A major entertainment. An expensive meal. A new outfit.

An expensive item is something that would strain a common person’s finances. Rent on a simple apartment. A major piece of furniture. A very nice outfit. The cost to travel a long distance (if appropriate to the setting).

A very expensive item is probably out of the reach of most people except in very special circumstances. Jewelry. Luxury furnishings.

An exorbitant item is something only the very rich can afford. A very nice house. A ship. Extremely expensive jewelry or art.

Think of the categories as powers of 10. That is to say, a moderately priced item is ten times more costly than an inexpensive item. An expensive item is ten times more costly than a moderately priced item, and thus 100 times the cost of something inexpensive. A very expensive item is ten times the cost of an expensive one, 100 times the cost of a moderate one, and 1,000 times the cost of an inexpensive one. An exorbitant item is priced ten times beyond that.

In some settings, even the generalization offered by the pricing categories might be too specific or cumbersome. In many superhero games, for example, prices are relatively moot. After saving the city, typical superheroes don’t worry about paying rent or how much dinner will cost. On the other hand, in a grittier superhero game, maybe that’s exactly what they worry about.

Using The Price Categories

Regardless of how precise you want to be with prices and currency, you can use the price categories in a variety of ways.

It’s easy for a GM to say to a player “You can afford two extra moderately priced things at the start of the game.” The player can look on the list and pick two moderately priced items without worrying about their cost. Plus, this approach makes it clear that they get two items, not twenty inexpensive items or one more expensive item that perhaps would not be appropriate for a starting character. The categories make it easy to lump similar items together.

The GM can also say “You can have whatever inexpensive items you want, and don’t worry about the cost.” At higher tiers, when the PCs have more wealth, followers, and so on, the GM can do this with moderate or even expensive items. This allows the group to skip over playing through a shopping trip to get supplies, and players don’t have to track prices down to the last coin.

Finally, the categories can be shorthand when evaluating loot, dividing up the spoils among the PCs, and resolving other story-based occurrences that crop up in the game without dealing in the minutiae of exact prices. This is of particular use in high-powered games where the PCs are rich and powerful.

Level of Equipment

Mundane equipment is about level 4—less if of inferior quality or materials, more if of superior quality or materials. This means that in a setting based on the distant past, the default level might be 3, while in the future it might be 5 or 6. So an average serf ’s tool in the Dark Ages is level 3, easily broken, while an average tool on a space station is level 6, made of advanced polymers.

Armor

Characters expecting danger frequently wear armor. Even the simplest protective covering helps against stabs and cuts, and more sophisticated or heavier armor protects against graver threats.

You can wear only one type of armor at a time—you cannot wear chainmail hauberk and scale armor together, for example. However, Armor bonuses from multiple sources combine to provide a total Armor rating. For example, if you have subdermal implants that give you +1 to Armor, a force field that offers another +1 to Armor, and beastskin that grants +2 to Armor, you have a total of +4 to Armor.

In general, light armor is a moderately priced item, medium armor is expensive, and heavy armor is very expensive. The Genre chapter offers more specific details on the kinds of armor available in a given setting. Keep in mind that in many genres, it’s quite odd, at best, to run around in armor tougher than a leather jacket.

Using Armor

Anyone can wear any armor, but it can be taxing. Wearing armor increases the cost of using a level of Effort when attempting a Speed-based action. So if you’re wearing light armor and want to use two levels of Effort on a Speed-based roll to run across difficult terrain, it costs 7 points from your Speed Pool rather than 5 (3 for the first level of Effort, plus 2 for the second level of Effort, plus 1 per level for wearing light armor). Edge reduces the overall cost as normal. If you are not experienced with a certain type of armor but wear it anyway, this cost is further increased by 1. Having experience with a type of armor is called being practiced with the armor.

ArmorSpeed Effort Additional Cost Per Level
Light+1
Medium+2
Heavy+3
Note: Clarification & Foundry VTT Usage

The table above is written from the perspective of someone having the ability Practiced in Armor. For consistency, armor items also assume that the PC is practiced in armor, so PCs without any ability or who are experienced in armor or have mastery in armor need to adjust the cost accordingly. Here’s a complete overview:

Speed Effort Additional Cost Per Level
ArmorNo AbilityPracticedExperiencedMastery
Light+2+1+0+0
Medium+3+2+1+0
Heavy+4+3+2+0

Shields

Shields provide an asset to Speed defense rolls. You must have one free hand to use a shield.

Weapons

Not all characters are familiar with all weapons. Warriors know their way around most types, but Explorers prefer light or medium weapons, and Adepts and Speakers usually stick to light weapons. If you wield a weapon that you have no experience with, an attack with that weapon is hindered. Having experience with a weapon is called being practiced with the weapon.

Light weapons inflict only 2 points of damage, but attacks with them are eased because they are fast and easy to use. Light weapons are punches, kicks, knives, handaxes, darts, very small pistols, and so on. Weapons that are particularly small are light weapons.

Medium weapons inflict 4 points of damage. Medium weapons include broadswords, battleaxes, maces, crossbows, spears, typical handguns, light rifles, sawed-off shotguns, and so on. Most weapons are medium. Anything that could be used in one hand (even if it’s often used in two hands, such as a quarterstaff or spear) is a medium weapon.

Heavy weapons inflict 6 points of damage, and you must use two hands to attack with them. Heavy weapons are huge swords, great hammers, massive axes, halberds, heavy crossbows, rifles, regular shotguns, assault rifles, and so on. Anything that must be used in two hands is a heavy weapon.

WeaponDamage
Light2 points (attack eased)
Medium4 points
Heavy6 points

In general, light weapons are moderately priced items, medium weapons are expensive, and heavy weapons are very expensive. Ammunition for a ranged weapon is inexpensive. The Genre chapter offers more specific details on weapons available in a given setting. Keep in mind that in many genres, it’s not acceptable to run around carrying dangerous weapons.

Explosive Weapons

Bombs, grenades, missiles, and other explosives operate differently than other weapons. They affect all targets within an area (usually an immediate area) and inflict damage to all of them. A separate attack roll is required for each (or a Speed defense roll if the PCs are the targets of such an attack), although to simplify, the player can make one attack roll and compare it to the difficulty to attack each target. Usually, even if the attack roll fails (or the Speed defense roll succeeds), the targets still suffer a smaller amount of damage, often 1 point.

Explosives like grenades can be thrown a short distance. Otherwise, another launcher weapon is needed to project them a long distance (or farther).

Miscellaneous Items and Services

Although the types of items for sale vary greatly based on the setting, a few things are always present, like food, lodging, and clothing. However, these goods and services can span the price categories. For example, you can get an inexpensive meal, a moderately priced meal, an expensive meal, and so on. An inexpensive meal is light and probably not very nutritious. An expensive meal is available only in nice restaurants in certain locations. An exorbitant meal is probably a feast for a crowd, with the finest foods and drink available.

Nightly lodging is similar, although the bottom end starts out worse. An inexpensive night’s lodging is probably a flea-ridden mat on the floor of a room filled with other lodgers. Typical lodging (a private room with a decent bed) is probably in the moderately priced range. Very expensive lodging might be a suite of rooms with delicious meals and personal services (such as massages and grooming) included.

Inexpensive clothing is just a step up from rags, but moderately priced clothing is decent enough. For a formal party, you’d want expensive clothing. The very rich likely wear very expensive clothing most of the time, and exorbitant clothing (and jewelry) when they go to their elite galas.

Other sorts of miscellaneous items can be found in the Genre chapter.

Cyphers

Cyphers can sometimes be physical items like equipment, but they work very differently. To be entirely accurate, cyphers might have the veneer of equipment, but don’t fall into the trap of confusing the two. Cyphers are far more akin to PC special abilities than to gear. In a fantasy game, they might be potions, scrolls, or charms. In a science fiction game, cyphers might be interesting throwaway devices or alien crystals of unknown providence. In other games, they might just represent good fortune or sudden inspiration. See the Cyphers chapter for more details.

Artifacts

Artifacts are more powerful than equipment and can’t simply be purchased. The Genre chapter offers a few sample artifacts appropriate for various settings.

Each artifact has a level and a rate of power depletion. When an artifact is used or activated, the player rolls the designated die (1d6, 1d10, 1d20, or 1d100). If the die shows the depletion number(s), the item works, but that is its last use. A depletion entry of “—” means that the artifact never depletes, and an entry of “automatic” means that it can be used only once.

Depowered artifacts can sometimes be recharged using the repair rules, depending on the item’s nature. Other special abilities can also repower an expended item, but probably for only one use.

For GM information on artifacts, see the Running the Cypher System chapter.

Finding, Identifying, and Using Artifacts

Characters can sometimes find artifacts while on adventures. They might be in ancient ruins, either intact or in need of manipulation to get them working. They could have been stolen from well-guarded military installations. They might be granted as rewards or taken from fallen foes. Sometimes they can even be purchased from a specialized source, but this occurs more rarely than most PCs would probably like.

After the characters find an artifact, identifying it is a separate Intellect task. The GM sets the difficulty of the task, but it is usually equal to the artifact’s level. Identifying it takes fifteen minutes to three hours. If the PCs can’t identify an artifact, they can bring it to an expert to be identified or, if desired, traded or sold.

Characters can attempt to use an artifact that has not been identified, which is usually an Intellect task equal to the artifact’s level + 2. Failure might mean that the PCs can’t figure out how to use the artifact or they use it incorrectly (GM’s discretion). Of course, even if characters use an unidentified artifact correctly the first time, they have no idea what the effect might be.

Once characters identify an artifact, using it for the first time requires an additional Intellect action; this process is far more complex than pushing a button. It can involve manipulating touchscreens, reciting the proper arcane words, or anything else that fits the setting. The GM sets the difficulty, but it is usually equal to the artifact’s level.

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Experience points (XP) are the currency by which players gain benefits for their characters. The most common ways to earn XP are through GM intrusions and by accomplishing things the PCs set out to do. Sometimes experience points are earned during a game session, and sometimes they’re earned between sessions. In a typical session, a player might earn 2 to 4 XP, and between sessions, perhaps another 2 XP (on average). The exact amounts depend on the events of the session.

GM Intrusion

At any time, the GM can introduce an unexpected complication for a character. When they intrude in this way, they must give that character 2 XP. That player, in turn, must immediately give one of those XP to another player and justify the gift (perhaps the other player had a good idea, told a joke, or performed an action that saved a life).

Often, the GM intrudes when a player attempts an action that should be an automatic success. However, the GM is free to intrude at other times. As a general rule, the GM should intrude at least once each session, but no more than once or twice each session per character.

Anytime the GM intrudes, the player can spend 1 XP to refuse the intrusion, though that also means they don’t get the 2 XP. If the player has no XP to spend, they can’t refuse.

If a player rolls a 1 on a die, the GM can intrude without giving the player any XP.

Example 1: Through skill and the aid of another character, a fourth-tier PC eases a wall-climbing task from difficulty 2 to difficulty 0. Normally, they would succeed at the task automatically, but the GM intrudes and says “No, a bit of the crumbling wall gives way, so you still have to make a roll.” As with any difficulty 2 task, the target number is 6. The PC attempts the roll as normal and gains 2 XP because the GM intruded. They immediately give one of those XP to another player.

Example 2: During a fight, a PC swings their axe and damages a foe with a slice across the shoulder. The GM intrudes by saying that the foe turned just as the axe struck, wrenching the weapon from the character’s grip and sending it clattering across the floor. The axe comes to a stop 10 feet (3 m) away. Because the GM intruded, the PC gains 2 XP, and the player immediately gives one of those XP to another player. Now the character must deal with the dropped weapon, perhaps drawing a different weapon or using their next turn to scramble after the axe.

For much more on GM intrusions, see the Running the Cypher System chapter.

Character Arcs

Character arcs are the means by which players can invest themselves more in great stories and character depth and development.

Just like in a book or a television show, characters progress through their own personal story and change over time. A PC with a character arc decides for themselves what they do and why. Character arcs are like stated goals for a character, and by progressing toward that goal, the character advances. The key word there is progressing. A PC doesn’t have to succeed at achieving the goal to earn advancement—it’s not an all-or-nothing prospect. Each arc is keyed to a single character, but just like in a book or show, characters can take part in the larger story arc that the whole group participates in, while also progressing in their own personal arc.

Character arcs have different steps that mark the character’s progress through the arc. Each arc eventually reaches a climax, and then finishes with a step that is a final resolution. Each step reached earns the character 2 XP. Character arcs are the most straightforward way that a character earns XP. (Typically, PCs will earn about half their total experience points from arcs or other GM awards.)

At character creation, a player can choose one character arc for their PC at no cost. Players have the option to not choose one, but it’s probably a good idea to do so. First and foremost, it is a character-defining factor. If they begin the campaign with a desire to find the woman who killed their brother, that says a lot about the character: they had a brother, he was likely close to them, he had been in at least one dangerous situation, and the character is probably motivated by anger and hate, at least somewhat. Even after the character finishes this first arc, they’ll undoubtedly have (at least one) more because they can gain new arcs as the campaign progresses.

Once play begins, players can take on a new arc whenever they wish, as fits the character’s ongoing story. Taking a new arc has a cost of 1 XP. While there’s no hard limit on how many arcs a character can have at one time, realistically most PCs couldn’t reasonably have more than three or four.

However, as mentioned above, arcs have a beginning cost that must be paid, reflecting the character’s devotion to the goal. The character will earn this investment back (probably many times over) if the arc is completed.

Character arcs are always player-driven. A GM cannot force one on a character. That said, the events in the narrative often present story arc opportunities and inspire character arcs for the PCs. It’s certainly in the GM’s purview to suggest possible arcs related to the events going on. For example, if the GM presents an encounter in which an NPC wishes to learn from the PC, it might make sense to suggest taking the Instruction arc. Whether or not the PC takes on the student, the player doesn’t have to adopt the Instruction arc unless they want to.

At the end of a session, review the actions you took and describe how they might equate to the completion of a step (or possibly more than one step) in their character arc. If the GM agrees, the character gets their reward.

When in doubt, if one character accomplishes a step in their arc but another character does not, the first character should get the 2 XP reward, but the other character should probably still get, at minimum, 1 XP for the session.

This chapter presents many sample character arcs (see below).

GM Awards

Sometimes, a group will have an adventure that doesn’t deal primarily with a PC’s character arc. In this case, it’s a good idea for the GM to award XP to that character for accomplishing other tasks. First and foremost, awards should be based on discovery. Discovery can include finding a significant new location, such as a hidden chamber, a secret fortress, a lost land, a new planet, or an unexplored dimension. In this fashion, PCs are explorers. Discovery can also include a new significant aspect of a setting, such as a secret organization, a new religion, and so on.

It can also mean finding a new procedure or device (something too big to be considered a piece of equipment) or even previously unknown information. This could include a source of magical power, a unique teleportation device, or the cure for a plague. These are all discoveries. The common thread is that the PCs discover something that they can understand and put to use.

Last, depending on the GM’s outlook and the kind of campaign the group wants to play, a discovery could be a secret, an ethical idea, an adage, or even a truth.

It’s a fine line, but ultimately the GM decides what constitutes a discovery as opposed to just something weird in the course of an adventure. Usually, the difference is, did the PCs successfully interact with it and learn something about it? If so, it’s probably a discovery.

Artifacts: When the group gains an artifact, award XP equal to the artifact’s level and divide it among the PCs (minimum 1 XP for each character). Round down if necessary. For example, if four PCs discover a level 5 artifact, they each get 1 XP. Money, standard equipment, and cyphers are not worth XP. (Experience point awards for artifacts should usually apply even if the artifact was given to the PCs rather than found, because often such gifts are the rewards for success.)

Miscellaneous Discoveries: Various other discoveries might grant 1 XP to each PC involved.

Other Awards: If a character is focused on activities that don’t relate to a character arc or a discovery, as a general rule, a mission should be worth at least 1 XP per game session involved in accomplishing it. For example, saving a family on an isolated farm beset by raiding cultists might be worth 1 XP for each character. Of course, saving the family doesn’t always mean killing the bad guys; it might mean relocating them, parlaying with the cultists, or chasing off the raiders.

Spending Experience Points

Experience points are meant to be used. Hoarding them is not a good idea; if a player accumulates more than 10 XP, the GM can require them to spend some.

Generally, experience points can be spent in four ways: immediate benefits, short- and medium-term benefits, long-term benefits, and character advancement.

Experience points should not be a goal unto themselves. Instead, they are a game mechanic to simulate how—through experience, time, toil, travail, and so on— characters become more skilled, more able, and more powerful. Spending XP to explain a change in a character’s capabilities that occurred in the course of the story, such as if the PC made a new device or learned a new skill, isn’t a waste of XP—it’s what XP are for.

Immediate Benefits

The most straightforward way for a player to use XP is to reroll any roll in the game—even one that they didn’t make. This costs 1 XP per reroll, and the player chooses the best result. They can continue to spend XP on rerolls, but this can quickly become an expensive proposition. It’s a fine way to try to prevent disaster, but it’s not a good idea to use a lot of XP to reroll a single action over and over.

A player can also spend 1 XP to refuse a GM intrusion.

Short- and Medium-Term Benefits

By spending 2 XP, a character can gain a skill—or, more rarely, an ability—that provides a short-term benefit. Let’s say a character notices that the computer terminals in the facility they’re infiltrating are similar to those used by the company they once worked for. They spend 2 XP and say that they have a great deal of experience in using these. As a result, they are trained in operating (and breaking into) these computers. This is just like being trained in computer use or hacking, but it applies only to computers found in that particular location. The skill is extremely useful in the facility, but nowhere else.

Medium-term benefits are usually story based. For example, a character can spend 2 XP while climbing through mountains and say that they have experience with climbing in regions like these, or perhaps they spend the XP after they’ve been in the mountains for a while and say that they’ve picked up the feel for climbing there. Either way, from now on, they’re trained in climbing in those mountains. This helps them now and any time they return to the area, but they’re not trained in climbing everywhere.

This method allows a character to get immediate training in a skill for half the normal cost. (Normally, it costs 4 XP to become trained in a skill.) It’s also a way to gain a new skill even if the PC has already gained a new skill as a step toward attaining the next tier.

In rare cases, a GM might allow a character to spend 2 XP to gain an entirely new ability—such as a device, a special ability, or a special mental power—for a short time, usually no longer than the course of one scenario. The player and the GM should agree on a story-based explanation for the benefit. Perhaps the ability has a specific rare requirement, such as a tool, a battery, a drug, or some kind of treatment. For example, a character who wants to explore a submerged location has several biotech enhancements, and they spend 2 XP to cobble together a device that lets them breathe underwater. This gives them the ability for a considerable length of time, but not permanently—the device might work for only eight hours. Again, the story and the logic of the situation dictate the parameters.

Long-Term Benefits

In many ways, the long-term benefits a PC can gain by spending XP are a means of integrating the mechanics of the game with the story. Players can codify things that happen to their characters by talking to the GM and spending 3 XP.

Things that a PC can acquire as a long-term benefit can be thought of as being story based, and they allow the player to have some narrative control over the story. In the course of play, a player might decide that their character gains a friend (a contact) or builds a log cabin (a home). Because a player spent XP, however, they should have some agency over what they’ve gained, and it shouldn’t be easily taken away. The player should help come up with the details of the contact or the design of their home.

It’s also possible to gain these benefits through events in the story, without spending XP. The new contact comes to the PC and starts the relationship. The new home is granted to them as a reward for service to a powerful or wealthy patron, or maybe the character inherits the home from a relative. However, because these came from the GM and not the player (and no XP were spent), the player has no narrative control over them and the GM makes up the details.

Long-term benefits can include the following.

Contact: The character gains a long-term NPC contact of importance—someone who will help them with information, equipment, or physical tasks. The player and GM should work out the details of the relationship.

Home: The PC acquires a full-time residence. This can be an apartment in a city, a cabin in the wilderness, a base in an ancient complex, or whatever fits the situation. It should be a secure place where the PC can leave their belongings and sleep soundly. Several characters could combine their XP and buy a home together.

Title or job: The PC is granted a position of importance or authority. It might come with responsibilities, prestige, and rewards, or it might be an honorary title.

Wealth: The PC comes into a considerable amount of wealth, whether it’s a windfall, an inheritance, or a gift. It might be enough to buy a home or a title, but that’s not really the point. The main benefit is that the PC no longer needs to worry about the cost of simple equipment, lodging, food, and so on. This wealth could mean a set amount—perhaps 50,000 dollars (or whatever is appropriate in the setting)—or it could bestow the ability to ignore minor costs, as decided by the player and GM.

GMs and players should work together to make XP awards and expenditures fit the ongoing story. If a PC stays in a location for two months to learn the inhabitants’ unique language, the GM might award the character a few XP, which are then immediately spent to grant them the ability to understand and speak that language.

Character Advancement

Progressing to the next tier involves four steps. When a PC has spent 4 XP on each of the steps, they advance to the next tier and gain all the type and focus benefits of that tier. The four steps can be purchased in any order, but each can be purchased only once per tier. In other words, a PC must buy all four steps and advance to the next tier before they can buy the same steps again.

Increasing Capabilities: You gain 4 new points to add to your stat Pools. You can allocate the points among your Pools however you wish.

Moving Toward Perfection: You add 1 to your Might Edge, your Speed Edge, or your Intellect Edge (your choice).

Extra Effort: Your Effort score increases by 1.

Skills: Choose one skill other than attacks or defense, such as climbing, jumping, persuading, sneaking, or history. You become trained in that skill. You can also choose to be knowledgeable in a certain area of study, such as history or geology. You can even choose a skill based on your character’s special abilities. For example, if your character can make an Intellect roll to blast an enemy with mental force, you can become trained in that ability, easing the task of using it.

If you choose a skill that you are already trained in, you become specialized in that skill, easing the task by two steps instead of one. If you choose a skill that you have an inability in, the training and the inability cancel each other out (you aren’t eased or hindered in that task). For example, if you have an inability in perception, becoming trained in that cancels out the inability.

Once you’re specialized in a skill, you can’t improve your training in that skill further (you can ease a task by up to two steps with training). You can still make that task easier with assets and a few rare abilities that don’t count as an asset or training.

Other Options: Players can also spend 4 XP to purchase other special options. Selecting one of these options counts as purchasing one of the four stages necessary to advance to the next tier. The other three need to be from the other categories. The special options are as follows:

Equal Advancement

It’s worthwhile if all characters advance through the six tiers at about the same rate—an important issue for some players. A good GM can achieve this result by carefully handing out XP rewards, some during play (which will tend to get used immediately) and some after play concludes, especially after completing a major story arc or quest so the GM can hand out 4 XP in one go (which will tend to get used for advancement). Many groups will discover while playing that equal advancement isn’t an important issue in the Cypher System, but people should get to play the game the way they want to play it.

Tier Advancement in The Cypher System

Tiers in the Cypher System aren’t entirely like levels in other roleplaying games. In the Cypher System, gaining tiers is not the players’ only goal or the only measure of achievement. Starting (first-tier) characters are already competent, and there are only six tiers. Character advancement has a power curve, but it’s only steep enough to keep things interesting. In other words, gaining a new tier is cool and fun, but it’s not the only path to success or power. If you spend all your XP on immediate, short-term, and medium-term benefits, you will be different from someone who spends their points on long-term benefits, but you will not be “behind” that character.

The general idea is that most characters will spend half their XP on tier advancement and long-term benefits, and the rest on immediate benefits and short- and medium-term benefits (which are used during gameplay). Some groups might decide that XP earned during a game is to be spent on immediate and short- and medium-term benefits (gameplay uses), and XP awarded between sessions for discoveries is to be spent on character advancement (long-term uses).

Ultimately, the idea is to make experience points into tools that the players and the GM can use to shape the story and the characters, not just a bookkeeping hassle.

Sample Character Arcs

The rest of this chapter presents sample character arcs for PCs. The writeup of each arc describes the parts involved in progressing through the arc:

Opening: This sets the stage for the rest of the arc. It involves some action, although that might just be the PC agreeing to do the task or undertake the mission. It usually has no reward.

Step(s): This is the action required to move toward the climax. In story terms, this is the movement through the bulk of the arc. It’s the journey. The rising tension. Although there might be just one step, there might also be many, depending on the story told. Each results in a reward of 2 XP.

Climax: This is the finale—the point at which the PC likely succeeds or fails at what they’ve set out to do. Not every arc ends with victory. If the character is successful, they earn a reward of 4 XP. If they fail, they still earn a reward of 2 XP. If a character fails the climax, they very likely ignore the resolution.

Resolution: This is the wrap-up or denouement. It’s a time for the character to reflect on what happened, tie up any loose ends, and figure out what happens next. When things are more or less resolved, the character earns a
1 XP reward.

Within the arc, most of the time a part is probably optional, depending on the situation—although it’s hard to envision most arcs without some kind of opening, climax, or resolution. Steps other than the opening, the climax, and the resolution can be done in any order.

Character arcs should always take at least weeks in game time, and no more than two parts in an arc should be accomplished in a game session (and most of the time, it should be one part, if any). If neither of these two things is true, then it’s not really a character arc. You can’t, for example, use the Creation arc to guide you through something you can make in an hour or two.

The following are common character arcs that you can choose for your character. If you and the GM want to make a new one, it should be fairly easy after looking through these models.

This chapter has a selection of sample character arcs, but you can create your own too. The arcs are intentionally broad to encompass many different characters and stories. For example, Revenge is a very simple and straightforward character arc. The player who chooses this arc for their character decides who they want revenge on, and why. It’s up to the players and the GM to make the details fit.

Some players might not want to use character arcs. The GM, however, can still use them as a benchmark for awarding XP. If the PCs are going off to explore a strange planet, the GM can essentially give them the Explore arc.

Aid a Friend

Someone needs your help.

When a PC friend takes a character arc, you can select this arc to help them with whatever their arc is (if appropriate). The steps and climax depend entirely on their chosen arc. If the friend is an NPC, the steps and climax are lifted from another arc appropriate to whatever they seek to do.

It’s difficult, but possible, to aid a friend with an arc even if that friend is unwilling to accept (or is ignorant of) your help.

The cost and rewards for a character with this arc are the same as those described in the original character arc.

Opening: Answering the Call. Offering to help (or responding to a request for help).

Step(s) and Climax: Depends on the friend’s arc. Rewards are the same for you as for the friend.

Resolution: You speak with your friend and learn if they are satisfied. Together, you share what you’ve learned (if anything) and where you will go from here.

Assist an Organization

You set out to accomplish something that will further an organization. You’re probably allied with them or they are rewarding you for your help in some fashion.

Opening: Responding to the Call. You work out all the details of what’s expected of you, and what rewards (if any) you might get. You also get the specifics of what’s required to join and advance.

Step: Sizing up the Task. This requires some action. A reconnaissance mission. An investigation.

Step(s): Undertaking the Task. Because this arc can vary so widely based on the task involved, there might be multiple steps like this one.

Climax: Completing the Task.

Resolution: Collecting your reward (if any) and conferring with the people in the organization that you spoke to. Perhaps getting access to higher-ranking people in the organization. You can choose to have your connection to the organization increase rather than take the standard reward.

Avenge

Someone close to you or important to you in some way has been wronged. The most overt version of this arc would be to avenge someone’s death. Avenging is different than revenge, as revenge is personal—you are the wronged party. But in the Avenge character arc, you are avenging a wrong done to someone else.

Opening: Declaration. You publicly declare that you are going to avenge the victim(s). This is optional.

Step(s): Tracking the Guilty. You track down the guilty party. This might not be physically finding them if you already know where they are. Instead, it might be discovering a way to get at them if they are distant, difficult to reach, or well protected. This step might be repeated multiple times, if applicable.

Step: Finding the Guilty. You finally find the guilty party, or find a path or make a plan to reach them. Now all that’s left is to confront them.

Climax: Confrontation. You confront the guilty party. This might be a public accusation and demonstration of guilt, a trial, or an attack to kill, wound, or apprehend them—whatever you choose to be appropriate.

Resolution: You resolve the outcome and the ramifications of the confrontation and decide what to do next.

Birth

You are becoming a parent.

The Birth character arc assumes you already have a partner or a surrogate. If you want your character to find a romantic partner or spouse, you can use the Romance arc. And of course, nonhuman characters might reproduce in other ways.

This arc is usually followed by the Raise a Child arc.

Opening: Impregnation.

Step: Finding a Caretaker. This might be a physician, midwife, doula, or similar person. This is optional.

Step: Complication. A complication arises that threatens the pregnancy, the birth parent, or both.

Step: Preparation. You prepare a place for the delivery as well as a safe place for the infant to live once born.

Climax: Delivery. The baby is born. Success means the child survives.

Resolution: You get the baby to the place you have prepared and settle in, deciding what to do next.

Build

You are going to build a physical structure—a house, a fortress, a workshop, a defensive wall, and so on. This arc would also cover renovating an existing structure or substantially adding to one. Of course, this doesn’t have to be physical construction. You might build something with spells or other supernatural abilities.

Opening: Make a Plan. This almost certainly involves literally drawing up blueprints or plans.

Step(s): Find a Site. This might be extremely straightforward—a simple examination of the site—or it might be an entire exploratory adventure. (If the latter, it might involve multiple such steps.)

Step(s): Gather Materials. Depending on what you are building and what it is made out of, this could involve multiple steps. There probably are substantial costs involved as well.

Step(s): Construction. Depending on what you are building, this could involve multiple steps. It might also take a considerable amount of time and work.

Climax: Completion. The structure is finished.

Resolution: You put the structure to its desired use and see if it holds up.

Cleanse

Someone or something has been contaminated, probably by evil spirits, radiation, a deadly virus, foul magic, or the like, and you want to rid them of such influences or contaminants. This could also be a curse, a possession, an infestation, or something else.

Opening: Analyzing the Threat. You determine the nature of the contamination.

Step: Find the Solution. Almost every contamination has its own particular solution, and this likely involves research and consultation.

Step: Getting Ready. The solution probably involves materials, spells, or other things that you must gather and prepare.

Climax: The Cleansing. You confront the contamination.

Resolution: You reflect on the events that have transpired and what effects they might have on the future. How can you keep this from happening again?

Creation

You want to make something. This might be a magic item, a painting, a novel, or a machine.

Opening: Make a Plan. You figure out what you need, what you’re going to do, and how you’re going to do it.

Step(s): Gather Materials. Depending on what you are creating and what it is made out of, this could involve multiple steps. There probably are substantial costs involved as well.

Step(s): Progress. Depending on what you are creating, this could involve multiple steps. It might also take a considerable amount of time and work.

Climax: Completion. It’s finished! Is it what you wanted? Does it work?

Resolution: You think about what you have learned from the process and use or enjoy the fruits of your labor.

Defeat a Foe

Someone stands in your way or is threatening you. You must overcome the challenge they represent. Defeat doesn’t always mean kill or even fight. Defeating a foe could mean beating them in a chess match or in competition for a desired mentor.

Opening: Sizing up the Competition. This requires some action. A reconnaissance mission. An investigation.

Step: Investigation. This requires some action. A reconnaissance mission. An investigation.

Step(s): Diving In. You travel toward your opponent, overcome their lackeys, or take steps to reach them so you can confront them. This step can take many forms, and there might be more than one such step. This step is always active.

Climax: Confrontation. The contest, challenge, fight, or confrontation occurs.

Resolution: You reflect on what you’ve learned and what the consequences of your actions might be.

Defense

A person, place, or thing is threatened, and you want to protect it.

Opening: Analyze the Situation. What are you defending, and what threats are involved?

Step: Account for Your Resources. How are you going to defend?

Step(s): Fend Off Danger. The forces threatening what you are protecting probably make an initial threat that you’ll have to defeat. It’s not the main threat, though. There might be multiple such initial threats.

Climax: Protect. The true threat reveals itself and you confront it.

Resolution: A time for reflection on everything that occurred, and an assessment of the person, place, or thing’s safety going forward.

Develop a Bond

You want to get closer to another character. This might be to make a friend, find a mentor, or establish a contact in a position of power. It might be to turn a friend into a much closer friend. The character might be an NPC or a PC.

Opening: Getting to Know You. You learn what you can about the other character.

Step: Initial Attempt. You attempt to make contact. This might involve sending messages or gifts through a courier, using an intermediary, or just going up and saying hello, depending on the situation.

Step(s): Building a Relationship. There might be many such steps as you develop the relationship.

Climax: Bond. You succeed or fail at forging the bond.

Resolution: You enjoy the fruits of your new relationship.

Enterprise

You want to create and run a business or start an organization. Maybe you’re a craftsperson who wants to sell your creations. Maybe you like baking and you want to start a catering service. Or maybe you want to start a secret society or found a school to teach young mutants how to use their powers. You’ll almost certainly have to make new connections, find (and somehow pay for) a location, and deal with all manner of administrative duties.

Opening: Drawing up a Plan. What’s your goal, and how are you going to achieve it?

Step: Account for Your Resources. How much financing does the enterprise need compared to what you’ve got? If you need more, how will you get it? How many people other than yourself are needed to begin, and how many will you need to sustain things once they are up and running?

Step: Finding a Location. You probably need a place to run your enterprise—a store, a workshop, a base of operations, and so on. You find a location and look into what it will take to buy or rent it.

Step(s): Building the Enterprise. You procure the needed equipment or personnel. You make the connections and deals to get things started. You obtain important permits or other legal documents. You test new products. You actually start the business. Each of these developments (and likely others) can be counted as a separate step, so there will be many steps.

Climax: Profit and Loss. You determine whether your enterprise will take off and carry on into the future, or fall apart before it gets a chance to blossom. This occurs in a single dramatic moment—your first major client, your organization’s first big meeting or mission, or whatever else is appropriate.

Resolution: A time for reflection on everything that occurred, and how you’re going to move forward.

Establishment

You want to prove yourself as someone of importance. This can take many forms—socially, within your order, financially, or even romantically.

Opening: Assessment. You assess yourself as well as who you need to prove yourself to.

Step(s): Appearances Matter. You improve your look. Enhance your wardrobe. Spruce up your house. Whatever it takes to get attention from the right people. There might be many such steps.

Step(s): Self-Aggrandizement. You need to get the word out to get people talking about you. There might be many such steps.

Climax: Grabbing Attention. You do something big, like host a party for influential people or produce a play that you wrote. You make a big splash or a big crash.

Resolution: You reflect on what you did and where you go from here.

Explore

Something out there is unknown and you want to explore its secrets. This is most likely an area of wilderness, a new planet, an otherworldly dimension, or something similar.

Opening: Make a Plan. Not only do you draw up a plan for your exploration, but if appropriate, you also make a formal declaration to relevant parties of what you’re going to do.

Step(s): Gather Resources. You get the supplies, vehicles, and help you need. Depending on where you are going and what is required, this could involve multiple steps. There probably are substantial costs involved as well.

Step(s): Travel. You go where you wish to explore. There might be many such steps, depending on how long it takes to get there.

Step(s): Exploration. This is the meat of the arc, but it’s probably a series of small moves and minor victories. There might be many such steps.

Climax: Conquest. You make the big discovery or truly master the area. You might not have explored every inch of the place, but if you are successful, you can claim to be done.

Resolution: You return home and possibly share your findings.

Fall From Grace

This is an odd character arc in that it’s (presumably) not something that a character would want. It is something that a player selects on a meta level for the character because it makes for an interesting story. It also sets up the potential for future arcs, such as Redemption. It’s important that this involve actions you take. For example, you fall into substance abuse. You treat people badly. You make mistakes that endanger others. In other words, the fall isn’t orchestrated by someone else—it’s all your own doing.

Opening: The Descent. Things go bad.

Step(s): Further Descent. Things get worse. Depending on the situation, this might involve many steps.

Step: Lashing Out. You treat others poorly as you descend.

Climax: Rock Bottom. There is no chance for success here. Only failure.

Resolution: You wallow in your own misery.

Finish a Great Work

Something that was begun in the past must now be completed. This might involve destroying an evil artifact, finishing the construction of a monument, developing the final steps of a cure for a disease, or uncovering a lost temple forgotten to the ages.

Opening: Assessing the Past. You look at what has come before and where it still needs to go. This almost certainly involves some real research.

Step: Conceive a Plan. You make a plan on how to move forward.

Step(s): Progress. You make significant progress or overcome a barrier to completion. This may involve multiple such steps.

Climax: Completion. This involves the big finish to the past work.

Resolution: You reflect on what you did and where you go from here.

Growth

Willingly or unwillingly, you are going to change. This is another meta arc. It’s less about a goal and more about character development. While it’s possible that the growth involved is intentional, in most people’s lives and stories, it is emergent. A character might become less selfish, braver, a better leader, or experience some other form of growth.

Opening: The Beginning. Change usually begins slowly, in a small, almost imperceptible way.

Step(s): Change. Growth involves many small steps.

Step: Overcoming an Obstacle. The temptation to resort to your old ways is always present.

Climax: Self-Evident Change. This is a dramatic about-face. This is the moment where you do something the “old you” would never have done, and it has a profound effect on you and those around you. With either success or failure, growth is possible.

Resolution: You recognize the change in yourself and move forward.

Instruction

You teach a pupil. You have knowledge on a topic and are willing to share. This can be a skill, an area of lore, a combat style, or the use of a special ability. This is usually a fairly long-term arc. Sometimes teaching a pupil is a side matter, and sometimes the pupil takes on more of an apprentice role and spends a great deal of time with you, traveling with you and perhaps even living in your house (or you living in theirs).

Opening: Taking on the Student.

Step: Getting to Know Them. You assess your pupil’s strengths and weaknesses and try to get an idea of what they need to learn and how you can teach it to them.

Step(s): The Lessons. Teaching is often a slow, gradual process.

Step: Breakdown. Many times, a student needs to have a moment of crisis to really learn something. Maybe they get dejected, or maybe they rebel against your teaching techniques.

Climax: Graduation. This is when you recognize that the pupil has learned what they need. It usually comes at a dramatic moment.

Resolution: You and the pupil say your goodbyes, and you look toward the future.

Join an Organization

You want to join an organization. This might be a military organization, a corporation, a secret society, a religion, or something else.

Opening: Getting the Details. You learn all you can about the organization and how one becomes a member.

Step(s): Making a Contact. Friends on the inside are always important.

Step(s): Performing a Deed. The organization might want to test your worth, or this might be a ceremony you must take part in. It might include paying some sort of dues or fee. Or all of these things.

Climax: Proving Your Worth. This is the point at which you attempt to show the organization that they would be better off with you as a member.

Resolution: You consider your efforts and assess what your membership gets you.

Justice

You try to right a wrong or bring a wrongdoer to justice.

Opening: Declaration. You publicly declare that you are going to bring justice in this situation. This is optional.

Step(s): Tracking the Guilty. You track down the guilty party, assuming there is one. This might not be physically finding them if you already know where they are. Instead, it might be discovering a way to get at them if they are distant, difficult to reach, or well protected. This step might be repeated multiple times, if applicable.

Step: Helping the Victim. Righting a wrong does not always involve confronting a wrongdoer. Part of it might be about helping those who were wronged.

Climax: Confrontation. You confront the guilty party. This might be a public accusation and demonstration of guilt, a trial, or an attack to kill, wound, or apprehend them—whatever you choose to be appropriate.

Resolution: You resolve the outcome and ramifications of the confrontation and decide what to do next.

Learn

You want to learn something. This isn’t the same as the Uncover a Secret arc, in which you’re looking for a bit of information. This is a skill or whole area of knowledge you want to gain proficiency with. This is learning a new language, how to play an instrument, or how to be a good cook. Thus, it’s not about gaining a level or rank in climbing, but learning to be an experienced mountaineer.

Opening: Focusing on the Problem.

Step: Finding a Teacher or a Way to Teach Yourself. Now you can truly begin.

Step(s): Learn. Depending on what you’re learning, this could involve one step or quite a few.

Climax: The Test. You put your new knowledge to the test in a real situation.

Resolution: You relax a bit and decide what to do next.

Master a Skill

You’re skilled, but you want to become the best. This arc might logically follow the Learn arc. As with the Learn arc, this can involve any kind of training at all, not just a skill.

Opening: Finding the Path. You’ve learned the basics. Now it’s time for the advanced material.

Step: Discovering a Master. You find a master to help you become a master.

Step(s): Learn. Depending on what you’re mastering, this could involve one step or quite a few.

Step: The Last Step. Eventually, you realize that even a master cannot teach you the last step. You must learn it on your own.

Climax: The Test. You put your mastery to the test in a real situation—and considering your goal, it’s probably a very important situation.

Resolution: You relax a bit and decide what to do next.

Mysterious Background

You don’t know who your parents were, but you want to find out. The mystery might be something other than your parentage, but that’s a common theme in this kind of arc. You want to know where you come from—there’s some kind of mystery in your past.

Opening: Beginning the Search.

Step: Research. You look into your own family background, if possible.

Step(s): Investigation. You talk to people who might know. You follow clues.

Climax: Discovery. You discover the secret of your own background. You determine if what you learn is good or bad, but either way discovery means success.

Resolution: You contemplate how this new knowledge sits with you.

New Discovery

You want to invent a new device, process, spell, or something similar. A cure for a heretofore unknown disease? An invocation with a result you’ve never heard of before? A method for getting into an impregnable vault? Any of these and more could be your discovery. While similar to the Creation arc and the Learn arc, the New Discovery arc involves blazing a new trail. No one can teach you what you want to know. You’ve got to do it on your own.

Opening: The Idea. You draw up plans for the thing you want to invent or discover.

Step: Research. You learn what people have done before and recognize where they fell short.

Step(s): Trial and Error. You test your hypothesis. This often ends in many failures before you get a success.

Climax: Eureka! It’s time to put the discovery to the true test.

Resolution: You reflect on your discovery and probably compile your notes and write it all down, for posterity’s sake if nothing else.

Raise a Child

You raise a child to adulthood. It can be your biological child or one you adopt. It can even be a child taken under your wing, more a young protégé than a son or daughter. This is obviously a very long-term arc.

Opening: Sharing Your Home. The child now lives with you.

Step: Care and Feeding. You learn to meet the child’s basic needs.

Step(s): Basic Instruction. You teach them to walk, talk, and read. You teach them to care for themselves.

Step(s): The Rewards Are Many. The child loves you. Relies on you. Trusts you. Eventually, helps you.

Step(s): Ethical Instruction. You instill your basic ethics in the child, hoping that they will mature into an adult you can be proud of.

Climax: Adulthood. At some point the child leaves the proverbial nest. You determine, at this point, your own success or failure.

Resolution: You reflect on the memories you have made.

Recover From a Wound (or Trauma)

You need to heal. This isn’t just for healing simple damage. This involves recovering from a major debilitating injury, illness, or shock. Severe damage, the loss of a body part, and emotional trauma all fall into this category.

Opening: Rest. The first thing you need to do is rest.

Step: Self Care. You take care of your own needs.

Step: Getting Aid. Someone helps.

Step: Medicine. Some kind of drug, cure, poultice, potion, or remedy aids your recovery.

Step: Therapy. With the help of someone else, you exercise your injury or cope with your trauma.

Climax: Acceptance or Recovery. You try to move on and use what has been damaged (or learn how to function without it).

Resolution: You get on with your life.

Redemption

You’ve done something very wrong, but you want to atone and make it right again. This is like the Justice arc or the Undo a Wrong arc, except you are the wrongdoer. This could be a follow-up to the Fall From Grace arc.

Opening: Regret. You are determined to rebuild, recover, and restore.

Step: Forgiveness. You apologize and ask for forgiveness.

Step: Identifying the Needs. You determine what needs to be done to atone for your transgression.

Climax: Making Good. You perform an act that you hope will redeem your past misdeed.

Resolution: You reflect on what has happened but now look to the future.

Repay a Debt

You owe someone something, and it’s time to make good.

Opening: Debts Come Due. You determine to do what is needed to make good on the debt. It might involve repaying money, but more appropriately it’s performing a deed or a series of deeds.

Step: Talking It Over. You discuss the matter with the person you owe, if possible. You ensure that what you’re doing is what they want.

Climax: Repayment. Either you do something to earn the money or goods you owe, or you undertake a major task that will compensate the other person.

Resolution: You relax knowing that your debt is repaid, and you look to the future.

Rescue

Someone or something of great importance has been taken, and you want to get them or it back.

Opening: Heeding the Call. You determine what has happened, and who or what is missing.

Step: Tracking. You discover who has taken them, and where.

Step: Travel. You go to where they are being held and get information on the location and who is involved. Maybe make a plan.

Climax: Rescue Operation. You go in and get them.

Resolution: You return them home.

Restoration

You’re down but not out. You want to restore your good name. Recover what you’ve lost. Rebuild what has been destroyed. You’ve fallen down or have been knocked down, but either way you want to pick yourself up. This is a possible follow-up to the Fall From Grace arc.

Opening: Vow to Yourself. You are determined to rebuild, recover, and restore.

Step(s): Work. You rebuild, recover, and restore. If all your money was stolen, you make more. If your house was destroyed, you rebuild it. If your reputation was tarnished, you perform deeds that restore your good name.

Climax: The Final Act. You undertake one last major task that will bring things back to where they were (or close to it). A lot is riding on this moment.

Resolution: You enjoy a return to things the way they were before.

Revenge

Someone did something that harmed you. Unlike the Avenge arc, this arc probably isn’t about tracking down a murderer, but it might involve pursuing someone who stole from you, hurt you, or otherwise brought you grief. The key is that it’s personal. Otherwise, use the Justice arc.

Opening: Vow. You swear revenge.

Step(s): Finding a Clue. You find a clue to tracking down the culprit.

Climax: Confrontation. You confront the culprit.

Resolution: You deal with the aftermath of the confrontation and move on. You think about whether you are satisfied by gaining your revenge.

Romance

You want to strike up a relationship with a romantic partner. Perhaps you have a specific person in mind, or maybe you’re just interested in a relationship in general.

Opening(s): Caught Someone’s Eye. You meet someone you are interested in. (Since this can be short-lived, it’s possible to have this opening occur more than once.)

Step(s): Courtship. You begin seeing the person regularly. Although not every “date” is a step in the arc, significant moments are, and there may be a few of them.

Climax: Commitment. You may or may not be interested in a monogamous relationship. Regardless, you and your love have made some kind of commitment to each other.

Resolution: You think about the future. Marriage? Children? These are only some of the possibilities.

Solve a Mystery

Different from the Learn arc and the Uncover a Secret arc, this arc is about solving a crime or a similar action committed in the fairly recent past. It’s not about practice or study, but about questions and answers. In theory, the mystery doesn’t have to be a crime. It might be “Why is this strange caustic substance leaking into my basement?”

Opening: Pledging to Solve the Mystery.

Step: Research. You get some background.

Step(s): Investigation. You ask questions. You look for clues. You cast divinations. This likely encompasses many such steps.

Climax: Discovery. You come upon what you believe to be the solution to the mystery.

Resolution: In this step, which is far more active than most resolutions, you confront the people involved in the mystery with what you’ve discovered, or you use the information in some way (such as taking it to the proper authorities).

Theft

Someone else has something you want.

Opening: Setting Your Sights. You make a plan.

Step: Casing the Joint. You scout out the location of the thing (or learn its location).

Step(s): Getting to the Object. Sometimes, many steps are involved before you reach the object you wish to take. For example, if, in order to steal something from a vault, you need to approach one of the guards while they are off duty and bribe them to look the other way when you break in, that is covered in this step.

Climax: The Attempt. You make your heist.

Resolution: You decide what to do with the thing you’ve stolen and contemplate the repercussions you might face for stealing it.

Train a Creature

You want to domesticate and train an animal or other creature. While the beast doesn’t need to be wild, it must not already be domesticated and trained.

Opening: Getting Acquainted. You get to know the creature a bit, and it gets to know you.

Step: Research. You get information on the type of creature or advice from others who have trained one.

Step: Domestication. After some work, the creature is no longer a threat to you or anyone else, and it can live peacefully in your home or wherever you wish.

Step(s): Training. Each time you use this step, you teach the creature a new, significant command that it will obey regularly and immediately.

Climax: Completion. Believing the creature’s training to be complete, you put it in a situation where that is put to the test.

Resolution: You reflect on the experience.

Transformation

You want to be different in a specific way. Because the Growth arc covers internal change, this one focuses primarily on external change. This could take many forms, and probably varies greatly by genre. In some settings, it could even be death, which might turn you into a ghost. For the change to be an arc, it should be difficult and perhaps risky.

Opening: Deciding on the Transformation.

Step: Research. You look into how the change can be made and what it entails.

Step(s): Investigation. This is an active step toward making the change. It might involve getting more information, materials or ingredients, or something else.

Climax: Change. You make the change, with some risk of failure or disaster.

Resolution: You contemplate how this change affects you going forward.

Uncover a Secret

There is knowledge out there that you want. It could be an attempt to find and learn a specific special ability. This could also be a hunt for a lost password or a key that will open a sealed door, the true name of a devil, the secret background of an important person, or how the ancients constructed that strange monolith.

Opening: Naming the Secret. You give your goal a name. “I am seeking the lost martial art of the Khendrix, who could slice steel with their bare hands.”

Step(s): Research. You scour libraries and old tomes for clues and information.

Step(s): Investigation. You talk to people to gain clues and information.

Step(s): Tracking. You track down the source of the secret information and travel to it.

Climax: Revelation. You find and attempt to use the secret, whatever that entails.

Resolution: You contemplate how this secret affects you and the world.

Undo a Wrong

Someone did something horrible, and its ramifications are still felt, even if it happened long ago. You seek to undo the damage, or at least stop it from continuing.

This is different from the Justice arc because this isn’t about justice (or even revenge)—it’s about literally undoing something bad that happened in the past, such as a great library being burned to the ground, a sovereign people being driven from their land, and so on.

Opening: Vowing to Put Right What Once Went Wrong.

Step: Make a Plan. You learn all you can about the situation and then make a plan to put things right.

Step(s): Progress. This is an active step toward undoing the wrong. It might involve finding something, defeating someone, destroying something, building something, or almost anything else, depending on the circumstances.

Climax: Change. You face the challenge of the former wrong, and either overcome it or fail.

Resolution: You reflect on what you’ve accomplished and think about the future.

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For an expanded treatment of the fantasy genre, refer to the @UUID[Compendium.cyphersystem-compendium.cypher-journals.nnDPf4sPK61ROEV8]{Fantasy Rulebook}.

For our purposes, fantasy is any genre that has magic, or something so inexplicable it might as well be magic. The sort of core default of this type is Tolkienesque fantasy, also known as second-world fantasy because it includes a completely new world not our own. Big fantasy epics like those penned by J. R. R. Tolkien (hence the name), C. S. Lewis, George R. R. Martin, Stephen R. Donaldson, David Eddings, Ursula K. Le Guin, and others are indicative of this genre. It usually involves swords, sorcery, nonhuman species (such as elves, dwarves, helborn, and half-giants), and epic struggles.

Of course, fantasy might also involve the modern world, with creatures of myth and sorcerers dwelling among us. It might involve mythic traditions of any number of cultures (elves, dwarves, and the like, usually being decidedly European) or bear little resemblance to anything on Earth, past or present. It might even involve some of the trappings of science fiction, with spaceships and laser guns amid the wizardry and swords (this is often called science fantasy).

Fantasy can also be defined by the amount of fantasy elements within it. A second-world fantasy filled with wizards, ghosts, dragons, curses, and gods is referred to as high fantasy. Fantasy with a firmer grounding in reality as we know it in our world is low fantasy. (In fact, low fantasy often takes place in our world, or in our world’s distant past, like the stories of Conan.) No single element indicates concretely that a given fantasy is high or low. It’s the prevalence of those elements.

The point is, there are many, many types of fantasy.

Suggested Types for a Fantasy Game

RoleCharacter Type
WarriorWarrior
KnightWarrior
RangerExplorer
BarbarianExplorer flavored with combat
ThiefExplorer flavored with stealth
WizardAdept
ClericSpeaker flavored with magic
DruidExplorer flavored with magic
Warrior mageWarrior flavored with magic
BardSpeaker

Basic Creatures and NPCs for a Fantasy Game

@UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.aRHd1kwkUTogvMyG]{Bat} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.POcXUZp1mwvumsvK]{Blacksmith} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.JZbErZ6hAgtHrgim]{Dog} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.vmvgLdR7JKdsukCW]{Dog, guard} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.4xi11kpGx3rGZEYm]{Farmer} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.pNEII8Wup8xjZfuA]{Hawk} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.61EndqAjZ2ZZZuS9]{Horse} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.4xi11kpGx3rGZEYm]{Farmer} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.8AhrSmfhARlAahxp]{Merchant} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.qLFrfE0E9w6BcG48]{Rat} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.XwsPRwBGqnPnCJKG]{Villager} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.ZIE2MSMDhhgqBRgl]{Viper} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.vhGua32GarGCzLGv]{Warhorse} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.4gJ7LYEkIlt16Epj]{Wolf}

Additional Fantasy Equipment

In the default Medieval Europe-style fantasy setting, the following items (and anything else appropriate to that time period) are usually available.

Inexpensive Items

WeaponsNotes
@UUID[Compendium.cyphersystem-compendium.ammo.JwvZz1lxVR3H6P8D]{Arrows (20)}
@UUID[Compendium.cyphersystem-compendium.weapons-fantasy.zuI2zJqYv2bPN415]{Club}Light weapon
@UUID[Compendium.cyphersystem-compendium.ammo.mY1JGNvk9RPW7y2D]{Crossbow bolts (20)}
@UUID[Compendium.cyphersystem-compendium.weapons-fantasy.IBJ8eUTFLMb2IKaZ]{Knife (rusty and worn)}Light weapon (won’t last long)
Other ItemsNotes
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.ua0XElr4rvEe4C7J]{Candle}
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.UJ5qtx1Dt3ENW2Uh]{Rations (1 day)}
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.m5lUbtwYYZDzo0Jx]{Sack}
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.G2HjI5SUADNv0yJ2]{Torch}

Moderately Priced Items

WeaponsNotes
@UUID[Compendium.cyphersystem-compendium.weapons-fantasy.La6ogBpdY1cjYIug]{Blowgun}Light weapon, short range
@UUID[Compendium.cyphersystem-compendium.weapons-fantasy.DxvLEdJsjNLghy5m]{Broadsword (substandard)}Medium weapon (won’t last long)
@UUID[Compendium.cyphersystem-compendium.weapons-fantasy.cFkYLORc1EiwPpLf]{Dagger}Light weapon
@UUID[Compendium.cyphersystem-compendium.weapons-fantasy.Chp5Kt00vrxxYBAT]{Handaxe}Light weapon
@UUID[Compendium.cyphersystem-compendium.weapons-fantasy.xMUGgLlOKoZqooWy]{Throwing knife}Light weapon, short range
ArmorNotes
@UUID[Compendium.cyphersystem-compendium.armor-fantasy.dwYLXpRkrg8AaoMP]{Hides and furs}Light armor
@UUID[Compendium.cyphersystem-compendium.armor-fantasy.E3UpdWDvaLUQ2Xfz]{Leather jerkin}Light armor
Other ItemsNotes
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.2uM56Yu3g5OCjLkm]{Backpack}
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.3TAk68d2T0nMXlIG]{Bedroll}
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.ObGbm8EmEBDCotRD]{Crowbar}
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.BmQOOToImOypwy7g]{Hourglass}
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.VNW4jviGcTTfC2Mu]{Iron spikes}10 spikes
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.XjU4o9vgaZ4wiBSD]{Lantern}
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.U20W8jrBZGlWsQu2]{Rope}Hemp, 50 feet
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.BQ87g3YjkViIKc7l]{Signal horn}
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.MEp5TNjz6v9dnuLP]{Tent}

Expensive Items

WeaponsNotes
@UUID[Compendium.cyphersystem-compendium.weapons-fantasy.oGdbXxumsdjbdVzJ]{Battleaxe}Medium weapon
@UUID[Compendium.cyphersystem-compendium.weapons-fantasy.W8mx4ak9u2JKvX6Q]{Broadsword}Medium weapon
@UUID[Compendium.cyphersystem-compendium.weapons-fantasy.xeXPxadNyGu35H4k]{Bow}Medium weapon, long range
@UUID[Compendium.cyphersystem-compendium.weapons-fantasy.H8tg6l3LpBLNRz32]{Cutlass}Medium weapon
@UUID[Compendium.cyphersystem-compendium.weapons-fantasy.ZHeioW4Ywrgs6Si8]{Light crossbow}Medium weapon, long range
@UUID[Compendium.cyphersystem-compendium.weapons-fantasy.J3BdB6S45bmc8cvl]{Quarterstaff}Medium weapon (requires 2 hands)
ArmorNotes
@UUID[Compendium.cyphersystem-compendium.armor-fantasy.ljoqzdX7tpPpCTCc]{Breastplate}Medium armor
@UUID[Compendium.cyphersystem-compendium.armor-fantasy.9toshrf5gjzwIsDm]{Brigandine}Medium armor
@UUID[Compendium.cyphersystem-compendium.armor-fantasy.2mgyMiNIOQ4iUVnl]{Chainmail}Medium armor
Other ItemsNotes
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.mVwBYBHxYinj4lLx]{Bag of heavy tools}
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.XuYDx9q73UxyPN22]{Bag of light tools}

Very Expensive Items

WeaponsNotes
@UUID[Compendium.cyphersystem-compendium.weapons-fantasy.rUR8Ile0ZRC2qMfM]{Broadsword (jeweled)}Medium weapon
@UUID[Compendium.cyphersystem-compendium.weapons-fantasy.7Yc0010ac7PbCkPl]{Greatsword}Heavy weapon
@UUID[Compendium.cyphersystem-compendium.weapons-fantasy.gVNfXCYe0qsDXQNO]{Heavy crossbow}Heavy weapon, long range
ArmorNotes
@UUID[Compendium.cyphersystem-compendium.armor-fantasy.f8OhNQR1rGtWy2Ot]{Dwarven breastplate}Medium armor, encumbers as light armor
@UUID[Compendium.cyphersystem-compendium.armor-fantasy.2SMPhQU8pP4vsJ6R]{Full plate}Heavy armor
Other ItemsNotes
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.cIWeisTbSX9izeaW]{Disguise kit}Asset for disguise tasks
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.ICgjGDSqGXInN1PP]{Healing kit}Asset for healing tasks
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.7BQwwk2qh7zxU6ih]{Spyglass}Asset for perception tasks at range

Exorbitant Items

ArmorNotes
@UUID[Compendium.cyphersystem-compendium.armor-fantasy.kcF98fSVWNjAEQWI]{Elven chainmail}Medium armor, encumbers as no armor
Other ItemsNotes
@UUID[Compendium.cyphersystem-compendium.vehicles.3svOlCDP6Sm4v2Ql]{Sailing ship (small)}

Fantasy Artifacts

In many ways, fantasy is the genre for artifacts. All magic items—wands that shoot lightning, magic carpets, singing swords, rings that make the wearer invisible, and so on—are artifacts. Below are a few sample artifacts to give a template for GMs to follow. Those running a fantasy campaign will likely want to create many magic artifacts.

@UUID[Compendium.cyphersystem-compendium.artifacts-fantasy.Hanw3m7cRoN6XrsV]{Angelic ward} @UUID[Compendium.cyphersystem-compendium.artifacts-fantasy.I8TAffkn2YfPdIlf]{Ring of dragon’s flight} @UUID[Compendium.cyphersystem-compendium.artifacts-fantasy.lZy9XOFTIPBKjr5z]{Soulflaying weapon} @UUID[Compendium.cyphersystem-compendium.artifacts-fantasy.2q4omUFxtUBr4WFP]{Spellbook of the amber mage} @UUID[Compendium.cyphersystem-compendium.artifacts-fantasy.BNT94UfgkXdmcErV]{Wand of firebolts}

Fantasy Species Descriptors

In a high fantasy setting, some GMs may want dwarves and elves to be mechanically different from humans. Below are some possibilities for how this might work.

Dwarf

You’re a stocky, broad-shouldered, bearded native of the mountains and hills. You’re also as stubborn as the stone in which the dwarves carve their homes under the mountains. Tradition, honor, pride in smithcraft and warcraft, and a keen appreciation of the wealth buried under the roots of the world are all part of your heritage. Those who wish you ill should be wary of your temper. When dwarves are wronged, they never forget.

You gain the following characteristics:

Stalwart: +2 to your Might Pool.

@UUID[Compendium.cyphersystem-compendium.basic-skills.Q0vfmbqehJw0jYBa]{Skill}: You are trained in Might defense rolls.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.kOe6eKWNKZ0rlIbt]{Skill}: You are trained in tasks related to stone, including sensing stonework traps, knowing the history of a particular piece of stonecraft, and knowing your distance beneath the surface.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.XBza3foP98Apv3u6]{Skill}: You are practiced in using axes.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.O0bj3SSEEaArxBet]{Skill}: You are trained in using the tools required to shape and mine stone.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.wfUuLfNI6KyKsZ6R]{Vulnerability}: When you fail an Intellect defense roll to avoid damage, you take 1 extra point of damage.

Additional Equipment: You have an axe.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You found the PCs wandering a maze of tunnels and led them to safety.

  2. The PCs hired you to dig out the entrance to a buried ruin.

  3. You tracked down the thieves of your ancestor’s tomb and found they were the PCs. Instead of killing them, you joined them.

  4. Before dwarves settle down, they need to see the world.

Elf

You haunt the woodlands and deep, natural realms, as your people have for millennia. You are the arrow in the night, the shadow in the glade, and the laughter on the wind. As an elf, you are slender, quick, graceful, and long lived. You manage the sorrows of living well past many mortal lifetimes with song, wine, and an appreciation for the deep beauties of growing things, especially trees, which can live even longer than you do.

You gain the following characteristics:

Agile: +2 to your Speed Pool.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.y8GNItkWz0Ll5eDE]{Long-Lived}: Your natural lifespan (unless tragically cut short) is thousands of years.

@UUID[Compendium.cyphersystem-compendium.basic-skills.rH5FwMXGaNn21DZD]{Skill}: You are specialized in tasks related to perception.

Skill: You are practiced in using one bow variety of your choice.

Skill: You are trained in @UUID[Compendium.cyphersystem-compendium.basic-skills.duTx0BwgmC1Gw3Ze]{stealth} tasks. In areas of natural woodland, you are @UUID[Compendium.cyphersystem-compendium.expanded-skills.FXuy9hOuuAVeiGIc]{specialized in stealth tasks}.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.JTgcA5dhKHQM6lvw]{Fragile}: When you fail a Might defense roll to avoid damage, you take 1 extra point of damage.

Additional Equipment: You have a bow and a quiver of arrows to go with it.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. Before putting an arrow in the forest intruders, you confronted them and met the PCs, who were on an important quest.

  2. Your heart yearned for farther shores, and the PCs offered to take you along to new places.

  3. Your home was burned by strangers from another place, and you gathered the PCs along the way as you tracked down the villains.

  4. An adventure was in the offing, and you didn’t want to be left behind.

Half-Giant

You stand at least 12 feet (4 m) tall and tower over everyone around you. Whether you are a full-blooded giant or merely have giant heritage from large ancestors, you’re massive. Always large for your age, it became an issue only once you reached puberty and topped 7 feet (2 m) in height, and kept growing from there.

You gain the following characteristics:

Tough: +4 to your Might Pool.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.cP5tB0NoQnIydKZJ]{Mass and Strength}: You inflict +1 point of damage with your melee attacks and attacks with thrown weapons.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.0efUBEaMaoe3XB4q]{Breaker}: Tasks related to breaking things by smashing them are eased.

Inability: You’re too large to accomplish normal things. Tasks related to @UUID[Compendium.cyphersystem-compendium.inabilities.gpHPkjq631isDAjT]{initiative}, @UUID[Compendium.cyphersystem-compendium.inabilities.oGzczZIk8XKBDpZo]{stealth}, and @UUID[Compendium.cyphersystem-compendium.inabilities.veqN70GNrIvluVMq]{fine manipulation of any sort} (such as lockpicking or repair tasks) are hindered.

Additional Equipment: You have a heavy weapon of your choice.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You fished the PCs out of a deep hole they’d fallen into while exploring.

  2. You were the PCs’ guide in the land of giants and stayed with them afterward.

  3. The PCs helped you escape a nether realm where other giants were imprisoned by the gods.

  4. You kept the PCs from being discovered by hiding them behind your bulk when they were on the run.

Helborn

Demons of the underworld sometimes escape. When they do, they can taint human bloodlines. Things like you are the result of such unnatural unions. Part human and part something else, you are an orphan of a supernatural dalliance. Thanks to your unsettling appearance, you’ve probably been forced to make your own way in a world that often fears and resents you. Some of your kin have large horns, tails, and pointed teeth. Others are more subtle or more obvious in their differences—a shadow of a knife-edge in their face and a touch that withers normal plants, a little too much fire in their eyes and a scent of ash in the air, a forked tongue, goatlike legs, or the inability to cast a shadow. Work with the GM on your particular helborn appearance.

You gain the following characteristics.

Devious: +2 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.JW3zwz6IgZcqN0XX]{Skill}: You are trained in tasks related to magic lore and lore of the underworld.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.w2loaRgoNlhuYGwg]{Fire Adapted}: +2 to Armor against damage from fire only.

Helborn Magic: You are inherently magical. Choose one low-tier ability from the Abilities chapter. If the GM agrees it is appropriate, you gain that ability as part of your helborn heritage, and can use it like any other type or focus ability.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.yW5LvpudYQcN1n5b]{Inner Evil}: You sometimes lose control and risk hurting your allies. When you roll a 1, the GM has the option to intrude by indicating that you lose control. Once you’ve lost control, you attack any and every living creature within short range. You can’t spend Intellect points for any reason other than to try to regain control (a difficulty 2 task). After you regain control, you suffer a –1 penalty to all rolls for one hour.

@UUID[Compendium.cyphersystem-compendium.inabilities.lfVIjOnbi86nUjng]{Inability}: People distrust you. Tasks to persuade or deceive are hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You were nearly beaten to death by people who didn’t like your look, but the PCs found and revived you.

  2. The PCs hired you for your knowledge of magic.

  3. Every so often you get visions of people trapped in the underworld. You tracked those people down and found the PCs, who’d never visited the underworld. Yet.

  4. Your situation at home became untenable because of how people reacted to your looks. You joined the PCs to get away.

Optional Rule: Spellcasting

Fantasy settings prioritize magic as an essential ingredient. But why restrict that magic to just wizards and similar characters? It’s not uncommon in fantasy literature for a thief or warrior to learn a few spells as they steal or brawl through their adventures. Leiber’s Gray Mouser knew some spells, Moorcock’s Elric knew a lot, pretty much everyone in Anthony’s Xanth books knew at least one, and so on. Of course, wizards and sorcerers specialize in spellcasting, which gives them clear superiority in magic use. But whether a character is a fireball-flinging wizard or a belligerent barbarian, anyone can learn some spellcasting under this optional rule.

Under the spellcasting rule, any character, no matter their role or type, can choose to learn a spell as a long-term benefit. After they learn one spell, they may learn more later if they wish, or just stick with the one.

First Spell

Any character can gain a spell by spending 3 XP and working with the GM to come up with an in-game story of how the PC learned it. Maybe they learned it as a child from their parent and practiced it enough to actually do it; perhaps they spent a month hiding in a wizard’s library reading; it could be that they found a weird magical amulet that imbues them with the spell; and so on.

Next, choose one low-tier ability from the Abilities chapter. If the GM agrees it is appropriate, the character gains that ability as their spell, with a few caveats. The spell can’t be used like a normal ability gained through a PC’s type or focus. Instead, a character must either use a recovery roll or spend many minutes or longer evoking their spell, in addition to paying its Pool cost (if any).

Using a Recovery Roll to Cast a Spell: If the character uses a one-action, ten-minute, or one-hour recovery roll as part of the same action to cast the spell (including paying any Pool costs), they can use the ability as an action. This represents a significant mental and physical drain on the character, because the normal benefit of recovering points in a Pool is not gained.

Spending Time to Cast a Spell: If the character takes at least ten minutes chanting, mumbling occult phonemes, concentrating deeply, or otherwise using all their actions, they can cast a low-tier spell (if they also pay any Pool costs). An hour is required to cast mid-tier spells. Ten hours are required to cast a high-tier spell.

More Spells

Once a character has learned at least one spell, they can opt to learn additional spells later. Each time, they must spend an additional 3 XP and work with the GM to come up with an in-game story of how the character’s magical learning has progressed.

Two additional rules for learning additional spells apply:

First, a character must be at least tier 3 and have previously gained one low-tier spell before they can learn a mid-tier spell.

Second, a character must be at least tier 5 and have previously gained one mid-tier spell before they can learn a high-tier spell.

Otherwise, gaining and casting additional spells are as described for the character’s first spell.

Wizards and the Optional Spellcasting Rule

Wizards (usually Adepts) and characters with explicit spellcasting foci like Masters Spells, Channels Divine Blessings, Speaks for the Land, and possibly others are also considered to be spellcasters, and moreover, specialized ones. Their spells—abilities provided by their type or focus—are used simply by paying their Pool costs. Extra time or physical effort isn’t required to cast them. That’s because, in the parlance of the fantasy genre, these spells are considered to be “prepared.”

But specialized casters can also use the optional spellcasting rule to expand their magic further. They can learn additional spells via the optional spellcasting rule just like other characters, with the same limitations.

Optionally, specialized casters who record their arcane knowledge in a spellbook (or something similar) gain one additional benefit. The spellbook is a compilation of spells, formulas, and notes that grants the specialized caster more flexibility than those who’ve simply learned a spell or two. With a spellbook, a PC can replace up to three prepared spells with three other spells they’ve learned of the same tier. To do so, they must spend at least one uninterrupted hour studying their spellbook. Usually, this is something that requires a fresh mind, and must be done soon after a ten-hour recovery.

For instance, if a wizard exchanges Ward (an ability gained from their type) with Telekinesis (an ability gained from the optional spellcasting rule), from now on the character can cast Ward only by spending time or using a recovery roll (as well as spending Pool points). On the other hand, they can use Telekinesis normally, because now it’s prepared. Later, the wizard could spend the time studying to change out their prepared spells with others they’ve learned using the optional spellcasting rule.

A PC might choose the 4 XP character advancement option to select a new type-based ability from their tier or alower tier. If so, the ability gained doesn’t count as a spell, and the spellcasting rule limitations do not apply to the ability so gained. If the PC is a wizard and uses the 4 XP character advancement option, treat the ability as one more prepared spell.

Note: Foundry VTT Usage

To use spells in Foundry VTT, sort abilities as spells in the settings of the item sheet. Note how many abilities are prepared spells (i.e., how many are learned as type or focus abilities). Archive all unprepared spells, so that the number of active items equals the number of prepared spells. When the PC exchanges one of their prepared spells, unarchive the one that is now prepared and archive another one of the same tier.

You can use your prepared spells just like any other ability of your type or focus. Unprepared spells (i.e., archived spells) use the rules above.

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The modern setting is easy because it’s just the real world, right? Well, yes and no. It’s easy for players to understand the context of a modern setting. They know the default assumptions—cities, cars, cell phones, the internet, and so on. It’s also easier for some players to get into character, because their character could be someone they might very well pass on the street. It can be easier to wrap your mind around a history professor than a thousand-year-old elf wizard. These things make it easier on the GM as well.

But for the same reason, it’s not easy. The setting is the real world we all know, so it’s easy to get facts wrong or let them bog you down. What happens when you pull the fire alarm on the thirty-fifth floor of a major hotel in a large city? How fast do the authorities arrive? In truth, the facts aren’t as important as the story you’re creating, but some verisimilitude is nice.

Molding Characters for a Modern Game

If you’re trying to portray a psychic with a few basic powers, you might not want to use the Adept character type. Instead, choose a different type (perhaps a Speaker) and encourage foci such as Commands Mental Powers or Focuses Mind Over Matter. Some of the Adept’s powers might be too over the top for the genre.

Similarly, the technology flavor is probably too high-tech for a modern game. For someone with technical skills, use the skills and knowledge flavor instead.

Sometimes, the types might be more physical than is always desirable for a modern game, but that’s because the least physical type, the Adept, is often inappropriate for other reasons. The Calm descriptor is very good for such characters, not only granting them a great deal of skill and knowledge, but also reducing their physical capabilities.

Last, don’t forget foci such as Doesn’t Do Much or Would Rather Be Reading for “normal” characters who have useful skills but not much in the way of flashy abilities.

Suggested Types for a Modern Game

RoleType
Police officerExplorer with combat flavor
DetectiveExplorer with stealth flavor
SoldierWarrior
CriminalExplorer with stealth flavor
TeacherSpeaker
Professional (accountant, writer, etc.)Speaker with skills and knowledge flavor
Technical professionExplorer with skills and knowledge flavor
DilettanteSpeaker with skills and knowledge flavor
Doctor/NurseExplorer with skills and knowledge flavor
PoliticianSpeaker
LawyerSpeaker
ScholarExplorer with skills and knowledge flavor
SpySpeaker with stealth flavor
OccultistAdept
Mystic/PsychicAdept

Basic Creatures and NPCs for a Modern Game

@UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.WJgPGUcSUrR4Ssuu]{Businessperson} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.ZT13lzcl6dsvg8HX]{Cat} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.GNrvq56bsnlHgKeW]{Clerk} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.JZbErZ6hAgtHrgim]{Dog} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.vmvgLdR7JKdsukCW]{Dog, guard} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.61EndqAjZ2ZZZuS9]{Horse} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.qLFrfE0E9w6BcG48]{Rat} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.SpaQv9sL1VWlrkLS]{Worker}

Additional Modern Equipment

In a modern setting, the following items (and anything else appropriate to the real world) are usually available.

Refer to the @UUID[Compendium.cyphersystem-compendium.cypher-journals.QhNXyjJC4BW5agrm.JournalEntryPage.YwC86IjNKFB5q7gx#equipment-listing]{equipment listing} of the Science Fiction Rulebook for an expanded selection of contemporary equipment.

Inexpensive Items

WeaponsNotes
@UUID[Compendium.cyphersystem-compendium.ammo.lYJndyNwkfb2sQz2]{Ammo (box of 50 rounds)}
@UUID[Compendium.cyphersystem-compendium.weapons-modern.ZuWPhhwirVzEtpcS]{Knife (simple)}Light weapon (won’t last long)
Other ItemsNotes
@UUID[Compendium.cyphersystem-compendium.equipment-modern.ss1cft2vMEWx4kJ4]{Duct tape roll}Useful and ubiquitous
@UUID[Compendium.cyphersystem-compendium.equipment-modern.p6V32aB5gkEFqitX]{Flashlight}
@UUID[Compendium.cyphersystem-compendium.equipment-modern.3jJNQk40gldOiD2z]{Padlock with keys}
@UUID[Compendium.cyphersystem-compendium.equipment-modern.XFf4M5XhGJb6snrS]{Trail rations (1 day)}

Moderately Priced Items

WeaponsNotes
@UUID[Compendium.cyphersystem-compendium.weapons-modern.EOke4Vi9vZv4U16N]{Hand grenade}Explosive weapon, inflicts 4 points of damage in immediate radius
@UUID[Compendium.cyphersystem-compendium.weapons-modern.DliC4uPK4vnuiN3w]{Hunting knife}Light weapon
@UUID[Compendium.cyphersystem-compendium.weapons-modern.7EItM0gT073fcCyx]{Machete}Medium weapon
@UUID[Compendium.cyphersystem-compendium.weapons-modern.B5CSduGis9vKucKp]{Nightstick}Light weapon
ArmorNotes
@UUID[Compendium.cyphersystem-compendium.armor-modern.gwPnvp7McesS3NUR]{Leather jacket}Light armor
Other ItemsNotes
@UUID[Compendium.cyphersystem-compendium.equipment-modern.mbTBZG8Z968IxHq2]{Backpack}
@UUID[Compendium.cyphersystem-compendium.equipment-modern.ccm57mnk8bNmPWfQ]{Bag of heavy tools}
@UUID[Compendium.cyphersystem-compendium.equipment-modern.VYIqlo7RM9scywV5]{Bag of light tools}
@UUID[Compendium.cyphersystem-compendium.equipment-modern.VjpaBgV1XxHEl7U7]{Binoculars}Asset for perception tasks at range
@UUID[Compendium.cyphersystem-compendium.equipment-modern.QQCRR8D4rroB36YC]{Bolt cutters}
@UUID[Compendium.cyphersystem-compendium.equipment-modern.UQalAy7SSl1QGgIk]{Cell phone}
@UUID[Compendium.cyphersystem-compendium.equipment-modern.PByrX3tmLVa85NeK]{Climbing gear}
@UUID[Compendium.cyphersystem-compendium.equipment-modern.UV1anGyX2QaGd8qX]{Crowbar}
@UUID[Compendium.cyphersystem-compendium.equipment-modern.LuGHnohquvbNoT9d]{Electric lantern}
@UUID[Compendium.cyphersystem-compendium.equipment-modern.fHdiS7JT9hjtjeb9]{First aid kit}Asset for healing tasks
@UUID[Compendium.cyphersystem-compendium.equipment-modern.98dhCNOFZ8TYBS1Y]{Handcuffs}
@UUID[Compendium.cyphersystem-compendium.equipment-modern.W40tEHGIcevTGDkt]{Rope}Nylon, 50 feet
@UUID[Compendium.cyphersystem-compendium.equipment-modern.iBpZVq4fM9mPDIDK]{Sleeping bag}
@UUID[Compendium.cyphersystem-compendium.equipment-modern.WOJ75BLfqqViZ57w]{Tent}

Expensive Items

WeaponsNotes
@UUID[Compendium.cyphersystem-compendium.weapons-modern.lbpcftYKyWKpoqoT]{Light handgun}Light weapon, short range
@UUID[Compendium.cyphersystem-compendium.weapons-modern.i8RP2vxMaoUgCNL1]{Medium handgun}Medium weapon, long range
@UUID[Compendium.cyphersystem-compendium.weapons-modern.WRluKrzzdF5wad4V]{Bow}Medium weapon, long range
@UUID[Compendium.cyphersystem-compendium.weapons-modern.dvZ57WEEzP575D6m]{Rifle}Medium weapon, long range
@UUID[Compendium.cyphersystem-compendium.weapons-modern.w4K2udLKOMjY53z1]{Shotgun}Heavy weapon, immediate range
ArmorNotes
@UUID[Compendium.cyphersystem-compendium.armor-modern.Tvvpp1L5F3sw3999]{Kevlar vest}Medium armor
Other ItemsNotes
@UUID[Compendium.cyphersystem-compendium.equipment-modern.Am5vYHXpCPsF3lrq]{Camera designed to be concealed}Transmits at long range
@UUID[Compendium.cyphersystem-compendium.equipment-modern.aGOQvKGxdPRVWq2F]{Microphone designed to be concealed}Transmits at long range
@UUID[Compendium.cyphersystem-compendium.equipment-modern.f0EYtw06E63173J1]{Cold weather camping gear}
@UUID[Compendium.cyphersystem-compendium.equipment-modern.1LbD5gLbLwY8QvPL]{Nightvision goggles}
@UUID[Compendium.cyphersystem-compendium.equipment-modern.13woD4sUoJbNy1au]{Scuba gear}
@UUID[Compendium.cyphersystem-compendium.equipment-modern.wpJd3cLska66OpcQ]{Smartphone}
@UUID[Compendium.cyphersystem-compendium.equipment-modern.CCHqv8dyuq7EGVHL]{Straightjacket}

Very Expensive Items

WeaponsNotes
@UUID[Compendium.cyphersystem-compendium.weapons-modern.TiBhD7UEqWItJVOc]{Heavy handgun}Heavy weapon, long range
@UUID[Compendium.cyphersystem-compendium.weapons-modern.6r112wF81Zs3yeNe]{Assault rifle}Heavy weapon, rapid-fire weapon, long range
@UUID[Compendium.cyphersystem-compendium.weapons-modern.wDV0Rbou4poxCdm1]{Heavy rifle}Heavy weapon, very long range
@UUID[Compendium.cyphersystem-compendium.weapons-modern.RCmDHR6H1lg9bRoV]{Submachine gun}Medium weapon, rapid-fire weapon, short range
ArmorNotes
@UUID[Compendium.cyphersystem-compendium.armor-modern.AqT96NV9XXl8iNye]{Lightweight body armor}Medium armor, encumbers as light armor
@UUID[Compendium.cyphersystem-compendium.armor-modern.tLUMEDBAJJH6sFAg]{Military body armor}Heavy armor
Other ItemsNotes
@UUID[Compendium.cyphersystem-compendium.equipment-modern.Kh6bhcajxt4cZDWH]{Disguise kit}Asset for disguise tasks
@UUID[Compendium.cyphersystem-compendium.vehicles.eqsiUjrg2EIrtiQj]{Used car}Level 3
@UUID[Compendium.cyphersystem-compendium.vehicles.ZYdj5EXY920kdcgr]{Small boat}Level 3

Exorbitant Items

Other ItemsNotes
@UUID[Compendium.cyphersystem-compendium.vehicles.hN3G2oNbOiKRfKMZ]{Large boat}Level 5
@UUID[Compendium.cyphersystem-compendium.vehicles.w4awO0Fz56obreUb]{Luxury car}Level 5
@UUID[Compendium.cyphersystem-compendium.vehicles.d5xp1l8px98GQIbQ]{Sports car}Level 6

Optional Rule: Handling PCs as Children

The regular character creation process makes fully competent, adult characters. To account for playing children, the GM could adopt this optional rule. First, the players make their characters normally, and then they apply the following adjustments to their PCs, as appropriate to their age category. You might also consider applying a tier cap of 3 to childhood adventure games with kids of up to thirteen years old, and a tier cap of 4 for childhood adventure games featuring PCs who are aged fourteen to seventeen.

Age 9 to 13

Slight: –4 to your Might Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.KY4e1Wo5NKh7TEiy]{Vulnerable}: Adults look out for you. You are trained in all pleasant social interactions with adults.

@UUID[Compendium.cyphersystem-compendium.inabilities.GhWikcOP1CAwpzZQ]{Inability}: Might-based tasks are hindered.

@UUID[Compendium.cyphersystem-compendium.inabilities.yl3vXIZfzudiVVqs]{Inability}: Tasks involving knowledge are hindered.

Age 14 to 17

Youthful: –2 to your Might Pool.

@UUID[Compendium.cyphersystem-compendium.inabilities.yl3vXIZfzudiVVqs]{Inability}: Tasks involving knowledge are hindered.

","markdown":""},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"ownership":{"default":-1},"flags":{}},{"sort":587500,"name":"Genre: Science Fiction","type":"text","_id":"VFJ6kCCgRGTzpWp0","title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"

For an expanded treatment of the science fiction genre, refer to the @UUID[Compendium.cyphersystem-compendium.cypher-journals.QhNXyjJC4BW5agrm]{Science Fiction Rulebook}. Some of the sci-fi equipment has been updated in the Science Fiction Rulebook. The equipment in this chapter include these changes. For that reason, there are some differences from the printed Cypher System Rulebook. Those instances are noted with an asterisk (*).

Science fiction is an incredibly broad category. It covers UFOs, space opera, near-future dystopias, otherworldly epics, hard science fiction, and everything in between. Even when compared to fantasy, science fiction is so wide that it almost isn’t a single genre at all. Truthfully, there’s not all that much to tie, say, The Time Machine by H. G. Wells with a dark cyberpunk story except for the technology involved, which is at a higher level than we possess or understand today. But even that part of science fiction is contentious. Should the science be purely that which obeys the laws of physics as we understand them today (often called hard science fiction), or is it more of an “anything goes” proposition? Is science we can’t explain really just magic?

For our purposes, we’ll treat fantastic science fiction as the default: aliens, spaceships that allow travel to other stars, energy weapons and shields, and so on. It’s a familiar setting to almost everyone interested in science fiction. That said, we’ve also got some additional guidance for hard science fiction, where what’s possible is more grounded in what we currently scientifically extrapolate. But your science fiction setting can be anything you can imagine.

Suggested Types for a Science Fiction Game

RoleType
SoldierWarrior
TechnicianExplorer with technology flavor
PilotExplorer with technology flavor
DiplomatSpeaker
DoctorSpeaker with skills and knowledge flavor
SpyExplorer with stealth flavor
ScientistExplorer with skills and knowledge flavor
PsionAdept
Psychic knightWarrior with magic flavor

Basic Creatures and NPCs for a Science Fiction Game

@UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.ckjeyJICRGhNlGgS]{Corporate drone} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.6TcU3jVH85UcUFIz]{Guard beast} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.urAFJXaUkWY2R1zj]{Innocuous rodent} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.vSvrg6g5VkP5MkeZ]{Physical laborer}

Additional Science Fiction Equipment

In a science fiction setting, the following items (and anything else appropriate to the setting) are usually available.

Inexpensive Items

WeaponsNotes
@UUID[Compendium.cyphersystem-compendium.ammo.1UGRE1k4ReUFAr34]{Energy pack (50 shots)}
@UUID[Compendium.cyphersystem-compendium.weapons-sci-fi.O3WVhoZQ8U8401yo]{Knife (simple)}Light weapon
Other ItemsNotes
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.kh1dzF6oaKZqzss6]{Flashlight}
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.LyUOH2V2zQqlIcgG]{Survival rations (1 day)}

Moderately Priced Items

WeaponsNotes
@UUID[Compendium.cyphersystem-compendium.weapons-sci-fi.2Fcz72cuTLrwjLy7]{Hunting knife}Light weapon
@UUID[Compendium.cyphersystem-compendium.weapons-sci-fi.H8InhgjpPnnVzmiV]{Machete}Medium weapon
@UUID[Compendium.cyphersystem-compendium.weapons-sci-fi.mVef0tRkNWbfz2VS]{Grenade (sonic)}Explosive weapon, inflicts 2 points of damage in immediate radius, plus Might defense roll or lose next turn
@UUID[Compendium.cyphersystem-compendium.weapons-sci-fi.PnvNFQbxuCHb874j]{Grenade (thermite)}*Explosive weapon, inflicts 6 points of damage in immediate radius
ArmorNotes
@UUID[Compendium.cyphersystem-compendium.armor-sci-fi.kzLQCncQ1cXzM456]{Leather jacket}Light armor
Other ItemsNotes
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.FALc1UkW90o9M0rr]{Backpack}
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.y8M3rmSzHUyKLdom]{Bag of heavy tools}
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.UuHnuXeI6iwIvgtf]{Bag of light tools}
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.kAzP990hVR1pQSYR]{Binoculars}Asset for perception tasks at range
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.0SBO3NnYx33dwomQ]{Breather}*Provides a day of breathable air
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.G50Jj9pfCytxzMJe]{Climbing gear}Asset for climbing tasks
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.4p14iIDm5SitvYiK]{Communicator}Planetary range
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.zE8nBEE8jVYswUT4]{Crowbar}
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.3kbeLDAUmwyYsPDj]{Environment tent}
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.a4crA7W9OQa3LCIn]{First aid kit}Asset for healing tasks
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.KpSlhPXtD1ysoREW]{Handcuffs}
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.2FgbXJjI9iBI7fk6]{Nightvision goggles}
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.CzM5OkaV23fUxHUi]{Portable lamp}
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.06uEHDipEwShEcun]{Rope}Nylon, 50 feet
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.hofNkVrnwjRHaopi]{Sleeping bag}

Expensive Items

WeaponsNotes
@UUID[Compendium.cyphersystem-compendium.weapons-sci-fi.cAh0sGKTyb8Vptej]{Light blaster}Light weapon, short range
@UUID[Compendium.cyphersystem-compendium.weapons-sci-fi.2Iusz99wevz9KSEV]{Medium blaster}Medium weapon, long range
@UUID[Compendium.cyphersystem-compendium.weapons-sci-fi.LDklLSixesdwgwj3]{Needler}Light weapon, long range
@UUID[Compendium.cyphersystem-compendium.weapons-sci-fi.PNDivijkZvlsUjbm]{Shotgun}Heavy weapon, immediate range
@UUID[Compendium.cyphersystem-compendium.weapons-sci-fi.qErMuZdwnHVPLCm7]{Stunstick}Medium weapon, inflicts no damage but human-sized or smaller target loses next action
ArmorNotes
@UUID[Compendium.cyphersystem-compendium.armor-sci-fi.BqiPzuCqRfn9yFrR]{Armored bodysuit}*Medium armor, encumbers as no armor
@UUID[Compendium.cyphersystem-compendium.armor-sci-fi.JrN6tyFoTYLtZc6s]{Lightweight body armor}*Heavy armor, encumbers as medium armor
Other ItemsNotes
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.qa9okeQfd3NTtmzD]{Camera designed to be concealed}Transmits at long range
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.r36W1oDLBXrXsu6G]{Microphone designed to be concealed}Transmits at long range
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.MtCq6owCDm7GG8Pw]{Environment suit}Provides 24 hours of atmosphere and +10 to Armor against extreme temperatures
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.LirhTzCUj7UFCfgB]{Wrist computer}Asset for most knowledge-based tasks

Very Expensive Items

WeaponsNotes
@UUID[Compendium.cyphersystem-compendium.weapons-sci-fi.7NCzo49o54a1vSy1]{Heavy blaster}Heavy weapon, long range
@UUID[Compendium.cyphersystem-compendium.weapons-sci-fi.7Cy8yASphzXHYlsJ]{Heavy blaster rifle}Heavy weapon, 300-foot (90 m) range
@UUID[Compendium.cyphersystem-compendium.weapons-sci-fi.xjviCkv7gCoy1ZcV]{Pulse laser gun}Medium weapon, rapid-fire weapon, long range
ArmorNotes
@UUID[Compendium.cyphersystem-compendium.armor-sci-fi.Bujb0Cz7cVN6K9H3]{Battlesuit}*Heavy armor, also also grants the benefit of a @UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.g8xedO3WjADU8fBU]{deluxe space suit}
Other ItemsNotes
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.mGvzhwfcLOR8Aami]{Disguise kit}Asset for disguise tasks
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.fxntln2fSRKpMFyx]{Gravity regulator}Belt-mounted device that regulates gravity to 1G for wearer if within 0 G to 3 G conditions
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.MbgM9wBMTWCIXCqh]{Handheld scanner}Asset for identifying tasks
@UUID[Compendium.cyphersystem-compendium.vehicles.pTEJ1VrxrSVGteKY]{Hovercraft}Level 4
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.ZOz0Fit7uAvEjIPA]{Infiltrator}Asset for lockpicking tasks when used with electronic locks
@UUID[Compendium.cyphersystem-compendium.vehicles.vGpae1ESOw3hK4qY]{Jetpack}*Level 2
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.RpA2kZiwJAa7fRQM]{Stealthsuit}*Provides two assets for stealth tasks

Exorbitant Items

WeaponsNotes
@UUID[Compendium.cyphersystem-compendium.weapons-sci-fi.B0x6U0RnIp2EyEbV]{Blast cannon}10 points of damage, 500-foot (150 m) range, requires a tripod and two people to operate
ArmorNotes
@UUID[Compendium.cyphersystem-compendium.armor-sci-fi.LOwyfbM0bAlLrBc0]{Force field}*Not armor, offers +1 to Armor; once used, must be recharged for several hours
Other ItemsNotes
@UUID[Compendium.cyphersystem-compendium.vehicles.8CtlFUIKlZpteVG3]{Luxury hovercar}Level 5
@UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.0WiWAbNWXRypYxjh]{Robot servant}Level 3
@UUID[Compendium.cyphersystem-compendium.vehicles.rPjVFxfdapjErMwt]{Small spaceship}Level 4

Science Fiction Artifacts

Artifacts in a science fiction game can be strange relics from an unknown alien source or tech items that aren’t yet widely available. In a galactic setting, for example, it’s easy to imagine that innovations or specialized items might not have spread everywhere.

@UUID[Compendium.cyphersystem-compendium.artifacts-sci-fi.aV9zEHENEDgFu5r9]{Amber casement} @UUID[Compendium.cyphersystem-compendium.artifacts-sci-fi.BrWNyEr0tRbOkOW9]{Metabolism bud} @UUID[Compendium.cyphersystem-compendium.artifacts-sci-fi.dMU5JjdzGh2xYJHe]{Mind imager} @UUID[Compendium.cyphersystem-compendium.artifacts-sci-fi.HbWQ65yTcCT5kRZ9]{Psychic crystal} @UUID[Compendium.cyphersystem-compendium.artifacts-sci-fi.4sk825DOsE6oE9d3]{Repair sphere}

Starships

Here are a few sample starship types:

StarshipLevelCrewWeapon Systems
@UUID[Compendium.cyphersystem-compendium.starships.f14c7pV1Cc89BEgg]{Fighter}111
@UUID[Compendium.cyphersystem-compendium.starships.1QmIZUO93276WVip]{Interceptor}211
@UUID[Compendium.cyphersystem-compendium.starships.RsHhdbOFUEkKCJUW]{Freighter}3 (4 for defense)41
@UUID[Compendium.cyphersystem-compendium.starships.rrkSDY696W28w7T6]{Frigate}4204
@UUID[Compendium.cyphersystem-compendium.starships.2Cuo9MpDalEzoM6i]{Cruiser}4255
@UUID[Compendium.cyphersystem-compendium.starships.SbCnPYjsEaR4YeMr]{Battleship}101,00036

“Crew” indicates the minimum number of people needed to operate the ship. Many ships can carry more passengers. “Weapon Systems” indicates the maximum number of different enemies the ship can target at once—but only one attack per target in any circumstance.

Since it’s frighteningly easy to die in a space battle if your ship is destroyed, most ships have escape pods. Even fighter craft have ejection systems that put the pilot out into space in an environment suit. In other words, GMs should try to give PCs a way out of immediately dying if they get on the wrong end of a space battle.

Effects of Gravity

In a hard science fiction game, variable effects of gravity can’t be waved away by tech that simulates normal gravity on spacecraft, space stations, and other worlds. Instead, it’s an issue people must overcome.

Short-Term Microgravity Exposure: People new to low gravity might get space sickness. Newcomers must succeed on a difficulty 3 Might task or suffer mild nausea for about two to four days, during which time all their tasks are hindered. A few unlucky travelers (usually those who roll a 1 or otherwise face a GM intrusion) are almost completely incapacitated, and find all tasks hindered by three steps.

Long-Term Microgravity Exposure: Long-term exposure to microgravity environments without medical interventions degrades health. How long one spends in such conditions is directly relevant. The GM may assign long-term penalties to PCs if the situation warrants it, though the use of advanced space medicine, proper exercise, and recommended steroids and other hormones can avoid these complications.

Low Gravity: Weapons that rely on weight, such as all heavy weapons, inflict 2 fewer points of damage (dealing a minimum of 1 point). Short-range weapons can reach to long range, and long-range weapons can reach to very long range. Characters trained in low-gravity maneuvering ignore the damage penalty.

High Gravity: It’s hard to make effective attacks when the pull of gravity is very strong. Attacks (and all physical actions) made in high gravity are hindered. Ranges in high gravity are reduced by one category (very-long-range weapons reach only to long range, long-range weapons reach only to short range, and
short-range weapons reach only to immediate range). Characters trained in high-gravity maneuvering ignore the change in difficulty but not the range decreases.

Zero Gravity: It’s hard to maneuver in an environment without gravity. Attacks (and all physical actions) made in zero gravity are hindered. Short-range weapons can reach to long range, and long-range weapons can reach to very-long range.

Effects of Vacuum

Vacuum is lethal. There’s no air to breathe, and the lack of pressure causes havoc on an organic body. An unprotected character moves one step down the damage track each round. However, at the point where they should die, they instead fall unconscious and remain so for about a minute. If they are rescued during that time, they can be revived. If not, they die.

Traveling the Solar System and Orbital Mechanics

In a hard science fiction setting, you might be interested in evoking the reality of travel times between colonies on planets and moons in the solar system. Even so, plotting a course between locations in the solar system isn’t simple, because everything is always moving with respect to everything else. You could determine exactly how long a trip would take with some internet research. Or you could just evoke the effect of orbital mechanics and varying accelerations on interplanetary travel. Use the Interplanetary Travel Table to do so. For a trip between locations not directly compared, add up the destinations in between. The travel times assume a nuclear plasma engine of a kind already being tested today (but better), a steady thrust toward the destination, and an equally long and steady braking thrust over the last half of the trip before orbit insertion. Such propulsion systems can change velocity and sustain thrust for days at a time, which reduces bone loss, muscle atrophy, and other long-term effects of low gravity.

Regardless, the travel times between distant locations bring home one thing: space is big and lonely.

Interplanetary Travel

OriginDestination

Travel Time Using Nuclear Plasma Engine

Earth/MoonMars20 + 1d20 days
MarsAsteroid belt30 + 1d20 days
Asteroid beltJupiter and its moons30 + 1d20 days
JupiterSaturn and its moons60 + 1d20 days
SaturnUranus90 + 1d20 days

Science Fiction Species Descriptors

In a science fiction setting, some GMs may want to offer alien species or androids, who are mechanically different from humans, as options for player characters. This can be accomplished by using descriptors. Two examples are below.

Artificially Intelligent

You are a machine—not just a sentient machine, but a sapient one. Your awareness might make you an exception, or there may be many like you, depending on the setting.

Artificially intelligent characters have machine minds of one type or another. This can involve an advanced computer brain, but it could also be a liquid computer, a quantum computer, or a network of smart dust particles creating an ambient intelligence. You might even have been an organic creature whose mind was uploaded into a machine.

Your body, of course, is also a machine. Most people refer to you as a robot or an android, although you know neither term describes you very well, as you are as free-willed and free-thinking as they are.

You gain the following characteristics:

Superintelligent: +4 to your Intellect Pool.

Artificial Body: +3 to your Might Pool and your Speed Pool.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.dj8fjpgMOatRRWFZ]{Shell}: +1 to Armor.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.j6odWezQciXppynQ]{Limited Recovery}: Resting restores points only to your Intellect Pool, not to your Might Pool or your Speed Pool.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.63ZJmNraEqS6lzdp]{Mechanics, Not Medicines}: Conventional healing methods, including the vast majority of restorative devices and medicines, do not restore points to any of your Pools. You can recover points to your Intellect Pool only by resting, and you can recover points to your Speed and Might Pools only through repair. The difficulty of the repair task is equal to the number of points of damage sustained, to a maximum of 10. Repairing your Might and Speed Pools are always two different tasks.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.71sJhRICcDy0WjiA]{Machine Vulnerabilities and Invulnerabilities}: Damaging effects and other threats that rely on an organic system—poison, disease, cell disruption, and so on—have no effect on you. Neither do beneficial drugs or other effects. Conversely, things that normally affect only inorganic or inanimate objects can affect you, as can effects that disrupt machines.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.nXs4KTo14JKXZN8f]{Uncanny Valley}: You have a hard time relating to organic beings, and they don’t react well to you. All positive interaction tasks with such beings are hindered by two steps.

Quintar

You are a quintar from the planet Quint. You are basically humanoid but taller, thinner, and blue skinned. Your hands end in three very long fingers. Quintar have five genders, but all quintar prefer to be addressed as female when communicating with more binary species. Human emotions and sexuality fascinate them, but not because they don’t have such concepts—quintar emotions and sexuality are just very different from those of humans. In general, quintar are more cerebral than other species, valuing knowledge over all else.

Quint is relatively Earthlike, with slightly less gravity but a slightly denser atmosphere.

You gain the following characteristics:

Cerebral: +4 to your Intellect Pool.

Skill: You are trained in one type of knowledge task of your choice.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.gmnozVrQsZBTxj9A]{Skill}: Quintar fascination with human behavior eases all interaction rolls (pleasant or not) with humans.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.4gFg0DiIdWm3w9ol]{Difficult Rest}: Quintar subtract 2 from all recovery rolls (minimum 1).

","markdown":""},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"ownership":{"default":-1},"flags":{}},{"sort":593750,"name":"Genre: Horror","type":"text","_id":"L90rsf6J1WHnk7rN","title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"

Although it’s very likely a subset of the modern genre, horror as a genre gets special treatment. Unlike the other genres, horror doesn’t necessarily suggest a setting. Any setting can be horrific. Horror is more of a style. An approach. A mood.

You could easily have horror in other times and settings, but for our purposes, we’ll deal with a default setting in the modern day. The PCs are probably normal people, not secret agents or special investigators (although being a part of a secret agency that deals with monsters in the shadows could make for a fine horror game).

Suggested types and additional equipment for a horror setting are the same as in a modern setting.

Consent

Horror games allow us to explore some pretty dark topics from the safety of our own game tables. But before you do that, make sure everyone around your table is okay with that. Find out what your players will find “good uncomfortable,” which is something that makes us squirm in our seats in a great horror movie, and “bad uncomfortable,” which is something that actually makes a player feel nauseated, unsafe, or offended. Being scared can be fun, but being sickened isn’t.

Consider the age and maturity of everyone in the game, perhaps in terms of the movie rating system. Tell the players what you think the game you’re running would be rated. If everyone’s okay with an R rating, then fine. You can have a spooky game that’s on the level of a kids’ movie rated G—more like Scooby-Doo than Saw, in other words. A PG rating might be right for a game that’s more creepy than horrific, with ghosts and spooky noises but not axe-wielding maniacs.

The different ratings suggest different kinds of content for your game. Finding a dead body is horrible, but watching someone get decapitated is something else entirely. Getting chased around by an alien that wants to eat you is one thing, but having it gestate and burst out of your own intestines is another. You need to know where the line is for everyone participating, and you need to know it right from the beginning.

For more information and advice on safe ways to address consent issues in your game, read the free Consent in Gaming PDF at myMCG.info/consent

Basic Creatures and NPCs for a Horror Game

@UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.WJgPGUcSUrR4Ssuu]{Businessperson} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.ZT13lzcl6dsvg8HX]{Cat} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.GNrvq56bsnlHgKeW]{Clerk} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.JZbErZ6hAgtHrgim]{Dog} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.5XdCwL3VyqhHBNqN]{Dog, vicious} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.N0XlAnno5dMItCmN]{Groundskeeper/caretaker} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.rvju0MPnEwNsg9Pr]{Man in Black} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.qLFrfE0E9w6BcG48]{Rat} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.T39Cl27TWeR8jVsZ]{Tarantula}

Horror Artifacts

Most of the time, a horror artifact will be something really weird—an ancient tome of forbidden necromancy, an alien device that humans can barely understand, and so forth. They are often unique items rather than one of a type. Horror artifacts should probably come with a risk, such as a built-in cost, a drawback, or something else that makes using them another way to heighten the tension of the game. Several examples are below.

@UUID[Compendium.cyphersystem-compendium.artifacts-horror.irCnETBwvUwp12PH]{Book of inversion} @UUID[Compendium.cyphersystem-compendium.artifacts-horror.WcrjZgKzg5VzkFVJ]{Shadow box} @UUID[Compendium.cyphersystem-compendium.artifacts-horror.sCTeJvOcviKd5GjN]{Sphere 23}

Optional Rule: Shock

When the PCs encounter something shocking, many times the most realistic response is to scream, stand in abject horror, or run. That might not be the smartest thing to do in the situation, but it’s genuine. What would your accountant do if they saw an axe-wielding maniac coming at them? Let’s face it, unless they truly steeled themselves with all their will, they’d probably scream and run.

When a PC encounters something horrific, utterly disgusting, dreadful, impossible, or otherwise shocking, call for an Intellect defense roll based on the level of the creature involved, or simply an appropriate level as decided by the GM (see the Shock Levels table). Failure might mean that for one round, the player loses control of the character, and the GM decides what the PC does next. This usually means that the character runs, screams, gibbers, stares slack-jawed, or just does nothing. However, GMs should welcome player input into this situation. The point is to portray that when we’re shocked, we don’t always react in the best way, the smartest way, or even the way we want to. Fear is a powerful thing.

Alternatively, failure on the Intellect defense roll might mean that the character suffers Intellect damage equal to the level of the defense task. This indicates an overall toll that numerous shocks and horrors can have on a person. You might have a situation where a character literally dies of fright.

Shock Levels

EventLevel
Something unexpected darts or jumps out1
Something suddenly moves just out of the corner of the eye2
A sudden loud noise (like a scream)2
Unexpectedly seeing a corpse2
Watching someone die3
Seeing something impossible (like an inanimate object sliding across the floor)4
Watching a friend die5
Seeing a monstrous creatureCreature level
Witnessing something supernatural (like a spell)5
Seeing something mind-bending (like an impossible, multidimensional demigod coalescing out of thin air)8

Optional Rule: Horror Mode

For horror games, GMs can implement a rule called Horror Mode. The idea is to create a feeling of escalating dread and menace by changing one die roll mechanic. In the game, things begin as normal. The PCs interact with each other and the NPCs, investigate, research, travel, and so on. But when they enter the haunted house, the serial killer gets close, the elder things beneath the earth awaken, or whatever horrific situation planned by the GM begins, things change. At this time, the GM announces that the game has gone into Horror Mode.

This is a key for the players (not the characters) to recognize that things are getting bad. It’s the RPG equivalent of spooky music beginning to play in a horror film. While in Horror Mode, the rules for GM intrusions governed by die rolls change. Normally this happens only on a roll of 1, but when Horror Mode starts, it becomes a roll of 1 or 2. And then it escalates. As time passes, GM intrusions happen on a roll of 1 to 3, then a roll of 1 to 4, and so on. This potentially means that a die roll in Horror Mode can indicate success in a task and still trigger a GM intrusion.

As the intrusion range changes with each escalation, the GM should announce this to the players. The feeling of rising tension should be dramatic and overt.

Escalation Rate

ActivityIntrusion Range Increases by 1
Exploring a large areaEvery time a new intrusion is indicated by a die roll
ExploringEvery ten minutes or every time a new intrusion is indicated by a die roll
CombatEach round

For example, while the PCs are exploring a dark swamp (a large area), the game goes into Horror Mode and intrusions are indicated on a 1 or 2. During this exploration, one of the players rolls a 2. Not only is there an intrusion, but now the range escalates to 1, 2, or 3. The character is almost dragged into a spot of quicksand-like muck. Then the PCs find an old abandoned house in the middle of the swamp. They enter, and now the escalation rate goes up if they roll a 1, 2, or 3, or every ten minutes that passes in the game. They explore the house for twenty minutes (escalating intrusions to 1 to 5), and during the investigation of the kitchen, someone rolls a 3, triggering an intrusion. A cabinet opens mysteriously and a strangely carved clay pot falls, striking the character. This also escalates the intrusion rate, so they now occur on a roll of 1 to 6. When the PCs reach the attic, they encounter the dreaded swamp slayer, a half man, half beast that thrives on blood. It attacks, and now the range goes up during each round of combat. After four rounds of fighting, intrusions happen on a roll of 1 to 10—half the time. Things are getting dicey, and they’re only going to get worse.

When the GM announces that Horror Mode has ended, the GM intrusion rate goes back to normal, happening only on a roll of 1 or when the GM awards XP.

Horror Mode is a very “meta” rule. It gives players knowledge that their characters don’t have. This is similar to how the viewers of a horror movie or readers of a horror story often know more than the characters on the screen or page. It heightens the tension. Players can express the start of Horror Mode by having their characters talk about goosebumps or a feeling of being watched, but this is not necessary.

Using GM Intrusions in Horror Mode

With the GM intrusions coming fast and furious toward the end of Horror Mode, it’s easy to run out of ideas. In combat, intrusions might just mean that the monster or villain gets a surprise extra attack or inflicts more damage. Perhaps a PC is thrown to the ground or nearer to the edge of a cliff. If the characters are running away, one might trip and fall. If the PCs are exploring, a bookcase topples, potentially hitting someone. Think of all the similar moments you’ve seen in horror films.

Sometimes, if the GM prefers, the GM intrusion can simply be something frightening, like a moan or a whisper. These aren’t dangerous to the PCs, but they escalate the tension and indicate that something bad is getting closer.

In fact, while in Horror Mode, GMs should mostly refrain from doing anything bad, ominous, or dangerous unless it’s an intrusion (either from a die roll or through the awarding of XP). In a horror game, GM intrusions are an indication that things are bad and getting worse, and whenever possible, the GM should allow the Horror Mode escalation to drive the action. This makes the GM more of a slave to the dice than in other Cypher System situations, but that’s okay.

Consider this example. The PCs have tracked something that is probably committing a series of horrific murders to an old factory. They enter the building to explore. The GM knows where the creature is hiding in the factory, but decides that it doesn’t become aware of the characters until an intrusion is indicated. The only clue the PCs have is a mysterious noise off in the darkness. The creature doesn’t move toward them until another GM intrusion occurs. Now they hear something dragging across the factory floor, coming closer. But it’s not until a third intrusion occurs that the creature lunges out from behind an old machine at the PC who rolled the die.

In some ways, the status quo doesn’t change until an intrusion happens. This could be seen as limiting the GM and the need for pacing, but remember that the GM can still have an intrusion occur anytime they desire, in addition to waiting for the low die rolls.

GMs may want to limit the number of intrusions to no more than one per round, no matter what the dice indicate, but that should be based on the situation.

Optional Rule: Madness

Having characters descend into madness is an interesting facet of some kinds of horror and can make long-term horror campaigns more interesting. The easiest way to portray blows to a character’s sanity is through Intellect damage. When PCs encounter something shocking, as described above, they always take Intellect damage. If they would normally move one step down the damage track due to the damage, they instead immediately regain points (equal to 1d6 + their tier) in their Intellect Pools but lose 1 point from their maximums in that Pool. Characters whose maximum Intellect Pools reach 0 go insane. They lose their current descriptor and adopt the Mad descriptor, regain 1d6 + tier points to their Intellect Pools, and gain +1 to their Intellect Edge. If they ever reach a permanent Intellect Pool maximum of 0 again, they go stark raving mad and are no longer playable.

Intellect Edge offers an interesting means to portray a character who is knowledgeable (and perhaps even powerful in terms of mental abilities) yet mentally fragile. A character with a low Intellect Pool but a high Intellect Edge can perform Intellect actions well (since Edge is very helpful) but is still vulnerable to Intellect damage (where Edge is of no help).

Since Cypher System games are meant to be story based, players should recognize that the degrading sanity of their character is part of the story. A player who feels that their character is going mad can talk to the GM, and the two of them can work out the means to portray that—perhaps by using the Mad descriptor, permanently trading up to 4 points from their Intellect Pool to gain +1 to their Intellect Edge, or anything else that seems appropriate. Mental disorders, manias, psychopathy, schizophrenia, or simple phobias can be added to a character’s traits, but they don’t need to be quantified in game statistics or die rolls. They’re simply part of the character.

Inabilities in personal interaction or any area requiring focus might be appropriate, perhaps allowing the PC to gain training in weird lore or forbidden knowledge. Or maybe the opposite is true—as the character’s mind slowly slips away, they become oddly compelled or can obsessively focus on a single task for indefinite periods, and thus they gain training in that topic or skill. These kinds of changes could be balanced with inabilities, such as being unable to remember important details.

As another way to represent madness, the GM could hinder Intellect-based tasks that would be considered routine, such as “remembering your friends and family” or “caring what happens to your best friend” or “stopping yourself from injecting a mysterious substance into your veins.” These routine tasks normally have a difficulty of 0, but for a PC who has lost their mind, they might have a difficulty of 1, 2, or even higher. Now the character must make rolls to do even those simple things.

","markdown":""},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"ownership":{"default":-1},"flags":{}},{"sort":596875,"name":"Genre: Romance","type":"text","_id":"pd2PrHViZ1edOZ7f","title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"

Like horror, romance doesn’t automatically suggest a setting. It is more of a mood, or more specifically an approach, to how the game is played. It suggests an emphasis, at least somewhat, on relationships, interactions, and connections.

Suggested types and additional equipment for a romance setting are the same as in a modern setting.

Consent and Boundaries

You must get consent to cover these topics in a game ahead of time—you don’t want to make people uncomfortable. Everyone involved also needs to learn everyone else’s boundaries. Someone might not want any part of a romance scene, while others are okay talking about emotional connections but not anything sexual.

Obviously, all of this is doubly important if age is a consideration. If there are younger players involved, romance probably shouldn’t go beyond a fairly chaste kiss. (You’ll find that kids are sometimes more open to romance in their games than adults, but only because their understanding of the topic is understandably pretty shallow. A kid player might declare that a character is their boyfriend, but it doesn’t mean much. And for some adults, that may be the way they want to approach the subject as well.)

Lastly, recognize that there needs to be a clear boundary between the story and real life. Two characters having a relationship has no impact on real-life feelings of the players. Two characters in a game might be in a relationship while each player is in a relationship in the real world with someone else. And maybe they’re gaming at the same table! If a player can’t distinguish between in-game flirtation or words of endearment and real-world feelings, they shouldn’t be in a romance-focused game.

For more information and advice on safe ways to address consent issues in your game, read the free Consent in Gaming PDF at myMCG.info/consent

The Check-In

It’s vital that the GM and the players all check in with each other to make sure everyone’s still comfortable with what’s going on in the game. This is particularly important to maintain the boundary between emotions expressed in the story and how people feel in real life.

Basic Creatures and NPCs for a Romance Game

@UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.wIO0w2fxcBU0vHae]{Distrustful relative} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.rmzRpUzfdXpAnzUu]{Jealous ex} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.E7xImJCLVWwiIDre]{Nosy neighbor} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.ktWhiHHoothgvjOv]{The unattainable}

Optional Rule: Infatuation

When a PC is near someone they are infatuated with, particularly in the early stages of that infatuation, they must make an Intellect defense roll with a difficulty determined by the GM based on the situation (not on the level of the subject of the infatuation). Failure might mean that the character does or says something awkward or embarrassing either in an attempt to impress or when trying to hide the infatuation. Or it could mean that for one round, the player loses control of the character, and the GM decides what the PC does next, such as risk their own safety to help an endangered character. However, GMs should welcome player input into this situation. The point is to portray that when we’re distracted by the powerful feelings (and hormones) related to infatuation, we don’t always react in the best way, the smartest way, or even the way we want to.

Infatuation can happen whether the PC is attracted to an NPC or a PC.

Optional Rule: Relationship Levels

When a PC first establishes a relationship with a character (PC or NPC), the GM should assign the relationship a level. If there’s no connection at all, there is no relationship (level 0). Otherwise, the starting relationship is probably level 1. In certain circumstances, a relationship might start at level 2, indicating a far stronger initial connection than usual.

As play progresses, the PC can attempt to improve the level of the relationship, indicating a strengthening of the bond between the two characters. The requirements to improve the relationship are twofold. First, some story-based action needs to be taken. This can be dates, gifts, a meaningful speech, a pledge of commitment, some amount of self-sacrifice, or whatever the GM and the player feel is appropriate to the story and the level of the relationship. This action might require the PC to succeed at specific tasks (with appropriate rolls). For example, writing a love poem will require an Intellect-based task, while helping to retrieve a loved one’s cat from a tree might require a Speed-based task.

Second, the player must make an Intellect-based roll with the desired level of relationship as the difficulty (modified as the GM sees fit).

A relationship can be improved only one level at a time, and the GM and the player should work out an appropriate time interval. For relationships of levels 5 and above, multiple story-based actions and multiple rolls are almost certainly required.

It’s possible for relationship levels to be lopsided, such that the relationship from the point of view of one person is a different level than from the point of view of the other. This should be used sparingly, because it makes things far more complicated. In the case of polyamory, it is possible to have more than two people in a relationship, but even in these situations the connection between any two individuals should have its own level.

Relationship levels can go down as well as up. Neglect, carelessness, inappropriate emotional displays, lies, infidelity, and bungled wooing attempts can all potentially lower a relationship level. This is entirely in the judgment of the GM, although a lowered relationship level is very likely an appropriate use of a GM intrusion.

Relationship levels indicate the strength of the bond and thus help dictate an NPC’s actions in regard to a PC. An NPC in a level 5 relationship probably will be more generous and forgiving toward the PC than if the relationship was level 3 or 4. An NPC in a level 6 relationship or higher would likely give their partner most anything, even maybe sacrificing their own well-being or their life for them. (And people in a higher-level relationship certainly would.) Likewise, a relationship level can influence a PC’s actions. An Intellect defense roll with a difficulty equal to the relationship level might be appropriate if the PC wants to act against the best interests of their loved one, or if they must keep their cool and act normally when their loved one is in danger.

You can use this optional system in any genre, for any type of relationship, even platonic ones. If desired, the relationship level a PC has with an authority figure, a contact, a relative, or anyone else can be measured, improved, and decreased just as it can with a romantic relationship.

Romantic Relationship Levels

LevelRelationship
1First meeting. Interest or curiosity.
2A sense of connection above the norm. Strong physical attraction.
3Affection and a bond that will last longer than a single encounter.
4Serious affection. Almost certainly physical affection.
5A profession of love.
6A serious long-term commitment.
7A lifelong commitment.
8Soul mates.
9A love affair for the ages.
10A bond that transcends time and space.

Platonic Relationship Levels

LevelRelationship
1First meeting. Interest or curiosity.
2A sense of connection above the norm.
3A memorable connection. Indications of a mutually beneficial relationship possible.
4Real friendship.
5Deep friendship.
6Relationship akin to that of a close sibling.
7A pledge of complete partnership.
8Platonic soul mates. Something akin to a life-debt.
9A friendship for the ages.
10A bond that transcends time and space.
","markdown":""},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"ownership":{"default":-1},"flags":{}},{"sort":598438,"name":"Genre: Superheroes","type":"text","_id":"tIyemzsYdcYDslG1","title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"

Like horror, the superhero genre is really a subset of the modern genre with extensive special considerations. In many ways, it might appear that the Cypher System is a strange fit for superheroes. But if you think about it, with foci like Bears a Halo of Fire and Wears a Sheen of Ice, the Cypher System makes all genres a little bit “superhero-ish.” Character sentences might look like the following:

And so on.

Suggested Types for a Superhero Game

RoleType
Strong heroWarrior
Brawler heroWarrior with stealth flavor
Gadget heroExplorer with technology flavor
PilotExplorer with technology flavor
CharmerSpeaker
LeaderSpeaker with combat flavor
Shadowy vigilanteExplorer with stealth flavor
Scientist heroExplorer with skills and knowledge flavor
Energy-wielding heroAdept with combat flavor
WizardAdept
MentalistAdept
Psychic ninjaWarrior with magic flavor

Basic Creatures and NPCs for a Superhero Game

@UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.IpjzD88QqIABcv7A]{Bystander} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.krnLLagONJBbj1tE]{Genetically enhanced bruiser} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.sWc8DryN22cKTJyj]{Ninja} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.YHRSNEgzJeBCrWnC]{Robot minion} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.VSQt1EzpNhIwvCyA]{Scientist} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.SpaQv9sL1VWlrkLS]{Worker}

Additional Superhero Equipment

Suggested additional equipment is the same as in a modern setting. Keep in mind, however, that for many heroes, “equipment” can be superfluous. Where do you stash the flashlight and rope when all you’re wearing is spandex tights?

Optional Rule: Power Shifts

Superheroes can do things that other people cannot. They throw cars, blast through brick walls, leap onto speeding trains, and cobble together interdimensional gateways in a few hours. It’s tempting to say that such characters are stronger, faster, or smarter, so they should have higher Might, Speed, or Intellect Pools. However, simply bumping up stat Pools or Edge doesn’t fully represent this dramatic increase in power. Instead, consider using an optional rule called power shifts.

Under this rule, all superhero characters get five power shifts. Power shifts are like permanent levels of Effort that are always active. They don’t count toward a character’s maximum Effort use (nor do they count as skills or assets). They simply ease tasks that fall into specific categories, which include (but are not necessarily limited to) the following.

@UUID[Compendium.cyphersystem-compendium.power-shifts.QDAvfL2Xor2gc3DB]{Accuracy} @UUID[Compendium.cyphersystem-compendium.power-shifts.gxmRI0Oi1qlp8tgv]{Dexterity} @UUID[Compendium.cyphersystem-compendium.power-shifts.ge5eQ2UKcF71jfL5]{Healing} @UUID[Compendium.cyphersystem-compendium.power-shifts.RvPjtLHq2svYfhK8]{Intelligence} @UUID[Compendium.cyphersystem-compendium.power-shifts.ZcogTb12JEcKd8WK]{Power} @UUID[Compendium.cyphersystem-compendium.power-shifts.ClwsF2GBoWlGR9To]{Resilience} @UUID[Compendium.cyphersystem-compendium.power-shifts.qbOvGJVLVkDUC49X]{Single Attack} @UUID[Compendium.cyphersystem-compendium.power-shifts.uQLh67ISIUJ4O3bC]{Strength}

Each shift eases the task (except for shifts that affect damage or Armor, as specified in the list above). Applying 2 shifts eases the task by two steps, and applying 3 shifts eases the task by three steps.

A character assigns their five power shifts as desired, but most characters should not be allowed to assign more than three to any one category. Once the shifts are assigned, they should not change.

For example, a superstrong character might put three of their shifts into strength and the other two into resilience. Whenever they lift something heavy, smash through a wall, or throw an object, they ease the task by three steps before applying Effort, skill, or assets. Thus, all difficulties from 0 to 3 are routine for them. They smash through level 3 doors as if they don’t exist. As another example, a masked vigilante character with a utility belt full of gadgets and great acrobatic skills might put two shifts in dexterity, one in accuracy, one in intelligence, and one in healing. They’re not actually superpowered, just tough and well trained.

Some GMs will want to allow PCs to increase their power shifts. Having a character spend 10 XP to do so would probably be appropriate. Other GMs will want to run superhero games with PCs of greater or lesser power (cosmic-level heroes or street-level heroes, perhaps). In such cases, more or fewer power shifts should be granted to the PCs at the game’s start.

Superpowered NPCs and Power Shifts

NPC superheroes and villains get power shifts, too. Most of the time, this adds to their level. For example, Blast Star is a level 5 fiery villain who has three power shifts. When she blasts through a level 7 iron security door, she does so easily because in this circumstance, she’s actually level 8.

Sometimes, NPC power shifts make things harder for the PCs. For example, Fleetfoot the level 4 speedster puts all three of her shifts in dexterity. When she runs past a character who tries to grab her, the difficulty to do so is increased by three steps to 7.

Typical NPC supers get three power shifts. Exceptional ones usually have five.

Really Impossible Tasks

In superhero games, due to conventions of the genre, difficulty caps at 15 instead of 10. Difficulty 10 is labeled “impossible,” but that label is for regular folks. For superpowered characters, “impossible” means something different, thanks to power shifts.

Think of each difficulty above 10 as being one more step beyond impossible. Although a GM in another genre would say there’s no chance that a character could leap 100 feet (30 m) from one rooftop to another, in a superhero game, that might just be difficulty 11. Picking up a city bus isn’t something normal characters could do, but for a strong superhero, it might be difficulty 12.

In theory, NPCs in such a game can go up to level 15 as well. Levels above 10 represent opponents that only a superhero would consider taking on: a robot that’s 1,000 feet (300 m) tall (level 11); Galashal, Empress of Twelve Dimensions (level 14); or a space monster the size of the moon (level 15).

Superhero Artifacts

Supervillains build doomsday devices. Ancient artifacts present a threat to all humanity if in the wrong hands. Weird machines from alien dimensions offer solutions to unsolvable problems. Artifacts are an important part of superhero stories. A few examples are below.

@UUID[Compendium.cyphersystem-compendium.artifacts-superhero.2ENNMqilV1qoB35e]{Doctor Dread’s time portal} @UUID[Compendium.cyphersystem-compendium.artifacts-superhero.AvddNOp9tUWCqGOp]{Serum X} @UUID[Compendium.cyphersystem-compendium.artifacts-superhero.JYcfxA5RcffTX3Wl]{Stellarex crystal}

","markdown":""},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"ownership":{"default":-1},"flags":{}},{"sort":599219,"name":"Genre: Post-Apocalyptic","type":"text","_id":"ARG20fxwzr0OBZjH","title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"

Post-apocalyptic literature, movies, and games are a subgenre of science fiction that focuses on the dystopia that follows the fall of civilization. Strictly speaking, post-apocalyptic stories take place after the end of the world. At least, the end of the world for most people. Players take the role of the survivors (or their descendants) trying to persevere in the face of immense hardship. Popular post-apocalyptic scenarios include those set after nuclear war, in the aftermath of a zombie plague, in the months and years following an alien invasion, or after the environment collapses in the face of human overpopulation. Other ways the world could end include a massive meteorite strike, the long-awaited robot uprising, a powerful solar flare that burns out the world’s power grids and communications, or even something as prosaic as a global disease pandemic.

Suggested Types for a Post-Apocalyptic Game

RoleType
SurvivorExplorer with stealth flavor
HeavyWarrior
DealerSpeaker
TraderSpeaker with skills flavor
SageExplorer with knowledge flavor
EvolvedAdept

Basic Creatures and NPCs for a Post-Apocalyptic Game

@UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.31W9R0HQhQT0ic3A]{Crazy loner} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.6L693DIk5jmQu2Py]{Gamma snake} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.urAFJXaUkWY2R1zj]{Innocuous rodent} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.uCMNBacwXfuThw65]{Mongrel dog} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.WGftLKpoTVDfIKw2]{Survivor, sickened} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.GgfdjyikafYtuyTK]{Survivor, typical}

Additional Post-Apocalyptic Equipment

In a post-apocalyptic setting, the items on the Additional Modern Equipment table as well as the following items might be available in trade from other survivors, or in the rare trade town.

Inexpensive Items

WeaponsNotes
@UUID[Compendium.cyphersystem-compendium.weapons-post-apocalyptic.7M8uEI7cKT0UztUy]{Knife}Light weapon, rusty and worn
@UUID[Compendium.cyphersystem-compendium.weapons-post-apocalyptic.VJicMhUlVImuwl4N]{Light weapon}Light weapon (won’t last long)
@UUID[Compendium.cyphersystem-compendium.weapons-post-apocalyptic.erpmmOJulN96Afgr]{Wooden club}Light weapon
ArmorNotes
@UUID[Compendium.cyphersystem-compendium.armor-post-apocalyptic.WnIcqsOLyuyQKSpZ]{Animal hide}Light armor
@UUID[Compendium.cyphersystem-compendium.armor-post-apocalyptic.Hv5mU9dKhfQJA76Q]{Light armor}Light armor, smell hinders stealth tasks
Other ItemsNotes
@UUID[Compendium.cyphersystem-compendium.equipment-post-apocalyptic.dmnJTSnJv4ZqQmVg]{Candle}
@UUID[Compendium.cyphersystem-compendium.equipment-post-apocalyptic.cY37Ff6ca1bxDXtp]{Plastic bag}Useful and ubiquitous (won’t last long)

Moderately Priced Items

WeaponsNotes
@UUID[Compendium.cyphersystem-compendium.weapons-post-apocalyptic.PasipD1tIBSjGd9h]{Handaxe}Light weapon
@UUID[Compendium.cyphersystem-compendium.weapons-post-apocalyptic.Z2P8uHd0D7sdFFNx]{Knife, multipurpose}Light weapon, asset to small repair tasks
Other ItemsNotes
@UUID[Compendium.cyphersystem-compendium.equipment-post-apocalyptic.g7ZsP8QRo5xMCDTc]{Gas mask}Breathable air for four hours
@UUID[Compendium.cyphersystem-compendium.equipment-post-apocalyptic.GAclXwNftLTjeFAf]{Padlock with keys}
@UUID[Compendium.cyphersystem-compendium.equipment-post-apocalyptic.0vFrABenylbBi3yw]{Portable lamp, solar}

Expensive Items

Other ItemsNotes
@UUID[Compendium.cyphersystem-compendium.equipment-post-apocalyptic.1j2c4v8TaLTVzmcZ]{Radiation detector}
@UUID[Compendium.cyphersystem-compendium.equipment-post-apocalyptic.cGUAvAFO5b83snP2]{Nightvision goggles}
@UUID[Compendium.cyphersystem-compendium.equipment-post-apocalyptic.862NWqhznbgLC5AG]{Radiation tent}Prevents radiation damage for three days
@UUID[Compendium.cyphersystem-compendium.equipment-post-apocalyptic.s23m8lRUYCXNthKZ]{Radiation pill (pack of 5)}Asset for defense tasks against radiation effects for twelve hours

Scavenging

Characters in a post-apocalyptic setting must usually spend part of each day scavenging for supplies or a place of safety.

Food and Shelter: Generally speaking, characters must spend two to four hours searching through the rubble and ruins before succeeding. Finding enough food for a group of characters to eat for one day is a difficulty 5 Intellect task. Finding a place of relative safety to regroup and rest is also difficulty 5. Characters who succeed on either one of these also get to roll up to once each day on the Useful Stuff table and three times on the Junk table.

Found food often takes the form of canned, processed, dried, or otherwise preserved goods from before the apocalypse, but sometimes it includes fresh fruits and vegetables found growing wild or cultivated by other survivors. Safe places to hole up include homes, RVs, offices, apartments, or any location that can be secured and defended and isn’t radioactive, poisoned, or overrun with hostile creatures.

The difficulty of succeeding at finding food, water, and a safe place varies by location and by how many days the characters have already spent in one location. Each week the PCs spend at the same location hinders subsequent scavenging tasks and requires that they succeed on a new task to determine if the place they’re staying is still safe. The result of failing to find food and water is obvious. If the PCs fail at the task of finding (or keeping) a safe place, their presence is noticed by hostile forces, or they face a result from the Wasteland Threats table.

Useful Stuff: Food, water, and a safe place to rest are the most important finds, and are the basis of each scavenging task. But other obviously useful stuff is often found along with these basic requirements. When a group of characters successfully finds either food and water or a safe place, consult the Useful Stuff table up to once per day. If it’s the first day the PCs have searched in a particular area, each character might find something useful, but in succeeding days, a group normally gets only a single roll to find useful stuff.

Useful stuff also includes a “loot” entry. Loot includes collectible coins from before the apocalypse, such as silver dollars and gold eagles. It also includes jewelry and artwork that survived the disaster and related material that can be used as currency or barter when the characters find other survivors or arrive at a trade town.

Items found on the Useful Stuff table are generally expensive or exorbitant items (except for firearms, which start in the expensive category).

Junk: Characters who find food and water also find lots of junk. They are free to ignore that junk, but some PCs might have a use for what they find, especially those with the Scavenges focus. All characters gain up to three results on the Junk table each time they successfully scavenge for food or a safe place to stay. Sometimes junk can be fixed, but more often it can be disassembled and used as parts to create something else.

Useful Stuff

d100Item Found
01–10Tools (provide an asset to tasks related to repair and crafting)
11–20Medicine (provides an asset to one healing-related task)
21–25Binoculars
26–35

Chocolate bar or similarly sought-after candy or snack

36–45Textbook (provides an asset to a knowledge-related task)
46–50Coffee or tea
51–55Gun or rifle with ten shells or bullets
56–60Flashlight
61–65Loot
66–70Gasoline (2d6 × 10 gallons)
71–75Batteries
76–80Functioning vehicle (sedan, pickup, motorcycle, etc.)
81–85Generator
86–90MRE cache (food and water for six people for 1d6 weeks)
91–95Ammunition cache (100 shells or bullets for 1d6 different weapons)
96–97Helpful stranger (level 1d6 + 2, stays with the PCs for a week or two)
98–99Cypher (in addition to any other cyphers the GM awards)
00Artifact (in addition to any other artifacts the GM awards)

Junk

d6Item Found
1

Electronic junk (stereo, DVD/Blu-ray player, smartphone, electric fan, printer, router, etc.)

2Plastic junk (lawn furniture, baby seat, simple toys, inflatable pool, etc.)
3Dangerous junk (paint, rat poison, solvents, industrial chemicals, etc.)
4Metallic junk (car bodies, old playsets, grills, empty barrels, frying pan, etc.)
5Glass junk (vases, windows, bowls, decorative pieces, etc.)
6Textile junk (coats, pants, shirts, bathing suits, blankets, rugs, etc.)

Post-Apocalyptic Artifacts

Artifacts in a post-apocalyptic game include still-working technology from before the disaster that is not widely available, as well as cobbled-together pieces of tech that can weaponize previously prosaic items. If the apocalypse was related to some kind of alien invasion, artifacts would include even stranger items.

@UUID[Compendium.cyphersystem-compendium.artifacts-post-apocalyptic.RCr7oVmh9Lhk9jHG]{Autodoc} @UUID[Compendium.cyphersystem-compendium.artifacts-post-apocalyptic.54P9fzXQjgpQT1gZ]{Enviroscanner} @UUID[Compendium.cyphersystem-compendium.artifacts-post-apocalyptic.xGGPXV5UufPD4m5F]{Military exoskeleton} @UUID[Compendium.cyphersystem-compendium.artifacts-post-apocalyptic.T82EmpHsb9cNyyPX]{Rocket fist} @UUID[Compendium.cyphersystem-compendium.artifacts-post-apocalyptic.rQg6ztpLMylwK5RB]{Rocket-propelled grenade} @UUID[Compendium.cyphersystem-compendium.artifacts-post-apocalyptic.lQDbPJOz1VYXe54s]{Terahertz scanner}

Post-Apocalyptic Species Descriptors

In a post-apocalyptic setting, some GMs may want to offer species affected by the disaster.

Morlock

You have lived your life deep underground in artificial bunkers, hidden from the world’s destruction and the brutal scavengers that live above. As a morlock, you have a keen mind for the technology salvaged from the before-time. In fact, every morlock comes of age by fitting a piece of morlock technology to its body to provide enhancement and extend its life. This means that you are part flesh and part machine. Your skin is as pale as milk, except where it’s been replaced with strips of metal and glowing circuits.

You gain the following characteristics:

Enhanced Intelligence: +2 to your Intellect Pool.

Cyborg Body: +2 to your Might Pool and your Speed Pool.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.Td605GMSP4TqfliK]{Partially Metallic}: +1 to Armor.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.2X7nKuAiBRfFgUiS]{Repair and Maintenance}: As an entity of living flesh and humming machinery, you must first succeed on a difficulty 2 repair task before making a recovery roll. On a failure, the recovery roll is not used; however, the normal rules for retrying apply, and you must use Effort on a new roll if you wish to try again. In addition to the normal options for using Effort, you can choose to use Effort to heal additional points to your Pools (each level of Effort healing an additional 2 points to your Pools if you succeed).

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.64yLvSVOIqtV8IvT]{Morlock Prejudice}: While among non-morlocks, all positive interaction tasks are hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. The PCs found you in a collapsed subterranean tunnel.

  2. The other PCs encountered you exploring underground, and you convinced them to allow you to accompany them.

  3. You were exiled from the morlock communities and needed help on the surface.

  4. The only way to save the morlock community you hail from is to venture to the surface and find a mechanical part needed to repair a failing ancient system.

Roach

You are born of a species of evolved insects once called “cockroach,” but that is far in the past. Radiation and forced evolution have radically increased your size, shape, and ability to think. Your exoskeleton mimics the shape of a human being, though not perfectly. When you move about human society, shadows and cloaks are your ally if you wish to pass unnoticed. When those of your kind are discovered, it usually goes poorly for someone. You, however, have a wandering spirit and seek to explore the fallen world and find a new way forward.

You gain the following characteristics:

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.vNOlLQDmc53SXZ0B]{Scuttler}: Your Speed Edge increases by 1.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.GsDnTWDfehGuhsQS]{Sense by Scent}: You can sense your environment even in total darkness.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.8OYU2L2128I1PE9m]{Cling}: You can move an immediate distance each round on walls or clinging to the ceiling.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.LD2sREknTpeCQErE]{Carapace}: +1 to Armor.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.gEBLiYb25Mpx65Eo]{Glide}: You can extend small wings from your carapace that grant an asset in jumping tasks and allow you to fall up to a short distance without taking damage.

@UUID[Compendium.cyphersystem-compendium.basic-skills.DraIKUQRw8KrnC4o]{Skill}: You are trained in disguise tasks.

@UUID[Compendium.cyphersystem-compendium.inabilities.PeQrx8tfHEDrOlW6]{Inability}: You are susceptible to disease and poison. Defense rolls against disease or poison are hindered.

@UUID[Compendium.cyphersystem-compendium.inabilities.P42u9vKoBQjOtUbE]{Inability}: You mimic a human, but you are not as fierce. Tasks involving combat— including attack and defense rolls—are hindered.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.soRZpGrbrjyyBHpW]{Insect Prejudice}: While among non-roaches, all positive interaction tasks are hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. The PCs didn’t realize what you were when they asked for your help.

  2. You’ve managed to hide your roach ancestry so well that everyone thinks you are like them.

  3. You are the last of your kind.

  4. You have a secret agenda, and the PCs were gullible enough to let you come along.

","markdown":""},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"ownership":{"default":-1},"flags":{}},{"sort":599610,"name":"Genre: Fairy Tale","type":"text","_id":"BW4rWFL1jsU98e0B","title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"

The genre of fairy tales is a wide one, crossing into almost every culture and encompassing everything from early oral stories passed down from generation to generation to the more modern literary fairy tale. What makes something a fairy tale? While there’s a great deal of discussion around that question, most have a number of things in common: a series of far-fetched events; fantastical beings such as talking animals, elves, goblins, mermaids, witches, and dragons; and objects that have magical elements.

One of the powers of a fairy tale—or a game set in a fairy tale-inspired setting—is its ability to create a sense of wonder and to evoke players’ imaginations while still allowing them to keep one foot in the known. The very settings themselves are both enchanted and somehow familiar, whether the characters are entering a magical woods, falling down a rabbit hole, or embarking on a voyage to Neverland. Those beasts and beings who stalk such places are equally wondrous, and offer fantastic starting points for any number of adventures.

To heighten the sense of wonder in a fairy tale adventure or campaign, a GM might consider presenting the game in a modern setting. In a modern setting, characters have regular jobs that don’t normally involve hunting goblins or helping talking fish solve puzzles. This means that when the moths take shape and become the cloak of a princess of summer come to beg a favor or steal a child, or the house grows legs and runs away one morning, the player characters will be rightfully amazed (and perhaps somewhat terrified).

Nature of Faerie

Faerie (also called by many other names) is a dimension of magic separate from but closely parallel to the mundane world. It doesn’t matter whether Faerie is just a collective term for thousands of separate curled-up dimensions hidden in corners, in closets, or at the center of forests, or it’s one continuous realm that overlaps the real world where it’s thinnest. It’s a place those with open hearts can find by following a way between tall trees (or looming library shelves) to a realm where everything is different. Where elves walk, nymphs dance, unicorns gallop, and both natural growths and built structures become vast and enchanting.

Humans don’t tend to do well in such a world if they stay too long, as the sensory input is hard on the nervous system. But fey creatures depend on it, like plants to the light. A fey creature too long cut off from its land of origin (or its stream, hill, or burrow) slowly becomes mortal and then dies.

When a fey creature is cut by silvered or cold iron weapons, they temporarily lose the sustaining benefit of their connection to Faerie. This severed connection usually disrupts a fey creature’s ability to heal. A silvered weapon is one that contains silver as part of an alloying process, has silver inlay, or has been coated in a dusting of silver powder (which usually lasts only through a single fight). In truth, many items in the modern era are cold-forged, while many others are not. We suggest that any hand-forged item containing iron could be considered a cold-forged weapon for harming fey creatures. Thus, most bullets and other modern items wouldn’t be treated as cold iron by this definition, but some would fit the bill.

Basic Creatures and NPCs for a Fairy Tale Game

Most fey creatures of level 2 or higher regain 1 point of health per round, unless wounded by silvered or cold iron weapons.

@UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.JULnmDMPODWwSgyT]{Angry ants} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.VK2Iv9hH0ITqmvV9]{Erlking} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.PS7RVxRlUxllwCky]{Faerie} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.ijRly8phWTeUIy8r]{Feral tree} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.UXvVjQMo4BRwi2Ef]{Nymph} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.BJOh1w5ZImYrdKuM]{Pixie} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.2v0CeAw0V9Hql9iL]{Razorblade butterflies} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.NVjNYB0ApximA7Kn]{Talking cat} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.LZB001qKeGrqUyMZ]{Troll}

Fairy Tale Artifacts

Artifacts in a fantasy setting and magic items in other games focused on fantasy would also be suitable for a fairy tale setting. However, every fairy tale artifact should come with a quirk that sets it apart from a simple “wand of fire” or similar item. Come up with your own or roll a quirk on the table below.

d10Quirk
1Is sometimes invisible.
2Cries like a baby if jostled.
3Becomes cold as ice to the touch and emits cold vapor when danger threatens.
4Contains a secret compartment that invariably holds a chunk of rock broken from what might be a strange jade sculpture.
5Also serves as a key to some magically locked doors and chests.
6Bites owner with tiny teeth if jostled, dealing 1 point of damage.
7Always muttering and complaining, though useful warnings and other information can sometimes be gained.
8Jealous of any other manifest cyphers, artifacts, or beautiful objects in the wielder’s life.
9The “painting” of a princess of summer on the object sometimes leaves it, robbing the artifact of power.
10Causes flowers to grow wherever it is stored or set down.
","markdown":""},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"ownership":{"default":-1},"flags":{}},{"sort":599805,"name":"Genre: Historical","type":"text","_id":"hdLllcWxZ4VdDhlr","title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"

Setting your campaign in World War 2, the Renaissance, or the 1930s can be fun and interesting. However, setting it in ancient Greece or feudal Japan, for example, probably makes it more like fantasy without all the orcs and magic (although a game set in feudal Japan with orcs and magic could be fascinating).

One of the draws of playing in a historical adventure is the thrill of “being there” when something important happens. Thus, in many cases, historical adventures in RPGs shouldn’t be designed as campaigns, but instead serve as short-term experiences where players try something new, or at least something they don’t normally do: play as figures involved in a momentous historical event.

Historical games should take cues from the closely related areas of historical fiction and historical re-enactment. The lessons of great historical fiction include the following.

The GM should anchor the characters with problems or conflicts that connect them to the chosen time period; make sure that PC backgrounds contain one relevant detail to the chosen historical setting.

The GM shouldn’t fall into the trap of assuming that history was drab just because it is often presented along with old paintings, drawings, or blurred black-and-white photographs. Dramatic events, surprising twists, and unexpected situations are just as likely in a historical adventure as in any other kind.

What’s the point of a historical adventure if there is no suspense? Sure, everyone knows what happens at the end of any given historical battle, but the stories of individuals within those fights are not known. Will they live? Will they succeed in their mission? And what are the consequences? Think of all the war movies that rely on that exact latitude to tell great stories.

Make sure you know when the campaign ends. Maybe it’s when the PCs successfully accomplish a specific task, but it might be externally timed to when a historical event takes place, whether they are attempting to offer aid, thwart it, or merely be aware of it as they attempt to do something that history hasn’t recorded.

Don’t create more than you need to. Be ready to tell the PCs what they see and who they encounter when they are introduced to a historical location or person, but don’t worry about things that they likely will never see. Yes, figure out what kind of currency is used, but making a super-accurate list of prices just isn’t necessary; the players will take your word for the cost of items and many other details. You’re evoking a historical setting with your game, not writing a book report.

Be wary about stereotypes and cultural misappropriation. History, as they say, is written by the victors. The ancient Greeks wrote that other cultures were all barbaric, and the European settlers called the natives in North America savages, but that doesn’t mean it’s true. If all you know about a time period is a movie set in that period, you’ll have a skewed version of events and culture. Be willing to go deeper than Braveheart or The Last Samurai, or maybe choose a different genre.

Running a Historical Game

Preparation is important in a historical game, and most of that entails choosing a historical period—or a specific historical event—as the setting. Given that all of history can serve, you won’t lack for resources. Below are a few possibilities. Of course, the farther back you set your game, the less information on specific events is available. On the other hand, that frees you up to get creative.

Once you choose the historical period and any special events you want to include in your adventure or campaign, direct your players to an appropriate set of foci. Alternately, you can have your players play as historically significant figures, but if you do this, you may want to create their characters ahead of time. Most GMs will probably want to save historically significant individuals for use as NPCs.

The players will need some kind of grounding in what to expect in the time period you’ve chosen. Just like they need an idea of what magic can do in a fantasy game, they will need a general idea of what kind of technology is available, the broad strokes of what their characters might know and not know, and so on. Maybe have them read a Wikipedia entry, at the very least.

If you’re looking for inspiration for time periods in which to set your historical game, here are some possible ideas: prehistory, classical antiquity, ancient Egypt, the American revolution, ancient China, World War II, Edo Period Japan, Medieval Europe, and the American Old West.

Suggested Types for a Historical Game

RoleType
Constable (or night watchman)Explorer with combat flavor
DetectiveExplorer with stealth flavor and skills and knowledge flavor
KnightWarrior
PirateExplorer with stealth flavor
TutorSpeaker
MerchantSpeaker with skills and knowledge flavor
SmithSpeaker with some warrior abilities and skills and knowledge flavor
PlaywrightSpeaker
NobleSpeaker with skills and knowledge flavor
ExplorerExplorer
PriestSpeaker

Basic Creatures and NPCs for a Historical Game

@UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.ZT13lzcl6dsvg8HX]{Cat} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.MwSOqh6IDnwKis8b]{Dodo} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.JZbErZ6hAgtHrgim]{Dog} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.vmvgLdR7JKdsukCW]{Dog, guard} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.61EndqAjZ2ZZZuS9]{Horse} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.8AhrSmfhARlAahxp]{Merchant} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.HKcVbxx1xGOpyVk4]{Noble} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.qLFrfE0E9w6BcG48]{Rat} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.Ax77ZEkAA3XJBPaA]{Serf} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.PXVS2kwvslh30lBB]{Snake, poisonous} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.vhGua32GarGCzLGv]{Warhorse}

Historical Artifacts

The concept of artifacts is probably inappropriate for a historical setting without some kind of supernatural, fantastical, or science fiction element. That said, objects of mystery such as the Antikythera mechanism (an ancient analog computer and orrery used to predict eclipses and other astronomical positions) reveal that the ancient world—and by extension more recent historical periods—contained fascinating and useful objects that were anachronistic for their period. Most such artifacts were likely the creations of philosophers, lone geniuses, and similar figures.

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This chapter describes many common and uncommon creatures that the characters might meet—and fight—in a Cypher System game and gives their stats. The variety of creatures that populate the possible settings and genres is so great that this chapter only scratches the surface. It does, however, provide examples of kinds of inhabitants—bestial and civilized, living and undead, organic and inorganic—so that you can easily extrapolate and create your own.

Understanding the Listings

Every creature is presented by name, followed by a standard template that includes the following categories.

Level: Like the difficulty of a task, each creature and NPC has a level attached to it. You use the level to determine the target number a PC must reach to attack or defend against the opponent. In each entry, the difficulty number for the creature or NPC is listed in parentheses after its level. As shown on the following table, the target number is three times the level.

LevelTarget Number
13
26
39
412
515
618
721
824
927
1030

Description: Following the name of the creature or NPC is a general description of its appearance, nature, intelligence, or background.

Motive: This entry is a way to help the GM understand what a creature or NPC wants. Every creature or person wants something, even if it’s just to be left alone.

Environment: This entry describes whether the creature tends to be solitary or travel in groups and what kind of terrain it inhabits (such as “They travel in packs through dry wastes and temperate lowlands”).

Health: A creature’s target number is usually also its health, which is the amount of damage it can sustain before it is dead or incapacitated. For easy reference, the entries always list a creature’s health, even when it’s the normal amount for a creature of its level.

Damage Inflicted: Generally, when creatures hit in combat, they inflict their level in damage regardless of the form of attack. Some inflict more or less or have a special modifier to damage. Intelligent NPCs often use weapons, but this is more a flavor issue than a mechanical one. In other words, it doesn’t matter if a level 3 foe uses a sword or claws—it deals the same damage if it hits. The entries always specify the amount of damage inflicted, even if it’s the normal amount for a creature of its level.

Armor: This is the creature’s Armor value. Sometimes the number represents physical armor, and other times it represents natural protection. This entry doesn’t appear in the game stats if a creature has no Armor.

Movement: Movement determines how far the creature can move in a single turn. Creatures have movements of immediate, short, long, or very long, which equate to the ranges of the same name. Most PCs have an effective movement of short, so if they are chasing (or being chased by) a creature with immediate movement, their Speed tasks are eased; if the creature’s movement is long or greater, the PCs’ Speed tasks are hindered.

Modifications: Use these default numbers when a creature’s information says to use a different target number. For example, a level 4 creature might say “defends as level 5,” which means PCs attacking it must roll a target number of 15 (for difficulty 5) instead of 12 (for difficulty 4). In special circumstances, some creatures have other modifications, but these are almost always specific to their level.

Combat: This entry gives advice on using the creature in combat, such as “This creature uses ambushes and hit-and-run tactics.” At the end of the combat listing, you’ll also find any special abilities, such as immunities, poisons, and healing skills. GMs should be logical about a creature’s reaction to a particular action or attack by a PC. For example, a mechanical creation is immune to normal diseases, a character can’t poison a being of energy (at least, not with a conventional poison), and so on.

Interaction: This entry gives advice on using the creature in interactions, such as “These creatures are willing to talk but respond poorly to threats,” or “This creature is an animal and acts like an animal.”

Use: This entry gives the GM suggestions for how to use the creature in a game session. It might provide general notes or specific adventure ideas.

Loot: This entry indicates what the PCs might gain if they take items from their fallen foes (or trade with or trick them). It doesn’t appear in the game stats if the creature has no loot.

GM Intrusion: This optional entry in the stats suggests a way to use GM intrusion in an encounter with the creature. It’s just one possible idea of many, and the GM is encouraged to come up with their own uses of the game mechanic.

Creatures

@UUID[Compendium.cyphersystem-compendium.creatures.GcRpFtcOQDpGvU4H]{Abomination} @UUID[Compendium.cyphersystem-compendium.creatures.17NSMk419kHRvwoP]{Chimera} @UUID[Compendium.cyphersystem-compendium.creatures.Ds2TiPhzGcBio6uy]{Chronophage} @UUID[Compendium.cyphersystem-compendium.creatures.6XzVLD44cRlhPIfO]{Deep one} @UUID[Compendium.cyphersystem-compendium.creatures.dEUcFhzvuB3ufhv5]{Deinonychus} @UUID[Compendium.cyphersystem-compendium.creatures.0NEyK7k8eNvN9oRt]{Demigod} @UUID[Compendium.cyphersystem-compendium.creatures.C2tRCVUtCl1OEb7M]{Demon} @UUID[Compendium.cyphersystem-compendium.creatures.Z4Y7VaCkpXbCZ2yy]{Devil} @UUID[Compendium.cyphersystem-compendium.creatures.D25NNlnriTPYwXvl]{Djinni} @UUID[Compendium.cyphersystem-compendium.creatures.huhkLDlDaru359Bf]{Dragon} @UUID[Compendium.cyphersystem-compendium.creatures.li1H57vGnKM9EY61]{Earth elemental} @UUID[Compendium.cyphersystem-compendium.creatures.WcxUomm2dqg2s2mU]{Enthraller} @UUID[Compendium.cyphersystem-compendium.creatures.p5ugVxzZFUe8r2To]{Fallen angel} @UUID[Compendium.cyphersystem-compendium.creatures.W7lOvxxSkcShe4Y9]{Fire elemental} @UUID[Compendium.cyphersystem-compendium.creatures.CbyPd1QoYjZGISN9]{Fusion hound} @UUID[Compendium.cyphersystem-compendium.creatures.02LotzBPq6hZTu2N]{Ghost} @UUID[Compendium.cyphersystem-compendium.creatures.92AH6pnL8Mknw6ok]{Ghoul} @UUID[Compendium.cyphersystem-compendium.creatures.gc0tYELtVAJRfFL6]{Giant} @UUID[Compendium.cyphersystem-compendium.creatures.U508Iiym5DOrLbCP]{Giant rat} @UUID[Compendium.cyphersystem-compendium.creatures.G1R1ESjuGxTJ7VwN]{Giant snake} @UUID[Compendium.cyphersystem-compendium.creatures.PlHlqDlwByGRX8T3]{Giant spider} @UUID[Compendium.cyphersystem-compendium.creatures.StSE44DNprZ4X4t8]{Goblin} @UUID[Compendium.cyphersystem-compendium.creatures.nBJ1PaZw7VugehNT]{Golem} @UUID[Compendium.cyphersystem-compendium.creatures.v5KdQP0xAVsoznyE]{Grey} @UUID[Compendium.cyphersystem-compendium.creatures.gDdZYUFdqZhmK3Oc]{Kaiju} @UUID[Compendium.cyphersystem-compendium.creatures.Iyx0QTRTuHLwr2g4]{Killer clown} @UUID[Compendium.cyphersystem-compendium.creatures.m9Hqr0shnpvRfgiF]{Killing white light} @UUID[Compendium.cyphersystem-compendium.creatures.EX0RBWZzdGetaDK9]{Mechanical soldier} @UUID[Compendium.cyphersystem-compendium.creatures.LkiVCVe5HhMi8Hc8]{Mi-go} @UUID[Compendium.cyphersystem-compendium.creatures.ZLDxtrbI1te50O1k]{Mokuren} @UUID[Compendium.cyphersystem-compendium.creatures.2BTNWIpNjjd696xa]{Nuppeppo} @UUID[Compendium.cyphersystem-compendium.creatures.Jo0ULIISkFpZDV85]{Ogre} @UUID[Compendium.cyphersystem-compendium.creatures.obJAuUihAMdRF9j2]{Orc} @UUID[Compendium.cyphersystem-compendium.creatures.KrHZmg9AKHxbGRnk]{Prince(ss) of summer} @UUID[Compendium.cyphersystem-compendium.creatures.axcyoROutmXNdzNk]{Puppet tree} @UUID[Compendium.cyphersystem-compendium.creatures.qT2StUmJ4FDfS2Ji]{Ravage bear} @UUID[Compendium.cyphersystem-compendium.creatures.n54pC87T2nULqbCJ]{Replicant} @UUID[Compendium.cyphersystem-compendium.creatures.qB1fv8beRDJG465z]{Shadow elf} @UUID[Compendium.cyphersystem-compendium.creatures.MQI4Poo9zZKrgKhc]{Skeleton} @UUID[Compendium.cyphersystem-compendium.creatures.nkAvknrgByU2kBSn]{Statue, animate} @UUID[Compendium.cyphersystem-compendium.creatures.E7LZFxUVnPeXLIgX]{Tyrannosaurus rex} @UUID[Compendium.cyphersystem-compendium.creatures.37pnRQFiOHt47hFP]{Vampire} @UUID[Compendium.cyphersystem-compendium.creatures.PIJ3eSbmYUGztjb1]{Vampire, transitional} @UUID[Compendium.cyphersystem-compendium.creatures.QFTQJ4Z4kmHVr23P]{Vat reject} @UUID[Compendium.cyphersystem-compendium.creatures.WsWJRqBjUW1WO1Wp]{Wardroid} @UUID[Compendium.cyphersystem-compendium.creatures.3jAoNYaS0CHUjkqS]{Werewolf} @UUID[Compendium.cyphersystem-compendium.creatures.2nv7KEvkNXsUOykU]{Witch} @UUID[Compendium.cyphersystem-compendium.creatures.Ziw2e08pt2Fc8vHz]{Xenoparasite} @UUID[Compendium.cyphersystem-compendium.creatures.dWvlzVDxmAUQxT7s]{Zombie}

Normal Animals

Unlike many creatures in this chapter, normal animals are simple and understandable enough to be encapsulated by just their level and maybe one or two other stats.

@UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.p7RwEbxxv74Xy0NP]{Bear, black} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.3NRZdgMZXVcEsqWl]{Bear, grizzly} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.JZbErZ6hAgtHrgim]{Dog} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.vmvgLdR7JKdsukCW]{Dog, guard} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.pNEII8Wup8xjZfuA]{Hawk} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.61EndqAjZ2ZZZuS9]{Horse} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.qLFrfE0E9w6BcG48]{Rat} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.RxtZyeRliCY3v9In]{Rattlesnake}

NPCs

The NPCs in this chapter are generic examples of nonplayer characters that can be used in many genres.

Reskinning NPCs: GMs will find that with a few tweaks, a guard can be a modern-day cop, a fantasy caravan guard, or a science fiction drone soldier. This is known as reskinning—making slight changes to existing stats to customize the NPC for your own game.

Health, Not Pools: Remember that NPCs don’t have stat Pools. Instead, they have a characteristic called health. When an NPC takes damage of any kind, the amount is subtracted from its health. Unless described otherwise, an NPC’s health is always equal to its target number. Some NPCs might have special reactions to or defenses against attacks that would normally deal Speed damage or Intellect damage, but unless the NPC’s description specifically explains this, assume that all damage is subtracted from the NPC’s health.

Appropriate Weapons: NPCs use weapons appropriate to their situation, which might be swords and crossbows, knives and shotguns, malefic psychic weapons, blasters and grenades, and so on.

@UUID[Compendium.cyphersystem-compendium.npcs.rnq3fP5XVmqEmZWG]{Assassin} @UUID[Compendium.cyphersystem-compendium.npcs.IXoOu0XGctC51WFn]{Cannibal} @UUID[Compendium.cyphersystem-compendium.npcs.jZT0TZAHaKkZ8kGv]{Crime boss} @UUID[Compendium.cyphersystem-compendium.npcs.17FhJIqwNpdkCE3Q]{Detective} @UUID[Compendium.cyphersystem-compendium.npcs.vamqtdZeooEZTvVA]{Guard} @UUID[Compendium.cyphersystem-compendium.npcs.mIkMohVYFvaiNwZB]{Occultist} @UUID[Compendium.cyphersystem-compendium.npcs.SMQHtX6tTqzNShpA]{Secret agent} @UUID[Compendium.cyphersystem-compendium.npcs.dxKy262U5XR9IQdV]{Thug} @UUID[Compendium.cyphersystem-compendium.npcs.T49YQrtaJRk1stLD]{Wizard, mighty}

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Cyphers are one-use abilities that characters gain over the course of play. They have cool powers that can heal, make attacks, ease or hinder task rolls, or (in a more supernatural and extreme example) produce effects such as nullifying gravity or turning something invisible.

Most cyphers aren’t physical objects—just something useful that happens right when you need it. They might be a burst of insight that allows a character to make a perfectly executed attack, a lucky guess when using a computer terminal, a coincidental distraction that gives you an advantage against an NPC, or a supernatural entity that makes things work out in your favor. In some games, cyphers come in the form of items, like magic potions or bits of alien technology.

Cyphers that don’t have a physical form are called subtle cyphers.

Cyphers that have a physical form are called manifest cyphers.

Regardless of their form, cyphers are single-use effects and are always consumed when used. Unless a cypher’s description says otherwise, it works only for the character who activates it. For example, a PC can’t use an enduring shield cypher on a friend.

Cyphers are a game mechanic designed for frequent discovery and use. PCs can have only a small number of cyphers at any given time, and since they’re always finding more, they’re encouraged to use them at a steady pace.

In theory, the cyphers gained by the PCs are determined randomly. However, the GM can allow PCs to acquire or find them intentionally as well. Cyphers are gained with such regularity that the PCs should feel that they can use them freely. There will always be more, and they’ll have different benefits. This means that in gameplay, cyphers are less like gear or treasure and more like character abilities that the players don’t choose. This leads to fun game moments where a player can say “Well, I’ve got an X that might help in this situation,” and X is always different. X might be an intuitive understanding of the local computer network, a favor from the Faerie Court, an explosive device, a short-range teleporter, or a force field. It might be a powerful magnet or a prayer that will cure disease. It could be anything. Cyphers keep the game fresh and interesting. Over time, characters can learn how to safely carry more and more cyphers at the same time, so cyphers really do seem more like abilities and less like gear.

“Carry” in this sense refers to both subtle cyphers and manifest cyphers, though a PC may not actually carry anything that physically represents the cypher. A character thrown into prison without their equipment might still have subtle cyphers.

Cyphers don’t have to be used to make room for new ones. For subtle cyphers, a character can just use an action to “lose” the cypher, freeing up space to “find” one later (once a subtle cypher is discarded this way, it is gone and can’t be recovered). For manifest cyphers, it’s perfectly acceptable for the PCs to stash one elsewhere for later use; of course, that doesn’t mean it will still be there when they return.

Why Cyphers?

Cyphers are (not surprisingly, based on the name) the heart of the Cypher System. This is because characters in this game have some abilities that rarely or never change and can always be counted on—pretty much like in all games—and they have some abilities that are ever-changing and inject a great deal of variability in play. They are the major reason why no Cypher System game session should ever be dull or feel just like the last session. This week your character can solve the problem by walking through walls, but last time it was because you could create an explosion that could level a city block.

The Cypher System, then, is one where PC abilities are fluid, with the GM and the players both having a role in their choice, their assignment, and their use. Although many things separate the game system from others, this aspect makes it unique, because cyphers recognize the importance and value of two things:

  1. “Treasure,” because character abilities make the game fun and exciting. In fact, in the early days of roleplaying, treasure (usually in the form of magic items found in dungeons) was really the only customization of characters that existed. One of the drives to go out and have adventures is so you can discover cool new things that help you when you go on even more adventures. This is true in many RPGs, but in the Cypher System, it’s built right into the game’s core.

  2. Letting the GM have a hand in determining PC abilities makes the game move more smoothly. Some GMs prefer to roll cyphers randomly, but some do not. For example, giving the PCs a cypher that will allow them to teleport far away might be a secret adventure seed placed by a forward-thinking GM. Because the GM has an idea of where the story is going, they can use cyphers to help guide the path. Alternatively, if the GM is open to it, they can give out cyphers that enable the characters to take a more proactive role (such as teleporting anywhere they want). Perhaps most important, they can do these things without worrying about the long-term ramifications of the ability. A device that lets you teleport multiple times might really mess up the game over the long term. But once? That’s just fun.

Cypher Limits

All characters have a maximum number of cyphers they can have at any one time, determined by their type. If a character ever attempts to carry more, random cyphers instantly disappear until the PC has a number of cyphers equal to their maximum (depending on the genre of the campaign, subtle cyphers may be more or less likely to vanish this way). These vanished cyphers are not recoverable.

Subtle Cyphers

Subtle (nonphysical) cyphers are a way to introduce cyphers into a game without overt “powered stuff”—no potions, alien crystals, or anything of that nature. They’re most useful, perhaps, in a modern or horror setting without obvious fantasy elements. Subtle cyphers are more like the inherent abilities PCs have, adding boosts to Edge, recovering points from Pools, coming up with ideas, and so on. In general, these are commonplace, non-supernatural effects—a subtle cypher wouldn’t create a laser beam or allow a character to walk through a wall. They don’t break the fragile bubble of believability in genres where flashy powers and abilities don’t make a lot of sense.

Subtle cyphers are particularly nice in a genre where the PCs are supposed to be normal people. The cyphers can simply be an expression of innate capabilities in characters that aren’t always dependable. And in many ways, that’s probably more realistic than an ability you can count on with certainty, because in real life, some days you can jump over a fence, and some days you just can’t.

Concepts for subtle cyphers include the following:

Good fortune: Once in a while, things just go your way. You’re in the right place at the right time.

Inspirations: Sometimes you get inspired to do something you’ve never done before and might not be able to do again. Call it adrenaline mixed with the right motivation, or just doing the right thing at the right place at the right time. Who can really define it? Life’s funny that way.

Alien concepts: Complex and utterly inhuman memes enter our world and worm their way into and out of human consciousness. When this happens, it can cause mental distress and disorientation. It can also grant impossible abilities and advantages.

Blessings: In a fantasy world, there are nine gods. Each morning, all intelligent residents of the world pray to one of the gods, and some of the faithful gain a divine blessing. Some people believe that praying to different gods gives you different blessings.

Earworms: You know how some songs pop into your head and just won’t leave? There’s a power to those songs, and the right people know how to harness it. Make the songs disturbing or reminiscent of evil chants, and you’ve got a perfect cypher concept for a horror campaign.

Mysterious transmissions: What’s that buzzing? That mechanical chittering? Those numbers repeating over and over? And why can only some people hear it? A few who are aware of the sounds have learned how to make use of them.

Supernatural powers: Mental or mystical energies constantly shift and change, ebb and flow. But you’ve figured out how to attune your mind to them. There are no physical actions or paraphernalia required—just an inner conduit to the numinous.

Discovering Subtle Cyphers

Since subtle cyphers aren’t physical objects, GMs will need to figure out when to give PCs new ones to replace the ones they have used. The cyphers probably shouldn’t be tied to actions entirely under the characters’ control—in other words, they shouldn’t come as a result of meditation or anything of that nature. Instead, the GM should choose significant points in the story when new cyphers might simply come unbidden to the PCs. In the broader view, this is no different than manifest cyphers placed as treasure in a creature’s lair, a secret cache, or somewhere else for the characters to find. Either way, the GM is picking good spots to “refill” potentially used cypher-based abilities.

Subtle cyphers are often found in groups of one to six (the GM can roll 1d6 to determine the number). The GM might randomly assign the cyphers to each PC who has space for more, or present a selection of cyphers to the group and allow the players to choose which ones they want for their characters. Characters should immediately know what their subtle cyphers do. If a PC activates a healing subtle cypher when they think it’s something to help pick a lock, that’s a waste of a useful character ability.

PCs might be able to obtain subtle cyphers from NPCs or in unusual circumstances as gifts, boons, or blessings, even asking for a particular kind of subtle cypher, such as healing, protection, or skill. For example, PCs who make a donation at a temple of a healing goddess could ask to receive a blessing (subtle cypher) that allows them to speak a healing prayer that restores points to one of their Pools. An NPC wizard who owes the PCs a favor might cast a spell on them that deflects one weapon if they say a magic word. An alien pylon might grant knowledge of a strange mental code that lets a person see in the dark for a few hours.

A PC can also acquire a new subtle cypher by spending 1 XP on one of the following player intrusions:

General cypher: You ask the GM for a general subtle cypher, such as “healing,” “movement,” “defense,” or perhaps something as specific as “flight.” The GM gives you a cypher that meets that description and randomly determines its level. If you don’t have space for this cypher, you immediately lose one of your current cyphers (your choice) and the new cypher takes its place.

Specific cypher: You ask the GM for a specific subtle cypher (such as a curative or stim) of a specific level. Make an Intellect roll with a difficulty equal to the cypher’s level plus 1. If you have had this cypher before, the task is eased. If you fail the roll, you do not gain a cypher. If you succeed, the GM gives you that subtle cypher at that level. If you don’t have space for this new cypher, you immediately lose one of your current cyphers (your choice) and the new cypher takes its place. Whether or not you succeed at the roll, the 1 XP is spent.

Manifest Cyphers

Because manifest cyphers are physical objects, and people are familiar with the idea of finding “treasure” as part of playing an RPG, these kinds of cyphers are easy to get into the hands of the PCs. They are often found in groups of one to six (the GM can roll 1d6 to determine the number), usually because the characters are searching for them. They might be among the possessions of a fallen foe, hidden in a secret room, or scattered amid the wreckage of a crashed starship. The GM can prepare a list ahead of time of what successful searchers find. Sometimes this list is random, and sometimes there is logic behind it. For example, a warlock’s laboratory might contain four different magic potions that the PCs can find.

If the characters search for cyphers, the GM sets the difficulty of the task. It is usually 3 or 4, and scavenging can take fifteen minutes to an hour.

Scavenging is not the only way to obtain manifest cyphers. They can also be given as gifts, traded with merchants, or sometimes purchased in a shop.

Unlike subtle cyphers, characters don’t automatically know what manifest cyphers do. Once the PCs find a manifest cypher, identifying it is a separate task, based on Intellect and modified by knowledge of the topic at hand. In a fantasy setting, that knowledge would probably be magic, but in a science fiction setting, it might be technology. The GM sets the difficulty of the task, but it is usually 1 or 2. Thus, even the smallest amount of knowledge means that cypher identification is automatic. The process takes one to ten minutes. If the PCs can’t identify a cypher, they can bring it to an expert for identification and perhaps trade, if desired.

Manifest Cyphers Duplicating Subtle Cyphers

Lots of overlap exists between what subtle cyphers and manifest cyphers can do. Nearly anything that can be explained as a subtle cypher can just as easily be a magic item, scientific device, or other manifest object. A bit of luck that helps you sneak (a subtle cypher) and a potion that helps you sneak (a manifest cypher) do the exact same thing for a character. One advantage of manifest cyphers is that characters can easily trade them to each other or sell them to NPCs. On the other hand, manifest cyphers can be dropped or stolen, and subtle cyphers can’t.

It’s fine if the GM decides to include both kinds of cyphers in the same game. A horror game could begin with the PCs as normal people with subtle cyphers, but as time goes on, they find one-use spells in occult tomes, weird potions, and bone dust that has strange powers.

Using Cyphers

The action to use a cypher is Intellect based unless described otherwise or logic suggests otherwise. For example, throwing an explosive might be Speed based because the device is physical and not really technical, but using a ray emitter is Intellect based.

Because cyphers are single-use items, cyphers used to make attacks can never be used with the Spray or Arc Spray abilities that some characters might have. They are never treated as rapid-fire weapons.

Identified manifest cyphers can be used automatically. Once a manifest cypher is activated, if it has an ongoing effect, that effect applies only to the character who activated the cypher. A PC can’t activate a cypher and then hand it to another character to reap the benefits.

A character can attempt to use a manifest cypher that has not been identified; this is usually an Intellect task using the cypher’s level. Failure might mean that the PC can’t figure out how to use the cypher or that they use it incorrectly (GM’s discretion). Of course, even if the PC activates the unidentified cypher, they have no idea what its effect will be.

Cyphers are meant to be used regularly and often. If PCs are hoarding or saving their cyphers, feel free to give them a reason to put the cyphers into play.

Cypher Levels and Effects

All cyphers have a level and an effect. The level sometimes determines an aspect of the cypher’s power (how much damage it inflicts, for example) but otherwise it only determines the general efficacy, the way level works with any object. The Level entry for a cypher is usually a die roll, sometimes with a modifier, such as 1d6 or 1d6 + 4. The GM can roll to determine the cypher’s level, or can allow the player to roll when they receive the cypher.

Normal and Fantastic Effects

Cypher effects fall into two categories: normal and fantastic. Normal effects are things that could reasonably happen or be explained in the normal physical world we’re familiar with. Fantastic effects are things that can’t. A normal person could hit a target 240 feet (73 m) away with a football, quickly get over a cold, run across a tightrope, or multiply two two-digit numbers in their head. These tasks are difficult, but possible. A normal person can’t throw an armored car, regrow a severed arm, create a robot out of thin air, or control gravity with their mind. These tasks are impossible according to the world as we know it. Cypher effects are either normal (possible) or fantastic (impossible according to the world as we know it).

Normal cypher effects should be available to PCs regardless of the genre of your game. It’s perfectly reasonable for a modern, fantasy, horror, science fiction, or superhero PC to have a cypher that gives them a one-use bonus on an attack or skill task, lets them take a quick breather to recover a few points in a Pool, or helps them focus their will to avoid distractions or fatigue.

Fantastic cypher effects should be limited to games where magic, technology, or other factors stretch the definition of “impossible.” A cypher that turns a corpse into a zombie is out of place in a non-fantastic modern game, but is perfectly reasonable for a fantasy, science fiction, or superhero game, or even a horror game where zombies exist, as long as the GM decides there is an appropriate story explanation for it. The zombie cypher might be a necromantic spell in a fantasy or superhero game, a code that activates a swarm of nanobots in a science fiction game, or a virus in a horror game. The rules categorize some cypher effects as fantastic to help the GM decide whether to exclude cyphers that don’t fit the game they’re running. For example, it is appropriate for a GM running a zombie horror survival game set in 1990s Georgia to allow the zombie-creating cypher but not a teleportation cypher, because creating a zombie is a fantastic effect that fits the setting and teleportation isn’t.

Fantastic cyphers can be subtle or manifest.

Optional Rule: Normal Cyphers Duplicating Fantastic Effects

If the GM and players are willing to stretch their imaginations a bit, it’s possible to include some fantastic cypher effects in a game where only normal cypher effects should exist, even if the PCs are only using subtle cyphers. The player using the cypher just needs to come up with a practical, realistic explanation for how the fantastic result occurred (perhaps with a much shorter or reduced effect than what’s described in the cypher text).

For example, a PC with a phase changer who is trapped in a prison cell could say that instead of physically phasing through the wall, using the cypher means they find a long-forgotten secret door connected to a narrow hallway leading to safety. A PC with a fire detonation could say they notice a can of paint thinner in the room, kick it over, and throw a table lamp into the spill, creating a spark and a momentary burst of harmful flames. A PC with a monoblade could say they spot structural flaws in an opponent’s armor, allowing them to attack for the rest of that combat in such a way that the foe’s Armor doesn’t count.

These interpretations of fantastic cyphers in a non-fantastic setting require player ingenuity and GM willingness to embrace creative solutions (similar to players using player intrusions to make a change in the game world). The GM always has the right to veto the explanation for the fantastic effect, allowing the player to choose a different action instead of using the fantastic cypher.

Manifest Cypher Forms

None of the manifest cyphers in this chapter have a stated physical form. The entries don’t tell you if something is a potion, a pill, or a device you hold in your hands because that sort of detail varies greatly from genre to genre. Are they magic? Are they tech? Are they symbiotic creatures with programmed DNA? That’s up to the GM. It’s flavor, not mechanics. It’s as important or unimportant as the style of an NPC’s hair or the color of the car the bad guys are driving. In other words, it’s the kind of thing that is important in a roleplaying game, but at the same time doesn’t actually change anything (and RPGs have a lot of things like that, if you think about it).

A manifest cypher’s physical form can be anything at all, but there are some obvious choices based on genre. The GM can design a setting that uses just one type—for example, a magical world where all cyphers are potions made by faeries. Or they can use many types, perhaps mixing them from different genres. Some suggestions include the following.

Fantasy/Fairy Tale: Potions, scrolls, runeplates, tattoos, charms, powders, crystals, books with words of power.

Modern/Romance: Drugs (injections, pills, inhalants), viruses, smartphone apps.

Science Fiction/Post-Apocalyptic: Drugs (injections, pills, inhalants), computer programs, crystals, gadgets, viruses, biological implants, mechanical implants, nanotechnological injections.

Horror: Burrowing worms or insects, pages from forbidden books, horrific images.

Superhero: Forms from all the other genres.

Cypher Tables

@UUID[Compendium.cyphersystem-compendium.cypher-roll-tables.Bn74yPIGZJTwA9yO]{Manifest Cypher Table} @UUID[Compendium.cyphersystem-compendium.cypher-roll-tables.yXkmPLGNM6UH5nkx]{Subtle Cypher Table} @UUID[Compendium.cyphersystem-compendium.cypher-roll-tables.tAjYZpL0GKkROZpR]{Fantastic Cypher Table}

A Listing of Various Cyphers

All cyphers in this section may be manifest cyphers. It is the GM’s discretion whether a particular cypher can be a subtle cypher, and that decision usually depends on the setting. (The tables indicating subtle, manifest, and fantastic cyphers are just suggestions for a typical campaign setting.)

@UUID[Compendium.cyphersystem-compendium.cyphers.nB8zfVWuIB1VvHGl]{Adhesion} @UUID[Compendium.cyphersystem-compendium.cyphers.gXzG3cEX6b15T7fh]{Age taker} @UUID[Compendium.cyphersystem-compendium.cyphers.ss48CDstie5AjXsb]{Analeptic} @UUID[Compendium.cyphersystem-compendium.cyphers.kgft4WfHxO9r06wb]{Antivenom} @UUID[Compendium.cyphersystem-compendium.cyphers.KZ2X27pebWbEvQXQ]{Armor reinforcer} @UUID[Compendium.cyphersystem-compendium.cyphers.uqL6JmysWKztajSP]{Attractor} @UUID[Compendium.cyphersystem-compendium.cyphers.FfAhElBEyjyd4E17]{Banishing} @UUID[Compendium.cyphersystem-compendium.cyphers.bxWMBr5i7Lfxid9Q]{Best tool} @UUID[Compendium.cyphersystem-compendium.cyphers.dymzqQ69RJGT8TEs]{Blackout} @UUID[Compendium.cyphersystem-compendium.cyphers.z7B2LxlcLfLMkTFw]{Blinking} @UUID[Compendium.cyphersystem-compendium.cyphers.vji8MXWxGxr3A9jp]{Burst of speed} @UUID[Compendium.cyphersystem-compendium.cyphers.WIDPRS1tIpL3pa5F]{Catholicon} @UUID[Compendium.cyphersystem-compendium.cyphers.k8SHSyIu2KzAZja7]{Chemical factory} @UUID[Compendium.cyphersystem-compendium.cyphers.o4AITObjEyBSsjR1]{Comprehension} @UUID[Compendium.cyphersystem-compendium.cyphers.88PKQNeHojZRVZLd]{Condition remover} @UUID[Compendium.cyphersystem-compendium.cyphers.cjFun20hsxOrU4UF]{Contingent activator} @UUID[Compendium.cyphersystem-compendium.cyphers.8NupmDC7tXJhHdy3]{Controlled blinking} @UUID[Compendium.cyphersystem-compendium.cyphers.ewaouF5H001ecJI2]{Curative} @UUID[Compendium.cyphersystem-compendium.cyphers.J2uXPzk3Q3o9Fwpe]{Curse bringer} @UUID[Compendium.cyphersystem-compendium.cyphers.IxserEHDalfrzdvG]{Darksight} @UUID[Compendium.cyphersystem-compendium.cyphers.7ZAyXJ8gyV4ao0wO]{Death bringer} @UUID[Compendium.cyphersystem-compendium.cyphers.DRkKlxg4WKwUgl7T]{Density} @UUID[Compendium.cyphersystem-compendium.cyphers.GxcYZVXI0R3cMeMp]{Detonation} @UUID[Compendium.cyphersystem-compendium.cyphers.bzGwdlL0ZLPsxK9v]{Detonation (creature)} @UUID[Compendium.cyphersystem-compendium.cyphers.Z5An8np1ZHSTSWet]{Detonation (dessicating)} @UUID[Compendium.cyphersystem-compendium.cyphers.RkOFWVFfuWHSGBVf]{Detonation (flash)} @UUID[Compendium.cyphersystem-compendium.cyphers.GPk5tYAHThxyIj6p]{Detonation (gravity inversion)} @UUID[Compendium.cyphersystem-compendium.cyphers.0WWb6gMnrICVA77C]{Detonation (gravity)} @UUID[Compendium.cyphersystem-compendium.cyphers.VhbqMkTUgBS24ZV8]{Detonation (massive)} @UUID[Compendium.cyphersystem-compendium.cyphers.FaQAOTHsz8kAwYva]{Detonation (matter disruption)} @UUID[Compendium.cyphersystem-compendium.cyphers.54PPya95rv4yA3O5]{Detonation (pressure)} @UUID[Compendium.cyphersystem-compendium.cyphers.DuYwDKUWCozANHfi]{Detonation (singularity)} @UUID[Compendium.cyphersystem-compendium.cyphers.hIxIA4943U1u3a9M]{Detonation (sonic)} @UUID[Compendium.cyphersystem-compendium.cyphers.PIuFZaZUI84aZvSj]{Detonation (spawn)} @UUID[Compendium.cyphersystem-compendium.cyphers.bIcebdBZfthtc7gn]{Detonation (web)} @UUID[Compendium.cyphersystem-compendium.cyphers.q5zVuR0m6OyMBS3o]{Disarm} @UUID[Compendium.cyphersystem-compendium.cyphers.wRrdISsr5cmCYZX1]{Disguise module} @UUID[Compendium.cyphersystem-compendium.cyphers.FItOrZq5fp17b99h]{Disrupting} @UUID[Compendium.cyphersystem-compendium.cyphers.dYPtdYIVh8Fw2j0I]{Eagleseye} @UUID[Compendium.cyphersystem-compendium.cyphers.wlbjzEJE7xJQejRu]{Effect resistance} @UUID[Compendium.cyphersystem-compendium.cyphers.NeLV59uT8r0aOBYv]{Effort enhancer (combat)} @UUID[Compendium.cyphersystem-compendium.cyphers.Sq85TkiuqKKZEcZa]{Effort enhancer (noncombat)} @UUID[Compendium.cyphersystem-compendium.cyphers.29q4icxpIjmPru2K]{Enduring shield} @UUID[Compendium.cyphersystem-compendium.cyphers.40DQrFLuDX017odb]{Equipment cache} @UUID[Compendium.cyphersystem-compendium.cyphers.h5TSiPn7BeeIobmN]{Farsight} @UUID[Compendium.cyphersystem-compendium.cyphers.oNuUwELrZDJY1mIf]{Fireproofing} @UUID[Compendium.cyphersystem-compendium.cyphers.fl9zbMTjxj8vy6kJ]{Flame-retardant wall} @UUID[Compendium.cyphersystem-compendium.cyphers.SJDuyxdMrDv6FaGy]{Force cube} @UUID[Compendium.cyphersystem-compendium.cyphers.dQligdNAYAr6wWdE]{Force field} @UUID[Compendium.cyphersystem-compendium.cyphers.uBDH4lBnOxOXh5CF]{Force screen projector} @UUID[Compendium.cyphersystem-compendium.cyphers.m3NxCCUGiLIKIJNw]{Force shield projector} @UUID[Compendium.cyphersystem-compendium.cyphers.w96EvfwEri9x5Mct]{Friction reducer} @UUID[Compendium.cyphersystem-compendium.cyphers.R88ueN5kMGSameYW]{Frigid wall} @UUID[Compendium.cyphersystem-compendium.cyphers.4L0etvDYulpV4ksR]{Gas bomb} @UUID[Compendium.cyphersystem-compendium.cyphers.pNqglMkBswKP2ICu]{Gravity nullifier} @UUID[Compendium.cyphersystem-compendium.cyphers.vk0FLEfC4YB7dbQs]{Gravity-nullifying application} @UUID[Compendium.cyphersystem-compendium.cyphers.aeBDWdPvxdfj3pfs]{Heat attack} @UUID[Compendium.cyphersystem-compendium.cyphers.7zM8O87dW3jbTnU6]{Hunter/seeker} @UUID[Compendium.cyphersystem-compendium.cyphers.CtZSjgL4ckxcKYUP]{Image projector} @UUID[Compendium.cyphersystem-compendium.cyphers.ReuRZASIsUHgdhEg]{Inferno wall} @UUID[Compendium.cyphersystem-compendium.cyphers.XX53GbhoCBiHS6ks]{Infiltrator} @UUID[Compendium.cyphersystem-compendium.cyphers.AitEjkvspLX688ye]{Information sensor} @UUID[Compendium.cyphersystem-compendium.cyphers.x7qSUmMgvNqV0Ugn]{Instant servant} @UUID[Compendium.cyphersystem-compendium.cyphers.sJVUfXvSJucHYari]{Instant shelter} @UUID[Compendium.cyphersystem-compendium.cyphers.Y6EVgmva4C9tPihv]{Intellect booster} @UUID[Compendium.cyphersystem-compendium.cyphers.udWLm1XDgVieMEDu]{Intelligence enhancement} @UUID[Compendium.cyphersystem-compendium.cyphers.5tLchT3lzBveqkxp]{Knowledge enhancement} @UUID[Compendium.cyphersystem-compendium.cyphers.WXP9irBlSYL49O46]{Lightning wall} @UUID[Compendium.cyphersystem-compendium.cyphers.MTgWJDJa0xrNOUMa]{Machine control} @UUID[Compendium.cyphersystem-compendium.cyphers.Kn3VvkesD5GVq0iI]{Magnetic attack drill} @UUID[Compendium.cyphersystem-compendium.cyphers.yYUMQ6PEMdyJsi6u]{Magnetic master} @UUID[Compendium.cyphersystem-compendium.cyphers.6ccQDO1fUZfF3qdo]{Magnetic shield} @UUID[Compendium.cyphersystem-compendium.cyphers.3ww0ueljUh3Fu4WN]{Manipulation beam} @UUID[Compendium.cyphersystem-compendium.cyphers.E3QMkfRIuJeWQh76]{Matter transference ray} @UUID[Compendium.cyphersystem-compendium.cyphers.zqv51NhAhlMBm2lG]{Meditation aid} @UUID[Compendium.cyphersystem-compendium.cyphers.rAka1a1rfa6U9ejN]{Memory switch} @UUID[Compendium.cyphersystem-compendium.cyphers.GS3GUtjmhIYxF8vb]{Mental scrambler} @UUID[Compendium.cyphersystem-compendium.cyphers.y710ojHG9JfbAHXq]{Metal death} @UUID[Compendium.cyphersystem-compendium.cyphers.9MBc2aywmCotLHZs]{Mind meld} @UUID[Compendium.cyphersystem-compendium.cyphers.f9o3v4yUbE2rOvkA]{Mind stabilizer} @UUID[Compendium.cyphersystem-compendium.cyphers.sgjAHLqFtHWLzSeV]{Mind-restricting wall} @UUID[Compendium.cyphersystem-compendium.cyphers.qyafaJwEsqCVU5ht]{Monoblade} @UUID[Compendium.cyphersystem-compendium.cyphers.adjHowuCfAqznUtV]{Monohorn} @UUID[Compendium.cyphersystem-compendium.cyphers.nH3BFfduw18UhsrN]{Motion sensor} @UUID[Compendium.cyphersystem-compendium.cyphers.ExszgFle5nmrHPSR]{Null field} @UUID[Compendium.cyphersystem-compendium.cyphers.yjjqWOig22fCfvyg]{Nullification ray} @UUID[Compendium.cyphersystem-compendium.cyphers.olA86ZssOHAVcyP5]{Nutrition and hydration} @UUID[Compendium.cyphersystem-compendium.cyphers.NCqhAMpNrf26KCkC]{Perfect memory} @UUID[Compendium.cyphersystem-compendium.cyphers.pMUiPSVOb2VPa79t]{Perfection} @UUID[Compendium.cyphersystem-compendium.cyphers.erJlxWAzYxAbBQ3n]{Personal environment field} @UUID[Compendium.cyphersystem-compendium.cyphers.q94YaFRPnpA4Vbt0]{Phase changer} @UUID[Compendium.cyphersystem-compendium.cyphers.orMNNP5kLwGszIWW]{Phase disruptor} @UUID[Compendium.cyphersystem-compendium.cyphers.I1UIJPrkDAtfdvkn]{Poison (emotion)} @UUID[Compendium.cyphersystem-compendium.cyphers.ab9oUkAc67kwQMu2]{Poison (explosive)} @UUID[Compendium.cyphersystem-compendium.cyphers.TqA7pzI1VOquoZrC]{Poison (mind controlling)} @UUID[Compendium.cyphersystem-compendium.cyphers.LT8pmimmThAbwOL7]{Poison (mind disrupting)} @UUID[Compendium.cyphersystem-compendium.cyphers.WKHeAOo07TN0Waqi]{Psychic communique} @UUID[Compendium.cyphersystem-compendium.cyphers.NGMhAxHPKXqxyarE]{Radiation spike} @UUID[Compendium.cyphersystem-compendium.cyphers.yxlZQszosCzyRvSM]{Ray emitter} @UUID[Compendium.cyphersystem-compendium.cyphers.kl7d13qf7si94eU0]{Ray emitter (command)} @UUID[Compendium.cyphersystem-compendium.cyphers.TvIMvUr69aOV5DnE]{Ray emitter (fear)} @UUID[Compendium.cyphersystem-compendium.cyphers.7lZj0lmBqmrz41mZ]{Ray emitter (friend slaying)} @UUID[Compendium.cyphersystem-compendium.cyphers.LHL022Qn3YRfXYU4]{Ray emitter (mind disrupting)} @UUID[Compendium.cyphersystem-compendium.cyphers.NbYGmZjDHMEmmfDL]{Ray emitter (numbing)} @UUID[Compendium.cyphersystem-compendium.cyphers.sodipYPbrbjALaH2]{Ray emitter (paralysis)} @UUID[Compendium.cyphersystem-compendium.cyphers.RSQzv6fY9P8vLQSh]{Reality spike} @UUID[Compendium.cyphersystem-compendium.cyphers.kgflNP6FVsspfutd]{Reflex enhancer} @UUID[Compendium.cyphersystem-compendium.cyphers.sdd3hhCzs5N0ZqP0]{Rejuvenator} @UUID[Compendium.cyphersystem-compendium.cyphers.8RpaNEaONagWqTTE]{Remembering} @UUID[Compendium.cyphersystem-compendium.cyphers.waaI5OVVCpZC7NLT]{Remote viewer} @UUID[Compendium.cyphersystem-compendium.cyphers.agDsGHiI4x9A0X0J]{Repair unit} @UUID[Compendium.cyphersystem-compendium.cyphers.qOLNoDFQpXZhsbCE]{Repeater} @UUID[Compendium.cyphersystem-compendium.cyphers.MycMQnAtFVkx7xjm]{Repel} @UUID[Compendium.cyphersystem-compendium.cyphers.lN1Qw9izMoo3NSbj]{Retaliation} @UUID[Compendium.cyphersystem-compendium.cyphers.zb8P9KDZaQ0j1exJ]{Secret} @UUID[Compendium.cyphersystem-compendium.cyphers.BmQhgfCQMQpMkwzg]{Sheen} @UUID[Compendium.cyphersystem-compendium.cyphers.hh2zZUmsmHCEUi8t]{Shock attack} @UUID[Compendium.cyphersystem-compendium.cyphers.EMaQ9DgLEL4DkPKD]{Shocker} @UUID[Compendium.cyphersystem-compendium.cyphers.ucJ3400aQrIR73I5]{Skill boost} @UUID[Compendium.cyphersystem-compendium.cyphers.4Bhy1bp5s8LqJR6r]{Slave maker} @UUID[Compendium.cyphersystem-compendium.cyphers.yqc7dFfKI5CTH81u]{Sleep inducer} @UUID[Compendium.cyphersystem-compendium.cyphers.k2hOy8OzSxgmhlIc]{Sniper module} @UUID[Compendium.cyphersystem-compendium.cyphers.9iFJZJ2Plks6CY7g]{Solvent} @UUID[Compendium.cyphersystem-compendium.cyphers.RhpzlF2Olodtf9J5]{Sonic hole} @UUID[Compendium.cyphersystem-compendium.cyphers.kBuARKz133ENxC8s]{Sound dampener} @UUID[Compendium.cyphersystem-compendium.cyphers.9SAuP9To5rJFzGR5]{Spatial warp} @UUID[Compendium.cyphersystem-compendium.cyphers.vs0hACATS83S9qUV]{Speed boost} @UUID[Compendium.cyphersystem-compendium.cyphers.O3yE0thccVVxTIiR]{Spy} @UUID[Compendium.cyphersystem-compendium.cyphers.FhWwzSoVBPzRfGch]{Stasis keeper}@UUID[Compendium.cyphersystem-compendium.cyphers.yazxGwqNVgyQGOPy]{Stim} @UUID[Compendium.cyphersystem-compendium.cyphers.exM6Flwc1g5UuC0q]{Strength boost} @UUID[Compendium.cyphersystem-compendium.cyphers.tSjCuPBJ8j8pIKqx]{Strength enhancer} @UUID[Compendium.cyphersystem-compendium.cyphers.E1GNoFsIMME2xcx8]{Subdual field} @UUID[Compendium.cyphersystem-compendium.cyphers.yeSsoCybAMSvVkSs]{Telepathy} @UUID[Compendium.cyphersystem-compendium.cyphers.VljAPSeYkXKcIkEd]{Teleporter (bounder)} @UUID[Compendium.cyphersystem-compendium.cyphers.4OErRBLP8HYZAnFc]{Teleporter (interstellar)} @UUID[Compendium.cyphersystem-compendium.cyphers.NWJ7mAY1VcxRBTaL]{Teleporter (planetary)} @UUID[Compendium.cyphersystem-compendium.cyphers.SKZrMCk2llIoKiU9]{Teleporter (traveler)} @UUID[Compendium.cyphersystem-compendium.cyphers.4bRwVWF2KHdSZOgh]{Temporal viewer} @UUID[Compendium.cyphersystem-compendium.cyphers.Q0Lj9McM3BanRLQ6]{Time dilation (defensive)} @UUID[Compendium.cyphersystem-compendium.cyphers.66kpaEIObWuovj11]{Time dilation (offensive)} @UUID[Compendium.cyphersystem-compendium.cyphers.ad7NVyxLv9YECCem]{Tissue regeneration} @UUID[Compendium.cyphersystem-compendium.cyphers.t2QXZKVmfQViAo4T]{Tracer} @UUID[Compendium.cyphersystem-compendium.cyphers.TFKQbAknncq4lMEV]{Trick embedder} @UUID[Compendium.cyphersystem-compendium.cyphers.sgBfROg7iUCCezZ8]{Uninterruptible power source} @UUID[Compendium.cyphersystem-compendium.cyphers.IVYgnh80vNTZ9gBf]{Vanisher} @UUID[Compendium.cyphersystem-compendium.cyphers.RcrVpX6UxbD3zTmR]{Visage changer} @UUID[Compendium.cyphersystem-compendium.cyphers.gSXLLLHYFumCsOAo]{Visual displacement device} @UUID[Compendium.cyphersystem-compendium.cyphers.0VkKJcPSO7Scn7Ef]{Vocal translator} @UUID[Compendium.cyphersystem-compendium.cyphers.SXrPkUbwR5IO6305]{Warmth} @UUID[Compendium.cyphersystem-compendium.cyphers.dHgtyDuK0uFBorWI]{Water adapter} @UUID[Compendium.cyphersystem-compendium.cyphers.vLodMbLfeliPpaol]{Weapon enhancement} @UUID[Compendium.cyphersystem-compendium.cyphers.uxXNL4ApwvCgvFAw]{Wings} @UUID[Compendium.cyphersystem-compendium.cyphers.ULHBUzdVa1eFiON2]{X-ray viewer} @UUID[Compendium.cyphersystem-compendium.cyphers.spdFY0JgxGdNMV7N]{Zero point field}

Power Boost Cyphers

These cyphers increase, modify, or improve a character’s existing powers. A burst boost cypher, for example, allows someone with the Bears a Halo of Fire focus to create a blast of fire in all directions, one time. Imagine this as being a fire-using superhero’s ability to “go nova.”

Power boost cyphers affect one use of a character’s abilities but do not require an action. Their use is part of the action that they affect.

Power boost cyphers are a special type of cypher. In some Cypher System games, they may be inappropriate, and in others, they may be the main (or only) type of cypher available, as determined by the GM. They can be either subtle or manifest.

@UUID[Compendium.cyphersystem-compendium.cyphers-power-boost.nlHGkmRztJaDi3Dj]{Area boost} @UUID[Compendium.cyphersystem-compendium.cyphers-power-boost.POLUtosUa7awAfW4]{Burst boost} @UUID[Compendium.cyphersystem-compendium.cyphers-power-boost.GEL5LkJCiQqEH1Nf]{Damage boost} @UUID[Compendium.cyphersystem-compendium.cyphers-power-boost.bEZrdVBmpzu4m3b8]{Efficacy boost (major)} @UUID[Compendium.cyphersystem-compendium.cyphers-power-boost.MLE2eQwkzrz9tVSC]{Efficacy boost (minor)} @UUID[Compendium.cyphersystem-compendium.cyphers-power-boost.xc7bsHHbEM84KLa9]{Energy boost} @UUID[Compendium.cyphersystem-compendium.cyphers-power-boost.AOWfJoOCbvwr9puF]{Range boost} @UUID[Compendium.cyphersystem-compendium.cyphers-power-boost.21qrMjA9SQFvWfkp]{Target boost}

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Setting Difficulty Ratings

The GM’s most important overall tasks are setting the stage and guiding the story created by the group (not the one created by the GM ahead of time). But setting difficulty is the most important mechanical task the GM has in the game. Although there are suggestions throughout this chapter for various difficulty ratings for certain actions, there is no master list of the difficulty for every action a PC can take. Instead, the Cypher System is designed with the “teach a person to fish” style of good game mastering in mind. (If you don’t know what that means, it comes from the old adage “Give a person a fish and they’ll eat for a day. Teach a person to fish and they’ll eat for a lifetime.” The idea is not to give GMs a ton of rules to memorize or reference, but to teach them how to make their own logical judgment calls.) Of course, most of the time, it’s not a matter of exact precision. If you say the difficulty is 3 and it “should” have been 4, the world’s not over.

For the most part, it really is as simple as rating something on a scale of 1 to 10, 1 being incredibly easy and 10 being basically impossible. The guidelines in the Task Difficulty table should help put you in the right frame of mind for assigning difficulty to a task.

For example, we make the distinction between something that most people can do and something that trained people can do. In this case, “normal” means someone with absolutely no training, talent, or experience—imagine your ne’er-do-well, slightly overweight uncle trying a task he’s never tried before. “Trained” means the person has some level of instruction or experience but is not necessarily a professional.

With that in mind, think about the act of balance. With enough focus, most people can walk across a narrow bridge (like a fallen tree trunk). That suggests it is difficulty 2. However, walking across a narrow plank that’s only 3 inches (8 cm) wide? That’s probably more like difficulty 3. Now consider walking across a tightrope. That’s probably difficulty 5—a normal person can manage that only with a great deal of luck. Someone with some training can give it a go, but it’s still hard. Of course, a professional acrobat can do it easily. Consider, however, that the professional acrobat is specialized in the task, making it difficulty 3 for them. They probably are using Effort as well during their performance.

Let’s try another task. This time, consider how hard it might be to remember the name of the previous leader of the village where the character lives. The difficulty might be 0 or 1, depending on how long ago they were the leader and how well known they were. Let’s say it was thirty years ago and they were only mildly memorable, so it’s difficulty 1. Most people remember them, and with a little bit of effort, anyone can come up with their name. Now let’s consider the name of the leader’s daughter. That’s much harder. Assuming the daughter wasn’t famous in her own right, it’s probably difficulty 4. Even people who know a little about local history (that is to say, people who are trained in the subject) might not be able to remember it. But what about the name of the pet dog owned by the daughter’s spouse? That’s probably impossible. Who’s going to remember the name of an obscure person’s pet from thirty years ago? Basically no one. However, it’s not forbidden knowledge or a well-guarded secret, so it sounds like difficulty 7. Difficulty 7 is the rating that means “No one can do this, yet some people still do.” It’s not the stuff of legend, but it’s something you would assume people can’t do. When you think there’s no way you can get tickets for a sold-out concert, but somehow your friend manages to score a couple anyway, that’s difficulty 7. (See the next section for more on difficulties 7, 8, 9, and 10.)

If you’re talking about a task, ideally the difficulty shouldn’t be based on the character performing the task. Things don’t get inherently easier or harder depending on who is doing them. However, the truth is, the character does play into it as a judgment call. If the task is breaking down a wooden door, an 8-foot-tall (2 m) automaton made of metal with nuclear-driven motors should be better at breaking it down than an average human would be, but the task rating should be the same for both. Let’s say that the automaton’s nature effectively gives it two levels of training in such tasks. Thus, if the door has a difficulty rating of 4, but the automaton is specialized and reduces the difficulty to 2, it has a target number of 6. The human has no such specialization, so the difficulty remains 4, and the person has a target number of 12. However, when you set the difficulty of breaking down the door, don’t try to take all those differences into account. The GM should consider only the human because the Task Difficulty table is based on the ideal of a “normal” person, a “trained” person, and so on. It’s humanocentric.

Most characters probably are willing to use one or two levels of Effort on a task, and they might have an appropriate skill or asset to decrease the difficulty by a step. That means that a difficulty 4 task will often be treated as difficulty 2 or even 1, and those are easy rolls to make. Don’t hesitate, then, to pull out higher-level difficulties. The PCs can rise to the challenge, especially if they are experienced.

The Impossible Difficulties

Difficulties 7, 8, 9, and 10 are all technically impossible. Their target numbers are 21, 24, 27, and 30, and you can’t roll those numbers on a d20 no matter how many times you try. Consider, however, all the ways that a character can reduce difficulty. If someone spends a little Effort or has some skill or help, it brings difficulty 7 (target number 21) into the range of possibility—difficulty 6 (target number 18). Now consider that they have specialization, use a lot of Effort, and have help. That might bring the difficulty down to 1 or even 0 (reducing it by two steps from training and specialization, three or four steps from Effort, and one step from the asset of assistance). That practically impossible task just became routine. A fourth-tier character can and will do this—not every time, due to the cost, but perhaps once per game session. You have to be ready for that. A well-prepared, motivated sixth-tier character can do that even with a difficulty 10 task. Again, they won’t do it often (they’d have to apply six levels of Effort, and even with an Edge of 6 that would cost 7 points from their Pool, and that’s assuming they’re specialized and have two levels of assets), but it can happen if they’re really prepared for the task (being specialized and maxed out in asset opportunities reduces the difficulty by four more steps). That’s why sixth-tier characters are at the top of their field, so to speak.

False Precision

One way to look at difficulty is that each step of difficulty is worth 3 on the die. That is to say, hinder the task by one step, and the target number rises by 3. Ease the task by one step, and the target number is lowered by 3. Those kinds of changes are big, meaty chunks. Difficulty, as a game mechanic, is not terribly precise. It’s measured in large portions. You never have a target number of 13 or 14, for example—it’s always 3, 6, 9, 12, 15, and so on. (Technically, this is not true. If a character adds 1 to a d20 roll for some reason, it changes a target number of 15 to 14. But this is not worth much discussion.)

Imprecision is good in this case. It would be false precision to say that one lock has a target number of 14 and another has a target number of 15. What false precision means in this context is that it would be a delusion to think we can be that exact. Can you really say that one lock is 5% easier to pick than another? And more important, even if you could, is the difference worth noting? It’s better to interact with the world in larger, more meaningful chunks than to try to parse things so carefully. If we tried to rate everything on a scale of 1 to 30 (using target numbers and not difficulty), we’d start to get lost in the proverbial weeds coming up with a meaningful distinction between something rated as an 8 and something rated as a 9 on that scale.

Routine Actions

Don’t hesitate to make actions routine. Don’t call for die rolls when they’re not really needed. Sometimes GMs fall into the trap illustrated by this dialogue:

GM: What do you do?

Player: I _________.

GM: Okay, give me a roll.

That’s not a good instinct—at least, not for the Cypher System. Players should roll when it’s interesting or exciting. Otherwise, they should just do what they do. If the PCs tie a rope around something and use it to climb down into a pit, you could ask for tying rolls, climbing rolls, and so on, but why? Just to see if they roll terribly? So the rope can come undone at the wrong time, or a character’s hand can slip? Most of the time, that makes players feel inadequate and isn’t a lot of fun. A rope coming undone in the middle of an exciting chase scene or a battle can be a great complication (and that’s what GM intrusions are for). A rope coming undone in the middle of a simple “getting from point A to point B” scene only slows down gameplay. The real fun—the real story—is down in the pit. So get the PCs down there.

There are a million exceptions to this guideline, of course. If creatures are throwing poisoned darts at the PCs while they climb, that might make things more interesting and require a roll. If the pit is filled with acid and the PCs must climb halfway down, pull a lever, and come back up, that’s a situation where you should set difficulty and perhaps have a roll. If a PC is near death, carrying a fragile item of great importance, or something similar, climbing down the rope is tense, and a roll might add to the excitement. The important difference is that these kinds of complications have real consequences.

On the flip side, don’t be afraid to use GM intrusion on routine actions if it makes things more interesting. Walking up to the king in his audience chamber in the middle of a ceremony only to trip on a rug? That could have huge ramifications for the character and the story.

Other Ways to Judge Difficulty

Rating things on a scale of 1 to 10 is something that most people are very familiar with. You can also look at it as rating an object or creature on a similar scale, if that’s easier. In other words, if you don’t know how hard it would be to climb a particular cliff face, think of it as a creature the PCs have to fight. What level would the creature be? You could look in the Creatures chapter and say “I think this wall should be about as difficult to deal with as a demon. A demon is level 5, so the task of climbing the wall will be difficulty 5.” That’s a weird way to do it, perhaps, but it’s fairly straightforward. And if you’re the kind of GM who thinks in terms of “How tough will this fight be?” then maybe rating tasks as creatures or NPCs to fight isn’t so strange after all. It’s just another way to relate to them. The important thing is that they’re on the same scale. Similarly, if the PCs have to tackle a knowledge task—say, trying to determine if they know where a caravan is headed based on its tracks—you could rate the task in terms of an object. If you’re used to rating doors or other objects that the PCs have broken through recently, the knowledge task is just a different kind of barrier to bust through.

Everything in the Cypher System—characters, creatures, objects, tasks, and so on—has a level. It might be called a tier or a difficulty instead of a level, but ultimately it’s a numerical rating system used to compare things. Although you have to be careful about drawing too many correlations—a first-tier character isn’t easily compared to a difficulty 1 wall or a level 1 animal—the principle is the same. Everything can be rated and roughly compared to everything else in the world. (It works best to take PCs out of this equation. For example, you shouldn’t try to compare a PC’s tier to a wall’s level. Character tiers are mentioned here only for completeness.)

Last, if your mind leans toward statistics, you can look at difficulty as a percentage chance. Every number on the d20 is a 5% increment. For example, you have a 5% chance of rolling a 1. You have a 10% chance of rolling a 1 or a 2. Thus, if you need to roll a 12 or higher, you have a 45% chance of success. (A d20 has nine numbers that are 12 or higher: 12, 13, 14, 15, 16, 17, 18, 19, and 20. And 9 × 5 equals 45.)

For some people, it’s easier to think in terms of a percentage chance. A GM might think “She has about a 30% chance to know that fact about geography.” Each number on a d20 is a 5% increment, and it takes six increments to equal 30%, so there are six numbers that mean the PC succeeds: 15, 16, 17, 18, 19, and 20. Thus, since the player has to roll 15 or higher, that means the target number is 15. (And that means the task is level 5, but if you’ve already determined the target number, you likely don’t care about the level.)

Advantages to This System

  1. The GM makes measured adjustments in large, uniform steps. That makes things faster than if players had to do arithmetic using a range of all numbers from 1 to 20.

  2. You calculate a target number only once no matter how many times the PCs attempt the action. If you establish that the target number is 12, it’s 12 every time a PC tries that action. (On the other hand, if you had to add numbers to your die roll, you’d have to do it for every attempt.) Consider this fact in light of combat. Once a player knows that they need to roll a 12 or higher to hit a foe, combat moves very quickly.

  3. If a PC can reduce the difficulty of an action to 0, no roll is needed. This means that an Olympic gymnast doesn’t roll a die to walk across a balance beam, but the average person does. The task is initially rated the same for both, but the difficulty is reduced for the gymnast. There’s no chance of failure.

  4. This is how everything in the game works, whether it’s climbing a wall,
    sweet-talking a guard, or fighting a bioengineered horror.

  5. Perhaps most important, the system gives GMs the freedom to focus entirely on the flow of the game. The GM doesn’t use dice to determine what happens (unless you want to)—the players do. There aren’t a lot of different rules for different actions, so there is little to remember and very little to reference. The difficulty can be used as a narrative tool, with the challenges always meeting the expected logic of the game. All the GM’s mental space can be devoted to guiding the story.

GM Intrusion

GM intrusion is the main mechanic that the GM uses to inject drama and additional excitement into the game. It’s also a handy tool for resolving issues that affect the PCs but do not involve them. GM intrusion is a way to facilitate what goes on in the world outside the characters. Can the minotaur track the PCs’ movements through the maze? Will the fraying rope hold?

Since the players roll all the dice, GM intrusion is used to determine if and when something happens. For example, if the PCs are fighting a noble’s guards, and you (the GM) know that there are more guards nearby, you don’t need to roll dice to determine if the other guards hear the scuffle and intervene (unless you want to). You just decide when it would be best for the story—which is probably when it would be worst for the characters. In a way, GM intrusion replaces the GM’s die rolling.

The mechanic is also one of the main ways that GMs award experience points to the PCs. This means that you use experience points as a narrative tool. Whenever it seems appropriate, you can introduce complications into the game that affect a specific player, but when you do so, you give that player 1 XP. The player can refuse the intrusion, but doing so costs them 1 XP. So by refusing an intrusion, the player does not get the experience point that the GM is offering, and they lose one that they already have. (This kind of refusal is likely to happen very rarely in your game, if ever. And, obviously, a player can’t refuse an intrusion if they have no XP to spend.)

Here’s how a GM intrusion might work in play. Say the PCs find a hidden console with some buttons. They learn the right order in which to press the buttons, and a section of the floor disappears. As the GM, you don’t ask the players specifically where their characters are standing. Instead, you give a player 1 XP and say “Unfortunately, you’re standing directly over this new hole in the floor.” If the player wanted, they could refuse the XP, spend one of their own, and say “I leap aside to safety.” Most likely, though, they’ll make the defense roll that you call for and let it play out.

There are two ways for the GM to handle this kind of intrusion. You could say “You’re standing in the wrong place, so make a roll.” (It’s a Speed defense roll, of course.) Alternatively, you could say “You’re standing in the wrong place. The floor opens under your feet, and you fall down into the darkness.” In the first example, the PC has a chance to save themselves. In the second example, they don’t. Both are viable options. The distinction is based on any number of factors, including the situation, the characters involved, and the needs of the story. This might seem arbitrary or even capricious, but you’re the master of what the intrusion can and can’t do. RPG mechanics need consistency so players can make intelligent decisions based on how they understand the world to work. But they’ll never base their decisions on GM intrusions. They don’t know when intrusions will happen or what form they will take. GM intrusions are the unpredictable and strange twists of fate that affect a person’s life every day.

When player modifications (such as skill, Effort, and so on) determine that success is automatic, the GM can use GM intrusion to negate the automatic success. The player must roll for the action at its original difficulty level or target number 20, whichever is lower.

Remember, any time you give a player 1 XP for a GM intrusion, you’re actually giving them 2— one to keep and one to give to another player.

Using GM Intrusion as a Narrative Tool

A GM can use this narrative tool to steer things. That doesn’t mean railroad the players or direct the action of the game with a heavy hand. GM intrusion doesn’t enable you to say “You’re all captured, so here’s your 1 XP.” Instead, the GM can direct things more subtly—gently, almost imperceptibly influencing events rather than forcing them. GM intrusion represents things going wrong. The bad guys planning well. Fortune not favoring the characters.

Consider this scenario: the GM plants an interesting adventure seed in a small village, but the PCs don’t stay there long enough to find it. So just outside the village, the PCs run afoul of a vicious viper that bites one of them. The GM uses intrusion to say that the poison from the snake will make the character debilitated unless they get a large dose of a specific antitoxin, which the group doesn’t have. Of course, they aren’t required to go back to the village where the GM’s interesting adventure can start, but it’s likely that they will, looking for the antitoxin.

Some players might find intrusion heavy-handed, but the XP softens the blow. And remember, they can refuse these narrative nudges. Intrusion is not meant to be a railroading tool—just a bit of a rudder. Not an inescapable track, but a nudge here and there.

What’s more, the GM doesn’t need to have a deliberate goal in mind. The complication you introduce could simply make things more interesting. You might not know where it will take the story, just that it will make the story better.

This is wonderfully empowering to the GM—not in a “Ha ha, now I’ll trounce the PCs” way, but in an “I can control the narrative a little bit, steering it more toward the story I want to create rather than relying on the dice” sort of way. Consider that old classic plot development in which the PCs get captured and must escape from the bad guys. In heroic fiction, this is such a staple that it would almost seem strange if it didn’t happen. But in many roleplaying games, it’s a nearly impossible turn of events—the PCs usually have too many ways to get out of the bad guy’s clutches before they’re captured. The dice have to be wildly against them. It virtually never happens. With GM intrusion, it could happen (again, in the context of the larger encounter, not as a single intrusion that results in the entire group of PCs being captured with little explanation or chance to react).

For example, let’s say the PCs are surrounded by orcs. One character is badly injured—debilitated—and the rest are hurt. Some of the orcs produce a large weighted net. Rather than asking for a lot of rolls and figuring the mechanics for escape, you use intrusion and say that the net goes over the PCs who are still on their feet. The rest of the orcs point spears menacingly. This is a pretty strong cue to the players that surrender is a good (and possibly the only) option. Some players won’t take the hint, however, so another use of intrusion might allow the orcs to hit one of the trapped PCs on the head and render them unconscious while their friends struggle in the net. If the players still don’t surrender, it’s probably best to play out the rest of the encounter without more GM intrusions—using more would be heavy-handed by anyone’s measure—although it’s perfectly reasonable to rule that a character rendered debilitated is knocked unconscious, since the orcs are trying to take the PCs alive.

Remember that GM intrusions can occur at any time, not just during combat. Disrupting or changing a tense interaction with NPCs can have big repercussions.

Using GM Intrusion as a Resolution Mechanic

This mechanic offers a way for the GM to determine how things happen in the game without leaving it all to random chance. Bad guys trying to smash down the door to the room where the PCs are holed up? You could roll a bunch of dice, compare the NPCs’ stats to the door’s stats, and so on, or you could wait until the most interesting time, have the bad guys break in, and award an experience point to the PC who tried their best to bar the door. The latter way is the Cypher System way. Intrusion is a task resolution tool for the GM. In other words, you don’t base things on stats but on narrative choice. (Frankly, a lot of great GMs over the years—even in the very early days of the hobby—have run their games this way. Sometimes they rolled dice or pretended to roll dice, but they were really manipulating things.) This method frees the GM from worrying about mechanics and looking up stats and allows them to focus on the story.

This isn’t cheating—it’s the rules of the game. This rule simply replaces traditional dice rolling with good game mastering, logic, and intelligent storytelling. When a PC is climbing a burning rope, and everyone knows that it will break at some point, the game has a mechanism to ensure that it breaks at just the right time.

Variant: If you want more randomness in your game, or if you want your game to seem like more of a simulation, assign a flat percentage chance for whatever you’re trying to resolve. For example, each round, the star troopers have a 20% chance to blast through the door—or, if you want the risk to escalate, a cumulative 20% chance to blast through the door. By not using GM intrusion, this method robs the PCs of a few XP, but when they see you rolling dice, it might help with their immersion. Alternatively, you can pretend to roll dice but really use GM intrusion, though this method seriously robs the characters of XP.

There’s a better way. Announce your intrusion, but say that there’s only a chance it will happen (state the percentage chance), and then roll the dice in plain view of everyone. If the intrusion occurs, award the XP as normal. This is likely the best of both worlds. However, it takes the narrative power out of your hands and gives it to the dice. Perhaps this method is best used only occasionally. If nothing else, it injects some variety and certainly some drama.

Using (and Not Abusing) GM Intrusion

Too much of a good thing will make the game seem utterly unpredictable—even capricious. The ideal is to use about four GM intrusions per game session, depending on the length of the session, or about one intrusion per hour of game play. This is in addition to any intrusions that are triggered by players rolling a 1.

Intrusion Through Player Rolls

When a PC rolls a 1, handle the GM intrusion the same way that you’d handle an intrusion you initiated. The intrusion could mean the PC fumbles or botches whatever they were trying to do, but it could mean something else. Consider these alternatives:

This might not be true of your players, but many players rarely, if ever, spend XP to refuse an intrusion from the GM, though they regularly use XP to avoid an intrusion that comes from a bad roll. And there’s nothing wrong with that. Some GMs might want to forbid using an XP to reroll a 1, but there’s really no point—if you’ve got an idea for a good intrusion, you don’t need to wait until a player rolls a 1 to use it.

GM Intrusion That Affects the Group

The core of the idea behind GM intrusion is that the player being adversely affected gains an experience point. But what if the intrusion affects the whole group equally? What if the GM uses it to have an unstable device overload and explode, harming all the characters? In this case, if no PC is involved more than the others (for example, no single PC was frantically attempting to repair the device), you should give 1 XP to each character but not give any of them an extra XP to hand out to someone else.

However, this kind of group intrusion should be an exception, not the rule. GM intrusions are much more effective if they are more personal.

Example GM Intrusions

It’s not a good idea to use the same events as GM intrusions over and over (“Dolmar dropped his sword again?”). Below are a number of different intrusions you can use.

Bad Luck

Through no fault of the characters, something happens that is bad or at least complicating. For example:

An Unknown Complication Emerges

The situation was more complex (and therefore more interesting) than the PCs knew—perhaps even more than the GM knew, at least at the start. For example:

An Impending Complication Emerges

GMs can use this type of intrusion as a resolution mechanic to determine NPC success or failure. Rather than rolling dice to see how long it takes an NPC to rewire a damaged force field generator, it happens at a time of the GM’s choosing—ideally when it would be most interesting. For example:

Opponent Luck or Skill

The PCs aren’t the only ones with surprising tricks up their sleeves. For example:

Fumbles

Although you might not want every player roll of 1 to be a fumble, sometimes it could be just that. Alternatively, the GM could simply declare that a fumble has occurred. In either case, consider the following examples:

Partial Success

GM intrusion doesn’t have to mean that a PC has failed. For example:

Player Intrusions

Player intrusions give the players a small bit of narrative control over the world. However, the world still remains in the GM’s purview. You can always overrule a player intrusion, or suggest a way to massage it so that it fits better into the setting. Still, because it is indeed narrative control, a player intrusion should always involve a small aspect of the world beyond the character. “I punch my foe really hard” is an expression of Effort or perhaps character ability. “My foe slips and falls backward off the ledge” is a player intrusion.

Player intrusions should never be as big as GM intrusions. They should not end an encounter, only (perhaps) provide the PC with the means to more easily end an encounter. They should not have a wide-reaching or even necessarily a long-term effect on the setting. A way to consider this might be that player intrusions can affect a single object (a floorboard snaps), feature (there’s a hidden shallow spot in the stream to ford), or NPC (the vendor is an old friend). But not more than that. A player intrusion can’t affect a whole village or even a whole tavern in that village. A rock can come loose, but a player intrusion can’t create a landslide.

Tying Actions to Stats

Although the decision is open to your discretion, when a PC takes an action, it should be fairly obvious which stat is tied to that action. Physical actions that involve brute force or endurance use Might. Physical actions that involve quickness, coordination, or agility use Speed. Actions that involve intelligence, education, insight, willpower, or charm use Intellect.

In rare instances, you could allow a PC to use a different stat for a task. For example, a character might try to break down a door by examining it closely for flaws and thus use Intellect rather than Might. This kind of change is a good thing because it encourages player creativity. Just don’t let it be abused by an exuberant or too-clever player. It’s well within your purview to decide that the door has no flaws, or to rule that the character’s attempt will take half an hour rather than one round. In other words, using a stat that is not the obvious choice should be the exception, not the rule.

Cyphers

You should think of cyphers as character abilities, whether they’re subtle cyphers or manifest cyphers. This means that it is incumbent upon you to make sure that players always have plenty of cyphers to use. In the course of their travels, the PCs should find that cyphers are extremely common. And since the PCs are limited in the number of cyphers they can carry, they will use them liberally.

Manifest cyphers can be found by scavenging through old ruins. They can be found in the corpses of magical or technological foes. They can be found among the possessions of intelligent fallen opponents or the lairs of unintelligent creatures, either amid the bones of former meals or as shiny decorations in a nest. They can be found in villages, in the back of a merchant’s cart that sells junk and scavenged parts. They are offered as rewards by people who are grateful for the PCs’ help.

Some adventures will offer more cyphers than others. Still, as a rule of thumb, in any given adventure, a character should use at least as many cyphers as they can carry. This means they should find that number of cyphers in that same amount of time (give or take). Thus, you can simply add up the number of cyphers the PCs can carry, and on average, they should find at least that many cyphers in a given adventure.

If your players are typical, they will use combat-related cyphers liberally but hold onto their utility cyphers. A ray emitter or defensive shield will be used, but a suspensor belt or phasing module will linger longer on their character sheets.

As with everything else in the game, it’s intentionally very easy for the GM to create new cyphers. Just think of the effect and how to express it as a game advantage. Two kinds of cyphers exist when it comes to effect: those that allow the user to do something better, and those that allow the user to do something they couldn’t do otherwise.

The first group includes everything that reduces the difficulty of a task (including defense tasks). The second group includes things that grant new abilities, such as flight, a new means of attack, the ability to see into the past, or any number of other powers.

A few more important notes about devising new cyphers:

Cyphers teach GMs to design different kinds of scenarios—ones in which the whole adventure isn’t wrecked if a player has something that can solve a single problem (defeat a foe, read a mind, bypass a barrier, or whatever). There should always be more to the adventure than one linchpin encounter, obstacle, foe, or secret.

It’s all right if players think of cyphers (especially manifest cyphers) as equipment or treasure. You should choose points in the course of the story that are appropriate for awarding subtle cyphers, especially if the PCs aren’t at their full capacity.

Artifacts

In terms of the narrative, artifacts are a lot like cyphers, except that most are not one-use items. Mechanically, they serve a very different purpose. It’s assumed that characters are exploring with some cyphers at their disposal. Artifacts, however, are added abilities that make characters broader, deeper, and often more powerful. They aren’t assumed—they’re extra.

The powers granted by artifacts are more like the abilities gained from a character’s type or focus in that they change the way the PC is played overall. The difference between an artifact and a type or focus ability is that almost all artifacts are temporary. They last longer than cyphers do, but because they have a depletion roll, any use could be their last.

Like cyphers, then, artifacts are a way for the GM to play a role in the development of the characters. Although armor, weapons, and the like are fine, special capabilities—such as long-range communication or travel—can really change the way the PCs interact with the world and how they deal with challenges. Some of these abilities enable the actions you want the PCs to take. For example, if you want them to have an underwater adventure, provide them with artifacts (or cyphers) that allow them to breathe underwater.

Also like cyphers, artifacts are simple for the GM to create. The only difference with artifacts is that you give them a depletion roll, using any numbers on 1d6, 1d10, 1d20, or 1d100. If you want the artifact to be used only a few times, give it a depletion roll of 1 in 1d6, 1 or 2 in 1d10, or even 1 or 2 in 1d6. If you want the PCs to use it over and over, a depletion roll of 1 in 1d100 more or less means that they can use it freely without worrying too much.

For examples of artifacts, see the Genres chapter.

You may wish to forbid the use of XP to reroll artifact depletion rolls. That’s pretty reasonable.

Skills and Other Abilities

Sometimes, the rules speak directly to character creativity. For example, players can make up their own skills. It’s possible to have a skill called “tightrope walking” that grants a character a better chance to walk across a tightrope, and another skill called “balance” that gives a character a better chance to walk across a tightrope and perform other balance actions as well. This might seem unequal at first, but the point is to let players create precisely the characters they want. Should you let a character create a skill called “doing things” that makes them better at everything? Of course not. The GM is the final arbiter not only of logic but also of the spirit of the rules, and having one or two single skills that cover every contingency is clearly not in the spirit.

It’s important that players play the character they want. This concept is supported not only with the open-ended skill system but also with the ability to get an experience point advance to tailor a character further. Likewise, the GM should be open to allowing a player to make small modifications to refine their character. In many cases, particularly ones that don’t involve stat Pools, Armor, damage inflicted, or the costs of Effort or special abilities, the answer from the GM should probably be “Sure, why not?” If a PC ends up being really good at a particular skill—better than they “should” be—what’s the harm? If Dave can swim incredibly well, how does that hurt the game in terms of the play experience or the story that develops? It doesn’t. If Helen can pick practically any mundane lock she finds, why is that a bad thing? In fact, it’s probably good for the game—there’s likely something interesting on the other sides of those doors.

In a way, this is no different than adjudicating a not-so-straightforward solution to a challenge. Sometimes you have to say “No, that’s not possible.” But sometimes, if it makes sense, open yourself up to the possibility.

NPCs and Death

As explained in the Rules of the Game chapter, NPCs have a health score rather than three stat Pools. When an NPC reaches 0 health, they are down. Whether that means dead, unconscious, or incapacitated depends on the circumstances as dictated by you and the players. Much of this can be based on logic. If the NPC is cut in half with a giant axe, they’re probably dead. If they’re mentally assaulted with a telepathic attack, they might be insane instead. If they’re hit over the head with a club, well, that’s your call.

It depends on the intentions of those who are fighting the NPC, too. PCs who want to knock out a foe rather than kill them can simply state that as their intention and describe their actions differently—using the flat of the blade, so to speak.

Creatures

Whenever possible, creatures should be handled like other NPCs. They don’t follow the same rules as the player characters. If anything, they should have greater latitude in doing things that don’t fit the normal mold. A many-armed beast should be able to attack multiple foes. A charging rhino-like animal ought to be able to move a considerable distance and attack as part of a single action.

Consider creature size very carefully. For those that are quick and hard to hit, hinder attacks against them. Large, strong creatures should be easier to hit, so ease attacks against them. However, you should freely give the stagger ability to anything twice as large as a human. This means that if the creature strikes a foe, the target must make an immediate Might defense roll or lose its next turn.

A creature’s level is a general indicator of its toughness, combining aspects of power, defense, intelligence, speed, and more into one rating. In theory, a small creature with amazing powers or extremely deadly venom could be high level, and a huge beast that isn’t very bright and isn’t much of a fighter could be low level. But these examples go against type. Generally, smaller creatures have less health and are less terrifying in combat than larger ones.

The Cypher System has no system for building creatures. There is no rule that says a creature with a certain ability should be a given level, and there is no rule dictating how many abilities a creature of a given level should have. But keep the spirit of the system in mind. Lower-level creatures are less dangerous. A level 1 creature could be poisonous, but its venom should inflict a few points of damage at most. The venom of a level 6 creature, however, might knock a PC down a step on the damage track or put them into a coma if they fail a Might defense roll. A low-level creature might be able to fly, phase through objects, or teleport because these abilities make it more interesting but not necessarily more dangerous. The value of such abilities depends on the creature that uses them. In other words, a phasing rodent is not overly dangerous, but a phasing battle juggernaut is terrifying. Basic elements such as health, damage, and offensive or defensive powers (such as poison, paralysis, disintegration, immunity to attacks, and so on) need to be tied directly to level—higher-level creatures get better abilities and more of them.

Balancing Encounters

In the Cypher System, there is no concept of a “balanced encounter.” There is no system for matching creatures of a particular level or tasks of a particular difficulty to characters of a particular tier. To some people, that might seem like a bad thing. But matching character builds to exacting challenges is not part of this game. It’s about story. So whatever you want to happen next in the story is a fine encounter as long as it’s fun. You’re not denying the characters XP if you make things too easy or too difficult, because that’s not how XP are earned. If things are too difficult for the PCs, they’ll have to flee, come up with a new strategy, or try something else entirely. The only thing you have to do to maintain “balance” is set difficulty within that encounter accurately and consistently.

In a game like the Cypher System, if everyone’s having fun, the game is balanced. Two things will unbalance the game in this context.

The first issue should be handled by the character creation rules. If there’s a problem, it might be that poor choices were made or a player isn’t taking full advantage of their options. If someone really doesn’t enjoy playing their character, allow them to alter the PC or—perhaps better—create a new one.

The second issue is trickier. As previously stated, there is no formula that states that N number of level X NPCs are a good match for tier Y characters. However, when the game has four or five beginning characters, the following guidelines are generally true.

But it depends on the situation at hand. If the PCs are already worn down from prior encounters, or if they have the right cyphers, any of the expectations listed above can change. That’s why there is no system for balancing encounters. Just keep in mind that beginning characters are pretty hardy and probably have some interesting resources, so you aren’t likely to wipe out the group by accident. Character death is unlikely unless the PCs have already been through a number of other encounters and are worn down.

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The rules of the Cypher System are quite straightforward at their heart, as all of gameplay is based around a few core concepts.

This chapter provides a brief explanation of how to play the game, and it’s useful for learning the game. Once you understand the basic concepts, you’ll likely want to reference Rules of the Game for a more in-depth treatment.

The Cypher System uses a twenty-sided die (1d20) to determine the results of most actions. Whenever a roll of any kind is called for and no die is specified, roll a d20.

The game master sets a difficulty for any given task. There are ten degrees of difficulty. Thus, the difficulty of a task can be rated on a scale of 1 to 10.

Each difficulty has a target number associated with it. The target number is always three times the task’s difficulty, so a difficulty 1 task has a target number of 3, but a difficulty 4 task has a target number of 12. To succeed at the task, you must roll the target number or higher. See the Task Difficulty table for guidance in how this works.

Character skills, favorable circumstances, or excellent equipment can decrease the difficulty of a task. For example, if a character is trained in climbing, they turn a difficulty 6 climb into a difficulty 5 climb. This is called easing the difficulty by one step (or just easing the difficulty, which assumes it’s eased by one step). If they are specialized in climbing, they turn a difficulty 6 climb into a difficulty 4 climb. This is called easing the difficulty by two steps. Decreasing the difficulty of a task can also be called easing a task. Some situations increase, or hinder, the difficulty of a task. If a task is hindered, it increases the difficulty by one step.

A skill is a category of knowledge, ability, or activity relating to a task, such as climbing, geography, or persuasiveness. A character who has a skill is better at completing related tasks than a character who lacks the skill. A character’s level of skill is either trained (reasonably skilled) or specialized (very skilled).

If you are trained in a skill relating to a task, you ease the difficulty of that task by one step. If you are specialized, you ease the difficulty by two steps. A skill can never decrease a task’s difficulty by more than two steps.

Anything else that reduces difficulty (help from an ally, a particular piece of equipment, or some other advantage) is referred to as an asset. Assets can never decrease a task’s difficulty by more than two steps.

You can also decrease the difficulty of a given task by applying Effort. (Effort is described in more detail in the Rules of the Game chapter.)

To sum up, three things can decrease a task’s difficulty: skills, assets, and Effort.

If you can ease a task so its difficulty is reduced to 0, you automatically succeed and don’t need to make a roll.

When Do You Roll?

Any time your character attempts a task, the GM assigns a difficulty to that task, and you roll a d20 against the associated target number.

When you jump from a burning vehicle, swing an axe at a mutant beast, swim across a raging river, identify a strange device, convince a merchant to give you a lower price, craft an object, use a power to control a foe’s mind, or use a blaster rifle to carve a hole in a wall, you make a d20 roll.

However, if you attempt something that has a difficulty of 0, no roll is needed—you automatically succeed. Many actions have a difficulty of 0. Examples include walking across the room and opening a door, using a special ability to negate gravity so you can fly, using an ability to protect your friend from radiation, or activating a device (that you already understand) to erect a force field. These are all routine actions and don’t require rolls.

Using skill, assets, and Effort, you can ease the difficulty of potentially any task to 0 and thus negate the need for a roll. Walking across a narrow wooden beam is tricky for most people, but for an experienced gymnast, it’s routine. You can even ease the difficulty of an attack on a foe to 0 and succeed without rolling.

If there’s no roll, there’s no chance for failure. However, there’s also no chance for remarkable success (in the Cypher System, that usually means rolling a 19 or 20, which are called special rolls; the Rules of the Game chapter also discusses special rolls).

Task Difficulty

Task DifficultyDescriptionTarget No.Guidance
0Routine0Anyone can do this basically every time.
1Simple3Most people can do this most of the time.
2Standard6Typical task requiring focus, but most people can usually do this.
3Demanding9Requires full attention; most people have a 50/50 chance to succeed.
4Difficult12Trained people have a 50/50 chance to succeed.
5Challenging15Even trained people often fail.
6Intimidating18Normal people almost never succeed.
7Formidable21Impossible without skills or great effort.
8Heroic24A task worthy of tales told for years afterward.
9Immortal27A task worthy of legends that last lifetimes.
10Impossible30A task that normal humans couldn’t consider (but one that doesn’t break the laws of physics).

Combat

Making an attack in combat works the same way as any other roll: the GM assigns a difficulty to the task, and you roll a d20 against the associated target number.

The difficulty of your attack roll depends on how powerful your opponent is. Just as tasks have a difficulty from 1 to 10, creatures have a level from 1 to 10. Most of the time, the difficulty of your attack roll is the same as the creature’s level. For example, if you attack a level 2 bandit, it’s a level 2 task, so your target number is 6.

It’s worth noting that players make all die rolls. If a character attacks a creature, the player makes an attack roll. If a creature attacks a character, the player makes a defense roll.

The damage dealt by an attack is not determined by a roll—it’s a flat number based on the weapon or attack used. For example, a spear always does 4 points of damage.

Your Armor characteristic reduces the damage you take from attacks directed at you. You get Armor from wearing physical armor (such as a leather jacket in a modern game or chainmail in a fantasy setting) or from special abilities. Like weapon damage, Armor is a flat number, not a roll. If you’re attacked, subtract your Armor from the damage you take. For example, a leather jacket gives you +1 to Armor, meaning that you take 1 less point of damage from attacks. If a mugger hits you with a knife for 2 points of damage while you’re wearing a leather jacket, you take only 1 point of damage. If your Armor reduces the damage from an attack to 0, you take no damage from that attack.

When you see the word “Armor” capitalized in the game rules (other than in the name of a special ability), it refers to your Armor characteristic—the number you subtract from incoming damage. When you see the word “armor” with a lowercase “a,” it refers to any physical armor you might wear.

Typical physical weapons come in three categories: light, medium and heavy.

Light weapons inflict only 2 points of damage, but they ease attack rolls because they are fast and easy to use. Light weapons are punches, kicks, clubs, knives, handaxes, rapiers, small pistols, and so on. Weapons that are particularly small are light weapons.

Medium weapons inflict 4 points of damage. Medium weapons include swords, battleaxes, maces, crossbows, spears, pistols, blasters, and so on. Most weapons are medium. Anything that could be used in one hand (even if it’s often used in two hands, such as a quarterstaff or spear) is a medium weapon.

Heavy weapons inflict 6 points of damage, and you must use two hands to attack with them. Heavy weapons are huge swords, great hammers, massive axes, halberds, heavy crossbows, blaster rifles, and so on. Anything that must be used in two hands is a heavy weapon.

Special Rolls

When you roll a natural 19 (the d20 shows “19”) and the roll is a success, you also have a minor effect. In combat, a minor effect inflicts 3 additional points of damage with your attack, or, if you’d prefer a special result, you could decide instead that you knock the foe back, distract them, or something similar. When not in combat, a minor effect could mean that you perform the action with particular grace. For example, when jumping down from a ledge, you land smoothly on your feet, or when trying to persuade someone, you convince them that you’re smarter than you really are. In other words, you not only succeed but also go a bit further.

When you roll a natural 20 (the d20 shows “20”) and the roll is a success, you also have a major effect. This is similar to a minor effect, but the results are more remarkable. In combat, a major effect inflicts 4 additional points of damage with your attack, but again, you can choose instead to introduce a dramatic event such as knocking down your foe, stunning them, or taking an extra action. Outside of combat, a major effect means that something beneficial happens based on the circumstance. For example, when climbing up a cliff wall, you make the ascent twice as fast. When a roll grants you a major effect, you can choose to use a minor effect instead if you prefer.

In combat (and only in combat), if you roll a natural 17 or 18 on your attack roll, you add 1 or 2 additional points of damage, respectively. Neither roll has any special effect options—just the extra damage.

For more information on special rolls and how they affect combat and other interactions, see Rules of the Game.

Rolling a natural 1 is always bad. It means that the GM introduces a new complication into the encounter.

Range and Speed

Distance is simplified into four categories: immediate, short, long, and very long.

Immediate distance from a character is within reach or within a few steps. If a character stands in a small room, everything in the room is within immediate distance. At most, immediate distance is 10 feet (3 m).

Short distance is anything greater than immediate distance but less than 50 feet (15 m) or so.

Long distance is anything greater than short distance but less than 100 feet (30 m) or so.

Very long distance is anything greater than long distance but less than 500 feet (150 m) or so. Beyond that range, distances are always specified—1,000 feet (300 m), a mile (1.5 km), and so on.

The idea is that it’s not necessary to measure precise distances. Immediate distance is right there, practically next to the character. Short distance is nearby. Long distance is farther off. Very long distance is really far off.

All weapons and special abilities use these terms for ranges. For example, all melee weapons have immediate range—they are close-combat weapons, and you can use them to attack anyone within immediate distance. A thrown knife (and most other thrown weapons) has short range. A bow has long range. An Adept’s Onslaught ability also has short range.

A character can move an immediate distance as part of another action. In other words, they can take a few steps over to the control panel and activate a switch. They can lunge across a small room to attack a foe. They can open a door and step through.

A character can move a short distance as their entire action for a turn. They can also try to move a long distance as their entire action, but the player might have to roll to see if the character slips, trips, or stumbles as the result of moving so far so quickly.

For example, if the PCs are fighting a group of cultists, any character can likely attack any cultist in the general melee—they’re all within immediate range. Exact positions aren’t important. Creatures in a fight are always moving, shifting, and jostling, anyway. However, if one cultist stayed back to fire a pistol, a character might have to use their entire action to move the short distance required to attack that foe. It doesn’t matter if the cultist is 20 feet (6 m) or 40 feet (12 m) away—it’s simply considered short distance. It does matter if the cultist is more than 50 feet (15 m) away because that distance would require a long or very long move.

Many rules in this system avoid the cumbersome need for precision. Does it really matter if the ghost is 13 feet away from you or 18? Probably not. That kind of needless specificity only slows things down and draws away from, rather than contributes to, the story.

Experience Points

Experience points (XP) are rewards given to players when the GM intrudes on the story (this is called GM intrusion) with a new and unexpected challenge. For example, in the middle of combat, the GM might inform the player that they drop their weapon. However, to intrude in this manner, the GM must award the player 2 XP. The rewarded player, in turn, must immediately give one of those XP to another player and justify the gift (perhaps the other player had a good idea, told a funny joke, performed an action that saved a life, and so on).

Alternatively, the player can refuse the GM intrusion. If they do so, they don’t get the 2 XP from the GM, and they must also spend 1 XP that they already have. If the player has no XP to spend, they can’t refuse the intrusion.

The GM can also give players XP between sessions as a reward for making discoveries during an adventure. Discoveries are interesting facts, wondrous secrets, powerful artifacts, answers to mysteries, or solutions to problems (such as where the kidnappers are keeping their victim or how the PCs repair the starship). You don’t earn XP for killing foes or overcoming standard challenges in the course of play. Discovery is the soul of the Cypher System.

Experience points are used primarily for character advancement (for details, see the Creating Your Character chapter), but a player can also spend 1 XP to reroll any die roll and take the better of the two rolls.

Cyphers

Cyphers are abilities that have a single use. In many campaigns, cyphers aren’t physical objects—they might be a spell cast upon a character, a blessing from a god, or just a quirk of fate that gives them a momentary advantage. In some campaigns, cyphers are physical objects that characters can carry. Whether or not cyphers are physical objects, they are part of the character (like equipment or a special ability) and are things characters can use during the game. The form that physical cyphers take depends on the setting. In a fantasy world they might be wands or potions, but in a science fiction game they could be alien crystals or prototype devices.

Characters will find new cyphers frequently in the course of play, so players shouldn’t hesitate to use their cypher abilities. Because cyphers are always different, the characters will always have new special powers to try.

Other Dice

In addition to a d20, you’ll need a d6 (a six-sided die). Rarely, you’ll need to roll a number between 1 and 100 (often called a d100 or d% roll), which you can do by rolling a d20 twice, using the last digit of the first roll as the “tens” place and the last digit of the second roll as the “ones” place. For example, rolling a 17 and a 9 gives you 79, rolling a 3 and an 18 gives you 38, and rolling a 20 and a 10 gives you 00 (also known as 100). If you have a d10 (a ten-sided die), you can use it instead of the d20 to roll numbers between 1 and 100.

A d6 is used most often for recovery rolls and to determine the level of cyphers.

Glossary

Game master (GM): The player who doesn’t run a character, but instead guides the flow of the story and runs all the NPCs.

Nonplayer character (NPC): Characters run by the GM. Think of them as the minor characters in the story, or the villains or opponents. This includes any kind of creature as well as people.

Party: A group of player characters (and perhaps some NPC allies).

Player character (PC): A character run by a player rather than the GM. Think of the PCs as the main characters in the story.

Player: The players who run characters in the game.

Session: A single play experience. Usually lasts a few hours. Sometimes one adventure can be accomplished in a session. More often, one adventure is multiple sessions.

Adventure: A single portion of the campaign with a beginning and an end. Usually defined at the beginning by a goal put forth by the PCs and at the end by whether or not they achieve that goal.

Campaign: A series of sessions strung together with an overarching story (or linked stories) with the same player characters. Often, but not always, a campaign involves a number of adventures.

Character: Anything that can act in the game. Although this includes PCs and human NPCs, it also technically includes creatures, aliens, mutants, automatons, animate plants, and so on. The word “creature” is usually synonymous.

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Cypher System games are played in the joint imagination of all the players, including the GM. The GM sets the scene, the players state what their characters attempt to do, and the GM determines what happens next. The rules and the dice help make the game run smoothly, but it’s the people, not the rules or the dice, that direct the action and determine the story—and the fun. If a rule gets in the way or detracts from the game, the players and the GM should work together to change it.

This is how you play the Cypher System:

  1. The player tells the GM what they want to do. This is a character action.

  2. The GM determines if that action is routine (and therefore works without needing a roll) or if there’s a chance of failure.

  3. If there is a chance of failure, the GM determines which stat the task uses (Might, Speed, or Intellect) and the task’s difficulty—how hard it will be on a scale from 1 (really easy) to 10 (basically impossible).

  4. The player and the GM determine if anything about the character—such as training, equipment, special abilities, or various actions—can modify the difficulty up or down by one or more steps. If these modifications reduce the difficulty to less than 1, the action is routine (and therefore works with no roll needed).

  5. If the action still isn’t routine, the GM uses its difficulty to determine the target number—how high the player must roll to succeed at the action (see the Task Difficulty table). The GM doesn’t have to tell the player what the target number is, but they can give the player a hint, especially if the character would reasonably know if the action was easy, average, difficult, or impossible.

  6. The player rolls a d20. If they roll equal to or higher than the target number, the character succeeds.

That’s it. That’s how to do anything, whether it’s identifying an unknown device, calming a raging drunk, climbing a treacherous cliff, or battling a demigod. Even if you ignored all the other rules, you could still play the Cypher System with just this information. The key features here are: character actions, determining task difficulty, and determining modifications.

Key Concepts

Action: Anything a character does that is significant—punch a foe, leap a chasm, activate a device, use a special power, and so on. Each character can take one action in a round.

Character: Any creature in the game capable of acting, whether it is a player character (PC) run by a player or a nonplayer character (NPC) run by the game master (GM). In the Cypher System, even bizarre creatures, sentient machines, and living energy beings can be “characters.”

Difficulty: A measure of how easy it is to accomplish a task. Difficulty is rated on a scale from 1 (lowest) to 10 (highest). Altering the difficulty to make a task harder is called “hindering.” Altering it to make a task easier is called “easing.” All changes in difficulty are measured in steps. Difficulty often equates directly with level, so opening a level 3 locked door probably has a difficulty of 3.

Ease: A decrease in a task’s difficulty, usually by one step. If something doesn’t say how many steps it eases a task, then it reduces the difficulty by one step.

Effort: Spending points from a stat Pool to reduce the difficulty of a task. A PC decides whether or not to apply Effort on their turn before the roll is made. NPCs never apply Effort.

Hinder: An increase in a task’s difficulty, usually by one step. If something doesn’t say how many steps it hinders a task, then it increases the difficulty by one step.

Inability: The opposite of trained—you’re hindered whenever you attempt a task that you have an inability in. If you also become trained in the task, the training and the inability cancel each other out and you become practiced.

Level: A way to measure the strength, difficulty, power, or challenge of something in the game. Everything in the game has a level. NPCs and objects have levels that determine the difficulty of any task related to them. For example, an opponent’s level determines how hard they are to hit or avoid in combat. A door’s level indicates how hard it is to break down. A lock’s level determines how hard it is to pick. Levels are rated on a scale from 1 (lowest) to 10 (highest). PC tiers are a little like levels, but they go only from 1 to 6 and mechanically work very differently than levels—for example, a PC’s tier does not determine a task’s difficulty.

Practiced: The normal, unmodified ability to use a skill—not trained, specialized, or an inability. Your type determines what weapon skills you’re practiced in; if you aren’t practiced with a type of weapon, you have an inability in it.

Roll: A d20 roll made by a PC to determine whether an action is successful. Although the game occasionally uses other dice, when the text simply refers to “a roll,” it always means a d20 roll.

Round: A length of time about five to ten seconds long. There are about ten rounds in a minute. When it’s really important to track precise time, use rounds. Basically, it’s the length of time to take an action in the game, but since everyone more or less acts simultaneously, all characters get to take an action each round.

Specialized: Having an exceptional amount of skill in a task. Being specialized eases the task by two steps. So, if you are specialized in climbing, all your climbing tasks are eased by two steps.

Stat: One of the three defining characteristics for PCs: Might, Speed, or Intellect. Each stat has two values: Pool and Edge. Your Pool represents your raw, innate ability, and your Edge represents knowing how to use what you have. Each stat Pool can increase or decrease over the course of play—for example, you can lose points from your Might Pool when struck by an opponent, spend points from your Intellect Pool to activate a special ability, or rest to recover points in your Speed Pool after a long day of marching. Anything that damages a stat, restores a stat, or boosts or penalizes a stat affects the stat’s Pool.

Task: Any action that a PC attempts. The GM determines the difficulty of the task. In general, a task is something that you do and an action is you performing that task, but in most cases they mean the same thing.

Trained: Having a reasonable amount of skill in a task. Being trained eases the task. For example, if you are trained in climbing, all climbing tasks for you are eased. If you become very skilled at that task, you become specialized instead of trained. You do not need to be trained to attempt a task.

Turn: The part of the round when a character or creature takes its actions. For example, if a Warrior and an Adept are fighting an orc, each round the Warrior takes an action on their turn, the Adept takes an action on their turn, and the orc takes an action on its turn. Some abilities or effects last only one turn, or end when the next turn is started.

Taking Action

Each character gets one turn each round. On a character’s turn, they can do one thing—an action. All actions fall into one of three categories: Might, Speed, or Intellect (just like the three stats). Many actions require die rolls—rolling a d20.

Every action performs a task, and every task has a difficulty that determines what number a character must reach or surpass with a die roll to succeed.

Most tasks have a difficulty of 0, which means the character succeeds automatically. For example, walking across a room, opening a door, and throwing a stone into a nearby bucket are all actions, but none of them requires a roll. Actions that are usually difficult or that become difficult due to the situation (such as shooting at a target in a blizzard) have a higher difficulty. These actions usually require a roll.

Some actions require a minimum expenditure of Might, Speed, or Intellect points. If a character cannot spend the minimum number of points needed to complete the action, they automatically fail at the task.

Determining Task Stat

Every task relates to one of a character’s three stats: Might, Speed, or Intellect. Physical activities that require strength, power, or endurance relate to Might. Physical activities that require agility, flexibility, or fast reflexes relate to Speed. Mental activities that require force of will, memory, or mental power relate to Intellect. This means you can generalize tasks into three categories: Might tasks, Speed tasks, and Intellect tasks. You can also generalize rolls into three categories: Might rolls, Speed rolls, and Intellect rolls.

The category of the task or roll determines what kind of Effort you can apply to the roll and may determine how a character’s other abilities affect the roll. For example, an Adept may have an ability that makes them better at Intellect rolls, and a Warrior may have an ability that makes them better at Speed rolls.

Determining Task Difficulty

The most frequent thing a GM does during the game—and probably the most important thing—is set a task’s difficulty. To make the job easier, use the Task Difficulty table, which associates a difficulty rating with a descriptive name, a target number, and general guidance about the difficulty.

Every difficulty from 1 to 10 has a target number associated with it. The target number is easy to remember: it’s always three times the difficulty. The target number is the minimum number a player needs to roll on a d20 to succeed at the task. Moving up or down on the table is called hindering or easing, which is measured in steps.

For example, reducing a difficulty 5 task to a difficulty 4 task is “easing the difficulty by one step” or just “easing the difficulty” or “easing the task.” Most modifiers affect the difficulty rather than the player’s roll. This has two consequences:

Low target numbers such as 3 or 6, which would be boring in most games that use a d20, are not boring in the Cypher System. For example, if you need to roll a 6 or higher, you still have a 25% chance to fail.

The upper levels of difficulty (7, 8, 9, and 10) are all but impossible because the target numbers are 21 or higher, which you can’t roll on a d20. However, it’s common for PCs to have abilities or equipment that ease a task and thus lower the target number to something they can roll on a d20.

A character’s tier does not determine a task’s level. Things don’t get more difficult just because a character’s tier increases—the world doesn’t instantly become a more difficult place. Fourth-tier characters don’t deal only with level 4 creatures or difficulty 4 tasks (although a fourth-tier character probably has a better shot at success than a first-tier character does). Just because something is level 4 doesn’t necessarily mean it’s meant only for fourth-tier characters. Similarly, depending on the situation, a fifth-tier character could find a difficulty 2 task just as challenging as a second-tier character does.

Therefore, when setting the difficulty of a task, the GM should rate the task on its own merits, not on the power of the characters.

Modifying the Difficulty

After the GM sets the difficulty for a task, the player can try to modify it for their character. Any such modification applies only to this particular attempt at the task. In other words, rewiring an electronic door lock normally might be difficulty 6, but since the character doing the work is skilled in such tasks, has the right tools, and has another character assisting them, the difficulty in this instance might be much lower. That’s why it’s important for the GM to set a task’s difficulty without taking the character into account. The character comes in at this step.

By using skills and assets, working together, and—perhaps most important—applying Effort, a character can ease a task by multiple steps to make it easier. Rather than adding bonuses to the player’s roll, reducing the difficulty lowers the target number. If they can reduce the difficulty of a task to 0, no roll is needed; success is automatic. (An exception is if the GM decides to use a GM intrusion on the task, in which case the player would have to make a roll at the original difficulty.)

There are three basic ways in which a character can ease a task: skills, assets, and Effort. Each method eases the task by at least one step—never in smaller increments.

By using skills, assets, and Effort, a character can ease a task by a maximum of ten steps: one or two steps from skills, one or two steps from assets, and one to six steps from Effort.

Skills

Characters may be skilled at performing a specific task. A skill can vary from character to character. For example, one character might be skilled at lying, another might be skilled at trickery, and a third might be skilled in all interpersonal interactions. The first level of being skilled is called being trained, and it eases that task by one step. More rarely, a character can be incredibly skilled at performing a task. This is called being specialized, and it eases the task by two steps instead of one. Skills can never decrease a task by more than two steps—any more than two steps from being trained and specialized don’t count.

Assets

An asset is anything that helps a character with a task, such as having a really good crowbar when trying to force open a door or being in a rainstorm when trying to put out a fire. Appropriate assets vary from task to task. The perfect awl might help when woodworking, but it won’t make a dance performance much better. An asset usually eases a task by one step. Assets can never ease a task by more than two steps—any more than two steps from assets don’t count.

The important thing to remember is that a skill can reduce the difficulty by no more than two steps, and assets can reduce the difficulty by no more than two steps, regardless of the situation. Thus, no task’s difficulty will ever be reduced by more than four steps without using Effort.

Effort

A player can apply Effort to ease a task. To do this, the player spends points from the stat Pool that’s most appropriate to the task. For example, applying Effort to push a heavy rock off a cliff requires a player to spend points from the character’s Might Pool; applying Effort to activate an unusual machine interface requires them to spend points from the character’s Intellect Pool. For every level of Effort spent on a task, the task is eased. It costs 3 points from a stat Pool to apply one level of Effort, and it costs 2 additional points for every level thereafter (so it costs 5 points for two levels of Effort, 7 points for three levels of Effort, and so on). A character must spend points from the same stat Pool as the type of task or roll—Might points for a Might roll, Speed points for a Speed roll, or Intellect points for an Intellect roll.

Every character has a maximum level of Effort they can apply to a single task. Effort can never ease a task by more than six steps—any more than six steps from applying Effort doesn’t count.

Free Level of Effort: A few abilities give you a free level of Effort (these usually require you to apply at least one level of Effort to a task). In effect, you’re getting one more level of Effort than what you paid for. This free level of Effort can exceed the Effort limit for your character, but not the six-step limit for easing a task.

Rolling the Die

To determine success or failure, a player rolls a die (always a d20). If they roll the target number or higher, they succeed. Most of the time, that’s the end of it—nothing else needs to be done. Rarely, a character might apply a small modifier to the roll. If they have a +2 bonus when attempting specific actions, they add 2 to the number rolled. However, the original roll matters if it’s a special roll.

If a character applies a modifier to the die roll, it’s possible to get a result of 21 or higher, in which case they can attempt a task with a target number above 20. But if there is no possibility for success—if not even rolling a natural 20 (meaning the d20 shows that number) is sufficient to accomplish the task—then no roll is made. Otherwise, characters would have a chance to succeed at everything, even impossible or ridiculous tasks such as climbing moonbeams, throwing elephants, or hitting a target on the opposite side of a mountain with an arrow.

If a character’s modifiers add up to +3, treat them as an asset instead. In other words, instead of adding a +3 bonus to the roll, reduce the difficulty by one step. For example, if a Warrior has a +1 bonus to attack rolls from a minor effect, a +1 bonus to attack rolls from a special weapon quality, and a +1 bonus to attack rolls from a special ability, they do not add 3 to their attack roll—instead, they reduce the difficulty of the attack by one step. So if they attack a level 3 foe, they would normally roll against difficulty 3 and try to reach a target number of 9, but thanks to their asset, they roll against difficulty 2 and try to reach a target number of 6.

This distinction is important when stacking skills and assets to decrease the difficulty of an action, especially since reducing the difficulty to 0 or lower means no roll is needed.

The Player Always Rolls

In the Cypher System, players always drive the action. That means they make all the die rolls. If a PC leaps out of a moving vehicle, the player rolls to see if they succeed. If a PC searches for a hidden panel, the player rolls to determine whether they find it. If a rockslide falls on a PC, the player rolls to try to get out of the way. If a PC and an NPC arm wrestle, the player rolls, and the NPC’s level determines the target number. If a PC attacks a foe, the player rolls to see if they hit. If a foe attacks the PC, the player rolls to see if they dodge the blow.

As shown by the last two examples, the PC rolls whether they are attacking or defending. Thus, something that improves defenses might ease or hinder their rolls. For example, if a PC uses a low wall to gain cover from attacks, the wall eases the player’s defense rolls. If a foe uses the wall to gain cover from the PC’s attacks, it hinders the player’s attack rolls.

Special Rolls

If a character rolls a natural 1, 17, 18, 19, or 20 (meaning the d20 shows that number), special rules come into play. These are explained in more detail in the following sections.

1: GM Intrusion. The GM makes a free intrusion (see below) and doesn’t award experience points (XP) for it.

17: Damage Bonus. If the roll was a damage-dealing attack, it deals 1 additional point of damage.

18: Damage Bonus. If the roll was a damage-dealing attack, it deals 2 additional points of damage.

19: Minor Effect. If the roll was a damage-dealing attack, it deals 3 additional points of damage or the PC gets a minor effect in addition to the normal results of the task. If the roll was something other than an attack, the PC gets a minor effect in addition to the normal results of the task.

20: Major Effect. If the roll was a damage-dealing attack, it deals 4 additional points of damage or the PC gets a major or minor effect in addition to the normal results of the task. If the roll was something other than an attack, the PC gets a major effect in addition to the normal results of the task. If the PC spent points from a stat Pool on the action, the point cost for the action decreases to 0, meaning the character regains those points as if they had not spent them at all.

GM Intrusion

GM intrusion is explained in more detail in the Running the Cypher System chapter, but essentially it means that something occurs to complicate the character’s life. The character hasn’t necessarily fumbled or done anything wrong (although perhaps they did). It could just be that the task presents an unexpected difficulty or something unrelated affects the current situation.

For GM intrusion on a defense roll, a roll of 1 might mean that the PC takes 2 additional points of damage from the attack, indicating that the opponent got in a lucky blow.

For complete details about GM intrusion and how to use it to best effect in the game, see the Running the Cypher System chapter.

Minor Effect

A minor effect happens when a player rolls a natural 19. Most of the time, a minor effect is slightly beneficial to the PC, but not overwhelming.

A climber gets up the steep slope a bit faster. A repaired machine works a bit better. A character jumping down into a pit lands on their feet. Either the GM or the player can come up with a possible minor effect that fits the situation, but both must agree on what it should be.

Don’t waste a lot of time thinking of a minor effect if nothing appropriate suggests itself. Sometimes, in cases where only success or failure matters, it’s okay to have no minor effect. Keep the game moving at an exciting pace.

In combat, the easiest and most straightforward minor effect is dealing 3 additional points of damage with an attack. The following are other common minor effects for combat:

Damage object: Instead of striking the foe, the attack strikes what the foe is holding. If the attack hits, the character makes a Might roll with a difficulty equal to the object’s level. On a success, the object moves one or more steps down the object damage track.

Distract: For one round, all of the foe’s tasks are hindered.

Knock back: The foe is knocked or forced back a few feet. Most of the time, this doesn’t matter much, but if the fight takes place on a ledge or next to a pit of lava, the effect can be significant.

Move past: The character can move a short distance at the end of the attack. This effect is useful to get past a foe guarding a door, for example.

Strike a specific body part: The attacker strikes a specific spot on the defender’s body. The GM rules what special effect, if any, results. For example, hitting a creature’s tentacle that is wrapped around an ally might make it easier for the ally to escape. Hitting a foe in the eye might blind it for one round. Hitting a creature in its one vulnerable spot might ignore Armor.

Usually, the GM just has the desired minor effect occur. For example, rolling a 19 against a relatively weak foe means it is knocked off the cliff. The effect makes the round more exciting, but the defeat of a minor creature has no significant impact on the story. Other times, the GM might rule that an additional roll is needed to achieve the effect—the special roll only gives the PC the opportunity for a minor effect. This mostly happens when the desired effect is very unlikely, such as pushing a 50-ton battle automaton off a cliff. If the player just wants to deal 3 additional points of damage as the minor effect, no extra roll is needed.

Major Effect

A major effect happens when a player rolls a natural 20. Most of the time, a major effect is quite beneficial to the character. A climber gets up the steep slope in half the time. A jumper lands with such panache that those nearby are impressed and possibly intimidated. A defender makes a free attack on a foe.

Either the GM or the player can come up with a possible major effect that fits the situation, but both must agree on what it should be. As with minor effects, don’t spend a lot of time agonizing over the details of a major effect. In cases where only success or failure matters, a major effect might offer the character a one-time asset (a modification of one step) to use the next time they attempt a similar action. When nothing else seems appropriate, the GM can simply grant the PC an additional action on their turn that same round.

In combat, the easiest and most straightforward major effect is dealing 4 additional points of damage with an attack. The following are other common major effects for combat.

Disarm: The foe drops one object that it is holding.

Impair: For the rest of the combat, all tasks the foe attempts are hindered.

Knock down: The foe is knocked prone. It can get up on its turn.

Stun: The foe loses its next action.

As with minor effects, usually the GM just has the desired major effect occur, but sometimes the GM might require an extra roll if the major effect is unusual or unlikely.

Retrying a Task After Failure

If a character fails a task (whether it’s climbing a wall, picking a lock, trying to figure out a mysterious device, or something else) they can attempt it again, but they must apply at least one level of Effort when retrying that task. A retry is a new action, not part of the same action that failed, and it takes the same amount of time as the first attempt did.

Sometimes the GM might rule that retries are impossible. Perhaps a character has one chance to convince the leader of a group of thugs not to attack, and after that, no amount of talking will stop them.

This rule doesn’t apply to something like attacking a foe in combat because combat is always changing and fluid. Each round’s situation is new, not a repeat of a previous situation, so a missed attack can’t be retried.

Initial Cost

The GM can assign a point cost to a task just for trying it. Called an initial cost, it’s simply an indication that the task is particularly taxing. For example, let’s say a character wants to try a Might action to open a heavy cellar door that is partially rusted shut. The GM says that forcing the door open is a difficulty 5 task, and there’s an initial cost of 3 Might points simply to try. This initial cost is in addition to any points the character chooses to spend on the roll (such as when applying Effort), and the initial cost points do not affect the difficulty of the task. In other words, the character must spend 3 Might points to attempt the task at all, but that doesn’t help them open the door. If they want to apply Effort to ease the task, they have to spend more points from their Might Pool.

Edge helps with the initial cost of a task, just as it does with any expenditure from a character’s Pool. In the previous example, if the character had a Might Edge of 2, they would have to spend only 1 point (3 points minus 2 from their Might Edge) for the initial cost to attempt the task. If they also applied a level of Effort to open the door, they couldn’t use their Edge again—Edge applies only once per action—so using the Effort would cost the full 3 points. Thus, they’d spend a total of 4 points (1 for the initial cost plus 3 for the Effort) from their Might Pool.

The rationale of the initial cost rule is that even in the Cypher System, where things like Effort can help a character succeed on an action, logic still suggests that some actions are very difficult and taxing, particularly for some PCs more than others.

Distance

Distance is simplified into four basic categories: immediate, short, long, and very long.

Immediate distance from a character is within reach or within a few steps; if a character stands in a small room, everything in the room is within immediate distance. At most, immediate distance is 10 feet (3 m). Immediate distance is sometimes referred to as close, or even point-blank, particularly when referring to ranges.

The words “immediate” and “close” can be used interchangeably to talk about distance. If a creature or object is within arm’s reach of the character, it can be considered both immediate and close.

Short distance is anything greater than immediate distance but less than 50 feet (15 m) or so.

Long distance is anything greater than short distance but less than 100 feet (30 m) or so.

Very long distance is anything greater than long distance but less than 500 feet (150 m) or so.

Beyond that range, distances are always specified—1,000 feet (300 m), 1 mile (1.5 km), and so on.

All weapons and special abilities use these terms for ranges. For example, all melee weapons have immediate range—they are close-combat weapons, and you can use them to attack anyone within immediate distance. A thrown knife (and most other thrown weapons) has short range. A small handgun also has short range. A rifle has long range.

A character can move an immediate distance as a part of another action. In other words, they can take a few steps to the light switch and flip it on. They can lunge across a small room to attack a foe. They can open a door and step through.

A character can move a short distance as their entire action for a turn. They can also try to move a long distance as their entire action, but the player might have to roll to see if the character slips, trips, or stumbles for moving so far so quickly.

GMs and players don’t need to determine exact distances. For example, if the PCs are fighting a group of guards, any character can likely attack any foe in the general melee—they’re all within immediate range. However, if one trooper stays back to fire a blaster, a character might have to use their entire action to move the short distance required to attack that foe. It doesn’t matter if the trooper is 20 feet (6 m) or 40 feet (12 m) away—it’s simply considered short distance. It does matter if the trooper is more than 50 feet (15 m) away because that distance would require a long move.

Other Distances

In rare cases where distances beyond very long are needed, real-world distances are best (1 mile, 100 kilometers, and so on). However, the following shorthand distances can be useful in some settings:

Planetary: On the same planet.

Interplanetary: Within the same solar system.

Interstellar: Within the same galaxy.

Intergalactic: Anywhere in the same universe.

Interdimensional: Anywhere.

Timekeeping

Generally, keep time the same way that you normally would, using minutes, hours, days, and weeks. Thus, if the characters walk overland for 15 miles (24 km), about eight hours pass, even though the journey can be described in only a few seconds at the game table. Precision timekeeping is rarely important. Most of the time, saying things like “That takes about an hour” works fine.

This is true even when a special ability has a specific duration. In an encounter, a duration of “one minute” is mostly the same as saying “the rest of the encounter.” You don’t have to track each round that ticks by if you don’t want to. Likewise, an ability that lasts for ten minutes can safely be considered the length of an in-depth conversation, the time it takes to quickly explore a small area, or the time it takes to rest after a strenuous activity.

ActionTime Usually Required
Walking a mile over easy terrainAbout fifteen minutes
Walking a mile over rough terrain (forest, snow, hills)About half an hour
Walking a mile over difficult terrain (mountains, thick jungle)About forty-five minutes
Moving from one significant location in a city to anotherAbout fifteen minutes
Sneaking into a guarded locationAbout fifteen minutes
Observing a new location to get salient detailsAbout fifteen minutes
Having an in-depth discussionAbout ten minutes
Resting after a fight or other strenuous activityAbout ten minutes
Resting and having a quick mealAbout half an hour
Making or breaking campAbout half an hour
Shopping for supplies in a market or storeAbout an hour
Meeting with an important contactAbout half an hour
Referencing a book or websiteAbout half an hour
Searching a room for hidden thingsAt least half an hour, perhaps one hour
Searching for cyphers or other valuables amid a lot of stuffAbout an hour
Identifying and understanding a cypherFifteen minutes to half an hour
Identifying and understanding an artifactAt least fifteen minutes, perhaps three hours
Repairing a device (assuming parts and tools available)At least an hour, perhaps a day
Building a device (assuming parts and tools available)At least a day, perhaps a week

Encounters, Rounds, and Initiative

Sometimes in the course of the game, the GM or players will refer to an “encounter.” Encounters are not so much measurements of time as they are events or instances in which something happens, like a scene of a movie or a chapter in a book. An encounter might be a fight with a foe, a dramatic crossing of a raging river, or a stressful negotiation with an important official. It’s useful to use the word when referring to a specific scene, as in “My Might Pool is low after that encounter with the soul sorcerer yesterday.”

A round is about five to ten seconds. The length of time is variable because sometimes one round might be a bit longer than another. You don’t need to measure time more precisely than that. You can estimate that on average there are about ten rounds in a minute. In a round, everyone—each character and NPC—gets to take one action.

To determine who goes first, second, and so on in a round, each player makes a Speed roll called an initiative roll. Most of the time, it’s only important to know which characters act before the NPCs and which act after the NPCs. On an initiative roll, a character who rolls higher than an NPC’s target number takes their action before the NPC does. As with all target numbers, an NPC’s target number for an initiative roll is three times the NPC’s level. Many times, the GM will have all NPCs take their actions at the same time, using the highest target number from among all the NPCs. Using this method, any characters who rolled higher than the target number act first, then all the NPCs act, and finally any characters who rolled lower than the target number act.

An initiative roll is a d20 roll. Since your initiative depends on how fast you are, if you spend Effort on the roll, the points come from your Speed Pool.

The order in which the characters act usually isn’t important. If the players want to go in a precise order, they can act in initiative order (highest to lowest), by going around the table, by going oldest to youngest, and so on.

For example, Charles, Tammie, and Shanna’s characters are in combat with two level 2 security guards. The GM has the players make Speed rolls to determine initiative. Charles rolls an 8, Shanna rolls a 15, and Tammie rolls a 4. The target number for a level 2 creature is 6, so each round Charles and Shanna act before the guards, then the guards act, and finally Tammie acts. It doesn’t matter whether Charles acts before or after Shanna, as long as they think it’s fair.

After everyone—all PCs and NPCs—in the combat has had a turn, the round ends and a new round begins. In all rounds after the first, everyone acts in the same order as they did in the first round. The characters cycle through this order until the logical end of the encounter (the end of the fight or the completion of the event) or until the GM asks them to make new initiative rolls. The GM can call for new initiative rolls at the beginning of any new round when conditions drastically change. For example, if the NPCs gain reinforcements, the environment changes (perhaps the lights go out), the terrain changes (maybe part of the balcony collapses under the PCs), or something similar occurs, the GM can call for new initiative rolls.

Since the action moves as a cycle, anything that lasts for a round ends where it started in the cycle. If Umberto uses an ability on an opponent that hinders its defenses for one round, the effect lasts until Umberto acts on his next turn.

A Closer Look At Situations that Don’t Involve PCs

Ultimately, the GM is the arbiter of conflicts that do not involve the PCs. They should be adjudicated in the most interesting, logical, and story-based way possible. When in doubt, match the level of the NPCs (characters or creatures) or their respective effects to determine the results. Thus, if a level 4 NPC fights a level 3 NPC, the level 4 NPC will win, but if they face a level 7 NPC, they’ll lose. Likewise, a level 4 creature resists poisons or devices of level 3 or lower but not those of level 5 and above.

The essence is this: in the Cypher System, it doesn’t matter if something is a creature, a poison, or a gravity-dispelling ray. If it’s a higher level, it wins; if it’s a lower level, it loses. If two things of equal level oppose each other, there might be a long, drawn-out battle that could go either way.

Actions

Anything that your character does in a round is an action. It’s easiest to think of an action as a single thing that you can do in five to ten seconds. For example, if you use your dart thrower to shoot a strange floating orb, that’s one action. So is running for cover behind a stack of barrels, prying open a stuck door, using a rope to pull your friend up from a pit, or activating a cypher (even if it’s stored in your pack).

Opening a door and attacking a security guard on the other side are two actions. It’s more a matter of focus than time. Drawing your sword and attacking a foe is all one action. Putting away your bow and pushing a heavy bookcase to block a door are two actions because each requires a different train of thought.

If the action you want to accomplish is not within reach, you can move a little bit. Essentially, you can move up to an immediate distance to perform your action. For example, you can move an immediate distance and attack a foe, open a door and move an immediate distance into the hallway beyond, or grab your hurt friend lying on the ground and pull them back a few steps. This movement can occur before or after your action, so you can move to a door and open it, or you can open a door and move through it.

The most common actions are:

Action: Attack

An attack is anything that you do to someone that they don’t want you to do. Slashing a foe with a curved dagger is an attack, blasting a foe with a lightning artifact is an attack, wrapping a foe in magnetically controlled metal cables is an attack, and controlling someone’s mind is an attack. An attack almost always requires a roll to see if you hit or otherwise affect your target.

In the simplest kind of attack, such as a PC trying to stab a thug with a knife, the player rolls and compares their result to the opponent’s target number. If their roll is equal to or greater than the target number, the attack hits. Just as with any kind of task, the GM might modify the difficulty based on the situation, and the player might have a bonus to the roll or might try to ease the task using skills, assets, or Effort.

A less straightforward attack might be a special ability that stuns a foe with a mental blast. However, it’s handled the same way: the player makes a roll against the opponent’s target number. Similarly, an attempt to tackle a foe and wrestle it to the ground is still just a roll against the foe’s target number.

Attacks are sometimes categorized as “melee” attacks, meaning that you hurt or affect something within immediate reach, or “ranged” attacks, meaning that you hurt or affect something at a distance.

Melee attacks can be Might or Speed actions—player choice. Physical ranged attacks (such as bows, thrown weapons, and blasts of fire from a mutation) are almost always Speed actions, but those that come from special abilities tend to be Intellect actions.

Special abilities that require touching the target require a melee attack. If the attack misses, the power is not wasted, and you can try again each round as your action until you hit the target, use another ability, or take a different action that requires you to use your hands. These attempts in later rounds count as different actions, so you don’t have to keep track of how much Effort you used when you activated the ability or how you used Edge. For example, let’s say that in the first round of combat, you activate a special ability that requires you to touch your foe and you use Effort to ease the attack, but you roll poorly and miss your foe. In the second round of combat, you can try attacking again and use Effort to ease the attack roll.

The GM and players are encouraged to describe every attack with flavor and flair. One attack roll might be a stab to the foe’s arm. A miss might be the PC’s sword slamming into the wall. Combatants lunge, block, duck, spin, leap, and make all kinds of movements that should keep combat visually interesting and compelling. The Running the Cypher System chapter has much more guidance in this regard.

Common elements that affect the difficulty of a combat task are cover, range, and darkness. The rules for these and other modifiers are explained in the Attack Modifiers and Special Situations section of this chapter.

Damage

When an attack strikes a character, it usually means the character takes damage.

An attack against a PC subtracts points from one of the character’s stat Pools—usually the Might Pool. Whenever an attack simply says it deals “damage” without specifying the type, it means Might damage, which is by far the most common type. Intellect damage, which is usually the result of a mental attack, is always labeled as Intellect damage. Speed damage is often a physical attack, but attacks that deal Speed damage are fairly rare.

NPCs don’t have stat Pools. Instead, they have a characteristic called health. When an NPC takes damage of any kind, the amount is subtracted from its health. Unless described otherwise, an NPC’s health is always equal to its target number. Some NPCs might have special reactions to or defenses against attacks that would normally deal Speed damage or Intellect damage, but unless the NPC’s description specifically explains this, assume that all damage is subtracted from the NPC’s health.

Objects don’t have stat Pools or health. They have an object damage track, just like how PCs have a damage track. Attacking objects might move them down their damage track.

Damage is always a specific amount determined by the attack. For example, a slash with a broadsword or a blast with a spike thrower deals 4 points of damage. An Adept’s Onslaught deals 4 points of damage. Often, there are ways for the attacker to increase the damage. For example, a PC can apply Effort to deal 3 additional points of damage, and rolling a natural 17 on the attack roll deals 1 additional point of damage.

Armor

Pieces of equipment and special abilities protect a character from damage by giving them Armor. Each time a character takes damage, subtract their Armor value from the damage before reducing their stat Pool or health. For example, if a Warrior with 2 Armor is hit by a gunshot that deals 4 points of damage, they take only 2 points of damage (4 minus 2 from their Armor). If Armor reduces the incoming damage to 0 or lower, the character takes no damage from the attack. For example, the Warrior’s 2 Armor protects them from all physical attacks that deal 1 or 2 points of damage.

The most common way to get Armor is to wear physical armor, such as a leather jacket, a bulletproof vest, a chainmail hauberk, bioengineered carapace grafts, or something else, depending on the setting. All physical armor comes in one of three categories: light, medium, or heavy. Light armor gives the wearer 1 point of Armor, medium gives 2 points of Armor, and heavy gives 3 points of Armor.

When you see the word “Armor” capitalized in the game rules (other than in the name of a special ability), it refers to your Armor characteristic—the number you subtract from incoming damage. When you see the word “armor” in lowercase, it refers to any physical armor you might wear.

Other effects can add to a character’s Armor. If a character is wearing chainmail (+2 to Armor) and has an ability that covers them in a protective force field that grants +1 to Armor, their total is 3 Armor. If they also use a cypher that hardens their flesh temporarily for +1 to Armor, their total is 4 Armor.

Some types of damage ignore physical armor. Attacks that specifically deal Speed damage or Intellect damage ignore Armor; the creature takes the listed amount of damage without any reduction from Armor. Ambient damage (see below) usually ignores Armor as well.

A creature may have a special bonus to Armor against certain kinds of attacks. For example, a protective suit made of a sturdy, fire-resistant material might normally give its wearer +1 to Armor but count as +3 to Armor against fire attacks. An artifact worn as a helmet might grant +2 to Armor only against mental attacks.

Ambient Damage

Some kinds of damage aren’t direct attacks against a creature, but they indirectly affect everything in the area. Most of these are environmental effects such as winter cold, high temperatures, or background radiation. Damage from these kinds of sources is called ambient damage. Physical armor usually doesn’t protect against ambient damage, though a well-insulated suit of armor can protect against cold weather.

Damage From Hazards

Attacks aren’t the only way to inflict damage on a character. Experiences such as falling from a great height, being burned in a fire, and spending time in severe weather also deal damage. Although no list of potential hazards could be comprehensive, the Damage From Hazards table includes common examples.

SourceDamageNotes
Falling1 point per 10 feet (3 m) fallen (ambient damage)
Minor fire3 points per round (ambient damage)Torch
Major fire6 points per round (ambient damage)Engulfed in flames; lava
Acid splash2 points per round (ambient damage)
Acid bath6 points per round (ambient damage)Immersed in acid
Cold1 point per round (ambient damage)Below freezing temperatures
Severe cold3 points per round (ambient damage)Liquid nitrogen
Shock1 point per round (ambient damage)Often involves losing next action
Electrocution6 points per round (ambient damage)Often involves losing next action
Crush3 pointsObject or creature falls on character
Huge crush6 pointsRoof collapse; cave-in
Collision6 pointsLarge, fast object strikes character

The Effects of Taking Damage

When an NPC reaches 0 health, it is either dead or (if the attacker wishes) incapacitated, meaning unconscious or beaten into submission.

As previously mentioned, damage from most sources is applied to a character’s Might Pool. Otherwise, stat damage always reduces the Pool of the stat it affects.

If damage reduces a character’s stat Pool to 0, any further damage to that stat (including excess damage from the attack that reduced the stat to 0) is applied to another stat Pool. Damage is applied to Pools in this order:

  1. Might (unless the Pool is 0)

  2. Speed (unless the Pool is 0)

  3. Intellect

Even if the damage is applied to another stat Pool, it still counts as its original type for the purpose of Armor and special abilities that affect damage. For example, if a character with 2 Armor is reduced to 0 Might and then is hit by a creature’s claw for 3 points of damage, it still counts as Might damage, so their Armor reduces the damage to 1 point, which then is applied to their Speed Pool. In other words, even though they take the damage from their Speed Pool, it doesn’t ignore Armor like Speed damage normally would.

In addition to taking damage from their Might Pool, Speed Pool, or Intellect Pool, PCs also have a damage track. The damage track has four states (from best to worst): hale, impaired, debilitated, and dead. When one of a PC’s stat Pools reaches 0, they move one step down the damage track. Thus, if they are hale, they become impaired. If they are already impaired, they become debilitated. If they are already debilitated, they become dead.

Some effects can immediately shift a PC one or more steps on the damage track. These include rare poisons, cellular disruption attacks, and massive traumas (such as falls from very great heights, being run over by a speeding vehicle, and so on, as determined by the GM).

Some attacks, like a serpent’s poisonous bite or a Speaker’s Enthrall, have effects other than damage to a stat Pool or shifting the PC on the damage track. These attacks can cause unconsciousness, paralysis, and so on.

When NPCs (who have only health) suffer Speed or Intellect damage, normally this is treated the same as Might damage. However, the GM or the player has the option to suggest an appropriate alternate effect—the NPC suffers a penalty, moves more slowly, is stunned, and so on.

The Damage Track

As noted above, the damage track has four states: hale, impaired, debilitated, and dead.

Hale is the normal state for a character: all three stat Pools are at 1 or higher, and the PC has no penalties from harmful conditions. When a hale PC takes enough damage to reduce one of their stat Pools to 0, they become impaired. Note that a character whose stat Pools are much lower than normal can still be hale.

Impaired is a wounded or injured state. When an impaired character applies Effort, it costs 1 extra point per level applied. For example, applying one level of Effort costs 4 points instead of 3, and applying two levels of Effort costs 7 points instead of 5.

An impaired character ignores minor and major effect results on their rolls, and they don’t deal as much extra damage in combat with a special roll. In combat, a roll of 17 or higher deals only 1 additional point of damage. When an impaired PC takes enough damage to reduce one of their stat Pools to 0, they become debilitated.

Debilitated is a critically injured state. A debilitated character may not take any actions other than to move (probably crawl) no more than an immediate distance. If a debilitated character’s Speed Pool is 0, they can’t move at all. When a debilitated PC takes enough damage to reduce a stat Pool to 0, they are dead.

Dead is dead.

The damage track allows you to know how far from death you are. If you’re hale, you’re three steps from death. If you’re impaired, you’re two steps from death. If you’re debilitated, you are only one small step from death’s door.

Recovering Points in a Pool

After losing or spending points in a Pool, you recover those points by resting. You can’t increase a Pool past its maximum by resting—just back to its normal level. Any extra points gained go away with no effect. The amount of points you recover from a rest, and how long each rest takes, depends on how many times you have rested so far that day.

When you rest, make a recovery roll. To do this, roll a d6 and add your tier. You recover that many points, and you can divide them among your stat Pools however you wish. For example, if your recovery roll is 4 and you’ve lost 4 points of Might and 2 points of Speed, you can recover 4 points of Might, or 2 points of Might and 2 points of Speed, or any other combination adding up to 4 points.

The first time you rest each day, it takes only a few seconds to catch your breath. If you rest this way in the middle of an encounter, it takes one action on your turn.

The second time you rest each day, you must rest for ten minutes to make a recovery roll. The third time you rest each day, you must rest for one hour to make a recovery roll. The fourth time you rest each day, you must rest for ten hours to make a recovery roll (usually, this occurs when you stop for the day to eat and sleep).

After that much rest, it’s assumed to be a new day, so the next time you rest, it takes only a few seconds. The next rest takes ten minutes, then one hour, and so on, in a cycle.

If you haven’t rested yet that day and you take a lot of damage in a fight, you could rest a few seconds (regaining 1d6 points + 1 point per tier) and then immediately rest for ten minutes (regaining another 1d6 points + 1 point per tier). Thus, in one full day of doing nothing but resting, you could recover 4d6 points + 4 points per tier.

Each character chooses when to make recovery rolls. If a party of five PCs rests for ten minutes because two of them want to make recovery rolls, the others don’t have to make rolls at that time. Later in the day, those three can decide to rest for ten minutes and make recovery rolls.

Recovery RollRest Time Needed
First recovery rollOne action
Second recovery rollTen minutes
Third recovery rollOne hour
Fourth recovery rollTen hours

Restoring the Damage Track

Using points from a recovery roll to raise a stat Pool from 0 to 1 or higher also automatically moves the character up one step on the damage track.

If all of a PC’s stat Pools are above 0 and the character has taken special damage that moved them down the damage track, they can use a recovery roll to move up one step on the damage track instead of recovering points. For example, a character who is debilitated from a hit with a cell-disrupting biotech device can rest and move up to impaired rather than recover points in a Pool.

Special Damage

In the course of playing the game, characters face all manner of threats and dangers that can harm them in a variety of ways, only some of which are easily represented by points of damage.

Dazed and Stunned: Characters can be dazed when struck hard on the head, exposed to extremely loud sounds, or affected by a mental attack. When this happens, for the duration of the daze effect (usually one round), all of the character’s tasks are hindered. Similar but more severe attacks can stun characters. Stunned characters lose their turn (but can still defend against attacks normally).

Poison and Disease: When characters encounter poison—whether the venom of a serpent, rat poison slipped into a burrito, cyanide dissolved in wine, or an overdose of acetaminophen—they make a Might defense roll to resist it. Failure to resist can result in points of damage, moving down the damage track, or a specific effect such as paralysis, unconsciousness, disability, or something stranger. For example, some poisons affect the brain, making it impossible to say certain words, take certain actions, resist certain effects, or recover points to a stat Pool.

Diseases work like poisons, but their effect occurs every day, so the victim must make a Might defense roll each day or suffer the effects. Disease effects are as varied as poisons: points of damage, moving down the damage track, disability, and so on. Many diseases inflict damage that cannot be restored through conventional means.

Paralysis: Paralytic effects cause a character to drop to the ground, unable to move. Unless otherwise specified, the character can still take actions that require no physical movement.

Other Effects: Other special effects can render a character blind or deaf, unable to stand without falling over, or unable to breathe. Stranger effects might negate gravity for the character (or increase it a hundredfold), transport them to another place, render them out of phase, mutate their physical form, implant false memories or senses, alter the way their brain processes information, or inflame their nerves so they are in constant, excruciating pain. Each special effect must be handled on a case-by-case basis. The GM adjudicates how the character is affected and how the condition can be alleviated (if possible).

NPCs and Special Damage

The GM always has final say over what special damage will affect an NPC. Human NPCs usually react like characters, but nonhuman creatures might react very differently. For example, a tiny bit of venom is unlikely to hurt a gigantic dragon, and it won’t affect an android or a demon at all.

If an NPC is susceptible to an attack that would shift a character down the damage track, using that attack on the NPC usually renders it unconscious or dead. Alternatively, the GM could apply the debilitated condition to the NPC, with the same effect as it would have on a PC.

Attack Modifiers And Special Situations

In combat situations, many modifiers might come into play. Although the GM is at liberty to assess whatever modifiers they think are appropriate to the situation (that’s their role in the game), the following suggestions and guidelines might make that easier. Often the modifier is applied as a step in difficulty. So if a situation hinders attacks, that means if a PC attacks an NPC, the difficulty of the attack roll is increased by one step, and if an NPC attacks a PC, the difficulty of the defense roll is decreased by one step. This is because players make all rolls, whether they are attacking or defending—NPCs never make attack or defense rolls.

When in doubt, if it seems like it should be harder to attack in a situation, hinder the attack rolls. If it seems like attacks should gain an advantage or be easier in some way, hinder the defense rolls.

Precise ranges are not important in the Cypher System. The broadly defined “immediate,” “short,” “long,” and “very long” ranges let the GM quickly make a judgment call and keep things moving. Basically, the idea is: your target is right there, your target is close, your target is pretty far away, or your target is extremely far away.

Cover

If a character is behind cover so that a significant portion of their body is behind something sturdy, attacks against the character are hindered.

If a character is entirely behind cover (their entire body is behind something sturdy), they can’t be attacked unless the attack can go through the cover. For example, if a character hides behind a thin wooden screen and their opponent shoots the screen with a rifle that can penetrate the wood, the character can be attacked. However, because the attacker can’t see the character clearly, this still counts as cover (attacks against the character are hindered).

Position

Sometimes where a character stands gives them an advantage or a disadvantage.

Prone Target: In melee, a prone target is easier to hit (attacks against them are eased). In ranged combat, a prone target is harder to hit (attacks against them are hindered).

Higher Ground: In either ranged or melee combat, attacks by an opponent on higher ground are eased.

Surprise

When a target isn’t aware of an incoming attack, the attacker has an advantage. A ranged sniper in a hidden position, an invisible assailant, or the first salvo in a successful ambush are all eased by two steps. For the attacker to gain this advantage, however, the defender truly must have no idea that the attack is coming.

If the defender isn’t sure of the attacker’s location but is still on guard, the attacks are eased by only one step.

Range

In melee, you can attack a foe who is adjacent to you (next to you) or within reach (immediate range). If you enter into melee with one or more foes, usually you can attack most or all of the combatants, meaning they are next to you, within reach, or within reach if you move slightly or have a long weapon that extends your reach.

The majority of ranged attacks have only two ranges: short range and long range (a few have very long range). Short range is generally less than 50 feet (15 m) or so. Long range is generally from 50 feet (15 m) to about 100 feet (30 m). Very long range is generally 100 feet (30 m) to 500 feet (150 m). Greater precision than that isn’t important in the Cypher System. If anything is longer than very long range, the exact range is usually spelled out, such as with an item that can fire a beam 1,000 feet (300 m) or teleport you up to 1 mile (1.5 km) away.

Thus, the game has four measurements of distance: immediate, short, long, and very long. These apply to movement as well. A few special cases—point-blank range and extreme range— modify an attack’s chance to successfully hit.

Point-Blank Range: If a character uses a ranged weapon against a target within immediate range, the attack is eased.

Extreme Range: Targets just at the limit of a weapon’s range are at extreme range. Attacks against such targets are hindered.

The GM might allow a character with a ranged weapon to attack beyond extreme range, but the attack would be hindered by two steps for each range category beyond the normal limit. Attacks with hard limits, such as the blast radius of a bomb, can’t be modified.

In certain situations, such as a PC on top of a building looking across an open field, the GM should allow ranged attacks to exceed their maximum range. For example, in perfect conditions, a good archer can hit a large target with a bow and arrow at 500 feet (150 m), much farther than a bow’s typical long range.

Illumination

What characters can see (and how well they can see) plays a huge factor in combat.

Dim Light: Dim light is approximately the amount of light on a night with a bright full moon or the illumination provided by a torch, flashlight, or desk lamp. Dim light allows you to see out to short range. Targets in dim light are harder to hit. Attacks against such targets are hindered. Attackers trained in low-light spotting negate this modifier.

Very Dim Light: Very dim light is approximately the amount of light on a starry night with no visible moon, or the glow provided by a candle or an illuminated control panel. Very dim light allows you to see clearly only within immediate range and perceive vague shapes to short range. Targets in very dim light are harder to hit. Attacks against targets within immediate range are hindered, and attacks against those in short range are hindered by two steps. Attackers trained in low-light spotting modify these difficulties by one step in their favor. Attackers specialized in low-light spotting modify these difficulties by two steps in their favor.

Darkness: Darkness is an area with no illumination at all, such as a moonless night with cloud cover or a room with no lights. Targets in complete darkness are nearly impossible to hit. If an attacker can use other senses (such as hearing) to get an idea of where the opponent might be, attacks against such targets are hindered by four steps. Otherwise, attacks in complete darkness fail without the need for a roll unless the player spends 1 XP to “make a lucky shot” or the GM uses GM intrusion. Attackers trained in low-light spotting ease the task. Attackers specialized in low-light spotting ease the task by two steps.

Visibility

Similar to illumination, factors that obscure vision affect combat.

Mist: A target in mist is similar to one in dim light. Ranged attacks against such targets are hindered. Particularly dense mist makes ranged attacks nearly impossible (treat as darkness), and even melee attacks are hindered.

Hiding Target: A target in dense foliage, behind a screen, or crawling amid the rubble in a ruin is hard to hit because they’re hard to see. Ranged attacks against such targets are hindered.

Invisible Target: If an attacker can use other senses (such as hearing) to get an idea of where the opponent might be, attacks against such targets are hindered by four steps. Otherwise, attacks against an invisible creature fail without the need for a roll unless the player spends 1 XP to “make a lucky shot” or the GM uses GM intrusion.

Water

Being in shallow water can make it hard to move, but it doesn’t affect combat. Being in deep water can make things difficult, and being underwater entirely can seem as different as being on another world.

Deep Water: Being in water up to your chest (or the equivalent thereof) hinders your attacks. Aquatic creatures ignore this modifier.

Underwater Melee Combat: For nonaquatic creatures, being completely underwater makes attacking very difficult. Attacks with stabbing weapons are hindered, and melee attacks with slashing or bashing weapons are hindered by two steps. Aquatic creatures ignore these penalties.

Underwater Ranged Combat: As with melee combat, nonaquatic creatures have problems fighting underwater. Some ranged attacks are impossible underwater—you can’t throw things, fire a bow or crossbow, or use a blowgun. Many firearms also do not work underwater. Attacks with weapons that do work underwater are hindered. Ranges underwater are reduced by one category; very-long-range weapons work only to long range, long-range weapons work only to short range, and short-range weapons work only to immediate range.

Moving Targets

Moving targets are harder to hit, and moving attackers have a difficult time as well.

Target Is Moving: Attackers trying to hit a foe who is moving very fast are hindered. (A foe moving very fast is one who is doing nothing but running, mounted on a moving creature, riding on a vehicle or moving conveyance, and so on.)

Attacker Is Moving: An attacker trying to make an attack while moving under their own power (walking, running, swimming, and so on) takes no penalties. Attacks from a moving mount or moving vehicle are hindered; an attacker trained in riding or driving ignores this penalty.

Attacker Is Jostled: Being jostled, such as while standing on a listing ship or a vibrating platform, makes attacking difficult. Such attacks are hindered. Characters trained in balancing or sailing would ignore penalties for being on a ship.

Gravity

In a spacefaring campaign, characters may travel to worlds with stronger or weaker gravity than Earth’s. Likewise, strange technology or magic can cause gravity to fluctuate even in an Earth-based campaign. Characters who have a large amount of metal (wearing metal armor, using metal weapons, and so on) can be affected by fluctuating magnetism just as a character is affected by gravity.

Low Gravity: Weapons that rely on weight, such as all heavy weapons, deal 2 fewer points of damage (dealing a minimum of 1 point of damage). Weapons with short range can reach to long range, and long-range weapons can reach to very long range. Characters trained in low-gravity maneuvering ignore the damage penalty.

High Gravity: It’s hard to make effective attacks when the pull of gravity is very strong. Attacks (and all physical actions) made in high gravity are hindered. Ranges in high gravity are reduced by one category (very-long-range weapons reach only to long range, long-range weapons reach only to short range, and short-range weapons reach only to immediate range). Characters trained in high-gravity maneuvering ignore the change in difficulty but not the range decreases.

Zero Gravity: It’s hard to maneuver in an environment without gravity. All physical actions (including attacks) made in zero gravity are hindered. Weapons with short range can reach to long range, long-range weapons can reach to very long range, and very-long-range weapons can reach to about 1,000 feet (300 m) instead of 500 feet (150 m). Characters trained in zero-gravity maneuvering ignore the change in difficulty.

Special Situation: Combat Between NPCs

When an NPC ally of the PCs attacks another NPC, the GM can designate a player to roll and handle it like a PC attacking. Often, the choice is obvious. For example, a character who has a trained attack animal should roll when their pet attacks enemies. If an NPC ally accompanying the party leaps into the fray, that ally’s favorite PC rolls for them. NPCs cannot apply Effort. Of course, it’s perfectly fitting (and easier) to have the NPC ally use the cooperative action rules to aid a PC instead of making direct attacks, or to compare the levels of the two NPCs (higher wins).

Special Situation: Combat Between PCs

When one PC attacks another PC, the attacking character makes an attack roll, and the other character makes a defense roll, adding any appropriate modifiers. If the attacking PC has a skill, ability, asset, or other effect that would ease the attack if it were made against an NPC, the character adds 3 to the roll for each step reduction (+3 for one step, +6 for two steps, and so on). If the attacker’s final result is higher, the attack hits. If the defender’s result is higher,
the attack misses. Damage is resolved normally. The GM mediates all special effects.

Special Situation: Area Attacks

Sometimes, an attack or effect affects an area rather than a single target. For example, a grenade or a landslide can potentially harm or affect everyone in the area.

In an area attack, all PCs in the area make appropriate defense rolls against the attack to determine its effect on them. If there are any NPCs in the area, the attacker makes a single attack roll against all of them (one roll, not one roll per NPC) and compares it to the target number of each NPC. If the roll is equal to or greater than the target number of a particular NPC, the attack hits that NPC.

Some area attacks always deal at least a minimum amount of damage, even if the attacks miss or if a PC makes a successful defense roll.

For example, consider a character who uses Shatter to attack six cultists (level 2; target number 6) and their leader (level 4; target number 12). The PC applies Effort to increase the damage and rolls an 11 for the attack roll. This hits the six cultists, but not the leader, so the ability deals 3 points of damage to each of the cultists. The description of Shatter says that applying Effort to increase the damage also means that targets take 1 point of damage if the PC fails the attack roll, so the leader takes 1 point of damage. In terms of what happens in the story, the cultists are caught flat-footed by the sudden detonation of one of their knives, but the leader ducks and is shielded from the blast. Despite the leader’s quick moves, the blast is so intense that a few bits of metal slice them.

Special Situation: Attacking Objects

Attacking an object is rarely a matter of hitting it. Sure, you can hit the broad side of a barn, but can you damage it? Attacking inanimate objects with a melee weapon is a Might action. Objects have levels and thus target numbers. Objects have a damage track that works like the damage track for PCs.

Intact is the default state for an object.

Minor damage is a slightly damaged state. An object with minor damage reduces its level by 1.

Major damage is a critically damaged state. An object with major damage is broken and no longer functions.

Destroyed is destroyed. The object is ruined, no longer functions, and cannot be repaired.

If the Might action to damage an object is a success, the object moves one step down the object damage track. If the Might roll exceeded the difficulty by 2 levels, the object instead moves two steps down the object damage track. If the Might roll exceeded the difficulty by 4 levels, the object instead moves three steps down the object damage track. Objects with minor or major damage can be repaired, moving them one or more steps up the object damage track.

Brittle or fragile objects, like paper or glass, decrease the effective level of the object for the purposes of determining if it is damaged. Hard objects, like those made of wood or stone, add 1 to the effective level. Very hard objects, like those made of metal, add 2. (The GM may rule that some exotic materials add 3.)

The tool or weapon used to attack the object must be at least as hard as the object itself. Further, if the amount of damage the attack could inflict—not modified by a special die roll—does not equal or exceed the effective level of the object, the attack cannot damage the object no matter what the roll.

Action: Activate a Special Ability

Special abilities are granted by foci, types, and flavors, or provided by cyphers or other devices. If a special ability affects another character in any kind of unwanted manner, it’s handled as an attack. This is true even if the ability is normally not considered an attack. For example, if a character has a healing touch, and their friend doesn’t want to be healed for some reason, an attempt to heal their unwilling friend is handled as an attack.

Plenty of special abilities do not affect another character in an unwanted manner. For example, a PC might use Hover on themselves to float into the air. A character with a matter-reorganizing device might change a stone wall into glass. A character who activates a phase changer cypher might walk through a wall. None of these requires an attack roll (although when turning a stone wall to glass, the character must still make a roll to successfully affect the wall).

If the character spends points to apply Effort on the attempt, they might want to roll anyway to see if they get a major effect, which would reduce the cost for their action.

Action: Move

As a part of another action, a character can adjust their position—stepping back a few feet while using an ability, sliding over in combat to take on a different opponent to help a friend, pushing through a door they just opened, and so on. This is considered an immediate distance, and a character can move this far as part of another action.

In a combat situation, if a character is in a large melee, they’re usually considered to be next to most other combatants, unless the GM rules that they’re farther away because the melee is especially large or the situation dictates it.

If they’re not in melee but still nearby, they are considered to be a short distance away—usually less than 50 feet (15 m). If they’re farther away than that but still involved in the combat, they are considered to be a long distance away, usually 50 to 100 feet (15 to 30 m), or possibly even a very long distance away, usually more than 100 feet to 500 feet (30 to 150 m).

In a round, as an action, a character can make a short move. In this case, they are doing nothing but moving up to about 50 feet (15 m). Some terrain or situations will change the distance a character can move, but generally, making a short move is considered to be a difficulty 0 action. No roll is needed; they just get where they’re going as their action.

A character can try to make a long move—up to 100 feet (30 m) or so—in one round. This is a Speed task with a difficulty of 4. As with any action, they can use skills, assets, or Effort to ease the task. Terrain, obstacles, or other circumstances can hinder the task. A successful roll means the character moved the distance safely. Failure means that at some point during the move, they stop or stumble (the GM determines where this happens).

A character can also try to make a short move and take another (relatively simple) physical action, like make an attack. As with the attempt to make a long move, this is a Speed task with a difficulty of 4, and failure means that the character stops at some point, slipping or stumbling or otherwise getting held up.

Long-Term Movement

When talking about movement in terms of traveling rather than round-by-round action, typical characters can travel on a road about 20 miles (32 km) per day, averaging about 3 miles (5 km) per hour, including a few stops. When traveling overland, they can move about 12 miles (19 km) per day, averaging 2 miles (3 km) per hour, again with some stops. Mounted characters, such as those on horseback, can go twice as far. Other modes of travel (cars, airplanes, hovercraft, sailing ships, and so on) have their own rates of movement.

Movement Modifiers

Different environments affect movement in different ways.

Rough Terrain: A surface that’s considered rough terrain is covered in loose stones or other material, uneven or with unsure footing, unsteady, or a surface that requires movement across a narrow space, such as a cramped corridor or a slender ledge. Stairs are also considered rough terrain. Rough terrain does not slow normal movement on a round-by-round basis, but hinders move rolls. Rough terrain cuts long-term movement rates in half.

Difficult Terrain: Difficult terrain is an area filled with challenging obstacles—water up to waist height, a very steep slope, an especially narrow ledge, slippery ice, a foot or more of snow, a space so small that one must crawl through it, and so on. Difficult terrain hinders move rolls and halves movement on a round-by-round basis. This means that a short move is about 25 feet (8 m), and a long move is about 50 feet (15 m). Difficult terrain reduces
long-term movement to a third of its normal rate.

Water: Deep water, in which a character is mostly or entirely submerged, hinders move rolls
and reduces round-by-round and long-term movement to one quarter its normal rate. This means that a short move is about 12 feet(4 m), and a long move is about 25 feet (7.5 m). Characters trained in swimming halve their movement only while in deep water.

Low Gravity: Movement in low gravity is easier but not much faster. All move rolls are eased.

High Gravity: In an environment of high gravity, treat all moving characters as if they were in difficult terrain. Characters trained in high-gravity maneuvering negate this penalty. High gravity reduces long-term movement to a third of its normal rate.

Zero Gravity: In an environment without gravity, characters cannot move normally. Instead, they must push off from a surface and succeed at a Might roll to move (the difficulty is equal to one-quarter the distance traveled in feet). Without a surface to push off from, a character cannot move. Unless the character’s movement takes them to a stable object that they can grab or land against, they continue to drift in that direction each round, traveling half the distance of the initial push.

Special Situation: A Chase

When a PC is chasing an NPC or vice versa, the player should attempt a Speed action, with the difficulty based on the NPC’s level. If the PC succeeds at the roll, they catch the NPC (if chasing), or they get away (if chased). In terms of the story, this one-roll mechanic can be the result of a long chase over many rounds.

Alternatively, if the GM wants to play out a long chase, the character can make many rolls (perhaps one per level of the NPC) to finish the pursuit successfully. For every failure, the PC must make another success, and if they ever have more failures than successes, the PC fails to catch the NPC (if chasing) or is caught (if chased). As with combat, the GM is encouraged to describe the results of these rolls with flavor. A success might mean the PC has rounded a corner and gained some distance. A failure might mean that a basket of fruit topples over in front of them, slowing them down. Vehicle chases are handled similarly.

Action: Wait

You can wait to react to another character’s action.

You decide what action will trigger your action, and if the triggering action happens, you get to take your action first (unless going first wouldn’t make sense, like attacking a foe before they come into view). For example, if an orc threatens you with a halberd, on your turn you can decide to wait, stating “If it stabs at me, I’m going to slash it with my sword.” On the orc’s turn, it stabs, so you make your sword attack before that happens.

Waiting is also a good way to deal with a ranged attacker who rises from behind cover, fires an attack, and ducks back down. You could say “I wait to see them pop up from behind cover and then I shoot them.”

Waiting is also a useful tool for cooperative actions (see below).

Action: Defend

Defending is a special action that only PCs can do, and only in response to being attacked. In other words, an NPC uses its action to attack, which forces a PC to make a defense roll. This is handled like any other kind of action, with circumstances, skill, assets, and Effort all potentially coming into play. Defending is a special kind of action in that it does not happen on the PC’s turn. It’s never an action that a player decides to take; it’s always a reaction to an attack. A PC can take a defense action when attacked (on the attacking NPC’s turn) and still take another action on their own turn.

The type of defense roll depends on the type of attack. If a foe attacks a character with an axe, they can use Speed to duck or block it with what they’re holding. If they’re struck by a poisoned dart, they can use a Might action to resist its effects. If a psi-worm attempts to control their mind, they can use Intellect to fend off the intrusion.

Sometimes an attack provokes two defense actions. For example, a poisonous reptile tries to bite a PC. They try to dodge the bite with a Speed action. If they fail, they take damage from the bite, and they must also attempt a Might action to resist the poison’s effects.

If a character does not know an attack is coming, usually they can still make a defense roll, but they can’t add modifiers (including the modifier from a shield), and they can’t use any skill or Effort to ease the task. If circumstances warrant—such as if the attacker is right next to the character—the GM might rule that the surprise attack simply hits.

A character can always choose to forgo a defense action, in which case the attack automatically hits.

Some abilities (such as the Countermeasures special ability) may allow you to do something special as a defense action.

Action: Do Something Else

Players can try anything they can think of, although that doesn’t mean anything is possible. The GM sets the difficulty—that’s their primary role in the game. Still, guided by the bounds of logic, players and GMs will find all manner of actions and options that aren’t covered by a rule. That’s a good thing.

Players should not feel constrained by the game mechanics when taking actions. Skills are not required to attempt an action. Someone who’s never picked a lock can still try. The GM might hinder the task, but the character can still attempt the action.

Thus, players and GMs can return to the beginning of this chapter and look at the most basic expression of the rules. A player wants to take an action. The GM decides, on a scale of 1 to 10, how difficult that task is and what stat it uses. The player determines whether they have anything that might modify the difficulty and considers whether to apply Effort. Once the final determination is made, they roll to see if their character succeeds. It’s as easy as that.

As further guidance, the following are some of the more common actions a player might take.

Players are encouraged to come up with their own ideas for what their characters do rather than looking at a list of possible actions. That’s why there is a “do something else” action. PCs are not pieces on a game board—they are people in a story. And like real people, they can try anything they can think of. (Succeeding is another matter entirely.) The task difficulty system provides GMs with the tools they need to adjudicate anything the players come up with.

Climbing

When a character climbs, the GM sets a difficulty based on the surface being climbed. Climbing is like moving through difficult terrain: the move roll is hindered and the movement is half speed. Unusual circumstances, such as climbing while under fire, pose additional step penalties.

DifficultySurface
2Surface with lots of handholds
3Stone wall or similar surface (a few handholds)
4Crumbling or slippery surface
5Smooth stone wall or similar surface
6Metal wall or similar surface
8Smooth, horizontal surface (climber is upside down)
10Glass wall or similar surface

Cooperative Actions

There are many ways multiple characters can work together. None of these options, however, can be used at the same time by the same characters.

Helping: If you use your action to help someone with a task, you ease the task. If you have an inability in a task, your help has no effect. If you use your action to help someone with a task that you are trained or specialized in, the task is eased by two steps. Help is considered an asset, and someone receiving help usually can’t gain more than two assets on a single task if that help is provided by another character.

For example, if Scott is trying to climb a steep incline and Sarah (who is trained in climbing) spends her turn helping him, Scott’s task is eased by two steps.

Sometimes you can help by performing a task that complements what another person is attempting. If your complementary action succeeds, you ease the other person’s task. For example, if Scott tries to persuade a ship captain to let him on board, Sarah could try to supplement Scott’s words with a flattering lie about the captain (a deception action), a display of knowledge about the region where the ship is headed (a geography action), or a direct threat to the captain (an intimidation action). If Sarah’s roll is a success, Scott’s persuasion task is eased.

Distraction: When a character uses their turn to distract a foe, that foe’s attacks are hindered for one round. Multiple characters distracting a foe have no greater effect than a single character doing so—a foe is either distracted or not. A distraction might be yelling a challenge, firing a warning shot, or a similar activity that doesn’t harm the foe.

Draw the Attack: When an NPC attacks a character, another PC can prominently present themselves, shout taunts, and move to try to get the foe to attack them instead. In most cases, this action succeeds without a roll—the opponent attacks the prominent PC instead of their companions. In other cases, such as with intelligent or determined foes, the prominent character must succeed at an Intellect action to draw the attack. If that Intellect action is successful, the foe attacks the prominent character, whose defenses are hindered by two steps. Two characters attempting to draw an attack at the same time cancel each other out.

Two characters attempting to draw an attack at the same time cancel each other out.

Take the Attack: A character can use their action to throw themselves in front of a foe’s successful attack to save a nearby comrade. The attack automatically succeeds against the sacrificial character, and it deals 1 additional point of damage. A character cannot willingly take more than one attack each round in this way.

Crafting, Building, and Repairing

Crafting is a tricky topic in the Cypher System because the same rules that govern building a spear also cover repairing a machine that can take you into hyperspace. Normally, the level of the item determines the difficulty of creating or repairing it as well as the time required. For cyphers, artifacts, other items that require specialized knowledge, or items unique to a world or species other than your own (such as a Martian tripod walker), add 5 to the item’s level to determine the difficulty of building or repairing it.

Sometimes, if the item is artistic in nature, the GM will add to the difficulty and time required. For example, a crude wooden stool might be hammered together in an hour. A beautiful finished piece might take a week or longer and would require more skill on the part of the crafter.

The GM is free to overrule some attempts at creation, building, or repair, requiring that the character have a certain level of skill, proper tools and materials, and so forth.

A level 0 object requires no skill to make and is easily found in most locations. Sling stones and firewood are level 0 items—producing them is routine. Making a torch from spare wood and oil-soaked cloth is simple, so it’s a level 1 object. Making an arrow or a spear is fairly standard but not simple, so it’s a level 2 object.

Generally speaking, a device to be crafted requires materials equal to its level and all the levels below it. So a level 5 device requires level 5 material, level 4 material, level 3 material, level 2 material, and level 1 material (and, technically, level 0 material).

The GM and players can gloss over much of the crafting details, if desired. Gathering all the materials to make a mundane item might not be worth playing out—but then again, it might be. For example, making a wooden spear in a forest isn’t very interesting, but what if the characters have to make a spear in a treeless desert? Finding the wreckage of something made of wood or forcing a PC to fashion a spear out of the bones of a large beast could be interesting situations.

Circumstances really matter. For example, sewing a dress by hand might take five times as long (or more) as using a sewing machine.

The time required to create an item is up to the GM, but the guidelines in the crafting table are a good starting point. Generally, repairing an item takes somewhere between half the creation time and the full creation time, depending on the item, the aspect that needs repairing, and the circumstances. For example, if creating an item takes one hour, repairing it takes thirty minutes to one hour.

The GM is free to overrule some attempts at creation, building, or repair, requiring that the character have a certain level of skill, proper tools and materials, and so forth.

Sometimes a GM will allow a rush job if the circumstances warrant it. This is different than using skill to reduce the time required. In this case, the quality of the item is affected. Let’s say that a character needs to create a tool that will cut through solid steel with a laser (a level 7 item), but they have to do it in one day. The GM might allow it, but the device might be extremely volatile, inflicting damage on the user, or it might work only once. The device is still considered a level 7 item to create in all other respects. Sometimes the GM will rule that reducing the time is not possible. For example, a single human can’t make a chainmail vest in one hour without some kind of machine to help.

Note: Erratum

The rules mention “using skill to reduce the time required” to craft an object. This was cut from the first edition rulebook:

“A character can reduce the time or materials needed instead of the difficulty (again, with GM approval, and if it makes sense to do so). A trained fletcher making arrows (level 2 items) could attempt a difficulty 2 task rather than a difficulty 1 task to create an arrow in fifteen minutes instead of an hour, or to create it in an hour but with substandard (level 1) materials. However, sometimes the GM will rule that reducing the time is not possible. For example, a single human can’t make a chainmail vest in one hour without some kind of machine to help.”

Possible crafting skills include:

@UUID[Compendium.cyphersystem-compendium.crafting-skills.7BUvkxuA2jCU8eqK]{Armoring} @UUID[Compendium.cyphersystem-compendium.crafting-skills.vFZ9YGa70efAWVpN]{Bowyering/fletching} @UUID[Compendium.cyphersystem-compendium.crafting-skills.Mh8fZ6svg8OSnsX3]{Chemistry} @UUID[Compendium.cyphersystem-compendium.crafting-skills.uGEL7zHPjaKA5kbN]{Computer science} @UUID[Compendium.cyphersystem-compendium.crafting-skills.g4qZmxAyRzrKZDzh]{Electronics} @UUID[Compendium.cyphersystem-compendium.crafting-skills.cFbEQnj0w4Q4AEFs]{Engines} @UUID[Compendium.cyphersystem-compendium.crafting-skills.LsykgiEBrwXM8x8x]{Genetic engineering} @UUID[Compendium.cyphersystem-compendium.crafting-skills.sedcB5ntUixkxEFn]{Glassblowing} @UUID[Compendium.cyphersystem-compendium.crafting-skills.kZSFCvecSYYsbDzX]{Gunsmithing} @UUID[Compendium.cyphersystem-compendium.crafting-skills.gH4b6MOodAZeCAod]{Leatherworking} @UUID[Compendium.cyphersystem-compendium.crafting-skills.HiAKUg3uYFmauoeJ]{Metalworking} @UUID[Compendium.cyphersystem-compendium.crafting-skills.Qs5gGKyC1qzg5DDf]{Neural engineering} @UUID[Compendium.cyphersystem-compendium.crafting-skills.dBhnKvctH1RIlolI]{Weaponsmithing} @UUID[Compendium.cyphersystem-compendium.crafting-skills.1N0N3X1Hr4uIet4P]{Woodcrafting}

Characters might try to make a cypher, an artifact, or an alien psionic starship do something other than its intended function. Sometimes, the GM will simply declare the task impossible. You can’t turn a vial of healing elixir into a two-way communicator. But most of the time, there is a chance of success.

That said, tinkering with weird stuff is not easy. Obviously, the difficulty varies from situation to situation, but difficulties starting at 7 are not unreasonable. The time, tools, and training required would be similar to the time, tools, and training needed to repair a device. If the tinkering results in a long-term benefit for the character—such as creating an artifact that they can use—the GM should require them to spend XP to make it.

Obviously, what is considered “weird stuff ” will vary from setting to setting, and sometimes the concept might not apply at all. But many times, there will be something in the setting that is too strange, too alien, too powerful, or too dangerous for PCs to mess around with (or at least mess around with easily). Einstein may have been extraordinary, but that doesn’t mean he could reverse-engineer a teleporter made in another dimension.

DifficultyCraftGeneral Time to Build
0Something extremely simple like tying a rope or finding an appropriately sized rockA few minutes at most
1TorchFive minutes
2Spear, simple shelter, piece of furnitureOne hour
3Bow, door, basic article of clothingOne day
4Sword, chainmail vestOne to two days
5Common technological item (electric light), nice piece of jewelry or art objectOne week
6Technological item (watch, transmitter), really nice piece of jewelry or art object, elegant craftworkOne month
7Technological item (computer), major work of artOne year
8Technological item (something from beyond Earth)Many years
9Technological item (something from beyond Earth)Many years
10Technological item (something from beyond Earth)Many years

Guarding

In a combat situation, a character can stand guard as their action. They do not make attacks, but all their defense tasks are eased. Further, if an NPC tries to get by them or take an action that they are guarding against, the character can attempt an eased Speed action based on the level of the NPC. Success means the NPC is prevented from taking the action; the NPC’s action that turn is wasted. This is useful for blocking a doorway, guarding a friend, and so forth.

If an NPC is standing guard, use the same procedure, but to get past the guard, the PC attempts a hindered Speed action against the NPC. For example, Diana is an NPC human with a level 3 bodyguard. The bodyguard uses their action to guard Diana. If a PC wants to attack Diana, the PC first must succeed at a difficulty 4 Speed task to get past the guard. If the PC succeeds, they can make their attack normally.

Healing

You can administer aid through bandaging and other succor, attempting to heal each patient once per day. This healing restores points to a stat Pool of your choice. Decide how many points you want to heal, and then make an Intellect action with a difficulty equal to that number. For example, if you want to heal someone for 3 points, that’s a difficulty 3 task with a target number of 9.

Interacting With Creatures

The level of the creature determines the target number, just as with combat. Thus, bribing a guard works much like punching them or affecting them with an ability. This is true of persuading someone, intimidating someone, calming a wild beast, or anything of the kind. Interaction is an Intellect task. Interacting usually requires a common language or some other way to communicate. Learning new languages is the same as learning a new skill.

Jumping

Decide how far you want to jump, and that sets the difficulty of your Might roll. For a standing jump, subtract 4 from the distance in feet to determine the difficulty of the jump. For example, jumping 10 feet (3 m) has a difficulty of 6.

If you run an immediate distance before jumping, it counts as an asset, easing the jump.

If you run a short distance before jumping, divide the jump distance (in feet) by 2 and then subtract 4 to determine the difficulty of the jump. Because you’re running an immediate distance (and then some), you also count your running as an asset. For example, jumping a distance of 20 feet (6 m) with a short running start has a difficulty of 5 (20 feet divided by 2 is 10, minus 4 is 6, minus 1 for running an immediate distance).

For a vertical jump, the distance you clear (in feet) is equal to the difficulty of the jumping task. If you run an immediate distance, it counts as an asset, easing the jump.

There’s nothing wrong with the GM simply assigning a difficulty level to a jump without worrying about the precise distance. The rules here are just so everyone has some guidelines.

Note: Addendum

Jumping Distance Table

DifficultyStandingRunning*Vertical
15 ft (1.5 m)12 ft (3.6 m)1 ft (0.3 m)
26 ft (1.8 m)14 ft (4.2 m)2 ft (0.6 m)
37 ft (2.1 m)16 ft (4.8 m)3 ft (0.9 m)
48 ft (2.4 m)18 ft (5.4 m)4 ft (1.2 m)
59 ft (2.7 m)20 ft (6 m)5 ft (1.5 m)
610 ft (3 m)22 ft (6.6 m)6 ft (1.8 m)
711 ft (3.3 m)24 ft (7.2 m)7 ft (2.1 m)
812 ft (3.6 m)26 ft (7.8 m)8 ft (2.4 m)
913 ft (3.9 m)28 ft (8.4 m)9 ft (2.7 m)
1014 ft (4.2 m)30 ft (9 m)10 ft (3 m)
1115 ft (4.5 m)32 ft (9.6 m)11 ft (3.3 m)
1216 ft (4.8 m)34 ft (10.2 m)12 ft (3.6 m)
1317 ft (5.1 m)36 ft (10.8 m)13 ft (3.9 m)
1418 ft (5.4 m)38 ft (11.4 m)14 ft (4.2 m)
1519 ft (5.7 m)40 ft (12 m)15 ft (4.5 m)

* Short distance. Already includes the asset for running an immediate distance.

Looking or Listening

Generally, the GM will describe any sight or sound that’s not purposefully difficult to detect. But if you want to look for a hidden enemy, search for a secret panel, or listen for someone sneaking up on you, make an Intellect roll. If it’s a creature, its level determines the difficulty of your roll. If it’s something else, the GM determines the difficulty of your roll.

Moving a Heavy Object

You can push or pull something very heavy and move it an immediate distance as your action.

The weight of the object determines the difficulty of the Might roll to move it; every 50 pounds (23 kg) hinders the task by one step. So moving something that weighs 150 pounds (68 kg) is difficulty 3, and moving something that weighs 400 pounds (180 kg) is difficulty 8. If you can ease the task to 0, you can move a heavy object up to a short distance as your action.

Operating or Disabling a Device, or Picking a Lock

As with figuring out a device, the level of the device usually determines the difficulty of the Intellect roll. Unless a device is very complex, the GM will often rule that once you figure it out, no roll is needed to operate it except under special circumstances. So if the PCs figure out how to use a hovercraft, they can operate it. If they are attacked, they might need to roll to ensure that they don’t crash the vehicle into a wall while trying to avoid being hit.

Unlike operating a device, disabling a device or picking a lock usually require rolls. These actions often involve special tools and assume that the character is not trying to destroy the device or lock. (A PC who is attempting to destroy it probably should make a Might roll to smash it rather than a Speed or Intellect roll requiring patience and know-how.)

Riding or Piloting

If you’re riding an animal that’s trained to be a mount, or driving or piloting a vehicle, you don’t need to make a roll to do something routine such as going from point A to point B (just as you wouldn’t need to make a roll to walk there). However, staying mounted during a fight or doing something tricky with a vehicle requires a Speed roll to succeed. A saddle or other appropriate gear is an asset and eases the task.

DifficultyManeuver
0Riding
1Staying on the mount (including a motorcycle or similar vehicle) in a battle or other difficult situation
3Staying on a mount (including a motorcycle or similar vehicle) when you take damage
4Mounting a moving steed
4Making an abrupt turn with a vehicle while moving fast
4Getting a vehicle to move twice as fast as normal for one round
5Coaxing a mount to move or jump twice as fast or far as normal for one round
5Making a long jump with a vehicle not intended to go airborne (like a car) and remaining in control

Sneaking

The difficulty of sneaking by a creature is determined by its level. Sneaking is a Speed roll. Moving at half speed eases the sneaking task. Appropriate camouflage or other gear may count as an asset and ease the task, as will dim lighting conditions and having plenty of things to hide behind.

Swimming

If you’re simply swimming from one place to another, such as across a calm river or lake, use the standard movement rules, noting the fact that your character is in deep water. However, sometimes, special circumstances require a Might roll to make progress while swimming, such as when trying to avoid a current or being dragged into a whirlpool.

Understanding, Identifying, or Remembering

When characters try to identify or figure out how to use a device, the level of the device determines the difficulty. For a bit of knowledge, the GM determines the difficulty.

DifficultyKnowledge
0Common knowledge
1Simple knowledge
3Something a scholar probably knows
5Something even a scholar might not know
7Knowledge very few people possess
10Completely lost knowledge

Vehicular Movement

Vehicles move just like creatures. Each has a movement rate, which indicates how far it can move in a round. Most vehicles require a driver, and when moving, they usually require that the driver spends every action controlling the movement. This is a routine task that rarely requires a roll. Any round not spent driving the vehicle hinders the task in the next round and precludes any change in speed or direction. In other words, driving down the road normally is difficulty 0. Spending an action to retrieve a backpack from the back seat means that in the following round, the driver must attempt a difficulty 1 task. If they instead use their action to pull a handgun from the backpack, in the next round the difficulty to drive will be 2, and so on. Failure results are based on the situation but might involve a collision or something similar.

In a vehicular chase, drivers attempt Speed actions just like in a regular chase, but the task may be based either on the level of the driver (modified by the level and movement rate of the vehicle) or on the level of the vehicle (modified by the level of the driver). So if a PC driving a typical car is chasing a level 3 NPC driving a level 5 sports car, the PC would make three chase rolls with a difficulty of 5. If the PC’s car is a souped-up custom vehicle, it might grant the PC an asset in the chase. If the PC is not in a car at all, but riding a bicycle, it might hinder the chase rolls by two or three steps, or the GM might simply rule that it’s impossible.

Vehicular Combat

Much of the time, a fight between foes in cars, boats, or other vehicles is just like any other combat situation. The combatants probably have cover and are moving fast. Attacks to disable a vehicle or a portion of it are based on the level of the vehicle. If the vehicle is an armored car or a tank, all attacks are likely aimed at the vehicle, which has a level and probably an appropriate Armor rating, not unlike a creature.

The only time this isn’t true is with battles where only vehicles and not characters are involved. Thus, if the PCs are in a shootout with bank robbers and both groups are in cars, use the standard rules. However, battles between starships of various kinds—from gigantic capital ships to single-pilot fighters—are a frequent occurrence in far-future science fiction settings. A submarine battle between two deep sea craft could be quite exciting. Characters in a modern-day game might find themselves in a tank fight. If PCs are involved in combat in which they are entirely enclosed in vehicles (so that it’s not really the characters fighting, but the vehicles), use the following quick and easy guidelines.

On this scale, combat between vehicles isn’t like traditional combat. Don’t worry about health, Armor, or anything like that. Instead, just compare the levels of the vehicles involved. If the PCs’ vehicle has the higher level, the difference in levels is how many steps the PCs’ attack and defense rolls are eased. If the PCs’ vehicle has the lower level, their rolls are hindered. If the levels are the same, there is no modification.

These attack and defense rolls are modified by skill and Effort, as usual. Some vehicles also have superior weapons, which ease the attack (since there is no “damage” amount to worry about), but this circumstance is probably uncommon in this abstract system and should not affect the difficulty by more than one or maybe two steps. Further, if two vehicles coordinate their attack against one vehicle, the attack is eased. If three or more vehicles coordinate, the attack is eased by two steps.

The attacker must try to target a specific system on or portion of an enemy vehicle. This hinders the attack based on the system or portion targeted.

That’s a lot of modifications. But it’s not really that hard. Let’s look at an example of a space battle. A PC in a small level 2 fighter attacks a level 4 frigate. Since the frigate is level 4, the difficulty of the attack starts at 4. But the attacking craft is weaker than the defender, so the attack is hindered equal to the difference in their levels (2). The fighter pilot must make a difficulty 6 attack on the frigate. However, the fighter is trying to swoop in and damage the frigate’s drive, which hinders the attack by another three steps, for a total difficulty of 9. If the fighter pilot is trained in space combat, they reduce the difficulty to 8, but it’s still impossible without help. So let’s say that two other PCs—also in level 2 fighters—join in and coordinate their attack. Three ships coordinating an attack on one target eases the task by two steps, resulting in a final difficulty of 6. Still, the attacking PC would be wise to use Effort.

Then the frigate retaliates, and the PC needs to make a defense roll. The level difference between the ships (2) means the PC’s defense is hindered by two steps, so the difficulty of the PC’s defense roll starts out at 6. But the frigate tries to take out the fighter’s weapons, hindering their attack (easing the PC’s defense) by two steps. Thus, the PC needs to succeed at a difficulty 4 task or lose their main weapons systems.

It’s important to remember that a failed attack doesn’t always mean a miss. The target ship might rock and reel from the hit, but the bulk of the damage was absorbed by the shields, so there’s no significant damage.

This bare-bones system should allow the GM and players to flesh out exciting encounters involving the whole group. For example, perhaps while one PC pilots a ship, another mans the guns, and another frantically attempts to repair damage to the maneuvering thrusters before they crash into the space station they’re trying to defend.

During a vehicular battle, particularly a space battle, there’s a lot of chatter about shields failing, hull integrity, being outmaneuvered, coming in too fast, and whatnot. These sorts of details are great, but they’re all flavor, so they’re represented in the rules generally, rather than specifically.

For more details about vehicles, refer to the appropriate Genre chapter.

Training in driving makes the character practiced in using a vehicle as a weapon. If the vehicle is used to run over a victim or ram an enemy vehicle, treat a motorcycle as a medium weapon and treat a car or truck as a heavy weapon.

Targeting TaskAttack HinderedEffect
Disable weaponsTwo stepsOne or more of the vehicle’s weapons no longer function

Disable defenses
(if applicable)

Two stepsAttacks against the vehicle are eased
Disable engine/driveThree stepsVehicle cannot move, or movement is hampered
Disable maneuverabilityTwo stepsVehicle cannot alter its present course
Strike power core or vital spotFive stepsVehicle is completely destroyed

Followers

Player characters have the option to gain followers as they advance in tier, as provided by type or focus special abilities. Followers do not need to be paid, fed, or housed, though a character who gains followers can certainly make such arrangements if they wish. A follower is someone whom a character has inspired (or asked) to come work with the character for a time, aiding them in a variety of endeavors. A follower puts the PC’s interests ahead of, or at least on par with, their own.

The PC generally makes rolls for their follower when the follower takes actions, though usually a follower’s modifications provide an asset to a specific action taken by the PC they follow.

If a follower dies, the character gains a new one after at least two weeks and proper recruitment.

Modifications: A follower can help a PC in one or more tasks, granting the PC an asset to that task. The level of the follower indicates the number of different tasks they can help with. The tasks that the follower is able to help with are predetermined, usually chosen by the PC when they gain the follower. A level 2 follower who the player determines is a spy could grant a PC an asset on two different tasks, such as stealth and deception. Followers cannot help with tasks that they don’t have modifications for; for the purpose of helping, treat the follower as if they had inabilities in all nonmodified tasks.

When the follower acts autonomously rather than helping the PC, they act like a normal NPC that has modifications. Thus, the modification increases their effective level for the associated task by one step. For example, the level 2 spy follower with modifications for stealth and deception attempts stealth and deception tasks as if they were level 3 and all other tasks as level 2.

Follower Assets to Combat and Defense: A follower cannot grant an asset to a character’s attacks or defense until the follower is level 3 or higher. Even then, the follower can help with attacks and defense only if they have a modification for that kind of task.

Some abilities may grant a special exception to this rule. For instance, the Serv-0 Defender ability gives your level 1 Serv-0 follower (a machine companion) a modification for Speed defense.

Follower Level Progression: A follower increases in level by 1 each time a PC advances two tiers after gaining that follower. When the follower gains a level, the PC also chooses the task that the follower gains a modification for.

Exceptional Follower: When a character gains a follower, there’s a small chance that the follower will be exceptional in some way, a cut above other followers of their kind. The GM determines when an exceptional follower is found, possibly as an additional reward for smart or engaging roleplaying where the PCs impress or otherwise positively interact with one or more NPCs, some of whom may later go on to become one of their followers. An exceptional follower has the same qualities as a regular follower but is 1 level higher.

Pet: Any PC can potentially gain a pet, though a pet typically doesn’t provide modifications. If a character wants a pet that can do this, they must gain the pet through an an ability or focus that grants followers. On the other hand, a well-cared-for pet grants an asset to a PC’s tasks related to achieving peace of mind, finding comfort, and resisting loneliness.

Breathing Life Into Followers

The modifications provided by followers could come across as fairly dry and mechanical. To avoid that, you could present each follower in a way that makes them more compelling and interesting. Here are a few examples of how to describe a follower, depending on their mix of modifications.

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This section explains how to create characters to play in a Cypher System game. This involves a series of decisions that will shape your character, so the more you understand what kind of character you want to play, the easier character creation will be. The process involves understanding the values of three game statistics and choosing three aspects that determine your character’s capabilities.

Character Stats

Every player character has three defining characteristics, which are typically called “statistics” or “stats.” These stats are Might, Speed, and Intellect. They are broad categories that cover many different but related aspects of a character.

Might

Might defines how strong and durable your character is. The concepts of strength, endurance, constitution, hardiness, and physical prowess are all folded into this one stat. Might isn’t relative to size; instead, it’s an absolute measurement. An elephant has more Might than the mightiest tiger, which has more Might than the mightiest rat, which has more Might than the mightiest spider.

Might governs actions from forcing doors open to walking for days without food to resisting disease. It’s also the primary means of determining how much damage your character can sustain in a dangerous situation. Physical characters, tough characters, and characters interested in fighting should focus on Might.

Might could be thought of as Might/Health because it governs how strong you are and how much physical punishment you can take.

Speed

Speed describes how fast and physically coordinated your character is. The stat embodies quickness, movement, dexterity, and reflexes. Speed governs such divergent actions as dodging attacks, sneaking around quietly, and throwing a ball accurately. It helps determine whether you can move farther on your turn. Nimble, fast, or sneaky characters will want good Speed stats, as will those interested in ranged combat.

Speed could be thought of as Speed/Agility because it governs your overall swiftness and reflexes.

Intellect

This stat determines how smart, knowledgeable, and likable your character is. It includes intelligence, wisdom, charisma, education, reasoning, wit, willpower, and charm. Intellect governs solving puzzles, remembering facts, telling convincing lies, and using mental powers. Characters interested in communicating effectively, being learned scholars, or wielding supernatural powers should stress their Intellect stat.

Intellect could be thought of as Intellect/Personality because it governs both intelligence and charisma.

Pool, Edge, and Effort

Each of the three stats has two components: Pool and Edge. Your Pool represents your raw, innate ability, and your Edge represents knowing how to use what you have. A third element ties into this concept: Effort. When your character really needs to accomplish a task, you apply Effort.

Your stat Pools, as well as your Effort and Edge, are determined by the character type, descriptor, and focus that you choose. Within those guidelines, however, you have a lot of flexibility in how you develop your character.

Pool

Your Pool is the most basic measurement of a stat. Comparing the Pools of two creatures will give you a general sense of which creature is superior in that stat. For example, a character who has a Might Pool of 16 is stronger (in a basic sense) than a character who has a Might Pool of 12. Most characters start with a Pool of 9 to 12 in most stats—that’s the average range.

When your character is injured, sickened, or attacked, you temporarily lose points from one of your stat Pools. The nature of the attack determines which Pool loses points. For example, physical damage from a sword reduces your Might Pool, a poison that makes you clumsy reduces your Speed Pool, and a psionic blast reduces your Intellect Pool. You can also spend points from one of your stat Pools to decrease a task’s difficulty (see Effort, below). You can rest to recover lost points from a stat Pool, and some special abilities or cyphers might allow you to recover lost points quickly.

Edge

Although your Pool is the basic measurement of a stat, your Edge is also important. When something requires you to spend points from a stat Pool, your Edge for that stat reduces the cost. It also reduces the cost of applying Effort to a roll.

For example, let’s say you have a mental blast ability, and activating it costs 1 point from your Intellect Pool. Subtract your Intellect Edge from the activation cost, and the result is how many points you must spend to use the mental blast. If using your Edge reduces the cost to 0, you can use the ability for free.

Your Edge can be different for each stat. For example, you could have a Might Edge of 1, a Speed Edge of 1, and an Intellect Edge of 0. You’ll always have an Edge of at least 1 in one stat. Your Edge for a stat reduces the cost of spending points from that stat Pool, but not from other Pools. Your Might Edge reduces the cost of spending points from your Might Pool, but it doesn’t affect your Speed Pool or Intellect Pool. Once a stat’s Edge reaches 3, you can apply one level of Effort for free.

A character who has a low Might Pool but a high Might Edge has the potential to perform Might actions consistently better than a character who has a Might Edge of 0. The high Edge will let them reduce the cost of spending points from the Pool, which means they’ll have more points available to spend on applying Effort.

Effort

When your character really needs to accomplish a task, you can apply Effort. For a beginning character, applying Effort requires spending 3 points from the stat Pool appropriate to the action. Thus, if your character tries to dodge an attack (a Speed roll) and wants to increase the chance for success, you can apply Effort by spending 3 points from your Speed Pool. Effort eases the task by one step. This is called applying one level of Effort.

You don’t have to apply Effort if you don’t want to. If you choose to apply Effort to a task, you must do it before you attempt the roll—you can’t roll first and then decide to apply Effort if you rolled poorly.

Applying more Effort can lower a task’s difficulty further: each additional level of Effort eases the task by another step. Applying one level of Effort eases the task by one step, applying two levels eases the task by two steps, and so on. However, each level of Effort after the first costs only 2 points from the stat Pool instead of 3. So applying two levels of Effort costs 5 points (3 for the first level plus 2 for the second level), applying three levels costs 7 points (3 plus 2 plus 2), and so on.

Every character has an Effort score, which indicates the maximum number of levels of Effort that can be applied to a roll. A beginning (first-tier) character has an Effort of 1, meaning you can apply only one level of Effort to a roll. A more experienced character has a higher Effort score and can apply more levels of Effort to a roll. For example, a character who has an Effort of 3 can apply up to three levels of Effort to reduce a task’s difficulty.

When you apply Effort, subtract your relevant Edge from the total cost of applying Effort. For example, let’s say you need to make a Speed roll. To increase your chance for success, you decide to apply one level of Effort, which will ease the task. Normally, that would cost 3 points from your Speed Pool. However, you have a Speed Edge of 2, so you subtract that from the cost. Thus, applying Effort to the roll costs only 1 point from your Speed Pool.

What if you applied two levels of Effort to the Speed roll instead of just one? That would ease the task by two steps. Normally, it would cost 5 points from your Speed Pool, but after subtracting your Speed Edge of 2, it costs only 3 points.

Once a stat’s Edge reaches 3, you can apply one level of Effort for free. For example, if you have a Speed Edge of 3 and you apply one level of Effort to a Speed roll, it costs you 0 points from your Speed Pool. (Normally, applying one level of Effort would cost 3 points, but you subtract your Speed Edge from that cost, reducing it to 0.)

Skills and other advantages also ease a task, and you can use them in conjunction with Effort. In addition, your character might have special abilities or equipment that allow you to apply Effort to accomplish a special effect, such as knocking down a foe with an attack or affecting multiple targets with a power that normally affects only one.

When applying Effort to melee attacks, you have the option of spending points from either your Might Pool or your Speed Pool. When making ranged attacks, you may spend points only from your Speed Pool. This reflects that with melee you sometimes use brute force and sometimes use finesse, but with ranged attacks, it’s always about careful targeting.

Effort and Damage

Instead of applying Effort to ease your attack, you can apply Effort to increase the amount of damage you inflict with an attack. For each level of Effort you apply in this way, you inflict 3 additional points of damage. This works for any kind of attack that inflicts damage, whether a sword, a crossbow, a mind blast, or something else.

When using Effort to increase the damage of an area attack, such as the explosion created by an Adept’s Concussion ability, you inflict 2 additional points of damage instead of 3 points. However, the additional points are dealt to all targets in the area. Further, even if one or more of the targets resist the attack, they still take 1 point of damage.

Multiple Uses of Effort and Edge

If your Effort is 2 or higher, you can apply Effort to multiple aspects of a single action. For example, if you make an attack, you can apply Effort to your attack roll and apply Effort to increase the damage.

The total amount of Effort you apply can’t be higher than your Effort score. For example, if your Effort is 2, you can apply up to two levels of Effort. You could apply one level to an attack roll and one level to its damage, two levels to the attack and no levels to the damage, or no levels to the attack and two levels to the damage.

You can use Edge for a particular stat only once per action. For example, if you apply Effort to a Might attack roll and to your damage, you can use your Might Edge to reduce the cost of one of those uses of Effort, not both. If you spend 1 Intellect point to activate your mind blast and one level of Effort to ease the attack roll, you can use your Intellect Edge to reduce the cost of one of those things, not both.

Stat Examples

A beginning character is fighting a giant rat. The PC stabs their spear at the rat, which is a level 2 creature and thus has a target number of 6. The character stands atop a boulder and strikes downward at the beast, and the GM rules that this helpful tactic is an asset that eases the attack by one step (to difficulty 1). That lowers the target number to 3. Attacking with a spear is a Might action; the character has a Might Pool of 11 and a Might Edge of 0. Before making the roll, they decide to apply a level of Effort to ease the attack. That costs 3 points from their Might Pool, reducing the Pool to 8. But the points are well spent. Applying the Effort lowers the difficulty from 1 to 0, so no roll is needed—the attack automatically succeeds.

Another character is attempting to convince a guard to let them into a private office to speak to an influential noble. The GM rules that this is an Intellect action. The character is third tier and has an Effort of 3, an Intellect Pool of 13, and an Intellect Edge of 1. Before making the roll, they must decide whether to apply Effort. They can choose to apply one, two, or three levels of Effort, or apply none at all. This action is important to them, so they decide to apply two levels of Effort, easing the task by two steps. Thanks to their Intellect Edge, applying the Effort costs only 4 points from their Intellect Pool (3 points for the first level of Effort plus 2 points for the second level minus 1 point for their Edge). Spending those points reduces their Intellect Pool to 9. The GM decides that convincing the guard is a difficulty 3 (demanding) task with a target number of 9; applying two levels of Effort reduces the difficulty to 1 (simple) and the target number to 3. The player rolls a d20 and gets an 8. Because this result is at least equal to the target number of the task, they succeed. However, if they had not applied some Effort, they would have failed because their roll (8) would have been less than the task’s original target number (9).

Character Tiers

Every character starts the game at the first tier. Tier is a measurement of power, toughness, and ability. Characters can advance up to the sixth tier. As your character advances to higher tiers, you gain more abilities, increase your Effort, and can improve a stat’s Edge or increase a stat. Generally speaking, even first-tier characters are already quite capable. It’s safe to assume that they’ve already got some experience under their belt. This is not a “zero to hero” progression, but rather an instance of competent people refining and honing their capabilities and knowledge. Advancing to higher tiers is not really the goal of Cypher System characters, but rather a representation of how characters progress in a story.

To progress to the next tier, characters earn experience points (XP) by pursuing character arcs, going on adventures, and discovering new things—the system is about both discovery and exploration, as well as achieving personal goals. Experience points have many uses, and one use is to purchase character benefits. After your character purchases four character benefits, they advance to the next tier. Each benefit costs 4 XP, and you can purchase them in any order, but you must purchase one of each kind of benefit (and then advance to the next tier) before you can purchase the same benefit again. The four character benefits are as follows.

Increasing Capabilities: You gain 4 points to add to your stat Pools. You can allocate the points among the Pools however you wish.

Moving Toward Perfection: You add 1 to your Might Edge, your Speed Edge, or your Intellect Edge (your choice).

Extra Effort: Your Effort score increases by 1.

Skills: You become trained in one skill of your choice, other than attacks or defense. As described in Rules of the Game, a character trained in a skill treats the difficulty of a related task as one step lower than normal. The skill you choose for this benefit can be anything you wish, such as climbing, jumping, persuading, or sneaking. You can also choose to be knowledgeable in a certain area of lore, such as history or geology. You can even choose a skill based on your character’s special abilities. For example, if your character can make an Intellect roll to blast an enemy with mental force, you can become trained in using that ability, easing the task of using it. If you choose a skill that you are already trained in, you become specialized in that skill, easing related tasks by two steps instead of one.

Skills are a broad category of things your character can learn and accomplish. For a list of sample skills, see below.

Other Options: Players can also spend 4 XP to purchase other special options in lieu of gaining a new skill. Selecting any of these options counts as the skill benefit necessary to advance to the next tier. The special options are as follows:

Note: Erratum

The other options are described a bit differently in the Experience Points chapter. There you can buy other options in lieu of any of the above options, not only in lieu of gaining a new skill. There’s also the possibility to buy focus abilities of tiers 3 and 6. The description in the Experience Points chapter seems to be the correct one.

Character Descriptor, Type, and Focus

To create your character, you build a simple statement that describes them. The statement takes this form: “I am a [fill in an adjective here] [fill in a noun here] who [fill in a verb here].”

Thus: “I am an adjective noun who verbs.” For example, you might say, “I am a Rugged Warrior who Controls Beasts” or “I am a Charming Explorer who Focuses Mind Over Matter.”

In this sentence, the adjective is called your descriptor.

The noun is your character type.

The verb is called your focus.

Even though character type is in the middle of the sentence, that’s where we’ll start this discussion. (Just as in a sentence, the noun provides the foundation.)

Your character type is the core of your character. In some roleplaying games, it might be called your character class. Your type helps determine your character’s place in the world and relationship with other people in the setting. It’s the noun of the sentence “I am an adjective noun who verbs.”

You can choose from four character types: Warriors, Adepts, Explorers, and Speakers.

Your descriptor defines your character—it colors everything you do. Your descriptor places your character in the situation (the first adventure, which starts the campaign) and helps provide motivation. It’s the adjective of the sentence “I am an adjective noun who verbs.”

Unless your GM says otherwise, you can choose from any of the character descriptors.

Focus is what your character does best. Focus gives your character specificity and provides interesting new abilities that might come in handy. Your focus also helps you understand how you relate with the other player characters in your group. It’s the verb of the sentence “I am an adjective noun who verbs.”

There are many character foci. The ones you choose from will probably depend on the setting and genre of your game.

You can use the Flavors chapter to slightly modify character types to customize them for different genres.

Special Abilities

Character types and foci grant PCs special abilities at each new tier. Using these abilities usually costs points from your stat Pools; the cost is listed in parentheses after the ability name. Your Edge in the appropriate stat can reduce the cost of the ability, but remember that you can apply Edge only once per action. For example, let’s say an Adept with an Intellect Edge of 2 wants to use their Onslaught ability to create a bolt of force, which costs 1 Intellect point. They also want to increase the damage from the attack by using a level of Effort, which costs 3 Intellect points. The total cost for their action is 2 points from their Intellect Pool (1 point for the bolt of force, plus 3 points for using Effort, minus 2 points from their Edge).

Sometimes the point cost for an ability has a + sign after the number. For example, the cost might be given as “2+ Intellect points.” That means you can spend more points or more levels of Effort to improve the ability further, as explained in the ability description.

Many special abilities grant a character the option to perform an action that they couldn’t normally do, such as projecting rays of cold or attacking multiple foes at once. Using one of these abilities is an action unto itself, and the end of the ability’s description says “Action” to remind you. It also might provide more information about when or how you perform the action.

Some special abilities allow you to perform a familiar action—one that you can already do—in a different way. For example, an ability might let you wear heavy armor, reduce the difficulty of Speed defense rolls, or add 2 points of fire damage to your weapon damage. These abilities are called enablers. Using one of these abilities is not considered an action. Enablers either function constantly (such as being able to wear heavy armor, which isn’t an action) or happen as part of another action (such as adding fire damage to your weapon damage, which happens as part of your attack action). If a special ability is an enabler, the end of the ability’s description says “Enabler” to remind you.

Some abilities specify a duration, but you can always end one of your own abilities anytime you wish.

Because the Cypher System covers so many genres, not all of the descriptors, types, and foci might be available for players. The GM will decide what’s available in their particular game and whether anything is modified, and they’ll let the players know.

Skills

Sometimes your character gains training in a specific skill or task. For example, your focus might mean that you’re trained in sneaking, in climbing and jumping, or in social interactions. Other times, your character can choose a skill to become trained in, and you can pick a skill that relates to any task you think you might face.

The Cypher System has no definitive list of skills. However, the following list offers ideas:

@UUID[Compendium.cyphersystem-compendium.basic-skills.kEz6uQxk1unTXSNm]{Astronomy} @UUID[Compendium.cyphersystem-compendium.basic-skills.fwktascgpe8DprA9]{Balancing} @UUID[Compendium.cyphersystem-compendium.basic-skills.qIkIjledDIy71P6m]{Biology} @UUID[Compendium.cyphersystem-compendium.basic-skills.YVOjYbyRzCYVxd4I]{Botany} @UUID[Compendium.cyphersystem-compendium.basic-skills.ybR56wJ9gjEiBBeS]{Carrying} @UUID[Compendium.cyphersystem-compendium.basic-skills.jMju5yGMFFfxmpK4]{Climbing} @UUID[Compendium.cyphersystem-compendium.basic-skills.NaKiOXzse6HzKjoU]{Computers} @UUID[Compendium.cyphersystem-compendium.basic-skills.eeHdJpr4k8hYtGr5]{Deceiving} @UUID[Compendium.cyphersystem-compendium.basic-skills.DraIKUQRw8KrnC4o]{Disguise} @UUID[Compendium.cyphersystem-compendium.basic-skills.Pjj8dKkUIGbXbAtj]{Escaping} @UUID[Compendium.cyphersystem-compendium.basic-skills.6e83HnGZvltsanfE]{Geography} @UUID[Compendium.cyphersystem-compendium.basic-skills.z1y5D9aLUU6RJSaU]{Geology} @UUID[Compendium.cyphersystem-compendium.basic-skills.vxW0N1vEdwK4MVjD]{Healing} @UUID[Compendium.cyphersystem-compendium.basic-skills.RnsLhB3rhJUC0Euk]{History} @UUID[Compendium.cyphersystem-compendium.basic-skills.QonPVHzXrzIN29lf]{Identifying} @UUID[Compendium.cyphersystem-compendium.basic-skills.gbWPNb1uKsRtZWSL]{Initiative} @UUID[Compendium.cyphersystem-compendium.basic-skills.tZ7PdXuWQyRMo0Rh]{Intimidation} @UUID[Compendium.cyphersystem-compendium.basic-skills.MrGl25gzZk4uu7BR]{Jumping} @UUID[Compendium.cyphersystem-compendium.basic-skills.bBrJqSuoQ6PmRqH5]{Leatherworking} @UUID[Compendium.cyphersystem-compendium.basic-skills.BATb9zx3L6oB2J0H]{Lockpicking} @UUID[Compendium.cyphersystem-compendium.basic-skills.E3swDJUDkKbo5K6S]{Machinery} @UUID[Compendium.cyphersystem-compendium.basic-skills.N45sgegH563KWZPR]{Metalworking} @UUID[Compendium.cyphersystem-compendium.basic-skills.rH5FwMXGaNn21DZD]{Perception} @UUID[Compendium.cyphersystem-compendium.basic-skills.CYciueF3uoV3azbx]{Persuasion} @UUID[Compendium.cyphersystem-compendium.basic-skills.zhQK4a79V1U6iuq8]{Philosophy} @UUID[Compendium.cyphersystem-compendium.basic-skills.OzVTO7QBg6okJ7Wf]{Physics} @UUID[Compendium.cyphersystem-compendium.basic-skills.L5fWzlqtfmdwZ2bC]{Pickpocketing} @UUID[Compendium.cyphersystem-compendium.basic-skills.FDS0OTDYEmGsv2Xe]{Piloting} @UUID[Compendium.cyphersystem-compendium.basic-skills.T9qrqrrHhuA3ad6S]{Repairing} @UUID[Compendium.cyphersystem-compendium.basic-skills.JZF2fos5oJ3sEVhC]{Riding} @UUID[Compendium.cyphersystem-compendium.basic-skills.y0gHR7IwScnB2Ebi]{Smashing} @UUID[Compendium.cyphersystem-compendium.basic-skills.Q9tfUkhYGRJ5Df42]{Sneaking} @UUID[Compendium.cyphersystem-compendium.basic-skills.duTx0BwgmC1Gw3Ze]{Stealth} @UUID[Compendium.cyphersystem-compendium.basic-skills.bDIjaLnoMQAS99GH]{Swimming} @UUID[Compendium.cyphersystem-compendium.basic-skills.iaW1Bm0sA2cE3iLa]{Vehicle driving} @UUID[Compendium.cyphersystem-compendium.basic-skills.Yn7G03hmz9uLOnhp]{Woodworking}

You could choose a skill that incorporates more than one of these areas (interacting might include deceiving, intimidation, and persuasion) or that is a more specific version of one (hiding might be sneaking when you’re not moving). You could also make up more general professional skills, such as baker, sailor, or lumberjack. If you want to choose a skill that’s not on this list, it’s probably best to run it past the GM first, but in general, the most important thing is to choose skills that are appropriate to your character.

Remember that if you gain a skill that you’re already trained in, you become specialized in that skill. Because skill descriptions can be nebulous, determining whether you’re trained or specialized might take some thinking. For example, if you’re trained in lying and later gain an ability that grants you skill with all social interactions, you become specialized in lying and trained in all other types of interactions. Being trained three times in a skill is no better than being trained twice (in other words, specialized is as good as it gets).

Only skills gained through character type abilities or other rare instances allow you to become skilled with attack or defense tasks.

If you gain a special ability through your type, your focus, or some other aspect of your character, you can choose it in place of a skill and become trained or specialized in that ability. For example, if you have a mind blast, when it’s time to choose a skill to be trained in, you can select your mind blast as your skill. That would ease the attack every time you used it. Each ability you have counts as a separate skill for this purpose. You can’t select “all mind powers” or “all spells” as one skill and become trained or specialized in such a broad category.

In most campaigns, fluency in a language is considered a skill. So if you want to speak French, that’s the same as being trained in biology or swimming.

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Character type is the core of your character. Your type helps determine your character’s place in the world and relationship with other people in the setting. It’s the noun of the sentence “I am an adjective noun who verbs.”

In some roleplaying games, your character type might be called your character class.

You can choose from four character types: Warrior, Adept, Explorer, and Speaker. However, you may not want to use these generic names for them. This chapter offers a few more specific names for each type that might be more appropriate to various genres. You’ll find that names like “Warrior” or “Explorer” don’t always feel right, particularly in games set in modern times. As always, you’re free to do as you wish. (Your type is who your character is. You should use whatever name you want for your type, as long as it fits both your character and the setting.)

Since the type is the basis upon which your whole character is built, it’s important to consider how the type relates to the chosen setting. To help with this, types are actually general archetypes. A Warrior, for example, might be anyone from a knight in shining armor to a cop on the streets to a grizzled cybernetic veteran of a thousand futuristic wars.

To further massage the four types for better use in various settings, different methods called flavors are presented in Flavors to help slightly tailor the types toward fantasy, science fiction, or other genres (or to address different character concepts).

Finally, more fundamental options for further customization are provided at the end of this chapter.

Player Intrusion

A player intrusion is the player choosing to alter something in the campaign, making things easier for a player character. Conceptually, it is the reverse of a GM intrusion: instead of the GM giving the player XP and introducing an unexpected complication for a character, the player spends 1 XP and presents a solution to a problem or complication. What a player intrusion can do usually introduces a change to the world or current circumstances rather than directly changing the character. For instance, an intrusion indicating that the cypher just used still has an additional use would be appropriate, but an intrusion that heals the character would not. If a player has no XP to spend, they can’t use a player intrusion.

A few player intrusion examples are provided under each type. That said, not every player intrusion listed there is appropriate for all situations. The GM may allow players to come up with other player intrusion suggestions, but the GM is the final arbiter of whether the suggested intrusion is appropriate for the character’s type and suitable for the situation. If the GM refuses the intrusion, the player doesn’t spend the 1 XP, and the intrusion doesn’t occur.

Using an intrusion does not require a character to use an action to trigger it. A player intrusion just happens.

Player intrusions should be limited to no more than one per player per session.

Defense Tasks

Defense tasks are when a player makes a roll to keep something undesirable from happening to their PC. The type of defense task matters when using Effort.

@UUID[Compendium.cyphersystem-compendium.basic-skills.Q0vfmbqehJw0jYBa]{Might defense}: Used for resisting poison, disease, and anything else that can be overcome with strength and health.

@UUID[Compendium.cyphersystem-compendium.basic-skills.FXYWkXG7Iq6Wm1pS]{Speed defense}: Used for dodging attacks and escaping danger. This is by far the most commonly used defense task.

@UUID[Compendium.cyphersystem-compendium.basic-skills.5X8qgmSuvRVNTiaP]{Intellect defense}: Used for fending off mental attacks or anything that might affect or influence one’s mind.

Warrior

Fantasy/Fairy tale: Warrior, fighter, swordsman, knight, barbarian, soldier, myrmidon, valkyrie

Modern/Horror/Romance: police officer, soldier, watchman, detective, guard, brawler, tough, athlete

Science fiction: security officer, warrior, trooper, soldier, merc

Superhero/Post-Apocalyptic: hero, brick, bruiser

You’re a good ally to have in a fight. You know how to use weapons and defend yourself. Depending on the genre and setting in question, this might mean wielding a sword and shield in the gladiatorial arena, an AK-47 and a bandolier of grenades in a savage firefight, or a blaster rifle and powered armor when exploring an alien planet.

Individual Role: Warriors are physical, action-oriented people. They’re more likely to overcome a challenge using force than by other means, and they often take the most straightforward path toward their goals.

Group Role: Warriors usually take and deal the most punishment in a dangerous situation. Often it falls on them to protect the other group members from threats. This sometimes means that warriors take on leadership roles as well, at least in combat and other times of danger.

Societal Role: Warriors aren’t always soldiers or mercenaries. Anyone who is ready for violence, or even potential violence, might be a Warrior in the general sense. This includes guards, watchmen, police officers, sailors, or people in other roles or professions who know how to defend themselves with skill.

Advanced Warriors: As warriors advance, their skill in battle—whether defending themselves or dishing out damage—increases to impressive levels. At higher tiers, they can often take on groups of foes by themselves or stand toe to toe with anyone.

Warrior Background Connection

Your type helps determine the connection you have to the setting. Roll a d20 or choose from the following list to determine a specific fact about your background that provides a connection to the rest of the world. You can also create your own fact.

@UUID[Compendium.cyphersystem-compendium.cypher-roll-tables.sEDd1gQiT9UHF023]{Warrior Background Connection}

Warrior Player Intrusions

You can spend 1 XP to use one of the following player intrusions, provided the situation is appropriate and the GM agrees.

Perfect Setup: You’re fighting at least three foes and each one is standing in exactly the right spot for you to use a move you trained in long ago, allowing you to attack all three as a single action. Make a separate attack roll for each foe. You remain limited by the amount of Effort you can apply on one action.

Old Friend: A comrade in arms from your past shows up unexpectedly and provides aid in whatever you’re doing. They are on a mission of their own and can’t stay longer than it takes to help out, chat for a while after, and perhaps share a quick meal.

Weapon Break: Your foe’s weapon has a weak spot. In the course of the combat, it quickly becomes damaged and moves two steps down the object damage track.

Warrior Stat Pools

StatPool Starting Value
Might10
Speed10
Intellect8

You get 6 additional points to divide among your stat Pools however you wish.

First-Tier Warrior

First-tier warriors have the following abilities:

Effort: Your Effort is 1.

Physical Nature: You have a Might Edge of 1 and a Speed Edge of 0, or you have a Might Edge of 0 and a Speed Edge of 1. Either way, you have an Intellect Edge of 0.

Cypher Use: You can bear two cyphers at a time.

Weapons: You become practiced with @UUID[Compendium.cyphersystem-compendium.basic-skills.GA74AkWhC7i4Z8sZ]{light}, @UUID[Compendium.cyphersystem-compendium.basic-skills.wHxvX2zJOKo27GBe]{medium}, and @UUID[Compendium.cyphersystem-compendium.basic-skills.d554SLnkyNqPDDOc]{heavy weapons} and suffer no penalty when using any kind of weapon. Enabler.

Starting Equipment: Appropriate clothing and two weapons of your choice, plus one expensive item, two moderately priced items, and up to four inexpensive items.

Special Abilities: Choose four of the abilities listed below. You can’t choose the same ability more than once unless its description says otherwise. The full description for each listed ability can be found in Abilities, which also has descriptions for flavor and focus abilities in a single vast catalog.

@UUID[Compendium.cyphersystem-compendium.abilities.7BS6IEcYlEp5v3OC]{Bash} @UUID[Compendium.cyphersystem-compendium.abilities.2x7nMe9ZGp3VjI8B]{Combat Prowess} @UUID[Compendium.cyphersystem-compendium.abilities.6cMg5QXB71YNgoaM]{Control the Field} @UUID[Compendium.cyphersystem-compendium.abilities.7X2zbrkFSNbyhA5G]{Improved Edge} @UUID[Compendium.cyphersystem-compendium.abilities.YZB37b80VQGMUscp]{No Need for Weapons} @UUID[Compendium.cyphersystem-compendium.abilities.o2iiTUXdkMPREkvK]{Overwatch} @UUID[Compendium.cyphersystem-compendium.abilities.noCgrKbB370cfzQg]{Physical Skills} @UUID[Compendium.cyphersystem-compendium.abilities.o2ZDoteWQsFsqTJr]{Practiced in Armor} @UUID[Compendium.cyphersystem-compendium.abilities.yszDDDpH6m16dEoV]{Quick Throw} @UUID[Compendium.cyphersystem-compendium.abilities.8hiUfUNY3u2IpVDa]{Swipe} @UUID[Compendium.cyphersystem-compendium.abilities.uatcX3o1oB2Stc4u]{Trained Without Armor}

Second-Tier Warrior

Choose two of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.EERMWn1af0S8wAWN]{Crushing Blow} @UUID[Compendium.cyphersystem-compendium.abilities.S3L1oym8fpx0NsAc]{Hemorrhage} @UUID[Compendium.cyphersystem-compendium.abilities.szw7tHW0OjI2fjpJ]{Reload} @UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks} @UUID[Compendium.cyphersystem-compendium.abilities.CtRvLxfUlCynJv1B]{Skill With Defense} @UUID[Compendium.cyphersystem-compendium.abilities.36nlDXhOP5e5dfns]{Successive Attack}

Third-Tier Warrior

Choose three of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.Rr4oB1lUzuzFHNHQ]{Deadly Aim} @UUID[Compendium.cyphersystem-compendium.abilities.M49EI6qapNJC2aLR]{Energy Resistance} @UUID[Compendium.cyphersystem-compendium.abilities.4eCjeGPA0ovnwIfu]{Experienced in Armor} @UUID[Compendium.cyphersystem-compendium.abilities.u1GhDcfpVXITVtOc]{Expert Cypher Use} @UUID[Compendium.cyphersystem-compendium.abilities.73miZT5kYFyxnPOT]{Fury} @UUID[Compendium.cyphersystem-compendium.abilities.bPr34XiLw2Dqb4VJ]{Lunge} @UUID[Compendium.cyphersystem-compendium.abilities.XqGE5QLHnpIKB5rB]{Reaction} @UUID[Compendium.cyphersystem-compendium.abilities.t3zUlk8c5WEBXXO8]{Seize the Moment} @UUID[Compendium.cyphersystem-compendium.abilities.bkQnnjRFJS9VpaY5]{Slice} @UUID[Compendium.cyphersystem-compendium.abilities.YIzrA5i8eBSPMFzj]{Spray} @UUID[Compendium.cyphersystem-compendium.abilities.4s3SAqu0lb5qzfzL]{Trick Shot} @UUID[Compendium.cyphersystem-compendium.abilities.DhbLcVuqEZmS6Z2y]{Vigilance}

Fourth-Tier Warrior

Choose two of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.M5QroBlhUCULt6MD]{Amazing Effort} @UUID[Compendium.cyphersystem-compendium.abilities.gNRMG3mJTzWaCGph]{Capable Warrior} @UUID[Compendium.cyphersystem-compendium.abilities.GlXd4oFI9Fqq3rAX]{Experienced Defender} @UUID[Compendium.cyphersystem-compendium.abilities.RO8dmB90aRPOmCuJ]{Feint} @UUID[Compendium.cyphersystem-compendium.abilities.mUizWF7k2XD7ykRJ]{Increased Effects} @UUID[Compendium.cyphersystem-compendium.abilities.PTVAJGFiXDueX8az]{Momentum} @UUID[Compendium.cyphersystem-compendium.abilities.blm1Z8JxvWOiFf0b]{Pry Open} @UUID[Compendium.cyphersystem-compendium.abilities.yJDNsRAG3Elm6PWp]{Snipe} @UUID[Compendium.cyphersystem-compendium.abilities.wxAZnuQkvWosLzkN]{Tough As Nails}

Fifth-Tier Warrior

Choose three of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.M0pjZXQ9996hfUPs]{Adroit Cypher Use} @UUID[Compendium.cyphersystem-compendium.abilities.WrJDw2X8JHcljjP4]{Arc Spray} @UUID[Compendium.cyphersystem-compendium.abilities.t6VEEwEsQUIImebW]{Improved Success} @UUID[Compendium.cyphersystem-compendium.abilities.IFb8NX06xgWM7H98]{Jump Attack} @UUID[Compendium.cyphersystem-compendium.abilities.4k5JFV78A5SiPjFo]{Mastery in Armor} @UUID[Compendium.cyphersystem-compendium.abilities.kNSRytTtQX0rU3aE]{Mastery With Attacks} @UUID[Compendium.cyphersystem-compendium.abilities.LTqgcoprvBF2ZkdH]{Mastery With Defense} @UUID[Compendium.cyphersystem-compendium.abilities.AmZDmnmP7CxSSN4h]{Parry}

Remember that at higher tiers, you can choose special abilities from lower tiers. This is sometimes the best way to ensure that you have exactly the character you want. This is particularly true with abilities that grant skills, which can usually be taken multiple times.

Sixth-Tier Warrior

Choose two of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.MQewTo9NscKVUUNz]{Again and Again} @UUID[Compendium.cyphersystem-compendium.abilities.syJ3mkT2hHR2MY3o]{Finishing Blow} @UUID[Compendium.cyphersystem-compendium.abilities.Cz0KkzZPnlX1oTYz]{Magnificent Moment} @UUID[Compendium.cyphersystem-compendium.abilities.KNElOxbWobS1ygLv]{Murderer} @UUID[Compendium.cyphersystem-compendium.abilities.KDZeCZJxjCQzlTxA]{Spin Attack} @UUID[Compendium.cyphersystem-compendium.abilities.s8NShtaUrW0Oxolo]{Weapon and Body}

Warrior Example

Ray wants to create a Warrior character for a modern campaign. He decides that the character is an ex-military fellow who is fast and strong. He puts 3 of his additional points into his Might Pool and 3 into his Speed Pool; his stat Pools are now Might 13, Speed 13, and Intellect 8. As a first-tier character, his Effort is 1, his Might Edge is 1, and his Speed Edge and Intellect Edge are both 0. His character is not particularly smart or charismatic.

He wants to use a large combat knife (a medium weapon that inflicts 4 points of damage) and a .357 Magnum (a heavy pistol that inflicts 6 points of damage but requires the use of both hands). Ray decides not to wear armor, as it’s not really appropriate to the setting, so for his first ability, he chooses Trained Without Armor so he eases Speed defense actions. For his second ability, he chooses Combat Prowess so he can inflict extra damage with his big knife.

Ray wants to be fast as well as tough, so he selects Improved Edge. This gives him a Speed Edge of 1. He rounds out his character with Physical Skills and chooses swimming and running.

The Warrior can bear two cyphers. The GM decides that Ray’s first cypher is a pill that restores 6 points of Might when swallowed, and his second is a small, easily concealed grenade that explodes like a firebomb when thrown, inflicting 3 points of damage to all within immediate range.

Ray still needs to choose a descriptor and a focus. Looking ahead to the descriptor rules, Ray chooses Strong, which increases his Might Pool to 17. He also becomes trained in jumping and breaking inanimate objects. (If he had chosen jumping as one of his physical skills, the Strong descriptor would have made him specialized in jumping instead of trained.) Being Strong also gives Ray an extra medium or heavy weapon. He chooses a baseball bat that he’ll use in a pinch. He keeps it in the trunk of his car.

For his focus, Ray chooses Masters Weaponry. This gives him yet another weapon of high quality. He chooses another combat knife and asks the GM if he could use it in his left hand—not to make attacks, but as a shield. This will ease his Speed defense rolls if he has both knives out (the “shield” counts as an asset). The GM agrees. During the game, Ray’s Warrior will be hard to hit—he is trained in Speed defense rolls, and his extra knife eases his defense rolls by another step.

Thanks to his focus, he also inflicts 1 additional point of damage with his chosen weapon. Now he inflicts 6 points of damage with his blade. Ray’s character is a deadly combatant, likely starting the game with a reputation as a knife fighter.

For his character arc, Ray chooses Defeat a Foe. That foe, he decides, is none other than someone in his company who was once a friend but went rogue.

Adept

Fantasy/Fairy tale: wizard, mage, sorcerer, cleric, druid, seer, diabolist, fey-touched

Modern/Horror/Romance: psychic, occultist, witch, practitioner, medium, fringe scientist

Science fiction: psion, psionicist, telepath, seeker, master, scanner, ESPer, abomination

Superhero/Post-Apocalyptic: mage, sorcerer, power-wielder, master, psion, telepath

You master powers or abilities outside the experience, understanding, and sometimes belief of others. They might be magic, psychic powers, mutant abilities, or just a wide variety of intricate devices, depending on the setting. (“Magic” here is a term used very loosely. It’s a catch-all for the kinds of wondrous, possibly supernatural things that your character can do that others cannot. It might actually be an expression of technological devices, channeling spirits, mutations, psionics, nanotechnology, or any number of other sources.)

Individual Role: Adepts are usually thoughtful, intelligent types. They often think carefully before acting and rely heavily on their supernatural abilities.

Group Role: Adepts are not powerful in straightforward combat, although they often wield abilities that provide excellent combat support, both offensively and defensively. They sometimes possess abilities that facilitate overcoming challenges. For example, if the group must get through a locked door, an Adept might be able to destroy it or teleport everyone to the other side.

Societal Role: In settings where the supernatural is rare, strange, or feared, Adepts are likely rare and feared as well. They remain hidden, shadowy figures. When this is not the case, Adepts are more likely to be common and forthright. They might even take leadership roles.

Advanced Adepts: Even at low tiers, Adept powers are impressive. Higher-tier Adepts can accomplish amazing deeds that can reshape matter and the environment around them.

Adepts are almost always emblematic of the paranormal or superhuman in some way—wizards, psychics, or something similar. If the game you’re playing has none of that, an Adept could be a charlatan mimicking such abilities with tricks and hidden devices, or a gadgeteer character with a “utility belt” full of oddments. Or a game like that might not have Adepts. That’s okay too.

Adept Background Connection

Your type helps determine the connection you have to the setting. Roll a d20 or choose from the following list to determine a specific fact about your background that provides a connection to the rest of the world. You can also create your own fact.

@UUID[Compendium.cyphersystem-compendium.cypher-roll-tables.ldbXbEteJgHbIdZe]{Adept Background Connection}

Adept Player Intrusions

When playing an Adept, you can spend 1 XP to use one of the following player intrusions, provided the situation is appropriate and the GM agrees.

Advantageous Malfunction: A device being used against you malfunctions. It might harm the user or one of their allies for a round, or activate a dramatic and distracting side effect for a few rounds.

Convenient Idea: A flash of insight provides you with a clear answer or suggests a course of action with regard to an urgent question, problem, or obstacle you’re facing.

Inexplicably Unbroken: An inactive, ruined, or presumed-destroyed device temporarily activates and performs a useful function relevant to the situation. This is enough to buy you some time for a better solution, alleviate a complication that was interfering with your abilities, or just get you one more use out of a depleted cypher or artifact.

Adept Stat Pools

StatPool Starting Value
Might7
Speed9
Intellect12

You get 6 additional points to divide among your stat Pools however you wish.

First-Tier Adept

First-tier Adepts have the following abilities:

Effort: Your Effort is 1.

Genius: You have an Intellect Edge of 1, a Might Edge of 0, and a Speed Edge of 0.

Expert Cypher Use: You can bear three cyphers at a time.

Starting Equipment: Appropriate clothing, plus two expensive items, two moderately priced items, and up to four inexpensive items of your choice.

Weapons: You can use @UUID[Compendium.cyphersystem-compendium.basic-skills.GA74AkWhC7i4Z8sZ]{light weapons} without penalty. You have an inability with @UUID[Compendium.cyphersystem-compendium.inabilities.Zjign4M9GqTvD348]{medium weapons} and @UUID[Compendium.cyphersystem-compendium.inabilities.aMGYdfzCgfYqtHuJ]{heavy weapons}; your attacks with medium and heavy weapons are hindered.

Special Abilities: Choose four of the abilities listed below. You can’t choose the same ability more than once unless its description says otherwise. The full description for each listed ability can be found in Abilities, which also has descriptions for flavor and focus abilities in a single vast catalog.

Adept abilities require at least one free hand unless the GM says otherwise.

@UUID[Compendium.cyphersystem-compendium.abilities.6qCR3kBqCVYDlEOl]{Distortion} @UUID[Compendium.cyphersystem-compendium.abilities.TmWjWp4iWk4GMLN0]{Erase Memories} @UUID[Compendium.cyphersystem-compendium.abilities.gP8HCn8FPeg49V7M]{Far Step} @UUID[Compendium.cyphersystem-compendium.abilities.zArjjFcf9tHQvJTx]{Hedge Magic} @UUID[Compendium.cyphersystem-compendium.abilities.XQxN55rl0f5HFxEM]{Magic Training} @UUID[Compendium.cyphersystem-compendium.abilities.FE1Ge8CbJxQcCo0b]{Onslaught} @UUID[Compendium.cyphersystem-compendium.abilities.Myt0JUt24B8hjYAg]{Push} @UUID[Compendium.cyphersystem-compendium.abilities.Q8xKsSOvoFWL1ePP]{Resonance Field} @UUID[Compendium.cyphersystem-compendium.abilities.OPvXaxuRIVXLmkWl]{Scan} @UUID[Compendium.cyphersystem-compendium.abilities.nptFEdFaUvjDeqAz]{Shatter} @UUID[Compendium.cyphersystem-compendium.abilities.59mslpID7ogppzMA]{Ward}

Second-Tier Adept

Choose one of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.wWN4y4rATxbtMCMo]{Adaptation} @UUID[Compendium.cyphersystem-compendium.abilities.o7kTUAFonv5HPi07]{Cutting Light} @UUID[Compendium.cyphersystem-compendium.abilities.UCR0rx32kEsTcgnF]{Hover} @UUID[Compendium.cyphersystem-compendium.abilities.W5Zt9qDKCtNr49BC]{Mind Reading} @UUID[Compendium.cyphersystem-compendium.abilities.fzx429jdEdbd0tHy]{Retrieve Memories} @UUID[Compendium.cyphersystem-compendium.abilities.Uti1XQwY4VFZwwwc]{Reveal} @UUID[Compendium.cyphersystem-compendium.abilities.pdNI9QMKmDwu8gza]{Stasis}

Third-Tier Adept

Choose two of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.M0pjZXQ9996hfUPs]{Adroit Cypher Use} @UUID[Compendium.cyphersystem-compendium.abilities.Mj6yJZwRmdXaVwh8]{Countermeasures} @UUID[Compendium.cyphersystem-compendium.abilities.yz1w8JR23mtlDX49]{Energy Protection} @UUID[Compendium.cyphersystem-compendium.abilities.AUGM3xEluWJi4Y8h]{Fire and Ice} @UUID[Compendium.cyphersystem-compendium.abilities.yPVZmXWhUxustVdq]{Force Field Barrier} @UUID[Compendium.cyphersystem-compendium.abilities.bzy1KzO0oPmZGu2b]{Sensor} @UUID[Compendium.cyphersystem-compendium.abilities.q80xvRDX6XwFXgma]{Targeting Eye}

Fourth-Tier Adept

Choose one of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.iTxEWRCR8G5Rych2]{Death Touch} @UUID[Compendium.cyphersystem-compendium.abilities.VEJQ74o175OnlIAm]{Exile} @UUID[Compendium.cyphersystem-compendium.abilities.wvlSlYCJyrJuFqtn]{Invisibility} @UUID[Compendium.cyphersystem-compendium.abilities.whVEpvOjmGs3fpcD]{Matter Cloud} @UUID[Compendium.cyphersystem-compendium.abilities.Vcfc6yjbqX6WSzCf]{Mind Control} @UUID[Compendium.cyphersystem-compendium.abilities.8QwoYVraOedgr9kB]{Projection} @UUID[Compendium.cyphersystem-compendium.abilities.y1bQFSBlwMbUico5]{Rapid Processing} @UUID[Compendium.cyphersystem-compendium.abilities.iroL3TcKD9dpulhW]{Regeneration} @UUID[Compendium.cyphersystem-compendium.abilities.YFbC1HRis4SpZgrS]{Reshape} @UUID[Compendium.cyphersystem-compendium.abilities.KGz0rK4b2dAt0DaX]{Wormhole}

Fifth-Tier Adept

Choose two of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.NCXCkCYeZw8qlazG]{Absorb Energy} @UUID[Compendium.cyphersystem-compendium.abilities.PZBKCtRj5S6ULnjo]{Concussion} @UUID[Compendium.cyphersystem-compendium.abilities.8SDpRRzZRF73zLsF]{Conjuration} @UUID[Compendium.cyphersystem-compendium.abilities.HuhNjMfMxPkTlERH]{Create} @UUID[Compendium.cyphersystem-compendium.abilities.D4JFKjeVDkx9Xfnf]{Dust to Dust} @UUID[Compendium.cyphersystem-compendium.abilities.wlkPdME0r3hx9VbE]{Knowing the Unknown} @UUID[Compendium.cyphersystem-compendium.abilities.K4XRiZlFRakz6j98]{Master Cypher Use} @UUID[Compendium.cyphersystem-compendium.abilities.IN3VI2LxDyYGbqnN]{Teleportation} @UUID[Compendium.cyphersystem-compendium.abilities.MGzAkRaGd4LgfQti]{True Senses}

Sixth-Tier Adept

Choose one of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.tvlNZboSbKCHttjs]{Control Weather} @UUID[Compendium.cyphersystem-compendium.abilities.jhdgI9rV2mpH6JQU]{Earthquake} @UUID[Compendium.cyphersystem-compendium.abilities.8OmtJRuoKRzuGfh8]{Move Mountains} @UUID[Compendium.cyphersystem-compendium.abilities.PlKwEwo6ilGqwxwI]{Traverse the Worlds} @UUID[Compendium.cyphersystem-compendium.abilities.gETtOLyLYRVk53dP]{Usurp Cypher}

Adept Example

Jen wants to create an Adept—a sorcerer for a fantasy campaign. She decides to be somewhat well rounded, so she puts 2 of her additional points into each stat Pool, giving her a Might Pool of 9, a Speed Pool of 11, and an Intellect Pool of 14. Her Adept is smart and quick. She has an Intellect Edge of 1, a Might Edge of 0, and a Speed Edge of 0. As a first-tier character, her Effort is 1. As her initial abilities, she chooses Onslaught and Ward, giving her a strong offense and defense. She also chooses Magic Training and rounds out her character with Scan, which she hopes will be useful in gaining insight and information. For this character, Onslaught, Ward, and Scan are all spells she has mastered through years of training and study.

She can bear three cyphers. The GM gives her a potion that acts as a short-range teleporter, a small charm that restores 5 points to her Intellect Pool, and a fluid-filled flask that explodes like a fiery bomb. Jen’s sorcerer is skilled with light weapons, so she chooses a dagger.

For her descriptor, Jen chooses Graceful, which adds 2 points to her Speed Pool, bringing it to 13. That descriptor means she is trained in balancing and anything requiring careful movements, physical performing arts, and Speed defense tasks. Perhaps she is a dancer. In fact, she begins to develop a backstory that involves graceful, lithe movements that she incorporates into her spells.

For her focus, she chooses Leads. This gives her training in social interactions, which again helps round her out—she’s good in all kinds of situations. Moreover, she has the Good Advice ability, which enables her to be a focal point of her group.

Her spells and focus abilities cost Intellect points to activate, so she’s glad to have a lot of points in her Intellect Pool. In addition, her Intellect Edge will help reduce those costs. If she uses her Onslaught force blast without applying Effort, it costs 0 Intellect points and deals 4 points of damage. Her Intellect Edge will allow her to save points to devote toward applying Effort for other purposes, perhaps to boost the accuracy of Onslaught.

For her character arc, Jen chooses Aid a Friend. She decides that when her sorcerer character was young, she had a magical mentor. That mentor was later taken prisoner by a demon, so her character is always looking for clues on how to find the demon and release her friend from bondage.

GMs are always free to pre-select a type’s special abilities at a given tier to reinforce the setting. In the fantasy setting of Jen’s sorcerer, the GM might have said that all sorcerers (Adepts) start with Magic Training as one of their tier 1 abilities. This doesn’t make the character any less powerful or special, but it says something about her role in the world and expectations in the game.

Explorer

Fantasy/Fairy tale: Explorer, adventurer, delver, mystery seeker

Modern/Horror/Romance: athlete, explorer, adventurer, drifter, detective, scholar, spelunker, trailblazer, investigative reporter

Science fiction: Explorer, adventurer, wanderer, planetary specialist, xenobiologist

Superhero/Post-Apocalyptic: adventurer, crimefighter

You are a person of action and physical ability, fearlessly facing the unknown. You travel to strange, exotic, and dangerous places, and discover new things. This means you’re physical but also probably knowledgeable.

Individual Role: Although Explorers can be academics or well studied, they are first and foremost interested in action. They face grave dangers and terrible obstacles as a routine part of life.

Group Role: Explorers sometimes work alone, but far more often they operate in teams with other characters. The Explorer frequently leads the way, blazing the trail. However, they’re also likely to stop and investigate anything intriguing they stumble upon.

Societal Role: Not all Explorers are out traipsing through the wilderness or poking about an old ruin. Sometimes, an Explorer is a teacher, a scientist, a detective, or an investigative reporter. In any event, an Explorer bravely faces new challenges and gathers knowledge to share with others.

Advanced Explorers: Higher-tier Explorers gain more skills, some combat abilities, and a number of abilities that allow them to deal with danger. In short, they become more and more well-rounded, able to deal with any challenge.

Explorer Background Connection

Your type helps determine the connection you have to the setting. Roll a d20 or choose from the following list to determine a specific fact about your background that provides a connection to the rest of the world. You can also create your own fact.

@UUID[Compendium.cyphersystem-compendium.cypher-roll-tables.EPY1EXnGWOBK9kO1]{Explorer Background Connection}

Explorer Player Intrusions

When playing an Explorer, you can spend 1 XP to use one of the following player intrusions, provided the situation is appropriate and the GM agrees.

Fortuitous Malfunction: A trap or a dangerous device malfunctions before it can affect you.

Serendipitous Landmark: Just when it seems like the path is lost (or you are), a trail marker, a landmark, or simply the way the terrain or corridor bends, rises, or falls away suggests to you the best path forward, at least from this point.

Weak Strain: The poison or disease turns out not to be as debilitating or deadly as it first seemed, and inflicts only half the damage that it would have otherwise.

Explorer Stat Pools

StatPool Starting Value
Might10
Speed9
Intellect9

You get 6 additional points to divide among your stat Pools however you wish.

First-Tier Explorer

First-tier Explorers have the following abilities:

Effort: Your Effort is 1.

Physical Nature: You have a Might Edge of 1, a Speed Edge of 0, and an Intellect Edge of 0.

Cypher Use: You can bear two cyphers at a time.

Starting Equipment: Appropriate clothing and a weapon of your choice, plus two expensive items, two moderately priced items, and up to four inexpensive items.

Weapons: You can use @UUID[Compendium.cyphersystem-compendium.basic-skills.GA74AkWhC7i4Z8sZ]{light} and @UUID[Compendium.cyphersystem-compendium.basic-skills.wHxvX2zJOKo27GBe]{medium weapons} without penalty. You have an inability with @UUID[Compendium.cyphersystem-compendium.inabilities.aMGYdfzCgfYqtHuJ]{heavy weapons}; your attacks with heavy weapons are hindered.

Special Abilities: Choose four of the abilities listed below. You can’t choose the same ability more than once unless its description says otherwise. The full description for each listed ability can be found in Abilities, which also has descriptions for flavor and focus abilities in a single vast catalog.

@UUID[Compendium.cyphersystem-compendium.abilities.7OpsD4muO5HGJt29]{Block} @UUID[Compendium.cyphersystem-compendium.abilities.UyQTRi5ZwWU5tMO0]{Danger Sense} @UUID[Compendium.cyphersystem-compendium.abilities.P95xVHVxALSMjanR]{Decipher} @UUID[Compendium.cyphersystem-compendium.abilities.PqL4qr9D8QAwQhrL]{Endurance} @UUID[Compendium.cyphersystem-compendium.abilities.axI0iGYo7DjdR8Ya]{Find the Way} @UUID[Compendium.cyphersystem-compendium.abilities.Sg5WeSF04CYNEecl]{Fleet of Foot} @UUID[Compendium.cyphersystem-compendium.abilities.7X2zbrkFSNbyhA5G]{Improved Edge} @UUID[Compendium.cyphersystem-compendium.abilities.eEGFknWQZUBNXn99]{Knowledge Skills} @UUID[Compendium.cyphersystem-compendium.abilities.CBGeAZSBuymzrxDz]{Muscles of Iron} @UUID[Compendium.cyphersystem-compendium.abilities.YZB37b80VQGMUscp]{No Need for Weapons} @UUID[Compendium.cyphersystem-compendium.abilities.noCgrKbB370cfzQg]{Physical Skills} @UUID[Compendium.cyphersystem-compendium.abilities.o2ZDoteWQsFsqTJr]{Practiced in Armor} @UUID[Compendium.cyphersystem-compendium.abilities.yl2zo179wXZW5Xxc]{Practiced With All Weapons} @UUID[Compendium.cyphersystem-compendium.abilities.s2PLo9FsWBi2C1VY]{Surging Confidence} @UUID[Compendium.cyphersystem-compendium.abilities.uatcX3o1oB2Stc4u]{Trained Without Armor}

Second-Tier Explorer

Choose four of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.JkmTskE3eqcfu7dY]{Curious} @UUID[Compendium.cyphersystem-compendium.abilities.3x3gRDJejTXQPmdY]{Danger Instinct} @UUID[Compendium.cyphersystem-compendium.abilities.4yyKQYnrbL3r9gcU]{Enable Others} @UUID[Compendium.cyphersystem-compendium.abilities.uB3sVzeG2N5rkdUZ]{Escape} @UUID[Compendium.cyphersystem-compendium.abilities.RM8Fmu1IJwzBkjcM]{Eye for Detail} @UUID[Compendium.cyphersystem-compendium.abilities.U7chr7wLj7r5y0LT]{Foil Danger} @UUID[Compendium.cyphersystem-compendium.abilities.pp9NFNHKgOhRYbsY]{Hand to Eye} @UUID[Compendium.cyphersystem-compendium.abilities.romswZIOmAmtzfCL]{Investigative Skills} @UUID[Compendium.cyphersystem-compendium.abilities.euEVkth9YGYSpoJf]{Quick Recovery} @UUID[Compendium.cyphersystem-compendium.abilities.tJVu7MQ2pOhNfpUB]{Range Increase} @UUID[Compendium.cyphersystem-compendium.abilities.nOuOE3EkrNr81pSq]{Greater Skill With Defense} @UUID[Compendium.cyphersystem-compendium.abilities.gbU7mA0flUR4W8Dl]{Stand Watch} @UUID[Compendium.cyphersystem-compendium.abilities.wEjdodvc6SLf8yso]{Travel Skills} @UUID[Compendium.cyphersystem-compendium.abilities.yS1sMAZEzJbozxOZ]{Wreck}

Third-Tier Explorer

Choose three of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.wG4zveGhplNKNzuP]{Controlled Fall} @UUID[Compendium.cyphersystem-compendium.abilities.4eCjeGPA0ovnwIfu]{Experienced in Armor} @UUID[Compendium.cyphersystem-compendium.abilities.u1GhDcfpVXITVtOc]{Expert Cypher Use} @UUID[Compendium.cyphersystem-compendium.abilities.JuOmZXMt1T3tQUZ8]{Ignore the Pain} @UUID[Compendium.cyphersystem-compendium.abilities.qZOOWfFLJ1JziJpY]{Obstacle Running} @UUID[Compendium.cyphersystem-compendium.abilities.GvYXLPdpaFEMGuQR]{Resilience} @UUID[Compendium.cyphersystem-compendium.abilities.ZuX6gykVtKxiBAxR]{Run and Fight} @UUID[Compendium.cyphersystem-compendium.abilities.t3zUlk8c5WEBXXO8]{Seize the Moment} @UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks} @UUID[Compendium.cyphersystem-compendium.abilities.jmYIPbMwsq3GY3eO]{Stone Breaker} @UUID[Compendium.cyphersystem-compendium.abilities.wpA3GB5yJq9NI8QN]{Think Your Way Out} @UUID[Compendium.cyphersystem-compendium.abilities.V1ROUnWXLmLRMxXi]{Trapfinder} @UUID[Compendium.cyphersystem-compendium.abilities.6McxfJoPmf1SnbDR]{Wrest From Chance}

Fourth-Tier Explorer

Choose two of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.gNRMG3mJTzWaCGph]{Capable Warrior} @UUID[Compendium.cyphersystem-compendium.abilities.MdRdAc0qAWghMmlV]{Expert Skill} @UUID[Compendium.cyphersystem-compendium.abilities.mUizWF7k2XD7ykRJ]{Increased Effects} @UUID[Compendium.cyphersystem-compendium.abilities.lbXg8UlSCG23yxO4]{Read the Signs} @UUID[Compendium.cyphersystem-compendium.abilities.dW0rgYsx6hDA8pIB]{Runner} @UUID[Compendium.cyphersystem-compendium.abilities.3pqCkOZjnAXWIikt]{Subtle Steps} @UUID[Compendium.cyphersystem-compendium.abilities.wxAZnuQkvWosLzkN]{Tough As Nails}

Fifth-Tier Explorer

Choose three of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.M0pjZXQ9996hfUPs]{Adroit Cypher Use} @UUID[Compendium.cyphersystem-compendium.abilities.B0Tt5R1m2DsVLtPH]{Free to Move} @UUID[Compendium.cyphersystem-compendium.abilities.hhBF8re7Azmce3Y9]{Group Friendship} @UUID[Compendium.cyphersystem-compendium.abilities.KGzAHs3qln0fNDjt]{Hard to Kill} @UUID[Compendium.cyphersystem-compendium.abilities.IFb8NX06xgWM7H98]{Jump Attack} @UUID[Compendium.cyphersystem-compendium.abilities.LTqgcoprvBF2ZkdH]{Mastery With Defense} @UUID[Compendium.cyphersystem-compendium.abilities.AmZDmnmP7CxSSN4h]{Parry} @UUID[Compendium.cyphersystem-compendium.abilities.5uWcMvgh1OWvieJs]{Physically Gifted} @UUID[Compendium.cyphersystem-compendium.abilities.scceoEmEnN5MW8XT]{Take Command} @UUID[Compendium.cyphersystem-compendium.abilities.icJAWRB8Uha8CSKr]{Vigilant}

Sixth-Tier Explorer

Choose three of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.MQewTo9NscKVUUNz]{Again and Again} @UUID[Compendium.cyphersystem-compendium.abilities.tTrekc4AZbIqem5L]{Inspire Coordinated Actions} @UUID[Compendium.cyphersystem-compendium.abilities.4k5JFV78A5SiPjFo]{Mastery in Armor} @UUID[Compendium.cyphersystem-compendium.abilities.kNSRytTtQX0rU3aE]{Mastery With Attacks} @UUID[Compendium.cyphersystem-compendium.abilities.dMEqa6kAjXrHlxui]{Negate Danger} @UUID[Compendium.cyphersystem-compendium.abilities.PXvS7AatBcxH9cvZ]{Share Defense} @UUID[Compendium.cyphersystem-compendium.abilities.KDZeCZJxjCQzlTxA]{Spin Attack} @UUID[Compendium.cyphersystem-compendium.abilities.vQtVTnCecWFXkfkI]{Wild Vitality}

Explorer Example

Sam decides to create an Explorer character for a science fiction campaign. This character will be a hardy soul who explores alien worlds. They put 3 additional points into their Might Pool, 2 into their Speed Pool, and 1 into their Intellect Pool; their stat Pools are now Might 13, Speed 11, and Intellect 10. As a first-tier character, their Effort is 1, their Might Edge is 1, and their Speed Edge and Intellect Edge are 0. Their character is fairly well-rounded so far.

Sam immediately leaps in and starts choosing abilities. They pick Danger Sense and Surging Confidence, thinking those abilities will be generally useful. They also choose Practiced in Armor, reasoning that the character wears high-tech medium armor when exploring. Last, they choose Knowledge Skills and select geology and biology to help during interplanetary explorations.

Sam’s Explorer can bear two cyphers, which in this setting involve nanotechnology. The GM decides that one is a nanite injector that grants a +1 bonus to Might Edge when used, and the other is a device that can create one simple handheld object the user wishes.

Sam’s Explorer is not really geared toward fighting, but sometimes the universe is a dangerous place, so they note that they’re carrying a medium blaster as well.

Sam still needs a descriptor and a focus. Looking to the Descriptor chapter, they choose Hardy, which increases their Might Pool to 17. They also heal more quickly and can operate better when injured. They’re trained in Might defense but have an inability with initiative; however, it’s effectively canceled out by their Danger Sense (and vice versa). Sam could go back and select something else instead of Danger Sense, but they like it and decide to keep it. Overall, the descriptor ends up making the character tough but a little slow.

For their focus, Sam chooses Explores Dark Places (in this case, weird ruins of alien civilizations). This gives the character a bunch of additional skills: searching, listening, climbing, balancing, and jumping. They’re quite the capable Explorer.

For their character arc, Sam chooses Enterprise. Exploring alien places sometimes turns up strange relics, and Sam figures they might be able to set up a service to reliably transport these items to responsible third parties, rather than allow them to fall into the hands of pirates and rich private collectors. For a small fee, of course.

Speaker

Fantasy/Fairy tale: bard, speaker, skald, emissary, priest, advocate

Modern/Horror/Romance: diplomat, charmer, face, spinner, manipulator, minister, mediator, lawyer

Science fiction: diplomat, empath, glam, consul, legate

Superhero/Post-Apocalyptic: charmer, mesmerist, puppet master

You’re good with words and good with people. You talk your way past challenges and out of jams, and you get people to do what you want.

Individual Role: Speakers are smart and charismatic. They like people and, more important, they understand them. This helps speakers get others to do what needs to be done.

Group Role: The Speaker is often the face of the group, serving as the person who speaks for all and negotiates with others. Combat and action are not a Speaker’s strong suits, so other characters sometimes have to defend the Speaker in times of danger.

Societal Role: Speakers are frequently political or religious leaders. Just as often, however, they are con artists or criminals.

Advanced Speakers: Higher-tier Speakers use their abilities to control and manipulate people as well as aid and nurture their friends. They can talk their way out of danger and even use their words as weapons.

Speaker Background Connection

Your type helps determine the connection you have to the setting. Roll a d20 or choose from the following list to determine a specific fact about your background that provides a connection to the rest of the world. You can also create your own fact.

@UUID[Compendium.cyphersystem-compendium.cypher-roll-tables.zDo6fnblxkAjzvc3]{Speaker Background Connection}

Speaker Player Intrusions

When playing a Speaker, you can spend 1 XP to use one of the following player intrusions, provided the situation is appropriate and the GM agrees.

Friendly NPC: An NPC you don’t know, someone you don’t know that well, or someone you know but who hasn’t been particularly friendly in the past chooses to help you, though doesn’t necessarily explain why. Maybe they’ll ask you for a favor in return afterward, depending on how much trouble they go to.

Perfect Suggestion: A follower or other already-friendly NPC suggests a course of action with regard to an urgent question, problem, or obstacle you’re facing.

Unexpected Gift: An NPC hands you a physical gift you were not expecting, one that helps put the situation at ease if things seem strained, or provides you with a new insight for understanding the context of the situation if there’s something you’re failing to understand or grasp.

Speaker Stat Pools

StatPool Starting Value
Might8
Speed9
Intellect11

You get 6 additional points to divide among your stat Pools however you wish.

First-Tier Speaker

First-tier Speakers have the following abilities:

Effort: Your Effort is 1.

Genius: You have an Intellect Edge of 1, a Might Edge of 0, and a Speed Edge of 0.

Cypher Use: You can bear two cyphers at a time.

Weapons: You can use @UUID[Compendium.cyphersystem-compendium.basic-skills.GA74AkWhC7i4Z8sZ]{light weapons} without penalty. You have an inability with @UUID[Compendium.cyphersystem-compendium.inabilities.Zjign4M9GqTvD348]{medium} and @UUID[Compendium.cyphersystem-compendium.inabilities.aMGYdfzCgfYqtHuJ]{heavy weapons}; your attacks with medium and heavy weapons are hindered.

Starting Equipment: Appropriate clothing and a light weapon of your choice, plus two expensive items, two moderately priced items, and up to four inexpensive items.

Special Abilities: Choose four of the abilities listed below. You can’t choose the same ability more than once unless its description says otherwise. The full description for each listed ability can be found in Abilities, which also has descriptions for flavor and focus abilities in a single vast catalog.

Some Speaker abilities, like Mind Reading or True Senses, imply a supernatural element. If this is inappropriate to the character or the setting, these abilities can be replaced with something from the stealth flavor, or the GM can slightly modify them so they are based in extraordinary talents and insight rather than the supernatural.

@UUID[Compendium.cyphersystem-compendium.abilities.BlBi7qk0darLthxS]{Anecdote} @UUID[Compendium.cyphersystem-compendium.abilities.r7uNiD9CGy4G3Hoq]{Babel} @UUID[Compendium.cyphersystem-compendium.abilities.JSlr2Q6Ll1xNd8fX]{Demeanor of Command} @UUID[Compendium.cyphersystem-compendium.abilities.hYa7I52x2iwffh8C]{Encouragement} @UUID[Compendium.cyphersystem-compendium.abilities.lQ4MNmGXXNBMGsmk]{Enthrall} @UUID[Compendium.cyphersystem-compendium.abilities.TmWjWp4iWk4GMLN0]{Erase Memories} @UUID[Compendium.cyphersystem-compendium.abilities.ulHj0pzmwc515fve]{Fast Talk} @UUID[Compendium.cyphersystem-compendium.abilities.wWCehMidmvLypdxj]{Inspire Aggression} @UUID[Compendium.cyphersystem-compendium.abilities.V765JZKDKQ00Buyn]{Interaction Skills} @UUID[Compendium.cyphersystem-compendium.abilities.NhijFGxYepJtaa0r]{Practiced With Medium Weapons} @UUID[Compendium.cyphersystem-compendium.abilities.5aUrbdjSSLCRggHU]{Spin Identity} @UUID[Compendium.cyphersystem-compendium.abilities.qVlbJjB7X8R78rz0]{Terrifying Presence} @UUID[Compendium.cyphersystem-compendium.abilities.kv03xEihe4VZNkK5]{Understanding}

Second-Tier Speaker

Choose two of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.4XwwFeGO5haHxvQs]{Basic Follower} @UUID[Compendium.cyphersystem-compendium.abilities.BggeJtN5IcutwLJg]{Calm Stranger} @UUID[Compendium.cyphersystem-compendium.abilities.di7QfASecjKU8BPN]{Disincentivize} @UUID[Compendium.cyphersystem-compendium.abilities.IvKd5vkPypJbB1Ip]{Gather Intelligence} @UUID[Compendium.cyphersystem-compendium.abilities.GT0AiiarWPbGzxKs]{Impart Ideal} @UUID[Compendium.cyphersystem-compendium.abilities.DLxDL49VjUEMAjxZ]{Inspiring Ease} @UUID[Compendium.cyphersystem-compendium.abilities.V765JZKDKQ00Buyn]{Interaction Skills} @UUID[Compendium.cyphersystem-compendium.abilities.o2ZDoteWQsFsqTJr]{Practiced in Armor} @UUID[Compendium.cyphersystem-compendium.abilities.CtRvLxfUlCynJv1B]{Skill With Defense} @UUID[Compendium.cyphersystem-compendium.abilities.XntbE6mXQ4CZ6yIi]{Speedy Recovery} @UUID[Compendium.cyphersystem-compendium.abilities.UHvD5299HFbwBvpR]{Unexpected Betrayal}

Third-Tier Speaker

Choose three of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.hB1CISYVEZXEO0IV]{Accelerate} @UUID[Compendium.cyphersystem-compendium.abilities.rZsohzuwTFfghWVO]{Blend In} @UUID[Compendium.cyphersystem-compendium.abilities.NnlGdSiR9GbiTJyZ]{Discerning Mind} @UUID[Compendium.cyphersystem-compendium.abilities.u1GhDcfpVXITVtOc]{Expert Cypher Use} @UUID[Compendium.cyphersystem-compendium.abilities.ETGBAqAc1ApFH5cx]{Expert Follower} @UUID[Compendium.cyphersystem-compendium.abilities.sqiDNk5qXh9j3zwh]{Grand Deception} @UUID[Compendium.cyphersystem-compendium.abilities.1N6P5ZRogThCS0KH]{Lead by Inquiry} @UUID[Compendium.cyphersystem-compendium.abilities.W5Zt9qDKCtNr49BC]{Mind Reading} @UUID[Compendium.cyphersystem-compendium.abilities.i5BlJLgj1ayBw0uY]{Oratory} @UUID[Compendium.cyphersystem-compendium.abilities.ZqBpOAiH70SGHX8N]{Perfect Stranger} @UUID[Compendium.cyphersystem-compendium.abilities.Mac5S0sQe9Muf4Mv]{Quick Wits} @UUID[Compendium.cyphersystem-compendium.abilities.oah8DOODfphl858B]{Telling}

Fourth-Tier Speaker

Choose two of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.ZH0JbusjycG6zQf1]{Anticipate Attack} @UUID[Compendium.cyphersystem-compendium.abilities.2SiHiotGcSufnCne]{Confounding Banter} @UUID[Compendium.cyphersystem-compendium.abilities.RO8dmB90aRPOmCuJ]{Feint} @UUID[Compendium.cyphersystem-compendium.abilities.7tiGTYVXj9eHdja7]{Heightened Skills} @UUID[Compendium.cyphersystem-compendium.abilities.Je1MitN21L3lqWVF]{Psychosis} @UUID[Compendium.cyphersystem-compendium.abilities.lbXg8UlSCG23yxO4]{Read the Signs} @UUID[Compendium.cyphersystem-compendium.abilities.QFZyfDWOSEpZeQmM]{Spur Effort} @UUID[Compendium.cyphersystem-compendium.abilities.cS2p7CRfquFvR65U]{Strategize} @UUID[Compendium.cyphersystem-compendium.abilities.3wZZC07ADxO3mImS]{Suggestion}

Fifth-Tier Speaker

Choose three of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.M0pjZXQ9996hfUPs]{Adroit Cypher Use} @UUID[Compendium.cyphersystem-compendium.abilities.t3uyBYJqMApfEBWX]{Discipline of Watchfulness} @UUID[Compendium.cyphersystem-compendium.abilities.4eCjeGPA0ovnwIfu]{Experienced in Armor} @UUID[Compendium.cyphersystem-compendium.abilities.UyW320RhzarMNoss]{Flee} @UUID[Compendium.cyphersystem-compendium.abilities.xCUKzmoBKzN9gIut]{Foul Aura} @UUID[Compendium.cyphersystem-compendium.abilities.wlkPdME0r3hx9VbE]{Knowing the Unknown} @UUID[Compendium.cyphersystem-compendium.abilities.iroL3TcKD9dpulhW]{Regeneration} @UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks} @UUID[Compendium.cyphersystem-compendium.abilities.U9sgMUKkIkDIdRtK]{Stimulate}

Sixth-Tier Speaker

Choose two of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.By276DS858KmWNZq]{Assume Control} @UUID[Compendium.cyphersystem-compendium.abilities.G8waoPdWGzMl0S1n]{Battle Management} @UUID[Compendium.cyphersystem-compendium.abilities.crFxkKwBNdnD6tX4]{Crowd Control} @UUID[Compendium.cyphersystem-compendium.abilities.fPCTpU0viXXWrNs0]{Inspiring Success} @UUID[Compendium.cyphersystem-compendium.abilities.3EcnBLVtGwxpWXBW]{Recruit Deputy} @UUID[Compendium.cyphersystem-compendium.abilities.EH8OmAJaimF4MTgg]{Shatter Mind} @UUID[Compendium.cyphersystem-compendium.abilities.MGzAkRaGd4LgfQti]{True Senses} @UUID[Compendium.cyphersystem-compendium.abilities.ZTp4SZ673tDJpmuS]{Word of Command}

Speaker Example

Mary wants to create a Speaker for a Lovecraftian horror campaign. She puts 3 of her additional stat points into her Intellect Pool and 3 into her Speed Pool; her stat Pools are now Might 8, Speed 12, and Intellect 14. As a first-tier character, her Effort is 1, her Might Edge and Speed Edge are 0, and her Intellect Edge is 1. She’s smart and charismatic but not particularly tough.

Mary chooses Fast Talk and Spin Identity to help get into places and learn things she wants to know. She’s a bit of a con artist. She’s good to her friends, however, and chooses Encouragement as well. Mary rounds out her first-tier abilities with Interaction Skills (deceiving and persuasion).

A Speaker normally starts with two cyphers, but the GM rules that characters in this campaign start with only one—something creepy relating to their background. Mary’s cypher is an odd pocket watch given to her by her grandfather. She doesn’t know how or why, but when activated, the watch allows her to take twice as many actions for three rounds.

Mary’s character carries a small knife hidden in her bag in case of trouble. As a light weapon, it inflicts 2 points of damage, but attacks with it are eased.

Mary chooses Resilient for her descriptor and decides that she can probably learn the truth behind some of the strange things that she’s heard about without feeling too much trauma if it’s horrible. Resilient increases her Might Pool to 10 and her Intellect Pool to 16. She’s trained in Might and Intellect defense actions and gains an extra recovery roll each day. At first, Mary is sad that her descriptor gives her an inability in knowledge and puzzle tasks, but then she realizes that the flaw fits her character well—she’s better at getting people to tell her what she needs to know than at figuring out the information herself.

For her focus, Mary chooses Moves Like a Cat, granting her a final Speed Pool of 18 and training in balance. In the end, she’s graceful and quick, charismatic, and hardier than she initially thought thanks to her drive. She’s ready to investigate the weird.

For her character arc, Mary chooses Fall From Grace. She decides she’s had an obsession with a strange tome that’s been in her family for generations, and her character is drawn to its strange languages and rituals.

Further Customization

The rules in this section are more advanced and always involve the GM. They can be used by the GM to tailor a type to better fit the genre or setting, or by a player and a GM to tweak a character to fit a concept.

Modifying Type Aspects

The following aspects of the four character types can be modified at character creation. Other abilities should not be changed.

Stat Pools: Each character type has a starting stat Pool value. A player can exchange points between their Pools on a one-for-one basis. For example, they can trade 2 points of Might for 2 points of Speed. However, no starting stat Pool should be higher than 20.

Edge: A player can start with an Edge of 1 in whichever stat they wish.

Cypher Use: If a character gives up the ability to bear one cypher, they gain an additional skill of their choice.

Weapons: Some types have static first-tier abilities that let them use light, medium, and/or heavy weapons without a penalty. Warriors can use all weapons, Explorers can use light and medium weapons, and Adepts and Speakers can use light weapons. Any one of these weapon abilities can be sacrificed to gain training in a different skill of the player’s choice.

Drawbacks and Penalties

In addition to other customization options, a player can choose to take drawbacks or penalties to gain further advantages.

Weakness: A weakness is, essentially, the opposite of Edge. If you have a weakness of 1 in Speed, all Speed actions that require you to spend points cost 1 additional point from your Pool. At any time, a player can give their character a weakness in one stat and, in exchange, gain +1 to their Edge in one of the other two stats. So a PC can take a weakness of 1 in Speed to gain +1 to their Might Edge.

Normally, you can have a weakness only in a stat in which you have an Edge of 0. Further, you can’t have more than one weakness, and you can’t have a weakness greater than 1 unless the additional weakness comes from another source (such as a disease or disability arising from actions or conditions in the game).

Inabilities: Inabilities are like negative skills. They make one type of task harder by hindering it. If a character chooses to take an inability, they gain a skill of their choice. Normally, a character can have only one inability unless the additional inability comes from another source (such as a descriptor or a disease or disability arising from actions or conditions in the game).

","markdown":""},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"ownership":{"default":-1},"flags":{}},{"sort":600000,"name":"License","type":"text","_id":"9ZDlIEtwXjxzyyrZ","title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"

This product is an independent production and is not affiliated with Monte Cook Games, LLC. It is published under the Cypher System Open License, found at http://csol.montecookgames.com.

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This product is an independent production and is not affiliated with Monte Cook Games, LLC. It is published under the Cypher System Open License, found at http://csol.montecookgames.com.

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","markdown":""},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"ownership":{"default":-1},"flags":{}},{"sort":387500,"name":"Flavor","type":"text","_id":"gUBd9dvLJ8qY0iZx","title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"

Flavors are groups of special abilities the GM and players can use to alter a character type to make it more to their liking or more appropriate to the genre or setting. For example, if a player wants to create a magic-using thief character, she could play an Adept with stealth flavoring. In a science fiction setting, a Warrior might also have knowledge of machinery, so the character could be flavored with technology.

At a given tier, abilities from a flavor are traded one for one with standard abilities from a type. So to add the Danger Sense stealth flavor ability to a Warrior, something else—perhaps Bash—must be sacrificed. Now that character can choose Danger Sense as they would any other first-tier warrior ability, but they can never choose Bash.

The GM should always be involved in flavoring a type. For example, they might know that for their science fiction game, they want a type called a “Glam,” which is a Speaker flavored with certain technology abilities—specifically those that make the character a flamboyant starship pilot. Thus, they exchange the first-tier abilities Spin Identity and Inspire Aggression for the technology flavor abilities Datajack and Tech Skills so the character can plug into the ship directly and can take piloting and computers as skills.

In the end, flavor is mostly a tool for the GM to easily create campaign-specific types by making a few slight alterations to the four base types. Although players may wish to use flavors to get the characters they want, remember that they can also shape their PCs with descriptors and foci very nicely.

The flavors available are stealth, technology, magic, combat, and skills and knowledge.

The full description for each listed ability can be found in the Abilities chapter, which also contains descriptions for type and focus abilities in a single vast catalog.

Stealth Flavor

Characters with the stealth flavor are good at sneaking around, infiltrating places they don’t belong, and deceiving others. They use these abilities in a variety of ways, including combat. An Explorer with stealth flavor might be a thief, while a Warrior with stealth flavor might be an assassin. An Explorer with stealth flavor in a superhero setting might be a crimefighter who stalks the streets at night.

First-Tier Stealth Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.UyQTRi5ZwWU5tMO0]{Danger Sense} @UUID[Compendium.cyphersystem-compendium.abilities.M2oXV5cRSdMlUZDm]{Goad} @UUID[Compendium.cyphersystem-compendium.abilities.Frxs35QkokRdure4]{Legerdemain} @UUID[Compendium.cyphersystem-compendium.abilities.90wkMwuVBaiyL9yt]{Opportunist} @UUID[Compendium.cyphersystem-compendium.abilities.QAdh0yZBjJsHdJjD]{Stealth Skills}

Second-Tier Stealth Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.dQHSDDZxJNHrHH1l]{Contortionist} @UUID[Compendium.cyphersystem-compendium.abilities.8ydN3DBdXXP24hQL]{Find an Opening} @UUID[Compendium.cyphersystem-compendium.abilities.5abCQnz5ZWvvfMro]{Get Away} @UUID[Compendium.cyphersystem-compendium.abilities.mvFsSsVjyF8iXvCe]{Sense Ambush} @UUID[Compendium.cyphersystem-compendium.abilities.uG2ACHNAPoZirp0b]{Surprise Attack}

Third-Tier Stealth Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.Uq6p6fOg9KyFcUws]{Evanesce} @UUID[Compendium.cyphersystem-compendium.abilities.XR3B0gfJtrYUAU5M]{From the Shadows} @UUID[Compendium.cyphersystem-compendium.abilities.lUkqQu1vvJe3FxfQ]{Gambler} @UUID[Compendium.cyphersystem-compendium.abilities.sM2zEDx4gRr9CuiR]{Inner Defense} @UUID[Compendium.cyphersystem-compendium.abilities.lwJAowJa4eKlcDjb]{Misdirect} @UUID[Compendium.cyphersystem-compendium.abilities.ZuX6gykVtKxiBAxR]{Run and Fight} @UUID[Compendium.cyphersystem-compendium.abilities.t3zUlk8c5WEBXXO8]{Seize the Moment}

Fourth-Tier Stealth Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.cS1RW48sdVY6ZJZd]{Ambusher} @UUID[Compendium.cyphersystem-compendium.abilities.JVvSTtYbksWJDADY]{Debilitating Strike} @UUID[Compendium.cyphersystem-compendium.abilities.cqzyNCPYVEWtucLe]{Outwit} @UUID[Compendium.cyphersystem-compendium.abilities.LojkwDtb1gHLSB6A]{Preternatural Senses} @UUID[Compendium.cyphersystem-compendium.abilities.w2aO1ZIpmBDQJXq1]{Tumbling Moves}

Fifth-Tier Stealth Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.YbYeZ0A0m96IWxwl]{Assassin Strike} @UUID[Compendium.cyphersystem-compendium.abilities.S5JTyQCNcgrXgNqf]{Mask} @UUID[Compendium.cyphersystem-compendium.abilities.G5bTthwpEf5azVHA]{Return to Sender} @UUID[Compendium.cyphersystem-compendium.abilities.bVt0TIfwtEUXvi6O]{Uncanny Luck}

Sixth-Tier Stealth Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.VVYx3J42Sj9qCQV9]{Exploit Advantage} @UUID[Compendium.cyphersystem-compendium.abilities.jrTEtAhE6GfLW7R4]{Spring Away} @UUID[Compendium.cyphersystem-compendium.abilities.cWHqKGpI5z0aiSYC]{Thief’s Luck} @UUID[Compendium.cyphersystem-compendium.abilities.aWws42dVSQjRz8Hr]{Twist of Fate}

Technology Flavor

Characters with a flavor of technology typically are from science fiction or at least modern-day settings (although anything is possible). They excel at using, dealing with, and building machines. An Explorer with technology flavor might be a starship pilot, and a Speaker flavored with technology could be a techno-priest.

Some of the less computer-oriented abilities might be appropriate for a steampunk character, while a modern-day character could use some of the abilities that don’t involve starships or ultratech.

First-Tier Technology Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.Q3DGDFwNIOjz866X]{Datajack} @UUID[Compendium.cyphersystem-compendium.abilities.z23towmNKeKJasHV]{Hacker} @UUID[Compendium.cyphersystem-compendium.abilities.rhaZSmU6dJpzMO64]{Machine Interface} @UUID[Compendium.cyphersystem-compendium.abilities.kkCW4KkWA751AeBl]{Scramble Machine} @UUID[Compendium.cyphersystem-compendium.abilities.pYsmdnNte7o5Flca]{Tech Skills} @UUID[Compendium.cyphersystem-compendium.abilities.AFfburUYwZlBFq7N]{Tinker}

Second-Tier Technology Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.7nUj7rxq4Qwg4FUM]{Distant Interface} @UUID[Compendium.cyphersystem-compendium.abilities.JK2hN1poqMLqfa1N]{Machine Efficiency} @UUID[Compendium.cyphersystem-compendium.abilities.FDG7hgrRNt4aHpP1]{Overload Machine} @UUID[Compendium.cyphersystem-compendium.abilities.v1lZkKjSCS1pjnET]{Serv-0} @UUID[Compendium.cyphersystem-compendium.abilities.XzomXctsS8NL9M7Q]{Serv-0 Defender} @UUID[Compendium.cyphersystem-compendium.abilities.x8cGd4MC9YEW9isa]{Serv-0 Repair} @UUID[Compendium.cyphersystem-compendium.abilities.k4LeTZ1lqN9L3hPS]{Tool Mastery}

Third-Tier Technology Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.7VYzHQvF1cz4cfUp]{Mechanical Telepathy} @UUID[Compendium.cyphersystem-compendium.abilities.9r6iNU2GH4oEH6vz]{Serv-0 Scanner} @UUID[Compendium.cyphersystem-compendium.abilities.hIy0GMeL8WALvhEb]{Ship Footing} @UUID[Compendium.cyphersystem-compendium.abilities.Nyt7Z1xWqmnuu265]{Shipspeak} @UUID[Compendium.cyphersystem-compendium.abilities.YIzrA5i8eBSPMFzj]{Spray}

Fourth-Tier Technology Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.2l9FIUVKimPzIXzU]{Machine Bond} @UUID[Compendium.cyphersystem-compendium.abilities.NoKdHv0FSytZR4iF]{Robot Fighter} @UUID[Compendium.cyphersystem-compendium.abilities.NcItnMHjeG9fgE1K]{Serv-0 Aim} @UUID[Compendium.cyphersystem-compendium.abilities.lPqCQOQJF0JfoFRn]{Serv-0 Brawler} @UUID[Compendium.cyphersystem-compendium.abilities.9YuQrJXAQO0qIFPj]{Serv-0 Spy}

Fifth-Tier Technology Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.FxohCBSksJIu1BSA]{Control Machine} @UUID[Compendium.cyphersystem-compendium.abilities.KQDFvUEnIWed1ebo]{Jury-Rig} @UUID[Compendium.cyphersystem-compendium.abilities.XkFsMa9e9IY2FRcN]{Machine Companion}

Sixth-Tier Technology Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.PLyxuOlieOGsJx4h]{Information Gathering} @UUID[Compendium.cyphersystem-compendium.abilities.7QTTrXnxDHskYYhj]{Master Machine}

Magic Flavor

You know a little about magic. You might not be a wizard, but you know the basics—how it works, and how to accomplish a few wondrous things. Of course, in your setting, “magic” might actually mean psychic powers, mutant abilities, weird alien tech, or anything else that produces interesting and useful effects.

An Explorer flavored with magic might be a wizard-hunter, and a Speaker with magical flavor might be a sorcerer-bard. Although an Adept flavored with magic is still an Adept, you might find that swapping some of the type’s basic abilities with those given here tailors the character in desirable ways.

First-Tier Magic Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.I9m3nOdBZ2HoEmbj]{Blessing of the Gods} @UUID[Compendium.cyphersystem-compendium.abilities.SQ4RTDwdA0yiZ81b]{Closed Mind} @UUID[Compendium.cyphersystem-compendium.abilities.bM2Y62eaUKYKdcwq]{Entangling Force} @UUID[Compendium.cyphersystem-compendium.abilities.zArjjFcf9tHQvJTx]{Hedge Magic} @UUID[Compendium.cyphersystem-compendium.abilities.XQxN55rl0f5HFxEM]{Magic Training} @UUID[Compendium.cyphersystem-compendium.abilities.TPEcyzCeC3z5FyyQ]{Mental Link} @UUID[Compendium.cyphersystem-compendium.abilities.ZsI6553CPbGi0wtx]{Premonition}

Second-Tier Magic Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.Mfebb42AE5xt7k85]{Concussive Blast} @UUID[Compendium.cyphersystem-compendium.abilities.21Bi8yur01DCYz5f]{Fetch} @UUID[Compendium.cyphersystem-compendium.abilities.4fcns7ANpZF7pHaz]{Force Field} @UUID[Compendium.cyphersystem-compendium.abilities.wNQ3q7VXtPHlPzqb]{Lock} @UUID[Compendium.cyphersystem-compendium.abilities.rRDSzPJtUCwRVXFR]{Repair Flesh}

Third-Tier Magic Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.MvyXo0ZUsxu8QQ22]{Distance Viewing} @UUID[Compendium.cyphersystem-compendium.abilities.NgHLZq3tZ3CFJvYv]{Fire Bloom} @UUID[Compendium.cyphersystem-compendium.abilities.CAh0KStmP03kgv62]{Fling} @UUID[Compendium.cyphersystem-compendium.abilities.dDhnZrzAxDvK7QYa]{Force at Distance} @UUID[Compendium.cyphersystem-compendium.abilities.wEWyNKnVgVOjsyms]{Summon Giant Spider}

Fourth-Tier Magic Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.XR8WeRW3OlbCIjlJ]{Elemental Protection} @UUID[Compendium.cyphersystem-compendium.abilities.LLvJZvzbGQOrlqoE]{Ignition} @UUID[Compendium.cyphersystem-compendium.abilities.blm1Z8JxvWOiFf0b]{Pry Open}

Fifth-Tier Magic Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.HuhNjMfMxPkTlERH]{Create} @UUID[Compendium.cyphersystem-compendium.abilities.OkKNmMvLFwHxUv2r]{Divine Intervention} @UUID[Compendium.cyphersystem-compendium.abilities.M1FHIlVPVv8O02LV]{Dragon’s Maw} @UUID[Compendium.cyphersystem-compendium.abilities.IKicLElFbkRx5IaM]{Fast Travel} @UUID[Compendium.cyphersystem-compendium.abilities.MGzAkRaGd4LgfQti]{True Senses}

Sixth-Tier Magic Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.RBOc2zxAI9xMoWqW]{Relocate} @UUID[Compendium.cyphersystem-compendium.abilities.LnZkUlKUuuD7iW3P]{Summon Demon} @UUID[Compendium.cyphersystem-compendium.abilities.PlKwEwo6ilGqwxwI]{Traverse the Worlds} @UUID[Compendium.cyphersystem-compendium.abilities.Gsre3acJaxhGBa0S]{Word of Death}

Combat Flavor

Combat flavor makes a character more martial. A Speaker with combat flavor in a fantasy setting would be a battle bard. An Explorer with combat flavor in a historical game might be a pirate. An Adept flavored with combat in a science fiction setting could be a veteran of a thousand psychic wars.

First-Tier Combat Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.UyQTRi5ZwWU5tMO0]{Danger Sense} @UUID[Compendium.cyphersystem-compendium.abilities.o2ZDoteWQsFsqTJr]{Practiced in Armor} @UUID[Compendium.cyphersystem-compendium.abilities.NhijFGxYepJtaa0r]{Practiced With Medium Weapons}

Second-Tier Combat Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.wyUQ3Atl3V1ItCFH]{Bloodlust} @UUID[Compendium.cyphersystem-compendium.abilities.2x7nMe9ZGp3VjI8B]{Combat Prowess} @UUID[Compendium.cyphersystem-compendium.abilities.uatcX3o1oB2Stc4u]{Trained Without Armor}

Third-Tier Combat Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.yl2zo179wXZW5Xxc]{Practiced With All Weapons} @UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks} @UUID[Compendium.cyphersystem-compendium.abilities.CtRvLxfUlCynJv1B]{Skill With Defense} @UUID[Compendium.cyphersystem-compendium.abilities.36nlDXhOP5e5dfns]{Successive Attack}

Fourth-Tier Combat Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.gNRMG3mJTzWaCGph]{Capable Warrior} @UUID[Compendium.cyphersystem-compendium.abilities.Rr4oB1lUzuzFHNHQ]{Deadly Aim} @UUID[Compendium.cyphersystem-compendium.abilities.73miZT5kYFyxnPOT]{Fury} @UUID[Compendium.cyphersystem-compendium.abilities.lwJAowJa4eKlcDjb]{Misdirect} @UUID[Compendium.cyphersystem-compendium.abilities.YIzrA5i8eBSPMFzj]{Spray}

Fifth-Tier Combat Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.GlXd4oFI9Fqq3rAX]{Experienced Defender} @UUID[Compendium.cyphersystem-compendium.abilities.S9QxUr8u2gtwY7ya]{Hard Target} @UUID[Compendium.cyphersystem-compendium.abilities.AmZDmnmP7CxSSN4h]{Parry}

Sixth-Tier Combat Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.oroWEBbp3cvrYwH9]{Greater Skill With Attacks} @UUID[Compendium.cyphersystem-compendium.abilities.4k5JFV78A5SiPjFo]{Mastery in Armor} @UUID[Compendium.cyphersystem-compendium.abilities.LTqgcoprvBF2ZkdH]{Mastery With Defense}

Skills and Knowledge Flavor

This flavor is for characters in roles that call for more knowledge and more real-world application of talent. It’s less flashy and dramatic than supernatural powers or the ability to hack apart multiple foes, but sometimes expertise or know-how is the real solution to a problem.

A Warrior flavored with skills and knowledge might be a military engineer. An Explorer flavored with skills and knowledge could be a field scientist. A Speaker with this flavor might be a teacher.

First-Tier Skills and Knowledge Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.V765JZKDKQ00Buyn]{Interaction Skills} @UUID[Compendium.cyphersystem-compendium.abilities.romswZIOmAmtzfCL]{Investigative Skills} @UUID[Compendium.cyphersystem-compendium.abilities.eEGFknWQZUBNXn99]{Knowledge Skills} @UUID[Compendium.cyphersystem-compendium.abilities.noCgrKbB370cfzQg]{Physical Skills} @UUID[Compendium.cyphersystem-compendium.abilities.wEjdodvc6SLf8yso]{Travel Skills}

Second-Tier Skills and Knowledge Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.jx6DFmlbQrmltHgc]{Extra Skill} @UUID[Compendium.cyphersystem-compendium.abilities.k4LeTZ1lqN9L3hPS]{Tool Mastery} @UUID[Compendium.cyphersystem-compendium.abilities.kv03xEihe4VZNkK5]{Understanding}

Third-Tier Skills and Knowledge Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.dVh39nh5ARUxreUc]{Flex Skill} @UUID[Compendium.cyphersystem-compendium.abilities.uhC4ubTGfhkNvIMX]{Improvise}

Fourth-Tier Skills and Knowledge Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.4USzF8qKs8oZJH13]{Multiple Skills} @UUID[Compendium.cyphersystem-compendium.abilities.Mac5S0sQe9Muf4Mv]{Quick Wits} @UUID[Compendium.cyphersystem-compendium.abilities.NaqoExT72j3xkWp3]{Task Specialization}

Fifth-Tier Skills and Knowledge Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.NhijFGxYepJtaa0r]{Practiced With Medium Weapons} @UUID[Compendium.cyphersystem-compendium.abilities.lbXg8UlSCG23yxO4]{Read the Signs}

Sixth-Tier Skills and Knowledge Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks} @UUID[Compendium.cyphersystem-compendium.abilities.CtRvLxfUlCynJv1B]{Skill With Defense}

","markdown":""},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"ownership":{"default":-1},"flags":{}},{"sort":393750,"name":"Descriptor","type":"text","_id":"gK5t9ActY73rBLe5","title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"

Your descriptor defines your character—it flavors everything you do. The differences between a Charming Explorer and a Vicious Explorer are considerable. The descriptor changes the way those characters go about every action. Your descriptor places your character in the situation (the first adventure, which starts the campaign) and helps provide motivation. It is the adjective of the sentence “I am an adjective noun who verbs.”

Descriptors offer a one-time package of extra abilities, skills, or modifications to your stat Pools. Not all of a descriptor’s offerings are positive character modifications. For example, some descriptors have inabilities—tasks that a character isn’t good at. You can think of inabilities as negative skills—instead of being one step better at that kind of task, you’re one step worse. If you become skilled at a task that you have an inability with, they cancel out. Remember that characters are defined as much by what they’re not good at as by what they are good at.

Descriptors also offer a few brief suggestions for how your character got involved with the rest of the group on their first adventure. You can use these, or not, as you wish.

This section details fifty descriptors. Choose one of them for your character. You can pick any descriptor you wish regardless of your type. At the end of this chapter, a few options are provided for Customizing Descriptors, including making a character’s species their descriptor.

(Your descriptor matters most when you are a beginning character. The benefits (and perhaps drawbacks) that come from your descriptor will eventually be overshadowed by the growing importance of your type and focus. However, the influence of your descriptor will remain at least somewhat important throughout your character’s life.)

Customizing Descriptors

Under the normal rules, each descriptor is based on some modification of the following guidelines:

With this general information, you can customize a descriptor, but keep in mind that a heavily customized descriptor isn’t a descriptor if it no longer says one thing about a character. It’s better to use this information to create a new descriptor that fits exactly how the player wants to portray the character.

Species as Descriptor

Sometimes, in settings that have alien or fantasy species, players want to play a member of that species rather than the default (which is usually “human”). Most of the time, this choice is one of flavor rather than game mechanics. If you’re a 7-foot-tall furry Rigellian with three eyes, that’s great, but it doesn’t change your stats or skills (though it may have roleplaying challenges).

However, sometimes being a nonhuman results in more substantive changes. A PC ogre in a fantasy setting might have the Strong or Tough descriptor, or perhaps it has a descriptor simply called Ogre, which is similar to Strong or Tough but more pronounced (with greater Might but even greater drawbacks). This would mean that instead of being a Tough Warrior who Controls Beasts, the character is an Ogre Warrior who Controls Beasts.

The Genre chapter offers a few species descriptors, but many GMs will want to create their own as suits their setting. It can’t be stressed enough, however, that nine times out of ten, in most genres, species differences aren’t significant enough to warrant this treatment. The differences between a Mysterious character and a Virtuous one are probably greater than those between an Alpha Centauran and an Earthling.

Descriptors

Appealing

You’re attractive to others, but perhaps more important, you are likeable and charismatic. You’ve got that “special something” that draws others to you. You often know just the right thing to say to make someone laugh, put them at ease, or spur them to action. People like you, want to help you, and want to be your friend.

You gain the following characteristics:

Charismatic: +2 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.iLViKiz8EUbAbChF]{Skill}: You are trained in pleasant social interactions.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.6yXynECByG8UO0IC]{Resistant to Charms}: You’re aware of how others can manipulate and charm people, and you notice when those tactics are used on you. Because of this awareness, you are trained in resisting any kind of persuasion or seduction if you wish it.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You met a total stranger (one of the other PCs) and charmed them so much that they invited you along.

  2. The PCs were looking for someone else, but you convinced them that you were perfect instead.

  3. Pure happenstance—because you just go along with the flow of things and everything usually works out.

  4. Your charismatic ways helped get one of the PCs out of a difficult spot a long time ago, and they always ask you to join them on new adventures.

Beneficent

Helping others is your calling. It’s why you’re here. Others delight in your outgoing and charitable nature, and you delight in their happiness. You’re at your best when you’re aiding people, either by explaining how they can best overcome a challenge or by demonstrating how to do so yourself.

You gain the following characteristics:

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.VRlwCOQq4321KUkM]{Generous}: Allies who have spent the last day with you add +1 to their recovery rolls.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.GVocWeYToxrIsT5M]{Altruistic}: If you’re standing next to a creature that takes damage, you can intercede and take 1 point of that damage yourself (reducing the damage inflicted on the creature by 1 point). If you have Armor, it does not provide a benefit when you use this ability.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.RSdNXeHg25zlTzza]{Skill}: You’re trained in all tasks related to pleasant social interaction, putting other people at ease, and gaining trust.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.8AmUhRVSxOZepa3T]{Helpful}: Whenever you help another character, that character gains the benefit as if you were trained even if you are not trained or specialized in the attempted task.

@UUID[Compendium.cyphersystem-compendium.inabilities.TmkpqIeOFknKujcO]{Inability}: While you are alone, all Intellect and Speed tasks are hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. Even though you didn’t know most of the other PCs beforehand, you invited yourself along on their quest.

  2. You saw the PCs struggling to overcome a problem and selflessly joined them to help.

  3. You’re nearly certain the PCs will fail without you.

  4. The choice was between your tattered life and helping others. You haven’t looked back since.

Brash

You’re a self-assertive sort, confident in your abilities, energetic, and perhaps a bit irreverent toward ideas that you don’t agree with. Some people call you bold and brave, but those you’ve put in their place might call you puffed up and arrogant. Whatever. It’s not in your nature to care what other people think about you, unless those people are your friends or family. Even someone as brash as you knows that friends sometimes have to come first.

You gain the following characteristics:

Energetic: +2 to your Speed Pool.

@UUID[Compendium.cyphersystem-compendium.basic-skills.gbWPNb1uKsRtZWSL]{Skill}: You are trained in initiative.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.J9qtYUcvomIXvpEh]{Bold}: You are trained in all actions that involve overcoming or ignoring the effects of fear or intimidation.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You noticed something weird going on, and without much thought, you jumped in with both feet.

  2. You showed up when and where you did on a dare because, hey, you don’t back down from dares.

  3. Someone called you out, but instead of walking into a fight, you walked into your current situation.

  4. You told your friend that nothing could scare you, and nothing you saw would change your mind. They brought you to your current point.

Calm

You’ve spent most of your life in sedentary pursuits—books, movies, hobbies, and so on—rather than active ones. You’re well versed in all manner of academia or other intellectual pursuits, but nothing physical. You’re not weak or feeble, necessarily (although this is a good descriptor for characters who are elderly), but you have no experience in more physical activities.

Calm is a great descriptor for characters who never intended to have adventures but were thrust into them, a trope that occurs often in modern games and particularly in horror games.

You gain the following characteristics:

Bookish: +2 to your Intellect Pool.

Skills: You are trained in four nonphysical skills of your choice.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.9BT9upa6c8kqf6kB]{Trivia}: You can come up with a random fact pertinent to the current situation when you wish it. This is always a matter of fact, not conjecture or supposition, and must be something you could have logically read or seen in the past. You can do this one time, although the ability is renewed each time you make a recovery roll.

@UUID[Compendium.cyphersystem-compendium.inabilities.WmhgwviF6ci24PJL]{Inability}: You’re just not a fighter. All physical attacks are hindered.

@UUID[Compendium.cyphersystem-compendium.inabilities.kR3req7hyQazHomU]{Inability}: You’re not the outdoorsy type. All climbing, running, jumping, and swimming tasks are hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You read about the current situation somewhere and decided to check it out for yourself.

  2. You were in the right (wrong?) place at the right (wrong?) time.

  3. While avoiding an entirely different situation, you walked into your current situation.

  4. One of the other PCs dragged you into it.

Chaotic

Danger doesn’t mean much to you, mainly because you don’t think much about repercussions. In fact, you enjoy sowing surprises, just to see what will happen. The more unexpected the result, the happier you are. Sometimes you are particularly manic, and for the sake of your companions, you restrain yourself from taking actions that you know will lead to disaster.

You gain the following characteristics:

Tumultuous: +4 to your Speed Pool.

@UUID[Compendium.cyphersystem-compendium.basic-skills.5X8qgmSuvRVNTiaP]{Skill}: You are trained in {Intellect defense actions.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.JrGRhq4ndoh12HDe]{Chaotic}: Once after each ten-hour recovery roll, if you don’t like the first result, you can reroll a die roll of your choice. If you do, and regardless of the outcome, the GM presents you with a GM intrusion.

@UUID[Compendium.cyphersystem-compendium.inabilities.qRXj5XtPAxa0kTR1]{Inability}: Your body is a bit worn from occasional excesses. Might defense tasks are hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. Another PC recruited you while you were on your best behavior, before realizing how chaotic you were.

  2. You have reason to believe that being with the other PCs will help you gain control over your erratic behavior.

  3. Another PC released you from captivity, and to thank them, you volunteered to help.

  4. You have no idea how you joined the PCs. You’re just going along with it for now until answers present themselves.

Charming

You’re a smooth talker and a charmer. Whether through seemingly supernatural means or just a way with words, you can convince others to do as you wish. Most likely, you’re physically attractive or at least highly charismatic, and others enjoy listening to your voice. You probably pay attention to your appearance, keeping yourself well groomed. You make friends easily. You play up the personality facet of your Intellect stat; intelligence is not your strong suit. You’re personable, but not necessarily studious or strong-willed.

You gain the following characteristics:

Personable: +2 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.iLViKiz8EUbAbChF]{Skill}: You’re trained in all tasks involving positive or pleasant social interaction.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.GB6PefdjeMm43AmT]{Skill}: You’re trained when using special abilities that influence the minds of others.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.mslNlViBupFclz9t]{Contact}: You have an important contact who is in an influential position, such as a minor noble, the captain of the town guard/police, or the head of a large gang of thieves. You and the GM should work out the details together.

@UUID[Compendium.cyphersystem-compendium.inabilities.kWemIBj5S33u3Vsy]{Inability}: You were never good at studying or retaining facts. Any task involving lore, knowledge, or understanding is hindered.

@UUID[Compendium.cyphersystem-compendium.inabilities.zHgQDe14mPF3G95Q]{Inability}: Your willpower is not one of your strong points. Defense actions to resist mental attacks are hindered.

Additional Equipment: You’ve managed to talk your way into some decent discounts and bonuses in recent weeks. As a result, you have enough cash jangling in your pocket to purchase a moderately priced item.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You convinced one of the other PCs to tell you what they were doing.

  2. You instigated the whole thing and convinced the others to join you.

  3. One of the other PCs did a favor for you, and now you’re repaying that obligation by helping them with the task at hand.

  4. There is a reward involved, and you need the money.

Clever

You’re quick-witted, thinking well on your feet. You understand people, so you can fool them but are rarely fooled. Because you easily see things for what they are, you get the lay of the land swiftly, size up threats and allies, and assess situations with accuracy. Perhaps you’re physically attractive, or maybe you use your wit to overcome any physical or mental imperfections.

You gain the following characteristics:

Smart: +2 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.wOLQBlCsA3jDifa9]{Skill}: You’re trained in all interactions involving lies or trickery.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.DlnCXfB1v1U859YY]{Skill}: You’re trained in defense rolls to resist mental effects.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.8acHBoOvIk3UseOl]{Skill}: You’re trained in all tasks involving identifying or assessing danger, lies, quality, importance, function, or power.

@UUID[Compendium.cyphersystem-compendium.inabilities.kWemIBj5S33u3Vsy]{Inability}: You were never good at studying or retaining trivial knowledge. Any task involving lore, knowledge, or understanding is hindered.

Additional Equipment: You see through the schemes of others and occasionally convince them to believe you—even when, perhaps, they should not. Thanks to your clever behavior, you have an additional expensive item.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You convinced one of the other PCs to tell you what they were doing.

  2. From afar, you observed that something interesting was going on.

  3. You talked your way into the situation because you thought it might earn some money.

  4. You suspect that the other PCs won’t succeed without you.

Clumsy

Graceless and awkward, you were told that you’d grow out of it, but you never did. You often drop things, trip over your own feet, or knock things (or people) over. Some people get frustrated by this quality, but most find it funny and even a little charming.

Some players may not want to be defined by a “negative” quality like Clumsy, but in truth, even this kind of descriptor has enough advantages that it makes for capable and talented characters. What negative descriptors really do is make more interesting and complex characters that are often great fun to play.

You gain the following characteristics:

Butterfingers: −2 to your Speed Pool.

Thick-Muscled: +2 to your Might Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.bvTJ0HZOfXlpr0pc]{Inelegant}: You have a certain lovable charm. You are trained in all pleasant social interactions when you express a lighthearted, self-deprecating manner.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.wJyw4ypyuGZ5Jde1]{Dumb Luck}: The GM can introduce a GM intrusion on you, based on your clumsiness, without awarding you any XP (as if you had rolled a 1 on a d20 roll). However, if this happens, 50% of the time, your clumsiness works to your advantage. Rather than hurting you (much), it helps you, or it hurts your enemies. You slip, but it’s just in time to duck an attack. You fall down, but you trip your enemies as you crash into their legs. You turn around too quickly, but you end up knocking the weapon from your foe’s hand. You and the GM should work together to determine the details. If the GM wishes, they can use GM intrusions based on your clumsiness normally (awarding XP).

@UUID[Compendium.cyphersystem-compendium.expanded-skills.0yrwPAkrOBERFQOq]{Skill}: You’ve got a certain bull-like quality. You are trained in tasks involving breaking things.

@UUID[Compendium.cyphersystem-compendium.inabilities.veArOrXeYD25sHog]{Inability}: Any task that involves balance, grace, or hand-to-eye coordination is hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You were in the right place at the right time.

  2. You had a piece of information that the other PCs needed to make their plans.

  3. A sibling recommended you to the other PCs.

  4. You stumbled into the PCs as they were discussing their mission, and they took a liking to you.

Craven

Courage fails you at every turn. You lack the willpower and resolve to stand fast in the face of danger. Fear gnaws at your heart, chewing away at your mind, driving you to distraction until you cannot bear it. Most times, you back down from confrontations. You flee from threats and vacillate when faced with difficult decisions.

Yet for all that fear dogs you and possibly shames you, your cowardly nature proves to be a useful ally from time to time. Listening to your fears has helped you escape danger and avoid taking unnecessary risks. Others may have suffered in your place, and you might be the first to admit this fact, but secretly you feel intense relief from having avoided an unthinkable and terrible fate.

Descriptors like Craven, Cruel, and Dishonorable might not be appropriate for every group. These are villainous traits and some people want their PCs to be entirely heroic. But others don’t mind a little moral greyness thrown into the mix. Still others see things like Craven and Cruel as traits to overcome as their characters develop (probably earning them different descriptors).

You gain the following characteristics:

Furtive: +2 to your Speed Pool.

@UUID[Compendium.cyphersystem-compendium.basic-skills.duTx0BwgmC1Gw3Ze]{Skill}: You’re trained in stealth-based tasks.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.EyD5RQ654NoPJ7MN]{Skill}: You’re trained in running actions.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.48EDNk0hOv8KvoVs]{Skill}: You’re trained in any action taken to escape danger, flee from a dangerous situation, or wheedle your way out of trouble.

@UUID[Compendium.cyphersystem-compendium.inabilities.gpHPkjq631isDAjT]{Inability}: You do not willingly enter dangerous situations. Any initiative actions (to determine who goes first in combat) are hindered.

@UUID[Compendium.cyphersystem-compendium.inabilities.4raydis9fTWFq8Rc]{Inability}: You fall to pieces when you have to undertake a potentially dangerous task alone. Any such task (such as attacking a creature by yourself) is hindered.

Additional Equipment: You have a good luck charm or protective device to keep you out of harm’s way.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You believe that you’re being hunted, and you have hired one of the other PCs as your protector.

  2. You seek to escape your shame and take up with capable individuals in the hopes of repairing your reputation.

  3. One of the other PCs bullied you into coming along.

  4. The group answered your cries for help when you were in trouble.

Creative

Maybe you have a notebook where you write down ideas so you can develop them later. Perhaps you email yourself ideas that strike you out of the blue so you can sort them in an electronic document. Or maybe you just sit down, stare at your screen and, by indomitable force of will, produce something from nothing. However your gift works, you’re creative—you code, write, compose, sculpt, design, direct, or otherwise create narratives that enthrall other people with your vision.

You gain the following characteristics:

Inventive: +2 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.SKNSOPcNsoSDk6Xm]{Original}: You’re always coming up with something new. You’re trained in any task related to creating a narrative (such as a story, play, or scenario). This includes deception, if the deception involves a narrative you’re able to tell.

Skill: You are naturally inventive. You are trained in one specific creative skill of your choice: @UUID[Compendium.cyphersystem-compendium.expanded-skills.eKQYG8hDn7akNxns]{writing}, @UUID[Compendium.cyphersystem-compendium.expanded-skills.fHmBT2eRXI6WQnyZ]{computer coding}, @UUID[Compendium.cyphersystem-compendium.expanded-skills.Lq20krfxQeY7B2qo]{composing music}, @UUID[Compendium.cyphersystem-compendium.expanded-skills.LVVmRzkp5GwB3NE0]{painting}, @UUID[Compendium.cyphersystem-compendium.expanded-skills.wCrjggZ7oUZYZAMD]{drawing}, and so on.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.zz0QUtOoUro9OErB]{Skill}: You love solving riddles and the like. You are trained in puzzle-solving tasks.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.pHUz4ZRnWfsBbtQ7]{Skill}: To be creative requires that you always be learning. You are trained in any task that involves finding out something new, such as when you’re digging through a library, data bank, news archive, or similar collection of knowledge.

@UUID[Compendium.cyphersystem-compendium.inabilities.JDEjrsDDDqVcqSZp]{Inability}: You’re inventive but not charming. All tasks related to pleasant social interaction are hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You were doing research for a project and convinced the PCs to bring you along.

  2. You’re looking for new markets for the results of your creative output.

  3. You fell in with the wrong crowd, but they grew on you.

  4. A creative life is often one beset with financial hurdles. You joined the PCs because you hoped it would be profitable.

Cruel

Misfortune and suffering do not move you. When another endures hardship, you find it hard to care, and you may even enjoy the pain and difficulty the person experiences if they’ve done you wrong in the past. Your cruel streak may derive from bitterness brought about by your own struggles and disappointments. You might be a hard pragmatist, doing what you feel you must even if others are worse for it. Or you could be a sadist, delighting in the pain you inflict.

Being cruel does not necessarily make you a villain. Your cruelty may be reserved for those who cross you or other people useful to you. You might have become cruel as the result of an intensely awful experience. Abuse and torture, for example, can strip away compassion for other living beings.

As well, you need not be cruel in every situation. In fact, others might see you as personable, friendly, and even helpful. But when angered or frustrated, your dual nature reveals itself, and those who have earned your scorn are likely to suffer for it.

You gain the following characteristics:

Cunning: +2 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.Pp6FiVf17qqHapKd]{Cruelty}: When you use force, you can choose to maim or deliver painful injuries to draw out your foe’s suffering. Whenever you inflict damage, you can choose to inflict 2 fewer points of damage to ease your next attack against that foe.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.ks2lNbYe7169G57r]{Skill}: You’re trained in tasks related to deception, intimidation, and persuasion when you interact with characters experiencing physical or emotional pain.

@UUID[Compendium.cyphersystem-compendium.inabilities.1Jo8JX85AfL1Kx5P]{Inability}: You have a hard time connecting with others, understanding their motives, or sharing their feelings. Any task to ascertain another character’s motives, feelings, or disposition is hindered.

Additional Equipment: You have a valuable memento from the last person you destroyed. The memento is moderately priced, and you can sell it or trade it for an item of equal or lesser value.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You suspect that you might gain a long-term advantage from helping the other PCs and may be able to use that advantage against your enemies.

  2. By joining the PCs, you see an opportunity to grow your personal power and status at the expense of others.

  3. You hope to make another PC’s life more difficult by joining the group.

  4. Joining the PCs gives you an opportunity to escape justice for a crime you committed.

Dishonorable

There is no honor among thieves—or betrayers, backstabbers, liars, or cheats. You are all of these things, and either you don’t lose any sleep over it, or you deny the truth to others or to yourself. Regardless, you are willing to do whatever it takes to get your own way. Honor, ethics, and principles are merely words. In your estimation, they have no place in the real world.

You gain the following characteristics:

Sneaky: +4 to your Speed Pool.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.KmXEb22OUjlCwjVY]{Just Desserts}: When the GM gives another player an experience point to award to someone for a GM intrusion, that player cannot give it to you.

@UUID[Compendium.cyphersystem-compendium.basic-skills.eeHdJpr4k8hYtGr5]{Skill}: You are trained in deception.

@UUID[Compendium.cyphersystem-compendium.basic-skills.duTx0BwgmC1Gw3Ze]{Skill}: You are trained in stealth.

@UUID[Compendium.cyphersystem-compendium.basic-skills.tZ7PdXuWQyRMo0Rh]{Skill}: You are trained in intimidation.

@UUID[Compendium.cyphersystem-compendium.inabilities.JDEjrsDDDqVcqSZp]{Inability}: People don’t like or trust you. Pleasant social interactions are hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You are interested in what the PCs are doing, so you lied to them to get into their group.

  2. While skulking about, you overheard the PCs’ plans and realized that you wanted in.

  3. One of the other PCs invited you, having no idea of what you’re truly like.

  4. You bullied your way in with intimidation and bluster.

Doomed

You are quite certain that your fate is leading you, inextricably, toward a terrible end. This fate might be yours alone, or you might be dragging along the people closest to you.

You gain the following characteristics:

Jumpy: +2 to your Speed Pool.

@UUID[Compendium.cyphersystem-compendium.basic-skills.rH5FwMXGaNn21DZD]{Skill}: Always on the lookout for danger, you are trained in perception-related tasks.

@UUID[Compendium.cyphersystem-compendium.basic-skills.FXYWkXG7Iq6Wm1pS]{Skill}: You are defense minded, so you are trained in Speed defense tasks.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.cqT873UxELpJ3Mq2]{Skill}: You are cynical and expect the worst. Thus, you are resistant to mental shocks. You are trained in Intellect defense tasks having to do with losing your sanity or equanimity.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.ljIhLeM7ZcZuAJTk]{Doom}: Every other time the GM uses GM intrusion on your character, you cannot refuse it and do not get an XP for it (you still get an XP to award to another player). This is because you are doomed. The universe is a cold, uncaring place, and your efforts are futile at best.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You attempted to avoid it, but events seemed to conspire to draw you to where you are.

  2. Why not? It doesn’t matter. You’re doomed no matter what you do.

  3. One of the other PCs saved your life, and now you’re repaying that obligation by helping them with the task at hand.

  4. You suspect that the only hope you have of avoiding your fate might lie on this path.

Empathic

Other people are open books to you. You may have a knack for reading a person’s tells, those subtle movements that convey an individual’s mood and disposition. Or you may receive information in a more direct way, feeling a person’s emotions as if they were tangible things, sensations that lightly brush against your mind. Your gift for empathy helps you navigate social situations and control them to avoid misunderstandings and prevent useless conflicts from erupting.

The constant bombardment of emotions from those around you likely takes a toll. You might move with the prevailing mood, swinging from giddy happiness to bitter sorrow with little warning. Or you might close yourself off and remain inscrutable to others out of a sense of self-preservation or an unconscious fear that everyone else might learn how you truly feel.

You gain the following characteristics:

Open Mind: +4 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.H4LHMcUqFB4rMLW1]{Skill}: You’re trained in tasks involving sensing other emotions, discerning dispositions, and getting a hunch about people around you.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.J08uzxkHA7sn70LX]{Skill}: You’re trained in all tasks involving social interaction, pleasant or otherwise.

@UUID[Compendium.cyphersystem-compendium.inabilities.OHgyIguDuF48QMDD]{Inability}: Being so receptive to others’ thoughts and moods makes you vulnerable to anything that attacks your mind. Intellect defense rolls are hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You sensed the commitment to the task the other PCs have and felt moved to help them.

  2. You established a close bond with another PC and can’t bear to be parted from them.

  3. You sensed something strange in one of the PCs and decided to join the group to see if you can sense it again and uncover the truth.

  4. You joined the PCs to escape an unpleasant relationship or negative environment.

Exiled

You have walked a long and lonely road, leaving your home and your life behind. You might have committed a heinous crime, something so awful that your people forced you out, and if you dare return, you face death. You might have been accused of a crime you didn’t commit and now must pay the price for someone else’s wicked deed. Your exile might be the result of a social gaffe—perhaps you shamed your family or a friend, or you embarrassed yourself in front of your peers, an authority, or someone you respect. Whatever the reason, you have left your old life behind and now strive to make a new one.

You gain the following characteristics:

Self-Reliant: +2 to your Might Pool.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.PT7NoHCCjePtX6OW]{Loner}: You gain no benefit when you get help with a task from another character who is trained or specialized in that task.

@UUID[Compendium.cyphersystem-compendium.basic-skills.Q9tfUkhYGRJ5Df42]{Skill}: You’re trained in all tasks involving sneaking.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.KU2IUPjDKKIbfxkH]{Skill}: You’re trained in all tasks involving foraging, hunting, and finding safe places to rest or hide.

@UUID[Compendium.cyphersystem-compendium.inabilities.tlL5bTqgc9lt5GNz]{Inability}: Living on your own for as long as you have makes you slow to trust others and awkward in social situations. Any task involving social interaction is hindered.

Additional Equipment: You have a memento from your past—an old picture, a locket with a few strands of hair inside, or a lighter given to you by someone important. You keep the object close at hand and pull it out to help you remember better times.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. The other PCs earned your trust by helping you when you needed it. You accompany them to repay them.

  2. While exploring on your own, you discovered something strange. When you traveled to a settlement, the PCs were the only ones who believed you, and they have accompanied you to help you deal with the problem.

  3. One of the other PCs reminds you of someone you used to know.

  4. You have grown weary of your isolation. Joining the other PCs gives you a chance to belong.

Fast

You’re fleet of foot. Because you’re quick, you can accomplish tasks more rapidly than others can. You’re not just quick on your feet, however—you’re quick with your hands, and you think and react quickly. You even talk quickly.

You gain the following characteristics:

Energetic: +2 to your Speed Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.EyD5RQ654NoPJ7MN]{Skill}: You are trained in running.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.YHNmhduMB7gVvUtJ]{Fast}: You can move a short distance and still take another action in the same round, or you can move a long distance as your action without needing to make any kind of roll.

@UUID[Compendium.cyphersystem-compendium.inabilities.qRXj5XtPAxa0kTR1]{Inability}: You’re a sprinter, not a long-distance runner. You don’t have a lot of stamina. Might defense rolls are hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You jumped in to save one of the other PCs who was in dire need.

  2. One of the other PCs recruited you for your unique talents.

  3. You’re impulsive, and it seemed like a good idea at the time.

  4. This mission ties in with a personal goal of your own.

Foolish

Not everyone can be brilliant. Oh, you don’t think of yourself as stupid, and you’re not. It’s just that others might have a bit more . . . wisdom. Insight. You prefer to barrel along headfirst through life and let other people worry about things. Worrying’s never helped you, so why bother? You take things at face value and don’t fret about what tomorrow might bring.

People call you “idiot” or “numbskull,” but it doesn’t faze you much.

It can be liberating and really fun to play a foolish character. In some ways, the pressure to always do the right, smart thing is off. On the other hand, if you play such a character as a bumbling moron in every situation, that can become annoying to everyone else at the table. As with everything, moderation is the key.

You gain the following characteristics:

Unwise: –4 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.4FMLdzuRxQsVnh1P]{Carefree}: You succeed more on luck than anything. Every time you roll for a task, roll twice and take the higher result.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.6ydImEoLRFErPjFe]{Intellect Weakness}: Any time you spend points from your Intellect Pool, it costs you 1 more point than usual.

@UUID[Compendium.cyphersystem-compendium.inabilities.OHgyIguDuF48QMDD]{Inability}: Any Intellect defense task is hindered.

@UUID[Compendium.cyphersystem-compendium.inabilities.I7pKktxfFilMCCi1]{Inability}: Any task that involves seeing through a deception, an illusion, or a trap is hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. Who knows? Seemed like a good idea at the time.

  2. Someone asked you to join up with the other PCs. They told you not to ask too many questions, and that seemed fine to you.

  3. Your parent (or a parental/mentor figure) got you involved to give you something to do and maybe “teach you some sense.”

  4. The other PCs needed some muscle who wouldn’t overthink things.

Graceful

You have a perfect sense of balance, moving and speaking with grace and beauty. You’re quick, lithe, flexible, and dexterous. Your body is perfectly suited to dance, and you use that advantage in combat to dodge blows. You might wear garments that enhance your agile movement and sense of style.

You gain the following characteristics:

Agile: +2 to your Speed Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.KjmXC7wwXc8DqM82]{Skill}: You’re trained in all tasks involving balance and careful movement.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.K2S2yAu0BJc7TMEh]{Skill}: You’re trained in all tasks involving physical performing arts.

@UUID[Compendium.cyphersystem-compendium.basic-skills.FXYWkXG7Iq6Wm1pS]{Skill}: You’re trained in all Speed defense tasks.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. Against your better judgment, you joined the other PCs because you saw that they were in danger.

  2. One of the other PCs convinced you that joining the group would be in your best interests.

  3. You’re afraid of what might happen if the other PCs fail.

  4. There is reward involved, and you need the money.

Guarded

You conceal your true nature behind a mask and are loath to let anyone see who you really are. Protecting yourself, physically and emotionally, is what you care about most, and you prefer to keep everyone else at a safe distance. You may be suspicious of everyone you meet, expecting the worst from people so you won’t be surprised when they prove you right. Or you might just be a bit reserved, careful about letting people through your gruff exterior to the person you really are.

No one can be as reserved as you are and make many friends. Most likely, you have an abrasive personality and tend to be pessimistic in your outlook. You probably nurse an old hurt and find that the only way you can cope is to keep it and your personality locked down.

You gain the following characteristics:

Suspicious: +2 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.basic-skills.5X8qgmSuvRVNTiaP]{Skill}: You are trained in all Intellect defense tasks.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.hJHg9c1wuIJsPdtn]{Skill}: You are trained in all tasks involving discerning the truth, piercing disguises, and recognizing falsehoods and other deceptions.

@UUID[Compendium.cyphersystem-compendium.inabilities.a0eju2Y9hvObXxHC]{Inability}: Your suspicious nature makes you unlikeable. Any task involving deception or persuasion is hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. One of the PCs managed to overcome your defenses and befriend you.

  2. You want to see what the PCs are up to, so you accompany them to catch them in the act of some wrongdoing.

  3. You have made a few enemies and take up with the PCs for protection.

  4. The PCs are the only people who will put up with you.

Hardy

Your body was built to take abuse. Whether you’re pounding down stiff drinks while holding up a bar in your favorite watering hole or trading blows with a thug in a back alley, you keep going, shrugging off hurts and injuries that might slow or incapacitate a lesser person. Neither hunger nor thirst, cut flesh nor broken bone can stop you. You just press on through the pain and continue.

As fit and healthy as you are, the signs of wear show in the myriad scars crisscrossing your body, your thrice-broken nose, your cauliflower ears, and any number of other disfigurements you wear with pride.

You gain the following characteristics:

Mighty: +4 to your Might Pool.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.92q8rFEj1dQKNCD9]{Fast Healer}: You halve the time it takes to make a recovery roll (minimum one action).

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.qgJiQgqukmcFFNor]{Almost Unstoppable}: While you are impaired on the damage track, you function as if you were hale. While you are debilitated, you function as if you were impaired. In other words, you don’t suffer the effects of being impaired until you become debilitated, and you never suffer the effects of being debilitated. You still die if all your stat Pools are 0.

@UUID[Compendium.cyphersystem-compendium.basic-skills.Q0vfmbqehJw0jYBa]{Skill}: You are trained in Might defense actions.

@UUID[Compendium.cyphersystem-compendium.basic-skills.gbWPNb1uKsRtZWSL]{Inability}: Your big, strong body is slow to react. Any task involving initiative is hindered.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.62e9ZYD1UeGlalWu]{Ponderous}: When you apply Effort when making a Speed roll, you must spend 1 extra point from your Speed Pool.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. The PCs recruited you after learning about your reputation as a survivor.

  2. You joined the PCs because you want or need the money.

  3. The PCs offered you a challenge equal to your physical power.

  4. You believe the only way the PCs will succeed is if you are along to protect them.

Hideous

You are physically repugnant by almost any human standard. You might have had a serious accident, a harmful mutation, or just poor genetic luck, but you are incontrovertibly ugly.

You’ve more than made up for your appearance in other ways, however. Because you have to hide your appearance, you excel at sneaking about unnoticed or disguising yourself. But perhaps most important, being ostracized while others socialized, you took the time growing up to develop yourself as you saw fit—you grew strong or quick, or you honed your mind.

You gain the following characteristics:

Versatile: You get 4 additional points to divide among your stat Pools.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.bjX9wcG3SzUn5q46]{Skill}: You are trained in intimidation and any other fear-based interactions, if you show your true face.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.lW5xh0jPpRTp1iB6]{Skill}: You are trained in disguise and stealth tasks.

@UUID[Compendium.cyphersystem-compendium.inabilities.JDEjrsDDDqVcqSZp]{Inability}: All tasks relating to pleasant social interaction are hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. One of the other PCs approached you while you were in disguise, recruiting you while believing you were someone else.

  2. While skulking about, you overheard the other PCs’ plans and realized you wanted in.

  3. One of the other PCs invited you, but you wonder if it was out of pity.

  4. You bullied your way in with intimidation and bluster.

Honorable

You are trustworthy, fair, and forthright. You try to do what is right, to help others, and to treat them well. Lying and cheating are no way to get ahead—these things are for the weak, the lazy, or the despicable. You probably spend a lot of time thinking about your personal honor, how best to maintain it, and how to defend it if challenged. In combat, you are straightforward and offer quarter to any foe.

You were likely instilled with this sense of honor by a parent or a mentor. Sometimes the distinction between what is and isn’t honorable varies with different schools of thought, but in broad strokes, honorable people can agree on most aspects of what honor means.

You gain the following characteristics:

Stalwart: +2 to your Might Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.iLViKiz8EUbAbChF]{Skill}: You are trained in pleasant social interactions.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.iUJdgnZi90GZjY9s]{Skill}: You are trained in discerning people’s true motives or seeing through lies.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. The PCs’ goals appear to be honorable and commendable.

  2. You see that what the other PCs are about to do is dangerous, and you’d like to help protect them.

  3. One of the other PCs invited you, hearing of your trustworthiness.

  4. You asked politely if you could join the other PCs in their mission.

Impulsive

You have a hard time tamping down your enthusiasm. Why wait when you can just do it (whatever it is) and get it done? You deal with problems when they arise rather than plan ahead. Putting out the small fires now prevents them from becoming one big fire later. You are the first to take risks, to jump in and lend a hand, to step into dark passages, and to find danger.

Your impulsiveness likely gets you into trouble. While others might take time to study the items they discover, you use such items without hesitation. After all, the best way to learn what something can do is to use it. When a cautious explorer might look around and check for danger nearby, you have to physically stop yourself from bulling on ahead. Why fuss around when the exciting thing is just ahead?

Impulsive characters get into trouble. That’s their thing, and that’s fine. But if you’re constantly dragging your fellow PCs into trouble (or worse, getting them seriously hurt or killed), that will be annoying, to say the least. A good rule of thumb is that impulsiveness doesn’t always mean a predilection for doing the wrong thing. Sometimes it’s the urge to do the right thing.

You gain the following characteristics:

Reckless: +2 to your Speed Pool.

@UUID[Compendium.cyphersystem-compendium.basic-skills.gbWPNb1uKsRtZWSL]{Skill}: You’re trained in initiative actions (to determine who goes first in combat).

@UUID[Compendium.cyphersystem-compendium.basic-skills.FXYWkXG7Iq6Wm1pS]{Skill}: You’re trained in Speed defense actions.

@UUID[Compendium.cyphersystem-compendium.inabilities.gBUQ2i4VroKkBVQ7]{Inability}: You’ll try anything once, but quickly grow bored after that. Any task that involves patience, willpower, or discipline is hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You heard what the other PCs were up to and suddenly decided to join them.

  2. You pulled everyone together after you heard rumors about something interesting you want to see or do.

  3. You blew all of your money and now find yourself strapped for cash.

  4. You’re in trouble for acting recklessly. You join the other PCs because they offer a way out of your problem.

Inquisitive

The world is vast and mysterious, with wonders and secrets to keep you amazed for several lifetimes. You feel the tugging on your heart, the call to explore the wreckage of past civilizations, to discover new peoples, new places, and whatever bizarre wonders you might find along the way. However, as strongly as you feel the pull to roam the world, you know there is danger aplenty, and you take precautions to ensure that you are prepared for any eventuality. Research, preparation, and readiness will help you live long enough to see everything you want to see and do everything you want to do.

You probably have a dozen books and travelogues about the world on you at any time. When not hitting the road and looking around, you spend your time with your nose in a book, learning everything you can about the place you’re going so you know what to expect when you get there.

You gain the following characteristics:

Smart: +4 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.pHUz4ZRnWfsBbtQ7]{Skill}: You are eager to learn. You are trained in any task that involves learning something new, whether you’re talking to a local to get information or digging through old books to find lore.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.RZkMJad4OfSOU1Pq]{Skill}: You have made a study of the world. You are trained in any task involving geography or history.

@UUID[Compendium.cyphersystem-compendium.inabilities.ntN6wx9GAjKwEWfV]{Inability}: You tend to fixate on the details, making you somewhat oblivious to what’s going on around you. Any task to hear or notice dangers around you is hindered.

@UUID[Compendium.cyphersystem-compendium.inabilities.gpHPkjq631isDAjT]{Inability}: When you see something interesting, you hesitate as you take in all the details. Initiative actions (to determine who goes first in combat) are hindered.

Additional Equipment: You have three books on whatever subjects you choose.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. One of the PCs approached you to learn information related to the mission, having heard you were an expert.

  2. You have always wanted to see the place where the other PCs are going.

  3. You were interested in what the other PCs were up to and decided to go along with them.

  4. One of the PCs fascinates you, perhaps due to a special or weird ability they have.

Intelligent

You’re quite smart. Your memory is sharp, and you easily grasp concepts that others might struggle with. This aptitude doesn’t necessarily mean that you’ve had years of formal education, but you have learned a great deal in your life, primarily because you pick things up quickly and retain so much.

You gain the following characteristics:

Smart: +2 to your Intellect Pool.

Skill: You’re trained in an area of knowledge of your choice.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.m65HBfM8zSVl4uwk]{Skill}: You’re trained in all actions that involve remembering or memorizing things you experience directly. For example, instead of being good at recalling details of geography that you read about in a book, you can remember a path through a set of tunnels that you’ve explored before.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. One of the other PCs asked your opinion of the mission, knowing that if you thought it was a good idea, it probably was.

  2. You saw value in what the other PCs were doing.

  3. You believed that the task might lead to important and interesting discoveries.

  4. A colleague requested that you take part in the mission as a favor.

Intuitive

You are often tickled by a sense of knowing what someone will say, how they will react, or how events might unfold. Maybe you have a mutant sense, maybe you can see just a few moments ahead through time, or maybe you’re just good at reading people and extrapolating a situation. Whatever the case, many who look into your eyes immediately glance away, as if afraid of what you might see in their expression.

You gain the following characteristics:

Innate: +2 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.basic-skills.rH5FwMXGaNn21DZD]{Skill}: You are trained in perception tasks.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.1GEOtsfQWmfgcp3e]{Know What to Do}: You can act immediately, even if it’s not your turn. Afterward, on your next regular turn, any action you take is hindered. You can do this one time, although the ability is renewed each time you make a recovery roll.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You just knew you had to come along.

  2. You convinced one of the other PCs that your intuition is invaluable.

  3. You felt that something terrible would happen if you didn’t go.

  4. You’re confident the reason you arrived at this point will soon become clear.

Jovial

You’re cheerful, friendly, and outgoing. You put others at ease with a big smile and a joke, possibly one at your own expense, though lightly ribbing your companions who can take it is also one of your favorite pastimes. Sometimes people say you never take anything seriously. That’s not true, of course, but you have learned that to dwell on the bad too long quickly robs the world of joy. You’ve always got a new joke in your back pocket because you collect them like some people collect bottles of wine.

You gain the following characteristics:

Witty: +2 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.iLViKiz8EUbAbChF]{Skill}: You’re convivial and set most people at ease with your attitude. You are trained in all tasks related to pleasant social interaction.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.zz0QUtOoUro9OErB]{Skill}: You have an advantage in figuring out the punch lines of jokes you’ve never heard before. You are trained in all tasks related to solving puzzles and riddles.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You solved a riddle before realizing that answering it would launch you into the adventure.

  2. The other PCs thought you’d bring some much-needed levity to the team.

  3. You decided that all fun and no work was not the best way to get through life, so you joined up with the PCs.

  4. It was either go with the PCs or face up to a circumstance that was anything but jovial.

Kind

It’s always been easy for you to see things from the point of view of other people. That ability has made you sympathetic to what they really want or need. From your perspective, you’re just applying the old proverb that “it’s easier to catch flies with honey than with vinegar,” but others simply see your behavior as kindness. Of course, being kind takes time, and yours is limited. You’ve learned that a small fraction of people don’t deserve your time or kindness—true sadists, narcissists, and similar folk will only waste your energy. So you deal with them swiftly, saving your kindness for those who deserve it and can benefit from your attention.

You gain the following characteristics:

Emotionally Intuitive: +2 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.6Z7VC4ctwcS0dVoW]{Skill}: You know what it’s like to go a mile in someone else’s shoes. You’re trained in all tasks related to pleasant social interaction and discerning the dispositions of others.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.5kX6OM98txwPPO6a]{Karma}: Sometimes, strangers just help you out. To gain the aid of a stranger, you must use a one action, ten-minute, or one-hour recovery roll (without gaining its healing benefit), and the GM determines the nature of the aid you gain. Usually, the act of kindness isn’t enough to turn a bad situation completely around, but it may moderate a bad situation and lead to new opportunities. For example, if you are captured, a guard loosens your bonds slightly, brings you water, or delivers a message.

@UUID[Compendium.cyphersystem-compendium.inabilities.AY8Br5qquBWoGQc0]{Inability}: Being kind comes with a few risks. All tasks related to detecting falsehoods are hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. A PC needed your help, and you agreed to come along as a kindness.

  2. You gave the wrong person access to your money, and now you need to make some back.

  3. You’re ready to take your benevolence on the road and help more people than you could if you didn’t join the PCs.

  4. Your job, which seemed like it would be personally rewarding, is the opposite. You join the PCs to escape the drudgery.

Learned

You have studied, either on your own or with an instructor. You know many things and are an expert on a few topics, such as history, biology, geography, mythology, nature, or any other area of study. Learned characters typically carry a few books around with them and spend their spare time reading.

You gain the following characteristics:

Smart: +2 to your Intellect Pool.

Skill: You’re trained in three areas of knowledge of your choice.

@UUID[Compendium.cyphersystem-compendium.inabilities.UrdbwsMhJOQk44vz]{Inability}: You have few social graces. Any task involving charm, persuasion, or etiquette is hindered.

Additional Equipment: You have two additional books on topics of your choice.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. One of the other PCs asked you to come along because of your knowledge.

  2. You need money to fund your studies.

  3. You believed that the task might lead to important and interesting discoveries.

  4. A colleague requested that you take part in the mission as a favor.

Lucky

You rely on chance and timely good luck to get you through many situations. When people say that someone was born under a lucky star, they mean you. When you try your hand at something new, no matter how unfamiliar the task is, as often as not you find a measure of success. Even when disaster strikes, it’s rarely as bad as it could be. More often, small things seem to go your way, you win contests, and you’re often in the right place at the right time.

You gain the following characteristics:

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.pccv1fQ4WW7KnLsi]{Luck Pool}: You have one additional Pool called Luck that begins with 3 points, and it has a maximum value of 3 points. When spending points from any other Pool, you can take one, some, or all of the points from your Luck Pool first. When you make a recovery roll to recover points to any other Pool, your Luck Pool is also refreshed by the same number of points. When your Luck Pool is at 0 points, it does not count against your damage track.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.MKYIm6Rgf4VRIKrK]{Advantage}: When you use 1 XP to reroll a d20 for any roll that affects only you, add 3 to the reroll.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. Knowing that lucky people notice and take active advantage of opportunities, you became involved in your first adventure by choice.

  2. You literally bumped into someone else on this adventure through sheer luck.

  3. You found a briefcase lying alongside the road. It was battered, but inside you found a lot of strange documents that led you here.

  4. Your luck saved you when you avoided a speeding vehicle by a fortuitous fall through an opening in the ground (a manhole, if in a modern setting). Beneath the ground, you found something you couldn’t ignore.

Mad

You have delved too deeply into subjects people were not meant to know. You are knowledgeable in things beyond the scope of most, but this knowledge has come at a terrible price. You are likely in questionable physical shape and occasionally shake with nervous tics. You sometimes mutter to yourself without realizing it.

You gain the following characteristics:

Knowledgeable: +4 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.AFFZAuL0OsaopL8E]{Fits of Insight}: Whenever such knowledge is appropriate, the GM feeds you information although there is no clear explanation as to how you could know such a thing. This is up to the GM’s discretion, but it should happen as often as once each session.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.SFXAD4DjhyEtJ1Ny]{Erratic Behavior}: You are prone to acting erratically or irrationally. When you are in the presence of a major discovery or subjected to great stress (such as a serious physical threat), the GM can introduce a GM intrusion that directs your next action without awarding XP. You can still pay 1 XP to refuse the intrusion. The GM’s influence is the manifestation of your madness and thus is always something you would not likely do otherwise, but it is not directly, obviously harmful to you unless there are extenuating circumstances. (For example, if a foe suddenly leaps out of the darkness, you might spend the first round babbling incoherently or screaming the name of your first true love.)

Skill: You are trained in one area of knowledge (probably something weird or esoteric).

@UUID[Compendium.cyphersystem-compendium.inabilities.zHgQDe14mPF3G95Q]{Inability}: Your mind is quite fragile. Tasks to resist mental attacks are hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. Voices in your head told you to go.

  2. You instigated the whole thing and convinced the others to join you.

  3. One of the other PCs obtained a book of knowledge for you, and now you’re repaying that favor by helping them with the task at hand.

  4. You feel compelled by inexplicable intuition.

Mechanical

You have a special talent with machines of all kinds, and you’re adept at understanding and, if need be, repairing them. Perhaps you’re a bit of an inventor, creating new machines from time to time. You get called “techie,” “tech,” “mech,” “gear-head,” “motor-head,” or any of a number of other nicknames. Mechanics usually wear practical work clothes and carry around a lot of tools.

You gain the following characteristics:

Smart: +2 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.PSeFw2XUjqgOG2xS]{Skill}: You’re trained in all actions involving identifying or understanding machines.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.DhGWJERxvN9zVYGh]{Skill}: You’re trained in all actions involving using, repairing, or crafting machines.

Additional Equipment: You start with a variety of machine tools.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. While repairing a nearby machine, you overheard the other PCs talking.

  2. You need money to buy tools and parts.

  3. It was clear that the mission couldn’t succeed without your skills and knowledge.

  4. Another PC asked you to join them.

Mysterious

The dark figure lurking silently in the corner? That’s you. No one really knows where you came from or what your motives are—you play things close to the vest. Your manner perplexes and confounds others, but that doesn’t make you a poor friend or ally. You’re just good at keeping things to yourself, moving about unseen, and concealing your presence and identity.

You gain the following characteristics:

@UUID[Compendium.cyphersystem-compendium.basic-skills.duTx0BwgmC1Gw3Ze]{Skill}: You are trained in all stealth tasks.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.fmGCPHRwFnbmvB19]{Skill}: You are trained in resisting interrogation or tricks to get you to talk.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.uROuz6gmfq7X3uu3]{Confounding}: You pull talents and abilities seemingly out of nowhere. You can attempt one task in which you have no training as if you were trained, attempt a task that you are trained in as if specialized, or gain a free level of Effort with a task that you are specialized in. This ability refreshes every time you make a recovery roll, but the uses never accumulate.

@UUID[Compendium.cyphersystem-compendium.inabilities.sRzjg0b8j3XPVrPR]{Inability}: People never know where they stand with you. Any task involving getting people to believe or trust you is hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You just showed up one day.

  2. You convinced one of the other PCs that you had invaluable skills.

  3. Some equally mysterious figure told you where to be and when (but not why) to join the group.

  4. Something—a feeling, a dream—told you where to be and when to join the group.

Mystical

You think of yourself as mystical, attuned with the mysterious and the paranormal. Your true talents lie with the supernatural. You likely have experience with ancient lore, and you can sense and wield the supernatural—though whether that means “magic,” “psychic phenomena,” or something else is up to you (and probably up to those around you as well). Mystical characters often wear jewelry, such as a ring or an amulet, or have tattoos or other marks that show their interests.

You gain the following characteristics:

Smart: +2 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.u2aCexSScRX0FEqH]{Skill}: You’re trained in all actions involving identifying or understanding the supernatural.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.x6GmHzLKB0JpVg5E]{Sense Magic}: You can sense whether the supernatural is active in situations where its presence is not obvious. You must study an object or location closely for a minute to get a feel for whether a mystical touch is at work.

@UUID[Compendium.cyphersystem-compendium.abilities.zArjjFcf9tHQvJTx]{Spell}: You can perform Hedge Magic as a spell when you have a free hand and can pay the Intellect point cost.

@UUID[Compendium.cyphersystem-compendium.inabilities.FKeDN7rJdKpgt4bj]{Inability}: You have a manner or an aura that others find a bit unnerving. Any task involving charm, persuasion, or deception is hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. A dream guided you to this point.

  2. You need money to fund your studies.

  3. You believed the mission would be a great way to learn more about the supernatural.

  4. Various signs and portents led you here.

Naive

You’ve lived a sheltered life. Your childhood was safe and secure, so you didn’t get a chance to learn much about the world—and even less chance to experience it. Whether you were training for something, had your nose in a book, or just were sequestered in a secluded place, you haven’t done much, met many people, or seen many interesting things so far. That’s probably going to change soon, but as you go forward into a larger world, you do so without some of the understanding that others possess about how it all works.

You gain the following characteristics:

Fresh: You add +1 to your recovery rolls.

Incorruptible: You are trained in @UUID[Compendium.cyphersystem-compendium.basic-skills.5X8qgmSuvRVNTiaP]{Intellect defense} tasks and all tasks that involve @UUID[Compendium.cyphersystem-compendium.expanded-skills.OauBSvtfh6HeNzDe]{resisting temptation}.

@UUID[Compendium.cyphersystem-compendium.basic-skills.rH5FwMXGaNn21DZD]{Skill}: You’re wide-eyed. You are trained in perception tasks.

@UUID[Compendium.cyphersystem-compendium.inabilities.VyGXdv9xEzKsm2YX]{Inability}: Any task that involves seeing through deceptions or determining someone’s secret motive is hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. Someone told you that you should get involved.

  2. You needed money, and this seemed like a good way to earn some.

  3. You believed that you could learn a lot by joining the other PCs.

  4. Sounded like fun.

Perceptive

You miss little. You pick out the small details in the world around you and are skilled at making deductions from the information you find. Your talents make you an exceptional sleuth, a formidable scientist, or a talented scout.

As adept as you are at finding clues, you have no skill at picking up on social cues. You overlook an offense that your deductions give or how uncomfortable your scrutiny can make the people around you. You tend to dismiss others as being intellectual dwarfs compared to you, which avails you little when you need a favor.

You gain the following characteristics:

Smart: +2 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.G2JaXxUq6dfIXVDl]{Skill}: You have an eye for detail. You are trained in any task that involves finding or noticing small details.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.EaHHaJvulkIVAxhi]{Skill}: You know a little about everything. You are trained in any task that involves identifying objects or calling to mind a minor detail or bit of trivia.

@UUID[Compendium.cyphersystem-compendium.basic-skills.tZ7PdXuWQyRMo0Rh]{Skill}: Your skill at making deductions can be imposing. You are trained in any task that involves intimidating another creature.

@UUID[Compendium.cyphersystem-compendium.inabilities.JDEjrsDDDqVcqSZp]{Inability}: Your confidence comes off as arrogance to people who don’t know you. Any task involving positive social interactions is hindered.

Additional Equipment: You have a bag of light tools.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You overheard the other PCs discussing their mission and volunteered your services.

  2. One of the PCs asked you to come along, believing that your talents would be invaluable to the mission.

  3. You believe that the PCs’ mission is somehow related to one of your investigations.

  4. A third party recruited you to follow the PCs and see what they were up to.

Resilient

You can take a lot of punishment, both physically and mentally, and still come back for more. It takes a lot to put you down. Neither physical nor mental shocks or damage have a lasting effect. You’re tough to faze. Unflappable. Unstoppable.

You gain the following characteristics:

Resistant: +2 to your Might Pool, and +2 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.F74sHYUANEPVaFd4]{Recover}: You can make an extra recovery roll each day. This roll is just one action. So you can make two recovery rolls that each take one action, one roll that takes ten minutes, a fourth roll that takes one hour, and a fifth roll that requires ten hours of rest.

@UUID[Compendium.cyphersystem-compendium.basic-skills.Q0vfmbqehJw0jYBa]{Skill}: You are trained in Might defense tasks.

@UUID[Compendium.cyphersystem-compendium.basic-skills.5X8qgmSuvRVNTiaP]{Skill}: You are trained in Intellect defense tasks.

@UUID[Compendium.cyphersystem-compendium.inabilities.U7X7WY5Qk3QIXxAD]{Inability}: You’re hardy but not necessarily strong. Any task involving moving, bending, or breaking things is hindered.

@UUID[Compendium.cyphersystem-compendium.inabilities.iic3khiZZCsbjkIg]{Inability}: You have a lot of willpower and mental fortitude, but you’re not necessarily smart. Any task involving knowledge or figuring out problems or puzzles is hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You saw that the PCs clearly need someone like you to help them out.

  2. Someone asked you to watch over one of the PCs in particular, and you agreed.

  3. You are bored and desperately in need of a challenge.

  4. You lost a bet—unfairly, you think—and had to take someone’s place on this mission.

Risk-Taking

It’s part of your nature to question what others think can’t or shouldn’t be done. You’re not insane, of course—you wouldn’t attempt to leap across a mile-wide chasm just because you were dared. There’s impossible and then there’s the just barely possible. You like to push the latter further than others, because it gives you a rush of satisfaction and pleasure when you succeed. The more you succeed, the more you find yourself looking for that next risky challenge to try yourself against.

You gain the following characteristics:

Nimble: +4 to your Speed Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.l3HBMnyOMVF6rIk8]{Skill}: You’re adept at leveraging risk, and you are trained in tasks that involve some element of chance, such as playing games or choosing between two or three apparently equal options.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.wWSSBexYE1QI054l]{Pressing Your Luck}: You can choose to automatically succeed on one task without rolling, as long as the task’s difficulty is no higher than 6. When you do so, however, you also trigger a GM intrusion as if you had rolled a 1. The intrusion doesn’t invalidate the success, but it probably qualifies it in some fashion. You can do this one time, although the ability renews each time you make a ten-hour recovery roll.

@UUID[Compendium.cyphersystem-compendium.inabilities.MoKSCrQBoxl4PZ0f]{Inability}: You may be nimble, but you’re not sneaky. Tasks related to sneaking and staying quiet are hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. It seemed like there were equal odds that the other PCs wouldn’t succeed, which sounded good to you.

  2. You think the tasks ahead will present you with unique and fulfilling challenges.

  3. One of your biggest risks failed to go your way, and you need money to help pay that debt.

  4. You bragged that you never saw a risk you didn’t like, which is how you reached your current point.

Rugged

You’re a nature lover accustomed to living rough, pitting your wits against the elements. Most likely, you’re a skilled hunter, gatherer, or naturalist. Years of living in the wild have left their mark with a worn countenance, wild hair, or scars. Your clothing is probably much less refined than the garments worn by city dwellers.

You gain the following characteristics:

@UUID[Compendium.cyphersystem-compendium.expanded-skills.zOjoCu1WyXeVzqs6]{Skill}: You’re trained in all tasks involving climbing, jumping, running, and swimming.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.lpBwC7PY35rIfBUG]{Skill}: You’re trained in all tasks involving training, riding, or placating natural animals.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.2Ipdh8f3MeuAMM3R]{Skill}: You’re trained in all tasks involving identifying or using natural plants.

@UUID[Compendium.cyphersystem-compendium.inabilities.iP9m2p6htGgd896X]{Inability}: You have no social graces and prefer animals to people. Any task involving charm, persuasion, etiquette, or deception is hindered.

Additional Equipment: You carry an explorer’s pack with rope, two days’ rations, a bedroll, and other tools needed for outdoor survival.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. Against your better judgment, you joined the other PCs because you saw that they were in danger.

  2. One of the other PCs convinced you that joining the group would be in your best interests.

  3. You’re afraid of what might happen if the other PCs fail.

  4. There is reward involved, and you need the money.

Sharp-Eyed

You’re perceptive and well aware of your surroundings. You notice the little details and remember them. You can be difficult to surprise.

You gain the following characteristics:

@UUID[Compendium.cyphersystem-compendium.basic-skills.gbWPNb1uKsRtZWSL]{Skill}: You’re trained in initiative actions.

@UUID[Compendium.cyphersystem-compendium.basic-skills.rH5FwMXGaNn21DZD]{Skill}: You’re trained in perception actions.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.LboNMbw0CmRDZX0l]{Find the Flaw}: If an opponent has a straightforward weakness (takes extra damage from fire, can’t see out of their left eye, and so on), the GM will tell you what it is.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You heard about what was going on, saw a flaw in the other PCs’ plan, and joined up to help them out.

  2. You noticed that the PCs have a foe (or at least a tail) they weren’t aware of.

  3. You saw that the other PCs were up to something interesting and got involved.

  4. You’ve been noticing some strange things going on, and this all appears related.

Skeptical

You possess a questioning attitude regarding claims that are often taken for granted by others. You’re not necessarily a “doubting Thomas” (a skeptic who refuses to believe anything without direct personal experience), but you’ve often benefited from questioning the statements, opinions, and received knowledge presented to you by others.

You gain the following characteristics:

Insightful: +2 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.basic-skills.QonPVHzXrzIN29lf]{Skill}: You’re trained in identifying.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.E2q7bbS0LqBwRDFi]{Skill}: You’re trained in all actions that involve seeing through a trick, an illusion, a rhetorical ruse designed to evade the issue, or a lie. For example, you’re better at keeping your eye on the cup containing the hidden ball, sensing an illusion, or realizing if someone is lying to you (but only if you specifically concentrate and use this skill).

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You overheard other PCs holding forth on a topic with an opinion you were quite skeptical about, so you decided to approach the group and ask for proof.

  2. You were following one of the other PCs because you were suspicious of him, which brought you into the action.

  3. Your theory about the nonexistence of the supernatural can be invalidated only by your own senses, so you came along.

  4. You need money to fund your research.

Stealthy

You’re sneaky, slippery, and fast. These talents help you hide, move quietly, and pull off tricks that require sleight of hand. Most likely, you’re wiry and small. However, you’re not much of a sprinter—you’re more dexterous than fleet of foot.

You gain the following characteristics:

Quick: +2 to your Speed Pool.

@UUID[Compendium.cyphersystem-compendium.basic-skills.duTx0BwgmC1Gw3Ze]{Skill}: You’re trained in all stealth tasks.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.YlYSOH8OdFUTBwey]{Skill}: You’re trained in all interactions involving lies or trickery.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.5iv3kUKcLQwrTSDH]{Skill}: You’re trained in all special abilities involving illusions or trickery.

@UUID[Compendium.cyphersystem-compendium.inabilities.lhu2y0HMmw0xQ3hv]{Inability}: You’re sneaky but not fast. All movement-related tasks are hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You attempted to steal from one of the other PCs. That character caught you and forced you to come along with them.

  2. You were tailing one of the other PCs for reasons of your own, which brought you into the action.

  3. An NPC employer secretly paid you to get involved.

  4. You overheard the other PCs talking about a topic that interested you, so you decided to approach the group.

Strong

You’re extremely strong and physically powerful, and you use these qualities well, whether through violence or feats of prowess. You likely have a brawny build and impressive muscles.

You gain the following characteristics:

Very Powerful: +4 to your Might Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.0yrwPAkrOBERFQOq]{Skill}: You’re trained in all actions involving breaking inanimate objects.

@UUID[Compendium.cyphersystem-compendium.basic-skills.MrGl25gzZk4uu7BR]{Skill}: You’re trained in all jumping actions.

Additional Equipment: You have an extra medium weapon or heavy weapon.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. Against your better judgment, you joined the other PCs because you saw that they were in danger.

  2. One of the other PCs convinced you that joining the group would be in your best interests.

  3. You’re afraid of what might happen if the other PCs fail.

  4. There is reward involved, and you need the money.

Strong-Willed

You’re tough-minded, willful, and independent. No one can talk you into anything or change your mind when you don’t want it changed. This quality doesn’t necessarily make you smart, but it does make you a bastion of willpower and resolve. You likely dress and act with unique style and flair, not caring what others think.

You gain the following characteristics:

Willful: +4 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.DlnCXfB1v1U859YY]{Skill}: You’re trained in resisting mental effects.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.3IfJDAc8qCJ11NNX]{Skill}: You’re trained in tasks requiring incredible focus or concentration.

@UUID[Compendium.cyphersystem-compendium.inabilities.CmubEJ8BMUsW1oei]{Inability}: Willful doesn’t mean brilliant. Any task that involves figuring out puzzles or problems, memorizing things, or using lore is hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. Against your better judgment, you joined the other PCs because you saw that they were in danger.

  2. One of the other PCs convinced you that joining the group would be in your best interests.

  3. You’re afraid of what might happen if the other PCs fail.

  4. There is reward involved, and you need the money.

Swift

You move quickly, able to sprint in short bursts and work with your hands with dexterity. You’re great at crossing distances quickly but not always smoothly. You are likely slim and muscular.

You gain the following characteristics:

Fast: +4 to your Speed Pool.

@UUID[Compendium.cyphersystem-compendium.basic-skills.gbWPNb1uKsRtZWSL]{Skill}: You’re trained in initiative actions (to determine who goes first in combat).

@UUID[Compendium.cyphersystem-compendium.expanded-skills.EyD5RQ654NoPJ7MN]{Skill}: You’re trained in running actions.

@UUID[Compendium.cyphersystem-compendium.inabilities.t7exG3KfxnoPKxO2]{Inability}: You’re fast but not necessarily graceful. Any task involving balance is hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. Against your better judgment, you joined the other PCs because you saw that they were in danger.

  2. One of the other PCs convinced you that joining the group would be in your best interests.

  3. You’re afraid of what might happen if the other PCs fail.

  4. There is reward involved, and you need the money.

Tongue-Tied

You’ve never been much of a talker. When forced to interact with others, you never think of the right thing to say—words fail you entirely, or they come out all wrong. You often end up saying precisely the wrong thing and insult someone unintentionally. Most of the time, you just keep mum. This makes you a listener instead—a careful observer. It also means that you’re better at doing things than talking about them. You’re quick to take action.

You gain the following characteristics:

Actions, Not Words: +2 to your Might Pool, and +2 to your Speed Pool.

@UUID[Compendium.cyphersystem-compendium.basic-skills.rH5FwMXGaNn21DZD]{Skill}: You are trained in perception.

@UUID[Compendium.cyphersystem-compendium.basic-skills.gbWPNb1uKsRtZWSL]{Skill}: You are trained in initiative (unless it’s a social situation).

@UUID[Compendium.cyphersystem-compendium.inabilities.tlL5bTqgc9lt5GNz]{Inability}: All tasks relating to social interaction are hindered.

@UUID[Compendium.cyphersystem-compendium.inabilities.rfQPiUR4GHBdjFtE]{Inability}: All tasks involving verbal communication or relaying information are hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You just tagged along and no one told you to leave.

  2. You saw something important the other PCs did not and (with some effort) managed to relate it to them.

  3. You intervened to save one of the other PCs when they were in danger.

  4. One of the other PCs recruited you for your talents.

Tough

You’re strong and can take a lot of physical punishment. You might have a large frame and a square jaw. Tough characters frequently have visible scars.

You gain the following characteristics:

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.SkxEXPpCgIGXixu9]{Resilient}: +1 to Armor.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.gr1uaERqywhUGjCK]{Healthy}: Add 1 to the points you regain when you make a recovery roll.

@UUID[Compendium.cyphersystem-compendium.basic-skills.Q0vfmbqehJw0jYBa]{Skill}: You’re trained in Might defense actions.

Additional Equipment: You have an extra light weapon.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You’re acting as a bodyguard for one of the other PCs.

  2. One of the PCs is your sibling, and you came along to watch out for them.

  3. You need money because your family is in debt.

  4. You stepped in to defend one of the PCs when that character was threatened. While talking to them afterward, you heard about the group’s task.

Vicious

You try to hide what’s inside, fold it into yourself when everything inside you screams to let go, make them pay, make them hurt, and make them bleed. Sometimes you succeed for your friends—smiling like they smile, laughing when they laugh, and sometimes even having other emotions of your own. But it’s always there, that feeling of frantic glee mixed with hate that sometimes leaps out of you when you confront a foe. Violence your friends can tolerate, but you sometimes worry they will also learn that you are cruel.

You gain the following characteristics:

Skill: You are trained in @UUID[Compendium.cyphersystem-compendium.expanded-skills.53j3Qwt5Im4wqddo]{tracking creatures}. If @UUID[Compendium.cyphersystem-compendium.expanded-skills.ZPyRyzPue2DuKSw9]{a creature has wronged you}, the tracking task is eased.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.LldixgespLl6ajEf]{Bloodthirsty}: Once you begin fighting, you see only red. You inflict 2 additional points of damage with any attack.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.1FP6DV2OqgaaT4ZN]{Berserk}: Once you begin fighting, it’s hard for you to stop. In fact, it’s a difficulty 2 Intellect task to do so, even if your foe surrenders or you’ve run out of foes. If the latter occurs and you fail to stop, you attack the nearest ally within short range.

Additional Equipment: You have a record that you use to list those who’ve wronged you.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. Another PC saw you take down a mean drunk in a tavern, not realizing you were the one who started the fight.

  2. You wanted to get away from a bad situation, so you went with the other PCs.

  3. You want to change, and you hope that being with the other PCs will help you calm yourself.

  4. One of the other PCs asked you to come along, believing that your viciousness could be harnessed for the benefit of the mission.

Virtuous

Doing the right thing is a way of life. You live by a code, and that code is something you attend to every day. Whenever you slip, you reproach yourself for your weakness and then get right back on track. Your code probably includes moderation, respect for others, cleanliness, and other characteristics that most people would agree are virtues, while you eschew their opposites: sloth, greed, gluttony, and so on.

You gain the following characteristics:

Dauntless: +2 to your Might Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.iUJdgnZi90GZjY9s]{Skill}: You are trained in discerning people’s true motives or seeing through lies.

@UUID[Compendium.cyphersystem-compendium.basic-skills.5X8qgmSuvRVNTiaP]{Skill}: Your adherence to a strict moral code has hardened your mind against fear, doubt, and outside influence. You are trained in Intellect defense tasks.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. The PCs are doing something virtuous, and you’re all about that.

  2. The PCs are on the road to perdition, and you see it as your task to set them on the proper moral route.

  3. One of the other PCs invited you, hearing of your virtuous ways.

  4. You put virtue before sense and defended someone’s honor in the face of an organization or power far greater than you. You joined the PCs because they offered aid and friendship when, out of fear of reprisals, no one else would.

Weird

You aren’t like anyone else, and that’s fine with you. People don’t seem to understand you—they even seem put off by you—but who cares? You understand the world better than they do because you’re weird, and so is the world you live in. The concept of “the weird” is well known to you. Strange devices, ancient locales, bizarre creatures, storms that can transform you, living energy fields, conspiracies, aliens, and things most people can’t even name populate the world, and you thrive on them. You have a special attachment to it all, and the more you discover about the weirdness in the world, the more you might discover about yourself.

Weird characters might be mutants or people born with strange qualities, but sometimes they started out “normal” and adopted the weird by choice.

You gain the following characteristics:

Inner Light: +2 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.HV2tw9N81PJawwwx]{Distinctive Physical Quirk}: You have a unique physical aspect that is, well, bizarre. Depending on the setting, this can vary greatly. You might have purple hair or metal spikes on your head. Perhaps your hands don’t connect to your arms, although they move as if they do. Maybe a third eye stares out from the side of your head, or superfluous tendrils grow from your back. Whatever it is, your quirk might be a mutation, a supernatural trait (a blessing or curse), a feature with no explanation, or just a really wild tattoo that draws a lot of attention.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.zKHJrLeBOfy0p9du]{A Sense for the Weird}: Sometimes—at the GM’s discretion—weird things relating to the supernatural or its effects on the world seem to call out to you. You can sense them from afar, and if you get within long range of such a thing, you can sense whether it is overtly dangerous or not.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.uBvX2CVPg5MNgjwW]{Skill}: You are trained in supernatural knowledge.

@UUID[Compendium.cyphersystem-compendium.inabilities.JDEjrsDDDqVcqSZp]{Inability}: People find you unnerving. All tasks relating to pleasant social interaction are hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. It seemed weird, so why not?

  2. Whether the other PCs realize it or not, their mission has to do with something weird that you know about, so you got involved.

  3. As an expert in the weird, you were specifically recruited by the other PCs.

  4. You felt drawn to join the other PCs, but you don’t know why.

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Focus is what makes a character unique. No two PCs in a group should have the same focus. A focus gives a character benefits when they create their character and each time they ascend to the next tier. It’s the verb of the sentence “I am an adjective noun who verbs.”

This chapter contains nearly a hundred sample foci, such as Bears a Halo of Fire, Would Rather Be Reading, and Pilots Starcraft. These foci can be chosen and used as presented by a player, or by the GM who adds them to a list of available foci for their players in their next campaign.

In addition, the latter half of this chapter provides tools for the GM or an enterprising player to create their own custom foci that perfectly match the needs of a given game or campaign, as presented in Creating New Foci.

Choosing Foci

Not all foci are appropriate for every genre. The Genre chapter provides guidance, but this section offers some broad generalizations. Obviously, the GM can include whatever foci are available in their setting. Foci end up being an important distinction in this case, because Commands Mental Powers, for example, makes it clear that psychic abilities exist in the setting, just as Howls at the Moon implies the existence of lycanthropes like werewolves, and Pilots Starcraft, of course, requires starships available to pilot.

When a focus is chosen for a character, they get a special connection to one or more of their fellow PCs, a first-tier ability, and perhaps additional starting equipment: one or two pieces of equipment that might be required for the character to use their ability, or that might pair well with the focus. For instance, a character that can build things needs a set of tools. A character that’s constantly on fire needs a set of clothes that are immune to flame. A character that draws runes to cast spells needs writing implements. A character that slays monsters with a sword needs a sword. And so on. That said, many foci don’t require additional equipment.

Each focus also offers one or more suggestions—GM intrusions—for possible effects or consequences of really good or really bad die rolls.

A couple of foci presented in this chapter provide a “type swap option” that allows a player to swap an ability that would otherwise be gained from their type for the indicated ability instead. A player doesn’t have to make the swap; they merely have the option. For instance, the focus Loves the Void provides the option to gain the ability Have Spacesuit, Will Travel instead of a type ability.

As a character progresses to a new tier, a focus grants more abilities. Each tier’s benefit is usually labeled Action or Enabler. If an ability is labeled Action, a character must take an action to use it. If an ability is labeled Enabler, it makes other actions better or gives some other benefit, but it’s not an action. An ability that allows a character to blast foes with lasers is an action. An ability that grants additional damage when an attack is made is an enabler. An enabler is used in the same turn as another action, and often as part of another action.

Each tier’s benefits are independent of and cumulative with benefits from other tiers (unless indicated otherwise). So if a first-tier ability grants +1 to Armor and a fourth-tier ability also grants +1 to Armor, when the character reaches fourth tier, a total of +2 to Armor is granted.

At tier 3 and tier 6, the character is asked to choose one ability from the two options provided.

Finally, you can choose whether you want to expand the story behind the focus (though that’s not mandatory).

Focus Connections

Choose a connection that goes well with the focus. If you’re a GM choosing (or creating) one or more foci for your players, choose up to four of the following connections.

  1. Pick one other PC. For reasons unknown to you, that character is completely immune to your focus abilities, whether you use them for help or for harm.

  2. Pick one other PC. You knew of that character years ago, but you don’t think they knew you.

  3. Pick one other PC. You’re always trying to impress them, but you’re not sure why.

  4. Pick one other PC. That character has a habit that annoys you, but you’re otherwise quite impressed with their abilities.

  5. Pick one other PC. That character shows potential in appreciating your particular paradigm, fighting style, or other
    focus-provided attribute. You would like to train them, but you’re not necessarily qualified to teach (that’s up to you), and they might not be interested (that’s up to them).

  6. Pick one other PC. If they are within immediate range when you’re in a fight, sometimes they provide an asset, and sometimes they accidentally hinder your attack rolls (50% chance either way, determined per fight).

  7. Pick one other PC. You once saved their life, and they clearly feel indebted to you. You wish they didn’t; it’s just part of the job.

  8. Pick one other PC. That character recently mocked you in some fashion that really hurt your feelings. How you deal with this (if at all) is up to you.

  9. Pick one other PC. That character knows you have suffered at the hands of robotic entities in the past. Whether you hate robots now is up to you, which may affect your relationship with the character if they are friendly with robots or have robotic parts.

  10. Pick one other PC. That character comes from the same place you do, and you knew each other as children.

  11. Pick one other PC. In the past, they taught you a few tricks to use in a fight.

  12. Pick one other PC. That character doesn’t seem to approve of your methods.

  13. Pick one other PC. Long ago, the two of you were on opposite sides of a fight. You won, though you “cheated” in their eyes (but from your perspective, all’s fair in a fight). They may be ready for a rematch, though that’s up to them.

  14. Pick one other PC. You are always trying
    to impress that character with your skill, wit, appearance, or bravado. Perhaps they are a rival, perhaps you need their respect, or perhaps you’re romantically interested
    in them.

  15. Pick one other PC. You fear that character is jealous of your abilities and worry that it might lead to problems.

  16. Pick one other PC. You accidentally caught them in a trap you set, and they had to get free on their own.

  17. Pick one other PC. You were once hired to track down someone who was close to that character.

  18. Pick two PCs (preferably ones who are likely to get in the way of your attacks). When you miss with an attack and the GM rules that you struck someone other than your target, you hit one of these two characters.

  19. Pick one other PC. You’re not sure how or from where, but that character has a line on bottles of rare alcohol and can get them for you for half price.

  20. Pick one other PC. You recently had a possession go missing, and you’re becoming convinced that they took it. Whether or not they did is up to them.

  21. Pick one other PC. They always seem to know where you are, or at least in what direction you are in relation to them.

  22. Pick one other PC. Seeing you use your focus abilities seems to trigger an unpleasant memory in that character. That memory is up to the other PC, although they may not be able to consciously recall it.

  23. Pick one other PC. Something about them interferes with your abilities. When they stand next to you, your focus abilities cost 1 additional point.

  24. Pick one other PC. Something about them complements your abilities. When they stand next to you, the first focus ability you use in any 24-hour period costs 2 fewer points.

  25. Pick one other PC. You have known that character for a while, and they helped you gain control of your focus-related abilities.

  26. Pick one other PC. Sometime in that character’s past, they had a devastating experience while attempting something that you do as a matter of course thanks to your focus. Whether they choose to tell you about it is up to them.

  27. Pick one other PC. Their occasional clumsiness and loud behavior irritate you.

  28. Pick one other PC. In the recent past, while practicing, you accidentally hit them with an attack, wounding them badly. It is up to them to decide whether they resent or forgive you.

  29. Pick one other PC. They owe you a significant amount of money.

  30. Pick one other PC. In the recent past, while escaping a threat, you accidentally left that character to fend for themselves. They survived, but just barely. It is up to the player of that character to decide whether they resent you or have decided to forgive you.

  31. Pick one other PC. Recently, they accidentally (or perhaps intentionally) put you in a position of danger. You’re fine now, but you’re wary around them.

  32. Pick one other PC. From your perspective, they seem nervous around a specific idea, person, or situation. You would like to teach them how to be more comfortable with their fears (if they will let you).

  33. Pick one other PC. They called you a coward once.

  34. Pick one other PC. That character always recognizes you or your handiwork, whether you’re in disguise or are long gone when they arrive on the scene.

  35. Pick one other PC. You inadvertently caused an accident that put them into a sleep so deep they didn’t wake for three days. Whether they forgive you or not is up to them.

  36. Pick one other PC. You are pretty sure you are related in some fashion.

  37. Pick one other PC. You accidentally learned something they were trying to keep a secret.

  38. Pick one other PC. They are especially sensitive to the use of your flashier focus abilities, and occasionally they become dazzled for a few rounds, which hinders their actions.

  39. Pick one other PC. They appear to have a treasured item that was once yours, but that you lost in a game of chance years ago.

  40. Pick one other PC. If it wasn’t for you, that character would have failed a past test of mental achievement.

  41. Pick one other PC. Based on a couple of comments you’ve overheard, you suspect that they don’t hold your area of training or favorite hobby in the highest regard.

  42. Pick one other PC whose focus intertwines with yours. This odd connection affects them in some way. For example, if the character uses a weapon, your focus ability sometimes improves their attack in some fashion.

  43. Pick one other PC. They are deathly afraid of heights. You would like to teach them how to be more comfortable with their feet off the ground. They must decide whether or not to take you up on your offer.

  44. Pick one other PC. They are skeptical of your claims about something momentous that happened in your past. They might even attempt to discredit you or discover the “secret” behind your story, though that’s up to them.

  45. Pick one other PC. They have a knack for being able to recognize where your plans or schemes have a weak spot.

  46. Pick one other PC. That character’s face is so intriguing to you in a way you don’t understand that you sometimes find yourself sketching their likeness in the dirt or using some other medium you have access to.

  47. Pick one other PC. That character has an extra item of regular equipment you gave them, either something you made or an item you just wanted to give them. (They choose the item.)

  48. Pick one other PC. They commissioned you to do a job for them. You’ve already been paid but haven’t yet completed the job.

  49. Pick one other PC. You worked together in the past, and the job ended badly.

  50. Pick one other PC. While they stand next to you and use their action to concentrate on helping you, one of your focus ability’s ranges is doubled.

Story Behind The Focus

The foci in this book have been purposely stripped down to basics so they have the widest possible application across multiple genres. A single descriptive sentence or two summarizes each one. After you choose a focus, you have the option to expand its presentation by adding more story and description relevant to the world or to the character.

For instance, if you choose Operates Undercover, the summarizing description is “Under the guise of someone else, you seek to find answers the powerful do not want divulged.” If you choose Conducts Weird Science, the summary is “Your preternatural insight and ability make you a scientist capable of amazing feats.” These descriptions provide what you need to know to use the focus.

However, if you wish (and only if you wish; there is no requirement to do so), you can add more to those descriptions in a fashion that’s relevant for your game. For example, if you choose both Operates Undercover and Conducts Weird Science for use in a modern genre such as horror, urban fantasy, espionage, or something similar, you might expand the descriptions as shown in the following examples.

Operates Undercover: Espionage is not something you know anything about. At least, that’s what you want everyone to believe, because in truth, you’ve been trained as a spy or covert agent. You might work for a government or for yourself. You might be a police detective or a criminal. You could even be an investigative reporter.

Regardless, you learn information that others attempt to keep secret. You collect rumors and whispers, stories and hard-won evidence, and you use that knowledge to aid your own endeavors and, if appropriate, provide your employers with the information they desire. Alternatively, you might sell what you have learned to those willing to pay a premium.

You probably wear dark colors—black, charcoal grey, or midnight blue—to help blend into the shadows, unless the cover you’ve chosen requires you to look like someone else.

Conducts Weird Science: You could be a respected scientist, having been published in several peer-reviewed journals. Or you might be considered a crank by your contemporaries, pursuing fringe theories on what others consider to be scant evidence. Truth is, you have a particular gift for sifting the edges of what’s possible. You can find new insights and unlock odd phenomena with your experiments. Where others see a crackpot cornucopia, you sift the conspiracy theories for revelation. Whether you conduct your enquiries as a government contractor, a university researcher, a corporate scientist, or an indulger of curiosity in your own garage lab following your muse, you push the boundaries of what’s possible.

You probably care more about your work than trivialities such as your appearance, polite or proper behavior, or social norms, but then again, an eccentric like you might turn the tables on that stereotype too.

If you want to go even further, you could determine where a character’s focus abilities come from. Depending on the genre, they could derive those abilities from advanced and persistent training, via magical runes, through cybernetic parts, from their genetic heritage, or because of their access to advanced technology. For instance, a character might be able to blast targets with lightning because they got zapped by strange radiation or because they picked up a lightning gun. On the other hand, it might be because their intense training allowed them to learn lightning magic. The possibilities are nearly endless, and up to you to include or forgo. Because however a focus’s abilities were gained, it’s also enough that they just work.

Customizing Foci

Sometimes not everything about a focus is right for a character’s concept, or perhaps the GM needs additional guidelines for creating a new focus. Either way, the solution lies in looking at foci abilities at their most basic default levels.

At any tier, a player can select one of the following abilities in place of the ability granted by the tier. Many of these replacement abilities, particularly at the higher tiers, might involve body modification, integration with high-tech devices, learning powerful magic spells, uncovering forbidden secrets, or something similar appropriate to the genre.

Tier 1

@UUID[Compendium.cyphersystem-compendium.abilities.2x7nMe9ZGp3VjI8B]{Combat Prowess} @UUID[Compendium.cyphersystem-compendium.abilities.RnK2bmvUb7RIVPSA]{Enhanced Potential}

Tier 2

Lower-tier ability: choose any tier 1 replacement ability, above.

@UUID[Compendium.cyphersystem-compendium.abilities.CtRvLxfUlCynJv1B]{Skill With Defense} @UUID[Compendium.cyphersystem-compendium.abilities.yl2zo179wXZW5Xxc]{Practiced With All Weapons} @UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks}

Tier 3

Lower-tier ability: choose any tier 1 or 2 replacement ability, above.

@UUID[Compendium.cyphersystem-compendium.abilities.b776WTF2u1roh3n0]{Incredible Health} @UUID[Compendium.cyphersystem-compendium.abilities.rqC9cEmRkvm29N56]{Fusion Armor}

Tier 4

Lower-tier ability: choose any tier 1, 2, or 3 replacement ability, above.

@UUID[Compendium.cyphersystem-compendium.abilities.VsKeNcF252yKnh2O]{Poison Resistance} @UUID[Compendium.cyphersystem-compendium.abilities.V2BSB9or5UJdTiYF]{Built-in Weaponry}

Tier 5

Lower-tier ability: choose any tier 1, 2, 3, or 4 replacement ability, above.

@UUID[Compendium.cyphersystem-compendium.abilities.wWN4y4rATxbtMCMo]{Adaptation} @UUID[Compendium.cyphersystem-compendium.abilities.FjXL6iSD1CJKbuGT]{Defensive Field}

Tier 6

Lower-tier ability: choose any tier 1, 2, 3, 4, or 5 replacement ability, above.

@UUID[Compendium.cyphersystem-compendium.abilities.cbXNxvPdWEbKF6nA]{Reactive Field}

Foci

The full description for each focus ability listed in this section is found in the Abilities chapter, which has descriptions for type, flavor, and focus abilities in a single vast catalog.

Abides in Stone

Your flesh is made of hard mineral, making you a hulking, difficult-to-harm humanoid.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.pXrC4lkMOY7CvFLk]{Golem Body}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.U9ZBl9NeipxSLavS]{Golem Healing}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.aFEBxDGnuFi20cLo]{Golem Grip}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.zuEylYrgOVAAjs71]{Trained Basher}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.E0k0LUw0epjJGrv9]{Golem Stomp} or @UUID[Compendium.cyphersystem-compendium.abilities.NFsoXUQaq3I5h2UY]{Weaponization}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.Uk6ceaEWFjcoHNTI]{Deep Reserves}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.F6mAzjhG2T4irVjy]{Specialized Basher}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.4BQHOR98z3TYJPQu]{Still As a Statue}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.fkedtvx6UakJPOZN]{Ultra Enhancement} or @UUID[Compendium.cyphersystem-compendium.abilities.laxdkyrDuOhxfWKc]{Mind Surge}

GM Intrusions: Creatures of stone sometimes forget their own strength or weight. A walking statue can terrify common folk.

Absorbs Energy

You can harness kinetic energy and transform it into other kinds of energy.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.62zBqhQoPk6IV8lF]{Absorb Kinetic Energy}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.NMjccuRLDDnfZtZe]{Release Energy}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.UJst9mtUKNTe3Pd2]{Energize Object}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.yvPcOjjqyU3618Ob]{Absorb Pure Energy} or @UUID[Compendium.cyphersystem-compendium.abilities.wrPVUnJauasIH886]{Improved Absorb Kinetic Energy}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.Y7HUEp7IxdPuur8V]{Overcharge Energy}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.LwmoGOpgHy1K2dU4]{Energize Creature}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.5i6TqVJQQ4sTvqTm]{Energize Crowd} or @UUID[Compendium.cyphersystem-compendium.abilities.m21TAvxSQn1rGx3d]{Overcharge Device}

GM Intrusions: Energy goes to ground in a destructive way. Some predators feed directly on energy. An unintended item is drained of energy.

Awakens Dreams

You can pull images from dreams and bring them to life in the waking world.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.y08bfWS5eyeUJB3J]{Dreamcraft}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.bcEupdsF6FduFPwe]{Oneirochemy}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.bH57y3PYsMceluGy]{Dream Thief}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.FBCpBF9PXlEtIX4m]{Dream Becomes Reality} or @UUID[Compendium.cyphersystem-compendium.abilities.7GsuhcRTpDX0d1em]{Enhanced Intellect}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.FIU24o7T66ViVgyg]{Daydream}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.pUbqCBV3dBOWFgmv]{Nightmare}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.2iAHsn5ie8sYRiyb]{Chamber of Dreams} or @UUID[Compendium.cyphersystem-compendium.abilities.cbXNxvPdWEbKF6nA]{Reactive Field}

GM Intrusions: An unexpected sleepwalking episode puts the character into a dangerous situation. A nightmare breaks free of a dream.

Battles Robots

You excel in battling robots, automatons, and machine entities.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.atQ5yNq1ZEyy0z5j]{Machine Vulnerabilities}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.pYsmdnNte7o5Flca]{Tech Skills}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.aNNLomN5nZc52ZT4]{Defense Against Robots}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.QHSH8fE6l3bKz2xl]{Machine Hunting}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.ka5VA9XBi4OTnKVa]{Disable Mechanisms} or @UUID[Compendium.cyphersystem-compendium.abilities.uG2ACHNAPoZirp0b]{Surprise Attack}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.NoKdHv0FSytZR4iF]{Robot Fighter}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.NJakiz9yvoflzzBD]{Drain Power}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.jHrQLzIfjKtXBoJL]{Deactivate Mechanisms} or @UUID[Compendium.cyphersystem-compendium.abilities.58CLKxSLgaT6W6Cj]{Lethal Damage}

GM Intrusions: The robot explodes upon defeat. Other robots come after the character for revenge.

Bears a Halo of Fire

You can sheath your body in flames, which protects you and harms your foes.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.AzMtxh562JfrPdKZ]{Shroud of Flame}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.NJjAmyf9zhjRTNme]{Hurl Flame}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.TWqyBv9PEjwJKd1y]{Wings of Fire} or @UUID[Compendium.cyphersystem-compendium.abilities.srn53BB1da8Elh1t]{Fiery Hand of Doom}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.tJQmvEiYq2xBv4ZJ]{Flameblade}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.6fpCYtBDCfW6m1b0]{Fire Tendrils}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.NVdx8QjmTP5eOjDh]{Fire Servant} or @UUID[Compendium.cyphersystem-compendium.abilities.PLsz8IqWScZt0Ott]{Inferno Trail}

GM Intrusions: Fire burns flammable material. Fire spreads out of control. Primitive creatures fear fire and often attack what they fear.

Blazes With Radiance

You can create light, sculpt it, bend it away from you, or gather it to use as a weapon.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.ea7BzQy6fZqHQNET]{Enlightened}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.xZQXXjAWGBo7mTHU]{Illuminating Touch}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.teFcKcbo5ZBFbfRl]{Dazzling Sunburst}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.IUlsD8Zxp8AYbO4h]{Burning Light} or @UUID[Compendium.cyphersystem-compendium.abilities.CtRvLxfUlCynJv1B]{Skill With Defense}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.iIlgHiF1EN0fEpYx]{Sunlight}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.PyVeE7CtDVDksWG6]{Disappear}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.cE7JPRHLqIdM3b9V]{Living Light} or @UUID[Compendium.cyphersystem-compendium.abilities.FjXL6iSD1CJKbuGT]{Defensive Field}

GM Intrusions: Allies are accidentally dazzled or blinded. Bright flashes draw guards.

Brandishes an Exotic Shield

You deploy an amazing shield of pure force that provides protection and some offensive options.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.yb5PaVIPimrcJxFg]{Force Field Shield}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.aidcxXW6MokDMqY7]{Force Bash}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.vPflrS1giYnMoqL2]{Enveloping Shield}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.6nm35znCQzjAk6Gb]{Healing Pulse} or @UUID[Compendium.cyphersystem-compendium.abilities.SPL1URVkuo4PJP8I]{Throw Force Shield}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.B5zrSVUs54TUALFB]{Energized Shield}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.TXNhhyj63MMp2dVF]{Force Wall}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.zflNCqrmTL7vrYg1]{Bouncing Shield} or @UUID[Compendium.cyphersystem-compendium.abilities.Np67YSIzrP6w1PPb]{Shield Burst}

GM Intrusions: The shield is temporarily lost. A foe temporarily ends up with the shield.

Builds Robots

Your robotic creations do as they are commanded.

The word “robot” is used in this focus, though the robot you create might look very different from one created by someone else, depending on the genre. Steampunk robots, organic robots, or even magical golems are all feasible “robots.”

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.paIv2etaqLqY76y0]{Robot Assistant}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.pUliR2uWpIcE6jQX]{Robot Builder}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.kgCuCmU8kn0UMy8v]{Robot Control}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.ETGBAqAc1ApFH5cx]{Expert Follower} or @UUID[Compendium.cyphersystem-compendium.abilities.CtRvLxfUlCynJv1B]{Skill With Defense}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.BSx4qB29VwRUISm6]{Robot Upgrade}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.yqhUXLWMSNn5IYOn]{Robot Fleet}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.HAVNfVKAdwtJF6Jj]{Robot Evolution} or @UUID[Compendium.cyphersystem-compendium.abilities.BSx4qB29VwRUISm6]{Robot Upgrade}

GM Intrusions: The robot is hacked, gains a mind of its own, or unexpectedly detonates.

Calculates the Incalculable

Awesome mathematical ability allows you to model the world in real time, giving you an edge over everyone.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.vcbIe2sSMKJmawl4]{Predictive Equation}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.A853pOqz5BmPfh4w]{Higher Mathematics}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.V5oEOJ4i32t97yOG]{Predictive Model}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.CNw7shehsdySzhAK]{Subconscious Defense} or @UUID[Compendium.cyphersystem-compendium.abilities.7GsuhcRTpDX0d1em]{Enhanced Intellect}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.Z7JkIlrv7gxim4Fn]{Cognizant Offense}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.34Ycb9VK8JwHgSl4]{Greater Enhanced Intellect}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.GnQRIvynqXx1R2a0]{Further Mathematics}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.wlkPdME0r3hx9VbE]{Knowing the Unknown} or @UUID[Compendium.cyphersystem-compendium.abilities.34Ycb9VK8JwHgSl4]{Greater Enhanced Intellect}

GM Intrusions: Too many predicted results threaten to overwhelm and stun the character. A result points to imminent disaster.

Channels Divine Blessings

A devout follower of a divine being, you channel some of your deity’s power to achieve wonders.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.I9m3nOdBZ2HoEmbj]{Blessing of the Gods}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.7GsuhcRTpDX0d1em]{Enhanced Intellect}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.dJTgtIs80gOoI6ac]{Divine Radiance} or @UUID[Compendium.cyphersystem-compendium.abilities.NgHLZq3tZ3CFJvYv]{Fire Bloom}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.gDwPpgIAocEfQjPx]{Overawe}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.OkKNmMvLFwHxUv2r]{Divine Intervention}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.tgaSXp1VQiec8Jst]{Divine Symbol} or @UUID[Compendium.cyphersystem-compendium.abilities.LnZkUlKUuuD7iW3P]{Summon Demon}

GM Intrusions: A demon investigates divine magic use. A rival cult has issues with the character’s teachings.

Commands Mental Powers

You can pull images from dreams and bring them to life in the waking world.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.L2NOLfflU6HNleuT]{Telepathic}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.W5Zt9qDKCtNr49BC]{Mind Reading}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.Mc8L07dpf605FDo9]{Psychic Burst} or @UUID[Compendium.cyphersystem-compendium.abilities.iRqXVpngq6vfgtEn]{Psychic Suggestion}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.FktE2hQhSKXbWcQU]{Use Senses of Others}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.N0wzhZ676UrCR8M4]{Precognition}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.Vcfc6yjbqX6WSzCf]{Mind Control} or @UUID[Compendium.cyphersystem-compendium.abilities.K0C60k7wHBSpMQX4]{Telepathic Network}

GM Intrusions: Something glimpsed in the target’s mind is horrifying. A feedback loop allows the target to read the character’s mind.

Conducts Weird Science

Your preternatural insight and ability make you a scientist capable of amazing feats.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.4PVFXmi2cxI8MdpR]{Lab Analysis}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.eEGFknWQZUBNXn99]{Knowledge Skills}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.mFPUUmBIcGGsuwNd]{Modify Device}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.G0hoaZFQpdG7FfxO]{Better Living Through Chemistry} or @UUID[Compendium.cyphersystem-compendium.abilities.b776WTF2u1roh3n0]{Incredible Health}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.eEGFknWQZUBNXn99]{Knowledge Skills}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.gjBFpV2OvDmBqeE3]{Just a Bit Mad}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.RHLBHQuskBAVGnU8]{Weird Science Breakthrough}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.CyuPiJdYZIfNcTSy]{Incredible Feat of Science}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.JeqLEAcHOYVd78TH]{Inventor} or @UUID[Compendium.cyphersystem-compendium.abilities.FjXL6iSD1CJKbuGT]{Defensive Field}

GM Intrusions: Creations get out of control. Side effects cannot always be predicted. Weird science terrifies people and can draw the media. When a device created or modified by weird science is depleted, it detonates.

Consorts With the Dead

The dead answer your questions, and their reanimated corpses serve you.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.nvA3LwoSP7jf4h8G]{Speaker for the Dead}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.yaLHxRtVBhveqHJA]{Necromancy}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.uPvNopNWTgHGIPyR]{Reading the Room} or @UUID[Compendium.cyphersystem-compendium.abilities.rRDSzPJtUCwRVXFR]{Repair Flesh}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.vEVmBgz2TxOH3aSk]{Greater Necromancy}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.kKYyGbrQxDRSOh37]{Terrifying Gaze}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.GDphyYXSfjKE5BST]{True Necromancy} or @UUID[Compendium.cyphersystem-compendium.abilities.Gsre3acJaxhGBa0S]{Word of Death}

GM Intrusions: The character’s necromantic reputation precedes them. A corpse seeks revenge for being reanimated.

Controls Beasts

Your ability to communicate and lead beasts is uncanny.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.bOohoEcDegDBinFc]{Beast Companion}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.gT21nqWZ9Es576oC]{Soothe the Savage}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.OIk4usP2NFT0tDu7]{Communication}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.cGcblQ2qvyHM02kY]{Mount} or @UUID[Compendium.cyphersystem-compendium.abilities.h1rn92kIqG5VVYd6]{Stronger Together}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.zstBkLwRduC7vgGT]{Beast Eyes}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.0IlHHY1ktkN2L5Sp]{Improved Companion}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.pFWDdnTXCiPfwsWv]{Beast Call}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.Qm31Nw2SkBpVcv9M]{As If One Creature} or @UUID[Compendium.cyphersystem-compendium.abilities.LvoH43SKKtr3urKo]{Control the Savage}

GM Intrusions: The community is reluctant to welcome dangerous animals. Out-of-control beasts become a real hazard.

Controls Gravity

You can sway the attraction of gravity itself.

Type Swap Option: Weighty

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.UCR0rx32kEsTcgnF]{Hover}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.QH3l6ojVnasZm5U8]{Enhanced Speed Edge}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.SHMGbt30RfePtyNE]{Define Down} or @UUID[Compendium.cyphersystem-compendium.abilities.jbhcWHMiQQaR9ukO]{Gravity Cleave}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.eJpNT3QObtYiDfXY]{Field of Gravity}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.abdAcwYE8L00VakL]{Flight}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.Cnvf8fv0EEKU3iSn]{Improved Gravity Cleave} or @UUID[Compendium.cyphersystem-compendium.abilities.tMOeiKWrhp5P5CCQ]{Weight of the World}

GM Intrusions: Onlookers react with unreasoning fear. A weird interaction sends an ally or object careening into the sky.

Crafts Illusions

You fashion images from light that are so perfect they seem real.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.l60mmJrF1GupXLJB]{Minor Illusion}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.asQqC0DepYcsPxRV]{Illusory Disguise}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.JwG4lCSZIG3qUQAi]{Cast Illusion} or @UUID[Compendium.cyphersystem-compendium.abilities.hNsph7BRwllVSUre]{Major Illusion}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.hJV3hrSYcq3Zbzl5]{Illusory Selves}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.9cJ6gJZc7datpQwJ]{Terrifying Image}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.lCWWUQ0vYH2odiDv]{Grandiose Illusion} or @UUID[Compendium.cyphersystem-compendium.abilities.RNJbp1eAcMqSnYvb]{Permanent Illusion}

GM Intrusions: The illusion isn’t believable. The illusion is pierced at just the wrong moment.

Crafts Unique Objects

You’re an inventor of strange and useful objects.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.fkyJ02LbeOAfDxcF]{Crafter}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.YF8CYsYKcXpdfqH5]{Master Identifier}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.yIdq1lu1eUAkNyDC]{Artifact Tinkerer}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.m6X5wyPUPdhqLTIp]{Quick Work}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.4JDFgEhyhqReRngE]{Master Crafter} or @UUID[Compendium.cyphersystem-compendium.abilities.V2BSB9or5UJdTiYF]{Built-in Weaponry}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.M3TM1cORNnlEN0ZO]{Cyphersmith}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.y3qXWOUu7mAhg6Rb]{Innovator}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.JeqLEAcHOYVd78TH]{Inventor} or @UUID[Compendium.cyphersystem-compendium.abilities.rqC9cEmRkvm29N56]{Fusion Armor}

GM Intrusions: The object malfunctions, breaks, or suffers catastrophic or unexpected failure.

Cyphersmith works only in a setting where the cyphers are physical objects. If this isn’t the case, this ability should probably be replaced with something akin to Weird Science Breakthrough from the Conducts Weird Science focus.

Dances With Dark Matter

You can manipulate shadow and “dark” matter.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.7aCeBDGZqu8A9hMQ]{Ribbons of Dark Matter}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.VWehoqF0N6s0WMLK]{Void Wings}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.XYbtbbVKFYmDfmjO]{Dark Matter Shroud} or @UUID[Compendium.cyphersystem-compendium.abilities.MqGMnSIkHK4rOFSm]{Dark Matter Strike}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.yB4tnpDNVSOxgruq]{Dark Matter Shell}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.b44vvK2YjdSeYPJc]{Windwracked Traveler}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.JUn27j5YI3dRh2jJ]{Dark Matter Structure} or @UUID[Compendium.cyphersystem-compendium.abilities.apQwshUTjCQPym8A]{Embrace the Night}

GM Intrusions: Dark matter skulks away as if possessed by a mind of its own.

Defends the Gate

Everyone wants you on their side when it comes to a fight because nothing gets by you.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.C9x7b1qN4qmm568P]{Fortified Position}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.POaewj2PWMMfCY1i]{Rally to Me}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.VgomhLKFHDDAzW9T]{Mind for Might}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.ZvKFftq7doCxI7T5]{Fortification Builder} or @UUID[Compendium.cyphersystem-compendium.abilities.LODZEYtmmBN5D9zZ]{Divert Attacks}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.R9KnCCvGoEHvV1p0]{Greater Enhanced Might}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.hCAzOVpH0jrYc9qk]{Reinforcing Field}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.KBykf0P4WQ9Lb6TN]{Generate Force Field} or @UUID[Compendium.cyphersystem-compendium.abilities.eQIPJk2xcFGfDr3H]{Stun Attack}

GM Intrusions: A strategically important structure collapses. The enemy attacks from an unexpected direction.

Defends the Weak

You stand up for the helpless, the weak, and the unprotected.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.YvPBxDxLz16Usm7m]{Courageous}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.6zU8AURXjXgG63j6]{Warding Shield}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.9p2RJYFo6s55F5Ha]{Devoted Defender}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.fh7tK1BVjgSfZ8ml]{Insight}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.Su3LkSzdGHg9w1RO]{Dual Wards} or @UUID[Compendium.cyphersystem-compendium.abilities.GAeUBbQWE3ryv50V]{True Guardian}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.lb5Bo8BpNXdVMkmt]{Combat Challenge}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.JrSM5XYgXpxNnLl2]{Willing Sacrifice}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.aDnA7oA9ZYCEfprI]{Resuscitate} or @UUID[Compendium.cyphersystem-compendium.abilities.mjEFQ3ndDRvLB5Dj]{True Defender}

GM Intrusions: A character focused on protecting others may periodically leave themselves vulnerable to attacks.

Descends From Nobility

A descendent of wealth and power, you carry a noble title and the abilities granted by a privileged upbringing.

Type Swap Option: @UUID[Compendium.cyphersystem-compendium.abilities.S2OZtm12S2YvxD7H]{Retinue}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.xMRRfjFF0POkxyea]{Privileged Nobility}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.A8CGMbLGsJ3AHKMP]{Trained Interlocutor}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.zTsjsWVgzjQzl2MW]{Advanced Command} or @UUID[Compendium.cyphersystem-compendium.abilities.AAUqaiWxC5V4e1VH]{Noble’s Courage}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.ETGBAqAc1ApFH5cx]{Expert Follower}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.T5tn7zItPyaRcYNC]{Asserting Your Privilege}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.Eez3uExkDA20XJg3]{Able Assistance} or @UUID[Compendium.cyphersystem-compendium.abilities.qbXP6HlN56bPt7cq]{Mind of a Leader}

GM Intrusions: Debts incurred by a family are owed by the character. A long-lost sibling seeks to disinherit rivals. An assassin finds the character.

Doesn’t Do Much

You’re a slacker, but you know a little about a lot of things.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.aOzkoVf0mNSkZBtn]{Life Lessons}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.2fU3nI68oi5ScziC]{Totally Chill}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks} or @UUID[Compendium.cyphersystem-compendium.abilities.uhC4ubTGfhkNvIMX]{Improvise}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.aOzkoVf0mNSkZBtn]{Life Lessons}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.nOuOE3EkrNr81pSq]{Greater Skill With Defense}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.4necR0YTsaij4ojD]{Greater Enhanced Potential}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.wztu6KcpILxwlFTU]{Drawing on Life’s Experiences} or @UUID[Compendium.cyphersystem-compendium.abilities.Mac5S0sQe9Muf4Mv]{Quick Wits}

GM Intrusions: New situations are confounding and stressful. Past actions (or inactions) come back to haunt the character.

Drives Like A Maniac

Whether balancing on two wheels, jumping another vehicle, or driving head-on toward an oncoming enemy car, you don’t think about the risks when you’re behind the wheel.

Someone who Drives Like a Maniac needs access to a vehicle.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.DCuOpij3sNomBe1a]{Driver}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.1fu5C9JHmORmWTR8]{Driving on the Edge}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.lY7NaxsFxt1XZVk5]{Car Surfer}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.HHcC89OKZACgLB8Y]{Stare Them Down}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.hQx9SoUhY6jzUeTW]{Expert Driver} or @UUID[Compendium.cyphersystem-compendium.abilities.QH3l6ojVnasZm5U8]{Enhanced Speed Edge}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.EQXA8Gcwdc7dU8lw]{Sharp-Eyed}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.tuofJSTVjOEwRUem]{Enhanced Speed}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.vVax9KyZ3U4Wpok8]{Something in the Road}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.qKDngpAWNEzhdRj5]{Trick Driver} or @UUID[Compendium.cyphersystem-compendium.abilities.58CLKxSLgaT6W6Cj]{Lethal Damage}

GM Intrusions: The engine develops a knock. The bridge on the road ahead is out. The windshield shatters. Someone unexpectedly runs in front of the vehicle.

Emerged From the Obelisk

Your body, hard as crystal, gives you a suite of unique abilities, gained after an interaction with a floating crystalline obelisk.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.bzeuikGxbM7noj2z]{Crystalline Body}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.UCR0rx32kEsTcgnF]{Hover}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.QsXOz48JgyXYEEqS]{Inhabit Crystal} or @UUID[Compendium.cyphersystem-compendium.abilities.4Fe5z4FD71eHlbbd]{Immovable}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.hIWg9VFNnYnrknAu]{Crystal Lens}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.ucsscEpO5L2gIYZg]{Resonant Frequency}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.bY52t6eGONKu8Kr4]{Resonant Quake} or @UUID[Compendium.cyphersystem-compendium.abilities.tR2v2vMu3TgN21OJ]{Return to the Obelisk}

GM Intrusions: Cyphers and artifacts react unexpectedly in the character’s hands.

Employs Magnetism

You command metal and the power of magnetism.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.p2JmtbtuzscW1ogs]{Move Metal}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.MK2dp11krszjDsyc]{Repel Metal}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.0XSuUGS0UyrhiW44]{Destroy Metal} or @UUID[Compendium.cyphersystem-compendium.abilities.4v5pXMwFeB7xQzME]{Guide Bolt}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.n985WYLPzj2XqBry]{Magnetic Field}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.uN2YVmNxkFj3SFof]{Command Metal}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.fruWNFBBNLpcGLaC]{Diamagnetism} or @UUID[Compendium.cyphersystem-compendium.abilities.SZtOjKk7ScShJT6G]{Iron Punch}

GM Intrusions: The metal twists, bends, or produces shrapnel. A lapse in concentration might cause something to slip or drop at just the wrong time.

Entertains

You perform, mostly for the benefit of others.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.rfsCCpxcsjc8hr60]{Levity}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.oilgQ4oM02Pa0eNp]{Inspiration}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.eEGFknWQZUBNXn99]{Knowledge Skills} or @UUID[Compendium.cyphersystem-compendium.abilities.4necR0YTsaij4ojD]{Greater Enhanced Potential}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.CLObcsu2DKKKhzyK]{Calm}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.Eez3uExkDA20XJg3]{Able Assistance}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.kZ3LhhYZKrcnBplY]{Master Entertainer} or @UUID[Compendium.cyphersystem-compendium.abilities.xRIDlrBzTXVYC5rh]{Vindictive Performance}

GM Intrusions: The audience is annoyed or offended. Musical instruments break. Paints dry in their pots. The words to a poem or song are forgotten.

Note: Erratum

It seems that the tier 2 ability is supposed to be @UUID[Compendium.cyphersystem-compendium.abilities.DLxDL49VjUEMAjxZ]{Inspiring Ease} instead of Inspiration.

Exists in Two Places at Once

You exist in two places at once.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.P1jQZdPIrxo4wNlr]{Duplicate}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.PRh7n2VLXyRa4il9]{Share Senses}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.FwEUY43Q8EMVCCsL]{Superior Duplicate} or @UUID[Compendium.cyphersystem-compendium.abilities.oEubmS7pZ3zFK8uJ]{Resilient Duplicate}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.nVFRDMhuWDrdve4F]{Damage Transference}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.jmjxGRJTwztzBtLc]{Coordinated Effort}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.rsYzxCchklPSFAp7]{Multiplicity} or @UUID[Compendium.cyphersystem-compendium.abilities.oEubmS7pZ3zFK8uJ]{Resilient Duplicate}

GM Intrusions: Perceiving the world from two different places disorients the character, causing momentary vertigo, nausea, or confusion.

Exists Partially Out of Phase

A bit translucent, you’re slightly out of phase and can move through solid objects.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.g0SqMvb020tiTQ48]{Walk Through Walls}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.2j6Hqr2Y8Xbz97c4]{Defensive Phasing}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.cJB7wj5okdPZuRNb]{Phased Attack} or @UUID[Compendium.cyphersystem-compendium.abilities.MFBq4Fc432FS6nkX]{Phase Door}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.Kk9lHkiaqsr3pUmk]{Ghost}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.QLRztjFH4YetYM6l]{Untouchable}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.xHLPf1FETmn06aA8]{Enhanced Phased Attack} or @UUID[Compendium.cyphersystem-compendium.abilities.ptH3O4GES71CClGO]{Phase Foe}

GM Intrusions: The character is sent phasing into an unexpected dimension. The character becomes lost in a large solid.

Explores Dark Places

You’re the archetypal treasure hunter, scavenger, and finder of lost things.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.MwDYD8V1CJv8w9rR]{Superb Explorer}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.aJ1T8XqGF38vyzV2]{Superb Infiltrator}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.xskKzxBoGvSrje4e]{Eyes Adjusted}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.LdHCwZcifnRRuPrp]{Nightstrike} or @UUID[Compendium.cyphersystem-compendium.abilities.JhBTTC5ZUTT8NvUA]{Slippery Customer}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.5t5EIoGSan3pQ08D]{Hard-Won Resilience}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.xRvaY8SG4HVy5WO8]{Dark Explorer}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.XRXQwJplJrm7onbN]{Blinding Attack} or @UUID[Compendium.cyphersystem-compendium.abilities.2asT0zvk1kw5hC1v]{Embraced by Darkness}

GM Intrusions: Possessions fall out of pockets or bags in the dark; maps get lost; information gained fails to include an important detail.

Fights Dirty

You’ll do anything to win a fight: bite, scratch, kick, trick, and worse.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.VAGafmOiBpvU2eq0]{Tracker}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.gwMRhz3h9zxbVQXt]{Stalker}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.sHdBJdVshvtAqz1K]{Sneak}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.FEkLEYwk7r9KE7oC]{Quarry}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.7Gxuqkwo4i47yHe3]{Betrayal} or @UUID[Compendium.cyphersystem-compendium.abilities.uG2ACHNAPoZirp0b]{Surprise Attack}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.R9WffstnihzBuuvW]{Mind Games}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.gNRMG3mJTzWaCGph]{Capable Warrior}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.vhGEeFVgyqX1gzRr]{Using the Environment}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.Z4QcjOxgltEJPm96]{Twisting the Knife} or @UUID[Compendium.cyphersystem-compendium.abilities.KNElOxbWobS1ygLv]{Murderer}

GM Intrusions: People look poorly upon those who cheat or fight without honor. Sometimes a dirty trick backfires.

Fights With Panache

You’re a swashbuckling daredevil who fights with flamboyant style that’s entertaining to watch.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.b8rtgyatE8o9FaRS]{Attack Flourish}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.GQeO9RXVzeriLsfy]{Quick Block}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.ra0A8MtQjZEYhJPr]{Acrobatic Attack} or @UUID[Compendium.cyphersystem-compendium.abilities.tmrSKjGmjbxfIqPI]{Flamboyant Boast}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.3JWMtJBjf3oUWaxP]{Block for Another}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.jaGs9nmLaywdRMUN]{Fast Kill}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.vhGEeFVgyqX1gzRr]{Using the Environment}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.cuK7oPGFdlOPoc44]{Agile Wit} or @UUID[Compendium.cyphersystem-compendium.abilities.G5bTthwpEf5azVHA]{Return to Sender}

GM Intrusions: The display comes off looking silly, clumsy, or unattractive.

Flies Faster Than a Bullet

You can fly, and you’re superstrong, hard to hurt, and fast too. Is there anything you can’t do?

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.UCR0rx32kEsTcgnF]{Hover}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.4necR0YTsaij4ojD]{Greater Enhanced Potential}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.sPheWt9emoY3PCA8]{Hidden Reserves} or @UUID[Compendium.cyphersystem-compendium.abilities.rYyymKUc0QKWdNsy]{See Through Matter}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.Zps9ZUc9RD1mRDEK]{Blink of an Eye}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.s68x7VxwueUkCkOg]{Up to Speed}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.sbGo2i4oqy1aUeQ6]{Not Dead Yet}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.IUlsD8Zxp8AYbO4h]{Burning Light} or @UUID[Compendium.cyphersystem-compendium.abilities.NMgopYfoagESHtea]{Ignore Affliction}

GM Intrusions: A nemesis finds the character. A strange material is found to nullify the character’s abilities.

Focuses Mind Over Matter

You can telekinetically move objects with your mind without physically touching them.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.LODZEYtmmBN5D9zZ]{Divert Attacks}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.xDn74LRD6xlMUqj2]{Telekinesis}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.gyZd83dgvZnQrmbb]{Cloak of Opportunity} or @UUID[Compendium.cyphersystem-compendium.abilities.bvqDafTBMB7Uo9Qj]{Enhance Strength}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.loOJI9ZakIwGrmW1]{Apportation}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.8wSx2qtKXq0dWxId]{Psychokinetic Attack}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.iEOf9IkbHU8oBOMm]{Improved Apportation} or @UUID[Compendium.cyphersystem-compendium.abilities.YFbC1HRis4SpZgrS]{Reshape}

GM Intrusions: One mental slip, and moving objects drop or fragile objects break. Sometimes the wrong item moves, falls, or breaks.

Note: Erratum

It seems that the tier 1 ability is supposed to be @UUID[Compendium.cyphersystem-compendium.abilities.YcDF62pED8waUtry]{Deflect Attacks} instead of Divert Attacks.

Fuses Flesh and Steel

Your body is part machine.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.dPFQTFRzv7D7PYKq]{Enhanced Body}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.4dTGeclZRVjzn5tT]{Interface}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.syiylO75dZlcUp3i]{Sensing Package} or @UUID[Compendium.cyphersystem-compendium.abilities.NFsoXUQaq3I5h2UY]{Weaponization}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.42sPqHxJEybiZ6Vh]{Fusion}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.Uk6ceaEWFjcoHNTI]{Deep Reserves}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.laxdkyrDuOhxfWKc]{Mind Surge} or @UUID[Compendium.cyphersystem-compendium.abilities.fkedtvx6UakJPOZN]{Ultra Enhancement}

GM Intrusions: People in most societies are afraid of someone who is revealed to have mechanical parts.

Fuses Mind and Machine

Electronic aids implanted in your brain make you a mental powerhouse.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.7GsuhcRTpDX0d1em]{Enhanced Intellect}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.eEGFknWQZUBNXn99]{Knowledge Skills}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.2GicRKJcPO3hmlwD]{Network Tap}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.GK0o4fjCtxgAP269]{Action Processor} or @UUID[Compendium.cyphersystem-compendium.abilities.dLJ0B35UlB5wxCf4]{Machine Telepathy}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.34Ycb9VK8JwHgSl4]{Greater Enhanced Intellect}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.eEGFknWQZUBNXn99]{Knowledge Skills}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.MA2Pwhbpbq2SSIQy]{See the Future}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.teF5kZpAuRfZKfxn]{Machine Enhancement} or @UUID[Compendium.cyphersystem-compendium.abilities.laxdkyrDuOhxfWKc]{Mind Surge}

GM Intrusions: Machines malfunction and shut down. Powerful machine intelligences can take control of lesser thinking machines. Some people don’t trust a person who isn’t fully organic.

Grows to Towering Heights

For brief periods, you can grow larger and, with enough experience, to towering heights.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.HDYOv1V10xpFbFI7]{Enlarge}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.HoUOwIPfKTlxyQH0]{Freakishly Large}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.GmMePJHTRl6PshR6]{Bigger}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.wifCvRG9OhsTDT30]{Advantages of Being Big}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.uNzF1oQKJ6T1yqL4]{Huge} or @UUID[Compendium.cyphersystem-compendium.abilities.WuNUt6ltWGDdjNLS]{Throw}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.48i5ybVtZaTlFLJf]{Grab}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.0XYaYNoQzrYYKR4p]{Gargantuan}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.hbbPZIjq81Qqdp6i]{Colossal} or @UUID[Compendium.cyphersystem-compendium.abilities.58CLKxSLgaT6W6Cj]{Lethal Damage}

GM Intrusions: Rapid growth knocks over furnishings or smashes through ceilings or hanging lights. An enlarged character breaks through the floor.

Helps Their Friends

You love your friends and help them out of any difficulty, no matter what.

Type Swap Option: Advice From a Friend

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.lZCAKgP966BuU4uF]{Friendly Help}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.YvPBxDxLz16Usm7m]{Courageous}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.QGSHCRW46vn5Xdwu]{Weather the Vicissitudes}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.knh2MWMhCgqOjWYD]{Buddy System} or @UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.RgosWDt0hkosbVQr]{In Harm’s Way}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.MwVDTy2Rx1V7Tyly]{Enhanced Physique}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.FiSwskgQGBjp4IhZ]{Inspire Action}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.1tkQKo32UKxTUUPn]{Deep Consideration} or @UUID[Compendium.cyphersystem-compendium.abilities.CtRvLxfUlCynJv1B]{Skill With Defense}

GM Intrusions: Others sometimes have ulterior motives. The law takes an undue interest. Even when everything goes right, repercussions follow.

Howls at the Moon

For brief periods, you become a fearsome and powerful creature with control issues.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.8DXGUr433iXaVCSv]{Beast Form}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.wIOwT1tjGLMYzZAb]{Controlled Change}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.NIePQkLH2DTVjZR2]{Bigger Beast Form} or @UUID[Compendium.cyphersystem-compendium.abilities.Ee8QC6fkRvD1yw6h]{Greater Beast Form}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.wqzexDdZolWgxAza]{Greater Controlled Change}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.A9uQnidn6SKTNHJA]{Enhanced Beast Form}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.58CLKxSLgaT6W6Cj]{Lethal Damage} or @UUID[Compendium.cyphersystem-compendium.abilities.85DCcEDqvz6A0LkD]{Perfect Control}

GM Intrusions: The change happens in an uncontrolled fashion. People are terrified of monsters.

Hunts

You are a stalking hunter who excels at bringing down your selected quarry.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.b8rtgyatE8o9FaRS]{Attack Flourish}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.VAGafmOiBpvU2eq0]{Tracker}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.FEkLEYwk7r9KE7oC]{Quarry}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.sHdBJdVshvtAqz1K]{Sneak}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.aBfj6w1y6noOzB7d]{Horde Fighting} or @UUID[Compendium.cyphersystem-compendium.abilities.57txEIyzuPUQOqVP]{Sprint and Grab}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.uG2ACHNAPoZirp0b]{Surprise Attack}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.LE8NtDKG9TzXBv5B]{Hunter’s Drive}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.oroWEBbp3cvrYwH9]{Greater Skill With Attacks} or @UUID[Compendium.cyphersystem-compendium.abilities.ENO71nxs3MSKzvq6]{Multiple Quarry}

GM Intrusions: The quarry notices the character. The quarry isn’t as vulnerable as it seemed.

Infiltrates

Subtlety, guile, and stealth allow you to get in where others can’t.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.QAdh0yZBjJsHdJjD]{Stealth Skills}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.WUY75HFAqAu1i9ku]{Sense Attitudes}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.vFc52xBtBp69WglW]{Impersonate}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.LFiTEQpWhXBgIZWb]{Flight Not Fight}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.ZB80ZclRSzEcr4o1]{Awareness} or @UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.wvlSlYCJyrJuFqtn]{Invisibility}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.N0OZaNOIbHTiWDL1]{Evasion}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.3SiJ5Drao8XtmgzV]{Brainwashing} or @UUID[Compendium.cyphersystem-compendium.abilities.jrTEtAhE6GfLW7R4]{Spring Away}

GM Intrusions: Spies are treated harshly when caught. Allies disavow infiltrators who get caught. Some secrets are better left unknown.

Interprets the Law

You excel at winning others over to your views.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.EbnGDC61relhYaib]{Opening Statement}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.xBQM1AmjmcjmPDDD]{Knowledge of the Law}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.2GwH3ugd7aHrWZRz]{Debate}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.Eez3uExkDA20XJg3]{Able Assistance} or @UUID[Compendium.cyphersystem-compendium.abilities.FQPA8oY3xiZIL6aG]{Enhanced Intellect Edge}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.Hw16NpdbdJOqVF4z]{Castigate}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.kcXnkEBuyNil4Nd4]{No One Knows Better}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.4necR0YTsaij4ojD]{Greater Enhanced Potential} or @UUID[Compendium.cyphersystem-compendium.abilities.pGJIwlCJDib2Splm]{Legal Intern}

GM Intrusions: Onlookers react badly to a know-it-all. A distraction or interruption throws the character’s argument off the rails.

Is Idolized by Millions

You’re a celebrity and most people adore you.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.ZK4CUb9HH4J5A8IN]{Entourage}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.zGoUoC6i0f1SbUqE]{Celebrity Talent}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.6QXGJBsJPDFgcdq5]{Perks of Stardom}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.b776WTF2u1roh3n0]{Incredible Health} or @UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.mUhnX0UmEw2BROkI]{Captivate With Starshine}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.ETGBAqAc1ApFH5cx]{Expert Follower}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.1W0sBVHxG7LESCPl]{Do You Know Who I Am?}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.zZYSSAFXtJcuezxM]{Transcend the Script} or @UUID[Compendium.cyphersystem-compendium.abilities.0IlHHY1ktkN2L5Sp]{Improved Companion}

GM Intrusions: Fans are endangered or hurt on your behalf. Someone in your entourage betrays you. Your show, tour, contract, or other event is canceled. The media posts photos of you in an embarrassing situation.

Is Licensed to Carry

You carry a gun and you know how to use it in a fight.

Although Is Licensed to Carry is designed with modern firearms in mind, it could apply to flintlock weapons, futuristic laser blasters, or other ranged weapons.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.1SBd1jm66eSo4eHn]{Gunner}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.wAbsUj5mHZatr3JG]{Practiced With Guns}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.Mbq7D0u4Vee0NKYz]{Careful Shot}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.I8N5PUMy5Eq7cqZl]{Trained Gunner} or @UUID[Compendium.cyphersystem-compendium.abilities.UlQ7w5iD57Hfdzce]{Damage Dealer}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.oNk0Nhle1XwBhOvp]{Snap Shot}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.WrJDw2X8JHcljjP4]{Arc Spray}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.BM6YnBez7sVnrGUh]{Special Shot} or @UUID[Compendium.cyphersystem-compendium.abilities.58CLKxSLgaT6W6Cj]{Lethal Damage}

GM Intrusions: Misfire or jam! The attack fails and the action is lost, plus an additional action is needed to fix the problem.

Is Wanted by the Law

“WANTED, DEAD OR ALIVE” posters (or their equivalent) have appeared featuring your face. It’s up to you whether it’s a mistake that snowballed out of control or you actually would kill someone just for looking at you.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.tuofJSTVjOEwRUem]{Enhanced Speed}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.UyQTRi5ZwWU5tMO0]{Danger Sense}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.uG2ACHNAPoZirp0b]{Surprise Attack}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.DMBJEypEWuAS2lai]{Outlaw Reputation} or @UUID[Compendium.cyphersystem-compendium.abilities.36nlDXhOP5e5dfns]{Successive Attack}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.jaGs9nmLaywdRMUN]{Fast Kill}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.fD8yD0pGCMdOJkGb]{Band of Desperados}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.sbGo2i4oqy1aUeQ6]{Not Dead Yet} or @UUID[Compendium.cyphersystem-compendium.abilities.58CLKxSLgaT6W6Cj]{Lethal Damage}

GM Intrusions: Most people do not take well to discovering a wanted outlaw in their midst.

Keeps a Magic Ally

An allied magic creature bound to an object (such as a minor djinn in a lamp, or a ghost in a pipe) is your friend, protector, and weapon.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.9Kag2UMn6Wdxq4Zo]{Bound Magic Creature}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.PCTUkuALVb0GdTCe]{Object Bond}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.1KjY8D1dvLc3NuUv]{Hidden Closet}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.l0OFjk5XVGV5LzP1]{Minor Wish} or @UUID[Compendium.cyphersystem-compendium.abilities.cGcblQ2qvyHM02kY]{Mount}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.QxOsAHpd8ZkEXI5u]{Improved Object Bond}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.m2j3n3xiExLcXAAn]{Moderate Wish}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.Aprz5cRtdgiAIYUM]{Object Bond Mastery} or @UUID[Compendium.cyphersystem-compendium.abilities.V7npSeuqG3JI4Dvv]{Trust to Luck}

GM Intrusions: The creature unexpectedly disappears into its bound object. The bound object cracks. The creature disagrees and doesn’t do as asked. The creature says it’s leaving unless a task is performed for it.

Leads

Your natural leadership capability allows you to command others, including a loyal band of followers.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.FDUGlu7DZhdfxH2P]{Natural Charisma}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.DmnRMTfHYaeoYFVu]{Good Advice}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.RnK2bmvUb7RIVPSA]{Enhanced Potential}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.4XwwFeGO5haHxvQs]{Basic Follower}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.zTsjsWVgzjQzl2MW]{Advanced Command} or @UUID[Compendium.cyphersystem-compendium.abilities.ETGBAqAc1ApFH5cx]{Expert Follower}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.8EMTH3JCrC5Vjt63]{Captivate or Inspire}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.4necR0YTsaij4ojD]{Greater Enhanced Potential}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.KpbEHKNSEycVB1GU]{Band of Followers} or @UUID[Compendium.cyphersystem-compendium.abilities.qbXP6HlN56bPt7cq]{Mind of a Leader}

GM Intrusions: Followers fail, betray, lie, become corrupted, get kidnapped, or die.

Learns Quickly

You deal with bad situations as they arise, learning new lessons each time.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.7GsuhcRTpDX0d1em]{Enhanced Intellect}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.0xVoKhKKvzxIbtJD]{There’s Your Problem}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.YCwy44WnpusEYN7g]{Quick Study}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.qgholblGXKQri99M]{Hard to Distract}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.FQPA8oY3xiZIL6aG]{Enhanced Intellect Edge} or @UUID[Compendium.cyphersystem-compendium.abilities.dVh39nh5ARUxreUc]{Flex Skill}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.dIK67k9aoBbFBnkf]{Pay It Forward}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.7GsuhcRTpDX0d1em]{Enhanced Intellect}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.2LaX22wvw35lDger]{Learned a Few Things}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.EE1xCQ3OvCrdrG6z]{Two Things at Once} or @UUID[Compendium.cyphersystem-compendium.abilities.CtRvLxfUlCynJv1B]{Skill With Defense}

GM Intrusions: Accidents and mistakes are great teachers.

Lives in the Wilderness

You can survive in badlands where others perish.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.KqV5RSzOU3S3NK51]{Wilderness Life}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.wHcuP6T7Ti6j5Y8C]{Enhanced Might}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.vFQaDsHzJpTSV8Tw]{Living Off the Land}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.Db7aRY4t1mwRpcoL]{Wilderness Explorer}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.KAAezRI2l8rdp1NS]{Animal Senses and Sensibilities} or @UUID[Compendium.cyphersystem-compendium.abilities.Ja8ebgq2RDQryN62]{Wilderness Encouragement}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.CBdIPMJ2oOOesmod]{Wilderness Awareness}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.pfZzabIIEuU4kSH3]{The Wild Is on Your Side}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.Wj6oHOvnZkZjulwI]{One With the Wild} or @UUID[Compendium.cyphersystem-compendium.abilities.TRdK7RJBkq8WW4np]{Wild Camouflage}

GM Intrusions: People in cities and towns sometimes disparage those who look (and smell) like they live in the wilds, as if they were ignorant or barbaric.

Looks for Trouble

You’re a scrapper and love a good fight.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.Hgr8QZmzjXmYorfs]{Fists of Fury}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.XseI77zSp7iHkEWq]{Wound Tender}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.qp1jDaFiRR5xPPMn]{Protector}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.tFhd4dEGikOd1g1K]{Straightforward}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks} or @UUID[Compendium.cyphersystem-compendium.abilities.4necR0YTsaij4ojD]{Greater Enhanced Potential}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.2K3b6cTuLEGZfYqa]{Knock Out}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.kNSRytTtQX0rU3aE]{Mastery With Attacks}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.R9KnCCvGoEHvV1p0]{Greater Enhanced Might} or @UUID[Compendium.cyphersystem-compendium.abilities.58CLKxSLgaT6W6Cj]{Lethal Damage}

GM Intrusions: Weapons break or fly from even the strongest grip. Brawlers trip and fall. Even the battlefield can work against you with things falling or collapsing.

Loves the Void

When it’s just you, your spacesuit, and the panorama of stars wheeling out forever and always, you are at peace.

Type Swap Option: @UUID[Compendium.cyphersystem-compendium.abilities.geCiPXMF2sIRJ68U]{Have Spacesuit, Will Travel}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.zgcoMEc4j2MjpDhC]{Vacuum Skilled}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.GfDLA0qSvqhqzIbL]{Microgravity Adept}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.QH3l6ojVnasZm5U8]{Enhanced Speed Edge}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.MwVDTy2Rx1V7Tyly]{Enhanced Physique}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.q73VWJY2cmWxRcYx]{Space Fighting} or @UUID[Compendium.cyphersystem-compendium.abilities.rqC9cEmRkvm29N56]{Fusion Armor}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.U2QV8t7Pq9irgHqF]{Silent As Space}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.JJ9nWmcBIlfyNDfe]{Push Off and Throw}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.iIy1HDd9yUl07AYo]{Microgravity Avoidance}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.w3HN2nZBTo5mLJcM]{Weightless Shot} or @UUID[Compendium.cyphersystem-compendium.abilities.cbXNxvPdWEbKF6nA]{Reactive Field}

GM Intrusions: Spacesuits develop glitches. Air refill cartridges sometimes misreport capacity. Micrometeorites are common in space.

Masters Defense

You use protective equipment and practiced techniques to avoid becoming hurt in a fight.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.EheuStXUDPojVmT5]{Shield Master}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.gS1X6POaKLjNlHsI]{Sturdy}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.o2ZDoteWQsFsqTJr]{Practiced in Armor}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.zLJYM2OiFVIsuz3P]{Dodge and Resist} or @UUID[Compendium.cyphersystem-compendium.abilities.E1YiGcXAYOjHXoAd]{Dodge and Respond}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.2AIQhz00HyZhY7wM]{Tower of Will}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.4eCjeGPA0ovnwIfu]{Experienced in Armor}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.lGbieMmnuoqsl4Jz]{Nothing but Defend}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.i5n7BaFjTo6W35f9]{Defense Master} or @UUID[Compendium.cyphersystem-compendium.abilities.B6SEeGr5kxLAgvvq]{Wear It Well}

GM Intrusions: Shields break when hit, as do weapons used to parry. Armor straps break.

Masters Spells

By specializing in spellcasting and keeping a spellbook, you can quickly cast spells of arcing lightning, rolling fire, creeping shadow, and summoning.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.EyAIsiqJGCspQFcu]{Arcane Flare}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.Yg6jEM07HAccDcNC]{Ray of Confusion}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.NgHLZq3tZ3CFJvYv]{Fire Bloom} or @UUID[Compendium.cyphersystem-compendium.abilities.wEWyNKnVgVOjsyms]{Summon Giant Spider}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.2t9oGZRuFhLCKjsa]{Soul Interrogation}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.ZK9Ruc53rKBqU93i]{Granite Wall}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.LnZkUlKUuuD7iW3P]{Summon Demon} or @UUID[Compendium.cyphersystem-compendium.abilities.Gsre3acJaxhGBa0S]{Word of Death}

GM Intrusions: The spell goes wrong. The summoned creature turns on the caster. A rival spellcaster is drawn to the magic use.

Masters the Swarm

Insects. Rats. Bats. Even birds. You master one type of small creature that obeys you.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.ZEcFnsNXgcozJElT]{Influence Swarm}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.hIxPlDRbNqallNiu]{Control Swarm}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.CEscdPwUrBpzUeS0]{Living Armor} or @UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.gLxVxCSix441TyKq]{Call Swarm}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.rUzrjRuT2nfEdCaJ]{Gain Unusual Companion}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.iQhBPww1s4wRZcDz]{Deadly Swarm} or @UUID[Compendium.cyphersystem-compendium.abilities.CtRvLxfUlCynJv1B]{Skill With Defense}

GM Intrusions: A command is misunderstood. Control is erratic or is lost. Bites and stings are not uncommon for masters of the swarm.

Masters Weaponry

You are a master user of a particular type of weapon, be it a sword, whip, dagger, gun, or something else.

Someone who Masters Weaponry might have additional equipment, including a high- quality weapon.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.J0fj73TfCu4aSdVL]{Weapon Master}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.qBTIXXJt2Ahn8UYh]{Weapon Crafter}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.6Xs3fyaANQDWXRoc]{Weapon Defense}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.YA5P5CBNr5NSmY6z]{Rapid Attack} or @UUID[Compendium.cyphersystem-compendium.abilities.7rjeYt5hNhkvqK9w]{Disarming Strike}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.imWLlYQs4LTaCTdS]{Never Fumble}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.mhgFWIDr0QuCHRIF]{Extreme Mastery}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.KNElOxbWobS1ygLv]{Murderer} or @UUID[Compendium.cyphersystem-compendium.abilities.6P1CJvVMot3Y2xj0]{Deadly Strike}

GM Intrusions: Weapons break. Weapons can be stolen. Weapons can be dropped or forced out of your hand.

Metes Out Justice

You right wrongs, protect the innocent, and punish the guilty.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.Zu06akqnHdCvoR0W]{Make Judgment}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.tjxKTFdA8gqZDP90]{Designation}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.5jGN9GicKYIAneKQ]{Defend the Innocent}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.3fMzqFFQ1rLtbVrd]{Improved Designation}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.bz04IOSkdP3zcRMD]{Defend All the Innocent} or @UUID[Compendium.cyphersystem-compendium.abilities.iGRECL13bqrSSF7P]{Punish the Guilty}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.RESKINMA0INj60Rc]{Find the Guilty}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.QgnoEdKZ50u4JZoL]{Greater Designation}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.KVOFCKWKmUrqAe7v]{Punish All the Guilty}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.JH40M99RAN6IZWze]{Damn the Guilty} or @UUID[Compendium.cyphersystem-compendium.abilities.Kf09KYdZqG6dNTFC]{Inspire the Innocent}

GM Intrusions: Guilt or innocence can be complicated. Some people resent the presumption of a self-appointed judge. Passing judgment makes enemies.

Moves Like a Cat

Lithe, flexible, and graceful, you move quickly and smoothly, and never seem to be where danger is.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.Qsi6Iw5YCcY8jmNx]{Greater Enhanced Speed}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.tJiXzKX4gf0GNV6V]{Balance}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.tC7wmZwlZcQy5Vd0]{Movement Skills}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.g0Ewv5wBooSFYOlH]{Safe Fall}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.leUaFf4AxYJwwOHt]{Hard to Hit}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.QH3l6ojVnasZm5U8]{Enhanced Speed Edge} or @UUID[Compendium.cyphersystem-compendium.abilities.Qsi6Iw5YCcY8jmNx]{Greater Enhanced Speed}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.JlYk5UNZEUzzO8Js]{Quick Strike}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.2CrV3a9S1yzOXBOJ]{Slippery}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.mSNoWynky7DMz7ln]{Perfect Speed Burst} or @UUID[Compendium.cyphersystem-compendium.abilities.Qsi6Iw5YCcY8jmNx]{Greater Enhanced Speed}

GM Intrusions: Even a cat can be clumsy. A jump isn’t quite as easy as it looks. An escape move is so overzealous that it sends the character right into harm’s way.

Moves Like the Wind

You can move so fast that you become a blur.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.Qsi6Iw5YCcY8jmNx]{Greater Enhanced Speed}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.Sg5WeSF04CYNEecl]{Fleet of Foot}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.leUaFf4AxYJwwOHt]{Hard to Hit}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.8LHIZs9gEAd02tId]{Speed Burst} or @UUID[Compendium.cyphersystem-compendium.abilities.Qsi6Iw5YCcY8jmNx]{Greater Enhanced Speed}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.Zps9ZUc9RD1mRDEK]{Blink of an Eye}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.NhNvpbUWNRIFEm8b]{Hard to See}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.mSNoWynky7DMz7ln]{Perfect Speed Burst} or @UUID[Compendium.cyphersystem-compendium.abilities.0wVk3CszKCJQfp0Q]{Incredible Running Speed}

GM Intrusions: Surfaces can be slick or offer hidden obstacles. The movement of other creatures can be unpredictable, and the character might run into them.

Murders

You’re an assassin, whether by trade, by inclination, or because it was that or be killed yourself. (Someone who Murders might have additional equipment, including three doses of a level 2 blade poison that inflicts 5 points of damage.)

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.uG2ACHNAPoZirp0b]{Surprise Attack}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.rYaAyFLmCAAwZi0s]{Assassin Skills}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.y2eUnbkzxOeoe9w6]{Quick Death}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.369RISHwqzRXkwEG]{Infiltrator}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.ZB80ZclRSzEcr4o1]{Awareness} or @UUID[Compendium.cyphersystem-compendium.abilities.AQQzctwqPJPUTRbb]{Poison Crafter}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.tbeFzIPGuAjRBpKM]{Better Surprise Attack}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.UlQ7w5iD57Hfdzce]{Damage Dealer}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.FzJe2XEwhtUajTWI]{Escape Plan} or @UUID[Compendium.cyphersystem-compendium.abilities.KNElOxbWobS1ygLv]{Murderer}

GM Intrusions: Most people do not react well to a professional killer.

Needs No Weapon

Powerful punches, kicks, elbows, knees, and full body movements are all the weapons you need.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.Hgr8QZmzjXmYorfs]{Fists of Fury}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.K33ayv0NcktuV53N]{Flesh of Stone}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.p61Ycyc7lVZQXupO]{Advantage to Disadvantage}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.JJKRrcU5L1yM9y90]{Unarmed Fighting Style}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.mGv7zlZu1wtNCQXQ]{Moving Like Water} or @UUID[Compendium.cyphersystem-compendium.abilities.4necR0YTsaij4ojD]{Greater Enhanced Potential}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.LODZEYtmmBN5D9zZ]{Divert Attacks}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.eQIPJk2xcFGfDr3H]{Stun Attack}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.S4PaEqmYjg4TGoG3]{Master of Unarmed Fighting Style} or @UUID[Compendium.cyphersystem-compendium.abilities.58CLKxSLgaT6W6Cj]{Lethal Damage}

GM Intrusions: Striking certain foes hurts you as much as it hurts them. Opponents with weapons have greater reach. Complicated martial arts moves can knock you off balance.

Never Says Die

You never quit, can shrug off a beating, and always come back for more.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.UtFc3e4grYyCQneH]{Improved Recovery}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.wXV7JxEmZDlBvRKO]{Push on Through}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.JuOmZXMt1T3tQUZ8]{Ignore the Pain}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.R0UuZ32vmmeFbSMV]{Blood Fever} or @UUID[Compendium.cyphersystem-compendium.abilities.sPheWt9emoY3PCA8]{Hidden Reserves}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.iyM2N9G0RLlj6BZ7]{Increasing Determination} or @UUID[Compendium.cyphersystem-compendium.abilities.3VJyYtECl0wKQj2p]{Outlast the Foe}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.sbGo2i4oqy1aUeQ6]{Not Dead Yet}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.5HNZcrij9mgEmvAR]{Final Defiance} or @UUID[Compendium.cyphersystem-compendium.abilities.NMgopYfoagESHtea]{Ignore Affliction}

GM Intrusions: Sometimes, it’s equipment or weapons that give out.

Operates Undercover

Under the guise of someone else, you seek to find answers the powerful do not want divulged.

Someone who Operates Undercover might have additional equipment that includes a disguise kit.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.PK6oiYXgdP7KaGgi]{Investigate}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.eYHlYyVDj3odrAFJ]{Disguise}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.6ILcTvACqDdLVpc8]{Agent Provocateur} or @UUID[Compendium.cyphersystem-compendium.abilities.ZuX6gykVtKxiBAxR]{Run and Fight}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.MzKqElUHuTtHkV7D]{Pull a Fast One}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.bgaCXtvlT0zWmAIA]{Using What’s Available}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.V7npSeuqG3JI4Dvv]{Trust to Luck} or @UUID[Compendium.cyphersystem-compendium.abilities.6P1CJvVMot3Y2xj0]{Deadly Strike}

GM Intrusions: Bad luck can ruin the best plans. Disguises fail. Allies are revealed to be agents, too.

Performs Feats of Strength

A muscled prodigy, you can haul incredible weight, hurl your body through the air, and punch through doors.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.cpXOBSLY03j89yOy]{Athlete}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.g1t5TxZXsNovIVTn]{Enhanced Might Edge}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.YQEECpNwDSFCFnCN]{Feat of Strength}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.PYD24TjoDAqbKAj8]{Iron Fist} or @UUID[Compendium.cyphersystem-compendium.abilities.WuNUt6ltWGDdjNLS]{Throw}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.R9KnCCvGoEHvV1p0]{Greater Enhanced Might}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.ARiNuZrnfFCvZAFd]{Brute Strike}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.R9KnCCvGoEHvV1p0]{Greater Enhanced Might} or @UUID[Compendium.cyphersystem-compendium.abilities.IFb8NX06xgWM7H98]{Jump Attack}

GM Intrusions: It’s easy to break delicate things or hurt someone accidentally.

Pilots Starcraft

You’re a crack starship pilot.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.Kk5nnC1EcYtqc3Fu]{Pilot}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.QgCWZia7gFicmEJr]{Flex Lore}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.h3G0Ven2SoaPCbk4]{Salvage and Comfort}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.hGbNYgkuIiZHomcJ]{Mentally Tough}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.12xO8QaEsTvEFUvY]{Expert Pilot}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.hIy0GMeL8WALvhEb]{Ship Footing} or @UUID[Compendium.cyphersystem-compendium.abilities.XkFsMa9e9IY2FRcN]{Machine Companion}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.x7YnN02GiwDQ09km]{Sensor Array}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.tuofJSTVjOEwRUem]{Enhanced Speed}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.YWMUeaNzao8n8pAc]{Like the Back of Your Hand}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.0q9alvmsQKKViN0r]{Incomparable Pilot}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.Yo2Z3EdYjx88jYnp]{Remote Control} or @UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks}

GM Intrusions: Starcraft get lost, break down, and are attacked in space. An alien stowaway is found.

Plays Too Many Games

Lessons, reflexes, and strategies you’ve learned by playing too many games have applications in the real world, where people who don’t play enough toil and live their dreary lives.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.qpBv7OxAcMAAtY2M]{Game Lessons}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.p3kh3XKzetkJTG1J]{Gamer}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.qEzcqbNhuJQuBagn]{Zero Dark Eyes}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.pMQT2QIL38XlhkxB]{Resist Tricks}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.QDSSTe5EGrBHjtnL]{Sniper’s Aim} or @UUID[Compendium.cyphersystem-compendium.abilities.QH3l6ojVnasZm5U8]{Enhanced Speed Edge}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.R9WffstnihzBuuvW]{Mind Games}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.7GsuhcRTpDX0d1em]{Enhanced Intellect}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.W0Jw19mWIycjIgmo]{Gamer’s Fortitude}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.laxdkyrDuOhxfWKc]{Mind Surge} or @UUID[Compendium.cyphersystem-compendium.abilities.dIUTe5O1jeA47zps]{Gaming God}

GM Intrusions: Missed attacks strike the wrong target. Equipment breaks. Sometimes people react negatively to someone who has lived most of their life in imaginary game worlds.

Rages

When you go berserk, everyone fears you.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.YGsGHp1rbu3Z7Kdd]{Frenzy}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.R9KnCCvGoEHvV1p0]{Greater Enhanced Might}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.tC7wmZwlZcQy5Vd0]{Movement Skills}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.NoC3yuqxU8yhPf47]{Power Strike} or @UUID[Compendium.cyphersystem-compendium.abilities.zEkA8MhrnJ5p9Io6]{Unarmored Fighter}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.hAVC1FOl7hwnuBpC]{Greater Frenzy}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.ltAq7qr8aaalOtJp]{Attack and Attack Again}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.4necR0YTsaij4ojD]{Greater Enhanced Potential} or @UUID[Compendium.cyphersystem-compendium.abilities.58CLKxSLgaT6W6Cj]{Lethal Damage}

GM Intrusions: It’s easy for a berserker to lose control and attack friend as well as foe.

Rides the Lightning

You create and discharge electrical power.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.3btRIiWxY8oMcVMo]{Shock}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.essJhO2eqoHmIQaa]{Charge}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.uh1t4rnkZ2jOCjHJ]{Bolt Rider}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.76HF09q7MdGek863]{Electric Armor} or @UUID[Compendium.cyphersystem-compendium.abilities.A6H8xi93t6Zrexz9]{Drain Charge}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.YDKULtvV0pMJDxi2]{Bolts of Power}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.etGUYa9dQSvjLvXX]{Electrical Flight}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.2TaqNf6bhxijKELX]{Flash Across the Miles} or @UUID[Compendium.cyphersystem-compendium.abilities.Bny0sFdqf40pJeOp]{Wall of Lightning}

GM Intrusions: Targets other than those intended are shocked. Objects explode.

Runs Away

Your first instinct is to run from danger, and you’ve gotten very good at it.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.10EqPrn9aONinEfm]{Go Defensive}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.tuofJSTVjOEwRUem]{Enhanced Speed}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.QVPmLa6CKwmH6vJZ]{Quick to Flee}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.0wVk3CszKCJQfp0Q]{Incredible Running Speed} or @UUID[Compendium.cyphersystem-compendium.abilities.Qsi6Iw5YCcY8jmNx]{Greater Enhanced Speed}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.iyM2N9G0RLlj6BZ7]{Increasing Determination}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.Mac5S0sQe9Muf4Mv]{Quick Wits}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.U33DbRwloywFlYfi]{Go to Ground}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.hKhwP85QeRGPW03G]{Burst of Escape} or @UUID[Compendium.cyphersystem-compendium.abilities.CtRvLxfUlCynJv1B]{Skill With Defense}

GM Intrusions: Quick movements sometimes lead to dropped items, slipping on uneven ground, or going the wrong way by accident.

Sailed Beneath the Jolly Roger

You sailed with a crew of dread pirates, but you’ve decided to end your days as a pirate and join some other cause. The question is, will your past let you go so easily?

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.JuOmZXMt1T3tQUZ8]{Ignore the Pain}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.IYt42xzsjesQyEfT]{Sailor}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.B4U7RiMrZElfOQyj]{Taking Advantage}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.1POQ4sFW5DLrmXhn]{Fearsome Reputation}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks} or @UUID[Compendium.cyphersystem-compendium.abilities.CtRvLxfUlCynJv1B]{Skill With Defense}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.oCcnXLYQy9DjwPJC]{Sea Legs}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.tC7wmZwlZcQy5Vd0]{Movement Skills}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.5rgcPJXpCcB5VJ1m]{Lost in the Chaos}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.AsmIgvoIRPEtuzkh]{Duel to the Death} or @UUID[Compendium.cyphersystem-compendium.abilities.36nlDXhOP5e5dfns]{Successive Attack}

GM Intrusions: The dangers of the high seas are many, including severe storms and disease. Other pirates sometimes get ahead through betrayal. A pirate tracks down former sailing mates to find hidden treasure.

Scavenges

When not running and hiding, you sift the ruins of civilization for useful remnants to ensure your survival.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.OjGaIl0JEepjDrla]{Post-Apocalyptic Survivor}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.ZOfmWQFbwSJQB4wm]{Ruin Lore}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.IswvUEdCBBZDRme6]{Junkmonger}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.B4U7RiMrZElfOQyj]{Taking Advantage} or @UUID[Compendium.cyphersystem-compendium.abilities.b776WTF2u1roh3n0]{Incredible Health}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.YID6zEB7KkHGYAlD]{Know Where to Look}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.EjBzy1Ue1AA8i6ry]{Recycled Cyphers}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.MJE1k2RmCM6HRwFV]{Artifact Scavenger} or @UUID[Compendium.cyphersystem-compendium.abilities.cbXNxvPdWEbKF6nA]{Reactive Field}

GM Intrusions: An item made with recycled junk breaks. Someone shows up claiming that the useful item or piece of junk scavenged belongs to them. A recycled cypher explodes.

Sees Beyond

You have a psychic sense that allows you to see what others cannot.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.jq6Wm9xYxJA0bRaR]{See the Unseen}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.rYyymKUc0QKWdNsy]{See Through Matter}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.Mu5knvNfGyaeaiTB]{Find the Hidden} or @UUID[Compendium.cyphersystem-compendium.abilities.bzy1KzO0oPmZGu2b]{Sensor}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.KBjSpuK7XJc1abJv]{Remote Viewing}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.PazO9rJ2YoE8VEUw]{See Through Time}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.lL7QywDGOszTIJCE]{Mental Projection} or @UUID[Compendium.cyphersystem-compendium.abilities.RE24qvMuPhasaCP3]{Total Awareness}

GM Intrusions: Some secrets are too terrible to know.

Separates Mind From Body

You can project your mind out of your body to see faraway places and learn secrets that would otherwise remain hidden.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.WgjatSOUT6pT02A7]{Third Eye}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.oTDJtTDkwxr5uSfU]{Open Mind}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.9sfX1SGtcQ17Uiny]{Sharp Senses}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.6X3BDWzVKsWltrtY]{Roaming Third Eye} or @UUID[Compendium.cyphersystem-compendium.abilities.Mu5knvNfGyaeaiTB]{Find the Hidden}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.bzy1KzO0oPmZGu2b]{Sensor}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.miR0d91lKIfmBGdO]{Psychic Passenger}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.lL7QywDGOszTIJCE]{Mental Projection} or @UUID[Compendium.cyphersystem-compendium.abilities.eblwQ80CBlBdeUp5]{Improved Sensor}

GM Intrusions: Reuniting mind and body can sometimes be disorienting and require a character to spend a few moments to get their bearings.

Shepherds Spirits

Wandering souls, nature spirits, and elemental beings aid and support you.

In some settings, the Shepherds Spirits focus applies to only one kind of spirit, such as spirits of the deceased, nature spirits, and so on.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.pHFFr4DkCythNc5n]{Question the Spirits}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.RkOvawhfH5MHQFOH]{Spirit Accomplice}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.dCQdSi11hJDyOSdD]{Command Spirit} or @UUID[Compendium.cyphersystem-compendium.abilities.LojkwDtb1gHLSB6A]{Preternatural Senses}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.OWVz2CkwLnCSJMdS]{Wraith Cloak}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.jVY1PTxvZvpjZILB]{Call Dead Spirit}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.ElsQU746B70tsPmZ]{Call Otherworldly Spirit} or @UUID[Compendium.cyphersystem-compendium.abilities.PvISXo6EQ2PmCGes]{Infuse Spirit}

GM Intrusions: Some people don’t trust those who deal with spirits. The dead sometimes don’t want shepherding.

Shepherds the Community

You keep the place where you live safe from all danger.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.op9VSx3NJT28UwTH]{Community Knowledge}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.ag3OU8JZuc769034]{Community Activist}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.6ZVINuyZm4jowRGt]{Shepherd’s Fury} or @UUID[Compendium.cyphersystem-compendium.abilities.CtRvLxfUlCynJv1B]{Skill With Defense}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.4necR0YTsaij4ojD]{Greater Enhanced Potential}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.N0OZaNOIbHTiWDL1]{Evasion}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.oroWEBbp3cvrYwH9]{Greater Skill With Attacks} or @UUID[Compendium.cyphersystem-compendium.abilities.xxavxLEaiVFug1D6]{Protective Wall}

GM Intrusions: People in the community misunderstand the character’s motives. Rivals try to oust the character.

Shreds the Walls of the World

Speed plus phasing gives you a unique ability to evade danger and simultaneously inflict damage.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.3t1QshyGYnCSo12z]{Phase Sprint}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.7f6ulMjWFw2BOK76]{Disrupting Touch}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.n81xGnZHydeXmIRc]{Scratch Existence}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.nEN2HYzlJWhonfmE]{Invisible Phasing} or @UUID[Compendium.cyphersystem-compendium.abilities.g0SqMvb020tiTQ48]{Walk Through Walls}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.rXUUDUJFKis8TpnL]{Phase Detonation}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.8yGwY0PvtF2ivdSn]{Very Long Sprinting}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.P9HlASUtyiOXghBZ]{Shred Existence} or @UUID[Compendium.cyphersystem-compendium.abilities.INdq5iQf5ECzRiNp]{Untouchable While Moving}

GM Intrusions: Moving so quickly while sprinting sometimes leads to stumbles on unexpected, exotic obstacles.

Siphons Power

You suck power out of machines and creatures alike in order to empower yourself.

Robots and other living machines should be treated as creatures, not machines, for the purposes of siphoning power from them.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.JyAovhallyh9m6oW]{Drain Machine}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.gWvMJQPBSmeaP8yN]{Drain Creature}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.wEj2uvWI3w0W9HWH]{Drain at a Distance} or @UUID[Compendium.cyphersystem-compendium.abilities.P73TBXcNDbZCVsdE]{Unraveling Consumption}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.gn1jtMLhp6qPNXUL]{Store Energy}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.4Xvgo62UVSOI9Acx]{Share the Power}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.Be1ehHb90jtLc8l0]{Explosive Release} or @UUID[Compendium.cyphersystem-compendium.abilities.xbYD729j3km6ZDCA]{Sun Siphon}

GM Intrusions: Drained power also transmits something unwanted—compulsions, afflictions, or alien thoughts. Siphoned power can overload the character, causing feedback.

Slays Monsters

You kill monsters.

Although wielding a sword in a setting where people usually do not carry such weapons is fine, you can change the Slays Monsters sword-related abilities to use a different weapon, such as a gun with silver bullets.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.WFK0xBSAIpD59va8]{Practiced With Swords}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.nW46hfygkxB7FW5m]{Monster Bane}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.PRW5MxW12oakmeHE]{Monster Lore}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.lw0otGU2Iaorppdc]{Will of Legend}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.gPqiQflb6Z3DXGVk]{Trained Slayer}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.HPIlAWDGOQFw6yGm]{Improved Monster Bane} or @UUID[Compendium.cyphersystem-compendium.abilities.lwJAowJa4eKlcDjb]{Misdirect}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.5otvtHrbVXIh0N27]{Fight On}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.oroWEBbp3cvrYwH9]{Greater Skill With Attacks} (swords)

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.KNElOxbWobS1ygLv]{Murderer} or @UUID[Compendium.cyphersystem-compendium.abilities.VupBbHOJAX45Yazb]{Heroic Monster Bane}

GM Intrusions: The monster laid a trap or set an ambush. The monster has previously undisclosed abilities. The monster’s mother vows revenge.

Solves Mysteries

You’re a master of deduction, using evidence to find the answer.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.FzpkQwb1jA53bs1y]{Investigator}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.HWZ8mwAfZEu6r778]{Sleuth}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.7BkWiUHcUrcRIKqO]{Out of Harm’s Way}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.PlVEpuVxp9pGJSoa]{You Studied} or @UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.mL6Yae2CxgefOMHn]{Draw Conclusion}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.0f2qoQlYGRqgu0Nj]{Defuse Situation}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.wqUItgrYzBeMiAoB]{Seize the Initiative} or @UUID[Compendium.cyphersystem-compendium.abilities.nOuOE3EkrNr81pSq]{Greater Skill With Defense}

GM Intrusions: Evidence disappears, red herrings confuse, and witnesses lie. Initial research can be faulty.

Speaks for the Land

Your spiritual connection to nature and the environment grants you mystical abilities.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.0Wq39mJ9oXA415qx]{Seeds of Fury}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.8KYjSKp6ieQ8YXUy]{Wilderness Lore}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.zW0cZJQTR0tHUmn3]{Grasping Foliage}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.gT21nqWZ9Es576oC]{Soothe the Savage} or @UUID[Compendium.cyphersystem-compendium.abilities.OIk4usP2NFT0tDu7]{Communication}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.RfGCXsX7JXEr8fMw]{Moon Shape}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.UJpMPRD25O7HvhbV]{Insect Eruption}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.2lhnVWUMX1Nu6KVj]{Call the Storm} or @UUID[Compendium.cyphersystem-compendium.abilities.jhdgI9rV2mpH6JQU]{Earthquake}

GM Intrusions: An injured natural (but dangerous) creature is discovered. Someone’s poaching wildlife for their skins, leaving the carcasses to rot. A tree falls in the forest, one of the last elder trees.

Stands Like a Bastion

Your armor, along with your size, strength, incredible training, or machine enhancement, makes you difficult to move or hurt.

Some characters who Stand Like a Bastion might already be experts in armor. They can choose a different tier 1 ability instead of Practiced in Armor.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.o2ZDoteWQsFsqTJr]{Practiced in Armor}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.GlXd4oFI9Fqq3rAX]{Experienced Defender}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.mmg9XLzvfbP4ESGO]{Resist the Elements}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.27EOrq94WxqgBbWQ]{Unmovable}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.R9KnCCvGoEHvV1p0]{Greater Enhanced Might} or @UUID[Compendium.cyphersystem-compendium.abilities.yl2zo179wXZW5Xxc]{Practiced With All Weapons}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.YeOtzG5ksxonD5RS]{Living Wall}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.VsAP4JEe7W5gaGaG]{Hardiness}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.4k5JFV78A5SiPjFo]{Mastery in Armor}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.58CLKxSLgaT6W6Cj]{Lethal Damage} or @UUID[Compendium.cyphersystem-compendium.abilities.NKvNEjx64CcS3l13]{Shield Training}

GM Intrusions: Armor is damaged. Small foes conspire in ingenious ways.

Takes Animal Shape

A shapechanger who can take the form of various animals.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.rJ4ZXuIcz0knY41H]{Animal Shape}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.OIk4usP2NFT0tDu7]{Communication}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.Y4V4tXQ9lO0rMNKR]{Bigger Animal Shape} or @UUID[Compendium.cyphersystem-compendium.abilities.Ee8QC6fkRvD1yw6h]{Greater Beast Form} (works with Animal Shape)

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.gXiq1edSDteTcfGC]{Animal Scrying}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.KGzAHs3qln0fNDjt]{Hard to Kill}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.iX07Ltb1JYr1nMYM]{Blurring Speed} or @UUID[Compendium.cyphersystem-compendium.abilities.QZZXgZ6PF8Eccs74]{Lend Animal Shape}

GM Intrusions: The character unexpectedly changes form. An NPC is frightened by or aggressive toward the shapeshifter. The transformation takes longer than expected.

Talks to Machines

You use your organic brain like a computer, interfacing “wirelessly” with any electronic device. You can control and influence them in ways that others can’t.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.lzy1YbdIJxzNIHZq]{Machine Affinity}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.7nUj7rxq4Qwg4FUM]{Distant Interface}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.L3UjcLAFvS9MLWCu]{Coaxing Power}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.SeAlSU8Rim5CWsgV]{Charm Machine}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.2odkyEO8azxIZWYj]{Intelligent Interface} or @UUID[Compendium.cyphersystem-compendium.abilities.OE5yXpzWC8lSUmGX]{Command Machine}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.XkFsMa9e9IY2FRcN]{Machine Companion}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.NoKdHv0FSytZR4iF]{Robot Fighter}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.PLyxuOlieOGsJx4h]{Information Gathering}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.FxohCBSksJIu1BSA]{Control Machine} or @UUID[Compendium.cyphersystem-compendium.abilities.PKFz6WVsaKm5kIir]{Improved Machine Companion}

GM Intrusions: The machine malfunctions or acts unpredictably.

Throws With Deadly Accuracy

Everything that leaves your hand goes exactly where you’d like it to go and at the range and speed to make the perfect impact.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.XAXJ3mFGdDv0fXLP]{Precision}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.PlTtlXeugIljHFVg]{Careful Aim}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.yszDDDpH6m16dEoV]{Quick Throw} or @UUID[Compendium.cyphersystem-compendium.abilities.CtRvLxfUlCynJv1B]{Skill With Defense}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.1L1uoad8vwgWxiyN]{Everything Is a Weapon}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.hbWaCBEfSMujqvDf]{Specialized Throwing}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.WW3QjCP5UJUsKBW3]{Whirlwind of Throws}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.58CLKxSLgaT6W6Cj]{Lethal Damage} or @UUID[Compendium.cyphersystem-compendium.abilities.LTqgcoprvBF2ZkdH]{Mastery With Defense}

GM Intrusions: Missed attacks strike the wrong target. Ricochets can be dangerous. Improvised weapons break.

Thunders

You emit destructive sound and manipulate soundscapes.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.uMaMKhemHmtlXDjT]{Thunder Beam}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.87SQGqcRavRZslAp]{Sound Conversion Barrier}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.KLFHpPR0MKLOWr8l]{Nullify Sound} or @UUID[Compendium.cyphersystem-compendium.abilities.EcOIgMC9c1IfSHsr]{Echolocation}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.znJCKr6PeEq4a0j5]{Shattering Shout}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.QZa9b5G80qxtoYqg]{Subsonic Rumble}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.B0dq2gW9gdA0PdzR]{Amplify Sounds}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.jhdgI9rV2mpH6JQU]{Earthquake} or @UUID[Compendium.cyphersystem-compendium.abilities.GlFT2ITvytQVWywQ]{Lethal Vibration}

GM Intrusions: Loud noises attract attention.

Travels Through Time

You can see through time, try to reach through it, and eventually even travel through it.

Although all character choices are subject to GM approval, Travels Through Time is a focus that the GM and player should probably have a long conversation about ahead of time, so the player knows the rules of time travel (if any) that exist in the GM’s setting. A character with this focus can drastically alter a setting, if the rules of time travel allow it.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.YD5gm0w3lqTSyO3V]{Anticipation}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.83y32UMQWshRvbDG]{See History}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.3wxiRMTCBZ4iNCHp]{Temporal Acceleration} or @UUID[Compendium.cyphersystem-compendium.abilities.l5vgtPP0LcsqGrzn]{Time Loop}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.0EhZzYdEhtCRnV4c]{Temporal Dislocation}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.OWRsjlf3ahyH9eez]{Time Doppelganger}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.U58ZQ1X3byfANn4W]{Call Through Time} or @UUID[Compendium.cyphersystem-compendium.abilities.lkO9VJhfOrgLY4g1]{Time Travel}

GM Intrusions: Paradoxes are created. Others remember past events differently.

Uses Wild Magic

You are a spellcaster who learns a variety of spells instead of focusing on just one kind of magic.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.Ub8NGsmH8NZcKguG]{Magical Repertoire}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.WvBcuYiFRM3KaTFj]{Cypher Casting}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.BPFjvh6nBN8bxk8T]{Expanded Repertoire}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.fQ3O3G7rFmv194uI]{Cypher Surge} or @UUID[Compendium.cyphersystem-compendium.abilities.Ax9HryNcPDei0g7t]{Faster Wild Magic}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.BPFjvh6nBN8bxk8T]{Expanded Repertoire}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.nfmwpxvs3RvednVI]{Magical Training}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.UNCbO4WGTB8ZubpZ]{Maximize Cypher} or @UUID[Compendium.cyphersystem-compendium.abilities.mz4KXXoQoHXyOBKI]{Wild Insight}

GM Intrusions: A spell performs erratically or rebounds upon the caster. Something interferes with preparing spells. Spellcasting attracts the attention of a powerful creature or potential rival. The cypher spell being cast is replaced with that of a random cypher.

Walks the Wild Woods

You are an adherent of nature magic who draws on the power and strength of trees.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.KqV5RSzOU3S3NK51]{Wilderness Life}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.SPTY1NXOvq2oRLJO]{Patient Recovery}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.ggQwr8b85bg7yzmK]{Wooden Body}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.c3GBVwgz9atmtbgI]{Tree Companion} or @UUID[Compendium.cyphersystem-compendium.abilities.CBdIPMJ2oOOesmod]{Wilderness Awareness}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.gQ9h8tGa60VLo6IH]{Tree Travel}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.mAc6hl4jKLZz84VK]{Great Tree}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.pBX1EYNVGutNx3b5]{Dreadwood} or @UUID[Compendium.cyphersystem-compendium.abilities.HUhj33woHX86SbX8]{Restorative Bloom}

GM Intrusions: A wooden character catches fire. A wild swing from a tree branch hits or trips an ally. Some trees have evil hearts and hate all walking things.

Was Foretold

You are the “chosen one,” and prophecy, prediction, prognostication, or some other method of determination expects great things of you one day.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.V765JZKDKQ00Buyn]{Interaction Skills}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.4p95GsynORh0Xd7X]{Knowing}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.Z7CKGOQWnfdNO885]{Destined for Greatness}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.zIYdniz9sjvAHsnX]{Overcome All Obstacles} or @UUID[Compendium.cyphersystem-compendium.abilities.5t5EIoGSan3pQ08D]{Hard-Won Resilience}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.WeMTxJElozl7OWdJ]{Center of Attention}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.cfR2uFYjteKAqsYw]{Show Them the Way}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.2uSx4ErQ9f2QLX5M]{As Foretold in Prophecy} or @UUID[Compendium.cyphersystem-compendium.abilities.4necR0YTsaij4ojD]{Greater Enhanced Potential}

GM Intrusions: An enemy described in prophecy appears. Unbelievers threaten to ruin the moment. The character gains a reputation in outside circles as a fraud.

Wears a Sheen of Ice

You command the wintery power of cold and ice.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.czVqoPjH98xaNY1d]{Ice Armor}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.nHqTzLHJrUWSAATM]{Frost Touch}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.BGMXK6VKNmp8M4A3]{Freezing Touch} or @UUID[Compendium.cyphersystem-compendium.abilities.7G8B9lfoVXkuxvKB]{Ice Creation}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.FuufiUyoLFbgBH5J]{Resilient Ice Armor}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.yEfkqXxmuQqlA6Fi]{Cold Burst}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.mvC2vboULutesBDu]{Ice Storm} or @UUID[Compendium.cyphersystem-compendium.abilities.EXrZLa3M8BK43qoi]{Winter Gauntlets}

GM Intrusions: Ice makes surfaces slippery. Extreme cold causes objects to crack and break.

Wears Power Armor

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.ClJUFnz8xBmP4a2l]{Powered Armor}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.wHcuP6T7Ti6j5Y8C]{Enhanced Might}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.YBMLX3Jm5oN79J6G]{Heads-Up Display}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.rqC9cEmRkvm29N56]{Fusion Armor} or @UUID[Compendium.cyphersystem-compendium.abilities.b776WTF2u1roh3n0]{Incredible Health}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.dCoCGVzWxIL9fIvH]{Force Blast}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.cTU70NgcebRlD7jI]{Field-Reinforced Armor}

Tier 6: Masterful Armor Modification (Jet Assisted Flight) or Masterful Armor Modification (Cypher Pod)

GM Intrusions: The armor won’t come off. The armor acts under its own power. The armor suffers a momentary power loss. NPCs are scared by the power armor.

Wields an Enchanted Weapon

You channel magic through or from a weapon to create a unique fighting style.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.OUOVkf3edHhnyRPk]{Enchanted Weapon}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.95judMTwajJoxNfy]{Innate Power}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.HVuhBuZVJkfYuGwp]{Charge Weapon}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.VNIcNhgET9z5MW5G]{Power Crash}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.YA5P5CBNr5NSmY6z]{Rapid Attack} or @UUID[Compendium.cyphersystem-compendium.abilities.Om3PoXrtnekrw0dF]{Throw Enchanted Weapon}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.I7ScLgI1tBhWCkwf]{Defending Weapon}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.RxI9TDy4wYR9eJKk]{Enchanted Movement}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.6P1CJvVMot3Y2xj0]{Deadly Strike} or @UUID[Compendium.cyphersystem-compendium.abilities.KDZeCZJxjCQzlTxA]{Spin Attack}

GM Intrusions: A weapon breaks or is dropped. The weapon loses its connection to you until you use an action to reestablish the attunement. The weapon’s energy discharges in an unexpected way.

Wields Two Weapons at Once

You bear steel with both hands, ready to take on any foe.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.NHns9zqufRvB3Tnl]{Dual Light Wield}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.Pu5XGGLI6cCp1EQd]{Double Strike}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.369RISHwqzRXkwEG]{Infiltrator}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.q9nALxXrBv5ubXaT]{Dual Medium Wield} or @UUID[Compendium.cyphersystem-compendium.abilities.rOxKh1Z7J686a0nv]{Precise Cut}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.gVOzzvxS6PPu8Ofy]{Dual Defense}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.3uGYyiXUUSz952zQ]{Dual Distraction}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.p1UMG2hrng7mLFDv]{Disarming Attack} or @UUID[Compendium.cyphersystem-compendium.abilities.KDZeCZJxjCQzlTxA]{Spin Attack}

GM Intrusions: A blade snaps in two or a weapon flies loose from its bearer’s grip.

Works for a Living

You take great satisfaction in a job well done, whether it’s coding, building houses, or mining asteroids.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.f7wLki6qjCNs2Ici]{Handy}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.CBGeAZSBuymzrxDz]{Muscles of Iron}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.RM8Fmu1IJwzBkjcM]{Eye for Detail} or @UUID[Compendium.cyphersystem-compendium.abilities.uhC4ubTGfhkNvIMX]{Improvise}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.wHcuP6T7Ti6j5Y8C]{Enhanced Might}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.t8wL47jk1KS4zapb]{Tough It Out}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.MdRdAc0qAWghMmlV]{Expert Skill}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.4necR0YTsaij4ojD]{Greater Enhanced Potential} or @UUID[Compendium.cyphersystem-compendium.abilities.5t5EIoGSan3pQ08D]{Hard-Won Resilience}

GM Intrusions: Repairs sometimes fail. Wiring can be tricky to decipher and still carry an electrical charge. Some people are rude to those who work for a living.

Works Miracles

You can heal others with a touch, alter time to help others, and are generally beloved by everyone.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.igGttY1Y2XbAx3qY]{Healing Touch}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.8mP69InEXQ4TB5BL]{Alleviate}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.rAmIxY5G1BK4ZMm7]{Font of Healing} or @UUID[Compendium.cyphersystem-compendium.abilities.7amEMbwK27v31Lt9]{Miraculous Health}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.FiSwskgQGBjp4IhZ]{Inspire Action}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.IN9qNZDx4sBKNr8n]{Undo}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.O2XHxUa2QNrliDMG]{Greater Healing Touch} or @UUID[Compendium.cyphersystem-compendium.abilities.ydmPM9m8nmmgvlXc]{Restore Life}

GM Intrusions: Attempts to heal might cause harm instead. A community or individual needs a healer so desperately that they hold one against their will.

Works the Back Alleys

You make your way unseen, stealing from the wealthy to achieve your ends.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.QAdh0yZBjJsHdJjD]{Stealth Skills}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.OFWQd2W52VAODeas]{Underworld Contacts}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.MzKqElUHuTtHkV7D]{Pull a Fast One} or @UUID[Compendium.cyphersystem-compendium.abilities.OtbS1NoVXK7mQLEe]{Guild Training}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.KM9qqjzJBJusQNkT]{Master Thief}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.xR2DkSqvAoR8Vtfn]{Dirty Fighter}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.QtpmHxblBqoQozbg]{Alley Rat} or @UUID[Compendium.cyphersystem-compendium.abilities.eepc8U2e178RDqBs]{All-Out Con}

GM Intrusions: Thieves are thrown in jail. Powerful enemies are made.

Works the System

You can exploit flaws in artificial systems, including but not limited to computer code.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.0V2NE0905wwYPRVo]{Hack the Impossible}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.JkiG6hpsfj1h6XRR]{Computer Programming}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.2CekF2lqwNrMyio0]{Connected}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.TmDavAL4vDxKjLBK]{Confidence Artist} or @UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.1fYBYD1EfA5z1NFl]{Confuse Enemy}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.jTiOQKW2QtXK8dmF]{Work the Friendship}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.HUVY2MA2CBegFhLY]{Call in Favor} or @UUID[Compendium.cyphersystem-compendium.abilities.4necR0YTsaij4ojD]{Greater Enhanced Potential}

GM Intrusions: Contacts sometimes have ulterior motives. Devices sometimes have failsafes or even traps.

Would Rather Be Reading

Books are your friends. What’s more important than knowledge? Nothing.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.vPraXsdXkCmaoBbI]{Knowledge Is Power}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.34Ycb9VK8JwHgSl4]{Greater Enhanced Intellect}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.wJSxVM8fWADJtTSd]{Applying Your Knowledge} or @UUID[Compendium.cyphersystem-compendium.abilities.dVh39nh5ARUxreUc]{Flex Skill}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.vPraXsdXkCmaoBbI]{Knowledge Is Power}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.wlkPdME0r3hx9VbE]{Knowing the Unknown}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.34Ycb9VK8JwHgSl4]{Greater Enhanced Intellect}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.vPraXsdXkCmaoBbI]{Knowledge Is Power}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.sq2JJtnRtSthJSYL]{Tower of Intellect} or @UUID[Compendium.cyphersystem-compendium.abilities.lbXg8UlSCG23yxO4]{Read the Signs}

GM Intrusions: Books burn, get wet, or get lost. Computers break or lose power. Glasses break.

","markdown":""},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"ownership":{"default":-1},"flags":{}},{"sort":398438,"name":"Creating New Foci","type":"text","_id":"0VwlyyylqvFgJjZw","title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"

This section provides everything you need to create your own foci.

Every focus has an overarching style, whether that’s exploration, energy manipulation, or simply dealing a lot of damage in combat. These broad classifications are called focus categories.

Each focus category has an overarching theme, followed by selection guidelines that describe how to choose abilities for each tier from the Abilities chapter, from tier 1 to tier 6.

The newly created focus should be named in the form of a verb, like Controls Beasts or Abides in Stone. For instance, a fire-using focus created by following the guidelines in the energy manipulation focus category might be called Bears a Halo of Fire (one of the sample foci in this chapter). Alternatively, a new fire-using focus should get an all-new name like Stokes the Flames of the Apocalypse or Lights Fires With a Thought.

The ability selection guidelines invite you to choose an ability from one of three ranges: low tier, mid tier, and high tier. These ranges correspond with the power “grades” given for every ability. These abilities are further sorted into ability categories based on the kinds of things they do—abilities that improve physical attacks are in the attack skill category, abilities that assist allies are in the support category, and so on. Look for the grades and categories in the Ability Categories and Relative Power section of the Abilities chapter.

Low-tier abilities are best suited for focus options at tiers 1 and 2. Mid-tier abilities are best suited for focus options at tiers 3 and 4. High-tier abilities are best suited for focus options at tiers 5 and 6.

That said, sometimes you’ll find it appropriate to assign a low-tier ability at tier 3 or 4, or maybe a mid-tier ability at tier 1 or 2. Do so sparingly, but don’t rule it out. It might be the only way to get all the abilities you want for the focus you’re building. Higher-tier abilities usually cost more Pool points to use. So if a mid-tier ability is made available at tier 1 or 2, or a high-tier ability is made available at tier 3 or 4, the higher cost will be a balancing factor.

Balancing Abilities

The guidelines within each category go a long way toward ensuring that the focus you build will be balanced. Sometimes it might be appropriate to grant a low-power ability along with a regular ability at a given tier, depending on the needs of the focus. A “low-power ability” is deliberately open for GM interpretation, but generally speaking, should be no more potent than a low-tier ability (that is, an ability that is normally available at tier 1 or 2).

For instance, someone who uses cold might be able to create small snow sculptures in addition to emitting a cold ray. Someone who uses electricity might be able to charge a depleted artifact or have an asset for dealing with electrical systems. And so on.

Often, the focus guidelines note this as a possibility. However, you have great leeway in deciding if a focus needs an additional ability, even if the guidelines for that tier don’t indicate one. If you do add an ability, or there is a
higher-power ability at a tier that normally shouldn’t have it, it might mean that the choice given at the next tier, or the previous tier, isn’t quite as good. Balancing a focus is a bit of an art. Resist the urge to overpower the focus, but don’t underpower it, either.

Each focus category provides a guideline for what kind of ability you should select at every tier. But don’t regard the guidelines as something that you can’t vary. They’re not prescriptive; they’re just a place to start. You might want to vary the kind of ability at a particular tier that isn’t indicated in the guidelines. As long as the chosen ability falls within the expected power curve for that tier, it’s fine. The guideline isn’t meant to be a straitjacket.

For example, if you’re building a cold-using focus for a game set in a fantasy genre, you may decide that an ability that calls up a demon is a better choice at a particular tier than an ability that does damage in an area, which is what the tier 5 guideline for energy manipulation calls for. Making the change is probably especially valid if you call your new focus something like Channels the Ninth Circle.

Ability Swap

If you’re creating a focus and you think it should provide a suite of abilities at first tier that would mechanically overload it, you have the option to add one as a “swap” ability. Doing so is as easy as allowing a character to swap out one of their type abilities for an indicated low-tier focus ability. The ability is gained instead of one of the abilities normally granted by the character’s type.

Concept and Category

Choosing to create a focus that uses a particular concept—say, creating illusions—doesn’t lock you into creating a focus within a particular category—in this case, environment manipulation. A focus can be constructed in a variety of ways using a particular energy, tool, or concept, each ultimately leading to a focus that provides different results. It all depends on your ends. In this case, creating illusions might be used to sway others, which argues for a focus built using the influence category guidelines.

In the same way, if a focus grants a character the ability to call some kind of force or energy, that doesn’t mean the focus should automatically be built using the energy manipulation category guidelines (though of course it could, if attacking and protecting yourself with that energy is the point). But a focus could be built that grants abilities to call energy or force that is primarily focused on durability, suggesting a tank combat focus (someone who can take a lot of punishment in a fight); or blasting away with a main concern for maximizing damage, thus suggesting a striker combat focus; or creating a follower composed of that energy or force, suggesting an ally use focus (that is, someone who uses helping creatures, NPCs, or even duplicate versions of themselves to give them a leg up).

Here’s another example: the focus Controls Gravity could conceivably be an environment manipulation focus or an energy manipulation focus. It depends on whether the focus is more concerned with crushing and holding things in place (environment manipulation) or on blasting things and protecting yourself with gravity (energy manipulation).

The same malleability of concept holds true in other realms. For instance, if someone is able to call up and mold raw earth, they might use it to transform themselves into a being of stone (tank combat), to batter foes (striker combat), or to create walls, barricades, and shields to protect their allies (support).

If you’re looking for an ability and can’t seem to find the right one in the vast catalog in the Abilities chapter, consider reskinning one to make it seem new (and to accomplish what you need). Reskinning means that you use the underlying mechanics of an ability as written but change the flavor in some fashion. For instance, maybe you’re creating a new earth-moving focus but can’t find enough earth-related abilities to meet your need. It’s easy enough to change up other abilities so they use earth instead of fire, cold, or magnetism. For instance, Wings of Fire might become Wings of Earth, Ice Armor could become Earth Armor, and so on. These alterations change nothing except the type of damage and any knock-on effects (for instance, Wings of Earth might generate clouds of dust in their wake).

Abilities That Reference Other Abilities

Some abilities in the Abilities chapter reference other abilities. If you select an ability for your focus or type that refers to or modifies a lower-tier ability, also include that lower-tier ability in your type or focus as a selection a PC can make at a lower tier.

Creating Brand-New Abilities

You can go further than reskinning and create one or more brand-new abilities. When doing this, try to find something as close as possible to the effect you want, then use it as a template. In any case, deciding how much an ability should cost when it comes to a character’s Pool is one of the most important aspects of getting an ability right.

You may notice that higher-tier abilities are more expensive. This is partly because they do more, but it’s also because higher-tier characters have more Edge than lower-tier characters, which means they pay fewer points from their relevant Pools. A third-tier character with 3 Edge in a relevant Pool pays no cost for abilities that cost 3 or fewer points. That’s great for lower-tier abilities, but you’ll usually want a character to think a little bit about how often to use their most powerful abilities. That means they should cost at least 1 point more than the Edge the character is likely to have at that tier. (Often, a character will have an Edge in their relevant Pool equal to their tier.)

As a good rule of thumb, a typical ability should cost points equal to its tier.

Choose GM Intrusions

Think about the kinds of things that might surprise, alarm, or go catastrophically wrong for someone with the new focus being created, and assign it as a GM intrusion for that focus. Of course, this often is done on the fly during the game. But giving the topic some thought while the focus is being constructed and the ideas are fresh in your head is likely to yield some particularly devilish options.

Focus Categories

Ally Use

Foci that prioritize providing NPC followers to the character are ally use foci. The followers give aid to the PC in a variety of ways, but at base they usually provide an asset to the character’s actions.

Multiple potential themes exist within the ally use category, from abilities that allow a character to summon or craft allies to those that allow them to attract allies through fame, magic, or essential authority or charisma.

Connection: Choose four relevant connections from the Focus Connections list.

Additional Equipment: Any object necessary for the character to keep an ally. For instance, someone with a focus that uses super-science to create robot allies would require tools to build and repair those allies. Some foci in this category don’t require anything to gain or retain their benefits.

Minor Effect Suggestions: The NPC ally’s tasks are eased on its next turn.

Major Effect Suggestions: The NPC ally gains an immediate extra action.

The following are examples and not meant to provide a complete list of all possible foci in this category.

@UUID[.9x56c0G5TMOl1Arn#builds-robots]{Builds Robots} @UUID[.9x56c0G5TMOl1Arn#consorts-with-the-dead]{Consorts With the Dead} @UUID[.9x56c0G5TMOl1Arn#controls-beasts]{Controls Beasts} @UUID[.9x56c0G5TMOl1Arn#exists-in-two-places-at-once]{Exists in Two Places at Once} @UUID[.9x56c0G5TMOl1Arn#leads]{Leads} @UUID[.9x56c0G5TMOl1Arn#masters-the-swarm]{Masters the Swarm} @UUID[.9x56c0G5TMOl1Arn#shepherds-spirits]{Shepherds Spirits}

Ability Selection Guidelines

Tier 1: Choose a low-tier ability that grants a level 2 NPC follower to the character, or gives a similar benefit provided by an NPC. Alternatively, lay the groundwork for gaining such NPC allies at higher tiers by choosing an ability that gives the character influence over others.

Sometimes an additional low-power ability is appropriate, depending on the focus. Often, this is an ability that grants skill training in a related area of knowledge or a related skill. For instance, training in a skill related to the kind of NPC follower the character gains would be appropriate.

Tier 2: Choose a low-tier ability that grants influence over similar kinds of NPCs as the follower gained at the previous tier. If no follower was gained at the previous tier, this ability should provide that benefit now.

Sometimes a secondary ability might be appropriate in addition to the ability provided above, perhaps a low-power ability that grants 2 or 3 points to a Pool.

Tier 3: Choose two mid-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One option should be a mid-tier ability that improves the NPC follower previously provided (usually from level 2 to level 3) or grants an additional follower.

The other option should be something that benefits the character—perhaps an offensive or defensive ability, or something that broadens their influence over their followers (or potential followers).

Tier 4: Choose a mid-tier ability that gives the character an offensive or defensive capability if they haven’t previously gained one, preferably within the theme of the focus. For instance, if the character gains followers because of their charisma, this ability might let them command foes for brief periods. If the character gains followers by building or calling them, this ability might let them affect entities of the same type that are not already their followers.

Alternatively, this ability might further improve a previously gained follower from level 3 to level 4, or grant an additional follower.

Tier 5: Choose an ability that improves the character by providing a defense, an improved stat Pool, or another kind of protection.

Alternatively, this ability could open a new front in influencing and calling NPC allies related to the focus’s theme. For instance, someone who keeps beast allies might gain an ability to call a horde of lesser beasts. Someone who builds robots might gain an ability to build several lesser robot helpers. And so on.

Finally, this ability might improve a previously gained follower to level 5.

Tier 6: Choose two high-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One of the abilities should improve a previously gained follower to level 5, if that wasn’t already provided at tier 5. If that’s the case, this ability might be provided in addition to two other related abilities.

Another high-tier option could provide a handful of level 3 followers to the character.

The last high-tier ability could open a new front in influencing and calling NPC allies related to the focus’s theme. For instance, someone who gains followers through high charisma and training might gain an ability to learn otherwise impossible-to-glean information.

Basic

Foci that rely mostly on providing skill training, assets to tasks, and bumps to stat Pools and Edge in order to improve a character fall within the basic category. An overarching theme is also included, as with most of the other categories, that makes sense of the various basic abilities provided.

In addition, because the benefits provided by such foci are mostly straightforward (usually with a few exceptions), most basic foci would also be appropriate for non-fantastic campaigns where magic, super-science, or psychic abilities normally don’t come into play. That said, just because the abilities granted by basic foci are straightforward doesn’t mean they are not potent when combined with the abilities granted by type, descriptor, cyphers, and other character aspects.

Connection: Choose four relevant connections from the Focus Connections list.

Additional Equipment: Any object necessary to fulfill the overarching theme of the focus. For instance, a focus called Would Rather Be Reading should grant a handful of books to the character. A focus called Works for a Living should provide a set of tools.

Minor Effect Suggestions: Next action is eased.

Major Effect Suggestions: Make a free, no-action recovery roll that doesn’t count against daily recovery rolls.

The following are examples and not meant to provide a complete list of all possible foci in this category.

@UUID[.9x56c0G5TMOl1Arn#doesnt-do-much]{Doesn’t Do Much} @UUID[.9x56c0G5TMOl1Arn#interprets-the-law]{Interprets the Law} @UUID[.9x56c0G5TMOl1Arn#learns-quickly]{Learns Quickly} @UUID[.9x56c0G5TMOl1Arn#works-for-a-living]{Works for a Living} @UUID[.9x56c0G5TMOl1Arn#would-rather-be-reading]{Would Rather Be Reading}

Ability Selection Guidelines

Tier 1: Choose an ability that grants training or an asset to skills associated with the focus’s theme, or that grants 5 or 6 points to a particular Pool.

Alternatively, choose an ability that grants only 2 or 3 points to a particular Pool and an ability that provides training or an asset to just one task.

Tier 2: Choose whichever kind of ability wasn’t chosen at tier 1.

Tier 3: Choose two mid-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One option should be a non-fantastic ability that improves the character’s abilities within the focus’s theme. For instance, if the theme involves paying attention in some fashion, an information-gathering ability might be appropriate.

The other option should be something that either improves the character’s Edge in an appropriate stat or provides the character with some kind of defense.

Tier 4: Choose another ability that grants additional training or an asset to skills associated with the focus’s theme, or that grants 5 or 6 points to a particular Pool best suited to the focus. Or choose two abilities that provide only 2 or 3 points plus another tier 4 ability that improves a single task or skill.

Alternatively, provide a branch-out ability suggested at tier 5.

Finally, if the focus has yet to grant some kind of defense, a defensive ability could be provided here.

Tier 5: Choose an ability that allows the character to branch out slightly—perhaps one like Expert Skill that allows them to automatically succeed on a task they’re trained in.

Alternatively, if a nonstandard benefit was provided at tier 4, provide the benefits suggested at tier 4 here.

Tier 6: Choose two high-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One option should be an ability that provides another 5 or 6 points to a particular Pool best suited to the focus, or that the character can divide up as they wish. Alternatively, training in offense or defense would also be appropriate.

The other tier 6 option should give the character a brand-new ability within their theme, but not one that strays into the realm of the fantastic. For instance, an ability that allows a character to take two actions instead of one would be reasonable. Granting additional training, assets, or Edge would also be fine.

Energy Manipulation

Energy manipulation foci offer abilities that can call fire, electricity, force, magnetism, or nonstandard forms of energy such as cold, stone, or something stranger like “void” or “shadow.” These abilities usually give a character a way to achieve something of a balance between attacking enemies and granting themselves or allies additional protection. The focus usually also offers abilities that provide other ways to use specific energy for things like transportation, creating large concentrations of energy that can affect multiple targets, or creating a temporary object or barrier of energy.

Connection: Choose four relevant connections from the Focus Connections list.

Additional Equipment: One or more pieces of equipment immune to the energy manipulated, which might be a set of clothes. Alternatively, something related to the energy being generated. Some foci in this category don’t require additional equipment.

Energy Abilities: If a character type grants special abilities that normally use some other kind of energy, they now produce the kind used by this focus. For example, if a character uses this focus to manipulate electricity, their force blasts become blasts of electricity. These alterations change nothing except the type of damage and any knock-on effects (for instance, electricity might temporarily short out electronic systems).

Minor Effect Suggestions: The target or something near the target is hindered because of residual energy.

Major Effect Suggestions: An important item on the target’s person is destroyed.

The following are examples and not meant to provide a complete list of all possible foci in this category.

@UUID[.9x56c0G5TMOl1Arn#absorbs-energy]{Absorbs Energy} @UUID[.9x56c0G5TMOl1Arn#bears-a-halo-of-fire]{Bears a Halo of Fire} @UUID[.9x56c0G5TMOl1Arn#dances-with-dark-matter]{Dances With Dark Matter} @UUID[.9x56c0G5TMOl1Arn#rides-the-lightning]{Rides the Lightning} @UUID[.9x56c0G5TMOl1Arn#thunders]{Thunders} @UUID[.9x56c0G5TMOl1Arn#wears-a-sheen-of-ice]{Wears a Sheen of Ice}

Ability Selection Guidelines

Tier 1: Choose a low-tier ability that either inflicts damage or provides protection using the appropriate energy type in some fashion.

Sometimes an additional low-power ability is appropriate, depending on the energy type. For instance, a focus that manipulates cold might grant an ability to create snow sculptures. A focus that manipulates electricity might grant an ability to charge a depleted artifact or have an asset for dealing with electrical systems. A focus that absorbs energy might grant an ability to release it as a basic attack. And so on.

Tier 2: Choose whichever kind of ability wasn’t chosen at tier 1.

Tier 3: Choose two mid-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One option should be an ability that inflicts damage using the appropriate energy type (and possibly a related effect).

The other should grant enhanced movement by use of the appropriate energy type, give additional protection provided by the preferred energy, or use the energy in a completely new way, such as by draining the energy from a machine (if using electricity), entombing a victim in a layer of ice (if using cold), creating perfect silence (if using sound), creating a dazzling blast of illumination (if using light), and so on.

Tier 4: Choose whichever kind of ability wasn’t chosen at tier 3.

Tier 5: Choose a high-tier ability that inflicts damage (and possibly a related effect) that can affect more than one target using the appropriate energy type, or an ability that uses the energy in some fashion not previously used, as described in tiers 3 and 6.

Tier 6: Choose two high-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One of the high-tier abilities should use the preferred energy to inflict a lot of damage to a single target or to several.

The other option should use the appropriate energy type to accomplish a task not previously provided by lower-tier abilities, such as fashioning a fiery follower (if using fire), teleporting a great distance as a blast of lightning (if using electricity), creating solid objects out of the energy, and so on.

Environment Manipulation

Foci that allow a character to move objects, affect gravity, create objects (or illusions of objects), and so on are environment manipulation foci. Given that, in many cases, energy is used as part of this process, this category and energy manipulation overlap to some extent. Environment manipulation foci prioritize abilities that indirectly affect enemies and allies via objects, forces, and alterations of the surroundings; energy manipulation foci prioritize directly damaging targets with the chosen energy or force.

For example, rather than blasting a foe with a gravity pulse that does damage, a character using an environment manipulation focus based on gravity is more likely to have abilities that hold a target in place, use gravity to throw heavy objects as an attack, or lower gravity in a particular area or even on a particular object.

Connection: Choose four relevant connections from the Focus Connections list.

Additional Equipment: Any object necessary to manipulate the surrounding environment. For instance, someone with a focus that grants the ability to craft objects would require basic tools. Some foci in this category don’t require anything to gain or retain their benefits.

Environment Manipulation Abilities: Foci themes that involve imagery or visible energies can affect the look of your type abilities. Such alterations, if any, do nothing but change the appearance of effects. If gravity is manipulated, perhaps a telltale bluish glow permeates all ability uses, including type abilities. If illusion is generated, perhaps flamboyant visual and auditory qualities accompany type abilities, such as the appearance of a tentacled beast holding a target in place when Stasis is used. And so on.

Minor Effect Suggestions: The target gets turned around, and its next attack is hindered.

Major Effect Suggestions: The character is refreshed and recovers 4 points to one Pool.

The following are examples and not meant to provide a complete list of all possible foci in this category.

@UUID[.9x56c0G5TMOl1Arn#awakens-dreams]{Awakens Dreams} @UUID[.9x56c0G5TMOl1Arn#blazes-with-radiance]{Blazes With Radiance} @UUID[.9x56c0G5TMOl1Arn#calculates-the-incalculable]{Calculates the Incalculable} @UUID[.9x56c0G5TMOl1Arn#controls-gravity]{Controls Gravity} @UUID[.9x56c0G5TMOl1Arn#crafts-illusions]{Crafts Illusions} @UUID[.9x56c0G5TMOl1Arn#crafts-unique-objects]{Crafts Unique Objects} @UUID[.9x56c0G5TMOl1Arn#employs-magnetism]{Employs Magnetism} @UUID[.9x56c0G5TMOl1Arn#focuses-mind-over-matter]{Focuses Mind Over Matter}

Ability Selection Guidelines

Tier 1: Choose a low-tier ability that grants a basic use of an ability that alters the environment (or predicts it) using the focus’s theme. For instance, a gravity-affecting focus might provide an ability that makes a target lighter or heavier. An
illusion-crafting focus might grant an ability that allows the creation of an image. An object-making focus might grant a basic proficiency in creating a particular kind of object. A predictive focus might calculate outcomes and provide the character with the benefits of that foreknowledge. And so on.

Sometimes an additional low-power ability is appropriate, depending on the focus. Often, this is an ability that grants skill training in a related area of knowledge.

Tier 2: Choose a low-tier ability that provides a new defensive or offensive capability related to the focus’s theme.

Alternatively, this ability might provide an additional or brand-new capability to manipulate the environment related to the focus’s theme.

Tier 3: Choose two mid-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One option should be a mid-tier ability related to the focus’s theme that provides an additional environment manipulation capacity or further improves the basic environment manipulation ability previously granted. This ability isn’t directly offensive or defensive, but provides either an all-new ability related to the basic ability, or one that increases the strength, range, or some other extension of the previously unlocked basic ability.

The other mid-tier option should provide an offensive or defensive ability related to the specific form of movement the focus provides, if possible.

Tier 4: Choose a mid-tier ability that is either an offensive or a defensive use of the ability, whichever one wasn’t chosen as an option in the previous tier.

Tier 5: Choose a high-tier penultimate use of the environment-manipulation ability. For instance, if the focus-granted manipulation is illusory, this ability might haunt a target with terrifying images. If the focus is gravity based, it might unlock flight. If magnetic, it might allow the user to reshape metal. If the focus grants telekinetic powers, this ability could allow a character to hurl massive objects at foes. And so on.

Tier 6: Choose two high-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One of the abilities should provide either an offensive or a defensive ability, opposite the ability provided at tier 4 (though high tier rather than mid tier).

The other option should be something that further explores the use of the basic environment manipulation capability. If the tier 5 choice was the penultimate ability, this might be an even better ultimate ability related to the kind of manipulation offered, or a different way of using that ability to unlock an as-yet-unexplored facet of the ability.

Exploration

Foci that allow a character to gather information, survive in unfamiliar environments, and find their way to new locations or track down particular creatures and foes are exploration foci. Surviving in unfamiliar environments requires a reasonable selection of defensive options; however, abilities that allow a character to find and learn are prioritized.

Exploration foci rely on a variety of methods, though training and expertise are the mainstays. Some methods require specific tools (such as a vehicle) to grant the benefits provided, while others might rely on the supernatural or
super-science to learn new things and explore strange places from afar.

Connection: Choose four relevant connections from the Focus Connections list.

Additional Equipment: Any object necessary to explore. For instance, starting maps and/or
a compass would be basic equipment, while someone who uses psychic abilities might require a mirror or crystal sphere to gaze into. Equipment might also include access to a vehicle required for exploration, as previously noted.

Minor Effect Suggestions: You have an asset on any action that involves using your senses, such as perceiving or attacking, until the end of the next round.

Major Effect Suggestions: Your Intellect Edge increases by 1 until the end of the next round.

The following are examples and not meant to provide a complete list of all possible foci in this category.

@UUID[.9x56c0G5TMOl1Arn#explores-dark-places]{Explores Dark Places} @UUID[.9x56c0G5TMOl1Arn#infiltrates]{Infiltrates} @UUID[.9x56c0G5TMOl1Arn#operates-undercover]{Operates Undercover} @UUID[.9x56c0G5TMOl1Arn#pilots-starcraft]{Pilots Starcraft} @UUID[.9x56c0G5TMOl1Arn#sees-beyond]{Sees Beyond} @UUID[.9x56c0G5TMOl1Arn#separates-mind-from-body]{Separates Mind From Body}

Ability Selection Guidelines

Tier 1: Choose a low-tier ability that grants the character basic exploratory, survival, or information-gathering capabilities within the focus’s theme.

Sometimes an additional low-power ability is appropriate, depending on the focus. Often, this is an ability that grants skill training in a related area of knowledge or a related skill (though this may already be covered in the main ability). Alternatively, it might offer a simple bonus of 2 or 3 points to the Might Pool.

Tier 2: Choose another low-tier ability that grants an additional capability related to exploration, survival, or information gathering.

For instance, a focus dedicated to surviving savage conditions might offer an ability (or two) that makes it easier to avoid natural hazards, poisons, difficult terrain, and so on. A focus dedicated to exploration of a particular area might grant abilities to gain access to that area, or a capability that others normally lack (like the ability to see in the dark).

Tier 3: Choose two mid-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One option should further improve the basic exploration ability granted, or give a new exploratory, survival, or information-gathering ability.

The other option should be something that benefits the character, either an offensive or defensive ability (especially if this focus hasn’t already granted that) or something that further broadens the character’s ability to explore in the focus’s chosen realm.

Tier 4: Choose a mid-tier offensive or defensive ability (whichever wasn’t offered at tier 3) that benefits the character. Alternatively, if offensive and defensive abilities are already well represented, choose a different mid-tier ability that broadens the character’s ability to explore, survive, or gather information.

Tier 5: Choose a high-tier ability that alleviates some of the penalties for exploring, surviving, or gathering information in a normally inhospitable place.

Tier 6: Choose two high-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One option should further improve the basic exploration-themed ability previously granted, or give a brand-new exploratory, survival, or information-gathering ability.

The other option should be something that benefits the character, either an offensive or defensive ability, or yet another ability that further broadens their capacity to explore in the focus’s chosen realm.

Influence

Foci that prioritize authority and influence—whether that’s to make people or machines do as commanded, to help others, or to rise to some other prestigious and significant position—fall within the influence category.

These foci grant influence through training and persuasion, by direct mental manipulation, by using fame to get people’s attention and influence their actions, or simply by knowing and learning things that affect later decisions. In this sense, the concept of influence is broad.

Connection: Choose four relevant connections from the Focus Connections list.

Additional Equipment: Any object necessary to achieve the influence suggested should be granted as additional equipment. Some influence foci don’t require anything to gain or retain their benefits.

Minor Effect Suggestions: The range or duration of the influencing ability is doubled.

Major Effect Suggestions: An ally or indicated target can take an additional action.

The following are examples and not meant to provide a complete list of all possible foci in this category.

@UUID[.9x56c0G5TMOl1Arn#commands-mental-powers]{Commands Mental Powers} @UUID[.9x56c0G5TMOl1Arn#conducts-weird-science]{Conducts Weird Science} @UUID[.9x56c0G5TMOl1Arn#fuses-mind-and-machine]{Fuses Mind and Machine} @UUID[.9x56c0G5TMOl1Arn#is-idolized-by-millions]{Is Idolized by Millions} @UUID[.9x56c0G5TMOl1Arn#solves-mysteries]{Solves Mysteries} @UUID[.9x56c0G5TMOl1Arn#talks-to-machines]{Talks to Machines} @UUID[.9x56c0G5TMOl1Arn#works-the-system]{Works the System}

Ability Selection Guidelines

Tier 1: Choose a low-tier ability that allows the character to learn something significant enough that they can choose a smart course of action (or use that knowledge to persuade or intimidate). How the character learns the information varies by the specifics of the focus. One character might do experiments to learn answers, another might open a telepathic link with others to trade information secretly and quickly, and still another might simply be trained in interaction tasks.

Sometimes an additional low-power ability is appropriate, depending on the focus. Often, this is an ability that grants skill training in a related area of knowledge.

Tier 2: Choose a low-tier ability that improves the character’s ability to apply influence. This might open an additional front on the focus’s basic theme or simply further enhance the basic ability already provided. For instance, this tier 2 ability could ease influence-related tasks by a few steps, allow a telepath to read the minds of others who have secrets they’d otherwise not reveal, or grant influence over physical objects (either to improve them or to learn more about them). And so on.

Tier 3: Choose two mid-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One option should provide an offensive or defensive capability related to the focus’s specific kind of influence, if possible. For instance, an inventor might create a serum that gives them increased abilities (which could be used for offense or defense), a telepath might have some method of blasting foes with mental energy, and someone with only the basic skills of debate and influence through fame might have to rely on weapon training or their entourage.

The other mid-tier option should provide an additional ability to influence in the theme of the focus, or further improve the basic influence ability previously granted. This option isn’t directly offensive or defensive, but provides either an all-new ability related to the basic ability, or increases the strength, range, or some other extension of the previously unlocked basic ability. For instance, a telepath might have a psychic suggestion ability.

Tier 4: Choose a mid-tier ability that is either an offensive or a defensive use of the influence ability, whichever one wasn’t chosen as an option in the previous tier.

Alternatively, this ability could grant an additional capability related to the kind of influence the focus provides.

Tier 5: Choose a high-tier penultimate use of the specific influence ability granted at lower tiers.

Alternatively, choose an ability not previously gained at a lower tier, one that opens a new front on the particular influence capability. For instance, if the focus-granted influence is telepathic, the tier 5 ability might allow a character to see into the future to gain assets for dealing with enemies (and allies).

Tier 6: Choose two high-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One of the options should provide either an offensive or a defensive ability, opposite the ability provided at tier 4 (though high tier rather than mid tier).

The other option should be something that further explores the use of the basic influence ability provided by the focus. If the tier 5 choice was the penultimate ability, this might be an even better ultimate ability related to the kind of influence used, or a different way of using that ability to unlock an as-yet-unexplored facet of the ability.

Irregular

Most foci have a basic theme, a “character story” that logically leads to a series of related abilities. However, certain foci themes are so wide that they don’t fit into any other category except an irregular one of their own.

Irregular foci provide a basket of disparate abilities. Usually that’s because the overarching theme is one that demands variability and access to several different kinds of abilities. Often, these foci are found in genres that suggest additional rule tweaks to leverage their use even further, such as power shifts in the superhero genre and spellcasting in the fantasy genre. However, other irregular foci are possible.

Connection: Choose four relevant connections from the Focus Connections list.

Additional Equipment: Any object necessary to the focus’s theme. For instance, a
superhero-themed focus might grant a superhero costume.

Minor Effect Suggestions: The target is also dazed for one round, during which time all of its tasks are hindered.

Major Effect Suggestions: The target is stunned and loses its next turn.

The following are examples and not meant to provide a complete list of all possible foci in this category.

@UUID[.9x56c0G5TMOl1Arn#channels-divine-blessings]{Channels Divine Blessings} @UUID[.9x56c0G5TMOl1Arn#descends-from-nobility]{Descends From Nobility} @UUID[.9x56c0G5TMOl1Arn#emerged-from-the-obelisk]{Emerged From the Obelisk} @UUID[.9x56c0G5TMOl1Arn#flies-faster-than-a-bullet]{Flies Faster Than a Bullet} @UUID[.9x56c0G5TMOl1Arn#masters-spells]{Masters Spells} @UUID[.9x56c0G5TMOl1Arn#speaks-for-the-land]{Speaks for the Land}

Ability Selection Guidelines

Tier 1: Choose a low-tier ability that grants one of the benefits the focus theme promises, one that a first-tier character should have.

Sometimes an additional low-power ability is appropriate, depending on the focus. Often, this is an ability that grants skill training in a related area of knowledge or a related skill. Alternatively, it might offer a simple bonus of 2 or 3 points to a Pool.

Tier 2: Choose a low-tier ability that grants one of the benefits the focus theme promises, one that’s presumably not immediately related to the one provided at tier 1. That said, if a defense wasn’t provided at tier 1, tier 2 is a good place to add it.

Tier 3: Choose two mid-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One option should provide one of the benefits the focus theme promises, one that may not be immediately related to those provided at earlier tiers.

The other option should include a method of attack if none has previously been granted. Alternatively, if the lower-tier abilities don’t quite get the character where they need to be, this option might further increase a capability unlocked at a lower tier.

Tier 4: Choose a mid-tier ability that grants one of the benefits the focus theme promises, one that may not be immediately related to those provided at earlier tiers.

Tier 5: Choose a high-tier ability that grants one of the benefits the focus theme promises, one that may not be immediately related to those provided at earlier tiers.

Tier 6: Choose two high-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One option should grant one of the benefits the focus theme promises, one that may not be immediately related to those provided at earlier tiers. However, this ability might also provide an ultimate version of a lower-tier ability if a mid-tier or low-tier option wasn’t quite sufficient.

The other option should provide an alternate method to round out the character in a way that doesn’t replicate the first tier 6 option. For instance, if the first option provided some kind of attack, this one might be an interaction, information-gathering, or healing ability, depending on the focus’s overarching theme.

Movement Expertise

Foci that prioritize novel forms of movement—in order to excel in combat, escape situations most others can’t, move with stealth for purposes of theft or escape, or move into locations normally inaccessible—fall within the movement expertise category. These foci usually have methods of granting either offense or defense through movement, though they may provide some means of doing both.

The classic movement expertise focus is one that relies on speed to make more attacks and avoid being hit, though general agility might also provide the same benefit. Other foci in this category might fall within the theme by granting a character the ability to become immaterial, to change their form into something like water or air, or to instantly move via teleportation.

Connection: Choose four relevant connections from the Focus Connections list.

Additional Equipment: Any object necessary to achieve great speeds, change state, or otherwise gain the benefit of the focus should be granted as additional equipment. Some foci in this category don’t require anything to gain or retain their benefits.

Minor Effect Suggestions: The target is dazed, and their next action is hindered.

Major Effect Suggestions: The target is stunned and loses their next action.

The following are examples and not meant to provide a complete list of all possible foci in this category.

@UUID[.9x56c0G5TMOl1Arn#exists-partially-out-of-phase]{Exists Partially Out of Phase} @UUID[.9x56c0G5TMOl1Arn#moves-like-a-cat]{Moves Like a Cat} @UUID[.9x56c0G5TMOl1Arn#moves-like-the-wind]{Moves Like the Wind} @UUID[.9x56c0G5TMOl1Arn#runs-away]{Runs Away} @UUID[.9x56c0G5TMOl1Arn#shreds-the-walls-of-the-world]{Shreds the Walls of the World} @UUID[.9x56c0G5TMOl1Arn#travels-through-time]{Travels Through Time} @UUID[.9x56c0G5TMOl1Arn#works-the-back-alleys]{Works the Back Alleys}

Ability Selection Guidelines

Tier 1: Choose a low-tier ability that grants the basic benefit of the specific movement style, whether that’s enhanced speed, agility, immateriality, and so on.

Sometimes an additional low-power ability is appropriate, depending on the focus. If the basic benefit of the movement demands some kind of additional understanding or training, this ability could be that. Alternatively, if the movement provided seems like it should also unlock a basic offensive or defensive benefit (relying on the use of the initial basic ability), append it as well.

Tier 2: Choose a low-tier ability that provides a new offensive or defensive capability related to the focus’s theme.

Alternatively, this ability might provide some additional capability related to the form of movement that grants useful information to the character that would normally be inaccessible to someone without the focus.

Tier 3: Choose two mid-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One option should provide an additional movement capacity or further improve the basic movement capacity, related to the focus’s theme. This isn’t directly offensive or defensive, but provides the character with a new level of ability or an all-new ability related to their basic movement ability.

The other option should provide either an offensive or a defensive capability related to the specific form of movement the focus provides.

Tier 4: Choose a mid-tier ability that further enhances the advantages provided by focus’s movement-enhancing paradigm. This could provide a new or better form of defense (directly, or indirectly if moving to a location or time where danger doesn’t threaten), or a new or better form of offense.

Tier 5: Choose a high-tier penultimate use of the movement-related ability. For instance, if the focus-provided movement is temporal, this ability might allow actual (if brief) jaunts of time travel. If the focus enhances speed, this ability might allow the character to move up to a very long distance with one action. And so on.

Alternatively, unlock an as-yet-unexplored related ability that could derive from the basic movement power provided by the focus.

Tier 6: Choose two high-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One of the options should provide either an offensive or a defensive ability, opposite the ability provided at tier 4 (though high tier rather than mid tier).

The other option should be something that further explores the use of the basic
movement ability. If the tier 5 choice was the penultimate ability, this might be an even better ultimate ability related to the movement.

Striker Combat

Striker combat foci prioritize dealing damage in battle over other concerns. Foci in this category offer defensive abilities as well, but they emphasize abilities that provide ways to spike damage to heights that other foci normally don’t reach.

To achieve this end, a striker combat focus might offer mastery of a particular style of martial combat, which could be training with a particular weapon or martial art, or the use of a unique tool (or even a kind of energy). A style might be something as singular as being the best at fighting a particular kind of enemy, or something much broader, such as adopting a particularly vicious or unsporting style. A striker combatant might use fire, force, or magnetism as their preferred method of spiking damage.

Connection: Choose four relevant connections from the Focus Connections list.

Additional Equipment: The weapon, tool, or other special item or substance (if any) required to engage in the particular style of combat. For instance, a dose of level 5 poison for Fights Dirty or Murders, a trophy from a previously defeated foe for Battles Robots, or stylish clothes for Fights With Panache.

Minor Effect Suggestions: The target is so dazzled by your expertise that it is dazed for one round, hindering all of its tasks.

Major Effect Suggestions: Make an immediate additional attack using an attack provided by the focus as part of your turn.

The following are examples and not meant to provide a complete list of all possible foci in this category.

@UUID[.9x56c0G5TMOl1Arn#battles-robots]{Battles Robots} @UUID[.9x56c0G5TMOl1Arn#fights-dirty]{Fights Dirty} @UUID[.9x56c0G5TMOl1Arn#fights-with-panache]{Fights With Panache} @UUID[.9x56c0G5TMOl1Arn#hunts]{Hunts} @UUID[.9x56c0G5TMOl1Arn#is-licensed-to-carry]{Is Licensed to Carry} @UUID[.9x56c0G5TMOl1Arn#looks-for-trouble]{Looks for Trouble} @UUID[.9x56c0G5TMOl1Arn#masters-weaponry]{Masters Weaponry} @UUID[.9x56c0G5TMOl1Arn#murders]{Murders} @UUID[.9x56c0G5TMOl1Arn#needs-no-weapon]{Needs No Weapon} @UUID[.9x56c0G5TMOl1Arn#performs-feats-of-strength]{Performs Feats of Strength} @UUID[.9x56c0G5TMOl1Arn#rages]{Rages} @UUID[.9x56c0G5TMOl1Arn#slays-monsters]{Slays Monsters} @UUID[.9x56c0G5TMOl1Arn#throws-with-deadly-accuracy]{Throws With Deadly Accuracy} @UUID[.9x56c0G5TMOl1Arn#wields-two-weapons-at-once]{Wields Two Weapons at Once}

Ability Selection Guidelines

Tier 1: Choose a low-tier ability that inflicts additional damage when a character attacks using the focus’s particular fighting style, energy, or attitude, or when used against a chosen enemy.

Sometimes an additional low-power ability is appropriate, depending on the focus. For instance, a focus that grants proficiency in a special weapon might offer training in crafting tasks associated with that weapon. A focus that grants increased damage against a particular kind of foe might offer training in skills to recognize, locate, or just have general knowledge about that foe. A fighting style that involves fighting in a vicious or dirty manner might provide training in intimidation. And so on.

If the focus is about fighting a particular enemy, additional secondary powers (more than might otherwise be offered) may be appropriate. Those either further enhance effectiveness against the chosen enemy, or offer broader but related abilities that give the character who takes the focus some functionality even when not fighting that enemy.

Tier 2: Choose a low-tier ability that provides some form of defense using the weapon, weapon style, or chosen energy. If the weapon style is being especially good at fighting a certain kind of foe, the ability should be a defense against that kind of foe. Alternatively, the focus might offer another method for increasing damage within the chosen paradigm.

Sometimes an additional low-power ability is appropriate at tier 2. If so, choose whichever
low-power ability wasn’t gained at tier 1.

Tier 3: Choose two mid-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One option should inflict additional damage when using the focus’s fighting style, energy, or attitude, or when used against a chosen enemy. That could be as simple as an ability that offers an additional attack of that kind.

The other option should provide a method to temporarily neutralize a foe by disarming them, dazing or stunning them, slowing or holding them, or otherwise discombobulating them by using the focus’s fighting style, energy, or attitude, or when used against a chosen enemy.

Tier 4: Choose a mid-tier ability that further enhances the advantages provided by the focus’s paradigm. Often, this includes training in a particular kind of attack. Alternatively, the ability might increase the advantages provided by achieving a certain combat status, such as gaining surprise.

Tier 5: Choose a high-tier ability that inflicts damage. Alternatively, if focused on fighting a particular kind of foe, this ability might give the character a chance to completely neutralize, destroy, blind, or kill a singular target of up to level 3 (or higher, if the focus is on a singular foe).

Tier 6: Choose two high-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One of the options should use the focus paradigm to inflict an exceptional amount of damage.

The other option could be a different way of inflicting damage, either using the focus paradigm or just dealing lots of damage in general (and relying on previous focus tier abilities to improve targeting). This could be against multiple targets if the first option was for a single target, to outright kill or neutralize a target (starting with level 4, but with guidance for using Effort to increase the level of the target), or to select yet another foe, make another attack, or get away in order to fight another day.

Support

Foci that allow a character to help others succeed, defend others, heal others who are hurt, and so on are support foci. Of course, most foci abilities are often used in aid of others, but support foci (such as Siphons Power) prioritize aiding, healing, and improving the character who takes the focus.

Support foci rely on a variety of methods to provide their help, including martial training used in defense, supernatural or sci-fi means of providing healing, or simply easing the cares of others through entertainment.

Connection: Choose four relevant connections from the Focus Connections list.

Additional Equipment: Any object necessary to provide support. For instance, someone with a focus that uses entertainment to help others would require an instrument or similar object in aid of their craft. Some foci in this category don’t require anything to gain or retain their benefits.

Minor Effect Suggestions: You can draw an attack without having to use an action at any point before the end of the next round.

Major Effect Suggestions: You can take an extra action in aid of an ally.

The following are examples and not meant to provide a complete list of all possible foci in this category.

@UUID[.9x56c0G5TMOl1Arn#defends-the-weak]{Defends the Weak} @UUID[.9x56c0G5TMOl1Arn#entertains]{Entertains} @UUID[.9x56c0G5TMOl1Arn#helps-their-friends]{Helps Their Friends} @UUID[.9x56c0G5TMOl1Arn#metes-out-justice]{Metes Out Justice} @UUID[.9x56c0G5TMOl1Arn#shepherds-the-community]{Shepherds the Community} @UUID[.9x56c0G5TMOl1Arn#siphons-power]{Siphons Power} @UUID[.9x56c0G5TMOl1Arn#works-miracles]{Works Miracles}

Ability Selection Guidelines

Tier 1: Choose a low-tier ability that provides some form of defense, aid or entertainment, benefit to recovery or healing, or protection. That defense or protection could be to the PC and not to an ally, as one cannot protect another without first being able to protect themselves (and sometimes protecting themselves is the entire point).

Sometimes an additional low-power ability is appropriate, depending on the focus. Often, this is an ability that grants skill training in a related area of knowledge or a related skill, but it might be something that works with the initial ability that, by itself, wouldn’t do much.

Tier 2: Choose a low-tier ability that follows up on the support style opened in the previous tier. If the previous tier’s ability provided a means of protection only for the focus taker, this tier 2 ability should specifically provide aid to another. If the previous tier specifically provided aid to another, this tier 2 ability could defend the focus taker or provide an offensive capability grounded, if possible, in the focus’s theme.

Tier 3: Choose two mid-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One option should work within the focus’s theme to aid, heal, protect, or otherwise help another.

The other option should be something that benefits the character, either an offensive or defensive ability, or something that broadens their expertise in some fashion. Alternatively, it could be another, different method of helping someone else.

Tier 4: Choose a mid-tier ability that gives an ally a direct boon or provides the character with a way to help another. It could also be an ability that harms or nullifies a foe, as removing foes certainly helps allies.

Tier 5: Choose a high-tier ability that provides an offensive or defensive option for the character, if none have been provided yet. If this need has been previously addressed or is deemed unnecessary, choose a high-tier ability that provides some form of defense, aid or entertainment, benefit to recovery or healing, or protection to another. For example, a tier 5 ability might grant an ally an additional free action or allow them to repeat a failed action.

Tier 6: Choose two high-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One of the options should provide an ultimate method of helping another in the theme of the focus.

The other option could provide an alternative ultimate method of helping another; many foci in this category do. However, an option that provides high-tier offense or defense is also completely reasonable.

Tank Combat

Foci that prioritize being able to take a lot of punishment and soak up excess damage from foes fall within the tank combat category. These foci provide offensive abilities too, as well as additional abilities related to the particular method by which improved protection is achieved, but defensive abilities are most pronounced.

Some tank combat foci involve a physical transformation that grants additional protection, and others rely on specialized training, use tools like shields or heavy armor, or provide the ability to heal incredibly fast. The kinds of physical transformation that a tank focus provides, if any, vary widely. A focus might turn a character’s skin to stone, reinforce their body with metal, turn them into a monstrous being, make them so big it becomes harder to hurt them, and so on.

Connection: Choose four relevant connections from the Focus Connections list.

Additional Equipment: Any object necessary to maintain a physical transformation (such as a tool for repair if partly robotic, a shield or other defensive tool used if skilled, or possibly some kind of amulet or serum). Some tank combat foci don’t require anything to gain or retain their benefits.

Minor Effect Suggestions: +2 to Armor for a few rounds.

Major Effect Suggestions: Regain 2 points to Might Pool.

The following are examples and not meant to provide a complete list of all possible foci in this category.

@UUID[.9x56c0G5TMOl1Arn#abides-in-stone]{Abides in Stone} @UUID[.9x56c0G5TMOl1Arn#brandishes-an-exotic-shield]{Brandishes an Exotic Shield} @UUID[.9x56c0G5TMOl1Arn#defends-the-gate]{Defends the Gate} @UUID[.9x56c0G5TMOl1Arn#fuses-flesh-and-steel]{Fuses Flesh and Steel} @UUID[.9x56c0G5TMOl1Arn#grows-to-towering-heights]{Grows to Towering Heights} @UUID[.9x56c0G5TMOl1Arn#howls-at-the-moon]{Howls at the Moon} @UUID[.9x56c0G5TMOl1Arn#lives-in-the-wilderness]{Lives in the Wilderness} @UUID[.9x56c0G5TMOl1Arn#masters-defense]{Masters Defense} @UUID[.9x56c0G5TMOl1Arn#never-says-die]{Never Says Die} @UUID[.9x56c0G5TMOl1Arn#stands-like-a-bastion]{Stands Like a Bastion}

Ability Selection Guidelines

Tier 1: Choose a low-tier ability that provides defense within the focus’s theme. If the theme is simply intense training or the use of a defensive tool, the ability might be as simple as a bonus to Armor. If protection comes from physical transformation, this ability provides the base form effects, benefits, and in some cases drawbacks for making the transformation. A low-tier enhanced healing ability would also be appropriate at first tier.

Sometimes an additional low-power ability is appropriate, depending on the focus. If the character transforms, this ability may provide a knock-on effect, though in the case of some transformations, it might be a description of how someone with an abnormal physiognomy can fully heal. Other times, the secondary power may simply be training in a related skill, or it may unlock the ability to use a particular armor or shield without penalty.

Tier 2: If the theme of the focus isn’t physical transformation, choose a low-tier ability that provides an additional method of defending, healing damage, or avoiding attacks.

If the theme of the focus is physical transformation, choose a low-tier ability that unlocks a new capability related to the form the character takes. That might mean gaining better control of the transformation, unlocking a robotic interface, or otherwise more fully unlocking that form. This ability is not necessarily defensive, though it could be.

Tier 3: Choose two mid-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One option should provide an additional form of protection in keeping with the focus’s theme, such as more defensive capabilities unlocked from a transformation (which might also come with additional offensive capabilities) or a simple physical enhancement if defense is gained by skills or enhanced healing.

The other option should provide an offensive capability, especially if creating a non-transformation focus that doesn’t already have offensive benefits. That capability could be an enhanced attack or provide some other benefit useful in combat, such as quickly evading or (on the other end of the continuum) becoming immovable.

Tier 4: Choose a mid-tier ability that further enhances the advantages provided by the focus’s damage-soaking paradigm. Often, this includes training in a particular kind of defense. Alternatively, it might increase the advantages provided by previously unlocked defensive abilities, whether that means gaining greater control over a transformation, gaining additional chances to avoid damage or retry tasks related to enhanced determination, and so on. If the focus is lacking in offensive options, this is a good place to include one.

Tier 5: Choose a high-tier ability that provides protection, possibly in the form of shrugging off a debilitating condition (including death). If the focus offers a physical transformation, this ability might further unlock an additional related ability, whether offensive, defensive, or something related to exploration or interaction (such as flight if the form is winged, intimidation if the form is fearsome, and so on).

Tier 6: Choose two high-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One option should use the focus paradigm to increase the defense, protection, or ability to shrug off damage.

The other option could be a different way of being defensive. In some cases, the best defense is a good offense, so this option could provide a high-tier offensive ability in keeping with the focus’s theme, whether that’s a straight-up damage boost on attacks or better control of an unstable physical transformation.

","markdown":""},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"ownership":{"default":-1},"flags":{}},{"sort":399219,"name":"Abilities","type":"text","_id":"YRhX8KikaF361373","title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"

A character’s type, flavor, and focus assign an appropriate tier to each ability. However, if you’re creating a brand-new focus or type, we provide a couple of additional tools.

The first is a power grade for each ability, which tells you about how potent it is in relation to other abilities. Abilities appropriate for tiers 1 and 2 characters are called “low-tier” abilities. Abilities appropriate for tiers 3 and 4 are called “mid-tier” abilities. Abilities appropriate for tiers 5 and 6 are called “high-tier” abilities.

These abilities are further sorted into ability categories based on the kinds of things they do—abilities that improve physical attacks are in the attack skill category, abilities that assist allies are in the support category, and so on.

Unless otherwise noted, you cannot choose the same ability twice, even if you get it from both your type and a flavor.

Ability Categories and Relative Power

Abilities can be divided into several categories based on the kinds of things they do—improve your physical attacks, assist allies, provide defense, give you a special attack form, and so on. Under each of the following category descriptions is a list of abilities that fit that category, sorted into low-, medium-, and high-tier abilities.

The categories are mainly used by GMs when designing new foci for a campaign, allowing them to search a short list of abilities instead of trying to find something appropriate among the thousand or so abilities in this chapter. For example, the GM might have a custom focus in their campaign called “Is Born of the Swamp” and want a defensive ability for tier 5, so they can look at the high-tier abilities in the protection category and quickly narrow down what options are available.

It may be possible that a character gains the same ability from more than one source (such as from their type and their descriptor). Unless the two abilities are obviously additive (such as two abilities that each add 3 points to your Might Pool, which together would give the character +6 Might points), the duplicated ability might be improved in some way, such as having a longer duration or greater effect, or automatically providing an asset. Some abilities give suggestions on how to do this; otherwise, the player and the GM should work out whether and how the ability is improved.

The ability categories are not intended to be rigid or comprehensive. Some abilities fall into more than one category, and it could be argued that some abilities could be included in more categories than are listed here.

These categories have some overlap with the categories in the Creating New Foci chapter. For example, there is a support category here and a support category in the Creating New Foci chapter. They aren’t intended to be exact parallels and they don’t mean exactly the same thing. That said, if you’re creating a support-centric focus, many of the abilities in the support ability category would be appropriate choices.

Attack Skill

Gives you training or specialization in a specific physical attack (like swords or unarmed combat), a category of physical attacks (light bladed, heavy bashing, and so on), or another physical skill primarily used to inflict harm (such as breaking objects).

Low Tier

@UUID[Compendium.cyphersystem-compendium.abilities.YBMLX3Jm5oN79J6G]{Heads-Up Display} @UUID[Compendium.cyphersystem-compendium.abilities.wAbsUj5mHZatr3JG]{Practiced With Guns} @UUID[Compendium.cyphersystem-compendium.abilities.NhijFGxYepJtaa0r]{Practiced With Medium Weapons} @UUID[Compendium.cyphersystem-compendium.abilities.WFK0xBSAIpD59va8]{Practiced With Swords} @UUID[Compendium.cyphersystem-compendium.abilities.FEkLEYwk7r9KE7oC]{Quarry} @UUID[Compendium.cyphersystem-compendium.abilities.JJKRrcU5L1yM9y90]{Unarmed Fighting Style}

Mid Tier

@UUID[Compendium.cyphersystem-compendium.abilities.R0UuZ32vmmeFbSMV]{Blood Fever} @UUID[Compendium.cyphersystem-compendium.abilities.Z7JkIlrv7gxim4Fn]{Cognizant Offense} @UUID[Compendium.cyphersystem-compendium.abilities.nOuOE3EkrNr81pSq]{Greater Skill With Defense} @UUID[Compendium.cyphersystem-compendium.abilities.yl2zo179wXZW5Xxc]{Practiced With All Weapons} @UUID[Compendium.cyphersystem-compendium.abilities.NoKdHv0FSytZR4iF]{Robot Fighter} @UUID[Compendium.cyphersystem-compendium.abilities.NcItnMHjeG9fgE1K]{Serv-0 Aim} @UUID[Compendium.cyphersystem-compendium.abilities.lPqCQOQJF0JfoFRn]{Serv-0 Brawler} @UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks} @UUID[Compendium.cyphersystem-compendium.abilities.QDSSTe5EGrBHjtnL]{Sniper’s Aim} @UUID[Compendium.cyphersystem-compendium.abilities.hbWaCBEfSMujqvDf]{Specialized Throwing}

High Tier

@UUID[Compendium.cyphersystem-compendium.abilities.2uSx4ErQ9f2QLX5M]{As Foretold in Prophecy} @UUID[Compendium.cyphersystem-compendium.abilities.AsmIgvoIRPEtuzkh]{Duel to the Death} @UUID[Compendium.cyphersystem-compendium.abilities.oroWEBbp3cvrYwH9]{Greater Skill With Attacks} @UUID[Compendium.cyphersystem-compendium.abilities.LE8NtDKG9TzXBv5B]{Hunter’s Drive} @UUID[Compendium.cyphersystem-compendium.abilities.S4PaEqmYjg4TGoG3]{Master of Unarmed Fighting Style} @UUID[Compendium.cyphersystem-compendium.abilities.kNSRytTtQX0rU3aE]{Mastery With Attacks} @UUID[Compendium.cyphersystem-compendium.abilities.F6mAzjhG2T4irVjy]{Specialized Basher}

Companion

Gives you a follower, modifies a follower, or gives you an additional benefit when interacting with or near your follower. This category includes humanoid followers, beast companions, and temporary companions like summoned swarms, conjured spirits, and so on.

Low Tier

@UUID[Compendium.cyphersystem-compendium.abilities.4XwwFeGO5haHxvQs]{Basic Follower} @UUID[Compendium.cyphersystem-compendium.abilities.bOohoEcDegDBinFc]{Beast Companion} @UUID[Compendium.cyphersystem-compendium.abilities.9Kag2UMn6Wdxq4Zo]{Bound Magic Creature} @UUID[Compendium.cyphersystem-compendium.abilities.hIxPlDRbNqallNiu]{Control Swarm} @UUID[Compendium.cyphersystem-compendium.abilities.tgS72E10jiPF3Dm3]{Critter Companion} @UUID[Compendium.cyphersystem-compendium.abilities.P1jQZdPIrxo4wNlr]{Duplicate} @UUID[Compendium.cyphersystem-compendium.abilities.ZK4CUb9HH4J5A8IN]{Entourage} @UUID[Compendium.cyphersystem-compendium.abilities.ZEcFnsNXgcozJElT]{Influence Swarm} @UUID[Compendium.cyphersystem-compendium.abilities.yaLHxRtVBhveqHJA]{Necromancy} @UUID[Compendium.cyphersystem-compendium.abilities.oEubmS7pZ3zFK8uJ]{Resilient Duplicate} @UUID[Compendium.cyphersystem-compendium.abilities.paIv2etaqLqY76y0]{Robot Assistant} @UUID[Compendium.cyphersystem-compendium.abilities.v1lZkKjSCS1pjnET]{Serv-0} @UUID[Compendium.cyphersystem-compendium.abilities.RkOvawhfH5MHQFOH]{Spirit Accomplice}

Mid Tier

@UUID[Compendium.cyphersystem-compendium.abilities.zstBkLwRduC7vgGT]{Beast Eyes} @UUID[Compendium.cyphersystem-compendium.abilities.gLxVxCSix441TyKq]{Call Swarm} @UUID[Compendium.cyphersystem-compendium.abilities.ETGBAqAc1ApFH5cx]{Expert Follower} @UUID[Compendium.cyphersystem-compendium.abilities.BQnrZXeivue9Q2qp]{Fellow Explorer} @UUID[Compendium.cyphersystem-compendium.abilities.srn53BB1da8Elh1t]{Fiery Hand of Doom} @UUID[Compendium.cyphersystem-compendium.abilities.rUzrjRuT2nfEdCaJ]{Gain Unusual Companion} @UUID[Compendium.cyphersystem-compendium.abilities.vEVmBgz2TxOH3aSk]{Greater Necromancy} @UUID[Compendium.cyphersystem-compendium.abilities.QxOsAHpd8ZkEXI5u]{Improved Object Bond} @UUID[Compendium.cyphersystem-compendium.abilities.CEscdPwUrBpzUeS0]{Living Armor} @UUID[Compendium.cyphersystem-compendium.abilities.XkFsMa9e9IY2FRcN]{Machine Companion} @UUID[Compendium.cyphersystem-compendium.abilities.cGcblQ2qvyHM02kY]{Mount} @UUID[Compendium.cyphersystem-compendium.abilities.S2OZtm12S2YvxD7H]{Retinue} @UUID[Compendium.cyphersystem-compendium.abilities.Nyt7Z1xWqmnuu265]{Shipspeak} @UUID[Compendium.cyphersystem-compendium.abilities.h1rn92kIqG5VVYd6]{Stronger Together} @UUID[Compendium.cyphersystem-compendium.abilities.wEWyNKnVgVOjsyms]{Summon Giant Spider} @UUID[Compendium.cyphersystem-compendium.abilities.FwEUY43Q8EMVCCsL]{Superior Duplicate} @UUID[Compendium.cyphersystem-compendium.abilities.OWRsjlf3ahyH9eez]{Time Doppelganger} @UUID[Compendium.cyphersystem-compendium.abilities.l5vgtPP0LcsqGrzn]{Time Loop}

High Tier

@UUID[Compendium.cyphersystem-compendium.abilities.Qm31Nw2SkBpVcv9M]{As If One Creature} @UUID[Compendium.cyphersystem-compendium.abilities.fD8yD0pGCMdOJkGb]{Band of Desperados} @UUID[Compendium.cyphersystem-compendium.abilities.KpbEHKNSEycVB1GU]{Band of Followers} @UUID[Compendium.cyphersystem-compendium.abilities.pFWDdnTXCiPfwsWv]{Beast Call} @UUID[Compendium.cyphersystem-compendium.abilities.jVY1PTxvZvpjZILB]{Call Dead Spirit} @UUID[Compendium.cyphersystem-compendium.abilities.HUVY2MA2CBegFhLY]{Call in Favor} @UUID[Compendium.cyphersystem-compendium.abilities.ElsQU746B70tsPmZ]{Call Otherworldly Spirit} @UUID[Compendium.cyphersystem-compendium.abilities.U58ZQ1X3byfANn4W]{Call Through Time} @UUID[Compendium.cyphersystem-compendium.abilities.8SDpRRzZRF73zLsF]{Conjuration} @UUID[Compendium.cyphersystem-compendium.abilities.iQhBPww1s4wRZcDz]{Deadly Swarm} @UUID[Compendium.cyphersystem-compendium.abilities.M1FHIlVPVv8O02LV]{Dragon’s Maw} @UUID[Compendium.cyphersystem-compendium.abilities.NVdx8QjmTP5eOjDh]{Fire Servant} @UUID[Compendium.cyphersystem-compendium.abilities.iEOf9IkbHU8oBOMm]{Improved Apportation} @UUID[Compendium.cyphersystem-compendium.abilities.0IlHHY1ktkN2L5Sp]{Improved Companion} @UUID[Compendium.cyphersystem-compendium.abilities.PKFz6WVsaKm5kIir]{Improved Machine Companion} @UUID[Compendium.cyphersystem-compendium.abilities.UJpMPRD25O7HvhbV]{Insect Eruption} @UUID[Compendium.cyphersystem-compendium.abilities.pGJIwlCJDib2Splm]{Legal Intern} @UUID[Compendium.cyphersystem-compendium.abilities.rHApGqEQj8TCGa3f]{Masterful Armor Modification} @UUID[Compendium.cyphersystem-compendium.abilities.rsYzxCchklPSFAp7]{Multiplicity} @UUID[Compendium.cyphersystem-compendium.abilities.Aprz5cRtdgiAIYUM]{Object Bond Mastery} @UUID[Compendium.cyphersystem-compendium.abilities.3EcnBLVtGwxpWXBW]{Recruit Deputy} @UUID[Compendium.cyphersystem-compendium.abilities.yqhUXLWMSNn5IYOn]{Robot Fleet} @UUID[Compendium.cyphersystem-compendium.abilities.LnZkUlKUuuD7iW3P]{Summon Demon} @UUID[Compendium.cyphersystem-compendium.abilities.OWRsjlf3ahyH9eez]{Time Doppelganger} @UUID[Compendium.cyphersystem-compendium.abilities.GDphyYXSfjKE5BST]{True Necromancy}

Control

Controls or influences minds in ways outside of what could be done with conventional intimidation and persuasion, such as using psychic mind control, fear gas, and so on.

Low Tier

@UUID[Compendium.cyphersystem-compendium.abilities.BggeJtN5IcutwLJg]{Calm Stranger} @UUID[Compendium.cyphersystem-compendium.abilities.SeAlSU8Rim5CWsgV]{Charm Machine} @UUID[Compendium.cyphersystem-compendium.abilities.fg8V2R3kpLX2sHRn]{Cloud Personal Memories} @UUID[Compendium.cyphersystem-compendium.abilities.ag3OU8JZuc769034]{Community Activist} @UUID[Compendium.cyphersystem-compendium.abilities.ulHj0pzmwc515fve]{Fast Talk} @UUID[Compendium.cyphersystem-compendium.abilities.M2oXV5cRSdMlUZDm]{Goad} @UUID[Compendium.cyphersystem-compendium.abilities.0V2NE0905wwYPRVo]{Hack the Impossible} @UUID[Compendium.cyphersystem-compendium.abilities.kgCuCmU8kn0UMy8v]{Robot Control} @UUID[Compendium.cyphersystem-compendium.abilities.gT21nqWZ9Es576oC]{Soothe the Savage} @UUID[Compendium.cyphersystem-compendium.abilities.qVlbJjB7X8R78rz0]{Terrifying Presence}

Mid Tier

@UUID[Compendium.cyphersystem-compendium.abilities.CLObcsu2DKKKhzyK]{Calm} @UUID[Compendium.cyphersystem-compendium.abilities.8EMTH3JCrC5Vjt63]{Captivate or Inspire} @UUID[Compendium.cyphersystem-compendium.abilities.mUhnX0UmEw2BROkI]{Captivate With Starshine} @UUID[Compendium.cyphersystem-compendium.abilities.t83oYxQRuO2u2zx4]{Command} @UUID[Compendium.cyphersystem-compendium.abilities.OE5yXpzWC8lSUmGX]{Command Machine} @UUID[Compendium.cyphersystem-compendium.abilities.dCQdSi11hJDyOSdD]{Command Spirit} @UUID[Compendium.cyphersystem-compendium.abilities.crFxkKwBNdnD6tX4]{Crowd Control} @UUID[Compendium.cyphersystem-compendium.abilities.FIU24o7T66ViVgyg]{Daydream} @UUID[Compendium.cyphersystem-compendium.abilities.sqiDNk5qXh9j3zwh]{Grand Deception} @UUID[Compendium.cyphersystem-compendium.abilities.ljhjSIxYOCbPXEFR]{Interruption} @UUID[Compendium.cyphersystem-compendium.abilities.Vcfc6yjbqX6WSzCf]{Mind Control} @UUID[Compendium.cyphersystem-compendium.abilities.iRqXVpngq6vfgtEn]{Psychic Suggestion}

High Tier

@UUID[Compendium.cyphersystem-compendium.abilities.zTsjsWVgzjQzl2MW]{Advanced Command} @UUID[Compendium.cyphersystem-compendium.abilities.By276DS858KmWNZq]{Assume Control} @UUID[Compendium.cyphersystem-compendium.abilities.3SiJ5Drao8XtmgzV]{Brainwashing} @UUID[Compendium.cyphersystem-compendium.abilities.aWbDzueOAxSW1d3C]{Change the Paradigm} @UUID[Compendium.cyphersystem-compendium.abilities.FxohCBSksJIu1BSA]{Control Machine} @UUID[Compendium.cyphersystem-compendium.abilities.LvoH43SKKtr3urKo]{Control the Savage} @UUID[Compendium.cyphersystem-compendium.abilities.0f2qoQlYGRqgu0Nj]{Defuse Situation} @UUID[Compendium.cyphersystem-compendium.abilities.UyW320RhzarMNoss]{Flee} @UUID[Compendium.cyphersystem-compendium.abilities.miR0d91lKIfmBGdO]{Psychic Passenger} @UUID[Compendium.cyphersystem-compendium.abilities.cfR2uFYjteKAqsYw]{Show Them the Way} @UUID[Compendium.cyphersystem-compendium.abilities.3wZZC07ADxO3mImS]{Suggestion} @UUID[Compendium.cyphersystem-compendium.abilities.ZTp4SZ673tDJpmuS]{Word of Command}

Craft

Creates useful physical things, such as mundane tools (hammers, crowbars), limited-use devices (manifest cyphers, artifacts), or independent beings (robots, elementals, zombies). Includes blueprints, plans, and effects that aid or speed crafting.

Low Tier

@UUID[Compendium.cyphersystem-compendium.abilities.JoPcORtuhjnAJ5mT]{Create Deadly Poison} @UUID[Compendium.cyphersystem-compendium.abilities.ZvKFftq7doCxI7T5]{Fortification Builder} @UUID[Compendium.cyphersystem-compendium.abilities.IswvUEdCBBZDRme6]{Junkmonger} @UUID[Compendium.cyphersystem-compendium.abilities.JK2hN1poqMLqfa1N]{Machine Efficiency} @UUID[Compendium.cyphersystem-compendium.abilities.mFPUUmBIcGGsuwNd]{Modify Device} @UUID[Compendium.cyphersystem-compendium.abilities.Ktxj62234LhUr51B]{Natural Crafter} @UUID[Compendium.cyphersystem-compendium.abilities.m6X5wyPUPdhqLTIp]{Quick Work} @UUID[Compendium.cyphersystem-compendium.abilities.pUliR2uWpIcE6jQX]{Robot Builder} @UUID[Compendium.cyphersystem-compendium.abilities.XUutaClCW4UXzK7e]{Trapster} @UUID[Compendium.cyphersystem-compendium.abilities.qBTIXXJt2Ahn8UYh]{Weapon Crafter}

Mid Tier

@UUID[Compendium.cyphersystem-compendium.abilities.FBCpBF9PXlEtIX4m]{Dream Becomes Reality} @UUID[Compendium.cyphersystem-compendium.abilities.dhXVqnunlbSbrDPB]{Expert Crafter} @UUID[Compendium.cyphersystem-compendium.abilities.7G8B9lfoVXkuxvKB]{Ice Creation} @UUID[Compendium.cyphersystem-compendium.abilities.AQQzctwqPJPUTRbb]{Poison Crafter} @UUID[Compendium.cyphersystem-compendium.abilities.BSx4qB29VwRUISm6]{Robot Upgrade} @UUID[Compendium.cyphersystem-compendium.abilities.3DJXuR680OxwP5NT]{Sculpt Light}

High Tier

@UUID[Compendium.cyphersystem-compendium.abilities.HuhNjMfMxPkTlERH]{Create} @UUID[Compendium.cyphersystem-compendium.abilities.JUn27j5YI3dRh2jJ]{Dark Matter Structure} @UUID[Compendium.cyphersystem-compendium.abilities.6e4KunpYFObSRszo]{Improved Sculpt Light} @UUID[Compendium.cyphersystem-compendium.abilities.y3qXWOUu7mAhg6Rb]{Innovator} @UUID[Compendium.cyphersystem-compendium.abilities.KQDFvUEnIWed1ebo]{Jury-Rig} @UUID[Compendium.cyphersystem-compendium.abilities.t0B6AIqWanSnx696]{Modify Artifact Power} @UUID[Compendium.cyphersystem-compendium.abilities.YFbC1HRis4SpZgrS]{Reshape}

Cure

Cures damage, adds or improves recovery rolls, or negates, cures, suspends, or otherwise gives immunity to a harmful effect or condition, such as poison, disease, mental attacks, moving down on the damage track, or dying.

Low Tier

@UUID[Compendium.cyphersystem-compendium.abilities.8mP69InEXQ4TB5BL]{Alleviate} @UUID[Compendium.cyphersystem-compendium.abilities.bzeuikGxbM7noj2z]{Crystalline Body} @UUID[Compendium.cyphersystem-compendium.abilities.Z7CKGOQWnfdNO885]{Destined for Greatness} @UUID[Compendium.cyphersystem-compendium.abilities.qHzwHm5LmYDasHnF]{Diver} @UUID[Compendium.cyphersystem-compendium.abilities.gWvMJQPBSmeaP8yN]{Drain Creature} @UUID[Compendium.cyphersystem-compendium.abilities.JyAovhallyh9m6oW]{Drain Machine} @UUID[Compendium.cyphersystem-compendium.abilities.PqL4qr9D8QAwQhrL]{Endurance} @UUID[Compendium.cyphersystem-compendium.abilities.uB3sVzeG2N5rkdUZ]{Escape} @UUID[Compendium.cyphersystem-compendium.abilities.CAYeFSNYprjeRtWw]{Extra Recovery} @UUID[Compendium.cyphersystem-compendium.abilities.U7chr7wLj7r5y0LT]{Foil Danger} @UUID[Compendium.cyphersystem-compendium.abilities.igGttY1Y2XbAx3qY]{Healing Touch} @UUID[Compendium.cyphersystem-compendium.abilities.JuOmZXMt1T3tQUZ8]{Ignore the Pain} @UUID[Compendium.cyphersystem-compendium.abilities.UtFc3e4grYyCQneH]{Improved Recovery} @UUID[Compendium.cyphersystem-compendium.abilities.vFQaDsHzJpTSV8Tw]{Living Off the Land} @UUID[Compendium.cyphersystem-compendium.abilities.wXV7JxEmZDlBvRKO]{Push on Through} @UUID[Compendium.cyphersystem-compendium.abilities.euEVkth9YGYSpoJf]{Quick Recovery} @UUID[Compendium.cyphersystem-compendium.abilities.rRDSzPJtUCwRVXFR]{Repair Flesh} @UUID[Compendium.cyphersystem-compendium.abilities.OvvuCBCQ71rZkCqQ]{Restful Presence} @UUID[Compendium.cyphersystem-compendium.abilities.XntbE6mXQ4CZ6yIi]{Speedy Recovery} @UUID[Compendium.cyphersystem-compendium.abilities.s2PLo9FsWBi2C1VY]{Surging Confidence} @UUID[Compendium.cyphersystem-compendium.abilities.2fU3nI68oi5ScziC]{Totally Chill} @UUID[Compendium.cyphersystem-compendium.abilities.yRSe9vjTxdOkvgBE]{Water Adaptation} @UUID[Compendium.cyphersystem-compendium.abilities.lw0otGU2Iaorppdc]{Will of Legend}

Mid Tier

@UUID[Compendium.cyphersystem-compendium.abilities.m7j43Ww96dKCDtJO]{Aquatic Combatant} @UUID[Compendium.cyphersystem-compendium.abilities.zdkVn6jIaanDoikV]{Biomorphic Healing} @UUID[Compendium.cyphersystem-compendium.abilities.nVFRDMhuWDrdve4F]{Damage Transference} @UUID[Compendium.cyphersystem-compendium.abilities.A6H8xi93t6Zrexz9]{Drain Charge} @UUID[Compendium.cyphersystem-compendium.abilities.5otvtHrbVXIh0N27]{Fight On} @UUID[Compendium.cyphersystem-compendium.abilities.rAmIxY5G1BK4ZMm7]{Font of Healing} @UUID[Compendium.cyphersystem-compendium.abilities.6nm35znCQzjAk6Gb]{Healing Pulse} @UUID[Compendium.cyphersystem-compendium.abilities.NMgopYfoagESHtea]{Ignore Affliction} @UUID[Compendium.cyphersystem-compendium.abilities.4Fe5z4FD71eHlbbd]{Immovable} @UUID[Compendium.cyphersystem-compendium.abilities.b776WTF2u1roh3n0]{Incredible Health} @UUID[Compendium.cyphersystem-compendium.abilities.7amEMbwK27v31Lt9]{Miraculous Health} @UUID[Compendium.cyphersystem-compendium.abilities.AAUqaiWxC5V4e1VH]{Noble’s Courage} @UUID[Compendium.cyphersystem-compendium.abilities.Wj6oHOvnZkZjulwI]{One With the Wild} @UUID[Compendium.cyphersystem-compendium.abilities.VsKeNcF252yKnh2O]{Poison Resistance} @UUID[Compendium.cyphersystem-compendium.abilities.LojkwDtb1gHLSB6A]{Preternatural Senses} @UUID[Compendium.cyphersystem-compendium.abilities.iroL3TcKD9dpulhW]{Regeneration} @UUID[Compendium.cyphersystem-compendium.abilities.gn1jtMLhp6qPNXUL]{Store Energy} @UUID[Compendium.cyphersystem-compendium.abilities.nJBrBxxs0ezweHKZ]{Thinking Ahead} @UUID[Compendium.cyphersystem-compendium.abilities.wxAZnuQkvWosLzkN]{Tough As Nails} @UUID[Compendium.cyphersystem-compendium.abilities.27EOrq94WxqgBbWQ]{Unmovable} @UUID[Compendium.cyphersystem-compendium.abilities.P73TBXcNDbZCVsdE]{Unraveling Consumption} @UUID[Compendium.cyphersystem-compendium.abilities.Ja8ebgq2RDQryN62]{Wilderness Encouragement} @UUID[Compendium.cyphersystem-compendium.abilities.JrSM5XYgXpxNnLl2]{Willing Sacrifice}

High Tier

@UUID[Compendium.cyphersystem-compendium.abilities.Uk6ceaEWFjcoHNTI]{Deep Reserves} @UUID[Compendium.cyphersystem-compendium.abilities.5HNZcrij9mgEmvAR]{Final Defiance} @UUID[Compendium.cyphersystem-compendium.abilities.B0Tt5R1m2DsVLtPH]{Free to Move} @UUID[Compendium.cyphersystem-compendium.abilities.W0Jw19mWIycjIgmo]{Gamer’s Fortitude} @UUID[Compendium.cyphersystem-compendium.abilities.dIUTe5O1jeA47zps]{Gaming God} @UUID[Compendium.cyphersystem-compendium.abilities.O2XHxUa2QNrliDMG]{Greater Healing Touch} @UUID[Compendium.cyphersystem-compendium.abilities.upynNTXrIGGH82Ll]{Incredible Recovery} @UUID[Compendium.cyphersystem-compendium.abilities.PvISXo6EQ2PmCGes]{Infuse Spirit} @UUID[Compendium.cyphersystem-compendium.abilities.oilgQ4oM02Pa0eNp]{Inspiration} @UUID[Compendium.cyphersystem-compendium.abilities.Kf09KYdZqG6dNTFC]{Inspire the Innocent} @UUID[Compendium.cyphersystem-compendium.abilities.laxdkyrDuOhxfWKc]{Mind Surge} @UUID[Compendium.cyphersystem-compendium.abilities.dMEqa6kAjXrHlxui]{Negate Danger} @UUID[Compendium.cyphersystem-compendium.abilities.sbGo2i4oqy1aUeQ6]{Not Dead Yet} @UUID[Compendium.cyphersystem-compendium.abilities.Hp9Sdc7eTTUuWTiu]{Rapid Recovery} @UUID[Compendium.cyphersystem-compendium.abilities.aS13LBRfyrWXAMMp]{Regenerate} @UUID[Compendium.cyphersystem-compendium.abilities.ydmPM9m8nmmgvlXc]{Restore Life} @UUID[Compendium.cyphersystem-compendium.abilities.aDnA7oA9ZYCEfprI]{Resuscitate} @UUID[Compendium.cyphersystem-compendium.abilities.4Xvgo62UVSOI9Acx]{Share the Power} @UUID[Compendium.cyphersystem-compendium.abilities.iXBkjCf0y9vXVXI6]{Stay the Course} @UUID[Compendium.cyphersystem-compendium.abilities.qKDngpAWNEzhdRj5]{Trick Driver} @UUID[Compendium.cyphersystem-compendium.abilities.icJAWRB8Uha8CSKr]{Vigilant}

Environment

Manipulates the environment or things in the environment, such as with telekinesis, weather control, gravity control, illusions, and so on.

Low Tier

@UUID[Compendium.cyphersystem-compendium.abilities.zqarns940d4FXwYf]{Create Water} @UUID[Compendium.cyphersystem-compendium.abilities.y08bfWS5eyeUJB3J]{Dreamcraft} @UUID[Compendium.cyphersystem-compendium.abilities.21Bi8yur01DCYz5f]{Fetch} @UUID[Compendium.cyphersystem-compendium.abilities.zW0cZJQTR0tHUmn3]{Grasping Foliage} @UUID[Compendium.cyphersystem-compendium.abilities.zArjjFcf9tHQvJTx]{Hedge Magic} @UUID[Compendium.cyphersystem-compendium.abilities.1KjY8D1dvLc3NuUv]{Hidden Closet} @UUID[Compendium.cyphersystem-compendium.abilities.xZQXXjAWGBo7mTHU]{Illuminating Touch} @UUID[Compendium.cyphersystem-compendium.abilities.BjWI1UVg9kpY7FKO]{Illusory Duplicate} @UUID[Compendium.cyphersystem-compendium.abilities.jCmnAY8EjuGo5uDg]{Impetus} @UUID[Compendium.cyphersystem-compendium.abilities.Frxs35QkokRdure4]{Legerdemain} @UUID[Compendium.cyphersystem-compendium.abilities.wNQ3q7VXtPHlPzqb]{Lock} @UUID[Compendium.cyphersystem-compendium.abilities.l60mmJrF1GupXLJB]{Minor Illusion} @UUID[Compendium.cyphersystem-compendium.abilities.p2JmtbtuzscW1ogs]{Move Metal} @UUID[Compendium.cyphersystem-compendium.abilities.3s6gDCIY1zfetGEg]{Slip Into Shadow} @UUID[Compendium.cyphersystem-compendium.abilities.xDn74LRD6xlMUqj2]{Telekinesis} @UUID[Compendium.cyphersystem-compendium.abilities.Db7aRY4t1mwRpcoL]{Wilderness Explorer}

Mid Tier

@UUID[Compendium.cyphersystem-compendium.abilities.FIU24o7T66ViVgyg]{Daydream} @UUID[Compendium.cyphersystem-compendium.abilities.SHMGbt30RfePtyNE]{Define Down} @UUID[Compendium.cyphersystem-compendium.abilities.eJpNT3QObtYiDfXY]{Field of Gravity} @UUID[Compendium.cyphersystem-compendium.abilities.yPVZmXWhUxustVdq]{Force Field Barrier} @UUID[Compendium.cyphersystem-compendium.abilities.itnqtCRfxC2EDKqu]{Force to Reckon With} @UUID[Compendium.cyphersystem-compendium.abilities.hJV3hrSYcq3Zbzl5]{Illusory Selves} @UUID[Compendium.cyphersystem-compendium.abilities.YeOtzG5ksxonD5RS]{Living Wall} @UUID[Compendium.cyphersystem-compendium.abilities.hNsph7BRwllVSUre]{Major Illusion} @UUID[Compendium.cyphersystem-compendium.abilities.KLFHpPR0MKLOWr8l]{Nullify Sound} @UUID[Compendium.cyphersystem-compendium.abilities.8QwoYVraOedgr9kB]{Projection} @UUID[Compendium.cyphersystem-compendium.abilities.wAQ7a5JSjp01x1Eg]{Storm Seed} @UUID[Compendium.cyphersystem-compendium.abilities.iIlgHiF1EN0fEpYx]{Sunlight}

High Tier

@UUID[Compendium.cyphersystem-compendium.abilities.wWN4y4rATxbtMCMo]{Adaptation} @UUID[Compendium.cyphersystem-compendium.abilities.tvlNZboSbKCHttjs]{Control Weather} @UUID[Compendium.cyphersystem-compendium.abilities.fruWNFBBNLpcGLaC]{Diamagnetism} @UUID[Compendium.cyphersystem-compendium.abilities.TXNhhyj63MMp2dVF]{Force Wall} @UUID[Compendium.cyphersystem-compendium.abilities.KBykf0P4WQ9Lb6TN]{Generate Force Field} @UUID[Compendium.cyphersystem-compendium.abilities.lCWWUQ0vYH2odiDv]{Grandiose Illusion} @UUID[Compendium.cyphersystem-compendium.abilities.ZK9Ruc53rKBqU93i]{Granite Wall} @UUID[Compendium.cyphersystem-compendium.abilities.PLsz8IqWScZt0Ott]{Inferno Trail} @UUID[Compendium.cyphersystem-compendium.abilities.8OmtJRuoKRzuGfh8]{Move Mountains} @UUID[Compendium.cyphersystem-compendium.abilities.RNJbp1eAcMqSnYvb]{Permanent Illusion} @UUID[Compendium.cyphersystem-compendium.abilities.RBOc2zxAI9xMoWqW]{Relocate} @UUID[Compendium.cyphersystem-compendium.abilities.9cJ6gJZc7datpQwJ]{Terrifying Image} @UUID[Compendium.cyphersystem-compendium.abilities.Bny0sFdqf40pJeOp]{Wall of Lightning} @UUID[Compendium.cyphersystem-compendium.abilities.pfZzabIIEuU4kSH3]{The Wild Is on Your Side}

Information

Gives the ability to learn information about something, whether chosen by the GM like Scan, by asking a question and the GM giving the answer, or by learning a language.

Low Tier

@UUID[Compendium.cyphersystem-compendium.abilities.r7uNiD9CGy4G3Hoq]{Babel} @UUID[Compendium.cyphersystem-compendium.abilities.OIk4usP2NFT0tDu7]{Communication} @UUID[Compendium.cyphersystem-compendium.abilities.op9VSx3NJT28UwTH]{Community Knowledge} @UUID[Compendium.cyphersystem-compendium.abilities.P95xVHVxALSMjanR]{Decipher} @UUID[Compendium.cyphersystem-compendium.abilities.bH57y3PYsMceluGy]{Dream Thief} @UUID[Compendium.cyphersystem-compendium.abilities.RM8Fmu1IJwzBkjcM]{Eye for Detail} @UUID[Compendium.cyphersystem-compendium.abilities.IvKd5vkPypJbB1Ip]{Gather Intelligence} @UUID[Compendium.cyphersystem-compendium.abilities.4PVFXmi2cxI8MdpR]{Lab Analysis} @UUID[Compendium.cyphersystem-compendium.abilities.W5Zt9qDKCtNr49BC]{Mind Reading} @UUID[Compendium.cyphersystem-compendium.abilities.PRW5MxW12oakmeHE]{Monster Lore} @UUID[Compendium.cyphersystem-compendium.abilities.2GicRKJcPO3hmlwD]{Network Tap} @UUID[Compendium.cyphersystem-compendium.abilities.V5oEOJ4i32t97yOG]{Predictive Model} @UUID[Compendium.cyphersystem-compendium.abilities.ZsI6553CPbGi0wtx]{Premonition} @UUID[Compendium.cyphersystem-compendium.abilities.pHFFr4DkCythNc5n]{Question the Spirits} @UUID[Compendium.cyphersystem-compendium.abilities.fzx429jdEdbd0tHy]{Retrieve Memories} @UUID[Compendium.cyphersystem-compendium.abilities.h3G0Ven2SoaPCbk4]{Salvage and Comfort} @UUID[Compendium.cyphersystem-compendium.abilities.OPvXaxuRIVXLmkWl]{Scan} @UUID[Compendium.cyphersystem-compendium.abilities.83y32UMQWshRvbDG]{See History} @UUID[Compendium.cyphersystem-compendium.abilities.nvA3LwoSP7jf4h8G]{Speaker for the Dead} @UUID[Compendium.cyphersystem-compendium.abilities.L2NOLfflU6HNleuT]{Telepathic}

Mid Tier

@UUID[Compendium.cyphersystem-compendium.abilities.YlzkyK6WEkk0cfhh]{Creature Insight} @UUID[Compendium.cyphersystem-compendium.abilities.ssfubNrUQC38zCkJ]{Device Insight} @UUID[Compendium.cyphersystem-compendium.abilities.mL6Yae2CxgefOMHn]{Draw Conclusion} @UUID[Compendium.cyphersystem-compendium.abilities.Mu5knvNfGyaeaiTB]{Find the Hidden} @UUID[Compendium.cyphersystem-compendium.abilities.W7wHOJdozxk7Y2CQ]{Got a Feeling} @UUID[Compendium.cyphersystem-compendium.abilities.MBt3AmXa8vzUCiHd]{Know Their Faults} @UUID[Compendium.cyphersystem-compendium.abilities.dLJ0B35UlB5wxCf4]{Machine Telepathy} @UUID[Compendium.cyphersystem-compendium.abilities.7VYzHQvF1cz4cfUp]{Mechanical Telepathy} @UUID[Compendium.cyphersystem-compendium.abilities.uPvNopNWTgHGIPyR]{Reading the Room} @UUID[Compendium.cyphersystem-compendium.abilities.x7YnN02GiwDQ09km]{Sensor Array} @UUID[Compendium.cyphersystem-compendium.abilities.9r6iNU2GH4oEH6vz]{Serv-0 Scanner} @UUID[Compendium.cyphersystem-compendium.abilities.2t9oGZRuFhLCKjsa]{Soul Interrogation} @UUID[Compendium.cyphersystem-compendium.abilities.abMJwHQIsm9Wcdlg]{Spot Weakness} @UUID[Compendium.cyphersystem-compendium.abilities.CBdIPMJ2oOOesmod]{Wilderness Awareness}

High Tier

@UUID[Compendium.cyphersystem-compendium.abilities.1tkQKo32UKxTUUPn]{Deep Consideration} @UUID[Compendium.cyphersystem-compendium.abilities.wztu6KcpILxwlFTU]{Drawing on Life’s Experiences} @UUID[Compendium.cyphersystem-compendium.abilities.PLyxuOlieOGsJx4h]{Information Gathering} @UUID[Compendium.cyphersystem-compendium.abilities.wlkPdME0r3hx9VbE]{Knowing the Unknown} @UUID[Compendium.cyphersystem-compendium.abilities.qbXP6HlN56bPt7cq]{Mind of a Leader} @UUID[Compendium.cyphersystem-compendium.abilities.lbXg8UlSCG23yxO4]{Read the Signs} @UUID[Compendium.cyphersystem-compendium.abilities.K0C60k7wHBSpMQX4]{Telepathic Network}

Meta

Modifies an existing ability or character trait’s effects or parameters, such as increasing range or, damage, easing the difficulty, giving you additional noncombat actions each turn, rerolling a failed attempt, or treating a number on the die as something different than normal.

Low Tier

@UUID[Compendium.cyphersystem-compendium.abilities.m5U42d2SkK31mp8d]{A Smile and a Word} @UUID[Compendium.cyphersystem-compendium.abilities.EyAIsiqJGCspQFcu]{Arcane Flare} @UUID[Compendium.cyphersystem-compendium.abilities.yIdq1lu1eUAkNyDC]{Artifact Tinkerer} @UUID[Compendium.cyphersystem-compendium.abilities.ywBEe31zan6qpVxr]{Augment Cypher} @UUID[Compendium.cyphersystem-compendium.abilities.Mbq7D0u4Vee0NKYz]{Careful Shot} @UUID[Compendium.cyphersystem-compendium.abilities.essJhO2eqoHmIQaa]{Charge} @UUID[Compendium.cyphersystem-compendium.abilities.L3UjcLAFvS9MLWCu]{Coaxing Power} @UUID[Compendium.cyphersystem-compendium.abilities.2x7nMe9ZGp3VjI8B]{Combat Prowess} @UUID[Compendium.cyphersystem-compendium.abilities.EERMWn1af0S8wAWN]{Crushing Blow} @UUID[Compendium.cyphersystem-compendium.abilities.bzeuikGxbM7noj2z]{Crystalline Body} @UUID[Compendium.cyphersystem-compendium.abilities.JkmTskE3eqcfu7dY]{Curious} @UUID[Compendium.cyphersystem-compendium.abilities.7nUj7rxq4Qwg4FUM]{Distant Interface} @UUID[Compendium.cyphersystem-compendium.abilities.Pu5XGGLI6cCp1EQd]{Double Strike} @UUID[Compendium.cyphersystem-compendium.abilities.gWvMJQPBSmeaP8yN]{Drain Creature} @UUID[Compendium.cyphersystem-compendium.abilities.1fu5C9JHmORmWTR8]{Driving on the Edge} @UUID[Compendium.cyphersystem-compendium.abilities.YjJvvUhIqtxf6eYS]{Elusive} @UUID[Compendium.cyphersystem-compendium.abilities.UJst9mtUKNTe3Pd2]{Energize Object} @UUID[Compendium.cyphersystem-compendium.abilities.dPFQTFRzv7D7PYKq]{Enhanced Body} @UUID[Compendium.cyphersystem-compendium.abilities.SmuTPFfZGnCUmnEj]{Extra Use} @UUID[Compendium.cyphersystem-compendium.abilities.axI0iGYo7DjdR8Ya]{Find the Way} @UUID[Compendium.cyphersystem-compendium.abilities.Hgr8QZmzjXmYorfs]{Fists of Fury} @UUID[Compendium.cyphersystem-compendium.abilities.Sg5WeSF04CYNEecl]{Fleet of Foot} @UUID[Compendium.cyphersystem-compendium.abilities.YGsGHp1rbu3Z7Kdd]{Frenzy} @UUID[Compendium.cyphersystem-compendium.abilities.pXrC4lkMOY7CvFLk]{Golem Body} @UUID[Compendium.cyphersystem-compendium.abilities.1SBd1jm66eSo4eHn]{Gunner} @UUID[Compendium.cyphersystem-compendium.abilities.z23towmNKeKJasHV]{Hacker} @UUID[Compendium.cyphersystem-compendium.abilities.tBWUjjkgyXHTrkCp]{Hold Breath} @UUID[Compendium.cyphersystem-compendium.abilities.3fMzqFFQ1rLtbVrd]{Improved Designation} @UUID[Compendium.cyphersystem-compendium.abilities.FzpkQwb1jA53bs1y]{Investigator} @UUID[Compendium.cyphersystem-compendium.abilities.N4DTNNCEESorc0N4]{Lead From the Front} @UUID[Compendium.cyphersystem-compendium.abilities.JK2hN1poqMLqfa1N]{Machine Efficiency} @UUID[Compendium.cyphersystem-compendium.abilities.VgomhLKFHDDAzW9T]{Mind for Might} @UUID[Compendium.cyphersystem-compendium.abilities.mFPUUmBIcGGsuwNd]{Modify Device} @UUID[Compendium.cyphersystem-compendium.abilities.nW46hfygkxB7FW5m]{Monster Bane} @UUID[Compendium.cyphersystem-compendium.abilities.Ktxj62234LhUr51B]{Natural Crafter} @UUID[Compendium.cyphersystem-compendium.abilities.YZB37b80VQGMUscp]{No Need for Weapons} @UUID[Compendium.cyphersystem-compendium.abilities.PCTUkuALVb0GdTCe]{Object Bond} @UUID[Compendium.cyphersystem-compendium.abilities.FDG7hgrRNt4aHpP1]{Overload Machine} @UUID[Compendium.cyphersystem-compendium.abilities.XAXJ3mFGdDv0fXLP]{Precision} @UUID[Compendium.cyphersystem-compendium.abilities.y2eUnbkzxOeoe9w6]{Quick Death} @UUID[Compendium.cyphersystem-compendium.abilities.m6X5wyPUPdhqLTIp]{Quick Work} @UUID[Compendium.cyphersystem-compendium.abilities.tJVu7MQ2pOhNfpUB]{Range Increase} @UUID[Compendium.cyphersystem-compendium.abilities.szw7tHW0OjI2fjpJ]{Reload} @UUID[Compendium.cyphersystem-compendium.abilities.vVax9KyZ3U4Wpok8]{Something in the Road} @UUID[Compendium.cyphersystem-compendium.abilities.AFfburUYwZlBFq7N]{Tinker} @UUID[Compendium.cyphersystem-compendium.abilities.J0fj73TfCu4aSdVL]{Weapon Master} @UUID[Compendium.cyphersystem-compendium.abilities.yS1sMAZEzJbozxOZ]{Wreck}

Mid Tier

@UUID[Compendium.cyphersystem-compendium.abilities.M5QroBlhUCULt6MD]{Amazing Effort} @UUID[Compendium.cyphersystem-compendium.abilities.7Gxuqkwo4i47yHe3]{Betrayal} @UUID[Compendium.cyphersystem-compendium.abilities.G0hoaZFQpdG7FfxO]{Better Living Through Chemistry} @UUID[Compendium.cyphersystem-compendium.abilities.gNRMG3mJTzWaCGph]{Capable Warrior} @UUID[Compendium.cyphersystem-compendium.abilities.JwG4lCSZIG3qUQAi]{Cast Illusion} @UUID[Compendium.cyphersystem-compendium.abilities.M3TM1cORNnlEN0ZO]{Cyphersmith} @UUID[Compendium.cyphersystem-compendium.abilities.Rr4oB1lUzuzFHNHQ]{Deadly Aim} @UUID[Compendium.cyphersystem-compendium.abilities.zYGhcm896Xbi7Ia2]{Deep Resources} @UUID[Compendium.cyphersystem-compendium.abilities.7rjeYt5hNhkvqK9w]{Disarming Strike} @UUID[Compendium.cyphersystem-compendium.abilities.zLJYM2OiFVIsuz3P]{Dodge and Resist} @UUID[Compendium.cyphersystem-compendium.abilities.wEj2uvWI3w0W9HWH]{Drain at a Distance} @UUID[Compendium.cyphersystem-compendium.abilities.B5zrSVUs54TUALFB]{Energized Shield} @UUID[Compendium.cyphersystem-compendium.abilities.7GsuhcRTpDX0d1em]{Enhanced Intellect} @UUID[Compendium.cyphersystem-compendium.abilities.FQPA8oY3xiZIL6aG]{Enhanced Intellect Edge} @UUID[Compendium.cyphersystem-compendium.abilities.wHcuP6T7Ti6j5Y8C]{Enhanced Might} @UUID[Compendium.cyphersystem-compendium.abilities.g1t5TxZXsNovIVTn]{Enhanced Might Edge} @UUID[Compendium.cyphersystem-compendium.abilities.MwVDTy2Rx1V7Tyly]{Enhanced Physique} @UUID[Compendium.cyphersystem-compendium.abilities.RnK2bmvUb7RIVPSA]{Enhanced Potential} @UUID[Compendium.cyphersystem-compendium.abilities.tuofJSTVjOEwRUem]{Enhanced Speed} @UUID[Compendium.cyphersystem-compendium.abilities.QH3l6ojVnasZm5U8]{Enhanced Speed Edge} @UUID[Compendium.cyphersystem-compendium.abilities.4eCjeGPA0ovnwIfu]{Experienced in Armor} @UUID[Compendium.cyphersystem-compendium.abilities.u1GhDcfpVXITVtOc]{Expert Cypher Use} @UUID[Compendium.cyphersystem-compendium.abilities.MdRdAc0qAWghMmlV]{Expert Skill} @UUID[Compendium.cyphersystem-compendium.abilities.jaGs9nmLaywdRMUN]{Fast Kill} @UUID[Compendium.cyphersystem-compendium.abilities.tJQmvEiYq2xBv4ZJ]{Flameblade} @UUID[Compendium.cyphersystem-compendium.abilities.XR3B0gfJtrYUAU5M]{From the Shadows} @UUID[Compendium.cyphersystem-compendium.abilities.73miZT5kYFyxnPOT]{Fury} @UUID[Compendium.cyphersystem-compendium.abilities.42sPqHxJEybiZ6Vh]{Fusion} @UUID[Compendium.cyphersystem-compendium.abilities.Ee8QC6fkRvD1yw6h]{Greater Beast Form} @UUID[Compendium.cyphersystem-compendium.abilities.QgnoEdKZ50u4JZoL]{Greater Designation} @UUID[Compendium.cyphersystem-compendium.abilities.34Ycb9VK8JwHgSl4]{Greater Enhanced Intellect} @UUID[Compendium.cyphersystem-compendium.abilities.R9KnCCvGoEHvV1p0]{Greater Enhanced Might} @UUID[Compendium.cyphersystem-compendium.abilities.vVc3NxkYdj68mAoV]{Greater Enhanced Physique} @UUID[Compendium.cyphersystem-compendium.abilities.4necR0YTsaij4ojD]{Greater Enhanced Potential} @UUID[Compendium.cyphersystem-compendium.abilities.Qsi6Iw5YCcY8jmNx]{Greater Enhanced Speed} @UUID[Compendium.cyphersystem-compendium.abilities.hAVC1FOl7hwnuBpC]{Greater Frenzy} @UUID[Compendium.cyphersystem-compendium.abilities.4v5pXMwFeB7xQzME]{Guide Bolt} @UUID[Compendium.cyphersystem-compendium.abilities.OtbS1NoVXK7mQLEe]{Guild Training} @UUID[Compendium.cyphersystem-compendium.abilities.VupBbHOJAX45Yazb]{Heroic Monster Bane} @UUID[Compendium.cyphersystem-compendium.abilities.sPheWt9emoY3PCA8]{Hidden Reserves} @UUID[Compendium.cyphersystem-compendium.abilities.uNzF1oQKJ6T1yqL4]{Huge} @UUID[Compendium.cyphersystem-compendium.abilities.4Fe5z4FD71eHlbbd]{Immovable} @UUID[Compendium.cyphersystem-compendium.abilities.wrPVUnJauasIH886]{Improved Absorb Kinetic Energy} @UUID[Compendium.cyphersystem-compendium.abilities.7X2zbrkFSNbyhA5G]{Improved Edge} @UUID[Compendium.cyphersystem-compendium.abilities.HPIlAWDGOQFw6yGm]{Improved Monster Bane} @UUID[Compendium.cyphersystem-compendium.abilities.eblwQ80CBlBdeUp5]{Improved Sensor} @UUID[Compendium.cyphersystem-compendium.abilities.0q9alvmsQKKViN0r]{Incomparable Pilot} @UUID[Compendium.cyphersystem-compendium.abilities.mUizWF7k2XD7ykRJ]{Increased Effects} @UUID[Compendium.cyphersystem-compendium.abilities.PYD24TjoDAqbKAj8]{Iron Fist} @UUID[Compendium.cyphersystem-compendium.abilities.YID6zEB7KkHGYAlD]{Know Where to Look} @UUID[Compendium.cyphersystem-compendium.abilities.bPr34XiLw2Dqb4VJ]{Lunge} @UUID[Compendium.cyphersystem-compendium.abilities.2l9FIUVKimPzIXzU]{Machine Bond} @UUID[Compendium.cyphersystem-compendium.abilities.atQ5yNq1ZEyy0z5j]{Machine Vulnerabilities} @UUID[Compendium.cyphersystem-compendium.abilities.l0OFjk5XVGV5LzP1]{Minor Wish} @UUID[Compendium.cyphersystem-compendium.abilities.imWLlYQs4LTaCTdS]{Never Fumble} @UUID[Compendium.cyphersystem-compendium.abilities.Wj6oHOvnZkZjulwI]{One With the Wild} @UUID[Compendium.cyphersystem-compendium.abilities.3VJyYtECl0wKQj2p]{Outlast the Foe} @UUID[Compendium.cyphersystem-compendium.abilities.cqzyNCPYVEWtucLe]{Outwit} @UUID[Compendium.cyphersystem-compendium.abilities.Y7HUEp7IxdPuur8V]{Overcharge Energy} @UUID[Compendium.cyphersystem-compendium.abilities.ZqBpOAiH70SGHX8N]{Perfect Stranger} @UUID[Compendium.cyphersystem-compendium.abilities.rOxKh1Z7J686a0nv]{Precise Cut} @UUID[Compendium.cyphersystem-compendium.abilities.iGRECL13bqrSSF7P]{Punish the Guilty} @UUID[Compendium.cyphersystem-compendium.abilities.JJ9nWmcBIlfyNDfe]{Push Off and Throw} @UUID[Compendium.cyphersystem-compendium.abilities.Mac5S0sQe9Muf4Mv]{Quick Wits} @UUID[Compendium.cyphersystem-compendium.abilities.y1bQFSBlwMbUico5]{Rapid Processing} @UUID[Compendium.cyphersystem-compendium.abilities.FuufiUyoLFbgBH5J]{Resilient Ice Armor} @UUID[Compendium.cyphersystem-compendium.abilities.6X3BDWzVKsWltrtY]{Roaming Third Eye} @UUID[Compendium.cyphersystem-compendium.abilities.qSH4OhrBBgNnAdAo]{Robot Improvement} @UUID[Compendium.cyphersystem-compendium.abilities.t3zUlk8c5WEBXXO8]{Seize the Moment} @UUID[Compendium.cyphersystem-compendium.abilities.6ZVINuyZm4jowRGt]{Shepherd’s Fury} @UUID[Compendium.cyphersystem-compendium.abilities.JhBTTC5ZUTT8NvUA]{Slippery Customer} @UUID[Compendium.cyphersystem-compendium.abilities.q73VWJY2cmWxRcYx]{Space Fighting} @UUID[Compendium.cyphersystem-compendium.abilities.8LHIZs9gEAd02tId]{Speed Burst} @UUID[Compendium.cyphersystem-compendium.abilities.jmYIPbMwsq3GY3eO]{Stone Breaker} @UUID[Compendium.cyphersystem-compendium.abilities.gn1jtMLhp6qPNXUL]{Store Energy} @UUID[Compendium.cyphersystem-compendium.abilities.cS2p7CRfquFvR65U]{Strategize} @UUID[Compendium.cyphersystem-compendium.abilities.wpA3GB5yJq9NI8QN]{Think Your Way Out} @UUID[Compendium.cyphersystem-compendium.abilities.2AIQhz00HyZhY7wM]{Tower of Will} @UUID[Compendium.cyphersystem-compendium.abilities.V7npSeuqG3JI4Dvv]{Trust to Luck} @UUID[Compendium.cyphersystem-compendium.abilities.bVt0TIfwtEUXvi6O]{Uncanny Luck} @UUID[Compendium.cyphersystem-compendium.abilities.scMKCptCmp0IwO2g]{Wall With Teeth} @UUID[Compendium.cyphersystem-compendium.abilities.NFsoXUQaq3I5h2UY]{Weaponization} @UUID[Compendium.cyphersystem-compendium.abilities.JrSM5XYgXpxNnLl2]{Willing Sacrifice} @UUID[Compendium.cyphersystem-compendium.abilities.6McxfJoPmf1SnbDR]{Wrest From Chance}

High Tier

@UUID[Compendium.cyphersystem-compendium.abilities.M0pjZXQ9996hfUPs]{Adroit Cypher Use} @UUID[Compendium.cyphersystem-compendium.abilities.MQewTo9NscKVUUNz]{Again and Again} @UUID[Compendium.cyphersystem-compendium.abilities.cuK7oPGFdlOPoc44]{Agile Wit} @UUID[Compendium.cyphersystem-compendium.abilities.eepc8U2e178RDqBs]{All-Out Con} @UUID[Compendium.cyphersystem-compendium.abilities.MJE1k2RmCM6HRwFV]{Artifact Scavenger} @UUID[Compendium.cyphersystem-compendium.abilities.iX07Ltb1JYr1nMYM]{Blurring Speed} @UUID[Compendium.cyphersystem-compendium.abilities.hKhwP85QeRGPW03G]{Burst of Escape} @UUID[Compendium.cyphersystem-compendium.abilities.OPfY6tVurfAxNUPh]{Charging Horde} @UUID[Compendium.cyphersystem-compendium.abilities.jmjxGRJTwztzBtLc]{Coordinated Effort} @UUID[Compendium.cyphersystem-compendium.abilities.UlQ7w5iD57Hfdzce]{Damage Dealer} @UUID[Compendium.cyphersystem-compendium.abilities.JH40M99RAN6IZWze]{Damn the Guilty} @UUID[Compendium.cyphersystem-compendium.abilities.Uk6ceaEWFjcoHNTI]{Deep Reserves} @UUID[Compendium.cyphersystem-compendium.abilities.p1UMG2hrng7mLFDv]{Disarming Attack} @UUID[Compendium.cyphersystem-compendium.abilities.t3uyBYJqMApfEBWX]{Discipline of Watchfulness} @UUID[Compendium.cyphersystem-compendium.abilities.P3Ha3GoJlM8EHf5j]{Divide Your Mind} @UUID[Compendium.cyphersystem-compendium.abilities.3uGYyiXUUSz952zQ]{Dual Distraction} @UUID[Compendium.cyphersystem-compendium.abilities.AsmIgvoIRPEtuzkh]{Duel to the Death} @UUID[Compendium.cyphersystem-compendium.abilities.AvaA8a3ylU9q4gL1]{Effective Skill} @UUID[Compendium.cyphersystem-compendium.abilities.A9uQnidn6SKTNHJA]{Enhanced Beast Form} @UUID[Compendium.cyphersystem-compendium.abilities.xHLPf1FETmn06aA8]{Enhanced Phased Attack} @UUID[Compendium.cyphersystem-compendium.abilities.FzJe2XEwhtUajTWI]{Escape Plan} @UUID[Compendium.cyphersystem-compendium.abilities.mhgFWIDr0QuCHRIF]{Extreme Mastery} @UUID[Compendium.cyphersystem-compendium.abilities.yIt7vEBNLpyggkSQ]{Force and Accuracy} @UUID[Compendium.cyphersystem-compendium.abilities.lUkqQu1vvJe3FxfQ]{Gambler} @UUID[Compendium.cyphersystem-compendium.abilities.U33DbRwloywFlYfi]{Go to Ground} @UUID[Compendium.cyphersystem-compendium.abilities.KGzAHs3qln0fNDjt]{Hard to Kill} @UUID[Compendium.cyphersystem-compendium.abilities.lrz5wU8PLzd7gATA]{Horde Tactics} @UUID[Compendium.cyphersystem-compendium.abilities.lJWTlBH1koX2Fjgi]{Impart Understanding} @UUID[Compendium.cyphersystem-compendium.abilities.Q22uje0KevLfL2qb]{Improved Command Spirit} @UUID[Compendium.cyphersystem-compendium.abilities.Cnvf8fv0EEKU3iSn]{Improved Gravity Cleave} @UUID[Compendium.cyphersystem-compendium.abilities.PKFz6WVsaKm5kIir]{Improved Machine Companion} @UUID[Compendium.cyphersystem-compendium.abilities.t6VEEwEsQUIImebW]{Improved Success} @UUID[Compendium.cyphersystem-compendium.abilities.JeqLEAcHOYVd78TH]{Inventor} @UUID[Compendium.cyphersystem-compendium.abilities.58CLKxSLgaT6W6Cj]{Lethal Damage} @UUID[Compendium.cyphersystem-compendium.abilities.teF5kZpAuRfZKfxn]{Machine Enhancement} @UUID[Compendium.cyphersystem-compendium.abilities.IfvVmyawWrz3vKXX]{Maneuvering Adept} @UUID[Compendium.cyphersystem-compendium.abilities.K4XRiZlFRakz6j98]{Master Cypher Use} @UUID[Compendium.cyphersystem-compendium.abilities.7QTTrXnxDHskYYhj]{Master Machine} @UUID[Compendium.cyphersystem-compendium.abilities.rHApGqEQj8TCGa3f]{Masterful Armor Modification} @UUID[Compendium.cyphersystem-compendium.abilities.m2j3n3xiExLcXAAn]{Moderate Wish} @UUID[Compendium.cyphersystem-compendium.abilities.t0B6AIqWanSnx696]{Modify Artifact Power} @UUID[Compendium.cyphersystem-compendium.abilities.ENO71nxs3MSKzvq6]{Multiple Quarry} @UUID[Compendium.cyphersystem-compendium.abilities.rsYzxCchklPSFAp7]{Multiplicity} @UUID[Compendium.cyphersystem-compendium.abilities.m21TAvxSQn1rGx3d]{Overcharge Device} @UUID[Compendium.cyphersystem-compendium.abilities.85DCcEDqvz6A0LkD]{Perfect Control} @UUID[Compendium.cyphersystem-compendium.abilities.mSNoWynky7DMz7ln]{Perfect Speed Burst} @UUID[Compendium.cyphersystem-compendium.abilities.5uWcMvgh1OWvieJs]{Physically Gifted} @UUID[Compendium.cyphersystem-compendium.abilities.EjBzy1Ue1AA8i6ry]{Recycled Cyphers} @UUID[Compendium.cyphersystem-compendium.abilities.hCAzOVpH0jrYc9qk]{Reinforcing Field} @UUID[Compendium.cyphersystem-compendium.abilities.ucsscEpO5L2gIYZg]{Resonant Frequency} @UUID[Compendium.cyphersystem-compendium.abilities.HAVNfVKAdwtJF6Jj]{Robot Evolution} @UUID[Compendium.cyphersystem-compendium.abilities.wqUItgrYzBeMiAoB]{Seize the Initiative} @UUID[Compendium.cyphersystem-compendium.abilities.Np67YSIzrP6w1PPb]{Shield Burst} @UUID[Compendium.cyphersystem-compendium.abilities.P9HlASUtyiOXghBZ]{Shred Existence} @UUID[Compendium.cyphersystem-compendium.abilities.HYDsZRWMlWTvSQU8]{Subtle Tricks} @UUID[Compendium.cyphersystem-compendium.abilities.cWHqKGpI5z0aiSYC]{Thief’s Luck} @UUID[Compendium.cyphersystem-compendium.abilities.qKDngpAWNEzhdRj5]{Trick Driver} @UUID[Compendium.cyphersystem-compendium.abilities.aWws42dVSQjRz8Hr]{Twist of Fate} @UUID[Compendium.cyphersystem-compendium.abilities.EE1xCQ3OvCrdrG6z]{Two Things at Once} @UUID[Compendium.cyphersystem-compendium.abilities.fkedtvx6UakJPOZN]{Ultra Enhancement} @UUID[Compendium.cyphersystem-compendium.abilities.bgaCXtvlT0zWmAIA]{Using What’s Available} @UUID[Compendium.cyphersystem-compendium.abilities.gETtOLyLYRVk53dP]{Usurp Cypher} @UUID[Compendium.cyphersystem-compendium.abilities.w3HN2nZBTo5mLJcM]{Weightless Shot} @UUID[Compendium.cyphersystem-compendium.abilities.RHLBHQuskBAVGnU8]{Weird Science Breakthrough} @UUID[Compendium.cyphersystem-compendium.abilities.vQtVTnCecWFXkfkI]{Wild Vitality} @UUID[Compendium.cyphersystem-compendium.abilities.EXrZLa3M8BK43qoi]{Winter Gauntlets}

Movement

Increases your movement (such as increasing your basic movement speed from short to long) or adds a new type of movement (such as flight, wallcrawling, phasing, or teleporting).

Low Tier

@UUID[Compendium.cyphersystem-compendium.abilities.uh1t4rnkZ2jOCjHJ]{Bolt Rider} @UUID[Compendium.cyphersystem-compendium.abilities.dQHSDDZxJNHrHH1l]{Contortionist} @UUID[Compendium.cyphersystem-compendium.abilities.3x3gRDJejTXQPmdY]{Danger Instinct} @UUID[Compendium.cyphersystem-compendium.abilities.gP8HCn8FPeg49V7M]{Far Step} @UUID[Compendium.cyphersystem-compendium.abilities.5abCQnz5ZWvvfMro]{Get Away} @UUID[Compendium.cyphersystem-compendium.abilities.UCR0rx32kEsTcgnF]{Hover} @UUID[Compendium.cyphersystem-compendium.abilities.3t1QshyGYnCSo12z]{Phase Sprint} @UUID[Compendium.cyphersystem-compendium.abilities.VWehoqF0N6s0WMLK]{Void Wings} @UUID[Compendium.cyphersystem-compendium.abilities.g0SqMvb020tiTQ48]{Walk Through Walls}

Mid Tier

@UUID[Compendium.cyphersystem-compendium.abilities.loOJI9ZakIwGrmW1]{Apportation} @UUID[Compendium.cyphersystem-compendium.abilities.Zps9ZUc9RD1mRDEK]{Blink of an Eye} @UUID[Compendium.cyphersystem-compendium.abilities.asABBkIqO5MSTxQ0]{Bypass Barrier} @UUID[Compendium.cyphersystem-compendium.abilities.wG4zveGhplNKNzuP]{Controlled Fall} @UUID[Compendium.cyphersystem-compendium.abilities.Kk9lHkiaqsr3pUmk]{Ghost} @UUID[Compendium.cyphersystem-compendium.abilities.ZYudnanHgtiLHtgH]{Mobile Fighter} @UUID[Compendium.cyphersystem-compendium.abilities.qZOOWfFLJ1JziJpY]{Obstacle Running} @UUID[Compendium.cyphersystem-compendium.abilities.MFBq4Fc432FS6nkX]{Phase Door} @UUID[Compendium.cyphersystem-compendium.abilities.dW0rgYsx6hDA8pIB]{Runner} @UUID[Compendium.cyphersystem-compendium.abilities.LlaltL5rG2c5Cadt]{Swim} @UUID[Compendium.cyphersystem-compendium.abilities.0EhZzYdEhtCRnV4c]{Temporal Dislocation} @UUID[Compendium.cyphersystem-compendium.abilities.s68x7VxwueUkCkOg]{Up to Speed} @UUID[Compendium.cyphersystem-compendium.abilities.KX6gQ8frz4IDtBx6]{Windrider} @UUID[Compendium.cyphersystem-compendium.abilities.TWqyBv9PEjwJKd1y]{Wings of Fire} @UUID[Compendium.cyphersystem-compendium.abilities.KGz0rK4b2dAt0DaX]{Wormhole}

High Tier

@UUID[Compendium.cyphersystem-compendium.abilities.QtpmHxblBqoQozbg]{Alley Rat} @UUID[Compendium.cyphersystem-compendium.abilities.iX07Ltb1JYr1nMYM]{Blurring Speed} @UUID[Compendium.cyphersystem-compendium.abilities.2iAHsn5ie8sYRiyb]{Chamber of Dreams} @UUID[Compendium.cyphersystem-compendium.abilities.etGUYa9dQSvjLvXX]{Electrical Flight} @UUID[Compendium.cyphersystem-compendium.abilities.2asT0zvk1kw5hC1v]{Embraced by Darkness} @UUID[Compendium.cyphersystem-compendium.abilities.IKicLElFbkRx5IaM]{Fast Travel} @UUID[Compendium.cyphersystem-compendium.abilities.2TaqNf6bhxijKELX]{Flash Across the Miles} @UUID[Compendium.cyphersystem-compendium.abilities.abdAcwYE8L00VakL]{Flight} @UUID[Compendium.cyphersystem-compendium.abilities.V2DSp12G6NP3X6Jt]{Impossible Walk} @UUID[Compendium.cyphersystem-compendium.abilities.0wVk3CszKCJQfp0Q]{Incredible Running Speed} @UUID[Compendium.cyphersystem-compendium.abilities.jM6JQUQFUpk9VVut]{Jaunt} @UUID[Compendium.cyphersystem-compendium.abilities.U8OsW0m17N86hNWW]{Juggernaut} @UUID[Compendium.cyphersystem-compendium.abilities.cE7JPRHLqIdM3b9V]{Living Light} @UUID[Compendium.cyphersystem-compendium.abilities.rHApGqEQj8TCGa3f]{Masterful Armor Modification} @UUID[Compendium.cyphersystem-compendium.abilities.lL7QywDGOszTIJCE]{Mental Projection} @UUID[Compendium.cyphersystem-compendium.abilities.tR2v2vMu3TgN21OJ]{Return to the Obelisk} @UUID[Compendium.cyphersystem-compendium.abilities.IN3VI2LxDyYGbqnN]{Teleportation} @UUID[Compendium.cyphersystem-compendium.abilities.lkO9VJhfOrgLY4g1]{Time Travel} @UUID[Compendium.cyphersystem-compendium.abilities.PlKwEwo6ilGqwxwI]{Traverse the Worlds} @UUID[Compendium.cyphersystem-compendium.abilities.8yGwY0PvtF2ivdSn]{Very Long Sprinting} @UUID[Compendium.cyphersystem-compendium.abilities.8PB7yHNGa7iBpYeI]{Wind Chariot} @UUID[Compendium.cyphersystem-compendium.abilities.b44vvK2YjdSeYPJc]{Windwracked Traveler}

Protection

Gives training or specialization in one or more types of combat defenses (Might, Speed, or Intellect), provides or increases Armor, or otherwise helps prevent damage.

Low Tier

@UUID[Compendium.cyphersystem-compendium.abilities.62zBqhQoPk6IV8lF]{Absorb Kinetic Energy} @UUID[Compendium.cyphersystem-compendium.abilities.7OpsD4muO5HGJt29]{Block} @UUID[Compendium.cyphersystem-compendium.abilities.SQ4RTDwdA0yiZ81b]{Closed Mind} @UUID[Compendium.cyphersystem-compendium.abilities.YvPBxDxLz16Usm7m]{Courageous} @UUID[Compendium.cyphersystem-compendium.abilities.bzeuikGxbM7noj2z]{Crystalline Body} @UUID[Compendium.cyphersystem-compendium.abilities.aNNLomN5nZc52ZT4]{Defense Against Robots} @UUID[Compendium.cyphersystem-compendium.abilities.2j6Hqr2Y8Xbz97c4]{Defensive Phasing} @UUID[Compendium.cyphersystem-compendium.abilities.YcDF62pED8waUtry]{Deflect Attacks} @UUID[Compendium.cyphersystem-compendium.abilities.6qCR3kBqCVYDlEOl]{Distortion} @UUID[Compendium.cyphersystem-compendium.abilities.dPFQTFRzv7D7PYKq]{Enhanced Body} @UUID[Compendium.cyphersystem-compendium.abilities.vPflrS1giYnMoqL2]{Enveloping Shield} @UUID[Compendium.cyphersystem-compendium.abilities.1POQ4sFW5DLrmXhn]{Fearsome Reputation} @UUID[Compendium.cyphersystem-compendium.abilities.XuNgbxrY284sWgZg]{Field of Destruction} @UUID[Compendium.cyphersystem-compendium.abilities.K33ayv0NcktuV53N]{Flesh of Stone} @UUID[Compendium.cyphersystem-compendium.abilities.LFiTEQpWhXBgIZWb]{Flight Not Fight} @UUID[Compendium.cyphersystem-compendium.abilities.yb5PaVIPimrcJxFg]{Force Field Shield} @UUID[Compendium.cyphersystem-compendium.abilities.C9x7b1qN4qmm568P]{Fortified Position} @UUID[Compendium.cyphersystem-compendium.abilities.10EqPrn9aONinEfm]{Go Defensive} @UUID[Compendium.cyphersystem-compendium.abilities.pXrC4lkMOY7CvFLk]{Golem Body} @UUID[Compendium.cyphersystem-compendium.abilities.qgholblGXKQri99M]{Hard to Distract} @UUID[Compendium.cyphersystem-compendium.abilities.leUaFf4AxYJwwOHt]{Hard to Hit} @UUID[Compendium.cyphersystem-compendium.abilities.VsAP4JEe7W5gaGaG]{Hardiness} @UUID[Compendium.cyphersystem-compendium.abilities.geCiPXMF2sIRJ68U]{Have Spacesuit, Will Travel} @UUID[Compendium.cyphersystem-compendium.abilities.czVqoPjH98xaNY1d]{Ice Armor} @UUID[Compendium.cyphersystem-compendium.abilities.gjBFpV2OvDmBqeE3]{Just a Bit Mad} @UUID[Compendium.cyphersystem-compendium.abilities.hKsZzzdWTelNlz3q]{Magic Shield} @UUID[Compendium.cyphersystem-compendium.abilities.hGbNYgkuIiZHomcJ]{Mentally Tough} @UUID[Compendium.cyphersystem-compendium.abilities.7BkWiUHcUrcRIKqO]{Out of Harm’s Way} @UUID[Compendium.cyphersystem-compendium.abilities.3t1QshyGYnCSo12z]{Phase Sprint} @UUID[Compendium.cyphersystem-compendium.abilities.ClJUFnz8xBmP4a2l]{Powered Armor} @UUID[Compendium.cyphersystem-compendium.abilities.o2ZDoteWQsFsqTJr]{Practiced in Armor} @UUID[Compendium.cyphersystem-compendium.abilities.GQeO9RXVzeriLsfy]{Quick Block} @UUID[Compendium.cyphersystem-compendium.abilities.MK2dp11krszjDsyc]{Repel Metal} @UUID[Compendium.cyphersystem-compendium.abilities.mmg9XLzvfbP4ESGO]{Resist the Elements} @UUID[Compendium.cyphersystem-compendium.abilities.ssWKJs1l9cQbNZha]{Resist Underwater Hazards} @UUID[Compendium.cyphersystem-compendium.abilities.Q8xKsSOvoFWL1ePP]{Resonance Field} @UUID[Compendium.cyphersystem-compendium.abilities.g0Ewv5wBooSFYOlH]{Safe Fall} @UUID[Compendium.cyphersystem-compendium.abilities.XzomXctsS8NL9M7Q]{Serv-0 Defender} @UUID[Compendium.cyphersystem-compendium.abilities.EheuStXUDPojVmT5]{Shield Master} @UUID[Compendium.cyphersystem-compendium.abilities.AzMtxh562JfrPdKZ]{Shroud of Flame} @UUID[Compendium.cyphersystem-compendium.abilities.CtRvLxfUlCynJv1B]{Skill With Defense} @UUID[Compendium.cyphersystem-compendium.abilities.87SQGqcRavRZslAp]{Sound Conversion Barrier} @UUID[Compendium.cyphersystem-compendium.abilities.HHcC89OKZACgLB8Y]{Stare Them Down} @UUID[Compendium.cyphersystem-compendium.abilities.gS1X6POaKLjNlHsI]{Sturdy} @UUID[Compendium.cyphersystem-compendium.abilities.uatcX3o1oB2Stc4u]{Trained Without Armor} @UUID[Compendium.cyphersystem-compendium.abilities.zEkA8MhrnJ5p9Io6]{Unarmored Fighter} @UUID[Compendium.cyphersystem-compendium.abilities.59mslpID7ogppzMA]{Ward} @UUID[Compendium.cyphersystem-compendium.abilities.6zU8AURXjXgG63j6]{Warding Shield} @UUID[Compendium.cyphersystem-compendium.abilities.6Xs3fyaANQDWXRoc]{Weapon Defense} @UUID[Compendium.cyphersystem-compendium.abilities.QGSHCRW46vn5Xdwu]{Weather the Vicissitudes} @UUID[Compendium.cyphersystem-compendium.abilities.3Xoq7NLpshgG3VPY]{Wind Armor}

Mid Tier

@UUID[Compendium.cyphersystem-compendium.abilities.yvPcOjjqyU3618Ob]{Absorb Pure Energy} @UUID[Compendium.cyphersystem-compendium.abilities.ZH0JbusjycG6zQf1]{Anticipate Attack} @UUID[Compendium.cyphersystem-compendium.abilities.R0UuZ32vmmeFbSMV]{Blood Fever} @UUID[Compendium.cyphersystem-compendium.abilities.gyZd83dgvZnQrmbb]{Cloak of Opportunity} @UUID[Compendium.cyphersystem-compendium.abilities.2SiHiotGcSufnCne]{Confounding Banter} @UUID[Compendium.cyphersystem-compendium.abilities.1fYBYD1EfA5z1NFl]{Confuse Enemy} @UUID[Compendium.cyphersystem-compendium.abilities.BjlHRj3hANsoqhKq]{Counter Danger} @UUID[Compendium.cyphersystem-compendium.abilities.Mj6yJZwRmdXaVwh8]{Countermeasures} @UUID[Compendium.cyphersystem-compendium.abilities.yB4tnpDNVSOxgruq]{Dark Matter Shell} @UUID[Compendium.cyphersystem-compendium.abilities.XYbtbbVKFYmDfmjO]{Dark Matter Shroud} @UUID[Compendium.cyphersystem-compendium.abilities.NnlGdSiR9GbiTJyZ]{Discerning Mind} @UUID[Compendium.cyphersystem-compendium.abilities.LODZEYtmmBN5D9zZ]{Divert Attacks} @UUID[Compendium.cyphersystem-compendium.abilities.E1YiGcXAYOjHXoAd]{Dodge and Respond} @UUID[Compendium.cyphersystem-compendium.abilities.gVOzzvxS6PPu8Ofy]{Dual Defense} @UUID[Compendium.cyphersystem-compendium.abilities.76HF09q7MdGek863]{Electric Armor} @UUID[Compendium.cyphersystem-compendium.abilities.XR8WeRW3OlbCIjlJ]{Elemental Protection} @UUID[Compendium.cyphersystem-compendium.abilities.yz1w8JR23mtlDX49]{Energy Protection} @UUID[Compendium.cyphersystem-compendium.abilities.M49EI6qapNJC2aLR]{Energy Resistance} @UUID[Compendium.cyphersystem-compendium.abilities.4eCjeGPA0ovnwIfu]{Experienced in Armor} @UUID[Compendium.cyphersystem-compendium.abilities.GlXd4oFI9Fqq3rAX]{Experienced Defender} @UUID[Compendium.cyphersystem-compendium.abilities.yPVZmXWhUxustVdq]{Force Field Barrier} @UUID[Compendium.cyphersystem-compendium.abilities.rqC9cEmRkvm29N56]{Fusion Armor} @UUID[Compendium.cyphersystem-compendium.abilities.5t5EIoGSan3pQ08D]{Hard-Won Resilience} @UUID[Compendium.cyphersystem-compendium.abilities.aBfj6w1y6noOzB7d]{Horde Fighting} @UUID[Compendium.cyphersystem-compendium.abilities.uNzF1oQKJ6T1yqL4]{Huge} @UUID[Compendium.cyphersystem-compendium.abilities.zcxMbV4Fe4JqJAe8]{Illusory Evasion} @UUID[Compendium.cyphersystem-compendium.abilities.n985WYLPzj2XqBry]{Magnetic Field} @UUID[Compendium.cyphersystem-compendium.abilities.whVEpvOjmGs3fpcD]{Matter Cloud} @UUID[Compendium.cyphersystem-compendium.abilities.l0OFjk5XVGV5LzP1]{Minor Wish} @UUID[Compendium.cyphersystem-compendium.abilities.mGv7zlZu1wtNCQXQ]{Moving Like Water} @UUID[Compendium.cyphersystem-compendium.abilities.Mz9g9gv2UvARcLid]{Nimble Swimmer} @UUID[Compendium.cyphersystem-compendium.abilities.DMBJEypEWuAS2lai]{Outlaw Reputation} @UUID[Compendium.cyphersystem-compendium.abilities.AQQzctwqPJPUTRbb]{Poison Crafter} @UUID[Compendium.cyphersystem-compendium.abilities.y1bQFSBlwMbUico5]{Rapid Processing} @UUID[Compendium.cyphersystem-compendium.abilities.GvYXLPdpaFEMGuQR]{Resilience} @UUID[Compendium.cyphersystem-compendium.abilities.FuufiUyoLFbgBH5J]{Resilient Ice Armor} @UUID[Compendium.cyphersystem-compendium.abilities.NoKdHv0FSytZR4iF]{Robot Fighter} @UUID[Compendium.cyphersystem-compendium.abilities.NKvNEjx64CcS3l13]{Shield Training} @UUID[Compendium.cyphersystem-compendium.abilities.CNw7shehsdySzhAK]{Subconscious Defense} @UUID[Compendium.cyphersystem-compendium.abilities.3wxiRMTCBZ4iNCHp]{Temporal Acceleration} @UUID[Compendium.cyphersystem-compendium.abilities.t8wL47jk1KS4zapb]{Tough It Out} @UUID[Compendium.cyphersystem-compendium.abilities.sq2JJtnRtSthJSYL]{Tower of Intellect} @UUID[Compendium.cyphersystem-compendium.abilities.2AIQhz00HyZhY7wM]{Tower of Will} @UUID[Compendium.cyphersystem-compendium.abilities.w2aO1ZIpmBDQJXq1]{Tumbling Moves} @UUID[Compendium.cyphersystem-compendium.abilities.OovsYh1BefBJrU8m]{Versatile Mind} @UUID[Compendium.cyphersystem-compendium.abilities.DhbLcVuqEZmS6Z2y]{Vigilance} @UUID[Compendium.cyphersystem-compendium.abilities.OWVz2CkwLnCSJMdS]{Wraith Cloak}

High Tier

@UUID[Compendium.cyphersystem-compendium.abilities.i5n7BaFjTo6W35f9]{Defense Master} @UUID[Compendium.cyphersystem-compendium.abilities.xBZTbhZKRB9AJmMa]{Defensive Augmentation} @UUID[Compendium.cyphersystem-compendium.abilities.FjXL6iSD1CJKbuGT]{Defensive Field} @UUID[Compendium.cyphersystem-compendium.abilities.LwmoGOpgHy1K2dU4]{Energize Creature} @UUID[Compendium.cyphersystem-compendium.abilities.5i6TqVJQQ4sTvqTm]{Energize Crowd} @UUID[Compendium.cyphersystem-compendium.abilities.N0OZaNOIbHTiWDL1]{Evasion} @UUID[Compendium.cyphersystem-compendium.abilities.cTU70NgcebRlD7jI]{Field-Reinforced Armor} @UUID[Compendium.cyphersystem-compendium.abilities.S9QxUr8u2gtwY7ya]{Hard Target} @UUID[Compendium.cyphersystem-compendium.abilities.KGzAHs3qln0fNDjt]{Hard to Kill} @UUID[Compendium.cyphersystem-compendium.abilities.5rgcPJXpCcB5VJ1m]{Lost in the Chaos} @UUID[Compendium.cyphersystem-compendium.abilities.rHApGqEQj8TCGa3f]{Masterful Armor Modification} @UUID[Compendium.cyphersystem-compendium.abilities.4k5JFV78A5SiPjFo]{Mastery in Armor} @UUID[Compendium.cyphersystem-compendium.abilities.LTqgcoprvBF2ZkdH]{Mastery With Defense} @UUID[Compendium.cyphersystem-compendium.abilities.iIy1HDd9yUl07AYo]{Microgravity Avoidance} @UUID[Compendium.cyphersystem-compendium.abilities.m2j3n3xiExLcXAAn]{Moderate Wish} @UUID[Compendium.cyphersystem-compendium.abilities.lGbieMmnuoqsl4Jz]{Nothing but Defend} @UUID[Compendium.cyphersystem-compendium.abilities.AmZDmnmP7CxSSN4h]{Parry} @UUID[Compendium.cyphersystem-compendium.abilities.N0wzhZ676UrCR8M4]{Precognition} @UUID[Compendium.cyphersystem-compendium.abilities.cbXNxvPdWEbKF6nA]{Reactive Field} @UUID[Compendium.cyphersystem-compendium.abilities.MA2Pwhbpbq2SSIQy]{See the Future} @UUID[Compendium.cyphersystem-compendium.abilities.4BQHOR98z3TYJPQu]{Still As a Statue} @UUID[Compendium.cyphersystem-compendium.abilities.fkedtvx6UakJPOZN]{Ultra Enhancement} @UUID[Compendium.cyphersystem-compendium.abilities.QLRztjFH4YetYM6l]{Untouchable} @UUID[Compendium.cyphersystem-compendium.abilities.INdq5iQf5ECzRiNp]{Untouchable While Moving} @UUID[Compendium.cyphersystem-compendium.abilities.B6SEeGr5kxLAgvvq]{Wear It Well}

Senses

Enhances your senses (seeing in the dark, seeing underwater or through mist, sensing danger, finding optimal places to stand in combat, and so on), but doesn’t provide direct answers to questions like an information ability does.

Low Tier

@UUID[Compendium.cyphersystem-compendium.abilities.xskKzxBoGvSrje4e]{Eyes Adjusted} @UUID[Compendium.cyphersystem-compendium.abilities.wVgcztnnNFPqK9Mo]{Familiarize} @UUID[Compendium.cyphersystem-compendium.abilities.8ydN3DBdXXP24hQL]{Find an Opening} @UUID[Compendium.cyphersystem-compendium.abilities.YBMLX3Jm5oN79J6G]{Heads-Up Display} @UUID[Compendium.cyphersystem-compendium.abilities.boxrBJsyP0yjJHjt]{Link Senses} @UUID[Compendium.cyphersystem-compendium.abilities.TPEcyzCeC3z5FyyQ]{Mental Link} @UUID[Compendium.cyphersystem-compendium.abilities.Uti1XQwY4VFZwwwc]{Reveal} @UUID[Compendium.cyphersystem-compendium.abilities.jq6Wm9xYxJA0bRaR]{See the Unseen} @UUID[Compendium.cyphersystem-compendium.abilities.rYyymKUc0QKWdNsy]{See Through Matter} @UUID[Compendium.cyphersystem-compendium.abilities.mvFsSsVjyF8iXvCe]{Sense Ambush} @UUID[Compendium.cyphersystem-compendium.abilities.PRh7n2VLXyRa4il9]{Share Senses} @UUID[Compendium.cyphersystem-compendium.abilities.WgjatSOUT6pT02A7]{Third Eye}

Mid Tier

@UUID[Compendium.cyphersystem-compendium.abilities.KAAezRI2l8rdp1NS]{Animal Senses and Sensibilities} @UUID[Compendium.cyphersystem-compendium.abilities.ZB80ZclRSzEcr4o1]{Awareness} @UUID[Compendium.cyphersystem-compendium.abilities.zstBkLwRduC7vgGT]{Beast Eyes} @UUID[Compendium.cyphersystem-compendium.abilities.nJlhmzrhmXvM3QvU]{Break the Line} @UUID[Compendium.cyphersystem-compendium.abilities.j1AZSJpCetRgsQ6A]{Detect Life} @UUID[Compendium.cyphersystem-compendium.abilities.MvyXo0ZUsxu8QQ22]{Distance Viewing} @UUID[Compendium.cyphersystem-compendium.abilities.EcOIgMC9c1IfSHsr]{Echolocation} @UUID[Compendium.cyphersystem-compendium.abilities.khxZngfluNmVSAIT]{Experienced Finder} @UUID[Compendium.cyphersystem-compendium.abilities.QsXOz48JgyXYEEqS]{Inhabit Crystal} @UUID[Compendium.cyphersystem-compendium.abilities.KBjSpuK7XJc1abJv]{Remote Viewing} @UUID[Compendium.cyphersystem-compendium.abilities.syiylO75dZlcUp3i]{Sensing Package} @UUID[Compendium.cyphersystem-compendium.abilities.bzy1KzO0oPmZGu2b]{Sensor} @UUID[Compendium.cyphersystem-compendium.abilities.9YuQrJXAQO0qIFPj]{Serv-0 Spy} @UUID[Compendium.cyphersystem-compendium.abilities.V1ROUnWXLmLRMxXi]{Trapfinder} @UUID[Compendium.cyphersystem-compendium.abilities.FktE2hQhSKXbWcQU]{Use Senses of Others}

High Tier

@UUID[Compendium.cyphersystem-compendium.abilities.B0dq2gW9gdA0PdzR]{Amplify Sounds} @UUID[Compendium.cyphersystem-compendium.abilities.djqbPin4qsUauJmD]{Battlefield Tactician} @UUID[Compendium.cyphersystem-compendium.abilities.xRvaY8SG4HVy5WO8]{Dark Explorer} @UUID[Compendium.cyphersystem-compendium.abilities.cpJY8qkTAmSvXoFM]{Infer Thoughts} @UUID[Compendium.cyphersystem-compendium.abilities.7QTTrXnxDHskYYhj]{Master Machine} @UUID[Compendium.cyphersystem-compendium.abilities.PazO9rJ2YoE8VEUw]{See Through Time} @UUID[Compendium.cyphersystem-compendium.abilities.MGzAkRaGd4LgfQti]{True Senses}

Social

Gives you an indirect social benefit, such as providing a useful contact in a city or letting you take advantage of your social status.

Low Tier

@UUID[Compendium.cyphersystem-compendium.abilities.2CekF2lqwNrMyio0]{Connected} @UUID[Compendium.cyphersystem-compendium.abilities.2GwH3ugd7aHrWZRz]{Debate} @UUID[Compendium.cyphersystem-compendium.abilities.JSlr2Q6Ll1xNd8fX]{Demeanor of Command} @UUID[Compendium.cyphersystem-compendium.abilities.GT0AiiarWPbGzxKs]{Impart Ideal} @UUID[Compendium.cyphersystem-compendium.abilities.OmfjqEmmIbrWST5U]{Misdirect Blame} @UUID[Compendium.cyphersystem-compendium.abilities.5VqOTQlAYTtWTwmS]{Negotiate} @UUID[Compendium.cyphersystem-compendium.abilities.6QXGJBsJPDFgcdq5]{Perks of Stardom} @UUID[Compendium.cyphersystem-compendium.abilities.MBlyd9LvSH8D0Z5I]{Powerful Rhetoric} @UUID[Compendium.cyphersystem-compendium.abilities.xMRRfjFF0POkxyea]{Privileged Nobility} @UUID[Compendium.cyphersystem-compendium.abilities.OFWQd2W52VAODeas]{Underworld Contacts} @UUID[Compendium.cyphersystem-compendium.abilities.UHvD5299HFbwBvpR]{Unexpected Betrayal}

Mid Tier

@UUID[Compendium.cyphersystem-compendium.abilities.7Gxuqkwo4i47yHe3]{Betrayal} @UUID[Compendium.cyphersystem-compendium.abilities.tmrSKjGmjbxfIqPI]{Flamboyant Boast} @UUID[Compendium.cyphersystem-compendium.abilities.zg8dYuOdCXGwXOFd]{Informer} @UUID[Compendium.cyphersystem-compendium.abilities.i5BlJLgj1ayBw0uY]{Oratory} @UUID[Compendium.cyphersystem-compendium.abilities.ZqBpOAiH70SGHX8N]{Perfect Stranger}

High Tier

@UUID[Compendium.cyphersystem-compendium.abilities.hhBF8re7Azmce3Y9]{Group Friendship}

Special Attack

Gives the ability to make a special melee or ranged attack (weapon, energy blast, psychic, and so on). The attack might do damage, have a special effect (disarm, hinder, move the target, and so on), or both. This also includes abilities like Spray that let you attack multiple targets as your action.

Low Tier

@UUID[Compendium.cyphersystem-compendium.abilities.p61Ycyc7lVZQXupO]{Advantage to Disadvantage} @UUID[Compendium.cyphersystem-compendium.abilities.X7Rrn9Q54ceSA4Lr]{Aggression} @UUID[Compendium.cyphersystem-compendium.abilities.EyAIsiqJGCspQFcu]{Arcane Flare} @UUID[Compendium.cyphersystem-compendium.abilities.7BS6IEcYlEp5v3OC]{Bash} @UUID[Compendium.cyphersystem-compendium.abilities.wyUQ3Atl3V1ItCFH]{Bloodlust} @UUID[Compendium.cyphersystem-compendium.abilities.Mfebb42AE5xt7k85]{Concussive Blast} @UUID[Compendium.cyphersystem-compendium.abilities.6cMg5QXB71YNgoaM]{Control the Field} @UUID[Compendium.cyphersystem-compendium.abilities.o7kTUAFonv5HPi07]{Cutting Light} @UUID[Compendium.cyphersystem-compendium.abilities.teFcKcbo5ZBFbfRl]{Dazzling Sunburst} @UUID[Compendium.cyphersystem-compendium.abilities.di7QfASecjKU8BPN]{Disincentivize} @UUID[Compendium.cyphersystem-compendium.abilities.7f6ulMjWFw2BOK76]{Disrupting Touch} @UUID[Compendium.cyphersystem-compendium.abilities.JyAovhallyh9m6oW]{Drain Machine} @UUID[Compendium.cyphersystem-compendium.abilities.bH57y3PYsMceluGy]{Dream Thief} @UUID[Compendium.cyphersystem-compendium.abilities.NHns9zqufRvB3Tnl]{Dual Light Wield} @UUID[Compendium.cyphersystem-compendium.abilities.bM2Y62eaUKYKdcwq]{Entangling Force} @UUID[Compendium.cyphersystem-compendium.abilities.lQ4MNmGXXNBMGsmk]{Enthrall} @UUID[Compendium.cyphersystem-compendium.abilities.TmWjWp4iWk4GMLN0]{Erase Memories} @UUID[Compendium.cyphersystem-compendium.abilities.eFgzJXQlg6l7NBqM]{Eye Gouge} @UUID[Compendium.cyphersystem-compendium.abilities.78uF9siViGIHKYGx]{Flash} @UUID[Compendium.cyphersystem-compendium.abilities.aidcxXW6MokDMqY7]{Force Bash} @UUID[Compendium.cyphersystem-compendium.abilities.nHqTzLHJrUWSAATM]{Frost Touch} @UUID[Compendium.cyphersystem-compendium.abilities.aFEBxDGnuFi20cLo]{Golem Grip} @UUID[Compendium.cyphersystem-compendium.abilities.zW0cZJQTR0tHUmn3]{Grasping Foliage} @UUID[Compendium.cyphersystem-compendium.abilities.S3L1oym8fpx0NsAc]{Hemorrhage} @UUID[Compendium.cyphersystem-compendium.abilities.NJjAmyf9zhjRTNme]{Hurl Flame} @UUID[Compendium.cyphersystem-compendium.abilities.lwJAowJa4eKlcDjb]{Misdirect} @UUID[Compendium.cyphersystem-compendium.abilities.FE1Ge8CbJxQcCo0b]{Onslaught} @UUID[Compendium.cyphersystem-compendium.abilities.90wkMwuVBaiyL9yt]{Opportunist} @UUID[Compendium.cyphersystem-compendium.abilities.o2iiTUXdkMPREkvK]{Overwatch} @UUID[Compendium.cyphersystem-compendium.abilities.IPwnXtVrXauJXgFo]{Pierce} @UUID[Compendium.cyphersystem-compendium.abilities.Myt0JUt24B8hjYAg]{Push} @UUID[Compendium.cyphersystem-compendium.abilities.yszDDDpH6m16dEoV]{Quick Throw} @UUID[Compendium.cyphersystem-compendium.abilities.Yg6jEM07HAccDcNC]{Ray of Confusion} @UUID[Compendium.cyphersystem-compendium.abilities.NMjccuRLDDnfZtZe]{Release Energy} @UUID[Compendium.cyphersystem-compendium.abilities.Q8xKsSOvoFWL1ePP]{Resonance Field} @UUID[Compendium.cyphersystem-compendium.abilities.7aCeBDGZqu8A9hMQ]{Ribbons of Dark Matter} @UUID[Compendium.cyphersystem-compendium.abilities.kkCW4KkWA751AeBl]{Scramble Machine} @UUID[Compendium.cyphersystem-compendium.abilities.n81xGnZHydeXmIRc]{Scratch Existence} @UUID[Compendium.cyphersystem-compendium.abilities.0Wq39mJ9oXA415qx]{Seeds of Fury} @UUID[Compendium.cyphersystem-compendium.abilities.nptFEdFaUvjDeqAz]{Shatter} @UUID[Compendium.cyphersystem-compendium.abilities.3btRIiWxY8oMcVMo]{Shock} @UUID[Compendium.cyphersystem-compendium.abilities.pdNI9QMKmDwu8gza]{Stasis} @UUID[Compendium.cyphersystem-compendium.abilities.36nlDXhOP5e5dfns]{Successive Attack} @UUID[Compendium.cyphersystem-compendium.abilities.uG2ACHNAPoZirp0b]{Surprise Attack} @UUID[Compendium.cyphersystem-compendium.abilities.8hiUfUNY3u2IpVDa]{Swipe} @UUID[Compendium.cyphersystem-compendium.abilities.WO2Wg9PvscHMcQlH]{Thrust} @UUID[Compendium.cyphersystem-compendium.abilities.uMaMKhemHmtlXDjT]{Thunder Beam} @UUID[Compendium.cyphersystem-compendium.abilities.cwZIpP2FTLIVGhbm]{Weighty}

Mid Tier

@UUID[Compendium.cyphersystem-compendium.abilities.ra0A8MtQjZEYhJPr]{Acrobatic Attack} @UUID[Compendium.cyphersystem-compendium.abilities.cS1RW48sdVY6ZJZd]{Ambusher} @UUID[Compendium.cyphersystem-compendium.abilities.SG8ms3jfHw8hXGnX]{Answering Attack} @UUID[Compendium.cyphersystem-compendium.abilities.tbeFzIPGuAjRBpKM]{Better Surprise Attack} @UUID[Compendium.cyphersystem-compendium.abilities.YDKULtvV0pMJDxi2]{Bolts of Power} @UUID[Compendium.cyphersystem-compendium.abilities.V2BSB9or5UJdTiYF]{Built-in Weaponry} @UUID[Compendium.cyphersystem-compendium.abilities.IUlsD8Zxp8AYbO4h]{Burning Light} @UUID[Compendium.cyphersystem-compendium.abilities.Hw16NpdbdJOqVF4z]{Castigate} @UUID[Compendium.cyphersystem-compendium.abilities.WeMTxJElozl7OWdJ]{Center of Attention} @UUID[Compendium.cyphersystem-compendium.abilities.hIWg9VFNnYnrknAu]{Crystal Lens} @UUID[Compendium.cyphersystem-compendium.abilities.MqGMnSIkHK4rOFSm]{Dark Matter Strike} @UUID[Compendium.cyphersystem-compendium.abilities.vZELZYMsLJfBfUnt]{Dazing Attack} @UUID[Compendium.cyphersystem-compendium.abilities.JVvSTtYbksWJDADY]{Debilitating Strike} @UUID[Compendium.cyphersystem-compendium.abilities.0XSuUGS0UyrhiW44]{Destroy Metal} @UUID[Compendium.cyphersystem-compendium.abilities.ka5VA9XBi4OTnKVa]{Disable Mechanisms} @UUID[Compendium.cyphersystem-compendium.abilities.7rjeYt5hNhkvqK9w]{Disarming Strike} @UUID[Compendium.cyphersystem-compendium.abilities.dJTgtIs80gOoI6ac]{Divine Radiance} @UUID[Compendium.cyphersystem-compendium.abilities.E1YiGcXAYOjHXoAd]{Dodge and Respond} @UUID[Compendium.cyphersystem-compendium.abilities.A6H8xi93t6Zrexz9]{Drain Charge} @UUID[Compendium.cyphersystem-compendium.abilities.q9nALxXrBv5ubXaT]{Dual Medium Wield} @UUID[Compendium.cyphersystem-compendium.abilities.1L1uoad8vwgWxiyN]{Everything Is a Weapon} @UUID[Compendium.cyphersystem-compendium.abilities.VEJQ74o175OnlIAm]{Exile} @UUID[Compendium.cyphersystem-compendium.abilities.RO8dmB90aRPOmCuJ]{Feint} @UUID[Compendium.cyphersystem-compendium.abilities.AUGM3xEluWJi4Y8h]{Fire and Ice} @UUID[Compendium.cyphersystem-compendium.abilities.NgHLZq3tZ3CFJvYv]{Fire Bloom} @UUID[Compendium.cyphersystem-compendium.abilities.CAh0KStmP03kgv62]{Fling} @UUID[Compendium.cyphersystem-compendium.abilities.dDhnZrzAxDvK7QYa]{Force at Distance} @UUID[Compendium.cyphersystem-compendium.abilities.dCoCGVzWxIL9fIvH]{Force Blast} @UUID[Compendium.cyphersystem-compendium.abilities.BGMXK6VKNmp8M4A3]{Freezing Touch} @UUID[Compendium.cyphersystem-compendium.abilities.E0k0LUw0epjJGrv9]{Golem Stomp} @UUID[Compendium.cyphersystem-compendium.abilities.48i5ybVtZaTlFLJf]{Grab} @UUID[Compendium.cyphersystem-compendium.abilities.jbhcWHMiQQaR9ukO]{Gravity Cleave} @UUID[Compendium.cyphersystem-compendium.abilities.LLvJZvzbGQOrlqoE]{Ignition} @UUID[Compendium.cyphersystem-compendium.abilities.QxOsAHpd8ZkEXI5u]{Improved Object Bond} @UUID[Compendium.cyphersystem-compendium.abilities.2K3b6cTuLEGZfYqa]{Knock Out} @UUID[Compendium.cyphersystem-compendium.abilities.whVEpvOjmGs3fpcD]{Matter Cloud} @UUID[Compendium.cyphersystem-compendium.abilities.R9WffstnihzBuuvW]{Mind Games} @UUID[Compendium.cyphersystem-compendium.abilities.PTVAJGFiXDueX8az]{Momentum} @UUID[Compendium.cyphersystem-compendium.abilities.gDwPpgIAocEfQjPx]{Overawe} @UUID[Compendium.cyphersystem-compendium.abilities.zIYdniz9sjvAHsnX]{Overcome All Obstacles} @UUID[Compendium.cyphersystem-compendium.abilities.rXUUDUJFKis8TpnL]{Phase Detonation} @UUID[Compendium.cyphersystem-compendium.abilities.cJB7wj5okdPZuRNb]{Phased Attack} @UUID[Compendium.cyphersystem-compendium.abilities.NoC3yuqxU8yhPf47]{Power Strike} @UUID[Compendium.cyphersystem-compendium.abilities.blm1Z8JxvWOiFf0b]{Pry Open} @UUID[Compendium.cyphersystem-compendium.abilities.Mc8L07dpf605FDo9]{Psychic Burst} @UUID[Compendium.cyphersystem-compendium.abilities.Je1MitN21L3lqWVF]{Psychosis} @UUID[Compendium.cyphersystem-compendium.abilities.JJ9nWmcBIlfyNDfe]{Push Off and Throw} @UUID[Compendium.cyphersystem-compendium.abilities.JlYk5UNZEUzzO8Js]{Quick Strike} @UUID[Compendium.cyphersystem-compendium.abilities.YA5P5CBNr5NSmY6z]{Rapid Attack} @UUID[Compendium.cyphersystem-compendium.abilities.XqGE5QLHnpIKB5rB]{Reaction} @UUID[Compendium.cyphersystem-compendium.abilities.Yo2Z3EdYjx88jYnp]{Remote Control} @UUID[Compendium.cyphersystem-compendium.abilities.ZuX6gykVtKxiBAxR]{Run and Fight} @UUID[Compendium.cyphersystem-compendium.abilities.znJCKr6PeEq4a0j5]{Shattering Shout} @UUID[Compendium.cyphersystem-compendium.abilities.bkQnnjRFJS9VpaY5]{Slice} @UUID[Compendium.cyphersystem-compendium.abilities.oNk0Nhle1XwBhOvp]{Snap Shot} @UUID[Compendium.cyphersystem-compendium.abilities.yJDNsRAG3Elm6PWp]{Snipe} @UUID[Compendium.cyphersystem-compendium.abilities.YIzrA5i8eBSPMFzj]{Spray} @UUID[Compendium.cyphersystem-compendium.abilities.57txEIyzuPUQOqVP]{Sprint and Grab} @UUID[Compendium.cyphersystem-compendium.abilities.B4U7RiMrZElfOQyj]{Taking Advantage} @UUID[Compendium.cyphersystem-compendium.abilities.hy3hI86e9BCmkcQO]{Tall Tale} @UUID[Compendium.cyphersystem-compendium.abilities.WuNUt6ltWGDdjNLS]{Throw} @UUID[Compendium.cyphersystem-compendium.abilities.SPL1URVkuo4PJP8I]{Throw Force Shield} @UUID[Compendium.cyphersystem-compendium.abilities.4s3SAqu0lb5qzfzL]{Trick Shot}

High Tier

@UUID[Compendium.cyphersystem-compendium.abilities.NCXCkCYeZw8qlazG]{Absorb Energy} @UUID[Compendium.cyphersystem-compendium.abilities.WrJDw2X8JHcljjP4]{Arc Spray} @UUID[Compendium.cyphersystem-compendium.abilities.YbYeZ0A0m96IWxwl]{Assassin Strike} @UUID[Compendium.cyphersystem-compendium.abilities.T5tn7zItPyaRcYNC]{Asserting Your Privilege} @UUID[Compendium.cyphersystem-compendium.abilities.ltAq7qr8aaalOtJp]{Attack and Attack Again} @UUID[Compendium.cyphersystem-compendium.abilities.6kTwO0uYuP8qKqkM]{Biomorphic Detonation} @UUID[Compendium.cyphersystem-compendium.abilities.jISh0vWOJdK9hUm1]{Blind Machine} @UUID[Compendium.cyphersystem-compendium.abilities.XRXQwJplJrm7onbN]{Blinding Attack} @UUID[Compendium.cyphersystem-compendium.abilities.zflNCqrmTL7vrYg1]{Bouncing Shield} @UUID[Compendium.cyphersystem-compendium.abilities.9O17NBrKA4AA4Ckw]{Break the Ranks} @UUID[Compendium.cyphersystem-compendium.abilities.lID9ke0vHX2r2CC8]{Break Their Mind} @UUID[Compendium.cyphersystem-compendium.abilities.2lhnVWUMX1Nu6KVj]{Call the Storm} @UUID[Compendium.cyphersystem-compendium.abilities.yEfkqXxmuQqlA6Fi]{Cold Burst} @UUID[Compendium.cyphersystem-compendium.abilities.PZBKCtRj5S6ULnjo]{Concussion} @UUID[Compendium.cyphersystem-compendium.abilities.jHrQLzIfjKtXBoJL]{Deactivate Mechanisms} @UUID[Compendium.cyphersystem-compendium.abilities.6P1CJvVMot3Y2xj0]{Deadly Strike} @UUID[Compendium.cyphersystem-compendium.abilities.iTxEWRCR8G5Rych2]{Death Touch} @UUID[Compendium.cyphersystem-compendium.abilities.i5n7BaFjTo6W35f9]{Defense Master} @UUID[Compendium.cyphersystem-compendium.abilities.0WPUu04FbqxGckhU]{Destroyer} @UUID[Compendium.cyphersystem-compendium.abilities.xR2DkSqvAoR8Vtfn]{Dirty Fighter} @UUID[Compendium.cyphersystem-compendium.abilities.p1UMG2hrng7mLFDv]{Disarming Attack} @UUID[Compendium.cyphersystem-compendium.abilities.OkKNmMvLFwHxUv2r]{Divine Intervention} @UUID[Compendium.cyphersystem-compendium.abilities.tgaSXp1VQiec8Jst]{Divine Symbol} @UUID[Compendium.cyphersystem-compendium.abilities.1W0sBVHxG7LESCPl]{Do You Know Who I Am?} @UUID[Compendium.cyphersystem-compendium.abilities.NJakiz9yvoflzzBD]{Drain Power} @UUID[Compendium.cyphersystem-compendium.abilities.D4JFKjeVDkx9Xfnf]{Dust to Dust} @UUID[Compendium.cyphersystem-compendium.abilities.jhdgI9rV2mpH6JQU]{Earthquake} @UUID[Compendium.cyphersystem-compendium.abilities.apQwshUTjCQPym8A]{Embrace the Night} @UUID[Compendium.cyphersystem-compendium.abilities.Be1ehHb90jtLc8l0]{Explosive Release} @UUID[Compendium.cyphersystem-compendium.abilities.syJ3mkT2hHR2MY3o]{Finishing Blow} @UUID[Compendium.cyphersystem-compendium.abilities.6fpCYtBDCfW6m1b0]{Fire Tendrils} @UUID[Compendium.cyphersystem-compendium.abilities.xCUKzmoBKzN9gIut]{Foul Aura} @UUID[Compendium.cyphersystem-compendium.abilities.mvC2vboULutesBDu]{Ice Storm} @UUID[Compendium.cyphersystem-compendium.abilities.SZtOjKk7ScShJT6G]{Iron Punch} @UUID[Compendium.cyphersystem-compendium.abilities.IFb8NX06xgWM7H98]{Jump Attack} @UUID[Compendium.cyphersystem-compendium.abilities.tjzqyyAZoibXl4DT]{Lethal Ploy} @UUID[Compendium.cyphersystem-compendium.abilities.GlFT2ITvytQVWywQ]{Lethal Vibration} @UUID[Compendium.cyphersystem-compendium.abilities.KNElOxbWobS1ygLv]{Murderer} @UUID[Compendium.cyphersystem-compendium.abilities.pUbqCBV3dBOWFgmv]{Nightmare} @UUID[Compendium.cyphersystem-compendium.abilities.ptH3O4GES71CClGO]{Phase Foe} @UUID[Compendium.cyphersystem-compendium.abilities.xxavxLEaiVFug1D6]{Protective Wall} @UUID[Compendium.cyphersystem-compendium.abilities.8wSx2qtKXq0dWxId]{Psychokinetic Attack} @UUID[Compendium.cyphersystem-compendium.abilities.KVOFCKWKmUrqAe7v]{Punish All the Guilty} @UUID[Compendium.cyphersystem-compendium.abilities.bY52t6eGONKu8Kr4]{Resonant Quake} @UUID[Compendium.cyphersystem-compendium.abilities.G5bTthwpEf5azVHA]{Return to Sender} @UUID[Compendium.cyphersystem-compendium.abilities.EH8OmAJaimF4MTgg]{Shatter Mind} @UUID[Compendium.cyphersystem-compendium.abilities.BM6YnBez7sVnrGUh]{Special Shot} @UUID[Compendium.cyphersystem-compendium.abilities.KDZeCZJxjCQzlTxA]{Spin Attack} @UUID[Compendium.cyphersystem-compendium.abilities.jrTEtAhE6GfLW7R4]{Spring Away} @UUID[Compendium.cyphersystem-compendium.abilities.eQIPJk2xcFGfDr3H]{Stun Attack} @UUID[Compendium.cyphersystem-compendium.abilities.xbYD729j3km6ZDCA]{Sun Siphon} @UUID[Compendium.cyphersystem-compendium.abilities.447ojnjZFMCma8eu]{Taunt Foe} @UUID[Compendium.cyphersystem-compendium.abilities.kKYyGbrQxDRSOh37]{Terrifying Gaze} @UUID[Compendium.cyphersystem-compendium.abilities.Z4QcjOxgltEJPm96]{Twisting the Knife} @UUID[Compendium.cyphersystem-compendium.abilities.IN9qNZDx4sBKNr8n]{Undo} @UUID[Compendium.cyphersystem-compendium.abilities.xRIDlrBzTXVYC5rh]{Vindictive Performance} @UUID[Compendium.cyphersystem-compendium.abilities.s8NShtaUrW0Oxolo]{Weapon and Body} @UUID[Compendium.cyphersystem-compendium.abilities.tMOeiKWrhp5P5CCQ]{Weight of the World} @UUID[Compendium.cyphersystem-compendium.abilities.w3HN2nZBTo5mLJcM]{Weightless Shot} @UUID[Compendium.cyphersystem-compendium.abilities.WW3QjCP5UJUsKBW3]{Whirlwind of Throws} @UUID[Compendium.cyphersystem-compendium.abilities.EXrZLa3M8BK43qoi]{Winter Gauntlets} @UUID[Compendium.cyphersystem-compendium.abilities.Gsre3acJaxhGBa0S]{Word of Death}

Support

Gives some sort of benefit to an ally rather than yourself, such as an extra action or an asset on their roll.

Low Tier

@UUID[Compendium.cyphersystem-compendium.abilities.WrgqojoyWuTWpyQq]{Advice From a Friend} @UUID[Compendium.cyphersystem-compendium.abilities.BlBi7qk0darLthxS]{Anecdote} @UUID[Compendium.cyphersystem-compendium.abilities.b8rtgyatE8o9FaRS]{Attack Flourish} @UUID[Compendium.cyphersystem-compendium.abilities.5jGN9GicKYIAneKQ]{Defend the Innocent} @UUID[Compendium.cyphersystem-compendium.abilities.4yyKQYnrbL3r9gcU]{Enable Others} @UUID[Compendium.cyphersystem-compendium.abilities.hYa7I52x2iwffh8C]{Encouragement} @UUID[Compendium.cyphersystem-compendium.abilities.grCiWRuV8lvflQHM]{Encouraging Presence} @UUID[Compendium.cyphersystem-compendium.abilities.4fcns7ANpZF7pHaz]{Force Field} @UUID[Compendium.cyphersystem-compendium.abilities.lZCAKgP966BuU4uF]{Friendly Help} @UUID[Compendium.cyphersystem-compendium.abilities.DmnRMTfHYaeoYFVu]{Good Advice} @UUID[Compendium.cyphersystem-compendium.abilities.FiSwskgQGBjp4IhZ]{Inspire Action} @UUID[Compendium.cyphersystem-compendium.abilities.wWCehMidmvLypdxj]{Inspire Aggression} @UUID[Compendium.cyphersystem-compendium.abilities.DLxDL49VjUEMAjxZ]{Inspiring Ease} @UUID[Compendium.cyphersystem-compendium.abilities.qp1jDaFiRR5xPPMn]{Protector} @UUID[Compendium.cyphersystem-compendium.abilities.POaewj2PWMMfCY1i]{Rally to Me} @UUID[Compendium.cyphersystem-compendium.abilities.Uti1XQwY4VFZwwwc]{Reveal} @UUID[Compendium.cyphersystem-compendium.abilities.FgyHV0QR3YwlLIVb]{Sculpt Flesh} @UUID[Compendium.cyphersystem-compendium.abilities.701ts4xCDjURZSb5]{Teamwork}

Mid Tier

@UUID[Compendium.cyphersystem-compendium.abilities.hB1CISYVEZXEO0IV]{Accelerate} @UUID[Compendium.cyphersystem-compendium.abilities.wJSxVM8fWADJtTSd]{Applying Your Knowledge} @UUID[Compendium.cyphersystem-compendium.abilities.knh2MWMhCgqOjWYD]{Buddy System} @UUID[Compendium.cyphersystem-compendium.abilities.lb5Bo8BpNXdVMkmt]{Combat Challenge} @UUID[Compendium.cyphersystem-compendium.abilities.bz04IOSkdP3zcRMD]{Defend All the Innocent} @UUID[Compendium.cyphersystem-compendium.abilities.Su3LkSzdGHg9w1RO]{Dual Wards} @UUID[Compendium.cyphersystem-compendium.abilities.XR8WeRW3OlbCIjlJ]{Elemental Protection} @UUID[Compendium.cyphersystem-compendium.abilities.RgosWDt0hkosbVQr]{In Harm’s Way} @UUID[Compendium.cyphersystem-compendium.abilities.1N6P5ZRogThCS0KH]{Lead by Inquiry} @UUID[Compendium.cyphersystem-compendium.abilities.dIK67k9aoBbFBnkf]{Pay It Forward} @UUID[Compendium.cyphersystem-compendium.abilities.oS3AeTouF6HPcaH5]{Play to the Crowd} @UUID[Compendium.cyphersystem-compendium.abilities.QFZyfDWOSEpZeQmM]{Spur Effort} @UUID[Compendium.cyphersystem-compendium.abilities.scceoEmEnN5MW8XT]{Take Command} @UUID[Compendium.cyphersystem-compendium.abilities.GAeUBbQWE3ryv50V]{True Guardian}

High Tier

@UUID[Compendium.cyphersystem-compendium.abilities.Eez3uExkDA20XJg3]{Able Assistance} @UUID[Compendium.cyphersystem-compendium.abilities.G8waoPdWGzMl0S1n]{Battle Management} @UUID[Compendium.cyphersystem-compendium.abilities.3JWMtJBjf3oUWaxP]{Block for Another} @UUID[Compendium.cyphersystem-compendium.abilities.LwmoGOpgHy1K2dU4]{Energize Creature} @UUID[Compendium.cyphersystem-compendium.abilities.5i6TqVJQQ4sTvqTm]{Energize Crowd} @UUID[Compendium.cyphersystem-compendium.abilities.lJWTlBH1koX2Fjgi]{Impart Understanding} @UUID[Compendium.cyphersystem-compendium.abilities.oilgQ4oM02Pa0eNp]{Inspiration} @UUID[Compendium.cyphersystem-compendium.abilities.tTrekc4AZbIqem5L]{Inspire Coordinated Actions} @UUID[Compendium.cyphersystem-compendium.abilities.fPCTpU0viXXWrNs0]{Inspiring Success} @UUID[Compendium.cyphersystem-compendium.abilities.Tes6ntXPZR8IHgY4]{Regenerate Other} @UUID[Compendium.cyphersystem-compendium.abilities.PXvS7AatBcxH9cvZ]{Share Defense} @UUID[Compendium.cyphersystem-compendium.abilities.U9sgMUKkIkDIdRtK]{Stimulate} @UUID[Compendium.cyphersystem-compendium.abilities.iE83ABQRko5NemVU]{Teach Trick} @UUID[Compendium.cyphersystem-compendium.abilities.zZYSSAFXtJcuezxM]{Transcend the Script} @UUID[Compendium.cyphersystem-compendium.abilities.mjEFQ3ndDRvLB5Dj]{True Defender} @UUID[Compendium.cyphersystem-compendium.abilities.IN9qNZDx4sBKNr8n]{Undo} @UUID[Compendium.cyphersystem-compendium.abilities.PTM0HWGFfo5CHMif]{Will of a Leader} @UUID[Compendium.cyphersystem-compendium.abilities.jTiOQKW2QtXK8dmF]{Work the Friendship}

Task

Gives training, specialization, or an asset in one or more noncombat skills (climbing, healing, computers, initiative, and so on).

Low Tier

@UUID[Compendium.cyphersystem-compendium.abilities.wifCvRG9OhsTDT30]{Advantages of Being Big} @UUID[Compendium.cyphersystem-compendium.abilities.YD5gm0w3lqTSyO3V]{Anticipation} @UUID[Compendium.cyphersystem-compendium.abilities.rYaAyFLmCAAwZi0s]{Assassin Skills} @UUID[Compendium.cyphersystem-compendium.abilities.cpXOBSLY03j89yOy]{Athlete} @UUID[Compendium.cyphersystem-compendium.abilities.AWretAEaeQfXTXMy]{Autodoctor} @UUID[Compendium.cyphersystem-compendium.abilities.tJiXzKX4gf0GNV6V]{Balance} @UUID[Compendium.cyphersystem-compendium.abilities.XToLeZ4ksSj3MA5I]{Bestiary Knowledge} @UUID[Compendium.cyphersystem-compendium.abilities.A83Lw7NnAqwg4BZR]{Blameless} @UUID[Compendium.cyphersystem-compendium.abilities.awhzMw4RHwOwgEIR]{Breaker} @UUID[Compendium.cyphersystem-compendium.abilities.lY7NaxsFxt1XZVk5]{Car Surfer} @UUID[Compendium.cyphersystem-compendium.abilities.PlTtlXeugIljHFVg]{Careful Aim} @UUID[Compendium.cyphersystem-compendium.abilities.zGoUoC6i0f1SbUqE]{Celebrity Talent} @UUID[Compendium.cyphersystem-compendium.abilities.JkiG6hpsfj1h6XRR]{Computer Programming} @UUID[Compendium.cyphersystem-compendium.abilities.dQHSDDZxJNHrHH1l]{Contortionist} @UUID[Compendium.cyphersystem-compendium.abilities.YvPBxDxLz16Usm7m]{Courageous} @UUID[Compendium.cyphersystem-compendium.abilities.fkyJ02LbeOAfDxcF]{Crafter} @UUID[Compendium.cyphersystem-compendium.abilities.UyQTRi5ZwWU5tMO0]{Danger Sense} @UUID[Compendium.cyphersystem-compendium.abilities.Q3DGDFwNIOjz866X]{Datajack} @UUID[Compendium.cyphersystem-compendium.abilities.2GwH3ugd7aHrWZRz]{Debate} @UUID[Compendium.cyphersystem-compendium.abilities.kkTWFQBeHMS8d6IL]{Deep Water Guide} @UUID[Compendium.cyphersystem-compendium.abilities.tjxKTFdA8gqZDP90]{Designation} @UUID[Compendium.cyphersystem-compendium.abilities.9p2RJYFo6s55F5Ha]{Devoted Defender} @UUID[Compendium.cyphersystem-compendium.abilities.eYHlYyVDj3odrAFJ]{Disguise} @UUID[Compendium.cyphersystem-compendium.abilities.6dPEKpK0HWuD7Bxu]{Divine Knowledge} @UUID[Compendium.cyphersystem-compendium.abilities.DCuOpij3sNomBe1a]{Driver} @UUID[Compendium.cyphersystem-compendium.abilities.ea7BzQy6fZqHQNET]{Enlightened} @UUID[Compendium.cyphersystem-compendium.abilities.6FI9lLeQx0tJX1W6]{Exploratory Experience} @UUID[Compendium.cyphersystem-compendium.abilities.jx6DFmlbQrmltHgc]{Extra Skill} @UUID[Compendium.cyphersystem-compendium.abilities.YQEECpNwDSFCFnCN]{Feat of Strength} @UUID[Compendium.cyphersystem-compendium.abilities.QgCWZia7gFicmEJr]{Flex Lore} @UUID[Compendium.cyphersystem-compendium.abilities.HoUOwIPfKTlxyQH0]{Freakishly Large} @UUID[Compendium.cyphersystem-compendium.abilities.qpBv7OxAcMAAtY2M]{Game Lessons} @UUID[Compendium.cyphersystem-compendium.abilities.p3kh3XKzetkJTG1J]{Gamer} @UUID[Compendium.cyphersystem-compendium.abilities.DmnRMTfHYaeoYFVu]{Good Advice} @UUID[Compendium.cyphersystem-compendium.abilities.pp9NFNHKgOhRYbsY]{Hand to Eye} @UUID[Compendium.cyphersystem-compendium.abilities.f7wLki6qjCNs2Ici]{Handy} @UUID[Compendium.cyphersystem-compendium.abilities.YOHGDC5hx24SqbQz]{Hard Choices} @UUID[Compendium.cyphersystem-compendium.abilities.YBMLX3Jm5oN79J6G]{Heads-Up Display} @UUID[Compendium.cyphersystem-compendium.abilities.A853pOqz5BmPfh4w]{Higher Mathematics} @UUID[Compendium.cyphersystem-compendium.abilities.ZgLefUbAcrmYdFur]{How Others Think} @UUID[Compendium.cyphersystem-compendium.abilities.vFc52xBtBp69WglW]{Impersonate} @UUID[Compendium.cyphersystem-compendium.abilities.HBHjx10W5BQW101w]{Impressive Display} @UUID[Compendium.cyphersystem-compendium.abilities.369RISHwqzRXkwEG]{Infiltrator} @UUID[Compendium.cyphersystem-compendium.abilities.sM2zEDx4gRr9CuiR]{Inner Defense} @UUID[Compendium.cyphersystem-compendium.abilities.fh7tK1BVjgSfZ8ml]{Insight} @UUID[Compendium.cyphersystem-compendium.abilities.wWCehMidmvLypdxj]{Inspire Aggression} @UUID[Compendium.cyphersystem-compendium.abilities.V765JZKDKQ00Buyn]{Interaction Skills} @UUID[Compendium.cyphersystem-compendium.abilities.4dTGeclZRVjzn5tT]{Interface} @UUID[Compendium.cyphersystem-compendium.abilities.PK6oiYXgdP7KaGgi]{Investigate} @UUID[Compendium.cyphersystem-compendium.abilities.romswZIOmAmtzfCL]{Investigative Skills} @UUID[Compendium.cyphersystem-compendium.abilities.4p95GsynORh0Xd7X]{Knowing} @UUID[Compendium.cyphersystem-compendium.abilities.xBQM1AmjmcjmPDDD]{Knowledge of the Law} @UUID[Compendium.cyphersystem-compendium.abilities.eEGFknWQZUBNXn99]{Knowledge Skills} @UUID[Compendium.cyphersystem-compendium.abilities.oAsK49Zgey5QaC82]{Late Inspiration} @UUID[Compendium.cyphersystem-compendium.abilities.eM1fLppEnXHBlRNX]{Learning the Path} @UUID[Compendium.cyphersystem-compendium.abilities.rfsCCpxcsjc8hr60]{Levity} @UUID[Compendium.cyphersystem-compendium.abilities.aOzkoVf0mNSkZBtn]{Life Lessons} @UUID[Compendium.cyphersystem-compendium.abilities.lzy1YbdIJxzNIHZq]{Machine Affinity} @UUID[Compendium.cyphersystem-compendium.abilities.QHSH8fE6l3bKz2xl]{Machine Hunting} @UUID[Compendium.cyphersystem-compendium.abilities.rhaZSmU6dJpzMO64]{Machine Interface} @UUID[Compendium.cyphersystem-compendium.abilities.XQxN55rl0f5HFxEM]{Magic Training} @UUID[Compendium.cyphersystem-compendium.abilities.Zu06akqnHdCvoR0W]{Make Judgment} @UUID[Compendium.cyphersystem-compendium.abilities.YF8CYsYKcXpdfqH5]{Master Identifier} @UUID[Compendium.cyphersystem-compendium.abilities.KM9qqjzJBJusQNkT]{Master Thief} @UUID[Compendium.cyphersystem-compendium.abilities.GfDLA0qSvqhqzIbL]{Microgravity Adept} @UUID[Compendium.cyphersystem-compendium.abilities.PRW5MxW12oakmeHE]{Monster Lore} @UUID[Compendium.cyphersystem-compendium.abilities.tC7wmZwlZcQy5Vd0]{Movement Skills} @UUID[Compendium.cyphersystem-compendium.abilities.CBGeAZSBuymzrxDz]{Muscles of Iron} @UUID[Compendium.cyphersystem-compendium.abilities.FDUGlu7DZhdfxH2P]{Natural Charisma} @UUID[Compendium.cyphersystem-compendium.abilities.bcEupdsF6FduFPwe]{Oneirochemy} @UUID[Compendium.cyphersystem-compendium.abilities.oTDJtTDkwxr5uSfU]{Open Mind} @UUID[Compendium.cyphersystem-compendium.abilities.EbnGDC61relhYaib]{Opening Statement} @UUID[Compendium.cyphersystem-compendium.abilities.noCgrKbB370cfzQg]{Physical Skills} @UUID[Compendium.cyphersystem-compendium.abilities.Kk5nnC1EcYtqc3Fu]{Pilot} @UUID[Compendium.cyphersystem-compendium.abilities.TTKx93iEvtnptsep]{Poetic License} @UUID[Compendium.cyphersystem-compendium.abilities.OjGaIl0JEepjDrla]{Post-Apocalyptic Survivor} @UUID[Compendium.cyphersystem-compendium.abilities.MBlyd9LvSH8D0Z5I]{Powerful Rhetoric} @UUID[Compendium.cyphersystem-compendium.abilities.vcbIe2sSMKJmawl4]{Predictive Equation} @UUID[Compendium.cyphersystem-compendium.abilities.xMRRfjFF0POkxyea]{Privileged Nobility} @UUID[Compendium.cyphersystem-compendium.abilities.FEkLEYwk7r9KE7oC]{Quarry} @UUID[Compendium.cyphersystem-compendium.abilities.YCwy44WnpusEYN7g]{Quick Study} @UUID[Compendium.cyphersystem-compendium.abilities.QVPmLa6CKwmH6vJZ]{Quick to Flee} @UUID[Compendium.cyphersystem-compendium.abilities.8EJ59LwWPkaqErUd]{Quicker Than Most} @UUID[Compendium.cyphersystem-compendium.abilities.pMQT2QIL38XlhkxB]{Resist Tricks} @UUID[Compendium.cyphersystem-compendium.abilities.ZOfmWQFbwSJQB4wm]{Ruin Lore} @UUID[Compendium.cyphersystem-compendium.abilities.IYt42xzsjesQyEfT]{Sailor} @UUID[Compendium.cyphersystem-compendium.abilities.h3G0Ven2SoaPCbk4]{Salvage and Comfort} @UUID[Compendium.cyphersystem-compendium.abilities.WUY75HFAqAu1i9ku]{Sense Attitudes} @UUID[Compendium.cyphersystem-compendium.abilities.x8cGd4MC9YEW9isa]{Serv-0 Repair} @UUID[Compendium.cyphersystem-compendium.abilities.9sfX1SGtcQ17Uiny]{Sharp Senses} @UUID[Compendium.cyphersystem-compendium.abilities.HWZ8mwAfZEu6r778]{Sleuth} @UUID[Compendium.cyphersystem-compendium.abilities.2CrV3a9S1yzOXBOJ]{Slippery} @UUID[Compendium.cyphersystem-compendium.abilities.sHdBJdVshvtAqz1K]{Sneak} @UUID[Compendium.cyphersystem-compendium.abilities.gwMRhz3h9zxbVQXt]{Stalker} @UUID[Compendium.cyphersystem-compendium.abilities.gbU7mA0flUR4W8Dl]{Stand Watch} @UUID[Compendium.cyphersystem-compendium.abilities.QAdh0yZBjJsHdJjD]{Stealth Skills} @UUID[Compendium.cyphersystem-compendium.abilities.tFhd4dEGikOd1g1K]{Straightforward} @UUID[Compendium.cyphersystem-compendium.abilities.MwDYD8V1CJv8w9rR]{Superb Explorer} @UUID[Compendium.cyphersystem-compendium.abilities.aJ1T8XqGF38vyzV2]{Superb Infiltrator} @UUID[Compendium.cyphersystem-compendium.abilities.B4U7RiMrZElfOQyj]{Taking Advantage} @UUID[Compendium.cyphersystem-compendium.abilities.1ZV6jp2IuXFgXEjn]{Task Training} @UUID[Compendium.cyphersystem-compendium.abilities.pYsmdnNte7o5Flca]{Tech Skills} @UUID[Compendium.cyphersystem-compendium.abilities.0xVoKhKKvzxIbtJD]{There’s Your Problem} @UUID[Compendium.cyphersystem-compendium.abilities.k4LeTZ1lqN9L3hPS]{Tool Mastery} @UUID[Compendium.cyphersystem-compendium.abilities.VAGafmOiBpvU2eq0]{Tracker} @UUID[Compendium.cyphersystem-compendium.abilities.O0d2Xjp5HTUdFzmp]{Trained Excavator} @UUID[Compendium.cyphersystem-compendium.abilities.A8CGMbLGsJ3AHKMP]{Trained Interlocutor} @UUID[Compendium.cyphersystem-compendium.abilities.eVZMy7s6px5jLTfj]{Trained Swimmer} @UUID[Compendium.cyphersystem-compendium.abilities.wEjdodvc6SLf8yso]{Travel Skills} @UUID[Compendium.cyphersystem-compendium.abilities.kv03xEihe4VZNkK5]{Understanding} @UUID[Compendium.cyphersystem-compendium.abilities.zgcoMEc4j2MjpDhC]{Vacuum Skilled} @UUID[Compendium.cyphersystem-compendium.abilities.KqV5RSzOU3S3NK51]{Wilderness Life} @UUID[Compendium.cyphersystem-compendium.abilities.8KYjSKp6ieQ8YXUy]{Wilderness Lore} @UUID[Compendium.cyphersystem-compendium.abilities.XseI77zSp7iHkEWq]{Wound Tender} @UUID[Compendium.cyphersystem-compendium.abilities.qEzcqbNhuJQuBagn]{Zero Dark Eyes}

Mid Tier

@UUID[Compendium.cyphersystem-compendium.abilities.GK0o4fjCtxgAP269]{Action Processor} @UUID[Compendium.cyphersystem-compendium.abilities.6ILcTvACqDdLVpc8]{Agent Provocateur} @UUID[Compendium.cyphersystem-compendium.abilities.KAAezRI2l8rdp1NS]{Animal Senses and Sensibilities} @UUID[Compendium.cyphersystem-compendium.abilities.TmDavAL4vDxKjLBK]{Confidence Artist} @UUID[Compendium.cyphersystem-compendium.abilities.yB4tnpDNVSOxgruq]{Dark Matter Shell} @UUID[Compendium.cyphersystem-compendium.abilities.bvqDafTBMB7Uo9Qj]{Enhance Strength} @UUID[Compendium.cyphersystem-compendium.abilities.hQx9SoUhY6jzUeTW]{Expert Driver} @UUID[Compendium.cyphersystem-compendium.abilities.12xO8QaEsTvEFUvY]{Expert Pilot} @UUID[Compendium.cyphersystem-compendium.abilities.RESKINMA0INj60Rc]{Find the Guilty} @UUID[Compendium.cyphersystem-compendium.abilities.dVh39nh5ARUxreUc]{Flex Skill} @UUID[Compendium.cyphersystem-compendium.abilities.Kk9lHkiaqsr3pUmk]{Ghost} @UUID[Compendium.cyphersystem-compendium.abilities.NhNvpbUWNRIFEm8b]{Hard to See} @UUID[Compendium.cyphersystem-compendium.abilities.7tiGTYVXj9eHdja7]{Heightened Skills} @UUID[Compendium.cyphersystem-compendium.abilities.uhC4ubTGfhkNvIMX]{Improvise} @UUID[Compendium.cyphersystem-compendium.abilities.iyM2N9G0RLlj6BZ7]{Increasing Determination} @UUID[Compendium.cyphersystem-compendium.abilities.2odkyEO8azxIZWYj]{Intelligent Interface} @UUID[Compendium.cyphersystem-compendium.abilities.t5vs3xMko8GLCB64]{Intense Interaction} @UUID[Compendium.cyphersystem-compendium.abilities.vPraXsdXkCmaoBbI]{Knowledge Is Power} @UUID[Compendium.cyphersystem-compendium.abilities.4JDFgEhyhqReRngE]{Master Crafter} @UUID[Compendium.cyphersystem-compendium.abilities.e3jpx5KsYc8F13Pu]{Meticulous Planner} @UUID[Compendium.cyphersystem-compendium.abilities.l0OFjk5XVGV5LzP1]{Minor Wish} @UUID[Compendium.cyphersystem-compendium.abilities.LdHCwZcifnRRuPrp]{Nightstrike} @UUID[Compendium.cyphersystem-compendium.abilities.3VJyYtECl0wKQj2p]{Outlast the Foe} @UUID[Compendium.cyphersystem-compendium.abilities.XQkQrvp4o395uIOJ]{Passing Mechanic} @UUID[Compendium.cyphersystem-compendium.abilities.LojkwDtb1gHLSB6A]{Preternatural Senses} @UUID[Compendium.cyphersystem-compendium.abilities.MzKqElUHuTtHkV7D]{Pull a Fast One} @UUID[Compendium.cyphersystem-compendium.abilities.y1bQFSBlwMbUico5]{Rapid Processing} @UUID[Compendium.cyphersystem-compendium.abilities.DhSH0rnaqLogC3DC]{Rider} @UUID[Compendium.cyphersystem-compendium.abilities.oCcnXLYQy9DjwPJC]{Sea Legs} @UUID[Compendium.cyphersystem-compendium.abilities.syiylO75dZlcUp3i]{Sensing Package} @UUID[Compendium.cyphersystem-compendium.abilities.NcItnMHjeG9fgE1K]{Serv-0 Aim} @UUID[Compendium.cyphersystem-compendium.abilities.lPqCQOQJF0JfoFRn]{Serv-0 Brawler} @UUID[Compendium.cyphersystem-compendium.abilities.EQXA8Gcwdc7dU8lw]{Sharp-Eyed} @UUID[Compendium.cyphersystem-compendium.abilities.hIy0GMeL8WALvhEb]{Ship Footing} @UUID[Compendium.cyphersystem-compendium.abilities.U2QV8t7Pq9irgHqF]{Silent As Space} @UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks} @UUID[Compendium.cyphersystem-compendium.abilities.c4CG5F8lfaYelzFf]{Soothe Mind and Body} @UUID[Compendium.cyphersystem-compendium.abilities.3pqCkOZjnAXWIikt]{Subtle Steps} @UUID[Compendium.cyphersystem-compendium.abilities.q80xvRDX6XwFXgma]{Targeting Eye} @UUID[Compendium.cyphersystem-compendium.abilities.NaqoExT72j3xkWp3]{Task Specialization} @UUID[Compendium.cyphersystem-compendium.abilities.oah8DOODfphl858B]{Telling} @UUID[Compendium.cyphersystem-compendium.abilities.3wxiRMTCBZ4iNCHp]{Temporal Acceleration} @UUID[Compendium.cyphersystem-compendium.abilities.zuEylYrgOVAAjs71]{Trained Basher} @UUID[Compendium.cyphersystem-compendium.abilities.I8N5PUMy5Eq7cqZl]{Trained Gunner} @UUID[Compendium.cyphersystem-compendium.abilities.gPqiQflb6Z3DXGVk]{Trained Slayer} @UUID[Compendium.cyphersystem-compendium.abilities.SjO76u6MlpVx3PwO]{Verbal Misdirection} @UUID[Compendium.cyphersystem-compendium.abilities.PlVEpuVxp9pGJSoa]{You Studied}

High Tier

@UUID[Compendium.cyphersystem-compendium.abilities.B0dq2gW9gdA0PdzR]{Amplify Sounds} @UUID[Compendium.cyphersystem-compendium.abilities.2uSx4ErQ9f2QLX5M]{As Foretold in Prophecy} @UUID[Compendium.cyphersystem-compendium.abilities.jmjxGRJTwztzBtLc]{Coordinated Effort} @UUID[Compendium.cyphersystem-compendium.abilities.xRvaY8SG4HVy5WO8]{Dark Explorer} @UUID[Compendium.cyphersystem-compendium.abilities.rYOt0poxNGA8b3FP]{Explains the Ineffable} @UUID[Compendium.cyphersystem-compendium.abilities.VVYx3J42Sj9qCQV9]{Exploit Advantage} @UUID[Compendium.cyphersystem-compendium.abilities.GnQRIvynqXx1R2a0]{Further Mathematics} @UUID[Compendium.cyphersystem-compendium.abilities.2LaX22wvw35lDger]{Learned a Few Things} @UUID[Compendium.cyphersystem-compendium.abilities.YWMUeaNzao8n8pAc]{Like the Back of Your Hand} @UUID[Compendium.cyphersystem-compendium.abilities.Cz0KkzZPnlX1oTYz]{Magnificent Moment} @UUID[Compendium.cyphersystem-compendium.abilities.kZ3LhhYZKrcnBplY]{Master Entertainer} @UUID[Compendium.cyphersystem-compendium.abilities.4USzF8qKs8oZJH13]{Multiple Skills} @UUID[Compendium.cyphersystem-compendium.abilities.kcXnkEBuyNil4Nd4]{No One Knows Better} @UUID[Compendium.cyphersystem-compendium.abilities.N0wzhZ676UrCR8M4]{Precognition} @UUID[Compendium.cyphersystem-compendium.abilities.MA2Pwhbpbq2SSIQy]{See the Future} @UUID[Compendium.cyphersystem-compendium.abilities.QZa9b5G80qxtoYqg]{Subsonic Rumble} @UUID[Compendium.cyphersystem-compendium.abilities.RE24qvMuPhasaCP3]{Total Awareness} @UUID[Compendium.cyphersystem-compendium.abilities.qKDngpAWNEzhdRj5]{Trick Driver} @UUID[Compendium.cyphersystem-compendium.abilities.vhGEeFVgyqX1gzRr]{Using the Environment}

Transform

A significant change that temporarily enhances you, such as growing bigger, turning into a werewolf, and so on. Also includes apparent transformations like disguises and invisibility.

Low Tier

@UUID[Compendium.cyphersystem-compendium.abilities.8DXGUr433iXaVCSv]{Beast Form} @UUID[Compendium.cyphersystem-compendium.abilities.GmMePJHTRl6PshR6]{Bigger} @UUID[Compendium.cyphersystem-compendium.abilities.wIOwT1tjGLMYzZAb]{Controlled Change} @UUID[Compendium.cyphersystem-compendium.abilities.HDYOv1V10xpFbFI7]{Enlarge} @UUID[Compendium.cyphersystem-compendium.abilities.Tgmrh8dyGqqCfnU5]{Face Morph} @UUID[Compendium.cyphersystem-compendium.abilities.U9ZBl9NeipxSLavS]{Golem Healing} @UUID[Compendium.cyphersystem-compendium.abilities.asQqC0DepYcsPxRV]{Illusory Disguise} @UUID[Compendium.cyphersystem-compendium.abilities.zOCvNsxHOcmkQrBn]{Phased Pocket} @UUID[Compendium.cyphersystem-compendium.abilities.5aUrbdjSSLCRggHU]{Spin Identity} @UUID[Compendium.cyphersystem-compendium.abilities.1CjsEMTtfnvL1CeJ]{Vanish}

Mid Tier

@UUID[Compendium.cyphersystem-compendium.abilities.NIePQkLH2DTVjZR2]{Bigger Beast Form} @UUID[Compendium.cyphersystem-compendium.abilities.rZsohzuwTFfghWVO]{Blend In} @UUID[Compendium.cyphersystem-compendium.abilities.Uq6p6fOg9KyFcUws]{Evanesce} @UUID[Compendium.cyphersystem-compendium.abilities.wqzexDdZolWgxAza]{Greater Controlled Change} @UUID[Compendium.cyphersystem-compendium.abilities.NhNvpbUWNRIFEm8b]{Hard to See} @UUID[Compendium.cyphersystem-compendium.abilities.uNzF1oQKJ6T1yqL4]{Huge} @UUID[Compendium.cyphersystem-compendium.abilities.nEN2HYzlJWhonfmE]{Invisible Phasing} @UUID[Compendium.cyphersystem-compendium.abilities.RfGCXsX7JXEr8fMw]{Moon Shape}

High Tier

@UUID[Compendium.cyphersystem-compendium.abilities.hbbPZIjq81Qqdp6i]{Colossal} @UUID[Compendium.cyphersystem-compendium.abilities.uN2YVmNxkFj3SFof]{Command Metal} @UUID[Compendium.cyphersystem-compendium.abilities.PyVeE7CtDVDksWG6]{Disappear} @UUID[Compendium.cyphersystem-compendium.abilities.0XYaYNoQzrYYKR4p]{Gargantuan} @UUID[Compendium.cyphersystem-compendium.abilities.wvlSlYCJyrJuFqtn]{Invisibility} @UUID[Compendium.cyphersystem-compendium.abilities.S5JTyQCNcgrXgNqf]{Mask} @UUID[Compendium.cyphersystem-compendium.abilities.m2j3n3xiExLcXAAn]{Moderate Wish} @UUID[Compendium.cyphersystem-compendium.abilities.5Rre17QhaTln9jgA]{Outside Reality} @UUID[Compendium.cyphersystem-compendium.abilities.85DCcEDqvz6A0LkD]{Perfect Control} @UUID[Compendium.cyphersystem-compendium.abilities.TRdK7RJBkq8WW4np]{Wild Camouflage}

","markdown":""},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"ownership":{"default":-1},"flags":{}},{"sort":399610,"name":"Equipment","type":"text","_id":"CSHlAboV1tzyC1Kz","title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"

Equipment in the Cypher System plays only a small role. It’s far more important to focus on what you can do than on what you have. Still, sometimes it’s important to know if you’ve got enough rope, or what kind of gun your space pilot has at their hip.

Currency and Prices

Dollars, pounds, euros, credits, gold pieces, Martian solval beads, Corso moons and stars, bottle caps—a lot of different currencies might be used in your game, depending on the setting and the genre. You should use whatever you like. In the Cypher System rules, we talk in generalities rather than specifics. Not unlike saying immediate or short distance rather than giving precise numbers, we talk about goods and services in terms of inexpensive, moderately priced, expensive, very expensive, or exorbitant.

The GM can figure out what those things mean in their setting. In a fantasy setting, an inexpensive item might be 1 or 2 copper pennies, while an expensive item might require gold on the table. The exact amount can vary, and in many campaigns, the exact amount will matter. The GM will develop a detailed price list for their setting, and players will track their money on their character sheets to determine what they can afford, often ignoring the terms inexpensive, moderately priced, and so on.

But some GMs might want to keep things simple and use only the general terms, indicating currency just as flavor now and then. In a space opera game, where the PCs are the crew of a starship blazing about the galaxy in search of adventure and profit, fuel and upkeep for the ship might be expensive. Hauling a few passengers from Epsilon Eridani back to Earth might earn enough to purchase six expensive items but cost the equivalent of two expensive items, leaving the crew with the means to refuel and maintain the ship for two further voyages. In such a game, where money only means keeping the ship flying, no one has to talk in specific amounts. Characters might refer to “galactic credits” or something similar, but amounts might not be tracked on the character sheets.

Price Categories

There are five price categories for goods and services.

An inexpensive item is something that common people buy. A simple meal or a drink in the bar. A pen and some paper. A book or magazine.

A moderately priced item is something that common people buy, but not too often and not in great quantities. A small piece of furniture. A major entertainment. An expensive meal. A new outfit.

An expensive item is something that would strain a common person’s finances. Rent on a simple apartment. A major piece of furniture. A very nice outfit. The cost to travel a long distance (if appropriate to the setting).

A very expensive item is probably out of the reach of most people except in very special circumstances. Jewelry. Luxury furnishings.

An exorbitant item is something only the very rich can afford. A very nice house. A ship. Extremely expensive jewelry or art.

Think of the categories as powers of 10. That is to say, a moderately priced item is ten times more costly than an inexpensive item. An expensive item is ten times more costly than a moderately priced item, and thus 100 times the cost of something inexpensive. A very expensive item is ten times the cost of an expensive one, 100 times the cost of a moderate one, and 1,000 times the cost of an inexpensive one. An exorbitant item is priced ten times beyond that.

In some settings, even the generalization offered by the pricing categories might be too specific or cumbersome. In many superhero games, for example, prices are relatively moot. After saving the city, typical superheroes don’t worry about paying rent or how much dinner will cost. On the other hand, in a grittier superhero game, maybe that’s exactly what they worry about.

Using The Price Categories

Regardless of how precise you want to be with prices and currency, you can use the price categories in a variety of ways.

It’s easy for a GM to say to a player “You can afford two extra moderately priced things at the start of the game.” The player can look on the list and pick two moderately priced items without worrying about their cost. Plus, this approach makes it clear that they get two items, not twenty inexpensive items or one more expensive item that perhaps would not be appropriate for a starting character. The categories make it easy to lump similar items together.

The GM can also say “You can have whatever inexpensive items you want, and don’t worry about the cost.” At higher tiers, when the PCs have more wealth, followers, and so on, the GM can do this with moderate or even expensive items. This allows the group to skip over playing through a shopping trip to get supplies, and players don’t have to track prices down to the last coin.

Finally, the categories can be shorthand when evaluating loot, dividing up the spoils among the PCs, and resolving other story-based occurrences that crop up in the game without dealing in the minutiae of exact prices. This is of particular use in high-powered games where the PCs are rich and powerful.

Level of Equipment

Mundane equipment is about level 4—less if of inferior quality or materials, more if of superior quality or materials. This means that in a setting based on the distant past, the default level might be 3, while in the future it might be 5 or 6. So an average serf ’s tool in the Dark Ages is level 3, easily broken, while an average tool on a space station is level 6, made of advanced polymers.

Armor

Characters expecting danger frequently wear armor. Even the simplest protective covering helps against stabs and cuts, and more sophisticated or heavier armor protects against graver threats.

You can wear only one type of armor at a time—you cannot wear chainmail hauberk and scale armor together, for example. However, Armor bonuses from multiple sources combine to provide a total Armor rating. For example, if you have subdermal implants that give you +1 to Armor, a force field that offers another +1 to Armor, and beastskin that grants +2 to Armor, you have a total of +4 to Armor.

In general, light armor is a moderately priced item, medium armor is expensive, and heavy armor is very expensive. The Genre chapter offers more specific details on the kinds of armor available in a given setting. Keep in mind that in many genres, it’s quite odd, at best, to run around in armor tougher than a leather jacket.

Using Armor

Anyone can wear any armor, but it can be taxing. Wearing armor increases the cost of using a level of Effort when attempting a Speed-based action. So if you’re wearing light armor and want to use two levels of Effort on a Speed-based roll to run across difficult terrain, it costs 7 points from your Speed Pool rather than 5 (3 for the first level of Effort, plus 2 for the second level of Effort, plus 1 per level for wearing light armor). Edge reduces the overall cost as normal. If you are not experienced with a certain type of armor but wear it anyway, this cost is further increased by 1. Having experience with a type of armor is called being practiced with the armor.

ArmorSpeed Effort Additional Cost Per Level
Light+1
Medium+2
Heavy+3
Note: Clarification & Foundry VTT Usage

The table above is written from the perspective of someone having the ability Practiced in Armor. For consistency, armor items also assume that the PC is practiced in armor, so PCs without any ability or who are experienced in armor or have mastery in armor need to adjust the cost accordingly. Here’s a complete overview:

Speed Effort Additional Cost Per Level
ArmorNo AbilityPracticedExperiencedMastery
Light+2+1+0+0
Medium+3+2+1+0
Heavy+4+3+2+0

Shields

Shields provide an asset to Speed defense rolls. You must have one free hand to use a shield.

Weapons

Not all characters are familiar with all weapons. Warriors know their way around most types, but Explorers prefer light or medium weapons, and Adepts and Speakers usually stick to light weapons. If you wield a weapon that you have no experience with, an attack with that weapon is hindered. Having experience with a weapon is called being practiced with the weapon.

Light weapons inflict only 2 points of damage, but attacks with them are eased because they are fast and easy to use. Light weapons are punches, kicks, knives, handaxes, darts, very small pistols, and so on. Weapons that are particularly small are light weapons.

Medium weapons inflict 4 points of damage. Medium weapons include broadswords, battleaxes, maces, crossbows, spears, typical handguns, light rifles, sawed-off shotguns, and so on. Most weapons are medium. Anything that could be used in one hand (even if it’s often used in two hands, such as a quarterstaff or spear) is a medium weapon.

Heavy weapons inflict 6 points of damage, and you must use two hands to attack with them. Heavy weapons are huge swords, great hammers, massive axes, halberds, heavy crossbows, rifles, regular shotguns, assault rifles, and so on. Anything that must be used in two hands is a heavy weapon.

WeaponDamage
Light2 points (attack eased)
Medium4 points
Heavy6 points

In general, light weapons are moderately priced items, medium weapons are expensive, and heavy weapons are very expensive. Ammunition for a ranged weapon is inexpensive. The Genre chapter offers more specific details on weapons available in a given setting. Keep in mind that in many genres, it’s not acceptable to run around carrying dangerous weapons.

Explosive Weapons

Bombs, grenades, missiles, and other explosives operate differently than other weapons. They affect all targets within an area (usually an immediate area) and inflict damage to all of them. A separate attack roll is required for each (or a Speed defense roll if the PCs are the targets of such an attack), although to simplify, the player can make one attack roll and compare it to the difficulty to attack each target. Usually, even if the attack roll fails (or the Speed defense roll succeeds), the targets still suffer a smaller amount of damage, often 1 point.

Explosives like grenades can be thrown a short distance. Otherwise, another launcher weapon is needed to project them a long distance (or farther).

Miscellaneous Items and Services

Although the types of items for sale vary greatly based on the setting, a few things are always present, like food, lodging, and clothing. However, these goods and services can span the price categories. For example, you can get an inexpensive meal, a moderately priced meal, an expensive meal, and so on. An inexpensive meal is light and probably not very nutritious. An expensive meal is available only in nice restaurants in certain locations. An exorbitant meal is probably a feast for a crowd, with the finest foods and drink available.

Nightly lodging is similar, although the bottom end starts out worse. An inexpensive night’s lodging is probably a flea-ridden mat on the floor of a room filled with other lodgers. Typical lodging (a private room with a decent bed) is probably in the moderately priced range. Very expensive lodging might be a suite of rooms with delicious meals and personal services (such as massages and grooming) included.

Inexpensive clothing is just a step up from rags, but moderately priced clothing is decent enough. For a formal party, you’d want expensive clothing. The very rich likely wear very expensive clothing most of the time, and exorbitant clothing (and jewelry) when they go to their elite galas.

Other sorts of miscellaneous items can be found in the Genre chapter.

Cyphers

Cyphers can sometimes be physical items like equipment, but they work very differently. To be entirely accurate, cyphers might have the veneer of equipment, but don’t fall into the trap of confusing the two. Cyphers are far more akin to PC special abilities than to gear. In a fantasy game, they might be potions, scrolls, or charms. In a science fiction game, cyphers might be interesting throwaway devices or alien crystals of unknown providence. In other games, they might just represent good fortune or sudden inspiration. See the Cyphers chapter for more details.

Artifacts

Artifacts are more powerful than equipment and can’t simply be purchased. The Genre chapter offers a few sample artifacts appropriate for various settings.

Each artifact has a level and a rate of power depletion. When an artifact is used or activated, the player rolls the designated die (1d6, 1d10, 1d20, or 1d100). If the die shows the depletion number(s), the item works, but that is its last use. A depletion entry of “—” means that the artifact never depletes, and an entry of “automatic” means that it can be used only once.

Depowered artifacts can sometimes be recharged using the repair rules, depending on the item’s nature. Other special abilities can also repower an expended item, but probably for only one use.

For GM information on artifacts, see the Running the Cypher System chapter.

Finding, Identifying, and Using Artifacts

Characters can sometimes find artifacts while on adventures. They might be in ancient ruins, either intact or in need of manipulation to get them working. They could have been stolen from well-guarded military installations. They might be granted as rewards or taken from fallen foes. Sometimes they can even be purchased from a specialized source, but this occurs more rarely than most PCs would probably like.

After the characters find an artifact, identifying it is a separate Intellect task. The GM sets the difficulty of the task, but it is usually equal to the artifact’s level. Identifying it takes fifteen minutes to three hours. If the PCs can’t identify an artifact, they can bring it to an expert to be identified or, if desired, traded or sold.

Characters can attempt to use an artifact that has not been identified, which is usually an Intellect task equal to the artifact’s level + 2. Failure might mean that the PCs can’t figure out how to use the artifact or they use it incorrectly (GM’s discretion). Of course, even if characters use an unidentified artifact correctly the first time, they have no idea what the effect might be.

Once characters identify an artifact, using it for the first time requires an additional Intellect action; this process is far more complex than pushing a button. It can involve manipulating touchscreens, reciting the proper arcane words, or anything else that fits the setting. The GM sets the difficulty, but it is usually equal to the artifact’s level.

","markdown":""},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"ownership":{"default":-1},"flags":{}},{"sort":537500,"name":"Experience Points","type":"text","_id":"kL1WYB17GtLujcMp","title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"

Experience points (XP) are the currency by which players gain benefits for their characters. The most common ways to earn XP are through GM intrusions and by accomplishing things the PCs set out to do. Sometimes experience points are earned during a game session, and sometimes they’re earned between sessions. In a typical session, a player might earn 2 to 4 XP, and between sessions, perhaps another 2 XP (on average). The exact amounts depend on the events of the session.

GM Intrusion

At any time, the GM can introduce an unexpected complication for a character. When they intrude in this way, they must give that character 2 XP. That player, in turn, must immediately give one of those XP to another player and justify the gift (perhaps the other player had a good idea, told a joke, or performed an action that saved a life).

Often, the GM intrudes when a player attempts an action that should be an automatic success. However, the GM is free to intrude at other times. As a general rule, the GM should intrude at least once each session, but no more than once or twice each session per character.

Anytime the GM intrudes, the player can spend 1 XP to refuse the intrusion, though that also means they don’t get the 2 XP. If the player has no XP to spend, they can’t refuse.

If a player rolls a 1 on a die, the GM can intrude without giving the player any XP.

Example 1: Through skill and the aid of another character, a fourth-tier PC eases a wall-climbing task from difficulty 2 to difficulty 0. Normally, they would succeed at the task automatically, but the GM intrudes and says “No, a bit of the crumbling wall gives way, so you still have to make a roll.” As with any difficulty 2 task, the target number is 6. The PC attempts the roll as normal and gains 2 XP because the GM intruded. They immediately give one of those XP to another player.

Example 2: During a fight, a PC swings their axe and damages a foe with a slice across the shoulder. The GM intrudes by saying that the foe turned just as the axe struck, wrenching the weapon from the character’s grip and sending it clattering across the floor. The axe comes to a stop 10 feet (3 m) away. Because the GM intruded, the PC gains 2 XP, and the player immediately gives one of those XP to another player. Now the character must deal with the dropped weapon, perhaps drawing a different weapon or using their next turn to scramble after the axe.

For much more on GM intrusions, see the Running the Cypher System chapter.

Character Arcs

Character arcs are the means by which players can invest themselves more in great stories and character depth and development.

Just like in a book or a television show, characters progress through their own personal story and change over time. A PC with a character arc decides for themselves what they do and why. Character arcs are like stated goals for a character, and by progressing toward that goal, the character advances. The key word there is progressing. A PC doesn’t have to succeed at achieving the goal to earn advancement—it’s not an all-or-nothing prospect. Each arc is keyed to a single character, but just like in a book or show, characters can take part in the larger story arc that the whole group participates in, while also progressing in their own personal arc.

Character arcs have different steps that mark the character’s progress through the arc. Each arc eventually reaches a climax, and then finishes with a step that is a final resolution. Each step reached earns the character 2 XP. Character arcs are the most straightforward way that a character earns XP. (Typically, PCs will earn about half their total experience points from arcs or other GM awards.)

At character creation, a player can choose one character arc for their PC at no cost. Players have the option to not choose one, but it’s probably a good idea to do so. First and foremost, it is a character-defining factor. If they begin the campaign with a desire to find the woman who killed their brother, that says a lot about the character: they had a brother, he was likely close to them, he had been in at least one dangerous situation, and the character is probably motivated by anger and hate, at least somewhat. Even after the character finishes this first arc, they’ll undoubtedly have (at least one) more because they can gain new arcs as the campaign progresses.

Once play begins, players can take on a new arc whenever they wish, as fits the character’s ongoing story. Taking a new arc has a cost of 1 XP. While there’s no hard limit on how many arcs a character can have at one time, realistically most PCs couldn’t reasonably have more than three or four.

However, as mentioned above, arcs have a beginning cost that must be paid, reflecting the character’s devotion to the goal. The character will earn this investment back (probably many times over) if the arc is completed.

Character arcs are always player-driven. A GM cannot force one on a character. That said, the events in the narrative often present story arc opportunities and inspire character arcs for the PCs. It’s certainly in the GM’s purview to suggest possible arcs related to the events going on. For example, if the GM presents an encounter in which an NPC wishes to learn from the PC, it might make sense to suggest taking the Instruction arc. Whether or not the PC takes on the student, the player doesn’t have to adopt the Instruction arc unless they want to.

At the end of a session, review the actions you took and describe how they might equate to the completion of a step (or possibly more than one step) in their character arc. If the GM agrees, the character gets their reward.

When in doubt, if one character accomplishes a step in their arc but another character does not, the first character should get the 2 XP reward, but the other character should probably still get, at minimum, 1 XP for the session.

This chapter presents many sample character arcs (see below).

GM Awards

Sometimes, a group will have an adventure that doesn’t deal primarily with a PC’s character arc. In this case, it’s a good idea for the GM to award XP to that character for accomplishing other tasks. First and foremost, awards should be based on discovery. Discovery can include finding a significant new location, such as a hidden chamber, a secret fortress, a lost land, a new planet, or an unexplored dimension. In this fashion, PCs are explorers. Discovery can also include a new significant aspect of a setting, such as a secret organization, a new religion, and so on.

It can also mean finding a new procedure or device (something too big to be considered a piece of equipment) or even previously unknown information. This could include a source of magical power, a unique teleportation device, or the cure for a plague. These are all discoveries. The common thread is that the PCs discover something that they can understand and put to use.

Last, depending on the GM’s outlook and the kind of campaign the group wants to play, a discovery could be a secret, an ethical idea, an adage, or even a truth.

It’s a fine line, but ultimately the GM decides what constitutes a discovery as opposed to just something weird in the course of an adventure. Usually, the difference is, did the PCs successfully interact with it and learn something about it? If so, it’s probably a discovery.

Artifacts: When the group gains an artifact, award XP equal to the artifact’s level and divide it among the PCs (minimum 1 XP for each character). Round down if necessary. For example, if four PCs discover a level 5 artifact, they each get 1 XP. Money, standard equipment, and cyphers are not worth XP. (Experience point awards for artifacts should usually apply even if the artifact was given to the PCs rather than found, because often such gifts are the rewards for success.)

Miscellaneous Discoveries: Various other discoveries might grant 1 XP to each PC involved.

Other Awards: If a character is focused on activities that don’t relate to a character arc or a discovery, as a general rule, a mission should be worth at least 1 XP per game session involved in accomplishing it. For example, saving a family on an isolated farm beset by raiding cultists might be worth 1 XP for each character. Of course, saving the family doesn’t always mean killing the bad guys; it might mean relocating them, parlaying with the cultists, or chasing off the raiders.

Spending Experience Points

Experience points are meant to be used. Hoarding them is not a good idea; if a player accumulates more than 10 XP, the GM can require them to spend some.

Generally, experience points can be spent in four ways: immediate benefits, short- and medium-term benefits, long-term benefits, and character advancement.

Experience points should not be a goal unto themselves. Instead, they are a game mechanic to simulate how—through experience, time, toil, travail, and so on— characters become more skilled, more able, and more powerful. Spending XP to explain a change in a character’s capabilities that occurred in the course of the story, such as if the PC made a new device or learned a new skill, isn’t a waste of XP—it’s what XP are for.

Immediate Benefits

The most straightforward way for a player to use XP is to reroll any roll in the game—even one that they didn’t make. This costs 1 XP per reroll, and the player chooses the best result. They can continue to spend XP on rerolls, but this can quickly become an expensive proposition. It’s a fine way to try to prevent disaster, but it’s not a good idea to use a lot of XP to reroll a single action over and over.

A player can also spend 1 XP to refuse a GM intrusion.

Short- and Medium-Term Benefits

By spending 2 XP, a character can gain a skill—or, more rarely, an ability—that provides a short-term benefit. Let’s say a character notices that the computer terminals in the facility they’re infiltrating are similar to those used by the company they once worked for. They spend 2 XP and say that they have a great deal of experience in using these. As a result, they are trained in operating (and breaking into) these computers. This is just like being trained in computer use or hacking, but it applies only to computers found in that particular location. The skill is extremely useful in the facility, but nowhere else.

Medium-term benefits are usually story based. For example, a character can spend 2 XP while climbing through mountains and say that they have experience with climbing in regions like these, or perhaps they spend the XP after they’ve been in the mountains for a while and say that they’ve picked up the feel for climbing there. Either way, from now on, they’re trained in climbing in those mountains. This helps them now and any time they return to the area, but they’re not trained in climbing everywhere.

This method allows a character to get immediate training in a skill for half the normal cost. (Normally, it costs 4 XP to become trained in a skill.) It’s also a way to gain a new skill even if the PC has already gained a new skill as a step toward attaining the next tier.

In rare cases, a GM might allow a character to spend 2 XP to gain an entirely new ability—such as a device, a special ability, or a special mental power—for a short time, usually no longer than the course of one scenario. The player and the GM should agree on a story-based explanation for the benefit. Perhaps the ability has a specific rare requirement, such as a tool, a battery, a drug, or some kind of treatment. For example, a character who wants to explore a submerged location has several biotech enhancements, and they spend 2 XP to cobble together a device that lets them breathe underwater. This gives them the ability for a considerable length of time, but not permanently—the device might work for only eight hours. Again, the story and the logic of the situation dictate the parameters.

Long-Term Benefits

In many ways, the long-term benefits a PC can gain by spending XP are a means of integrating the mechanics of the game with the story. Players can codify things that happen to their characters by talking to the GM and spending 3 XP.

Things that a PC can acquire as a long-term benefit can be thought of as being story based, and they allow the player to have some narrative control over the story. In the course of play, a player might decide that their character gains a friend (a contact) or builds a log cabin (a home). Because a player spent XP, however, they should have some agency over what they’ve gained, and it shouldn’t be easily taken away. The player should help come up with the details of the contact or the design of their home.

It’s also possible to gain these benefits through events in the story, without spending XP. The new contact comes to the PC and starts the relationship. The new home is granted to them as a reward for service to a powerful or wealthy patron, or maybe the character inherits the home from a relative. However, because these came from the GM and not the player (and no XP were spent), the player has no narrative control over them and the GM makes up the details.

Long-term benefits can include the following.

Contact: The character gains a long-term NPC contact of importance—someone who will help them with information, equipment, or physical tasks. The player and GM should work out the details of the relationship.

Home: The PC acquires a full-time residence. This can be an apartment in a city, a cabin in the wilderness, a base in an ancient complex, or whatever fits the situation. It should be a secure place where the PC can leave their belongings and sleep soundly. Several characters could combine their XP and buy a home together.

Title or job: The PC is granted a position of importance or authority. It might come with responsibilities, prestige, and rewards, or it might be an honorary title.

Wealth: The PC comes into a considerable amount of wealth, whether it’s a windfall, an inheritance, or a gift. It might be enough to buy a home or a title, but that’s not really the point. The main benefit is that the PC no longer needs to worry about the cost of simple equipment, lodging, food, and so on. This wealth could mean a set amount—perhaps 50,000 dollars (or whatever is appropriate in the setting)—or it could bestow the ability to ignore minor costs, as decided by the player and GM.

GMs and players should work together to make XP awards and expenditures fit the ongoing story. If a PC stays in a location for two months to learn the inhabitants’ unique language, the GM might award the character a few XP, which are then immediately spent to grant them the ability to understand and speak that language.

Character Advancement

Progressing to the next tier involves four steps. When a PC has spent 4 XP on each of the steps, they advance to the next tier and gain all the type and focus benefits of that tier. The four steps can be purchased in any order, but each can be purchased only once per tier. In other words, a PC must buy all four steps and advance to the next tier before they can buy the same steps again.

Increasing Capabilities: You gain 4 new points to add to your stat Pools. You can allocate the points among your Pools however you wish.

Moving Toward Perfection: You add 1 to your Might Edge, your Speed Edge, or your Intellect Edge (your choice).

Extra Effort: Your Effort score increases by 1.

Skills: Choose one skill other than attacks or defense, such as climbing, jumping, persuading, sneaking, or history. You become trained in that skill. You can also choose to be knowledgeable in a certain area of study, such as history or geology. You can even choose a skill based on your character’s special abilities. For example, if your character can make an Intellect roll to blast an enemy with mental force, you can become trained in that ability, easing the task of using it.

If you choose a skill that you are already trained in, you become specialized in that skill, easing the task by two steps instead of one. If you choose a skill that you have an inability in, the training and the inability cancel each other out (you aren’t eased or hindered in that task). For example, if you have an inability in perception, becoming trained in that cancels out the inability.

Once you’re specialized in a skill, you can’t improve your training in that skill further (you can ease a task by up to two steps with training). You can still make that task easier with assets and a few rare abilities that don’t count as an asset or training.

Other Options: Players can also spend 4 XP to purchase other special options. Selecting one of these options counts as purchasing one of the four stages necessary to advance to the next tier. The other three need to be from the other categories. The special options are as follows:

Equal Advancement

It’s worthwhile if all characters advance through the six tiers at about the same rate—an important issue for some players. A good GM can achieve this result by carefully handing out XP rewards, some during play (which will tend to get used immediately) and some after play concludes, especially after completing a major story arc or quest so the GM can hand out 4 XP in one go (which will tend to get used for advancement). Many groups will discover while playing that equal advancement isn’t an important issue in the Cypher System, but people should get to play the game the way they want to play it.

Tier Advancement in The Cypher System

Tiers in the Cypher System aren’t entirely like levels in other roleplaying games. In the Cypher System, gaining tiers is not the players’ only goal or the only measure of achievement. Starting (first-tier) characters are already competent, and there are only six tiers. Character advancement has a power curve, but it’s only steep enough to keep things interesting. In other words, gaining a new tier is cool and fun, but it’s not the only path to success or power. If you spend all your XP on immediate, short-term, and medium-term benefits, you will be different from someone who spends their points on long-term benefits, but you will not be “behind” that character.

The general idea is that most characters will spend half their XP on tier advancement and long-term benefits, and the rest on immediate benefits and short- and medium-term benefits (which are used during gameplay). Some groups might decide that XP earned during a game is to be spent on immediate and short- and medium-term benefits (gameplay uses), and XP awarded between sessions for discoveries is to be spent on character advancement (long-term uses).

Ultimately, the idea is to make experience points into tools that the players and the GM can use to shape the story and the characters, not just a bookkeeping hassle.

Sample Character Arcs

The rest of this chapter presents sample character arcs for PCs. The writeup of each arc describes the parts involved in progressing through the arc:

Opening: This sets the stage for the rest of the arc. It involves some action, although that might just be the PC agreeing to do the task or undertake the mission. It usually has no reward.

Step(s): This is the action required to move toward the climax. In story terms, this is the movement through the bulk of the arc. It’s the journey. The rising tension. Although there might be just one step, there might also be many, depending on the story told. Each results in a reward of 2 XP.

Climax: This is the finale—the point at which the PC likely succeeds or fails at what they’ve set out to do. Not every arc ends with victory. If the character is successful, they earn a reward of 4 XP. If they fail, they still earn a reward of 2 XP. If a character fails the climax, they very likely ignore the resolution.

Resolution: This is the wrap-up or denouement. It’s a time for the character to reflect on what happened, tie up any loose ends, and figure out what happens next. When things are more or less resolved, the character earns a
1 XP reward.

Within the arc, most of the time a part is probably optional, depending on the situation—although it’s hard to envision most arcs without some kind of opening, climax, or resolution. Steps other than the opening, the climax, and the resolution can be done in any order.

Character arcs should always take at least weeks in game time, and no more than two parts in an arc should be accomplished in a game session (and most of the time, it should be one part, if any). If neither of these two things is true, then it’s not really a character arc. You can’t, for example, use the Creation arc to guide you through something you can make in an hour or two.

The following are common character arcs that you can choose for your character. If you and the GM want to make a new one, it should be fairly easy after looking through these models.

This chapter has a selection of sample character arcs, but you can create your own too. The arcs are intentionally broad to encompass many different characters and stories. For example, Revenge is a very simple and straightforward character arc. The player who chooses this arc for their character decides who they want revenge on, and why. It’s up to the players and the GM to make the details fit.

Some players might not want to use character arcs. The GM, however, can still use them as a benchmark for awarding XP. If the PCs are going off to explore a strange planet, the GM can essentially give them the Explore arc.

Aid a Friend

Someone needs your help.

When a PC friend takes a character arc, you can select this arc to help them with whatever their arc is (if appropriate). The steps and climax depend entirely on their chosen arc. If the friend is an NPC, the steps and climax are lifted from another arc appropriate to whatever they seek to do.

It’s difficult, but possible, to aid a friend with an arc even if that friend is unwilling to accept (or is ignorant of) your help.

The cost and rewards for a character with this arc are the same as those described in the original character arc.

Opening: Answering the Call. Offering to help (or responding to a request for help).

Step(s) and Climax: Depends on the friend’s arc. Rewards are the same for you as for the friend.

Resolution: You speak with your friend and learn if they are satisfied. Together, you share what you’ve learned (if anything) and where you will go from here.

Assist an Organization

You set out to accomplish something that will further an organization. You’re probably allied with them or they are rewarding you for your help in some fashion.

Opening: Responding to the Call. You work out all the details of what’s expected of you, and what rewards (if any) you might get. You also get the specifics of what’s required to join and advance.

Step: Sizing up the Task. This requires some action. A reconnaissance mission. An investigation.

Step(s): Undertaking the Task. Because this arc can vary so widely based on the task involved, there might be multiple steps like this one.

Climax: Completing the Task.

Resolution: Collecting your reward (if any) and conferring with the people in the organization that you spoke to. Perhaps getting access to higher-ranking people in the organization. You can choose to have your connection to the organization increase rather than take the standard reward.

Avenge

Someone close to you or important to you in some way has been wronged. The most overt version of this arc would be to avenge someone’s death. Avenging is different than revenge, as revenge is personal—you are the wronged party. But in the Avenge character arc, you are avenging a wrong done to someone else.

Opening: Declaration. You publicly declare that you are going to avenge the victim(s). This is optional.

Step(s): Tracking the Guilty. You track down the guilty party. This might not be physically finding them if you already know where they are. Instead, it might be discovering a way to get at them if they are distant, difficult to reach, or well protected. This step might be repeated multiple times, if applicable.

Step: Finding the Guilty. You finally find the guilty party, or find a path or make a plan to reach them. Now all that’s left is to confront them.

Climax: Confrontation. You confront the guilty party. This might be a public accusation and demonstration of guilt, a trial, or an attack to kill, wound, or apprehend them—whatever you choose to be appropriate.

Resolution: You resolve the outcome and the ramifications of the confrontation and decide what to do next.

Birth

You are becoming a parent.

The Birth character arc assumes you already have a partner or a surrogate. If you want your character to find a romantic partner or spouse, you can use the Romance arc. And of course, nonhuman characters might reproduce in other ways.

This arc is usually followed by the Raise a Child arc.

Opening: Impregnation.

Step: Finding a Caretaker. This might be a physician, midwife, doula, or similar person. This is optional.

Step: Complication. A complication arises that threatens the pregnancy, the birth parent, or both.

Step: Preparation. You prepare a place for the delivery as well as a safe place for the infant to live once born.

Climax: Delivery. The baby is born. Success means the child survives.

Resolution: You get the baby to the place you have prepared and settle in, deciding what to do next.

Build

You are going to build a physical structure—a house, a fortress, a workshop, a defensive wall, and so on. This arc would also cover renovating an existing structure or substantially adding to one. Of course, this doesn’t have to be physical construction. You might build something with spells or other supernatural abilities.

Opening: Make a Plan. This almost certainly involves literally drawing up blueprints or plans.

Step(s): Find a Site. This might be extremely straightforward—a simple examination of the site—or it might be an entire exploratory adventure. (If the latter, it might involve multiple such steps.)

Step(s): Gather Materials. Depending on what you are building and what it is made out of, this could involve multiple steps. There probably are substantial costs involved as well.

Step(s): Construction. Depending on what you are building, this could involve multiple steps. It might also take a considerable amount of time and work.

Climax: Completion. The structure is finished.

Resolution: You put the structure to its desired use and see if it holds up.

Cleanse

Someone or something has been contaminated, probably by evil spirits, radiation, a deadly virus, foul magic, or the like, and you want to rid them of such influences or contaminants. This could also be a curse, a possession, an infestation, or something else.

Opening: Analyzing the Threat. You determine the nature of the contamination.

Step: Find the Solution. Almost every contamination has its own particular solution, and this likely involves research and consultation.

Step: Getting Ready. The solution probably involves materials, spells, or other things that you must gather and prepare.

Climax: The Cleansing. You confront the contamination.

Resolution: You reflect on the events that have transpired and what effects they might have on the future. How can you keep this from happening again?

Creation

You want to make something. This might be a magic item, a painting, a novel, or a machine.

Opening: Make a Plan. You figure out what you need, what you’re going to do, and how you’re going to do it.

Step(s): Gather Materials. Depending on what you are creating and what it is made out of, this could involve multiple steps. There probably are substantial costs involved as well.

Step(s): Progress. Depending on what you are creating, this could involve multiple steps. It might also take a considerable amount of time and work.

Climax: Completion. It’s finished! Is it what you wanted? Does it work?

Resolution: You think about what you have learned from the process and use or enjoy the fruits of your labor.

Defeat a Foe

Someone stands in your way or is threatening you. You must overcome the challenge they represent. Defeat doesn’t always mean kill or even fight. Defeating a foe could mean beating them in a chess match or in competition for a desired mentor.

Opening: Sizing up the Competition. This requires some action. A reconnaissance mission. An investigation.

Step: Investigation. This requires some action. A reconnaissance mission. An investigation.

Step(s): Diving In. You travel toward your opponent, overcome their lackeys, or take steps to reach them so you can confront them. This step can take many forms, and there might be more than one such step. This step is always active.

Climax: Confrontation. The contest, challenge, fight, or confrontation occurs.

Resolution: You reflect on what you’ve learned and what the consequences of your actions might be.

Defense

A person, place, or thing is threatened, and you want to protect it.

Opening: Analyze the Situation. What are you defending, and what threats are involved?

Step: Account for Your Resources. How are you going to defend?

Step(s): Fend Off Danger. The forces threatening what you are protecting probably make an initial threat that you’ll have to defeat. It’s not the main threat, though. There might be multiple such initial threats.

Climax: Protect. The true threat reveals itself and you confront it.

Resolution: A time for reflection on everything that occurred, and an assessment of the person, place, or thing’s safety going forward.

Develop a Bond

You want to get closer to another character. This might be to make a friend, find a mentor, or establish a contact in a position of power. It might be to turn a friend into a much closer friend. The character might be an NPC or a PC.

Opening: Getting to Know You. You learn what you can about the other character.

Step: Initial Attempt. You attempt to make contact. This might involve sending messages or gifts through a courier, using an intermediary, or just going up and saying hello, depending on the situation.

Step(s): Building a Relationship. There might be many such steps as you develop the relationship.

Climax: Bond. You succeed or fail at forging the bond.

Resolution: You enjoy the fruits of your new relationship.

Enterprise

You want to create and run a business or start an organization. Maybe you’re a craftsperson who wants to sell your creations. Maybe you like baking and you want to start a catering service. Or maybe you want to start a secret society or found a school to teach young mutants how to use their powers. You’ll almost certainly have to make new connections, find (and somehow pay for) a location, and deal with all manner of administrative duties.

Opening: Drawing up a Plan. What’s your goal, and how are you going to achieve it?

Step: Account for Your Resources. How much financing does the enterprise need compared to what you’ve got? If you need more, how will you get it? How many people other than yourself are needed to begin, and how many will you need to sustain things once they are up and running?

Step: Finding a Location. You probably need a place to run your enterprise—a store, a workshop, a base of operations, and so on. You find a location and look into what it will take to buy or rent it.

Step(s): Building the Enterprise. You procure the needed equipment or personnel. You make the connections and deals to get things started. You obtain important permits or other legal documents. You test new products. You actually start the business. Each of these developments (and likely others) can be counted as a separate step, so there will be many steps.

Climax: Profit and Loss. You determine whether your enterprise will take off and carry on into the future, or fall apart before it gets a chance to blossom. This occurs in a single dramatic moment—your first major client, your organization’s first big meeting or mission, or whatever else is appropriate.

Resolution: A time for reflection on everything that occurred, and how you’re going to move forward.

Establishment

You want to prove yourself as someone of importance. This can take many forms—socially, within your order, financially, or even romantically.

Opening: Assessment. You assess yourself as well as who you need to prove yourself to.

Step(s): Appearances Matter. You improve your look. Enhance your wardrobe. Spruce up your house. Whatever it takes to get attention from the right people. There might be many such steps.

Step(s): Self-Aggrandizement. You need to get the word out to get people talking about you. There might be many such steps.

Climax: Grabbing Attention. You do something big, like host a party for influential people or produce a play that you wrote. You make a big splash or a big crash.

Resolution: You reflect on what you did and where you go from here.

Explore

Something out there is unknown and you want to explore its secrets. This is most likely an area of wilderness, a new planet, an otherworldly dimension, or something similar.

Opening: Make a Plan. Not only do you draw up a plan for your exploration, but if appropriate, you also make a formal declaration to relevant parties of what you’re going to do.

Step(s): Gather Resources. You get the supplies, vehicles, and help you need. Depending on where you are going and what is required, this could involve multiple steps. There probably are substantial costs involved as well.

Step(s): Travel. You go where you wish to explore. There might be many such steps, depending on how long it takes to get there.

Step(s): Exploration. This is the meat of the arc, but it’s probably a series of small moves and minor victories. There might be many such steps.

Climax: Conquest. You make the big discovery or truly master the area. You might not have explored every inch of the place, but if you are successful, you can claim to be done.

Resolution: You return home and possibly share your findings.

Fall From Grace

This is an odd character arc in that it’s (presumably) not something that a character would want. It is something that a player selects on a meta level for the character because it makes for an interesting story. It also sets up the potential for future arcs, such as Redemption. It’s important that this involve actions you take. For example, you fall into substance abuse. You treat people badly. You make mistakes that endanger others. In other words, the fall isn’t orchestrated by someone else—it’s all your own doing.

Opening: The Descent. Things go bad.

Step(s): Further Descent. Things get worse. Depending on the situation, this might involve many steps.

Step: Lashing Out. You treat others poorly as you descend.

Climax: Rock Bottom. There is no chance for success here. Only failure.

Resolution: You wallow in your own misery.

Finish a Great Work

Something that was begun in the past must now be completed. This might involve destroying an evil artifact, finishing the construction of a monument, developing the final steps of a cure for a disease, or uncovering a lost temple forgotten to the ages.

Opening: Assessing the Past. You look at what has come before and where it still needs to go. This almost certainly involves some real research.

Step: Conceive a Plan. You make a plan on how to move forward.

Step(s): Progress. You make significant progress or overcome a barrier to completion. This may involve multiple such steps.

Climax: Completion. This involves the big finish to the past work.

Resolution: You reflect on what you did and where you go from here.

Growth

Willingly or unwillingly, you are going to change. This is another meta arc. It’s less about a goal and more about character development. While it’s possible that the growth involved is intentional, in most people’s lives and stories, it is emergent. A character might become less selfish, braver, a better leader, or experience some other form of growth.

Opening: The Beginning. Change usually begins slowly, in a small, almost imperceptible way.

Step(s): Change. Growth involves many small steps.

Step: Overcoming an Obstacle. The temptation to resort to your old ways is always present.

Climax: Self-Evident Change. This is a dramatic about-face. This is the moment where you do something the “old you” would never have done, and it has a profound effect on you and those around you. With either success or failure, growth is possible.

Resolution: You recognize the change in yourself and move forward.

Instruction

You teach a pupil. You have knowledge on a topic and are willing to share. This can be a skill, an area of lore, a combat style, or the use of a special ability. This is usually a fairly long-term arc. Sometimes teaching a pupil is a side matter, and sometimes the pupil takes on more of an apprentice role and spends a great deal of time with you, traveling with you and perhaps even living in your house (or you living in theirs).

Opening: Taking on the Student.

Step: Getting to Know Them. You assess your pupil’s strengths and weaknesses and try to get an idea of what they need to learn and how you can teach it to them.

Step(s): The Lessons. Teaching is often a slow, gradual process.

Step: Breakdown. Many times, a student needs to have a moment of crisis to really learn something. Maybe they get dejected, or maybe they rebel against your teaching techniques.

Climax: Graduation. This is when you recognize that the pupil has learned what they need. It usually comes at a dramatic moment.

Resolution: You and the pupil say your goodbyes, and you look toward the future.

Join an Organization

You want to join an organization. This might be a military organization, a corporation, a secret society, a religion, or something else.

Opening: Getting the Details. You learn all you can about the organization and how one becomes a member.

Step(s): Making a Contact. Friends on the inside are always important.

Step(s): Performing a Deed. The organization might want to test your worth, or this might be a ceremony you must take part in. It might include paying some sort of dues or fee. Or all of these things.

Climax: Proving Your Worth. This is the point at which you attempt to show the organization that they would be better off with you as a member.

Resolution: You consider your efforts and assess what your membership gets you.

Justice

You try to right a wrong or bring a wrongdoer to justice.

Opening: Declaration. You publicly declare that you are going to bring justice in this situation. This is optional.

Step(s): Tracking the Guilty. You track down the guilty party, assuming there is one. This might not be physically finding them if you already know where they are. Instead, it might be discovering a way to get at them if they are distant, difficult to reach, or well protected. This step might be repeated multiple times, if applicable.

Step: Helping the Victim. Righting a wrong does not always involve confronting a wrongdoer. Part of it might be about helping those who were wronged.

Climax: Confrontation. You confront the guilty party. This might be a public accusation and demonstration of guilt, a trial, or an attack to kill, wound, or apprehend them—whatever you choose to be appropriate.

Resolution: You resolve the outcome and ramifications of the confrontation and decide what to do next.

Learn

You want to learn something. This isn’t the same as the Uncover a Secret arc, in which you’re looking for a bit of information. This is a skill or whole area of knowledge you want to gain proficiency with. This is learning a new language, how to play an instrument, or how to be a good cook. Thus, it’s not about gaining a level or rank in climbing, but learning to be an experienced mountaineer.

Opening: Focusing on the Problem.

Step: Finding a Teacher or a Way to Teach Yourself. Now you can truly begin.

Step(s): Learn. Depending on what you’re learning, this could involve one step or quite a few.

Climax: The Test. You put your new knowledge to the test in a real situation.

Resolution: You relax a bit and decide what to do next.

Master a Skill

You’re skilled, but you want to become the best. This arc might logically follow the Learn arc. As with the Learn arc, this can involve any kind of training at all, not just a skill.

Opening: Finding the Path. You’ve learned the basics. Now it’s time for the advanced material.

Step: Discovering a Master. You find a master to help you become a master.

Step(s): Learn. Depending on what you’re mastering, this could involve one step or quite a few.

Step: The Last Step. Eventually, you realize that even a master cannot teach you the last step. You must learn it on your own.

Climax: The Test. You put your mastery to the test in a real situation—and considering your goal, it’s probably a very important situation.

Resolution: You relax a bit and decide what to do next.

Mysterious Background

You don’t know who your parents were, but you want to find out. The mystery might be something other than your parentage, but that’s a common theme in this kind of arc. You want to know where you come from—there’s some kind of mystery in your past.

Opening: Beginning the Search.

Step: Research. You look into your own family background, if possible.

Step(s): Investigation. You talk to people who might know. You follow clues.

Climax: Discovery. You discover the secret of your own background. You determine if what you learn is good or bad, but either way discovery means success.

Resolution: You contemplate how this new knowledge sits with you.

New Discovery

You want to invent a new device, process, spell, or something similar. A cure for a heretofore unknown disease? An invocation with a result you’ve never heard of before? A method for getting into an impregnable vault? Any of these and more could be your discovery. While similar to the Creation arc and the Learn arc, the New Discovery arc involves blazing a new trail. No one can teach you what you want to know. You’ve got to do it on your own.

Opening: The Idea. You draw up plans for the thing you want to invent or discover.

Step: Research. You learn what people have done before and recognize where they fell short.

Step(s): Trial and Error. You test your hypothesis. This often ends in many failures before you get a success.

Climax: Eureka! It’s time to put the discovery to the true test.

Resolution: You reflect on your discovery and probably compile your notes and write it all down, for posterity’s sake if nothing else.

Raise a Child

You raise a child to adulthood. It can be your biological child or one you adopt. It can even be a child taken under your wing, more a young protégé than a son or daughter. This is obviously a very long-term arc.

Opening: Sharing Your Home. The child now lives with you.

Step: Care and Feeding. You learn to meet the child’s basic needs.

Step(s): Basic Instruction. You teach them to walk, talk, and read. You teach them to care for themselves.

Step(s): The Rewards Are Many. The child loves you. Relies on you. Trusts you. Eventually, helps you.

Step(s): Ethical Instruction. You instill your basic ethics in the child, hoping that they will mature into an adult you can be proud of.

Climax: Adulthood. At some point the child leaves the proverbial nest. You determine, at this point, your own success or failure.

Resolution: You reflect on the memories you have made.

Recover From a Wound (or Trauma)

You need to heal. This isn’t just for healing simple damage. This involves recovering from a major debilitating injury, illness, or shock. Severe damage, the loss of a body part, and emotional trauma all fall into this category.

Opening: Rest. The first thing you need to do is rest.

Step: Self Care. You take care of your own needs.

Step: Getting Aid. Someone helps.

Step: Medicine. Some kind of drug, cure, poultice, potion, or remedy aids your recovery.

Step: Therapy. With the help of someone else, you exercise your injury or cope with your trauma.

Climax: Acceptance or Recovery. You try to move on and use what has been damaged (or learn how to function without it).

Resolution: You get on with your life.

Redemption

You’ve done something very wrong, but you want to atone and make it right again. This is like the Justice arc or the Undo a Wrong arc, except you are the wrongdoer. This could be a follow-up to the Fall From Grace arc.

Opening: Regret. You are determined to rebuild, recover, and restore.

Step: Forgiveness. You apologize and ask for forgiveness.

Step: Identifying the Needs. You determine what needs to be done to atone for your transgression.

Climax: Making Good. You perform an act that you hope will redeem your past misdeed.

Resolution: You reflect on what has happened but now look to the future.

Repay a Debt

You owe someone something, and it’s time to make good.

Opening: Debts Come Due. You determine to do what is needed to make good on the debt. It might involve repaying money, but more appropriately it’s performing a deed or a series of deeds.

Step: Talking It Over. You discuss the matter with the person you owe, if possible. You ensure that what you’re doing is what they want.

Climax: Repayment. Either you do something to earn the money or goods you owe, or you undertake a major task that will compensate the other person.

Resolution: You relax knowing that your debt is repaid, and you look to the future.

Rescue

Someone or something of great importance has been taken, and you want to get them or it back.

Opening: Heeding the Call. You determine what has happened, and who or what is missing.

Step: Tracking. You discover who has taken them, and where.

Step: Travel. You go to where they are being held and get information on the location and who is involved. Maybe make a plan.

Climax: Rescue Operation. You go in and get them.

Resolution: You return them home.

Restoration

You’re down but not out. You want to restore your good name. Recover what you’ve lost. Rebuild what has been destroyed. You’ve fallen down or have been knocked down, but either way you want to pick yourself up. This is a possible follow-up to the Fall From Grace arc.

Opening: Vow to Yourself. You are determined to rebuild, recover, and restore.

Step(s): Work. You rebuild, recover, and restore. If all your money was stolen, you make more. If your house was destroyed, you rebuild it. If your reputation was tarnished, you perform deeds that restore your good name.

Climax: The Final Act. You undertake one last major task that will bring things back to where they were (or close to it). A lot is riding on this moment.

Resolution: You enjoy a return to things the way they were before.

Revenge

Someone did something that harmed you. Unlike the Avenge arc, this arc probably isn’t about tracking down a murderer, but it might involve pursuing someone who stole from you, hurt you, or otherwise brought you grief. The key is that it’s personal. Otherwise, use the Justice arc.

Opening: Vow. You swear revenge.

Step(s): Finding a Clue. You find a clue to tracking down the culprit.

Climax: Confrontation. You confront the culprit.

Resolution: You deal with the aftermath of the confrontation and move on. You think about whether you are satisfied by gaining your revenge.

Romance

You want to strike up a relationship with a romantic partner. Perhaps you have a specific person in mind, or maybe you’re just interested in a relationship in general.

Opening(s): Caught Someone’s Eye. You meet someone you are interested in. (Since this can be short-lived, it’s possible to have this opening occur more than once.)

Step(s): Courtship. You begin seeing the person regularly. Although not every “date” is a step in the arc, significant moments are, and there may be a few of them.

Climax: Commitment. You may or may not be interested in a monogamous relationship. Regardless, you and your love have made some kind of commitment to each other.

Resolution: You think about the future. Marriage? Children? These are only some of the possibilities.

Solve a Mystery

Different from the Learn arc and the Uncover a Secret arc, this arc is about solving a crime or a similar action committed in the fairly recent past. It’s not about practice or study, but about questions and answers. In theory, the mystery doesn’t have to be a crime. It might be “Why is this strange caustic substance leaking into my basement?”

Opening: Pledging to Solve the Mystery.

Step: Research. You get some background.

Step(s): Investigation. You ask questions. You look for clues. You cast divinations. This likely encompasses many such steps.

Climax: Discovery. You come upon what you believe to be the solution to the mystery.

Resolution: In this step, which is far more active than most resolutions, you confront the people involved in the mystery with what you’ve discovered, or you use the information in some way (such as taking it to the proper authorities).

Theft

Someone else has something you want.

Opening: Setting Your Sights. You make a plan.

Step: Casing the Joint. You scout out the location of the thing (or learn its location).

Step(s): Getting to the Object. Sometimes, many steps are involved before you reach the object you wish to take. For example, if, in order to steal something from a vault, you need to approach one of the guards while they are off duty and bribe them to look the other way when you break in, that is covered in this step.

Climax: The Attempt. You make your heist.

Resolution: You decide what to do with the thing you’ve stolen and contemplate the repercussions you might face for stealing it.

Train a Creature

You want to domesticate and train an animal or other creature. While the beast doesn’t need to be wild, it must not already be domesticated and trained.

Opening: Getting Acquainted. You get to know the creature a bit, and it gets to know you.

Step: Research. You get information on the type of creature or advice from others who have trained one.

Step: Domestication. After some work, the creature is no longer a threat to you or anyone else, and it can live peacefully in your home or wherever you wish.

Step(s): Training. Each time you use this step, you teach the creature a new, significant command that it will obey regularly and immediately.

Climax: Completion. Believing the creature’s training to be complete, you put it in a situation where that is put to the test.

Resolution: You reflect on the experience.

Transformation

You want to be different in a specific way. Because the Growth arc covers internal change, this one focuses primarily on external change. This could take many forms, and probably varies greatly by genre. In some settings, it could even be death, which might turn you into a ghost. For the change to be an arc, it should be difficult and perhaps risky.

Opening: Deciding on the Transformation.

Step: Research. You look into how the change can be made and what it entails.

Step(s): Investigation. This is an active step toward making the change. It might involve getting more information, materials or ingredients, or something else.

Climax: Change. You make the change, with some risk of failure or disaster.

Resolution: You contemplate how this change affects you going forward.

Uncover a Secret

There is knowledge out there that you want. It could be an attempt to find and learn a specific special ability. This could also be a hunt for a lost password or a key that will open a sealed door, the true name of a devil, the secret background of an important person, or how the ancients constructed that strange monolith.

Opening: Naming the Secret. You give your goal a name. “I am seeking the lost martial art of the Khendrix, who could slice steel with their bare hands.”

Step(s): Research. You scour libraries and old tomes for clues and information.

Step(s): Investigation. You talk to people to gain clues and information.

Step(s): Tracking. You track down the source of the secret information and travel to it.

Climax: Revelation. You find and attempt to use the secret, whatever that entails.

Resolution: You contemplate how this secret affects you and the world.

Undo a Wrong

Someone did something horrible, and its ramifications are still felt, even if it happened long ago. You seek to undo the damage, or at least stop it from continuing.

This is different from the Justice arc because this isn’t about justice (or even revenge)—it’s about literally undoing something bad that happened in the past, such as a great library being burned to the ground, a sovereign people being driven from their land, and so on.

Opening: Vowing to Put Right What Once Went Wrong.

Step: Make a Plan. You learn all you can about the situation and then make a plan to put things right.

Step(s): Progress. This is an active step toward undoing the wrong. It might involve finding something, defeating someone, destroying something, building something, or almost anything else, depending on the circumstances.

Climax: Change. You face the challenge of the former wrong, and either overcome it or fail.

Resolution: You reflect on what you’ve accomplished and think about the future.

","markdown":""},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"ownership":{"default":-1},"flags":{}},{"sort":550000,"name":"Genre: Fantasy","type":"text","_id":"5tBpQHxLFK0uSx7O","title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"

For an expanded treatment of the fantasy genre, refer to the @UUID[Compendium.cyphersystem-compendium.cypher-journals.nnDPf4sPK61ROEV8]{Fantasy Rulebook}.

For our purposes, fantasy is any genre that has magic, or something so inexplicable it might as well be magic. The sort of core default of this type is Tolkienesque fantasy, also known as second-world fantasy because it includes a completely new world not our own. Big fantasy epics like those penned by J. R. R. Tolkien (hence the name), C. S. Lewis, George R. R. Martin, Stephen R. Donaldson, David Eddings, Ursula K. Le Guin, and others are indicative of this genre. It usually involves swords, sorcery, nonhuman species (such as elves, dwarves, helborn, and half-giants), and epic struggles.

Of course, fantasy might also involve the modern world, with creatures of myth and sorcerers dwelling among us. It might involve mythic traditions of any number of cultures (elves, dwarves, and the like, usually being decidedly European) or bear little resemblance to anything on Earth, past or present. It might even involve some of the trappings of science fiction, with spaceships and laser guns amid the wizardry and swords (this is often called science fantasy).

Fantasy can also be defined by the amount of fantasy elements within it. A second-world fantasy filled with wizards, ghosts, dragons, curses, and gods is referred to as high fantasy. Fantasy with a firmer grounding in reality as we know it in our world is low fantasy. (In fact, low fantasy often takes place in our world, or in our world’s distant past, like the stories of Conan.) No single element indicates concretely that a given fantasy is high or low. It’s the prevalence of those elements.

The point is, there are many, many types of fantasy.

Suggested Types for a Fantasy Game

RoleCharacter Type
WarriorWarrior
KnightWarrior
RangerExplorer
BarbarianExplorer flavored with combat
ThiefExplorer flavored with stealth
WizardAdept
ClericSpeaker flavored with magic
DruidExplorer flavored with magic
Warrior mageWarrior flavored with magic
BardSpeaker

Basic Creatures and NPCs for a Fantasy Game

@UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.aRHd1kwkUTogvMyG]{Bat} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.POcXUZp1mwvumsvK]{Blacksmith} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.JZbErZ6hAgtHrgim]{Dog} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.vmvgLdR7JKdsukCW]{Dog, guard} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.4xi11kpGx3rGZEYm]{Farmer} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.pNEII8Wup8xjZfuA]{Hawk} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.61EndqAjZ2ZZZuS9]{Horse} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.4xi11kpGx3rGZEYm]{Farmer} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.8AhrSmfhARlAahxp]{Merchant} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.qLFrfE0E9w6BcG48]{Rat} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.XwsPRwBGqnPnCJKG]{Villager} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.ZIE2MSMDhhgqBRgl]{Viper} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.vhGua32GarGCzLGv]{Warhorse} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.4gJ7LYEkIlt16Epj]{Wolf}

Additional Fantasy Equipment

In the default Medieval Europe-style fantasy setting, the following items (and anything else appropriate to that time period) are usually available.

Inexpensive Items

WeaponsNotes
@UUID[Compendium.cyphersystem-compendium.ammo.JwvZz1lxVR3H6P8D]{Arrows (20)}
@UUID[Compendium.cyphersystem-compendium.weapons-fantasy.zuI2zJqYv2bPN415]{Club}Light weapon
@UUID[Compendium.cyphersystem-compendium.ammo.mY1JGNvk9RPW7y2D]{Crossbow bolts (20)}
@UUID[Compendium.cyphersystem-compendium.weapons-fantasy.IBJ8eUTFLMb2IKaZ]{Knife (rusty and worn)}Light weapon (won’t last long)
Other ItemsNotes
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.ua0XElr4rvEe4C7J]{Candle}
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.UJ5qtx1Dt3ENW2Uh]{Rations (1 day)}
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.m5lUbtwYYZDzo0Jx]{Sack}
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.G2HjI5SUADNv0yJ2]{Torch}

Moderately Priced Items

WeaponsNotes
@UUID[Compendium.cyphersystem-compendium.weapons-fantasy.La6ogBpdY1cjYIug]{Blowgun}Light weapon, short range
@UUID[Compendium.cyphersystem-compendium.weapons-fantasy.DxvLEdJsjNLghy5m]{Broadsword (substandard)}Medium weapon (won’t last long)
@UUID[Compendium.cyphersystem-compendium.weapons-fantasy.cFkYLORc1EiwPpLf]{Dagger}Light weapon
@UUID[Compendium.cyphersystem-compendium.weapons-fantasy.Chp5Kt00vrxxYBAT]{Handaxe}Light weapon
@UUID[Compendium.cyphersystem-compendium.weapons-fantasy.xMUGgLlOKoZqooWy]{Throwing knife}Light weapon, short range
ArmorNotes
@UUID[Compendium.cyphersystem-compendium.armor-fantasy.dwYLXpRkrg8AaoMP]{Hides and furs}Light armor
@UUID[Compendium.cyphersystem-compendium.armor-fantasy.E3UpdWDvaLUQ2Xfz]{Leather jerkin}Light armor
Other ItemsNotes
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.2uM56Yu3g5OCjLkm]{Backpack}
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.3TAk68d2T0nMXlIG]{Bedroll}
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.ObGbm8EmEBDCotRD]{Crowbar}
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.BmQOOToImOypwy7g]{Hourglass}
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.VNW4jviGcTTfC2Mu]{Iron spikes}10 spikes
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.XjU4o9vgaZ4wiBSD]{Lantern}
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.U20W8jrBZGlWsQu2]{Rope}Hemp, 50 feet
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.BQ87g3YjkViIKc7l]{Signal horn}
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.MEp5TNjz6v9dnuLP]{Tent}

Expensive Items

WeaponsNotes
@UUID[Compendium.cyphersystem-compendium.weapons-fantasy.oGdbXxumsdjbdVzJ]{Battleaxe}Medium weapon
@UUID[Compendium.cyphersystem-compendium.weapons-fantasy.W8mx4ak9u2JKvX6Q]{Broadsword}Medium weapon
@UUID[Compendium.cyphersystem-compendium.weapons-fantasy.xeXPxadNyGu35H4k]{Bow}Medium weapon, long range
@UUID[Compendium.cyphersystem-compendium.weapons-fantasy.H8tg6l3LpBLNRz32]{Cutlass}Medium weapon
@UUID[Compendium.cyphersystem-compendium.weapons-fantasy.ZHeioW4Ywrgs6Si8]{Light crossbow}Medium weapon, long range
@UUID[Compendium.cyphersystem-compendium.weapons-fantasy.J3BdB6S45bmc8cvl]{Quarterstaff}Medium weapon (requires 2 hands)
ArmorNotes
@UUID[Compendium.cyphersystem-compendium.armor-fantasy.ljoqzdX7tpPpCTCc]{Breastplate}Medium armor
@UUID[Compendium.cyphersystem-compendium.armor-fantasy.9toshrf5gjzwIsDm]{Brigandine}Medium armor
@UUID[Compendium.cyphersystem-compendium.armor-fantasy.2mgyMiNIOQ4iUVnl]{Chainmail}Medium armor
Other ItemsNotes
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.mVwBYBHxYinj4lLx]{Bag of heavy tools}
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.XuYDx9q73UxyPN22]{Bag of light tools}

Very Expensive Items

WeaponsNotes
@UUID[Compendium.cyphersystem-compendium.weapons-fantasy.rUR8Ile0ZRC2qMfM]{Broadsword (jeweled)}Medium weapon
@UUID[Compendium.cyphersystem-compendium.weapons-fantasy.7Yc0010ac7PbCkPl]{Greatsword}Heavy weapon
@UUID[Compendium.cyphersystem-compendium.weapons-fantasy.gVNfXCYe0qsDXQNO]{Heavy crossbow}Heavy weapon, long range
ArmorNotes
@UUID[Compendium.cyphersystem-compendium.armor-fantasy.f8OhNQR1rGtWy2Ot]{Dwarven breastplate}Medium armor, encumbers as light armor
@UUID[Compendium.cyphersystem-compendium.armor-fantasy.2SMPhQU8pP4vsJ6R]{Full plate}Heavy armor
Other ItemsNotes
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.cIWeisTbSX9izeaW]{Disguise kit}Asset for disguise tasks
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.ICgjGDSqGXInN1PP]{Healing kit}Asset for healing tasks
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.7BQwwk2qh7zxU6ih]{Spyglass}Asset for perception tasks at range

Exorbitant Items

ArmorNotes
@UUID[Compendium.cyphersystem-compendium.armor-fantasy.kcF98fSVWNjAEQWI]{Elven chainmail}Medium armor, encumbers as no armor
Other ItemsNotes
@UUID[Compendium.cyphersystem-compendium.vehicles.3svOlCDP6Sm4v2Ql]{Sailing ship (small)}

Fantasy Artifacts

In many ways, fantasy is the genre for artifacts. All magic items—wands that shoot lightning, magic carpets, singing swords, rings that make the wearer invisible, and so on—are artifacts. Below are a few sample artifacts to give a template for GMs to follow. Those running a fantasy campaign will likely want to create many magic artifacts.

@UUID[Compendium.cyphersystem-compendium.artifacts-fantasy.Hanw3m7cRoN6XrsV]{Angelic ward} @UUID[Compendium.cyphersystem-compendium.artifacts-fantasy.I8TAffkn2YfPdIlf]{Ring of dragon’s flight} @UUID[Compendium.cyphersystem-compendium.artifacts-fantasy.lZy9XOFTIPBKjr5z]{Soulflaying weapon} @UUID[Compendium.cyphersystem-compendium.artifacts-fantasy.2q4omUFxtUBr4WFP]{Spellbook of the amber mage} @UUID[Compendium.cyphersystem-compendium.artifacts-fantasy.BNT94UfgkXdmcErV]{Wand of firebolts}

Fantasy Species Descriptors

In a high fantasy setting, some GMs may want dwarves and elves to be mechanically different from humans. Below are some possibilities for how this might work.

Dwarf

You’re a stocky, broad-shouldered, bearded native of the mountains and hills. You’re also as stubborn as the stone in which the dwarves carve their homes under the mountains. Tradition, honor, pride in smithcraft and warcraft, and a keen appreciation of the wealth buried under the roots of the world are all part of your heritage. Those who wish you ill should be wary of your temper. When dwarves are wronged, they never forget.

You gain the following characteristics:

Stalwart: +2 to your Might Pool.

@UUID[Compendium.cyphersystem-compendium.basic-skills.Q0vfmbqehJw0jYBa]{Skill}: You are trained in Might defense rolls.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.kOe6eKWNKZ0rlIbt]{Skill}: You are trained in tasks related to stone, including sensing stonework traps, knowing the history of a particular piece of stonecraft, and knowing your distance beneath the surface.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.XBza3foP98Apv3u6]{Skill}: You are practiced in using axes.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.O0bj3SSEEaArxBet]{Skill}: You are trained in using the tools required to shape and mine stone.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.wfUuLfNI6KyKsZ6R]{Vulnerability}: When you fail an Intellect defense roll to avoid damage, you take 1 extra point of damage.

Additional Equipment: You have an axe.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You found the PCs wandering a maze of tunnels and led them to safety.

  2. The PCs hired you to dig out the entrance to a buried ruin.

  3. You tracked down the thieves of your ancestor’s tomb and found they were the PCs. Instead of killing them, you joined them.

  4. Before dwarves settle down, they need to see the world.

Elf

You haunt the woodlands and deep, natural realms, as your people have for millennia. You are the arrow in the night, the shadow in the glade, and the laughter on the wind. As an elf, you are slender, quick, graceful, and long lived. You manage the sorrows of living well past many mortal lifetimes with song, wine, and an appreciation for the deep beauties of growing things, especially trees, which can live even longer than you do.

You gain the following characteristics:

Agile: +2 to your Speed Pool.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.y8GNItkWz0Ll5eDE]{Long-Lived}: Your natural lifespan (unless tragically cut short) is thousands of years.

@UUID[Compendium.cyphersystem-compendium.basic-skills.rH5FwMXGaNn21DZD]{Skill}: You are specialized in tasks related to perception.

Skill: You are practiced in using one bow variety of your choice.

Skill: You are trained in @UUID[Compendium.cyphersystem-compendium.basic-skills.duTx0BwgmC1Gw3Ze]{stealth} tasks. In areas of natural woodland, you are @UUID[Compendium.cyphersystem-compendium.expanded-skills.FXuy9hOuuAVeiGIc]{specialized in stealth tasks}.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.JTgcA5dhKHQM6lvw]{Fragile}: When you fail a Might defense roll to avoid damage, you take 1 extra point of damage.

Additional Equipment: You have a bow and a quiver of arrows to go with it.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. Before putting an arrow in the forest intruders, you confronted them and met the PCs, who were on an important quest.

  2. Your heart yearned for farther shores, and the PCs offered to take you along to new places.

  3. Your home was burned by strangers from another place, and you gathered the PCs along the way as you tracked down the villains.

  4. An adventure was in the offing, and you didn’t want to be left behind.

Half-Giant

You stand at least 12 feet (4 m) tall and tower over everyone around you. Whether you are a full-blooded giant or merely have giant heritage from large ancestors, you’re massive. Always large for your age, it became an issue only once you reached puberty and topped 7 feet (2 m) in height, and kept growing from there.

You gain the following characteristics:

Tough: +4 to your Might Pool.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.cP5tB0NoQnIydKZJ]{Mass and Strength}: You inflict +1 point of damage with your melee attacks and attacks with thrown weapons.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.0efUBEaMaoe3XB4q]{Breaker}: Tasks related to breaking things by smashing them are eased.

Inability: You’re too large to accomplish normal things. Tasks related to @UUID[Compendium.cyphersystem-compendium.inabilities.gpHPkjq631isDAjT]{initiative}, @UUID[Compendium.cyphersystem-compendium.inabilities.oGzczZIk8XKBDpZo]{stealth}, and @UUID[Compendium.cyphersystem-compendium.inabilities.veqN70GNrIvluVMq]{fine manipulation of any sort} (such as lockpicking or repair tasks) are hindered.

Additional Equipment: You have a heavy weapon of your choice.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You fished the PCs out of a deep hole they’d fallen into while exploring.

  2. You were the PCs’ guide in the land of giants and stayed with them afterward.

  3. The PCs helped you escape a nether realm where other giants were imprisoned by the gods.

  4. You kept the PCs from being discovered by hiding them behind your bulk when they were on the run.

Helborn

Demons of the underworld sometimes escape. When they do, they can taint human bloodlines. Things like you are the result of such unnatural unions. Part human and part something else, you are an orphan of a supernatural dalliance. Thanks to your unsettling appearance, you’ve probably been forced to make your own way in a world that often fears and resents you. Some of your kin have large horns, tails, and pointed teeth. Others are more subtle or more obvious in their differences—a shadow of a knife-edge in their face and a touch that withers normal plants, a little too much fire in their eyes and a scent of ash in the air, a forked tongue, goatlike legs, or the inability to cast a shadow. Work with the GM on your particular helborn appearance.

You gain the following characteristics.

Devious: +2 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.JW3zwz6IgZcqN0XX]{Skill}: You are trained in tasks related to magic lore and lore of the underworld.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.w2loaRgoNlhuYGwg]{Fire Adapted}: +2 to Armor against damage from fire only.

Helborn Magic: You are inherently magical. Choose one low-tier ability from the Abilities chapter. If the GM agrees it is appropriate, you gain that ability as part of your helborn heritage, and can use it like any other type or focus ability.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.yW5LvpudYQcN1n5b]{Inner Evil}: You sometimes lose control and risk hurting your allies. When you roll a 1, the GM has the option to intrude by indicating that you lose control. Once you’ve lost control, you attack any and every living creature within short range. You can’t spend Intellect points for any reason other than to try to regain control (a difficulty 2 task). After you regain control, you suffer a –1 penalty to all rolls for one hour.

@UUID[Compendium.cyphersystem-compendium.inabilities.lfVIjOnbi86nUjng]{Inability}: People distrust you. Tasks to persuade or deceive are hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You were nearly beaten to death by people who didn’t like your look, but the PCs found and revived you.

  2. The PCs hired you for your knowledge of magic.

  3. Every so often you get visions of people trapped in the underworld. You tracked those people down and found the PCs, who’d never visited the underworld. Yet.

  4. Your situation at home became untenable because of how people reacted to your looks. You joined the PCs to get away.

Optional Rule: Spellcasting

Fantasy settings prioritize magic as an essential ingredient. But why restrict that magic to just wizards and similar characters? It’s not uncommon in fantasy literature for a thief or warrior to learn a few spells as they steal or brawl through their adventures. Leiber’s Gray Mouser knew some spells, Moorcock’s Elric knew a lot, pretty much everyone in Anthony’s Xanth books knew at least one, and so on. Of course, wizards and sorcerers specialize in spellcasting, which gives them clear superiority in magic use. But whether a character is a fireball-flinging wizard or a belligerent barbarian, anyone can learn some spellcasting under this optional rule.

Under the spellcasting rule, any character, no matter their role or type, can choose to learn a spell as a long-term benefit. After they learn one spell, they may learn more later if they wish, or just stick with the one.

First Spell

Any character can gain a spell by spending 3 XP and working with the GM to come up with an in-game story of how the PC learned it. Maybe they learned it as a child from their parent and practiced it enough to actually do it; perhaps they spent a month hiding in a wizard’s library reading; it could be that they found a weird magical amulet that imbues them with the spell; and so on.

Next, choose one low-tier ability from the Abilities chapter. If the GM agrees it is appropriate, the character gains that ability as their spell, with a few caveats. The spell can’t be used like a normal ability gained through a PC’s type or focus. Instead, a character must either use a recovery roll or spend many minutes or longer evoking their spell, in addition to paying its Pool cost (if any).

Using a Recovery Roll to Cast a Spell: If the character uses a one-action, ten-minute, or one-hour recovery roll as part of the same action to cast the spell (including paying any Pool costs), they can use the ability as an action. This represents a significant mental and physical drain on the character, because the normal benefit of recovering points in a Pool is not gained.

Spending Time to Cast a Spell: If the character takes at least ten minutes chanting, mumbling occult phonemes, concentrating deeply, or otherwise using all their actions, they can cast a low-tier spell (if they also pay any Pool costs). An hour is required to cast mid-tier spells. Ten hours are required to cast a high-tier spell.

More Spells

Once a character has learned at least one spell, they can opt to learn additional spells later. Each time, they must spend an additional 3 XP and work with the GM to come up with an in-game story of how the character’s magical learning has progressed.

Two additional rules for learning additional spells apply:

First, a character must be at least tier 3 and have previously gained one low-tier spell before they can learn a mid-tier spell.

Second, a character must be at least tier 5 and have previously gained one mid-tier spell before they can learn a high-tier spell.

Otherwise, gaining and casting additional spells are as described for the character’s first spell.

Wizards and the Optional Spellcasting Rule

Wizards (usually Adepts) and characters with explicit spellcasting foci like Masters Spells, Channels Divine Blessings, Speaks for the Land, and possibly others are also considered to be spellcasters, and moreover, specialized ones. Their spells—abilities provided by their type or focus—are used simply by paying their Pool costs. Extra time or physical effort isn’t required to cast them. That’s because, in the parlance of the fantasy genre, these spells are considered to be “prepared.”

But specialized casters can also use the optional spellcasting rule to expand their magic further. They can learn additional spells via the optional spellcasting rule just like other characters, with the same limitations.

Optionally, specialized casters who record their arcane knowledge in a spellbook (or something similar) gain one additional benefit. The spellbook is a compilation of spells, formulas, and notes that grants the specialized caster more flexibility than those who’ve simply learned a spell or two. With a spellbook, a PC can replace up to three prepared spells with three other spells they’ve learned of the same tier. To do so, they must spend at least one uninterrupted hour studying their spellbook. Usually, this is something that requires a fresh mind, and must be done soon after a ten-hour recovery.

For instance, if a wizard exchanges Ward (an ability gained from their type) with Telekinesis (an ability gained from the optional spellcasting rule), from now on the character can cast Ward only by spending time or using a recovery roll (as well as spending Pool points). On the other hand, they can use Telekinesis normally, because now it’s prepared. Later, the wizard could spend the time studying to change out their prepared spells with others they’ve learned using the optional spellcasting rule.

A PC might choose the 4 XP character advancement option to select a new type-based ability from their tier or alower tier. If so, the ability gained doesn’t count as a spell, and the spellcasting rule limitations do not apply to the ability so gained. If the PC is a wizard and uses the 4 XP character advancement option, treat the ability as one more prepared spell.

Note: Foundry VTT Usage

To use spells in Foundry VTT, sort abilities as spells in the settings of the item sheet. Note how many abilities are prepared spells (i.e., how many are learned as type or focus abilities). Archive all unprepared spells, so that the number of active items equals the number of prepared spells. When the PC exchanges one of their prepared spells, unarchive the one that is now prepared and archive another one of the same tier.

You can use your prepared spells just like any other ability of your type or focus. Unprepared spells (i.e., archived spells) use the rules above.

","markdown":""},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"ownership":{"default":-1},"flags":{}},{"sort":575000,"name":"Genre: Modern","type":"text","_id":"o0jvZmIaxk8vSE4i","title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"

The modern setting is easy because it’s just the real world, right? Well, yes and no. It’s easy for players to understand the context of a modern setting. They know the default assumptions—cities, cars, cell phones, the internet, and so on. It’s also easier for some players to get into character, because their character could be someone they might very well pass on the street. It can be easier to wrap your mind around a history professor than a thousand-year-old elf wizard. These things make it easier on the GM as well.

But for the same reason, it’s not easy. The setting is the real world we all know, so it’s easy to get facts wrong or let them bog you down. What happens when you pull the fire alarm on the thirty-fifth floor of a major hotel in a large city? How fast do the authorities arrive? In truth, the facts aren’t as important as the story you’re creating, but some verisimilitude is nice.

Molding Characters for a Modern Game

If you’re trying to portray a psychic with a few basic powers, you might not want to use the Adept character type. Instead, choose a different type (perhaps a Speaker) and encourage foci such as Commands Mental Powers or Focuses Mind Over Matter. Some of the Adept’s powers might be too over the top for the genre.

Similarly, the technology flavor is probably too high-tech for a modern game. For someone with technical skills, use the skills and knowledge flavor instead.

Sometimes, the types might be more physical than is always desirable for a modern game, but that’s because the least physical type, the Adept, is often inappropriate for other reasons. The Calm descriptor is very good for such characters, not only granting them a great deal of skill and knowledge, but also reducing their physical capabilities.

Last, don’t forget foci such as Doesn’t Do Much or Would Rather Be Reading for “normal” characters who have useful skills but not much in the way of flashy abilities.

Suggested Types for a Modern Game

RoleType
Police officerExplorer with combat flavor
DetectiveExplorer with stealth flavor
SoldierWarrior
CriminalExplorer with stealth flavor
TeacherSpeaker
Professional (accountant, writer, etc.)Speaker with skills and knowledge flavor
Technical professionExplorer with skills and knowledge flavor
DilettanteSpeaker with skills and knowledge flavor
Doctor/NurseExplorer with skills and knowledge flavor
PoliticianSpeaker
LawyerSpeaker
ScholarExplorer with skills and knowledge flavor
SpySpeaker with stealth flavor
OccultistAdept
Mystic/PsychicAdept

Basic Creatures and NPCs for a Modern Game

@UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.WJgPGUcSUrR4Ssuu]{Businessperson} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.ZT13lzcl6dsvg8HX]{Cat} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.GNrvq56bsnlHgKeW]{Clerk} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.JZbErZ6hAgtHrgim]{Dog} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.vmvgLdR7JKdsukCW]{Dog, guard} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.61EndqAjZ2ZZZuS9]{Horse} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.qLFrfE0E9w6BcG48]{Rat} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.SpaQv9sL1VWlrkLS]{Worker}

Additional Modern Equipment

In a modern setting, the following items (and anything else appropriate to the real world) are usually available.

Refer to the @UUID[Compendium.cyphersystem-compendium.cypher-journals.QhNXyjJC4BW5agrm.JournalEntryPage.YwC86IjNKFB5q7gx#equipment-listing]{equipment listing} of the Science Fiction Rulebook for an expanded selection of contemporary equipment.

Inexpensive Items

WeaponsNotes
@UUID[Compendium.cyphersystem-compendium.ammo.lYJndyNwkfb2sQz2]{Ammo (box of 50 rounds)}
@UUID[Compendium.cyphersystem-compendium.weapons-modern.ZuWPhhwirVzEtpcS]{Knife (simple)}Light weapon (won’t last long)
Other ItemsNotes
@UUID[Compendium.cyphersystem-compendium.equipment-modern.ss1cft2vMEWx4kJ4]{Duct tape roll}Useful and ubiquitous
@UUID[Compendium.cyphersystem-compendium.equipment-modern.p6V32aB5gkEFqitX]{Flashlight}
@UUID[Compendium.cyphersystem-compendium.equipment-modern.3jJNQk40gldOiD2z]{Padlock with keys}
@UUID[Compendium.cyphersystem-compendium.equipment-modern.XFf4M5XhGJb6snrS]{Trail rations (1 day)}

Moderately Priced Items

WeaponsNotes
@UUID[Compendium.cyphersystem-compendium.weapons-modern.EOke4Vi9vZv4U16N]{Hand grenade}Explosive weapon, inflicts 4 points of damage in immediate radius
@UUID[Compendium.cyphersystem-compendium.weapons-modern.DliC4uPK4vnuiN3w]{Hunting knife}Light weapon
@UUID[Compendium.cyphersystem-compendium.weapons-modern.7EItM0gT073fcCyx]{Machete}Medium weapon
@UUID[Compendium.cyphersystem-compendium.weapons-modern.B5CSduGis9vKucKp]{Nightstick}Light weapon
ArmorNotes
@UUID[Compendium.cyphersystem-compendium.armor-modern.gwPnvp7McesS3NUR]{Leather jacket}Light armor
Other ItemsNotes
@UUID[Compendium.cyphersystem-compendium.equipment-modern.mbTBZG8Z968IxHq2]{Backpack}
@UUID[Compendium.cyphersystem-compendium.equipment-modern.ccm57mnk8bNmPWfQ]{Bag of heavy tools}
@UUID[Compendium.cyphersystem-compendium.equipment-modern.VYIqlo7RM9scywV5]{Bag of light tools}
@UUID[Compendium.cyphersystem-compendium.equipment-modern.VjpaBgV1XxHEl7U7]{Binoculars}Asset for perception tasks at range
@UUID[Compendium.cyphersystem-compendium.equipment-modern.QQCRR8D4rroB36YC]{Bolt cutters}
@UUID[Compendium.cyphersystem-compendium.equipment-modern.UQalAy7SSl1QGgIk]{Cell phone}
@UUID[Compendium.cyphersystem-compendium.equipment-modern.PByrX3tmLVa85NeK]{Climbing gear}
@UUID[Compendium.cyphersystem-compendium.equipment-modern.UV1anGyX2QaGd8qX]{Crowbar}
@UUID[Compendium.cyphersystem-compendium.equipment-modern.LuGHnohquvbNoT9d]{Electric lantern}
@UUID[Compendium.cyphersystem-compendium.equipment-modern.fHdiS7JT9hjtjeb9]{First aid kit}Asset for healing tasks
@UUID[Compendium.cyphersystem-compendium.equipment-modern.98dhCNOFZ8TYBS1Y]{Handcuffs}
@UUID[Compendium.cyphersystem-compendium.equipment-modern.W40tEHGIcevTGDkt]{Rope}Nylon, 50 feet
@UUID[Compendium.cyphersystem-compendium.equipment-modern.iBpZVq4fM9mPDIDK]{Sleeping bag}
@UUID[Compendium.cyphersystem-compendium.equipment-modern.WOJ75BLfqqViZ57w]{Tent}

Expensive Items

WeaponsNotes
@UUID[Compendium.cyphersystem-compendium.weapons-modern.lbpcftYKyWKpoqoT]{Light handgun}Light weapon, short range
@UUID[Compendium.cyphersystem-compendium.weapons-modern.i8RP2vxMaoUgCNL1]{Medium handgun}Medium weapon, long range
@UUID[Compendium.cyphersystem-compendium.weapons-modern.WRluKrzzdF5wad4V]{Bow}Medium weapon, long range
@UUID[Compendium.cyphersystem-compendium.weapons-modern.dvZ57WEEzP575D6m]{Rifle}Medium weapon, long range
@UUID[Compendium.cyphersystem-compendium.weapons-modern.w4K2udLKOMjY53z1]{Shotgun}Heavy weapon, immediate range
ArmorNotes
@UUID[Compendium.cyphersystem-compendium.armor-modern.Tvvpp1L5F3sw3999]{Kevlar vest}Medium armor
Other ItemsNotes
@UUID[Compendium.cyphersystem-compendium.equipment-modern.Am5vYHXpCPsF3lrq]{Camera designed to be concealed}Transmits at long range
@UUID[Compendium.cyphersystem-compendium.equipment-modern.aGOQvKGxdPRVWq2F]{Microphone designed to be concealed}Transmits at long range
@UUID[Compendium.cyphersystem-compendium.equipment-modern.f0EYtw06E63173J1]{Cold weather camping gear}
@UUID[Compendium.cyphersystem-compendium.equipment-modern.1LbD5gLbLwY8QvPL]{Nightvision goggles}
@UUID[Compendium.cyphersystem-compendium.equipment-modern.13woD4sUoJbNy1au]{Scuba gear}
@UUID[Compendium.cyphersystem-compendium.equipment-modern.wpJd3cLska66OpcQ]{Smartphone}
@UUID[Compendium.cyphersystem-compendium.equipment-modern.CCHqv8dyuq7EGVHL]{Straightjacket}

Very Expensive Items

WeaponsNotes
@UUID[Compendium.cyphersystem-compendium.weapons-modern.TiBhD7UEqWItJVOc]{Heavy handgun}Heavy weapon, long range
@UUID[Compendium.cyphersystem-compendium.weapons-modern.6r112wF81Zs3yeNe]{Assault rifle}Heavy weapon, rapid-fire weapon, long range
@UUID[Compendium.cyphersystem-compendium.weapons-modern.wDV0Rbou4poxCdm1]{Heavy rifle}Heavy weapon, very long range
@UUID[Compendium.cyphersystem-compendium.weapons-modern.RCmDHR6H1lg9bRoV]{Submachine gun}Medium weapon, rapid-fire weapon, short range
ArmorNotes
@UUID[Compendium.cyphersystem-compendium.armor-modern.AqT96NV9XXl8iNye]{Lightweight body armor}Medium armor, encumbers as light armor
@UUID[Compendium.cyphersystem-compendium.armor-modern.tLUMEDBAJJH6sFAg]{Military body armor}Heavy armor
Other ItemsNotes
@UUID[Compendium.cyphersystem-compendium.equipment-modern.Kh6bhcajxt4cZDWH]{Disguise kit}Asset for disguise tasks
@UUID[Compendium.cyphersystem-compendium.vehicles.eqsiUjrg2EIrtiQj]{Used car}Level 3
@UUID[Compendium.cyphersystem-compendium.vehicles.ZYdj5EXY920kdcgr]{Small boat}Level 3

Exorbitant Items

Other ItemsNotes
@UUID[Compendium.cyphersystem-compendium.vehicles.hN3G2oNbOiKRfKMZ]{Large boat}Level 5
@UUID[Compendium.cyphersystem-compendium.vehicles.w4awO0Fz56obreUb]{Luxury car}Level 5
@UUID[Compendium.cyphersystem-compendium.vehicles.d5xp1l8px98GQIbQ]{Sports car}Level 6

Optional Rule: Handling PCs as Children

The regular character creation process makes fully competent, adult characters. To account for playing children, the GM could adopt this optional rule. First, the players make their characters normally, and then they apply the following adjustments to their PCs, as appropriate to their age category. You might also consider applying a tier cap of 3 to childhood adventure games with kids of up to thirteen years old, and a tier cap of 4 for childhood adventure games featuring PCs who are aged fourteen to seventeen.

Age 9 to 13

Slight: –4 to your Might Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.KY4e1Wo5NKh7TEiy]{Vulnerable}: Adults look out for you. You are trained in all pleasant social interactions with adults.

@UUID[Compendium.cyphersystem-compendium.inabilities.GhWikcOP1CAwpzZQ]{Inability}: Might-based tasks are hindered.

@UUID[Compendium.cyphersystem-compendium.inabilities.yl3vXIZfzudiVVqs]{Inability}: Tasks involving knowledge are hindered.

Age 14 to 17

Youthful: –2 to your Might Pool.

@UUID[Compendium.cyphersystem-compendium.inabilities.yl3vXIZfzudiVVqs]{Inability}: Tasks involving knowledge are hindered.

","markdown":""},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"ownership":{"default":-1},"flags":{}},{"sort":587500,"name":"Genre: Science Fiction","type":"text","_id":"VFJ6kCCgRGTzpWp0","title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"

For an expanded treatment of the science fiction genre, refer to the @UUID[Compendium.cyphersystem-compendium.cypher-journals.QhNXyjJC4BW5agrm]{Science Fiction Rulebook}. Some of the sci-fi equipment has been updated in the Science Fiction Rulebook. The equipment in this chapter include these changes. For that reason, there are some differences from the printed Cypher System Rulebook. Those instances are noted with an asterisk (*).

Science fiction is an incredibly broad category. It covers UFOs, space opera, near-future dystopias, otherworldly epics, hard science fiction, and everything in between. Even when compared to fantasy, science fiction is so wide that it almost isn’t a single genre at all. Truthfully, there’s not all that much to tie, say, The Time Machine by H. G. Wells with a dark cyberpunk story except for the technology involved, which is at a higher level than we possess or understand today. But even that part of science fiction is contentious. Should the science be purely that which obeys the laws of physics as we understand them today (often called hard science fiction), or is it more of an “anything goes” proposition? Is science we can’t explain really just magic?

For our purposes, we’ll treat fantastic science fiction as the default: aliens, spaceships that allow travel to other stars, energy weapons and shields, and so on. It’s a familiar setting to almost everyone interested in science fiction. That said, we’ve also got some additional guidance for hard science fiction, where what’s possible is more grounded in what we currently scientifically extrapolate. But your science fiction setting can be anything you can imagine.

Suggested Types for a Science Fiction Game

RoleType
SoldierWarrior
TechnicianExplorer with technology flavor
PilotExplorer with technology flavor
DiplomatSpeaker
DoctorSpeaker with skills and knowledge flavor
SpyExplorer with stealth flavor
ScientistExplorer with skills and knowledge flavor
PsionAdept
Psychic knightWarrior with magic flavor

Basic Creatures and NPCs for a Science Fiction Game

@UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.ckjeyJICRGhNlGgS]{Corporate drone} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.6TcU3jVH85UcUFIz]{Guard beast} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.urAFJXaUkWY2R1zj]{Innocuous rodent} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.vSvrg6g5VkP5MkeZ]{Physical laborer}

Additional Science Fiction Equipment

In a science fiction setting, the following items (and anything else appropriate to the setting) are usually available.

Inexpensive Items

WeaponsNotes
@UUID[Compendium.cyphersystem-compendium.ammo.1UGRE1k4ReUFAr34]{Energy pack (50 shots)}
@UUID[Compendium.cyphersystem-compendium.weapons-sci-fi.O3WVhoZQ8U8401yo]{Knife (simple)}Light weapon
Other ItemsNotes
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.kh1dzF6oaKZqzss6]{Flashlight}
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.LyUOH2V2zQqlIcgG]{Survival rations (1 day)}

Moderately Priced Items

WeaponsNotes
@UUID[Compendium.cyphersystem-compendium.weapons-sci-fi.2Fcz72cuTLrwjLy7]{Hunting knife}Light weapon
@UUID[Compendium.cyphersystem-compendium.weapons-sci-fi.H8InhgjpPnnVzmiV]{Machete}Medium weapon
@UUID[Compendium.cyphersystem-compendium.weapons-sci-fi.mVef0tRkNWbfz2VS]{Grenade (sonic)}Explosive weapon, inflicts 2 points of damage in immediate radius, plus Might defense roll or lose next turn
@UUID[Compendium.cyphersystem-compendium.weapons-sci-fi.PnvNFQbxuCHb874j]{Grenade (thermite)}*Explosive weapon, inflicts 6 points of damage in immediate radius
ArmorNotes
@UUID[Compendium.cyphersystem-compendium.armor-sci-fi.kzLQCncQ1cXzM456]{Leather jacket}Light armor
Other ItemsNotes
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.FALc1UkW90o9M0rr]{Backpack}
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.y8M3rmSzHUyKLdom]{Bag of heavy tools}
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.UuHnuXeI6iwIvgtf]{Bag of light tools}
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.kAzP990hVR1pQSYR]{Binoculars}Asset for perception tasks at range
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.0SBO3NnYx33dwomQ]{Breather}*Provides a day of breathable air
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.G50Jj9pfCytxzMJe]{Climbing gear}Asset for climbing tasks
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.4p14iIDm5SitvYiK]{Communicator}Planetary range
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.zE8nBEE8jVYswUT4]{Crowbar}
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.3kbeLDAUmwyYsPDj]{Environment tent}
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.a4crA7W9OQa3LCIn]{First aid kit}Asset for healing tasks
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.KpSlhPXtD1ysoREW]{Handcuffs}
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.2FgbXJjI9iBI7fk6]{Nightvision goggles}
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.CzM5OkaV23fUxHUi]{Portable lamp}
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.06uEHDipEwShEcun]{Rope}Nylon, 50 feet
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.hofNkVrnwjRHaopi]{Sleeping bag}

Expensive Items

WeaponsNotes
@UUID[Compendium.cyphersystem-compendium.weapons-sci-fi.cAh0sGKTyb8Vptej]{Light blaster}Light weapon, short range
@UUID[Compendium.cyphersystem-compendium.weapons-sci-fi.2Iusz99wevz9KSEV]{Medium blaster}Medium weapon, long range
@UUID[Compendium.cyphersystem-compendium.weapons-sci-fi.LDklLSixesdwgwj3]{Needler}Light weapon, long range
@UUID[Compendium.cyphersystem-compendium.weapons-sci-fi.PNDivijkZvlsUjbm]{Shotgun}Heavy weapon, immediate range
@UUID[Compendium.cyphersystem-compendium.weapons-sci-fi.qErMuZdwnHVPLCm7]{Stunstick}Medium weapon, inflicts no damage but human-sized or smaller target loses next action
ArmorNotes
@UUID[Compendium.cyphersystem-compendium.armor-sci-fi.BqiPzuCqRfn9yFrR]{Armored bodysuit}*Medium armor, encumbers as no armor
@UUID[Compendium.cyphersystem-compendium.armor-sci-fi.JrN6tyFoTYLtZc6s]{Lightweight body armor}*Heavy armor, encumbers as medium armor
Other ItemsNotes
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.qa9okeQfd3NTtmzD]{Camera designed to be concealed}Transmits at long range
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.r36W1oDLBXrXsu6G]{Microphone designed to be concealed}Transmits at long range
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.MtCq6owCDm7GG8Pw]{Environment suit}Provides 24 hours of atmosphere and +10 to Armor against extreme temperatures
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.LirhTzCUj7UFCfgB]{Wrist computer}Asset for most knowledge-based tasks

Very Expensive Items

WeaponsNotes
@UUID[Compendium.cyphersystem-compendium.weapons-sci-fi.7NCzo49o54a1vSy1]{Heavy blaster}Heavy weapon, long range
@UUID[Compendium.cyphersystem-compendium.weapons-sci-fi.7Cy8yASphzXHYlsJ]{Heavy blaster rifle}*Heavy weapon, very long range
@UUID[Compendium.cyphersystem-compendium.weapons-sci-fi.xjviCkv7gCoy1ZcV]{Pulse laser gun}Medium weapon, rapid-fire weapon, long range
ArmorNotes
@UUID[Compendium.cyphersystem-compendium.armor-sci-fi.Bujb0Cz7cVN6K9H3]{Battlesuit}*Heavy armor, also also grants the benefit of a @UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.g8xedO3WjADU8fBU]{deluxe space suit}
Other ItemsNotes
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.mGvzhwfcLOR8Aami]{Disguise kit}Asset for disguise tasks
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.fxntln2fSRKpMFyx]{Gravity regulator}Belt-mounted device that regulates gravity to 1G for wearer if within 0 G to 3 G conditions
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.MbgM9wBMTWCIXCqh]{Handheld scanner}Asset for identifying tasks
@UUID[Compendium.cyphersystem-compendium.vehicles.pTEJ1VrxrSVGteKY]{Hovercraft}Level 4
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.ZOz0Fit7uAvEjIPA]{Infiltrator}Asset for lockpicking tasks when used with electronic locks
@UUID[Compendium.cyphersystem-compendium.vehicles.vGpae1ESOw3hK4qY]{Jetpack}*Level 2
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.RpA2kZiwJAa7fRQM]{Stealthsuit}*Provides two assets for stealth tasks

Exorbitant Items

WeaponsNotes
@UUID[Compendium.cyphersystem-compendium.weapons-sci-fi.B0x6U0RnIp2EyEbV]{Blast cannon}10 points of damage, 500-foot (150 m) range, requires a tripod and two people to operate
ArmorNotes
@UUID[Compendium.cyphersystem-compendium.armor-sci-fi.LOwyfbM0bAlLrBc0]{Force field}*Not armor, offers +1 to Armor; once used, must be recharged for several hours
Other ItemsNotes
@UUID[Compendium.cyphersystem-compendium.vehicles.8CtlFUIKlZpteVG3]{Luxury hovercar}Level 5
@UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.0WiWAbNWXRypYxjh]{Robot servant}Level 3
@UUID[Compendium.cyphersystem-compendium.vehicles.rPjVFxfdapjErMwt]{Small spaceship}Level 4

Science Fiction Artifacts

Artifacts in a science fiction game can be strange relics from an unknown alien source or tech items that aren’t yet widely available. In a galactic setting, for example, it’s easy to imagine that innovations or specialized items might not have spread everywhere.

@UUID[Compendium.cyphersystem-compendium.artifacts-sci-fi.aV9zEHENEDgFu5r9]{Amber casement} @UUID[Compendium.cyphersystem-compendium.artifacts-sci-fi.BrWNyEr0tRbOkOW9]{Metabolism bud} @UUID[Compendium.cyphersystem-compendium.artifacts-sci-fi.dMU5JjdzGh2xYJHe]{Mind imager} @UUID[Compendium.cyphersystem-compendium.artifacts-sci-fi.HbWQ65yTcCT5kRZ9]{Psychic crystal} @UUID[Compendium.cyphersystem-compendium.artifacts-sci-fi.4sk825DOsE6oE9d3]{Repair sphere}

Starships

Here are a few sample starship types:

StarshipLevelCrewWeapon Systems
@UUID[Compendium.cyphersystem-compendium.starships.f14c7pV1Cc89BEgg]{Fighter}111
@UUID[Compendium.cyphersystem-compendium.starships.1QmIZUO93276WVip]{Interceptor}211
@UUID[Compendium.cyphersystem-compendium.starships.RsHhdbOFUEkKCJUW]{Freighter}3 (4 for defense)41
@UUID[Compendium.cyphersystem-compendium.starships.rrkSDY696W28w7T6]{Frigate}4204
@UUID[Compendium.cyphersystem-compendium.starships.2Cuo9MpDalEzoM6i]{Cruiser}4255
@UUID[Compendium.cyphersystem-compendium.starships.SbCnPYjsEaR4YeMr]{Battleship}101,00036

“Crew” indicates the minimum number of people needed to operate the ship. Many ships can carry more passengers. “Weapon Systems” indicates the maximum number of different enemies the ship can target at once—but only one attack per target in any circumstance.

Since it’s frighteningly easy to die in a space battle if your ship is destroyed, most ships have escape pods. Even fighter craft have ejection systems that put the pilot out into space in an environment suit. In other words, GMs should try to give PCs a way out of immediately dying if they get on the wrong end of a space battle.

Effects of Gravity

In a hard science fiction game, variable effects of gravity can’t be waved away by tech that simulates normal gravity on spacecraft, space stations, and other worlds. Instead, it’s an issue people must overcome.

Short-Term Microgravity Exposure: People new to low gravity might get space sickness. Newcomers must succeed on a difficulty 3 Might task or suffer mild nausea for about two to four days, during which time all their tasks are hindered. A few unlucky travelers (usually those who roll a 1 or otherwise face a GM intrusion) are almost completely incapacitated, and find all tasks hindered by three steps.

Long-Term Microgravity Exposure: Long-term exposure to microgravity environments without medical interventions degrades health. How long one spends in such conditions is directly relevant. The GM may assign long-term penalties to PCs if the situation warrants it, though the use of advanced space medicine, proper exercise, and recommended steroids and other hormones can avoid these complications.

Low Gravity: Weapons that rely on weight, such as all heavy weapons, inflict 2 fewer points of damage (dealing a minimum of 1 point). Short-range weapons can reach to long range, and long-range weapons can reach to very long range. Characters trained in low-gravity maneuvering ignore the damage penalty.

High Gravity: It’s hard to make effective attacks when the pull of gravity is very strong. Attacks (and all physical actions) made in high gravity are hindered. Ranges in high gravity are reduced by one category (very-long-range weapons reach only to long range, long-range weapons reach only to short range, and
short-range weapons reach only to immediate range). Characters trained in high-gravity maneuvering ignore the change in difficulty but not the range decreases.

Zero Gravity: It’s hard to maneuver in an environment without gravity. Attacks (and all physical actions) made in zero gravity are hindered. Short-range weapons can reach to long range, and long-range weapons can reach to very-long range.

Effects of Vacuum

Vacuum is lethal. There’s no air to breathe, and the lack of pressure causes havoc on an organic body. An unprotected character moves one step down the damage track each round. However, at the point where they should die, they instead fall unconscious and remain so for about a minute. If they are rescued during that time, they can be revived. If not, they die.

Traveling the Solar System and Orbital Mechanics

In a hard science fiction setting, you might be interested in evoking the reality of travel times between colonies on planets and moons in the solar system. Even so, plotting a course between locations in the solar system isn’t simple, because everything is always moving with respect to everything else. You could determine exactly how long a trip would take with some internet research. Or you could just evoke the effect of orbital mechanics and varying accelerations on interplanetary travel. Use the Interplanetary Travel Table to do so. For a trip between locations not directly compared, add up the destinations in between. The travel times assume a nuclear plasma engine of a kind already being tested today (but better), a steady thrust toward the destination, and an equally long and steady braking thrust over the last half of the trip before orbit insertion. Such propulsion systems can change velocity and sustain thrust for days at a time, which reduces bone loss, muscle atrophy, and other long-term effects of low gravity.

Regardless, the travel times between distant locations bring home one thing: space is big and lonely.

Interplanetary Travel

OriginDestination

Travel Time Using Nuclear Plasma Engine

Earth/MoonMars20 + 1d20 days
MarsAsteroid belt30 + 1d20 days
Asteroid beltJupiter and its moons30 + 1d20 days
JupiterSaturn and its moons60 + 1d20 days
SaturnUranus90 + 1d20 days

Science Fiction Species Descriptors

In a science fiction setting, some GMs may want to offer alien species or androids, who are mechanically different from humans, as options for player characters. This can be accomplished by using descriptors. Two examples are below.

Artificially Intelligent

You are a machine—not just a sentient machine, but a sapient one. Your awareness might make you an exception, or there may be many like you, depending on the setting.

Artificially intelligent characters have machine minds of one type or another. This can involve an advanced computer brain, but it could also be a liquid computer, a quantum computer, or a network of smart dust particles creating an ambient intelligence. You might even have been an organic creature whose mind was uploaded into a machine.

Your body, of course, is also a machine. Most people refer to you as a robot or an android, although you know neither term describes you very well, as you are as free-willed and free-thinking as they are.

You gain the following characteristics:

Superintelligent: +4 to your Intellect Pool.

Artificial Body: +3 to your Might Pool and your Speed Pool.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.dj8fjpgMOatRRWFZ]{Shell}: +1 to Armor.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.j6odWezQciXppynQ]{Limited Recovery}: Resting restores points only to your Intellect Pool, not to your Might Pool or your Speed Pool.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.63ZJmNraEqS6lzdp]{Mechanics, Not Medicines}: Conventional healing methods, including the vast majority of restorative devices and medicines, do not restore points to any of your Pools. You can recover points to your Intellect Pool only by resting, and you can recover points to your Speed and Might Pools only through repair. The difficulty of the repair task is equal to the number of points of damage sustained, to a maximum of 10. Repairing your Might and Speed Pools are always two different tasks.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.71sJhRICcDy0WjiA]{Machine Vulnerabilities and Invulnerabilities}: Damaging effects and other threats that rely on an organic system—poison, disease, cell disruption, and so on—have no effect on you. Neither do beneficial drugs or other effects. Conversely, things that normally affect only inorganic or inanimate objects can affect you, as can effects that disrupt machines.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.nXs4KTo14JKXZN8f]{Uncanny Valley}: You have a hard time relating to organic beings, and they don’t react well to you. All positive interaction tasks with such beings are hindered by two steps.

Quintar

You are a quintar from the planet Quint. You are basically humanoid but taller, thinner, and blue skinned. Your hands end in three very long fingers. Quintar have five genders, but all quintar prefer to be addressed as female when communicating with more binary species. Human emotions and sexuality fascinate them, but not because they don’t have such concepts—quintar emotions and sexuality are just very different from those of humans. In general, quintar are more cerebral than other species, valuing knowledge over all else.

Quint is relatively Earthlike, with slightly less gravity but a slightly denser atmosphere.

You gain the following characteristics:

Cerebral: +4 to your Intellect Pool.

Skill: You are trained in one type of knowledge task of your choice.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.gmnozVrQsZBTxj9A]{Skill}: Quintar fascination with human behavior eases all interaction rolls (pleasant or not) with humans.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.4gFg0DiIdWm3w9ol]{Difficult Rest}: Quintar subtract 2 from all recovery rolls (minimum 1).

","markdown":""},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"ownership":{"default":-1},"flags":{}},{"sort":593750,"name":"Genre: Horror","type":"text","_id":"L90rsf6J1WHnk7rN","title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"

Although it’s very likely a subset of the modern genre, horror as a genre gets special treatment. Unlike the other genres, horror doesn’t necessarily suggest a setting. Any setting can be horrific. Horror is more of a style. An approach. A mood.

You could easily have horror in other times and settings, but for our purposes, we’ll deal with a default setting in the modern day. The PCs are probably normal people, not secret agents or special investigators (although being a part of a secret agency that deals with monsters in the shadows could make for a fine horror game).

Suggested types and additional equipment for a horror setting are the same as in a modern setting.

Consent

Horror games allow us to explore some pretty dark topics from the safety of our own game tables. But before you do that, make sure everyone around your table is okay with that. Find out what your players will find “good uncomfortable,” which is something that makes us squirm in our seats in a great horror movie, and “bad uncomfortable,” which is something that actually makes a player feel nauseated, unsafe, or offended. Being scared can be fun, but being sickened isn’t.

Consider the age and maturity of everyone in the game, perhaps in terms of the movie rating system. Tell the players what you think the game you’re running would be rated. If everyone’s okay with an R rating, then fine. You can have a spooky game that’s on the level of a kids’ movie rated G—more like Scooby-Doo than Saw, in other words. A PG rating might be right for a game that’s more creepy than horrific, with ghosts and spooky noises but not axe-wielding maniacs.

The different ratings suggest different kinds of content for your game. Finding a dead body is horrible, but watching someone get decapitated is something else entirely. Getting chased around by an alien that wants to eat you is one thing, but having it gestate and burst out of your own intestines is another. You need to know where the line is for everyone participating, and you need to know it right from the beginning.

For more information and advice on safe ways to address consent issues in your game, read the free Consent in Gaming PDF at myMCG.info/consent

Basic Creatures and NPCs for a Horror Game

@UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.WJgPGUcSUrR4Ssuu]{Businessperson} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.ZT13lzcl6dsvg8HX]{Cat} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.GNrvq56bsnlHgKeW]{Clerk} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.JZbErZ6hAgtHrgim]{Dog} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.5XdCwL3VyqhHBNqN]{Dog, vicious} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.N0XlAnno5dMItCmN]{Groundskeeper/caretaker} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.rvju0MPnEwNsg9Pr]{Man in Black} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.qLFrfE0E9w6BcG48]{Rat} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.T39Cl27TWeR8jVsZ]{Tarantula}

Horror Artifacts

Most of the time, a horror artifact will be something really weird—an ancient tome of forbidden necromancy, an alien device that humans can barely understand, and so forth. They are often unique items rather than one of a type. Horror artifacts should probably come with a risk, such as a built-in cost, a drawback, or something else that makes using them another way to heighten the tension of the game. Several examples are below.

@UUID[Compendium.cyphersystem-compendium.artifacts-horror.irCnETBwvUwp12PH]{Book of inversion} @UUID[Compendium.cyphersystem-compendium.artifacts-horror.WcrjZgKzg5VzkFVJ]{Shadow box} @UUID[Compendium.cyphersystem-compendium.artifacts-horror.sCTeJvOcviKd5GjN]{Sphere 23}

Optional Rule: Shock

When the PCs encounter something shocking, many times the most realistic response is to scream, stand in abject horror, or run. That might not be the smartest thing to do in the situation, but it’s genuine. What would your accountant do if they saw an axe-wielding maniac coming at them? Let’s face it, unless they truly steeled themselves with all their will, they’d probably scream and run.

When a PC encounters something horrific, utterly disgusting, dreadful, impossible, or otherwise shocking, call for an Intellect defense roll based on the level of the creature involved, or simply an appropriate level as decided by the GM (see the Shock Levels table). Failure might mean that for one round, the player loses control of the character, and the GM decides what the PC does next. This usually means that the character runs, screams, gibbers, stares slack-jawed, or just does nothing. However, GMs should welcome player input into this situation. The point is to portray that when we’re shocked, we don’t always react in the best way, the smartest way, or even the way we want to. Fear is a powerful thing.

Alternatively, failure on the Intellect defense roll might mean that the character suffers Intellect damage equal to the level of the defense task. This indicates an overall toll that numerous shocks and horrors can have on a person. You might have a situation where a character literally dies of fright.

Shock Levels

EventLevel
Something unexpected darts or jumps out1
Something suddenly moves just out of the corner of the eye2
A sudden loud noise (like a scream)2
Unexpectedly seeing a corpse2
Watching someone die3
Seeing something impossible (like an inanimate object sliding across the floor)4
Watching a friend die5
Seeing a monstrous creatureCreature level
Witnessing something supernatural (like a spell)5
Seeing something mind-bending (like an impossible, multidimensional demigod coalescing out of thin air)8

Optional Rule: Horror Mode

For horror games, GMs can implement a rule called Horror Mode. The idea is to create a feeling of escalating dread and menace by changing one die roll mechanic. In the game, things begin as normal. The PCs interact with each other and the NPCs, investigate, research, travel, and so on. But when they enter the haunted house, the serial killer gets close, the elder things beneath the earth awaken, or whatever horrific situation planned by the GM begins, things change. At this time, the GM announces that the game has gone into Horror Mode.

This is a key for the players (not the characters) to recognize that things are getting bad. It’s the RPG equivalent of spooky music beginning to play in a horror film. While in Horror Mode, the rules for GM intrusions governed by die rolls change. Normally this happens only on a roll of 1, but when Horror Mode starts, it becomes a roll of 1 or 2. And then it escalates. As time passes, GM intrusions happen on a roll of 1 to 3, then a roll of 1 to 4, and so on. This potentially means that a die roll in Horror Mode can indicate success in a task and still trigger a GM intrusion.

As the intrusion range changes with each escalation, the GM should announce this to the players. The feeling of rising tension should be dramatic and overt.

Escalation Rate

ActivityIntrusion Range Increases by 1
Exploring a large areaEvery time a new intrusion is indicated by a die roll
ExploringEvery ten minutes or every time a new intrusion is indicated by a die roll
CombatEach round

For example, while the PCs are exploring a dark swamp (a large area), the game goes into Horror Mode and intrusions are indicated on a 1 or 2. During this exploration, one of the players rolls a 2. Not only is there an intrusion, but now the range escalates to 1, 2, or 3. The character is almost dragged into a spot of quicksand-like muck. Then the PCs find an old abandoned house in the middle of the swamp. They enter, and now the escalation rate goes up if they roll a 1, 2, or 3, or every ten minutes that passes in the game. They explore the house for twenty minutes (escalating intrusions to 1 to 5), and during the investigation of the kitchen, someone rolls a 3, triggering an intrusion. A cabinet opens mysteriously and a strangely carved clay pot falls, striking the character. This also escalates the intrusion rate, so they now occur on a roll of 1 to 6. When the PCs reach the attic, they encounter the dreaded swamp slayer, a half man, half beast that thrives on blood. It attacks, and now the range goes up during each round of combat. After four rounds of fighting, intrusions happen on a roll of 1 to 10—half the time. Things are getting dicey, and they’re only going to get worse.

When the GM announces that Horror Mode has ended, the GM intrusion rate goes back to normal, happening only on a roll of 1 or when the GM awards XP.

Horror Mode is a very “meta” rule. It gives players knowledge that their characters don’t have. This is similar to how the viewers of a horror movie or readers of a horror story often know more than the characters on the screen or page. It heightens the tension. Players can express the start of Horror Mode by having their characters talk about goosebumps or a feeling of being watched, but this is not necessary.

Using GM Intrusions in Horror Mode

With the GM intrusions coming fast and furious toward the end of Horror Mode, it’s easy to run out of ideas. In combat, intrusions might just mean that the monster or villain gets a surprise extra attack or inflicts more damage. Perhaps a PC is thrown to the ground or nearer to the edge of a cliff. If the characters are running away, one might trip and fall. If the PCs are exploring, a bookcase topples, potentially hitting someone. Think of all the similar moments you’ve seen in horror films.

Sometimes, if the GM prefers, the GM intrusion can simply be something frightening, like a moan or a whisper. These aren’t dangerous to the PCs, but they escalate the tension and indicate that something bad is getting closer.

In fact, while in Horror Mode, GMs should mostly refrain from doing anything bad, ominous, or dangerous unless it’s an intrusion (either from a die roll or through the awarding of XP). In a horror game, GM intrusions are an indication that things are bad and getting worse, and whenever possible, the GM should allow the Horror Mode escalation to drive the action. This makes the GM more of a slave to the dice than in other Cypher System situations, but that’s okay.

Consider this example. The PCs have tracked something that is probably committing a series of horrific murders to an old factory. They enter the building to explore. The GM knows where the creature is hiding in the factory, but decides that it doesn’t become aware of the characters until an intrusion is indicated. The only clue the PCs have is a mysterious noise off in the darkness. The creature doesn’t move toward them until another GM intrusion occurs. Now they hear something dragging across the factory floor, coming closer. But it’s not until a third intrusion occurs that the creature lunges out from behind an old machine at the PC who rolled the die.

In some ways, the status quo doesn’t change until an intrusion happens. This could be seen as limiting the GM and the need for pacing, but remember that the GM can still have an intrusion occur anytime they desire, in addition to waiting for the low die rolls.

GMs may want to limit the number of intrusions to no more than one per round, no matter what the dice indicate, but that should be based on the situation.

Optional Rule: Madness

Having characters descend into madness is an interesting facet of some kinds of horror and can make long-term horror campaigns more interesting. The easiest way to portray blows to a character’s sanity is through Intellect damage. When PCs encounter something shocking, as described above, they always take Intellect damage. If they would normally move one step down the damage track due to the damage, they instead immediately regain points (equal to 1d6 + their tier) in their Intellect Pools but lose 1 point from their maximums in that Pool. Characters whose maximum Intellect Pools reach 0 go insane. They lose their current descriptor and adopt the Mad descriptor, regain 1d6 + tier points to their Intellect Pools, and gain +1 to their Intellect Edge. If they ever reach a permanent Intellect Pool maximum of 0 again, they go stark raving mad and are no longer playable.

Intellect Edge offers an interesting means to portray a character who is knowledgeable (and perhaps even powerful in terms of mental abilities) yet mentally fragile. A character with a low Intellect Pool but a high Intellect Edge can perform Intellect actions well (since Edge is very helpful) but is still vulnerable to Intellect damage (where Edge is of no help).

Since Cypher System games are meant to be story based, players should recognize that the degrading sanity of their character is part of the story. A player who feels that their character is going mad can talk to the GM, and the two of them can work out the means to portray that—perhaps by using the Mad descriptor, permanently trading up to 4 points from their Intellect Pool to gain +1 to their Intellect Edge, or anything else that seems appropriate. Mental disorders, manias, psychopathy, schizophrenia, or simple phobias can be added to a character’s traits, but they don’t need to be quantified in game statistics or die rolls. They’re simply part of the character.

Inabilities in personal interaction or any area requiring focus might be appropriate, perhaps allowing the PC to gain training in weird lore or forbidden knowledge. Or maybe the opposite is true—as the character’s mind slowly slips away, they become oddly compelled or can obsessively focus on a single task for indefinite periods, and thus they gain training in that topic or skill. These kinds of changes could be balanced with inabilities, such as being unable to remember important details.

As another way to represent madness, the GM could hinder Intellect-based tasks that would be considered routine, such as “remembering your friends and family” or “caring what happens to your best friend” or “stopping yourself from injecting a mysterious substance into your veins.” These routine tasks normally have a difficulty of 0, but for a PC who has lost their mind, they might have a difficulty of 1, 2, or even higher. Now the character must make rolls to do even those simple things.

","markdown":""},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"ownership":{"default":-1},"flags":{}},{"sort":596875,"name":"Genre: Romance","type":"text","_id":"pd2PrHViZ1edOZ7f","title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"

Like horror, romance doesn’t automatically suggest a setting. It is more of a mood, or more specifically an approach, to how the game is played. It suggests an emphasis, at least somewhat, on relationships, interactions, and connections.

Suggested types and additional equipment for a romance setting are the same as in a modern setting.

Consent and Boundaries

You must get consent to cover these topics in a game ahead of time—you don’t want to make people uncomfortable. Everyone involved also needs to learn everyone else’s boundaries. Someone might not want any part of a romance scene, while others are okay talking about emotional connections but not anything sexual.

Obviously, all of this is doubly important if age is a consideration. If there are younger players involved, romance probably shouldn’t go beyond a fairly chaste kiss. (You’ll find that kids are sometimes more open to romance in their games than adults, but only because their understanding of the topic is understandably pretty shallow. A kid player might declare that a character is their boyfriend, but it doesn’t mean much. And for some adults, that may be the way they want to approach the subject as well.)

Lastly, recognize that there needs to be a clear boundary between the story and real life. Two characters having a relationship has no impact on real-life feelings of the players. Two characters in a game might be in a relationship while each player is in a relationship in the real world with someone else. And maybe they’re gaming at the same table! If a player can’t distinguish between in-game flirtation or words of endearment and real-world feelings, they shouldn’t be in a romance-focused game.

For more information and advice on safe ways to address consent issues in your game, read the free Consent in Gaming PDF at myMCG.info/consent

The Check-In

It’s vital that the GM and the players all check in with each other to make sure everyone’s still comfortable with what’s going on in the game. This is particularly important to maintain the boundary between emotions expressed in the story and how people feel in real life.

Basic Creatures and NPCs for a Romance Game

@UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.wIO0w2fxcBU0vHae]{Distrustful relative} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.rmzRpUzfdXpAnzUu]{Jealous ex} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.E7xImJCLVWwiIDre]{Nosy neighbor} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.ktWhiHHoothgvjOv]{The unattainable}

Optional Rule: Infatuation

When a PC is near someone they are infatuated with, particularly in the early stages of that infatuation, they must make an Intellect defense roll with a difficulty determined by the GM based on the situation (not on the level of the subject of the infatuation). Failure might mean that the character does or says something awkward or embarrassing either in an attempt to impress or when trying to hide the infatuation. Or it could mean that for one round, the player loses control of the character, and the GM decides what the PC does next, such as risk their own safety to help an endangered character. However, GMs should welcome player input into this situation. The point is to portray that when we’re distracted by the powerful feelings (and hormones) related to infatuation, we don’t always react in the best way, the smartest way, or even the way we want to.

Infatuation can happen whether the PC is attracted to an NPC or a PC.

Optional Rule: Relationship Levels

When a PC first establishes a relationship with a character (PC or NPC), the GM should assign the relationship a level. If there’s no connection at all, there is no relationship (level 0). Otherwise, the starting relationship is probably level 1. In certain circumstances, a relationship might start at level 2, indicating a far stronger initial connection than usual.

As play progresses, the PC can attempt to improve the level of the relationship, indicating a strengthening of the bond between the two characters. The requirements to improve the relationship are twofold. First, some story-based action needs to be taken. This can be dates, gifts, a meaningful speech, a pledge of commitment, some amount of self-sacrifice, or whatever the GM and the player feel is appropriate to the story and the level of the relationship. This action might require the PC to succeed at specific tasks (with appropriate rolls). For example, writing a love poem will require an Intellect-based task, while helping to retrieve a loved one’s cat from a tree might require a Speed-based task.

Second, the player must make an Intellect-based roll with the desired level of relationship as the difficulty (modified as the GM sees fit).

A relationship can be improved only one level at a time, and the GM and the player should work out an appropriate time interval. For relationships of levels 5 and above, multiple story-based actions and multiple rolls are almost certainly required.

It’s possible for relationship levels to be lopsided, such that the relationship from the point of view of one person is a different level than from the point of view of the other. This should be used sparingly, because it makes things far more complicated. In the case of polyamory, it is possible to have more than two people in a relationship, but even in these situations the connection between any two individuals should have its own level.

Relationship levels can go down as well as up. Neglect, carelessness, inappropriate emotional displays, lies, infidelity, and bungled wooing attempts can all potentially lower a relationship level. This is entirely in the judgment of the GM, although a lowered relationship level is very likely an appropriate use of a GM intrusion.

Relationship levels indicate the strength of the bond and thus help dictate an NPC’s actions in regard to a PC. An NPC in a level 5 relationship probably will be more generous and forgiving toward the PC than if the relationship was level 3 or 4. An NPC in a level 6 relationship or higher would likely give their partner most anything, even maybe sacrificing their own well-being or their life for them. (And people in a higher-level relationship certainly would.) Likewise, a relationship level can influence a PC’s actions. An Intellect defense roll with a difficulty equal to the relationship level might be appropriate if the PC wants to act against the best interests of their loved one, or if they must keep their cool and act normally when their loved one is in danger.

You can use this optional system in any genre, for any type of relationship, even platonic ones. If desired, the relationship level a PC has with an authority figure, a contact, a relative, or anyone else can be measured, improved, and decreased just as it can with a romantic relationship.

Romantic Relationship Levels

LevelRelationship
1First meeting. Interest or curiosity.
2A sense of connection above the norm. Strong physical attraction.
3Affection and a bond that will last longer than a single encounter.
4Serious affection. Almost certainly physical affection.
5A profession of love.
6A serious long-term commitment.
7A lifelong commitment.
8Soul mates.
9A love affair for the ages.
10A bond that transcends time and space.

Platonic Relationship Levels

LevelRelationship
1First meeting. Interest or curiosity.
2A sense of connection above the norm.
3A memorable connection. Indications of a mutually beneficial relationship possible.
4Real friendship.
5Deep friendship.
6Relationship akin to that of a close sibling.
7A pledge of complete partnership.
8Platonic soul mates. Something akin to a life-debt.
9A friendship for the ages.
10A bond that transcends time and space.
","markdown":""},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"ownership":{"default":-1},"flags":{}},{"sort":598438,"name":"Genre: Superheroes","type":"text","_id":"tIyemzsYdcYDslG1","title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"

Like horror, the superhero genre is really a subset of the modern genre with extensive special considerations. In many ways, it might appear that the Cypher System is a strange fit for superheroes. But if you think about it, with foci like Bears a Halo of Fire and Wears a Sheen of Ice, the Cypher System makes all genres a little bit “superhero-ish.” Character sentences might look like the following:

And so on.

Suggested Types for a Superhero Game

RoleType
Strong heroWarrior
Brawler heroWarrior with stealth flavor
Gadget heroExplorer with technology flavor
PilotExplorer with technology flavor
CharmerSpeaker
LeaderSpeaker with combat flavor
Shadowy vigilanteExplorer with stealth flavor
Scientist heroExplorer with skills and knowledge flavor
Energy-wielding heroAdept with combat flavor
WizardAdept
MentalistAdept
Psychic ninjaWarrior with magic flavor

Basic Creatures and NPCs for a Superhero Game

@UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.IpjzD88QqIABcv7A]{Bystander} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.krnLLagONJBbj1tE]{Genetically enhanced bruiser} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.sWc8DryN22cKTJyj]{Ninja} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.YHRSNEgzJeBCrWnC]{Robot minion} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.VSQt1EzpNhIwvCyA]{Scientist} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.SpaQv9sL1VWlrkLS]{Worker}

Additional Superhero Equipment

Suggested additional equipment is the same as in a modern setting. Keep in mind, however, that for many heroes, “equipment” can be superfluous. Where do you stash the flashlight and rope when all you’re wearing is spandex tights?

Optional Rule: Power Shifts

Superheroes can do things that other people cannot. They throw cars, blast through brick walls, leap onto speeding trains, and cobble together interdimensional gateways in a few hours. It’s tempting to say that such characters are stronger, faster, or smarter, so they should have higher Might, Speed, or Intellect Pools. However, simply bumping up stat Pools or Edge doesn’t fully represent this dramatic increase in power. Instead, consider using an optional rule called power shifts.

Under this rule, all superhero characters get five power shifts. Power shifts are like permanent levels of Effort that are always active. They don’t count toward a character’s maximum Effort use (nor do they count as skills or assets). They simply ease tasks that fall into specific categories, which include (but are not necessarily limited to) the following.

@UUID[Compendium.cyphersystem-compendium.power-shifts.QDAvfL2Xor2gc3DB]{Accuracy} @UUID[Compendium.cyphersystem-compendium.power-shifts.gxmRI0Oi1qlp8tgv]{Dexterity} @UUID[Compendium.cyphersystem-compendium.power-shifts.ge5eQ2UKcF71jfL5]{Healing} @UUID[Compendium.cyphersystem-compendium.power-shifts.RvPjtLHq2svYfhK8]{Intelligence} @UUID[Compendium.cyphersystem-compendium.power-shifts.ZcogTb12JEcKd8WK]{Power} @UUID[Compendium.cyphersystem-compendium.power-shifts.ClwsF2GBoWlGR9To]{Resilience} @UUID[Compendium.cyphersystem-compendium.power-shifts.qbOvGJVLVkDUC49X]{Single Attack} @UUID[Compendium.cyphersystem-compendium.power-shifts.uQLh67ISIUJ4O3bC]{Strength}

Each shift eases the task (except for shifts that affect damage or Armor, as specified in the list above). Applying 2 shifts eases the task by two steps, and applying 3 shifts eases the task by three steps.

A character assigns their five power shifts as desired, but most characters should not be allowed to assign more than three to any one category. Once the shifts are assigned, they should not change.

For example, a superstrong character might put three of their shifts into strength and the other two into resilience. Whenever they lift something heavy, smash through a wall, or throw an object, they ease the task by three steps before applying Effort, skill, or assets. Thus, all difficulties from 0 to 3 are routine for them. They smash through level 3 doors as if they don’t exist. As another example, a masked vigilante character with a utility belt full of gadgets and great acrobatic skills might put two shifts in dexterity, one in accuracy, one in intelligence, and one in healing. They’re not actually superpowered, just tough and well trained.

Some GMs will want to allow PCs to increase their power shifts. Having a character spend 10 XP to do so would probably be appropriate. Other GMs will want to run superhero games with PCs of greater or lesser power (cosmic-level heroes or street-level heroes, perhaps). In such cases, more or fewer power shifts should be granted to the PCs at the game’s start.

Superpowered NPCs and Power Shifts

NPC superheroes and villains get power shifts, too. Most of the time, this adds to their level. For example, Blast Star is a level 5 fiery villain who has three power shifts. When she blasts through a level 7 iron security door, she does so easily because in this circumstance, she’s actually level 8.

Sometimes, NPC power shifts make things harder for the PCs. For example, Fleetfoot the level 4 speedster puts all three of her shifts in dexterity. When she runs past a character who tries to grab her, the difficulty to do so is increased by three steps to 7.

Typical NPC supers get three power shifts. Exceptional ones usually have five.

Really Impossible Tasks

In superhero games, due to conventions of the genre, difficulty caps at 15 instead of 10. Difficulty 10 is labeled “impossible,” but that label is for regular folks. For superpowered characters, “impossible” means something different, thanks to power shifts.

Think of each difficulty above 10 as being one more step beyond impossible. Although a GM in another genre would say there’s no chance that a character could leap 100 feet (30 m) from one rooftop to another, in a superhero game, that might just be difficulty 11. Picking up a city bus isn’t something normal characters could do, but for a strong superhero, it might be difficulty 12.

In theory, NPCs in such a game can go up to level 15 as well. Levels above 10 represent opponents that only a superhero would consider taking on: a robot that’s 1,000 feet (300 m) tall (level 11); Galashal, Empress of Twelve Dimensions (level 14); or a space monster the size of the moon (level 15).

Superhero Artifacts

Supervillains build doomsday devices. Ancient artifacts present a threat to all humanity if in the wrong hands. Weird machines from alien dimensions offer solutions to unsolvable problems. Artifacts are an important part of superhero stories. A few examples are below.

@UUID[Compendium.cyphersystem-compendium.artifacts-superhero.2ENNMqilV1qoB35e]{Doctor Dread’s time portal} @UUID[Compendium.cyphersystem-compendium.artifacts-superhero.AvddNOp9tUWCqGOp]{Serum X} @UUID[Compendium.cyphersystem-compendium.artifacts-superhero.JYcfxA5RcffTX3Wl]{Stellarex crystal}

","markdown":""},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"ownership":{"default":-1},"flags":{}},{"sort":599219,"name":"Genre: Post-Apocalyptic","type":"text","_id":"ARG20fxwzr0OBZjH","title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"

Post-apocalyptic literature, movies, and games are a subgenre of science fiction that focuses on the dystopia that follows the fall of civilization. Strictly speaking, post-apocalyptic stories take place after the end of the world. At least, the end of the world for most people. Players take the role of the survivors (or their descendants) trying to persevere in the face of immense hardship. Popular post-apocalyptic scenarios include those set after nuclear war, in the aftermath of a zombie plague, in the months and years following an alien invasion, or after the environment collapses in the face of human overpopulation. Other ways the world could end include a massive meteorite strike, the long-awaited robot uprising, a powerful solar flare that burns out the world’s power grids and communications, or even something as prosaic as a global disease pandemic.

Suggested Types for a Post-Apocalyptic Game

RoleType
SurvivorExplorer with stealth flavor
HeavyWarrior
DealerSpeaker
TraderSpeaker with skills flavor
SageExplorer with knowledge flavor
EvolvedAdept

Basic Creatures and NPCs for a Post-Apocalyptic Game

@UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.31W9R0HQhQT0ic3A]{Crazy loner} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.6L693DIk5jmQu2Py]{Gamma snake} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.urAFJXaUkWY2R1zj]{Innocuous rodent} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.uCMNBacwXfuThw65]{Mongrel dog} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.WGftLKpoTVDfIKw2]{Survivor, sickened} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.GgfdjyikafYtuyTK]{Survivor, typical}

Additional Post-Apocalyptic Equipment

In a post-apocalyptic setting, the items on the Additional Modern Equipment table as well as the following items might be available in trade from other survivors, or in the rare trade town.

Inexpensive Items

WeaponsNotes
@UUID[Compendium.cyphersystem-compendium.weapons-post-apocalyptic.7M8uEI7cKT0UztUy]{Knife}Light weapon, rusty and worn
@UUID[Compendium.cyphersystem-compendium.weapons-post-apocalyptic.VJicMhUlVImuwl4N]{Light weapon}Light weapon (won’t last long)
@UUID[Compendium.cyphersystem-compendium.weapons-post-apocalyptic.erpmmOJulN96Afgr]{Wooden club}Light weapon
ArmorNotes
@UUID[Compendium.cyphersystem-compendium.armor-post-apocalyptic.WnIcqsOLyuyQKSpZ]{Animal hide}Light armor
@UUID[Compendium.cyphersystem-compendium.armor-post-apocalyptic.Hv5mU9dKhfQJA76Q]{Light armor}Light armor, smell hinders stealth tasks
Other ItemsNotes
@UUID[Compendium.cyphersystem-compendium.equipment-post-apocalyptic.dmnJTSnJv4ZqQmVg]{Candle}
@UUID[Compendium.cyphersystem-compendium.equipment-post-apocalyptic.cY37Ff6ca1bxDXtp]{Plastic bag}Useful and ubiquitous (won’t last long)

Moderately Priced Items

WeaponsNotes
@UUID[Compendium.cyphersystem-compendium.weapons-post-apocalyptic.PasipD1tIBSjGd9h]{Handaxe}Light weapon
@UUID[Compendium.cyphersystem-compendium.weapons-post-apocalyptic.Z2P8uHd0D7sdFFNx]{Knife, multipurpose}Light weapon, asset to small repair tasks
Other ItemsNotes
@UUID[Compendium.cyphersystem-compendium.equipment-post-apocalyptic.g7ZsP8QRo5xMCDTc]{Gas mask}Breathable air for four hours
@UUID[Compendium.cyphersystem-compendium.equipment-post-apocalyptic.GAclXwNftLTjeFAf]{Padlock with keys}
@UUID[Compendium.cyphersystem-compendium.equipment-post-apocalyptic.0vFrABenylbBi3yw]{Portable lamp, solar}

Expensive Items

Other ItemsNotes
@UUID[Compendium.cyphersystem-compendium.equipment-post-apocalyptic.1j2c4v8TaLTVzmcZ]{Radiation detector}
@UUID[Compendium.cyphersystem-compendium.equipment-post-apocalyptic.cGUAvAFO5b83snP2]{Nightvision goggles}
@UUID[Compendium.cyphersystem-compendium.equipment-post-apocalyptic.862NWqhznbgLC5AG]{Radiation tent}Prevents radiation damage for three days
@UUID[Compendium.cyphersystem-compendium.equipment-post-apocalyptic.s23m8lRUYCXNthKZ]{Radiation pill (pack of 5)}Asset for defense tasks against radiation effects for twelve hours

Scavenging

Characters in a post-apocalyptic setting must usually spend part of each day scavenging for supplies or a place of safety.

Food and Shelter: Generally speaking, characters must spend two to four hours searching through the rubble and ruins before succeeding. Finding enough food for a group of characters to eat for one day is a difficulty 5 Intellect task. Finding a place of relative safety to regroup and rest is also difficulty 5. Characters who succeed on either one of these also get to roll up to once each day on the Useful Stuff table and three times on the Junk table.

Found food often takes the form of canned, processed, dried, or otherwise preserved goods from before the apocalypse, but sometimes it includes fresh fruits and vegetables found growing wild or cultivated by other survivors. Safe places to hole up include homes, RVs, offices, apartments, or any location that can be secured and defended and isn’t radioactive, poisoned, or overrun with hostile creatures.

The difficulty of succeeding at finding food, water, and a safe place varies by location and by how many days the characters have already spent in one location. Each week the PCs spend at the same location hinders subsequent scavenging tasks and requires that they succeed on a new task to determine if the place they’re staying is still safe. The result of failing to find food and water is obvious. If the PCs fail at the task of finding (or keeping) a safe place, their presence is noticed by hostile forces, or they face a result from the Wasteland Threats table.

Useful Stuff: Food, water, and a safe place to rest are the most important finds, and are the basis of each scavenging task. But other obviously useful stuff is often found along with these basic requirements. When a group of characters successfully finds either food and water or a safe place, consult the Useful Stuff table up to once per day. If it’s the first day the PCs have searched in a particular area, each character might find something useful, but in succeeding days, a group normally gets only a single roll to find useful stuff.

Useful stuff also includes a “loot” entry. Loot includes collectible coins from before the apocalypse, such as silver dollars and gold eagles. It also includes jewelry and artwork that survived the disaster and related material that can be used as currency or barter when the characters find other survivors or arrive at a trade town.

Items found on the Useful Stuff table are generally expensive or exorbitant items (except for firearms, which start in the expensive category).

Junk: Characters who find food and water also find lots of junk. They are free to ignore that junk, but some PCs might have a use for what they find, especially those with the Scavenges focus. All characters gain up to three results on the Junk table each time they successfully scavenge for food or a safe place to stay. Sometimes junk can be fixed, but more often it can be disassembled and used as parts to create something else.

Useful Stuff

d100Item Found
01–10Tools (provide an asset to tasks related to repair and crafting)
11–20Medicine (provides an asset to one healing-related task)
21–25Binoculars
26–35

Chocolate bar or similarly sought-after candy or snack

36–45Textbook (provides an asset to a knowledge-related task)
46–50Coffee or tea
51–55Gun or rifle with ten shells or bullets
56–60Flashlight
61–65Loot
66–70Gasoline (2d6 × 10 gallons)
71–75Batteries
76–80Functioning vehicle (sedan, pickup, motorcycle, etc.)
81–85Generator
86–90MRE cache (food and water for six people for 1d6 weeks)
91–95Ammunition cache (100 shells or bullets for 1d6 different weapons)
96–97Helpful stranger (level 1d6 + 2, stays with the PCs for a week or two)
98–99Cypher (in addition to any other cyphers the GM awards)
00Artifact (in addition to any other artifacts the GM awards)

Junk

d6Item Found
1

Electronic junk (stereo, DVD/Blu-ray player, smartphone, electric fan, printer, router, etc.)

2Plastic junk (lawn furniture, baby seat, simple toys, inflatable pool, etc.)
3Dangerous junk (paint, rat poison, solvents, industrial chemicals, etc.)
4Metallic junk (car bodies, old playsets, grills, empty barrels, frying pan, etc.)
5Glass junk (vases, windows, bowls, decorative pieces, etc.)
6Textile junk (coats, pants, shirts, bathing suits, blankets, rugs, etc.)

Post-Apocalyptic Artifacts

Artifacts in a post-apocalyptic game include still-working technology from before the disaster that is not widely available, as well as cobbled-together pieces of tech that can weaponize previously prosaic items. If the apocalypse was related to some kind of alien invasion, artifacts would include even stranger items.

@UUID[Compendium.cyphersystem-compendium.artifacts-post-apocalyptic.RCr7oVmh9Lhk9jHG]{Autodoc} @UUID[Compendium.cyphersystem-compendium.artifacts-post-apocalyptic.54P9fzXQjgpQT1gZ]{Enviroscanner} @UUID[Compendium.cyphersystem-compendium.artifacts-post-apocalyptic.xGGPXV5UufPD4m5F]{Military exoskeleton} @UUID[Compendium.cyphersystem-compendium.artifacts-post-apocalyptic.T82EmpHsb9cNyyPX]{Rocket fist} @UUID[Compendium.cyphersystem-compendium.artifacts-post-apocalyptic.rQg6ztpLMylwK5RB]{Rocket-propelled grenade} @UUID[Compendium.cyphersystem-compendium.artifacts-post-apocalyptic.lQDbPJOz1VYXe54s]{Terahertz scanner}

Post-Apocalyptic Species Descriptors

In a post-apocalyptic setting, some GMs may want to offer species affected by the disaster.

Morlock

You have lived your life deep underground in artificial bunkers, hidden from the world’s destruction and the brutal scavengers that live above. As a morlock, you have a keen mind for the technology salvaged from the before-time. In fact, every morlock comes of age by fitting a piece of morlock technology to its body to provide enhancement and extend its life. This means that you are part flesh and part machine. Your skin is as pale as milk, except where it’s been replaced with strips of metal and glowing circuits.

You gain the following characteristics:

Enhanced Intelligence: +2 to your Intellect Pool.

Cyborg Body: +2 to your Might Pool and your Speed Pool.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.Td605GMSP4TqfliK]{Partially Metallic}: +1 to Armor.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.2X7nKuAiBRfFgUiS]{Repair and Maintenance}: As an entity of living flesh and humming machinery, you must first succeed on a difficulty 2 repair task before making a recovery roll. On a failure, the recovery roll is not used; however, the normal rules for retrying apply, and you must use Effort on a new roll if you wish to try again. In addition to the normal options for using Effort, you can choose to use Effort to heal additional points to your Pools (each level of Effort healing an additional 2 points to your Pools if you succeed).

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.64yLvSVOIqtV8IvT]{Morlock Prejudice}: While among non-morlocks, all positive interaction tasks are hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. The PCs found you in a collapsed subterranean tunnel.

  2. The other PCs encountered you exploring underground, and you convinced them to allow you to accompany them.

  3. You were exiled from the morlock communities and needed help on the surface.

  4. The only way to save the morlock community you hail from is to venture to the surface and find a mechanical part needed to repair a failing ancient system.

Roach

You are born of a species of evolved insects once called “cockroach,” but that is far in the past. Radiation and forced evolution have radically increased your size, shape, and ability to think. Your exoskeleton mimics the shape of a human being, though not perfectly. When you move about human society, shadows and cloaks are your ally if you wish to pass unnoticed. When those of your kind are discovered, it usually goes poorly for someone. You, however, have a wandering spirit and seek to explore the fallen world and find a new way forward.

You gain the following characteristics:

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.vNOlLQDmc53SXZ0B]{Scuttler}: Your Speed Edge increases by 1.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.GsDnTWDfehGuhsQS]{Sense by Scent}: You can sense your environment even in total darkness.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.8OYU2L2128I1PE9m]{Cling}: You can move an immediate distance each round on walls or clinging to the ceiling.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.LD2sREknTpeCQErE]{Carapace}: +1 to Armor.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.gEBLiYb25Mpx65Eo]{Glide}: You can extend small wings from your carapace that grant an asset in jumping tasks and allow you to fall up to a short distance without taking damage.

@UUID[Compendium.cyphersystem-compendium.basic-skills.DraIKUQRw8KrnC4o]{Skill}: You are trained in disguise tasks.

@UUID[Compendium.cyphersystem-compendium.inabilities.PeQrx8tfHEDrOlW6]{Inability}: You are susceptible to disease and poison. Defense rolls against disease or poison are hindered.

@UUID[Compendium.cyphersystem-compendium.inabilities.P42u9vKoBQjOtUbE]{Inability}: You mimic a human, but you are not as fierce. Tasks involving combat— including attack and defense rolls—are hindered.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.soRZpGrbrjyyBHpW]{Insect Prejudice}: While among non-roaches, all positive interaction tasks are hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. The PCs didn’t realize what you were when they asked for your help.

  2. You’ve managed to hide your roach ancestry so well that everyone thinks you are like them.

  3. You are the last of your kind.

  4. You have a secret agenda, and the PCs were gullible enough to let you come along.

","markdown":""},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"ownership":{"default":-1},"flags":{}},{"sort":599610,"name":"Genre: Fairy Tale","type":"text","_id":"BW4rWFL1jsU98e0B","title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"

The genre of fairy tales is a wide one, crossing into almost every culture and encompassing everything from early oral stories passed down from generation to generation to the more modern literary fairy tale. What makes something a fairy tale? While there’s a great deal of discussion around that question, most have a number of things in common: a series of far-fetched events; fantastical beings such as talking animals, elves, goblins, mermaids, witches, and dragons; and objects that have magical elements.

One of the powers of a fairy tale—or a game set in a fairy tale-inspired setting—is its ability to create a sense of wonder and to evoke players’ imaginations while still allowing them to keep one foot in the known. The very settings themselves are both enchanted and somehow familiar, whether the characters are entering a magical woods, falling down a rabbit hole, or embarking on a voyage to Neverland. Those beasts and beings who stalk such places are equally wondrous, and offer fantastic starting points for any number of adventures.

To heighten the sense of wonder in a fairy tale adventure or campaign, a GM might consider presenting the game in a modern setting. In a modern setting, characters have regular jobs that don’t normally involve hunting goblins or helping talking fish solve puzzles. This means that when the moths take shape and become the cloak of a princess of summer come to beg a favor or steal a child, or the house grows legs and runs away one morning, the player characters will be rightfully amazed (and perhaps somewhat terrified).

Nature of Faerie

Faerie (also called by many other names) is a dimension of magic separate from but closely parallel to the mundane world. It doesn’t matter whether Faerie is just a collective term for thousands of separate curled-up dimensions hidden in corners, in closets, or at the center of forests, or it’s one continuous realm that overlaps the real world where it’s thinnest. It’s a place those with open hearts can find by following a way between tall trees (or looming library shelves) to a realm where everything is different. Where elves walk, nymphs dance, unicorns gallop, and both natural growths and built structures become vast and enchanting.

Humans don’t tend to do well in such a world if they stay too long, as the sensory input is hard on the nervous system. But fey creatures depend on it, like plants to the light. A fey creature too long cut off from its land of origin (or its stream, hill, or burrow) slowly becomes mortal and then dies.

When a fey creature is cut by silvered or cold iron weapons, they temporarily lose the sustaining benefit of their connection to Faerie. This severed connection usually disrupts a fey creature’s ability to heal. A silvered weapon is one that contains silver as part of an alloying process, has silver inlay, or has been coated in a dusting of silver powder (which usually lasts only through a single fight). In truth, many items in the modern era are cold-forged, while many others are not. We suggest that any hand-forged item containing iron could be considered a cold-forged weapon for harming fey creatures. Thus, most bullets and other modern items wouldn’t be treated as cold iron by this definition, but some would fit the bill.

Basic Creatures and NPCs for a Fairy Tale Game

Most fey creatures of level 2 or higher regain 1 point of health per round, unless wounded by silvered or cold iron weapons.

@UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.JULnmDMPODWwSgyT]{Angry ants} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.VK2Iv9hH0ITqmvV9]{Erlking} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.PS7RVxRlUxllwCky]{Faerie} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.ijRly8phWTeUIy8r]{Feral tree} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.UXvVjQMo4BRwi2Ef]{Nymph} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.BJOh1w5ZImYrdKuM]{Pixie} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.2v0CeAw0V9Hql9iL]{Razorblade butterflies} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.NVjNYB0ApximA7Kn]{Talking cat} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.LZB001qKeGrqUyMZ]{Troll}

Fairy Tale Artifacts

Artifacts in a fantasy setting and magic items in other games focused on fantasy would also be suitable for a fairy tale setting. However, every fairy tale artifact should come with a quirk that sets it apart from a simple “wand of fire” or similar item. Come up with your own or roll a quirk on the table below.

d10Quirk
1Is sometimes invisible.
2Cries like a baby if jostled.
3Becomes cold as ice to the touch and emits cold vapor when danger threatens.
4Contains a secret compartment that invariably holds a chunk of rock broken from what might be a strange jade sculpture.
5Also serves as a key to some magically locked doors and chests.
6Bites owner with tiny teeth if jostled, dealing 1 point of damage.
7Always muttering and complaining, though useful warnings and other information can sometimes be gained.
8Jealous of any other manifest cyphers, artifacts, or beautiful objects in the wielder’s life.
9The “painting” of a princess of summer on the object sometimes leaves it, robbing the artifact of power.
10Causes flowers to grow wherever it is stored or set down.
","markdown":""},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"ownership":{"default":-1},"flags":{}},{"sort":599805,"name":"Genre: Historical","type":"text","_id":"hdLllcWxZ4VdDhlr","title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"

Setting your campaign in World War 2, the Renaissance, or the 1930s can be fun and interesting. However, setting it in ancient Greece or feudal Japan, for example, probably makes it more like fantasy without all the orcs and magic (although a game set in feudal Japan with orcs and magic could be fascinating).

One of the draws of playing in a historical adventure is the thrill of “being there” when something important happens. Thus, in many cases, historical adventures in RPGs shouldn’t be designed as campaigns, but instead serve as short-term experiences where players try something new, or at least something they don’t normally do: play as figures involved in a momentous historical event.

Historical games should take cues from the closely related areas of historical fiction and historical re-enactment. The lessons of great historical fiction include the following.

The GM should anchor the characters with problems or conflicts that connect them to the chosen time period; make sure that PC backgrounds contain one relevant detail to the chosen historical setting.

The GM shouldn’t fall into the trap of assuming that history was drab just because it is often presented along with old paintings, drawings, or blurred black-and-white photographs. Dramatic events, surprising twists, and unexpected situations are just as likely in a historical adventure as in any other kind.

What’s the point of a historical adventure if there is no suspense? Sure, everyone knows what happens at the end of any given historical battle, but the stories of individuals within those fights are not known. Will they live? Will they succeed in their mission? And what are the consequences? Think of all the war movies that rely on that exact latitude to tell great stories.

Make sure you know when the campaign ends. Maybe it’s when the PCs successfully accomplish a specific task, but it might be externally timed to when a historical event takes place, whether they are attempting to offer aid, thwart it, or merely be aware of it as they attempt to do something that history hasn’t recorded.

Don’t create more than you need to. Be ready to tell the PCs what they see and who they encounter when they are introduced to a historical location or person, but don’t worry about things that they likely will never see. Yes, figure out what kind of currency is used, but making a super-accurate list of prices just isn’t necessary; the players will take your word for the cost of items and many other details. You’re evoking a historical setting with your game, not writing a book report.

Be wary about stereotypes and cultural misappropriation. History, as they say, is written by the victors. The ancient Greeks wrote that other cultures were all barbaric, and the European settlers called the natives in North America savages, but that doesn’t mean it’s true. If all you know about a time period is a movie set in that period, you’ll have a skewed version of events and culture. Be willing to go deeper than Braveheart or The Last Samurai, or maybe choose a different genre.

Running a Historical Game

Preparation is important in a historical game, and most of that entails choosing a historical period—or a specific historical event—as the setting. Given that all of history can serve, you won’t lack for resources. Below are a few possibilities. Of course, the farther back you set your game, the less information on specific events is available. On the other hand, that frees you up to get creative.

Once you choose the historical period and any special events you want to include in your adventure or campaign, direct your players to an appropriate set of foci. Alternately, you can have your players play as historically significant figures, but if you do this, you may want to create their characters ahead of time. Most GMs will probably want to save historically significant individuals for use as NPCs.

The players will need some kind of grounding in what to expect in the time period you’ve chosen. Just like they need an idea of what magic can do in a fantasy game, they will need a general idea of what kind of technology is available, the broad strokes of what their characters might know and not know, and so on. Maybe have them read a Wikipedia entry, at the very least.

If you’re looking for inspiration for time periods in which to set your historical game, here are some possible ideas: prehistory, classical antiquity, ancient Egypt, the American revolution, ancient China, World War II, Edo Period Japan, Medieval Europe, and the American Old West.

Suggested Types for a Historical Game

RoleType
Constable (or night watchman)Explorer with combat flavor
DetectiveExplorer with stealth flavor and skills and knowledge flavor
KnightWarrior
PirateExplorer with stealth flavor
TutorSpeaker
MerchantSpeaker with skills and knowledge flavor
SmithSpeaker with some warrior abilities and skills and knowledge flavor
PlaywrightSpeaker
NobleSpeaker with skills and knowledge flavor
ExplorerExplorer
PriestSpeaker

Basic Creatures and NPCs for a Historical Game

@UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.ZT13lzcl6dsvg8HX]{Cat} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.MwSOqh6IDnwKis8b]{Dodo} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.JZbErZ6hAgtHrgim]{Dog} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.vmvgLdR7JKdsukCW]{Dog, guard} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.61EndqAjZ2ZZZuS9]{Horse} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.8AhrSmfhARlAahxp]{Merchant} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.HKcVbxx1xGOpyVk4]{Noble} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.qLFrfE0E9w6BcG48]{Rat} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.Ax77ZEkAA3XJBPaA]{Serf} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.PXVS2kwvslh30lBB]{Snake, poisonous} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.vhGua32GarGCzLGv]{Warhorse}

Historical Artifacts

The concept of artifacts is probably inappropriate for a historical setting without some kind of supernatural, fantastical, or science fiction element. That said, objects of mystery such as the Antikythera mechanism (an ancient analog computer and orrery used to predict eclipses and other astronomical positions) reveal that the ancient world—and by extension more recent historical periods—contained fascinating and useful objects that were anachronistic for their period. Most such artifacts were likely the creations of philosophers, lone geniuses, and similar figures.

","markdown":""},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"ownership":{"default":-1},"flags":{}},{"sort":599903,"name":"Creatures and NPCs","type":"text","_id":"ljjovWdF2f0UgQ4l","title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"

This chapter describes many common and uncommon creatures that the characters might meet—and fight—in a Cypher System game and gives their stats. The variety of creatures that populate the possible settings and genres is so great that this chapter only scratches the surface. It does, however, provide examples of kinds of inhabitants—bestial and civilized, living and undead, organic and inorganic—so that you can easily extrapolate and create your own.

Understanding the Listings

Every creature is presented by name, followed by a standard template that includes the following categories.

Level: Like the difficulty of a task, each creature and NPC has a level attached to it. You use the level to determine the target number a PC must reach to attack or defend against the opponent. In each entry, the difficulty number for the creature or NPC is listed in parentheses after its level. As shown on the following table, the target number is three times the level.

LevelTarget Number
13
26
39
412
515
618
721
824
927
1030

Description: Following the name of the creature or NPC is a general description of its appearance, nature, intelligence, or background.

Motive: This entry is a way to help the GM understand what a creature or NPC wants. Every creature or person wants something, even if it’s just to be left alone.

Environment: This entry describes whether the creature tends to be solitary or travel in groups and what kind of terrain it inhabits (such as “They travel in packs through dry wastes and temperate lowlands”).

Health: A creature’s target number is usually also its health, which is the amount of damage it can sustain before it is dead or incapacitated. For easy reference, the entries always list a creature’s health, even when it’s the normal amount for a creature of its level.

Damage Inflicted: Generally, when creatures hit in combat, they inflict their level in damage regardless of the form of attack. Some inflict more or less or have a special modifier to damage. Intelligent NPCs often use weapons, but this is more a flavor issue than a mechanical one. In other words, it doesn’t matter if a level 3 foe uses a sword or claws—it deals the same damage if it hits. The entries always specify the amount of damage inflicted, even if it’s the normal amount for a creature of its level.

Armor: This is the creature’s Armor value. Sometimes the number represents physical armor, and other times it represents natural protection. This entry doesn’t appear in the game stats if a creature has no Armor.

Movement: Movement determines how far the creature can move in a single turn. Creatures have movements of immediate, short, long, or very long, which equate to the ranges of the same name. Most PCs have an effective movement of short, so if they are chasing (or being chased by) a creature with immediate movement, their Speed tasks are eased; if the creature’s movement is long or greater, the PCs’ Speed tasks are hindered.

Modifications: Use these default numbers when a creature’s information says to use a different target number. For example, a level 4 creature might say “defends as level 5,” which means PCs attacking it must roll a target number of 15 (for difficulty 5) instead of 12 (for difficulty 4). In special circumstances, some creatures have other modifications, but these are almost always specific to their level.

Combat: This entry gives advice on using the creature in combat, such as “This creature uses ambushes and hit-and-run tactics.” At the end of the combat listing, you’ll also find any special abilities, such as immunities, poisons, and healing skills. GMs should be logical about a creature’s reaction to a particular action or attack by a PC. For example, a mechanical creation is immune to normal diseases, a character can’t poison a being of energy (at least, not with a conventional poison), and so on.

Interaction: This entry gives advice on using the creature in interactions, such as “These creatures are willing to talk but respond poorly to threats,” or “This creature is an animal and acts like an animal.”

Use: This entry gives the GM suggestions for how to use the creature in a game session. It might provide general notes or specific adventure ideas.

Loot: This entry indicates what the PCs might gain if they take items from their fallen foes (or trade with or trick them). It doesn’t appear in the game stats if the creature has no loot.

GM Intrusion: This optional entry in the stats suggests a way to use GM intrusion in an encounter with the creature. It’s just one possible idea of many, and the GM is encouraged to come up with their own uses of the game mechanic.

Creatures

@UUID[Compendium.cyphersystem-compendium.creatures.GcRpFtcOQDpGvU4H]{Abomination} @UUID[Compendium.cyphersystem-compendium.creatures.17NSMk419kHRvwoP]{Chimera} @UUID[Compendium.cyphersystem-compendium.creatures.Ds2TiPhzGcBio6uy]{Chronophage} @UUID[Compendium.cyphersystem-compendium.creatures.6XzVLD44cRlhPIfO]{Deep one} @UUID[Compendium.cyphersystem-compendium.creatures.dEUcFhzvuB3ufhv5]{Deinonychus} @UUID[Compendium.cyphersystem-compendium.creatures.0NEyK7k8eNvN9oRt]{Demigod} @UUID[Compendium.cyphersystem-compendium.creatures.C2tRCVUtCl1OEb7M]{Demon} @UUID[Compendium.cyphersystem-compendium.creatures.Z4Y7VaCkpXbCZ2yy]{Devil} @UUID[Compendium.cyphersystem-compendium.creatures.D25NNlnriTPYwXvl]{Djinni} @UUID[Compendium.cyphersystem-compendium.creatures.huhkLDlDaru359Bf]{Dragon} @UUID[Compendium.cyphersystem-compendium.creatures.li1H57vGnKM9EY61]{Earth elemental} @UUID[Compendium.cyphersystem-compendium.creatures.WcxUomm2dqg2s2mU]{Enthraller} @UUID[Compendium.cyphersystem-compendium.creatures.p5ugVxzZFUe8r2To]{Fallen angel} @UUID[Compendium.cyphersystem-compendium.creatures.W7lOvxxSkcShe4Y9]{Fire elemental} @UUID[Compendium.cyphersystem-compendium.creatures.CbyPd1QoYjZGISN9]{Fusion hound} @UUID[Compendium.cyphersystem-compendium.creatures.02LotzBPq6hZTu2N]{Ghost} @UUID[Compendium.cyphersystem-compendium.creatures.92AH6pnL8Mknw6ok]{Ghoul} @UUID[Compendium.cyphersystem-compendium.creatures.gc0tYELtVAJRfFL6]{Giant} @UUID[Compendium.cyphersystem-compendium.creatures.U508Iiym5DOrLbCP]{Giant rat} @UUID[Compendium.cyphersystem-compendium.creatures.G1R1ESjuGxTJ7VwN]{Giant snake} @UUID[Compendium.cyphersystem-compendium.creatures.PlHlqDlwByGRX8T3]{Giant spider} @UUID[Compendium.cyphersystem-compendium.creatures.StSE44DNprZ4X4t8]{Goblin} @UUID[Compendium.cyphersystem-compendium.creatures.nBJ1PaZw7VugehNT]{Golem} @UUID[Compendium.cyphersystem-compendium.creatures.v5KdQP0xAVsoznyE]{Grey} @UUID[Compendium.cyphersystem-compendium.creatures.gDdZYUFdqZhmK3Oc]{Kaiju} @UUID[Compendium.cyphersystem-compendium.creatures.Iyx0QTRTuHLwr2g4]{Killer clown} @UUID[Compendium.cyphersystem-compendium.creatures.m9Hqr0shnpvRfgiF]{Killing white light} @UUID[Compendium.cyphersystem-compendium.creatures.EX0RBWZzdGetaDK9]{Mechanical soldier} @UUID[Compendium.cyphersystem-compendium.creatures.LkiVCVe5HhMi8Hc8]{Mi-go} @UUID[Compendium.cyphersystem-compendium.creatures.ZLDxtrbI1te50O1k]{Mokuren} @UUID[Compendium.cyphersystem-compendium.creatures.2BTNWIpNjjd696xa]{Nuppeppo} @UUID[Compendium.cyphersystem-compendium.creatures.Jo0ULIISkFpZDV85]{Ogre} @UUID[Compendium.cyphersystem-compendium.creatures.obJAuUihAMdRF9j2]{Orc} @UUID[Compendium.cyphersystem-compendium.creatures.KrHZmg9AKHxbGRnk]{Prince(ss) of summer} @UUID[Compendium.cyphersystem-compendium.creatures.axcyoROutmXNdzNk]{Puppet tree} @UUID[Compendium.cyphersystem-compendium.creatures.qT2StUmJ4FDfS2Ji]{Ravage bear} @UUID[Compendium.cyphersystem-compendium.creatures.n54pC87T2nULqbCJ]{Replicant} @UUID[Compendium.cyphersystem-compendium.creatures.qB1fv8beRDJG465z]{Shadow elf} @UUID[Compendium.cyphersystem-compendium.creatures.MQI4Poo9zZKrgKhc]{Skeleton} @UUID[Compendium.cyphersystem-compendium.creatures.nkAvknrgByU2kBSn]{Statue, animate} @UUID[Compendium.cyphersystem-compendium.creatures.E7LZFxUVnPeXLIgX]{Tyrannosaurus rex} @UUID[Compendium.cyphersystem-compendium.creatures.37pnRQFiOHt47hFP]{Vampire} @UUID[Compendium.cyphersystem-compendium.creatures.PIJ3eSbmYUGztjb1]{Vampire, transitional} @UUID[Compendium.cyphersystem-compendium.creatures.QFTQJ4Z4kmHVr23P]{Vat reject} @UUID[Compendium.cyphersystem-compendium.creatures.WsWJRqBjUW1WO1Wp]{Wardroid} @UUID[Compendium.cyphersystem-compendium.creatures.3jAoNYaS0CHUjkqS]{Werewolf} @UUID[Compendium.cyphersystem-compendium.creatures.2nv7KEvkNXsUOykU]{Witch} @UUID[Compendium.cyphersystem-compendium.creatures.Ziw2e08pt2Fc8vHz]{Xenoparasite} @UUID[Compendium.cyphersystem-compendium.creatures.dWvlzVDxmAUQxT7s]{Zombie}

Normal Animals

Unlike many creatures in this chapter, normal animals are simple and understandable enough to be encapsulated by just their level and maybe one or two other stats.

@UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.p7RwEbxxv74Xy0NP]{Bear, black} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.3NRZdgMZXVcEsqWl]{Bear, grizzly} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.JZbErZ6hAgtHrgim]{Dog} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.vmvgLdR7JKdsukCW]{Dog, guard} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.pNEII8Wup8xjZfuA]{Hawk} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.61EndqAjZ2ZZZuS9]{Horse} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.qLFrfE0E9w6BcG48]{Rat} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.RxtZyeRliCY3v9In]{Rattlesnake}

NPCs

The NPCs in this chapter are generic examples of nonplayer characters that can be used in many genres.

Reskinning NPCs: GMs will find that with a few tweaks, a guard can be a modern-day cop, a fantasy caravan guard, or a science fiction drone soldier. This is known as reskinning—making slight changes to existing stats to customize the NPC for your own game.

Health, Not Pools: Remember that NPCs don’t have stat Pools. Instead, they have a characteristic called health. When an NPC takes damage of any kind, the amount is subtracted from its health. Unless described otherwise, an NPC’s health is always equal to its target number. Some NPCs might have special reactions to or defenses against attacks that would normally deal Speed damage or Intellect damage, but unless the NPC’s description specifically explains this, assume that all damage is subtracted from the NPC’s health.

Appropriate Weapons: NPCs use weapons appropriate to their situation, which might be swords and crossbows, knives and shotguns, malefic psychic weapons, blasters and grenades, and so on.

@UUID[Compendium.cyphersystem-compendium.npcs.rnq3fP5XVmqEmZWG]{Assassin} @UUID[Compendium.cyphersystem-compendium.npcs.IXoOu0XGctC51WFn]{Cannibal} @UUID[Compendium.cyphersystem-compendium.npcs.jZT0TZAHaKkZ8kGv]{Crime boss} @UUID[Compendium.cyphersystem-compendium.npcs.17FhJIqwNpdkCE3Q]{Detective} @UUID[Compendium.cyphersystem-compendium.npcs.vamqtdZeooEZTvVA]{Guard} @UUID[Compendium.cyphersystem-compendium.npcs.mIkMohVYFvaiNwZB]{Occultist} @UUID[Compendium.cyphersystem-compendium.npcs.SMQHtX6tTqzNShpA]{Secret agent} @UUID[Compendium.cyphersystem-compendium.npcs.dxKy262U5XR9IQdV]{Thug} @UUID[Compendium.cyphersystem-compendium.npcs.T49YQrtaJRk1stLD]{Wizard, mighty}

","markdown":""},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"ownership":{"default":-1},"flags":{}},{"sort":599952,"name":"Cyphers","type":"text","_id":"xLSayIO5g61IGlUa","title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"

Cyphers are one-use abilities that characters gain over the course of play. They have cool powers that can heal, make attacks, ease or hinder task rolls, or (in a more supernatural and extreme example) produce effects such as nullifying gravity or turning something invisible.

Most cyphers aren’t physical objects—just something useful that happens right when you need it. They might be a burst of insight that allows a character to make a perfectly executed attack, a lucky guess when using a computer terminal, a coincidental distraction that gives you an advantage against an NPC, or a supernatural entity that makes things work out in your favor. In some games, cyphers come in the form of items, like magic potions or bits of alien technology.

Cyphers that don’t have a physical form are called subtle cyphers.

Cyphers that have a physical form are called manifest cyphers.

Regardless of their form, cyphers are single-use effects and are always consumed when used. Unless a cypher’s description says otherwise, it works only for the character who activates it. For example, a PC can’t use an enduring shield cypher on a friend.

Cyphers are a game mechanic designed for frequent discovery and use. PCs can have only a small number of cyphers at any given time, and since they’re always finding more, they’re encouraged to use them at a steady pace.

In theory, the cyphers gained by the PCs are determined randomly. However, the GM can allow PCs to acquire or find them intentionally as well. Cyphers are gained with such regularity that the PCs should feel that they can use them freely. There will always be more, and they’ll have different benefits. This means that in gameplay, cyphers are less like gear or treasure and more like character abilities that the players don’t choose. This leads to fun game moments where a player can say “Well, I’ve got an X that might help in this situation,” and X is always different. X might be an intuitive understanding of the local computer network, a favor from the Faerie Court, an explosive device, a short-range teleporter, or a force field. It might be a powerful magnet or a prayer that will cure disease. It could be anything. Cyphers keep the game fresh and interesting. Over time, characters can learn how to safely carry more and more cyphers at the same time, so cyphers really do seem more like abilities and less like gear.

“Carry” in this sense refers to both subtle cyphers and manifest cyphers, though a PC may not actually carry anything that physically represents the cypher. A character thrown into prison without their equipment might still have subtle cyphers.

Cyphers don’t have to be used to make room for new ones. For subtle cyphers, a character can just use an action to “lose” the cypher, freeing up space to “find” one later (once a subtle cypher is discarded this way, it is gone and can’t be recovered). For manifest cyphers, it’s perfectly acceptable for the PCs to stash one elsewhere for later use; of course, that doesn’t mean it will still be there when they return.

Why Cyphers?

Cyphers are (not surprisingly, based on the name) the heart of the Cypher System. This is because characters in this game have some abilities that rarely or never change and can always be counted on—pretty much like in all games—and they have some abilities that are ever-changing and inject a great deal of variability in play. They are the major reason why no Cypher System game session should ever be dull or feel just like the last session. This week your character can solve the problem by walking through walls, but last time it was because you could create an explosion that could level a city block.

The Cypher System, then, is one where PC abilities are fluid, with the GM and the players both having a role in their choice, their assignment, and their use. Although many things separate the game system from others, this aspect makes it unique, because cyphers recognize the importance and value of two things:

  1. “Treasure,” because character abilities make the game fun and exciting. In fact, in the early days of roleplaying, treasure (usually in the form of magic items found in dungeons) was really the only customization of characters that existed. One of the drives to go out and have adventures is so you can discover cool new things that help you when you go on even more adventures. This is true in many RPGs, but in the Cypher System, it’s built right into the game’s core.

  2. Letting the GM have a hand in determining PC abilities makes the game move more smoothly. Some GMs prefer to roll cyphers randomly, but some do not. For example, giving the PCs a cypher that will allow them to teleport far away might be a secret adventure seed placed by a forward-thinking GM. Because the GM has an idea of where the story is going, they can use cyphers to help guide the path. Alternatively, if the GM is open to it, they can give out cyphers that enable the characters to take a more proactive role (such as teleporting anywhere they want). Perhaps most important, they can do these things without worrying about the long-term ramifications of the ability. A device that lets you teleport multiple times might really mess up the game over the long term. But once? That’s just fun.

Cypher Limits

All characters have a maximum number of cyphers they can have at any one time, determined by their type. If a character ever attempts to carry more, random cyphers instantly disappear until the PC has a number of cyphers equal to their maximum (depending on the genre of the campaign, subtle cyphers may be more or less likely to vanish this way). These vanished cyphers are not recoverable.

Subtle Cyphers

Subtle (nonphysical) cyphers are a way to introduce cyphers into a game without overt “powered stuff”—no potions, alien crystals, or anything of that nature. They’re most useful, perhaps, in a modern or horror setting without obvious fantasy elements. Subtle cyphers are more like the inherent abilities PCs have, adding boosts to Edge, recovering points from Pools, coming up with ideas, and so on. In general, these are commonplace, non-supernatural effects—a subtle cypher wouldn’t create a laser beam or allow a character to walk through a wall. They don’t break the fragile bubble of believability in genres where flashy powers and abilities don’t make a lot of sense.

Subtle cyphers are particularly nice in a genre where the PCs are supposed to be normal people. The cyphers can simply be an expression of innate capabilities in characters that aren’t always dependable. And in many ways, that’s probably more realistic than an ability you can count on with certainty, because in real life, some days you can jump over a fence, and some days you just can’t.

Concepts for subtle cyphers include the following:

Good fortune: Once in a while, things just go your way. You’re in the right place at the right time.

Inspirations: Sometimes you get inspired to do something you’ve never done before and might not be able to do again. Call it adrenaline mixed with the right motivation, or just doing the right thing at the right place at the right time. Who can really define it? Life’s funny that way.

Alien concepts: Complex and utterly inhuman memes enter our world and worm their way into and out of human consciousness. When this happens, it can cause mental distress and disorientation. It can also grant impossible abilities and advantages.

Blessings: In a fantasy world, there are nine gods. Each morning, all intelligent residents of the world pray to one of the gods, and some of the faithful gain a divine blessing. Some people believe that praying to different gods gives you different blessings.

Earworms: You know how some songs pop into your head and just won’t leave? There’s a power to those songs, and the right people know how to harness it. Make the songs disturbing or reminiscent of evil chants, and you’ve got a perfect cypher concept for a horror campaign.

Mysterious transmissions: What’s that buzzing? That mechanical chittering? Those numbers repeating over and over? And why can only some people hear it? A few who are aware of the sounds have learned how to make use of them.

Supernatural powers: Mental or mystical energies constantly shift and change, ebb and flow. But you’ve figured out how to attune your mind to them. There are no physical actions or paraphernalia required—just an inner conduit to the numinous.

Discovering Subtle Cyphers

Since subtle cyphers aren’t physical objects, GMs will need to figure out when to give PCs new ones to replace the ones they have used. The cyphers probably shouldn’t be tied to actions entirely under the characters’ control—in other words, they shouldn’t come as a result of meditation or anything of that nature. Instead, the GM should choose significant points in the story when new cyphers might simply come unbidden to the PCs. In the broader view, this is no different than manifest cyphers placed as treasure in a creature’s lair, a secret cache, or somewhere else for the characters to find. Either way, the GM is picking good spots to “refill” potentially used cypher-based abilities.

Subtle cyphers are often found in groups of one to six (the GM can roll 1d6 to determine the number). The GM might randomly assign the cyphers to each PC who has space for more, or present a selection of cyphers to the group and allow the players to choose which ones they want for their characters. Characters should immediately know what their subtle cyphers do. If a PC activates a healing subtle cypher when they think it’s something to help pick a lock, that’s a waste of a useful character ability.

PCs might be able to obtain subtle cyphers from NPCs or in unusual circumstances as gifts, boons, or blessings, even asking for a particular kind of subtle cypher, such as healing, protection, or skill. For example, PCs who make a donation at a temple of a healing goddess could ask to receive a blessing (subtle cypher) that allows them to speak a healing prayer that restores points to one of their Pools. An NPC wizard who owes the PCs a favor might cast a spell on them that deflects one weapon if they say a magic word. An alien pylon might grant knowledge of a strange mental code that lets a person see in the dark for a few hours.

A PC can also acquire a new subtle cypher by spending 1 XP on one of the following player intrusions:

General cypher: You ask the GM for a general subtle cypher, such as “healing,” “movement,” “defense,” or perhaps something as specific as “flight.” The GM gives you a cypher that meets that description and randomly determines its level. If you don’t have space for this cypher, you immediately lose one of your current cyphers (your choice) and the new cypher takes its place.

Specific cypher: You ask the GM for a specific subtle cypher (such as a curative or stim) of a specific level. Make an Intellect roll with a difficulty equal to the cypher’s level plus 1. If you have had this cypher before, the task is eased. If you fail the roll, you do not gain a cypher. If you succeed, the GM gives you that subtle cypher at that level. If you don’t have space for this new cypher, you immediately lose one of your current cyphers (your choice) and the new cypher takes its place. Whether or not you succeed at the roll, the 1 XP is spent.

Manifest Cyphers

Because manifest cyphers are physical objects, and people are familiar with the idea of finding “treasure” as part of playing an RPG, these kinds of cyphers are easy to get into the hands of the PCs. They are often found in groups of one to six (the GM can roll 1d6 to determine the number), usually because the characters are searching for them. They might be among the possessions of a fallen foe, hidden in a secret room, or scattered amid the wreckage of a crashed starship. The GM can prepare a list ahead of time of what successful searchers find. Sometimes this list is random, and sometimes there is logic behind it. For example, a warlock’s laboratory might contain four different magic potions that the PCs can find.

If the characters search for cyphers, the GM sets the difficulty of the task. It is usually 3 or 4, and scavenging can take fifteen minutes to an hour.

Scavenging is not the only way to obtain manifest cyphers. They can also be given as gifts, traded with merchants, or sometimes purchased in a shop.

Unlike subtle cyphers, characters don’t automatically know what manifest cyphers do. Once the PCs find a manifest cypher, identifying it is a separate task, based on Intellect and modified by knowledge of the topic at hand. In a fantasy setting, that knowledge would probably be magic, but in a science fiction setting, it might be technology. The GM sets the difficulty of the task, but it is usually 1 or 2. Thus, even the smallest amount of knowledge means that cypher identification is automatic. The process takes one to ten minutes. If the PCs can’t identify a cypher, they can bring it to an expert for identification and perhaps trade, if desired.

Manifest Cyphers Duplicating Subtle Cyphers

Lots of overlap exists between what subtle cyphers and manifest cyphers can do. Nearly anything that can be explained as a subtle cypher can just as easily be a magic item, scientific device, or other manifest object. A bit of luck that helps you sneak (a subtle cypher) and a potion that helps you sneak (a manifest cypher) do the exact same thing for a character. One advantage of manifest cyphers is that characters can easily trade them to each other or sell them to NPCs. On the other hand, manifest cyphers can be dropped or stolen, and subtle cyphers can’t.

It’s fine if the GM decides to include both kinds of cyphers in the same game. A horror game could begin with the PCs as normal people with subtle cyphers, but as time goes on, they find one-use spells in occult tomes, weird potions, and bone dust that has strange powers.

Using Cyphers

The action to use a cypher is Intellect based unless described otherwise or logic suggests otherwise. For example, throwing an explosive might be Speed based because the device is physical and not really technical, but using a ray emitter is Intellect based.

Because cyphers are single-use items, cyphers used to make attacks can never be used with the Spray or Arc Spray abilities that some characters might have. They are never treated as rapid-fire weapons.

Identified manifest cyphers can be used automatically. Once a manifest cypher is activated, if it has an ongoing effect, that effect applies only to the character who activated the cypher. A PC can’t activate a cypher and then hand it to another character to reap the benefits.

A character can attempt to use a manifest cypher that has not been identified; this is usually an Intellect task using the cypher’s level. Failure might mean that the PC can’t figure out how to use the cypher or that they use it incorrectly (GM’s discretion). Of course, even if the PC activates the unidentified cypher, they have no idea what its effect will be.

Cyphers are meant to be used regularly and often. If PCs are hoarding or saving their cyphers, feel free to give them a reason to put the cyphers into play.

Cypher Levels and Effects

All cyphers have a level and an effect. The level sometimes determines an aspect of the cypher’s power (how much damage it inflicts, for example) but otherwise it only determines the general efficacy, the way level works with any object. The Level entry for a cypher is usually a die roll, sometimes with a modifier, such as 1d6 or 1d6 + 4. The GM can roll to determine the cypher’s level, or can allow the player to roll when they receive the cypher.

Normal and Fantastic Effects

Cypher effects fall into two categories: normal and fantastic. Normal effects are things that could reasonably happen or be explained in the normal physical world we’re familiar with. Fantastic effects are things that can’t. A normal person could hit a target 240 feet (73 m) away with a football, quickly get over a cold, run across a tightrope, or multiply two two-digit numbers in their head. These tasks are difficult, but possible. A normal person can’t throw an armored car, regrow a severed arm, create a robot out of thin air, or control gravity with their mind. These tasks are impossible according to the world as we know it. Cypher effects are either normal (possible) or fantastic (impossible according to the world as we know it).

Normal cypher effects should be available to PCs regardless of the genre of your game. It’s perfectly reasonable for a modern, fantasy, horror, science fiction, or superhero PC to have a cypher that gives them a one-use bonus on an attack or skill task, lets them take a quick breather to recover a few points in a Pool, or helps them focus their will to avoid distractions or fatigue.

Fantastic cypher effects should be limited to games where magic, technology, or other factors stretch the definition of “impossible.” A cypher that turns a corpse into a zombie is out of place in a non-fantastic modern game, but is perfectly reasonable for a fantasy, science fiction, or superhero game, or even a horror game where zombies exist, as long as the GM decides there is an appropriate story explanation for it. The zombie cypher might be a necromantic spell in a fantasy or superhero game, a code that activates a swarm of nanobots in a science fiction game, or a virus in a horror game. The rules categorize some cypher effects as fantastic to help the GM decide whether to exclude cyphers that don’t fit the game they’re running. For example, it is appropriate for a GM running a zombie horror survival game set in 1990s Georgia to allow the zombie-creating cypher but not a teleportation cypher, because creating a zombie is a fantastic effect that fits the setting and teleportation isn’t.

Fantastic cyphers can be subtle or manifest.

Optional Rule: Normal Cyphers Duplicating Fantastic Effects

If the GM and players are willing to stretch their imaginations a bit, it’s possible to include some fantastic cypher effects in a game where only normal cypher effects should exist, even if the PCs are only using subtle cyphers. The player using the cypher just needs to come up with a practical, realistic explanation for how the fantastic result occurred (perhaps with a much shorter or reduced effect than what’s described in the cypher text).

For example, a PC with a phase changer who is trapped in a prison cell could say that instead of physically phasing through the wall, using the cypher means they find a long-forgotten secret door connected to a narrow hallway leading to safety. A PC with a fire detonation could say they notice a can of paint thinner in the room, kick it over, and throw a table lamp into the spill, creating a spark and a momentary burst of harmful flames. A PC with a monoblade could say they spot structural flaws in an opponent’s armor, allowing them to attack for the rest of that combat in such a way that the foe’s Armor doesn’t count.

These interpretations of fantastic cyphers in a non-fantastic setting require player ingenuity and GM willingness to embrace creative solutions (similar to players using player intrusions to make a change in the game world). The GM always has the right to veto the explanation for the fantastic effect, allowing the player to choose a different action instead of using the fantastic cypher.

Manifest Cypher Forms

None of the manifest cyphers in this chapter have a stated physical form. The entries don’t tell you if something is a potion, a pill, or a device you hold in your hands because that sort of detail varies greatly from genre to genre. Are they magic? Are they tech? Are they symbiotic creatures with programmed DNA? That’s up to the GM. It’s flavor, not mechanics. It’s as important or unimportant as the style of an NPC’s hair or the color of the car the bad guys are driving. In other words, it’s the kind of thing that is important in a roleplaying game, but at the same time doesn’t actually change anything (and RPGs have a lot of things like that, if you think about it).

A manifest cypher’s physical form can be anything at all, but there are some obvious choices based on genre. The GM can design a setting that uses just one type—for example, a magical world where all cyphers are potions made by faeries. Or they can use many types, perhaps mixing them from different genres. Some suggestions include the following.

Fantasy/Fairy Tale: Potions, scrolls, runeplates, tattoos, charms, powders, crystals, books with words of power.

Modern/Romance: Drugs (injections, pills, inhalants), viruses, smartphone apps.

Science Fiction/Post-Apocalyptic: Drugs (injections, pills, inhalants), computer programs, crystals, gadgets, viruses, biological implants, mechanical implants, nanotechnological injections.

Horror: Burrowing worms or insects, pages from forbidden books, horrific images.

Superhero: Forms from all the other genres.

Cypher Tables

@UUID[Compendium.cyphersystem-compendium.cypher-roll-tables.Bn74yPIGZJTwA9yO]{Manifest Cypher Table} @UUID[Compendium.cyphersystem-compendium.cypher-roll-tables.yXkmPLGNM6UH5nkx]{Subtle Cypher Table} @UUID[Compendium.cyphersystem-compendium.cypher-roll-tables.tAjYZpL0GKkROZpR]{Fantastic Cypher Table}

A Listing of Various Cyphers

All cyphers in this section may be manifest cyphers. It is the GM’s discretion whether a particular cypher can be a subtle cypher, and that decision usually depends on the setting. (The tables indicating subtle, manifest, and fantastic cyphers are just suggestions for a typical campaign setting.)

@UUID[Compendium.cyphersystem-compendium.cyphers.nB8zfVWuIB1VvHGl]{Adhesion} @UUID[Compendium.cyphersystem-compendium.cyphers.gXzG3cEX6b15T7fh]{Age taker} @UUID[Compendium.cyphersystem-compendium.cyphers.ss48CDstie5AjXsb]{Analeptic} @UUID[Compendium.cyphersystem-compendium.cyphers.kgft4WfHxO9r06wb]{Antivenom} @UUID[Compendium.cyphersystem-compendium.cyphers.KZ2X27pebWbEvQXQ]{Armor reinforcer} @UUID[Compendium.cyphersystem-compendium.cyphers.uqL6JmysWKztajSP]{Attractor} @UUID[Compendium.cyphersystem-compendium.cyphers.FfAhElBEyjyd4E17]{Banishing} @UUID[Compendium.cyphersystem-compendium.cyphers.bxWMBr5i7Lfxid9Q]{Best tool} @UUID[Compendium.cyphersystem-compendium.cyphers.dymzqQ69RJGT8TEs]{Blackout} @UUID[Compendium.cyphersystem-compendium.cyphers.z7B2LxlcLfLMkTFw]{Blinking} @UUID[Compendium.cyphersystem-compendium.cyphers.vji8MXWxGxr3A9jp]{Burst of speed} @UUID[Compendium.cyphersystem-compendium.cyphers.WIDPRS1tIpL3pa5F]{Catholicon} @UUID[Compendium.cyphersystem-compendium.cyphers.k8SHSyIu2KzAZja7]{Chemical factory} @UUID[Compendium.cyphersystem-compendium.cyphers.o4AITObjEyBSsjR1]{Comprehension} @UUID[Compendium.cyphersystem-compendium.cyphers.88PKQNeHojZRVZLd]{Condition remover} @UUID[Compendium.cyphersystem-compendium.cyphers.cjFun20hsxOrU4UF]{Contingent activator} @UUID[Compendium.cyphersystem-compendium.cyphers.8NupmDC7tXJhHdy3]{Controlled blinking} @UUID[Compendium.cyphersystem-compendium.cyphers.ewaouF5H001ecJI2]{Curative} @UUID[Compendium.cyphersystem-compendium.cyphers.J2uXPzk3Q3o9Fwpe]{Curse bringer} @UUID[Compendium.cyphersystem-compendium.cyphers.IxserEHDalfrzdvG]{Darksight} @UUID[Compendium.cyphersystem-compendium.cyphers.7ZAyXJ8gyV4ao0wO]{Death bringer} @UUID[Compendium.cyphersystem-compendium.cyphers.DRkKlxg4WKwUgl7T]{Density} @UUID[Compendium.cyphersystem-compendium.cyphers.GxcYZVXI0R3cMeMp]{Detonation} @UUID[Compendium.cyphersystem-compendium.cyphers.bzGwdlL0ZLPsxK9v]{Detonation (creature)} @UUID[Compendium.cyphersystem-compendium.cyphers.Z5An8np1ZHSTSWet]{Detonation (dessicating)} @UUID[Compendium.cyphersystem-compendium.cyphers.RkOFWVFfuWHSGBVf]{Detonation (flash)} @UUID[Compendium.cyphersystem-compendium.cyphers.GPk5tYAHThxyIj6p]{Detonation (gravity inversion)} @UUID[Compendium.cyphersystem-compendium.cyphers.0WWb6gMnrICVA77C]{Detonation (gravity)} @UUID[Compendium.cyphersystem-compendium.cyphers.VhbqMkTUgBS24ZV8]{Detonation (massive)} @UUID[Compendium.cyphersystem-compendium.cyphers.FaQAOTHsz8kAwYva]{Detonation (matter disruption)} @UUID[Compendium.cyphersystem-compendium.cyphers.54PPya95rv4yA3O5]{Detonation (pressure)} @UUID[Compendium.cyphersystem-compendium.cyphers.DuYwDKUWCozANHfi]{Detonation (singularity)} @UUID[Compendium.cyphersystem-compendium.cyphers.hIxIA4943U1u3a9M]{Detonation (sonic)} @UUID[Compendium.cyphersystem-compendium.cyphers.PIuFZaZUI84aZvSj]{Detonation (spawn)} @UUID[Compendium.cyphersystem-compendium.cyphers.bIcebdBZfthtc7gn]{Detonation (web)} @UUID[Compendium.cyphersystem-compendium.cyphers.q5zVuR0m6OyMBS3o]{Disarm} @UUID[Compendium.cyphersystem-compendium.cyphers.wRrdISsr5cmCYZX1]{Disguise module} @UUID[Compendium.cyphersystem-compendium.cyphers.FItOrZq5fp17b99h]{Disrupting} @UUID[Compendium.cyphersystem-compendium.cyphers.dYPtdYIVh8Fw2j0I]{Eagleseye} @UUID[Compendium.cyphersystem-compendium.cyphers.wlbjzEJE7xJQejRu]{Effect resistance} @UUID[Compendium.cyphersystem-compendium.cyphers.NeLV59uT8r0aOBYv]{Effort enhancer (combat)} @UUID[Compendium.cyphersystem-compendium.cyphers.Sq85TkiuqKKZEcZa]{Effort enhancer (noncombat)} @UUID[Compendium.cyphersystem-compendium.cyphers.29q4icxpIjmPru2K]{Enduring shield} @UUID[Compendium.cyphersystem-compendium.cyphers.40DQrFLuDX017odb]{Equipment cache} @UUID[Compendium.cyphersystem-compendium.cyphers.h5TSiPn7BeeIobmN]{Farsight} @UUID[Compendium.cyphersystem-compendium.cyphers.oNuUwELrZDJY1mIf]{Fireproofing} @UUID[Compendium.cyphersystem-compendium.cyphers.fl9zbMTjxj8vy6kJ]{Flame-retardant wall} @UUID[Compendium.cyphersystem-compendium.cyphers.SJDuyxdMrDv6FaGy]{Force cube} @UUID[Compendium.cyphersystem-compendium.cyphers.dQligdNAYAr6wWdE]{Force field} @UUID[Compendium.cyphersystem-compendium.cyphers.uBDH4lBnOxOXh5CF]{Force screen projector} @UUID[Compendium.cyphersystem-compendium.cyphers.m3NxCCUGiLIKIJNw]{Force shield projector} @UUID[Compendium.cyphersystem-compendium.cyphers.w96EvfwEri9x5Mct]{Friction reducer} @UUID[Compendium.cyphersystem-compendium.cyphers.R88ueN5kMGSameYW]{Frigid wall} @UUID[Compendium.cyphersystem-compendium.cyphers.4L0etvDYulpV4ksR]{Gas bomb} @UUID[Compendium.cyphersystem-compendium.cyphers.pNqglMkBswKP2ICu]{Gravity nullifier} @UUID[Compendium.cyphersystem-compendium.cyphers.vk0FLEfC4YB7dbQs]{Gravity-nullifying application} @UUID[Compendium.cyphersystem-compendium.cyphers.aeBDWdPvxdfj3pfs]{Heat attack} @UUID[Compendium.cyphersystem-compendium.cyphers.7zM8O87dW3jbTnU6]{Hunter/seeker} @UUID[Compendium.cyphersystem-compendium.cyphers.CtZSjgL4ckxcKYUP]{Image projector} @UUID[Compendium.cyphersystem-compendium.cyphers.ReuRZASIsUHgdhEg]{Inferno wall} @UUID[Compendium.cyphersystem-compendium.cyphers.XX53GbhoCBiHS6ks]{Infiltrator} @UUID[Compendium.cyphersystem-compendium.cyphers.AitEjkvspLX688ye]{Information sensor} @UUID[Compendium.cyphersystem-compendium.cyphers.x7qSUmMgvNqV0Ugn]{Instant servant} @UUID[Compendium.cyphersystem-compendium.cyphers.sJVUfXvSJucHYari]{Instant shelter} @UUID[Compendium.cyphersystem-compendium.cyphers.Y6EVgmva4C9tPihv]{Intellect booster} @UUID[Compendium.cyphersystem-compendium.cyphers.udWLm1XDgVieMEDu]{Intelligence enhancement} @UUID[Compendium.cyphersystem-compendium.cyphers.5tLchT3lzBveqkxp]{Knowledge enhancement} @UUID[Compendium.cyphersystem-compendium.cyphers.WXP9irBlSYL49O46]{Lightning wall} @UUID[Compendium.cyphersystem-compendium.cyphers.MTgWJDJa0xrNOUMa]{Machine control} @UUID[Compendium.cyphersystem-compendium.cyphers.Kn3VvkesD5GVq0iI]{Magnetic attack drill} @UUID[Compendium.cyphersystem-compendium.cyphers.yYUMQ6PEMdyJsi6u]{Magnetic master} @UUID[Compendium.cyphersystem-compendium.cyphers.6ccQDO1fUZfF3qdo]{Magnetic shield} @UUID[Compendium.cyphersystem-compendium.cyphers.3ww0ueljUh3Fu4WN]{Manipulation beam} @UUID[Compendium.cyphersystem-compendium.cyphers.E3QMkfRIuJeWQh76]{Matter transference ray} @UUID[Compendium.cyphersystem-compendium.cyphers.zqv51NhAhlMBm2lG]{Meditation aid} @UUID[Compendium.cyphersystem-compendium.cyphers.rAka1a1rfa6U9ejN]{Memory switch} @UUID[Compendium.cyphersystem-compendium.cyphers.GS3GUtjmhIYxF8vb]{Mental scrambler} @UUID[Compendium.cyphersystem-compendium.cyphers.y710ojHG9JfbAHXq]{Metal death} @UUID[Compendium.cyphersystem-compendium.cyphers.9MBc2aywmCotLHZs]{Mind meld} @UUID[Compendium.cyphersystem-compendium.cyphers.f9o3v4yUbE2rOvkA]{Mind stabilizer} @UUID[Compendium.cyphersystem-compendium.cyphers.sgjAHLqFtHWLzSeV]{Mind-restricting wall} @UUID[Compendium.cyphersystem-compendium.cyphers.qyafaJwEsqCVU5ht]{Monoblade} @UUID[Compendium.cyphersystem-compendium.cyphers.adjHowuCfAqznUtV]{Monohorn} @UUID[Compendium.cyphersystem-compendium.cyphers.nH3BFfduw18UhsrN]{Motion sensor} @UUID[Compendium.cyphersystem-compendium.cyphers.ExszgFle5nmrHPSR]{Null field} @UUID[Compendium.cyphersystem-compendium.cyphers.yjjqWOig22fCfvyg]{Nullification ray} @UUID[Compendium.cyphersystem-compendium.cyphers.olA86ZssOHAVcyP5]{Nutrition and hydration} @UUID[Compendium.cyphersystem-compendium.cyphers.NCqhAMpNrf26KCkC]{Perfect memory} @UUID[Compendium.cyphersystem-compendium.cyphers.pMUiPSVOb2VPa79t]{Perfection} @UUID[Compendium.cyphersystem-compendium.cyphers.erJlxWAzYxAbBQ3n]{Personal environment field} @UUID[Compendium.cyphersystem-compendium.cyphers.q94YaFRPnpA4Vbt0]{Phase changer} @UUID[Compendium.cyphersystem-compendium.cyphers.orMNNP5kLwGszIWW]{Phase disruptor} @UUID[Compendium.cyphersystem-compendium.cyphers.I1UIJPrkDAtfdvkn]{Poison (emotion)} @UUID[Compendium.cyphersystem-compendium.cyphers.ab9oUkAc67kwQMu2]{Poison (explosive)} @UUID[Compendium.cyphersystem-compendium.cyphers.TqA7pzI1VOquoZrC]{Poison (mind controlling)} @UUID[Compendium.cyphersystem-compendium.cyphers.LT8pmimmThAbwOL7]{Poison (mind disrupting)} @UUID[Compendium.cyphersystem-compendium.cyphers.WKHeAOo07TN0Waqi]{Psychic communique} @UUID[Compendium.cyphersystem-compendium.cyphers.NGMhAxHPKXqxyarE]{Radiation spike} @UUID[Compendium.cyphersystem-compendium.cyphers.yxlZQszosCzyRvSM]{Ray emitter} @UUID[Compendium.cyphersystem-compendium.cyphers.kl7d13qf7si94eU0]{Ray emitter (command)} @UUID[Compendium.cyphersystem-compendium.cyphers.TvIMvUr69aOV5DnE]{Ray emitter (fear)} @UUID[Compendium.cyphersystem-compendium.cyphers.7lZj0lmBqmrz41mZ]{Ray emitter (friend slaying)} @UUID[Compendium.cyphersystem-compendium.cyphers.LHL022Qn3YRfXYU4]{Ray emitter (mind disrupting)} @UUID[Compendium.cyphersystem-compendium.cyphers.NbYGmZjDHMEmmfDL]{Ray emitter (numbing)} @UUID[Compendium.cyphersystem-compendium.cyphers.sodipYPbrbjALaH2]{Ray emitter (paralysis)} @UUID[Compendium.cyphersystem-compendium.cyphers.RSQzv6fY9P8vLQSh]{Reality spike} @UUID[Compendium.cyphersystem-compendium.cyphers.kgflNP6FVsspfutd]{Reflex enhancer} @UUID[Compendium.cyphersystem-compendium.cyphers.sdd3hhCzs5N0ZqP0]{Rejuvenator} @UUID[Compendium.cyphersystem-compendium.cyphers.8RpaNEaONagWqTTE]{Remembering} @UUID[Compendium.cyphersystem-compendium.cyphers.waaI5OVVCpZC7NLT]{Remote viewer} @UUID[Compendium.cyphersystem-compendium.cyphers.agDsGHiI4x9A0X0J]{Repair unit} @UUID[Compendium.cyphersystem-compendium.cyphers.qOLNoDFQpXZhsbCE]{Repeater} @UUID[Compendium.cyphersystem-compendium.cyphers.MycMQnAtFVkx7xjm]{Repel} @UUID[Compendium.cyphersystem-compendium.cyphers.lN1Qw9izMoo3NSbj]{Retaliation} @UUID[Compendium.cyphersystem-compendium.cyphers.zb8P9KDZaQ0j1exJ]{Secret} @UUID[Compendium.cyphersystem-compendium.cyphers.BmQhgfCQMQpMkwzg]{Sheen} @UUID[Compendium.cyphersystem-compendium.cyphers.hh2zZUmsmHCEUi8t]{Shock attack} @UUID[Compendium.cyphersystem-compendium.cyphers.EMaQ9DgLEL4DkPKD]{Shocker} @UUID[Compendium.cyphersystem-compendium.cyphers.ucJ3400aQrIR73I5]{Skill boost} @UUID[Compendium.cyphersystem-compendium.cyphers.4Bhy1bp5s8LqJR6r]{Slave maker} @UUID[Compendium.cyphersystem-compendium.cyphers.yqc7dFfKI5CTH81u]{Sleep inducer} @UUID[Compendium.cyphersystem-compendium.cyphers.k2hOy8OzSxgmhlIc]{Sniper module} @UUID[Compendium.cyphersystem-compendium.cyphers.9iFJZJ2Plks6CY7g]{Solvent} @UUID[Compendium.cyphersystem-compendium.cyphers.RhpzlF2Olodtf9J5]{Sonic hole} @UUID[Compendium.cyphersystem-compendium.cyphers.kBuARKz133ENxC8s]{Sound dampener} @UUID[Compendium.cyphersystem-compendium.cyphers.9SAuP9To5rJFzGR5]{Spatial warp} @UUID[Compendium.cyphersystem-compendium.cyphers.vs0hACATS83S9qUV]{Speed boost} @UUID[Compendium.cyphersystem-compendium.cyphers.O3yE0thccVVxTIiR]{Spy} @UUID[Compendium.cyphersystem-compendium.cyphers.FhWwzSoVBPzRfGch]{Stasis keeper}@UUID[Compendium.cyphersystem-compendium.cyphers.yazxGwqNVgyQGOPy]{Stim} @UUID[Compendium.cyphersystem-compendium.cyphers.exM6Flwc1g5UuC0q]{Strength boost} @UUID[Compendium.cyphersystem-compendium.cyphers.tSjCuPBJ8j8pIKqx]{Strength enhancer} @UUID[Compendium.cyphersystem-compendium.cyphers.E1GNoFsIMME2xcx8]{Subdual field} @UUID[Compendium.cyphersystem-compendium.cyphers.yeSsoCybAMSvVkSs]{Telepathy} @UUID[Compendium.cyphersystem-compendium.cyphers.VljAPSeYkXKcIkEd]{Teleporter (bounder)} @UUID[Compendium.cyphersystem-compendium.cyphers.4OErRBLP8HYZAnFc]{Teleporter (interstellar)} @UUID[Compendium.cyphersystem-compendium.cyphers.NWJ7mAY1VcxRBTaL]{Teleporter (planetary)} @UUID[Compendium.cyphersystem-compendium.cyphers.SKZrMCk2llIoKiU9]{Teleporter (traveler)} @UUID[Compendium.cyphersystem-compendium.cyphers.4bRwVWF2KHdSZOgh]{Temporal viewer} @UUID[Compendium.cyphersystem-compendium.cyphers.Q0Lj9McM3BanRLQ6]{Time dilation (defensive)} @UUID[Compendium.cyphersystem-compendium.cyphers.66kpaEIObWuovj11]{Time dilation (offensive)} @UUID[Compendium.cyphersystem-compendium.cyphers.ad7NVyxLv9YECCem]{Tissue regeneration} @UUID[Compendium.cyphersystem-compendium.cyphers.t2QXZKVmfQViAo4T]{Tracer} @UUID[Compendium.cyphersystem-compendium.cyphers.TFKQbAknncq4lMEV]{Trick embedder} @UUID[Compendium.cyphersystem-compendium.cyphers.sgBfROg7iUCCezZ8]{Uninterruptible power source} @UUID[Compendium.cyphersystem-compendium.cyphers.IVYgnh80vNTZ9gBf]{Vanisher} @UUID[Compendium.cyphersystem-compendium.cyphers.RcrVpX6UxbD3zTmR]{Visage changer} @UUID[Compendium.cyphersystem-compendium.cyphers.gSXLLLHYFumCsOAo]{Visual displacement device} @UUID[Compendium.cyphersystem-compendium.cyphers.0VkKJcPSO7Scn7Ef]{Vocal translator} @UUID[Compendium.cyphersystem-compendium.cyphers.SXrPkUbwR5IO6305]{Warmth} @UUID[Compendium.cyphersystem-compendium.cyphers.dHgtyDuK0uFBorWI]{Water adapter} @UUID[Compendium.cyphersystem-compendium.cyphers.vLodMbLfeliPpaol]{Weapon enhancement} @UUID[Compendium.cyphersystem-compendium.cyphers.uxXNL4ApwvCgvFAw]{Wings} @UUID[Compendium.cyphersystem-compendium.cyphers.ULHBUzdVa1eFiON2]{X-ray viewer} @UUID[Compendium.cyphersystem-compendium.cyphers.spdFY0JgxGdNMV7N]{Zero point field}

Power Boost Cyphers

These cyphers increase, modify, or improve a character’s existing powers. A burst boost cypher, for example, allows someone with the Bears a Halo of Fire focus to create a blast of fire in all directions, one time. Imagine this as being a fire-using superhero’s ability to “go nova.”

Power boost cyphers affect one use of a character’s abilities but do not require an action. Their use is part of the action that they affect.

Power boost cyphers are a special type of cypher. In some Cypher System games, they may be inappropriate, and in others, they may be the main (or only) type of cypher available, as determined by the GM. They can be either subtle or manifest.

@UUID[Compendium.cyphersystem-compendium.cyphers-power-boost.nlHGkmRztJaDi3Dj]{Area boost} @UUID[Compendium.cyphersystem-compendium.cyphers-power-boost.POLUtosUa7awAfW4]{Burst boost} @UUID[Compendium.cyphersystem-compendium.cyphers-power-boost.GEL5LkJCiQqEH1Nf]{Damage boost} @UUID[Compendium.cyphersystem-compendium.cyphers-power-boost.bEZrdVBmpzu4m3b8]{Efficacy boost (major)} @UUID[Compendium.cyphersystem-compendium.cyphers-power-boost.MLE2eQwkzrz9tVSC]{Efficacy boost (minor)} @UUID[Compendium.cyphersystem-compendium.cyphers-power-boost.xc7bsHHbEM84KLa9]{Energy boost} @UUID[Compendium.cyphersystem-compendium.cyphers-power-boost.AOWfJoOCbvwr9puF]{Range boost} @UUID[Compendium.cyphersystem-compendium.cyphers-power-boost.21qrMjA9SQFvWfkp]{Target boost}

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Setting Difficulty Ratings

The GM’s most important overall tasks are setting the stage and guiding the story created by the group (not the one created by the GM ahead of time). But setting difficulty is the most important mechanical task the GM has in the game. Although there are suggestions throughout this chapter for various difficulty ratings for certain actions, there is no master list of the difficulty for every action a PC can take. Instead, the Cypher System is designed with the “teach a person to fish” style of good game mastering in mind. (If you don’t know what that means, it comes from the old adage “Give a person a fish and they’ll eat for a day. Teach a person to fish and they’ll eat for a lifetime.” The idea is not to give GMs a ton of rules to memorize or reference, but to teach them how to make their own logical judgment calls.) Of course, most of the time, it’s not a matter of exact precision. If you say the difficulty is 3 and it “should” have been 4, the world’s not over.

For the most part, it really is as simple as rating something on a scale of 1 to 10, 1 being incredibly easy and 10 being basically impossible. The guidelines in the Task Difficulty table should help put you in the right frame of mind for assigning difficulty to a task.

For example, we make the distinction between something that most people can do and something that trained people can do. In this case, “normal” means someone with absolutely no training, talent, or experience—imagine your ne’er-do-well, slightly overweight uncle trying a task he’s never tried before. “Trained” means the person has some level of instruction or experience but is not necessarily a professional.

With that in mind, think about the act of balance. With enough focus, most people can walk across a narrow bridge (like a fallen tree trunk). That suggests it is difficulty 2. However, walking across a narrow plank that’s only 3 inches (8 cm) wide? That’s probably more like difficulty 3. Now consider walking across a tightrope. That’s probably difficulty 5—a normal person can manage that only with a great deal of luck. Someone with some training can give it a go, but it’s still hard. Of course, a professional acrobat can do it easily. Consider, however, that the professional acrobat is specialized in the task, making it difficulty 3 for them. They probably are using Effort as well during their performance.

Let’s try another task. This time, consider how hard it might be to remember the name of the previous leader of the village where the character lives. The difficulty might be 0 or 1, depending on how long ago they were the leader and how well known they were. Let’s say it was thirty years ago and they were only mildly memorable, so it’s difficulty 1. Most people remember them, and with a little bit of effort, anyone can come up with their name. Now let’s consider the name of the leader’s daughter. That’s much harder. Assuming the daughter wasn’t famous in her own right, it’s probably difficulty 4. Even people who know a little about local history (that is to say, people who are trained in the subject) might not be able to remember it. But what about the name of the pet dog owned by the daughter’s spouse? That’s probably impossible. Who’s going to remember the name of an obscure person’s pet from thirty years ago? Basically no one. However, it’s not forbidden knowledge or a well-guarded secret, so it sounds like difficulty 7. Difficulty 7 is the rating that means “No one can do this, yet some people still do.” It’s not the stuff of legend, but it’s something you would assume people can’t do. When you think there’s no way you can get tickets for a sold-out concert, but somehow your friend manages to score a couple anyway, that’s difficulty 7. (See the next section for more on difficulties 7, 8, 9, and 10.)

If you’re talking about a task, ideally the difficulty shouldn’t be based on the character performing the task. Things don’t get inherently easier or harder depending on who is doing them. However, the truth is, the character does play into it as a judgment call. If the task is breaking down a wooden door, an 8-foot-tall (2 m) automaton made of metal with nuclear-driven motors should be better at breaking it down than an average human would be, but the task rating should be the same for both. Let’s say that the automaton’s nature effectively gives it two levels of training in such tasks. Thus, if the door has a difficulty rating of 4, but the automaton is specialized and reduces the difficulty to 2, it has a target number of 6. The human has no such specialization, so the difficulty remains 4, and the person has a target number of 12. However, when you set the difficulty of breaking down the door, don’t try to take all those differences into account. The GM should consider only the human because the Task Difficulty table is based on the ideal of a “normal” person, a “trained” person, and so on. It’s humanocentric.

Most characters probably are willing to use one or two levels of Effort on a task, and they might have an appropriate skill or asset to decrease the difficulty by a step. That means that a difficulty 4 task will often be treated as difficulty 2 or even 1, and those are easy rolls to make. Don’t hesitate, then, to pull out higher-level difficulties. The PCs can rise to the challenge, especially if they are experienced.

The Impossible Difficulties

Difficulties 7, 8, 9, and 10 are all technically impossible. Their target numbers are 21, 24, 27, and 30, and you can’t roll those numbers on a d20 no matter how many times you try. Consider, however, all the ways that a character can reduce difficulty. If someone spends a little Effort or has some skill or help, it brings difficulty 7 (target number 21) into the range of possibility—difficulty 6 (target number 18). Now consider that they have specialization, use a lot of Effort, and have help. That might bring the difficulty down to 1 or even 0 (reducing it by two steps from training and specialization, three or four steps from Effort, and one step from the asset of assistance). That practically impossible task just became routine. A fourth-tier character can and will do this—not every time, due to the cost, but perhaps once per game session. You have to be ready for that. A well-prepared, motivated sixth-tier character can do that even with a difficulty 10 task. Again, they won’t do it often (they’d have to apply six levels of Effort, and even with an Edge of 6 that would cost 7 points from their Pool, and that’s assuming they’re specialized and have two levels of assets), but it can happen if they’re really prepared for the task (being specialized and maxed out in asset opportunities reduces the difficulty by four more steps). That’s why sixth-tier characters are at the top of their field, so to speak.

False Precision

One way to look at difficulty is that each step of difficulty is worth 3 on the die. That is to say, hinder the task by one step, and the target number rises by 3. Ease the task by one step, and the target number is lowered by 3. Those kinds of changes are big, meaty chunks. Difficulty, as a game mechanic, is not terribly precise. It’s measured in large portions. You never have a target number of 13 or 14, for example—it’s always 3, 6, 9, 12, 15, and so on. (Technically, this is not true. If a character adds 1 to a d20 roll for some reason, it changes a target number of 15 to 14. But this is not worth much discussion.)

Imprecision is good in this case. It would be false precision to say that one lock has a target number of 14 and another has a target number of 15. What false precision means in this context is that it would be a delusion to think we can be that exact. Can you really say that one lock is 5% easier to pick than another? And more important, even if you could, is the difference worth noting? It’s better to interact with the world in larger, more meaningful chunks than to try to parse things so carefully. If we tried to rate everything on a scale of 1 to 30 (using target numbers and not difficulty), we’d start to get lost in the proverbial weeds coming up with a meaningful distinction between something rated as an 8 and something rated as a 9 on that scale.

Routine Actions

Don’t hesitate to make actions routine. Don’t call for die rolls when they’re not really needed. Sometimes GMs fall into the trap illustrated by this dialogue:

GM: What do you do?

Player: I _________.

GM: Okay, give me a roll.

That’s not a good instinct—at least, not for the Cypher System. Players should roll when it’s interesting or exciting. Otherwise, they should just do what they do. If the PCs tie a rope around something and use it to climb down into a pit, you could ask for tying rolls, climbing rolls, and so on, but why? Just to see if they roll terribly? So the rope can come undone at the wrong time, or a character’s hand can slip? Most of the time, that makes players feel inadequate and isn’t a lot of fun. A rope coming undone in the middle of an exciting chase scene or a battle can be a great complication (and that’s what GM intrusions are for). A rope coming undone in the middle of a simple “getting from point A to point B” scene only slows down gameplay. The real fun—the real story—is down in the pit. So get the PCs down there.

There are a million exceptions to this guideline, of course. If creatures are throwing poisoned darts at the PCs while they climb, that might make things more interesting and require a roll. If the pit is filled with acid and the PCs must climb halfway down, pull a lever, and come back up, that’s a situation where you should set difficulty and perhaps have a roll. If a PC is near death, carrying a fragile item of great importance, or something similar, climbing down the rope is tense, and a roll might add to the excitement. The important difference is that these kinds of complications have real consequences.

On the flip side, don’t be afraid to use GM intrusion on routine actions if it makes things more interesting. Walking up to the king in his audience chamber in the middle of a ceremony only to trip on a rug? That could have huge ramifications for the character and the story.

Other Ways to Judge Difficulty

Rating things on a scale of 1 to 10 is something that most people are very familiar with. You can also look at it as rating an object or creature on a similar scale, if that’s easier. In other words, if you don’t know how hard it would be to climb a particular cliff face, think of it as a creature the PCs have to fight. What level would the creature be? You could look in the Creatures chapter and say “I think this wall should be about as difficult to deal with as a demon. A demon is level 5, so the task of climbing the wall will be difficulty 5.” That’s a weird way to do it, perhaps, but it’s fairly straightforward. And if you’re the kind of GM who thinks in terms of “How tough will this fight be?” then maybe rating tasks as creatures or NPCs to fight isn’t so strange after all. It’s just another way to relate to them. The important thing is that they’re on the same scale. Similarly, if the PCs have to tackle a knowledge task—say, trying to determine if they know where a caravan is headed based on its tracks—you could rate the task in terms of an object. If you’re used to rating doors or other objects that the PCs have broken through recently, the knowledge task is just a different kind of barrier to bust through.

Everything in the Cypher System—characters, creatures, objects, tasks, and so on—has a level. It might be called a tier or a difficulty instead of a level, but ultimately it’s a numerical rating system used to compare things. Although you have to be careful about drawing too many correlations—a first-tier character isn’t easily compared to a difficulty 1 wall or a level 1 animal—the principle is the same. Everything can be rated and roughly compared to everything else in the world. (It works best to take PCs out of this equation. For example, you shouldn’t try to compare a PC’s tier to a wall’s level. Character tiers are mentioned here only for completeness.)

Last, if your mind leans toward statistics, you can look at difficulty as a percentage chance. Every number on the d20 is a 5% increment. For example, you have a 5% chance of rolling a 1. You have a 10% chance of rolling a 1 or a 2. Thus, if you need to roll a 12 or higher, you have a 45% chance of success. (A d20 has nine numbers that are 12 or higher: 12, 13, 14, 15, 16, 17, 18, 19, and 20. And 9 × 5 equals 45.)

For some people, it’s easier to think in terms of a percentage chance. A GM might think “She has about a 30% chance to know that fact about geography.” Each number on a d20 is a 5% increment, and it takes six increments to equal 30%, so there are six numbers that mean the PC succeeds: 15, 16, 17, 18, 19, and 20. Thus, since the player has to roll 15 or higher, that means the target number is 15. (And that means the task is level 5, but if you’ve already determined the target number, you likely don’t care about the level.)

Advantages to This System

  1. The GM makes measured adjustments in large, uniform steps. That makes things faster than if players had to do arithmetic using a range of all numbers from 1 to 20.

  2. You calculate a target number only once no matter how many times the PCs attempt the action. If you establish that the target number is 12, it’s 12 every time a PC tries that action. (On the other hand, if you had to add numbers to your die roll, you’d have to do it for every attempt.) Consider this fact in light of combat. Once a player knows that they need to roll a 12 or higher to hit a foe, combat moves very quickly.

  3. If a PC can reduce the difficulty of an action to 0, no roll is needed. This means that an Olympic gymnast doesn’t roll a die to walk across a balance beam, but the average person does. The task is initially rated the same for both, but the difficulty is reduced for the gymnast. There’s no chance of failure.

  4. This is how everything in the game works, whether it’s climbing a wall,
    sweet-talking a guard, or fighting a bioengineered horror.

  5. Perhaps most important, the system gives GMs the freedom to focus entirely on the flow of the game. The GM doesn’t use dice to determine what happens (unless you want to)—the players do. There aren’t a lot of different rules for different actions, so there is little to remember and very little to reference. The difficulty can be used as a narrative tool, with the challenges always meeting the expected logic of the game. All the GM’s mental space can be devoted to guiding the story.

GM Intrusion

GM intrusion is the main mechanic that the GM uses to inject drama and additional excitement into the game. It’s also a handy tool for resolving issues that affect the PCs but do not involve them. GM intrusion is a way to facilitate what goes on in the world outside the characters. Can the minotaur track the PCs’ movements through the maze? Will the fraying rope hold?

Since the players roll all the dice, GM intrusion is used to determine if and when something happens. For example, if the PCs are fighting a noble’s guards, and you (the GM) know that there are more guards nearby, you don’t need to roll dice to determine if the other guards hear the scuffle and intervene (unless you want to). You just decide when it would be best for the story—which is probably when it would be worst for the characters. In a way, GM intrusion replaces the GM’s die rolling.

The mechanic is also one of the main ways that GMs award experience points to the PCs. This means that you use experience points as a narrative tool. Whenever it seems appropriate, you can introduce complications into the game that affect a specific player, but when you do so, you give that player 1 XP. The player can refuse the intrusion, but doing so costs them 1 XP. So by refusing an intrusion, the player does not get the experience point that the GM is offering, and they lose one that they already have. (This kind of refusal is likely to happen very rarely in your game, if ever. And, obviously, a player can’t refuse an intrusion if they have no XP to spend.)

Here’s how a GM intrusion might work in play. Say the PCs find a hidden console with some buttons. They learn the right order in which to press the buttons, and a section of the floor disappears. As the GM, you don’t ask the players specifically where their characters are standing. Instead, you give a player 1 XP and say “Unfortunately, you’re standing directly over this new hole in the floor.” If the player wanted, they could refuse the XP, spend one of their own, and say “I leap aside to safety.” Most likely, though, they’ll make the defense roll that you call for and let it play out.

There are two ways for the GM to handle this kind of intrusion. You could say “You’re standing in the wrong place, so make a roll.” (It’s a Speed defense roll, of course.) Alternatively, you could say “You’re standing in the wrong place. The floor opens under your feet, and you fall down into the darkness.” In the first example, the PC has a chance to save themselves. In the second example, they don’t. Both are viable options. The distinction is based on any number of factors, including the situation, the characters involved, and the needs of the story. This might seem arbitrary or even capricious, but you’re the master of what the intrusion can and can’t do. RPG mechanics need consistency so players can make intelligent decisions based on how they understand the world to work. But they’ll never base their decisions on GM intrusions. They don’t know when intrusions will happen or what form they will take. GM intrusions are the unpredictable and strange twists of fate that affect a person’s life every day.

When player modifications (such as skill, Effort, and so on) determine that success is automatic, the GM can use GM intrusion to negate the automatic success. The player must roll for the action at its original difficulty level or target number 20, whichever is lower.

Remember, any time you give a player 1 XP for a GM intrusion, you’re actually giving them 2— one to keep and one to give to another player.

Using GM Intrusion as a Narrative Tool

A GM can use this narrative tool to steer things. That doesn’t mean railroad the players or direct the action of the game with a heavy hand. GM intrusion doesn’t enable you to say “You’re all captured, so here’s your 1 XP.” Instead, the GM can direct things more subtly—gently, almost imperceptibly influencing events rather than forcing them. GM intrusion represents things going wrong. The bad guys planning well. Fortune not favoring the characters.

Consider this scenario: the GM plants an interesting adventure seed in a small village, but the PCs don’t stay there long enough to find it. So just outside the village, the PCs run afoul of a vicious viper that bites one of them. The GM uses intrusion to say that the poison from the snake will make the character debilitated unless they get a large dose of a specific antitoxin, which the group doesn’t have. Of course, they aren’t required to go back to the village where the GM’s interesting adventure can start, but it’s likely that they will, looking for the antitoxin.

Some players might find intrusion heavy-handed, but the XP softens the blow. And remember, they can refuse these narrative nudges. Intrusion is not meant to be a railroading tool—just a bit of a rudder. Not an inescapable track, but a nudge here and there.

What’s more, the GM doesn’t need to have a deliberate goal in mind. The complication you introduce could simply make things more interesting. You might not know where it will take the story, just that it will make the story better.

This is wonderfully empowering to the GM—not in a “Ha ha, now I’ll trounce the PCs” way, but in an “I can control the narrative a little bit, steering it more toward the story I want to create rather than relying on the dice” sort of way. Consider that old classic plot development in which the PCs get captured and must escape from the bad guys. In heroic fiction, this is such a staple that it would almost seem strange if it didn’t happen. But in many roleplaying games, it’s a nearly impossible turn of events—the PCs usually have too many ways to get out of the bad guy’s clutches before they’re captured. The dice have to be wildly against them. It virtually never happens. With GM intrusion, it could happen (again, in the context of the larger encounter, not as a single intrusion that results in the entire group of PCs being captured with little explanation or chance to react).

For example, let’s say the PCs are surrounded by orcs. One character is badly injured—debilitated—and the rest are hurt. Some of the orcs produce a large weighted net. Rather than asking for a lot of rolls and figuring the mechanics for escape, you use intrusion and say that the net goes over the PCs who are still on their feet. The rest of the orcs point spears menacingly. This is a pretty strong cue to the players that surrender is a good (and possibly the only) option. Some players won’t take the hint, however, so another use of intrusion might allow the orcs to hit one of the trapped PCs on the head and render them unconscious while their friends struggle in the net. If the players still don’t surrender, it’s probably best to play out the rest of the encounter without more GM intrusions—using more would be heavy-handed by anyone’s measure—although it’s perfectly reasonable to rule that a character rendered debilitated is knocked unconscious, since the orcs are trying to take the PCs alive.

Remember that GM intrusions can occur at any time, not just during combat. Disrupting or changing a tense interaction with NPCs can have big repercussions.

Using GM Intrusion as a Resolution Mechanic

This mechanic offers a way for the GM to determine how things happen in the game without leaving it all to random chance. Bad guys trying to smash down the door to the room where the PCs are holed up? You could roll a bunch of dice, compare the NPCs’ stats to the door’s stats, and so on, or you could wait until the most interesting time, have the bad guys break in, and award an experience point to the PC who tried their best to bar the door. The latter way is the Cypher System way. Intrusion is a task resolution tool for the GM. In other words, you don’t base things on stats but on narrative choice. (Frankly, a lot of great GMs over the years—even in the very early days of the hobby—have run their games this way. Sometimes they rolled dice or pretended to roll dice, but they were really manipulating things.) This method frees the GM from worrying about mechanics and looking up stats and allows them to focus on the story.

This isn’t cheating—it’s the rules of the game. This rule simply replaces traditional dice rolling with good game mastering, logic, and intelligent storytelling. When a PC is climbing a burning rope, and everyone knows that it will break at some point, the game has a mechanism to ensure that it breaks at just the right time.

Variant: If you want more randomness in your game, or if you want your game to seem like more of a simulation, assign a flat percentage chance for whatever you’re trying to resolve. For example, each round, the star troopers have a 20% chance to blast through the door—or, if you want the risk to escalate, a cumulative 20% chance to blast through the door. By not using GM intrusion, this method robs the PCs of a few XP, but when they see you rolling dice, it might help with their immersion. Alternatively, you can pretend to roll dice but really use GM intrusion, though this method seriously robs the characters of XP.

There’s a better way. Announce your intrusion, but say that there’s only a chance it will happen (state the percentage chance), and then roll the dice in plain view of everyone. If the intrusion occurs, award the XP as normal. This is likely the best of both worlds. However, it takes the narrative power out of your hands and gives it to the dice. Perhaps this method is best used only occasionally. If nothing else, it injects some variety and certainly some drama.

Using (and Not Abusing) GM Intrusion

Too much of a good thing will make the game seem utterly unpredictable—even capricious. The ideal is to use about four GM intrusions per game session, depending on the length of the session, or about one intrusion per hour of game play. This is in addition to any intrusions that are triggered by players rolling a 1.

Intrusion Through Player Rolls

When a PC rolls a 1, handle the GM intrusion the same way that you’d handle an intrusion you initiated. The intrusion could mean the PC fumbles or botches whatever they were trying to do, but it could mean something else. Consider these alternatives:

This might not be true of your players, but many players rarely, if ever, spend XP to refuse an intrusion from the GM, though they regularly use XP to avoid an intrusion that comes from a bad roll. And there’s nothing wrong with that. Some GMs might want to forbid using an XP to reroll a 1, but there’s really no point—if you’ve got an idea for a good intrusion, you don’t need to wait until a player rolls a 1 to use it.

GM Intrusion That Affects the Group

The core of the idea behind GM intrusion is that the player being adversely affected gains an experience point. But what if the intrusion affects the whole group equally? What if the GM uses it to have an unstable device overload and explode, harming all the characters? In this case, if no PC is involved more than the others (for example, no single PC was frantically attempting to repair the device), you should give 1 XP to each character but not give any of them an extra XP to hand out to someone else.

However, this kind of group intrusion should be an exception, not the rule. GM intrusions are much more effective if they are more personal.

Example GM Intrusions

It’s not a good idea to use the same events as GM intrusions over and over (“Dolmar dropped his sword again?”). Below are a number of different intrusions you can use.

Bad Luck

Through no fault of the characters, something happens that is bad or at least complicating. For example:

An Unknown Complication Emerges

The situation was more complex (and therefore more interesting) than the PCs knew—perhaps even more than the GM knew, at least at the start. For example:

An Impending Complication Emerges

GMs can use this type of intrusion as a resolution mechanic to determine NPC success or failure. Rather than rolling dice to see how long it takes an NPC to rewire a damaged force field generator, it happens at a time of the GM’s choosing—ideally when it would be most interesting. For example:

Opponent Luck or Skill

The PCs aren’t the only ones with surprising tricks up their sleeves. For example:

Fumbles

Although you might not want every player roll of 1 to be a fumble, sometimes it could be just that. Alternatively, the GM could simply declare that a fumble has occurred. In either case, consider the following examples:

Partial Success

GM intrusion doesn’t have to mean that a PC has failed. For example:

Player Intrusions

Player intrusions give the players a small bit of narrative control over the world. However, the world still remains in the GM’s purview. You can always overrule a player intrusion, or suggest a way to massage it so that it fits better into the setting. Still, because it is indeed narrative control, a player intrusion should always involve a small aspect of the world beyond the character. “I punch my foe really hard” is an expression of Effort or perhaps character ability. “My foe slips and falls backward off the ledge” is a player intrusion.

Player intrusions should never be as big as GM intrusions. They should not end an encounter, only (perhaps) provide the PC with the means to more easily end an encounter. They should not have a wide-reaching or even necessarily a long-term effect on the setting. A way to consider this might be that player intrusions can affect a single object (a floorboard snaps), feature (there’s a hidden shallow spot in the stream to ford), or NPC (the vendor is an old friend). But not more than that. A player intrusion can’t affect a whole village or even a whole tavern in that village. A rock can come loose, but a player intrusion can’t create a landslide.

Tying Actions to Stats

Although the decision is open to your discretion, when a PC takes an action, it should be fairly obvious which stat is tied to that action. Physical actions that involve brute force or endurance use Might. Physical actions that involve quickness, coordination, or agility use Speed. Actions that involve intelligence, education, insight, willpower, or charm use Intellect.

In rare instances, you could allow a PC to use a different stat for a task. For example, a character might try to break down a door by examining it closely for flaws and thus use Intellect rather than Might. This kind of change is a good thing because it encourages player creativity. Just don’t let it be abused by an exuberant or too-clever player. It’s well within your purview to decide that the door has no flaws, or to rule that the character’s attempt will take half an hour rather than one round. In other words, using a stat that is not the obvious choice should be the exception, not the rule.

Cyphers

You should think of cyphers as character abilities, whether they’re subtle cyphers or manifest cyphers. This means that it is incumbent upon you to make sure that players always have plenty of cyphers to use. In the course of their travels, the PCs should find that cyphers are extremely common. And since the PCs are limited in the number of cyphers they can carry, they will use them liberally.

Manifest cyphers can be found by scavenging through old ruins. They can be found in the corpses of magical or technological foes. They can be found among the possessions of intelligent fallen opponents or the lairs of unintelligent creatures, either amid the bones of former meals or as shiny decorations in a nest. They can be found in villages, in the back of a merchant’s cart that sells junk and scavenged parts. They are offered as rewards by people who are grateful for the PCs’ help.

Some adventures will offer more cyphers than others. Still, as a rule of thumb, in any given adventure, a character should use at least as many cyphers as they can carry. This means they should find that number of cyphers in that same amount of time (give or take). Thus, you can simply add up the number of cyphers the PCs can carry, and on average, they should find at least that many cyphers in a given adventure.

If your players are typical, they will use combat-related cyphers liberally but hold onto their utility cyphers. A ray emitter or defensive shield will be used, but a suspensor belt or phasing module will linger longer on their character sheets.

As with everything else in the game, it’s intentionally very easy for the GM to create new cyphers. Just think of the effect and how to express it as a game advantage. Two kinds of cyphers exist when it comes to effect: those that allow the user to do something better, and those that allow the user to do something they couldn’t do otherwise.

The first group includes everything that reduces the difficulty of a task (including defense tasks). The second group includes things that grant new abilities, such as flight, a new means of attack, the ability to see into the past, or any number of other powers.

A few more important notes about devising new cyphers:

Cyphers teach GMs to design different kinds of scenarios—ones in which the whole adventure isn’t wrecked if a player has something that can solve a single problem (defeat a foe, read a mind, bypass a barrier, or whatever). There should always be more to the adventure than one linchpin encounter, obstacle, foe, or secret.

It’s all right if players think of cyphers (especially manifest cyphers) as equipment or treasure. You should choose points in the course of the story that are appropriate for awarding subtle cyphers, especially if the PCs aren’t at their full capacity.

Artifacts

In terms of the narrative, artifacts are a lot like cyphers, except that most are not one-use items. Mechanically, they serve a very different purpose. It’s assumed that characters are exploring with some cyphers at their disposal. Artifacts, however, are added abilities that make characters broader, deeper, and often more powerful. They aren’t assumed—they’re extra.

The powers granted by artifacts are more like the abilities gained from a character’s type or focus in that they change the way the PC is played overall. The difference between an artifact and a type or focus ability is that almost all artifacts are temporary. They last longer than cyphers do, but because they have a depletion roll, any use could be their last.

Like cyphers, then, artifacts are a way for the GM to play a role in the development of the characters. Although armor, weapons, and the like are fine, special capabilities—such as long-range communication or travel—can really change the way the PCs interact with the world and how they deal with challenges. Some of these abilities enable the actions you want the PCs to take. For example, if you want them to have an underwater adventure, provide them with artifacts (or cyphers) that allow them to breathe underwater.

Also like cyphers, artifacts are simple for the GM to create. The only difference with artifacts is that you give them a depletion roll, using any numbers on 1d6, 1d10, 1d20, or 1d100. If you want the artifact to be used only a few times, give it a depletion roll of 1 in 1d6, 1 or 2 in 1d10, or even 1 or 2 in 1d6. If you want the PCs to use it over and over, a depletion roll of 1 in 1d100 more or less means that they can use it freely without worrying too much.

For examples of artifacts, see the Genres chapter.

You may wish to forbid the use of XP to reroll artifact depletion rolls. That’s pretty reasonable.

Skills and Other Abilities

Sometimes, the rules speak directly to character creativity. For example, players can make up their own skills. It’s possible to have a skill called “tightrope walking” that grants a character a better chance to walk across a tightrope, and another skill called “balance” that gives a character a better chance to walk across a tightrope and perform other balance actions as well. This might seem unequal at first, but the point is to let players create precisely the characters they want. Should you let a character create a skill called “doing things” that makes them better at everything? Of course not. The GM is the final arbiter not only of logic but also of the spirit of the rules, and having one or two single skills that cover every contingency is clearly not in the spirit.

It’s important that players play the character they want. This concept is supported not only with the open-ended skill system but also with the ability to get an experience point advance to tailor a character further. Likewise, the GM should be open to allowing a player to make small modifications to refine their character. In many cases, particularly ones that don’t involve stat Pools, Armor, damage inflicted, or the costs of Effort or special abilities, the answer from the GM should probably be “Sure, why not?” If a PC ends up being really good at a particular skill—better than they “should” be—what’s the harm? If Dave can swim incredibly well, how does that hurt the game in terms of the play experience or the story that develops? It doesn’t. If Helen can pick practically any mundane lock she finds, why is that a bad thing? In fact, it’s probably good for the game—there’s likely something interesting on the other sides of those doors.

In a way, this is no different than adjudicating a not-so-straightforward solution to a challenge. Sometimes you have to say “No, that’s not possible.” But sometimes, if it makes sense, open yourself up to the possibility.

NPCs and Death

As explained in the Rules of the Game chapter, NPCs have a health score rather than three stat Pools. When an NPC reaches 0 health, they are down. Whether that means dead, unconscious, or incapacitated depends on the circumstances as dictated by you and the players. Much of this can be based on logic. If the NPC is cut in half with a giant axe, they’re probably dead. If they’re mentally assaulted with a telepathic attack, they might be insane instead. If they’re hit over the head with a club, well, that’s your call.

It depends on the intentions of those who are fighting the NPC, too. PCs who want to knock out a foe rather than kill them can simply state that as their intention and describe their actions differently—using the flat of the blade, so to speak.

Creatures

Whenever possible, creatures should be handled like other NPCs. They don’t follow the same rules as the player characters. If anything, they should have greater latitude in doing things that don’t fit the normal mold. A many-armed beast should be able to attack multiple foes. A charging rhino-like animal ought to be able to move a considerable distance and attack as part of a single action.

Consider creature size very carefully. For those that are quick and hard to hit, hinder attacks against them. Large, strong creatures should be easier to hit, so ease attacks against them. However, you should freely give the stagger ability to anything twice as large as a human. This means that if the creature strikes a foe, the target must make an immediate Might defense roll or lose its next turn.

A creature’s level is a general indicator of its toughness, combining aspects of power, defense, intelligence, speed, and more into one rating. In theory, a small creature with amazing powers or extremely deadly venom could be high level, and a huge beast that isn’t very bright and isn’t much of a fighter could be low level. But these examples go against type. Generally, smaller creatures have less health and are less terrifying in combat than larger ones.

The Cypher System has no system for building creatures. There is no rule that says a creature with a certain ability should be a given level, and there is no rule dictating how many abilities a creature of a given level should have. But keep the spirit of the system in mind. Lower-level creatures are less dangerous. A level 1 creature could be poisonous, but its venom should inflict a few points of damage at most. The venom of a level 6 creature, however, might knock a PC down a step on the damage track or put them into a coma if they fail a Might defense roll. A low-level creature might be able to fly, phase through objects, or teleport because these abilities make it more interesting but not necessarily more dangerous. The value of such abilities depends on the creature that uses them. In other words, a phasing rodent is not overly dangerous, but a phasing battle juggernaut is terrifying. Basic elements such as health, damage, and offensive or defensive powers (such as poison, paralysis, disintegration, immunity to attacks, and so on) need to be tied directly to level—higher-level creatures get better abilities and more of them.

Balancing Encounters

In the Cypher System, there is no concept of a “balanced encounter.” There is no system for matching creatures of a particular level or tasks of a particular difficulty to characters of a particular tier. To some people, that might seem like a bad thing. But matching character builds to exacting challenges is not part of this game. It’s about story. So whatever you want to happen next in the story is a fine encounter as long as it’s fun. You’re not denying the characters XP if you make things too easy or too difficult, because that’s not how XP are earned. If things are too difficult for the PCs, they’ll have to flee, come up with a new strategy, or try something else entirely. The only thing you have to do to maintain “balance” is set difficulty within that encounter accurately and consistently.

In a game like the Cypher System, if everyone’s having fun, the game is balanced. Two things will unbalance the game in this context.

The first issue should be handled by the character creation rules. If there’s a problem, it might be that poor choices were made or a player isn’t taking full advantage of their options. If someone really doesn’t enjoy playing their character, allow them to alter the PC or—perhaps better—create a new one.

The second issue is trickier. As previously stated, there is no formula that states that N number of level X NPCs are a good match for tier Y characters. However, when the game has four or five beginning characters, the following guidelines are generally true.

But it depends on the situation at hand. If the PCs are already worn down from prior encounters, or if they have the right cyphers, any of the expectations listed above can change. That’s why there is no system for balancing encounters. Just keep in mind that beginning characters are pretty hardy and probably have some interesting resources, so you aren’t likely to wipe out the group by accident. Character death is unlikely unless the PCs have already been through a number of other encounters and are worn down.

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The rules of the Cypher System are quite straightforward at their heart, as all of gameplay is based around a few core concepts.

This chapter provides a brief explanation of how to play the game, and it’s useful for learning the game. Once you understand the basic concepts, you’ll likely want to reference Rules of the Game for a more in-depth treatment.

The Cypher System uses a twenty-sided die (1d20) to determine the results of most actions. Whenever a roll of any kind is called for and no die is specified, roll a d20.

The game master sets a difficulty for any given task. There are ten degrees of difficulty. Thus, the difficulty of a task can be rated on a scale of 1 to 10.

Each difficulty has a target number associated with it. The target number is always three times the task’s difficulty, so a difficulty 1 task has a target number of 3, but a difficulty 4 task has a target number of 12. To succeed at the task, you must roll the target number or higher. See the Task Difficulty table for guidance in how this works.

Character skills, favorable circumstances, or excellent equipment can decrease the difficulty of a task. For example, if a character is trained in climbing, they turn a difficulty 6 climb into a difficulty 5 climb. This is called easing the difficulty by one step (or just easing the difficulty, which assumes it’s eased by one step). If they are specialized in climbing, they turn a difficulty 6 climb into a difficulty 4 climb. This is called easing the difficulty by two steps. Decreasing the difficulty of a task can also be called easing a task. Some situations increase, or hinder, the difficulty of a task. If a task is hindered, it increases the difficulty by one step.

A skill is a category of knowledge, ability, or activity relating to a task, such as climbing, geography, or persuasiveness. A character who has a skill is better at completing related tasks than a character who lacks the skill. A character’s level of skill is either trained (reasonably skilled) or specialized (very skilled).

If you are trained in a skill relating to a task, you ease the difficulty of that task by one step. If you are specialized, you ease the difficulty by two steps. A skill can never decrease a task’s difficulty by more than two steps.

Anything else that reduces difficulty (help from an ally, a particular piece of equipment, or some other advantage) is referred to as an asset. Assets can never decrease a task’s difficulty by more than two steps.

You can also decrease the difficulty of a given task by applying Effort. (Effort is described in more detail in the Rules of the Game chapter.)

To sum up, three things can decrease a task’s difficulty: skills, assets, and Effort.

If you can ease a task so its difficulty is reduced to 0, you automatically succeed and don’t need to make a roll.

When Do You Roll?

Any time your character attempts a task, the GM assigns a difficulty to that task, and you roll a d20 against the associated target number.

When you jump from a burning vehicle, swing an axe at a mutant beast, swim across a raging river, identify a strange device, convince a merchant to give you a lower price, craft an object, use a power to control a foe’s mind, or use a blaster rifle to carve a hole in a wall, you make a d20 roll.

However, if you attempt something that has a difficulty of 0, no roll is needed—you automatically succeed. Many actions have a difficulty of 0. Examples include walking across the room and opening a door, using a special ability to negate gravity so you can fly, using an ability to protect your friend from radiation, or activating a device (that you already understand) to erect a force field. These are all routine actions and don’t require rolls.

Using skill, assets, and Effort, you can ease the difficulty of potentially any task to 0 and thus negate the need for a roll. Walking across a narrow wooden beam is tricky for most people, but for an experienced gymnast, it’s routine. You can even ease the difficulty of an attack on a foe to 0 and succeed without rolling.

If there’s no roll, there’s no chance for failure. However, there’s also no chance for remarkable success (in the Cypher System, that usually means rolling a 19 or 20, which are called special rolls; the Rules of the Game chapter also discusses special rolls).

Task Difficulty

Task DifficultyDescriptionTarget No.Guidance
0Routine0Anyone can do this basically every time.
1Simple3Most people can do this most of the time.
2Standard6Typical task requiring focus, but most people can usually do this.
3Demanding9Requires full attention; most people have a 50/50 chance to succeed.
4Difficult12Trained people have a 50/50 chance to succeed.
5Challenging15Even trained people often fail.
6Intimidating18Normal people almost never succeed.
7Formidable21Impossible without skills or great effort.
8Heroic24A task worthy of tales told for years afterward.
9Immortal27A task worthy of legends that last lifetimes.
10Impossible30A task that normal humans couldn’t consider (but one that doesn’t break the laws of physics).

Combat

Making an attack in combat works the same way as any other roll: the GM assigns a difficulty to the task, and you roll a d20 against the associated target number.

The difficulty of your attack roll depends on how powerful your opponent is. Just as tasks have a difficulty from 1 to 10, creatures have a level from 1 to 10. Most of the time, the difficulty of your attack roll is the same as the creature’s level. For example, if you attack a level 2 bandit, it’s a level 2 task, so your target number is 6.

It’s worth noting that players make all die rolls. If a character attacks a creature, the player makes an attack roll. If a creature attacks a character, the player makes a defense roll.

The damage dealt by an attack is not determined by a roll—it’s a flat number based on the weapon or attack used. For example, a spear always does 4 points of damage.

Your Armor characteristic reduces the damage you take from attacks directed at you. You get Armor from wearing physical armor (such as a leather jacket in a modern game or chainmail in a fantasy setting) or from special abilities. Like weapon damage, Armor is a flat number, not a roll. If you’re attacked, subtract your Armor from the damage you take. For example, a leather jacket gives you +1 to Armor, meaning that you take 1 less point of damage from attacks. If a mugger hits you with a knife for 2 points of damage while you’re wearing a leather jacket, you take only 1 point of damage. If your Armor reduces the damage from an attack to 0, you take no damage from that attack.

When you see the word “Armor” capitalized in the game rules (other than in the name of a special ability), it refers to your Armor characteristic—the number you subtract from incoming damage. When you see the word “armor” with a lowercase “a,” it refers to any physical armor you might wear.

Typical physical weapons come in three categories: light, medium and heavy.

Light weapons inflict only 2 points of damage, but they ease attack rolls because they are fast and easy to use. Light weapons are punches, kicks, clubs, knives, handaxes, rapiers, small pistols, and so on. Weapons that are particularly small are light weapons.

Medium weapons inflict 4 points of damage. Medium weapons include swords, battleaxes, maces, crossbows, spears, pistols, blasters, and so on. Most weapons are medium. Anything that could be used in one hand (even if it’s often used in two hands, such as a quarterstaff or spear) is a medium weapon.

Heavy weapons inflict 6 points of damage, and you must use two hands to attack with them. Heavy weapons are huge swords, great hammers, massive axes, halberds, heavy crossbows, blaster rifles, and so on. Anything that must be used in two hands is a heavy weapon.

Special Rolls

When you roll a natural 19 (the d20 shows “19”) and the roll is a success, you also have a minor effect. In combat, a minor effect inflicts 3 additional points of damage with your attack, or, if you’d prefer a special result, you could decide instead that you knock the foe back, distract them, or something similar. When not in combat, a minor effect could mean that you perform the action with particular grace. For example, when jumping down from a ledge, you land smoothly on your feet, or when trying to persuade someone, you convince them that you’re smarter than you really are. In other words, you not only succeed but also go a bit further.

When you roll a natural 20 (the d20 shows “20”) and the roll is a success, you also have a major effect. This is similar to a minor effect, but the results are more remarkable. In combat, a major effect inflicts 4 additional points of damage with your attack, but again, you can choose instead to introduce a dramatic event such as knocking down your foe, stunning them, or taking an extra action. Outside of combat, a major effect means that something beneficial happens based on the circumstance. For example, when climbing up a cliff wall, you make the ascent twice as fast. When a roll grants you a major effect, you can choose to use a minor effect instead if you prefer.

In combat (and only in combat), if you roll a natural 17 or 18 on your attack roll, you add 1 or 2 additional points of damage, respectively. Neither roll has any special effect options—just the extra damage.

For more information on special rolls and how they affect combat and other interactions, see Rules of the Game.

Rolling a natural 1 is always bad. It means that the GM introduces a new complication into the encounter.

Range and Speed

Distance is simplified into four categories: immediate, short, long, and very long.

Immediate distance from a character is within reach or within a few steps. If a character stands in a small room, everything in the room is within immediate distance. At most, immediate distance is 10 feet (3 m).

Short distance is anything greater than immediate distance but less than 50 feet (15 m) or so.

Long distance is anything greater than short distance but less than 100 feet (30 m) or so.

Very long distance is anything greater than long distance but less than 500 feet (150 m) or so. Beyond that range, distances are always specified—1,000 feet (300 m), a mile (1.5 km), and so on.

The idea is that it’s not necessary to measure precise distances. Immediate distance is right there, practically next to the character. Short distance is nearby. Long distance is farther off. Very long distance is really far off.

All weapons and special abilities use these terms for ranges. For example, all melee weapons have immediate range—they are close-combat weapons, and you can use them to attack anyone within immediate distance. A thrown knife (and most other thrown weapons) has short range. A bow has long range. An Adept’s Onslaught ability also has short range.

A character can move an immediate distance as part of another action. In other words, they can take a few steps over to the control panel and activate a switch. They can lunge across a small room to attack a foe. They can open a door and step through.

A character can move a short distance as their entire action for a turn. They can also try to move a long distance as their entire action, but the player might have to roll to see if the character slips, trips, or stumbles as the result of moving so far so quickly.

For example, if the PCs are fighting a group of cultists, any character can likely attack any cultist in the general melee—they’re all within immediate range. Exact positions aren’t important. Creatures in a fight are always moving, shifting, and jostling, anyway. However, if one cultist stayed back to fire a pistol, a character might have to use their entire action to move the short distance required to attack that foe. It doesn’t matter if the cultist is 20 feet (6 m) or 40 feet (12 m) away—it’s simply considered short distance. It does matter if the cultist is more than 50 feet (15 m) away because that distance would require a long or very long move.

Many rules in this system avoid the cumbersome need for precision. Does it really matter if the ghost is 13 feet away from you or 18? Probably not. That kind of needless specificity only slows things down and draws away from, rather than contributes to, the story.

Experience Points

Experience points (XP) are rewards given to players when the GM intrudes on the story (this is called GM intrusion) with a new and unexpected challenge. For example, in the middle of combat, the GM might inform the player that they drop their weapon. However, to intrude in this manner, the GM must award the player 2 XP. The rewarded player, in turn, must immediately give one of those XP to another player and justify the gift (perhaps the other player had a good idea, told a funny joke, performed an action that saved a life, and so on).

Alternatively, the player can refuse the GM intrusion. If they do so, they don’t get the 2 XP from the GM, and they must also spend 1 XP that they already have. If the player has no XP to spend, they can’t refuse the intrusion.

The GM can also give players XP between sessions as a reward for making discoveries during an adventure. Discoveries are interesting facts, wondrous secrets, powerful artifacts, answers to mysteries, or solutions to problems (such as where the kidnappers are keeping their victim or how the PCs repair the starship). You don’t earn XP for killing foes or overcoming standard challenges in the course of play. Discovery is the soul of the Cypher System.

Experience points are used primarily for character advancement (for details, see the Creating Your Character chapter), but a player can also spend 1 XP to reroll any die roll and take the better of the two rolls.

Cyphers

Cyphers are abilities that have a single use. In many campaigns, cyphers aren’t physical objects—they might be a spell cast upon a character, a blessing from a god, or just a quirk of fate that gives them a momentary advantage. In some campaigns, cyphers are physical objects that characters can carry. Whether or not cyphers are physical objects, they are part of the character (like equipment or a special ability) and are things characters can use during the game. The form that physical cyphers take depends on the setting. In a fantasy world they might be wands or potions, but in a science fiction game they could be alien crystals or prototype devices.

Characters will find new cyphers frequently in the course of play, so players shouldn’t hesitate to use their cypher abilities. Because cyphers are always different, the characters will always have new special powers to try.

Other Dice

In addition to a d20, you’ll need a d6 (a six-sided die). Rarely, you’ll need to roll a number between 1 and 100 (often called a d100 or d% roll), which you can do by rolling a d20 twice, using the last digit of the first roll as the “tens” place and the last digit of the second roll as the “ones” place. For example, rolling a 17 and a 9 gives you 79, rolling a 3 and an 18 gives you 38, and rolling a 20 and a 10 gives you 00 (also known as 100). If you have a d10 (a ten-sided die), you can use it instead of the d20 to roll numbers between 1 and 100.

A d6 is used most often for recovery rolls and to determine the level of cyphers.

Glossary

Game master (GM): The player who doesn’t run a character, but instead guides the flow of the story and runs all the NPCs.

Nonplayer character (NPC): Characters run by the GM. Think of them as the minor characters in the story, or the villains or opponents. This includes any kind of creature as well as people.

Party: A group of player characters (and perhaps some NPC allies).

Player character (PC): A character run by a player rather than the GM. Think of the PCs as the main characters in the story.

Player: The players who run characters in the game.

Session: A single play experience. Usually lasts a few hours. Sometimes one adventure can be accomplished in a session. More often, one adventure is multiple sessions.

Adventure: A single portion of the campaign with a beginning and an end. Usually defined at the beginning by a goal put forth by the PCs and at the end by whether or not they achieve that goal.

Campaign: A series of sessions strung together with an overarching story (or linked stories) with the same player characters. Often, but not always, a campaign involves a number of adventures.

Character: Anything that can act in the game. Although this includes PCs and human NPCs, it also technically includes creatures, aliens, mutants, automatons, animate plants, and so on. The word “creature” is usually synonymous.

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Cypher System games are played in the joint imagination of all the players, including the GM. The GM sets the scene, the players state what their characters attempt to do, and the GM determines what happens next. The rules and the dice help make the game run smoothly, but it’s the people, not the rules or the dice, that direct the action and determine the story—and the fun. If a rule gets in the way or detracts from the game, the players and the GM should work together to change it.

This is how you play the Cypher System:

  1. The player tells the GM what they want to do. This is a character action.

  2. The GM determines if that action is routine (and therefore works without needing a roll) or if there’s a chance of failure.

  3. If there is a chance of failure, the GM determines which stat the task uses (Might, Speed, or Intellect) and the task’s difficulty—how hard it will be on a scale from 1 (really easy) to 10 (basically impossible).

  4. The player and the GM determine if anything about the character—such as training, equipment, special abilities, or various actions—can modify the difficulty up or down by one or more steps. If these modifications reduce the difficulty to less than 1, the action is routine (and therefore works with no roll needed).

  5. If the action still isn’t routine, the GM uses its difficulty to determine the target number—how high the player must roll to succeed at the action (see the Task Difficulty table). The GM doesn’t have to tell the player what the target number is, but they can give the player a hint, especially if the character would reasonably know if the action was easy, average, difficult, or impossible.

  6. The player rolls a d20. If they roll equal to or higher than the target number, the character succeeds.

That’s it. That’s how to do anything, whether it’s identifying an unknown device, calming a raging drunk, climbing a treacherous cliff, or battling a demigod. Even if you ignored all the other rules, you could still play the Cypher System with just this information. The key features here are: character actions, determining task difficulty, and determining modifications.

Key Concepts

Action: Anything a character does that is significant—punch a foe, leap a chasm, activate a device, use a special power, and so on. Each character can take one action in a round.

Character: Any creature in the game capable of acting, whether it is a player character (PC) run by a player or a nonplayer character (NPC) run by the game master (GM). In the Cypher System, even bizarre creatures, sentient machines, and living energy beings can be “characters.”

Difficulty: A measure of how easy it is to accomplish a task. Difficulty is rated on a scale from 1 (lowest) to 10 (highest). Altering the difficulty to make a task harder is called “hindering.” Altering it to make a task easier is called “easing.” All changes in difficulty are measured in steps. Difficulty often equates directly with level, so opening a level 3 locked door probably has a difficulty of 3.

Ease: A decrease in a task’s difficulty, usually by one step. If something doesn’t say how many steps it eases a task, then it reduces the difficulty by one step.

Effort: Spending points from a stat Pool to reduce the difficulty of a task. A PC decides whether or not to apply Effort on their turn before the roll is made. NPCs never apply Effort.

Hinder: An increase in a task’s difficulty, usually by one step. If something doesn’t say how many steps it hinders a task, then it increases the difficulty by one step.

Inability: The opposite of trained—you’re hindered whenever you attempt a task that you have an inability in. If you also become trained in the task, the training and the inability cancel each other out and you become practiced.

Level: A way to measure the strength, difficulty, power, or challenge of something in the game. Everything in the game has a level. NPCs and objects have levels that determine the difficulty of any task related to them. For example, an opponent’s level determines how hard they are to hit or avoid in combat. A door’s level indicates how hard it is to break down. A lock’s level determines how hard it is to pick. Levels are rated on a scale from 1 (lowest) to 10 (highest). PC tiers are a little like levels, but they go only from 1 to 6 and mechanically work very differently than levels—for example, a PC’s tier does not determine a task’s difficulty.

Practiced: The normal, unmodified ability to use a skill—not trained, specialized, or an inability. Your type determines what weapon skills you’re practiced in; if you aren’t practiced with a type of weapon, you have an inability in it.

Roll: A d20 roll made by a PC to determine whether an action is successful. Although the game occasionally uses other dice, when the text simply refers to “a roll,” it always means a d20 roll.

Round: A length of time about five to ten seconds long. There are about ten rounds in a minute. When it’s really important to track precise time, use rounds. Basically, it’s the length of time to take an action in the game, but since everyone more or less acts simultaneously, all characters get to take an action each round.

Specialized: Having an exceptional amount of skill in a task. Being specialized eases the task by two steps. So, if you are specialized in climbing, all your climbing tasks are eased by two steps.

Stat: One of the three defining characteristics for PCs: Might, Speed, or Intellect. Each stat has two values: Pool and Edge. Your Pool represents your raw, innate ability, and your Edge represents knowing how to use what you have. Each stat Pool can increase or decrease over the course of play—for example, you can lose points from your Might Pool when struck by an opponent, spend points from your Intellect Pool to activate a special ability, or rest to recover points in your Speed Pool after a long day of marching. Anything that damages a stat, restores a stat, or boosts or penalizes a stat affects the stat’s Pool.

Task: Any action that a PC attempts. The GM determines the difficulty of the task. In general, a task is something that you do and an action is you performing that task, but in most cases they mean the same thing.

Trained: Having a reasonable amount of skill in a task. Being trained eases the task. For example, if you are trained in climbing, all climbing tasks for you are eased. If you become very skilled at that task, you become specialized instead of trained. You do not need to be trained to attempt a task.

Turn: The part of the round when a character or creature takes its actions. For example, if a Warrior and an Adept are fighting an orc, each round the Warrior takes an action on their turn, the Adept takes an action on their turn, and the orc takes an action on its turn. Some abilities or effects last only one turn, or end when the next turn is started.

Taking Action

Each character gets one turn each round. On a character’s turn, they can do one thing—an action. All actions fall into one of three categories: Might, Speed, or Intellect (just like the three stats). Many actions require die rolls—rolling a d20.

Every action performs a task, and every task has a difficulty that determines what number a character must reach or surpass with a die roll to succeed.

Most tasks have a difficulty of 0, which means the character succeeds automatically. For example, walking across a room, opening a door, and throwing a stone into a nearby bucket are all actions, but none of them requires a roll. Actions that are usually difficult or that become difficult due to the situation (such as shooting at a target in a blizzard) have a higher difficulty. These actions usually require a roll.

Some actions require a minimum expenditure of Might, Speed, or Intellect points. If a character cannot spend the minimum number of points needed to complete the action, they automatically fail at the task.

Determining Task Stat

Every task relates to one of a character’s three stats: Might, Speed, or Intellect. Physical activities that require strength, power, or endurance relate to Might. Physical activities that require agility, flexibility, or fast reflexes relate to Speed. Mental activities that require force of will, memory, or mental power relate to Intellect. This means you can generalize tasks into three categories: Might tasks, Speed tasks, and Intellect tasks. You can also generalize rolls into three categories: Might rolls, Speed rolls, and Intellect rolls.

The category of the task or roll determines what kind of Effort you can apply to the roll and may determine how a character’s other abilities affect the roll. For example, an Adept may have an ability that makes them better at Intellect rolls, and a Warrior may have an ability that makes them better at Speed rolls.

Determining Task Difficulty

The most frequent thing a GM does during the game—and probably the most important thing—is set a task’s difficulty. To make the job easier, use the Task Difficulty table, which associates a difficulty rating with a descriptive name, a target number, and general guidance about the difficulty.

Every difficulty from 1 to 10 has a target number associated with it. The target number is easy to remember: it’s always three times the difficulty. The target number is the minimum number a player needs to roll on a d20 to succeed at the task. Moving up or down on the table is called hindering or easing, which is measured in steps.

For example, reducing a difficulty 5 task to a difficulty 4 task is “easing the difficulty by one step” or just “easing the difficulty” or “easing the task.” Most modifiers affect the difficulty rather than the player’s roll. This has two consequences:

Low target numbers such as 3 or 6, which would be boring in most games that use a d20, are not boring in the Cypher System. For example, if you need to roll a 6 or higher, you still have a 25% chance to fail.

The upper levels of difficulty (7, 8, 9, and 10) are all but impossible because the target numbers are 21 or higher, which you can’t roll on a d20. However, it’s common for PCs to have abilities or equipment that ease a task and thus lower the target number to something they can roll on a d20.

A character’s tier does not determine a task’s level. Things don’t get more difficult just because a character’s tier increases—the world doesn’t instantly become a more difficult place. Fourth-tier characters don’t deal only with level 4 creatures or difficulty 4 tasks (although a fourth-tier character probably has a better shot at success than a first-tier character does). Just because something is level 4 doesn’t necessarily mean it’s meant only for fourth-tier characters. Similarly, depending on the situation, a fifth-tier character could find a difficulty 2 task just as challenging as a second-tier character does.

Therefore, when setting the difficulty of a task, the GM should rate the task on its own merits, not on the power of the characters.

Modifying the Difficulty

After the GM sets the difficulty for a task, the player can try to modify it for their character. Any such modification applies only to this particular attempt at the task. In other words, rewiring an electronic door lock normally might be difficulty 6, but since the character doing the work is skilled in such tasks, has the right tools, and has another character assisting them, the difficulty in this instance might be much lower. That’s why it’s important for the GM to set a task’s difficulty without taking the character into account. The character comes in at this step.

By using skills and assets, working together, and—perhaps most important—applying Effort, a character can ease a task by multiple steps to make it easier. Rather than adding bonuses to the player’s roll, reducing the difficulty lowers the target number. If they can reduce the difficulty of a task to 0, no roll is needed; success is automatic. (An exception is if the GM decides to use a GM intrusion on the task, in which case the player would have to make a roll at the original difficulty.)

There are three basic ways in which a character can ease a task: skills, assets, and Effort. Each method eases the task by at least one step—never in smaller increments.

By using skills, assets, and Effort, a character can ease a task by a maximum of ten steps: one or two steps from skills, one or two steps from assets, and one to six steps from Effort.

Skills

Characters may be skilled at performing a specific task. A skill can vary from character to character. For example, one character might be skilled at lying, another might be skilled at trickery, and a third might be skilled in all interpersonal interactions. The first level of being skilled is called being trained, and it eases that task by one step. More rarely, a character can be incredibly skilled at performing a task. This is called being specialized, and it eases the task by two steps instead of one. Skills can never decrease a task by more than two steps—any more than two steps from being trained and specialized don’t count.

Assets

An asset is anything that helps a character with a task, such as having a really good crowbar when trying to force open a door or being in a rainstorm when trying to put out a fire. Appropriate assets vary from task to task. The perfect awl might help when woodworking, but it won’t make a dance performance much better. An asset usually eases a task by one step. Assets can never ease a task by more than two steps—any more than two steps from assets don’t count.

The important thing to remember is that a skill can reduce the difficulty by no more than two steps, and assets can reduce the difficulty by no more than two steps, regardless of the situation. Thus, no task’s difficulty will ever be reduced by more than four steps without using Effort.

Effort

A player can apply Effort to ease a task. To do this, the player spends points from the stat Pool that’s most appropriate to the task. For example, applying Effort to push a heavy rock off a cliff requires a player to spend points from the character’s Might Pool; applying Effort to activate an unusual machine interface requires them to spend points from the character’s Intellect Pool. For every level of Effort spent on a task, the task is eased. It costs 3 points from a stat Pool to apply one level of Effort, and it costs 2 additional points for every level thereafter (so it costs 5 points for two levels of Effort, 7 points for three levels of Effort, and so on). A character must spend points from the same stat Pool as the type of task or roll—Might points for a Might roll, Speed points for a Speed roll, or Intellect points for an Intellect roll.

Every character has a maximum level of Effort they can apply to a single task. Effort can never ease a task by more than six steps—any more than six steps from applying Effort doesn’t count.

Free Level of Effort: A few abilities give you a free level of Effort (these usually require you to apply at least one level of Effort to a task). In effect, you’re getting one more level of Effort than what you paid for. This free level of Effort can exceed the Effort limit for your character, but not the six-step limit for easing a task.

Rolling the Die

To determine success or failure, a player rolls a die (always a d20). If they roll the target number or higher, they succeed. Most of the time, that’s the end of it—nothing else needs to be done. Rarely, a character might apply a small modifier to the roll. If they have a +2 bonus when attempting specific actions, they add 2 to the number rolled. However, the original roll matters if it’s a special roll.

If a character applies a modifier to the die roll, it’s possible to get a result of 21 or higher, in which case they can attempt a task with a target number above 20. But if there is no possibility for success—if not even rolling a natural 20 (meaning the d20 shows that number) is sufficient to accomplish the task—then no roll is made. Otherwise, characters would have a chance to succeed at everything, even impossible or ridiculous tasks such as climbing moonbeams, throwing elephants, or hitting a target on the opposite side of a mountain with an arrow.

If a character’s modifiers add up to +3, treat them as an asset instead. In other words, instead of adding a +3 bonus to the roll, reduce the difficulty by one step. For example, if a Warrior has a +1 bonus to attack rolls from a minor effect, a +1 bonus to attack rolls from a special weapon quality, and a +1 bonus to attack rolls from a special ability, they do not add 3 to their attack roll—instead, they reduce the difficulty of the attack by one step. So if they attack a level 3 foe, they would normally roll against difficulty 3 and try to reach a target number of 9, but thanks to their asset, they roll against difficulty 2 and try to reach a target number of 6.

This distinction is important when stacking skills and assets to decrease the difficulty of an action, especially since reducing the difficulty to 0 or lower means no roll is needed.

The Player Always Rolls

In the Cypher System, players always drive the action. That means they make all the die rolls. If a PC leaps out of a moving vehicle, the player rolls to see if they succeed. If a PC searches for a hidden panel, the player rolls to determine whether they find it. If a rockslide falls on a PC, the player rolls to try to get out of the way. If a PC and an NPC arm wrestle, the player rolls, and the NPC’s level determines the target number. If a PC attacks a foe, the player rolls to see if they hit. If a foe attacks the PC, the player rolls to see if they dodge the blow.

As shown by the last two examples, the PC rolls whether they are attacking or defending. Thus, something that improves defenses might ease or hinder their rolls. For example, if a PC uses a low wall to gain cover from attacks, the wall eases the player’s defense rolls. If a foe uses the wall to gain cover from the PC’s attacks, it hinders the player’s attack rolls.

Special Rolls

If a character rolls a natural 1, 17, 18, 19, or 20 (meaning the d20 shows that number), special rules come into play. These are explained in more detail in the following sections.

1: GM Intrusion. The GM makes a free intrusion (see below) and doesn’t award experience points (XP) for it.

17: Damage Bonus. If the roll was a damage-dealing attack, it deals 1 additional point of damage.

18: Damage Bonus. If the roll was a damage-dealing attack, it deals 2 additional points of damage.

19: Minor Effect. If the roll was a damage-dealing attack, it deals 3 additional points of damage or the PC gets a minor effect in addition to the normal results of the task. If the roll was something other than an attack, the PC gets a minor effect in addition to the normal results of the task.

20: Major Effect. If the roll was a damage-dealing attack, it deals 4 additional points of damage or the PC gets a major or minor effect in addition to the normal results of the task. If the roll was something other than an attack, the PC gets a major effect in addition to the normal results of the task. If the PC spent points from a stat Pool on the action, the point cost for the action decreases to 0, meaning the character regains those points as if they had not spent them at all.

GM Intrusion

GM intrusion is explained in more detail in the Running the Cypher System chapter, but essentially it means that something occurs to complicate the character’s life. The character hasn’t necessarily fumbled or done anything wrong (although perhaps they did). It could just be that the task presents an unexpected difficulty or something unrelated affects the current situation.

For GM intrusion on a defense roll, a roll of 1 might mean that the PC takes 2 additional points of damage from the attack, indicating that the opponent got in a lucky blow.

For complete details about GM intrusion and how to use it to best effect in the game, see the Running the Cypher System chapter.

Minor Effect

A minor effect happens when a player rolls a natural 19. Most of the time, a minor effect is slightly beneficial to the PC, but not overwhelming.

A climber gets up the steep slope a bit faster. A repaired machine works a bit better. A character jumping down into a pit lands on their feet. Either the GM or the player can come up with a possible minor effect that fits the situation, but both must agree on what it should be.

Don’t waste a lot of time thinking of a minor effect if nothing appropriate suggests itself. Sometimes, in cases where only success or failure matters, it’s okay to have no minor effect. Keep the game moving at an exciting pace.

In combat, the easiest and most straightforward minor effect is dealing 3 additional points of damage with an attack. The following are other common minor effects for combat:

Damage object: Instead of striking the foe, the attack strikes what the foe is holding. If the attack hits, the character makes a Might roll with a difficulty equal to the object’s level. On a success, the object moves one or more steps down the object damage track.

Distract: For one round, all of the foe’s tasks are hindered.

Knock back: The foe is knocked or forced back a few feet. Most of the time, this doesn’t matter much, but if the fight takes place on a ledge or next to a pit of lava, the effect can be significant.

Move past: The character can move a short distance at the end of the attack. This effect is useful to get past a foe guarding a door, for example.

Strike a specific body part: The attacker strikes a specific spot on the defender’s body. The GM rules what special effect, if any, results. For example, hitting a creature’s tentacle that is wrapped around an ally might make it easier for the ally to escape. Hitting a foe in the eye might blind it for one round. Hitting a creature in its one vulnerable spot might ignore Armor.

Usually, the GM just has the desired minor effect occur. For example, rolling a 19 against a relatively weak foe means it is knocked off the cliff. The effect makes the round more exciting, but the defeat of a minor creature has no significant impact on the story. Other times, the GM might rule that an additional roll is needed to achieve the effect—the special roll only gives the PC the opportunity for a minor effect. This mostly happens when the desired effect is very unlikely, such as pushing a 50-ton battle automaton off a cliff. If the player just wants to deal 3 additional points of damage as the minor effect, no extra roll is needed.

Major Effect

A major effect happens when a player rolls a natural 20. Most of the time, a major effect is quite beneficial to the character. A climber gets up the steep slope in half the time. A jumper lands with such panache that those nearby are impressed and possibly intimidated. A defender makes a free attack on a foe.

Either the GM or the player can come up with a possible major effect that fits the situation, but both must agree on what it should be. As with minor effects, don’t spend a lot of time agonizing over the details of a major effect. In cases where only success or failure matters, a major effect might offer the character a one-time asset (a modification of one step) to use the next time they attempt a similar action. When nothing else seems appropriate, the GM can simply grant the PC an additional action on their turn that same round.

In combat, the easiest and most straightforward major effect is dealing 4 additional points of damage with an attack. The following are other common major effects for combat.

Disarm: The foe drops one object that it is holding.

Impair: For the rest of the combat, all tasks the foe attempts are hindered.

Knock down: The foe is knocked prone. It can get up on its turn.

Stun: The foe loses its next action.

As with minor effects, usually the GM just has the desired major effect occur, but sometimes the GM might require an extra roll if the major effect is unusual or unlikely.

Retrying a Task After Failure

If a character fails a task (whether it’s climbing a wall, picking a lock, trying to figure out a mysterious device, or something else) they can attempt it again, but they must apply at least one level of Effort when retrying that task. A retry is a new action, not part of the same action that failed, and it takes the same amount of time as the first attempt did.

Sometimes the GM might rule that retries are impossible. Perhaps a character has one chance to convince the leader of a group of thugs not to attack, and after that, no amount of talking will stop them.

This rule doesn’t apply to something like attacking a foe in combat because combat is always changing and fluid. Each round’s situation is new, not a repeat of a previous situation, so a missed attack can’t be retried.

Initial Cost

The GM can assign a point cost to a task just for trying it. Called an initial cost, it’s simply an indication that the task is particularly taxing. For example, let’s say a character wants to try a Might action to open a heavy cellar door that is partially rusted shut. The GM says that forcing the door open is a difficulty 5 task, and there’s an initial cost of 3 Might points simply to try. This initial cost is in addition to any points the character chooses to spend on the roll (such as when applying Effort), and the initial cost points do not affect the difficulty of the task. In other words, the character must spend 3 Might points to attempt the task at all, but that doesn’t help them open the door. If they want to apply Effort to ease the task, they have to spend more points from their Might Pool.

Edge helps with the initial cost of a task, just as it does with any expenditure from a character’s Pool. In the previous example, if the character had a Might Edge of 2, they would have to spend only 1 point (3 points minus 2 from their Might Edge) for the initial cost to attempt the task. If they also applied a level of Effort to open the door, they couldn’t use their Edge again—Edge applies only once per action—so using the Effort would cost the full 3 points. Thus, they’d spend a total of 4 points (1 for the initial cost plus 3 for the Effort) from their Might Pool.

The rationale of the initial cost rule is that even in the Cypher System, where things like Effort can help a character succeed on an action, logic still suggests that some actions are very difficult and taxing, particularly for some PCs more than others.

Distance

Distance is simplified into four basic categories: immediate, short, long, and very long.

Immediate distance from a character is within reach or within a few steps; if a character stands in a small room, everything in the room is within immediate distance. At most, immediate distance is 10 feet (3 m). Immediate distance is sometimes referred to as close, or even point-blank, particularly when referring to ranges.

The words “immediate” and “close” can be used interchangeably to talk about distance. If a creature or object is within arm’s reach of the character, it can be considered both immediate and close.

Short distance is anything greater than immediate distance but less than 50 feet (15 m) or so.

Long distance is anything greater than short distance but less than 100 feet (30 m) or so.

Very long distance is anything greater than long distance but less than 500 feet (150 m) or so.

Beyond that range, distances are always specified—1,000 feet (300 m), 1 mile (1.5 km), and so on.

All weapons and special abilities use these terms for ranges. For example, all melee weapons have immediate range—they are close-combat weapons, and you can use them to attack anyone within immediate distance. A thrown knife (and most other thrown weapons) has short range. A small handgun also has short range. A rifle has long range.

A character can move an immediate distance as a part of another action. In other words, they can take a few steps to the light switch and flip it on. They can lunge across a small room to attack a foe. They can open a door and step through.

A character can move a short distance as their entire action for a turn. They can also try to move a long distance as their entire action, but the player might have to roll to see if the character slips, trips, or stumbles for moving so far so quickly.

GMs and players don’t need to determine exact distances. For example, if the PCs are fighting a group of guards, any character can likely attack any foe in the general melee—they’re all within immediate range. However, if one trooper stays back to fire a blaster, a character might have to use their entire action to move the short distance required to attack that foe. It doesn’t matter if the trooper is 20 feet (6 m) or 40 feet (12 m) away—it’s simply considered short distance. It does matter if the trooper is more than 50 feet (15 m) away because that distance would require a long move.

Other Distances

In rare cases where distances beyond very long are needed, real-world distances are best (1 mile, 100 kilometers, and so on). However, the following shorthand distances can be useful in some settings:

Planetary: On the same planet.

Interplanetary: Within the same solar system.

Interstellar: Within the same galaxy.

Intergalactic: Anywhere in the same universe.

Interdimensional: Anywhere.

Timekeeping

Generally, keep time the same way that you normally would, using minutes, hours, days, and weeks. Thus, if the characters walk overland for 15 miles (24 km), about eight hours pass, even though the journey can be described in only a few seconds at the game table. Precision timekeeping is rarely important. Most of the time, saying things like “That takes about an hour” works fine.

This is true even when a special ability has a specific duration. In an encounter, a duration of “one minute” is mostly the same as saying “the rest of the encounter.” You don’t have to track each round that ticks by if you don’t want to. Likewise, an ability that lasts for ten minutes can safely be considered the length of an in-depth conversation, the time it takes to quickly explore a small area, or the time it takes to rest after a strenuous activity.

ActionTime Usually Required
Walking a mile over easy terrainAbout fifteen minutes
Walking a mile over rough terrain (forest, snow, hills)About half an hour
Walking a mile over difficult terrain (mountains, thick jungle)About forty-five minutes
Moving from one significant location in a city to anotherAbout fifteen minutes
Sneaking into a guarded locationAbout fifteen minutes
Observing a new location to get salient detailsAbout fifteen minutes
Having an in-depth discussionAbout ten minutes
Resting after a fight or other strenuous activityAbout ten minutes
Resting and having a quick mealAbout half an hour
Making or breaking campAbout half an hour
Shopping for supplies in a market or storeAbout an hour
Meeting with an important contactAbout half an hour
Referencing a book or websiteAbout half an hour
Searching a room for hidden thingsAt least half an hour, perhaps one hour
Searching for cyphers or other valuables amid a lot of stuffAbout an hour
Identifying and understanding a cypherFifteen minutes to half an hour
Identifying and understanding an artifactAt least fifteen minutes, perhaps three hours
Repairing a device (assuming parts and tools available)At least an hour, perhaps a day
Building a device (assuming parts and tools available)At least a day, perhaps a week

Encounters, Rounds, and Initiative

Sometimes in the course of the game, the GM or players will refer to an “encounter.” Encounters are not so much measurements of time as they are events or instances in which something happens, like a scene of a movie or a chapter in a book. An encounter might be a fight with a foe, a dramatic crossing of a raging river, or a stressful negotiation with an important official. It’s useful to use the word when referring to a specific scene, as in “My Might Pool is low after that encounter with the soul sorcerer yesterday.”

A round is about five to ten seconds. The length of time is variable because sometimes one round might be a bit longer than another. You don’t need to measure time more precisely than that. You can estimate that on average there are about ten rounds in a minute. In a round, everyone—each character and NPC—gets to take one action.

To determine who goes first, second, and so on in a round, each player makes a Speed roll called an initiative roll. Most of the time, it’s only important to know which characters act before the NPCs and which act after the NPCs. On an initiative roll, a character who rolls higher than an NPC’s target number takes their action before the NPC does. As with all target numbers, an NPC’s target number for an initiative roll is three times the NPC’s level. Many times, the GM will have all NPCs take their actions at the same time, using the highest target number from among all the NPCs. Using this method, any characters who rolled higher than the target number act first, then all the NPCs act, and finally any characters who rolled lower than the target number act.

An initiative roll is a d20 roll. Since your initiative depends on how fast you are, if you spend Effort on the roll, the points come from your Speed Pool.

The order in which the characters act usually isn’t important. If the players want to go in a precise order, they can act in initiative order (highest to lowest), by going around the table, by going oldest to youngest, and so on.

For example, Charles, Tammie, and Shanna’s characters are in combat with two level 2 security guards. The GM has the players make Speed rolls to determine initiative. Charles rolls an 8, Shanna rolls a 15, and Tammie rolls a 4. The target number for a level 2 creature is 6, so each round Charles and Shanna act before the guards, then the guards act, and finally Tammie acts. It doesn’t matter whether Charles acts before or after Shanna, as long as they think it’s fair.

After everyone—all PCs and NPCs—in the combat has had a turn, the round ends and a new round begins. In all rounds after the first, everyone acts in the same order as they did in the first round. The characters cycle through this order until the logical end of the encounter (the end of the fight or the completion of the event) or until the GM asks them to make new initiative rolls. The GM can call for new initiative rolls at the beginning of any new round when conditions drastically change. For example, if the NPCs gain reinforcements, the environment changes (perhaps the lights go out), the terrain changes (maybe part of the balcony collapses under the PCs), or something similar occurs, the GM can call for new initiative rolls.

Since the action moves as a cycle, anything that lasts for a round ends where it started in the cycle. If Umberto uses an ability on an opponent that hinders its defenses for one round, the effect lasts until Umberto acts on his next turn.

A Closer Look At Situations that Don’t Involve PCs

Ultimately, the GM is the arbiter of conflicts that do not involve the PCs. They should be adjudicated in the most interesting, logical, and story-based way possible. When in doubt, match the level of the NPCs (characters or creatures) or their respective effects to determine the results. Thus, if a level 4 NPC fights a level 3 NPC, the level 4 NPC will win, but if they face a level 7 NPC, they’ll lose. Likewise, a level 4 creature resists poisons or devices of level 3 or lower but not those of level 5 and above.

The essence is this: in the Cypher System, it doesn’t matter if something is a creature, a poison, or a gravity-dispelling ray. If it’s a higher level, it wins; if it’s a lower level, it loses. If two things of equal level oppose each other, there might be a long, drawn-out battle that could go either way.

Actions

Anything that your character does in a round is an action. It’s easiest to think of an action as a single thing that you can do in five to ten seconds. For example, if you use your dart thrower to shoot a strange floating orb, that’s one action. So is running for cover behind a stack of barrels, prying open a stuck door, using a rope to pull your friend up from a pit, or activating a cypher (even if it’s stored in your pack).

Opening a door and attacking a security guard on the other side are two actions. It’s more a matter of focus than time. Drawing your sword and attacking a foe is all one action. Putting away your bow and pushing a heavy bookcase to block a door are two actions because each requires a different train of thought.

If the action you want to accomplish is not within reach, you can move a little bit. Essentially, you can move up to an immediate distance to perform your action. For example, you can move an immediate distance and attack a foe, open a door and move an immediate distance into the hallway beyond, or grab your hurt friend lying on the ground and pull them back a few steps. This movement can occur before or after your action, so you can move to a door and open it, or you can open a door and move through it.

The most common actions are:

Action: Attack

An attack is anything that you do to someone that they don’t want you to do. Slashing a foe with a curved dagger is an attack, blasting a foe with a lightning artifact is an attack, wrapping a foe in magnetically controlled metal cables is an attack, and controlling someone’s mind is an attack. An attack almost always requires a roll to see if you hit or otherwise affect your target.

In the simplest kind of attack, such as a PC trying to stab a thug with a knife, the player rolls and compares their result to the opponent’s target number. If their roll is equal to or greater than the target number, the attack hits. Just as with any kind of task, the GM might modify the difficulty based on the situation, and the player might have a bonus to the roll or might try to ease the task using skills, assets, or Effort.

A less straightforward attack might be a special ability that stuns a foe with a mental blast. However, it’s handled the same way: the player makes a roll against the opponent’s target number. Similarly, an attempt to tackle a foe and wrestle it to the ground is still just a roll against the foe’s target number.

Attacks are sometimes categorized as “melee” attacks, meaning that you hurt or affect something within immediate reach, or “ranged” attacks, meaning that you hurt or affect something at a distance.

Melee attacks can be Might or Speed actions—player choice. Physical ranged attacks (such as bows, thrown weapons, and blasts of fire from a mutation) are almost always Speed actions, but those that come from special abilities tend to be Intellect actions.

Special abilities that require touching the target require a melee attack. If the attack misses, the power is not wasted, and you can try again each round as your action until you hit the target, use another ability, or take a different action that requires you to use your hands. These attempts in later rounds count as different actions, so you don’t have to keep track of how much Effort you used when you activated the ability or how you used Edge. For example, let’s say that in the first round of combat, you activate a special ability that requires you to touch your foe and you use Effort to ease the attack, but you roll poorly and miss your foe. In the second round of combat, you can try attacking again and use Effort to ease the attack roll.

The GM and players are encouraged to describe every attack with flavor and flair. One attack roll might be a stab to the foe’s arm. A miss might be the PC’s sword slamming into the wall. Combatants lunge, block, duck, spin, leap, and make all kinds of movements that should keep combat visually interesting and compelling. The Running the Cypher System chapter has much more guidance in this regard.

Common elements that affect the difficulty of a combat task are cover, range, and darkness. The rules for these and other modifiers are explained in the Attack Modifiers and Special Situations section of this chapter.

Damage

When an attack strikes a character, it usually means the character takes damage.

An attack against a PC subtracts points from one of the character’s stat Pools—usually the Might Pool. Whenever an attack simply says it deals “damage” without specifying the type, it means Might damage, which is by far the most common type. Intellect damage, which is usually the result of a mental attack, is always labeled as Intellect damage. Speed damage is often a physical attack, but attacks that deal Speed damage are fairly rare.

NPCs don’t have stat Pools. Instead, they have a characteristic called health. When an NPC takes damage of any kind, the amount is subtracted from its health. Unless described otherwise, an NPC’s health is always equal to its target number. Some NPCs might have special reactions to or defenses against attacks that would normally deal Speed damage or Intellect damage, but unless the NPC’s description specifically explains this, assume that all damage is subtracted from the NPC’s health.

Objects don’t have stat Pools or health. They have an object damage track, just like how PCs have a damage track. Attacking objects might move them down their damage track.

Damage is always a specific amount determined by the attack. For example, a slash with a broadsword or a blast with a spike thrower deals 4 points of damage. An Adept’s Onslaught deals 4 points of damage. Often, there are ways for the attacker to increase the damage. For example, a PC can apply Effort to deal 3 additional points of damage, and rolling a natural 17 on the attack roll deals 1 additional point of damage.

Armor

Pieces of equipment and special abilities protect a character from damage by giving them Armor. Each time a character takes damage, subtract their Armor value from the damage before reducing their stat Pool or health. For example, if a Warrior with 2 Armor is hit by a gunshot that deals 4 points of damage, they take only 2 points of damage (4 minus 2 from their Armor). If Armor reduces the incoming damage to 0 or lower, the character takes no damage from the attack. For example, the Warrior’s 2 Armor protects them from all physical attacks that deal 1 or 2 points of damage.

The most common way to get Armor is to wear physical armor, such as a leather jacket, a bulletproof vest, a chainmail hauberk, bioengineered carapace grafts, or something else, depending on the setting. All physical armor comes in one of three categories: light, medium, or heavy. Light armor gives the wearer 1 point of Armor, medium gives 2 points of Armor, and heavy gives 3 points of Armor.

When you see the word “Armor” capitalized in the game rules (other than in the name of a special ability), it refers to your Armor characteristic—the number you subtract from incoming damage. When you see the word “armor” in lowercase, it refers to any physical armor you might wear.

Other effects can add to a character’s Armor. If a character is wearing chainmail (+2 to Armor) and has an ability that covers them in a protective force field that grants +1 to Armor, their total is 3 Armor. If they also use a cypher that hardens their flesh temporarily for +1 to Armor, their total is 4 Armor.

Some types of damage ignore physical armor. Attacks that specifically deal Speed damage or Intellect damage ignore Armor; the creature takes the listed amount of damage without any reduction from Armor. Ambient damage (see below) usually ignores Armor as well.

A creature may have a special bonus to Armor against certain kinds of attacks. For example, a protective suit made of a sturdy, fire-resistant material might normally give its wearer +1 to Armor but count as +3 to Armor against fire attacks. An artifact worn as a helmet might grant +2 to Armor only against mental attacks.

Ambient Damage

Some kinds of damage aren’t direct attacks against a creature, but they indirectly affect everything in the area. Most of these are environmental effects such as winter cold, high temperatures, or background radiation. Damage from these kinds of sources is called ambient damage. Physical armor usually doesn’t protect against ambient damage, though a well-insulated suit of armor can protect against cold weather.

Damage From Hazards

Attacks aren’t the only way to inflict damage on a character. Experiences such as falling from a great height, being burned in a fire, and spending time in severe weather also deal damage. Although no list of potential hazards could be comprehensive, the Damage From Hazards table includes common examples.

SourceDamageNotes
Falling1 point per 10 feet (3 m) fallen (ambient damage)
Minor fire3 points per round (ambient damage)Torch
Major fire6 points per round (ambient damage)Engulfed in flames; lava
Acid splash2 points per round (ambient damage)
Acid bath6 points per round (ambient damage)Immersed in acid
Cold1 point per round (ambient damage)Below freezing temperatures
Severe cold3 points per round (ambient damage)Liquid nitrogen
Shock1 point per round (ambient damage)Often involves losing next action
Electrocution6 points per round (ambient damage)Often involves losing next action
Crush3 pointsObject or creature falls on character
Huge crush6 pointsRoof collapse; cave-in
Collision6 pointsLarge, fast object strikes character

The Effects of Taking Damage

When an NPC reaches 0 health, it is either dead or (if the attacker wishes) incapacitated, meaning unconscious or beaten into submission.

As previously mentioned, damage from most sources is applied to a character’s Might Pool. Otherwise, stat damage always reduces the Pool of the stat it affects.

If damage reduces a character’s stat Pool to 0, any further damage to that stat (including excess damage from the attack that reduced the stat to 0) is applied to another stat Pool. Damage is applied to Pools in this order:

  1. Might (unless the Pool is 0)

  2. Speed (unless the Pool is 0)

  3. Intellect

Even if the damage is applied to another stat Pool, it still counts as its original type for the purpose of Armor and special abilities that affect damage. For example, if a character with 2 Armor is reduced to 0 Might and then is hit by a creature’s claw for 3 points of damage, it still counts as Might damage, so their Armor reduces the damage to 1 point, which then is applied to their Speed Pool. In other words, even though they take the damage from their Speed Pool, it doesn’t ignore Armor like Speed damage normally would.

In addition to taking damage from their Might Pool, Speed Pool, or Intellect Pool, PCs also have a damage track. The damage track has four states (from best to worst): hale, impaired, debilitated, and dead. When one of a PC’s stat Pools reaches 0, they move one step down the damage track. Thus, if they are hale, they become impaired. If they are already impaired, they become debilitated. If they are already debilitated, they become dead.

Some effects can immediately shift a PC one or more steps on the damage track. These include rare poisons, cellular disruption attacks, and massive traumas (such as falls from very great heights, being run over by a speeding vehicle, and so on, as determined by the GM).

Some attacks, like a serpent’s poisonous bite or a Speaker’s Enthrall, have effects other than damage to a stat Pool or shifting the PC on the damage track. These attacks can cause unconsciousness, paralysis, and so on.

When NPCs (who have only health) suffer Speed or Intellect damage, normally this is treated the same as Might damage. However, the GM or the player has the option to suggest an appropriate alternate effect—the NPC suffers a penalty, moves more slowly, is stunned, and so on.

The Damage Track

As noted above, the damage track has four states: hale, impaired, debilitated, and dead.

Hale is the normal state for a character: all three stat Pools are at 1 or higher, and the PC has no penalties from harmful conditions. When a hale PC takes enough damage to reduce one of their stat Pools to 0, they become impaired. Note that a character whose stat Pools are much lower than normal can still be hale.

Impaired is a wounded or injured state. When an impaired character applies Effort, it costs 1 extra point per level applied. For example, applying one level of Effort costs 4 points instead of 3, and applying two levels of Effort costs 7 points instead of 5.

An impaired character ignores minor and major effect results on their rolls, and they don’t deal as much extra damage in combat with a special roll. In combat, a roll of 17 or higher deals only 1 additional point of damage. When an impaired PC takes enough damage to reduce one of their stat Pools to 0, they become debilitated.

Debilitated is a critically injured state. A debilitated character may not take any actions other than to move (probably crawl) no more than an immediate distance. If a debilitated character’s Speed Pool is 0, they can’t move at all. When a debilitated PC takes enough damage to reduce a stat Pool to 0, they are dead.

Dead is dead.

The damage track allows you to know how far from death you are. If you’re hale, you’re three steps from death. If you’re impaired, you’re two steps from death. If you’re debilitated, you are only one small step from death’s door.

Recovering Points in a Pool

After losing or spending points in a Pool, you recover those points by resting. You can’t increase a Pool past its maximum by resting—just back to its normal level. Any extra points gained go away with no effect. The amount of points you recover from a rest, and how long each rest takes, depends on how many times you have rested so far that day.

When you rest, make a recovery roll. To do this, roll a d6 and add your tier. You recover that many points, and you can divide them among your stat Pools however you wish. For example, if your recovery roll is 4 and you’ve lost 4 points of Might and 2 points of Speed, you can recover 4 points of Might, or 2 points of Might and 2 points of Speed, or any other combination adding up to 4 points.

The first time you rest each day, it takes only a few seconds to catch your breath. If you rest this way in the middle of an encounter, it takes one action on your turn.

The second time you rest each day, you must rest for ten minutes to make a recovery roll. The third time you rest each day, you must rest for one hour to make a recovery roll. The fourth time you rest each day, you must rest for ten hours to make a recovery roll (usually, this occurs when you stop for the day to eat and sleep).

After that much rest, it’s assumed to be a new day, so the next time you rest, it takes only a few seconds. The next rest takes ten minutes, then one hour, and so on, in a cycle.

If you haven’t rested yet that day and you take a lot of damage in a fight, you could rest a few seconds (regaining 1d6 points + 1 point per tier) and then immediately rest for ten minutes (regaining another 1d6 points + 1 point per tier). Thus, in one full day of doing nothing but resting, you could recover 4d6 points + 4 points per tier.

Each character chooses when to make recovery rolls. If a party of five PCs rests for ten minutes because two of them want to make recovery rolls, the others don’t have to make rolls at that time. Later in the day, those three can decide to rest for ten minutes and make recovery rolls.

Recovery RollRest Time Needed
First recovery rollOne action
Second recovery rollTen minutes
Third recovery rollOne hour
Fourth recovery rollTen hours

Restoring the Damage Track

Using points from a recovery roll to raise a stat Pool from 0 to 1 or higher also automatically moves the character up one step on the damage track.

If all of a PC’s stat Pools are above 0 and the character has taken special damage that moved them down the damage track, they can use a recovery roll to move up one step on the damage track instead of recovering points. For example, a character who is debilitated from a hit with a cell-disrupting biotech device can rest and move up to impaired rather than recover points in a Pool.

Special Damage

In the course of playing the game, characters face all manner of threats and dangers that can harm them in a variety of ways, only some of which are easily represented by points of damage.

Dazed and Stunned: Characters can be dazed when struck hard on the head, exposed to extremely loud sounds, or affected by a mental attack. When this happens, for the duration of the daze effect (usually one round), all of the character’s tasks are hindered. Similar but more severe attacks can stun characters. Stunned characters lose their turn (but can still defend against attacks normally).

Poison and Disease: When characters encounter poison—whether the venom of a serpent, rat poison slipped into a burrito, cyanide dissolved in wine, or an overdose of acetaminophen—they make a Might defense roll to resist it. Failure to resist can result in points of damage, moving down the damage track, or a specific effect such as paralysis, unconsciousness, disability, or something stranger. For example, some poisons affect the brain, making it impossible to say certain words, take certain actions, resist certain effects, or recover points to a stat Pool.

Diseases work like poisons, but their effect occurs every day, so the victim must make a Might defense roll each day or suffer the effects. Disease effects are as varied as poisons: points of damage, moving down the damage track, disability, and so on. Many diseases inflict damage that cannot be restored through conventional means.

Paralysis: Paralytic effects cause a character to drop to the ground, unable to move. Unless otherwise specified, the character can still take actions that require no physical movement.

Other Effects: Other special effects can render a character blind or deaf, unable to stand without falling over, or unable to breathe. Stranger effects might negate gravity for the character (or increase it a hundredfold), transport them to another place, render them out of phase, mutate their physical form, implant false memories or senses, alter the way their brain processes information, or inflame their nerves so they are in constant, excruciating pain. Each special effect must be handled on a case-by-case basis. The GM adjudicates how the character is affected and how the condition can be alleviated (if possible).

NPCs and Special Damage

The GM always has final say over what special damage will affect an NPC. Human NPCs usually react like characters, but nonhuman creatures might react very differently. For example, a tiny bit of venom is unlikely to hurt a gigantic dragon, and it won’t affect an android or a demon at all.

If an NPC is susceptible to an attack that would shift a character down the damage track, using that attack on the NPC usually renders it unconscious or dead. Alternatively, the GM could apply the debilitated condition to the NPC, with the same effect as it would have on a PC.

Attack Modifiers And Special Situations

In combat situations, many modifiers might come into play. Although the GM is at liberty to assess whatever modifiers they think are appropriate to the situation (that’s their role in the game), the following suggestions and guidelines might make that easier. Often the modifier is applied as a step in difficulty. So if a situation hinders attacks, that means if a PC attacks an NPC, the difficulty of the attack roll is increased by one step, and if an NPC attacks a PC, the difficulty of the defense roll is decreased by one step. This is because players make all rolls, whether they are attacking or defending—NPCs never make attack or defense rolls.

When in doubt, if it seems like it should be harder to attack in a situation, hinder the attack rolls. If it seems like attacks should gain an advantage or be easier in some way, hinder the defense rolls.

Precise ranges are not important in the Cypher System. The broadly defined “immediate,” “short,” “long,” and “very long” ranges let the GM quickly make a judgment call and keep things moving. Basically, the idea is: your target is right there, your target is close, your target is pretty far away, or your target is extremely far away.

Cover

If a character is behind cover so that a significant portion of their body is behind something sturdy, attacks against the character are hindered.

If a character is entirely behind cover (their entire body is behind something sturdy), they can’t be attacked unless the attack can go through the cover. For example, if a character hides behind a thin wooden screen and their opponent shoots the screen with a rifle that can penetrate the wood, the character can be attacked. However, because the attacker can’t see the character clearly, this still counts as cover (attacks against the character are hindered).

Position

Sometimes where a character stands gives them an advantage or a disadvantage.

Prone Target: In melee, a prone target is easier to hit (attacks against them are eased). In ranged combat, a prone target is harder to hit (attacks against them are hindered).

Higher Ground: In either ranged or melee combat, attacks by an opponent on higher ground are eased.

Surprise

When a target isn’t aware of an incoming attack, the attacker has an advantage. A ranged sniper in a hidden position, an invisible assailant, or the first salvo in a successful ambush are all eased by two steps. For the attacker to gain this advantage, however, the defender truly must have no idea that the attack is coming.

If the defender isn’t sure of the attacker’s location but is still on guard, the attacks are eased by only one step.

Range

In melee, you can attack a foe who is adjacent to you (next to you) or within reach (immediate range). If you enter into melee with one or more foes, usually you can attack most or all of the combatants, meaning they are next to you, within reach, or within reach if you move slightly or have a long weapon that extends your reach.

The majority of ranged attacks have only two ranges: short range and long range (a few have very long range). Short range is generally less than 50 feet (15 m) or so. Long range is generally from 50 feet (15 m) to about 100 feet (30 m). Very long range is generally 100 feet (30 m) to 500 feet (150 m). Greater precision than that isn’t important in the Cypher System. If anything is longer than very long range, the exact range is usually spelled out, such as with an item that can fire a beam 1,000 feet (300 m) or teleport you up to 1 mile (1.5 km) away.

Thus, the game has four measurements of distance: immediate, short, long, and very long. These apply to movement as well. A few special cases—point-blank range and extreme range— modify an attack’s chance to successfully hit.

Point-Blank Range: If a character uses a ranged weapon against a target within immediate range, the attack is eased.

Extreme Range: Targets just at the limit of a weapon’s range are at extreme range. Attacks against such targets are hindered.

The GM might allow a character with a ranged weapon to attack beyond extreme range, but the attack would be hindered by two steps for each range category beyond the normal limit. Attacks with hard limits, such as the blast radius of a bomb, can’t be modified.

In certain situations, such as a PC on top of a building looking across an open field, the GM should allow ranged attacks to exceed their maximum range. For example, in perfect conditions, a good archer can hit a large target with a bow and arrow at 500 feet (150 m), much farther than a bow’s typical long range.

Illumination

What characters can see (and how well they can see) plays a huge factor in combat.

Dim Light: Dim light is approximately the amount of light on a night with a bright full moon or the illumination provided by a torch, flashlight, or desk lamp. Dim light allows you to see out to short range. Targets in dim light are harder to hit. Attacks against such targets are hindered. Attackers trained in low-light spotting negate this modifier.

Very Dim Light: Very dim light is approximately the amount of light on a starry night with no visible moon, or the glow provided by a candle or an illuminated control panel. Very dim light allows you to see clearly only within immediate range and perceive vague shapes to short range. Targets in very dim light are harder to hit. Attacks against targets within immediate range are hindered, and attacks against those in short range are hindered by two steps. Attackers trained in low-light spotting modify these difficulties by one step in their favor. Attackers specialized in low-light spotting modify these difficulties by two steps in their favor.

Darkness: Darkness is an area with no illumination at all, such as a moonless night with cloud cover or a room with no lights. Targets in complete darkness are nearly impossible to hit. If an attacker can use other senses (such as hearing) to get an idea of where the opponent might be, attacks against such targets are hindered by four steps. Otherwise, attacks in complete darkness fail without the need for a roll unless the player spends 1 XP to “make a lucky shot” or the GM uses GM intrusion. Attackers trained in low-light spotting ease the task. Attackers specialized in low-light spotting ease the task by two steps.

Visibility

Similar to illumination, factors that obscure vision affect combat.

Mist: A target in mist is similar to one in dim light. Ranged attacks against such targets are hindered. Particularly dense mist makes ranged attacks nearly impossible (treat as darkness), and even melee attacks are hindered.

Hiding Target: A target in dense foliage, behind a screen, or crawling amid the rubble in a ruin is hard to hit because they’re hard to see. Ranged attacks against such targets are hindered.

Invisible Target: If an attacker can use other senses (such as hearing) to get an idea of where the opponent might be, attacks against such targets are hindered by four steps. Otherwise, attacks against an invisible creature fail without the need for a roll unless the player spends 1 XP to “make a lucky shot” or the GM uses GM intrusion.

Water

Being in shallow water can make it hard to move, but it doesn’t affect combat. Being in deep water can make things difficult, and being underwater entirely can seem as different as being on another world.

Deep Water: Being in water up to your chest (or the equivalent thereof) hinders your attacks. Aquatic creatures ignore this modifier.

Underwater Melee Combat: For nonaquatic creatures, being completely underwater makes attacking very difficult. Attacks with stabbing weapons are hindered, and melee attacks with slashing or bashing weapons are hindered by two steps. Aquatic creatures ignore these penalties.

Underwater Ranged Combat: As with melee combat, nonaquatic creatures have problems fighting underwater. Some ranged attacks are impossible underwater—you can’t throw things, fire a bow or crossbow, or use a blowgun. Many firearms also do not work underwater. Attacks with weapons that do work underwater are hindered. Ranges underwater are reduced by one category; very-long-range weapons work only to long range, long-range weapons work only to short range, and short-range weapons work only to immediate range.

Moving Targets

Moving targets are harder to hit, and moving attackers have a difficult time as well.

Target Is Moving: Attackers trying to hit a foe who is moving very fast are hindered. (A foe moving very fast is one who is doing nothing but running, mounted on a moving creature, riding on a vehicle or moving conveyance, and so on.)

Attacker Is Moving: An attacker trying to make an attack while moving under their own power (walking, running, swimming, and so on) takes no penalties. Attacks from a moving mount or moving vehicle are hindered; an attacker trained in riding or driving ignores this penalty.

Attacker Is Jostled: Being jostled, such as while standing on a listing ship or a vibrating platform, makes attacking difficult. Such attacks are hindered. Characters trained in balancing or sailing would ignore penalties for being on a ship.

Gravity

In a spacefaring campaign, characters may travel to worlds with stronger or weaker gravity than Earth’s. Likewise, strange technology or magic can cause gravity to fluctuate even in an Earth-based campaign. Characters who have a large amount of metal (wearing metal armor, using metal weapons, and so on) can be affected by fluctuating magnetism just as a character is affected by gravity.

Low Gravity: Weapons that rely on weight, such as all heavy weapons, deal 2 fewer points of damage (dealing a minimum of 1 point of damage). Weapons with short range can reach to long range, and long-range weapons can reach to very long range. Characters trained in low-gravity maneuvering ignore the damage penalty.

High Gravity: It’s hard to make effective attacks when the pull of gravity is very strong. Attacks (and all physical actions) made in high gravity are hindered. Ranges in high gravity are reduced by one category (very-long-range weapons reach only to long range, long-range weapons reach only to short range, and short-range weapons reach only to immediate range). Characters trained in high-gravity maneuvering ignore the change in difficulty but not the range decreases.

Zero Gravity: It’s hard to maneuver in an environment without gravity. All physical actions (including attacks) made in zero gravity are hindered. Weapons with short range can reach to long range, long-range weapons can reach to very long range, and very-long-range weapons can reach to about 1,000 feet (300 m) instead of 500 feet (150 m). Characters trained in zero-gravity maneuvering ignore the change in difficulty.

Special Situation: Combat Between NPCs

When an NPC ally of the PCs attacks another NPC, the GM can designate a player to roll and handle it like a PC attacking. Often, the choice is obvious. For example, a character who has a trained attack animal should roll when their pet attacks enemies. If an NPC ally accompanying the party leaps into the fray, that ally’s favorite PC rolls for them. NPCs cannot apply Effort. Of course, it’s perfectly fitting (and easier) to have the NPC ally use the cooperative action rules to aid a PC instead of making direct attacks, or to compare the levels of the two NPCs (higher wins).

Special Situation: Combat Between PCs

When one PC attacks another PC, the attacking character makes an attack roll, and the other character makes a defense roll, adding any appropriate modifiers. If the attacking PC has a skill, ability, asset, or other effect that would ease the attack if it were made against an NPC, the character adds 3 to the roll for each step reduction (+3 for one step, +6 for two steps, and so on). If the attacker’s final result is higher, the attack hits. If the defender’s result is higher,
the attack misses. Damage is resolved normally. The GM mediates all special effects.

Special Situation: Area Attacks

Sometimes, an attack or effect affects an area rather than a single target. For example, a grenade or a landslide can potentially harm or affect everyone in the area.

In an area attack, all PCs in the area make appropriate defense rolls against the attack to determine its effect on them. If there are any NPCs in the area, the attacker makes a single attack roll against all of them (one roll, not one roll per NPC) and compares it to the target number of each NPC. If the roll is equal to or greater than the target number of a particular NPC, the attack hits that NPC.

Some area attacks always deal at least a minimum amount of damage, even if the attacks miss or if a PC makes a successful defense roll.

For example, consider a character who uses Shatter to attack six cultists (level 2; target number 6) and their leader (level 4; target number 12). The PC applies Effort to increase the damage and rolls an 11 for the attack roll. This hits the six cultists, but not the leader, so the ability deals 3 points of damage to each of the cultists. The description of Shatter says that applying Effort to increase the damage also means that targets take 1 point of damage if the PC fails the attack roll, so the leader takes 1 point of damage. In terms of what happens in the story, the cultists are caught flat-footed by the sudden detonation of one of their knives, but the leader ducks and is shielded from the blast. Despite the leader’s quick moves, the blast is so intense that a few bits of metal slice them.

Special Situation: Attacking Objects

Attacking an object is rarely a matter of hitting it. Sure, you can hit the broad side of a barn, but can you damage it? Attacking inanimate objects with a melee weapon is a Might action. Objects have levels and thus target numbers. Objects have a damage track that works like the damage track for PCs.

Intact is the default state for an object.

Minor damage is a slightly damaged state. An object with minor damage reduces its level by 1.

Major damage is a critically damaged state. An object with major damage is broken and no longer functions.

Destroyed is destroyed. The object is ruined, no longer functions, and cannot be repaired.

If the Might action to damage an object is a success, the object moves one step down the object damage track. If the Might roll exceeded the difficulty by 2 levels, the object instead moves two steps down the object damage track. If the Might roll exceeded the difficulty by 4 levels, the object instead moves three steps down the object damage track. Objects with minor or major damage can be repaired, moving them one or more steps up the object damage track.

Brittle or fragile objects, like paper or glass, decrease the effective level of the object for the purposes of determining if it is damaged. Hard objects, like those made of wood or stone, add 1 to the effective level. Very hard objects, like those made of metal, add 2. (The GM may rule that some exotic materials add 3.)

The tool or weapon used to attack the object must be at least as hard as the object itself. Further, if the amount of damage the attack could inflict—not modified by a special die roll—does not equal or exceed the effective level of the object, the attack cannot damage the object no matter what the roll.

Action: Activate a Special Ability

Special abilities are granted by foci, types, and flavors, or provided by cyphers or other devices. If a special ability affects another character in any kind of unwanted manner, it’s handled as an attack. This is true even if the ability is normally not considered an attack. For example, if a character has a healing touch, and their friend doesn’t want to be healed for some reason, an attempt to heal their unwilling friend is handled as an attack.

Plenty of special abilities do not affect another character in an unwanted manner. For example, a PC might use Hover on themselves to float into the air. A character with a matter-reorganizing device might change a stone wall into glass. A character who activates a phase changer cypher might walk through a wall. None of these requires an attack roll (although when turning a stone wall to glass, the character must still make a roll to successfully affect the wall).

If the character spends points to apply Effort on the attempt, they might want to roll anyway to see if they get a major effect, which would reduce the cost for their action.

Action: Move

As a part of another action, a character can adjust their position—stepping back a few feet while using an ability, sliding over in combat to take on a different opponent to help a friend, pushing through a door they just opened, and so on. This is considered an immediate distance, and a character can move this far as part of another action.

In a combat situation, if a character is in a large melee, they’re usually considered to be next to most other combatants, unless the GM rules that they’re farther away because the melee is especially large or the situation dictates it.

If they’re not in melee but still nearby, they are considered to be a short distance away—usually less than 50 feet (15 m). If they’re farther away than that but still involved in the combat, they are considered to be a long distance away, usually 50 to 100 feet (15 to 30 m), or possibly even a very long distance away, usually more than 100 feet to 500 feet (30 to 150 m).

In a round, as an action, a character can make a short move. In this case, they are doing nothing but moving up to about 50 feet (15 m). Some terrain or situations will change the distance a character can move, but generally, making a short move is considered to be a difficulty 0 action. No roll is needed; they just get where they’re going as their action.

A character can try to make a long move—up to 100 feet (30 m) or so—in one round. This is a Speed task with a difficulty of 4. As with any action, they can use skills, assets, or Effort to ease the task. Terrain, obstacles, or other circumstances can hinder the task. A successful roll means the character moved the distance safely. Failure means that at some point during the move, they stop or stumble (the GM determines where this happens).

A character can also try to make a short move and take another (relatively simple) physical action, like make an attack. As with the attempt to make a long move, this is a Speed task with a difficulty of 4, and failure means that the character stops at some point, slipping or stumbling or otherwise getting held up.

Long-Term Movement

When talking about movement in terms of traveling rather than round-by-round action, typical characters can travel on a road about 20 miles (32 km) per day, averaging about 3 miles (5 km) per hour, including a few stops. When traveling overland, they can move about 12 miles (19 km) per day, averaging 2 miles (3 km) per hour, again with some stops. Mounted characters, such as those on horseback, can go twice as far. Other modes of travel (cars, airplanes, hovercraft, sailing ships, and so on) have their own rates of movement.

Movement Modifiers

Different environments affect movement in different ways.

Rough Terrain: A surface that’s considered rough terrain is covered in loose stones or other material, uneven or with unsure footing, unsteady, or a surface that requires movement across a narrow space, such as a cramped corridor or a slender ledge. Stairs are also considered rough terrain. Rough terrain does not slow normal movement on a round-by-round basis, but hinders move rolls. Rough terrain cuts long-term movement rates in half.

Difficult Terrain: Difficult terrain is an area filled with challenging obstacles—water up to waist height, a very steep slope, an especially narrow ledge, slippery ice, a foot or more of snow, a space so small that one must crawl through it, and so on. Difficult terrain hinders move rolls and halves movement on a round-by-round basis. This means that a short move is about 25 feet (8 m), and a long move is about 50 feet (15 m). Difficult terrain reduces
long-term movement to a third of its normal rate.

Water: Deep water, in which a character is mostly or entirely submerged, hinders move rolls
and reduces round-by-round and long-term movement to one quarter its normal rate. This means that a short move is about 12 feet(4 m), and a long move is about 25 feet (7.5 m). Characters trained in swimming halve their movement only while in deep water.

Low Gravity: Movement in low gravity is easier but not much faster. All move rolls are eased.

High Gravity: In an environment of high gravity, treat all moving characters as if they were in difficult terrain. Characters trained in high-gravity maneuvering negate this penalty. High gravity reduces long-term movement to a third of its normal rate.

Zero Gravity: In an environment without gravity, characters cannot move normally. Instead, they must push off from a surface and succeed at a Might roll to move (the difficulty is equal to one-quarter the distance traveled in feet). Without a surface to push off from, a character cannot move. Unless the character’s movement takes them to a stable object that they can grab or land against, they continue to drift in that direction each round, traveling half the distance of the initial push.

Special Situation: A Chase

When a PC is chasing an NPC or vice versa, the player should attempt a Speed action, with the difficulty based on the NPC’s level. If the PC succeeds at the roll, they catch the NPC (if chasing), or they get away (if chased). In terms of the story, this one-roll mechanic can be the result of a long chase over many rounds.

Alternatively, if the GM wants to play out a long chase, the character can make many rolls (perhaps one per level of the NPC) to finish the pursuit successfully. For every failure, the PC must make another success, and if they ever have more failures than successes, the PC fails to catch the NPC (if chasing) or is caught (if chased). As with combat, the GM is encouraged to describe the results of these rolls with flavor. A success might mean the PC has rounded a corner and gained some distance. A failure might mean that a basket of fruit topples over in front of them, slowing them down. Vehicle chases are handled similarly.

Action: Wait

You can wait to react to another character’s action.

You decide what action will trigger your action, and if the triggering action happens, you get to take your action first (unless going first wouldn’t make sense, like attacking a foe before they come into view). For example, if an orc threatens you with a halberd, on your turn you can decide to wait, stating “If it stabs at me, I’m going to slash it with my sword.” On the orc’s turn, it stabs, so you make your sword attack before that happens.

Waiting is also a good way to deal with a ranged attacker who rises from behind cover, fires an attack, and ducks back down. You could say “I wait to see them pop up from behind cover and then I shoot them.”

Waiting is also a useful tool for cooperative actions (see below).

Action: Defend

Defending is a special action that only PCs can do, and only in response to being attacked. In other words, an NPC uses its action to attack, which forces a PC to make a defense roll. This is handled like any other kind of action, with circumstances, skill, assets, and Effort all potentially coming into play. Defending is a special kind of action in that it does not happen on the PC’s turn. It’s never an action that a player decides to take; it’s always a reaction to an attack. A PC can take a defense action when attacked (on the attacking NPC’s turn) and still take another action on their own turn.

The type of defense roll depends on the type of attack. If a foe attacks a character with an axe, they can use Speed to duck or block it with what they’re holding. If they’re struck by a poisoned dart, they can use a Might action to resist its effects. If a psi-worm attempts to control their mind, they can use Intellect to fend off the intrusion.

Sometimes an attack provokes two defense actions. For example, a poisonous reptile tries to bite a PC. They try to dodge the bite with a Speed action. If they fail, they take damage from the bite, and they must also attempt a Might action to resist the poison’s effects.

If a character does not know an attack is coming, usually they can still make a defense roll, but they can’t add modifiers (including the modifier from a shield), and they can’t use any skill or Effort to ease the task. If circumstances warrant—such as if the attacker is right next to the character—the GM might rule that the surprise attack simply hits.

A character can always choose to forgo a defense action, in which case the attack automatically hits.

Some abilities (such as the Countermeasures special ability) may allow you to do something special as a defense action.

Action: Do Something Else

Players can try anything they can think of, although that doesn’t mean anything is possible. The GM sets the difficulty—that’s their primary role in the game. Still, guided by the bounds of logic, players and GMs will find all manner of actions and options that aren’t covered by a rule. That’s a good thing.

Players should not feel constrained by the game mechanics when taking actions. Skills are not required to attempt an action. Someone who’s never picked a lock can still try. The GM might hinder the task, but the character can still attempt the action.

Thus, players and GMs can return to the beginning of this chapter and look at the most basic expression of the rules. A player wants to take an action. The GM decides, on a scale of 1 to 10, how difficult that task is and what stat it uses. The player determines whether they have anything that might modify the difficulty and considers whether to apply Effort. Once the final determination is made, they roll to see if their character succeeds. It’s as easy as that.

As further guidance, the following are some of the more common actions a player might take.

Players are encouraged to come up with their own ideas for what their characters do rather than looking at a list of possible actions. That’s why there is a “do something else” action. PCs are not pieces on a game board—they are people in a story. And like real people, they can try anything they can think of. (Succeeding is another matter entirely.) The task difficulty system provides GMs with the tools they need to adjudicate anything the players come up with.

Climbing

When a character climbs, the GM sets a difficulty based on the surface being climbed. Climbing is like moving through difficult terrain: the move roll is hindered and the movement is half speed. Unusual circumstances, such as climbing while under fire, pose additional step penalties.

DifficultySurface
2Surface with lots of handholds
3Stone wall or similar surface (a few handholds)
4Crumbling or slippery surface
5Smooth stone wall or similar surface
6Metal wall or similar surface
8Smooth, horizontal surface (climber is upside down)
10Glass wall or similar surface

Cooperative Actions

There are many ways multiple characters can work together. None of these options, however, can be used at the same time by the same characters.

Helping: If you use your action to help someone with a task, you ease the task. If you have an inability in a task, your help has no effect. If you use your action to help someone with a task that you are trained or specialized in, the task is eased by two steps. Help is considered an asset, and someone receiving help usually can’t gain more than two assets on a single task if that help is provided by another character.

For example, if Scott is trying to climb a steep incline and Sarah (who is trained in climbing) spends her turn helping him, Scott’s task is eased by two steps.

Sometimes you can help by performing a task that complements what another person is attempting. If your complementary action succeeds, you ease the other person’s task. For example, if Scott tries to persuade a ship captain to let him on board, Sarah could try to supplement Scott’s words with a flattering lie about the captain (a deception action), a display of knowledge about the region where the ship is headed (a geography action), or a direct threat to the captain (an intimidation action). If Sarah’s roll is a success, Scott’s persuasion task is eased.

Distraction: When a character uses their turn to distract a foe, that foe’s attacks are hindered for one round. Multiple characters distracting a foe have no greater effect than a single character doing so—a foe is either distracted or not. A distraction might be yelling a challenge, firing a warning shot, or a similar activity that doesn’t harm the foe.

Draw the Attack: When an NPC attacks a character, another PC can prominently present themselves, shout taunts, and move to try to get the foe to attack them instead. In most cases, this action succeeds without a roll—the opponent attacks the prominent PC instead of their companions. In other cases, such as with intelligent or determined foes, the prominent character must succeed at an Intellect action to draw the attack. If that Intellect action is successful, the foe attacks the prominent character, whose defenses are hindered by two steps. Two characters attempting to draw an attack at the same time cancel each other out.

Two characters attempting to draw an attack at the same time cancel each other out.

Take the Attack: A character can use their action to throw themselves in front of a foe’s successful attack to save a nearby comrade. The attack automatically succeeds against the sacrificial character, and it deals 1 additional point of damage. A character cannot willingly take more than one attack each round in this way.

Crafting, Building, and Repairing

Crafting is a tricky topic in the Cypher System because the same rules that govern building a spear also cover repairing a machine that can take you into hyperspace. Normally, the level of the item determines the difficulty of creating or repairing it as well as the time required. For cyphers, artifacts, other items that require specialized knowledge, or items unique to a world or species other than your own (such as a Martian tripod walker), add 5 to the item’s level to determine the difficulty of building or repairing it.

Sometimes, if the item is artistic in nature, the GM will add to the difficulty and time required. For example, a crude wooden stool might be hammered together in an hour. A beautiful finished piece might take a week or longer and would require more skill on the part of the crafter.

The GM is free to overrule some attempts at creation, building, or repair, requiring that the character have a certain level of skill, proper tools and materials, and so forth.

A level 0 object requires no skill to make and is easily found in most locations. Sling stones and firewood are level 0 items—producing them is routine. Making a torch from spare wood and oil-soaked cloth is simple, so it’s a level 1 object. Making an arrow or a spear is fairly standard but not simple, so it’s a level 2 object.

Generally speaking, a device to be crafted requires materials equal to its level and all the levels below it. So a level 5 device requires level 5 material, level 4 material, level 3 material, level 2 material, and level 1 material (and, technically, level 0 material).

The GM and players can gloss over much of the crafting details, if desired. Gathering all the materials to make a mundane item might not be worth playing out—but then again, it might be. For example, making a wooden spear in a forest isn’t very interesting, but what if the characters have to make a spear in a treeless desert? Finding the wreckage of something made of wood or forcing a PC to fashion a spear out of the bones of a large beast could be interesting situations.

Circumstances really matter. For example, sewing a dress by hand might take five times as long (or more) as using a sewing machine.

The time required to create an item is up to the GM, but the guidelines in the crafting table are a good starting point. Generally, repairing an item takes somewhere between half the creation time and the full creation time, depending on the item, the aspect that needs repairing, and the circumstances. For example, if creating an item takes one hour, repairing it takes thirty minutes to one hour.

The GM is free to overrule some attempts at creation, building, or repair, requiring that the character have a certain level of skill, proper tools and materials, and so forth.

Sometimes a GM will allow a rush job if the circumstances warrant it. This is different than using skill to reduce the time required. In this case, the quality of the item is affected. Let’s say that a character needs to create a tool that will cut through solid steel with a laser (a level 7 item), but they have to do it in one day. The GM might allow it, but the device might be extremely volatile, inflicting damage on the user, or it might work only once. The device is still considered a level 7 item to create in all other respects. Sometimes the GM will rule that reducing the time is not possible. For example, a single human can’t make a chainmail vest in one hour without some kind of machine to help.

Note: Erratum

The rules mention “using skill to reduce the time required” to craft an object. This was cut from the first edition rulebook:

“A character can reduce the time or materials needed instead of the difficulty (again, with GM approval, and if it makes sense to do so). A trained fletcher making arrows (level 2 items) could attempt a difficulty 2 task rather than a difficulty 1 task to create an arrow in fifteen minutes instead of an hour, or to create it in an hour but with substandard (level 1) materials. However, sometimes the GM will rule that reducing the time is not possible. For example, a single human can’t make a chainmail vest in one hour without some kind of machine to help.”

Possible crafting skills include:

@UUID[Compendium.cyphersystem-compendium.crafting-skills.7BUvkxuA2jCU8eqK]{Armoring} @UUID[Compendium.cyphersystem-compendium.crafting-skills.vFZ9YGa70efAWVpN]{Bowyering/fletching} @UUID[Compendium.cyphersystem-compendium.crafting-skills.Mh8fZ6svg8OSnsX3]{Chemistry} @UUID[Compendium.cyphersystem-compendium.crafting-skills.uGEL7zHPjaKA5kbN]{Computer science} @UUID[Compendium.cyphersystem-compendium.crafting-skills.g4qZmxAyRzrKZDzh]{Electronics} @UUID[Compendium.cyphersystem-compendium.crafting-skills.cFbEQnj0w4Q4AEFs]{Engines} @UUID[Compendium.cyphersystem-compendium.crafting-skills.LsykgiEBrwXM8x8x]{Genetic engineering} @UUID[Compendium.cyphersystem-compendium.crafting-skills.sedcB5ntUixkxEFn]{Glassblowing} @UUID[Compendium.cyphersystem-compendium.crafting-skills.kZSFCvecSYYsbDzX]{Gunsmithing} @UUID[Compendium.cyphersystem-compendium.crafting-skills.gH4b6MOodAZeCAod]{Leatherworking} @UUID[Compendium.cyphersystem-compendium.crafting-skills.HiAKUg3uYFmauoeJ]{Metalworking} @UUID[Compendium.cyphersystem-compendium.crafting-skills.Qs5gGKyC1qzg5DDf]{Neural engineering} @UUID[Compendium.cyphersystem-compendium.crafting-skills.dBhnKvctH1RIlolI]{Weaponsmithing} @UUID[Compendium.cyphersystem-compendium.crafting-skills.1N0N3X1Hr4uIet4P]{Woodcrafting}

Characters might try to make a cypher, an artifact, or an alien psionic starship do something other than its intended function. Sometimes, the GM will simply declare the task impossible. You can’t turn a vial of healing elixir into a two-way communicator. But most of the time, there is a chance of success.

That said, tinkering with weird stuff is not easy. Obviously, the difficulty varies from situation to situation, but difficulties starting at 7 are not unreasonable. The time, tools, and training required would be similar to the time, tools, and training needed to repair a device. If the tinkering results in a long-term benefit for the character—such as creating an artifact that they can use—the GM should require them to spend XP to make it.

Obviously, what is considered “weird stuff ” will vary from setting to setting, and sometimes the concept might not apply at all. But many times, there will be something in the setting that is too strange, too alien, too powerful, or too dangerous for PCs to mess around with (or at least mess around with easily). Einstein may have been extraordinary, but that doesn’t mean he could reverse-engineer a teleporter made in another dimension.

DifficultyCraftGeneral Time to Build
0Something extremely simple like tying a rope or finding an appropriately sized rockA few minutes at most
1TorchFive minutes
2Spear, simple shelter, piece of furnitureOne hour
3Bow, door, basic article of clothingOne day
4Sword, chainmail vestOne to two days
5Common technological item (electric light), nice piece of jewelry or art objectOne week
6Technological item (watch, transmitter), really nice piece of jewelry or art object, elegant craftworkOne month
7Technological item (computer), major work of artOne year
8Technological item (something from beyond Earth)Many years
9Technological item (something from beyond Earth)Many years
10Technological item (something from beyond Earth)Many years

Guarding

In a combat situation, a character can stand guard as their action. They do not make attacks, but all their defense tasks are eased. Further, if an NPC tries to get by them or take an action that they are guarding against, the character can attempt an eased Speed action based on the level of the NPC. Success means the NPC is prevented from taking the action; the NPC’s action that turn is wasted. This is useful for blocking a doorway, guarding a friend, and so forth.

If an NPC is standing guard, use the same procedure, but to get past the guard, the PC attempts a hindered Speed action against the NPC. For example, Diana is an NPC human with a level 3 bodyguard. The bodyguard uses their action to guard Diana. If a PC wants to attack Diana, the PC first must succeed at a difficulty 4 Speed task to get past the guard. If the PC succeeds, they can make their attack normally.

Healing

You can administer aid through bandaging and other succor, attempting to heal each patient once per day. This healing restores points to a stat Pool of your choice. Decide how many points you want to heal, and then make an Intellect action with a difficulty equal to that number. For example, if you want to heal someone for 3 points, that’s a difficulty 3 task with a target number of 9.

Interacting With Creatures

The level of the creature determines the target number, just as with combat. Thus, bribing a guard works much like punching them or affecting them with an ability. This is true of persuading someone, intimidating someone, calming a wild beast, or anything of the kind. Interaction is an Intellect task. Interacting usually requires a common language or some other way to communicate. Learning new languages is the same as learning a new skill.

Jumping

Decide how far you want to jump, and that sets the difficulty of your Might roll. For a standing jump, subtract 4 from the distance in feet to determine the difficulty of the jump. For example, jumping 10 feet (3 m) has a difficulty of 6.

If you run an immediate distance before jumping, it counts as an asset, easing the jump.

If you run a short distance before jumping, divide the jump distance (in feet) by 2 and then subtract 4 to determine the difficulty of the jump. Because you’re running an immediate distance (and then some), you also count your running as an asset. For example, jumping a distance of 20 feet (6 m) with a short running start has a difficulty of 5 (20 feet divided by 2 is 10, minus 4 is 6, minus 1 for running an immediate distance).

For a vertical jump, the distance you clear (in feet) is equal to the difficulty of the jumping task. If you run an immediate distance, it counts as an asset, easing the jump.

There’s nothing wrong with the GM simply assigning a difficulty level to a jump without worrying about the precise distance. The rules here are just so everyone has some guidelines.

Note: Addendum

Jumping Distance Table

DifficultyStandingRunning*Vertical
15 ft (1.5 m)12 ft (3.6 m)1 ft (0.3 m)
26 ft (1.8 m)14 ft (4.2 m)2 ft (0.6 m)
37 ft (2.1 m)16 ft (4.8 m)3 ft (0.9 m)
48 ft (2.4 m)18 ft (5.4 m)4 ft (1.2 m)
59 ft (2.7 m)20 ft (6 m)5 ft (1.5 m)
610 ft (3 m)22 ft (6.6 m)6 ft (1.8 m)
711 ft (3.3 m)24 ft (7.2 m)7 ft (2.1 m)
812 ft (3.6 m)26 ft (7.8 m)8 ft (2.4 m)
913 ft (3.9 m)28 ft (8.4 m)9 ft (2.7 m)
1014 ft (4.2 m)30 ft (9 m)10 ft (3 m)
1115 ft (4.5 m)32 ft (9.6 m)11 ft (3.3 m)
1216 ft (4.8 m)34 ft (10.2 m)12 ft (3.6 m)
1317 ft (5.1 m)36 ft (10.8 m)13 ft (3.9 m)
1418 ft (5.4 m)38 ft (11.4 m)14 ft (4.2 m)
1519 ft (5.7 m)40 ft (12 m)15 ft (4.5 m)

* Short distance. Already includes the asset for running an immediate distance.

Looking or Listening

Generally, the GM will describe any sight or sound that’s not purposefully difficult to detect. But if you want to look for a hidden enemy, search for a secret panel, or listen for someone sneaking up on you, make an Intellect roll. If it’s a creature, its level determines the difficulty of your roll. If it’s something else, the GM determines the difficulty of your roll.

Moving a Heavy Object

You can push or pull something very heavy and move it an immediate distance as your action.

The weight of the object determines the difficulty of the Might roll to move it; every 50 pounds (23 kg) hinders the task by one step. So moving something that weighs 150 pounds (68 kg) is difficulty 3, and moving something that weighs 400 pounds (180 kg) is difficulty 8. If you can ease the task to 0, you can move a heavy object up to a short distance as your action.

Operating or Disabling a Device, or Picking a Lock

As with figuring out a device, the level of the device usually determines the difficulty of the Intellect roll. Unless a device is very complex, the GM will often rule that once you figure it out, no roll is needed to operate it except under special circumstances. So if the PCs figure out how to use a hovercraft, they can operate it. If they are attacked, they might need to roll to ensure that they don’t crash the vehicle into a wall while trying to avoid being hit.

Unlike operating a device, disabling a device or picking a lock usually require rolls. These actions often involve special tools and assume that the character is not trying to destroy the device or lock. (A PC who is attempting to destroy it probably should make a Might roll to smash it rather than a Speed or Intellect roll requiring patience and know-how.)

Riding or Piloting

If you’re riding an animal that’s trained to be a mount, or driving or piloting a vehicle, you don’t need to make a roll to do something routine such as going from point A to point B (just as you wouldn’t need to make a roll to walk there). However, staying mounted during a fight or doing something tricky with a vehicle requires a Speed roll to succeed. A saddle or other appropriate gear is an asset and eases the task.

DifficultyManeuver
0Riding
1Staying on the mount (including a motorcycle or similar vehicle) in a battle or other difficult situation
3Staying on a mount (including a motorcycle or similar vehicle) when you take damage
4Mounting a moving steed
4Making an abrupt turn with a vehicle while moving fast
4Getting a vehicle to move twice as fast as normal for one round
5Coaxing a mount to move or jump twice as fast or far as normal for one round
5Making a long jump with a vehicle not intended to go airborne (like a car) and remaining in control

Sneaking

The difficulty of sneaking by a creature is determined by its level. Sneaking is a Speed roll. Moving at half speed eases the sneaking task. Appropriate camouflage or other gear may count as an asset and ease the task, as will dim lighting conditions and having plenty of things to hide behind.

Swimming

If you’re simply swimming from one place to another, such as across a calm river or lake, use the standard movement rules, noting the fact that your character is in deep water. However, sometimes, special circumstances require a Might roll to make progress while swimming, such as when trying to avoid a current or being dragged into a whirlpool.

Understanding, Identifying, or Remembering

When characters try to identify or figure out how to use a device, the level of the device determines the difficulty. For a bit of knowledge, the GM determines the difficulty.

DifficultyKnowledge
0Common knowledge
1Simple knowledge
3Something a scholar probably knows
5Something even a scholar might not know
7Knowledge very few people possess
10Completely lost knowledge

Vehicular Movement

Vehicles move just like creatures. Each has a movement rate, which indicates how far it can move in a round. Most vehicles require a driver, and when moving, they usually require that the driver spends every action controlling the movement. This is a routine task that rarely requires a roll. Any round not spent driving the vehicle hinders the task in the next round and precludes any change in speed or direction. In other words, driving down the road normally is difficulty 0. Spending an action to retrieve a backpack from the back seat means that in the following round, the driver must attempt a difficulty 1 task. If they instead use their action to pull a handgun from the backpack, in the next round the difficulty to drive will be 2, and so on. Failure results are based on the situation but might involve a collision or something similar.

In a vehicular chase, drivers attempt Speed actions just like in a regular chase, but the task may be based either on the level of the driver (modified by the level and movement rate of the vehicle) or on the level of the vehicle (modified by the level of the driver). So if a PC driving a typical car is chasing a level 3 NPC driving a level 5 sports car, the PC would make three chase rolls with a difficulty of 5. If the PC’s car is a souped-up custom vehicle, it might grant the PC an asset in the chase. If the PC is not in a car at all, but riding a bicycle, it might hinder the chase rolls by two or three steps, or the GM might simply rule that it’s impossible.

Vehicular Combat

Much of the time, a fight between foes in cars, boats, or other vehicles is just like any other combat situation. The combatants probably have cover and are moving fast. Attacks to disable a vehicle or a portion of it are based on the level of the vehicle. If the vehicle is an armored car or a tank, all attacks are likely aimed at the vehicle, which has a level and probably an appropriate Armor rating, not unlike a creature.

The only time this isn’t true is with battles where only vehicles and not characters are involved. Thus, if the PCs are in a shootout with bank robbers and both groups are in cars, use the standard rules. However, battles between starships of various kinds—from gigantic capital ships to single-pilot fighters—are a frequent occurrence in far-future science fiction settings. A submarine battle between two deep sea craft could be quite exciting. Characters in a modern-day game might find themselves in a tank fight. If PCs are involved in combat in which they are entirely enclosed in vehicles (so that it’s not really the characters fighting, but the vehicles), use the following quick and easy guidelines.

On this scale, combat between vehicles isn’t like traditional combat. Don’t worry about health, Armor, or anything like that. Instead, just compare the levels of the vehicles involved. If the PCs’ vehicle has the higher level, the difference in levels is how many steps the PCs’ attack and defense rolls are eased. If the PCs’ vehicle has the lower level, their rolls are hindered. If the levels are the same, there is no modification.

These attack and defense rolls are modified by skill and Effort, as usual. Some vehicles also have superior weapons, which ease the attack (since there is no “damage” amount to worry about), but this circumstance is probably uncommon in this abstract system and should not affect the difficulty by more than one or maybe two steps. Further, if two vehicles coordinate their attack against one vehicle, the attack is eased. If three or more vehicles coordinate, the attack is eased by two steps.

The attacker must try to target a specific system on or portion of an enemy vehicle. This hinders the attack based on the system or portion targeted.

That’s a lot of modifications. But it’s not really that hard. Let’s look at an example of a space battle. A PC in a small level 2 fighter attacks a level 4 frigate. Since the frigate is level 4, the difficulty of the attack starts at 4. But the attacking craft is weaker than the defender, so the attack is hindered equal to the difference in their levels (2). The fighter pilot must make a difficulty 6 attack on the frigate. However, the fighter is trying to swoop in and damage the frigate’s drive, which hinders the attack by another three steps, for a total difficulty of 9. If the fighter pilot is trained in space combat, they reduce the difficulty to 8, but it’s still impossible without help. So let’s say that two other PCs—also in level 2 fighters—join in and coordinate their attack. Three ships coordinating an attack on one target eases the task by two steps, resulting in a final difficulty of 6. Still, the attacking PC would be wise to use Effort.

Then the frigate retaliates, and the PC needs to make a defense roll. The level difference between the ships (2) means the PC’s defense is hindered by two steps, so the difficulty of the PC’s defense roll starts out at 6. But the frigate tries to take out the fighter’s weapons, hindering their attack (easing the PC’s defense) by two steps. Thus, the PC needs to succeed at a difficulty 4 task or lose their main weapons systems.

It’s important to remember that a failed attack doesn’t always mean a miss. The target ship might rock and reel from the hit, but the bulk of the damage was absorbed by the shields, so there’s no significant damage.

This bare-bones system should allow the GM and players to flesh out exciting encounters involving the whole group. For example, perhaps while one PC pilots a ship, another mans the guns, and another frantically attempts to repair damage to the maneuvering thrusters before they crash into the space station they’re trying to defend.

During a vehicular battle, particularly a space battle, there’s a lot of chatter about shields failing, hull integrity, being outmaneuvered, coming in too fast, and whatnot. These sorts of details are great, but they’re all flavor, so they’re represented in the rules generally, rather than specifically.

For more details about vehicles, refer to the appropriate Genre chapter.

Training in driving makes the character practiced in using a vehicle as a weapon. If the vehicle is used to run over a victim or ram an enemy vehicle, treat a motorcycle as a medium weapon and treat a car or truck as a heavy weapon.

Targeting TaskAttack HinderedEffect
Disable weaponsTwo stepsOne or more of the vehicle’s weapons no longer function

Disable defenses
(if applicable)

Two stepsAttacks against the vehicle are eased
Disable engine/driveThree stepsVehicle cannot move, or movement is hampered
Disable maneuverabilityTwo stepsVehicle cannot alter its present course
Strike power core or vital spotFive stepsVehicle is completely destroyed

Followers

Player characters have the option to gain followers as they advance in tier, as provided by type or focus special abilities. Followers do not need to be paid, fed, or housed, though a character who gains followers can certainly make such arrangements if they wish. A follower is someone whom a character has inspired (or asked) to come work with the character for a time, aiding them in a variety of endeavors. A follower puts the PC’s interests ahead of, or at least on par with, their own.

The PC generally makes rolls for their follower when the follower takes actions, though usually a follower’s modifications provide an asset to a specific action taken by the PC they follow.

If a follower dies, the character gains a new one after at least two weeks and proper recruitment.

Modifications: A follower can help a PC in one or more tasks, granting the PC an asset to that task. The level of the follower indicates the number of different tasks they can help with. The tasks that the follower is able to help with are predetermined, usually chosen by the PC when they gain the follower. A level 2 follower who the player determines is a spy could grant a PC an asset on two different tasks, such as stealth and deception. Followers cannot help with tasks that they don’t have modifications for; for the purpose of helping, treat the follower as if they had inabilities in all nonmodified tasks.

When the follower acts autonomously rather than helping the PC, they act like a normal NPC that has modifications. Thus, the modification increases their effective level for the associated task by one step. For example, the level 2 spy follower with modifications for stealth and deception attempts stealth and deception tasks as if they were level 3 and all other tasks as level 2.

Follower Assets to Combat and Defense: A follower cannot grant an asset to a character’s attacks or defense until the follower is level 3 or higher. Even then, the follower can help with attacks and defense only if they have a modification for that kind of task.

Some abilities may grant a special exception to this rule. For instance, the Serv-0 Defender ability gives your level 1 Serv-0 follower (a machine companion) a modification for Speed defense.

Follower Level Progression: A follower increases in level by 1 each time a PC advances two tiers after gaining that follower. When the follower gains a level, the PC also chooses the task that the follower gains a modification for.

Exceptional Follower: When a character gains a follower, there’s a small chance that the follower will be exceptional in some way, a cut above other followers of their kind. The GM determines when an exceptional follower is found, possibly as an additional reward for smart or engaging roleplaying where the PCs impress or otherwise positively interact with one or more NPCs, some of whom may later go on to become one of their followers. An exceptional follower has the same qualities as a regular follower but is 1 level higher.

Pet: Any PC can potentially gain a pet, though a pet typically doesn’t provide modifications. If a character wants a pet that can do this, they must gain the pet through an an ability or focus that grants followers. On the other hand, a well-cared-for pet grants an asset to a PC’s tasks related to achieving peace of mind, finding comfort, and resisting loneliness.

Breathing Life Into Followers

The modifications provided by followers could come across as fairly dry and mechanical. To avoid that, you could present each follower in a way that makes them more compelling and interesting. Here are a few examples of how to describe a follower, depending on their mix of modifications.

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This section explains how to create characters to play in a Cypher System game. This involves a series of decisions that will shape your character, so the more you understand what kind of character you want to play, the easier character creation will be. The process involves understanding the values of three game statistics and choosing three aspects that determine your character’s capabilities.

Character Stats

Every player character has three defining characteristics, which are typically called “statistics” or “stats.” These stats are Might, Speed, and Intellect. They are broad categories that cover many different but related aspects of a character.

Might

Might defines how strong and durable your character is. The concepts of strength, endurance, constitution, hardiness, and physical prowess are all folded into this one stat. Might isn’t relative to size; instead, it’s an absolute measurement. An elephant has more Might than the mightiest tiger, which has more Might than the mightiest rat, which has more Might than the mightiest spider.

Might governs actions from forcing doors open to walking for days without food to resisting disease. It’s also the primary means of determining how much damage your character can sustain in a dangerous situation. Physical characters, tough characters, and characters interested in fighting should focus on Might.

Might could be thought of as Might/Health because it governs how strong you are and how much physical punishment you can take.

Speed

Speed describes how fast and physically coordinated your character is. The stat embodies quickness, movement, dexterity, and reflexes. Speed governs such divergent actions as dodging attacks, sneaking around quietly, and throwing a ball accurately. It helps determine whether you can move farther on your turn. Nimble, fast, or sneaky characters will want good Speed stats, as will those interested in ranged combat.

Speed could be thought of as Speed/Agility because it governs your overall swiftness and reflexes.

Intellect

This stat determines how smart, knowledgeable, and likable your character is. It includes intelligence, wisdom, charisma, education, reasoning, wit, willpower, and charm. Intellect governs solving puzzles, remembering facts, telling convincing lies, and using mental powers. Characters interested in communicating effectively, being learned scholars, or wielding supernatural powers should stress their Intellect stat.

Intellect could be thought of as Intellect/Personality because it governs both intelligence and charisma.

Pool, Edge, and Effort

Each of the three stats has two components: Pool and Edge. Your Pool represents your raw, innate ability, and your Edge represents knowing how to use what you have. A third element ties into this concept: Effort. When your character really needs to accomplish a task, you apply Effort.

Your stat Pools, as well as your Effort and Edge, are determined by the character type, descriptor, and focus that you choose. Within those guidelines, however, you have a lot of flexibility in how you develop your character.

Pool

Your Pool is the most basic measurement of a stat. Comparing the Pools of two creatures will give you a general sense of which creature is superior in that stat. For example, a character who has a Might Pool of 16 is stronger (in a basic sense) than a character who has a Might Pool of 12. Most characters start with a Pool of 9 to 12 in most stats—that’s the average range.

When your character is injured, sickened, or attacked, you temporarily lose points from one of your stat Pools. The nature of the attack determines which Pool loses points. For example, physical damage from a sword reduces your Might Pool, a poison that makes you clumsy reduces your Speed Pool, and a psionic blast reduces your Intellect Pool. You can also spend points from one of your stat Pools to decrease a task’s difficulty (see Effort, below). You can rest to recover lost points from a stat Pool, and some special abilities or cyphers might allow you to recover lost points quickly.

Edge

Although your Pool is the basic measurement of a stat, your Edge is also important. When something requires you to spend points from a stat Pool, your Edge for that stat reduces the cost. It also reduces the cost of applying Effort to a roll.

For example, let’s say you have a mental blast ability, and activating it costs 1 point from your Intellect Pool. Subtract your Intellect Edge from the activation cost, and the result is how many points you must spend to use the mental blast. If using your Edge reduces the cost to 0, you can use the ability for free.

Your Edge can be different for each stat. For example, you could have a Might Edge of 1, a Speed Edge of 1, and an Intellect Edge of 0. You’ll always have an Edge of at least 1 in one stat. Your Edge for a stat reduces the cost of spending points from that stat Pool, but not from other Pools. Your Might Edge reduces the cost of spending points from your Might Pool, but it doesn’t affect your Speed Pool or Intellect Pool. Once a stat’s Edge reaches 3, you can apply one level of Effort for free.

A character who has a low Might Pool but a high Might Edge has the potential to perform Might actions consistently better than a character who has a Might Edge of 0. The high Edge will let them reduce the cost of spending points from the Pool, which means they’ll have more points available to spend on applying Effort.

Effort

When your character really needs to accomplish a task, you can apply Effort. For a beginning character, applying Effort requires spending 3 points from the stat Pool appropriate to the action. Thus, if your character tries to dodge an attack (a Speed roll) and wants to increase the chance for success, you can apply Effort by spending 3 points from your Speed Pool. Effort eases the task by one step. This is called applying one level of Effort.

You don’t have to apply Effort if you don’t want to. If you choose to apply Effort to a task, you must do it before you attempt the roll—you can’t roll first and then decide to apply Effort if you rolled poorly.

Applying more Effort can lower a task’s difficulty further: each additional level of Effort eases the task by another step. Applying one level of Effort eases the task by one step, applying two levels eases the task by two steps, and so on. However, each level of Effort after the first costs only 2 points from the stat Pool instead of 3. So applying two levels of Effort costs 5 points (3 for the first level plus 2 for the second level), applying three levels costs 7 points (3 plus 2 plus 2), and so on.

Every character has an Effort score, which indicates the maximum number of levels of Effort that can be applied to a roll. A beginning (first-tier) character has an Effort of 1, meaning you can apply only one level of Effort to a roll. A more experienced character has a higher Effort score and can apply more levels of Effort to a roll. For example, a character who has an Effort of 3 can apply up to three levels of Effort to reduce a task’s difficulty.

When you apply Effort, subtract your relevant Edge from the total cost of applying Effort. For example, let’s say you need to make a Speed roll. To increase your chance for success, you decide to apply one level of Effort, which will ease the task. Normally, that would cost 3 points from your Speed Pool. However, you have a Speed Edge of 2, so you subtract that from the cost. Thus, applying Effort to the roll costs only 1 point from your Speed Pool.

What if you applied two levels of Effort to the Speed roll instead of just one? That would ease the task by two steps. Normally, it would cost 5 points from your Speed Pool, but after subtracting your Speed Edge of 2, it costs only 3 points.

Once a stat’s Edge reaches 3, you can apply one level of Effort for free. For example, if you have a Speed Edge of 3 and you apply one level of Effort to a Speed roll, it costs you 0 points from your Speed Pool. (Normally, applying one level of Effort would cost 3 points, but you subtract your Speed Edge from that cost, reducing it to 0.)

Skills and other advantages also ease a task, and you can use them in conjunction with Effort. In addition, your character might have special abilities or equipment that allow you to apply Effort to accomplish a special effect, such as knocking down a foe with an attack or affecting multiple targets with a power that normally affects only one.

When applying Effort to melee attacks, you have the option of spending points from either your Might Pool or your Speed Pool. When making ranged attacks, you may spend points only from your Speed Pool. This reflects that with melee you sometimes use brute force and sometimes use finesse, but with ranged attacks, it’s always about careful targeting.

Effort and Damage

Instead of applying Effort to ease your attack, you can apply Effort to increase the amount of damage you inflict with an attack. For each level of Effort you apply in this way, you inflict 3 additional points of damage. This works for any kind of attack that inflicts damage, whether a sword, a crossbow, a mind blast, or something else.

When using Effort to increase the damage of an area attack, such as the explosion created by an Adept’s Concussion ability, you inflict 2 additional points of damage instead of 3 points. However, the additional points are dealt to all targets in the area. Further, even if one or more of the targets resist the attack, they still take 1 point of damage.

Multiple Uses of Effort and Edge

If your Effort is 2 or higher, you can apply Effort to multiple aspects of a single action. For example, if you make an attack, you can apply Effort to your attack roll and apply Effort to increase the damage.

The total amount of Effort you apply can’t be higher than your Effort score. For example, if your Effort is 2, you can apply up to two levels of Effort. You could apply one level to an attack roll and one level to its damage, two levels to the attack and no levels to the damage, or no levels to the attack and two levels to the damage.

You can use Edge for a particular stat only once per action. For example, if you apply Effort to a Might attack roll and to your damage, you can use your Might Edge to reduce the cost of one of those uses of Effort, not both. If you spend 1 Intellect point to activate your mind blast and one level of Effort to ease the attack roll, you can use your Intellect Edge to reduce the cost of one of those things, not both.

Stat Examples

A beginning character is fighting a giant rat. The PC stabs their spear at the rat, which is a level 2 creature and thus has a target number of 6. The character stands atop a boulder and strikes downward at the beast, and the GM rules that this helpful tactic is an asset that eases the attack by one step (to difficulty 1). That lowers the target number to 3. Attacking with a spear is a Might action; the character has a Might Pool of 11 and a Might Edge of 0. Before making the roll, they decide to apply a level of Effort to ease the attack. That costs 3 points from their Might Pool, reducing the Pool to 8. But the points are well spent. Applying the Effort lowers the difficulty from 1 to 0, so no roll is needed—the attack automatically succeeds.

Another character is attempting to convince a guard to let them into a private office to speak to an influential noble. The GM rules that this is an Intellect action. The character is third tier and has an Effort of 3, an Intellect Pool of 13, and an Intellect Edge of 1. Before making the roll, they must decide whether to apply Effort. They can choose to apply one, two, or three levels of Effort, or apply none at all. This action is important to them, so they decide to apply two levels of Effort, easing the task by two steps. Thanks to their Intellect Edge, applying the Effort costs only 4 points from their Intellect Pool (3 points for the first level of Effort plus 2 points for the second level minus 1 point for their Edge). Spending those points reduces their Intellect Pool to 9. The GM decides that convincing the guard is a difficulty 3 (demanding) task with a target number of 9; applying two levels of Effort reduces the difficulty to 1 (simple) and the target number to 3. The player rolls a d20 and gets an 8. Because this result is at least equal to the target number of the task, they succeed. However, if they had not applied some Effort, they would have failed because their roll (8) would have been less than the task’s original target number (9).

Character Tiers

Every character starts the game at the first tier. Tier is a measurement of power, toughness, and ability. Characters can advance up to the sixth tier. As your character advances to higher tiers, you gain more abilities, increase your Effort, and can improve a stat’s Edge or increase a stat. Generally speaking, even first-tier characters are already quite capable. It’s safe to assume that they’ve already got some experience under their belt. This is not a “zero to hero” progression, but rather an instance of competent people refining and honing their capabilities and knowledge. Advancing to higher tiers is not really the goal of Cypher System characters, but rather a representation of how characters progress in a story.

To progress to the next tier, characters earn experience points (XP) by pursuing character arcs, going on adventures, and discovering new things—the system is about both discovery and exploration, as well as achieving personal goals. Experience points have many uses, and one use is to purchase character benefits. After your character purchases four character benefits, they advance to the next tier. Each benefit costs 4 XP, and you can purchase them in any order, but you must purchase one of each kind of benefit (and then advance to the next tier) before you can purchase the same benefit again. The four character benefits are as follows.

Increasing Capabilities: You gain 4 points to add to your stat Pools. You can allocate the points among the Pools however you wish.

Moving Toward Perfection: You add 1 to your Might Edge, your Speed Edge, or your Intellect Edge (your choice).

Extra Effort: Your Effort score increases by 1.

Skills: You become trained in one skill of your choice, other than attacks or defense. As described in Rules of the Game, a character trained in a skill treats the difficulty of a related task as one step lower than normal. The skill you choose for this benefit can be anything you wish, such as climbing, jumping, persuading, or sneaking. You can also choose to be knowledgeable in a certain area of lore, such as history or geology. You can even choose a skill based on your character’s special abilities. For example, if your character can make an Intellect roll to blast an enemy with mental force, you can become trained in using that ability, easing the task of using it. If you choose a skill that you are already trained in, you become specialized in that skill, easing related tasks by two steps instead of one.

Skills are a broad category of things your character can learn and accomplish. For a list of sample skills, see below.

Other Options: Players can also spend 4 XP to purchase other special options in lieu of gaining a new skill. Selecting any of these options counts as the skill benefit necessary to advance to the next tier. The special options are as follows:

Note: Erratum

The other options are described a bit differently in the Experience Points chapter. There you can buy other options in lieu of any of the above options, not only in lieu of gaining a new skill. There’s also the possibility to buy focus abilities of tiers 3 and 6. The description in the Experience Points chapter seems to be the correct one.

Character Descriptor, Type, and Focus

To create your character, you build a simple statement that describes them. The statement takes this form: “I am a [fill in an adjective here] [fill in a noun here] who [fill in a verb here].”

Thus: “I am an adjective noun who verbs.” For example, you might say, “I am a Rugged Warrior who Controls Beasts” or “I am a Charming Explorer who Focuses Mind Over Matter.”

In this sentence, the adjective is called your descriptor.

The noun is your character type.

The verb is called your focus.

Even though character type is in the middle of the sentence, that’s where we’ll start this discussion. (Just as in a sentence, the noun provides the foundation.)

Your character type is the core of your character. In some roleplaying games, it might be called your character class. Your type helps determine your character’s place in the world and relationship with other people in the setting. It’s the noun of the sentence “I am an adjective noun who verbs.”

You can choose from four character types: Warriors, Adepts, Explorers, and Speakers.

Your descriptor defines your character—it colors everything you do. Your descriptor places your character in the situation (the first adventure, which starts the campaign) and helps provide motivation. It’s the adjective of the sentence “I am an adjective noun who verbs.”

Unless your GM says otherwise, you can choose from any of the character descriptors.

Focus is what your character does best. Focus gives your character specificity and provides interesting new abilities that might come in handy. Your focus also helps you understand how you relate with the other player characters in your group. It’s the verb of the sentence “I am an adjective noun who verbs.”

There are many character foci. The ones you choose from will probably depend on the setting and genre of your game.

You can use the Flavors chapter to slightly modify character types to customize them for different genres.

Special Abilities

Character types and foci grant PCs special abilities at each new tier. Using these abilities usually costs points from your stat Pools; the cost is listed in parentheses after the ability name. Your Edge in the appropriate stat can reduce the cost of the ability, but remember that you can apply Edge only once per action. For example, let’s say an Adept with an Intellect Edge of 2 wants to use their Onslaught ability to create a bolt of force, which costs 1 Intellect point. They also want to increase the damage from the attack by using a level of Effort, which costs 3 Intellect points. The total cost for their action is 2 points from their Intellect Pool (1 point for the bolt of force, plus 3 points for using Effort, minus 2 points from their Edge).

Sometimes the point cost for an ability has a + sign after the number. For example, the cost might be given as “2+ Intellect points.” That means you can spend more points or more levels of Effort to improve the ability further, as explained in the ability description.

Many special abilities grant a character the option to perform an action that they couldn’t normally do, such as projecting rays of cold or attacking multiple foes at once. Using one of these abilities is an action unto itself, and the end of the ability’s description says “Action” to remind you. It also might provide more information about when or how you perform the action.

Some special abilities allow you to perform a familiar action—one that you can already do—in a different way. For example, an ability might let you wear heavy armor, reduce the difficulty of Speed defense rolls, or add 2 points of fire damage to your weapon damage. These abilities are called enablers. Using one of these abilities is not considered an action. Enablers either function constantly (such as being able to wear heavy armor, which isn’t an action) or happen as part of another action (such as adding fire damage to your weapon damage, which happens as part of your attack action). If a special ability is an enabler, the end of the ability’s description says “Enabler” to remind you.

Some abilities specify a duration, but you can always end one of your own abilities anytime you wish.

Because the Cypher System covers so many genres, not all of the descriptors, types, and foci might be available for players. The GM will decide what’s available in their particular game and whether anything is modified, and they’ll let the players know.

Skills

Sometimes your character gains training in a specific skill or task. For example, your focus might mean that you’re trained in sneaking, in climbing and jumping, or in social interactions. Other times, your character can choose a skill to become trained in, and you can pick a skill that relates to any task you think you might face.

The Cypher System has no definitive list of skills. However, the following list offers ideas:

@UUID[Compendium.cyphersystem-compendium.basic-skills.kEz6uQxk1unTXSNm]{Astronomy} @UUID[Compendium.cyphersystem-compendium.basic-skills.fwktascgpe8DprA9]{Balancing} @UUID[Compendium.cyphersystem-compendium.basic-skills.qIkIjledDIy71P6m]{Biology} @UUID[Compendium.cyphersystem-compendium.basic-skills.YVOjYbyRzCYVxd4I]{Botany} @UUID[Compendium.cyphersystem-compendium.basic-skills.ybR56wJ9gjEiBBeS]{Carrying} @UUID[Compendium.cyphersystem-compendium.basic-skills.jMju5yGMFFfxmpK4]{Climbing} @UUID[Compendium.cyphersystem-compendium.basic-skills.NaKiOXzse6HzKjoU]{Computers} @UUID[Compendium.cyphersystem-compendium.basic-skills.eeHdJpr4k8hYtGr5]{Deceiving} @UUID[Compendium.cyphersystem-compendium.basic-skills.DraIKUQRw8KrnC4o]{Disguise} @UUID[Compendium.cyphersystem-compendium.basic-skills.Pjj8dKkUIGbXbAtj]{Escaping} @UUID[Compendium.cyphersystem-compendium.basic-skills.6e83HnGZvltsanfE]{Geography} @UUID[Compendium.cyphersystem-compendium.basic-skills.z1y5D9aLUU6RJSaU]{Geology} @UUID[Compendium.cyphersystem-compendium.basic-skills.vxW0N1vEdwK4MVjD]{Healing} @UUID[Compendium.cyphersystem-compendium.basic-skills.RnsLhB3rhJUC0Euk]{History} @UUID[Compendium.cyphersystem-compendium.basic-skills.QonPVHzXrzIN29lf]{Identifying} @UUID[Compendium.cyphersystem-compendium.basic-skills.gbWPNb1uKsRtZWSL]{Initiative} @UUID[Compendium.cyphersystem-compendium.basic-skills.tZ7PdXuWQyRMo0Rh]{Intimidation} @UUID[Compendium.cyphersystem-compendium.basic-skills.MrGl25gzZk4uu7BR]{Jumping} @UUID[Compendium.cyphersystem-compendium.basic-skills.bBrJqSuoQ6PmRqH5]{Leatherworking} @UUID[Compendium.cyphersystem-compendium.basic-skills.BATb9zx3L6oB2J0H]{Lockpicking} @UUID[Compendium.cyphersystem-compendium.basic-skills.E3swDJUDkKbo5K6S]{Machinery} @UUID[Compendium.cyphersystem-compendium.basic-skills.N45sgegH563KWZPR]{Metalworking} @UUID[Compendium.cyphersystem-compendium.basic-skills.rH5FwMXGaNn21DZD]{Perception} @UUID[Compendium.cyphersystem-compendium.basic-skills.CYciueF3uoV3azbx]{Persuasion} @UUID[Compendium.cyphersystem-compendium.basic-skills.zhQK4a79V1U6iuq8]{Philosophy} @UUID[Compendium.cyphersystem-compendium.basic-skills.OzVTO7QBg6okJ7Wf]{Physics} @UUID[Compendium.cyphersystem-compendium.basic-skills.L5fWzlqtfmdwZ2bC]{Pickpocketing} @UUID[Compendium.cyphersystem-compendium.basic-skills.FDS0OTDYEmGsv2Xe]{Piloting} @UUID[Compendium.cyphersystem-compendium.basic-skills.T9qrqrrHhuA3ad6S]{Repairing} @UUID[Compendium.cyphersystem-compendium.basic-skills.JZF2fos5oJ3sEVhC]{Riding} @UUID[Compendium.cyphersystem-compendium.basic-skills.y0gHR7IwScnB2Ebi]{Smashing} @UUID[Compendium.cyphersystem-compendium.basic-skills.Q9tfUkhYGRJ5Df42]{Sneaking} @UUID[Compendium.cyphersystem-compendium.basic-skills.duTx0BwgmC1Gw3Ze]{Stealth} @UUID[Compendium.cyphersystem-compendium.basic-skills.bDIjaLnoMQAS99GH]{Swimming} @UUID[Compendium.cyphersystem-compendium.basic-skills.iaW1Bm0sA2cE3iLa]{Vehicle driving} @UUID[Compendium.cyphersystem-compendium.basic-skills.Yn7G03hmz9uLOnhp]{Woodworking}

You could choose a skill that incorporates more than one of these areas (interacting might include deceiving, intimidation, and persuasion) or that is a more specific version of one (hiding might be sneaking when you’re not moving). You could also make up more general professional skills, such as baker, sailor, or lumberjack. If you want to choose a skill that’s not on this list, it’s probably best to run it past the GM first, but in general, the most important thing is to choose skills that are appropriate to your character.

Remember that if you gain a skill that you’re already trained in, you become specialized in that skill. Because skill descriptions can be nebulous, determining whether you’re trained or specialized might take some thinking. For example, if you’re trained in lying and later gain an ability that grants you skill with all social interactions, you become specialized in lying and trained in all other types of interactions. Being trained three times in a skill is no better than being trained twice (in other words, specialized is as good as it gets).

Only skills gained through character type abilities or other rare instances allow you to become skilled with attack or defense tasks.

If you gain a special ability through your type, your focus, or some other aspect of your character, you can choose it in place of a skill and become trained or specialized in that ability. For example, if you have a mind blast, when it’s time to choose a skill to be trained in, you can select your mind blast as your skill. That would ease the attack every time you used it. Each ability you have counts as a separate skill for this purpose. You can’t select “all mind powers” or “all spells” as one skill and become trained or specialized in such a broad category.

In most campaigns, fluency in a language is considered a skill. So if you want to speak French, that’s the same as being trained in biology or swimming.

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Character type is the core of your character. Your type helps determine your character’s place in the world and relationship with other people in the setting. It’s the noun of the sentence “I am an adjective noun who verbs.”

In some roleplaying games, your character type might be called your character class.

You can choose from four character types: Warrior, Adept, Explorer, and Speaker. However, you may not want to use these generic names for them. This chapter offers a few more specific names for each type that might be more appropriate to various genres. You’ll find that names like “Warrior” or “Explorer” don’t always feel right, particularly in games set in modern times. As always, you’re free to do as you wish. (Your type is who your character is. You should use whatever name you want for your type, as long as it fits both your character and the setting.)

Since the type is the basis upon which your whole character is built, it’s important to consider how the type relates to the chosen setting. To help with this, types are actually general archetypes. A Warrior, for example, might be anyone from a knight in shining armor to a cop on the streets to a grizzled cybernetic veteran of a thousand futuristic wars.

To further massage the four types for better use in various settings, different methods called flavors are presented in Flavors to help slightly tailor the types toward fantasy, science fiction, or other genres (or to address different character concepts).

Finally, more fundamental options for further customization are provided at the end of this chapter.

Player Intrusion

A player intrusion is the player choosing to alter something in the campaign, making things easier for a player character. Conceptually, it is the reverse of a GM intrusion: instead of the GM giving the player XP and introducing an unexpected complication for a character, the player spends 1 XP and presents a solution to a problem or complication. What a player intrusion can do usually introduces a change to the world or current circumstances rather than directly changing the character. For instance, an intrusion indicating that the cypher just used still has an additional use would be appropriate, but an intrusion that heals the character would not. If a player has no XP to spend, they can’t use a player intrusion.

A few player intrusion examples are provided under each type. That said, not every player intrusion listed there is appropriate for all situations. The GM may allow players to come up with other player intrusion suggestions, but the GM is the final arbiter of whether the suggested intrusion is appropriate for the character’s type and suitable for the situation. If the GM refuses the intrusion, the player doesn’t spend the 1 XP, and the intrusion doesn’t occur.

Using an intrusion does not require a character to use an action to trigger it. A player intrusion just happens.

Player intrusions should be limited to no more than one per player per session.

Defense Tasks

Defense tasks are when a player makes a roll to keep something undesirable from happening to their PC. The type of defense task matters when using Effort.

@UUID[Compendium.cyphersystem-compendium.basic-skills.Q0vfmbqehJw0jYBa]{Might defense}: Used for resisting poison, disease, and anything else that can be overcome with strength and health.

@UUID[Compendium.cyphersystem-compendium.basic-skills.FXYWkXG7Iq6Wm1pS]{Speed defense}: Used for dodging attacks and escaping danger. This is by far the most commonly used defense task.

@UUID[Compendium.cyphersystem-compendium.basic-skills.5X8qgmSuvRVNTiaP]{Intellect defense}: Used for fending off mental attacks or anything that might affect or influence one’s mind.

Warrior

Fantasy/Fairy tale: Warrior, fighter, swordsman, knight, barbarian, soldier, myrmidon, valkyrie

Modern/Horror/Romance: police officer, soldier, watchman, detective, guard, brawler, tough, athlete

Science fiction: security officer, warrior, trooper, soldier, merc

Superhero/Post-Apocalyptic: hero, brick, bruiser

You’re a good ally to have in a fight. You know how to use weapons and defend yourself. Depending on the genre and setting in question, this might mean wielding a sword and shield in the gladiatorial arena, an AK-47 and a bandolier of grenades in a savage firefight, or a blaster rifle and powered armor when exploring an alien planet.

Individual Role: Warriors are physical, action-oriented people. They’re more likely to overcome a challenge using force than by other means, and they often take the most straightforward path toward their goals.

Group Role: Warriors usually take and deal the most punishment in a dangerous situation. Often it falls on them to protect the other group members from threats. This sometimes means that warriors take on leadership roles as well, at least in combat and other times of danger.

Societal Role: Warriors aren’t always soldiers or mercenaries. Anyone who is ready for violence, or even potential violence, might be a Warrior in the general sense. This includes guards, watchmen, police officers, sailors, or people in other roles or professions who know how to defend themselves with skill.

Advanced Warriors: As warriors advance, their skill in battle—whether defending themselves or dishing out damage—increases to impressive levels. At higher tiers, they can often take on groups of foes by themselves or stand toe to toe with anyone.

Warrior Background Connection

Your type helps determine the connection you have to the setting. Roll a d20 or choose from the following list to determine a specific fact about your background that provides a connection to the rest of the world. You can also create your own fact.

@UUID[Compendium.cyphersystem-compendium.cypher-roll-tables.sEDd1gQiT9UHF023]{Warrior Background Connection}

Warrior Player Intrusions

You can spend 1 XP to use one of the following player intrusions, provided the situation is appropriate and the GM agrees.

Perfect Setup: You’re fighting at least three foes and each one is standing in exactly the right spot for you to use a move you trained in long ago, allowing you to attack all three as a single action. Make a separate attack roll for each foe. You remain limited by the amount of Effort you can apply on one action.

Old Friend: A comrade in arms from your past shows up unexpectedly and provides aid in whatever you’re doing. They are on a mission of their own and can’t stay longer than it takes to help out, chat for a while after, and perhaps share a quick meal.

Weapon Break: Your foe’s weapon has a weak spot. In the course of the combat, it quickly becomes damaged and moves two steps down the object damage track.

Warrior Stat Pools

StatPool Starting Value
Might10
Speed10
Intellect8

You get 6 additional points to divide among your stat Pools however you wish.

First-Tier Warrior

First-tier warriors have the following abilities:

Effort: Your Effort is 1.

Physical Nature: You have a Might Edge of 1 and a Speed Edge of 0, or you have a Might Edge of 0 and a Speed Edge of 1. Either way, you have an Intellect Edge of 0.

Cypher Use: You can bear two cyphers at a time.

Weapons: You become practiced with @UUID[Compendium.cyphersystem-compendium.basic-skills.GA74AkWhC7i4Z8sZ]{light}, @UUID[Compendium.cyphersystem-compendium.basic-skills.wHxvX2zJOKo27GBe]{medium}, and @UUID[Compendium.cyphersystem-compendium.basic-skills.d554SLnkyNqPDDOc]{heavy weapons} and suffer no penalty when using any kind of weapon. Enabler.

Starting Equipment: Appropriate clothing and two weapons of your choice, plus one expensive item, two moderately priced items, and up to four inexpensive items.

Special Abilities: Choose four of the abilities listed below. You can’t choose the same ability more than once unless its description says otherwise. The full description for each listed ability can be found in Abilities, which also has descriptions for flavor and focus abilities in a single vast catalog.

@UUID[Compendium.cyphersystem-compendium.abilities.7BS6IEcYlEp5v3OC]{Bash} @UUID[Compendium.cyphersystem-compendium.abilities.2x7nMe9ZGp3VjI8B]{Combat Prowess} @UUID[Compendium.cyphersystem-compendium.abilities.6cMg5QXB71YNgoaM]{Control the Field} @UUID[Compendium.cyphersystem-compendium.abilities.7X2zbrkFSNbyhA5G]{Improved Edge} @UUID[Compendium.cyphersystem-compendium.abilities.YZB37b80VQGMUscp]{No Need for Weapons} @UUID[Compendium.cyphersystem-compendium.abilities.o2iiTUXdkMPREkvK]{Overwatch} @UUID[Compendium.cyphersystem-compendium.abilities.noCgrKbB370cfzQg]{Physical Skills} @UUID[Compendium.cyphersystem-compendium.abilities.o2ZDoteWQsFsqTJr]{Practiced in Armor} @UUID[Compendium.cyphersystem-compendium.abilities.yszDDDpH6m16dEoV]{Quick Throw} @UUID[Compendium.cyphersystem-compendium.abilities.8hiUfUNY3u2IpVDa]{Swipe} @UUID[Compendium.cyphersystem-compendium.abilities.uatcX3o1oB2Stc4u]{Trained Without Armor}

Second-Tier Warrior

Choose two of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.EERMWn1af0S8wAWN]{Crushing Blow} @UUID[Compendium.cyphersystem-compendium.abilities.S3L1oym8fpx0NsAc]{Hemorrhage} @UUID[Compendium.cyphersystem-compendium.abilities.szw7tHW0OjI2fjpJ]{Reload} @UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks} @UUID[Compendium.cyphersystem-compendium.abilities.CtRvLxfUlCynJv1B]{Skill With Defense} @UUID[Compendium.cyphersystem-compendium.abilities.36nlDXhOP5e5dfns]{Successive Attack}

Third-Tier Warrior

Choose three of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.Rr4oB1lUzuzFHNHQ]{Deadly Aim} @UUID[Compendium.cyphersystem-compendium.abilities.M49EI6qapNJC2aLR]{Energy Resistance} @UUID[Compendium.cyphersystem-compendium.abilities.4eCjeGPA0ovnwIfu]{Experienced in Armor} @UUID[Compendium.cyphersystem-compendium.abilities.u1GhDcfpVXITVtOc]{Expert Cypher Use} @UUID[Compendium.cyphersystem-compendium.abilities.73miZT5kYFyxnPOT]{Fury} @UUID[Compendium.cyphersystem-compendium.abilities.bPr34XiLw2Dqb4VJ]{Lunge} @UUID[Compendium.cyphersystem-compendium.abilities.XqGE5QLHnpIKB5rB]{Reaction} @UUID[Compendium.cyphersystem-compendium.abilities.t3zUlk8c5WEBXXO8]{Seize the Moment} @UUID[Compendium.cyphersystem-compendium.abilities.bkQnnjRFJS9VpaY5]{Slice} @UUID[Compendium.cyphersystem-compendium.abilities.YIzrA5i8eBSPMFzj]{Spray} @UUID[Compendium.cyphersystem-compendium.abilities.4s3SAqu0lb5qzfzL]{Trick Shot} @UUID[Compendium.cyphersystem-compendium.abilities.DhbLcVuqEZmS6Z2y]{Vigilance}

Fourth-Tier Warrior

Choose two of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.M5QroBlhUCULt6MD]{Amazing Effort} @UUID[Compendium.cyphersystem-compendium.abilities.gNRMG3mJTzWaCGph]{Capable Warrior} @UUID[Compendium.cyphersystem-compendium.abilities.GlXd4oFI9Fqq3rAX]{Experienced Defender} @UUID[Compendium.cyphersystem-compendium.abilities.RO8dmB90aRPOmCuJ]{Feint} @UUID[Compendium.cyphersystem-compendium.abilities.mUizWF7k2XD7ykRJ]{Increased Effects} @UUID[Compendium.cyphersystem-compendium.abilities.PTVAJGFiXDueX8az]{Momentum} @UUID[Compendium.cyphersystem-compendium.abilities.blm1Z8JxvWOiFf0b]{Pry Open} @UUID[Compendium.cyphersystem-compendium.abilities.yJDNsRAG3Elm6PWp]{Snipe} @UUID[Compendium.cyphersystem-compendium.abilities.wxAZnuQkvWosLzkN]{Tough As Nails}

Fifth-Tier Warrior

Choose three of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.M0pjZXQ9996hfUPs]{Adroit Cypher Use} @UUID[Compendium.cyphersystem-compendium.abilities.WrJDw2X8JHcljjP4]{Arc Spray} @UUID[Compendium.cyphersystem-compendium.abilities.t6VEEwEsQUIImebW]{Improved Success} @UUID[Compendium.cyphersystem-compendium.abilities.IFb8NX06xgWM7H98]{Jump Attack} @UUID[Compendium.cyphersystem-compendium.abilities.4k5JFV78A5SiPjFo]{Mastery in Armor} @UUID[Compendium.cyphersystem-compendium.abilities.kNSRytTtQX0rU3aE]{Mastery With Attacks} @UUID[Compendium.cyphersystem-compendium.abilities.LTqgcoprvBF2ZkdH]{Mastery With Defense} @UUID[Compendium.cyphersystem-compendium.abilities.AmZDmnmP7CxSSN4h]{Parry}

Remember that at higher tiers, you can choose special abilities from lower tiers. This is sometimes the best way to ensure that you have exactly the character you want. This is particularly true with abilities that grant skills, which can usually be taken multiple times.

Sixth-Tier Warrior

Choose two of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.MQewTo9NscKVUUNz]{Again and Again} @UUID[Compendium.cyphersystem-compendium.abilities.syJ3mkT2hHR2MY3o]{Finishing Blow} @UUID[Compendium.cyphersystem-compendium.abilities.Cz0KkzZPnlX1oTYz]{Magnificent Moment} @UUID[Compendium.cyphersystem-compendium.abilities.KNElOxbWobS1ygLv]{Murderer} @UUID[Compendium.cyphersystem-compendium.abilities.KDZeCZJxjCQzlTxA]{Spin Attack} @UUID[Compendium.cyphersystem-compendium.abilities.s8NShtaUrW0Oxolo]{Weapon and Body}

Warrior Example

Ray wants to create a Warrior character for a modern campaign. He decides that the character is an ex-military fellow who is fast and strong. He puts 3 of his additional points into his Might Pool and 3 into his Speed Pool; his stat Pools are now Might 13, Speed 13, and Intellect 8. As a first-tier character, his Effort is 1, his Might Edge is 1, and his Speed Edge and Intellect Edge are both 0. His character is not particularly smart or charismatic.

He wants to use a large combat knife (a medium weapon that inflicts 4 points of damage) and a .357 Magnum (a heavy pistol that inflicts 6 points of damage but requires the use of both hands). Ray decides not to wear armor, as it’s not really appropriate to the setting, so for his first ability, he chooses Trained Without Armor so he eases Speed defense actions. For his second ability, he chooses Combat Prowess so he can inflict extra damage with his big knife.

Ray wants to be fast as well as tough, so he selects Improved Edge. This gives him a Speed Edge of 1. He rounds out his character with Physical Skills and chooses swimming and running.

The Warrior can bear two cyphers. The GM decides that Ray’s first cypher is a pill that restores 6 points of Might when swallowed, and his second is a small, easily concealed grenade that explodes like a firebomb when thrown, inflicting 3 points of damage to all within immediate range.

Ray still needs to choose a descriptor and a focus. Looking ahead to the descriptor rules, Ray chooses Strong, which increases his Might Pool to 17. He also becomes trained in jumping and breaking inanimate objects. (If he had chosen jumping as one of his physical skills, the Strong descriptor would have made him specialized in jumping instead of trained.) Being Strong also gives Ray an extra medium or heavy weapon. He chooses a baseball bat that he’ll use in a pinch. He keeps it in the trunk of his car.

For his focus, Ray chooses Masters Weaponry. This gives him yet another weapon of high quality. He chooses another combat knife and asks the GM if he could use it in his left hand—not to make attacks, but as a shield. This will ease his Speed defense rolls if he has both knives out (the “shield” counts as an asset). The GM agrees. During the game, Ray’s Warrior will be hard to hit—he is trained in Speed defense rolls, and his extra knife eases his defense rolls by another step.

Thanks to his focus, he also inflicts 1 additional point of damage with his chosen weapon. Now he inflicts 6 points of damage with his blade. Ray’s character is a deadly combatant, likely starting the game with a reputation as a knife fighter.

For his character arc, Ray chooses Defeat a Foe. That foe, he decides, is none other than someone in his company who was once a friend but went rogue.

Adept

Fantasy/Fairy tale: wizard, mage, sorcerer, cleric, druid, seer, diabolist, fey-touched

Modern/Horror/Romance: psychic, occultist, witch, practitioner, medium, fringe scientist

Science fiction: psion, psionicist, telepath, seeker, master, scanner, ESPer, abomination

Superhero/Post-Apocalyptic: mage, sorcerer, power-wielder, master, psion, telepath

You master powers or abilities outside the experience, understanding, and sometimes belief of others. They might be magic, psychic powers, mutant abilities, or just a wide variety of intricate devices, depending on the setting. (“Magic” here is a term used very loosely. It’s a catch-all for the kinds of wondrous, possibly supernatural things that your character can do that others cannot. It might actually be an expression of technological devices, channeling spirits, mutations, psionics, nanotechnology, or any number of other sources.)

Individual Role: Adepts are usually thoughtful, intelligent types. They often think carefully before acting and rely heavily on their supernatural abilities.

Group Role: Adepts are not powerful in straightforward combat, although they often wield abilities that provide excellent combat support, both offensively and defensively. They sometimes possess abilities that facilitate overcoming challenges. For example, if the group must get through a locked door, an Adept might be able to destroy it or teleport everyone to the other side.

Societal Role: In settings where the supernatural is rare, strange, or feared, Adepts are likely rare and feared as well. They remain hidden, shadowy figures. When this is not the case, Adepts are more likely to be common and forthright. They might even take leadership roles.

Advanced Adepts: Even at low tiers, Adept powers are impressive. Higher-tier Adepts can accomplish amazing deeds that can reshape matter and the environment around them.

Adepts are almost always emblematic of the paranormal or superhuman in some way—wizards, psychics, or something similar. If the game you’re playing has none of that, an Adept could be a charlatan mimicking such abilities with tricks and hidden devices, or a gadgeteer character with a “utility belt” full of oddments. Or a game like that might not have Adepts. That’s okay too.

Adept Background Connection

Your type helps determine the connection you have to the setting. Roll a d20 or choose from the following list to determine a specific fact about your background that provides a connection to the rest of the world. You can also create your own fact.

@UUID[Compendium.cyphersystem-compendium.cypher-roll-tables.ldbXbEteJgHbIdZe]{Adept Background Connection}

Adept Player Intrusions

When playing an Adept, you can spend 1 XP to use one of the following player intrusions, provided the situation is appropriate and the GM agrees.

Advantageous Malfunction: A device being used against you malfunctions. It might harm the user or one of their allies for a round, or activate a dramatic and distracting side effect for a few rounds.

Convenient Idea: A flash of insight provides you with a clear answer or suggests a course of action with regard to an urgent question, problem, or obstacle you’re facing.

Inexplicably Unbroken: An inactive, ruined, or presumed-destroyed device temporarily activates and performs a useful function relevant to the situation. This is enough to buy you some time for a better solution, alleviate a complication that was interfering with your abilities, or just get you one more use out of a depleted cypher or artifact.

Adept Stat Pools

StatPool Starting Value
Might7
Speed9
Intellect12

You get 6 additional points to divide among your stat Pools however you wish.

First-Tier Adept

First-tier Adepts have the following abilities:

Effort: Your Effort is 1.

Genius: You have an Intellect Edge of 1, a Might Edge of 0, and a Speed Edge of 0.

Expert Cypher Use: You can bear three cyphers at a time.

Starting Equipment: Appropriate clothing, plus two expensive items, two moderately priced items, and up to four inexpensive items of your choice.

Weapons: You can use @UUID[Compendium.cyphersystem-compendium.basic-skills.GA74AkWhC7i4Z8sZ]{light weapons} without penalty. You have an inability with @UUID[Compendium.cyphersystem-compendium.inabilities.Zjign4M9GqTvD348]{medium weapons} and @UUID[Compendium.cyphersystem-compendium.inabilities.aMGYdfzCgfYqtHuJ]{heavy weapons}; your attacks with medium and heavy weapons are hindered.

Special Abilities: Choose four of the abilities listed below. You can’t choose the same ability more than once unless its description says otherwise. The full description for each listed ability can be found in Abilities, which also has descriptions for flavor and focus abilities in a single vast catalog.

Adept abilities require at least one free hand unless the GM says otherwise.

@UUID[Compendium.cyphersystem-compendium.abilities.6qCR3kBqCVYDlEOl]{Distortion} @UUID[Compendium.cyphersystem-compendium.abilities.TmWjWp4iWk4GMLN0]{Erase Memories} @UUID[Compendium.cyphersystem-compendium.abilities.gP8HCn8FPeg49V7M]{Far Step} @UUID[Compendium.cyphersystem-compendium.abilities.zArjjFcf9tHQvJTx]{Hedge Magic} @UUID[Compendium.cyphersystem-compendium.abilities.XQxN55rl0f5HFxEM]{Magic Training} @UUID[Compendium.cyphersystem-compendium.abilities.FE1Ge8CbJxQcCo0b]{Onslaught} @UUID[Compendium.cyphersystem-compendium.abilities.Myt0JUt24B8hjYAg]{Push} @UUID[Compendium.cyphersystem-compendium.abilities.Q8xKsSOvoFWL1ePP]{Resonance Field} @UUID[Compendium.cyphersystem-compendium.abilities.OPvXaxuRIVXLmkWl]{Scan} @UUID[Compendium.cyphersystem-compendium.abilities.nptFEdFaUvjDeqAz]{Shatter} @UUID[Compendium.cyphersystem-compendium.abilities.59mslpID7ogppzMA]{Ward}

Second-Tier Adept

Choose one of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.wWN4y4rATxbtMCMo]{Adaptation} @UUID[Compendium.cyphersystem-compendium.abilities.o7kTUAFonv5HPi07]{Cutting Light} @UUID[Compendium.cyphersystem-compendium.abilities.UCR0rx32kEsTcgnF]{Hover} @UUID[Compendium.cyphersystem-compendium.abilities.W5Zt9qDKCtNr49BC]{Mind Reading} @UUID[Compendium.cyphersystem-compendium.abilities.fzx429jdEdbd0tHy]{Retrieve Memories} @UUID[Compendium.cyphersystem-compendium.abilities.Uti1XQwY4VFZwwwc]{Reveal} @UUID[Compendium.cyphersystem-compendium.abilities.pdNI9QMKmDwu8gza]{Stasis}

Third-Tier Adept

Choose two of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.M0pjZXQ9996hfUPs]{Adroit Cypher Use} @UUID[Compendium.cyphersystem-compendium.abilities.Mj6yJZwRmdXaVwh8]{Countermeasures} @UUID[Compendium.cyphersystem-compendium.abilities.yz1w8JR23mtlDX49]{Energy Protection} @UUID[Compendium.cyphersystem-compendium.abilities.AUGM3xEluWJi4Y8h]{Fire and Ice} @UUID[Compendium.cyphersystem-compendium.abilities.yPVZmXWhUxustVdq]{Force Field Barrier} @UUID[Compendium.cyphersystem-compendium.abilities.bzy1KzO0oPmZGu2b]{Sensor} @UUID[Compendium.cyphersystem-compendium.abilities.q80xvRDX6XwFXgma]{Targeting Eye}

Fourth-Tier Adept

Choose one of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.iTxEWRCR8G5Rych2]{Death Touch} @UUID[Compendium.cyphersystem-compendium.abilities.VEJQ74o175OnlIAm]{Exile} @UUID[Compendium.cyphersystem-compendium.abilities.wvlSlYCJyrJuFqtn]{Invisibility} @UUID[Compendium.cyphersystem-compendium.abilities.whVEpvOjmGs3fpcD]{Matter Cloud} @UUID[Compendium.cyphersystem-compendium.abilities.Vcfc6yjbqX6WSzCf]{Mind Control} @UUID[Compendium.cyphersystem-compendium.abilities.8QwoYVraOedgr9kB]{Projection} @UUID[Compendium.cyphersystem-compendium.abilities.y1bQFSBlwMbUico5]{Rapid Processing} @UUID[Compendium.cyphersystem-compendium.abilities.iroL3TcKD9dpulhW]{Regeneration} @UUID[Compendium.cyphersystem-compendium.abilities.YFbC1HRis4SpZgrS]{Reshape} @UUID[Compendium.cyphersystem-compendium.abilities.KGz0rK4b2dAt0DaX]{Wormhole}

Fifth-Tier Adept

Choose two of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.NCXCkCYeZw8qlazG]{Absorb Energy} @UUID[Compendium.cyphersystem-compendium.abilities.PZBKCtRj5S6ULnjo]{Concussion} @UUID[Compendium.cyphersystem-compendium.abilities.8SDpRRzZRF73zLsF]{Conjuration} @UUID[Compendium.cyphersystem-compendium.abilities.HuhNjMfMxPkTlERH]{Create} @UUID[Compendium.cyphersystem-compendium.abilities.D4JFKjeVDkx9Xfnf]{Dust to Dust} @UUID[Compendium.cyphersystem-compendium.abilities.wlkPdME0r3hx9VbE]{Knowing the Unknown} @UUID[Compendium.cyphersystem-compendium.abilities.K4XRiZlFRakz6j98]{Master Cypher Use} @UUID[Compendium.cyphersystem-compendium.abilities.IN3VI2LxDyYGbqnN]{Teleportation} @UUID[Compendium.cyphersystem-compendium.abilities.MGzAkRaGd4LgfQti]{True Senses}

Sixth-Tier Adept

Choose one of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.tvlNZboSbKCHttjs]{Control Weather} @UUID[Compendium.cyphersystem-compendium.abilities.jhdgI9rV2mpH6JQU]{Earthquake} @UUID[Compendium.cyphersystem-compendium.abilities.8OmtJRuoKRzuGfh8]{Move Mountains} @UUID[Compendium.cyphersystem-compendium.abilities.PlKwEwo6ilGqwxwI]{Traverse the Worlds} @UUID[Compendium.cyphersystem-compendium.abilities.gETtOLyLYRVk53dP]{Usurp Cypher}

Adept Example

Jen wants to create an Adept—a sorcerer for a fantasy campaign. She decides to be somewhat well rounded, so she puts 2 of her additional points into each stat Pool, giving her a Might Pool of 9, a Speed Pool of 11, and an Intellect Pool of 14. Her Adept is smart and quick. She has an Intellect Edge of 1, a Might Edge of 0, and a Speed Edge of 0. As a first-tier character, her Effort is 1. As her initial abilities, she chooses Onslaught and Ward, giving her a strong offense and defense. She also chooses Magic Training and rounds out her character with Scan, which she hopes will be useful in gaining insight and information. For this character, Onslaught, Ward, and Scan are all spells she has mastered through years of training and study.

She can bear three cyphers. The GM gives her a potion that acts as a short-range teleporter, a small charm that restores 5 points to her Intellect Pool, and a fluid-filled flask that explodes like a fiery bomb. Jen’s sorcerer is skilled with light weapons, so she chooses a dagger.

For her descriptor, Jen chooses Graceful, which adds 2 points to her Speed Pool, bringing it to 13. That descriptor means she is trained in balancing and anything requiring careful movements, physical performing arts, and Speed defense tasks. Perhaps she is a dancer. In fact, she begins to develop a backstory that involves graceful, lithe movements that she incorporates into her spells.

For her focus, she chooses Leads. This gives her training in social interactions, which again helps round her out—she’s good in all kinds of situations. Moreover, she has the Good Advice ability, which enables her to be a focal point of her group.

Her spells and focus abilities cost Intellect points to activate, so she’s glad to have a lot of points in her Intellect Pool. In addition, her Intellect Edge will help reduce those costs. If she uses her Onslaught force blast without applying Effort, it costs 0 Intellect points and deals 4 points of damage. Her Intellect Edge will allow her to save points to devote toward applying Effort for other purposes, perhaps to boost the accuracy of Onslaught.

For her character arc, Jen chooses Aid a Friend. She decides that when her sorcerer character was young, she had a magical mentor. That mentor was later taken prisoner by a demon, so her character is always looking for clues on how to find the demon and release her friend from bondage.

GMs are always free to pre-select a type’s special abilities at a given tier to reinforce the setting. In the fantasy setting of Jen’s sorcerer, the GM might have said that all sorcerers (Adepts) start with Magic Training as one of their tier 1 abilities. This doesn’t make the character any less powerful or special, but it says something about her role in the world and expectations in the game.

Explorer

Fantasy/Fairy tale: Explorer, adventurer, delver, mystery seeker

Modern/Horror/Romance: athlete, explorer, adventurer, drifter, detective, scholar, spelunker, trailblazer, investigative reporter

Science fiction: Explorer, adventurer, wanderer, planetary specialist, xenobiologist

Superhero/Post-Apocalyptic: adventurer, crimefighter

You are a person of action and physical ability, fearlessly facing the unknown. You travel to strange, exotic, and dangerous places, and discover new things. This means you’re physical but also probably knowledgeable.

Individual Role: Although Explorers can be academics or well studied, they are first and foremost interested in action. They face grave dangers and terrible obstacles as a routine part of life.

Group Role: Explorers sometimes work alone, but far more often they operate in teams with other characters. The Explorer frequently leads the way, blazing the trail. However, they’re also likely to stop and investigate anything intriguing they stumble upon.

Societal Role: Not all Explorers are out traipsing through the wilderness or poking about an old ruin. Sometimes, an Explorer is a teacher, a scientist, a detective, or an investigative reporter. In any event, an Explorer bravely faces new challenges and gathers knowledge to share with others.

Advanced Explorers: Higher-tier Explorers gain more skills, some combat abilities, and a number of abilities that allow them to deal with danger. In short, they become more and more well-rounded, able to deal with any challenge.

Explorer Background Connection

Your type helps determine the connection you have to the setting. Roll a d20 or choose from the following list to determine a specific fact about your background that provides a connection to the rest of the world. You can also create your own fact.

@UUID[Compendium.cyphersystem-compendium.cypher-roll-tables.EPY1EXnGWOBK9kO1]{Explorer Background Connection}

Explorer Player Intrusions

When playing an Explorer, you can spend 1 XP to use one of the following player intrusions, provided the situation is appropriate and the GM agrees.

Fortuitous Malfunction: A trap or a dangerous device malfunctions before it can affect you.

Serendipitous Landmark: Just when it seems like the path is lost (or you are), a trail marker, a landmark, or simply the way the terrain or corridor bends, rises, or falls away suggests to you the best path forward, at least from this point.

Weak Strain: The poison or disease turns out not to be as debilitating or deadly as it first seemed, and inflicts only half the damage that it would have otherwise.

Explorer Stat Pools

StatPool Starting Value
Might10
Speed9
Intellect9

You get 6 additional points to divide among your stat Pools however you wish.

First-Tier Explorer

First-tier Explorers have the following abilities:

Effort: Your Effort is 1.

Physical Nature: You have a Might Edge of 1, a Speed Edge of 0, and an Intellect Edge of 0.

Cypher Use: You can bear two cyphers at a time.

Starting Equipment: Appropriate clothing and a weapon of your choice, plus two expensive items, two moderately priced items, and up to four inexpensive items.

Weapons: You can use @UUID[Compendium.cyphersystem-compendium.basic-skills.GA74AkWhC7i4Z8sZ]{light} and @UUID[Compendium.cyphersystem-compendium.basic-skills.wHxvX2zJOKo27GBe]{medium weapons} without penalty. You have an inability with @UUID[Compendium.cyphersystem-compendium.inabilities.aMGYdfzCgfYqtHuJ]{heavy weapons}; your attacks with heavy weapons are hindered.

Special Abilities: Choose four of the abilities listed below. You can’t choose the same ability more than once unless its description says otherwise. The full description for each listed ability can be found in Abilities, which also has descriptions for flavor and focus abilities in a single vast catalog.

@UUID[Compendium.cyphersystem-compendium.abilities.7OpsD4muO5HGJt29]{Block} @UUID[Compendium.cyphersystem-compendium.abilities.UyQTRi5ZwWU5tMO0]{Danger Sense} @UUID[Compendium.cyphersystem-compendium.abilities.P95xVHVxALSMjanR]{Decipher} @UUID[Compendium.cyphersystem-compendium.abilities.PqL4qr9D8QAwQhrL]{Endurance} @UUID[Compendium.cyphersystem-compendium.abilities.axI0iGYo7DjdR8Ya]{Find the Way} @UUID[Compendium.cyphersystem-compendium.abilities.Sg5WeSF04CYNEecl]{Fleet of Foot} @UUID[Compendium.cyphersystem-compendium.abilities.7X2zbrkFSNbyhA5G]{Improved Edge} @UUID[Compendium.cyphersystem-compendium.abilities.eEGFknWQZUBNXn99]{Knowledge Skills} @UUID[Compendium.cyphersystem-compendium.abilities.CBGeAZSBuymzrxDz]{Muscles of Iron} @UUID[Compendium.cyphersystem-compendium.abilities.YZB37b80VQGMUscp]{No Need for Weapons} @UUID[Compendium.cyphersystem-compendium.abilities.noCgrKbB370cfzQg]{Physical Skills} @UUID[Compendium.cyphersystem-compendium.abilities.o2ZDoteWQsFsqTJr]{Practiced in Armor} @UUID[Compendium.cyphersystem-compendium.abilities.yl2zo179wXZW5Xxc]{Practiced With All Weapons} @UUID[Compendium.cyphersystem-compendium.abilities.s2PLo9FsWBi2C1VY]{Surging Confidence} @UUID[Compendium.cyphersystem-compendium.abilities.uatcX3o1oB2Stc4u]{Trained Without Armor}

Second-Tier Explorer

Choose four of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.JkmTskE3eqcfu7dY]{Curious} @UUID[Compendium.cyphersystem-compendium.abilities.3x3gRDJejTXQPmdY]{Danger Instinct} @UUID[Compendium.cyphersystem-compendium.abilities.4yyKQYnrbL3r9gcU]{Enable Others} @UUID[Compendium.cyphersystem-compendium.abilities.uB3sVzeG2N5rkdUZ]{Escape} @UUID[Compendium.cyphersystem-compendium.abilities.RM8Fmu1IJwzBkjcM]{Eye for Detail} @UUID[Compendium.cyphersystem-compendium.abilities.U7chr7wLj7r5y0LT]{Foil Danger} @UUID[Compendium.cyphersystem-compendium.abilities.pp9NFNHKgOhRYbsY]{Hand to Eye} @UUID[Compendium.cyphersystem-compendium.abilities.romswZIOmAmtzfCL]{Investigative Skills} @UUID[Compendium.cyphersystem-compendium.abilities.euEVkth9YGYSpoJf]{Quick Recovery} @UUID[Compendium.cyphersystem-compendium.abilities.tJVu7MQ2pOhNfpUB]{Range Increase} @UUID[Compendium.cyphersystem-compendium.abilities.nOuOE3EkrNr81pSq]{Greater Skill With Defense} @UUID[Compendium.cyphersystem-compendium.abilities.gbU7mA0flUR4W8Dl]{Stand Watch} @UUID[Compendium.cyphersystem-compendium.abilities.wEjdodvc6SLf8yso]{Travel Skills} @UUID[Compendium.cyphersystem-compendium.abilities.yS1sMAZEzJbozxOZ]{Wreck}

Third-Tier Explorer

Choose three of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.wG4zveGhplNKNzuP]{Controlled Fall} @UUID[Compendium.cyphersystem-compendium.abilities.4eCjeGPA0ovnwIfu]{Experienced in Armor} @UUID[Compendium.cyphersystem-compendium.abilities.u1GhDcfpVXITVtOc]{Expert Cypher Use} @UUID[Compendium.cyphersystem-compendium.abilities.JuOmZXMt1T3tQUZ8]{Ignore the Pain} @UUID[Compendium.cyphersystem-compendium.abilities.qZOOWfFLJ1JziJpY]{Obstacle Running} @UUID[Compendium.cyphersystem-compendium.abilities.GvYXLPdpaFEMGuQR]{Resilience} @UUID[Compendium.cyphersystem-compendium.abilities.ZuX6gykVtKxiBAxR]{Run and Fight} @UUID[Compendium.cyphersystem-compendium.abilities.t3zUlk8c5WEBXXO8]{Seize the Moment} @UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks} @UUID[Compendium.cyphersystem-compendium.abilities.jmYIPbMwsq3GY3eO]{Stone Breaker} @UUID[Compendium.cyphersystem-compendium.abilities.wpA3GB5yJq9NI8QN]{Think Your Way Out} @UUID[Compendium.cyphersystem-compendium.abilities.V1ROUnWXLmLRMxXi]{Trapfinder} @UUID[Compendium.cyphersystem-compendium.abilities.6McxfJoPmf1SnbDR]{Wrest From Chance}

Fourth-Tier Explorer

Choose two of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.gNRMG3mJTzWaCGph]{Capable Warrior} @UUID[Compendium.cyphersystem-compendium.abilities.MdRdAc0qAWghMmlV]{Expert Skill} @UUID[Compendium.cyphersystem-compendium.abilities.mUizWF7k2XD7ykRJ]{Increased Effects} @UUID[Compendium.cyphersystem-compendium.abilities.lbXg8UlSCG23yxO4]{Read the Signs} @UUID[Compendium.cyphersystem-compendium.abilities.dW0rgYsx6hDA8pIB]{Runner} @UUID[Compendium.cyphersystem-compendium.abilities.3pqCkOZjnAXWIikt]{Subtle Steps} @UUID[Compendium.cyphersystem-compendium.abilities.wxAZnuQkvWosLzkN]{Tough As Nails}

Fifth-Tier Explorer

Choose three of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.M0pjZXQ9996hfUPs]{Adroit Cypher Use} @UUID[Compendium.cyphersystem-compendium.abilities.B0Tt5R1m2DsVLtPH]{Free to Move} @UUID[Compendium.cyphersystem-compendium.abilities.hhBF8re7Azmce3Y9]{Group Friendship} @UUID[Compendium.cyphersystem-compendium.abilities.KGzAHs3qln0fNDjt]{Hard to Kill} @UUID[Compendium.cyphersystem-compendium.abilities.IFb8NX06xgWM7H98]{Jump Attack} @UUID[Compendium.cyphersystem-compendium.abilities.LTqgcoprvBF2ZkdH]{Mastery With Defense} @UUID[Compendium.cyphersystem-compendium.abilities.AmZDmnmP7CxSSN4h]{Parry} @UUID[Compendium.cyphersystem-compendium.abilities.5uWcMvgh1OWvieJs]{Physically Gifted} @UUID[Compendium.cyphersystem-compendium.abilities.scceoEmEnN5MW8XT]{Take Command} @UUID[Compendium.cyphersystem-compendium.abilities.icJAWRB8Uha8CSKr]{Vigilant}

Sixth-Tier Explorer

Choose three of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.MQewTo9NscKVUUNz]{Again and Again} @UUID[Compendium.cyphersystem-compendium.abilities.tTrekc4AZbIqem5L]{Inspire Coordinated Actions} @UUID[Compendium.cyphersystem-compendium.abilities.4k5JFV78A5SiPjFo]{Mastery in Armor} @UUID[Compendium.cyphersystem-compendium.abilities.kNSRytTtQX0rU3aE]{Mastery With Attacks} @UUID[Compendium.cyphersystem-compendium.abilities.dMEqa6kAjXrHlxui]{Negate Danger} @UUID[Compendium.cyphersystem-compendium.abilities.PXvS7AatBcxH9cvZ]{Share Defense} @UUID[Compendium.cyphersystem-compendium.abilities.KDZeCZJxjCQzlTxA]{Spin Attack} @UUID[Compendium.cyphersystem-compendium.abilities.vQtVTnCecWFXkfkI]{Wild Vitality}

Explorer Example

Sam decides to create an Explorer character for a science fiction campaign. This character will be a hardy soul who explores alien worlds. They put 3 additional points into their Might Pool, 2 into their Speed Pool, and 1 into their Intellect Pool; their stat Pools are now Might 13, Speed 11, and Intellect 10. As a first-tier character, their Effort is 1, their Might Edge is 1, and their Speed Edge and Intellect Edge are 0. Their character is fairly well-rounded so far.

Sam immediately leaps in and starts choosing abilities. They pick Danger Sense and Surging Confidence, thinking those abilities will be generally useful. They also choose Practiced in Armor, reasoning that the character wears high-tech medium armor when exploring. Last, they choose Knowledge Skills and select geology and biology to help during interplanetary explorations.

Sam’s Explorer can bear two cyphers, which in this setting involve nanotechnology. The GM decides that one is a nanite injector that grants a +1 bonus to Might Edge when used, and the other is a device that can create one simple handheld object the user wishes.

Sam’s Explorer is not really geared toward fighting, but sometimes the universe is a dangerous place, so they note that they’re carrying a medium blaster as well.

Sam still needs a descriptor and a focus. Looking to the Descriptor chapter, they choose Hardy, which increases their Might Pool to 17. They also heal more quickly and can operate better when injured. They’re trained in Might defense but have an inability with initiative; however, it’s effectively canceled out by their Danger Sense (and vice versa). Sam could go back and select something else instead of Danger Sense, but they like it and decide to keep it. Overall, the descriptor ends up making the character tough but a little slow.

For their focus, Sam chooses Explores Dark Places (in this case, weird ruins of alien civilizations). This gives the character a bunch of additional skills: searching, listening, climbing, balancing, and jumping. They’re quite the capable Explorer.

For their character arc, Sam chooses Enterprise. Exploring alien places sometimes turns up strange relics, and Sam figures they might be able to set up a service to reliably transport these items to responsible third parties, rather than allow them to fall into the hands of pirates and rich private collectors. For a small fee, of course.

Speaker

Fantasy/Fairy tale: bard, speaker, skald, emissary, priest, advocate

Modern/Horror/Romance: diplomat, charmer, face, spinner, manipulator, minister, mediator, lawyer

Science fiction: diplomat, empath, glam, consul, legate

Superhero/Post-Apocalyptic: charmer, mesmerist, puppet master

You’re good with words and good with people. You talk your way past challenges and out of jams, and you get people to do what you want.

Individual Role: Speakers are smart and charismatic. They like people and, more important, they understand them. This helps speakers get others to do what needs to be done.

Group Role: The Speaker is often the face of the group, serving as the person who speaks for all and negotiates with others. Combat and action are not a Speaker’s strong suits, so other characters sometimes have to defend the Speaker in times of danger.

Societal Role: Speakers are frequently political or religious leaders. Just as often, however, they are con artists or criminals.

Advanced Speakers: Higher-tier Speakers use their abilities to control and manipulate people as well as aid and nurture their friends. They can talk their way out of danger and even use their words as weapons.

Speaker Background Connection

Your type helps determine the connection you have to the setting. Roll a d20 or choose from the following list to determine a specific fact about your background that provides a connection to the rest of the world. You can also create your own fact.

@UUID[Compendium.cyphersystem-compendium.cypher-roll-tables.zDo6fnblxkAjzvc3]{Speaker Background Connection}

Speaker Player Intrusions

When playing a Speaker, you can spend 1 XP to use one of the following player intrusions, provided the situation is appropriate and the GM agrees.

Friendly NPC: An NPC you don’t know, someone you don’t know that well, or someone you know but who hasn’t been particularly friendly in the past chooses to help you, though doesn’t necessarily explain why. Maybe they’ll ask you for a favor in return afterward, depending on how much trouble they go to.

Perfect Suggestion: A follower or other already-friendly NPC suggests a course of action with regard to an urgent question, problem, or obstacle you’re facing.

Unexpected Gift: An NPC hands you a physical gift you were not expecting, one that helps put the situation at ease if things seem strained, or provides you with a new insight for understanding the context of the situation if there’s something you’re failing to understand or grasp.

Speaker Stat Pools

StatPool Starting Value
Might8
Speed9
Intellect11

You get 6 additional points to divide among your stat Pools however you wish.

First-Tier Speaker

First-tier Speakers have the following abilities:

Effort: Your Effort is 1.

Genius: You have an Intellect Edge of 1, a Might Edge of 0, and a Speed Edge of 0.

Cypher Use: You can bear two cyphers at a time.

Weapons: You can use @UUID[Compendium.cyphersystem-compendium.basic-skills.GA74AkWhC7i4Z8sZ]{light weapons} without penalty. You have an inability with @UUID[Compendium.cyphersystem-compendium.inabilities.Zjign4M9GqTvD348]{medium} and @UUID[Compendium.cyphersystem-compendium.inabilities.aMGYdfzCgfYqtHuJ]{heavy weapons}; your attacks with medium and heavy weapons are hindered.

Starting Equipment: Appropriate clothing and a light weapon of your choice, plus two expensive items, two moderately priced items, and up to four inexpensive items.

Special Abilities: Choose four of the abilities listed below. You can’t choose the same ability more than once unless its description says otherwise. The full description for each listed ability can be found in Abilities, which also has descriptions for flavor and focus abilities in a single vast catalog.

Some Speaker abilities, like Mind Reading or True Senses, imply a supernatural element. If this is inappropriate to the character or the setting, these abilities can be replaced with something from the stealth flavor, or the GM can slightly modify them so they are based in extraordinary talents and insight rather than the supernatural.

@UUID[Compendium.cyphersystem-compendium.abilities.BlBi7qk0darLthxS]{Anecdote} @UUID[Compendium.cyphersystem-compendium.abilities.r7uNiD9CGy4G3Hoq]{Babel} @UUID[Compendium.cyphersystem-compendium.abilities.JSlr2Q6Ll1xNd8fX]{Demeanor of Command} @UUID[Compendium.cyphersystem-compendium.abilities.hYa7I52x2iwffh8C]{Encouragement} @UUID[Compendium.cyphersystem-compendium.abilities.lQ4MNmGXXNBMGsmk]{Enthrall} @UUID[Compendium.cyphersystem-compendium.abilities.TmWjWp4iWk4GMLN0]{Erase Memories} @UUID[Compendium.cyphersystem-compendium.abilities.ulHj0pzmwc515fve]{Fast Talk} @UUID[Compendium.cyphersystem-compendium.abilities.wWCehMidmvLypdxj]{Inspire Aggression} @UUID[Compendium.cyphersystem-compendium.abilities.V765JZKDKQ00Buyn]{Interaction Skills} @UUID[Compendium.cyphersystem-compendium.abilities.NhijFGxYepJtaa0r]{Practiced With Medium Weapons} @UUID[Compendium.cyphersystem-compendium.abilities.5aUrbdjSSLCRggHU]{Spin Identity} @UUID[Compendium.cyphersystem-compendium.abilities.qVlbJjB7X8R78rz0]{Terrifying Presence} @UUID[Compendium.cyphersystem-compendium.abilities.kv03xEihe4VZNkK5]{Understanding}

Second-Tier Speaker

Choose two of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.4XwwFeGO5haHxvQs]{Basic Follower} @UUID[Compendium.cyphersystem-compendium.abilities.BggeJtN5IcutwLJg]{Calm Stranger} @UUID[Compendium.cyphersystem-compendium.abilities.di7QfASecjKU8BPN]{Disincentivize} @UUID[Compendium.cyphersystem-compendium.abilities.IvKd5vkPypJbB1Ip]{Gather Intelligence} @UUID[Compendium.cyphersystem-compendium.abilities.GT0AiiarWPbGzxKs]{Impart Ideal} @UUID[Compendium.cyphersystem-compendium.abilities.DLxDL49VjUEMAjxZ]{Inspiring Ease} @UUID[Compendium.cyphersystem-compendium.abilities.V765JZKDKQ00Buyn]{Interaction Skills} @UUID[Compendium.cyphersystem-compendium.abilities.o2ZDoteWQsFsqTJr]{Practiced in Armor} @UUID[Compendium.cyphersystem-compendium.abilities.CtRvLxfUlCynJv1B]{Skill With Defense} @UUID[Compendium.cyphersystem-compendium.abilities.XntbE6mXQ4CZ6yIi]{Speedy Recovery} @UUID[Compendium.cyphersystem-compendium.abilities.UHvD5299HFbwBvpR]{Unexpected Betrayal}

Third-Tier Speaker

Choose three of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.hB1CISYVEZXEO0IV]{Accelerate} @UUID[Compendium.cyphersystem-compendium.abilities.rZsohzuwTFfghWVO]{Blend In} @UUID[Compendium.cyphersystem-compendium.abilities.NnlGdSiR9GbiTJyZ]{Discerning Mind} @UUID[Compendium.cyphersystem-compendium.abilities.u1GhDcfpVXITVtOc]{Expert Cypher Use} @UUID[Compendium.cyphersystem-compendium.abilities.ETGBAqAc1ApFH5cx]{Expert Follower} @UUID[Compendium.cyphersystem-compendium.abilities.sqiDNk5qXh9j3zwh]{Grand Deception} @UUID[Compendium.cyphersystem-compendium.abilities.1N6P5ZRogThCS0KH]{Lead by Inquiry} @UUID[Compendium.cyphersystem-compendium.abilities.W5Zt9qDKCtNr49BC]{Mind Reading} @UUID[Compendium.cyphersystem-compendium.abilities.i5BlJLgj1ayBw0uY]{Oratory} @UUID[Compendium.cyphersystem-compendium.abilities.ZqBpOAiH70SGHX8N]{Perfect Stranger} @UUID[Compendium.cyphersystem-compendium.abilities.Mac5S0sQe9Muf4Mv]{Quick Wits} @UUID[Compendium.cyphersystem-compendium.abilities.oah8DOODfphl858B]{Telling}

Fourth-Tier Speaker

Choose two of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.ZH0JbusjycG6zQf1]{Anticipate Attack} @UUID[Compendium.cyphersystem-compendium.abilities.2SiHiotGcSufnCne]{Confounding Banter} @UUID[Compendium.cyphersystem-compendium.abilities.RO8dmB90aRPOmCuJ]{Feint} @UUID[Compendium.cyphersystem-compendium.abilities.7tiGTYVXj9eHdja7]{Heightened Skills} @UUID[Compendium.cyphersystem-compendium.abilities.Je1MitN21L3lqWVF]{Psychosis} @UUID[Compendium.cyphersystem-compendium.abilities.lbXg8UlSCG23yxO4]{Read the Signs} @UUID[Compendium.cyphersystem-compendium.abilities.QFZyfDWOSEpZeQmM]{Spur Effort} @UUID[Compendium.cyphersystem-compendium.abilities.cS2p7CRfquFvR65U]{Strategize} @UUID[Compendium.cyphersystem-compendium.abilities.3wZZC07ADxO3mImS]{Suggestion}

Fifth-Tier Speaker

Choose three of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.M0pjZXQ9996hfUPs]{Adroit Cypher Use} @UUID[Compendium.cyphersystem-compendium.abilities.t3uyBYJqMApfEBWX]{Discipline of Watchfulness} @UUID[Compendium.cyphersystem-compendium.abilities.4eCjeGPA0ovnwIfu]{Experienced in Armor} @UUID[Compendium.cyphersystem-compendium.abilities.UyW320RhzarMNoss]{Flee} @UUID[Compendium.cyphersystem-compendium.abilities.xCUKzmoBKzN9gIut]{Foul Aura} @UUID[Compendium.cyphersystem-compendium.abilities.wlkPdME0r3hx9VbE]{Knowing the Unknown} @UUID[Compendium.cyphersystem-compendium.abilities.iroL3TcKD9dpulhW]{Regeneration} @UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks} @UUID[Compendium.cyphersystem-compendium.abilities.U9sgMUKkIkDIdRtK]{Stimulate}

Sixth-Tier Speaker

Choose two of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.By276DS858KmWNZq]{Assume Control} @UUID[Compendium.cyphersystem-compendium.abilities.G8waoPdWGzMl0S1n]{Battle Management} @UUID[Compendium.cyphersystem-compendium.abilities.crFxkKwBNdnD6tX4]{Crowd Control} @UUID[Compendium.cyphersystem-compendium.abilities.fPCTpU0viXXWrNs0]{Inspiring Success} @UUID[Compendium.cyphersystem-compendium.abilities.3EcnBLVtGwxpWXBW]{Recruit Deputy} @UUID[Compendium.cyphersystem-compendium.abilities.EH8OmAJaimF4MTgg]{Shatter Mind} @UUID[Compendium.cyphersystem-compendium.abilities.MGzAkRaGd4LgfQti]{True Senses} @UUID[Compendium.cyphersystem-compendium.abilities.ZTp4SZ673tDJpmuS]{Word of Command}

Speaker Example

Mary wants to create a Speaker for a Lovecraftian horror campaign. She puts 3 of her additional stat points into her Intellect Pool and 3 into her Speed Pool; her stat Pools are now Might 8, Speed 12, and Intellect 14. As a first-tier character, her Effort is 1, her Might Edge and Speed Edge are 0, and her Intellect Edge is 1. She’s smart and charismatic but not particularly tough.

Mary chooses Fast Talk and Spin Identity to help get into places and learn things she wants to know. She’s a bit of a con artist. She’s good to her friends, however, and chooses Encouragement as well. Mary rounds out her first-tier abilities with Interaction Skills (deceiving and persuasion).

A Speaker normally starts with two cyphers, but the GM rules that characters in this campaign start with only one—something creepy relating to their background. Mary’s cypher is an odd pocket watch given to her by her grandfather. She doesn’t know how or why, but when activated, the watch allows her to take twice as many actions for three rounds.

Mary’s character carries a small knife hidden in her bag in case of trouble. As a light weapon, it inflicts 2 points of damage, but attacks with it are eased.

Mary chooses Resilient for her descriptor and decides that she can probably learn the truth behind some of the strange things that she’s heard about without feeling too much trauma if it’s horrible. Resilient increases her Might Pool to 10 and her Intellect Pool to 16. She’s trained in Might and Intellect defense actions and gains an extra recovery roll each day. At first, Mary is sad that her descriptor gives her an inability in knowledge and puzzle tasks, but then she realizes that the flaw fits her character well—she’s better at getting people to tell her what she needs to know than at figuring out the information herself.

For her focus, Mary chooses Moves Like a Cat, granting her a final Speed Pool of 18 and training in balance. In the end, she’s graceful and quick, charismatic, and hardier than she initially thought thanks to her drive. She’s ready to investigate the weird.

For her character arc, Mary chooses Fall From Grace. She decides she’s had an obsession with a strange tome that’s been in her family for generations, and her character is drawn to its strange languages and rituals.

Further Customization

The rules in this section are more advanced and always involve the GM. They can be used by the GM to tailor a type to better fit the genre or setting, or by a player and a GM to tweak a character to fit a concept.

Modifying Type Aspects

The following aspects of the four character types can be modified at character creation. Other abilities should not be changed.

Stat Pools: Each character type has a starting stat Pool value. A player can exchange points between their Pools on a one-for-one basis. For example, they can trade 2 points of Might for 2 points of Speed. However, no starting stat Pool should be higher than 20.

Edge: A player can start with an Edge of 1 in whichever stat they wish.

Cypher Use: If a character gives up the ability to bear one cypher, they gain an additional skill of their choice.

Weapons: Some types have static first-tier abilities that let them use light, medium, and/or heavy weapons without a penalty. Warriors can use all weapons, Explorers can use light and medium weapons, and Adepts and Speakers can use light weapons. Any one of these weapon abilities can be sacrificed to gain training in a different skill of the player’s choice.

Drawbacks and Penalties

In addition to other customization options, a player can choose to take drawbacks or penalties to gain further advantages.

Weakness: A weakness is, essentially, the opposite of Edge. If you have a weakness of 1 in Speed, all Speed actions that require you to spend points cost 1 additional point from your Pool. At any time, a player can give their character a weakness in one stat and, in exchange, gain +1 to their Edge in one of the other two stats. So a PC can take a weakness of 1 in Speed to gain +1 to their Might Edge.

Normally, you can have a weakness only in a stat in which you have an Edge of 0. Further, you can’t have more than one weakness, and you can’t have a weakness greater than 1 unless the additional weakness comes from another source (such as a disease or disability arising from actions or conditions in the game).

Inabilities: Inabilities are like negative skills. They make one type of task harder by hindering it. If a character chooses to take an inability, they gain a skill of their choice. Normally, a character can have only one inability unless the additional inability comes from another source (such as a descriptor or a disease or disability arising from actions or conditions in the game).

","markdown":""},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"ownership":{"default":-1},"flags":{}},{"sort":600000,"name":"License","type":"text","_id":"9ZDlIEtwXjxzyyrZ","title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"

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","markdown":""},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"ownership":{"default":-1},"flags":{}},{"sort":387500,"name":"Flavor","type":"text","_id":"gUBd9dvLJ8qY0iZx","title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"

Flavors are groups of special abilities the GM and players can use to alter a character type to make it more to their liking or more appropriate to the genre or setting. For example, if a player wants to create a magic-using thief character, she could play an Adept with stealth flavoring. In a science fiction setting, a Warrior might also have knowledge of machinery, so the character could be flavored with technology.

At a given tier, abilities from a flavor are traded one for one with standard abilities from a type. So to add the Danger Sense stealth flavor ability to a Warrior, something else—perhaps Bash—must be sacrificed. Now that character can choose Danger Sense as they would any other first-tier warrior ability, but they can never choose Bash.

The GM should always be involved in flavoring a type. For example, they might know that for their science fiction game, they want a type called a “Glam,” which is a Speaker flavored with certain technology abilities—specifically those that make the character a flamboyant starship pilot. Thus, they exchange the first-tier abilities Spin Identity and Inspire Aggression for the technology flavor abilities Datajack and Tech Skills so the character can plug into the ship directly and can take piloting and computers as skills.

In the end, flavor is mostly a tool for the GM to easily create campaign-specific types by making a few slight alterations to the four base types. Although players may wish to use flavors to get the characters they want, remember that they can also shape their PCs with descriptors and foci very nicely.

The flavors available are stealth, technology, magic, combat, and skills and knowledge.

The full description for each listed ability can be found in the Abilities chapter, which also contains descriptions for type and focus abilities in a single vast catalog.

Stealth Flavor

Characters with the stealth flavor are good at sneaking around, infiltrating places they don’t belong, and deceiving others. They use these abilities in a variety of ways, including combat. An Explorer with stealth flavor might be a thief, while a Warrior with stealth flavor might be an assassin. An Explorer with stealth flavor in a superhero setting might be a crimefighter who stalks the streets at night.

First-Tier Stealth Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.UyQTRi5ZwWU5tMO0]{Danger Sense} @UUID[Compendium.cyphersystem-compendium.abilities.M2oXV5cRSdMlUZDm]{Goad} @UUID[Compendium.cyphersystem-compendium.abilities.Frxs35QkokRdure4]{Legerdemain} @UUID[Compendium.cyphersystem-compendium.abilities.90wkMwuVBaiyL9yt]{Opportunist} @UUID[Compendium.cyphersystem-compendium.abilities.QAdh0yZBjJsHdJjD]{Stealth Skills}

Second-Tier Stealth Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.dQHSDDZxJNHrHH1l]{Contortionist} @UUID[Compendium.cyphersystem-compendium.abilities.8ydN3DBdXXP24hQL]{Find an Opening} @UUID[Compendium.cyphersystem-compendium.abilities.5abCQnz5ZWvvfMro]{Get Away} @UUID[Compendium.cyphersystem-compendium.abilities.mvFsSsVjyF8iXvCe]{Sense Ambush} @UUID[Compendium.cyphersystem-compendium.abilities.uG2ACHNAPoZirp0b]{Surprise Attack}

Third-Tier Stealth Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.Uq6p6fOg9KyFcUws]{Evanesce} @UUID[Compendium.cyphersystem-compendium.abilities.XR3B0gfJtrYUAU5M]{From the Shadows} @UUID[Compendium.cyphersystem-compendium.abilities.lUkqQu1vvJe3FxfQ]{Gambler} @UUID[Compendium.cyphersystem-compendium.abilities.sM2zEDx4gRr9CuiR]{Inner Defense} @UUID[Compendium.cyphersystem-compendium.abilities.lwJAowJa4eKlcDjb]{Misdirect} @UUID[Compendium.cyphersystem-compendium.abilities.ZuX6gykVtKxiBAxR]{Run and Fight} @UUID[Compendium.cyphersystem-compendium.abilities.t3zUlk8c5WEBXXO8]{Seize the Moment}

Fourth-Tier Stealth Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.cS1RW48sdVY6ZJZd]{Ambusher} @UUID[Compendium.cyphersystem-compendium.abilities.JVvSTtYbksWJDADY]{Debilitating Strike} @UUID[Compendium.cyphersystem-compendium.abilities.cqzyNCPYVEWtucLe]{Outwit} @UUID[Compendium.cyphersystem-compendium.abilities.LojkwDtb1gHLSB6A]{Preternatural Senses} @UUID[Compendium.cyphersystem-compendium.abilities.w2aO1ZIpmBDQJXq1]{Tumbling Moves}

Fifth-Tier Stealth Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.YbYeZ0A0m96IWxwl]{Assassin Strike} @UUID[Compendium.cyphersystem-compendium.abilities.S5JTyQCNcgrXgNqf]{Mask} @UUID[Compendium.cyphersystem-compendium.abilities.G5bTthwpEf5azVHA]{Return to Sender} @UUID[Compendium.cyphersystem-compendium.abilities.bVt0TIfwtEUXvi6O]{Uncanny Luck}

Sixth-Tier Stealth Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.VVYx3J42Sj9qCQV9]{Exploit Advantage} @UUID[Compendium.cyphersystem-compendium.abilities.jrTEtAhE6GfLW7R4]{Spring Away} @UUID[Compendium.cyphersystem-compendium.abilities.cWHqKGpI5z0aiSYC]{Thief’s Luck} @UUID[Compendium.cyphersystem-compendium.abilities.aWws42dVSQjRz8Hr]{Twist of Fate}

Technology Flavor

Characters with a flavor of technology typically are from science fiction or at least modern-day settings (although anything is possible). They excel at using, dealing with, and building machines. An Explorer with technology flavor might be a starship pilot, and a Speaker flavored with technology could be a techno-priest.

Some of the less computer-oriented abilities might be appropriate for a steampunk character, while a modern-day character could use some of the abilities that don’t involve starships or ultratech.

First-Tier Technology Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.Q3DGDFwNIOjz866X]{Datajack} @UUID[Compendium.cyphersystem-compendium.abilities.z23towmNKeKJasHV]{Hacker} @UUID[Compendium.cyphersystem-compendium.abilities.rhaZSmU6dJpzMO64]{Machine Interface} @UUID[Compendium.cyphersystem-compendium.abilities.kkCW4KkWA751AeBl]{Scramble Machine} @UUID[Compendium.cyphersystem-compendium.abilities.pYsmdnNte7o5Flca]{Tech Skills} @UUID[Compendium.cyphersystem-compendium.abilities.AFfburUYwZlBFq7N]{Tinker}

Second-Tier Technology Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.7nUj7rxq4Qwg4FUM]{Distant Interface} @UUID[Compendium.cyphersystem-compendium.abilities.JK2hN1poqMLqfa1N]{Machine Efficiency} @UUID[Compendium.cyphersystem-compendium.abilities.FDG7hgrRNt4aHpP1]{Overload Machine} @UUID[Compendium.cyphersystem-compendium.abilities.v1lZkKjSCS1pjnET]{Serv-0} @UUID[Compendium.cyphersystem-compendium.abilities.XzomXctsS8NL9M7Q]{Serv-0 Defender} @UUID[Compendium.cyphersystem-compendium.abilities.x8cGd4MC9YEW9isa]{Serv-0 Repair} @UUID[Compendium.cyphersystem-compendium.abilities.k4LeTZ1lqN9L3hPS]{Tool Mastery}

Third-Tier Technology Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.7VYzHQvF1cz4cfUp]{Mechanical Telepathy} @UUID[Compendium.cyphersystem-compendium.abilities.9r6iNU2GH4oEH6vz]{Serv-0 Scanner} @UUID[Compendium.cyphersystem-compendium.abilities.hIy0GMeL8WALvhEb]{Ship Footing} @UUID[Compendium.cyphersystem-compendium.abilities.Nyt7Z1xWqmnuu265]{Shipspeak} @UUID[Compendium.cyphersystem-compendium.abilities.YIzrA5i8eBSPMFzj]{Spray}

Fourth-Tier Technology Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.2l9FIUVKimPzIXzU]{Machine Bond} @UUID[Compendium.cyphersystem-compendium.abilities.NoKdHv0FSytZR4iF]{Robot Fighter} @UUID[Compendium.cyphersystem-compendium.abilities.NcItnMHjeG9fgE1K]{Serv-0 Aim} @UUID[Compendium.cyphersystem-compendium.abilities.lPqCQOQJF0JfoFRn]{Serv-0 Brawler} @UUID[Compendium.cyphersystem-compendium.abilities.9YuQrJXAQO0qIFPj]{Serv-0 Spy}

Fifth-Tier Technology Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.FxohCBSksJIu1BSA]{Control Machine} @UUID[Compendium.cyphersystem-compendium.abilities.KQDFvUEnIWed1ebo]{Jury-Rig} @UUID[Compendium.cyphersystem-compendium.abilities.XkFsMa9e9IY2FRcN]{Machine Companion}

Sixth-Tier Technology Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.PLyxuOlieOGsJx4h]{Information Gathering} @UUID[Compendium.cyphersystem-compendium.abilities.7QTTrXnxDHskYYhj]{Master Machine}

Magic Flavor

You know a little about magic. You might not be a wizard, but you know the basics—how it works, and how to accomplish a few wondrous things. Of course, in your setting, “magic” might actually mean psychic powers, mutant abilities, weird alien tech, or anything else that produces interesting and useful effects.

An Explorer flavored with magic might be a wizard-hunter, and a Speaker with magical flavor might be a sorcerer-bard. Although an Adept flavored with magic is still an Adept, you might find that swapping some of the type’s basic abilities with those given here tailors the character in desirable ways.

First-Tier Magic Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.I9m3nOdBZ2HoEmbj]{Blessing of the Gods} @UUID[Compendium.cyphersystem-compendium.abilities.SQ4RTDwdA0yiZ81b]{Closed Mind} @UUID[Compendium.cyphersystem-compendium.abilities.bM2Y62eaUKYKdcwq]{Entangling Force} @UUID[Compendium.cyphersystem-compendium.abilities.zArjjFcf9tHQvJTx]{Hedge Magic} @UUID[Compendium.cyphersystem-compendium.abilities.XQxN55rl0f5HFxEM]{Magic Training} @UUID[Compendium.cyphersystem-compendium.abilities.TPEcyzCeC3z5FyyQ]{Mental Link} @UUID[Compendium.cyphersystem-compendium.abilities.ZsI6553CPbGi0wtx]{Premonition}

Second-Tier Magic Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.Mfebb42AE5xt7k85]{Concussive Blast} @UUID[Compendium.cyphersystem-compendium.abilities.21Bi8yur01DCYz5f]{Fetch} @UUID[Compendium.cyphersystem-compendium.abilities.4fcns7ANpZF7pHaz]{Force Field} @UUID[Compendium.cyphersystem-compendium.abilities.wNQ3q7VXtPHlPzqb]{Lock} @UUID[Compendium.cyphersystem-compendium.abilities.rRDSzPJtUCwRVXFR]{Repair Flesh}

Third-Tier Magic Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.MvyXo0ZUsxu8QQ22]{Distance Viewing} @UUID[Compendium.cyphersystem-compendium.abilities.NgHLZq3tZ3CFJvYv]{Fire Bloom} @UUID[Compendium.cyphersystem-compendium.abilities.CAh0KStmP03kgv62]{Fling} @UUID[Compendium.cyphersystem-compendium.abilities.dDhnZrzAxDvK7QYa]{Force at Distance} @UUID[Compendium.cyphersystem-compendium.abilities.wEWyNKnVgVOjsyms]{Summon Giant Spider}

Fourth-Tier Magic Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.XR8WeRW3OlbCIjlJ]{Elemental Protection} @UUID[Compendium.cyphersystem-compendium.abilities.LLvJZvzbGQOrlqoE]{Ignition} @UUID[Compendium.cyphersystem-compendium.abilities.blm1Z8JxvWOiFf0b]{Pry Open}

Fifth-Tier Magic Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.HuhNjMfMxPkTlERH]{Create} @UUID[Compendium.cyphersystem-compendium.abilities.OkKNmMvLFwHxUv2r]{Divine Intervention} @UUID[Compendium.cyphersystem-compendium.abilities.M1FHIlVPVv8O02LV]{Dragon’s Maw} @UUID[Compendium.cyphersystem-compendium.abilities.IKicLElFbkRx5IaM]{Fast Travel} @UUID[Compendium.cyphersystem-compendium.abilities.MGzAkRaGd4LgfQti]{True Senses}

Sixth-Tier Magic Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.RBOc2zxAI9xMoWqW]{Relocate} @UUID[Compendium.cyphersystem-compendium.abilities.LnZkUlKUuuD7iW3P]{Summon Demon} @UUID[Compendium.cyphersystem-compendium.abilities.PlKwEwo6ilGqwxwI]{Traverse the Worlds} @UUID[Compendium.cyphersystem-compendium.abilities.Gsre3acJaxhGBa0S]{Word of Death}

Combat Flavor

Combat flavor makes a character more martial. A Speaker with combat flavor in a fantasy setting would be a battle bard. An Explorer with combat flavor in a historical game might be a pirate. An Adept flavored with combat in a science fiction setting could be a veteran of a thousand psychic wars.

First-Tier Combat Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.UyQTRi5ZwWU5tMO0]{Danger Sense} @UUID[Compendium.cyphersystem-compendium.abilities.o2ZDoteWQsFsqTJr]{Practiced in Armor} @UUID[Compendium.cyphersystem-compendium.abilities.NhijFGxYepJtaa0r]{Practiced With Medium Weapons}

Second-Tier Combat Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.wyUQ3Atl3V1ItCFH]{Bloodlust} @UUID[Compendium.cyphersystem-compendium.abilities.2x7nMe9ZGp3VjI8B]{Combat Prowess} @UUID[Compendium.cyphersystem-compendium.abilities.uatcX3o1oB2Stc4u]{Trained Without Armor}

Third-Tier Combat Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.yl2zo179wXZW5Xxc]{Practiced With All Weapons} @UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks} @UUID[Compendium.cyphersystem-compendium.abilities.CtRvLxfUlCynJv1B]{Skill With Defense} @UUID[Compendium.cyphersystem-compendium.abilities.36nlDXhOP5e5dfns]{Successive Attack}

Fourth-Tier Combat Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.gNRMG3mJTzWaCGph]{Capable Warrior} @UUID[Compendium.cyphersystem-compendium.abilities.Rr4oB1lUzuzFHNHQ]{Deadly Aim} @UUID[Compendium.cyphersystem-compendium.abilities.73miZT5kYFyxnPOT]{Fury} @UUID[Compendium.cyphersystem-compendium.abilities.lwJAowJa4eKlcDjb]{Misdirect} @UUID[Compendium.cyphersystem-compendium.abilities.YIzrA5i8eBSPMFzj]{Spray}

Fifth-Tier Combat Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.GlXd4oFI9Fqq3rAX]{Experienced Defender} @UUID[Compendium.cyphersystem-compendium.abilities.S9QxUr8u2gtwY7ya]{Hard Target} @UUID[Compendium.cyphersystem-compendium.abilities.AmZDmnmP7CxSSN4h]{Parry}

Sixth-Tier Combat Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.oroWEBbp3cvrYwH9]{Greater Skill With Attacks} @UUID[Compendium.cyphersystem-compendium.abilities.4k5JFV78A5SiPjFo]{Mastery in Armor} @UUID[Compendium.cyphersystem-compendium.abilities.LTqgcoprvBF2ZkdH]{Mastery With Defense}

Skills and Knowledge Flavor

This flavor is for characters in roles that call for more knowledge and more real-world application of talent. It’s less flashy and dramatic than supernatural powers or the ability to hack apart multiple foes, but sometimes expertise or know-how is the real solution to a problem.

A Warrior flavored with skills and knowledge might be a military engineer. An Explorer flavored with skills and knowledge could be a field scientist. A Speaker with this flavor might be a teacher.

First-Tier Skills and Knowledge Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.V765JZKDKQ00Buyn]{Interaction Skills} @UUID[Compendium.cyphersystem-compendium.abilities.romswZIOmAmtzfCL]{Investigative Skills} @UUID[Compendium.cyphersystem-compendium.abilities.eEGFknWQZUBNXn99]{Knowledge Skills} @UUID[Compendium.cyphersystem-compendium.abilities.noCgrKbB370cfzQg]{Physical Skills} @UUID[Compendium.cyphersystem-compendium.abilities.wEjdodvc6SLf8yso]{Travel Skills}

Second-Tier Skills and Knowledge Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.jx6DFmlbQrmltHgc]{Extra Skill} @UUID[Compendium.cyphersystem-compendium.abilities.k4LeTZ1lqN9L3hPS]{Tool Mastery} @UUID[Compendium.cyphersystem-compendium.abilities.kv03xEihe4VZNkK5]{Understanding}

Third-Tier Skills and Knowledge Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.dVh39nh5ARUxreUc]{Flex Skill} @UUID[Compendium.cyphersystem-compendium.abilities.uhC4ubTGfhkNvIMX]{Improvise}

Fourth-Tier Skills and Knowledge Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.4USzF8qKs8oZJH13]{Multiple Skills} @UUID[Compendium.cyphersystem-compendium.abilities.Mac5S0sQe9Muf4Mv]{Quick Wits} @UUID[Compendium.cyphersystem-compendium.abilities.NaqoExT72j3xkWp3]{Task Specialization}

Fifth-Tier Skills and Knowledge Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.NhijFGxYepJtaa0r]{Practiced With Medium Weapons} @UUID[Compendium.cyphersystem-compendium.abilities.lbXg8UlSCG23yxO4]{Read the Signs}

Sixth-Tier Skills and Knowledge Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks} @UUID[Compendium.cyphersystem-compendium.abilities.CtRvLxfUlCynJv1B]{Skill With Defense}

","markdown":""},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"ownership":{"default":-1},"flags":{}},{"sort":393750,"name":"Descriptor","type":"text","_id":"gK5t9ActY73rBLe5","title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"

Your descriptor defines your character—it flavors everything you do. The differences between a Charming Explorer and a Vicious Explorer are considerable. The descriptor changes the way those characters go about every action. Your descriptor places your character in the situation (the first adventure, which starts the campaign) and helps provide motivation. It is the adjective of the sentence “I am an adjective noun who verbs.”

Descriptors offer a one-time package of extra abilities, skills, or modifications to your stat Pools. Not all of a descriptor’s offerings are positive character modifications. For example, some descriptors have inabilities—tasks that a character isn’t good at. You can think of inabilities as negative skills—instead of being one step better at that kind of task, you’re one step worse. If you become skilled at a task that you have an inability with, they cancel out. Remember that characters are defined as much by what they’re not good at as by what they are good at.

Descriptors also offer a few brief suggestions for how your character got involved with the rest of the group on their first adventure. You can use these, or not, as you wish.

This section details fifty descriptors. Choose one of them for your character. You can pick any descriptor you wish regardless of your type. At the end of this chapter, a few options are provided for Customizing Descriptors, including making a character’s species their descriptor.

(Your descriptor matters most when you are a beginning character. The benefits (and perhaps drawbacks) that come from your descriptor will eventually be overshadowed by the growing importance of your type and focus. However, the influence of your descriptor will remain at least somewhat important throughout your character’s life.)

Customizing Descriptors

Under the normal rules, each descriptor is based on some modification of the following guidelines:

With this general information, you can customize a descriptor, but keep in mind that a heavily customized descriptor isn’t a descriptor if it no longer says one thing about a character. It’s better to use this information to create a new descriptor that fits exactly how the player wants to portray the character.

Species as Descriptor

Sometimes, in settings that have alien or fantasy species, players want to play a member of that species rather than the default (which is usually “human”). Most of the time, this choice is one of flavor rather than game mechanics. If you’re a 7-foot-tall furry Rigellian with three eyes, that’s great, but it doesn’t change your stats or skills (though it may have roleplaying challenges).

However, sometimes being a nonhuman results in more substantive changes. A PC ogre in a fantasy setting might have the Strong or Tough descriptor, or perhaps it has a descriptor simply called Ogre, which is similar to Strong or Tough but more pronounced (with greater Might but even greater drawbacks). This would mean that instead of being a Tough Warrior who Controls Beasts, the character is an Ogre Warrior who Controls Beasts.

The Genre chapter offers a few species descriptors, but many GMs will want to create their own as suits their setting. It can’t be stressed enough, however, that nine times out of ten, in most genres, species differences aren’t significant enough to warrant this treatment. The differences between a Mysterious character and a Virtuous one are probably greater than those between an Alpha Centauran and an Earthling.

Descriptors

Appealing

You’re attractive to others, but perhaps more important, you are likeable and charismatic. You’ve got that “special something” that draws others to you. You often know just the right thing to say to make someone laugh, put them at ease, or spur them to action. People like you, want to help you, and want to be your friend.

You gain the following characteristics:

Charismatic: +2 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.iLViKiz8EUbAbChF]{Skill}: You are trained in pleasant social interactions.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.6yXynECByG8UO0IC]{Resistant to Charms}: You’re aware of how others can manipulate and charm people, and you notice when those tactics are used on you. Because of this awareness, you are trained in resisting any kind of persuasion or seduction if you wish it.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You met a total stranger (one of the other PCs) and charmed them so much that they invited you along.

  2. The PCs were looking for someone else, but you convinced them that you were perfect instead.

  3. Pure happenstance—because you just go along with the flow of things and everything usually works out.

  4. Your charismatic ways helped get one of the PCs out of a difficult spot a long time ago, and they always ask you to join them on new adventures.

Beneficent

Helping others is your calling. It’s why you’re here. Others delight in your outgoing and charitable nature, and you delight in their happiness. You’re at your best when you’re aiding people, either by explaining how they can best overcome a challenge or by demonstrating how to do so yourself.

You gain the following characteristics:

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.VRlwCOQq4321KUkM]{Generous}: Allies who have spent the last day with you add +1 to their recovery rolls.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.GVocWeYToxrIsT5M]{Altruistic}: If you’re standing next to a creature that takes damage, you can intercede and take 1 point of that damage yourself (reducing the damage inflicted on the creature by 1 point). If you have Armor, it does not provide a benefit when you use this ability.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.RSdNXeHg25zlTzza]{Skill}: You’re trained in all tasks related to pleasant social interaction, putting other people at ease, and gaining trust.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.8AmUhRVSxOZepa3T]{Helpful}: Whenever you help another character, that character gains the benefit as if you were trained even if you are not trained or specialized in the attempted task.

@UUID[Compendium.cyphersystem-compendium.inabilities.TmkpqIeOFknKujcO]{Inability}: While you are alone, all Intellect and Speed tasks are hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. Even though you didn’t know most of the other PCs beforehand, you invited yourself along on their quest.

  2. You saw the PCs struggling to overcome a problem and selflessly joined them to help.

  3. You’re nearly certain the PCs will fail without you.

  4. The choice was between your tattered life and helping others. You haven’t looked back since.

Brash

You’re a self-assertive sort, confident in your abilities, energetic, and perhaps a bit irreverent toward ideas that you don’t agree with. Some people call you bold and brave, but those you’ve put in their place might call you puffed up and arrogant. Whatever. It’s not in your nature to care what other people think about you, unless those people are your friends or family. Even someone as brash as you knows that friends sometimes have to come first.

You gain the following characteristics:

Energetic: +2 to your Speed Pool.

@UUID[Compendium.cyphersystem-compendium.basic-skills.gbWPNb1uKsRtZWSL]{Skill}: You are trained in initiative.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.J9qtYUcvomIXvpEh]{Bold}: You are trained in all actions that involve overcoming or ignoring the effects of fear or intimidation.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You noticed something weird going on, and without much thought, you jumped in with both feet.

  2. You showed up when and where you did on a dare because, hey, you don’t back down from dares.

  3. Someone called you out, but instead of walking into a fight, you walked into your current situation.

  4. You told your friend that nothing could scare you, and nothing you saw would change your mind. They brought you to your current point.

Calm

You’ve spent most of your life in sedentary pursuits—books, movies, hobbies, and so on—rather than active ones. You’re well versed in all manner of academia or other intellectual pursuits, but nothing physical. You’re not weak or feeble, necessarily (although this is a good descriptor for characters who are elderly), but you have no experience in more physical activities.

Calm is a great descriptor for characters who never intended to have adventures but were thrust into them, a trope that occurs often in modern games and particularly in horror games.

You gain the following characteristics:

Bookish: +2 to your Intellect Pool.

Skills: You are trained in four nonphysical skills of your choice.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.9BT9upa6c8kqf6kB]{Trivia}: You can come up with a random fact pertinent to the current situation when you wish it. This is always a matter of fact, not conjecture or supposition, and must be something you could have logically read or seen in the past. You can do this one time, although the ability is renewed each time you make a recovery roll.

@UUID[Compendium.cyphersystem-compendium.inabilities.WmhgwviF6ci24PJL]{Inability}: You’re just not a fighter. All physical attacks are hindered.

@UUID[Compendium.cyphersystem-compendium.inabilities.kR3req7hyQazHomU]{Inability}: You’re not the outdoorsy type. All climbing, running, jumping, and swimming tasks are hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You read about the current situation somewhere and decided to check it out for yourself.

  2. You were in the right (wrong?) place at the right (wrong?) time.

  3. While avoiding an entirely different situation, you walked into your current situation.

  4. One of the other PCs dragged you into it.

Chaotic

Danger doesn’t mean much to you, mainly because you don’t think much about repercussions. In fact, you enjoy sowing surprises, just to see what will happen. The more unexpected the result, the happier you are. Sometimes you are particularly manic, and for the sake of your companions, you restrain yourself from taking actions that you know will lead to disaster.

You gain the following characteristics:

Tumultuous: +4 to your Speed Pool.

@UUID[Compendium.cyphersystem-compendium.basic-skills.5X8qgmSuvRVNTiaP]{Skill}: You are trained in {Intellect defense actions.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.JrGRhq4ndoh12HDe]{Chaotic}: Once after each ten-hour recovery roll, if you don’t like the first result, you can reroll a die roll of your choice. If you do, and regardless of the outcome, the GM presents you with a GM intrusion.

@UUID[Compendium.cyphersystem-compendium.inabilities.qRXj5XtPAxa0kTR1]{Inability}: Your body is a bit worn from occasional excesses. Might defense tasks are hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. Another PC recruited you while you were on your best behavior, before realizing how chaotic you were.

  2. You have reason to believe that being with the other PCs will help you gain control over your erratic behavior.

  3. Another PC released you from captivity, and to thank them, you volunteered to help.

  4. You have no idea how you joined the PCs. You’re just going along with it for now until answers present themselves.

Charming

You’re a smooth talker and a charmer. Whether through seemingly supernatural means or just a way with words, you can convince others to do as you wish. Most likely, you’re physically attractive or at least highly charismatic, and others enjoy listening to your voice. You probably pay attention to your appearance, keeping yourself well groomed. You make friends easily. You play up the personality facet of your Intellect stat; intelligence is not your strong suit. You’re personable, but not necessarily studious or strong-willed.

You gain the following characteristics:

Personable: +2 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.iLViKiz8EUbAbChF]{Skill}: You’re trained in all tasks involving positive or pleasant social interaction.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.GB6PefdjeMm43AmT]{Skill}: You’re trained when using special abilities that influence the minds of others.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.mslNlViBupFclz9t]{Contact}: You have an important contact who is in an influential position, such as a minor noble, the captain of the town guard/police, or the head of a large gang of thieves. You and the GM should work out the details together.

@UUID[Compendium.cyphersystem-compendium.inabilities.kWemIBj5S33u3Vsy]{Inability}: You were never good at studying or retaining facts. Any task involving lore, knowledge, or understanding is hindered.

@UUID[Compendium.cyphersystem-compendium.inabilities.zHgQDe14mPF3G95Q]{Inability}: Your willpower is not one of your strong points. Defense actions to resist mental attacks are hindered.

Additional Equipment: You’ve managed to talk your way into some decent discounts and bonuses in recent weeks. As a result, you have enough cash jangling in your pocket to purchase a moderately priced item.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You convinced one of the other PCs to tell you what they were doing.

  2. You instigated the whole thing and convinced the others to join you.

  3. One of the other PCs did a favor for you, and now you’re repaying that obligation by helping them with the task at hand.

  4. There is a reward involved, and you need the money.

Clever

You’re quick-witted, thinking well on your feet. You understand people, so you can fool them but are rarely fooled. Because you easily see things for what they are, you get the lay of the land swiftly, size up threats and allies, and assess situations with accuracy. Perhaps you’re physically attractive, or maybe you use your wit to overcome any physical or mental imperfections.

You gain the following characteristics:

Smart: +2 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.wOLQBlCsA3jDifa9]{Skill}: You’re trained in all interactions involving lies or trickery.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.DlnCXfB1v1U859YY]{Skill}: You’re trained in defense rolls to resist mental effects.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.8acHBoOvIk3UseOl]{Skill}: You’re trained in all tasks involving identifying or assessing danger, lies, quality, importance, function, or power.

@UUID[Compendium.cyphersystem-compendium.inabilities.kWemIBj5S33u3Vsy]{Inability}: You were never good at studying or retaining trivial knowledge. Any task involving lore, knowledge, or understanding is hindered.

Additional Equipment: You see through the schemes of others and occasionally convince them to believe you—even when, perhaps, they should not. Thanks to your clever behavior, you have an additional expensive item.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You convinced one of the other PCs to tell you what they were doing.

  2. From afar, you observed that something interesting was going on.

  3. You talked your way into the situation because you thought it might earn some money.

  4. You suspect that the other PCs won’t succeed without you.

Clumsy

Graceless and awkward, you were told that you’d grow out of it, but you never did. You often drop things, trip over your own feet, or knock things (or people) over. Some people get frustrated by this quality, but most find it funny and even a little charming.

Some players may not want to be defined by a “negative” quality like Clumsy, but in truth, even this kind of descriptor has enough advantages that it makes for capable and talented characters. What negative descriptors really do is make more interesting and complex characters that are often great fun to play.

You gain the following characteristics:

Butterfingers: −2 to your Speed Pool.

Thick-Muscled: +2 to your Might Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.bvTJ0HZOfXlpr0pc]{Inelegant}: You have a certain lovable charm. You are trained in all pleasant social interactions when you express a lighthearted, self-deprecating manner.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.wJyw4ypyuGZ5Jde1]{Dumb Luck}: The GM can introduce a GM intrusion on you, based on your clumsiness, without awarding you any XP (as if you had rolled a 1 on a d20 roll). However, if this happens, 50% of the time, your clumsiness works to your advantage. Rather than hurting you (much), it helps you, or it hurts your enemies. You slip, but it’s just in time to duck an attack. You fall down, but you trip your enemies as you crash into their legs. You turn around too quickly, but you end up knocking the weapon from your foe’s hand. You and the GM should work together to determine the details. If the GM wishes, they can use GM intrusions based on your clumsiness normally (awarding XP).

@UUID[Compendium.cyphersystem-compendium.expanded-skills.0yrwPAkrOBERFQOq]{Skill}: You’ve got a certain bull-like quality. You are trained in tasks involving breaking things.

@UUID[Compendium.cyphersystem-compendium.inabilities.veArOrXeYD25sHog]{Inability}: Any task that involves balance, grace, or hand-to-eye coordination is hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You were in the right place at the right time.

  2. You had a piece of information that the other PCs needed to make their plans.

  3. A sibling recommended you to the other PCs.

  4. You stumbled into the PCs as they were discussing their mission, and they took a liking to you.

Craven

Courage fails you at every turn. You lack the willpower and resolve to stand fast in the face of danger. Fear gnaws at your heart, chewing away at your mind, driving you to distraction until you cannot bear it. Most times, you back down from confrontations. You flee from threats and vacillate when faced with difficult decisions.

Yet for all that fear dogs you and possibly shames you, your cowardly nature proves to be a useful ally from time to time. Listening to your fears has helped you escape danger and avoid taking unnecessary risks. Others may have suffered in your place, and you might be the first to admit this fact, but secretly you feel intense relief from having avoided an unthinkable and terrible fate.

Descriptors like Craven, Cruel, and Dishonorable might not be appropriate for every group. These are villainous traits and some people want their PCs to be entirely heroic. But others don’t mind a little moral greyness thrown into the mix. Still others see things like Craven and Cruel as traits to overcome as their characters develop (probably earning them different descriptors).

You gain the following characteristics:

Furtive: +2 to your Speed Pool.

@UUID[Compendium.cyphersystem-compendium.basic-skills.duTx0BwgmC1Gw3Ze]{Skill}: You’re trained in stealth-based tasks.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.EyD5RQ654NoPJ7MN]{Skill}: You’re trained in running actions.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.48EDNk0hOv8KvoVs]{Skill}: You’re trained in any action taken to escape danger, flee from a dangerous situation, or wheedle your way out of trouble.

@UUID[Compendium.cyphersystem-compendium.inabilities.gpHPkjq631isDAjT]{Inability}: You do not willingly enter dangerous situations. Any initiative actions (to determine who goes first in combat) are hindered.

@UUID[Compendium.cyphersystem-compendium.inabilities.4raydis9fTWFq8Rc]{Inability}: You fall to pieces when you have to undertake a potentially dangerous task alone. Any such task (such as attacking a creature by yourself) is hindered.

Additional Equipment: You have a good luck charm or protective device to keep you out of harm’s way.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You believe that you’re being hunted, and you have hired one of the other PCs as your protector.

  2. You seek to escape your shame and take up with capable individuals in the hopes of repairing your reputation.

  3. One of the other PCs bullied you into coming along.

  4. The group answered your cries for help when you were in trouble.

Creative

Maybe you have a notebook where you write down ideas so you can develop them later. Perhaps you email yourself ideas that strike you out of the blue so you can sort them in an electronic document. Or maybe you just sit down, stare at your screen and, by indomitable force of will, produce something from nothing. However your gift works, you’re creative—you code, write, compose, sculpt, design, direct, or otherwise create narratives that enthrall other people with your vision.

You gain the following characteristics:

Inventive: +2 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.SKNSOPcNsoSDk6Xm]{Original}: You’re always coming up with something new. You’re trained in any task related to creating a narrative (such as a story, play, or scenario). This includes deception, if the deception involves a narrative you’re able to tell.

Skill: You are naturally inventive. You are trained in one specific creative skill of your choice: @UUID[Compendium.cyphersystem-compendium.expanded-skills.eKQYG8hDn7akNxns]{writing}, @UUID[Compendium.cyphersystem-compendium.expanded-skills.fHmBT2eRXI6WQnyZ]{computer coding}, @UUID[Compendium.cyphersystem-compendium.expanded-skills.Lq20krfxQeY7B2qo]{composing music}, @UUID[Compendium.cyphersystem-compendium.expanded-skills.LVVmRzkp5GwB3NE0]{painting}, @UUID[Compendium.cyphersystem-compendium.expanded-skills.wCrjggZ7oUZYZAMD]{drawing}, and so on.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.zz0QUtOoUro9OErB]{Skill}: You love solving riddles and the like. You are trained in puzzle-solving tasks.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.pHUz4ZRnWfsBbtQ7]{Skill}: To be creative requires that you always be learning. You are trained in any task that involves finding out something new, such as when you’re digging through a library, data bank, news archive, or similar collection of knowledge.

@UUID[Compendium.cyphersystem-compendium.inabilities.JDEjrsDDDqVcqSZp]{Inability}: You’re inventive but not charming. All tasks related to pleasant social interaction are hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You were doing research for a project and convinced the PCs to bring you along.

  2. You’re looking for new markets for the results of your creative output.

  3. You fell in with the wrong crowd, but they grew on you.

  4. A creative life is often one beset with financial hurdles. You joined the PCs because you hoped it would be profitable.

Cruel

Misfortune and suffering do not move you. When another endures hardship, you find it hard to care, and you may even enjoy the pain and difficulty the person experiences if they’ve done you wrong in the past. Your cruel streak may derive from bitterness brought about by your own struggles and disappointments. You might be a hard pragmatist, doing what you feel you must even if others are worse for it. Or you could be a sadist, delighting in the pain you inflict.

Being cruel does not necessarily make you a villain. Your cruelty may be reserved for those who cross you or other people useful to you. You might have become cruel as the result of an intensely awful experience. Abuse and torture, for example, can strip away compassion for other living beings.

As well, you need not be cruel in every situation. In fact, others might see you as personable, friendly, and even helpful. But when angered or frustrated, your dual nature reveals itself, and those who have earned your scorn are likely to suffer for it.

You gain the following characteristics:

Cunning: +2 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.Pp6FiVf17qqHapKd]{Cruelty}: When you use force, you can choose to maim or deliver painful injuries to draw out your foe’s suffering. Whenever you inflict damage, you can choose to inflict 2 fewer points of damage to ease your next attack against that foe.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.ks2lNbYe7169G57r]{Skill}: You’re trained in tasks related to deception, intimidation, and persuasion when you interact with characters experiencing physical or emotional pain.

@UUID[Compendium.cyphersystem-compendium.inabilities.1Jo8JX85AfL1Kx5P]{Inability}: You have a hard time connecting with others, understanding their motives, or sharing their feelings. Any task to ascertain another character’s motives, feelings, or disposition is hindered.

Additional Equipment: You have a valuable memento from the last person you destroyed. The memento is moderately priced, and you can sell it or trade it for an item of equal or lesser value.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You suspect that you might gain a long-term advantage from helping the other PCs and may be able to use that advantage against your enemies.

  2. By joining the PCs, you see an opportunity to grow your personal power and status at the expense of others.

  3. You hope to make another PC’s life more difficult by joining the group.

  4. Joining the PCs gives you an opportunity to escape justice for a crime you committed.

Dishonorable

There is no honor among thieves—or betrayers, backstabbers, liars, or cheats. You are all of these things, and either you don’t lose any sleep over it, or you deny the truth to others or to yourself. Regardless, you are willing to do whatever it takes to get your own way. Honor, ethics, and principles are merely words. In your estimation, they have no place in the real world.

You gain the following characteristics:

Sneaky: +4 to your Speed Pool.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.KmXEb22OUjlCwjVY]{Just Desserts}: When the GM gives another player an experience point to award to someone for a GM intrusion, that player cannot give it to you.

@UUID[Compendium.cyphersystem-compendium.basic-skills.eeHdJpr4k8hYtGr5]{Skill}: You are trained in deception.

@UUID[Compendium.cyphersystem-compendium.basic-skills.duTx0BwgmC1Gw3Ze]{Skill}: You are trained in stealth.

@UUID[Compendium.cyphersystem-compendium.basic-skills.tZ7PdXuWQyRMo0Rh]{Skill}: You are trained in intimidation.

@UUID[Compendium.cyphersystem-compendium.inabilities.JDEjrsDDDqVcqSZp]{Inability}: People don’t like or trust you. Pleasant social interactions are hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You are interested in what the PCs are doing, so you lied to them to get into their group.

  2. While skulking about, you overheard the PCs’ plans and realized that you wanted in.

  3. One of the other PCs invited you, having no idea of what you’re truly like.

  4. You bullied your way in with intimidation and bluster.

Doomed

You are quite certain that your fate is leading you, inextricably, toward a terrible end. This fate might be yours alone, or you might be dragging along the people closest to you.

You gain the following characteristics:

Jumpy: +2 to your Speed Pool.

@UUID[Compendium.cyphersystem-compendium.basic-skills.rH5FwMXGaNn21DZD]{Skill}: Always on the lookout for danger, you are trained in perception-related tasks.

@UUID[Compendium.cyphersystem-compendium.basic-skills.FXYWkXG7Iq6Wm1pS]{Skill}: You are defense minded, so you are trained in Speed defense tasks.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.cqT873UxELpJ3Mq2]{Skill}: You are cynical and expect the worst. Thus, you are resistant to mental shocks. You are trained in Intellect defense tasks having to do with losing your sanity or equanimity.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.ljIhLeM7ZcZuAJTk]{Doom}: Every other time the GM uses GM intrusion on your character, you cannot refuse it and do not get an XP for it (you still get an XP to award to another player). This is because you are doomed. The universe is a cold, uncaring place, and your efforts are futile at best.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You attempted to avoid it, but events seemed to conspire to draw you to where you are.

  2. Why not? It doesn’t matter. You’re doomed no matter what you do.

  3. One of the other PCs saved your life, and now you’re repaying that obligation by helping them with the task at hand.

  4. You suspect that the only hope you have of avoiding your fate might lie on this path.

Empathic

Other people are open books to you. You may have a knack for reading a person’s tells, those subtle movements that convey an individual’s mood and disposition. Or you may receive information in a more direct way, feeling a person’s emotions as if they were tangible things, sensations that lightly brush against your mind. Your gift for empathy helps you navigate social situations and control them to avoid misunderstandings and prevent useless conflicts from erupting.

The constant bombardment of emotions from those around you likely takes a toll. You might move with the prevailing mood, swinging from giddy happiness to bitter sorrow with little warning. Or you might close yourself off and remain inscrutable to others out of a sense of self-preservation or an unconscious fear that everyone else might learn how you truly feel.

You gain the following characteristics:

Open Mind: +4 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.H4LHMcUqFB4rMLW1]{Skill}: You’re trained in tasks involving sensing other emotions, discerning dispositions, and getting a hunch about people around you.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.J08uzxkHA7sn70LX]{Skill}: You’re trained in all tasks involving social interaction, pleasant or otherwise.

@UUID[Compendium.cyphersystem-compendium.inabilities.OHgyIguDuF48QMDD]{Inability}: Being so receptive to others’ thoughts and moods makes you vulnerable to anything that attacks your mind. Intellect defense rolls are hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You sensed the commitment to the task the other PCs have and felt moved to help them.

  2. You established a close bond with another PC and can’t bear to be parted from them.

  3. You sensed something strange in one of the PCs and decided to join the group to see if you can sense it again and uncover the truth.

  4. You joined the PCs to escape an unpleasant relationship or negative environment.

Exiled

You have walked a long and lonely road, leaving your home and your life behind. You might have committed a heinous crime, something so awful that your people forced you out, and if you dare return, you face death. You might have been accused of a crime you didn’t commit and now must pay the price for someone else’s wicked deed. Your exile might be the result of a social gaffe—perhaps you shamed your family or a friend, or you embarrassed yourself in front of your peers, an authority, or someone you respect. Whatever the reason, you have left your old life behind and now strive to make a new one.

You gain the following characteristics:

Self-Reliant: +2 to your Might Pool.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.PT7NoHCCjePtX6OW]{Loner}: You gain no benefit when you get help with a task from another character who is trained or specialized in that task.

@UUID[Compendium.cyphersystem-compendium.basic-skills.Q9tfUkhYGRJ5Df42]{Skill}: You’re trained in all tasks involving sneaking.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.KU2IUPjDKKIbfxkH]{Skill}: You’re trained in all tasks involving foraging, hunting, and finding safe places to rest or hide.

@UUID[Compendium.cyphersystem-compendium.inabilities.tlL5bTqgc9lt5GNz]{Inability}: Living on your own for as long as you have makes you slow to trust others and awkward in social situations. Any task involving social interaction is hindered.

Additional Equipment: You have a memento from your past—an old picture, a locket with a few strands of hair inside, or a lighter given to you by someone important. You keep the object close at hand and pull it out to help you remember better times.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. The other PCs earned your trust by helping you when you needed it. You accompany them to repay them.

  2. While exploring on your own, you discovered something strange. When you traveled to a settlement, the PCs were the only ones who believed you, and they have accompanied you to help you deal with the problem.

  3. One of the other PCs reminds you of someone you used to know.

  4. You have grown weary of your isolation. Joining the other PCs gives you a chance to belong.

Fast

You’re fleet of foot. Because you’re quick, you can accomplish tasks more rapidly than others can. You’re not just quick on your feet, however—you’re quick with your hands, and you think and react quickly. You even talk quickly.

You gain the following characteristics:

Energetic: +2 to your Speed Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.EyD5RQ654NoPJ7MN]{Skill}: You are trained in running.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.YHNmhduMB7gVvUtJ]{Fast}: You can move a short distance and still take another action in the same round, or you can move a long distance as your action without needing to make any kind of roll.

@UUID[Compendium.cyphersystem-compendium.inabilities.qRXj5XtPAxa0kTR1]{Inability}: You’re a sprinter, not a long-distance runner. You don’t have a lot of stamina. Might defense rolls are hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You jumped in to save one of the other PCs who was in dire need.

  2. One of the other PCs recruited you for your unique talents.

  3. You’re impulsive, and it seemed like a good idea at the time.

  4. This mission ties in with a personal goal of your own.

Foolish

Not everyone can be brilliant. Oh, you don’t think of yourself as stupid, and you’re not. It’s just that others might have a bit more . . . wisdom. Insight. You prefer to barrel along headfirst through life and let other people worry about things. Worrying’s never helped you, so why bother? You take things at face value and don’t fret about what tomorrow might bring.

People call you “idiot” or “numbskull,” but it doesn’t faze you much.

It can be liberating and really fun to play a foolish character. In some ways, the pressure to always do the right, smart thing is off. On the other hand, if you play such a character as a bumbling moron in every situation, that can become annoying to everyone else at the table. As with everything, moderation is the key.

You gain the following characteristics:

Unwise: –4 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.4FMLdzuRxQsVnh1P]{Carefree}: You succeed more on luck than anything. Every time you roll for a task, roll twice and take the higher result.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.6ydImEoLRFErPjFe]{Intellect Weakness}: Any time you spend points from your Intellect Pool, it costs you 1 more point than usual.

@UUID[Compendium.cyphersystem-compendium.inabilities.OHgyIguDuF48QMDD]{Inability}: Any Intellect defense task is hindered.

@UUID[Compendium.cyphersystem-compendium.inabilities.I7pKktxfFilMCCi1]{Inability}: Any task that involves seeing through a deception, an illusion, or a trap is hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. Who knows? Seemed like a good idea at the time.

  2. Someone asked you to join up with the other PCs. They told you not to ask too many questions, and that seemed fine to you.

  3. Your parent (or a parental/mentor figure) got you involved to give you something to do and maybe “teach you some sense.”

  4. The other PCs needed some muscle who wouldn’t overthink things.

Graceful

You have a perfect sense of balance, moving and speaking with grace and beauty. You’re quick, lithe, flexible, and dexterous. Your body is perfectly suited to dance, and you use that advantage in combat to dodge blows. You might wear garments that enhance your agile movement and sense of style.

You gain the following characteristics:

Agile: +2 to your Speed Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.KjmXC7wwXc8DqM82]{Skill}: You’re trained in all tasks involving balance and careful movement.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.K2S2yAu0BJc7TMEh]{Skill}: You’re trained in all tasks involving physical performing arts.

@UUID[Compendium.cyphersystem-compendium.basic-skills.FXYWkXG7Iq6Wm1pS]{Skill}: You’re trained in all Speed defense tasks.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. Against your better judgment, you joined the other PCs because you saw that they were in danger.

  2. One of the other PCs convinced you that joining the group would be in your best interests.

  3. You’re afraid of what might happen if the other PCs fail.

  4. There is reward involved, and you need the money.

Guarded

You conceal your true nature behind a mask and are loath to let anyone see who you really are. Protecting yourself, physically and emotionally, is what you care about most, and you prefer to keep everyone else at a safe distance. You may be suspicious of everyone you meet, expecting the worst from people so you won’t be surprised when they prove you right. Or you might just be a bit reserved, careful about letting people through your gruff exterior to the person you really are.

No one can be as reserved as you are and make many friends. Most likely, you have an abrasive personality and tend to be pessimistic in your outlook. You probably nurse an old hurt and find that the only way you can cope is to keep it and your personality locked down.

You gain the following characteristics:

Suspicious: +2 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.basic-skills.5X8qgmSuvRVNTiaP]{Skill}: You are trained in all Intellect defense tasks.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.hJHg9c1wuIJsPdtn]{Skill}: You are trained in all tasks involving discerning the truth, piercing disguises, and recognizing falsehoods and other deceptions.

@UUID[Compendium.cyphersystem-compendium.inabilities.a0eju2Y9hvObXxHC]{Inability}: Your suspicious nature makes you unlikeable. Any task involving deception or persuasion is hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. One of the PCs managed to overcome your defenses and befriend you.

  2. You want to see what the PCs are up to, so you accompany them to catch them in the act of some wrongdoing.

  3. You have made a few enemies and take up with the PCs for protection.

  4. The PCs are the only people who will put up with you.

Hardy

Your body was built to take abuse. Whether you’re pounding down stiff drinks while holding up a bar in your favorite watering hole or trading blows with a thug in a back alley, you keep going, shrugging off hurts and injuries that might slow or incapacitate a lesser person. Neither hunger nor thirst, cut flesh nor broken bone can stop you. You just press on through the pain and continue.

As fit and healthy as you are, the signs of wear show in the myriad scars crisscrossing your body, your thrice-broken nose, your cauliflower ears, and any number of other disfigurements you wear with pride.

You gain the following characteristics:

Mighty: +4 to your Might Pool.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.92q8rFEj1dQKNCD9]{Fast Healer}: You halve the time it takes to make a recovery roll (minimum one action).

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.qgJiQgqukmcFFNor]{Almost Unstoppable}: While you are impaired on the damage track, you function as if you were hale. While you are debilitated, you function as if you were impaired. In other words, you don’t suffer the effects of being impaired until you become debilitated, and you never suffer the effects of being debilitated. You still die if all your stat Pools are 0.

@UUID[Compendium.cyphersystem-compendium.basic-skills.Q0vfmbqehJw0jYBa]{Skill}: You are trained in Might defense actions.

@UUID[Compendium.cyphersystem-compendium.basic-skills.gbWPNb1uKsRtZWSL]{Inability}: Your big, strong body is slow to react. Any task involving initiative is hindered.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.62e9ZYD1UeGlalWu]{Ponderous}: When you apply Effort when making a Speed roll, you must spend 1 extra point from your Speed Pool.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. The PCs recruited you after learning about your reputation as a survivor.

  2. You joined the PCs because you want or need the money.

  3. The PCs offered you a challenge equal to your physical power.

  4. You believe the only way the PCs will succeed is if you are along to protect them.

Hideous

You are physically repugnant by almost any human standard. You might have had a serious accident, a harmful mutation, or just poor genetic luck, but you are incontrovertibly ugly.

You’ve more than made up for your appearance in other ways, however. Because you have to hide your appearance, you excel at sneaking about unnoticed or disguising yourself. But perhaps most important, being ostracized while others socialized, you took the time growing up to develop yourself as you saw fit—you grew strong or quick, or you honed your mind.

You gain the following characteristics:

Versatile: You get 4 additional points to divide among your stat Pools.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.bjX9wcG3SzUn5q46]{Skill}: You are trained in intimidation and any other fear-based interactions, if you show your true face.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.lW5xh0jPpRTp1iB6]{Skill}: You are trained in disguise and stealth tasks.

@UUID[Compendium.cyphersystem-compendium.inabilities.JDEjrsDDDqVcqSZp]{Inability}: All tasks relating to pleasant social interaction are hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. One of the other PCs approached you while you were in disguise, recruiting you while believing you were someone else.

  2. While skulking about, you overheard the other PCs’ plans and realized you wanted in.

  3. One of the other PCs invited you, but you wonder if it was out of pity.

  4. You bullied your way in with intimidation and bluster.

Honorable

You are trustworthy, fair, and forthright. You try to do what is right, to help others, and to treat them well. Lying and cheating are no way to get ahead—these things are for the weak, the lazy, or the despicable. You probably spend a lot of time thinking about your personal honor, how best to maintain it, and how to defend it if challenged. In combat, you are straightforward and offer quarter to any foe.

You were likely instilled with this sense of honor by a parent or a mentor. Sometimes the distinction between what is and isn’t honorable varies with different schools of thought, but in broad strokes, honorable people can agree on most aspects of what honor means.

You gain the following characteristics:

Stalwart: +2 to your Might Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.iLViKiz8EUbAbChF]{Skill}: You are trained in pleasant social interactions.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.iUJdgnZi90GZjY9s]{Skill}: You are trained in discerning people’s true motives or seeing through lies.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. The PCs’ goals appear to be honorable and commendable.

  2. You see that what the other PCs are about to do is dangerous, and you’d like to help protect them.

  3. One of the other PCs invited you, hearing of your trustworthiness.

  4. You asked politely if you could join the other PCs in their mission.

Impulsive

You have a hard time tamping down your enthusiasm. Why wait when you can just do it (whatever it is) and get it done? You deal with problems when they arise rather than plan ahead. Putting out the small fires now prevents them from becoming one big fire later. You are the first to take risks, to jump in and lend a hand, to step into dark passages, and to find danger.

Your impulsiveness likely gets you into trouble. While others might take time to study the items they discover, you use such items without hesitation. After all, the best way to learn what something can do is to use it. When a cautious explorer might look around and check for danger nearby, you have to physically stop yourself from bulling on ahead. Why fuss around when the exciting thing is just ahead?

Impulsive characters get into trouble. That’s their thing, and that’s fine. But if you’re constantly dragging your fellow PCs into trouble (or worse, getting them seriously hurt or killed), that will be annoying, to say the least. A good rule of thumb is that impulsiveness doesn’t always mean a predilection for doing the wrong thing. Sometimes it’s the urge to do the right thing.

You gain the following characteristics:

Reckless: +2 to your Speed Pool.

@UUID[Compendium.cyphersystem-compendium.basic-skills.gbWPNb1uKsRtZWSL]{Skill}: You’re trained in initiative actions (to determine who goes first in combat).

@UUID[Compendium.cyphersystem-compendium.basic-skills.FXYWkXG7Iq6Wm1pS]{Skill}: You’re trained in Speed defense actions.

@UUID[Compendium.cyphersystem-compendium.inabilities.gBUQ2i4VroKkBVQ7]{Inability}: You’ll try anything once, but quickly grow bored after that. Any task that involves patience, willpower, or discipline is hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You heard what the other PCs were up to and suddenly decided to join them.

  2. You pulled everyone together after you heard rumors about something interesting you want to see or do.

  3. You blew all of your money and now find yourself strapped for cash.

  4. You’re in trouble for acting recklessly. You join the other PCs because they offer a way out of your problem.

Inquisitive

The world is vast and mysterious, with wonders and secrets to keep you amazed for several lifetimes. You feel the tugging on your heart, the call to explore the wreckage of past civilizations, to discover new peoples, new places, and whatever bizarre wonders you might find along the way. However, as strongly as you feel the pull to roam the world, you know there is danger aplenty, and you take precautions to ensure that you are prepared for any eventuality. Research, preparation, and readiness will help you live long enough to see everything you want to see and do everything you want to do.

You probably have a dozen books and travelogues about the world on you at any time. When not hitting the road and looking around, you spend your time with your nose in a book, learning everything you can about the place you’re going so you know what to expect when you get there.

You gain the following characteristics:

Smart: +4 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.pHUz4ZRnWfsBbtQ7]{Skill}: You are eager to learn. You are trained in any task that involves learning something new, whether you’re talking to a local to get information or digging through old books to find lore.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.RZkMJad4OfSOU1Pq]{Skill}: You have made a study of the world. You are trained in any task involving geography or history.

@UUID[Compendium.cyphersystem-compendium.inabilities.ntN6wx9GAjKwEWfV]{Inability}: You tend to fixate on the details, making you somewhat oblivious to what’s going on around you. Any task to hear or notice dangers around you is hindered.

@UUID[Compendium.cyphersystem-compendium.inabilities.gpHPkjq631isDAjT]{Inability}: When you see something interesting, you hesitate as you take in all the details. Initiative actions (to determine who goes first in combat) are hindered.

Additional Equipment: You have three books on whatever subjects you choose.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. One of the PCs approached you to learn information related to the mission, having heard you were an expert.

  2. You have always wanted to see the place where the other PCs are going.

  3. You were interested in what the other PCs were up to and decided to go along with them.

  4. One of the PCs fascinates you, perhaps due to a special or weird ability they have.

Intelligent

You’re quite smart. Your memory is sharp, and you easily grasp concepts that others might struggle with. This aptitude doesn’t necessarily mean that you’ve had years of formal education, but you have learned a great deal in your life, primarily because you pick things up quickly and retain so much.

You gain the following characteristics:

Smart: +2 to your Intellect Pool.

Skill: You’re trained in an area of knowledge of your choice.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.m65HBfM8zSVl4uwk]{Skill}: You’re trained in all actions that involve remembering or memorizing things you experience directly. For example, instead of being good at recalling details of geography that you read about in a book, you can remember a path through a set of tunnels that you’ve explored before.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. One of the other PCs asked your opinion of the mission, knowing that if you thought it was a good idea, it probably was.

  2. You saw value in what the other PCs were doing.

  3. You believed that the task might lead to important and interesting discoveries.

  4. A colleague requested that you take part in the mission as a favor.

Intuitive

You are often tickled by a sense of knowing what someone will say, how they will react, or how events might unfold. Maybe you have a mutant sense, maybe you can see just a few moments ahead through time, or maybe you’re just good at reading people and extrapolating a situation. Whatever the case, many who look into your eyes immediately glance away, as if afraid of what you might see in their expression.

You gain the following characteristics:

Innate: +2 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.basic-skills.rH5FwMXGaNn21DZD]{Skill}: You are trained in perception tasks.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.1GEOtsfQWmfgcp3e]{Know What to Do}: You can act immediately, even if it’s not your turn. Afterward, on your next regular turn, any action you take is hindered. You can do this one time, although the ability is renewed each time you make a recovery roll.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You just knew you had to come along.

  2. You convinced one of the other PCs that your intuition is invaluable.

  3. You felt that something terrible would happen if you didn’t go.

  4. You’re confident the reason you arrived at this point will soon become clear.

Jovial

You’re cheerful, friendly, and outgoing. You put others at ease with a big smile and a joke, possibly one at your own expense, though lightly ribbing your companions who can take it is also one of your favorite pastimes. Sometimes people say you never take anything seriously. That’s not true, of course, but you have learned that to dwell on the bad too long quickly robs the world of joy. You’ve always got a new joke in your back pocket because you collect them like some people collect bottles of wine.

You gain the following characteristics:

Witty: +2 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.iLViKiz8EUbAbChF]{Skill}: You’re convivial and set most people at ease with your attitude. You are trained in all tasks related to pleasant social interaction.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.zz0QUtOoUro9OErB]{Skill}: You have an advantage in figuring out the punch lines of jokes you’ve never heard before. You are trained in all tasks related to solving puzzles and riddles.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You solved a riddle before realizing that answering it would launch you into the adventure.

  2. The other PCs thought you’d bring some much-needed levity to the team.

  3. You decided that all fun and no work was not the best way to get through life, so you joined up with the PCs.

  4. It was either go with the PCs or face up to a circumstance that was anything but jovial.

Kind

It’s always been easy for you to see things from the point of view of other people. That ability has made you sympathetic to what they really want or need. From your perspective, you’re just applying the old proverb that “it’s easier to catch flies with honey than with vinegar,” but others simply see your behavior as kindness. Of course, being kind takes time, and yours is limited. You’ve learned that a small fraction of people don’t deserve your time or kindness—true sadists, narcissists, and similar folk will only waste your energy. So you deal with them swiftly, saving your kindness for those who deserve it and can benefit from your attention.

You gain the following characteristics:

Emotionally Intuitive: +2 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.6Z7VC4ctwcS0dVoW]{Skill}: You know what it’s like to go a mile in someone else’s shoes. You’re trained in all tasks related to pleasant social interaction and discerning the dispositions of others.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.5kX6OM98txwPPO6a]{Karma}: Sometimes, strangers just help you out. To gain the aid of a stranger, you must use a one action, ten-minute, or one-hour recovery roll (without gaining its healing benefit), and the GM determines the nature of the aid you gain. Usually, the act of kindness isn’t enough to turn a bad situation completely around, but it may moderate a bad situation and lead to new opportunities. For example, if you are captured, a guard loosens your bonds slightly, brings you water, or delivers a message.

@UUID[Compendium.cyphersystem-compendium.inabilities.AY8Br5qquBWoGQc0]{Inability}: Being kind comes with a few risks. All tasks related to detecting falsehoods are hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. A PC needed your help, and you agreed to come along as a kindness.

  2. You gave the wrong person access to your money, and now you need to make some back.

  3. You’re ready to take your benevolence on the road and help more people than you could if you didn’t join the PCs.

  4. Your job, which seemed like it would be personally rewarding, is the opposite. You join the PCs to escape the drudgery.

Learned

You have studied, either on your own or with an instructor. You know many things and are an expert on a few topics, such as history, biology, geography, mythology, nature, or any other area of study. Learned characters typically carry a few books around with them and spend their spare time reading.

You gain the following characteristics:

Smart: +2 to your Intellect Pool.

Skill: You’re trained in three areas of knowledge of your choice.

@UUID[Compendium.cyphersystem-compendium.inabilities.UrdbwsMhJOQk44vz]{Inability}: You have few social graces. Any task involving charm, persuasion, or etiquette is hindered.

Additional Equipment: You have two additional books on topics of your choice.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. One of the other PCs asked you to come along because of your knowledge.

  2. You need money to fund your studies.

  3. You believed that the task might lead to important and interesting discoveries.

  4. A colleague requested that you take part in the mission as a favor.

Lucky

You rely on chance and timely good luck to get you through many situations. When people say that someone was born under a lucky star, they mean you. When you try your hand at something new, no matter how unfamiliar the task is, as often as not you find a measure of success. Even when disaster strikes, it’s rarely as bad as it could be. More often, small things seem to go your way, you win contests, and you’re often in the right place at the right time.

You gain the following characteristics:

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.pccv1fQ4WW7KnLsi]{Luck Pool}: You have one additional Pool called Luck that begins with 3 points, and it has a maximum value of 3 points. When spending points from any other Pool, you can take one, some, or all of the points from your Luck Pool first. When you make a recovery roll to recover points to any other Pool, your Luck Pool is also refreshed by the same number of points. When your Luck Pool is at 0 points, it does not count against your damage track.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.MKYIm6Rgf4VRIKrK]{Advantage}: When you use 1 XP to reroll a d20 for any roll that affects only you, add 3 to the reroll.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. Knowing that lucky people notice and take active advantage of opportunities, you became involved in your first adventure by choice.

  2. You literally bumped into someone else on this adventure through sheer luck.

  3. You found a briefcase lying alongside the road. It was battered, but inside you found a lot of strange documents that led you here.

  4. Your luck saved you when you avoided a speeding vehicle by a fortuitous fall through an opening in the ground (a manhole, if in a modern setting). Beneath the ground, you found something you couldn’t ignore.

Mad

You have delved too deeply into subjects people were not meant to know. You are knowledgeable in things beyond the scope of most, but this knowledge has come at a terrible price. You are likely in questionable physical shape and occasionally shake with nervous tics. You sometimes mutter to yourself without realizing it.

You gain the following characteristics:

Knowledgeable: +4 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.AFFZAuL0OsaopL8E]{Fits of Insight}: Whenever such knowledge is appropriate, the GM feeds you information although there is no clear explanation as to how you could know such a thing. This is up to the GM’s discretion, but it should happen as often as once each session.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.SFXAD4DjhyEtJ1Ny]{Erratic Behavior}: You are prone to acting erratically or irrationally. When you are in the presence of a major discovery or subjected to great stress (such as a serious physical threat), the GM can introduce a GM intrusion that directs your next action without awarding XP. You can still pay 1 XP to refuse the intrusion. The GM’s influence is the manifestation of your madness and thus is always something you would not likely do otherwise, but it is not directly, obviously harmful to you unless there are extenuating circumstances. (For example, if a foe suddenly leaps out of the darkness, you might spend the first round babbling incoherently or screaming the name of your first true love.)

Skill: You are trained in one area of knowledge (probably something weird or esoteric).

@UUID[Compendium.cyphersystem-compendium.inabilities.zHgQDe14mPF3G95Q]{Inability}: Your mind is quite fragile. Tasks to resist mental attacks are hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. Voices in your head told you to go.

  2. You instigated the whole thing and convinced the others to join you.

  3. One of the other PCs obtained a book of knowledge for you, and now you’re repaying that favor by helping them with the task at hand.

  4. You feel compelled by inexplicable intuition.

Mechanical

You have a special talent with machines of all kinds, and you’re adept at understanding and, if need be, repairing them. Perhaps you’re a bit of an inventor, creating new machines from time to time. You get called “techie,” “tech,” “mech,” “gear-head,” “motor-head,” or any of a number of other nicknames. Mechanics usually wear practical work clothes and carry around a lot of tools.

You gain the following characteristics:

Smart: +2 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.PSeFw2XUjqgOG2xS]{Skill}: You’re trained in all actions involving identifying or understanding machines.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.DhGWJERxvN9zVYGh]{Skill}: You’re trained in all actions involving using, repairing, or crafting machines.

Additional Equipment: You start with a variety of machine tools.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. While repairing a nearby machine, you overheard the other PCs talking.

  2. You need money to buy tools and parts.

  3. It was clear that the mission couldn’t succeed without your skills and knowledge.

  4. Another PC asked you to join them.

Mysterious

The dark figure lurking silently in the corner? That’s you. No one really knows where you came from or what your motives are—you play things close to the vest. Your manner perplexes and confounds others, but that doesn’t make you a poor friend or ally. You’re just good at keeping things to yourself, moving about unseen, and concealing your presence and identity.

You gain the following characteristics:

@UUID[Compendium.cyphersystem-compendium.basic-skills.duTx0BwgmC1Gw3Ze]{Skill}: You are trained in all stealth tasks.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.fmGCPHRwFnbmvB19]{Skill}: You are trained in resisting interrogation or tricks to get you to talk.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.uROuz6gmfq7X3uu3]{Confounding}: You pull talents and abilities seemingly out of nowhere. You can attempt one task in which you have no training as if you were trained, attempt a task that you are trained in as if specialized, or gain a free level of Effort with a task that you are specialized in. This ability refreshes every time you make a recovery roll, but the uses never accumulate.

@UUID[Compendium.cyphersystem-compendium.inabilities.sRzjg0b8j3XPVrPR]{Inability}: People never know where they stand with you. Any task involving getting people to believe or trust you is hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You just showed up one day.

  2. You convinced one of the other PCs that you had invaluable skills.

  3. Some equally mysterious figure told you where to be and when (but not why) to join the group.

  4. Something—a feeling, a dream—told you where to be and when to join the group.

Mystical

You think of yourself as mystical, attuned with the mysterious and the paranormal. Your true talents lie with the supernatural. You likely have experience with ancient lore, and you can sense and wield the supernatural—though whether that means “magic,” “psychic phenomena,” or something else is up to you (and probably up to those around you as well). Mystical characters often wear jewelry, such as a ring or an amulet, or have tattoos or other marks that show their interests.

You gain the following characteristics:

Smart: +2 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.u2aCexSScRX0FEqH]{Skill}: You’re trained in all actions involving identifying or understanding the supernatural.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.x6GmHzLKB0JpVg5E]{Sense Magic}: You can sense whether the supernatural is active in situations where its presence is not obvious. You must study an object or location closely for a minute to get a feel for whether a mystical touch is at work.

@UUID[Compendium.cyphersystem-compendium.abilities.zArjjFcf9tHQvJTx]{Spell}: You can perform Hedge Magic as a spell when you have a free hand and can pay the Intellect point cost.

@UUID[Compendium.cyphersystem-compendium.inabilities.FKeDN7rJdKpgt4bj]{Inability}: You have a manner or an aura that others find a bit unnerving. Any task involving charm, persuasion, or deception is hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. A dream guided you to this point.

  2. You need money to fund your studies.

  3. You believed the mission would be a great way to learn more about the supernatural.

  4. Various signs and portents led you here.

Naive

You’ve lived a sheltered life. Your childhood was safe and secure, so you didn’t get a chance to learn much about the world—and even less chance to experience it. Whether you were training for something, had your nose in a book, or just were sequestered in a secluded place, you haven’t done much, met many people, or seen many interesting things so far. That’s probably going to change soon, but as you go forward into a larger world, you do so without some of the understanding that others possess about how it all works.

You gain the following characteristics:

Fresh: You add +1 to your recovery rolls.

Incorruptible: You are trained in @UUID[Compendium.cyphersystem-compendium.basic-skills.5X8qgmSuvRVNTiaP]{Intellect defense} tasks and all tasks that involve @UUID[Compendium.cyphersystem-compendium.expanded-skills.OauBSvtfh6HeNzDe]{resisting temptation}.

@UUID[Compendium.cyphersystem-compendium.basic-skills.rH5FwMXGaNn21DZD]{Skill}: You’re wide-eyed. You are trained in perception tasks.

@UUID[Compendium.cyphersystem-compendium.inabilities.VyGXdv9xEzKsm2YX]{Inability}: Any task that involves seeing through deceptions or determining someone’s secret motive is hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. Someone told you that you should get involved.

  2. You needed money, and this seemed like a good way to earn some.

  3. You believed that you could learn a lot by joining the other PCs.

  4. Sounded like fun.

Perceptive

You miss little. You pick out the small details in the world around you and are skilled at making deductions from the information you find. Your talents make you an exceptional sleuth, a formidable scientist, or a talented scout.

As adept as you are at finding clues, you have no skill at picking up on social cues. You overlook an offense that your deductions give or how uncomfortable your scrutiny can make the people around you. You tend to dismiss others as being intellectual dwarfs compared to you, which avails you little when you need a favor.

You gain the following characteristics:

Smart: +2 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.G2JaXxUq6dfIXVDl]{Skill}: You have an eye for detail. You are trained in any task that involves finding or noticing small details.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.EaHHaJvulkIVAxhi]{Skill}: You know a little about everything. You are trained in any task that involves identifying objects or calling to mind a minor detail or bit of trivia.

@UUID[Compendium.cyphersystem-compendium.basic-skills.tZ7PdXuWQyRMo0Rh]{Skill}: Your skill at making deductions can be imposing. You are trained in any task that involves intimidating another creature.

@UUID[Compendium.cyphersystem-compendium.inabilities.JDEjrsDDDqVcqSZp]{Inability}: Your confidence comes off as arrogance to people who don’t know you. Any task involving positive social interactions is hindered.

Additional Equipment: You have a bag of light tools.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You overheard the other PCs discussing their mission and volunteered your services.

  2. One of the PCs asked you to come along, believing that your talents would be invaluable to the mission.

  3. You believe that the PCs’ mission is somehow related to one of your investigations.

  4. A third party recruited you to follow the PCs and see what they were up to.

Resilient

You can take a lot of punishment, both physically and mentally, and still come back for more. It takes a lot to put you down. Neither physical nor mental shocks or damage have a lasting effect. You’re tough to faze. Unflappable. Unstoppable.

You gain the following characteristics:

Resistant: +2 to your Might Pool, and +2 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.F74sHYUANEPVaFd4]{Recover}: You can make an extra recovery roll each day. This roll is just one action. So you can make two recovery rolls that each take one action, one roll that takes ten minutes, a fourth roll that takes one hour, and a fifth roll that requires ten hours of rest.

@UUID[Compendium.cyphersystem-compendium.basic-skills.Q0vfmbqehJw0jYBa]{Skill}: You are trained in Might defense tasks.

@UUID[Compendium.cyphersystem-compendium.basic-skills.5X8qgmSuvRVNTiaP]{Skill}: You are trained in Intellect defense tasks.

@UUID[Compendium.cyphersystem-compendium.inabilities.U7X7WY5Qk3QIXxAD]{Inability}: You’re hardy but not necessarily strong. Any task involving moving, bending, or breaking things is hindered.

@UUID[Compendium.cyphersystem-compendium.inabilities.iic3khiZZCsbjkIg]{Inability}: You have a lot of willpower and mental fortitude, but you’re not necessarily smart. Any task involving knowledge or figuring out problems or puzzles is hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You saw that the PCs clearly need someone like you to help them out.

  2. Someone asked you to watch over one of the PCs in particular, and you agreed.

  3. You are bored and desperately in need of a challenge.

  4. You lost a bet—unfairly, you think—and had to take someone’s place on this mission.

Risk-Taking

It’s part of your nature to question what others think can’t or shouldn’t be done. You’re not insane, of course—you wouldn’t attempt to leap across a mile-wide chasm just because you were dared. There’s impossible and then there’s the just barely possible. You like to push the latter further than others, because it gives you a rush of satisfaction and pleasure when you succeed. The more you succeed, the more you find yourself looking for that next risky challenge to try yourself against.

You gain the following characteristics:

Nimble: +4 to your Speed Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.l3HBMnyOMVF6rIk8]{Skill}: You’re adept at leveraging risk, and you are trained in tasks that involve some element of chance, such as playing games or choosing between two or three apparently equal options.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.wWSSBexYE1QI054l]{Pressing Your Luck}: You can choose to automatically succeed on one task without rolling, as long as the task’s difficulty is no higher than 6. When you do so, however, you also trigger a GM intrusion as if you had rolled a 1. The intrusion doesn’t invalidate the success, but it probably qualifies it in some fashion. You can do this one time, although the ability renews each time you make a ten-hour recovery roll.

@UUID[Compendium.cyphersystem-compendium.inabilities.MoKSCrQBoxl4PZ0f]{Inability}: You may be nimble, but you’re not sneaky. Tasks related to sneaking and staying quiet are hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. It seemed like there were equal odds that the other PCs wouldn’t succeed, which sounded good to you.

  2. You think the tasks ahead will present you with unique and fulfilling challenges.

  3. One of your biggest risks failed to go your way, and you need money to help pay that debt.

  4. You bragged that you never saw a risk you didn’t like, which is how you reached your current point.

Rugged

You’re a nature lover accustomed to living rough, pitting your wits against the elements. Most likely, you’re a skilled hunter, gatherer, or naturalist. Years of living in the wild have left their mark with a worn countenance, wild hair, or scars. Your clothing is probably much less refined than the garments worn by city dwellers.

You gain the following characteristics:

@UUID[Compendium.cyphersystem-compendium.expanded-skills.zOjoCu1WyXeVzqs6]{Skill}: You’re trained in all tasks involving climbing, jumping, running, and swimming.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.lpBwC7PY35rIfBUG]{Skill}: You’re trained in all tasks involving training, riding, or placating natural animals.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.2Ipdh8f3MeuAMM3R]{Skill}: You’re trained in all tasks involving identifying or using natural plants.

@UUID[Compendium.cyphersystem-compendium.inabilities.iP9m2p6htGgd896X]{Inability}: You have no social graces and prefer animals to people. Any task involving charm, persuasion, etiquette, or deception is hindered.

Additional Equipment: You carry an explorer’s pack with rope, two days’ rations, a bedroll, and other tools needed for outdoor survival.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. Against your better judgment, you joined the other PCs because you saw that they were in danger.

  2. One of the other PCs convinced you that joining the group would be in your best interests.

  3. You’re afraid of what might happen if the other PCs fail.

  4. There is reward involved, and you need the money.

Sharp-Eyed

You’re perceptive and well aware of your surroundings. You notice the little details and remember them. You can be difficult to surprise.

You gain the following characteristics:

@UUID[Compendium.cyphersystem-compendium.basic-skills.gbWPNb1uKsRtZWSL]{Skill}: You’re trained in initiative actions.

@UUID[Compendium.cyphersystem-compendium.basic-skills.rH5FwMXGaNn21DZD]{Skill}: You’re trained in perception actions.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.LboNMbw0CmRDZX0l]{Find the Flaw}: If an opponent has a straightforward weakness (takes extra damage from fire, can’t see out of their left eye, and so on), the GM will tell you what it is.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You heard about what was going on, saw a flaw in the other PCs’ plan, and joined up to help them out.

  2. You noticed that the PCs have a foe (or at least a tail) they weren’t aware of.

  3. You saw that the other PCs were up to something interesting and got involved.

  4. You’ve been noticing some strange things going on, and this all appears related.

Skeptical

You possess a questioning attitude regarding claims that are often taken for granted by others. You’re not necessarily a “doubting Thomas” (a skeptic who refuses to believe anything without direct personal experience), but you’ve often benefited from questioning the statements, opinions, and received knowledge presented to you by others.

You gain the following characteristics:

Insightful: +2 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.basic-skills.QonPVHzXrzIN29lf]{Skill}: You’re trained in identifying.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.E2q7bbS0LqBwRDFi]{Skill}: You’re trained in all actions that involve seeing through a trick, an illusion, a rhetorical ruse designed to evade the issue, or a lie. For example, you’re better at keeping your eye on the cup containing the hidden ball, sensing an illusion, or realizing if someone is lying to you (but only if you specifically concentrate and use this skill).

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You overheard other PCs holding forth on a topic with an opinion you were quite skeptical about, so you decided to approach the group and ask for proof.

  2. You were following one of the other PCs because you were suspicious of him, which brought you into the action.

  3. Your theory about the nonexistence of the supernatural can be invalidated only by your own senses, so you came along.

  4. You need money to fund your research.

Stealthy

You’re sneaky, slippery, and fast. These talents help you hide, move quietly, and pull off tricks that require sleight of hand. Most likely, you’re wiry and small. However, you’re not much of a sprinter—you’re more dexterous than fleet of foot.

You gain the following characteristics:

Quick: +2 to your Speed Pool.

@UUID[Compendium.cyphersystem-compendium.basic-skills.duTx0BwgmC1Gw3Ze]{Skill}: You’re trained in all stealth tasks.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.YlYSOH8OdFUTBwey]{Skill}: You’re trained in all interactions involving lies or trickery.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.5iv3kUKcLQwrTSDH]{Skill}: You’re trained in all special abilities involving illusions or trickery.

@UUID[Compendium.cyphersystem-compendium.inabilities.lhu2y0HMmw0xQ3hv]{Inability}: You’re sneaky but not fast. All movement-related tasks are hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You attempted to steal from one of the other PCs. That character caught you and forced you to come along with them.

  2. You were tailing one of the other PCs for reasons of your own, which brought you into the action.

  3. An NPC employer secretly paid you to get involved.

  4. You overheard the other PCs talking about a topic that interested you, so you decided to approach the group.

Strong

You’re extremely strong and physically powerful, and you use these qualities well, whether through violence or feats of prowess. You likely have a brawny build and impressive muscles.

You gain the following characteristics:

Very Powerful: +4 to your Might Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.0yrwPAkrOBERFQOq]{Skill}: You’re trained in all actions involving breaking inanimate objects.

@UUID[Compendium.cyphersystem-compendium.basic-skills.MrGl25gzZk4uu7BR]{Skill}: You’re trained in all jumping actions.

Additional Equipment: You have an extra medium weapon or heavy weapon.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. Against your better judgment, you joined the other PCs because you saw that they were in danger.

  2. One of the other PCs convinced you that joining the group would be in your best interests.

  3. You’re afraid of what might happen if the other PCs fail.

  4. There is reward involved, and you need the money.

Strong-Willed

You’re tough-minded, willful, and independent. No one can talk you into anything or change your mind when you don’t want it changed. This quality doesn’t necessarily make you smart, but it does make you a bastion of willpower and resolve. You likely dress and act with unique style and flair, not caring what others think.

You gain the following characteristics:

Willful: +4 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.DlnCXfB1v1U859YY]{Skill}: You’re trained in resisting mental effects.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.3IfJDAc8qCJ11NNX]{Skill}: You’re trained in tasks requiring incredible focus or concentration.

@UUID[Compendium.cyphersystem-compendium.inabilities.CmubEJ8BMUsW1oei]{Inability}: Willful doesn’t mean brilliant. Any task that involves figuring out puzzles or problems, memorizing things, or using lore is hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. Against your better judgment, you joined the other PCs because you saw that they were in danger.

  2. One of the other PCs convinced you that joining the group would be in your best interests.

  3. You’re afraid of what might happen if the other PCs fail.

  4. There is reward involved, and you need the money.

Swift

You move quickly, able to sprint in short bursts and work with your hands with dexterity. You’re great at crossing distances quickly but not always smoothly. You are likely slim and muscular.

You gain the following characteristics:

Fast: +4 to your Speed Pool.

@UUID[Compendium.cyphersystem-compendium.basic-skills.gbWPNb1uKsRtZWSL]{Skill}: You’re trained in initiative actions (to determine who goes first in combat).

@UUID[Compendium.cyphersystem-compendium.expanded-skills.EyD5RQ654NoPJ7MN]{Skill}: You’re trained in running actions.

@UUID[Compendium.cyphersystem-compendium.inabilities.t7exG3KfxnoPKxO2]{Inability}: You’re fast but not necessarily graceful. Any task involving balance is hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. Against your better judgment, you joined the other PCs because you saw that they were in danger.

  2. One of the other PCs convinced you that joining the group would be in your best interests.

  3. You’re afraid of what might happen if the other PCs fail.

  4. There is reward involved, and you need the money.

Tongue-Tied

You’ve never been much of a talker. When forced to interact with others, you never think of the right thing to say—words fail you entirely, or they come out all wrong. You often end up saying precisely the wrong thing and insult someone unintentionally. Most of the time, you just keep mum. This makes you a listener instead—a careful observer. It also means that you’re better at doing things than talking about them. You’re quick to take action.

You gain the following characteristics:

Actions, Not Words: +2 to your Might Pool, and +2 to your Speed Pool.

@UUID[Compendium.cyphersystem-compendium.basic-skills.rH5FwMXGaNn21DZD]{Skill}: You are trained in perception.

@UUID[Compendium.cyphersystem-compendium.basic-skills.gbWPNb1uKsRtZWSL]{Skill}: You are trained in initiative (unless it’s a social situation).

@UUID[Compendium.cyphersystem-compendium.inabilities.tlL5bTqgc9lt5GNz]{Inability}: All tasks relating to social interaction are hindered.

@UUID[Compendium.cyphersystem-compendium.inabilities.rfQPiUR4GHBdjFtE]{Inability}: All tasks involving verbal communication or relaying information are hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You just tagged along and no one told you to leave.

  2. You saw something important the other PCs did not and (with some effort) managed to relate it to them.

  3. You intervened to save one of the other PCs when they were in danger.

  4. One of the other PCs recruited you for your talents.

Tough

You’re strong and can take a lot of physical punishment. You might have a large frame and a square jaw. Tough characters frequently have visible scars.

You gain the following characteristics:

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.SkxEXPpCgIGXixu9]{Resilient}: +1 to Armor.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.gr1uaERqywhUGjCK]{Healthy}: Add 1 to the points you regain when you make a recovery roll.

@UUID[Compendium.cyphersystem-compendium.basic-skills.Q0vfmbqehJw0jYBa]{Skill}: You’re trained in Might defense actions.

Additional Equipment: You have an extra light weapon.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You’re acting as a bodyguard for one of the other PCs.

  2. One of the PCs is your sibling, and you came along to watch out for them.

  3. You need money because your family is in debt.

  4. You stepped in to defend one of the PCs when that character was threatened. While talking to them afterward, you heard about the group’s task.

Vicious

You try to hide what’s inside, fold it into yourself when everything inside you screams to let go, make them pay, make them hurt, and make them bleed. Sometimes you succeed for your friends—smiling like they smile, laughing when they laugh, and sometimes even having other emotions of your own. But it’s always there, that feeling of frantic glee mixed with hate that sometimes leaps out of you when you confront a foe. Violence your friends can tolerate, but you sometimes worry they will also learn that you are cruel.

You gain the following characteristics:

Skill: You are trained in @UUID[Compendium.cyphersystem-compendium.expanded-skills.53j3Qwt5Im4wqddo]{tracking creatures}. If @UUID[Compendium.cyphersystem-compendium.expanded-skills.ZPyRyzPue2DuKSw9]{a creature has wronged you}, the tracking task is eased.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.LldixgespLl6ajEf]{Bloodthirsty}: Once you begin fighting, you see only red. You inflict 2 additional points of damage with any attack.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.1FP6DV2OqgaaT4ZN]{Berserk}: Once you begin fighting, it’s hard for you to stop. In fact, it’s a difficulty 2 Intellect task to do so, even if your foe surrenders or you’ve run out of foes. If the latter occurs and you fail to stop, you attack the nearest ally within short range.

Additional Equipment: You have a record that you use to list those who’ve wronged you.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. Another PC saw you take down a mean drunk in a tavern, not realizing you were the one who started the fight.

  2. You wanted to get away from a bad situation, so you went with the other PCs.

  3. You want to change, and you hope that being with the other PCs will help you calm yourself.

  4. One of the other PCs asked you to come along, believing that your viciousness could be harnessed for the benefit of the mission.

Virtuous

Doing the right thing is a way of life. You live by a code, and that code is something you attend to every day. Whenever you slip, you reproach yourself for your weakness and then get right back on track. Your code probably includes moderation, respect for others, cleanliness, and other characteristics that most people would agree are virtues, while you eschew their opposites: sloth, greed, gluttony, and so on.

You gain the following characteristics:

Dauntless: +2 to your Might Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.iUJdgnZi90GZjY9s]{Skill}: You are trained in discerning people’s true motives or seeing through lies.

@UUID[Compendium.cyphersystem-compendium.basic-skills.5X8qgmSuvRVNTiaP]{Skill}: Your adherence to a strict moral code has hardened your mind against fear, doubt, and outside influence. You are trained in Intellect defense tasks.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. The PCs are doing something virtuous, and you’re all about that.

  2. The PCs are on the road to perdition, and you see it as your task to set them on the proper moral route.

  3. One of the other PCs invited you, hearing of your virtuous ways.

  4. You put virtue before sense and defended someone’s honor in the face of an organization or power far greater than you. You joined the PCs because they offered aid and friendship when, out of fear of reprisals, no one else would.

Weird

You aren’t like anyone else, and that’s fine with you. People don’t seem to understand you—they even seem put off by you—but who cares? You understand the world better than they do because you’re weird, and so is the world you live in. The concept of “the weird” is well known to you. Strange devices, ancient locales, bizarre creatures, storms that can transform you, living energy fields, conspiracies, aliens, and things most people can’t even name populate the world, and you thrive on them. You have a special attachment to it all, and the more you discover about the weirdness in the world, the more you might discover about yourself.

Weird characters might be mutants or people born with strange qualities, but sometimes they started out “normal” and adopted the weird by choice.

You gain the following characteristics:

Inner Light: +2 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.HV2tw9N81PJawwwx]{Distinctive Physical Quirk}: You have a unique physical aspect that is, well, bizarre. Depending on the setting, this can vary greatly. You might have purple hair or metal spikes on your head. Perhaps your hands don’t connect to your arms, although they move as if they do. Maybe a third eye stares out from the side of your head, or superfluous tendrils grow from your back. Whatever it is, your quirk might be a mutation, a supernatural trait (a blessing or curse), a feature with no explanation, or just a really wild tattoo that draws a lot of attention.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.zKHJrLeBOfy0p9du]{A Sense for the Weird}: Sometimes—at the GM’s discretion—weird things relating to the supernatural or its effects on the world seem to call out to you. You can sense them from afar, and if you get within long range of such a thing, you can sense whether it is overtly dangerous or not.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.uBvX2CVPg5MNgjwW]{Skill}: You are trained in supernatural knowledge.

@UUID[Compendium.cyphersystem-compendium.inabilities.JDEjrsDDDqVcqSZp]{Inability}: People find you unnerving. All tasks relating to pleasant social interaction are hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. It seemed weird, so why not?

  2. Whether the other PCs realize it or not, their mission has to do with something weird that you know about, so you got involved.

  3. As an expert in the weird, you were specifically recruited by the other PCs.

  4. You felt drawn to join the other PCs, but you don’t know why.

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Focus is what makes a character unique. No two PCs in a group should have the same focus. A focus gives a character benefits when they create their character and each time they ascend to the next tier. It’s the verb of the sentence “I am an adjective noun who verbs.”

This chapter contains nearly a hundred sample foci, such as Bears a Halo of Fire, Would Rather Be Reading, and Pilots Starcraft. These foci can be chosen and used as presented by a player, or by the GM who adds them to a list of available foci for their players in their next campaign.

In addition, the latter half of this chapter provides tools for the GM or an enterprising player to create their own custom foci that perfectly match the needs of a given game or campaign, as presented in Creating New Foci.

Choosing Foci

Not all foci are appropriate for every genre. The Genre chapter provides guidance, but this section offers some broad generalizations. Obviously, the GM can include whatever foci are available in their setting. Foci end up being an important distinction in this case, because Commands Mental Powers, for example, makes it clear that psychic abilities exist in the setting, just as Howls at the Moon implies the existence of lycanthropes like werewolves, and Pilots Starcraft, of course, requires starships available to pilot.

When a focus is chosen for a character, they get a special connection to one or more of their fellow PCs, a first-tier ability, and perhaps additional starting equipment: one or two pieces of equipment that might be required for the character to use their ability, or that might pair well with the focus. For instance, a character that can build things needs a set of tools. A character that’s constantly on fire needs a set of clothes that are immune to flame. A character that draws runes to cast spells needs writing implements. A character that slays monsters with a sword needs a sword. And so on. That said, many foci don’t require additional equipment.

Each focus also offers one or more suggestions—GM intrusions—for possible effects or consequences of really good or really bad die rolls.

A couple of foci presented in this chapter provide a “type swap option” that allows a player to swap an ability that would otherwise be gained from their type for the indicated ability instead. A player doesn’t have to make the swap; they merely have the option. For instance, the focus Loves the Void provides the option to gain the ability Have Spacesuit, Will Travel instead of a type ability.

As a character progresses to a new tier, a focus grants more abilities. Each tier’s benefit is usually labeled Action or Enabler. If an ability is labeled Action, a character must take an action to use it. If an ability is labeled Enabler, it makes other actions better or gives some other benefit, but it’s not an action. An ability that allows a character to blast foes with lasers is an action. An ability that grants additional damage when an attack is made is an enabler. An enabler is used in the same turn as another action, and often as part of another action.

Each tier’s benefits are independent of and cumulative with benefits from other tiers (unless indicated otherwise). So if a first-tier ability grants +1 to Armor and a fourth-tier ability also grants +1 to Armor, when the character reaches fourth tier, a total of +2 to Armor is granted.

At tier 3 and tier 6, the character is asked to choose one ability from the two options provided.

Finally, you can choose whether you want to expand the story behind the focus (though that’s not mandatory).

Focus Connections

Choose a connection that goes well with the focus. If you’re a GM choosing (or creating) one or more foci for your players, choose up to four of the following connections.

  1. Pick one other PC. For reasons unknown to you, that character is completely immune to your focus abilities, whether you use them for help or for harm.

  2. Pick one other PC. You knew of that character years ago, but you don’t think they knew you.

  3. Pick one other PC. You’re always trying to impress them, but you’re not sure why.

  4. Pick one other PC. That character has a habit that annoys you, but you’re otherwise quite impressed with their abilities.

  5. Pick one other PC. That character shows potential in appreciating your particular paradigm, fighting style, or other
    focus-provided attribute. You would like to train them, but you’re not necessarily qualified to teach (that’s up to you), and they might not be interested (that’s up to them).

  6. Pick one other PC. If they are within immediate range when you’re in a fight, sometimes they provide an asset, and sometimes they accidentally hinder your attack rolls (50% chance either way, determined per fight).

  7. Pick one other PC. You once saved their life, and they clearly feel indebted to you. You wish they didn’t; it’s just part of the job.

  8. Pick one other PC. That character recently mocked you in some fashion that really hurt your feelings. How you deal with this (if at all) is up to you.

  9. Pick one other PC. That character knows you have suffered at the hands of robotic entities in the past. Whether you hate robots now is up to you, which may affect your relationship with the character if they are friendly with robots or have robotic parts.

  10. Pick one other PC. That character comes from the same place you do, and you knew each other as children.

  11. Pick one other PC. In the past, they taught you a few tricks to use in a fight.

  12. Pick one other PC. That character doesn’t seem to approve of your methods.

  13. Pick one other PC. Long ago, the two of you were on opposite sides of a fight. You won, though you “cheated” in their eyes (but from your perspective, all’s fair in a fight). They may be ready for a rematch, though that’s up to them.

  14. Pick one other PC. You are always trying
    to impress that character with your skill, wit, appearance, or bravado. Perhaps they are a rival, perhaps you need their respect, or perhaps you’re romantically interested
    in them.

  15. Pick one other PC. You fear that character is jealous of your abilities and worry that it might lead to problems.

  16. Pick one other PC. You accidentally caught them in a trap you set, and they had to get free on their own.

  17. Pick one other PC. You were once hired to track down someone who was close to that character.

  18. Pick two PCs (preferably ones who are likely to get in the way of your attacks). When you miss with an attack and the GM rules that you struck someone other than your target, you hit one of these two characters.

  19. Pick one other PC. You’re not sure how or from where, but that character has a line on bottles of rare alcohol and can get them for you for half price.

  20. Pick one other PC. You recently had a possession go missing, and you’re becoming convinced that they took it. Whether or not they did is up to them.

  21. Pick one other PC. They always seem to know where you are, or at least in what direction you are in relation to them.

  22. Pick one other PC. Seeing you use your focus abilities seems to trigger an unpleasant memory in that character. That memory is up to the other PC, although they may not be able to consciously recall it.

  23. Pick one other PC. Something about them interferes with your abilities. When they stand next to you, your focus abilities cost 1 additional point.

  24. Pick one other PC. Something about them complements your abilities. When they stand next to you, the first focus ability you use in any 24-hour period costs 2 fewer points.

  25. Pick one other PC. You have known that character for a while, and they helped you gain control of your focus-related abilities.

  26. Pick one other PC. Sometime in that character’s past, they had a devastating experience while attempting something that you do as a matter of course thanks to your focus. Whether they choose to tell you about it is up to them.

  27. Pick one other PC. Their occasional clumsiness and loud behavior irritate you.

  28. Pick one other PC. In the recent past, while practicing, you accidentally hit them with an attack, wounding them badly. It is up to them to decide whether they resent or forgive you.

  29. Pick one other PC. They owe you a significant amount of money.

  30. Pick one other PC. In the recent past, while escaping a threat, you accidentally left that character to fend for themselves. They survived, but just barely. It is up to the player of that character to decide whether they resent you or have decided to forgive you.

  31. Pick one other PC. Recently, they accidentally (or perhaps intentionally) put you in a position of danger. You’re fine now, but you’re wary around them.

  32. Pick one other PC. From your perspective, they seem nervous around a specific idea, person, or situation. You would like to teach them how to be more comfortable with their fears (if they will let you).

  33. Pick one other PC. They called you a coward once.

  34. Pick one other PC. That character always recognizes you or your handiwork, whether you’re in disguise or are long gone when they arrive on the scene.

  35. Pick one other PC. You inadvertently caused an accident that put them into a sleep so deep they didn’t wake for three days. Whether they forgive you or not is up to them.

  36. Pick one other PC. You are pretty sure you are related in some fashion.

  37. Pick one other PC. You accidentally learned something they were trying to keep a secret.

  38. Pick one other PC. They are especially sensitive to the use of your flashier focus abilities, and occasionally they become dazzled for a few rounds, which hinders their actions.

  39. Pick one other PC. They appear to have a treasured item that was once yours, but that you lost in a game of chance years ago.

  40. Pick one other PC. If it wasn’t for you, that character would have failed a past test of mental achievement.

  41. Pick one other PC. Based on a couple of comments you’ve overheard, you suspect that they don’t hold your area of training or favorite hobby in the highest regard.

  42. Pick one other PC whose focus intertwines with yours. This odd connection affects them in some way. For example, if the character uses a weapon, your focus ability sometimes improves their attack in some fashion.

  43. Pick one other PC. They are deathly afraid of heights. You would like to teach them how to be more comfortable with their feet off the ground. They must decide whether or not to take you up on your offer.

  44. Pick one other PC. They are skeptical of your claims about something momentous that happened in your past. They might even attempt to discredit you or discover the “secret” behind your story, though that’s up to them.

  45. Pick one other PC. They have a knack for being able to recognize where your plans or schemes have a weak spot.

  46. Pick one other PC. That character’s face is so intriguing to you in a way you don’t understand that you sometimes find yourself sketching their likeness in the dirt or using some other medium you have access to.

  47. Pick one other PC. That character has an extra item of regular equipment you gave them, either something you made or an item you just wanted to give them. (They choose the item.)

  48. Pick one other PC. They commissioned you to do a job for them. You’ve already been paid but haven’t yet completed the job.

  49. Pick one other PC. You worked together in the past, and the job ended badly.

  50. Pick one other PC. While they stand next to you and use their action to concentrate on helping you, one of your focus ability’s ranges is doubled.

Story Behind The Focus

The foci in this book have been purposely stripped down to basics so they have the widest possible application across multiple genres. A single descriptive sentence or two summarizes each one. After you choose a focus, you have the option to expand its presentation by adding more story and description relevant to the world or to the character.

For instance, if you choose Operates Undercover, the summarizing description is “Under the guise of someone else, you seek to find answers the powerful do not want divulged.” If you choose Conducts Weird Science, the summary is “Your preternatural insight and ability make you a scientist capable of amazing feats.” These descriptions provide what you need to know to use the focus.

However, if you wish (and only if you wish; there is no requirement to do so), you can add more to those descriptions in a fashion that’s relevant for your game. For example, if you choose both Operates Undercover and Conducts Weird Science for use in a modern genre such as horror, urban fantasy, espionage, or something similar, you might expand the descriptions as shown in the following examples.

Operates Undercover: Espionage is not something you know anything about. At least, that’s what you want everyone to believe, because in truth, you’ve been trained as a spy or covert agent. You might work for a government or for yourself. You might be a police detective or a criminal. You could even be an investigative reporter.

Regardless, you learn information that others attempt to keep secret. You collect rumors and whispers, stories and hard-won evidence, and you use that knowledge to aid your own endeavors and, if appropriate, provide your employers with the information they desire. Alternatively, you might sell what you have learned to those willing to pay a premium.

You probably wear dark colors—black, charcoal grey, or midnight blue—to help blend into the shadows, unless the cover you’ve chosen requires you to look like someone else.

Conducts Weird Science: You could be a respected scientist, having been published in several peer-reviewed journals. Or you might be considered a crank by your contemporaries, pursuing fringe theories on what others consider to be scant evidence. Truth is, you have a particular gift for sifting the edges of what’s possible. You can find new insights and unlock odd phenomena with your experiments. Where others see a crackpot cornucopia, you sift the conspiracy theories for revelation. Whether you conduct your enquiries as a government contractor, a university researcher, a corporate scientist, or an indulger of curiosity in your own garage lab following your muse, you push the boundaries of what’s possible.

You probably care more about your work than trivialities such as your appearance, polite or proper behavior, or social norms, but then again, an eccentric like you might turn the tables on that stereotype too.

If you want to go even further, you could determine where a character’s focus abilities come from. Depending on the genre, they could derive those abilities from advanced and persistent training, via magical runes, through cybernetic parts, from their genetic heritage, or because of their access to advanced technology. For instance, a character might be able to blast targets with lightning because they got zapped by strange radiation or because they picked up a lightning gun. On the other hand, it might be because their intense training allowed them to learn lightning magic. The possibilities are nearly endless, and up to you to include or forgo. Because however a focus’s abilities were gained, it’s also enough that they just work.

Customizing Foci

Sometimes not everything about a focus is right for a character’s concept, or perhaps the GM needs additional guidelines for creating a new focus. Either way, the solution lies in looking at foci abilities at their most basic default levels.

At any tier, a player can select one of the following abilities in place of the ability granted by the tier. Many of these replacement abilities, particularly at the higher tiers, might involve body modification, integration with high-tech devices, learning powerful magic spells, uncovering forbidden secrets, or something similar appropriate to the genre.

Tier 1

@UUID[Compendium.cyphersystem-compendium.abilities.2x7nMe9ZGp3VjI8B]{Combat Prowess} @UUID[Compendium.cyphersystem-compendium.abilities.RnK2bmvUb7RIVPSA]{Enhanced Potential}

Tier 2

Lower-tier ability: choose any tier 1 replacement ability, above.

@UUID[Compendium.cyphersystem-compendium.abilities.CtRvLxfUlCynJv1B]{Skill With Defense} @UUID[Compendium.cyphersystem-compendium.abilities.yl2zo179wXZW5Xxc]{Practiced With All Weapons} @UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks}

Tier 3

Lower-tier ability: choose any tier 1 or 2 replacement ability, above.

@UUID[Compendium.cyphersystem-compendium.abilities.b776WTF2u1roh3n0]{Incredible Health} @UUID[Compendium.cyphersystem-compendium.abilities.rqC9cEmRkvm29N56]{Fusion Armor}

Tier 4

Lower-tier ability: choose any tier 1, 2, or 3 replacement ability, above.

@UUID[Compendium.cyphersystem-compendium.abilities.VsKeNcF252yKnh2O]{Poison Resistance} @UUID[Compendium.cyphersystem-compendium.abilities.V2BSB9or5UJdTiYF]{Built-in Weaponry}

Tier 5

Lower-tier ability: choose any tier 1, 2, 3, or 4 replacement ability, above.

@UUID[Compendium.cyphersystem-compendium.abilities.wWN4y4rATxbtMCMo]{Adaptation} @UUID[Compendium.cyphersystem-compendium.abilities.FjXL6iSD1CJKbuGT]{Defensive Field}

Tier 6

Lower-tier ability: choose any tier 1, 2, 3, 4, or 5 replacement ability, above.

@UUID[Compendium.cyphersystem-compendium.abilities.cbXNxvPdWEbKF6nA]{Reactive Field}

Foci

The full description for each focus ability listed in this section is found in the Abilities chapter, which has descriptions for type, flavor, and focus abilities in a single vast catalog.

Abides in Stone

Your flesh is made of hard mineral, making you a hulking, difficult-to-harm humanoid.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.pXrC4lkMOY7CvFLk]{Golem Body}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.U9ZBl9NeipxSLavS]{Golem Healing}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.aFEBxDGnuFi20cLo]{Golem Grip}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.zuEylYrgOVAAjs71]{Trained Basher}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.E0k0LUw0epjJGrv9]{Golem Stomp} or @UUID[Compendium.cyphersystem-compendium.abilities.NFsoXUQaq3I5h2UY]{Weaponization}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.Uk6ceaEWFjcoHNTI]{Deep Reserves}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.F6mAzjhG2T4irVjy]{Specialized Basher}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.4BQHOR98z3TYJPQu]{Still As a Statue}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.fkedtvx6UakJPOZN]{Ultra Enhancement} or @UUID[Compendium.cyphersystem-compendium.abilities.laxdkyrDuOhxfWKc]{Mind Surge}

GM Intrusions: Creatures of stone sometimes forget their own strength or weight. A walking statue can terrify common folk.

Absorbs Energy

You can harness kinetic energy and transform it into other kinds of energy.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.62zBqhQoPk6IV8lF]{Absorb Kinetic Energy}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.NMjccuRLDDnfZtZe]{Release Energy}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.UJst9mtUKNTe3Pd2]{Energize Object}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.yvPcOjjqyU3618Ob]{Absorb Pure Energy} or @UUID[Compendium.cyphersystem-compendium.abilities.wrPVUnJauasIH886]{Improved Absorb Kinetic Energy}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.Y7HUEp7IxdPuur8V]{Overcharge Energy}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.LwmoGOpgHy1K2dU4]{Energize Creature}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.5i6TqVJQQ4sTvqTm]{Energize Crowd} or @UUID[Compendium.cyphersystem-compendium.abilities.m21TAvxSQn1rGx3d]{Overcharge Device}

GM Intrusions: Energy goes to ground in a destructive way. Some predators feed directly on energy. An unintended item is drained of energy.

Awakens Dreams

You can pull images from dreams and bring them to life in the waking world.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.y08bfWS5eyeUJB3J]{Dreamcraft}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.bcEupdsF6FduFPwe]{Oneirochemy}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.bH57y3PYsMceluGy]{Dream Thief}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.FBCpBF9PXlEtIX4m]{Dream Becomes Reality} or @UUID[Compendium.cyphersystem-compendium.abilities.7GsuhcRTpDX0d1em]{Enhanced Intellect}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.FIU24o7T66ViVgyg]{Daydream}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.pUbqCBV3dBOWFgmv]{Nightmare}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.2iAHsn5ie8sYRiyb]{Chamber of Dreams} or @UUID[Compendium.cyphersystem-compendium.abilities.cbXNxvPdWEbKF6nA]{Reactive Field}

GM Intrusions: An unexpected sleepwalking episode puts the character into a dangerous situation. A nightmare breaks free of a dream.

Battles Robots

You excel in battling robots, automatons, and machine entities.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.atQ5yNq1ZEyy0z5j]{Machine Vulnerabilities}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.pYsmdnNte7o5Flca]{Tech Skills}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.aNNLomN5nZc52ZT4]{Defense Against Robots}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.QHSH8fE6l3bKz2xl]{Machine Hunting}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.ka5VA9XBi4OTnKVa]{Disable Mechanisms} or @UUID[Compendium.cyphersystem-compendium.abilities.uG2ACHNAPoZirp0b]{Surprise Attack}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.NoKdHv0FSytZR4iF]{Robot Fighter}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.NJakiz9yvoflzzBD]{Drain Power}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.jHrQLzIfjKtXBoJL]{Deactivate Mechanisms} or @UUID[Compendium.cyphersystem-compendium.abilities.58CLKxSLgaT6W6Cj]{Lethal Damage}

GM Intrusions: The robot explodes upon defeat. Other robots come after the character for revenge.

Bears a Halo of Fire

You can sheath your body in flames, which protects you and harms your foes.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.AzMtxh562JfrPdKZ]{Shroud of Flame}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.NJjAmyf9zhjRTNme]{Hurl Flame}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.TWqyBv9PEjwJKd1y]{Wings of Fire} or @UUID[Compendium.cyphersystem-compendium.abilities.srn53BB1da8Elh1t]{Fiery Hand of Doom}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.tJQmvEiYq2xBv4ZJ]{Flameblade}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.6fpCYtBDCfW6m1b0]{Fire Tendrils}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.NVdx8QjmTP5eOjDh]{Fire Servant} or @UUID[Compendium.cyphersystem-compendium.abilities.PLsz8IqWScZt0Ott]{Inferno Trail}

GM Intrusions: Fire burns flammable material. Fire spreads out of control. Primitive creatures fear fire and often attack what they fear.

Blazes With Radiance

You can create light, sculpt it, bend it away from you, or gather it to use as a weapon.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.ea7BzQy6fZqHQNET]{Enlightened}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.xZQXXjAWGBo7mTHU]{Illuminating Touch}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.teFcKcbo5ZBFbfRl]{Dazzling Sunburst}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.IUlsD8Zxp8AYbO4h]{Burning Light} or @UUID[Compendium.cyphersystem-compendium.abilities.CtRvLxfUlCynJv1B]{Skill With Defense}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.iIlgHiF1EN0fEpYx]{Sunlight}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.PyVeE7CtDVDksWG6]{Disappear}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.cE7JPRHLqIdM3b9V]{Living Light} or @UUID[Compendium.cyphersystem-compendium.abilities.FjXL6iSD1CJKbuGT]{Defensive Field}

GM Intrusions: Allies are accidentally dazzled or blinded. Bright flashes draw guards.

Brandishes an Exotic Shield

You deploy an amazing shield of pure force that provides protection and some offensive options.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.yb5PaVIPimrcJxFg]{Force Field Shield}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.aidcxXW6MokDMqY7]{Force Bash}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.vPflrS1giYnMoqL2]{Enveloping Shield}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.6nm35znCQzjAk6Gb]{Healing Pulse} or @UUID[Compendium.cyphersystem-compendium.abilities.SPL1URVkuo4PJP8I]{Throw Force Shield}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.B5zrSVUs54TUALFB]{Energized Shield}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.TXNhhyj63MMp2dVF]{Force Wall}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.zflNCqrmTL7vrYg1]{Bouncing Shield} or @UUID[Compendium.cyphersystem-compendium.abilities.Np67YSIzrP6w1PPb]{Shield Burst}

GM Intrusions: The shield is temporarily lost. A foe temporarily ends up with the shield.

Builds Robots

Your robotic creations do as they are commanded.

The word “robot” is used in this focus, though the robot you create might look very different from one created by someone else, depending on the genre. Steampunk robots, organic robots, or even magical golems are all feasible “robots.”

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.paIv2etaqLqY76y0]{Robot Assistant}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.pUliR2uWpIcE6jQX]{Robot Builder}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.kgCuCmU8kn0UMy8v]{Robot Control}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.ETGBAqAc1ApFH5cx]{Expert Follower} or @UUID[Compendium.cyphersystem-compendium.abilities.CtRvLxfUlCynJv1B]{Skill With Defense}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.BSx4qB29VwRUISm6]{Robot Upgrade}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.yqhUXLWMSNn5IYOn]{Robot Fleet}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.HAVNfVKAdwtJF6Jj]{Robot Evolution} or @UUID[Compendium.cyphersystem-compendium.abilities.BSx4qB29VwRUISm6]{Robot Upgrade}

GM Intrusions: The robot is hacked, gains a mind of its own, or unexpectedly detonates.

Calculates the Incalculable

Awesome mathematical ability allows you to model the world in real time, giving you an edge over everyone.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.vcbIe2sSMKJmawl4]{Predictive Equation}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.A853pOqz5BmPfh4w]{Higher Mathematics}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.V5oEOJ4i32t97yOG]{Predictive Model}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.CNw7shehsdySzhAK]{Subconscious Defense} or @UUID[Compendium.cyphersystem-compendium.abilities.7GsuhcRTpDX0d1em]{Enhanced Intellect}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.Z7JkIlrv7gxim4Fn]{Cognizant Offense}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.34Ycb9VK8JwHgSl4]{Greater Enhanced Intellect}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.GnQRIvynqXx1R2a0]{Further Mathematics}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.wlkPdME0r3hx9VbE]{Knowing the Unknown} or @UUID[Compendium.cyphersystem-compendium.abilities.34Ycb9VK8JwHgSl4]{Greater Enhanced Intellect}

GM Intrusions: Too many predicted results threaten to overwhelm and stun the character. A result points to imminent disaster.

Channels Divine Blessings

A devout follower of a divine being, you channel some of your deity’s power to achieve wonders.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.I9m3nOdBZ2HoEmbj]{Blessing of the Gods}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.7GsuhcRTpDX0d1em]{Enhanced Intellect}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.dJTgtIs80gOoI6ac]{Divine Radiance} or @UUID[Compendium.cyphersystem-compendium.abilities.NgHLZq3tZ3CFJvYv]{Fire Bloom}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.gDwPpgIAocEfQjPx]{Overawe}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.OkKNmMvLFwHxUv2r]{Divine Intervention}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.tgaSXp1VQiec8Jst]{Divine Symbol} or @UUID[Compendium.cyphersystem-compendium.abilities.LnZkUlKUuuD7iW3P]{Summon Demon}

GM Intrusions: A demon investigates divine magic use. A rival cult has issues with the character’s teachings.

Commands Mental Powers

You can pull images from dreams and bring them to life in the waking world.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.L2NOLfflU6HNleuT]{Telepathic}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.W5Zt9qDKCtNr49BC]{Mind Reading}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.Mc8L07dpf605FDo9]{Psychic Burst} or @UUID[Compendium.cyphersystem-compendium.abilities.iRqXVpngq6vfgtEn]{Psychic Suggestion}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.FktE2hQhSKXbWcQU]{Use Senses of Others}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.N0wzhZ676UrCR8M4]{Precognition}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.Vcfc6yjbqX6WSzCf]{Mind Control} or @UUID[Compendium.cyphersystem-compendium.abilities.K0C60k7wHBSpMQX4]{Telepathic Network}

GM Intrusions: Something glimpsed in the target’s mind is horrifying. A feedback loop allows the target to read the character’s mind.

Conducts Weird Science

Your preternatural insight and ability make you a scientist capable of amazing feats.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.4PVFXmi2cxI8MdpR]{Lab Analysis}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.eEGFknWQZUBNXn99]{Knowledge Skills}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.mFPUUmBIcGGsuwNd]{Modify Device}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.G0hoaZFQpdG7FfxO]{Better Living Through Chemistry} or @UUID[Compendium.cyphersystem-compendium.abilities.b776WTF2u1roh3n0]{Incredible Health}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.eEGFknWQZUBNXn99]{Knowledge Skills}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.gjBFpV2OvDmBqeE3]{Just a Bit Mad}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.RHLBHQuskBAVGnU8]{Weird Science Breakthrough}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.CyuPiJdYZIfNcTSy]{Incredible Feat of Science}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.JeqLEAcHOYVd78TH]{Inventor} or @UUID[Compendium.cyphersystem-compendium.abilities.FjXL6iSD1CJKbuGT]{Defensive Field}

GM Intrusions: Creations get out of control. Side effects cannot always be predicted. Weird science terrifies people and can draw the media. When a device created or modified by weird science is depleted, it detonates.

Consorts With the Dead

The dead answer your questions, and their reanimated corpses serve you.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.nvA3LwoSP7jf4h8G]{Speaker for the Dead}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.yaLHxRtVBhveqHJA]{Necromancy}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.uPvNopNWTgHGIPyR]{Reading the Room} or @UUID[Compendium.cyphersystem-compendium.abilities.rRDSzPJtUCwRVXFR]{Repair Flesh}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.vEVmBgz2TxOH3aSk]{Greater Necromancy}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.kKYyGbrQxDRSOh37]{Terrifying Gaze}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.GDphyYXSfjKE5BST]{True Necromancy} or @UUID[Compendium.cyphersystem-compendium.abilities.Gsre3acJaxhGBa0S]{Word of Death}

GM Intrusions: The character’s necromantic reputation precedes them. A corpse seeks revenge for being reanimated.

Controls Beasts

Your ability to communicate and lead beasts is uncanny.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.bOohoEcDegDBinFc]{Beast Companion}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.gT21nqWZ9Es576oC]{Soothe the Savage}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.OIk4usP2NFT0tDu7]{Communication}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.cGcblQ2qvyHM02kY]{Mount} or @UUID[Compendium.cyphersystem-compendium.abilities.h1rn92kIqG5VVYd6]{Stronger Together}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.zstBkLwRduC7vgGT]{Beast Eyes}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.0IlHHY1ktkN2L5Sp]{Improved Companion}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.pFWDdnTXCiPfwsWv]{Beast Call}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.Qm31Nw2SkBpVcv9M]{As If One Creature} or @UUID[Compendium.cyphersystem-compendium.abilities.LvoH43SKKtr3urKo]{Control the Savage}

GM Intrusions: The community is reluctant to welcome dangerous animals. Out-of-control beasts become a real hazard.

Controls Gravity

You can sway the attraction of gravity itself.

Type Swap Option: Weighty

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.UCR0rx32kEsTcgnF]{Hover}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.QH3l6ojVnasZm5U8]{Enhanced Speed Edge}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.SHMGbt30RfePtyNE]{Define Down} or @UUID[Compendium.cyphersystem-compendium.abilities.jbhcWHMiQQaR9ukO]{Gravity Cleave}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.eJpNT3QObtYiDfXY]{Field of Gravity}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.abdAcwYE8L00VakL]{Flight}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.Cnvf8fv0EEKU3iSn]{Improved Gravity Cleave} or @UUID[Compendium.cyphersystem-compendium.abilities.tMOeiKWrhp5P5CCQ]{Weight of the World}

GM Intrusions: Onlookers react with unreasoning fear. A weird interaction sends an ally or object careening into the sky.

Crafts Illusions

You fashion images from light that are so perfect they seem real.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.l60mmJrF1GupXLJB]{Minor Illusion}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.asQqC0DepYcsPxRV]{Illusory Disguise}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.JwG4lCSZIG3qUQAi]{Cast Illusion} or @UUID[Compendium.cyphersystem-compendium.abilities.hNsph7BRwllVSUre]{Major Illusion}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.hJV3hrSYcq3Zbzl5]{Illusory Selves}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.9cJ6gJZc7datpQwJ]{Terrifying Image}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.lCWWUQ0vYH2odiDv]{Grandiose Illusion} or @UUID[Compendium.cyphersystem-compendium.abilities.RNJbp1eAcMqSnYvb]{Permanent Illusion}

GM Intrusions: The illusion isn’t believable. The illusion is pierced at just the wrong moment.

Crafts Unique Objects

You’re an inventor of strange and useful objects.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.fkyJ02LbeOAfDxcF]{Crafter}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.YF8CYsYKcXpdfqH5]{Master Identifier}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.yIdq1lu1eUAkNyDC]{Artifact Tinkerer}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.m6X5wyPUPdhqLTIp]{Quick Work}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.4JDFgEhyhqReRngE]{Master Crafter} or @UUID[Compendium.cyphersystem-compendium.abilities.V2BSB9or5UJdTiYF]{Built-in Weaponry}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.M3TM1cORNnlEN0ZO]{Cyphersmith}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.y3qXWOUu7mAhg6Rb]{Innovator}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.JeqLEAcHOYVd78TH]{Inventor} or @UUID[Compendium.cyphersystem-compendium.abilities.rqC9cEmRkvm29N56]{Fusion Armor}

GM Intrusions: The object malfunctions, breaks, or suffers catastrophic or unexpected failure.

Cyphersmith works only in a setting where the cyphers are physical objects. If this isn’t the case, this ability should probably be replaced with something akin to Weird Science Breakthrough from the Conducts Weird Science focus.

Dances With Dark Matter

You can manipulate shadow and “dark” matter.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.7aCeBDGZqu8A9hMQ]{Ribbons of Dark Matter}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.VWehoqF0N6s0WMLK]{Void Wings}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.XYbtbbVKFYmDfmjO]{Dark Matter Shroud} or @UUID[Compendium.cyphersystem-compendium.abilities.MqGMnSIkHK4rOFSm]{Dark Matter Strike}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.yB4tnpDNVSOxgruq]{Dark Matter Shell}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.b44vvK2YjdSeYPJc]{Windwracked Traveler}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.JUn27j5YI3dRh2jJ]{Dark Matter Structure} or @UUID[Compendium.cyphersystem-compendium.abilities.apQwshUTjCQPym8A]{Embrace the Night}

GM Intrusions: Dark matter skulks away as if possessed by a mind of its own.

Defends the Gate

Everyone wants you on their side when it comes to a fight because nothing gets by you.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.C9x7b1qN4qmm568P]{Fortified Position}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.POaewj2PWMMfCY1i]{Rally to Me}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.VgomhLKFHDDAzW9T]{Mind for Might}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.ZvKFftq7doCxI7T5]{Fortification Builder} or @UUID[Compendium.cyphersystem-compendium.abilities.LODZEYtmmBN5D9zZ]{Divert Attacks}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.R9KnCCvGoEHvV1p0]{Greater Enhanced Might}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.hCAzOVpH0jrYc9qk]{Reinforcing Field}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.KBykf0P4WQ9Lb6TN]{Generate Force Field} or @UUID[Compendium.cyphersystem-compendium.abilities.eQIPJk2xcFGfDr3H]{Stun Attack}

GM Intrusions: A strategically important structure collapses. The enemy attacks from an unexpected direction.

Defends the Weak

You stand up for the helpless, the weak, and the unprotected.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.YvPBxDxLz16Usm7m]{Courageous}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.6zU8AURXjXgG63j6]{Warding Shield}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.9p2RJYFo6s55F5Ha]{Devoted Defender}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.fh7tK1BVjgSfZ8ml]{Insight}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.Su3LkSzdGHg9w1RO]{Dual Wards} or @UUID[Compendium.cyphersystem-compendium.abilities.GAeUBbQWE3ryv50V]{True Guardian}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.lb5Bo8BpNXdVMkmt]{Combat Challenge}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.JrSM5XYgXpxNnLl2]{Willing Sacrifice}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.aDnA7oA9ZYCEfprI]{Resuscitate} or @UUID[Compendium.cyphersystem-compendium.abilities.mjEFQ3ndDRvLB5Dj]{True Defender}

GM Intrusions: A character focused on protecting others may periodically leave themselves vulnerable to attacks.

Descends From Nobility

A descendent of wealth and power, you carry a noble title and the abilities granted by a privileged upbringing.

Type Swap Option: @UUID[Compendium.cyphersystem-compendium.abilities.S2OZtm12S2YvxD7H]{Retinue}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.xMRRfjFF0POkxyea]{Privileged Nobility}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.A8CGMbLGsJ3AHKMP]{Trained Interlocutor}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.zTsjsWVgzjQzl2MW]{Advanced Command} or @UUID[Compendium.cyphersystem-compendium.abilities.AAUqaiWxC5V4e1VH]{Noble’s Courage}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.ETGBAqAc1ApFH5cx]{Expert Follower}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.T5tn7zItPyaRcYNC]{Asserting Your Privilege}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.Eez3uExkDA20XJg3]{Able Assistance} or @UUID[Compendium.cyphersystem-compendium.abilities.qbXP6HlN56bPt7cq]{Mind of a Leader}

GM Intrusions: Debts incurred by a family are owed by the character. A long-lost sibling seeks to disinherit rivals. An assassin finds the character.

Doesn’t Do Much

You’re a slacker, but you know a little about a lot of things.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.aOzkoVf0mNSkZBtn]{Life Lessons}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.2fU3nI68oi5ScziC]{Totally Chill}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks} or @UUID[Compendium.cyphersystem-compendium.abilities.uhC4ubTGfhkNvIMX]{Improvise}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.aOzkoVf0mNSkZBtn]{Life Lessons}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.nOuOE3EkrNr81pSq]{Greater Skill With Defense}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.4necR0YTsaij4ojD]{Greater Enhanced Potential}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.wztu6KcpILxwlFTU]{Drawing on Life’s Experiences} or @UUID[Compendium.cyphersystem-compendium.abilities.Mac5S0sQe9Muf4Mv]{Quick Wits}

GM Intrusions: New situations are confounding and stressful. Past actions (or inactions) come back to haunt the character.

Drives Like A Maniac

Whether balancing on two wheels, jumping another vehicle, or driving head-on toward an oncoming enemy car, you don’t think about the risks when you’re behind the wheel.

Someone who Drives Like a Maniac needs access to a vehicle.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.DCuOpij3sNomBe1a]{Driver}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.1fu5C9JHmORmWTR8]{Driving on the Edge}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.lY7NaxsFxt1XZVk5]{Car Surfer}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.HHcC89OKZACgLB8Y]{Stare Them Down}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.hQx9SoUhY6jzUeTW]{Expert Driver} or @UUID[Compendium.cyphersystem-compendium.abilities.QH3l6ojVnasZm5U8]{Enhanced Speed Edge}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.EQXA8Gcwdc7dU8lw]{Sharp-Eyed}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.tuofJSTVjOEwRUem]{Enhanced Speed}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.vVax9KyZ3U4Wpok8]{Something in the Road}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.qKDngpAWNEzhdRj5]{Trick Driver} or @UUID[Compendium.cyphersystem-compendium.abilities.58CLKxSLgaT6W6Cj]{Lethal Damage}

GM Intrusions: The engine develops a knock. The bridge on the road ahead is out. The windshield shatters. Someone unexpectedly runs in front of the vehicle.

Emerged From the Obelisk

Your body, hard as crystal, gives you a suite of unique abilities, gained after an interaction with a floating crystalline obelisk.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.bzeuikGxbM7noj2z]{Crystalline Body}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.UCR0rx32kEsTcgnF]{Hover}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.QsXOz48JgyXYEEqS]{Inhabit Crystal} or @UUID[Compendium.cyphersystem-compendium.abilities.4Fe5z4FD71eHlbbd]{Immovable}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.hIWg9VFNnYnrknAu]{Crystal Lens}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.ucsscEpO5L2gIYZg]{Resonant Frequency}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.bY52t6eGONKu8Kr4]{Resonant Quake} or @UUID[Compendium.cyphersystem-compendium.abilities.tR2v2vMu3TgN21OJ]{Return to the Obelisk}

GM Intrusions: Cyphers and artifacts react unexpectedly in the character’s hands.

Employs Magnetism

You command metal and the power of magnetism.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.p2JmtbtuzscW1ogs]{Move Metal}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.MK2dp11krszjDsyc]{Repel Metal}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.0XSuUGS0UyrhiW44]{Destroy Metal} or @UUID[Compendium.cyphersystem-compendium.abilities.4v5pXMwFeB7xQzME]{Guide Bolt}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.n985WYLPzj2XqBry]{Magnetic Field}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.uN2YVmNxkFj3SFof]{Command Metal}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.fruWNFBBNLpcGLaC]{Diamagnetism} or @UUID[Compendium.cyphersystem-compendium.abilities.SZtOjKk7ScShJT6G]{Iron Punch}

GM Intrusions: The metal twists, bends, or produces shrapnel. A lapse in concentration might cause something to slip or drop at just the wrong time.

Entertains

You perform, mostly for the benefit of others.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.rfsCCpxcsjc8hr60]{Levity}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.oilgQ4oM02Pa0eNp]{Inspiration}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.eEGFknWQZUBNXn99]{Knowledge Skills} or @UUID[Compendium.cyphersystem-compendium.abilities.4necR0YTsaij4ojD]{Greater Enhanced Potential}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.CLObcsu2DKKKhzyK]{Calm}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.Eez3uExkDA20XJg3]{Able Assistance}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.kZ3LhhYZKrcnBplY]{Master Entertainer} or @UUID[Compendium.cyphersystem-compendium.abilities.xRIDlrBzTXVYC5rh]{Vindictive Performance}

GM Intrusions: The audience is annoyed or offended. Musical instruments break. Paints dry in their pots. The words to a poem or song are forgotten.

Note: Erratum

It seems that the tier 2 ability is supposed to be @UUID[Compendium.cyphersystem-compendium.abilities.DLxDL49VjUEMAjxZ]{Inspiring Ease} instead of Inspiration.

Exists in Two Places at Once

You exist in two places at once.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.P1jQZdPIrxo4wNlr]{Duplicate}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.PRh7n2VLXyRa4il9]{Share Senses}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.FwEUY43Q8EMVCCsL]{Superior Duplicate} or @UUID[Compendium.cyphersystem-compendium.abilities.oEubmS7pZ3zFK8uJ]{Resilient Duplicate}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.nVFRDMhuWDrdve4F]{Damage Transference}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.jmjxGRJTwztzBtLc]{Coordinated Effort}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.rsYzxCchklPSFAp7]{Multiplicity} or @UUID[Compendium.cyphersystem-compendium.abilities.oEubmS7pZ3zFK8uJ]{Resilient Duplicate}

GM Intrusions: Perceiving the world from two different places disorients the character, causing momentary vertigo, nausea, or confusion.

Exists Partially Out of Phase

A bit translucent, you’re slightly out of phase and can move through solid objects.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.g0SqMvb020tiTQ48]{Walk Through Walls}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.2j6Hqr2Y8Xbz97c4]{Defensive Phasing}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.cJB7wj5okdPZuRNb]{Phased Attack} or @UUID[Compendium.cyphersystem-compendium.abilities.MFBq4Fc432FS6nkX]{Phase Door}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.Kk9lHkiaqsr3pUmk]{Ghost}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.QLRztjFH4YetYM6l]{Untouchable}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.xHLPf1FETmn06aA8]{Enhanced Phased Attack} or @UUID[Compendium.cyphersystem-compendium.abilities.ptH3O4GES71CClGO]{Phase Foe}

GM Intrusions: The character is sent phasing into an unexpected dimension. The character becomes lost in a large solid.

Explores Dark Places

You’re the archetypal treasure hunter, scavenger, and finder of lost things.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.MwDYD8V1CJv8w9rR]{Superb Explorer}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.aJ1T8XqGF38vyzV2]{Superb Infiltrator}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.xskKzxBoGvSrje4e]{Eyes Adjusted}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.LdHCwZcifnRRuPrp]{Nightstrike} or @UUID[Compendium.cyphersystem-compendium.abilities.JhBTTC5ZUTT8NvUA]{Slippery Customer}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.5t5EIoGSan3pQ08D]{Hard-Won Resilience}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.xRvaY8SG4HVy5WO8]{Dark Explorer}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.XRXQwJplJrm7onbN]{Blinding Attack} or @UUID[Compendium.cyphersystem-compendium.abilities.2asT0zvk1kw5hC1v]{Embraced by Darkness}

GM Intrusions: Possessions fall out of pockets or bags in the dark; maps get lost; information gained fails to include an important detail.

Fights Dirty

You’ll do anything to win a fight: bite, scratch, kick, trick, and worse.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.VAGafmOiBpvU2eq0]{Tracker}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.gwMRhz3h9zxbVQXt]{Stalker}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.sHdBJdVshvtAqz1K]{Sneak}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.FEkLEYwk7r9KE7oC]{Quarry}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.7Gxuqkwo4i47yHe3]{Betrayal} or @UUID[Compendium.cyphersystem-compendium.abilities.uG2ACHNAPoZirp0b]{Surprise Attack}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.R9WffstnihzBuuvW]{Mind Games}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.gNRMG3mJTzWaCGph]{Capable Warrior}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.vhGEeFVgyqX1gzRr]{Using the Environment}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.Z4QcjOxgltEJPm96]{Twisting the Knife} or @UUID[Compendium.cyphersystem-compendium.abilities.KNElOxbWobS1ygLv]{Murderer}

GM Intrusions: People look poorly upon those who cheat or fight without honor. Sometimes a dirty trick backfires.

Fights With Panache

You’re a swashbuckling daredevil who fights with flamboyant style that’s entertaining to watch.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.b8rtgyatE8o9FaRS]{Attack Flourish}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.GQeO9RXVzeriLsfy]{Quick Block}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.ra0A8MtQjZEYhJPr]{Acrobatic Attack} or @UUID[Compendium.cyphersystem-compendium.abilities.tmrSKjGmjbxfIqPI]{Flamboyant Boast}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.3JWMtJBjf3oUWaxP]{Block for Another}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.jaGs9nmLaywdRMUN]{Fast Kill}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.vhGEeFVgyqX1gzRr]{Using the Environment}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.cuK7oPGFdlOPoc44]{Agile Wit} or @UUID[Compendium.cyphersystem-compendium.abilities.G5bTthwpEf5azVHA]{Return to Sender}

GM Intrusions: The display comes off looking silly, clumsy, or unattractive.

Flies Faster Than a Bullet

You can fly, and you’re superstrong, hard to hurt, and fast too. Is there anything you can’t do?

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.UCR0rx32kEsTcgnF]{Hover}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.4necR0YTsaij4ojD]{Greater Enhanced Potential}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.sPheWt9emoY3PCA8]{Hidden Reserves} or @UUID[Compendium.cyphersystem-compendium.abilities.rYyymKUc0QKWdNsy]{See Through Matter}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.Zps9ZUc9RD1mRDEK]{Blink of an Eye}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.s68x7VxwueUkCkOg]{Up to Speed}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.sbGo2i4oqy1aUeQ6]{Not Dead Yet}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.IUlsD8Zxp8AYbO4h]{Burning Light} or @UUID[Compendium.cyphersystem-compendium.abilities.NMgopYfoagESHtea]{Ignore Affliction}

GM Intrusions: A nemesis finds the character. A strange material is found to nullify the character’s abilities.

Focuses Mind Over Matter

You can telekinetically move objects with your mind without physically touching them.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.LODZEYtmmBN5D9zZ]{Divert Attacks}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.xDn74LRD6xlMUqj2]{Telekinesis}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.gyZd83dgvZnQrmbb]{Cloak of Opportunity} or @UUID[Compendium.cyphersystem-compendium.abilities.bvqDafTBMB7Uo9Qj]{Enhance Strength}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.loOJI9ZakIwGrmW1]{Apportation}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.8wSx2qtKXq0dWxId]{Psychokinetic Attack}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.iEOf9IkbHU8oBOMm]{Improved Apportation} or @UUID[Compendium.cyphersystem-compendium.abilities.YFbC1HRis4SpZgrS]{Reshape}

GM Intrusions: One mental slip, and moving objects drop or fragile objects break. Sometimes the wrong item moves, falls, or breaks.

Note: Erratum

It seems that the tier 1 ability is supposed to be @UUID[Compendium.cyphersystem-compendium.abilities.YcDF62pED8waUtry]{Deflect Attacks} instead of Divert Attacks.

Fuses Flesh and Steel

Your body is part machine.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.dPFQTFRzv7D7PYKq]{Enhanced Body}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.4dTGeclZRVjzn5tT]{Interface}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.syiylO75dZlcUp3i]{Sensing Package} or @UUID[Compendium.cyphersystem-compendium.abilities.NFsoXUQaq3I5h2UY]{Weaponization}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.42sPqHxJEybiZ6Vh]{Fusion}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.Uk6ceaEWFjcoHNTI]{Deep Reserves}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.laxdkyrDuOhxfWKc]{Mind Surge} or @UUID[Compendium.cyphersystem-compendium.abilities.fkedtvx6UakJPOZN]{Ultra Enhancement}

GM Intrusions: People in most societies are afraid of someone who is revealed to have mechanical parts.

Fuses Mind and Machine

Electronic aids implanted in your brain make you a mental powerhouse.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.7GsuhcRTpDX0d1em]{Enhanced Intellect}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.eEGFknWQZUBNXn99]{Knowledge Skills}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.2GicRKJcPO3hmlwD]{Network Tap}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.GK0o4fjCtxgAP269]{Action Processor} or @UUID[Compendium.cyphersystem-compendium.abilities.dLJ0B35UlB5wxCf4]{Machine Telepathy}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.34Ycb9VK8JwHgSl4]{Greater Enhanced Intellect}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.eEGFknWQZUBNXn99]{Knowledge Skills}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.MA2Pwhbpbq2SSIQy]{See the Future}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.teF5kZpAuRfZKfxn]{Machine Enhancement} or @UUID[Compendium.cyphersystem-compendium.abilities.laxdkyrDuOhxfWKc]{Mind Surge}

GM Intrusions: Machines malfunction and shut down. Powerful machine intelligences can take control of lesser thinking machines. Some people don’t trust a person who isn’t fully organic.

Grows to Towering Heights

For brief periods, you can grow larger and, with enough experience, to towering heights.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.HDYOv1V10xpFbFI7]{Enlarge}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.HoUOwIPfKTlxyQH0]{Freakishly Large}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.GmMePJHTRl6PshR6]{Bigger}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.wifCvRG9OhsTDT30]{Advantages of Being Big}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.uNzF1oQKJ6T1yqL4]{Huge} or @UUID[Compendium.cyphersystem-compendium.abilities.WuNUt6ltWGDdjNLS]{Throw}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.48i5ybVtZaTlFLJf]{Grab}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.0XYaYNoQzrYYKR4p]{Gargantuan}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.hbbPZIjq81Qqdp6i]{Colossal} or @UUID[Compendium.cyphersystem-compendium.abilities.58CLKxSLgaT6W6Cj]{Lethal Damage}

GM Intrusions: Rapid growth knocks over furnishings or smashes through ceilings or hanging lights. An enlarged character breaks through the floor.

Helps Their Friends

You love your friends and help them out of any difficulty, no matter what.

Type Swap Option: Advice From a Friend

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.lZCAKgP966BuU4uF]{Friendly Help}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.YvPBxDxLz16Usm7m]{Courageous}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.QGSHCRW46vn5Xdwu]{Weather the Vicissitudes}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.knh2MWMhCgqOjWYD]{Buddy System} or @UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.RgosWDt0hkosbVQr]{In Harm’s Way}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.MwVDTy2Rx1V7Tyly]{Enhanced Physique}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.FiSwskgQGBjp4IhZ]{Inspire Action}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.1tkQKo32UKxTUUPn]{Deep Consideration} or @UUID[Compendium.cyphersystem-compendium.abilities.CtRvLxfUlCynJv1B]{Skill With Defense}

GM Intrusions: Others sometimes have ulterior motives. The law takes an undue interest. Even when everything goes right, repercussions follow.

Howls at the Moon

For brief periods, you become a fearsome and powerful creature with control issues.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.8DXGUr433iXaVCSv]{Beast Form}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.wIOwT1tjGLMYzZAb]{Controlled Change}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.NIePQkLH2DTVjZR2]{Bigger Beast Form} or @UUID[Compendium.cyphersystem-compendium.abilities.Ee8QC6fkRvD1yw6h]{Greater Beast Form}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.wqzexDdZolWgxAza]{Greater Controlled Change}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.A9uQnidn6SKTNHJA]{Enhanced Beast Form}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.58CLKxSLgaT6W6Cj]{Lethal Damage} or @UUID[Compendium.cyphersystem-compendium.abilities.85DCcEDqvz6A0LkD]{Perfect Control}

GM Intrusions: The change happens in an uncontrolled fashion. People are terrified of monsters.

Hunts

You are a stalking hunter who excels at bringing down your selected quarry.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.b8rtgyatE8o9FaRS]{Attack Flourish}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.VAGafmOiBpvU2eq0]{Tracker}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.FEkLEYwk7r9KE7oC]{Quarry}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.sHdBJdVshvtAqz1K]{Sneak}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.aBfj6w1y6noOzB7d]{Horde Fighting} or @UUID[Compendium.cyphersystem-compendium.abilities.57txEIyzuPUQOqVP]{Sprint and Grab}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.uG2ACHNAPoZirp0b]{Surprise Attack}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.LE8NtDKG9TzXBv5B]{Hunter’s Drive}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.oroWEBbp3cvrYwH9]{Greater Skill With Attacks} or @UUID[Compendium.cyphersystem-compendium.abilities.ENO71nxs3MSKzvq6]{Multiple Quarry}

GM Intrusions: The quarry notices the character. The quarry isn’t as vulnerable as it seemed.

Infiltrates

Subtlety, guile, and stealth allow you to get in where others can’t.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.QAdh0yZBjJsHdJjD]{Stealth Skills}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.WUY75HFAqAu1i9ku]{Sense Attitudes}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.vFc52xBtBp69WglW]{Impersonate}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.LFiTEQpWhXBgIZWb]{Flight Not Fight}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.ZB80ZclRSzEcr4o1]{Awareness} or @UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.wvlSlYCJyrJuFqtn]{Invisibility}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.N0OZaNOIbHTiWDL1]{Evasion}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.3SiJ5Drao8XtmgzV]{Brainwashing} or @UUID[Compendium.cyphersystem-compendium.abilities.jrTEtAhE6GfLW7R4]{Spring Away}

GM Intrusions: Spies are treated harshly when caught. Allies disavow infiltrators who get caught. Some secrets are better left unknown.

Interprets the Law

You excel at winning others over to your views.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.EbnGDC61relhYaib]{Opening Statement}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.xBQM1AmjmcjmPDDD]{Knowledge of the Law}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.2GwH3ugd7aHrWZRz]{Debate}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.Eez3uExkDA20XJg3]{Able Assistance} or @UUID[Compendium.cyphersystem-compendium.abilities.FQPA8oY3xiZIL6aG]{Enhanced Intellect Edge}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.Hw16NpdbdJOqVF4z]{Castigate}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.kcXnkEBuyNil4Nd4]{No One Knows Better}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.4necR0YTsaij4ojD]{Greater Enhanced Potential} or @UUID[Compendium.cyphersystem-compendium.abilities.pGJIwlCJDib2Splm]{Legal Intern}

GM Intrusions: Onlookers react badly to a know-it-all. A distraction or interruption throws the character’s argument off the rails.

Is Idolized by Millions

You’re a celebrity and most people adore you.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.ZK4CUb9HH4J5A8IN]{Entourage}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.zGoUoC6i0f1SbUqE]{Celebrity Talent}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.6QXGJBsJPDFgcdq5]{Perks of Stardom}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.b776WTF2u1roh3n0]{Incredible Health} or @UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.mUhnX0UmEw2BROkI]{Captivate With Starshine}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.ETGBAqAc1ApFH5cx]{Expert Follower}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.1W0sBVHxG7LESCPl]{Do You Know Who I Am?}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.zZYSSAFXtJcuezxM]{Transcend the Script} or @UUID[Compendium.cyphersystem-compendium.abilities.0IlHHY1ktkN2L5Sp]{Improved Companion}

GM Intrusions: Fans are endangered or hurt on your behalf. Someone in your entourage betrays you. Your show, tour, contract, or other event is canceled. The media posts photos of you in an embarrassing situation.

Is Licensed to Carry

You carry a gun and you know how to use it in a fight.

Although Is Licensed to Carry is designed with modern firearms in mind, it could apply to flintlock weapons, futuristic laser blasters, or other ranged weapons.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.1SBd1jm66eSo4eHn]{Gunner}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.wAbsUj5mHZatr3JG]{Practiced With Guns}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.Mbq7D0u4Vee0NKYz]{Careful Shot}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.I8N5PUMy5Eq7cqZl]{Trained Gunner} or @UUID[Compendium.cyphersystem-compendium.abilities.UlQ7w5iD57Hfdzce]{Damage Dealer}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.oNk0Nhle1XwBhOvp]{Snap Shot}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.WrJDw2X8JHcljjP4]{Arc Spray}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.BM6YnBez7sVnrGUh]{Special Shot} or @UUID[Compendium.cyphersystem-compendium.abilities.58CLKxSLgaT6W6Cj]{Lethal Damage}

GM Intrusions: Misfire or jam! The attack fails and the action is lost, plus an additional action is needed to fix the problem.

Is Wanted by the Law

“WANTED, DEAD OR ALIVE” posters (or their equivalent) have appeared featuring your face. It’s up to you whether it’s a mistake that snowballed out of control or you actually would kill someone just for looking at you.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.tuofJSTVjOEwRUem]{Enhanced Speed}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.UyQTRi5ZwWU5tMO0]{Danger Sense}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.uG2ACHNAPoZirp0b]{Surprise Attack}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.DMBJEypEWuAS2lai]{Outlaw Reputation} or @UUID[Compendium.cyphersystem-compendium.abilities.36nlDXhOP5e5dfns]{Successive Attack}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.jaGs9nmLaywdRMUN]{Fast Kill}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.fD8yD0pGCMdOJkGb]{Band of Desperados}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.sbGo2i4oqy1aUeQ6]{Not Dead Yet} or @UUID[Compendium.cyphersystem-compendium.abilities.58CLKxSLgaT6W6Cj]{Lethal Damage}

GM Intrusions: Most people do not take well to discovering a wanted outlaw in their midst.

Keeps a Magic Ally

An allied magic creature bound to an object (such as a minor djinn in a lamp, or a ghost in a pipe) is your friend, protector, and weapon.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.9Kag2UMn6Wdxq4Zo]{Bound Magic Creature}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.PCTUkuALVb0GdTCe]{Object Bond}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.1KjY8D1dvLc3NuUv]{Hidden Closet}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.l0OFjk5XVGV5LzP1]{Minor Wish} or @UUID[Compendium.cyphersystem-compendium.abilities.cGcblQ2qvyHM02kY]{Mount}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.QxOsAHpd8ZkEXI5u]{Improved Object Bond}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.m2j3n3xiExLcXAAn]{Moderate Wish}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.Aprz5cRtdgiAIYUM]{Object Bond Mastery} or @UUID[Compendium.cyphersystem-compendium.abilities.V7npSeuqG3JI4Dvv]{Trust to Luck}

GM Intrusions: The creature unexpectedly disappears into its bound object. The bound object cracks. The creature disagrees and doesn’t do as asked. The creature says it’s leaving unless a task is performed for it.

Leads

Your natural leadership capability allows you to command others, including a loyal band of followers.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.FDUGlu7DZhdfxH2P]{Natural Charisma}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.DmnRMTfHYaeoYFVu]{Good Advice}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.RnK2bmvUb7RIVPSA]{Enhanced Potential}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.4XwwFeGO5haHxvQs]{Basic Follower}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.zTsjsWVgzjQzl2MW]{Advanced Command} or @UUID[Compendium.cyphersystem-compendium.abilities.ETGBAqAc1ApFH5cx]{Expert Follower}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.8EMTH3JCrC5Vjt63]{Captivate or Inspire}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.4necR0YTsaij4ojD]{Greater Enhanced Potential}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.KpbEHKNSEycVB1GU]{Band of Followers} or @UUID[Compendium.cyphersystem-compendium.abilities.qbXP6HlN56bPt7cq]{Mind of a Leader}

GM Intrusions: Followers fail, betray, lie, become corrupted, get kidnapped, or die.

Learns Quickly

You deal with bad situations as they arise, learning new lessons each time.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.7GsuhcRTpDX0d1em]{Enhanced Intellect}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.0xVoKhKKvzxIbtJD]{There’s Your Problem}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.YCwy44WnpusEYN7g]{Quick Study}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.qgholblGXKQri99M]{Hard to Distract}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.FQPA8oY3xiZIL6aG]{Enhanced Intellect Edge} or @UUID[Compendium.cyphersystem-compendium.abilities.dVh39nh5ARUxreUc]{Flex Skill}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.dIK67k9aoBbFBnkf]{Pay It Forward}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.7GsuhcRTpDX0d1em]{Enhanced Intellect}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.2LaX22wvw35lDger]{Learned a Few Things}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.EE1xCQ3OvCrdrG6z]{Two Things at Once} or @UUID[Compendium.cyphersystem-compendium.abilities.CtRvLxfUlCynJv1B]{Skill With Defense}

GM Intrusions: Accidents and mistakes are great teachers.

Lives in the Wilderness

You can survive in badlands where others perish.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.KqV5RSzOU3S3NK51]{Wilderness Life}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.wHcuP6T7Ti6j5Y8C]{Enhanced Might}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.vFQaDsHzJpTSV8Tw]{Living Off the Land}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.Db7aRY4t1mwRpcoL]{Wilderness Explorer}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.KAAezRI2l8rdp1NS]{Animal Senses and Sensibilities} or @UUID[Compendium.cyphersystem-compendium.abilities.Ja8ebgq2RDQryN62]{Wilderness Encouragement}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.CBdIPMJ2oOOesmod]{Wilderness Awareness}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.pfZzabIIEuU4kSH3]{The Wild Is on Your Side}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.Wj6oHOvnZkZjulwI]{One With the Wild} or @UUID[Compendium.cyphersystem-compendium.abilities.TRdK7RJBkq8WW4np]{Wild Camouflage}

GM Intrusions: People in cities and towns sometimes disparage those who look (and smell) like they live in the wilds, as if they were ignorant or barbaric.

Looks for Trouble

You’re a scrapper and love a good fight.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.Hgr8QZmzjXmYorfs]{Fists of Fury}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.XseI77zSp7iHkEWq]{Wound Tender}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.qp1jDaFiRR5xPPMn]{Protector}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.tFhd4dEGikOd1g1K]{Straightforward}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks} or @UUID[Compendium.cyphersystem-compendium.abilities.4necR0YTsaij4ojD]{Greater Enhanced Potential}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.2K3b6cTuLEGZfYqa]{Knock Out}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.kNSRytTtQX0rU3aE]{Mastery With Attacks}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.R9KnCCvGoEHvV1p0]{Greater Enhanced Might} or @UUID[Compendium.cyphersystem-compendium.abilities.58CLKxSLgaT6W6Cj]{Lethal Damage}

GM Intrusions: Weapons break or fly from even the strongest grip. Brawlers trip and fall. Even the battlefield can work against you with things falling or collapsing.

Loves the Void

When it’s just you, your spacesuit, and the panorama of stars wheeling out forever and always, you are at peace.

Type Swap Option: @UUID[Compendium.cyphersystem-compendium.abilities.geCiPXMF2sIRJ68U]{Have Spacesuit, Will Travel}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.zgcoMEc4j2MjpDhC]{Vacuum Skilled}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.GfDLA0qSvqhqzIbL]{Microgravity Adept}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.QH3l6ojVnasZm5U8]{Enhanced Speed Edge}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.MwVDTy2Rx1V7Tyly]{Enhanced Physique}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.q73VWJY2cmWxRcYx]{Space Fighting} or @UUID[Compendium.cyphersystem-compendium.abilities.rqC9cEmRkvm29N56]{Fusion Armor}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.U2QV8t7Pq9irgHqF]{Silent As Space}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.JJ9nWmcBIlfyNDfe]{Push Off and Throw}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.iIy1HDd9yUl07AYo]{Microgravity Avoidance}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.w3HN2nZBTo5mLJcM]{Weightless Shot} or @UUID[Compendium.cyphersystem-compendium.abilities.cbXNxvPdWEbKF6nA]{Reactive Field}

GM Intrusions: Spacesuits develop glitches. Air refill cartridges sometimes misreport capacity. Micrometeorites are common in space.

Masters Defense

You use protective equipment and practiced techniques to avoid becoming hurt in a fight.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.EheuStXUDPojVmT5]{Shield Master}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.gS1X6POaKLjNlHsI]{Sturdy}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.o2ZDoteWQsFsqTJr]{Practiced in Armor}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.zLJYM2OiFVIsuz3P]{Dodge and Resist} or @UUID[Compendium.cyphersystem-compendium.abilities.E1YiGcXAYOjHXoAd]{Dodge and Respond}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.2AIQhz00HyZhY7wM]{Tower of Will}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.4eCjeGPA0ovnwIfu]{Experienced in Armor}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.lGbieMmnuoqsl4Jz]{Nothing but Defend}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.i5n7BaFjTo6W35f9]{Defense Master} or @UUID[Compendium.cyphersystem-compendium.abilities.B6SEeGr5kxLAgvvq]{Wear It Well}

GM Intrusions: Shields break when hit, as do weapons used to parry. Armor straps break.

Masters Spells

By specializing in spellcasting and keeping a spellbook, you can quickly cast spells of arcing lightning, rolling fire, creeping shadow, and summoning.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.EyAIsiqJGCspQFcu]{Arcane Flare}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.Yg6jEM07HAccDcNC]{Ray of Confusion}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.NgHLZq3tZ3CFJvYv]{Fire Bloom} or @UUID[Compendium.cyphersystem-compendium.abilities.wEWyNKnVgVOjsyms]{Summon Giant Spider}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.2t9oGZRuFhLCKjsa]{Soul Interrogation}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.ZK9Ruc53rKBqU93i]{Granite Wall}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.LnZkUlKUuuD7iW3P]{Summon Demon} or @UUID[Compendium.cyphersystem-compendium.abilities.Gsre3acJaxhGBa0S]{Word of Death}

GM Intrusions: The spell goes wrong. The summoned creature turns on the caster. A rival spellcaster is drawn to the magic use.

Masters the Swarm

Insects. Rats. Bats. Even birds. You master one type of small creature that obeys you.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.ZEcFnsNXgcozJElT]{Influence Swarm}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.hIxPlDRbNqallNiu]{Control Swarm}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.CEscdPwUrBpzUeS0]{Living Armor} or @UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.gLxVxCSix441TyKq]{Call Swarm}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.rUzrjRuT2nfEdCaJ]{Gain Unusual Companion}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.iQhBPww1s4wRZcDz]{Deadly Swarm} or @UUID[Compendium.cyphersystem-compendium.abilities.CtRvLxfUlCynJv1B]{Skill With Defense}

GM Intrusions: A command is misunderstood. Control is erratic or is lost. Bites and stings are not uncommon for masters of the swarm.

Masters Weaponry

You are a master user of a particular type of weapon, be it a sword, whip, dagger, gun, or something else.

Someone who Masters Weaponry might have additional equipment, including a high- quality weapon.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.J0fj73TfCu4aSdVL]{Weapon Master}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.qBTIXXJt2Ahn8UYh]{Weapon Crafter}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.6Xs3fyaANQDWXRoc]{Weapon Defense}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.YA5P5CBNr5NSmY6z]{Rapid Attack} or @UUID[Compendium.cyphersystem-compendium.abilities.7rjeYt5hNhkvqK9w]{Disarming Strike}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.imWLlYQs4LTaCTdS]{Never Fumble}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.mhgFWIDr0QuCHRIF]{Extreme Mastery}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.KNElOxbWobS1ygLv]{Murderer} or @UUID[Compendium.cyphersystem-compendium.abilities.6P1CJvVMot3Y2xj0]{Deadly Strike}

GM Intrusions: Weapons break. Weapons can be stolen. Weapons can be dropped or forced out of your hand.

Metes Out Justice

You right wrongs, protect the innocent, and punish the guilty.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.Zu06akqnHdCvoR0W]{Make Judgment}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.tjxKTFdA8gqZDP90]{Designation}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.5jGN9GicKYIAneKQ]{Defend the Innocent}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.3fMzqFFQ1rLtbVrd]{Improved Designation}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.bz04IOSkdP3zcRMD]{Defend All the Innocent} or @UUID[Compendium.cyphersystem-compendium.abilities.iGRECL13bqrSSF7P]{Punish the Guilty}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.RESKINMA0INj60Rc]{Find the Guilty}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.QgnoEdKZ50u4JZoL]{Greater Designation}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.KVOFCKWKmUrqAe7v]{Punish All the Guilty}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.JH40M99RAN6IZWze]{Damn the Guilty} or @UUID[Compendium.cyphersystem-compendium.abilities.Kf09KYdZqG6dNTFC]{Inspire the Innocent}

GM Intrusions: Guilt or innocence can be complicated. Some people resent the presumption of a self-appointed judge. Passing judgment makes enemies.

Moves Like a Cat

Lithe, flexible, and graceful, you move quickly and smoothly, and never seem to be where danger is.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.Qsi6Iw5YCcY8jmNx]{Greater Enhanced Speed}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.tJiXzKX4gf0GNV6V]{Balance}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.tC7wmZwlZcQy5Vd0]{Movement Skills}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.g0Ewv5wBooSFYOlH]{Safe Fall}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.leUaFf4AxYJwwOHt]{Hard to Hit}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.QH3l6ojVnasZm5U8]{Enhanced Speed Edge} or @UUID[Compendium.cyphersystem-compendium.abilities.Qsi6Iw5YCcY8jmNx]{Greater Enhanced Speed}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.JlYk5UNZEUzzO8Js]{Quick Strike}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.2CrV3a9S1yzOXBOJ]{Slippery}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.mSNoWynky7DMz7ln]{Perfect Speed Burst} or @UUID[Compendium.cyphersystem-compendium.abilities.Qsi6Iw5YCcY8jmNx]{Greater Enhanced Speed}

GM Intrusions: Even a cat can be clumsy. A jump isn’t quite as easy as it looks. An escape move is so overzealous that it sends the character right into harm’s way.

Moves Like the Wind

You can move so fast that you become a blur.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.Qsi6Iw5YCcY8jmNx]{Greater Enhanced Speed}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.Sg5WeSF04CYNEecl]{Fleet of Foot}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.leUaFf4AxYJwwOHt]{Hard to Hit}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.8LHIZs9gEAd02tId]{Speed Burst} or @UUID[Compendium.cyphersystem-compendium.abilities.Qsi6Iw5YCcY8jmNx]{Greater Enhanced Speed}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.Zps9ZUc9RD1mRDEK]{Blink of an Eye}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.NhNvpbUWNRIFEm8b]{Hard to See}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.mSNoWynky7DMz7ln]{Perfect Speed Burst} or @UUID[Compendium.cyphersystem-compendium.abilities.0wVk3CszKCJQfp0Q]{Incredible Running Speed}

GM Intrusions: Surfaces can be slick or offer hidden obstacles. The movement of other creatures can be unpredictable, and the character might run into them.

Murders

You’re an assassin, whether by trade, by inclination, or because it was that or be killed yourself. (Someone who Murders might have additional equipment, including three doses of a level 2 blade poison that inflicts 5 points of damage.)

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.uG2ACHNAPoZirp0b]{Surprise Attack}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.rYaAyFLmCAAwZi0s]{Assassin Skills}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.y2eUnbkzxOeoe9w6]{Quick Death}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.369RISHwqzRXkwEG]{Infiltrator}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.ZB80ZclRSzEcr4o1]{Awareness} or @UUID[Compendium.cyphersystem-compendium.abilities.AQQzctwqPJPUTRbb]{Poison Crafter}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.tbeFzIPGuAjRBpKM]{Better Surprise Attack}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.UlQ7w5iD57Hfdzce]{Damage Dealer}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.FzJe2XEwhtUajTWI]{Escape Plan} or @UUID[Compendium.cyphersystem-compendium.abilities.KNElOxbWobS1ygLv]{Murderer}

GM Intrusions: Most people do not react well to a professional killer.

Needs No Weapon

Powerful punches, kicks, elbows, knees, and full body movements are all the weapons you need.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.Hgr8QZmzjXmYorfs]{Fists of Fury}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.K33ayv0NcktuV53N]{Flesh of Stone}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.p61Ycyc7lVZQXupO]{Advantage to Disadvantage}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.JJKRrcU5L1yM9y90]{Unarmed Fighting Style}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.mGv7zlZu1wtNCQXQ]{Moving Like Water} or @UUID[Compendium.cyphersystem-compendium.abilities.4necR0YTsaij4ojD]{Greater Enhanced Potential}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.LODZEYtmmBN5D9zZ]{Divert Attacks}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.eQIPJk2xcFGfDr3H]{Stun Attack}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.S4PaEqmYjg4TGoG3]{Master of Unarmed Fighting Style} or @UUID[Compendium.cyphersystem-compendium.abilities.58CLKxSLgaT6W6Cj]{Lethal Damage}

GM Intrusions: Striking certain foes hurts you as much as it hurts them. Opponents with weapons have greater reach. Complicated martial arts moves can knock you off balance.

Never Says Die

You never quit, can shrug off a beating, and always come back for more.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.UtFc3e4grYyCQneH]{Improved Recovery}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.wXV7JxEmZDlBvRKO]{Push on Through}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.JuOmZXMt1T3tQUZ8]{Ignore the Pain}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.R0UuZ32vmmeFbSMV]{Blood Fever} or @UUID[Compendium.cyphersystem-compendium.abilities.sPheWt9emoY3PCA8]{Hidden Reserves}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.iyM2N9G0RLlj6BZ7]{Increasing Determination} or @UUID[Compendium.cyphersystem-compendium.abilities.3VJyYtECl0wKQj2p]{Outlast the Foe}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.sbGo2i4oqy1aUeQ6]{Not Dead Yet}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.5HNZcrij9mgEmvAR]{Final Defiance} or @UUID[Compendium.cyphersystem-compendium.abilities.NMgopYfoagESHtea]{Ignore Affliction}

GM Intrusions: Sometimes, it’s equipment or weapons that give out.

Operates Undercover

Under the guise of someone else, you seek to find answers the powerful do not want divulged.

Someone who Operates Undercover might have additional equipment that includes a disguise kit.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.PK6oiYXgdP7KaGgi]{Investigate}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.eYHlYyVDj3odrAFJ]{Disguise}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.6ILcTvACqDdLVpc8]{Agent Provocateur} or @UUID[Compendium.cyphersystem-compendium.abilities.ZuX6gykVtKxiBAxR]{Run and Fight}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.MzKqElUHuTtHkV7D]{Pull a Fast One}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.bgaCXtvlT0zWmAIA]{Using What’s Available}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.V7npSeuqG3JI4Dvv]{Trust to Luck} or @UUID[Compendium.cyphersystem-compendium.abilities.6P1CJvVMot3Y2xj0]{Deadly Strike}

GM Intrusions: Bad luck can ruin the best plans. Disguises fail. Allies are revealed to be agents, too.

Performs Feats of Strength

A muscled prodigy, you can haul incredible weight, hurl your body through the air, and punch through doors.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.cpXOBSLY03j89yOy]{Athlete}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.g1t5TxZXsNovIVTn]{Enhanced Might Edge}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.YQEECpNwDSFCFnCN]{Feat of Strength}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.PYD24TjoDAqbKAj8]{Iron Fist} or @UUID[Compendium.cyphersystem-compendium.abilities.WuNUt6ltWGDdjNLS]{Throw}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.R9KnCCvGoEHvV1p0]{Greater Enhanced Might}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.ARiNuZrnfFCvZAFd]{Brute Strike}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.R9KnCCvGoEHvV1p0]{Greater Enhanced Might} or @UUID[Compendium.cyphersystem-compendium.abilities.IFb8NX06xgWM7H98]{Jump Attack}

GM Intrusions: It’s easy to break delicate things or hurt someone accidentally.

Pilots Starcraft

You’re a crack starship pilot.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.Kk5nnC1EcYtqc3Fu]{Pilot}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.QgCWZia7gFicmEJr]{Flex Lore}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.h3G0Ven2SoaPCbk4]{Salvage and Comfort}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.hGbNYgkuIiZHomcJ]{Mentally Tough}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.12xO8QaEsTvEFUvY]{Expert Pilot}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.hIy0GMeL8WALvhEb]{Ship Footing} or @UUID[Compendium.cyphersystem-compendium.abilities.XkFsMa9e9IY2FRcN]{Machine Companion}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.x7YnN02GiwDQ09km]{Sensor Array}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.tuofJSTVjOEwRUem]{Enhanced Speed}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.YWMUeaNzao8n8pAc]{Like the Back of Your Hand}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.0q9alvmsQKKViN0r]{Incomparable Pilot}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.Yo2Z3EdYjx88jYnp]{Remote Control} or @UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks}

GM Intrusions: Starcraft get lost, break down, and are attacked in space. An alien stowaway is found.

Plays Too Many Games

Lessons, reflexes, and strategies you’ve learned by playing too many games have applications in the real world, where people who don’t play enough toil and live their dreary lives.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.qpBv7OxAcMAAtY2M]{Game Lessons}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.p3kh3XKzetkJTG1J]{Gamer}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.qEzcqbNhuJQuBagn]{Zero Dark Eyes}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.pMQT2QIL38XlhkxB]{Resist Tricks}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.QDSSTe5EGrBHjtnL]{Sniper’s Aim} or @UUID[Compendium.cyphersystem-compendium.abilities.QH3l6ojVnasZm5U8]{Enhanced Speed Edge}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.R9WffstnihzBuuvW]{Mind Games}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.7GsuhcRTpDX0d1em]{Enhanced Intellect}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.W0Jw19mWIycjIgmo]{Gamer’s Fortitude}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.laxdkyrDuOhxfWKc]{Mind Surge} or @UUID[Compendium.cyphersystem-compendium.abilities.dIUTe5O1jeA47zps]{Gaming God}

GM Intrusions: Missed attacks strike the wrong target. Equipment breaks. Sometimes people react negatively to someone who has lived most of their life in imaginary game worlds.

Rages

When you go berserk, everyone fears you.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.YGsGHp1rbu3Z7Kdd]{Frenzy}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.R9KnCCvGoEHvV1p0]{Greater Enhanced Might}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.tC7wmZwlZcQy5Vd0]{Movement Skills}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.NoC3yuqxU8yhPf47]{Power Strike} or @UUID[Compendium.cyphersystem-compendium.abilities.zEkA8MhrnJ5p9Io6]{Unarmored Fighter}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.hAVC1FOl7hwnuBpC]{Greater Frenzy}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.ltAq7qr8aaalOtJp]{Attack and Attack Again}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.4necR0YTsaij4ojD]{Greater Enhanced Potential} or @UUID[Compendium.cyphersystem-compendium.abilities.58CLKxSLgaT6W6Cj]{Lethal Damage}

GM Intrusions: It’s easy for a berserker to lose control and attack friend as well as foe.

Rides the Lightning

You create and discharge electrical power.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.3btRIiWxY8oMcVMo]{Shock}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.essJhO2eqoHmIQaa]{Charge}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.uh1t4rnkZ2jOCjHJ]{Bolt Rider}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.76HF09q7MdGek863]{Electric Armor} or @UUID[Compendium.cyphersystem-compendium.abilities.A6H8xi93t6Zrexz9]{Drain Charge}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.YDKULtvV0pMJDxi2]{Bolts of Power}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.etGUYa9dQSvjLvXX]{Electrical Flight}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.2TaqNf6bhxijKELX]{Flash Across the Miles} or @UUID[Compendium.cyphersystem-compendium.abilities.Bny0sFdqf40pJeOp]{Wall of Lightning}

GM Intrusions: Targets other than those intended are shocked. Objects explode.

Runs Away

Your first instinct is to run from danger, and you’ve gotten very good at it.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.10EqPrn9aONinEfm]{Go Defensive}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.tuofJSTVjOEwRUem]{Enhanced Speed}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.QVPmLa6CKwmH6vJZ]{Quick to Flee}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.0wVk3CszKCJQfp0Q]{Incredible Running Speed} or @UUID[Compendium.cyphersystem-compendium.abilities.Qsi6Iw5YCcY8jmNx]{Greater Enhanced Speed}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.iyM2N9G0RLlj6BZ7]{Increasing Determination}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.Mac5S0sQe9Muf4Mv]{Quick Wits}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.U33DbRwloywFlYfi]{Go to Ground}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.hKhwP85QeRGPW03G]{Burst of Escape} or @UUID[Compendium.cyphersystem-compendium.abilities.CtRvLxfUlCynJv1B]{Skill With Defense}

GM Intrusions: Quick movements sometimes lead to dropped items, slipping on uneven ground, or going the wrong way by accident.

Sailed Beneath the Jolly Roger

You sailed with a crew of dread pirates, but you’ve decided to end your days as a pirate and join some other cause. The question is, will your past let you go so easily?

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.JuOmZXMt1T3tQUZ8]{Ignore the Pain}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.IYt42xzsjesQyEfT]{Sailor}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.B4U7RiMrZElfOQyj]{Taking Advantage}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.1POQ4sFW5DLrmXhn]{Fearsome Reputation}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks} or @UUID[Compendium.cyphersystem-compendium.abilities.CtRvLxfUlCynJv1B]{Skill With Defense}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.oCcnXLYQy9DjwPJC]{Sea Legs}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.tC7wmZwlZcQy5Vd0]{Movement Skills}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.5rgcPJXpCcB5VJ1m]{Lost in the Chaos}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.AsmIgvoIRPEtuzkh]{Duel to the Death} or @UUID[Compendium.cyphersystem-compendium.abilities.36nlDXhOP5e5dfns]{Successive Attack}

GM Intrusions: The dangers of the high seas are many, including severe storms and disease. Other pirates sometimes get ahead through betrayal. A pirate tracks down former sailing mates to find hidden treasure.

Scavenges

When not running and hiding, you sift the ruins of civilization for useful remnants to ensure your survival.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.OjGaIl0JEepjDrla]{Post-Apocalyptic Survivor}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.ZOfmWQFbwSJQB4wm]{Ruin Lore}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.IswvUEdCBBZDRme6]{Junkmonger}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.B4U7RiMrZElfOQyj]{Taking Advantage} or @UUID[Compendium.cyphersystem-compendium.abilities.b776WTF2u1roh3n0]{Incredible Health}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.YID6zEB7KkHGYAlD]{Know Where to Look}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.EjBzy1Ue1AA8i6ry]{Recycled Cyphers}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.MJE1k2RmCM6HRwFV]{Artifact Scavenger} or @UUID[Compendium.cyphersystem-compendium.abilities.cbXNxvPdWEbKF6nA]{Reactive Field}

GM Intrusions: An item made with recycled junk breaks. Someone shows up claiming that the useful item or piece of junk scavenged belongs to them. A recycled cypher explodes.

Sees Beyond

You have a psychic sense that allows you to see what others cannot.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.jq6Wm9xYxJA0bRaR]{See the Unseen}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.rYyymKUc0QKWdNsy]{See Through Matter}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.Mu5knvNfGyaeaiTB]{Find the Hidden} or @UUID[Compendium.cyphersystem-compendium.abilities.bzy1KzO0oPmZGu2b]{Sensor}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.KBjSpuK7XJc1abJv]{Remote Viewing}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.PazO9rJ2YoE8VEUw]{See Through Time}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.lL7QywDGOszTIJCE]{Mental Projection} or @UUID[Compendium.cyphersystem-compendium.abilities.RE24qvMuPhasaCP3]{Total Awareness}

GM Intrusions: Some secrets are too terrible to know.

Separates Mind From Body

You can project your mind out of your body to see faraway places and learn secrets that would otherwise remain hidden.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.WgjatSOUT6pT02A7]{Third Eye}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.oTDJtTDkwxr5uSfU]{Open Mind}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.9sfX1SGtcQ17Uiny]{Sharp Senses}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.6X3BDWzVKsWltrtY]{Roaming Third Eye} or @UUID[Compendium.cyphersystem-compendium.abilities.Mu5knvNfGyaeaiTB]{Find the Hidden}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.bzy1KzO0oPmZGu2b]{Sensor}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.miR0d91lKIfmBGdO]{Psychic Passenger}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.lL7QywDGOszTIJCE]{Mental Projection} or @UUID[Compendium.cyphersystem-compendium.abilities.eblwQ80CBlBdeUp5]{Improved Sensor}

GM Intrusions: Reuniting mind and body can sometimes be disorienting and require a character to spend a few moments to get their bearings.

Shepherds Spirits

Wandering souls, nature spirits, and elemental beings aid and support you.

In some settings, the Shepherds Spirits focus applies to only one kind of spirit, such as spirits of the deceased, nature spirits, and so on.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.pHFFr4DkCythNc5n]{Question the Spirits}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.RkOvawhfH5MHQFOH]{Spirit Accomplice}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.dCQdSi11hJDyOSdD]{Command Spirit} or @UUID[Compendium.cyphersystem-compendium.abilities.LojkwDtb1gHLSB6A]{Preternatural Senses}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.OWVz2CkwLnCSJMdS]{Wraith Cloak}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.jVY1PTxvZvpjZILB]{Call Dead Spirit}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.ElsQU746B70tsPmZ]{Call Otherworldly Spirit} or @UUID[Compendium.cyphersystem-compendium.abilities.PvISXo6EQ2PmCGes]{Infuse Spirit}

GM Intrusions: Some people don’t trust those who deal with spirits. The dead sometimes don’t want shepherding.

Shepherds the Community

You keep the place where you live safe from all danger.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.op9VSx3NJT28UwTH]{Community Knowledge}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.ag3OU8JZuc769034]{Community Activist}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.6ZVINuyZm4jowRGt]{Shepherd’s Fury} or @UUID[Compendium.cyphersystem-compendium.abilities.CtRvLxfUlCynJv1B]{Skill With Defense}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.4necR0YTsaij4ojD]{Greater Enhanced Potential}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.N0OZaNOIbHTiWDL1]{Evasion}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.oroWEBbp3cvrYwH9]{Greater Skill With Attacks} or @UUID[Compendium.cyphersystem-compendium.abilities.xxavxLEaiVFug1D6]{Protective Wall}

GM Intrusions: People in the community misunderstand the character’s motives. Rivals try to oust the character.

Shreds the Walls of the World

Speed plus phasing gives you a unique ability to evade danger and simultaneously inflict damage.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.3t1QshyGYnCSo12z]{Phase Sprint}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.7f6ulMjWFw2BOK76]{Disrupting Touch}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.n81xGnZHydeXmIRc]{Scratch Existence}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.nEN2HYzlJWhonfmE]{Invisible Phasing} or @UUID[Compendium.cyphersystem-compendium.abilities.g0SqMvb020tiTQ48]{Walk Through Walls}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.rXUUDUJFKis8TpnL]{Phase Detonation}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.8yGwY0PvtF2ivdSn]{Very Long Sprinting}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.P9HlASUtyiOXghBZ]{Shred Existence} or @UUID[Compendium.cyphersystem-compendium.abilities.INdq5iQf5ECzRiNp]{Untouchable While Moving}

GM Intrusions: Moving so quickly while sprinting sometimes leads to stumbles on unexpected, exotic obstacles.

Siphons Power

You suck power out of machines and creatures alike in order to empower yourself.

Robots and other living machines should be treated as creatures, not machines, for the purposes of siphoning power from them.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.JyAovhallyh9m6oW]{Drain Machine}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.gWvMJQPBSmeaP8yN]{Drain Creature}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.wEj2uvWI3w0W9HWH]{Drain at a Distance} or @UUID[Compendium.cyphersystem-compendium.abilities.P73TBXcNDbZCVsdE]{Unraveling Consumption}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.gn1jtMLhp6qPNXUL]{Store Energy}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.4Xvgo62UVSOI9Acx]{Share the Power}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.Be1ehHb90jtLc8l0]{Explosive Release} or @UUID[Compendium.cyphersystem-compendium.abilities.xbYD729j3km6ZDCA]{Sun Siphon}

GM Intrusions: Drained power also transmits something unwanted—compulsions, afflictions, or alien thoughts. Siphoned power can overload the character, causing feedback.

Slays Monsters

You kill monsters.

Although wielding a sword in a setting where people usually do not carry such weapons is fine, you can change the Slays Monsters sword-related abilities to use a different weapon, such as a gun with silver bullets.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.WFK0xBSAIpD59va8]{Practiced With Swords}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.nW46hfygkxB7FW5m]{Monster Bane}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.PRW5MxW12oakmeHE]{Monster Lore}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.lw0otGU2Iaorppdc]{Will of Legend}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.gPqiQflb6Z3DXGVk]{Trained Slayer}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.HPIlAWDGOQFw6yGm]{Improved Monster Bane} or @UUID[Compendium.cyphersystem-compendium.abilities.lwJAowJa4eKlcDjb]{Misdirect}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.5otvtHrbVXIh0N27]{Fight On}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.oroWEBbp3cvrYwH9]{Greater Skill With Attacks} (swords)

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.KNElOxbWobS1ygLv]{Murderer} or @UUID[Compendium.cyphersystem-compendium.abilities.VupBbHOJAX45Yazb]{Heroic Monster Bane}

GM Intrusions: The monster laid a trap or set an ambush. The monster has previously undisclosed abilities. The monster’s mother vows revenge.

Solves Mysteries

You’re a master of deduction, using evidence to find the answer.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.FzpkQwb1jA53bs1y]{Investigator}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.HWZ8mwAfZEu6r778]{Sleuth}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.7BkWiUHcUrcRIKqO]{Out of Harm’s Way}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.PlVEpuVxp9pGJSoa]{You Studied} or @UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.mL6Yae2CxgefOMHn]{Draw Conclusion}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.0f2qoQlYGRqgu0Nj]{Defuse Situation}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.wqUItgrYzBeMiAoB]{Seize the Initiative} or @UUID[Compendium.cyphersystem-compendium.abilities.nOuOE3EkrNr81pSq]{Greater Skill With Defense}

GM Intrusions: Evidence disappears, red herrings confuse, and witnesses lie. Initial research can be faulty.

Speaks for the Land

Your spiritual connection to nature and the environment grants you mystical abilities.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.0Wq39mJ9oXA415qx]{Seeds of Fury}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.8KYjSKp6ieQ8YXUy]{Wilderness Lore}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.zW0cZJQTR0tHUmn3]{Grasping Foliage}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.gT21nqWZ9Es576oC]{Soothe the Savage} or @UUID[Compendium.cyphersystem-compendium.abilities.OIk4usP2NFT0tDu7]{Communication}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.RfGCXsX7JXEr8fMw]{Moon Shape}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.UJpMPRD25O7HvhbV]{Insect Eruption}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.2lhnVWUMX1Nu6KVj]{Call the Storm} or @UUID[Compendium.cyphersystem-compendium.abilities.jhdgI9rV2mpH6JQU]{Earthquake}

GM Intrusions: An injured natural (but dangerous) creature is discovered. Someone’s poaching wildlife for their skins, leaving the carcasses to rot. A tree falls in the forest, one of the last elder trees.

Stands Like a Bastion

Your armor, along with your size, strength, incredible training, or machine enhancement, makes you difficult to move or hurt.

Some characters who Stand Like a Bastion might already be experts in armor. They can choose a different tier 1 ability instead of Practiced in Armor.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.o2ZDoteWQsFsqTJr]{Practiced in Armor}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.GlXd4oFI9Fqq3rAX]{Experienced Defender}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.mmg9XLzvfbP4ESGO]{Resist the Elements}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.27EOrq94WxqgBbWQ]{Unmovable}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.R9KnCCvGoEHvV1p0]{Greater Enhanced Might} or @UUID[Compendium.cyphersystem-compendium.abilities.yl2zo179wXZW5Xxc]{Practiced With All Weapons}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.YeOtzG5ksxonD5RS]{Living Wall}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.VsAP4JEe7W5gaGaG]{Hardiness}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.4k5JFV78A5SiPjFo]{Mastery in Armor}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.58CLKxSLgaT6W6Cj]{Lethal Damage} or @UUID[Compendium.cyphersystem-compendium.abilities.NKvNEjx64CcS3l13]{Shield Training}

GM Intrusions: Armor is damaged. Small foes conspire in ingenious ways.

Takes Animal Shape

A shapechanger who can take the form of various animals.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.rJ4ZXuIcz0knY41H]{Animal Shape}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.OIk4usP2NFT0tDu7]{Communication}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.Y4V4tXQ9lO0rMNKR]{Bigger Animal Shape} or @UUID[Compendium.cyphersystem-compendium.abilities.Ee8QC6fkRvD1yw6h]{Greater Beast Form} (works with Animal Shape)

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.gXiq1edSDteTcfGC]{Animal Scrying}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.KGzAHs3qln0fNDjt]{Hard to Kill}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.iX07Ltb1JYr1nMYM]{Blurring Speed} or @UUID[Compendium.cyphersystem-compendium.abilities.QZZXgZ6PF8Eccs74]{Lend Animal Shape}

GM Intrusions: The character unexpectedly changes form. An NPC is frightened by or aggressive toward the shapeshifter. The transformation takes longer than expected.

Talks to Machines

You use your organic brain like a computer, interfacing “wirelessly” with any electronic device. You can control and influence them in ways that others can’t.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.lzy1YbdIJxzNIHZq]{Machine Affinity}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.7nUj7rxq4Qwg4FUM]{Distant Interface}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.L3UjcLAFvS9MLWCu]{Coaxing Power}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.SeAlSU8Rim5CWsgV]{Charm Machine}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.2odkyEO8azxIZWYj]{Intelligent Interface} or @UUID[Compendium.cyphersystem-compendium.abilities.OE5yXpzWC8lSUmGX]{Command Machine}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.XkFsMa9e9IY2FRcN]{Machine Companion}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.NoKdHv0FSytZR4iF]{Robot Fighter}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.PLyxuOlieOGsJx4h]{Information Gathering}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.FxohCBSksJIu1BSA]{Control Machine} or @UUID[Compendium.cyphersystem-compendium.abilities.PKFz6WVsaKm5kIir]{Improved Machine Companion}

GM Intrusions: The machine malfunctions or acts unpredictably.

Throws With Deadly Accuracy

Everything that leaves your hand goes exactly where you’d like it to go and at the range and speed to make the perfect impact.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.XAXJ3mFGdDv0fXLP]{Precision}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.PlTtlXeugIljHFVg]{Careful Aim}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.yszDDDpH6m16dEoV]{Quick Throw} or @UUID[Compendium.cyphersystem-compendium.abilities.CtRvLxfUlCynJv1B]{Skill With Defense}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.1L1uoad8vwgWxiyN]{Everything Is a Weapon}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.hbWaCBEfSMujqvDf]{Specialized Throwing}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.WW3QjCP5UJUsKBW3]{Whirlwind of Throws}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.58CLKxSLgaT6W6Cj]{Lethal Damage} or @UUID[Compendium.cyphersystem-compendium.abilities.LTqgcoprvBF2ZkdH]{Mastery With Defense}

GM Intrusions: Missed attacks strike the wrong target. Ricochets can be dangerous. Improvised weapons break.

Thunders

You emit destructive sound and manipulate soundscapes.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.uMaMKhemHmtlXDjT]{Thunder Beam}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.87SQGqcRavRZslAp]{Sound Conversion Barrier}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.KLFHpPR0MKLOWr8l]{Nullify Sound} or @UUID[Compendium.cyphersystem-compendium.abilities.EcOIgMC9c1IfSHsr]{Echolocation}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.znJCKr6PeEq4a0j5]{Shattering Shout}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.QZa9b5G80qxtoYqg]{Subsonic Rumble}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.B0dq2gW9gdA0PdzR]{Amplify Sounds}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.jhdgI9rV2mpH6JQU]{Earthquake} or @UUID[Compendium.cyphersystem-compendium.abilities.GlFT2ITvytQVWywQ]{Lethal Vibration}

GM Intrusions: Loud noises attract attention.

Travels Through Time

You can see through time, try to reach through it, and eventually even travel through it.

Although all character choices are subject to GM approval, Travels Through Time is a focus that the GM and player should probably have a long conversation about ahead of time, so the player knows the rules of time travel (if any) that exist in the GM’s setting. A character with this focus can drastically alter a setting, if the rules of time travel allow it.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.YD5gm0w3lqTSyO3V]{Anticipation}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.83y32UMQWshRvbDG]{See History}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.3wxiRMTCBZ4iNCHp]{Temporal Acceleration} or @UUID[Compendium.cyphersystem-compendium.abilities.l5vgtPP0LcsqGrzn]{Time Loop}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.0EhZzYdEhtCRnV4c]{Temporal Dislocation}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.OWRsjlf3ahyH9eez]{Time Doppelganger}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.U58ZQ1X3byfANn4W]{Call Through Time} or @UUID[Compendium.cyphersystem-compendium.abilities.lkO9VJhfOrgLY4g1]{Time Travel}

GM Intrusions: Paradoxes are created. Others remember past events differently.

Uses Wild Magic

You are a spellcaster who learns a variety of spells instead of focusing on just one kind of magic.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.Ub8NGsmH8NZcKguG]{Magical Repertoire}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.WvBcuYiFRM3KaTFj]{Cypher Casting}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.BPFjvh6nBN8bxk8T]{Expanded Repertoire}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.fQ3O3G7rFmv194uI]{Cypher Surge} or @UUID[Compendium.cyphersystem-compendium.abilities.Ax9HryNcPDei0g7t]{Faster Wild Magic}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.BPFjvh6nBN8bxk8T]{Expanded Repertoire}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.nfmwpxvs3RvednVI]{Magical Training}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.UNCbO4WGTB8ZubpZ]{Maximize Cypher} or @UUID[Compendium.cyphersystem-compendium.abilities.mz4KXXoQoHXyOBKI]{Wild Insight}

GM Intrusions: A spell performs erratically or rebounds upon the caster. Something interferes with preparing spells. Spellcasting attracts the attention of a powerful creature or potential rival. The cypher spell being cast is replaced with that of a random cypher.

Walks the Wild Woods

You are an adherent of nature magic who draws on the power and strength of trees.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.KqV5RSzOU3S3NK51]{Wilderness Life}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.SPTY1NXOvq2oRLJO]{Patient Recovery}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.ggQwr8b85bg7yzmK]{Wooden Body}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.c3GBVwgz9atmtbgI]{Tree Companion} or @UUID[Compendium.cyphersystem-compendium.abilities.CBdIPMJ2oOOesmod]{Wilderness Awareness}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.gQ9h8tGa60VLo6IH]{Tree Travel}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.mAc6hl4jKLZz84VK]{Great Tree}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.pBX1EYNVGutNx3b5]{Dreadwood} or @UUID[Compendium.cyphersystem-compendium.abilities.HUhj33woHX86SbX8]{Restorative Bloom}

GM Intrusions: A wooden character catches fire. A wild swing from a tree branch hits or trips an ally. Some trees have evil hearts and hate all walking things.

Was Foretold

You are the “chosen one,” and prophecy, prediction, prognostication, or some other method of determination expects great things of you one day.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.V765JZKDKQ00Buyn]{Interaction Skills}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.4p95GsynORh0Xd7X]{Knowing}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.Z7CKGOQWnfdNO885]{Destined for Greatness}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.zIYdniz9sjvAHsnX]{Overcome All Obstacles} or @UUID[Compendium.cyphersystem-compendium.abilities.5t5EIoGSan3pQ08D]{Hard-Won Resilience}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.WeMTxJElozl7OWdJ]{Center of Attention}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.cfR2uFYjteKAqsYw]{Show Them the Way}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.2uSx4ErQ9f2QLX5M]{As Foretold in Prophecy} or @UUID[Compendium.cyphersystem-compendium.abilities.4necR0YTsaij4ojD]{Greater Enhanced Potential}

GM Intrusions: An enemy described in prophecy appears. Unbelievers threaten to ruin the moment. The character gains a reputation in outside circles as a fraud.

Wears a Sheen of Ice

You command the wintery power of cold and ice.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.czVqoPjH98xaNY1d]{Ice Armor}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.nHqTzLHJrUWSAATM]{Frost Touch}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.BGMXK6VKNmp8M4A3]{Freezing Touch} or @UUID[Compendium.cyphersystem-compendium.abilities.7G8B9lfoVXkuxvKB]{Ice Creation}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.FuufiUyoLFbgBH5J]{Resilient Ice Armor}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.yEfkqXxmuQqlA6Fi]{Cold Burst}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.mvC2vboULutesBDu]{Ice Storm} or @UUID[Compendium.cyphersystem-compendium.abilities.EXrZLa3M8BK43qoi]{Winter Gauntlets}

GM Intrusions: Ice makes surfaces slippery. Extreme cold causes objects to crack and break.

Wears Power Armor

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.ClJUFnz8xBmP4a2l]{Powered Armor}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.wHcuP6T7Ti6j5Y8C]{Enhanced Might}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.YBMLX3Jm5oN79J6G]{Heads-Up Display}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.rqC9cEmRkvm29N56]{Fusion Armor} or @UUID[Compendium.cyphersystem-compendium.abilities.b776WTF2u1roh3n0]{Incredible Health}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.dCoCGVzWxIL9fIvH]{Force Blast}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.cTU70NgcebRlD7jI]{Field-Reinforced Armor}

Tier 6: Masterful Armor Modification (Jet Assisted Flight) or Masterful Armor Modification (Cypher Pod)

GM Intrusions: The armor won’t come off. The armor acts under its own power. The armor suffers a momentary power loss. NPCs are scared by the power armor.

Wields an Enchanted Weapon

You channel magic through or from a weapon to create a unique fighting style.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.OUOVkf3edHhnyRPk]{Enchanted Weapon}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.95judMTwajJoxNfy]{Innate Power}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.HVuhBuZVJkfYuGwp]{Charge Weapon}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.VNIcNhgET9z5MW5G]{Power Crash}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.YA5P5CBNr5NSmY6z]{Rapid Attack} or @UUID[Compendium.cyphersystem-compendium.abilities.Om3PoXrtnekrw0dF]{Throw Enchanted Weapon}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.I7ScLgI1tBhWCkwf]{Defending Weapon}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.RxI9TDy4wYR9eJKk]{Enchanted Movement}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.6P1CJvVMot3Y2xj0]{Deadly Strike} or @UUID[Compendium.cyphersystem-compendium.abilities.KDZeCZJxjCQzlTxA]{Spin Attack}

GM Intrusions: A weapon breaks or is dropped. The weapon loses its connection to you until you use an action to reestablish the attunement. The weapon’s energy discharges in an unexpected way.

Wields Two Weapons at Once

You bear steel with both hands, ready to take on any foe.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.NHns9zqufRvB3Tnl]{Dual Light Wield}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.Pu5XGGLI6cCp1EQd]{Double Strike}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.369RISHwqzRXkwEG]{Infiltrator}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.q9nALxXrBv5ubXaT]{Dual Medium Wield} or @UUID[Compendium.cyphersystem-compendium.abilities.rOxKh1Z7J686a0nv]{Precise Cut}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.gVOzzvxS6PPu8Ofy]{Dual Defense}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.3uGYyiXUUSz952zQ]{Dual Distraction}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.p1UMG2hrng7mLFDv]{Disarming Attack} or @UUID[Compendium.cyphersystem-compendium.abilities.KDZeCZJxjCQzlTxA]{Spin Attack}

GM Intrusions: A blade snaps in two or a weapon flies loose from its bearer’s grip.

Works for a Living

You take great satisfaction in a job well done, whether it’s coding, building houses, or mining asteroids.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.f7wLki6qjCNs2Ici]{Handy}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.CBGeAZSBuymzrxDz]{Muscles of Iron}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.RM8Fmu1IJwzBkjcM]{Eye for Detail} or @UUID[Compendium.cyphersystem-compendium.abilities.uhC4ubTGfhkNvIMX]{Improvise}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.wHcuP6T7Ti6j5Y8C]{Enhanced Might}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.t8wL47jk1KS4zapb]{Tough It Out}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.MdRdAc0qAWghMmlV]{Expert Skill}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.4necR0YTsaij4ojD]{Greater Enhanced Potential} or @UUID[Compendium.cyphersystem-compendium.abilities.5t5EIoGSan3pQ08D]{Hard-Won Resilience}

GM Intrusions: Repairs sometimes fail. Wiring can be tricky to decipher and still carry an electrical charge. Some people are rude to those who work for a living.

Works Miracles

You can heal others with a touch, alter time to help others, and are generally beloved by everyone.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.igGttY1Y2XbAx3qY]{Healing Touch}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.8mP69InEXQ4TB5BL]{Alleviate}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.rAmIxY5G1BK4ZMm7]{Font of Healing} or @UUID[Compendium.cyphersystem-compendium.abilities.7amEMbwK27v31Lt9]{Miraculous Health}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.FiSwskgQGBjp4IhZ]{Inspire Action}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.IN9qNZDx4sBKNr8n]{Undo}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.O2XHxUa2QNrliDMG]{Greater Healing Touch} or @UUID[Compendium.cyphersystem-compendium.abilities.ydmPM9m8nmmgvlXc]{Restore Life}

GM Intrusions: Attempts to heal might cause harm instead. A community or individual needs a healer so desperately that they hold one against their will.

Works the Back Alleys

You make your way unseen, stealing from the wealthy to achieve your ends.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.QAdh0yZBjJsHdJjD]{Stealth Skills}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.OFWQd2W52VAODeas]{Underworld Contacts}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.MzKqElUHuTtHkV7D]{Pull a Fast One} or @UUID[Compendium.cyphersystem-compendium.abilities.OtbS1NoVXK7mQLEe]{Guild Training}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.KM9qqjzJBJusQNkT]{Master Thief}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.xR2DkSqvAoR8Vtfn]{Dirty Fighter}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.QtpmHxblBqoQozbg]{Alley Rat} or @UUID[Compendium.cyphersystem-compendium.abilities.eepc8U2e178RDqBs]{All-Out Con}

GM Intrusions: Thieves are thrown in jail. Powerful enemies are made.

Works the System

You can exploit flaws in artificial systems, including but not limited to computer code.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.0V2NE0905wwYPRVo]{Hack the Impossible}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.JkiG6hpsfj1h6XRR]{Computer Programming}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.2CekF2lqwNrMyio0]{Connected}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.TmDavAL4vDxKjLBK]{Confidence Artist} or @UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.1fYBYD1EfA5z1NFl]{Confuse Enemy}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.jTiOQKW2QtXK8dmF]{Work the Friendship}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.HUVY2MA2CBegFhLY]{Call in Favor} or @UUID[Compendium.cyphersystem-compendium.abilities.4necR0YTsaij4ojD]{Greater Enhanced Potential}

GM Intrusions: Contacts sometimes have ulterior motives. Devices sometimes have failsafes or even traps.

Would Rather Be Reading

Books are your friends. What’s more important than knowledge? Nothing.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.vPraXsdXkCmaoBbI]{Knowledge Is Power}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.34Ycb9VK8JwHgSl4]{Greater Enhanced Intellect}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.wJSxVM8fWADJtTSd]{Applying Your Knowledge} or @UUID[Compendium.cyphersystem-compendium.abilities.dVh39nh5ARUxreUc]{Flex Skill}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.vPraXsdXkCmaoBbI]{Knowledge Is Power}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.wlkPdME0r3hx9VbE]{Knowing the Unknown}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.34Ycb9VK8JwHgSl4]{Greater Enhanced Intellect}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.vPraXsdXkCmaoBbI]{Knowledge Is Power}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.sq2JJtnRtSthJSYL]{Tower of Intellect} or @UUID[Compendium.cyphersystem-compendium.abilities.lbXg8UlSCG23yxO4]{Read the Signs}

GM Intrusions: Books burn, get wet, or get lost. Computers break or lose power. Glasses break.

","markdown":""},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"ownership":{"default":-1},"flags":{}},{"sort":398438,"name":"Creating New Foci","type":"text","_id":"0VwlyyylqvFgJjZw","title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"

This section provides everything you need to create your own foci.

Every focus has an overarching style, whether that’s exploration, energy manipulation, or simply dealing a lot of damage in combat. These broad classifications are called focus categories.

Each focus category has an overarching theme, followed by selection guidelines that describe how to choose abilities for each tier from the Abilities chapter, from tier 1 to tier 6.

The newly created focus should be named in the form of a verb, like Controls Beasts or Abides in Stone. For instance, a fire-using focus created by following the guidelines in the energy manipulation focus category might be called Bears a Halo of Fire (one of the sample foci in this chapter). Alternatively, a new fire-using focus should get an all-new name like Stokes the Flames of the Apocalypse or Lights Fires With a Thought.

The ability selection guidelines invite you to choose an ability from one of three ranges: low tier, mid tier, and high tier. These ranges correspond with the power “grades” given for every ability. These abilities are further sorted into ability categories based on the kinds of things they do—abilities that improve physical attacks are in the attack skill category, abilities that assist allies are in the support category, and so on. Look for the grades and categories in the Ability Categories and Relative Power section of the Abilities chapter.

Low-tier abilities are best suited for focus options at tiers 1 and 2. Mid-tier abilities are best suited for focus options at tiers 3 and 4. High-tier abilities are best suited for focus options at tiers 5 and 6.

That said, sometimes you’ll find it appropriate to assign a low-tier ability at tier 3 or 4, or maybe a mid-tier ability at tier 1 or 2. Do so sparingly, but don’t rule it out. It might be the only way to get all the abilities you want for the focus you’re building. Higher-tier abilities usually cost more Pool points to use. So if a mid-tier ability is made available at tier 1 or 2, or a high-tier ability is made available at tier 3 or 4, the higher cost will be a balancing factor.

Balancing Abilities

The guidelines within each category go a long way toward ensuring that the focus you build will be balanced. Sometimes it might be appropriate to grant a low-power ability along with a regular ability at a given tier, depending on the needs of the focus. A “low-power ability” is deliberately open for GM interpretation, but generally speaking, should be no more potent than a low-tier ability (that is, an ability that is normally available at tier 1 or 2).

For instance, someone who uses cold might be able to create small snow sculptures in addition to emitting a cold ray. Someone who uses electricity might be able to charge a depleted artifact or have an asset for dealing with electrical systems. And so on.

Often, the focus guidelines note this as a possibility. However, you have great leeway in deciding if a focus needs an additional ability, even if the guidelines for that tier don’t indicate one. If you do add an ability, or there is a
higher-power ability at a tier that normally shouldn’t have it, it might mean that the choice given at the next tier, or the previous tier, isn’t quite as good. Balancing a focus is a bit of an art. Resist the urge to overpower the focus, but don’t underpower it, either.

Each focus category provides a guideline for what kind of ability you should select at every tier. But don’t regard the guidelines as something that you can’t vary. They’re not prescriptive; they’re just a place to start. You might want to vary the kind of ability at a particular tier that isn’t indicated in the guidelines. As long as the chosen ability falls within the expected power curve for that tier, it’s fine. The guideline isn’t meant to be a straitjacket.

For example, if you’re building a cold-using focus for a game set in a fantasy genre, you may decide that an ability that calls up a demon is a better choice at a particular tier than an ability that does damage in an area, which is what the tier 5 guideline for energy manipulation calls for. Making the change is probably especially valid if you call your new focus something like Channels the Ninth Circle.

Ability Swap

If you’re creating a focus and you think it should provide a suite of abilities at first tier that would mechanically overload it, you have the option to add one as a “swap” ability. Doing so is as easy as allowing a character to swap out one of their type abilities for an indicated low-tier focus ability. The ability is gained instead of one of the abilities normally granted by the character’s type.

Concept and Category

Choosing to create a focus that uses a particular concept—say, creating illusions—doesn’t lock you into creating a focus within a particular category—in this case, environment manipulation. A focus can be constructed in a variety of ways using a particular energy, tool, or concept, each ultimately leading to a focus that provides different results. It all depends on your ends. In this case, creating illusions might be used to sway others, which argues for a focus built using the influence category guidelines.

In the same way, if a focus grants a character the ability to call some kind of force or energy, that doesn’t mean the focus should automatically be built using the energy manipulation category guidelines (though of course it could, if attacking and protecting yourself with that energy is the point). But a focus could be built that grants abilities to call energy or force that is primarily focused on durability, suggesting a tank combat focus (someone who can take a lot of punishment in a fight); or blasting away with a main concern for maximizing damage, thus suggesting a striker combat focus; or creating a follower composed of that energy or force, suggesting an ally use focus (that is, someone who uses helping creatures, NPCs, or even duplicate versions of themselves to give them a leg up).

Here’s another example: the focus Controls Gravity could conceivably be an environment manipulation focus or an energy manipulation focus. It depends on whether the focus is more concerned with crushing and holding things in place (environment manipulation) or on blasting things and protecting yourself with gravity (energy manipulation).

The same malleability of concept holds true in other realms. For instance, if someone is able to call up and mold raw earth, they might use it to transform themselves into a being of stone (tank combat), to batter foes (striker combat), or to create walls, barricades, and shields to protect their allies (support).

If you’re looking for an ability and can’t seem to find the right one in the vast catalog in the Abilities chapter, consider reskinning one to make it seem new (and to accomplish what you need). Reskinning means that you use the underlying mechanics of an ability as written but change the flavor in some fashion. For instance, maybe you’re creating a new earth-moving focus but can’t find enough earth-related abilities to meet your need. It’s easy enough to change up other abilities so they use earth instead of fire, cold, or magnetism. For instance, Wings of Fire might become Wings of Earth, Ice Armor could become Earth Armor, and so on. These alterations change nothing except the type of damage and any knock-on effects (for instance, Wings of Earth might generate clouds of dust in their wake).

Abilities That Reference Other Abilities

Some abilities in the Abilities chapter reference other abilities. If you select an ability for your focus or type that refers to or modifies a lower-tier ability, also include that lower-tier ability in your type or focus as a selection a PC can make at a lower tier.

Creating Brand-New Abilities

You can go further than reskinning and create one or more brand-new abilities. When doing this, try to find something as close as possible to the effect you want, then use it as a template. In any case, deciding how much an ability should cost when it comes to a character’s Pool is one of the most important aspects of getting an ability right.

You may notice that higher-tier abilities are more expensive. This is partly because they do more, but it’s also because higher-tier characters have more Edge than lower-tier characters, which means they pay fewer points from their relevant Pools. A third-tier character with 3 Edge in a relevant Pool pays no cost for abilities that cost 3 or fewer points. That’s great for lower-tier abilities, but you’ll usually want a character to think a little bit about how often to use their most powerful abilities. That means they should cost at least 1 point more than the Edge the character is likely to have at that tier. (Often, a character will have an Edge in their relevant Pool equal to their tier.)

As a good rule of thumb, a typical ability should cost points equal to its tier.

Choose GM Intrusions

Think about the kinds of things that might surprise, alarm, or go catastrophically wrong for someone with the new focus being created, and assign it as a GM intrusion for that focus. Of course, this often is done on the fly during the game. But giving the topic some thought while the focus is being constructed and the ideas are fresh in your head is likely to yield some particularly devilish options.

Focus Categories

Ally Use

Foci that prioritize providing NPC followers to the character are ally use foci. The followers give aid to the PC in a variety of ways, but at base they usually provide an asset to the character’s actions.

Multiple potential themes exist within the ally use category, from abilities that allow a character to summon or craft allies to those that allow them to attract allies through fame, magic, or essential authority or charisma.

Connection: Choose four relevant connections from the Focus Connections list.

Additional Equipment: Any object necessary for the character to keep an ally. For instance, someone with a focus that uses super-science to create robot allies would require tools to build and repair those allies. Some foci in this category don’t require anything to gain or retain their benefits.

Minor Effect Suggestions: The NPC ally’s tasks are eased on its next turn.

Major Effect Suggestions: The NPC ally gains an immediate extra action.

The following are examples and not meant to provide a complete list of all possible foci in this category.

@UUID[.9x56c0G5TMOl1Arn#builds-robots]{Builds Robots} @UUID[.9x56c0G5TMOl1Arn#consorts-with-the-dead]{Consorts With the Dead} @UUID[.9x56c0G5TMOl1Arn#controls-beasts]{Controls Beasts} @UUID[.9x56c0G5TMOl1Arn#exists-in-two-places-at-once]{Exists in Two Places at Once} @UUID[.9x56c0G5TMOl1Arn#leads]{Leads} @UUID[.9x56c0G5TMOl1Arn#masters-the-swarm]{Masters the Swarm} @UUID[.9x56c0G5TMOl1Arn#shepherds-spirits]{Shepherds Spirits}

Ability Selection Guidelines

Tier 1: Choose a low-tier ability that grants a level 2 NPC follower to the character, or gives a similar benefit provided by an NPC. Alternatively, lay the groundwork for gaining such NPC allies at higher tiers by choosing an ability that gives the character influence over others.

Sometimes an additional low-power ability is appropriate, depending on the focus. Often, this is an ability that grants skill training in a related area of knowledge or a related skill. For instance, training in a skill related to the kind of NPC follower the character gains would be appropriate.

Tier 2: Choose a low-tier ability that grants influence over similar kinds of NPCs as the follower gained at the previous tier. If no follower was gained at the previous tier, this ability should provide that benefit now.

Sometimes a secondary ability might be appropriate in addition to the ability provided above, perhaps a low-power ability that grants 2 or 3 points to a Pool.

Tier 3: Choose two mid-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One option should be a mid-tier ability that improves the NPC follower previously provided (usually from level 2 to level 3) or grants an additional follower.

The other option should be something that benefits the character—perhaps an offensive or defensive ability, or something that broadens their influence over their followers (or potential followers).

Tier 4: Choose a mid-tier ability that gives the character an offensive or defensive capability if they haven’t previously gained one, preferably within the theme of the focus. For instance, if the character gains followers because of their charisma, this ability might let them command foes for brief periods. If the character gains followers by building or calling them, this ability might let them affect entities of the same type that are not already their followers.

Alternatively, this ability might further improve a previously gained follower from level 3 to level 4, or grant an additional follower.

Tier 5: Choose an ability that improves the character by providing a defense, an improved stat Pool, or another kind of protection.

Alternatively, this ability could open a new front in influencing and calling NPC allies related to the focus’s theme. For instance, someone who keeps beast allies might gain an ability to call a horde of lesser beasts. Someone who builds robots might gain an ability to build several lesser robot helpers. And so on.

Finally, this ability might improve a previously gained follower to level 5.

Tier 6: Choose two high-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One of the abilities should improve a previously gained follower to level 5, if that wasn’t already provided at tier 5. If that’s the case, this ability might be provided in addition to two other related abilities.

Another high-tier option could provide a handful of level 3 followers to the character.

The last high-tier ability could open a new front in influencing and calling NPC allies related to the focus’s theme. For instance, someone who gains followers through high charisma and training might gain an ability to learn otherwise impossible-to-glean information.

Basic

Foci that rely mostly on providing skill training, assets to tasks, and bumps to stat Pools and Edge in order to improve a character fall within the basic category. An overarching theme is also included, as with most of the other categories, that makes sense of the various basic abilities provided.

In addition, because the benefits provided by such foci are mostly straightforward (usually with a few exceptions), most basic foci would also be appropriate for non-fantastic campaigns where magic, super-science, or psychic abilities normally don’t come into play. That said, just because the abilities granted by basic foci are straightforward doesn’t mean they are not potent when combined with the abilities granted by type, descriptor, cyphers, and other character aspects.

Connection: Choose four relevant connections from the Focus Connections list.

Additional Equipment: Any object necessary to fulfill the overarching theme of the focus. For instance, a focus called Would Rather Be Reading should grant a handful of books to the character. A focus called Works for a Living should provide a set of tools.

Minor Effect Suggestions: Next action is eased.

Major Effect Suggestions: Make a free, no-action recovery roll that doesn’t count against daily recovery rolls.

The following are examples and not meant to provide a complete list of all possible foci in this category.

@UUID[.9x56c0G5TMOl1Arn#doesnt-do-much]{Doesn’t Do Much} @UUID[.9x56c0G5TMOl1Arn#interprets-the-law]{Interprets the Law} @UUID[.9x56c0G5TMOl1Arn#learns-quickly]{Learns Quickly} @UUID[.9x56c0G5TMOl1Arn#works-for-a-living]{Works for a Living} @UUID[.9x56c0G5TMOl1Arn#would-rather-be-reading]{Would Rather Be Reading}

Ability Selection Guidelines

Tier 1: Choose an ability that grants training or an asset to skills associated with the focus’s theme, or that grants 5 or 6 points to a particular Pool.

Alternatively, choose an ability that grants only 2 or 3 points to a particular Pool and an ability that provides training or an asset to just one task.

Tier 2: Choose whichever kind of ability wasn’t chosen at tier 1.

Tier 3: Choose two mid-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One option should be a non-fantastic ability that improves the character’s abilities within the focus’s theme. For instance, if the theme involves paying attention in some fashion, an information-gathering ability might be appropriate.

The other option should be something that either improves the character’s Edge in an appropriate stat or provides the character with some kind of defense.

Tier 4: Choose another ability that grants additional training or an asset to skills associated with the focus’s theme, or that grants 5 or 6 points to a particular Pool best suited to the focus. Or choose two abilities that provide only 2 or 3 points plus another tier 4 ability that improves a single task or skill.

Alternatively, provide a branch-out ability suggested at tier 5.

Finally, if the focus has yet to grant some kind of defense, a defensive ability could be provided here.

Tier 5: Choose an ability that allows the character to branch out slightly—perhaps one like Expert Skill that allows them to automatically succeed on a task they’re trained in.

Alternatively, if a nonstandard benefit was provided at tier 4, provide the benefits suggested at tier 4 here.

Tier 6: Choose two high-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One option should be an ability that provides another 5 or 6 points to a particular Pool best suited to the focus, or that the character can divide up as they wish. Alternatively, training in offense or defense would also be appropriate.

The other tier 6 option should give the character a brand-new ability within their theme, but not one that strays into the realm of the fantastic. For instance, an ability that allows a character to take two actions instead of one would be reasonable. Granting additional training, assets, or Edge would also be fine.

Energy Manipulation

Energy manipulation foci offer abilities that can call fire, electricity, force, magnetism, or nonstandard forms of energy such as cold, stone, or something stranger like “void” or “shadow.” These abilities usually give a character a way to achieve something of a balance between attacking enemies and granting themselves or allies additional protection. The focus usually also offers abilities that provide other ways to use specific energy for things like transportation, creating large concentrations of energy that can affect multiple targets, or creating a temporary object or barrier of energy.

Connection: Choose four relevant connections from the Focus Connections list.

Additional Equipment: One or more pieces of equipment immune to the energy manipulated, which might be a set of clothes. Alternatively, something related to the energy being generated. Some foci in this category don’t require additional equipment.

Energy Abilities: If a character type grants special abilities that normally use some other kind of energy, they now produce the kind used by this focus. For example, if a character uses this focus to manipulate electricity, their force blasts become blasts of electricity. These alterations change nothing except the type of damage and any knock-on effects (for instance, electricity might temporarily short out electronic systems).

Minor Effect Suggestions: The target or something near the target is hindered because of residual energy.

Major Effect Suggestions: An important item on the target’s person is destroyed.

The following are examples and not meant to provide a complete list of all possible foci in this category.

@UUID[.9x56c0G5TMOl1Arn#absorbs-energy]{Absorbs Energy} @UUID[.9x56c0G5TMOl1Arn#bears-a-halo-of-fire]{Bears a Halo of Fire} @UUID[.9x56c0G5TMOl1Arn#dances-with-dark-matter]{Dances With Dark Matter} @UUID[.9x56c0G5TMOl1Arn#rides-the-lightning]{Rides the Lightning} @UUID[.9x56c0G5TMOl1Arn#thunders]{Thunders} @UUID[.9x56c0G5TMOl1Arn#wears-a-sheen-of-ice]{Wears a Sheen of Ice}

Ability Selection Guidelines

Tier 1: Choose a low-tier ability that either inflicts damage or provides protection using the appropriate energy type in some fashion.

Sometimes an additional low-power ability is appropriate, depending on the energy type. For instance, a focus that manipulates cold might grant an ability to create snow sculptures. A focus that manipulates electricity might grant an ability to charge a depleted artifact or have an asset for dealing with electrical systems. A focus that absorbs energy might grant an ability to release it as a basic attack. And so on.

Tier 2: Choose whichever kind of ability wasn’t chosen at tier 1.

Tier 3: Choose two mid-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One option should be an ability that inflicts damage using the appropriate energy type (and possibly a related effect).

The other should grant enhanced movement by use of the appropriate energy type, give additional protection provided by the preferred energy, or use the energy in a completely new way, such as by draining the energy from a machine (if using electricity), entombing a victim in a layer of ice (if using cold), creating perfect silence (if using sound), creating a dazzling blast of illumination (if using light), and so on.

Tier 4: Choose whichever kind of ability wasn’t chosen at tier 3.

Tier 5: Choose a high-tier ability that inflicts damage (and possibly a related effect) that can affect more than one target using the appropriate energy type, or an ability that uses the energy in some fashion not previously used, as described in tiers 3 and 6.

Tier 6: Choose two high-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One of the high-tier abilities should use the preferred energy to inflict a lot of damage to a single target or to several.

The other option should use the appropriate energy type to accomplish a task not previously provided by lower-tier abilities, such as fashioning a fiery follower (if using fire), teleporting a great distance as a blast of lightning (if using electricity), creating solid objects out of the energy, and so on.

Environment Manipulation

Foci that allow a character to move objects, affect gravity, create objects (or illusions of objects), and so on are environment manipulation foci. Given that, in many cases, energy is used as part of this process, this category and energy manipulation overlap to some extent. Environment manipulation foci prioritize abilities that indirectly affect enemies and allies via objects, forces, and alterations of the surroundings; energy manipulation foci prioritize directly damaging targets with the chosen energy or force.

For example, rather than blasting a foe with a gravity pulse that does damage, a character using an environment manipulation focus based on gravity is more likely to have abilities that hold a target in place, use gravity to throw heavy objects as an attack, or lower gravity in a particular area or even on a particular object.

Connection: Choose four relevant connections from the Focus Connections list.

Additional Equipment: Any object necessary to manipulate the surrounding environment. For instance, someone with a focus that grants the ability to craft objects would require basic tools. Some foci in this category don’t require anything to gain or retain their benefits.

Environment Manipulation Abilities: Foci themes that involve imagery or visible energies can affect the look of your type abilities. Such alterations, if any, do nothing but change the appearance of effects. If gravity is manipulated, perhaps a telltale bluish glow permeates all ability uses, including type abilities. If illusion is generated, perhaps flamboyant visual and auditory qualities accompany type abilities, such as the appearance of a tentacled beast holding a target in place when Stasis is used. And so on.

Minor Effect Suggestions: The target gets turned around, and its next attack is hindered.

Major Effect Suggestions: The character is refreshed and recovers 4 points to one Pool.

The following are examples and not meant to provide a complete list of all possible foci in this category.

@UUID[.9x56c0G5TMOl1Arn#awakens-dreams]{Awakens Dreams} @UUID[.9x56c0G5TMOl1Arn#blazes-with-radiance]{Blazes With Radiance} @UUID[.9x56c0G5TMOl1Arn#calculates-the-incalculable]{Calculates the Incalculable} @UUID[.9x56c0G5TMOl1Arn#controls-gravity]{Controls Gravity} @UUID[.9x56c0G5TMOl1Arn#crafts-illusions]{Crafts Illusions} @UUID[.9x56c0G5TMOl1Arn#crafts-unique-objects]{Crafts Unique Objects} @UUID[.9x56c0G5TMOl1Arn#employs-magnetism]{Employs Magnetism} @UUID[.9x56c0G5TMOl1Arn#focuses-mind-over-matter]{Focuses Mind Over Matter}

Ability Selection Guidelines

Tier 1: Choose a low-tier ability that grants a basic use of an ability that alters the environment (or predicts it) using the focus’s theme. For instance, a gravity-affecting focus might provide an ability that makes a target lighter or heavier. An
illusion-crafting focus might grant an ability that allows the creation of an image. An object-making focus might grant a basic proficiency in creating a particular kind of object. A predictive focus might calculate outcomes and provide the character with the benefits of that foreknowledge. And so on.

Sometimes an additional low-power ability is appropriate, depending on the focus. Often, this is an ability that grants skill training in a related area of knowledge.

Tier 2: Choose a low-tier ability that provides a new defensive or offensive capability related to the focus’s theme.

Alternatively, this ability might provide an additional or brand-new capability to manipulate the environment related to the focus’s theme.

Tier 3: Choose two mid-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One option should be a mid-tier ability related to the focus’s theme that provides an additional environment manipulation capacity or further improves the basic environment manipulation ability previously granted. This ability isn’t directly offensive or defensive, but provides either an all-new ability related to the basic ability, or one that increases the strength, range, or some other extension of the previously unlocked basic ability.

The other mid-tier option should provide an offensive or defensive ability related to the specific form of movement the focus provides, if possible.

Tier 4: Choose a mid-tier ability that is either an offensive or a defensive use of the ability, whichever one wasn’t chosen as an option in the previous tier.

Tier 5: Choose a high-tier penultimate use of the environment-manipulation ability. For instance, if the focus-granted manipulation is illusory, this ability might haunt a target with terrifying images. If the focus is gravity based, it might unlock flight. If magnetic, it might allow the user to reshape metal. If the focus grants telekinetic powers, this ability could allow a character to hurl massive objects at foes. And so on.

Tier 6: Choose two high-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One of the abilities should provide either an offensive or a defensive ability, opposite the ability provided at tier 4 (though high tier rather than mid tier).

The other option should be something that further explores the use of the basic environment manipulation capability. If the tier 5 choice was the penultimate ability, this might be an even better ultimate ability related to the kind of manipulation offered, or a different way of using that ability to unlock an as-yet-unexplored facet of the ability.

Exploration

Foci that allow a character to gather information, survive in unfamiliar environments, and find their way to new locations or track down particular creatures and foes are exploration foci. Surviving in unfamiliar environments requires a reasonable selection of defensive options; however, abilities that allow a character to find and learn are prioritized.

Exploration foci rely on a variety of methods, though training and expertise are the mainstays. Some methods require specific tools (such as a vehicle) to grant the benefits provided, while others might rely on the supernatural or
super-science to learn new things and explore strange places from afar.

Connection: Choose four relevant connections from the Focus Connections list.

Additional Equipment: Any object necessary to explore. For instance, starting maps and/or
a compass would be basic equipment, while someone who uses psychic abilities might require a mirror or crystal sphere to gaze into. Equipment might also include access to a vehicle required for exploration, as previously noted.

Minor Effect Suggestions: You have an asset on any action that involves using your senses, such as perceiving or attacking, until the end of the next round.

Major Effect Suggestions: Your Intellect Edge increases by 1 until the end of the next round.

The following are examples and not meant to provide a complete list of all possible foci in this category.

@UUID[.9x56c0G5TMOl1Arn#explores-dark-places]{Explores Dark Places} @UUID[.9x56c0G5TMOl1Arn#infiltrates]{Infiltrates} @UUID[.9x56c0G5TMOl1Arn#operates-undercover]{Operates Undercover} @UUID[.9x56c0G5TMOl1Arn#pilots-starcraft]{Pilots Starcraft} @UUID[.9x56c0G5TMOl1Arn#sees-beyond]{Sees Beyond} @UUID[.9x56c0G5TMOl1Arn#separates-mind-from-body]{Separates Mind From Body}

Ability Selection Guidelines

Tier 1: Choose a low-tier ability that grants the character basic exploratory, survival, or information-gathering capabilities within the focus’s theme.

Sometimes an additional low-power ability is appropriate, depending on the focus. Often, this is an ability that grants skill training in a related area of knowledge or a related skill (though this may already be covered in the main ability). Alternatively, it might offer a simple bonus of 2 or 3 points to the Might Pool.

Tier 2: Choose another low-tier ability that grants an additional capability related to exploration, survival, or information gathering.

For instance, a focus dedicated to surviving savage conditions might offer an ability (or two) that makes it easier to avoid natural hazards, poisons, difficult terrain, and so on. A focus dedicated to exploration of a particular area might grant abilities to gain access to that area, or a capability that others normally lack (like the ability to see in the dark).

Tier 3: Choose two mid-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One option should further improve the basic exploration ability granted, or give a new exploratory, survival, or information-gathering ability.

The other option should be something that benefits the character, either an offensive or defensive ability (especially if this focus hasn’t already granted that) or something that further broadens the character’s ability to explore in the focus’s chosen realm.

Tier 4: Choose a mid-tier offensive or defensive ability (whichever wasn’t offered at tier 3) that benefits the character. Alternatively, if offensive and defensive abilities are already well represented, choose a different mid-tier ability that broadens the character’s ability to explore, survive, or gather information.

Tier 5: Choose a high-tier ability that alleviates some of the penalties for exploring, surviving, or gathering information in a normally inhospitable place.

Tier 6: Choose two high-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One option should further improve the basic exploration-themed ability previously granted, or give a brand-new exploratory, survival, or information-gathering ability.

The other option should be something that benefits the character, either an offensive or defensive ability, or yet another ability that further broadens their capacity to explore in the focus’s chosen realm.

Influence

Foci that prioritize authority and influence—whether that’s to make people or machines do as commanded, to help others, or to rise to some other prestigious and significant position—fall within the influence category.

These foci grant influence through training and persuasion, by direct mental manipulation, by using fame to get people’s attention and influence their actions, or simply by knowing and learning things that affect later decisions. In this sense, the concept of influence is broad.

Connection: Choose four relevant connections from the Focus Connections list.

Additional Equipment: Any object necessary to achieve the influence suggested should be granted as additional equipment. Some influence foci don’t require anything to gain or retain their benefits.

Minor Effect Suggestions: The range or duration of the influencing ability is doubled.

Major Effect Suggestions: An ally or indicated target can take an additional action.

The following are examples and not meant to provide a complete list of all possible foci in this category.

@UUID[.9x56c0G5TMOl1Arn#commands-mental-powers]{Commands Mental Powers} @UUID[.9x56c0G5TMOl1Arn#conducts-weird-science]{Conducts Weird Science} @UUID[.9x56c0G5TMOl1Arn#fuses-mind-and-machine]{Fuses Mind and Machine} @UUID[.9x56c0G5TMOl1Arn#is-idolized-by-millions]{Is Idolized by Millions} @UUID[.9x56c0G5TMOl1Arn#solves-mysteries]{Solves Mysteries} @UUID[.9x56c0G5TMOl1Arn#talks-to-machines]{Talks to Machines} @UUID[.9x56c0G5TMOl1Arn#works-the-system]{Works the System}

Ability Selection Guidelines

Tier 1: Choose a low-tier ability that allows the character to learn something significant enough that they can choose a smart course of action (or use that knowledge to persuade or intimidate). How the character learns the information varies by the specifics of the focus. One character might do experiments to learn answers, another might open a telepathic link with others to trade information secretly and quickly, and still another might simply be trained in interaction tasks.

Sometimes an additional low-power ability is appropriate, depending on the focus. Often, this is an ability that grants skill training in a related area of knowledge.

Tier 2: Choose a low-tier ability that improves the character’s ability to apply influence. This might open an additional front on the focus’s basic theme or simply further enhance the basic ability already provided. For instance, this tier 2 ability could ease influence-related tasks by a few steps, allow a telepath to read the minds of others who have secrets they’d otherwise not reveal, or grant influence over physical objects (either to improve them or to learn more about them). And so on.

Tier 3: Choose two mid-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One option should provide an offensive or defensive capability related to the focus’s specific kind of influence, if possible. For instance, an inventor might create a serum that gives them increased abilities (which could be used for offense or defense), a telepath might have some method of blasting foes with mental energy, and someone with only the basic skills of debate and influence through fame might have to rely on weapon training or their entourage.

The other mid-tier option should provide an additional ability to influence in the theme of the focus, or further improve the basic influence ability previously granted. This option isn’t directly offensive or defensive, but provides either an all-new ability related to the basic ability, or increases the strength, range, or some other extension of the previously unlocked basic ability. For instance, a telepath might have a psychic suggestion ability.

Tier 4: Choose a mid-tier ability that is either an offensive or a defensive use of the influence ability, whichever one wasn’t chosen as an option in the previous tier.

Alternatively, this ability could grant an additional capability related to the kind of influence the focus provides.

Tier 5: Choose a high-tier penultimate use of the specific influence ability granted at lower tiers.

Alternatively, choose an ability not previously gained at a lower tier, one that opens a new front on the particular influence capability. For instance, if the focus-granted influence is telepathic, the tier 5 ability might allow a character to see into the future to gain assets for dealing with enemies (and allies).

Tier 6: Choose two high-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One of the options should provide either an offensive or a defensive ability, opposite the ability provided at tier 4 (though high tier rather than mid tier).

The other option should be something that further explores the use of the basic influence ability provided by the focus. If the tier 5 choice was the penultimate ability, this might be an even better ultimate ability related to the kind of influence used, or a different way of using that ability to unlock an as-yet-unexplored facet of the ability.

Irregular

Most foci have a basic theme, a “character story” that logically leads to a series of related abilities. However, certain foci themes are so wide that they don’t fit into any other category except an irregular one of their own.

Irregular foci provide a basket of disparate abilities. Usually that’s because the overarching theme is one that demands variability and access to several different kinds of abilities. Often, these foci are found in genres that suggest additional rule tweaks to leverage their use even further, such as power shifts in the superhero genre and spellcasting in the fantasy genre. However, other irregular foci are possible.

Connection: Choose four relevant connections from the Focus Connections list.

Additional Equipment: Any object necessary to the focus’s theme. For instance, a
superhero-themed focus might grant a superhero costume.

Minor Effect Suggestions: The target is also dazed for one round, during which time all of its tasks are hindered.

Major Effect Suggestions: The target is stunned and loses its next turn.

The following are examples and not meant to provide a complete list of all possible foci in this category.

@UUID[.9x56c0G5TMOl1Arn#channels-divine-blessings]{Channels Divine Blessings} @UUID[.9x56c0G5TMOl1Arn#descends-from-nobility]{Descends From Nobility} @UUID[.9x56c0G5TMOl1Arn#emerged-from-the-obelisk]{Emerged From the Obelisk} @UUID[.9x56c0G5TMOl1Arn#flies-faster-than-a-bullet]{Flies Faster Than a Bullet} @UUID[.9x56c0G5TMOl1Arn#masters-spells]{Masters Spells} @UUID[.9x56c0G5TMOl1Arn#speaks-for-the-land]{Speaks for the Land}

Ability Selection Guidelines

Tier 1: Choose a low-tier ability that grants one of the benefits the focus theme promises, one that a first-tier character should have.

Sometimes an additional low-power ability is appropriate, depending on the focus. Often, this is an ability that grants skill training in a related area of knowledge or a related skill. Alternatively, it might offer a simple bonus of 2 or 3 points to a Pool.

Tier 2: Choose a low-tier ability that grants one of the benefits the focus theme promises, one that’s presumably not immediately related to the one provided at tier 1. That said, if a defense wasn’t provided at tier 1, tier 2 is a good place to add it.

Tier 3: Choose two mid-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One option should provide one of the benefits the focus theme promises, one that may not be immediately related to those provided at earlier tiers.

The other option should include a method of attack if none has previously been granted. Alternatively, if the lower-tier abilities don’t quite get the character where they need to be, this option might further increase a capability unlocked at a lower tier.

Tier 4: Choose a mid-tier ability that grants one of the benefits the focus theme promises, one that may not be immediately related to those provided at earlier tiers.

Tier 5: Choose a high-tier ability that grants one of the benefits the focus theme promises, one that may not be immediately related to those provided at earlier tiers.

Tier 6: Choose two high-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One option should grant one of the benefits the focus theme promises, one that may not be immediately related to those provided at earlier tiers. However, this ability might also provide an ultimate version of a lower-tier ability if a mid-tier or low-tier option wasn’t quite sufficient.

The other option should provide an alternate method to round out the character in a way that doesn’t replicate the first tier 6 option. For instance, if the first option provided some kind of attack, this one might be an interaction, information-gathering, or healing ability, depending on the focus’s overarching theme.

Movement Expertise

Foci that prioritize novel forms of movement—in order to excel in combat, escape situations most others can’t, move with stealth for purposes of theft or escape, or move into locations normally inaccessible—fall within the movement expertise category. These foci usually have methods of granting either offense or defense through movement, though they may provide some means of doing both.

The classic movement expertise focus is one that relies on speed to make more attacks and avoid being hit, though general agility might also provide the same benefit. Other foci in this category might fall within the theme by granting a character the ability to become immaterial, to change their form into something like water or air, or to instantly move via teleportation.

Connection: Choose four relevant connections from the Focus Connections list.

Additional Equipment: Any object necessary to achieve great speeds, change state, or otherwise gain the benefit of the focus should be granted as additional equipment. Some foci in this category don’t require anything to gain or retain their benefits.

Minor Effect Suggestions: The target is dazed, and their next action is hindered.

Major Effect Suggestions: The target is stunned and loses their next action.

The following are examples and not meant to provide a complete list of all possible foci in this category.

@UUID[.9x56c0G5TMOl1Arn#exists-partially-out-of-phase]{Exists Partially Out of Phase} @UUID[.9x56c0G5TMOl1Arn#moves-like-a-cat]{Moves Like a Cat} @UUID[.9x56c0G5TMOl1Arn#moves-like-the-wind]{Moves Like the Wind} @UUID[.9x56c0G5TMOl1Arn#runs-away]{Runs Away} @UUID[.9x56c0G5TMOl1Arn#shreds-the-walls-of-the-world]{Shreds the Walls of the World} @UUID[.9x56c0G5TMOl1Arn#travels-through-time]{Travels Through Time} @UUID[.9x56c0G5TMOl1Arn#works-the-back-alleys]{Works the Back Alleys}

Ability Selection Guidelines

Tier 1: Choose a low-tier ability that grants the basic benefit of the specific movement style, whether that’s enhanced speed, agility, immateriality, and so on.

Sometimes an additional low-power ability is appropriate, depending on the focus. If the basic benefit of the movement demands some kind of additional understanding or training, this ability could be that. Alternatively, if the movement provided seems like it should also unlock a basic offensive or defensive benefit (relying on the use of the initial basic ability), append it as well.

Tier 2: Choose a low-tier ability that provides a new offensive or defensive capability related to the focus’s theme.

Alternatively, this ability might provide some additional capability related to the form of movement that grants useful information to the character that would normally be inaccessible to someone without the focus.

Tier 3: Choose two mid-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One option should provide an additional movement capacity or further improve the basic movement capacity, related to the focus’s theme. This isn’t directly offensive or defensive, but provides the character with a new level of ability or an all-new ability related to their basic movement ability.

The other option should provide either an offensive or a defensive capability related to the specific form of movement the focus provides.

Tier 4: Choose a mid-tier ability that further enhances the advantages provided by focus’s movement-enhancing paradigm. This could provide a new or better form of defense (directly, or indirectly if moving to a location or time where danger doesn’t threaten), or a new or better form of offense.

Tier 5: Choose a high-tier penultimate use of the movement-related ability. For instance, if the focus-provided movement is temporal, this ability might allow actual (if brief) jaunts of time travel. If the focus enhances speed, this ability might allow the character to move up to a very long distance with one action. And so on.

Alternatively, unlock an as-yet-unexplored related ability that could derive from the basic movement power provided by the focus.

Tier 6: Choose two high-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One of the options should provide either an offensive or a defensive ability, opposite the ability provided at tier 4 (though high tier rather than mid tier).

The other option should be something that further explores the use of the basic
movement ability. If the tier 5 choice was the penultimate ability, this might be an even better ultimate ability related to the movement.

Striker Combat

Striker combat foci prioritize dealing damage in battle over other concerns. Foci in this category offer defensive abilities as well, but they emphasize abilities that provide ways to spike damage to heights that other foci normally don’t reach.

To achieve this end, a striker combat focus might offer mastery of a particular style of martial combat, which could be training with a particular weapon or martial art, or the use of a unique tool (or even a kind of energy). A style might be something as singular as being the best at fighting a particular kind of enemy, or something much broader, such as adopting a particularly vicious or unsporting style. A striker combatant might use fire, force, or magnetism as their preferred method of spiking damage.

Connection: Choose four relevant connections from the Focus Connections list.

Additional Equipment: The weapon, tool, or other special item or substance (if any) required to engage in the particular style of combat. For instance, a dose of level 5 poison for Fights Dirty or Murders, a trophy from a previously defeated foe for Battles Robots, or stylish clothes for Fights With Panache.

Minor Effect Suggestions: The target is so dazzled by your expertise that it is dazed for one round, hindering all of its tasks.

Major Effect Suggestions: Make an immediate additional attack using an attack provided by the focus as part of your turn.

The following are examples and not meant to provide a complete list of all possible foci in this category.

@UUID[.9x56c0G5TMOl1Arn#battles-robots]{Battles Robots} @UUID[.9x56c0G5TMOl1Arn#fights-dirty]{Fights Dirty} @UUID[.9x56c0G5TMOl1Arn#fights-with-panache]{Fights With Panache} @UUID[.9x56c0G5TMOl1Arn#hunts]{Hunts} @UUID[.9x56c0G5TMOl1Arn#is-licensed-to-carry]{Is Licensed to Carry} @UUID[.9x56c0G5TMOl1Arn#looks-for-trouble]{Looks for Trouble} @UUID[.9x56c0G5TMOl1Arn#masters-weaponry]{Masters Weaponry} @UUID[.9x56c0G5TMOl1Arn#murders]{Murders} @UUID[.9x56c0G5TMOl1Arn#needs-no-weapon]{Needs No Weapon} @UUID[.9x56c0G5TMOl1Arn#performs-feats-of-strength]{Performs Feats of Strength} @UUID[.9x56c0G5TMOl1Arn#rages]{Rages} @UUID[.9x56c0G5TMOl1Arn#slays-monsters]{Slays Monsters} @UUID[.9x56c0G5TMOl1Arn#throws-with-deadly-accuracy]{Throws With Deadly Accuracy} @UUID[.9x56c0G5TMOl1Arn#wields-two-weapons-at-once]{Wields Two Weapons at Once}

Ability Selection Guidelines

Tier 1: Choose a low-tier ability that inflicts additional damage when a character attacks using the focus’s particular fighting style, energy, or attitude, or when used against a chosen enemy.

Sometimes an additional low-power ability is appropriate, depending on the focus. For instance, a focus that grants proficiency in a special weapon might offer training in crafting tasks associated with that weapon. A focus that grants increased damage against a particular kind of foe might offer training in skills to recognize, locate, or just have general knowledge about that foe. A fighting style that involves fighting in a vicious or dirty manner might provide training in intimidation. And so on.

If the focus is about fighting a particular enemy, additional secondary powers (more than might otherwise be offered) may be appropriate. Those either further enhance effectiveness against the chosen enemy, or offer broader but related abilities that give the character who takes the focus some functionality even when not fighting that enemy.

Tier 2: Choose a low-tier ability that provides some form of defense using the weapon, weapon style, or chosen energy. If the weapon style is being especially good at fighting a certain kind of foe, the ability should be a defense against that kind of foe. Alternatively, the focus might offer another method for increasing damage within the chosen paradigm.

Sometimes an additional low-power ability is appropriate at tier 2. If so, choose whichever
low-power ability wasn’t gained at tier 1.

Tier 3: Choose two mid-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One option should inflict additional damage when using the focus’s fighting style, energy, or attitude, or when used against a chosen enemy. That could be as simple as an ability that offers an additional attack of that kind.

The other option should provide a method to temporarily neutralize a foe by disarming them, dazing or stunning them, slowing or holding them, or otherwise discombobulating them by using the focus’s fighting style, energy, or attitude, or when used against a chosen enemy.

Tier 4: Choose a mid-tier ability that further enhances the advantages provided by the focus’s paradigm. Often, this includes training in a particular kind of attack. Alternatively, the ability might increase the advantages provided by achieving a certain combat status, such as gaining surprise.

Tier 5: Choose a high-tier ability that inflicts damage. Alternatively, if focused on fighting a particular kind of foe, this ability might give the character a chance to completely neutralize, destroy, blind, or kill a singular target of up to level 3 (or higher, if the focus is on a singular foe).

Tier 6: Choose two high-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One of the options should use the focus paradigm to inflict an exceptional amount of damage.

The other option could be a different way of inflicting damage, either using the focus paradigm or just dealing lots of damage in general (and relying on previous focus tier abilities to improve targeting). This could be against multiple targets if the first option was for a single target, to outright kill or neutralize a target (starting with level 4, but with guidance for using Effort to increase the level of the target), or to select yet another foe, make another attack, or get away in order to fight another day.

Support

Foci that allow a character to help others succeed, defend others, heal others who are hurt, and so on are support foci. Of course, most foci abilities are often used in aid of others, but support foci (such as Siphons Power) prioritize aiding, healing, and improving the character who takes the focus.

Support foci rely on a variety of methods to provide their help, including martial training used in defense, supernatural or sci-fi means of providing healing, or simply easing the cares of others through entertainment.

Connection: Choose four relevant connections from the Focus Connections list.

Additional Equipment: Any object necessary to provide support. For instance, someone with a focus that uses entertainment to help others would require an instrument or similar object in aid of their craft. Some foci in this category don’t require anything to gain or retain their benefits.

Minor Effect Suggestions: You can draw an attack without having to use an action at any point before the end of the next round.

Major Effect Suggestions: You can take an extra action in aid of an ally.

The following are examples and not meant to provide a complete list of all possible foci in this category.

@UUID[.9x56c0G5TMOl1Arn#defends-the-weak]{Defends the Weak} @UUID[.9x56c0G5TMOl1Arn#entertains]{Entertains} @UUID[.9x56c0G5TMOl1Arn#helps-their-friends]{Helps Their Friends} @UUID[.9x56c0G5TMOl1Arn#metes-out-justice]{Metes Out Justice} @UUID[.9x56c0G5TMOl1Arn#shepherds-the-community]{Shepherds the Community} @UUID[.9x56c0G5TMOl1Arn#siphons-power]{Siphons Power} @UUID[.9x56c0G5TMOl1Arn#works-miracles]{Works Miracles}

Ability Selection Guidelines

Tier 1: Choose a low-tier ability that provides some form of defense, aid or entertainment, benefit to recovery or healing, or protection. That defense or protection could be to the PC and not to an ally, as one cannot protect another without first being able to protect themselves (and sometimes protecting themselves is the entire point).

Sometimes an additional low-power ability is appropriate, depending on the focus. Often, this is an ability that grants skill training in a related area of knowledge or a related skill, but it might be something that works with the initial ability that, by itself, wouldn’t do much.

Tier 2: Choose a low-tier ability that follows up on the support style opened in the previous tier. If the previous tier’s ability provided a means of protection only for the focus taker, this tier 2 ability should specifically provide aid to another. If the previous tier specifically provided aid to another, this tier 2 ability could defend the focus taker or provide an offensive capability grounded, if possible, in the focus’s theme.

Tier 3: Choose two mid-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One option should work within the focus’s theme to aid, heal, protect, or otherwise help another.

The other option should be something that benefits the character, either an offensive or defensive ability, or something that broadens their expertise in some fashion. Alternatively, it could be another, different method of helping someone else.

Tier 4: Choose a mid-tier ability that gives an ally a direct boon or provides the character with a way to help another. It could also be an ability that harms or nullifies a foe, as removing foes certainly helps allies.

Tier 5: Choose a high-tier ability that provides an offensive or defensive option for the character, if none have been provided yet. If this need has been previously addressed or is deemed unnecessary, choose a high-tier ability that provides some form of defense, aid or entertainment, benefit to recovery or healing, or protection to another. For example, a tier 5 ability might grant an ally an additional free action or allow them to repeat a failed action.

Tier 6: Choose two high-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One of the options should provide an ultimate method of helping another in the theme of the focus.

The other option could provide an alternative ultimate method of helping another; many foci in this category do. However, an option that provides high-tier offense or defense is also completely reasonable.

Tank Combat

Foci that prioritize being able to take a lot of punishment and soak up excess damage from foes fall within the tank combat category. These foci provide offensive abilities too, as well as additional abilities related to the particular method by which improved protection is achieved, but defensive abilities are most pronounced.

Some tank combat foci involve a physical transformation that grants additional protection, and others rely on specialized training, use tools like shields or heavy armor, or provide the ability to heal incredibly fast. The kinds of physical transformation that a tank focus provides, if any, vary widely. A focus might turn a character’s skin to stone, reinforce their body with metal, turn them into a monstrous being, make them so big it becomes harder to hurt them, and so on.

Connection: Choose four relevant connections from the Focus Connections list.

Additional Equipment: Any object necessary to maintain a physical transformation (such as a tool for repair if partly robotic, a shield or other defensive tool used if skilled, or possibly some kind of amulet or serum). Some tank combat foci don’t require anything to gain or retain their benefits.

Minor Effect Suggestions: +2 to Armor for a few rounds.

Major Effect Suggestions: Regain 2 points to Might Pool.

The following are examples and not meant to provide a complete list of all possible foci in this category.

@UUID[.9x56c0G5TMOl1Arn#abides-in-stone]{Abides in Stone} @UUID[.9x56c0G5TMOl1Arn#brandishes-an-exotic-shield]{Brandishes an Exotic Shield} @UUID[.9x56c0G5TMOl1Arn#defends-the-gate]{Defends the Gate} @UUID[.9x56c0G5TMOl1Arn#fuses-flesh-and-steel]{Fuses Flesh and Steel} @UUID[.9x56c0G5TMOl1Arn#grows-to-towering-heights]{Grows to Towering Heights} @UUID[.9x56c0G5TMOl1Arn#howls-at-the-moon]{Howls at the Moon} @UUID[.9x56c0G5TMOl1Arn#lives-in-the-wilderness]{Lives in the Wilderness} @UUID[.9x56c0G5TMOl1Arn#masters-defense]{Masters Defense} @UUID[.9x56c0G5TMOl1Arn#never-says-die]{Never Says Die} @UUID[.9x56c0G5TMOl1Arn#stands-like-a-bastion]{Stands Like a Bastion}

Ability Selection Guidelines

Tier 1: Choose a low-tier ability that provides defense within the focus’s theme. If the theme is simply intense training or the use of a defensive tool, the ability might be as simple as a bonus to Armor. If protection comes from physical transformation, this ability provides the base form effects, benefits, and in some cases drawbacks for making the transformation. A low-tier enhanced healing ability would also be appropriate at first tier.

Sometimes an additional low-power ability is appropriate, depending on the focus. If the character transforms, this ability may provide a knock-on effect, though in the case of some transformations, it might be a description of how someone with an abnormal physiognomy can fully heal. Other times, the secondary power may simply be training in a related skill, or it may unlock the ability to use a particular armor or shield without penalty.

Tier 2: If the theme of the focus isn’t physical transformation, choose a low-tier ability that provides an additional method of defending, healing damage, or avoiding attacks.

If the theme of the focus is physical transformation, choose a low-tier ability that unlocks a new capability related to the form the character takes. That might mean gaining better control of the transformation, unlocking a robotic interface, or otherwise more fully unlocking that form. This ability is not necessarily defensive, though it could be.

Tier 3: Choose two mid-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One option should provide an additional form of protection in keeping with the focus’s theme, such as more defensive capabilities unlocked from a transformation (which might also come with additional offensive capabilities) or a simple physical enhancement if defense is gained by skills or enhanced healing.

The other option should provide an offensive capability, especially if creating a non-transformation focus that doesn’t already have offensive benefits. That capability could be an enhanced attack or provide some other benefit useful in combat, such as quickly evading or (on the other end of the continuum) becoming immovable.

Tier 4: Choose a mid-tier ability that further enhances the advantages provided by the focus’s damage-soaking paradigm. Often, this includes training in a particular kind of defense. Alternatively, it might increase the advantages provided by previously unlocked defensive abilities, whether that means gaining greater control over a transformation, gaining additional chances to avoid damage or retry tasks related to enhanced determination, and so on. If the focus is lacking in offensive options, this is a good place to include one.

Tier 5: Choose a high-tier ability that provides protection, possibly in the form of shrugging off a debilitating condition (including death). If the focus offers a physical transformation, this ability might further unlock an additional related ability, whether offensive, defensive, or something related to exploration or interaction (such as flight if the form is winged, intimidation if the form is fearsome, and so on).

Tier 6: Choose two high-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One option should use the focus paradigm to increase the defense, protection, or ability to shrug off damage.

The other option could be a different way of being defensive. In some cases, the best defense is a good offense, so this option could provide a high-tier offensive ability in keeping with the focus’s theme, whether that’s a straight-up damage boost on attacks or better control of an unstable physical transformation.

","markdown":""},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"ownership":{"default":-1},"flags":{}},{"sort":399219,"name":"Abilities","type":"text","_id":"YRhX8KikaF361373","title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"

A character’s type, flavor, and focus assign an appropriate tier to each ability. However, if you’re creating a brand-new focus or type, we provide a couple of additional tools.

The first is a power grade for each ability, which tells you about how potent it is in relation to other abilities. Abilities appropriate for tiers 1 and 2 characters are called “low-tier” abilities. Abilities appropriate for tiers 3 and 4 are called “mid-tier” abilities. Abilities appropriate for tiers 5 and 6 are called “high-tier” abilities.

These abilities are further sorted into ability categories based on the kinds of things they do—abilities that improve physical attacks are in the attack skill category, abilities that assist allies are in the support category, and so on.

Unless otherwise noted, you cannot choose the same ability twice, even if you get it from both your type and a flavor.

Ability Categories and Relative Power

Abilities can be divided into several categories based on the kinds of things they do—improve your physical attacks, assist allies, provide defense, give you a special attack form, and so on. Under each of the following category descriptions is a list of abilities that fit that category, sorted into low-, medium-, and high-tier abilities.

The categories are mainly used by GMs when designing new foci for a campaign, allowing them to search a short list of abilities instead of trying to find something appropriate among the thousand or so abilities in this chapter. For example, the GM might have a custom focus in their campaign called “Is Born of the Swamp” and want a defensive ability for tier 5, so they can look at the high-tier abilities in the protection category and quickly narrow down what options are available.

It may be possible that a character gains the same ability from more than one source (such as from their type and their descriptor). Unless the two abilities are obviously additive (such as two abilities that each add 3 points to your Might Pool, which together would give the character +6 Might points), the duplicated ability might be improved in some way, such as having a longer duration or greater effect, or automatically providing an asset. Some abilities give suggestions on how to do this; otherwise, the player and the GM should work out whether and how the ability is improved.

The ability categories are not intended to be rigid or comprehensive. Some abilities fall into more than one category, and it could be argued that some abilities could be included in more categories than are listed here.

These categories have some overlap with the categories in the Creating New Foci chapter. For example, there is a support category here and a support category in the Creating New Foci chapter. They aren’t intended to be exact parallels and they don’t mean exactly the same thing. That said, if you’re creating a support-centric focus, many of the abilities in the support ability category would be appropriate choices.

Attack Skill

Gives you training or specialization in a specific physical attack (like swords or unarmed combat), a category of physical attacks (light bladed, heavy bashing, and so on), or another physical skill primarily used to inflict harm (such as breaking objects).

Low Tier

@UUID[Compendium.cyphersystem-compendium.abilities.YBMLX3Jm5oN79J6G]{Heads-Up Display} @UUID[Compendium.cyphersystem-compendium.abilities.wAbsUj5mHZatr3JG]{Practiced With Guns} @UUID[Compendium.cyphersystem-compendium.abilities.NhijFGxYepJtaa0r]{Practiced With Medium Weapons} @UUID[Compendium.cyphersystem-compendium.abilities.WFK0xBSAIpD59va8]{Practiced With Swords} @UUID[Compendium.cyphersystem-compendium.abilities.FEkLEYwk7r9KE7oC]{Quarry} @UUID[Compendium.cyphersystem-compendium.abilities.JJKRrcU5L1yM9y90]{Unarmed Fighting Style}

Mid Tier

@UUID[Compendium.cyphersystem-compendium.abilities.R0UuZ32vmmeFbSMV]{Blood Fever} @UUID[Compendium.cyphersystem-compendium.abilities.Z7JkIlrv7gxim4Fn]{Cognizant Offense} @UUID[Compendium.cyphersystem-compendium.abilities.nOuOE3EkrNr81pSq]{Greater Skill With Defense} @UUID[Compendium.cyphersystem-compendium.abilities.yl2zo179wXZW5Xxc]{Practiced With All Weapons} @UUID[Compendium.cyphersystem-compendium.abilities.NoKdHv0FSytZR4iF]{Robot Fighter} @UUID[Compendium.cyphersystem-compendium.abilities.NcItnMHjeG9fgE1K]{Serv-0 Aim} @UUID[Compendium.cyphersystem-compendium.abilities.lPqCQOQJF0JfoFRn]{Serv-0 Brawler} @UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks} @UUID[Compendium.cyphersystem-compendium.abilities.QDSSTe5EGrBHjtnL]{Sniper’s Aim} @UUID[Compendium.cyphersystem-compendium.abilities.hbWaCBEfSMujqvDf]{Specialized Throwing}

High Tier

@UUID[Compendium.cyphersystem-compendium.abilities.2uSx4ErQ9f2QLX5M]{As Foretold in Prophecy} @UUID[Compendium.cyphersystem-compendium.abilities.AsmIgvoIRPEtuzkh]{Duel to the Death} @UUID[Compendium.cyphersystem-compendium.abilities.oroWEBbp3cvrYwH9]{Greater Skill With Attacks} @UUID[Compendium.cyphersystem-compendium.abilities.LE8NtDKG9TzXBv5B]{Hunter’s Drive} @UUID[Compendium.cyphersystem-compendium.abilities.S4PaEqmYjg4TGoG3]{Master of Unarmed Fighting Style} @UUID[Compendium.cyphersystem-compendium.abilities.kNSRytTtQX0rU3aE]{Mastery With Attacks} @UUID[Compendium.cyphersystem-compendium.abilities.F6mAzjhG2T4irVjy]{Specialized Basher}

Companion

Gives you a follower, modifies a follower, or gives you an additional benefit when interacting with or near your follower. This category includes humanoid followers, beast companions, and temporary companions like summoned swarms, conjured spirits, and so on.

Low Tier

@UUID[Compendium.cyphersystem-compendium.abilities.4XwwFeGO5haHxvQs]{Basic Follower} @UUID[Compendium.cyphersystem-compendium.abilities.bOohoEcDegDBinFc]{Beast Companion} @UUID[Compendium.cyphersystem-compendium.abilities.9Kag2UMn6Wdxq4Zo]{Bound Magic Creature} @UUID[Compendium.cyphersystem-compendium.abilities.hIxPlDRbNqallNiu]{Control Swarm} @UUID[Compendium.cyphersystem-compendium.abilities.tgS72E10jiPF3Dm3]{Critter Companion} @UUID[Compendium.cyphersystem-compendium.abilities.P1jQZdPIrxo4wNlr]{Duplicate} @UUID[Compendium.cyphersystem-compendium.abilities.ZK4CUb9HH4J5A8IN]{Entourage} @UUID[Compendium.cyphersystem-compendium.abilities.ZEcFnsNXgcozJElT]{Influence Swarm} @UUID[Compendium.cyphersystem-compendium.abilities.yaLHxRtVBhveqHJA]{Necromancy} @UUID[Compendium.cyphersystem-compendium.abilities.oEubmS7pZ3zFK8uJ]{Resilient Duplicate} @UUID[Compendium.cyphersystem-compendium.abilities.paIv2etaqLqY76y0]{Robot Assistant} @UUID[Compendium.cyphersystem-compendium.abilities.v1lZkKjSCS1pjnET]{Serv-0} @UUID[Compendium.cyphersystem-compendium.abilities.RkOvawhfH5MHQFOH]{Spirit Accomplice}

Mid Tier

@UUID[Compendium.cyphersystem-compendium.abilities.zstBkLwRduC7vgGT]{Beast Eyes} @UUID[Compendium.cyphersystem-compendium.abilities.gLxVxCSix441TyKq]{Call Swarm} @UUID[Compendium.cyphersystem-compendium.abilities.ETGBAqAc1ApFH5cx]{Expert Follower} @UUID[Compendium.cyphersystem-compendium.abilities.BQnrZXeivue9Q2qp]{Fellow Explorer} @UUID[Compendium.cyphersystem-compendium.abilities.srn53BB1da8Elh1t]{Fiery Hand of Doom} @UUID[Compendium.cyphersystem-compendium.abilities.rUzrjRuT2nfEdCaJ]{Gain Unusual Companion} @UUID[Compendium.cyphersystem-compendium.abilities.vEVmBgz2TxOH3aSk]{Greater Necromancy} @UUID[Compendium.cyphersystem-compendium.abilities.QxOsAHpd8ZkEXI5u]{Improved Object Bond} @UUID[Compendium.cyphersystem-compendium.abilities.CEscdPwUrBpzUeS0]{Living Armor} @UUID[Compendium.cyphersystem-compendium.abilities.XkFsMa9e9IY2FRcN]{Machine Companion} @UUID[Compendium.cyphersystem-compendium.abilities.cGcblQ2qvyHM02kY]{Mount} @UUID[Compendium.cyphersystem-compendium.abilities.S2OZtm12S2YvxD7H]{Retinue} @UUID[Compendium.cyphersystem-compendium.abilities.Nyt7Z1xWqmnuu265]{Shipspeak} @UUID[Compendium.cyphersystem-compendium.abilities.h1rn92kIqG5VVYd6]{Stronger Together} @UUID[Compendium.cyphersystem-compendium.abilities.wEWyNKnVgVOjsyms]{Summon Giant Spider} @UUID[Compendium.cyphersystem-compendium.abilities.FwEUY43Q8EMVCCsL]{Superior Duplicate} @UUID[Compendium.cyphersystem-compendium.abilities.OWRsjlf3ahyH9eez]{Time Doppelganger} @UUID[Compendium.cyphersystem-compendium.abilities.l5vgtPP0LcsqGrzn]{Time Loop}

High Tier

@UUID[Compendium.cyphersystem-compendium.abilities.Qm31Nw2SkBpVcv9M]{As If One Creature} @UUID[Compendium.cyphersystem-compendium.abilities.fD8yD0pGCMdOJkGb]{Band of Desperados} @UUID[Compendium.cyphersystem-compendium.abilities.KpbEHKNSEycVB1GU]{Band of Followers} @UUID[Compendium.cyphersystem-compendium.abilities.pFWDdnTXCiPfwsWv]{Beast Call} @UUID[Compendium.cyphersystem-compendium.abilities.jVY1PTxvZvpjZILB]{Call Dead Spirit} @UUID[Compendium.cyphersystem-compendium.abilities.HUVY2MA2CBegFhLY]{Call in Favor} @UUID[Compendium.cyphersystem-compendium.abilities.ElsQU746B70tsPmZ]{Call Otherworldly Spirit} @UUID[Compendium.cyphersystem-compendium.abilities.U58ZQ1X3byfANn4W]{Call Through Time} @UUID[Compendium.cyphersystem-compendium.abilities.8SDpRRzZRF73zLsF]{Conjuration} @UUID[Compendium.cyphersystem-compendium.abilities.iQhBPww1s4wRZcDz]{Deadly Swarm} @UUID[Compendium.cyphersystem-compendium.abilities.M1FHIlVPVv8O02LV]{Dragon’s Maw} @UUID[Compendium.cyphersystem-compendium.abilities.NVdx8QjmTP5eOjDh]{Fire Servant} @UUID[Compendium.cyphersystem-compendium.abilities.iEOf9IkbHU8oBOMm]{Improved Apportation} @UUID[Compendium.cyphersystem-compendium.abilities.0IlHHY1ktkN2L5Sp]{Improved Companion} @UUID[Compendium.cyphersystem-compendium.abilities.PKFz6WVsaKm5kIir]{Improved Machine Companion} @UUID[Compendium.cyphersystem-compendium.abilities.UJpMPRD25O7HvhbV]{Insect Eruption} @UUID[Compendium.cyphersystem-compendium.abilities.pGJIwlCJDib2Splm]{Legal Intern} @UUID[Compendium.cyphersystem-compendium.abilities.rHApGqEQj8TCGa3f]{Masterful Armor Modification} @UUID[Compendium.cyphersystem-compendium.abilities.rsYzxCchklPSFAp7]{Multiplicity} @UUID[Compendium.cyphersystem-compendium.abilities.Aprz5cRtdgiAIYUM]{Object Bond Mastery} @UUID[Compendium.cyphersystem-compendium.abilities.3EcnBLVtGwxpWXBW]{Recruit Deputy} @UUID[Compendium.cyphersystem-compendium.abilities.yqhUXLWMSNn5IYOn]{Robot Fleet} @UUID[Compendium.cyphersystem-compendium.abilities.LnZkUlKUuuD7iW3P]{Summon Demon} @UUID[Compendium.cyphersystem-compendium.abilities.OWRsjlf3ahyH9eez]{Time Doppelganger} @UUID[Compendium.cyphersystem-compendium.abilities.GDphyYXSfjKE5BST]{True Necromancy}

Control

Controls or influences minds in ways outside of what could be done with conventional intimidation and persuasion, such as using psychic mind control, fear gas, and so on.

Low Tier

@UUID[Compendium.cyphersystem-compendium.abilities.BggeJtN5IcutwLJg]{Calm Stranger} @UUID[Compendium.cyphersystem-compendium.abilities.SeAlSU8Rim5CWsgV]{Charm Machine} @UUID[Compendium.cyphersystem-compendium.abilities.fg8V2R3kpLX2sHRn]{Cloud Personal Memories} @UUID[Compendium.cyphersystem-compendium.abilities.ag3OU8JZuc769034]{Community Activist} @UUID[Compendium.cyphersystem-compendium.abilities.ulHj0pzmwc515fve]{Fast Talk} @UUID[Compendium.cyphersystem-compendium.abilities.M2oXV5cRSdMlUZDm]{Goad} @UUID[Compendium.cyphersystem-compendium.abilities.0V2NE0905wwYPRVo]{Hack the Impossible} @UUID[Compendium.cyphersystem-compendium.abilities.kgCuCmU8kn0UMy8v]{Robot Control} @UUID[Compendium.cyphersystem-compendium.abilities.gT21nqWZ9Es576oC]{Soothe the Savage} @UUID[Compendium.cyphersystem-compendium.abilities.qVlbJjB7X8R78rz0]{Terrifying Presence}

Mid Tier

@UUID[Compendium.cyphersystem-compendium.abilities.CLObcsu2DKKKhzyK]{Calm} @UUID[Compendium.cyphersystem-compendium.abilities.8EMTH3JCrC5Vjt63]{Captivate or Inspire} @UUID[Compendium.cyphersystem-compendium.abilities.mUhnX0UmEw2BROkI]{Captivate With Starshine} @UUID[Compendium.cyphersystem-compendium.abilities.t83oYxQRuO2u2zx4]{Command} @UUID[Compendium.cyphersystem-compendium.abilities.OE5yXpzWC8lSUmGX]{Command Machine} @UUID[Compendium.cyphersystem-compendium.abilities.dCQdSi11hJDyOSdD]{Command Spirit} @UUID[Compendium.cyphersystem-compendium.abilities.crFxkKwBNdnD6tX4]{Crowd Control} @UUID[Compendium.cyphersystem-compendium.abilities.FIU24o7T66ViVgyg]{Daydream} @UUID[Compendium.cyphersystem-compendium.abilities.sqiDNk5qXh9j3zwh]{Grand Deception} @UUID[Compendium.cyphersystem-compendium.abilities.ljhjSIxYOCbPXEFR]{Interruption} @UUID[Compendium.cyphersystem-compendium.abilities.Vcfc6yjbqX6WSzCf]{Mind Control} @UUID[Compendium.cyphersystem-compendium.abilities.iRqXVpngq6vfgtEn]{Psychic Suggestion}

High Tier

@UUID[Compendium.cyphersystem-compendium.abilities.zTsjsWVgzjQzl2MW]{Advanced Command} @UUID[Compendium.cyphersystem-compendium.abilities.By276DS858KmWNZq]{Assume Control} @UUID[Compendium.cyphersystem-compendium.abilities.3SiJ5Drao8XtmgzV]{Brainwashing} @UUID[Compendium.cyphersystem-compendium.abilities.aWbDzueOAxSW1d3C]{Change the Paradigm} @UUID[Compendium.cyphersystem-compendium.abilities.FxohCBSksJIu1BSA]{Control Machine} @UUID[Compendium.cyphersystem-compendium.abilities.LvoH43SKKtr3urKo]{Control the Savage} @UUID[Compendium.cyphersystem-compendium.abilities.0f2qoQlYGRqgu0Nj]{Defuse Situation} @UUID[Compendium.cyphersystem-compendium.abilities.UyW320RhzarMNoss]{Flee} @UUID[Compendium.cyphersystem-compendium.abilities.miR0d91lKIfmBGdO]{Psychic Passenger} @UUID[Compendium.cyphersystem-compendium.abilities.cfR2uFYjteKAqsYw]{Show Them the Way} @UUID[Compendium.cyphersystem-compendium.abilities.3wZZC07ADxO3mImS]{Suggestion} @UUID[Compendium.cyphersystem-compendium.abilities.ZTp4SZ673tDJpmuS]{Word of Command}

Craft

Creates useful physical things, such as mundane tools (hammers, crowbars), limited-use devices (manifest cyphers, artifacts), or independent beings (robots, elementals, zombies). Includes blueprints, plans, and effects that aid or speed crafting.

Low Tier

@UUID[Compendium.cyphersystem-compendium.abilities.JoPcORtuhjnAJ5mT]{Create Deadly Poison} @UUID[Compendium.cyphersystem-compendium.abilities.ZvKFftq7doCxI7T5]{Fortification Builder} @UUID[Compendium.cyphersystem-compendium.abilities.IswvUEdCBBZDRme6]{Junkmonger} @UUID[Compendium.cyphersystem-compendium.abilities.JK2hN1poqMLqfa1N]{Machine Efficiency} @UUID[Compendium.cyphersystem-compendium.abilities.mFPUUmBIcGGsuwNd]{Modify Device} @UUID[Compendium.cyphersystem-compendium.abilities.Ktxj62234LhUr51B]{Natural Crafter} @UUID[Compendium.cyphersystem-compendium.abilities.m6X5wyPUPdhqLTIp]{Quick Work} @UUID[Compendium.cyphersystem-compendium.abilities.pUliR2uWpIcE6jQX]{Robot Builder} @UUID[Compendium.cyphersystem-compendium.abilities.XUutaClCW4UXzK7e]{Trapster} @UUID[Compendium.cyphersystem-compendium.abilities.qBTIXXJt2Ahn8UYh]{Weapon Crafter}

Mid Tier

@UUID[Compendium.cyphersystem-compendium.abilities.FBCpBF9PXlEtIX4m]{Dream Becomes Reality} @UUID[Compendium.cyphersystem-compendium.abilities.dhXVqnunlbSbrDPB]{Expert Crafter} @UUID[Compendium.cyphersystem-compendium.abilities.7G8B9lfoVXkuxvKB]{Ice Creation} @UUID[Compendium.cyphersystem-compendium.abilities.AQQzctwqPJPUTRbb]{Poison Crafter} @UUID[Compendium.cyphersystem-compendium.abilities.BSx4qB29VwRUISm6]{Robot Upgrade} @UUID[Compendium.cyphersystem-compendium.abilities.3DJXuR680OxwP5NT]{Sculpt Light}

High Tier

@UUID[Compendium.cyphersystem-compendium.abilities.HuhNjMfMxPkTlERH]{Create} @UUID[Compendium.cyphersystem-compendium.abilities.JUn27j5YI3dRh2jJ]{Dark Matter Structure} @UUID[Compendium.cyphersystem-compendium.abilities.6e4KunpYFObSRszo]{Improved Sculpt Light} @UUID[Compendium.cyphersystem-compendium.abilities.y3qXWOUu7mAhg6Rb]{Innovator} @UUID[Compendium.cyphersystem-compendium.abilities.KQDFvUEnIWed1ebo]{Jury-Rig} @UUID[Compendium.cyphersystem-compendium.abilities.t0B6AIqWanSnx696]{Modify Artifact Power} @UUID[Compendium.cyphersystem-compendium.abilities.YFbC1HRis4SpZgrS]{Reshape}

Cure

Cures damage, adds or improves recovery rolls, or negates, cures, suspends, or otherwise gives immunity to a harmful effect or condition, such as poison, disease, mental attacks, moving down on the damage track, or dying.

Low Tier

@UUID[Compendium.cyphersystem-compendium.abilities.8mP69InEXQ4TB5BL]{Alleviate} @UUID[Compendium.cyphersystem-compendium.abilities.bzeuikGxbM7noj2z]{Crystalline Body} @UUID[Compendium.cyphersystem-compendium.abilities.Z7CKGOQWnfdNO885]{Destined for Greatness} @UUID[Compendium.cyphersystem-compendium.abilities.qHzwHm5LmYDasHnF]{Diver} @UUID[Compendium.cyphersystem-compendium.abilities.gWvMJQPBSmeaP8yN]{Drain Creature} @UUID[Compendium.cyphersystem-compendium.abilities.JyAovhallyh9m6oW]{Drain Machine} @UUID[Compendium.cyphersystem-compendium.abilities.PqL4qr9D8QAwQhrL]{Endurance} @UUID[Compendium.cyphersystem-compendium.abilities.uB3sVzeG2N5rkdUZ]{Escape} @UUID[Compendium.cyphersystem-compendium.abilities.CAYeFSNYprjeRtWw]{Extra Recovery} @UUID[Compendium.cyphersystem-compendium.abilities.U7chr7wLj7r5y0LT]{Foil Danger} @UUID[Compendium.cyphersystem-compendium.abilities.igGttY1Y2XbAx3qY]{Healing Touch} @UUID[Compendium.cyphersystem-compendium.abilities.JuOmZXMt1T3tQUZ8]{Ignore the Pain} @UUID[Compendium.cyphersystem-compendium.abilities.UtFc3e4grYyCQneH]{Improved Recovery} @UUID[Compendium.cyphersystem-compendium.abilities.vFQaDsHzJpTSV8Tw]{Living Off the Land} @UUID[Compendium.cyphersystem-compendium.abilities.wXV7JxEmZDlBvRKO]{Push on Through} @UUID[Compendium.cyphersystem-compendium.abilities.euEVkth9YGYSpoJf]{Quick Recovery} @UUID[Compendium.cyphersystem-compendium.abilities.rRDSzPJtUCwRVXFR]{Repair Flesh} @UUID[Compendium.cyphersystem-compendium.abilities.OvvuCBCQ71rZkCqQ]{Restful Presence} @UUID[Compendium.cyphersystem-compendium.abilities.XntbE6mXQ4CZ6yIi]{Speedy Recovery} @UUID[Compendium.cyphersystem-compendium.abilities.s2PLo9FsWBi2C1VY]{Surging Confidence} @UUID[Compendium.cyphersystem-compendium.abilities.2fU3nI68oi5ScziC]{Totally Chill} @UUID[Compendium.cyphersystem-compendium.abilities.yRSe9vjTxdOkvgBE]{Water Adaptation} @UUID[Compendium.cyphersystem-compendium.abilities.lw0otGU2Iaorppdc]{Will of Legend}

Mid Tier

@UUID[Compendium.cyphersystem-compendium.abilities.m7j43Ww96dKCDtJO]{Aquatic Combatant} @UUID[Compendium.cyphersystem-compendium.abilities.zdkVn6jIaanDoikV]{Biomorphic Healing} @UUID[Compendium.cyphersystem-compendium.abilities.nVFRDMhuWDrdve4F]{Damage Transference} @UUID[Compendium.cyphersystem-compendium.abilities.A6H8xi93t6Zrexz9]{Drain Charge} @UUID[Compendium.cyphersystem-compendium.abilities.5otvtHrbVXIh0N27]{Fight On} @UUID[Compendium.cyphersystem-compendium.abilities.rAmIxY5G1BK4ZMm7]{Font of Healing} @UUID[Compendium.cyphersystem-compendium.abilities.6nm35znCQzjAk6Gb]{Healing Pulse} @UUID[Compendium.cyphersystem-compendium.abilities.NMgopYfoagESHtea]{Ignore Affliction} @UUID[Compendium.cyphersystem-compendium.abilities.4Fe5z4FD71eHlbbd]{Immovable} @UUID[Compendium.cyphersystem-compendium.abilities.b776WTF2u1roh3n0]{Incredible Health} @UUID[Compendium.cyphersystem-compendium.abilities.7amEMbwK27v31Lt9]{Miraculous Health} @UUID[Compendium.cyphersystem-compendium.abilities.AAUqaiWxC5V4e1VH]{Noble’s Courage} @UUID[Compendium.cyphersystem-compendium.abilities.Wj6oHOvnZkZjulwI]{One With the Wild} @UUID[Compendium.cyphersystem-compendium.abilities.VsKeNcF252yKnh2O]{Poison Resistance} @UUID[Compendium.cyphersystem-compendium.abilities.LojkwDtb1gHLSB6A]{Preternatural Senses} @UUID[Compendium.cyphersystem-compendium.abilities.iroL3TcKD9dpulhW]{Regeneration} @UUID[Compendium.cyphersystem-compendium.abilities.gn1jtMLhp6qPNXUL]{Store Energy} @UUID[Compendium.cyphersystem-compendium.abilities.nJBrBxxs0ezweHKZ]{Thinking Ahead} @UUID[Compendium.cyphersystem-compendium.abilities.wxAZnuQkvWosLzkN]{Tough As Nails} @UUID[Compendium.cyphersystem-compendium.abilities.27EOrq94WxqgBbWQ]{Unmovable} @UUID[Compendium.cyphersystem-compendium.abilities.P73TBXcNDbZCVsdE]{Unraveling Consumption} @UUID[Compendium.cyphersystem-compendium.abilities.Ja8ebgq2RDQryN62]{Wilderness Encouragement} @UUID[Compendium.cyphersystem-compendium.abilities.JrSM5XYgXpxNnLl2]{Willing Sacrifice}

High Tier

@UUID[Compendium.cyphersystem-compendium.abilities.Uk6ceaEWFjcoHNTI]{Deep Reserves} @UUID[Compendium.cyphersystem-compendium.abilities.5HNZcrij9mgEmvAR]{Final Defiance} @UUID[Compendium.cyphersystem-compendium.abilities.B0Tt5R1m2DsVLtPH]{Free to Move} @UUID[Compendium.cyphersystem-compendium.abilities.W0Jw19mWIycjIgmo]{Gamer’s Fortitude} @UUID[Compendium.cyphersystem-compendium.abilities.dIUTe5O1jeA47zps]{Gaming God} @UUID[Compendium.cyphersystem-compendium.abilities.O2XHxUa2QNrliDMG]{Greater Healing Touch} @UUID[Compendium.cyphersystem-compendium.abilities.upynNTXrIGGH82Ll]{Incredible Recovery} @UUID[Compendium.cyphersystem-compendium.abilities.PvISXo6EQ2PmCGes]{Infuse Spirit} @UUID[Compendium.cyphersystem-compendium.abilities.oilgQ4oM02Pa0eNp]{Inspiration} @UUID[Compendium.cyphersystem-compendium.abilities.Kf09KYdZqG6dNTFC]{Inspire the Innocent} @UUID[Compendium.cyphersystem-compendium.abilities.laxdkyrDuOhxfWKc]{Mind Surge} @UUID[Compendium.cyphersystem-compendium.abilities.dMEqa6kAjXrHlxui]{Negate Danger} @UUID[Compendium.cyphersystem-compendium.abilities.sbGo2i4oqy1aUeQ6]{Not Dead Yet} @UUID[Compendium.cyphersystem-compendium.abilities.Hp9Sdc7eTTUuWTiu]{Rapid Recovery} @UUID[Compendium.cyphersystem-compendium.abilities.aS13LBRfyrWXAMMp]{Regenerate} @UUID[Compendium.cyphersystem-compendium.abilities.ydmPM9m8nmmgvlXc]{Restore Life} @UUID[Compendium.cyphersystem-compendium.abilities.aDnA7oA9ZYCEfprI]{Resuscitate} @UUID[Compendium.cyphersystem-compendium.abilities.4Xvgo62UVSOI9Acx]{Share the Power} @UUID[Compendium.cyphersystem-compendium.abilities.iXBkjCf0y9vXVXI6]{Stay the Course} @UUID[Compendium.cyphersystem-compendium.abilities.qKDngpAWNEzhdRj5]{Trick Driver} @UUID[Compendium.cyphersystem-compendium.abilities.icJAWRB8Uha8CSKr]{Vigilant}

Environment

Manipulates the environment or things in the environment, such as with telekinesis, weather control, gravity control, illusions, and so on.

Low Tier

@UUID[Compendium.cyphersystem-compendium.abilities.zqarns940d4FXwYf]{Create Water} @UUID[Compendium.cyphersystem-compendium.abilities.y08bfWS5eyeUJB3J]{Dreamcraft} @UUID[Compendium.cyphersystem-compendium.abilities.21Bi8yur01DCYz5f]{Fetch} @UUID[Compendium.cyphersystem-compendium.abilities.zW0cZJQTR0tHUmn3]{Grasping Foliage} @UUID[Compendium.cyphersystem-compendium.abilities.zArjjFcf9tHQvJTx]{Hedge Magic} @UUID[Compendium.cyphersystem-compendium.abilities.1KjY8D1dvLc3NuUv]{Hidden Closet} @UUID[Compendium.cyphersystem-compendium.abilities.xZQXXjAWGBo7mTHU]{Illuminating Touch} @UUID[Compendium.cyphersystem-compendium.abilities.BjWI1UVg9kpY7FKO]{Illusory Duplicate} @UUID[Compendium.cyphersystem-compendium.abilities.jCmnAY8EjuGo5uDg]{Impetus} @UUID[Compendium.cyphersystem-compendium.abilities.Frxs35QkokRdure4]{Legerdemain} @UUID[Compendium.cyphersystem-compendium.abilities.wNQ3q7VXtPHlPzqb]{Lock} @UUID[Compendium.cyphersystem-compendium.abilities.l60mmJrF1GupXLJB]{Minor Illusion} @UUID[Compendium.cyphersystem-compendium.abilities.p2JmtbtuzscW1ogs]{Move Metal} @UUID[Compendium.cyphersystem-compendium.abilities.3s6gDCIY1zfetGEg]{Slip Into Shadow} @UUID[Compendium.cyphersystem-compendium.abilities.xDn74LRD6xlMUqj2]{Telekinesis} @UUID[Compendium.cyphersystem-compendium.abilities.Db7aRY4t1mwRpcoL]{Wilderness Explorer}

Mid Tier

@UUID[Compendium.cyphersystem-compendium.abilities.FIU24o7T66ViVgyg]{Daydream} @UUID[Compendium.cyphersystem-compendium.abilities.SHMGbt30RfePtyNE]{Define Down} @UUID[Compendium.cyphersystem-compendium.abilities.eJpNT3QObtYiDfXY]{Field of Gravity} @UUID[Compendium.cyphersystem-compendium.abilities.yPVZmXWhUxustVdq]{Force Field Barrier} @UUID[Compendium.cyphersystem-compendium.abilities.itnqtCRfxC2EDKqu]{Force to Reckon With} @UUID[Compendium.cyphersystem-compendium.abilities.hJV3hrSYcq3Zbzl5]{Illusory Selves} @UUID[Compendium.cyphersystem-compendium.abilities.YeOtzG5ksxonD5RS]{Living Wall} @UUID[Compendium.cyphersystem-compendium.abilities.hNsph7BRwllVSUre]{Major Illusion} @UUID[Compendium.cyphersystem-compendium.abilities.KLFHpPR0MKLOWr8l]{Nullify Sound} @UUID[Compendium.cyphersystem-compendium.abilities.8QwoYVraOedgr9kB]{Projection} @UUID[Compendium.cyphersystem-compendium.abilities.wAQ7a5JSjp01x1Eg]{Storm Seed} @UUID[Compendium.cyphersystem-compendium.abilities.iIlgHiF1EN0fEpYx]{Sunlight}

High Tier

@UUID[Compendium.cyphersystem-compendium.abilities.wWN4y4rATxbtMCMo]{Adaptation} @UUID[Compendium.cyphersystem-compendium.abilities.tvlNZboSbKCHttjs]{Control Weather} @UUID[Compendium.cyphersystem-compendium.abilities.fruWNFBBNLpcGLaC]{Diamagnetism} @UUID[Compendium.cyphersystem-compendium.abilities.TXNhhyj63MMp2dVF]{Force Wall} @UUID[Compendium.cyphersystem-compendium.abilities.KBykf0P4WQ9Lb6TN]{Generate Force Field} @UUID[Compendium.cyphersystem-compendium.abilities.lCWWUQ0vYH2odiDv]{Grandiose Illusion} @UUID[Compendium.cyphersystem-compendium.abilities.ZK9Ruc53rKBqU93i]{Granite Wall} @UUID[Compendium.cyphersystem-compendium.abilities.PLsz8IqWScZt0Ott]{Inferno Trail} @UUID[Compendium.cyphersystem-compendium.abilities.8OmtJRuoKRzuGfh8]{Move Mountains} @UUID[Compendium.cyphersystem-compendium.abilities.RNJbp1eAcMqSnYvb]{Permanent Illusion} @UUID[Compendium.cyphersystem-compendium.abilities.RBOc2zxAI9xMoWqW]{Relocate} @UUID[Compendium.cyphersystem-compendium.abilities.9cJ6gJZc7datpQwJ]{Terrifying Image} @UUID[Compendium.cyphersystem-compendium.abilities.Bny0sFdqf40pJeOp]{Wall of Lightning} @UUID[Compendium.cyphersystem-compendium.abilities.pfZzabIIEuU4kSH3]{The Wild Is on Your Side}

Information

Gives the ability to learn information about something, whether chosen by the GM like Scan, by asking a question and the GM giving the answer, or by learning a language.

Low Tier

@UUID[Compendium.cyphersystem-compendium.abilities.r7uNiD9CGy4G3Hoq]{Babel} @UUID[Compendium.cyphersystem-compendium.abilities.OIk4usP2NFT0tDu7]{Communication} @UUID[Compendium.cyphersystem-compendium.abilities.op9VSx3NJT28UwTH]{Community Knowledge} @UUID[Compendium.cyphersystem-compendium.abilities.P95xVHVxALSMjanR]{Decipher} @UUID[Compendium.cyphersystem-compendium.abilities.bH57y3PYsMceluGy]{Dream Thief} @UUID[Compendium.cyphersystem-compendium.abilities.RM8Fmu1IJwzBkjcM]{Eye for Detail} @UUID[Compendium.cyphersystem-compendium.abilities.IvKd5vkPypJbB1Ip]{Gather Intelligence} @UUID[Compendium.cyphersystem-compendium.abilities.4PVFXmi2cxI8MdpR]{Lab Analysis} @UUID[Compendium.cyphersystem-compendium.abilities.W5Zt9qDKCtNr49BC]{Mind Reading} @UUID[Compendium.cyphersystem-compendium.abilities.PRW5MxW12oakmeHE]{Monster Lore} @UUID[Compendium.cyphersystem-compendium.abilities.2GicRKJcPO3hmlwD]{Network Tap} @UUID[Compendium.cyphersystem-compendium.abilities.V5oEOJ4i32t97yOG]{Predictive Model} @UUID[Compendium.cyphersystem-compendium.abilities.ZsI6553CPbGi0wtx]{Premonition} @UUID[Compendium.cyphersystem-compendium.abilities.pHFFr4DkCythNc5n]{Question the Spirits} @UUID[Compendium.cyphersystem-compendium.abilities.fzx429jdEdbd0tHy]{Retrieve Memories} @UUID[Compendium.cyphersystem-compendium.abilities.h3G0Ven2SoaPCbk4]{Salvage and Comfort} @UUID[Compendium.cyphersystem-compendium.abilities.OPvXaxuRIVXLmkWl]{Scan} @UUID[Compendium.cyphersystem-compendium.abilities.83y32UMQWshRvbDG]{See History} @UUID[Compendium.cyphersystem-compendium.abilities.nvA3LwoSP7jf4h8G]{Speaker for the Dead} @UUID[Compendium.cyphersystem-compendium.abilities.L2NOLfflU6HNleuT]{Telepathic}

Mid Tier

@UUID[Compendium.cyphersystem-compendium.abilities.YlzkyK6WEkk0cfhh]{Creature Insight} @UUID[Compendium.cyphersystem-compendium.abilities.ssfubNrUQC38zCkJ]{Device Insight} @UUID[Compendium.cyphersystem-compendium.abilities.mL6Yae2CxgefOMHn]{Draw Conclusion} @UUID[Compendium.cyphersystem-compendium.abilities.Mu5knvNfGyaeaiTB]{Find the Hidden} @UUID[Compendium.cyphersystem-compendium.abilities.W7wHOJdozxk7Y2CQ]{Got a Feeling} @UUID[Compendium.cyphersystem-compendium.abilities.MBt3AmXa8vzUCiHd]{Know Their Faults} @UUID[Compendium.cyphersystem-compendium.abilities.dLJ0B35UlB5wxCf4]{Machine Telepathy} @UUID[Compendium.cyphersystem-compendium.abilities.7VYzHQvF1cz4cfUp]{Mechanical Telepathy} @UUID[Compendium.cyphersystem-compendium.abilities.uPvNopNWTgHGIPyR]{Reading the Room} @UUID[Compendium.cyphersystem-compendium.abilities.x7YnN02GiwDQ09km]{Sensor Array} @UUID[Compendium.cyphersystem-compendium.abilities.9r6iNU2GH4oEH6vz]{Serv-0 Scanner} @UUID[Compendium.cyphersystem-compendium.abilities.2t9oGZRuFhLCKjsa]{Soul Interrogation} @UUID[Compendium.cyphersystem-compendium.abilities.abMJwHQIsm9Wcdlg]{Spot Weakness} @UUID[Compendium.cyphersystem-compendium.abilities.CBdIPMJ2oOOesmod]{Wilderness Awareness}

High Tier

@UUID[Compendium.cyphersystem-compendium.abilities.1tkQKo32UKxTUUPn]{Deep Consideration} @UUID[Compendium.cyphersystem-compendium.abilities.wztu6KcpILxwlFTU]{Drawing on Life’s Experiences} @UUID[Compendium.cyphersystem-compendium.abilities.PLyxuOlieOGsJx4h]{Information Gathering} @UUID[Compendium.cyphersystem-compendium.abilities.wlkPdME0r3hx9VbE]{Knowing the Unknown} @UUID[Compendium.cyphersystem-compendium.abilities.qbXP6HlN56bPt7cq]{Mind of a Leader} @UUID[Compendium.cyphersystem-compendium.abilities.lbXg8UlSCG23yxO4]{Read the Signs} @UUID[Compendium.cyphersystem-compendium.abilities.K0C60k7wHBSpMQX4]{Telepathic Network}

Meta

Modifies an existing ability or character trait’s effects or parameters, such as increasing range or, damage, easing the difficulty, giving you additional noncombat actions each turn, rerolling a failed attempt, or treating a number on the die as something different than normal.

Low Tier

@UUID[Compendium.cyphersystem-compendium.abilities.m5U42d2SkK31mp8d]{A Smile and a Word} @UUID[Compendium.cyphersystem-compendium.abilities.EyAIsiqJGCspQFcu]{Arcane Flare} @UUID[Compendium.cyphersystem-compendium.abilities.yIdq1lu1eUAkNyDC]{Artifact Tinkerer} @UUID[Compendium.cyphersystem-compendium.abilities.ywBEe31zan6qpVxr]{Augment Cypher} @UUID[Compendium.cyphersystem-compendium.abilities.Mbq7D0u4Vee0NKYz]{Careful Shot} @UUID[Compendium.cyphersystem-compendium.abilities.essJhO2eqoHmIQaa]{Charge} @UUID[Compendium.cyphersystem-compendium.abilities.L3UjcLAFvS9MLWCu]{Coaxing Power} @UUID[Compendium.cyphersystem-compendium.abilities.2x7nMe9ZGp3VjI8B]{Combat Prowess} @UUID[Compendium.cyphersystem-compendium.abilities.EERMWn1af0S8wAWN]{Crushing Blow} @UUID[Compendium.cyphersystem-compendium.abilities.bzeuikGxbM7noj2z]{Crystalline Body} @UUID[Compendium.cyphersystem-compendium.abilities.JkmTskE3eqcfu7dY]{Curious} @UUID[Compendium.cyphersystem-compendium.abilities.7nUj7rxq4Qwg4FUM]{Distant Interface} @UUID[Compendium.cyphersystem-compendium.abilities.Pu5XGGLI6cCp1EQd]{Double Strike} @UUID[Compendium.cyphersystem-compendium.abilities.gWvMJQPBSmeaP8yN]{Drain Creature} @UUID[Compendium.cyphersystem-compendium.abilities.1fu5C9JHmORmWTR8]{Driving on the Edge} @UUID[Compendium.cyphersystem-compendium.abilities.YjJvvUhIqtxf6eYS]{Elusive} @UUID[Compendium.cyphersystem-compendium.abilities.UJst9mtUKNTe3Pd2]{Energize Object} @UUID[Compendium.cyphersystem-compendium.abilities.dPFQTFRzv7D7PYKq]{Enhanced Body} @UUID[Compendium.cyphersystem-compendium.abilities.SmuTPFfZGnCUmnEj]{Extra Use} @UUID[Compendium.cyphersystem-compendium.abilities.axI0iGYo7DjdR8Ya]{Find the Way} @UUID[Compendium.cyphersystem-compendium.abilities.Hgr8QZmzjXmYorfs]{Fists of Fury} @UUID[Compendium.cyphersystem-compendium.abilities.Sg5WeSF04CYNEecl]{Fleet of Foot} @UUID[Compendium.cyphersystem-compendium.abilities.YGsGHp1rbu3Z7Kdd]{Frenzy} @UUID[Compendium.cyphersystem-compendium.abilities.pXrC4lkMOY7CvFLk]{Golem Body} @UUID[Compendium.cyphersystem-compendium.abilities.1SBd1jm66eSo4eHn]{Gunner} @UUID[Compendium.cyphersystem-compendium.abilities.z23towmNKeKJasHV]{Hacker} @UUID[Compendium.cyphersystem-compendium.abilities.tBWUjjkgyXHTrkCp]{Hold Breath} @UUID[Compendium.cyphersystem-compendium.abilities.3fMzqFFQ1rLtbVrd]{Improved Designation} @UUID[Compendium.cyphersystem-compendium.abilities.FzpkQwb1jA53bs1y]{Investigator} @UUID[Compendium.cyphersystem-compendium.abilities.N4DTNNCEESorc0N4]{Lead From the Front} @UUID[Compendium.cyphersystem-compendium.abilities.JK2hN1poqMLqfa1N]{Machine Efficiency} @UUID[Compendium.cyphersystem-compendium.abilities.VgomhLKFHDDAzW9T]{Mind for Might} @UUID[Compendium.cyphersystem-compendium.abilities.mFPUUmBIcGGsuwNd]{Modify Device} @UUID[Compendium.cyphersystem-compendium.abilities.nW46hfygkxB7FW5m]{Monster Bane} @UUID[Compendium.cyphersystem-compendium.abilities.Ktxj62234LhUr51B]{Natural Crafter} @UUID[Compendium.cyphersystem-compendium.abilities.YZB37b80VQGMUscp]{No Need for Weapons} @UUID[Compendium.cyphersystem-compendium.abilities.PCTUkuALVb0GdTCe]{Object Bond} @UUID[Compendium.cyphersystem-compendium.abilities.FDG7hgrRNt4aHpP1]{Overload Machine} @UUID[Compendium.cyphersystem-compendium.abilities.XAXJ3mFGdDv0fXLP]{Precision} @UUID[Compendium.cyphersystem-compendium.abilities.y2eUnbkzxOeoe9w6]{Quick Death} @UUID[Compendium.cyphersystem-compendium.abilities.m6X5wyPUPdhqLTIp]{Quick Work} @UUID[Compendium.cyphersystem-compendium.abilities.tJVu7MQ2pOhNfpUB]{Range Increase} @UUID[Compendium.cyphersystem-compendium.abilities.szw7tHW0OjI2fjpJ]{Reload} @UUID[Compendium.cyphersystem-compendium.abilities.vVax9KyZ3U4Wpok8]{Something in the Road} @UUID[Compendium.cyphersystem-compendium.abilities.AFfburUYwZlBFq7N]{Tinker} @UUID[Compendium.cyphersystem-compendium.abilities.J0fj73TfCu4aSdVL]{Weapon Master} @UUID[Compendium.cyphersystem-compendium.abilities.yS1sMAZEzJbozxOZ]{Wreck}

Mid Tier

@UUID[Compendium.cyphersystem-compendium.abilities.M5QroBlhUCULt6MD]{Amazing Effort} @UUID[Compendium.cyphersystem-compendium.abilities.7Gxuqkwo4i47yHe3]{Betrayal} @UUID[Compendium.cyphersystem-compendium.abilities.G0hoaZFQpdG7FfxO]{Better Living Through Chemistry} @UUID[Compendium.cyphersystem-compendium.abilities.gNRMG3mJTzWaCGph]{Capable Warrior} @UUID[Compendium.cyphersystem-compendium.abilities.JwG4lCSZIG3qUQAi]{Cast Illusion} @UUID[Compendium.cyphersystem-compendium.abilities.M3TM1cORNnlEN0ZO]{Cyphersmith} @UUID[Compendium.cyphersystem-compendium.abilities.Rr4oB1lUzuzFHNHQ]{Deadly Aim} @UUID[Compendium.cyphersystem-compendium.abilities.zYGhcm896Xbi7Ia2]{Deep Resources} @UUID[Compendium.cyphersystem-compendium.abilities.7rjeYt5hNhkvqK9w]{Disarming Strike} @UUID[Compendium.cyphersystem-compendium.abilities.zLJYM2OiFVIsuz3P]{Dodge and Resist} @UUID[Compendium.cyphersystem-compendium.abilities.wEj2uvWI3w0W9HWH]{Drain at a Distance} @UUID[Compendium.cyphersystem-compendium.abilities.B5zrSVUs54TUALFB]{Energized Shield} @UUID[Compendium.cyphersystem-compendium.abilities.7GsuhcRTpDX0d1em]{Enhanced Intellect} @UUID[Compendium.cyphersystem-compendium.abilities.FQPA8oY3xiZIL6aG]{Enhanced Intellect Edge} @UUID[Compendium.cyphersystem-compendium.abilities.wHcuP6T7Ti6j5Y8C]{Enhanced Might} @UUID[Compendium.cyphersystem-compendium.abilities.g1t5TxZXsNovIVTn]{Enhanced Might Edge} @UUID[Compendium.cyphersystem-compendium.abilities.MwVDTy2Rx1V7Tyly]{Enhanced Physique} @UUID[Compendium.cyphersystem-compendium.abilities.RnK2bmvUb7RIVPSA]{Enhanced Potential} @UUID[Compendium.cyphersystem-compendium.abilities.tuofJSTVjOEwRUem]{Enhanced Speed} @UUID[Compendium.cyphersystem-compendium.abilities.QH3l6ojVnasZm5U8]{Enhanced Speed Edge} @UUID[Compendium.cyphersystem-compendium.abilities.4eCjeGPA0ovnwIfu]{Experienced in Armor} @UUID[Compendium.cyphersystem-compendium.abilities.u1GhDcfpVXITVtOc]{Expert Cypher Use} @UUID[Compendium.cyphersystem-compendium.abilities.MdRdAc0qAWghMmlV]{Expert Skill} @UUID[Compendium.cyphersystem-compendium.abilities.jaGs9nmLaywdRMUN]{Fast Kill} @UUID[Compendium.cyphersystem-compendium.abilities.tJQmvEiYq2xBv4ZJ]{Flameblade} @UUID[Compendium.cyphersystem-compendium.abilities.XR3B0gfJtrYUAU5M]{From the Shadows} @UUID[Compendium.cyphersystem-compendium.abilities.73miZT5kYFyxnPOT]{Fury} @UUID[Compendium.cyphersystem-compendium.abilities.42sPqHxJEybiZ6Vh]{Fusion} @UUID[Compendium.cyphersystem-compendium.abilities.Ee8QC6fkRvD1yw6h]{Greater Beast Form} @UUID[Compendium.cyphersystem-compendium.abilities.QgnoEdKZ50u4JZoL]{Greater Designation} @UUID[Compendium.cyphersystem-compendium.abilities.34Ycb9VK8JwHgSl4]{Greater Enhanced Intellect} @UUID[Compendium.cyphersystem-compendium.abilities.R9KnCCvGoEHvV1p0]{Greater Enhanced Might} @UUID[Compendium.cyphersystem-compendium.abilities.vVc3NxkYdj68mAoV]{Greater Enhanced Physique} @UUID[Compendium.cyphersystem-compendium.abilities.4necR0YTsaij4ojD]{Greater Enhanced Potential} @UUID[Compendium.cyphersystem-compendium.abilities.Qsi6Iw5YCcY8jmNx]{Greater Enhanced Speed} @UUID[Compendium.cyphersystem-compendium.abilities.hAVC1FOl7hwnuBpC]{Greater Frenzy} @UUID[Compendium.cyphersystem-compendium.abilities.4v5pXMwFeB7xQzME]{Guide Bolt} @UUID[Compendium.cyphersystem-compendium.abilities.OtbS1NoVXK7mQLEe]{Guild Training} @UUID[Compendium.cyphersystem-compendium.abilities.VupBbHOJAX45Yazb]{Heroic Monster Bane} @UUID[Compendium.cyphersystem-compendium.abilities.sPheWt9emoY3PCA8]{Hidden Reserves} @UUID[Compendium.cyphersystem-compendium.abilities.uNzF1oQKJ6T1yqL4]{Huge} @UUID[Compendium.cyphersystem-compendium.abilities.4Fe5z4FD71eHlbbd]{Immovable} @UUID[Compendium.cyphersystem-compendium.abilities.wrPVUnJauasIH886]{Improved Absorb Kinetic Energy} @UUID[Compendium.cyphersystem-compendium.abilities.7X2zbrkFSNbyhA5G]{Improved Edge} @UUID[Compendium.cyphersystem-compendium.abilities.HPIlAWDGOQFw6yGm]{Improved Monster Bane} @UUID[Compendium.cyphersystem-compendium.abilities.eblwQ80CBlBdeUp5]{Improved Sensor} @UUID[Compendium.cyphersystem-compendium.abilities.0q9alvmsQKKViN0r]{Incomparable Pilot} @UUID[Compendium.cyphersystem-compendium.abilities.mUizWF7k2XD7ykRJ]{Increased Effects} @UUID[Compendium.cyphersystem-compendium.abilities.PYD24TjoDAqbKAj8]{Iron Fist} @UUID[Compendium.cyphersystem-compendium.abilities.YID6zEB7KkHGYAlD]{Know Where to Look} @UUID[Compendium.cyphersystem-compendium.abilities.bPr34XiLw2Dqb4VJ]{Lunge} @UUID[Compendium.cyphersystem-compendium.abilities.2l9FIUVKimPzIXzU]{Machine Bond} @UUID[Compendium.cyphersystem-compendium.abilities.atQ5yNq1ZEyy0z5j]{Machine Vulnerabilities} @UUID[Compendium.cyphersystem-compendium.abilities.l0OFjk5XVGV5LzP1]{Minor Wish} @UUID[Compendium.cyphersystem-compendium.abilities.imWLlYQs4LTaCTdS]{Never Fumble} @UUID[Compendium.cyphersystem-compendium.abilities.Wj6oHOvnZkZjulwI]{One With the Wild} @UUID[Compendium.cyphersystem-compendium.abilities.3VJyYtECl0wKQj2p]{Outlast the Foe} @UUID[Compendium.cyphersystem-compendium.abilities.cqzyNCPYVEWtucLe]{Outwit} @UUID[Compendium.cyphersystem-compendium.abilities.Y7HUEp7IxdPuur8V]{Overcharge Energy} @UUID[Compendium.cyphersystem-compendium.abilities.ZqBpOAiH70SGHX8N]{Perfect Stranger} @UUID[Compendium.cyphersystem-compendium.abilities.rOxKh1Z7J686a0nv]{Precise Cut} @UUID[Compendium.cyphersystem-compendium.abilities.iGRECL13bqrSSF7P]{Punish the Guilty} @UUID[Compendium.cyphersystem-compendium.abilities.JJ9nWmcBIlfyNDfe]{Push Off and Throw} @UUID[Compendium.cyphersystem-compendium.abilities.Mac5S0sQe9Muf4Mv]{Quick Wits} @UUID[Compendium.cyphersystem-compendium.abilities.y1bQFSBlwMbUico5]{Rapid Processing} @UUID[Compendium.cyphersystem-compendium.abilities.FuufiUyoLFbgBH5J]{Resilient Ice Armor} @UUID[Compendium.cyphersystem-compendium.abilities.6X3BDWzVKsWltrtY]{Roaming Third Eye} @UUID[Compendium.cyphersystem-compendium.abilities.qSH4OhrBBgNnAdAo]{Robot Improvement} @UUID[Compendium.cyphersystem-compendium.abilities.t3zUlk8c5WEBXXO8]{Seize the Moment} @UUID[Compendium.cyphersystem-compendium.abilities.6ZVINuyZm4jowRGt]{Shepherd’s Fury} @UUID[Compendium.cyphersystem-compendium.abilities.JhBTTC5ZUTT8NvUA]{Slippery Customer} @UUID[Compendium.cyphersystem-compendium.abilities.q73VWJY2cmWxRcYx]{Space Fighting} @UUID[Compendium.cyphersystem-compendium.abilities.8LHIZs9gEAd02tId]{Speed Burst} @UUID[Compendium.cyphersystem-compendium.abilities.jmYIPbMwsq3GY3eO]{Stone Breaker} @UUID[Compendium.cyphersystem-compendium.abilities.gn1jtMLhp6qPNXUL]{Store Energy} @UUID[Compendium.cyphersystem-compendium.abilities.cS2p7CRfquFvR65U]{Strategize} @UUID[Compendium.cyphersystem-compendium.abilities.wpA3GB5yJq9NI8QN]{Think Your Way Out} @UUID[Compendium.cyphersystem-compendium.abilities.2AIQhz00HyZhY7wM]{Tower of Will} @UUID[Compendium.cyphersystem-compendium.abilities.V7npSeuqG3JI4Dvv]{Trust to Luck} @UUID[Compendium.cyphersystem-compendium.abilities.bVt0TIfwtEUXvi6O]{Uncanny Luck} @UUID[Compendium.cyphersystem-compendium.abilities.scMKCptCmp0IwO2g]{Wall With Teeth} @UUID[Compendium.cyphersystem-compendium.abilities.NFsoXUQaq3I5h2UY]{Weaponization} @UUID[Compendium.cyphersystem-compendium.abilities.JrSM5XYgXpxNnLl2]{Willing Sacrifice} @UUID[Compendium.cyphersystem-compendium.abilities.6McxfJoPmf1SnbDR]{Wrest From Chance}

High Tier

@UUID[Compendium.cyphersystem-compendium.abilities.M0pjZXQ9996hfUPs]{Adroit Cypher Use} @UUID[Compendium.cyphersystem-compendium.abilities.MQewTo9NscKVUUNz]{Again and Again} @UUID[Compendium.cyphersystem-compendium.abilities.cuK7oPGFdlOPoc44]{Agile Wit} @UUID[Compendium.cyphersystem-compendium.abilities.eepc8U2e178RDqBs]{All-Out Con} @UUID[Compendium.cyphersystem-compendium.abilities.MJE1k2RmCM6HRwFV]{Artifact Scavenger} @UUID[Compendium.cyphersystem-compendium.abilities.iX07Ltb1JYr1nMYM]{Blurring Speed} @UUID[Compendium.cyphersystem-compendium.abilities.hKhwP85QeRGPW03G]{Burst of Escape} @UUID[Compendium.cyphersystem-compendium.abilities.OPfY6tVurfAxNUPh]{Charging Horde} @UUID[Compendium.cyphersystem-compendium.abilities.jmjxGRJTwztzBtLc]{Coordinated Effort} @UUID[Compendium.cyphersystem-compendium.abilities.UlQ7w5iD57Hfdzce]{Damage Dealer} @UUID[Compendium.cyphersystem-compendium.abilities.JH40M99RAN6IZWze]{Damn the Guilty} @UUID[Compendium.cyphersystem-compendium.abilities.Uk6ceaEWFjcoHNTI]{Deep Reserves} @UUID[Compendium.cyphersystem-compendium.abilities.p1UMG2hrng7mLFDv]{Disarming Attack} @UUID[Compendium.cyphersystem-compendium.abilities.t3uyBYJqMApfEBWX]{Discipline of Watchfulness} @UUID[Compendium.cyphersystem-compendium.abilities.P3Ha3GoJlM8EHf5j]{Divide Your Mind} @UUID[Compendium.cyphersystem-compendium.abilities.3uGYyiXUUSz952zQ]{Dual Distraction} @UUID[Compendium.cyphersystem-compendium.abilities.AsmIgvoIRPEtuzkh]{Duel to the Death} @UUID[Compendium.cyphersystem-compendium.abilities.AvaA8a3ylU9q4gL1]{Effective Skill} @UUID[Compendium.cyphersystem-compendium.abilities.A9uQnidn6SKTNHJA]{Enhanced Beast Form} @UUID[Compendium.cyphersystem-compendium.abilities.xHLPf1FETmn06aA8]{Enhanced Phased Attack} @UUID[Compendium.cyphersystem-compendium.abilities.FzJe2XEwhtUajTWI]{Escape Plan} @UUID[Compendium.cyphersystem-compendium.abilities.mhgFWIDr0QuCHRIF]{Extreme Mastery} @UUID[Compendium.cyphersystem-compendium.abilities.yIt7vEBNLpyggkSQ]{Force and Accuracy} @UUID[Compendium.cyphersystem-compendium.abilities.lUkqQu1vvJe3FxfQ]{Gambler} @UUID[Compendium.cyphersystem-compendium.abilities.U33DbRwloywFlYfi]{Go to Ground} @UUID[Compendium.cyphersystem-compendium.abilities.KGzAHs3qln0fNDjt]{Hard to Kill} @UUID[Compendium.cyphersystem-compendium.abilities.lrz5wU8PLzd7gATA]{Horde Tactics} @UUID[Compendium.cyphersystem-compendium.abilities.lJWTlBH1koX2Fjgi]{Impart Understanding} @UUID[Compendium.cyphersystem-compendium.abilities.Q22uje0KevLfL2qb]{Improved Command Spirit} @UUID[Compendium.cyphersystem-compendium.abilities.Cnvf8fv0EEKU3iSn]{Improved Gravity Cleave} @UUID[Compendium.cyphersystem-compendium.abilities.PKFz6WVsaKm5kIir]{Improved Machine Companion} @UUID[Compendium.cyphersystem-compendium.abilities.t6VEEwEsQUIImebW]{Improved Success} @UUID[Compendium.cyphersystem-compendium.abilities.JeqLEAcHOYVd78TH]{Inventor} @UUID[Compendium.cyphersystem-compendium.abilities.58CLKxSLgaT6W6Cj]{Lethal Damage} @UUID[Compendium.cyphersystem-compendium.abilities.teF5kZpAuRfZKfxn]{Machine Enhancement} @UUID[Compendium.cyphersystem-compendium.abilities.IfvVmyawWrz3vKXX]{Maneuvering Adept} @UUID[Compendium.cyphersystem-compendium.abilities.K4XRiZlFRakz6j98]{Master Cypher Use} @UUID[Compendium.cyphersystem-compendium.abilities.7QTTrXnxDHskYYhj]{Master Machine} @UUID[Compendium.cyphersystem-compendium.abilities.rHApGqEQj8TCGa3f]{Masterful Armor Modification} @UUID[Compendium.cyphersystem-compendium.abilities.m2j3n3xiExLcXAAn]{Moderate Wish} @UUID[Compendium.cyphersystem-compendium.abilities.t0B6AIqWanSnx696]{Modify Artifact Power} @UUID[Compendium.cyphersystem-compendium.abilities.ENO71nxs3MSKzvq6]{Multiple Quarry} @UUID[Compendium.cyphersystem-compendium.abilities.rsYzxCchklPSFAp7]{Multiplicity} @UUID[Compendium.cyphersystem-compendium.abilities.m21TAvxSQn1rGx3d]{Overcharge Device} @UUID[Compendium.cyphersystem-compendium.abilities.85DCcEDqvz6A0LkD]{Perfect Control} @UUID[Compendium.cyphersystem-compendium.abilities.mSNoWynky7DMz7ln]{Perfect Speed Burst} @UUID[Compendium.cyphersystem-compendium.abilities.5uWcMvgh1OWvieJs]{Physically Gifted} @UUID[Compendium.cyphersystem-compendium.abilities.EjBzy1Ue1AA8i6ry]{Recycled Cyphers} @UUID[Compendium.cyphersystem-compendium.abilities.hCAzOVpH0jrYc9qk]{Reinforcing Field} @UUID[Compendium.cyphersystem-compendium.abilities.ucsscEpO5L2gIYZg]{Resonant Frequency} @UUID[Compendium.cyphersystem-compendium.abilities.HAVNfVKAdwtJF6Jj]{Robot Evolution} @UUID[Compendium.cyphersystem-compendium.abilities.wqUItgrYzBeMiAoB]{Seize the Initiative} @UUID[Compendium.cyphersystem-compendium.abilities.Np67YSIzrP6w1PPb]{Shield Burst} @UUID[Compendium.cyphersystem-compendium.abilities.P9HlASUtyiOXghBZ]{Shred Existence} @UUID[Compendium.cyphersystem-compendium.abilities.HYDsZRWMlWTvSQU8]{Subtle Tricks} @UUID[Compendium.cyphersystem-compendium.abilities.cWHqKGpI5z0aiSYC]{Thief’s Luck} @UUID[Compendium.cyphersystem-compendium.abilities.qKDngpAWNEzhdRj5]{Trick Driver} @UUID[Compendium.cyphersystem-compendium.abilities.aWws42dVSQjRz8Hr]{Twist of Fate} @UUID[Compendium.cyphersystem-compendium.abilities.EE1xCQ3OvCrdrG6z]{Two Things at Once} @UUID[Compendium.cyphersystem-compendium.abilities.fkedtvx6UakJPOZN]{Ultra Enhancement} @UUID[Compendium.cyphersystem-compendium.abilities.bgaCXtvlT0zWmAIA]{Using What’s Available} @UUID[Compendium.cyphersystem-compendium.abilities.gETtOLyLYRVk53dP]{Usurp Cypher} @UUID[Compendium.cyphersystem-compendium.abilities.w3HN2nZBTo5mLJcM]{Weightless Shot} @UUID[Compendium.cyphersystem-compendium.abilities.RHLBHQuskBAVGnU8]{Weird Science Breakthrough} @UUID[Compendium.cyphersystem-compendium.abilities.vQtVTnCecWFXkfkI]{Wild Vitality} @UUID[Compendium.cyphersystem-compendium.abilities.EXrZLa3M8BK43qoi]{Winter Gauntlets}

Movement

Increases your movement (such as increasing your basic movement speed from short to long) or adds a new type of movement (such as flight, wallcrawling, phasing, or teleporting).

Low Tier

@UUID[Compendium.cyphersystem-compendium.abilities.uh1t4rnkZ2jOCjHJ]{Bolt Rider} @UUID[Compendium.cyphersystem-compendium.abilities.dQHSDDZxJNHrHH1l]{Contortionist} @UUID[Compendium.cyphersystem-compendium.abilities.3x3gRDJejTXQPmdY]{Danger Instinct} @UUID[Compendium.cyphersystem-compendium.abilities.gP8HCn8FPeg49V7M]{Far Step} @UUID[Compendium.cyphersystem-compendium.abilities.5abCQnz5ZWvvfMro]{Get Away} @UUID[Compendium.cyphersystem-compendium.abilities.UCR0rx32kEsTcgnF]{Hover} @UUID[Compendium.cyphersystem-compendium.abilities.3t1QshyGYnCSo12z]{Phase Sprint} @UUID[Compendium.cyphersystem-compendium.abilities.VWehoqF0N6s0WMLK]{Void Wings} @UUID[Compendium.cyphersystem-compendium.abilities.g0SqMvb020tiTQ48]{Walk Through Walls}

Mid Tier

@UUID[Compendium.cyphersystem-compendium.abilities.loOJI9ZakIwGrmW1]{Apportation} @UUID[Compendium.cyphersystem-compendium.abilities.Zps9ZUc9RD1mRDEK]{Blink of an Eye} @UUID[Compendium.cyphersystem-compendium.abilities.asABBkIqO5MSTxQ0]{Bypass Barrier} @UUID[Compendium.cyphersystem-compendium.abilities.wG4zveGhplNKNzuP]{Controlled Fall} @UUID[Compendium.cyphersystem-compendium.abilities.Kk9lHkiaqsr3pUmk]{Ghost} @UUID[Compendium.cyphersystem-compendium.abilities.ZYudnanHgtiLHtgH]{Mobile Fighter} @UUID[Compendium.cyphersystem-compendium.abilities.qZOOWfFLJ1JziJpY]{Obstacle Running} @UUID[Compendium.cyphersystem-compendium.abilities.MFBq4Fc432FS6nkX]{Phase Door} @UUID[Compendium.cyphersystem-compendium.abilities.dW0rgYsx6hDA8pIB]{Runner} @UUID[Compendium.cyphersystem-compendium.abilities.LlaltL5rG2c5Cadt]{Swim} @UUID[Compendium.cyphersystem-compendium.abilities.0EhZzYdEhtCRnV4c]{Temporal Dislocation} @UUID[Compendium.cyphersystem-compendium.abilities.s68x7VxwueUkCkOg]{Up to Speed} @UUID[Compendium.cyphersystem-compendium.abilities.KX6gQ8frz4IDtBx6]{Windrider} @UUID[Compendium.cyphersystem-compendium.abilities.TWqyBv9PEjwJKd1y]{Wings of Fire} @UUID[Compendium.cyphersystem-compendium.abilities.KGz0rK4b2dAt0DaX]{Wormhole}

High Tier

@UUID[Compendium.cyphersystem-compendium.abilities.QtpmHxblBqoQozbg]{Alley Rat} @UUID[Compendium.cyphersystem-compendium.abilities.iX07Ltb1JYr1nMYM]{Blurring Speed} @UUID[Compendium.cyphersystem-compendium.abilities.2iAHsn5ie8sYRiyb]{Chamber of Dreams} @UUID[Compendium.cyphersystem-compendium.abilities.etGUYa9dQSvjLvXX]{Electrical Flight} @UUID[Compendium.cyphersystem-compendium.abilities.2asT0zvk1kw5hC1v]{Embraced by Darkness} @UUID[Compendium.cyphersystem-compendium.abilities.IKicLElFbkRx5IaM]{Fast Travel} @UUID[Compendium.cyphersystem-compendium.abilities.2TaqNf6bhxijKELX]{Flash Across the Miles} @UUID[Compendium.cyphersystem-compendium.abilities.abdAcwYE8L00VakL]{Flight} @UUID[Compendium.cyphersystem-compendium.abilities.V2DSp12G6NP3X6Jt]{Impossible Walk} @UUID[Compendium.cyphersystem-compendium.abilities.0wVk3CszKCJQfp0Q]{Incredible Running Speed} @UUID[Compendium.cyphersystem-compendium.abilities.jM6JQUQFUpk9VVut]{Jaunt} @UUID[Compendium.cyphersystem-compendium.abilities.U8OsW0m17N86hNWW]{Juggernaut} @UUID[Compendium.cyphersystem-compendium.abilities.cE7JPRHLqIdM3b9V]{Living Light} @UUID[Compendium.cyphersystem-compendium.abilities.rHApGqEQj8TCGa3f]{Masterful Armor Modification} @UUID[Compendium.cyphersystem-compendium.abilities.lL7QywDGOszTIJCE]{Mental Projection} @UUID[Compendium.cyphersystem-compendium.abilities.tR2v2vMu3TgN21OJ]{Return to the Obelisk} @UUID[Compendium.cyphersystem-compendium.abilities.IN3VI2LxDyYGbqnN]{Teleportation} @UUID[Compendium.cyphersystem-compendium.abilities.lkO9VJhfOrgLY4g1]{Time Travel} @UUID[Compendium.cyphersystem-compendium.abilities.PlKwEwo6ilGqwxwI]{Traverse the Worlds} @UUID[Compendium.cyphersystem-compendium.abilities.8yGwY0PvtF2ivdSn]{Very Long Sprinting} @UUID[Compendium.cyphersystem-compendium.abilities.8PB7yHNGa7iBpYeI]{Wind Chariot} @UUID[Compendium.cyphersystem-compendium.abilities.b44vvK2YjdSeYPJc]{Windwracked Traveler}

Protection

Gives training or specialization in one or more types of combat defenses (Might, Speed, or Intellect), provides or increases Armor, or otherwise helps prevent damage.

Low Tier

@UUID[Compendium.cyphersystem-compendium.abilities.62zBqhQoPk6IV8lF]{Absorb Kinetic Energy} @UUID[Compendium.cyphersystem-compendium.abilities.7OpsD4muO5HGJt29]{Block} @UUID[Compendium.cyphersystem-compendium.abilities.SQ4RTDwdA0yiZ81b]{Closed Mind} @UUID[Compendium.cyphersystem-compendium.abilities.YvPBxDxLz16Usm7m]{Courageous} @UUID[Compendium.cyphersystem-compendium.abilities.bzeuikGxbM7noj2z]{Crystalline Body} @UUID[Compendium.cyphersystem-compendium.abilities.aNNLomN5nZc52ZT4]{Defense Against Robots} @UUID[Compendium.cyphersystem-compendium.abilities.2j6Hqr2Y8Xbz97c4]{Defensive Phasing} @UUID[Compendium.cyphersystem-compendium.abilities.YcDF62pED8waUtry]{Deflect Attacks} @UUID[Compendium.cyphersystem-compendium.abilities.6qCR3kBqCVYDlEOl]{Distortion} @UUID[Compendium.cyphersystem-compendium.abilities.dPFQTFRzv7D7PYKq]{Enhanced Body} @UUID[Compendium.cyphersystem-compendium.abilities.vPflrS1giYnMoqL2]{Enveloping Shield} @UUID[Compendium.cyphersystem-compendium.abilities.1POQ4sFW5DLrmXhn]{Fearsome Reputation} @UUID[Compendium.cyphersystem-compendium.abilities.XuNgbxrY284sWgZg]{Field of Destruction} @UUID[Compendium.cyphersystem-compendium.abilities.K33ayv0NcktuV53N]{Flesh of Stone} @UUID[Compendium.cyphersystem-compendium.abilities.LFiTEQpWhXBgIZWb]{Flight Not Fight} @UUID[Compendium.cyphersystem-compendium.abilities.yb5PaVIPimrcJxFg]{Force Field Shield} @UUID[Compendium.cyphersystem-compendium.abilities.C9x7b1qN4qmm568P]{Fortified Position} @UUID[Compendium.cyphersystem-compendium.abilities.10EqPrn9aONinEfm]{Go Defensive} @UUID[Compendium.cyphersystem-compendium.abilities.pXrC4lkMOY7CvFLk]{Golem Body} @UUID[Compendium.cyphersystem-compendium.abilities.qgholblGXKQri99M]{Hard to Distract} @UUID[Compendium.cyphersystem-compendium.abilities.leUaFf4AxYJwwOHt]{Hard to Hit} @UUID[Compendium.cyphersystem-compendium.abilities.VsAP4JEe7W5gaGaG]{Hardiness} @UUID[Compendium.cyphersystem-compendium.abilities.geCiPXMF2sIRJ68U]{Have Spacesuit, Will Travel} @UUID[Compendium.cyphersystem-compendium.abilities.czVqoPjH98xaNY1d]{Ice Armor} @UUID[Compendium.cyphersystem-compendium.abilities.gjBFpV2OvDmBqeE3]{Just a Bit Mad} @UUID[Compendium.cyphersystem-compendium.abilities.hKsZzzdWTelNlz3q]{Magic Shield} @UUID[Compendium.cyphersystem-compendium.abilities.hGbNYgkuIiZHomcJ]{Mentally Tough} @UUID[Compendium.cyphersystem-compendium.abilities.7BkWiUHcUrcRIKqO]{Out of Harm’s Way} @UUID[Compendium.cyphersystem-compendium.abilities.3t1QshyGYnCSo12z]{Phase Sprint} @UUID[Compendium.cyphersystem-compendium.abilities.ClJUFnz8xBmP4a2l]{Powered Armor} @UUID[Compendium.cyphersystem-compendium.abilities.o2ZDoteWQsFsqTJr]{Practiced in Armor} @UUID[Compendium.cyphersystem-compendium.abilities.GQeO9RXVzeriLsfy]{Quick Block} @UUID[Compendium.cyphersystem-compendium.abilities.MK2dp11krszjDsyc]{Repel Metal} @UUID[Compendium.cyphersystem-compendium.abilities.mmg9XLzvfbP4ESGO]{Resist the Elements} @UUID[Compendium.cyphersystem-compendium.abilities.ssWKJs1l9cQbNZha]{Resist Underwater Hazards} @UUID[Compendium.cyphersystem-compendium.abilities.Q8xKsSOvoFWL1ePP]{Resonance Field} @UUID[Compendium.cyphersystem-compendium.abilities.g0Ewv5wBooSFYOlH]{Safe Fall} @UUID[Compendium.cyphersystem-compendium.abilities.XzomXctsS8NL9M7Q]{Serv-0 Defender} @UUID[Compendium.cyphersystem-compendium.abilities.EheuStXUDPojVmT5]{Shield Master} @UUID[Compendium.cyphersystem-compendium.abilities.AzMtxh562JfrPdKZ]{Shroud of Flame} @UUID[Compendium.cyphersystem-compendium.abilities.CtRvLxfUlCynJv1B]{Skill With Defense} @UUID[Compendium.cyphersystem-compendium.abilities.87SQGqcRavRZslAp]{Sound Conversion Barrier} @UUID[Compendium.cyphersystem-compendium.abilities.HHcC89OKZACgLB8Y]{Stare Them Down} @UUID[Compendium.cyphersystem-compendium.abilities.gS1X6POaKLjNlHsI]{Sturdy} @UUID[Compendium.cyphersystem-compendium.abilities.uatcX3o1oB2Stc4u]{Trained Without Armor} @UUID[Compendium.cyphersystem-compendium.abilities.zEkA8MhrnJ5p9Io6]{Unarmored Fighter} @UUID[Compendium.cyphersystem-compendium.abilities.59mslpID7ogppzMA]{Ward} @UUID[Compendium.cyphersystem-compendium.abilities.6zU8AURXjXgG63j6]{Warding Shield} @UUID[Compendium.cyphersystem-compendium.abilities.6Xs3fyaANQDWXRoc]{Weapon Defense} @UUID[Compendium.cyphersystem-compendium.abilities.QGSHCRW46vn5Xdwu]{Weather the Vicissitudes} @UUID[Compendium.cyphersystem-compendium.abilities.3Xoq7NLpshgG3VPY]{Wind Armor}

Mid Tier

@UUID[Compendium.cyphersystem-compendium.abilities.yvPcOjjqyU3618Ob]{Absorb Pure Energy} @UUID[Compendium.cyphersystem-compendium.abilities.ZH0JbusjycG6zQf1]{Anticipate Attack} @UUID[Compendium.cyphersystem-compendium.abilities.R0UuZ32vmmeFbSMV]{Blood Fever} @UUID[Compendium.cyphersystem-compendium.abilities.gyZd83dgvZnQrmbb]{Cloak of Opportunity} @UUID[Compendium.cyphersystem-compendium.abilities.2SiHiotGcSufnCne]{Confounding Banter} @UUID[Compendium.cyphersystem-compendium.abilities.1fYBYD1EfA5z1NFl]{Confuse Enemy} @UUID[Compendium.cyphersystem-compendium.abilities.BjlHRj3hANsoqhKq]{Counter Danger} @UUID[Compendium.cyphersystem-compendium.abilities.Mj6yJZwRmdXaVwh8]{Countermeasures} @UUID[Compendium.cyphersystem-compendium.abilities.yB4tnpDNVSOxgruq]{Dark Matter Shell} @UUID[Compendium.cyphersystem-compendium.abilities.XYbtbbVKFYmDfmjO]{Dark Matter Shroud} @UUID[Compendium.cyphersystem-compendium.abilities.NnlGdSiR9GbiTJyZ]{Discerning Mind} @UUID[Compendium.cyphersystem-compendium.abilities.LODZEYtmmBN5D9zZ]{Divert Attacks} @UUID[Compendium.cyphersystem-compendium.abilities.E1YiGcXAYOjHXoAd]{Dodge and Respond} @UUID[Compendium.cyphersystem-compendium.abilities.gVOzzvxS6PPu8Ofy]{Dual Defense} @UUID[Compendium.cyphersystem-compendium.abilities.76HF09q7MdGek863]{Electric Armor} @UUID[Compendium.cyphersystem-compendium.abilities.XR8WeRW3OlbCIjlJ]{Elemental Protection} @UUID[Compendium.cyphersystem-compendium.abilities.yz1w8JR23mtlDX49]{Energy Protection} @UUID[Compendium.cyphersystem-compendium.abilities.M49EI6qapNJC2aLR]{Energy Resistance} @UUID[Compendium.cyphersystem-compendium.abilities.4eCjeGPA0ovnwIfu]{Experienced in Armor} @UUID[Compendium.cyphersystem-compendium.abilities.GlXd4oFI9Fqq3rAX]{Experienced Defender} @UUID[Compendium.cyphersystem-compendium.abilities.yPVZmXWhUxustVdq]{Force Field Barrier} @UUID[Compendium.cyphersystem-compendium.abilities.rqC9cEmRkvm29N56]{Fusion Armor} @UUID[Compendium.cyphersystem-compendium.abilities.5t5EIoGSan3pQ08D]{Hard-Won Resilience} @UUID[Compendium.cyphersystem-compendium.abilities.aBfj6w1y6noOzB7d]{Horde Fighting} @UUID[Compendium.cyphersystem-compendium.abilities.uNzF1oQKJ6T1yqL4]{Huge} @UUID[Compendium.cyphersystem-compendium.abilities.zcxMbV4Fe4JqJAe8]{Illusory Evasion} @UUID[Compendium.cyphersystem-compendium.abilities.n985WYLPzj2XqBry]{Magnetic Field} @UUID[Compendium.cyphersystem-compendium.abilities.whVEpvOjmGs3fpcD]{Matter Cloud} @UUID[Compendium.cyphersystem-compendium.abilities.l0OFjk5XVGV5LzP1]{Minor Wish} @UUID[Compendium.cyphersystem-compendium.abilities.mGv7zlZu1wtNCQXQ]{Moving Like Water} @UUID[Compendium.cyphersystem-compendium.abilities.Mz9g9gv2UvARcLid]{Nimble Swimmer} @UUID[Compendium.cyphersystem-compendium.abilities.DMBJEypEWuAS2lai]{Outlaw Reputation} @UUID[Compendium.cyphersystem-compendium.abilities.AQQzctwqPJPUTRbb]{Poison Crafter} @UUID[Compendium.cyphersystem-compendium.abilities.y1bQFSBlwMbUico5]{Rapid Processing} @UUID[Compendium.cyphersystem-compendium.abilities.GvYXLPdpaFEMGuQR]{Resilience} @UUID[Compendium.cyphersystem-compendium.abilities.FuufiUyoLFbgBH5J]{Resilient Ice Armor} @UUID[Compendium.cyphersystem-compendium.abilities.NoKdHv0FSytZR4iF]{Robot Fighter} @UUID[Compendium.cyphersystem-compendium.abilities.NKvNEjx64CcS3l13]{Shield Training} @UUID[Compendium.cyphersystem-compendium.abilities.CNw7shehsdySzhAK]{Subconscious Defense} @UUID[Compendium.cyphersystem-compendium.abilities.3wxiRMTCBZ4iNCHp]{Temporal Acceleration} @UUID[Compendium.cyphersystem-compendium.abilities.t8wL47jk1KS4zapb]{Tough It Out} @UUID[Compendium.cyphersystem-compendium.abilities.sq2JJtnRtSthJSYL]{Tower of Intellect} @UUID[Compendium.cyphersystem-compendium.abilities.2AIQhz00HyZhY7wM]{Tower of Will} @UUID[Compendium.cyphersystem-compendium.abilities.w2aO1ZIpmBDQJXq1]{Tumbling Moves} @UUID[Compendium.cyphersystem-compendium.abilities.OovsYh1BefBJrU8m]{Versatile Mind} @UUID[Compendium.cyphersystem-compendium.abilities.DhbLcVuqEZmS6Z2y]{Vigilance} @UUID[Compendium.cyphersystem-compendium.abilities.OWVz2CkwLnCSJMdS]{Wraith Cloak}

High Tier

@UUID[Compendium.cyphersystem-compendium.abilities.i5n7BaFjTo6W35f9]{Defense Master} @UUID[Compendium.cyphersystem-compendium.abilities.xBZTbhZKRB9AJmMa]{Defensive Augmentation} @UUID[Compendium.cyphersystem-compendium.abilities.FjXL6iSD1CJKbuGT]{Defensive Field} @UUID[Compendium.cyphersystem-compendium.abilities.LwmoGOpgHy1K2dU4]{Energize Creature} @UUID[Compendium.cyphersystem-compendium.abilities.5i6TqVJQQ4sTvqTm]{Energize Crowd} @UUID[Compendium.cyphersystem-compendium.abilities.N0OZaNOIbHTiWDL1]{Evasion} @UUID[Compendium.cyphersystem-compendium.abilities.cTU70NgcebRlD7jI]{Field-Reinforced Armor} @UUID[Compendium.cyphersystem-compendium.abilities.S9QxUr8u2gtwY7ya]{Hard Target} @UUID[Compendium.cyphersystem-compendium.abilities.KGzAHs3qln0fNDjt]{Hard to Kill} @UUID[Compendium.cyphersystem-compendium.abilities.5rgcPJXpCcB5VJ1m]{Lost in the Chaos} @UUID[Compendium.cyphersystem-compendium.abilities.rHApGqEQj8TCGa3f]{Masterful Armor Modification} @UUID[Compendium.cyphersystem-compendium.abilities.4k5JFV78A5SiPjFo]{Mastery in Armor} @UUID[Compendium.cyphersystem-compendium.abilities.LTqgcoprvBF2ZkdH]{Mastery With Defense} @UUID[Compendium.cyphersystem-compendium.abilities.iIy1HDd9yUl07AYo]{Microgravity Avoidance} @UUID[Compendium.cyphersystem-compendium.abilities.m2j3n3xiExLcXAAn]{Moderate Wish} @UUID[Compendium.cyphersystem-compendium.abilities.lGbieMmnuoqsl4Jz]{Nothing but Defend} @UUID[Compendium.cyphersystem-compendium.abilities.AmZDmnmP7CxSSN4h]{Parry} @UUID[Compendium.cyphersystem-compendium.abilities.N0wzhZ676UrCR8M4]{Precognition} @UUID[Compendium.cyphersystem-compendium.abilities.cbXNxvPdWEbKF6nA]{Reactive Field} @UUID[Compendium.cyphersystem-compendium.abilities.MA2Pwhbpbq2SSIQy]{See the Future} @UUID[Compendium.cyphersystem-compendium.abilities.4BQHOR98z3TYJPQu]{Still As a Statue} @UUID[Compendium.cyphersystem-compendium.abilities.fkedtvx6UakJPOZN]{Ultra Enhancement} @UUID[Compendium.cyphersystem-compendium.abilities.QLRztjFH4YetYM6l]{Untouchable} @UUID[Compendium.cyphersystem-compendium.abilities.INdq5iQf5ECzRiNp]{Untouchable While Moving} @UUID[Compendium.cyphersystem-compendium.abilities.B6SEeGr5kxLAgvvq]{Wear It Well}

Senses

Enhances your senses (seeing in the dark, seeing underwater or through mist, sensing danger, finding optimal places to stand in combat, and so on), but doesn’t provide direct answers to questions like an information ability does.

Low Tier

@UUID[Compendium.cyphersystem-compendium.abilities.xskKzxBoGvSrje4e]{Eyes Adjusted} @UUID[Compendium.cyphersystem-compendium.abilities.wVgcztnnNFPqK9Mo]{Familiarize} @UUID[Compendium.cyphersystem-compendium.abilities.8ydN3DBdXXP24hQL]{Find an Opening} @UUID[Compendium.cyphersystem-compendium.abilities.YBMLX3Jm5oN79J6G]{Heads-Up Display} @UUID[Compendium.cyphersystem-compendium.abilities.boxrBJsyP0yjJHjt]{Link Senses} @UUID[Compendium.cyphersystem-compendium.abilities.TPEcyzCeC3z5FyyQ]{Mental Link} @UUID[Compendium.cyphersystem-compendium.abilities.Uti1XQwY4VFZwwwc]{Reveal} @UUID[Compendium.cyphersystem-compendium.abilities.jq6Wm9xYxJA0bRaR]{See the Unseen} @UUID[Compendium.cyphersystem-compendium.abilities.rYyymKUc0QKWdNsy]{See Through Matter} @UUID[Compendium.cyphersystem-compendium.abilities.mvFsSsVjyF8iXvCe]{Sense Ambush} @UUID[Compendium.cyphersystem-compendium.abilities.PRh7n2VLXyRa4il9]{Share Senses} @UUID[Compendium.cyphersystem-compendium.abilities.WgjatSOUT6pT02A7]{Third Eye}

Mid Tier

@UUID[Compendium.cyphersystem-compendium.abilities.KAAezRI2l8rdp1NS]{Animal Senses and Sensibilities} @UUID[Compendium.cyphersystem-compendium.abilities.ZB80ZclRSzEcr4o1]{Awareness} @UUID[Compendium.cyphersystem-compendium.abilities.zstBkLwRduC7vgGT]{Beast Eyes} @UUID[Compendium.cyphersystem-compendium.abilities.nJlhmzrhmXvM3QvU]{Break the Line} @UUID[Compendium.cyphersystem-compendium.abilities.j1AZSJpCetRgsQ6A]{Detect Life} @UUID[Compendium.cyphersystem-compendium.abilities.MvyXo0ZUsxu8QQ22]{Distance Viewing} @UUID[Compendium.cyphersystem-compendium.abilities.EcOIgMC9c1IfSHsr]{Echolocation} @UUID[Compendium.cyphersystem-compendium.abilities.khxZngfluNmVSAIT]{Experienced Finder} @UUID[Compendium.cyphersystem-compendium.abilities.QsXOz48JgyXYEEqS]{Inhabit Crystal} @UUID[Compendium.cyphersystem-compendium.abilities.KBjSpuK7XJc1abJv]{Remote Viewing} @UUID[Compendium.cyphersystem-compendium.abilities.syiylO75dZlcUp3i]{Sensing Package} @UUID[Compendium.cyphersystem-compendium.abilities.bzy1KzO0oPmZGu2b]{Sensor} @UUID[Compendium.cyphersystem-compendium.abilities.9YuQrJXAQO0qIFPj]{Serv-0 Spy} @UUID[Compendium.cyphersystem-compendium.abilities.V1ROUnWXLmLRMxXi]{Trapfinder} @UUID[Compendium.cyphersystem-compendium.abilities.FktE2hQhSKXbWcQU]{Use Senses of Others}

High Tier

@UUID[Compendium.cyphersystem-compendium.abilities.B0dq2gW9gdA0PdzR]{Amplify Sounds} @UUID[Compendium.cyphersystem-compendium.abilities.djqbPin4qsUauJmD]{Battlefield Tactician} @UUID[Compendium.cyphersystem-compendium.abilities.xRvaY8SG4HVy5WO8]{Dark Explorer} @UUID[Compendium.cyphersystem-compendium.abilities.cpJY8qkTAmSvXoFM]{Infer Thoughts} @UUID[Compendium.cyphersystem-compendium.abilities.7QTTrXnxDHskYYhj]{Master Machine} @UUID[Compendium.cyphersystem-compendium.abilities.PazO9rJ2YoE8VEUw]{See Through Time} @UUID[Compendium.cyphersystem-compendium.abilities.MGzAkRaGd4LgfQti]{True Senses}

Social

Gives you an indirect social benefit, such as providing a useful contact in a city or letting you take advantage of your social status.

Low Tier

@UUID[Compendium.cyphersystem-compendium.abilities.2CekF2lqwNrMyio0]{Connected} @UUID[Compendium.cyphersystem-compendium.abilities.2GwH3ugd7aHrWZRz]{Debate} @UUID[Compendium.cyphersystem-compendium.abilities.JSlr2Q6Ll1xNd8fX]{Demeanor of Command} @UUID[Compendium.cyphersystem-compendium.abilities.GT0AiiarWPbGzxKs]{Impart Ideal} @UUID[Compendium.cyphersystem-compendium.abilities.OmfjqEmmIbrWST5U]{Misdirect Blame} @UUID[Compendium.cyphersystem-compendium.abilities.5VqOTQlAYTtWTwmS]{Negotiate} @UUID[Compendium.cyphersystem-compendium.abilities.6QXGJBsJPDFgcdq5]{Perks of Stardom} @UUID[Compendium.cyphersystem-compendium.abilities.MBlyd9LvSH8D0Z5I]{Powerful Rhetoric} @UUID[Compendium.cyphersystem-compendium.abilities.xMRRfjFF0POkxyea]{Privileged Nobility} @UUID[Compendium.cyphersystem-compendium.abilities.OFWQd2W52VAODeas]{Underworld Contacts} @UUID[Compendium.cyphersystem-compendium.abilities.UHvD5299HFbwBvpR]{Unexpected Betrayal}

Mid Tier

@UUID[Compendium.cyphersystem-compendium.abilities.7Gxuqkwo4i47yHe3]{Betrayal} @UUID[Compendium.cyphersystem-compendium.abilities.tmrSKjGmjbxfIqPI]{Flamboyant Boast} @UUID[Compendium.cyphersystem-compendium.abilities.zg8dYuOdCXGwXOFd]{Informer} @UUID[Compendium.cyphersystem-compendium.abilities.i5BlJLgj1ayBw0uY]{Oratory} @UUID[Compendium.cyphersystem-compendium.abilities.ZqBpOAiH70SGHX8N]{Perfect Stranger}

High Tier

@UUID[Compendium.cyphersystem-compendium.abilities.hhBF8re7Azmce3Y9]{Group Friendship}

Special Attack

Gives the ability to make a special melee or ranged attack (weapon, energy blast, psychic, and so on). The attack might do damage, have a special effect (disarm, hinder, move the target, and so on), or both. This also includes abilities like Spray that let you attack multiple targets as your action.

Low Tier

@UUID[Compendium.cyphersystem-compendium.abilities.p61Ycyc7lVZQXupO]{Advantage to Disadvantage} @UUID[Compendium.cyphersystem-compendium.abilities.X7Rrn9Q54ceSA4Lr]{Aggression} @UUID[Compendium.cyphersystem-compendium.abilities.EyAIsiqJGCspQFcu]{Arcane Flare} @UUID[Compendium.cyphersystem-compendium.abilities.7BS6IEcYlEp5v3OC]{Bash} @UUID[Compendium.cyphersystem-compendium.abilities.wyUQ3Atl3V1ItCFH]{Bloodlust} @UUID[Compendium.cyphersystem-compendium.abilities.Mfebb42AE5xt7k85]{Concussive Blast} @UUID[Compendium.cyphersystem-compendium.abilities.6cMg5QXB71YNgoaM]{Control the Field} @UUID[Compendium.cyphersystem-compendium.abilities.o7kTUAFonv5HPi07]{Cutting Light} @UUID[Compendium.cyphersystem-compendium.abilities.teFcKcbo5ZBFbfRl]{Dazzling Sunburst} @UUID[Compendium.cyphersystem-compendium.abilities.di7QfASecjKU8BPN]{Disincentivize} @UUID[Compendium.cyphersystem-compendium.abilities.7f6ulMjWFw2BOK76]{Disrupting Touch} @UUID[Compendium.cyphersystem-compendium.abilities.JyAovhallyh9m6oW]{Drain Machine} @UUID[Compendium.cyphersystem-compendium.abilities.bH57y3PYsMceluGy]{Dream Thief} @UUID[Compendium.cyphersystem-compendium.abilities.NHns9zqufRvB3Tnl]{Dual Light Wield} @UUID[Compendium.cyphersystem-compendium.abilities.bM2Y62eaUKYKdcwq]{Entangling Force} @UUID[Compendium.cyphersystem-compendium.abilities.lQ4MNmGXXNBMGsmk]{Enthrall} @UUID[Compendium.cyphersystem-compendium.abilities.TmWjWp4iWk4GMLN0]{Erase Memories} @UUID[Compendium.cyphersystem-compendium.abilities.eFgzJXQlg6l7NBqM]{Eye Gouge} @UUID[Compendium.cyphersystem-compendium.abilities.78uF9siViGIHKYGx]{Flash} @UUID[Compendium.cyphersystem-compendium.abilities.aidcxXW6MokDMqY7]{Force Bash} @UUID[Compendium.cyphersystem-compendium.abilities.nHqTzLHJrUWSAATM]{Frost Touch} @UUID[Compendium.cyphersystem-compendium.abilities.aFEBxDGnuFi20cLo]{Golem Grip} @UUID[Compendium.cyphersystem-compendium.abilities.zW0cZJQTR0tHUmn3]{Grasping Foliage} @UUID[Compendium.cyphersystem-compendium.abilities.S3L1oym8fpx0NsAc]{Hemorrhage} @UUID[Compendium.cyphersystem-compendium.abilities.NJjAmyf9zhjRTNme]{Hurl Flame} @UUID[Compendium.cyphersystem-compendium.abilities.lwJAowJa4eKlcDjb]{Misdirect} @UUID[Compendium.cyphersystem-compendium.abilities.FE1Ge8CbJxQcCo0b]{Onslaught} @UUID[Compendium.cyphersystem-compendium.abilities.90wkMwuVBaiyL9yt]{Opportunist} @UUID[Compendium.cyphersystem-compendium.abilities.o2iiTUXdkMPREkvK]{Overwatch} @UUID[Compendium.cyphersystem-compendium.abilities.IPwnXtVrXauJXgFo]{Pierce} @UUID[Compendium.cyphersystem-compendium.abilities.Myt0JUt24B8hjYAg]{Push} @UUID[Compendium.cyphersystem-compendium.abilities.yszDDDpH6m16dEoV]{Quick Throw} @UUID[Compendium.cyphersystem-compendium.abilities.Yg6jEM07HAccDcNC]{Ray of Confusion} @UUID[Compendium.cyphersystem-compendium.abilities.NMjccuRLDDnfZtZe]{Release Energy} @UUID[Compendium.cyphersystem-compendium.abilities.Q8xKsSOvoFWL1ePP]{Resonance Field} @UUID[Compendium.cyphersystem-compendium.abilities.7aCeBDGZqu8A9hMQ]{Ribbons of Dark Matter} @UUID[Compendium.cyphersystem-compendium.abilities.kkCW4KkWA751AeBl]{Scramble Machine} @UUID[Compendium.cyphersystem-compendium.abilities.n81xGnZHydeXmIRc]{Scratch Existence} @UUID[Compendium.cyphersystem-compendium.abilities.0Wq39mJ9oXA415qx]{Seeds of Fury} @UUID[Compendium.cyphersystem-compendium.abilities.nptFEdFaUvjDeqAz]{Shatter} @UUID[Compendium.cyphersystem-compendium.abilities.3btRIiWxY8oMcVMo]{Shock} @UUID[Compendium.cyphersystem-compendium.abilities.pdNI9QMKmDwu8gza]{Stasis} @UUID[Compendium.cyphersystem-compendium.abilities.36nlDXhOP5e5dfns]{Successive Attack} @UUID[Compendium.cyphersystem-compendium.abilities.uG2ACHNAPoZirp0b]{Surprise Attack} @UUID[Compendium.cyphersystem-compendium.abilities.8hiUfUNY3u2IpVDa]{Swipe} @UUID[Compendium.cyphersystem-compendium.abilities.WO2Wg9PvscHMcQlH]{Thrust} @UUID[Compendium.cyphersystem-compendium.abilities.uMaMKhemHmtlXDjT]{Thunder Beam} @UUID[Compendium.cyphersystem-compendium.abilities.cwZIpP2FTLIVGhbm]{Weighty}

Mid Tier

@UUID[Compendium.cyphersystem-compendium.abilities.ra0A8MtQjZEYhJPr]{Acrobatic Attack} @UUID[Compendium.cyphersystem-compendium.abilities.cS1RW48sdVY6ZJZd]{Ambusher} @UUID[Compendium.cyphersystem-compendium.abilities.SG8ms3jfHw8hXGnX]{Answering Attack} @UUID[Compendium.cyphersystem-compendium.abilities.tbeFzIPGuAjRBpKM]{Better Surprise Attack} @UUID[Compendium.cyphersystem-compendium.abilities.YDKULtvV0pMJDxi2]{Bolts of Power} @UUID[Compendium.cyphersystem-compendium.abilities.V2BSB9or5UJdTiYF]{Built-in Weaponry} @UUID[Compendium.cyphersystem-compendium.abilities.IUlsD8Zxp8AYbO4h]{Burning Light} @UUID[Compendium.cyphersystem-compendium.abilities.Hw16NpdbdJOqVF4z]{Castigate} @UUID[Compendium.cyphersystem-compendium.abilities.WeMTxJElozl7OWdJ]{Center of Attention} @UUID[Compendium.cyphersystem-compendium.abilities.hIWg9VFNnYnrknAu]{Crystal Lens} @UUID[Compendium.cyphersystem-compendium.abilities.MqGMnSIkHK4rOFSm]{Dark Matter Strike} @UUID[Compendium.cyphersystem-compendium.abilities.vZELZYMsLJfBfUnt]{Dazing Attack} @UUID[Compendium.cyphersystem-compendium.abilities.JVvSTtYbksWJDADY]{Debilitating Strike} @UUID[Compendium.cyphersystem-compendium.abilities.0XSuUGS0UyrhiW44]{Destroy Metal} @UUID[Compendium.cyphersystem-compendium.abilities.ka5VA9XBi4OTnKVa]{Disable Mechanisms} @UUID[Compendium.cyphersystem-compendium.abilities.7rjeYt5hNhkvqK9w]{Disarming Strike} @UUID[Compendium.cyphersystem-compendium.abilities.dJTgtIs80gOoI6ac]{Divine Radiance} @UUID[Compendium.cyphersystem-compendium.abilities.E1YiGcXAYOjHXoAd]{Dodge and Respond} @UUID[Compendium.cyphersystem-compendium.abilities.A6H8xi93t6Zrexz9]{Drain Charge} @UUID[Compendium.cyphersystem-compendium.abilities.q9nALxXrBv5ubXaT]{Dual Medium Wield} @UUID[Compendium.cyphersystem-compendium.abilities.1L1uoad8vwgWxiyN]{Everything Is a Weapon} @UUID[Compendium.cyphersystem-compendium.abilities.VEJQ74o175OnlIAm]{Exile} @UUID[Compendium.cyphersystem-compendium.abilities.RO8dmB90aRPOmCuJ]{Feint} @UUID[Compendium.cyphersystem-compendium.abilities.AUGM3xEluWJi4Y8h]{Fire and Ice} @UUID[Compendium.cyphersystem-compendium.abilities.NgHLZq3tZ3CFJvYv]{Fire Bloom} @UUID[Compendium.cyphersystem-compendium.abilities.CAh0KStmP03kgv62]{Fling} @UUID[Compendium.cyphersystem-compendium.abilities.dDhnZrzAxDvK7QYa]{Force at Distance} @UUID[Compendium.cyphersystem-compendium.abilities.dCoCGVzWxIL9fIvH]{Force Blast} @UUID[Compendium.cyphersystem-compendium.abilities.BGMXK6VKNmp8M4A3]{Freezing Touch} @UUID[Compendium.cyphersystem-compendium.abilities.E0k0LUw0epjJGrv9]{Golem Stomp} @UUID[Compendium.cyphersystem-compendium.abilities.48i5ybVtZaTlFLJf]{Grab} @UUID[Compendium.cyphersystem-compendium.abilities.jbhcWHMiQQaR9ukO]{Gravity Cleave} @UUID[Compendium.cyphersystem-compendium.abilities.LLvJZvzbGQOrlqoE]{Ignition} @UUID[Compendium.cyphersystem-compendium.abilities.QxOsAHpd8ZkEXI5u]{Improved Object Bond} @UUID[Compendium.cyphersystem-compendium.abilities.2K3b6cTuLEGZfYqa]{Knock Out} @UUID[Compendium.cyphersystem-compendium.abilities.whVEpvOjmGs3fpcD]{Matter Cloud} @UUID[Compendium.cyphersystem-compendium.abilities.R9WffstnihzBuuvW]{Mind Games} @UUID[Compendium.cyphersystem-compendium.abilities.PTVAJGFiXDueX8az]{Momentum} @UUID[Compendium.cyphersystem-compendium.abilities.gDwPpgIAocEfQjPx]{Overawe} @UUID[Compendium.cyphersystem-compendium.abilities.zIYdniz9sjvAHsnX]{Overcome All Obstacles} @UUID[Compendium.cyphersystem-compendium.abilities.rXUUDUJFKis8TpnL]{Phase Detonation} @UUID[Compendium.cyphersystem-compendium.abilities.cJB7wj5okdPZuRNb]{Phased Attack} @UUID[Compendium.cyphersystem-compendium.abilities.NoC3yuqxU8yhPf47]{Power Strike} @UUID[Compendium.cyphersystem-compendium.abilities.blm1Z8JxvWOiFf0b]{Pry Open} @UUID[Compendium.cyphersystem-compendium.abilities.Mc8L07dpf605FDo9]{Psychic Burst} @UUID[Compendium.cyphersystem-compendium.abilities.Je1MitN21L3lqWVF]{Psychosis} @UUID[Compendium.cyphersystem-compendium.abilities.JJ9nWmcBIlfyNDfe]{Push Off and Throw} @UUID[Compendium.cyphersystem-compendium.abilities.JlYk5UNZEUzzO8Js]{Quick Strike} @UUID[Compendium.cyphersystem-compendium.abilities.YA5P5CBNr5NSmY6z]{Rapid Attack} @UUID[Compendium.cyphersystem-compendium.abilities.XqGE5QLHnpIKB5rB]{Reaction} @UUID[Compendium.cyphersystem-compendium.abilities.Yo2Z3EdYjx88jYnp]{Remote Control} @UUID[Compendium.cyphersystem-compendium.abilities.ZuX6gykVtKxiBAxR]{Run and Fight} @UUID[Compendium.cyphersystem-compendium.abilities.znJCKr6PeEq4a0j5]{Shattering Shout} @UUID[Compendium.cyphersystem-compendium.abilities.bkQnnjRFJS9VpaY5]{Slice} @UUID[Compendium.cyphersystem-compendium.abilities.oNk0Nhle1XwBhOvp]{Snap Shot} @UUID[Compendium.cyphersystem-compendium.abilities.yJDNsRAG3Elm6PWp]{Snipe} @UUID[Compendium.cyphersystem-compendium.abilities.YIzrA5i8eBSPMFzj]{Spray} @UUID[Compendium.cyphersystem-compendium.abilities.57txEIyzuPUQOqVP]{Sprint and Grab} @UUID[Compendium.cyphersystem-compendium.abilities.B4U7RiMrZElfOQyj]{Taking Advantage} @UUID[Compendium.cyphersystem-compendium.abilities.hy3hI86e9BCmkcQO]{Tall Tale} @UUID[Compendium.cyphersystem-compendium.abilities.WuNUt6ltWGDdjNLS]{Throw} @UUID[Compendium.cyphersystem-compendium.abilities.SPL1URVkuo4PJP8I]{Throw Force Shield} @UUID[Compendium.cyphersystem-compendium.abilities.4s3SAqu0lb5qzfzL]{Trick Shot}

High Tier

@UUID[Compendium.cyphersystem-compendium.abilities.NCXCkCYeZw8qlazG]{Absorb Energy} @UUID[Compendium.cyphersystem-compendium.abilities.WrJDw2X8JHcljjP4]{Arc Spray} @UUID[Compendium.cyphersystem-compendium.abilities.YbYeZ0A0m96IWxwl]{Assassin Strike} @UUID[Compendium.cyphersystem-compendium.abilities.T5tn7zItPyaRcYNC]{Asserting Your Privilege} @UUID[Compendium.cyphersystem-compendium.abilities.ltAq7qr8aaalOtJp]{Attack and Attack Again} @UUID[Compendium.cyphersystem-compendium.abilities.6kTwO0uYuP8qKqkM]{Biomorphic Detonation} @UUID[Compendium.cyphersystem-compendium.abilities.jISh0vWOJdK9hUm1]{Blind Machine} @UUID[Compendium.cyphersystem-compendium.abilities.XRXQwJplJrm7onbN]{Blinding Attack} @UUID[Compendium.cyphersystem-compendium.abilities.zflNCqrmTL7vrYg1]{Bouncing Shield} @UUID[Compendium.cyphersystem-compendium.abilities.9O17NBrKA4AA4Ckw]{Break the Ranks} @UUID[Compendium.cyphersystem-compendium.abilities.lID9ke0vHX2r2CC8]{Break Their Mind} @UUID[Compendium.cyphersystem-compendium.abilities.2lhnVWUMX1Nu6KVj]{Call the Storm} @UUID[Compendium.cyphersystem-compendium.abilities.yEfkqXxmuQqlA6Fi]{Cold Burst} @UUID[Compendium.cyphersystem-compendium.abilities.PZBKCtRj5S6ULnjo]{Concussion} @UUID[Compendium.cyphersystem-compendium.abilities.jHrQLzIfjKtXBoJL]{Deactivate Mechanisms} @UUID[Compendium.cyphersystem-compendium.abilities.6P1CJvVMot3Y2xj0]{Deadly Strike} @UUID[Compendium.cyphersystem-compendium.abilities.iTxEWRCR8G5Rych2]{Death Touch} @UUID[Compendium.cyphersystem-compendium.abilities.i5n7BaFjTo6W35f9]{Defense Master} @UUID[Compendium.cyphersystem-compendium.abilities.0WPUu04FbqxGckhU]{Destroyer} @UUID[Compendium.cyphersystem-compendium.abilities.xR2DkSqvAoR8Vtfn]{Dirty Fighter} @UUID[Compendium.cyphersystem-compendium.abilities.p1UMG2hrng7mLFDv]{Disarming Attack} @UUID[Compendium.cyphersystem-compendium.abilities.OkKNmMvLFwHxUv2r]{Divine Intervention} @UUID[Compendium.cyphersystem-compendium.abilities.tgaSXp1VQiec8Jst]{Divine Symbol} @UUID[Compendium.cyphersystem-compendium.abilities.1W0sBVHxG7LESCPl]{Do You Know Who I Am?} @UUID[Compendium.cyphersystem-compendium.abilities.NJakiz9yvoflzzBD]{Drain Power} @UUID[Compendium.cyphersystem-compendium.abilities.D4JFKjeVDkx9Xfnf]{Dust to Dust} @UUID[Compendium.cyphersystem-compendium.abilities.jhdgI9rV2mpH6JQU]{Earthquake} @UUID[Compendium.cyphersystem-compendium.abilities.apQwshUTjCQPym8A]{Embrace the Night} @UUID[Compendium.cyphersystem-compendium.abilities.Be1ehHb90jtLc8l0]{Explosive Release} @UUID[Compendium.cyphersystem-compendium.abilities.syJ3mkT2hHR2MY3o]{Finishing Blow} @UUID[Compendium.cyphersystem-compendium.abilities.6fpCYtBDCfW6m1b0]{Fire Tendrils} @UUID[Compendium.cyphersystem-compendium.abilities.xCUKzmoBKzN9gIut]{Foul Aura} @UUID[Compendium.cyphersystem-compendium.abilities.mvC2vboULutesBDu]{Ice Storm} @UUID[Compendium.cyphersystem-compendium.abilities.SZtOjKk7ScShJT6G]{Iron Punch} @UUID[Compendium.cyphersystem-compendium.abilities.IFb8NX06xgWM7H98]{Jump Attack} @UUID[Compendium.cyphersystem-compendium.abilities.tjzqyyAZoibXl4DT]{Lethal Ploy} @UUID[Compendium.cyphersystem-compendium.abilities.GlFT2ITvytQVWywQ]{Lethal Vibration} @UUID[Compendium.cyphersystem-compendium.abilities.KNElOxbWobS1ygLv]{Murderer} @UUID[Compendium.cyphersystem-compendium.abilities.pUbqCBV3dBOWFgmv]{Nightmare} @UUID[Compendium.cyphersystem-compendium.abilities.ptH3O4GES71CClGO]{Phase Foe} @UUID[Compendium.cyphersystem-compendium.abilities.xxavxLEaiVFug1D6]{Protective Wall} @UUID[Compendium.cyphersystem-compendium.abilities.8wSx2qtKXq0dWxId]{Psychokinetic Attack} @UUID[Compendium.cyphersystem-compendium.abilities.KVOFCKWKmUrqAe7v]{Punish All the Guilty} @UUID[Compendium.cyphersystem-compendium.abilities.bY52t6eGONKu8Kr4]{Resonant Quake} @UUID[Compendium.cyphersystem-compendium.abilities.G5bTthwpEf5azVHA]{Return to Sender} @UUID[Compendium.cyphersystem-compendium.abilities.EH8OmAJaimF4MTgg]{Shatter Mind} @UUID[Compendium.cyphersystem-compendium.abilities.BM6YnBez7sVnrGUh]{Special Shot} @UUID[Compendium.cyphersystem-compendium.abilities.KDZeCZJxjCQzlTxA]{Spin Attack} @UUID[Compendium.cyphersystem-compendium.abilities.jrTEtAhE6GfLW7R4]{Spring Away} @UUID[Compendium.cyphersystem-compendium.abilities.eQIPJk2xcFGfDr3H]{Stun Attack} @UUID[Compendium.cyphersystem-compendium.abilities.xbYD729j3km6ZDCA]{Sun Siphon} @UUID[Compendium.cyphersystem-compendium.abilities.447ojnjZFMCma8eu]{Taunt Foe} @UUID[Compendium.cyphersystem-compendium.abilities.kKYyGbrQxDRSOh37]{Terrifying Gaze} @UUID[Compendium.cyphersystem-compendium.abilities.Z4QcjOxgltEJPm96]{Twisting the Knife} @UUID[Compendium.cyphersystem-compendium.abilities.IN9qNZDx4sBKNr8n]{Undo} @UUID[Compendium.cyphersystem-compendium.abilities.xRIDlrBzTXVYC5rh]{Vindictive Performance} @UUID[Compendium.cyphersystem-compendium.abilities.s8NShtaUrW0Oxolo]{Weapon and Body} @UUID[Compendium.cyphersystem-compendium.abilities.tMOeiKWrhp5P5CCQ]{Weight of the World} @UUID[Compendium.cyphersystem-compendium.abilities.w3HN2nZBTo5mLJcM]{Weightless Shot} @UUID[Compendium.cyphersystem-compendium.abilities.WW3QjCP5UJUsKBW3]{Whirlwind of Throws} @UUID[Compendium.cyphersystem-compendium.abilities.EXrZLa3M8BK43qoi]{Winter Gauntlets} @UUID[Compendium.cyphersystem-compendium.abilities.Gsre3acJaxhGBa0S]{Word of Death}

Support

Gives some sort of benefit to an ally rather than yourself, such as an extra action or an asset on their roll.

Low Tier

@UUID[Compendium.cyphersystem-compendium.abilities.WrgqojoyWuTWpyQq]{Advice From a Friend} @UUID[Compendium.cyphersystem-compendium.abilities.BlBi7qk0darLthxS]{Anecdote} @UUID[Compendium.cyphersystem-compendium.abilities.b8rtgyatE8o9FaRS]{Attack Flourish} @UUID[Compendium.cyphersystem-compendium.abilities.5jGN9GicKYIAneKQ]{Defend the Innocent} @UUID[Compendium.cyphersystem-compendium.abilities.4yyKQYnrbL3r9gcU]{Enable Others} @UUID[Compendium.cyphersystem-compendium.abilities.hYa7I52x2iwffh8C]{Encouragement} @UUID[Compendium.cyphersystem-compendium.abilities.grCiWRuV8lvflQHM]{Encouraging Presence} @UUID[Compendium.cyphersystem-compendium.abilities.4fcns7ANpZF7pHaz]{Force Field} @UUID[Compendium.cyphersystem-compendium.abilities.lZCAKgP966BuU4uF]{Friendly Help} @UUID[Compendium.cyphersystem-compendium.abilities.DmnRMTfHYaeoYFVu]{Good Advice} @UUID[Compendium.cyphersystem-compendium.abilities.FiSwskgQGBjp4IhZ]{Inspire Action} @UUID[Compendium.cyphersystem-compendium.abilities.wWCehMidmvLypdxj]{Inspire Aggression} @UUID[Compendium.cyphersystem-compendium.abilities.DLxDL49VjUEMAjxZ]{Inspiring Ease} @UUID[Compendium.cyphersystem-compendium.abilities.qp1jDaFiRR5xPPMn]{Protector} @UUID[Compendium.cyphersystem-compendium.abilities.POaewj2PWMMfCY1i]{Rally to Me} @UUID[Compendium.cyphersystem-compendium.abilities.Uti1XQwY4VFZwwwc]{Reveal} @UUID[Compendium.cyphersystem-compendium.abilities.FgyHV0QR3YwlLIVb]{Sculpt Flesh} @UUID[Compendium.cyphersystem-compendium.abilities.701ts4xCDjURZSb5]{Teamwork}

Mid Tier

@UUID[Compendium.cyphersystem-compendium.abilities.hB1CISYVEZXEO0IV]{Accelerate} @UUID[Compendium.cyphersystem-compendium.abilities.wJSxVM8fWADJtTSd]{Applying Your Knowledge} @UUID[Compendium.cyphersystem-compendium.abilities.knh2MWMhCgqOjWYD]{Buddy System} @UUID[Compendium.cyphersystem-compendium.abilities.lb5Bo8BpNXdVMkmt]{Combat Challenge} @UUID[Compendium.cyphersystem-compendium.abilities.bz04IOSkdP3zcRMD]{Defend All the Innocent} @UUID[Compendium.cyphersystem-compendium.abilities.Su3LkSzdGHg9w1RO]{Dual Wards} @UUID[Compendium.cyphersystem-compendium.abilities.XR8WeRW3OlbCIjlJ]{Elemental Protection} @UUID[Compendium.cyphersystem-compendium.abilities.RgosWDt0hkosbVQr]{In Harm’s Way} @UUID[Compendium.cyphersystem-compendium.abilities.1N6P5ZRogThCS0KH]{Lead by Inquiry} @UUID[Compendium.cyphersystem-compendium.abilities.dIK67k9aoBbFBnkf]{Pay It Forward} @UUID[Compendium.cyphersystem-compendium.abilities.oS3AeTouF6HPcaH5]{Play to the Crowd} @UUID[Compendium.cyphersystem-compendium.abilities.QFZyfDWOSEpZeQmM]{Spur Effort} @UUID[Compendium.cyphersystem-compendium.abilities.scceoEmEnN5MW8XT]{Take Command} @UUID[Compendium.cyphersystem-compendium.abilities.GAeUBbQWE3ryv50V]{True Guardian}

High Tier

@UUID[Compendium.cyphersystem-compendium.abilities.Eez3uExkDA20XJg3]{Able Assistance} @UUID[Compendium.cyphersystem-compendium.abilities.G8waoPdWGzMl0S1n]{Battle Management} @UUID[Compendium.cyphersystem-compendium.abilities.3JWMtJBjf3oUWaxP]{Block for Another} @UUID[Compendium.cyphersystem-compendium.abilities.LwmoGOpgHy1K2dU4]{Energize Creature} @UUID[Compendium.cyphersystem-compendium.abilities.5i6TqVJQQ4sTvqTm]{Energize Crowd} @UUID[Compendium.cyphersystem-compendium.abilities.lJWTlBH1koX2Fjgi]{Impart Understanding} @UUID[Compendium.cyphersystem-compendium.abilities.oilgQ4oM02Pa0eNp]{Inspiration} @UUID[Compendium.cyphersystem-compendium.abilities.tTrekc4AZbIqem5L]{Inspire Coordinated Actions} @UUID[Compendium.cyphersystem-compendium.abilities.fPCTpU0viXXWrNs0]{Inspiring Success} @UUID[Compendium.cyphersystem-compendium.abilities.Tes6ntXPZR8IHgY4]{Regenerate Other} @UUID[Compendium.cyphersystem-compendium.abilities.PXvS7AatBcxH9cvZ]{Share Defense} @UUID[Compendium.cyphersystem-compendium.abilities.U9sgMUKkIkDIdRtK]{Stimulate} @UUID[Compendium.cyphersystem-compendium.abilities.iE83ABQRko5NemVU]{Teach Trick} @UUID[Compendium.cyphersystem-compendium.abilities.zZYSSAFXtJcuezxM]{Transcend the Script} @UUID[Compendium.cyphersystem-compendium.abilities.mjEFQ3ndDRvLB5Dj]{True Defender} @UUID[Compendium.cyphersystem-compendium.abilities.IN9qNZDx4sBKNr8n]{Undo} @UUID[Compendium.cyphersystem-compendium.abilities.PTM0HWGFfo5CHMif]{Will of a Leader} @UUID[Compendium.cyphersystem-compendium.abilities.jTiOQKW2QtXK8dmF]{Work the Friendship}

Task

Gives training, specialization, or an asset in one or more noncombat skills (climbing, healing, computers, initiative, and so on).

Low Tier

@UUID[Compendium.cyphersystem-compendium.abilities.wifCvRG9OhsTDT30]{Advantages of Being Big} @UUID[Compendium.cyphersystem-compendium.abilities.YD5gm0w3lqTSyO3V]{Anticipation} @UUID[Compendium.cyphersystem-compendium.abilities.rYaAyFLmCAAwZi0s]{Assassin Skills} @UUID[Compendium.cyphersystem-compendium.abilities.cpXOBSLY03j89yOy]{Athlete} @UUID[Compendium.cyphersystem-compendium.abilities.AWretAEaeQfXTXMy]{Autodoctor} @UUID[Compendium.cyphersystem-compendium.abilities.tJiXzKX4gf0GNV6V]{Balance} @UUID[Compendium.cyphersystem-compendium.abilities.XToLeZ4ksSj3MA5I]{Bestiary Knowledge} @UUID[Compendium.cyphersystem-compendium.abilities.A83Lw7NnAqwg4BZR]{Blameless} @UUID[Compendium.cyphersystem-compendium.abilities.awhzMw4RHwOwgEIR]{Breaker} @UUID[Compendium.cyphersystem-compendium.abilities.lY7NaxsFxt1XZVk5]{Car Surfer} @UUID[Compendium.cyphersystem-compendium.abilities.PlTtlXeugIljHFVg]{Careful Aim} @UUID[Compendium.cyphersystem-compendium.abilities.zGoUoC6i0f1SbUqE]{Celebrity Talent} @UUID[Compendium.cyphersystem-compendium.abilities.JkiG6hpsfj1h6XRR]{Computer Programming} @UUID[Compendium.cyphersystem-compendium.abilities.dQHSDDZxJNHrHH1l]{Contortionist} @UUID[Compendium.cyphersystem-compendium.abilities.YvPBxDxLz16Usm7m]{Courageous} @UUID[Compendium.cyphersystem-compendium.abilities.fkyJ02LbeOAfDxcF]{Crafter} @UUID[Compendium.cyphersystem-compendium.abilities.UyQTRi5ZwWU5tMO0]{Danger Sense} @UUID[Compendium.cyphersystem-compendium.abilities.Q3DGDFwNIOjz866X]{Datajack} @UUID[Compendium.cyphersystem-compendium.abilities.2GwH3ugd7aHrWZRz]{Debate} @UUID[Compendium.cyphersystem-compendium.abilities.kkTWFQBeHMS8d6IL]{Deep Water Guide} @UUID[Compendium.cyphersystem-compendium.abilities.tjxKTFdA8gqZDP90]{Designation} @UUID[Compendium.cyphersystem-compendium.abilities.9p2RJYFo6s55F5Ha]{Devoted Defender} @UUID[Compendium.cyphersystem-compendium.abilities.eYHlYyVDj3odrAFJ]{Disguise} @UUID[Compendium.cyphersystem-compendium.abilities.6dPEKpK0HWuD7Bxu]{Divine Knowledge} @UUID[Compendium.cyphersystem-compendium.abilities.DCuOpij3sNomBe1a]{Driver} @UUID[Compendium.cyphersystem-compendium.abilities.ea7BzQy6fZqHQNET]{Enlightened} @UUID[Compendium.cyphersystem-compendium.abilities.6FI9lLeQx0tJX1W6]{Exploratory Experience} @UUID[Compendium.cyphersystem-compendium.abilities.jx6DFmlbQrmltHgc]{Extra Skill} @UUID[Compendium.cyphersystem-compendium.abilities.YQEECpNwDSFCFnCN]{Feat of Strength} @UUID[Compendium.cyphersystem-compendium.abilities.QgCWZia7gFicmEJr]{Flex Lore} @UUID[Compendium.cyphersystem-compendium.abilities.HoUOwIPfKTlxyQH0]{Freakishly Large} @UUID[Compendium.cyphersystem-compendium.abilities.qpBv7OxAcMAAtY2M]{Game Lessons} @UUID[Compendium.cyphersystem-compendium.abilities.p3kh3XKzetkJTG1J]{Gamer} @UUID[Compendium.cyphersystem-compendium.abilities.DmnRMTfHYaeoYFVu]{Good Advice} @UUID[Compendium.cyphersystem-compendium.abilities.pp9NFNHKgOhRYbsY]{Hand to Eye} @UUID[Compendium.cyphersystem-compendium.abilities.f7wLki6qjCNs2Ici]{Handy} @UUID[Compendium.cyphersystem-compendium.abilities.YOHGDC5hx24SqbQz]{Hard Choices} @UUID[Compendium.cyphersystem-compendium.abilities.YBMLX3Jm5oN79J6G]{Heads-Up Display} @UUID[Compendium.cyphersystem-compendium.abilities.A853pOqz5BmPfh4w]{Higher Mathematics} @UUID[Compendium.cyphersystem-compendium.abilities.ZgLefUbAcrmYdFur]{How Others Think} @UUID[Compendium.cyphersystem-compendium.abilities.vFc52xBtBp69WglW]{Impersonate} @UUID[Compendium.cyphersystem-compendium.abilities.HBHjx10W5BQW101w]{Impressive Display} @UUID[Compendium.cyphersystem-compendium.abilities.369RISHwqzRXkwEG]{Infiltrator} @UUID[Compendium.cyphersystem-compendium.abilities.sM2zEDx4gRr9CuiR]{Inner Defense} @UUID[Compendium.cyphersystem-compendium.abilities.fh7tK1BVjgSfZ8ml]{Insight} @UUID[Compendium.cyphersystem-compendium.abilities.wWCehMidmvLypdxj]{Inspire Aggression} @UUID[Compendium.cyphersystem-compendium.abilities.V765JZKDKQ00Buyn]{Interaction Skills} @UUID[Compendium.cyphersystem-compendium.abilities.4dTGeclZRVjzn5tT]{Interface} @UUID[Compendium.cyphersystem-compendium.abilities.PK6oiYXgdP7KaGgi]{Investigate} @UUID[Compendium.cyphersystem-compendium.abilities.romswZIOmAmtzfCL]{Investigative Skills} @UUID[Compendium.cyphersystem-compendium.abilities.4p95GsynORh0Xd7X]{Knowing} @UUID[Compendium.cyphersystem-compendium.abilities.xBQM1AmjmcjmPDDD]{Knowledge of the Law} @UUID[Compendium.cyphersystem-compendium.abilities.eEGFknWQZUBNXn99]{Knowledge Skills} @UUID[Compendium.cyphersystem-compendium.abilities.oAsK49Zgey5QaC82]{Late Inspiration} @UUID[Compendium.cyphersystem-compendium.abilities.eM1fLppEnXHBlRNX]{Learning the Path} @UUID[Compendium.cyphersystem-compendium.abilities.rfsCCpxcsjc8hr60]{Levity} @UUID[Compendium.cyphersystem-compendium.abilities.aOzkoVf0mNSkZBtn]{Life Lessons} @UUID[Compendium.cyphersystem-compendium.abilities.lzy1YbdIJxzNIHZq]{Machine Affinity} @UUID[Compendium.cyphersystem-compendium.abilities.QHSH8fE6l3bKz2xl]{Machine Hunting} @UUID[Compendium.cyphersystem-compendium.abilities.rhaZSmU6dJpzMO64]{Machine Interface} @UUID[Compendium.cyphersystem-compendium.abilities.XQxN55rl0f5HFxEM]{Magic Training} @UUID[Compendium.cyphersystem-compendium.abilities.Zu06akqnHdCvoR0W]{Make Judgment} @UUID[Compendium.cyphersystem-compendium.abilities.YF8CYsYKcXpdfqH5]{Master Identifier} @UUID[Compendium.cyphersystem-compendium.abilities.KM9qqjzJBJusQNkT]{Master Thief} @UUID[Compendium.cyphersystem-compendium.abilities.GfDLA0qSvqhqzIbL]{Microgravity Adept} @UUID[Compendium.cyphersystem-compendium.abilities.PRW5MxW12oakmeHE]{Monster Lore} @UUID[Compendium.cyphersystem-compendium.abilities.tC7wmZwlZcQy5Vd0]{Movement Skills} @UUID[Compendium.cyphersystem-compendium.abilities.CBGeAZSBuymzrxDz]{Muscles of Iron} @UUID[Compendium.cyphersystem-compendium.abilities.FDUGlu7DZhdfxH2P]{Natural Charisma} @UUID[Compendium.cyphersystem-compendium.abilities.bcEupdsF6FduFPwe]{Oneirochemy} @UUID[Compendium.cyphersystem-compendium.abilities.oTDJtTDkwxr5uSfU]{Open Mind} @UUID[Compendium.cyphersystem-compendium.abilities.EbnGDC61relhYaib]{Opening Statement} @UUID[Compendium.cyphersystem-compendium.abilities.noCgrKbB370cfzQg]{Physical Skills} @UUID[Compendium.cyphersystem-compendium.abilities.Kk5nnC1EcYtqc3Fu]{Pilot} @UUID[Compendium.cyphersystem-compendium.abilities.TTKx93iEvtnptsep]{Poetic License} @UUID[Compendium.cyphersystem-compendium.abilities.OjGaIl0JEepjDrla]{Post-Apocalyptic Survivor} @UUID[Compendium.cyphersystem-compendium.abilities.MBlyd9LvSH8D0Z5I]{Powerful Rhetoric} @UUID[Compendium.cyphersystem-compendium.abilities.vcbIe2sSMKJmawl4]{Predictive Equation} @UUID[Compendium.cyphersystem-compendium.abilities.xMRRfjFF0POkxyea]{Privileged Nobility} @UUID[Compendium.cyphersystem-compendium.abilities.FEkLEYwk7r9KE7oC]{Quarry} @UUID[Compendium.cyphersystem-compendium.abilities.YCwy44WnpusEYN7g]{Quick Study} @UUID[Compendium.cyphersystem-compendium.abilities.QVPmLa6CKwmH6vJZ]{Quick to Flee} @UUID[Compendium.cyphersystem-compendium.abilities.8EJ59LwWPkaqErUd]{Quicker Than Most} @UUID[Compendium.cyphersystem-compendium.abilities.pMQT2QIL38XlhkxB]{Resist Tricks} @UUID[Compendium.cyphersystem-compendium.abilities.ZOfmWQFbwSJQB4wm]{Ruin Lore} @UUID[Compendium.cyphersystem-compendium.abilities.IYt42xzsjesQyEfT]{Sailor} @UUID[Compendium.cyphersystem-compendium.abilities.h3G0Ven2SoaPCbk4]{Salvage and Comfort} @UUID[Compendium.cyphersystem-compendium.abilities.WUY75HFAqAu1i9ku]{Sense Attitudes} @UUID[Compendium.cyphersystem-compendium.abilities.x8cGd4MC9YEW9isa]{Serv-0 Repair} @UUID[Compendium.cyphersystem-compendium.abilities.9sfX1SGtcQ17Uiny]{Sharp Senses} @UUID[Compendium.cyphersystem-compendium.abilities.HWZ8mwAfZEu6r778]{Sleuth} @UUID[Compendium.cyphersystem-compendium.abilities.2CrV3a9S1yzOXBOJ]{Slippery} @UUID[Compendium.cyphersystem-compendium.abilities.sHdBJdVshvtAqz1K]{Sneak} @UUID[Compendium.cyphersystem-compendium.abilities.gwMRhz3h9zxbVQXt]{Stalker} @UUID[Compendium.cyphersystem-compendium.abilities.gbU7mA0flUR4W8Dl]{Stand Watch} @UUID[Compendium.cyphersystem-compendium.abilities.QAdh0yZBjJsHdJjD]{Stealth Skills} @UUID[Compendium.cyphersystem-compendium.abilities.tFhd4dEGikOd1g1K]{Straightforward} @UUID[Compendium.cyphersystem-compendium.abilities.MwDYD8V1CJv8w9rR]{Superb Explorer} @UUID[Compendium.cyphersystem-compendium.abilities.aJ1T8XqGF38vyzV2]{Superb Infiltrator} @UUID[Compendium.cyphersystem-compendium.abilities.B4U7RiMrZElfOQyj]{Taking Advantage} @UUID[Compendium.cyphersystem-compendium.abilities.1ZV6jp2IuXFgXEjn]{Task Training} @UUID[Compendium.cyphersystem-compendium.abilities.pYsmdnNte7o5Flca]{Tech Skills} @UUID[Compendium.cyphersystem-compendium.abilities.0xVoKhKKvzxIbtJD]{There’s Your Problem} @UUID[Compendium.cyphersystem-compendium.abilities.k4LeTZ1lqN9L3hPS]{Tool Mastery} @UUID[Compendium.cyphersystem-compendium.abilities.VAGafmOiBpvU2eq0]{Tracker} @UUID[Compendium.cyphersystem-compendium.abilities.O0d2Xjp5HTUdFzmp]{Trained Excavator} @UUID[Compendium.cyphersystem-compendium.abilities.A8CGMbLGsJ3AHKMP]{Trained Interlocutor} @UUID[Compendium.cyphersystem-compendium.abilities.eVZMy7s6px5jLTfj]{Trained Swimmer} @UUID[Compendium.cyphersystem-compendium.abilities.wEjdodvc6SLf8yso]{Travel Skills} @UUID[Compendium.cyphersystem-compendium.abilities.kv03xEihe4VZNkK5]{Understanding} @UUID[Compendium.cyphersystem-compendium.abilities.zgcoMEc4j2MjpDhC]{Vacuum Skilled} @UUID[Compendium.cyphersystem-compendium.abilities.KqV5RSzOU3S3NK51]{Wilderness Life} @UUID[Compendium.cyphersystem-compendium.abilities.8KYjSKp6ieQ8YXUy]{Wilderness Lore} @UUID[Compendium.cyphersystem-compendium.abilities.XseI77zSp7iHkEWq]{Wound Tender} @UUID[Compendium.cyphersystem-compendium.abilities.qEzcqbNhuJQuBagn]{Zero Dark Eyes}

Mid Tier

@UUID[Compendium.cyphersystem-compendium.abilities.GK0o4fjCtxgAP269]{Action Processor} @UUID[Compendium.cyphersystem-compendium.abilities.6ILcTvACqDdLVpc8]{Agent Provocateur} @UUID[Compendium.cyphersystem-compendium.abilities.KAAezRI2l8rdp1NS]{Animal Senses and Sensibilities} @UUID[Compendium.cyphersystem-compendium.abilities.TmDavAL4vDxKjLBK]{Confidence Artist} @UUID[Compendium.cyphersystem-compendium.abilities.yB4tnpDNVSOxgruq]{Dark Matter Shell} @UUID[Compendium.cyphersystem-compendium.abilities.bvqDafTBMB7Uo9Qj]{Enhance Strength} @UUID[Compendium.cyphersystem-compendium.abilities.hQx9SoUhY6jzUeTW]{Expert Driver} @UUID[Compendium.cyphersystem-compendium.abilities.12xO8QaEsTvEFUvY]{Expert Pilot} @UUID[Compendium.cyphersystem-compendium.abilities.RESKINMA0INj60Rc]{Find the Guilty} @UUID[Compendium.cyphersystem-compendium.abilities.dVh39nh5ARUxreUc]{Flex Skill} @UUID[Compendium.cyphersystem-compendium.abilities.Kk9lHkiaqsr3pUmk]{Ghost} @UUID[Compendium.cyphersystem-compendium.abilities.NhNvpbUWNRIFEm8b]{Hard to See} @UUID[Compendium.cyphersystem-compendium.abilities.7tiGTYVXj9eHdja7]{Heightened Skills} @UUID[Compendium.cyphersystem-compendium.abilities.uhC4ubTGfhkNvIMX]{Improvise} @UUID[Compendium.cyphersystem-compendium.abilities.iyM2N9G0RLlj6BZ7]{Increasing Determination} @UUID[Compendium.cyphersystem-compendium.abilities.2odkyEO8azxIZWYj]{Intelligent Interface} @UUID[Compendium.cyphersystem-compendium.abilities.t5vs3xMko8GLCB64]{Intense Interaction} @UUID[Compendium.cyphersystem-compendium.abilities.vPraXsdXkCmaoBbI]{Knowledge Is Power} @UUID[Compendium.cyphersystem-compendium.abilities.4JDFgEhyhqReRngE]{Master Crafter} @UUID[Compendium.cyphersystem-compendium.abilities.e3jpx5KsYc8F13Pu]{Meticulous Planner} @UUID[Compendium.cyphersystem-compendium.abilities.l0OFjk5XVGV5LzP1]{Minor Wish} @UUID[Compendium.cyphersystem-compendium.abilities.LdHCwZcifnRRuPrp]{Nightstrike} @UUID[Compendium.cyphersystem-compendium.abilities.3VJyYtECl0wKQj2p]{Outlast the Foe} @UUID[Compendium.cyphersystem-compendium.abilities.XQkQrvp4o395uIOJ]{Passing Mechanic} @UUID[Compendium.cyphersystem-compendium.abilities.LojkwDtb1gHLSB6A]{Preternatural Senses} @UUID[Compendium.cyphersystem-compendium.abilities.MzKqElUHuTtHkV7D]{Pull a Fast One} @UUID[Compendium.cyphersystem-compendium.abilities.y1bQFSBlwMbUico5]{Rapid Processing} @UUID[Compendium.cyphersystem-compendium.abilities.DhSH0rnaqLogC3DC]{Rider} @UUID[Compendium.cyphersystem-compendium.abilities.oCcnXLYQy9DjwPJC]{Sea Legs} @UUID[Compendium.cyphersystem-compendium.abilities.syiylO75dZlcUp3i]{Sensing Package} @UUID[Compendium.cyphersystem-compendium.abilities.NcItnMHjeG9fgE1K]{Serv-0 Aim} @UUID[Compendium.cyphersystem-compendium.abilities.lPqCQOQJF0JfoFRn]{Serv-0 Brawler} @UUID[Compendium.cyphersystem-compendium.abilities.EQXA8Gcwdc7dU8lw]{Sharp-Eyed} @UUID[Compendium.cyphersystem-compendium.abilities.hIy0GMeL8WALvhEb]{Ship Footing} @UUID[Compendium.cyphersystem-compendium.abilities.U2QV8t7Pq9irgHqF]{Silent As Space} @UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks} @UUID[Compendium.cyphersystem-compendium.abilities.c4CG5F8lfaYelzFf]{Soothe Mind and Body} @UUID[Compendium.cyphersystem-compendium.abilities.3pqCkOZjnAXWIikt]{Subtle Steps} @UUID[Compendium.cyphersystem-compendium.abilities.q80xvRDX6XwFXgma]{Targeting Eye} @UUID[Compendium.cyphersystem-compendium.abilities.NaqoExT72j3xkWp3]{Task Specialization} @UUID[Compendium.cyphersystem-compendium.abilities.oah8DOODfphl858B]{Telling} @UUID[Compendium.cyphersystem-compendium.abilities.3wxiRMTCBZ4iNCHp]{Temporal Acceleration} @UUID[Compendium.cyphersystem-compendium.abilities.zuEylYrgOVAAjs71]{Trained Basher} @UUID[Compendium.cyphersystem-compendium.abilities.I8N5PUMy5Eq7cqZl]{Trained Gunner} @UUID[Compendium.cyphersystem-compendium.abilities.gPqiQflb6Z3DXGVk]{Trained Slayer} @UUID[Compendium.cyphersystem-compendium.abilities.SjO76u6MlpVx3PwO]{Verbal Misdirection} @UUID[Compendium.cyphersystem-compendium.abilities.PlVEpuVxp9pGJSoa]{You Studied}

High Tier

@UUID[Compendium.cyphersystem-compendium.abilities.B0dq2gW9gdA0PdzR]{Amplify Sounds} @UUID[Compendium.cyphersystem-compendium.abilities.2uSx4ErQ9f2QLX5M]{As Foretold in Prophecy} @UUID[Compendium.cyphersystem-compendium.abilities.jmjxGRJTwztzBtLc]{Coordinated Effort} @UUID[Compendium.cyphersystem-compendium.abilities.xRvaY8SG4HVy5WO8]{Dark Explorer} @UUID[Compendium.cyphersystem-compendium.abilities.rYOt0poxNGA8b3FP]{Explains the Ineffable} @UUID[Compendium.cyphersystem-compendium.abilities.VVYx3J42Sj9qCQV9]{Exploit Advantage} @UUID[Compendium.cyphersystem-compendium.abilities.GnQRIvynqXx1R2a0]{Further Mathematics} @UUID[Compendium.cyphersystem-compendium.abilities.2LaX22wvw35lDger]{Learned a Few Things} @UUID[Compendium.cyphersystem-compendium.abilities.YWMUeaNzao8n8pAc]{Like the Back of Your Hand} @UUID[Compendium.cyphersystem-compendium.abilities.Cz0KkzZPnlX1oTYz]{Magnificent Moment} @UUID[Compendium.cyphersystem-compendium.abilities.kZ3LhhYZKrcnBplY]{Master Entertainer} @UUID[Compendium.cyphersystem-compendium.abilities.4USzF8qKs8oZJH13]{Multiple Skills} @UUID[Compendium.cyphersystem-compendium.abilities.kcXnkEBuyNil4Nd4]{No One Knows Better} @UUID[Compendium.cyphersystem-compendium.abilities.N0wzhZ676UrCR8M4]{Precognition} @UUID[Compendium.cyphersystem-compendium.abilities.MA2Pwhbpbq2SSIQy]{See the Future} @UUID[Compendium.cyphersystem-compendium.abilities.QZa9b5G80qxtoYqg]{Subsonic Rumble} @UUID[Compendium.cyphersystem-compendium.abilities.RE24qvMuPhasaCP3]{Total Awareness} @UUID[Compendium.cyphersystem-compendium.abilities.qKDngpAWNEzhdRj5]{Trick Driver} @UUID[Compendium.cyphersystem-compendium.abilities.vhGEeFVgyqX1gzRr]{Using the Environment}

Transform

A significant change that temporarily enhances you, such as growing bigger, turning into a werewolf, and so on. Also includes apparent transformations like disguises and invisibility.

Low Tier

@UUID[Compendium.cyphersystem-compendium.abilities.8DXGUr433iXaVCSv]{Beast Form} @UUID[Compendium.cyphersystem-compendium.abilities.GmMePJHTRl6PshR6]{Bigger} @UUID[Compendium.cyphersystem-compendium.abilities.wIOwT1tjGLMYzZAb]{Controlled Change} @UUID[Compendium.cyphersystem-compendium.abilities.HDYOv1V10xpFbFI7]{Enlarge} @UUID[Compendium.cyphersystem-compendium.abilities.Tgmrh8dyGqqCfnU5]{Face Morph} @UUID[Compendium.cyphersystem-compendium.abilities.U9ZBl9NeipxSLavS]{Golem Healing} @UUID[Compendium.cyphersystem-compendium.abilities.asQqC0DepYcsPxRV]{Illusory Disguise} @UUID[Compendium.cyphersystem-compendium.abilities.zOCvNsxHOcmkQrBn]{Phased Pocket} @UUID[Compendium.cyphersystem-compendium.abilities.5aUrbdjSSLCRggHU]{Spin Identity} @UUID[Compendium.cyphersystem-compendium.abilities.1CjsEMTtfnvL1CeJ]{Vanish}

Mid Tier

@UUID[Compendium.cyphersystem-compendium.abilities.NIePQkLH2DTVjZR2]{Bigger Beast Form} @UUID[Compendium.cyphersystem-compendium.abilities.rZsohzuwTFfghWVO]{Blend In} @UUID[Compendium.cyphersystem-compendium.abilities.Uq6p6fOg9KyFcUws]{Evanesce} @UUID[Compendium.cyphersystem-compendium.abilities.wqzexDdZolWgxAza]{Greater Controlled Change} @UUID[Compendium.cyphersystem-compendium.abilities.NhNvpbUWNRIFEm8b]{Hard to See} @UUID[Compendium.cyphersystem-compendium.abilities.uNzF1oQKJ6T1yqL4]{Huge} @UUID[Compendium.cyphersystem-compendium.abilities.nEN2HYzlJWhonfmE]{Invisible Phasing} @UUID[Compendium.cyphersystem-compendium.abilities.RfGCXsX7JXEr8fMw]{Moon Shape}

High Tier

@UUID[Compendium.cyphersystem-compendium.abilities.hbbPZIjq81Qqdp6i]{Colossal} @UUID[Compendium.cyphersystem-compendium.abilities.uN2YVmNxkFj3SFof]{Command Metal} @UUID[Compendium.cyphersystem-compendium.abilities.PyVeE7CtDVDksWG6]{Disappear} @UUID[Compendium.cyphersystem-compendium.abilities.0XYaYNoQzrYYKR4p]{Gargantuan} @UUID[Compendium.cyphersystem-compendium.abilities.wvlSlYCJyrJuFqtn]{Invisibility} @UUID[Compendium.cyphersystem-compendium.abilities.S5JTyQCNcgrXgNqf]{Mask} @UUID[Compendium.cyphersystem-compendium.abilities.m2j3n3xiExLcXAAn]{Moderate Wish} @UUID[Compendium.cyphersystem-compendium.abilities.5Rre17QhaTln9jgA]{Outside Reality} @UUID[Compendium.cyphersystem-compendium.abilities.85DCcEDqvz6A0LkD]{Perfect Control} @UUID[Compendium.cyphersystem-compendium.abilities.TRdK7RJBkq8WW4np]{Wild Camouflage}

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Equipment in the Cypher System plays only a small role. It’s far more important to focus on what you can do than on what you have. Still, sometimes it’s important to know if you’ve got enough rope, or what kind of gun your space pilot has at their hip.

Currency and Prices

Dollars, pounds, euros, credits, gold pieces, Martian solval beads, Corso moons and stars, bottle caps—a lot of different currencies might be used in your game, depending on the setting and the genre. You should use whatever you like. In the Cypher System rules, we talk in generalities rather than specifics. Not unlike saying immediate or short distance rather than giving precise numbers, we talk about goods and services in terms of inexpensive, moderately priced, expensive, very expensive, or exorbitant.

The GM can figure out what those things mean in their setting. In a fantasy setting, an inexpensive item might be 1 or 2 copper pennies, while an expensive item might require gold on the table. The exact amount can vary, and in many campaigns, the exact amount will matter. The GM will develop a detailed price list for their setting, and players will track their money on their character sheets to determine what they can afford, often ignoring the terms inexpensive, moderately priced, and so on.

But some GMs might want to keep things simple and use only the general terms, indicating currency just as flavor now and then. In a space opera game, where the PCs are the crew of a starship blazing about the galaxy in search of adventure and profit, fuel and upkeep for the ship might be expensive. Hauling a few passengers from Epsilon Eridani back to Earth might earn enough to purchase six expensive items but cost the equivalent of two expensive items, leaving the crew with the means to refuel and maintain the ship for two further voyages. In such a game, where money only means keeping the ship flying, no one has to talk in specific amounts. Characters might refer to “galactic credits” or something similar, but amounts might not be tracked on the character sheets.

Price Categories

There are five price categories for goods and services.

An inexpensive item is something that common people buy. A simple meal or a drink in the bar. A pen and some paper. A book or magazine.

A moderately priced item is something that common people buy, but not too often and not in great quantities. A small piece of furniture. A major entertainment. An expensive meal. A new outfit.

An expensive item is something that would strain a common person’s finances. Rent on a simple apartment. A major piece of furniture. A very nice outfit. The cost to travel a long distance (if appropriate to the setting).

A very expensive item is probably out of the reach of most people except in very special circumstances. Jewelry. Luxury furnishings.

An exorbitant item is something only the very rich can afford. A very nice house. A ship. Extremely expensive jewelry or art.

Think of the categories as powers of 10. That is to say, a moderately priced item is ten times more costly than an inexpensive item. An expensive item is ten times more costly than a moderately priced item, and thus 100 times the cost of something inexpensive. A very expensive item is ten times the cost of an expensive one, 100 times the cost of a moderate one, and 1,000 times the cost of an inexpensive one. An exorbitant item is priced ten times beyond that.

In some settings, even the generalization offered by the pricing categories might be too specific or cumbersome. In many superhero games, for example, prices are relatively moot. After saving the city, typical superheroes don’t worry about paying rent or how much dinner will cost. On the other hand, in a grittier superhero game, maybe that’s exactly what they worry about.

Using The Price Categories

Regardless of how precise you want to be with prices and currency, you can use the price categories in a variety of ways.

It’s easy for a GM to say to a player “You can afford two extra moderately priced things at the start of the game.” The player can look on the list and pick two moderately priced items without worrying about their cost. Plus, this approach makes it clear that they get two items, not twenty inexpensive items or one more expensive item that perhaps would not be appropriate for a starting character. The categories make it easy to lump similar items together.

The GM can also say “You can have whatever inexpensive items you want, and don’t worry about the cost.” At higher tiers, when the PCs have more wealth, followers, and so on, the GM can do this with moderate or even expensive items. This allows the group to skip over playing through a shopping trip to get supplies, and players don’t have to track prices down to the last coin.

Finally, the categories can be shorthand when evaluating loot, dividing up the spoils among the PCs, and resolving other story-based occurrences that crop up in the game without dealing in the minutiae of exact prices. This is of particular use in high-powered games where the PCs are rich and powerful.

Level of Equipment

Mundane equipment is about level 4—less if of inferior quality or materials, more if of superior quality or materials. This means that in a setting based on the distant past, the default level might be 3, while in the future it might be 5 or 6. So an average serf ’s tool in the Dark Ages is level 3, easily broken, while an average tool on a space station is level 6, made of advanced polymers.

Armor

Characters expecting danger frequently wear armor. Even the simplest protective covering helps against stabs and cuts, and more sophisticated or heavier armor protects against graver threats.

You can wear only one type of armor at a time—you cannot wear chainmail hauberk and scale armor together, for example. However, Armor bonuses from multiple sources combine to provide a total Armor rating. For example, if you have subdermal implants that give you +1 to Armor, a force field that offers another +1 to Armor, and beastskin that grants +2 to Armor, you have a total of +4 to Armor.

In general, light armor is a moderately priced item, medium armor is expensive, and heavy armor is very expensive. The Genre chapter offers more specific details on the kinds of armor available in a given setting. Keep in mind that in many genres, it’s quite odd, at best, to run around in armor tougher than a leather jacket.

Using Armor

Anyone can wear any armor, but it can be taxing. Wearing armor increases the cost of using a level of Effort when attempting a Speed-based action. So if you’re wearing light armor and want to use two levels of Effort on a Speed-based roll to run across difficult terrain, it costs 7 points from your Speed Pool rather than 5 (3 for the first level of Effort, plus 2 for the second level of Effort, plus 1 per level for wearing light armor). Edge reduces the overall cost as normal. If you are not experienced with a certain type of armor but wear it anyway, this cost is further increased by 1. Having experience with a type of armor is called being practiced with the armor.

ArmorSpeed Effort Additional Cost Per Level
Light+1
Medium+2
Heavy+3
Note: Clarification & Foundry VTT Usage

The table above is written from the perspective of someone having the ability Practiced in Armor. For consistency, armor items also assume that the PC is practiced in armor, so PCs without any ability or who are experienced in armor or have mastery in armor need to adjust the cost accordingly. Here’s a complete overview:

Speed Effort Additional Cost Per Level
ArmorNo AbilityPracticedExperiencedMastery
Light+2+1+0+0
Medium+3+2+1+0
Heavy+4+3+2+0

Shields

Shields provide an asset to Speed defense rolls. You must have one free hand to use a shield.

Weapons

Not all characters are familiar with all weapons. Warriors know their way around most types, but Explorers prefer light or medium weapons, and Adepts and Speakers usually stick to light weapons. If you wield a weapon that you have no experience with, an attack with that weapon is hindered. Having experience with a weapon is called being practiced with the weapon.

Light weapons inflict only 2 points of damage, but attacks with them are eased because they are fast and easy to use. Light weapons are punches, kicks, knives, handaxes, darts, very small pistols, and so on. Weapons that are particularly small are light weapons.

Medium weapons inflict 4 points of damage. Medium weapons include broadswords, battleaxes, maces, crossbows, spears, typical handguns, light rifles, sawed-off shotguns, and so on. Most weapons are medium. Anything that could be used in one hand (even if it’s often used in two hands, such as a quarterstaff or spear) is a medium weapon.

Heavy weapons inflict 6 points of damage, and you must use two hands to attack with them. Heavy weapons are huge swords, great hammers, massive axes, halberds, heavy crossbows, rifles, regular shotguns, assault rifles, and so on. Anything that must be used in two hands is a heavy weapon.

WeaponDamage
Light2 points (attack eased)
Medium4 points
Heavy6 points

In general, light weapons are moderately priced items, medium weapons are expensive, and heavy weapons are very expensive. Ammunition for a ranged weapon is inexpensive. The Genre chapter offers more specific details on weapons available in a given setting. Keep in mind that in many genres, it’s not acceptable to run around carrying dangerous weapons.

Explosive Weapons

Bombs, grenades, missiles, and other explosives operate differently than other weapons. They affect all targets within an area (usually an immediate area) and inflict damage to all of them. A separate attack roll is required for each (or a Speed defense roll if the PCs are the targets of such an attack), although to simplify, the player can make one attack roll and compare it to the difficulty to attack each target. Usually, even if the attack roll fails (or the Speed defense roll succeeds), the targets still suffer a smaller amount of damage, often 1 point.

Explosives like grenades can be thrown a short distance. Otherwise, another launcher weapon is needed to project them a long distance (or farther).

Miscellaneous Items and Services

Although the types of items for sale vary greatly based on the setting, a few things are always present, like food, lodging, and clothing. However, these goods and services can span the price categories. For example, you can get an inexpensive meal, a moderately priced meal, an expensive meal, and so on. An inexpensive meal is light and probably not very nutritious. An expensive meal is available only in nice restaurants in certain locations. An exorbitant meal is probably a feast for a crowd, with the finest foods and drink available.

Nightly lodging is similar, although the bottom end starts out worse. An inexpensive night’s lodging is probably a flea-ridden mat on the floor of a room filled with other lodgers. Typical lodging (a private room with a decent bed) is probably in the moderately priced range. Very expensive lodging might be a suite of rooms with delicious meals and personal services (such as massages and grooming) included.

Inexpensive clothing is just a step up from rags, but moderately priced clothing is decent enough. For a formal party, you’d want expensive clothing. The very rich likely wear very expensive clothing most of the time, and exorbitant clothing (and jewelry) when they go to their elite galas.

Other sorts of miscellaneous items can be found in the Genre chapter.

Cyphers

Cyphers can sometimes be physical items like equipment, but they work very differently. To be entirely accurate, cyphers might have the veneer of equipment, but don’t fall into the trap of confusing the two. Cyphers are far more akin to PC special abilities than to gear. In a fantasy game, they might be potions, scrolls, or charms. In a science fiction game, cyphers might be interesting throwaway devices or alien crystals of unknown providence. In other games, they might just represent good fortune or sudden inspiration. See the Cyphers chapter for more details.

Artifacts

Artifacts are more powerful than equipment and can’t simply be purchased. The Genre chapter offers a few sample artifacts appropriate for various settings.

Each artifact has a level and a rate of power depletion. When an artifact is used or activated, the player rolls the designated die (1d6, 1d10, 1d20, or 1d100). If the die shows the depletion number(s), the item works, but that is its last use. A depletion entry of “—” means that the artifact never depletes, and an entry of “automatic” means that it can be used only once.

Depowered artifacts can sometimes be recharged using the repair rules, depending on the item’s nature. Other special abilities can also repower an expended item, but probably for only one use.

For GM information on artifacts, see the Running the Cypher System chapter.

Finding, Identifying, and Using Artifacts

Characters can sometimes find artifacts while on adventures. They might be in ancient ruins, either intact or in need of manipulation to get them working. They could have been stolen from well-guarded military installations. They might be granted as rewards or taken from fallen foes. Sometimes they can even be purchased from a specialized source, but this occurs more rarely than most PCs would probably like.

After the characters find an artifact, identifying it is a separate Intellect task. The GM sets the difficulty of the task, but it is usually equal to the artifact’s level. Identifying it takes fifteen minutes to three hours. If the PCs can’t identify an artifact, they can bring it to an expert to be identified or, if desired, traded or sold.

Characters can attempt to use an artifact that has not been identified, which is usually an Intellect task equal to the artifact’s level + 2. Failure might mean that the PCs can’t figure out how to use the artifact or they use it incorrectly (GM’s discretion). Of course, even if characters use an unidentified artifact correctly the first time, they have no idea what the effect might be.

Once characters identify an artifact, using it for the first time requires an additional Intellect action; this process is far more complex than pushing a button. It can involve manipulating touchscreens, reciting the proper arcane words, or anything else that fits the setting. The GM sets the difficulty, but it is usually equal to the artifact’s level.

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Experience points (XP) are the currency by which players gain benefits for their characters. The most common ways to earn XP are through GM intrusions and by accomplishing things the PCs set out to do. Sometimes experience points are earned during a game session, and sometimes they’re earned between sessions. In a typical session, a player might earn 2 to 4 XP, and between sessions, perhaps another 2 XP (on average). The exact amounts depend on the events of the session.

GM Intrusion

At any time, the GM can introduce an unexpected complication for a character. When they intrude in this way, they must give that character 2 XP. That player, in turn, must immediately give one of those XP to another player and justify the gift (perhaps the other player had a good idea, told a joke, or performed an action that saved a life).

Often, the GM intrudes when a player attempts an action that should be an automatic success. However, the GM is free to intrude at other times. As a general rule, the GM should intrude at least once each session, but no more than once or twice each session per character.

Anytime the GM intrudes, the player can spend 1 XP to refuse the intrusion, though that also means they don’t get the 2 XP. If the player has no XP to spend, they can’t refuse.

If a player rolls a 1 on a die, the GM can intrude without giving the player any XP.

Example 1: Through skill and the aid of another character, a fourth-tier PC eases a wall-climbing task from difficulty 2 to difficulty 0. Normally, they would succeed at the task automatically, but the GM intrudes and says “No, a bit of the crumbling wall gives way, so you still have to make a roll.” As with any difficulty 2 task, the target number is 6. The PC attempts the roll as normal and gains 2 XP because the GM intruded. They immediately give one of those XP to another player.

Example 2: During a fight, a PC swings their axe and damages a foe with a slice across the shoulder. The GM intrudes by saying that the foe turned just as the axe struck, wrenching the weapon from the character’s grip and sending it clattering across the floor. The axe comes to a stop 10 feet (3 m) away. Because the GM intruded, the PC gains 2 XP, and the player immediately gives one of those XP to another player. Now the character must deal with the dropped weapon, perhaps drawing a different weapon or using their next turn to scramble after the axe.

For much more on GM intrusions, see the Running the Cypher System chapter.

Character Arcs

Character arcs are the means by which players can invest themselves more in great stories and character depth and development.

Just like in a book or a television show, characters progress through their own personal story and change over time. A PC with a character arc decides for themselves what they do and why. Character arcs are like stated goals for a character, and by progressing toward that goal, the character advances. The key word there is progressing. A PC doesn’t have to succeed at achieving the goal to earn advancement—it’s not an all-or-nothing prospect. Each arc is keyed to a single character, but just like in a book or show, characters can take part in the larger story arc that the whole group participates in, while also progressing in their own personal arc.

Character arcs have different steps that mark the character’s progress through the arc. Each arc eventually reaches a climax, and then finishes with a step that is a final resolution. Each step reached earns the character 2 XP. Character arcs are the most straightforward way that a character earns XP. (Typically, PCs will earn about half their total experience points from arcs or other GM awards.)

At character creation, a player can choose one character arc for their PC at no cost. Players have the option to not choose one, but it’s probably a good idea to do so. First and foremost, it is a character-defining factor. If they begin the campaign with a desire to find the woman who killed their brother, that says a lot about the character: they had a brother, he was likely close to them, he had been in at least one dangerous situation, and the character is probably motivated by anger and hate, at least somewhat. Even after the character finishes this first arc, they’ll undoubtedly have (at least one) more because they can gain new arcs as the campaign progresses.

Once play begins, players can take on a new arc whenever they wish, as fits the character’s ongoing story. Taking a new arc has a cost of 1 XP. While there’s no hard limit on how many arcs a character can have at one time, realistically most PCs couldn’t reasonably have more than three or four.

However, as mentioned above, arcs have a beginning cost that must be paid, reflecting the character’s devotion to the goal. The character will earn this investment back (probably many times over) if the arc is completed.

Character arcs are always player-driven. A GM cannot force one on a character. That said, the events in the narrative often present story arc opportunities and inspire character arcs for the PCs. It’s certainly in the GM’s purview to suggest possible arcs related to the events going on. For example, if the GM presents an encounter in which an NPC wishes to learn from the PC, it might make sense to suggest taking the Instruction arc. Whether or not the PC takes on the student, the player doesn’t have to adopt the Instruction arc unless they want to.

At the end of a session, review the actions you took and describe how they might equate to the completion of a step (or possibly more than one step) in their character arc. If the GM agrees, the character gets their reward.

When in doubt, if one character accomplishes a step in their arc but another character does not, the first character should get the 2 XP reward, but the other character should probably still get, at minimum, 1 XP for the session.

This chapter presents many sample character arcs (see below).

GM Awards

Sometimes, a group will have an adventure that doesn’t deal primarily with a PC’s character arc. In this case, it’s a good idea for the GM to award XP to that character for accomplishing other tasks. First and foremost, awards should be based on discovery. Discovery can include finding a significant new location, such as a hidden chamber, a secret fortress, a lost land, a new planet, or an unexplored dimension. In this fashion, PCs are explorers. Discovery can also include a new significant aspect of a setting, such as a secret organization, a new religion, and so on.

It can also mean finding a new procedure or device (something too big to be considered a piece of equipment) or even previously unknown information. This could include a source of magical power, a unique teleportation device, or the cure for a plague. These are all discoveries. The common thread is that the PCs discover something that they can understand and put to use.

Last, depending on the GM’s outlook and the kind of campaign the group wants to play, a discovery could be a secret, an ethical idea, an adage, or even a truth.

It’s a fine line, but ultimately the GM decides what constitutes a discovery as opposed to just something weird in the course of an adventure. Usually, the difference is, did the PCs successfully interact with it and learn something about it? If so, it’s probably a discovery.

Artifacts: When the group gains an artifact, award XP equal to the artifact’s level and divide it among the PCs (minimum 1 XP for each character). Round down if necessary. For example, if four PCs discover a level 5 artifact, they each get 1 XP. Money, standard equipment, and cyphers are not worth XP. (Experience point awards for artifacts should usually apply even if the artifact was given to the PCs rather than found, because often such gifts are the rewards for success.)

Miscellaneous Discoveries: Various other discoveries might grant 1 XP to each PC involved.

Other Awards: If a character is focused on activities that don’t relate to a character arc or a discovery, as a general rule, a mission should be worth at least 1 XP per game session involved in accomplishing it. For example, saving a family on an isolated farm beset by raiding cultists might be worth 1 XP for each character. Of course, saving the family doesn’t always mean killing the bad guys; it might mean relocating them, parlaying with the cultists, or chasing off the raiders.

Spending Experience Points

Experience points are meant to be used. Hoarding them is not a good idea; if a player accumulates more than 10 XP, the GM can require them to spend some.

Generally, experience points can be spent in four ways: immediate benefits, short- and medium-term benefits, long-term benefits, and character advancement.

Experience points should not be a goal unto themselves. Instead, they are a game mechanic to simulate how—through experience, time, toil, travail, and so on— characters become more skilled, more able, and more powerful. Spending XP to explain a change in a character’s capabilities that occurred in the course of the story, such as if the PC made a new device or learned a new skill, isn’t a waste of XP—it’s what XP are for.

Immediate Benefits

The most straightforward way for a player to use XP is to reroll any roll in the game—even one that they didn’t make. This costs 1 XP per reroll, and the player chooses the best result. They can continue to spend XP on rerolls, but this can quickly become an expensive proposition. It’s a fine way to try to prevent disaster, but it’s not a good idea to use a lot of XP to reroll a single action over and over.

A player can also spend 1 XP to refuse a GM intrusion.

Short- and Medium-Term Benefits

By spending 2 XP, a character can gain a skill—or, more rarely, an ability—that provides a short-term benefit. Let’s say a character notices that the computer terminals in the facility they’re infiltrating are similar to those used by the company they once worked for. They spend 2 XP and say that they have a great deal of experience in using these. As a result, they are trained in operating (and breaking into) these computers. This is just like being trained in computer use or hacking, but it applies only to computers found in that particular location. The skill is extremely useful in the facility, but nowhere else.

Medium-term benefits are usually story based. For example, a character can spend 2 XP while climbing through mountains and say that they have experience with climbing in regions like these, or perhaps they spend the XP after they’ve been in the mountains for a while and say that they’ve picked up the feel for climbing there. Either way, from now on, they’re trained in climbing in those mountains. This helps them now and any time they return to the area, but they’re not trained in climbing everywhere.

This method allows a character to get immediate training in a skill for half the normal cost. (Normally, it costs 4 XP to become trained in a skill.) It’s also a way to gain a new skill even if the PC has already gained a new skill as a step toward attaining the next tier.

In rare cases, a GM might allow a character to spend 2 XP to gain an entirely new ability—such as a device, a special ability, or a special mental power—for a short time, usually no longer than the course of one scenario. The player and the GM should agree on a story-based explanation for the benefit. Perhaps the ability has a specific rare requirement, such as a tool, a battery, a drug, or some kind of treatment. For example, a character who wants to explore a submerged location has several biotech enhancements, and they spend 2 XP to cobble together a device that lets them breathe underwater. This gives them the ability for a considerable length of time, but not permanently—the device might work for only eight hours. Again, the story and the logic of the situation dictate the parameters.

Long-Term Benefits

In many ways, the long-term benefits a PC can gain by spending XP are a means of integrating the mechanics of the game with the story. Players can codify things that happen to their characters by talking to the GM and spending 3 XP.

Things that a PC can acquire as a long-term benefit can be thought of as being story based, and they allow the player to have some narrative control over the story. In the course of play, a player might decide that their character gains a friend (a contact) or builds a log cabin (a home). Because a player spent XP, however, they should have some agency over what they’ve gained, and it shouldn’t be easily taken away. The player should help come up with the details of the contact or the design of their home.

It’s also possible to gain these benefits through events in the story, without spending XP. The new contact comes to the PC and starts the relationship. The new home is granted to them as a reward for service to a powerful or wealthy patron, or maybe the character inherits the home from a relative. However, because these came from the GM and not the player (and no XP were spent), the player has no narrative control over them and the GM makes up the details.

Long-term benefits can include the following.

Contact: The character gains a long-term NPC contact of importance—someone who will help them with information, equipment, or physical tasks. The player and GM should work out the details of the relationship.

Home: The PC acquires a full-time residence. This can be an apartment in a city, a cabin in the wilderness, a base in an ancient complex, or whatever fits the situation. It should be a secure place where the PC can leave their belongings and sleep soundly. Several characters could combine their XP and buy a home together.

Title or job: The PC is granted a position of importance or authority. It might come with responsibilities, prestige, and rewards, or it might be an honorary title.

Wealth: The PC comes into a considerable amount of wealth, whether it’s a windfall, an inheritance, or a gift. It might be enough to buy a home or a title, but that’s not really the point. The main benefit is that the PC no longer needs to worry about the cost of simple equipment, lodging, food, and so on. This wealth could mean a set amount—perhaps 50,000 dollars (or whatever is appropriate in the setting)—or it could bestow the ability to ignore minor costs, as decided by the player and GM.

GMs and players should work together to make XP awards and expenditures fit the ongoing story. If a PC stays in a location for two months to learn the inhabitants’ unique language, the GM might award the character a few XP, which are then immediately spent to grant them the ability to understand and speak that language.

Character Advancement

Progressing to the next tier involves four steps. When a PC has spent 4 XP on each of the steps, they advance to the next tier and gain all the type and focus benefits of that tier. The four steps can be purchased in any order, but each can be purchased only once per tier. In other words, a PC must buy all four steps and advance to the next tier before they can buy the same steps again.

Increasing Capabilities: You gain 4 new points to add to your stat Pools. You can allocate the points among your Pools however you wish.

Moving Toward Perfection: You add 1 to your Might Edge, your Speed Edge, or your Intellect Edge (your choice).

Extra Effort: Your Effort score increases by 1.

Skills: Choose one skill other than attacks or defense, such as climbing, jumping, persuading, sneaking, or history. You become trained in that skill. You can also choose to be knowledgeable in a certain area of study, such as history or geology. You can even choose a skill based on your character’s special abilities. For example, if your character can make an Intellect roll to blast an enemy with mental force, you can become trained in that ability, easing the task of using it.

If you choose a skill that you are already trained in, you become specialized in that skill, easing the task by two steps instead of one. If you choose a skill that you have an inability in, the training and the inability cancel each other out (you aren’t eased or hindered in that task). For example, if you have an inability in perception, becoming trained in that cancels out the inability.

Once you’re specialized in a skill, you can’t improve your training in that skill further (you can ease a task by up to two steps with training). You can still make that task easier with assets and a few rare abilities that don’t count as an asset or training.

Other Options: Players can also spend 4 XP to purchase other special options. Selecting one of these options counts as purchasing one of the four stages necessary to advance to the next tier. The other three need to be from the other categories. The special options are as follows:

Equal Advancement

It’s worthwhile if all characters advance through the six tiers at about the same rate—an important issue for some players. A good GM can achieve this result by carefully handing out XP rewards, some during play (which will tend to get used immediately) and some after play concludes, especially after completing a major story arc or quest so the GM can hand out 4 XP in one go (which will tend to get used for advancement). Many groups will discover while playing that equal advancement isn’t an important issue in the Cypher System, but people should get to play the game the way they want to play it.

Tier Advancement in The Cypher System

Tiers in the Cypher System aren’t entirely like levels in other roleplaying games. In the Cypher System, gaining tiers is not the players’ only goal or the only measure of achievement. Starting (first-tier) characters are already competent, and there are only six tiers. Character advancement has a power curve, but it’s only steep enough to keep things interesting. In other words, gaining a new tier is cool and fun, but it’s not the only path to success or power. If you spend all your XP on immediate, short-term, and medium-term benefits, you will be different from someone who spends their points on long-term benefits, but you will not be “behind” that character.

The general idea is that most characters will spend half their XP on tier advancement and long-term benefits, and the rest on immediate benefits and short- and medium-term benefits (which are used during gameplay). Some groups might decide that XP earned during a game is to be spent on immediate and short- and medium-term benefits (gameplay uses), and XP awarded between sessions for discoveries is to be spent on character advancement (long-term uses).

Ultimately, the idea is to make experience points into tools that the players and the GM can use to shape the story and the characters, not just a bookkeeping hassle.

Sample Character Arcs

The rest of this chapter presents sample character arcs for PCs. The writeup of each arc describes the parts involved in progressing through the arc:

Opening: This sets the stage for the rest of the arc. It involves some action, although that might just be the PC agreeing to do the task or undertake the mission. It usually has no reward.

Step(s): This is the action required to move toward the climax. In story terms, this is the movement through the bulk of the arc. It’s the journey. The rising tension. Although there might be just one step, there might also be many, depending on the story told. Each results in a reward of 2 XP.

Climax: This is the finale—the point at which the PC likely succeeds or fails at what they’ve set out to do. Not every arc ends with victory. If the character is successful, they earn a reward of 4 XP. If they fail, they still earn a reward of 2 XP. If a character fails the climax, they very likely ignore the resolution.

Resolution: This is the wrap-up or denouement. It’s a time for the character to reflect on what happened, tie up any loose ends, and figure out what happens next. When things are more or less resolved, the character earns a
1 XP reward.

Within the arc, most of the time a part is probably optional, depending on the situation—although it’s hard to envision most arcs without some kind of opening, climax, or resolution. Steps other than the opening, the climax, and the resolution can be done in any order.

Character arcs should always take at least weeks in game time, and no more than two parts in an arc should be accomplished in a game session (and most of the time, it should be one part, if any). If neither of these two things is true, then it’s not really a character arc. You can’t, for example, use the Creation arc to guide you through something you can make in an hour or two.

The following are common character arcs that you can choose for your character. If you and the GM want to make a new one, it should be fairly easy after looking through these models.

This chapter has a selection of sample character arcs, but you can create your own too. The arcs are intentionally broad to encompass many different characters and stories. For example, Revenge is a very simple and straightforward character arc. The player who chooses this arc for their character decides who they want revenge on, and why. It’s up to the players and the GM to make the details fit.

Some players might not want to use character arcs. The GM, however, can still use them as a benchmark for awarding XP. If the PCs are going off to explore a strange planet, the GM can essentially give them the Explore arc.

Aid a Friend

Someone needs your help.

When a PC friend takes a character arc, you can select this arc to help them with whatever their arc is (if appropriate). The steps and climax depend entirely on their chosen arc. If the friend is an NPC, the steps and climax are lifted from another arc appropriate to whatever they seek to do.

It’s difficult, but possible, to aid a friend with an arc even if that friend is unwilling to accept (or is ignorant of) your help.

The cost and rewards for a character with this arc are the same as those described in the original character arc.

Opening: Answering the Call. Offering to help (or responding to a request for help).

Step(s) and Climax: Depends on the friend’s arc. Rewards are the same for you as for the friend.

Resolution: You speak with your friend and learn if they are satisfied. Together, you share what you’ve learned (if anything) and where you will go from here.

Assist an Organization

You set out to accomplish something that will further an organization. You’re probably allied with them or they are rewarding you for your help in some fashion.

Opening: Responding to the Call. You work out all the details of what’s expected of you, and what rewards (if any) you might get. You also get the specifics of what’s required to join and advance.

Step: Sizing up the Task. This requires some action. A reconnaissance mission. An investigation.

Step(s): Undertaking the Task. Because this arc can vary so widely based on the task involved, there might be multiple steps like this one.

Climax: Completing the Task.

Resolution: Collecting your reward (if any) and conferring with the people in the organization that you spoke to. Perhaps getting access to higher-ranking people in the organization. You can choose to have your connection to the organization increase rather than take the standard reward.

Avenge

Someone close to you or important to you in some way has been wronged. The most overt version of this arc would be to avenge someone’s death. Avenging is different than revenge, as revenge is personal—you are the wronged party. But in the Avenge character arc, you are avenging a wrong done to someone else.

Opening: Declaration. You publicly declare that you are going to avenge the victim(s). This is optional.

Step(s): Tracking the Guilty. You track down the guilty party. This might not be physically finding them if you already know where they are. Instead, it might be discovering a way to get at them if they are distant, difficult to reach, or well protected. This step might be repeated multiple times, if applicable.

Step: Finding the Guilty. You finally find the guilty party, or find a path or make a plan to reach them. Now all that’s left is to confront them.

Climax: Confrontation. You confront the guilty party. This might be a public accusation and demonstration of guilt, a trial, or an attack to kill, wound, or apprehend them—whatever you choose to be appropriate.

Resolution: You resolve the outcome and the ramifications of the confrontation and decide what to do next.

Birth

You are becoming a parent.

The Birth character arc assumes you already have a partner or a surrogate. If you want your character to find a romantic partner or spouse, you can use the Romance arc. And of course, nonhuman characters might reproduce in other ways.

This arc is usually followed by the Raise a Child arc.

Opening: Impregnation.

Step: Finding a Caretaker. This might be a physician, midwife, doula, or similar person. This is optional.

Step: Complication. A complication arises that threatens the pregnancy, the birth parent, or both.

Step: Preparation. You prepare a place for the delivery as well as a safe place for the infant to live once born.

Climax: Delivery. The baby is born. Success means the child survives.

Resolution: You get the baby to the place you have prepared and settle in, deciding what to do next.

Build

You are going to build a physical structure—a house, a fortress, a workshop, a defensive wall, and so on. This arc would also cover renovating an existing structure or substantially adding to one. Of course, this doesn’t have to be physical construction. You might build something with spells or other supernatural abilities.

Opening: Make a Plan. This almost certainly involves literally drawing up blueprints or plans.

Step(s): Find a Site. This might be extremely straightforward—a simple examination of the site—or it might be an entire exploratory adventure. (If the latter, it might involve multiple such steps.)

Step(s): Gather Materials. Depending on what you are building and what it is made out of, this could involve multiple steps. There probably are substantial costs involved as well.

Step(s): Construction. Depending on what you are building, this could involve multiple steps. It might also take a considerable amount of time and work.

Climax: Completion. The structure is finished.

Resolution: You put the structure to its desired use and see if it holds up.

Cleanse

Someone or something has been contaminated, probably by evil spirits, radiation, a deadly virus, foul magic, or the like, and you want to rid them of such influences or contaminants. This could also be a curse, a possession, an infestation, or something else.

Opening: Analyzing the Threat. You determine the nature of the contamination.

Step: Find the Solution. Almost every contamination has its own particular solution, and this likely involves research and consultation.

Step: Getting Ready. The solution probably involves materials, spells, or other things that you must gather and prepare.

Climax: The Cleansing. You confront the contamination.

Resolution: You reflect on the events that have transpired and what effects they might have on the future. How can you keep this from happening again?

Creation

You want to make something. This might be a magic item, a painting, a novel, or a machine.

Opening: Make a Plan. You figure out what you need, what you’re going to do, and how you’re going to do it.

Step(s): Gather Materials. Depending on what you are creating and what it is made out of, this could involve multiple steps. There probably are substantial costs involved as well.

Step(s): Progress. Depending on what you are creating, this could involve multiple steps. It might also take a considerable amount of time and work.

Climax: Completion. It’s finished! Is it what you wanted? Does it work?

Resolution: You think about what you have learned from the process and use or enjoy the fruits of your labor.

Defeat a Foe

Someone stands in your way or is threatening you. You must overcome the challenge they represent. Defeat doesn’t always mean kill or even fight. Defeating a foe could mean beating them in a chess match or in competition for a desired mentor.

Opening: Sizing up the Competition. This requires some action. A reconnaissance mission. An investigation.

Step: Investigation. This requires some action. A reconnaissance mission. An investigation.

Step(s): Diving In. You travel toward your opponent, overcome their lackeys, or take steps to reach them so you can confront them. This step can take many forms, and there might be more than one such step. This step is always active.

Climax: Confrontation. The contest, challenge, fight, or confrontation occurs.

Resolution: You reflect on what you’ve learned and what the consequences of your actions might be.

Defense

A person, place, or thing is threatened, and you want to protect it.

Opening: Analyze the Situation. What are you defending, and what threats are involved?

Step: Account for Your Resources. How are you going to defend?

Step(s): Fend Off Danger. The forces threatening what you are protecting probably make an initial threat that you’ll have to defeat. It’s not the main threat, though. There might be multiple such initial threats.

Climax: Protect. The true threat reveals itself and you confront it.

Resolution: A time for reflection on everything that occurred, and an assessment of the person, place, or thing’s safety going forward.

Develop a Bond

You want to get closer to another character. This might be to make a friend, find a mentor, or establish a contact in a position of power. It might be to turn a friend into a much closer friend. The character might be an NPC or a PC.

Opening: Getting to Know You. You learn what you can about the other character.

Step: Initial Attempt. You attempt to make contact. This might involve sending messages or gifts through a courier, using an intermediary, or just going up and saying hello, depending on the situation.

Step(s): Building a Relationship. There might be many such steps as you develop the relationship.

Climax: Bond. You succeed or fail at forging the bond.

Resolution: You enjoy the fruits of your new relationship.

Enterprise

You want to create and run a business or start an organization. Maybe you’re a craftsperson who wants to sell your creations. Maybe you like baking and you want to start a catering service. Or maybe you want to start a secret society or found a school to teach young mutants how to use their powers. You’ll almost certainly have to make new connections, find (and somehow pay for) a location, and deal with all manner of administrative duties.

Opening: Drawing up a Plan. What’s your goal, and how are you going to achieve it?

Step: Account for Your Resources. How much financing does the enterprise need compared to what you’ve got? If you need more, how will you get it? How many people other than yourself are needed to begin, and how many will you need to sustain things once they are up and running?

Step: Finding a Location. You probably need a place to run your enterprise—a store, a workshop, a base of operations, and so on. You find a location and look into what it will take to buy or rent it.

Step(s): Building the Enterprise. You procure the needed equipment or personnel. You make the connections and deals to get things started. You obtain important permits or other legal documents. You test new products. You actually start the business. Each of these developments (and likely others) can be counted as a separate step, so there will be many steps.

Climax: Profit and Loss. You determine whether your enterprise will take off and carry on into the future, or fall apart before it gets a chance to blossom. This occurs in a single dramatic moment—your first major client, your organization’s first big meeting or mission, or whatever else is appropriate.

Resolution: A time for reflection on everything that occurred, and how you’re going to move forward.

Establishment

You want to prove yourself as someone of importance. This can take many forms—socially, within your order, financially, or even romantically.

Opening: Assessment. You assess yourself as well as who you need to prove yourself to.

Step(s): Appearances Matter. You improve your look. Enhance your wardrobe. Spruce up your house. Whatever it takes to get attention from the right people. There might be many such steps.

Step(s): Self-Aggrandizement. You need to get the word out to get people talking about you. There might be many such steps.

Climax: Grabbing Attention. You do something big, like host a party for influential people or produce a play that you wrote. You make a big splash or a big crash.

Resolution: You reflect on what you did and where you go from here.

Explore

Something out there is unknown and you want to explore its secrets. This is most likely an area of wilderness, a new planet, an otherworldly dimension, or something similar.

Opening: Make a Plan. Not only do you draw up a plan for your exploration, but if appropriate, you also make a formal declaration to relevant parties of what you’re going to do.

Step(s): Gather Resources. You get the supplies, vehicles, and help you need. Depending on where you are going and what is required, this could involve multiple steps. There probably are substantial costs involved as well.

Step(s): Travel. You go where you wish to explore. There might be many such steps, depending on how long it takes to get there.

Step(s): Exploration. This is the meat of the arc, but it’s probably a series of small moves and minor victories. There might be many such steps.

Climax: Conquest. You make the big discovery or truly master the area. You might not have explored every inch of the place, but if you are successful, you can claim to be done.

Resolution: You return home and possibly share your findings.

Fall From Grace

This is an odd character arc in that it’s (presumably) not something that a character would want. It is something that a player selects on a meta level for the character because it makes for an interesting story. It also sets up the potential for future arcs, such as Redemption. It’s important that this involve actions you take. For example, you fall into substance abuse. You treat people badly. You make mistakes that endanger others. In other words, the fall isn’t orchestrated by someone else—it’s all your own doing.

Opening: The Descent. Things go bad.

Step(s): Further Descent. Things get worse. Depending on the situation, this might involve many steps.

Step: Lashing Out. You treat others poorly as you descend.

Climax: Rock Bottom. There is no chance for success here. Only failure.

Resolution: You wallow in your own misery.

Finish a Great Work

Something that was begun in the past must now be completed. This might involve destroying an evil artifact, finishing the construction of a monument, developing the final steps of a cure for a disease, or uncovering a lost temple forgotten to the ages.

Opening: Assessing the Past. You look at what has come before and where it still needs to go. This almost certainly involves some real research.

Step: Conceive a Plan. You make a plan on how to move forward.

Step(s): Progress. You make significant progress or overcome a barrier to completion. This may involve multiple such steps.

Climax: Completion. This involves the big finish to the past work.

Resolution: You reflect on what you did and where you go from here.

Growth

Willingly or unwillingly, you are going to change. This is another meta arc. It’s less about a goal and more about character development. While it’s possible that the growth involved is intentional, in most people’s lives and stories, it is emergent. A character might become less selfish, braver, a better leader, or experience some other form of growth.

Opening: The Beginning. Change usually begins slowly, in a small, almost imperceptible way.

Step(s): Change. Growth involves many small steps.

Step: Overcoming an Obstacle. The temptation to resort to your old ways is always present.

Climax: Self-Evident Change. This is a dramatic about-face. This is the moment where you do something the “old you” would never have done, and it has a profound effect on you and those around you. With either success or failure, growth is possible.

Resolution: You recognize the change in yourself and move forward.

Instruction

You teach a pupil. You have knowledge on a topic and are willing to share. This can be a skill, an area of lore, a combat style, or the use of a special ability. This is usually a fairly long-term arc. Sometimes teaching a pupil is a side matter, and sometimes the pupil takes on more of an apprentice role and spends a great deal of time with you, traveling with you and perhaps even living in your house (or you living in theirs).

Opening: Taking on the Student.

Step: Getting to Know Them. You assess your pupil’s strengths and weaknesses and try to get an idea of what they need to learn and how you can teach it to them.

Step(s): The Lessons. Teaching is often a slow, gradual process.

Step: Breakdown. Many times, a student needs to have a moment of crisis to really learn something. Maybe they get dejected, or maybe they rebel against your teaching techniques.

Climax: Graduation. This is when you recognize that the pupil has learned what they need. It usually comes at a dramatic moment.

Resolution: You and the pupil say your goodbyes, and you look toward the future.

Join an Organization

You want to join an organization. This might be a military organization, a corporation, a secret society, a religion, or something else.

Opening: Getting the Details. You learn all you can about the organization and how one becomes a member.

Step(s): Making a Contact. Friends on the inside are always important.

Step(s): Performing a Deed. The organization might want to test your worth, or this might be a ceremony you must take part in. It might include paying some sort of dues or fee. Or all of these things.

Climax: Proving Your Worth. This is the point at which you attempt to show the organization that they would be better off with you as a member.

Resolution: You consider your efforts and assess what your membership gets you.

Justice

You try to right a wrong or bring a wrongdoer to justice.

Opening: Declaration. You publicly declare that you are going to bring justice in this situation. This is optional.

Step(s): Tracking the Guilty. You track down the guilty party, assuming there is one. This might not be physically finding them if you already know where they are. Instead, it might be discovering a way to get at them if they are distant, difficult to reach, or well protected. This step might be repeated multiple times, if applicable.

Step: Helping the Victim. Righting a wrong does not always involve confronting a wrongdoer. Part of it might be about helping those who were wronged.

Climax: Confrontation. You confront the guilty party. This might be a public accusation and demonstration of guilt, a trial, or an attack to kill, wound, or apprehend them—whatever you choose to be appropriate.

Resolution: You resolve the outcome and ramifications of the confrontation and decide what to do next.

Learn

You want to learn something. This isn’t the same as the Uncover a Secret arc, in which you’re looking for a bit of information. This is a skill or whole area of knowledge you want to gain proficiency with. This is learning a new language, how to play an instrument, or how to be a good cook. Thus, it’s not about gaining a level or rank in climbing, but learning to be an experienced mountaineer.

Opening: Focusing on the Problem.

Step: Finding a Teacher or a Way to Teach Yourself. Now you can truly begin.

Step(s): Learn. Depending on what you’re learning, this could involve one step or quite a few.

Climax: The Test. You put your new knowledge to the test in a real situation.

Resolution: You relax a bit and decide what to do next.

Master a Skill

You’re skilled, but you want to become the best. This arc might logically follow the Learn arc. As with the Learn arc, this can involve any kind of training at all, not just a skill.

Opening: Finding the Path. You’ve learned the basics. Now it’s time for the advanced material.

Step: Discovering a Master. You find a master to help you become a master.

Step(s): Learn. Depending on what you’re mastering, this could involve one step or quite a few.

Step: The Last Step. Eventually, you realize that even a master cannot teach you the last step. You must learn it on your own.

Climax: The Test. You put your mastery to the test in a real situation—and considering your goal, it’s probably a very important situation.

Resolution: You relax a bit and decide what to do next.

Mysterious Background

You don’t know who your parents were, but you want to find out. The mystery might be something other than your parentage, but that’s a common theme in this kind of arc. You want to know where you come from—there’s some kind of mystery in your past.

Opening: Beginning the Search.

Step: Research. You look into your own family background, if possible.

Step(s): Investigation. You talk to people who might know. You follow clues.

Climax: Discovery. You discover the secret of your own background. You determine if what you learn is good or bad, but either way discovery means success.

Resolution: You contemplate how this new knowledge sits with you.

New Discovery

You want to invent a new device, process, spell, or something similar. A cure for a heretofore unknown disease? An invocation with a result you’ve never heard of before? A method for getting into an impregnable vault? Any of these and more could be your discovery. While similar to the Creation arc and the Learn arc, the New Discovery arc involves blazing a new trail. No one can teach you what you want to know. You’ve got to do it on your own.

Opening: The Idea. You draw up plans for the thing you want to invent or discover.

Step: Research. You learn what people have done before and recognize where they fell short.

Step(s): Trial and Error. You test your hypothesis. This often ends in many failures before you get a success.

Climax: Eureka! It’s time to put the discovery to the true test.

Resolution: You reflect on your discovery and probably compile your notes and write it all down, for posterity’s sake if nothing else.

Raise a Child

You raise a child to adulthood. It can be your biological child or one you adopt. It can even be a child taken under your wing, more a young protégé than a son or daughter. This is obviously a very long-term arc.

Opening: Sharing Your Home. The child now lives with you.

Step: Care and Feeding. You learn to meet the child’s basic needs.

Step(s): Basic Instruction. You teach them to walk, talk, and read. You teach them to care for themselves.

Step(s): The Rewards Are Many. The child loves you. Relies on you. Trusts you. Eventually, helps you.

Step(s): Ethical Instruction. You instill your basic ethics in the child, hoping that they will mature into an adult you can be proud of.

Climax: Adulthood. At some point the child leaves the proverbial nest. You determine, at this point, your own success or failure.

Resolution: You reflect on the memories you have made.

Recover From a Wound (or Trauma)

You need to heal. This isn’t just for healing simple damage. This involves recovering from a major debilitating injury, illness, or shock. Severe damage, the loss of a body part, and emotional trauma all fall into this category.

Opening: Rest. The first thing you need to do is rest.

Step: Self Care. You take care of your own needs.

Step: Getting Aid. Someone helps.

Step: Medicine. Some kind of drug, cure, poultice, potion, or remedy aids your recovery.

Step: Therapy. With the help of someone else, you exercise your injury or cope with your trauma.

Climax: Acceptance or Recovery. You try to move on and use what has been damaged (or learn how to function without it).

Resolution: You get on with your life.

Redemption

You’ve done something very wrong, but you want to atone and make it right again. This is like the Justice arc or the Undo a Wrong arc, except you are the wrongdoer. This could be a follow-up to the Fall From Grace arc.

Opening: Regret. You are determined to rebuild, recover, and restore.

Step: Forgiveness. You apologize and ask for forgiveness.

Step: Identifying the Needs. You determine what needs to be done to atone for your transgression.

Climax: Making Good. You perform an act that you hope will redeem your past misdeed.

Resolution: You reflect on what has happened but now look to the future.

Repay a Debt

You owe someone something, and it’s time to make good.

Opening: Debts Come Due. You determine to do what is needed to make good on the debt. It might involve repaying money, but more appropriately it’s performing a deed or a series of deeds.

Step: Talking It Over. You discuss the matter with the person you owe, if possible. You ensure that what you’re doing is what they want.

Climax: Repayment. Either you do something to earn the money or goods you owe, or you undertake a major task that will compensate the other person.

Resolution: You relax knowing that your debt is repaid, and you look to the future.

Rescue

Someone or something of great importance has been taken, and you want to get them or it back.

Opening: Heeding the Call. You determine what has happened, and who or what is missing.

Step: Tracking. You discover who has taken them, and where.

Step: Travel. You go to where they are being held and get information on the location and who is involved. Maybe make a plan.

Climax: Rescue Operation. You go in and get them.

Resolution: You return them home.

Restoration

You’re down but not out. You want to restore your good name. Recover what you’ve lost. Rebuild what has been destroyed. You’ve fallen down or have been knocked down, but either way you want to pick yourself up. This is a possible follow-up to the Fall From Grace arc.

Opening: Vow to Yourself. You are determined to rebuild, recover, and restore.

Step(s): Work. You rebuild, recover, and restore. If all your money was stolen, you make more. If your house was destroyed, you rebuild it. If your reputation was tarnished, you perform deeds that restore your good name.

Climax: The Final Act. You undertake one last major task that will bring things back to where they were (or close to it). A lot is riding on this moment.

Resolution: You enjoy a return to things the way they were before.

Revenge

Someone did something that harmed you. Unlike the Avenge arc, this arc probably isn’t about tracking down a murderer, but it might involve pursuing someone who stole from you, hurt you, or otherwise brought you grief. The key is that it’s personal. Otherwise, use the Justice arc.

Opening: Vow. You swear revenge.

Step(s): Finding a Clue. You find a clue to tracking down the culprit.

Climax: Confrontation. You confront the culprit.

Resolution: You deal with the aftermath of the confrontation and move on. You think about whether you are satisfied by gaining your revenge.

Romance

You want to strike up a relationship with a romantic partner. Perhaps you have a specific person in mind, or maybe you’re just interested in a relationship in general.

Opening(s): Caught Someone’s Eye. You meet someone you are interested in. (Since this can be short-lived, it’s possible to have this opening occur more than once.)

Step(s): Courtship. You begin seeing the person regularly. Although not every “date” is a step in the arc, significant moments are, and there may be a few of them.

Climax: Commitment. You may or may not be interested in a monogamous relationship. Regardless, you and your love have made some kind of commitment to each other.

Resolution: You think about the future. Marriage? Children? These are only some of the possibilities.

Solve a Mystery

Different from the Learn arc and the Uncover a Secret arc, this arc is about solving a crime or a similar action committed in the fairly recent past. It’s not about practice or study, but about questions and answers. In theory, the mystery doesn’t have to be a crime. It might be “Why is this strange caustic substance leaking into my basement?”

Opening: Pledging to Solve the Mystery.

Step: Research. You get some background.

Step(s): Investigation. You ask questions. You look for clues. You cast divinations. This likely encompasses many such steps.

Climax: Discovery. You come upon what you believe to be the solution to the mystery.

Resolution: In this step, which is far more active than most resolutions, you confront the people involved in the mystery with what you’ve discovered, or you use the information in some way (such as taking it to the proper authorities).

Theft

Someone else has something you want.

Opening: Setting Your Sights. You make a plan.

Step: Casing the Joint. You scout out the location of the thing (or learn its location).

Step(s): Getting to the Object. Sometimes, many steps are involved before you reach the object you wish to take. For example, if, in order to steal something from a vault, you need to approach one of the guards while they are off duty and bribe them to look the other way when you break in, that is covered in this step.

Climax: The Attempt. You make your heist.

Resolution: You decide what to do with the thing you’ve stolen and contemplate the repercussions you might face for stealing it.

Train a Creature

You want to domesticate and train an animal or other creature. While the beast doesn’t need to be wild, it must not already be domesticated and trained.

Opening: Getting Acquainted. You get to know the creature a bit, and it gets to know you.

Step: Research. You get information on the type of creature or advice from others who have trained one.

Step: Domestication. After some work, the creature is no longer a threat to you or anyone else, and it can live peacefully in your home or wherever you wish.

Step(s): Training. Each time you use this step, you teach the creature a new, significant command that it will obey regularly and immediately.

Climax: Completion. Believing the creature’s training to be complete, you put it in a situation where that is put to the test.

Resolution: You reflect on the experience.

Transformation

You want to be different in a specific way. Because the Growth arc covers internal change, this one focuses primarily on external change. This could take many forms, and probably varies greatly by genre. In some settings, it could even be death, which might turn you into a ghost. For the change to be an arc, it should be difficult and perhaps risky.

Opening: Deciding on the Transformation.

Step: Research. You look into how the change can be made and what it entails.

Step(s): Investigation. This is an active step toward making the change. It might involve getting more information, materials or ingredients, or something else.

Climax: Change. You make the change, with some risk of failure or disaster.

Resolution: You contemplate how this change affects you going forward.

Uncover a Secret

There is knowledge out there that you want. It could be an attempt to find and learn a specific special ability. This could also be a hunt for a lost password or a key that will open a sealed door, the true name of a devil, the secret background of an important person, or how the ancients constructed that strange monolith.

Opening: Naming the Secret. You give your goal a name. “I am seeking the lost martial art of the Khendrix, who could slice steel with their bare hands.”

Step(s): Research. You scour libraries and old tomes for clues and information.

Step(s): Investigation. You talk to people to gain clues and information.

Step(s): Tracking. You track down the source of the secret information and travel to it.

Climax: Revelation. You find and attempt to use the secret, whatever that entails.

Resolution: You contemplate how this secret affects you and the world.

Undo a Wrong

Someone did something horrible, and its ramifications are still felt, even if it happened long ago. You seek to undo the damage, or at least stop it from continuing.

This is different from the Justice arc because this isn’t about justice (or even revenge)—it’s about literally undoing something bad that happened in the past, such as a great library being burned to the ground, a sovereign people being driven from their land, and so on.

Opening: Vowing to Put Right What Once Went Wrong.

Step: Make a Plan. You learn all you can about the situation and then make a plan to put things right.

Step(s): Progress. This is an active step toward undoing the wrong. It might involve finding something, defeating someone, destroying something, building something, or almost anything else, depending on the circumstances.

Climax: Change. You face the challenge of the former wrong, and either overcome it or fail.

Resolution: You reflect on what you’ve accomplished and think about the future.

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For an expanded treatment of the fantasy genre, refer to the @UUID[Compendium.cyphersystem-compendium.cypher-journals.nnDPf4sPK61ROEV8]{Fantasy Rulebook}.

For our purposes, fantasy is any genre that has magic, or something so inexplicable it might as well be magic. The sort of core default of this type is Tolkienesque fantasy, also known as second-world fantasy because it includes a completely new world not our own. Big fantasy epics like those penned by J. R. R. Tolkien (hence the name), C. S. Lewis, George R. R. Martin, Stephen R. Donaldson, David Eddings, Ursula K. Le Guin, and others are indicative of this genre. It usually involves swords, sorcery, nonhuman species (such as elves, dwarves, helborn, and half-giants), and epic struggles.

Of course, fantasy might also involve the modern world, with creatures of myth and sorcerers dwelling among us. It might involve mythic traditions of any number of cultures (elves, dwarves, and the like, usually being decidedly European) or bear little resemblance to anything on Earth, past or present. It might even involve some of the trappings of science fiction, with spaceships and laser guns amid the wizardry and swords (this is often called science fantasy).

Fantasy can also be defined by the amount of fantasy elements within it. A second-world fantasy filled with wizards, ghosts, dragons, curses, and gods is referred to as high fantasy. Fantasy with a firmer grounding in reality as we know it in our world is low fantasy. (In fact, low fantasy often takes place in our world, or in our world’s distant past, like the stories of Conan.) No single element indicates concretely that a given fantasy is high or low. It’s the prevalence of those elements.

The point is, there are many, many types of fantasy.

Suggested Types for a Fantasy Game

RoleCharacter Type
WarriorWarrior
KnightWarrior
RangerExplorer
BarbarianExplorer flavored with combat
ThiefExplorer flavored with stealth
WizardAdept
ClericSpeaker flavored with magic
DruidExplorer flavored with magic
Warrior mageWarrior flavored with magic
BardSpeaker

Basic Creatures and NPCs for a Fantasy Game

@UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.aRHd1kwkUTogvMyG]{Bat} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.POcXUZp1mwvumsvK]{Blacksmith} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.JZbErZ6hAgtHrgim]{Dog} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.vmvgLdR7JKdsukCW]{Dog, guard} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.4xi11kpGx3rGZEYm]{Farmer} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.pNEII8Wup8xjZfuA]{Hawk} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.61EndqAjZ2ZZZuS9]{Horse} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.4xi11kpGx3rGZEYm]{Farmer} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.8AhrSmfhARlAahxp]{Merchant} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.qLFrfE0E9w6BcG48]{Rat} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.XwsPRwBGqnPnCJKG]{Villager} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.ZIE2MSMDhhgqBRgl]{Viper} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.vhGua32GarGCzLGv]{Warhorse} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.4gJ7LYEkIlt16Epj]{Wolf}

Additional Fantasy Equipment

In the default Medieval Europe-style fantasy setting, the following items (and anything else appropriate to that time period) are usually available.

Inexpensive Items

WeaponsNotes
@UUID[Compendium.cyphersystem-compendium.ammo.JwvZz1lxVR3H6P8D]{Arrows (20)}
@UUID[Compendium.cyphersystem-compendium.weapons-fantasy.zuI2zJqYv2bPN415]{Club}Light weapon
@UUID[Compendium.cyphersystem-compendium.ammo.mY1JGNvk9RPW7y2D]{Crossbow bolts (20)}
@UUID[Compendium.cyphersystem-compendium.weapons-fantasy.IBJ8eUTFLMb2IKaZ]{Knife (rusty and worn)}Light weapon (won’t last long)
Other ItemsNotes
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.ua0XElr4rvEe4C7J]{Candle}
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.UJ5qtx1Dt3ENW2Uh]{Rations (1 day)}
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.m5lUbtwYYZDzo0Jx]{Sack}
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.G2HjI5SUADNv0yJ2]{Torch}

Moderately Priced Items

WeaponsNotes
@UUID[Compendium.cyphersystem-compendium.weapons-fantasy.La6ogBpdY1cjYIug]{Blowgun}Light weapon, short range
@UUID[Compendium.cyphersystem-compendium.weapons-fantasy.DxvLEdJsjNLghy5m]{Broadsword (substandard)}Medium weapon (won’t last long)
@UUID[Compendium.cyphersystem-compendium.weapons-fantasy.cFkYLORc1EiwPpLf]{Dagger}Light weapon
@UUID[Compendium.cyphersystem-compendium.weapons-fantasy.Chp5Kt00vrxxYBAT]{Handaxe}Light weapon
@UUID[Compendium.cyphersystem-compendium.weapons-fantasy.xMUGgLlOKoZqooWy]{Throwing knife}Light weapon, short range
ArmorNotes
@UUID[Compendium.cyphersystem-compendium.armor-fantasy.dwYLXpRkrg8AaoMP]{Hides and furs}Light armor
@UUID[Compendium.cyphersystem-compendium.armor-fantasy.E3UpdWDvaLUQ2Xfz]{Leather jerkin}Light armor
Other ItemsNotes
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.2uM56Yu3g5OCjLkm]{Backpack}
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.3TAk68d2T0nMXlIG]{Bedroll}
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.ObGbm8EmEBDCotRD]{Crowbar}
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.BmQOOToImOypwy7g]{Hourglass}
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.VNW4jviGcTTfC2Mu]{Iron spikes}10 spikes
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.XjU4o9vgaZ4wiBSD]{Lantern}
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.U20W8jrBZGlWsQu2]{Rope}Hemp, 50 feet
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.BQ87g3YjkViIKc7l]{Signal horn}
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.MEp5TNjz6v9dnuLP]{Tent}

Expensive Items

WeaponsNotes
@UUID[Compendium.cyphersystem-compendium.weapons-fantasy.oGdbXxumsdjbdVzJ]{Battleaxe}Medium weapon
@UUID[Compendium.cyphersystem-compendium.weapons-fantasy.W8mx4ak9u2JKvX6Q]{Broadsword}Medium weapon
@UUID[Compendium.cyphersystem-compendium.weapons-fantasy.xeXPxadNyGu35H4k]{Bow}Medium weapon, long range
@UUID[Compendium.cyphersystem-compendium.weapons-fantasy.H8tg6l3LpBLNRz32]{Cutlass}Medium weapon
@UUID[Compendium.cyphersystem-compendium.weapons-fantasy.ZHeioW4Ywrgs6Si8]{Light crossbow}Medium weapon, long range
@UUID[Compendium.cyphersystem-compendium.weapons-fantasy.J3BdB6S45bmc8cvl]{Quarterstaff}Medium weapon (requires 2 hands)
ArmorNotes
@UUID[Compendium.cyphersystem-compendium.armor-fantasy.ljoqzdX7tpPpCTCc]{Breastplate}Medium armor
@UUID[Compendium.cyphersystem-compendium.armor-fantasy.9toshrf5gjzwIsDm]{Brigandine}Medium armor
@UUID[Compendium.cyphersystem-compendium.armor-fantasy.2mgyMiNIOQ4iUVnl]{Chainmail}Medium armor
Other ItemsNotes
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.mVwBYBHxYinj4lLx]{Bag of heavy tools}
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.XuYDx9q73UxyPN22]{Bag of light tools}

Very Expensive Items

WeaponsNotes
@UUID[Compendium.cyphersystem-compendium.weapons-fantasy.rUR8Ile0ZRC2qMfM]{Broadsword (jeweled)}Medium weapon
@UUID[Compendium.cyphersystem-compendium.weapons-fantasy.7Yc0010ac7PbCkPl]{Greatsword}Heavy weapon
@UUID[Compendium.cyphersystem-compendium.weapons-fantasy.gVNfXCYe0qsDXQNO]{Heavy crossbow}Heavy weapon, long range
ArmorNotes
@UUID[Compendium.cyphersystem-compendium.armor-fantasy.f8OhNQR1rGtWy2Ot]{Dwarven breastplate}Medium armor, encumbers as light armor
@UUID[Compendium.cyphersystem-compendium.armor-fantasy.2SMPhQU8pP4vsJ6R]{Full plate}Heavy armor
Other ItemsNotes
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.cIWeisTbSX9izeaW]{Disguise kit}Asset for disguise tasks
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.ICgjGDSqGXInN1PP]{Healing kit}Asset for healing tasks
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.7BQwwk2qh7zxU6ih]{Spyglass}Asset for perception tasks at range

Exorbitant Items

ArmorNotes
@UUID[Compendium.cyphersystem-compendium.armor-fantasy.kcF98fSVWNjAEQWI]{Elven chainmail}Medium armor, encumbers as no armor
Other ItemsNotes
@UUID[Compendium.cyphersystem-compendium.vehicles.3svOlCDP6Sm4v2Ql]{Sailing ship (small)}

Fantasy Artifacts

In many ways, fantasy is the genre for artifacts. All magic items—wands that shoot lightning, magic carpets, singing swords, rings that make the wearer invisible, and so on—are artifacts. Below are a few sample artifacts to give a template for GMs to follow. Those running a fantasy campaign will likely want to create many magic artifacts.

@UUID[Compendium.cyphersystem-compendium.artifacts-fantasy.Hanw3m7cRoN6XrsV]{Angelic ward} @UUID[Compendium.cyphersystem-compendium.artifacts-fantasy.I8TAffkn2YfPdIlf]{Ring of dragon’s flight} @UUID[Compendium.cyphersystem-compendium.artifacts-fantasy.lZy9XOFTIPBKjr5z]{Soulflaying weapon} @UUID[Compendium.cyphersystem-compendium.artifacts-fantasy.2q4omUFxtUBr4WFP]{Spellbook of the amber mage} @UUID[Compendium.cyphersystem-compendium.artifacts-fantasy.BNT94UfgkXdmcErV]{Wand of firebolts}

Fantasy Species Descriptors

In a high fantasy setting, some GMs may want dwarves and elves to be mechanically different from humans. Below are some possibilities for how this might work.

Dwarf

You’re a stocky, broad-shouldered, bearded native of the mountains and hills. You’re also as stubborn as the stone in which the dwarves carve their homes under the mountains. Tradition, honor, pride in smithcraft and warcraft, and a keen appreciation of the wealth buried under the roots of the world are all part of your heritage. Those who wish you ill should be wary of your temper. When dwarves are wronged, they never forget.

You gain the following characteristics:

Stalwart: +2 to your Might Pool.

@UUID[Compendium.cyphersystem-compendium.basic-skills.Q0vfmbqehJw0jYBa]{Skill}: You are trained in Might defense rolls.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.kOe6eKWNKZ0rlIbt]{Skill}: You are trained in tasks related to stone, including sensing stonework traps, knowing the history of a particular piece of stonecraft, and knowing your distance beneath the surface.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.XBza3foP98Apv3u6]{Skill}: You are practiced in using axes.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.O0bj3SSEEaArxBet]{Skill}: You are trained in using the tools required to shape and mine stone.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.wfUuLfNI6KyKsZ6R]{Vulnerability}: When you fail an Intellect defense roll to avoid damage, you take 1 extra point of damage.

Additional Equipment: You have an axe.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You found the PCs wandering a maze of tunnels and led them to safety.

  2. The PCs hired you to dig out the entrance to a buried ruin.

  3. You tracked down the thieves of your ancestor’s tomb and found they were the PCs. Instead of killing them, you joined them.

  4. Before dwarves settle down, they need to see the world.

Elf

You haunt the woodlands and deep, natural realms, as your people have for millennia. You are the arrow in the night, the shadow in the glade, and the laughter on the wind. As an elf, you are slender, quick, graceful, and long lived. You manage the sorrows of living well past many mortal lifetimes with song, wine, and an appreciation for the deep beauties of growing things, especially trees, which can live even longer than you do.

You gain the following characteristics:

Agile: +2 to your Speed Pool.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.y8GNItkWz0Ll5eDE]{Long-Lived}: Your natural lifespan (unless tragically cut short) is thousands of years.

@UUID[Compendium.cyphersystem-compendium.basic-skills.rH5FwMXGaNn21DZD]{Skill}: You are specialized in tasks related to perception.

Skill: You are practiced in using one bow variety of your choice.

Skill: You are trained in @UUID[Compendium.cyphersystem-compendium.basic-skills.duTx0BwgmC1Gw3Ze]{stealth} tasks. In areas of natural woodland, you are @UUID[Compendium.cyphersystem-compendium.expanded-skills.FXuy9hOuuAVeiGIc]{specialized in stealth tasks}.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.JTgcA5dhKHQM6lvw]{Fragile}: When you fail a Might defense roll to avoid damage, you take 1 extra point of damage.

Additional Equipment: You have a bow and a quiver of arrows to go with it.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. Before putting an arrow in the forest intruders, you confronted them and met the PCs, who were on an important quest.

  2. Your heart yearned for farther shores, and the PCs offered to take you along to new places.

  3. Your home was burned by strangers from another place, and you gathered the PCs along the way as you tracked down the villains.

  4. An adventure was in the offing, and you didn’t want to be left behind.

Half-Giant

You stand at least 12 feet (4 m) tall and tower over everyone around you. Whether you are a full-blooded giant or merely have giant heritage from large ancestors, you’re massive. Always large for your age, it became an issue only once you reached puberty and topped 7 feet (2 m) in height, and kept growing from there.

You gain the following characteristics:

Tough: +4 to your Might Pool.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.cP5tB0NoQnIydKZJ]{Mass and Strength}: You inflict +1 point of damage with your melee attacks and attacks with thrown weapons.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.0efUBEaMaoe3XB4q]{Breaker}: Tasks related to breaking things by smashing them are eased.

Inability: You’re too large to accomplish normal things. Tasks related to @UUID[Compendium.cyphersystem-compendium.inabilities.gpHPkjq631isDAjT]{initiative}, @UUID[Compendium.cyphersystem-compendium.inabilities.oGzczZIk8XKBDpZo]{stealth}, and @UUID[Compendium.cyphersystem-compendium.inabilities.veqN70GNrIvluVMq]{fine manipulation of any sort} (such as lockpicking or repair tasks) are hindered.

Additional Equipment: You have a heavy weapon of your choice.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You fished the PCs out of a deep hole they’d fallen into while exploring.

  2. You were the PCs’ guide in the land of giants and stayed with them afterward.

  3. The PCs helped you escape a nether realm where other giants were imprisoned by the gods.

  4. You kept the PCs from being discovered by hiding them behind your bulk when they were on the run.

Helborn

Demons of the underworld sometimes escape. When they do, they can taint human bloodlines. Things like you are the result of such unnatural unions. Part human and part something else, you are an orphan of a supernatural dalliance. Thanks to your unsettling appearance, you’ve probably been forced to make your own way in a world that often fears and resents you. Some of your kin have large horns, tails, and pointed teeth. Others are more subtle or more obvious in their differences—a shadow of a knife-edge in their face and a touch that withers normal plants, a little too much fire in their eyes and a scent of ash in the air, a forked tongue, goatlike legs, or the inability to cast a shadow. Work with the GM on your particular helborn appearance.

You gain the following characteristics.

Devious: +2 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.JW3zwz6IgZcqN0XX]{Skill}: You are trained in tasks related to magic lore and lore of the underworld.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.w2loaRgoNlhuYGwg]{Fire Adapted}: +2 to Armor against damage from fire only.

Helborn Magic: You are inherently magical. Choose one low-tier ability from the Abilities chapter. If the GM agrees it is appropriate, you gain that ability as part of your helborn heritage, and can use it like any other type or focus ability.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.yW5LvpudYQcN1n5b]{Inner Evil}: You sometimes lose control and risk hurting your allies. When you roll a 1, the GM has the option to intrude by indicating that you lose control. Once you’ve lost control, you attack any and every living creature within short range. You can’t spend Intellect points for any reason other than to try to regain control (a difficulty 2 task). After you regain control, you suffer a –1 penalty to all rolls for one hour.

@UUID[Compendium.cyphersystem-compendium.inabilities.lfVIjOnbi86nUjng]{Inability}: People distrust you. Tasks to persuade or deceive are hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You were nearly beaten to death by people who didn’t like your look, but the PCs found and revived you.

  2. The PCs hired you for your knowledge of magic.

  3. Every so often you get visions of people trapped in the underworld. You tracked those people down and found the PCs, who’d never visited the underworld. Yet.

  4. Your situation at home became untenable because of how people reacted to your looks. You joined the PCs to get away.

Optional Rule: Spellcasting

Fantasy settings prioritize magic as an essential ingredient. But why restrict that magic to just wizards and similar characters? It’s not uncommon in fantasy literature for a thief or warrior to learn a few spells as they steal or brawl through their adventures. Leiber’s Gray Mouser knew some spells, Moorcock’s Elric knew a lot, pretty much everyone in Anthony’s Xanth books knew at least one, and so on. Of course, wizards and sorcerers specialize in spellcasting, which gives them clear superiority in magic use. But whether a character is a fireball-flinging wizard or a belligerent barbarian, anyone can learn some spellcasting under this optional rule.

Under the spellcasting rule, any character, no matter their role or type, can choose to learn a spell as a long-term benefit. After they learn one spell, they may learn more later if they wish, or just stick with the one.

First Spell

Any character can gain a spell by spending 3 XP and working with the GM to come up with an in-game story of how the PC learned it. Maybe they learned it as a child from their parent and practiced it enough to actually do it; perhaps they spent a month hiding in a wizard’s library reading; it could be that they found a weird magical amulet that imbues them with the spell; and so on.

Next, choose one low-tier ability from the Abilities chapter. If the GM agrees it is appropriate, the character gains that ability as their spell, with a few caveats. The spell can’t be used like a normal ability gained through a PC’s type or focus. Instead, a character must either use a recovery roll or spend many minutes or longer evoking their spell, in addition to paying its Pool cost (if any).

Using a Recovery Roll to Cast a Spell: If the character uses a one-action, ten-minute, or one-hour recovery roll as part of the same action to cast the spell (including paying any Pool costs), they can use the ability as an action. This represents a significant mental and physical drain on the character, because the normal benefit of recovering points in a Pool is not gained.

Spending Time to Cast a Spell: If the character takes at least ten minutes chanting, mumbling occult phonemes, concentrating deeply, or otherwise using all their actions, they can cast a low-tier spell (if they also pay any Pool costs). An hour is required to cast mid-tier spells. Ten hours are required to cast a high-tier spell.

More Spells

Once a character has learned at least one spell, they can opt to learn additional spells later. Each time, they must spend an additional 3 XP and work with the GM to come up with an in-game story of how the character’s magical learning has progressed.

Two additional rules for learning additional spells apply:

First, a character must be at least tier 3 and have previously gained one low-tier spell before they can learn a mid-tier spell.

Second, a character must be at least tier 5 and have previously gained one mid-tier spell before they can learn a high-tier spell.

Otherwise, gaining and casting additional spells are as described for the character’s first spell.

Wizards and the Optional Spellcasting Rule

Wizards (usually Adepts) and characters with explicit spellcasting foci like Masters Spells, Channels Divine Blessings, Speaks for the Land, and possibly others are also considered to be spellcasters, and moreover, specialized ones. Their spells—abilities provided by their type or focus—are used simply by paying their Pool costs. Extra time or physical effort isn’t required to cast them. That’s because, in the parlance of the fantasy genre, these spells are considered to be “prepared.”

But specialized casters can also use the optional spellcasting rule to expand their magic further. They can learn additional spells via the optional spellcasting rule just like other characters, with the same limitations.

Optionally, specialized casters who record their arcane knowledge in a spellbook (or something similar) gain one additional benefit. The spellbook is a compilation of spells, formulas, and notes that grants the specialized caster more flexibility than those who’ve simply learned a spell or two. With a spellbook, a PC can replace up to three prepared spells with three other spells they’ve learned of the same tier. To do so, they must spend at least one uninterrupted hour studying their spellbook. Usually, this is something that requires a fresh mind, and must be done soon after a ten-hour recovery.

For instance, if a wizard exchanges Ward (an ability gained from their type) with Telekinesis (an ability gained from the optional spellcasting rule), from now on the character can cast Ward only by spending time or using a recovery roll (as well as spending Pool points). On the other hand, they can use Telekinesis normally, because now it’s prepared. Later, the wizard could spend the time studying to change out their prepared spells with others they’ve learned using the optional spellcasting rule.

A PC might choose the 4 XP character advancement option to select a new type-based ability from their tier or alower tier. If so, the ability gained doesn’t count as a spell, and the spellcasting rule limitations do not apply to the ability so gained. If the PC is a wizard and uses the 4 XP character advancement option, treat the ability as one more prepared spell.

Note: Foundry VTT Usage

To use spells in Foundry VTT, sort abilities as spells in the settings of the item sheet. Note how many abilities are prepared spells (i.e., how many are learned as type or focus abilities). Archive all unprepared spells, so that the number of active items equals the number of prepared spells. When the PC exchanges one of their prepared spells, unarchive the one that is now prepared and archive another one of the same tier.

You can use your prepared spells just like any other ability of your type or focus. Unprepared spells (i.e., archived spells) use the rules above.

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The modern setting is easy because it’s just the real world, right? Well, yes and no. It’s easy for players to understand the context of a modern setting. They know the default assumptions—cities, cars, cell phones, the internet, and so on. It’s also easier for some players to get into character, because their character could be someone they might very well pass on the street. It can be easier to wrap your mind around a history professor than a thousand-year-old elf wizard. These things make it easier on the GM as well.

But for the same reason, it’s not easy. The setting is the real world we all know, so it’s easy to get facts wrong or let them bog you down. What happens when you pull the fire alarm on the thirty-fifth floor of a major hotel in a large city? How fast do the authorities arrive? In truth, the facts aren’t as important as the story you’re creating, but some verisimilitude is nice.

Molding Characters for a Modern Game

If you’re trying to portray a psychic with a few basic powers, you might not want to use the Adept character type. Instead, choose a different type (perhaps a Speaker) and encourage foci such as Commands Mental Powers or Focuses Mind Over Matter. Some of the Adept’s powers might be too over the top for the genre.

Similarly, the technology flavor is probably too high-tech for a modern game. For someone with technical skills, use the skills and knowledge flavor instead.

Sometimes, the types might be more physical than is always desirable for a modern game, but that’s because the least physical type, the Adept, is often inappropriate for other reasons. The Calm descriptor is very good for such characters, not only granting them a great deal of skill and knowledge, but also reducing their physical capabilities.

Last, don’t forget foci such as Doesn’t Do Much or Would Rather Be Reading for “normal” characters who have useful skills but not much in the way of flashy abilities.

Suggested Types for a Modern Game

RoleType
Police officerExplorer with combat flavor
DetectiveExplorer with stealth flavor
SoldierWarrior
CriminalExplorer with stealth flavor
TeacherSpeaker
Professional (accountant, writer, etc.)Speaker with skills and knowledge flavor
Technical professionExplorer with skills and knowledge flavor
DilettanteSpeaker with skills and knowledge flavor
Doctor/NurseExplorer with skills and knowledge flavor
PoliticianSpeaker
LawyerSpeaker
ScholarExplorer with skills and knowledge flavor
SpySpeaker with stealth flavor
OccultistAdept
Mystic/PsychicAdept

Basic Creatures and NPCs for a Modern Game

@UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.WJgPGUcSUrR4Ssuu]{Businessperson} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.ZT13lzcl6dsvg8HX]{Cat} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.GNrvq56bsnlHgKeW]{Clerk} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.JZbErZ6hAgtHrgim]{Dog} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.vmvgLdR7JKdsukCW]{Dog, guard} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.61EndqAjZ2ZZZuS9]{Horse} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.qLFrfE0E9w6BcG48]{Rat} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.SpaQv9sL1VWlrkLS]{Worker}

Additional Modern Equipment

In a modern setting, the following items (and anything else appropriate to the real world) are usually available.

Refer to the @UUID[Compendium.cyphersystem-compendium.cypher-journals.QhNXyjJC4BW5agrm.JournalEntryPage.YwC86IjNKFB5q7gx#equipment-listing]{equipment listing} of the Science Fiction Rulebook for an expanded selection of contemporary equipment.

Inexpensive Items

WeaponsNotes
@UUID[Compendium.cyphersystem-compendium.ammo.lYJndyNwkfb2sQz2]{Ammo (box of 50 rounds)}
@UUID[Compendium.cyphersystem-compendium.weapons-modern.ZuWPhhwirVzEtpcS]{Knife (simple)}Light weapon (won’t last long)
Other ItemsNotes
@UUID[Compendium.cyphersystem-compendium.equipment-modern.ss1cft2vMEWx4kJ4]{Duct tape roll}Useful and ubiquitous
@UUID[Compendium.cyphersystem-compendium.equipment-modern.p6V32aB5gkEFqitX]{Flashlight}
@UUID[Compendium.cyphersystem-compendium.equipment-modern.3jJNQk40gldOiD2z]{Padlock with keys}
@UUID[Compendium.cyphersystem-compendium.equipment-modern.XFf4M5XhGJb6snrS]{Trail rations (1 day)}

Moderately Priced Items

WeaponsNotes
@UUID[Compendium.cyphersystem-compendium.weapons-modern.EOke4Vi9vZv4U16N]{Hand grenade}Explosive weapon, inflicts 4 points of damage in immediate radius
@UUID[Compendium.cyphersystem-compendium.weapons-modern.DliC4uPK4vnuiN3w]{Hunting knife}Light weapon
@UUID[Compendium.cyphersystem-compendium.weapons-modern.7EItM0gT073fcCyx]{Machete}Medium weapon
@UUID[Compendium.cyphersystem-compendium.weapons-modern.B5CSduGis9vKucKp]{Nightstick}Light weapon
ArmorNotes
@UUID[Compendium.cyphersystem-compendium.armor-modern.gwPnvp7McesS3NUR]{Leather jacket}Light armor
Other ItemsNotes
@UUID[Compendium.cyphersystem-compendium.equipment-modern.mbTBZG8Z968IxHq2]{Backpack}
@UUID[Compendium.cyphersystem-compendium.equipment-modern.ccm57mnk8bNmPWfQ]{Bag of heavy tools}
@UUID[Compendium.cyphersystem-compendium.equipment-modern.VYIqlo7RM9scywV5]{Bag of light tools}
@UUID[Compendium.cyphersystem-compendium.equipment-modern.VjpaBgV1XxHEl7U7]{Binoculars}Asset for perception tasks at range
@UUID[Compendium.cyphersystem-compendium.equipment-modern.QQCRR8D4rroB36YC]{Bolt cutters}
@UUID[Compendium.cyphersystem-compendium.equipment-modern.UQalAy7SSl1QGgIk]{Cell phone}
@UUID[Compendium.cyphersystem-compendium.equipment-modern.PByrX3tmLVa85NeK]{Climbing gear}
@UUID[Compendium.cyphersystem-compendium.equipment-modern.UV1anGyX2QaGd8qX]{Crowbar}
@UUID[Compendium.cyphersystem-compendium.equipment-modern.LuGHnohquvbNoT9d]{Electric lantern}
@UUID[Compendium.cyphersystem-compendium.equipment-modern.fHdiS7JT9hjtjeb9]{First aid kit}Asset for healing tasks
@UUID[Compendium.cyphersystem-compendium.equipment-modern.98dhCNOFZ8TYBS1Y]{Handcuffs}
@UUID[Compendium.cyphersystem-compendium.equipment-modern.W40tEHGIcevTGDkt]{Rope}Nylon, 50 feet
@UUID[Compendium.cyphersystem-compendium.equipment-modern.iBpZVq4fM9mPDIDK]{Sleeping bag}
@UUID[Compendium.cyphersystem-compendium.equipment-modern.WOJ75BLfqqViZ57w]{Tent}

Expensive Items

WeaponsNotes
@UUID[Compendium.cyphersystem-compendium.weapons-modern.lbpcftYKyWKpoqoT]{Light handgun}Light weapon, short range
@UUID[Compendium.cyphersystem-compendium.weapons-modern.i8RP2vxMaoUgCNL1]{Medium handgun}Medium weapon, long range
@UUID[Compendium.cyphersystem-compendium.weapons-modern.WRluKrzzdF5wad4V]{Bow}Medium weapon, long range
@UUID[Compendium.cyphersystem-compendium.weapons-modern.dvZ57WEEzP575D6m]{Rifle}Medium weapon, long range
@UUID[Compendium.cyphersystem-compendium.weapons-modern.w4K2udLKOMjY53z1]{Shotgun}Heavy weapon, immediate range
ArmorNotes
@UUID[Compendium.cyphersystem-compendium.armor-modern.Tvvpp1L5F3sw3999]{Kevlar vest}Medium armor
Other ItemsNotes
@UUID[Compendium.cyphersystem-compendium.equipment-modern.Am5vYHXpCPsF3lrq]{Camera designed to be concealed}Transmits at long range
@UUID[Compendium.cyphersystem-compendium.equipment-modern.aGOQvKGxdPRVWq2F]{Microphone designed to be concealed}Transmits at long range
@UUID[Compendium.cyphersystem-compendium.equipment-modern.f0EYtw06E63173J1]{Cold weather camping gear}
@UUID[Compendium.cyphersystem-compendium.equipment-modern.1LbD5gLbLwY8QvPL]{Nightvision goggles}
@UUID[Compendium.cyphersystem-compendium.equipment-modern.13woD4sUoJbNy1au]{Scuba gear}
@UUID[Compendium.cyphersystem-compendium.equipment-modern.wpJd3cLska66OpcQ]{Smartphone}
@UUID[Compendium.cyphersystem-compendium.equipment-modern.CCHqv8dyuq7EGVHL]{Straightjacket}

Very Expensive Items

WeaponsNotes
@UUID[Compendium.cyphersystem-compendium.weapons-modern.TiBhD7UEqWItJVOc]{Heavy handgun}Heavy weapon, long range
@UUID[Compendium.cyphersystem-compendium.weapons-modern.6r112wF81Zs3yeNe]{Assault rifle}Heavy weapon, rapid-fire weapon, long range
@UUID[Compendium.cyphersystem-compendium.weapons-modern.wDV0Rbou4poxCdm1]{Heavy rifle}Heavy weapon, very long range
@UUID[Compendium.cyphersystem-compendium.weapons-modern.RCmDHR6H1lg9bRoV]{Submachine gun}Medium weapon, rapid-fire weapon, short range
ArmorNotes
@UUID[Compendium.cyphersystem-compendium.armor-modern.AqT96NV9XXl8iNye]{Lightweight body armor}Medium armor, encumbers as light armor
@UUID[Compendium.cyphersystem-compendium.armor-modern.tLUMEDBAJJH6sFAg]{Military body armor}Heavy armor
Other ItemsNotes
@UUID[Compendium.cyphersystem-compendium.equipment-modern.Kh6bhcajxt4cZDWH]{Disguise kit}Asset for disguise tasks
@UUID[Compendium.cyphersystem-compendium.vehicles.eqsiUjrg2EIrtiQj]{Used car}Level 3
@UUID[Compendium.cyphersystem-compendium.vehicles.ZYdj5EXY920kdcgr]{Small boat}Level 3

Exorbitant Items

Other ItemsNotes
@UUID[Compendium.cyphersystem-compendium.vehicles.hN3G2oNbOiKRfKMZ]{Large boat}Level 5
@UUID[Compendium.cyphersystem-compendium.vehicles.w4awO0Fz56obreUb]{Luxury car}Level 5
@UUID[Compendium.cyphersystem-compendium.vehicles.d5xp1l8px98GQIbQ]{Sports car}Level 6

Optional Rule: Handling PCs as Children

The regular character creation process makes fully competent, adult characters. To account for playing children, the GM could adopt this optional rule. First, the players make their characters normally, and then they apply the following adjustments to their PCs, as appropriate to their age category. You might also consider applying a tier cap of 3 to childhood adventure games with kids of up to thirteen years old, and a tier cap of 4 for childhood adventure games featuring PCs who are aged fourteen to seventeen.

Age 9 to 13

Slight: –4 to your Might Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.KY4e1Wo5NKh7TEiy]{Vulnerable}: Adults look out for you. You are trained in all pleasant social interactions with adults.

@UUID[Compendium.cyphersystem-compendium.inabilities.GhWikcOP1CAwpzZQ]{Inability}: Might-based tasks are hindered.

@UUID[Compendium.cyphersystem-compendium.inabilities.yl3vXIZfzudiVVqs]{Inability}: Tasks involving knowledge are hindered.

Age 14 to 17

Youthful: –2 to your Might Pool.

@UUID[Compendium.cyphersystem-compendium.inabilities.yl3vXIZfzudiVVqs]{Inability}: Tasks involving knowledge are hindered.

","markdown":""},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"ownership":{"default":-1},"flags":{}},{"sort":587500,"name":"Genre: Science Fiction","type":"text","_id":"VFJ6kCCgRGTzpWp0","title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"

For an expanded treatment of the science fiction genre, refer to the @UUID[Compendium.cyphersystem-compendium.cypher-journals.QhNXyjJC4BW5agrm]{Science Fiction Rulebook}. Some of the sci-fi equipment has been updated in the Science Fiction Rulebook. The equipment in this chapter include these changes. For that reason, there are some differences from the printed Cypher System Rulebook. Those instances are noted with an asterisk (*).

Science fiction is an incredibly broad category. It covers UFOs, space opera, near-future dystopias, otherworldly epics, hard science fiction, and everything in between. Even when compared to fantasy, science fiction is so wide that it almost isn’t a single genre at all. Truthfully, there’s not all that much to tie, say, The Time Machine by H. G. Wells with a dark cyberpunk story except for the technology involved, which is at a higher level than we possess or understand today. But even that part of science fiction is contentious. Should the science be purely that which obeys the laws of physics as we understand them today (often called hard science fiction), or is it more of an “anything goes” proposition? Is science we can’t explain really just magic?

For our purposes, we’ll treat fantastic science fiction as the default: aliens, spaceships that allow travel to other stars, energy weapons and shields, and so on. It’s a familiar setting to almost everyone interested in science fiction. That said, we’ve also got some additional guidance for hard science fiction, where what’s possible is more grounded in what we currently scientifically extrapolate. But your science fiction setting can be anything you can imagine.

Suggested Types for a Science Fiction Game

RoleType
SoldierWarrior
TechnicianExplorer with technology flavor
PilotExplorer with technology flavor
DiplomatSpeaker
DoctorSpeaker with skills and knowledge flavor
SpyExplorer with stealth flavor
ScientistExplorer with skills and knowledge flavor
PsionAdept
Psychic knightWarrior with magic flavor

Basic Creatures and NPCs for a Science Fiction Game

@UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.ckjeyJICRGhNlGgS]{Corporate drone} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.6TcU3jVH85UcUFIz]{Guard beast} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.urAFJXaUkWY2R1zj]{Innocuous rodent} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.vSvrg6g5VkP5MkeZ]{Physical laborer}

Additional Science Fiction Equipment

In a science fiction setting, the following items (and anything else appropriate to the setting) are usually available.

Inexpensive Items

WeaponsNotes
@UUID[Compendium.cyphersystem-compendium.ammo.1UGRE1k4ReUFAr34]{Energy pack (50 shots)}
@UUID[Compendium.cyphersystem-compendium.weapons-sci-fi.O3WVhoZQ8U8401yo]{Knife (simple)}Light weapon
Other ItemsNotes
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.kh1dzF6oaKZqzss6]{Flashlight}
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.LyUOH2V2zQqlIcgG]{Survival rations (1 day)}

Moderately Priced Items

WeaponsNotes
@UUID[Compendium.cyphersystem-compendium.weapons-sci-fi.2Fcz72cuTLrwjLy7]{Hunting knife}Light weapon
@UUID[Compendium.cyphersystem-compendium.weapons-sci-fi.H8InhgjpPnnVzmiV]{Machete}Medium weapon
@UUID[Compendium.cyphersystem-compendium.weapons-sci-fi.mVef0tRkNWbfz2VS]{Grenade (sonic)}Explosive weapon, inflicts 2 points of damage in immediate radius, plus Might defense roll or lose next turn
@UUID[Compendium.cyphersystem-compendium.weapons-sci-fi.PnvNFQbxuCHb874j]{Grenade (thermite)}*Explosive weapon, inflicts 6 points of damage in immediate radius
ArmorNotes
@UUID[Compendium.cyphersystem-compendium.armor-sci-fi.kzLQCncQ1cXzM456]{Leather jacket}Light armor
Other ItemsNotes
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.FALc1UkW90o9M0rr]{Backpack}
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.y8M3rmSzHUyKLdom]{Bag of heavy tools}
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.UuHnuXeI6iwIvgtf]{Bag of light tools}
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.kAzP990hVR1pQSYR]{Binoculars}Asset for perception tasks at range
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.0SBO3NnYx33dwomQ]{Breather}*Provides a day of breathable air
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.G50Jj9pfCytxzMJe]{Climbing gear}Asset for climbing tasks
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.4p14iIDm5SitvYiK]{Communicator}Planetary range
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.zE8nBEE8jVYswUT4]{Crowbar}
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.3kbeLDAUmwyYsPDj]{Environment tent}
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.a4crA7W9OQa3LCIn]{First aid kit}Asset for healing tasks
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.KpSlhPXtD1ysoREW]{Handcuffs}
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.2FgbXJjI9iBI7fk6]{Nightvision goggles}
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.CzM5OkaV23fUxHUi]{Portable lamp}
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.06uEHDipEwShEcun]{Rope}Nylon, 50 feet
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.hofNkVrnwjRHaopi]{Sleeping bag}

Expensive Items

WeaponsNotes
@UUID[Compendium.cyphersystem-compendium.weapons-sci-fi.cAh0sGKTyb8Vptej]{Light blaster}Light weapon, short range
@UUID[Compendium.cyphersystem-compendium.weapons-sci-fi.2Iusz99wevz9KSEV]{Medium blaster}Medium weapon, long range
@UUID[Compendium.cyphersystem-compendium.weapons-sci-fi.LDklLSixesdwgwj3]{Needler}Light weapon, long range
@UUID[Compendium.cyphersystem-compendium.weapons-sci-fi.PNDivijkZvlsUjbm]{Shotgun}Heavy weapon, immediate range
@UUID[Compendium.cyphersystem-compendium.weapons-sci-fi.qErMuZdwnHVPLCm7]{Stunstick}Medium weapon, inflicts no damage but human-sized or smaller target loses next action
ArmorNotes
@UUID[Compendium.cyphersystem-compendium.armor-sci-fi.BqiPzuCqRfn9yFrR]{Armored bodysuit}*Medium armor, encumbers as no armor
@UUID[Compendium.cyphersystem-compendium.armor-sci-fi.JrN6tyFoTYLtZc6s]{Lightweight body armor}*Heavy armor, encumbers as medium armor
Other ItemsNotes
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.qa9okeQfd3NTtmzD]{Camera designed to be concealed}Transmits at long range
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.r36W1oDLBXrXsu6G]{Microphone designed to be concealed}Transmits at long range
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.MtCq6owCDm7GG8Pw]{Environment suit}Provides 24 hours of atmosphere and +10 to Armor against extreme temperatures
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.LirhTzCUj7UFCfgB]{Wrist computer}Asset for most knowledge-based tasks

Very Expensive Items

WeaponsNotes
@UUID[Compendium.cyphersystem-compendium.weapons-sci-fi.7NCzo49o54a1vSy1]{Heavy blaster}Heavy weapon, long range
@UUID[Compendium.cyphersystem-compendium.weapons-sci-fi.7Cy8yASphzXHYlsJ]{Heavy blaster rifle}*Heavy weapon, very long range
@UUID[Compendium.cyphersystem-compendium.weapons-sci-fi.xjviCkv7gCoy1ZcV]{Pulse laser gun}Medium weapon, rapid-fire weapon, long range
ArmorNotes
@UUID[Compendium.cyphersystem-compendium.armor-sci-fi.Bujb0Cz7cVN6K9H3]{Battlesuit}*Heavy armor, also also grants the benefit of a @UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.g8xedO3WjADU8fBU]{deluxe space suit}
Other ItemsNotes
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.mGvzhwfcLOR8Aami]{Disguise kit}Asset for disguise tasks
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.fxntln2fSRKpMFyx]{Gravity regulator}Belt-mounted device that regulates gravity to 1G for wearer if within 0 G to 3 G conditions
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.MbgM9wBMTWCIXCqh]{Handheld scanner}Asset for identifying tasks
@UUID[Compendium.cyphersystem-compendium.vehicles.pTEJ1VrxrSVGteKY]{Hovercraft}Level 4
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.ZOz0Fit7uAvEjIPA]{Infiltrator}Asset for lockpicking tasks when used with electronic locks
@UUID[Compendium.cyphersystem-compendium.vehicles.vGpae1ESOw3hK4qY]{Jetpack}*Level 2
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.RpA2kZiwJAa7fRQM]{Stealthsuit}*Provides two assets for stealth tasks

Exorbitant Items

WeaponsNotes
@UUID[Compendium.cyphersystem-compendium.weapons-sci-fi.B0x6U0RnIp2EyEbV]{Blast cannon}10 points of damage, 500-foot (150 m) range, requires a tripod and two people to operate
ArmorNotes
@UUID[Compendium.cyphersystem-compendium.armor-sci-fi.LOwyfbM0bAlLrBc0]{Force field}*Not armor, offers +1 to Armor; once used, must be recharged for several hours
Other ItemsNotes
@UUID[Compendium.cyphersystem-compendium.vehicles.8CtlFUIKlZpteVG3]{Luxury hovercar}Level 5
@UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.0WiWAbNWXRypYxjh]{Robot servant}Level 3
@UUID[Compendium.cyphersystem-compendium.vehicles.rPjVFxfdapjErMwt]{Small spaceship}Level 4

Science Fiction Artifacts

Artifacts in a science fiction game can be strange relics from an unknown alien source or tech items that aren’t yet widely available. In a galactic setting, for example, it’s easy to imagine that innovations or specialized items might not have spread everywhere.

@UUID[Compendium.cyphersystem-compendium.artifacts-sci-fi.aV9zEHENEDgFu5r9]{Amber casement} @UUID[Compendium.cyphersystem-compendium.artifacts-sci-fi.BrWNyEr0tRbOkOW9]{Metabolism bud} @UUID[Compendium.cyphersystem-compendium.artifacts-sci-fi.dMU5JjdzGh2xYJHe]{Mind imager} @UUID[Compendium.cyphersystem-compendium.artifacts-sci-fi.HbWQ65yTcCT5kRZ9]{Psychic crystal} @UUID[Compendium.cyphersystem-compendium.artifacts-sci-fi.4sk825DOsE6oE9d3]{Repair sphere}

Starships

Here are a few sample starship types:

StarshipLevelCrewWeapon Systems
@UUID[Compendium.cyphersystem-compendium.starships.f14c7pV1Cc89BEgg]{Fighter}111
@UUID[Compendium.cyphersystem-compendium.starships.1QmIZUO93276WVip]{Interceptor}211
@UUID[Compendium.cyphersystem-compendium.starships.RsHhdbOFUEkKCJUW]{Freighter}3 (4 for defense)41
@UUID[Compendium.cyphersystem-compendium.starships.rrkSDY696W28w7T6]{Frigate}4204
@UUID[Compendium.cyphersystem-compendium.starships.2Cuo9MpDalEzoM6i]{Cruiser}4255
@UUID[Compendium.cyphersystem-compendium.starships.SbCnPYjsEaR4YeMr]{Battleship}101,00036

“Crew” indicates the minimum number of people needed to operate the ship. Many ships can carry more passengers. “Weapon Systems” indicates the maximum number of different enemies the ship can target at once—but only one attack per target in any circumstance.

Since it’s frighteningly easy to die in a space battle if your ship is destroyed, most ships have escape pods. Even fighter craft have ejection systems that put the pilot out into space in an environment suit. In other words, GMs should try to give PCs a way out of immediately dying if they get on the wrong end of a space battle.

Effects of Gravity

In a hard science fiction game, variable effects of gravity can’t be waved away by tech that simulates normal gravity on spacecraft, space stations, and other worlds. Instead, it’s an issue people must overcome.

Short-Term Microgravity Exposure: People new to low gravity might get space sickness. Newcomers must succeed on a difficulty 3 Might task or suffer mild nausea for about two to four days, during which time all their tasks are hindered. A few unlucky travelers (usually those who roll a 1 or otherwise face a GM intrusion) are almost completely incapacitated, and find all tasks hindered by three steps.

Long-Term Microgravity Exposure: Long-term exposure to microgravity environments without medical interventions degrades health. How long one spends in such conditions is directly relevant. The GM may assign long-term penalties to PCs if the situation warrants it, though the use of advanced space medicine, proper exercise, and recommended steroids and other hormones can avoid these complications.

Low Gravity: Weapons that rely on weight, such as all heavy weapons, inflict 2 fewer points of damage (dealing a minimum of 1 point). Short-range weapons can reach to long range, and long-range weapons can reach to very long range. Characters trained in low-gravity maneuvering ignore the damage penalty.

High Gravity: It’s hard to make effective attacks when the pull of gravity is very strong. Attacks (and all physical actions) made in high gravity are hindered. Ranges in high gravity are reduced by one category (very-long-range weapons reach only to long range, long-range weapons reach only to short range, and
short-range weapons reach only to immediate range). Characters trained in high-gravity maneuvering ignore the change in difficulty but not the range decreases.

Zero Gravity: It’s hard to maneuver in an environment without gravity. Attacks (and all physical actions) made in zero gravity are hindered. Short-range weapons can reach to long range, and long-range weapons can reach to very-long range.

Effects of Vacuum

Vacuum is lethal. There’s no air to breathe, and the lack of pressure causes havoc on an organic body. An unprotected character moves one step down the damage track each round. However, at the point where they should die, they instead fall unconscious and remain so for about a minute. If they are rescued during that time, they can be revived. If not, they die.

Traveling the Solar System and Orbital Mechanics

In a hard science fiction setting, you might be interested in evoking the reality of travel times between colonies on planets and moons in the solar system. Even so, plotting a course between locations in the solar system isn’t simple, because everything is always moving with respect to everything else. You could determine exactly how long a trip would take with some internet research. Or you could just evoke the effect of orbital mechanics and varying accelerations on interplanetary travel. Use the Interplanetary Travel Table to do so. For a trip between locations not directly compared, add up the destinations in between. The travel times assume a nuclear plasma engine of a kind already being tested today (but better), a steady thrust toward the destination, and an equally long and steady braking thrust over the last half of the trip before orbit insertion. Such propulsion systems can change velocity and sustain thrust for days at a time, which reduces bone loss, muscle atrophy, and other long-term effects of low gravity.

Regardless, the travel times between distant locations bring home one thing: space is big and lonely.

Interplanetary Travel

OriginDestination

Travel Time Using Nuclear Plasma Engine

Earth/MoonMars20 + 1d20 days
MarsAsteroid belt30 + 1d20 days
Asteroid beltJupiter and its moons30 + 1d20 days
JupiterSaturn and its moons60 + 1d20 days
SaturnUranus90 + 1d20 days

Science Fiction Species Descriptors

In a science fiction setting, some GMs may want to offer alien species or androids, who are mechanically different from humans, as options for player characters. This can be accomplished by using descriptors. Two examples are below.

Artificially Intelligent

You are a machine—not just a sentient machine, but a sapient one. Your awareness might make you an exception, or there may be many like you, depending on the setting.

Artificially intelligent characters have machine minds of one type or another. This can involve an advanced computer brain, but it could also be a liquid computer, a quantum computer, or a network of smart dust particles creating an ambient intelligence. You might even have been an organic creature whose mind was uploaded into a machine.

Your body, of course, is also a machine. Most people refer to you as a robot or an android, although you know neither term describes you very well, as you are as free-willed and free-thinking as they are.

You gain the following characteristics:

Superintelligent: +4 to your Intellect Pool.

Artificial Body: +3 to your Might Pool and your Speed Pool.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.dj8fjpgMOatRRWFZ]{Shell}: +1 to Armor.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.j6odWezQciXppynQ]{Limited Recovery}: Resting restores points only to your Intellect Pool, not to your Might Pool or your Speed Pool.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.63ZJmNraEqS6lzdp]{Mechanics, Not Medicines}: Conventional healing methods, including the vast majority of restorative devices and medicines, do not restore points to any of your Pools. You can recover points to your Intellect Pool only by resting, and you can recover points to your Speed and Might Pools only through repair. The difficulty of the repair task is equal to the number of points of damage sustained, to a maximum of 10. Repairing your Might and Speed Pools are always two different tasks.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.71sJhRICcDy0WjiA]{Machine Vulnerabilities and Invulnerabilities}: Damaging effects and other threats that rely on an organic system—poison, disease, cell disruption, and so on—have no effect on you. Neither do beneficial drugs or other effects. Conversely, things that normally affect only inorganic or inanimate objects can affect you, as can effects that disrupt machines.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.nXs4KTo14JKXZN8f]{Uncanny Valley}: You have a hard time relating to organic beings, and they don’t react well to you. All positive interaction tasks with such beings are hindered by two steps.

Quintar

You are a quintar from the planet Quint. You are basically humanoid but taller, thinner, and blue skinned. Your hands end in three very long fingers. Quintar have five genders, but all quintar prefer to be addressed as female when communicating with more binary species. Human emotions and sexuality fascinate them, but not because they don’t have such concepts—quintar emotions and sexuality are just very different from those of humans. In general, quintar are more cerebral than other species, valuing knowledge over all else.

Quint is relatively Earthlike, with slightly less gravity but a slightly denser atmosphere.

You gain the following characteristics:

Cerebral: +4 to your Intellect Pool.

Skill: You are trained in one type of knowledge task of your choice.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.gmnozVrQsZBTxj9A]{Skill}: Quintar fascination with human behavior eases all interaction rolls (pleasant or not) with humans.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.4gFg0DiIdWm3w9ol]{Difficult Rest}: Quintar subtract 2 from all recovery rolls (minimum 1).

","markdown":""},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"ownership":{"default":-1},"flags":{}},{"sort":593750,"name":"Genre: Horror","type":"text","_id":"L90rsf6J1WHnk7rN","title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"

Although it’s very likely a subset of the modern genre, horror as a genre gets special treatment. Unlike the other genres, horror doesn’t necessarily suggest a setting. Any setting can be horrific. Horror is more of a style. An approach. A mood.

You could easily have horror in other times and settings, but for our purposes, we’ll deal with a default setting in the modern day. The PCs are probably normal people, not secret agents or special investigators (although being a part of a secret agency that deals with monsters in the shadows could make for a fine horror game).

Suggested types and additional equipment for a horror setting are the same as in a modern setting.

Consent

Horror games allow us to explore some pretty dark topics from the safety of our own game tables. But before you do that, make sure everyone around your table is okay with that. Find out what your players will find “good uncomfortable,” which is something that makes us squirm in our seats in a great horror movie, and “bad uncomfortable,” which is something that actually makes a player feel nauseated, unsafe, or offended. Being scared can be fun, but being sickened isn’t.

Consider the age and maturity of everyone in the game, perhaps in terms of the movie rating system. Tell the players what you think the game you’re running would be rated. If everyone’s okay with an R rating, then fine. You can have a spooky game that’s on the level of a kids’ movie rated G—more like Scooby-Doo than Saw, in other words. A PG rating might be right for a game that’s more creepy than horrific, with ghosts and spooky noises but not axe-wielding maniacs.

The different ratings suggest different kinds of content for your game. Finding a dead body is horrible, but watching someone get decapitated is something else entirely. Getting chased around by an alien that wants to eat you is one thing, but having it gestate and burst out of your own intestines is another. You need to know where the line is for everyone participating, and you need to know it right from the beginning.

For more information and advice on safe ways to address consent issues in your game, read the free Consent in Gaming PDF at myMCG.info/consent

Basic Creatures and NPCs for a Horror Game

@UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.WJgPGUcSUrR4Ssuu]{Businessperson} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.ZT13lzcl6dsvg8HX]{Cat} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.GNrvq56bsnlHgKeW]{Clerk} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.JZbErZ6hAgtHrgim]{Dog} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.5XdCwL3VyqhHBNqN]{Dog, vicious} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.N0XlAnno5dMItCmN]{Groundskeeper/caretaker} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.rvju0MPnEwNsg9Pr]{Man in Black} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.qLFrfE0E9w6BcG48]{Rat} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.T39Cl27TWeR8jVsZ]{Tarantula}

Horror Artifacts

Most of the time, a horror artifact will be something really weird—an ancient tome of forbidden necromancy, an alien device that humans can barely understand, and so forth. They are often unique items rather than one of a type. Horror artifacts should probably come with a risk, such as a built-in cost, a drawback, or something else that makes using them another way to heighten the tension of the game. Several examples are below.

@UUID[Compendium.cyphersystem-compendium.artifacts-horror.irCnETBwvUwp12PH]{Book of inversion} @UUID[Compendium.cyphersystem-compendium.artifacts-horror.WcrjZgKzg5VzkFVJ]{Shadow box} @UUID[Compendium.cyphersystem-compendium.artifacts-horror.sCTeJvOcviKd5GjN]{Sphere 23}

Optional Rule: Shock

When the PCs encounter something shocking, many times the most realistic response is to scream, stand in abject horror, or run. That might not be the smartest thing to do in the situation, but it’s genuine. What would your accountant do if they saw an axe-wielding maniac coming at them? Let’s face it, unless they truly steeled themselves with all their will, they’d probably scream and run.

When a PC encounters something horrific, utterly disgusting, dreadful, impossible, or otherwise shocking, call for an Intellect defense roll based on the level of the creature involved, or simply an appropriate level as decided by the GM (see the Shock Levels table). Failure might mean that for one round, the player loses control of the character, and the GM decides what the PC does next. This usually means that the character runs, screams, gibbers, stares slack-jawed, or just does nothing. However, GMs should welcome player input into this situation. The point is to portray that when we’re shocked, we don’t always react in the best way, the smartest way, or even the way we want to. Fear is a powerful thing.

Alternatively, failure on the Intellect defense roll might mean that the character suffers Intellect damage equal to the level of the defense task. This indicates an overall toll that numerous shocks and horrors can have on a person. You might have a situation where a character literally dies of fright.

Shock Levels

EventLevel
Something unexpected darts or jumps out1
Something suddenly moves just out of the corner of the eye2
A sudden loud noise (like a scream)2
Unexpectedly seeing a corpse2
Watching someone die3
Seeing something impossible (like an inanimate object sliding across the floor)4
Watching a friend die5
Seeing a monstrous creatureCreature level
Witnessing something supernatural (like a spell)5
Seeing something mind-bending (like an impossible, multidimensional demigod coalescing out of thin air)8

Optional Rule: Horror Mode

For horror games, GMs can implement a rule called Horror Mode. The idea is to create a feeling of escalating dread and menace by changing one die roll mechanic. In the game, things begin as normal. The PCs interact with each other and the NPCs, investigate, research, travel, and so on. But when they enter the haunted house, the serial killer gets close, the elder things beneath the earth awaken, or whatever horrific situation planned by the GM begins, things change. At this time, the GM announces that the game has gone into Horror Mode.

This is a key for the players (not the characters) to recognize that things are getting bad. It’s the RPG equivalent of spooky music beginning to play in a horror film. While in Horror Mode, the rules for GM intrusions governed by die rolls change. Normally this happens only on a roll of 1, but when Horror Mode starts, it becomes a roll of 1 or 2. And then it escalates. As time passes, GM intrusions happen on a roll of 1 to 3, then a roll of 1 to 4, and so on. This potentially means that a die roll in Horror Mode can indicate success in a task and still trigger a GM intrusion.

As the intrusion range changes with each escalation, the GM should announce this to the players. The feeling of rising tension should be dramatic and overt.

Escalation Rate

ActivityIntrusion Range Increases by 1
Exploring a large areaEvery time a new intrusion is indicated by a die roll
ExploringEvery ten minutes or every time a new intrusion is indicated by a die roll
CombatEach round

For example, while the PCs are exploring a dark swamp (a large area), the game goes into Horror Mode and intrusions are indicated on a 1 or 2. During this exploration, one of the players rolls a 2. Not only is there an intrusion, but now the range escalates to 1, 2, or 3. The character is almost dragged into a spot of quicksand-like muck. Then the PCs find an old abandoned house in the middle of the swamp. They enter, and now the escalation rate goes up if they roll a 1, 2, or 3, or every ten minutes that passes in the game. They explore the house for twenty minutes (escalating intrusions to 1 to 5), and during the investigation of the kitchen, someone rolls a 3, triggering an intrusion. A cabinet opens mysteriously and a strangely carved clay pot falls, striking the character. This also escalates the intrusion rate, so they now occur on a roll of 1 to 6. When the PCs reach the attic, they encounter the dreaded swamp slayer, a half man, half beast that thrives on blood. It attacks, and now the range goes up during each round of combat. After four rounds of fighting, intrusions happen on a roll of 1 to 10—half the time. Things are getting dicey, and they’re only going to get worse.

When the GM announces that Horror Mode has ended, the GM intrusion rate goes back to normal, happening only on a roll of 1 or when the GM awards XP.

Horror Mode is a very “meta” rule. It gives players knowledge that their characters don’t have. This is similar to how the viewers of a horror movie or readers of a horror story often know more than the characters on the screen or page. It heightens the tension. Players can express the start of Horror Mode by having their characters talk about goosebumps or a feeling of being watched, but this is not necessary.

Using GM Intrusions in Horror Mode

With the GM intrusions coming fast and furious toward the end of Horror Mode, it’s easy to run out of ideas. In combat, intrusions might just mean that the monster or villain gets a surprise extra attack or inflicts more damage. Perhaps a PC is thrown to the ground or nearer to the edge of a cliff. If the characters are running away, one might trip and fall. If the PCs are exploring, a bookcase topples, potentially hitting someone. Think of all the similar moments you’ve seen in horror films.

Sometimes, if the GM prefers, the GM intrusion can simply be something frightening, like a moan or a whisper. These aren’t dangerous to the PCs, but they escalate the tension and indicate that something bad is getting closer.

In fact, while in Horror Mode, GMs should mostly refrain from doing anything bad, ominous, or dangerous unless it’s an intrusion (either from a die roll or through the awarding of XP). In a horror game, GM intrusions are an indication that things are bad and getting worse, and whenever possible, the GM should allow the Horror Mode escalation to drive the action. This makes the GM more of a slave to the dice than in other Cypher System situations, but that’s okay.

Consider this example. The PCs have tracked something that is probably committing a series of horrific murders to an old factory. They enter the building to explore. The GM knows where the creature is hiding in the factory, but decides that it doesn’t become aware of the characters until an intrusion is indicated. The only clue the PCs have is a mysterious noise off in the darkness. The creature doesn’t move toward them until another GM intrusion occurs. Now they hear something dragging across the factory floor, coming closer. But it’s not until a third intrusion occurs that the creature lunges out from behind an old machine at the PC who rolled the die.

In some ways, the status quo doesn’t change until an intrusion happens. This could be seen as limiting the GM and the need for pacing, but remember that the GM can still have an intrusion occur anytime they desire, in addition to waiting for the low die rolls.

GMs may want to limit the number of intrusions to no more than one per round, no matter what the dice indicate, but that should be based on the situation.

Optional Rule: Madness

Having characters descend into madness is an interesting facet of some kinds of horror and can make long-term horror campaigns more interesting. The easiest way to portray blows to a character’s sanity is through Intellect damage. When PCs encounter something shocking, as described above, they always take Intellect damage. If they would normally move one step down the damage track due to the damage, they instead immediately regain points (equal to 1d6 + their tier) in their Intellect Pools but lose 1 point from their maximums in that Pool. Characters whose maximum Intellect Pools reach 0 go insane. They lose their current descriptor and adopt the Mad descriptor, regain 1d6 + tier points to their Intellect Pools, and gain +1 to their Intellect Edge. If they ever reach a permanent Intellect Pool maximum of 0 again, they go stark raving mad and are no longer playable.

Intellect Edge offers an interesting means to portray a character who is knowledgeable (and perhaps even powerful in terms of mental abilities) yet mentally fragile. A character with a low Intellect Pool but a high Intellect Edge can perform Intellect actions well (since Edge is very helpful) but is still vulnerable to Intellect damage (where Edge is of no help).

Since Cypher System games are meant to be story based, players should recognize that the degrading sanity of their character is part of the story. A player who feels that their character is going mad can talk to the GM, and the two of them can work out the means to portray that—perhaps by using the Mad descriptor, permanently trading up to 4 points from their Intellect Pool to gain +1 to their Intellect Edge, or anything else that seems appropriate. Mental disorders, manias, psychopathy, schizophrenia, or simple phobias can be added to a character’s traits, but they don’t need to be quantified in game statistics or die rolls. They’re simply part of the character.

Inabilities in personal interaction or any area requiring focus might be appropriate, perhaps allowing the PC to gain training in weird lore or forbidden knowledge. Or maybe the opposite is true—as the character’s mind slowly slips away, they become oddly compelled or can obsessively focus on a single task for indefinite periods, and thus they gain training in that topic or skill. These kinds of changes could be balanced with inabilities, such as being unable to remember important details.

As another way to represent madness, the GM could hinder Intellect-based tasks that would be considered routine, such as “remembering your friends and family” or “caring what happens to your best friend” or “stopping yourself from injecting a mysterious substance into your veins.” These routine tasks normally have a difficulty of 0, but for a PC who has lost their mind, they might have a difficulty of 1, 2, or even higher. Now the character must make rolls to do even those simple things.

","markdown":""},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"ownership":{"default":-1},"flags":{}},{"sort":596875,"name":"Genre: Romance","type":"text","_id":"pd2PrHViZ1edOZ7f","title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"

Like horror, romance doesn’t automatically suggest a setting. It is more of a mood, or more specifically an approach, to how the game is played. It suggests an emphasis, at least somewhat, on relationships, interactions, and connections.

Suggested types and additional equipment for a romance setting are the same as in a modern setting.

Consent and Boundaries

You must get consent to cover these topics in a game ahead of time—you don’t want to make people uncomfortable. Everyone involved also needs to learn everyone else’s boundaries. Someone might not want any part of a romance scene, while others are okay talking about emotional connections but not anything sexual.

Obviously, all of this is doubly important if age is a consideration. If there are younger players involved, romance probably shouldn’t go beyond a fairly chaste kiss. (You’ll find that kids are sometimes more open to romance in their games than adults, but only because their understanding of the topic is understandably pretty shallow. A kid player might declare that a character is their boyfriend, but it doesn’t mean much. And for some adults, that may be the way they want to approach the subject as well.)

Lastly, recognize that there needs to be a clear boundary between the story and real life. Two characters having a relationship has no impact on real-life feelings of the players. Two characters in a game might be in a relationship while each player is in a relationship in the real world with someone else. And maybe they’re gaming at the same table! If a player can’t distinguish between in-game flirtation or words of endearment and real-world feelings, they shouldn’t be in a romance-focused game.

For more information and advice on safe ways to address consent issues in your game, read the free Consent in Gaming PDF at myMCG.info/consent

The Check-In

It’s vital that the GM and the players all check in with each other to make sure everyone’s still comfortable with what’s going on in the game. This is particularly important to maintain the boundary between emotions expressed in the story and how people feel in real life.

Basic Creatures and NPCs for a Romance Game

@UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.wIO0w2fxcBU0vHae]{Distrustful relative} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.rmzRpUzfdXpAnzUu]{Jealous ex} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.E7xImJCLVWwiIDre]{Nosy neighbor} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.ktWhiHHoothgvjOv]{The unattainable}

Optional Rule: Infatuation

When a PC is near someone they are infatuated with, particularly in the early stages of that infatuation, they must make an Intellect defense roll with a difficulty determined by the GM based on the situation (not on the level of the subject of the infatuation). Failure might mean that the character does or says something awkward or embarrassing either in an attempt to impress or when trying to hide the infatuation. Or it could mean that for one round, the player loses control of the character, and the GM decides what the PC does next, such as risk their own safety to help an endangered character. However, GMs should welcome player input into this situation. The point is to portray that when we’re distracted by the powerful feelings (and hormones) related to infatuation, we don’t always react in the best way, the smartest way, or even the way we want to.

Infatuation can happen whether the PC is attracted to an NPC or a PC.

Optional Rule: Relationship Levels

When a PC first establishes a relationship with a character (PC or NPC), the GM should assign the relationship a level. If there’s no connection at all, there is no relationship (level 0). Otherwise, the starting relationship is probably level 1. In certain circumstances, a relationship might start at level 2, indicating a far stronger initial connection than usual.

As play progresses, the PC can attempt to improve the level of the relationship, indicating a strengthening of the bond between the two characters. The requirements to improve the relationship are twofold. First, some story-based action needs to be taken. This can be dates, gifts, a meaningful speech, a pledge of commitment, some amount of self-sacrifice, or whatever the GM and the player feel is appropriate to the story and the level of the relationship. This action might require the PC to succeed at specific tasks (with appropriate rolls). For example, writing a love poem will require an Intellect-based task, while helping to retrieve a loved one’s cat from a tree might require a Speed-based task.

Second, the player must make an Intellect-based roll with the desired level of relationship as the difficulty (modified as the GM sees fit).

A relationship can be improved only one level at a time, and the GM and the player should work out an appropriate time interval. For relationships of levels 5 and above, multiple story-based actions and multiple rolls are almost certainly required.

It’s possible for relationship levels to be lopsided, such that the relationship from the point of view of one person is a different level than from the point of view of the other. This should be used sparingly, because it makes things far more complicated. In the case of polyamory, it is possible to have more than two people in a relationship, but even in these situations the connection between any two individuals should have its own level.

Relationship levels can go down as well as up. Neglect, carelessness, inappropriate emotional displays, lies, infidelity, and bungled wooing attempts can all potentially lower a relationship level. This is entirely in the judgment of the GM, although a lowered relationship level is very likely an appropriate use of a GM intrusion.

Relationship levels indicate the strength of the bond and thus help dictate an NPC’s actions in regard to a PC. An NPC in a level 5 relationship probably will be more generous and forgiving toward the PC than if the relationship was level 3 or 4. An NPC in a level 6 relationship or higher would likely give their partner most anything, even maybe sacrificing their own well-being or their life for them. (And people in a higher-level relationship certainly would.) Likewise, a relationship level can influence a PC’s actions. An Intellect defense roll with a difficulty equal to the relationship level might be appropriate if the PC wants to act against the best interests of their loved one, or if they must keep their cool and act normally when their loved one is in danger.

You can use this optional system in any genre, for any type of relationship, even platonic ones. If desired, the relationship level a PC has with an authority figure, a contact, a relative, or anyone else can be measured, improved, and decreased just as it can with a romantic relationship.

Romantic Relationship Levels

LevelRelationship
1First meeting. Interest or curiosity.
2A sense of connection above the norm. Strong physical attraction.
3Affection and a bond that will last longer than a single encounter.
4Serious affection. Almost certainly physical affection.
5A profession of love.
6A serious long-term commitment.
7A lifelong commitment.
8Soul mates.
9A love affair for the ages.
10A bond that transcends time and space.

Platonic Relationship Levels

LevelRelationship
1First meeting. Interest or curiosity.
2A sense of connection above the norm.
3A memorable connection. Indications of a mutually beneficial relationship possible.
4Real friendship.
5Deep friendship.
6Relationship akin to that of a close sibling.
7A pledge of complete partnership.
8Platonic soul mates. Something akin to a life-debt.
9A friendship for the ages.
10A bond that transcends time and space.
","markdown":""},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"ownership":{"default":-1},"flags":{}},{"sort":598438,"name":"Genre: Superheroes","type":"text","_id":"tIyemzsYdcYDslG1","title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"

Like horror, the superhero genre is really a subset of the modern genre with extensive special considerations. In many ways, it might appear that the Cypher System is a strange fit for superheroes. But if you think about it, with foci like Bears a Halo of Fire and Wears a Sheen of Ice, the Cypher System makes all genres a little bit “superhero-ish.” Character sentences might look like the following:

And so on.

Suggested Types for a Superhero Game

RoleType
Strong heroWarrior
Brawler heroWarrior with stealth flavor
Gadget heroExplorer with technology flavor
PilotExplorer with technology flavor
CharmerSpeaker
LeaderSpeaker with combat flavor
Shadowy vigilanteExplorer with stealth flavor
Scientist heroExplorer with skills and knowledge flavor
Energy-wielding heroAdept with combat flavor
WizardAdept
MentalistAdept
Psychic ninjaWarrior with magic flavor

Basic Creatures and NPCs for a Superhero Game

@UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.IpjzD88QqIABcv7A]{Bystander} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.krnLLagONJBbj1tE]{Genetically enhanced bruiser} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.sWc8DryN22cKTJyj]{Ninja} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.YHRSNEgzJeBCrWnC]{Robot minion} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.VSQt1EzpNhIwvCyA]{Scientist} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.SpaQv9sL1VWlrkLS]{Worker}

Additional Superhero Equipment

Suggested additional equipment is the same as in a modern setting. Keep in mind, however, that for many heroes, “equipment” can be superfluous. Where do you stash the flashlight and rope when all you’re wearing is spandex tights?

Optional Rule: Power Shifts

Superheroes can do things that other people cannot. They throw cars, blast through brick walls, leap onto speeding trains, and cobble together interdimensional gateways in a few hours. It’s tempting to say that such characters are stronger, faster, or smarter, so they should have higher Might, Speed, or Intellect Pools. However, simply bumping up stat Pools or Edge doesn’t fully represent this dramatic increase in power. Instead, consider using an optional rule called power shifts.

Under this rule, all superhero characters get five power shifts. Power shifts are like permanent levels of Effort that are always active. They don’t count toward a character’s maximum Effort use (nor do they count as skills or assets). They simply ease tasks that fall into specific categories, which include (but are not necessarily limited to) the following.

@UUID[Compendium.cyphersystem-compendium.power-shifts.QDAvfL2Xor2gc3DB]{Accuracy} @UUID[Compendium.cyphersystem-compendium.power-shifts.gxmRI0Oi1qlp8tgv]{Dexterity} @UUID[Compendium.cyphersystem-compendium.power-shifts.ge5eQ2UKcF71jfL5]{Healing} @UUID[Compendium.cyphersystem-compendium.power-shifts.RvPjtLHq2svYfhK8]{Intelligence} @UUID[Compendium.cyphersystem-compendium.power-shifts.ZcogTb12JEcKd8WK]{Power} @UUID[Compendium.cyphersystem-compendium.power-shifts.ClwsF2GBoWlGR9To]{Resilience} @UUID[Compendium.cyphersystem-compendium.power-shifts.qbOvGJVLVkDUC49X]{Single Attack} @UUID[Compendium.cyphersystem-compendium.power-shifts.uQLh67ISIUJ4O3bC]{Strength}

Each shift eases the task (except for shifts that affect damage or Armor, as specified in the list above). Applying 2 shifts eases the task by two steps, and applying 3 shifts eases the task by three steps.

A character assigns their five power shifts as desired, but most characters should not be allowed to assign more than three to any one category. Once the shifts are assigned, they should not change.

For example, a superstrong character might put three of their shifts into strength and the other two into resilience. Whenever they lift something heavy, smash through a wall, or throw an object, they ease the task by three steps before applying Effort, skill, or assets. Thus, all difficulties from 0 to 3 are routine for them. They smash through level 3 doors as if they don’t exist. As another example, a masked vigilante character with a utility belt full of gadgets and great acrobatic skills might put two shifts in dexterity, one in accuracy, one in intelligence, and one in healing. They’re not actually superpowered, just tough and well trained.

Some GMs will want to allow PCs to increase their power shifts. Having a character spend 10 XP to do so would probably be appropriate. Other GMs will want to run superhero games with PCs of greater or lesser power (cosmic-level heroes or street-level heroes, perhaps). In such cases, more or fewer power shifts should be granted to the PCs at the game’s start.

Superpowered NPCs and Power Shifts

NPC superheroes and villains get power shifts, too. Most of the time, this adds to their level. For example, Blast Star is a level 5 fiery villain who has three power shifts. When she blasts through a level 7 iron security door, she does so easily because in this circumstance, she’s actually level 8.

Sometimes, NPC power shifts make things harder for the PCs. For example, Fleetfoot the level 4 speedster puts all three of her shifts in dexterity. When she runs past a character who tries to grab her, the difficulty to do so is increased by three steps to 7.

Typical NPC supers get three power shifts. Exceptional ones usually have five.

Really Impossible Tasks

In superhero games, due to conventions of the genre, difficulty caps at 15 instead of 10. Difficulty 10 is labeled “impossible,” but that label is for regular folks. For superpowered characters, “impossible” means something different, thanks to power shifts.

Think of each difficulty above 10 as being one more step beyond impossible. Although a GM in another genre would say there’s no chance that a character could leap 100 feet (30 m) from one rooftop to another, in a superhero game, that might just be difficulty 11. Picking up a city bus isn’t something normal characters could do, but for a strong superhero, it might be difficulty 12.

In theory, NPCs in such a game can go up to level 15 as well. Levels above 10 represent opponents that only a superhero would consider taking on: a robot that’s 1,000 feet (300 m) tall (level 11); Galashal, Empress of Twelve Dimensions (level 14); or a space monster the size of the moon (level 15).

Superhero Artifacts

Supervillains build doomsday devices. Ancient artifacts present a threat to all humanity if in the wrong hands. Weird machines from alien dimensions offer solutions to unsolvable problems. Artifacts are an important part of superhero stories. A few examples are below.

@UUID[Compendium.cyphersystem-compendium.artifacts-superhero.2ENNMqilV1qoB35e]{Doctor Dread’s time portal} @UUID[Compendium.cyphersystem-compendium.artifacts-superhero.AvddNOp9tUWCqGOp]{Serum X} @UUID[Compendium.cyphersystem-compendium.artifacts-superhero.JYcfxA5RcffTX3Wl]{Stellarex crystal}

","markdown":""},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"ownership":{"default":-1},"flags":{}},{"sort":599219,"name":"Genre: Post-Apocalyptic","type":"text","_id":"ARG20fxwzr0OBZjH","title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"

Post-apocalyptic literature, movies, and games are a subgenre of science fiction that focuses on the dystopia that follows the fall of civilization. Strictly speaking, post-apocalyptic stories take place after the end of the world. At least, the end of the world for most people. Players take the role of the survivors (or their descendants) trying to persevere in the face of immense hardship. Popular post-apocalyptic scenarios include those set after nuclear war, in the aftermath of a zombie plague, in the months and years following an alien invasion, or after the environment collapses in the face of human overpopulation. Other ways the world could end include a massive meteorite strike, the long-awaited robot uprising, a powerful solar flare that burns out the world’s power grids and communications, or even something as prosaic as a global disease pandemic.

Suggested Types for a Post-Apocalyptic Game

RoleType
SurvivorExplorer with stealth flavor
HeavyWarrior
DealerSpeaker
TraderSpeaker with skills flavor
SageExplorer with knowledge flavor
EvolvedAdept

Basic Creatures and NPCs for a Post-Apocalyptic Game

@UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.31W9R0HQhQT0ic3A]{Crazy loner} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.6L693DIk5jmQu2Py]{Gamma snake} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.urAFJXaUkWY2R1zj]{Innocuous rodent} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.uCMNBacwXfuThw65]{Mongrel dog} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.WGftLKpoTVDfIKw2]{Survivor, sickened} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.GgfdjyikafYtuyTK]{Survivor, typical}

Additional Post-Apocalyptic Equipment

In a post-apocalyptic setting, the items on the Additional Modern Equipment table as well as the following items might be available in trade from other survivors, or in the rare trade town.

Inexpensive Items

WeaponsNotes
@UUID[Compendium.cyphersystem-compendium.weapons-post-apocalyptic.7M8uEI7cKT0UztUy]{Knife}Light weapon, rusty and worn
@UUID[Compendium.cyphersystem-compendium.weapons-post-apocalyptic.VJicMhUlVImuwl4N]{Light weapon}Light weapon (won’t last long)
@UUID[Compendium.cyphersystem-compendium.weapons-post-apocalyptic.erpmmOJulN96Afgr]{Wooden club}Light weapon
ArmorNotes
@UUID[Compendium.cyphersystem-compendium.armor-post-apocalyptic.WnIcqsOLyuyQKSpZ]{Animal hide}Light armor
@UUID[Compendium.cyphersystem-compendium.armor-post-apocalyptic.Hv5mU9dKhfQJA76Q]{Light armor}Light armor, smell hinders stealth tasks
Other ItemsNotes
@UUID[Compendium.cyphersystem-compendium.equipment-post-apocalyptic.dmnJTSnJv4ZqQmVg]{Candle}
@UUID[Compendium.cyphersystem-compendium.equipment-post-apocalyptic.cY37Ff6ca1bxDXtp]{Plastic bag}Useful and ubiquitous (won’t last long)

Moderately Priced Items

WeaponsNotes
@UUID[Compendium.cyphersystem-compendium.weapons-post-apocalyptic.PasipD1tIBSjGd9h]{Handaxe}Light weapon
@UUID[Compendium.cyphersystem-compendium.weapons-post-apocalyptic.Z2P8uHd0D7sdFFNx]{Knife, multipurpose}Light weapon, asset to small repair tasks
Other ItemsNotes
@UUID[Compendium.cyphersystem-compendium.equipment-post-apocalyptic.g7ZsP8QRo5xMCDTc]{Gas mask}Breathable air for four hours
@UUID[Compendium.cyphersystem-compendium.equipment-post-apocalyptic.GAclXwNftLTjeFAf]{Padlock with keys}
@UUID[Compendium.cyphersystem-compendium.equipment-post-apocalyptic.0vFrABenylbBi3yw]{Portable lamp, solar}

Expensive Items

Other ItemsNotes
@UUID[Compendium.cyphersystem-compendium.equipment-post-apocalyptic.1j2c4v8TaLTVzmcZ]{Radiation detector}
@UUID[Compendium.cyphersystem-compendium.equipment-post-apocalyptic.cGUAvAFO5b83snP2]{Nightvision goggles}
@UUID[Compendium.cyphersystem-compendium.equipment-post-apocalyptic.862NWqhznbgLC5AG]{Radiation tent}Prevents radiation damage for three days
@UUID[Compendium.cyphersystem-compendium.equipment-post-apocalyptic.s23m8lRUYCXNthKZ]{Radiation pill (pack of 5)}Asset for defense tasks against radiation effects for twelve hours

Scavenging

Characters in a post-apocalyptic setting must usually spend part of each day scavenging for supplies or a place of safety.

Food and Shelter: Generally speaking, characters must spend two to four hours searching through the rubble and ruins before succeeding. Finding enough food for a group of characters to eat for one day is a difficulty 5 Intellect task. Finding a place of relative safety to regroup and rest is also difficulty 5. Characters who succeed on either one of these also get to roll up to once each day on the Useful Stuff table and three times on the Junk table.

Found food often takes the form of canned, processed, dried, or otherwise preserved goods from before the apocalypse, but sometimes it includes fresh fruits and vegetables found growing wild or cultivated by other survivors. Safe places to hole up include homes, RVs, offices, apartments, or any location that can be secured and defended and isn’t radioactive, poisoned, or overrun with hostile creatures.

The difficulty of succeeding at finding food, water, and a safe place varies by location and by how many days the characters have already spent in one location. Each week the PCs spend at the same location hinders subsequent scavenging tasks and requires that they succeed on a new task to determine if the place they’re staying is still safe. The result of failing to find food and water is obvious. If the PCs fail at the task of finding (or keeping) a safe place, their presence is noticed by hostile forces, or they face a result from the Wasteland Threats table.

Useful Stuff: Food, water, and a safe place to rest are the most important finds, and are the basis of each scavenging task. But other obviously useful stuff is often found along with these basic requirements. When a group of characters successfully finds either food and water or a safe place, consult the Useful Stuff table up to once per day. If it’s the first day the PCs have searched in a particular area, each character might find something useful, but in succeeding days, a group normally gets only a single roll to find useful stuff.

Useful stuff also includes a “loot” entry. Loot includes collectible coins from before the apocalypse, such as silver dollars and gold eagles. It also includes jewelry and artwork that survived the disaster and related material that can be used as currency or barter when the characters find other survivors or arrive at a trade town.

Items found on the Useful Stuff table are generally expensive or exorbitant items (except for firearms, which start in the expensive category).

Junk: Characters who find food and water also find lots of junk. They are free to ignore that junk, but some PCs might have a use for what they find, especially those with the Scavenges focus. All characters gain up to three results on the Junk table each time they successfully scavenge for food or a safe place to stay. Sometimes junk can be fixed, but more often it can be disassembled and used as parts to create something else.

Useful Stuff

d100Item Found
01–10Tools (provide an asset to tasks related to repair and crafting)
11–20Medicine (provides an asset to one healing-related task)
21–25Binoculars
26–35

Chocolate bar or similarly sought-after candy or snack

36–45Textbook (provides an asset to a knowledge-related task)
46–50Coffee or tea
51–55Gun or rifle with ten shells or bullets
56–60Flashlight
61–65Loot
66–70Gasoline (2d6 × 10 gallons)
71–75Batteries
76–80Functioning vehicle (sedan, pickup, motorcycle, etc.)
81–85Generator
86–90MRE cache (food and water for six people for 1d6 weeks)
91–95Ammunition cache (100 shells or bullets for 1d6 different weapons)
96–97Helpful stranger (level 1d6 + 2, stays with the PCs for a week or two)
98–99Cypher (in addition to any other cyphers the GM awards)
00Artifact (in addition to any other artifacts the GM awards)

Junk

d6Item Found
1

Electronic junk (stereo, DVD/Blu-ray player, smartphone, electric fan, printer, router, etc.)

2Plastic junk (lawn furniture, baby seat, simple toys, inflatable pool, etc.)
3Dangerous junk (paint, rat poison, solvents, industrial chemicals, etc.)
4Metallic junk (car bodies, old playsets, grills, empty barrels, frying pan, etc.)
5Glass junk (vases, windows, bowls, decorative pieces, etc.)
6Textile junk (coats, pants, shirts, bathing suits, blankets, rugs, etc.)

Post-Apocalyptic Artifacts

Artifacts in a post-apocalyptic game include still-working technology from before the disaster that is not widely available, as well as cobbled-together pieces of tech that can weaponize previously prosaic items. If the apocalypse was related to some kind of alien invasion, artifacts would include even stranger items.

@UUID[Compendium.cyphersystem-compendium.artifacts-post-apocalyptic.RCr7oVmh9Lhk9jHG]{Autodoc} @UUID[Compendium.cyphersystem-compendium.artifacts-post-apocalyptic.54P9fzXQjgpQT1gZ]{Enviroscanner} @UUID[Compendium.cyphersystem-compendium.artifacts-post-apocalyptic.xGGPXV5UufPD4m5F]{Military exoskeleton} @UUID[Compendium.cyphersystem-compendium.artifacts-post-apocalyptic.T82EmpHsb9cNyyPX]{Rocket fist} @UUID[Compendium.cyphersystem-compendium.artifacts-post-apocalyptic.rQg6ztpLMylwK5RB]{Rocket-propelled grenade} @UUID[Compendium.cyphersystem-compendium.artifacts-post-apocalyptic.lQDbPJOz1VYXe54s]{Terahertz scanner}

Post-Apocalyptic Species Descriptors

In a post-apocalyptic setting, some GMs may want to offer species affected by the disaster.

Morlock

You have lived your life deep underground in artificial bunkers, hidden from the world’s destruction and the brutal scavengers that live above. As a morlock, you have a keen mind for the technology salvaged from the before-time. In fact, every morlock comes of age by fitting a piece of morlock technology to its body to provide enhancement and extend its life. This means that you are part flesh and part machine. Your skin is as pale as milk, except where it’s been replaced with strips of metal and glowing circuits.

You gain the following characteristics:

Enhanced Intelligence: +2 to your Intellect Pool.

Cyborg Body: +2 to your Might Pool and your Speed Pool.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.Td605GMSP4TqfliK]{Partially Metallic}: +1 to Armor.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.2X7nKuAiBRfFgUiS]{Repair and Maintenance}: As an entity of living flesh and humming machinery, you must first succeed on a difficulty 2 repair task before making a recovery roll. On a failure, the recovery roll is not used; however, the normal rules for retrying apply, and you must use Effort on a new roll if you wish to try again. In addition to the normal options for using Effort, you can choose to use Effort to heal additional points to your Pools (each level of Effort healing an additional 2 points to your Pools if you succeed).

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.64yLvSVOIqtV8IvT]{Morlock Prejudice}: While among non-morlocks, all positive interaction tasks are hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. The PCs found you in a collapsed subterranean tunnel.

  2. The other PCs encountered you exploring underground, and you convinced them to allow you to accompany them.

  3. You were exiled from the morlock communities and needed help on the surface.

  4. The only way to save the morlock community you hail from is to venture to the surface and find a mechanical part needed to repair a failing ancient system.

Roach

You are born of a species of evolved insects once called “cockroach,” but that is far in the past. Radiation and forced evolution have radically increased your size, shape, and ability to think. Your exoskeleton mimics the shape of a human being, though not perfectly. When you move about human society, shadows and cloaks are your ally if you wish to pass unnoticed. When those of your kind are discovered, it usually goes poorly for someone. You, however, have a wandering spirit and seek to explore the fallen world and find a new way forward.

You gain the following characteristics:

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.vNOlLQDmc53SXZ0B]{Scuttler}: Your Speed Edge increases by 1.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.GsDnTWDfehGuhsQS]{Sense by Scent}: You can sense your environment even in total darkness.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.8OYU2L2128I1PE9m]{Cling}: You can move an immediate distance each round on walls or clinging to the ceiling.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.LD2sREknTpeCQErE]{Carapace}: +1 to Armor.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.gEBLiYb25Mpx65Eo]{Glide}: You can extend small wings from your carapace that grant an asset in jumping tasks and allow you to fall up to a short distance without taking damage.

@UUID[Compendium.cyphersystem-compendium.basic-skills.DraIKUQRw8KrnC4o]{Skill}: You are trained in disguise tasks.

@UUID[Compendium.cyphersystem-compendium.inabilities.PeQrx8tfHEDrOlW6]{Inability}: You are susceptible to disease and poison. Defense rolls against disease or poison are hindered.

@UUID[Compendium.cyphersystem-compendium.inabilities.P42u9vKoBQjOtUbE]{Inability}: You mimic a human, but you are not as fierce. Tasks involving combat— including attack and defense rolls—are hindered.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.soRZpGrbrjyyBHpW]{Insect Prejudice}: While among non-roaches, all positive interaction tasks are hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. The PCs didn’t realize what you were when they asked for your help.

  2. You’ve managed to hide your roach ancestry so well that everyone thinks you are like them.

  3. You are the last of your kind.

  4. You have a secret agenda, and the PCs were gullible enough to let you come along.

","markdown":""},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"ownership":{"default":-1},"flags":{}},{"sort":599610,"name":"Genre: Fairy Tale","type":"text","_id":"BW4rWFL1jsU98e0B","title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"

The genre of fairy tales is a wide one, crossing into almost every culture and encompassing everything from early oral stories passed down from generation to generation to the more modern literary fairy tale. What makes something a fairy tale? While there’s a great deal of discussion around that question, most have a number of things in common: a series of far-fetched events; fantastical beings such as talking animals, elves, goblins, mermaids, witches, and dragons; and objects that have magical elements.

One of the powers of a fairy tale—or a game set in a fairy tale-inspired setting—is its ability to create a sense of wonder and to evoke players’ imaginations while still allowing them to keep one foot in the known. The very settings themselves are both enchanted and somehow familiar, whether the characters are entering a magical woods, falling down a rabbit hole, or embarking on a voyage to Neverland. Those beasts and beings who stalk such places are equally wondrous, and offer fantastic starting points for any number of adventures.

To heighten the sense of wonder in a fairy tale adventure or campaign, a GM might consider presenting the game in a modern setting. In a modern setting, characters have regular jobs that don’t normally involve hunting goblins or helping talking fish solve puzzles. This means that when the moths take shape and become the cloak of a princess of summer come to beg a favor or steal a child, or the house grows legs and runs away one morning, the player characters will be rightfully amazed (and perhaps somewhat terrified).

Nature of Faerie

Faerie (also called by many other names) is a dimension of magic separate from but closely parallel to the mundane world. It doesn’t matter whether Faerie is just a collective term for thousands of separate curled-up dimensions hidden in corners, in closets, or at the center of forests, or it’s one continuous realm that overlaps the real world where it’s thinnest. It’s a place those with open hearts can find by following a way between tall trees (or looming library shelves) to a realm where everything is different. Where elves walk, nymphs dance, unicorns gallop, and both natural growths and built structures become vast and enchanting.

Humans don’t tend to do well in such a world if they stay too long, as the sensory input is hard on the nervous system. But fey creatures depend on it, like plants to the light. A fey creature too long cut off from its land of origin (or its stream, hill, or burrow) slowly becomes mortal and then dies.

When a fey creature is cut by silvered or cold iron weapons, they temporarily lose the sustaining benefit of their connection to Faerie. This severed connection usually disrupts a fey creature’s ability to heal. A silvered weapon is one that contains silver as part of an alloying process, has silver inlay, or has been coated in a dusting of silver powder (which usually lasts only through a single fight). In truth, many items in the modern era are cold-forged, while many others are not. We suggest that any hand-forged item containing iron could be considered a cold-forged weapon for harming fey creatures. Thus, most bullets and other modern items wouldn’t be treated as cold iron by this definition, but some would fit the bill.

Basic Creatures and NPCs for a Fairy Tale Game

Most fey creatures of level 2 or higher regain 1 point of health per round, unless wounded by silvered or cold iron weapons.

@UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.JULnmDMPODWwSgyT]{Angry ants} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.VK2Iv9hH0ITqmvV9]{Erlking} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.PS7RVxRlUxllwCky]{Faerie} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.ijRly8phWTeUIy8r]{Feral tree} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.UXvVjQMo4BRwi2Ef]{Nymph} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.BJOh1w5ZImYrdKuM]{Pixie} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.2v0CeAw0V9Hql9iL]{Razorblade butterflies} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.NVjNYB0ApximA7Kn]{Talking cat} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.LZB001qKeGrqUyMZ]{Troll}

Fairy Tale Artifacts

Artifacts in a fantasy setting and magic items in other games focused on fantasy would also be suitable for a fairy tale setting. However, every fairy tale artifact should come with a quirk that sets it apart from a simple “wand of fire” or similar item. Come up with your own or roll a quirk on the table below.

d10Quirk
1Is sometimes invisible.
2Cries like a baby if jostled.
3Becomes cold as ice to the touch and emits cold vapor when danger threatens.
4Contains a secret compartment that invariably holds a chunk of rock broken from what might be a strange jade sculpture.
5Also serves as a key to some magically locked doors and chests.
6Bites owner with tiny teeth if jostled, dealing 1 point of damage.
7Always muttering and complaining, though useful warnings and other information can sometimes be gained.
8Jealous of any other manifest cyphers, artifacts, or beautiful objects in the wielder’s life.
9The “painting” of a princess of summer on the object sometimes leaves it, robbing the artifact of power.
10Causes flowers to grow wherever it is stored or set down.
","markdown":""},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"ownership":{"default":-1},"flags":{}},{"sort":599805,"name":"Genre: Historical","type":"text","_id":"hdLllcWxZ4VdDhlr","title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"

Setting your campaign in World War 2, the Renaissance, or the 1930s can be fun and interesting. However, setting it in ancient Greece or feudal Japan, for example, probably makes it more like fantasy without all the orcs and magic (although a game set in feudal Japan with orcs and magic could be fascinating).

One of the draws of playing in a historical adventure is the thrill of “being there” when something important happens. Thus, in many cases, historical adventures in RPGs shouldn’t be designed as campaigns, but instead serve as short-term experiences where players try something new, or at least something they don’t normally do: play as figures involved in a momentous historical event.

Historical games should take cues from the closely related areas of historical fiction and historical re-enactment. The lessons of great historical fiction include the following.

The GM should anchor the characters with problems or conflicts that connect them to the chosen time period; make sure that PC backgrounds contain one relevant detail to the chosen historical setting.

The GM shouldn’t fall into the trap of assuming that history was drab just because it is often presented along with old paintings, drawings, or blurred black-and-white photographs. Dramatic events, surprising twists, and unexpected situations are just as likely in a historical adventure as in any other kind.

What’s the point of a historical adventure if there is no suspense? Sure, everyone knows what happens at the end of any given historical battle, but the stories of individuals within those fights are not known. Will they live? Will they succeed in their mission? And what are the consequences? Think of all the war movies that rely on that exact latitude to tell great stories.

Make sure you know when the campaign ends. Maybe it’s when the PCs successfully accomplish a specific task, but it might be externally timed to when a historical event takes place, whether they are attempting to offer aid, thwart it, or merely be aware of it as they attempt to do something that history hasn’t recorded.

Don’t create more than you need to. Be ready to tell the PCs what they see and who they encounter when they are introduced to a historical location or person, but don’t worry about things that they likely will never see. Yes, figure out what kind of currency is used, but making a super-accurate list of prices just isn’t necessary; the players will take your word for the cost of items and many other details. You’re evoking a historical setting with your game, not writing a book report.

Be wary about stereotypes and cultural misappropriation. History, as they say, is written by the victors. The ancient Greeks wrote that other cultures were all barbaric, and the European settlers called the natives in North America savages, but that doesn’t mean it’s true. If all you know about a time period is a movie set in that period, you’ll have a skewed version of events and culture. Be willing to go deeper than Braveheart or The Last Samurai, or maybe choose a different genre.

Running a Historical Game

Preparation is important in a historical game, and most of that entails choosing a historical period—or a specific historical event—as the setting. Given that all of history can serve, you won’t lack for resources. Below are a few possibilities. Of course, the farther back you set your game, the less information on specific events is available. On the other hand, that frees you up to get creative.

Once you choose the historical period and any special events you want to include in your adventure or campaign, direct your players to an appropriate set of foci. Alternately, you can have your players play as historically significant figures, but if you do this, you may want to create their characters ahead of time. Most GMs will probably want to save historically significant individuals for use as NPCs.

The players will need some kind of grounding in what to expect in the time period you’ve chosen. Just like they need an idea of what magic can do in a fantasy game, they will need a general idea of what kind of technology is available, the broad strokes of what their characters might know and not know, and so on. Maybe have them read a Wikipedia entry, at the very least.

If you’re looking for inspiration for time periods in which to set your historical game, here are some possible ideas: prehistory, classical antiquity, ancient Egypt, the American revolution, ancient China, World War II, Edo Period Japan, Medieval Europe, and the American Old West.

Suggested Types for a Historical Game

RoleType
Constable (or night watchman)Explorer with combat flavor
DetectiveExplorer with stealth flavor and skills and knowledge flavor
KnightWarrior
PirateExplorer with stealth flavor
TutorSpeaker
MerchantSpeaker with skills and knowledge flavor
SmithSpeaker with some warrior abilities and skills and knowledge flavor
PlaywrightSpeaker
NobleSpeaker with skills and knowledge flavor
ExplorerExplorer
PriestSpeaker

Basic Creatures and NPCs for a Historical Game

@UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.ZT13lzcl6dsvg8HX]{Cat} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.MwSOqh6IDnwKis8b]{Dodo} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.JZbErZ6hAgtHrgim]{Dog} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.vmvgLdR7JKdsukCW]{Dog, guard} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.61EndqAjZ2ZZZuS9]{Horse} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.8AhrSmfhARlAahxp]{Merchant} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.HKcVbxx1xGOpyVk4]{Noble} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.qLFrfE0E9w6BcG48]{Rat} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.Ax77ZEkAA3XJBPaA]{Serf} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.PXVS2kwvslh30lBB]{Snake, poisonous} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.vhGua32GarGCzLGv]{Warhorse}

Historical Artifacts

The concept of artifacts is probably inappropriate for a historical setting without some kind of supernatural, fantastical, or science fiction element. That said, objects of mystery such as the Antikythera mechanism (an ancient analog computer and orrery used to predict eclipses and other astronomical positions) reveal that the ancient world—and by extension more recent historical periods—contained fascinating and useful objects that were anachronistic for their period. Most such artifacts were likely the creations of philosophers, lone geniuses, and similar figures.

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This chapter describes many common and uncommon creatures that the characters might meet—and fight—in a Cypher System game and gives their stats. The variety of creatures that populate the possible settings and genres is so great that this chapter only scratches the surface. It does, however, provide examples of kinds of inhabitants—bestial and civilized, living and undead, organic and inorganic—so that you can easily extrapolate and create your own.

Understanding the Listings

Every creature is presented by name, followed by a standard template that includes the following categories.

Level: Like the difficulty of a task, each creature and NPC has a level attached to it. You use the level to determine the target number a PC must reach to attack or defend against the opponent. In each entry, the difficulty number for the creature or NPC is listed in parentheses after its level. As shown on the following table, the target number is three times the level.

LevelTarget Number
13
26
39
412
515
618
721
824
927
1030

Description: Following the name of the creature or NPC is a general description of its appearance, nature, intelligence, or background.

Motive: This entry is a way to help the GM understand what a creature or NPC wants. Every creature or person wants something, even if it’s just to be left alone.

Environment: This entry describes whether the creature tends to be solitary or travel in groups and what kind of terrain it inhabits (such as “They travel in packs through dry wastes and temperate lowlands”).

Health: A creature’s target number is usually also its health, which is the amount of damage it can sustain before it is dead or incapacitated. For easy reference, the entries always list a creature’s health, even when it’s the normal amount for a creature of its level.

Damage Inflicted: Generally, when creatures hit in combat, they inflict their level in damage regardless of the form of attack. Some inflict more or less or have a special modifier to damage. Intelligent NPCs often use weapons, but this is more a flavor issue than a mechanical one. In other words, it doesn’t matter if a level 3 foe uses a sword or claws—it deals the same damage if it hits. The entries always specify the amount of damage inflicted, even if it’s the normal amount for a creature of its level.

Armor: This is the creature’s Armor value. Sometimes the number represents physical armor, and other times it represents natural protection. This entry doesn’t appear in the game stats if a creature has no Armor.

Movement: Movement determines how far the creature can move in a single turn. Creatures have movements of immediate, short, long, or very long, which equate to the ranges of the same name. Most PCs have an effective movement of short, so if they are chasing (or being chased by) a creature with immediate movement, their Speed tasks are eased; if the creature’s movement is long or greater, the PCs’ Speed tasks are hindered.

Modifications: Use these default numbers when a creature’s information says to use a different target number. For example, a level 4 creature might say “defends as level 5,” which means PCs attacking it must roll a target number of 15 (for difficulty 5) instead of 12 (for difficulty 4). In special circumstances, some creatures have other modifications, but these are almost always specific to their level.

Combat: This entry gives advice on using the creature in combat, such as “This creature uses ambushes and hit-and-run tactics.” At the end of the combat listing, you’ll also find any special abilities, such as immunities, poisons, and healing skills. GMs should be logical about a creature’s reaction to a particular action or attack by a PC. For example, a mechanical creation is immune to normal diseases, a character can’t poison a being of energy (at least, not with a conventional poison), and so on.

Interaction: This entry gives advice on using the creature in interactions, such as “These creatures are willing to talk but respond poorly to threats,” or “This creature is an animal and acts like an animal.”

Use: This entry gives the GM suggestions for how to use the creature in a game session. It might provide general notes or specific adventure ideas.

Loot: This entry indicates what the PCs might gain if they take items from their fallen foes (or trade with or trick them). It doesn’t appear in the game stats if the creature has no loot.

GM Intrusion: This optional entry in the stats suggests a way to use GM intrusion in an encounter with the creature. It’s just one possible idea of many, and the GM is encouraged to come up with their own uses of the game mechanic.

Creatures

@UUID[Compendium.cyphersystem-compendium.creatures.GcRpFtcOQDpGvU4H]{Abomination} @UUID[Compendium.cyphersystem-compendium.creatures.17NSMk419kHRvwoP]{Chimera} @UUID[Compendium.cyphersystem-compendium.creatures.Ds2TiPhzGcBio6uy]{Chronophage} @UUID[Compendium.cyphersystem-compendium.creatures.6XzVLD44cRlhPIfO]{Deep one} @UUID[Compendium.cyphersystem-compendium.creatures.dEUcFhzvuB3ufhv5]{Deinonychus} @UUID[Compendium.cyphersystem-compendium.creatures.0NEyK7k8eNvN9oRt]{Demigod} @UUID[Compendium.cyphersystem-compendium.creatures.C2tRCVUtCl1OEb7M]{Demon} @UUID[Compendium.cyphersystem-compendium.creatures.Z4Y7VaCkpXbCZ2yy]{Devil} @UUID[Compendium.cyphersystem-compendium.creatures.D25NNlnriTPYwXvl]{Djinni} @UUID[Compendium.cyphersystem-compendium.creatures.huhkLDlDaru359Bf]{Dragon} @UUID[Compendium.cyphersystem-compendium.creatures.li1H57vGnKM9EY61]{Earth elemental} @UUID[Compendium.cyphersystem-compendium.creatures.WcxUomm2dqg2s2mU]{Enthraller} @UUID[Compendium.cyphersystem-compendium.creatures.p5ugVxzZFUe8r2To]{Fallen angel} @UUID[Compendium.cyphersystem-compendium.creatures.W7lOvxxSkcShe4Y9]{Fire elemental} @UUID[Compendium.cyphersystem-compendium.creatures.CbyPd1QoYjZGISN9]{Fusion hound} @UUID[Compendium.cyphersystem-compendium.creatures.02LotzBPq6hZTu2N]{Ghost} @UUID[Compendium.cyphersystem-compendium.creatures.92AH6pnL8Mknw6ok]{Ghoul} @UUID[Compendium.cyphersystem-compendium.creatures.gc0tYELtVAJRfFL6]{Giant} @UUID[Compendium.cyphersystem-compendium.creatures.U508Iiym5DOrLbCP]{Giant rat} @UUID[Compendium.cyphersystem-compendium.creatures.G1R1ESjuGxTJ7VwN]{Giant snake} @UUID[Compendium.cyphersystem-compendium.creatures.PlHlqDlwByGRX8T3]{Giant spider} @UUID[Compendium.cyphersystem-compendium.creatures.StSE44DNprZ4X4t8]{Goblin} @UUID[Compendium.cyphersystem-compendium.creatures.nBJ1PaZw7VugehNT]{Golem} @UUID[Compendium.cyphersystem-compendium.creatures.v5KdQP0xAVsoznyE]{Grey} @UUID[Compendium.cyphersystem-compendium.creatures.gDdZYUFdqZhmK3Oc]{Kaiju} @UUID[Compendium.cyphersystem-compendium.creatures.Iyx0QTRTuHLwr2g4]{Killer clown} @UUID[Compendium.cyphersystem-compendium.creatures.m9Hqr0shnpvRfgiF]{Killing white light} @UUID[Compendium.cyphersystem-compendium.creatures.EX0RBWZzdGetaDK9]{Mechanical soldier} @UUID[Compendium.cyphersystem-compendium.creatures.LkiVCVe5HhMi8Hc8]{Mi-go} @UUID[Compendium.cyphersystem-compendium.creatures.ZLDxtrbI1te50O1k]{Mokuren} @UUID[Compendium.cyphersystem-compendium.creatures.2BTNWIpNjjd696xa]{Nuppeppo} @UUID[Compendium.cyphersystem-compendium.creatures.Jo0ULIISkFpZDV85]{Ogre} @UUID[Compendium.cyphersystem-compendium.creatures.obJAuUihAMdRF9j2]{Orc} @UUID[Compendium.cyphersystem-compendium.creatures.KrHZmg9AKHxbGRnk]{Prince(ss) of summer} @UUID[Compendium.cyphersystem-compendium.creatures.axcyoROutmXNdzNk]{Puppet tree} @UUID[Compendium.cyphersystem-compendium.creatures.qT2StUmJ4FDfS2Ji]{Ravage bear} @UUID[Compendium.cyphersystem-compendium.creatures.n54pC87T2nULqbCJ]{Replicant} @UUID[Compendium.cyphersystem-compendium.creatures.qB1fv8beRDJG465z]{Shadow elf} @UUID[Compendium.cyphersystem-compendium.creatures.MQI4Poo9zZKrgKhc]{Skeleton} @UUID[Compendium.cyphersystem-compendium.creatures.nkAvknrgByU2kBSn]{Statue, animate} @UUID[Compendium.cyphersystem-compendium.creatures.E7LZFxUVnPeXLIgX]{Tyrannosaurus rex} @UUID[Compendium.cyphersystem-compendium.creatures.37pnRQFiOHt47hFP]{Vampire} @UUID[Compendium.cyphersystem-compendium.creatures.PIJ3eSbmYUGztjb1]{Vampire, transitional} @UUID[Compendium.cyphersystem-compendium.creatures.QFTQJ4Z4kmHVr23P]{Vat reject} @UUID[Compendium.cyphersystem-compendium.creatures.WsWJRqBjUW1WO1Wp]{Wardroid} @UUID[Compendium.cyphersystem-compendium.creatures.3jAoNYaS0CHUjkqS]{Werewolf} @UUID[Compendium.cyphersystem-compendium.creatures.2nv7KEvkNXsUOykU]{Witch} @UUID[Compendium.cyphersystem-compendium.creatures.Ziw2e08pt2Fc8vHz]{Xenoparasite} @UUID[Compendium.cyphersystem-compendium.creatures.dWvlzVDxmAUQxT7s]{Zombie}

Normal Animals

Unlike many creatures in this chapter, normal animals are simple and understandable enough to be encapsulated by just their level and maybe one or two other stats.

@UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.p7RwEbxxv74Xy0NP]{Bear, black} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.3NRZdgMZXVcEsqWl]{Bear, grizzly} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.JZbErZ6hAgtHrgim]{Dog} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.vmvgLdR7JKdsukCW]{Dog, guard} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.pNEII8Wup8xjZfuA]{Hawk} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.61EndqAjZ2ZZZuS9]{Horse} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.qLFrfE0E9w6BcG48]{Rat} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.RxtZyeRliCY3v9In]{Rattlesnake}

NPCs

The NPCs in this chapter are generic examples of nonplayer characters that can be used in many genres.

Reskinning NPCs: GMs will find that with a few tweaks, a guard can be a modern-day cop, a fantasy caravan guard, or a science fiction drone soldier. This is known as reskinning—making slight changes to existing stats to customize the NPC for your own game.

Health, Not Pools: Remember that NPCs don’t have stat Pools. Instead, they have a characteristic called health. When an NPC takes damage of any kind, the amount is subtracted from its health. Unless described otherwise, an NPC’s health is always equal to its target number. Some NPCs might have special reactions to or defenses against attacks that would normally deal Speed damage or Intellect damage, but unless the NPC’s description specifically explains this, assume that all damage is subtracted from the NPC’s health.

Appropriate Weapons: NPCs use weapons appropriate to their situation, which might be swords and crossbows, knives and shotguns, malefic psychic weapons, blasters and grenades, and so on.

@UUID[Compendium.cyphersystem-compendium.npcs.rnq3fP5XVmqEmZWG]{Assassin} @UUID[Compendium.cyphersystem-compendium.npcs.IXoOu0XGctC51WFn]{Cannibal} @UUID[Compendium.cyphersystem-compendium.npcs.jZT0TZAHaKkZ8kGv]{Crime boss} @UUID[Compendium.cyphersystem-compendium.npcs.17FhJIqwNpdkCE3Q]{Detective} @UUID[Compendium.cyphersystem-compendium.npcs.vamqtdZeooEZTvVA]{Guard} @UUID[Compendium.cyphersystem-compendium.npcs.mIkMohVYFvaiNwZB]{Occultist} @UUID[Compendium.cyphersystem-compendium.npcs.SMQHtX6tTqzNShpA]{Secret agent} @UUID[Compendium.cyphersystem-compendium.npcs.dxKy262U5XR9IQdV]{Thug} @UUID[Compendium.cyphersystem-compendium.npcs.T49YQrtaJRk1stLD]{Wizard, mighty}

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Cyphers are one-use abilities that characters gain over the course of play. They have cool powers that can heal, make attacks, ease or hinder task rolls, or (in a more supernatural and extreme example) produce effects such as nullifying gravity or turning something invisible.

Most cyphers aren’t physical objects—just something useful that happens right when you need it. They might be a burst of insight that allows a character to make a perfectly executed attack, a lucky guess when using a computer terminal, a coincidental distraction that gives you an advantage against an NPC, or a supernatural entity that makes things work out in your favor. In some games, cyphers come in the form of items, like magic potions or bits of alien technology.

Cyphers that don’t have a physical form are called subtle cyphers.

Cyphers that have a physical form are called manifest cyphers.

Regardless of their form, cyphers are single-use effects and are always consumed when used. Unless a cypher’s description says otherwise, it works only for the character who activates it. For example, a PC can’t use an enduring shield cypher on a friend.

Cyphers are a game mechanic designed for frequent discovery and use. PCs can have only a small number of cyphers at any given time, and since they’re always finding more, they’re encouraged to use them at a steady pace.

In theory, the cyphers gained by the PCs are determined randomly. However, the GM can allow PCs to acquire or find them intentionally as well. Cyphers are gained with such regularity that the PCs should feel that they can use them freely. There will always be more, and they’ll have different benefits. This means that in gameplay, cyphers are less like gear or treasure and more like character abilities that the players don’t choose. This leads to fun game moments where a player can say “Well, I’ve got an X that might help in this situation,” and X is always different. X might be an intuitive understanding of the local computer network, a favor from the Faerie Court, an explosive device, a short-range teleporter, or a force field. It might be a powerful magnet or a prayer that will cure disease. It could be anything. Cyphers keep the game fresh and interesting. Over time, characters can learn how to safely carry more and more cyphers at the same time, so cyphers really do seem more like abilities and less like gear.

“Carry” in this sense refers to both subtle cyphers and manifest cyphers, though a PC may not actually carry anything that physically represents the cypher. A character thrown into prison without their equipment might still have subtle cyphers.

Cyphers don’t have to be used to make room for new ones. For subtle cyphers, a character can just use an action to “lose” the cypher, freeing up space to “find” one later (once a subtle cypher is discarded this way, it is gone and can’t be recovered). For manifest cyphers, it’s perfectly acceptable for the PCs to stash one elsewhere for later use; of course, that doesn’t mean it will still be there when they return.

Why Cyphers?

Cyphers are (not surprisingly, based on the name) the heart of the Cypher System. This is because characters in this game have some abilities that rarely or never change and can always be counted on—pretty much like in all games—and they have some abilities that are ever-changing and inject a great deal of variability in play. They are the major reason why no Cypher System game session should ever be dull or feel just like the last session. This week your character can solve the problem by walking through walls, but last time it was because you could create an explosion that could level a city block.

The Cypher System, then, is one where PC abilities are fluid, with the GM and the players both having a role in their choice, their assignment, and their use. Although many things separate the game system from others, this aspect makes it unique, because cyphers recognize the importance and value of two things:

  1. “Treasure,” because character abilities make the game fun and exciting. In fact, in the early days of roleplaying, treasure (usually in the form of magic items found in dungeons) was really the only customization of characters that existed. One of the drives to go out and have adventures is so you can discover cool new things that help you when you go on even more adventures. This is true in many RPGs, but in the Cypher System, it’s built right into the game’s core.

  2. Letting the GM have a hand in determining PC abilities makes the game move more smoothly. Some GMs prefer to roll cyphers randomly, but some do not. For example, giving the PCs a cypher that will allow them to teleport far away might be a secret adventure seed placed by a forward-thinking GM. Because the GM has an idea of where the story is going, they can use cyphers to help guide the path. Alternatively, if the GM is open to it, they can give out cyphers that enable the characters to take a more proactive role (such as teleporting anywhere they want). Perhaps most important, they can do these things without worrying about the long-term ramifications of the ability. A device that lets you teleport multiple times might really mess up the game over the long term. But once? That’s just fun.

Cypher Limits

All characters have a maximum number of cyphers they can have at any one time, determined by their type. If a character ever attempts to carry more, random cyphers instantly disappear until the PC has a number of cyphers equal to their maximum (depending on the genre of the campaign, subtle cyphers may be more or less likely to vanish this way). These vanished cyphers are not recoverable.

Subtle Cyphers

Subtle (nonphysical) cyphers are a way to introduce cyphers into a game without overt “powered stuff”—no potions, alien crystals, or anything of that nature. They’re most useful, perhaps, in a modern or horror setting without obvious fantasy elements. Subtle cyphers are more like the inherent abilities PCs have, adding boosts to Edge, recovering points from Pools, coming up with ideas, and so on. In general, these are commonplace, non-supernatural effects—a subtle cypher wouldn’t create a laser beam or allow a character to walk through a wall. They don’t break the fragile bubble of believability in genres where flashy powers and abilities don’t make a lot of sense.

Subtle cyphers are particularly nice in a genre where the PCs are supposed to be normal people. The cyphers can simply be an expression of innate capabilities in characters that aren’t always dependable. And in many ways, that’s probably more realistic than an ability you can count on with certainty, because in real life, some days you can jump over a fence, and some days you just can’t.

Concepts for subtle cyphers include the following:

Good fortune: Once in a while, things just go your way. You’re in the right place at the right time.

Inspirations: Sometimes you get inspired to do something you’ve never done before and might not be able to do again. Call it adrenaline mixed with the right motivation, or just doing the right thing at the right place at the right time. Who can really define it? Life’s funny that way.

Alien concepts: Complex and utterly inhuman memes enter our world and worm their way into and out of human consciousness. When this happens, it can cause mental distress and disorientation. It can also grant impossible abilities and advantages.

Blessings: In a fantasy world, there are nine gods. Each morning, all intelligent residents of the world pray to one of the gods, and some of the faithful gain a divine blessing. Some people believe that praying to different gods gives you different blessings.

Earworms: You know how some songs pop into your head and just won’t leave? There’s a power to those songs, and the right people know how to harness it. Make the songs disturbing or reminiscent of evil chants, and you’ve got a perfect cypher concept for a horror campaign.

Mysterious transmissions: What’s that buzzing? That mechanical chittering? Those numbers repeating over and over? And why can only some people hear it? A few who are aware of the sounds have learned how to make use of them.

Supernatural powers: Mental or mystical energies constantly shift and change, ebb and flow. But you’ve figured out how to attune your mind to them. There are no physical actions or paraphernalia required—just an inner conduit to the numinous.

Discovering Subtle Cyphers

Since subtle cyphers aren’t physical objects, GMs will need to figure out when to give PCs new ones to replace the ones they have used. The cyphers probably shouldn’t be tied to actions entirely under the characters’ control—in other words, they shouldn’t come as a result of meditation or anything of that nature. Instead, the GM should choose significant points in the story when new cyphers might simply come unbidden to the PCs. In the broader view, this is no different than manifest cyphers placed as treasure in a creature’s lair, a secret cache, or somewhere else for the characters to find. Either way, the GM is picking good spots to “refill” potentially used cypher-based abilities.

Subtle cyphers are often found in groups of one to six (the GM can roll 1d6 to determine the number). The GM might randomly assign the cyphers to each PC who has space for more, or present a selection of cyphers to the group and allow the players to choose which ones they want for their characters. Characters should immediately know what their subtle cyphers do. If a PC activates a healing subtle cypher when they think it’s something to help pick a lock, that’s a waste of a useful character ability.

PCs might be able to obtain subtle cyphers from NPCs or in unusual circumstances as gifts, boons, or blessings, even asking for a particular kind of subtle cypher, such as healing, protection, or skill. For example, PCs who make a donation at a temple of a healing goddess could ask to receive a blessing (subtle cypher) that allows them to speak a healing prayer that restores points to one of their Pools. An NPC wizard who owes the PCs a favor might cast a spell on them that deflects one weapon if they say a magic word. An alien pylon might grant knowledge of a strange mental code that lets a person see in the dark for a few hours.

A PC can also acquire a new subtle cypher by spending 1 XP on one of the following player intrusions:

General cypher: You ask the GM for a general subtle cypher, such as “healing,” “movement,” “defense,” or perhaps something as specific as “flight.” The GM gives you a cypher that meets that description and randomly determines its level. If you don’t have space for this cypher, you immediately lose one of your current cyphers (your choice) and the new cypher takes its place.

Specific cypher: You ask the GM for a specific subtle cypher (such as a curative or stim) of a specific level. Make an Intellect roll with a difficulty equal to the cypher’s level plus 1. If you have had this cypher before, the task is eased. If you fail the roll, you do not gain a cypher. If you succeed, the GM gives you that subtle cypher at that level. If you don’t have space for this new cypher, you immediately lose one of your current cyphers (your choice) and the new cypher takes its place. Whether or not you succeed at the roll, the 1 XP is spent.

Manifest Cyphers

Because manifest cyphers are physical objects, and people are familiar with the idea of finding “treasure” as part of playing an RPG, these kinds of cyphers are easy to get into the hands of the PCs. They are often found in groups of one to six (the GM can roll 1d6 to determine the number), usually because the characters are searching for them. They might be among the possessions of a fallen foe, hidden in a secret room, or scattered amid the wreckage of a crashed starship. The GM can prepare a list ahead of time of what successful searchers find. Sometimes this list is random, and sometimes there is logic behind it. For example, a warlock’s laboratory might contain four different magic potions that the PCs can find.

If the characters search for cyphers, the GM sets the difficulty of the task. It is usually 3 or 4, and scavenging can take fifteen minutes to an hour.

Scavenging is not the only way to obtain manifest cyphers. They can also be given as gifts, traded with merchants, or sometimes purchased in a shop.

Unlike subtle cyphers, characters don’t automatically know what manifest cyphers do. Once the PCs find a manifest cypher, identifying it is a separate task, based on Intellect and modified by knowledge of the topic at hand. In a fantasy setting, that knowledge would probably be magic, but in a science fiction setting, it might be technology. The GM sets the difficulty of the task, but it is usually 1 or 2. Thus, even the smallest amount of knowledge means that cypher identification is automatic. The process takes one to ten minutes. If the PCs can’t identify a cypher, they can bring it to an expert for identification and perhaps trade, if desired.

Manifest Cyphers Duplicating Subtle Cyphers

Lots of overlap exists between what subtle cyphers and manifest cyphers can do. Nearly anything that can be explained as a subtle cypher can just as easily be a magic item, scientific device, or other manifest object. A bit of luck that helps you sneak (a subtle cypher) and a potion that helps you sneak (a manifest cypher) do the exact same thing for a character. One advantage of manifest cyphers is that characters can easily trade them to each other or sell them to NPCs. On the other hand, manifest cyphers can be dropped or stolen, and subtle cyphers can’t.

It’s fine if the GM decides to include both kinds of cyphers in the same game. A horror game could begin with the PCs as normal people with subtle cyphers, but as time goes on, they find one-use spells in occult tomes, weird potions, and bone dust that has strange powers.

Using Cyphers

The action to use a cypher is Intellect based unless described otherwise or logic suggests otherwise. For example, throwing an explosive might be Speed based because the device is physical and not really technical, but using a ray emitter is Intellect based.

Because cyphers are single-use items, cyphers used to make attacks can never be used with the Spray or Arc Spray abilities that some characters might have. They are never treated as rapid-fire weapons.

Identified manifest cyphers can be used automatically. Once a manifest cypher is activated, if it has an ongoing effect, that effect applies only to the character who activated the cypher. A PC can’t activate a cypher and then hand it to another character to reap the benefits.

A character can attempt to use a manifest cypher that has not been identified; this is usually an Intellect task using the cypher’s level. Failure might mean that the PC can’t figure out how to use the cypher or that they use it incorrectly (GM’s discretion). Of course, even if the PC activates the unidentified cypher, they have no idea what its effect will be.

Cyphers are meant to be used regularly and often. If PCs are hoarding or saving their cyphers, feel free to give them a reason to put the cyphers into play.

Cypher Levels and Effects

All cyphers have a level and an effect. The level sometimes determines an aspect of the cypher’s power (how much damage it inflicts, for example) but otherwise it only determines the general efficacy, the way level works with any object. The Level entry for a cypher is usually a die roll, sometimes with a modifier, such as 1d6 or 1d6 + 4. The GM can roll to determine the cypher’s level, or can allow the player to roll when they receive the cypher.

Normal and Fantastic Effects

Cypher effects fall into two categories: normal and fantastic. Normal effects are things that could reasonably happen or be explained in the normal physical world we’re familiar with. Fantastic effects are things that can’t. A normal person could hit a target 240 feet (73 m) away with a football, quickly get over a cold, run across a tightrope, or multiply two two-digit numbers in their head. These tasks are difficult, but possible. A normal person can’t throw an armored car, regrow a severed arm, create a robot out of thin air, or control gravity with their mind. These tasks are impossible according to the world as we know it. Cypher effects are either normal (possible) or fantastic (impossible according to the world as we know it).

Normal cypher effects should be available to PCs regardless of the genre of your game. It’s perfectly reasonable for a modern, fantasy, horror, science fiction, or superhero PC to have a cypher that gives them a one-use bonus on an attack or skill task, lets them take a quick breather to recover a few points in a Pool, or helps them focus their will to avoid distractions or fatigue.

Fantastic cypher effects should be limited to games where magic, technology, or other factors stretch the definition of “impossible.” A cypher that turns a corpse into a zombie is out of place in a non-fantastic modern game, but is perfectly reasonable for a fantasy, science fiction, or superhero game, or even a horror game where zombies exist, as long as the GM decides there is an appropriate story explanation for it. The zombie cypher might be a necromantic spell in a fantasy or superhero game, a code that activates a swarm of nanobots in a science fiction game, or a virus in a horror game. The rules categorize some cypher effects as fantastic to help the GM decide whether to exclude cyphers that don’t fit the game they’re running. For example, it is appropriate for a GM running a zombie horror survival game set in 1990s Georgia to allow the zombie-creating cypher but not a teleportation cypher, because creating a zombie is a fantastic effect that fits the setting and teleportation isn’t.

Fantastic cyphers can be subtle or manifest.

Optional Rule: Normal Cyphers Duplicating Fantastic Effects

If the GM and players are willing to stretch their imaginations a bit, it’s possible to include some fantastic cypher effects in a game where only normal cypher effects should exist, even if the PCs are only using subtle cyphers. The player using the cypher just needs to come up with a practical, realistic explanation for how the fantastic result occurred (perhaps with a much shorter or reduced effect than what’s described in the cypher text).

For example, a PC with a phase changer who is trapped in a prison cell could say that instead of physically phasing through the wall, using the cypher means they find a long-forgotten secret door connected to a narrow hallway leading to safety. A PC with a fire detonation could say they notice a can of paint thinner in the room, kick it over, and throw a table lamp into the spill, creating a spark and a momentary burst of harmful flames. A PC with a monoblade could say they spot structural flaws in an opponent’s armor, allowing them to attack for the rest of that combat in such a way that the foe’s Armor doesn’t count.

These interpretations of fantastic cyphers in a non-fantastic setting require player ingenuity and GM willingness to embrace creative solutions (similar to players using player intrusions to make a change in the game world). The GM always has the right to veto the explanation for the fantastic effect, allowing the player to choose a different action instead of using the fantastic cypher.

Manifest Cypher Forms

None of the manifest cyphers in this chapter have a stated physical form. The entries don’t tell you if something is a potion, a pill, or a device you hold in your hands because that sort of detail varies greatly from genre to genre. Are they magic? Are they tech? Are they symbiotic creatures with programmed DNA? That’s up to the GM. It’s flavor, not mechanics. It’s as important or unimportant as the style of an NPC’s hair or the color of the car the bad guys are driving. In other words, it’s the kind of thing that is important in a roleplaying game, but at the same time doesn’t actually change anything (and RPGs have a lot of things like that, if you think about it).

A manifest cypher’s physical form can be anything at all, but there are some obvious choices based on genre. The GM can design a setting that uses just one type—for example, a magical world where all cyphers are potions made by faeries. Or they can use many types, perhaps mixing them from different genres. Some suggestions include the following.

Fantasy/Fairy Tale: Potions, scrolls, runeplates, tattoos, charms, powders, crystals, books with words of power.

Modern/Romance: Drugs (injections, pills, inhalants), viruses, smartphone apps.

Science Fiction/Post-Apocalyptic: Drugs (injections, pills, inhalants), computer programs, crystals, gadgets, viruses, biological implants, mechanical implants, nanotechnological injections.

Horror: Burrowing worms or insects, pages from forbidden books, horrific images.

Superhero: Forms from all the other genres.

Cypher Tables

@UUID[Compendium.cyphersystem-compendium.cypher-roll-tables.Bn74yPIGZJTwA9yO]{Manifest Cypher Table} @UUID[Compendium.cyphersystem-compendium.cypher-roll-tables.yXkmPLGNM6UH5nkx]{Subtle Cypher Table} @UUID[Compendium.cyphersystem-compendium.cypher-roll-tables.tAjYZpL0GKkROZpR]{Fantastic Cypher Table}

A Listing of Various Cyphers

All cyphers in this section may be manifest cyphers. It is the GM’s discretion whether a particular cypher can be a subtle cypher, and that decision usually depends on the setting. (The tables indicating subtle, manifest, and fantastic cyphers are just suggestions for a typical campaign setting.)

@UUID[Compendium.cyphersystem-compendium.cyphers.nB8zfVWuIB1VvHGl]{Adhesion} @UUID[Compendium.cyphersystem-compendium.cyphers.gXzG3cEX6b15T7fh]{Age taker} @UUID[Compendium.cyphersystem-compendium.cyphers.ss48CDstie5AjXsb]{Analeptic} @UUID[Compendium.cyphersystem-compendium.cyphers.kgft4WfHxO9r06wb]{Antivenom} @UUID[Compendium.cyphersystem-compendium.cyphers.KZ2X27pebWbEvQXQ]{Armor reinforcer} @UUID[Compendium.cyphersystem-compendium.cyphers.uqL6JmysWKztajSP]{Attractor} @UUID[Compendium.cyphersystem-compendium.cyphers.FfAhElBEyjyd4E17]{Banishing} @UUID[Compendium.cyphersystem-compendium.cyphers.bxWMBr5i7Lfxid9Q]{Best tool} @UUID[Compendium.cyphersystem-compendium.cyphers.dymzqQ69RJGT8TEs]{Blackout} @UUID[Compendium.cyphersystem-compendium.cyphers.z7B2LxlcLfLMkTFw]{Blinking} @UUID[Compendium.cyphersystem-compendium.cyphers.vji8MXWxGxr3A9jp]{Burst of speed} @UUID[Compendium.cyphersystem-compendium.cyphers.WIDPRS1tIpL3pa5F]{Catholicon} @UUID[Compendium.cyphersystem-compendium.cyphers.k8SHSyIu2KzAZja7]{Chemical factory} @UUID[Compendium.cyphersystem-compendium.cyphers.o4AITObjEyBSsjR1]{Comprehension} @UUID[Compendium.cyphersystem-compendium.cyphers.88PKQNeHojZRVZLd]{Condition remover} @UUID[Compendium.cyphersystem-compendium.cyphers.cjFun20hsxOrU4UF]{Contingent activator} @UUID[Compendium.cyphersystem-compendium.cyphers.8NupmDC7tXJhHdy3]{Controlled blinking} @UUID[Compendium.cyphersystem-compendium.cyphers.ewaouF5H001ecJI2]{Curative} @UUID[Compendium.cyphersystem-compendium.cyphers.J2uXPzk3Q3o9Fwpe]{Curse bringer} @UUID[Compendium.cyphersystem-compendium.cyphers.IxserEHDalfrzdvG]{Darksight} @UUID[Compendium.cyphersystem-compendium.cyphers.7ZAyXJ8gyV4ao0wO]{Death bringer} @UUID[Compendium.cyphersystem-compendium.cyphers.DRkKlxg4WKwUgl7T]{Density} @UUID[Compendium.cyphersystem-compendium.cyphers.GxcYZVXI0R3cMeMp]{Detonation} @UUID[Compendium.cyphersystem-compendium.cyphers.bzGwdlL0ZLPsxK9v]{Detonation (creature)} @UUID[Compendium.cyphersystem-compendium.cyphers.Z5An8np1ZHSTSWet]{Detonation (dessicating)} @UUID[Compendium.cyphersystem-compendium.cyphers.RkOFWVFfuWHSGBVf]{Detonation (flash)} @UUID[Compendium.cyphersystem-compendium.cyphers.GPk5tYAHThxyIj6p]{Detonation (gravity inversion)} @UUID[Compendium.cyphersystem-compendium.cyphers.0WWb6gMnrICVA77C]{Detonation (gravity)} @UUID[Compendium.cyphersystem-compendium.cyphers.VhbqMkTUgBS24ZV8]{Detonation (massive)} @UUID[Compendium.cyphersystem-compendium.cyphers.FaQAOTHsz8kAwYva]{Detonation (matter disruption)} @UUID[Compendium.cyphersystem-compendium.cyphers.54PPya95rv4yA3O5]{Detonation (pressure)} @UUID[Compendium.cyphersystem-compendium.cyphers.DuYwDKUWCozANHfi]{Detonation (singularity)} @UUID[Compendium.cyphersystem-compendium.cyphers.hIxIA4943U1u3a9M]{Detonation (sonic)} @UUID[Compendium.cyphersystem-compendium.cyphers.PIuFZaZUI84aZvSj]{Detonation (spawn)} @UUID[Compendium.cyphersystem-compendium.cyphers.bIcebdBZfthtc7gn]{Detonation (web)} @UUID[Compendium.cyphersystem-compendium.cyphers.q5zVuR0m6OyMBS3o]{Disarm} @UUID[Compendium.cyphersystem-compendium.cyphers.wRrdISsr5cmCYZX1]{Disguise module} @UUID[Compendium.cyphersystem-compendium.cyphers.FItOrZq5fp17b99h]{Disrupting} @UUID[Compendium.cyphersystem-compendium.cyphers.dYPtdYIVh8Fw2j0I]{Eagleseye} @UUID[Compendium.cyphersystem-compendium.cyphers.wlbjzEJE7xJQejRu]{Effect resistance} @UUID[Compendium.cyphersystem-compendium.cyphers.NeLV59uT8r0aOBYv]{Effort enhancer (combat)} @UUID[Compendium.cyphersystem-compendium.cyphers.Sq85TkiuqKKZEcZa]{Effort enhancer (noncombat)} @UUID[Compendium.cyphersystem-compendium.cyphers.29q4icxpIjmPru2K]{Enduring shield} @UUID[Compendium.cyphersystem-compendium.cyphers.40DQrFLuDX017odb]{Equipment cache} @UUID[Compendium.cyphersystem-compendium.cyphers.h5TSiPn7BeeIobmN]{Farsight} @UUID[Compendium.cyphersystem-compendium.cyphers.oNuUwELrZDJY1mIf]{Fireproofing} @UUID[Compendium.cyphersystem-compendium.cyphers.fl9zbMTjxj8vy6kJ]{Flame-retardant wall} @UUID[Compendium.cyphersystem-compendium.cyphers.SJDuyxdMrDv6FaGy]{Force cube} @UUID[Compendium.cyphersystem-compendium.cyphers.dQligdNAYAr6wWdE]{Force field} @UUID[Compendium.cyphersystem-compendium.cyphers.uBDH4lBnOxOXh5CF]{Force screen projector} @UUID[Compendium.cyphersystem-compendium.cyphers.m3NxCCUGiLIKIJNw]{Force shield projector} @UUID[Compendium.cyphersystem-compendium.cyphers.w96EvfwEri9x5Mct]{Friction reducer} @UUID[Compendium.cyphersystem-compendium.cyphers.R88ueN5kMGSameYW]{Frigid wall} @UUID[Compendium.cyphersystem-compendium.cyphers.4L0etvDYulpV4ksR]{Gas bomb} @UUID[Compendium.cyphersystem-compendium.cyphers.pNqglMkBswKP2ICu]{Gravity nullifier} @UUID[Compendium.cyphersystem-compendium.cyphers.vk0FLEfC4YB7dbQs]{Gravity-nullifying application} @UUID[Compendium.cyphersystem-compendium.cyphers.aeBDWdPvxdfj3pfs]{Heat attack} @UUID[Compendium.cyphersystem-compendium.cyphers.7zM8O87dW3jbTnU6]{Hunter/seeker} @UUID[Compendium.cyphersystem-compendium.cyphers.CtZSjgL4ckxcKYUP]{Image projector} @UUID[Compendium.cyphersystem-compendium.cyphers.ReuRZASIsUHgdhEg]{Inferno wall} @UUID[Compendium.cyphersystem-compendium.cyphers.XX53GbhoCBiHS6ks]{Infiltrator} @UUID[Compendium.cyphersystem-compendium.cyphers.AitEjkvspLX688ye]{Information sensor} @UUID[Compendium.cyphersystem-compendium.cyphers.x7qSUmMgvNqV0Ugn]{Instant servant} @UUID[Compendium.cyphersystem-compendium.cyphers.sJVUfXvSJucHYari]{Instant shelter} @UUID[Compendium.cyphersystem-compendium.cyphers.Y6EVgmva4C9tPihv]{Intellect booster} @UUID[Compendium.cyphersystem-compendium.cyphers.udWLm1XDgVieMEDu]{Intelligence enhancement} @UUID[Compendium.cyphersystem-compendium.cyphers.5tLchT3lzBveqkxp]{Knowledge enhancement} @UUID[Compendium.cyphersystem-compendium.cyphers.WXP9irBlSYL49O46]{Lightning wall} @UUID[Compendium.cyphersystem-compendium.cyphers.MTgWJDJa0xrNOUMa]{Machine control} @UUID[Compendium.cyphersystem-compendium.cyphers.Kn3VvkesD5GVq0iI]{Magnetic attack drill} @UUID[Compendium.cyphersystem-compendium.cyphers.yYUMQ6PEMdyJsi6u]{Magnetic master} @UUID[Compendium.cyphersystem-compendium.cyphers.6ccQDO1fUZfF3qdo]{Magnetic shield} @UUID[Compendium.cyphersystem-compendium.cyphers.3ww0ueljUh3Fu4WN]{Manipulation beam} @UUID[Compendium.cyphersystem-compendium.cyphers.E3QMkfRIuJeWQh76]{Matter transference ray} @UUID[Compendium.cyphersystem-compendium.cyphers.zqv51NhAhlMBm2lG]{Meditation aid} @UUID[Compendium.cyphersystem-compendium.cyphers.rAka1a1rfa6U9ejN]{Memory switch} @UUID[Compendium.cyphersystem-compendium.cyphers.GS3GUtjmhIYxF8vb]{Mental scrambler} @UUID[Compendium.cyphersystem-compendium.cyphers.y710ojHG9JfbAHXq]{Metal death} @UUID[Compendium.cyphersystem-compendium.cyphers.9MBc2aywmCotLHZs]{Mind meld} @UUID[Compendium.cyphersystem-compendium.cyphers.f9o3v4yUbE2rOvkA]{Mind stabilizer} @UUID[Compendium.cyphersystem-compendium.cyphers.sgjAHLqFtHWLzSeV]{Mind-restricting wall} @UUID[Compendium.cyphersystem-compendium.cyphers.qyafaJwEsqCVU5ht]{Monoblade} @UUID[Compendium.cyphersystem-compendium.cyphers.adjHowuCfAqznUtV]{Monohorn} @UUID[Compendium.cyphersystem-compendium.cyphers.nH3BFfduw18UhsrN]{Motion sensor} @UUID[Compendium.cyphersystem-compendium.cyphers.ExszgFle5nmrHPSR]{Null field} @UUID[Compendium.cyphersystem-compendium.cyphers.yjjqWOig22fCfvyg]{Nullification ray} @UUID[Compendium.cyphersystem-compendium.cyphers.olA86ZssOHAVcyP5]{Nutrition and hydration} @UUID[Compendium.cyphersystem-compendium.cyphers.NCqhAMpNrf26KCkC]{Perfect memory} @UUID[Compendium.cyphersystem-compendium.cyphers.pMUiPSVOb2VPa79t]{Perfection} @UUID[Compendium.cyphersystem-compendium.cyphers.erJlxWAzYxAbBQ3n]{Personal environment field} @UUID[Compendium.cyphersystem-compendium.cyphers.q94YaFRPnpA4Vbt0]{Phase changer} @UUID[Compendium.cyphersystem-compendium.cyphers.orMNNP5kLwGszIWW]{Phase disruptor} @UUID[Compendium.cyphersystem-compendium.cyphers.I1UIJPrkDAtfdvkn]{Poison (emotion)} @UUID[Compendium.cyphersystem-compendium.cyphers.ab9oUkAc67kwQMu2]{Poison (explosive)} @UUID[Compendium.cyphersystem-compendium.cyphers.TqA7pzI1VOquoZrC]{Poison (mind controlling)} @UUID[Compendium.cyphersystem-compendium.cyphers.LT8pmimmThAbwOL7]{Poison (mind disrupting)} @UUID[Compendium.cyphersystem-compendium.cyphers.WKHeAOo07TN0Waqi]{Psychic communique} @UUID[Compendium.cyphersystem-compendium.cyphers.NGMhAxHPKXqxyarE]{Radiation spike} @UUID[Compendium.cyphersystem-compendium.cyphers.yxlZQszosCzyRvSM]{Ray emitter} @UUID[Compendium.cyphersystem-compendium.cyphers.kl7d13qf7si94eU0]{Ray emitter (command)} @UUID[Compendium.cyphersystem-compendium.cyphers.TvIMvUr69aOV5DnE]{Ray emitter (fear)} @UUID[Compendium.cyphersystem-compendium.cyphers.7lZj0lmBqmrz41mZ]{Ray emitter (friend slaying)} @UUID[Compendium.cyphersystem-compendium.cyphers.LHL022Qn3YRfXYU4]{Ray emitter (mind disrupting)} @UUID[Compendium.cyphersystem-compendium.cyphers.NbYGmZjDHMEmmfDL]{Ray emitter (numbing)} @UUID[Compendium.cyphersystem-compendium.cyphers.sodipYPbrbjALaH2]{Ray emitter (paralysis)} @UUID[Compendium.cyphersystem-compendium.cyphers.RSQzv6fY9P8vLQSh]{Reality spike} @UUID[Compendium.cyphersystem-compendium.cyphers.kgflNP6FVsspfutd]{Reflex enhancer} @UUID[Compendium.cyphersystem-compendium.cyphers.sdd3hhCzs5N0ZqP0]{Rejuvenator} @UUID[Compendium.cyphersystem-compendium.cyphers.8RpaNEaONagWqTTE]{Remembering} @UUID[Compendium.cyphersystem-compendium.cyphers.waaI5OVVCpZC7NLT]{Remote viewer} @UUID[Compendium.cyphersystem-compendium.cyphers.agDsGHiI4x9A0X0J]{Repair unit} @UUID[Compendium.cyphersystem-compendium.cyphers.qOLNoDFQpXZhsbCE]{Repeater} @UUID[Compendium.cyphersystem-compendium.cyphers.MycMQnAtFVkx7xjm]{Repel} @UUID[Compendium.cyphersystem-compendium.cyphers.lN1Qw9izMoo3NSbj]{Retaliation} @UUID[Compendium.cyphersystem-compendium.cyphers.zb8P9KDZaQ0j1exJ]{Secret} @UUID[Compendium.cyphersystem-compendium.cyphers.BmQhgfCQMQpMkwzg]{Sheen} @UUID[Compendium.cyphersystem-compendium.cyphers.hh2zZUmsmHCEUi8t]{Shock attack} @UUID[Compendium.cyphersystem-compendium.cyphers.EMaQ9DgLEL4DkPKD]{Shocker} @UUID[Compendium.cyphersystem-compendium.cyphers.ucJ3400aQrIR73I5]{Skill boost} @UUID[Compendium.cyphersystem-compendium.cyphers.4Bhy1bp5s8LqJR6r]{Slave maker} @UUID[Compendium.cyphersystem-compendium.cyphers.yqc7dFfKI5CTH81u]{Sleep inducer} @UUID[Compendium.cyphersystem-compendium.cyphers.k2hOy8OzSxgmhlIc]{Sniper module} @UUID[Compendium.cyphersystem-compendium.cyphers.9iFJZJ2Plks6CY7g]{Solvent} @UUID[Compendium.cyphersystem-compendium.cyphers.RhpzlF2Olodtf9J5]{Sonic hole} @UUID[Compendium.cyphersystem-compendium.cyphers.kBuARKz133ENxC8s]{Sound dampener} @UUID[Compendium.cyphersystem-compendium.cyphers.9SAuP9To5rJFzGR5]{Spatial warp} @UUID[Compendium.cyphersystem-compendium.cyphers.vs0hACATS83S9qUV]{Speed boost} @UUID[Compendium.cyphersystem-compendium.cyphers.O3yE0thccVVxTIiR]{Spy} @UUID[Compendium.cyphersystem-compendium.cyphers.FhWwzSoVBPzRfGch]{Stasis keeper}@UUID[Compendium.cyphersystem-compendium.cyphers.yazxGwqNVgyQGOPy]{Stim} @UUID[Compendium.cyphersystem-compendium.cyphers.exM6Flwc1g5UuC0q]{Strength boost} @UUID[Compendium.cyphersystem-compendium.cyphers.tSjCuPBJ8j8pIKqx]{Strength enhancer} @UUID[Compendium.cyphersystem-compendium.cyphers.E1GNoFsIMME2xcx8]{Subdual field} @UUID[Compendium.cyphersystem-compendium.cyphers.yeSsoCybAMSvVkSs]{Telepathy} @UUID[Compendium.cyphersystem-compendium.cyphers.VljAPSeYkXKcIkEd]{Teleporter (bounder)} @UUID[Compendium.cyphersystem-compendium.cyphers.4OErRBLP8HYZAnFc]{Teleporter (interstellar)} @UUID[Compendium.cyphersystem-compendium.cyphers.NWJ7mAY1VcxRBTaL]{Teleporter (planetary)} @UUID[Compendium.cyphersystem-compendium.cyphers.SKZrMCk2llIoKiU9]{Teleporter (traveler)} @UUID[Compendium.cyphersystem-compendium.cyphers.4bRwVWF2KHdSZOgh]{Temporal viewer} @UUID[Compendium.cyphersystem-compendium.cyphers.Q0Lj9McM3BanRLQ6]{Time dilation (defensive)} @UUID[Compendium.cyphersystem-compendium.cyphers.66kpaEIObWuovj11]{Time dilation (offensive)} @UUID[Compendium.cyphersystem-compendium.cyphers.ad7NVyxLv9YECCem]{Tissue regeneration} @UUID[Compendium.cyphersystem-compendium.cyphers.t2QXZKVmfQViAo4T]{Tracer} @UUID[Compendium.cyphersystem-compendium.cyphers.TFKQbAknncq4lMEV]{Trick embedder} @UUID[Compendium.cyphersystem-compendium.cyphers.sgBfROg7iUCCezZ8]{Uninterruptible power source} @UUID[Compendium.cyphersystem-compendium.cyphers.IVYgnh80vNTZ9gBf]{Vanisher} @UUID[Compendium.cyphersystem-compendium.cyphers.RcrVpX6UxbD3zTmR]{Visage changer} @UUID[Compendium.cyphersystem-compendium.cyphers.gSXLLLHYFumCsOAo]{Visual displacement device} @UUID[Compendium.cyphersystem-compendium.cyphers.0VkKJcPSO7Scn7Ef]{Vocal translator} @UUID[Compendium.cyphersystem-compendium.cyphers.SXrPkUbwR5IO6305]{Warmth} @UUID[Compendium.cyphersystem-compendium.cyphers.dHgtyDuK0uFBorWI]{Water adapter} @UUID[Compendium.cyphersystem-compendium.cyphers.vLodMbLfeliPpaol]{Weapon enhancement} @UUID[Compendium.cyphersystem-compendium.cyphers.uxXNL4ApwvCgvFAw]{Wings} @UUID[Compendium.cyphersystem-compendium.cyphers.ULHBUzdVa1eFiON2]{X-ray viewer} @UUID[Compendium.cyphersystem-compendium.cyphers.spdFY0JgxGdNMV7N]{Zero point field}

Power Boost Cyphers

These cyphers increase, modify, or improve a character’s existing powers. A burst boost cypher, for example, allows someone with the Bears a Halo of Fire focus to create a blast of fire in all directions, one time. Imagine this as being a fire-using superhero’s ability to “go nova.”

Power boost cyphers affect one use of a character’s abilities but do not require an action. Their use is part of the action that they affect.

Power boost cyphers are a special type of cypher. In some Cypher System games, they may be inappropriate, and in others, they may be the main (or only) type of cypher available, as determined by the GM. They can be either subtle or manifest.

@UUID[Compendium.cyphersystem-compendium.cyphers-power-boost.nlHGkmRztJaDi3Dj]{Area boost} @UUID[Compendium.cyphersystem-compendium.cyphers-power-boost.POLUtosUa7awAfW4]{Burst boost} @UUID[Compendium.cyphersystem-compendium.cyphers-power-boost.GEL5LkJCiQqEH1Nf]{Damage boost} @UUID[Compendium.cyphersystem-compendium.cyphers-power-boost.bEZrdVBmpzu4m3b8]{Efficacy boost (major)} @UUID[Compendium.cyphersystem-compendium.cyphers-power-boost.MLE2eQwkzrz9tVSC]{Efficacy boost (minor)} @UUID[Compendium.cyphersystem-compendium.cyphers-power-boost.xc7bsHHbEM84KLa9]{Energy boost} @UUID[Compendium.cyphersystem-compendium.cyphers-power-boost.AOWfJoOCbvwr9puF]{Range boost} @UUID[Compendium.cyphersystem-compendium.cyphers-power-boost.21qrMjA9SQFvWfkp]{Target boost}

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Setting Difficulty Ratings

The GM’s most important overall tasks are setting the stage and guiding the story created by the group (not the one created by the GM ahead of time). But setting difficulty is the most important mechanical task the GM has in the game. Although there are suggestions throughout this chapter for various difficulty ratings for certain actions, there is no master list of the difficulty for every action a PC can take. Instead, the Cypher System is designed with the “teach a person to fish” style of good game mastering in mind. (If you don’t know what that means, it comes from the old adage “Give a person a fish and they’ll eat for a day. Teach a person to fish and they’ll eat for a lifetime.” The idea is not to give GMs a ton of rules to memorize or reference, but to teach them how to make their own logical judgment calls.) Of course, most of the time, it’s not a matter of exact precision. If you say the difficulty is 3 and it “should” have been 4, the world’s not over.

For the most part, it really is as simple as rating something on a scale of 1 to 10, 1 being incredibly easy and 10 being basically impossible. The guidelines in the Task Difficulty table should help put you in the right frame of mind for assigning difficulty to a task.

For example, we make the distinction between something that most people can do and something that trained people can do. In this case, “normal” means someone with absolutely no training, talent, or experience—imagine your ne’er-do-well, slightly overweight uncle trying a task he’s never tried before. “Trained” means the person has some level of instruction or experience but is not necessarily a professional.

With that in mind, think about the act of balance. With enough focus, most people can walk across a narrow bridge (like a fallen tree trunk). That suggests it is difficulty 2. However, walking across a narrow plank that’s only 3 inches (8 cm) wide? That’s probably more like difficulty 3. Now consider walking across a tightrope. That’s probably difficulty 5—a normal person can manage that only with a great deal of luck. Someone with some training can give it a go, but it’s still hard. Of course, a professional acrobat can do it easily. Consider, however, that the professional acrobat is specialized in the task, making it difficulty 3 for them. They probably are using Effort as well during their performance.

Let’s try another task. This time, consider how hard it might be to remember the name of the previous leader of the village where the character lives. The difficulty might be 0 or 1, depending on how long ago they were the leader and how well known they were. Let’s say it was thirty years ago and they were only mildly memorable, so it’s difficulty 1. Most people remember them, and with a little bit of effort, anyone can come up with their name. Now let’s consider the name of the leader’s daughter. That’s much harder. Assuming the daughter wasn’t famous in her own right, it’s probably difficulty 4. Even people who know a little about local history (that is to say, people who are trained in the subject) might not be able to remember it. But what about the name of the pet dog owned by the daughter’s spouse? That’s probably impossible. Who’s going to remember the name of an obscure person’s pet from thirty years ago? Basically no one. However, it’s not forbidden knowledge or a well-guarded secret, so it sounds like difficulty 7. Difficulty 7 is the rating that means “No one can do this, yet some people still do.” It’s not the stuff of legend, but it’s something you would assume people can’t do. When you think there’s no way you can get tickets for a sold-out concert, but somehow your friend manages to score a couple anyway, that’s difficulty 7. (See the next section for more on difficulties 7, 8, 9, and 10.)

If you’re talking about a task, ideally the difficulty shouldn’t be based on the character performing the task. Things don’t get inherently easier or harder depending on who is doing them. However, the truth is, the character does play into it as a judgment call. If the task is breaking down a wooden door, an 8-foot-tall (2 m) automaton made of metal with nuclear-driven motors should be better at breaking it down than an average human would be, but the task rating should be the same for both. Let’s say that the automaton’s nature effectively gives it two levels of training in such tasks. Thus, if the door has a difficulty rating of 4, but the automaton is specialized and reduces the difficulty to 2, it has a target number of 6. The human has no such specialization, so the difficulty remains 4, and the person has a target number of 12. However, when you set the difficulty of breaking down the door, don’t try to take all those differences into account. The GM should consider only the human because the Task Difficulty table is based on the ideal of a “normal” person, a “trained” person, and so on. It’s humanocentric.

Most characters probably are willing to use one or two levels of Effort on a task, and they might have an appropriate skill or asset to decrease the difficulty by a step. That means that a difficulty 4 task will often be treated as difficulty 2 or even 1, and those are easy rolls to make. Don’t hesitate, then, to pull out higher-level difficulties. The PCs can rise to the challenge, especially if they are experienced.

The Impossible Difficulties

Difficulties 7, 8, 9, and 10 are all technically impossible. Their target numbers are 21, 24, 27, and 30, and you can’t roll those numbers on a d20 no matter how many times you try. Consider, however, all the ways that a character can reduce difficulty. If someone spends a little Effort or has some skill or help, it brings difficulty 7 (target number 21) into the range of possibility—difficulty 6 (target number 18). Now consider that they have specialization, use a lot of Effort, and have help. That might bring the difficulty down to 1 or even 0 (reducing it by two steps from training and specialization, three or four steps from Effort, and one step from the asset of assistance). That practically impossible task just became routine. A fourth-tier character can and will do this—not every time, due to the cost, but perhaps once per game session. You have to be ready for that. A well-prepared, motivated sixth-tier character can do that even with a difficulty 10 task. Again, they won’t do it often (they’d have to apply six levels of Effort, and even with an Edge of 6 that would cost 7 points from their Pool, and that’s assuming they’re specialized and have two levels of assets), but it can happen if they’re really prepared for the task (being specialized and maxed out in asset opportunities reduces the difficulty by four more steps). That’s why sixth-tier characters are at the top of their field, so to speak.

False Precision

One way to look at difficulty is that each step of difficulty is worth 3 on the die. That is to say, hinder the task by one step, and the target number rises by 3. Ease the task by one step, and the target number is lowered by 3. Those kinds of changes are big, meaty chunks. Difficulty, as a game mechanic, is not terribly precise. It’s measured in large portions. You never have a target number of 13 or 14, for example—it’s always 3, 6, 9, 12, 15, and so on. (Technically, this is not true. If a character adds 1 to a d20 roll for some reason, it changes a target number of 15 to 14. But this is not worth much discussion.)

Imprecision is good in this case. It would be false precision to say that one lock has a target number of 14 and another has a target number of 15. What false precision means in this context is that it would be a delusion to think we can be that exact. Can you really say that one lock is 5% easier to pick than another? And more important, even if you could, is the difference worth noting? It’s better to interact with the world in larger, more meaningful chunks than to try to parse things so carefully. If we tried to rate everything on a scale of 1 to 30 (using target numbers and not difficulty), we’d start to get lost in the proverbial weeds coming up with a meaningful distinction between something rated as an 8 and something rated as a 9 on that scale.

Routine Actions

Don’t hesitate to make actions routine. Don’t call for die rolls when they’re not really needed. Sometimes GMs fall into the trap illustrated by this dialogue:

GM: What do you do?

Player: I _________.

GM: Okay, give me a roll.

That’s not a good instinct—at least, not for the Cypher System. Players should roll when it’s interesting or exciting. Otherwise, they should just do what they do. If the PCs tie a rope around something and use it to climb down into a pit, you could ask for tying rolls, climbing rolls, and so on, but why? Just to see if they roll terribly? So the rope can come undone at the wrong time, or a character’s hand can slip? Most of the time, that makes players feel inadequate and isn’t a lot of fun. A rope coming undone in the middle of an exciting chase scene or a battle can be a great complication (and that’s what GM intrusions are for). A rope coming undone in the middle of a simple “getting from point A to point B” scene only slows down gameplay. The real fun—the real story—is down in the pit. So get the PCs down there.

There are a million exceptions to this guideline, of course. If creatures are throwing poisoned darts at the PCs while they climb, that might make things more interesting and require a roll. If the pit is filled with acid and the PCs must climb halfway down, pull a lever, and come back up, that’s a situation where you should set difficulty and perhaps have a roll. If a PC is near death, carrying a fragile item of great importance, or something similar, climbing down the rope is tense, and a roll might add to the excitement. The important difference is that these kinds of complications have real consequences.

On the flip side, don’t be afraid to use GM intrusion on routine actions if it makes things more interesting. Walking up to the king in his audience chamber in the middle of a ceremony only to trip on a rug? That could have huge ramifications for the character and the story.

Other Ways to Judge Difficulty

Rating things on a scale of 1 to 10 is something that most people are very familiar with. You can also look at it as rating an object or creature on a similar scale, if that’s easier. In other words, if you don’t know how hard it would be to climb a particular cliff face, think of it as a creature the PCs have to fight. What level would the creature be? You could look in the Creatures chapter and say “I think this wall should be about as difficult to deal with as a demon. A demon is level 5, so the task of climbing the wall will be difficulty 5.” That’s a weird way to do it, perhaps, but it’s fairly straightforward. And if you’re the kind of GM who thinks in terms of “How tough will this fight be?” then maybe rating tasks as creatures or NPCs to fight isn’t so strange after all. It’s just another way to relate to them. The important thing is that they’re on the same scale. Similarly, if the PCs have to tackle a knowledge task—say, trying to determine if they know where a caravan is headed based on its tracks—you could rate the task in terms of an object. If you’re used to rating doors or other objects that the PCs have broken through recently, the knowledge task is just a different kind of barrier to bust through.

Everything in the Cypher System—characters, creatures, objects, tasks, and so on—has a level. It might be called a tier or a difficulty instead of a level, but ultimately it’s a numerical rating system used to compare things. Although you have to be careful about drawing too many correlations—a first-tier character isn’t easily compared to a difficulty 1 wall or a level 1 animal—the principle is the same. Everything can be rated and roughly compared to everything else in the world. (It works best to take PCs out of this equation. For example, you shouldn’t try to compare a PC’s tier to a wall’s level. Character tiers are mentioned here only for completeness.)

Last, if your mind leans toward statistics, you can look at difficulty as a percentage chance. Every number on the d20 is a 5% increment. For example, you have a 5% chance of rolling a 1. You have a 10% chance of rolling a 1 or a 2. Thus, if you need to roll a 12 or higher, you have a 45% chance of success. (A d20 has nine numbers that are 12 or higher: 12, 13, 14, 15, 16, 17, 18, 19, and 20. And 9 × 5 equals 45.)

For some people, it’s easier to think in terms of a percentage chance. A GM might think “She has about a 30% chance to know that fact about geography.” Each number on a d20 is a 5% increment, and it takes six increments to equal 30%, so there are six numbers that mean the PC succeeds: 15, 16, 17, 18, 19, and 20. Thus, since the player has to roll 15 or higher, that means the target number is 15. (And that means the task is level 5, but if you’ve already determined the target number, you likely don’t care about the level.)

Advantages to This System

  1. The GM makes measured adjustments in large, uniform steps. That makes things faster than if players had to do arithmetic using a range of all numbers from 1 to 20.

  2. You calculate a target number only once no matter how many times the PCs attempt the action. If you establish that the target number is 12, it’s 12 every time a PC tries that action. (On the other hand, if you had to add numbers to your die roll, you’d have to do it for every attempt.) Consider this fact in light of combat. Once a player knows that they need to roll a 12 or higher to hit a foe, combat moves very quickly.

  3. If a PC can reduce the difficulty of an action to 0, no roll is needed. This means that an Olympic gymnast doesn’t roll a die to walk across a balance beam, but the average person does. The task is initially rated the same for both, but the difficulty is reduced for the gymnast. There’s no chance of failure.

  4. This is how everything in the game works, whether it’s climbing a wall,
    sweet-talking a guard, or fighting a bioengineered horror.

  5. Perhaps most important, the system gives GMs the freedom to focus entirely on the flow of the game. The GM doesn’t use dice to determine what happens (unless you want to)—the players do. There aren’t a lot of different rules for different actions, so there is little to remember and very little to reference. The difficulty can be used as a narrative tool, with the challenges always meeting the expected logic of the game. All the GM’s mental space can be devoted to guiding the story.

GM Intrusion

GM intrusion is the main mechanic that the GM uses to inject drama and additional excitement into the game. It’s also a handy tool for resolving issues that affect the PCs but do not involve them. GM intrusion is a way to facilitate what goes on in the world outside the characters. Can the minotaur track the PCs’ movements through the maze? Will the fraying rope hold?

Since the players roll all the dice, GM intrusion is used to determine if and when something happens. For example, if the PCs are fighting a noble’s guards, and you (the GM) know that there are more guards nearby, you don’t need to roll dice to determine if the other guards hear the scuffle and intervene (unless you want to). You just decide when it would be best for the story—which is probably when it would be worst for the characters. In a way, GM intrusion replaces the GM’s die rolling.

The mechanic is also one of the main ways that GMs award experience points to the PCs. This means that you use experience points as a narrative tool. Whenever it seems appropriate, you can introduce complications into the game that affect a specific player, but when you do so, you give that player 1 XP. The player can refuse the intrusion, but doing so costs them 1 XP. So by refusing an intrusion, the player does not get the experience point that the GM is offering, and they lose one that they already have. (This kind of refusal is likely to happen very rarely in your game, if ever. And, obviously, a player can’t refuse an intrusion if they have no XP to spend.)

Here’s how a GM intrusion might work in play. Say the PCs find a hidden console with some buttons. They learn the right order in which to press the buttons, and a section of the floor disappears. As the GM, you don’t ask the players specifically where their characters are standing. Instead, you give a player 1 XP and say “Unfortunately, you’re standing directly over this new hole in the floor.” If the player wanted, they could refuse the XP, spend one of their own, and say “I leap aside to safety.” Most likely, though, they’ll make the defense roll that you call for and let it play out.

There are two ways for the GM to handle this kind of intrusion. You could say “You’re standing in the wrong place, so make a roll.” (It’s a Speed defense roll, of course.) Alternatively, you could say “You’re standing in the wrong place. The floor opens under your feet, and you fall down into the darkness.” In the first example, the PC has a chance to save themselves. In the second example, they don’t. Both are viable options. The distinction is based on any number of factors, including the situation, the characters involved, and the needs of the story. This might seem arbitrary or even capricious, but you’re the master of what the intrusion can and can’t do. RPG mechanics need consistency so players can make intelligent decisions based on how they understand the world to work. But they’ll never base their decisions on GM intrusions. They don’t know when intrusions will happen or what form they will take. GM intrusions are the unpredictable and strange twists of fate that affect a person’s life every day.

When player modifications (such as skill, Effort, and so on) determine that success is automatic, the GM can use GM intrusion to negate the automatic success. The player must roll for the action at its original difficulty level or target number 20, whichever is lower.

Remember, any time you give a player 1 XP for a GM intrusion, you’re actually giving them 2— one to keep and one to give to another player.

Using GM Intrusion as a Narrative Tool

A GM can use this narrative tool to steer things. That doesn’t mean railroad the players or direct the action of the game with a heavy hand. GM intrusion doesn’t enable you to say “You’re all captured, so here’s your 1 XP.” Instead, the GM can direct things more subtly—gently, almost imperceptibly influencing events rather than forcing them. GM intrusion represents things going wrong. The bad guys planning well. Fortune not favoring the characters.

Consider this scenario: the GM plants an interesting adventure seed in a small village, but the PCs don’t stay there long enough to find it. So just outside the village, the PCs run afoul of a vicious viper that bites one of them. The GM uses intrusion to say that the poison from the snake will make the character debilitated unless they get a large dose of a specific antitoxin, which the group doesn’t have. Of course, they aren’t required to go back to the village where the GM’s interesting adventure can start, but it’s likely that they will, looking for the antitoxin.

Some players might find intrusion heavy-handed, but the XP softens the blow. And remember, they can refuse these narrative nudges. Intrusion is not meant to be a railroading tool—just a bit of a rudder. Not an inescapable track, but a nudge here and there.

What’s more, the GM doesn’t need to have a deliberate goal in mind. The complication you introduce could simply make things more interesting. You might not know where it will take the story, just that it will make the story better.

This is wonderfully empowering to the GM—not in a “Ha ha, now I’ll trounce the PCs” way, but in an “I can control the narrative a little bit, steering it more toward the story I want to create rather than relying on the dice” sort of way. Consider that old classic plot development in which the PCs get captured and must escape from the bad guys. In heroic fiction, this is such a staple that it would almost seem strange if it didn’t happen. But in many roleplaying games, it’s a nearly impossible turn of events—the PCs usually have too many ways to get out of the bad guy’s clutches before they’re captured. The dice have to be wildly against them. It virtually never happens. With GM intrusion, it could happen (again, in the context of the larger encounter, not as a single intrusion that results in the entire group of PCs being captured with little explanation or chance to react).

For example, let’s say the PCs are surrounded by orcs. One character is badly injured—debilitated—and the rest are hurt. Some of the orcs produce a large weighted net. Rather than asking for a lot of rolls and figuring the mechanics for escape, you use intrusion and say that the net goes over the PCs who are still on their feet. The rest of the orcs point spears menacingly. This is a pretty strong cue to the players that surrender is a good (and possibly the only) option. Some players won’t take the hint, however, so another use of intrusion might allow the orcs to hit one of the trapped PCs on the head and render them unconscious while their friends struggle in the net. If the players still don’t surrender, it’s probably best to play out the rest of the encounter without more GM intrusions—using more would be heavy-handed by anyone’s measure—although it’s perfectly reasonable to rule that a character rendered debilitated is knocked unconscious, since the orcs are trying to take the PCs alive.

Remember that GM intrusions can occur at any time, not just during combat. Disrupting or changing a tense interaction with NPCs can have big repercussions.

Using GM Intrusion as a Resolution Mechanic

This mechanic offers a way for the GM to determine how things happen in the game without leaving it all to random chance. Bad guys trying to smash down the door to the room where the PCs are holed up? You could roll a bunch of dice, compare the NPCs’ stats to the door’s stats, and so on, or you could wait until the most interesting time, have the bad guys break in, and award an experience point to the PC who tried their best to bar the door. The latter way is the Cypher System way. Intrusion is a task resolution tool for the GM. In other words, you don’t base things on stats but on narrative choice. (Frankly, a lot of great GMs over the years—even in the very early days of the hobby—have run their games this way. Sometimes they rolled dice or pretended to roll dice, but they were really manipulating things.) This method frees the GM from worrying about mechanics and looking up stats and allows them to focus on the story.

This isn’t cheating—it’s the rules of the game. This rule simply replaces traditional dice rolling with good game mastering, logic, and intelligent storytelling. When a PC is climbing a burning rope, and everyone knows that it will break at some point, the game has a mechanism to ensure that it breaks at just the right time.

Variant: If you want more randomness in your game, or if you want your game to seem like more of a simulation, assign a flat percentage chance for whatever you’re trying to resolve. For example, each round, the star troopers have a 20% chance to blast through the door—or, if you want the risk to escalate, a cumulative 20% chance to blast through the door. By not using GM intrusion, this method robs the PCs of a few XP, but when they see you rolling dice, it might help with their immersion. Alternatively, you can pretend to roll dice but really use GM intrusion, though this method seriously robs the characters of XP.

There’s a better way. Announce your intrusion, but say that there’s only a chance it will happen (state the percentage chance), and then roll the dice in plain view of everyone. If the intrusion occurs, award the XP as normal. This is likely the best of both worlds. However, it takes the narrative power out of your hands and gives it to the dice. Perhaps this method is best used only occasionally. If nothing else, it injects some variety and certainly some drama.

Using (and Not Abusing) GM Intrusion

Too much of a good thing will make the game seem utterly unpredictable—even capricious. The ideal is to use about four GM intrusions per game session, depending on the length of the session, or about one intrusion per hour of game play. This is in addition to any intrusions that are triggered by players rolling a 1.

Intrusion Through Player Rolls

When a PC rolls a 1, handle the GM intrusion the same way that you’d handle an intrusion you initiated. The intrusion could mean the PC fumbles or botches whatever they were trying to do, but it could mean something else. Consider these alternatives:

This might not be true of your players, but many players rarely, if ever, spend XP to refuse an intrusion from the GM, though they regularly use XP to avoid an intrusion that comes from a bad roll. And there’s nothing wrong with that. Some GMs might want to forbid using an XP to reroll a 1, but there’s really no point—if you’ve got an idea for a good intrusion, you don’t need to wait until a player rolls a 1 to use it.

GM Intrusion That Affects the Group

The core of the idea behind GM intrusion is that the player being adversely affected gains an experience point. But what if the intrusion affects the whole group equally? What if the GM uses it to have an unstable device overload and explode, harming all the characters? In this case, if no PC is involved more than the others (for example, no single PC was frantically attempting to repair the device), you should give 1 XP to each character but not give any of them an extra XP to hand out to someone else.

However, this kind of group intrusion should be an exception, not the rule. GM intrusions are much more effective if they are more personal.

Example GM Intrusions

It’s not a good idea to use the same events as GM intrusions over and over (“Dolmar dropped his sword again?”). Below are a number of different intrusions you can use.

Bad Luck

Through no fault of the characters, something happens that is bad or at least complicating. For example:

An Unknown Complication Emerges

The situation was more complex (and therefore more interesting) than the PCs knew—perhaps even more than the GM knew, at least at the start. For example:

An Impending Complication Emerges

GMs can use this type of intrusion as a resolution mechanic to determine NPC success or failure. Rather than rolling dice to see how long it takes an NPC to rewire a damaged force field generator, it happens at a time of the GM’s choosing—ideally when it would be most interesting. For example:

Opponent Luck or Skill

The PCs aren’t the only ones with surprising tricks up their sleeves. For example:

Fumbles

Although you might not want every player roll of 1 to be a fumble, sometimes it could be just that. Alternatively, the GM could simply declare that a fumble has occurred. In either case, consider the following examples:

Partial Success

GM intrusion doesn’t have to mean that a PC has failed. For example:

Player Intrusions

Player intrusions give the players a small bit of narrative control over the world. However, the world still remains in the GM’s purview. You can always overrule a player intrusion, or suggest a way to massage it so that it fits better into the setting. Still, because it is indeed narrative control, a player intrusion should always involve a small aspect of the world beyond the character. “I punch my foe really hard” is an expression of Effort or perhaps character ability. “My foe slips and falls backward off the ledge” is a player intrusion.

Player intrusions should never be as big as GM intrusions. They should not end an encounter, only (perhaps) provide the PC with the means to more easily end an encounter. They should not have a wide-reaching or even necessarily a long-term effect on the setting. A way to consider this might be that player intrusions can affect a single object (a floorboard snaps), feature (there’s a hidden shallow spot in the stream to ford), or NPC (the vendor is an old friend). But not more than that. A player intrusion can’t affect a whole village or even a whole tavern in that village. A rock can come loose, but a player intrusion can’t create a landslide.

Tying Actions to Stats

Although the decision is open to your discretion, when a PC takes an action, it should be fairly obvious which stat is tied to that action. Physical actions that involve brute force or endurance use Might. Physical actions that involve quickness, coordination, or agility use Speed. Actions that involve intelligence, education, insight, willpower, or charm use Intellect.

In rare instances, you could allow a PC to use a different stat for a task. For example, a character might try to break down a door by examining it closely for flaws and thus use Intellect rather than Might. This kind of change is a good thing because it encourages player creativity. Just don’t let it be abused by an exuberant or too-clever player. It’s well within your purview to decide that the door has no flaws, or to rule that the character’s attempt will take half an hour rather than one round. In other words, using a stat that is not the obvious choice should be the exception, not the rule.

Cyphers

You should think of cyphers as character abilities, whether they’re subtle cyphers or manifest cyphers. This means that it is incumbent upon you to make sure that players always have plenty of cyphers to use. In the course of their travels, the PCs should find that cyphers are extremely common. And since the PCs are limited in the number of cyphers they can carry, they will use them liberally.

Manifest cyphers can be found by scavenging through old ruins. They can be found in the corpses of magical or technological foes. They can be found among the possessions of intelligent fallen opponents or the lairs of unintelligent creatures, either amid the bones of former meals or as shiny decorations in a nest. They can be found in villages, in the back of a merchant’s cart that sells junk and scavenged parts. They are offered as rewards by people who are grateful for the PCs’ help.

Some adventures will offer more cyphers than others. Still, as a rule of thumb, in any given adventure, a character should use at least as many cyphers as they can carry. This means they should find that number of cyphers in that same amount of time (give or take). Thus, you can simply add up the number of cyphers the PCs can carry, and on average, they should find at least that many cyphers in a given adventure.

If your players are typical, they will use combat-related cyphers liberally but hold onto their utility cyphers. A ray emitter or defensive shield will be used, but a suspensor belt or phasing module will linger longer on their character sheets.

As with everything else in the game, it’s intentionally very easy for the GM to create new cyphers. Just think of the effect and how to express it as a game advantage. Two kinds of cyphers exist when it comes to effect: those that allow the user to do something better, and those that allow the user to do something they couldn’t do otherwise.

The first group includes everything that reduces the difficulty of a task (including defense tasks). The second group includes things that grant new abilities, such as flight, a new means of attack, the ability to see into the past, or any number of other powers.

A few more important notes about devising new cyphers:

Cyphers teach GMs to design different kinds of scenarios—ones in which the whole adventure isn’t wrecked if a player has something that can solve a single problem (defeat a foe, read a mind, bypass a barrier, or whatever). There should always be more to the adventure than one linchpin encounter, obstacle, foe, or secret.

It’s all right if players think of cyphers (especially manifest cyphers) as equipment or treasure. You should choose points in the course of the story that are appropriate for awarding subtle cyphers, especially if the PCs aren’t at their full capacity.

Artifacts

In terms of the narrative, artifacts are a lot like cyphers, except that most are not one-use items. Mechanically, they serve a very different purpose. It’s assumed that characters are exploring with some cyphers at their disposal. Artifacts, however, are added abilities that make characters broader, deeper, and often more powerful. They aren’t assumed—they’re extra.

The powers granted by artifacts are more like the abilities gained from a character’s type or focus in that they change the way the PC is played overall. The difference between an artifact and a type or focus ability is that almost all artifacts are temporary. They last longer than cyphers do, but because they have a depletion roll, any use could be their last.

Like cyphers, then, artifacts are a way for the GM to play a role in the development of the characters. Although armor, weapons, and the like are fine, special capabilities—such as long-range communication or travel—can really change the way the PCs interact with the world and how they deal with challenges. Some of these abilities enable the actions you want the PCs to take. For example, if you want them to have an underwater adventure, provide them with artifacts (or cyphers) that allow them to breathe underwater.

Also like cyphers, artifacts are simple for the GM to create. The only difference with artifacts is that you give them a depletion roll, using any numbers on 1d6, 1d10, 1d20, or 1d100. If you want the artifact to be used only a few times, give it a depletion roll of 1 in 1d6, 1 or 2 in 1d10, or even 1 or 2 in 1d6. If you want the PCs to use it over and over, a depletion roll of 1 in 1d100 more or less means that they can use it freely without worrying too much.

For examples of artifacts, see the Genres chapter.

You may wish to forbid the use of XP to reroll artifact depletion rolls. That’s pretty reasonable.

Skills and Other Abilities

Sometimes, the rules speak directly to character creativity. For example, players can make up their own skills. It’s possible to have a skill called “tightrope walking” that grants a character a better chance to walk across a tightrope, and another skill called “balance” that gives a character a better chance to walk across a tightrope and perform other balance actions as well. This might seem unequal at first, but the point is to let players create precisely the characters they want. Should you let a character create a skill called “doing things” that makes them better at everything? Of course not. The GM is the final arbiter not only of logic but also of the spirit of the rules, and having one or two single skills that cover every contingency is clearly not in the spirit.

It’s important that players play the character they want. This concept is supported not only with the open-ended skill system but also with the ability to get an experience point advance to tailor a character further. Likewise, the GM should be open to allowing a player to make small modifications to refine their character. In many cases, particularly ones that don’t involve stat Pools, Armor, damage inflicted, or the costs of Effort or special abilities, the answer from the GM should probably be “Sure, why not?” If a PC ends up being really good at a particular skill—better than they “should” be—what’s the harm? If Dave can swim incredibly well, how does that hurt the game in terms of the play experience or the story that develops? It doesn’t. If Helen can pick practically any mundane lock she finds, why is that a bad thing? In fact, it’s probably good for the game—there’s likely something interesting on the other sides of those doors.

In a way, this is no different than adjudicating a not-so-straightforward solution to a challenge. Sometimes you have to say “No, that’s not possible.” But sometimes, if it makes sense, open yourself up to the possibility.

NPCs and Death

As explained in the Rules of the Game chapter, NPCs have a health score rather than three stat Pools. When an NPC reaches 0 health, they are down. Whether that means dead, unconscious, or incapacitated depends on the circumstances as dictated by you and the players. Much of this can be based on logic. If the NPC is cut in half with a giant axe, they’re probably dead. If they’re mentally assaulted with a telepathic attack, they might be insane instead. If they’re hit over the head with a club, well, that’s your call.

It depends on the intentions of those who are fighting the NPC, too. PCs who want to knock out a foe rather than kill them can simply state that as their intention and describe their actions differently—using the flat of the blade, so to speak.

Creatures

Whenever possible, creatures should be handled like other NPCs. They don’t follow the same rules as the player characters. If anything, they should have greater latitude in doing things that don’t fit the normal mold. A many-armed beast should be able to attack multiple foes. A charging rhino-like animal ought to be able to move a considerable distance and attack as part of a single action.

Consider creature size very carefully. For those that are quick and hard to hit, hinder attacks against them. Large, strong creatures should be easier to hit, so ease attacks against them. However, you should freely give the stagger ability to anything twice as large as a human. This means that if the creature strikes a foe, the target must make an immediate Might defense roll or lose its next turn.

A creature’s level is a general indicator of its toughness, combining aspects of power, defense, intelligence, speed, and more into one rating. In theory, a small creature with amazing powers or extremely deadly venom could be high level, and a huge beast that isn’t very bright and isn’t much of a fighter could be low level. But these examples go against type. Generally, smaller creatures have less health and are less terrifying in combat than larger ones.

The Cypher System has no system for building creatures. There is no rule that says a creature with a certain ability should be a given level, and there is no rule dictating how many abilities a creature of a given level should have. But keep the spirit of the system in mind. Lower-level creatures are less dangerous. A level 1 creature could be poisonous, but its venom should inflict a few points of damage at most. The venom of a level 6 creature, however, might knock a PC down a step on the damage track or put them into a coma if they fail a Might defense roll. A low-level creature might be able to fly, phase through objects, or teleport because these abilities make it more interesting but not necessarily more dangerous. The value of such abilities depends on the creature that uses them. In other words, a phasing rodent is not overly dangerous, but a phasing battle juggernaut is terrifying. Basic elements such as health, damage, and offensive or defensive powers (such as poison, paralysis, disintegration, immunity to attacks, and so on) need to be tied directly to level—higher-level creatures get better abilities and more of them.

Balancing Encounters

In the Cypher System, there is no concept of a “balanced encounter.” There is no system for matching creatures of a particular level or tasks of a particular difficulty to characters of a particular tier. To some people, that might seem like a bad thing. But matching character builds to exacting challenges is not part of this game. It’s about story. So whatever you want to happen next in the story is a fine encounter as long as it’s fun. You’re not denying the characters XP if you make things too easy or too difficult, because that’s not how XP are earned. If things are too difficult for the PCs, they’ll have to flee, come up with a new strategy, or try something else entirely. The only thing you have to do to maintain “balance” is set difficulty within that encounter accurately and consistently.

In a game like the Cypher System, if everyone’s having fun, the game is balanced. Two things will unbalance the game in this context.

The first issue should be handled by the character creation rules. If there’s a problem, it might be that poor choices were made or a player isn’t taking full advantage of their options. If someone really doesn’t enjoy playing their character, allow them to alter the PC or—perhaps better—create a new one.

The second issue is trickier. As previously stated, there is no formula that states that N number of level X NPCs are a good match for tier Y characters. However, when the game has four or five beginning characters, the following guidelines are generally true.

But it depends on the situation at hand. If the PCs are already worn down from prior encounters, or if they have the right cyphers, any of the expectations listed above can change. That’s why there is no system for balancing encounters. Just keep in mind that beginning characters are pretty hardy and probably have some interesting resources, so you aren’t likely to wipe out the group by accident. Character death is unlikely unless the PCs have already been through a number of other encounters and are worn down.

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The rules of the Cypher System are quite straightforward at their heart, as all of gameplay is based around a few core concepts.

This chapter provides a brief explanation of how to play the game, and it’s useful for learning the game. Once you understand the basic concepts, you’ll likely want to reference Rules of the Game for a more in-depth treatment.

The Cypher System uses a twenty-sided die (1d20) to determine the results of most actions. Whenever a roll of any kind is called for and no die is specified, roll a d20.

The game master sets a difficulty for any given task. There are ten degrees of difficulty. Thus, the difficulty of a task can be rated on a scale of 1 to 10.

Each difficulty has a target number associated with it. The target number is always three times the task’s difficulty, so a difficulty 1 task has a target number of 3, but a difficulty 4 task has a target number of 12. To succeed at the task, you must roll the target number or higher. See the Task Difficulty table for guidance in how this works.

Character skills, favorable circumstances, or excellent equipment can decrease the difficulty of a task. For example, if a character is trained in climbing, they turn a difficulty 6 climb into a difficulty 5 climb. This is called easing the difficulty by one step (or just easing the difficulty, which assumes it’s eased by one step). If they are specialized in climbing, they turn a difficulty 6 climb into a difficulty 4 climb. This is called easing the difficulty by two steps. Decreasing the difficulty of a task can also be called easing a task. Some situations increase, or hinder, the difficulty of a task. If a task is hindered, it increases the difficulty by one step.

A skill is a category of knowledge, ability, or activity relating to a task, such as climbing, geography, or persuasiveness. A character who has a skill is better at completing related tasks than a character who lacks the skill. A character’s level of skill is either trained (reasonably skilled) or specialized (very skilled).

If you are trained in a skill relating to a task, you ease the difficulty of that task by one step. If you are specialized, you ease the difficulty by two steps. A skill can never decrease a task’s difficulty by more than two steps.

Anything else that reduces difficulty (help from an ally, a particular piece of equipment, or some other advantage) is referred to as an asset. Assets can never decrease a task’s difficulty by more than two steps.

You can also decrease the difficulty of a given task by applying Effort. (Effort is described in more detail in the Rules of the Game chapter.)

To sum up, three things can decrease a task’s difficulty: skills, assets, and Effort.

If you can ease a task so its difficulty is reduced to 0, you automatically succeed and don’t need to make a roll.

When Do You Roll?

Any time your character attempts a task, the GM assigns a difficulty to that task, and you roll a d20 against the associated target number.

When you jump from a burning vehicle, swing an axe at a mutant beast, swim across a raging river, identify a strange device, convince a merchant to give you a lower price, craft an object, use a power to control a foe’s mind, or use a blaster rifle to carve a hole in a wall, you make a d20 roll.

However, if you attempt something that has a difficulty of 0, no roll is needed—you automatically succeed. Many actions have a difficulty of 0. Examples include walking across the room and opening a door, using a special ability to negate gravity so you can fly, using an ability to protect your friend from radiation, or activating a device (that you already understand) to erect a force field. These are all routine actions and don’t require rolls.

Using skill, assets, and Effort, you can ease the difficulty of potentially any task to 0 and thus negate the need for a roll. Walking across a narrow wooden beam is tricky for most people, but for an experienced gymnast, it’s routine. You can even ease the difficulty of an attack on a foe to 0 and succeed without rolling.

If there’s no roll, there’s no chance for failure. However, there’s also no chance for remarkable success (in the Cypher System, that usually means rolling a 19 or 20, which are called special rolls; the Rules of the Game chapter also discusses special rolls).

Task Difficulty

Task DifficultyDescriptionTarget No.Guidance
0Routine0Anyone can do this basically every time.
1Simple3Most people can do this most of the time.
2Standard6Typical task requiring focus, but most people can usually do this.
3Demanding9Requires full attention; most people have a 50/50 chance to succeed.
4Difficult12Trained people have a 50/50 chance to succeed.
5Challenging15Even trained people often fail.
6Intimidating18Normal people almost never succeed.
7Formidable21Impossible without skills or great effort.
8Heroic24A task worthy of tales told for years afterward.
9Immortal27A task worthy of legends that last lifetimes.
10Impossible30A task that normal humans couldn’t consider (but one that doesn’t break the laws of physics).

Combat

Making an attack in combat works the same way as any other roll: the GM assigns a difficulty to the task, and you roll a d20 against the associated target number.

The difficulty of your attack roll depends on how powerful your opponent is. Just as tasks have a difficulty from 1 to 10, creatures have a level from 1 to 10. Most of the time, the difficulty of your attack roll is the same as the creature’s level. For example, if you attack a level 2 bandit, it’s a level 2 task, so your target number is 6.

It’s worth noting that players make all die rolls. If a character attacks a creature, the player makes an attack roll. If a creature attacks a character, the player makes a defense roll.

The damage dealt by an attack is not determined by a roll—it’s a flat number based on the weapon or attack used. For example, a spear always does 4 points of damage.

Your Armor characteristic reduces the damage you take from attacks directed at you. You get Armor from wearing physical armor (such as a leather jacket in a modern game or chainmail in a fantasy setting) or from special abilities. Like weapon damage, Armor is a flat number, not a roll. If you’re attacked, subtract your Armor from the damage you take. For example, a leather jacket gives you +1 to Armor, meaning that you take 1 less point of damage from attacks. If a mugger hits you with a knife for 2 points of damage while you’re wearing a leather jacket, you take only 1 point of damage. If your Armor reduces the damage from an attack to 0, you take no damage from that attack.

When you see the word “Armor” capitalized in the game rules (other than in the name of a special ability), it refers to your Armor characteristic—the number you subtract from incoming damage. When you see the word “armor” with a lowercase “a,” it refers to any physical armor you might wear.

Typical physical weapons come in three categories: light, medium and heavy.

Light weapons inflict only 2 points of damage, but they ease attack rolls because they are fast and easy to use. Light weapons are punches, kicks, clubs, knives, handaxes, rapiers, small pistols, and so on. Weapons that are particularly small are light weapons.

Medium weapons inflict 4 points of damage. Medium weapons include swords, battleaxes, maces, crossbows, spears, pistols, blasters, and so on. Most weapons are medium. Anything that could be used in one hand (even if it’s often used in two hands, such as a quarterstaff or spear) is a medium weapon.

Heavy weapons inflict 6 points of damage, and you must use two hands to attack with them. Heavy weapons are huge swords, great hammers, massive axes, halberds, heavy crossbows, blaster rifles, and so on. Anything that must be used in two hands is a heavy weapon.

Special Rolls

When you roll a natural 19 (the d20 shows “19”) and the roll is a success, you also have a minor effect. In combat, a minor effect inflicts 3 additional points of damage with your attack, or, if you’d prefer a special result, you could decide instead that you knock the foe back, distract them, or something similar. When not in combat, a minor effect could mean that you perform the action with particular grace. For example, when jumping down from a ledge, you land smoothly on your feet, or when trying to persuade someone, you convince them that you’re smarter than you really are. In other words, you not only succeed but also go a bit further.

When you roll a natural 20 (the d20 shows “20”) and the roll is a success, you also have a major effect. This is similar to a minor effect, but the results are more remarkable. In combat, a major effect inflicts 4 additional points of damage with your attack, but again, you can choose instead to introduce a dramatic event such as knocking down your foe, stunning them, or taking an extra action. Outside of combat, a major effect means that something beneficial happens based on the circumstance. For example, when climbing up a cliff wall, you make the ascent twice as fast. When a roll grants you a major effect, you can choose to use a minor effect instead if you prefer.

In combat (and only in combat), if you roll a natural 17 or 18 on your attack roll, you add 1 or 2 additional points of damage, respectively. Neither roll has any special effect options—just the extra damage.

For more information on special rolls and how they affect combat and other interactions, see Rules of the Game.

Rolling a natural 1 is always bad. It means that the GM introduces a new complication into the encounter.

Range and Speed

Distance is simplified into four categories: immediate, short, long, and very long.

Immediate distance from a character is within reach or within a few steps. If a character stands in a small room, everything in the room is within immediate distance. At most, immediate distance is 10 feet (3 m).

Short distance is anything greater than immediate distance but less than 50 feet (15 m) or so.

Long distance is anything greater than short distance but less than 100 feet (30 m) or so.

Very long distance is anything greater than long distance but less than 500 feet (150 m) or so. Beyond that range, distances are always specified—1,000 feet (300 m), a mile (1.5 km), and so on.

The idea is that it’s not necessary to measure precise distances. Immediate distance is right there, practically next to the character. Short distance is nearby. Long distance is farther off. Very long distance is really far off.

All weapons and special abilities use these terms for ranges. For example, all melee weapons have immediate range—they are close-combat weapons, and you can use them to attack anyone within immediate distance. A thrown knife (and most other thrown weapons) has short range. A bow has long range. An Adept’s Onslaught ability also has short range.

A character can move an immediate distance as part of another action. In other words, they can take a few steps over to the control panel and activate a switch. They can lunge across a small room to attack a foe. They can open a door and step through.

A character can move a short distance as their entire action for a turn. They can also try to move a long distance as their entire action, but the player might have to roll to see if the character slips, trips, or stumbles as the result of moving so far so quickly.

For example, if the PCs are fighting a group of cultists, any character can likely attack any cultist in the general melee—they’re all within immediate range. Exact positions aren’t important. Creatures in a fight are always moving, shifting, and jostling, anyway. However, if one cultist stayed back to fire a pistol, a character might have to use their entire action to move the short distance required to attack that foe. It doesn’t matter if the cultist is 20 feet (6 m) or 40 feet (12 m) away—it’s simply considered short distance. It does matter if the cultist is more than 50 feet (15 m) away because that distance would require a long or very long move.

Many rules in this system avoid the cumbersome need for precision. Does it really matter if the ghost is 13 feet away from you or 18? Probably not. That kind of needless specificity only slows things down and draws away from, rather than contributes to, the story.

Experience Points

Experience points (XP) are rewards given to players when the GM intrudes on the story (this is called GM intrusion) with a new and unexpected challenge. For example, in the middle of combat, the GM might inform the player that they drop their weapon. However, to intrude in this manner, the GM must award the player 2 XP. The rewarded player, in turn, must immediately give one of those XP to another player and justify the gift (perhaps the other player had a good idea, told a funny joke, performed an action that saved a life, and so on).

Alternatively, the player can refuse the GM intrusion. If they do so, they don’t get the 2 XP from the GM, and they must also spend 1 XP that they already have. If the player has no XP to spend, they can’t refuse the intrusion.

The GM can also give players XP between sessions as a reward for making discoveries during an adventure. Discoveries are interesting facts, wondrous secrets, powerful artifacts, answers to mysteries, or solutions to problems (such as where the kidnappers are keeping their victim or how the PCs repair the starship). You don’t earn XP for killing foes or overcoming standard challenges in the course of play. Discovery is the soul of the Cypher System.

Experience points are used primarily for character advancement (for details, see the Creating Your Character chapter), but a player can also spend 1 XP to reroll any die roll and take the better of the two rolls.

Cyphers

Cyphers are abilities that have a single use. In many campaigns, cyphers aren’t physical objects—they might be a spell cast upon a character, a blessing from a god, or just a quirk of fate that gives them a momentary advantage. In some campaigns, cyphers are physical objects that characters can carry. Whether or not cyphers are physical objects, they are part of the character (like equipment or a special ability) and are things characters can use during the game. The form that physical cyphers take depends on the setting. In a fantasy world they might be wands or potions, but in a science fiction game they could be alien crystals or prototype devices.

Characters will find new cyphers frequently in the course of play, so players shouldn’t hesitate to use their cypher abilities. Because cyphers are always different, the characters will always have new special powers to try.

Other Dice

In addition to a d20, you’ll need a d6 (a six-sided die). Rarely, you’ll need to roll a number between 1 and 100 (often called a d100 or d% roll), which you can do by rolling a d20 twice, using the last digit of the first roll as the “tens” place and the last digit of the second roll as the “ones” place. For example, rolling a 17 and a 9 gives you 79, rolling a 3 and an 18 gives you 38, and rolling a 20 and a 10 gives you 00 (also known as 100). If you have a d10 (a ten-sided die), you can use it instead of the d20 to roll numbers between 1 and 100.

A d6 is used most often for recovery rolls and to determine the level of cyphers.

Glossary

Game master (GM): The player who doesn’t run a character, but instead guides the flow of the story and runs all the NPCs.

Nonplayer character (NPC): Characters run by the GM. Think of them as the minor characters in the story, or the villains or opponents. This includes any kind of creature as well as people.

Party: A group of player characters (and perhaps some NPC allies).

Player character (PC): A character run by a player rather than the GM. Think of the PCs as the main characters in the story.

Player: The players who run characters in the game.

Session: A single play experience. Usually lasts a few hours. Sometimes one adventure can be accomplished in a session. More often, one adventure is multiple sessions.

Adventure: A single portion of the campaign with a beginning and an end. Usually defined at the beginning by a goal put forth by the PCs and at the end by whether or not they achieve that goal.

Campaign: A series of sessions strung together with an overarching story (or linked stories) with the same player characters. Often, but not always, a campaign involves a number of adventures.

Character: Anything that can act in the game. Although this includes PCs and human NPCs, it also technically includes creatures, aliens, mutants, automatons, animate plants, and so on. The word “creature” is usually synonymous.

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Cypher System games are played in the joint imagination of all the players, including the GM. The GM sets the scene, the players state what their characters attempt to do, and the GM determines what happens next. The rules and the dice help make the game run smoothly, but it’s the people, not the rules or the dice, that direct the action and determine the story—and the fun. If a rule gets in the way or detracts from the game, the players and the GM should work together to change it.

This is how you play the Cypher System:

  1. The player tells the GM what they want to do. This is a character action.

  2. The GM determines if that action is routine (and therefore works without needing a roll) or if there’s a chance of failure.

  3. If there is a chance of failure, the GM determines which stat the task uses (Might, Speed, or Intellect) and the task’s difficulty—how hard it will be on a scale from 1 (really easy) to 10 (basically impossible).

  4. The player and the GM determine if anything about the character—such as training, equipment, special abilities, or various actions—can modify the difficulty up or down by one or more steps. If these modifications reduce the difficulty to less than 1, the action is routine (and therefore works with no roll needed).

  5. If the action still isn’t routine, the GM uses its difficulty to determine the target number—how high the player must roll to succeed at the action (see the Task Difficulty table). The GM doesn’t have to tell the player what the target number is, but they can give the player a hint, especially if the character would reasonably know if the action was easy, average, difficult, or impossible.

  6. The player rolls a d20. If they roll equal to or higher than the target number, the character succeeds.

That’s it. That’s how to do anything, whether it’s identifying an unknown device, calming a raging drunk, climbing a treacherous cliff, or battling a demigod. Even if you ignored all the other rules, you could still play the Cypher System with just this information. The key features here are: character actions, determining task difficulty, and determining modifications.

Key Concepts

Action: Anything a character does that is significant—punch a foe, leap a chasm, activate a device, use a special power, and so on. Each character can take one action in a round.

Character: Any creature in the game capable of acting, whether it is a player character (PC) run by a player or a nonplayer character (NPC) run by the game master (GM). In the Cypher System, even bizarre creatures, sentient machines, and living energy beings can be “characters.”

Difficulty: A measure of how easy it is to accomplish a task. Difficulty is rated on a scale from 1 (lowest) to 10 (highest). Altering the difficulty to make a task harder is called “hindering.” Altering it to make a task easier is called “easing.” All changes in difficulty are measured in steps. Difficulty often equates directly with level, so opening a level 3 locked door probably has a difficulty of 3.

Ease: A decrease in a task’s difficulty, usually by one step. If something doesn’t say how many steps it eases a task, then it reduces the difficulty by one step.

Effort: Spending points from a stat Pool to reduce the difficulty of a task. A PC decides whether or not to apply Effort on their turn before the roll is made. NPCs never apply Effort.

Hinder: An increase in a task’s difficulty, usually by one step. If something doesn’t say how many steps it hinders a task, then it increases the difficulty by one step.

Inability: The opposite of trained—you’re hindered whenever you attempt a task that you have an inability in. If you also become trained in the task, the training and the inability cancel each other out and you become practiced.

Level: A way to measure the strength, difficulty, power, or challenge of something in the game. Everything in the game has a level. NPCs and objects have levels that determine the difficulty of any task related to them. For example, an opponent’s level determines how hard they are to hit or avoid in combat. A door’s level indicates how hard it is to break down. A lock’s level determines how hard it is to pick. Levels are rated on a scale from 1 (lowest) to 10 (highest). PC tiers are a little like levels, but they go only from 1 to 6 and mechanically work very differently than levels—for example, a PC’s tier does not determine a task’s difficulty.

Practiced: The normal, unmodified ability to use a skill—not trained, specialized, or an inability. Your type determines what weapon skills you’re practiced in; if you aren’t practiced with a type of weapon, you have an inability in it.

Roll: A d20 roll made by a PC to determine whether an action is successful. Although the game occasionally uses other dice, when the text simply refers to “a roll,” it always means a d20 roll.

Round: A length of time about five to ten seconds long. There are about ten rounds in a minute. When it’s really important to track precise time, use rounds. Basically, it’s the length of time to take an action in the game, but since everyone more or less acts simultaneously, all characters get to take an action each round.

Specialized: Having an exceptional amount of skill in a task. Being specialized eases the task by two steps. So, if you are specialized in climbing, all your climbing tasks are eased by two steps.

Stat: One of the three defining characteristics for PCs: Might, Speed, or Intellect. Each stat has two values: Pool and Edge. Your Pool represents your raw, innate ability, and your Edge represents knowing how to use what you have. Each stat Pool can increase or decrease over the course of play—for example, you can lose points from your Might Pool when struck by an opponent, spend points from your Intellect Pool to activate a special ability, or rest to recover points in your Speed Pool after a long day of marching. Anything that damages a stat, restores a stat, or boosts or penalizes a stat affects the stat’s Pool.

Task: Any action that a PC attempts. The GM determines the difficulty of the task. In general, a task is something that you do and an action is you performing that task, but in most cases they mean the same thing.

Trained: Having a reasonable amount of skill in a task. Being trained eases the task. For example, if you are trained in climbing, all climbing tasks for you are eased. If you become very skilled at that task, you become specialized instead of trained. You do not need to be trained to attempt a task.

Turn: The part of the round when a character or creature takes its actions. For example, if a Warrior and an Adept are fighting an orc, each round the Warrior takes an action on their turn, the Adept takes an action on their turn, and the orc takes an action on its turn. Some abilities or effects last only one turn, or end when the next turn is started.

Taking Action

Each character gets one turn each round. On a character’s turn, they can do one thing—an action. All actions fall into one of three categories: Might, Speed, or Intellect (just like the three stats). Many actions require die rolls—rolling a d20.

Every action performs a task, and every task has a difficulty that determines what number a character must reach or surpass with a die roll to succeed.

Most tasks have a difficulty of 0, which means the character succeeds automatically. For example, walking across a room, opening a door, and throwing a stone into a nearby bucket are all actions, but none of them requires a roll. Actions that are usually difficult or that become difficult due to the situation (such as shooting at a target in a blizzard) have a higher difficulty. These actions usually require a roll.

Some actions require a minimum expenditure of Might, Speed, or Intellect points. If a character cannot spend the minimum number of points needed to complete the action, they automatically fail at the task.

Determining Task Stat

Every task relates to one of a character’s three stats: Might, Speed, or Intellect. Physical activities that require strength, power, or endurance relate to Might. Physical activities that require agility, flexibility, or fast reflexes relate to Speed. Mental activities that require force of will, memory, or mental power relate to Intellect. This means you can generalize tasks into three categories: Might tasks, Speed tasks, and Intellect tasks. You can also generalize rolls into three categories: Might rolls, Speed rolls, and Intellect rolls.

The category of the task or roll determines what kind of Effort you can apply to the roll and may determine how a character’s other abilities affect the roll. For example, an Adept may have an ability that makes them better at Intellect rolls, and a Warrior may have an ability that makes them better at Speed rolls.

Determining Task Difficulty

The most frequent thing a GM does during the game—and probably the most important thing—is set a task’s difficulty. To make the job easier, use the Task Difficulty table, which associates a difficulty rating with a descriptive name, a target number, and general guidance about the difficulty.

Every difficulty from 1 to 10 has a target number associated with it. The target number is easy to remember: it’s always three times the difficulty. The target number is the minimum number a player needs to roll on a d20 to succeed at the task. Moving up or down on the table is called hindering or easing, which is measured in steps.

For example, reducing a difficulty 5 task to a difficulty 4 task is “easing the difficulty by one step” or just “easing the difficulty” or “easing the task.” Most modifiers affect the difficulty rather than the player’s roll. This has two consequences:

Low target numbers such as 3 or 6, which would be boring in most games that use a d20, are not boring in the Cypher System. For example, if you need to roll a 6 or higher, you still have a 25% chance to fail.

The upper levels of difficulty (7, 8, 9, and 10) are all but impossible because the target numbers are 21 or higher, which you can’t roll on a d20. However, it’s common for PCs to have abilities or equipment that ease a task and thus lower the target number to something they can roll on a d20.

A character’s tier does not determine a task’s level. Things don’t get more difficult just because a character’s tier increases—the world doesn’t instantly become a more difficult place. Fourth-tier characters don’t deal only with level 4 creatures or difficulty 4 tasks (although a fourth-tier character probably has a better shot at success than a first-tier character does). Just because something is level 4 doesn’t necessarily mean it’s meant only for fourth-tier characters. Similarly, depending on the situation, a fifth-tier character could find a difficulty 2 task just as challenging as a second-tier character does.

Therefore, when setting the difficulty of a task, the GM should rate the task on its own merits, not on the power of the characters.

Modifying the Difficulty

After the GM sets the difficulty for a task, the player can try to modify it for their character. Any such modification applies only to this particular attempt at the task. In other words, rewiring an electronic door lock normally might be difficulty 6, but since the character doing the work is skilled in such tasks, has the right tools, and has another character assisting them, the difficulty in this instance might be much lower. That’s why it’s important for the GM to set a task’s difficulty without taking the character into account. The character comes in at this step.

By using skills and assets, working together, and—perhaps most important—applying Effort, a character can ease a task by multiple steps to make it easier. Rather than adding bonuses to the player’s roll, reducing the difficulty lowers the target number. If they can reduce the difficulty of a task to 0, no roll is needed; success is automatic. (An exception is if the GM decides to use a GM intrusion on the task, in which case the player would have to make a roll at the original difficulty.)

There are three basic ways in which a character can ease a task: skills, assets, and Effort. Each method eases the task by at least one step—never in smaller increments.

By using skills, assets, and Effort, a character can ease a task by a maximum of ten steps: one or two steps from skills, one or two steps from assets, and one to six steps from Effort.

Skills

Characters may be skilled at performing a specific task. A skill can vary from character to character. For example, one character might be skilled at lying, another might be skilled at trickery, and a third might be skilled in all interpersonal interactions. The first level of being skilled is called being trained, and it eases that task by one step. More rarely, a character can be incredibly skilled at performing a task. This is called being specialized, and it eases the task by two steps instead of one. Skills can never decrease a task by more than two steps—any more than two steps from being trained and specialized don’t count.

Assets

An asset is anything that helps a character with a task, such as having a really good crowbar when trying to force open a door or being in a rainstorm when trying to put out a fire. Appropriate assets vary from task to task. The perfect awl might help when woodworking, but it won’t make a dance performance much better. An asset usually eases a task by one step. Assets can never ease a task by more than two steps—any more than two steps from assets don’t count.

The important thing to remember is that a skill can reduce the difficulty by no more than two steps, and assets can reduce the difficulty by no more than two steps, regardless of the situation. Thus, no task’s difficulty will ever be reduced by more than four steps without using Effort.

Effort

A player can apply Effort to ease a task. To do this, the player spends points from the stat Pool that’s most appropriate to the task. For example, applying Effort to push a heavy rock off a cliff requires a player to spend points from the character’s Might Pool; applying Effort to activate an unusual machine interface requires them to spend points from the character’s Intellect Pool. For every level of Effort spent on a task, the task is eased. It costs 3 points from a stat Pool to apply one level of Effort, and it costs 2 additional points for every level thereafter (so it costs 5 points for two levels of Effort, 7 points for three levels of Effort, and so on). A character must spend points from the same stat Pool as the type of task or roll—Might points for a Might roll, Speed points for a Speed roll, or Intellect points for an Intellect roll.

Every character has a maximum level of Effort they can apply to a single task. Effort can never ease a task by more than six steps—any more than six steps from applying Effort doesn’t count.

Free Level of Effort: A few abilities give you a free level of Effort (these usually require you to apply at least one level of Effort to a task). In effect, you’re getting one more level of Effort than what you paid for. This free level of Effort can exceed the Effort limit for your character, but not the six-step limit for easing a task.

Rolling the Die

To determine success or failure, a player rolls a die (always a d20). If they roll the target number or higher, they succeed. Most of the time, that’s the end of it—nothing else needs to be done. Rarely, a character might apply a small modifier to the roll. If they have a +2 bonus when attempting specific actions, they add 2 to the number rolled. However, the original roll matters if it’s a special roll.

If a character applies a modifier to the die roll, it’s possible to get a result of 21 or higher, in which case they can attempt a task with a target number above 20. But if there is no possibility for success—if not even rolling a natural 20 (meaning the d20 shows that number) is sufficient to accomplish the task—then no roll is made. Otherwise, characters would have a chance to succeed at everything, even impossible or ridiculous tasks such as climbing moonbeams, throwing elephants, or hitting a target on the opposite side of a mountain with an arrow.

If a character’s modifiers add up to +3, treat them as an asset instead. In other words, instead of adding a +3 bonus to the roll, reduce the difficulty by one step. For example, if a Warrior has a +1 bonus to attack rolls from a minor effect, a +1 bonus to attack rolls from a special weapon quality, and a +1 bonus to attack rolls from a special ability, they do not add 3 to their attack roll—instead, they reduce the difficulty of the attack by one step. So if they attack a level 3 foe, they would normally roll against difficulty 3 and try to reach a target number of 9, but thanks to their asset, they roll against difficulty 2 and try to reach a target number of 6.

This distinction is important when stacking skills and assets to decrease the difficulty of an action, especially since reducing the difficulty to 0 or lower means no roll is needed.

The Player Always Rolls

In the Cypher System, players always drive the action. That means they make all the die rolls. If a PC leaps out of a moving vehicle, the player rolls to see if they succeed. If a PC searches for a hidden panel, the player rolls to determine whether they find it. If a rockslide falls on a PC, the player rolls to try to get out of the way. If a PC and an NPC arm wrestle, the player rolls, and the NPC’s level determines the target number. If a PC attacks a foe, the player rolls to see if they hit. If a foe attacks the PC, the player rolls to see if they dodge the blow.

As shown by the last two examples, the PC rolls whether they are attacking or defending. Thus, something that improves defenses might ease or hinder their rolls. For example, if a PC uses a low wall to gain cover from attacks, the wall eases the player’s defense rolls. If a foe uses the wall to gain cover from the PC’s attacks, it hinders the player’s attack rolls.

Special Rolls

If a character rolls a natural 1, 17, 18, 19, or 20 (meaning the d20 shows that number), special rules come into play. These are explained in more detail in the following sections.

1: GM Intrusion. The GM makes a free intrusion (see below) and doesn’t award experience points (XP) for it.

17: Damage Bonus. If the roll was a damage-dealing attack, it deals 1 additional point of damage.

18: Damage Bonus. If the roll was a damage-dealing attack, it deals 2 additional points of damage.

19: Minor Effect. If the roll was a damage-dealing attack, it deals 3 additional points of damage or the PC gets a minor effect in addition to the normal results of the task. If the roll was something other than an attack, the PC gets a minor effect in addition to the normal results of the task.

20: Major Effect. If the roll was a damage-dealing attack, it deals 4 additional points of damage or the PC gets a major or minor effect in addition to the normal results of the task. If the roll was something other than an attack, the PC gets a major effect in addition to the normal results of the task. If the PC spent points from a stat Pool on the action, the point cost for the action decreases to 0, meaning the character regains those points as if they had not spent them at all.

GM Intrusion

GM intrusion is explained in more detail in the Running the Cypher System chapter, but essentially it means that something occurs to complicate the character’s life. The character hasn’t necessarily fumbled or done anything wrong (although perhaps they did). It could just be that the task presents an unexpected difficulty or something unrelated affects the current situation.

For GM intrusion on a defense roll, a roll of 1 might mean that the PC takes 2 additional points of damage from the attack, indicating that the opponent got in a lucky blow.

For complete details about GM intrusion and how to use it to best effect in the game, see the Running the Cypher System chapter.

Minor Effect

A minor effect happens when a player rolls a natural 19. Most of the time, a minor effect is slightly beneficial to the PC, but not overwhelming.

A climber gets up the steep slope a bit faster. A repaired machine works a bit better. A character jumping down into a pit lands on their feet. Either the GM or the player can come up with a possible minor effect that fits the situation, but both must agree on what it should be.

Don’t waste a lot of time thinking of a minor effect if nothing appropriate suggests itself. Sometimes, in cases where only success or failure matters, it’s okay to have no minor effect. Keep the game moving at an exciting pace.

In combat, the easiest and most straightforward minor effect is dealing 3 additional points of damage with an attack. The following are other common minor effects for combat:

Damage object: Instead of striking the foe, the attack strikes what the foe is holding. If the attack hits, the character makes a Might roll with a difficulty equal to the object’s level. On a success, the object moves one or more steps down the object damage track.

Distract: For one round, all of the foe’s tasks are hindered.

Knock back: The foe is knocked or forced back a few feet. Most of the time, this doesn’t matter much, but if the fight takes place on a ledge or next to a pit of lava, the effect can be significant.

Move past: The character can move a short distance at the end of the attack. This effect is useful to get past a foe guarding a door, for example.

Strike a specific body part: The attacker strikes a specific spot on the defender’s body. The GM rules what special effect, if any, results. For example, hitting a creature’s tentacle that is wrapped around an ally might make it easier for the ally to escape. Hitting a foe in the eye might blind it for one round. Hitting a creature in its one vulnerable spot might ignore Armor.

Usually, the GM just has the desired minor effect occur. For example, rolling a 19 against a relatively weak foe means it is knocked off the cliff. The effect makes the round more exciting, but the defeat of a minor creature has no significant impact on the story. Other times, the GM might rule that an additional roll is needed to achieve the effect—the special roll only gives the PC the opportunity for a minor effect. This mostly happens when the desired effect is very unlikely, such as pushing a 50-ton battle automaton off a cliff. If the player just wants to deal 3 additional points of damage as the minor effect, no extra roll is needed.

Major Effect

A major effect happens when a player rolls a natural 20. Most of the time, a major effect is quite beneficial to the character. A climber gets up the steep slope in half the time. A jumper lands with such panache that those nearby are impressed and possibly intimidated. A defender makes a free attack on a foe.

Either the GM or the player can come up with a possible major effect that fits the situation, but both must agree on what it should be. As with minor effects, don’t spend a lot of time agonizing over the details of a major effect. In cases where only success or failure matters, a major effect might offer the character a one-time asset (a modification of one step) to use the next time they attempt a similar action. When nothing else seems appropriate, the GM can simply grant the PC an additional action on their turn that same round.

In combat, the easiest and most straightforward major effect is dealing 4 additional points of damage with an attack. The following are other common major effects for combat.

Disarm: The foe drops one object that it is holding.

Impair: For the rest of the combat, all tasks the foe attempts are hindered.

Knock down: The foe is knocked prone. It can get up on its turn.

Stun: The foe loses its next action.

As with minor effects, usually the GM just has the desired major effect occur, but sometimes the GM might require an extra roll if the major effect is unusual or unlikely.

Retrying a Task After Failure

If a character fails a task (whether it’s climbing a wall, picking a lock, trying to figure out a mysterious device, or something else) they can attempt it again, but they must apply at least one level of Effort when retrying that task. A retry is a new action, not part of the same action that failed, and it takes the same amount of time as the first attempt did.

Sometimes the GM might rule that retries are impossible. Perhaps a character has one chance to convince the leader of a group of thugs not to attack, and after that, no amount of talking will stop them.

This rule doesn’t apply to something like attacking a foe in combat because combat is always changing and fluid. Each round’s situation is new, not a repeat of a previous situation, so a missed attack can’t be retried.

Initial Cost

The GM can assign a point cost to a task just for trying it. Called an initial cost, it’s simply an indication that the task is particularly taxing. For example, let’s say a character wants to try a Might action to open a heavy cellar door that is partially rusted shut. The GM says that forcing the door open is a difficulty 5 task, and there’s an initial cost of 3 Might points simply to try. This initial cost is in addition to any points the character chooses to spend on the roll (such as when applying Effort), and the initial cost points do not affect the difficulty of the task. In other words, the character must spend 3 Might points to attempt the task at all, but that doesn’t help them open the door. If they want to apply Effort to ease the task, they have to spend more points from their Might Pool.

Edge helps with the initial cost of a task, just as it does with any expenditure from a character’s Pool. In the previous example, if the character had a Might Edge of 2, they would have to spend only 1 point (3 points minus 2 from their Might Edge) for the initial cost to attempt the task. If they also applied a level of Effort to open the door, they couldn’t use their Edge again—Edge applies only once per action—so using the Effort would cost the full 3 points. Thus, they’d spend a total of 4 points (1 for the initial cost plus 3 for the Effort) from their Might Pool.

The rationale of the initial cost rule is that even in the Cypher System, where things like Effort can help a character succeed on an action, logic still suggests that some actions are very difficult and taxing, particularly for some PCs more than others.

Distance

Distance is simplified into four basic categories: immediate, short, long, and very long.

Immediate distance from a character is within reach or within a few steps; if a character stands in a small room, everything in the room is within immediate distance. At most, immediate distance is 10 feet (3 m). Immediate distance is sometimes referred to as close, or even point-blank, particularly when referring to ranges.

The words “immediate” and “close” can be used interchangeably to talk about distance. If a creature or object is within arm’s reach of the character, it can be considered both immediate and close.

Short distance is anything greater than immediate distance but less than 50 feet (15 m) or so.

Long distance is anything greater than short distance but less than 100 feet (30 m) or so.

Very long distance is anything greater than long distance but less than 500 feet (150 m) or so.

Beyond that range, distances are always specified—1,000 feet (300 m), 1 mile (1.5 km), and so on.

All weapons and special abilities use these terms for ranges. For example, all melee weapons have immediate range—they are close-combat weapons, and you can use them to attack anyone within immediate distance. A thrown knife (and most other thrown weapons) has short range. A small handgun also has short range. A rifle has long range.

A character can move an immediate distance as a part of another action. In other words, they can take a few steps to the light switch and flip it on. They can lunge across a small room to attack a foe. They can open a door and step through.

A character can move a short distance as their entire action for a turn. They can also try to move a long distance as their entire action, but the player might have to roll to see if the character slips, trips, or stumbles for moving so far so quickly.

GMs and players don’t need to determine exact distances. For example, if the PCs are fighting a group of guards, any character can likely attack any foe in the general melee—they’re all within immediate range. However, if one trooper stays back to fire a blaster, a character might have to use their entire action to move the short distance required to attack that foe. It doesn’t matter if the trooper is 20 feet (6 m) or 40 feet (12 m) away—it’s simply considered short distance. It does matter if the trooper is more than 50 feet (15 m) away because that distance would require a long move.

Other Distances

In rare cases where distances beyond very long are needed, real-world distances are best (1 mile, 100 kilometers, and so on). However, the following shorthand distances can be useful in some settings:

Planetary: On the same planet.

Interplanetary: Within the same solar system.

Interstellar: Within the same galaxy.

Intergalactic: Anywhere in the same universe.

Interdimensional: Anywhere.

Timekeeping

Generally, keep time the same way that you normally would, using minutes, hours, days, and weeks. Thus, if the characters walk overland for 15 miles (24 km), about eight hours pass, even though the journey can be described in only a few seconds at the game table. Precision timekeeping is rarely important. Most of the time, saying things like “That takes about an hour” works fine.

This is true even when a special ability has a specific duration. In an encounter, a duration of “one minute” is mostly the same as saying “the rest of the encounter.” You don’t have to track each round that ticks by if you don’t want to. Likewise, an ability that lasts for ten minutes can safely be considered the length of an in-depth conversation, the time it takes to quickly explore a small area, or the time it takes to rest after a strenuous activity.

ActionTime Usually Required
Walking a mile over easy terrainAbout fifteen minutes
Walking a mile over rough terrain (forest, snow, hills)About half an hour
Walking a mile over difficult terrain (mountains, thick jungle)About forty-five minutes
Moving from one significant location in a city to anotherAbout fifteen minutes
Sneaking into a guarded locationAbout fifteen minutes
Observing a new location to get salient detailsAbout fifteen minutes
Having an in-depth discussionAbout ten minutes
Resting after a fight or other strenuous activityAbout ten minutes
Resting and having a quick mealAbout half an hour
Making or breaking campAbout half an hour
Shopping for supplies in a market or storeAbout an hour
Meeting with an important contactAbout half an hour
Referencing a book or websiteAbout half an hour
Searching a room for hidden thingsAt least half an hour, perhaps one hour
Searching for cyphers or other valuables amid a lot of stuffAbout an hour
Identifying and understanding a cypherFifteen minutes to half an hour
Identifying and understanding an artifactAt least fifteen minutes, perhaps three hours
Repairing a device (assuming parts and tools available)At least an hour, perhaps a day
Building a device (assuming parts and tools available)At least a day, perhaps a week

Encounters, Rounds, and Initiative

Sometimes in the course of the game, the GM or players will refer to an “encounter.” Encounters are not so much measurements of time as they are events or instances in which something happens, like a scene of a movie or a chapter in a book. An encounter might be a fight with a foe, a dramatic crossing of a raging river, or a stressful negotiation with an important official. It’s useful to use the word when referring to a specific scene, as in “My Might Pool is low after that encounter with the soul sorcerer yesterday.”

A round is about five to ten seconds. The length of time is variable because sometimes one round might be a bit longer than another. You don’t need to measure time more precisely than that. You can estimate that on average there are about ten rounds in a minute. In a round, everyone—each character and NPC—gets to take one action.

To determine who goes first, second, and so on in a round, each player makes a Speed roll called an initiative roll. Most of the time, it’s only important to know which characters act before the NPCs and which act after the NPCs. On an initiative roll, a character who rolls higher than an NPC’s target number takes their action before the NPC does. As with all target numbers, an NPC’s target number for an initiative roll is three times the NPC’s level. Many times, the GM will have all NPCs take their actions at the same time, using the highest target number from among all the NPCs. Using this method, any characters who rolled higher than the target number act first, then all the NPCs act, and finally any characters who rolled lower than the target number act.

An initiative roll is a d20 roll. Since your initiative depends on how fast you are, if you spend Effort on the roll, the points come from your Speed Pool.

The order in which the characters act usually isn’t important. If the players want to go in a precise order, they can act in initiative order (highest to lowest), by going around the table, by going oldest to youngest, and so on.

For example, Charles, Tammie, and Shanna’s characters are in combat with two level 2 security guards. The GM has the players make Speed rolls to determine initiative. Charles rolls an 8, Shanna rolls a 15, and Tammie rolls a 4. The target number for a level 2 creature is 6, so each round Charles and Shanna act before the guards, then the guards act, and finally Tammie acts. It doesn’t matter whether Charles acts before or after Shanna, as long as they think it’s fair.

After everyone—all PCs and NPCs—in the combat has had a turn, the round ends and a new round begins. In all rounds after the first, everyone acts in the same order as they did in the first round. The characters cycle through this order until the logical end of the encounter (the end of the fight or the completion of the event) or until the GM asks them to make new initiative rolls. The GM can call for new initiative rolls at the beginning of any new round when conditions drastically change. For example, if the NPCs gain reinforcements, the environment changes (perhaps the lights go out), the terrain changes (maybe part of the balcony collapses under the PCs), or something similar occurs, the GM can call for new initiative rolls.

Since the action moves as a cycle, anything that lasts for a round ends where it started in the cycle. If Umberto uses an ability on an opponent that hinders its defenses for one round, the effect lasts until Umberto acts on his next turn.

A Closer Look At Situations that Don’t Involve PCs

Ultimately, the GM is the arbiter of conflicts that do not involve the PCs. They should be adjudicated in the most interesting, logical, and story-based way possible. When in doubt, match the level of the NPCs (characters or creatures) or their respective effects to determine the results. Thus, if a level 4 NPC fights a level 3 NPC, the level 4 NPC will win, but if they face a level 7 NPC, they’ll lose. Likewise, a level 4 creature resists poisons or devices of level 3 or lower but not those of level 5 and above.

The essence is this: in the Cypher System, it doesn’t matter if something is a creature, a poison, or a gravity-dispelling ray. If it’s a higher level, it wins; if it’s a lower level, it loses. If two things of equal level oppose each other, there might be a long, drawn-out battle that could go either way.

Actions

Anything that your character does in a round is an action. It’s easiest to think of an action as a single thing that you can do in five to ten seconds. For example, if you use your dart thrower to shoot a strange floating orb, that’s one action. So is running for cover behind a stack of barrels, prying open a stuck door, using a rope to pull your friend up from a pit, or activating a cypher (even if it’s stored in your pack).

Opening a door and attacking a security guard on the other side are two actions. It’s more a matter of focus than time. Drawing your sword and attacking a foe is all one action. Putting away your bow and pushing a heavy bookcase to block a door are two actions because each requires a different train of thought.

If the action you want to accomplish is not within reach, you can move a little bit. Essentially, you can move up to an immediate distance to perform your action. For example, you can move an immediate distance and attack a foe, open a door and move an immediate distance into the hallway beyond, or grab your hurt friend lying on the ground and pull them back a few steps. This movement can occur before or after your action, so you can move to a door and open it, or you can open a door and move through it.

The most common actions are:

Action: Attack

An attack is anything that you do to someone that they don’t want you to do. Slashing a foe with a curved dagger is an attack, blasting a foe with a lightning artifact is an attack, wrapping a foe in magnetically controlled metal cables is an attack, and controlling someone’s mind is an attack. An attack almost always requires a roll to see if you hit or otherwise affect your target.

In the simplest kind of attack, such as a PC trying to stab a thug with a knife, the player rolls and compares their result to the opponent’s target number. If their roll is equal to or greater than the target number, the attack hits. Just as with any kind of task, the GM might modify the difficulty based on the situation, and the player might have a bonus to the roll or might try to ease the task using skills, assets, or Effort.

A less straightforward attack might be a special ability that stuns a foe with a mental blast. However, it’s handled the same way: the player makes a roll against the opponent’s target number. Similarly, an attempt to tackle a foe and wrestle it to the ground is still just a roll against the foe’s target number.

Attacks are sometimes categorized as “melee” attacks, meaning that you hurt or affect something within immediate reach, or “ranged” attacks, meaning that you hurt or affect something at a distance.

Melee attacks can be Might or Speed actions—player choice. Physical ranged attacks (such as bows, thrown weapons, and blasts of fire from a mutation) are almost always Speed actions, but those that come from special abilities tend to be Intellect actions.

Special abilities that require touching the target require a melee attack. If the attack misses, the power is not wasted, and you can try again each round as your action until you hit the target, use another ability, or take a different action that requires you to use your hands. These attempts in later rounds count as different actions, so you don’t have to keep track of how much Effort you used when you activated the ability or how you used Edge. For example, let’s say that in the first round of combat, you activate a special ability that requires you to touch your foe and you use Effort to ease the attack, but you roll poorly and miss your foe. In the second round of combat, you can try attacking again and use Effort to ease the attack roll.

The GM and players are encouraged to describe every attack with flavor and flair. One attack roll might be a stab to the foe’s arm. A miss might be the PC’s sword slamming into the wall. Combatants lunge, block, duck, spin, leap, and make all kinds of movements that should keep combat visually interesting and compelling. The Running the Cypher System chapter has much more guidance in this regard.

Common elements that affect the difficulty of a combat task are cover, range, and darkness. The rules for these and other modifiers are explained in the Attack Modifiers and Special Situations section of this chapter.

Damage

When an attack strikes a character, it usually means the character takes damage.

An attack against a PC subtracts points from one of the character’s stat Pools—usually the Might Pool. Whenever an attack simply says it deals “damage” without specifying the type, it means Might damage, which is by far the most common type. Intellect damage, which is usually the result of a mental attack, is always labeled as Intellect damage. Speed damage is often a physical attack, but attacks that deal Speed damage are fairly rare.

NPCs don’t have stat Pools. Instead, they have a characteristic called health. When an NPC takes damage of any kind, the amount is subtracted from its health. Unless described otherwise, an NPC’s health is always equal to its target number. Some NPCs might have special reactions to or defenses against attacks that would normally deal Speed damage or Intellect damage, but unless the NPC’s description specifically explains this, assume that all damage is subtracted from the NPC’s health.

Objects don’t have stat Pools or health. They have an object damage track, just like how PCs have a damage track. Attacking objects might move them down their damage track.

Damage is always a specific amount determined by the attack. For example, a slash with a broadsword or a blast with a spike thrower deals 4 points of damage. An Adept’s Onslaught deals 4 points of damage. Often, there are ways for the attacker to increase the damage. For example, a PC can apply Effort to deal 3 additional points of damage, and rolling a natural 17 on the attack roll deals 1 additional point of damage.

Armor

Pieces of equipment and special abilities protect a character from damage by giving them Armor. Each time a character takes damage, subtract their Armor value from the damage before reducing their stat Pool or health. For example, if a Warrior with 2 Armor is hit by a gunshot that deals 4 points of damage, they take only 2 points of damage (4 minus 2 from their Armor). If Armor reduces the incoming damage to 0 or lower, the character takes no damage from the attack. For example, the Warrior’s 2 Armor protects them from all physical attacks that deal 1 or 2 points of damage.

The most common way to get Armor is to wear physical armor, such as a leather jacket, a bulletproof vest, a chainmail hauberk, bioengineered carapace grafts, or something else, depending on the setting. All physical armor comes in one of three categories: light, medium, or heavy. Light armor gives the wearer 1 point of Armor, medium gives 2 points of Armor, and heavy gives 3 points of Armor.

When you see the word “Armor” capitalized in the game rules (other than in the name of a special ability), it refers to your Armor characteristic—the number you subtract from incoming damage. When you see the word “armor” in lowercase, it refers to any physical armor you might wear.

Other effects can add to a character’s Armor. If a character is wearing chainmail (+2 to Armor) and has an ability that covers them in a protective force field that grants +1 to Armor, their total is 3 Armor. If they also use a cypher that hardens their flesh temporarily for +1 to Armor, their total is 4 Armor.

Some types of damage ignore physical armor. Attacks that specifically deal Speed damage or Intellect damage ignore Armor; the creature takes the listed amount of damage without any reduction from Armor. Ambient damage (see below) usually ignores Armor as well.

A creature may have a special bonus to Armor against certain kinds of attacks. For example, a protective suit made of a sturdy, fire-resistant material might normally give its wearer +1 to Armor but count as +3 to Armor against fire attacks. An artifact worn as a helmet might grant +2 to Armor only against mental attacks.

Ambient Damage

Some kinds of damage aren’t direct attacks against a creature, but they indirectly affect everything in the area. Most of these are environmental effects such as winter cold, high temperatures, or background radiation. Damage from these kinds of sources is called ambient damage. Physical armor usually doesn’t protect against ambient damage, though a well-insulated suit of armor can protect against cold weather.

Damage From Hazards

Attacks aren’t the only way to inflict damage on a character. Experiences such as falling from a great height, being burned in a fire, and spending time in severe weather also deal damage. Although no list of potential hazards could be comprehensive, the Damage From Hazards table includes common examples.

SourceDamageNotes
Falling1 point per 10 feet (3 m) fallen (ambient damage)
Minor fire3 points per round (ambient damage)Torch
Major fire6 points per round (ambient damage)Engulfed in flames; lava
Acid splash2 points per round (ambient damage)
Acid bath6 points per round (ambient damage)Immersed in acid
Cold1 point per round (ambient damage)Below freezing temperatures
Severe cold3 points per round (ambient damage)Liquid nitrogen
Shock1 point per round (ambient damage)Often involves losing next action
Electrocution6 points per round (ambient damage)Often involves losing next action
Crush3 pointsObject or creature falls on character
Huge crush6 pointsRoof collapse; cave-in
Collision6 pointsLarge, fast object strikes character

The Effects of Taking Damage

When an NPC reaches 0 health, it is either dead or (if the attacker wishes) incapacitated, meaning unconscious or beaten into submission.

As previously mentioned, damage from most sources is applied to a character’s Might Pool. Otherwise, stat damage always reduces the Pool of the stat it affects.

If damage reduces a character’s stat Pool to 0, any further damage to that stat (including excess damage from the attack that reduced the stat to 0) is applied to another stat Pool. Damage is applied to Pools in this order:

  1. Might (unless the Pool is 0)

  2. Speed (unless the Pool is 0)

  3. Intellect

Even if the damage is applied to another stat Pool, it still counts as its original type for the purpose of Armor and special abilities that affect damage. For example, if a character with 2 Armor is reduced to 0 Might and then is hit by a creature’s claw for 3 points of damage, it still counts as Might damage, so their Armor reduces the damage to 1 point, which then is applied to their Speed Pool. In other words, even though they take the damage from their Speed Pool, it doesn’t ignore Armor like Speed damage normally would.

In addition to taking damage from their Might Pool, Speed Pool, or Intellect Pool, PCs also have a damage track. The damage track has four states (from best to worst): hale, impaired, debilitated, and dead. When one of a PC’s stat Pools reaches 0, they move one step down the damage track. Thus, if they are hale, they become impaired. If they are already impaired, they become debilitated. If they are already debilitated, they become dead.

Some effects can immediately shift a PC one or more steps on the damage track. These include rare poisons, cellular disruption attacks, and massive traumas (such as falls from very great heights, being run over by a speeding vehicle, and so on, as determined by the GM).

Some attacks, like a serpent’s poisonous bite or a Speaker’s Enthrall, have effects other than damage to a stat Pool or shifting the PC on the damage track. These attacks can cause unconsciousness, paralysis, and so on.

When NPCs (who have only health) suffer Speed or Intellect damage, normally this is treated the same as Might damage. However, the GM or the player has the option to suggest an appropriate alternate effect—the NPC suffers a penalty, moves more slowly, is stunned, and so on.

The Damage Track

As noted above, the damage track has four states: hale, impaired, debilitated, and dead.

Hale is the normal state for a character: all three stat Pools are at 1 or higher, and the PC has no penalties from harmful conditions. When a hale PC takes enough damage to reduce one of their stat Pools to 0, they become impaired. Note that a character whose stat Pools are much lower than normal can still be hale.

Impaired is a wounded or injured state. When an impaired character applies Effort, it costs 1 extra point per level applied. For example, applying one level of Effort costs 4 points instead of 3, and applying two levels of Effort costs 7 points instead of 5.

An impaired character ignores minor and major effect results on their rolls, and they don’t deal as much extra damage in combat with a special roll. In combat, a roll of 17 or higher deals only 1 additional point of damage. When an impaired PC takes enough damage to reduce one of their stat Pools to 0, they become debilitated.

Debilitated is a critically injured state. A debilitated character may not take any actions other than to move (probably crawl) no more than an immediate distance. If a debilitated character’s Speed Pool is 0, they can’t move at all. When a debilitated PC takes enough damage to reduce a stat Pool to 0, they are dead.

Dead is dead.

The damage track allows you to know how far from death you are. If you’re hale, you’re three steps from death. If you’re impaired, you’re two steps from death. If you’re debilitated, you are only one small step from death’s door.

Recovering Points in a Pool

After losing or spending points in a Pool, you recover those points by resting. You can’t increase a Pool past its maximum by resting—just back to its normal level. Any extra points gained go away with no effect. The amount of points you recover from a rest, and how long each rest takes, depends on how many times you have rested so far that day.

When you rest, make a recovery roll. To do this, roll a d6 and add your tier. You recover that many points, and you can divide them among your stat Pools however you wish. For example, if your recovery roll is 4 and you’ve lost 4 points of Might and 2 points of Speed, you can recover 4 points of Might, or 2 points of Might and 2 points of Speed, or any other combination adding up to 4 points.

The first time you rest each day, it takes only a few seconds to catch your breath. If you rest this way in the middle of an encounter, it takes one action on your turn.

The second time you rest each day, you must rest for ten minutes to make a recovery roll. The third time you rest each day, you must rest for one hour to make a recovery roll. The fourth time you rest each day, you must rest for ten hours to make a recovery roll (usually, this occurs when you stop for the day to eat and sleep).

After that much rest, it’s assumed to be a new day, so the next time you rest, it takes only a few seconds. The next rest takes ten minutes, then one hour, and so on, in a cycle.

If you haven’t rested yet that day and you take a lot of damage in a fight, you could rest a few seconds (regaining 1d6 points + 1 point per tier) and then immediately rest for ten minutes (regaining another 1d6 points + 1 point per tier). Thus, in one full day of doing nothing but resting, you could recover 4d6 points + 4 points per tier.

Each character chooses when to make recovery rolls. If a party of five PCs rests for ten minutes because two of them want to make recovery rolls, the others don’t have to make rolls at that time. Later in the day, those three can decide to rest for ten minutes and make recovery rolls.

Recovery RollRest Time Needed
First recovery rollOne action
Second recovery rollTen minutes
Third recovery rollOne hour
Fourth recovery rollTen hours

Restoring the Damage Track

Using points from a recovery roll to raise a stat Pool from 0 to 1 or higher also automatically moves the character up one step on the damage track.

If all of a PC’s stat Pools are above 0 and the character has taken special damage that moved them down the damage track, they can use a recovery roll to move up one step on the damage track instead of recovering points. For example, a character who is debilitated from a hit with a cell-disrupting biotech device can rest and move up to impaired rather than recover points in a Pool.

Special Damage

In the course of playing the game, characters face all manner of threats and dangers that can harm them in a variety of ways, only some of which are easily represented by points of damage.

Dazed and Stunned: Characters can be dazed when struck hard on the head, exposed to extremely loud sounds, or affected by a mental attack. When this happens, for the duration of the daze effect (usually one round), all of the character’s tasks are hindered. Similar but more severe attacks can stun characters. Stunned characters lose their turn (but can still defend against attacks normally).

Poison and Disease: When characters encounter poison—whether the venom of a serpent, rat poison slipped into a burrito, cyanide dissolved in wine, or an overdose of acetaminophen—they make a Might defense roll to resist it. Failure to resist can result in points of damage, moving down the damage track, or a specific effect such as paralysis, unconsciousness, disability, or something stranger. For example, some poisons affect the brain, making it impossible to say certain words, take certain actions, resist certain effects, or recover points to a stat Pool.

Diseases work like poisons, but their effect occurs every day, so the victim must make a Might defense roll each day or suffer the effects. Disease effects are as varied as poisons: points of damage, moving down the damage track, disability, and so on. Many diseases inflict damage that cannot be restored through conventional means.

Paralysis: Paralytic effects cause a character to drop to the ground, unable to move. Unless otherwise specified, the character can still take actions that require no physical movement.

Other Effects: Other special effects can render a character blind or deaf, unable to stand without falling over, or unable to breathe. Stranger effects might negate gravity for the character (or increase it a hundredfold), transport them to another place, render them out of phase, mutate their physical form, implant false memories or senses, alter the way their brain processes information, or inflame their nerves so they are in constant, excruciating pain. Each special effect must be handled on a case-by-case basis. The GM adjudicates how the character is affected and how the condition can be alleviated (if possible).

NPCs and Special Damage

The GM always has final say over what special damage will affect an NPC. Human NPCs usually react like characters, but nonhuman creatures might react very differently. For example, a tiny bit of venom is unlikely to hurt a gigantic dragon, and it won’t affect an android or a demon at all.

If an NPC is susceptible to an attack that would shift a character down the damage track, using that attack on the NPC usually renders it unconscious or dead. Alternatively, the GM could apply the debilitated condition to the NPC, with the same effect as it would have on a PC.

Attack Modifiers And Special Situations

In combat situations, many modifiers might come into play. Although the GM is at liberty to assess whatever modifiers they think are appropriate to the situation (that’s their role in the game), the following suggestions and guidelines might make that easier. Often the modifier is applied as a step in difficulty. So if a situation hinders attacks, that means if a PC attacks an NPC, the difficulty of the attack roll is increased by one step, and if an NPC attacks a PC, the difficulty of the defense roll is decreased by one step. This is because players make all rolls, whether they are attacking or defending—NPCs never make attack or defense rolls.

When in doubt, if it seems like it should be harder to attack in a situation, hinder the attack rolls. If it seems like attacks should gain an advantage or be easier in some way, hinder the defense rolls.

Precise ranges are not important in the Cypher System. The broadly defined “immediate,” “short,” “long,” and “very long” ranges let the GM quickly make a judgment call and keep things moving. Basically, the idea is: your target is right there, your target is close, your target is pretty far away, or your target is extremely far away.

Cover

If a character is behind cover so that a significant portion of their body is behind something sturdy, attacks against the character are hindered.

If a character is entirely behind cover (their entire body is behind something sturdy), they can’t be attacked unless the attack can go through the cover. For example, if a character hides behind a thin wooden screen and their opponent shoots the screen with a rifle that can penetrate the wood, the character can be attacked. However, because the attacker can’t see the character clearly, this still counts as cover (attacks against the character are hindered).

Position

Sometimes where a character stands gives them an advantage or a disadvantage.

Prone Target: In melee, a prone target is easier to hit (attacks against them are eased). In ranged combat, a prone target is harder to hit (attacks against them are hindered).

Higher Ground: In either ranged or melee combat, attacks by an opponent on higher ground are eased.

Surprise

When a target isn’t aware of an incoming attack, the attacker has an advantage. A ranged sniper in a hidden position, an invisible assailant, or the first salvo in a successful ambush are all eased by two steps. For the attacker to gain this advantage, however, the defender truly must have no idea that the attack is coming.

If the defender isn’t sure of the attacker’s location but is still on guard, the attacks are eased by only one step.

Range

In melee, you can attack a foe who is adjacent to you (next to you) or within reach (immediate range). If you enter into melee with one or more foes, usually you can attack most or all of the combatants, meaning they are next to you, within reach, or within reach if you move slightly or have a long weapon that extends your reach.

The majority of ranged attacks have only two ranges: short range and long range (a few have very long range). Short range is generally less than 50 feet (15 m) or so. Long range is generally from 50 feet (15 m) to about 100 feet (30 m). Very long range is generally 100 feet (30 m) to 500 feet (150 m). Greater precision than that isn’t important in the Cypher System. If anything is longer than very long range, the exact range is usually spelled out, such as with an item that can fire a beam 1,000 feet (300 m) or teleport you up to 1 mile (1.5 km) away.

Thus, the game has four measurements of distance: immediate, short, long, and very long. These apply to movement as well. A few special cases—point-blank range and extreme range— modify an attack’s chance to successfully hit.

Point-Blank Range: If a character uses a ranged weapon against a target within immediate range, the attack is eased.

Extreme Range: Targets just at the limit of a weapon’s range are at extreme range. Attacks against such targets are hindered.

The GM might allow a character with a ranged weapon to attack beyond extreme range, but the attack would be hindered by two steps for each range category beyond the normal limit. Attacks with hard limits, such as the blast radius of a bomb, can’t be modified.

In certain situations, such as a PC on top of a building looking across an open field, the GM should allow ranged attacks to exceed their maximum range. For example, in perfect conditions, a good archer can hit a large target with a bow and arrow at 500 feet (150 m), much farther than a bow’s typical long range.

Illumination

What characters can see (and how well they can see) plays a huge factor in combat.

Dim Light: Dim light is approximately the amount of light on a night with a bright full moon or the illumination provided by a torch, flashlight, or desk lamp. Dim light allows you to see out to short range. Targets in dim light are harder to hit. Attacks against such targets are hindered. Attackers trained in low-light spotting negate this modifier.

Very Dim Light: Very dim light is approximately the amount of light on a starry night with no visible moon, or the glow provided by a candle or an illuminated control panel. Very dim light allows you to see clearly only within immediate range and perceive vague shapes to short range. Targets in very dim light are harder to hit. Attacks against targets within immediate range are hindered, and attacks against those in short range are hindered by two steps. Attackers trained in low-light spotting modify these difficulties by one step in their favor. Attackers specialized in low-light spotting modify these difficulties by two steps in their favor.

Darkness: Darkness is an area with no illumination at all, such as a moonless night with cloud cover or a room with no lights. Targets in complete darkness are nearly impossible to hit. If an attacker can use other senses (such as hearing) to get an idea of where the opponent might be, attacks against such targets are hindered by four steps. Otherwise, attacks in complete darkness fail without the need for a roll unless the player spends 1 XP to “make a lucky shot” or the GM uses GM intrusion. Attackers trained in low-light spotting ease the task. Attackers specialized in low-light spotting ease the task by two steps.

Visibility

Similar to illumination, factors that obscure vision affect combat.

Mist: A target in mist is similar to one in dim light. Ranged attacks against such targets are hindered. Particularly dense mist makes ranged attacks nearly impossible (treat as darkness), and even melee attacks are hindered.

Hiding Target: A target in dense foliage, behind a screen, or crawling amid the rubble in a ruin is hard to hit because they’re hard to see. Ranged attacks against such targets are hindered.

Invisible Target: If an attacker can use other senses (such as hearing) to get an idea of where the opponent might be, attacks against such targets are hindered by four steps. Otherwise, attacks against an invisible creature fail without the need for a roll unless the player spends 1 XP to “make a lucky shot” or the GM uses GM intrusion.

Water

Being in shallow water can make it hard to move, but it doesn’t affect combat. Being in deep water can make things difficult, and being underwater entirely can seem as different as being on another world.

Deep Water: Being in water up to your chest (or the equivalent thereof) hinders your attacks. Aquatic creatures ignore this modifier.

Underwater Melee Combat: For nonaquatic creatures, being completely underwater makes attacking very difficult. Attacks with stabbing weapons are hindered, and melee attacks with slashing or bashing weapons are hindered by two steps. Aquatic creatures ignore these penalties.

Underwater Ranged Combat: As with melee combat, nonaquatic creatures have problems fighting underwater. Some ranged attacks are impossible underwater—you can’t throw things, fire a bow or crossbow, or use a blowgun. Many firearms also do not work underwater. Attacks with weapons that do work underwater are hindered. Ranges underwater are reduced by one category; very-long-range weapons work only to long range, long-range weapons work only to short range, and short-range weapons work only to immediate range.

Moving Targets

Moving targets are harder to hit, and moving attackers have a difficult time as well.

Target Is Moving: Attackers trying to hit a foe who is moving very fast are hindered. (A foe moving very fast is one who is doing nothing but running, mounted on a moving creature, riding on a vehicle or moving conveyance, and so on.)

Attacker Is Moving: An attacker trying to make an attack while moving under their own power (walking, running, swimming, and so on) takes no penalties. Attacks from a moving mount or moving vehicle are hindered; an attacker trained in riding or driving ignores this penalty.

Attacker Is Jostled: Being jostled, such as while standing on a listing ship or a vibrating platform, makes attacking difficult. Such attacks are hindered. Characters trained in balancing or sailing would ignore penalties for being on a ship.

Gravity

In a spacefaring campaign, characters may travel to worlds with stronger or weaker gravity than Earth’s. Likewise, strange technology or magic can cause gravity to fluctuate even in an Earth-based campaign. Characters who have a large amount of metal (wearing metal armor, using metal weapons, and so on) can be affected by fluctuating magnetism just as a character is affected by gravity.

Low Gravity: Weapons that rely on weight, such as all heavy weapons, deal 2 fewer points of damage (dealing a minimum of 1 point of damage). Weapons with short range can reach to long range, and long-range weapons can reach to very long range. Characters trained in low-gravity maneuvering ignore the damage penalty.

High Gravity: It’s hard to make effective attacks when the pull of gravity is very strong. Attacks (and all physical actions) made in high gravity are hindered. Ranges in high gravity are reduced by one category (very-long-range weapons reach only to long range, long-range weapons reach only to short range, and short-range weapons reach only to immediate range). Characters trained in high-gravity maneuvering ignore the change in difficulty but not the range decreases.

Zero Gravity: It’s hard to maneuver in an environment without gravity. All physical actions (including attacks) made in zero gravity are hindered. Weapons with short range can reach to long range, long-range weapons can reach to very long range, and very-long-range weapons can reach to about 1,000 feet (300 m) instead of 500 feet (150 m). Characters trained in zero-gravity maneuvering ignore the change in difficulty.

Special Situation: Combat Between NPCs

When an NPC ally of the PCs attacks another NPC, the GM can designate a player to roll and handle it like a PC attacking. Often, the choice is obvious. For example, a character who has a trained attack animal should roll when their pet attacks enemies. If an NPC ally accompanying the party leaps into the fray, that ally’s favorite PC rolls for them. NPCs cannot apply Effort. Of course, it’s perfectly fitting (and easier) to have the NPC ally use the cooperative action rules to aid a PC instead of making direct attacks, or to compare the levels of the two NPCs (higher wins).

Special Situation: Combat Between PCs

When one PC attacks another PC, the attacking character makes an attack roll, and the other character makes a defense roll, adding any appropriate modifiers. If the attacking PC has a skill, ability, asset, or other effect that would ease the attack if it were made against an NPC, the character adds 3 to the roll for each step reduction (+3 for one step, +6 for two steps, and so on). If the attacker’s final result is higher, the attack hits. If the defender’s result is higher,
the attack misses. Damage is resolved normally. The GM mediates all special effects.

Special Situation: Area Attacks

Sometimes, an attack or effect affects an area rather than a single target. For example, a grenade or a landslide can potentially harm or affect everyone in the area.

In an area attack, all PCs in the area make appropriate defense rolls against the attack to determine its effect on them. If there are any NPCs in the area, the attacker makes a single attack roll against all of them (one roll, not one roll per NPC) and compares it to the target number of each NPC. If the roll is equal to or greater than the target number of a particular NPC, the attack hits that NPC.

Some area attacks always deal at least a minimum amount of damage, even if the attacks miss or if a PC makes a successful defense roll.

For example, consider a character who uses Shatter to attack six cultists (level 2; target number 6) and their leader (level 4; target number 12). The PC applies Effort to increase the damage and rolls an 11 for the attack roll. This hits the six cultists, but not the leader, so the ability deals 3 points of damage to each of the cultists. The description of Shatter says that applying Effort to increase the damage also means that targets take 1 point of damage if the PC fails the attack roll, so the leader takes 1 point of damage. In terms of what happens in the story, the cultists are caught flat-footed by the sudden detonation of one of their knives, but the leader ducks and is shielded from the blast. Despite the leader’s quick moves, the blast is so intense that a few bits of metal slice them.

Special Situation: Attacking Objects

Attacking an object is rarely a matter of hitting it. Sure, you can hit the broad side of a barn, but can you damage it? Attacking inanimate objects with a melee weapon is a Might action. Objects have levels and thus target numbers. Objects have a damage track that works like the damage track for PCs.

Intact is the default state for an object.

Minor damage is a slightly damaged state. An object with minor damage reduces its level by 1.

Major damage is a critically damaged state. An object with major damage is broken and no longer functions.

Destroyed is destroyed. The object is ruined, no longer functions, and cannot be repaired.

If the Might action to damage an object is a success, the object moves one step down the object damage track. If the Might roll exceeded the difficulty by 2 levels, the object instead moves two steps down the object damage track. If the Might roll exceeded the difficulty by 4 levels, the object instead moves three steps down the object damage track. Objects with minor or major damage can be repaired, moving them one or more steps up the object damage track.

Brittle or fragile objects, like paper or glass, decrease the effective level of the object for the purposes of determining if it is damaged. Hard objects, like those made of wood or stone, add 1 to the effective level. Very hard objects, like those made of metal, add 2. (The GM may rule that some exotic materials add 3.)

The tool or weapon used to attack the object must be at least as hard as the object itself. Further, if the amount of damage the attack could inflict—not modified by a special die roll—does not equal or exceed the effective level of the object, the attack cannot damage the object no matter what the roll.

Action: Activate a Special Ability

Special abilities are granted by foci, types, and flavors, or provided by cyphers or other devices. If a special ability affects another character in any kind of unwanted manner, it’s handled as an attack. This is true even if the ability is normally not considered an attack. For example, if a character has a healing touch, and their friend doesn’t want to be healed for some reason, an attempt to heal their unwilling friend is handled as an attack.

Plenty of special abilities do not affect another character in an unwanted manner. For example, a PC might use Hover on themselves to float into the air. A character with a matter-reorganizing device might change a stone wall into glass. A character who activates a phase changer cypher might walk through a wall. None of these requires an attack roll (although when turning a stone wall to glass, the character must still make a roll to successfully affect the wall).

If the character spends points to apply Effort on the attempt, they might want to roll anyway to see if they get a major effect, which would reduce the cost for their action.

Action: Move

As a part of another action, a character can adjust their position—stepping back a few feet while using an ability, sliding over in combat to take on a different opponent to help a friend, pushing through a door they just opened, and so on. This is considered an immediate distance, and a character can move this far as part of another action.

In a combat situation, if a character is in a large melee, they’re usually considered to be next to most other combatants, unless the GM rules that they’re farther away because the melee is especially large or the situation dictates it.

If they’re not in melee but still nearby, they are considered to be a short distance away—usually less than 50 feet (15 m). If they’re farther away than that but still involved in the combat, they are considered to be a long distance away, usually 50 to 100 feet (15 to 30 m), or possibly even a very long distance away, usually more than 100 feet to 500 feet (30 to 150 m).

In a round, as an action, a character can make a short move. In this case, they are doing nothing but moving up to about 50 feet (15 m). Some terrain or situations will change the distance a character can move, but generally, making a short move is considered to be a difficulty 0 action. No roll is needed; they just get where they’re going as their action.

A character can try to make a long move—up to 100 feet (30 m) or so—in one round. This is a Speed task with a difficulty of 4. As with any action, they can use skills, assets, or Effort to ease the task. Terrain, obstacles, or other circumstances can hinder the task. A successful roll means the character moved the distance safely. Failure means that at some point during the move, they stop or stumble (the GM determines where this happens).

A character can also try to make a short move and take another (relatively simple) physical action, like make an attack. As with the attempt to make a long move, this is a Speed task with a difficulty of 4, and failure means that the character stops at some point, slipping or stumbling or otherwise getting held up.

Long-Term Movement

When talking about movement in terms of traveling rather than round-by-round action, typical characters can travel on a road about 20 miles (32 km) per day, averaging about 3 miles (5 km) per hour, including a few stops. When traveling overland, they can move about 12 miles (19 km) per day, averaging 2 miles (3 km) per hour, again with some stops. Mounted characters, such as those on horseback, can go twice as far. Other modes of travel (cars, airplanes, hovercraft, sailing ships, and so on) have their own rates of movement.

Movement Modifiers

Different environments affect movement in different ways.

Rough Terrain: A surface that’s considered rough terrain is covered in loose stones or other material, uneven or with unsure footing, unsteady, or a surface that requires movement across a narrow space, such as a cramped corridor or a slender ledge. Stairs are also considered rough terrain. Rough terrain does not slow normal movement on a round-by-round basis, but hinders move rolls. Rough terrain cuts long-term movement rates in half.

Difficult Terrain: Difficult terrain is an area filled with challenging obstacles—water up to waist height, a very steep slope, an especially narrow ledge, slippery ice, a foot or more of snow, a space so small that one must crawl through it, and so on. Difficult terrain hinders move rolls and halves movement on a round-by-round basis. This means that a short move is about 25 feet (8 m), and a long move is about 50 feet (15 m). Difficult terrain reduces
long-term movement to a third of its normal rate.

Water: Deep water, in which a character is mostly or entirely submerged, hinders move rolls
and reduces round-by-round and long-term movement to one quarter its normal rate. This means that a short move is about 12 feet(4 m), and a long move is about 25 feet (7.5 m). Characters trained in swimming halve their movement only while in deep water.

Low Gravity: Movement in low gravity is easier but not much faster. All move rolls are eased.

High Gravity: In an environment of high gravity, treat all moving characters as if they were in difficult terrain. Characters trained in high-gravity maneuvering negate this penalty. High gravity reduces long-term movement to a third of its normal rate.

Zero Gravity: In an environment without gravity, characters cannot move normally. Instead, they must push off from a surface and succeed at a Might roll to move (the difficulty is equal to one-quarter the distance traveled in feet). Without a surface to push off from, a character cannot move. Unless the character’s movement takes them to a stable object that they can grab or land against, they continue to drift in that direction each round, traveling half the distance of the initial push.

Special Situation: A Chase

When a PC is chasing an NPC or vice versa, the player should attempt a Speed action, with the difficulty based on the NPC’s level. If the PC succeeds at the roll, they catch the NPC (if chasing), or they get away (if chased). In terms of the story, this one-roll mechanic can be the result of a long chase over many rounds.

Alternatively, if the GM wants to play out a long chase, the character can make many rolls (perhaps one per level of the NPC) to finish the pursuit successfully. For every failure, the PC must make another success, and if they ever have more failures than successes, the PC fails to catch the NPC (if chasing) or is caught (if chased). As with combat, the GM is encouraged to describe the results of these rolls with flavor. A success might mean the PC has rounded a corner and gained some distance. A failure might mean that a basket of fruit topples over in front of them, slowing them down. Vehicle chases are handled similarly.

Action: Wait

You can wait to react to another character’s action.

You decide what action will trigger your action, and if the triggering action happens, you get to take your action first (unless going first wouldn’t make sense, like attacking a foe before they come into view). For example, if an orc threatens you with a halberd, on your turn you can decide to wait, stating “If it stabs at me, I’m going to slash it with my sword.” On the orc’s turn, it stabs, so you make your sword attack before that happens.

Waiting is also a good way to deal with a ranged attacker who rises from behind cover, fires an attack, and ducks back down. You could say “I wait to see them pop up from behind cover and then I shoot them.”

Waiting is also a useful tool for cooperative actions (see below).

Action: Defend

Defending is a special action that only PCs can do, and only in response to being attacked. In other words, an NPC uses its action to attack, which forces a PC to make a defense roll. This is handled like any other kind of action, with circumstances, skill, assets, and Effort all potentially coming into play. Defending is a special kind of action in that it does not happen on the PC’s turn. It’s never an action that a player decides to take; it’s always a reaction to an attack. A PC can take a defense action when attacked (on the attacking NPC’s turn) and still take another action on their own turn.

The type of defense roll depends on the type of attack. If a foe attacks a character with an axe, they can use Speed to duck or block it with what they’re holding. If they’re struck by a poisoned dart, they can use a Might action to resist its effects. If a psi-worm attempts to control their mind, they can use Intellect to fend off the intrusion.

Sometimes an attack provokes two defense actions. For example, a poisonous reptile tries to bite a PC. They try to dodge the bite with a Speed action. If they fail, they take damage from the bite, and they must also attempt a Might action to resist the poison’s effects.

If a character does not know an attack is coming, usually they can still make a defense roll, but they can’t add modifiers (including the modifier from a shield), and they can’t use any skill or Effort to ease the task. If circumstances warrant—such as if the attacker is right next to the character—the GM might rule that the surprise attack simply hits.

A character can always choose to forgo a defense action, in which case the attack automatically hits.

Some abilities (such as the Countermeasures special ability) may allow you to do something special as a defense action.

Action: Do Something Else

Players can try anything they can think of, although that doesn’t mean anything is possible. The GM sets the difficulty—that’s their primary role in the game. Still, guided by the bounds of logic, players and GMs will find all manner of actions and options that aren’t covered by a rule. That’s a good thing.

Players should not feel constrained by the game mechanics when taking actions. Skills are not required to attempt an action. Someone who’s never picked a lock can still try. The GM might hinder the task, but the character can still attempt the action.

Thus, players and GMs can return to the beginning of this chapter and look at the most basic expression of the rules. A player wants to take an action. The GM decides, on a scale of 1 to 10, how difficult that task is and what stat it uses. The player determines whether they have anything that might modify the difficulty and considers whether to apply Effort. Once the final determination is made, they roll to see if their character succeeds. It’s as easy as that.

As further guidance, the following are some of the more common actions a player might take.

Players are encouraged to come up with their own ideas for what their characters do rather than looking at a list of possible actions. That’s why there is a “do something else” action. PCs are not pieces on a game board—they are people in a story. And like real people, they can try anything they can think of. (Succeeding is another matter entirely.) The task difficulty system provides GMs with the tools they need to adjudicate anything the players come up with.

Climbing

When a character climbs, the GM sets a difficulty based on the surface being climbed. Climbing is like moving through difficult terrain: the move roll is hindered and the movement is half speed. Unusual circumstances, such as climbing while under fire, pose additional step penalties.

DifficultySurface
2Surface with lots of handholds
3Stone wall or similar surface (a few handholds)
4Crumbling or slippery surface
5Smooth stone wall or similar surface
6Metal wall or similar surface
8Smooth, horizontal surface (climber is upside down)
10Glass wall or similar surface

Cooperative Actions

There are many ways multiple characters can work together. None of these options, however, can be used at the same time by the same characters.

Helping: If you use your action to help someone with a task, you ease the task. If you have an inability in a task, your help has no effect. If you use your action to help someone with a task that you are trained or specialized in, the task is eased by two steps. Help is considered an asset, and someone receiving help usually can’t gain more than two assets on a single task if that help is provided by another character.

For example, if Scott is trying to climb a steep incline and Sarah (who is trained in climbing) spends her turn helping him, Scott’s task is eased by two steps.

Sometimes you can help by performing a task that complements what another person is attempting. If your complementary action succeeds, you ease the other person’s task. For example, if Scott tries to persuade a ship captain to let him on board, Sarah could try to supplement Scott’s words with a flattering lie about the captain (a deception action), a display of knowledge about the region where the ship is headed (a geography action), or a direct threat to the captain (an intimidation action). If Sarah’s roll is a success, Scott’s persuasion task is eased.

Distraction: When a character uses their turn to distract a foe, that foe’s attacks are hindered for one round. Multiple characters distracting a foe have no greater effect than a single character doing so—a foe is either distracted or not. A distraction might be yelling a challenge, firing a warning shot, or a similar activity that doesn’t harm the foe.

Draw the Attack: When an NPC attacks a character, another PC can prominently present themselves, shout taunts, and move to try to get the foe to attack them instead. In most cases, this action succeeds without a roll—the opponent attacks the prominent PC instead of their companions. In other cases, such as with intelligent or determined foes, the prominent character must succeed at an Intellect action to draw the attack. If that Intellect action is successful, the foe attacks the prominent character, whose defenses are hindered by two steps. Two characters attempting to draw an attack at the same time cancel each other out.

Two characters attempting to draw an attack at the same time cancel each other out.

Take the Attack: A character can use their action to throw themselves in front of a foe’s successful attack to save a nearby comrade. The attack automatically succeeds against the sacrificial character, and it deals 1 additional point of damage. A character cannot willingly take more than one attack each round in this way.

Crafting, Building, and Repairing

Crafting is a tricky topic in the Cypher System because the same rules that govern building a spear also cover repairing a machine that can take you into hyperspace. Normally, the level of the item determines the difficulty of creating or repairing it as well as the time required. For cyphers, artifacts, other items that require specialized knowledge, or items unique to a world or species other than your own (such as a Martian tripod walker), add 5 to the item’s level to determine the difficulty of building or repairing it.

Sometimes, if the item is artistic in nature, the GM will add to the difficulty and time required. For example, a crude wooden stool might be hammered together in an hour. A beautiful finished piece might take a week or longer and would require more skill on the part of the crafter.

The GM is free to overrule some attempts at creation, building, or repair, requiring that the character have a certain level of skill, proper tools and materials, and so forth.

A level 0 object requires no skill to make and is easily found in most locations. Sling stones and firewood are level 0 items—producing them is routine. Making a torch from spare wood and oil-soaked cloth is simple, so it’s a level 1 object. Making an arrow or a spear is fairly standard but not simple, so it’s a level 2 object.

Generally speaking, a device to be crafted requires materials equal to its level and all the levels below it. So a level 5 device requires level 5 material, level 4 material, level 3 material, level 2 material, and level 1 material (and, technically, level 0 material).

The GM and players can gloss over much of the crafting details, if desired. Gathering all the materials to make a mundane item might not be worth playing out—but then again, it might be. For example, making a wooden spear in a forest isn’t very interesting, but what if the characters have to make a spear in a treeless desert? Finding the wreckage of something made of wood or forcing a PC to fashion a spear out of the bones of a large beast could be interesting situations.

Circumstances really matter. For example, sewing a dress by hand might take five times as long (or more) as using a sewing machine.

The time required to create an item is up to the GM, but the guidelines in the crafting table are a good starting point. Generally, repairing an item takes somewhere between half the creation time and the full creation time, depending on the item, the aspect that needs repairing, and the circumstances. For example, if creating an item takes one hour, repairing it takes thirty minutes to one hour.

The GM is free to overrule some attempts at creation, building, or repair, requiring that the character have a certain level of skill, proper tools and materials, and so forth.

Sometimes a GM will allow a rush job if the circumstances warrant it. This is different than using skill to reduce the time required. In this case, the quality of the item is affected. Let’s say that a character needs to create a tool that will cut through solid steel with a laser (a level 7 item), but they have to do it in one day. The GM might allow it, but the device might be extremely volatile, inflicting damage on the user, or it might work only once. The device is still considered a level 7 item to create in all other respects. Sometimes the GM will rule that reducing the time is not possible. For example, a single human can’t make a chainmail vest in one hour without some kind of machine to help.

Note: Erratum

The rules mention “using skill to reduce the time required” to craft an object. This was cut from the first edition rulebook:

“A character can reduce the time or materials needed instead of the difficulty (again, with GM approval, and if it makes sense to do so). A trained fletcher making arrows (level 2 items) could attempt a difficulty 2 task rather than a difficulty 1 task to create an arrow in fifteen minutes instead of an hour, or to create it in an hour but with substandard (level 1) materials. However, sometimes the GM will rule that reducing the time is not possible. For example, a single human can’t make a chainmail vest in one hour without some kind of machine to help.”

Possible crafting skills include:

@UUID[Compendium.cyphersystem-compendium.crafting-skills.7BUvkxuA2jCU8eqK]{Armoring} @UUID[Compendium.cyphersystem-compendium.crafting-skills.vFZ9YGa70efAWVpN]{Bowyering/fletching} @UUID[Compendium.cyphersystem-compendium.crafting-skills.Mh8fZ6svg8OSnsX3]{Chemistry} @UUID[Compendium.cyphersystem-compendium.crafting-skills.uGEL7zHPjaKA5kbN]{Computer science} @UUID[Compendium.cyphersystem-compendium.crafting-skills.g4qZmxAyRzrKZDzh]{Electronics} @UUID[Compendium.cyphersystem-compendium.crafting-skills.cFbEQnj0w4Q4AEFs]{Engines} @UUID[Compendium.cyphersystem-compendium.crafting-skills.LsykgiEBrwXM8x8x]{Genetic engineering} @UUID[Compendium.cyphersystem-compendium.crafting-skills.sedcB5ntUixkxEFn]{Glassblowing} @UUID[Compendium.cyphersystem-compendium.crafting-skills.kZSFCvecSYYsbDzX]{Gunsmithing} @UUID[Compendium.cyphersystem-compendium.crafting-skills.gH4b6MOodAZeCAod]{Leatherworking} @UUID[Compendium.cyphersystem-compendium.crafting-skills.HiAKUg3uYFmauoeJ]{Metalworking} @UUID[Compendium.cyphersystem-compendium.crafting-skills.Qs5gGKyC1qzg5DDf]{Neural engineering} @UUID[Compendium.cyphersystem-compendium.crafting-skills.dBhnKvctH1RIlolI]{Weaponsmithing} @UUID[Compendium.cyphersystem-compendium.crafting-skills.1N0N3X1Hr4uIet4P]{Woodcrafting}

Characters might try to make a cypher, an artifact, or an alien psionic starship do something other than its intended function. Sometimes, the GM will simply declare the task impossible. You can’t turn a vial of healing elixir into a two-way communicator. But most of the time, there is a chance of success.

That said, tinkering with weird stuff is not easy. Obviously, the difficulty varies from situation to situation, but difficulties starting at 7 are not unreasonable. The time, tools, and training required would be similar to the time, tools, and training needed to repair a device. If the tinkering results in a long-term benefit for the character—such as creating an artifact that they can use—the GM should require them to spend XP to make it.

Obviously, what is considered “weird stuff ” will vary from setting to setting, and sometimes the concept might not apply at all. But many times, there will be something in the setting that is too strange, too alien, too powerful, or too dangerous for PCs to mess around with (or at least mess around with easily). Einstein may have been extraordinary, but that doesn’t mean he could reverse-engineer a teleporter made in another dimension.

DifficultyCraftGeneral Time to Build
0Something extremely simple like tying a rope or finding an appropriately sized rockA few minutes at most
1TorchFive minutes
2Spear, simple shelter, piece of furnitureOne hour
3Bow, door, basic article of clothingOne day
4Sword, chainmail vestOne to two days
5Common technological item (electric light), nice piece of jewelry or art objectOne week
6Technological item (watch, transmitter), really nice piece of jewelry or art object, elegant craftworkOne month
7Technological item (computer), major work of artOne year
8Technological item (something from beyond Earth)Many years
9Technological item (something from beyond Earth)Many years
10Technological item (something from beyond Earth)Many years

Guarding

In a combat situation, a character can stand guard as their action. They do not make attacks, but all their defense tasks are eased. Further, if an NPC tries to get by them or take an action that they are guarding against, the character can attempt an eased Speed action based on the level of the NPC. Success means the NPC is prevented from taking the action; the NPC’s action that turn is wasted. This is useful for blocking a doorway, guarding a friend, and so forth.

If an NPC is standing guard, use the same procedure, but to get past the guard, the PC attempts a hindered Speed action against the NPC. For example, Diana is an NPC human with a level 3 bodyguard. The bodyguard uses their action to guard Diana. If a PC wants to attack Diana, the PC first must succeed at a difficulty 4 Speed task to get past the guard. If the PC succeeds, they can make their attack normally.

Healing

You can administer aid through bandaging and other succor, attempting to heal each patient once per day. This healing restores points to a stat Pool of your choice. Decide how many points you want to heal, and then make an Intellect action with a difficulty equal to that number. For example, if you want to heal someone for 3 points, that’s a difficulty 3 task with a target number of 9.

Interacting With Creatures

The level of the creature determines the target number, just as with combat. Thus, bribing a guard works much like punching them or affecting them with an ability. This is true of persuading someone, intimidating someone, calming a wild beast, or anything of the kind. Interaction is an Intellect task. Interacting usually requires a common language or some other way to communicate. Learning new languages is the same as learning a new skill.

Jumping

Decide how far you want to jump, and that sets the difficulty of your Might roll. For a standing jump, subtract 4 from the distance in feet to determine the difficulty of the jump. For example, jumping 10 feet (3 m) has a difficulty of 6.

If you run an immediate distance before jumping, it counts as an asset, easing the jump.

If you run a short distance before jumping, divide the jump distance (in feet) by 2 and then subtract 4 to determine the difficulty of the jump. Because you’re running an immediate distance (and then some), you also count your running as an asset. For example, jumping a distance of 20 feet (6 m) with a short running start has a difficulty of 5 (20 feet divided by 2 is 10, minus 4 is 6, minus 1 for running an immediate distance).

For a vertical jump, the distance you clear (in feet) is equal to the difficulty of the jumping task. If you run an immediate distance, it counts as an asset, easing the jump.

There’s nothing wrong with the GM simply assigning a difficulty level to a jump without worrying about the precise distance. The rules here are just so everyone has some guidelines.

Note: Addendum

Jumping Distance Table

DifficultyStandingRunning*Vertical
15 ft (1.5 m)12 ft (3.6 m)1 ft (0.3 m)
26 ft (1.8 m)14 ft (4.2 m)2 ft (0.6 m)
37 ft (2.1 m)16 ft (4.8 m)3 ft (0.9 m)
48 ft (2.4 m)18 ft (5.4 m)4 ft (1.2 m)
59 ft (2.7 m)20 ft (6 m)5 ft (1.5 m)
610 ft (3 m)22 ft (6.6 m)6 ft (1.8 m)
711 ft (3.3 m)24 ft (7.2 m)7 ft (2.1 m)
812 ft (3.6 m)26 ft (7.8 m)8 ft (2.4 m)
913 ft (3.9 m)28 ft (8.4 m)9 ft (2.7 m)
1014 ft (4.2 m)30 ft (9 m)10 ft (3 m)
1115 ft (4.5 m)32 ft (9.6 m)11 ft (3.3 m)
1216 ft (4.8 m)34 ft (10.2 m)12 ft (3.6 m)
1317 ft (5.1 m)36 ft (10.8 m)13 ft (3.9 m)
1418 ft (5.4 m)38 ft (11.4 m)14 ft (4.2 m)
1519 ft (5.7 m)40 ft (12 m)15 ft (4.5 m)

* Short distance. Already includes the asset for running an immediate distance.

Looking or Listening

Generally, the GM will describe any sight or sound that’s not purposefully difficult to detect. But if you want to look for a hidden enemy, search for a secret panel, or listen for someone sneaking up on you, make an Intellect roll. If it’s a creature, its level determines the difficulty of your roll. If it’s something else, the GM determines the difficulty of your roll.

Moving a Heavy Object

You can push or pull something very heavy and move it an immediate distance as your action.

The weight of the object determines the difficulty of the Might roll to move it; every 50 pounds (23 kg) hinders the task by one step. So moving something that weighs 150 pounds (68 kg) is difficulty 3, and moving something that weighs 400 pounds (180 kg) is difficulty 8. If you can ease the task to 0, you can move a heavy object up to a short distance as your action.

Operating or Disabling a Device, or Picking a Lock

As with figuring out a device, the level of the device usually determines the difficulty of the Intellect roll. Unless a device is very complex, the GM will often rule that once you figure it out, no roll is needed to operate it except under special circumstances. So if the PCs figure out how to use a hovercraft, they can operate it. If they are attacked, they might need to roll to ensure that they don’t crash the vehicle into a wall while trying to avoid being hit.

Unlike operating a device, disabling a device or picking a lock usually require rolls. These actions often involve special tools and assume that the character is not trying to destroy the device or lock. (A PC who is attempting to destroy it probably should make a Might roll to smash it rather than a Speed or Intellect roll requiring patience and know-how.)

Riding or Piloting

If you’re riding an animal that’s trained to be a mount, or driving or piloting a vehicle, you don’t need to make a roll to do something routine such as going from point A to point B (just as you wouldn’t need to make a roll to walk there). However, staying mounted during a fight or doing something tricky with a vehicle requires a Speed roll to succeed. A saddle or other appropriate gear is an asset and eases the task.

DifficultyManeuver
0Riding
1Staying on the mount (including a motorcycle or similar vehicle) in a battle or other difficult situation
3Staying on a mount (including a motorcycle or similar vehicle) when you take damage
4Mounting a moving steed
4Making an abrupt turn with a vehicle while moving fast
4Getting a vehicle to move twice as fast as normal for one round
5Coaxing a mount to move or jump twice as fast or far as normal for one round
5Making a long jump with a vehicle not intended to go airborne (like a car) and remaining in control

Sneaking

The difficulty of sneaking by a creature is determined by its level. Sneaking is a Speed roll. Moving at half speed eases the sneaking task. Appropriate camouflage or other gear may count as an asset and ease the task, as will dim lighting conditions and having plenty of things to hide behind.

Swimming

If you’re simply swimming from one place to another, such as across a calm river or lake, use the standard movement rules, noting the fact that your character is in deep water. However, sometimes, special circumstances require a Might roll to make progress while swimming, such as when trying to avoid a current or being dragged into a whirlpool.

Understanding, Identifying, or Remembering

When characters try to identify or figure out how to use a device, the level of the device determines the difficulty. For a bit of knowledge, the GM determines the difficulty.

DifficultyKnowledge
0Common knowledge
1Simple knowledge
3Something a scholar probably knows
5Something even a scholar might not know
7Knowledge very few people possess
10Completely lost knowledge

Vehicular Movement

Vehicles move just like creatures. Each has a movement rate, which indicates how far it can move in a round. Most vehicles require a driver, and when moving, they usually require that the driver spends every action controlling the movement. This is a routine task that rarely requires a roll. Any round not spent driving the vehicle hinders the task in the next round and precludes any change in speed or direction. In other words, driving down the road normally is difficulty 0. Spending an action to retrieve a backpack from the back seat means that in the following round, the driver must attempt a difficulty 1 task. If they instead use their action to pull a handgun from the backpack, in the next round the difficulty to drive will be 2, and so on. Failure results are based on the situation but might involve a collision or something similar.

In a vehicular chase, drivers attempt Speed actions just like in a regular chase, but the task may be based either on the level of the driver (modified by the level and movement rate of the vehicle) or on the level of the vehicle (modified by the level of the driver). So if a PC driving a typical car is chasing a level 3 NPC driving a level 5 sports car, the PC would make three chase rolls with a difficulty of 5. If the PC’s car is a souped-up custom vehicle, it might grant the PC an asset in the chase. If the PC is not in a car at all, but riding a bicycle, it might hinder the chase rolls by two or three steps, or the GM might simply rule that it’s impossible.

Vehicular Combat

Much of the time, a fight between foes in cars, boats, or other vehicles is just like any other combat situation. The combatants probably have cover and are moving fast. Attacks to disable a vehicle or a portion of it are based on the level of the vehicle. If the vehicle is an armored car or a tank, all attacks are likely aimed at the vehicle, which has a level and probably an appropriate Armor rating, not unlike a creature.

The only time this isn’t true is with battles where only vehicles and not characters are involved. Thus, if the PCs are in a shootout with bank robbers and both groups are in cars, use the standard rules. However, battles between starships of various kinds—from gigantic capital ships to single-pilot fighters—are a frequent occurrence in far-future science fiction settings. A submarine battle between two deep sea craft could be quite exciting. Characters in a modern-day game might find themselves in a tank fight. If PCs are involved in combat in which they are entirely enclosed in vehicles (so that it’s not really the characters fighting, but the vehicles), use the following quick and easy guidelines.

On this scale, combat between vehicles isn’t like traditional combat. Don’t worry about health, Armor, or anything like that. Instead, just compare the levels of the vehicles involved. If the PCs’ vehicle has the higher level, the difference in levels is how many steps the PCs’ attack and defense rolls are eased. If the PCs’ vehicle has the lower level, their rolls are hindered. If the levels are the same, there is no modification.

These attack and defense rolls are modified by skill and Effort, as usual. Some vehicles also have superior weapons, which ease the attack (since there is no “damage” amount to worry about), but this circumstance is probably uncommon in this abstract system and should not affect the difficulty by more than one or maybe two steps. Further, if two vehicles coordinate their attack against one vehicle, the attack is eased. If three or more vehicles coordinate, the attack is eased by two steps.

The attacker must try to target a specific system on or portion of an enemy vehicle. This hinders the attack based on the system or portion targeted.

That’s a lot of modifications. But it’s not really that hard. Let’s look at an example of a space battle. A PC in a small level 2 fighter attacks a level 4 frigate. Since the frigate is level 4, the difficulty of the attack starts at 4. But the attacking craft is weaker than the defender, so the attack is hindered equal to the difference in their levels (2). The fighter pilot must make a difficulty 6 attack on the frigate. However, the fighter is trying to swoop in and damage the frigate’s drive, which hinders the attack by another three steps, for a total difficulty of 9. If the fighter pilot is trained in space combat, they reduce the difficulty to 8, but it’s still impossible without help. So let’s say that two other PCs—also in level 2 fighters—join in and coordinate their attack. Three ships coordinating an attack on one target eases the task by two steps, resulting in a final difficulty of 6. Still, the attacking PC would be wise to use Effort.

Then the frigate retaliates, and the PC needs to make a defense roll. The level difference between the ships (2) means the PC’s defense is hindered by two steps, so the difficulty of the PC’s defense roll starts out at 6. But the frigate tries to take out the fighter’s weapons, hindering their attack (easing the PC’s defense) by two steps. Thus, the PC needs to succeed at a difficulty 4 task or lose their main weapons systems.

It’s important to remember that a failed attack doesn’t always mean a miss. The target ship might rock and reel from the hit, but the bulk of the damage was absorbed by the shields, so there’s no significant damage.

This bare-bones system should allow the GM and players to flesh out exciting encounters involving the whole group. For example, perhaps while one PC pilots a ship, another mans the guns, and another frantically attempts to repair damage to the maneuvering thrusters before they crash into the space station they’re trying to defend.

During a vehicular battle, particularly a space battle, there’s a lot of chatter about shields failing, hull integrity, being outmaneuvered, coming in too fast, and whatnot. These sorts of details are great, but they’re all flavor, so they’re represented in the rules generally, rather than specifically.

For more details about vehicles, refer to the appropriate Genre chapter.

Training in driving makes the character practiced in using a vehicle as a weapon. If the vehicle is used to run over a victim or ram an enemy vehicle, treat a motorcycle as a medium weapon and treat a car or truck as a heavy weapon.

Targeting TaskAttack HinderedEffect
Disable weaponsTwo stepsOne or more of the vehicle’s weapons no longer function

Disable defenses
(if applicable)

Two stepsAttacks against the vehicle are eased
Disable engine/driveThree stepsVehicle cannot move, or movement is hampered
Disable maneuverabilityTwo stepsVehicle cannot alter its present course
Strike power core or vital spotFive stepsVehicle is completely destroyed

Followers

Player characters have the option to gain followers as they advance in tier, as provided by type or focus special abilities. Followers do not need to be paid, fed, or housed, though a character who gains followers can certainly make such arrangements if they wish. A follower is someone whom a character has inspired (or asked) to come work with the character for a time, aiding them in a variety of endeavors. A follower puts the PC’s interests ahead of, or at least on par with, their own.

The PC generally makes rolls for their follower when the follower takes actions, though usually a follower’s modifications provide an asset to a specific action taken by the PC they follow.

If a follower dies, the character gains a new one after at least two weeks and proper recruitment.

Modifications: A follower can help a PC in one or more tasks, granting the PC an asset to that task. The level of the follower indicates the number of different tasks they can help with. The tasks that the follower is able to help with are predetermined, usually chosen by the PC when they gain the follower. A level 2 follower who the player determines is a spy could grant a PC an asset on two different tasks, such as stealth and deception. Followers cannot help with tasks that they don’t have modifications for; for the purpose of helping, treat the follower as if they had inabilities in all nonmodified tasks.

When the follower acts autonomously rather than helping the PC, they act like a normal NPC that has modifications. Thus, the modification increases their effective level for the associated task by one step. For example, the level 2 spy follower with modifications for stealth and deception attempts stealth and deception tasks as if they were level 3 and all other tasks as level 2.

Follower Assets to Combat and Defense: A follower cannot grant an asset to a character’s attacks or defense until the follower is level 3 or higher. Even then, the follower can help with attacks and defense only if they have a modification for that kind of task.

Some abilities may grant a special exception to this rule. For instance, the Serv-0 Defender ability gives your level 1 Serv-0 follower (a machine companion) a modification for Speed defense.

Follower Level Progression: A follower increases in level by 1 each time a PC advances two tiers after gaining that follower. When the follower gains a level, the PC also chooses the task that the follower gains a modification for.

Exceptional Follower: When a character gains a follower, there’s a small chance that the follower will be exceptional in some way, a cut above other followers of their kind. The GM determines when an exceptional follower is found, possibly as an additional reward for smart or engaging roleplaying where the PCs impress or otherwise positively interact with one or more NPCs, some of whom may later go on to become one of their followers. An exceptional follower has the same qualities as a regular follower but is 1 level higher.

Pet: Any PC can potentially gain a pet, though a pet typically doesn’t provide modifications. If a character wants a pet that can do this, they must gain the pet through an an ability or focus that grants followers. On the other hand, a well-cared-for pet grants an asset to a PC’s tasks related to achieving peace of mind, finding comfort, and resisting loneliness.

Breathing Life Into Followers

The modifications provided by followers could come across as fairly dry and mechanical. To avoid that, you could present each follower in a way that makes them more compelling and interesting. Here are a few examples of how to describe a follower, depending on their mix of modifications.

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This section explains how to create characters to play in a Cypher System game. This involves a series of decisions that will shape your character, so the more you understand what kind of character you want to play, the easier character creation will be. The process involves understanding the values of three game statistics and choosing three aspects that determine your character’s capabilities.

Character Stats

Every player character has three defining characteristics, which are typically called “statistics” or “stats.” These stats are Might, Speed, and Intellect. They are broad categories that cover many different but related aspects of a character.

Might

Might defines how strong and durable your character is. The concepts of strength, endurance, constitution, hardiness, and physical prowess are all folded into this one stat. Might isn’t relative to size; instead, it’s an absolute measurement. An elephant has more Might than the mightiest tiger, which has more Might than the mightiest rat, which has more Might than the mightiest spider.

Might governs actions from forcing doors open to walking for days without food to resisting disease. It’s also the primary means of determining how much damage your character can sustain in a dangerous situation. Physical characters, tough characters, and characters interested in fighting should focus on Might.

Might could be thought of as Might/Health because it governs how strong you are and how much physical punishment you can take.

Speed

Speed describes how fast and physically coordinated your character is. The stat embodies quickness, movement, dexterity, and reflexes. Speed governs such divergent actions as dodging attacks, sneaking around quietly, and throwing a ball accurately. It helps determine whether you can move farther on your turn. Nimble, fast, or sneaky characters will want good Speed stats, as will those interested in ranged combat.

Speed could be thought of as Speed/Agility because it governs your overall swiftness and reflexes.

Intellect

This stat determines how smart, knowledgeable, and likable your character is. It includes intelligence, wisdom, charisma, education, reasoning, wit, willpower, and charm. Intellect governs solving puzzles, remembering facts, telling convincing lies, and using mental powers. Characters interested in communicating effectively, being learned scholars, or wielding supernatural powers should stress their Intellect stat.

Intellect could be thought of as Intellect/Personality because it governs both intelligence and charisma.

Pool, Edge, and Effort

Each of the three stats has two components: Pool and Edge. Your Pool represents your raw, innate ability, and your Edge represents knowing how to use what you have. A third element ties into this concept: Effort. When your character really needs to accomplish a task, you apply Effort.

Your stat Pools, as well as your Effort and Edge, are determined by the character type, descriptor, and focus that you choose. Within those guidelines, however, you have a lot of flexibility in how you develop your character.

Pool

Your Pool is the most basic measurement of a stat. Comparing the Pools of two creatures will give you a general sense of which creature is superior in that stat. For example, a character who has a Might Pool of 16 is stronger (in a basic sense) than a character who has a Might Pool of 12. Most characters start with a Pool of 9 to 12 in most stats—that’s the average range.

When your character is injured, sickened, or attacked, you temporarily lose points from one of your stat Pools. The nature of the attack determines which Pool loses points. For example, physical damage from a sword reduces your Might Pool, a poison that makes you clumsy reduces your Speed Pool, and a psionic blast reduces your Intellect Pool. You can also spend points from one of your stat Pools to decrease a task’s difficulty (see Effort, below). You can rest to recover lost points from a stat Pool, and some special abilities or cyphers might allow you to recover lost points quickly.

Edge

Although your Pool is the basic measurement of a stat, your Edge is also important. When something requires you to spend points from a stat Pool, your Edge for that stat reduces the cost. It also reduces the cost of applying Effort to a roll.

For example, let’s say you have a mental blast ability, and activating it costs 1 point from your Intellect Pool. Subtract your Intellect Edge from the activation cost, and the result is how many points you must spend to use the mental blast. If using your Edge reduces the cost to 0, you can use the ability for free.

Your Edge can be different for each stat. For example, you could have a Might Edge of 1, a Speed Edge of 1, and an Intellect Edge of 0. You’ll always have an Edge of at least 1 in one stat. Your Edge for a stat reduces the cost of spending points from that stat Pool, but not from other Pools. Your Might Edge reduces the cost of spending points from your Might Pool, but it doesn’t affect your Speed Pool or Intellect Pool. Once a stat’s Edge reaches 3, you can apply one level of Effort for free.

A character who has a low Might Pool but a high Might Edge has the potential to perform Might actions consistently better than a character who has a Might Edge of 0. The high Edge will let them reduce the cost of spending points from the Pool, which means they’ll have more points available to spend on applying Effort.

Effort

When your character really needs to accomplish a task, you can apply Effort. For a beginning character, applying Effort requires spending 3 points from the stat Pool appropriate to the action. Thus, if your character tries to dodge an attack (a Speed roll) and wants to increase the chance for success, you can apply Effort by spending 3 points from your Speed Pool. Effort eases the task by one step. This is called applying one level of Effort.

You don’t have to apply Effort if you don’t want to. If you choose to apply Effort to a task, you must do it before you attempt the roll—you can’t roll first and then decide to apply Effort if you rolled poorly.

Applying more Effort can lower a task’s difficulty further: each additional level of Effort eases the task by another step. Applying one level of Effort eases the task by one step, applying two levels eases the task by two steps, and so on. However, each level of Effort after the first costs only 2 points from the stat Pool instead of 3. So applying two levels of Effort costs 5 points (3 for the first level plus 2 for the second level), applying three levels costs 7 points (3 plus 2 plus 2), and so on.

Every character has an Effort score, which indicates the maximum number of levels of Effort that can be applied to a roll. A beginning (first-tier) character has an Effort of 1, meaning you can apply only one level of Effort to a roll. A more experienced character has a higher Effort score and can apply more levels of Effort to a roll. For example, a character who has an Effort of 3 can apply up to three levels of Effort to reduce a task’s difficulty.

When you apply Effort, subtract your relevant Edge from the total cost of applying Effort. For example, let’s say you need to make a Speed roll. To increase your chance for success, you decide to apply one level of Effort, which will ease the task. Normally, that would cost 3 points from your Speed Pool. However, you have a Speed Edge of 2, so you subtract that from the cost. Thus, applying Effort to the roll costs only 1 point from your Speed Pool.

What if you applied two levels of Effort to the Speed roll instead of just one? That would ease the task by two steps. Normally, it would cost 5 points from your Speed Pool, but after subtracting your Speed Edge of 2, it costs only 3 points.

Once a stat’s Edge reaches 3, you can apply one level of Effort for free. For example, if you have a Speed Edge of 3 and you apply one level of Effort to a Speed roll, it costs you 0 points from your Speed Pool. (Normally, applying one level of Effort would cost 3 points, but you subtract your Speed Edge from that cost, reducing it to 0.)

Skills and other advantages also ease a task, and you can use them in conjunction with Effort. In addition, your character might have special abilities or equipment that allow you to apply Effort to accomplish a special effect, such as knocking down a foe with an attack or affecting multiple targets with a power that normally affects only one.

When applying Effort to melee attacks, you have the option of spending points from either your Might Pool or your Speed Pool. When making ranged attacks, you may spend points only from your Speed Pool. This reflects that with melee you sometimes use brute force and sometimes use finesse, but with ranged attacks, it’s always about careful targeting.

Effort and Damage

Instead of applying Effort to ease your attack, you can apply Effort to increase the amount of damage you inflict with an attack. For each level of Effort you apply in this way, you inflict 3 additional points of damage. This works for any kind of attack that inflicts damage, whether a sword, a crossbow, a mind blast, or something else.

When using Effort to increase the damage of an area attack, such as the explosion created by an Adept’s Concussion ability, you inflict 2 additional points of damage instead of 3 points. However, the additional points are dealt to all targets in the area. Further, even if one or more of the targets resist the attack, they still take 1 point of damage.

Multiple Uses of Effort and Edge

If your Effort is 2 or higher, you can apply Effort to multiple aspects of a single action. For example, if you make an attack, you can apply Effort to your attack roll and apply Effort to increase the damage.

The total amount of Effort you apply can’t be higher than your Effort score. For example, if your Effort is 2, you can apply up to two levels of Effort. You could apply one level to an attack roll and one level to its damage, two levels to the attack and no levels to the damage, or no levels to the attack and two levels to the damage.

You can use Edge for a particular stat only once per action. For example, if you apply Effort to a Might attack roll and to your damage, you can use your Might Edge to reduce the cost of one of those uses of Effort, not both. If you spend 1 Intellect point to activate your mind blast and one level of Effort to ease the attack roll, you can use your Intellect Edge to reduce the cost of one of those things, not both.

Stat Examples

A beginning character is fighting a giant rat. The PC stabs their spear at the rat, which is a level 2 creature and thus has a target number of 6. The character stands atop a boulder and strikes downward at the beast, and the GM rules that this helpful tactic is an asset that eases the attack by one step (to difficulty 1). That lowers the target number to 3. Attacking with a spear is a Might action; the character has a Might Pool of 11 and a Might Edge of 0. Before making the roll, they decide to apply a level of Effort to ease the attack. That costs 3 points from their Might Pool, reducing the Pool to 8. But the points are well spent. Applying the Effort lowers the difficulty from 1 to 0, so no roll is needed—the attack automatically succeeds.

Another character is attempting to convince a guard to let them into a private office to speak to an influential noble. The GM rules that this is an Intellect action. The character is third tier and has an Effort of 3, an Intellect Pool of 13, and an Intellect Edge of 1. Before making the roll, they must decide whether to apply Effort. They can choose to apply one, two, or three levels of Effort, or apply none at all. This action is important to them, so they decide to apply two levels of Effort, easing the task by two steps. Thanks to their Intellect Edge, applying the Effort costs only 4 points from their Intellect Pool (3 points for the first level of Effort plus 2 points for the second level minus 1 point for their Edge). Spending those points reduces their Intellect Pool to 9. The GM decides that convincing the guard is a difficulty 3 (demanding) task with a target number of 9; applying two levels of Effort reduces the difficulty to 1 (simple) and the target number to 3. The player rolls a d20 and gets an 8. Because this result is at least equal to the target number of the task, they succeed. However, if they had not applied some Effort, they would have failed because their roll (8) would have been less than the task’s original target number (9).

Character Tiers

Every character starts the game at the first tier. Tier is a measurement of power, toughness, and ability. Characters can advance up to the sixth tier. As your character advances to higher tiers, you gain more abilities, increase your Effort, and can improve a stat’s Edge or increase a stat. Generally speaking, even first-tier characters are already quite capable. It’s safe to assume that they’ve already got some experience under their belt. This is not a “zero to hero” progression, but rather an instance of competent people refining and honing their capabilities and knowledge. Advancing to higher tiers is not really the goal of Cypher System characters, but rather a representation of how characters progress in a story.

To progress to the next tier, characters earn experience points (XP) by pursuing character arcs, going on adventures, and discovering new things—the system is about both discovery and exploration, as well as achieving personal goals. Experience points have many uses, and one use is to purchase character benefits. After your character purchases four character benefits, they advance to the next tier. Each benefit costs 4 XP, and you can purchase them in any order, but you must purchase one of each kind of benefit (and then advance to the next tier) before you can purchase the same benefit again. The four character benefits are as follows.

Increasing Capabilities: You gain 4 points to add to your stat Pools. You can allocate the points among the Pools however you wish.

Moving Toward Perfection: You add 1 to your Might Edge, your Speed Edge, or your Intellect Edge (your choice).

Extra Effort: Your Effort score increases by 1.

Skills: You become trained in one skill of your choice, other than attacks or defense. As described in Rules of the Game, a character trained in a skill treats the difficulty of a related task as one step lower than normal. The skill you choose for this benefit can be anything you wish, such as climbing, jumping, persuading, or sneaking. You can also choose to be knowledgeable in a certain area of lore, such as history or geology. You can even choose a skill based on your character’s special abilities. For example, if your character can make an Intellect roll to blast an enemy with mental force, you can become trained in using that ability, easing the task of using it. If you choose a skill that you are already trained in, you become specialized in that skill, easing related tasks by two steps instead of one.

Skills are a broad category of things your character can learn and accomplish. For a list of sample skills, see below.

Other Options: Players can also spend 4 XP to purchase other special options in lieu of gaining a new skill. Selecting any of these options counts as the skill benefit necessary to advance to the next tier. The special options are as follows:

Note: Erratum

The other options are described a bit differently in the Experience Points chapter. There you can buy other options in lieu of any of the above options, not only in lieu of gaining a new skill. There’s also the possibility to buy focus abilities of tiers 3 and 6. The description in the Experience Points chapter seems to be the correct one.

Character Descriptor, Type, and Focus

To create your character, you build a simple statement that describes them. The statement takes this form: “I am a [fill in an adjective here] [fill in a noun here] who [fill in a verb here].”

Thus: “I am an adjective noun who verbs.” For example, you might say, “I am a Rugged Warrior who Controls Beasts” or “I am a Charming Explorer who Focuses Mind Over Matter.”

In this sentence, the adjective is called your descriptor.

The noun is your character type.

The verb is called your focus.

Even though character type is in the middle of the sentence, that’s where we’ll start this discussion. (Just as in a sentence, the noun provides the foundation.)

Your character type is the core of your character. In some roleplaying games, it might be called your character class. Your type helps determine your character’s place in the world and relationship with other people in the setting. It’s the noun of the sentence “I am an adjective noun who verbs.”

You can choose from four character types: Warriors, Adepts, Explorers, and Speakers.

Your descriptor defines your character—it colors everything you do. Your descriptor places your character in the situation (the first adventure, which starts the campaign) and helps provide motivation. It’s the adjective of the sentence “I am an adjective noun who verbs.”

Unless your GM says otherwise, you can choose from any of the character descriptors.

Focus is what your character does best. Focus gives your character specificity and provides interesting new abilities that might come in handy. Your focus also helps you understand how you relate with the other player characters in your group. It’s the verb of the sentence “I am an adjective noun who verbs.”

There are many character foci. The ones you choose from will probably depend on the setting and genre of your game.

You can use the Flavors chapter to slightly modify character types to customize them for different genres.

Special Abilities

Character types and foci grant PCs special abilities at each new tier. Using these abilities usually costs points from your stat Pools; the cost is listed in parentheses after the ability name. Your Edge in the appropriate stat can reduce the cost of the ability, but remember that you can apply Edge only once per action. For example, let’s say an Adept with an Intellect Edge of 2 wants to use their Onslaught ability to create a bolt of force, which costs 1 Intellect point. They also want to increase the damage from the attack by using a level of Effort, which costs 3 Intellect points. The total cost for their action is 2 points from their Intellect Pool (1 point for the bolt of force, plus 3 points for using Effort, minus 2 points from their Edge).

Sometimes the point cost for an ability has a + sign after the number. For example, the cost might be given as “2+ Intellect points.” That means you can spend more points or more levels of Effort to improve the ability further, as explained in the ability description.

Many special abilities grant a character the option to perform an action that they couldn’t normally do, such as projecting rays of cold or attacking multiple foes at once. Using one of these abilities is an action unto itself, and the end of the ability’s description says “Action” to remind you. It also might provide more information about when or how you perform the action.

Some special abilities allow you to perform a familiar action—one that you can already do—in a different way. For example, an ability might let you wear heavy armor, reduce the difficulty of Speed defense rolls, or add 2 points of fire damage to your weapon damage. These abilities are called enablers. Using one of these abilities is not considered an action. Enablers either function constantly (such as being able to wear heavy armor, which isn’t an action) or happen as part of another action (such as adding fire damage to your weapon damage, which happens as part of your attack action). If a special ability is an enabler, the end of the ability’s description says “Enabler” to remind you.

Some abilities specify a duration, but you can always end one of your own abilities anytime you wish.

Because the Cypher System covers so many genres, not all of the descriptors, types, and foci might be available for players. The GM will decide what’s available in their particular game and whether anything is modified, and they’ll let the players know.

Skills

Sometimes your character gains training in a specific skill or task. For example, your focus might mean that you’re trained in sneaking, in climbing and jumping, or in social interactions. Other times, your character can choose a skill to become trained in, and you can pick a skill that relates to any task you think you might face.

The Cypher System has no definitive list of skills. However, the following list offers ideas:

@UUID[Compendium.cyphersystem-compendium.basic-skills.kEz6uQxk1unTXSNm]{Astronomy} @UUID[Compendium.cyphersystem-compendium.basic-skills.fwktascgpe8DprA9]{Balancing} @UUID[Compendium.cyphersystem-compendium.basic-skills.qIkIjledDIy71P6m]{Biology} @UUID[Compendium.cyphersystem-compendium.basic-skills.YVOjYbyRzCYVxd4I]{Botany} @UUID[Compendium.cyphersystem-compendium.basic-skills.ybR56wJ9gjEiBBeS]{Carrying} @UUID[Compendium.cyphersystem-compendium.basic-skills.jMju5yGMFFfxmpK4]{Climbing} @UUID[Compendium.cyphersystem-compendium.basic-skills.NaKiOXzse6HzKjoU]{Computers} @UUID[Compendium.cyphersystem-compendium.basic-skills.eeHdJpr4k8hYtGr5]{Deceiving} @UUID[Compendium.cyphersystem-compendium.basic-skills.DraIKUQRw8KrnC4o]{Disguise} @UUID[Compendium.cyphersystem-compendium.basic-skills.Pjj8dKkUIGbXbAtj]{Escaping} @UUID[Compendium.cyphersystem-compendium.basic-skills.6e83HnGZvltsanfE]{Geography} @UUID[Compendium.cyphersystem-compendium.basic-skills.z1y5D9aLUU6RJSaU]{Geology} @UUID[Compendium.cyphersystem-compendium.basic-skills.vxW0N1vEdwK4MVjD]{Healing} @UUID[Compendium.cyphersystem-compendium.basic-skills.RnsLhB3rhJUC0Euk]{History} @UUID[Compendium.cyphersystem-compendium.basic-skills.QonPVHzXrzIN29lf]{Identifying} @UUID[Compendium.cyphersystem-compendium.basic-skills.gbWPNb1uKsRtZWSL]{Initiative} @UUID[Compendium.cyphersystem-compendium.basic-skills.tZ7PdXuWQyRMo0Rh]{Intimidation} @UUID[Compendium.cyphersystem-compendium.basic-skills.MrGl25gzZk4uu7BR]{Jumping} @UUID[Compendium.cyphersystem-compendium.basic-skills.bBrJqSuoQ6PmRqH5]{Leatherworking} @UUID[Compendium.cyphersystem-compendium.basic-skills.BATb9zx3L6oB2J0H]{Lockpicking} @UUID[Compendium.cyphersystem-compendium.basic-skills.E3swDJUDkKbo5K6S]{Machinery} @UUID[Compendium.cyphersystem-compendium.basic-skills.N45sgegH563KWZPR]{Metalworking} @UUID[Compendium.cyphersystem-compendium.basic-skills.rH5FwMXGaNn21DZD]{Perception} @UUID[Compendium.cyphersystem-compendium.basic-skills.CYciueF3uoV3azbx]{Persuasion} @UUID[Compendium.cyphersystem-compendium.basic-skills.zhQK4a79V1U6iuq8]{Philosophy} @UUID[Compendium.cyphersystem-compendium.basic-skills.OzVTO7QBg6okJ7Wf]{Physics} @UUID[Compendium.cyphersystem-compendium.basic-skills.L5fWzlqtfmdwZ2bC]{Pickpocketing} @UUID[Compendium.cyphersystem-compendium.basic-skills.FDS0OTDYEmGsv2Xe]{Piloting} @UUID[Compendium.cyphersystem-compendium.basic-skills.T9qrqrrHhuA3ad6S]{Repairing} @UUID[Compendium.cyphersystem-compendium.basic-skills.JZF2fos5oJ3sEVhC]{Riding} @UUID[Compendium.cyphersystem-compendium.basic-skills.y0gHR7IwScnB2Ebi]{Smashing} @UUID[Compendium.cyphersystem-compendium.basic-skills.Q9tfUkhYGRJ5Df42]{Sneaking} @UUID[Compendium.cyphersystem-compendium.basic-skills.duTx0BwgmC1Gw3Ze]{Stealth} @UUID[Compendium.cyphersystem-compendium.basic-skills.bDIjaLnoMQAS99GH]{Swimming} @UUID[Compendium.cyphersystem-compendium.basic-skills.iaW1Bm0sA2cE3iLa]{Vehicle driving} @UUID[Compendium.cyphersystem-compendium.basic-skills.Yn7G03hmz9uLOnhp]{Woodworking}

You could choose a skill that incorporates more than one of these areas (interacting might include deceiving, intimidation, and persuasion) or that is a more specific version of one (hiding might be sneaking when you’re not moving). You could also make up more general professional skills, such as baker, sailor, or lumberjack. If you want to choose a skill that’s not on this list, it’s probably best to run it past the GM first, but in general, the most important thing is to choose skills that are appropriate to your character.

Remember that if you gain a skill that you’re already trained in, you become specialized in that skill. Because skill descriptions can be nebulous, determining whether you’re trained or specialized might take some thinking. For example, if you’re trained in lying and later gain an ability that grants you skill with all social interactions, you become specialized in lying and trained in all other types of interactions. Being trained three times in a skill is no better than being trained twice (in other words, specialized is as good as it gets).

Only skills gained through character type abilities or other rare instances allow you to become skilled with attack or defense tasks.

If you gain a special ability through your type, your focus, or some other aspect of your character, you can choose it in place of a skill and become trained or specialized in that ability. For example, if you have a mind blast, when it’s time to choose a skill to be trained in, you can select your mind blast as your skill. That would ease the attack every time you used it. Each ability you have counts as a separate skill for this purpose. You can’t select “all mind powers” or “all spells” as one skill and become trained or specialized in such a broad category.

In most campaigns, fluency in a language is considered a skill. So if you want to speak French, that’s the same as being trained in biology or swimming.

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Character type is the core of your character. Your type helps determine your character’s place in the world and relationship with other people in the setting. It’s the noun of the sentence “I am an adjective noun who verbs.”

In some roleplaying games, your character type might be called your character class.

You can choose from four character types: Warrior, Adept, Explorer, and Speaker. However, you may not want to use these generic names for them. This chapter offers a few more specific names for each type that might be more appropriate to various genres. You’ll find that names like “Warrior” or “Explorer” don’t always feel right, particularly in games set in modern times. As always, you’re free to do as you wish. (Your type is who your character is. You should use whatever name you want for your type, as long as it fits both your character and the setting.)

Since the type is the basis upon which your whole character is built, it’s important to consider how the type relates to the chosen setting. To help with this, types are actually general archetypes. A Warrior, for example, might be anyone from a knight in shining armor to a cop on the streets to a grizzled cybernetic veteran of a thousand futuristic wars.

To further massage the four types for better use in various settings, different methods called flavors are presented in Flavors to help slightly tailor the types toward fantasy, science fiction, or other genres (or to address different character concepts).

Finally, more fundamental options for further customization are provided at the end of this chapter.

Player Intrusion

A player intrusion is the player choosing to alter something in the campaign, making things easier for a player character. Conceptually, it is the reverse of a GM intrusion: instead of the GM giving the player XP and introducing an unexpected complication for a character, the player spends 1 XP and presents a solution to a problem or complication. What a player intrusion can do usually introduces a change to the world or current circumstances rather than directly changing the character. For instance, an intrusion indicating that the cypher just used still has an additional use would be appropriate, but an intrusion that heals the character would not. If a player has no XP to spend, they can’t use a player intrusion.

A few player intrusion examples are provided under each type. That said, not every player intrusion listed there is appropriate for all situations. The GM may allow players to come up with other player intrusion suggestions, but the GM is the final arbiter of whether the suggested intrusion is appropriate for the character’s type and suitable for the situation. If the GM refuses the intrusion, the player doesn’t spend the 1 XP, and the intrusion doesn’t occur.

Using an intrusion does not require a character to use an action to trigger it. A player intrusion just happens.

Player intrusions should be limited to no more than one per player per session.

Defense Tasks

Defense tasks are when a player makes a roll to keep something undesirable from happening to their PC. The type of defense task matters when using Effort.

@UUID[Compendium.cyphersystem-compendium.basic-skills.Q0vfmbqehJw0jYBa]{Might defense}: Used for resisting poison, disease, and anything else that can be overcome with strength and health.

@UUID[Compendium.cyphersystem-compendium.basic-skills.FXYWkXG7Iq6Wm1pS]{Speed defense}: Used for dodging attacks and escaping danger. This is by far the most commonly used defense task.

@UUID[Compendium.cyphersystem-compendium.basic-skills.5X8qgmSuvRVNTiaP]{Intellect defense}: Used for fending off mental attacks or anything that might affect or influence one’s mind.

Warrior

Fantasy/Fairy tale: Warrior, fighter, swordsman, knight, barbarian, soldier, myrmidon, valkyrie

Modern/Horror/Romance: police officer, soldier, watchman, detective, guard, brawler, tough, athlete

Science fiction: security officer, warrior, trooper, soldier, merc

Superhero/Post-Apocalyptic: hero, brick, bruiser

You’re a good ally to have in a fight. You know how to use weapons and defend yourself. Depending on the genre and setting in question, this might mean wielding a sword and shield in the gladiatorial arena, an AK-47 and a bandolier of grenades in a savage firefight, or a blaster rifle and powered armor when exploring an alien planet.

Individual Role: Warriors are physical, action-oriented people. They’re more likely to overcome a challenge using force than by other means, and they often take the most straightforward path toward their goals.

Group Role: Warriors usually take and deal the most punishment in a dangerous situation. Often it falls on them to protect the other group members from threats. This sometimes means that warriors take on leadership roles as well, at least in combat and other times of danger.

Societal Role: Warriors aren’t always soldiers or mercenaries. Anyone who is ready for violence, or even potential violence, might be a Warrior in the general sense. This includes guards, watchmen, police officers, sailors, or people in other roles or professions who know how to defend themselves with skill.

Advanced Warriors: As warriors advance, their skill in battle—whether defending themselves or dishing out damage—increases to impressive levels. At higher tiers, they can often take on groups of foes by themselves or stand toe to toe with anyone.

Warrior Background Connection

Your type helps determine the connection you have to the setting. Roll a d20 or choose from the following list to determine a specific fact about your background that provides a connection to the rest of the world. You can also create your own fact.

@UUID[Compendium.cyphersystem-compendium.cypher-roll-tables.sEDd1gQiT9UHF023]{Warrior Background Connection}

Warrior Player Intrusions

You can spend 1 XP to use one of the following player intrusions, provided the situation is appropriate and the GM agrees.

Perfect Setup: You’re fighting at least three foes and each one is standing in exactly the right spot for you to use a move you trained in long ago, allowing you to attack all three as a single action. Make a separate attack roll for each foe. You remain limited by the amount of Effort you can apply on one action.

Old Friend: A comrade in arms from your past shows up unexpectedly and provides aid in whatever you’re doing. They are on a mission of their own and can’t stay longer than it takes to help out, chat for a while after, and perhaps share a quick meal.

Weapon Break: Your foe’s weapon has a weak spot. In the course of the combat, it quickly becomes damaged and moves two steps down the object damage track.

Warrior Stat Pools

StatPool Starting Value
Might10
Speed10
Intellect8

You get 6 additional points to divide among your stat Pools however you wish.

First-Tier Warrior

First-tier warriors have the following abilities:

Effort: Your Effort is 1.

Physical Nature: You have a Might Edge of 1 and a Speed Edge of 0, or you have a Might Edge of 0 and a Speed Edge of 1. Either way, you have an Intellect Edge of 0.

Cypher Use: You can bear two cyphers at a time.

Weapons: You become practiced with @UUID[Compendium.cyphersystem-compendium.basic-skills.GA74AkWhC7i4Z8sZ]{light}, @UUID[Compendium.cyphersystem-compendium.basic-skills.wHxvX2zJOKo27GBe]{medium}, and @UUID[Compendium.cyphersystem-compendium.basic-skills.d554SLnkyNqPDDOc]{heavy weapons} and suffer no penalty when using any kind of weapon. Enabler.

Starting Equipment: Appropriate clothing and two weapons of your choice, plus one expensive item, two moderately priced items, and up to four inexpensive items.

Special Abilities: Choose four of the abilities listed below. You can’t choose the same ability more than once unless its description says otherwise. The full description for each listed ability can be found in Abilities, which also has descriptions for flavor and focus abilities in a single vast catalog.

@UUID[Compendium.cyphersystem-compendium.abilities.7BS6IEcYlEp5v3OC]{Bash} @UUID[Compendium.cyphersystem-compendium.abilities.2x7nMe9ZGp3VjI8B]{Combat Prowess} @UUID[Compendium.cyphersystem-compendium.abilities.6cMg5QXB71YNgoaM]{Control the Field} @UUID[Compendium.cyphersystem-compendium.abilities.7X2zbrkFSNbyhA5G]{Improved Edge} @UUID[Compendium.cyphersystem-compendium.abilities.YZB37b80VQGMUscp]{No Need for Weapons} @UUID[Compendium.cyphersystem-compendium.abilities.o2iiTUXdkMPREkvK]{Overwatch} @UUID[Compendium.cyphersystem-compendium.abilities.noCgrKbB370cfzQg]{Physical Skills} @UUID[Compendium.cyphersystem-compendium.abilities.o2ZDoteWQsFsqTJr]{Practiced in Armor} @UUID[Compendium.cyphersystem-compendium.abilities.yszDDDpH6m16dEoV]{Quick Throw} @UUID[Compendium.cyphersystem-compendium.abilities.8hiUfUNY3u2IpVDa]{Swipe} @UUID[Compendium.cyphersystem-compendium.abilities.uatcX3o1oB2Stc4u]{Trained Without Armor}

Second-Tier Warrior

Choose two of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.EERMWn1af0S8wAWN]{Crushing Blow} @UUID[Compendium.cyphersystem-compendium.abilities.S3L1oym8fpx0NsAc]{Hemorrhage} @UUID[Compendium.cyphersystem-compendium.abilities.szw7tHW0OjI2fjpJ]{Reload} @UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks} @UUID[Compendium.cyphersystem-compendium.abilities.CtRvLxfUlCynJv1B]{Skill With Defense} @UUID[Compendium.cyphersystem-compendium.abilities.36nlDXhOP5e5dfns]{Successive Attack}

Third-Tier Warrior

Choose three of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.Rr4oB1lUzuzFHNHQ]{Deadly Aim} @UUID[Compendium.cyphersystem-compendium.abilities.M49EI6qapNJC2aLR]{Energy Resistance} @UUID[Compendium.cyphersystem-compendium.abilities.4eCjeGPA0ovnwIfu]{Experienced in Armor} @UUID[Compendium.cyphersystem-compendium.abilities.u1GhDcfpVXITVtOc]{Expert Cypher Use} @UUID[Compendium.cyphersystem-compendium.abilities.73miZT5kYFyxnPOT]{Fury} @UUID[Compendium.cyphersystem-compendium.abilities.bPr34XiLw2Dqb4VJ]{Lunge} @UUID[Compendium.cyphersystem-compendium.abilities.XqGE5QLHnpIKB5rB]{Reaction} @UUID[Compendium.cyphersystem-compendium.abilities.t3zUlk8c5WEBXXO8]{Seize the Moment} @UUID[Compendium.cyphersystem-compendium.abilities.bkQnnjRFJS9VpaY5]{Slice} @UUID[Compendium.cyphersystem-compendium.abilities.YIzrA5i8eBSPMFzj]{Spray} @UUID[Compendium.cyphersystem-compendium.abilities.4s3SAqu0lb5qzfzL]{Trick Shot} @UUID[Compendium.cyphersystem-compendium.abilities.DhbLcVuqEZmS6Z2y]{Vigilance}

Fourth-Tier Warrior

Choose two of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.M5QroBlhUCULt6MD]{Amazing Effort} @UUID[Compendium.cyphersystem-compendium.abilities.gNRMG3mJTzWaCGph]{Capable Warrior} @UUID[Compendium.cyphersystem-compendium.abilities.GlXd4oFI9Fqq3rAX]{Experienced Defender} @UUID[Compendium.cyphersystem-compendium.abilities.RO8dmB90aRPOmCuJ]{Feint} @UUID[Compendium.cyphersystem-compendium.abilities.mUizWF7k2XD7ykRJ]{Increased Effects} @UUID[Compendium.cyphersystem-compendium.abilities.PTVAJGFiXDueX8az]{Momentum} @UUID[Compendium.cyphersystem-compendium.abilities.blm1Z8JxvWOiFf0b]{Pry Open} @UUID[Compendium.cyphersystem-compendium.abilities.yJDNsRAG3Elm6PWp]{Snipe} @UUID[Compendium.cyphersystem-compendium.abilities.wxAZnuQkvWosLzkN]{Tough As Nails}

Fifth-Tier Warrior

Choose three of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.M0pjZXQ9996hfUPs]{Adroit Cypher Use} @UUID[Compendium.cyphersystem-compendium.abilities.WrJDw2X8JHcljjP4]{Arc Spray} @UUID[Compendium.cyphersystem-compendium.abilities.t6VEEwEsQUIImebW]{Improved Success} @UUID[Compendium.cyphersystem-compendium.abilities.IFb8NX06xgWM7H98]{Jump Attack} @UUID[Compendium.cyphersystem-compendium.abilities.4k5JFV78A5SiPjFo]{Mastery in Armor} @UUID[Compendium.cyphersystem-compendium.abilities.kNSRytTtQX0rU3aE]{Mastery With Attacks} @UUID[Compendium.cyphersystem-compendium.abilities.LTqgcoprvBF2ZkdH]{Mastery With Defense} @UUID[Compendium.cyphersystem-compendium.abilities.AmZDmnmP7CxSSN4h]{Parry}

Remember that at higher tiers, you can choose special abilities from lower tiers. This is sometimes the best way to ensure that you have exactly the character you want. This is particularly true with abilities that grant skills, which can usually be taken multiple times.

Sixth-Tier Warrior

Choose two of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.MQewTo9NscKVUUNz]{Again and Again} @UUID[Compendium.cyphersystem-compendium.abilities.syJ3mkT2hHR2MY3o]{Finishing Blow} @UUID[Compendium.cyphersystem-compendium.abilities.Cz0KkzZPnlX1oTYz]{Magnificent Moment} @UUID[Compendium.cyphersystem-compendium.abilities.KNElOxbWobS1ygLv]{Murderer} @UUID[Compendium.cyphersystem-compendium.abilities.KDZeCZJxjCQzlTxA]{Spin Attack} @UUID[Compendium.cyphersystem-compendium.abilities.s8NShtaUrW0Oxolo]{Weapon and Body}

Warrior Example

Ray wants to create a Warrior character for a modern campaign. He decides that the character is an ex-military fellow who is fast and strong. He puts 3 of his additional points into his Might Pool and 3 into his Speed Pool; his stat Pools are now Might 13, Speed 13, and Intellect 8. As a first-tier character, his Effort is 1, his Might Edge is 1, and his Speed Edge and Intellect Edge are both 0. His character is not particularly smart or charismatic.

He wants to use a large combat knife (a medium weapon that inflicts 4 points of damage) and a .357 Magnum (a heavy pistol that inflicts 6 points of damage but requires the use of both hands). Ray decides not to wear armor, as it’s not really appropriate to the setting, so for his first ability, he chooses Trained Without Armor so he eases Speed defense actions. For his second ability, he chooses Combat Prowess so he can inflict extra damage with his big knife.

Ray wants to be fast as well as tough, so he selects Improved Edge. This gives him a Speed Edge of 1. He rounds out his character with Physical Skills and chooses swimming and running.

The Warrior can bear two cyphers. The GM decides that Ray’s first cypher is a pill that restores 6 points of Might when swallowed, and his second is a small, easily concealed grenade that explodes like a firebomb when thrown, inflicting 3 points of damage to all within immediate range.

Ray still needs to choose a descriptor and a focus. Looking ahead to the descriptor rules, Ray chooses Strong, which increases his Might Pool to 17. He also becomes trained in jumping and breaking inanimate objects. (If he had chosen jumping as one of his physical skills, the Strong descriptor would have made him specialized in jumping instead of trained.) Being Strong also gives Ray an extra medium or heavy weapon. He chooses a baseball bat that he’ll use in a pinch. He keeps it in the trunk of his car.

For his focus, Ray chooses Masters Weaponry. This gives him yet another weapon of high quality. He chooses another combat knife and asks the GM if he could use it in his left hand—not to make attacks, but as a shield. This will ease his Speed defense rolls if he has both knives out (the “shield” counts as an asset). The GM agrees. During the game, Ray’s Warrior will be hard to hit—he is trained in Speed defense rolls, and his extra knife eases his defense rolls by another step.

Thanks to his focus, he also inflicts 1 additional point of damage with his chosen weapon. Now he inflicts 6 points of damage with his blade. Ray’s character is a deadly combatant, likely starting the game with a reputation as a knife fighter.

For his character arc, Ray chooses Defeat a Foe. That foe, he decides, is none other than someone in his company who was once a friend but went rogue.

Adept

Fantasy/Fairy tale: wizard, mage, sorcerer, cleric, druid, seer, diabolist, fey-touched

Modern/Horror/Romance: psychic, occultist, witch, practitioner, medium, fringe scientist

Science fiction: psion, psionicist, telepath, seeker, master, scanner, ESPer, abomination

Superhero/Post-Apocalyptic: mage, sorcerer, power-wielder, master, psion, telepath

You master powers or abilities outside the experience, understanding, and sometimes belief of others. They might be magic, psychic powers, mutant abilities, or just a wide variety of intricate devices, depending on the setting. (“Magic” here is a term used very loosely. It’s a catch-all for the kinds of wondrous, possibly supernatural things that your character can do that others cannot. It might actually be an expression of technological devices, channeling spirits, mutations, psionics, nanotechnology, or any number of other sources.)

Individual Role: Adepts are usually thoughtful, intelligent types. They often think carefully before acting and rely heavily on their supernatural abilities.

Group Role: Adepts are not powerful in straightforward combat, although they often wield abilities that provide excellent combat support, both offensively and defensively. They sometimes possess abilities that facilitate overcoming challenges. For example, if the group must get through a locked door, an Adept might be able to destroy it or teleport everyone to the other side.

Societal Role: In settings where the supernatural is rare, strange, or feared, Adepts are likely rare and feared as well. They remain hidden, shadowy figures. When this is not the case, Adepts are more likely to be common and forthright. They might even take leadership roles.

Advanced Adepts: Even at low tiers, Adept powers are impressive. Higher-tier Adepts can accomplish amazing deeds that can reshape matter and the environment around them.

Adepts are almost always emblematic of the paranormal or superhuman in some way—wizards, psychics, or something similar. If the game you’re playing has none of that, an Adept could be a charlatan mimicking such abilities with tricks and hidden devices, or a gadgeteer character with a “utility belt” full of oddments. Or a game like that might not have Adepts. That’s okay too.

Adept Background Connection

Your type helps determine the connection you have to the setting. Roll a d20 or choose from the following list to determine a specific fact about your background that provides a connection to the rest of the world. You can also create your own fact.

@UUID[Compendium.cyphersystem-compendium.cypher-roll-tables.ldbXbEteJgHbIdZe]{Adept Background Connection}

Adept Player Intrusions

When playing an Adept, you can spend 1 XP to use one of the following player intrusions, provided the situation is appropriate and the GM agrees.

Advantageous Malfunction: A device being used against you malfunctions. It might harm the user or one of their allies for a round, or activate a dramatic and distracting side effect for a few rounds.

Convenient Idea: A flash of insight provides you with a clear answer or suggests a course of action with regard to an urgent question, problem, or obstacle you’re facing.

Inexplicably Unbroken: An inactive, ruined, or presumed-destroyed device temporarily activates and performs a useful function relevant to the situation. This is enough to buy you some time for a better solution, alleviate a complication that was interfering with your abilities, or just get you one more use out of a depleted cypher or artifact.

Adept Stat Pools

StatPool Starting Value
Might7
Speed9
Intellect12

You get 6 additional points to divide among your stat Pools however you wish.

First-Tier Adept

First-tier Adepts have the following abilities:

Effort: Your Effort is 1.

Genius: You have an Intellect Edge of 1, a Might Edge of 0, and a Speed Edge of 0.

Expert Cypher Use: You can bear three cyphers at a time.

Starting Equipment: Appropriate clothing, plus two expensive items, two moderately priced items, and up to four inexpensive items of your choice.

Weapons: You can use @UUID[Compendium.cyphersystem-compendium.basic-skills.GA74AkWhC7i4Z8sZ]{light weapons} without penalty. You have an inability with @UUID[Compendium.cyphersystem-compendium.inabilities.Zjign4M9GqTvD348]{medium weapons} and @UUID[Compendium.cyphersystem-compendium.inabilities.aMGYdfzCgfYqtHuJ]{heavy weapons}; your attacks with medium and heavy weapons are hindered.

Special Abilities: Choose four of the abilities listed below. You can’t choose the same ability more than once unless its description says otherwise. The full description for each listed ability can be found in Abilities, which also has descriptions for flavor and focus abilities in a single vast catalog.

Adept abilities require at least one free hand unless the GM says otherwise.

@UUID[Compendium.cyphersystem-compendium.abilities.6qCR3kBqCVYDlEOl]{Distortion} @UUID[Compendium.cyphersystem-compendium.abilities.TmWjWp4iWk4GMLN0]{Erase Memories} @UUID[Compendium.cyphersystem-compendium.abilities.gP8HCn8FPeg49V7M]{Far Step} @UUID[Compendium.cyphersystem-compendium.abilities.zArjjFcf9tHQvJTx]{Hedge Magic} @UUID[Compendium.cyphersystem-compendium.abilities.XQxN55rl0f5HFxEM]{Magic Training} @UUID[Compendium.cyphersystem-compendium.abilities.FE1Ge8CbJxQcCo0b]{Onslaught} @UUID[Compendium.cyphersystem-compendium.abilities.Myt0JUt24B8hjYAg]{Push} @UUID[Compendium.cyphersystem-compendium.abilities.Q8xKsSOvoFWL1ePP]{Resonance Field} @UUID[Compendium.cyphersystem-compendium.abilities.OPvXaxuRIVXLmkWl]{Scan} @UUID[Compendium.cyphersystem-compendium.abilities.nptFEdFaUvjDeqAz]{Shatter} @UUID[Compendium.cyphersystem-compendium.abilities.59mslpID7ogppzMA]{Ward}

Second-Tier Adept

Choose one of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.wWN4y4rATxbtMCMo]{Adaptation} @UUID[Compendium.cyphersystem-compendium.abilities.o7kTUAFonv5HPi07]{Cutting Light} @UUID[Compendium.cyphersystem-compendium.abilities.UCR0rx32kEsTcgnF]{Hover} @UUID[Compendium.cyphersystem-compendium.abilities.W5Zt9qDKCtNr49BC]{Mind Reading} @UUID[Compendium.cyphersystem-compendium.abilities.fzx429jdEdbd0tHy]{Retrieve Memories} @UUID[Compendium.cyphersystem-compendium.abilities.Uti1XQwY4VFZwwwc]{Reveal} @UUID[Compendium.cyphersystem-compendium.abilities.pdNI9QMKmDwu8gza]{Stasis}

Third-Tier Adept

Choose two of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.M0pjZXQ9996hfUPs]{Adroit Cypher Use} @UUID[Compendium.cyphersystem-compendium.abilities.Mj6yJZwRmdXaVwh8]{Countermeasures} @UUID[Compendium.cyphersystem-compendium.abilities.yz1w8JR23mtlDX49]{Energy Protection} @UUID[Compendium.cyphersystem-compendium.abilities.AUGM3xEluWJi4Y8h]{Fire and Ice} @UUID[Compendium.cyphersystem-compendium.abilities.yPVZmXWhUxustVdq]{Force Field Barrier} @UUID[Compendium.cyphersystem-compendium.abilities.bzy1KzO0oPmZGu2b]{Sensor} @UUID[Compendium.cyphersystem-compendium.abilities.q80xvRDX6XwFXgma]{Targeting Eye}

Fourth-Tier Adept

Choose one of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.iTxEWRCR8G5Rych2]{Death Touch} @UUID[Compendium.cyphersystem-compendium.abilities.VEJQ74o175OnlIAm]{Exile} @UUID[Compendium.cyphersystem-compendium.abilities.wvlSlYCJyrJuFqtn]{Invisibility} @UUID[Compendium.cyphersystem-compendium.abilities.whVEpvOjmGs3fpcD]{Matter Cloud} @UUID[Compendium.cyphersystem-compendium.abilities.Vcfc6yjbqX6WSzCf]{Mind Control} @UUID[Compendium.cyphersystem-compendium.abilities.8QwoYVraOedgr9kB]{Projection} @UUID[Compendium.cyphersystem-compendium.abilities.y1bQFSBlwMbUico5]{Rapid Processing} @UUID[Compendium.cyphersystem-compendium.abilities.iroL3TcKD9dpulhW]{Regeneration} @UUID[Compendium.cyphersystem-compendium.abilities.YFbC1HRis4SpZgrS]{Reshape} @UUID[Compendium.cyphersystem-compendium.abilities.KGz0rK4b2dAt0DaX]{Wormhole}

Fifth-Tier Adept

Choose two of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.NCXCkCYeZw8qlazG]{Absorb Energy} @UUID[Compendium.cyphersystem-compendium.abilities.PZBKCtRj5S6ULnjo]{Concussion} @UUID[Compendium.cyphersystem-compendium.abilities.8SDpRRzZRF73zLsF]{Conjuration} @UUID[Compendium.cyphersystem-compendium.abilities.HuhNjMfMxPkTlERH]{Create} @UUID[Compendium.cyphersystem-compendium.abilities.D4JFKjeVDkx9Xfnf]{Dust to Dust} @UUID[Compendium.cyphersystem-compendium.abilities.wlkPdME0r3hx9VbE]{Knowing the Unknown} @UUID[Compendium.cyphersystem-compendium.abilities.K4XRiZlFRakz6j98]{Master Cypher Use} @UUID[Compendium.cyphersystem-compendium.abilities.IN3VI2LxDyYGbqnN]{Teleportation} @UUID[Compendium.cyphersystem-compendium.abilities.MGzAkRaGd4LgfQti]{True Senses}

Sixth-Tier Adept

Choose one of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.tvlNZboSbKCHttjs]{Control Weather} @UUID[Compendium.cyphersystem-compendium.abilities.jhdgI9rV2mpH6JQU]{Earthquake} @UUID[Compendium.cyphersystem-compendium.abilities.8OmtJRuoKRzuGfh8]{Move Mountains} @UUID[Compendium.cyphersystem-compendium.abilities.PlKwEwo6ilGqwxwI]{Traverse the Worlds} @UUID[Compendium.cyphersystem-compendium.abilities.gETtOLyLYRVk53dP]{Usurp Cypher}

Adept Example

Jen wants to create an Adept—a sorcerer for a fantasy campaign. She decides to be somewhat well rounded, so she puts 2 of her additional points into each stat Pool, giving her a Might Pool of 9, a Speed Pool of 11, and an Intellect Pool of 14. Her Adept is smart and quick. She has an Intellect Edge of 1, a Might Edge of 0, and a Speed Edge of 0. As a first-tier character, her Effort is 1. As her initial abilities, she chooses Onslaught and Ward, giving her a strong offense and defense. She also chooses Magic Training and rounds out her character with Scan, which she hopes will be useful in gaining insight and information. For this character, Onslaught, Ward, and Scan are all spells she has mastered through years of training and study.

She can bear three cyphers. The GM gives her a potion that acts as a short-range teleporter, a small charm that restores 5 points to her Intellect Pool, and a fluid-filled flask that explodes like a fiery bomb. Jen’s sorcerer is skilled with light weapons, so she chooses a dagger.

For her descriptor, Jen chooses Graceful, which adds 2 points to her Speed Pool, bringing it to 13. That descriptor means she is trained in balancing and anything requiring careful movements, physical performing arts, and Speed defense tasks. Perhaps she is a dancer. In fact, she begins to develop a backstory that involves graceful, lithe movements that she incorporates into her spells.

For her focus, she chooses Leads. This gives her training in social interactions, which again helps round her out—she’s good in all kinds of situations. Moreover, she has the Good Advice ability, which enables her to be a focal point of her group.

Her spells and focus abilities cost Intellect points to activate, so she’s glad to have a lot of points in her Intellect Pool. In addition, her Intellect Edge will help reduce those costs. If she uses her Onslaught force blast without applying Effort, it costs 0 Intellect points and deals 4 points of damage. Her Intellect Edge will allow her to save points to devote toward applying Effort for other purposes, perhaps to boost the accuracy of Onslaught.

For her character arc, Jen chooses Aid a Friend. She decides that when her sorcerer character was young, she had a magical mentor. That mentor was later taken prisoner by a demon, so her character is always looking for clues on how to find the demon and release her friend from bondage.

GMs are always free to pre-select a type’s special abilities at a given tier to reinforce the setting. In the fantasy setting of Jen’s sorcerer, the GM might have said that all sorcerers (Adepts) start with Magic Training as one of their tier 1 abilities. This doesn’t make the character any less powerful or special, but it says something about her role in the world and expectations in the game.

Explorer

Fantasy/Fairy tale: Explorer, adventurer, delver, mystery seeker

Modern/Horror/Romance: athlete, explorer, adventurer, drifter, detective, scholar, spelunker, trailblazer, investigative reporter

Science fiction: Explorer, adventurer, wanderer, planetary specialist, xenobiologist

Superhero/Post-Apocalyptic: adventurer, crimefighter

You are a person of action and physical ability, fearlessly facing the unknown. You travel to strange, exotic, and dangerous places, and discover new things. This means you’re physical but also probably knowledgeable.

Individual Role: Although Explorers can be academics or well studied, they are first and foremost interested in action. They face grave dangers and terrible obstacles as a routine part of life.

Group Role: Explorers sometimes work alone, but far more often they operate in teams with other characters. The Explorer frequently leads the way, blazing the trail. However, they’re also likely to stop and investigate anything intriguing they stumble upon.

Societal Role: Not all Explorers are out traipsing through the wilderness or poking about an old ruin. Sometimes, an Explorer is a teacher, a scientist, a detective, or an investigative reporter. In any event, an Explorer bravely faces new challenges and gathers knowledge to share with others.

Advanced Explorers: Higher-tier Explorers gain more skills, some combat abilities, and a number of abilities that allow them to deal with danger. In short, they become more and more well-rounded, able to deal with any challenge.

Explorer Background Connection

Your type helps determine the connection you have to the setting. Roll a d20 or choose from the following list to determine a specific fact about your background that provides a connection to the rest of the world. You can also create your own fact.

@UUID[Compendium.cyphersystem-compendium.cypher-roll-tables.EPY1EXnGWOBK9kO1]{Explorer Background Connection}

Explorer Player Intrusions

When playing an Explorer, you can spend 1 XP to use one of the following player intrusions, provided the situation is appropriate and the GM agrees.

Fortuitous Malfunction: A trap or a dangerous device malfunctions before it can affect you.

Serendipitous Landmark: Just when it seems like the path is lost (or you are), a trail marker, a landmark, or simply the way the terrain or corridor bends, rises, or falls away suggests to you the best path forward, at least from this point.

Weak Strain: The poison or disease turns out not to be as debilitating or deadly as it first seemed, and inflicts only half the damage that it would have otherwise.

Explorer Stat Pools

StatPool Starting Value
Might10
Speed9
Intellect9

You get 6 additional points to divide among your stat Pools however you wish.

First-Tier Explorer

First-tier Explorers have the following abilities:

Effort: Your Effort is 1.

Physical Nature: You have a Might Edge of 1, a Speed Edge of 0, and an Intellect Edge of 0.

Cypher Use: You can bear two cyphers at a time.

Starting Equipment: Appropriate clothing and a weapon of your choice, plus two expensive items, two moderately priced items, and up to four inexpensive items.

Weapons: You can use @UUID[Compendium.cyphersystem-compendium.basic-skills.GA74AkWhC7i4Z8sZ]{light} and @UUID[Compendium.cyphersystem-compendium.basic-skills.wHxvX2zJOKo27GBe]{medium weapons} without penalty. You have an inability with @UUID[Compendium.cyphersystem-compendium.inabilities.aMGYdfzCgfYqtHuJ]{heavy weapons}; your attacks with heavy weapons are hindered.

Special Abilities: Choose four of the abilities listed below. You can’t choose the same ability more than once unless its description says otherwise. The full description for each listed ability can be found in Abilities, which also has descriptions for flavor and focus abilities in a single vast catalog.

@UUID[Compendium.cyphersystem-compendium.abilities.7OpsD4muO5HGJt29]{Block} @UUID[Compendium.cyphersystem-compendium.abilities.UyQTRi5ZwWU5tMO0]{Danger Sense} @UUID[Compendium.cyphersystem-compendium.abilities.P95xVHVxALSMjanR]{Decipher} @UUID[Compendium.cyphersystem-compendium.abilities.PqL4qr9D8QAwQhrL]{Endurance} @UUID[Compendium.cyphersystem-compendium.abilities.axI0iGYo7DjdR8Ya]{Find the Way} @UUID[Compendium.cyphersystem-compendium.abilities.Sg5WeSF04CYNEecl]{Fleet of Foot} @UUID[Compendium.cyphersystem-compendium.abilities.7X2zbrkFSNbyhA5G]{Improved Edge} @UUID[Compendium.cyphersystem-compendium.abilities.eEGFknWQZUBNXn99]{Knowledge Skills} @UUID[Compendium.cyphersystem-compendium.abilities.CBGeAZSBuymzrxDz]{Muscles of Iron} @UUID[Compendium.cyphersystem-compendium.abilities.YZB37b80VQGMUscp]{No Need for Weapons} @UUID[Compendium.cyphersystem-compendium.abilities.noCgrKbB370cfzQg]{Physical Skills} @UUID[Compendium.cyphersystem-compendium.abilities.o2ZDoteWQsFsqTJr]{Practiced in Armor} @UUID[Compendium.cyphersystem-compendium.abilities.yl2zo179wXZW5Xxc]{Practiced With All Weapons} @UUID[Compendium.cyphersystem-compendium.abilities.s2PLo9FsWBi2C1VY]{Surging Confidence} @UUID[Compendium.cyphersystem-compendium.abilities.uatcX3o1oB2Stc4u]{Trained Without Armor}

Second-Tier Explorer

Choose four of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.JkmTskE3eqcfu7dY]{Curious} @UUID[Compendium.cyphersystem-compendium.abilities.3x3gRDJejTXQPmdY]{Danger Instinct} @UUID[Compendium.cyphersystem-compendium.abilities.4yyKQYnrbL3r9gcU]{Enable Others} @UUID[Compendium.cyphersystem-compendium.abilities.uB3sVzeG2N5rkdUZ]{Escape} @UUID[Compendium.cyphersystem-compendium.abilities.RM8Fmu1IJwzBkjcM]{Eye for Detail} @UUID[Compendium.cyphersystem-compendium.abilities.U7chr7wLj7r5y0LT]{Foil Danger} @UUID[Compendium.cyphersystem-compendium.abilities.pp9NFNHKgOhRYbsY]{Hand to Eye} @UUID[Compendium.cyphersystem-compendium.abilities.romswZIOmAmtzfCL]{Investigative Skills} @UUID[Compendium.cyphersystem-compendium.abilities.euEVkth9YGYSpoJf]{Quick Recovery} @UUID[Compendium.cyphersystem-compendium.abilities.tJVu7MQ2pOhNfpUB]{Range Increase} @UUID[Compendium.cyphersystem-compendium.abilities.nOuOE3EkrNr81pSq]{Greater Skill With Defense} @UUID[Compendium.cyphersystem-compendium.abilities.gbU7mA0flUR4W8Dl]{Stand Watch} @UUID[Compendium.cyphersystem-compendium.abilities.wEjdodvc6SLf8yso]{Travel Skills} @UUID[Compendium.cyphersystem-compendium.abilities.yS1sMAZEzJbozxOZ]{Wreck}

Third-Tier Explorer

Choose three of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.wG4zveGhplNKNzuP]{Controlled Fall} @UUID[Compendium.cyphersystem-compendium.abilities.4eCjeGPA0ovnwIfu]{Experienced in Armor} @UUID[Compendium.cyphersystem-compendium.abilities.u1GhDcfpVXITVtOc]{Expert Cypher Use} @UUID[Compendium.cyphersystem-compendium.abilities.JuOmZXMt1T3tQUZ8]{Ignore the Pain} @UUID[Compendium.cyphersystem-compendium.abilities.qZOOWfFLJ1JziJpY]{Obstacle Running} @UUID[Compendium.cyphersystem-compendium.abilities.GvYXLPdpaFEMGuQR]{Resilience} @UUID[Compendium.cyphersystem-compendium.abilities.ZuX6gykVtKxiBAxR]{Run and Fight} @UUID[Compendium.cyphersystem-compendium.abilities.t3zUlk8c5WEBXXO8]{Seize the Moment} @UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks} @UUID[Compendium.cyphersystem-compendium.abilities.jmYIPbMwsq3GY3eO]{Stone Breaker} @UUID[Compendium.cyphersystem-compendium.abilities.wpA3GB5yJq9NI8QN]{Think Your Way Out} @UUID[Compendium.cyphersystem-compendium.abilities.V1ROUnWXLmLRMxXi]{Trapfinder} @UUID[Compendium.cyphersystem-compendium.abilities.6McxfJoPmf1SnbDR]{Wrest From Chance}

Fourth-Tier Explorer

Choose two of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.gNRMG3mJTzWaCGph]{Capable Warrior} @UUID[Compendium.cyphersystem-compendium.abilities.MdRdAc0qAWghMmlV]{Expert Skill} @UUID[Compendium.cyphersystem-compendium.abilities.mUizWF7k2XD7ykRJ]{Increased Effects} @UUID[Compendium.cyphersystem-compendium.abilities.lbXg8UlSCG23yxO4]{Read the Signs} @UUID[Compendium.cyphersystem-compendium.abilities.dW0rgYsx6hDA8pIB]{Runner} @UUID[Compendium.cyphersystem-compendium.abilities.3pqCkOZjnAXWIikt]{Subtle Steps} @UUID[Compendium.cyphersystem-compendium.abilities.wxAZnuQkvWosLzkN]{Tough As Nails}

Fifth-Tier Explorer

Choose three of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.M0pjZXQ9996hfUPs]{Adroit Cypher Use} @UUID[Compendium.cyphersystem-compendium.abilities.B0Tt5R1m2DsVLtPH]{Free to Move} @UUID[Compendium.cyphersystem-compendium.abilities.hhBF8re7Azmce3Y9]{Group Friendship} @UUID[Compendium.cyphersystem-compendium.abilities.KGzAHs3qln0fNDjt]{Hard to Kill} @UUID[Compendium.cyphersystem-compendium.abilities.IFb8NX06xgWM7H98]{Jump Attack} @UUID[Compendium.cyphersystem-compendium.abilities.LTqgcoprvBF2ZkdH]{Mastery With Defense} @UUID[Compendium.cyphersystem-compendium.abilities.AmZDmnmP7CxSSN4h]{Parry} @UUID[Compendium.cyphersystem-compendium.abilities.5uWcMvgh1OWvieJs]{Physically Gifted} @UUID[Compendium.cyphersystem-compendium.abilities.scceoEmEnN5MW8XT]{Take Command} @UUID[Compendium.cyphersystem-compendium.abilities.icJAWRB8Uha8CSKr]{Vigilant}

Sixth-Tier Explorer

Choose three of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.MQewTo9NscKVUUNz]{Again and Again} @UUID[Compendium.cyphersystem-compendium.abilities.tTrekc4AZbIqem5L]{Inspire Coordinated Actions} @UUID[Compendium.cyphersystem-compendium.abilities.4k5JFV78A5SiPjFo]{Mastery in Armor} @UUID[Compendium.cyphersystem-compendium.abilities.kNSRytTtQX0rU3aE]{Mastery With Attacks} @UUID[Compendium.cyphersystem-compendium.abilities.dMEqa6kAjXrHlxui]{Negate Danger} @UUID[Compendium.cyphersystem-compendium.abilities.PXvS7AatBcxH9cvZ]{Share Defense} @UUID[Compendium.cyphersystem-compendium.abilities.KDZeCZJxjCQzlTxA]{Spin Attack} @UUID[Compendium.cyphersystem-compendium.abilities.vQtVTnCecWFXkfkI]{Wild Vitality}

Explorer Example

Sam decides to create an Explorer character for a science fiction campaign. This character will be a hardy soul who explores alien worlds. They put 3 additional points into their Might Pool, 2 into their Speed Pool, and 1 into their Intellect Pool; their stat Pools are now Might 13, Speed 11, and Intellect 10. As a first-tier character, their Effort is 1, their Might Edge is 1, and their Speed Edge and Intellect Edge are 0. Their character is fairly well-rounded so far.

Sam immediately leaps in and starts choosing abilities. They pick Danger Sense and Surging Confidence, thinking those abilities will be generally useful. They also choose Practiced in Armor, reasoning that the character wears high-tech medium armor when exploring. Last, they choose Knowledge Skills and select geology and biology to help during interplanetary explorations.

Sam’s Explorer can bear two cyphers, which in this setting involve nanotechnology. The GM decides that one is a nanite injector that grants a +1 bonus to Might Edge when used, and the other is a device that can create one simple handheld object the user wishes.

Sam’s Explorer is not really geared toward fighting, but sometimes the universe is a dangerous place, so they note that they’re carrying a medium blaster as well.

Sam still needs a descriptor and a focus. Looking to the Descriptor chapter, they choose Hardy, which increases their Might Pool to 17. They also heal more quickly and can operate better when injured. They’re trained in Might defense but have an inability with initiative; however, it’s effectively canceled out by their Danger Sense (and vice versa). Sam could go back and select something else instead of Danger Sense, but they like it and decide to keep it. Overall, the descriptor ends up making the character tough but a little slow.

For their focus, Sam chooses Explores Dark Places (in this case, weird ruins of alien civilizations). This gives the character a bunch of additional skills: searching, listening, climbing, balancing, and jumping. They’re quite the capable Explorer.

For their character arc, Sam chooses Enterprise. Exploring alien places sometimes turns up strange relics, and Sam figures they might be able to set up a service to reliably transport these items to responsible third parties, rather than allow them to fall into the hands of pirates and rich private collectors. For a small fee, of course.

Speaker

Fantasy/Fairy tale: bard, speaker, skald, emissary, priest, advocate

Modern/Horror/Romance: diplomat, charmer, face, spinner, manipulator, minister, mediator, lawyer

Science fiction: diplomat, empath, glam, consul, legate

Superhero/Post-Apocalyptic: charmer, mesmerist, puppet master

You’re good with words and good with people. You talk your way past challenges and out of jams, and you get people to do what you want.

Individual Role: Speakers are smart and charismatic. They like people and, more important, they understand them. This helps speakers get others to do what needs to be done.

Group Role: The Speaker is often the face of the group, serving as the person who speaks for all and negotiates with others. Combat and action are not a Speaker’s strong suits, so other characters sometimes have to defend the Speaker in times of danger.

Societal Role: Speakers are frequently political or religious leaders. Just as often, however, they are con artists or criminals.

Advanced Speakers: Higher-tier Speakers use their abilities to control and manipulate people as well as aid and nurture their friends. They can talk their way out of danger and even use their words as weapons.

Speaker Background Connection

Your type helps determine the connection you have to the setting. Roll a d20 or choose from the following list to determine a specific fact about your background that provides a connection to the rest of the world. You can also create your own fact.

@UUID[Compendium.cyphersystem-compendium.cypher-roll-tables.zDo6fnblxkAjzvc3]{Speaker Background Connection}

Speaker Player Intrusions

When playing a Speaker, you can spend 1 XP to use one of the following player intrusions, provided the situation is appropriate and the GM agrees.

Friendly NPC: An NPC you don’t know, someone you don’t know that well, or someone you know but who hasn’t been particularly friendly in the past chooses to help you, though doesn’t necessarily explain why. Maybe they’ll ask you for a favor in return afterward, depending on how much trouble they go to.

Perfect Suggestion: A follower or other already-friendly NPC suggests a course of action with regard to an urgent question, problem, or obstacle you’re facing.

Unexpected Gift: An NPC hands you a physical gift you were not expecting, one that helps put the situation at ease if things seem strained, or provides you with a new insight for understanding the context of the situation if there’s something you’re failing to understand or grasp.

Speaker Stat Pools

StatPool Starting Value
Might8
Speed9
Intellect11

You get 6 additional points to divide among your stat Pools however you wish.

First-Tier Speaker

First-tier Speakers have the following abilities:

Effort: Your Effort is 1.

Genius: You have an Intellect Edge of 1, a Might Edge of 0, and a Speed Edge of 0.

Cypher Use: You can bear two cyphers at a time.

Weapons: You can use @UUID[Compendium.cyphersystem-compendium.basic-skills.GA74AkWhC7i4Z8sZ]{light weapons} without penalty. You have an inability with @UUID[Compendium.cyphersystem-compendium.inabilities.Zjign4M9GqTvD348]{medium} and @UUID[Compendium.cyphersystem-compendium.inabilities.aMGYdfzCgfYqtHuJ]{heavy weapons}; your attacks with medium and heavy weapons are hindered.

Starting Equipment: Appropriate clothing and a light weapon of your choice, plus two expensive items, two moderately priced items, and up to four inexpensive items.

Special Abilities: Choose four of the abilities listed below. You can’t choose the same ability more than once unless its description says otherwise. The full description for each listed ability can be found in Abilities, which also has descriptions for flavor and focus abilities in a single vast catalog.

Some Speaker abilities, like Mind Reading or True Senses, imply a supernatural element. If this is inappropriate to the character or the setting, these abilities can be replaced with something from the stealth flavor, or the GM can slightly modify them so they are based in extraordinary talents and insight rather than the supernatural.

@UUID[Compendium.cyphersystem-compendium.abilities.BlBi7qk0darLthxS]{Anecdote} @UUID[Compendium.cyphersystem-compendium.abilities.r7uNiD9CGy4G3Hoq]{Babel} @UUID[Compendium.cyphersystem-compendium.abilities.JSlr2Q6Ll1xNd8fX]{Demeanor of Command} @UUID[Compendium.cyphersystem-compendium.abilities.hYa7I52x2iwffh8C]{Encouragement} @UUID[Compendium.cyphersystem-compendium.abilities.lQ4MNmGXXNBMGsmk]{Enthrall} @UUID[Compendium.cyphersystem-compendium.abilities.TmWjWp4iWk4GMLN0]{Erase Memories} @UUID[Compendium.cyphersystem-compendium.abilities.ulHj0pzmwc515fve]{Fast Talk} @UUID[Compendium.cyphersystem-compendium.abilities.wWCehMidmvLypdxj]{Inspire Aggression} @UUID[Compendium.cyphersystem-compendium.abilities.V765JZKDKQ00Buyn]{Interaction Skills} @UUID[Compendium.cyphersystem-compendium.abilities.NhijFGxYepJtaa0r]{Practiced With Medium Weapons} @UUID[Compendium.cyphersystem-compendium.abilities.5aUrbdjSSLCRggHU]{Spin Identity} @UUID[Compendium.cyphersystem-compendium.abilities.qVlbJjB7X8R78rz0]{Terrifying Presence} @UUID[Compendium.cyphersystem-compendium.abilities.kv03xEihe4VZNkK5]{Understanding}

Second-Tier Speaker

Choose two of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.4XwwFeGO5haHxvQs]{Basic Follower} @UUID[Compendium.cyphersystem-compendium.abilities.BggeJtN5IcutwLJg]{Calm Stranger} @UUID[Compendium.cyphersystem-compendium.abilities.di7QfASecjKU8BPN]{Disincentivize} @UUID[Compendium.cyphersystem-compendium.abilities.IvKd5vkPypJbB1Ip]{Gather Intelligence} @UUID[Compendium.cyphersystem-compendium.abilities.GT0AiiarWPbGzxKs]{Impart Ideal} @UUID[Compendium.cyphersystem-compendium.abilities.DLxDL49VjUEMAjxZ]{Inspiring Ease} @UUID[Compendium.cyphersystem-compendium.abilities.V765JZKDKQ00Buyn]{Interaction Skills} @UUID[Compendium.cyphersystem-compendium.abilities.o2ZDoteWQsFsqTJr]{Practiced in Armor} @UUID[Compendium.cyphersystem-compendium.abilities.CtRvLxfUlCynJv1B]{Skill With Defense} @UUID[Compendium.cyphersystem-compendium.abilities.XntbE6mXQ4CZ6yIi]{Speedy Recovery} @UUID[Compendium.cyphersystem-compendium.abilities.UHvD5299HFbwBvpR]{Unexpected Betrayal}

Third-Tier Speaker

Choose three of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.hB1CISYVEZXEO0IV]{Accelerate} @UUID[Compendium.cyphersystem-compendium.abilities.rZsohzuwTFfghWVO]{Blend In} @UUID[Compendium.cyphersystem-compendium.abilities.NnlGdSiR9GbiTJyZ]{Discerning Mind} @UUID[Compendium.cyphersystem-compendium.abilities.u1GhDcfpVXITVtOc]{Expert Cypher Use} @UUID[Compendium.cyphersystem-compendium.abilities.ETGBAqAc1ApFH5cx]{Expert Follower} @UUID[Compendium.cyphersystem-compendium.abilities.sqiDNk5qXh9j3zwh]{Grand Deception} @UUID[Compendium.cyphersystem-compendium.abilities.1N6P5ZRogThCS0KH]{Lead by Inquiry} @UUID[Compendium.cyphersystem-compendium.abilities.W5Zt9qDKCtNr49BC]{Mind Reading} @UUID[Compendium.cyphersystem-compendium.abilities.i5BlJLgj1ayBw0uY]{Oratory} @UUID[Compendium.cyphersystem-compendium.abilities.ZqBpOAiH70SGHX8N]{Perfect Stranger} @UUID[Compendium.cyphersystem-compendium.abilities.Mac5S0sQe9Muf4Mv]{Quick Wits} @UUID[Compendium.cyphersystem-compendium.abilities.oah8DOODfphl858B]{Telling}

Fourth-Tier Speaker

Choose two of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.ZH0JbusjycG6zQf1]{Anticipate Attack} @UUID[Compendium.cyphersystem-compendium.abilities.2SiHiotGcSufnCne]{Confounding Banter} @UUID[Compendium.cyphersystem-compendium.abilities.RO8dmB90aRPOmCuJ]{Feint} @UUID[Compendium.cyphersystem-compendium.abilities.7tiGTYVXj9eHdja7]{Heightened Skills} @UUID[Compendium.cyphersystem-compendium.abilities.Je1MitN21L3lqWVF]{Psychosis} @UUID[Compendium.cyphersystem-compendium.abilities.lbXg8UlSCG23yxO4]{Read the Signs} @UUID[Compendium.cyphersystem-compendium.abilities.QFZyfDWOSEpZeQmM]{Spur Effort} @UUID[Compendium.cyphersystem-compendium.abilities.cS2p7CRfquFvR65U]{Strategize} @UUID[Compendium.cyphersystem-compendium.abilities.3wZZC07ADxO3mImS]{Suggestion}

Fifth-Tier Speaker

Choose three of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.M0pjZXQ9996hfUPs]{Adroit Cypher Use} @UUID[Compendium.cyphersystem-compendium.abilities.t3uyBYJqMApfEBWX]{Discipline of Watchfulness} @UUID[Compendium.cyphersystem-compendium.abilities.4eCjeGPA0ovnwIfu]{Experienced in Armor} @UUID[Compendium.cyphersystem-compendium.abilities.UyW320RhzarMNoss]{Flee} @UUID[Compendium.cyphersystem-compendium.abilities.xCUKzmoBKzN9gIut]{Foul Aura} @UUID[Compendium.cyphersystem-compendium.abilities.wlkPdME0r3hx9VbE]{Knowing the Unknown} @UUID[Compendium.cyphersystem-compendium.abilities.iroL3TcKD9dpulhW]{Regeneration} @UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks} @UUID[Compendium.cyphersystem-compendium.abilities.U9sgMUKkIkDIdRtK]{Stimulate}

Sixth-Tier Speaker

Choose two of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.By276DS858KmWNZq]{Assume Control} @UUID[Compendium.cyphersystem-compendium.abilities.G8waoPdWGzMl0S1n]{Battle Management} @UUID[Compendium.cyphersystem-compendium.abilities.crFxkKwBNdnD6tX4]{Crowd Control} @UUID[Compendium.cyphersystem-compendium.abilities.fPCTpU0viXXWrNs0]{Inspiring Success} @UUID[Compendium.cyphersystem-compendium.abilities.3EcnBLVtGwxpWXBW]{Recruit Deputy} @UUID[Compendium.cyphersystem-compendium.abilities.EH8OmAJaimF4MTgg]{Shatter Mind} @UUID[Compendium.cyphersystem-compendium.abilities.MGzAkRaGd4LgfQti]{True Senses} @UUID[Compendium.cyphersystem-compendium.abilities.ZTp4SZ673tDJpmuS]{Word of Command}

Speaker Example

Mary wants to create a Speaker for a Lovecraftian horror campaign. She puts 3 of her additional stat points into her Intellect Pool and 3 into her Speed Pool; her stat Pools are now Might 8, Speed 12, and Intellect 14. As a first-tier character, her Effort is 1, her Might Edge and Speed Edge are 0, and her Intellect Edge is 1. She’s smart and charismatic but not particularly tough.

Mary chooses Fast Talk and Spin Identity to help get into places and learn things she wants to know. She’s a bit of a con artist. She’s good to her friends, however, and chooses Encouragement as well. Mary rounds out her first-tier abilities with Interaction Skills (deceiving and persuasion).

A Speaker normally starts with two cyphers, but the GM rules that characters in this campaign start with only one—something creepy relating to their background. Mary’s cypher is an odd pocket watch given to her by her grandfather. She doesn’t know how or why, but when activated, the watch allows her to take twice as many actions for three rounds.

Mary’s character carries a small knife hidden in her bag in case of trouble. As a light weapon, it inflicts 2 points of damage, but attacks with it are eased.

Mary chooses Resilient for her descriptor and decides that she can probably learn the truth behind some of the strange things that she’s heard about without feeling too much trauma if it’s horrible. Resilient increases her Might Pool to 10 and her Intellect Pool to 16. She’s trained in Might and Intellect defense actions and gains an extra recovery roll each day. At first, Mary is sad that her descriptor gives her an inability in knowledge and puzzle tasks, but then she realizes that the flaw fits her character well—she’s better at getting people to tell her what she needs to know than at figuring out the information herself.

For her focus, Mary chooses Moves Like a Cat, granting her a final Speed Pool of 18 and training in balance. In the end, she’s graceful and quick, charismatic, and hardier than she initially thought thanks to her drive. She’s ready to investigate the weird.

For her character arc, Mary chooses Fall From Grace. She decides she’s had an obsession with a strange tome that’s been in her family for generations, and her character is drawn to its strange languages and rituals.

Further Customization

The rules in this section are more advanced and always involve the GM. They can be used by the GM to tailor a type to better fit the genre or setting, or by a player and a GM to tweak a character to fit a concept.

Modifying Type Aspects

The following aspects of the four character types can be modified at character creation. Other abilities should not be changed.

Stat Pools: Each character type has a starting stat Pool value. A player can exchange points between their Pools on a one-for-one basis. For example, they can trade 2 points of Might for 2 points of Speed. However, no starting stat Pool should be higher than 20.

Edge: A player can start with an Edge of 1 in whichever stat they wish.

Cypher Use: If a character gives up the ability to bear one cypher, they gain an additional skill of their choice.

Weapons: Some types have static first-tier abilities that let them use light, medium, and/or heavy weapons without a penalty. Warriors can use all weapons, Explorers can use light and medium weapons, and Adepts and Speakers can use light weapons. Any one of these weapon abilities can be sacrificed to gain training in a different skill of the player’s choice.

Drawbacks and Penalties

In addition to other customization options, a player can choose to take drawbacks or penalties to gain further advantages.

Weakness: A weakness is, essentially, the opposite of Edge. If you have a weakness of 1 in Speed, all Speed actions that require you to spend points cost 1 additional point from your Pool. At any time, a player can give their character a weakness in one stat and, in exchange, gain +1 to their Edge in one of the other two stats. So a PC can take a weakness of 1 in Speed to gain +1 to their Might Edge.

Normally, you can have a weakness only in a stat in which you have an Edge of 0. Further, you can’t have more than one weakness, and you can’t have a weakness greater than 1 unless the additional weakness comes from another source (such as a disease or disability arising from actions or conditions in the game).

Inabilities: Inabilities are like negative skills. They make one type of task harder by hindering it. If a character chooses to take an inability, they gain a skill of their choice. Normally, a character can have only one inability unless the additional inability comes from another source (such as a descriptor or a disease or disability arising from actions or conditions in the game).

","markdown":""},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"ownership":{"default":-1},"flags":{}},{"sort":600000,"name":"License","type":"text","_id":"9ZDlIEtwXjxzyyrZ","title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"

This product is an independent production and is not affiliated with Monte Cook Games, LLC. It is published under the Cypher System Open License, found at http://csol.montecookgames.com.

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This product is an independent production and is not affiliated with Monte Cook Games, LLC. It is published under the Cypher System Open License, found at http://csol.montecookgames.com.

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","markdown":""},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"ownership":{"default":-1},"flags":{}},{"sort":387500,"name":"Flavor","type":"text","_id":"gUBd9dvLJ8qY0iZx","title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"

Flavors are groups of special abilities the GM and players can use to alter a character type to make it more to their liking or more appropriate to the genre or setting. For example, if a player wants to create a magic-using thief character, she could play an Adept with stealth flavoring. In a science fiction setting, a Warrior might also have knowledge of machinery, so the character could be flavored with technology.

At a given tier, abilities from a flavor are traded one for one with standard abilities from a type. So to add the Danger Sense stealth flavor ability to a Warrior, something else—perhaps Bash—must be sacrificed. Now that character can choose Danger Sense as they would any other first-tier warrior ability, but they can never choose Bash.

The GM should always be involved in flavoring a type. For example, they might know that for their science fiction game, they want a type called a “Glam,” which is a Speaker flavored with certain technology abilities—specifically those that make the character a flamboyant starship pilot. Thus, they exchange the first-tier abilities Spin Identity and Inspire Aggression for the technology flavor abilities Datajack and Tech Skills so the character can plug into the ship directly and can take piloting and computers as skills.

In the end, flavor is mostly a tool for the GM to easily create campaign-specific types by making a few slight alterations to the four base types. Although players may wish to use flavors to get the characters they want, remember that they can also shape their PCs with descriptors and foci very nicely.

The flavors available are stealth, technology, magic, combat, and skills and knowledge.

The full description for each listed ability can be found in the Abilities chapter, which also contains descriptions for type and focus abilities in a single vast catalog.

Stealth Flavor

Characters with the stealth flavor are good at sneaking around, infiltrating places they don’t belong, and deceiving others. They use these abilities in a variety of ways, including combat. An Explorer with stealth flavor might be a thief, while a Warrior with stealth flavor might be an assassin. An Explorer with stealth flavor in a superhero setting might be a crimefighter who stalks the streets at night.

First-Tier Stealth Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.UyQTRi5ZwWU5tMO0]{Danger Sense} @UUID[Compendium.cyphersystem-compendium.abilities.M2oXV5cRSdMlUZDm]{Goad} @UUID[Compendium.cyphersystem-compendium.abilities.Frxs35QkokRdure4]{Legerdemain} @UUID[Compendium.cyphersystem-compendium.abilities.90wkMwuVBaiyL9yt]{Opportunist} @UUID[Compendium.cyphersystem-compendium.abilities.QAdh0yZBjJsHdJjD]{Stealth Skills}

Second-Tier Stealth Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.dQHSDDZxJNHrHH1l]{Contortionist} @UUID[Compendium.cyphersystem-compendium.abilities.8ydN3DBdXXP24hQL]{Find an Opening} @UUID[Compendium.cyphersystem-compendium.abilities.5abCQnz5ZWvvfMro]{Get Away} @UUID[Compendium.cyphersystem-compendium.abilities.mvFsSsVjyF8iXvCe]{Sense Ambush} @UUID[Compendium.cyphersystem-compendium.abilities.uG2ACHNAPoZirp0b]{Surprise Attack}

Third-Tier Stealth Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.Uq6p6fOg9KyFcUws]{Evanesce} @UUID[Compendium.cyphersystem-compendium.abilities.XR3B0gfJtrYUAU5M]{From the Shadows} @UUID[Compendium.cyphersystem-compendium.abilities.lUkqQu1vvJe3FxfQ]{Gambler} @UUID[Compendium.cyphersystem-compendium.abilities.sM2zEDx4gRr9CuiR]{Inner Defense} @UUID[Compendium.cyphersystem-compendium.abilities.lwJAowJa4eKlcDjb]{Misdirect} @UUID[Compendium.cyphersystem-compendium.abilities.ZuX6gykVtKxiBAxR]{Run and Fight} @UUID[Compendium.cyphersystem-compendium.abilities.t3zUlk8c5WEBXXO8]{Seize the Moment}

Fourth-Tier Stealth Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.cS1RW48sdVY6ZJZd]{Ambusher} @UUID[Compendium.cyphersystem-compendium.abilities.JVvSTtYbksWJDADY]{Debilitating Strike} @UUID[Compendium.cyphersystem-compendium.abilities.cqzyNCPYVEWtucLe]{Outwit} @UUID[Compendium.cyphersystem-compendium.abilities.LojkwDtb1gHLSB6A]{Preternatural Senses} @UUID[Compendium.cyphersystem-compendium.abilities.w2aO1ZIpmBDQJXq1]{Tumbling Moves}

Fifth-Tier Stealth Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.YbYeZ0A0m96IWxwl]{Assassin Strike} @UUID[Compendium.cyphersystem-compendium.abilities.S5JTyQCNcgrXgNqf]{Mask} @UUID[Compendium.cyphersystem-compendium.abilities.G5bTthwpEf5azVHA]{Return to Sender} @UUID[Compendium.cyphersystem-compendium.abilities.bVt0TIfwtEUXvi6O]{Uncanny Luck}

Sixth-Tier Stealth Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.VVYx3J42Sj9qCQV9]{Exploit Advantage} @UUID[Compendium.cyphersystem-compendium.abilities.jrTEtAhE6GfLW7R4]{Spring Away} @UUID[Compendium.cyphersystem-compendium.abilities.cWHqKGpI5z0aiSYC]{Thief’s Luck} @UUID[Compendium.cyphersystem-compendium.abilities.aWws42dVSQjRz8Hr]{Twist of Fate}

Technology Flavor

Characters with a flavor of technology typically are from science fiction or at least modern-day settings (although anything is possible). They excel at using, dealing with, and building machines. An Explorer with technology flavor might be a starship pilot, and a Speaker flavored with technology could be a techno-priest.

Some of the less computer-oriented abilities might be appropriate for a steampunk character, while a modern-day character could use some of the abilities that don’t involve starships or ultratech.

First-Tier Technology Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.Q3DGDFwNIOjz866X]{Datajack} @UUID[Compendium.cyphersystem-compendium.abilities.z23towmNKeKJasHV]{Hacker} @UUID[Compendium.cyphersystem-compendium.abilities.rhaZSmU6dJpzMO64]{Machine Interface} @UUID[Compendium.cyphersystem-compendium.abilities.kkCW4KkWA751AeBl]{Scramble Machine} @UUID[Compendium.cyphersystem-compendium.abilities.pYsmdnNte7o5Flca]{Tech Skills} @UUID[Compendium.cyphersystem-compendium.abilities.AFfburUYwZlBFq7N]{Tinker}

Second-Tier Technology Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.7nUj7rxq4Qwg4FUM]{Distant Interface} @UUID[Compendium.cyphersystem-compendium.abilities.JK2hN1poqMLqfa1N]{Machine Efficiency} @UUID[Compendium.cyphersystem-compendium.abilities.FDG7hgrRNt4aHpP1]{Overload Machine} @UUID[Compendium.cyphersystem-compendium.abilities.v1lZkKjSCS1pjnET]{Serv-0} @UUID[Compendium.cyphersystem-compendium.abilities.XzomXctsS8NL9M7Q]{Serv-0 Defender} @UUID[Compendium.cyphersystem-compendium.abilities.x8cGd4MC9YEW9isa]{Serv-0 Repair} @UUID[Compendium.cyphersystem-compendium.abilities.k4LeTZ1lqN9L3hPS]{Tool Mastery}

Third-Tier Technology Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.7VYzHQvF1cz4cfUp]{Mechanical Telepathy} @UUID[Compendium.cyphersystem-compendium.abilities.9r6iNU2GH4oEH6vz]{Serv-0 Scanner} @UUID[Compendium.cyphersystem-compendium.abilities.hIy0GMeL8WALvhEb]{Ship Footing} @UUID[Compendium.cyphersystem-compendium.abilities.Nyt7Z1xWqmnuu265]{Shipspeak} @UUID[Compendium.cyphersystem-compendium.abilities.YIzrA5i8eBSPMFzj]{Spray}

Fourth-Tier Technology Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.2l9FIUVKimPzIXzU]{Machine Bond} @UUID[Compendium.cyphersystem-compendium.abilities.NoKdHv0FSytZR4iF]{Robot Fighter} @UUID[Compendium.cyphersystem-compendium.abilities.NcItnMHjeG9fgE1K]{Serv-0 Aim} @UUID[Compendium.cyphersystem-compendium.abilities.lPqCQOQJF0JfoFRn]{Serv-0 Brawler} @UUID[Compendium.cyphersystem-compendium.abilities.9YuQrJXAQO0qIFPj]{Serv-0 Spy}

Fifth-Tier Technology Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.FxohCBSksJIu1BSA]{Control Machine} @UUID[Compendium.cyphersystem-compendium.abilities.KQDFvUEnIWed1ebo]{Jury-Rig} @UUID[Compendium.cyphersystem-compendium.abilities.XkFsMa9e9IY2FRcN]{Machine Companion}

Sixth-Tier Technology Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.PLyxuOlieOGsJx4h]{Information Gathering} @UUID[Compendium.cyphersystem-compendium.abilities.7QTTrXnxDHskYYhj]{Master Machine}

Magic Flavor

You know a little about magic. You might not be a wizard, but you know the basics—how it works, and how to accomplish a few wondrous things. Of course, in your setting, “magic” might actually mean psychic powers, mutant abilities, weird alien tech, or anything else that produces interesting and useful effects.

An Explorer flavored with magic might be a wizard-hunter, and a Speaker with magical flavor might be a sorcerer-bard. Although an Adept flavored with magic is still an Adept, you might find that swapping some of the type’s basic abilities with those given here tailors the character in desirable ways.

First-Tier Magic Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.I9m3nOdBZ2HoEmbj]{Blessing of the Gods} @UUID[Compendium.cyphersystem-compendium.abilities.SQ4RTDwdA0yiZ81b]{Closed Mind} @UUID[Compendium.cyphersystem-compendium.abilities.bM2Y62eaUKYKdcwq]{Entangling Force} @UUID[Compendium.cyphersystem-compendium.abilities.zArjjFcf9tHQvJTx]{Hedge Magic} @UUID[Compendium.cyphersystem-compendium.abilities.XQxN55rl0f5HFxEM]{Magic Training} @UUID[Compendium.cyphersystem-compendium.abilities.TPEcyzCeC3z5FyyQ]{Mental Link} @UUID[Compendium.cyphersystem-compendium.abilities.ZsI6553CPbGi0wtx]{Premonition}

Second-Tier Magic Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.Mfebb42AE5xt7k85]{Concussive Blast} @UUID[Compendium.cyphersystem-compendium.abilities.21Bi8yur01DCYz5f]{Fetch} @UUID[Compendium.cyphersystem-compendium.abilities.4fcns7ANpZF7pHaz]{Force Field} @UUID[Compendium.cyphersystem-compendium.abilities.wNQ3q7VXtPHlPzqb]{Lock} @UUID[Compendium.cyphersystem-compendium.abilities.rRDSzPJtUCwRVXFR]{Repair Flesh}

Third-Tier Magic Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.MvyXo0ZUsxu8QQ22]{Distance Viewing} @UUID[Compendium.cyphersystem-compendium.abilities.NgHLZq3tZ3CFJvYv]{Fire Bloom} @UUID[Compendium.cyphersystem-compendium.abilities.CAh0KStmP03kgv62]{Fling} @UUID[Compendium.cyphersystem-compendium.abilities.dDhnZrzAxDvK7QYa]{Force at Distance} @UUID[Compendium.cyphersystem-compendium.abilities.wEWyNKnVgVOjsyms]{Summon Giant Spider}

Fourth-Tier Magic Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.XR8WeRW3OlbCIjlJ]{Elemental Protection} @UUID[Compendium.cyphersystem-compendium.abilities.LLvJZvzbGQOrlqoE]{Ignition} @UUID[Compendium.cyphersystem-compendium.abilities.blm1Z8JxvWOiFf0b]{Pry Open}

Fifth-Tier Magic Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.HuhNjMfMxPkTlERH]{Create} @UUID[Compendium.cyphersystem-compendium.abilities.OkKNmMvLFwHxUv2r]{Divine Intervention} @UUID[Compendium.cyphersystem-compendium.abilities.M1FHIlVPVv8O02LV]{Dragon’s Maw} @UUID[Compendium.cyphersystem-compendium.abilities.IKicLElFbkRx5IaM]{Fast Travel} @UUID[Compendium.cyphersystem-compendium.abilities.MGzAkRaGd4LgfQti]{True Senses}

Sixth-Tier Magic Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.RBOc2zxAI9xMoWqW]{Relocate} @UUID[Compendium.cyphersystem-compendium.abilities.LnZkUlKUuuD7iW3P]{Summon Demon} @UUID[Compendium.cyphersystem-compendium.abilities.PlKwEwo6ilGqwxwI]{Traverse the Worlds} @UUID[Compendium.cyphersystem-compendium.abilities.Gsre3acJaxhGBa0S]{Word of Death}

Combat Flavor

Combat flavor makes a character more martial. A Speaker with combat flavor in a fantasy setting would be a battle bard. An Explorer with combat flavor in a historical game might be a pirate. An Adept flavored with combat in a science fiction setting could be a veteran of a thousand psychic wars.

First-Tier Combat Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.UyQTRi5ZwWU5tMO0]{Danger Sense} @UUID[Compendium.cyphersystem-compendium.abilities.o2ZDoteWQsFsqTJr]{Practiced in Armor} @UUID[Compendium.cyphersystem-compendium.abilities.NhijFGxYepJtaa0r]{Practiced With Medium Weapons}

Second-Tier Combat Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.wyUQ3Atl3V1ItCFH]{Bloodlust} @UUID[Compendium.cyphersystem-compendium.abilities.2x7nMe9ZGp3VjI8B]{Combat Prowess} @UUID[Compendium.cyphersystem-compendium.abilities.uatcX3o1oB2Stc4u]{Trained Without Armor}

Third-Tier Combat Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.yl2zo179wXZW5Xxc]{Practiced With All Weapons} @UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks} @UUID[Compendium.cyphersystem-compendium.abilities.CtRvLxfUlCynJv1B]{Skill With Defense} @UUID[Compendium.cyphersystem-compendium.abilities.36nlDXhOP5e5dfns]{Successive Attack}

Fourth-Tier Combat Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.gNRMG3mJTzWaCGph]{Capable Warrior} @UUID[Compendium.cyphersystem-compendium.abilities.Rr4oB1lUzuzFHNHQ]{Deadly Aim} @UUID[Compendium.cyphersystem-compendium.abilities.73miZT5kYFyxnPOT]{Fury} @UUID[Compendium.cyphersystem-compendium.abilities.lwJAowJa4eKlcDjb]{Misdirect} @UUID[Compendium.cyphersystem-compendium.abilities.YIzrA5i8eBSPMFzj]{Spray}

Fifth-Tier Combat Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.GlXd4oFI9Fqq3rAX]{Experienced Defender} @UUID[Compendium.cyphersystem-compendium.abilities.S9QxUr8u2gtwY7ya]{Hard Target} @UUID[Compendium.cyphersystem-compendium.abilities.AmZDmnmP7CxSSN4h]{Parry}

Sixth-Tier Combat Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.oroWEBbp3cvrYwH9]{Greater Skill With Attacks} @UUID[Compendium.cyphersystem-compendium.abilities.4k5JFV78A5SiPjFo]{Mastery in Armor} @UUID[Compendium.cyphersystem-compendium.abilities.LTqgcoprvBF2ZkdH]{Mastery With Defense}

Skills and Knowledge Flavor

This flavor is for characters in roles that call for more knowledge and more real-world application of talent. It’s less flashy and dramatic than supernatural powers or the ability to hack apart multiple foes, but sometimes expertise or know-how is the real solution to a problem.

A Warrior flavored with skills and knowledge might be a military engineer. An Explorer flavored with skills and knowledge could be a field scientist. A Speaker with this flavor might be a teacher.

First-Tier Skills and Knowledge Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.V765JZKDKQ00Buyn]{Interaction Skills} @UUID[Compendium.cyphersystem-compendium.abilities.romswZIOmAmtzfCL]{Investigative Skills} @UUID[Compendium.cyphersystem-compendium.abilities.eEGFknWQZUBNXn99]{Knowledge Skills} @UUID[Compendium.cyphersystem-compendium.abilities.noCgrKbB370cfzQg]{Physical Skills} @UUID[Compendium.cyphersystem-compendium.abilities.wEjdodvc6SLf8yso]{Travel Skills}

Second-Tier Skills and Knowledge Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.jx6DFmlbQrmltHgc]{Extra Skill} @UUID[Compendium.cyphersystem-compendium.abilities.k4LeTZ1lqN9L3hPS]{Tool Mastery} @UUID[Compendium.cyphersystem-compendium.abilities.kv03xEihe4VZNkK5]{Understanding}

Third-Tier Skills and Knowledge Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.dVh39nh5ARUxreUc]{Flex Skill} @UUID[Compendium.cyphersystem-compendium.abilities.uhC4ubTGfhkNvIMX]{Improvise}

Fourth-Tier Skills and Knowledge Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.4USzF8qKs8oZJH13]{Multiple Skills} @UUID[Compendium.cyphersystem-compendium.abilities.Mac5S0sQe9Muf4Mv]{Quick Wits} @UUID[Compendium.cyphersystem-compendium.abilities.NaqoExT72j3xkWp3]{Task Specialization}

Fifth-Tier Skills and Knowledge Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.NhijFGxYepJtaa0r]{Practiced With Medium Weapons} @UUID[Compendium.cyphersystem-compendium.abilities.lbXg8UlSCG23yxO4]{Read the Signs}

Sixth-Tier Skills and Knowledge Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks} @UUID[Compendium.cyphersystem-compendium.abilities.CtRvLxfUlCynJv1B]{Skill With Defense}

","markdown":""},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"ownership":{"default":-1},"flags":{}},{"sort":393750,"name":"Descriptor","type":"text","_id":"gK5t9ActY73rBLe5","title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"

Your descriptor defines your character—it flavors everything you do. The differences between a Charming Explorer and a Vicious Explorer are considerable. The descriptor changes the way those characters go about every action. Your descriptor places your character in the situation (the first adventure, which starts the campaign) and helps provide motivation. It is the adjective of the sentence “I am an adjective noun who verbs.”

Descriptors offer a one-time package of extra abilities, skills, or modifications to your stat Pools. Not all of a descriptor’s offerings are positive character modifications. For example, some descriptors have inabilities—tasks that a character isn’t good at. You can think of inabilities as negative skills—instead of being one step better at that kind of task, you’re one step worse. If you become skilled at a task that you have an inability with, they cancel out. Remember that characters are defined as much by what they’re not good at as by what they are good at.

Descriptors also offer a few brief suggestions for how your character got involved with the rest of the group on their first adventure. You can use these, or not, as you wish.

This section details fifty descriptors. Choose one of them for your character. You can pick any descriptor you wish regardless of your type. At the end of this chapter, a few options are provided for Customizing Descriptors, including making a character’s species their descriptor.

(Your descriptor matters most when you are a beginning character. The benefits (and perhaps drawbacks) that come from your descriptor will eventually be overshadowed by the growing importance of your type and focus. However, the influence of your descriptor will remain at least somewhat important throughout your character’s life.)

Customizing Descriptors

Under the normal rules, each descriptor is based on some modification of the following guidelines:

With this general information, you can customize a descriptor, but keep in mind that a heavily customized descriptor isn’t a descriptor if it no longer says one thing about a character. It’s better to use this information to create a new descriptor that fits exactly how the player wants to portray the character.

Species as Descriptor

Sometimes, in settings that have alien or fantasy species, players want to play a member of that species rather than the default (which is usually “human”). Most of the time, this choice is one of flavor rather than game mechanics. If you’re a 7-foot-tall furry Rigellian with three eyes, that’s great, but it doesn’t change your stats or skills (though it may have roleplaying challenges).

However, sometimes being a nonhuman results in more substantive changes. A PC ogre in a fantasy setting might have the Strong or Tough descriptor, or perhaps it has a descriptor simply called Ogre, which is similar to Strong or Tough but more pronounced (with greater Might but even greater drawbacks). This would mean that instead of being a Tough Warrior who Controls Beasts, the character is an Ogre Warrior who Controls Beasts.

The Genre chapter offers a few species descriptors, but many GMs will want to create their own as suits their setting. It can’t be stressed enough, however, that nine times out of ten, in most genres, species differences aren’t significant enough to warrant this treatment. The differences between a Mysterious character and a Virtuous one are probably greater than those between an Alpha Centauran and an Earthling.

Descriptors

Appealing

You’re attractive to others, but perhaps more important, you are likeable and charismatic. You’ve got that “special something” that draws others to you. You often know just the right thing to say to make someone laugh, put them at ease, or spur them to action. People like you, want to help you, and want to be your friend.

You gain the following characteristics:

Charismatic: +2 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.iLViKiz8EUbAbChF]{Skill}: You are trained in pleasant social interactions.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.6yXynECByG8UO0IC]{Resistant to Charms}: You’re aware of how others can manipulate and charm people, and you notice when those tactics are used on you. Because of this awareness, you are trained in resisting any kind of persuasion or seduction if you wish it.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You met a total stranger (one of the other PCs) and charmed them so much that they invited you along.

  2. The PCs were looking for someone else, but you convinced them that you were perfect instead.

  3. Pure happenstance—because you just go along with the flow of things and everything usually works out.

  4. Your charismatic ways helped get one of the PCs out of a difficult spot a long time ago, and they always ask you to join them on new adventures.

Beneficent

Helping others is your calling. It’s why you’re here. Others delight in your outgoing and charitable nature, and you delight in their happiness. You’re at your best when you’re aiding people, either by explaining how they can best overcome a challenge or by demonstrating how to do so yourself.

You gain the following characteristics:

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.VRlwCOQq4321KUkM]{Generous}: Allies who have spent the last day with you add +1 to their recovery rolls.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.GVocWeYToxrIsT5M]{Altruistic}: If you’re standing next to a creature that takes damage, you can intercede and take 1 point of that damage yourself (reducing the damage inflicted on the creature by 1 point). If you have Armor, it does not provide a benefit when you use this ability.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.RSdNXeHg25zlTzza]{Skill}: You’re trained in all tasks related to pleasant social interaction, putting other people at ease, and gaining trust.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.8AmUhRVSxOZepa3T]{Helpful}: Whenever you help another character, that character gains the benefit as if you were trained even if you are not trained or specialized in the attempted task.

@UUID[Compendium.cyphersystem-compendium.inabilities.TmkpqIeOFknKujcO]{Inability}: While you are alone, all Intellect and Speed tasks are hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. Even though you didn’t know most of the other PCs beforehand, you invited yourself along on their quest.

  2. You saw the PCs struggling to overcome a problem and selflessly joined them to help.

  3. You’re nearly certain the PCs will fail without you.

  4. The choice was between your tattered life and helping others. You haven’t looked back since.

Brash

You’re a self-assertive sort, confident in your abilities, energetic, and perhaps a bit irreverent toward ideas that you don’t agree with. Some people call you bold and brave, but those you’ve put in their place might call you puffed up and arrogant. Whatever. It’s not in your nature to care what other people think about you, unless those people are your friends or family. Even someone as brash as you knows that friends sometimes have to come first.

You gain the following characteristics:

Energetic: +2 to your Speed Pool.

@UUID[Compendium.cyphersystem-compendium.basic-skills.gbWPNb1uKsRtZWSL]{Skill}: You are trained in initiative.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.J9qtYUcvomIXvpEh]{Bold}: You are trained in all actions that involve overcoming or ignoring the effects of fear or intimidation.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You noticed something weird going on, and without much thought, you jumped in with both feet.

  2. You showed up when and where you did on a dare because, hey, you don’t back down from dares.

  3. Someone called you out, but instead of walking into a fight, you walked into your current situation.

  4. You told your friend that nothing could scare you, and nothing you saw would change your mind. They brought you to your current point.

Calm

You’ve spent most of your life in sedentary pursuits—books, movies, hobbies, and so on—rather than active ones. You’re well versed in all manner of academia or other intellectual pursuits, but nothing physical. You’re not weak or feeble, necessarily (although this is a good descriptor for characters who are elderly), but you have no experience in more physical activities.

Calm is a great descriptor for characters who never intended to have adventures but were thrust into them, a trope that occurs often in modern games and particularly in horror games.

You gain the following characteristics:

Bookish: +2 to your Intellect Pool.

Skills: You are trained in four nonphysical skills of your choice.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.9BT9upa6c8kqf6kB]{Trivia}: You can come up with a random fact pertinent to the current situation when you wish it. This is always a matter of fact, not conjecture or supposition, and must be something you could have logically read or seen in the past. You can do this one time, although the ability is renewed each time you make a recovery roll.

@UUID[Compendium.cyphersystem-compendium.inabilities.WmhgwviF6ci24PJL]{Inability}: You’re just not a fighter. All physical attacks are hindered.

@UUID[Compendium.cyphersystem-compendium.inabilities.kR3req7hyQazHomU]{Inability}: You’re not the outdoorsy type. All climbing, running, jumping, and swimming tasks are hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You read about the current situation somewhere and decided to check it out for yourself.

  2. You were in the right (wrong?) place at the right (wrong?) time.

  3. While avoiding an entirely different situation, you walked into your current situation.

  4. One of the other PCs dragged you into it.

Chaotic

Danger doesn’t mean much to you, mainly because you don’t think much about repercussions. In fact, you enjoy sowing surprises, just to see what will happen. The more unexpected the result, the happier you are. Sometimes you are particularly manic, and for the sake of your companions, you restrain yourself from taking actions that you know will lead to disaster.

You gain the following characteristics:

Tumultuous: +4 to your Speed Pool.

@UUID[Compendium.cyphersystem-compendium.basic-skills.5X8qgmSuvRVNTiaP]{Skill}: You are trained in {Intellect defense actions.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.JrGRhq4ndoh12HDe]{Chaotic}: Once after each ten-hour recovery roll, if you don’t like the first result, you can reroll a die roll of your choice. If you do, and regardless of the outcome, the GM presents you with a GM intrusion.

@UUID[Compendium.cyphersystem-compendium.inabilities.qRXj5XtPAxa0kTR1]{Inability}: Your body is a bit worn from occasional excesses. Might defense tasks are hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. Another PC recruited you while you were on your best behavior, before realizing how chaotic you were.

  2. You have reason to believe that being with the other PCs will help you gain control over your erratic behavior.

  3. Another PC released you from captivity, and to thank them, you volunteered to help.

  4. You have no idea how you joined the PCs. You’re just going along with it for now until answers present themselves.

Charming

You’re a smooth talker and a charmer. Whether through seemingly supernatural means or just a way with words, you can convince others to do as you wish. Most likely, you’re physically attractive or at least highly charismatic, and others enjoy listening to your voice. You probably pay attention to your appearance, keeping yourself well groomed. You make friends easily. You play up the personality facet of your Intellect stat; intelligence is not your strong suit. You’re personable, but not necessarily studious or strong-willed.

You gain the following characteristics:

Personable: +2 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.iLViKiz8EUbAbChF]{Skill}: You’re trained in all tasks involving positive or pleasant social interaction.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.GB6PefdjeMm43AmT]{Skill}: You’re trained when using special abilities that influence the minds of others.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.mslNlViBupFclz9t]{Contact}: You have an important contact who is in an influential position, such as a minor noble, the captain of the town guard/police, or the head of a large gang of thieves. You and the GM should work out the details together.

@UUID[Compendium.cyphersystem-compendium.inabilities.kWemIBj5S33u3Vsy]{Inability}: You were never good at studying or retaining facts. Any task involving lore, knowledge, or understanding is hindered.

@UUID[Compendium.cyphersystem-compendium.inabilities.zHgQDe14mPF3G95Q]{Inability}: Your willpower is not one of your strong points. Defense actions to resist mental attacks are hindered.

Additional Equipment: You’ve managed to talk your way into some decent discounts and bonuses in recent weeks. As a result, you have enough cash jangling in your pocket to purchase a moderately priced item.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You convinced one of the other PCs to tell you what they were doing.

  2. You instigated the whole thing and convinced the others to join you.

  3. One of the other PCs did a favor for you, and now you’re repaying that obligation by helping them with the task at hand.

  4. There is a reward involved, and you need the money.

Clever

You’re quick-witted, thinking well on your feet. You understand people, so you can fool them but are rarely fooled. Because you easily see things for what they are, you get the lay of the land swiftly, size up threats and allies, and assess situations with accuracy. Perhaps you’re physically attractive, or maybe you use your wit to overcome any physical or mental imperfections.

You gain the following characteristics:

Smart: +2 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.wOLQBlCsA3jDifa9]{Skill}: You’re trained in all interactions involving lies or trickery.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.DlnCXfB1v1U859YY]{Skill}: You’re trained in defense rolls to resist mental effects.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.8acHBoOvIk3UseOl]{Skill}: You’re trained in all tasks involving identifying or assessing danger, lies, quality, importance, function, or power.

@UUID[Compendium.cyphersystem-compendium.inabilities.kWemIBj5S33u3Vsy]{Inability}: You were never good at studying or retaining trivial knowledge. Any task involving lore, knowledge, or understanding is hindered.

Additional Equipment: You see through the schemes of others and occasionally convince them to believe you—even when, perhaps, they should not. Thanks to your clever behavior, you have an additional expensive item.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You convinced one of the other PCs to tell you what they were doing.

  2. From afar, you observed that something interesting was going on.

  3. You talked your way into the situation because you thought it might earn some money.

  4. You suspect that the other PCs won’t succeed without you.

Clumsy

Graceless and awkward, you were told that you’d grow out of it, but you never did. You often drop things, trip over your own feet, or knock things (or people) over. Some people get frustrated by this quality, but most find it funny and even a little charming.

Some players may not want to be defined by a “negative” quality like Clumsy, but in truth, even this kind of descriptor has enough advantages that it makes for capable and talented characters. What negative descriptors really do is make more interesting and complex characters that are often great fun to play.

You gain the following characteristics:

Butterfingers: −2 to your Speed Pool.

Thick-Muscled: +2 to your Might Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.bvTJ0HZOfXlpr0pc]{Inelegant}: You have a certain lovable charm. You are trained in all pleasant social interactions when you express a lighthearted, self-deprecating manner.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.wJyw4ypyuGZ5Jde1]{Dumb Luck}: The GM can introduce a GM intrusion on you, based on your clumsiness, without awarding you any XP (as if you had rolled a 1 on a d20 roll). However, if this happens, 50% of the time, your clumsiness works to your advantage. Rather than hurting you (much), it helps you, or it hurts your enemies. You slip, but it’s just in time to duck an attack. You fall down, but you trip your enemies as you crash into their legs. You turn around too quickly, but you end up knocking the weapon from your foe’s hand. You and the GM should work together to determine the details. If the GM wishes, they can use GM intrusions based on your clumsiness normally (awarding XP).

@UUID[Compendium.cyphersystem-compendium.expanded-skills.0yrwPAkrOBERFQOq]{Skill}: You’ve got a certain bull-like quality. You are trained in tasks involving breaking things.

@UUID[Compendium.cyphersystem-compendium.inabilities.veArOrXeYD25sHog]{Inability}: Any task that involves balance, grace, or hand-to-eye coordination is hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You were in the right place at the right time.

  2. You had a piece of information that the other PCs needed to make their plans.

  3. A sibling recommended you to the other PCs.

  4. You stumbled into the PCs as they were discussing their mission, and they took a liking to you.

Craven

Courage fails you at every turn. You lack the willpower and resolve to stand fast in the face of danger. Fear gnaws at your heart, chewing away at your mind, driving you to distraction until you cannot bear it. Most times, you back down from confrontations. You flee from threats and vacillate when faced with difficult decisions.

Yet for all that fear dogs you and possibly shames you, your cowardly nature proves to be a useful ally from time to time. Listening to your fears has helped you escape danger and avoid taking unnecessary risks. Others may have suffered in your place, and you might be the first to admit this fact, but secretly you feel intense relief from having avoided an unthinkable and terrible fate.

Descriptors like Craven, Cruel, and Dishonorable might not be appropriate for every group. These are villainous traits and some people want their PCs to be entirely heroic. But others don’t mind a little moral greyness thrown into the mix. Still others see things like Craven and Cruel as traits to overcome as their characters develop (probably earning them different descriptors).

You gain the following characteristics:

Furtive: +2 to your Speed Pool.

@UUID[Compendium.cyphersystem-compendium.basic-skills.duTx0BwgmC1Gw3Ze]{Skill}: You’re trained in stealth-based tasks.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.EyD5RQ654NoPJ7MN]{Skill}: You’re trained in running actions.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.48EDNk0hOv8KvoVs]{Skill}: You’re trained in any action taken to escape danger, flee from a dangerous situation, or wheedle your way out of trouble.

@UUID[Compendium.cyphersystem-compendium.inabilities.gpHPkjq631isDAjT]{Inability}: You do not willingly enter dangerous situations. Any initiative actions (to determine who goes first in combat) are hindered.

@UUID[Compendium.cyphersystem-compendium.inabilities.4raydis9fTWFq8Rc]{Inability}: You fall to pieces when you have to undertake a potentially dangerous task alone. Any such task (such as attacking a creature by yourself) is hindered.

Additional Equipment: You have a good luck charm or protective device to keep you out of harm’s way.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You believe that you’re being hunted, and you have hired one of the other PCs as your protector.

  2. You seek to escape your shame and take up with capable individuals in the hopes of repairing your reputation.

  3. One of the other PCs bullied you into coming along.

  4. The group answered your cries for help when you were in trouble.

Creative

Maybe you have a notebook where you write down ideas so you can develop them later. Perhaps you email yourself ideas that strike you out of the blue so you can sort them in an electronic document. Or maybe you just sit down, stare at your screen and, by indomitable force of will, produce something from nothing. However your gift works, you’re creative—you code, write, compose, sculpt, design, direct, or otherwise create narratives that enthrall other people with your vision.

You gain the following characteristics:

Inventive: +2 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.SKNSOPcNsoSDk6Xm]{Original}: You’re always coming up with something new. You’re trained in any task related to creating a narrative (such as a story, play, or scenario). This includes deception, if the deception involves a narrative you’re able to tell.

Skill: You are naturally inventive. You are trained in one specific creative skill of your choice: @UUID[Compendium.cyphersystem-compendium.expanded-skills.eKQYG8hDn7akNxns]{writing}, @UUID[Compendium.cyphersystem-compendium.expanded-skills.fHmBT2eRXI6WQnyZ]{computer coding}, @UUID[Compendium.cyphersystem-compendium.expanded-skills.Lq20krfxQeY7B2qo]{composing music}, @UUID[Compendium.cyphersystem-compendium.expanded-skills.LVVmRzkp5GwB3NE0]{painting}, @UUID[Compendium.cyphersystem-compendium.expanded-skills.wCrjggZ7oUZYZAMD]{drawing}, and so on.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.zz0QUtOoUro9OErB]{Skill}: You love solving riddles and the like. You are trained in puzzle-solving tasks.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.pHUz4ZRnWfsBbtQ7]{Skill}: To be creative requires that you always be learning. You are trained in any task that involves finding out something new, such as when you’re digging through a library, data bank, news archive, or similar collection of knowledge.

@UUID[Compendium.cyphersystem-compendium.inabilities.JDEjrsDDDqVcqSZp]{Inability}: You’re inventive but not charming. All tasks related to pleasant social interaction are hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You were doing research for a project and convinced the PCs to bring you along.

  2. You’re looking for new markets for the results of your creative output.

  3. You fell in with the wrong crowd, but they grew on you.

  4. A creative life is often one beset with financial hurdles. You joined the PCs because you hoped it would be profitable.

Cruel

Misfortune and suffering do not move you. When another endures hardship, you find it hard to care, and you may even enjoy the pain and difficulty the person experiences if they’ve done you wrong in the past. Your cruel streak may derive from bitterness brought about by your own struggles and disappointments. You might be a hard pragmatist, doing what you feel you must even if others are worse for it. Or you could be a sadist, delighting in the pain you inflict.

Being cruel does not necessarily make you a villain. Your cruelty may be reserved for those who cross you or other people useful to you. You might have become cruel as the result of an intensely awful experience. Abuse and torture, for example, can strip away compassion for other living beings.

As well, you need not be cruel in every situation. In fact, others might see you as personable, friendly, and even helpful. But when angered or frustrated, your dual nature reveals itself, and those who have earned your scorn are likely to suffer for it.

You gain the following characteristics:

Cunning: +2 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.Pp6FiVf17qqHapKd]{Cruelty}: When you use force, you can choose to maim or deliver painful injuries to draw out your foe’s suffering. Whenever you inflict damage, you can choose to inflict 2 fewer points of damage to ease your next attack against that foe.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.ks2lNbYe7169G57r]{Skill}: You’re trained in tasks related to deception, intimidation, and persuasion when you interact with characters experiencing physical or emotional pain.

@UUID[Compendium.cyphersystem-compendium.inabilities.1Jo8JX85AfL1Kx5P]{Inability}: You have a hard time connecting with others, understanding their motives, or sharing their feelings. Any task to ascertain another character’s motives, feelings, or disposition is hindered.

Additional Equipment: You have a valuable memento from the last person you destroyed. The memento is moderately priced, and you can sell it or trade it for an item of equal or lesser value.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You suspect that you might gain a long-term advantage from helping the other PCs and may be able to use that advantage against your enemies.

  2. By joining the PCs, you see an opportunity to grow your personal power and status at the expense of others.

  3. You hope to make another PC’s life more difficult by joining the group.

  4. Joining the PCs gives you an opportunity to escape justice for a crime you committed.

Dishonorable

There is no honor among thieves—or betrayers, backstabbers, liars, or cheats. You are all of these things, and either you don’t lose any sleep over it, or you deny the truth to others or to yourself. Regardless, you are willing to do whatever it takes to get your own way. Honor, ethics, and principles are merely words. In your estimation, they have no place in the real world.

You gain the following characteristics:

Sneaky: +4 to your Speed Pool.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.KmXEb22OUjlCwjVY]{Just Desserts}: When the GM gives another player an experience point to award to someone for a GM intrusion, that player cannot give it to you.

@UUID[Compendium.cyphersystem-compendium.basic-skills.eeHdJpr4k8hYtGr5]{Skill}: You are trained in deception.

@UUID[Compendium.cyphersystem-compendium.basic-skills.duTx0BwgmC1Gw3Ze]{Skill}: You are trained in stealth.

@UUID[Compendium.cyphersystem-compendium.basic-skills.tZ7PdXuWQyRMo0Rh]{Skill}: You are trained in intimidation.

@UUID[Compendium.cyphersystem-compendium.inabilities.JDEjrsDDDqVcqSZp]{Inability}: People don’t like or trust you. Pleasant social interactions are hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You are interested in what the PCs are doing, so you lied to them to get into their group.

  2. While skulking about, you overheard the PCs’ plans and realized that you wanted in.

  3. One of the other PCs invited you, having no idea of what you’re truly like.

  4. You bullied your way in with intimidation and bluster.

Doomed

You are quite certain that your fate is leading you, inextricably, toward a terrible end. This fate might be yours alone, or you might be dragging along the people closest to you.

You gain the following characteristics:

Jumpy: +2 to your Speed Pool.

@UUID[Compendium.cyphersystem-compendium.basic-skills.rH5FwMXGaNn21DZD]{Skill}: Always on the lookout for danger, you are trained in perception-related tasks.

@UUID[Compendium.cyphersystem-compendium.basic-skills.FXYWkXG7Iq6Wm1pS]{Skill}: You are defense minded, so you are trained in Speed defense tasks.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.cqT873UxELpJ3Mq2]{Skill}: You are cynical and expect the worst. Thus, you are resistant to mental shocks. You are trained in Intellect defense tasks having to do with losing your sanity or equanimity.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.ljIhLeM7ZcZuAJTk]{Doom}: Every other time the GM uses GM intrusion on your character, you cannot refuse it and do not get an XP for it (you still get an XP to award to another player). This is because you are doomed. The universe is a cold, uncaring place, and your efforts are futile at best.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You attempted to avoid it, but events seemed to conspire to draw you to where you are.

  2. Why not? It doesn’t matter. You’re doomed no matter what you do.

  3. One of the other PCs saved your life, and now you’re repaying that obligation by helping them with the task at hand.

  4. You suspect that the only hope you have of avoiding your fate might lie on this path.

Empathic

Other people are open books to you. You may have a knack for reading a person’s tells, those subtle movements that convey an individual’s mood and disposition. Or you may receive information in a more direct way, feeling a person’s emotions as if they were tangible things, sensations that lightly brush against your mind. Your gift for empathy helps you navigate social situations and control them to avoid misunderstandings and prevent useless conflicts from erupting.

The constant bombardment of emotions from those around you likely takes a toll. You might move with the prevailing mood, swinging from giddy happiness to bitter sorrow with little warning. Or you might close yourself off and remain inscrutable to others out of a sense of self-preservation or an unconscious fear that everyone else might learn how you truly feel.

You gain the following characteristics:

Open Mind: +4 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.H4LHMcUqFB4rMLW1]{Skill}: You’re trained in tasks involving sensing other emotions, discerning dispositions, and getting a hunch about people around you.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.J08uzxkHA7sn70LX]{Skill}: You’re trained in all tasks involving social interaction, pleasant or otherwise.

@UUID[Compendium.cyphersystem-compendium.inabilities.OHgyIguDuF48QMDD]{Inability}: Being so receptive to others’ thoughts and moods makes you vulnerable to anything that attacks your mind. Intellect defense rolls are hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You sensed the commitment to the task the other PCs have and felt moved to help them.

  2. You established a close bond with another PC and can’t bear to be parted from them.

  3. You sensed something strange in one of the PCs and decided to join the group to see if you can sense it again and uncover the truth.

  4. You joined the PCs to escape an unpleasant relationship or negative environment.

Exiled

You have walked a long and lonely road, leaving your home and your life behind. You might have committed a heinous crime, something so awful that your people forced you out, and if you dare return, you face death. You might have been accused of a crime you didn’t commit and now must pay the price for someone else’s wicked deed. Your exile might be the result of a social gaffe—perhaps you shamed your family or a friend, or you embarrassed yourself in front of your peers, an authority, or someone you respect. Whatever the reason, you have left your old life behind and now strive to make a new one.

You gain the following characteristics:

Self-Reliant: +2 to your Might Pool.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.PT7NoHCCjePtX6OW]{Loner}: You gain no benefit when you get help with a task from another character who is trained or specialized in that task.

@UUID[Compendium.cyphersystem-compendium.basic-skills.Q9tfUkhYGRJ5Df42]{Skill}: You’re trained in all tasks involving sneaking.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.KU2IUPjDKKIbfxkH]{Skill}: You’re trained in all tasks involving foraging, hunting, and finding safe places to rest or hide.

@UUID[Compendium.cyphersystem-compendium.inabilities.tlL5bTqgc9lt5GNz]{Inability}: Living on your own for as long as you have makes you slow to trust others and awkward in social situations. Any task involving social interaction is hindered.

Additional Equipment: You have a memento from your past—an old picture, a locket with a few strands of hair inside, or a lighter given to you by someone important. You keep the object close at hand and pull it out to help you remember better times.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. The other PCs earned your trust by helping you when you needed it. You accompany them to repay them.

  2. While exploring on your own, you discovered something strange. When you traveled to a settlement, the PCs were the only ones who believed you, and they have accompanied you to help you deal with the problem.

  3. One of the other PCs reminds you of someone you used to know.

  4. You have grown weary of your isolation. Joining the other PCs gives you a chance to belong.

Fast

You’re fleet of foot. Because you’re quick, you can accomplish tasks more rapidly than others can. You’re not just quick on your feet, however—you’re quick with your hands, and you think and react quickly. You even talk quickly.

You gain the following characteristics:

Energetic: +2 to your Speed Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.EyD5RQ654NoPJ7MN]{Skill}: You are trained in running.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.YHNmhduMB7gVvUtJ]{Fast}: You can move a short distance and still take another action in the same round, or you can move a long distance as your action without needing to make any kind of roll.

@UUID[Compendium.cyphersystem-compendium.inabilities.qRXj5XtPAxa0kTR1]{Inability}: You’re a sprinter, not a long-distance runner. You don’t have a lot of stamina. Might defense rolls are hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You jumped in to save one of the other PCs who was in dire need.

  2. One of the other PCs recruited you for your unique talents.

  3. You’re impulsive, and it seemed like a good idea at the time.

  4. This mission ties in with a personal goal of your own.

Foolish

Not everyone can be brilliant. Oh, you don’t think of yourself as stupid, and you’re not. It’s just that others might have a bit more . . . wisdom. Insight. You prefer to barrel along headfirst through life and let other people worry about things. Worrying’s never helped you, so why bother? You take things at face value and don’t fret about what tomorrow might bring.

People call you “idiot” or “numbskull,” but it doesn’t faze you much.

It can be liberating and really fun to play a foolish character. In some ways, the pressure to always do the right, smart thing is off. On the other hand, if you play such a character as a bumbling moron in every situation, that can become annoying to everyone else at the table. As with everything, moderation is the key.

You gain the following characteristics:

Unwise: –4 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.4FMLdzuRxQsVnh1P]{Carefree}: You succeed more on luck than anything. Every time you roll for a task, roll twice and take the higher result.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.6ydImEoLRFErPjFe]{Intellect Weakness}: Any time you spend points from your Intellect Pool, it costs you 1 more point than usual.

@UUID[Compendium.cyphersystem-compendium.inabilities.OHgyIguDuF48QMDD]{Inability}: Any Intellect defense task is hindered.

@UUID[Compendium.cyphersystem-compendium.inabilities.I7pKktxfFilMCCi1]{Inability}: Any task that involves seeing through a deception, an illusion, or a trap is hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. Who knows? Seemed like a good idea at the time.

  2. Someone asked you to join up with the other PCs. They told you not to ask too many questions, and that seemed fine to you.

  3. Your parent (or a parental/mentor figure) got you involved to give you something to do and maybe “teach you some sense.”

  4. The other PCs needed some muscle who wouldn’t overthink things.

Graceful

You have a perfect sense of balance, moving and speaking with grace and beauty. You’re quick, lithe, flexible, and dexterous. Your body is perfectly suited to dance, and you use that advantage in combat to dodge blows. You might wear garments that enhance your agile movement and sense of style.

You gain the following characteristics:

Agile: +2 to your Speed Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.KjmXC7wwXc8DqM82]{Skill}: You’re trained in all tasks involving balance and careful movement.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.K2S2yAu0BJc7TMEh]{Skill}: You’re trained in all tasks involving physical performing arts.

@UUID[Compendium.cyphersystem-compendium.basic-skills.FXYWkXG7Iq6Wm1pS]{Skill}: You’re trained in all Speed defense tasks.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. Against your better judgment, you joined the other PCs because you saw that they were in danger.

  2. One of the other PCs convinced you that joining the group would be in your best interests.

  3. You’re afraid of what might happen if the other PCs fail.

  4. There is reward involved, and you need the money.

Guarded

You conceal your true nature behind a mask and are loath to let anyone see who you really are. Protecting yourself, physically and emotionally, is what you care about most, and you prefer to keep everyone else at a safe distance. You may be suspicious of everyone you meet, expecting the worst from people so you won’t be surprised when they prove you right. Or you might just be a bit reserved, careful about letting people through your gruff exterior to the person you really are.

No one can be as reserved as you are and make many friends. Most likely, you have an abrasive personality and tend to be pessimistic in your outlook. You probably nurse an old hurt and find that the only way you can cope is to keep it and your personality locked down.

You gain the following characteristics:

Suspicious: +2 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.basic-skills.5X8qgmSuvRVNTiaP]{Skill}: You are trained in all Intellect defense tasks.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.hJHg9c1wuIJsPdtn]{Skill}: You are trained in all tasks involving discerning the truth, piercing disguises, and recognizing falsehoods and other deceptions.

@UUID[Compendium.cyphersystem-compendium.inabilities.a0eju2Y9hvObXxHC]{Inability}: Your suspicious nature makes you unlikeable. Any task involving deception or persuasion is hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. One of the PCs managed to overcome your defenses and befriend you.

  2. You want to see what the PCs are up to, so you accompany them to catch them in the act of some wrongdoing.

  3. You have made a few enemies and take up with the PCs for protection.

  4. The PCs are the only people who will put up with you.

Hardy

Your body was built to take abuse. Whether you’re pounding down stiff drinks while holding up a bar in your favorite watering hole or trading blows with a thug in a back alley, you keep going, shrugging off hurts and injuries that might slow or incapacitate a lesser person. Neither hunger nor thirst, cut flesh nor broken bone can stop you. You just press on through the pain and continue.

As fit and healthy as you are, the signs of wear show in the myriad scars crisscrossing your body, your thrice-broken nose, your cauliflower ears, and any number of other disfigurements you wear with pride.

You gain the following characteristics:

Mighty: +4 to your Might Pool.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.92q8rFEj1dQKNCD9]{Fast Healer}: You halve the time it takes to make a recovery roll (minimum one action).

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.qgJiQgqukmcFFNor]{Almost Unstoppable}: While you are impaired on the damage track, you function as if you were hale. While you are debilitated, you function as if you were impaired. In other words, you don’t suffer the effects of being impaired until you become debilitated, and you never suffer the effects of being debilitated. You still die if all your stat Pools are 0.

@UUID[Compendium.cyphersystem-compendium.basic-skills.Q0vfmbqehJw0jYBa]{Skill}: You are trained in Might defense actions.

@UUID[Compendium.cyphersystem-compendium.basic-skills.gbWPNb1uKsRtZWSL]{Inability}: Your big, strong body is slow to react. Any task involving initiative is hindered.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.62e9ZYD1UeGlalWu]{Ponderous}: When you apply Effort when making a Speed roll, you must spend 1 extra point from your Speed Pool.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. The PCs recruited you after learning about your reputation as a survivor.

  2. You joined the PCs because you want or need the money.

  3. The PCs offered you a challenge equal to your physical power.

  4. You believe the only way the PCs will succeed is if you are along to protect them.

Hideous

You are physically repugnant by almost any human standard. You might have had a serious accident, a harmful mutation, or just poor genetic luck, but you are incontrovertibly ugly.

You’ve more than made up for your appearance in other ways, however. Because you have to hide your appearance, you excel at sneaking about unnoticed or disguising yourself. But perhaps most important, being ostracized while others socialized, you took the time growing up to develop yourself as you saw fit—you grew strong or quick, or you honed your mind.

You gain the following characteristics:

Versatile: You get 4 additional points to divide among your stat Pools.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.bjX9wcG3SzUn5q46]{Skill}: You are trained in intimidation and any other fear-based interactions, if you show your true face.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.lW5xh0jPpRTp1iB6]{Skill}: You are trained in disguise and stealth tasks.

@UUID[Compendium.cyphersystem-compendium.inabilities.JDEjrsDDDqVcqSZp]{Inability}: All tasks relating to pleasant social interaction are hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. One of the other PCs approached you while you were in disguise, recruiting you while believing you were someone else.

  2. While skulking about, you overheard the other PCs’ plans and realized you wanted in.

  3. One of the other PCs invited you, but you wonder if it was out of pity.

  4. You bullied your way in with intimidation and bluster.

Honorable

You are trustworthy, fair, and forthright. You try to do what is right, to help others, and to treat them well. Lying and cheating are no way to get ahead—these things are for the weak, the lazy, or the despicable. You probably spend a lot of time thinking about your personal honor, how best to maintain it, and how to defend it if challenged. In combat, you are straightforward and offer quarter to any foe.

You were likely instilled with this sense of honor by a parent or a mentor. Sometimes the distinction between what is and isn’t honorable varies with different schools of thought, but in broad strokes, honorable people can agree on most aspects of what honor means.

You gain the following characteristics:

Stalwart: +2 to your Might Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.iLViKiz8EUbAbChF]{Skill}: You are trained in pleasant social interactions.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.iUJdgnZi90GZjY9s]{Skill}: You are trained in discerning people’s true motives or seeing through lies.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. The PCs’ goals appear to be honorable and commendable.

  2. You see that what the other PCs are about to do is dangerous, and you’d like to help protect them.

  3. One of the other PCs invited you, hearing of your trustworthiness.

  4. You asked politely if you could join the other PCs in their mission.

Impulsive

You have a hard time tamping down your enthusiasm. Why wait when you can just do it (whatever it is) and get it done? You deal with problems when they arise rather than plan ahead. Putting out the small fires now prevents them from becoming one big fire later. You are the first to take risks, to jump in and lend a hand, to step into dark passages, and to find danger.

Your impulsiveness likely gets you into trouble. While others might take time to study the items they discover, you use such items without hesitation. After all, the best way to learn what something can do is to use it. When a cautious explorer might look around and check for danger nearby, you have to physically stop yourself from bulling on ahead. Why fuss around when the exciting thing is just ahead?

Impulsive characters get into trouble. That’s their thing, and that’s fine. But if you’re constantly dragging your fellow PCs into trouble (or worse, getting them seriously hurt or killed), that will be annoying, to say the least. A good rule of thumb is that impulsiveness doesn’t always mean a predilection for doing the wrong thing. Sometimes it’s the urge to do the right thing.

You gain the following characteristics:

Reckless: +2 to your Speed Pool.

@UUID[Compendium.cyphersystem-compendium.basic-skills.gbWPNb1uKsRtZWSL]{Skill}: You’re trained in initiative actions (to determine who goes first in combat).

@UUID[Compendium.cyphersystem-compendium.basic-skills.FXYWkXG7Iq6Wm1pS]{Skill}: You’re trained in Speed defense actions.

@UUID[Compendium.cyphersystem-compendium.inabilities.gBUQ2i4VroKkBVQ7]{Inability}: You’ll try anything once, but quickly grow bored after that. Any task that involves patience, willpower, or discipline is hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You heard what the other PCs were up to and suddenly decided to join them.

  2. You pulled everyone together after you heard rumors about something interesting you want to see or do.

  3. You blew all of your money and now find yourself strapped for cash.

  4. You’re in trouble for acting recklessly. You join the other PCs because they offer a way out of your problem.

Inquisitive

The world is vast and mysterious, with wonders and secrets to keep you amazed for several lifetimes. You feel the tugging on your heart, the call to explore the wreckage of past civilizations, to discover new peoples, new places, and whatever bizarre wonders you might find along the way. However, as strongly as you feel the pull to roam the world, you know there is danger aplenty, and you take precautions to ensure that you are prepared for any eventuality. Research, preparation, and readiness will help you live long enough to see everything you want to see and do everything you want to do.

You probably have a dozen books and travelogues about the world on you at any time. When not hitting the road and looking around, you spend your time with your nose in a book, learning everything you can about the place you’re going so you know what to expect when you get there.

You gain the following characteristics:

Smart: +4 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.pHUz4ZRnWfsBbtQ7]{Skill}: You are eager to learn. You are trained in any task that involves learning something new, whether you’re talking to a local to get information or digging through old books to find lore.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.RZkMJad4OfSOU1Pq]{Skill}: You have made a study of the world. You are trained in any task involving geography or history.

@UUID[Compendium.cyphersystem-compendium.inabilities.ntN6wx9GAjKwEWfV]{Inability}: You tend to fixate on the details, making you somewhat oblivious to what’s going on around you. Any task to hear or notice dangers around you is hindered.

@UUID[Compendium.cyphersystem-compendium.inabilities.gpHPkjq631isDAjT]{Inability}: When you see something interesting, you hesitate as you take in all the details. Initiative actions (to determine who goes first in combat) are hindered.

Additional Equipment: You have three books on whatever subjects you choose.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. One of the PCs approached you to learn information related to the mission, having heard you were an expert.

  2. You have always wanted to see the place where the other PCs are going.

  3. You were interested in what the other PCs were up to and decided to go along with them.

  4. One of the PCs fascinates you, perhaps due to a special or weird ability they have.

Intelligent

You’re quite smart. Your memory is sharp, and you easily grasp concepts that others might struggle with. This aptitude doesn’t necessarily mean that you’ve had years of formal education, but you have learned a great deal in your life, primarily because you pick things up quickly and retain so much.

You gain the following characteristics:

Smart: +2 to your Intellect Pool.

Skill: You’re trained in an area of knowledge of your choice.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.m65HBfM8zSVl4uwk]{Skill}: You’re trained in all actions that involve remembering or memorizing things you experience directly. For example, instead of being good at recalling details of geography that you read about in a book, you can remember a path through a set of tunnels that you’ve explored before.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. One of the other PCs asked your opinion of the mission, knowing that if you thought it was a good idea, it probably was.

  2. You saw value in what the other PCs were doing.

  3. You believed that the task might lead to important and interesting discoveries.

  4. A colleague requested that you take part in the mission as a favor.

Intuitive

You are often tickled by a sense of knowing what someone will say, how they will react, or how events might unfold. Maybe you have a mutant sense, maybe you can see just a few moments ahead through time, or maybe you’re just good at reading people and extrapolating a situation. Whatever the case, many who look into your eyes immediately glance away, as if afraid of what you might see in their expression.

You gain the following characteristics:

Innate: +2 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.basic-skills.rH5FwMXGaNn21DZD]{Skill}: You are trained in perception tasks.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.1GEOtsfQWmfgcp3e]{Know What to Do}: You can act immediately, even if it’s not your turn. Afterward, on your next regular turn, any action you take is hindered. You can do this one time, although the ability is renewed each time you make a recovery roll.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You just knew you had to come along.

  2. You convinced one of the other PCs that your intuition is invaluable.

  3. You felt that something terrible would happen if you didn’t go.

  4. You’re confident the reason you arrived at this point will soon become clear.

Jovial

You’re cheerful, friendly, and outgoing. You put others at ease with a big smile and a joke, possibly one at your own expense, though lightly ribbing your companions who can take it is also one of your favorite pastimes. Sometimes people say you never take anything seriously. That’s not true, of course, but you have learned that to dwell on the bad too long quickly robs the world of joy. You’ve always got a new joke in your back pocket because you collect them like some people collect bottles of wine.

You gain the following characteristics:

Witty: +2 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.iLViKiz8EUbAbChF]{Skill}: You’re convivial and set most people at ease with your attitude. You are trained in all tasks related to pleasant social interaction.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.zz0QUtOoUro9OErB]{Skill}: You have an advantage in figuring out the punch lines of jokes you’ve never heard before. You are trained in all tasks related to solving puzzles and riddles.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You solved a riddle before realizing that answering it would launch you into the adventure.

  2. The other PCs thought you’d bring some much-needed levity to the team.

  3. You decided that all fun and no work was not the best way to get through life, so you joined up with the PCs.

  4. It was either go with the PCs or face up to a circumstance that was anything but jovial.

Kind

It’s always been easy for you to see things from the point of view of other people. That ability has made you sympathetic to what they really want or need. From your perspective, you’re just applying the old proverb that “it’s easier to catch flies with honey than with vinegar,” but others simply see your behavior as kindness. Of course, being kind takes time, and yours is limited. You’ve learned that a small fraction of people don’t deserve your time or kindness—true sadists, narcissists, and similar folk will only waste your energy. So you deal with them swiftly, saving your kindness for those who deserve it and can benefit from your attention.

You gain the following characteristics:

Emotionally Intuitive: +2 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.6Z7VC4ctwcS0dVoW]{Skill}: You know what it’s like to go a mile in someone else’s shoes. You’re trained in all tasks related to pleasant social interaction and discerning the dispositions of others.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.5kX6OM98txwPPO6a]{Karma}: Sometimes, strangers just help you out. To gain the aid of a stranger, you must use a one action, ten-minute, or one-hour recovery roll (without gaining its healing benefit), and the GM determines the nature of the aid you gain. Usually, the act of kindness isn’t enough to turn a bad situation completely around, but it may moderate a bad situation and lead to new opportunities. For example, if you are captured, a guard loosens your bonds slightly, brings you water, or delivers a message.

@UUID[Compendium.cyphersystem-compendium.inabilities.AY8Br5qquBWoGQc0]{Inability}: Being kind comes with a few risks. All tasks related to detecting falsehoods are hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. A PC needed your help, and you agreed to come along as a kindness.

  2. You gave the wrong person access to your money, and now you need to make some back.

  3. You’re ready to take your benevolence on the road and help more people than you could if you didn’t join the PCs.

  4. Your job, which seemed like it would be personally rewarding, is the opposite. You join the PCs to escape the drudgery.

Learned

You have studied, either on your own or with an instructor. You know many things and are an expert on a few topics, such as history, biology, geography, mythology, nature, or any other area of study. Learned characters typically carry a few books around with them and spend their spare time reading.

You gain the following characteristics:

Smart: +2 to your Intellect Pool.

Skill: You’re trained in three areas of knowledge of your choice.

@UUID[Compendium.cyphersystem-compendium.inabilities.UrdbwsMhJOQk44vz]{Inability}: You have few social graces. Any task involving charm, persuasion, or etiquette is hindered.

Additional Equipment: You have two additional books on topics of your choice.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. One of the other PCs asked you to come along because of your knowledge.

  2. You need money to fund your studies.

  3. You believed that the task might lead to important and interesting discoveries.

  4. A colleague requested that you take part in the mission as a favor.

Lucky

You rely on chance and timely good luck to get you through many situations. When people say that someone was born under a lucky star, they mean you. When you try your hand at something new, no matter how unfamiliar the task is, as often as not you find a measure of success. Even when disaster strikes, it’s rarely as bad as it could be. More often, small things seem to go your way, you win contests, and you’re often in the right place at the right time.

You gain the following characteristics:

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.pccv1fQ4WW7KnLsi]{Luck Pool}: You have one additional Pool called Luck that begins with 3 points, and it has a maximum value of 3 points. When spending points from any other Pool, you can take one, some, or all of the points from your Luck Pool first. When you make a recovery roll to recover points to any other Pool, your Luck Pool is also refreshed by the same number of points. When your Luck Pool is at 0 points, it does not count against your damage track.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.MKYIm6Rgf4VRIKrK]{Advantage}: When you use 1 XP to reroll a d20 for any roll that affects only you, add 3 to the reroll.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. Knowing that lucky people notice and take active advantage of opportunities, you became involved in your first adventure by choice.

  2. You literally bumped into someone else on this adventure through sheer luck.

  3. You found a briefcase lying alongside the road. It was battered, but inside you found a lot of strange documents that led you here.

  4. Your luck saved you when you avoided a speeding vehicle by a fortuitous fall through an opening in the ground (a manhole, if in a modern setting). Beneath the ground, you found something you couldn’t ignore.

Mad

You have delved too deeply into subjects people were not meant to know. You are knowledgeable in things beyond the scope of most, but this knowledge has come at a terrible price. You are likely in questionable physical shape and occasionally shake with nervous tics. You sometimes mutter to yourself without realizing it.

You gain the following characteristics:

Knowledgeable: +4 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.AFFZAuL0OsaopL8E]{Fits of Insight}: Whenever such knowledge is appropriate, the GM feeds you information although there is no clear explanation as to how you could know such a thing. This is up to the GM’s discretion, but it should happen as often as once each session.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.SFXAD4DjhyEtJ1Ny]{Erratic Behavior}: You are prone to acting erratically or irrationally. When you are in the presence of a major discovery or subjected to great stress (such as a serious physical threat), the GM can introduce a GM intrusion that directs your next action without awarding XP. You can still pay 1 XP to refuse the intrusion. The GM’s influence is the manifestation of your madness and thus is always something you would not likely do otherwise, but it is not directly, obviously harmful to you unless there are extenuating circumstances. (For example, if a foe suddenly leaps out of the darkness, you might spend the first round babbling incoherently or screaming the name of your first true love.)

Skill: You are trained in one area of knowledge (probably something weird or esoteric).

@UUID[Compendium.cyphersystem-compendium.inabilities.zHgQDe14mPF3G95Q]{Inability}: Your mind is quite fragile. Tasks to resist mental attacks are hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. Voices in your head told you to go.

  2. You instigated the whole thing and convinced the others to join you.

  3. One of the other PCs obtained a book of knowledge for you, and now you’re repaying that favor by helping them with the task at hand.

  4. You feel compelled by inexplicable intuition.

Mechanical

You have a special talent with machines of all kinds, and you’re adept at understanding and, if need be, repairing them. Perhaps you’re a bit of an inventor, creating new machines from time to time. You get called “techie,” “tech,” “mech,” “gear-head,” “motor-head,” or any of a number of other nicknames. Mechanics usually wear practical work clothes and carry around a lot of tools.

You gain the following characteristics:

Smart: +2 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.PSeFw2XUjqgOG2xS]{Skill}: You’re trained in all actions involving identifying or understanding machines.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.DhGWJERxvN9zVYGh]{Skill}: You’re trained in all actions involving using, repairing, or crafting machines.

Additional Equipment: You start with a variety of machine tools.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. While repairing a nearby machine, you overheard the other PCs talking.

  2. You need money to buy tools and parts.

  3. It was clear that the mission couldn’t succeed without your skills and knowledge.

  4. Another PC asked you to join them.

Mysterious

The dark figure lurking silently in the corner? That’s you. No one really knows where you came from or what your motives are—you play things close to the vest. Your manner perplexes and confounds others, but that doesn’t make you a poor friend or ally. You’re just good at keeping things to yourself, moving about unseen, and concealing your presence and identity.

You gain the following characteristics:

@UUID[Compendium.cyphersystem-compendium.basic-skills.duTx0BwgmC1Gw3Ze]{Skill}: You are trained in all stealth tasks.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.fmGCPHRwFnbmvB19]{Skill}: You are trained in resisting interrogation or tricks to get you to talk.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.uROuz6gmfq7X3uu3]{Confounding}: You pull talents and abilities seemingly out of nowhere. You can attempt one task in which you have no training as if you were trained, attempt a task that you are trained in as if specialized, or gain a free level of Effort with a task that you are specialized in. This ability refreshes every time you make a recovery roll, but the uses never accumulate.

@UUID[Compendium.cyphersystem-compendium.inabilities.sRzjg0b8j3XPVrPR]{Inability}: People never know where they stand with you. Any task involving getting people to believe or trust you is hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You just showed up one day.

  2. You convinced one of the other PCs that you had invaluable skills.

  3. Some equally mysterious figure told you where to be and when (but not why) to join the group.

  4. Something—a feeling, a dream—told you where to be and when to join the group.

Mystical

You think of yourself as mystical, attuned with the mysterious and the paranormal. Your true talents lie with the supernatural. You likely have experience with ancient lore, and you can sense and wield the supernatural—though whether that means “magic,” “psychic phenomena,” or something else is up to you (and probably up to those around you as well). Mystical characters often wear jewelry, such as a ring or an amulet, or have tattoos or other marks that show their interests.

You gain the following characteristics:

Smart: +2 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.u2aCexSScRX0FEqH]{Skill}: You’re trained in all actions involving identifying or understanding the supernatural.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.x6GmHzLKB0JpVg5E]{Sense Magic}: You can sense whether the supernatural is active in situations where its presence is not obvious. You must study an object or location closely for a minute to get a feel for whether a mystical touch is at work.

@UUID[Compendium.cyphersystem-compendium.abilities.zArjjFcf9tHQvJTx]{Spell}: You can perform Hedge Magic as a spell when you have a free hand and can pay the Intellect point cost.

@UUID[Compendium.cyphersystem-compendium.inabilities.FKeDN7rJdKpgt4bj]{Inability}: You have a manner or an aura that others find a bit unnerving. Any task involving charm, persuasion, or deception is hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. A dream guided you to this point.

  2. You need money to fund your studies.

  3. You believed the mission would be a great way to learn more about the supernatural.

  4. Various signs and portents led you here.

Naive

You’ve lived a sheltered life. Your childhood was safe and secure, so you didn’t get a chance to learn much about the world—and even less chance to experience it. Whether you were training for something, had your nose in a book, or just were sequestered in a secluded place, you haven’t done much, met many people, or seen many interesting things so far. That’s probably going to change soon, but as you go forward into a larger world, you do so without some of the understanding that others possess about how it all works.

You gain the following characteristics:

Fresh: You add +1 to your recovery rolls.

Incorruptible: You are trained in @UUID[Compendium.cyphersystem-compendium.basic-skills.5X8qgmSuvRVNTiaP]{Intellect defense} tasks and all tasks that involve @UUID[Compendium.cyphersystem-compendium.expanded-skills.OauBSvtfh6HeNzDe]{resisting temptation}.

@UUID[Compendium.cyphersystem-compendium.basic-skills.rH5FwMXGaNn21DZD]{Skill}: You’re wide-eyed. You are trained in perception tasks.

@UUID[Compendium.cyphersystem-compendium.inabilities.VyGXdv9xEzKsm2YX]{Inability}: Any task that involves seeing through deceptions or determining someone’s secret motive is hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. Someone told you that you should get involved.

  2. You needed money, and this seemed like a good way to earn some.

  3. You believed that you could learn a lot by joining the other PCs.

  4. Sounded like fun.

Perceptive

You miss little. You pick out the small details in the world around you and are skilled at making deductions from the information you find. Your talents make you an exceptional sleuth, a formidable scientist, or a talented scout.

As adept as you are at finding clues, you have no skill at picking up on social cues. You overlook an offense that your deductions give or how uncomfortable your scrutiny can make the people around you. You tend to dismiss others as being intellectual dwarfs compared to you, which avails you little when you need a favor.

You gain the following characteristics:

Smart: +2 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.G2JaXxUq6dfIXVDl]{Skill}: You have an eye for detail. You are trained in any task that involves finding or noticing small details.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.EaHHaJvulkIVAxhi]{Skill}: You know a little about everything. You are trained in any task that involves identifying objects or calling to mind a minor detail or bit of trivia.

@UUID[Compendium.cyphersystem-compendium.basic-skills.tZ7PdXuWQyRMo0Rh]{Skill}: Your skill at making deductions can be imposing. You are trained in any task that involves intimidating another creature.

@UUID[Compendium.cyphersystem-compendium.inabilities.JDEjrsDDDqVcqSZp]{Inability}: Your confidence comes off as arrogance to people who don’t know you. Any task involving positive social interactions is hindered.

Additional Equipment: You have a bag of light tools.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You overheard the other PCs discussing their mission and volunteered your services.

  2. One of the PCs asked you to come along, believing that your talents would be invaluable to the mission.

  3. You believe that the PCs’ mission is somehow related to one of your investigations.

  4. A third party recruited you to follow the PCs and see what they were up to.

Resilient

You can take a lot of punishment, both physically and mentally, and still come back for more. It takes a lot to put you down. Neither physical nor mental shocks or damage have a lasting effect. You’re tough to faze. Unflappable. Unstoppable.

You gain the following characteristics:

Resistant: +2 to your Might Pool, and +2 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.F74sHYUANEPVaFd4]{Recover}: You can make an extra recovery roll each day. This roll is just one action. So you can make two recovery rolls that each take one action, one roll that takes ten minutes, a fourth roll that takes one hour, and a fifth roll that requires ten hours of rest.

@UUID[Compendium.cyphersystem-compendium.basic-skills.Q0vfmbqehJw0jYBa]{Skill}: You are trained in Might defense tasks.

@UUID[Compendium.cyphersystem-compendium.basic-skills.5X8qgmSuvRVNTiaP]{Skill}: You are trained in Intellect defense tasks.

@UUID[Compendium.cyphersystem-compendium.inabilities.U7X7WY5Qk3QIXxAD]{Inability}: You’re hardy but not necessarily strong. Any task involving moving, bending, or breaking things is hindered.

@UUID[Compendium.cyphersystem-compendium.inabilities.iic3khiZZCsbjkIg]{Inability}: You have a lot of willpower and mental fortitude, but you’re not necessarily smart. Any task involving knowledge or figuring out problems or puzzles is hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You saw that the PCs clearly need someone like you to help them out.

  2. Someone asked you to watch over one of the PCs in particular, and you agreed.

  3. You are bored and desperately in need of a challenge.

  4. You lost a bet—unfairly, you think—and had to take someone’s place on this mission.

Risk-Taking

It’s part of your nature to question what others think can’t or shouldn’t be done. You’re not insane, of course—you wouldn’t attempt to leap across a mile-wide chasm just because you were dared. There’s impossible and then there’s the just barely possible. You like to push the latter further than others, because it gives you a rush of satisfaction and pleasure when you succeed. The more you succeed, the more you find yourself looking for that next risky challenge to try yourself against.

You gain the following characteristics:

Nimble: +4 to your Speed Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.l3HBMnyOMVF6rIk8]{Skill}: You’re adept at leveraging risk, and you are trained in tasks that involve some element of chance, such as playing games or choosing between two or three apparently equal options.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.wWSSBexYE1QI054l]{Pressing Your Luck}: You can choose to automatically succeed on one task without rolling, as long as the task’s difficulty is no higher than 6. When you do so, however, you also trigger a GM intrusion as if you had rolled a 1. The intrusion doesn’t invalidate the success, but it probably qualifies it in some fashion. You can do this one time, although the ability renews each time you make a ten-hour recovery roll.

@UUID[Compendium.cyphersystem-compendium.inabilities.MoKSCrQBoxl4PZ0f]{Inability}: You may be nimble, but you’re not sneaky. Tasks related to sneaking and staying quiet are hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. It seemed like there were equal odds that the other PCs wouldn’t succeed, which sounded good to you.

  2. You think the tasks ahead will present you with unique and fulfilling challenges.

  3. One of your biggest risks failed to go your way, and you need money to help pay that debt.

  4. You bragged that you never saw a risk you didn’t like, which is how you reached your current point.

Rugged

You’re a nature lover accustomed to living rough, pitting your wits against the elements. Most likely, you’re a skilled hunter, gatherer, or naturalist. Years of living in the wild have left their mark with a worn countenance, wild hair, or scars. Your clothing is probably much less refined than the garments worn by city dwellers.

You gain the following characteristics:

@UUID[Compendium.cyphersystem-compendium.expanded-skills.zOjoCu1WyXeVzqs6]{Skill}: You’re trained in all tasks involving climbing, jumping, running, and swimming.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.lpBwC7PY35rIfBUG]{Skill}: You’re trained in all tasks involving training, riding, or placating natural animals.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.2Ipdh8f3MeuAMM3R]{Skill}: You’re trained in all tasks involving identifying or using natural plants.

@UUID[Compendium.cyphersystem-compendium.inabilities.iP9m2p6htGgd896X]{Inability}: You have no social graces and prefer animals to people. Any task involving charm, persuasion, etiquette, or deception is hindered.

Additional Equipment: You carry an explorer’s pack with rope, two days’ rations, a bedroll, and other tools needed for outdoor survival.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. Against your better judgment, you joined the other PCs because you saw that they were in danger.

  2. One of the other PCs convinced you that joining the group would be in your best interests.

  3. You’re afraid of what might happen if the other PCs fail.

  4. There is reward involved, and you need the money.

Sharp-Eyed

You’re perceptive and well aware of your surroundings. You notice the little details and remember them. You can be difficult to surprise.

You gain the following characteristics:

@UUID[Compendium.cyphersystem-compendium.basic-skills.gbWPNb1uKsRtZWSL]{Skill}: You’re trained in initiative actions.

@UUID[Compendium.cyphersystem-compendium.basic-skills.rH5FwMXGaNn21DZD]{Skill}: You’re trained in perception actions.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.LboNMbw0CmRDZX0l]{Find the Flaw}: If an opponent has a straightforward weakness (takes extra damage from fire, can’t see out of their left eye, and so on), the GM will tell you what it is.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You heard about what was going on, saw a flaw in the other PCs’ plan, and joined up to help them out.

  2. You noticed that the PCs have a foe (or at least a tail) they weren’t aware of.

  3. You saw that the other PCs were up to something interesting and got involved.

  4. You’ve been noticing some strange things going on, and this all appears related.

Skeptical

You possess a questioning attitude regarding claims that are often taken for granted by others. You’re not necessarily a “doubting Thomas” (a skeptic who refuses to believe anything without direct personal experience), but you’ve often benefited from questioning the statements, opinions, and received knowledge presented to you by others.

You gain the following characteristics:

Insightful: +2 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.basic-skills.QonPVHzXrzIN29lf]{Skill}: You’re trained in identifying.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.E2q7bbS0LqBwRDFi]{Skill}: You’re trained in all actions that involve seeing through a trick, an illusion, a rhetorical ruse designed to evade the issue, or a lie. For example, you’re better at keeping your eye on the cup containing the hidden ball, sensing an illusion, or realizing if someone is lying to you (but only if you specifically concentrate and use this skill).

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You overheard other PCs holding forth on a topic with an opinion you were quite skeptical about, so you decided to approach the group and ask for proof.

  2. You were following one of the other PCs because you were suspicious of him, which brought you into the action.

  3. Your theory about the nonexistence of the supernatural can be invalidated only by your own senses, so you came along.

  4. You need money to fund your research.

Stealthy

You’re sneaky, slippery, and fast. These talents help you hide, move quietly, and pull off tricks that require sleight of hand. Most likely, you’re wiry and small. However, you’re not much of a sprinter—you’re more dexterous than fleet of foot.

You gain the following characteristics:

Quick: +2 to your Speed Pool.

@UUID[Compendium.cyphersystem-compendium.basic-skills.duTx0BwgmC1Gw3Ze]{Skill}: You’re trained in all stealth tasks.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.YlYSOH8OdFUTBwey]{Skill}: You’re trained in all interactions involving lies or trickery.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.5iv3kUKcLQwrTSDH]{Skill}: You’re trained in all special abilities involving illusions or trickery.

@UUID[Compendium.cyphersystem-compendium.inabilities.lhu2y0HMmw0xQ3hv]{Inability}: You’re sneaky but not fast. All movement-related tasks are hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You attempted to steal from one of the other PCs. That character caught you and forced you to come along with them.

  2. You were tailing one of the other PCs for reasons of your own, which brought you into the action.

  3. An NPC employer secretly paid you to get involved.

  4. You overheard the other PCs talking about a topic that interested you, so you decided to approach the group.

Strong

You’re extremely strong and physically powerful, and you use these qualities well, whether through violence or feats of prowess. You likely have a brawny build and impressive muscles.

You gain the following characteristics:

Very Powerful: +4 to your Might Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.0yrwPAkrOBERFQOq]{Skill}: You’re trained in all actions involving breaking inanimate objects.

@UUID[Compendium.cyphersystem-compendium.basic-skills.MrGl25gzZk4uu7BR]{Skill}: You’re trained in all jumping actions.

Additional Equipment: You have an extra medium weapon or heavy weapon.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. Against your better judgment, you joined the other PCs because you saw that they were in danger.

  2. One of the other PCs convinced you that joining the group would be in your best interests.

  3. You’re afraid of what might happen if the other PCs fail.

  4. There is reward involved, and you need the money.

Strong-Willed

You’re tough-minded, willful, and independent. No one can talk you into anything or change your mind when you don’t want it changed. This quality doesn’t necessarily make you smart, but it does make you a bastion of willpower and resolve. You likely dress and act with unique style and flair, not caring what others think.

You gain the following characteristics:

Willful: +4 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.DlnCXfB1v1U859YY]{Skill}: You’re trained in resisting mental effects.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.3IfJDAc8qCJ11NNX]{Skill}: You’re trained in tasks requiring incredible focus or concentration.

@UUID[Compendium.cyphersystem-compendium.inabilities.CmubEJ8BMUsW1oei]{Inability}: Willful doesn’t mean brilliant. Any task that involves figuring out puzzles or problems, memorizing things, or using lore is hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. Against your better judgment, you joined the other PCs because you saw that they were in danger.

  2. One of the other PCs convinced you that joining the group would be in your best interests.

  3. You’re afraid of what might happen if the other PCs fail.

  4. There is reward involved, and you need the money.

Swift

You move quickly, able to sprint in short bursts and work with your hands with dexterity. You’re great at crossing distances quickly but not always smoothly. You are likely slim and muscular.

You gain the following characteristics:

Fast: +4 to your Speed Pool.

@UUID[Compendium.cyphersystem-compendium.basic-skills.gbWPNb1uKsRtZWSL]{Skill}: You’re trained in initiative actions (to determine who goes first in combat).

@UUID[Compendium.cyphersystem-compendium.expanded-skills.EyD5RQ654NoPJ7MN]{Skill}: You’re trained in running actions.

@UUID[Compendium.cyphersystem-compendium.inabilities.t7exG3KfxnoPKxO2]{Inability}: You’re fast but not necessarily graceful. Any task involving balance is hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. Against your better judgment, you joined the other PCs because you saw that they were in danger.

  2. One of the other PCs convinced you that joining the group would be in your best interests.

  3. You’re afraid of what might happen if the other PCs fail.

  4. There is reward involved, and you need the money.

Tongue-Tied

You’ve never been much of a talker. When forced to interact with others, you never think of the right thing to say—words fail you entirely, or they come out all wrong. You often end up saying precisely the wrong thing and insult someone unintentionally. Most of the time, you just keep mum. This makes you a listener instead—a careful observer. It also means that you’re better at doing things than talking about them. You’re quick to take action.

You gain the following characteristics:

Actions, Not Words: +2 to your Might Pool, and +2 to your Speed Pool.

@UUID[Compendium.cyphersystem-compendium.basic-skills.rH5FwMXGaNn21DZD]{Skill}: You are trained in perception.

@UUID[Compendium.cyphersystem-compendium.basic-skills.gbWPNb1uKsRtZWSL]{Skill}: You are trained in initiative (unless it’s a social situation).

@UUID[Compendium.cyphersystem-compendium.inabilities.tlL5bTqgc9lt5GNz]{Inability}: All tasks relating to social interaction are hindered.

@UUID[Compendium.cyphersystem-compendium.inabilities.rfQPiUR4GHBdjFtE]{Inability}: All tasks involving verbal communication or relaying information are hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You just tagged along and no one told you to leave.

  2. You saw something important the other PCs did not and (with some effort) managed to relate it to them.

  3. You intervened to save one of the other PCs when they were in danger.

  4. One of the other PCs recruited you for your talents.

Tough

You’re strong and can take a lot of physical punishment. You might have a large frame and a square jaw. Tough characters frequently have visible scars.

You gain the following characteristics:

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.SkxEXPpCgIGXixu9]{Resilient}: +1 to Armor.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.gr1uaERqywhUGjCK]{Healthy}: Add 1 to the points you regain when you make a recovery roll.

@UUID[Compendium.cyphersystem-compendium.basic-skills.Q0vfmbqehJw0jYBa]{Skill}: You’re trained in Might defense actions.

Additional Equipment: You have an extra light weapon.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You’re acting as a bodyguard for one of the other PCs.

  2. One of the PCs is your sibling, and you came along to watch out for them.

  3. You need money because your family is in debt.

  4. You stepped in to defend one of the PCs when that character was threatened. While talking to them afterward, you heard about the group’s task.

Vicious

You try to hide what’s inside, fold it into yourself when everything inside you screams to let go, make them pay, make them hurt, and make them bleed. Sometimes you succeed for your friends—smiling like they smile, laughing when they laugh, and sometimes even having other emotions of your own. But it’s always there, that feeling of frantic glee mixed with hate that sometimes leaps out of you when you confront a foe. Violence your friends can tolerate, but you sometimes worry they will also learn that you are cruel.

You gain the following characteristics:

Skill: You are trained in @UUID[Compendium.cyphersystem-compendium.expanded-skills.53j3Qwt5Im4wqddo]{tracking creatures}. If @UUID[Compendium.cyphersystem-compendium.expanded-skills.ZPyRyzPue2DuKSw9]{a creature has wronged you}, the tracking task is eased.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.LldixgespLl6ajEf]{Bloodthirsty}: Once you begin fighting, you see only red. You inflict 2 additional points of damage with any attack.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.1FP6DV2OqgaaT4ZN]{Berserk}: Once you begin fighting, it’s hard for you to stop. In fact, it’s a difficulty 2 Intellect task to do so, even if your foe surrenders or you’ve run out of foes. If the latter occurs and you fail to stop, you attack the nearest ally within short range.

Additional Equipment: You have a record that you use to list those who’ve wronged you.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. Another PC saw you take down a mean drunk in a tavern, not realizing you were the one who started the fight.

  2. You wanted to get away from a bad situation, so you went with the other PCs.

  3. You want to change, and you hope that being with the other PCs will help you calm yourself.

  4. One of the other PCs asked you to come along, believing that your viciousness could be harnessed for the benefit of the mission.

Virtuous

Doing the right thing is a way of life. You live by a code, and that code is something you attend to every day. Whenever you slip, you reproach yourself for your weakness and then get right back on track. Your code probably includes moderation, respect for others, cleanliness, and other characteristics that most people would agree are virtues, while you eschew their opposites: sloth, greed, gluttony, and so on.

You gain the following characteristics:

Dauntless: +2 to your Might Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.iUJdgnZi90GZjY9s]{Skill}: You are trained in discerning people’s true motives or seeing through lies.

@UUID[Compendium.cyphersystem-compendium.basic-skills.5X8qgmSuvRVNTiaP]{Skill}: Your adherence to a strict moral code has hardened your mind against fear, doubt, and outside influence. You are trained in Intellect defense tasks.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. The PCs are doing something virtuous, and you’re all about that.

  2. The PCs are on the road to perdition, and you see it as your task to set them on the proper moral route.

  3. One of the other PCs invited you, hearing of your virtuous ways.

  4. You put virtue before sense and defended someone’s honor in the face of an organization or power far greater than you. You joined the PCs because they offered aid and friendship when, out of fear of reprisals, no one else would.

Weird

You aren’t like anyone else, and that’s fine with you. People don’t seem to understand you—they even seem put off by you—but who cares? You understand the world better than they do because you’re weird, and so is the world you live in. The concept of “the weird” is well known to you. Strange devices, ancient locales, bizarre creatures, storms that can transform you, living energy fields, conspiracies, aliens, and things most people can’t even name populate the world, and you thrive on them. You have a special attachment to it all, and the more you discover about the weirdness in the world, the more you might discover about yourself.

Weird characters might be mutants or people born with strange qualities, but sometimes they started out “normal” and adopted the weird by choice.

You gain the following characteristics:

Inner Light: +2 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.HV2tw9N81PJawwwx]{Distinctive Physical Quirk}: You have a unique physical aspect that is, well, bizarre. Depending on the setting, this can vary greatly. You might have purple hair or metal spikes on your head. Perhaps your hands don’t connect to your arms, although they move as if they do. Maybe a third eye stares out from the side of your head, or superfluous tendrils grow from your back. Whatever it is, your quirk might be a mutation, a supernatural trait (a blessing or curse), a feature with no explanation, or just a really wild tattoo that draws a lot of attention.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.zKHJrLeBOfy0p9du]{A Sense for the Weird}: Sometimes—at the GM’s discretion—weird things relating to the supernatural or its effects on the world seem to call out to you. You can sense them from afar, and if you get within long range of such a thing, you can sense whether it is overtly dangerous or not.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.uBvX2CVPg5MNgjwW]{Skill}: You are trained in supernatural knowledge.

@UUID[Compendium.cyphersystem-compendium.inabilities.JDEjrsDDDqVcqSZp]{Inability}: People find you unnerving. All tasks relating to pleasant social interaction are hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. It seemed weird, so why not?

  2. Whether the other PCs realize it or not, their mission has to do with something weird that you know about, so you got involved.

  3. As an expert in the weird, you were specifically recruited by the other PCs.

  4. You felt drawn to join the other PCs, but you don’t know why.

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Focus is what makes a character unique. No two PCs in a group should have the same focus. A focus gives a character benefits when they create their character and each time they ascend to the next tier. It’s the verb of the sentence “I am an adjective noun who verbs.”

This chapter contains nearly a hundred sample foci, such as Bears a Halo of Fire, Would Rather Be Reading, and Pilots Starcraft. These foci can be chosen and used as presented by a player, or by the GM who adds them to a list of available foci for their players in their next campaign.

In addition, the latter half of this chapter provides tools for the GM or an enterprising player to create their own custom foci that perfectly match the needs of a given game or campaign, as presented in Creating New Foci.

Choosing Foci

Not all foci are appropriate for every genre. The Genre chapter provides guidance, but this section offers some broad generalizations. Obviously, the GM can include whatever foci are available in their setting. Foci end up being an important distinction in this case, because Commands Mental Powers, for example, makes it clear that psychic abilities exist in the setting, just as Howls at the Moon implies the existence of lycanthropes like werewolves, and Pilots Starcraft, of course, requires starships available to pilot.

When a focus is chosen for a character, they get a special connection to one or more of their fellow PCs, a first-tier ability, and perhaps additional starting equipment: one or two pieces of equipment that might be required for the character to use their ability, or that might pair well with the focus. For instance, a character that can build things needs a set of tools. A character that’s constantly on fire needs a set of clothes that are immune to flame. A character that draws runes to cast spells needs writing implements. A character that slays monsters with a sword needs a sword. And so on. That said, many foci don’t require additional equipment.

Each focus also offers one or more suggestions—GM intrusions—for possible effects or consequences of really good or really bad die rolls.

A couple of foci presented in this chapter provide a “type swap option” that allows a player to swap an ability that would otherwise be gained from their type for the indicated ability instead. A player doesn’t have to make the swap; they merely have the option. For instance, the focus Loves the Void provides the option to gain the ability Have Spacesuit, Will Travel instead of a type ability.

As a character progresses to a new tier, a focus grants more abilities. Each tier’s benefit is usually labeled Action or Enabler. If an ability is labeled Action, a character must take an action to use it. If an ability is labeled Enabler, it makes other actions better or gives some other benefit, but it’s not an action. An ability that allows a character to blast foes with lasers is an action. An ability that grants additional damage when an attack is made is an enabler. An enabler is used in the same turn as another action, and often as part of another action.

Each tier’s benefits are independent of and cumulative with benefits from other tiers (unless indicated otherwise). So if a first-tier ability grants +1 to Armor and a fourth-tier ability also grants +1 to Armor, when the character reaches fourth tier, a total of +2 to Armor is granted.

At tier 3 and tier 6, the character is asked to choose one ability from the two options provided.

Finally, you can choose whether you want to expand the story behind the focus (though that’s not mandatory).

Focus Connections

Choose a connection that goes well with the focus. If you’re a GM choosing (or creating) one or more foci for your players, choose up to four of the following connections.

  1. Pick one other PC. For reasons unknown to you, that character is completely immune to your focus abilities, whether you use them for help or for harm.

  2. Pick one other PC. You knew of that character years ago, but you don’t think they knew you.

  3. Pick one other PC. You’re always trying to impress them, but you’re not sure why.

  4. Pick one other PC. That character has a habit that annoys you, but you’re otherwise quite impressed with their abilities.

  5. Pick one other PC. That character shows potential in appreciating your particular paradigm, fighting style, or other
    focus-provided attribute. You would like to train them, but you’re not necessarily qualified to teach (that’s up to you), and they might not be interested (that’s up to them).

  6. Pick one other PC. If they are within immediate range when you’re in a fight, sometimes they provide an asset, and sometimes they accidentally hinder your attack rolls (50% chance either way, determined per fight).

  7. Pick one other PC. You once saved their life, and they clearly feel indebted to you. You wish they didn’t; it’s just part of the job.

  8. Pick one other PC. That character recently mocked you in some fashion that really hurt your feelings. How you deal with this (if at all) is up to you.

  9. Pick one other PC. That character knows you have suffered at the hands of robotic entities in the past. Whether you hate robots now is up to you, which may affect your relationship with the character if they are friendly with robots or have robotic parts.

  10. Pick one other PC. That character comes from the same place you do, and you knew each other as children.

  11. Pick one other PC. In the past, they taught you a few tricks to use in a fight.

  12. Pick one other PC. That character doesn’t seem to approve of your methods.

  13. Pick one other PC. Long ago, the two of you were on opposite sides of a fight. You won, though you “cheated” in their eyes (but from your perspective, all’s fair in a fight). They may be ready for a rematch, though that’s up to them.

  14. Pick one other PC. You are always trying
    to impress that character with your skill, wit, appearance, or bravado. Perhaps they are a rival, perhaps you need their respect, or perhaps you’re romantically interested
    in them.

  15. Pick one other PC. You fear that character is jealous of your abilities and worry that it might lead to problems.

  16. Pick one other PC. You accidentally caught them in a trap you set, and they had to get free on their own.

  17. Pick one other PC. You were once hired to track down someone who was close to that character.

  18. Pick two PCs (preferably ones who are likely to get in the way of your attacks). When you miss with an attack and the GM rules that you struck someone other than your target, you hit one of these two characters.

  19. Pick one other PC. You’re not sure how or from where, but that character has a line on bottles of rare alcohol and can get them for you for half price.

  20. Pick one other PC. You recently had a possession go missing, and you’re becoming convinced that they took it. Whether or not they did is up to them.

  21. Pick one other PC. They always seem to know where you are, or at least in what direction you are in relation to them.

  22. Pick one other PC. Seeing you use your focus abilities seems to trigger an unpleasant memory in that character. That memory is up to the other PC, although they may not be able to consciously recall it.

  23. Pick one other PC. Something about them interferes with your abilities. When they stand next to you, your focus abilities cost 1 additional point.

  24. Pick one other PC. Something about them complements your abilities. When they stand next to you, the first focus ability you use in any 24-hour period costs 2 fewer points.

  25. Pick one other PC. You have known that character for a while, and they helped you gain control of your focus-related abilities.

  26. Pick one other PC. Sometime in that character’s past, they had a devastating experience while attempting something that you do as a matter of course thanks to your focus. Whether they choose to tell you about it is up to them.

  27. Pick one other PC. Their occasional clumsiness and loud behavior irritate you.

  28. Pick one other PC. In the recent past, while practicing, you accidentally hit them with an attack, wounding them badly. It is up to them to decide whether they resent or forgive you.

  29. Pick one other PC. They owe you a significant amount of money.

  30. Pick one other PC. In the recent past, while escaping a threat, you accidentally left that character to fend for themselves. They survived, but just barely. It is up to the player of that character to decide whether they resent you or have decided to forgive you.

  31. Pick one other PC. Recently, they accidentally (or perhaps intentionally) put you in a position of danger. You’re fine now, but you’re wary around them.

  32. Pick one other PC. From your perspective, they seem nervous around a specific idea, person, or situation. You would like to teach them how to be more comfortable with their fears (if they will let you).

  33. Pick one other PC. They called you a coward once.

  34. Pick one other PC. That character always recognizes you or your handiwork, whether you’re in disguise or are long gone when they arrive on the scene.

  35. Pick one other PC. You inadvertently caused an accident that put them into a sleep so deep they didn’t wake for three days. Whether they forgive you or not is up to them.

  36. Pick one other PC. You are pretty sure you are related in some fashion.

  37. Pick one other PC. You accidentally learned something they were trying to keep a secret.

  38. Pick one other PC. They are especially sensitive to the use of your flashier focus abilities, and occasionally they become dazzled for a few rounds, which hinders their actions.

  39. Pick one other PC. They appear to have a treasured item that was once yours, but that you lost in a game of chance years ago.

  40. Pick one other PC. If it wasn’t for you, that character would have failed a past test of mental achievement.

  41. Pick one other PC. Based on a couple of comments you’ve overheard, you suspect that they don’t hold your area of training or favorite hobby in the highest regard.

  42. Pick one other PC whose focus intertwines with yours. This odd connection affects them in some way. For example, if the character uses a weapon, your focus ability sometimes improves their attack in some fashion.

  43. Pick one other PC. They are deathly afraid of heights. You would like to teach them how to be more comfortable with their feet off the ground. They must decide whether or not to take you up on your offer.

  44. Pick one other PC. They are skeptical of your claims about something momentous that happened in your past. They might even attempt to discredit you or discover the “secret” behind your story, though that’s up to them.

  45. Pick one other PC. They have a knack for being able to recognize where your plans or schemes have a weak spot.

  46. Pick one other PC. That character’s face is so intriguing to you in a way you don’t understand that you sometimes find yourself sketching their likeness in the dirt or using some other medium you have access to.

  47. Pick one other PC. That character has an extra item of regular equipment you gave them, either something you made or an item you just wanted to give them. (They choose the item.)

  48. Pick one other PC. They commissioned you to do a job for them. You’ve already been paid but haven’t yet completed the job.

  49. Pick one other PC. You worked together in the past, and the job ended badly.

  50. Pick one other PC. While they stand next to you and use their action to concentrate on helping you, one of your focus ability’s ranges is doubled.

Story Behind The Focus

The foci in this book have been purposely stripped down to basics so they have the widest possible application across multiple genres. A single descriptive sentence or two summarizes each one. After you choose a focus, you have the option to expand its presentation by adding more story and description relevant to the world or to the character.

For instance, if you choose Operates Undercover, the summarizing description is “Under the guise of someone else, you seek to find answers the powerful do not want divulged.” If you choose Conducts Weird Science, the summary is “Your preternatural insight and ability make you a scientist capable of amazing feats.” These descriptions provide what you need to know to use the focus.

However, if you wish (and only if you wish; there is no requirement to do so), you can add more to those descriptions in a fashion that’s relevant for your game. For example, if you choose both Operates Undercover and Conducts Weird Science for use in a modern genre such as horror, urban fantasy, espionage, or something similar, you might expand the descriptions as shown in the following examples.

Operates Undercover: Espionage is not something you know anything about. At least, that’s what you want everyone to believe, because in truth, you’ve been trained as a spy or covert agent. You might work for a government or for yourself. You might be a police detective or a criminal. You could even be an investigative reporter.

Regardless, you learn information that others attempt to keep secret. You collect rumors and whispers, stories and hard-won evidence, and you use that knowledge to aid your own endeavors and, if appropriate, provide your employers with the information they desire. Alternatively, you might sell what you have learned to those willing to pay a premium.

You probably wear dark colors—black, charcoal grey, or midnight blue—to help blend into the shadows, unless the cover you’ve chosen requires you to look like someone else.

Conducts Weird Science: You could be a respected scientist, having been published in several peer-reviewed journals. Or you might be considered a crank by your contemporaries, pursuing fringe theories on what others consider to be scant evidence. Truth is, you have a particular gift for sifting the edges of what’s possible. You can find new insights and unlock odd phenomena with your experiments. Where others see a crackpot cornucopia, you sift the conspiracy theories for revelation. Whether you conduct your enquiries as a government contractor, a university researcher, a corporate scientist, or an indulger of curiosity in your own garage lab following your muse, you push the boundaries of what’s possible.

You probably care more about your work than trivialities such as your appearance, polite or proper behavior, or social norms, but then again, an eccentric like you might turn the tables on that stereotype too.

If you want to go even further, you could determine where a character’s focus abilities come from. Depending on the genre, they could derive those abilities from advanced and persistent training, via magical runes, through cybernetic parts, from their genetic heritage, or because of their access to advanced technology. For instance, a character might be able to blast targets with lightning because they got zapped by strange radiation or because they picked up a lightning gun. On the other hand, it might be because their intense training allowed them to learn lightning magic. The possibilities are nearly endless, and up to you to include or forgo. Because however a focus’s abilities were gained, it’s also enough that they just work.

Customizing Foci

Sometimes not everything about a focus is right for a character’s concept, or perhaps the GM needs additional guidelines for creating a new focus. Either way, the solution lies in looking at foci abilities at their most basic default levels.

At any tier, a player can select one of the following abilities in place of the ability granted by the tier. Many of these replacement abilities, particularly at the higher tiers, might involve body modification, integration with high-tech devices, learning powerful magic spells, uncovering forbidden secrets, or something similar appropriate to the genre.

Tier 1

@UUID[Compendium.cyphersystem-compendium.abilities.2x7nMe9ZGp3VjI8B]{Combat Prowess} @UUID[Compendium.cyphersystem-compendium.abilities.RnK2bmvUb7RIVPSA]{Enhanced Potential}

Tier 2

Lower-tier ability: choose any tier 1 replacement ability, above.

@UUID[Compendium.cyphersystem-compendium.abilities.CtRvLxfUlCynJv1B]{Skill With Defense} @UUID[Compendium.cyphersystem-compendium.abilities.yl2zo179wXZW5Xxc]{Practiced With All Weapons} @UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks}

Tier 3

Lower-tier ability: choose any tier 1 or 2 replacement ability, above.

@UUID[Compendium.cyphersystem-compendium.abilities.b776WTF2u1roh3n0]{Incredible Health} @UUID[Compendium.cyphersystem-compendium.abilities.rqC9cEmRkvm29N56]{Fusion Armor}

Tier 4

Lower-tier ability: choose any tier 1, 2, or 3 replacement ability, above.

@UUID[Compendium.cyphersystem-compendium.abilities.VsKeNcF252yKnh2O]{Poison Resistance} @UUID[Compendium.cyphersystem-compendium.abilities.V2BSB9or5UJdTiYF]{Built-in Weaponry}

Tier 5

Lower-tier ability: choose any tier 1, 2, 3, or 4 replacement ability, above.

@UUID[Compendium.cyphersystem-compendium.abilities.wWN4y4rATxbtMCMo]{Adaptation} @UUID[Compendium.cyphersystem-compendium.abilities.FjXL6iSD1CJKbuGT]{Defensive Field}

Tier 6

Lower-tier ability: choose any tier 1, 2, 3, 4, or 5 replacement ability, above.

@UUID[Compendium.cyphersystem-compendium.abilities.cbXNxvPdWEbKF6nA]{Reactive Field}

Foci

The full description for each focus ability listed in this section is found in the Abilities chapter, which has descriptions for type, flavor, and focus abilities in a single vast catalog.

Abides in Stone

Your flesh is made of hard mineral, making you a hulking, difficult-to-harm humanoid.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.pXrC4lkMOY7CvFLk]{Golem Body}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.U9ZBl9NeipxSLavS]{Golem Healing}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.aFEBxDGnuFi20cLo]{Golem Grip}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.zuEylYrgOVAAjs71]{Trained Basher}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.E0k0LUw0epjJGrv9]{Golem Stomp} or @UUID[Compendium.cyphersystem-compendium.abilities.NFsoXUQaq3I5h2UY]{Weaponization}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.Uk6ceaEWFjcoHNTI]{Deep Reserves}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.F6mAzjhG2T4irVjy]{Specialized Basher}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.4BQHOR98z3TYJPQu]{Still As a Statue}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.fkedtvx6UakJPOZN]{Ultra Enhancement} or @UUID[Compendium.cyphersystem-compendium.abilities.laxdkyrDuOhxfWKc]{Mind Surge}

GM Intrusions: Creatures of stone sometimes forget their own strength or weight. A walking statue can terrify common folk.

Absorbs Energy

You can harness kinetic energy and transform it into other kinds of energy.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.62zBqhQoPk6IV8lF]{Absorb Kinetic Energy}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.NMjccuRLDDnfZtZe]{Release Energy}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.UJst9mtUKNTe3Pd2]{Energize Object}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.yvPcOjjqyU3618Ob]{Absorb Pure Energy} or @UUID[Compendium.cyphersystem-compendium.abilities.wrPVUnJauasIH886]{Improved Absorb Kinetic Energy}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.Y7HUEp7IxdPuur8V]{Overcharge Energy}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.LwmoGOpgHy1K2dU4]{Energize Creature}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.5i6TqVJQQ4sTvqTm]{Energize Crowd} or @UUID[Compendium.cyphersystem-compendium.abilities.m21TAvxSQn1rGx3d]{Overcharge Device}

GM Intrusions: Energy goes to ground in a destructive way. Some predators feed directly on energy. An unintended item is drained of energy.

Awakens Dreams

You can pull images from dreams and bring them to life in the waking world.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.y08bfWS5eyeUJB3J]{Dreamcraft}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.bcEupdsF6FduFPwe]{Oneirochemy}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.bH57y3PYsMceluGy]{Dream Thief}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.FBCpBF9PXlEtIX4m]{Dream Becomes Reality} or @UUID[Compendium.cyphersystem-compendium.abilities.7GsuhcRTpDX0d1em]{Enhanced Intellect}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.FIU24o7T66ViVgyg]{Daydream}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.pUbqCBV3dBOWFgmv]{Nightmare}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.2iAHsn5ie8sYRiyb]{Chamber of Dreams} or @UUID[Compendium.cyphersystem-compendium.abilities.cbXNxvPdWEbKF6nA]{Reactive Field}

GM Intrusions: An unexpected sleepwalking episode puts the character into a dangerous situation. A nightmare breaks free of a dream.

Battles Robots

You excel in battling robots, automatons, and machine entities.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.atQ5yNq1ZEyy0z5j]{Machine Vulnerabilities}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.pYsmdnNte7o5Flca]{Tech Skills}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.aNNLomN5nZc52ZT4]{Defense Against Robots}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.QHSH8fE6l3bKz2xl]{Machine Hunting}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.ka5VA9XBi4OTnKVa]{Disable Mechanisms} or @UUID[Compendium.cyphersystem-compendium.abilities.uG2ACHNAPoZirp0b]{Surprise Attack}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.NoKdHv0FSytZR4iF]{Robot Fighter}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.NJakiz9yvoflzzBD]{Drain Power}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.jHrQLzIfjKtXBoJL]{Deactivate Mechanisms} or @UUID[Compendium.cyphersystem-compendium.abilities.58CLKxSLgaT6W6Cj]{Lethal Damage}

GM Intrusions: The robot explodes upon defeat. Other robots come after the character for revenge.

Bears a Halo of Fire

You can sheath your body in flames, which protects you and harms your foes.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.AzMtxh562JfrPdKZ]{Shroud of Flame}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.NJjAmyf9zhjRTNme]{Hurl Flame}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.TWqyBv9PEjwJKd1y]{Wings of Fire} or @UUID[Compendium.cyphersystem-compendium.abilities.srn53BB1da8Elh1t]{Fiery Hand of Doom}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.tJQmvEiYq2xBv4ZJ]{Flameblade}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.6fpCYtBDCfW6m1b0]{Fire Tendrils}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.NVdx8QjmTP5eOjDh]{Fire Servant} or @UUID[Compendium.cyphersystem-compendium.abilities.PLsz8IqWScZt0Ott]{Inferno Trail}

GM Intrusions: Fire burns flammable material. Fire spreads out of control. Primitive creatures fear fire and often attack what they fear.

Blazes With Radiance

You can create light, sculpt it, bend it away from you, or gather it to use as a weapon.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.ea7BzQy6fZqHQNET]{Enlightened}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.xZQXXjAWGBo7mTHU]{Illuminating Touch}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.teFcKcbo5ZBFbfRl]{Dazzling Sunburst}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.IUlsD8Zxp8AYbO4h]{Burning Light} or @UUID[Compendium.cyphersystem-compendium.abilities.CtRvLxfUlCynJv1B]{Skill With Defense}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.iIlgHiF1EN0fEpYx]{Sunlight}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.PyVeE7CtDVDksWG6]{Disappear}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.cE7JPRHLqIdM3b9V]{Living Light} or @UUID[Compendium.cyphersystem-compendium.abilities.FjXL6iSD1CJKbuGT]{Defensive Field}

GM Intrusions: Allies are accidentally dazzled or blinded. Bright flashes draw guards.

Brandishes an Exotic Shield

You deploy an amazing shield of pure force that provides protection and some offensive options.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.yb5PaVIPimrcJxFg]{Force Field Shield}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.aidcxXW6MokDMqY7]{Force Bash}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.vPflrS1giYnMoqL2]{Enveloping Shield}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.6nm35znCQzjAk6Gb]{Healing Pulse} or @UUID[Compendium.cyphersystem-compendium.abilities.SPL1URVkuo4PJP8I]{Throw Force Shield}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.B5zrSVUs54TUALFB]{Energized Shield}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.TXNhhyj63MMp2dVF]{Force Wall}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.zflNCqrmTL7vrYg1]{Bouncing Shield} or @UUID[Compendium.cyphersystem-compendium.abilities.Np67YSIzrP6w1PPb]{Shield Burst}

GM Intrusions: The shield is temporarily lost. A foe temporarily ends up with the shield.

Builds Robots

Your robotic creations do as they are commanded.

The word “robot” is used in this focus, though the robot you create might look very different from one created by someone else, depending on the genre. Steampunk robots, organic robots, or even magical golems are all feasible “robots.”

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.paIv2etaqLqY76y0]{Robot Assistant}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.pUliR2uWpIcE6jQX]{Robot Builder}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.kgCuCmU8kn0UMy8v]{Robot Control}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.ETGBAqAc1ApFH5cx]{Expert Follower} or @UUID[Compendium.cyphersystem-compendium.abilities.CtRvLxfUlCynJv1B]{Skill With Defense}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.BSx4qB29VwRUISm6]{Robot Upgrade}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.yqhUXLWMSNn5IYOn]{Robot Fleet}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.HAVNfVKAdwtJF6Jj]{Robot Evolution} or @UUID[Compendium.cyphersystem-compendium.abilities.BSx4qB29VwRUISm6]{Robot Upgrade}

GM Intrusions: The robot is hacked, gains a mind of its own, or unexpectedly detonates.

Calculates the Incalculable

Awesome mathematical ability allows you to model the world in real time, giving you an edge over everyone.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.vcbIe2sSMKJmawl4]{Predictive Equation}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.A853pOqz5BmPfh4w]{Higher Mathematics}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.V5oEOJ4i32t97yOG]{Predictive Model}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.CNw7shehsdySzhAK]{Subconscious Defense} or @UUID[Compendium.cyphersystem-compendium.abilities.7GsuhcRTpDX0d1em]{Enhanced Intellect}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.Z7JkIlrv7gxim4Fn]{Cognizant Offense}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.34Ycb9VK8JwHgSl4]{Greater Enhanced Intellect}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.GnQRIvynqXx1R2a0]{Further Mathematics}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.wlkPdME0r3hx9VbE]{Knowing the Unknown} or @UUID[Compendium.cyphersystem-compendium.abilities.34Ycb9VK8JwHgSl4]{Greater Enhanced Intellect}

GM Intrusions: Too many predicted results threaten to overwhelm and stun the character. A result points to imminent disaster.

Channels Divine Blessings

A devout follower of a divine being, you channel some of your deity’s power to achieve wonders.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.I9m3nOdBZ2HoEmbj]{Blessing of the Gods}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.7GsuhcRTpDX0d1em]{Enhanced Intellect}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.dJTgtIs80gOoI6ac]{Divine Radiance} or @UUID[Compendium.cyphersystem-compendium.abilities.NgHLZq3tZ3CFJvYv]{Fire Bloom}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.gDwPpgIAocEfQjPx]{Overawe}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.OkKNmMvLFwHxUv2r]{Divine Intervention}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.tgaSXp1VQiec8Jst]{Divine Symbol} or @UUID[Compendium.cyphersystem-compendium.abilities.LnZkUlKUuuD7iW3P]{Summon Demon}

GM Intrusions: A demon investigates divine magic use. A rival cult has issues with the character’s teachings.

Commands Mental Powers

You can pull images from dreams and bring them to life in the waking world.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.L2NOLfflU6HNleuT]{Telepathic}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.W5Zt9qDKCtNr49BC]{Mind Reading}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.Mc8L07dpf605FDo9]{Psychic Burst} or @UUID[Compendium.cyphersystem-compendium.abilities.iRqXVpngq6vfgtEn]{Psychic Suggestion}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.FktE2hQhSKXbWcQU]{Use Senses of Others}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.N0wzhZ676UrCR8M4]{Precognition}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.Vcfc6yjbqX6WSzCf]{Mind Control} or @UUID[Compendium.cyphersystem-compendium.abilities.K0C60k7wHBSpMQX4]{Telepathic Network}

GM Intrusions: Something glimpsed in the target’s mind is horrifying. A feedback loop allows the target to read the character’s mind.

Conducts Weird Science

Your preternatural insight and ability make you a scientist capable of amazing feats.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.4PVFXmi2cxI8MdpR]{Lab Analysis}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.eEGFknWQZUBNXn99]{Knowledge Skills}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.mFPUUmBIcGGsuwNd]{Modify Device}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.G0hoaZFQpdG7FfxO]{Better Living Through Chemistry} or @UUID[Compendium.cyphersystem-compendium.abilities.b776WTF2u1roh3n0]{Incredible Health}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.eEGFknWQZUBNXn99]{Knowledge Skills}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.gjBFpV2OvDmBqeE3]{Just a Bit Mad}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.RHLBHQuskBAVGnU8]{Weird Science Breakthrough}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.CyuPiJdYZIfNcTSy]{Incredible Feat of Science}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.JeqLEAcHOYVd78TH]{Inventor} or @UUID[Compendium.cyphersystem-compendium.abilities.FjXL6iSD1CJKbuGT]{Defensive Field}

GM Intrusions: Creations get out of control. Side effects cannot always be predicted. Weird science terrifies people and can draw the media. When a device created or modified by weird science is depleted, it detonates.

Consorts With the Dead

The dead answer your questions, and their reanimated corpses serve you.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.nvA3LwoSP7jf4h8G]{Speaker for the Dead}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.yaLHxRtVBhveqHJA]{Necromancy}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.uPvNopNWTgHGIPyR]{Reading the Room} or @UUID[Compendium.cyphersystem-compendium.abilities.rRDSzPJtUCwRVXFR]{Repair Flesh}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.vEVmBgz2TxOH3aSk]{Greater Necromancy}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.kKYyGbrQxDRSOh37]{Terrifying Gaze}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.GDphyYXSfjKE5BST]{True Necromancy} or @UUID[Compendium.cyphersystem-compendium.abilities.Gsre3acJaxhGBa0S]{Word of Death}

GM Intrusions: The character’s necromantic reputation precedes them. A corpse seeks revenge for being reanimated.

Controls Beasts

Your ability to communicate and lead beasts is uncanny.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.bOohoEcDegDBinFc]{Beast Companion}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.gT21nqWZ9Es576oC]{Soothe the Savage}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.OIk4usP2NFT0tDu7]{Communication}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.cGcblQ2qvyHM02kY]{Mount} or @UUID[Compendium.cyphersystem-compendium.abilities.h1rn92kIqG5VVYd6]{Stronger Together}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.zstBkLwRduC7vgGT]{Beast Eyes}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.0IlHHY1ktkN2L5Sp]{Improved Companion}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.pFWDdnTXCiPfwsWv]{Beast Call}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.Qm31Nw2SkBpVcv9M]{As If One Creature} or @UUID[Compendium.cyphersystem-compendium.abilities.LvoH43SKKtr3urKo]{Control the Savage}

GM Intrusions: The community is reluctant to welcome dangerous animals. Out-of-control beasts become a real hazard.

Controls Gravity

You can sway the attraction of gravity itself.

Type Swap Option: Weighty

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.UCR0rx32kEsTcgnF]{Hover}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.QH3l6ojVnasZm5U8]{Enhanced Speed Edge}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.SHMGbt30RfePtyNE]{Define Down} or @UUID[Compendium.cyphersystem-compendium.abilities.jbhcWHMiQQaR9ukO]{Gravity Cleave}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.eJpNT3QObtYiDfXY]{Field of Gravity}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.abdAcwYE8L00VakL]{Flight}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.Cnvf8fv0EEKU3iSn]{Improved Gravity Cleave} or @UUID[Compendium.cyphersystem-compendium.abilities.tMOeiKWrhp5P5CCQ]{Weight of the World}

GM Intrusions: Onlookers react with unreasoning fear. A weird interaction sends an ally or object careening into the sky.

Crafts Illusions

You fashion images from light that are so perfect they seem real.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.l60mmJrF1GupXLJB]{Minor Illusion}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.asQqC0DepYcsPxRV]{Illusory Disguise}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.JwG4lCSZIG3qUQAi]{Cast Illusion} or @UUID[Compendium.cyphersystem-compendium.abilities.hNsph7BRwllVSUre]{Major Illusion}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.hJV3hrSYcq3Zbzl5]{Illusory Selves}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.9cJ6gJZc7datpQwJ]{Terrifying Image}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.lCWWUQ0vYH2odiDv]{Grandiose Illusion} or @UUID[Compendium.cyphersystem-compendium.abilities.RNJbp1eAcMqSnYvb]{Permanent Illusion}

GM Intrusions: The illusion isn’t believable. The illusion is pierced at just the wrong moment.

Crafts Unique Objects

You’re an inventor of strange and useful objects.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.fkyJ02LbeOAfDxcF]{Crafter}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.YF8CYsYKcXpdfqH5]{Master Identifier}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.yIdq1lu1eUAkNyDC]{Artifact Tinkerer}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.m6X5wyPUPdhqLTIp]{Quick Work}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.4JDFgEhyhqReRngE]{Master Crafter} or @UUID[Compendium.cyphersystem-compendium.abilities.V2BSB9or5UJdTiYF]{Built-in Weaponry}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.M3TM1cORNnlEN0ZO]{Cyphersmith}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.y3qXWOUu7mAhg6Rb]{Innovator}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.JeqLEAcHOYVd78TH]{Inventor} or @UUID[Compendium.cyphersystem-compendium.abilities.rqC9cEmRkvm29N56]{Fusion Armor}

GM Intrusions: The object malfunctions, breaks, or suffers catastrophic or unexpected failure.

Cyphersmith works only in a setting where the cyphers are physical objects. If this isn’t the case, this ability should probably be replaced with something akin to Weird Science Breakthrough from the Conducts Weird Science focus.

Dances With Dark Matter

You can manipulate shadow and “dark” matter.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.7aCeBDGZqu8A9hMQ]{Ribbons of Dark Matter}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.VWehoqF0N6s0WMLK]{Void Wings}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.XYbtbbVKFYmDfmjO]{Dark Matter Shroud} or @UUID[Compendium.cyphersystem-compendium.abilities.MqGMnSIkHK4rOFSm]{Dark Matter Strike}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.yB4tnpDNVSOxgruq]{Dark Matter Shell}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.b44vvK2YjdSeYPJc]{Windwracked Traveler}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.JUn27j5YI3dRh2jJ]{Dark Matter Structure} or @UUID[Compendium.cyphersystem-compendium.abilities.apQwshUTjCQPym8A]{Embrace the Night}

GM Intrusions: Dark matter skulks away as if possessed by a mind of its own.

Defends the Gate

Everyone wants you on their side when it comes to a fight because nothing gets by you.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.C9x7b1qN4qmm568P]{Fortified Position}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.POaewj2PWMMfCY1i]{Rally to Me}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.VgomhLKFHDDAzW9T]{Mind for Might}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.ZvKFftq7doCxI7T5]{Fortification Builder} or @UUID[Compendium.cyphersystem-compendium.abilities.LODZEYtmmBN5D9zZ]{Divert Attacks}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.R9KnCCvGoEHvV1p0]{Greater Enhanced Might}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.hCAzOVpH0jrYc9qk]{Reinforcing Field}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.KBykf0P4WQ9Lb6TN]{Generate Force Field} or @UUID[Compendium.cyphersystem-compendium.abilities.eQIPJk2xcFGfDr3H]{Stun Attack}

GM Intrusions: A strategically important structure collapses. The enemy attacks from an unexpected direction.

Defends the Weak

You stand up for the helpless, the weak, and the unprotected.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.YvPBxDxLz16Usm7m]{Courageous}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.6zU8AURXjXgG63j6]{Warding Shield}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.9p2RJYFo6s55F5Ha]{Devoted Defender}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.fh7tK1BVjgSfZ8ml]{Insight}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.Su3LkSzdGHg9w1RO]{Dual Wards} or @UUID[Compendium.cyphersystem-compendium.abilities.GAeUBbQWE3ryv50V]{True Guardian}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.lb5Bo8BpNXdVMkmt]{Combat Challenge}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.JrSM5XYgXpxNnLl2]{Willing Sacrifice}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.aDnA7oA9ZYCEfprI]{Resuscitate} or @UUID[Compendium.cyphersystem-compendium.abilities.mjEFQ3ndDRvLB5Dj]{True Defender}

GM Intrusions: A character focused on protecting others may periodically leave themselves vulnerable to attacks.

Descends From Nobility

A descendent of wealth and power, you carry a noble title and the abilities granted by a privileged upbringing.

Type Swap Option: @UUID[Compendium.cyphersystem-compendium.abilities.S2OZtm12S2YvxD7H]{Retinue}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.xMRRfjFF0POkxyea]{Privileged Nobility}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.A8CGMbLGsJ3AHKMP]{Trained Interlocutor}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.zTsjsWVgzjQzl2MW]{Advanced Command} or @UUID[Compendium.cyphersystem-compendium.abilities.AAUqaiWxC5V4e1VH]{Noble’s Courage}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.ETGBAqAc1ApFH5cx]{Expert Follower}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.T5tn7zItPyaRcYNC]{Asserting Your Privilege}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.Eez3uExkDA20XJg3]{Able Assistance} or @UUID[Compendium.cyphersystem-compendium.abilities.qbXP6HlN56bPt7cq]{Mind of a Leader}

GM Intrusions: Debts incurred by a family are owed by the character. A long-lost sibling seeks to disinherit rivals. An assassin finds the character.

Doesn’t Do Much

You’re a slacker, but you know a little about a lot of things.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.aOzkoVf0mNSkZBtn]{Life Lessons}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.2fU3nI68oi5ScziC]{Totally Chill}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks} or @UUID[Compendium.cyphersystem-compendium.abilities.uhC4ubTGfhkNvIMX]{Improvise}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.aOzkoVf0mNSkZBtn]{Life Lessons}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.nOuOE3EkrNr81pSq]{Greater Skill With Defense}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.4necR0YTsaij4ojD]{Greater Enhanced Potential}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.wztu6KcpILxwlFTU]{Drawing on Life’s Experiences} or @UUID[Compendium.cyphersystem-compendium.abilities.Mac5S0sQe9Muf4Mv]{Quick Wits}

GM Intrusions: New situations are confounding and stressful. Past actions (or inactions) come back to haunt the character.

Drives Like A Maniac

Whether balancing on two wheels, jumping another vehicle, or driving head-on toward an oncoming enemy car, you don’t think about the risks when you’re behind the wheel.

Someone who Drives Like a Maniac needs access to a vehicle.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.DCuOpij3sNomBe1a]{Driver}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.1fu5C9JHmORmWTR8]{Driving on the Edge}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.lY7NaxsFxt1XZVk5]{Car Surfer}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.HHcC89OKZACgLB8Y]{Stare Them Down}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.hQx9SoUhY6jzUeTW]{Expert Driver} or @UUID[Compendium.cyphersystem-compendium.abilities.QH3l6ojVnasZm5U8]{Enhanced Speed Edge}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.EQXA8Gcwdc7dU8lw]{Sharp-Eyed}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.tuofJSTVjOEwRUem]{Enhanced Speed}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.vVax9KyZ3U4Wpok8]{Something in the Road}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.qKDngpAWNEzhdRj5]{Trick Driver} or @UUID[Compendium.cyphersystem-compendium.abilities.58CLKxSLgaT6W6Cj]{Lethal Damage}

GM Intrusions: The engine develops a knock. The bridge on the road ahead is out. The windshield shatters. Someone unexpectedly runs in front of the vehicle.

Emerged From the Obelisk

Your body, hard as crystal, gives you a suite of unique abilities, gained after an interaction with a floating crystalline obelisk.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.bzeuikGxbM7noj2z]{Crystalline Body}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.UCR0rx32kEsTcgnF]{Hover}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.QsXOz48JgyXYEEqS]{Inhabit Crystal} or @UUID[Compendium.cyphersystem-compendium.abilities.4Fe5z4FD71eHlbbd]{Immovable}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.hIWg9VFNnYnrknAu]{Crystal Lens}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.ucsscEpO5L2gIYZg]{Resonant Frequency}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.bY52t6eGONKu8Kr4]{Resonant Quake} or @UUID[Compendium.cyphersystem-compendium.abilities.tR2v2vMu3TgN21OJ]{Return to the Obelisk}

GM Intrusions: Cyphers and artifacts react unexpectedly in the character’s hands.

Employs Magnetism

You command metal and the power of magnetism.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.p2JmtbtuzscW1ogs]{Move Metal}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.MK2dp11krszjDsyc]{Repel Metal}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.0XSuUGS0UyrhiW44]{Destroy Metal} or @UUID[Compendium.cyphersystem-compendium.abilities.4v5pXMwFeB7xQzME]{Guide Bolt}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.n985WYLPzj2XqBry]{Magnetic Field}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.uN2YVmNxkFj3SFof]{Command Metal}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.fruWNFBBNLpcGLaC]{Diamagnetism} or @UUID[Compendium.cyphersystem-compendium.abilities.SZtOjKk7ScShJT6G]{Iron Punch}

GM Intrusions: The metal twists, bends, or produces shrapnel. A lapse in concentration might cause something to slip or drop at just the wrong time.

Entertains

You perform, mostly for the benefit of others.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.rfsCCpxcsjc8hr60]{Levity}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.oilgQ4oM02Pa0eNp]{Inspiration}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.eEGFknWQZUBNXn99]{Knowledge Skills} or @UUID[Compendium.cyphersystem-compendium.abilities.4necR0YTsaij4ojD]{Greater Enhanced Potential}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.CLObcsu2DKKKhzyK]{Calm}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.Eez3uExkDA20XJg3]{Able Assistance}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.kZ3LhhYZKrcnBplY]{Master Entertainer} or @UUID[Compendium.cyphersystem-compendium.abilities.xRIDlrBzTXVYC5rh]{Vindictive Performance}

GM Intrusions: The audience is annoyed or offended. Musical instruments break. Paints dry in their pots. The words to a poem or song are forgotten.

Note: Erratum

It seems that the tier 2 ability is supposed to be @UUID[Compendium.cyphersystem-compendium.abilities.DLxDL49VjUEMAjxZ]{Inspiring Ease} instead of Inspiration.

Exists in Two Places at Once

You exist in two places at once.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.P1jQZdPIrxo4wNlr]{Duplicate}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.PRh7n2VLXyRa4il9]{Share Senses}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.FwEUY43Q8EMVCCsL]{Superior Duplicate} or @UUID[Compendium.cyphersystem-compendium.abilities.oEubmS7pZ3zFK8uJ]{Resilient Duplicate}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.nVFRDMhuWDrdve4F]{Damage Transference}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.jmjxGRJTwztzBtLc]{Coordinated Effort}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.rsYzxCchklPSFAp7]{Multiplicity} or @UUID[Compendium.cyphersystem-compendium.abilities.oEubmS7pZ3zFK8uJ]{Resilient Duplicate}

GM Intrusions: Perceiving the world from two different places disorients the character, causing momentary vertigo, nausea, or confusion.

Exists Partially Out of Phase

A bit translucent, you’re slightly out of phase and can move through solid objects.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.g0SqMvb020tiTQ48]{Walk Through Walls}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.2j6Hqr2Y8Xbz97c4]{Defensive Phasing}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.cJB7wj5okdPZuRNb]{Phased Attack} or @UUID[Compendium.cyphersystem-compendium.abilities.MFBq4Fc432FS6nkX]{Phase Door}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.Kk9lHkiaqsr3pUmk]{Ghost}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.QLRztjFH4YetYM6l]{Untouchable}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.xHLPf1FETmn06aA8]{Enhanced Phased Attack} or @UUID[Compendium.cyphersystem-compendium.abilities.ptH3O4GES71CClGO]{Phase Foe}

GM Intrusions: The character is sent phasing into an unexpected dimension. The character becomes lost in a large solid.

Explores Dark Places

You’re the archetypal treasure hunter, scavenger, and finder of lost things.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.MwDYD8V1CJv8w9rR]{Superb Explorer}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.aJ1T8XqGF38vyzV2]{Superb Infiltrator}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.xskKzxBoGvSrje4e]{Eyes Adjusted}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.LdHCwZcifnRRuPrp]{Nightstrike} or @UUID[Compendium.cyphersystem-compendium.abilities.JhBTTC5ZUTT8NvUA]{Slippery Customer}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.5t5EIoGSan3pQ08D]{Hard-Won Resilience}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.xRvaY8SG4HVy5WO8]{Dark Explorer}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.XRXQwJplJrm7onbN]{Blinding Attack} or @UUID[Compendium.cyphersystem-compendium.abilities.2asT0zvk1kw5hC1v]{Embraced by Darkness}

GM Intrusions: Possessions fall out of pockets or bags in the dark; maps get lost; information gained fails to include an important detail.

Fights Dirty

You’ll do anything to win a fight: bite, scratch, kick, trick, and worse.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.VAGafmOiBpvU2eq0]{Tracker}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.gwMRhz3h9zxbVQXt]{Stalker}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.sHdBJdVshvtAqz1K]{Sneak}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.FEkLEYwk7r9KE7oC]{Quarry}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.7Gxuqkwo4i47yHe3]{Betrayal} or @UUID[Compendium.cyphersystem-compendium.abilities.uG2ACHNAPoZirp0b]{Surprise Attack}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.R9WffstnihzBuuvW]{Mind Games}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.gNRMG3mJTzWaCGph]{Capable Warrior}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.vhGEeFVgyqX1gzRr]{Using the Environment}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.Z4QcjOxgltEJPm96]{Twisting the Knife} or @UUID[Compendium.cyphersystem-compendium.abilities.KNElOxbWobS1ygLv]{Murderer}

GM Intrusions: People look poorly upon those who cheat or fight without honor. Sometimes a dirty trick backfires.

Fights With Panache

You’re a swashbuckling daredevil who fights with flamboyant style that’s entertaining to watch.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.b8rtgyatE8o9FaRS]{Attack Flourish}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.GQeO9RXVzeriLsfy]{Quick Block}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.ra0A8MtQjZEYhJPr]{Acrobatic Attack} or @UUID[Compendium.cyphersystem-compendium.abilities.tmrSKjGmjbxfIqPI]{Flamboyant Boast}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.3JWMtJBjf3oUWaxP]{Block for Another}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.jaGs9nmLaywdRMUN]{Fast Kill}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.vhGEeFVgyqX1gzRr]{Using the Environment}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.cuK7oPGFdlOPoc44]{Agile Wit} or @UUID[Compendium.cyphersystem-compendium.abilities.G5bTthwpEf5azVHA]{Return to Sender}

GM Intrusions: The display comes off looking silly, clumsy, or unattractive.

Flies Faster Than a Bullet

You can fly, and you’re superstrong, hard to hurt, and fast too. Is there anything you can’t do?

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.UCR0rx32kEsTcgnF]{Hover}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.4necR0YTsaij4ojD]{Greater Enhanced Potential}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.sPheWt9emoY3PCA8]{Hidden Reserves} or @UUID[Compendium.cyphersystem-compendium.abilities.rYyymKUc0QKWdNsy]{See Through Matter}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.Zps9ZUc9RD1mRDEK]{Blink of an Eye}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.s68x7VxwueUkCkOg]{Up to Speed}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.sbGo2i4oqy1aUeQ6]{Not Dead Yet}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.IUlsD8Zxp8AYbO4h]{Burning Light} or @UUID[Compendium.cyphersystem-compendium.abilities.NMgopYfoagESHtea]{Ignore Affliction}

GM Intrusions: A nemesis finds the character. A strange material is found to nullify the character’s abilities.

Focuses Mind Over Matter

You can telekinetically move objects with your mind without physically touching them.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.LODZEYtmmBN5D9zZ]{Divert Attacks}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.xDn74LRD6xlMUqj2]{Telekinesis}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.gyZd83dgvZnQrmbb]{Cloak of Opportunity} or @UUID[Compendium.cyphersystem-compendium.abilities.bvqDafTBMB7Uo9Qj]{Enhance Strength}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.loOJI9ZakIwGrmW1]{Apportation}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.8wSx2qtKXq0dWxId]{Psychokinetic Attack}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.iEOf9IkbHU8oBOMm]{Improved Apportation} or @UUID[Compendium.cyphersystem-compendium.abilities.YFbC1HRis4SpZgrS]{Reshape}

GM Intrusions: One mental slip, and moving objects drop or fragile objects break. Sometimes the wrong item moves, falls, or breaks.

Note: Erratum

It seems that the tier 1 ability is supposed to be @UUID[Compendium.cyphersystem-compendium.abilities.YcDF62pED8waUtry]{Deflect Attacks} instead of Divert Attacks.

Fuses Flesh and Steel

Your body is part machine.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.dPFQTFRzv7D7PYKq]{Enhanced Body}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.4dTGeclZRVjzn5tT]{Interface}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.syiylO75dZlcUp3i]{Sensing Package} or @UUID[Compendium.cyphersystem-compendium.abilities.NFsoXUQaq3I5h2UY]{Weaponization}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.42sPqHxJEybiZ6Vh]{Fusion}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.Uk6ceaEWFjcoHNTI]{Deep Reserves}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.laxdkyrDuOhxfWKc]{Mind Surge} or @UUID[Compendium.cyphersystem-compendium.abilities.fkedtvx6UakJPOZN]{Ultra Enhancement}

GM Intrusions: People in most societies are afraid of someone who is revealed to have mechanical parts.

Fuses Mind and Machine

Electronic aids implanted in your brain make you a mental powerhouse.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.7GsuhcRTpDX0d1em]{Enhanced Intellect}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.eEGFknWQZUBNXn99]{Knowledge Skills}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.2GicRKJcPO3hmlwD]{Network Tap}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.GK0o4fjCtxgAP269]{Action Processor} or @UUID[Compendium.cyphersystem-compendium.abilities.dLJ0B35UlB5wxCf4]{Machine Telepathy}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.34Ycb9VK8JwHgSl4]{Greater Enhanced Intellect}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.eEGFknWQZUBNXn99]{Knowledge Skills}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.MA2Pwhbpbq2SSIQy]{See the Future}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.teF5kZpAuRfZKfxn]{Machine Enhancement} or @UUID[Compendium.cyphersystem-compendium.abilities.laxdkyrDuOhxfWKc]{Mind Surge}

GM Intrusions: Machines malfunction and shut down. Powerful machine intelligences can take control of lesser thinking machines. Some people don’t trust a person who isn’t fully organic.

Grows to Towering Heights

For brief periods, you can grow larger and, with enough experience, to towering heights.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.HDYOv1V10xpFbFI7]{Enlarge}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.HoUOwIPfKTlxyQH0]{Freakishly Large}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.GmMePJHTRl6PshR6]{Bigger}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.wifCvRG9OhsTDT30]{Advantages of Being Big}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.uNzF1oQKJ6T1yqL4]{Huge} or @UUID[Compendium.cyphersystem-compendium.abilities.WuNUt6ltWGDdjNLS]{Throw}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.48i5ybVtZaTlFLJf]{Grab}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.0XYaYNoQzrYYKR4p]{Gargantuan}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.hbbPZIjq81Qqdp6i]{Colossal} or @UUID[Compendium.cyphersystem-compendium.abilities.58CLKxSLgaT6W6Cj]{Lethal Damage}

GM Intrusions: Rapid growth knocks over furnishings or smashes through ceilings or hanging lights. An enlarged character breaks through the floor.

Helps Their Friends

You love your friends and help them out of any difficulty, no matter what.

Type Swap Option: Advice From a Friend

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.lZCAKgP966BuU4uF]{Friendly Help}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.YvPBxDxLz16Usm7m]{Courageous}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.QGSHCRW46vn5Xdwu]{Weather the Vicissitudes}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.knh2MWMhCgqOjWYD]{Buddy System} or @UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.RgosWDt0hkosbVQr]{In Harm’s Way}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.MwVDTy2Rx1V7Tyly]{Enhanced Physique}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.FiSwskgQGBjp4IhZ]{Inspire Action}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.1tkQKo32UKxTUUPn]{Deep Consideration} or @UUID[Compendium.cyphersystem-compendium.abilities.CtRvLxfUlCynJv1B]{Skill With Defense}

GM Intrusions: Others sometimes have ulterior motives. The law takes an undue interest. Even when everything goes right, repercussions follow.

Howls at the Moon

For brief periods, you become a fearsome and powerful creature with control issues.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.8DXGUr433iXaVCSv]{Beast Form}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.wIOwT1tjGLMYzZAb]{Controlled Change}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.NIePQkLH2DTVjZR2]{Bigger Beast Form} or @UUID[Compendium.cyphersystem-compendium.abilities.Ee8QC6fkRvD1yw6h]{Greater Beast Form}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.wqzexDdZolWgxAza]{Greater Controlled Change}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.A9uQnidn6SKTNHJA]{Enhanced Beast Form}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.58CLKxSLgaT6W6Cj]{Lethal Damage} or @UUID[Compendium.cyphersystem-compendium.abilities.85DCcEDqvz6A0LkD]{Perfect Control}

GM Intrusions: The change happens in an uncontrolled fashion. People are terrified of monsters.

Hunts

You are a stalking hunter who excels at bringing down your selected quarry.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.b8rtgyatE8o9FaRS]{Attack Flourish}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.VAGafmOiBpvU2eq0]{Tracker}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.FEkLEYwk7r9KE7oC]{Quarry}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.sHdBJdVshvtAqz1K]{Sneak}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.aBfj6w1y6noOzB7d]{Horde Fighting} or @UUID[Compendium.cyphersystem-compendium.abilities.57txEIyzuPUQOqVP]{Sprint and Grab}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.uG2ACHNAPoZirp0b]{Surprise Attack}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.LE8NtDKG9TzXBv5B]{Hunter’s Drive}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.oroWEBbp3cvrYwH9]{Greater Skill With Attacks} or @UUID[Compendium.cyphersystem-compendium.abilities.ENO71nxs3MSKzvq6]{Multiple Quarry}

GM Intrusions: The quarry notices the character. The quarry isn’t as vulnerable as it seemed.

Infiltrates

Subtlety, guile, and stealth allow you to get in where others can’t.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.QAdh0yZBjJsHdJjD]{Stealth Skills}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.WUY75HFAqAu1i9ku]{Sense Attitudes}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.vFc52xBtBp69WglW]{Impersonate}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.LFiTEQpWhXBgIZWb]{Flight Not Fight}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.ZB80ZclRSzEcr4o1]{Awareness} or @UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.wvlSlYCJyrJuFqtn]{Invisibility}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.N0OZaNOIbHTiWDL1]{Evasion}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.3SiJ5Drao8XtmgzV]{Brainwashing} or @UUID[Compendium.cyphersystem-compendium.abilities.jrTEtAhE6GfLW7R4]{Spring Away}

GM Intrusions: Spies are treated harshly when caught. Allies disavow infiltrators who get caught. Some secrets are better left unknown.

Interprets the Law

You excel at winning others over to your views.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.EbnGDC61relhYaib]{Opening Statement}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.xBQM1AmjmcjmPDDD]{Knowledge of the Law}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.2GwH3ugd7aHrWZRz]{Debate}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.Eez3uExkDA20XJg3]{Able Assistance} or @UUID[Compendium.cyphersystem-compendium.abilities.FQPA8oY3xiZIL6aG]{Enhanced Intellect Edge}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.Hw16NpdbdJOqVF4z]{Castigate}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.kcXnkEBuyNil4Nd4]{No One Knows Better}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.4necR0YTsaij4ojD]{Greater Enhanced Potential} or @UUID[Compendium.cyphersystem-compendium.abilities.pGJIwlCJDib2Splm]{Legal Intern}

GM Intrusions: Onlookers react badly to a know-it-all. A distraction or interruption throws the character’s argument off the rails.

Is Idolized by Millions

You’re a celebrity and most people adore you.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.ZK4CUb9HH4J5A8IN]{Entourage}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.zGoUoC6i0f1SbUqE]{Celebrity Talent}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.6QXGJBsJPDFgcdq5]{Perks of Stardom}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.b776WTF2u1roh3n0]{Incredible Health} or @UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.mUhnX0UmEw2BROkI]{Captivate With Starshine}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.ETGBAqAc1ApFH5cx]{Expert Follower}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.1W0sBVHxG7LESCPl]{Do You Know Who I Am?}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.zZYSSAFXtJcuezxM]{Transcend the Script} or @UUID[Compendium.cyphersystem-compendium.abilities.0IlHHY1ktkN2L5Sp]{Improved Companion}

GM Intrusions: Fans are endangered or hurt on your behalf. Someone in your entourage betrays you. Your show, tour, contract, or other event is canceled. The media posts photos of you in an embarrassing situation.

Is Licensed to Carry

You carry a gun and you know how to use it in a fight.

Although Is Licensed to Carry is designed with modern firearms in mind, it could apply to flintlock weapons, futuristic laser blasters, or other ranged weapons.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.1SBd1jm66eSo4eHn]{Gunner}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.wAbsUj5mHZatr3JG]{Practiced With Guns}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.Mbq7D0u4Vee0NKYz]{Careful Shot}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.I8N5PUMy5Eq7cqZl]{Trained Gunner} or @UUID[Compendium.cyphersystem-compendium.abilities.UlQ7w5iD57Hfdzce]{Damage Dealer}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.oNk0Nhle1XwBhOvp]{Snap Shot}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.WrJDw2X8JHcljjP4]{Arc Spray}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.BM6YnBez7sVnrGUh]{Special Shot} or @UUID[Compendium.cyphersystem-compendium.abilities.58CLKxSLgaT6W6Cj]{Lethal Damage}

GM Intrusions: Misfire or jam! The attack fails and the action is lost, plus an additional action is needed to fix the problem.

Is Wanted by the Law

“WANTED, DEAD OR ALIVE” posters (or their equivalent) have appeared featuring your face. It’s up to you whether it’s a mistake that snowballed out of control or you actually would kill someone just for looking at you.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.tuofJSTVjOEwRUem]{Enhanced Speed}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.UyQTRi5ZwWU5tMO0]{Danger Sense}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.uG2ACHNAPoZirp0b]{Surprise Attack}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.DMBJEypEWuAS2lai]{Outlaw Reputation} or @UUID[Compendium.cyphersystem-compendium.abilities.36nlDXhOP5e5dfns]{Successive Attack}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.jaGs9nmLaywdRMUN]{Fast Kill}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.fD8yD0pGCMdOJkGb]{Band of Desperados}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.sbGo2i4oqy1aUeQ6]{Not Dead Yet} or @UUID[Compendium.cyphersystem-compendium.abilities.58CLKxSLgaT6W6Cj]{Lethal Damage}

GM Intrusions: Most people do not take well to discovering a wanted outlaw in their midst.

Keeps a Magic Ally

An allied magic creature bound to an object (such as a minor djinn in a lamp, or a ghost in a pipe) is your friend, protector, and weapon.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.9Kag2UMn6Wdxq4Zo]{Bound Magic Creature}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.PCTUkuALVb0GdTCe]{Object Bond}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.1KjY8D1dvLc3NuUv]{Hidden Closet}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.l0OFjk5XVGV5LzP1]{Minor Wish} or @UUID[Compendium.cyphersystem-compendium.abilities.cGcblQ2qvyHM02kY]{Mount}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.QxOsAHpd8ZkEXI5u]{Improved Object Bond}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.m2j3n3xiExLcXAAn]{Moderate Wish}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.Aprz5cRtdgiAIYUM]{Object Bond Mastery} or @UUID[Compendium.cyphersystem-compendium.abilities.V7npSeuqG3JI4Dvv]{Trust to Luck}

GM Intrusions: The creature unexpectedly disappears into its bound object. The bound object cracks. The creature disagrees and doesn’t do as asked. The creature says it’s leaving unless a task is performed for it.

Leads

Your natural leadership capability allows you to command others, including a loyal band of followers.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.FDUGlu7DZhdfxH2P]{Natural Charisma}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.DmnRMTfHYaeoYFVu]{Good Advice}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.RnK2bmvUb7RIVPSA]{Enhanced Potential}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.4XwwFeGO5haHxvQs]{Basic Follower}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.zTsjsWVgzjQzl2MW]{Advanced Command} or @UUID[Compendium.cyphersystem-compendium.abilities.ETGBAqAc1ApFH5cx]{Expert Follower}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.8EMTH3JCrC5Vjt63]{Captivate or Inspire}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.4necR0YTsaij4ojD]{Greater Enhanced Potential}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.KpbEHKNSEycVB1GU]{Band of Followers} or @UUID[Compendium.cyphersystem-compendium.abilities.qbXP6HlN56bPt7cq]{Mind of a Leader}

GM Intrusions: Followers fail, betray, lie, become corrupted, get kidnapped, or die.

Learns Quickly

You deal with bad situations as they arise, learning new lessons each time.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.7GsuhcRTpDX0d1em]{Enhanced Intellect}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.0xVoKhKKvzxIbtJD]{There’s Your Problem}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.YCwy44WnpusEYN7g]{Quick Study}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.qgholblGXKQri99M]{Hard to Distract}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.FQPA8oY3xiZIL6aG]{Enhanced Intellect Edge} or @UUID[Compendium.cyphersystem-compendium.abilities.dVh39nh5ARUxreUc]{Flex Skill}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.dIK67k9aoBbFBnkf]{Pay It Forward}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.7GsuhcRTpDX0d1em]{Enhanced Intellect}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.2LaX22wvw35lDger]{Learned a Few Things}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.EE1xCQ3OvCrdrG6z]{Two Things at Once} or @UUID[Compendium.cyphersystem-compendium.abilities.CtRvLxfUlCynJv1B]{Skill With Defense}

GM Intrusions: Accidents and mistakes are great teachers.

Lives in the Wilderness

You can survive in badlands where others perish.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.KqV5RSzOU3S3NK51]{Wilderness Life}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.wHcuP6T7Ti6j5Y8C]{Enhanced Might}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.vFQaDsHzJpTSV8Tw]{Living Off the Land}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.Db7aRY4t1mwRpcoL]{Wilderness Explorer}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.KAAezRI2l8rdp1NS]{Animal Senses and Sensibilities} or @UUID[Compendium.cyphersystem-compendium.abilities.Ja8ebgq2RDQryN62]{Wilderness Encouragement}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.CBdIPMJ2oOOesmod]{Wilderness Awareness}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.pfZzabIIEuU4kSH3]{The Wild Is on Your Side}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.Wj6oHOvnZkZjulwI]{One With the Wild} or @UUID[Compendium.cyphersystem-compendium.abilities.TRdK7RJBkq8WW4np]{Wild Camouflage}

GM Intrusions: People in cities and towns sometimes disparage those who look (and smell) like they live in the wilds, as if they were ignorant or barbaric.

Looks for Trouble

You’re a scrapper and love a good fight.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.Hgr8QZmzjXmYorfs]{Fists of Fury}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.XseI77zSp7iHkEWq]{Wound Tender}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.qp1jDaFiRR5xPPMn]{Protector}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.tFhd4dEGikOd1g1K]{Straightforward}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks} or @UUID[Compendium.cyphersystem-compendium.abilities.4necR0YTsaij4ojD]{Greater Enhanced Potential}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.2K3b6cTuLEGZfYqa]{Knock Out}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.kNSRytTtQX0rU3aE]{Mastery With Attacks}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.R9KnCCvGoEHvV1p0]{Greater Enhanced Might} or @UUID[Compendium.cyphersystem-compendium.abilities.58CLKxSLgaT6W6Cj]{Lethal Damage}

GM Intrusions: Weapons break or fly from even the strongest grip. Brawlers trip and fall. Even the battlefield can work against you with things falling or collapsing.

Loves the Void

When it’s just you, your spacesuit, and the panorama of stars wheeling out forever and always, you are at peace.

Type Swap Option: @UUID[Compendium.cyphersystem-compendium.abilities.geCiPXMF2sIRJ68U]{Have Spacesuit, Will Travel}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.zgcoMEc4j2MjpDhC]{Vacuum Skilled}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.GfDLA0qSvqhqzIbL]{Microgravity Adept}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.QH3l6ojVnasZm5U8]{Enhanced Speed Edge}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.MwVDTy2Rx1V7Tyly]{Enhanced Physique}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.q73VWJY2cmWxRcYx]{Space Fighting} or @UUID[Compendium.cyphersystem-compendium.abilities.rqC9cEmRkvm29N56]{Fusion Armor}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.U2QV8t7Pq9irgHqF]{Silent As Space}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.JJ9nWmcBIlfyNDfe]{Push Off and Throw}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.iIy1HDd9yUl07AYo]{Microgravity Avoidance}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.w3HN2nZBTo5mLJcM]{Weightless Shot} or @UUID[Compendium.cyphersystem-compendium.abilities.cbXNxvPdWEbKF6nA]{Reactive Field}

GM Intrusions: Spacesuits develop glitches. Air refill cartridges sometimes misreport capacity. Micrometeorites are common in space.

Masters Defense

You use protective equipment and practiced techniques to avoid becoming hurt in a fight.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.EheuStXUDPojVmT5]{Shield Master}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.gS1X6POaKLjNlHsI]{Sturdy}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.o2ZDoteWQsFsqTJr]{Practiced in Armor}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.zLJYM2OiFVIsuz3P]{Dodge and Resist} or @UUID[Compendium.cyphersystem-compendium.abilities.E1YiGcXAYOjHXoAd]{Dodge and Respond}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.2AIQhz00HyZhY7wM]{Tower of Will}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.4eCjeGPA0ovnwIfu]{Experienced in Armor}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.lGbieMmnuoqsl4Jz]{Nothing but Defend}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.i5n7BaFjTo6W35f9]{Defense Master} or @UUID[Compendium.cyphersystem-compendium.abilities.B6SEeGr5kxLAgvvq]{Wear It Well}

GM Intrusions: Shields break when hit, as do weapons used to parry. Armor straps break.

Masters Spells

By specializing in spellcasting and keeping a spellbook, you can quickly cast spells of arcing lightning, rolling fire, creeping shadow, and summoning.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.EyAIsiqJGCspQFcu]{Arcane Flare}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.Yg6jEM07HAccDcNC]{Ray of Confusion}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.NgHLZq3tZ3CFJvYv]{Fire Bloom} or @UUID[Compendium.cyphersystem-compendium.abilities.wEWyNKnVgVOjsyms]{Summon Giant Spider}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.2t9oGZRuFhLCKjsa]{Soul Interrogation}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.ZK9Ruc53rKBqU93i]{Granite Wall}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.LnZkUlKUuuD7iW3P]{Summon Demon} or @UUID[Compendium.cyphersystem-compendium.abilities.Gsre3acJaxhGBa0S]{Word of Death}

GM Intrusions: The spell goes wrong. The summoned creature turns on the caster. A rival spellcaster is drawn to the magic use.

Masters the Swarm

Insects. Rats. Bats. Even birds. You master one type of small creature that obeys you.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.ZEcFnsNXgcozJElT]{Influence Swarm}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.hIxPlDRbNqallNiu]{Control Swarm}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.CEscdPwUrBpzUeS0]{Living Armor} or @UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.gLxVxCSix441TyKq]{Call Swarm}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.rUzrjRuT2nfEdCaJ]{Gain Unusual Companion}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.iQhBPww1s4wRZcDz]{Deadly Swarm} or @UUID[Compendium.cyphersystem-compendium.abilities.CtRvLxfUlCynJv1B]{Skill With Defense}

GM Intrusions: A command is misunderstood. Control is erratic or is lost. Bites and stings are not uncommon for masters of the swarm.

Masters Weaponry

You are a master user of a particular type of weapon, be it a sword, whip, dagger, gun, or something else.

Someone who Masters Weaponry might have additional equipment, including a high- quality weapon.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.J0fj73TfCu4aSdVL]{Weapon Master}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.qBTIXXJt2Ahn8UYh]{Weapon Crafter}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.6Xs3fyaANQDWXRoc]{Weapon Defense}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.YA5P5CBNr5NSmY6z]{Rapid Attack} or @UUID[Compendium.cyphersystem-compendium.abilities.7rjeYt5hNhkvqK9w]{Disarming Strike}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.imWLlYQs4LTaCTdS]{Never Fumble}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.mhgFWIDr0QuCHRIF]{Extreme Mastery}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.KNElOxbWobS1ygLv]{Murderer} or @UUID[Compendium.cyphersystem-compendium.abilities.6P1CJvVMot3Y2xj0]{Deadly Strike}

GM Intrusions: Weapons break. Weapons can be stolen. Weapons can be dropped or forced out of your hand.

Metes Out Justice

You right wrongs, protect the innocent, and punish the guilty.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.Zu06akqnHdCvoR0W]{Make Judgment}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.tjxKTFdA8gqZDP90]{Designation}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.5jGN9GicKYIAneKQ]{Defend the Innocent}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.3fMzqFFQ1rLtbVrd]{Improved Designation}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.bz04IOSkdP3zcRMD]{Defend All the Innocent} or @UUID[Compendium.cyphersystem-compendium.abilities.iGRECL13bqrSSF7P]{Punish the Guilty}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.RESKINMA0INj60Rc]{Find the Guilty}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.QgnoEdKZ50u4JZoL]{Greater Designation}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.KVOFCKWKmUrqAe7v]{Punish All the Guilty}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.JH40M99RAN6IZWze]{Damn the Guilty} or @UUID[Compendium.cyphersystem-compendium.abilities.Kf09KYdZqG6dNTFC]{Inspire the Innocent}

GM Intrusions: Guilt or innocence can be complicated. Some people resent the presumption of a self-appointed judge. Passing judgment makes enemies.

Moves Like a Cat

Lithe, flexible, and graceful, you move quickly and smoothly, and never seem to be where danger is.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.Qsi6Iw5YCcY8jmNx]{Greater Enhanced Speed}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.tJiXzKX4gf0GNV6V]{Balance}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.tC7wmZwlZcQy5Vd0]{Movement Skills}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.g0Ewv5wBooSFYOlH]{Safe Fall}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.leUaFf4AxYJwwOHt]{Hard to Hit}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.QH3l6ojVnasZm5U8]{Enhanced Speed Edge} or @UUID[Compendium.cyphersystem-compendium.abilities.Qsi6Iw5YCcY8jmNx]{Greater Enhanced Speed}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.JlYk5UNZEUzzO8Js]{Quick Strike}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.2CrV3a9S1yzOXBOJ]{Slippery}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.mSNoWynky7DMz7ln]{Perfect Speed Burst} or @UUID[Compendium.cyphersystem-compendium.abilities.Qsi6Iw5YCcY8jmNx]{Greater Enhanced Speed}

GM Intrusions: Even a cat can be clumsy. A jump isn’t quite as easy as it looks. An escape move is so overzealous that it sends the character right into harm’s way.

Moves Like the Wind

You can move so fast that you become a blur.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.Qsi6Iw5YCcY8jmNx]{Greater Enhanced Speed}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.Sg5WeSF04CYNEecl]{Fleet of Foot}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.leUaFf4AxYJwwOHt]{Hard to Hit}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.8LHIZs9gEAd02tId]{Speed Burst} or @UUID[Compendium.cyphersystem-compendium.abilities.Qsi6Iw5YCcY8jmNx]{Greater Enhanced Speed}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.Zps9ZUc9RD1mRDEK]{Blink of an Eye}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.NhNvpbUWNRIFEm8b]{Hard to See}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.mSNoWynky7DMz7ln]{Perfect Speed Burst} or @UUID[Compendium.cyphersystem-compendium.abilities.0wVk3CszKCJQfp0Q]{Incredible Running Speed}

GM Intrusions: Surfaces can be slick or offer hidden obstacles. The movement of other creatures can be unpredictable, and the character might run into them.

Murders

You’re an assassin, whether by trade, by inclination, or because it was that or be killed yourself. (Someone who Murders might have additional equipment, including three doses of a level 2 blade poison that inflicts 5 points of damage.)

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.uG2ACHNAPoZirp0b]{Surprise Attack}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.rYaAyFLmCAAwZi0s]{Assassin Skills}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.y2eUnbkzxOeoe9w6]{Quick Death}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.369RISHwqzRXkwEG]{Infiltrator}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.ZB80ZclRSzEcr4o1]{Awareness} or @UUID[Compendium.cyphersystem-compendium.abilities.AQQzctwqPJPUTRbb]{Poison Crafter}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.tbeFzIPGuAjRBpKM]{Better Surprise Attack}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.UlQ7w5iD57Hfdzce]{Damage Dealer}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.FzJe2XEwhtUajTWI]{Escape Plan} or @UUID[Compendium.cyphersystem-compendium.abilities.KNElOxbWobS1ygLv]{Murderer}

GM Intrusions: Most people do not react well to a professional killer.

Needs No Weapon

Powerful punches, kicks, elbows, knees, and full body movements are all the weapons you need.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.Hgr8QZmzjXmYorfs]{Fists of Fury}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.K33ayv0NcktuV53N]{Flesh of Stone}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.p61Ycyc7lVZQXupO]{Advantage to Disadvantage}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.JJKRrcU5L1yM9y90]{Unarmed Fighting Style}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.mGv7zlZu1wtNCQXQ]{Moving Like Water} or @UUID[Compendium.cyphersystem-compendium.abilities.4necR0YTsaij4ojD]{Greater Enhanced Potential}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.LODZEYtmmBN5D9zZ]{Divert Attacks}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.eQIPJk2xcFGfDr3H]{Stun Attack}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.S4PaEqmYjg4TGoG3]{Master of Unarmed Fighting Style} or @UUID[Compendium.cyphersystem-compendium.abilities.58CLKxSLgaT6W6Cj]{Lethal Damage}

GM Intrusions: Striking certain foes hurts you as much as it hurts them. Opponents with weapons have greater reach. Complicated martial arts moves can knock you off balance.

Never Says Die

You never quit, can shrug off a beating, and always come back for more.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.UtFc3e4grYyCQneH]{Improved Recovery}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.wXV7JxEmZDlBvRKO]{Push on Through}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.JuOmZXMt1T3tQUZ8]{Ignore the Pain}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.R0UuZ32vmmeFbSMV]{Blood Fever} or @UUID[Compendium.cyphersystem-compendium.abilities.sPheWt9emoY3PCA8]{Hidden Reserves}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.iyM2N9G0RLlj6BZ7]{Increasing Determination} or @UUID[Compendium.cyphersystem-compendium.abilities.3VJyYtECl0wKQj2p]{Outlast the Foe}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.sbGo2i4oqy1aUeQ6]{Not Dead Yet}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.5HNZcrij9mgEmvAR]{Final Defiance} or @UUID[Compendium.cyphersystem-compendium.abilities.NMgopYfoagESHtea]{Ignore Affliction}

GM Intrusions: Sometimes, it’s equipment or weapons that give out.

Operates Undercover

Under the guise of someone else, you seek to find answers the powerful do not want divulged.

Someone who Operates Undercover might have additional equipment that includes a disguise kit.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.PK6oiYXgdP7KaGgi]{Investigate}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.eYHlYyVDj3odrAFJ]{Disguise}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.6ILcTvACqDdLVpc8]{Agent Provocateur} or @UUID[Compendium.cyphersystem-compendium.abilities.ZuX6gykVtKxiBAxR]{Run and Fight}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.MzKqElUHuTtHkV7D]{Pull a Fast One}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.bgaCXtvlT0zWmAIA]{Using What’s Available}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.V7npSeuqG3JI4Dvv]{Trust to Luck} or @UUID[Compendium.cyphersystem-compendium.abilities.6P1CJvVMot3Y2xj0]{Deadly Strike}

GM Intrusions: Bad luck can ruin the best plans. Disguises fail. Allies are revealed to be agents, too.

Performs Feats of Strength

A muscled prodigy, you can haul incredible weight, hurl your body through the air, and punch through doors.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.cpXOBSLY03j89yOy]{Athlete}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.g1t5TxZXsNovIVTn]{Enhanced Might Edge}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.YQEECpNwDSFCFnCN]{Feat of Strength}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.PYD24TjoDAqbKAj8]{Iron Fist} or @UUID[Compendium.cyphersystem-compendium.abilities.WuNUt6ltWGDdjNLS]{Throw}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.R9KnCCvGoEHvV1p0]{Greater Enhanced Might}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.ARiNuZrnfFCvZAFd]{Brute Strike}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.R9KnCCvGoEHvV1p0]{Greater Enhanced Might} or @UUID[Compendium.cyphersystem-compendium.abilities.IFb8NX06xgWM7H98]{Jump Attack}

GM Intrusions: It’s easy to break delicate things or hurt someone accidentally.

Pilots Starcraft

You’re a crack starship pilot.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.Kk5nnC1EcYtqc3Fu]{Pilot}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.QgCWZia7gFicmEJr]{Flex Lore}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.h3G0Ven2SoaPCbk4]{Salvage and Comfort}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.hGbNYgkuIiZHomcJ]{Mentally Tough}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.12xO8QaEsTvEFUvY]{Expert Pilot}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.hIy0GMeL8WALvhEb]{Ship Footing} or @UUID[Compendium.cyphersystem-compendium.abilities.XkFsMa9e9IY2FRcN]{Machine Companion}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.x7YnN02GiwDQ09km]{Sensor Array}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.tuofJSTVjOEwRUem]{Enhanced Speed}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.YWMUeaNzao8n8pAc]{Like the Back of Your Hand}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.0q9alvmsQKKViN0r]{Incomparable Pilot}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.Yo2Z3EdYjx88jYnp]{Remote Control} or @UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks}

GM Intrusions: Starcraft get lost, break down, and are attacked in space. An alien stowaway is found.

Plays Too Many Games

Lessons, reflexes, and strategies you’ve learned by playing too many games have applications in the real world, where people who don’t play enough toil and live their dreary lives.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.qpBv7OxAcMAAtY2M]{Game Lessons}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.p3kh3XKzetkJTG1J]{Gamer}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.qEzcqbNhuJQuBagn]{Zero Dark Eyes}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.pMQT2QIL38XlhkxB]{Resist Tricks}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.QDSSTe5EGrBHjtnL]{Sniper’s Aim} or @UUID[Compendium.cyphersystem-compendium.abilities.QH3l6ojVnasZm5U8]{Enhanced Speed Edge}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.R9WffstnihzBuuvW]{Mind Games}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.7GsuhcRTpDX0d1em]{Enhanced Intellect}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.W0Jw19mWIycjIgmo]{Gamer’s Fortitude}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.laxdkyrDuOhxfWKc]{Mind Surge} or @UUID[Compendium.cyphersystem-compendium.abilities.dIUTe5O1jeA47zps]{Gaming God}

GM Intrusions: Missed attacks strike the wrong target. Equipment breaks. Sometimes people react negatively to someone who has lived most of their life in imaginary game worlds.

Rages

When you go berserk, everyone fears you.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.YGsGHp1rbu3Z7Kdd]{Frenzy}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.R9KnCCvGoEHvV1p0]{Greater Enhanced Might}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.tC7wmZwlZcQy5Vd0]{Movement Skills}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.NoC3yuqxU8yhPf47]{Power Strike} or @UUID[Compendium.cyphersystem-compendium.abilities.zEkA8MhrnJ5p9Io6]{Unarmored Fighter}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.hAVC1FOl7hwnuBpC]{Greater Frenzy}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.ltAq7qr8aaalOtJp]{Attack and Attack Again}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.4necR0YTsaij4ojD]{Greater Enhanced Potential} or @UUID[Compendium.cyphersystem-compendium.abilities.58CLKxSLgaT6W6Cj]{Lethal Damage}

GM Intrusions: It’s easy for a berserker to lose control and attack friend as well as foe.

Rides the Lightning

You create and discharge electrical power.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.3btRIiWxY8oMcVMo]{Shock}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.essJhO2eqoHmIQaa]{Charge}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.uh1t4rnkZ2jOCjHJ]{Bolt Rider}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.76HF09q7MdGek863]{Electric Armor} or @UUID[Compendium.cyphersystem-compendium.abilities.A6H8xi93t6Zrexz9]{Drain Charge}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.YDKULtvV0pMJDxi2]{Bolts of Power}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.etGUYa9dQSvjLvXX]{Electrical Flight}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.2TaqNf6bhxijKELX]{Flash Across the Miles} or @UUID[Compendium.cyphersystem-compendium.abilities.Bny0sFdqf40pJeOp]{Wall of Lightning}

GM Intrusions: Targets other than those intended are shocked. Objects explode.

Runs Away

Your first instinct is to run from danger, and you’ve gotten very good at it.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.10EqPrn9aONinEfm]{Go Defensive}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.tuofJSTVjOEwRUem]{Enhanced Speed}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.QVPmLa6CKwmH6vJZ]{Quick to Flee}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.0wVk3CszKCJQfp0Q]{Incredible Running Speed} or @UUID[Compendium.cyphersystem-compendium.abilities.Qsi6Iw5YCcY8jmNx]{Greater Enhanced Speed}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.iyM2N9G0RLlj6BZ7]{Increasing Determination}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.Mac5S0sQe9Muf4Mv]{Quick Wits}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.U33DbRwloywFlYfi]{Go to Ground}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.hKhwP85QeRGPW03G]{Burst of Escape} or @UUID[Compendium.cyphersystem-compendium.abilities.CtRvLxfUlCynJv1B]{Skill With Defense}

GM Intrusions: Quick movements sometimes lead to dropped items, slipping on uneven ground, or going the wrong way by accident.

Sailed Beneath the Jolly Roger

You sailed with a crew of dread pirates, but you’ve decided to end your days as a pirate and join some other cause. The question is, will your past let you go so easily?

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.JuOmZXMt1T3tQUZ8]{Ignore the Pain}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.IYt42xzsjesQyEfT]{Sailor}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.B4U7RiMrZElfOQyj]{Taking Advantage}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.1POQ4sFW5DLrmXhn]{Fearsome Reputation}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks} or @UUID[Compendium.cyphersystem-compendium.abilities.CtRvLxfUlCynJv1B]{Skill With Defense}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.oCcnXLYQy9DjwPJC]{Sea Legs}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.tC7wmZwlZcQy5Vd0]{Movement Skills}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.5rgcPJXpCcB5VJ1m]{Lost in the Chaos}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.AsmIgvoIRPEtuzkh]{Duel to the Death} or @UUID[Compendium.cyphersystem-compendium.abilities.36nlDXhOP5e5dfns]{Successive Attack}

GM Intrusions: The dangers of the high seas are many, including severe storms and disease. Other pirates sometimes get ahead through betrayal. A pirate tracks down former sailing mates to find hidden treasure.

Scavenges

When not running and hiding, you sift the ruins of civilization for useful remnants to ensure your survival.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.OjGaIl0JEepjDrla]{Post-Apocalyptic Survivor}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.ZOfmWQFbwSJQB4wm]{Ruin Lore}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.IswvUEdCBBZDRme6]{Junkmonger}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.B4U7RiMrZElfOQyj]{Taking Advantage} or @UUID[Compendium.cyphersystem-compendium.abilities.b776WTF2u1roh3n0]{Incredible Health}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.YID6zEB7KkHGYAlD]{Know Where to Look}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.EjBzy1Ue1AA8i6ry]{Recycled Cyphers}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.MJE1k2RmCM6HRwFV]{Artifact Scavenger} or @UUID[Compendium.cyphersystem-compendium.abilities.cbXNxvPdWEbKF6nA]{Reactive Field}

GM Intrusions: An item made with recycled junk breaks. Someone shows up claiming that the useful item or piece of junk scavenged belongs to them. A recycled cypher explodes.

Sees Beyond

You have a psychic sense that allows you to see what others cannot.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.jq6Wm9xYxJA0bRaR]{See the Unseen}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.rYyymKUc0QKWdNsy]{See Through Matter}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.Mu5knvNfGyaeaiTB]{Find the Hidden} or @UUID[Compendium.cyphersystem-compendium.abilities.bzy1KzO0oPmZGu2b]{Sensor}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.KBjSpuK7XJc1abJv]{Remote Viewing}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.PazO9rJ2YoE8VEUw]{See Through Time}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.lL7QywDGOszTIJCE]{Mental Projection} or @UUID[Compendium.cyphersystem-compendium.abilities.RE24qvMuPhasaCP3]{Total Awareness}

GM Intrusions: Some secrets are too terrible to know.

Separates Mind From Body

You can project your mind out of your body to see faraway places and learn secrets that would otherwise remain hidden.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.WgjatSOUT6pT02A7]{Third Eye}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.oTDJtTDkwxr5uSfU]{Open Mind}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.9sfX1SGtcQ17Uiny]{Sharp Senses}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.6X3BDWzVKsWltrtY]{Roaming Third Eye} or @UUID[Compendium.cyphersystem-compendium.abilities.Mu5knvNfGyaeaiTB]{Find the Hidden}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.bzy1KzO0oPmZGu2b]{Sensor}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.miR0d91lKIfmBGdO]{Psychic Passenger}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.lL7QywDGOszTIJCE]{Mental Projection} or @UUID[Compendium.cyphersystem-compendium.abilities.eblwQ80CBlBdeUp5]{Improved Sensor}

GM Intrusions: Reuniting mind and body can sometimes be disorienting and require a character to spend a few moments to get their bearings.

Shepherds Spirits

Wandering souls, nature spirits, and elemental beings aid and support you.

In some settings, the Shepherds Spirits focus applies to only one kind of spirit, such as spirits of the deceased, nature spirits, and so on.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.pHFFr4DkCythNc5n]{Question the Spirits}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.RkOvawhfH5MHQFOH]{Spirit Accomplice}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.dCQdSi11hJDyOSdD]{Command Spirit} or @UUID[Compendium.cyphersystem-compendium.abilities.LojkwDtb1gHLSB6A]{Preternatural Senses}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.OWVz2CkwLnCSJMdS]{Wraith Cloak}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.jVY1PTxvZvpjZILB]{Call Dead Spirit}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.ElsQU746B70tsPmZ]{Call Otherworldly Spirit} or @UUID[Compendium.cyphersystem-compendium.abilities.PvISXo6EQ2PmCGes]{Infuse Spirit}

GM Intrusions: Some people don’t trust those who deal with spirits. The dead sometimes don’t want shepherding.

Shepherds the Community

You keep the place where you live safe from all danger.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.op9VSx3NJT28UwTH]{Community Knowledge}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.ag3OU8JZuc769034]{Community Activist}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.6ZVINuyZm4jowRGt]{Shepherd’s Fury} or @UUID[Compendium.cyphersystem-compendium.abilities.CtRvLxfUlCynJv1B]{Skill With Defense}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.4necR0YTsaij4ojD]{Greater Enhanced Potential}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.N0OZaNOIbHTiWDL1]{Evasion}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.oroWEBbp3cvrYwH9]{Greater Skill With Attacks} or @UUID[Compendium.cyphersystem-compendium.abilities.xxavxLEaiVFug1D6]{Protective Wall}

GM Intrusions: People in the community misunderstand the character’s motives. Rivals try to oust the character.

Shreds the Walls of the World

Speed plus phasing gives you a unique ability to evade danger and simultaneously inflict damage.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.3t1QshyGYnCSo12z]{Phase Sprint}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.7f6ulMjWFw2BOK76]{Disrupting Touch}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.n81xGnZHydeXmIRc]{Scratch Existence}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.nEN2HYzlJWhonfmE]{Invisible Phasing} or @UUID[Compendium.cyphersystem-compendium.abilities.g0SqMvb020tiTQ48]{Walk Through Walls}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.rXUUDUJFKis8TpnL]{Phase Detonation}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.8yGwY0PvtF2ivdSn]{Very Long Sprinting}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.P9HlASUtyiOXghBZ]{Shred Existence} or @UUID[Compendium.cyphersystem-compendium.abilities.INdq5iQf5ECzRiNp]{Untouchable While Moving}

GM Intrusions: Moving so quickly while sprinting sometimes leads to stumbles on unexpected, exotic obstacles.

Siphons Power

You suck power out of machines and creatures alike in order to empower yourself.

Robots and other living machines should be treated as creatures, not machines, for the purposes of siphoning power from them.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.JyAovhallyh9m6oW]{Drain Machine}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.gWvMJQPBSmeaP8yN]{Drain Creature}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.wEj2uvWI3w0W9HWH]{Drain at a Distance} or @UUID[Compendium.cyphersystem-compendium.abilities.P73TBXcNDbZCVsdE]{Unraveling Consumption}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.gn1jtMLhp6qPNXUL]{Store Energy}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.4Xvgo62UVSOI9Acx]{Share the Power}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.Be1ehHb90jtLc8l0]{Explosive Release} or @UUID[Compendium.cyphersystem-compendium.abilities.xbYD729j3km6ZDCA]{Sun Siphon}

GM Intrusions: Drained power also transmits something unwanted—compulsions, afflictions, or alien thoughts. Siphoned power can overload the character, causing feedback.

Slays Monsters

You kill monsters.

Although wielding a sword in a setting where people usually do not carry such weapons is fine, you can change the Slays Monsters sword-related abilities to use a different weapon, such as a gun with silver bullets.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.WFK0xBSAIpD59va8]{Practiced With Swords}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.nW46hfygkxB7FW5m]{Monster Bane}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.PRW5MxW12oakmeHE]{Monster Lore}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.lw0otGU2Iaorppdc]{Will of Legend}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.gPqiQflb6Z3DXGVk]{Trained Slayer}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.HPIlAWDGOQFw6yGm]{Improved Monster Bane} or @UUID[Compendium.cyphersystem-compendium.abilities.lwJAowJa4eKlcDjb]{Misdirect}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.5otvtHrbVXIh0N27]{Fight On}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.oroWEBbp3cvrYwH9]{Greater Skill With Attacks} (swords)

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.KNElOxbWobS1ygLv]{Murderer} or @UUID[Compendium.cyphersystem-compendium.abilities.VupBbHOJAX45Yazb]{Heroic Monster Bane}

GM Intrusions: The monster laid a trap or set an ambush. The monster has previously undisclosed abilities. The monster’s mother vows revenge.

Solves Mysteries

You’re a master of deduction, using evidence to find the answer.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.FzpkQwb1jA53bs1y]{Investigator}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.HWZ8mwAfZEu6r778]{Sleuth}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.7BkWiUHcUrcRIKqO]{Out of Harm’s Way}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.PlVEpuVxp9pGJSoa]{You Studied} or @UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.mL6Yae2CxgefOMHn]{Draw Conclusion}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.0f2qoQlYGRqgu0Nj]{Defuse Situation}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.wqUItgrYzBeMiAoB]{Seize the Initiative} or @UUID[Compendium.cyphersystem-compendium.abilities.nOuOE3EkrNr81pSq]{Greater Skill With Defense}

GM Intrusions: Evidence disappears, red herrings confuse, and witnesses lie. Initial research can be faulty.

Speaks for the Land

Your spiritual connection to nature and the environment grants you mystical abilities.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.0Wq39mJ9oXA415qx]{Seeds of Fury}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.8KYjSKp6ieQ8YXUy]{Wilderness Lore}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.zW0cZJQTR0tHUmn3]{Grasping Foliage}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.gT21nqWZ9Es576oC]{Soothe the Savage} or @UUID[Compendium.cyphersystem-compendium.abilities.OIk4usP2NFT0tDu7]{Communication}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.RfGCXsX7JXEr8fMw]{Moon Shape}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.UJpMPRD25O7HvhbV]{Insect Eruption}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.2lhnVWUMX1Nu6KVj]{Call the Storm} or @UUID[Compendium.cyphersystem-compendium.abilities.jhdgI9rV2mpH6JQU]{Earthquake}

GM Intrusions: An injured natural (but dangerous) creature is discovered. Someone’s poaching wildlife for their skins, leaving the carcasses to rot. A tree falls in the forest, one of the last elder trees.

Stands Like a Bastion

Your armor, along with your size, strength, incredible training, or machine enhancement, makes you difficult to move or hurt.

Some characters who Stand Like a Bastion might already be experts in armor. They can choose a different tier 1 ability instead of Practiced in Armor.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.o2ZDoteWQsFsqTJr]{Practiced in Armor}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.GlXd4oFI9Fqq3rAX]{Experienced Defender}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.mmg9XLzvfbP4ESGO]{Resist the Elements}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.27EOrq94WxqgBbWQ]{Unmovable}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.R9KnCCvGoEHvV1p0]{Greater Enhanced Might} or @UUID[Compendium.cyphersystem-compendium.abilities.yl2zo179wXZW5Xxc]{Practiced With All Weapons}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.YeOtzG5ksxonD5RS]{Living Wall}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.VsAP4JEe7W5gaGaG]{Hardiness}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.4k5JFV78A5SiPjFo]{Mastery in Armor}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.58CLKxSLgaT6W6Cj]{Lethal Damage} or @UUID[Compendium.cyphersystem-compendium.abilities.NKvNEjx64CcS3l13]{Shield Training}

GM Intrusions: Armor is damaged. Small foes conspire in ingenious ways.

Takes Animal Shape

A shapechanger who can take the form of various animals.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.rJ4ZXuIcz0knY41H]{Animal Shape}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.OIk4usP2NFT0tDu7]{Communication}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.Y4V4tXQ9lO0rMNKR]{Bigger Animal Shape} or @UUID[Compendium.cyphersystem-compendium.abilities.Ee8QC6fkRvD1yw6h]{Greater Beast Form} (works with Animal Shape)

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.gXiq1edSDteTcfGC]{Animal Scrying}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.KGzAHs3qln0fNDjt]{Hard to Kill}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.iX07Ltb1JYr1nMYM]{Blurring Speed} or @UUID[Compendium.cyphersystem-compendium.abilities.QZZXgZ6PF8Eccs74]{Lend Animal Shape}

GM Intrusions: The character unexpectedly changes form. An NPC is frightened by or aggressive toward the shapeshifter. The transformation takes longer than expected.

Talks to Machines

You use your organic brain like a computer, interfacing “wirelessly” with any electronic device. You can control and influence them in ways that others can’t.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.lzy1YbdIJxzNIHZq]{Machine Affinity}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.7nUj7rxq4Qwg4FUM]{Distant Interface}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.L3UjcLAFvS9MLWCu]{Coaxing Power}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.SeAlSU8Rim5CWsgV]{Charm Machine}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.2odkyEO8azxIZWYj]{Intelligent Interface} or @UUID[Compendium.cyphersystem-compendium.abilities.OE5yXpzWC8lSUmGX]{Command Machine}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.XkFsMa9e9IY2FRcN]{Machine Companion}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.NoKdHv0FSytZR4iF]{Robot Fighter}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.PLyxuOlieOGsJx4h]{Information Gathering}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.FxohCBSksJIu1BSA]{Control Machine} or @UUID[Compendium.cyphersystem-compendium.abilities.PKFz6WVsaKm5kIir]{Improved Machine Companion}

GM Intrusions: The machine malfunctions or acts unpredictably.

Throws With Deadly Accuracy

Everything that leaves your hand goes exactly where you’d like it to go and at the range and speed to make the perfect impact.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.XAXJ3mFGdDv0fXLP]{Precision}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.PlTtlXeugIljHFVg]{Careful Aim}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.yszDDDpH6m16dEoV]{Quick Throw} or @UUID[Compendium.cyphersystem-compendium.abilities.CtRvLxfUlCynJv1B]{Skill With Defense}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.1L1uoad8vwgWxiyN]{Everything Is a Weapon}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.hbWaCBEfSMujqvDf]{Specialized Throwing}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.WW3QjCP5UJUsKBW3]{Whirlwind of Throws}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.58CLKxSLgaT6W6Cj]{Lethal Damage} or @UUID[Compendium.cyphersystem-compendium.abilities.LTqgcoprvBF2ZkdH]{Mastery With Defense}

GM Intrusions: Missed attacks strike the wrong target. Ricochets can be dangerous. Improvised weapons break.

Thunders

You emit destructive sound and manipulate soundscapes.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.uMaMKhemHmtlXDjT]{Thunder Beam}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.87SQGqcRavRZslAp]{Sound Conversion Barrier}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.KLFHpPR0MKLOWr8l]{Nullify Sound} or @UUID[Compendium.cyphersystem-compendium.abilities.EcOIgMC9c1IfSHsr]{Echolocation}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.znJCKr6PeEq4a0j5]{Shattering Shout}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.QZa9b5G80qxtoYqg]{Subsonic Rumble}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.B0dq2gW9gdA0PdzR]{Amplify Sounds}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.jhdgI9rV2mpH6JQU]{Earthquake} or @UUID[Compendium.cyphersystem-compendium.abilities.GlFT2ITvytQVWywQ]{Lethal Vibration}

GM Intrusions: Loud noises attract attention.

Travels Through Time

You can see through time, try to reach through it, and eventually even travel through it.

Although all character choices are subject to GM approval, Travels Through Time is a focus that the GM and player should probably have a long conversation about ahead of time, so the player knows the rules of time travel (if any) that exist in the GM’s setting. A character with this focus can drastically alter a setting, if the rules of time travel allow it.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.YD5gm0w3lqTSyO3V]{Anticipation}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.83y32UMQWshRvbDG]{See History}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.3wxiRMTCBZ4iNCHp]{Temporal Acceleration} or @UUID[Compendium.cyphersystem-compendium.abilities.l5vgtPP0LcsqGrzn]{Time Loop}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.0EhZzYdEhtCRnV4c]{Temporal Dislocation}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.OWRsjlf3ahyH9eez]{Time Doppelganger}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.U58ZQ1X3byfANn4W]{Call Through Time} or @UUID[Compendium.cyphersystem-compendium.abilities.lkO9VJhfOrgLY4g1]{Time Travel}

GM Intrusions: Paradoxes are created. Others remember past events differently.

Uses Wild Magic

You are a spellcaster who learns a variety of spells instead of focusing on just one kind of magic.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.Ub8NGsmH8NZcKguG]{Magical Repertoire}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.WvBcuYiFRM3KaTFj]{Cypher Casting}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.BPFjvh6nBN8bxk8T]{Expanded Repertoire}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.fQ3O3G7rFmv194uI]{Cypher Surge} or @UUID[Compendium.cyphersystem-compendium.abilities.Ax9HryNcPDei0g7t]{Faster Wild Magic}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.BPFjvh6nBN8bxk8T]{Expanded Repertoire}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.nfmwpxvs3RvednVI]{Magical Training}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.UNCbO4WGTB8ZubpZ]{Maximize Cypher} or @UUID[Compendium.cyphersystem-compendium.abilities.mz4KXXoQoHXyOBKI]{Wild Insight}

GM Intrusions: A spell performs erratically or rebounds upon the caster. Something interferes with preparing spells. Spellcasting attracts the attention of a powerful creature or potential rival. The cypher spell being cast is replaced with that of a random cypher.

Walks the Wild Woods

You are an adherent of nature magic who draws on the power and strength of trees.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.KqV5RSzOU3S3NK51]{Wilderness Life}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.SPTY1NXOvq2oRLJO]{Patient Recovery}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.ggQwr8b85bg7yzmK]{Wooden Body}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.c3GBVwgz9atmtbgI]{Tree Companion} or @UUID[Compendium.cyphersystem-compendium.abilities.CBdIPMJ2oOOesmod]{Wilderness Awareness}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.gQ9h8tGa60VLo6IH]{Tree Travel}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.mAc6hl4jKLZz84VK]{Great Tree}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.pBX1EYNVGutNx3b5]{Dreadwood} or @UUID[Compendium.cyphersystem-compendium.abilities.HUhj33woHX86SbX8]{Restorative Bloom}

GM Intrusions: A wooden character catches fire. A wild swing from a tree branch hits or trips an ally. Some trees have evil hearts and hate all walking things.

Was Foretold

You are the “chosen one,” and prophecy, prediction, prognostication, or some other method of determination expects great things of you one day.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.V765JZKDKQ00Buyn]{Interaction Skills}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.4p95GsynORh0Xd7X]{Knowing}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.Z7CKGOQWnfdNO885]{Destined for Greatness}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.zIYdniz9sjvAHsnX]{Overcome All Obstacles} or @UUID[Compendium.cyphersystem-compendium.abilities.5t5EIoGSan3pQ08D]{Hard-Won Resilience}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.WeMTxJElozl7OWdJ]{Center of Attention}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.cfR2uFYjteKAqsYw]{Show Them the Way}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.2uSx4ErQ9f2QLX5M]{As Foretold in Prophecy} or @UUID[Compendium.cyphersystem-compendium.abilities.4necR0YTsaij4ojD]{Greater Enhanced Potential}

GM Intrusions: An enemy described in prophecy appears. Unbelievers threaten to ruin the moment. The character gains a reputation in outside circles as a fraud.

Wears a Sheen of Ice

You command the wintery power of cold and ice.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.czVqoPjH98xaNY1d]{Ice Armor}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.nHqTzLHJrUWSAATM]{Frost Touch}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.BGMXK6VKNmp8M4A3]{Freezing Touch} or @UUID[Compendium.cyphersystem-compendium.abilities.7G8B9lfoVXkuxvKB]{Ice Creation}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.FuufiUyoLFbgBH5J]{Resilient Ice Armor}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.yEfkqXxmuQqlA6Fi]{Cold Burst}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.mvC2vboULutesBDu]{Ice Storm} or @UUID[Compendium.cyphersystem-compendium.abilities.EXrZLa3M8BK43qoi]{Winter Gauntlets}

GM Intrusions: Ice makes surfaces slippery. Extreme cold causes objects to crack and break.

Wears Power Armor

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.ClJUFnz8xBmP4a2l]{Powered Armor}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.wHcuP6T7Ti6j5Y8C]{Enhanced Might}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.YBMLX3Jm5oN79J6G]{Heads-Up Display}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.rqC9cEmRkvm29N56]{Fusion Armor} or @UUID[Compendium.cyphersystem-compendium.abilities.b776WTF2u1roh3n0]{Incredible Health}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.dCoCGVzWxIL9fIvH]{Force Blast}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.cTU70NgcebRlD7jI]{Field-Reinforced Armor}

Tier 6: Masterful Armor Modification (Jet Assisted Flight) or Masterful Armor Modification (Cypher Pod)

GM Intrusions: The armor won’t come off. The armor acts under its own power. The armor suffers a momentary power loss. NPCs are scared by the power armor.

Wields an Enchanted Weapon

You channel magic through or from a weapon to create a unique fighting style.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.OUOVkf3edHhnyRPk]{Enchanted Weapon}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.95judMTwajJoxNfy]{Innate Power}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.HVuhBuZVJkfYuGwp]{Charge Weapon}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.VNIcNhgET9z5MW5G]{Power Crash}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.YA5P5CBNr5NSmY6z]{Rapid Attack} or @UUID[Compendium.cyphersystem-compendium.abilities.Om3PoXrtnekrw0dF]{Throw Enchanted Weapon}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.I7ScLgI1tBhWCkwf]{Defending Weapon}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.RxI9TDy4wYR9eJKk]{Enchanted Movement}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.6P1CJvVMot3Y2xj0]{Deadly Strike} or @UUID[Compendium.cyphersystem-compendium.abilities.KDZeCZJxjCQzlTxA]{Spin Attack}

GM Intrusions: A weapon breaks or is dropped. The weapon loses its connection to you until you use an action to reestablish the attunement. The weapon’s energy discharges in an unexpected way.

Wields Two Weapons at Once

You bear steel with both hands, ready to take on any foe.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.NHns9zqufRvB3Tnl]{Dual Light Wield}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.Pu5XGGLI6cCp1EQd]{Double Strike}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.369RISHwqzRXkwEG]{Infiltrator}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.q9nALxXrBv5ubXaT]{Dual Medium Wield} or @UUID[Compendium.cyphersystem-compendium.abilities.rOxKh1Z7J686a0nv]{Precise Cut}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.gVOzzvxS6PPu8Ofy]{Dual Defense}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.3uGYyiXUUSz952zQ]{Dual Distraction}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.p1UMG2hrng7mLFDv]{Disarming Attack} or @UUID[Compendium.cyphersystem-compendium.abilities.KDZeCZJxjCQzlTxA]{Spin Attack}

GM Intrusions: A blade snaps in two or a weapon flies loose from its bearer’s grip.

Works for a Living

You take great satisfaction in a job well done, whether it’s coding, building houses, or mining asteroids.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.f7wLki6qjCNs2Ici]{Handy}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.CBGeAZSBuymzrxDz]{Muscles of Iron}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.RM8Fmu1IJwzBkjcM]{Eye for Detail} or @UUID[Compendium.cyphersystem-compendium.abilities.uhC4ubTGfhkNvIMX]{Improvise}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.wHcuP6T7Ti6j5Y8C]{Enhanced Might}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.t8wL47jk1KS4zapb]{Tough It Out}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.MdRdAc0qAWghMmlV]{Expert Skill}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.4necR0YTsaij4ojD]{Greater Enhanced Potential} or @UUID[Compendium.cyphersystem-compendium.abilities.5t5EIoGSan3pQ08D]{Hard-Won Resilience}

GM Intrusions: Repairs sometimes fail. Wiring can be tricky to decipher and still carry an electrical charge. Some people are rude to those who work for a living.

Works Miracles

You can heal others with a touch, alter time to help others, and are generally beloved by everyone.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.igGttY1Y2XbAx3qY]{Healing Touch}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.8mP69InEXQ4TB5BL]{Alleviate}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.rAmIxY5G1BK4ZMm7]{Font of Healing} or @UUID[Compendium.cyphersystem-compendium.abilities.7amEMbwK27v31Lt9]{Miraculous Health}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.FiSwskgQGBjp4IhZ]{Inspire Action}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.IN9qNZDx4sBKNr8n]{Undo}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.O2XHxUa2QNrliDMG]{Greater Healing Touch} or @UUID[Compendium.cyphersystem-compendium.abilities.ydmPM9m8nmmgvlXc]{Restore Life}

GM Intrusions: Attempts to heal might cause harm instead. A community or individual needs a healer so desperately that they hold one against their will.

Works the Back Alleys

You make your way unseen, stealing from the wealthy to achieve your ends.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.QAdh0yZBjJsHdJjD]{Stealth Skills}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.OFWQd2W52VAODeas]{Underworld Contacts}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.MzKqElUHuTtHkV7D]{Pull a Fast One} or @UUID[Compendium.cyphersystem-compendium.abilities.OtbS1NoVXK7mQLEe]{Guild Training}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.KM9qqjzJBJusQNkT]{Master Thief}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.xR2DkSqvAoR8Vtfn]{Dirty Fighter}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.QtpmHxblBqoQozbg]{Alley Rat} or @UUID[Compendium.cyphersystem-compendium.abilities.eepc8U2e178RDqBs]{All-Out Con}

GM Intrusions: Thieves are thrown in jail. Powerful enemies are made.

Works the System

You can exploit flaws in artificial systems, including but not limited to computer code.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.0V2NE0905wwYPRVo]{Hack the Impossible}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.JkiG6hpsfj1h6XRR]{Computer Programming}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.2CekF2lqwNrMyio0]{Connected}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.TmDavAL4vDxKjLBK]{Confidence Artist} or @UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.1fYBYD1EfA5z1NFl]{Confuse Enemy}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.jTiOQKW2QtXK8dmF]{Work the Friendship}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.HUVY2MA2CBegFhLY]{Call in Favor} or @UUID[Compendium.cyphersystem-compendium.abilities.4necR0YTsaij4ojD]{Greater Enhanced Potential}

GM Intrusions: Contacts sometimes have ulterior motives. Devices sometimes have failsafes or even traps.

Would Rather Be Reading

Books are your friends. What’s more important than knowledge? Nothing.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.vPraXsdXkCmaoBbI]{Knowledge Is Power}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.34Ycb9VK8JwHgSl4]{Greater Enhanced Intellect}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.wJSxVM8fWADJtTSd]{Applying Your Knowledge} or @UUID[Compendium.cyphersystem-compendium.abilities.dVh39nh5ARUxreUc]{Flex Skill}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.vPraXsdXkCmaoBbI]{Knowledge Is Power}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.wlkPdME0r3hx9VbE]{Knowing the Unknown}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.34Ycb9VK8JwHgSl4]{Greater Enhanced Intellect}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.vPraXsdXkCmaoBbI]{Knowledge Is Power}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.sq2JJtnRtSthJSYL]{Tower of Intellect} or @UUID[Compendium.cyphersystem-compendium.abilities.lbXg8UlSCG23yxO4]{Read the Signs}

GM Intrusions: Books burn, get wet, or get lost. Computers break or lose power. Glasses break.

","markdown":""},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"ownership":{"default":-1},"flags":{}},{"sort":398438,"name":"Creating New Foci","type":"text","_id":"0VwlyyylqvFgJjZw","title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"

This section provides everything you need to create your own foci.

Every focus has an overarching style, whether that’s exploration, energy manipulation, or simply dealing a lot of damage in combat. These broad classifications are called focus categories.

Each focus category has an overarching theme, followed by selection guidelines that describe how to choose abilities for each tier from the Abilities chapter, from tier 1 to tier 6.

The newly created focus should be named in the form of a verb, like Controls Beasts or Abides in Stone. For instance, a fire-using focus created by following the guidelines in the energy manipulation focus category might be called Bears a Halo of Fire (one of the sample foci in this chapter). Alternatively, a new fire-using focus should get an all-new name like Stokes the Flames of the Apocalypse or Lights Fires With a Thought.

The ability selection guidelines invite you to choose an ability from one of three ranges: low tier, mid tier, and high tier. These ranges correspond with the power “grades” given for every ability. These abilities are further sorted into ability categories based on the kinds of things they do—abilities that improve physical attacks are in the attack skill category, abilities that assist allies are in the support category, and so on. Look for the grades and categories in the Ability Categories and Relative Power section of the Abilities chapter.

Low-tier abilities are best suited for focus options at tiers 1 and 2. Mid-tier abilities are best suited for focus options at tiers 3 and 4. High-tier abilities are best suited for focus options at tiers 5 and 6.

That said, sometimes you’ll find it appropriate to assign a low-tier ability at tier 3 or 4, or maybe a mid-tier ability at tier 1 or 2. Do so sparingly, but don’t rule it out. It might be the only way to get all the abilities you want for the focus you’re building. Higher-tier abilities usually cost more Pool points to use. So if a mid-tier ability is made available at tier 1 or 2, or a high-tier ability is made available at tier 3 or 4, the higher cost will be a balancing factor.

Balancing Abilities

The guidelines within each category go a long way toward ensuring that the focus you build will be balanced. Sometimes it might be appropriate to grant a low-power ability along with a regular ability at a given tier, depending on the needs of the focus. A “low-power ability” is deliberately open for GM interpretation, but generally speaking, should be no more potent than a low-tier ability (that is, an ability that is normally available at tier 1 or 2).

For instance, someone who uses cold might be able to create small snow sculptures in addition to emitting a cold ray. Someone who uses electricity might be able to charge a depleted artifact or have an asset for dealing with electrical systems. And so on.

Often, the focus guidelines note this as a possibility. However, you have great leeway in deciding if a focus needs an additional ability, even if the guidelines for that tier don’t indicate one. If you do add an ability, or there is a
higher-power ability at a tier that normally shouldn’t have it, it might mean that the choice given at the next tier, or the previous tier, isn’t quite as good. Balancing a focus is a bit of an art. Resist the urge to overpower the focus, but don’t underpower it, either.

Each focus category provides a guideline for what kind of ability you should select at every tier. But don’t regard the guidelines as something that you can’t vary. They’re not prescriptive; they’re just a place to start. You might want to vary the kind of ability at a particular tier that isn’t indicated in the guidelines. As long as the chosen ability falls within the expected power curve for that tier, it’s fine. The guideline isn’t meant to be a straitjacket.

For example, if you’re building a cold-using focus for a game set in a fantasy genre, you may decide that an ability that calls up a demon is a better choice at a particular tier than an ability that does damage in an area, which is what the tier 5 guideline for energy manipulation calls for. Making the change is probably especially valid if you call your new focus something like Channels the Ninth Circle.

Ability Swap

If you’re creating a focus and you think it should provide a suite of abilities at first tier that would mechanically overload it, you have the option to add one as a “swap” ability. Doing so is as easy as allowing a character to swap out one of their type abilities for an indicated low-tier focus ability. The ability is gained instead of one of the abilities normally granted by the character’s type.

Concept and Category

Choosing to create a focus that uses a particular concept—say, creating illusions—doesn’t lock you into creating a focus within a particular category—in this case, environment manipulation. A focus can be constructed in a variety of ways using a particular energy, tool, or concept, each ultimately leading to a focus that provides different results. It all depends on your ends. In this case, creating illusions might be used to sway others, which argues for a focus built using the influence category guidelines.

In the same way, if a focus grants a character the ability to call some kind of force or energy, that doesn’t mean the focus should automatically be built using the energy manipulation category guidelines (though of course it could, if attacking and protecting yourself with that energy is the point). But a focus could be built that grants abilities to call energy or force that is primarily focused on durability, suggesting a tank combat focus (someone who can take a lot of punishment in a fight); or blasting away with a main concern for maximizing damage, thus suggesting a striker combat focus; or creating a follower composed of that energy or force, suggesting an ally use focus (that is, someone who uses helping creatures, NPCs, or even duplicate versions of themselves to give them a leg up).

Here’s another example: the focus Controls Gravity could conceivably be an environment manipulation focus or an energy manipulation focus. It depends on whether the focus is more concerned with crushing and holding things in place (environment manipulation) or on blasting things and protecting yourself with gravity (energy manipulation).

The same malleability of concept holds true in other realms. For instance, if someone is able to call up and mold raw earth, they might use it to transform themselves into a being of stone (tank combat), to batter foes (striker combat), or to create walls, barricades, and shields to protect their allies (support).

If you’re looking for an ability and can’t seem to find the right one in the vast catalog in the Abilities chapter, consider reskinning one to make it seem new (and to accomplish what you need). Reskinning means that you use the underlying mechanics of an ability as written but change the flavor in some fashion. For instance, maybe you’re creating a new earth-moving focus but can’t find enough earth-related abilities to meet your need. It’s easy enough to change up other abilities so they use earth instead of fire, cold, or magnetism. For instance, Wings of Fire might become Wings of Earth, Ice Armor could become Earth Armor, and so on. These alterations change nothing except the type of damage and any knock-on effects (for instance, Wings of Earth might generate clouds of dust in their wake).

Abilities That Reference Other Abilities

Some abilities in the Abilities chapter reference other abilities. If you select an ability for your focus or type that refers to or modifies a lower-tier ability, also include that lower-tier ability in your type or focus as a selection a PC can make at a lower tier.

Creating Brand-New Abilities

You can go further than reskinning and create one or more brand-new abilities. When doing this, try to find something as close as possible to the effect you want, then use it as a template. In any case, deciding how much an ability should cost when it comes to a character’s Pool is one of the most important aspects of getting an ability right.

You may notice that higher-tier abilities are more expensive. This is partly because they do more, but it’s also because higher-tier characters have more Edge than lower-tier characters, which means they pay fewer points from their relevant Pools. A third-tier character with 3 Edge in a relevant Pool pays no cost for abilities that cost 3 or fewer points. That’s great for lower-tier abilities, but you’ll usually want a character to think a little bit about how often to use their most powerful abilities. That means they should cost at least 1 point more than the Edge the character is likely to have at that tier. (Often, a character will have an Edge in their relevant Pool equal to their tier.)

As a good rule of thumb, a typical ability should cost points equal to its tier.

Choose GM Intrusions

Think about the kinds of things that might surprise, alarm, or go catastrophically wrong for someone with the new focus being created, and assign it as a GM intrusion for that focus. Of course, this often is done on the fly during the game. But giving the topic some thought while the focus is being constructed and the ideas are fresh in your head is likely to yield some particularly devilish options.

Focus Categories

Ally Use

Foci that prioritize providing NPC followers to the character are ally use foci. The followers give aid to the PC in a variety of ways, but at base they usually provide an asset to the character’s actions.

Multiple potential themes exist within the ally use category, from abilities that allow a character to summon or craft allies to those that allow them to attract allies through fame, magic, or essential authority or charisma.

Connection: Choose four relevant connections from the Focus Connections list.

Additional Equipment: Any object necessary for the character to keep an ally. For instance, someone with a focus that uses super-science to create robot allies would require tools to build and repair those allies. Some foci in this category don’t require anything to gain or retain their benefits.

Minor Effect Suggestions: The NPC ally’s tasks are eased on its next turn.

Major Effect Suggestions: The NPC ally gains an immediate extra action.

The following are examples and not meant to provide a complete list of all possible foci in this category.

@UUID[.9x56c0G5TMOl1Arn#builds-robots]{Builds Robots} @UUID[.9x56c0G5TMOl1Arn#consorts-with-the-dead]{Consorts With the Dead} @UUID[.9x56c0G5TMOl1Arn#controls-beasts]{Controls Beasts} @UUID[.9x56c0G5TMOl1Arn#exists-in-two-places-at-once]{Exists in Two Places at Once} @UUID[.9x56c0G5TMOl1Arn#leads]{Leads} @UUID[.9x56c0G5TMOl1Arn#masters-the-swarm]{Masters the Swarm} @UUID[.9x56c0G5TMOl1Arn#shepherds-spirits]{Shepherds Spirits}

Ability Selection Guidelines

Tier 1: Choose a low-tier ability that grants a level 2 NPC follower to the character, or gives a similar benefit provided by an NPC. Alternatively, lay the groundwork for gaining such NPC allies at higher tiers by choosing an ability that gives the character influence over others.

Sometimes an additional low-power ability is appropriate, depending on the focus. Often, this is an ability that grants skill training in a related area of knowledge or a related skill. For instance, training in a skill related to the kind of NPC follower the character gains would be appropriate.

Tier 2: Choose a low-tier ability that grants influence over similar kinds of NPCs as the follower gained at the previous tier. If no follower was gained at the previous tier, this ability should provide that benefit now.

Sometimes a secondary ability might be appropriate in addition to the ability provided above, perhaps a low-power ability that grants 2 or 3 points to a Pool.

Tier 3: Choose two mid-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One option should be a mid-tier ability that improves the NPC follower previously provided (usually from level 2 to level 3) or grants an additional follower.

The other option should be something that benefits the character—perhaps an offensive or defensive ability, or something that broadens their influence over their followers (or potential followers).

Tier 4: Choose a mid-tier ability that gives the character an offensive or defensive capability if they haven’t previously gained one, preferably within the theme of the focus. For instance, if the character gains followers because of their charisma, this ability might let them command foes for brief periods. If the character gains followers by building or calling them, this ability might let them affect entities of the same type that are not already their followers.

Alternatively, this ability might further improve a previously gained follower from level 3 to level 4, or grant an additional follower.

Tier 5: Choose an ability that improves the character by providing a defense, an improved stat Pool, or another kind of protection.

Alternatively, this ability could open a new front in influencing and calling NPC allies related to the focus’s theme. For instance, someone who keeps beast allies might gain an ability to call a horde of lesser beasts. Someone who builds robots might gain an ability to build several lesser robot helpers. And so on.

Finally, this ability might improve a previously gained follower to level 5.

Tier 6: Choose two high-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One of the abilities should improve a previously gained follower to level 5, if that wasn’t already provided at tier 5. If that’s the case, this ability might be provided in addition to two other related abilities.

Another high-tier option could provide a handful of level 3 followers to the character.

The last high-tier ability could open a new front in influencing and calling NPC allies related to the focus’s theme. For instance, someone who gains followers through high charisma and training might gain an ability to learn otherwise impossible-to-glean information.

Basic

Foci that rely mostly on providing skill training, assets to tasks, and bumps to stat Pools and Edge in order to improve a character fall within the basic category. An overarching theme is also included, as with most of the other categories, that makes sense of the various basic abilities provided.

In addition, because the benefits provided by such foci are mostly straightforward (usually with a few exceptions), most basic foci would also be appropriate for non-fantastic campaigns where magic, super-science, or psychic abilities normally don’t come into play. That said, just because the abilities granted by basic foci are straightforward doesn’t mean they are not potent when combined with the abilities granted by type, descriptor, cyphers, and other character aspects.

Connection: Choose four relevant connections from the Focus Connections list.

Additional Equipment: Any object necessary to fulfill the overarching theme of the focus. For instance, a focus called Would Rather Be Reading should grant a handful of books to the character. A focus called Works for a Living should provide a set of tools.

Minor Effect Suggestions: Next action is eased.

Major Effect Suggestions: Make a free, no-action recovery roll that doesn’t count against daily recovery rolls.

The following are examples and not meant to provide a complete list of all possible foci in this category.

@UUID[.9x56c0G5TMOl1Arn#doesnt-do-much]{Doesn’t Do Much} @UUID[.9x56c0G5TMOl1Arn#interprets-the-law]{Interprets the Law} @UUID[.9x56c0G5TMOl1Arn#learns-quickly]{Learns Quickly} @UUID[.9x56c0G5TMOl1Arn#works-for-a-living]{Works for a Living} @UUID[.9x56c0G5TMOl1Arn#would-rather-be-reading]{Would Rather Be Reading}

Ability Selection Guidelines

Tier 1: Choose an ability that grants training or an asset to skills associated with the focus’s theme, or that grants 5 or 6 points to a particular Pool.

Alternatively, choose an ability that grants only 2 or 3 points to a particular Pool and an ability that provides training or an asset to just one task.

Tier 2: Choose whichever kind of ability wasn’t chosen at tier 1.

Tier 3: Choose two mid-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One option should be a non-fantastic ability that improves the character’s abilities within the focus’s theme. For instance, if the theme involves paying attention in some fashion, an information-gathering ability might be appropriate.

The other option should be something that either improves the character’s Edge in an appropriate stat or provides the character with some kind of defense.

Tier 4: Choose another ability that grants additional training or an asset to skills associated with the focus’s theme, or that grants 5 or 6 points to a particular Pool best suited to the focus. Or choose two abilities that provide only 2 or 3 points plus another tier 4 ability that improves a single task or skill.

Alternatively, provide a branch-out ability suggested at tier 5.

Finally, if the focus has yet to grant some kind of defense, a defensive ability could be provided here.

Tier 5: Choose an ability that allows the character to branch out slightly—perhaps one like Expert Skill that allows them to automatically succeed on a task they’re trained in.

Alternatively, if a nonstandard benefit was provided at tier 4, provide the benefits suggested at tier 4 here.

Tier 6: Choose two high-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One option should be an ability that provides another 5 or 6 points to a particular Pool best suited to the focus, or that the character can divide up as they wish. Alternatively, training in offense or defense would also be appropriate.

The other tier 6 option should give the character a brand-new ability within their theme, but not one that strays into the realm of the fantastic. For instance, an ability that allows a character to take two actions instead of one would be reasonable. Granting additional training, assets, or Edge would also be fine.

Energy Manipulation

Energy manipulation foci offer abilities that can call fire, electricity, force, magnetism, or nonstandard forms of energy such as cold, stone, or something stranger like “void” or “shadow.” These abilities usually give a character a way to achieve something of a balance between attacking enemies and granting themselves or allies additional protection. The focus usually also offers abilities that provide other ways to use specific energy for things like transportation, creating large concentrations of energy that can affect multiple targets, or creating a temporary object or barrier of energy.

Connection: Choose four relevant connections from the Focus Connections list.

Additional Equipment: One or more pieces of equipment immune to the energy manipulated, which might be a set of clothes. Alternatively, something related to the energy being generated. Some foci in this category don’t require additional equipment.

Energy Abilities: If a character type grants special abilities that normally use some other kind of energy, they now produce the kind used by this focus. For example, if a character uses this focus to manipulate electricity, their force blasts become blasts of electricity. These alterations change nothing except the type of damage and any knock-on effects (for instance, electricity might temporarily short out electronic systems).

Minor Effect Suggestions: The target or something near the target is hindered because of residual energy.

Major Effect Suggestions: An important item on the target’s person is destroyed.

The following are examples and not meant to provide a complete list of all possible foci in this category.

@UUID[.9x56c0G5TMOl1Arn#absorbs-energy]{Absorbs Energy} @UUID[.9x56c0G5TMOl1Arn#bears-a-halo-of-fire]{Bears a Halo of Fire} @UUID[.9x56c0G5TMOl1Arn#dances-with-dark-matter]{Dances With Dark Matter} @UUID[.9x56c0G5TMOl1Arn#rides-the-lightning]{Rides the Lightning} @UUID[.9x56c0G5TMOl1Arn#thunders]{Thunders} @UUID[.9x56c0G5TMOl1Arn#wears-a-sheen-of-ice]{Wears a Sheen of Ice}

Ability Selection Guidelines

Tier 1: Choose a low-tier ability that either inflicts damage or provides protection using the appropriate energy type in some fashion.

Sometimes an additional low-power ability is appropriate, depending on the energy type. For instance, a focus that manipulates cold might grant an ability to create snow sculptures. A focus that manipulates electricity might grant an ability to charge a depleted artifact or have an asset for dealing with electrical systems. A focus that absorbs energy might grant an ability to release it as a basic attack. And so on.

Tier 2: Choose whichever kind of ability wasn’t chosen at tier 1.

Tier 3: Choose two mid-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One option should be an ability that inflicts damage using the appropriate energy type (and possibly a related effect).

The other should grant enhanced movement by use of the appropriate energy type, give additional protection provided by the preferred energy, or use the energy in a completely new way, such as by draining the energy from a machine (if using electricity), entombing a victim in a layer of ice (if using cold), creating perfect silence (if using sound), creating a dazzling blast of illumination (if using light), and so on.

Tier 4: Choose whichever kind of ability wasn’t chosen at tier 3.

Tier 5: Choose a high-tier ability that inflicts damage (and possibly a related effect) that can affect more than one target using the appropriate energy type, or an ability that uses the energy in some fashion not previously used, as described in tiers 3 and 6.

Tier 6: Choose two high-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One of the high-tier abilities should use the preferred energy to inflict a lot of damage to a single target or to several.

The other option should use the appropriate energy type to accomplish a task not previously provided by lower-tier abilities, such as fashioning a fiery follower (if using fire), teleporting a great distance as a blast of lightning (if using electricity), creating solid objects out of the energy, and so on.

Environment Manipulation

Foci that allow a character to move objects, affect gravity, create objects (or illusions of objects), and so on are environment manipulation foci. Given that, in many cases, energy is used as part of this process, this category and energy manipulation overlap to some extent. Environment manipulation foci prioritize abilities that indirectly affect enemies and allies via objects, forces, and alterations of the surroundings; energy manipulation foci prioritize directly damaging targets with the chosen energy or force.

For example, rather than blasting a foe with a gravity pulse that does damage, a character using an environment manipulation focus based on gravity is more likely to have abilities that hold a target in place, use gravity to throw heavy objects as an attack, or lower gravity in a particular area or even on a particular object.

Connection: Choose four relevant connections from the Focus Connections list.

Additional Equipment: Any object necessary to manipulate the surrounding environment. For instance, someone with a focus that grants the ability to craft objects would require basic tools. Some foci in this category don’t require anything to gain or retain their benefits.

Environment Manipulation Abilities: Foci themes that involve imagery or visible energies can affect the look of your type abilities. Such alterations, if any, do nothing but change the appearance of effects. If gravity is manipulated, perhaps a telltale bluish glow permeates all ability uses, including type abilities. If illusion is generated, perhaps flamboyant visual and auditory qualities accompany type abilities, such as the appearance of a tentacled beast holding a target in place when Stasis is used. And so on.

Minor Effect Suggestions: The target gets turned around, and its next attack is hindered.

Major Effect Suggestions: The character is refreshed and recovers 4 points to one Pool.

The following are examples and not meant to provide a complete list of all possible foci in this category.

@UUID[.9x56c0G5TMOl1Arn#awakens-dreams]{Awakens Dreams} @UUID[.9x56c0G5TMOl1Arn#blazes-with-radiance]{Blazes With Radiance} @UUID[.9x56c0G5TMOl1Arn#calculates-the-incalculable]{Calculates the Incalculable} @UUID[.9x56c0G5TMOl1Arn#controls-gravity]{Controls Gravity} @UUID[.9x56c0G5TMOl1Arn#crafts-illusions]{Crafts Illusions} @UUID[.9x56c0G5TMOl1Arn#crafts-unique-objects]{Crafts Unique Objects} @UUID[.9x56c0G5TMOl1Arn#employs-magnetism]{Employs Magnetism} @UUID[.9x56c0G5TMOl1Arn#focuses-mind-over-matter]{Focuses Mind Over Matter}

Ability Selection Guidelines

Tier 1: Choose a low-tier ability that grants a basic use of an ability that alters the environment (or predicts it) using the focus’s theme. For instance, a gravity-affecting focus might provide an ability that makes a target lighter or heavier. An
illusion-crafting focus might grant an ability that allows the creation of an image. An object-making focus might grant a basic proficiency in creating a particular kind of object. A predictive focus might calculate outcomes and provide the character with the benefits of that foreknowledge. And so on.

Sometimes an additional low-power ability is appropriate, depending on the focus. Often, this is an ability that grants skill training in a related area of knowledge.

Tier 2: Choose a low-tier ability that provides a new defensive or offensive capability related to the focus’s theme.

Alternatively, this ability might provide an additional or brand-new capability to manipulate the environment related to the focus’s theme.

Tier 3: Choose two mid-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One option should be a mid-tier ability related to the focus’s theme that provides an additional environment manipulation capacity or further improves the basic environment manipulation ability previously granted. This ability isn’t directly offensive or defensive, but provides either an all-new ability related to the basic ability, or one that increases the strength, range, or some other extension of the previously unlocked basic ability.

The other mid-tier option should provide an offensive or defensive ability related to the specific form of movement the focus provides, if possible.

Tier 4: Choose a mid-tier ability that is either an offensive or a defensive use of the ability, whichever one wasn’t chosen as an option in the previous tier.

Tier 5: Choose a high-tier penultimate use of the environment-manipulation ability. For instance, if the focus-granted manipulation is illusory, this ability might haunt a target with terrifying images. If the focus is gravity based, it might unlock flight. If magnetic, it might allow the user to reshape metal. If the focus grants telekinetic powers, this ability could allow a character to hurl massive objects at foes. And so on.

Tier 6: Choose two high-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One of the abilities should provide either an offensive or a defensive ability, opposite the ability provided at tier 4 (though high tier rather than mid tier).

The other option should be something that further explores the use of the basic environment manipulation capability. If the tier 5 choice was the penultimate ability, this might be an even better ultimate ability related to the kind of manipulation offered, or a different way of using that ability to unlock an as-yet-unexplored facet of the ability.

Exploration

Foci that allow a character to gather information, survive in unfamiliar environments, and find their way to new locations or track down particular creatures and foes are exploration foci. Surviving in unfamiliar environments requires a reasonable selection of defensive options; however, abilities that allow a character to find and learn are prioritized.

Exploration foci rely on a variety of methods, though training and expertise are the mainstays. Some methods require specific tools (such as a vehicle) to grant the benefits provided, while others might rely on the supernatural or
super-science to learn new things and explore strange places from afar.

Connection: Choose four relevant connections from the Focus Connections list.

Additional Equipment: Any object necessary to explore. For instance, starting maps and/or
a compass would be basic equipment, while someone who uses psychic abilities might require a mirror or crystal sphere to gaze into. Equipment might also include access to a vehicle required for exploration, as previously noted.

Minor Effect Suggestions: You have an asset on any action that involves using your senses, such as perceiving or attacking, until the end of the next round.

Major Effect Suggestions: Your Intellect Edge increases by 1 until the end of the next round.

The following are examples and not meant to provide a complete list of all possible foci in this category.

@UUID[.9x56c0G5TMOl1Arn#explores-dark-places]{Explores Dark Places} @UUID[.9x56c0G5TMOl1Arn#infiltrates]{Infiltrates} @UUID[.9x56c0G5TMOl1Arn#operates-undercover]{Operates Undercover} @UUID[.9x56c0G5TMOl1Arn#pilots-starcraft]{Pilots Starcraft} @UUID[.9x56c0G5TMOl1Arn#sees-beyond]{Sees Beyond} @UUID[.9x56c0G5TMOl1Arn#separates-mind-from-body]{Separates Mind From Body}

Ability Selection Guidelines

Tier 1: Choose a low-tier ability that grants the character basic exploratory, survival, or information-gathering capabilities within the focus’s theme.

Sometimes an additional low-power ability is appropriate, depending on the focus. Often, this is an ability that grants skill training in a related area of knowledge or a related skill (though this may already be covered in the main ability). Alternatively, it might offer a simple bonus of 2 or 3 points to the Might Pool.

Tier 2: Choose another low-tier ability that grants an additional capability related to exploration, survival, or information gathering.

For instance, a focus dedicated to surviving savage conditions might offer an ability (or two) that makes it easier to avoid natural hazards, poisons, difficult terrain, and so on. A focus dedicated to exploration of a particular area might grant abilities to gain access to that area, or a capability that others normally lack (like the ability to see in the dark).

Tier 3: Choose two mid-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One option should further improve the basic exploration ability granted, or give a new exploratory, survival, or information-gathering ability.

The other option should be something that benefits the character, either an offensive or defensive ability (especially if this focus hasn’t already granted that) or something that further broadens the character’s ability to explore in the focus’s chosen realm.

Tier 4: Choose a mid-tier offensive or defensive ability (whichever wasn’t offered at tier 3) that benefits the character. Alternatively, if offensive and defensive abilities are already well represented, choose a different mid-tier ability that broadens the character’s ability to explore, survive, or gather information.

Tier 5: Choose a high-tier ability that alleviates some of the penalties for exploring, surviving, or gathering information in a normally inhospitable place.

Tier 6: Choose two high-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One option should further improve the basic exploration-themed ability previously granted, or give a brand-new exploratory, survival, or information-gathering ability.

The other option should be something that benefits the character, either an offensive or defensive ability, or yet another ability that further broadens their capacity to explore in the focus’s chosen realm.

Influence

Foci that prioritize authority and influence—whether that’s to make people or machines do as commanded, to help others, or to rise to some other prestigious and significant position—fall within the influence category.

These foci grant influence through training and persuasion, by direct mental manipulation, by using fame to get people’s attention and influence their actions, or simply by knowing and learning things that affect later decisions. In this sense, the concept of influence is broad.

Connection: Choose four relevant connections from the Focus Connections list.

Additional Equipment: Any object necessary to achieve the influence suggested should be granted as additional equipment. Some influence foci don’t require anything to gain or retain their benefits.

Minor Effect Suggestions: The range or duration of the influencing ability is doubled.

Major Effect Suggestions: An ally or indicated target can take an additional action.

The following are examples and not meant to provide a complete list of all possible foci in this category.

@UUID[.9x56c0G5TMOl1Arn#commands-mental-powers]{Commands Mental Powers} @UUID[.9x56c0G5TMOl1Arn#conducts-weird-science]{Conducts Weird Science} @UUID[.9x56c0G5TMOl1Arn#fuses-mind-and-machine]{Fuses Mind and Machine} @UUID[.9x56c0G5TMOl1Arn#is-idolized-by-millions]{Is Idolized by Millions} @UUID[.9x56c0G5TMOl1Arn#solves-mysteries]{Solves Mysteries} @UUID[.9x56c0G5TMOl1Arn#talks-to-machines]{Talks to Machines} @UUID[.9x56c0G5TMOl1Arn#works-the-system]{Works the System}

Ability Selection Guidelines

Tier 1: Choose a low-tier ability that allows the character to learn something significant enough that they can choose a smart course of action (or use that knowledge to persuade or intimidate). How the character learns the information varies by the specifics of the focus. One character might do experiments to learn answers, another might open a telepathic link with others to trade information secretly and quickly, and still another might simply be trained in interaction tasks.

Sometimes an additional low-power ability is appropriate, depending on the focus. Often, this is an ability that grants skill training in a related area of knowledge.

Tier 2: Choose a low-tier ability that improves the character’s ability to apply influence. This might open an additional front on the focus’s basic theme or simply further enhance the basic ability already provided. For instance, this tier 2 ability could ease influence-related tasks by a few steps, allow a telepath to read the minds of others who have secrets they’d otherwise not reveal, or grant influence over physical objects (either to improve them or to learn more about them). And so on.

Tier 3: Choose two mid-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One option should provide an offensive or defensive capability related to the focus’s specific kind of influence, if possible. For instance, an inventor might create a serum that gives them increased abilities (which could be used for offense or defense), a telepath might have some method of blasting foes with mental energy, and someone with only the basic skills of debate and influence through fame might have to rely on weapon training or their entourage.

The other mid-tier option should provide an additional ability to influence in the theme of the focus, or further improve the basic influence ability previously granted. This option isn’t directly offensive or defensive, but provides either an all-new ability related to the basic ability, or increases the strength, range, or some other extension of the previously unlocked basic ability. For instance, a telepath might have a psychic suggestion ability.

Tier 4: Choose a mid-tier ability that is either an offensive or a defensive use of the influence ability, whichever one wasn’t chosen as an option in the previous tier.

Alternatively, this ability could grant an additional capability related to the kind of influence the focus provides.

Tier 5: Choose a high-tier penultimate use of the specific influence ability granted at lower tiers.

Alternatively, choose an ability not previously gained at a lower tier, one that opens a new front on the particular influence capability. For instance, if the focus-granted influence is telepathic, the tier 5 ability might allow a character to see into the future to gain assets for dealing with enemies (and allies).

Tier 6: Choose two high-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One of the options should provide either an offensive or a defensive ability, opposite the ability provided at tier 4 (though high tier rather than mid tier).

The other option should be something that further explores the use of the basic influence ability provided by the focus. If the tier 5 choice was the penultimate ability, this might be an even better ultimate ability related to the kind of influence used, or a different way of using that ability to unlock an as-yet-unexplored facet of the ability.

Irregular

Most foci have a basic theme, a “character story” that logically leads to a series of related abilities. However, certain foci themes are so wide that they don’t fit into any other category except an irregular one of their own.

Irregular foci provide a basket of disparate abilities. Usually that’s because the overarching theme is one that demands variability and access to several different kinds of abilities. Often, these foci are found in genres that suggest additional rule tweaks to leverage their use even further, such as power shifts in the superhero genre and spellcasting in the fantasy genre. However, other irregular foci are possible.

Connection: Choose four relevant connections from the Focus Connections list.

Additional Equipment: Any object necessary to the focus’s theme. For instance, a
superhero-themed focus might grant a superhero costume.

Minor Effect Suggestions: The target is also dazed for one round, during which time all of its tasks are hindered.

Major Effect Suggestions: The target is stunned and loses its next turn.

The following are examples and not meant to provide a complete list of all possible foci in this category.

@UUID[.9x56c0G5TMOl1Arn#channels-divine-blessings]{Channels Divine Blessings} @UUID[.9x56c0G5TMOl1Arn#descends-from-nobility]{Descends From Nobility} @UUID[.9x56c0G5TMOl1Arn#emerged-from-the-obelisk]{Emerged From the Obelisk} @UUID[.9x56c0G5TMOl1Arn#flies-faster-than-a-bullet]{Flies Faster Than a Bullet} @UUID[.9x56c0G5TMOl1Arn#masters-spells]{Masters Spells} @UUID[.9x56c0G5TMOl1Arn#speaks-for-the-land]{Speaks for the Land}

Ability Selection Guidelines

Tier 1: Choose a low-tier ability that grants one of the benefits the focus theme promises, one that a first-tier character should have.

Sometimes an additional low-power ability is appropriate, depending on the focus. Often, this is an ability that grants skill training in a related area of knowledge or a related skill. Alternatively, it might offer a simple bonus of 2 or 3 points to a Pool.

Tier 2: Choose a low-tier ability that grants one of the benefits the focus theme promises, one that’s presumably not immediately related to the one provided at tier 1. That said, if a defense wasn’t provided at tier 1, tier 2 is a good place to add it.

Tier 3: Choose two mid-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One option should provide one of the benefits the focus theme promises, one that may not be immediately related to those provided at earlier tiers.

The other option should include a method of attack if none has previously been granted. Alternatively, if the lower-tier abilities don’t quite get the character where they need to be, this option might further increase a capability unlocked at a lower tier.

Tier 4: Choose a mid-tier ability that grants one of the benefits the focus theme promises, one that may not be immediately related to those provided at earlier tiers.

Tier 5: Choose a high-tier ability that grants one of the benefits the focus theme promises, one that may not be immediately related to those provided at earlier tiers.

Tier 6: Choose two high-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One option should grant one of the benefits the focus theme promises, one that may not be immediately related to those provided at earlier tiers. However, this ability might also provide an ultimate version of a lower-tier ability if a mid-tier or low-tier option wasn’t quite sufficient.

The other option should provide an alternate method to round out the character in a way that doesn’t replicate the first tier 6 option. For instance, if the first option provided some kind of attack, this one might be an interaction, information-gathering, or healing ability, depending on the focus’s overarching theme.

Movement Expertise

Foci that prioritize novel forms of movement—in order to excel in combat, escape situations most others can’t, move with stealth for purposes of theft or escape, or move into locations normally inaccessible—fall within the movement expertise category. These foci usually have methods of granting either offense or defense through movement, though they may provide some means of doing both.

The classic movement expertise focus is one that relies on speed to make more attacks and avoid being hit, though general agility might also provide the same benefit. Other foci in this category might fall within the theme by granting a character the ability to become immaterial, to change their form into something like water or air, or to instantly move via teleportation.

Connection: Choose four relevant connections from the Focus Connections list.

Additional Equipment: Any object necessary to achieve great speeds, change state, or otherwise gain the benefit of the focus should be granted as additional equipment. Some foci in this category don’t require anything to gain or retain their benefits.

Minor Effect Suggestions: The target is dazed, and their next action is hindered.

Major Effect Suggestions: The target is stunned and loses their next action.

The following are examples and not meant to provide a complete list of all possible foci in this category.

@UUID[.9x56c0G5TMOl1Arn#exists-partially-out-of-phase]{Exists Partially Out of Phase} @UUID[.9x56c0G5TMOl1Arn#moves-like-a-cat]{Moves Like a Cat} @UUID[.9x56c0G5TMOl1Arn#moves-like-the-wind]{Moves Like the Wind} @UUID[.9x56c0G5TMOl1Arn#runs-away]{Runs Away} @UUID[.9x56c0G5TMOl1Arn#shreds-the-walls-of-the-world]{Shreds the Walls of the World} @UUID[.9x56c0G5TMOl1Arn#travels-through-time]{Travels Through Time} @UUID[.9x56c0G5TMOl1Arn#works-the-back-alleys]{Works the Back Alleys}

Ability Selection Guidelines

Tier 1: Choose a low-tier ability that grants the basic benefit of the specific movement style, whether that’s enhanced speed, agility, immateriality, and so on.

Sometimes an additional low-power ability is appropriate, depending on the focus. If the basic benefit of the movement demands some kind of additional understanding or training, this ability could be that. Alternatively, if the movement provided seems like it should also unlock a basic offensive or defensive benefit (relying on the use of the initial basic ability), append it as well.

Tier 2: Choose a low-tier ability that provides a new offensive or defensive capability related to the focus’s theme.

Alternatively, this ability might provide some additional capability related to the form of movement that grants useful information to the character that would normally be inaccessible to someone without the focus.

Tier 3: Choose two mid-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One option should provide an additional movement capacity or further improve the basic movement capacity, related to the focus’s theme. This isn’t directly offensive or defensive, but provides the character with a new level of ability or an all-new ability related to their basic movement ability.

The other option should provide either an offensive or a defensive capability related to the specific form of movement the focus provides.

Tier 4: Choose a mid-tier ability that further enhances the advantages provided by focus’s movement-enhancing paradigm. This could provide a new or better form of defense (directly, or indirectly if moving to a location or time where danger doesn’t threaten), or a new or better form of offense.

Tier 5: Choose a high-tier penultimate use of the movement-related ability. For instance, if the focus-provided movement is temporal, this ability might allow actual (if brief) jaunts of time travel. If the focus enhances speed, this ability might allow the character to move up to a very long distance with one action. And so on.

Alternatively, unlock an as-yet-unexplored related ability that could derive from the basic movement power provided by the focus.

Tier 6: Choose two high-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One of the options should provide either an offensive or a defensive ability, opposite the ability provided at tier 4 (though high tier rather than mid tier).

The other option should be something that further explores the use of the basic
movement ability. If the tier 5 choice was the penultimate ability, this might be an even better ultimate ability related to the movement.

Striker Combat

Striker combat foci prioritize dealing damage in battle over other concerns. Foci in this category offer defensive abilities as well, but they emphasize abilities that provide ways to spike damage to heights that other foci normally don’t reach.

To achieve this end, a striker combat focus might offer mastery of a particular style of martial combat, which could be training with a particular weapon or martial art, or the use of a unique tool (or even a kind of energy). A style might be something as singular as being the best at fighting a particular kind of enemy, or something much broader, such as adopting a particularly vicious or unsporting style. A striker combatant might use fire, force, or magnetism as their preferred method of spiking damage.

Connection: Choose four relevant connections from the Focus Connections list.

Additional Equipment: The weapon, tool, or other special item or substance (if any) required to engage in the particular style of combat. For instance, a dose of level 5 poison for Fights Dirty or Murders, a trophy from a previously defeated foe for Battles Robots, or stylish clothes for Fights With Panache.

Minor Effect Suggestions: The target is so dazzled by your expertise that it is dazed for one round, hindering all of its tasks.

Major Effect Suggestions: Make an immediate additional attack using an attack provided by the focus as part of your turn.

The following are examples and not meant to provide a complete list of all possible foci in this category.

@UUID[.9x56c0G5TMOl1Arn#battles-robots]{Battles Robots} @UUID[.9x56c0G5TMOl1Arn#fights-dirty]{Fights Dirty} @UUID[.9x56c0G5TMOl1Arn#fights-with-panache]{Fights With Panache} @UUID[.9x56c0G5TMOl1Arn#hunts]{Hunts} @UUID[.9x56c0G5TMOl1Arn#is-licensed-to-carry]{Is Licensed to Carry} @UUID[.9x56c0G5TMOl1Arn#looks-for-trouble]{Looks for Trouble} @UUID[.9x56c0G5TMOl1Arn#masters-weaponry]{Masters Weaponry} @UUID[.9x56c0G5TMOl1Arn#murders]{Murders} @UUID[.9x56c0G5TMOl1Arn#needs-no-weapon]{Needs No Weapon} @UUID[.9x56c0G5TMOl1Arn#performs-feats-of-strength]{Performs Feats of Strength} @UUID[.9x56c0G5TMOl1Arn#rages]{Rages} @UUID[.9x56c0G5TMOl1Arn#slays-monsters]{Slays Monsters} @UUID[.9x56c0G5TMOl1Arn#throws-with-deadly-accuracy]{Throws With Deadly Accuracy} @UUID[.9x56c0G5TMOl1Arn#wields-two-weapons-at-once]{Wields Two Weapons at Once}

Ability Selection Guidelines

Tier 1: Choose a low-tier ability that inflicts additional damage when a character attacks using the focus’s particular fighting style, energy, or attitude, or when used against a chosen enemy.

Sometimes an additional low-power ability is appropriate, depending on the focus. For instance, a focus that grants proficiency in a special weapon might offer training in crafting tasks associated with that weapon. A focus that grants increased damage against a particular kind of foe might offer training in skills to recognize, locate, or just have general knowledge about that foe. A fighting style that involves fighting in a vicious or dirty manner might provide training in intimidation. And so on.

If the focus is about fighting a particular enemy, additional secondary powers (more than might otherwise be offered) may be appropriate. Those either further enhance effectiveness against the chosen enemy, or offer broader but related abilities that give the character who takes the focus some functionality even when not fighting that enemy.

Tier 2: Choose a low-tier ability that provides some form of defense using the weapon, weapon style, or chosen energy. If the weapon style is being especially good at fighting a certain kind of foe, the ability should be a defense against that kind of foe. Alternatively, the focus might offer another method for increasing damage within the chosen paradigm.

Sometimes an additional low-power ability is appropriate at tier 2. If so, choose whichever
low-power ability wasn’t gained at tier 1.

Tier 3: Choose two mid-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One option should inflict additional damage when using the focus’s fighting style, energy, or attitude, or when used against a chosen enemy. That could be as simple as an ability that offers an additional attack of that kind.

The other option should provide a method to temporarily neutralize a foe by disarming them, dazing or stunning them, slowing or holding them, or otherwise discombobulating them by using the focus’s fighting style, energy, or attitude, or when used against a chosen enemy.

Tier 4: Choose a mid-tier ability that further enhances the advantages provided by the focus’s paradigm. Often, this includes training in a particular kind of attack. Alternatively, the ability might increase the advantages provided by achieving a certain combat status, such as gaining surprise.

Tier 5: Choose a high-tier ability that inflicts damage. Alternatively, if focused on fighting a particular kind of foe, this ability might give the character a chance to completely neutralize, destroy, blind, or kill a singular target of up to level 3 (or higher, if the focus is on a singular foe).

Tier 6: Choose two high-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One of the options should use the focus paradigm to inflict an exceptional amount of damage.

The other option could be a different way of inflicting damage, either using the focus paradigm or just dealing lots of damage in general (and relying on previous focus tier abilities to improve targeting). This could be against multiple targets if the first option was for a single target, to outright kill or neutralize a target (starting with level 4, but with guidance for using Effort to increase the level of the target), or to select yet another foe, make another attack, or get away in order to fight another day.

Support

Foci that allow a character to help others succeed, defend others, heal others who are hurt, and so on are support foci. Of course, most foci abilities are often used in aid of others, but support foci (such as Siphons Power) prioritize aiding, healing, and improving the character who takes the focus.

Support foci rely on a variety of methods to provide their help, including martial training used in defense, supernatural or sci-fi means of providing healing, or simply easing the cares of others through entertainment.

Connection: Choose four relevant connections from the Focus Connections list.

Additional Equipment: Any object necessary to provide support. For instance, someone with a focus that uses entertainment to help others would require an instrument or similar object in aid of their craft. Some foci in this category don’t require anything to gain or retain their benefits.

Minor Effect Suggestions: You can draw an attack without having to use an action at any point before the end of the next round.

Major Effect Suggestions: You can take an extra action in aid of an ally.

The following are examples and not meant to provide a complete list of all possible foci in this category.

@UUID[.9x56c0G5TMOl1Arn#defends-the-weak]{Defends the Weak} @UUID[.9x56c0G5TMOl1Arn#entertains]{Entertains} @UUID[.9x56c0G5TMOl1Arn#helps-their-friends]{Helps Their Friends} @UUID[.9x56c0G5TMOl1Arn#metes-out-justice]{Metes Out Justice} @UUID[.9x56c0G5TMOl1Arn#shepherds-the-community]{Shepherds the Community} @UUID[.9x56c0G5TMOl1Arn#siphons-power]{Siphons Power} @UUID[.9x56c0G5TMOl1Arn#works-miracles]{Works Miracles}

Ability Selection Guidelines

Tier 1: Choose a low-tier ability that provides some form of defense, aid or entertainment, benefit to recovery or healing, or protection. That defense or protection could be to the PC and not to an ally, as one cannot protect another without first being able to protect themselves (and sometimes protecting themselves is the entire point).

Sometimes an additional low-power ability is appropriate, depending on the focus. Often, this is an ability that grants skill training in a related area of knowledge or a related skill, but it might be something that works with the initial ability that, by itself, wouldn’t do much.

Tier 2: Choose a low-tier ability that follows up on the support style opened in the previous tier. If the previous tier’s ability provided a means of protection only for the focus taker, this tier 2 ability should specifically provide aid to another. If the previous tier specifically provided aid to another, this tier 2 ability could defend the focus taker or provide an offensive capability grounded, if possible, in the focus’s theme.

Tier 3: Choose two mid-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One option should work within the focus’s theme to aid, heal, protect, or otherwise help another.

The other option should be something that benefits the character, either an offensive or defensive ability, or something that broadens their expertise in some fashion. Alternatively, it could be another, different method of helping someone else.

Tier 4: Choose a mid-tier ability that gives an ally a direct boon or provides the character with a way to help another. It could also be an ability that harms or nullifies a foe, as removing foes certainly helps allies.

Tier 5: Choose a high-tier ability that provides an offensive or defensive option for the character, if none have been provided yet. If this need has been previously addressed or is deemed unnecessary, choose a high-tier ability that provides some form of defense, aid or entertainment, benefit to recovery or healing, or protection to another. For example, a tier 5 ability might grant an ally an additional free action or allow them to repeat a failed action.

Tier 6: Choose two high-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One of the options should provide an ultimate method of helping another in the theme of the focus.

The other option could provide an alternative ultimate method of helping another; many foci in this category do. However, an option that provides high-tier offense or defense is also completely reasonable.

Tank Combat

Foci that prioritize being able to take a lot of punishment and soak up excess damage from foes fall within the tank combat category. These foci provide offensive abilities too, as well as additional abilities related to the particular method by which improved protection is achieved, but defensive abilities are most pronounced.

Some tank combat foci involve a physical transformation that grants additional protection, and others rely on specialized training, use tools like shields or heavy armor, or provide the ability to heal incredibly fast. The kinds of physical transformation that a tank focus provides, if any, vary widely. A focus might turn a character’s skin to stone, reinforce their body with metal, turn them into a monstrous being, make them so big it becomes harder to hurt them, and so on.

Connection: Choose four relevant connections from the Focus Connections list.

Additional Equipment: Any object necessary to maintain a physical transformation (such as a tool for repair if partly robotic, a shield or other defensive tool used if skilled, or possibly some kind of amulet or serum). Some tank combat foci don’t require anything to gain or retain their benefits.

Minor Effect Suggestions: +2 to Armor for a few rounds.

Major Effect Suggestions: Regain 2 points to Might Pool.

The following are examples and not meant to provide a complete list of all possible foci in this category.

@UUID[.9x56c0G5TMOl1Arn#abides-in-stone]{Abides in Stone} @UUID[.9x56c0G5TMOl1Arn#brandishes-an-exotic-shield]{Brandishes an Exotic Shield} @UUID[.9x56c0G5TMOl1Arn#defends-the-gate]{Defends the Gate} @UUID[.9x56c0G5TMOl1Arn#fuses-flesh-and-steel]{Fuses Flesh and Steel} @UUID[.9x56c0G5TMOl1Arn#grows-to-towering-heights]{Grows to Towering Heights} @UUID[.9x56c0G5TMOl1Arn#howls-at-the-moon]{Howls at the Moon} @UUID[.9x56c0G5TMOl1Arn#lives-in-the-wilderness]{Lives in the Wilderness} @UUID[.9x56c0G5TMOl1Arn#masters-defense]{Masters Defense} @UUID[.9x56c0G5TMOl1Arn#never-says-die]{Never Says Die} @UUID[.9x56c0G5TMOl1Arn#stands-like-a-bastion]{Stands Like a Bastion}

Ability Selection Guidelines

Tier 1: Choose a low-tier ability that provides defense within the focus’s theme. If the theme is simply intense training or the use of a defensive tool, the ability might be as simple as a bonus to Armor. If protection comes from physical transformation, this ability provides the base form effects, benefits, and in some cases drawbacks for making the transformation. A low-tier enhanced healing ability would also be appropriate at first tier.

Sometimes an additional low-power ability is appropriate, depending on the focus. If the character transforms, this ability may provide a knock-on effect, though in the case of some transformations, it might be a description of how someone with an abnormal physiognomy can fully heal. Other times, the secondary power may simply be training in a related skill, or it may unlock the ability to use a particular armor or shield without penalty.

Tier 2: If the theme of the focus isn’t physical transformation, choose a low-tier ability that provides an additional method of defending, healing damage, or avoiding attacks.

If the theme of the focus is physical transformation, choose a low-tier ability that unlocks a new capability related to the form the character takes. That might mean gaining better control of the transformation, unlocking a robotic interface, or otherwise more fully unlocking that form. This ability is not necessarily defensive, though it could be.

Tier 3: Choose two mid-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One option should provide an additional form of protection in keeping with the focus’s theme, such as more defensive capabilities unlocked from a transformation (which might also come with additional offensive capabilities) or a simple physical enhancement if defense is gained by skills or enhanced healing.

The other option should provide an offensive capability, especially if creating a non-transformation focus that doesn’t already have offensive benefits. That capability could be an enhanced attack or provide some other benefit useful in combat, such as quickly evading or (on the other end of the continuum) becoming immovable.

Tier 4: Choose a mid-tier ability that further enhances the advantages provided by the focus’s damage-soaking paradigm. Often, this includes training in a particular kind of defense. Alternatively, it might increase the advantages provided by previously unlocked defensive abilities, whether that means gaining greater control over a transformation, gaining additional chances to avoid damage or retry tasks related to enhanced determination, and so on. If the focus is lacking in offensive options, this is a good place to include one.

Tier 5: Choose a high-tier ability that provides protection, possibly in the form of shrugging off a debilitating condition (including death). If the focus offers a physical transformation, this ability might further unlock an additional related ability, whether offensive, defensive, or something related to exploration or interaction (such as flight if the form is winged, intimidation if the form is fearsome, and so on).

Tier 6: Choose two high-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One option should use the focus paradigm to increase the defense, protection, or ability to shrug off damage.

The other option could be a different way of being defensive. In some cases, the best defense is a good offense, so this option could provide a high-tier offensive ability in keeping with the focus’s theme, whether that’s a straight-up damage boost on attacks or better control of an unstable physical transformation.

","markdown":""},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"ownership":{"default":-1},"flags":{}},{"sort":399219,"name":"Abilities","type":"text","_id":"YRhX8KikaF361373","title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"

A character’s type, flavor, and focus assign an appropriate tier to each ability. However, if you’re creating a brand-new focus or type, we provide a couple of additional tools.

The first is a power grade for each ability, which tells you about how potent it is in relation to other abilities. Abilities appropriate for tiers 1 and 2 characters are called “low-tier” abilities. Abilities appropriate for tiers 3 and 4 are called “mid-tier” abilities. Abilities appropriate for tiers 5 and 6 are called “high-tier” abilities.

These abilities are further sorted into ability categories based on the kinds of things they do—abilities that improve physical attacks are in the attack skill category, abilities that assist allies are in the support category, and so on.

Unless otherwise noted, you cannot choose the same ability twice, even if you get it from both your type and a flavor.

Ability Categories and Relative Power

Abilities can be divided into several categories based on the kinds of things they do—improve your physical attacks, assist allies, provide defense, give you a special attack form, and so on. Under each of the following category descriptions is a list of abilities that fit that category, sorted into low-, medium-, and high-tier abilities.

The categories are mainly used by GMs when designing new foci for a campaign, allowing them to search a short list of abilities instead of trying to find something appropriate among the thousand or so abilities in this chapter. For example, the GM might have a custom focus in their campaign called “Is Born of the Swamp” and want a defensive ability for tier 5, so they can look at the high-tier abilities in the protection category and quickly narrow down what options are available.

It may be possible that a character gains the same ability from more than one source (such as from their type and their descriptor). Unless the two abilities are obviously additive (such as two abilities that each add 3 points to your Might Pool, which together would give the character +6 Might points), the duplicated ability might be improved in some way, such as having a longer duration or greater effect, or automatically providing an asset. Some abilities give suggestions on how to do this; otherwise, the player and the GM should work out whether and how the ability is improved.

The ability categories are not intended to be rigid or comprehensive. Some abilities fall into more than one category, and it could be argued that some abilities could be included in more categories than are listed here.

These categories have some overlap with the categories in the Creating New Foci chapter. For example, there is a support category here and a support category in the Creating New Foci chapter. They aren’t intended to be exact parallels and they don’t mean exactly the same thing. That said, if you’re creating a support-centric focus, many of the abilities in the support ability category would be appropriate choices.

Attack Skill

Gives you training or specialization in a specific physical attack (like swords or unarmed combat), a category of physical attacks (light bladed, heavy bashing, and so on), or another physical skill primarily used to inflict harm (such as breaking objects).

Low Tier

@UUID[Compendium.cyphersystem-compendium.abilities.YBMLX3Jm5oN79J6G]{Heads-Up Display} @UUID[Compendium.cyphersystem-compendium.abilities.wAbsUj5mHZatr3JG]{Practiced With Guns} @UUID[Compendium.cyphersystem-compendium.abilities.NhijFGxYepJtaa0r]{Practiced With Medium Weapons} @UUID[Compendium.cyphersystem-compendium.abilities.WFK0xBSAIpD59va8]{Practiced With Swords} @UUID[Compendium.cyphersystem-compendium.abilities.FEkLEYwk7r9KE7oC]{Quarry} @UUID[Compendium.cyphersystem-compendium.abilities.JJKRrcU5L1yM9y90]{Unarmed Fighting Style}

Mid Tier

@UUID[Compendium.cyphersystem-compendium.abilities.R0UuZ32vmmeFbSMV]{Blood Fever} @UUID[Compendium.cyphersystem-compendium.abilities.Z7JkIlrv7gxim4Fn]{Cognizant Offense} @UUID[Compendium.cyphersystem-compendium.abilities.nOuOE3EkrNr81pSq]{Greater Skill With Defense} @UUID[Compendium.cyphersystem-compendium.abilities.yl2zo179wXZW5Xxc]{Practiced With All Weapons} @UUID[Compendium.cyphersystem-compendium.abilities.NoKdHv0FSytZR4iF]{Robot Fighter} @UUID[Compendium.cyphersystem-compendium.abilities.NcItnMHjeG9fgE1K]{Serv-0 Aim} @UUID[Compendium.cyphersystem-compendium.abilities.lPqCQOQJF0JfoFRn]{Serv-0 Brawler} @UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks} @UUID[Compendium.cyphersystem-compendium.abilities.QDSSTe5EGrBHjtnL]{Sniper’s Aim} @UUID[Compendium.cyphersystem-compendium.abilities.hbWaCBEfSMujqvDf]{Specialized Throwing}

High Tier

@UUID[Compendium.cyphersystem-compendium.abilities.2uSx4ErQ9f2QLX5M]{As Foretold in Prophecy} @UUID[Compendium.cyphersystem-compendium.abilities.AsmIgvoIRPEtuzkh]{Duel to the Death} @UUID[Compendium.cyphersystem-compendium.abilities.oroWEBbp3cvrYwH9]{Greater Skill With Attacks} @UUID[Compendium.cyphersystem-compendium.abilities.LE8NtDKG9TzXBv5B]{Hunter’s Drive} @UUID[Compendium.cyphersystem-compendium.abilities.S4PaEqmYjg4TGoG3]{Master of Unarmed Fighting Style} @UUID[Compendium.cyphersystem-compendium.abilities.kNSRytTtQX0rU3aE]{Mastery With Attacks} @UUID[Compendium.cyphersystem-compendium.abilities.F6mAzjhG2T4irVjy]{Specialized Basher}

Companion

Gives you a follower, modifies a follower, or gives you an additional benefit when interacting with or near your follower. This category includes humanoid followers, beast companions, and temporary companions like summoned swarms, conjured spirits, and so on.

Low Tier

@UUID[Compendium.cyphersystem-compendium.abilities.4XwwFeGO5haHxvQs]{Basic Follower} @UUID[Compendium.cyphersystem-compendium.abilities.bOohoEcDegDBinFc]{Beast Companion} @UUID[Compendium.cyphersystem-compendium.abilities.9Kag2UMn6Wdxq4Zo]{Bound Magic Creature} @UUID[Compendium.cyphersystem-compendium.abilities.hIxPlDRbNqallNiu]{Control Swarm} @UUID[Compendium.cyphersystem-compendium.abilities.tgS72E10jiPF3Dm3]{Critter Companion} @UUID[Compendium.cyphersystem-compendium.abilities.P1jQZdPIrxo4wNlr]{Duplicate} @UUID[Compendium.cyphersystem-compendium.abilities.ZK4CUb9HH4J5A8IN]{Entourage} @UUID[Compendium.cyphersystem-compendium.abilities.ZEcFnsNXgcozJElT]{Influence Swarm} @UUID[Compendium.cyphersystem-compendium.abilities.yaLHxRtVBhveqHJA]{Necromancy} @UUID[Compendium.cyphersystem-compendium.abilities.oEubmS7pZ3zFK8uJ]{Resilient Duplicate} @UUID[Compendium.cyphersystem-compendium.abilities.paIv2etaqLqY76y0]{Robot Assistant} @UUID[Compendium.cyphersystem-compendium.abilities.v1lZkKjSCS1pjnET]{Serv-0} @UUID[Compendium.cyphersystem-compendium.abilities.RkOvawhfH5MHQFOH]{Spirit Accomplice}

Mid Tier

@UUID[Compendium.cyphersystem-compendium.abilities.zstBkLwRduC7vgGT]{Beast Eyes} @UUID[Compendium.cyphersystem-compendium.abilities.gLxVxCSix441TyKq]{Call Swarm} @UUID[Compendium.cyphersystem-compendium.abilities.ETGBAqAc1ApFH5cx]{Expert Follower} @UUID[Compendium.cyphersystem-compendium.abilities.BQnrZXeivue9Q2qp]{Fellow Explorer} @UUID[Compendium.cyphersystem-compendium.abilities.srn53BB1da8Elh1t]{Fiery Hand of Doom} @UUID[Compendium.cyphersystem-compendium.abilities.rUzrjRuT2nfEdCaJ]{Gain Unusual Companion} @UUID[Compendium.cyphersystem-compendium.abilities.vEVmBgz2TxOH3aSk]{Greater Necromancy} @UUID[Compendium.cyphersystem-compendium.abilities.QxOsAHpd8ZkEXI5u]{Improved Object Bond} @UUID[Compendium.cyphersystem-compendium.abilities.CEscdPwUrBpzUeS0]{Living Armor} @UUID[Compendium.cyphersystem-compendium.abilities.XkFsMa9e9IY2FRcN]{Machine Companion} @UUID[Compendium.cyphersystem-compendium.abilities.cGcblQ2qvyHM02kY]{Mount} @UUID[Compendium.cyphersystem-compendium.abilities.S2OZtm12S2YvxD7H]{Retinue} @UUID[Compendium.cyphersystem-compendium.abilities.Nyt7Z1xWqmnuu265]{Shipspeak} @UUID[Compendium.cyphersystem-compendium.abilities.h1rn92kIqG5VVYd6]{Stronger Together} @UUID[Compendium.cyphersystem-compendium.abilities.wEWyNKnVgVOjsyms]{Summon Giant Spider} @UUID[Compendium.cyphersystem-compendium.abilities.FwEUY43Q8EMVCCsL]{Superior Duplicate} @UUID[Compendium.cyphersystem-compendium.abilities.OWRsjlf3ahyH9eez]{Time Doppelganger} @UUID[Compendium.cyphersystem-compendium.abilities.l5vgtPP0LcsqGrzn]{Time Loop}

High Tier

@UUID[Compendium.cyphersystem-compendium.abilities.Qm31Nw2SkBpVcv9M]{As If One Creature} @UUID[Compendium.cyphersystem-compendium.abilities.fD8yD0pGCMdOJkGb]{Band of Desperados} @UUID[Compendium.cyphersystem-compendium.abilities.KpbEHKNSEycVB1GU]{Band of Followers} @UUID[Compendium.cyphersystem-compendium.abilities.pFWDdnTXCiPfwsWv]{Beast Call} @UUID[Compendium.cyphersystem-compendium.abilities.jVY1PTxvZvpjZILB]{Call Dead Spirit} @UUID[Compendium.cyphersystem-compendium.abilities.HUVY2MA2CBegFhLY]{Call in Favor} @UUID[Compendium.cyphersystem-compendium.abilities.ElsQU746B70tsPmZ]{Call Otherworldly Spirit} @UUID[Compendium.cyphersystem-compendium.abilities.U58ZQ1X3byfANn4W]{Call Through Time} @UUID[Compendium.cyphersystem-compendium.abilities.8SDpRRzZRF73zLsF]{Conjuration} @UUID[Compendium.cyphersystem-compendium.abilities.iQhBPww1s4wRZcDz]{Deadly Swarm} @UUID[Compendium.cyphersystem-compendium.abilities.M1FHIlVPVv8O02LV]{Dragon’s Maw} @UUID[Compendium.cyphersystem-compendium.abilities.NVdx8QjmTP5eOjDh]{Fire Servant} @UUID[Compendium.cyphersystem-compendium.abilities.iEOf9IkbHU8oBOMm]{Improved Apportation} @UUID[Compendium.cyphersystem-compendium.abilities.0IlHHY1ktkN2L5Sp]{Improved Companion} @UUID[Compendium.cyphersystem-compendium.abilities.PKFz6WVsaKm5kIir]{Improved Machine Companion} @UUID[Compendium.cyphersystem-compendium.abilities.UJpMPRD25O7HvhbV]{Insect Eruption} @UUID[Compendium.cyphersystem-compendium.abilities.pGJIwlCJDib2Splm]{Legal Intern} @UUID[Compendium.cyphersystem-compendium.abilities.rHApGqEQj8TCGa3f]{Masterful Armor Modification} @UUID[Compendium.cyphersystem-compendium.abilities.rsYzxCchklPSFAp7]{Multiplicity} @UUID[Compendium.cyphersystem-compendium.abilities.Aprz5cRtdgiAIYUM]{Object Bond Mastery} @UUID[Compendium.cyphersystem-compendium.abilities.3EcnBLVtGwxpWXBW]{Recruit Deputy} @UUID[Compendium.cyphersystem-compendium.abilities.yqhUXLWMSNn5IYOn]{Robot Fleet} @UUID[Compendium.cyphersystem-compendium.abilities.LnZkUlKUuuD7iW3P]{Summon Demon} @UUID[Compendium.cyphersystem-compendium.abilities.OWRsjlf3ahyH9eez]{Time Doppelganger} @UUID[Compendium.cyphersystem-compendium.abilities.GDphyYXSfjKE5BST]{True Necromancy}

Control

Controls or influences minds in ways outside of what could be done with conventional intimidation and persuasion, such as using psychic mind control, fear gas, and so on.

Low Tier

@UUID[Compendium.cyphersystem-compendium.abilities.BggeJtN5IcutwLJg]{Calm Stranger} @UUID[Compendium.cyphersystem-compendium.abilities.SeAlSU8Rim5CWsgV]{Charm Machine} @UUID[Compendium.cyphersystem-compendium.abilities.fg8V2R3kpLX2sHRn]{Cloud Personal Memories} @UUID[Compendium.cyphersystem-compendium.abilities.ag3OU8JZuc769034]{Community Activist} @UUID[Compendium.cyphersystem-compendium.abilities.ulHj0pzmwc515fve]{Fast Talk} @UUID[Compendium.cyphersystem-compendium.abilities.M2oXV5cRSdMlUZDm]{Goad} @UUID[Compendium.cyphersystem-compendium.abilities.0V2NE0905wwYPRVo]{Hack the Impossible} @UUID[Compendium.cyphersystem-compendium.abilities.kgCuCmU8kn0UMy8v]{Robot Control} @UUID[Compendium.cyphersystem-compendium.abilities.gT21nqWZ9Es576oC]{Soothe the Savage} @UUID[Compendium.cyphersystem-compendium.abilities.qVlbJjB7X8R78rz0]{Terrifying Presence}

Mid Tier

@UUID[Compendium.cyphersystem-compendium.abilities.CLObcsu2DKKKhzyK]{Calm} @UUID[Compendium.cyphersystem-compendium.abilities.8EMTH3JCrC5Vjt63]{Captivate or Inspire} @UUID[Compendium.cyphersystem-compendium.abilities.mUhnX0UmEw2BROkI]{Captivate With Starshine} @UUID[Compendium.cyphersystem-compendium.abilities.t83oYxQRuO2u2zx4]{Command} @UUID[Compendium.cyphersystem-compendium.abilities.OE5yXpzWC8lSUmGX]{Command Machine} @UUID[Compendium.cyphersystem-compendium.abilities.dCQdSi11hJDyOSdD]{Command Spirit} @UUID[Compendium.cyphersystem-compendium.abilities.crFxkKwBNdnD6tX4]{Crowd Control} @UUID[Compendium.cyphersystem-compendium.abilities.FIU24o7T66ViVgyg]{Daydream} @UUID[Compendium.cyphersystem-compendium.abilities.sqiDNk5qXh9j3zwh]{Grand Deception} @UUID[Compendium.cyphersystem-compendium.abilities.ljhjSIxYOCbPXEFR]{Interruption} @UUID[Compendium.cyphersystem-compendium.abilities.Vcfc6yjbqX6WSzCf]{Mind Control} @UUID[Compendium.cyphersystem-compendium.abilities.iRqXVpngq6vfgtEn]{Psychic Suggestion}

High Tier

@UUID[Compendium.cyphersystem-compendium.abilities.zTsjsWVgzjQzl2MW]{Advanced Command} @UUID[Compendium.cyphersystem-compendium.abilities.By276DS858KmWNZq]{Assume Control} @UUID[Compendium.cyphersystem-compendium.abilities.3SiJ5Drao8XtmgzV]{Brainwashing} @UUID[Compendium.cyphersystem-compendium.abilities.aWbDzueOAxSW1d3C]{Change the Paradigm} @UUID[Compendium.cyphersystem-compendium.abilities.FxohCBSksJIu1BSA]{Control Machine} @UUID[Compendium.cyphersystem-compendium.abilities.LvoH43SKKtr3urKo]{Control the Savage} @UUID[Compendium.cyphersystem-compendium.abilities.0f2qoQlYGRqgu0Nj]{Defuse Situation} @UUID[Compendium.cyphersystem-compendium.abilities.UyW320RhzarMNoss]{Flee} @UUID[Compendium.cyphersystem-compendium.abilities.miR0d91lKIfmBGdO]{Psychic Passenger} @UUID[Compendium.cyphersystem-compendium.abilities.cfR2uFYjteKAqsYw]{Show Them the Way} @UUID[Compendium.cyphersystem-compendium.abilities.3wZZC07ADxO3mImS]{Suggestion} @UUID[Compendium.cyphersystem-compendium.abilities.ZTp4SZ673tDJpmuS]{Word of Command}

Craft

Creates useful physical things, such as mundane tools (hammers, crowbars), limited-use devices (manifest cyphers, artifacts), or independent beings (robots, elementals, zombies). Includes blueprints, plans, and effects that aid or speed crafting.

Low Tier

@UUID[Compendium.cyphersystem-compendium.abilities.JoPcORtuhjnAJ5mT]{Create Deadly Poison} @UUID[Compendium.cyphersystem-compendium.abilities.ZvKFftq7doCxI7T5]{Fortification Builder} @UUID[Compendium.cyphersystem-compendium.abilities.IswvUEdCBBZDRme6]{Junkmonger} @UUID[Compendium.cyphersystem-compendium.abilities.JK2hN1poqMLqfa1N]{Machine Efficiency} @UUID[Compendium.cyphersystem-compendium.abilities.mFPUUmBIcGGsuwNd]{Modify Device} @UUID[Compendium.cyphersystem-compendium.abilities.Ktxj62234LhUr51B]{Natural Crafter} @UUID[Compendium.cyphersystem-compendium.abilities.m6X5wyPUPdhqLTIp]{Quick Work} @UUID[Compendium.cyphersystem-compendium.abilities.pUliR2uWpIcE6jQX]{Robot Builder} @UUID[Compendium.cyphersystem-compendium.abilities.XUutaClCW4UXzK7e]{Trapster} @UUID[Compendium.cyphersystem-compendium.abilities.qBTIXXJt2Ahn8UYh]{Weapon Crafter}

Mid Tier

@UUID[Compendium.cyphersystem-compendium.abilities.FBCpBF9PXlEtIX4m]{Dream Becomes Reality} @UUID[Compendium.cyphersystem-compendium.abilities.dhXVqnunlbSbrDPB]{Expert Crafter} @UUID[Compendium.cyphersystem-compendium.abilities.7G8B9lfoVXkuxvKB]{Ice Creation} @UUID[Compendium.cyphersystem-compendium.abilities.AQQzctwqPJPUTRbb]{Poison Crafter} @UUID[Compendium.cyphersystem-compendium.abilities.BSx4qB29VwRUISm6]{Robot Upgrade} @UUID[Compendium.cyphersystem-compendium.abilities.3DJXuR680OxwP5NT]{Sculpt Light}

High Tier

@UUID[Compendium.cyphersystem-compendium.abilities.HuhNjMfMxPkTlERH]{Create} @UUID[Compendium.cyphersystem-compendium.abilities.JUn27j5YI3dRh2jJ]{Dark Matter Structure} @UUID[Compendium.cyphersystem-compendium.abilities.6e4KunpYFObSRszo]{Improved Sculpt Light} @UUID[Compendium.cyphersystem-compendium.abilities.y3qXWOUu7mAhg6Rb]{Innovator} @UUID[Compendium.cyphersystem-compendium.abilities.KQDFvUEnIWed1ebo]{Jury-Rig} @UUID[Compendium.cyphersystem-compendium.abilities.t0B6AIqWanSnx696]{Modify Artifact Power} @UUID[Compendium.cyphersystem-compendium.abilities.YFbC1HRis4SpZgrS]{Reshape}

Cure

Cures damage, adds or improves recovery rolls, or negates, cures, suspends, or otherwise gives immunity to a harmful effect or condition, such as poison, disease, mental attacks, moving down on the damage track, or dying.

Low Tier

@UUID[Compendium.cyphersystem-compendium.abilities.8mP69InEXQ4TB5BL]{Alleviate} @UUID[Compendium.cyphersystem-compendium.abilities.bzeuikGxbM7noj2z]{Crystalline Body} @UUID[Compendium.cyphersystem-compendium.abilities.Z7CKGOQWnfdNO885]{Destined for Greatness} @UUID[Compendium.cyphersystem-compendium.abilities.qHzwHm5LmYDasHnF]{Diver} @UUID[Compendium.cyphersystem-compendium.abilities.gWvMJQPBSmeaP8yN]{Drain Creature} @UUID[Compendium.cyphersystem-compendium.abilities.JyAovhallyh9m6oW]{Drain Machine} @UUID[Compendium.cyphersystem-compendium.abilities.PqL4qr9D8QAwQhrL]{Endurance} @UUID[Compendium.cyphersystem-compendium.abilities.uB3sVzeG2N5rkdUZ]{Escape} @UUID[Compendium.cyphersystem-compendium.abilities.CAYeFSNYprjeRtWw]{Extra Recovery} @UUID[Compendium.cyphersystem-compendium.abilities.U7chr7wLj7r5y0LT]{Foil Danger} @UUID[Compendium.cyphersystem-compendium.abilities.igGttY1Y2XbAx3qY]{Healing Touch} @UUID[Compendium.cyphersystem-compendium.abilities.JuOmZXMt1T3tQUZ8]{Ignore the Pain} @UUID[Compendium.cyphersystem-compendium.abilities.UtFc3e4grYyCQneH]{Improved Recovery} @UUID[Compendium.cyphersystem-compendium.abilities.vFQaDsHzJpTSV8Tw]{Living Off the Land} @UUID[Compendium.cyphersystem-compendium.abilities.wXV7JxEmZDlBvRKO]{Push on Through} @UUID[Compendium.cyphersystem-compendium.abilities.euEVkth9YGYSpoJf]{Quick Recovery} @UUID[Compendium.cyphersystem-compendium.abilities.rRDSzPJtUCwRVXFR]{Repair Flesh} @UUID[Compendium.cyphersystem-compendium.abilities.OvvuCBCQ71rZkCqQ]{Restful Presence} @UUID[Compendium.cyphersystem-compendium.abilities.XntbE6mXQ4CZ6yIi]{Speedy Recovery} @UUID[Compendium.cyphersystem-compendium.abilities.s2PLo9FsWBi2C1VY]{Surging Confidence} @UUID[Compendium.cyphersystem-compendium.abilities.2fU3nI68oi5ScziC]{Totally Chill} @UUID[Compendium.cyphersystem-compendium.abilities.yRSe9vjTxdOkvgBE]{Water Adaptation} @UUID[Compendium.cyphersystem-compendium.abilities.lw0otGU2Iaorppdc]{Will of Legend}

Mid Tier

@UUID[Compendium.cyphersystem-compendium.abilities.m7j43Ww96dKCDtJO]{Aquatic Combatant} @UUID[Compendium.cyphersystem-compendium.abilities.zdkVn6jIaanDoikV]{Biomorphic Healing} @UUID[Compendium.cyphersystem-compendium.abilities.nVFRDMhuWDrdve4F]{Damage Transference} @UUID[Compendium.cyphersystem-compendium.abilities.A6H8xi93t6Zrexz9]{Drain Charge} @UUID[Compendium.cyphersystem-compendium.abilities.5otvtHrbVXIh0N27]{Fight On} @UUID[Compendium.cyphersystem-compendium.abilities.rAmIxY5G1BK4ZMm7]{Font of Healing} @UUID[Compendium.cyphersystem-compendium.abilities.6nm35znCQzjAk6Gb]{Healing Pulse} @UUID[Compendium.cyphersystem-compendium.abilities.NMgopYfoagESHtea]{Ignore Affliction} @UUID[Compendium.cyphersystem-compendium.abilities.4Fe5z4FD71eHlbbd]{Immovable} @UUID[Compendium.cyphersystem-compendium.abilities.b776WTF2u1roh3n0]{Incredible Health} @UUID[Compendium.cyphersystem-compendium.abilities.7amEMbwK27v31Lt9]{Miraculous Health} @UUID[Compendium.cyphersystem-compendium.abilities.AAUqaiWxC5V4e1VH]{Noble’s Courage} @UUID[Compendium.cyphersystem-compendium.abilities.Wj6oHOvnZkZjulwI]{One With the Wild} @UUID[Compendium.cyphersystem-compendium.abilities.VsKeNcF252yKnh2O]{Poison Resistance} @UUID[Compendium.cyphersystem-compendium.abilities.LojkwDtb1gHLSB6A]{Preternatural Senses} @UUID[Compendium.cyphersystem-compendium.abilities.iroL3TcKD9dpulhW]{Regeneration} @UUID[Compendium.cyphersystem-compendium.abilities.gn1jtMLhp6qPNXUL]{Store Energy} @UUID[Compendium.cyphersystem-compendium.abilities.nJBrBxxs0ezweHKZ]{Thinking Ahead} @UUID[Compendium.cyphersystem-compendium.abilities.wxAZnuQkvWosLzkN]{Tough As Nails} @UUID[Compendium.cyphersystem-compendium.abilities.27EOrq94WxqgBbWQ]{Unmovable} @UUID[Compendium.cyphersystem-compendium.abilities.P73TBXcNDbZCVsdE]{Unraveling Consumption} @UUID[Compendium.cyphersystem-compendium.abilities.Ja8ebgq2RDQryN62]{Wilderness Encouragement} @UUID[Compendium.cyphersystem-compendium.abilities.JrSM5XYgXpxNnLl2]{Willing Sacrifice}

High Tier

@UUID[Compendium.cyphersystem-compendium.abilities.Uk6ceaEWFjcoHNTI]{Deep Reserves} @UUID[Compendium.cyphersystem-compendium.abilities.5HNZcrij9mgEmvAR]{Final Defiance} @UUID[Compendium.cyphersystem-compendium.abilities.B0Tt5R1m2DsVLtPH]{Free to Move} @UUID[Compendium.cyphersystem-compendium.abilities.W0Jw19mWIycjIgmo]{Gamer’s Fortitude} @UUID[Compendium.cyphersystem-compendium.abilities.dIUTe5O1jeA47zps]{Gaming God} @UUID[Compendium.cyphersystem-compendium.abilities.O2XHxUa2QNrliDMG]{Greater Healing Touch} @UUID[Compendium.cyphersystem-compendium.abilities.upynNTXrIGGH82Ll]{Incredible Recovery} @UUID[Compendium.cyphersystem-compendium.abilities.PvISXo6EQ2PmCGes]{Infuse Spirit} @UUID[Compendium.cyphersystem-compendium.abilities.oilgQ4oM02Pa0eNp]{Inspiration} @UUID[Compendium.cyphersystem-compendium.abilities.Kf09KYdZqG6dNTFC]{Inspire the Innocent} @UUID[Compendium.cyphersystem-compendium.abilities.laxdkyrDuOhxfWKc]{Mind Surge} @UUID[Compendium.cyphersystem-compendium.abilities.dMEqa6kAjXrHlxui]{Negate Danger} @UUID[Compendium.cyphersystem-compendium.abilities.sbGo2i4oqy1aUeQ6]{Not Dead Yet} @UUID[Compendium.cyphersystem-compendium.abilities.Hp9Sdc7eTTUuWTiu]{Rapid Recovery} @UUID[Compendium.cyphersystem-compendium.abilities.aS13LBRfyrWXAMMp]{Regenerate} @UUID[Compendium.cyphersystem-compendium.abilities.ydmPM9m8nmmgvlXc]{Restore Life} @UUID[Compendium.cyphersystem-compendium.abilities.aDnA7oA9ZYCEfprI]{Resuscitate} @UUID[Compendium.cyphersystem-compendium.abilities.4Xvgo62UVSOI9Acx]{Share the Power} @UUID[Compendium.cyphersystem-compendium.abilities.iXBkjCf0y9vXVXI6]{Stay the Course} @UUID[Compendium.cyphersystem-compendium.abilities.qKDngpAWNEzhdRj5]{Trick Driver} @UUID[Compendium.cyphersystem-compendium.abilities.icJAWRB8Uha8CSKr]{Vigilant}

Environment

Manipulates the environment or things in the environment, such as with telekinesis, weather control, gravity control, illusions, and so on.

Low Tier

@UUID[Compendium.cyphersystem-compendium.abilities.zqarns940d4FXwYf]{Create Water} @UUID[Compendium.cyphersystem-compendium.abilities.y08bfWS5eyeUJB3J]{Dreamcraft} @UUID[Compendium.cyphersystem-compendium.abilities.21Bi8yur01DCYz5f]{Fetch} @UUID[Compendium.cyphersystem-compendium.abilities.zW0cZJQTR0tHUmn3]{Grasping Foliage} @UUID[Compendium.cyphersystem-compendium.abilities.zArjjFcf9tHQvJTx]{Hedge Magic} @UUID[Compendium.cyphersystem-compendium.abilities.1KjY8D1dvLc3NuUv]{Hidden Closet} @UUID[Compendium.cyphersystem-compendium.abilities.xZQXXjAWGBo7mTHU]{Illuminating Touch} @UUID[Compendium.cyphersystem-compendium.abilities.BjWI1UVg9kpY7FKO]{Illusory Duplicate} @UUID[Compendium.cyphersystem-compendium.abilities.jCmnAY8EjuGo5uDg]{Impetus} @UUID[Compendium.cyphersystem-compendium.abilities.Frxs35QkokRdure4]{Legerdemain} @UUID[Compendium.cyphersystem-compendium.abilities.wNQ3q7VXtPHlPzqb]{Lock} @UUID[Compendium.cyphersystem-compendium.abilities.l60mmJrF1GupXLJB]{Minor Illusion} @UUID[Compendium.cyphersystem-compendium.abilities.p2JmtbtuzscW1ogs]{Move Metal} @UUID[Compendium.cyphersystem-compendium.abilities.3s6gDCIY1zfetGEg]{Slip Into Shadow} @UUID[Compendium.cyphersystem-compendium.abilities.xDn74LRD6xlMUqj2]{Telekinesis} @UUID[Compendium.cyphersystem-compendium.abilities.Db7aRY4t1mwRpcoL]{Wilderness Explorer}

Mid Tier

@UUID[Compendium.cyphersystem-compendium.abilities.FIU24o7T66ViVgyg]{Daydream} @UUID[Compendium.cyphersystem-compendium.abilities.SHMGbt30RfePtyNE]{Define Down} @UUID[Compendium.cyphersystem-compendium.abilities.eJpNT3QObtYiDfXY]{Field of Gravity} @UUID[Compendium.cyphersystem-compendium.abilities.yPVZmXWhUxustVdq]{Force Field Barrier} @UUID[Compendium.cyphersystem-compendium.abilities.itnqtCRfxC2EDKqu]{Force to Reckon With} @UUID[Compendium.cyphersystem-compendium.abilities.hJV3hrSYcq3Zbzl5]{Illusory Selves} @UUID[Compendium.cyphersystem-compendium.abilities.YeOtzG5ksxonD5RS]{Living Wall} @UUID[Compendium.cyphersystem-compendium.abilities.hNsph7BRwllVSUre]{Major Illusion} @UUID[Compendium.cyphersystem-compendium.abilities.KLFHpPR0MKLOWr8l]{Nullify Sound} @UUID[Compendium.cyphersystem-compendium.abilities.8QwoYVraOedgr9kB]{Projection} @UUID[Compendium.cyphersystem-compendium.abilities.wAQ7a5JSjp01x1Eg]{Storm Seed} @UUID[Compendium.cyphersystem-compendium.abilities.iIlgHiF1EN0fEpYx]{Sunlight}

High Tier

@UUID[Compendium.cyphersystem-compendium.abilities.wWN4y4rATxbtMCMo]{Adaptation} @UUID[Compendium.cyphersystem-compendium.abilities.tvlNZboSbKCHttjs]{Control Weather} @UUID[Compendium.cyphersystem-compendium.abilities.fruWNFBBNLpcGLaC]{Diamagnetism} @UUID[Compendium.cyphersystem-compendium.abilities.TXNhhyj63MMp2dVF]{Force Wall} @UUID[Compendium.cyphersystem-compendium.abilities.KBykf0P4WQ9Lb6TN]{Generate Force Field} @UUID[Compendium.cyphersystem-compendium.abilities.lCWWUQ0vYH2odiDv]{Grandiose Illusion} @UUID[Compendium.cyphersystem-compendium.abilities.ZK9Ruc53rKBqU93i]{Granite Wall} @UUID[Compendium.cyphersystem-compendium.abilities.PLsz8IqWScZt0Ott]{Inferno Trail} @UUID[Compendium.cyphersystem-compendium.abilities.8OmtJRuoKRzuGfh8]{Move Mountains} @UUID[Compendium.cyphersystem-compendium.abilities.RNJbp1eAcMqSnYvb]{Permanent Illusion} @UUID[Compendium.cyphersystem-compendium.abilities.RBOc2zxAI9xMoWqW]{Relocate} @UUID[Compendium.cyphersystem-compendium.abilities.9cJ6gJZc7datpQwJ]{Terrifying Image} @UUID[Compendium.cyphersystem-compendium.abilities.Bny0sFdqf40pJeOp]{Wall of Lightning} @UUID[Compendium.cyphersystem-compendium.abilities.pfZzabIIEuU4kSH3]{The Wild Is on Your Side}

Information

Gives the ability to learn information about something, whether chosen by the GM like Scan, by asking a question and the GM giving the answer, or by learning a language.

Low Tier

@UUID[Compendium.cyphersystem-compendium.abilities.r7uNiD9CGy4G3Hoq]{Babel} @UUID[Compendium.cyphersystem-compendium.abilities.OIk4usP2NFT0tDu7]{Communication} @UUID[Compendium.cyphersystem-compendium.abilities.op9VSx3NJT28UwTH]{Community Knowledge} @UUID[Compendium.cyphersystem-compendium.abilities.P95xVHVxALSMjanR]{Decipher} @UUID[Compendium.cyphersystem-compendium.abilities.bH57y3PYsMceluGy]{Dream Thief} @UUID[Compendium.cyphersystem-compendium.abilities.RM8Fmu1IJwzBkjcM]{Eye for Detail} @UUID[Compendium.cyphersystem-compendium.abilities.IvKd5vkPypJbB1Ip]{Gather Intelligence} @UUID[Compendium.cyphersystem-compendium.abilities.4PVFXmi2cxI8MdpR]{Lab Analysis} @UUID[Compendium.cyphersystem-compendium.abilities.W5Zt9qDKCtNr49BC]{Mind Reading} @UUID[Compendium.cyphersystem-compendium.abilities.PRW5MxW12oakmeHE]{Monster Lore} @UUID[Compendium.cyphersystem-compendium.abilities.2GicRKJcPO3hmlwD]{Network Tap} @UUID[Compendium.cyphersystem-compendium.abilities.V5oEOJ4i32t97yOG]{Predictive Model} @UUID[Compendium.cyphersystem-compendium.abilities.ZsI6553CPbGi0wtx]{Premonition} @UUID[Compendium.cyphersystem-compendium.abilities.pHFFr4DkCythNc5n]{Question the Spirits} @UUID[Compendium.cyphersystem-compendium.abilities.fzx429jdEdbd0tHy]{Retrieve Memories} @UUID[Compendium.cyphersystem-compendium.abilities.h3G0Ven2SoaPCbk4]{Salvage and Comfort} @UUID[Compendium.cyphersystem-compendium.abilities.OPvXaxuRIVXLmkWl]{Scan} @UUID[Compendium.cyphersystem-compendium.abilities.83y32UMQWshRvbDG]{See History} @UUID[Compendium.cyphersystem-compendium.abilities.nvA3LwoSP7jf4h8G]{Speaker for the Dead} @UUID[Compendium.cyphersystem-compendium.abilities.L2NOLfflU6HNleuT]{Telepathic}

Mid Tier

@UUID[Compendium.cyphersystem-compendium.abilities.YlzkyK6WEkk0cfhh]{Creature Insight} @UUID[Compendium.cyphersystem-compendium.abilities.ssfubNrUQC38zCkJ]{Device Insight} @UUID[Compendium.cyphersystem-compendium.abilities.mL6Yae2CxgefOMHn]{Draw Conclusion} @UUID[Compendium.cyphersystem-compendium.abilities.Mu5knvNfGyaeaiTB]{Find the Hidden} @UUID[Compendium.cyphersystem-compendium.abilities.W7wHOJdozxk7Y2CQ]{Got a Feeling} @UUID[Compendium.cyphersystem-compendium.abilities.MBt3AmXa8vzUCiHd]{Know Their Faults} @UUID[Compendium.cyphersystem-compendium.abilities.dLJ0B35UlB5wxCf4]{Machine Telepathy} @UUID[Compendium.cyphersystem-compendium.abilities.7VYzHQvF1cz4cfUp]{Mechanical Telepathy} @UUID[Compendium.cyphersystem-compendium.abilities.uPvNopNWTgHGIPyR]{Reading the Room} @UUID[Compendium.cyphersystem-compendium.abilities.x7YnN02GiwDQ09km]{Sensor Array} @UUID[Compendium.cyphersystem-compendium.abilities.9r6iNU2GH4oEH6vz]{Serv-0 Scanner} @UUID[Compendium.cyphersystem-compendium.abilities.2t9oGZRuFhLCKjsa]{Soul Interrogation} @UUID[Compendium.cyphersystem-compendium.abilities.abMJwHQIsm9Wcdlg]{Spot Weakness} @UUID[Compendium.cyphersystem-compendium.abilities.CBdIPMJ2oOOesmod]{Wilderness Awareness}

High Tier

@UUID[Compendium.cyphersystem-compendium.abilities.1tkQKo32UKxTUUPn]{Deep Consideration} @UUID[Compendium.cyphersystem-compendium.abilities.wztu6KcpILxwlFTU]{Drawing on Life’s Experiences} @UUID[Compendium.cyphersystem-compendium.abilities.PLyxuOlieOGsJx4h]{Information Gathering} @UUID[Compendium.cyphersystem-compendium.abilities.wlkPdME0r3hx9VbE]{Knowing the Unknown} @UUID[Compendium.cyphersystem-compendium.abilities.qbXP6HlN56bPt7cq]{Mind of a Leader} @UUID[Compendium.cyphersystem-compendium.abilities.lbXg8UlSCG23yxO4]{Read the Signs} @UUID[Compendium.cyphersystem-compendium.abilities.K0C60k7wHBSpMQX4]{Telepathic Network}

Meta

Modifies an existing ability or character trait’s effects or parameters, such as increasing range or, damage, easing the difficulty, giving you additional noncombat actions each turn, rerolling a failed attempt, or treating a number on the die as something different than normal.

Low Tier

@UUID[Compendium.cyphersystem-compendium.abilities.m5U42d2SkK31mp8d]{A Smile and a Word} @UUID[Compendium.cyphersystem-compendium.abilities.EyAIsiqJGCspQFcu]{Arcane Flare} @UUID[Compendium.cyphersystem-compendium.abilities.yIdq1lu1eUAkNyDC]{Artifact Tinkerer} @UUID[Compendium.cyphersystem-compendium.abilities.ywBEe31zan6qpVxr]{Augment Cypher} @UUID[Compendium.cyphersystem-compendium.abilities.Mbq7D0u4Vee0NKYz]{Careful Shot} @UUID[Compendium.cyphersystem-compendium.abilities.essJhO2eqoHmIQaa]{Charge} @UUID[Compendium.cyphersystem-compendium.abilities.L3UjcLAFvS9MLWCu]{Coaxing Power} @UUID[Compendium.cyphersystem-compendium.abilities.2x7nMe9ZGp3VjI8B]{Combat Prowess} @UUID[Compendium.cyphersystem-compendium.abilities.EERMWn1af0S8wAWN]{Crushing Blow} @UUID[Compendium.cyphersystem-compendium.abilities.bzeuikGxbM7noj2z]{Crystalline Body} @UUID[Compendium.cyphersystem-compendium.abilities.JkmTskE3eqcfu7dY]{Curious} @UUID[Compendium.cyphersystem-compendium.abilities.7nUj7rxq4Qwg4FUM]{Distant Interface} @UUID[Compendium.cyphersystem-compendium.abilities.Pu5XGGLI6cCp1EQd]{Double Strike} @UUID[Compendium.cyphersystem-compendium.abilities.gWvMJQPBSmeaP8yN]{Drain Creature} @UUID[Compendium.cyphersystem-compendium.abilities.1fu5C9JHmORmWTR8]{Driving on the Edge} @UUID[Compendium.cyphersystem-compendium.abilities.YjJvvUhIqtxf6eYS]{Elusive} @UUID[Compendium.cyphersystem-compendium.abilities.UJst9mtUKNTe3Pd2]{Energize Object} @UUID[Compendium.cyphersystem-compendium.abilities.dPFQTFRzv7D7PYKq]{Enhanced Body} @UUID[Compendium.cyphersystem-compendium.abilities.SmuTPFfZGnCUmnEj]{Extra Use} @UUID[Compendium.cyphersystem-compendium.abilities.axI0iGYo7DjdR8Ya]{Find the Way} @UUID[Compendium.cyphersystem-compendium.abilities.Hgr8QZmzjXmYorfs]{Fists of Fury} @UUID[Compendium.cyphersystem-compendium.abilities.Sg5WeSF04CYNEecl]{Fleet of Foot} @UUID[Compendium.cyphersystem-compendium.abilities.YGsGHp1rbu3Z7Kdd]{Frenzy} @UUID[Compendium.cyphersystem-compendium.abilities.pXrC4lkMOY7CvFLk]{Golem Body} @UUID[Compendium.cyphersystem-compendium.abilities.1SBd1jm66eSo4eHn]{Gunner} @UUID[Compendium.cyphersystem-compendium.abilities.z23towmNKeKJasHV]{Hacker} @UUID[Compendium.cyphersystem-compendium.abilities.tBWUjjkgyXHTrkCp]{Hold Breath} @UUID[Compendium.cyphersystem-compendium.abilities.3fMzqFFQ1rLtbVrd]{Improved Designation} @UUID[Compendium.cyphersystem-compendium.abilities.FzpkQwb1jA53bs1y]{Investigator} @UUID[Compendium.cyphersystem-compendium.abilities.N4DTNNCEESorc0N4]{Lead From the Front} @UUID[Compendium.cyphersystem-compendium.abilities.JK2hN1poqMLqfa1N]{Machine Efficiency} @UUID[Compendium.cyphersystem-compendium.abilities.VgomhLKFHDDAzW9T]{Mind for Might} @UUID[Compendium.cyphersystem-compendium.abilities.mFPUUmBIcGGsuwNd]{Modify Device} @UUID[Compendium.cyphersystem-compendium.abilities.nW46hfygkxB7FW5m]{Monster Bane} @UUID[Compendium.cyphersystem-compendium.abilities.Ktxj62234LhUr51B]{Natural Crafter} @UUID[Compendium.cyphersystem-compendium.abilities.YZB37b80VQGMUscp]{No Need for Weapons} @UUID[Compendium.cyphersystem-compendium.abilities.PCTUkuALVb0GdTCe]{Object Bond} @UUID[Compendium.cyphersystem-compendium.abilities.FDG7hgrRNt4aHpP1]{Overload Machine} @UUID[Compendium.cyphersystem-compendium.abilities.XAXJ3mFGdDv0fXLP]{Precision} @UUID[Compendium.cyphersystem-compendium.abilities.y2eUnbkzxOeoe9w6]{Quick Death} @UUID[Compendium.cyphersystem-compendium.abilities.m6X5wyPUPdhqLTIp]{Quick Work} @UUID[Compendium.cyphersystem-compendium.abilities.tJVu7MQ2pOhNfpUB]{Range Increase} @UUID[Compendium.cyphersystem-compendium.abilities.szw7tHW0OjI2fjpJ]{Reload} @UUID[Compendium.cyphersystem-compendium.abilities.vVax9KyZ3U4Wpok8]{Something in the Road} @UUID[Compendium.cyphersystem-compendium.abilities.AFfburUYwZlBFq7N]{Tinker} @UUID[Compendium.cyphersystem-compendium.abilities.J0fj73TfCu4aSdVL]{Weapon Master} @UUID[Compendium.cyphersystem-compendium.abilities.yS1sMAZEzJbozxOZ]{Wreck}

Mid Tier

@UUID[Compendium.cyphersystem-compendium.abilities.M5QroBlhUCULt6MD]{Amazing Effort} @UUID[Compendium.cyphersystem-compendium.abilities.7Gxuqkwo4i47yHe3]{Betrayal} @UUID[Compendium.cyphersystem-compendium.abilities.G0hoaZFQpdG7FfxO]{Better Living Through Chemistry} @UUID[Compendium.cyphersystem-compendium.abilities.gNRMG3mJTzWaCGph]{Capable Warrior} @UUID[Compendium.cyphersystem-compendium.abilities.JwG4lCSZIG3qUQAi]{Cast Illusion} @UUID[Compendium.cyphersystem-compendium.abilities.M3TM1cORNnlEN0ZO]{Cyphersmith} @UUID[Compendium.cyphersystem-compendium.abilities.Rr4oB1lUzuzFHNHQ]{Deadly Aim} @UUID[Compendium.cyphersystem-compendium.abilities.zYGhcm896Xbi7Ia2]{Deep Resources} @UUID[Compendium.cyphersystem-compendium.abilities.7rjeYt5hNhkvqK9w]{Disarming Strike} @UUID[Compendium.cyphersystem-compendium.abilities.zLJYM2OiFVIsuz3P]{Dodge and Resist} @UUID[Compendium.cyphersystem-compendium.abilities.wEj2uvWI3w0W9HWH]{Drain at a Distance} @UUID[Compendium.cyphersystem-compendium.abilities.B5zrSVUs54TUALFB]{Energized Shield} @UUID[Compendium.cyphersystem-compendium.abilities.7GsuhcRTpDX0d1em]{Enhanced Intellect} @UUID[Compendium.cyphersystem-compendium.abilities.FQPA8oY3xiZIL6aG]{Enhanced Intellect Edge} @UUID[Compendium.cyphersystem-compendium.abilities.wHcuP6T7Ti6j5Y8C]{Enhanced Might} @UUID[Compendium.cyphersystem-compendium.abilities.g1t5TxZXsNovIVTn]{Enhanced Might Edge} @UUID[Compendium.cyphersystem-compendium.abilities.MwVDTy2Rx1V7Tyly]{Enhanced Physique} @UUID[Compendium.cyphersystem-compendium.abilities.RnK2bmvUb7RIVPSA]{Enhanced Potential} @UUID[Compendium.cyphersystem-compendium.abilities.tuofJSTVjOEwRUem]{Enhanced Speed} @UUID[Compendium.cyphersystem-compendium.abilities.QH3l6ojVnasZm5U8]{Enhanced Speed Edge} @UUID[Compendium.cyphersystem-compendium.abilities.4eCjeGPA0ovnwIfu]{Experienced in Armor} @UUID[Compendium.cyphersystem-compendium.abilities.u1GhDcfpVXITVtOc]{Expert Cypher Use} @UUID[Compendium.cyphersystem-compendium.abilities.MdRdAc0qAWghMmlV]{Expert Skill} @UUID[Compendium.cyphersystem-compendium.abilities.jaGs9nmLaywdRMUN]{Fast Kill} @UUID[Compendium.cyphersystem-compendium.abilities.tJQmvEiYq2xBv4ZJ]{Flameblade} @UUID[Compendium.cyphersystem-compendium.abilities.XR3B0gfJtrYUAU5M]{From the Shadows} @UUID[Compendium.cyphersystem-compendium.abilities.73miZT5kYFyxnPOT]{Fury} @UUID[Compendium.cyphersystem-compendium.abilities.42sPqHxJEybiZ6Vh]{Fusion} @UUID[Compendium.cyphersystem-compendium.abilities.Ee8QC6fkRvD1yw6h]{Greater Beast Form} @UUID[Compendium.cyphersystem-compendium.abilities.QgnoEdKZ50u4JZoL]{Greater Designation} @UUID[Compendium.cyphersystem-compendium.abilities.34Ycb9VK8JwHgSl4]{Greater Enhanced Intellect} @UUID[Compendium.cyphersystem-compendium.abilities.R9KnCCvGoEHvV1p0]{Greater Enhanced Might} @UUID[Compendium.cyphersystem-compendium.abilities.vVc3NxkYdj68mAoV]{Greater Enhanced Physique} @UUID[Compendium.cyphersystem-compendium.abilities.4necR0YTsaij4ojD]{Greater Enhanced Potential} @UUID[Compendium.cyphersystem-compendium.abilities.Qsi6Iw5YCcY8jmNx]{Greater Enhanced Speed} @UUID[Compendium.cyphersystem-compendium.abilities.hAVC1FOl7hwnuBpC]{Greater Frenzy} @UUID[Compendium.cyphersystem-compendium.abilities.4v5pXMwFeB7xQzME]{Guide Bolt} @UUID[Compendium.cyphersystem-compendium.abilities.OtbS1NoVXK7mQLEe]{Guild Training} @UUID[Compendium.cyphersystem-compendium.abilities.VupBbHOJAX45Yazb]{Heroic Monster Bane} @UUID[Compendium.cyphersystem-compendium.abilities.sPheWt9emoY3PCA8]{Hidden Reserves} @UUID[Compendium.cyphersystem-compendium.abilities.uNzF1oQKJ6T1yqL4]{Huge} @UUID[Compendium.cyphersystem-compendium.abilities.4Fe5z4FD71eHlbbd]{Immovable} @UUID[Compendium.cyphersystem-compendium.abilities.wrPVUnJauasIH886]{Improved Absorb Kinetic Energy} @UUID[Compendium.cyphersystem-compendium.abilities.7X2zbrkFSNbyhA5G]{Improved Edge} @UUID[Compendium.cyphersystem-compendium.abilities.HPIlAWDGOQFw6yGm]{Improved Monster Bane} @UUID[Compendium.cyphersystem-compendium.abilities.eblwQ80CBlBdeUp5]{Improved Sensor} @UUID[Compendium.cyphersystem-compendium.abilities.0q9alvmsQKKViN0r]{Incomparable Pilot} @UUID[Compendium.cyphersystem-compendium.abilities.mUizWF7k2XD7ykRJ]{Increased Effects} @UUID[Compendium.cyphersystem-compendium.abilities.PYD24TjoDAqbKAj8]{Iron Fist} @UUID[Compendium.cyphersystem-compendium.abilities.YID6zEB7KkHGYAlD]{Know Where to Look} @UUID[Compendium.cyphersystem-compendium.abilities.bPr34XiLw2Dqb4VJ]{Lunge} @UUID[Compendium.cyphersystem-compendium.abilities.2l9FIUVKimPzIXzU]{Machine Bond} @UUID[Compendium.cyphersystem-compendium.abilities.atQ5yNq1ZEyy0z5j]{Machine Vulnerabilities} @UUID[Compendium.cyphersystem-compendium.abilities.l0OFjk5XVGV5LzP1]{Minor Wish} @UUID[Compendium.cyphersystem-compendium.abilities.imWLlYQs4LTaCTdS]{Never Fumble} @UUID[Compendium.cyphersystem-compendium.abilities.Wj6oHOvnZkZjulwI]{One With the Wild} @UUID[Compendium.cyphersystem-compendium.abilities.3VJyYtECl0wKQj2p]{Outlast the Foe} @UUID[Compendium.cyphersystem-compendium.abilities.cqzyNCPYVEWtucLe]{Outwit} @UUID[Compendium.cyphersystem-compendium.abilities.Y7HUEp7IxdPuur8V]{Overcharge Energy} @UUID[Compendium.cyphersystem-compendium.abilities.ZqBpOAiH70SGHX8N]{Perfect Stranger} @UUID[Compendium.cyphersystem-compendium.abilities.rOxKh1Z7J686a0nv]{Precise Cut} @UUID[Compendium.cyphersystem-compendium.abilities.iGRECL13bqrSSF7P]{Punish the Guilty} @UUID[Compendium.cyphersystem-compendium.abilities.JJ9nWmcBIlfyNDfe]{Push Off and Throw} @UUID[Compendium.cyphersystem-compendium.abilities.Mac5S0sQe9Muf4Mv]{Quick Wits} @UUID[Compendium.cyphersystem-compendium.abilities.y1bQFSBlwMbUico5]{Rapid Processing} @UUID[Compendium.cyphersystem-compendium.abilities.FuufiUyoLFbgBH5J]{Resilient Ice Armor} @UUID[Compendium.cyphersystem-compendium.abilities.6X3BDWzVKsWltrtY]{Roaming Third Eye} @UUID[Compendium.cyphersystem-compendium.abilities.qSH4OhrBBgNnAdAo]{Robot Improvement} @UUID[Compendium.cyphersystem-compendium.abilities.t3zUlk8c5WEBXXO8]{Seize the Moment} @UUID[Compendium.cyphersystem-compendium.abilities.6ZVINuyZm4jowRGt]{Shepherd’s Fury} @UUID[Compendium.cyphersystem-compendium.abilities.JhBTTC5ZUTT8NvUA]{Slippery Customer} @UUID[Compendium.cyphersystem-compendium.abilities.q73VWJY2cmWxRcYx]{Space Fighting} @UUID[Compendium.cyphersystem-compendium.abilities.8LHIZs9gEAd02tId]{Speed Burst} @UUID[Compendium.cyphersystem-compendium.abilities.jmYIPbMwsq3GY3eO]{Stone Breaker} @UUID[Compendium.cyphersystem-compendium.abilities.gn1jtMLhp6qPNXUL]{Store Energy} @UUID[Compendium.cyphersystem-compendium.abilities.cS2p7CRfquFvR65U]{Strategize} @UUID[Compendium.cyphersystem-compendium.abilities.wpA3GB5yJq9NI8QN]{Think Your Way Out} @UUID[Compendium.cyphersystem-compendium.abilities.2AIQhz00HyZhY7wM]{Tower of Will} @UUID[Compendium.cyphersystem-compendium.abilities.V7npSeuqG3JI4Dvv]{Trust to Luck} @UUID[Compendium.cyphersystem-compendium.abilities.bVt0TIfwtEUXvi6O]{Uncanny Luck} @UUID[Compendium.cyphersystem-compendium.abilities.scMKCptCmp0IwO2g]{Wall With Teeth} @UUID[Compendium.cyphersystem-compendium.abilities.NFsoXUQaq3I5h2UY]{Weaponization} @UUID[Compendium.cyphersystem-compendium.abilities.JrSM5XYgXpxNnLl2]{Willing Sacrifice} @UUID[Compendium.cyphersystem-compendium.abilities.6McxfJoPmf1SnbDR]{Wrest From Chance}

High Tier

@UUID[Compendium.cyphersystem-compendium.abilities.M0pjZXQ9996hfUPs]{Adroit Cypher Use} @UUID[Compendium.cyphersystem-compendium.abilities.MQewTo9NscKVUUNz]{Again and Again} @UUID[Compendium.cyphersystem-compendium.abilities.cuK7oPGFdlOPoc44]{Agile Wit} @UUID[Compendium.cyphersystem-compendium.abilities.eepc8U2e178RDqBs]{All-Out Con} @UUID[Compendium.cyphersystem-compendium.abilities.MJE1k2RmCM6HRwFV]{Artifact Scavenger} @UUID[Compendium.cyphersystem-compendium.abilities.iX07Ltb1JYr1nMYM]{Blurring Speed} @UUID[Compendium.cyphersystem-compendium.abilities.hKhwP85QeRGPW03G]{Burst of Escape} @UUID[Compendium.cyphersystem-compendium.abilities.OPfY6tVurfAxNUPh]{Charging Horde} @UUID[Compendium.cyphersystem-compendium.abilities.jmjxGRJTwztzBtLc]{Coordinated Effort} @UUID[Compendium.cyphersystem-compendium.abilities.UlQ7w5iD57Hfdzce]{Damage Dealer} @UUID[Compendium.cyphersystem-compendium.abilities.JH40M99RAN6IZWze]{Damn the Guilty} @UUID[Compendium.cyphersystem-compendium.abilities.Uk6ceaEWFjcoHNTI]{Deep Reserves} @UUID[Compendium.cyphersystem-compendium.abilities.p1UMG2hrng7mLFDv]{Disarming Attack} @UUID[Compendium.cyphersystem-compendium.abilities.t3uyBYJqMApfEBWX]{Discipline of Watchfulness} @UUID[Compendium.cyphersystem-compendium.abilities.P3Ha3GoJlM8EHf5j]{Divide Your Mind} @UUID[Compendium.cyphersystem-compendium.abilities.3uGYyiXUUSz952zQ]{Dual Distraction} @UUID[Compendium.cyphersystem-compendium.abilities.AsmIgvoIRPEtuzkh]{Duel to the Death} @UUID[Compendium.cyphersystem-compendium.abilities.AvaA8a3ylU9q4gL1]{Effective Skill} @UUID[Compendium.cyphersystem-compendium.abilities.A9uQnidn6SKTNHJA]{Enhanced Beast Form} @UUID[Compendium.cyphersystem-compendium.abilities.xHLPf1FETmn06aA8]{Enhanced Phased Attack} @UUID[Compendium.cyphersystem-compendium.abilities.FzJe2XEwhtUajTWI]{Escape Plan} @UUID[Compendium.cyphersystem-compendium.abilities.mhgFWIDr0QuCHRIF]{Extreme Mastery} @UUID[Compendium.cyphersystem-compendium.abilities.yIt7vEBNLpyggkSQ]{Force and Accuracy} @UUID[Compendium.cyphersystem-compendium.abilities.lUkqQu1vvJe3FxfQ]{Gambler} @UUID[Compendium.cyphersystem-compendium.abilities.U33DbRwloywFlYfi]{Go to Ground} @UUID[Compendium.cyphersystem-compendium.abilities.KGzAHs3qln0fNDjt]{Hard to Kill} @UUID[Compendium.cyphersystem-compendium.abilities.lrz5wU8PLzd7gATA]{Horde Tactics} @UUID[Compendium.cyphersystem-compendium.abilities.lJWTlBH1koX2Fjgi]{Impart Understanding} @UUID[Compendium.cyphersystem-compendium.abilities.Q22uje0KevLfL2qb]{Improved Command Spirit} @UUID[Compendium.cyphersystem-compendium.abilities.Cnvf8fv0EEKU3iSn]{Improved Gravity Cleave} @UUID[Compendium.cyphersystem-compendium.abilities.PKFz6WVsaKm5kIir]{Improved Machine Companion} @UUID[Compendium.cyphersystem-compendium.abilities.t6VEEwEsQUIImebW]{Improved Success} @UUID[Compendium.cyphersystem-compendium.abilities.JeqLEAcHOYVd78TH]{Inventor} @UUID[Compendium.cyphersystem-compendium.abilities.58CLKxSLgaT6W6Cj]{Lethal Damage} @UUID[Compendium.cyphersystem-compendium.abilities.teF5kZpAuRfZKfxn]{Machine Enhancement} @UUID[Compendium.cyphersystem-compendium.abilities.IfvVmyawWrz3vKXX]{Maneuvering Adept} @UUID[Compendium.cyphersystem-compendium.abilities.K4XRiZlFRakz6j98]{Master Cypher Use} @UUID[Compendium.cyphersystem-compendium.abilities.7QTTrXnxDHskYYhj]{Master Machine} @UUID[Compendium.cyphersystem-compendium.abilities.rHApGqEQj8TCGa3f]{Masterful Armor Modification} @UUID[Compendium.cyphersystem-compendium.abilities.m2j3n3xiExLcXAAn]{Moderate Wish} @UUID[Compendium.cyphersystem-compendium.abilities.t0B6AIqWanSnx696]{Modify Artifact Power} @UUID[Compendium.cyphersystem-compendium.abilities.ENO71nxs3MSKzvq6]{Multiple Quarry} @UUID[Compendium.cyphersystem-compendium.abilities.rsYzxCchklPSFAp7]{Multiplicity} @UUID[Compendium.cyphersystem-compendium.abilities.m21TAvxSQn1rGx3d]{Overcharge Device} @UUID[Compendium.cyphersystem-compendium.abilities.85DCcEDqvz6A0LkD]{Perfect Control} @UUID[Compendium.cyphersystem-compendium.abilities.mSNoWynky7DMz7ln]{Perfect Speed Burst} @UUID[Compendium.cyphersystem-compendium.abilities.5uWcMvgh1OWvieJs]{Physically Gifted} @UUID[Compendium.cyphersystem-compendium.abilities.EjBzy1Ue1AA8i6ry]{Recycled Cyphers} @UUID[Compendium.cyphersystem-compendium.abilities.hCAzOVpH0jrYc9qk]{Reinforcing Field} @UUID[Compendium.cyphersystem-compendium.abilities.ucsscEpO5L2gIYZg]{Resonant Frequency} @UUID[Compendium.cyphersystem-compendium.abilities.HAVNfVKAdwtJF6Jj]{Robot Evolution} @UUID[Compendium.cyphersystem-compendium.abilities.wqUItgrYzBeMiAoB]{Seize the Initiative} @UUID[Compendium.cyphersystem-compendium.abilities.Np67YSIzrP6w1PPb]{Shield Burst} @UUID[Compendium.cyphersystem-compendium.abilities.P9HlASUtyiOXghBZ]{Shred Existence} @UUID[Compendium.cyphersystem-compendium.abilities.HYDsZRWMlWTvSQU8]{Subtle Tricks} @UUID[Compendium.cyphersystem-compendium.abilities.cWHqKGpI5z0aiSYC]{Thief’s Luck} @UUID[Compendium.cyphersystem-compendium.abilities.qKDngpAWNEzhdRj5]{Trick Driver} @UUID[Compendium.cyphersystem-compendium.abilities.aWws42dVSQjRz8Hr]{Twist of Fate} @UUID[Compendium.cyphersystem-compendium.abilities.EE1xCQ3OvCrdrG6z]{Two Things at Once} @UUID[Compendium.cyphersystem-compendium.abilities.fkedtvx6UakJPOZN]{Ultra Enhancement} @UUID[Compendium.cyphersystem-compendium.abilities.bgaCXtvlT0zWmAIA]{Using What’s Available} @UUID[Compendium.cyphersystem-compendium.abilities.gETtOLyLYRVk53dP]{Usurp Cypher} @UUID[Compendium.cyphersystem-compendium.abilities.w3HN2nZBTo5mLJcM]{Weightless Shot} @UUID[Compendium.cyphersystem-compendium.abilities.RHLBHQuskBAVGnU8]{Weird Science Breakthrough} @UUID[Compendium.cyphersystem-compendium.abilities.vQtVTnCecWFXkfkI]{Wild Vitality} @UUID[Compendium.cyphersystem-compendium.abilities.EXrZLa3M8BK43qoi]{Winter Gauntlets}

Movement

Increases your movement (such as increasing your basic movement speed from short to long) or adds a new type of movement (such as flight, wallcrawling, phasing, or teleporting).

Low Tier

@UUID[Compendium.cyphersystem-compendium.abilities.uh1t4rnkZ2jOCjHJ]{Bolt Rider} @UUID[Compendium.cyphersystem-compendium.abilities.dQHSDDZxJNHrHH1l]{Contortionist} @UUID[Compendium.cyphersystem-compendium.abilities.3x3gRDJejTXQPmdY]{Danger Instinct} @UUID[Compendium.cyphersystem-compendium.abilities.gP8HCn8FPeg49V7M]{Far Step} @UUID[Compendium.cyphersystem-compendium.abilities.5abCQnz5ZWvvfMro]{Get Away} @UUID[Compendium.cyphersystem-compendium.abilities.UCR0rx32kEsTcgnF]{Hover} @UUID[Compendium.cyphersystem-compendium.abilities.3t1QshyGYnCSo12z]{Phase Sprint} @UUID[Compendium.cyphersystem-compendium.abilities.VWehoqF0N6s0WMLK]{Void Wings} @UUID[Compendium.cyphersystem-compendium.abilities.g0SqMvb020tiTQ48]{Walk Through Walls}

Mid Tier

@UUID[Compendium.cyphersystem-compendium.abilities.loOJI9ZakIwGrmW1]{Apportation} @UUID[Compendium.cyphersystem-compendium.abilities.Zps9ZUc9RD1mRDEK]{Blink of an Eye} @UUID[Compendium.cyphersystem-compendium.abilities.asABBkIqO5MSTxQ0]{Bypass Barrier} @UUID[Compendium.cyphersystem-compendium.abilities.wG4zveGhplNKNzuP]{Controlled Fall} @UUID[Compendium.cyphersystem-compendium.abilities.Kk9lHkiaqsr3pUmk]{Ghost} @UUID[Compendium.cyphersystem-compendium.abilities.ZYudnanHgtiLHtgH]{Mobile Fighter} @UUID[Compendium.cyphersystem-compendium.abilities.qZOOWfFLJ1JziJpY]{Obstacle Running} @UUID[Compendium.cyphersystem-compendium.abilities.MFBq4Fc432FS6nkX]{Phase Door} @UUID[Compendium.cyphersystem-compendium.abilities.dW0rgYsx6hDA8pIB]{Runner} @UUID[Compendium.cyphersystem-compendium.abilities.LlaltL5rG2c5Cadt]{Swim} @UUID[Compendium.cyphersystem-compendium.abilities.0EhZzYdEhtCRnV4c]{Temporal Dislocation} @UUID[Compendium.cyphersystem-compendium.abilities.s68x7VxwueUkCkOg]{Up to Speed} @UUID[Compendium.cyphersystem-compendium.abilities.KX6gQ8frz4IDtBx6]{Windrider} @UUID[Compendium.cyphersystem-compendium.abilities.TWqyBv9PEjwJKd1y]{Wings of Fire} @UUID[Compendium.cyphersystem-compendium.abilities.KGz0rK4b2dAt0DaX]{Wormhole}

High Tier

@UUID[Compendium.cyphersystem-compendium.abilities.QtpmHxblBqoQozbg]{Alley Rat} @UUID[Compendium.cyphersystem-compendium.abilities.iX07Ltb1JYr1nMYM]{Blurring Speed} @UUID[Compendium.cyphersystem-compendium.abilities.2iAHsn5ie8sYRiyb]{Chamber of Dreams} @UUID[Compendium.cyphersystem-compendium.abilities.etGUYa9dQSvjLvXX]{Electrical Flight} @UUID[Compendium.cyphersystem-compendium.abilities.2asT0zvk1kw5hC1v]{Embraced by Darkness} @UUID[Compendium.cyphersystem-compendium.abilities.IKicLElFbkRx5IaM]{Fast Travel} @UUID[Compendium.cyphersystem-compendium.abilities.2TaqNf6bhxijKELX]{Flash Across the Miles} @UUID[Compendium.cyphersystem-compendium.abilities.abdAcwYE8L00VakL]{Flight} @UUID[Compendium.cyphersystem-compendium.abilities.V2DSp12G6NP3X6Jt]{Impossible Walk} @UUID[Compendium.cyphersystem-compendium.abilities.0wVk3CszKCJQfp0Q]{Incredible Running Speed} @UUID[Compendium.cyphersystem-compendium.abilities.jM6JQUQFUpk9VVut]{Jaunt} @UUID[Compendium.cyphersystem-compendium.abilities.U8OsW0m17N86hNWW]{Juggernaut} @UUID[Compendium.cyphersystem-compendium.abilities.cE7JPRHLqIdM3b9V]{Living Light} @UUID[Compendium.cyphersystem-compendium.abilities.rHApGqEQj8TCGa3f]{Masterful Armor Modification} @UUID[Compendium.cyphersystem-compendium.abilities.lL7QywDGOszTIJCE]{Mental Projection} @UUID[Compendium.cyphersystem-compendium.abilities.tR2v2vMu3TgN21OJ]{Return to the Obelisk} @UUID[Compendium.cyphersystem-compendium.abilities.IN3VI2LxDyYGbqnN]{Teleportation} @UUID[Compendium.cyphersystem-compendium.abilities.lkO9VJhfOrgLY4g1]{Time Travel} @UUID[Compendium.cyphersystem-compendium.abilities.PlKwEwo6ilGqwxwI]{Traverse the Worlds} @UUID[Compendium.cyphersystem-compendium.abilities.8yGwY0PvtF2ivdSn]{Very Long Sprinting} @UUID[Compendium.cyphersystem-compendium.abilities.8PB7yHNGa7iBpYeI]{Wind Chariot} @UUID[Compendium.cyphersystem-compendium.abilities.b44vvK2YjdSeYPJc]{Windwracked Traveler}

Protection

Gives training or specialization in one or more types of combat defenses (Might, Speed, or Intellect), provides or increases Armor, or otherwise helps prevent damage.

Low Tier

@UUID[Compendium.cyphersystem-compendium.abilities.62zBqhQoPk6IV8lF]{Absorb Kinetic Energy} @UUID[Compendium.cyphersystem-compendium.abilities.7OpsD4muO5HGJt29]{Block} @UUID[Compendium.cyphersystem-compendium.abilities.SQ4RTDwdA0yiZ81b]{Closed Mind} @UUID[Compendium.cyphersystem-compendium.abilities.YvPBxDxLz16Usm7m]{Courageous} @UUID[Compendium.cyphersystem-compendium.abilities.bzeuikGxbM7noj2z]{Crystalline Body} @UUID[Compendium.cyphersystem-compendium.abilities.aNNLomN5nZc52ZT4]{Defense Against Robots} @UUID[Compendium.cyphersystem-compendium.abilities.2j6Hqr2Y8Xbz97c4]{Defensive Phasing} @UUID[Compendium.cyphersystem-compendium.abilities.YcDF62pED8waUtry]{Deflect Attacks} @UUID[Compendium.cyphersystem-compendium.abilities.6qCR3kBqCVYDlEOl]{Distortion} @UUID[Compendium.cyphersystem-compendium.abilities.dPFQTFRzv7D7PYKq]{Enhanced Body} @UUID[Compendium.cyphersystem-compendium.abilities.vPflrS1giYnMoqL2]{Enveloping Shield} @UUID[Compendium.cyphersystem-compendium.abilities.1POQ4sFW5DLrmXhn]{Fearsome Reputation} @UUID[Compendium.cyphersystem-compendium.abilities.XuNgbxrY284sWgZg]{Field of Destruction} @UUID[Compendium.cyphersystem-compendium.abilities.K33ayv0NcktuV53N]{Flesh of Stone} @UUID[Compendium.cyphersystem-compendium.abilities.LFiTEQpWhXBgIZWb]{Flight Not Fight} @UUID[Compendium.cyphersystem-compendium.abilities.yb5PaVIPimrcJxFg]{Force Field Shield} @UUID[Compendium.cyphersystem-compendium.abilities.C9x7b1qN4qmm568P]{Fortified Position} @UUID[Compendium.cyphersystem-compendium.abilities.10EqPrn9aONinEfm]{Go Defensive} @UUID[Compendium.cyphersystem-compendium.abilities.pXrC4lkMOY7CvFLk]{Golem Body} @UUID[Compendium.cyphersystem-compendium.abilities.qgholblGXKQri99M]{Hard to Distract} @UUID[Compendium.cyphersystem-compendium.abilities.leUaFf4AxYJwwOHt]{Hard to Hit} @UUID[Compendium.cyphersystem-compendium.abilities.VsAP4JEe7W5gaGaG]{Hardiness} @UUID[Compendium.cyphersystem-compendium.abilities.geCiPXMF2sIRJ68U]{Have Spacesuit, Will Travel} @UUID[Compendium.cyphersystem-compendium.abilities.czVqoPjH98xaNY1d]{Ice Armor} @UUID[Compendium.cyphersystem-compendium.abilities.gjBFpV2OvDmBqeE3]{Just a Bit Mad} @UUID[Compendium.cyphersystem-compendium.abilities.hKsZzzdWTelNlz3q]{Magic Shield} @UUID[Compendium.cyphersystem-compendium.abilities.hGbNYgkuIiZHomcJ]{Mentally Tough} @UUID[Compendium.cyphersystem-compendium.abilities.7BkWiUHcUrcRIKqO]{Out of Harm’s Way} @UUID[Compendium.cyphersystem-compendium.abilities.3t1QshyGYnCSo12z]{Phase Sprint} @UUID[Compendium.cyphersystem-compendium.abilities.ClJUFnz8xBmP4a2l]{Powered Armor} @UUID[Compendium.cyphersystem-compendium.abilities.o2ZDoteWQsFsqTJr]{Practiced in Armor} @UUID[Compendium.cyphersystem-compendium.abilities.GQeO9RXVzeriLsfy]{Quick Block} @UUID[Compendium.cyphersystem-compendium.abilities.MK2dp11krszjDsyc]{Repel Metal} @UUID[Compendium.cyphersystem-compendium.abilities.mmg9XLzvfbP4ESGO]{Resist the Elements} @UUID[Compendium.cyphersystem-compendium.abilities.ssWKJs1l9cQbNZha]{Resist Underwater Hazards} @UUID[Compendium.cyphersystem-compendium.abilities.Q8xKsSOvoFWL1ePP]{Resonance Field} @UUID[Compendium.cyphersystem-compendium.abilities.g0Ewv5wBooSFYOlH]{Safe Fall} @UUID[Compendium.cyphersystem-compendium.abilities.XzomXctsS8NL9M7Q]{Serv-0 Defender} @UUID[Compendium.cyphersystem-compendium.abilities.EheuStXUDPojVmT5]{Shield Master} @UUID[Compendium.cyphersystem-compendium.abilities.AzMtxh562JfrPdKZ]{Shroud of Flame} @UUID[Compendium.cyphersystem-compendium.abilities.CtRvLxfUlCynJv1B]{Skill With Defense} @UUID[Compendium.cyphersystem-compendium.abilities.87SQGqcRavRZslAp]{Sound Conversion Barrier} @UUID[Compendium.cyphersystem-compendium.abilities.HHcC89OKZACgLB8Y]{Stare Them Down} @UUID[Compendium.cyphersystem-compendium.abilities.gS1X6POaKLjNlHsI]{Sturdy} @UUID[Compendium.cyphersystem-compendium.abilities.uatcX3o1oB2Stc4u]{Trained Without Armor} @UUID[Compendium.cyphersystem-compendium.abilities.zEkA8MhrnJ5p9Io6]{Unarmored Fighter} @UUID[Compendium.cyphersystem-compendium.abilities.59mslpID7ogppzMA]{Ward} @UUID[Compendium.cyphersystem-compendium.abilities.6zU8AURXjXgG63j6]{Warding Shield} @UUID[Compendium.cyphersystem-compendium.abilities.6Xs3fyaANQDWXRoc]{Weapon Defense} @UUID[Compendium.cyphersystem-compendium.abilities.QGSHCRW46vn5Xdwu]{Weather the Vicissitudes} @UUID[Compendium.cyphersystem-compendium.abilities.3Xoq7NLpshgG3VPY]{Wind Armor}

Mid Tier

@UUID[Compendium.cyphersystem-compendium.abilities.yvPcOjjqyU3618Ob]{Absorb Pure Energy} @UUID[Compendium.cyphersystem-compendium.abilities.ZH0JbusjycG6zQf1]{Anticipate Attack} @UUID[Compendium.cyphersystem-compendium.abilities.R0UuZ32vmmeFbSMV]{Blood Fever} @UUID[Compendium.cyphersystem-compendium.abilities.gyZd83dgvZnQrmbb]{Cloak of Opportunity} @UUID[Compendium.cyphersystem-compendium.abilities.2SiHiotGcSufnCne]{Confounding Banter} @UUID[Compendium.cyphersystem-compendium.abilities.1fYBYD1EfA5z1NFl]{Confuse Enemy} @UUID[Compendium.cyphersystem-compendium.abilities.BjlHRj3hANsoqhKq]{Counter Danger} @UUID[Compendium.cyphersystem-compendium.abilities.Mj6yJZwRmdXaVwh8]{Countermeasures} @UUID[Compendium.cyphersystem-compendium.abilities.yB4tnpDNVSOxgruq]{Dark Matter Shell} @UUID[Compendium.cyphersystem-compendium.abilities.XYbtbbVKFYmDfmjO]{Dark Matter Shroud} @UUID[Compendium.cyphersystem-compendium.abilities.NnlGdSiR9GbiTJyZ]{Discerning Mind} @UUID[Compendium.cyphersystem-compendium.abilities.LODZEYtmmBN5D9zZ]{Divert Attacks} @UUID[Compendium.cyphersystem-compendium.abilities.E1YiGcXAYOjHXoAd]{Dodge and Respond} @UUID[Compendium.cyphersystem-compendium.abilities.gVOzzvxS6PPu8Ofy]{Dual Defense} @UUID[Compendium.cyphersystem-compendium.abilities.76HF09q7MdGek863]{Electric Armor} @UUID[Compendium.cyphersystem-compendium.abilities.XR8WeRW3OlbCIjlJ]{Elemental Protection} @UUID[Compendium.cyphersystem-compendium.abilities.yz1w8JR23mtlDX49]{Energy Protection} @UUID[Compendium.cyphersystem-compendium.abilities.M49EI6qapNJC2aLR]{Energy Resistance} @UUID[Compendium.cyphersystem-compendium.abilities.4eCjeGPA0ovnwIfu]{Experienced in Armor} @UUID[Compendium.cyphersystem-compendium.abilities.GlXd4oFI9Fqq3rAX]{Experienced Defender} @UUID[Compendium.cyphersystem-compendium.abilities.yPVZmXWhUxustVdq]{Force Field Barrier} @UUID[Compendium.cyphersystem-compendium.abilities.rqC9cEmRkvm29N56]{Fusion Armor} @UUID[Compendium.cyphersystem-compendium.abilities.5t5EIoGSan3pQ08D]{Hard-Won Resilience} @UUID[Compendium.cyphersystem-compendium.abilities.aBfj6w1y6noOzB7d]{Horde Fighting} @UUID[Compendium.cyphersystem-compendium.abilities.uNzF1oQKJ6T1yqL4]{Huge} @UUID[Compendium.cyphersystem-compendium.abilities.zcxMbV4Fe4JqJAe8]{Illusory Evasion} @UUID[Compendium.cyphersystem-compendium.abilities.n985WYLPzj2XqBry]{Magnetic Field} @UUID[Compendium.cyphersystem-compendium.abilities.whVEpvOjmGs3fpcD]{Matter Cloud} @UUID[Compendium.cyphersystem-compendium.abilities.l0OFjk5XVGV5LzP1]{Minor Wish} @UUID[Compendium.cyphersystem-compendium.abilities.mGv7zlZu1wtNCQXQ]{Moving Like Water} @UUID[Compendium.cyphersystem-compendium.abilities.Mz9g9gv2UvARcLid]{Nimble Swimmer} @UUID[Compendium.cyphersystem-compendium.abilities.DMBJEypEWuAS2lai]{Outlaw Reputation} @UUID[Compendium.cyphersystem-compendium.abilities.AQQzctwqPJPUTRbb]{Poison Crafter} @UUID[Compendium.cyphersystem-compendium.abilities.y1bQFSBlwMbUico5]{Rapid Processing} @UUID[Compendium.cyphersystem-compendium.abilities.GvYXLPdpaFEMGuQR]{Resilience} @UUID[Compendium.cyphersystem-compendium.abilities.FuufiUyoLFbgBH5J]{Resilient Ice Armor} @UUID[Compendium.cyphersystem-compendium.abilities.NoKdHv0FSytZR4iF]{Robot Fighter} @UUID[Compendium.cyphersystem-compendium.abilities.NKvNEjx64CcS3l13]{Shield Training} @UUID[Compendium.cyphersystem-compendium.abilities.CNw7shehsdySzhAK]{Subconscious Defense} @UUID[Compendium.cyphersystem-compendium.abilities.3wxiRMTCBZ4iNCHp]{Temporal Acceleration} @UUID[Compendium.cyphersystem-compendium.abilities.t8wL47jk1KS4zapb]{Tough It Out} @UUID[Compendium.cyphersystem-compendium.abilities.sq2JJtnRtSthJSYL]{Tower of Intellect} @UUID[Compendium.cyphersystem-compendium.abilities.2AIQhz00HyZhY7wM]{Tower of Will} @UUID[Compendium.cyphersystem-compendium.abilities.w2aO1ZIpmBDQJXq1]{Tumbling Moves} @UUID[Compendium.cyphersystem-compendium.abilities.OovsYh1BefBJrU8m]{Versatile Mind} @UUID[Compendium.cyphersystem-compendium.abilities.DhbLcVuqEZmS6Z2y]{Vigilance} @UUID[Compendium.cyphersystem-compendium.abilities.OWVz2CkwLnCSJMdS]{Wraith Cloak}

High Tier

@UUID[Compendium.cyphersystem-compendium.abilities.i5n7BaFjTo6W35f9]{Defense Master} @UUID[Compendium.cyphersystem-compendium.abilities.xBZTbhZKRB9AJmMa]{Defensive Augmentation} @UUID[Compendium.cyphersystem-compendium.abilities.FjXL6iSD1CJKbuGT]{Defensive Field} @UUID[Compendium.cyphersystem-compendium.abilities.LwmoGOpgHy1K2dU4]{Energize Creature} @UUID[Compendium.cyphersystem-compendium.abilities.5i6TqVJQQ4sTvqTm]{Energize Crowd} @UUID[Compendium.cyphersystem-compendium.abilities.N0OZaNOIbHTiWDL1]{Evasion} @UUID[Compendium.cyphersystem-compendium.abilities.cTU70NgcebRlD7jI]{Field-Reinforced Armor} @UUID[Compendium.cyphersystem-compendium.abilities.S9QxUr8u2gtwY7ya]{Hard Target} @UUID[Compendium.cyphersystem-compendium.abilities.KGzAHs3qln0fNDjt]{Hard to Kill} @UUID[Compendium.cyphersystem-compendium.abilities.5rgcPJXpCcB5VJ1m]{Lost in the Chaos} @UUID[Compendium.cyphersystem-compendium.abilities.rHApGqEQj8TCGa3f]{Masterful Armor Modification} @UUID[Compendium.cyphersystem-compendium.abilities.4k5JFV78A5SiPjFo]{Mastery in Armor} @UUID[Compendium.cyphersystem-compendium.abilities.LTqgcoprvBF2ZkdH]{Mastery With Defense} @UUID[Compendium.cyphersystem-compendium.abilities.iIy1HDd9yUl07AYo]{Microgravity Avoidance} @UUID[Compendium.cyphersystem-compendium.abilities.m2j3n3xiExLcXAAn]{Moderate Wish} @UUID[Compendium.cyphersystem-compendium.abilities.lGbieMmnuoqsl4Jz]{Nothing but Defend} @UUID[Compendium.cyphersystem-compendium.abilities.AmZDmnmP7CxSSN4h]{Parry} @UUID[Compendium.cyphersystem-compendium.abilities.N0wzhZ676UrCR8M4]{Precognition} @UUID[Compendium.cyphersystem-compendium.abilities.cbXNxvPdWEbKF6nA]{Reactive Field} @UUID[Compendium.cyphersystem-compendium.abilities.MA2Pwhbpbq2SSIQy]{See the Future} @UUID[Compendium.cyphersystem-compendium.abilities.4BQHOR98z3TYJPQu]{Still As a Statue} @UUID[Compendium.cyphersystem-compendium.abilities.fkedtvx6UakJPOZN]{Ultra Enhancement} @UUID[Compendium.cyphersystem-compendium.abilities.QLRztjFH4YetYM6l]{Untouchable} @UUID[Compendium.cyphersystem-compendium.abilities.INdq5iQf5ECzRiNp]{Untouchable While Moving} @UUID[Compendium.cyphersystem-compendium.abilities.B6SEeGr5kxLAgvvq]{Wear It Well}

Senses

Enhances your senses (seeing in the dark, seeing underwater or through mist, sensing danger, finding optimal places to stand in combat, and so on), but doesn’t provide direct answers to questions like an information ability does.

Low Tier

@UUID[Compendium.cyphersystem-compendium.abilities.xskKzxBoGvSrje4e]{Eyes Adjusted} @UUID[Compendium.cyphersystem-compendium.abilities.wVgcztnnNFPqK9Mo]{Familiarize} @UUID[Compendium.cyphersystem-compendium.abilities.8ydN3DBdXXP24hQL]{Find an Opening} @UUID[Compendium.cyphersystem-compendium.abilities.YBMLX3Jm5oN79J6G]{Heads-Up Display} @UUID[Compendium.cyphersystem-compendium.abilities.boxrBJsyP0yjJHjt]{Link Senses} @UUID[Compendium.cyphersystem-compendium.abilities.TPEcyzCeC3z5FyyQ]{Mental Link} @UUID[Compendium.cyphersystem-compendium.abilities.Uti1XQwY4VFZwwwc]{Reveal} @UUID[Compendium.cyphersystem-compendium.abilities.jq6Wm9xYxJA0bRaR]{See the Unseen} @UUID[Compendium.cyphersystem-compendium.abilities.rYyymKUc0QKWdNsy]{See Through Matter} @UUID[Compendium.cyphersystem-compendium.abilities.mvFsSsVjyF8iXvCe]{Sense Ambush} @UUID[Compendium.cyphersystem-compendium.abilities.PRh7n2VLXyRa4il9]{Share Senses} @UUID[Compendium.cyphersystem-compendium.abilities.WgjatSOUT6pT02A7]{Third Eye}

Mid Tier

@UUID[Compendium.cyphersystem-compendium.abilities.KAAezRI2l8rdp1NS]{Animal Senses and Sensibilities} @UUID[Compendium.cyphersystem-compendium.abilities.ZB80ZclRSzEcr4o1]{Awareness} @UUID[Compendium.cyphersystem-compendium.abilities.zstBkLwRduC7vgGT]{Beast Eyes} @UUID[Compendium.cyphersystem-compendium.abilities.nJlhmzrhmXvM3QvU]{Break the Line} @UUID[Compendium.cyphersystem-compendium.abilities.j1AZSJpCetRgsQ6A]{Detect Life} @UUID[Compendium.cyphersystem-compendium.abilities.MvyXo0ZUsxu8QQ22]{Distance Viewing} @UUID[Compendium.cyphersystem-compendium.abilities.EcOIgMC9c1IfSHsr]{Echolocation} @UUID[Compendium.cyphersystem-compendium.abilities.khxZngfluNmVSAIT]{Experienced Finder} @UUID[Compendium.cyphersystem-compendium.abilities.QsXOz48JgyXYEEqS]{Inhabit Crystal} @UUID[Compendium.cyphersystem-compendium.abilities.KBjSpuK7XJc1abJv]{Remote Viewing} @UUID[Compendium.cyphersystem-compendium.abilities.syiylO75dZlcUp3i]{Sensing Package} @UUID[Compendium.cyphersystem-compendium.abilities.bzy1KzO0oPmZGu2b]{Sensor} @UUID[Compendium.cyphersystem-compendium.abilities.9YuQrJXAQO0qIFPj]{Serv-0 Spy} @UUID[Compendium.cyphersystem-compendium.abilities.V1ROUnWXLmLRMxXi]{Trapfinder} @UUID[Compendium.cyphersystem-compendium.abilities.FktE2hQhSKXbWcQU]{Use Senses of Others}

High Tier

@UUID[Compendium.cyphersystem-compendium.abilities.B0dq2gW9gdA0PdzR]{Amplify Sounds} @UUID[Compendium.cyphersystem-compendium.abilities.djqbPin4qsUauJmD]{Battlefield Tactician} @UUID[Compendium.cyphersystem-compendium.abilities.xRvaY8SG4HVy5WO8]{Dark Explorer} @UUID[Compendium.cyphersystem-compendium.abilities.cpJY8qkTAmSvXoFM]{Infer Thoughts} @UUID[Compendium.cyphersystem-compendium.abilities.7QTTrXnxDHskYYhj]{Master Machine} @UUID[Compendium.cyphersystem-compendium.abilities.PazO9rJ2YoE8VEUw]{See Through Time} @UUID[Compendium.cyphersystem-compendium.abilities.MGzAkRaGd4LgfQti]{True Senses}

Social

Gives you an indirect social benefit, such as providing a useful contact in a city or letting you take advantage of your social status.

Low Tier

@UUID[Compendium.cyphersystem-compendium.abilities.2CekF2lqwNrMyio0]{Connected} @UUID[Compendium.cyphersystem-compendium.abilities.2GwH3ugd7aHrWZRz]{Debate} @UUID[Compendium.cyphersystem-compendium.abilities.JSlr2Q6Ll1xNd8fX]{Demeanor of Command} @UUID[Compendium.cyphersystem-compendium.abilities.GT0AiiarWPbGzxKs]{Impart Ideal} @UUID[Compendium.cyphersystem-compendium.abilities.OmfjqEmmIbrWST5U]{Misdirect Blame} @UUID[Compendium.cyphersystem-compendium.abilities.5VqOTQlAYTtWTwmS]{Negotiate} @UUID[Compendium.cyphersystem-compendium.abilities.6QXGJBsJPDFgcdq5]{Perks of Stardom} @UUID[Compendium.cyphersystem-compendium.abilities.MBlyd9LvSH8D0Z5I]{Powerful Rhetoric} @UUID[Compendium.cyphersystem-compendium.abilities.xMRRfjFF0POkxyea]{Privileged Nobility} @UUID[Compendium.cyphersystem-compendium.abilities.OFWQd2W52VAODeas]{Underworld Contacts} @UUID[Compendium.cyphersystem-compendium.abilities.UHvD5299HFbwBvpR]{Unexpected Betrayal}

Mid Tier

@UUID[Compendium.cyphersystem-compendium.abilities.7Gxuqkwo4i47yHe3]{Betrayal} @UUID[Compendium.cyphersystem-compendium.abilities.tmrSKjGmjbxfIqPI]{Flamboyant Boast} @UUID[Compendium.cyphersystem-compendium.abilities.zg8dYuOdCXGwXOFd]{Informer} @UUID[Compendium.cyphersystem-compendium.abilities.i5BlJLgj1ayBw0uY]{Oratory} @UUID[Compendium.cyphersystem-compendium.abilities.ZqBpOAiH70SGHX8N]{Perfect Stranger}

High Tier

@UUID[Compendium.cyphersystem-compendium.abilities.hhBF8re7Azmce3Y9]{Group Friendship}

Special Attack

Gives the ability to make a special melee or ranged attack (weapon, energy blast, psychic, and so on). The attack might do damage, have a special effect (disarm, hinder, move the target, and so on), or both. This also includes abilities like Spray that let you attack multiple targets as your action.

Low Tier

@UUID[Compendium.cyphersystem-compendium.abilities.p61Ycyc7lVZQXupO]{Advantage to Disadvantage} @UUID[Compendium.cyphersystem-compendium.abilities.X7Rrn9Q54ceSA4Lr]{Aggression} @UUID[Compendium.cyphersystem-compendium.abilities.EyAIsiqJGCspQFcu]{Arcane Flare} @UUID[Compendium.cyphersystem-compendium.abilities.7BS6IEcYlEp5v3OC]{Bash} @UUID[Compendium.cyphersystem-compendium.abilities.wyUQ3Atl3V1ItCFH]{Bloodlust} @UUID[Compendium.cyphersystem-compendium.abilities.Mfebb42AE5xt7k85]{Concussive Blast} @UUID[Compendium.cyphersystem-compendium.abilities.6cMg5QXB71YNgoaM]{Control the Field} @UUID[Compendium.cyphersystem-compendium.abilities.o7kTUAFonv5HPi07]{Cutting Light} @UUID[Compendium.cyphersystem-compendium.abilities.teFcKcbo5ZBFbfRl]{Dazzling Sunburst} @UUID[Compendium.cyphersystem-compendium.abilities.di7QfASecjKU8BPN]{Disincentivize} @UUID[Compendium.cyphersystem-compendium.abilities.7f6ulMjWFw2BOK76]{Disrupting Touch} @UUID[Compendium.cyphersystem-compendium.abilities.JyAovhallyh9m6oW]{Drain Machine} @UUID[Compendium.cyphersystem-compendium.abilities.bH57y3PYsMceluGy]{Dream Thief} @UUID[Compendium.cyphersystem-compendium.abilities.NHns9zqufRvB3Tnl]{Dual Light Wield} @UUID[Compendium.cyphersystem-compendium.abilities.bM2Y62eaUKYKdcwq]{Entangling Force} @UUID[Compendium.cyphersystem-compendium.abilities.lQ4MNmGXXNBMGsmk]{Enthrall} @UUID[Compendium.cyphersystem-compendium.abilities.TmWjWp4iWk4GMLN0]{Erase Memories} @UUID[Compendium.cyphersystem-compendium.abilities.eFgzJXQlg6l7NBqM]{Eye Gouge} @UUID[Compendium.cyphersystem-compendium.abilities.78uF9siViGIHKYGx]{Flash} @UUID[Compendium.cyphersystem-compendium.abilities.aidcxXW6MokDMqY7]{Force Bash} @UUID[Compendium.cyphersystem-compendium.abilities.nHqTzLHJrUWSAATM]{Frost Touch} @UUID[Compendium.cyphersystem-compendium.abilities.aFEBxDGnuFi20cLo]{Golem Grip} @UUID[Compendium.cyphersystem-compendium.abilities.zW0cZJQTR0tHUmn3]{Grasping Foliage} @UUID[Compendium.cyphersystem-compendium.abilities.S3L1oym8fpx0NsAc]{Hemorrhage} @UUID[Compendium.cyphersystem-compendium.abilities.NJjAmyf9zhjRTNme]{Hurl Flame} @UUID[Compendium.cyphersystem-compendium.abilities.lwJAowJa4eKlcDjb]{Misdirect} @UUID[Compendium.cyphersystem-compendium.abilities.FE1Ge8CbJxQcCo0b]{Onslaught} @UUID[Compendium.cyphersystem-compendium.abilities.90wkMwuVBaiyL9yt]{Opportunist} @UUID[Compendium.cyphersystem-compendium.abilities.o2iiTUXdkMPREkvK]{Overwatch} @UUID[Compendium.cyphersystem-compendium.abilities.IPwnXtVrXauJXgFo]{Pierce} @UUID[Compendium.cyphersystem-compendium.abilities.Myt0JUt24B8hjYAg]{Push} @UUID[Compendium.cyphersystem-compendium.abilities.yszDDDpH6m16dEoV]{Quick Throw} @UUID[Compendium.cyphersystem-compendium.abilities.Yg6jEM07HAccDcNC]{Ray of Confusion} @UUID[Compendium.cyphersystem-compendium.abilities.NMjccuRLDDnfZtZe]{Release Energy} @UUID[Compendium.cyphersystem-compendium.abilities.Q8xKsSOvoFWL1ePP]{Resonance Field} @UUID[Compendium.cyphersystem-compendium.abilities.7aCeBDGZqu8A9hMQ]{Ribbons of Dark Matter} @UUID[Compendium.cyphersystem-compendium.abilities.kkCW4KkWA751AeBl]{Scramble Machine} @UUID[Compendium.cyphersystem-compendium.abilities.n81xGnZHydeXmIRc]{Scratch Existence} @UUID[Compendium.cyphersystem-compendium.abilities.0Wq39mJ9oXA415qx]{Seeds of Fury} @UUID[Compendium.cyphersystem-compendium.abilities.nptFEdFaUvjDeqAz]{Shatter} @UUID[Compendium.cyphersystem-compendium.abilities.3btRIiWxY8oMcVMo]{Shock} @UUID[Compendium.cyphersystem-compendium.abilities.pdNI9QMKmDwu8gza]{Stasis} @UUID[Compendium.cyphersystem-compendium.abilities.36nlDXhOP5e5dfns]{Successive Attack} @UUID[Compendium.cyphersystem-compendium.abilities.uG2ACHNAPoZirp0b]{Surprise Attack} @UUID[Compendium.cyphersystem-compendium.abilities.8hiUfUNY3u2IpVDa]{Swipe} @UUID[Compendium.cyphersystem-compendium.abilities.WO2Wg9PvscHMcQlH]{Thrust} @UUID[Compendium.cyphersystem-compendium.abilities.uMaMKhemHmtlXDjT]{Thunder Beam} @UUID[Compendium.cyphersystem-compendium.abilities.cwZIpP2FTLIVGhbm]{Weighty}

Mid Tier

@UUID[Compendium.cyphersystem-compendium.abilities.ra0A8MtQjZEYhJPr]{Acrobatic Attack} @UUID[Compendium.cyphersystem-compendium.abilities.cS1RW48sdVY6ZJZd]{Ambusher} @UUID[Compendium.cyphersystem-compendium.abilities.SG8ms3jfHw8hXGnX]{Answering Attack} @UUID[Compendium.cyphersystem-compendium.abilities.tbeFzIPGuAjRBpKM]{Better Surprise Attack} @UUID[Compendium.cyphersystem-compendium.abilities.YDKULtvV0pMJDxi2]{Bolts of Power} @UUID[Compendium.cyphersystem-compendium.abilities.V2BSB9or5UJdTiYF]{Built-in Weaponry} @UUID[Compendium.cyphersystem-compendium.abilities.IUlsD8Zxp8AYbO4h]{Burning Light} @UUID[Compendium.cyphersystem-compendium.abilities.Hw16NpdbdJOqVF4z]{Castigate} @UUID[Compendium.cyphersystem-compendium.abilities.WeMTxJElozl7OWdJ]{Center of Attention} @UUID[Compendium.cyphersystem-compendium.abilities.hIWg9VFNnYnrknAu]{Crystal Lens} @UUID[Compendium.cyphersystem-compendium.abilities.MqGMnSIkHK4rOFSm]{Dark Matter Strike} @UUID[Compendium.cyphersystem-compendium.abilities.vZELZYMsLJfBfUnt]{Dazing Attack} @UUID[Compendium.cyphersystem-compendium.abilities.JVvSTtYbksWJDADY]{Debilitating Strike} @UUID[Compendium.cyphersystem-compendium.abilities.0XSuUGS0UyrhiW44]{Destroy Metal} @UUID[Compendium.cyphersystem-compendium.abilities.ka5VA9XBi4OTnKVa]{Disable Mechanisms} @UUID[Compendium.cyphersystem-compendium.abilities.7rjeYt5hNhkvqK9w]{Disarming Strike} @UUID[Compendium.cyphersystem-compendium.abilities.dJTgtIs80gOoI6ac]{Divine Radiance} @UUID[Compendium.cyphersystem-compendium.abilities.E1YiGcXAYOjHXoAd]{Dodge and Respond} @UUID[Compendium.cyphersystem-compendium.abilities.A6H8xi93t6Zrexz9]{Drain Charge} @UUID[Compendium.cyphersystem-compendium.abilities.q9nALxXrBv5ubXaT]{Dual Medium Wield} @UUID[Compendium.cyphersystem-compendium.abilities.1L1uoad8vwgWxiyN]{Everything Is a Weapon} @UUID[Compendium.cyphersystem-compendium.abilities.VEJQ74o175OnlIAm]{Exile} @UUID[Compendium.cyphersystem-compendium.abilities.RO8dmB90aRPOmCuJ]{Feint} @UUID[Compendium.cyphersystem-compendium.abilities.AUGM3xEluWJi4Y8h]{Fire and Ice} @UUID[Compendium.cyphersystem-compendium.abilities.NgHLZq3tZ3CFJvYv]{Fire Bloom} @UUID[Compendium.cyphersystem-compendium.abilities.CAh0KStmP03kgv62]{Fling} @UUID[Compendium.cyphersystem-compendium.abilities.dDhnZrzAxDvK7QYa]{Force at Distance} @UUID[Compendium.cyphersystem-compendium.abilities.dCoCGVzWxIL9fIvH]{Force Blast} @UUID[Compendium.cyphersystem-compendium.abilities.BGMXK6VKNmp8M4A3]{Freezing Touch} @UUID[Compendium.cyphersystem-compendium.abilities.E0k0LUw0epjJGrv9]{Golem Stomp} @UUID[Compendium.cyphersystem-compendium.abilities.48i5ybVtZaTlFLJf]{Grab} @UUID[Compendium.cyphersystem-compendium.abilities.jbhcWHMiQQaR9ukO]{Gravity Cleave} @UUID[Compendium.cyphersystem-compendium.abilities.LLvJZvzbGQOrlqoE]{Ignition} @UUID[Compendium.cyphersystem-compendium.abilities.QxOsAHpd8ZkEXI5u]{Improved Object Bond} @UUID[Compendium.cyphersystem-compendium.abilities.2K3b6cTuLEGZfYqa]{Knock Out} @UUID[Compendium.cyphersystem-compendium.abilities.whVEpvOjmGs3fpcD]{Matter Cloud} @UUID[Compendium.cyphersystem-compendium.abilities.R9WffstnihzBuuvW]{Mind Games} @UUID[Compendium.cyphersystem-compendium.abilities.PTVAJGFiXDueX8az]{Momentum} @UUID[Compendium.cyphersystem-compendium.abilities.gDwPpgIAocEfQjPx]{Overawe} @UUID[Compendium.cyphersystem-compendium.abilities.zIYdniz9sjvAHsnX]{Overcome All Obstacles} @UUID[Compendium.cyphersystem-compendium.abilities.rXUUDUJFKis8TpnL]{Phase Detonation} @UUID[Compendium.cyphersystem-compendium.abilities.cJB7wj5okdPZuRNb]{Phased Attack} @UUID[Compendium.cyphersystem-compendium.abilities.NoC3yuqxU8yhPf47]{Power Strike} @UUID[Compendium.cyphersystem-compendium.abilities.blm1Z8JxvWOiFf0b]{Pry Open} @UUID[Compendium.cyphersystem-compendium.abilities.Mc8L07dpf605FDo9]{Psychic Burst} @UUID[Compendium.cyphersystem-compendium.abilities.Je1MitN21L3lqWVF]{Psychosis} @UUID[Compendium.cyphersystem-compendium.abilities.JJ9nWmcBIlfyNDfe]{Push Off and Throw} @UUID[Compendium.cyphersystem-compendium.abilities.JlYk5UNZEUzzO8Js]{Quick Strike} @UUID[Compendium.cyphersystem-compendium.abilities.YA5P5CBNr5NSmY6z]{Rapid Attack} @UUID[Compendium.cyphersystem-compendium.abilities.XqGE5QLHnpIKB5rB]{Reaction} @UUID[Compendium.cyphersystem-compendium.abilities.Yo2Z3EdYjx88jYnp]{Remote Control} @UUID[Compendium.cyphersystem-compendium.abilities.ZuX6gykVtKxiBAxR]{Run and Fight} @UUID[Compendium.cyphersystem-compendium.abilities.znJCKr6PeEq4a0j5]{Shattering Shout} @UUID[Compendium.cyphersystem-compendium.abilities.bkQnnjRFJS9VpaY5]{Slice} @UUID[Compendium.cyphersystem-compendium.abilities.oNk0Nhle1XwBhOvp]{Snap Shot} @UUID[Compendium.cyphersystem-compendium.abilities.yJDNsRAG3Elm6PWp]{Snipe} @UUID[Compendium.cyphersystem-compendium.abilities.YIzrA5i8eBSPMFzj]{Spray} @UUID[Compendium.cyphersystem-compendium.abilities.57txEIyzuPUQOqVP]{Sprint and Grab} @UUID[Compendium.cyphersystem-compendium.abilities.B4U7RiMrZElfOQyj]{Taking Advantage} @UUID[Compendium.cyphersystem-compendium.abilities.hy3hI86e9BCmkcQO]{Tall Tale} @UUID[Compendium.cyphersystem-compendium.abilities.WuNUt6ltWGDdjNLS]{Throw} @UUID[Compendium.cyphersystem-compendium.abilities.SPL1URVkuo4PJP8I]{Throw Force Shield} @UUID[Compendium.cyphersystem-compendium.abilities.4s3SAqu0lb5qzfzL]{Trick Shot}

High Tier

@UUID[Compendium.cyphersystem-compendium.abilities.NCXCkCYeZw8qlazG]{Absorb Energy} @UUID[Compendium.cyphersystem-compendium.abilities.WrJDw2X8JHcljjP4]{Arc Spray} @UUID[Compendium.cyphersystem-compendium.abilities.YbYeZ0A0m96IWxwl]{Assassin Strike} @UUID[Compendium.cyphersystem-compendium.abilities.T5tn7zItPyaRcYNC]{Asserting Your Privilege} @UUID[Compendium.cyphersystem-compendium.abilities.ltAq7qr8aaalOtJp]{Attack and Attack Again} @UUID[Compendium.cyphersystem-compendium.abilities.6kTwO0uYuP8qKqkM]{Biomorphic Detonation} @UUID[Compendium.cyphersystem-compendium.abilities.jISh0vWOJdK9hUm1]{Blind Machine} @UUID[Compendium.cyphersystem-compendium.abilities.XRXQwJplJrm7onbN]{Blinding Attack} @UUID[Compendium.cyphersystem-compendium.abilities.zflNCqrmTL7vrYg1]{Bouncing Shield} @UUID[Compendium.cyphersystem-compendium.abilities.9O17NBrKA4AA4Ckw]{Break the Ranks} @UUID[Compendium.cyphersystem-compendium.abilities.lID9ke0vHX2r2CC8]{Break Their Mind} @UUID[Compendium.cyphersystem-compendium.abilities.2lhnVWUMX1Nu6KVj]{Call the Storm} @UUID[Compendium.cyphersystem-compendium.abilities.yEfkqXxmuQqlA6Fi]{Cold Burst} @UUID[Compendium.cyphersystem-compendium.abilities.PZBKCtRj5S6ULnjo]{Concussion} @UUID[Compendium.cyphersystem-compendium.abilities.jHrQLzIfjKtXBoJL]{Deactivate Mechanisms} @UUID[Compendium.cyphersystem-compendium.abilities.6P1CJvVMot3Y2xj0]{Deadly Strike} @UUID[Compendium.cyphersystem-compendium.abilities.iTxEWRCR8G5Rych2]{Death Touch} @UUID[Compendium.cyphersystem-compendium.abilities.i5n7BaFjTo6W35f9]{Defense Master} @UUID[Compendium.cyphersystem-compendium.abilities.0WPUu04FbqxGckhU]{Destroyer} @UUID[Compendium.cyphersystem-compendium.abilities.xR2DkSqvAoR8Vtfn]{Dirty Fighter} @UUID[Compendium.cyphersystem-compendium.abilities.p1UMG2hrng7mLFDv]{Disarming Attack} @UUID[Compendium.cyphersystem-compendium.abilities.OkKNmMvLFwHxUv2r]{Divine Intervention} @UUID[Compendium.cyphersystem-compendium.abilities.tgaSXp1VQiec8Jst]{Divine Symbol} @UUID[Compendium.cyphersystem-compendium.abilities.1W0sBVHxG7LESCPl]{Do You Know Who I Am?} @UUID[Compendium.cyphersystem-compendium.abilities.NJakiz9yvoflzzBD]{Drain Power} @UUID[Compendium.cyphersystem-compendium.abilities.D4JFKjeVDkx9Xfnf]{Dust to Dust} @UUID[Compendium.cyphersystem-compendium.abilities.jhdgI9rV2mpH6JQU]{Earthquake} @UUID[Compendium.cyphersystem-compendium.abilities.apQwshUTjCQPym8A]{Embrace the Night} @UUID[Compendium.cyphersystem-compendium.abilities.Be1ehHb90jtLc8l0]{Explosive Release} @UUID[Compendium.cyphersystem-compendium.abilities.syJ3mkT2hHR2MY3o]{Finishing Blow} @UUID[Compendium.cyphersystem-compendium.abilities.6fpCYtBDCfW6m1b0]{Fire Tendrils} @UUID[Compendium.cyphersystem-compendium.abilities.xCUKzmoBKzN9gIut]{Foul Aura} @UUID[Compendium.cyphersystem-compendium.abilities.mvC2vboULutesBDu]{Ice Storm} @UUID[Compendium.cyphersystem-compendium.abilities.SZtOjKk7ScShJT6G]{Iron Punch} @UUID[Compendium.cyphersystem-compendium.abilities.IFb8NX06xgWM7H98]{Jump Attack} @UUID[Compendium.cyphersystem-compendium.abilities.tjzqyyAZoibXl4DT]{Lethal Ploy} @UUID[Compendium.cyphersystem-compendium.abilities.GlFT2ITvytQVWywQ]{Lethal Vibration} @UUID[Compendium.cyphersystem-compendium.abilities.KNElOxbWobS1ygLv]{Murderer} @UUID[Compendium.cyphersystem-compendium.abilities.pUbqCBV3dBOWFgmv]{Nightmare} @UUID[Compendium.cyphersystem-compendium.abilities.ptH3O4GES71CClGO]{Phase Foe} @UUID[Compendium.cyphersystem-compendium.abilities.xxavxLEaiVFug1D6]{Protective Wall} @UUID[Compendium.cyphersystem-compendium.abilities.8wSx2qtKXq0dWxId]{Psychokinetic Attack} @UUID[Compendium.cyphersystem-compendium.abilities.KVOFCKWKmUrqAe7v]{Punish All the Guilty} @UUID[Compendium.cyphersystem-compendium.abilities.bY52t6eGONKu8Kr4]{Resonant Quake} @UUID[Compendium.cyphersystem-compendium.abilities.G5bTthwpEf5azVHA]{Return to Sender} @UUID[Compendium.cyphersystem-compendium.abilities.EH8OmAJaimF4MTgg]{Shatter Mind} @UUID[Compendium.cyphersystem-compendium.abilities.BM6YnBez7sVnrGUh]{Special Shot} @UUID[Compendium.cyphersystem-compendium.abilities.KDZeCZJxjCQzlTxA]{Spin Attack} @UUID[Compendium.cyphersystem-compendium.abilities.jrTEtAhE6GfLW7R4]{Spring Away} @UUID[Compendium.cyphersystem-compendium.abilities.eQIPJk2xcFGfDr3H]{Stun Attack} @UUID[Compendium.cyphersystem-compendium.abilities.xbYD729j3km6ZDCA]{Sun Siphon} @UUID[Compendium.cyphersystem-compendium.abilities.447ojnjZFMCma8eu]{Taunt Foe} @UUID[Compendium.cyphersystem-compendium.abilities.kKYyGbrQxDRSOh37]{Terrifying Gaze} @UUID[Compendium.cyphersystem-compendium.abilities.Z4QcjOxgltEJPm96]{Twisting the Knife} @UUID[Compendium.cyphersystem-compendium.abilities.IN9qNZDx4sBKNr8n]{Undo} @UUID[Compendium.cyphersystem-compendium.abilities.xRIDlrBzTXVYC5rh]{Vindictive Performance} @UUID[Compendium.cyphersystem-compendium.abilities.s8NShtaUrW0Oxolo]{Weapon and Body} @UUID[Compendium.cyphersystem-compendium.abilities.tMOeiKWrhp5P5CCQ]{Weight of the World} @UUID[Compendium.cyphersystem-compendium.abilities.w3HN2nZBTo5mLJcM]{Weightless Shot} @UUID[Compendium.cyphersystem-compendium.abilities.WW3QjCP5UJUsKBW3]{Whirlwind of Throws} @UUID[Compendium.cyphersystem-compendium.abilities.EXrZLa3M8BK43qoi]{Winter Gauntlets} @UUID[Compendium.cyphersystem-compendium.abilities.Gsre3acJaxhGBa0S]{Word of Death}

Support

Gives some sort of benefit to an ally rather than yourself, such as an extra action or an asset on their roll.

Low Tier

@UUID[Compendium.cyphersystem-compendium.abilities.WrgqojoyWuTWpyQq]{Advice From a Friend} @UUID[Compendium.cyphersystem-compendium.abilities.BlBi7qk0darLthxS]{Anecdote} @UUID[Compendium.cyphersystem-compendium.abilities.b8rtgyatE8o9FaRS]{Attack Flourish} @UUID[Compendium.cyphersystem-compendium.abilities.5jGN9GicKYIAneKQ]{Defend the Innocent} @UUID[Compendium.cyphersystem-compendium.abilities.4yyKQYnrbL3r9gcU]{Enable Others} @UUID[Compendium.cyphersystem-compendium.abilities.hYa7I52x2iwffh8C]{Encouragement} @UUID[Compendium.cyphersystem-compendium.abilities.grCiWRuV8lvflQHM]{Encouraging Presence} @UUID[Compendium.cyphersystem-compendium.abilities.4fcns7ANpZF7pHaz]{Force Field} @UUID[Compendium.cyphersystem-compendium.abilities.lZCAKgP966BuU4uF]{Friendly Help} @UUID[Compendium.cyphersystem-compendium.abilities.DmnRMTfHYaeoYFVu]{Good Advice} @UUID[Compendium.cyphersystem-compendium.abilities.FiSwskgQGBjp4IhZ]{Inspire Action} @UUID[Compendium.cyphersystem-compendium.abilities.wWCehMidmvLypdxj]{Inspire Aggression} @UUID[Compendium.cyphersystem-compendium.abilities.DLxDL49VjUEMAjxZ]{Inspiring Ease} @UUID[Compendium.cyphersystem-compendium.abilities.qp1jDaFiRR5xPPMn]{Protector} @UUID[Compendium.cyphersystem-compendium.abilities.POaewj2PWMMfCY1i]{Rally to Me} @UUID[Compendium.cyphersystem-compendium.abilities.Uti1XQwY4VFZwwwc]{Reveal} @UUID[Compendium.cyphersystem-compendium.abilities.FgyHV0QR3YwlLIVb]{Sculpt Flesh} @UUID[Compendium.cyphersystem-compendium.abilities.701ts4xCDjURZSb5]{Teamwork}

Mid Tier

@UUID[Compendium.cyphersystem-compendium.abilities.hB1CISYVEZXEO0IV]{Accelerate} @UUID[Compendium.cyphersystem-compendium.abilities.wJSxVM8fWADJtTSd]{Applying Your Knowledge} @UUID[Compendium.cyphersystem-compendium.abilities.knh2MWMhCgqOjWYD]{Buddy System} @UUID[Compendium.cyphersystem-compendium.abilities.lb5Bo8BpNXdVMkmt]{Combat Challenge} @UUID[Compendium.cyphersystem-compendium.abilities.bz04IOSkdP3zcRMD]{Defend All the Innocent} @UUID[Compendium.cyphersystem-compendium.abilities.Su3LkSzdGHg9w1RO]{Dual Wards} @UUID[Compendium.cyphersystem-compendium.abilities.XR8WeRW3OlbCIjlJ]{Elemental Protection} @UUID[Compendium.cyphersystem-compendium.abilities.RgosWDt0hkosbVQr]{In Harm’s Way} @UUID[Compendium.cyphersystem-compendium.abilities.1N6P5ZRogThCS0KH]{Lead by Inquiry} @UUID[Compendium.cyphersystem-compendium.abilities.dIK67k9aoBbFBnkf]{Pay It Forward} @UUID[Compendium.cyphersystem-compendium.abilities.oS3AeTouF6HPcaH5]{Play to the Crowd} @UUID[Compendium.cyphersystem-compendium.abilities.QFZyfDWOSEpZeQmM]{Spur Effort} @UUID[Compendium.cyphersystem-compendium.abilities.scceoEmEnN5MW8XT]{Take Command} @UUID[Compendium.cyphersystem-compendium.abilities.GAeUBbQWE3ryv50V]{True Guardian}

High Tier

@UUID[Compendium.cyphersystem-compendium.abilities.Eez3uExkDA20XJg3]{Able Assistance} @UUID[Compendium.cyphersystem-compendium.abilities.G8waoPdWGzMl0S1n]{Battle Management} @UUID[Compendium.cyphersystem-compendium.abilities.3JWMtJBjf3oUWaxP]{Block for Another} @UUID[Compendium.cyphersystem-compendium.abilities.LwmoGOpgHy1K2dU4]{Energize Creature} @UUID[Compendium.cyphersystem-compendium.abilities.5i6TqVJQQ4sTvqTm]{Energize Crowd} @UUID[Compendium.cyphersystem-compendium.abilities.lJWTlBH1koX2Fjgi]{Impart Understanding} @UUID[Compendium.cyphersystem-compendium.abilities.oilgQ4oM02Pa0eNp]{Inspiration} @UUID[Compendium.cyphersystem-compendium.abilities.tTrekc4AZbIqem5L]{Inspire Coordinated Actions} @UUID[Compendium.cyphersystem-compendium.abilities.fPCTpU0viXXWrNs0]{Inspiring Success} @UUID[Compendium.cyphersystem-compendium.abilities.Tes6ntXPZR8IHgY4]{Regenerate Other} @UUID[Compendium.cyphersystem-compendium.abilities.PXvS7AatBcxH9cvZ]{Share Defense} @UUID[Compendium.cyphersystem-compendium.abilities.U9sgMUKkIkDIdRtK]{Stimulate} @UUID[Compendium.cyphersystem-compendium.abilities.iE83ABQRko5NemVU]{Teach Trick} @UUID[Compendium.cyphersystem-compendium.abilities.zZYSSAFXtJcuezxM]{Transcend the Script} @UUID[Compendium.cyphersystem-compendium.abilities.mjEFQ3ndDRvLB5Dj]{True Defender} @UUID[Compendium.cyphersystem-compendium.abilities.IN9qNZDx4sBKNr8n]{Undo} @UUID[Compendium.cyphersystem-compendium.abilities.PTM0HWGFfo5CHMif]{Will of a Leader} @UUID[Compendium.cyphersystem-compendium.abilities.jTiOQKW2QtXK8dmF]{Work the Friendship}

Task

Gives training, specialization, or an asset in one or more noncombat skills (climbing, healing, computers, initiative, and so on).

Low Tier

@UUID[Compendium.cyphersystem-compendium.abilities.wifCvRG9OhsTDT30]{Advantages of Being Big} @UUID[Compendium.cyphersystem-compendium.abilities.YD5gm0w3lqTSyO3V]{Anticipation} @UUID[Compendium.cyphersystem-compendium.abilities.rYaAyFLmCAAwZi0s]{Assassin Skills} @UUID[Compendium.cyphersystem-compendium.abilities.cpXOBSLY03j89yOy]{Athlete} @UUID[Compendium.cyphersystem-compendium.abilities.AWretAEaeQfXTXMy]{Autodoctor} @UUID[Compendium.cyphersystem-compendium.abilities.tJiXzKX4gf0GNV6V]{Balance} @UUID[Compendium.cyphersystem-compendium.abilities.XToLeZ4ksSj3MA5I]{Bestiary Knowledge} @UUID[Compendium.cyphersystem-compendium.abilities.A83Lw7NnAqwg4BZR]{Blameless} @UUID[Compendium.cyphersystem-compendium.abilities.awhzMw4RHwOwgEIR]{Breaker} @UUID[Compendium.cyphersystem-compendium.abilities.lY7NaxsFxt1XZVk5]{Car Surfer} @UUID[Compendium.cyphersystem-compendium.abilities.PlTtlXeugIljHFVg]{Careful Aim} @UUID[Compendium.cyphersystem-compendium.abilities.zGoUoC6i0f1SbUqE]{Celebrity Talent} @UUID[Compendium.cyphersystem-compendium.abilities.JkiG6hpsfj1h6XRR]{Computer Programming} @UUID[Compendium.cyphersystem-compendium.abilities.dQHSDDZxJNHrHH1l]{Contortionist} @UUID[Compendium.cyphersystem-compendium.abilities.YvPBxDxLz16Usm7m]{Courageous} @UUID[Compendium.cyphersystem-compendium.abilities.fkyJ02LbeOAfDxcF]{Crafter} @UUID[Compendium.cyphersystem-compendium.abilities.UyQTRi5ZwWU5tMO0]{Danger Sense} @UUID[Compendium.cyphersystem-compendium.abilities.Q3DGDFwNIOjz866X]{Datajack} @UUID[Compendium.cyphersystem-compendium.abilities.2GwH3ugd7aHrWZRz]{Debate} @UUID[Compendium.cyphersystem-compendium.abilities.kkTWFQBeHMS8d6IL]{Deep Water Guide} @UUID[Compendium.cyphersystem-compendium.abilities.tjxKTFdA8gqZDP90]{Designation} @UUID[Compendium.cyphersystem-compendium.abilities.9p2RJYFo6s55F5Ha]{Devoted Defender} @UUID[Compendium.cyphersystem-compendium.abilities.eYHlYyVDj3odrAFJ]{Disguise} @UUID[Compendium.cyphersystem-compendium.abilities.6dPEKpK0HWuD7Bxu]{Divine Knowledge} @UUID[Compendium.cyphersystem-compendium.abilities.DCuOpij3sNomBe1a]{Driver} @UUID[Compendium.cyphersystem-compendium.abilities.ea7BzQy6fZqHQNET]{Enlightened} @UUID[Compendium.cyphersystem-compendium.abilities.6FI9lLeQx0tJX1W6]{Exploratory Experience} @UUID[Compendium.cyphersystem-compendium.abilities.jx6DFmlbQrmltHgc]{Extra Skill} @UUID[Compendium.cyphersystem-compendium.abilities.YQEECpNwDSFCFnCN]{Feat of Strength} @UUID[Compendium.cyphersystem-compendium.abilities.QgCWZia7gFicmEJr]{Flex Lore} @UUID[Compendium.cyphersystem-compendium.abilities.HoUOwIPfKTlxyQH0]{Freakishly Large} @UUID[Compendium.cyphersystem-compendium.abilities.qpBv7OxAcMAAtY2M]{Game Lessons} @UUID[Compendium.cyphersystem-compendium.abilities.p3kh3XKzetkJTG1J]{Gamer} @UUID[Compendium.cyphersystem-compendium.abilities.DmnRMTfHYaeoYFVu]{Good Advice} @UUID[Compendium.cyphersystem-compendium.abilities.pp9NFNHKgOhRYbsY]{Hand to Eye} @UUID[Compendium.cyphersystem-compendium.abilities.f7wLki6qjCNs2Ici]{Handy} @UUID[Compendium.cyphersystem-compendium.abilities.YOHGDC5hx24SqbQz]{Hard Choices} @UUID[Compendium.cyphersystem-compendium.abilities.YBMLX3Jm5oN79J6G]{Heads-Up Display} @UUID[Compendium.cyphersystem-compendium.abilities.A853pOqz5BmPfh4w]{Higher Mathematics} @UUID[Compendium.cyphersystem-compendium.abilities.ZgLefUbAcrmYdFur]{How Others Think} @UUID[Compendium.cyphersystem-compendium.abilities.vFc52xBtBp69WglW]{Impersonate} @UUID[Compendium.cyphersystem-compendium.abilities.HBHjx10W5BQW101w]{Impressive Display} @UUID[Compendium.cyphersystem-compendium.abilities.369RISHwqzRXkwEG]{Infiltrator} @UUID[Compendium.cyphersystem-compendium.abilities.sM2zEDx4gRr9CuiR]{Inner Defense} @UUID[Compendium.cyphersystem-compendium.abilities.fh7tK1BVjgSfZ8ml]{Insight} @UUID[Compendium.cyphersystem-compendium.abilities.wWCehMidmvLypdxj]{Inspire Aggression} @UUID[Compendium.cyphersystem-compendium.abilities.V765JZKDKQ00Buyn]{Interaction Skills} @UUID[Compendium.cyphersystem-compendium.abilities.4dTGeclZRVjzn5tT]{Interface} @UUID[Compendium.cyphersystem-compendium.abilities.PK6oiYXgdP7KaGgi]{Investigate} @UUID[Compendium.cyphersystem-compendium.abilities.romswZIOmAmtzfCL]{Investigative Skills} @UUID[Compendium.cyphersystem-compendium.abilities.4p95GsynORh0Xd7X]{Knowing} @UUID[Compendium.cyphersystem-compendium.abilities.xBQM1AmjmcjmPDDD]{Knowledge of the Law} @UUID[Compendium.cyphersystem-compendium.abilities.eEGFknWQZUBNXn99]{Knowledge Skills} @UUID[Compendium.cyphersystem-compendium.abilities.oAsK49Zgey5QaC82]{Late Inspiration} @UUID[Compendium.cyphersystem-compendium.abilities.eM1fLppEnXHBlRNX]{Learning the Path} @UUID[Compendium.cyphersystem-compendium.abilities.rfsCCpxcsjc8hr60]{Levity} @UUID[Compendium.cyphersystem-compendium.abilities.aOzkoVf0mNSkZBtn]{Life Lessons} @UUID[Compendium.cyphersystem-compendium.abilities.lzy1YbdIJxzNIHZq]{Machine Affinity} @UUID[Compendium.cyphersystem-compendium.abilities.QHSH8fE6l3bKz2xl]{Machine Hunting} @UUID[Compendium.cyphersystem-compendium.abilities.rhaZSmU6dJpzMO64]{Machine Interface} @UUID[Compendium.cyphersystem-compendium.abilities.XQxN55rl0f5HFxEM]{Magic Training} @UUID[Compendium.cyphersystem-compendium.abilities.Zu06akqnHdCvoR0W]{Make Judgment} @UUID[Compendium.cyphersystem-compendium.abilities.YF8CYsYKcXpdfqH5]{Master Identifier} @UUID[Compendium.cyphersystem-compendium.abilities.KM9qqjzJBJusQNkT]{Master Thief} @UUID[Compendium.cyphersystem-compendium.abilities.GfDLA0qSvqhqzIbL]{Microgravity Adept} @UUID[Compendium.cyphersystem-compendium.abilities.PRW5MxW12oakmeHE]{Monster Lore} @UUID[Compendium.cyphersystem-compendium.abilities.tC7wmZwlZcQy5Vd0]{Movement Skills} @UUID[Compendium.cyphersystem-compendium.abilities.CBGeAZSBuymzrxDz]{Muscles of Iron} @UUID[Compendium.cyphersystem-compendium.abilities.FDUGlu7DZhdfxH2P]{Natural Charisma} @UUID[Compendium.cyphersystem-compendium.abilities.bcEupdsF6FduFPwe]{Oneirochemy} @UUID[Compendium.cyphersystem-compendium.abilities.oTDJtTDkwxr5uSfU]{Open Mind} @UUID[Compendium.cyphersystem-compendium.abilities.EbnGDC61relhYaib]{Opening Statement} @UUID[Compendium.cyphersystem-compendium.abilities.noCgrKbB370cfzQg]{Physical Skills} @UUID[Compendium.cyphersystem-compendium.abilities.Kk5nnC1EcYtqc3Fu]{Pilot} @UUID[Compendium.cyphersystem-compendium.abilities.TTKx93iEvtnptsep]{Poetic License} @UUID[Compendium.cyphersystem-compendium.abilities.OjGaIl0JEepjDrla]{Post-Apocalyptic Survivor} @UUID[Compendium.cyphersystem-compendium.abilities.MBlyd9LvSH8D0Z5I]{Powerful Rhetoric} @UUID[Compendium.cyphersystem-compendium.abilities.vcbIe2sSMKJmawl4]{Predictive Equation} @UUID[Compendium.cyphersystem-compendium.abilities.xMRRfjFF0POkxyea]{Privileged Nobility} @UUID[Compendium.cyphersystem-compendium.abilities.FEkLEYwk7r9KE7oC]{Quarry} @UUID[Compendium.cyphersystem-compendium.abilities.YCwy44WnpusEYN7g]{Quick Study} @UUID[Compendium.cyphersystem-compendium.abilities.QVPmLa6CKwmH6vJZ]{Quick to Flee} @UUID[Compendium.cyphersystem-compendium.abilities.8EJ59LwWPkaqErUd]{Quicker Than Most} @UUID[Compendium.cyphersystem-compendium.abilities.pMQT2QIL38XlhkxB]{Resist Tricks} @UUID[Compendium.cyphersystem-compendium.abilities.ZOfmWQFbwSJQB4wm]{Ruin Lore} @UUID[Compendium.cyphersystem-compendium.abilities.IYt42xzsjesQyEfT]{Sailor} @UUID[Compendium.cyphersystem-compendium.abilities.h3G0Ven2SoaPCbk4]{Salvage and Comfort} @UUID[Compendium.cyphersystem-compendium.abilities.WUY75HFAqAu1i9ku]{Sense Attitudes} @UUID[Compendium.cyphersystem-compendium.abilities.x8cGd4MC9YEW9isa]{Serv-0 Repair} @UUID[Compendium.cyphersystem-compendium.abilities.9sfX1SGtcQ17Uiny]{Sharp Senses} @UUID[Compendium.cyphersystem-compendium.abilities.HWZ8mwAfZEu6r778]{Sleuth} @UUID[Compendium.cyphersystem-compendium.abilities.2CrV3a9S1yzOXBOJ]{Slippery} @UUID[Compendium.cyphersystem-compendium.abilities.sHdBJdVshvtAqz1K]{Sneak} @UUID[Compendium.cyphersystem-compendium.abilities.gwMRhz3h9zxbVQXt]{Stalker} @UUID[Compendium.cyphersystem-compendium.abilities.gbU7mA0flUR4W8Dl]{Stand Watch} @UUID[Compendium.cyphersystem-compendium.abilities.QAdh0yZBjJsHdJjD]{Stealth Skills} @UUID[Compendium.cyphersystem-compendium.abilities.tFhd4dEGikOd1g1K]{Straightforward} @UUID[Compendium.cyphersystem-compendium.abilities.MwDYD8V1CJv8w9rR]{Superb Explorer} @UUID[Compendium.cyphersystem-compendium.abilities.aJ1T8XqGF38vyzV2]{Superb Infiltrator} @UUID[Compendium.cyphersystem-compendium.abilities.B4U7RiMrZElfOQyj]{Taking Advantage} @UUID[Compendium.cyphersystem-compendium.abilities.1ZV6jp2IuXFgXEjn]{Task Training} @UUID[Compendium.cyphersystem-compendium.abilities.pYsmdnNte7o5Flca]{Tech Skills} @UUID[Compendium.cyphersystem-compendium.abilities.0xVoKhKKvzxIbtJD]{There’s Your Problem} @UUID[Compendium.cyphersystem-compendium.abilities.k4LeTZ1lqN9L3hPS]{Tool Mastery} @UUID[Compendium.cyphersystem-compendium.abilities.VAGafmOiBpvU2eq0]{Tracker} @UUID[Compendium.cyphersystem-compendium.abilities.O0d2Xjp5HTUdFzmp]{Trained Excavator} @UUID[Compendium.cyphersystem-compendium.abilities.A8CGMbLGsJ3AHKMP]{Trained Interlocutor} @UUID[Compendium.cyphersystem-compendium.abilities.eVZMy7s6px5jLTfj]{Trained Swimmer} @UUID[Compendium.cyphersystem-compendium.abilities.wEjdodvc6SLf8yso]{Travel Skills} @UUID[Compendium.cyphersystem-compendium.abilities.kv03xEihe4VZNkK5]{Understanding} @UUID[Compendium.cyphersystem-compendium.abilities.zgcoMEc4j2MjpDhC]{Vacuum Skilled} @UUID[Compendium.cyphersystem-compendium.abilities.KqV5RSzOU3S3NK51]{Wilderness Life} @UUID[Compendium.cyphersystem-compendium.abilities.8KYjSKp6ieQ8YXUy]{Wilderness Lore} @UUID[Compendium.cyphersystem-compendium.abilities.XseI77zSp7iHkEWq]{Wound Tender} @UUID[Compendium.cyphersystem-compendium.abilities.qEzcqbNhuJQuBagn]{Zero Dark Eyes}

Mid Tier

@UUID[Compendium.cyphersystem-compendium.abilities.GK0o4fjCtxgAP269]{Action Processor} @UUID[Compendium.cyphersystem-compendium.abilities.6ILcTvACqDdLVpc8]{Agent Provocateur} @UUID[Compendium.cyphersystem-compendium.abilities.KAAezRI2l8rdp1NS]{Animal Senses and Sensibilities} @UUID[Compendium.cyphersystem-compendium.abilities.TmDavAL4vDxKjLBK]{Confidence Artist} @UUID[Compendium.cyphersystem-compendium.abilities.yB4tnpDNVSOxgruq]{Dark Matter Shell} @UUID[Compendium.cyphersystem-compendium.abilities.bvqDafTBMB7Uo9Qj]{Enhance Strength} @UUID[Compendium.cyphersystem-compendium.abilities.hQx9SoUhY6jzUeTW]{Expert Driver} @UUID[Compendium.cyphersystem-compendium.abilities.12xO8QaEsTvEFUvY]{Expert Pilot} @UUID[Compendium.cyphersystem-compendium.abilities.RESKINMA0INj60Rc]{Find the Guilty} @UUID[Compendium.cyphersystem-compendium.abilities.dVh39nh5ARUxreUc]{Flex Skill} @UUID[Compendium.cyphersystem-compendium.abilities.Kk9lHkiaqsr3pUmk]{Ghost} @UUID[Compendium.cyphersystem-compendium.abilities.NhNvpbUWNRIFEm8b]{Hard to See} @UUID[Compendium.cyphersystem-compendium.abilities.7tiGTYVXj9eHdja7]{Heightened Skills} @UUID[Compendium.cyphersystem-compendium.abilities.uhC4ubTGfhkNvIMX]{Improvise} @UUID[Compendium.cyphersystem-compendium.abilities.iyM2N9G0RLlj6BZ7]{Increasing Determination} @UUID[Compendium.cyphersystem-compendium.abilities.2odkyEO8azxIZWYj]{Intelligent Interface} @UUID[Compendium.cyphersystem-compendium.abilities.t5vs3xMko8GLCB64]{Intense Interaction} @UUID[Compendium.cyphersystem-compendium.abilities.vPraXsdXkCmaoBbI]{Knowledge Is Power} @UUID[Compendium.cyphersystem-compendium.abilities.4JDFgEhyhqReRngE]{Master Crafter} @UUID[Compendium.cyphersystem-compendium.abilities.e3jpx5KsYc8F13Pu]{Meticulous Planner} @UUID[Compendium.cyphersystem-compendium.abilities.l0OFjk5XVGV5LzP1]{Minor Wish} @UUID[Compendium.cyphersystem-compendium.abilities.LdHCwZcifnRRuPrp]{Nightstrike} @UUID[Compendium.cyphersystem-compendium.abilities.3VJyYtECl0wKQj2p]{Outlast the Foe} @UUID[Compendium.cyphersystem-compendium.abilities.XQkQrvp4o395uIOJ]{Passing Mechanic} @UUID[Compendium.cyphersystem-compendium.abilities.LojkwDtb1gHLSB6A]{Preternatural Senses} @UUID[Compendium.cyphersystem-compendium.abilities.MzKqElUHuTtHkV7D]{Pull a Fast One} @UUID[Compendium.cyphersystem-compendium.abilities.y1bQFSBlwMbUico5]{Rapid Processing} @UUID[Compendium.cyphersystem-compendium.abilities.DhSH0rnaqLogC3DC]{Rider} @UUID[Compendium.cyphersystem-compendium.abilities.oCcnXLYQy9DjwPJC]{Sea Legs} @UUID[Compendium.cyphersystem-compendium.abilities.syiylO75dZlcUp3i]{Sensing Package} @UUID[Compendium.cyphersystem-compendium.abilities.NcItnMHjeG9fgE1K]{Serv-0 Aim} @UUID[Compendium.cyphersystem-compendium.abilities.lPqCQOQJF0JfoFRn]{Serv-0 Brawler} @UUID[Compendium.cyphersystem-compendium.abilities.EQXA8Gcwdc7dU8lw]{Sharp-Eyed} @UUID[Compendium.cyphersystem-compendium.abilities.hIy0GMeL8WALvhEb]{Ship Footing} @UUID[Compendium.cyphersystem-compendium.abilities.U2QV8t7Pq9irgHqF]{Silent As Space} @UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks} @UUID[Compendium.cyphersystem-compendium.abilities.c4CG5F8lfaYelzFf]{Soothe Mind and Body} @UUID[Compendium.cyphersystem-compendium.abilities.3pqCkOZjnAXWIikt]{Subtle Steps} @UUID[Compendium.cyphersystem-compendium.abilities.q80xvRDX6XwFXgma]{Targeting Eye} @UUID[Compendium.cyphersystem-compendium.abilities.NaqoExT72j3xkWp3]{Task Specialization} @UUID[Compendium.cyphersystem-compendium.abilities.oah8DOODfphl858B]{Telling} @UUID[Compendium.cyphersystem-compendium.abilities.3wxiRMTCBZ4iNCHp]{Temporal Acceleration} @UUID[Compendium.cyphersystem-compendium.abilities.zuEylYrgOVAAjs71]{Trained Basher} @UUID[Compendium.cyphersystem-compendium.abilities.I8N5PUMy5Eq7cqZl]{Trained Gunner} @UUID[Compendium.cyphersystem-compendium.abilities.gPqiQflb6Z3DXGVk]{Trained Slayer} @UUID[Compendium.cyphersystem-compendium.abilities.SjO76u6MlpVx3PwO]{Verbal Misdirection} @UUID[Compendium.cyphersystem-compendium.abilities.PlVEpuVxp9pGJSoa]{You Studied}

High Tier

@UUID[Compendium.cyphersystem-compendium.abilities.B0dq2gW9gdA0PdzR]{Amplify Sounds} @UUID[Compendium.cyphersystem-compendium.abilities.2uSx4ErQ9f2QLX5M]{As Foretold in Prophecy} @UUID[Compendium.cyphersystem-compendium.abilities.jmjxGRJTwztzBtLc]{Coordinated Effort} @UUID[Compendium.cyphersystem-compendium.abilities.xRvaY8SG4HVy5WO8]{Dark Explorer} @UUID[Compendium.cyphersystem-compendium.abilities.rYOt0poxNGA8b3FP]{Explains the Ineffable} @UUID[Compendium.cyphersystem-compendium.abilities.VVYx3J42Sj9qCQV9]{Exploit Advantage} @UUID[Compendium.cyphersystem-compendium.abilities.GnQRIvynqXx1R2a0]{Further Mathematics} @UUID[Compendium.cyphersystem-compendium.abilities.2LaX22wvw35lDger]{Learned a Few Things} @UUID[Compendium.cyphersystem-compendium.abilities.YWMUeaNzao8n8pAc]{Like the Back of Your Hand} @UUID[Compendium.cyphersystem-compendium.abilities.Cz0KkzZPnlX1oTYz]{Magnificent Moment} @UUID[Compendium.cyphersystem-compendium.abilities.kZ3LhhYZKrcnBplY]{Master Entertainer} @UUID[Compendium.cyphersystem-compendium.abilities.4USzF8qKs8oZJH13]{Multiple Skills} @UUID[Compendium.cyphersystem-compendium.abilities.kcXnkEBuyNil4Nd4]{No One Knows Better} @UUID[Compendium.cyphersystem-compendium.abilities.N0wzhZ676UrCR8M4]{Precognition} @UUID[Compendium.cyphersystem-compendium.abilities.MA2Pwhbpbq2SSIQy]{See the Future} @UUID[Compendium.cyphersystem-compendium.abilities.QZa9b5G80qxtoYqg]{Subsonic Rumble} @UUID[Compendium.cyphersystem-compendium.abilities.RE24qvMuPhasaCP3]{Total Awareness} @UUID[Compendium.cyphersystem-compendium.abilities.qKDngpAWNEzhdRj5]{Trick Driver} @UUID[Compendium.cyphersystem-compendium.abilities.vhGEeFVgyqX1gzRr]{Using the Environment}

Transform

A significant change that temporarily enhances you, such as growing bigger, turning into a werewolf, and so on. Also includes apparent transformations like disguises and invisibility.

Low Tier

@UUID[Compendium.cyphersystem-compendium.abilities.8DXGUr433iXaVCSv]{Beast Form} @UUID[Compendium.cyphersystem-compendium.abilities.GmMePJHTRl6PshR6]{Bigger} @UUID[Compendium.cyphersystem-compendium.abilities.wIOwT1tjGLMYzZAb]{Controlled Change} @UUID[Compendium.cyphersystem-compendium.abilities.HDYOv1V10xpFbFI7]{Enlarge} @UUID[Compendium.cyphersystem-compendium.abilities.Tgmrh8dyGqqCfnU5]{Face Morph} @UUID[Compendium.cyphersystem-compendium.abilities.U9ZBl9NeipxSLavS]{Golem Healing} @UUID[Compendium.cyphersystem-compendium.abilities.asQqC0DepYcsPxRV]{Illusory Disguise} @UUID[Compendium.cyphersystem-compendium.abilities.zOCvNsxHOcmkQrBn]{Phased Pocket} @UUID[Compendium.cyphersystem-compendium.abilities.5aUrbdjSSLCRggHU]{Spin Identity} @UUID[Compendium.cyphersystem-compendium.abilities.1CjsEMTtfnvL1CeJ]{Vanish}

Mid Tier

@UUID[Compendium.cyphersystem-compendium.abilities.NIePQkLH2DTVjZR2]{Bigger Beast Form} @UUID[Compendium.cyphersystem-compendium.abilities.rZsohzuwTFfghWVO]{Blend In} @UUID[Compendium.cyphersystem-compendium.abilities.Uq6p6fOg9KyFcUws]{Evanesce} @UUID[Compendium.cyphersystem-compendium.abilities.wqzexDdZolWgxAza]{Greater Controlled Change} @UUID[Compendium.cyphersystem-compendium.abilities.NhNvpbUWNRIFEm8b]{Hard to See} @UUID[Compendium.cyphersystem-compendium.abilities.uNzF1oQKJ6T1yqL4]{Huge} @UUID[Compendium.cyphersystem-compendium.abilities.nEN2HYzlJWhonfmE]{Invisible Phasing} @UUID[Compendium.cyphersystem-compendium.abilities.RfGCXsX7JXEr8fMw]{Moon Shape}

High Tier

@UUID[Compendium.cyphersystem-compendium.abilities.hbbPZIjq81Qqdp6i]{Colossal} @UUID[Compendium.cyphersystem-compendium.abilities.uN2YVmNxkFj3SFof]{Command Metal} @UUID[Compendium.cyphersystem-compendium.abilities.PyVeE7CtDVDksWG6]{Disappear} @UUID[Compendium.cyphersystem-compendium.abilities.0XYaYNoQzrYYKR4p]{Gargantuan} @UUID[Compendium.cyphersystem-compendium.abilities.wvlSlYCJyrJuFqtn]{Invisibility} @UUID[Compendium.cyphersystem-compendium.abilities.S5JTyQCNcgrXgNqf]{Mask} @UUID[Compendium.cyphersystem-compendium.abilities.m2j3n3xiExLcXAAn]{Moderate Wish} @UUID[Compendium.cyphersystem-compendium.abilities.5Rre17QhaTln9jgA]{Outside Reality} @UUID[Compendium.cyphersystem-compendium.abilities.85DCcEDqvz6A0LkD]{Perfect Control} @UUID[Compendium.cyphersystem-compendium.abilities.TRdK7RJBkq8WW4np]{Wild Camouflage}

","markdown":""},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"ownership":{"default":-1},"flags":{}},{"sort":399610,"name":"Equipment","type":"text","_id":"CSHlAboV1tzyC1Kz","title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"

Equipment in the Cypher System plays only a small role. It’s far more important to focus on what you can do than on what you have. Still, sometimes it’s important to know if you’ve got enough rope, or what kind of gun your space pilot has at their hip.

Currency and Prices

Dollars, pounds, euros, credits, gold pieces, Martian solval beads, Corso moons and stars, bottle caps—a lot of different currencies might be used in your game, depending on the setting and the genre. You should use whatever you like. In the Cypher System rules, we talk in generalities rather than specifics. Not unlike saying immediate or short distance rather than giving precise numbers, we talk about goods and services in terms of inexpensive, moderately priced, expensive, very expensive, or exorbitant.

The GM can figure out what those things mean in their setting. In a fantasy setting, an inexpensive item might be 1 or 2 copper pennies, while an expensive item might require gold on the table. The exact amount can vary, and in many campaigns, the exact amount will matter. The GM will develop a detailed price list for their setting, and players will track their money on their character sheets to determine what they can afford, often ignoring the terms inexpensive, moderately priced, and so on.

But some GMs might want to keep things simple and use only the general terms, indicating currency just as flavor now and then. In a space opera game, where the PCs are the crew of a starship blazing about the galaxy in search of adventure and profit, fuel and upkeep for the ship might be expensive. Hauling a few passengers from Epsilon Eridani back to Earth might earn enough to purchase six expensive items but cost the equivalent of two expensive items, leaving the crew with the means to refuel and maintain the ship for two further voyages. In such a game, where money only means keeping the ship flying, no one has to talk in specific amounts. Characters might refer to “galactic credits” or something similar, but amounts might not be tracked on the character sheets.

Price Categories

There are five price categories for goods and services.

An inexpensive item is something that common people buy. A simple meal or a drink in the bar. A pen and some paper. A book or magazine.

A moderately priced item is something that common people buy, but not too often and not in great quantities. A small piece of furniture. A major entertainment. An expensive meal. A new outfit.

An expensive item is something that would strain a common person’s finances. Rent on a simple apartment. A major piece of furniture. A very nice outfit. The cost to travel a long distance (if appropriate to the setting).

A very expensive item is probably out of the reach of most people except in very special circumstances. Jewelry. Luxury furnishings.

An exorbitant item is something only the very rich can afford. A very nice house. A ship. Extremely expensive jewelry or art.

Think of the categories as powers of 10. That is to say, a moderately priced item is ten times more costly than an inexpensive item. An expensive item is ten times more costly than a moderately priced item, and thus 100 times the cost of something inexpensive. A very expensive item is ten times the cost of an expensive one, 100 times the cost of a moderate one, and 1,000 times the cost of an inexpensive one. An exorbitant item is priced ten times beyond that.

In some settings, even the generalization offered by the pricing categories might be too specific or cumbersome. In many superhero games, for example, prices are relatively moot. After saving the city, typical superheroes don’t worry about paying rent or how much dinner will cost. On the other hand, in a grittier superhero game, maybe that’s exactly what they worry about.

Using The Price Categories

Regardless of how precise you want to be with prices and currency, you can use the price categories in a variety of ways.

It’s easy for a GM to say to a player “You can afford two extra moderately priced things at the start of the game.” The player can look on the list and pick two moderately priced items without worrying about their cost. Plus, this approach makes it clear that they get two items, not twenty inexpensive items or one more expensive item that perhaps would not be appropriate for a starting character. The categories make it easy to lump similar items together.

The GM can also say “You can have whatever inexpensive items you want, and don’t worry about the cost.” At higher tiers, when the PCs have more wealth, followers, and so on, the GM can do this with moderate or even expensive items. This allows the group to skip over playing through a shopping trip to get supplies, and players don’t have to track prices down to the last coin.

Finally, the categories can be shorthand when evaluating loot, dividing up the spoils among the PCs, and resolving other story-based occurrences that crop up in the game without dealing in the minutiae of exact prices. This is of particular use in high-powered games where the PCs are rich and powerful.

Level of Equipment

Mundane equipment is about level 4—less if of inferior quality or materials, more if of superior quality or materials. This means that in a setting based on the distant past, the default level might be 3, while in the future it might be 5 or 6. So an average serf ’s tool in the Dark Ages is level 3, easily broken, while an average tool on a space station is level 6, made of advanced polymers.

Armor

Characters expecting danger frequently wear armor. Even the simplest protective covering helps against stabs and cuts, and more sophisticated or heavier armor protects against graver threats.

You can wear only one type of armor at a time—you cannot wear chainmail hauberk and scale armor together, for example. However, Armor bonuses from multiple sources combine to provide a total Armor rating. For example, if you have subdermal implants that give you +1 to Armor, a force field that offers another +1 to Armor, and beastskin that grants +2 to Armor, you have a total of +4 to Armor.

In general, light armor is a moderately priced item, medium armor is expensive, and heavy armor is very expensive. The Genre chapter offers more specific details on the kinds of armor available in a given setting. Keep in mind that in many genres, it’s quite odd, at best, to run around in armor tougher than a leather jacket.

Using Armor

Anyone can wear any armor, but it can be taxing. Wearing armor increases the cost of using a level of Effort when attempting a Speed-based action. So if you’re wearing light armor and want to use two levels of Effort on a Speed-based roll to run across difficult terrain, it costs 7 points from your Speed Pool rather than 5 (3 for the first level of Effort, plus 2 for the second level of Effort, plus 1 per level for wearing light armor). Edge reduces the overall cost as normal. If you are not experienced with a certain type of armor but wear it anyway, this cost is further increased by 1. Having experience with a type of armor is called being practiced with the armor.

ArmorSpeed Effort Additional Cost Per Level
Light+1
Medium+2
Heavy+3
Note: Clarification & Foundry VTT Usage

The table above is written from the perspective of someone having the ability Practiced in Armor. For consistency, armor items also assume that the PC is practiced in armor, so PCs without any ability or who are experienced in armor or have mastery in armor need to adjust the cost accordingly. Here’s a complete overview:

Speed Effort Additional Cost Per Level
ArmorNo AbilityPracticedExperiencedMastery
Light+2+1+0+0
Medium+3+2+1+0
Heavy+4+3+2+0

Shields

Shields provide an asset to Speed defense rolls. You must have one free hand to use a shield.

Weapons

Not all characters are familiar with all weapons. Warriors know their way around most types, but Explorers prefer light or medium weapons, and Adepts and Speakers usually stick to light weapons. If you wield a weapon that you have no experience with, an attack with that weapon is hindered. Having experience with a weapon is called being practiced with the weapon.

Light weapons inflict only 2 points of damage, but attacks with them are eased because they are fast and easy to use. Light weapons are punches, kicks, knives, handaxes, darts, very small pistols, and so on. Weapons that are particularly small are light weapons.

Medium weapons inflict 4 points of damage. Medium weapons include broadswords, battleaxes, maces, crossbows, spears, typical handguns, light rifles, sawed-off shotguns, and so on. Most weapons are medium. Anything that could be used in one hand (even if it’s often used in two hands, such as a quarterstaff or spear) is a medium weapon.

Heavy weapons inflict 6 points of damage, and you must use two hands to attack with them. Heavy weapons are huge swords, great hammers, massive axes, halberds, heavy crossbows, rifles, regular shotguns, assault rifles, and so on. Anything that must be used in two hands is a heavy weapon.

WeaponDamage
Light2 points (attack eased)
Medium4 points
Heavy6 points

In general, light weapons are moderately priced items, medium weapons are expensive, and heavy weapons are very expensive. Ammunition for a ranged weapon is inexpensive. The Genre chapter offers more specific details on weapons available in a given setting. Keep in mind that in many genres, it’s not acceptable to run around carrying dangerous weapons.

Explosive Weapons

Bombs, grenades, missiles, and other explosives operate differently than other weapons. They affect all targets within an area (usually an immediate area) and inflict damage to all of them. A separate attack roll is required for each (or a Speed defense roll if the PCs are the targets of such an attack), although to simplify, the player can make one attack roll and compare it to the difficulty to attack each target. Usually, even if the attack roll fails (or the Speed defense roll succeeds), the targets still suffer a smaller amount of damage, often 1 point.

Explosives like grenades can be thrown a short distance. Otherwise, another launcher weapon is needed to project them a long distance (or farther).

Miscellaneous Items and Services

Although the types of items for sale vary greatly based on the setting, a few things are always present, like food, lodging, and clothing. However, these goods and services can span the price categories. For example, you can get an inexpensive meal, a moderately priced meal, an expensive meal, and so on. An inexpensive meal is light and probably not very nutritious. An expensive meal is available only in nice restaurants in certain locations. An exorbitant meal is probably a feast for a crowd, with the finest foods and drink available.

Nightly lodging is similar, although the bottom end starts out worse. An inexpensive night’s lodging is probably a flea-ridden mat on the floor of a room filled with other lodgers. Typical lodging (a private room with a decent bed) is probably in the moderately priced range. Very expensive lodging might be a suite of rooms with delicious meals and personal services (such as massages and grooming) included.

Inexpensive clothing is just a step up from rags, but moderately priced clothing is decent enough. For a formal party, you’d want expensive clothing. The very rich likely wear very expensive clothing most of the time, and exorbitant clothing (and jewelry) when they go to their elite galas.

Other sorts of miscellaneous items can be found in the Genre chapter.

Cyphers

Cyphers can sometimes be physical items like equipment, but they work very differently. To be entirely accurate, cyphers might have the veneer of equipment, but don’t fall into the trap of confusing the two. Cyphers are far more akin to PC special abilities than to gear. In a fantasy game, they might be potions, scrolls, or charms. In a science fiction game, cyphers might be interesting throwaway devices or alien crystals of unknown providence. In other games, they might just represent good fortune or sudden inspiration. See the Cyphers chapter for more details.

Artifacts

Artifacts are more powerful than equipment and can’t simply be purchased. The Genre chapter offers a few sample artifacts appropriate for various settings.

Each artifact has a level and a rate of power depletion. When an artifact is used or activated, the player rolls the designated die (1d6, 1d10, 1d20, or 1d100). If the die shows the depletion number(s), the item works, but that is its last use. A depletion entry of “—” means that the artifact never depletes, and an entry of “automatic” means that it can be used only once.

Depowered artifacts can sometimes be recharged using the repair rules, depending on the item’s nature. Other special abilities can also repower an expended item, but probably for only one use.

For GM information on artifacts, see the Running the Cypher System chapter.

Finding, Identifying, and Using Artifacts

Characters can sometimes find artifacts while on adventures. They might be in ancient ruins, either intact or in need of manipulation to get them working. They could have been stolen from well-guarded military installations. They might be granted as rewards or taken from fallen foes. Sometimes they can even be purchased from a specialized source, but this occurs more rarely than most PCs would probably like.

After the characters find an artifact, identifying it is a separate Intellect task. The GM sets the difficulty of the task, but it is usually equal to the artifact’s level. Identifying it takes fifteen minutes to three hours. If the PCs can’t identify an artifact, they can bring it to an expert to be identified or, if desired, traded or sold.

Characters can attempt to use an artifact that has not been identified, which is usually an Intellect task equal to the artifact’s level + 2. Failure might mean that the PCs can’t figure out how to use the artifact or they use it incorrectly (GM’s discretion). Of course, even if characters use an unidentified artifact correctly the first time, they have no idea what the effect might be.

Once characters identify an artifact, using it for the first time requires an additional Intellect action; this process is far more complex than pushing a button. It can involve manipulating touchscreens, reciting the proper arcane words, or anything else that fits the setting. The GM sets the difficulty, but it is usually equal to the artifact’s level.

","markdown":""},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"ownership":{"default":-1},"flags":{}},{"sort":537500,"name":"Experience Points","type":"text","_id":"kL1WYB17GtLujcMp","title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"

Experience points (XP) are the currency by which players gain benefits for their characters. The most common ways to earn XP are through GM intrusions and by accomplishing things the PCs set out to do. Sometimes experience points are earned during a game session, and sometimes they’re earned between sessions. In a typical session, a player might earn 2 to 4 XP, and between sessions, perhaps another 2 XP (on average). The exact amounts depend on the events of the session.

GM Intrusion

At any time, the GM can introduce an unexpected complication for a character. When they intrude in this way, they must give that character 2 XP. That player, in turn, must immediately give one of those XP to another player and justify the gift (perhaps the other player had a good idea, told a joke, or performed an action that saved a life).

Often, the GM intrudes when a player attempts an action that should be an automatic success. However, the GM is free to intrude at other times. As a general rule, the GM should intrude at least once each session, but no more than once or twice each session per character.

Anytime the GM intrudes, the player can spend 1 XP to refuse the intrusion, though that also means they don’t get the 2 XP. If the player has no XP to spend, they can’t refuse.

If a player rolls a 1 on a die, the GM can intrude without giving the player any XP.

Example 1: Through skill and the aid of another character, a fourth-tier PC eases a wall-climbing task from difficulty 2 to difficulty 0. Normally, they would succeed at the task automatically, but the GM intrudes and says “No, a bit of the crumbling wall gives way, so you still have to make a roll.” As with any difficulty 2 task, the target number is 6. The PC attempts the roll as normal and gains 2 XP because the GM intruded. They immediately give one of those XP to another player.

Example 2: During a fight, a PC swings their axe and damages a foe with a slice across the shoulder. The GM intrudes by saying that the foe turned just as the axe struck, wrenching the weapon from the character’s grip and sending it clattering across the floor. The axe comes to a stop 10 feet (3 m) away. Because the GM intruded, the PC gains 2 XP, and the player immediately gives one of those XP to another player. Now the character must deal with the dropped weapon, perhaps drawing a different weapon or using their next turn to scramble after the axe.

For much more on GM intrusions, see the Running the Cypher System chapter.

Character Arcs

Character arcs are the means by which players can invest themselves more in great stories and character depth and development.

Just like in a book or a television show, characters progress through their own personal story and change over time. A PC with a character arc decides for themselves what they do and why. Character arcs are like stated goals for a character, and by progressing toward that goal, the character advances. The key word there is progressing. A PC doesn’t have to succeed at achieving the goal to earn advancement—it’s not an all-or-nothing prospect. Each arc is keyed to a single character, but just like in a book or show, characters can take part in the larger story arc that the whole group participates in, while also progressing in their own personal arc.

Character arcs have different steps that mark the character’s progress through the arc. Each arc eventually reaches a climax, and then finishes with a step that is a final resolution. Each step reached earns the character 2 XP. Character arcs are the most straightforward way that a character earns XP. (Typically, PCs will earn about half their total experience points from arcs or other GM awards.)

At character creation, a player can choose one character arc for their PC at no cost. Players have the option to not choose one, but it’s probably a good idea to do so. First and foremost, it is a character-defining factor. If they begin the campaign with a desire to find the woman who killed their brother, that says a lot about the character: they had a brother, he was likely close to them, he had been in at least one dangerous situation, and the character is probably motivated by anger and hate, at least somewhat. Even after the character finishes this first arc, they’ll undoubtedly have (at least one) more because they can gain new arcs as the campaign progresses.

Once play begins, players can take on a new arc whenever they wish, as fits the character’s ongoing story. Taking a new arc has a cost of 1 XP. While there’s no hard limit on how many arcs a character can have at one time, realistically most PCs couldn’t reasonably have more than three or four.

However, as mentioned above, arcs have a beginning cost that must be paid, reflecting the character’s devotion to the goal. The character will earn this investment back (probably many times over) if the arc is completed.

Character arcs are always player-driven. A GM cannot force one on a character. That said, the events in the narrative often present story arc opportunities and inspire character arcs for the PCs. It’s certainly in the GM’s purview to suggest possible arcs related to the events going on. For example, if the GM presents an encounter in which an NPC wishes to learn from the PC, it might make sense to suggest taking the Instruction arc. Whether or not the PC takes on the student, the player doesn’t have to adopt the Instruction arc unless they want to.

At the end of a session, review the actions you took and describe how they might equate to the completion of a step (or possibly more than one step) in their character arc. If the GM agrees, the character gets their reward.

When in doubt, if one character accomplishes a step in their arc but another character does not, the first character should get the 2 XP reward, but the other character should probably still get, at minimum, 1 XP for the session.

This chapter presents many sample character arcs (see below).

GM Awards

Sometimes, a group will have an adventure that doesn’t deal primarily with a PC’s character arc. In this case, it’s a good idea for the GM to award XP to that character for accomplishing other tasks. First and foremost, awards should be based on discovery. Discovery can include finding a significant new location, such as a hidden chamber, a secret fortress, a lost land, a new planet, or an unexplored dimension. In this fashion, PCs are explorers. Discovery can also include a new significant aspect of a setting, such as a secret organization, a new religion, and so on.

It can also mean finding a new procedure or device (something too big to be considered a piece of equipment) or even previously unknown information. This could include a source of magical power, a unique teleportation device, or the cure for a plague. These are all discoveries. The common thread is that the PCs discover something that they can understand and put to use.

Last, depending on the GM’s outlook and the kind of campaign the group wants to play, a discovery could be a secret, an ethical idea, an adage, or even a truth.

It’s a fine line, but ultimately the GM decides what constitutes a discovery as opposed to just something weird in the course of an adventure. Usually, the difference is, did the PCs successfully interact with it and learn something about it? If so, it’s probably a discovery.

Artifacts: When the group gains an artifact, award XP equal to the artifact’s level and divide it among the PCs (minimum 1 XP for each character). Round down if necessary. For example, if four PCs discover a level 5 artifact, they each get 1 XP. Money, standard equipment, and cyphers are not worth XP. (Experience point awards for artifacts should usually apply even if the artifact was given to the PCs rather than found, because often such gifts are the rewards for success.)

Miscellaneous Discoveries: Various other discoveries might grant 1 XP to each PC involved.

Other Awards: If a character is focused on activities that don’t relate to a character arc or a discovery, as a general rule, a mission should be worth at least 1 XP per game session involved in accomplishing it. For example, saving a family on an isolated farm beset by raiding cultists might be worth 1 XP for each character. Of course, saving the family doesn’t always mean killing the bad guys; it might mean relocating them, parlaying with the cultists, or chasing off the raiders.

Spending Experience Points

Experience points are meant to be used. Hoarding them is not a good idea; if a player accumulates more than 10 XP, the GM can require them to spend some.

Generally, experience points can be spent in four ways: immediate benefits, short- and medium-term benefits, long-term benefits, and character advancement.

Experience points should not be a goal unto themselves. Instead, they are a game mechanic to simulate how—through experience, time, toil, travail, and so on— characters become more skilled, more able, and more powerful. Spending XP to explain a change in a character’s capabilities that occurred in the course of the story, such as if the PC made a new device or learned a new skill, isn’t a waste of XP—it’s what XP are for.

Immediate Benefits

The most straightforward way for a player to use XP is to reroll any roll in the game—even one that they didn’t make. This costs 1 XP per reroll, and the player chooses the best result. They can continue to spend XP on rerolls, but this can quickly become an expensive proposition. It’s a fine way to try to prevent disaster, but it’s not a good idea to use a lot of XP to reroll a single action over and over.

A player can also spend 1 XP to refuse a GM intrusion.

Short- and Medium-Term Benefits

By spending 2 XP, a character can gain a skill—or, more rarely, an ability—that provides a short-term benefit. Let’s say a character notices that the computer terminals in the facility they’re infiltrating are similar to those used by the company they once worked for. They spend 2 XP and say that they have a great deal of experience in using these. As a result, they are trained in operating (and breaking into) these computers. This is just like being trained in computer use or hacking, but it applies only to computers found in that particular location. The skill is extremely useful in the facility, but nowhere else.

Medium-term benefits are usually story based. For example, a character can spend 2 XP while climbing through mountains and say that they have experience with climbing in regions like these, or perhaps they spend the XP after they’ve been in the mountains for a while and say that they’ve picked up the feel for climbing there. Either way, from now on, they’re trained in climbing in those mountains. This helps them now and any time they return to the area, but they’re not trained in climbing everywhere.

This method allows a character to get immediate training in a skill for half the normal cost. (Normally, it costs 4 XP to become trained in a skill.) It’s also a way to gain a new skill even if the PC has already gained a new skill as a step toward attaining the next tier.

In rare cases, a GM might allow a character to spend 2 XP to gain an entirely new ability—such as a device, a special ability, or a special mental power—for a short time, usually no longer than the course of one scenario. The player and the GM should agree on a story-based explanation for the benefit. Perhaps the ability has a specific rare requirement, such as a tool, a battery, a drug, or some kind of treatment. For example, a character who wants to explore a submerged location has several biotech enhancements, and they spend 2 XP to cobble together a device that lets them breathe underwater. This gives them the ability for a considerable length of time, but not permanently—the device might work for only eight hours. Again, the story and the logic of the situation dictate the parameters.

Long-Term Benefits

In many ways, the long-term benefits a PC can gain by spending XP are a means of integrating the mechanics of the game with the story. Players can codify things that happen to their characters by talking to the GM and spending 3 XP.

Things that a PC can acquire as a long-term benefit can be thought of as being story based, and they allow the player to have some narrative control over the story. In the course of play, a player might decide that their character gains a friend (a contact) or builds a log cabin (a home). Because a player spent XP, however, they should have some agency over what they’ve gained, and it shouldn’t be easily taken away. The player should help come up with the details of the contact or the design of their home.

It’s also possible to gain these benefits through events in the story, without spending XP. The new contact comes to the PC and starts the relationship. The new home is granted to them as a reward for service to a powerful or wealthy patron, or maybe the character inherits the home from a relative. However, because these came from the GM and not the player (and no XP were spent), the player has no narrative control over them and the GM makes up the details.

Long-term benefits can include the following.

Contact: The character gains a long-term NPC contact of importance—someone who will help them with information, equipment, or physical tasks. The player and GM should work out the details of the relationship.

Home: The PC acquires a full-time residence. This can be an apartment in a city, a cabin in the wilderness, a base in an ancient complex, or whatever fits the situation. It should be a secure place where the PC can leave their belongings and sleep soundly. Several characters could combine their XP and buy a home together.

Title or job: The PC is granted a position of importance or authority. It might come with responsibilities, prestige, and rewards, or it might be an honorary title.

Wealth: The PC comes into a considerable amount of wealth, whether it’s a windfall, an inheritance, or a gift. It might be enough to buy a home or a title, but that’s not really the point. The main benefit is that the PC no longer needs to worry about the cost of simple equipment, lodging, food, and so on. This wealth could mean a set amount—perhaps 50,000 dollars (or whatever is appropriate in the setting)—or it could bestow the ability to ignore minor costs, as decided by the player and GM.

GMs and players should work together to make XP awards and expenditures fit the ongoing story. If a PC stays in a location for two months to learn the inhabitants’ unique language, the GM might award the character a few XP, which are then immediately spent to grant them the ability to understand and speak that language.

Character Advancement

Progressing to the next tier involves four steps. When a PC has spent 4 XP on each of the steps, they advance to the next tier and gain all the type and focus benefits of that tier. The four steps can be purchased in any order, but each can be purchased only once per tier. In other words, a PC must buy all four steps and advance to the next tier before they can buy the same steps again.

Increasing Capabilities: You gain 4 new points to add to your stat Pools. You can allocate the points among your Pools however you wish.

Moving Toward Perfection: You add 1 to your Might Edge, your Speed Edge, or your Intellect Edge (your choice).

Extra Effort: Your Effort score increases by 1.

Skills: Choose one skill other than attacks or defense, such as climbing, jumping, persuading, sneaking, or history. You become trained in that skill. You can also choose to be knowledgeable in a certain area of study, such as history or geology. You can even choose a skill based on your character’s special abilities. For example, if your character can make an Intellect roll to blast an enemy with mental force, you can become trained in that ability, easing the task of using it.

If you choose a skill that you are already trained in, you become specialized in that skill, easing the task by two steps instead of one. If you choose a skill that you have an inability in, the training and the inability cancel each other out (you aren’t eased or hindered in that task). For example, if you have an inability in perception, becoming trained in that cancels out the inability.

Once you’re specialized in a skill, you can’t improve your training in that skill further (you can ease a task by up to two steps with training). You can still make that task easier with assets and a few rare abilities that don’t count as an asset or training.

Other Options: Players can also spend 4 XP to purchase other special options. Selecting one of these options counts as purchasing one of the four stages necessary to advance to the next tier. The other three need to be from the other categories. The special options are as follows:

Equal Advancement

It’s worthwhile if all characters advance through the six tiers at about the same rate—an important issue for some players. A good GM can achieve this result by carefully handing out XP rewards, some during play (which will tend to get used immediately) and some after play concludes, especially after completing a major story arc or quest so the GM can hand out 4 XP in one go (which will tend to get used for advancement). Many groups will discover while playing that equal advancement isn’t an important issue in the Cypher System, but people should get to play the game the way they want to play it.

Tier Advancement in The Cypher System

Tiers in the Cypher System aren’t entirely like levels in other roleplaying games. In the Cypher System, gaining tiers is not the players’ only goal or the only measure of achievement. Starting (first-tier) characters are already competent, and there are only six tiers. Character advancement has a power curve, but it’s only steep enough to keep things interesting. In other words, gaining a new tier is cool and fun, but it’s not the only path to success or power. If you spend all your XP on immediate, short-term, and medium-term benefits, you will be different from someone who spends their points on long-term benefits, but you will not be “behind” that character.

The general idea is that most characters will spend half their XP on tier advancement and long-term benefits, and the rest on immediate benefits and short- and medium-term benefits (which are used during gameplay). Some groups might decide that XP earned during a game is to be spent on immediate and short- and medium-term benefits (gameplay uses), and XP awarded between sessions for discoveries is to be spent on character advancement (long-term uses).

Ultimately, the idea is to make experience points into tools that the players and the GM can use to shape the story and the characters, not just a bookkeeping hassle.

Sample Character Arcs

The rest of this chapter presents sample character arcs for PCs. The writeup of each arc describes the parts involved in progressing through the arc:

Opening: This sets the stage for the rest of the arc. It involves some action, although that might just be the PC agreeing to do the task or undertake the mission. It usually has no reward.

Step(s): This is the action required to move toward the climax. In story terms, this is the movement through the bulk of the arc. It’s the journey. The rising tension. Although there might be just one step, there might also be many, depending on the story told. Each results in a reward of 2 XP.

Climax: This is the finale—the point at which the PC likely succeeds or fails at what they’ve set out to do. Not every arc ends with victory. If the character is successful, they earn a reward of 4 XP. If they fail, they still earn a reward of 2 XP. If a character fails the climax, they very likely ignore the resolution.

Resolution: This is the wrap-up or denouement. It’s a time for the character to reflect on what happened, tie up any loose ends, and figure out what happens next. When things are more or less resolved, the character earns a
1 XP reward.

Within the arc, most of the time a part is probably optional, depending on the situation—although it’s hard to envision most arcs without some kind of opening, climax, or resolution. Steps other than the opening, the climax, and the resolution can be done in any order.

Character arcs should always take at least weeks in game time, and no more than two parts in an arc should be accomplished in a game session (and most of the time, it should be one part, if any). If neither of these two things is true, then it’s not really a character arc. You can’t, for example, use the Creation arc to guide you through something you can make in an hour or two.

The following are common character arcs that you can choose for your character. If you and the GM want to make a new one, it should be fairly easy after looking through these models.

This chapter has a selection of sample character arcs, but you can create your own too. The arcs are intentionally broad to encompass many different characters and stories. For example, Revenge is a very simple and straightforward character arc. The player who chooses this arc for their character decides who they want revenge on, and why. It’s up to the players and the GM to make the details fit.

Some players might not want to use character arcs. The GM, however, can still use them as a benchmark for awarding XP. If the PCs are going off to explore a strange planet, the GM can essentially give them the Explore arc.

Aid a Friend

Someone needs your help.

When a PC friend takes a character arc, you can select this arc to help them with whatever their arc is (if appropriate). The steps and climax depend entirely on their chosen arc. If the friend is an NPC, the steps and climax are lifted from another arc appropriate to whatever they seek to do.

It’s difficult, but possible, to aid a friend with an arc even if that friend is unwilling to accept (or is ignorant of) your help.

The cost and rewards for a character with this arc are the same as those described in the original character arc.

Opening: Answering the Call. Offering to help (or responding to a request for help).

Step(s) and Climax: Depends on the friend’s arc. Rewards are the same for you as for the friend.

Resolution: You speak with your friend and learn if they are satisfied. Together, you share what you’ve learned (if anything) and where you will go from here.

Assist an Organization

You set out to accomplish something that will further an organization. You’re probably allied with them or they are rewarding you for your help in some fashion.

Opening: Responding to the Call. You work out all the details of what’s expected of you, and what rewards (if any) you might get. You also get the specifics of what’s required to join and advance.

Step: Sizing up the Task. This requires some action. A reconnaissance mission. An investigation.

Step(s): Undertaking the Task. Because this arc can vary so widely based on the task involved, there might be multiple steps like this one.

Climax: Completing the Task.

Resolution: Collecting your reward (if any) and conferring with the people in the organization that you spoke to. Perhaps getting access to higher-ranking people in the organization. You can choose to have your connection to the organization increase rather than take the standard reward.

Avenge

Someone close to you or important to you in some way has been wronged. The most overt version of this arc would be to avenge someone’s death. Avenging is different than revenge, as revenge is personal—you are the wronged party. But in the Avenge character arc, you are avenging a wrong done to someone else.

Opening: Declaration. You publicly declare that you are going to avenge the victim(s). This is optional.

Step(s): Tracking the Guilty. You track down the guilty party. This might not be physically finding them if you already know where they are. Instead, it might be discovering a way to get at them if they are distant, difficult to reach, or well protected. This step might be repeated multiple times, if applicable.

Step: Finding the Guilty. You finally find the guilty party, or find a path or make a plan to reach them. Now all that’s left is to confront them.

Climax: Confrontation. You confront the guilty party. This might be a public accusation and demonstration of guilt, a trial, or an attack to kill, wound, or apprehend them—whatever you choose to be appropriate.

Resolution: You resolve the outcome and the ramifications of the confrontation and decide what to do next.

Birth

You are becoming a parent.

The Birth character arc assumes you already have a partner or a surrogate. If you want your character to find a romantic partner or spouse, you can use the Romance arc. And of course, nonhuman characters might reproduce in other ways.

This arc is usually followed by the Raise a Child arc.

Opening: Impregnation.

Step: Finding a Caretaker. This might be a physician, midwife, doula, or similar person. This is optional.

Step: Complication. A complication arises that threatens the pregnancy, the birth parent, or both.

Step: Preparation. You prepare a place for the delivery as well as a safe place for the infant to live once born.

Climax: Delivery. The baby is born. Success means the child survives.

Resolution: You get the baby to the place you have prepared and settle in, deciding what to do next.

Build

You are going to build a physical structure—a house, a fortress, a workshop, a defensive wall, and so on. This arc would also cover renovating an existing structure or substantially adding to one. Of course, this doesn’t have to be physical construction. You might build something with spells or other supernatural abilities.

Opening: Make a Plan. This almost certainly involves literally drawing up blueprints or plans.

Step(s): Find a Site. This might be extremely straightforward—a simple examination of the site—or it might be an entire exploratory adventure. (If the latter, it might involve multiple such steps.)

Step(s): Gather Materials. Depending on what you are building and what it is made out of, this could involve multiple steps. There probably are substantial costs involved as well.

Step(s): Construction. Depending on what you are building, this could involve multiple steps. It might also take a considerable amount of time and work.

Climax: Completion. The structure is finished.

Resolution: You put the structure to its desired use and see if it holds up.

Cleanse

Someone or something has been contaminated, probably by evil spirits, radiation, a deadly virus, foul magic, or the like, and you want to rid them of such influences or contaminants. This could also be a curse, a possession, an infestation, or something else.

Opening: Analyzing the Threat. You determine the nature of the contamination.

Step: Find the Solution. Almost every contamination has its own particular solution, and this likely involves research and consultation.

Step: Getting Ready. The solution probably involves materials, spells, or other things that you must gather and prepare.

Climax: The Cleansing. You confront the contamination.

Resolution: You reflect on the events that have transpired and what effects they might have on the future. How can you keep this from happening again?

Creation

You want to make something. This might be a magic item, a painting, a novel, or a machine.

Opening: Make a Plan. You figure out what you need, what you’re going to do, and how you’re going to do it.

Step(s): Gather Materials. Depending on what you are creating and what it is made out of, this could involve multiple steps. There probably are substantial costs involved as well.

Step(s): Progress. Depending on what you are creating, this could involve multiple steps. It might also take a considerable amount of time and work.

Climax: Completion. It’s finished! Is it what you wanted? Does it work?

Resolution: You think about what you have learned from the process and use or enjoy the fruits of your labor.

Defeat a Foe

Someone stands in your way or is threatening you. You must overcome the challenge they represent. Defeat doesn’t always mean kill or even fight. Defeating a foe could mean beating them in a chess match or in competition for a desired mentor.

Opening: Sizing up the Competition. This requires some action. A reconnaissance mission. An investigation.

Step: Investigation. This requires some action. A reconnaissance mission. An investigation.

Step(s): Diving In. You travel toward your opponent, overcome their lackeys, or take steps to reach them so you can confront them. This step can take many forms, and there might be more than one such step. This step is always active.

Climax: Confrontation. The contest, challenge, fight, or confrontation occurs.

Resolution: You reflect on what you’ve learned and what the consequences of your actions might be.

Defense

A person, place, or thing is threatened, and you want to protect it.

Opening: Analyze the Situation. What are you defending, and what threats are involved?

Step: Account for Your Resources. How are you going to defend?

Step(s): Fend Off Danger. The forces threatening what you are protecting probably make an initial threat that you’ll have to defeat. It’s not the main threat, though. There might be multiple such initial threats.

Climax: Protect. The true threat reveals itself and you confront it.

Resolution: A time for reflection on everything that occurred, and an assessment of the person, place, or thing’s safety going forward.

Develop a Bond

You want to get closer to another character. This might be to make a friend, find a mentor, or establish a contact in a position of power. It might be to turn a friend into a much closer friend. The character might be an NPC or a PC.

Opening: Getting to Know You. You learn what you can about the other character.

Step: Initial Attempt. You attempt to make contact. This might involve sending messages or gifts through a courier, using an intermediary, or just going up and saying hello, depending on the situation.

Step(s): Building a Relationship. There might be many such steps as you develop the relationship.

Climax: Bond. You succeed or fail at forging the bond.

Resolution: You enjoy the fruits of your new relationship.

Enterprise

You want to create and run a business or start an organization. Maybe you’re a craftsperson who wants to sell your creations. Maybe you like baking and you want to start a catering service. Or maybe you want to start a secret society or found a school to teach young mutants how to use their powers. You’ll almost certainly have to make new connections, find (and somehow pay for) a location, and deal with all manner of administrative duties.

Opening: Drawing up a Plan. What’s your goal, and how are you going to achieve it?

Step: Account for Your Resources. How much financing does the enterprise need compared to what you’ve got? If you need more, how will you get it? How many people other than yourself are needed to begin, and how many will you need to sustain things once they are up and running?

Step: Finding a Location. You probably need a place to run your enterprise—a store, a workshop, a base of operations, and so on. You find a location and look into what it will take to buy or rent it.

Step(s): Building the Enterprise. You procure the needed equipment or personnel. You make the connections and deals to get things started. You obtain important permits or other legal documents. You test new products. You actually start the business. Each of these developments (and likely others) can be counted as a separate step, so there will be many steps.

Climax: Profit and Loss. You determine whether your enterprise will take off and carry on into the future, or fall apart before it gets a chance to blossom. This occurs in a single dramatic moment—your first major client, your organization’s first big meeting or mission, or whatever else is appropriate.

Resolution: A time for reflection on everything that occurred, and how you’re going to move forward.

Establishment

You want to prove yourself as someone of importance. This can take many forms—socially, within your order, financially, or even romantically.

Opening: Assessment. You assess yourself as well as who you need to prove yourself to.

Step(s): Appearances Matter. You improve your look. Enhance your wardrobe. Spruce up your house. Whatever it takes to get attention from the right people. There might be many such steps.

Step(s): Self-Aggrandizement. You need to get the word out to get people talking about you. There might be many such steps.

Climax: Grabbing Attention. You do something big, like host a party for influential people or produce a play that you wrote. You make a big splash or a big crash.

Resolution: You reflect on what you did and where you go from here.

Explore

Something out there is unknown and you want to explore its secrets. This is most likely an area of wilderness, a new planet, an otherworldly dimension, or something similar.

Opening: Make a Plan. Not only do you draw up a plan for your exploration, but if appropriate, you also make a formal declaration to relevant parties of what you’re going to do.

Step(s): Gather Resources. You get the supplies, vehicles, and help you need. Depending on where you are going and what is required, this could involve multiple steps. There probably are substantial costs involved as well.

Step(s): Travel. You go where you wish to explore. There might be many such steps, depending on how long it takes to get there.

Step(s): Exploration. This is the meat of the arc, but it’s probably a series of small moves and minor victories. There might be many such steps.

Climax: Conquest. You make the big discovery or truly master the area. You might not have explored every inch of the place, but if you are successful, you can claim to be done.

Resolution: You return home and possibly share your findings.

Fall From Grace

This is an odd character arc in that it’s (presumably) not something that a character would want. It is something that a player selects on a meta level for the character because it makes for an interesting story. It also sets up the potential for future arcs, such as Redemption. It’s important that this involve actions you take. For example, you fall into substance abuse. You treat people badly. You make mistakes that endanger others. In other words, the fall isn’t orchestrated by someone else—it’s all your own doing.

Opening: The Descent. Things go bad.

Step(s): Further Descent. Things get worse. Depending on the situation, this might involve many steps.

Step: Lashing Out. You treat others poorly as you descend.

Climax: Rock Bottom. There is no chance for success here. Only failure.

Resolution: You wallow in your own misery.

Finish a Great Work

Something that was begun in the past must now be completed. This might involve destroying an evil artifact, finishing the construction of a monument, developing the final steps of a cure for a disease, or uncovering a lost temple forgotten to the ages.

Opening: Assessing the Past. You look at what has come before and where it still needs to go. This almost certainly involves some real research.

Step: Conceive a Plan. You make a plan on how to move forward.

Step(s): Progress. You make significant progress or overcome a barrier to completion. This may involve multiple such steps.

Climax: Completion. This involves the big finish to the past work.

Resolution: You reflect on what you did and where you go from here.

Growth

Willingly or unwillingly, you are going to change. This is another meta arc. It’s less about a goal and more about character development. While it’s possible that the growth involved is intentional, in most people’s lives and stories, it is emergent. A character might become less selfish, braver, a better leader, or experience some other form of growth.

Opening: The Beginning. Change usually begins slowly, in a small, almost imperceptible way.

Step(s): Change. Growth involves many small steps.

Step: Overcoming an Obstacle. The temptation to resort to your old ways is always present.

Climax: Self-Evident Change. This is a dramatic about-face. This is the moment where you do something the “old you” would never have done, and it has a profound effect on you and those around you. With either success or failure, growth is possible.

Resolution: You recognize the change in yourself and move forward.

Instruction

You teach a pupil. You have knowledge on a topic and are willing to share. This can be a skill, an area of lore, a combat style, or the use of a special ability. This is usually a fairly long-term arc. Sometimes teaching a pupil is a side matter, and sometimes the pupil takes on more of an apprentice role and spends a great deal of time with you, traveling with you and perhaps even living in your house (or you living in theirs).

Opening: Taking on the Student.

Step: Getting to Know Them. You assess your pupil’s strengths and weaknesses and try to get an idea of what they need to learn and how you can teach it to them.

Step(s): The Lessons. Teaching is often a slow, gradual process.

Step: Breakdown. Many times, a student needs to have a moment of crisis to really learn something. Maybe they get dejected, or maybe they rebel against your teaching techniques.

Climax: Graduation. This is when you recognize that the pupil has learned what they need. It usually comes at a dramatic moment.

Resolution: You and the pupil say your goodbyes, and you look toward the future.

Join an Organization

You want to join an organization. This might be a military organization, a corporation, a secret society, a religion, or something else.

Opening: Getting the Details. You learn all you can about the organization and how one becomes a member.

Step(s): Making a Contact. Friends on the inside are always important.

Step(s): Performing a Deed. The organization might want to test your worth, or this might be a ceremony you must take part in. It might include paying some sort of dues or fee. Or all of these things.

Climax: Proving Your Worth. This is the point at which you attempt to show the organization that they would be better off with you as a member.

Resolution: You consider your efforts and assess what your membership gets you.

Justice

You try to right a wrong or bring a wrongdoer to justice.

Opening: Declaration. You publicly declare that you are going to bring justice in this situation. This is optional.

Step(s): Tracking the Guilty. You track down the guilty party, assuming there is one. This might not be physically finding them if you already know where they are. Instead, it might be discovering a way to get at them if they are distant, difficult to reach, or well protected. This step might be repeated multiple times, if applicable.

Step: Helping the Victim. Righting a wrong does not always involve confronting a wrongdoer. Part of it might be about helping those who were wronged.

Climax: Confrontation. You confront the guilty party. This might be a public accusation and demonstration of guilt, a trial, or an attack to kill, wound, or apprehend them—whatever you choose to be appropriate.

Resolution: You resolve the outcome and ramifications of the confrontation and decide what to do next.

Learn

You want to learn something. This isn’t the same as the Uncover a Secret arc, in which you’re looking for a bit of information. This is a skill or whole area of knowledge you want to gain proficiency with. This is learning a new language, how to play an instrument, or how to be a good cook. Thus, it’s not about gaining a level or rank in climbing, but learning to be an experienced mountaineer.

Opening: Focusing on the Problem.

Step: Finding a Teacher or a Way to Teach Yourself. Now you can truly begin.

Step(s): Learn. Depending on what you’re learning, this could involve one step or quite a few.

Climax: The Test. You put your new knowledge to the test in a real situation.

Resolution: You relax a bit and decide what to do next.

Master a Skill

You’re skilled, but you want to become the best. This arc might logically follow the Learn arc. As with the Learn arc, this can involve any kind of training at all, not just a skill.

Opening: Finding the Path. You’ve learned the basics. Now it’s time for the advanced material.

Step: Discovering a Master. You find a master to help you become a master.

Step(s): Learn. Depending on what you’re mastering, this could involve one step or quite a few.

Step: The Last Step. Eventually, you realize that even a master cannot teach you the last step. You must learn it on your own.

Climax: The Test. You put your mastery to the test in a real situation—and considering your goal, it’s probably a very important situation.

Resolution: You relax a bit and decide what to do next.

Mysterious Background

You don’t know who your parents were, but you want to find out. The mystery might be something other than your parentage, but that’s a common theme in this kind of arc. You want to know where you come from—there’s some kind of mystery in your past.

Opening: Beginning the Search.

Step: Research. You look into your own family background, if possible.

Step(s): Investigation. You talk to people who might know. You follow clues.

Climax: Discovery. You discover the secret of your own background. You determine if what you learn is good or bad, but either way discovery means success.

Resolution: You contemplate how this new knowledge sits with you.

New Discovery

You want to invent a new device, process, spell, or something similar. A cure for a heretofore unknown disease? An invocation with a result you’ve never heard of before? A method for getting into an impregnable vault? Any of these and more could be your discovery. While similar to the Creation arc and the Learn arc, the New Discovery arc involves blazing a new trail. No one can teach you what you want to know. You’ve got to do it on your own.

Opening: The Idea. You draw up plans for the thing you want to invent or discover.

Step: Research. You learn what people have done before and recognize where they fell short.

Step(s): Trial and Error. You test your hypothesis. This often ends in many failures before you get a success.

Climax: Eureka! It’s time to put the discovery to the true test.

Resolution: You reflect on your discovery and probably compile your notes and write it all down, for posterity’s sake if nothing else.

Raise a Child

You raise a child to adulthood. It can be your biological child or one you adopt. It can even be a child taken under your wing, more a young protégé than a son or daughter. This is obviously a very long-term arc.

Opening: Sharing Your Home. The child now lives with you.

Step: Care and Feeding. You learn to meet the child’s basic needs.

Step(s): Basic Instruction. You teach them to walk, talk, and read. You teach them to care for themselves.

Step(s): The Rewards Are Many. The child loves you. Relies on you. Trusts you. Eventually, helps you.

Step(s): Ethical Instruction. You instill your basic ethics in the child, hoping that they will mature into an adult you can be proud of.

Climax: Adulthood. At some point the child leaves the proverbial nest. You determine, at this point, your own success or failure.

Resolution: You reflect on the memories you have made.

Recover From a Wound (or Trauma)

You need to heal. This isn’t just for healing simple damage. This involves recovering from a major debilitating injury, illness, or shock. Severe damage, the loss of a body part, and emotional trauma all fall into this category.

Opening: Rest. The first thing you need to do is rest.

Step: Self Care. You take care of your own needs.

Step: Getting Aid. Someone helps.

Step: Medicine. Some kind of drug, cure, poultice, potion, or remedy aids your recovery.

Step: Therapy. With the help of someone else, you exercise your injury or cope with your trauma.

Climax: Acceptance or Recovery. You try to move on and use what has been damaged (or learn how to function without it).

Resolution: You get on with your life.

Redemption

You’ve done something very wrong, but you want to atone and make it right again. This is like the Justice arc or the Undo a Wrong arc, except you are the wrongdoer. This could be a follow-up to the Fall From Grace arc.

Opening: Regret. You are determined to rebuild, recover, and restore.

Step: Forgiveness. You apologize and ask for forgiveness.

Step: Identifying the Needs. You determine what needs to be done to atone for your transgression.

Climax: Making Good. You perform an act that you hope will redeem your past misdeed.

Resolution: You reflect on what has happened but now look to the future.

Repay a Debt

You owe someone something, and it’s time to make good.

Opening: Debts Come Due. You determine to do what is needed to make good on the debt. It might involve repaying money, but more appropriately it’s performing a deed or a series of deeds.

Step: Talking It Over. You discuss the matter with the person you owe, if possible. You ensure that what you’re doing is what they want.

Climax: Repayment. Either you do something to earn the money or goods you owe, or you undertake a major task that will compensate the other person.

Resolution: You relax knowing that your debt is repaid, and you look to the future.

Rescue

Someone or something of great importance has been taken, and you want to get them or it back.

Opening: Heeding the Call. You determine what has happened, and who or what is missing.

Step: Tracking. You discover who has taken them, and where.

Step: Travel. You go to where they are being held and get information on the location and who is involved. Maybe make a plan.

Climax: Rescue Operation. You go in and get them.

Resolution: You return them home.

Restoration

You’re down but not out. You want to restore your good name. Recover what you’ve lost. Rebuild what has been destroyed. You’ve fallen down or have been knocked down, but either way you want to pick yourself up. This is a possible follow-up to the Fall From Grace arc.

Opening: Vow to Yourself. You are determined to rebuild, recover, and restore.

Step(s): Work. You rebuild, recover, and restore. If all your money was stolen, you make more. If your house was destroyed, you rebuild it. If your reputation was tarnished, you perform deeds that restore your good name.

Climax: The Final Act. You undertake one last major task that will bring things back to where they were (or close to it). A lot is riding on this moment.

Resolution: You enjoy a return to things the way they were before.

Revenge

Someone did something that harmed you. Unlike the Avenge arc, this arc probably isn’t about tracking down a murderer, but it might involve pursuing someone who stole from you, hurt you, or otherwise brought you grief. The key is that it’s personal. Otherwise, use the Justice arc.

Opening: Vow. You swear revenge.

Step(s): Finding a Clue. You find a clue to tracking down the culprit.

Climax: Confrontation. You confront the culprit.

Resolution: You deal with the aftermath of the confrontation and move on. You think about whether you are satisfied by gaining your revenge.

Romance

You want to strike up a relationship with a romantic partner. Perhaps you have a specific person in mind, or maybe you’re just interested in a relationship in general.

Opening(s): Caught Someone’s Eye. You meet someone you are interested in. (Since this can be short-lived, it’s possible to have this opening occur more than once.)

Step(s): Courtship. You begin seeing the person regularly. Although not every “date” is a step in the arc, significant moments are, and there may be a few of them.

Climax: Commitment. You may or may not be interested in a monogamous relationship. Regardless, you and your love have made some kind of commitment to each other.

Resolution: You think about the future. Marriage? Children? These are only some of the possibilities.

Solve a Mystery

Different from the Learn arc and the Uncover a Secret arc, this arc is about solving a crime or a similar action committed in the fairly recent past. It’s not about practice or study, but about questions and answers. In theory, the mystery doesn’t have to be a crime. It might be “Why is this strange caustic substance leaking into my basement?”

Opening: Pledging to Solve the Mystery.

Step: Research. You get some background.

Step(s): Investigation. You ask questions. You look for clues. You cast divinations. This likely encompasses many such steps.

Climax: Discovery. You come upon what you believe to be the solution to the mystery.

Resolution: In this step, which is far more active than most resolutions, you confront the people involved in the mystery with what you’ve discovered, or you use the information in some way (such as taking it to the proper authorities).

Theft

Someone else has something you want.

Opening: Setting Your Sights. You make a plan.

Step: Casing the Joint. You scout out the location of the thing (or learn its location).

Step(s): Getting to the Object. Sometimes, many steps are involved before you reach the object you wish to take. For example, if, in order to steal something from a vault, you need to approach one of the guards while they are off duty and bribe them to look the other way when you break in, that is covered in this step.

Climax: The Attempt. You make your heist.

Resolution: You decide what to do with the thing you’ve stolen and contemplate the repercussions you might face for stealing it.

Train a Creature

You want to domesticate and train an animal or other creature. While the beast doesn’t need to be wild, it must not already be domesticated and trained.

Opening: Getting Acquainted. You get to know the creature a bit, and it gets to know you.

Step: Research. You get information on the type of creature or advice from others who have trained one.

Step: Domestication. After some work, the creature is no longer a threat to you or anyone else, and it can live peacefully in your home or wherever you wish.

Step(s): Training. Each time you use this step, you teach the creature a new, significant command that it will obey regularly and immediately.

Climax: Completion. Believing the creature’s training to be complete, you put it in a situation where that is put to the test.

Resolution: You reflect on the experience.

Transformation

You want to be different in a specific way. Because the Growth arc covers internal change, this one focuses primarily on external change. This could take many forms, and probably varies greatly by genre. In some settings, it could even be death, which might turn you into a ghost. For the change to be an arc, it should be difficult and perhaps risky.

Opening: Deciding on the Transformation.

Step: Research. You look into how the change can be made and what it entails.

Step(s): Investigation. This is an active step toward making the change. It might involve getting more information, materials or ingredients, or something else.

Climax: Change. You make the change, with some risk of failure or disaster.

Resolution: You contemplate how this change affects you going forward.

Uncover a Secret

There is knowledge out there that you want. It could be an attempt to find and learn a specific special ability. This could also be a hunt for a lost password or a key that will open a sealed door, the true name of a devil, the secret background of an important person, or how the ancients constructed that strange monolith.

Opening: Naming the Secret. You give your goal a name. “I am seeking the lost martial art of the Khendrix, who could slice steel with their bare hands.”

Step(s): Research. You scour libraries and old tomes for clues and information.

Step(s): Investigation. You talk to people to gain clues and information.

Step(s): Tracking. You track down the source of the secret information and travel to it.

Climax: Revelation. You find and attempt to use the secret, whatever that entails.

Resolution: You contemplate how this secret affects you and the world.

Undo a Wrong

Someone did something horrible, and its ramifications are still felt, even if it happened long ago. You seek to undo the damage, or at least stop it from continuing.

This is different from the Justice arc because this isn’t about justice (or even revenge)—it’s about literally undoing something bad that happened in the past, such as a great library being burned to the ground, a sovereign people being driven from their land, and so on.

Opening: Vowing to Put Right What Once Went Wrong.

Step: Make a Plan. You learn all you can about the situation and then make a plan to put things right.

Step(s): Progress. This is an active step toward undoing the wrong. It might involve finding something, defeating someone, destroying something, building something, or almost anything else, depending on the circumstances.

Climax: Change. You face the challenge of the former wrong, and either overcome it or fail.

Resolution: You reflect on what you’ve accomplished and think about the future.

","markdown":""},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"ownership":{"default":-1},"flags":{}},{"sort":550000,"name":"Genre: Fantasy","type":"text","_id":"5tBpQHxLFK0uSx7O","title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"

For an expanded treatment of the fantasy genre, refer to the @UUID[Compendium.cyphersystem-compendium.cypher-journals.nnDPf4sPK61ROEV8]{Fantasy Rulebook}.

For our purposes, fantasy is any genre that has magic, or something so inexplicable it might as well be magic. The sort of core default of this type is Tolkienesque fantasy, also known as second-world fantasy because it includes a completely new world not our own. Big fantasy epics like those penned by J. R. R. Tolkien (hence the name), C. S. Lewis, George R. R. Martin, Stephen R. Donaldson, David Eddings, Ursula K. Le Guin, and others are indicative of this genre. It usually involves swords, sorcery, nonhuman species (such as elves, dwarves, helborn, and half-giants), and epic struggles.

Of course, fantasy might also involve the modern world, with creatures of myth and sorcerers dwelling among us. It might involve mythic traditions of any number of cultures (elves, dwarves, and the like, usually being decidedly European) or bear little resemblance to anything on Earth, past or present. It might even involve some of the trappings of science fiction, with spaceships and laser guns amid the wizardry and swords (this is often called science fantasy).

Fantasy can also be defined by the amount of fantasy elements within it. A second-world fantasy filled with wizards, ghosts, dragons, curses, and gods is referred to as high fantasy. Fantasy with a firmer grounding in reality as we know it in our world is low fantasy. (In fact, low fantasy often takes place in our world, or in our world’s distant past, like the stories of Conan.) No single element indicates concretely that a given fantasy is high or low. It’s the prevalence of those elements.

The point is, there are many, many types of fantasy.

Suggested Types for a Fantasy Game

RoleCharacter Type
WarriorWarrior
KnightWarrior
RangerExplorer
BarbarianExplorer flavored with combat
ThiefExplorer flavored with stealth
WizardAdept
ClericSpeaker flavored with magic
DruidExplorer flavored with magic
Warrior mageWarrior flavored with magic
BardSpeaker

Basic Creatures and NPCs for a Fantasy Game

@UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.aRHd1kwkUTogvMyG]{Bat} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.POcXUZp1mwvumsvK]{Blacksmith} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.JZbErZ6hAgtHrgim]{Dog} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.vmvgLdR7JKdsukCW]{Dog, guard} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.4xi11kpGx3rGZEYm]{Farmer} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.pNEII8Wup8xjZfuA]{Hawk} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.61EndqAjZ2ZZZuS9]{Horse} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.4xi11kpGx3rGZEYm]{Farmer} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.8AhrSmfhARlAahxp]{Merchant} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.qLFrfE0E9w6BcG48]{Rat} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.XwsPRwBGqnPnCJKG]{Villager} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.ZIE2MSMDhhgqBRgl]{Viper} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.vhGua32GarGCzLGv]{Warhorse} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.4gJ7LYEkIlt16Epj]{Wolf}

Additional Fantasy Equipment

In the default Medieval Europe-style fantasy setting, the following items (and anything else appropriate to that time period) are usually available.

Inexpensive Items

WeaponsNotes
@UUID[Compendium.cyphersystem-compendium.ammo.JwvZz1lxVR3H6P8D]{Arrows (20)}
@UUID[Compendium.cyphersystem-compendium.weapons-fantasy.zuI2zJqYv2bPN415]{Club}Light weapon
@UUID[Compendium.cyphersystem-compendium.ammo.mY1JGNvk9RPW7y2D]{Crossbow bolts (20)}
@UUID[Compendium.cyphersystem-compendium.weapons-fantasy.IBJ8eUTFLMb2IKaZ]{Knife (rusty and worn)}Light weapon (won’t last long)
Other ItemsNotes
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.ua0XElr4rvEe4C7J]{Candle}
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.UJ5qtx1Dt3ENW2Uh]{Rations (1 day)}
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.m5lUbtwYYZDzo0Jx]{Sack}
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.G2HjI5SUADNv0yJ2]{Torch}

Moderately Priced Items

WeaponsNotes
@UUID[Compendium.cyphersystem-compendium.weapons-fantasy.La6ogBpdY1cjYIug]{Blowgun}Light weapon, short range
@UUID[Compendium.cyphersystem-compendium.weapons-fantasy.DxvLEdJsjNLghy5m]{Broadsword (substandard)}Medium weapon (won’t last long)
@UUID[Compendium.cyphersystem-compendium.weapons-fantasy.cFkYLORc1EiwPpLf]{Dagger}Light weapon
@UUID[Compendium.cyphersystem-compendium.weapons-fantasy.Chp5Kt00vrxxYBAT]{Handaxe}Light weapon
@UUID[Compendium.cyphersystem-compendium.weapons-fantasy.xMUGgLlOKoZqooWy]{Throwing knife}Light weapon, short range
ArmorNotes
@UUID[Compendium.cyphersystem-compendium.armor-fantasy.dwYLXpRkrg8AaoMP]{Hides and furs}Light armor
@UUID[Compendium.cyphersystem-compendium.armor-fantasy.E3UpdWDvaLUQ2Xfz]{Leather jerkin}Light armor
Other ItemsNotes
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.2uM56Yu3g5OCjLkm]{Backpack}
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.3TAk68d2T0nMXlIG]{Bedroll}
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.ObGbm8EmEBDCotRD]{Crowbar}
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.BmQOOToImOypwy7g]{Hourglass}
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.VNW4jviGcTTfC2Mu]{Iron spikes}10 spikes
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.XjU4o9vgaZ4wiBSD]{Lantern}
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.U20W8jrBZGlWsQu2]{Rope}Hemp, 50 feet
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.BQ87g3YjkViIKc7l]{Signal horn}
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.MEp5TNjz6v9dnuLP]{Tent}

Expensive Items

WeaponsNotes
@UUID[Compendium.cyphersystem-compendium.weapons-fantasy.oGdbXxumsdjbdVzJ]{Battleaxe}Medium weapon
@UUID[Compendium.cyphersystem-compendium.weapons-fantasy.W8mx4ak9u2JKvX6Q]{Broadsword}Medium weapon
@UUID[Compendium.cyphersystem-compendium.weapons-fantasy.xeXPxadNyGu35H4k]{Bow}Medium weapon, long range
@UUID[Compendium.cyphersystem-compendium.weapons-fantasy.H8tg6l3LpBLNRz32]{Cutlass}Medium weapon
@UUID[Compendium.cyphersystem-compendium.weapons-fantasy.ZHeioW4Ywrgs6Si8]{Light crossbow}Medium weapon, long range
@UUID[Compendium.cyphersystem-compendium.weapons-fantasy.J3BdB6S45bmc8cvl]{Quarterstaff}Medium weapon (requires 2 hands)
ArmorNotes
@UUID[Compendium.cyphersystem-compendium.armor-fantasy.ljoqzdX7tpPpCTCc]{Breastplate}Medium armor
@UUID[Compendium.cyphersystem-compendium.armor-fantasy.9toshrf5gjzwIsDm]{Brigandine}Medium armor
@UUID[Compendium.cyphersystem-compendium.armor-fantasy.2mgyMiNIOQ4iUVnl]{Chainmail}Medium armor
Other ItemsNotes
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.mVwBYBHxYinj4lLx]{Bag of heavy tools}
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.XuYDx9q73UxyPN22]{Bag of light tools}

Very Expensive Items

WeaponsNotes
@UUID[Compendium.cyphersystem-compendium.weapons-fantasy.rUR8Ile0ZRC2qMfM]{Broadsword (jeweled)}Medium weapon
@UUID[Compendium.cyphersystem-compendium.weapons-fantasy.7Yc0010ac7PbCkPl]{Greatsword}Heavy weapon
@UUID[Compendium.cyphersystem-compendium.weapons-fantasy.gVNfXCYe0qsDXQNO]{Heavy crossbow}Heavy weapon, long range
ArmorNotes
@UUID[Compendium.cyphersystem-compendium.armor-fantasy.f8OhNQR1rGtWy2Ot]{Dwarven breastplate}Medium armor, encumbers as light armor
@UUID[Compendium.cyphersystem-compendium.armor-fantasy.2SMPhQU8pP4vsJ6R]{Full plate}Heavy armor
Other ItemsNotes
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.cIWeisTbSX9izeaW]{Disguise kit}Asset for disguise tasks
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.ICgjGDSqGXInN1PP]{Healing kit}Asset for healing tasks
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.7BQwwk2qh7zxU6ih]{Spyglass}Asset for perception tasks at range

Exorbitant Items

ArmorNotes
@UUID[Compendium.cyphersystem-compendium.armor-fantasy.kcF98fSVWNjAEQWI]{Elven chainmail}Medium armor, encumbers as no armor
Other ItemsNotes
@UUID[Compendium.cyphersystem-compendium.vehicles.3svOlCDP6Sm4v2Ql]{Sailing ship (small)}

Fantasy Artifacts

In many ways, fantasy is the genre for artifacts. All magic items—wands that shoot lightning, magic carpets, singing swords, rings that make the wearer invisible, and so on—are artifacts. Below are a few sample artifacts to give a template for GMs to follow. Those running a fantasy campaign will likely want to create many magic artifacts.

@UUID[Compendium.cyphersystem-compendium.artifacts-fantasy.Hanw3m7cRoN6XrsV]{Angelic ward} @UUID[Compendium.cyphersystem-compendium.artifacts-fantasy.I8TAffkn2YfPdIlf]{Ring of dragon’s flight} @UUID[Compendium.cyphersystem-compendium.artifacts-fantasy.lZy9XOFTIPBKjr5z]{Soulflaying weapon} @UUID[Compendium.cyphersystem-compendium.artifacts-fantasy.2q4omUFxtUBr4WFP]{Spellbook of the amber mage} @UUID[Compendium.cyphersystem-compendium.artifacts-fantasy.BNT94UfgkXdmcErV]{Wand of firebolts}

Fantasy Species Descriptors

In a high fantasy setting, some GMs may want dwarves and elves to be mechanically different from humans. Below are some possibilities for how this might work.

Dwarf

You’re a stocky, broad-shouldered, bearded native of the mountains and hills. You’re also as stubborn as the stone in which the dwarves carve their homes under the mountains. Tradition, honor, pride in smithcraft and warcraft, and a keen appreciation of the wealth buried under the roots of the world are all part of your heritage. Those who wish you ill should be wary of your temper. When dwarves are wronged, they never forget.

You gain the following characteristics:

Stalwart: +2 to your Might Pool.

@UUID[Compendium.cyphersystem-compendium.basic-skills.Q0vfmbqehJw0jYBa]{Skill}: You are trained in Might defense rolls.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.kOe6eKWNKZ0rlIbt]{Skill}: You are trained in tasks related to stone, including sensing stonework traps, knowing the history of a particular piece of stonecraft, and knowing your distance beneath the surface.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.XBza3foP98Apv3u6]{Skill}: You are practiced in using axes.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.O0bj3SSEEaArxBet]{Skill}: You are trained in using the tools required to shape and mine stone.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.wfUuLfNI6KyKsZ6R]{Vulnerability}: When you fail an Intellect defense roll to avoid damage, you take 1 extra point of damage.

Additional Equipment: You have an axe.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You found the PCs wandering a maze of tunnels and led them to safety.

  2. The PCs hired you to dig out the entrance to a buried ruin.

  3. You tracked down the thieves of your ancestor’s tomb and found they were the PCs. Instead of killing them, you joined them.

  4. Before dwarves settle down, they need to see the world.

Elf

You haunt the woodlands and deep, natural realms, as your people have for millennia. You are the arrow in the night, the shadow in the glade, and the laughter on the wind. As an elf, you are slender, quick, graceful, and long lived. You manage the sorrows of living well past many mortal lifetimes with song, wine, and an appreciation for the deep beauties of growing things, especially trees, which can live even longer than you do.

You gain the following characteristics:

Agile: +2 to your Speed Pool.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.y8GNItkWz0Ll5eDE]{Long-Lived}: Your natural lifespan (unless tragically cut short) is thousands of years.

@UUID[Compendium.cyphersystem-compendium.basic-skills.rH5FwMXGaNn21DZD]{Skill}: You are specialized in tasks related to perception.

Skill: You are practiced in using one bow variety of your choice.

Skill: You are trained in @UUID[Compendium.cyphersystem-compendium.basic-skills.duTx0BwgmC1Gw3Ze]{stealth} tasks. In areas of natural woodland, you are @UUID[Compendium.cyphersystem-compendium.expanded-skills.FXuy9hOuuAVeiGIc]{specialized in stealth tasks}.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.JTgcA5dhKHQM6lvw]{Fragile}: When you fail a Might defense roll to avoid damage, you take 1 extra point of damage.

Additional Equipment: You have a bow and a quiver of arrows to go with it.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. Before putting an arrow in the forest intruders, you confronted them and met the PCs, who were on an important quest.

  2. Your heart yearned for farther shores, and the PCs offered to take you along to new places.

  3. Your home was burned by strangers from another place, and you gathered the PCs along the way as you tracked down the villains.

  4. An adventure was in the offing, and you didn’t want to be left behind.

Half-Giant

You stand at least 12 feet (4 m) tall and tower over everyone around you. Whether you are a full-blooded giant or merely have giant heritage from large ancestors, you’re massive. Always large for your age, it became an issue only once you reached puberty and topped 7 feet (2 m) in height, and kept growing from there.

You gain the following characteristics:

Tough: +4 to your Might Pool.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.cP5tB0NoQnIydKZJ]{Mass and Strength}: You inflict +1 point of damage with your melee attacks and attacks with thrown weapons.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.0efUBEaMaoe3XB4q]{Breaker}: Tasks related to breaking things by smashing them are eased.

Inability: You’re too large to accomplish normal things. Tasks related to @UUID[Compendium.cyphersystem-compendium.inabilities.gpHPkjq631isDAjT]{initiative}, @UUID[Compendium.cyphersystem-compendium.inabilities.oGzczZIk8XKBDpZo]{stealth}, and @UUID[Compendium.cyphersystem-compendium.inabilities.veqN70GNrIvluVMq]{fine manipulation of any sort} (such as lockpicking or repair tasks) are hindered.

Additional Equipment: You have a heavy weapon of your choice.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You fished the PCs out of a deep hole they’d fallen into while exploring.

  2. You were the PCs’ guide in the land of giants and stayed with them afterward.

  3. The PCs helped you escape a nether realm where other giants were imprisoned by the gods.

  4. You kept the PCs from being discovered by hiding them behind your bulk when they were on the run.

Helborn

Demons of the underworld sometimes escape. When they do, they can taint human bloodlines. Things like you are the result of such unnatural unions. Part human and part something else, you are an orphan of a supernatural dalliance. Thanks to your unsettling appearance, you’ve probably been forced to make your own way in a world that often fears and resents you. Some of your kin have large horns, tails, and pointed teeth. Others are more subtle or more obvious in their differences—a shadow of a knife-edge in their face and a touch that withers normal plants, a little too much fire in their eyes and a scent of ash in the air, a forked tongue, goatlike legs, or the inability to cast a shadow. Work with the GM on your particular helborn appearance.

You gain the following characteristics.

Devious: +2 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.JW3zwz6IgZcqN0XX]{Skill}: You are trained in tasks related to magic lore and lore of the underworld.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.w2loaRgoNlhuYGwg]{Fire Adapted}: +2 to Armor against damage from fire only.

Helborn Magic: You are inherently magical. Choose one low-tier ability from the Abilities chapter. If the GM agrees it is appropriate, you gain that ability as part of your helborn heritage, and can use it like any other type or focus ability.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.yW5LvpudYQcN1n5b]{Inner Evil}: You sometimes lose control and risk hurting your allies. When you roll a 1, the GM has the option to intrude by indicating that you lose control. Once you’ve lost control, you attack any and every living creature within short range. You can’t spend Intellect points for any reason other than to try to regain control (a difficulty 2 task). After you regain control, you suffer a –1 penalty to all rolls for one hour.

@UUID[Compendium.cyphersystem-compendium.inabilities.lfVIjOnbi86nUjng]{Inability}: People distrust you. Tasks to persuade or deceive are hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You were nearly beaten to death by people who didn’t like your look, but the PCs found and revived you.

  2. The PCs hired you for your knowledge of magic.

  3. Every so often you get visions of people trapped in the underworld. You tracked those people down and found the PCs, who’d never visited the underworld. Yet.

  4. Your situation at home became untenable because of how people reacted to your looks. You joined the PCs to get away.

Optional Rule: Spellcasting

Fantasy settings prioritize magic as an essential ingredient. But why restrict that magic to just wizards and similar characters? It’s not uncommon in fantasy literature for a thief or warrior to learn a few spells as they steal or brawl through their adventures. Leiber’s Gray Mouser knew some spells, Moorcock’s Elric knew a lot, pretty much everyone in Anthony’s Xanth books knew at least one, and so on. Of course, wizards and sorcerers specialize in spellcasting, which gives them clear superiority in magic use. But whether a character is a fireball-flinging wizard or a belligerent barbarian, anyone can learn some spellcasting under this optional rule.

Under the spellcasting rule, any character, no matter their role or type, can choose to learn a spell as a long-term benefit. After they learn one spell, they may learn more later if they wish, or just stick with the one.

First Spell

Any character can gain a spell by spending 3 XP and working with the GM to come up with an in-game story of how the PC learned it. Maybe they learned it as a child from their parent and practiced it enough to actually do it; perhaps they spent a month hiding in a wizard’s library reading; it could be that they found a weird magical amulet that imbues them with the spell; and so on.

Next, choose one low-tier ability from the Abilities chapter. If the GM agrees it is appropriate, the character gains that ability as their spell, with a few caveats. The spell can’t be used like a normal ability gained through a PC’s type or focus. Instead, a character must either use a recovery roll or spend many minutes or longer evoking their spell, in addition to paying its Pool cost (if any).

Using a Recovery Roll to Cast a Spell: If the character uses a one-action, ten-minute, or one-hour recovery roll as part of the same action to cast the spell (including paying any Pool costs), they can use the ability as an action. This represents a significant mental and physical drain on the character, because the normal benefit of recovering points in a Pool is not gained.

Spending Time to Cast a Spell: If the character takes at least ten minutes chanting, mumbling occult phonemes, concentrating deeply, or otherwise using all their actions, they can cast a low-tier spell (if they also pay any Pool costs). An hour is required to cast mid-tier spells. Ten hours are required to cast a high-tier spell.

More Spells

Once a character has learned at least one spell, they can opt to learn additional spells later. Each time, they must spend an additional 3 XP and work with the GM to come up with an in-game story of how the character’s magical learning has progressed.

Two additional rules for learning additional spells apply:

First, a character must be at least tier 3 and have previously gained one low-tier spell before they can learn a mid-tier spell.

Second, a character must be at least tier 5 and have previously gained one mid-tier spell before they can learn a high-tier spell.

Otherwise, gaining and casting additional spells are as described for the character’s first spell.

Wizards and the Optional Spellcasting Rule

Wizards (usually Adepts) and characters with explicit spellcasting foci like Masters Spells, Channels Divine Blessings, Speaks for the Land, and possibly others are also considered to be spellcasters, and moreover, specialized ones. Their spells—abilities provided by their type or focus—are used simply by paying their Pool costs. Extra time or physical effort isn’t required to cast them. That’s because, in the parlance of the fantasy genre, these spells are considered to be “prepared.”

But specialized casters can also use the optional spellcasting rule to expand their magic further. They can learn additional spells via the optional spellcasting rule just like other characters, with the same limitations.

Optionally, specialized casters who record their arcane knowledge in a spellbook (or something similar) gain one additional benefit. The spellbook is a compilation of spells, formulas, and notes that grants the specialized caster more flexibility than those who’ve simply learned a spell or two. With a spellbook, a PC can replace up to three prepared spells with three other spells they’ve learned of the same tier. To do so, they must spend at least one uninterrupted hour studying their spellbook. Usually, this is something that requires a fresh mind, and must be done soon after a ten-hour recovery.

For instance, if a wizard exchanges Ward (an ability gained from their type) with Telekinesis (an ability gained from the optional spellcasting rule), from now on the character can cast Ward only by spending time or using a recovery roll (as well as spending Pool points). On the other hand, they can use Telekinesis normally, because now it’s prepared. Later, the wizard could spend the time studying to change out their prepared spells with others they’ve learned using the optional spellcasting rule.

A PC might choose the 4 XP character advancement option to select a new type-based ability from their tier or alower tier. If so, the ability gained doesn’t count as a spell, and the spellcasting rule limitations do not apply to the ability so gained. If the PC is a wizard and uses the 4 XP character advancement option, treat the ability as one more prepared spell.

Note: Foundry VTT Usage

To use spells in Foundry VTT, sort abilities as spells in the settings of the item sheet. Note how many abilities are prepared spells (i.e., how many are learned as type or focus abilities). Archive all unprepared spells, so that the number of active items equals the number of prepared spells. When the PC exchanges one of their prepared spells, unarchive the one that is now prepared and archive another one of the same tier.

You can use your prepared spells just like any other ability of your type or focus. Unprepared spells (i.e., archived spells) use the rules above.

","markdown":""},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"ownership":{"default":-1},"flags":{}},{"sort":575000,"name":"Genre: Modern","type":"text","_id":"o0jvZmIaxk8vSE4i","title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"

The modern setting is easy because it’s just the real world, right? Well, yes and no. It’s easy for players to understand the context of a modern setting. They know the default assumptions—cities, cars, cell phones, the internet, and so on. It’s also easier for some players to get into character, because their character could be someone they might very well pass on the street. It can be easier to wrap your mind around a history professor than a thousand-year-old elf wizard. These things make it easier on the GM as well.

But for the same reason, it’s not easy. The setting is the real world we all know, so it’s easy to get facts wrong or let them bog you down. What happens when you pull the fire alarm on the thirty-fifth floor of a major hotel in a large city? How fast do the authorities arrive? In truth, the facts aren’t as important as the story you’re creating, but some verisimilitude is nice.

Molding Characters for a Modern Game

If you’re trying to portray a psychic with a few basic powers, you might not want to use the Adept character type. Instead, choose a different type (perhaps a Speaker) and encourage foci such as Commands Mental Powers or Focuses Mind Over Matter. Some of the Adept’s powers might be too over the top for the genre.

Similarly, the technology flavor is probably too high-tech for a modern game. For someone with technical skills, use the skills and knowledge flavor instead.

Sometimes, the types might be more physical than is always desirable for a modern game, but that’s because the least physical type, the Adept, is often inappropriate for other reasons. The Calm descriptor is very good for such characters, not only granting them a great deal of skill and knowledge, but also reducing their physical capabilities.

Last, don’t forget foci such as Doesn’t Do Much or Would Rather Be Reading for “normal” characters who have useful skills but not much in the way of flashy abilities.

Suggested Types for a Modern Game

RoleType
Police officerExplorer with combat flavor
DetectiveExplorer with stealth flavor
SoldierWarrior
CriminalExplorer with stealth flavor
TeacherSpeaker
Professional (accountant, writer, etc.)Speaker with skills and knowledge flavor
Technical professionExplorer with skills and knowledge flavor
DilettanteSpeaker with skills and knowledge flavor
Doctor/NurseExplorer with skills and knowledge flavor
PoliticianSpeaker
LawyerSpeaker
ScholarExplorer with skills and knowledge flavor
SpySpeaker with stealth flavor
OccultistAdept
Mystic/PsychicAdept

Basic Creatures and NPCs for a Modern Game

@UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.WJgPGUcSUrR4Ssuu]{Businessperson} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.ZT13lzcl6dsvg8HX]{Cat} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.GNrvq56bsnlHgKeW]{Clerk} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.JZbErZ6hAgtHrgim]{Dog} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.vmvgLdR7JKdsukCW]{Dog, guard} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.61EndqAjZ2ZZZuS9]{Horse} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.qLFrfE0E9w6BcG48]{Rat} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.SpaQv9sL1VWlrkLS]{Worker}

Additional Modern Equipment

In a modern setting, the following items (and anything else appropriate to the real world) are usually available.

Refer to the @UUID[Compendium.cyphersystem-compendium.cypher-journals.QhNXyjJC4BW5agrm.JournalEntryPage.YwC86IjNKFB5q7gx#equipment-listing]{equipment listing} of the Science Fiction Rulebook for an expanded selection of contemporary equipment.

Inexpensive Items

WeaponsNotes
@UUID[Compendium.cyphersystem-compendium.ammo.lYJndyNwkfb2sQz2]{Ammo (box of 50 rounds)}
@UUID[Compendium.cyphersystem-compendium.weapons-modern.ZuWPhhwirVzEtpcS]{Knife (simple)}Light weapon (won’t last long)
Other ItemsNotes
@UUID[Compendium.cyphersystem-compendium.equipment-modern.ss1cft2vMEWx4kJ4]{Duct tape roll}Useful and ubiquitous
@UUID[Compendium.cyphersystem-compendium.equipment-modern.p6V32aB5gkEFqitX]{Flashlight}
@UUID[Compendium.cyphersystem-compendium.equipment-modern.3jJNQk40gldOiD2z]{Padlock with keys}
@UUID[Compendium.cyphersystem-compendium.equipment-modern.XFf4M5XhGJb6snrS]{Trail rations (1 day)}

Moderately Priced Items

WeaponsNotes
@UUID[Compendium.cyphersystem-compendium.weapons-modern.EOke4Vi9vZv4U16N]{Hand grenade}Explosive weapon, inflicts 4 points of damage in immediate radius
@UUID[Compendium.cyphersystem-compendium.weapons-modern.DliC4uPK4vnuiN3w]{Hunting knife}Light weapon
@UUID[Compendium.cyphersystem-compendium.weapons-modern.7EItM0gT073fcCyx]{Machete}Medium weapon
@UUID[Compendium.cyphersystem-compendium.weapons-modern.B5CSduGis9vKucKp]{Nightstick}Light weapon
ArmorNotes
@UUID[Compendium.cyphersystem-compendium.armor-modern.gwPnvp7McesS3NUR]{Leather jacket}Light armor
Other ItemsNotes
@UUID[Compendium.cyphersystem-compendium.equipment-modern.mbTBZG8Z968IxHq2]{Backpack}
@UUID[Compendium.cyphersystem-compendium.equipment-modern.ccm57mnk8bNmPWfQ]{Bag of heavy tools}
@UUID[Compendium.cyphersystem-compendium.equipment-modern.VYIqlo7RM9scywV5]{Bag of light tools}
@UUID[Compendium.cyphersystem-compendium.equipment-modern.VjpaBgV1XxHEl7U7]{Binoculars}Asset for perception tasks at range
@UUID[Compendium.cyphersystem-compendium.equipment-modern.QQCRR8D4rroB36YC]{Bolt cutters}
@UUID[Compendium.cyphersystem-compendium.equipment-modern.UQalAy7SSl1QGgIk]{Cell phone}
@UUID[Compendium.cyphersystem-compendium.equipment-modern.PByrX3tmLVa85NeK]{Climbing gear}
@UUID[Compendium.cyphersystem-compendium.equipment-modern.UV1anGyX2QaGd8qX]{Crowbar}
@UUID[Compendium.cyphersystem-compendium.equipment-modern.LuGHnohquvbNoT9d]{Electric lantern}
@UUID[Compendium.cyphersystem-compendium.equipment-modern.fHdiS7JT9hjtjeb9]{First aid kit}Asset for healing tasks
@UUID[Compendium.cyphersystem-compendium.equipment-modern.98dhCNOFZ8TYBS1Y]{Handcuffs}
@UUID[Compendium.cyphersystem-compendium.equipment-modern.W40tEHGIcevTGDkt]{Rope}Nylon, 50 feet
@UUID[Compendium.cyphersystem-compendium.equipment-modern.iBpZVq4fM9mPDIDK]{Sleeping bag}
@UUID[Compendium.cyphersystem-compendium.equipment-modern.WOJ75BLfqqViZ57w]{Tent}

Expensive Items

WeaponsNotes
@UUID[Compendium.cyphersystem-compendium.weapons-modern.lbpcftYKyWKpoqoT]{Light handgun}Light weapon, short range
@UUID[Compendium.cyphersystem-compendium.weapons-modern.i8RP2vxMaoUgCNL1]{Medium handgun}Medium weapon, long range
@UUID[Compendium.cyphersystem-compendium.weapons-modern.WRluKrzzdF5wad4V]{Bow}Medium weapon, long range
@UUID[Compendium.cyphersystem-compendium.weapons-modern.dvZ57WEEzP575D6m]{Rifle}Medium weapon, long range
@UUID[Compendium.cyphersystem-compendium.weapons-modern.w4K2udLKOMjY53z1]{Shotgun}Heavy weapon, immediate range
ArmorNotes
@UUID[Compendium.cyphersystem-compendium.armor-modern.Tvvpp1L5F3sw3999]{Kevlar vest}Medium armor
Other ItemsNotes
@UUID[Compendium.cyphersystem-compendium.equipment-modern.Am5vYHXpCPsF3lrq]{Camera designed to be concealed}Transmits at long range
@UUID[Compendium.cyphersystem-compendium.equipment-modern.aGOQvKGxdPRVWq2F]{Microphone designed to be concealed}Transmits at long range
@UUID[Compendium.cyphersystem-compendium.equipment-modern.f0EYtw06E63173J1]{Cold weather camping gear}
@UUID[Compendium.cyphersystem-compendium.equipment-modern.1LbD5gLbLwY8QvPL]{Nightvision goggles}
@UUID[Compendium.cyphersystem-compendium.equipment-modern.13woD4sUoJbNy1au]{Scuba gear}
@UUID[Compendium.cyphersystem-compendium.equipment-modern.wpJd3cLska66OpcQ]{Smartphone}
@UUID[Compendium.cyphersystem-compendium.equipment-modern.CCHqv8dyuq7EGVHL]{Straightjacket}

Very Expensive Items

WeaponsNotes
@UUID[Compendium.cyphersystem-compendium.weapons-modern.TiBhD7UEqWItJVOc]{Heavy handgun}Heavy weapon, long range
@UUID[Compendium.cyphersystem-compendium.weapons-modern.6r112wF81Zs3yeNe]{Assault rifle}Heavy weapon, rapid-fire weapon, long range
@UUID[Compendium.cyphersystem-compendium.weapons-modern.wDV0Rbou4poxCdm1]{Heavy rifle}Heavy weapon, very long range
@UUID[Compendium.cyphersystem-compendium.weapons-modern.RCmDHR6H1lg9bRoV]{Submachine gun}Medium weapon, rapid-fire weapon, short range
ArmorNotes
@UUID[Compendium.cyphersystem-compendium.armor-modern.AqT96NV9XXl8iNye]{Lightweight body armor}Medium armor, encumbers as light armor
@UUID[Compendium.cyphersystem-compendium.armor-modern.tLUMEDBAJJH6sFAg]{Military body armor}Heavy armor
Other ItemsNotes
@UUID[Compendium.cyphersystem-compendium.equipment-modern.Kh6bhcajxt4cZDWH]{Disguise kit}Asset for disguise tasks
@UUID[Compendium.cyphersystem-compendium.vehicles.eqsiUjrg2EIrtiQj]{Used car}Level 3
@UUID[Compendium.cyphersystem-compendium.vehicles.ZYdj5EXY920kdcgr]{Small boat}Level 3

Exorbitant Items

Other ItemsNotes
@UUID[Compendium.cyphersystem-compendium.vehicles.hN3G2oNbOiKRfKMZ]{Large boat}Level 5
@UUID[Compendium.cyphersystem-compendium.vehicles.w4awO0Fz56obreUb]{Luxury car}Level 5
@UUID[Compendium.cyphersystem-compendium.vehicles.d5xp1l8px98GQIbQ]{Sports car}Level 6

Optional Rule: Handling PCs as Children

The regular character creation process makes fully competent, adult characters. To account for playing children, the GM could adopt this optional rule. First, the players make their characters normally, and then they apply the following adjustments to their PCs, as appropriate to their age category. You might also consider applying a tier cap of 3 to childhood adventure games with kids of up to thirteen years old, and a tier cap of 4 for childhood adventure games featuring PCs who are aged fourteen to seventeen.

Age 9 to 13

Slight: –4 to your Might Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.KY4e1Wo5NKh7TEiy]{Vulnerable}: Adults look out for you. You are trained in all pleasant social interactions with adults.

@UUID[Compendium.cyphersystem-compendium.inabilities.GhWikcOP1CAwpzZQ]{Inability}: Might-based tasks are hindered.

@UUID[Compendium.cyphersystem-compendium.inabilities.yl3vXIZfzudiVVqs]{Inability}: Tasks involving knowledge are hindered.

Age 14 to 17

Youthful: –2 to your Might Pool.

@UUID[Compendium.cyphersystem-compendium.inabilities.yl3vXIZfzudiVVqs]{Inability}: Tasks involving knowledge are hindered.

","markdown":""},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"ownership":{"default":-1},"flags":{}},{"sort":587500,"name":"Genre: Science Fiction","type":"text","_id":"VFJ6kCCgRGTzpWp0","title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"

For an expanded treatment of the science fiction genre, refer to the @UUID[Compendium.cyphersystem-compendium.cypher-journals.QhNXyjJC4BW5agrm]{Science Fiction Rulebook}. Some of the sci-fi equipment has been updated in the Science Fiction Rulebook. The equipment in this chapter include these changes. For that reason, there are some differences from the printed Cypher System Rulebook. Those instances are noted with an asterisk (*).

Science fiction is an incredibly broad category. It covers UFOs, space opera, near-future dystopias, otherworldly epics, hard science fiction, and everything in between. Even when compared to fantasy, science fiction is so wide that it almost isn’t a single genre at all. Truthfully, there’s not all that much to tie, say, The Time Machine by H. G. Wells with a dark cyberpunk story except for the technology involved, which is at a higher level than we possess or understand today. But even that part of science fiction is contentious. Should the science be purely that which obeys the laws of physics as we understand them today (often called hard science fiction), or is it more of an “anything goes” proposition? Is science we can’t explain really just magic?

For our purposes, we’ll treat fantastic science fiction as the default: aliens, spaceships that allow travel to other stars, energy weapons and shields, and so on. It’s a familiar setting to almost everyone interested in science fiction. That said, we’ve also got some additional guidance for hard science fiction, where what’s possible is more grounded in what we currently scientifically extrapolate. But your science fiction setting can be anything you can imagine.

Suggested Types for a Science Fiction Game

RoleType
SoldierWarrior
TechnicianExplorer with technology flavor
PilotExplorer with technology flavor
DiplomatSpeaker
DoctorSpeaker with skills and knowledge flavor
SpyExplorer with stealth flavor
ScientistExplorer with skills and knowledge flavor
PsionAdept
Psychic knightWarrior with magic flavor

Basic Creatures and NPCs for a Science Fiction Game

@UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.ckjeyJICRGhNlGgS]{Corporate drone} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.6TcU3jVH85UcUFIz]{Guard beast} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.urAFJXaUkWY2R1zj]{Innocuous rodent} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.vSvrg6g5VkP5MkeZ]{Physical laborer}

Additional Science Fiction Equipment

In a science fiction setting, the following items (and anything else appropriate to the setting) are usually available.

Inexpensive Items

WeaponsNotes
@UUID[Compendium.cyphersystem-compendium.ammo.1UGRE1k4ReUFAr34]{Energy pack (50 shots)}
@UUID[Compendium.cyphersystem-compendium.weapons-sci-fi.O3WVhoZQ8U8401yo]{Knife (simple)}Light weapon
Other ItemsNotes
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.kh1dzF6oaKZqzss6]{Flashlight}
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.LyUOH2V2zQqlIcgG]{Survival rations (1 day)}

Moderately Priced Items

WeaponsNotes
@UUID[Compendium.cyphersystem-compendium.weapons-sci-fi.2Fcz72cuTLrwjLy7]{Hunting knife}Light weapon
@UUID[Compendium.cyphersystem-compendium.weapons-sci-fi.H8InhgjpPnnVzmiV]{Machete}Medium weapon
@UUID[Compendium.cyphersystem-compendium.weapons-sci-fi.mVef0tRkNWbfz2VS]{Grenade (sonic)}Explosive weapon, inflicts 2 points of damage in immediate radius, plus Might defense roll or lose next turn
@UUID[Compendium.cyphersystem-compendium.weapons-sci-fi.PnvNFQbxuCHb874j]{Grenade (thermite)}*Explosive weapon, inflicts 6 points of damage in immediate radius
ArmorNotes
@UUID[Compendium.cyphersystem-compendium.armor-sci-fi.kzLQCncQ1cXzM456]{Leather jacket}Light armor
Other ItemsNotes
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.FALc1UkW90o9M0rr]{Backpack}
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.y8M3rmSzHUyKLdom]{Bag of heavy tools}
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.UuHnuXeI6iwIvgtf]{Bag of light tools}
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.kAzP990hVR1pQSYR]{Binoculars}Asset for perception tasks at range
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.0SBO3NnYx33dwomQ]{Breather}*Provides a day of breathable air
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.G50Jj9pfCytxzMJe]{Climbing gear}Asset for climbing tasks
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.4p14iIDm5SitvYiK]{Communicator}Planetary range
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.zE8nBEE8jVYswUT4]{Crowbar}
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.3kbeLDAUmwyYsPDj]{Environment tent}
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.a4crA7W9OQa3LCIn]{First aid kit}Asset for healing tasks
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.KpSlhPXtD1ysoREW]{Handcuffs}
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.2FgbXJjI9iBI7fk6]{Nightvision goggles}
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.CzM5OkaV23fUxHUi]{Portable lamp}
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.06uEHDipEwShEcun]{Rope}Nylon, 50 feet
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.hofNkVrnwjRHaopi]{Sleeping bag}

Expensive Items

WeaponsNotes
@UUID[Compendium.cyphersystem-compendium.weapons-sci-fi.cAh0sGKTyb8Vptej]{Light blaster}Light weapon, short range
@UUID[Compendium.cyphersystem-compendium.weapons-sci-fi.2Iusz99wevz9KSEV]{Medium blaster}Medium weapon, long range
@UUID[Compendium.cyphersystem-compendium.weapons-sci-fi.LDklLSixesdwgwj3]{Needler}Light weapon, long range
@UUID[Compendium.cyphersystem-compendium.weapons-sci-fi.PNDivijkZvlsUjbm]{Shotgun}Heavy weapon, immediate range
@UUID[Compendium.cyphersystem-compendium.weapons-sci-fi.qErMuZdwnHVPLCm7]{Stunstick}Medium weapon, inflicts no damage but human-sized or smaller target loses next action
ArmorNotes
@UUID[Compendium.cyphersystem-compendium.armor-sci-fi.BqiPzuCqRfn9yFrR]{Armored bodysuit}*Medium armor, encumbers as no armor
@UUID[Compendium.cyphersystem-compendium.armor-sci-fi.JrN6tyFoTYLtZc6s]{Lightweight body armor}*Heavy armor, encumbers as medium armor
Other ItemsNotes
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.qa9okeQfd3NTtmzD]{Camera designed to be concealed}Transmits at long range
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.r36W1oDLBXrXsu6G]{Microphone designed to be concealed}Transmits at long range
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.MtCq6owCDm7GG8Pw]{Environment suit}Provides 24 hours of atmosphere and +10 to Armor against extreme temperatures
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.LirhTzCUj7UFCfgB]{Wrist computer}Asset for most knowledge-based tasks

Very Expensive Items

WeaponsNotes
@UUID[Compendium.cyphersystem-compendium.weapons-sci-fi.7NCzo49o54a1vSy1]{Heavy blaster}Heavy weapon, long range
@UUID[Compendium.cyphersystem-compendium.weapons-sci-fi.7Cy8yASphzXHYlsJ]{Heavy blaster rifle}*Heavy weapon, very long range
@UUID[Compendium.cyphersystem-compendium.weapons-sci-fi.xjviCkv7gCoy1ZcV]{Pulse laser gun}Medium weapon, rapid-fire weapon, long range
ArmorNotes
@UUID[Compendium.cyphersystem-compendium.armor-sci-fi.Bujb0Cz7cVN6K9H3]{Battlesuit}*Heavy armor, also also grants the benefit of a @UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.g8xedO3WjADU8fBU]{deluxe space suit}
Other ItemsNotes
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.mGvzhwfcLOR8Aami]{Disguise kit}Asset for disguise tasks
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.fxntln2fSRKpMFyx]{Gravity regulator}Belt-mounted device that regulates gravity to 1G for wearer if within 0 G to 3 G conditions
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.MbgM9wBMTWCIXCqh]{Handheld scanner}Asset for identifying tasks
@UUID[Compendium.cyphersystem-compendium.vehicles.pTEJ1VrxrSVGteKY]{Hovercraft}Level 4
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.ZOz0Fit7uAvEjIPA]{Infiltrator}Asset for lockpicking tasks when used with electronic locks
@UUID[Compendium.cyphersystem-compendium.vehicles.vGpae1ESOw3hK4qY]{Jetpack}*Level 2
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.RpA2kZiwJAa7fRQM]{Stealthsuit}*Provides two assets for stealth tasks

Exorbitant Items

WeaponsNotes
@UUID[Compendium.cyphersystem-compendium.weapons-sci-fi.B0x6U0RnIp2EyEbV]{Blast cannon}10 points of damage, 500-foot (150 m) range, requires a tripod and two people to operate
ArmorNotes
@UUID[Compendium.cyphersystem-compendium.armor-sci-fi.LOwyfbM0bAlLrBc0]{Force field}*Not armor, offers +1 to Armor; once used, must be recharged for several hours
Other ItemsNotes
@UUID[Compendium.cyphersystem-compendium.vehicles.8CtlFUIKlZpteVG3]{Luxury hovercar}Level 5
@UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.0WiWAbNWXRypYxjh]{Robot servant}Level 3
@UUID[Compendium.cyphersystem-compendium.vehicles.rPjVFxfdapjErMwt]{Small spaceship}Level 4

Science Fiction Artifacts

Artifacts in a science fiction game can be strange relics from an unknown alien source or tech items that aren’t yet widely available. In a galactic setting, for example, it’s easy to imagine that innovations or specialized items might not have spread everywhere.

@UUID[Compendium.cyphersystem-compendium.artifacts-sci-fi.aV9zEHENEDgFu5r9]{Amber casement} @UUID[Compendium.cyphersystem-compendium.artifacts-sci-fi.BrWNyEr0tRbOkOW9]{Metabolism bud} @UUID[Compendium.cyphersystem-compendium.artifacts-sci-fi.dMU5JjdzGh2xYJHe]{Mind imager} @UUID[Compendium.cyphersystem-compendium.artifacts-sci-fi.HbWQ65yTcCT5kRZ9]{Psychic crystal} @UUID[Compendium.cyphersystem-compendium.artifacts-sci-fi.4sk825DOsE6oE9d3]{Repair sphere}

Starships

Here are a few sample starship types:

StarshipLevelCrewWeapon Systems
@UUID[Compendium.cyphersystem-compendium.starships.f14c7pV1Cc89BEgg]{Fighter}111
@UUID[Compendium.cyphersystem-compendium.starships.1QmIZUO93276WVip]{Interceptor}211
@UUID[Compendium.cyphersystem-compendium.starships.RsHhdbOFUEkKCJUW]{Freighter}3 (4 for defense)41
@UUID[Compendium.cyphersystem-compendium.starships.rrkSDY696W28w7T6]{Frigate}4204
@UUID[Compendium.cyphersystem-compendium.starships.2Cuo9MpDalEzoM6i]{Cruiser}4255
@UUID[Compendium.cyphersystem-compendium.starships.SbCnPYjsEaR4YeMr]{Battleship}101,00036

“Crew” indicates the minimum number of people needed to operate the ship. Many ships can carry more passengers. “Weapon Systems” indicates the maximum number of different enemies the ship can target at once—but only one attack per target in any circumstance.

Since it’s frighteningly easy to die in a space battle if your ship is destroyed, most ships have escape pods. Even fighter craft have ejection systems that put the pilot out into space in an environment suit. In other words, GMs should try to give PCs a way out of immediately dying if they get on the wrong end of a space battle.

Effects of Gravity

In a hard science fiction game, variable effects of gravity can’t be waved away by tech that simulates normal gravity on spacecraft, space stations, and other worlds. Instead, it’s an issue people must overcome.

Short-Term Microgravity Exposure: People new to low gravity might get space sickness. Newcomers must succeed on a difficulty 3 Might task or suffer mild nausea for about two to four days, during which time all their tasks are hindered. A few unlucky travelers (usually those who roll a 1 or otherwise face a GM intrusion) are almost completely incapacitated, and find all tasks hindered by three steps.

Long-Term Microgravity Exposure: Long-term exposure to microgravity environments without medical interventions degrades health. How long one spends in such conditions is directly relevant. The GM may assign long-term penalties to PCs if the situation warrants it, though the use of advanced space medicine, proper exercise, and recommended steroids and other hormones can avoid these complications.

Low Gravity: Weapons that rely on weight, such as all heavy weapons, inflict 2 fewer points of damage (dealing a minimum of 1 point). Short-range weapons can reach to long range, and long-range weapons can reach to very long range. Characters trained in low-gravity maneuvering ignore the damage penalty.

High Gravity: It’s hard to make effective attacks when the pull of gravity is very strong. Attacks (and all physical actions) made in high gravity are hindered. Ranges in high gravity are reduced by one category (very-long-range weapons reach only to long range, long-range weapons reach only to short range, and
short-range weapons reach only to immediate range). Characters trained in high-gravity maneuvering ignore the change in difficulty but not the range decreases.

Zero Gravity: It’s hard to maneuver in an environment without gravity. Attacks (and all physical actions) made in zero gravity are hindered. Short-range weapons can reach to long range, and long-range weapons can reach to very-long range.

Effects of Vacuum

Vacuum is lethal. There’s no air to breathe, and the lack of pressure causes havoc on an organic body. An unprotected character moves one step down the damage track each round. However, at the point where they should die, they instead fall unconscious and remain so for about a minute. If they are rescued during that time, they can be revived. If not, they die.

Traveling the Solar System and Orbital Mechanics

In a hard science fiction setting, you might be interested in evoking the reality of travel times between colonies on planets and moons in the solar system. Even so, plotting a course between locations in the solar system isn’t simple, because everything is always moving with respect to everything else. You could determine exactly how long a trip would take with some internet research. Or you could just evoke the effect of orbital mechanics and varying accelerations on interplanetary travel. Use the Interplanetary Travel Table to do so. For a trip between locations not directly compared, add up the destinations in between. The travel times assume a nuclear plasma engine of a kind already being tested today (but better), a steady thrust toward the destination, and an equally long and steady braking thrust over the last half of the trip before orbit insertion. Such propulsion systems can change velocity and sustain thrust for days at a time, which reduces bone loss, muscle atrophy, and other long-term effects of low gravity.

Regardless, the travel times between distant locations bring home one thing: space is big and lonely.

Interplanetary Travel

OriginDestination

Travel Time Using Nuclear Plasma Engine

Earth/MoonMars20 + 1d20 days
MarsAsteroid belt30 + 1d20 days
Asteroid beltJupiter and its moons30 + 1d20 days
JupiterSaturn and its moons60 + 1d20 days
SaturnUranus90 + 1d20 days

Science Fiction Species Descriptors

In a science fiction setting, some GMs may want to offer alien species or androids, who are mechanically different from humans, as options for player characters. This can be accomplished by using descriptors. Two examples are below.

Artificially Intelligent

You are a machine—not just a sentient machine, but a sapient one. Your awareness might make you an exception, or there may be many like you, depending on the setting.

Artificially intelligent characters have machine minds of one type or another. This can involve an advanced computer brain, but it could also be a liquid computer, a quantum computer, or a network of smart dust particles creating an ambient intelligence. You might even have been an organic creature whose mind was uploaded into a machine.

Your body, of course, is also a machine. Most people refer to you as a robot or an android, although you know neither term describes you very well, as you are as free-willed and free-thinking as they are.

You gain the following characteristics:

Superintelligent: +4 to your Intellect Pool.

Artificial Body: +3 to your Might Pool and your Speed Pool.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.dj8fjpgMOatRRWFZ]{Shell}: +1 to Armor.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.j6odWezQciXppynQ]{Limited Recovery}: Resting restores points only to your Intellect Pool, not to your Might Pool or your Speed Pool.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.63ZJmNraEqS6lzdp]{Mechanics, Not Medicines}: Conventional healing methods, including the vast majority of restorative devices and medicines, do not restore points to any of your Pools. You can recover points to your Intellect Pool only by resting, and you can recover points to your Speed and Might Pools only through repair. The difficulty of the repair task is equal to the number of points of damage sustained, to a maximum of 10. Repairing your Might and Speed Pools are always two different tasks.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.71sJhRICcDy0WjiA]{Machine Vulnerabilities and Invulnerabilities}: Damaging effects and other threats that rely on an organic system—poison, disease, cell disruption, and so on—have no effect on you. Neither do beneficial drugs or other effects. Conversely, things that normally affect only inorganic or inanimate objects can affect you, as can effects that disrupt machines.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.nXs4KTo14JKXZN8f]{Uncanny Valley}: You have a hard time relating to organic beings, and they don’t react well to you. All positive interaction tasks with such beings are hindered by two steps.

Quintar

You are a quintar from the planet Quint. You are basically humanoid but taller, thinner, and blue skinned. Your hands end in three very long fingers. Quintar have five genders, but all quintar prefer to be addressed as female when communicating with more binary species. Human emotions and sexuality fascinate them, but not because they don’t have such concepts—quintar emotions and sexuality are just very different from those of humans. In general, quintar are more cerebral than other species, valuing knowledge over all else.

Quint is relatively Earthlike, with slightly less gravity but a slightly denser atmosphere.

You gain the following characteristics:

Cerebral: +4 to your Intellect Pool.

Skill: You are trained in one type of knowledge task of your choice.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.gmnozVrQsZBTxj9A]{Skill}: Quintar fascination with human behavior eases all interaction rolls (pleasant or not) with humans.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.4gFg0DiIdWm3w9ol]{Difficult Rest}: Quintar subtract 2 from all recovery rolls (minimum 1).

","markdown":""},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"ownership":{"default":-1},"flags":{}},{"sort":593750,"name":"Genre: Horror","type":"text","_id":"L90rsf6J1WHnk7rN","title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"

Although it’s very likely a subset of the modern genre, horror as a genre gets special treatment. Unlike the other genres, horror doesn’t necessarily suggest a setting. Any setting can be horrific. Horror is more of a style. An approach. A mood.

You could easily have horror in other times and settings, but for our purposes, we’ll deal with a default setting in the modern day. The PCs are probably normal people, not secret agents or special investigators (although being a part of a secret agency that deals with monsters in the shadows could make for a fine horror game).

Suggested types and additional equipment for a horror setting are the same as in a modern setting.

Consent

Horror games allow us to explore some pretty dark topics from the safety of our own game tables. But before you do that, make sure everyone around your table is okay with that. Find out what your players will find “good uncomfortable,” which is something that makes us squirm in our seats in a great horror movie, and “bad uncomfortable,” which is something that actually makes a player feel nauseated, unsafe, or offended. Being scared can be fun, but being sickened isn’t.

Consider the age and maturity of everyone in the game, perhaps in terms of the movie rating system. Tell the players what you think the game you’re running would be rated. If everyone’s okay with an R rating, then fine. You can have a spooky game that’s on the level of a kids’ movie rated G—more like Scooby-Doo than Saw, in other words. A PG rating might be right for a game that’s more creepy than horrific, with ghosts and spooky noises but not axe-wielding maniacs.

The different ratings suggest different kinds of content for your game. Finding a dead body is horrible, but watching someone get decapitated is something else entirely. Getting chased around by an alien that wants to eat you is one thing, but having it gestate and burst out of your own intestines is another. You need to know where the line is for everyone participating, and you need to know it right from the beginning.

For more information and advice on safe ways to address consent issues in your game, read the free Consent in Gaming PDF at myMCG.info/consent

Basic Creatures and NPCs for a Horror Game

@UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.WJgPGUcSUrR4Ssuu]{Businessperson} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.ZT13lzcl6dsvg8HX]{Cat} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.GNrvq56bsnlHgKeW]{Clerk} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.JZbErZ6hAgtHrgim]{Dog} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.5XdCwL3VyqhHBNqN]{Dog, vicious} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.N0XlAnno5dMItCmN]{Groundskeeper/caretaker} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.rvju0MPnEwNsg9Pr]{Man in Black} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.qLFrfE0E9w6BcG48]{Rat} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.T39Cl27TWeR8jVsZ]{Tarantula}

Horror Artifacts

Most of the time, a horror artifact will be something really weird—an ancient tome of forbidden necromancy, an alien device that humans can barely understand, and so forth. They are often unique items rather than one of a type. Horror artifacts should probably come with a risk, such as a built-in cost, a drawback, or something else that makes using them another way to heighten the tension of the game. Several examples are below.

@UUID[Compendium.cyphersystem-compendium.artifacts-horror.irCnETBwvUwp12PH]{Book of inversion} @UUID[Compendium.cyphersystem-compendium.artifacts-horror.WcrjZgKzg5VzkFVJ]{Shadow box} @UUID[Compendium.cyphersystem-compendium.artifacts-horror.sCTeJvOcviKd5GjN]{Sphere 23}

Optional Rule: Shock

When the PCs encounter something shocking, many times the most realistic response is to scream, stand in abject horror, or run. That might not be the smartest thing to do in the situation, but it’s genuine. What would your accountant do if they saw an axe-wielding maniac coming at them? Let’s face it, unless they truly steeled themselves with all their will, they’d probably scream and run.

When a PC encounters something horrific, utterly disgusting, dreadful, impossible, or otherwise shocking, call for an Intellect defense roll based on the level of the creature involved, or simply an appropriate level as decided by the GM (see the Shock Levels table). Failure might mean that for one round, the player loses control of the character, and the GM decides what the PC does next. This usually means that the character runs, screams, gibbers, stares slack-jawed, or just does nothing. However, GMs should welcome player input into this situation. The point is to portray that when we’re shocked, we don’t always react in the best way, the smartest way, or even the way we want to. Fear is a powerful thing.

Alternatively, failure on the Intellect defense roll might mean that the character suffers Intellect damage equal to the level of the defense task. This indicates an overall toll that numerous shocks and horrors can have on a person. You might have a situation where a character literally dies of fright.

Shock Levels

EventLevel
Something unexpected darts or jumps out1
Something suddenly moves just out of the corner of the eye2
A sudden loud noise (like a scream)2
Unexpectedly seeing a corpse2
Watching someone die3
Seeing something impossible (like an inanimate object sliding across the floor)4
Watching a friend die5
Seeing a monstrous creatureCreature level
Witnessing something supernatural (like a spell)5
Seeing something mind-bending (like an impossible, multidimensional demigod coalescing out of thin air)8

Optional Rule: Horror Mode

For horror games, GMs can implement a rule called Horror Mode. The idea is to create a feeling of escalating dread and menace by changing one die roll mechanic. In the game, things begin as normal. The PCs interact with each other and the NPCs, investigate, research, travel, and so on. But when they enter the haunted house, the serial killer gets close, the elder things beneath the earth awaken, or whatever horrific situation planned by the GM begins, things change. At this time, the GM announces that the game has gone into Horror Mode.

This is a key for the players (not the characters) to recognize that things are getting bad. It’s the RPG equivalent of spooky music beginning to play in a horror film. While in Horror Mode, the rules for GM intrusions governed by die rolls change. Normally this happens only on a roll of 1, but when Horror Mode starts, it becomes a roll of 1 or 2. And then it escalates. As time passes, GM intrusions happen on a roll of 1 to 3, then a roll of 1 to 4, and so on. This potentially means that a die roll in Horror Mode can indicate success in a task and still trigger a GM intrusion.

As the intrusion range changes with each escalation, the GM should announce this to the players. The feeling of rising tension should be dramatic and overt.

Escalation Rate

ActivityIntrusion Range Increases by 1
Exploring a large areaEvery time a new intrusion is indicated by a die roll
ExploringEvery ten minutes or every time a new intrusion is indicated by a die roll
CombatEach round

For example, while the PCs are exploring a dark swamp (a large area), the game goes into Horror Mode and intrusions are indicated on a 1 or 2. During this exploration, one of the players rolls a 2. Not only is there an intrusion, but now the range escalates to 1, 2, or 3. The character is almost dragged into a spot of quicksand-like muck. Then the PCs find an old abandoned house in the middle of the swamp. They enter, and now the escalation rate goes up if they roll a 1, 2, or 3, or every ten minutes that passes in the game. They explore the house for twenty minutes (escalating intrusions to 1 to 5), and during the investigation of the kitchen, someone rolls a 3, triggering an intrusion. A cabinet opens mysteriously and a strangely carved clay pot falls, striking the character. This also escalates the intrusion rate, so they now occur on a roll of 1 to 6. When the PCs reach the attic, they encounter the dreaded swamp slayer, a half man, half beast that thrives on blood. It attacks, and now the range goes up during each round of combat. After four rounds of fighting, intrusions happen on a roll of 1 to 10—half the time. Things are getting dicey, and they’re only going to get worse.

When the GM announces that Horror Mode has ended, the GM intrusion rate goes back to normal, happening only on a roll of 1 or when the GM awards XP.

Horror Mode is a very “meta” rule. It gives players knowledge that their characters don’t have. This is similar to how the viewers of a horror movie or readers of a horror story often know more than the characters on the screen or page. It heightens the tension. Players can express the start of Horror Mode by having their characters talk about goosebumps or a feeling of being watched, but this is not necessary.

Using GM Intrusions in Horror Mode

With the GM intrusions coming fast and furious toward the end of Horror Mode, it’s easy to run out of ideas. In combat, intrusions might just mean that the monster or villain gets a surprise extra attack or inflicts more damage. Perhaps a PC is thrown to the ground or nearer to the edge of a cliff. If the characters are running away, one might trip and fall. If the PCs are exploring, a bookcase topples, potentially hitting someone. Think of all the similar moments you’ve seen in horror films.

Sometimes, if the GM prefers, the GM intrusion can simply be something frightening, like a moan or a whisper. These aren’t dangerous to the PCs, but they escalate the tension and indicate that something bad is getting closer.

In fact, while in Horror Mode, GMs should mostly refrain from doing anything bad, ominous, or dangerous unless it’s an intrusion (either from a die roll or through the awarding of XP). In a horror game, GM intrusions are an indication that things are bad and getting worse, and whenever possible, the GM should allow the Horror Mode escalation to drive the action. This makes the GM more of a slave to the dice than in other Cypher System situations, but that’s okay.

Consider this example. The PCs have tracked something that is probably committing a series of horrific murders to an old factory. They enter the building to explore. The GM knows where the creature is hiding in the factory, but decides that it doesn’t become aware of the characters until an intrusion is indicated. The only clue the PCs have is a mysterious noise off in the darkness. The creature doesn’t move toward them until another GM intrusion occurs. Now they hear something dragging across the factory floor, coming closer. But it’s not until a third intrusion occurs that the creature lunges out from behind an old machine at the PC who rolled the die.

In some ways, the status quo doesn’t change until an intrusion happens. This could be seen as limiting the GM and the need for pacing, but remember that the GM can still have an intrusion occur anytime they desire, in addition to waiting for the low die rolls.

GMs may want to limit the number of intrusions to no more than one per round, no matter what the dice indicate, but that should be based on the situation.

Optional Rule: Madness

Having characters descend into madness is an interesting facet of some kinds of horror and can make long-term horror campaigns more interesting. The easiest way to portray blows to a character’s sanity is through Intellect damage. When PCs encounter something shocking, as described above, they always take Intellect damage. If they would normally move one step down the damage track due to the damage, they instead immediately regain points (equal to 1d6 + their tier) in their Intellect Pools but lose 1 point from their maximums in that Pool. Characters whose maximum Intellect Pools reach 0 go insane. They lose their current descriptor and adopt the Mad descriptor, regain 1d6 + tier points to their Intellect Pools, and gain +1 to their Intellect Edge. If they ever reach a permanent Intellect Pool maximum of 0 again, they go stark raving mad and are no longer playable.

Intellect Edge offers an interesting means to portray a character who is knowledgeable (and perhaps even powerful in terms of mental abilities) yet mentally fragile. A character with a low Intellect Pool but a high Intellect Edge can perform Intellect actions well (since Edge is very helpful) but is still vulnerable to Intellect damage (where Edge is of no help).

Since Cypher System games are meant to be story based, players should recognize that the degrading sanity of their character is part of the story. A player who feels that their character is going mad can talk to the GM, and the two of them can work out the means to portray that—perhaps by using the Mad descriptor, permanently trading up to 4 points from their Intellect Pool to gain +1 to their Intellect Edge, or anything else that seems appropriate. Mental disorders, manias, psychopathy, schizophrenia, or simple phobias can be added to a character’s traits, but they don’t need to be quantified in game statistics or die rolls. They’re simply part of the character.

Inabilities in personal interaction or any area requiring focus might be appropriate, perhaps allowing the PC to gain training in weird lore or forbidden knowledge. Or maybe the opposite is true—as the character’s mind slowly slips away, they become oddly compelled or can obsessively focus on a single task for indefinite periods, and thus they gain training in that topic or skill. These kinds of changes could be balanced with inabilities, such as being unable to remember important details.

As another way to represent madness, the GM could hinder Intellect-based tasks that would be considered routine, such as “remembering your friends and family” or “caring what happens to your best friend” or “stopping yourself from injecting a mysterious substance into your veins.” These routine tasks normally have a difficulty of 0, but for a PC who has lost their mind, they might have a difficulty of 1, 2, or even higher. Now the character must make rolls to do even those simple things.

","markdown":""},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"ownership":{"default":-1},"flags":{}},{"sort":596875,"name":"Genre: Romance","type":"text","_id":"pd2PrHViZ1edOZ7f","title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"

Like horror, romance doesn’t automatically suggest a setting. It is more of a mood, or more specifically an approach, to how the game is played. It suggests an emphasis, at least somewhat, on relationships, interactions, and connections.

Suggested types and additional equipment for a romance setting are the same as in a modern setting.

Consent and Boundaries

You must get consent to cover these topics in a game ahead of time—you don’t want to make people uncomfortable. Everyone involved also needs to learn everyone else’s boundaries. Someone might not want any part of a romance scene, while others are okay talking about emotional connections but not anything sexual.

Obviously, all of this is doubly important if age is a consideration. If there are younger players involved, romance probably shouldn’t go beyond a fairly chaste kiss. (You’ll find that kids are sometimes more open to romance in their games than adults, but only because their understanding of the topic is understandably pretty shallow. A kid player might declare that a character is their boyfriend, but it doesn’t mean much. And for some adults, that may be the way they want to approach the subject as well.)

Lastly, recognize that there needs to be a clear boundary between the story and real life. Two characters having a relationship has no impact on real-life feelings of the players. Two characters in a game might be in a relationship while each player is in a relationship in the real world with someone else. And maybe they’re gaming at the same table! If a player can’t distinguish between in-game flirtation or words of endearment and real-world feelings, they shouldn’t be in a romance-focused game.

For more information and advice on safe ways to address consent issues in your game, read the free Consent in Gaming PDF at myMCG.info/consent

The Check-In

It’s vital that the GM and the players all check in with each other to make sure everyone’s still comfortable with what’s going on in the game. This is particularly important to maintain the boundary between emotions expressed in the story and how people feel in real life.

Basic Creatures and NPCs for a Romance Game

@UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.wIO0w2fxcBU0vHae]{Distrustful relative} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.rmzRpUzfdXpAnzUu]{Jealous ex} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.E7xImJCLVWwiIDre]{Nosy neighbor} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.ktWhiHHoothgvjOv]{The unattainable}

Optional Rule: Infatuation

When a PC is near someone they are infatuated with, particularly in the early stages of that infatuation, they must make an Intellect defense roll with a difficulty determined by the GM based on the situation (not on the level of the subject of the infatuation). Failure might mean that the character does or says something awkward or embarrassing either in an attempt to impress or when trying to hide the infatuation. Or it could mean that for one round, the player loses control of the character, and the GM decides what the PC does next, such as risk their own safety to help an endangered character. However, GMs should welcome player input into this situation. The point is to portray that when we’re distracted by the powerful feelings (and hormones) related to infatuation, we don’t always react in the best way, the smartest way, or even the way we want to.

Infatuation can happen whether the PC is attracted to an NPC or a PC.

Optional Rule: Relationship Levels

When a PC first establishes a relationship with a character (PC or NPC), the GM should assign the relationship a level. If there’s no connection at all, there is no relationship (level 0). Otherwise, the starting relationship is probably level 1. In certain circumstances, a relationship might start at level 2, indicating a far stronger initial connection than usual.

As play progresses, the PC can attempt to improve the level of the relationship, indicating a strengthening of the bond between the two characters. The requirements to improve the relationship are twofold. First, some story-based action needs to be taken. This can be dates, gifts, a meaningful speech, a pledge of commitment, some amount of self-sacrifice, or whatever the GM and the player feel is appropriate to the story and the level of the relationship. This action might require the PC to succeed at specific tasks (with appropriate rolls). For example, writing a love poem will require an Intellect-based task, while helping to retrieve a loved one’s cat from a tree might require a Speed-based task.

Second, the player must make an Intellect-based roll with the desired level of relationship as the difficulty (modified as the GM sees fit).

A relationship can be improved only one level at a time, and the GM and the player should work out an appropriate time interval. For relationships of levels 5 and above, multiple story-based actions and multiple rolls are almost certainly required.

It’s possible for relationship levels to be lopsided, such that the relationship from the point of view of one person is a different level than from the point of view of the other. This should be used sparingly, because it makes things far more complicated. In the case of polyamory, it is possible to have more than two people in a relationship, but even in these situations the connection between any two individuals should have its own level.

Relationship levels can go down as well as up. Neglect, carelessness, inappropriate emotional displays, lies, infidelity, and bungled wooing attempts can all potentially lower a relationship level. This is entirely in the judgment of the GM, although a lowered relationship level is very likely an appropriate use of a GM intrusion.

Relationship levels indicate the strength of the bond and thus help dictate an NPC’s actions in regard to a PC. An NPC in a level 5 relationship probably will be more generous and forgiving toward the PC than if the relationship was level 3 or 4. An NPC in a level 6 relationship or higher would likely give their partner most anything, even maybe sacrificing their own well-being or their life for them. (And people in a higher-level relationship certainly would.) Likewise, a relationship level can influence a PC’s actions. An Intellect defense roll with a difficulty equal to the relationship level might be appropriate if the PC wants to act against the best interests of their loved one, or if they must keep their cool and act normally when their loved one is in danger.

You can use this optional system in any genre, for any type of relationship, even platonic ones. If desired, the relationship level a PC has with an authority figure, a contact, a relative, or anyone else can be measured, improved, and decreased just as it can with a romantic relationship.

Romantic Relationship Levels

LevelRelationship
1First meeting. Interest or curiosity.
2A sense of connection above the norm. Strong physical attraction.
3Affection and a bond that will last longer than a single encounter.
4Serious affection. Almost certainly physical affection.
5A profession of love.
6A serious long-term commitment.
7A lifelong commitment.
8Soul mates.
9A love affair for the ages.
10A bond that transcends time and space.

Platonic Relationship Levels

LevelRelationship
1First meeting. Interest or curiosity.
2A sense of connection above the norm.
3A memorable connection. Indications of a mutually beneficial relationship possible.
4Real friendship.
5Deep friendship.
6Relationship akin to that of a close sibling.
7A pledge of complete partnership.
8Platonic soul mates. Something akin to a life-debt.
9A friendship for the ages.
10A bond that transcends time and space.
","markdown":""},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"ownership":{"default":-1},"flags":{}},{"sort":598438,"name":"Genre: Superheroes","type":"text","_id":"tIyemzsYdcYDslG1","title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"

Like horror, the superhero genre is really a subset of the modern genre with extensive special considerations. In many ways, it might appear that the Cypher System is a strange fit for superheroes. But if you think about it, with foci like Bears a Halo of Fire and Wears a Sheen of Ice, the Cypher System makes all genres a little bit “superhero-ish.” Character sentences might look like the following:

And so on.

Suggested Types for a Superhero Game

RoleType
Strong heroWarrior
Brawler heroWarrior with stealth flavor
Gadget heroExplorer with technology flavor
PilotExplorer with technology flavor
CharmerSpeaker
LeaderSpeaker with combat flavor
Shadowy vigilanteExplorer with stealth flavor
Scientist heroExplorer with skills and knowledge flavor
Energy-wielding heroAdept with combat flavor
WizardAdept
MentalistAdept
Psychic ninjaWarrior with magic flavor

Basic Creatures and NPCs for a Superhero Game

@UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.IpjzD88QqIABcv7A]{Bystander} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.krnLLagONJBbj1tE]{Genetically enhanced bruiser} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.sWc8DryN22cKTJyj]{Ninja} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.YHRSNEgzJeBCrWnC]{Robot minion} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.VSQt1EzpNhIwvCyA]{Scientist} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.SpaQv9sL1VWlrkLS]{Worker}

Additional Superhero Equipment

Suggested additional equipment is the same as in a modern setting. Keep in mind, however, that for many heroes, “equipment” can be superfluous. Where do you stash the flashlight and rope when all you’re wearing is spandex tights?

Optional Rule: Power Shifts

Superheroes can do things that other people cannot. They throw cars, blast through brick walls, leap onto speeding trains, and cobble together interdimensional gateways in a few hours. It’s tempting to say that such characters are stronger, faster, or smarter, so they should have higher Might, Speed, or Intellect Pools. However, simply bumping up stat Pools or Edge doesn’t fully represent this dramatic increase in power. Instead, consider using an optional rule called power shifts.

Under this rule, all superhero characters get five power shifts. Power shifts are like permanent levels of Effort that are always active. They don’t count toward a character’s maximum Effort use (nor do they count as skills or assets). They simply ease tasks that fall into specific categories, which include (but are not necessarily limited to) the following.

@UUID[Compendium.cyphersystem-compendium.power-shifts.QDAvfL2Xor2gc3DB]{Accuracy} @UUID[Compendium.cyphersystem-compendium.power-shifts.gxmRI0Oi1qlp8tgv]{Dexterity} @UUID[Compendium.cyphersystem-compendium.power-shifts.ge5eQ2UKcF71jfL5]{Healing} @UUID[Compendium.cyphersystem-compendium.power-shifts.RvPjtLHq2svYfhK8]{Intelligence} @UUID[Compendium.cyphersystem-compendium.power-shifts.ZcogTb12JEcKd8WK]{Power} @UUID[Compendium.cyphersystem-compendium.power-shifts.ClwsF2GBoWlGR9To]{Resilience} @UUID[Compendium.cyphersystem-compendium.power-shifts.qbOvGJVLVkDUC49X]{Single Attack} @UUID[Compendium.cyphersystem-compendium.power-shifts.uQLh67ISIUJ4O3bC]{Strength}

Each shift eases the task (except for shifts that affect damage or Armor, as specified in the list above). Applying 2 shifts eases the task by two steps, and applying 3 shifts eases the task by three steps.

A character assigns their five power shifts as desired, but most characters should not be allowed to assign more than three to any one category. Once the shifts are assigned, they should not change.

For example, a superstrong character might put three of their shifts into strength and the other two into resilience. Whenever they lift something heavy, smash through a wall, or throw an object, they ease the task by three steps before applying Effort, skill, or assets. Thus, all difficulties from 0 to 3 are routine for them. They smash through level 3 doors as if they don’t exist. As another example, a masked vigilante character with a utility belt full of gadgets and great acrobatic skills might put two shifts in dexterity, one in accuracy, one in intelligence, and one in healing. They’re not actually superpowered, just tough and well trained.

Some GMs will want to allow PCs to increase their power shifts. Having a character spend 10 XP to do so would probably be appropriate. Other GMs will want to run superhero games with PCs of greater or lesser power (cosmic-level heroes or street-level heroes, perhaps). In such cases, more or fewer power shifts should be granted to the PCs at the game’s start.

Superpowered NPCs and Power Shifts

NPC superheroes and villains get power shifts, too. Most of the time, this adds to their level. For example, Blast Star is a level 5 fiery villain who has three power shifts. When she blasts through a level 7 iron security door, she does so easily because in this circumstance, she’s actually level 8.

Sometimes, NPC power shifts make things harder for the PCs. For example, Fleetfoot the level 4 speedster puts all three of her shifts in dexterity. When she runs past a character who tries to grab her, the difficulty to do so is increased by three steps to 7.

Typical NPC supers get three power shifts. Exceptional ones usually have five.

Really Impossible Tasks

In superhero games, due to conventions of the genre, difficulty caps at 15 instead of 10. Difficulty 10 is labeled “impossible,” but that label is for regular folks. For superpowered characters, “impossible” means something different, thanks to power shifts.

Think of each difficulty above 10 as being one more step beyond impossible. Although a GM in another genre would say there’s no chance that a character could leap 100 feet (30 m) from one rooftop to another, in a superhero game, that might just be difficulty 11. Picking up a city bus isn’t something normal characters could do, but for a strong superhero, it might be difficulty 12.

In theory, NPCs in such a game can go up to level 15 as well. Levels above 10 represent opponents that only a superhero would consider taking on: a robot that’s 1,000 feet (300 m) tall (level 11); Galashal, Empress of Twelve Dimensions (level 14); or a space monster the size of the moon (level 15).

Superhero Artifacts

Supervillains build doomsday devices. Ancient artifacts present a threat to all humanity if in the wrong hands. Weird machines from alien dimensions offer solutions to unsolvable problems. Artifacts are an important part of superhero stories. A few examples are below.

@UUID[Compendium.cyphersystem-compendium.artifacts-superhero.2ENNMqilV1qoB35e]{Doctor Dread’s time portal} @UUID[Compendium.cyphersystem-compendium.artifacts-superhero.AvddNOp9tUWCqGOp]{Serum X} @UUID[Compendium.cyphersystem-compendium.artifacts-superhero.JYcfxA5RcffTX3Wl]{Stellarex crystal}

","markdown":""},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"ownership":{"default":-1},"flags":{}},{"sort":599219,"name":"Genre: Post-Apocalyptic","type":"text","_id":"ARG20fxwzr0OBZjH","title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"

Post-apocalyptic literature, movies, and games are a subgenre of science fiction that focuses on the dystopia that follows the fall of civilization. Strictly speaking, post-apocalyptic stories take place after the end of the world. At least, the end of the world for most people. Players take the role of the survivors (or their descendants) trying to persevere in the face of immense hardship. Popular post-apocalyptic scenarios include those set after nuclear war, in the aftermath of a zombie plague, in the months and years following an alien invasion, or after the environment collapses in the face of human overpopulation. Other ways the world could end include a massive meteorite strike, the long-awaited robot uprising, a powerful solar flare that burns out the world’s power grids and communications, or even something as prosaic as a global disease pandemic.

Suggested Types for a Post-Apocalyptic Game

RoleType
SurvivorExplorer with stealth flavor
HeavyWarrior
DealerSpeaker
TraderSpeaker with skills flavor
SageExplorer with knowledge flavor
EvolvedAdept

Basic Creatures and NPCs for a Post-Apocalyptic Game

@UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.31W9R0HQhQT0ic3A]{Crazy loner} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.6L693DIk5jmQu2Py]{Gamma snake} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.urAFJXaUkWY2R1zj]{Innocuous rodent} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.uCMNBacwXfuThw65]{Mongrel dog} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.WGftLKpoTVDfIKw2]{Survivor, sickened} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.GgfdjyikafYtuyTK]{Survivor, typical}

Additional Post-Apocalyptic Equipment

In a post-apocalyptic setting, the items on the Additional Modern Equipment table as well as the following items might be available in trade from other survivors, or in the rare trade town.

Inexpensive Items

WeaponsNotes
@UUID[Compendium.cyphersystem-compendium.weapons-post-apocalyptic.7M8uEI7cKT0UztUy]{Knife}Light weapon, rusty and worn
@UUID[Compendium.cyphersystem-compendium.weapons-post-apocalyptic.VJicMhUlVImuwl4N]{Light weapon}Light weapon (won’t last long)
@UUID[Compendium.cyphersystem-compendium.weapons-post-apocalyptic.erpmmOJulN96Afgr]{Wooden club}Light weapon
ArmorNotes
@UUID[Compendium.cyphersystem-compendium.armor-post-apocalyptic.WnIcqsOLyuyQKSpZ]{Animal hide}Light armor
@UUID[Compendium.cyphersystem-compendium.armor-post-apocalyptic.Hv5mU9dKhfQJA76Q]{Light armor}Light armor, smell hinders stealth tasks
Other ItemsNotes
@UUID[Compendium.cyphersystem-compendium.equipment-post-apocalyptic.dmnJTSnJv4ZqQmVg]{Candle}
@UUID[Compendium.cyphersystem-compendium.equipment-post-apocalyptic.cY37Ff6ca1bxDXtp]{Plastic bag}Useful and ubiquitous (won’t last long)

Moderately Priced Items

WeaponsNotes
@UUID[Compendium.cyphersystem-compendium.weapons-post-apocalyptic.PasipD1tIBSjGd9h]{Handaxe}Light weapon
@UUID[Compendium.cyphersystem-compendium.weapons-post-apocalyptic.Z2P8uHd0D7sdFFNx]{Knife, multipurpose}Light weapon, asset to small repair tasks
Other ItemsNotes
@UUID[Compendium.cyphersystem-compendium.equipment-post-apocalyptic.g7ZsP8QRo5xMCDTc]{Gas mask}Breathable air for four hours
@UUID[Compendium.cyphersystem-compendium.equipment-post-apocalyptic.GAclXwNftLTjeFAf]{Padlock with keys}
@UUID[Compendium.cyphersystem-compendium.equipment-post-apocalyptic.0vFrABenylbBi3yw]{Portable lamp, solar}

Expensive Items

Other ItemsNotes
@UUID[Compendium.cyphersystem-compendium.equipment-post-apocalyptic.1j2c4v8TaLTVzmcZ]{Radiation detector}
@UUID[Compendium.cyphersystem-compendium.equipment-post-apocalyptic.cGUAvAFO5b83snP2]{Nightvision goggles}
@UUID[Compendium.cyphersystem-compendium.equipment-post-apocalyptic.862NWqhznbgLC5AG]{Radiation tent}Prevents radiation damage for three days
@UUID[Compendium.cyphersystem-compendium.equipment-post-apocalyptic.s23m8lRUYCXNthKZ]{Radiation pill (pack of 5)}Asset for defense tasks against radiation effects for twelve hours

Scavenging

Characters in a post-apocalyptic setting must usually spend part of each day scavenging for supplies or a place of safety.

Food and Shelter: Generally speaking, characters must spend two to four hours searching through the rubble and ruins before succeeding. Finding enough food for a group of characters to eat for one day is a difficulty 5 Intellect task. Finding a place of relative safety to regroup and rest is also difficulty 5. Characters who succeed on either one of these also get to roll up to once each day on the Useful Stuff table and three times on the Junk table.

Found food often takes the form of canned, processed, dried, or otherwise preserved goods from before the apocalypse, but sometimes it includes fresh fruits and vegetables found growing wild or cultivated by other survivors. Safe places to hole up include homes, RVs, offices, apartments, or any location that can be secured and defended and isn’t radioactive, poisoned, or overrun with hostile creatures.

The difficulty of succeeding at finding food, water, and a safe place varies by location and by how many days the characters have already spent in one location. Each week the PCs spend at the same location hinders subsequent scavenging tasks and requires that they succeed on a new task to determine if the place they’re staying is still safe. The result of failing to find food and water is obvious. If the PCs fail at the task of finding (or keeping) a safe place, their presence is noticed by hostile forces, or they face a result from the Wasteland Threats table.

Useful Stuff: Food, water, and a safe place to rest are the most important finds, and are the basis of each scavenging task. But other obviously useful stuff is often found along with these basic requirements. When a group of characters successfully finds either food and water or a safe place, consult the Useful Stuff table up to once per day. If it’s the first day the PCs have searched in a particular area, each character might find something useful, but in succeeding days, a group normally gets only a single roll to find useful stuff.

Useful stuff also includes a “loot” entry. Loot includes collectible coins from before the apocalypse, such as silver dollars and gold eagles. It also includes jewelry and artwork that survived the disaster and related material that can be used as currency or barter when the characters find other survivors or arrive at a trade town.

Items found on the Useful Stuff table are generally expensive or exorbitant items (except for firearms, which start in the expensive category).

Junk: Characters who find food and water also find lots of junk. They are free to ignore that junk, but some PCs might have a use for what they find, especially those with the Scavenges focus. All characters gain up to three results on the Junk table each time they successfully scavenge for food or a safe place to stay. Sometimes junk can be fixed, but more often it can be disassembled and used as parts to create something else.

Useful Stuff

d100Item Found
01–10Tools (provide an asset to tasks related to repair and crafting)
11–20Medicine (provides an asset to one healing-related task)
21–25Binoculars
26–35

Chocolate bar or similarly sought-after candy or snack

36–45Textbook (provides an asset to a knowledge-related task)
46–50Coffee or tea
51–55Gun or rifle with ten shells or bullets
56–60Flashlight
61–65Loot
66–70Gasoline (2d6 × 10 gallons)
71–75Batteries
76–80Functioning vehicle (sedan, pickup, motorcycle, etc.)
81–85Generator
86–90MRE cache (food and water for six people for 1d6 weeks)
91–95Ammunition cache (100 shells or bullets for 1d6 different weapons)
96–97Helpful stranger (level 1d6 + 2, stays with the PCs for a week or two)
98–99Cypher (in addition to any other cyphers the GM awards)
00Artifact (in addition to any other artifacts the GM awards)

Junk

d6Item Found
1

Electronic junk (stereo, DVD/Blu-ray player, smartphone, electric fan, printer, router, etc.)

2Plastic junk (lawn furniture, baby seat, simple toys, inflatable pool, etc.)
3Dangerous junk (paint, rat poison, solvents, industrial chemicals, etc.)
4Metallic junk (car bodies, old playsets, grills, empty barrels, frying pan, etc.)
5Glass junk (vases, windows, bowls, decorative pieces, etc.)
6Textile junk (coats, pants, shirts, bathing suits, blankets, rugs, etc.)

Post-Apocalyptic Artifacts

Artifacts in a post-apocalyptic game include still-working technology from before the disaster that is not widely available, as well as cobbled-together pieces of tech that can weaponize previously prosaic items. If the apocalypse was related to some kind of alien invasion, artifacts would include even stranger items.

@UUID[Compendium.cyphersystem-compendium.artifacts-post-apocalyptic.RCr7oVmh9Lhk9jHG]{Autodoc} @UUID[Compendium.cyphersystem-compendium.artifacts-post-apocalyptic.54P9fzXQjgpQT1gZ]{Enviroscanner} @UUID[Compendium.cyphersystem-compendium.artifacts-post-apocalyptic.xGGPXV5UufPD4m5F]{Military exoskeleton} @UUID[Compendium.cyphersystem-compendium.artifacts-post-apocalyptic.T82EmpHsb9cNyyPX]{Rocket fist} @UUID[Compendium.cyphersystem-compendium.artifacts-post-apocalyptic.rQg6ztpLMylwK5RB]{Rocket-propelled grenade} @UUID[Compendium.cyphersystem-compendium.artifacts-post-apocalyptic.lQDbPJOz1VYXe54s]{Terahertz scanner}

Post-Apocalyptic Species Descriptors

In a post-apocalyptic setting, some GMs may want to offer species affected by the disaster.

Morlock

You have lived your life deep underground in artificial bunkers, hidden from the world’s destruction and the brutal scavengers that live above. As a morlock, you have a keen mind for the technology salvaged from the before-time. In fact, every morlock comes of age by fitting a piece of morlock technology to its body to provide enhancement and extend its life. This means that you are part flesh and part machine. Your skin is as pale as milk, except where it’s been replaced with strips of metal and glowing circuits.

You gain the following characteristics:

Enhanced Intelligence: +2 to your Intellect Pool.

Cyborg Body: +2 to your Might Pool and your Speed Pool.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.Td605GMSP4TqfliK]{Partially Metallic}: +1 to Armor.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.2X7nKuAiBRfFgUiS]{Repair and Maintenance}: As an entity of living flesh and humming machinery, you must first succeed on a difficulty 2 repair task before making a recovery roll. On a failure, the recovery roll is not used; however, the normal rules for retrying apply, and you must use Effort on a new roll if you wish to try again. In addition to the normal options for using Effort, you can choose to use Effort to heal additional points to your Pools (each level of Effort healing an additional 2 points to your Pools if you succeed).

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.64yLvSVOIqtV8IvT]{Morlock Prejudice}: While among non-morlocks, all positive interaction tasks are hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. The PCs found you in a collapsed subterranean tunnel.

  2. The other PCs encountered you exploring underground, and you convinced them to allow you to accompany them.

  3. You were exiled from the morlock communities and needed help on the surface.

  4. The only way to save the morlock community you hail from is to venture to the surface and find a mechanical part needed to repair a failing ancient system.

Roach

You are born of a species of evolved insects once called “cockroach,” but that is far in the past. Radiation and forced evolution have radically increased your size, shape, and ability to think. Your exoskeleton mimics the shape of a human being, though not perfectly. When you move about human society, shadows and cloaks are your ally if you wish to pass unnoticed. When those of your kind are discovered, it usually goes poorly for someone. You, however, have a wandering spirit and seek to explore the fallen world and find a new way forward.

You gain the following characteristics:

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.vNOlLQDmc53SXZ0B]{Scuttler}: Your Speed Edge increases by 1.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.GsDnTWDfehGuhsQS]{Sense by Scent}: You can sense your environment even in total darkness.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.8OYU2L2128I1PE9m]{Cling}: You can move an immediate distance each round on walls or clinging to the ceiling.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.LD2sREknTpeCQErE]{Carapace}: +1 to Armor.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.gEBLiYb25Mpx65Eo]{Glide}: You can extend small wings from your carapace that grant an asset in jumping tasks and allow you to fall up to a short distance without taking damage.

@UUID[Compendium.cyphersystem-compendium.basic-skills.DraIKUQRw8KrnC4o]{Skill}: You are trained in disguise tasks.

@UUID[Compendium.cyphersystem-compendium.inabilities.PeQrx8tfHEDrOlW6]{Inability}: You are susceptible to disease and poison. Defense rolls against disease or poison are hindered.

@UUID[Compendium.cyphersystem-compendium.inabilities.P42u9vKoBQjOtUbE]{Inability}: You mimic a human, but you are not as fierce. Tasks involving combat— including attack and defense rolls—are hindered.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.soRZpGrbrjyyBHpW]{Insect Prejudice}: While among non-roaches, all positive interaction tasks are hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. The PCs didn’t realize what you were when they asked for your help.

  2. You’ve managed to hide your roach ancestry so well that everyone thinks you are like them.

  3. You are the last of your kind.

  4. You have a secret agenda, and the PCs were gullible enough to let you come along.

","markdown":""},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"ownership":{"default":-1},"flags":{}},{"sort":599610,"name":"Genre: Fairy Tale","type":"text","_id":"BW4rWFL1jsU98e0B","title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"

The genre of fairy tales is a wide one, crossing into almost every culture and encompassing everything from early oral stories passed down from generation to generation to the more modern literary fairy tale. What makes something a fairy tale? While there’s a great deal of discussion around that question, most have a number of things in common: a series of far-fetched events; fantastical beings such as talking animals, elves, goblins, mermaids, witches, and dragons; and objects that have magical elements.

One of the powers of a fairy tale—or a game set in a fairy tale-inspired setting—is its ability to create a sense of wonder and to evoke players’ imaginations while still allowing them to keep one foot in the known. The very settings themselves are both enchanted and somehow familiar, whether the characters are entering a magical woods, falling down a rabbit hole, or embarking on a voyage to Neverland. Those beasts and beings who stalk such places are equally wondrous, and offer fantastic starting points for any number of adventures.

To heighten the sense of wonder in a fairy tale adventure or campaign, a GM might consider presenting the game in a modern setting. In a modern setting, characters have regular jobs that don’t normally involve hunting goblins or helping talking fish solve puzzles. This means that when the moths take shape and become the cloak of a princess of summer come to beg a favor or steal a child, or the house grows legs and runs away one morning, the player characters will be rightfully amazed (and perhaps somewhat terrified).

Nature of Faerie

Faerie (also called by many other names) is a dimension of magic separate from but closely parallel to the mundane world. It doesn’t matter whether Faerie is just a collective term for thousands of separate curled-up dimensions hidden in corners, in closets, or at the center of forests, or it’s one continuous realm that overlaps the real world where it’s thinnest. It’s a place those with open hearts can find by following a way between tall trees (or looming library shelves) to a realm where everything is different. Where elves walk, nymphs dance, unicorns gallop, and both natural growths and built structures become vast and enchanting.

Humans don’t tend to do well in such a world if they stay too long, as the sensory input is hard on the nervous system. But fey creatures depend on it, like plants to the light. A fey creature too long cut off from its land of origin (or its stream, hill, or burrow) slowly becomes mortal and then dies.

When a fey creature is cut by silvered or cold iron weapons, they temporarily lose the sustaining benefit of their connection to Faerie. This severed connection usually disrupts a fey creature’s ability to heal. A silvered weapon is one that contains silver as part of an alloying process, has silver inlay, or has been coated in a dusting of silver powder (which usually lasts only through a single fight). In truth, many items in the modern era are cold-forged, while many others are not. We suggest that any hand-forged item containing iron could be considered a cold-forged weapon for harming fey creatures. Thus, most bullets and other modern items wouldn’t be treated as cold iron by this definition, but some would fit the bill.

Basic Creatures and NPCs for a Fairy Tale Game

Most fey creatures of level 2 or higher regain 1 point of health per round, unless wounded by silvered or cold iron weapons.

@UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.JULnmDMPODWwSgyT]{Angry ants} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.VK2Iv9hH0ITqmvV9]{Erlking} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.PS7RVxRlUxllwCky]{Faerie} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.ijRly8phWTeUIy8r]{Feral tree} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.UXvVjQMo4BRwi2Ef]{Nymph} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.BJOh1w5ZImYrdKuM]{Pixie} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.2v0CeAw0V9Hql9iL]{Razorblade butterflies} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.NVjNYB0ApximA7Kn]{Talking cat} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.LZB001qKeGrqUyMZ]{Troll}

Fairy Tale Artifacts

Artifacts in a fantasy setting and magic items in other games focused on fantasy would also be suitable for a fairy tale setting. However, every fairy tale artifact should come with a quirk that sets it apart from a simple “wand of fire” or similar item. Come up with your own or roll a quirk on the table below.

d10Quirk
1Is sometimes invisible.
2Cries like a baby if jostled.
3Becomes cold as ice to the touch and emits cold vapor when danger threatens.
4Contains a secret compartment that invariably holds a chunk of rock broken from what might be a strange jade sculpture.
5Also serves as a key to some magically locked doors and chests.
6Bites owner with tiny teeth if jostled, dealing 1 point of damage.
7Always muttering and complaining, though useful warnings and other information can sometimes be gained.
8Jealous of any other manifest cyphers, artifacts, or beautiful objects in the wielder’s life.
9The “painting” of a princess of summer on the object sometimes leaves it, robbing the artifact of power.
10Causes flowers to grow wherever it is stored or set down.
","markdown":""},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"ownership":{"default":-1},"flags":{}},{"sort":599805,"name":"Genre: Historical","type":"text","_id":"hdLllcWxZ4VdDhlr","title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"

Setting your campaign in World War 2, the Renaissance, or the 1930s can be fun and interesting. However, setting it in ancient Greece or feudal Japan, for example, probably makes it more like fantasy without all the orcs and magic (although a game set in feudal Japan with orcs and magic could be fascinating).

One of the draws of playing in a historical adventure is the thrill of “being there” when something important happens. Thus, in many cases, historical adventures in RPGs shouldn’t be designed as campaigns, but instead serve as short-term experiences where players try something new, or at least something they don’t normally do: play as figures involved in a momentous historical event.

Historical games should take cues from the closely related areas of historical fiction and historical re-enactment. The lessons of great historical fiction include the following.

The GM should anchor the characters with problems or conflicts that connect them to the chosen time period; make sure that PC backgrounds contain one relevant detail to the chosen historical setting.

The GM shouldn’t fall into the trap of assuming that history was drab just because it is often presented along with old paintings, drawings, or blurred black-and-white photographs. Dramatic events, surprising twists, and unexpected situations are just as likely in a historical adventure as in any other kind.

What’s the point of a historical adventure if there is no suspense? Sure, everyone knows what happens at the end of any given historical battle, but the stories of individuals within those fights are not known. Will they live? Will they succeed in their mission? And what are the consequences? Think of all the war movies that rely on that exact latitude to tell great stories.

Make sure you know when the campaign ends. Maybe it’s when the PCs successfully accomplish a specific task, but it might be externally timed to when a historical event takes place, whether they are attempting to offer aid, thwart it, or merely be aware of it as they attempt to do something that history hasn’t recorded.

Don’t create more than you need to. Be ready to tell the PCs what they see and who they encounter when they are introduced to a historical location or person, but don’t worry about things that they likely will never see. Yes, figure out what kind of currency is used, but making a super-accurate list of prices just isn’t necessary; the players will take your word for the cost of items and many other details. You’re evoking a historical setting with your game, not writing a book report.

Be wary about stereotypes and cultural misappropriation. History, as they say, is written by the victors. The ancient Greeks wrote that other cultures were all barbaric, and the European settlers called the natives in North America savages, but that doesn’t mean it’s true. If all you know about a time period is a movie set in that period, you’ll have a skewed version of events and culture. Be willing to go deeper than Braveheart or The Last Samurai, or maybe choose a different genre.

Running a Historical Game

Preparation is important in a historical game, and most of that entails choosing a historical period—or a specific historical event—as the setting. Given that all of history can serve, you won’t lack for resources. Below are a few possibilities. Of course, the farther back you set your game, the less information on specific events is available. On the other hand, that frees you up to get creative.

Once you choose the historical period and any special events you want to include in your adventure or campaign, direct your players to an appropriate set of foci. Alternately, you can have your players play as historically significant figures, but if you do this, you may want to create their characters ahead of time. Most GMs will probably want to save historically significant individuals for use as NPCs.

The players will need some kind of grounding in what to expect in the time period you’ve chosen. Just like they need an idea of what magic can do in a fantasy game, they will need a general idea of what kind of technology is available, the broad strokes of what their characters might know and not know, and so on. Maybe have them read a Wikipedia entry, at the very least.

If you’re looking for inspiration for time periods in which to set your historical game, here are some possible ideas: prehistory, classical antiquity, ancient Egypt, the American revolution, ancient China, World War II, Edo Period Japan, Medieval Europe, and the American Old West.

Suggested Types for a Historical Game

RoleType
Constable (or night watchman)Explorer with combat flavor
DetectiveExplorer with stealth flavor and skills and knowledge flavor
KnightWarrior
PirateExplorer with stealth flavor
TutorSpeaker
MerchantSpeaker with skills and knowledge flavor
SmithSpeaker with some warrior abilities and skills and knowledge flavor
PlaywrightSpeaker
NobleSpeaker with skills and knowledge flavor
ExplorerExplorer
PriestSpeaker

Basic Creatures and NPCs for a Historical Game

@UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.ZT13lzcl6dsvg8HX]{Cat} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.MwSOqh6IDnwKis8b]{Dodo} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.JZbErZ6hAgtHrgim]{Dog} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.vmvgLdR7JKdsukCW]{Dog, guard} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.61EndqAjZ2ZZZuS9]{Horse} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.8AhrSmfhARlAahxp]{Merchant} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.HKcVbxx1xGOpyVk4]{Noble} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.qLFrfE0E9w6BcG48]{Rat} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.Ax77ZEkAA3XJBPaA]{Serf} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.PXVS2kwvslh30lBB]{Snake, poisonous} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.vhGua32GarGCzLGv]{Warhorse}

Historical Artifacts

The concept of artifacts is probably inappropriate for a historical setting without some kind of supernatural, fantastical, or science fiction element. That said, objects of mystery such as the Antikythera mechanism (an ancient analog computer and orrery used to predict eclipses and other astronomical positions) reveal that the ancient world—and by extension more recent historical periods—contained fascinating and useful objects that were anachronistic for their period. Most such artifacts were likely the creations of philosophers, lone geniuses, and similar figures.

","markdown":""},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"ownership":{"default":-1},"flags":{}},{"sort":599903,"name":"Creatures and NPCs","type":"text","_id":"ljjovWdF2f0UgQ4l","title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"

This chapter describes many common and uncommon creatures that the characters might meet—and fight—in a Cypher System game and gives their stats. The variety of creatures that populate the possible settings and genres is so great that this chapter only scratches the surface. It does, however, provide examples of kinds of inhabitants—bestial and civilized, living and undead, organic and inorganic—so that you can easily extrapolate and create your own.

Understanding the Listings

Every creature is presented by name, followed by a standard template that includes the following categories.

Level: Like the difficulty of a task, each creature and NPC has a level attached to it. You use the level to determine the target number a PC must reach to attack or defend against the opponent. In each entry, the difficulty number for the creature or NPC is listed in parentheses after its level. As shown on the following table, the target number is three times the level.

LevelTarget Number
13
26
39
412
515
618
721
824
927
1030

Description: Following the name of the creature or NPC is a general description of its appearance, nature, intelligence, or background.

Motive: This entry is a way to help the GM understand what a creature or NPC wants. Every creature or person wants something, even if it’s just to be left alone.

Environment: This entry describes whether the creature tends to be solitary or travel in groups and what kind of terrain it inhabits (such as “They travel in packs through dry wastes and temperate lowlands”).

Health: A creature’s target number is usually also its health, which is the amount of damage it can sustain before it is dead or incapacitated. For easy reference, the entries always list a creature’s health, even when it’s the normal amount for a creature of its level.

Damage Inflicted: Generally, when creatures hit in combat, they inflict their level in damage regardless of the form of attack. Some inflict more or less or have a special modifier to damage. Intelligent NPCs often use weapons, but this is more a flavor issue than a mechanical one. In other words, it doesn’t matter if a level 3 foe uses a sword or claws—it deals the same damage if it hits. The entries always specify the amount of damage inflicted, even if it’s the normal amount for a creature of its level.

Armor: This is the creature’s Armor value. Sometimes the number represents physical armor, and other times it represents natural protection. This entry doesn’t appear in the game stats if a creature has no Armor.

Movement: Movement determines how far the creature can move in a single turn. Creatures have movements of immediate, short, long, or very long, which equate to the ranges of the same name. Most PCs have an effective movement of short, so if they are chasing (or being chased by) a creature with immediate movement, their Speed tasks are eased; if the creature’s movement is long or greater, the PCs’ Speed tasks are hindered.

Modifications: Use these default numbers when a creature’s information says to use a different target number. For example, a level 4 creature might say “defends as level 5,” which means PCs attacking it must roll a target number of 15 (for difficulty 5) instead of 12 (for difficulty 4). In special circumstances, some creatures have other modifications, but these are almost always specific to their level.

Combat: This entry gives advice on using the creature in combat, such as “This creature uses ambushes and hit-and-run tactics.” At the end of the combat listing, you’ll also find any special abilities, such as immunities, poisons, and healing skills. GMs should be logical about a creature’s reaction to a particular action or attack by a PC. For example, a mechanical creation is immune to normal diseases, a character can’t poison a being of energy (at least, not with a conventional poison), and so on.

Interaction: This entry gives advice on using the creature in interactions, such as “These creatures are willing to talk but respond poorly to threats,” or “This creature is an animal and acts like an animal.”

Use: This entry gives the GM suggestions for how to use the creature in a game session. It might provide general notes or specific adventure ideas.

Loot: This entry indicates what the PCs might gain if they take items from their fallen foes (or trade with or trick them). It doesn’t appear in the game stats if the creature has no loot.

GM Intrusion: This optional entry in the stats suggests a way to use GM intrusion in an encounter with the creature. It’s just one possible idea of many, and the GM is encouraged to come up with their own uses of the game mechanic.

Creatures

@UUID[Compendium.cyphersystem-compendium.creatures.GcRpFtcOQDpGvU4H]{Abomination} @UUID[Compendium.cyphersystem-compendium.creatures.17NSMk419kHRvwoP]{Chimera} @UUID[Compendium.cyphersystem-compendium.creatures.Ds2TiPhzGcBio6uy]{Chronophage} @UUID[Compendium.cyphersystem-compendium.creatures.6XzVLD44cRlhPIfO]{Deep one} @UUID[Compendium.cyphersystem-compendium.creatures.dEUcFhzvuB3ufhv5]{Deinonychus} @UUID[Compendium.cyphersystem-compendium.creatures.0NEyK7k8eNvN9oRt]{Demigod} @UUID[Compendium.cyphersystem-compendium.creatures.C2tRCVUtCl1OEb7M]{Demon} @UUID[Compendium.cyphersystem-compendium.creatures.Z4Y7VaCkpXbCZ2yy]{Devil} @UUID[Compendium.cyphersystem-compendium.creatures.D25NNlnriTPYwXvl]{Djinni} @UUID[Compendium.cyphersystem-compendium.creatures.huhkLDlDaru359Bf]{Dragon} @UUID[Compendium.cyphersystem-compendium.creatures.li1H57vGnKM9EY61]{Earth elemental} @UUID[Compendium.cyphersystem-compendium.creatures.WcxUomm2dqg2s2mU]{Enthraller} @UUID[Compendium.cyphersystem-compendium.creatures.p5ugVxzZFUe8r2To]{Fallen angel} @UUID[Compendium.cyphersystem-compendium.creatures.W7lOvxxSkcShe4Y9]{Fire elemental} @UUID[Compendium.cyphersystem-compendium.creatures.CbyPd1QoYjZGISN9]{Fusion hound} @UUID[Compendium.cyphersystem-compendium.creatures.02LotzBPq6hZTu2N]{Ghost} @UUID[Compendium.cyphersystem-compendium.creatures.92AH6pnL8Mknw6ok]{Ghoul} @UUID[Compendium.cyphersystem-compendium.creatures.gc0tYELtVAJRfFL6]{Giant} @UUID[Compendium.cyphersystem-compendium.creatures.U508Iiym5DOrLbCP]{Giant rat} @UUID[Compendium.cyphersystem-compendium.creatures.G1R1ESjuGxTJ7VwN]{Giant snake} @UUID[Compendium.cyphersystem-compendium.creatures.PlHlqDlwByGRX8T3]{Giant spider} @UUID[Compendium.cyphersystem-compendium.creatures.StSE44DNprZ4X4t8]{Goblin} @UUID[Compendium.cyphersystem-compendium.creatures.nBJ1PaZw7VugehNT]{Golem} @UUID[Compendium.cyphersystem-compendium.creatures.v5KdQP0xAVsoznyE]{Grey} @UUID[Compendium.cyphersystem-compendium.creatures.gDdZYUFdqZhmK3Oc]{Kaiju} @UUID[Compendium.cyphersystem-compendium.creatures.Iyx0QTRTuHLwr2g4]{Killer clown} @UUID[Compendium.cyphersystem-compendium.creatures.m9Hqr0shnpvRfgiF]{Killing white light} @UUID[Compendium.cyphersystem-compendium.creatures.EX0RBWZzdGetaDK9]{Mechanical soldier} @UUID[Compendium.cyphersystem-compendium.creatures.LkiVCVe5HhMi8Hc8]{Mi-go} @UUID[Compendium.cyphersystem-compendium.creatures.ZLDxtrbI1te50O1k]{Mokuren} @UUID[Compendium.cyphersystem-compendium.creatures.2BTNWIpNjjd696xa]{Nuppeppo} @UUID[Compendium.cyphersystem-compendium.creatures.Jo0ULIISkFpZDV85]{Ogre} @UUID[Compendium.cyphersystem-compendium.creatures.obJAuUihAMdRF9j2]{Orc} @UUID[Compendium.cyphersystem-compendium.creatures.KrHZmg9AKHxbGRnk]{Prince(ss) of summer} @UUID[Compendium.cyphersystem-compendium.creatures.axcyoROutmXNdzNk]{Puppet tree} @UUID[Compendium.cyphersystem-compendium.creatures.qT2StUmJ4FDfS2Ji]{Ravage bear} @UUID[Compendium.cyphersystem-compendium.creatures.n54pC87T2nULqbCJ]{Replicant} @UUID[Compendium.cyphersystem-compendium.creatures.qB1fv8beRDJG465z]{Shadow elf} @UUID[Compendium.cyphersystem-compendium.creatures.MQI4Poo9zZKrgKhc]{Skeleton} @UUID[Compendium.cyphersystem-compendium.creatures.nkAvknrgByU2kBSn]{Statue, animate} @UUID[Compendium.cyphersystem-compendium.creatures.E7LZFxUVnPeXLIgX]{Tyrannosaurus rex} @UUID[Compendium.cyphersystem-compendium.creatures.37pnRQFiOHt47hFP]{Vampire} @UUID[Compendium.cyphersystem-compendium.creatures.PIJ3eSbmYUGztjb1]{Vampire, transitional} @UUID[Compendium.cyphersystem-compendium.creatures.QFTQJ4Z4kmHVr23P]{Vat reject} @UUID[Compendium.cyphersystem-compendium.creatures.WsWJRqBjUW1WO1Wp]{Wardroid} @UUID[Compendium.cyphersystem-compendium.creatures.3jAoNYaS0CHUjkqS]{Werewolf} @UUID[Compendium.cyphersystem-compendium.creatures.2nv7KEvkNXsUOykU]{Witch} @UUID[Compendium.cyphersystem-compendium.creatures.Ziw2e08pt2Fc8vHz]{Xenoparasite} @UUID[Compendium.cyphersystem-compendium.creatures.dWvlzVDxmAUQxT7s]{Zombie}

Normal Animals

Unlike many creatures in this chapter, normal animals are simple and understandable enough to be encapsulated by just their level and maybe one or two other stats.

@UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.p7RwEbxxv74Xy0NP]{Bear, black} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.3NRZdgMZXVcEsqWl]{Bear, grizzly} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.JZbErZ6hAgtHrgim]{Dog} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.vmvgLdR7JKdsukCW]{Dog, guard} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.pNEII8Wup8xjZfuA]{Hawk} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.61EndqAjZ2ZZZuS9]{Horse} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.qLFrfE0E9w6BcG48]{Rat} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.RxtZyeRliCY3v9In]{Rattlesnake}

NPCs

The NPCs in this chapter are generic examples of nonplayer characters that can be used in many genres.

Reskinning NPCs: GMs will find that with a few tweaks, a guard can be a modern-day cop, a fantasy caravan guard, or a science fiction drone soldier. This is known as reskinning—making slight changes to existing stats to customize the NPC for your own game.

Health, Not Pools: Remember that NPCs don’t have stat Pools. Instead, they have a characteristic called health. When an NPC takes damage of any kind, the amount is subtracted from its health. Unless described otherwise, an NPC’s health is always equal to its target number. Some NPCs might have special reactions to or defenses against attacks that would normally deal Speed damage or Intellect damage, but unless the NPC’s description specifically explains this, assume that all damage is subtracted from the NPC’s health.

Appropriate Weapons: NPCs use weapons appropriate to their situation, which might be swords and crossbows, knives and shotguns, malefic psychic weapons, blasters and grenades, and so on.

@UUID[Compendium.cyphersystem-compendium.npcs.rnq3fP5XVmqEmZWG]{Assassin} @UUID[Compendium.cyphersystem-compendium.npcs.IXoOu0XGctC51WFn]{Cannibal} @UUID[Compendium.cyphersystem-compendium.npcs.jZT0TZAHaKkZ8kGv]{Crime boss} @UUID[Compendium.cyphersystem-compendium.npcs.17FhJIqwNpdkCE3Q]{Detective} @UUID[Compendium.cyphersystem-compendium.npcs.vamqtdZeooEZTvVA]{Guard} @UUID[Compendium.cyphersystem-compendium.npcs.mIkMohVYFvaiNwZB]{Occultist} @UUID[Compendium.cyphersystem-compendium.npcs.SMQHtX6tTqzNShpA]{Secret agent} @UUID[Compendium.cyphersystem-compendium.npcs.dxKy262U5XR9IQdV]{Thug} @UUID[Compendium.cyphersystem-compendium.npcs.T49YQrtaJRk1stLD]{Wizard, mighty}

","markdown":""},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"ownership":{"default":-1},"flags":{}},{"sort":599952,"name":"Cyphers","type":"text","_id":"xLSayIO5g61IGlUa","title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"

Cyphers are one-use abilities that characters gain over the course of play. They have cool powers that can heal, make attacks, ease or hinder task rolls, or (in a more supernatural and extreme example) produce effects such as nullifying gravity or turning something invisible.

Most cyphers aren’t physical objects—just something useful that happens right when you need it. They might be a burst of insight that allows a character to make a perfectly executed attack, a lucky guess when using a computer terminal, a coincidental distraction that gives you an advantage against an NPC, or a supernatural entity that makes things work out in your favor. In some games, cyphers come in the form of items, like magic potions or bits of alien technology.

Cyphers that don’t have a physical form are called subtle cyphers.

Cyphers that have a physical form are called manifest cyphers.

Regardless of their form, cyphers are single-use effects and are always consumed when used. Unless a cypher’s description says otherwise, it works only for the character who activates it. For example, a PC can’t use an enduring shield cypher on a friend.

Cyphers are a game mechanic designed for frequent discovery and use. PCs can have only a small number of cyphers at any given time, and since they’re always finding more, they’re encouraged to use them at a steady pace.

In theory, the cyphers gained by the PCs are determined randomly. However, the GM can allow PCs to acquire or find them intentionally as well. Cyphers are gained with such regularity that the PCs should feel that they can use them freely. There will always be more, and they’ll have different benefits. This means that in gameplay, cyphers are less like gear or treasure and more like character abilities that the players don’t choose. This leads to fun game moments where a player can say “Well, I’ve got an X that might help in this situation,” and X is always different. X might be an intuitive understanding of the local computer network, a favor from the Faerie Court, an explosive device, a short-range teleporter, or a force field. It might be a powerful magnet or a prayer that will cure disease. It could be anything. Cyphers keep the game fresh and interesting. Over time, characters can learn how to safely carry more and more cyphers at the same time, so cyphers really do seem more like abilities and less like gear.

“Carry” in this sense refers to both subtle cyphers and manifest cyphers, though a PC may not actually carry anything that physically represents the cypher. A character thrown into prison without their equipment might still have subtle cyphers.

Cyphers don’t have to be used to make room for new ones. For subtle cyphers, a character can just use an action to “lose” the cypher, freeing up space to “find” one later (once a subtle cypher is discarded this way, it is gone and can’t be recovered). For manifest cyphers, it’s perfectly acceptable for the PCs to stash one elsewhere for later use; of course, that doesn’t mean it will still be there when they return.

Why Cyphers?

Cyphers are (not surprisingly, based on the name) the heart of the Cypher System. This is because characters in this game have some abilities that rarely or never change and can always be counted on—pretty much like in all games—and they have some abilities that are ever-changing and inject a great deal of variability in play. They are the major reason why no Cypher System game session should ever be dull or feel just like the last session. This week your character can solve the problem by walking through walls, but last time it was because you could create an explosion that could level a city block.

The Cypher System, then, is one where PC abilities are fluid, with the GM and the players both having a role in their choice, their assignment, and their use. Although many things separate the game system from others, this aspect makes it unique, because cyphers recognize the importance and value of two things:

  1. “Treasure,” because character abilities make the game fun and exciting. In fact, in the early days of roleplaying, treasure (usually in the form of magic items found in dungeons) was really the only customization of characters that existed. One of the drives to go out and have adventures is so you can discover cool new things that help you when you go on even more adventures. This is true in many RPGs, but in the Cypher System, it’s built right into the game’s core.

  2. Letting the GM have a hand in determining PC abilities makes the game move more smoothly. Some GMs prefer to roll cyphers randomly, but some do not. For example, giving the PCs a cypher that will allow them to teleport far away might be a secret adventure seed placed by a forward-thinking GM. Because the GM has an idea of where the story is going, they can use cyphers to help guide the path. Alternatively, if the GM is open to it, they can give out cyphers that enable the characters to take a more proactive role (such as teleporting anywhere they want). Perhaps most important, they can do these things without worrying about the long-term ramifications of the ability. A device that lets you teleport multiple times might really mess up the game over the long term. But once? That’s just fun.

Cypher Limits

All characters have a maximum number of cyphers they can have at any one time, determined by their type. If a character ever attempts to carry more, random cyphers instantly disappear until the PC has a number of cyphers equal to their maximum (depending on the genre of the campaign, subtle cyphers may be more or less likely to vanish this way). These vanished cyphers are not recoverable.

Subtle Cyphers

Subtle (nonphysical) cyphers are a way to introduce cyphers into a game without overt “powered stuff”—no potions, alien crystals, or anything of that nature. They’re most useful, perhaps, in a modern or horror setting without obvious fantasy elements. Subtle cyphers are more like the inherent abilities PCs have, adding boosts to Edge, recovering points from Pools, coming up with ideas, and so on. In general, these are commonplace, non-supernatural effects—a subtle cypher wouldn’t create a laser beam or allow a character to walk through a wall. They don’t break the fragile bubble of believability in genres where flashy powers and abilities don’t make a lot of sense.

Subtle cyphers are particularly nice in a genre where the PCs are supposed to be normal people. The cyphers can simply be an expression of innate capabilities in characters that aren’t always dependable. And in many ways, that’s probably more realistic than an ability you can count on with certainty, because in real life, some days you can jump over a fence, and some days you just can’t.

Concepts for subtle cyphers include the following:

Good fortune: Once in a while, things just go your way. You’re in the right place at the right time.

Inspirations: Sometimes you get inspired to do something you’ve never done before and might not be able to do again. Call it adrenaline mixed with the right motivation, or just doing the right thing at the right place at the right time. Who can really define it? Life’s funny that way.

Alien concepts: Complex and utterly inhuman memes enter our world and worm their way into and out of human consciousness. When this happens, it can cause mental distress and disorientation. It can also grant impossible abilities and advantages.

Blessings: In a fantasy world, there are nine gods. Each morning, all intelligent residents of the world pray to one of the gods, and some of the faithful gain a divine blessing. Some people believe that praying to different gods gives you different blessings.

Earworms: You know how some songs pop into your head and just won’t leave? There’s a power to those songs, and the right people know how to harness it. Make the songs disturbing or reminiscent of evil chants, and you’ve got a perfect cypher concept for a horror campaign.

Mysterious transmissions: What’s that buzzing? That mechanical chittering? Those numbers repeating over and over? And why can only some people hear it? A few who are aware of the sounds have learned how to make use of them.

Supernatural powers: Mental or mystical energies constantly shift and change, ebb and flow. But you’ve figured out how to attune your mind to them. There are no physical actions or paraphernalia required—just an inner conduit to the numinous.

Discovering Subtle Cyphers

Since subtle cyphers aren’t physical objects, GMs will need to figure out when to give PCs new ones to replace the ones they have used. The cyphers probably shouldn’t be tied to actions entirely under the characters’ control—in other words, they shouldn’t come as a result of meditation or anything of that nature. Instead, the GM should choose significant points in the story when new cyphers might simply come unbidden to the PCs. In the broader view, this is no different than manifest cyphers placed as treasure in a creature’s lair, a secret cache, or somewhere else for the characters to find. Either way, the GM is picking good spots to “refill” potentially used cypher-based abilities.

Subtle cyphers are often found in groups of one to six (the GM can roll 1d6 to determine the number). The GM might randomly assign the cyphers to each PC who has space for more, or present a selection of cyphers to the group and allow the players to choose which ones they want for their characters. Characters should immediately know what their subtle cyphers do. If a PC activates a healing subtle cypher when they think it’s something to help pick a lock, that’s a waste of a useful character ability.

PCs might be able to obtain subtle cyphers from NPCs or in unusual circumstances as gifts, boons, or blessings, even asking for a particular kind of subtle cypher, such as healing, protection, or skill. For example, PCs who make a donation at a temple of a healing goddess could ask to receive a blessing (subtle cypher) that allows them to speak a healing prayer that restores points to one of their Pools. An NPC wizard who owes the PCs a favor might cast a spell on them that deflects one weapon if they say a magic word. An alien pylon might grant knowledge of a strange mental code that lets a person see in the dark for a few hours.

A PC can also acquire a new subtle cypher by spending 1 XP on one of the following player intrusions:

General cypher: You ask the GM for a general subtle cypher, such as “healing,” “movement,” “defense,” or perhaps something as specific as “flight.” The GM gives you a cypher that meets that description and randomly determines its level. If you don’t have space for this cypher, you immediately lose one of your current cyphers (your choice) and the new cypher takes its place.

Specific cypher: You ask the GM for a specific subtle cypher (such as a curative or stim) of a specific level. Make an Intellect roll with a difficulty equal to the cypher’s level plus 1. If you have had this cypher before, the task is eased. If you fail the roll, you do not gain a cypher. If you succeed, the GM gives you that subtle cypher at that level. If you don’t have space for this new cypher, you immediately lose one of your current cyphers (your choice) and the new cypher takes its place. Whether or not you succeed at the roll, the 1 XP is spent.

Manifest Cyphers

Because manifest cyphers are physical objects, and people are familiar with the idea of finding “treasure” as part of playing an RPG, these kinds of cyphers are easy to get into the hands of the PCs. They are often found in groups of one to six (the GM can roll 1d6 to determine the number), usually because the characters are searching for them. They might be among the possessions of a fallen foe, hidden in a secret room, or scattered amid the wreckage of a crashed starship. The GM can prepare a list ahead of time of what successful searchers find. Sometimes this list is random, and sometimes there is logic behind it. For example, a warlock’s laboratory might contain four different magic potions that the PCs can find.

If the characters search for cyphers, the GM sets the difficulty of the task. It is usually 3 or 4, and scavenging can take fifteen minutes to an hour.

Scavenging is not the only way to obtain manifest cyphers. They can also be given as gifts, traded with merchants, or sometimes purchased in a shop.

Unlike subtle cyphers, characters don’t automatically know what manifest cyphers do. Once the PCs find a manifest cypher, identifying it is a separate task, based on Intellect and modified by knowledge of the topic at hand. In a fantasy setting, that knowledge would probably be magic, but in a science fiction setting, it might be technology. The GM sets the difficulty of the task, but it is usually 1 or 2. Thus, even the smallest amount of knowledge means that cypher identification is automatic. The process takes one to ten minutes. If the PCs can’t identify a cypher, they can bring it to an expert for identification and perhaps trade, if desired.

Manifest Cyphers Duplicating Subtle Cyphers

Lots of overlap exists between what subtle cyphers and manifest cyphers can do. Nearly anything that can be explained as a subtle cypher can just as easily be a magic item, scientific device, or other manifest object. A bit of luck that helps you sneak (a subtle cypher) and a potion that helps you sneak (a manifest cypher) do the exact same thing for a character. One advantage of manifest cyphers is that characters can easily trade them to each other or sell them to NPCs. On the other hand, manifest cyphers can be dropped or stolen, and subtle cyphers can’t.

It’s fine if the GM decides to include both kinds of cyphers in the same game. A horror game could begin with the PCs as normal people with subtle cyphers, but as time goes on, they find one-use spells in occult tomes, weird potions, and bone dust that has strange powers.

Using Cyphers

The action to use a cypher is Intellect based unless described otherwise or logic suggests otherwise. For example, throwing an explosive might be Speed based because the device is physical and not really technical, but using a ray emitter is Intellect based.

Because cyphers are single-use items, cyphers used to make attacks can never be used with the Spray or Arc Spray abilities that some characters might have. They are never treated as rapid-fire weapons.

Identified manifest cyphers can be used automatically. Once a manifest cypher is activated, if it has an ongoing effect, that effect applies only to the character who activated the cypher. A PC can’t activate a cypher and then hand it to another character to reap the benefits.

A character can attempt to use a manifest cypher that has not been identified; this is usually an Intellect task using the cypher’s level. Failure might mean that the PC can’t figure out how to use the cypher or that they use it incorrectly (GM’s discretion). Of course, even if the PC activates the unidentified cypher, they have no idea what its effect will be.

Cyphers are meant to be used regularly and often. If PCs are hoarding or saving their cyphers, feel free to give them a reason to put the cyphers into play.

Cypher Levels and Effects

All cyphers have a level and an effect. The level sometimes determines an aspect of the cypher’s power (how much damage it inflicts, for example) but otherwise it only determines the general efficacy, the way level works with any object. The Level entry for a cypher is usually a die roll, sometimes with a modifier, such as 1d6 or 1d6 + 4. The GM can roll to determine the cypher’s level, or can allow the player to roll when they receive the cypher.

Normal and Fantastic Effects

Cypher effects fall into two categories: normal and fantastic. Normal effects are things that could reasonably happen or be explained in the normal physical world we’re familiar with. Fantastic effects are things that can’t. A normal person could hit a target 240 feet (73 m) away with a football, quickly get over a cold, run across a tightrope, or multiply two two-digit numbers in their head. These tasks are difficult, but possible. A normal person can’t throw an armored car, regrow a severed arm, create a robot out of thin air, or control gravity with their mind. These tasks are impossible according to the world as we know it. Cypher effects are either normal (possible) or fantastic (impossible according to the world as we know it).

Normal cypher effects should be available to PCs regardless of the genre of your game. It’s perfectly reasonable for a modern, fantasy, horror, science fiction, or superhero PC to have a cypher that gives them a one-use bonus on an attack or skill task, lets them take a quick breather to recover a few points in a Pool, or helps them focus their will to avoid distractions or fatigue.

Fantastic cypher effects should be limited to games where magic, technology, or other factors stretch the definition of “impossible.” A cypher that turns a corpse into a zombie is out of place in a non-fantastic modern game, but is perfectly reasonable for a fantasy, science fiction, or superhero game, or even a horror game where zombies exist, as long as the GM decides there is an appropriate story explanation for it. The zombie cypher might be a necromantic spell in a fantasy or superhero game, a code that activates a swarm of nanobots in a science fiction game, or a virus in a horror game. The rules categorize some cypher effects as fantastic to help the GM decide whether to exclude cyphers that don’t fit the game they’re running. For example, it is appropriate for a GM running a zombie horror survival game set in 1990s Georgia to allow the zombie-creating cypher but not a teleportation cypher, because creating a zombie is a fantastic effect that fits the setting and teleportation isn’t.

Fantastic cyphers can be subtle or manifest.

Optional Rule: Normal Cyphers Duplicating Fantastic Effects

If the GM and players are willing to stretch their imaginations a bit, it’s possible to include some fantastic cypher effects in a game where only normal cypher effects should exist, even if the PCs are only using subtle cyphers. The player using the cypher just needs to come up with a practical, realistic explanation for how the fantastic result occurred (perhaps with a much shorter or reduced effect than what’s described in the cypher text).

For example, a PC with a phase changer who is trapped in a prison cell could say that instead of physically phasing through the wall, using the cypher means they find a long-forgotten secret door connected to a narrow hallway leading to safety. A PC with a fire detonation could say they notice a can of paint thinner in the room, kick it over, and throw a table lamp into the spill, creating a spark and a momentary burst of harmful flames. A PC with a monoblade could say they spot structural flaws in an opponent’s armor, allowing them to attack for the rest of that combat in such a way that the foe’s Armor doesn’t count.

These interpretations of fantastic cyphers in a non-fantastic setting require player ingenuity and GM willingness to embrace creative solutions (similar to players using player intrusions to make a change in the game world). The GM always has the right to veto the explanation for the fantastic effect, allowing the player to choose a different action instead of using the fantastic cypher.

Manifest Cypher Forms

None of the manifest cyphers in this chapter have a stated physical form. The entries don’t tell you if something is a potion, a pill, or a device you hold in your hands because that sort of detail varies greatly from genre to genre. Are they magic? Are they tech? Are they symbiotic creatures with programmed DNA? That’s up to the GM. It’s flavor, not mechanics. It’s as important or unimportant as the style of an NPC’s hair or the color of the car the bad guys are driving. In other words, it’s the kind of thing that is important in a roleplaying game, but at the same time doesn’t actually change anything (and RPGs have a lot of things like that, if you think about it).

A manifest cypher’s physical form can be anything at all, but there are some obvious choices based on genre. The GM can design a setting that uses just one type—for example, a magical world where all cyphers are potions made by faeries. Or they can use many types, perhaps mixing them from different genres. Some suggestions include the following.

Fantasy/Fairy Tale: Potions, scrolls, runeplates, tattoos, charms, powders, crystals, books with words of power.

Modern/Romance: Drugs (injections, pills, inhalants), viruses, smartphone apps.

Science Fiction/Post-Apocalyptic: Drugs (injections, pills, inhalants), computer programs, crystals, gadgets, viruses, biological implants, mechanical implants, nanotechnological injections.

Horror: Burrowing worms or insects, pages from forbidden books, horrific images.

Superhero: Forms from all the other genres.

Cypher Tables

@UUID[Compendium.cyphersystem-compendium.cypher-roll-tables.Bn74yPIGZJTwA9yO]{Manifest Cypher Table} @UUID[Compendium.cyphersystem-compendium.cypher-roll-tables.yXkmPLGNM6UH5nkx]{Subtle Cypher Table} @UUID[Compendium.cyphersystem-compendium.cypher-roll-tables.tAjYZpL0GKkROZpR]{Fantastic Cypher Table}

A Listing of Various Cyphers

All cyphers in this section may be manifest cyphers. It is the GM’s discretion whether a particular cypher can be a subtle cypher, and that decision usually depends on the setting. (The tables indicating subtle, manifest, and fantastic cyphers are just suggestions for a typical campaign setting.)

@UUID[Compendium.cyphersystem-compendium.cyphers.nB8zfVWuIB1VvHGl]{Adhesion} @UUID[Compendium.cyphersystem-compendium.cyphers.gXzG3cEX6b15T7fh]{Age taker} @UUID[Compendium.cyphersystem-compendium.cyphers.ss48CDstie5AjXsb]{Analeptic} @UUID[Compendium.cyphersystem-compendium.cyphers.kgft4WfHxO9r06wb]{Antivenom} @UUID[Compendium.cyphersystem-compendium.cyphers.KZ2X27pebWbEvQXQ]{Armor reinforcer} @UUID[Compendium.cyphersystem-compendium.cyphers.uqL6JmysWKztajSP]{Attractor} @UUID[Compendium.cyphersystem-compendium.cyphers.FfAhElBEyjyd4E17]{Banishing} @UUID[Compendium.cyphersystem-compendium.cyphers.bxWMBr5i7Lfxid9Q]{Best tool} @UUID[Compendium.cyphersystem-compendium.cyphers.dymzqQ69RJGT8TEs]{Blackout} @UUID[Compendium.cyphersystem-compendium.cyphers.z7B2LxlcLfLMkTFw]{Blinking} @UUID[Compendium.cyphersystem-compendium.cyphers.vji8MXWxGxr3A9jp]{Burst of speed} @UUID[Compendium.cyphersystem-compendium.cyphers.WIDPRS1tIpL3pa5F]{Catholicon} @UUID[Compendium.cyphersystem-compendium.cyphers.k8SHSyIu2KzAZja7]{Chemical factory} @UUID[Compendium.cyphersystem-compendium.cyphers.o4AITObjEyBSsjR1]{Comprehension} @UUID[Compendium.cyphersystem-compendium.cyphers.88PKQNeHojZRVZLd]{Condition remover} @UUID[Compendium.cyphersystem-compendium.cyphers.cjFun20hsxOrU4UF]{Contingent activator} @UUID[Compendium.cyphersystem-compendium.cyphers.8NupmDC7tXJhHdy3]{Controlled blinking} @UUID[Compendium.cyphersystem-compendium.cyphers.ewaouF5H001ecJI2]{Curative} @UUID[Compendium.cyphersystem-compendium.cyphers.J2uXPzk3Q3o9Fwpe]{Curse bringer} @UUID[Compendium.cyphersystem-compendium.cyphers.IxserEHDalfrzdvG]{Darksight} @UUID[Compendium.cyphersystem-compendium.cyphers.7ZAyXJ8gyV4ao0wO]{Death bringer} @UUID[Compendium.cyphersystem-compendium.cyphers.DRkKlxg4WKwUgl7T]{Density} @UUID[Compendium.cyphersystem-compendium.cyphers.GxcYZVXI0R3cMeMp]{Detonation} @UUID[Compendium.cyphersystem-compendium.cyphers.bzGwdlL0ZLPsxK9v]{Detonation (creature)} @UUID[Compendium.cyphersystem-compendium.cyphers.Z5An8np1ZHSTSWet]{Detonation (dessicating)} @UUID[Compendium.cyphersystem-compendium.cyphers.RkOFWVFfuWHSGBVf]{Detonation (flash)} @UUID[Compendium.cyphersystem-compendium.cyphers.GPk5tYAHThxyIj6p]{Detonation (gravity inversion)} @UUID[Compendium.cyphersystem-compendium.cyphers.0WWb6gMnrICVA77C]{Detonation (gravity)} @UUID[Compendium.cyphersystem-compendium.cyphers.VhbqMkTUgBS24ZV8]{Detonation (massive)} @UUID[Compendium.cyphersystem-compendium.cyphers.FaQAOTHsz8kAwYva]{Detonation (matter disruption)} @UUID[Compendium.cyphersystem-compendium.cyphers.54PPya95rv4yA3O5]{Detonation (pressure)} @UUID[Compendium.cyphersystem-compendium.cyphers.DuYwDKUWCozANHfi]{Detonation (singularity)} @UUID[Compendium.cyphersystem-compendium.cyphers.hIxIA4943U1u3a9M]{Detonation (sonic)} @UUID[Compendium.cyphersystem-compendium.cyphers.PIuFZaZUI84aZvSj]{Detonation (spawn)} @UUID[Compendium.cyphersystem-compendium.cyphers.bIcebdBZfthtc7gn]{Detonation (web)} @UUID[Compendium.cyphersystem-compendium.cyphers.q5zVuR0m6OyMBS3o]{Disarm} @UUID[Compendium.cyphersystem-compendium.cyphers.wRrdISsr5cmCYZX1]{Disguise module} @UUID[Compendium.cyphersystem-compendium.cyphers.FItOrZq5fp17b99h]{Disrupting} @UUID[Compendium.cyphersystem-compendium.cyphers.dYPtdYIVh8Fw2j0I]{Eagleseye} @UUID[Compendium.cyphersystem-compendium.cyphers.wlbjzEJE7xJQejRu]{Effect resistance} @UUID[Compendium.cyphersystem-compendium.cyphers.NeLV59uT8r0aOBYv]{Effort enhancer (combat)} @UUID[Compendium.cyphersystem-compendium.cyphers.Sq85TkiuqKKZEcZa]{Effort enhancer (noncombat)} @UUID[Compendium.cyphersystem-compendium.cyphers.29q4icxpIjmPru2K]{Enduring shield} @UUID[Compendium.cyphersystem-compendium.cyphers.40DQrFLuDX017odb]{Equipment cache} @UUID[Compendium.cyphersystem-compendium.cyphers.h5TSiPn7BeeIobmN]{Farsight} @UUID[Compendium.cyphersystem-compendium.cyphers.oNuUwELrZDJY1mIf]{Fireproofing} @UUID[Compendium.cyphersystem-compendium.cyphers.fl9zbMTjxj8vy6kJ]{Flame-retardant wall} @UUID[Compendium.cyphersystem-compendium.cyphers.SJDuyxdMrDv6FaGy]{Force cube} @UUID[Compendium.cyphersystem-compendium.cyphers.dQligdNAYAr6wWdE]{Force field} @UUID[Compendium.cyphersystem-compendium.cyphers.uBDH4lBnOxOXh5CF]{Force screen projector} @UUID[Compendium.cyphersystem-compendium.cyphers.m3NxCCUGiLIKIJNw]{Force shield projector} @UUID[Compendium.cyphersystem-compendium.cyphers.w96EvfwEri9x5Mct]{Friction reducer} @UUID[Compendium.cyphersystem-compendium.cyphers.R88ueN5kMGSameYW]{Frigid wall} @UUID[Compendium.cyphersystem-compendium.cyphers.4L0etvDYulpV4ksR]{Gas bomb} @UUID[Compendium.cyphersystem-compendium.cyphers.pNqglMkBswKP2ICu]{Gravity nullifier} @UUID[Compendium.cyphersystem-compendium.cyphers.vk0FLEfC4YB7dbQs]{Gravity-nullifying application} @UUID[Compendium.cyphersystem-compendium.cyphers.aeBDWdPvxdfj3pfs]{Heat attack} @UUID[Compendium.cyphersystem-compendium.cyphers.7zM8O87dW3jbTnU6]{Hunter/seeker} @UUID[Compendium.cyphersystem-compendium.cyphers.CtZSjgL4ckxcKYUP]{Image projector} @UUID[Compendium.cyphersystem-compendium.cyphers.ReuRZASIsUHgdhEg]{Inferno wall} @UUID[Compendium.cyphersystem-compendium.cyphers.XX53GbhoCBiHS6ks]{Infiltrator} @UUID[Compendium.cyphersystem-compendium.cyphers.AitEjkvspLX688ye]{Information sensor} @UUID[Compendium.cyphersystem-compendium.cyphers.x7qSUmMgvNqV0Ugn]{Instant servant} @UUID[Compendium.cyphersystem-compendium.cyphers.sJVUfXvSJucHYari]{Instant shelter} @UUID[Compendium.cyphersystem-compendium.cyphers.Y6EVgmva4C9tPihv]{Intellect booster} @UUID[Compendium.cyphersystem-compendium.cyphers.udWLm1XDgVieMEDu]{Intelligence enhancement} @UUID[Compendium.cyphersystem-compendium.cyphers.5tLchT3lzBveqkxp]{Knowledge enhancement} @UUID[Compendium.cyphersystem-compendium.cyphers.WXP9irBlSYL49O46]{Lightning wall} @UUID[Compendium.cyphersystem-compendium.cyphers.MTgWJDJa0xrNOUMa]{Machine control} @UUID[Compendium.cyphersystem-compendium.cyphers.Kn3VvkesD5GVq0iI]{Magnetic attack drill} @UUID[Compendium.cyphersystem-compendium.cyphers.yYUMQ6PEMdyJsi6u]{Magnetic master} @UUID[Compendium.cyphersystem-compendium.cyphers.6ccQDO1fUZfF3qdo]{Magnetic shield} @UUID[Compendium.cyphersystem-compendium.cyphers.3ww0ueljUh3Fu4WN]{Manipulation beam} @UUID[Compendium.cyphersystem-compendium.cyphers.E3QMkfRIuJeWQh76]{Matter transference ray} @UUID[Compendium.cyphersystem-compendium.cyphers.zqv51NhAhlMBm2lG]{Meditation aid} @UUID[Compendium.cyphersystem-compendium.cyphers.rAka1a1rfa6U9ejN]{Memory switch} @UUID[Compendium.cyphersystem-compendium.cyphers.GS3GUtjmhIYxF8vb]{Mental scrambler} @UUID[Compendium.cyphersystem-compendium.cyphers.y710ojHG9JfbAHXq]{Metal death} @UUID[Compendium.cyphersystem-compendium.cyphers.9MBc2aywmCotLHZs]{Mind meld} @UUID[Compendium.cyphersystem-compendium.cyphers.f9o3v4yUbE2rOvkA]{Mind stabilizer} @UUID[Compendium.cyphersystem-compendium.cyphers.sgjAHLqFtHWLzSeV]{Mind-restricting wall} @UUID[Compendium.cyphersystem-compendium.cyphers.qyafaJwEsqCVU5ht]{Monoblade} @UUID[Compendium.cyphersystem-compendium.cyphers.adjHowuCfAqznUtV]{Monohorn} @UUID[Compendium.cyphersystem-compendium.cyphers.nH3BFfduw18UhsrN]{Motion sensor} @UUID[Compendium.cyphersystem-compendium.cyphers.ExszgFle5nmrHPSR]{Null field} @UUID[Compendium.cyphersystem-compendium.cyphers.yjjqWOig22fCfvyg]{Nullification ray} @UUID[Compendium.cyphersystem-compendium.cyphers.olA86ZssOHAVcyP5]{Nutrition and hydration} @UUID[Compendium.cyphersystem-compendium.cyphers.NCqhAMpNrf26KCkC]{Perfect memory} @UUID[Compendium.cyphersystem-compendium.cyphers.pMUiPSVOb2VPa79t]{Perfection} @UUID[Compendium.cyphersystem-compendium.cyphers.erJlxWAzYxAbBQ3n]{Personal environment field} @UUID[Compendium.cyphersystem-compendium.cyphers.q94YaFRPnpA4Vbt0]{Phase changer} @UUID[Compendium.cyphersystem-compendium.cyphers.orMNNP5kLwGszIWW]{Phase disruptor} @UUID[Compendium.cyphersystem-compendium.cyphers.I1UIJPrkDAtfdvkn]{Poison (emotion)} @UUID[Compendium.cyphersystem-compendium.cyphers.ab9oUkAc67kwQMu2]{Poison (explosive)} @UUID[Compendium.cyphersystem-compendium.cyphers.TqA7pzI1VOquoZrC]{Poison (mind controlling)} @UUID[Compendium.cyphersystem-compendium.cyphers.LT8pmimmThAbwOL7]{Poison (mind disrupting)} @UUID[Compendium.cyphersystem-compendium.cyphers.WKHeAOo07TN0Waqi]{Psychic communique} @UUID[Compendium.cyphersystem-compendium.cyphers.NGMhAxHPKXqxyarE]{Radiation spike} @UUID[Compendium.cyphersystem-compendium.cyphers.yxlZQszosCzyRvSM]{Ray emitter} @UUID[Compendium.cyphersystem-compendium.cyphers.kl7d13qf7si94eU0]{Ray emitter (command)} @UUID[Compendium.cyphersystem-compendium.cyphers.TvIMvUr69aOV5DnE]{Ray emitter (fear)} @UUID[Compendium.cyphersystem-compendium.cyphers.7lZj0lmBqmrz41mZ]{Ray emitter (friend slaying)} @UUID[Compendium.cyphersystem-compendium.cyphers.LHL022Qn3YRfXYU4]{Ray emitter (mind disrupting)} @UUID[Compendium.cyphersystem-compendium.cyphers.NbYGmZjDHMEmmfDL]{Ray emitter (numbing)} @UUID[Compendium.cyphersystem-compendium.cyphers.sodipYPbrbjALaH2]{Ray emitter (paralysis)} @UUID[Compendium.cyphersystem-compendium.cyphers.RSQzv6fY9P8vLQSh]{Reality spike} @UUID[Compendium.cyphersystem-compendium.cyphers.kgflNP6FVsspfutd]{Reflex enhancer} @UUID[Compendium.cyphersystem-compendium.cyphers.sdd3hhCzs5N0ZqP0]{Rejuvenator} @UUID[Compendium.cyphersystem-compendium.cyphers.8RpaNEaONagWqTTE]{Remembering} @UUID[Compendium.cyphersystem-compendium.cyphers.waaI5OVVCpZC7NLT]{Remote viewer} @UUID[Compendium.cyphersystem-compendium.cyphers.agDsGHiI4x9A0X0J]{Repair unit} @UUID[Compendium.cyphersystem-compendium.cyphers.qOLNoDFQpXZhsbCE]{Repeater} @UUID[Compendium.cyphersystem-compendium.cyphers.MycMQnAtFVkx7xjm]{Repel} @UUID[Compendium.cyphersystem-compendium.cyphers.lN1Qw9izMoo3NSbj]{Retaliation} @UUID[Compendium.cyphersystem-compendium.cyphers.zb8P9KDZaQ0j1exJ]{Secret} @UUID[Compendium.cyphersystem-compendium.cyphers.BmQhgfCQMQpMkwzg]{Sheen} @UUID[Compendium.cyphersystem-compendium.cyphers.hh2zZUmsmHCEUi8t]{Shock attack} @UUID[Compendium.cyphersystem-compendium.cyphers.EMaQ9DgLEL4DkPKD]{Shocker} @UUID[Compendium.cyphersystem-compendium.cyphers.ucJ3400aQrIR73I5]{Skill boost} @UUID[Compendium.cyphersystem-compendium.cyphers.4Bhy1bp5s8LqJR6r]{Slave maker} @UUID[Compendium.cyphersystem-compendium.cyphers.yqc7dFfKI5CTH81u]{Sleep inducer} @UUID[Compendium.cyphersystem-compendium.cyphers.k2hOy8OzSxgmhlIc]{Sniper module} @UUID[Compendium.cyphersystem-compendium.cyphers.9iFJZJ2Plks6CY7g]{Solvent} @UUID[Compendium.cyphersystem-compendium.cyphers.RhpzlF2Olodtf9J5]{Sonic hole} @UUID[Compendium.cyphersystem-compendium.cyphers.kBuARKz133ENxC8s]{Sound dampener} @UUID[Compendium.cyphersystem-compendium.cyphers.9SAuP9To5rJFzGR5]{Spatial warp} @UUID[Compendium.cyphersystem-compendium.cyphers.vs0hACATS83S9qUV]{Speed boost} @UUID[Compendium.cyphersystem-compendium.cyphers.O3yE0thccVVxTIiR]{Spy} @UUID[Compendium.cyphersystem-compendium.cyphers.FhWwzSoVBPzRfGch]{Stasis keeper}@UUID[Compendium.cyphersystem-compendium.cyphers.yazxGwqNVgyQGOPy]{Stim} @UUID[Compendium.cyphersystem-compendium.cyphers.exM6Flwc1g5UuC0q]{Strength boost} @UUID[Compendium.cyphersystem-compendium.cyphers.tSjCuPBJ8j8pIKqx]{Strength enhancer} @UUID[Compendium.cyphersystem-compendium.cyphers.E1GNoFsIMME2xcx8]{Subdual field} @UUID[Compendium.cyphersystem-compendium.cyphers.yeSsoCybAMSvVkSs]{Telepathy} @UUID[Compendium.cyphersystem-compendium.cyphers.VljAPSeYkXKcIkEd]{Teleporter (bounder)} @UUID[Compendium.cyphersystem-compendium.cyphers.4OErRBLP8HYZAnFc]{Teleporter (interstellar)} @UUID[Compendium.cyphersystem-compendium.cyphers.NWJ7mAY1VcxRBTaL]{Teleporter (planetary)} @UUID[Compendium.cyphersystem-compendium.cyphers.SKZrMCk2llIoKiU9]{Teleporter (traveler)} @UUID[Compendium.cyphersystem-compendium.cyphers.4bRwVWF2KHdSZOgh]{Temporal viewer} @UUID[Compendium.cyphersystem-compendium.cyphers.Q0Lj9McM3BanRLQ6]{Time dilation (defensive)} @UUID[Compendium.cyphersystem-compendium.cyphers.66kpaEIObWuovj11]{Time dilation (offensive)} @UUID[Compendium.cyphersystem-compendium.cyphers.ad7NVyxLv9YECCem]{Tissue regeneration} @UUID[Compendium.cyphersystem-compendium.cyphers.t2QXZKVmfQViAo4T]{Tracer} @UUID[Compendium.cyphersystem-compendium.cyphers.TFKQbAknncq4lMEV]{Trick embedder} @UUID[Compendium.cyphersystem-compendium.cyphers.sgBfROg7iUCCezZ8]{Uninterruptible power source} @UUID[Compendium.cyphersystem-compendium.cyphers.IVYgnh80vNTZ9gBf]{Vanisher} @UUID[Compendium.cyphersystem-compendium.cyphers.RcrVpX6UxbD3zTmR]{Visage changer} @UUID[Compendium.cyphersystem-compendium.cyphers.gSXLLLHYFumCsOAo]{Visual displacement device} @UUID[Compendium.cyphersystem-compendium.cyphers.0VkKJcPSO7Scn7Ef]{Vocal translator} @UUID[Compendium.cyphersystem-compendium.cyphers.SXrPkUbwR5IO6305]{Warmth} @UUID[Compendium.cyphersystem-compendium.cyphers.dHgtyDuK0uFBorWI]{Water adapter} @UUID[Compendium.cyphersystem-compendium.cyphers.vLodMbLfeliPpaol]{Weapon enhancement} @UUID[Compendium.cyphersystem-compendium.cyphers.uxXNL4ApwvCgvFAw]{Wings} @UUID[Compendium.cyphersystem-compendium.cyphers.ULHBUzdVa1eFiON2]{X-ray viewer} @UUID[Compendium.cyphersystem-compendium.cyphers.spdFY0JgxGdNMV7N]{Zero point field}

Power Boost Cyphers

These cyphers increase, modify, or improve a character’s existing powers. A burst boost cypher, for example, allows someone with the Bears a Halo of Fire focus to create a blast of fire in all directions, one time. Imagine this as being a fire-using superhero’s ability to “go nova.”

Power boost cyphers affect one use of a character’s abilities but do not require an action. Their use is part of the action that they affect.

Power boost cyphers are a special type of cypher. In some Cypher System games, they may be inappropriate, and in others, they may be the main (or only) type of cypher available, as determined by the GM. They can be either subtle or manifest.

@UUID[Compendium.cyphersystem-compendium.cyphers-power-boost.nlHGkmRztJaDi3Dj]{Area boost} @UUID[Compendium.cyphersystem-compendium.cyphers-power-boost.POLUtosUa7awAfW4]{Burst boost} @UUID[Compendium.cyphersystem-compendium.cyphers-power-boost.GEL5LkJCiQqEH1Nf]{Damage boost} @UUID[Compendium.cyphersystem-compendium.cyphers-power-boost.bEZrdVBmpzu4m3b8]{Efficacy boost (major)} @UUID[Compendium.cyphersystem-compendium.cyphers-power-boost.MLE2eQwkzrz9tVSC]{Efficacy boost (minor)} @UUID[Compendium.cyphersystem-compendium.cyphers-power-boost.xc7bsHHbEM84KLa9]{Energy boost} @UUID[Compendium.cyphersystem-compendium.cyphers-power-boost.AOWfJoOCbvwr9puF]{Range boost} @UUID[Compendium.cyphersystem-compendium.cyphers-power-boost.21qrMjA9SQFvWfkp]{Target boost}

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Setting Difficulty Ratings

The GM’s most important overall tasks are setting the stage and guiding the story created by the group (not the one created by the GM ahead of time). But setting difficulty is the most important mechanical task the GM has in the game. Although there are suggestions throughout this chapter for various difficulty ratings for certain actions, there is no master list of the difficulty for every action a PC can take. Instead, the Cypher System is designed with the “teach a person to fish” style of good game mastering in mind. (If you don’t know what that means, it comes from the old adage “Give a person a fish and they’ll eat for a day. Teach a person to fish and they’ll eat for a lifetime.” The idea is not to give GMs a ton of rules to memorize or reference, but to teach them how to make their own logical judgment calls.) Of course, most of the time, it’s not a matter of exact precision. If you say the difficulty is 3 and it “should” have been 4, the world’s not over.

For the most part, it really is as simple as rating something on a scale of 1 to 10, 1 being incredibly easy and 10 being basically impossible. The guidelines in the Task Difficulty table should help put you in the right frame of mind for assigning difficulty to a task.

For example, we make the distinction between something that most people can do and something that trained people can do. In this case, “normal” means someone with absolutely no training, talent, or experience—imagine your ne’er-do-well, slightly overweight uncle trying a task he’s never tried before. “Trained” means the person has some level of instruction or experience but is not necessarily a professional.

With that in mind, think about the act of balance. With enough focus, most people can walk across a narrow bridge (like a fallen tree trunk). That suggests it is difficulty 2. However, walking across a narrow plank that’s only 3 inches (8 cm) wide? That’s probably more like difficulty 3. Now consider walking across a tightrope. That’s probably difficulty 5—a normal person can manage that only with a great deal of luck. Someone with some training can give it a go, but it’s still hard. Of course, a professional acrobat can do it easily. Consider, however, that the professional acrobat is specialized in the task, making it difficulty 3 for them. They probably are using Effort as well during their performance.

Let’s try another task. This time, consider how hard it might be to remember the name of the previous leader of the village where the character lives. The difficulty might be 0 or 1, depending on how long ago they were the leader and how well known they were. Let’s say it was thirty years ago and they were only mildly memorable, so it’s difficulty 1. Most people remember them, and with a little bit of effort, anyone can come up with their name. Now let’s consider the name of the leader’s daughter. That’s much harder. Assuming the daughter wasn’t famous in her own right, it’s probably difficulty 4. Even people who know a little about local history (that is to say, people who are trained in the subject) might not be able to remember it. But what about the name of the pet dog owned by the daughter’s spouse? That’s probably impossible. Who’s going to remember the name of an obscure person’s pet from thirty years ago? Basically no one. However, it’s not forbidden knowledge or a well-guarded secret, so it sounds like difficulty 7. Difficulty 7 is the rating that means “No one can do this, yet some people still do.” It’s not the stuff of legend, but it’s something you would assume people can’t do. When you think there’s no way you can get tickets for a sold-out concert, but somehow your friend manages to score a couple anyway, that’s difficulty 7. (See the next section for more on difficulties 7, 8, 9, and 10.)

If you’re talking about a task, ideally the difficulty shouldn’t be based on the character performing the task. Things don’t get inherently easier or harder depending on who is doing them. However, the truth is, the character does play into it as a judgment call. If the task is breaking down a wooden door, an 8-foot-tall (2 m) automaton made of metal with nuclear-driven motors should be better at breaking it down than an average human would be, but the task rating should be the same for both. Let’s say that the automaton’s nature effectively gives it two levels of training in such tasks. Thus, if the door has a difficulty rating of 4, but the automaton is specialized and reduces the difficulty to 2, it has a target number of 6. The human has no such specialization, so the difficulty remains 4, and the person has a target number of 12. However, when you set the difficulty of breaking down the door, don’t try to take all those differences into account. The GM should consider only the human because the Task Difficulty table is based on the ideal of a “normal” person, a “trained” person, and so on. It’s humanocentric.

Most characters probably are willing to use one or two levels of Effort on a task, and they might have an appropriate skill or asset to decrease the difficulty by a step. That means that a difficulty 4 task will often be treated as difficulty 2 or even 1, and those are easy rolls to make. Don’t hesitate, then, to pull out higher-level difficulties. The PCs can rise to the challenge, especially if they are experienced.

The Impossible Difficulties

Difficulties 7, 8, 9, and 10 are all technically impossible. Their target numbers are 21, 24, 27, and 30, and you can’t roll those numbers on a d20 no matter how many times you try. Consider, however, all the ways that a character can reduce difficulty. If someone spends a little Effort or has some skill or help, it brings difficulty 7 (target number 21) into the range of possibility—difficulty 6 (target number 18). Now consider that they have specialization, use a lot of Effort, and have help. That might bring the difficulty down to 1 or even 0 (reducing it by two steps from training and specialization, three or four steps from Effort, and one step from the asset of assistance). That practically impossible task just became routine. A fourth-tier character can and will do this—not every time, due to the cost, but perhaps once per game session. You have to be ready for that. A well-prepared, motivated sixth-tier character can do that even with a difficulty 10 task. Again, they won’t do it often (they’d have to apply six levels of Effort, and even with an Edge of 6 that would cost 7 points from their Pool, and that’s assuming they’re specialized and have two levels of assets), but it can happen if they’re really prepared for the task (being specialized and maxed out in asset opportunities reduces the difficulty by four more steps). That’s why sixth-tier characters are at the top of their field, so to speak.

False Precision

One way to look at difficulty is that each step of difficulty is worth 3 on the die. That is to say, hinder the task by one step, and the target number rises by 3. Ease the task by one step, and the target number is lowered by 3. Those kinds of changes are big, meaty chunks. Difficulty, as a game mechanic, is not terribly precise. It’s measured in large portions. You never have a target number of 13 or 14, for example—it’s always 3, 6, 9, 12, 15, and so on. (Technically, this is not true. If a character adds 1 to a d20 roll for some reason, it changes a target number of 15 to 14. But this is not worth much discussion.)

Imprecision is good in this case. It would be false precision to say that one lock has a target number of 14 and another has a target number of 15. What false precision means in this context is that it would be a delusion to think we can be that exact. Can you really say that one lock is 5% easier to pick than another? And more important, even if you could, is the difference worth noting? It’s better to interact with the world in larger, more meaningful chunks than to try to parse things so carefully. If we tried to rate everything on a scale of 1 to 30 (using target numbers and not difficulty), we’d start to get lost in the proverbial weeds coming up with a meaningful distinction between something rated as an 8 and something rated as a 9 on that scale.

Routine Actions

Don’t hesitate to make actions routine. Don’t call for die rolls when they’re not really needed. Sometimes GMs fall into the trap illustrated by this dialogue:

GM: What do you do?

Player: I _________.

GM: Okay, give me a roll.

That’s not a good instinct—at least, not for the Cypher System. Players should roll when it’s interesting or exciting. Otherwise, they should just do what they do. If the PCs tie a rope around something and use it to climb down into a pit, you could ask for tying rolls, climbing rolls, and so on, but why? Just to see if they roll terribly? So the rope can come undone at the wrong time, or a character’s hand can slip? Most of the time, that makes players feel inadequate and isn’t a lot of fun. A rope coming undone in the middle of an exciting chase scene or a battle can be a great complication (and that’s what GM intrusions are for). A rope coming undone in the middle of a simple “getting from point A to point B” scene only slows down gameplay. The real fun—the real story—is down in the pit. So get the PCs down there.

There are a million exceptions to this guideline, of course. If creatures are throwing poisoned darts at the PCs while they climb, that might make things more interesting and require a roll. If the pit is filled with acid and the PCs must climb halfway down, pull a lever, and come back up, that’s a situation where you should set difficulty and perhaps have a roll. If a PC is near death, carrying a fragile item of great importance, or something similar, climbing down the rope is tense, and a roll might add to the excitement. The important difference is that these kinds of complications have real consequences.

On the flip side, don’t be afraid to use GM intrusion on routine actions if it makes things more interesting. Walking up to the king in his audience chamber in the middle of a ceremony only to trip on a rug? That could have huge ramifications for the character and the story.

Other Ways to Judge Difficulty

Rating things on a scale of 1 to 10 is something that most people are very familiar with. You can also look at it as rating an object or creature on a similar scale, if that’s easier. In other words, if you don’t know how hard it would be to climb a particular cliff face, think of it as a creature the PCs have to fight. What level would the creature be? You could look in the Creatures chapter and say “I think this wall should be about as difficult to deal with as a demon. A demon is level 5, so the task of climbing the wall will be difficulty 5.” That’s a weird way to do it, perhaps, but it’s fairly straightforward. And if you’re the kind of GM who thinks in terms of “How tough will this fight be?” then maybe rating tasks as creatures or NPCs to fight isn’t so strange after all. It’s just another way to relate to them. The important thing is that they’re on the same scale. Similarly, if the PCs have to tackle a knowledge task—say, trying to determine if they know where a caravan is headed based on its tracks—you could rate the task in terms of an object. If you’re used to rating doors or other objects that the PCs have broken through recently, the knowledge task is just a different kind of barrier to bust through.

Everything in the Cypher System—characters, creatures, objects, tasks, and so on—has a level. It might be called a tier or a difficulty instead of a level, but ultimately it’s a numerical rating system used to compare things. Although you have to be careful about drawing too many correlations—a first-tier character isn’t easily compared to a difficulty 1 wall or a level 1 animal—the principle is the same. Everything can be rated and roughly compared to everything else in the world. (It works best to take PCs out of this equation. For example, you shouldn’t try to compare a PC’s tier to a wall’s level. Character tiers are mentioned here only for completeness.)

Last, if your mind leans toward statistics, you can look at difficulty as a percentage chance. Every number on the d20 is a 5% increment. For example, you have a 5% chance of rolling a 1. You have a 10% chance of rolling a 1 or a 2. Thus, if you need to roll a 12 or higher, you have a 45% chance of success. (A d20 has nine numbers that are 12 or higher: 12, 13, 14, 15, 16, 17, 18, 19, and 20. And 9 × 5 equals 45.)

For some people, it’s easier to think in terms of a percentage chance. A GM might think “She has about a 30% chance to know that fact about geography.” Each number on a d20 is a 5% increment, and it takes six increments to equal 30%, so there are six numbers that mean the PC succeeds: 15, 16, 17, 18, 19, and 20. Thus, since the player has to roll 15 or higher, that means the target number is 15. (And that means the task is level 5, but if you’ve already determined the target number, you likely don’t care about the level.)

Advantages to This System

  1. The GM makes measured adjustments in large, uniform steps. That makes things faster than if players had to do arithmetic using a range of all numbers from 1 to 20.

  2. You calculate a target number only once no matter how many times the PCs attempt the action. If you establish that the target number is 12, it’s 12 every time a PC tries that action. (On the other hand, if you had to add numbers to your die roll, you’d have to do it for every attempt.) Consider this fact in light of combat. Once a player knows that they need to roll a 12 or higher to hit a foe, combat moves very quickly.

  3. If a PC can reduce the difficulty of an action to 0, no roll is needed. This means that an Olympic gymnast doesn’t roll a die to walk across a balance beam, but the average person does. The task is initially rated the same for both, but the difficulty is reduced for the gymnast. There’s no chance of failure.

  4. This is how everything in the game works, whether it’s climbing a wall,
    sweet-talking a guard, or fighting a bioengineered horror.

  5. Perhaps most important, the system gives GMs the freedom to focus entirely on the flow of the game. The GM doesn’t use dice to determine what happens (unless you want to)—the players do. There aren’t a lot of different rules for different actions, so there is little to remember and very little to reference. The difficulty can be used as a narrative tool, with the challenges always meeting the expected logic of the game. All the GM’s mental space can be devoted to guiding the story.

GM Intrusion

GM intrusion is the main mechanic that the GM uses to inject drama and additional excitement into the game. It’s also a handy tool for resolving issues that affect the PCs but do not involve them. GM intrusion is a way to facilitate what goes on in the world outside the characters. Can the minotaur track the PCs’ movements through the maze? Will the fraying rope hold?

Since the players roll all the dice, GM intrusion is used to determine if and when something happens. For example, if the PCs are fighting a noble’s guards, and you (the GM) know that there are more guards nearby, you don’t need to roll dice to determine if the other guards hear the scuffle and intervene (unless you want to). You just decide when it would be best for the story—which is probably when it would be worst for the characters. In a way, GM intrusion replaces the GM’s die rolling.

The mechanic is also one of the main ways that GMs award experience points to the PCs. This means that you use experience points as a narrative tool. Whenever it seems appropriate, you can introduce complications into the game that affect a specific player, but when you do so, you give that player 1 XP. The player can refuse the intrusion, but doing so costs them 1 XP. So by refusing an intrusion, the player does not get the experience point that the GM is offering, and they lose one that they already have. (This kind of refusal is likely to happen very rarely in your game, if ever. And, obviously, a player can’t refuse an intrusion if they have no XP to spend.)

Here’s how a GM intrusion might work in play. Say the PCs find a hidden console with some buttons. They learn the right order in which to press the buttons, and a section of the floor disappears. As the GM, you don’t ask the players specifically where their characters are standing. Instead, you give a player 1 XP and say “Unfortunately, you’re standing directly over this new hole in the floor.” If the player wanted, they could refuse the XP, spend one of their own, and say “I leap aside to safety.” Most likely, though, they’ll make the defense roll that you call for and let it play out.

There are two ways for the GM to handle this kind of intrusion. You could say “You’re standing in the wrong place, so make a roll.” (It’s a Speed defense roll, of course.) Alternatively, you could say “You’re standing in the wrong place. The floor opens under your feet, and you fall down into the darkness.” In the first example, the PC has a chance to save themselves. In the second example, they don’t. Both are viable options. The distinction is based on any number of factors, including the situation, the characters involved, and the needs of the story. This might seem arbitrary or even capricious, but you’re the master of what the intrusion can and can’t do. RPG mechanics need consistency so players can make intelligent decisions based on how they understand the world to work. But they’ll never base their decisions on GM intrusions. They don’t know when intrusions will happen or what form they will take. GM intrusions are the unpredictable and strange twists of fate that affect a person’s life every day.

When player modifications (such as skill, Effort, and so on) determine that success is automatic, the GM can use GM intrusion to negate the automatic success. The player must roll for the action at its original difficulty level or target number 20, whichever is lower.

Remember, any time you give a player 1 XP for a GM intrusion, you’re actually giving them 2— one to keep and one to give to another player.

Using GM Intrusion as a Narrative Tool

A GM can use this narrative tool to steer things. That doesn’t mean railroad the players or direct the action of the game with a heavy hand. GM intrusion doesn’t enable you to say “You’re all captured, so here’s your 1 XP.” Instead, the GM can direct things more subtly—gently, almost imperceptibly influencing events rather than forcing them. GM intrusion represents things going wrong. The bad guys planning well. Fortune not favoring the characters.

Consider this scenario: the GM plants an interesting adventure seed in a small village, but the PCs don’t stay there long enough to find it. So just outside the village, the PCs run afoul of a vicious viper that bites one of them. The GM uses intrusion to say that the poison from the snake will make the character debilitated unless they get a large dose of a specific antitoxin, which the group doesn’t have. Of course, they aren’t required to go back to the village where the GM’s interesting adventure can start, but it’s likely that they will, looking for the antitoxin.

Some players might find intrusion heavy-handed, but the XP softens the blow. And remember, they can refuse these narrative nudges. Intrusion is not meant to be a railroading tool—just a bit of a rudder. Not an inescapable track, but a nudge here and there.

What’s more, the GM doesn’t need to have a deliberate goal in mind. The complication you introduce could simply make things more interesting. You might not know where it will take the story, just that it will make the story better.

This is wonderfully empowering to the GM—not in a “Ha ha, now I’ll trounce the PCs” way, but in an “I can control the narrative a little bit, steering it more toward the story I want to create rather than relying on the dice” sort of way. Consider that old classic plot development in which the PCs get captured and must escape from the bad guys. In heroic fiction, this is such a staple that it would almost seem strange if it didn’t happen. But in many roleplaying games, it’s a nearly impossible turn of events—the PCs usually have too many ways to get out of the bad guy’s clutches before they’re captured. The dice have to be wildly against them. It virtually never happens. With GM intrusion, it could happen (again, in the context of the larger encounter, not as a single intrusion that results in the entire group of PCs being captured with little explanation or chance to react).

For example, let’s say the PCs are surrounded by orcs. One character is badly injured—debilitated—and the rest are hurt. Some of the orcs produce a large weighted net. Rather than asking for a lot of rolls and figuring the mechanics for escape, you use intrusion and say that the net goes over the PCs who are still on their feet. The rest of the orcs point spears menacingly. This is a pretty strong cue to the players that surrender is a good (and possibly the only) option. Some players won’t take the hint, however, so another use of intrusion might allow the orcs to hit one of the trapped PCs on the head and render them unconscious while their friends struggle in the net. If the players still don’t surrender, it’s probably best to play out the rest of the encounter without more GM intrusions—using more would be heavy-handed by anyone’s measure—although it’s perfectly reasonable to rule that a character rendered debilitated is knocked unconscious, since the orcs are trying to take the PCs alive.

Remember that GM intrusions can occur at any time, not just during combat. Disrupting or changing a tense interaction with NPCs can have big repercussions.

Using GM Intrusion as a Resolution Mechanic

This mechanic offers a way for the GM to determine how things happen in the game without leaving it all to random chance. Bad guys trying to smash down the door to the room where the PCs are holed up? You could roll a bunch of dice, compare the NPCs’ stats to the door’s stats, and so on, or you could wait until the most interesting time, have the bad guys break in, and award an experience point to the PC who tried their best to bar the door. The latter way is the Cypher System way. Intrusion is a task resolution tool for the GM. In other words, you don’t base things on stats but on narrative choice. (Frankly, a lot of great GMs over the years—even in the very early days of the hobby—have run their games this way. Sometimes they rolled dice or pretended to roll dice, but they were really manipulating things.) This method frees the GM from worrying about mechanics and looking up stats and allows them to focus on the story.

This isn’t cheating—it’s the rules of the game. This rule simply replaces traditional dice rolling with good game mastering, logic, and intelligent storytelling. When a PC is climbing a burning rope, and everyone knows that it will break at some point, the game has a mechanism to ensure that it breaks at just the right time.

Variant: If you want more randomness in your game, or if you want your game to seem like more of a simulation, assign a flat percentage chance for whatever you’re trying to resolve. For example, each round, the star troopers have a 20% chance to blast through the door—or, if you want the risk to escalate, a cumulative 20% chance to blast through the door. By not using GM intrusion, this method robs the PCs of a few XP, but when they see you rolling dice, it might help with their immersion. Alternatively, you can pretend to roll dice but really use GM intrusion, though this method seriously robs the characters of XP.

There’s a better way. Announce your intrusion, but say that there’s only a chance it will happen (state the percentage chance), and then roll the dice in plain view of everyone. If the intrusion occurs, award the XP as normal. This is likely the best of both worlds. However, it takes the narrative power out of your hands and gives it to the dice. Perhaps this method is best used only occasionally. If nothing else, it injects some variety and certainly some drama.

Using (and Not Abusing) GM Intrusion

Too much of a good thing will make the game seem utterly unpredictable—even capricious. The ideal is to use about four GM intrusions per game session, depending on the length of the session, or about one intrusion per hour of game play. This is in addition to any intrusions that are triggered by players rolling a 1.

Intrusion Through Player Rolls

When a PC rolls a 1, handle the GM intrusion the same way that you’d handle an intrusion you initiated. The intrusion could mean the PC fumbles or botches whatever they were trying to do, but it could mean something else. Consider these alternatives:

This might not be true of your players, but many players rarely, if ever, spend XP to refuse an intrusion from the GM, though they regularly use XP to avoid an intrusion that comes from a bad roll. And there’s nothing wrong with that. Some GMs might want to forbid using an XP to reroll a 1, but there’s really no point—if you’ve got an idea for a good intrusion, you don’t need to wait until a player rolls a 1 to use it.

GM Intrusion That Affects the Group

The core of the idea behind GM intrusion is that the player being adversely affected gains an experience point. But what if the intrusion affects the whole group equally? What if the GM uses it to have an unstable device overload and explode, harming all the characters? In this case, if no PC is involved more than the others (for example, no single PC was frantically attempting to repair the device), you should give 1 XP to each character but not give any of them an extra XP to hand out to someone else.

However, this kind of group intrusion should be an exception, not the rule. GM intrusions are much more effective if they are more personal.

Example GM Intrusions

It’s not a good idea to use the same events as GM intrusions over and over (“Dolmar dropped his sword again?”). Below are a number of different intrusions you can use.

Bad Luck

Through no fault of the characters, something happens that is bad or at least complicating. For example:

An Unknown Complication Emerges

The situation was more complex (and therefore more interesting) than the PCs knew—perhaps even more than the GM knew, at least at the start. For example:

An Impending Complication Emerges

GMs can use this type of intrusion as a resolution mechanic to determine NPC success or failure. Rather than rolling dice to see how long it takes an NPC to rewire a damaged force field generator, it happens at a time of the GM’s choosing—ideally when it would be most interesting. For example:

Opponent Luck or Skill

The PCs aren’t the only ones with surprising tricks up their sleeves. For example:

Fumbles

Although you might not want every player roll of 1 to be a fumble, sometimes it could be just that. Alternatively, the GM could simply declare that a fumble has occurred. In either case, consider the following examples:

Partial Success

GM intrusion doesn’t have to mean that a PC has failed. For example:

Player Intrusions

Player intrusions give the players a small bit of narrative control over the world. However, the world still remains in the GM’s purview. You can always overrule a player intrusion, or suggest a way to massage it so that it fits better into the setting. Still, because it is indeed narrative control, a player intrusion should always involve a small aspect of the world beyond the character. “I punch my foe really hard” is an expression of Effort or perhaps character ability. “My foe slips and falls backward off the ledge” is a player intrusion.

Player intrusions should never be as big as GM intrusions. They should not end an encounter, only (perhaps) provide the PC with the means to more easily end an encounter. They should not have a wide-reaching or even necessarily a long-term effect on the setting. A way to consider this might be that player intrusions can affect a single object (a floorboard snaps), feature (there’s a hidden shallow spot in the stream to ford), or NPC (the vendor is an old friend). But not more than that. A player intrusion can’t affect a whole village or even a whole tavern in that village. A rock can come loose, but a player intrusion can’t create a landslide.

Tying Actions to Stats

Although the decision is open to your discretion, when a PC takes an action, it should be fairly obvious which stat is tied to that action. Physical actions that involve brute force or endurance use Might. Physical actions that involve quickness, coordination, or agility use Speed. Actions that involve intelligence, education, insight, willpower, or charm use Intellect.

In rare instances, you could allow a PC to use a different stat for a task. For example, a character might try to break down a door by examining it closely for flaws and thus use Intellect rather than Might. This kind of change is a good thing because it encourages player creativity. Just don’t let it be abused by an exuberant or too-clever player. It’s well within your purview to decide that the door has no flaws, or to rule that the character’s attempt will take half an hour rather than one round. In other words, using a stat that is not the obvious choice should be the exception, not the rule.

Cyphers

You should think of cyphers as character abilities, whether they’re subtle cyphers or manifest cyphers. This means that it is incumbent upon you to make sure that players always have plenty of cyphers to use. In the course of their travels, the PCs should find that cyphers are extremely common. And since the PCs are limited in the number of cyphers they can carry, they will use them liberally.

Manifest cyphers can be found by scavenging through old ruins. They can be found in the corpses of magical or technological foes. They can be found among the possessions of intelligent fallen opponents or the lairs of unintelligent creatures, either amid the bones of former meals or as shiny decorations in a nest. They can be found in villages, in the back of a merchant’s cart that sells junk and scavenged parts. They are offered as rewards by people who are grateful for the PCs’ help.

Some adventures will offer more cyphers than others. Still, as a rule of thumb, in any given adventure, a character should use at least as many cyphers as they can carry. This means they should find that number of cyphers in that same amount of time (give or take). Thus, you can simply add up the number of cyphers the PCs can carry, and on average, they should find at least that many cyphers in a given adventure.

If your players are typical, they will use combat-related cyphers liberally but hold onto their utility cyphers. A ray emitter or defensive shield will be used, but a suspensor belt or phasing module will linger longer on their character sheets.

As with everything else in the game, it’s intentionally very easy for the GM to create new cyphers. Just think of the effect and how to express it as a game advantage. Two kinds of cyphers exist when it comes to effect: those that allow the user to do something better, and those that allow the user to do something they couldn’t do otherwise.

The first group includes everything that reduces the difficulty of a task (including defense tasks). The second group includes things that grant new abilities, such as flight, a new means of attack, the ability to see into the past, or any number of other powers.

A few more important notes about devising new cyphers:

Cyphers teach GMs to design different kinds of scenarios—ones in which the whole adventure isn’t wrecked if a player has something that can solve a single problem (defeat a foe, read a mind, bypass a barrier, or whatever). There should always be more to the adventure than one linchpin encounter, obstacle, foe, or secret.

It’s all right if players think of cyphers (especially manifest cyphers) as equipment or treasure. You should choose points in the course of the story that are appropriate for awarding subtle cyphers, especially if the PCs aren’t at their full capacity.

Artifacts

In terms of the narrative, artifacts are a lot like cyphers, except that most are not one-use items. Mechanically, they serve a very different purpose. It’s assumed that characters are exploring with some cyphers at their disposal. Artifacts, however, are added abilities that make characters broader, deeper, and often more powerful. They aren’t assumed—they’re extra.

The powers granted by artifacts are more like the abilities gained from a character’s type or focus in that they change the way the PC is played overall. The difference between an artifact and a type or focus ability is that almost all artifacts are temporary. They last longer than cyphers do, but because they have a depletion roll, any use could be their last.

Like cyphers, then, artifacts are a way for the GM to play a role in the development of the characters. Although armor, weapons, and the like are fine, special capabilities—such as long-range communication or travel—can really change the way the PCs interact with the world and how they deal with challenges. Some of these abilities enable the actions you want the PCs to take. For example, if you want them to have an underwater adventure, provide them with artifacts (or cyphers) that allow them to breathe underwater.

Also like cyphers, artifacts are simple for the GM to create. The only difference with artifacts is that you give them a depletion roll, using any numbers on 1d6, 1d10, 1d20, or 1d100. If you want the artifact to be used only a few times, give it a depletion roll of 1 in 1d6, 1 or 2 in 1d10, or even 1 or 2 in 1d6. If you want the PCs to use it over and over, a depletion roll of 1 in 1d100 more or less means that they can use it freely without worrying too much.

For examples of artifacts, see the Genres chapter.

You may wish to forbid the use of XP to reroll artifact depletion rolls. That’s pretty reasonable.

Skills and Other Abilities

Sometimes, the rules speak directly to character creativity. For example, players can make up their own skills. It’s possible to have a skill called “tightrope walking” that grants a character a better chance to walk across a tightrope, and another skill called “balance” that gives a character a better chance to walk across a tightrope and perform other balance actions as well. This might seem unequal at first, but the point is to let players create precisely the characters they want. Should you let a character create a skill called “doing things” that makes them better at everything? Of course not. The GM is the final arbiter not only of logic but also of the spirit of the rules, and having one or two single skills that cover every contingency is clearly not in the spirit.

It’s important that players play the character they want. This concept is supported not only with the open-ended skill system but also with the ability to get an experience point advance to tailor a character further. Likewise, the GM should be open to allowing a player to make small modifications to refine their character. In many cases, particularly ones that don’t involve stat Pools, Armor, damage inflicted, or the costs of Effort or special abilities, the answer from the GM should probably be “Sure, why not?” If a PC ends up being really good at a particular skill—better than they “should” be—what’s the harm? If Dave can swim incredibly well, how does that hurt the game in terms of the play experience or the story that develops? It doesn’t. If Helen can pick practically any mundane lock she finds, why is that a bad thing? In fact, it’s probably good for the game—there’s likely something interesting on the other sides of those doors.

In a way, this is no different than adjudicating a not-so-straightforward solution to a challenge. Sometimes you have to say “No, that’s not possible.” But sometimes, if it makes sense, open yourself up to the possibility.

NPCs and Death

As explained in the Rules of the Game chapter, NPCs have a health score rather than three stat Pools. When an NPC reaches 0 health, they are down. Whether that means dead, unconscious, or incapacitated depends on the circumstances as dictated by you and the players. Much of this can be based on logic. If the NPC is cut in half with a giant axe, they’re probably dead. If they’re mentally assaulted with a telepathic attack, they might be insane instead. If they’re hit over the head with a club, well, that’s your call.

It depends on the intentions of those who are fighting the NPC, too. PCs who want to knock out a foe rather than kill them can simply state that as their intention and describe their actions differently—using the flat of the blade, so to speak.

Creatures

Whenever possible, creatures should be handled like other NPCs. They don’t follow the same rules as the player characters. If anything, they should have greater latitude in doing things that don’t fit the normal mold. A many-armed beast should be able to attack multiple foes. A charging rhino-like animal ought to be able to move a considerable distance and attack as part of a single action.

Consider creature size very carefully. For those that are quick and hard to hit, hinder attacks against them. Large, strong creatures should be easier to hit, so ease attacks against them. However, you should freely give the stagger ability to anything twice as large as a human. This means that if the creature strikes a foe, the target must make an immediate Might defense roll or lose its next turn.

A creature’s level is a general indicator of its toughness, combining aspects of power, defense, intelligence, speed, and more into one rating. In theory, a small creature with amazing powers or extremely deadly venom could be high level, and a huge beast that isn’t very bright and isn’t much of a fighter could be low level. But these examples go against type. Generally, smaller creatures have less health and are less terrifying in combat than larger ones.

The Cypher System has no system for building creatures. There is no rule that says a creature with a certain ability should be a given level, and there is no rule dictating how many abilities a creature of a given level should have. But keep the spirit of the system in mind. Lower-level creatures are less dangerous. A level 1 creature could be poisonous, but its venom should inflict a few points of damage at most. The venom of a level 6 creature, however, might knock a PC down a step on the damage track or put them into a coma if they fail a Might defense roll. A low-level creature might be able to fly, phase through objects, or teleport because these abilities make it more interesting but not necessarily more dangerous. The value of such abilities depends on the creature that uses them. In other words, a phasing rodent is not overly dangerous, but a phasing battle juggernaut is terrifying. Basic elements such as health, damage, and offensive or defensive powers (such as poison, paralysis, disintegration, immunity to attacks, and so on) need to be tied directly to level—higher-level creatures get better abilities and more of them.

Balancing Encounters

In the Cypher System, there is no concept of a “balanced encounter.” There is no system for matching creatures of a particular level or tasks of a particular difficulty to characters of a particular tier. To some people, that might seem like a bad thing. But matching character builds to exacting challenges is not part of this game. It’s about story. So whatever you want to happen next in the story is a fine encounter as long as it’s fun. You’re not denying the characters XP if you make things too easy or too difficult, because that’s not how XP are earned. If things are too difficult for the PCs, they’ll have to flee, come up with a new strategy, or try something else entirely. The only thing you have to do to maintain “balance” is set difficulty within that encounter accurately and consistently.

In a game like the Cypher System, if everyone’s having fun, the game is balanced. Two things will unbalance the game in this context.

The first issue should be handled by the character creation rules. If there’s a problem, it might be that poor choices were made or a player isn’t taking full advantage of their options. If someone really doesn’t enjoy playing their character, allow them to alter the PC or—perhaps better—create a new one.

The second issue is trickier. As previously stated, there is no formula that states that N number of level X NPCs are a good match for tier Y characters. However, when the game has four or five beginning characters, the following guidelines are generally true.

But it depends on the situation at hand. If the PCs are already worn down from prior encounters, or if they have the right cyphers, any of the expectations listed above can change. That’s why there is no system for balancing encounters. Just keep in mind that beginning characters are pretty hardy and probably have some interesting resources, so you aren’t likely to wipe out the group by accident. Character death is unlikely unless the PCs have already been through a number of other encounters and are worn down.

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The rules of the Cypher System are quite straightforward at their heart, as all of gameplay is based around a few core concepts.

This chapter provides a brief explanation of how to play the game, and it’s useful for learning the game. Once you understand the basic concepts, you’ll likely want to reference Rules of the Game for a more in-depth treatment.

The Cypher System uses a twenty-sided die (1d20) to determine the results of most actions. Whenever a roll of any kind is called for and no die is specified, roll a d20.

The game master sets a difficulty for any given task. There are ten degrees of difficulty. Thus, the difficulty of a task can be rated on a scale of 1 to 10.

Each difficulty has a target number associated with it. The target number is always three times the task’s difficulty, so a difficulty 1 task has a target number of 3, but a difficulty 4 task has a target number of 12. To succeed at the task, you must roll the target number or higher. See the Task Difficulty table for guidance in how this works.

Character skills, favorable circumstances, or excellent equipment can decrease the difficulty of a task. For example, if a character is trained in climbing, they turn a difficulty 6 climb into a difficulty 5 climb. This is called easing the difficulty by one step (or just easing the difficulty, which assumes it’s eased by one step). If they are specialized in climbing, they turn a difficulty 6 climb into a difficulty 4 climb. This is called easing the difficulty by two steps. Decreasing the difficulty of a task can also be called easing a task. Some situations increase, or hinder, the difficulty of a task. If a task is hindered, it increases the difficulty by one step.

A skill is a category of knowledge, ability, or activity relating to a task, such as climbing, geography, or persuasiveness. A character who has a skill is better at completing related tasks than a character who lacks the skill. A character’s level of skill is either trained (reasonably skilled) or specialized (very skilled).

If you are trained in a skill relating to a task, you ease the difficulty of that task by one step. If you are specialized, you ease the difficulty by two steps. A skill can never decrease a task’s difficulty by more than two steps.

Anything else that reduces difficulty (help from an ally, a particular piece of equipment, or some other advantage) is referred to as an asset. Assets can never decrease a task’s difficulty by more than two steps.

You can also decrease the difficulty of a given task by applying Effort. (Effort is described in more detail in the Rules of the Game chapter.)

To sum up, three things can decrease a task’s difficulty: skills, assets, and Effort.

If you can ease a task so its difficulty is reduced to 0, you automatically succeed and don’t need to make a roll.

When Do You Roll?

Any time your character attempts a task, the GM assigns a difficulty to that task, and you roll a d20 against the associated target number.

When you jump from a burning vehicle, swing an axe at a mutant beast, swim across a raging river, identify a strange device, convince a merchant to give you a lower price, craft an object, use a power to control a foe’s mind, or use a blaster rifle to carve a hole in a wall, you make a d20 roll.

However, if you attempt something that has a difficulty of 0, no roll is needed—you automatically succeed. Many actions have a difficulty of 0. Examples include walking across the room and opening a door, using a special ability to negate gravity so you can fly, using an ability to protect your friend from radiation, or activating a device (that you already understand) to erect a force field. These are all routine actions and don’t require rolls.

Using skill, assets, and Effort, you can ease the difficulty of potentially any task to 0 and thus negate the need for a roll. Walking across a narrow wooden beam is tricky for most people, but for an experienced gymnast, it’s routine. You can even ease the difficulty of an attack on a foe to 0 and succeed without rolling.

If there’s no roll, there’s no chance for failure. However, there’s also no chance for remarkable success (in the Cypher System, that usually means rolling a 19 or 20, which are called special rolls; the Rules of the Game chapter also discusses special rolls).

Task Difficulty

Task DifficultyDescriptionTarget No.Guidance
0Routine0Anyone can do this basically every time.
1Simple3Most people can do this most of the time.
2Standard6Typical task requiring focus, but most people can usually do this.
3Demanding9Requires full attention; most people have a 50/50 chance to succeed.
4Difficult12Trained people have a 50/50 chance to succeed.
5Challenging15Even trained people often fail.
6Intimidating18Normal people almost never succeed.
7Formidable21Impossible without skills or great effort.
8Heroic24A task worthy of tales told for years afterward.
9Immortal27A task worthy of legends that last lifetimes.
10Impossible30A task that normal humans couldn’t consider (but one that doesn’t break the laws of physics).

Combat

Making an attack in combat works the same way as any other roll: the GM assigns a difficulty to the task, and you roll a d20 against the associated target number.

The difficulty of your attack roll depends on how powerful your opponent is. Just as tasks have a difficulty from 1 to 10, creatures have a level from 1 to 10. Most of the time, the difficulty of your attack roll is the same as the creature’s level. For example, if you attack a level 2 bandit, it’s a level 2 task, so your target number is 6.

It’s worth noting that players make all die rolls. If a character attacks a creature, the player makes an attack roll. If a creature attacks a character, the player makes a defense roll.

The damage dealt by an attack is not determined by a roll—it’s a flat number based on the weapon or attack used. For example, a spear always does 4 points of damage.

Your Armor characteristic reduces the damage you take from attacks directed at you. You get Armor from wearing physical armor (such as a leather jacket in a modern game or chainmail in a fantasy setting) or from special abilities. Like weapon damage, Armor is a flat number, not a roll. If you’re attacked, subtract your Armor from the damage you take. For example, a leather jacket gives you +1 to Armor, meaning that you take 1 less point of damage from attacks. If a mugger hits you with a knife for 2 points of damage while you’re wearing a leather jacket, you take only 1 point of damage. If your Armor reduces the damage from an attack to 0, you take no damage from that attack.

When you see the word “Armor” capitalized in the game rules (other than in the name of a special ability), it refers to your Armor characteristic—the number you subtract from incoming damage. When you see the word “armor” with a lowercase “a,” it refers to any physical armor you might wear.

Typical physical weapons come in three categories: light, medium and heavy.

Light weapons inflict only 2 points of damage, but they ease attack rolls because they are fast and easy to use. Light weapons are punches, kicks, clubs, knives, handaxes, rapiers, small pistols, and so on. Weapons that are particularly small are light weapons.

Medium weapons inflict 4 points of damage. Medium weapons include swords, battleaxes, maces, crossbows, spears, pistols, blasters, and so on. Most weapons are medium. Anything that could be used in one hand (even if it’s often used in two hands, such as a quarterstaff or spear) is a medium weapon.

Heavy weapons inflict 6 points of damage, and you must use two hands to attack with them. Heavy weapons are huge swords, great hammers, massive axes, halberds, heavy crossbows, blaster rifles, and so on. Anything that must be used in two hands is a heavy weapon.

Special Rolls

When you roll a natural 19 (the d20 shows “19”) and the roll is a success, you also have a minor effect. In combat, a minor effect inflicts 3 additional points of damage with your attack, or, if you’d prefer a special result, you could decide instead that you knock the foe back, distract them, or something similar. When not in combat, a minor effect could mean that you perform the action with particular grace. For example, when jumping down from a ledge, you land smoothly on your feet, or when trying to persuade someone, you convince them that you’re smarter than you really are. In other words, you not only succeed but also go a bit further.

When you roll a natural 20 (the d20 shows “20”) and the roll is a success, you also have a major effect. This is similar to a minor effect, but the results are more remarkable. In combat, a major effect inflicts 4 additional points of damage with your attack, but again, you can choose instead to introduce a dramatic event such as knocking down your foe, stunning them, or taking an extra action. Outside of combat, a major effect means that something beneficial happens based on the circumstance. For example, when climbing up a cliff wall, you make the ascent twice as fast. When a roll grants you a major effect, you can choose to use a minor effect instead if you prefer.

In combat (and only in combat), if you roll a natural 17 or 18 on your attack roll, you add 1 or 2 additional points of damage, respectively. Neither roll has any special effect options—just the extra damage.

For more information on special rolls and how they affect combat and other interactions, see Rules of the Game.

Rolling a natural 1 is always bad. It means that the GM introduces a new complication into the encounter.

Range and Speed

Distance is simplified into four categories: immediate, short, long, and very long.

Immediate distance from a character is within reach or within a few steps. If a character stands in a small room, everything in the room is within immediate distance. At most, immediate distance is 10 feet (3 m).

Short distance is anything greater than immediate distance but less than 50 feet (15 m) or so.

Long distance is anything greater than short distance but less than 100 feet (30 m) or so.

Very long distance is anything greater than long distance but less than 500 feet (150 m) or so. Beyond that range, distances are always specified—1,000 feet (300 m), a mile (1.5 km), and so on.

The idea is that it’s not necessary to measure precise distances. Immediate distance is right there, practically next to the character. Short distance is nearby. Long distance is farther off. Very long distance is really far off.

All weapons and special abilities use these terms for ranges. For example, all melee weapons have immediate range—they are close-combat weapons, and you can use them to attack anyone within immediate distance. A thrown knife (and most other thrown weapons) has short range. A bow has long range. An Adept’s Onslaught ability also has short range.

A character can move an immediate distance as part of another action. In other words, they can take a few steps over to the control panel and activate a switch. They can lunge across a small room to attack a foe. They can open a door and step through.

A character can move a short distance as their entire action for a turn. They can also try to move a long distance as their entire action, but the player might have to roll to see if the character slips, trips, or stumbles as the result of moving so far so quickly.

For example, if the PCs are fighting a group of cultists, any character can likely attack any cultist in the general melee—they’re all within immediate range. Exact positions aren’t important. Creatures in a fight are always moving, shifting, and jostling, anyway. However, if one cultist stayed back to fire a pistol, a character might have to use their entire action to move the short distance required to attack that foe. It doesn’t matter if the cultist is 20 feet (6 m) or 40 feet (12 m) away—it’s simply considered short distance. It does matter if the cultist is more than 50 feet (15 m) away because that distance would require a long or very long move.

Many rules in this system avoid the cumbersome need for precision. Does it really matter if the ghost is 13 feet away from you or 18? Probably not. That kind of needless specificity only slows things down and draws away from, rather than contributes to, the story.

Experience Points

Experience points (XP) are rewards given to players when the GM intrudes on the story (this is called GM intrusion) with a new and unexpected challenge. For example, in the middle of combat, the GM might inform the player that they drop their weapon. However, to intrude in this manner, the GM must award the player 2 XP. The rewarded player, in turn, must immediately give one of those XP to another player and justify the gift (perhaps the other player had a good idea, told a funny joke, performed an action that saved a life, and so on).

Alternatively, the player can refuse the GM intrusion. If they do so, they don’t get the 2 XP from the GM, and they must also spend 1 XP that they already have. If the player has no XP to spend, they can’t refuse the intrusion.

The GM can also give players XP between sessions as a reward for making discoveries during an adventure. Discoveries are interesting facts, wondrous secrets, powerful artifacts, answers to mysteries, or solutions to problems (such as where the kidnappers are keeping their victim or how the PCs repair the starship). You don’t earn XP for killing foes or overcoming standard challenges in the course of play. Discovery is the soul of the Cypher System.

Experience points are used primarily for character advancement (for details, see the Creating Your Character chapter), but a player can also spend 1 XP to reroll any die roll and take the better of the two rolls.

Cyphers

Cyphers are abilities that have a single use. In many campaigns, cyphers aren’t physical objects—they might be a spell cast upon a character, a blessing from a god, or just a quirk of fate that gives them a momentary advantage. In some campaigns, cyphers are physical objects that characters can carry. Whether or not cyphers are physical objects, they are part of the character (like equipment or a special ability) and are things characters can use during the game. The form that physical cyphers take depends on the setting. In a fantasy world they might be wands or potions, but in a science fiction game they could be alien crystals or prototype devices.

Characters will find new cyphers frequently in the course of play, so players shouldn’t hesitate to use their cypher abilities. Because cyphers are always different, the characters will always have new special powers to try.

Other Dice

In addition to a d20, you’ll need a d6 (a six-sided die). Rarely, you’ll need to roll a number between 1 and 100 (often called a d100 or d% roll), which you can do by rolling a d20 twice, using the last digit of the first roll as the “tens” place and the last digit of the second roll as the “ones” place. For example, rolling a 17 and a 9 gives you 79, rolling a 3 and an 18 gives you 38, and rolling a 20 and a 10 gives you 00 (also known as 100). If you have a d10 (a ten-sided die), you can use it instead of the d20 to roll numbers between 1 and 100.

A d6 is used most often for recovery rolls and to determine the level of cyphers.

Glossary

Game master (GM): The player who doesn’t run a character, but instead guides the flow of the story and runs all the NPCs.

Nonplayer character (NPC): Characters run by the GM. Think of them as the minor characters in the story, or the villains or opponents. This includes any kind of creature as well as people.

Party: A group of player characters (and perhaps some NPC allies).

Player character (PC): A character run by a player rather than the GM. Think of the PCs as the main characters in the story.

Player: The players who run characters in the game.

Session: A single play experience. Usually lasts a few hours. Sometimes one adventure can be accomplished in a session. More often, one adventure is multiple sessions.

Adventure: A single portion of the campaign with a beginning and an end. Usually defined at the beginning by a goal put forth by the PCs and at the end by whether or not they achieve that goal.

Campaign: A series of sessions strung together with an overarching story (or linked stories) with the same player characters. Often, but not always, a campaign involves a number of adventures.

Character: Anything that can act in the game. Although this includes PCs and human NPCs, it also technically includes creatures, aliens, mutants, automatons, animate plants, and so on. The word “creature” is usually synonymous.

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Cypher System games are played in the joint imagination of all the players, including the GM. The GM sets the scene, the players state what their characters attempt to do, and the GM determines what happens next. The rules and the dice help make the game run smoothly, but it’s the people, not the rules or the dice, that direct the action and determine the story—and the fun. If a rule gets in the way or detracts from the game, the players and the GM should work together to change it.

This is how you play the Cypher System:

  1. The player tells the GM what they want to do. This is a character action.

  2. The GM determines if that action is routine (and therefore works without needing a roll) or if there’s a chance of failure.

  3. If there is a chance of failure, the GM determines which stat the task uses (Might, Speed, or Intellect) and the task’s difficulty—how hard it will be on a scale from 1 (really easy) to 10 (basically impossible).

  4. The player and the GM determine if anything about the character—such as training, equipment, special abilities, or various actions—can modify the difficulty up or down by one or more steps. If these modifications reduce the difficulty to less than 1, the action is routine (and therefore works with no roll needed).

  5. If the action still isn’t routine, the GM uses its difficulty to determine the target number—how high the player must roll to succeed at the action (see the Task Difficulty table). The GM doesn’t have to tell the player what the target number is, but they can give the player a hint, especially if the character would reasonably know if the action was easy, average, difficult, or impossible.

  6. The player rolls a d20. If they roll equal to or higher than the target number, the character succeeds.

That’s it. That’s how to do anything, whether it’s identifying an unknown device, calming a raging drunk, climbing a treacherous cliff, or battling a demigod. Even if you ignored all the other rules, you could still play the Cypher System with just this information. The key features here are: character actions, determining task difficulty, and determining modifications.

Key Concepts

Action: Anything a character does that is significant—punch a foe, leap a chasm, activate a device, use a special power, and so on. Each character can take one action in a round.

Character: Any creature in the game capable of acting, whether it is a player character (PC) run by a player or a nonplayer character (NPC) run by the game master (GM). In the Cypher System, even bizarre creatures, sentient machines, and living energy beings can be “characters.”

Difficulty: A measure of how easy it is to accomplish a task. Difficulty is rated on a scale from 1 (lowest) to 10 (highest). Altering the difficulty to make a task harder is called “hindering.” Altering it to make a task easier is called “easing.” All changes in difficulty are measured in steps. Difficulty often equates directly with level, so opening a level 3 locked door probably has a difficulty of 3.

Ease: A decrease in a task’s difficulty, usually by one step. If something doesn’t say how many steps it eases a task, then it reduces the difficulty by one step.

Effort: Spending points from a stat Pool to reduce the difficulty of a task. A PC decides whether or not to apply Effort on their turn before the roll is made. NPCs never apply Effort.

Hinder: An increase in a task’s difficulty, usually by one step. If something doesn’t say how many steps it hinders a task, then it increases the difficulty by one step.

Inability: The opposite of trained—you’re hindered whenever you attempt a task that you have an inability in. If you also become trained in the task, the training and the inability cancel each other out and you become practiced.

Level: A way to measure the strength, difficulty, power, or challenge of something in the game. Everything in the game has a level. NPCs and objects have levels that determine the difficulty of any task related to them. For example, an opponent’s level determines how hard they are to hit or avoid in combat. A door’s level indicates how hard it is to break down. A lock’s level determines how hard it is to pick. Levels are rated on a scale from 1 (lowest) to 10 (highest). PC tiers are a little like levels, but they go only from 1 to 6 and mechanically work very differently than levels—for example, a PC’s tier does not determine a task’s difficulty.

Practiced: The normal, unmodified ability to use a skill—not trained, specialized, or an inability. Your type determines what weapon skills you’re practiced in; if you aren’t practiced with a type of weapon, you have an inability in it.

Roll: A d20 roll made by a PC to determine whether an action is successful. Although the game occasionally uses other dice, when the text simply refers to “a roll,” it always means a d20 roll.

Round: A length of time about five to ten seconds long. There are about ten rounds in a minute. When it’s really important to track precise time, use rounds. Basically, it’s the length of time to take an action in the game, but since everyone more or less acts simultaneously, all characters get to take an action each round.

Specialized: Having an exceptional amount of skill in a task. Being specialized eases the task by two steps. So, if you are specialized in climbing, all your climbing tasks are eased by two steps.

Stat: One of the three defining characteristics for PCs: Might, Speed, or Intellect. Each stat has two values: Pool and Edge. Your Pool represents your raw, innate ability, and your Edge represents knowing how to use what you have. Each stat Pool can increase or decrease over the course of play—for example, you can lose points from your Might Pool when struck by an opponent, spend points from your Intellect Pool to activate a special ability, or rest to recover points in your Speed Pool after a long day of marching. Anything that damages a stat, restores a stat, or boosts or penalizes a stat affects the stat’s Pool.

Task: Any action that a PC attempts. The GM determines the difficulty of the task. In general, a task is something that you do and an action is you performing that task, but in most cases they mean the same thing.

Trained: Having a reasonable amount of skill in a task. Being trained eases the task. For example, if you are trained in climbing, all climbing tasks for you are eased. If you become very skilled at that task, you become specialized instead of trained. You do not need to be trained to attempt a task.

Turn: The part of the round when a character or creature takes its actions. For example, if a Warrior and an Adept are fighting an orc, each round the Warrior takes an action on their turn, the Adept takes an action on their turn, and the orc takes an action on its turn. Some abilities or effects last only one turn, or end when the next turn is started.

Taking Action

Each character gets one turn each round. On a character’s turn, they can do one thing—an action. All actions fall into one of three categories: Might, Speed, or Intellect (just like the three stats). Many actions require die rolls—rolling a d20.

Every action performs a task, and every task has a difficulty that determines what number a character must reach or surpass with a die roll to succeed.

Most tasks have a difficulty of 0, which means the character succeeds automatically. For example, walking across a room, opening a door, and throwing a stone into a nearby bucket are all actions, but none of them requires a roll. Actions that are usually difficult or that become difficult due to the situation (such as shooting at a target in a blizzard) have a higher difficulty. These actions usually require a roll.

Some actions require a minimum expenditure of Might, Speed, or Intellect points. If a character cannot spend the minimum number of points needed to complete the action, they automatically fail at the task.

Determining Task Stat

Every task relates to one of a character’s three stats: Might, Speed, or Intellect. Physical activities that require strength, power, or endurance relate to Might. Physical activities that require agility, flexibility, or fast reflexes relate to Speed. Mental activities that require force of will, memory, or mental power relate to Intellect. This means you can generalize tasks into three categories: Might tasks, Speed tasks, and Intellect tasks. You can also generalize rolls into three categories: Might rolls, Speed rolls, and Intellect rolls.

The category of the task or roll determines what kind of Effort you can apply to the roll and may determine how a character’s other abilities affect the roll. For example, an Adept may have an ability that makes them better at Intellect rolls, and a Warrior may have an ability that makes them better at Speed rolls.

Determining Task Difficulty

The most frequent thing a GM does during the game—and probably the most important thing—is set a task’s difficulty. To make the job easier, use the Task Difficulty table, which associates a difficulty rating with a descriptive name, a target number, and general guidance about the difficulty.

Every difficulty from 1 to 10 has a target number associated with it. The target number is easy to remember: it’s always three times the difficulty. The target number is the minimum number a player needs to roll on a d20 to succeed at the task. Moving up or down on the table is called hindering or easing, which is measured in steps.

For example, reducing a difficulty 5 task to a difficulty 4 task is “easing the difficulty by one step” or just “easing the difficulty” or “easing the task.” Most modifiers affect the difficulty rather than the player’s roll. This has two consequences:

Low target numbers such as 3 or 6, which would be boring in most games that use a d20, are not boring in the Cypher System. For example, if you need to roll a 6 or higher, you still have a 25% chance to fail.

The upper levels of difficulty (7, 8, 9, and 10) are all but impossible because the target numbers are 21 or higher, which you can’t roll on a d20. However, it’s common for PCs to have abilities or equipment that ease a task and thus lower the target number to something they can roll on a d20.

A character’s tier does not determine a task’s level. Things don’t get more difficult just because a character’s tier increases—the world doesn’t instantly become a more difficult place. Fourth-tier characters don’t deal only with level 4 creatures or difficulty 4 tasks (although a fourth-tier character probably has a better shot at success than a first-tier character does). Just because something is level 4 doesn’t necessarily mean it’s meant only for fourth-tier characters. Similarly, depending on the situation, a fifth-tier character could find a difficulty 2 task just as challenging as a second-tier character does.

Therefore, when setting the difficulty of a task, the GM should rate the task on its own merits, not on the power of the characters.

Modifying the Difficulty

After the GM sets the difficulty for a task, the player can try to modify it for their character. Any such modification applies only to this particular attempt at the task. In other words, rewiring an electronic door lock normally might be difficulty 6, but since the character doing the work is skilled in such tasks, has the right tools, and has another character assisting them, the difficulty in this instance might be much lower. That’s why it’s important for the GM to set a task’s difficulty without taking the character into account. The character comes in at this step.

By using skills and assets, working together, and—perhaps most important—applying Effort, a character can ease a task by multiple steps to make it easier. Rather than adding bonuses to the player’s roll, reducing the difficulty lowers the target number. If they can reduce the difficulty of a task to 0, no roll is needed; success is automatic. (An exception is if the GM decides to use a GM intrusion on the task, in which case the player would have to make a roll at the original difficulty.)

There are three basic ways in which a character can ease a task: skills, assets, and Effort. Each method eases the task by at least one step—never in smaller increments.

By using skills, assets, and Effort, a character can ease a task by a maximum of ten steps: one or two steps from skills, one or two steps from assets, and one to six steps from Effort.

Skills

Characters may be skilled at performing a specific task. A skill can vary from character to character. For example, one character might be skilled at lying, another might be skilled at trickery, and a third might be skilled in all interpersonal interactions. The first level of being skilled is called being trained, and it eases that task by one step. More rarely, a character can be incredibly skilled at performing a task. This is called being specialized, and it eases the task by two steps instead of one. Skills can never decrease a task by more than two steps—any more than two steps from being trained and specialized don’t count.

Assets

An asset is anything that helps a character with a task, such as having a really good crowbar when trying to force open a door or being in a rainstorm when trying to put out a fire. Appropriate assets vary from task to task. The perfect awl might help when woodworking, but it won’t make a dance performance much better. An asset usually eases a task by one step. Assets can never ease a task by more than two steps—any more than two steps from assets don’t count.

The important thing to remember is that a skill can reduce the difficulty by no more than two steps, and assets can reduce the difficulty by no more than two steps, regardless of the situation. Thus, no task’s difficulty will ever be reduced by more than four steps without using Effort.

Effort

A player can apply Effort to ease a task. To do this, the player spends points from the stat Pool that’s most appropriate to the task. For example, applying Effort to push a heavy rock off a cliff requires a player to spend points from the character’s Might Pool; applying Effort to activate an unusual machine interface requires them to spend points from the character’s Intellect Pool. For every level of Effort spent on a task, the task is eased. It costs 3 points from a stat Pool to apply one level of Effort, and it costs 2 additional points for every level thereafter (so it costs 5 points for two levels of Effort, 7 points for three levels of Effort, and so on). A character must spend points from the same stat Pool as the type of task or roll—Might points for a Might roll, Speed points for a Speed roll, or Intellect points for an Intellect roll.

Every character has a maximum level of Effort they can apply to a single task. Effort can never ease a task by more than six steps—any more than six steps from applying Effort doesn’t count.

Free Level of Effort: A few abilities give you a free level of Effort (these usually require you to apply at least one level of Effort to a task). In effect, you’re getting one more level of Effort than what you paid for. This free level of Effort can exceed the Effort limit for your character, but not the six-step limit for easing a task.

Rolling the Die

To determine success or failure, a player rolls a die (always a d20). If they roll the target number or higher, they succeed. Most of the time, that’s the end of it—nothing else needs to be done. Rarely, a character might apply a small modifier to the roll. If they have a +2 bonus when attempting specific actions, they add 2 to the number rolled. However, the original roll matters if it’s a special roll.

If a character applies a modifier to the die roll, it’s possible to get a result of 21 or higher, in which case they can attempt a task with a target number above 20. But if there is no possibility for success—if not even rolling a natural 20 (meaning the d20 shows that number) is sufficient to accomplish the task—then no roll is made. Otherwise, characters would have a chance to succeed at everything, even impossible or ridiculous tasks such as climbing moonbeams, throwing elephants, or hitting a target on the opposite side of a mountain with an arrow.

If a character’s modifiers add up to +3, treat them as an asset instead. In other words, instead of adding a +3 bonus to the roll, reduce the difficulty by one step. For example, if a Warrior has a +1 bonus to attack rolls from a minor effect, a +1 bonus to attack rolls from a special weapon quality, and a +1 bonus to attack rolls from a special ability, they do not add 3 to their attack roll—instead, they reduce the difficulty of the attack by one step. So if they attack a level 3 foe, they would normally roll against difficulty 3 and try to reach a target number of 9, but thanks to their asset, they roll against difficulty 2 and try to reach a target number of 6.

This distinction is important when stacking skills and assets to decrease the difficulty of an action, especially since reducing the difficulty to 0 or lower means no roll is needed.

The Player Always Rolls

In the Cypher System, players always drive the action. That means they make all the die rolls. If a PC leaps out of a moving vehicle, the player rolls to see if they succeed. If a PC searches for a hidden panel, the player rolls to determine whether they find it. If a rockslide falls on a PC, the player rolls to try to get out of the way. If a PC and an NPC arm wrestle, the player rolls, and the NPC’s level determines the target number. If a PC attacks a foe, the player rolls to see if they hit. If a foe attacks the PC, the player rolls to see if they dodge the blow.

As shown by the last two examples, the PC rolls whether they are attacking or defending. Thus, something that improves defenses might ease or hinder their rolls. For example, if a PC uses a low wall to gain cover from attacks, the wall eases the player’s defense rolls. If a foe uses the wall to gain cover from the PC’s attacks, it hinders the player’s attack rolls.

Special Rolls

If a character rolls a natural 1, 17, 18, 19, or 20 (meaning the d20 shows that number), special rules come into play. These are explained in more detail in the following sections.

1: GM Intrusion. The GM makes a free intrusion (see below) and doesn’t award experience points (XP) for it.

17: Damage Bonus. If the roll was a damage-dealing attack, it deals 1 additional point of damage.

18: Damage Bonus. If the roll was a damage-dealing attack, it deals 2 additional points of damage.

19: Minor Effect. If the roll was a damage-dealing attack, it deals 3 additional points of damage or the PC gets a minor effect in addition to the normal results of the task. If the roll was something other than an attack, the PC gets a minor effect in addition to the normal results of the task.

20: Major Effect. If the roll was a damage-dealing attack, it deals 4 additional points of damage or the PC gets a major or minor effect in addition to the normal results of the task. If the roll was something other than an attack, the PC gets a major effect in addition to the normal results of the task. If the PC spent points from a stat Pool on the action, the point cost for the action decreases to 0, meaning the character regains those points as if they had not spent them at all.

GM Intrusion

GM intrusion is explained in more detail in the Running the Cypher System chapter, but essentially it means that something occurs to complicate the character’s life. The character hasn’t necessarily fumbled or done anything wrong (although perhaps they did). It could just be that the task presents an unexpected difficulty or something unrelated affects the current situation.

For GM intrusion on a defense roll, a roll of 1 might mean that the PC takes 2 additional points of damage from the attack, indicating that the opponent got in a lucky blow.

For complete details about GM intrusion and how to use it to best effect in the game, see the Running the Cypher System chapter.

Minor Effect

A minor effect happens when a player rolls a natural 19. Most of the time, a minor effect is slightly beneficial to the PC, but not overwhelming.

A climber gets up the steep slope a bit faster. A repaired machine works a bit better. A character jumping down into a pit lands on their feet. Either the GM or the player can come up with a possible minor effect that fits the situation, but both must agree on what it should be.

Don’t waste a lot of time thinking of a minor effect if nothing appropriate suggests itself. Sometimes, in cases where only success or failure matters, it’s okay to have no minor effect. Keep the game moving at an exciting pace.

In combat, the easiest and most straightforward minor effect is dealing 3 additional points of damage with an attack. The following are other common minor effects for combat:

Damage object: Instead of striking the foe, the attack strikes what the foe is holding. If the attack hits, the character makes a Might roll with a difficulty equal to the object’s level. On a success, the object moves one or more steps down the object damage track.

Distract: For one round, all of the foe’s tasks are hindered.

Knock back: The foe is knocked or forced back a few feet. Most of the time, this doesn’t matter much, but if the fight takes place on a ledge or next to a pit of lava, the effect can be significant.

Move past: The character can move a short distance at the end of the attack. This effect is useful to get past a foe guarding a door, for example.

Strike a specific body part: The attacker strikes a specific spot on the defender’s body. The GM rules what special effect, if any, results. For example, hitting a creature’s tentacle that is wrapped around an ally might make it easier for the ally to escape. Hitting a foe in the eye might blind it for one round. Hitting a creature in its one vulnerable spot might ignore Armor.

Usually, the GM just has the desired minor effect occur. For example, rolling a 19 against a relatively weak foe means it is knocked off the cliff. The effect makes the round more exciting, but the defeat of a minor creature has no significant impact on the story. Other times, the GM might rule that an additional roll is needed to achieve the effect—the special roll only gives the PC the opportunity for a minor effect. This mostly happens when the desired effect is very unlikely, such as pushing a 50-ton battle automaton off a cliff. If the player just wants to deal 3 additional points of damage as the minor effect, no extra roll is needed.

Major Effect

A major effect happens when a player rolls a natural 20. Most of the time, a major effect is quite beneficial to the character. A climber gets up the steep slope in half the time. A jumper lands with such panache that those nearby are impressed and possibly intimidated. A defender makes a free attack on a foe.

Either the GM or the player can come up with a possible major effect that fits the situation, but both must agree on what it should be. As with minor effects, don’t spend a lot of time agonizing over the details of a major effect. In cases where only success or failure matters, a major effect might offer the character a one-time asset (a modification of one step) to use the next time they attempt a similar action. When nothing else seems appropriate, the GM can simply grant the PC an additional action on their turn that same round.

In combat, the easiest and most straightforward major effect is dealing 4 additional points of damage with an attack. The following are other common major effects for combat.

Disarm: The foe drops one object that it is holding.

Impair: For the rest of the combat, all tasks the foe attempts are hindered.

Knock down: The foe is knocked prone. It can get up on its turn.

Stun: The foe loses its next action.

As with minor effects, usually the GM just has the desired major effect occur, but sometimes the GM might require an extra roll if the major effect is unusual or unlikely.

Retrying a Task After Failure

If a character fails a task (whether it’s climbing a wall, picking a lock, trying to figure out a mysterious device, or something else) they can attempt it again, but they must apply at least one level of Effort when retrying that task. A retry is a new action, not part of the same action that failed, and it takes the same amount of time as the first attempt did.

Sometimes the GM might rule that retries are impossible. Perhaps a character has one chance to convince the leader of a group of thugs not to attack, and after that, no amount of talking will stop them.

This rule doesn’t apply to something like attacking a foe in combat because combat is always changing and fluid. Each round’s situation is new, not a repeat of a previous situation, so a missed attack can’t be retried.

Initial Cost

The GM can assign a point cost to a task just for trying it. Called an initial cost, it’s simply an indication that the task is particularly taxing. For example, let’s say a character wants to try a Might action to open a heavy cellar door that is partially rusted shut. The GM says that forcing the door open is a difficulty 5 task, and there’s an initial cost of 3 Might points simply to try. This initial cost is in addition to any points the character chooses to spend on the roll (such as when applying Effort), and the initial cost points do not affect the difficulty of the task. In other words, the character must spend 3 Might points to attempt the task at all, but that doesn’t help them open the door. If they want to apply Effort to ease the task, they have to spend more points from their Might Pool.

Edge helps with the initial cost of a task, just as it does with any expenditure from a character’s Pool. In the previous example, if the character had a Might Edge of 2, they would have to spend only 1 point (3 points minus 2 from their Might Edge) for the initial cost to attempt the task. If they also applied a level of Effort to open the door, they couldn’t use their Edge again—Edge applies only once per action—so using the Effort would cost the full 3 points. Thus, they’d spend a total of 4 points (1 for the initial cost plus 3 for the Effort) from their Might Pool.

The rationale of the initial cost rule is that even in the Cypher System, where things like Effort can help a character succeed on an action, logic still suggests that some actions are very difficult and taxing, particularly for some PCs more than others.

Distance

Distance is simplified into four basic categories: immediate, short, long, and very long.

Immediate distance from a character is within reach or within a few steps; if a character stands in a small room, everything in the room is within immediate distance. At most, immediate distance is 10 feet (3 m). Immediate distance is sometimes referred to as close, or even point-blank, particularly when referring to ranges.

The words “immediate” and “close” can be used interchangeably to talk about distance. If a creature or object is within arm’s reach of the character, it can be considered both immediate and close.

Short distance is anything greater than immediate distance but less than 50 feet (15 m) or so.

Long distance is anything greater than short distance but less than 100 feet (30 m) or so.

Very long distance is anything greater than long distance but less than 500 feet (150 m) or so.

Beyond that range, distances are always specified—1,000 feet (300 m), 1 mile (1.5 km), and so on.

All weapons and special abilities use these terms for ranges. For example, all melee weapons have immediate range—they are close-combat weapons, and you can use them to attack anyone within immediate distance. A thrown knife (and most other thrown weapons) has short range. A small handgun also has short range. A rifle has long range.

A character can move an immediate distance as a part of another action. In other words, they can take a few steps to the light switch and flip it on. They can lunge across a small room to attack a foe. They can open a door and step through.

A character can move a short distance as their entire action for a turn. They can also try to move a long distance as their entire action, but the player might have to roll to see if the character slips, trips, or stumbles for moving so far so quickly.

GMs and players don’t need to determine exact distances. For example, if the PCs are fighting a group of guards, any character can likely attack any foe in the general melee—they’re all within immediate range. However, if one trooper stays back to fire a blaster, a character might have to use their entire action to move the short distance required to attack that foe. It doesn’t matter if the trooper is 20 feet (6 m) or 40 feet (12 m) away—it’s simply considered short distance. It does matter if the trooper is more than 50 feet (15 m) away because that distance would require a long move.

Other Distances

In rare cases where distances beyond very long are needed, real-world distances are best (1 mile, 100 kilometers, and so on). However, the following shorthand distances can be useful in some settings:

Planetary: On the same planet.

Interplanetary: Within the same solar system.

Interstellar: Within the same galaxy.

Intergalactic: Anywhere in the same universe.

Interdimensional: Anywhere.

Timekeeping

Generally, keep time the same way that you normally would, using minutes, hours, days, and weeks. Thus, if the characters walk overland for 15 miles (24 km), about eight hours pass, even though the journey can be described in only a few seconds at the game table. Precision timekeeping is rarely important. Most of the time, saying things like “That takes about an hour” works fine.

This is true even when a special ability has a specific duration. In an encounter, a duration of “one minute” is mostly the same as saying “the rest of the encounter.” You don’t have to track each round that ticks by if you don’t want to. Likewise, an ability that lasts for ten minutes can safely be considered the length of an in-depth conversation, the time it takes to quickly explore a small area, or the time it takes to rest after a strenuous activity.

ActionTime Usually Required
Walking a mile over easy terrainAbout fifteen minutes
Walking a mile over rough terrain (forest, snow, hills)About half an hour
Walking a mile over difficult terrain (mountains, thick jungle)About forty-five minutes
Moving from one significant location in a city to anotherAbout fifteen minutes
Sneaking into a guarded locationAbout fifteen minutes
Observing a new location to get salient detailsAbout fifteen minutes
Having an in-depth discussionAbout ten minutes
Resting after a fight or other strenuous activityAbout ten minutes
Resting and having a quick mealAbout half an hour
Making or breaking campAbout half an hour
Shopping for supplies in a market or storeAbout an hour
Meeting with an important contactAbout half an hour
Referencing a book or websiteAbout half an hour
Searching a room for hidden thingsAt least half an hour, perhaps one hour
Searching for cyphers or other valuables amid a lot of stuffAbout an hour
Identifying and understanding a cypherFifteen minutes to half an hour
Identifying and understanding an artifactAt least fifteen minutes, perhaps three hours
Repairing a device (assuming parts and tools available)At least an hour, perhaps a day
Building a device (assuming parts and tools available)At least a day, perhaps a week

Encounters, Rounds, and Initiative

Sometimes in the course of the game, the GM or players will refer to an “encounter.” Encounters are not so much measurements of time as they are events or instances in which something happens, like a scene of a movie or a chapter in a book. An encounter might be a fight with a foe, a dramatic crossing of a raging river, or a stressful negotiation with an important official. It’s useful to use the word when referring to a specific scene, as in “My Might Pool is low after that encounter with the soul sorcerer yesterday.”

A round is about five to ten seconds. The length of time is variable because sometimes one round might be a bit longer than another. You don’t need to measure time more precisely than that. You can estimate that on average there are about ten rounds in a minute. In a round, everyone—each character and NPC—gets to take one action.

To determine who goes first, second, and so on in a round, each player makes a Speed roll called an initiative roll. Most of the time, it’s only important to know which characters act before the NPCs and which act after the NPCs. On an initiative roll, a character who rolls higher than an NPC’s target number takes their action before the NPC does. As with all target numbers, an NPC’s target number for an initiative roll is three times the NPC’s level. Many times, the GM will have all NPCs take their actions at the same time, using the highest target number from among all the NPCs. Using this method, any characters who rolled higher than the target number act first, then all the NPCs act, and finally any characters who rolled lower than the target number act.

An initiative roll is a d20 roll. Since your initiative depends on how fast you are, if you spend Effort on the roll, the points come from your Speed Pool.

The order in which the characters act usually isn’t important. If the players want to go in a precise order, they can act in initiative order (highest to lowest), by going around the table, by going oldest to youngest, and so on.

For example, Charles, Tammie, and Shanna’s characters are in combat with two level 2 security guards. The GM has the players make Speed rolls to determine initiative. Charles rolls an 8, Shanna rolls a 15, and Tammie rolls a 4. The target number for a level 2 creature is 6, so each round Charles and Shanna act before the guards, then the guards act, and finally Tammie acts. It doesn’t matter whether Charles acts before or after Shanna, as long as they think it’s fair.

After everyone—all PCs and NPCs—in the combat has had a turn, the round ends and a new round begins. In all rounds after the first, everyone acts in the same order as they did in the first round. The characters cycle through this order until the logical end of the encounter (the end of the fight or the completion of the event) or until the GM asks them to make new initiative rolls. The GM can call for new initiative rolls at the beginning of any new round when conditions drastically change. For example, if the NPCs gain reinforcements, the environment changes (perhaps the lights go out), the terrain changes (maybe part of the balcony collapses under the PCs), or something similar occurs, the GM can call for new initiative rolls.

Since the action moves as a cycle, anything that lasts for a round ends where it started in the cycle. If Umberto uses an ability on an opponent that hinders its defenses for one round, the effect lasts until Umberto acts on his next turn.

A Closer Look At Situations that Don’t Involve PCs

Ultimately, the GM is the arbiter of conflicts that do not involve the PCs. They should be adjudicated in the most interesting, logical, and story-based way possible. When in doubt, match the level of the NPCs (characters or creatures) or their respective effects to determine the results. Thus, if a level 4 NPC fights a level 3 NPC, the level 4 NPC will win, but if they face a level 7 NPC, they’ll lose. Likewise, a level 4 creature resists poisons or devices of level 3 or lower but not those of level 5 and above.

The essence is this: in the Cypher System, it doesn’t matter if something is a creature, a poison, or a gravity-dispelling ray. If it’s a higher level, it wins; if it’s a lower level, it loses. If two things of equal level oppose each other, there might be a long, drawn-out battle that could go either way.

Actions

Anything that your character does in a round is an action. It’s easiest to think of an action as a single thing that you can do in five to ten seconds. For example, if you use your dart thrower to shoot a strange floating orb, that’s one action. So is running for cover behind a stack of barrels, prying open a stuck door, using a rope to pull your friend up from a pit, or activating a cypher (even if it’s stored in your pack).

Opening a door and attacking a security guard on the other side are two actions. It’s more a matter of focus than time. Drawing your sword and attacking a foe is all one action. Putting away your bow and pushing a heavy bookcase to block a door are two actions because each requires a different train of thought.

If the action you want to accomplish is not within reach, you can move a little bit. Essentially, you can move up to an immediate distance to perform your action. For example, you can move an immediate distance and attack a foe, open a door and move an immediate distance into the hallway beyond, or grab your hurt friend lying on the ground and pull them back a few steps. This movement can occur before or after your action, so you can move to a door and open it, or you can open a door and move through it.

The most common actions are:

Action: Attack

An attack is anything that you do to someone that they don’t want you to do. Slashing a foe with a curved dagger is an attack, blasting a foe with a lightning artifact is an attack, wrapping a foe in magnetically controlled metal cables is an attack, and controlling someone’s mind is an attack. An attack almost always requires a roll to see if you hit or otherwise affect your target.

In the simplest kind of attack, such as a PC trying to stab a thug with a knife, the player rolls and compares their result to the opponent’s target number. If their roll is equal to or greater than the target number, the attack hits. Just as with any kind of task, the GM might modify the difficulty based on the situation, and the player might have a bonus to the roll or might try to ease the task using skills, assets, or Effort.

A less straightforward attack might be a special ability that stuns a foe with a mental blast. However, it’s handled the same way: the player makes a roll against the opponent’s target number. Similarly, an attempt to tackle a foe and wrestle it to the ground is still just a roll against the foe’s target number.

Attacks are sometimes categorized as “melee” attacks, meaning that you hurt or affect something within immediate reach, or “ranged” attacks, meaning that you hurt or affect something at a distance.

Melee attacks can be Might or Speed actions—player choice. Physical ranged attacks (such as bows, thrown weapons, and blasts of fire from a mutation) are almost always Speed actions, but those that come from special abilities tend to be Intellect actions.

Special abilities that require touching the target require a melee attack. If the attack misses, the power is not wasted, and you can try again each round as your action until you hit the target, use another ability, or take a different action that requires you to use your hands. These attempts in later rounds count as different actions, so you don’t have to keep track of how much Effort you used when you activated the ability or how you used Edge. For example, let’s say that in the first round of combat, you activate a special ability that requires you to touch your foe and you use Effort to ease the attack, but you roll poorly and miss your foe. In the second round of combat, you can try attacking again and use Effort to ease the attack roll.

The GM and players are encouraged to describe every attack with flavor and flair. One attack roll might be a stab to the foe’s arm. A miss might be the PC’s sword slamming into the wall. Combatants lunge, block, duck, spin, leap, and make all kinds of movements that should keep combat visually interesting and compelling. The Running the Cypher System chapter has much more guidance in this regard.

Common elements that affect the difficulty of a combat task are cover, range, and darkness. The rules for these and other modifiers are explained in the Attack Modifiers and Special Situations section of this chapter.

Damage

When an attack strikes a character, it usually means the character takes damage.

An attack against a PC subtracts points from one of the character’s stat Pools—usually the Might Pool. Whenever an attack simply says it deals “damage” without specifying the type, it means Might damage, which is by far the most common type. Intellect damage, which is usually the result of a mental attack, is always labeled as Intellect damage. Speed damage is often a physical attack, but attacks that deal Speed damage are fairly rare.

NPCs don’t have stat Pools. Instead, they have a characteristic called health. When an NPC takes damage of any kind, the amount is subtracted from its health. Unless described otherwise, an NPC’s health is always equal to its target number. Some NPCs might have special reactions to or defenses against attacks that would normally deal Speed damage or Intellect damage, but unless the NPC’s description specifically explains this, assume that all damage is subtracted from the NPC’s health.

Objects don’t have stat Pools or health. They have an object damage track, just like how PCs have a damage track. Attacking objects might move them down their damage track.

Damage is always a specific amount determined by the attack. For example, a slash with a broadsword or a blast with a spike thrower deals 4 points of damage. An Adept’s Onslaught deals 4 points of damage. Often, there are ways for the attacker to increase the damage. For example, a PC can apply Effort to deal 3 additional points of damage, and rolling a natural 17 on the attack roll deals 1 additional point of damage.

Armor

Pieces of equipment and special abilities protect a character from damage by giving them Armor. Each time a character takes damage, subtract their Armor value from the damage before reducing their stat Pool or health. For example, if a Warrior with 2 Armor is hit by a gunshot that deals 4 points of damage, they take only 2 points of damage (4 minus 2 from their Armor). If Armor reduces the incoming damage to 0 or lower, the character takes no damage from the attack. For example, the Warrior’s 2 Armor protects them from all physical attacks that deal 1 or 2 points of damage.

The most common way to get Armor is to wear physical armor, such as a leather jacket, a bulletproof vest, a chainmail hauberk, bioengineered carapace grafts, or something else, depending on the setting. All physical armor comes in one of three categories: light, medium, or heavy. Light armor gives the wearer 1 point of Armor, medium gives 2 points of Armor, and heavy gives 3 points of Armor.

When you see the word “Armor” capitalized in the game rules (other than in the name of a special ability), it refers to your Armor characteristic—the number you subtract from incoming damage. When you see the word “armor” in lowercase, it refers to any physical armor you might wear.

Other effects can add to a character’s Armor. If a character is wearing chainmail (+2 to Armor) and has an ability that covers them in a protective force field that grants +1 to Armor, their total is 3 Armor. If they also use a cypher that hardens their flesh temporarily for +1 to Armor, their total is 4 Armor.

Some types of damage ignore physical armor. Attacks that specifically deal Speed damage or Intellect damage ignore Armor; the creature takes the listed amount of damage without any reduction from Armor. Ambient damage (see below) usually ignores Armor as well.

A creature may have a special bonus to Armor against certain kinds of attacks. For example, a protective suit made of a sturdy, fire-resistant material might normally give its wearer +1 to Armor but count as +3 to Armor against fire attacks. An artifact worn as a helmet might grant +2 to Armor only against mental attacks.

Ambient Damage

Some kinds of damage aren’t direct attacks against a creature, but they indirectly affect everything in the area. Most of these are environmental effects such as winter cold, high temperatures, or background radiation. Damage from these kinds of sources is called ambient damage. Physical armor usually doesn’t protect against ambient damage, though a well-insulated suit of armor can protect against cold weather.

Damage From Hazards

Attacks aren’t the only way to inflict damage on a character. Experiences such as falling from a great height, being burned in a fire, and spending time in severe weather also deal damage. Although no list of potential hazards could be comprehensive, the Damage From Hazards table includes common examples.

SourceDamageNotes
Falling1 point per 10 feet (3 m) fallen (ambient damage)
Minor fire3 points per round (ambient damage)Torch
Major fire6 points per round (ambient damage)Engulfed in flames; lava
Acid splash2 points per round (ambient damage)
Acid bath6 points per round (ambient damage)Immersed in acid
Cold1 point per round (ambient damage)Below freezing temperatures
Severe cold3 points per round (ambient damage)Liquid nitrogen
Shock1 point per round (ambient damage)Often involves losing next action
Electrocution6 points per round (ambient damage)Often involves losing next action
Crush3 pointsObject or creature falls on character
Huge crush6 pointsRoof collapse; cave-in
Collision6 pointsLarge, fast object strikes character

The Effects of Taking Damage

When an NPC reaches 0 health, it is either dead or (if the attacker wishes) incapacitated, meaning unconscious or beaten into submission.

As previously mentioned, damage from most sources is applied to a character’s Might Pool. Otherwise, stat damage always reduces the Pool of the stat it affects.

If damage reduces a character’s stat Pool to 0, any further damage to that stat (including excess damage from the attack that reduced the stat to 0) is applied to another stat Pool. Damage is applied to Pools in this order:

  1. Might (unless the Pool is 0)

  2. Speed (unless the Pool is 0)

  3. Intellect

Even if the damage is applied to another stat Pool, it still counts as its original type for the purpose of Armor and special abilities that affect damage. For example, if a character with 2 Armor is reduced to 0 Might and then is hit by a creature’s claw for 3 points of damage, it still counts as Might damage, so their Armor reduces the damage to 1 point, which then is applied to their Speed Pool. In other words, even though they take the damage from their Speed Pool, it doesn’t ignore Armor like Speed damage normally would.

In addition to taking damage from their Might Pool, Speed Pool, or Intellect Pool, PCs also have a damage track. The damage track has four states (from best to worst): hale, impaired, debilitated, and dead. When one of a PC’s stat Pools reaches 0, they move one step down the damage track. Thus, if they are hale, they become impaired. If they are already impaired, they become debilitated. If they are already debilitated, they become dead.

Some effects can immediately shift a PC one or more steps on the damage track. These include rare poisons, cellular disruption attacks, and massive traumas (such as falls from very great heights, being run over by a speeding vehicle, and so on, as determined by the GM).

Some attacks, like a serpent’s poisonous bite or a Speaker’s Enthrall, have effects other than damage to a stat Pool or shifting the PC on the damage track. These attacks can cause unconsciousness, paralysis, and so on.

When NPCs (who have only health) suffer Speed or Intellect damage, normally this is treated the same as Might damage. However, the GM or the player has the option to suggest an appropriate alternate effect—the NPC suffers a penalty, moves more slowly, is stunned, and so on.

The Damage Track

As noted above, the damage track has four states: hale, impaired, debilitated, and dead.

Hale is the normal state for a character: all three stat Pools are at 1 or higher, and the PC has no penalties from harmful conditions. When a hale PC takes enough damage to reduce one of their stat Pools to 0, they become impaired. Note that a character whose stat Pools are much lower than normal can still be hale.

Impaired is a wounded or injured state. When an impaired character applies Effort, it costs 1 extra point per level applied. For example, applying one level of Effort costs 4 points instead of 3, and applying two levels of Effort costs 7 points instead of 5.

An impaired character ignores minor and major effect results on their rolls, and they don’t deal as much extra damage in combat with a special roll. In combat, a roll of 17 or higher deals only 1 additional point of damage. When an impaired PC takes enough damage to reduce one of their stat Pools to 0, they become debilitated.

Debilitated is a critically injured state. A debilitated character may not take any actions other than to move (probably crawl) no more than an immediate distance. If a debilitated character’s Speed Pool is 0, they can’t move at all. When a debilitated PC takes enough damage to reduce a stat Pool to 0, they are dead.

Dead is dead.

The damage track allows you to know how far from death you are. If you’re hale, you’re three steps from death. If you’re impaired, you’re two steps from death. If you’re debilitated, you are only one small step from death’s door.

Recovering Points in a Pool

After losing or spending points in a Pool, you recover those points by resting. You can’t increase a Pool past its maximum by resting—just back to its normal level. Any extra points gained go away with no effect. The amount of points you recover from a rest, and how long each rest takes, depends on how many times you have rested so far that day.

When you rest, make a recovery roll. To do this, roll a d6 and add your tier. You recover that many points, and you can divide them among your stat Pools however you wish. For example, if your recovery roll is 4 and you’ve lost 4 points of Might and 2 points of Speed, you can recover 4 points of Might, or 2 points of Might and 2 points of Speed, or any other combination adding up to 4 points.

The first time you rest each day, it takes only a few seconds to catch your breath. If you rest this way in the middle of an encounter, it takes one action on your turn.

The second time you rest each day, you must rest for ten minutes to make a recovery roll. The third time you rest each day, you must rest for one hour to make a recovery roll. The fourth time you rest each day, you must rest for ten hours to make a recovery roll (usually, this occurs when you stop for the day to eat and sleep).

After that much rest, it’s assumed to be a new day, so the next time you rest, it takes only a few seconds. The next rest takes ten minutes, then one hour, and so on, in a cycle.

If you haven’t rested yet that day and you take a lot of damage in a fight, you could rest a few seconds (regaining 1d6 points + 1 point per tier) and then immediately rest for ten minutes (regaining another 1d6 points + 1 point per tier). Thus, in one full day of doing nothing but resting, you could recover 4d6 points + 4 points per tier.

Each character chooses when to make recovery rolls. If a party of five PCs rests for ten minutes because two of them want to make recovery rolls, the others don’t have to make rolls at that time. Later in the day, those three can decide to rest for ten minutes and make recovery rolls.

Recovery RollRest Time Needed
First recovery rollOne action
Second recovery rollTen minutes
Third recovery rollOne hour
Fourth recovery rollTen hours

Restoring the Damage Track

Using points from a recovery roll to raise a stat Pool from 0 to 1 or higher also automatically moves the character up one step on the damage track.

If all of a PC’s stat Pools are above 0 and the character has taken special damage that moved them down the damage track, they can use a recovery roll to move up one step on the damage track instead of recovering points. For example, a character who is debilitated from a hit with a cell-disrupting biotech device can rest and move up to impaired rather than recover points in a Pool.

Special Damage

In the course of playing the game, characters face all manner of threats and dangers that can harm them in a variety of ways, only some of which are easily represented by points of damage.

Dazed and Stunned: Characters can be dazed when struck hard on the head, exposed to extremely loud sounds, or affected by a mental attack. When this happens, for the duration of the daze effect (usually one round), all of the character’s tasks are hindered. Similar but more severe attacks can stun characters. Stunned characters lose their turn (but can still defend against attacks normally).

Poison and Disease: When characters encounter poison—whether the venom of a serpent, rat poison slipped into a burrito, cyanide dissolved in wine, or an overdose of acetaminophen—they make a Might defense roll to resist it. Failure to resist can result in points of damage, moving down the damage track, or a specific effect such as paralysis, unconsciousness, disability, or something stranger. For example, some poisons affect the brain, making it impossible to say certain words, take certain actions, resist certain effects, or recover points to a stat Pool.

Diseases work like poisons, but their effect occurs every day, so the victim must make a Might defense roll each day or suffer the effects. Disease effects are as varied as poisons: points of damage, moving down the damage track, disability, and so on. Many diseases inflict damage that cannot be restored through conventional means.

Paralysis: Paralytic effects cause a character to drop to the ground, unable to move. Unless otherwise specified, the character can still take actions that require no physical movement.

Other Effects: Other special effects can render a character blind or deaf, unable to stand without falling over, or unable to breathe. Stranger effects might negate gravity for the character (or increase it a hundredfold), transport them to another place, render them out of phase, mutate their physical form, implant false memories or senses, alter the way their brain processes information, or inflame their nerves so they are in constant, excruciating pain. Each special effect must be handled on a case-by-case basis. The GM adjudicates how the character is affected and how the condition can be alleviated (if possible).

NPCs and Special Damage

The GM always has final say over what special damage will affect an NPC. Human NPCs usually react like characters, but nonhuman creatures might react very differently. For example, a tiny bit of venom is unlikely to hurt a gigantic dragon, and it won’t affect an android or a demon at all.

If an NPC is susceptible to an attack that would shift a character down the damage track, using that attack on the NPC usually renders it unconscious or dead. Alternatively, the GM could apply the debilitated condition to the NPC, with the same effect as it would have on a PC.

Attack Modifiers And Special Situations

In combat situations, many modifiers might come into play. Although the GM is at liberty to assess whatever modifiers they think are appropriate to the situation (that’s their role in the game), the following suggestions and guidelines might make that easier. Often the modifier is applied as a step in difficulty. So if a situation hinders attacks, that means if a PC attacks an NPC, the difficulty of the attack roll is increased by one step, and if an NPC attacks a PC, the difficulty of the defense roll is decreased by one step. This is because players make all rolls, whether they are attacking or defending—NPCs never make attack or defense rolls.

When in doubt, if it seems like it should be harder to attack in a situation, hinder the attack rolls. If it seems like attacks should gain an advantage or be easier in some way, hinder the defense rolls.

Precise ranges are not important in the Cypher System. The broadly defined “immediate,” “short,” “long,” and “very long” ranges let the GM quickly make a judgment call and keep things moving. Basically, the idea is: your target is right there, your target is close, your target is pretty far away, or your target is extremely far away.

Cover

If a character is behind cover so that a significant portion of their body is behind something sturdy, attacks against the character are hindered.

If a character is entirely behind cover (their entire body is behind something sturdy), they can’t be attacked unless the attack can go through the cover. For example, if a character hides behind a thin wooden screen and their opponent shoots the screen with a rifle that can penetrate the wood, the character can be attacked. However, because the attacker can’t see the character clearly, this still counts as cover (attacks against the character are hindered).

Position

Sometimes where a character stands gives them an advantage or a disadvantage.

Prone Target: In melee, a prone target is easier to hit (attacks against them are eased). In ranged combat, a prone target is harder to hit (attacks against them are hindered).

Higher Ground: In either ranged or melee combat, attacks by an opponent on higher ground are eased.

Surprise

When a target isn’t aware of an incoming attack, the attacker has an advantage. A ranged sniper in a hidden position, an invisible assailant, or the first salvo in a successful ambush are all eased by two steps. For the attacker to gain this advantage, however, the defender truly must have no idea that the attack is coming.

If the defender isn’t sure of the attacker’s location but is still on guard, the attacks are eased by only one step.

Range

In melee, you can attack a foe who is adjacent to you (next to you) or within reach (immediate range). If you enter into melee with one or more foes, usually you can attack most or all of the combatants, meaning they are next to you, within reach, or within reach if you move slightly or have a long weapon that extends your reach.

The majority of ranged attacks have only two ranges: short range and long range (a few have very long range). Short range is generally less than 50 feet (15 m) or so. Long range is generally from 50 feet (15 m) to about 100 feet (30 m). Very long range is generally 100 feet (30 m) to 500 feet (150 m). Greater precision than that isn’t important in the Cypher System. If anything is longer than very long range, the exact range is usually spelled out, such as with an item that can fire a beam 1,000 feet (300 m) or teleport you up to 1 mile (1.5 km) away.

Thus, the game has four measurements of distance: immediate, short, long, and very long. These apply to movement as well. A few special cases—point-blank range and extreme range— modify an attack’s chance to successfully hit.

Point-Blank Range: If a character uses a ranged weapon against a target within immediate range, the attack is eased.

Extreme Range: Targets just at the limit of a weapon’s range are at extreme range. Attacks against such targets are hindered.

The GM might allow a character with a ranged weapon to attack beyond extreme range, but the attack would be hindered by two steps for each range category beyond the normal limit. Attacks with hard limits, such as the blast radius of a bomb, can’t be modified.

In certain situations, such as a PC on top of a building looking across an open field, the GM should allow ranged attacks to exceed their maximum range. For example, in perfect conditions, a good archer can hit a large target with a bow and arrow at 500 feet (150 m), much farther than a bow’s typical long range.

Illumination

What characters can see (and how well they can see) plays a huge factor in combat.

Dim Light: Dim light is approximately the amount of light on a night with a bright full moon or the illumination provided by a torch, flashlight, or desk lamp. Dim light allows you to see out to short range. Targets in dim light are harder to hit. Attacks against such targets are hindered. Attackers trained in low-light spotting negate this modifier.

Very Dim Light: Very dim light is approximately the amount of light on a starry night with no visible moon, or the glow provided by a candle or an illuminated control panel. Very dim light allows you to see clearly only within immediate range and perceive vague shapes to short range. Targets in very dim light are harder to hit. Attacks against targets within immediate range are hindered, and attacks against those in short range are hindered by two steps. Attackers trained in low-light spotting modify these difficulties by one step in their favor. Attackers specialized in low-light spotting modify these difficulties by two steps in their favor.

Darkness: Darkness is an area with no illumination at all, such as a moonless night with cloud cover or a room with no lights. Targets in complete darkness are nearly impossible to hit. If an attacker can use other senses (such as hearing) to get an idea of where the opponent might be, attacks against such targets are hindered by four steps. Otherwise, attacks in complete darkness fail without the need for a roll unless the player spends 1 XP to “make a lucky shot” or the GM uses GM intrusion. Attackers trained in low-light spotting ease the task. Attackers specialized in low-light spotting ease the task by two steps.

Visibility

Similar to illumination, factors that obscure vision affect combat.

Mist: A target in mist is similar to one in dim light. Ranged attacks against such targets are hindered. Particularly dense mist makes ranged attacks nearly impossible (treat as darkness), and even melee attacks are hindered.

Hiding Target: A target in dense foliage, behind a screen, or crawling amid the rubble in a ruin is hard to hit because they’re hard to see. Ranged attacks against such targets are hindered.

Invisible Target: If an attacker can use other senses (such as hearing) to get an idea of where the opponent might be, attacks against such targets are hindered by four steps. Otherwise, attacks against an invisible creature fail without the need for a roll unless the player spends 1 XP to “make a lucky shot” or the GM uses GM intrusion.

Water

Being in shallow water can make it hard to move, but it doesn’t affect combat. Being in deep water can make things difficult, and being underwater entirely can seem as different as being on another world.

Deep Water: Being in water up to your chest (or the equivalent thereof) hinders your attacks. Aquatic creatures ignore this modifier.

Underwater Melee Combat: For nonaquatic creatures, being completely underwater makes attacking very difficult. Attacks with stabbing weapons are hindered, and melee attacks with slashing or bashing weapons are hindered by two steps. Aquatic creatures ignore these penalties.

Underwater Ranged Combat: As with melee combat, nonaquatic creatures have problems fighting underwater. Some ranged attacks are impossible underwater—you can’t throw things, fire a bow or crossbow, or use a blowgun. Many firearms also do not work underwater. Attacks with weapons that do work underwater are hindered. Ranges underwater are reduced by one category; very-long-range weapons work only to long range, long-range weapons work only to short range, and short-range weapons work only to immediate range.

Moving Targets

Moving targets are harder to hit, and moving attackers have a difficult time as well.

Target Is Moving: Attackers trying to hit a foe who is moving very fast are hindered. (A foe moving very fast is one who is doing nothing but running, mounted on a moving creature, riding on a vehicle or moving conveyance, and so on.)

Attacker Is Moving: An attacker trying to make an attack while moving under their own power (walking, running, swimming, and so on) takes no penalties. Attacks from a moving mount or moving vehicle are hindered; an attacker trained in riding or driving ignores this penalty.

Attacker Is Jostled: Being jostled, such as while standing on a listing ship or a vibrating platform, makes attacking difficult. Such attacks are hindered. Characters trained in balancing or sailing would ignore penalties for being on a ship.

Gravity

In a spacefaring campaign, characters may travel to worlds with stronger or weaker gravity than Earth’s. Likewise, strange technology or magic can cause gravity to fluctuate even in an Earth-based campaign. Characters who have a large amount of metal (wearing metal armor, using metal weapons, and so on) can be affected by fluctuating magnetism just as a character is affected by gravity.

Low Gravity: Weapons that rely on weight, such as all heavy weapons, deal 2 fewer points of damage (dealing a minimum of 1 point of damage). Weapons with short range can reach to long range, and long-range weapons can reach to very long range. Characters trained in low-gravity maneuvering ignore the damage penalty.

High Gravity: It’s hard to make effective attacks when the pull of gravity is very strong. Attacks (and all physical actions) made in high gravity are hindered. Ranges in high gravity are reduced by one category (very-long-range weapons reach only to long range, long-range weapons reach only to short range, and short-range weapons reach only to immediate range). Characters trained in high-gravity maneuvering ignore the change in difficulty but not the range decreases.

Zero Gravity: It’s hard to maneuver in an environment without gravity. All physical actions (including attacks) made in zero gravity are hindered. Weapons with short range can reach to long range, long-range weapons can reach to very long range, and very-long-range weapons can reach to about 1,000 feet (300 m) instead of 500 feet (150 m). Characters trained in zero-gravity maneuvering ignore the change in difficulty.

Special Situation: Combat Between NPCs

When an NPC ally of the PCs attacks another NPC, the GM can designate a player to roll and handle it like a PC attacking. Often, the choice is obvious. For example, a character who has a trained attack animal should roll when their pet attacks enemies. If an NPC ally accompanying the party leaps into the fray, that ally’s favorite PC rolls for them. NPCs cannot apply Effort. Of course, it’s perfectly fitting (and easier) to have the NPC ally use the cooperative action rules to aid a PC instead of making direct attacks, or to compare the levels of the two NPCs (higher wins).

Special Situation: Combat Between PCs

When one PC attacks another PC, the attacking character makes an attack roll, and the other character makes a defense roll, adding any appropriate modifiers. If the attacking PC has a skill, ability, asset, or other effect that would ease the attack if it were made against an NPC, the character adds 3 to the roll for each step reduction (+3 for one step, +6 for two steps, and so on). If the attacker’s final result is higher, the attack hits. If the defender’s result is higher,
the attack misses. Damage is resolved normally. The GM mediates all special effects.

Special Situation: Area Attacks

Sometimes, an attack or effect affects an area rather than a single target. For example, a grenade or a landslide can potentially harm or affect everyone in the area.

In an area attack, all PCs in the area make appropriate defense rolls against the attack to determine its effect on them. If there are any NPCs in the area, the attacker makes a single attack roll against all of them (one roll, not one roll per NPC) and compares it to the target number of each NPC. If the roll is equal to or greater than the target number of a particular NPC, the attack hits that NPC.

Some area attacks always deal at least a minimum amount of damage, even if the attacks miss or if a PC makes a successful defense roll.

For example, consider a character who uses Shatter to attack six cultists (level 2; target number 6) and their leader (level 4; target number 12). The PC applies Effort to increase the damage and rolls an 11 for the attack roll. This hits the six cultists, but not the leader, so the ability deals 3 points of damage to each of the cultists. The description of Shatter says that applying Effort to increase the damage also means that targets take 1 point of damage if the PC fails the attack roll, so the leader takes 1 point of damage. In terms of what happens in the story, the cultists are caught flat-footed by the sudden detonation of one of their knives, but the leader ducks and is shielded from the blast. Despite the leader’s quick moves, the blast is so intense that a few bits of metal slice them.

Special Situation: Attacking Objects

Attacking an object is rarely a matter of hitting it. Sure, you can hit the broad side of a barn, but can you damage it? Attacking inanimate objects with a melee weapon is a Might action. Objects have levels and thus target numbers. Objects have a damage track that works like the damage track for PCs.

Intact is the default state for an object.

Minor damage is a slightly damaged state. An object with minor damage reduces its level by 1.

Major damage is a critically damaged state. An object with major damage is broken and no longer functions.

Destroyed is destroyed. The object is ruined, no longer functions, and cannot be repaired.

If the Might action to damage an object is a success, the object moves one step down the object damage track. If the Might roll exceeded the difficulty by 2 levels, the object instead moves two steps down the object damage track. If the Might roll exceeded the difficulty by 4 levels, the object instead moves three steps down the object damage track. Objects with minor or major damage can be repaired, moving them one or more steps up the object damage track.

Brittle or fragile objects, like paper or glass, decrease the effective level of the object for the purposes of determining if it is damaged. Hard objects, like those made of wood or stone, add 1 to the effective level. Very hard objects, like those made of metal, add 2. (The GM may rule that some exotic materials add 3.)

The tool or weapon used to attack the object must be at least as hard as the object itself. Further, if the amount of damage the attack could inflict—not modified by a special die roll—does not equal or exceed the effective level of the object, the attack cannot damage the object no matter what the roll.

Action: Activate a Special Ability

Special abilities are granted by foci, types, and flavors, or provided by cyphers or other devices. If a special ability affects another character in any kind of unwanted manner, it’s handled as an attack. This is true even if the ability is normally not considered an attack. For example, if a character has a healing touch, and their friend doesn’t want to be healed for some reason, an attempt to heal their unwilling friend is handled as an attack.

Plenty of special abilities do not affect another character in an unwanted manner. For example, a PC might use Hover on themselves to float into the air. A character with a matter-reorganizing device might change a stone wall into glass. A character who activates a phase changer cypher might walk through a wall. None of these requires an attack roll (although when turning a stone wall to glass, the character must still make a roll to successfully affect the wall).

If the character spends points to apply Effort on the attempt, they might want to roll anyway to see if they get a major effect, which would reduce the cost for their action.

Action: Move

As a part of another action, a character can adjust their position—stepping back a few feet while using an ability, sliding over in combat to take on a different opponent to help a friend, pushing through a door they just opened, and so on. This is considered an immediate distance, and a character can move this far as part of another action.

In a combat situation, if a character is in a large melee, they’re usually considered to be next to most other combatants, unless the GM rules that they’re farther away because the melee is especially large or the situation dictates it.

If they’re not in melee but still nearby, they are considered to be a short distance away—usually less than 50 feet (15 m). If they’re farther away than that but still involved in the combat, they are considered to be a long distance away, usually 50 to 100 feet (15 to 30 m), or possibly even a very long distance away, usually more than 100 feet to 500 feet (30 to 150 m).

In a round, as an action, a character can make a short move. In this case, they are doing nothing but moving up to about 50 feet (15 m). Some terrain or situations will change the distance a character can move, but generally, making a short move is considered to be a difficulty 0 action. No roll is needed; they just get where they’re going as their action.

A character can try to make a long move—up to 100 feet (30 m) or so—in one round. This is a Speed task with a difficulty of 4. As with any action, they can use skills, assets, or Effort to ease the task. Terrain, obstacles, or other circumstances can hinder the task. A successful roll means the character moved the distance safely. Failure means that at some point during the move, they stop or stumble (the GM determines where this happens).

A character can also try to make a short move and take another (relatively simple) physical action, like make an attack. As with the attempt to make a long move, this is a Speed task with a difficulty of 4, and failure means that the character stops at some point, slipping or stumbling or otherwise getting held up.

Long-Term Movement

When talking about movement in terms of traveling rather than round-by-round action, typical characters can travel on a road about 20 miles (32 km) per day, averaging about 3 miles (5 km) per hour, including a few stops. When traveling overland, they can move about 12 miles (19 km) per day, averaging 2 miles (3 km) per hour, again with some stops. Mounted characters, such as those on horseback, can go twice as far. Other modes of travel (cars, airplanes, hovercraft, sailing ships, and so on) have their own rates of movement.

Movement Modifiers

Different environments affect movement in different ways.

Rough Terrain: A surface that’s considered rough terrain is covered in loose stones or other material, uneven or with unsure footing, unsteady, or a surface that requires movement across a narrow space, such as a cramped corridor or a slender ledge. Stairs are also considered rough terrain. Rough terrain does not slow normal movement on a round-by-round basis, but hinders move rolls. Rough terrain cuts long-term movement rates in half.

Difficult Terrain: Difficult terrain is an area filled with challenging obstacles—water up to waist height, a very steep slope, an especially narrow ledge, slippery ice, a foot or more of snow, a space so small that one must crawl through it, and so on. Difficult terrain hinders move rolls and halves movement on a round-by-round basis. This means that a short move is about 25 feet (8 m), and a long move is about 50 feet (15 m). Difficult terrain reduces
long-term movement to a third of its normal rate.

Water: Deep water, in which a character is mostly or entirely submerged, hinders move rolls
and reduces round-by-round and long-term movement to one quarter its normal rate. This means that a short move is about 12 feet(4 m), and a long move is about 25 feet (7.5 m). Characters trained in swimming halve their movement only while in deep water.

Low Gravity: Movement in low gravity is easier but not much faster. All move rolls are eased.

High Gravity: In an environment of high gravity, treat all moving characters as if they were in difficult terrain. Characters trained in high-gravity maneuvering negate this penalty. High gravity reduces long-term movement to a third of its normal rate.

Zero Gravity: In an environment without gravity, characters cannot move normally. Instead, they must push off from a surface and succeed at a Might roll to move (the difficulty is equal to one-quarter the distance traveled in feet). Without a surface to push off from, a character cannot move. Unless the character’s movement takes them to a stable object that they can grab or land against, they continue to drift in that direction each round, traveling half the distance of the initial push.

Special Situation: A Chase

When a PC is chasing an NPC or vice versa, the player should attempt a Speed action, with the difficulty based on the NPC’s level. If the PC succeeds at the roll, they catch the NPC (if chasing), or they get away (if chased). In terms of the story, this one-roll mechanic can be the result of a long chase over many rounds.

Alternatively, if the GM wants to play out a long chase, the character can make many rolls (perhaps one per level of the NPC) to finish the pursuit successfully. For every failure, the PC must make another success, and if they ever have more failures than successes, the PC fails to catch the NPC (if chasing) or is caught (if chased). As with combat, the GM is encouraged to describe the results of these rolls with flavor. A success might mean the PC has rounded a corner and gained some distance. A failure might mean that a basket of fruit topples over in front of them, slowing them down. Vehicle chases are handled similarly.

Action: Wait

You can wait to react to another character’s action.

You decide what action will trigger your action, and if the triggering action happens, you get to take your action first (unless going first wouldn’t make sense, like attacking a foe before they come into view). For example, if an orc threatens you with a halberd, on your turn you can decide to wait, stating “If it stabs at me, I’m going to slash it with my sword.” On the orc’s turn, it stabs, so you make your sword attack before that happens.

Waiting is also a good way to deal with a ranged attacker who rises from behind cover, fires an attack, and ducks back down. You could say “I wait to see them pop up from behind cover and then I shoot them.”

Waiting is also a useful tool for cooperative actions (see below).

Action: Defend

Defending is a special action that only PCs can do, and only in response to being attacked. In other words, an NPC uses its action to attack, which forces a PC to make a defense roll. This is handled like any other kind of action, with circumstances, skill, assets, and Effort all potentially coming into play. Defending is a special kind of action in that it does not happen on the PC’s turn. It’s never an action that a player decides to take; it’s always a reaction to an attack. A PC can take a defense action when attacked (on the attacking NPC’s turn) and still take another action on their own turn.

The type of defense roll depends on the type of attack. If a foe attacks a character with an axe, they can use Speed to duck or block it with what they’re holding. If they’re struck by a poisoned dart, they can use a Might action to resist its effects. If a psi-worm attempts to control their mind, they can use Intellect to fend off the intrusion.

Sometimes an attack provokes two defense actions. For example, a poisonous reptile tries to bite a PC. They try to dodge the bite with a Speed action. If they fail, they take damage from the bite, and they must also attempt a Might action to resist the poison’s effects.

If a character does not know an attack is coming, usually they can still make a defense roll, but they can’t add modifiers (including the modifier from a shield), and they can’t use any skill or Effort to ease the task. If circumstances warrant—such as if the attacker is right next to the character—the GM might rule that the surprise attack simply hits.

A character can always choose to forgo a defense action, in which case the attack automatically hits.

Some abilities (such as the Countermeasures special ability) may allow you to do something special as a defense action.

Action: Do Something Else

Players can try anything they can think of, although that doesn’t mean anything is possible. The GM sets the difficulty—that’s their primary role in the game. Still, guided by the bounds of logic, players and GMs will find all manner of actions and options that aren’t covered by a rule. That’s a good thing.

Players should not feel constrained by the game mechanics when taking actions. Skills are not required to attempt an action. Someone who’s never picked a lock can still try. The GM might hinder the task, but the character can still attempt the action.

Thus, players and GMs can return to the beginning of this chapter and look at the most basic expression of the rules. A player wants to take an action. The GM decides, on a scale of 1 to 10, how difficult that task is and what stat it uses. The player determines whether they have anything that might modify the difficulty and considers whether to apply Effort. Once the final determination is made, they roll to see if their character succeeds. It’s as easy as that.

As further guidance, the following are some of the more common actions a player might take.

Players are encouraged to come up with their own ideas for what their characters do rather than looking at a list of possible actions. That’s why there is a “do something else” action. PCs are not pieces on a game board—they are people in a story. And like real people, they can try anything they can think of. (Succeeding is another matter entirely.) The task difficulty system provides GMs with the tools they need to adjudicate anything the players come up with.

Climbing

When a character climbs, the GM sets a difficulty based on the surface being climbed. Climbing is like moving through difficult terrain: the move roll is hindered and the movement is half speed. Unusual circumstances, such as climbing while under fire, pose additional step penalties.

DifficultySurface
2Surface with lots of handholds
3Stone wall or similar surface (a few handholds)
4Crumbling or slippery surface
5Smooth stone wall or similar surface
6Metal wall or similar surface
8Smooth, horizontal surface (climber is upside down)
10Glass wall or similar surface

Cooperative Actions

There are many ways multiple characters can work together. None of these options, however, can be used at the same time by the same characters.

Helping: If you use your action to help someone with a task, you ease the task. If you have an inability in a task, your help has no effect. If you use your action to help someone with a task that you are trained or specialized in, the task is eased by two steps. Help is considered an asset, and someone receiving help usually can’t gain more than two assets on a single task if that help is provided by another character.

For example, if Scott is trying to climb a steep incline and Sarah (who is trained in climbing) spends her turn helping him, Scott’s task is eased by two steps.

Sometimes you can help by performing a task that complements what another person is attempting. If your complementary action succeeds, you ease the other person’s task. For example, if Scott tries to persuade a ship captain to let him on board, Sarah could try to supplement Scott’s words with a flattering lie about the captain (a deception action), a display of knowledge about the region where the ship is headed (a geography action), or a direct threat to the captain (an intimidation action). If Sarah’s roll is a success, Scott’s persuasion task is eased.

Distraction: When a character uses their turn to distract a foe, that foe’s attacks are hindered for one round. Multiple characters distracting a foe have no greater effect than a single character doing so—a foe is either distracted or not. A distraction might be yelling a challenge, firing a warning shot, or a similar activity that doesn’t harm the foe.

Draw the Attack: When an NPC attacks a character, another PC can prominently present themselves, shout taunts, and move to try to get the foe to attack them instead. In most cases, this action succeeds without a roll—the opponent attacks the prominent PC instead of their companions. In other cases, such as with intelligent or determined foes, the prominent character must succeed at an Intellect action to draw the attack. If that Intellect action is successful, the foe attacks the prominent character, whose defenses are hindered by two steps. Two characters attempting to draw an attack at the same time cancel each other out.

Two characters attempting to draw an attack at the same time cancel each other out.

Take the Attack: A character can use their action to throw themselves in front of a foe’s successful attack to save a nearby comrade. The attack automatically succeeds against the sacrificial character, and it deals 1 additional point of damage. A character cannot willingly take more than one attack each round in this way.

Crafting, Building, and Repairing

Crafting is a tricky topic in the Cypher System because the same rules that govern building a spear also cover repairing a machine that can take you into hyperspace. Normally, the level of the item determines the difficulty of creating or repairing it as well as the time required. For cyphers, artifacts, other items that require specialized knowledge, or items unique to a world or species other than your own (such as a Martian tripod walker), add 5 to the item’s level to determine the difficulty of building or repairing it.

Sometimes, if the item is artistic in nature, the GM will add to the difficulty and time required. For example, a crude wooden stool might be hammered together in an hour. A beautiful finished piece might take a week or longer and would require more skill on the part of the crafter.

The GM is free to overrule some attempts at creation, building, or repair, requiring that the character have a certain level of skill, proper tools and materials, and so forth.

A level 0 object requires no skill to make and is easily found in most locations. Sling stones and firewood are level 0 items—producing them is routine. Making a torch from spare wood and oil-soaked cloth is simple, so it’s a level 1 object. Making an arrow or a spear is fairly standard but not simple, so it’s a level 2 object.

Generally speaking, a device to be crafted requires materials equal to its level and all the levels below it. So a level 5 device requires level 5 material, level 4 material, level 3 material, level 2 material, and level 1 material (and, technically, level 0 material).

The GM and players can gloss over much of the crafting details, if desired. Gathering all the materials to make a mundane item might not be worth playing out—but then again, it might be. For example, making a wooden spear in a forest isn’t very interesting, but what if the characters have to make a spear in a treeless desert? Finding the wreckage of something made of wood or forcing a PC to fashion a spear out of the bones of a large beast could be interesting situations.

Circumstances really matter. For example, sewing a dress by hand might take five times as long (or more) as using a sewing machine.

The time required to create an item is up to the GM, but the guidelines in the crafting table are a good starting point. Generally, repairing an item takes somewhere between half the creation time and the full creation time, depending on the item, the aspect that needs repairing, and the circumstances. For example, if creating an item takes one hour, repairing it takes thirty minutes to one hour.

The GM is free to overrule some attempts at creation, building, or repair, requiring that the character have a certain level of skill, proper tools and materials, and so forth.

Sometimes a GM will allow a rush job if the circumstances warrant it. This is different than using skill to reduce the time required. In this case, the quality of the item is affected. Let’s say that a character needs to create a tool that will cut through solid steel with a laser (a level 7 item), but they have to do it in one day. The GM might allow it, but the device might be extremely volatile, inflicting damage on the user, or it might work only once. The device is still considered a level 7 item to create in all other respects. Sometimes the GM will rule that reducing the time is not possible. For example, a single human can’t make a chainmail vest in one hour without some kind of machine to help.

Note: Erratum

The rules mention “using skill to reduce the time required” to craft an object. This was cut from the first edition rulebook:

“A character can reduce the time or materials needed instead of the difficulty (again, with GM approval, and if it makes sense to do so). A trained fletcher making arrows (level 2 items) could attempt a difficulty 2 task rather than a difficulty 1 task to create an arrow in fifteen minutes instead of an hour, or to create it in an hour but with substandard (level 1) materials. However, sometimes the GM will rule that reducing the time is not possible. For example, a single human can’t make a chainmail vest in one hour without some kind of machine to help.”

Possible crafting skills include:

@UUID[Compendium.cyphersystem-compendium.crafting-skills.7BUvkxuA2jCU8eqK]{Armoring} @UUID[Compendium.cyphersystem-compendium.crafting-skills.vFZ9YGa70efAWVpN]{Bowyering/fletching} @UUID[Compendium.cyphersystem-compendium.crafting-skills.Mh8fZ6svg8OSnsX3]{Chemistry} @UUID[Compendium.cyphersystem-compendium.crafting-skills.uGEL7zHPjaKA5kbN]{Computer science} @UUID[Compendium.cyphersystem-compendium.crafting-skills.g4qZmxAyRzrKZDzh]{Electronics} @UUID[Compendium.cyphersystem-compendium.crafting-skills.cFbEQnj0w4Q4AEFs]{Engines} @UUID[Compendium.cyphersystem-compendium.crafting-skills.LsykgiEBrwXM8x8x]{Genetic engineering} @UUID[Compendium.cyphersystem-compendium.crafting-skills.sedcB5ntUixkxEFn]{Glassblowing} @UUID[Compendium.cyphersystem-compendium.crafting-skills.kZSFCvecSYYsbDzX]{Gunsmithing} @UUID[Compendium.cyphersystem-compendium.crafting-skills.gH4b6MOodAZeCAod]{Leatherworking} @UUID[Compendium.cyphersystem-compendium.crafting-skills.HiAKUg3uYFmauoeJ]{Metalworking} @UUID[Compendium.cyphersystem-compendium.crafting-skills.Qs5gGKyC1qzg5DDf]{Neural engineering} @UUID[Compendium.cyphersystem-compendium.crafting-skills.dBhnKvctH1RIlolI]{Weaponsmithing} @UUID[Compendium.cyphersystem-compendium.crafting-skills.1N0N3X1Hr4uIet4P]{Woodcrafting}

Characters might try to make a cypher, an artifact, or an alien psionic starship do something other than its intended function. Sometimes, the GM will simply declare the task impossible. You can’t turn a vial of healing elixir into a two-way communicator. But most of the time, there is a chance of success.

That said, tinkering with weird stuff is not easy. Obviously, the difficulty varies from situation to situation, but difficulties starting at 7 are not unreasonable. The time, tools, and training required would be similar to the time, tools, and training needed to repair a device. If the tinkering results in a long-term benefit for the character—such as creating an artifact that they can use—the GM should require them to spend XP to make it.

Obviously, what is considered “weird stuff ” will vary from setting to setting, and sometimes the concept might not apply at all. But many times, there will be something in the setting that is too strange, too alien, too powerful, or too dangerous for PCs to mess around with (or at least mess around with easily). Einstein may have been extraordinary, but that doesn’t mean he could reverse-engineer a teleporter made in another dimension.

DifficultyCraftGeneral Time to Build
0Something extremely simple like tying a rope or finding an appropriately sized rockA few minutes at most
1TorchFive minutes
2Spear, simple shelter, piece of furnitureOne hour
3Bow, door, basic article of clothingOne day
4Sword, chainmail vestOne to two days
5Common technological item (electric light), nice piece of jewelry or art objectOne week
6Technological item (watch, transmitter), really nice piece of jewelry or art object, elegant craftworkOne month
7Technological item (computer), major work of artOne year
8Technological item (something from beyond Earth)Many years
9Technological item (something from beyond Earth)Many years
10Technological item (something from beyond Earth)Many years

Guarding

In a combat situation, a character can stand guard as their action. They do not make attacks, but all their defense tasks are eased. Further, if an NPC tries to get by them or take an action that they are guarding against, the character can attempt an eased Speed action based on the level of the NPC. Success means the NPC is prevented from taking the action; the NPC’s action that turn is wasted. This is useful for blocking a doorway, guarding a friend, and so forth.

If an NPC is standing guard, use the same procedure, but to get past the guard, the PC attempts a hindered Speed action against the NPC. For example, Diana is an NPC human with a level 3 bodyguard. The bodyguard uses their action to guard Diana. If a PC wants to attack Diana, the PC first must succeed at a difficulty 4 Speed task to get past the guard. If the PC succeeds, they can make their attack normally.

Healing

You can administer aid through bandaging and other succor, attempting to heal each patient once per day. This healing restores points to a stat Pool of your choice. Decide how many points you want to heal, and then make an Intellect action with a difficulty equal to that number. For example, if you want to heal someone for 3 points, that’s a difficulty 3 task with a target number of 9.

Interacting With Creatures

The level of the creature determines the target number, just as with combat. Thus, bribing a guard works much like punching them or affecting them with an ability. This is true of persuading someone, intimidating someone, calming a wild beast, or anything of the kind. Interaction is an Intellect task. Interacting usually requires a common language or some other way to communicate. Learning new languages is the same as learning a new skill.

Jumping

Decide how far you want to jump, and that sets the difficulty of your Might roll. For a standing jump, subtract 4 from the distance in feet to determine the difficulty of the jump. For example, jumping 10 feet (3 m) has a difficulty of 6.

If you run an immediate distance before jumping, it counts as an asset, easing the jump.

If you run a short distance before jumping, divide the jump distance (in feet) by 2 and then subtract 4 to determine the difficulty of the jump. Because you’re running an immediate distance (and then some), you also count your running as an asset. For example, jumping a distance of 20 feet (6 m) with a short running start has a difficulty of 5 (20 feet divided by 2 is 10, minus 4 is 6, minus 1 for running an immediate distance).

For a vertical jump, the distance you clear (in feet) is equal to the difficulty of the jumping task. If you run an immediate distance, it counts as an asset, easing the jump.

There’s nothing wrong with the GM simply assigning a difficulty level to a jump without worrying about the precise distance. The rules here are just so everyone has some guidelines.

Note: Addendum

Jumping Distance Table

DifficultyStandingRunning*Vertical
15 ft (1.5 m)12 ft (3.6 m)1 ft (0.3 m)
26 ft (1.8 m)14 ft (4.2 m)2 ft (0.6 m)
37 ft (2.1 m)16 ft (4.8 m)3 ft (0.9 m)
48 ft (2.4 m)18 ft (5.4 m)4 ft (1.2 m)
59 ft (2.7 m)20 ft (6 m)5 ft (1.5 m)
610 ft (3 m)22 ft (6.6 m)6 ft (1.8 m)
711 ft (3.3 m)24 ft (7.2 m)7 ft (2.1 m)
812 ft (3.6 m)26 ft (7.8 m)8 ft (2.4 m)
913 ft (3.9 m)28 ft (8.4 m)9 ft (2.7 m)
1014 ft (4.2 m)30 ft (9 m)10 ft (3 m)
1115 ft (4.5 m)32 ft (9.6 m)11 ft (3.3 m)
1216 ft (4.8 m)34 ft (10.2 m)12 ft (3.6 m)
1317 ft (5.1 m)36 ft (10.8 m)13 ft (3.9 m)
1418 ft (5.4 m)38 ft (11.4 m)14 ft (4.2 m)
1519 ft (5.7 m)40 ft (12 m)15 ft (4.5 m)

* Short distance. Already includes the asset for running an immediate distance.

Looking or Listening

Generally, the GM will describe any sight or sound that’s not purposefully difficult to detect. But if you want to look for a hidden enemy, search for a secret panel, or listen for someone sneaking up on you, make an Intellect roll. If it’s a creature, its level determines the difficulty of your roll. If it’s something else, the GM determines the difficulty of your roll.

Moving a Heavy Object

You can push or pull something very heavy and move it an immediate distance as your action.

The weight of the object determines the difficulty of the Might roll to move it; every 50 pounds (23 kg) hinders the task by one step. So moving something that weighs 150 pounds (68 kg) is difficulty 3, and moving something that weighs 400 pounds (180 kg) is difficulty 8. If you can ease the task to 0, you can move a heavy object up to a short distance as your action.

Operating or Disabling a Device, or Picking a Lock

As with figuring out a device, the level of the device usually determines the difficulty of the Intellect roll. Unless a device is very complex, the GM will often rule that once you figure it out, no roll is needed to operate it except under special circumstances. So if the PCs figure out how to use a hovercraft, they can operate it. If they are attacked, they might need to roll to ensure that they don’t crash the vehicle into a wall while trying to avoid being hit.

Unlike operating a device, disabling a device or picking a lock usually require rolls. These actions often involve special tools and assume that the character is not trying to destroy the device or lock. (A PC who is attempting to destroy it probably should make a Might roll to smash it rather than a Speed or Intellect roll requiring patience and know-how.)

Riding or Piloting

If you’re riding an animal that’s trained to be a mount, or driving or piloting a vehicle, you don’t need to make a roll to do something routine such as going from point A to point B (just as you wouldn’t need to make a roll to walk there). However, staying mounted during a fight or doing something tricky with a vehicle requires a Speed roll to succeed. A saddle or other appropriate gear is an asset and eases the task.

DifficultyManeuver
0Riding
1Staying on the mount (including a motorcycle or similar vehicle) in a battle or other difficult situation
3Staying on a mount (including a motorcycle or similar vehicle) when you take damage
4Mounting a moving steed
4Making an abrupt turn with a vehicle while moving fast
4Getting a vehicle to move twice as fast as normal for one round
5Coaxing a mount to move or jump twice as fast or far as normal for one round
5Making a long jump with a vehicle not intended to go airborne (like a car) and remaining in control

Sneaking

The difficulty of sneaking by a creature is determined by its level. Sneaking is a Speed roll. Moving at half speed eases the sneaking task. Appropriate camouflage or other gear may count as an asset and ease the task, as will dim lighting conditions and having plenty of things to hide behind.

Swimming

If you’re simply swimming from one place to another, such as across a calm river or lake, use the standard movement rules, noting the fact that your character is in deep water. However, sometimes, special circumstances require a Might roll to make progress while swimming, such as when trying to avoid a current or being dragged into a whirlpool.

Understanding, Identifying, or Remembering

When characters try to identify or figure out how to use a device, the level of the device determines the difficulty. For a bit of knowledge, the GM determines the difficulty.

DifficultyKnowledge
0Common knowledge
1Simple knowledge
3Something a scholar probably knows
5Something even a scholar might not know
7Knowledge very few people possess
10Completely lost knowledge

Vehicular Movement

Vehicles move just like creatures. Each has a movement rate, which indicates how far it can move in a round. Most vehicles require a driver, and when moving, they usually require that the driver spends every action controlling the movement. This is a routine task that rarely requires a roll. Any round not spent driving the vehicle hinders the task in the next round and precludes any change in speed or direction. In other words, driving down the road normally is difficulty 0. Spending an action to retrieve a backpack from the back seat means that in the following round, the driver must attempt a difficulty 1 task. If they instead use their action to pull a handgun from the backpack, in the next round the difficulty to drive will be 2, and so on. Failure results are based on the situation but might involve a collision or something similar.

In a vehicular chase, drivers attempt Speed actions just like in a regular chase, but the task may be based either on the level of the driver (modified by the level and movement rate of the vehicle) or on the level of the vehicle (modified by the level of the driver). So if a PC driving a typical car is chasing a level 3 NPC driving a level 5 sports car, the PC would make three chase rolls with a difficulty of 5. If the PC’s car is a souped-up custom vehicle, it might grant the PC an asset in the chase. If the PC is not in a car at all, but riding a bicycle, it might hinder the chase rolls by two or three steps, or the GM might simply rule that it’s impossible.

Vehicular Combat

For extended verhicular combat rules, see the @UUID[Compendium.cyphersystem-compendium.cypher-journals.QhNXyjJC4BW5agrm.JournalEntryPage.AS2Pv1l2nF8BCeSp]{Science fiction Rulebook}.

Much of the time, a fight between foes in cars, boats, or other vehicles is just like any other combat situation. The combatants probably have cover and are moving fast. Attacks to disable a vehicle or a portion of it are based on the level of the vehicle. If the vehicle is an armored car or a tank, all attacks are likely aimed at the vehicle, which has a level and probably an appropriate Armor rating, not unlike a creature.

The only time this isn’t true is with battles where only vehicles and not characters are involved. Thus, if the PCs are in a shootout with bank robbers and both groups are in cars, use the standard rules. However, battles between starships of various kinds—from gigantic capital ships to single-pilot fighters—are a frequent occurrence in far-future science fiction settings. A submarine battle between two deep sea craft could be quite exciting. Characters in a modern-day game might find themselves in a tank fight. If PCs are involved in combat in which they are entirely enclosed in vehicles (so that it’s not really the characters fighting, but the vehicles), use the following quick and easy guidelines.

On this scale, combat between vehicles isn’t like traditional combat. Don’t worry about health, Armor, or anything like that. Instead, just compare the levels of the vehicles involved. If the PCs’ vehicle has the higher level, the difference in levels is how many steps the PCs’ attack and defense rolls are eased. If the PCs’ vehicle has the lower level, their rolls are hindered. If the levels are the same, there is no modification.

These attack and defense rolls are modified by skill and Effort, as usual. Some vehicles also have superior weapons, which ease the attack (since there is no “damage” amount to worry about), but this circumstance is probably uncommon in this abstract system and should not affect the difficulty by more than one or maybe two steps. Further, if two vehicles coordinate their attack against one vehicle, the attack is eased. If three or more vehicles coordinate, the attack is eased by two steps.

The attacker must try to target a specific system on or portion of an enemy vehicle. This hinders the attack based on the system or portion targeted.

That’s a lot of modifications. But it’s not really that hard. Let’s look at an example of a space battle. A PC in a small level 2 fighter attacks a level 4 frigate. Since the frigate is level 4, the difficulty of the attack starts at 4. But the attacking craft is weaker than the defender, so the attack is hindered equal to the difference in their levels (2). The fighter pilot must make a difficulty 6 attack on the frigate. However, the fighter is trying to swoop in and damage the frigate’s drive, which hinders the attack by another three steps, for a total difficulty of 9. If the fighter pilot is trained in space combat, they reduce the difficulty to 8, but it’s still impossible without help. So let’s say that two other PCs—also in level 2 fighters—join in and coordinate their attack. Three ships coordinating an attack on one target eases the task by two steps, resulting in a final difficulty of 6. Still, the attacking PC would be wise to use Effort.

Then the frigate retaliates, and the PC needs to make a defense roll. The level difference between the ships (2) means the PC’s defense is hindered by two steps, so the difficulty of the PC’s defense roll starts out at 6. But the frigate tries to take out the fighter’s weapons, hindering their attack (easing the PC’s defense) by two steps. Thus, the PC needs to succeed at a difficulty 4 task or lose their main weapons systems.

It’s important to remember that a failed attack doesn’t always mean a miss. The target ship might rock and reel from the hit, but the bulk of the damage was absorbed by the shields, so there’s no significant damage.

This bare-bones system should allow the GM and players to flesh out exciting encounters involving the whole group. For example, perhaps while one PC pilots a ship, another mans the guns, and another frantically attempts to repair damage to the maneuvering thrusters before they crash into the space station they’re trying to defend.

During a vehicular battle, particularly a space battle, there’s a lot of chatter about shields failing, hull integrity, being outmaneuvered, coming in too fast, and whatnot. These sorts of details are great, but they’re all flavor, so they’re represented in the rules generally, rather than specifically.

For more details about vehicles, refer to the appropriate Genre chapter.

Training in driving makes the character practiced in using a vehicle as a weapon. If the vehicle is used to run over a victim or ram an enemy vehicle, treat a motorcycle as a medium weapon and treat a car or truck as a heavy weapon.

Targeting TaskAttack HinderedEffect
Disable weaponsTwo stepsOne or more of the vehicle’s weapons no longer function

Disable defenses
(if applicable)

Two stepsAttacks against the vehicle are eased
Disable engine/driveThree stepsVehicle cannot move, or movement is hampered
Disable maneuverabilityTwo stepsVehicle cannot alter its present course
Strike power core or vital spotFive stepsVehicle is completely destroyed

Followers

Player characters have the option to gain followers as they advance in tier, as provided by type or focus special abilities. Followers do not need to be paid, fed, or housed, though a character who gains followers can certainly make such arrangements if they wish. A follower is someone whom a character has inspired (or asked) to come work with the character for a time, aiding them in a variety of endeavors. A follower puts the PC’s interests ahead of, or at least on par with, their own.

The PC generally makes rolls for their follower when the follower takes actions, though usually a follower’s modifications provide an asset to a specific action taken by the PC they follow.

If a follower dies, the character gains a new one after at least two weeks and proper recruitment.

Modifications: A follower can help a PC in one or more tasks, granting the PC an asset to that task. The level of the follower indicates the number of different tasks they can help with. The tasks that the follower is able to help with are predetermined, usually chosen by the PC when they gain the follower. A level 2 follower who the player determines is a spy could grant a PC an asset on two different tasks, such as stealth and deception. Followers cannot help with tasks that they don’t have modifications for; for the purpose of helping, treat the follower as if they had inabilities in all nonmodified tasks.

When the follower acts autonomously rather than helping the PC, they act like a normal NPC that has modifications. Thus, the modification increases their effective level for the associated task by one step. For example, the level 2 spy follower with modifications for stealth and deception attempts stealth and deception tasks as if they were level 3 and all other tasks as level 2.

Follower Assets to Combat and Defense: A follower cannot grant an asset to a character’s attacks or defense until the follower is level 3 or higher. Even then, the follower can help with attacks and defense only if they have a modification for that kind of task.

Some abilities may grant a special exception to this rule. For instance, the Serv-0 Defender ability gives your level 1 Serv-0 follower (a machine companion) a modification for Speed defense.

Follower Level Progression: A follower increases in level by 1 each time a PC advances two tiers after gaining that follower. When the follower gains a level, the PC also chooses the task that the follower gains a modification for.

Exceptional Follower: When a character gains a follower, there’s a small chance that the follower will be exceptional in some way, a cut above other followers of their kind. The GM determines when an exceptional follower is found, possibly as an additional reward for smart or engaging roleplaying where the PCs impress or otherwise positively interact with one or more NPCs, some of whom may later go on to become one of their followers. An exceptional follower has the same qualities as a regular follower but is 1 level higher.

Pet: Any PC can potentially gain a pet, though a pet typically doesn’t provide modifications. If a character wants a pet that can do this, they must gain the pet through an an ability or focus that grants followers. On the other hand, a well-cared-for pet grants an asset to a PC’s tasks related to achieving peace of mind, finding comfort, and resisting loneliness.

Breathing Life Into Followers

The modifications provided by followers could come across as fairly dry and mechanical. To avoid that, you could present each follower in a way that makes them more compelling and interesting. Here are a few examples of how to describe a follower, depending on their mix of modifications.

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This section explains how to create characters to play in a Cypher System game. This involves a series of decisions that will shape your character, so the more you understand what kind of character you want to play, the easier character creation will be. The process involves understanding the values of three game statistics and choosing three aspects that determine your character’s capabilities.

Character Stats

Every player character has three defining characteristics, which are typically called “statistics” or “stats.” These stats are Might, Speed, and Intellect. They are broad categories that cover many different but related aspects of a character.

Might

Might defines how strong and durable your character is. The concepts of strength, endurance, constitution, hardiness, and physical prowess are all folded into this one stat. Might isn’t relative to size; instead, it’s an absolute measurement. An elephant has more Might than the mightiest tiger, which has more Might than the mightiest rat, which has more Might than the mightiest spider.

Might governs actions from forcing doors open to walking for days without food to resisting disease. It’s also the primary means of determining how much damage your character can sustain in a dangerous situation. Physical characters, tough characters, and characters interested in fighting should focus on Might.

Might could be thought of as Might/Health because it governs how strong you are and how much physical punishment you can take.

Speed

Speed describes how fast and physically coordinated your character is. The stat embodies quickness, movement, dexterity, and reflexes. Speed governs such divergent actions as dodging attacks, sneaking around quietly, and throwing a ball accurately. It helps determine whether you can move farther on your turn. Nimble, fast, or sneaky characters will want good Speed stats, as will those interested in ranged combat.

Speed could be thought of as Speed/Agility because it governs your overall swiftness and reflexes.

Intellect

This stat determines how smart, knowledgeable, and likable your character is. It includes intelligence, wisdom, charisma, education, reasoning, wit, willpower, and charm. Intellect governs solving puzzles, remembering facts, telling convincing lies, and using mental powers. Characters interested in communicating effectively, being learned scholars, or wielding supernatural powers should stress their Intellect stat.

Intellect could be thought of as Intellect/Personality because it governs both intelligence and charisma.

Pool, Edge, and Effort

Each of the three stats has two components: Pool and Edge. Your Pool represents your raw, innate ability, and your Edge represents knowing how to use what you have. A third element ties into this concept: Effort. When your character really needs to accomplish a task, you apply Effort.

Your stat Pools, as well as your Effort and Edge, are determined by the character type, descriptor, and focus that you choose. Within those guidelines, however, you have a lot of flexibility in how you develop your character.

Pool

Your Pool is the most basic measurement of a stat. Comparing the Pools of two creatures will give you a general sense of which creature is superior in that stat. For example, a character who has a Might Pool of 16 is stronger (in a basic sense) than a character who has a Might Pool of 12. Most characters start with a Pool of 9 to 12 in most stats—that’s the average range.

When your character is injured, sickened, or attacked, you temporarily lose points from one of your stat Pools. The nature of the attack determines which Pool loses points. For example, physical damage from a sword reduces your Might Pool, a poison that makes you clumsy reduces your Speed Pool, and a psionic blast reduces your Intellect Pool. You can also spend points from one of your stat Pools to decrease a task’s difficulty (see Effort, below). You can rest to recover lost points from a stat Pool, and some special abilities or cyphers might allow you to recover lost points quickly.

Edge

Although your Pool is the basic measurement of a stat, your Edge is also important. When something requires you to spend points from a stat Pool, your Edge for that stat reduces the cost. It also reduces the cost of applying Effort to a roll.

For example, let’s say you have a mental blast ability, and activating it costs 1 point from your Intellect Pool. Subtract your Intellect Edge from the activation cost, and the result is how many points you must spend to use the mental blast. If using your Edge reduces the cost to 0, you can use the ability for free.

Your Edge can be different for each stat. For example, you could have a Might Edge of 1, a Speed Edge of 1, and an Intellect Edge of 0. You’ll always have an Edge of at least 1 in one stat. Your Edge for a stat reduces the cost of spending points from that stat Pool, but not from other Pools. Your Might Edge reduces the cost of spending points from your Might Pool, but it doesn’t affect your Speed Pool or Intellect Pool. Once a stat’s Edge reaches 3, you can apply one level of Effort for free.

A character who has a low Might Pool but a high Might Edge has the potential to perform Might actions consistently better than a character who has a Might Edge of 0. The high Edge will let them reduce the cost of spending points from the Pool, which means they’ll have more points available to spend on applying Effort.

Effort

When your character really needs to accomplish a task, you can apply Effort. For a beginning character, applying Effort requires spending 3 points from the stat Pool appropriate to the action. Thus, if your character tries to dodge an attack (a Speed roll) and wants to increase the chance for success, you can apply Effort by spending 3 points from your Speed Pool. Effort eases the task by one step. This is called applying one level of Effort.

You don’t have to apply Effort if you don’t want to. If you choose to apply Effort to a task, you must do it before you attempt the roll—you can’t roll first and then decide to apply Effort if you rolled poorly.

Applying more Effort can lower a task’s difficulty further: each additional level of Effort eases the task by another step. Applying one level of Effort eases the task by one step, applying two levels eases the task by two steps, and so on. However, each level of Effort after the first costs only 2 points from the stat Pool instead of 3. So applying two levels of Effort costs 5 points (3 for the first level plus 2 for the second level), applying three levels costs 7 points (3 plus 2 plus 2), and so on.

Every character has an Effort score, which indicates the maximum number of levels of Effort that can be applied to a roll. A beginning (first-tier) character has an Effort of 1, meaning you can apply only one level of Effort to a roll. A more experienced character has a higher Effort score and can apply more levels of Effort to a roll. For example, a character who has an Effort of 3 can apply up to three levels of Effort to reduce a task’s difficulty.

When you apply Effort, subtract your relevant Edge from the total cost of applying Effort. For example, let’s say you need to make a Speed roll. To increase your chance for success, you decide to apply one level of Effort, which will ease the task. Normally, that would cost 3 points from your Speed Pool. However, you have a Speed Edge of 2, so you subtract that from the cost. Thus, applying Effort to the roll costs only 1 point from your Speed Pool.

What if you applied two levels of Effort to the Speed roll instead of just one? That would ease the task by two steps. Normally, it would cost 5 points from your Speed Pool, but after subtracting your Speed Edge of 2, it costs only 3 points.

Once a stat’s Edge reaches 3, you can apply one level of Effort for free. For example, if you have a Speed Edge of 3 and you apply one level of Effort to a Speed roll, it costs you 0 points from your Speed Pool. (Normally, applying one level of Effort would cost 3 points, but you subtract your Speed Edge from that cost, reducing it to 0.)

Skills and other advantages also ease a task, and you can use them in conjunction with Effort. In addition, your character might have special abilities or equipment that allow you to apply Effort to accomplish a special effect, such as knocking down a foe with an attack or affecting multiple targets with a power that normally affects only one.

When applying Effort to melee attacks, you have the option of spending points from either your Might Pool or your Speed Pool. When making ranged attacks, you may spend points only from your Speed Pool. This reflects that with melee you sometimes use brute force and sometimes use finesse, but with ranged attacks, it’s always about careful targeting.

Effort and Damage

Instead of applying Effort to ease your attack, you can apply Effort to increase the amount of damage you inflict with an attack. For each level of Effort you apply in this way, you inflict 3 additional points of damage. This works for any kind of attack that inflicts damage, whether a sword, a crossbow, a mind blast, or something else.

When using Effort to increase the damage of an area attack, such as the explosion created by an Adept’s Concussion ability, you inflict 2 additional points of damage instead of 3 points. However, the additional points are dealt to all targets in the area. Further, even if one or more of the targets resist the attack, they still take 1 point of damage.

Multiple Uses of Effort and Edge

If your Effort is 2 or higher, you can apply Effort to multiple aspects of a single action. For example, if you make an attack, you can apply Effort to your attack roll and apply Effort to increase the damage.

The total amount of Effort you apply can’t be higher than your Effort score. For example, if your Effort is 2, you can apply up to two levels of Effort. You could apply one level to an attack roll and one level to its damage, two levels to the attack and no levels to the damage, or no levels to the attack and two levels to the damage.

You can use Edge for a particular stat only once per action. For example, if you apply Effort to a Might attack roll and to your damage, you can use your Might Edge to reduce the cost of one of those uses of Effort, not both. If you spend 1 Intellect point to activate your mind blast and one level of Effort to ease the attack roll, you can use your Intellect Edge to reduce the cost of one of those things, not both.

Stat Examples

A beginning character is fighting a giant rat. The PC stabs their spear at the rat, which is a level 2 creature and thus has a target number of 6. The character stands atop a boulder and strikes downward at the beast, and the GM rules that this helpful tactic is an asset that eases the attack by one step (to difficulty 1). That lowers the target number to 3. Attacking with a spear is a Might action; the character has a Might Pool of 11 and a Might Edge of 0. Before making the roll, they decide to apply a level of Effort to ease the attack. That costs 3 points from their Might Pool, reducing the Pool to 8. But the points are well spent. Applying the Effort lowers the difficulty from 1 to 0, so no roll is needed—the attack automatically succeeds.

Another character is attempting to convince a guard to let them into a private office to speak to an influential noble. The GM rules that this is an Intellect action. The character is third tier and has an Effort of 3, an Intellect Pool of 13, and an Intellect Edge of 1. Before making the roll, they must decide whether to apply Effort. They can choose to apply one, two, or three levels of Effort, or apply none at all. This action is important to them, so they decide to apply two levels of Effort, easing the task by two steps. Thanks to their Intellect Edge, applying the Effort costs only 4 points from their Intellect Pool (3 points for the first level of Effort plus 2 points for the second level minus 1 point for their Edge). Spending those points reduces their Intellect Pool to 9. The GM decides that convincing the guard is a difficulty 3 (demanding) task with a target number of 9; applying two levels of Effort reduces the difficulty to 1 (simple) and the target number to 3. The player rolls a d20 and gets an 8. Because this result is at least equal to the target number of the task, they succeed. However, if they had not applied some Effort, they would have failed because their roll (8) would have been less than the task’s original target number (9).

Character Tiers

Every character starts the game at the first tier. Tier is a measurement of power, toughness, and ability. Characters can advance up to the sixth tier. As your character advances to higher tiers, you gain more abilities, increase your Effort, and can improve a stat’s Edge or increase a stat. Generally speaking, even first-tier characters are already quite capable. It’s safe to assume that they’ve already got some experience under their belt. This is not a “zero to hero” progression, but rather an instance of competent people refining and honing their capabilities and knowledge. Advancing to higher tiers is not really the goal of Cypher System characters, but rather a representation of how characters progress in a story.

To progress to the next tier, characters earn experience points (XP) by pursuing character arcs, going on adventures, and discovering new things—the system is about both discovery and exploration, as well as achieving personal goals. Experience points have many uses, and one use is to purchase character benefits. After your character purchases four character benefits, they advance to the next tier. Each benefit costs 4 XP, and you can purchase them in any order, but you must purchase one of each kind of benefit (and then advance to the next tier) before you can purchase the same benefit again. The four character benefits are as follows.

Increasing Capabilities: You gain 4 points to add to your stat Pools. You can allocate the points among the Pools however you wish.

Moving Toward Perfection: You add 1 to your Might Edge, your Speed Edge, or your Intellect Edge (your choice).

Extra Effort: Your Effort score increases by 1.

Skills: You become trained in one skill of your choice, other than attacks or defense. As described in Rules of the Game, a character trained in a skill treats the difficulty of a related task as one step lower than normal. The skill you choose for this benefit can be anything you wish, such as climbing, jumping, persuading, or sneaking. You can also choose to be knowledgeable in a certain area of lore, such as history or geology. You can even choose a skill based on your character’s special abilities. For example, if your character can make an Intellect roll to blast an enemy with mental force, you can become trained in using that ability, easing the task of using it. If you choose a skill that you are already trained in, you become specialized in that skill, easing related tasks by two steps instead of one.

Skills are a broad category of things your character can learn and accomplish. For a list of sample skills, see below.

Other Options: Players can also spend 4 XP to purchase other special options in lieu of gaining a new skill. Selecting any of these options counts as the skill benefit necessary to advance to the next tier. The special options are as follows:

Note: Erratum

The other options are described a bit differently in the Experience Points chapter. There you can buy other options in lieu of any of the above options, not only in lieu of gaining a new skill. There’s also the possibility to buy focus abilities of tiers 3 and 6. The description in the Experience Points chapter seems to be the correct one.

Character Descriptor, Type, and Focus

To create your character, you build a simple statement that describes them. The statement takes this form: “I am a [fill in an adjective here] [fill in a noun here] who [fill in a verb here].”

Thus: “I am an adjective noun who verbs.” For example, you might say, “I am a Rugged Warrior who Controls Beasts” or “I am a Charming Explorer who Focuses Mind Over Matter.”

In this sentence, the adjective is called your descriptor.

The noun is your character type.

The verb is called your focus.

Even though character type is in the middle of the sentence, that’s where we’ll start this discussion. (Just as in a sentence, the noun provides the foundation.)

Your character type is the core of your character. In some roleplaying games, it might be called your character class. Your type helps determine your character’s place in the world and relationship with other people in the setting. It’s the noun of the sentence “I am an adjective noun who verbs.”

You can choose from four character types: Warriors, Adepts, Explorers, and Speakers.

Your descriptor defines your character—it colors everything you do. Your descriptor places your character in the situation (the first adventure, which starts the campaign) and helps provide motivation. It’s the adjective of the sentence “I am an adjective noun who verbs.”

Unless your GM says otherwise, you can choose from any of the character descriptors.

Focus is what your character does best. Focus gives your character specificity and provides interesting new abilities that might come in handy. Your focus also helps you understand how you relate with the other player characters in your group. It’s the verb of the sentence “I am an adjective noun who verbs.”

There are many character foci. The ones you choose from will probably depend on the setting and genre of your game.

You can use the Flavors chapter to slightly modify character types to customize them for different genres.

Special Abilities

Character types and foci grant PCs special abilities at each new tier. Using these abilities usually costs points from your stat Pools; the cost is listed in parentheses after the ability name. Your Edge in the appropriate stat can reduce the cost of the ability, but remember that you can apply Edge only once per action. For example, let’s say an Adept with an Intellect Edge of 2 wants to use their Onslaught ability to create a bolt of force, which costs 1 Intellect point. They also want to increase the damage from the attack by using a level of Effort, which costs 3 Intellect points. The total cost for their action is 2 points from their Intellect Pool (1 point for the bolt of force, plus 3 points for using Effort, minus 2 points from their Edge).

Sometimes the point cost for an ability has a + sign after the number. For example, the cost might be given as “2+ Intellect points.” That means you can spend more points or more levels of Effort to improve the ability further, as explained in the ability description.

Many special abilities grant a character the option to perform an action that they couldn’t normally do, such as projecting rays of cold or attacking multiple foes at once. Using one of these abilities is an action unto itself, and the end of the ability’s description says “Action” to remind you. It also might provide more information about when or how you perform the action.

Some special abilities allow you to perform a familiar action—one that you can already do—in a different way. For example, an ability might let you wear heavy armor, reduce the difficulty of Speed defense rolls, or add 2 points of fire damage to your weapon damage. These abilities are called enablers. Using one of these abilities is not considered an action. Enablers either function constantly (such as being able to wear heavy armor, which isn’t an action) or happen as part of another action (such as adding fire damage to your weapon damage, which happens as part of your attack action). If a special ability is an enabler, the end of the ability’s description says “Enabler” to remind you.

Some abilities specify a duration, but you can always end one of your own abilities anytime you wish.

Because the Cypher System covers so many genres, not all of the descriptors, types, and foci might be available for players. The GM will decide what’s available in their particular game and whether anything is modified, and they’ll let the players know.

Skills

Sometimes your character gains training in a specific skill or task. For example, your focus might mean that you’re trained in sneaking, in climbing and jumping, or in social interactions. Other times, your character can choose a skill to become trained in, and you can pick a skill that relates to any task you think you might face.

The Cypher System has no definitive list of skills. However, the following list offers ideas:

@UUID[Compendium.cyphersystem-compendium.basic-skills.kEz6uQxk1unTXSNm]{Astronomy} @UUID[Compendium.cyphersystem-compendium.basic-skills.fwktascgpe8DprA9]{Balancing} @UUID[Compendium.cyphersystem-compendium.basic-skills.qIkIjledDIy71P6m]{Biology} @UUID[Compendium.cyphersystem-compendium.basic-skills.YVOjYbyRzCYVxd4I]{Botany} @UUID[Compendium.cyphersystem-compendium.basic-skills.ybR56wJ9gjEiBBeS]{Carrying} @UUID[Compendium.cyphersystem-compendium.basic-skills.jMju5yGMFFfxmpK4]{Climbing} @UUID[Compendium.cyphersystem-compendium.basic-skills.NaKiOXzse6HzKjoU]{Computers} @UUID[Compendium.cyphersystem-compendium.basic-skills.eeHdJpr4k8hYtGr5]{Deceiving} @UUID[Compendium.cyphersystem-compendium.basic-skills.DraIKUQRw8KrnC4o]{Disguise} @UUID[Compendium.cyphersystem-compendium.basic-skills.Pjj8dKkUIGbXbAtj]{Escaping} @UUID[Compendium.cyphersystem-compendium.basic-skills.6e83HnGZvltsanfE]{Geography} @UUID[Compendium.cyphersystem-compendium.basic-skills.z1y5D9aLUU6RJSaU]{Geology} @UUID[Compendium.cyphersystem-compendium.basic-skills.vxW0N1vEdwK4MVjD]{Healing} @UUID[Compendium.cyphersystem-compendium.basic-skills.RnsLhB3rhJUC0Euk]{History} @UUID[Compendium.cyphersystem-compendium.basic-skills.QonPVHzXrzIN29lf]{Identifying} @UUID[Compendium.cyphersystem-compendium.basic-skills.gbWPNb1uKsRtZWSL]{Initiative} @UUID[Compendium.cyphersystem-compendium.basic-skills.tZ7PdXuWQyRMo0Rh]{Intimidation} @UUID[Compendium.cyphersystem-compendium.basic-skills.MrGl25gzZk4uu7BR]{Jumping} @UUID[Compendium.cyphersystem-compendium.basic-skills.bBrJqSuoQ6PmRqH5]{Leatherworking} @UUID[Compendium.cyphersystem-compendium.basic-skills.BATb9zx3L6oB2J0H]{Lockpicking} @UUID[Compendium.cyphersystem-compendium.basic-skills.E3swDJUDkKbo5K6S]{Machinery} @UUID[Compendium.cyphersystem-compendium.basic-skills.N45sgegH563KWZPR]{Metalworking} @UUID[Compendium.cyphersystem-compendium.basic-skills.rH5FwMXGaNn21DZD]{Perception} @UUID[Compendium.cyphersystem-compendium.basic-skills.CYciueF3uoV3azbx]{Persuasion} @UUID[Compendium.cyphersystem-compendium.basic-skills.zhQK4a79V1U6iuq8]{Philosophy} @UUID[Compendium.cyphersystem-compendium.basic-skills.OzVTO7QBg6okJ7Wf]{Physics} @UUID[Compendium.cyphersystem-compendium.basic-skills.L5fWzlqtfmdwZ2bC]{Pickpocketing} @UUID[Compendium.cyphersystem-compendium.basic-skills.FDS0OTDYEmGsv2Xe]{Piloting} @UUID[Compendium.cyphersystem-compendium.basic-skills.T9qrqrrHhuA3ad6S]{Repairing} @UUID[Compendium.cyphersystem-compendium.basic-skills.JZF2fos5oJ3sEVhC]{Riding} @UUID[Compendium.cyphersystem-compendium.basic-skills.y0gHR7IwScnB2Ebi]{Smashing} @UUID[Compendium.cyphersystem-compendium.basic-skills.Q9tfUkhYGRJ5Df42]{Sneaking} @UUID[Compendium.cyphersystem-compendium.basic-skills.duTx0BwgmC1Gw3Ze]{Stealth} @UUID[Compendium.cyphersystem-compendium.basic-skills.bDIjaLnoMQAS99GH]{Swimming} @UUID[Compendium.cyphersystem-compendium.basic-skills.iaW1Bm0sA2cE3iLa]{Vehicle driving} @UUID[Compendium.cyphersystem-compendium.basic-skills.Yn7G03hmz9uLOnhp]{Woodworking}

You could choose a skill that incorporates more than one of these areas (interacting might include deceiving, intimidation, and persuasion) or that is a more specific version of one (hiding might be sneaking when you’re not moving). You could also make up more general professional skills, such as baker, sailor, or lumberjack. If you want to choose a skill that’s not on this list, it’s probably best to run it past the GM first, but in general, the most important thing is to choose skills that are appropriate to your character.

Remember that if you gain a skill that you’re already trained in, you become specialized in that skill. Because skill descriptions can be nebulous, determining whether you’re trained or specialized might take some thinking. For example, if you’re trained in lying and later gain an ability that grants you skill with all social interactions, you become specialized in lying and trained in all other types of interactions. Being trained three times in a skill is no better than being trained twice (in other words, specialized is as good as it gets).

Only skills gained through character type abilities or other rare instances allow you to become skilled with attack or defense tasks.

If you gain a special ability through your type, your focus, or some other aspect of your character, you can choose it in place of a skill and become trained or specialized in that ability. For example, if you have a mind blast, when it’s time to choose a skill to be trained in, you can select your mind blast as your skill. That would ease the attack every time you used it. Each ability you have counts as a separate skill for this purpose. You can’t select “all mind powers” or “all spells” as one skill and become trained or specialized in such a broad category.

In most campaigns, fluency in a language is considered a skill. So if you want to speak French, that’s the same as being trained in biology or swimming.

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Character type is the core of your character. Your type helps determine your character’s place in the world and relationship with other people in the setting. It’s the noun of the sentence “I am an adjective noun who verbs.”

In some roleplaying games, your character type might be called your character class.

You can choose from four character types: Warrior, Adept, Explorer, and Speaker. However, you may not want to use these generic names for them. This chapter offers a few more specific names for each type that might be more appropriate to various genres. You’ll find that names like “Warrior” or “Explorer” don’t always feel right, particularly in games set in modern times. As always, you’re free to do as you wish. (Your type is who your character is. You should use whatever name you want for your type, as long as it fits both your character and the setting.)

Since the type is the basis upon which your whole character is built, it’s important to consider how the type relates to the chosen setting. To help with this, types are actually general archetypes. A Warrior, for example, might be anyone from a knight in shining armor to a cop on the streets to a grizzled cybernetic veteran of a thousand futuristic wars.

To further massage the four types for better use in various settings, different methods called flavors are presented in Flavors to help slightly tailor the types toward fantasy, science fiction, or other genres (or to address different character concepts).

Finally, more fundamental options for further customization are provided at the end of this chapter.

Player Intrusion

A player intrusion is the player choosing to alter something in the campaign, making things easier for a player character. Conceptually, it is the reverse of a GM intrusion: instead of the GM giving the player XP and introducing an unexpected complication for a character, the player spends 1 XP and presents a solution to a problem or complication. What a player intrusion can do usually introduces a change to the world or current circumstances rather than directly changing the character. For instance, an intrusion indicating that the cypher just used still has an additional use would be appropriate, but an intrusion that heals the character would not. If a player has no XP to spend, they can’t use a player intrusion.

A few player intrusion examples are provided under each type. That said, not every player intrusion listed there is appropriate for all situations. The GM may allow players to come up with other player intrusion suggestions, but the GM is the final arbiter of whether the suggested intrusion is appropriate for the character’s type and suitable for the situation. If the GM refuses the intrusion, the player doesn’t spend the 1 XP, and the intrusion doesn’t occur.

Using an intrusion does not require a character to use an action to trigger it. A player intrusion just happens.

Player intrusions should be limited to no more than one per player per session.

Defense Tasks

Defense tasks are when a player makes a roll to keep something undesirable from happening to their PC. The type of defense task matters when using Effort.

@UUID[Compendium.cyphersystem-compendium.basic-skills.Q0vfmbqehJw0jYBa]{Might defense}: Used for resisting poison, disease, and anything else that can be overcome with strength and health.

@UUID[Compendium.cyphersystem-compendium.basic-skills.FXYWkXG7Iq6Wm1pS]{Speed defense}: Used for dodging attacks and escaping danger. This is by far the most commonly used defense task.

@UUID[Compendium.cyphersystem-compendium.basic-skills.5X8qgmSuvRVNTiaP]{Intellect defense}: Used for fending off mental attacks or anything that might affect or influence one’s mind.

Warrior

Fantasy/Fairy tale: Warrior, fighter, swordsman, knight, barbarian, soldier, myrmidon, valkyrie

Modern/Horror/Romance: police officer, soldier, watchman, detective, guard, brawler, tough, athlete

Science fiction: security officer, warrior, trooper, soldier, merc

Superhero/Post-Apocalyptic: hero, brick, bruiser

You’re a good ally to have in a fight. You know how to use weapons and defend yourself. Depending on the genre and setting in question, this might mean wielding a sword and shield in the gladiatorial arena, an AK-47 and a bandolier of grenades in a savage firefight, or a blaster rifle and powered armor when exploring an alien planet.

Individual Role: Warriors are physical, action-oriented people. They’re more likely to overcome a challenge using force than by other means, and they often take the most straightforward path toward their goals.

Group Role: Warriors usually take and deal the most punishment in a dangerous situation. Often it falls on them to protect the other group members from threats. This sometimes means that warriors take on leadership roles as well, at least in combat and other times of danger.

Societal Role: Warriors aren’t always soldiers or mercenaries. Anyone who is ready for violence, or even potential violence, might be a Warrior in the general sense. This includes guards, watchmen, police officers, sailors, or people in other roles or professions who know how to defend themselves with skill.

Advanced Warriors: As warriors advance, their skill in battle—whether defending themselves or dishing out damage—increases to impressive levels. At higher tiers, they can often take on groups of foes by themselves or stand toe to toe with anyone.

Warrior Background Connection

Your type helps determine the connection you have to the setting. Roll a d20 or choose from the following list to determine a specific fact about your background that provides a connection to the rest of the world. You can also create your own fact.

@UUID[Compendium.cyphersystem-compendium.cypher-roll-tables.sEDd1gQiT9UHF023]{Warrior Background Connection}

Warrior Player Intrusions

You can spend 1 XP to use one of the following player intrusions, provided the situation is appropriate and the GM agrees.

Perfect Setup: You’re fighting at least three foes and each one is standing in exactly the right spot for you to use a move you trained in long ago, allowing you to attack all three as a single action. Make a separate attack roll for each foe. You remain limited by the amount of Effort you can apply on one action.

Old Friend: A comrade in arms from your past shows up unexpectedly and provides aid in whatever you’re doing. They are on a mission of their own and can’t stay longer than it takes to help out, chat for a while after, and perhaps share a quick meal.

Weapon Break: Your foe’s weapon has a weak spot. In the course of the combat, it quickly becomes damaged and moves two steps down the object damage track.

Warrior Stat Pools

StatPool Starting Value
Might10
Speed10
Intellect8

You get 6 additional points to divide among your stat Pools however you wish.

First-Tier Warrior

First-tier warriors have the following abilities:

Effort: Your Effort is 1.

Physical Nature: You have a Might Edge of 1 and a Speed Edge of 0, or you have a Might Edge of 0 and a Speed Edge of 1. Either way, you have an Intellect Edge of 0.

Cypher Use: You can bear two cyphers at a time.

Weapons: You become practiced with @UUID[Compendium.cyphersystem-compendium.basic-skills.GA74AkWhC7i4Z8sZ]{light}, @UUID[Compendium.cyphersystem-compendium.basic-skills.wHxvX2zJOKo27GBe]{medium}, and @UUID[Compendium.cyphersystem-compendium.basic-skills.d554SLnkyNqPDDOc]{heavy weapons} and suffer no penalty when using any kind of weapon. Enabler.

Starting Equipment: Appropriate clothing and two weapons of your choice, plus one expensive item, two moderately priced items, and up to four inexpensive items.

Special Abilities: Choose four of the abilities listed below. You can’t choose the same ability more than once unless its description says otherwise. The full description for each listed ability can be found in Abilities, which also has descriptions for flavor and focus abilities in a single vast catalog.

@UUID[Compendium.cyphersystem-compendium.abilities.7BS6IEcYlEp5v3OC]{Bash} @UUID[Compendium.cyphersystem-compendium.abilities.2x7nMe9ZGp3VjI8B]{Combat Prowess} @UUID[Compendium.cyphersystem-compendium.abilities.6cMg5QXB71YNgoaM]{Control the Field} @UUID[Compendium.cyphersystem-compendium.abilities.7X2zbrkFSNbyhA5G]{Improved Edge} @UUID[Compendium.cyphersystem-compendium.abilities.YZB37b80VQGMUscp]{No Need for Weapons} @UUID[Compendium.cyphersystem-compendium.abilities.o2iiTUXdkMPREkvK]{Overwatch} @UUID[Compendium.cyphersystem-compendium.abilities.noCgrKbB370cfzQg]{Physical Skills} @UUID[Compendium.cyphersystem-compendium.abilities.o2ZDoteWQsFsqTJr]{Practiced in Armor} @UUID[Compendium.cyphersystem-compendium.abilities.yszDDDpH6m16dEoV]{Quick Throw} @UUID[Compendium.cyphersystem-compendium.abilities.8hiUfUNY3u2IpVDa]{Swipe} @UUID[Compendium.cyphersystem-compendium.abilities.uatcX3o1oB2Stc4u]{Trained Without Armor}

Second-Tier Warrior

Choose two of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.EERMWn1af0S8wAWN]{Crushing Blow} @UUID[Compendium.cyphersystem-compendium.abilities.S3L1oym8fpx0NsAc]{Hemorrhage} @UUID[Compendium.cyphersystem-compendium.abilities.szw7tHW0OjI2fjpJ]{Reload} @UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks} @UUID[Compendium.cyphersystem-compendium.abilities.CtRvLxfUlCynJv1B]{Skill With Defense} @UUID[Compendium.cyphersystem-compendium.abilities.36nlDXhOP5e5dfns]{Successive Attack}

Third-Tier Warrior

Choose three of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.Rr4oB1lUzuzFHNHQ]{Deadly Aim} @UUID[Compendium.cyphersystem-compendium.abilities.M49EI6qapNJC2aLR]{Energy Resistance} @UUID[Compendium.cyphersystem-compendium.abilities.4eCjeGPA0ovnwIfu]{Experienced in Armor} @UUID[Compendium.cyphersystem-compendium.abilities.u1GhDcfpVXITVtOc]{Expert Cypher Use} @UUID[Compendium.cyphersystem-compendium.abilities.73miZT5kYFyxnPOT]{Fury} @UUID[Compendium.cyphersystem-compendium.abilities.bPr34XiLw2Dqb4VJ]{Lunge} @UUID[Compendium.cyphersystem-compendium.abilities.XqGE5QLHnpIKB5rB]{Reaction} @UUID[Compendium.cyphersystem-compendium.abilities.t3zUlk8c5WEBXXO8]{Seize the Moment} @UUID[Compendium.cyphersystem-compendium.abilities.bkQnnjRFJS9VpaY5]{Slice} @UUID[Compendium.cyphersystem-compendium.abilities.YIzrA5i8eBSPMFzj]{Spray} @UUID[Compendium.cyphersystem-compendium.abilities.4s3SAqu0lb5qzfzL]{Trick Shot} @UUID[Compendium.cyphersystem-compendium.abilities.DhbLcVuqEZmS6Z2y]{Vigilance}

Fourth-Tier Warrior

Choose two of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.M5QroBlhUCULt6MD]{Amazing Effort} @UUID[Compendium.cyphersystem-compendium.abilities.gNRMG3mJTzWaCGph]{Capable Warrior} @UUID[Compendium.cyphersystem-compendium.abilities.GlXd4oFI9Fqq3rAX]{Experienced Defender} @UUID[Compendium.cyphersystem-compendium.abilities.RO8dmB90aRPOmCuJ]{Feint} @UUID[Compendium.cyphersystem-compendium.abilities.mUizWF7k2XD7ykRJ]{Increased Effects} @UUID[Compendium.cyphersystem-compendium.abilities.PTVAJGFiXDueX8az]{Momentum} @UUID[Compendium.cyphersystem-compendium.abilities.blm1Z8JxvWOiFf0b]{Pry Open} @UUID[Compendium.cyphersystem-compendium.abilities.yJDNsRAG3Elm6PWp]{Snipe} @UUID[Compendium.cyphersystem-compendium.abilities.wxAZnuQkvWosLzkN]{Tough As Nails}

Fifth-Tier Warrior

Choose three of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.M0pjZXQ9996hfUPs]{Adroit Cypher Use} @UUID[Compendium.cyphersystem-compendium.abilities.WrJDw2X8JHcljjP4]{Arc Spray} @UUID[Compendium.cyphersystem-compendium.abilities.t6VEEwEsQUIImebW]{Improved Success} @UUID[Compendium.cyphersystem-compendium.abilities.IFb8NX06xgWM7H98]{Jump Attack} @UUID[Compendium.cyphersystem-compendium.abilities.4k5JFV78A5SiPjFo]{Mastery in Armor} @UUID[Compendium.cyphersystem-compendium.abilities.kNSRytTtQX0rU3aE]{Mastery With Attacks} @UUID[Compendium.cyphersystem-compendium.abilities.LTqgcoprvBF2ZkdH]{Mastery With Defense} @UUID[Compendium.cyphersystem-compendium.abilities.AmZDmnmP7CxSSN4h]{Parry}

Remember that at higher tiers, you can choose special abilities from lower tiers. This is sometimes the best way to ensure that you have exactly the character you want. This is particularly true with abilities that grant skills, which can usually be taken multiple times.

Sixth-Tier Warrior

Choose two of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.MQewTo9NscKVUUNz]{Again and Again} @UUID[Compendium.cyphersystem-compendium.abilities.syJ3mkT2hHR2MY3o]{Finishing Blow} @UUID[Compendium.cyphersystem-compendium.abilities.Cz0KkzZPnlX1oTYz]{Magnificent Moment} @UUID[Compendium.cyphersystem-compendium.abilities.KNElOxbWobS1ygLv]{Murderer} @UUID[Compendium.cyphersystem-compendium.abilities.KDZeCZJxjCQzlTxA]{Spin Attack} @UUID[Compendium.cyphersystem-compendium.abilities.s8NShtaUrW0Oxolo]{Weapon and Body}

Warrior Example

Ray wants to create a Warrior character for a modern campaign. He decides that the character is an ex-military fellow who is fast and strong. He puts 3 of his additional points into his Might Pool and 3 into his Speed Pool; his stat Pools are now Might 13, Speed 13, and Intellect 8. As a first-tier character, his Effort is 1, his Might Edge is 1, and his Speed Edge and Intellect Edge are both 0. His character is not particularly smart or charismatic.

He wants to use a large combat knife (a medium weapon that inflicts 4 points of damage) and a .357 Magnum (a heavy pistol that inflicts 6 points of damage but requires the use of both hands). Ray decides not to wear armor, as it’s not really appropriate to the setting, so for his first ability, he chooses Trained Without Armor so he eases Speed defense actions. For his second ability, he chooses Combat Prowess so he can inflict extra damage with his big knife.

Ray wants to be fast as well as tough, so he selects Improved Edge. This gives him a Speed Edge of 1. He rounds out his character with Physical Skills and chooses swimming and running.

The Warrior can bear two cyphers. The GM decides that Ray’s first cypher is a pill that restores 6 points of Might when swallowed, and his second is a small, easily concealed grenade that explodes like a firebomb when thrown, inflicting 3 points of damage to all within immediate range.

Ray still needs to choose a descriptor and a focus. Looking ahead to the descriptor rules, Ray chooses Strong, which increases his Might Pool to 17. He also becomes trained in jumping and breaking inanimate objects. (If he had chosen jumping as one of his physical skills, the Strong descriptor would have made him specialized in jumping instead of trained.) Being Strong also gives Ray an extra medium or heavy weapon. He chooses a baseball bat that he’ll use in a pinch. He keeps it in the trunk of his car.

For his focus, Ray chooses Masters Weaponry. This gives him yet another weapon of high quality. He chooses another combat knife and asks the GM if he could use it in his left hand—not to make attacks, but as a shield. This will ease his Speed defense rolls if he has both knives out (the “shield” counts as an asset). The GM agrees. During the game, Ray’s Warrior will be hard to hit—he is trained in Speed defense rolls, and his extra knife eases his defense rolls by another step.

Thanks to his focus, he also inflicts 1 additional point of damage with his chosen weapon. Now he inflicts 6 points of damage with his blade. Ray’s character is a deadly combatant, likely starting the game with a reputation as a knife fighter.

For his character arc, Ray chooses Defeat a Foe. That foe, he decides, is none other than someone in his company who was once a friend but went rogue.

Adept

Fantasy/Fairy tale: wizard, mage, sorcerer, cleric, druid, seer, diabolist, fey-touched

Modern/Horror/Romance: psychic, occultist, witch, practitioner, medium, fringe scientist

Science fiction: psion, psionicist, telepath, seeker, master, scanner, ESPer, abomination

Superhero/Post-Apocalyptic: mage, sorcerer, power-wielder, master, psion, telepath

You master powers or abilities outside the experience, understanding, and sometimes belief of others. They might be magic, psychic powers, mutant abilities, or just a wide variety of intricate devices, depending on the setting. (“Magic” here is a term used very loosely. It’s a catch-all for the kinds of wondrous, possibly supernatural things that your character can do that others cannot. It might actually be an expression of technological devices, channeling spirits, mutations, psionics, nanotechnology, or any number of other sources.)

Individual Role: Adepts are usually thoughtful, intelligent types. They often think carefully before acting and rely heavily on their supernatural abilities.

Group Role: Adepts are not powerful in straightforward combat, although they often wield abilities that provide excellent combat support, both offensively and defensively. They sometimes possess abilities that facilitate overcoming challenges. For example, if the group must get through a locked door, an Adept might be able to destroy it or teleport everyone to the other side.

Societal Role: In settings where the supernatural is rare, strange, or feared, Adepts are likely rare and feared as well. They remain hidden, shadowy figures. When this is not the case, Adepts are more likely to be common and forthright. They might even take leadership roles.

Advanced Adepts: Even at low tiers, Adept powers are impressive. Higher-tier Adepts can accomplish amazing deeds that can reshape matter and the environment around them.

Adepts are almost always emblematic of the paranormal or superhuman in some way—wizards, psychics, or something similar. If the game you’re playing has none of that, an Adept could be a charlatan mimicking such abilities with tricks and hidden devices, or a gadgeteer character with a “utility belt” full of oddments. Or a game like that might not have Adepts. That’s okay too.

Adept Background Connection

Your type helps determine the connection you have to the setting. Roll a d20 or choose from the following list to determine a specific fact about your background that provides a connection to the rest of the world. You can also create your own fact.

@UUID[Compendium.cyphersystem-compendium.cypher-roll-tables.ldbXbEteJgHbIdZe]{Adept Background Connection}

Adept Player Intrusions

When playing an Adept, you can spend 1 XP to use one of the following player intrusions, provided the situation is appropriate and the GM agrees.

Advantageous Malfunction: A device being used against you malfunctions. It might harm the user or one of their allies for a round, or activate a dramatic and distracting side effect for a few rounds.

Convenient Idea: A flash of insight provides you with a clear answer or suggests a course of action with regard to an urgent question, problem, or obstacle you’re facing.

Inexplicably Unbroken: An inactive, ruined, or presumed-destroyed device temporarily activates and performs a useful function relevant to the situation. This is enough to buy you some time for a better solution, alleviate a complication that was interfering with your abilities, or just get you one more use out of a depleted cypher or artifact.

Adept Stat Pools

StatPool Starting Value
Might7
Speed9
Intellect12

You get 6 additional points to divide among your stat Pools however you wish.

First-Tier Adept

First-tier Adepts have the following abilities:

Effort: Your Effort is 1.

Genius: You have an Intellect Edge of 1, a Might Edge of 0, and a Speed Edge of 0.

Expert Cypher Use: You can bear three cyphers at a time.

Starting Equipment: Appropriate clothing, plus two expensive items, two moderately priced items, and up to four inexpensive items of your choice.

Weapons: You can use @UUID[Compendium.cyphersystem-compendium.basic-skills.GA74AkWhC7i4Z8sZ]{light weapons} without penalty. You have an inability with @UUID[Compendium.cyphersystem-compendium.inabilities.Zjign4M9GqTvD348]{medium weapons} and @UUID[Compendium.cyphersystem-compendium.inabilities.aMGYdfzCgfYqtHuJ]{heavy weapons}; your attacks with medium and heavy weapons are hindered.

Special Abilities: Choose four of the abilities listed below. You can’t choose the same ability more than once unless its description says otherwise. The full description for each listed ability can be found in Abilities, which also has descriptions for flavor and focus abilities in a single vast catalog.

Adept abilities require at least one free hand unless the GM says otherwise.

@UUID[Compendium.cyphersystem-compendium.abilities.6qCR3kBqCVYDlEOl]{Distortion} @UUID[Compendium.cyphersystem-compendium.abilities.TmWjWp4iWk4GMLN0]{Erase Memories} @UUID[Compendium.cyphersystem-compendium.abilities.gP8HCn8FPeg49V7M]{Far Step} @UUID[Compendium.cyphersystem-compendium.abilities.zArjjFcf9tHQvJTx]{Hedge Magic} @UUID[Compendium.cyphersystem-compendium.abilities.XQxN55rl0f5HFxEM]{Magic Training} @UUID[Compendium.cyphersystem-compendium.abilities.FE1Ge8CbJxQcCo0b]{Onslaught} @UUID[Compendium.cyphersystem-compendium.abilities.Myt0JUt24B8hjYAg]{Push} @UUID[Compendium.cyphersystem-compendium.abilities.Q8xKsSOvoFWL1ePP]{Resonance Field} @UUID[Compendium.cyphersystem-compendium.abilities.OPvXaxuRIVXLmkWl]{Scan} @UUID[Compendium.cyphersystem-compendium.abilities.nptFEdFaUvjDeqAz]{Shatter} @UUID[Compendium.cyphersystem-compendium.abilities.59mslpID7ogppzMA]{Ward}

Second-Tier Adept

Choose one of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.wWN4y4rATxbtMCMo]{Adaptation} @UUID[Compendium.cyphersystem-compendium.abilities.o7kTUAFonv5HPi07]{Cutting Light} @UUID[Compendium.cyphersystem-compendium.abilities.UCR0rx32kEsTcgnF]{Hover} @UUID[Compendium.cyphersystem-compendium.abilities.W5Zt9qDKCtNr49BC]{Mind Reading} @UUID[Compendium.cyphersystem-compendium.abilities.fzx429jdEdbd0tHy]{Retrieve Memories} @UUID[Compendium.cyphersystem-compendium.abilities.Uti1XQwY4VFZwwwc]{Reveal} @UUID[Compendium.cyphersystem-compendium.abilities.pdNI9QMKmDwu8gza]{Stasis}

Third-Tier Adept

Choose two of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.M0pjZXQ9996hfUPs]{Adroit Cypher Use} @UUID[Compendium.cyphersystem-compendium.abilities.Mj6yJZwRmdXaVwh8]{Countermeasures} @UUID[Compendium.cyphersystem-compendium.abilities.yz1w8JR23mtlDX49]{Energy Protection} @UUID[Compendium.cyphersystem-compendium.abilities.AUGM3xEluWJi4Y8h]{Fire and Ice} @UUID[Compendium.cyphersystem-compendium.abilities.yPVZmXWhUxustVdq]{Force Field Barrier} @UUID[Compendium.cyphersystem-compendium.abilities.bzy1KzO0oPmZGu2b]{Sensor} @UUID[Compendium.cyphersystem-compendium.abilities.q80xvRDX6XwFXgma]{Targeting Eye}

Fourth-Tier Adept

Choose one of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.iTxEWRCR8G5Rych2]{Death Touch} @UUID[Compendium.cyphersystem-compendium.abilities.VEJQ74o175OnlIAm]{Exile} @UUID[Compendium.cyphersystem-compendium.abilities.wvlSlYCJyrJuFqtn]{Invisibility} @UUID[Compendium.cyphersystem-compendium.abilities.whVEpvOjmGs3fpcD]{Matter Cloud} @UUID[Compendium.cyphersystem-compendium.abilities.Vcfc6yjbqX6WSzCf]{Mind Control} @UUID[Compendium.cyphersystem-compendium.abilities.8QwoYVraOedgr9kB]{Projection} @UUID[Compendium.cyphersystem-compendium.abilities.y1bQFSBlwMbUico5]{Rapid Processing} @UUID[Compendium.cyphersystem-compendium.abilities.iroL3TcKD9dpulhW]{Regeneration} @UUID[Compendium.cyphersystem-compendium.abilities.YFbC1HRis4SpZgrS]{Reshape} @UUID[Compendium.cyphersystem-compendium.abilities.KGz0rK4b2dAt0DaX]{Wormhole}

Fifth-Tier Adept

Choose two of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.NCXCkCYeZw8qlazG]{Absorb Energy} @UUID[Compendium.cyphersystem-compendium.abilities.PZBKCtRj5S6ULnjo]{Concussion} @UUID[Compendium.cyphersystem-compendium.abilities.8SDpRRzZRF73zLsF]{Conjuration} @UUID[Compendium.cyphersystem-compendium.abilities.HuhNjMfMxPkTlERH]{Create} @UUID[Compendium.cyphersystem-compendium.abilities.D4JFKjeVDkx9Xfnf]{Dust to Dust} @UUID[Compendium.cyphersystem-compendium.abilities.wlkPdME0r3hx9VbE]{Knowing the Unknown} @UUID[Compendium.cyphersystem-compendium.abilities.K4XRiZlFRakz6j98]{Master Cypher Use} @UUID[Compendium.cyphersystem-compendium.abilities.IN3VI2LxDyYGbqnN]{Teleportation} @UUID[Compendium.cyphersystem-compendium.abilities.MGzAkRaGd4LgfQti]{True Senses}

Sixth-Tier Adept

Choose one of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.tvlNZboSbKCHttjs]{Control Weather} @UUID[Compendium.cyphersystem-compendium.abilities.jhdgI9rV2mpH6JQU]{Earthquake} @UUID[Compendium.cyphersystem-compendium.abilities.8OmtJRuoKRzuGfh8]{Move Mountains} @UUID[Compendium.cyphersystem-compendium.abilities.PlKwEwo6ilGqwxwI]{Traverse the Worlds} @UUID[Compendium.cyphersystem-compendium.abilities.gETtOLyLYRVk53dP]{Usurp Cypher}

Adept Example

Jen wants to create an Adept—a sorcerer for a fantasy campaign. She decides to be somewhat well rounded, so she puts 2 of her additional points into each stat Pool, giving her a Might Pool of 9, a Speed Pool of 11, and an Intellect Pool of 14. Her Adept is smart and quick. She has an Intellect Edge of 1, a Might Edge of 0, and a Speed Edge of 0. As a first-tier character, her Effort is 1. As her initial abilities, she chooses Onslaught and Ward, giving her a strong offense and defense. She also chooses Magic Training and rounds out her character with Scan, which she hopes will be useful in gaining insight and information. For this character, Onslaught, Ward, and Scan are all spells she has mastered through years of training and study.

She can bear three cyphers. The GM gives her a potion that acts as a short-range teleporter, a small charm that restores 5 points to her Intellect Pool, and a fluid-filled flask that explodes like a fiery bomb. Jen’s sorcerer is skilled with light weapons, so she chooses a dagger.

For her descriptor, Jen chooses Graceful, which adds 2 points to her Speed Pool, bringing it to 13. That descriptor means she is trained in balancing and anything requiring careful movements, physical performing arts, and Speed defense tasks. Perhaps she is a dancer. In fact, she begins to develop a backstory that involves graceful, lithe movements that she incorporates into her spells.

For her focus, she chooses Leads. This gives her training in social interactions, which again helps round her out—she’s good in all kinds of situations. Moreover, she has the Good Advice ability, which enables her to be a focal point of her group.

Her spells and focus abilities cost Intellect points to activate, so she’s glad to have a lot of points in her Intellect Pool. In addition, her Intellect Edge will help reduce those costs. If she uses her Onslaught force blast without applying Effort, it costs 0 Intellect points and deals 4 points of damage. Her Intellect Edge will allow her to save points to devote toward applying Effort for other purposes, perhaps to boost the accuracy of Onslaught.

For her character arc, Jen chooses Aid a Friend. She decides that when her sorcerer character was young, she had a magical mentor. That mentor was later taken prisoner by a demon, so her character is always looking for clues on how to find the demon and release her friend from bondage.

GMs are always free to pre-select a type’s special abilities at a given tier to reinforce the setting. In the fantasy setting of Jen’s sorcerer, the GM might have said that all sorcerers (Adepts) start with Magic Training as one of their tier 1 abilities. This doesn’t make the character any less powerful or special, but it says something about her role in the world and expectations in the game.

Explorer

Fantasy/Fairy tale: Explorer, adventurer, delver, mystery seeker

Modern/Horror/Romance: athlete, explorer, adventurer, drifter, detective, scholar, spelunker, trailblazer, investigative reporter

Science fiction: Explorer, adventurer, wanderer, planetary specialist, xenobiologist

Superhero/Post-Apocalyptic: adventurer, crimefighter

You are a person of action and physical ability, fearlessly facing the unknown. You travel to strange, exotic, and dangerous places, and discover new things. This means you’re physical but also probably knowledgeable.

Individual Role: Although Explorers can be academics or well studied, they are first and foremost interested in action. They face grave dangers and terrible obstacles as a routine part of life.

Group Role: Explorers sometimes work alone, but far more often they operate in teams with other characters. The Explorer frequently leads the way, blazing the trail. However, they’re also likely to stop and investigate anything intriguing they stumble upon.

Societal Role: Not all Explorers are out traipsing through the wilderness or poking about an old ruin. Sometimes, an Explorer is a teacher, a scientist, a detective, or an investigative reporter. In any event, an Explorer bravely faces new challenges and gathers knowledge to share with others.

Advanced Explorers: Higher-tier Explorers gain more skills, some combat abilities, and a number of abilities that allow them to deal with danger. In short, they become more and more well-rounded, able to deal with any challenge.

Explorer Background Connection

Your type helps determine the connection you have to the setting. Roll a d20 or choose from the following list to determine a specific fact about your background that provides a connection to the rest of the world. You can also create your own fact.

@UUID[Compendium.cyphersystem-compendium.cypher-roll-tables.EPY1EXnGWOBK9kO1]{Explorer Background Connection}

Explorer Player Intrusions

When playing an Explorer, you can spend 1 XP to use one of the following player intrusions, provided the situation is appropriate and the GM agrees.

Fortuitous Malfunction: A trap or a dangerous device malfunctions before it can affect you.

Serendipitous Landmark: Just when it seems like the path is lost (or you are), a trail marker, a landmark, or simply the way the terrain or corridor bends, rises, or falls away suggests to you the best path forward, at least from this point.

Weak Strain: The poison or disease turns out not to be as debilitating or deadly as it first seemed, and inflicts only half the damage that it would have otherwise.

Explorer Stat Pools

StatPool Starting Value
Might10
Speed9
Intellect9

You get 6 additional points to divide among your stat Pools however you wish.

First-Tier Explorer

First-tier Explorers have the following abilities:

Effort: Your Effort is 1.

Physical Nature: You have a Might Edge of 1, a Speed Edge of 0, and an Intellect Edge of 0.

Cypher Use: You can bear two cyphers at a time.

Starting Equipment: Appropriate clothing and a weapon of your choice, plus two expensive items, two moderately priced items, and up to four inexpensive items.

Weapons: You can use @UUID[Compendium.cyphersystem-compendium.basic-skills.GA74AkWhC7i4Z8sZ]{light} and @UUID[Compendium.cyphersystem-compendium.basic-skills.wHxvX2zJOKo27GBe]{medium weapons} without penalty. You have an inability with @UUID[Compendium.cyphersystem-compendium.inabilities.aMGYdfzCgfYqtHuJ]{heavy weapons}; your attacks with heavy weapons are hindered.

Special Abilities: Choose four of the abilities listed below. You can’t choose the same ability more than once unless its description says otherwise. The full description for each listed ability can be found in Abilities, which also has descriptions for flavor and focus abilities in a single vast catalog.

@UUID[Compendium.cyphersystem-compendium.abilities.7OpsD4muO5HGJt29]{Block} @UUID[Compendium.cyphersystem-compendium.abilities.UyQTRi5ZwWU5tMO0]{Danger Sense} @UUID[Compendium.cyphersystem-compendium.abilities.P95xVHVxALSMjanR]{Decipher} @UUID[Compendium.cyphersystem-compendium.abilities.PqL4qr9D8QAwQhrL]{Endurance} @UUID[Compendium.cyphersystem-compendium.abilities.axI0iGYo7DjdR8Ya]{Find the Way} @UUID[Compendium.cyphersystem-compendium.abilities.Sg5WeSF04CYNEecl]{Fleet of Foot} @UUID[Compendium.cyphersystem-compendium.abilities.7X2zbrkFSNbyhA5G]{Improved Edge} @UUID[Compendium.cyphersystem-compendium.abilities.eEGFknWQZUBNXn99]{Knowledge Skills} @UUID[Compendium.cyphersystem-compendium.abilities.CBGeAZSBuymzrxDz]{Muscles of Iron} @UUID[Compendium.cyphersystem-compendium.abilities.YZB37b80VQGMUscp]{No Need for Weapons} @UUID[Compendium.cyphersystem-compendium.abilities.noCgrKbB370cfzQg]{Physical Skills} @UUID[Compendium.cyphersystem-compendium.abilities.o2ZDoteWQsFsqTJr]{Practiced in Armor} @UUID[Compendium.cyphersystem-compendium.abilities.yl2zo179wXZW5Xxc]{Practiced With All Weapons} @UUID[Compendium.cyphersystem-compendium.abilities.s2PLo9FsWBi2C1VY]{Surging Confidence} @UUID[Compendium.cyphersystem-compendium.abilities.uatcX3o1oB2Stc4u]{Trained Without Armor}

Second-Tier Explorer

Choose four of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.JkmTskE3eqcfu7dY]{Curious} @UUID[Compendium.cyphersystem-compendium.abilities.3x3gRDJejTXQPmdY]{Danger Instinct} @UUID[Compendium.cyphersystem-compendium.abilities.4yyKQYnrbL3r9gcU]{Enable Others} @UUID[Compendium.cyphersystem-compendium.abilities.uB3sVzeG2N5rkdUZ]{Escape} @UUID[Compendium.cyphersystem-compendium.abilities.RM8Fmu1IJwzBkjcM]{Eye for Detail} @UUID[Compendium.cyphersystem-compendium.abilities.U7chr7wLj7r5y0LT]{Foil Danger} @UUID[Compendium.cyphersystem-compendium.abilities.pp9NFNHKgOhRYbsY]{Hand to Eye} @UUID[Compendium.cyphersystem-compendium.abilities.romswZIOmAmtzfCL]{Investigative Skills} @UUID[Compendium.cyphersystem-compendium.abilities.euEVkth9YGYSpoJf]{Quick Recovery} @UUID[Compendium.cyphersystem-compendium.abilities.tJVu7MQ2pOhNfpUB]{Range Increase} @UUID[Compendium.cyphersystem-compendium.abilities.nOuOE3EkrNr81pSq]{Greater Skill With Defense} @UUID[Compendium.cyphersystem-compendium.abilities.gbU7mA0flUR4W8Dl]{Stand Watch} @UUID[Compendium.cyphersystem-compendium.abilities.wEjdodvc6SLf8yso]{Travel Skills} @UUID[Compendium.cyphersystem-compendium.abilities.yS1sMAZEzJbozxOZ]{Wreck}

Third-Tier Explorer

Choose three of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.wG4zveGhplNKNzuP]{Controlled Fall} @UUID[Compendium.cyphersystem-compendium.abilities.4eCjeGPA0ovnwIfu]{Experienced in Armor} @UUID[Compendium.cyphersystem-compendium.abilities.u1GhDcfpVXITVtOc]{Expert Cypher Use} @UUID[Compendium.cyphersystem-compendium.abilities.JuOmZXMt1T3tQUZ8]{Ignore the Pain} @UUID[Compendium.cyphersystem-compendium.abilities.qZOOWfFLJ1JziJpY]{Obstacle Running} @UUID[Compendium.cyphersystem-compendium.abilities.GvYXLPdpaFEMGuQR]{Resilience} @UUID[Compendium.cyphersystem-compendium.abilities.ZuX6gykVtKxiBAxR]{Run and Fight} @UUID[Compendium.cyphersystem-compendium.abilities.t3zUlk8c5WEBXXO8]{Seize the Moment} @UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks} @UUID[Compendium.cyphersystem-compendium.abilities.jmYIPbMwsq3GY3eO]{Stone Breaker} @UUID[Compendium.cyphersystem-compendium.abilities.wpA3GB5yJq9NI8QN]{Think Your Way Out} @UUID[Compendium.cyphersystem-compendium.abilities.V1ROUnWXLmLRMxXi]{Trapfinder} @UUID[Compendium.cyphersystem-compendium.abilities.6McxfJoPmf1SnbDR]{Wrest From Chance}

Fourth-Tier Explorer

Choose two of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.gNRMG3mJTzWaCGph]{Capable Warrior} @UUID[Compendium.cyphersystem-compendium.abilities.MdRdAc0qAWghMmlV]{Expert Skill} @UUID[Compendium.cyphersystem-compendium.abilities.mUizWF7k2XD7ykRJ]{Increased Effects} @UUID[Compendium.cyphersystem-compendium.abilities.lbXg8UlSCG23yxO4]{Read the Signs} @UUID[Compendium.cyphersystem-compendium.abilities.dW0rgYsx6hDA8pIB]{Runner} @UUID[Compendium.cyphersystem-compendium.abilities.3pqCkOZjnAXWIikt]{Subtle Steps} @UUID[Compendium.cyphersystem-compendium.abilities.wxAZnuQkvWosLzkN]{Tough As Nails}

Fifth-Tier Explorer

Choose three of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.M0pjZXQ9996hfUPs]{Adroit Cypher Use} @UUID[Compendium.cyphersystem-compendium.abilities.B0Tt5R1m2DsVLtPH]{Free to Move} @UUID[Compendium.cyphersystem-compendium.abilities.hhBF8re7Azmce3Y9]{Group Friendship} @UUID[Compendium.cyphersystem-compendium.abilities.KGzAHs3qln0fNDjt]{Hard to Kill} @UUID[Compendium.cyphersystem-compendium.abilities.IFb8NX06xgWM7H98]{Jump Attack} @UUID[Compendium.cyphersystem-compendium.abilities.LTqgcoprvBF2ZkdH]{Mastery With Defense} @UUID[Compendium.cyphersystem-compendium.abilities.AmZDmnmP7CxSSN4h]{Parry} @UUID[Compendium.cyphersystem-compendium.abilities.5uWcMvgh1OWvieJs]{Physically Gifted} @UUID[Compendium.cyphersystem-compendium.abilities.scceoEmEnN5MW8XT]{Take Command} @UUID[Compendium.cyphersystem-compendium.abilities.icJAWRB8Uha8CSKr]{Vigilant}

Sixth-Tier Explorer

Choose three of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.MQewTo9NscKVUUNz]{Again and Again} @UUID[Compendium.cyphersystem-compendium.abilities.tTrekc4AZbIqem5L]{Inspire Coordinated Actions} @UUID[Compendium.cyphersystem-compendium.abilities.4k5JFV78A5SiPjFo]{Mastery in Armor} @UUID[Compendium.cyphersystem-compendium.abilities.kNSRytTtQX0rU3aE]{Mastery With Attacks} @UUID[Compendium.cyphersystem-compendium.abilities.dMEqa6kAjXrHlxui]{Negate Danger} @UUID[Compendium.cyphersystem-compendium.abilities.PXvS7AatBcxH9cvZ]{Share Defense} @UUID[Compendium.cyphersystem-compendium.abilities.KDZeCZJxjCQzlTxA]{Spin Attack} @UUID[Compendium.cyphersystem-compendium.abilities.vQtVTnCecWFXkfkI]{Wild Vitality}

Explorer Example

Sam decides to create an Explorer character for a science fiction campaign. This character will be a hardy soul who explores alien worlds. They put 3 additional points into their Might Pool, 2 into their Speed Pool, and 1 into their Intellect Pool; their stat Pools are now Might 13, Speed 11, and Intellect 10. As a first-tier character, their Effort is 1, their Might Edge is 1, and their Speed Edge and Intellect Edge are 0. Their character is fairly well-rounded so far.

Sam immediately leaps in and starts choosing abilities. They pick Danger Sense and Surging Confidence, thinking those abilities will be generally useful. They also choose Practiced in Armor, reasoning that the character wears high-tech medium armor when exploring. Last, they choose Knowledge Skills and select geology and biology to help during interplanetary explorations.

Sam’s Explorer can bear two cyphers, which in this setting involve nanotechnology. The GM decides that one is a nanite injector that grants a +1 bonus to Might Edge when used, and the other is a device that can create one simple handheld object the user wishes.

Sam’s Explorer is not really geared toward fighting, but sometimes the universe is a dangerous place, so they note that they’re carrying a medium blaster as well.

Sam still needs a descriptor and a focus. Looking to the Descriptor chapter, they choose Hardy, which increases their Might Pool to 17. They also heal more quickly and can operate better when injured. They’re trained in Might defense but have an inability with initiative; however, it’s effectively canceled out by their Danger Sense (and vice versa). Sam could go back and select something else instead of Danger Sense, but they like it and decide to keep it. Overall, the descriptor ends up making the character tough but a little slow.

For their focus, Sam chooses Explores Dark Places (in this case, weird ruins of alien civilizations). This gives the character a bunch of additional skills: searching, listening, climbing, balancing, and jumping. They’re quite the capable Explorer.

For their character arc, Sam chooses Enterprise. Exploring alien places sometimes turns up strange relics, and Sam figures they might be able to set up a service to reliably transport these items to responsible third parties, rather than allow them to fall into the hands of pirates and rich private collectors. For a small fee, of course.

Speaker

Fantasy/Fairy tale: bard, speaker, skald, emissary, priest, advocate

Modern/Horror/Romance: diplomat, charmer, face, spinner, manipulator, minister, mediator, lawyer

Science fiction: diplomat, empath, glam, consul, legate

Superhero/Post-Apocalyptic: charmer, mesmerist, puppet master

You’re good with words and good with people. You talk your way past challenges and out of jams, and you get people to do what you want.

Individual Role: Speakers are smart and charismatic. They like people and, more important, they understand them. This helps speakers get others to do what needs to be done.

Group Role: The Speaker is often the face of the group, serving as the person who speaks for all and negotiates with others. Combat and action are not a Speaker’s strong suits, so other characters sometimes have to defend the Speaker in times of danger.

Societal Role: Speakers are frequently political or religious leaders. Just as often, however, they are con artists or criminals.

Advanced Speakers: Higher-tier Speakers use their abilities to control and manipulate people as well as aid and nurture their friends. They can talk their way out of danger and even use their words as weapons.

Speaker Background Connection

Your type helps determine the connection you have to the setting. Roll a d20 or choose from the following list to determine a specific fact about your background that provides a connection to the rest of the world. You can also create your own fact.

@UUID[Compendium.cyphersystem-compendium.cypher-roll-tables.zDo6fnblxkAjzvc3]{Speaker Background Connection}

Speaker Player Intrusions

When playing a Speaker, you can spend 1 XP to use one of the following player intrusions, provided the situation is appropriate and the GM agrees.

Friendly NPC: An NPC you don’t know, someone you don’t know that well, or someone you know but who hasn’t been particularly friendly in the past chooses to help you, though doesn’t necessarily explain why. Maybe they’ll ask you for a favor in return afterward, depending on how much trouble they go to.

Perfect Suggestion: A follower or other already-friendly NPC suggests a course of action with regard to an urgent question, problem, or obstacle you’re facing.

Unexpected Gift: An NPC hands you a physical gift you were not expecting, one that helps put the situation at ease if things seem strained, or provides you with a new insight for understanding the context of the situation if there’s something you’re failing to understand or grasp.

Speaker Stat Pools

StatPool Starting Value
Might8
Speed9
Intellect11

You get 6 additional points to divide among your stat Pools however you wish.

First-Tier Speaker

First-tier Speakers have the following abilities:

Effort: Your Effort is 1.

Genius: You have an Intellect Edge of 1, a Might Edge of 0, and a Speed Edge of 0.

Cypher Use: You can bear two cyphers at a time.

Weapons: You can use @UUID[Compendium.cyphersystem-compendium.basic-skills.GA74AkWhC7i4Z8sZ]{light weapons} without penalty. You have an inability with @UUID[Compendium.cyphersystem-compendium.inabilities.Zjign4M9GqTvD348]{medium} and @UUID[Compendium.cyphersystem-compendium.inabilities.aMGYdfzCgfYqtHuJ]{heavy weapons}; your attacks with medium and heavy weapons are hindered.

Starting Equipment: Appropriate clothing and a light weapon of your choice, plus two expensive items, two moderately priced items, and up to four inexpensive items.

Special Abilities: Choose four of the abilities listed below. You can’t choose the same ability more than once unless its description says otherwise. The full description for each listed ability can be found in Abilities, which also has descriptions for flavor and focus abilities in a single vast catalog.

Some Speaker abilities, like Mind Reading or True Senses, imply a supernatural element. If this is inappropriate to the character or the setting, these abilities can be replaced with something from the stealth flavor, or the GM can slightly modify them so they are based in extraordinary talents and insight rather than the supernatural.

@UUID[Compendium.cyphersystem-compendium.abilities.BlBi7qk0darLthxS]{Anecdote} @UUID[Compendium.cyphersystem-compendium.abilities.r7uNiD9CGy4G3Hoq]{Babel} @UUID[Compendium.cyphersystem-compendium.abilities.JSlr2Q6Ll1xNd8fX]{Demeanor of Command} @UUID[Compendium.cyphersystem-compendium.abilities.hYa7I52x2iwffh8C]{Encouragement} @UUID[Compendium.cyphersystem-compendium.abilities.lQ4MNmGXXNBMGsmk]{Enthrall} @UUID[Compendium.cyphersystem-compendium.abilities.TmWjWp4iWk4GMLN0]{Erase Memories} @UUID[Compendium.cyphersystem-compendium.abilities.ulHj0pzmwc515fve]{Fast Talk} @UUID[Compendium.cyphersystem-compendium.abilities.wWCehMidmvLypdxj]{Inspire Aggression} @UUID[Compendium.cyphersystem-compendium.abilities.V765JZKDKQ00Buyn]{Interaction Skills} @UUID[Compendium.cyphersystem-compendium.abilities.NhijFGxYepJtaa0r]{Practiced With Medium Weapons} @UUID[Compendium.cyphersystem-compendium.abilities.5aUrbdjSSLCRggHU]{Spin Identity} @UUID[Compendium.cyphersystem-compendium.abilities.qVlbJjB7X8R78rz0]{Terrifying Presence} @UUID[Compendium.cyphersystem-compendium.abilities.kv03xEihe4VZNkK5]{Understanding}

Second-Tier Speaker

Choose two of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.4XwwFeGO5haHxvQs]{Basic Follower} @UUID[Compendium.cyphersystem-compendium.abilities.BggeJtN5IcutwLJg]{Calm Stranger} @UUID[Compendium.cyphersystem-compendium.abilities.di7QfASecjKU8BPN]{Disincentivize} @UUID[Compendium.cyphersystem-compendium.abilities.IvKd5vkPypJbB1Ip]{Gather Intelligence} @UUID[Compendium.cyphersystem-compendium.abilities.GT0AiiarWPbGzxKs]{Impart Ideal} @UUID[Compendium.cyphersystem-compendium.abilities.DLxDL49VjUEMAjxZ]{Inspiring Ease} @UUID[Compendium.cyphersystem-compendium.abilities.V765JZKDKQ00Buyn]{Interaction Skills} @UUID[Compendium.cyphersystem-compendium.abilities.o2ZDoteWQsFsqTJr]{Practiced in Armor} @UUID[Compendium.cyphersystem-compendium.abilities.CtRvLxfUlCynJv1B]{Skill With Defense} @UUID[Compendium.cyphersystem-compendium.abilities.XntbE6mXQ4CZ6yIi]{Speedy Recovery} @UUID[Compendium.cyphersystem-compendium.abilities.UHvD5299HFbwBvpR]{Unexpected Betrayal}

Third-Tier Speaker

Choose three of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.hB1CISYVEZXEO0IV]{Accelerate} @UUID[Compendium.cyphersystem-compendium.abilities.rZsohzuwTFfghWVO]{Blend In} @UUID[Compendium.cyphersystem-compendium.abilities.NnlGdSiR9GbiTJyZ]{Discerning Mind} @UUID[Compendium.cyphersystem-compendium.abilities.u1GhDcfpVXITVtOc]{Expert Cypher Use} @UUID[Compendium.cyphersystem-compendium.abilities.ETGBAqAc1ApFH5cx]{Expert Follower} @UUID[Compendium.cyphersystem-compendium.abilities.sqiDNk5qXh9j3zwh]{Grand Deception} @UUID[Compendium.cyphersystem-compendium.abilities.1N6P5ZRogThCS0KH]{Lead by Inquiry} @UUID[Compendium.cyphersystem-compendium.abilities.W5Zt9qDKCtNr49BC]{Mind Reading} @UUID[Compendium.cyphersystem-compendium.abilities.i5BlJLgj1ayBw0uY]{Oratory} @UUID[Compendium.cyphersystem-compendium.abilities.ZqBpOAiH70SGHX8N]{Perfect Stranger} @UUID[Compendium.cyphersystem-compendium.abilities.Mac5S0sQe9Muf4Mv]{Quick Wits} @UUID[Compendium.cyphersystem-compendium.abilities.oah8DOODfphl858B]{Telling}

Fourth-Tier Speaker

Choose two of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.ZH0JbusjycG6zQf1]{Anticipate Attack} @UUID[Compendium.cyphersystem-compendium.abilities.2SiHiotGcSufnCne]{Confounding Banter} @UUID[Compendium.cyphersystem-compendium.abilities.RO8dmB90aRPOmCuJ]{Feint} @UUID[Compendium.cyphersystem-compendium.abilities.7tiGTYVXj9eHdja7]{Heightened Skills} @UUID[Compendium.cyphersystem-compendium.abilities.Je1MitN21L3lqWVF]{Psychosis} @UUID[Compendium.cyphersystem-compendium.abilities.lbXg8UlSCG23yxO4]{Read the Signs} @UUID[Compendium.cyphersystem-compendium.abilities.QFZyfDWOSEpZeQmM]{Spur Effort} @UUID[Compendium.cyphersystem-compendium.abilities.cS2p7CRfquFvR65U]{Strategize} @UUID[Compendium.cyphersystem-compendium.abilities.3wZZC07ADxO3mImS]{Suggestion}

Fifth-Tier Speaker

Choose three of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.M0pjZXQ9996hfUPs]{Adroit Cypher Use} @UUID[Compendium.cyphersystem-compendium.abilities.t3uyBYJqMApfEBWX]{Discipline of Watchfulness} @UUID[Compendium.cyphersystem-compendium.abilities.4eCjeGPA0ovnwIfu]{Experienced in Armor} @UUID[Compendium.cyphersystem-compendium.abilities.UyW320RhzarMNoss]{Flee} @UUID[Compendium.cyphersystem-compendium.abilities.xCUKzmoBKzN9gIut]{Foul Aura} @UUID[Compendium.cyphersystem-compendium.abilities.wlkPdME0r3hx9VbE]{Knowing the Unknown} @UUID[Compendium.cyphersystem-compendium.abilities.iroL3TcKD9dpulhW]{Regeneration} @UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks} @UUID[Compendium.cyphersystem-compendium.abilities.U9sgMUKkIkDIdRtK]{Stimulate}

Sixth-Tier Speaker

Choose two of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.By276DS858KmWNZq]{Assume Control} @UUID[Compendium.cyphersystem-compendium.abilities.G8waoPdWGzMl0S1n]{Battle Management} @UUID[Compendium.cyphersystem-compendium.abilities.crFxkKwBNdnD6tX4]{Crowd Control} @UUID[Compendium.cyphersystem-compendium.abilities.fPCTpU0viXXWrNs0]{Inspiring Success} @UUID[Compendium.cyphersystem-compendium.abilities.3EcnBLVtGwxpWXBW]{Recruit Deputy} @UUID[Compendium.cyphersystem-compendium.abilities.EH8OmAJaimF4MTgg]{Shatter Mind} @UUID[Compendium.cyphersystem-compendium.abilities.MGzAkRaGd4LgfQti]{True Senses} @UUID[Compendium.cyphersystem-compendium.abilities.ZTp4SZ673tDJpmuS]{Word of Command}

Speaker Example

Mary wants to create a Speaker for a Lovecraftian horror campaign. She puts 3 of her additional stat points into her Intellect Pool and 3 into her Speed Pool; her stat Pools are now Might 8, Speed 12, and Intellect 14. As a first-tier character, her Effort is 1, her Might Edge and Speed Edge are 0, and her Intellect Edge is 1. She’s smart and charismatic but not particularly tough.

Mary chooses Fast Talk and Spin Identity to help get into places and learn things she wants to know. She’s a bit of a con artist. She’s good to her friends, however, and chooses Encouragement as well. Mary rounds out her first-tier abilities with Interaction Skills (deceiving and persuasion).

A Speaker normally starts with two cyphers, but the GM rules that characters in this campaign start with only one—something creepy relating to their background. Mary’s cypher is an odd pocket watch given to her by her grandfather. She doesn’t know how or why, but when activated, the watch allows her to take twice as many actions for three rounds.

Mary’s character carries a small knife hidden in her bag in case of trouble. As a light weapon, it inflicts 2 points of damage, but attacks with it are eased.

Mary chooses Resilient for her descriptor and decides that she can probably learn the truth behind some of the strange things that she’s heard about without feeling too much trauma if it’s horrible. Resilient increases her Might Pool to 10 and her Intellect Pool to 16. She’s trained in Might and Intellect defense actions and gains an extra recovery roll each day. At first, Mary is sad that her descriptor gives her an inability in knowledge and puzzle tasks, but then she realizes that the flaw fits her character well—she’s better at getting people to tell her what she needs to know than at figuring out the information herself.

For her focus, Mary chooses Moves Like a Cat, granting her a final Speed Pool of 18 and training in balance. In the end, she’s graceful and quick, charismatic, and hardier than she initially thought thanks to her drive. She’s ready to investigate the weird.

For her character arc, Mary chooses Fall From Grace. She decides she’s had an obsession with a strange tome that’s been in her family for generations, and her character is drawn to its strange languages and rituals.

Further Customization

The rules in this section are more advanced and always involve the GM. They can be used by the GM to tailor a type to better fit the genre or setting, or by a player and a GM to tweak a character to fit a concept.

Modifying Type Aspects

The following aspects of the four character types can be modified at character creation. Other abilities should not be changed.

Stat Pools: Each character type has a starting stat Pool value. A player can exchange points between their Pools on a one-for-one basis. For example, they can trade 2 points of Might for 2 points of Speed. However, no starting stat Pool should be higher than 20.

Edge: A player can start with an Edge of 1 in whichever stat they wish.

Cypher Use: If a character gives up the ability to bear one cypher, they gain an additional skill of their choice.

Weapons: Some types have static first-tier abilities that let them use light, medium, and/or heavy weapons without a penalty. Warriors can use all weapons, Explorers can use light and medium weapons, and Adepts and Speakers can use light weapons. Any one of these weapon abilities can be sacrificed to gain training in a different skill of the player’s choice.

Drawbacks and Penalties

In addition to other customization options, a player can choose to take drawbacks or penalties to gain further advantages.

Weakness: A weakness is, essentially, the opposite of Edge. If you have a weakness of 1 in Speed, all Speed actions that require you to spend points cost 1 additional point from your Pool. At any time, a player can give their character a weakness in one stat and, in exchange, gain +1 to their Edge in one of the other two stats. So a PC can take a weakness of 1 in Speed to gain +1 to their Might Edge.

Normally, you can have a weakness only in a stat in which you have an Edge of 0. Further, you can’t have more than one weakness, and you can’t have a weakness greater than 1 unless the additional weakness comes from another source (such as a disease or disability arising from actions or conditions in the game).

Inabilities: Inabilities are like negative skills. They make one type of task harder by hindering it. If a character chooses to take an inability, they gain a skill of their choice. Normally, a character can have only one inability unless the additional inability comes from another source (such as a descriptor or a disease or disability arising from actions or conditions in the game).

","markdown":""},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"ownership":{"default":-1},"flags":{}},{"sort":600000,"name":"License","type":"text","_id":"9ZDlIEtwXjxzyyrZ","title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"

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","markdown":""},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"ownership":{"default":-1},"flags":{}},{"sort":387500,"name":"Flavor","type":"text","_id":"gUBd9dvLJ8qY0iZx","title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"

Flavors are groups of special abilities the GM and players can use to alter a character type to make it more to their liking or more appropriate to the genre or setting. For example, if a player wants to create a magic-using thief character, she could play an Adept with stealth flavoring. In a science fiction setting, a Warrior might also have knowledge of machinery, so the character could be flavored with technology.

At a given tier, abilities from a flavor are traded one for one with standard abilities from a type. So to add the Danger Sense stealth flavor ability to a Warrior, something else—perhaps Bash—must be sacrificed. Now that character can choose Danger Sense as they would any other first-tier warrior ability, but they can never choose Bash.

The GM should always be involved in flavoring a type. For example, they might know that for their science fiction game, they want a type called a “Glam,” which is a Speaker flavored with certain technology abilities—specifically those that make the character a flamboyant starship pilot. Thus, they exchange the first-tier abilities Spin Identity and Inspire Aggression for the technology flavor abilities Datajack and Tech Skills so the character can plug into the ship directly and can take piloting and computers as skills.

In the end, flavor is mostly a tool for the GM to easily create campaign-specific types by making a few slight alterations to the four base types. Although players may wish to use flavors to get the characters they want, remember that they can also shape their PCs with descriptors and foci very nicely.

The flavors available are stealth, technology, magic, combat, and skills and knowledge.

The full description for each listed ability can be found in the Abilities chapter, which also contains descriptions for type and focus abilities in a single vast catalog.

Stealth Flavor

Characters with the stealth flavor are good at sneaking around, infiltrating places they don’t belong, and deceiving others. They use these abilities in a variety of ways, including combat. An Explorer with stealth flavor might be a thief, while a Warrior with stealth flavor might be an assassin. An Explorer with stealth flavor in a superhero setting might be a crimefighter who stalks the streets at night.

First-Tier Stealth Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.UyQTRi5ZwWU5tMO0]{Danger Sense} @UUID[Compendium.cyphersystem-compendium.abilities.M2oXV5cRSdMlUZDm]{Goad} @UUID[Compendium.cyphersystem-compendium.abilities.Frxs35QkokRdure4]{Legerdemain} @UUID[Compendium.cyphersystem-compendium.abilities.90wkMwuVBaiyL9yt]{Opportunist} @UUID[Compendium.cyphersystem-compendium.abilities.QAdh0yZBjJsHdJjD]{Stealth Skills}

Second-Tier Stealth Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.dQHSDDZxJNHrHH1l]{Contortionist} @UUID[Compendium.cyphersystem-compendium.abilities.8ydN3DBdXXP24hQL]{Find an Opening} @UUID[Compendium.cyphersystem-compendium.abilities.5abCQnz5ZWvvfMro]{Get Away} @UUID[Compendium.cyphersystem-compendium.abilities.mvFsSsVjyF8iXvCe]{Sense Ambush} @UUID[Compendium.cyphersystem-compendium.abilities.uG2ACHNAPoZirp0b]{Surprise Attack}

Third-Tier Stealth Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.Uq6p6fOg9KyFcUws]{Evanesce} @UUID[Compendium.cyphersystem-compendium.abilities.XR3B0gfJtrYUAU5M]{From the Shadows} @UUID[Compendium.cyphersystem-compendium.abilities.lUkqQu1vvJe3FxfQ]{Gambler} @UUID[Compendium.cyphersystem-compendium.abilities.sM2zEDx4gRr9CuiR]{Inner Defense} @UUID[Compendium.cyphersystem-compendium.abilities.lwJAowJa4eKlcDjb]{Misdirect} @UUID[Compendium.cyphersystem-compendium.abilities.ZuX6gykVtKxiBAxR]{Run and Fight} @UUID[Compendium.cyphersystem-compendium.abilities.t3zUlk8c5WEBXXO8]{Seize the Moment}

Fourth-Tier Stealth Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.cS1RW48sdVY6ZJZd]{Ambusher} @UUID[Compendium.cyphersystem-compendium.abilities.JVvSTtYbksWJDADY]{Debilitating Strike} @UUID[Compendium.cyphersystem-compendium.abilities.cqzyNCPYVEWtucLe]{Outwit} @UUID[Compendium.cyphersystem-compendium.abilities.LojkwDtb1gHLSB6A]{Preternatural Senses} @UUID[Compendium.cyphersystem-compendium.abilities.w2aO1ZIpmBDQJXq1]{Tumbling Moves}

Fifth-Tier Stealth Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.YbYeZ0A0m96IWxwl]{Assassin Strike} @UUID[Compendium.cyphersystem-compendium.abilities.S5JTyQCNcgrXgNqf]{Mask} @UUID[Compendium.cyphersystem-compendium.abilities.G5bTthwpEf5azVHA]{Return to Sender} @UUID[Compendium.cyphersystem-compendium.abilities.bVt0TIfwtEUXvi6O]{Uncanny Luck}

Sixth-Tier Stealth Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.VVYx3J42Sj9qCQV9]{Exploit Advantage} @UUID[Compendium.cyphersystem-compendium.abilities.jrTEtAhE6GfLW7R4]{Spring Away} @UUID[Compendium.cyphersystem-compendium.abilities.cWHqKGpI5z0aiSYC]{Thief’s Luck} @UUID[Compendium.cyphersystem-compendium.abilities.aWws42dVSQjRz8Hr]{Twist of Fate}

Technology Flavor

Characters with a flavor of technology typically are from science fiction or at least modern-day settings (although anything is possible). They excel at using, dealing with, and building machines. An Explorer with technology flavor might be a starship pilot, and a Speaker flavored with technology could be a techno-priest.

Some of the less computer-oriented abilities might be appropriate for a steampunk character, while a modern-day character could use some of the abilities that don’t involve starships or ultratech.

First-Tier Technology Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.Q3DGDFwNIOjz866X]{Datajack} @UUID[Compendium.cyphersystem-compendium.abilities.z23towmNKeKJasHV]{Hacker} @UUID[Compendium.cyphersystem-compendium.abilities.rhaZSmU6dJpzMO64]{Machine Interface} @UUID[Compendium.cyphersystem-compendium.abilities.kkCW4KkWA751AeBl]{Scramble Machine} @UUID[Compendium.cyphersystem-compendium.abilities.pYsmdnNte7o5Flca]{Tech Skills} @UUID[Compendium.cyphersystem-compendium.abilities.AFfburUYwZlBFq7N]{Tinker}

Second-Tier Technology Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.7nUj7rxq4Qwg4FUM]{Distant Interface} @UUID[Compendium.cyphersystem-compendium.abilities.JK2hN1poqMLqfa1N]{Machine Efficiency} @UUID[Compendium.cyphersystem-compendium.abilities.FDG7hgrRNt4aHpP1]{Overload Machine} @UUID[Compendium.cyphersystem-compendium.abilities.v1lZkKjSCS1pjnET]{Serv-0} @UUID[Compendium.cyphersystem-compendium.abilities.XzomXctsS8NL9M7Q]{Serv-0 Defender} @UUID[Compendium.cyphersystem-compendium.abilities.x8cGd4MC9YEW9isa]{Serv-0 Repair} @UUID[Compendium.cyphersystem-compendium.abilities.k4LeTZ1lqN9L3hPS]{Tool Mastery}

Third-Tier Technology Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.7VYzHQvF1cz4cfUp]{Mechanical Telepathy} @UUID[Compendium.cyphersystem-compendium.abilities.9r6iNU2GH4oEH6vz]{Serv-0 Scanner} @UUID[Compendium.cyphersystem-compendium.abilities.hIy0GMeL8WALvhEb]{Ship Footing} @UUID[Compendium.cyphersystem-compendium.abilities.Nyt7Z1xWqmnuu265]{Shipspeak} @UUID[Compendium.cyphersystem-compendium.abilities.YIzrA5i8eBSPMFzj]{Spray}

Fourth-Tier Technology Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.2l9FIUVKimPzIXzU]{Machine Bond} @UUID[Compendium.cyphersystem-compendium.abilities.NoKdHv0FSytZR4iF]{Robot Fighter} @UUID[Compendium.cyphersystem-compendium.abilities.NcItnMHjeG9fgE1K]{Serv-0 Aim} @UUID[Compendium.cyphersystem-compendium.abilities.lPqCQOQJF0JfoFRn]{Serv-0 Brawler} @UUID[Compendium.cyphersystem-compendium.abilities.9YuQrJXAQO0qIFPj]{Serv-0 Spy}

Fifth-Tier Technology Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.FxohCBSksJIu1BSA]{Control Machine} @UUID[Compendium.cyphersystem-compendium.abilities.KQDFvUEnIWed1ebo]{Jury-Rig} @UUID[Compendium.cyphersystem-compendium.abilities.XkFsMa9e9IY2FRcN]{Machine Companion}

Sixth-Tier Technology Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.PLyxuOlieOGsJx4h]{Information Gathering} @UUID[Compendium.cyphersystem-compendium.abilities.7QTTrXnxDHskYYhj]{Master Machine}

Magic Flavor

You know a little about magic. You might not be a wizard, but you know the basics—how it works, and how to accomplish a few wondrous things. Of course, in your setting, “magic” might actually mean psychic powers, mutant abilities, weird alien tech, or anything else that produces interesting and useful effects.

An Explorer flavored with magic might be a wizard-hunter, and a Speaker with magical flavor might be a sorcerer-bard. Although an Adept flavored with magic is still an Adept, you might find that swapping some of the type’s basic abilities with those given here tailors the character in desirable ways.

First-Tier Magic Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.I9m3nOdBZ2HoEmbj]{Blessing of the Gods} @UUID[Compendium.cyphersystem-compendium.abilities.SQ4RTDwdA0yiZ81b]{Closed Mind} @UUID[Compendium.cyphersystem-compendium.abilities.bM2Y62eaUKYKdcwq]{Entangling Force} @UUID[Compendium.cyphersystem-compendium.abilities.zArjjFcf9tHQvJTx]{Hedge Magic} @UUID[Compendium.cyphersystem-compendium.abilities.XQxN55rl0f5HFxEM]{Magic Training} @UUID[Compendium.cyphersystem-compendium.abilities.TPEcyzCeC3z5FyyQ]{Mental Link} @UUID[Compendium.cyphersystem-compendium.abilities.ZsI6553CPbGi0wtx]{Premonition}

Second-Tier Magic Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.Mfebb42AE5xt7k85]{Concussive Blast} @UUID[Compendium.cyphersystem-compendium.abilities.21Bi8yur01DCYz5f]{Fetch} @UUID[Compendium.cyphersystem-compendium.abilities.4fcns7ANpZF7pHaz]{Force Field} @UUID[Compendium.cyphersystem-compendium.abilities.wNQ3q7VXtPHlPzqb]{Lock} @UUID[Compendium.cyphersystem-compendium.abilities.rRDSzPJtUCwRVXFR]{Repair Flesh}

Third-Tier Magic Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.MvyXo0ZUsxu8QQ22]{Distance Viewing} @UUID[Compendium.cyphersystem-compendium.abilities.NgHLZq3tZ3CFJvYv]{Fire Bloom} @UUID[Compendium.cyphersystem-compendium.abilities.CAh0KStmP03kgv62]{Fling} @UUID[Compendium.cyphersystem-compendium.abilities.dDhnZrzAxDvK7QYa]{Force at Distance} @UUID[Compendium.cyphersystem-compendium.abilities.wEWyNKnVgVOjsyms]{Summon Giant Spider}

Fourth-Tier Magic Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.XR8WeRW3OlbCIjlJ]{Elemental Protection} @UUID[Compendium.cyphersystem-compendium.abilities.LLvJZvzbGQOrlqoE]{Ignition} @UUID[Compendium.cyphersystem-compendium.abilities.blm1Z8JxvWOiFf0b]{Pry Open}

Fifth-Tier Magic Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.HuhNjMfMxPkTlERH]{Create} @UUID[Compendium.cyphersystem-compendium.abilities.OkKNmMvLFwHxUv2r]{Divine Intervention} @UUID[Compendium.cyphersystem-compendium.abilities.M1FHIlVPVv8O02LV]{Dragon’s Maw} @UUID[Compendium.cyphersystem-compendium.abilities.IKicLElFbkRx5IaM]{Fast Travel} @UUID[Compendium.cyphersystem-compendium.abilities.MGzAkRaGd4LgfQti]{True Senses}

Sixth-Tier Magic Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.RBOc2zxAI9xMoWqW]{Relocate} @UUID[Compendium.cyphersystem-compendium.abilities.LnZkUlKUuuD7iW3P]{Summon Demon} @UUID[Compendium.cyphersystem-compendium.abilities.PlKwEwo6ilGqwxwI]{Traverse the Worlds} @UUID[Compendium.cyphersystem-compendium.abilities.Gsre3acJaxhGBa0S]{Word of Death}

Combat Flavor

Combat flavor makes a character more martial. A Speaker with combat flavor in a fantasy setting would be a battle bard. An Explorer with combat flavor in a historical game might be a pirate. An Adept flavored with combat in a science fiction setting could be a veteran of a thousand psychic wars.

First-Tier Combat Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.UyQTRi5ZwWU5tMO0]{Danger Sense} @UUID[Compendium.cyphersystem-compendium.abilities.o2ZDoteWQsFsqTJr]{Practiced in Armor} @UUID[Compendium.cyphersystem-compendium.abilities.NhijFGxYepJtaa0r]{Practiced With Medium Weapons}

Second-Tier Combat Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.wyUQ3Atl3V1ItCFH]{Bloodlust} @UUID[Compendium.cyphersystem-compendium.abilities.2x7nMe9ZGp3VjI8B]{Combat Prowess} @UUID[Compendium.cyphersystem-compendium.abilities.uatcX3o1oB2Stc4u]{Trained Without Armor}

Third-Tier Combat Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.yl2zo179wXZW5Xxc]{Practiced With All Weapons} @UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks} @UUID[Compendium.cyphersystem-compendium.abilities.CtRvLxfUlCynJv1B]{Skill With Defense} @UUID[Compendium.cyphersystem-compendium.abilities.36nlDXhOP5e5dfns]{Successive Attack}

Fourth-Tier Combat Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.gNRMG3mJTzWaCGph]{Capable Warrior} @UUID[Compendium.cyphersystem-compendium.abilities.Rr4oB1lUzuzFHNHQ]{Deadly Aim} @UUID[Compendium.cyphersystem-compendium.abilities.73miZT5kYFyxnPOT]{Fury} @UUID[Compendium.cyphersystem-compendium.abilities.lwJAowJa4eKlcDjb]{Misdirect} @UUID[Compendium.cyphersystem-compendium.abilities.YIzrA5i8eBSPMFzj]{Spray}

Fifth-Tier Combat Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.GlXd4oFI9Fqq3rAX]{Experienced Defender} @UUID[Compendium.cyphersystem-compendium.abilities.S9QxUr8u2gtwY7ya]{Hard Target} @UUID[Compendium.cyphersystem-compendium.abilities.AmZDmnmP7CxSSN4h]{Parry}

Sixth-Tier Combat Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.oroWEBbp3cvrYwH9]{Greater Skill With Attacks} @UUID[Compendium.cyphersystem-compendium.abilities.4k5JFV78A5SiPjFo]{Mastery in Armor} @UUID[Compendium.cyphersystem-compendium.abilities.LTqgcoprvBF2ZkdH]{Mastery With Defense}

Skills and Knowledge Flavor

This flavor is for characters in roles that call for more knowledge and more real-world application of talent. It’s less flashy and dramatic than supernatural powers or the ability to hack apart multiple foes, but sometimes expertise or know-how is the real solution to a problem.

A Warrior flavored with skills and knowledge might be a military engineer. An Explorer flavored with skills and knowledge could be a field scientist. A Speaker with this flavor might be a teacher.

First-Tier Skills and Knowledge Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.V765JZKDKQ00Buyn]{Interaction Skills} @UUID[Compendium.cyphersystem-compendium.abilities.romswZIOmAmtzfCL]{Investigative Skills} @UUID[Compendium.cyphersystem-compendium.abilities.eEGFknWQZUBNXn99]{Knowledge Skills} @UUID[Compendium.cyphersystem-compendium.abilities.noCgrKbB370cfzQg]{Physical Skills} @UUID[Compendium.cyphersystem-compendium.abilities.wEjdodvc6SLf8yso]{Travel Skills}

Second-Tier Skills and Knowledge Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.jx6DFmlbQrmltHgc]{Extra Skill} @UUID[Compendium.cyphersystem-compendium.abilities.k4LeTZ1lqN9L3hPS]{Tool Mastery} @UUID[Compendium.cyphersystem-compendium.abilities.kv03xEihe4VZNkK5]{Understanding}

Third-Tier Skills and Knowledge Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.dVh39nh5ARUxreUc]{Flex Skill} @UUID[Compendium.cyphersystem-compendium.abilities.uhC4ubTGfhkNvIMX]{Improvise}

Fourth-Tier Skills and Knowledge Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.4USzF8qKs8oZJH13]{Multiple Skills} @UUID[Compendium.cyphersystem-compendium.abilities.Mac5S0sQe9Muf4Mv]{Quick Wits} @UUID[Compendium.cyphersystem-compendium.abilities.NaqoExT72j3xkWp3]{Task Specialization}

Fifth-Tier Skills and Knowledge Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.NhijFGxYepJtaa0r]{Practiced With Medium Weapons} @UUID[Compendium.cyphersystem-compendium.abilities.lbXg8UlSCG23yxO4]{Read the Signs}

Sixth-Tier Skills and Knowledge Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks} @UUID[Compendium.cyphersystem-compendium.abilities.CtRvLxfUlCynJv1B]{Skill With Defense}

","markdown":""},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"ownership":{"default":-1},"flags":{}},{"sort":393750,"name":"Descriptor","type":"text","_id":"gK5t9ActY73rBLe5","title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"

Your descriptor defines your character—it flavors everything you do. The differences between a Charming Explorer and a Vicious Explorer are considerable. The descriptor changes the way those characters go about every action. Your descriptor places your character in the situation (the first adventure, which starts the campaign) and helps provide motivation. It is the adjective of the sentence “I am an adjective noun who verbs.”

Descriptors offer a one-time package of extra abilities, skills, or modifications to your stat Pools. Not all of a descriptor’s offerings are positive character modifications. For example, some descriptors have inabilities—tasks that a character isn’t good at. You can think of inabilities as negative skills—instead of being one step better at that kind of task, you’re one step worse. If you become skilled at a task that you have an inability with, they cancel out. Remember that characters are defined as much by what they’re not good at as by what they are good at.

Descriptors also offer a few brief suggestions for how your character got involved with the rest of the group on their first adventure. You can use these, or not, as you wish.

This section details fifty descriptors. Choose one of them for your character. You can pick any descriptor you wish regardless of your type. At the end of this chapter, a few options are provided for Customizing Descriptors, including making a character’s species their descriptor.

(Your descriptor matters most when you are a beginning character. The benefits (and perhaps drawbacks) that come from your descriptor will eventually be overshadowed by the growing importance of your type and focus. However, the influence of your descriptor will remain at least somewhat important throughout your character’s life.)

Customizing Descriptors

Under the normal rules, each descriptor is based on some modification of the following guidelines:

With this general information, you can customize a descriptor, but keep in mind that a heavily customized descriptor isn’t a descriptor if it no longer says one thing about a character. It’s better to use this information to create a new descriptor that fits exactly how the player wants to portray the character.

Species as Descriptor

Sometimes, in settings that have alien or fantasy species, players want to play a member of that species rather than the default (which is usually “human”). Most of the time, this choice is one of flavor rather than game mechanics. If you’re a 7-foot-tall furry Rigellian with three eyes, that’s great, but it doesn’t change your stats or skills (though it may have roleplaying challenges).

However, sometimes being a nonhuman results in more substantive changes. A PC ogre in a fantasy setting might have the Strong or Tough descriptor, or perhaps it has a descriptor simply called Ogre, which is similar to Strong or Tough but more pronounced (with greater Might but even greater drawbacks). This would mean that instead of being a Tough Warrior who Controls Beasts, the character is an Ogre Warrior who Controls Beasts.

The Genre chapter offers a few species descriptors, but many GMs will want to create their own as suits their setting. It can’t be stressed enough, however, that nine times out of ten, in most genres, species differences aren’t significant enough to warrant this treatment. The differences between a Mysterious character and a Virtuous one are probably greater than those between an Alpha Centauran and an Earthling.

Descriptors

Appealing

You’re attractive to others, but perhaps more important, you are likeable and charismatic. You’ve got that “special something” that draws others to you. You often know just the right thing to say to make someone laugh, put them at ease, or spur them to action. People like you, want to help you, and want to be your friend.

You gain the following characteristics:

Charismatic: +2 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.iLViKiz8EUbAbChF]{Skill}: You are trained in pleasant social interactions.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.6yXynECByG8UO0IC]{Resistant to Charms}: You’re aware of how others can manipulate and charm people, and you notice when those tactics are used on you. Because of this awareness, you are trained in resisting any kind of persuasion or seduction if you wish it.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You met a total stranger (one of the other PCs) and charmed them so much that they invited you along.

  2. The PCs were looking for someone else, but you convinced them that you were perfect instead.

  3. Pure happenstance—because you just go along with the flow of things and everything usually works out.

  4. Your charismatic ways helped get one of the PCs out of a difficult spot a long time ago, and they always ask you to join them on new adventures.

Beneficent

Helping others is your calling. It’s why you’re here. Others delight in your outgoing and charitable nature, and you delight in their happiness. You’re at your best when you’re aiding people, either by explaining how they can best overcome a challenge or by demonstrating how to do so yourself.

You gain the following characteristics:

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.VRlwCOQq4321KUkM]{Generous}: Allies who have spent the last day with you add +1 to their recovery rolls.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.GVocWeYToxrIsT5M]{Altruistic}: If you’re standing next to a creature that takes damage, you can intercede and take 1 point of that damage yourself (reducing the damage inflicted on the creature by 1 point). If you have Armor, it does not provide a benefit when you use this ability.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.RSdNXeHg25zlTzza]{Skill}: You’re trained in all tasks related to pleasant social interaction, putting other people at ease, and gaining trust.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.8AmUhRVSxOZepa3T]{Helpful}: Whenever you help another character, that character gains the benefit as if you were trained even if you are not trained or specialized in the attempted task.

@UUID[Compendium.cyphersystem-compendium.inabilities.TmkpqIeOFknKujcO]{Inability}: While you are alone, all Intellect and Speed tasks are hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. Even though you didn’t know most of the other PCs beforehand, you invited yourself along on their quest.

  2. You saw the PCs struggling to overcome a problem and selflessly joined them to help.

  3. You’re nearly certain the PCs will fail without you.

  4. The choice was between your tattered life and helping others. You haven’t looked back since.

Brash

You’re a self-assertive sort, confident in your abilities, energetic, and perhaps a bit irreverent toward ideas that you don’t agree with. Some people call you bold and brave, but those you’ve put in their place might call you puffed up and arrogant. Whatever. It’s not in your nature to care what other people think about you, unless those people are your friends or family. Even someone as brash as you knows that friends sometimes have to come first.

You gain the following characteristics:

Energetic: +2 to your Speed Pool.

@UUID[Compendium.cyphersystem-compendium.basic-skills.gbWPNb1uKsRtZWSL]{Skill}: You are trained in initiative.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.J9qtYUcvomIXvpEh]{Bold}: You are trained in all actions that involve overcoming or ignoring the effects of fear or intimidation.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You noticed something weird going on, and without much thought, you jumped in with both feet.

  2. You showed up when and where you did on a dare because, hey, you don’t back down from dares.

  3. Someone called you out, but instead of walking into a fight, you walked into your current situation.

  4. You told your friend that nothing could scare you, and nothing you saw would change your mind. They brought you to your current point.

Calm

You’ve spent most of your life in sedentary pursuits—books, movies, hobbies, and so on—rather than active ones. You’re well versed in all manner of academia or other intellectual pursuits, but nothing physical. You’re not weak or feeble, necessarily (although this is a good descriptor for characters who are elderly), but you have no experience in more physical activities.

Calm is a great descriptor for characters who never intended to have adventures but were thrust into them, a trope that occurs often in modern games and particularly in horror games.

You gain the following characteristics:

Bookish: +2 to your Intellect Pool.

Skills: You are trained in four nonphysical skills of your choice.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.9BT9upa6c8kqf6kB]{Trivia}: You can come up with a random fact pertinent to the current situation when you wish it. This is always a matter of fact, not conjecture or supposition, and must be something you could have logically read or seen in the past. You can do this one time, although the ability is renewed each time you make a recovery roll.

@UUID[Compendium.cyphersystem-compendium.inabilities.WmhgwviF6ci24PJL]{Inability}: You’re just not a fighter. All physical attacks are hindered.

@UUID[Compendium.cyphersystem-compendium.inabilities.kR3req7hyQazHomU]{Inability}: You’re not the outdoorsy type. All climbing, running, jumping, and swimming tasks are hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You read about the current situation somewhere and decided to check it out for yourself.

  2. You were in the right (wrong?) place at the right (wrong?) time.

  3. While avoiding an entirely different situation, you walked into your current situation.

  4. One of the other PCs dragged you into it.

Chaotic

Danger doesn’t mean much to you, mainly because you don’t think much about repercussions. In fact, you enjoy sowing surprises, just to see what will happen. The more unexpected the result, the happier you are. Sometimes you are particularly manic, and for the sake of your companions, you restrain yourself from taking actions that you know will lead to disaster.

You gain the following characteristics:

Tumultuous: +4 to your Speed Pool.

@UUID[Compendium.cyphersystem-compendium.basic-skills.5X8qgmSuvRVNTiaP]{Skill}: You are trained in {Intellect defense actions.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.JrGRhq4ndoh12HDe]{Chaotic}: Once after each ten-hour recovery roll, if you don’t like the first result, you can reroll a die roll of your choice. If you do, and regardless of the outcome, the GM presents you with a GM intrusion.

@UUID[Compendium.cyphersystem-compendium.inabilities.qRXj5XtPAxa0kTR1]{Inability}: Your body is a bit worn from occasional excesses. Might defense tasks are hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. Another PC recruited you while you were on your best behavior, before realizing how chaotic you were.

  2. You have reason to believe that being with the other PCs will help you gain control over your erratic behavior.

  3. Another PC released you from captivity, and to thank them, you volunteered to help.

  4. You have no idea how you joined the PCs. You’re just going along with it for now until answers present themselves.

Charming

You’re a smooth talker and a charmer. Whether through seemingly supernatural means or just a way with words, you can convince others to do as you wish. Most likely, you’re physically attractive or at least highly charismatic, and others enjoy listening to your voice. You probably pay attention to your appearance, keeping yourself well groomed. You make friends easily. You play up the personality facet of your Intellect stat; intelligence is not your strong suit. You’re personable, but not necessarily studious or strong-willed.

You gain the following characteristics:

Personable: +2 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.iLViKiz8EUbAbChF]{Skill}: You’re trained in all tasks involving positive or pleasant social interaction.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.GB6PefdjeMm43AmT]{Skill}: You’re trained when using special abilities that influence the minds of others.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.mslNlViBupFclz9t]{Contact}: You have an important contact who is in an influential position, such as a minor noble, the captain of the town guard/police, or the head of a large gang of thieves. You and the GM should work out the details together.

@UUID[Compendium.cyphersystem-compendium.inabilities.kWemIBj5S33u3Vsy]{Inability}: You were never good at studying or retaining facts. Any task involving lore, knowledge, or understanding is hindered.

@UUID[Compendium.cyphersystem-compendium.inabilities.zHgQDe14mPF3G95Q]{Inability}: Your willpower is not one of your strong points. Defense actions to resist mental attacks are hindered.

Additional Equipment: You’ve managed to talk your way into some decent discounts and bonuses in recent weeks. As a result, you have enough cash jangling in your pocket to purchase a moderately priced item.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You convinced one of the other PCs to tell you what they were doing.

  2. You instigated the whole thing and convinced the others to join you.

  3. One of the other PCs did a favor for you, and now you’re repaying that obligation by helping them with the task at hand.

  4. There is a reward involved, and you need the money.

Clever

You’re quick-witted, thinking well on your feet. You understand people, so you can fool them but are rarely fooled. Because you easily see things for what they are, you get the lay of the land swiftly, size up threats and allies, and assess situations with accuracy. Perhaps you’re physically attractive, or maybe you use your wit to overcome any physical or mental imperfections.

You gain the following characteristics:

Smart: +2 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.wOLQBlCsA3jDifa9]{Skill}: You’re trained in all interactions involving lies or trickery.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.DlnCXfB1v1U859YY]{Skill}: You’re trained in defense rolls to resist mental effects.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.8acHBoOvIk3UseOl]{Skill}: You’re trained in all tasks involving identifying or assessing danger, lies, quality, importance, function, or power.

@UUID[Compendium.cyphersystem-compendium.inabilities.kWemIBj5S33u3Vsy]{Inability}: You were never good at studying or retaining trivial knowledge. Any task involving lore, knowledge, or understanding is hindered.

Additional Equipment: You see through the schemes of others and occasionally convince them to believe you—even when, perhaps, they should not. Thanks to your clever behavior, you have an additional expensive item.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You convinced one of the other PCs to tell you what they were doing.

  2. From afar, you observed that something interesting was going on.

  3. You talked your way into the situation because you thought it might earn some money.

  4. You suspect that the other PCs won’t succeed without you.

Clumsy

Graceless and awkward, you were told that you’d grow out of it, but you never did. You often drop things, trip over your own feet, or knock things (or people) over. Some people get frustrated by this quality, but most find it funny and even a little charming.

Some players may not want to be defined by a “negative” quality like Clumsy, but in truth, even this kind of descriptor has enough advantages that it makes for capable and talented characters. What negative descriptors really do is make more interesting and complex characters that are often great fun to play.

You gain the following characteristics:

Butterfingers: −2 to your Speed Pool.

Thick-Muscled: +2 to your Might Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.bvTJ0HZOfXlpr0pc]{Inelegant}: You have a certain lovable charm. You are trained in all pleasant social interactions when you express a lighthearted, self-deprecating manner.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.wJyw4ypyuGZ5Jde1]{Dumb Luck}: The GM can introduce a GM intrusion on you, based on your clumsiness, without awarding you any XP (as if you had rolled a 1 on a d20 roll). However, if this happens, 50% of the time, your clumsiness works to your advantage. Rather than hurting you (much), it helps you, or it hurts your enemies. You slip, but it’s just in time to duck an attack. You fall down, but you trip your enemies as you crash into their legs. You turn around too quickly, but you end up knocking the weapon from your foe’s hand. You and the GM should work together to determine the details. If the GM wishes, they can use GM intrusions based on your clumsiness normally (awarding XP).

@UUID[Compendium.cyphersystem-compendium.expanded-skills.0yrwPAkrOBERFQOq]{Skill}: You’ve got a certain bull-like quality. You are trained in tasks involving breaking things.

@UUID[Compendium.cyphersystem-compendium.inabilities.veArOrXeYD25sHog]{Inability}: Any task that involves balance, grace, or hand-to-eye coordination is hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You were in the right place at the right time.

  2. You had a piece of information that the other PCs needed to make their plans.

  3. A sibling recommended you to the other PCs.

  4. You stumbled into the PCs as they were discussing their mission, and they took a liking to you.

Craven

Courage fails you at every turn. You lack the willpower and resolve to stand fast in the face of danger. Fear gnaws at your heart, chewing away at your mind, driving you to distraction until you cannot bear it. Most times, you back down from confrontations. You flee from threats and vacillate when faced with difficult decisions.

Yet for all that fear dogs you and possibly shames you, your cowardly nature proves to be a useful ally from time to time. Listening to your fears has helped you escape danger and avoid taking unnecessary risks. Others may have suffered in your place, and you might be the first to admit this fact, but secretly you feel intense relief from having avoided an unthinkable and terrible fate.

Descriptors like Craven, Cruel, and Dishonorable might not be appropriate for every group. These are villainous traits and some people want their PCs to be entirely heroic. But others don’t mind a little moral greyness thrown into the mix. Still others see things like Craven and Cruel as traits to overcome as their characters develop (probably earning them different descriptors).

You gain the following characteristics:

Furtive: +2 to your Speed Pool.

@UUID[Compendium.cyphersystem-compendium.basic-skills.duTx0BwgmC1Gw3Ze]{Skill}: You’re trained in stealth-based tasks.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.EyD5RQ654NoPJ7MN]{Skill}: You’re trained in running actions.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.48EDNk0hOv8KvoVs]{Skill}: You’re trained in any action taken to escape danger, flee from a dangerous situation, or wheedle your way out of trouble.

@UUID[Compendium.cyphersystem-compendium.inabilities.gpHPkjq631isDAjT]{Inability}: You do not willingly enter dangerous situations. Any initiative actions (to determine who goes first in combat) are hindered.

@UUID[Compendium.cyphersystem-compendium.inabilities.4raydis9fTWFq8Rc]{Inability}: You fall to pieces when you have to undertake a potentially dangerous task alone. Any such task (such as attacking a creature by yourself) is hindered.

Additional Equipment: You have a good luck charm or protective device to keep you out of harm’s way.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You believe that you’re being hunted, and you have hired one of the other PCs as your protector.

  2. You seek to escape your shame and take up with capable individuals in the hopes of repairing your reputation.

  3. One of the other PCs bullied you into coming along.

  4. The group answered your cries for help when you were in trouble.

Creative

Maybe you have a notebook where you write down ideas so you can develop them later. Perhaps you email yourself ideas that strike you out of the blue so you can sort them in an electronic document. Or maybe you just sit down, stare at your screen and, by indomitable force of will, produce something from nothing. However your gift works, you’re creative—you code, write, compose, sculpt, design, direct, or otherwise create narratives that enthrall other people with your vision.

You gain the following characteristics:

Inventive: +2 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.SKNSOPcNsoSDk6Xm]{Original}: You’re always coming up with something new. You’re trained in any task related to creating a narrative (such as a story, play, or scenario). This includes deception, if the deception involves a narrative you’re able to tell.

Skill: You are naturally inventive. You are trained in one specific creative skill of your choice: @UUID[Compendium.cyphersystem-compendium.expanded-skills.eKQYG8hDn7akNxns]{writing}, @UUID[Compendium.cyphersystem-compendium.expanded-skills.fHmBT2eRXI6WQnyZ]{computer coding}, @UUID[Compendium.cyphersystem-compendium.expanded-skills.Lq20krfxQeY7B2qo]{composing music}, @UUID[Compendium.cyphersystem-compendium.expanded-skills.LVVmRzkp5GwB3NE0]{painting}, @UUID[Compendium.cyphersystem-compendium.expanded-skills.wCrjggZ7oUZYZAMD]{drawing}, and so on.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.zz0QUtOoUro9OErB]{Skill}: You love solving riddles and the like. You are trained in puzzle-solving tasks.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.pHUz4ZRnWfsBbtQ7]{Skill}: To be creative requires that you always be learning. You are trained in any task that involves finding out something new, such as when you’re digging through a library, data bank, news archive, or similar collection of knowledge.

@UUID[Compendium.cyphersystem-compendium.inabilities.JDEjrsDDDqVcqSZp]{Inability}: You’re inventive but not charming. All tasks related to pleasant social interaction are hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You were doing research for a project and convinced the PCs to bring you along.

  2. You’re looking for new markets for the results of your creative output.

  3. You fell in with the wrong crowd, but they grew on you.

  4. A creative life is often one beset with financial hurdles. You joined the PCs because you hoped it would be profitable.

Cruel

Misfortune and suffering do not move you. When another endures hardship, you find it hard to care, and you may even enjoy the pain and difficulty the person experiences if they’ve done you wrong in the past. Your cruel streak may derive from bitterness brought about by your own struggles and disappointments. You might be a hard pragmatist, doing what you feel you must even if others are worse for it. Or you could be a sadist, delighting in the pain you inflict.

Being cruel does not necessarily make you a villain. Your cruelty may be reserved for those who cross you or other people useful to you. You might have become cruel as the result of an intensely awful experience. Abuse and torture, for example, can strip away compassion for other living beings.

As well, you need not be cruel in every situation. In fact, others might see you as personable, friendly, and even helpful. But when angered or frustrated, your dual nature reveals itself, and those who have earned your scorn are likely to suffer for it.

You gain the following characteristics:

Cunning: +2 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.Pp6FiVf17qqHapKd]{Cruelty}: When you use force, you can choose to maim or deliver painful injuries to draw out your foe’s suffering. Whenever you inflict damage, you can choose to inflict 2 fewer points of damage to ease your next attack against that foe.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.ks2lNbYe7169G57r]{Skill}: You’re trained in tasks related to deception, intimidation, and persuasion when you interact with characters experiencing physical or emotional pain.

@UUID[Compendium.cyphersystem-compendium.inabilities.1Jo8JX85AfL1Kx5P]{Inability}: You have a hard time connecting with others, understanding their motives, or sharing their feelings. Any task to ascertain another character’s motives, feelings, or disposition is hindered.

Additional Equipment: You have a valuable memento from the last person you destroyed. The memento is moderately priced, and you can sell it or trade it for an item of equal or lesser value.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You suspect that you might gain a long-term advantage from helping the other PCs and may be able to use that advantage against your enemies.

  2. By joining the PCs, you see an opportunity to grow your personal power and status at the expense of others.

  3. You hope to make another PC’s life more difficult by joining the group.

  4. Joining the PCs gives you an opportunity to escape justice for a crime you committed.

Dishonorable

There is no honor among thieves—or betrayers, backstabbers, liars, or cheats. You are all of these things, and either you don’t lose any sleep over it, or you deny the truth to others or to yourself. Regardless, you are willing to do whatever it takes to get your own way. Honor, ethics, and principles are merely words. In your estimation, they have no place in the real world.

You gain the following characteristics:

Sneaky: +4 to your Speed Pool.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.KmXEb22OUjlCwjVY]{Just Desserts}: When the GM gives another player an experience point to award to someone for a GM intrusion, that player cannot give it to you.

@UUID[Compendium.cyphersystem-compendium.basic-skills.eeHdJpr4k8hYtGr5]{Skill}: You are trained in deception.

@UUID[Compendium.cyphersystem-compendium.basic-skills.duTx0BwgmC1Gw3Ze]{Skill}: You are trained in stealth.

@UUID[Compendium.cyphersystem-compendium.basic-skills.tZ7PdXuWQyRMo0Rh]{Skill}: You are trained in intimidation.

@UUID[Compendium.cyphersystem-compendium.inabilities.JDEjrsDDDqVcqSZp]{Inability}: People don’t like or trust you. Pleasant social interactions are hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You are interested in what the PCs are doing, so you lied to them to get into their group.

  2. While skulking about, you overheard the PCs’ plans and realized that you wanted in.

  3. One of the other PCs invited you, having no idea of what you’re truly like.

  4. You bullied your way in with intimidation and bluster.

Doomed

You are quite certain that your fate is leading you, inextricably, toward a terrible end. This fate might be yours alone, or you might be dragging along the people closest to you.

You gain the following characteristics:

Jumpy: +2 to your Speed Pool.

@UUID[Compendium.cyphersystem-compendium.basic-skills.rH5FwMXGaNn21DZD]{Skill}: Always on the lookout for danger, you are trained in perception-related tasks.

@UUID[Compendium.cyphersystem-compendium.basic-skills.FXYWkXG7Iq6Wm1pS]{Skill}: You are defense minded, so you are trained in Speed defense tasks.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.cqT873UxELpJ3Mq2]{Skill}: You are cynical and expect the worst. Thus, you are resistant to mental shocks. You are trained in Intellect defense tasks having to do with losing your sanity or equanimity.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.ljIhLeM7ZcZuAJTk]{Doom}: Every other time the GM uses GM intrusion on your character, you cannot refuse it and do not get an XP for it (you still get an XP to award to another player). This is because you are doomed. The universe is a cold, uncaring place, and your efforts are futile at best.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You attempted to avoid it, but events seemed to conspire to draw you to where you are.

  2. Why not? It doesn’t matter. You’re doomed no matter what you do.

  3. One of the other PCs saved your life, and now you’re repaying that obligation by helping them with the task at hand.

  4. You suspect that the only hope you have of avoiding your fate might lie on this path.

Empathic

Other people are open books to you. You may have a knack for reading a person’s tells, those subtle movements that convey an individual’s mood and disposition. Or you may receive information in a more direct way, feeling a person’s emotions as if they were tangible things, sensations that lightly brush against your mind. Your gift for empathy helps you navigate social situations and control them to avoid misunderstandings and prevent useless conflicts from erupting.

The constant bombardment of emotions from those around you likely takes a toll. You might move with the prevailing mood, swinging from giddy happiness to bitter sorrow with little warning. Or you might close yourself off and remain inscrutable to others out of a sense of self-preservation or an unconscious fear that everyone else might learn how you truly feel.

You gain the following characteristics:

Open Mind: +4 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.H4LHMcUqFB4rMLW1]{Skill}: You’re trained in tasks involving sensing other emotions, discerning dispositions, and getting a hunch about people around you.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.J08uzxkHA7sn70LX]{Skill}: You’re trained in all tasks involving social interaction, pleasant or otherwise.

@UUID[Compendium.cyphersystem-compendium.inabilities.OHgyIguDuF48QMDD]{Inability}: Being so receptive to others’ thoughts and moods makes you vulnerable to anything that attacks your mind. Intellect defense rolls are hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You sensed the commitment to the task the other PCs have and felt moved to help them.

  2. You established a close bond with another PC and can’t bear to be parted from them.

  3. You sensed something strange in one of the PCs and decided to join the group to see if you can sense it again and uncover the truth.

  4. You joined the PCs to escape an unpleasant relationship or negative environment.

Exiled

You have walked a long and lonely road, leaving your home and your life behind. You might have committed a heinous crime, something so awful that your people forced you out, and if you dare return, you face death. You might have been accused of a crime you didn’t commit and now must pay the price for someone else’s wicked deed. Your exile might be the result of a social gaffe—perhaps you shamed your family or a friend, or you embarrassed yourself in front of your peers, an authority, or someone you respect. Whatever the reason, you have left your old life behind and now strive to make a new one.

You gain the following characteristics:

Self-Reliant: +2 to your Might Pool.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.PT7NoHCCjePtX6OW]{Loner}: You gain no benefit when you get help with a task from another character who is trained or specialized in that task.

@UUID[Compendium.cyphersystem-compendium.basic-skills.Q9tfUkhYGRJ5Df42]{Skill}: You’re trained in all tasks involving sneaking.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.KU2IUPjDKKIbfxkH]{Skill}: You’re trained in all tasks involving foraging, hunting, and finding safe places to rest or hide.

@UUID[Compendium.cyphersystem-compendium.inabilities.tlL5bTqgc9lt5GNz]{Inability}: Living on your own for as long as you have makes you slow to trust others and awkward in social situations. Any task involving social interaction is hindered.

Additional Equipment: You have a memento from your past—an old picture, a locket with a few strands of hair inside, or a lighter given to you by someone important. You keep the object close at hand and pull it out to help you remember better times.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. The other PCs earned your trust by helping you when you needed it. You accompany them to repay them.

  2. While exploring on your own, you discovered something strange. When you traveled to a settlement, the PCs were the only ones who believed you, and they have accompanied you to help you deal with the problem.

  3. One of the other PCs reminds you of someone you used to know.

  4. You have grown weary of your isolation. Joining the other PCs gives you a chance to belong.

Fast

You’re fleet of foot. Because you’re quick, you can accomplish tasks more rapidly than others can. You’re not just quick on your feet, however—you’re quick with your hands, and you think and react quickly. You even talk quickly.

You gain the following characteristics:

Energetic: +2 to your Speed Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.EyD5RQ654NoPJ7MN]{Skill}: You are trained in running.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.YHNmhduMB7gVvUtJ]{Fast}: You can move a short distance and still take another action in the same round, or you can move a long distance as your action without needing to make any kind of roll.

@UUID[Compendium.cyphersystem-compendium.inabilities.qRXj5XtPAxa0kTR1]{Inability}: You’re a sprinter, not a long-distance runner. You don’t have a lot of stamina. Might defense rolls are hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You jumped in to save one of the other PCs who was in dire need.

  2. One of the other PCs recruited you for your unique talents.

  3. You’re impulsive, and it seemed like a good idea at the time.

  4. This mission ties in with a personal goal of your own.

Foolish

Not everyone can be brilliant. Oh, you don’t think of yourself as stupid, and you’re not. It’s just that others might have a bit more . . . wisdom. Insight. You prefer to barrel along headfirst through life and let other people worry about things. Worrying’s never helped you, so why bother? You take things at face value and don’t fret about what tomorrow might bring.

People call you “idiot” or “numbskull,” but it doesn’t faze you much.

It can be liberating and really fun to play a foolish character. In some ways, the pressure to always do the right, smart thing is off. On the other hand, if you play such a character as a bumbling moron in every situation, that can become annoying to everyone else at the table. As with everything, moderation is the key.

You gain the following characteristics:

Unwise: –4 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.4FMLdzuRxQsVnh1P]{Carefree}: You succeed more on luck than anything. Every time you roll for a task, roll twice and take the higher result.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.6ydImEoLRFErPjFe]{Intellect Weakness}: Any time you spend points from your Intellect Pool, it costs you 1 more point than usual.

@UUID[Compendium.cyphersystem-compendium.inabilities.OHgyIguDuF48QMDD]{Inability}: Any Intellect defense task is hindered.

@UUID[Compendium.cyphersystem-compendium.inabilities.I7pKktxfFilMCCi1]{Inability}: Any task that involves seeing through a deception, an illusion, or a trap is hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. Who knows? Seemed like a good idea at the time.

  2. Someone asked you to join up with the other PCs. They told you not to ask too many questions, and that seemed fine to you.

  3. Your parent (or a parental/mentor figure) got you involved to give you something to do and maybe “teach you some sense.”

  4. The other PCs needed some muscle who wouldn’t overthink things.

Graceful

You have a perfect sense of balance, moving and speaking with grace and beauty. You’re quick, lithe, flexible, and dexterous. Your body is perfectly suited to dance, and you use that advantage in combat to dodge blows. You might wear garments that enhance your agile movement and sense of style.

You gain the following characteristics:

Agile: +2 to your Speed Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.KjmXC7wwXc8DqM82]{Skill}: You’re trained in all tasks involving balance and careful movement.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.K2S2yAu0BJc7TMEh]{Skill}: You’re trained in all tasks involving physical performing arts.

@UUID[Compendium.cyphersystem-compendium.basic-skills.FXYWkXG7Iq6Wm1pS]{Skill}: You’re trained in all Speed defense tasks.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. Against your better judgment, you joined the other PCs because you saw that they were in danger.

  2. One of the other PCs convinced you that joining the group would be in your best interests.

  3. You’re afraid of what might happen if the other PCs fail.

  4. There is reward involved, and you need the money.

Guarded

You conceal your true nature behind a mask and are loath to let anyone see who you really are. Protecting yourself, physically and emotionally, is what you care about most, and you prefer to keep everyone else at a safe distance. You may be suspicious of everyone you meet, expecting the worst from people so you won’t be surprised when they prove you right. Or you might just be a bit reserved, careful about letting people through your gruff exterior to the person you really are.

No one can be as reserved as you are and make many friends. Most likely, you have an abrasive personality and tend to be pessimistic in your outlook. You probably nurse an old hurt and find that the only way you can cope is to keep it and your personality locked down.

You gain the following characteristics:

Suspicious: +2 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.basic-skills.5X8qgmSuvRVNTiaP]{Skill}: You are trained in all Intellect defense tasks.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.hJHg9c1wuIJsPdtn]{Skill}: You are trained in all tasks involving discerning the truth, piercing disguises, and recognizing falsehoods and other deceptions.

@UUID[Compendium.cyphersystem-compendium.inabilities.a0eju2Y9hvObXxHC]{Inability}: Your suspicious nature makes you unlikeable. Any task involving deception or persuasion is hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. One of the PCs managed to overcome your defenses and befriend you.

  2. You want to see what the PCs are up to, so you accompany them to catch them in the act of some wrongdoing.

  3. You have made a few enemies and take up with the PCs for protection.

  4. The PCs are the only people who will put up with you.

Hardy

Your body was built to take abuse. Whether you’re pounding down stiff drinks while holding up a bar in your favorite watering hole or trading blows with a thug in a back alley, you keep going, shrugging off hurts and injuries that might slow or incapacitate a lesser person. Neither hunger nor thirst, cut flesh nor broken bone can stop you. You just press on through the pain and continue.

As fit and healthy as you are, the signs of wear show in the myriad scars crisscrossing your body, your thrice-broken nose, your cauliflower ears, and any number of other disfigurements you wear with pride.

You gain the following characteristics:

Mighty: +4 to your Might Pool.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.92q8rFEj1dQKNCD9]{Fast Healer}: You halve the time it takes to make a recovery roll (minimum one action).

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.qgJiQgqukmcFFNor]{Almost Unstoppable}: While you are impaired on the damage track, you function as if you were hale. While you are debilitated, you function as if you were impaired. In other words, you don’t suffer the effects of being impaired until you become debilitated, and you never suffer the effects of being debilitated. You still die if all your stat Pools are 0.

@UUID[Compendium.cyphersystem-compendium.basic-skills.Q0vfmbqehJw0jYBa]{Skill}: You are trained in Might defense actions.

@UUID[Compendium.cyphersystem-compendium.basic-skills.gbWPNb1uKsRtZWSL]{Inability}: Your big, strong body is slow to react. Any task involving initiative is hindered.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.62e9ZYD1UeGlalWu]{Ponderous}: When you apply Effort when making a Speed roll, you must spend 1 extra point from your Speed Pool.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. The PCs recruited you after learning about your reputation as a survivor.

  2. You joined the PCs because you want or need the money.

  3. The PCs offered you a challenge equal to your physical power.

  4. You believe the only way the PCs will succeed is if you are along to protect them.

Hideous

You are physically repugnant by almost any human standard. You might have had a serious accident, a harmful mutation, or just poor genetic luck, but you are incontrovertibly ugly.

You’ve more than made up for your appearance in other ways, however. Because you have to hide your appearance, you excel at sneaking about unnoticed or disguising yourself. But perhaps most important, being ostracized while others socialized, you took the time growing up to develop yourself as you saw fit—you grew strong or quick, or you honed your mind.

You gain the following characteristics:

Versatile: You get 4 additional points to divide among your stat Pools.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.bjX9wcG3SzUn5q46]{Skill}: You are trained in intimidation and any other fear-based interactions, if you show your true face.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.lW5xh0jPpRTp1iB6]{Skill}: You are trained in disguise and stealth tasks.

@UUID[Compendium.cyphersystem-compendium.inabilities.JDEjrsDDDqVcqSZp]{Inability}: All tasks relating to pleasant social interaction are hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. One of the other PCs approached you while you were in disguise, recruiting you while believing you were someone else.

  2. While skulking about, you overheard the other PCs’ plans and realized you wanted in.

  3. One of the other PCs invited you, but you wonder if it was out of pity.

  4. You bullied your way in with intimidation and bluster.

Honorable

You are trustworthy, fair, and forthright. You try to do what is right, to help others, and to treat them well. Lying and cheating are no way to get ahead—these things are for the weak, the lazy, or the despicable. You probably spend a lot of time thinking about your personal honor, how best to maintain it, and how to defend it if challenged. In combat, you are straightforward and offer quarter to any foe.

You were likely instilled with this sense of honor by a parent or a mentor. Sometimes the distinction between what is and isn’t honorable varies with different schools of thought, but in broad strokes, honorable people can agree on most aspects of what honor means.

You gain the following characteristics:

Stalwart: +2 to your Might Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.iLViKiz8EUbAbChF]{Skill}: You are trained in pleasant social interactions.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.iUJdgnZi90GZjY9s]{Skill}: You are trained in discerning people’s true motives or seeing through lies.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. The PCs’ goals appear to be honorable and commendable.

  2. You see that what the other PCs are about to do is dangerous, and you’d like to help protect them.

  3. One of the other PCs invited you, hearing of your trustworthiness.

  4. You asked politely if you could join the other PCs in their mission.

Impulsive

You have a hard time tamping down your enthusiasm. Why wait when you can just do it (whatever it is) and get it done? You deal with problems when they arise rather than plan ahead. Putting out the small fires now prevents them from becoming one big fire later. You are the first to take risks, to jump in and lend a hand, to step into dark passages, and to find danger.

Your impulsiveness likely gets you into trouble. While others might take time to study the items they discover, you use such items without hesitation. After all, the best way to learn what something can do is to use it. When a cautious explorer might look around and check for danger nearby, you have to physically stop yourself from bulling on ahead. Why fuss around when the exciting thing is just ahead?

Impulsive characters get into trouble. That’s their thing, and that’s fine. But if you’re constantly dragging your fellow PCs into trouble (or worse, getting them seriously hurt or killed), that will be annoying, to say the least. A good rule of thumb is that impulsiveness doesn’t always mean a predilection for doing the wrong thing. Sometimes it’s the urge to do the right thing.

You gain the following characteristics:

Reckless: +2 to your Speed Pool.

@UUID[Compendium.cyphersystem-compendium.basic-skills.gbWPNb1uKsRtZWSL]{Skill}: You’re trained in initiative actions (to determine who goes first in combat).

@UUID[Compendium.cyphersystem-compendium.basic-skills.FXYWkXG7Iq6Wm1pS]{Skill}: You’re trained in Speed defense actions.

@UUID[Compendium.cyphersystem-compendium.inabilities.gBUQ2i4VroKkBVQ7]{Inability}: You’ll try anything once, but quickly grow bored after that. Any task that involves patience, willpower, or discipline is hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You heard what the other PCs were up to and suddenly decided to join them.

  2. You pulled everyone together after you heard rumors about something interesting you want to see or do.

  3. You blew all of your money and now find yourself strapped for cash.

  4. You’re in trouble for acting recklessly. You join the other PCs because they offer a way out of your problem.

Inquisitive

The world is vast and mysterious, with wonders and secrets to keep you amazed for several lifetimes. You feel the tugging on your heart, the call to explore the wreckage of past civilizations, to discover new peoples, new places, and whatever bizarre wonders you might find along the way. However, as strongly as you feel the pull to roam the world, you know there is danger aplenty, and you take precautions to ensure that you are prepared for any eventuality. Research, preparation, and readiness will help you live long enough to see everything you want to see and do everything you want to do.

You probably have a dozen books and travelogues about the world on you at any time. When not hitting the road and looking around, you spend your time with your nose in a book, learning everything you can about the place you’re going so you know what to expect when you get there.

You gain the following characteristics:

Smart: +4 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.pHUz4ZRnWfsBbtQ7]{Skill}: You are eager to learn. You are trained in any task that involves learning something new, whether you’re talking to a local to get information or digging through old books to find lore.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.RZkMJad4OfSOU1Pq]{Skill}: You have made a study of the world. You are trained in any task involving geography or history.

@UUID[Compendium.cyphersystem-compendium.inabilities.ntN6wx9GAjKwEWfV]{Inability}: You tend to fixate on the details, making you somewhat oblivious to what’s going on around you. Any task to hear or notice dangers around you is hindered.

@UUID[Compendium.cyphersystem-compendium.inabilities.gpHPkjq631isDAjT]{Inability}: When you see something interesting, you hesitate as you take in all the details. Initiative actions (to determine who goes first in combat) are hindered.

Additional Equipment: You have three books on whatever subjects you choose.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. One of the PCs approached you to learn information related to the mission, having heard you were an expert.

  2. You have always wanted to see the place where the other PCs are going.

  3. You were interested in what the other PCs were up to and decided to go along with them.

  4. One of the PCs fascinates you, perhaps due to a special or weird ability they have.

Intelligent

You’re quite smart. Your memory is sharp, and you easily grasp concepts that others might struggle with. This aptitude doesn’t necessarily mean that you’ve had years of formal education, but you have learned a great deal in your life, primarily because you pick things up quickly and retain so much.

You gain the following characteristics:

Smart: +2 to your Intellect Pool.

Skill: You’re trained in an area of knowledge of your choice.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.m65HBfM8zSVl4uwk]{Skill}: You’re trained in all actions that involve remembering or memorizing things you experience directly. For example, instead of being good at recalling details of geography that you read about in a book, you can remember a path through a set of tunnels that you’ve explored before.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. One of the other PCs asked your opinion of the mission, knowing that if you thought it was a good idea, it probably was.

  2. You saw value in what the other PCs were doing.

  3. You believed that the task might lead to important and interesting discoveries.

  4. A colleague requested that you take part in the mission as a favor.

Intuitive

You are often tickled by a sense of knowing what someone will say, how they will react, or how events might unfold. Maybe you have a mutant sense, maybe you can see just a few moments ahead through time, or maybe you’re just good at reading people and extrapolating a situation. Whatever the case, many who look into your eyes immediately glance away, as if afraid of what you might see in their expression.

You gain the following characteristics:

Innate: +2 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.basic-skills.rH5FwMXGaNn21DZD]{Skill}: You are trained in perception tasks.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.1GEOtsfQWmfgcp3e]{Know What to Do}: You can act immediately, even if it’s not your turn. Afterward, on your next regular turn, any action you take is hindered. You can do this one time, although the ability is renewed each time you make a recovery roll.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You just knew you had to come along.

  2. You convinced one of the other PCs that your intuition is invaluable.

  3. You felt that something terrible would happen if you didn’t go.

  4. You’re confident the reason you arrived at this point will soon become clear.

Jovial

You’re cheerful, friendly, and outgoing. You put others at ease with a big smile and a joke, possibly one at your own expense, though lightly ribbing your companions who can take it is also one of your favorite pastimes. Sometimes people say you never take anything seriously. That’s not true, of course, but you have learned that to dwell on the bad too long quickly robs the world of joy. You’ve always got a new joke in your back pocket because you collect them like some people collect bottles of wine.

You gain the following characteristics:

Witty: +2 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.iLViKiz8EUbAbChF]{Skill}: You’re convivial and set most people at ease with your attitude. You are trained in all tasks related to pleasant social interaction.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.zz0QUtOoUro9OErB]{Skill}: You have an advantage in figuring out the punch lines of jokes you’ve never heard before. You are trained in all tasks related to solving puzzles and riddles.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You solved a riddle before realizing that answering it would launch you into the adventure.

  2. The other PCs thought you’d bring some much-needed levity to the team.

  3. You decided that all fun and no work was not the best way to get through life, so you joined up with the PCs.

  4. It was either go with the PCs or face up to a circumstance that was anything but jovial.

Kind

It’s always been easy for you to see things from the point of view of other people. That ability has made you sympathetic to what they really want or need. From your perspective, you’re just applying the old proverb that “it’s easier to catch flies with honey than with vinegar,” but others simply see your behavior as kindness. Of course, being kind takes time, and yours is limited. You’ve learned that a small fraction of people don’t deserve your time or kindness—true sadists, narcissists, and similar folk will only waste your energy. So you deal with them swiftly, saving your kindness for those who deserve it and can benefit from your attention.

You gain the following characteristics:

Emotionally Intuitive: +2 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.6Z7VC4ctwcS0dVoW]{Skill}: You know what it’s like to go a mile in someone else’s shoes. You’re trained in all tasks related to pleasant social interaction and discerning the dispositions of others.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.5kX6OM98txwPPO6a]{Karma}: Sometimes, strangers just help you out. To gain the aid of a stranger, you must use a one action, ten-minute, or one-hour recovery roll (without gaining its healing benefit), and the GM determines the nature of the aid you gain. Usually, the act of kindness isn’t enough to turn a bad situation completely around, but it may moderate a bad situation and lead to new opportunities. For example, if you are captured, a guard loosens your bonds slightly, brings you water, or delivers a message.

@UUID[Compendium.cyphersystem-compendium.inabilities.AY8Br5qquBWoGQc0]{Inability}: Being kind comes with a few risks. All tasks related to detecting falsehoods are hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. A PC needed your help, and you agreed to come along as a kindness.

  2. You gave the wrong person access to your money, and now you need to make some back.

  3. You’re ready to take your benevolence on the road and help more people than you could if you didn’t join the PCs.

  4. Your job, which seemed like it would be personally rewarding, is the opposite. You join the PCs to escape the drudgery.

Learned

You have studied, either on your own or with an instructor. You know many things and are an expert on a few topics, such as history, biology, geography, mythology, nature, or any other area of study. Learned characters typically carry a few books around with them and spend their spare time reading.

You gain the following characteristics:

Smart: +2 to your Intellect Pool.

Skill: You’re trained in three areas of knowledge of your choice.

@UUID[Compendium.cyphersystem-compendium.inabilities.UrdbwsMhJOQk44vz]{Inability}: You have few social graces. Any task involving charm, persuasion, or etiquette is hindered.

Additional Equipment: You have two additional books on topics of your choice.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. One of the other PCs asked you to come along because of your knowledge.

  2. You need money to fund your studies.

  3. You believed that the task might lead to important and interesting discoveries.

  4. A colleague requested that you take part in the mission as a favor.

Lucky

You rely on chance and timely good luck to get you through many situations. When people say that someone was born under a lucky star, they mean you. When you try your hand at something new, no matter how unfamiliar the task is, as often as not you find a measure of success. Even when disaster strikes, it’s rarely as bad as it could be. More often, small things seem to go your way, you win contests, and you’re often in the right place at the right time.

You gain the following characteristics:

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.pccv1fQ4WW7KnLsi]{Luck Pool}: You have one additional Pool called Luck that begins with 3 points, and it has a maximum value of 3 points. When spending points from any other Pool, you can take one, some, or all of the points from your Luck Pool first. When you make a recovery roll to recover points to any other Pool, your Luck Pool is also refreshed by the same number of points. When your Luck Pool is at 0 points, it does not count against your damage track.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.MKYIm6Rgf4VRIKrK]{Advantage}: When you use 1 XP to reroll a d20 for any roll that affects only you, add 3 to the reroll.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. Knowing that lucky people notice and take active advantage of opportunities, you became involved in your first adventure by choice.

  2. You literally bumped into someone else on this adventure through sheer luck.

  3. You found a briefcase lying alongside the road. It was battered, but inside you found a lot of strange documents that led you here.

  4. Your luck saved you when you avoided a speeding vehicle by a fortuitous fall through an opening in the ground (a manhole, if in a modern setting). Beneath the ground, you found something you couldn’t ignore.

Mad

You have delved too deeply into subjects people were not meant to know. You are knowledgeable in things beyond the scope of most, but this knowledge has come at a terrible price. You are likely in questionable physical shape and occasionally shake with nervous tics. You sometimes mutter to yourself without realizing it.

You gain the following characteristics:

Knowledgeable: +4 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.AFFZAuL0OsaopL8E]{Fits of Insight}: Whenever such knowledge is appropriate, the GM feeds you information although there is no clear explanation as to how you could know such a thing. This is up to the GM’s discretion, but it should happen as often as once each session.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.SFXAD4DjhyEtJ1Ny]{Erratic Behavior}: You are prone to acting erratically or irrationally. When you are in the presence of a major discovery or subjected to great stress (such as a serious physical threat), the GM can introduce a GM intrusion that directs your next action without awarding XP. You can still pay 1 XP to refuse the intrusion. The GM’s influence is the manifestation of your madness and thus is always something you would not likely do otherwise, but it is not directly, obviously harmful to you unless there are extenuating circumstances. (For example, if a foe suddenly leaps out of the darkness, you might spend the first round babbling incoherently or screaming the name of your first true love.)

Skill: You are trained in one area of knowledge (probably something weird or esoteric).

@UUID[Compendium.cyphersystem-compendium.inabilities.zHgQDe14mPF3G95Q]{Inability}: Your mind is quite fragile. Tasks to resist mental attacks are hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. Voices in your head told you to go.

  2. You instigated the whole thing and convinced the others to join you.

  3. One of the other PCs obtained a book of knowledge for you, and now you’re repaying that favor by helping them with the task at hand.

  4. You feel compelled by inexplicable intuition.

Mechanical

You have a special talent with machines of all kinds, and you’re adept at understanding and, if need be, repairing them. Perhaps you’re a bit of an inventor, creating new machines from time to time. You get called “techie,” “tech,” “mech,” “gear-head,” “motor-head,” or any of a number of other nicknames. Mechanics usually wear practical work clothes and carry around a lot of tools.

You gain the following characteristics:

Smart: +2 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.PSeFw2XUjqgOG2xS]{Skill}: You’re trained in all actions involving identifying or understanding machines.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.DhGWJERxvN9zVYGh]{Skill}: You’re trained in all actions involving using, repairing, or crafting machines.

Additional Equipment: You start with a variety of machine tools.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. While repairing a nearby machine, you overheard the other PCs talking.

  2. You need money to buy tools and parts.

  3. It was clear that the mission couldn’t succeed without your skills and knowledge.

  4. Another PC asked you to join them.

Mysterious

The dark figure lurking silently in the corner? That’s you. No one really knows where you came from or what your motives are—you play things close to the vest. Your manner perplexes and confounds others, but that doesn’t make you a poor friend or ally. You’re just good at keeping things to yourself, moving about unseen, and concealing your presence and identity.

You gain the following characteristics:

@UUID[Compendium.cyphersystem-compendium.basic-skills.duTx0BwgmC1Gw3Ze]{Skill}: You are trained in all stealth tasks.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.fmGCPHRwFnbmvB19]{Skill}: You are trained in resisting interrogation or tricks to get you to talk.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.uROuz6gmfq7X3uu3]{Confounding}: You pull talents and abilities seemingly out of nowhere. You can attempt one task in which you have no training as if you were trained, attempt a task that you are trained in as if specialized, or gain a free level of Effort with a task that you are specialized in. This ability refreshes every time you make a recovery roll, but the uses never accumulate.

@UUID[Compendium.cyphersystem-compendium.inabilities.sRzjg0b8j3XPVrPR]{Inability}: People never know where they stand with you. Any task involving getting people to believe or trust you is hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You just showed up one day.

  2. You convinced one of the other PCs that you had invaluable skills.

  3. Some equally mysterious figure told you where to be and when (but not why) to join the group.

  4. Something—a feeling, a dream—told you where to be and when to join the group.

Mystical

You think of yourself as mystical, attuned with the mysterious and the paranormal. Your true talents lie with the supernatural. You likely have experience with ancient lore, and you can sense and wield the supernatural—though whether that means “magic,” “psychic phenomena,” or something else is up to you (and probably up to those around you as well). Mystical characters often wear jewelry, such as a ring or an amulet, or have tattoos or other marks that show their interests.

You gain the following characteristics:

Smart: +2 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.u2aCexSScRX0FEqH]{Skill}: You’re trained in all actions involving identifying or understanding the supernatural.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.x6GmHzLKB0JpVg5E]{Sense Magic}: You can sense whether the supernatural is active in situations where its presence is not obvious. You must study an object or location closely for a minute to get a feel for whether a mystical touch is at work.

@UUID[Compendium.cyphersystem-compendium.abilities.zArjjFcf9tHQvJTx]{Spell}: You can perform Hedge Magic as a spell when you have a free hand and can pay the Intellect point cost.

@UUID[Compendium.cyphersystem-compendium.inabilities.FKeDN7rJdKpgt4bj]{Inability}: You have a manner or an aura that others find a bit unnerving. Any task involving charm, persuasion, or deception is hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. A dream guided you to this point.

  2. You need money to fund your studies.

  3. You believed the mission would be a great way to learn more about the supernatural.

  4. Various signs and portents led you here.

Naive

You’ve lived a sheltered life. Your childhood was safe and secure, so you didn’t get a chance to learn much about the world—and even less chance to experience it. Whether you were training for something, had your nose in a book, or just were sequestered in a secluded place, you haven’t done much, met many people, or seen many interesting things so far. That’s probably going to change soon, but as you go forward into a larger world, you do so without some of the understanding that others possess about how it all works.

You gain the following characteristics:

Fresh: You add +1 to your recovery rolls.

Incorruptible: You are trained in @UUID[Compendium.cyphersystem-compendium.basic-skills.5X8qgmSuvRVNTiaP]{Intellect defense} tasks and all tasks that involve @UUID[Compendium.cyphersystem-compendium.expanded-skills.OauBSvtfh6HeNzDe]{resisting temptation}.

@UUID[Compendium.cyphersystem-compendium.basic-skills.rH5FwMXGaNn21DZD]{Skill}: You’re wide-eyed. You are trained in perception tasks.

@UUID[Compendium.cyphersystem-compendium.inabilities.VyGXdv9xEzKsm2YX]{Inability}: Any task that involves seeing through deceptions or determining someone’s secret motive is hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. Someone told you that you should get involved.

  2. You needed money, and this seemed like a good way to earn some.

  3. You believed that you could learn a lot by joining the other PCs.

  4. Sounded like fun.

Perceptive

You miss little. You pick out the small details in the world around you and are skilled at making deductions from the information you find. Your talents make you an exceptional sleuth, a formidable scientist, or a talented scout.

As adept as you are at finding clues, you have no skill at picking up on social cues. You overlook an offense that your deductions give or how uncomfortable your scrutiny can make the people around you. You tend to dismiss others as being intellectual dwarfs compared to you, which avails you little when you need a favor.

You gain the following characteristics:

Smart: +2 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.G2JaXxUq6dfIXVDl]{Skill}: You have an eye for detail. You are trained in any task that involves finding or noticing small details.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.EaHHaJvulkIVAxhi]{Skill}: You know a little about everything. You are trained in any task that involves identifying objects or calling to mind a minor detail or bit of trivia.

@UUID[Compendium.cyphersystem-compendium.basic-skills.tZ7PdXuWQyRMo0Rh]{Skill}: Your skill at making deductions can be imposing. You are trained in any task that involves intimidating another creature.

@UUID[Compendium.cyphersystem-compendium.inabilities.JDEjrsDDDqVcqSZp]{Inability}: Your confidence comes off as arrogance to people who don’t know you. Any task involving positive social interactions is hindered.

Additional Equipment: You have a bag of light tools.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You overheard the other PCs discussing their mission and volunteered your services.

  2. One of the PCs asked you to come along, believing that your talents would be invaluable to the mission.

  3. You believe that the PCs’ mission is somehow related to one of your investigations.

  4. A third party recruited you to follow the PCs and see what they were up to.

Resilient

You can take a lot of punishment, both physically and mentally, and still come back for more. It takes a lot to put you down. Neither physical nor mental shocks or damage have a lasting effect. You’re tough to faze. Unflappable. Unstoppable.

You gain the following characteristics:

Resistant: +2 to your Might Pool, and +2 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.F74sHYUANEPVaFd4]{Recover}: You can make an extra recovery roll each day. This roll is just one action. So you can make two recovery rolls that each take one action, one roll that takes ten minutes, a fourth roll that takes one hour, and a fifth roll that requires ten hours of rest.

@UUID[Compendium.cyphersystem-compendium.basic-skills.Q0vfmbqehJw0jYBa]{Skill}: You are trained in Might defense tasks.

@UUID[Compendium.cyphersystem-compendium.basic-skills.5X8qgmSuvRVNTiaP]{Skill}: You are trained in Intellect defense tasks.

@UUID[Compendium.cyphersystem-compendium.inabilities.U7X7WY5Qk3QIXxAD]{Inability}: You’re hardy but not necessarily strong. Any task involving moving, bending, or breaking things is hindered.

@UUID[Compendium.cyphersystem-compendium.inabilities.iic3khiZZCsbjkIg]{Inability}: You have a lot of willpower and mental fortitude, but you’re not necessarily smart. Any task involving knowledge or figuring out problems or puzzles is hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You saw that the PCs clearly need someone like you to help them out.

  2. Someone asked you to watch over one of the PCs in particular, and you agreed.

  3. You are bored and desperately in need of a challenge.

  4. You lost a bet—unfairly, you think—and had to take someone’s place on this mission.

Risk-Taking

It’s part of your nature to question what others think can’t or shouldn’t be done. You’re not insane, of course—you wouldn’t attempt to leap across a mile-wide chasm just because you were dared. There’s impossible and then there’s the just barely possible. You like to push the latter further than others, because it gives you a rush of satisfaction and pleasure when you succeed. The more you succeed, the more you find yourself looking for that next risky challenge to try yourself against.

You gain the following characteristics:

Nimble: +4 to your Speed Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.l3HBMnyOMVF6rIk8]{Skill}: You’re adept at leveraging risk, and you are trained in tasks that involve some element of chance, such as playing games or choosing between two or three apparently equal options.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.wWSSBexYE1QI054l]{Pressing Your Luck}: You can choose to automatically succeed on one task without rolling, as long as the task’s difficulty is no higher than 6. When you do so, however, you also trigger a GM intrusion as if you had rolled a 1. The intrusion doesn’t invalidate the success, but it probably qualifies it in some fashion. You can do this one time, although the ability renews each time you make a ten-hour recovery roll.

@UUID[Compendium.cyphersystem-compendium.inabilities.MoKSCrQBoxl4PZ0f]{Inability}: You may be nimble, but you’re not sneaky. Tasks related to sneaking and staying quiet are hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. It seemed like there were equal odds that the other PCs wouldn’t succeed, which sounded good to you.

  2. You think the tasks ahead will present you with unique and fulfilling challenges.

  3. One of your biggest risks failed to go your way, and you need money to help pay that debt.

  4. You bragged that you never saw a risk you didn’t like, which is how you reached your current point.

Rugged

You’re a nature lover accustomed to living rough, pitting your wits against the elements. Most likely, you’re a skilled hunter, gatherer, or naturalist. Years of living in the wild have left their mark with a worn countenance, wild hair, or scars. Your clothing is probably much less refined than the garments worn by city dwellers.

You gain the following characteristics:

@UUID[Compendium.cyphersystem-compendium.expanded-skills.zOjoCu1WyXeVzqs6]{Skill}: You’re trained in all tasks involving climbing, jumping, running, and swimming.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.lpBwC7PY35rIfBUG]{Skill}: You’re trained in all tasks involving training, riding, or placating natural animals.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.2Ipdh8f3MeuAMM3R]{Skill}: You’re trained in all tasks involving identifying or using natural plants.

@UUID[Compendium.cyphersystem-compendium.inabilities.iP9m2p6htGgd896X]{Inability}: You have no social graces and prefer animals to people. Any task involving charm, persuasion, etiquette, or deception is hindered.

Additional Equipment: You carry an explorer’s pack with rope, two days’ rations, a bedroll, and other tools needed for outdoor survival.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. Against your better judgment, you joined the other PCs because you saw that they were in danger.

  2. One of the other PCs convinced you that joining the group would be in your best interests.

  3. You’re afraid of what might happen if the other PCs fail.

  4. There is reward involved, and you need the money.

Sharp-Eyed

You’re perceptive and well aware of your surroundings. You notice the little details and remember them. You can be difficult to surprise.

You gain the following characteristics:

@UUID[Compendium.cyphersystem-compendium.basic-skills.gbWPNb1uKsRtZWSL]{Skill}: You’re trained in initiative actions.

@UUID[Compendium.cyphersystem-compendium.basic-skills.rH5FwMXGaNn21DZD]{Skill}: You’re trained in perception actions.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.LboNMbw0CmRDZX0l]{Find the Flaw}: If an opponent has a straightforward weakness (takes extra damage from fire, can’t see out of their left eye, and so on), the GM will tell you what it is.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You heard about what was going on, saw a flaw in the other PCs’ plan, and joined up to help them out.

  2. You noticed that the PCs have a foe (or at least a tail) they weren’t aware of.

  3. You saw that the other PCs were up to something interesting and got involved.

  4. You’ve been noticing some strange things going on, and this all appears related.

Skeptical

You possess a questioning attitude regarding claims that are often taken for granted by others. You’re not necessarily a “doubting Thomas” (a skeptic who refuses to believe anything without direct personal experience), but you’ve often benefited from questioning the statements, opinions, and received knowledge presented to you by others.

You gain the following characteristics:

Insightful: +2 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.basic-skills.QonPVHzXrzIN29lf]{Skill}: You’re trained in identifying.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.E2q7bbS0LqBwRDFi]{Skill}: You’re trained in all actions that involve seeing through a trick, an illusion, a rhetorical ruse designed to evade the issue, or a lie. For example, you’re better at keeping your eye on the cup containing the hidden ball, sensing an illusion, or realizing if someone is lying to you (but only if you specifically concentrate and use this skill).

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You overheard other PCs holding forth on a topic with an opinion you were quite skeptical about, so you decided to approach the group and ask for proof.

  2. You were following one of the other PCs because you were suspicious of him, which brought you into the action.

  3. Your theory about the nonexistence of the supernatural can be invalidated only by your own senses, so you came along.

  4. You need money to fund your research.

Stealthy

You’re sneaky, slippery, and fast. These talents help you hide, move quietly, and pull off tricks that require sleight of hand. Most likely, you’re wiry and small. However, you’re not much of a sprinter—you’re more dexterous than fleet of foot.

You gain the following characteristics:

Quick: +2 to your Speed Pool.

@UUID[Compendium.cyphersystem-compendium.basic-skills.duTx0BwgmC1Gw3Ze]{Skill}: You’re trained in all stealth tasks.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.YlYSOH8OdFUTBwey]{Skill}: You’re trained in all interactions involving lies or trickery.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.5iv3kUKcLQwrTSDH]{Skill}: You’re trained in all special abilities involving illusions or trickery.

@UUID[Compendium.cyphersystem-compendium.inabilities.lhu2y0HMmw0xQ3hv]{Inability}: You’re sneaky but not fast. All movement-related tasks are hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You attempted to steal from one of the other PCs. That character caught you and forced you to come along with them.

  2. You were tailing one of the other PCs for reasons of your own, which brought you into the action.

  3. An NPC employer secretly paid you to get involved.

  4. You overheard the other PCs talking about a topic that interested you, so you decided to approach the group.

Strong

You’re extremely strong and physically powerful, and you use these qualities well, whether through violence or feats of prowess. You likely have a brawny build and impressive muscles.

You gain the following characteristics:

Very Powerful: +4 to your Might Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.0yrwPAkrOBERFQOq]{Skill}: You’re trained in all actions involving breaking inanimate objects.

@UUID[Compendium.cyphersystem-compendium.basic-skills.MrGl25gzZk4uu7BR]{Skill}: You’re trained in all jumping actions.

Additional Equipment: You have an extra medium weapon or heavy weapon.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. Against your better judgment, you joined the other PCs because you saw that they were in danger.

  2. One of the other PCs convinced you that joining the group would be in your best interests.

  3. You’re afraid of what might happen if the other PCs fail.

  4. There is reward involved, and you need the money.

Strong-Willed

You’re tough-minded, willful, and independent. No one can talk you into anything or change your mind when you don’t want it changed. This quality doesn’t necessarily make you smart, but it does make you a bastion of willpower and resolve. You likely dress and act with unique style and flair, not caring what others think.

You gain the following characteristics:

Willful: +4 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.DlnCXfB1v1U859YY]{Skill}: You’re trained in resisting mental effects.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.3IfJDAc8qCJ11NNX]{Skill}: You’re trained in tasks requiring incredible focus or concentration.

@UUID[Compendium.cyphersystem-compendium.inabilities.CmubEJ8BMUsW1oei]{Inability}: Willful doesn’t mean brilliant. Any task that involves figuring out puzzles or problems, memorizing things, or using lore is hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. Against your better judgment, you joined the other PCs because you saw that they were in danger.

  2. One of the other PCs convinced you that joining the group would be in your best interests.

  3. You’re afraid of what might happen if the other PCs fail.

  4. There is reward involved, and you need the money.

Swift

You move quickly, able to sprint in short bursts and work with your hands with dexterity. You’re great at crossing distances quickly but not always smoothly. You are likely slim and muscular.

You gain the following characteristics:

Fast: +4 to your Speed Pool.

@UUID[Compendium.cyphersystem-compendium.basic-skills.gbWPNb1uKsRtZWSL]{Skill}: You’re trained in initiative actions (to determine who goes first in combat).

@UUID[Compendium.cyphersystem-compendium.expanded-skills.EyD5RQ654NoPJ7MN]{Skill}: You’re trained in running actions.

@UUID[Compendium.cyphersystem-compendium.inabilities.t7exG3KfxnoPKxO2]{Inability}: You’re fast but not necessarily graceful. Any task involving balance is hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. Against your better judgment, you joined the other PCs because you saw that they were in danger.

  2. One of the other PCs convinced you that joining the group would be in your best interests.

  3. You’re afraid of what might happen if the other PCs fail.

  4. There is reward involved, and you need the money.

Tongue-Tied

You’ve never been much of a talker. When forced to interact with others, you never think of the right thing to say—words fail you entirely, or they come out all wrong. You often end up saying precisely the wrong thing and insult someone unintentionally. Most of the time, you just keep mum. This makes you a listener instead—a careful observer. It also means that you’re better at doing things than talking about them. You’re quick to take action.

You gain the following characteristics:

Actions, Not Words: +2 to your Might Pool, and +2 to your Speed Pool.

@UUID[Compendium.cyphersystem-compendium.basic-skills.rH5FwMXGaNn21DZD]{Skill}: You are trained in perception.

@UUID[Compendium.cyphersystem-compendium.basic-skills.gbWPNb1uKsRtZWSL]{Skill}: You are trained in initiative (unless it’s a social situation).

@UUID[Compendium.cyphersystem-compendium.inabilities.tlL5bTqgc9lt5GNz]{Inability}: All tasks relating to social interaction are hindered.

@UUID[Compendium.cyphersystem-compendium.inabilities.rfQPiUR4GHBdjFtE]{Inability}: All tasks involving verbal communication or relaying information are hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You just tagged along and no one told you to leave.

  2. You saw something important the other PCs did not and (with some effort) managed to relate it to them.

  3. You intervened to save one of the other PCs when they were in danger.

  4. One of the other PCs recruited you for your talents.

Tough

You’re strong and can take a lot of physical punishment. You might have a large frame and a square jaw. Tough characters frequently have visible scars.

You gain the following characteristics:

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.SkxEXPpCgIGXixu9]{Resilient}: +1 to Armor.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.gr1uaERqywhUGjCK]{Healthy}: Add 1 to the points you regain when you make a recovery roll.

@UUID[Compendium.cyphersystem-compendium.basic-skills.Q0vfmbqehJw0jYBa]{Skill}: You’re trained in Might defense actions.

Additional Equipment: You have an extra light weapon.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You’re acting as a bodyguard for one of the other PCs.

  2. One of the PCs is your sibling, and you came along to watch out for them.

  3. You need money because your family is in debt.

  4. You stepped in to defend one of the PCs when that character was threatened. While talking to them afterward, you heard about the group’s task.

Vicious

You try to hide what’s inside, fold it into yourself when everything inside you screams to let go, make them pay, make them hurt, and make them bleed. Sometimes you succeed for your friends—smiling like they smile, laughing when they laugh, and sometimes even having other emotions of your own. But it’s always there, that feeling of frantic glee mixed with hate that sometimes leaps out of you when you confront a foe. Violence your friends can tolerate, but you sometimes worry they will also learn that you are cruel.

You gain the following characteristics:

Skill: You are trained in @UUID[Compendium.cyphersystem-compendium.expanded-skills.53j3Qwt5Im4wqddo]{tracking creatures}. If @UUID[Compendium.cyphersystem-compendium.expanded-skills.ZPyRyzPue2DuKSw9]{a creature has wronged you}, the tracking task is eased.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.LldixgespLl6ajEf]{Bloodthirsty}: Once you begin fighting, you see only red. You inflict 2 additional points of damage with any attack.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.1FP6DV2OqgaaT4ZN]{Berserk}: Once you begin fighting, it’s hard for you to stop. In fact, it’s a difficulty 2 Intellect task to do so, even if your foe surrenders or you’ve run out of foes. If the latter occurs and you fail to stop, you attack the nearest ally within short range.

Additional Equipment: You have a record that you use to list those who’ve wronged you.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. Another PC saw you take down a mean drunk in a tavern, not realizing you were the one who started the fight.

  2. You wanted to get away from a bad situation, so you went with the other PCs.

  3. You want to change, and you hope that being with the other PCs will help you calm yourself.

  4. One of the other PCs asked you to come along, believing that your viciousness could be harnessed for the benefit of the mission.

Virtuous

Doing the right thing is a way of life. You live by a code, and that code is something you attend to every day. Whenever you slip, you reproach yourself for your weakness and then get right back on track. Your code probably includes moderation, respect for others, cleanliness, and other characteristics that most people would agree are virtues, while you eschew their opposites: sloth, greed, gluttony, and so on.

You gain the following characteristics:

Dauntless: +2 to your Might Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.iUJdgnZi90GZjY9s]{Skill}: You are trained in discerning people’s true motives or seeing through lies.

@UUID[Compendium.cyphersystem-compendium.basic-skills.5X8qgmSuvRVNTiaP]{Skill}: Your adherence to a strict moral code has hardened your mind against fear, doubt, and outside influence. You are trained in Intellect defense tasks.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. The PCs are doing something virtuous, and you’re all about that.

  2. The PCs are on the road to perdition, and you see it as your task to set them on the proper moral route.

  3. One of the other PCs invited you, hearing of your virtuous ways.

  4. You put virtue before sense and defended someone’s honor in the face of an organization or power far greater than you. You joined the PCs because they offered aid and friendship when, out of fear of reprisals, no one else would.

Weird

You aren’t like anyone else, and that’s fine with you. People don’t seem to understand you—they even seem put off by you—but who cares? You understand the world better than they do because you’re weird, and so is the world you live in. The concept of “the weird” is well known to you. Strange devices, ancient locales, bizarre creatures, storms that can transform you, living energy fields, conspiracies, aliens, and things most people can’t even name populate the world, and you thrive on them. You have a special attachment to it all, and the more you discover about the weirdness in the world, the more you might discover about yourself.

Weird characters might be mutants or people born with strange qualities, but sometimes they started out “normal” and adopted the weird by choice.

You gain the following characteristics:

Inner Light: +2 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.HV2tw9N81PJawwwx]{Distinctive Physical Quirk}: You have a unique physical aspect that is, well, bizarre. Depending on the setting, this can vary greatly. You might have purple hair or metal spikes on your head. Perhaps your hands don’t connect to your arms, although they move as if they do. Maybe a third eye stares out from the side of your head, or superfluous tendrils grow from your back. Whatever it is, your quirk might be a mutation, a supernatural trait (a blessing or curse), a feature with no explanation, or just a really wild tattoo that draws a lot of attention.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.zKHJrLeBOfy0p9du]{A Sense for the Weird}: Sometimes—at the GM’s discretion—weird things relating to the supernatural or its effects on the world seem to call out to you. You can sense them from afar, and if you get within long range of such a thing, you can sense whether it is overtly dangerous or not.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.uBvX2CVPg5MNgjwW]{Skill}: You are trained in supernatural knowledge.

@UUID[Compendium.cyphersystem-compendium.inabilities.JDEjrsDDDqVcqSZp]{Inability}: People find you unnerving. All tasks relating to pleasant social interaction are hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. It seemed weird, so why not?

  2. Whether the other PCs realize it or not, their mission has to do with something weird that you know about, so you got involved.

  3. As an expert in the weird, you were specifically recruited by the other PCs.

  4. You felt drawn to join the other PCs, but you don’t know why.

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Focus is what makes a character unique. No two PCs in a group should have the same focus. A focus gives a character benefits when they create their character and each time they ascend to the next tier. It’s the verb of the sentence “I am an adjective noun who verbs.”

This chapter contains nearly a hundred sample foci, such as Bears a Halo of Fire, Would Rather Be Reading, and Pilots Starcraft. These foci can be chosen and used as presented by a player, or by the GM who adds them to a list of available foci for their players in their next campaign.

In addition, the latter half of this chapter provides tools for the GM or an enterprising player to create their own custom foci that perfectly match the needs of a given game or campaign, as presented in Creating New Foci.

Choosing Foci

Not all foci are appropriate for every genre. The Genre chapter provides guidance, but this section offers some broad generalizations. Obviously, the GM can include whatever foci are available in their setting. Foci end up being an important distinction in this case, because Commands Mental Powers, for example, makes it clear that psychic abilities exist in the setting, just as Howls at the Moon implies the existence of lycanthropes like werewolves, and Pilots Starcraft, of course, requires starships available to pilot.

When a focus is chosen for a character, they get a special connection to one or more of their fellow PCs, a first-tier ability, and perhaps additional starting equipment: one or two pieces of equipment that might be required for the character to use their ability, or that might pair well with the focus. For instance, a character that can build things needs a set of tools. A character that’s constantly on fire needs a set of clothes that are immune to flame. A character that draws runes to cast spells needs writing implements. A character that slays monsters with a sword needs a sword. And so on. That said, many foci don’t require additional equipment.

Each focus also offers one or more suggestions—GM intrusions—for possible effects or consequences of really good or really bad die rolls.

A couple of foci presented in this chapter provide a “type swap option” that allows a player to swap an ability that would otherwise be gained from their type for the indicated ability instead. A player doesn’t have to make the swap; they merely have the option. For instance, the focus Loves the Void provides the option to gain the ability Have Spacesuit, Will Travel instead of a type ability.

As a character progresses to a new tier, a focus grants more abilities. Each tier’s benefit is usually labeled Action or Enabler. If an ability is labeled Action, a character must take an action to use it. If an ability is labeled Enabler, it makes other actions better or gives some other benefit, but it’s not an action. An ability that allows a character to blast foes with lasers is an action. An ability that grants additional damage when an attack is made is an enabler. An enabler is used in the same turn as another action, and often as part of another action.

Each tier’s benefits are independent of and cumulative with benefits from other tiers (unless indicated otherwise). So if a first-tier ability grants +1 to Armor and a fourth-tier ability also grants +1 to Armor, when the character reaches fourth tier, a total of +2 to Armor is granted.

At tier 3 and tier 6, the character is asked to choose one ability from the two options provided.

Finally, you can choose whether you want to expand the story behind the focus (though that’s not mandatory).

Focus Connections

Choose a connection that goes well with the focus. If you’re a GM choosing (or creating) one or more foci for your players, choose up to four of the following connections.

  1. Pick one other PC. For reasons unknown to you, that character is completely immune to your focus abilities, whether you use them for help or for harm.

  2. Pick one other PC. You knew of that character years ago, but you don’t think they knew you.

  3. Pick one other PC. You’re always trying to impress them, but you’re not sure why.

  4. Pick one other PC. That character has a habit that annoys you, but you’re otherwise quite impressed with their abilities.

  5. Pick one other PC. That character shows potential in appreciating your particular paradigm, fighting style, or other
    focus-provided attribute. You would like to train them, but you’re not necessarily qualified to teach (that’s up to you), and they might not be interested (that’s up to them).

  6. Pick one other PC. If they are within immediate range when you’re in a fight, sometimes they provide an asset, and sometimes they accidentally hinder your attack rolls (50% chance either way, determined per fight).

  7. Pick one other PC. You once saved their life, and they clearly feel indebted to you. You wish they didn’t; it’s just part of the job.

  8. Pick one other PC. That character recently mocked you in some fashion that really hurt your feelings. How you deal with this (if at all) is up to you.

  9. Pick one other PC. That character knows you have suffered at the hands of robotic entities in the past. Whether you hate robots now is up to you, which may affect your relationship with the character if they are friendly with robots or have robotic parts.

  10. Pick one other PC. That character comes from the same place you do, and you knew each other as children.

  11. Pick one other PC. In the past, they taught you a few tricks to use in a fight.

  12. Pick one other PC. That character doesn’t seem to approve of your methods.

  13. Pick one other PC. Long ago, the two of you were on opposite sides of a fight. You won, though you “cheated” in their eyes (but from your perspective, all’s fair in a fight). They may be ready for a rematch, though that’s up to them.

  14. Pick one other PC. You are always trying
    to impress that character with your skill, wit, appearance, or bravado. Perhaps they are a rival, perhaps you need their respect, or perhaps you’re romantically interested
    in them.

  15. Pick one other PC. You fear that character is jealous of your abilities and worry that it might lead to problems.

  16. Pick one other PC. You accidentally caught them in a trap you set, and they had to get free on their own.

  17. Pick one other PC. You were once hired to track down someone who was close to that character.

  18. Pick two PCs (preferably ones who are likely to get in the way of your attacks). When you miss with an attack and the GM rules that you struck someone other than your target, you hit one of these two characters.

  19. Pick one other PC. You’re not sure how or from where, but that character has a line on bottles of rare alcohol and can get them for you for half price.

  20. Pick one other PC. You recently had a possession go missing, and you’re becoming convinced that they took it. Whether or not they did is up to them.

  21. Pick one other PC. They always seem to know where you are, or at least in what direction you are in relation to them.

  22. Pick one other PC. Seeing you use your focus abilities seems to trigger an unpleasant memory in that character. That memory is up to the other PC, although they may not be able to consciously recall it.

  23. Pick one other PC. Something about them interferes with your abilities. When they stand next to you, your focus abilities cost 1 additional point.

  24. Pick one other PC. Something about them complements your abilities. When they stand next to you, the first focus ability you use in any 24-hour period costs 2 fewer points.

  25. Pick one other PC. You have known that character for a while, and they helped you gain control of your focus-related abilities.

  26. Pick one other PC. Sometime in that character’s past, they had a devastating experience while attempting something that you do as a matter of course thanks to your focus. Whether they choose to tell you about it is up to them.

  27. Pick one other PC. Their occasional clumsiness and loud behavior irritate you.

  28. Pick one other PC. In the recent past, while practicing, you accidentally hit them with an attack, wounding them badly. It is up to them to decide whether they resent or forgive you.

  29. Pick one other PC. They owe you a significant amount of money.

  30. Pick one other PC. In the recent past, while escaping a threat, you accidentally left that character to fend for themselves. They survived, but just barely. It is up to the player of that character to decide whether they resent you or have decided to forgive you.

  31. Pick one other PC. Recently, they accidentally (or perhaps intentionally) put you in a position of danger. You’re fine now, but you’re wary around them.

  32. Pick one other PC. From your perspective, they seem nervous around a specific idea, person, or situation. You would like to teach them how to be more comfortable with their fears (if they will let you).

  33. Pick one other PC. They called you a coward once.

  34. Pick one other PC. That character always recognizes you or your handiwork, whether you’re in disguise or are long gone when they arrive on the scene.

  35. Pick one other PC. You inadvertently caused an accident that put them into a sleep so deep they didn’t wake for three days. Whether they forgive you or not is up to them.

  36. Pick one other PC. You are pretty sure you are related in some fashion.

  37. Pick one other PC. You accidentally learned something they were trying to keep a secret.

  38. Pick one other PC. They are especially sensitive to the use of your flashier focus abilities, and occasionally they become dazzled for a few rounds, which hinders their actions.

  39. Pick one other PC. They appear to have a treasured item that was once yours, but that you lost in a game of chance years ago.

  40. Pick one other PC. If it wasn’t for you, that character would have failed a past test of mental achievement.

  41. Pick one other PC. Based on a couple of comments you’ve overheard, you suspect that they don’t hold your area of training or favorite hobby in the highest regard.

  42. Pick one other PC whose focus intertwines with yours. This odd connection affects them in some way. For example, if the character uses a weapon, your focus ability sometimes improves their attack in some fashion.

  43. Pick one other PC. They are deathly afraid of heights. You would like to teach them how to be more comfortable with their feet off the ground. They must decide whether or not to take you up on your offer.

  44. Pick one other PC. They are skeptical of your claims about something momentous that happened in your past. They might even attempt to discredit you or discover the “secret” behind your story, though that’s up to them.

  45. Pick one other PC. They have a knack for being able to recognize where your plans or schemes have a weak spot.

  46. Pick one other PC. That character’s face is so intriguing to you in a way you don’t understand that you sometimes find yourself sketching their likeness in the dirt or using some other medium you have access to.

  47. Pick one other PC. That character has an extra item of regular equipment you gave them, either something you made or an item you just wanted to give them. (They choose the item.)

  48. Pick one other PC. They commissioned you to do a job for them. You’ve already been paid but haven’t yet completed the job.

  49. Pick one other PC. You worked together in the past, and the job ended badly.

  50. Pick one other PC. While they stand next to you and use their action to concentrate on helping you, one of your focus ability’s ranges is doubled.

Story Behind The Focus

The foci in this book have been purposely stripped down to basics so they have the widest possible application across multiple genres. A single descriptive sentence or two summarizes each one. After you choose a focus, you have the option to expand its presentation by adding more story and description relevant to the world or to the character.

For instance, if you choose Operates Undercover, the summarizing description is “Under the guise of someone else, you seek to find answers the powerful do not want divulged.” If you choose Conducts Weird Science, the summary is “Your preternatural insight and ability make you a scientist capable of amazing feats.” These descriptions provide what you need to know to use the focus.

However, if you wish (and only if you wish; there is no requirement to do so), you can add more to those descriptions in a fashion that’s relevant for your game. For example, if you choose both Operates Undercover and Conducts Weird Science for use in a modern genre such as horror, urban fantasy, espionage, or something similar, you might expand the descriptions as shown in the following examples.

Operates Undercover: Espionage is not something you know anything about. At least, that’s what you want everyone to believe, because in truth, you’ve been trained as a spy or covert agent. You might work for a government or for yourself. You might be a police detective or a criminal. You could even be an investigative reporter.

Regardless, you learn information that others attempt to keep secret. You collect rumors and whispers, stories and hard-won evidence, and you use that knowledge to aid your own endeavors and, if appropriate, provide your employers with the information they desire. Alternatively, you might sell what you have learned to those willing to pay a premium.

You probably wear dark colors—black, charcoal grey, or midnight blue—to help blend into the shadows, unless the cover you’ve chosen requires you to look like someone else.

Conducts Weird Science: You could be a respected scientist, having been published in several peer-reviewed journals. Or you might be considered a crank by your contemporaries, pursuing fringe theories on what others consider to be scant evidence. Truth is, you have a particular gift for sifting the edges of what’s possible. You can find new insights and unlock odd phenomena with your experiments. Where others see a crackpot cornucopia, you sift the conspiracy theories for revelation. Whether you conduct your enquiries as a government contractor, a university researcher, a corporate scientist, or an indulger of curiosity in your own garage lab following your muse, you push the boundaries of what’s possible.

You probably care more about your work than trivialities such as your appearance, polite or proper behavior, or social norms, but then again, an eccentric like you might turn the tables on that stereotype too.

If you want to go even further, you could determine where a character’s focus abilities come from. Depending on the genre, they could derive those abilities from advanced and persistent training, via magical runes, through cybernetic parts, from their genetic heritage, or because of their access to advanced technology. For instance, a character might be able to blast targets with lightning because they got zapped by strange radiation or because they picked up a lightning gun. On the other hand, it might be because their intense training allowed them to learn lightning magic. The possibilities are nearly endless, and up to you to include or forgo. Because however a focus’s abilities were gained, it’s also enough that they just work.

Customizing Foci

Sometimes not everything about a focus is right for a character’s concept, or perhaps the GM needs additional guidelines for creating a new focus. Either way, the solution lies in looking at foci abilities at their most basic default levels.

At any tier, a player can select one of the following abilities in place of the ability granted by the tier. Many of these replacement abilities, particularly at the higher tiers, might involve body modification, integration with high-tech devices, learning powerful magic spells, uncovering forbidden secrets, or something similar appropriate to the genre.

Tier 1

@UUID[Compendium.cyphersystem-compendium.abilities.2x7nMe9ZGp3VjI8B]{Combat Prowess} @UUID[Compendium.cyphersystem-compendium.abilities.RnK2bmvUb7RIVPSA]{Enhanced Potential}

Tier 2

Lower-tier ability: choose any tier 1 replacement ability, above.

@UUID[Compendium.cyphersystem-compendium.abilities.CtRvLxfUlCynJv1B]{Skill With Defense} @UUID[Compendium.cyphersystem-compendium.abilities.yl2zo179wXZW5Xxc]{Practiced With All Weapons} @UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks}

Tier 3

Lower-tier ability: choose any tier 1 or 2 replacement ability, above.

@UUID[Compendium.cyphersystem-compendium.abilities.b776WTF2u1roh3n0]{Incredible Health} @UUID[Compendium.cyphersystem-compendium.abilities.rqC9cEmRkvm29N56]{Fusion Armor}

Tier 4

Lower-tier ability: choose any tier 1, 2, or 3 replacement ability, above.

@UUID[Compendium.cyphersystem-compendium.abilities.VsKeNcF252yKnh2O]{Poison Resistance} @UUID[Compendium.cyphersystem-compendium.abilities.V2BSB9or5UJdTiYF]{Built-in Weaponry}

Tier 5

Lower-tier ability: choose any tier 1, 2, 3, or 4 replacement ability, above.

@UUID[Compendium.cyphersystem-compendium.abilities.wWN4y4rATxbtMCMo]{Adaptation} @UUID[Compendium.cyphersystem-compendium.abilities.FjXL6iSD1CJKbuGT]{Defensive Field}

Tier 6

Lower-tier ability: choose any tier 1, 2, 3, 4, or 5 replacement ability, above.

@UUID[Compendium.cyphersystem-compendium.abilities.cbXNxvPdWEbKF6nA]{Reactive Field}

Foci

The full description for each focus ability listed in this section is found in the Abilities chapter, which has descriptions for type, flavor, and focus abilities in a single vast catalog.

Abides in Stone

Your flesh is made of hard mineral, making you a hulking, difficult-to-harm humanoid.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.pXrC4lkMOY7CvFLk]{Golem Body}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.U9ZBl9NeipxSLavS]{Golem Healing}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.aFEBxDGnuFi20cLo]{Golem Grip}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.zuEylYrgOVAAjs71]{Trained Basher}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.E0k0LUw0epjJGrv9]{Golem Stomp} or @UUID[Compendium.cyphersystem-compendium.abilities.NFsoXUQaq3I5h2UY]{Weaponization}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.Uk6ceaEWFjcoHNTI]{Deep Reserves}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.F6mAzjhG2T4irVjy]{Specialized Basher}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.4BQHOR98z3TYJPQu]{Still As a Statue}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.fkedtvx6UakJPOZN]{Ultra Enhancement} or @UUID[Compendium.cyphersystem-compendium.abilities.laxdkyrDuOhxfWKc]{Mind Surge}

GM Intrusions: Creatures of stone sometimes forget their own strength or weight. A walking statue can terrify common folk.

Absorbs Energy

You can harness kinetic energy and transform it into other kinds of energy.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.62zBqhQoPk6IV8lF]{Absorb Kinetic Energy}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.NMjccuRLDDnfZtZe]{Release Energy}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.UJst9mtUKNTe3Pd2]{Energize Object}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.yvPcOjjqyU3618Ob]{Absorb Pure Energy} or @UUID[Compendium.cyphersystem-compendium.abilities.wrPVUnJauasIH886]{Improved Absorb Kinetic Energy}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.Y7HUEp7IxdPuur8V]{Overcharge Energy}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.LwmoGOpgHy1K2dU4]{Energize Creature}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.5i6TqVJQQ4sTvqTm]{Energize Crowd} or @UUID[Compendium.cyphersystem-compendium.abilities.m21TAvxSQn1rGx3d]{Overcharge Device}

GM Intrusions: Energy goes to ground in a destructive way. Some predators feed directly on energy. An unintended item is drained of energy.

Awakens Dreams

You can pull images from dreams and bring them to life in the waking world.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.y08bfWS5eyeUJB3J]{Dreamcraft}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.bcEupdsF6FduFPwe]{Oneirochemy}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.bH57y3PYsMceluGy]{Dream Thief}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.FBCpBF9PXlEtIX4m]{Dream Becomes Reality} or @UUID[Compendium.cyphersystem-compendium.abilities.7GsuhcRTpDX0d1em]{Enhanced Intellect}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.FIU24o7T66ViVgyg]{Daydream}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.pUbqCBV3dBOWFgmv]{Nightmare}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.2iAHsn5ie8sYRiyb]{Chamber of Dreams} or @UUID[Compendium.cyphersystem-compendium.abilities.cbXNxvPdWEbKF6nA]{Reactive Field}

GM Intrusions: An unexpected sleepwalking episode puts the character into a dangerous situation. A nightmare breaks free of a dream.

Battles Robots

You excel in battling robots, automatons, and machine entities.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.atQ5yNq1ZEyy0z5j]{Machine Vulnerabilities}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.pYsmdnNte7o5Flca]{Tech Skills}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.aNNLomN5nZc52ZT4]{Defense Against Robots}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.QHSH8fE6l3bKz2xl]{Machine Hunting}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.ka5VA9XBi4OTnKVa]{Disable Mechanisms} or @UUID[Compendium.cyphersystem-compendium.abilities.uG2ACHNAPoZirp0b]{Surprise Attack}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.NoKdHv0FSytZR4iF]{Robot Fighter}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.NJakiz9yvoflzzBD]{Drain Power}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.jHrQLzIfjKtXBoJL]{Deactivate Mechanisms} or @UUID[Compendium.cyphersystem-compendium.abilities.58CLKxSLgaT6W6Cj]{Lethal Damage}

GM Intrusions: The robot explodes upon defeat. Other robots come after the character for revenge.

Bears a Halo of Fire

You can sheath your body in flames, which protects you and harms your foes.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.AzMtxh562JfrPdKZ]{Shroud of Flame}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.NJjAmyf9zhjRTNme]{Hurl Flame}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.TWqyBv9PEjwJKd1y]{Wings of Fire} or @UUID[Compendium.cyphersystem-compendium.abilities.srn53BB1da8Elh1t]{Fiery Hand of Doom}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.tJQmvEiYq2xBv4ZJ]{Flameblade}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.6fpCYtBDCfW6m1b0]{Fire Tendrils}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.NVdx8QjmTP5eOjDh]{Fire Servant} or @UUID[Compendium.cyphersystem-compendium.abilities.PLsz8IqWScZt0Ott]{Inferno Trail}

GM Intrusions: Fire burns flammable material. Fire spreads out of control. Primitive creatures fear fire and often attack what they fear.

Blazes With Radiance

You can create light, sculpt it, bend it away from you, or gather it to use as a weapon.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.ea7BzQy6fZqHQNET]{Enlightened}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.xZQXXjAWGBo7mTHU]{Illuminating Touch}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.teFcKcbo5ZBFbfRl]{Dazzling Sunburst}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.IUlsD8Zxp8AYbO4h]{Burning Light} or @UUID[Compendium.cyphersystem-compendium.abilities.CtRvLxfUlCynJv1B]{Skill With Defense}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.iIlgHiF1EN0fEpYx]{Sunlight}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.PyVeE7CtDVDksWG6]{Disappear}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.cE7JPRHLqIdM3b9V]{Living Light} or @UUID[Compendium.cyphersystem-compendium.abilities.FjXL6iSD1CJKbuGT]{Defensive Field}

GM Intrusions: Allies are accidentally dazzled or blinded. Bright flashes draw guards.

Brandishes an Exotic Shield

You deploy an amazing shield of pure force that provides protection and some offensive options.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.yb5PaVIPimrcJxFg]{Force Field Shield}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.aidcxXW6MokDMqY7]{Force Bash}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.vPflrS1giYnMoqL2]{Enveloping Shield}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.6nm35znCQzjAk6Gb]{Healing Pulse} or @UUID[Compendium.cyphersystem-compendium.abilities.SPL1URVkuo4PJP8I]{Throw Force Shield}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.B5zrSVUs54TUALFB]{Energized Shield}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.TXNhhyj63MMp2dVF]{Force Wall}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.zflNCqrmTL7vrYg1]{Bouncing Shield} or @UUID[Compendium.cyphersystem-compendium.abilities.Np67YSIzrP6w1PPb]{Shield Burst}

GM Intrusions: The shield is temporarily lost. A foe temporarily ends up with the shield.

Builds Robots

Your robotic creations do as they are commanded.

The word “robot” is used in this focus, though the robot you create might look very different from one created by someone else, depending on the genre. Steampunk robots, organic robots, or even magical golems are all feasible “robots.”

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.paIv2etaqLqY76y0]{Robot Assistant}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.pUliR2uWpIcE6jQX]{Robot Builder}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.kgCuCmU8kn0UMy8v]{Robot Control}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.ETGBAqAc1ApFH5cx]{Expert Follower} or @UUID[Compendium.cyphersystem-compendium.abilities.CtRvLxfUlCynJv1B]{Skill With Defense}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.BSx4qB29VwRUISm6]{Robot Upgrade}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.yqhUXLWMSNn5IYOn]{Robot Fleet}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.HAVNfVKAdwtJF6Jj]{Robot Evolution} or @UUID[Compendium.cyphersystem-compendium.abilities.BSx4qB29VwRUISm6]{Robot Upgrade}

GM Intrusions: The robot is hacked, gains a mind of its own, or unexpectedly detonates.

Calculates the Incalculable

Awesome mathematical ability allows you to model the world in real time, giving you an edge over everyone.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.vcbIe2sSMKJmawl4]{Predictive Equation}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.A853pOqz5BmPfh4w]{Higher Mathematics}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.V5oEOJ4i32t97yOG]{Predictive Model}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.CNw7shehsdySzhAK]{Subconscious Defense} or @UUID[Compendium.cyphersystem-compendium.abilities.7GsuhcRTpDX0d1em]{Enhanced Intellect}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.Z7JkIlrv7gxim4Fn]{Cognizant Offense}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.34Ycb9VK8JwHgSl4]{Greater Enhanced Intellect}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.GnQRIvynqXx1R2a0]{Further Mathematics}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.wlkPdME0r3hx9VbE]{Knowing the Unknown} or @UUID[Compendium.cyphersystem-compendium.abilities.34Ycb9VK8JwHgSl4]{Greater Enhanced Intellect}

GM Intrusions: Too many predicted results threaten to overwhelm and stun the character. A result points to imminent disaster.

Channels Divine Blessings

A devout follower of a divine being, you channel some of your deity’s power to achieve wonders.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.I9m3nOdBZ2HoEmbj]{Blessing of the Gods}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.7GsuhcRTpDX0d1em]{Enhanced Intellect}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.dJTgtIs80gOoI6ac]{Divine Radiance} or @UUID[Compendium.cyphersystem-compendium.abilities.NgHLZq3tZ3CFJvYv]{Fire Bloom}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.gDwPpgIAocEfQjPx]{Overawe}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.OkKNmMvLFwHxUv2r]{Divine Intervention}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.tgaSXp1VQiec8Jst]{Divine Symbol} or @UUID[Compendium.cyphersystem-compendium.abilities.LnZkUlKUuuD7iW3P]{Summon Demon}

GM Intrusions: A demon investigates divine magic use. A rival cult has issues with the character’s teachings.

Commands Mental Powers

You can pull images from dreams and bring them to life in the waking world.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.L2NOLfflU6HNleuT]{Telepathic}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.W5Zt9qDKCtNr49BC]{Mind Reading}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.Mc8L07dpf605FDo9]{Psychic Burst} or @UUID[Compendium.cyphersystem-compendium.abilities.iRqXVpngq6vfgtEn]{Psychic Suggestion}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.FktE2hQhSKXbWcQU]{Use Senses of Others}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.N0wzhZ676UrCR8M4]{Precognition}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.Vcfc6yjbqX6WSzCf]{Mind Control} or @UUID[Compendium.cyphersystem-compendium.abilities.K0C60k7wHBSpMQX4]{Telepathic Network}

GM Intrusions: Something glimpsed in the target’s mind is horrifying. A feedback loop allows the target to read the character’s mind.

Conducts Weird Science

Your preternatural insight and ability make you a scientist capable of amazing feats.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.4PVFXmi2cxI8MdpR]{Lab Analysis}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.eEGFknWQZUBNXn99]{Knowledge Skills}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.mFPUUmBIcGGsuwNd]{Modify Device}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.G0hoaZFQpdG7FfxO]{Better Living Through Chemistry} or @UUID[Compendium.cyphersystem-compendium.abilities.b776WTF2u1roh3n0]{Incredible Health}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.eEGFknWQZUBNXn99]{Knowledge Skills}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.gjBFpV2OvDmBqeE3]{Just a Bit Mad}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.RHLBHQuskBAVGnU8]{Weird Science Breakthrough}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.CyuPiJdYZIfNcTSy]{Incredible Feat of Science}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.JeqLEAcHOYVd78TH]{Inventor} or @UUID[Compendium.cyphersystem-compendium.abilities.FjXL6iSD1CJKbuGT]{Defensive Field}

GM Intrusions: Creations get out of control. Side effects cannot always be predicted. Weird science terrifies people and can draw the media. When a device created or modified by weird science is depleted, it detonates.

Consorts With the Dead

The dead answer your questions, and their reanimated corpses serve you.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.nvA3LwoSP7jf4h8G]{Speaker for the Dead}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.yaLHxRtVBhveqHJA]{Necromancy}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.uPvNopNWTgHGIPyR]{Reading the Room} or @UUID[Compendium.cyphersystem-compendium.abilities.rRDSzPJtUCwRVXFR]{Repair Flesh}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.vEVmBgz2TxOH3aSk]{Greater Necromancy}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.kKYyGbrQxDRSOh37]{Terrifying Gaze}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.GDphyYXSfjKE5BST]{True Necromancy} or @UUID[Compendium.cyphersystem-compendium.abilities.Gsre3acJaxhGBa0S]{Word of Death}

GM Intrusions: The character’s necromantic reputation precedes them. A corpse seeks revenge for being reanimated.

Controls Beasts

Your ability to communicate and lead beasts is uncanny.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.bOohoEcDegDBinFc]{Beast Companion}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.gT21nqWZ9Es576oC]{Soothe the Savage}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.OIk4usP2NFT0tDu7]{Communication}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.cGcblQ2qvyHM02kY]{Mount} or @UUID[Compendium.cyphersystem-compendium.abilities.h1rn92kIqG5VVYd6]{Stronger Together}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.zstBkLwRduC7vgGT]{Beast Eyes}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.0IlHHY1ktkN2L5Sp]{Improved Companion}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.pFWDdnTXCiPfwsWv]{Beast Call}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.Qm31Nw2SkBpVcv9M]{As If One Creature} or @UUID[Compendium.cyphersystem-compendium.abilities.LvoH43SKKtr3urKo]{Control the Savage}

GM Intrusions: The community is reluctant to welcome dangerous animals. Out-of-control beasts become a real hazard.

Controls Gravity

You can sway the attraction of gravity itself.

Type Swap Option: Weighty

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.UCR0rx32kEsTcgnF]{Hover}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.QH3l6ojVnasZm5U8]{Enhanced Speed Edge}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.SHMGbt30RfePtyNE]{Define Down} or @UUID[Compendium.cyphersystem-compendium.abilities.jbhcWHMiQQaR9ukO]{Gravity Cleave}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.eJpNT3QObtYiDfXY]{Field of Gravity}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.abdAcwYE8L00VakL]{Flight}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.Cnvf8fv0EEKU3iSn]{Improved Gravity Cleave} or @UUID[Compendium.cyphersystem-compendium.abilities.tMOeiKWrhp5P5CCQ]{Weight of the World}

GM Intrusions: Onlookers react with unreasoning fear. A weird interaction sends an ally or object careening into the sky.

Crafts Illusions

You fashion images from light that are so perfect they seem real.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.l60mmJrF1GupXLJB]{Minor Illusion}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.asQqC0DepYcsPxRV]{Illusory Disguise}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.JwG4lCSZIG3qUQAi]{Cast Illusion} or @UUID[Compendium.cyphersystem-compendium.abilities.hNsph7BRwllVSUre]{Major Illusion}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.hJV3hrSYcq3Zbzl5]{Illusory Selves}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.9cJ6gJZc7datpQwJ]{Terrifying Image}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.lCWWUQ0vYH2odiDv]{Grandiose Illusion} or @UUID[Compendium.cyphersystem-compendium.abilities.RNJbp1eAcMqSnYvb]{Permanent Illusion}

GM Intrusions: The illusion isn’t believable. The illusion is pierced at just the wrong moment.

Crafts Unique Objects

You’re an inventor of strange and useful objects.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.fkyJ02LbeOAfDxcF]{Crafter}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.YF8CYsYKcXpdfqH5]{Master Identifier}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.yIdq1lu1eUAkNyDC]{Artifact Tinkerer}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.m6X5wyPUPdhqLTIp]{Quick Work}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.4JDFgEhyhqReRngE]{Master Crafter} or @UUID[Compendium.cyphersystem-compendium.abilities.V2BSB9or5UJdTiYF]{Built-in Weaponry}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.M3TM1cORNnlEN0ZO]{Cyphersmith}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.y3qXWOUu7mAhg6Rb]{Innovator}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.JeqLEAcHOYVd78TH]{Inventor} or @UUID[Compendium.cyphersystem-compendium.abilities.rqC9cEmRkvm29N56]{Fusion Armor}

GM Intrusions: The object malfunctions, breaks, or suffers catastrophic or unexpected failure.

Cyphersmith works only in a setting where the cyphers are physical objects. If this isn’t the case, this ability should probably be replaced with something akin to Weird Science Breakthrough from the Conducts Weird Science focus.

Dances With Dark Matter

You can manipulate shadow and “dark” matter.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.7aCeBDGZqu8A9hMQ]{Ribbons of Dark Matter}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.VWehoqF0N6s0WMLK]{Void Wings}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.XYbtbbVKFYmDfmjO]{Dark Matter Shroud} or @UUID[Compendium.cyphersystem-compendium.abilities.MqGMnSIkHK4rOFSm]{Dark Matter Strike}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.yB4tnpDNVSOxgruq]{Dark Matter Shell}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.b44vvK2YjdSeYPJc]{Windwracked Traveler}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.JUn27j5YI3dRh2jJ]{Dark Matter Structure} or @UUID[Compendium.cyphersystem-compendium.abilities.apQwshUTjCQPym8A]{Embrace the Night}

GM Intrusions: Dark matter skulks away as if possessed by a mind of its own.

Defends the Gate

Everyone wants you on their side when it comes to a fight because nothing gets by you.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.C9x7b1qN4qmm568P]{Fortified Position}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.POaewj2PWMMfCY1i]{Rally to Me}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.VgomhLKFHDDAzW9T]{Mind for Might}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.ZvKFftq7doCxI7T5]{Fortification Builder} or @UUID[Compendium.cyphersystem-compendium.abilities.LODZEYtmmBN5D9zZ]{Divert Attacks}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.R9KnCCvGoEHvV1p0]{Greater Enhanced Might}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.hCAzOVpH0jrYc9qk]{Reinforcing Field}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.KBykf0P4WQ9Lb6TN]{Generate Force Field} or @UUID[Compendium.cyphersystem-compendium.abilities.eQIPJk2xcFGfDr3H]{Stun Attack}

GM Intrusions: A strategically important structure collapses. The enemy attacks from an unexpected direction.

Defends the Weak

You stand up for the helpless, the weak, and the unprotected.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.YvPBxDxLz16Usm7m]{Courageous}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.6zU8AURXjXgG63j6]{Warding Shield}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.9p2RJYFo6s55F5Ha]{Devoted Defender}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.fh7tK1BVjgSfZ8ml]{Insight}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.Su3LkSzdGHg9w1RO]{Dual Wards} or @UUID[Compendium.cyphersystem-compendium.abilities.GAeUBbQWE3ryv50V]{True Guardian}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.lb5Bo8BpNXdVMkmt]{Combat Challenge}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.JrSM5XYgXpxNnLl2]{Willing Sacrifice}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.aDnA7oA9ZYCEfprI]{Resuscitate} or @UUID[Compendium.cyphersystem-compendium.abilities.mjEFQ3ndDRvLB5Dj]{True Defender}

GM Intrusions: A character focused on protecting others may periodically leave themselves vulnerable to attacks.

Descends From Nobility

A descendent of wealth and power, you carry a noble title and the abilities granted by a privileged upbringing.

Type Swap Option: @UUID[Compendium.cyphersystem-compendium.abilities.S2OZtm12S2YvxD7H]{Retinue}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.xMRRfjFF0POkxyea]{Privileged Nobility}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.A8CGMbLGsJ3AHKMP]{Trained Interlocutor}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.zTsjsWVgzjQzl2MW]{Advanced Command} or @UUID[Compendium.cyphersystem-compendium.abilities.AAUqaiWxC5V4e1VH]{Noble’s Courage}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.ETGBAqAc1ApFH5cx]{Expert Follower}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.T5tn7zItPyaRcYNC]{Asserting Your Privilege}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.Eez3uExkDA20XJg3]{Able Assistance} or @UUID[Compendium.cyphersystem-compendium.abilities.qbXP6HlN56bPt7cq]{Mind of a Leader}

GM Intrusions: Debts incurred by a family are owed by the character. A long-lost sibling seeks to disinherit rivals. An assassin finds the character.

Doesn’t Do Much

You’re a slacker, but you know a little about a lot of things.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.aOzkoVf0mNSkZBtn]{Life Lessons}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.2fU3nI68oi5ScziC]{Totally Chill}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks} or @UUID[Compendium.cyphersystem-compendium.abilities.uhC4ubTGfhkNvIMX]{Improvise}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.aOzkoVf0mNSkZBtn]{Life Lessons}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.nOuOE3EkrNr81pSq]{Greater Skill With Defense}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.4necR0YTsaij4ojD]{Greater Enhanced Potential}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.wztu6KcpILxwlFTU]{Drawing on Life’s Experiences} or @UUID[Compendium.cyphersystem-compendium.abilities.Mac5S0sQe9Muf4Mv]{Quick Wits}

GM Intrusions: New situations are confounding and stressful. Past actions (or inactions) come back to haunt the character.

Drives Like A Maniac

Whether balancing on two wheels, jumping another vehicle, or driving head-on toward an oncoming enemy car, you don’t think about the risks when you’re behind the wheel.

Someone who Drives Like a Maniac needs access to a vehicle.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.DCuOpij3sNomBe1a]{Driver}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.1fu5C9JHmORmWTR8]{Driving on the Edge}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.lY7NaxsFxt1XZVk5]{Car Surfer}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.HHcC89OKZACgLB8Y]{Stare Them Down}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.hQx9SoUhY6jzUeTW]{Expert Driver} or @UUID[Compendium.cyphersystem-compendium.abilities.QH3l6ojVnasZm5U8]{Enhanced Speed Edge}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.EQXA8Gcwdc7dU8lw]{Sharp-Eyed}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.tuofJSTVjOEwRUem]{Enhanced Speed}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.vVax9KyZ3U4Wpok8]{Something in the Road}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.qKDngpAWNEzhdRj5]{Trick Driver} or @UUID[Compendium.cyphersystem-compendium.abilities.58CLKxSLgaT6W6Cj]{Lethal Damage}

GM Intrusions: The engine develops a knock. The bridge on the road ahead is out. The windshield shatters. Someone unexpectedly runs in front of the vehicle.

Emerged From the Obelisk

Your body, hard as crystal, gives you a suite of unique abilities, gained after an interaction with a floating crystalline obelisk.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.bzeuikGxbM7noj2z]{Crystalline Body}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.UCR0rx32kEsTcgnF]{Hover}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.QsXOz48JgyXYEEqS]{Inhabit Crystal} or @UUID[Compendium.cyphersystem-compendium.abilities.4Fe5z4FD71eHlbbd]{Immovable}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.hIWg9VFNnYnrknAu]{Crystal Lens}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.ucsscEpO5L2gIYZg]{Resonant Frequency}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.bY52t6eGONKu8Kr4]{Resonant Quake} or @UUID[Compendium.cyphersystem-compendium.abilities.tR2v2vMu3TgN21OJ]{Return to the Obelisk}

GM Intrusions: Cyphers and artifacts react unexpectedly in the character’s hands.

Employs Magnetism

You command metal and the power of magnetism.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.p2JmtbtuzscW1ogs]{Move Metal}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.MK2dp11krszjDsyc]{Repel Metal}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.0XSuUGS0UyrhiW44]{Destroy Metal} or @UUID[Compendium.cyphersystem-compendium.abilities.4v5pXMwFeB7xQzME]{Guide Bolt}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.n985WYLPzj2XqBry]{Magnetic Field}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.uN2YVmNxkFj3SFof]{Command Metal}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.fruWNFBBNLpcGLaC]{Diamagnetism} or @UUID[Compendium.cyphersystem-compendium.abilities.SZtOjKk7ScShJT6G]{Iron Punch}

GM Intrusions: The metal twists, bends, or produces shrapnel. A lapse in concentration might cause something to slip or drop at just the wrong time.

Entertains

You perform, mostly for the benefit of others.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.rfsCCpxcsjc8hr60]{Levity}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.oilgQ4oM02Pa0eNp]{Inspiration}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.eEGFknWQZUBNXn99]{Knowledge Skills} or @UUID[Compendium.cyphersystem-compendium.abilities.4necR0YTsaij4ojD]{Greater Enhanced Potential}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.CLObcsu2DKKKhzyK]{Calm}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.Eez3uExkDA20XJg3]{Able Assistance}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.kZ3LhhYZKrcnBplY]{Master Entertainer} or @UUID[Compendium.cyphersystem-compendium.abilities.xRIDlrBzTXVYC5rh]{Vindictive Performance}

GM Intrusions: The audience is annoyed or offended. Musical instruments break. Paints dry in their pots. The words to a poem or song are forgotten.

Note: Erratum

It seems that the tier 2 ability is supposed to be @UUID[Compendium.cyphersystem-compendium.abilities.DLxDL49VjUEMAjxZ]{Inspiring Ease} instead of Inspiration.

Exists in Two Places at Once

You exist in two places at once.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.P1jQZdPIrxo4wNlr]{Duplicate}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.PRh7n2VLXyRa4il9]{Share Senses}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.FwEUY43Q8EMVCCsL]{Superior Duplicate} or @UUID[Compendium.cyphersystem-compendium.abilities.oEubmS7pZ3zFK8uJ]{Resilient Duplicate}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.nVFRDMhuWDrdve4F]{Damage Transference}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.jmjxGRJTwztzBtLc]{Coordinated Effort}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.rsYzxCchklPSFAp7]{Multiplicity} or @UUID[Compendium.cyphersystem-compendium.abilities.oEubmS7pZ3zFK8uJ]{Resilient Duplicate}

GM Intrusions: Perceiving the world from two different places disorients the character, causing momentary vertigo, nausea, or confusion.

Exists Partially Out of Phase

A bit translucent, you’re slightly out of phase and can move through solid objects.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.g0SqMvb020tiTQ48]{Walk Through Walls}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.2j6Hqr2Y8Xbz97c4]{Defensive Phasing}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.cJB7wj5okdPZuRNb]{Phased Attack} or @UUID[Compendium.cyphersystem-compendium.abilities.MFBq4Fc432FS6nkX]{Phase Door}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.Kk9lHkiaqsr3pUmk]{Ghost}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.QLRztjFH4YetYM6l]{Untouchable}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.xHLPf1FETmn06aA8]{Enhanced Phased Attack} or @UUID[Compendium.cyphersystem-compendium.abilities.ptH3O4GES71CClGO]{Phase Foe}

GM Intrusions: The character is sent phasing into an unexpected dimension. The character becomes lost in a large solid.

Explores Dark Places

You’re the archetypal treasure hunter, scavenger, and finder of lost things.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.MwDYD8V1CJv8w9rR]{Superb Explorer}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.aJ1T8XqGF38vyzV2]{Superb Infiltrator}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.xskKzxBoGvSrje4e]{Eyes Adjusted}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.LdHCwZcifnRRuPrp]{Nightstrike} or @UUID[Compendium.cyphersystem-compendium.abilities.JhBTTC5ZUTT8NvUA]{Slippery Customer}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.5t5EIoGSan3pQ08D]{Hard-Won Resilience}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.xRvaY8SG4HVy5WO8]{Dark Explorer}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.XRXQwJplJrm7onbN]{Blinding Attack} or @UUID[Compendium.cyphersystem-compendium.abilities.2asT0zvk1kw5hC1v]{Embraced by Darkness}

GM Intrusions: Possessions fall out of pockets or bags in the dark; maps get lost; information gained fails to include an important detail.

Fights Dirty

You’ll do anything to win a fight: bite, scratch, kick, trick, and worse.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.VAGafmOiBpvU2eq0]{Tracker}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.gwMRhz3h9zxbVQXt]{Stalker}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.sHdBJdVshvtAqz1K]{Sneak}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.FEkLEYwk7r9KE7oC]{Quarry}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.7Gxuqkwo4i47yHe3]{Betrayal} or @UUID[Compendium.cyphersystem-compendium.abilities.uG2ACHNAPoZirp0b]{Surprise Attack}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.R9WffstnihzBuuvW]{Mind Games}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.gNRMG3mJTzWaCGph]{Capable Warrior}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.vhGEeFVgyqX1gzRr]{Using the Environment}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.Z4QcjOxgltEJPm96]{Twisting the Knife} or @UUID[Compendium.cyphersystem-compendium.abilities.KNElOxbWobS1ygLv]{Murderer}

GM Intrusions: People look poorly upon those who cheat or fight without honor. Sometimes a dirty trick backfires.

Fights With Panache

You’re a swashbuckling daredevil who fights with flamboyant style that’s entertaining to watch.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.b8rtgyatE8o9FaRS]{Attack Flourish}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.GQeO9RXVzeriLsfy]{Quick Block}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.ra0A8MtQjZEYhJPr]{Acrobatic Attack} or @UUID[Compendium.cyphersystem-compendium.abilities.tmrSKjGmjbxfIqPI]{Flamboyant Boast}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.3JWMtJBjf3oUWaxP]{Block for Another}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.jaGs9nmLaywdRMUN]{Fast Kill}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.vhGEeFVgyqX1gzRr]{Using the Environment}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.cuK7oPGFdlOPoc44]{Agile Wit} or @UUID[Compendium.cyphersystem-compendium.abilities.G5bTthwpEf5azVHA]{Return to Sender}

GM Intrusions: The display comes off looking silly, clumsy, or unattractive.

Flies Faster Than a Bullet

You can fly, and you’re superstrong, hard to hurt, and fast too. Is there anything you can’t do?

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.UCR0rx32kEsTcgnF]{Hover}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.4necR0YTsaij4ojD]{Greater Enhanced Potential}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.sPheWt9emoY3PCA8]{Hidden Reserves} or @UUID[Compendium.cyphersystem-compendium.abilities.rYyymKUc0QKWdNsy]{See Through Matter}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.Zps9ZUc9RD1mRDEK]{Blink of an Eye}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.s68x7VxwueUkCkOg]{Up to Speed}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.sbGo2i4oqy1aUeQ6]{Not Dead Yet}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.IUlsD8Zxp8AYbO4h]{Burning Light} or @UUID[Compendium.cyphersystem-compendium.abilities.NMgopYfoagESHtea]{Ignore Affliction}

GM Intrusions: A nemesis finds the character. A strange material is found to nullify the character’s abilities.

Focuses Mind Over Matter

You can telekinetically move objects with your mind without physically touching them.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.LODZEYtmmBN5D9zZ]{Divert Attacks}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.xDn74LRD6xlMUqj2]{Telekinesis}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.gyZd83dgvZnQrmbb]{Cloak of Opportunity} or @UUID[Compendium.cyphersystem-compendium.abilities.bvqDafTBMB7Uo9Qj]{Enhance Strength}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.loOJI9ZakIwGrmW1]{Apportation}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.8wSx2qtKXq0dWxId]{Psychokinetic Attack}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.iEOf9IkbHU8oBOMm]{Improved Apportation} or @UUID[Compendium.cyphersystem-compendium.abilities.YFbC1HRis4SpZgrS]{Reshape}

GM Intrusions: One mental slip, and moving objects drop or fragile objects break. Sometimes the wrong item moves, falls, or breaks.

Note: Erratum

It seems that the tier 1 ability is supposed to be @UUID[Compendium.cyphersystem-compendium.abilities.YcDF62pED8waUtry]{Deflect Attacks} instead of Divert Attacks.

Fuses Flesh and Steel

Your body is part machine.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.dPFQTFRzv7D7PYKq]{Enhanced Body}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.4dTGeclZRVjzn5tT]{Interface}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.syiylO75dZlcUp3i]{Sensing Package} or @UUID[Compendium.cyphersystem-compendium.abilities.NFsoXUQaq3I5h2UY]{Weaponization}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.42sPqHxJEybiZ6Vh]{Fusion}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.Uk6ceaEWFjcoHNTI]{Deep Reserves}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.laxdkyrDuOhxfWKc]{Mind Surge} or @UUID[Compendium.cyphersystem-compendium.abilities.fkedtvx6UakJPOZN]{Ultra Enhancement}

GM Intrusions: People in most societies are afraid of someone who is revealed to have mechanical parts.

Fuses Mind and Machine

Electronic aids implanted in your brain make you a mental powerhouse.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.7GsuhcRTpDX0d1em]{Enhanced Intellect}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.eEGFknWQZUBNXn99]{Knowledge Skills}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.2GicRKJcPO3hmlwD]{Network Tap}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.GK0o4fjCtxgAP269]{Action Processor} or @UUID[Compendium.cyphersystem-compendium.abilities.dLJ0B35UlB5wxCf4]{Machine Telepathy}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.34Ycb9VK8JwHgSl4]{Greater Enhanced Intellect}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.eEGFknWQZUBNXn99]{Knowledge Skills}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.MA2Pwhbpbq2SSIQy]{See the Future}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.teF5kZpAuRfZKfxn]{Machine Enhancement} or @UUID[Compendium.cyphersystem-compendium.abilities.laxdkyrDuOhxfWKc]{Mind Surge}

GM Intrusions: Machines malfunction and shut down. Powerful machine intelligences can take control of lesser thinking machines. Some people don’t trust a person who isn’t fully organic.

Grows to Towering Heights

For brief periods, you can grow larger and, with enough experience, to towering heights.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.HDYOv1V10xpFbFI7]{Enlarge}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.HoUOwIPfKTlxyQH0]{Freakishly Large}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.GmMePJHTRl6PshR6]{Bigger}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.wifCvRG9OhsTDT30]{Advantages of Being Big}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.uNzF1oQKJ6T1yqL4]{Huge} or @UUID[Compendium.cyphersystem-compendium.abilities.WuNUt6ltWGDdjNLS]{Throw}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.48i5ybVtZaTlFLJf]{Grab}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.0XYaYNoQzrYYKR4p]{Gargantuan}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.hbbPZIjq81Qqdp6i]{Colossal} or @UUID[Compendium.cyphersystem-compendium.abilities.58CLKxSLgaT6W6Cj]{Lethal Damage}

GM Intrusions: Rapid growth knocks over furnishings or smashes through ceilings or hanging lights. An enlarged character breaks through the floor.

Helps Their Friends

You love your friends and help them out of any difficulty, no matter what.

Type Swap Option: Advice From a Friend

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.lZCAKgP966BuU4uF]{Friendly Help}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.YvPBxDxLz16Usm7m]{Courageous}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.QGSHCRW46vn5Xdwu]{Weather the Vicissitudes}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.knh2MWMhCgqOjWYD]{Buddy System} or @UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.RgosWDt0hkosbVQr]{In Harm’s Way}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.MwVDTy2Rx1V7Tyly]{Enhanced Physique}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.FiSwskgQGBjp4IhZ]{Inspire Action}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.1tkQKo32UKxTUUPn]{Deep Consideration} or @UUID[Compendium.cyphersystem-compendium.abilities.CtRvLxfUlCynJv1B]{Skill With Defense}

GM Intrusions: Others sometimes have ulterior motives. The law takes an undue interest. Even when everything goes right, repercussions follow.

Howls at the Moon

For brief periods, you become a fearsome and powerful creature with control issues.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.8DXGUr433iXaVCSv]{Beast Form}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.wIOwT1tjGLMYzZAb]{Controlled Change}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.NIePQkLH2DTVjZR2]{Bigger Beast Form} or @UUID[Compendium.cyphersystem-compendium.abilities.Ee8QC6fkRvD1yw6h]{Greater Beast Form}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.wqzexDdZolWgxAza]{Greater Controlled Change}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.A9uQnidn6SKTNHJA]{Enhanced Beast Form}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.58CLKxSLgaT6W6Cj]{Lethal Damage} or @UUID[Compendium.cyphersystem-compendium.abilities.85DCcEDqvz6A0LkD]{Perfect Control}

GM Intrusions: The change happens in an uncontrolled fashion. People are terrified of monsters.

Hunts

You are a stalking hunter who excels at bringing down your selected quarry.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.b8rtgyatE8o9FaRS]{Attack Flourish}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.VAGafmOiBpvU2eq0]{Tracker}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.FEkLEYwk7r9KE7oC]{Quarry}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.sHdBJdVshvtAqz1K]{Sneak}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.aBfj6w1y6noOzB7d]{Horde Fighting} or @UUID[Compendium.cyphersystem-compendium.abilities.57txEIyzuPUQOqVP]{Sprint and Grab}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.uG2ACHNAPoZirp0b]{Surprise Attack}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.LE8NtDKG9TzXBv5B]{Hunter’s Drive}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.oroWEBbp3cvrYwH9]{Greater Skill With Attacks} or @UUID[Compendium.cyphersystem-compendium.abilities.ENO71nxs3MSKzvq6]{Multiple Quarry}

GM Intrusions: The quarry notices the character. The quarry isn’t as vulnerable as it seemed.

Infiltrates

Subtlety, guile, and stealth allow you to get in where others can’t.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.QAdh0yZBjJsHdJjD]{Stealth Skills}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.WUY75HFAqAu1i9ku]{Sense Attitudes}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.vFc52xBtBp69WglW]{Impersonate}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.LFiTEQpWhXBgIZWb]{Flight Not Fight}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.ZB80ZclRSzEcr4o1]{Awareness} or @UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.wvlSlYCJyrJuFqtn]{Invisibility}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.N0OZaNOIbHTiWDL1]{Evasion}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.3SiJ5Drao8XtmgzV]{Brainwashing} or @UUID[Compendium.cyphersystem-compendium.abilities.jrTEtAhE6GfLW7R4]{Spring Away}

GM Intrusions: Spies are treated harshly when caught. Allies disavow infiltrators who get caught. Some secrets are better left unknown.

Interprets the Law

You excel at winning others over to your views.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.EbnGDC61relhYaib]{Opening Statement}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.xBQM1AmjmcjmPDDD]{Knowledge of the Law}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.2GwH3ugd7aHrWZRz]{Debate}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.Eez3uExkDA20XJg3]{Able Assistance} or @UUID[Compendium.cyphersystem-compendium.abilities.FQPA8oY3xiZIL6aG]{Enhanced Intellect Edge}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.Hw16NpdbdJOqVF4z]{Castigate}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.kcXnkEBuyNil4Nd4]{No One Knows Better}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.4necR0YTsaij4ojD]{Greater Enhanced Potential} or @UUID[Compendium.cyphersystem-compendium.abilities.pGJIwlCJDib2Splm]{Legal Intern}

GM Intrusions: Onlookers react badly to a know-it-all. A distraction or interruption throws the character’s argument off the rails.

Is Idolized by Millions

You’re a celebrity and most people adore you.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.ZK4CUb9HH4J5A8IN]{Entourage}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.zGoUoC6i0f1SbUqE]{Celebrity Talent}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.6QXGJBsJPDFgcdq5]{Perks of Stardom}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.b776WTF2u1roh3n0]{Incredible Health} or @UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.mUhnX0UmEw2BROkI]{Captivate With Starshine}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.ETGBAqAc1ApFH5cx]{Expert Follower}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.1W0sBVHxG7LESCPl]{Do You Know Who I Am?}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.zZYSSAFXtJcuezxM]{Transcend the Script} or @UUID[Compendium.cyphersystem-compendium.abilities.0IlHHY1ktkN2L5Sp]{Improved Companion}

GM Intrusions: Fans are endangered or hurt on your behalf. Someone in your entourage betrays you. Your show, tour, contract, or other event is canceled. The media posts photos of you in an embarrassing situation.

Is Licensed to Carry

You carry a gun and you know how to use it in a fight.

Although Is Licensed to Carry is designed with modern firearms in mind, it could apply to flintlock weapons, futuristic laser blasters, or other ranged weapons.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.1SBd1jm66eSo4eHn]{Gunner}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.wAbsUj5mHZatr3JG]{Practiced With Guns}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.Mbq7D0u4Vee0NKYz]{Careful Shot}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.I8N5PUMy5Eq7cqZl]{Trained Gunner} or @UUID[Compendium.cyphersystem-compendium.abilities.UlQ7w5iD57Hfdzce]{Damage Dealer}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.oNk0Nhle1XwBhOvp]{Snap Shot}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.WrJDw2X8JHcljjP4]{Arc Spray}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.BM6YnBez7sVnrGUh]{Special Shot} or @UUID[Compendium.cyphersystem-compendium.abilities.58CLKxSLgaT6W6Cj]{Lethal Damage}

GM Intrusions: Misfire or jam! The attack fails and the action is lost, plus an additional action is needed to fix the problem.

Is Wanted by the Law

“WANTED, DEAD OR ALIVE” posters (or their equivalent) have appeared featuring your face. It’s up to you whether it’s a mistake that snowballed out of control or you actually would kill someone just for looking at you.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.tuofJSTVjOEwRUem]{Enhanced Speed}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.UyQTRi5ZwWU5tMO0]{Danger Sense}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.uG2ACHNAPoZirp0b]{Surprise Attack}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.DMBJEypEWuAS2lai]{Outlaw Reputation} or @UUID[Compendium.cyphersystem-compendium.abilities.36nlDXhOP5e5dfns]{Successive Attack}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.jaGs9nmLaywdRMUN]{Fast Kill}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.fD8yD0pGCMdOJkGb]{Band of Desperados}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.sbGo2i4oqy1aUeQ6]{Not Dead Yet} or @UUID[Compendium.cyphersystem-compendium.abilities.58CLKxSLgaT6W6Cj]{Lethal Damage}

GM Intrusions: Most people do not take well to discovering a wanted outlaw in their midst.

Keeps a Magic Ally

An allied magic creature bound to an object (such as a minor djinn in a lamp, or a ghost in a pipe) is your friend, protector, and weapon.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.9Kag2UMn6Wdxq4Zo]{Bound Magic Creature}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.PCTUkuALVb0GdTCe]{Object Bond}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.1KjY8D1dvLc3NuUv]{Hidden Closet}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.l0OFjk5XVGV5LzP1]{Minor Wish} or @UUID[Compendium.cyphersystem-compendium.abilities.cGcblQ2qvyHM02kY]{Mount}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.QxOsAHpd8ZkEXI5u]{Improved Object Bond}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.m2j3n3xiExLcXAAn]{Moderate Wish}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.Aprz5cRtdgiAIYUM]{Object Bond Mastery} or @UUID[Compendium.cyphersystem-compendium.abilities.V7npSeuqG3JI4Dvv]{Trust to Luck}

GM Intrusions: The creature unexpectedly disappears into its bound object. The bound object cracks. The creature disagrees and doesn’t do as asked. The creature says it’s leaving unless a task is performed for it.

Leads

Your natural leadership capability allows you to command others, including a loyal band of followers.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.FDUGlu7DZhdfxH2P]{Natural Charisma}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.DmnRMTfHYaeoYFVu]{Good Advice}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.RnK2bmvUb7RIVPSA]{Enhanced Potential}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.4XwwFeGO5haHxvQs]{Basic Follower}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.zTsjsWVgzjQzl2MW]{Advanced Command} or @UUID[Compendium.cyphersystem-compendium.abilities.ETGBAqAc1ApFH5cx]{Expert Follower}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.8EMTH3JCrC5Vjt63]{Captivate or Inspire}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.4necR0YTsaij4ojD]{Greater Enhanced Potential}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.KpbEHKNSEycVB1GU]{Band of Followers} or @UUID[Compendium.cyphersystem-compendium.abilities.qbXP6HlN56bPt7cq]{Mind of a Leader}

GM Intrusions: Followers fail, betray, lie, become corrupted, get kidnapped, or die.

Learns Quickly

You deal with bad situations as they arise, learning new lessons each time.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.7GsuhcRTpDX0d1em]{Enhanced Intellect}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.0xVoKhKKvzxIbtJD]{There’s Your Problem}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.YCwy44WnpusEYN7g]{Quick Study}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.qgholblGXKQri99M]{Hard to Distract}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.FQPA8oY3xiZIL6aG]{Enhanced Intellect Edge} or @UUID[Compendium.cyphersystem-compendium.abilities.dVh39nh5ARUxreUc]{Flex Skill}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.dIK67k9aoBbFBnkf]{Pay It Forward}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.7GsuhcRTpDX0d1em]{Enhanced Intellect}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.2LaX22wvw35lDger]{Learned a Few Things}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.EE1xCQ3OvCrdrG6z]{Two Things at Once} or @UUID[Compendium.cyphersystem-compendium.abilities.CtRvLxfUlCynJv1B]{Skill With Defense}

GM Intrusions: Accidents and mistakes are great teachers.

Lives in the Wilderness

You can survive in badlands where others perish.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.KqV5RSzOU3S3NK51]{Wilderness Life}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.wHcuP6T7Ti6j5Y8C]{Enhanced Might}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.vFQaDsHzJpTSV8Tw]{Living Off the Land}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.Db7aRY4t1mwRpcoL]{Wilderness Explorer}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.KAAezRI2l8rdp1NS]{Animal Senses and Sensibilities} or @UUID[Compendium.cyphersystem-compendium.abilities.Ja8ebgq2RDQryN62]{Wilderness Encouragement}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.CBdIPMJ2oOOesmod]{Wilderness Awareness}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.pfZzabIIEuU4kSH3]{The Wild Is on Your Side}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.Wj6oHOvnZkZjulwI]{One With the Wild} or @UUID[Compendium.cyphersystem-compendium.abilities.TRdK7RJBkq8WW4np]{Wild Camouflage}

GM Intrusions: People in cities and towns sometimes disparage those who look (and smell) like they live in the wilds, as if they were ignorant or barbaric.

Looks for Trouble

You’re a scrapper and love a good fight.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.Hgr8QZmzjXmYorfs]{Fists of Fury}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.XseI77zSp7iHkEWq]{Wound Tender}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.qp1jDaFiRR5xPPMn]{Protector}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.tFhd4dEGikOd1g1K]{Straightforward}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks} or @UUID[Compendium.cyphersystem-compendium.abilities.4necR0YTsaij4ojD]{Greater Enhanced Potential}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.2K3b6cTuLEGZfYqa]{Knock Out}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.kNSRytTtQX0rU3aE]{Mastery With Attacks}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.R9KnCCvGoEHvV1p0]{Greater Enhanced Might} or @UUID[Compendium.cyphersystem-compendium.abilities.58CLKxSLgaT6W6Cj]{Lethal Damage}

GM Intrusions: Weapons break or fly from even the strongest grip. Brawlers trip and fall. Even the battlefield can work against you with things falling or collapsing.

Loves the Void

When it’s just you, your spacesuit, and the panorama of stars wheeling out forever and always, you are at peace.

Type Swap Option: @UUID[Compendium.cyphersystem-compendium.abilities.geCiPXMF2sIRJ68U]{Have Spacesuit, Will Travel}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.zgcoMEc4j2MjpDhC]{Vacuum Skilled}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.GfDLA0qSvqhqzIbL]{Microgravity Adept}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.QH3l6ojVnasZm5U8]{Enhanced Speed Edge}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.MwVDTy2Rx1V7Tyly]{Enhanced Physique}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.q73VWJY2cmWxRcYx]{Space Fighting} or @UUID[Compendium.cyphersystem-compendium.abilities.rqC9cEmRkvm29N56]{Fusion Armor}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.U2QV8t7Pq9irgHqF]{Silent As Space}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.JJ9nWmcBIlfyNDfe]{Push Off and Throw}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.iIy1HDd9yUl07AYo]{Microgravity Avoidance}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.w3HN2nZBTo5mLJcM]{Weightless Shot} or @UUID[Compendium.cyphersystem-compendium.abilities.cbXNxvPdWEbKF6nA]{Reactive Field}

GM Intrusions: Spacesuits develop glitches. Air refill cartridges sometimes misreport capacity. Micrometeorites are common in space.

Masters Defense

You use protective equipment and practiced techniques to avoid becoming hurt in a fight.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.EheuStXUDPojVmT5]{Shield Master}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.gS1X6POaKLjNlHsI]{Sturdy}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.o2ZDoteWQsFsqTJr]{Practiced in Armor}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.zLJYM2OiFVIsuz3P]{Dodge and Resist} or @UUID[Compendium.cyphersystem-compendium.abilities.E1YiGcXAYOjHXoAd]{Dodge and Respond}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.2AIQhz00HyZhY7wM]{Tower of Will}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.4eCjeGPA0ovnwIfu]{Experienced in Armor}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.lGbieMmnuoqsl4Jz]{Nothing but Defend}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.i5n7BaFjTo6W35f9]{Defense Master} or @UUID[Compendium.cyphersystem-compendium.abilities.B6SEeGr5kxLAgvvq]{Wear It Well}

GM Intrusions: Shields break when hit, as do weapons used to parry. Armor straps break.

Masters Spells

By specializing in spellcasting and keeping a spellbook, you can quickly cast spells of arcing lightning, rolling fire, creeping shadow, and summoning.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.EyAIsiqJGCspQFcu]{Arcane Flare}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.Yg6jEM07HAccDcNC]{Ray of Confusion}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.NgHLZq3tZ3CFJvYv]{Fire Bloom} or @UUID[Compendium.cyphersystem-compendium.abilities.wEWyNKnVgVOjsyms]{Summon Giant Spider}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.2t9oGZRuFhLCKjsa]{Soul Interrogation}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.ZK9Ruc53rKBqU93i]{Granite Wall}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.LnZkUlKUuuD7iW3P]{Summon Demon} or @UUID[Compendium.cyphersystem-compendium.abilities.Gsre3acJaxhGBa0S]{Word of Death}

GM Intrusions: The spell goes wrong. The summoned creature turns on the caster. A rival spellcaster is drawn to the magic use.

Masters the Swarm

Insects. Rats. Bats. Even birds. You master one type of small creature that obeys you.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.ZEcFnsNXgcozJElT]{Influence Swarm}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.hIxPlDRbNqallNiu]{Control Swarm}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.CEscdPwUrBpzUeS0]{Living Armor} or @UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.gLxVxCSix441TyKq]{Call Swarm}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.rUzrjRuT2nfEdCaJ]{Gain Unusual Companion}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.iQhBPww1s4wRZcDz]{Deadly Swarm} or @UUID[Compendium.cyphersystem-compendium.abilities.CtRvLxfUlCynJv1B]{Skill With Defense}

GM Intrusions: A command is misunderstood. Control is erratic or is lost. Bites and stings are not uncommon for masters of the swarm.

Masters Weaponry

You are a master user of a particular type of weapon, be it a sword, whip, dagger, gun, or something else.

Someone who Masters Weaponry might have additional equipment, including a high- quality weapon.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.J0fj73TfCu4aSdVL]{Weapon Master}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.qBTIXXJt2Ahn8UYh]{Weapon Crafter}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.6Xs3fyaANQDWXRoc]{Weapon Defense}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.YA5P5CBNr5NSmY6z]{Rapid Attack} or @UUID[Compendium.cyphersystem-compendium.abilities.7rjeYt5hNhkvqK9w]{Disarming Strike}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.imWLlYQs4LTaCTdS]{Never Fumble}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.mhgFWIDr0QuCHRIF]{Extreme Mastery}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.KNElOxbWobS1ygLv]{Murderer} or @UUID[Compendium.cyphersystem-compendium.abilities.6P1CJvVMot3Y2xj0]{Deadly Strike}

GM Intrusions: Weapons break. Weapons can be stolen. Weapons can be dropped or forced out of your hand.

Metes Out Justice

You right wrongs, protect the innocent, and punish the guilty.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.Zu06akqnHdCvoR0W]{Make Judgment}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.tjxKTFdA8gqZDP90]{Designation}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.5jGN9GicKYIAneKQ]{Defend the Innocent}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.3fMzqFFQ1rLtbVrd]{Improved Designation}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.bz04IOSkdP3zcRMD]{Defend All the Innocent} or @UUID[Compendium.cyphersystem-compendium.abilities.iGRECL13bqrSSF7P]{Punish the Guilty}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.RESKINMA0INj60Rc]{Find the Guilty}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.QgnoEdKZ50u4JZoL]{Greater Designation}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.KVOFCKWKmUrqAe7v]{Punish All the Guilty}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.JH40M99RAN6IZWze]{Damn the Guilty} or @UUID[Compendium.cyphersystem-compendium.abilities.Kf09KYdZqG6dNTFC]{Inspire the Innocent}

GM Intrusions: Guilt or innocence can be complicated. Some people resent the presumption of a self-appointed judge. Passing judgment makes enemies.

Moves Like a Cat

Lithe, flexible, and graceful, you move quickly and smoothly, and never seem to be where danger is.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.Qsi6Iw5YCcY8jmNx]{Greater Enhanced Speed}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.tJiXzKX4gf0GNV6V]{Balance}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.tC7wmZwlZcQy5Vd0]{Movement Skills}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.g0Ewv5wBooSFYOlH]{Safe Fall}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.leUaFf4AxYJwwOHt]{Hard to Hit}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.QH3l6ojVnasZm5U8]{Enhanced Speed Edge} or @UUID[Compendium.cyphersystem-compendium.abilities.Qsi6Iw5YCcY8jmNx]{Greater Enhanced Speed}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.JlYk5UNZEUzzO8Js]{Quick Strike}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.2CrV3a9S1yzOXBOJ]{Slippery}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.mSNoWynky7DMz7ln]{Perfect Speed Burst} or @UUID[Compendium.cyphersystem-compendium.abilities.Qsi6Iw5YCcY8jmNx]{Greater Enhanced Speed}

GM Intrusions: Even a cat can be clumsy. A jump isn’t quite as easy as it looks. An escape move is so overzealous that it sends the character right into harm’s way.

Moves Like the Wind

You can move so fast that you become a blur.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.Qsi6Iw5YCcY8jmNx]{Greater Enhanced Speed}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.Sg5WeSF04CYNEecl]{Fleet of Foot}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.leUaFf4AxYJwwOHt]{Hard to Hit}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.8LHIZs9gEAd02tId]{Speed Burst} or @UUID[Compendium.cyphersystem-compendium.abilities.Qsi6Iw5YCcY8jmNx]{Greater Enhanced Speed}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.Zps9ZUc9RD1mRDEK]{Blink of an Eye}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.NhNvpbUWNRIFEm8b]{Hard to See}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.mSNoWynky7DMz7ln]{Perfect Speed Burst} or @UUID[Compendium.cyphersystem-compendium.abilities.0wVk3CszKCJQfp0Q]{Incredible Running Speed}

GM Intrusions: Surfaces can be slick or offer hidden obstacles. The movement of other creatures can be unpredictable, and the character might run into them.

Murders

You’re an assassin, whether by trade, by inclination, or because it was that or be killed yourself. (Someone who Murders might have additional equipment, including three doses of a level 2 blade poison that inflicts 5 points of damage.)

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.uG2ACHNAPoZirp0b]{Surprise Attack}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.rYaAyFLmCAAwZi0s]{Assassin Skills}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.y2eUnbkzxOeoe9w6]{Quick Death}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.369RISHwqzRXkwEG]{Infiltrator}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.ZB80ZclRSzEcr4o1]{Awareness} or @UUID[Compendium.cyphersystem-compendium.abilities.AQQzctwqPJPUTRbb]{Poison Crafter}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.tbeFzIPGuAjRBpKM]{Better Surprise Attack}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.UlQ7w5iD57Hfdzce]{Damage Dealer}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.FzJe2XEwhtUajTWI]{Escape Plan} or @UUID[Compendium.cyphersystem-compendium.abilities.KNElOxbWobS1ygLv]{Murderer}

GM Intrusions: Most people do not react well to a professional killer.

Needs No Weapon

Powerful punches, kicks, elbows, knees, and full body movements are all the weapons you need.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.Hgr8QZmzjXmYorfs]{Fists of Fury}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.K33ayv0NcktuV53N]{Flesh of Stone}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.p61Ycyc7lVZQXupO]{Advantage to Disadvantage}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.JJKRrcU5L1yM9y90]{Unarmed Fighting Style}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.mGv7zlZu1wtNCQXQ]{Moving Like Water} or @UUID[Compendium.cyphersystem-compendium.abilities.4necR0YTsaij4ojD]{Greater Enhanced Potential}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.LODZEYtmmBN5D9zZ]{Divert Attacks}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.eQIPJk2xcFGfDr3H]{Stun Attack}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.S4PaEqmYjg4TGoG3]{Master of Unarmed Fighting Style} or @UUID[Compendium.cyphersystem-compendium.abilities.58CLKxSLgaT6W6Cj]{Lethal Damage}

GM Intrusions: Striking certain foes hurts you as much as it hurts them. Opponents with weapons have greater reach. Complicated martial arts moves can knock you off balance.

Never Says Die

You never quit, can shrug off a beating, and always come back for more.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.UtFc3e4grYyCQneH]{Improved Recovery}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.wXV7JxEmZDlBvRKO]{Push on Through}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.JuOmZXMt1T3tQUZ8]{Ignore the Pain}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.R0UuZ32vmmeFbSMV]{Blood Fever} or @UUID[Compendium.cyphersystem-compendium.abilities.sPheWt9emoY3PCA8]{Hidden Reserves}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.iyM2N9G0RLlj6BZ7]{Increasing Determination} or @UUID[Compendium.cyphersystem-compendium.abilities.3VJyYtECl0wKQj2p]{Outlast the Foe}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.sbGo2i4oqy1aUeQ6]{Not Dead Yet}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.5HNZcrij9mgEmvAR]{Final Defiance} or @UUID[Compendium.cyphersystem-compendium.abilities.NMgopYfoagESHtea]{Ignore Affliction}

GM Intrusions: Sometimes, it’s equipment or weapons that give out.

Operates Undercover

Under the guise of someone else, you seek to find answers the powerful do not want divulged.

Someone who Operates Undercover might have additional equipment that includes a disguise kit.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.PK6oiYXgdP7KaGgi]{Investigate}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.eYHlYyVDj3odrAFJ]{Disguise}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.6ILcTvACqDdLVpc8]{Agent Provocateur} or @UUID[Compendium.cyphersystem-compendium.abilities.ZuX6gykVtKxiBAxR]{Run and Fight}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.MzKqElUHuTtHkV7D]{Pull a Fast One}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.bgaCXtvlT0zWmAIA]{Using What’s Available}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.V7npSeuqG3JI4Dvv]{Trust to Luck} or @UUID[Compendium.cyphersystem-compendium.abilities.6P1CJvVMot3Y2xj0]{Deadly Strike}

GM Intrusions: Bad luck can ruin the best plans. Disguises fail. Allies are revealed to be agents, too.

Performs Feats of Strength

A muscled prodigy, you can haul incredible weight, hurl your body through the air, and punch through doors.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.cpXOBSLY03j89yOy]{Athlete}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.g1t5TxZXsNovIVTn]{Enhanced Might Edge}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.YQEECpNwDSFCFnCN]{Feat of Strength}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.PYD24TjoDAqbKAj8]{Iron Fist} or @UUID[Compendium.cyphersystem-compendium.abilities.WuNUt6ltWGDdjNLS]{Throw}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.R9KnCCvGoEHvV1p0]{Greater Enhanced Might}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.ARiNuZrnfFCvZAFd]{Brute Strike}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.R9KnCCvGoEHvV1p0]{Greater Enhanced Might} or @UUID[Compendium.cyphersystem-compendium.abilities.IFb8NX06xgWM7H98]{Jump Attack}

GM Intrusions: It’s easy to break delicate things or hurt someone accidentally.

Pilots Starcraft

You’re a crack starship pilot.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.Kk5nnC1EcYtqc3Fu]{Pilot}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.QgCWZia7gFicmEJr]{Flex Lore}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.h3G0Ven2SoaPCbk4]{Salvage and Comfort}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.hGbNYgkuIiZHomcJ]{Mentally Tough}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.12xO8QaEsTvEFUvY]{Expert Pilot}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.hIy0GMeL8WALvhEb]{Ship Footing} or @UUID[Compendium.cyphersystem-compendium.abilities.XkFsMa9e9IY2FRcN]{Machine Companion}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.x7YnN02GiwDQ09km]{Sensor Array}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.tuofJSTVjOEwRUem]{Enhanced Speed}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.YWMUeaNzao8n8pAc]{Like the Back of Your Hand}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.0q9alvmsQKKViN0r]{Incomparable Pilot}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.Yo2Z3EdYjx88jYnp]{Remote Control} or @UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks}

GM Intrusions: Starcraft get lost, break down, and are attacked in space. An alien stowaway is found.

Plays Too Many Games

Lessons, reflexes, and strategies you’ve learned by playing too many games have applications in the real world, where people who don’t play enough toil and live their dreary lives.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.qpBv7OxAcMAAtY2M]{Game Lessons}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.p3kh3XKzetkJTG1J]{Gamer}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.qEzcqbNhuJQuBagn]{Zero Dark Eyes}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.pMQT2QIL38XlhkxB]{Resist Tricks}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.QDSSTe5EGrBHjtnL]{Sniper’s Aim} or @UUID[Compendium.cyphersystem-compendium.abilities.QH3l6ojVnasZm5U8]{Enhanced Speed Edge}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.R9WffstnihzBuuvW]{Mind Games}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.7GsuhcRTpDX0d1em]{Enhanced Intellect}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.W0Jw19mWIycjIgmo]{Gamer’s Fortitude}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.laxdkyrDuOhxfWKc]{Mind Surge} or @UUID[Compendium.cyphersystem-compendium.abilities.dIUTe5O1jeA47zps]{Gaming God}

GM Intrusions: Missed attacks strike the wrong target. Equipment breaks. Sometimes people react negatively to someone who has lived most of their life in imaginary game worlds.

Rages

When you go berserk, everyone fears you.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.YGsGHp1rbu3Z7Kdd]{Frenzy}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.R9KnCCvGoEHvV1p0]{Greater Enhanced Might}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.tC7wmZwlZcQy5Vd0]{Movement Skills}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.NoC3yuqxU8yhPf47]{Power Strike} or @UUID[Compendium.cyphersystem-compendium.abilities.zEkA8MhrnJ5p9Io6]{Unarmored Fighter}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.hAVC1FOl7hwnuBpC]{Greater Frenzy}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.ltAq7qr8aaalOtJp]{Attack and Attack Again}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.4necR0YTsaij4ojD]{Greater Enhanced Potential} or @UUID[Compendium.cyphersystem-compendium.abilities.58CLKxSLgaT6W6Cj]{Lethal Damage}

GM Intrusions: It’s easy for a berserker to lose control and attack friend as well as foe.

Rides the Lightning

You create and discharge electrical power.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.3btRIiWxY8oMcVMo]{Shock}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.essJhO2eqoHmIQaa]{Charge}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.uh1t4rnkZ2jOCjHJ]{Bolt Rider}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.76HF09q7MdGek863]{Electric Armor} or @UUID[Compendium.cyphersystem-compendium.abilities.A6H8xi93t6Zrexz9]{Drain Charge}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.YDKULtvV0pMJDxi2]{Bolts of Power}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.etGUYa9dQSvjLvXX]{Electrical Flight}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.2TaqNf6bhxijKELX]{Flash Across the Miles} or @UUID[Compendium.cyphersystem-compendium.abilities.Bny0sFdqf40pJeOp]{Wall of Lightning}

GM Intrusions: Targets other than those intended are shocked. Objects explode.

Runs Away

Your first instinct is to run from danger, and you’ve gotten very good at it.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.10EqPrn9aONinEfm]{Go Defensive}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.tuofJSTVjOEwRUem]{Enhanced Speed}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.QVPmLa6CKwmH6vJZ]{Quick to Flee}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.0wVk3CszKCJQfp0Q]{Incredible Running Speed} or @UUID[Compendium.cyphersystem-compendium.abilities.Qsi6Iw5YCcY8jmNx]{Greater Enhanced Speed}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.iyM2N9G0RLlj6BZ7]{Increasing Determination}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.Mac5S0sQe9Muf4Mv]{Quick Wits}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.U33DbRwloywFlYfi]{Go to Ground}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.hKhwP85QeRGPW03G]{Burst of Escape} or @UUID[Compendium.cyphersystem-compendium.abilities.CtRvLxfUlCynJv1B]{Skill With Defense}

GM Intrusions: Quick movements sometimes lead to dropped items, slipping on uneven ground, or going the wrong way by accident.

Sailed Beneath the Jolly Roger

You sailed with a crew of dread pirates, but you’ve decided to end your days as a pirate and join some other cause. The question is, will your past let you go so easily?

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.JuOmZXMt1T3tQUZ8]{Ignore the Pain}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.IYt42xzsjesQyEfT]{Sailor}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.B4U7RiMrZElfOQyj]{Taking Advantage}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.1POQ4sFW5DLrmXhn]{Fearsome Reputation}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks} or @UUID[Compendium.cyphersystem-compendium.abilities.CtRvLxfUlCynJv1B]{Skill With Defense}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.oCcnXLYQy9DjwPJC]{Sea Legs}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.tC7wmZwlZcQy5Vd0]{Movement Skills}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.5rgcPJXpCcB5VJ1m]{Lost in the Chaos}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.AsmIgvoIRPEtuzkh]{Duel to the Death} or @UUID[Compendium.cyphersystem-compendium.abilities.36nlDXhOP5e5dfns]{Successive Attack}

GM Intrusions: The dangers of the high seas are many, including severe storms and disease. Other pirates sometimes get ahead through betrayal. A pirate tracks down former sailing mates to find hidden treasure.

Scavenges

When not running and hiding, you sift the ruins of civilization for useful remnants to ensure your survival.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.OjGaIl0JEepjDrla]{Post-Apocalyptic Survivor}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.ZOfmWQFbwSJQB4wm]{Ruin Lore}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.IswvUEdCBBZDRme6]{Junkmonger}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.B4U7RiMrZElfOQyj]{Taking Advantage} or @UUID[Compendium.cyphersystem-compendium.abilities.b776WTF2u1roh3n0]{Incredible Health}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.YID6zEB7KkHGYAlD]{Know Where to Look}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.EjBzy1Ue1AA8i6ry]{Recycled Cyphers}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.MJE1k2RmCM6HRwFV]{Artifact Scavenger} or @UUID[Compendium.cyphersystem-compendium.abilities.cbXNxvPdWEbKF6nA]{Reactive Field}

GM Intrusions: An item made with recycled junk breaks. Someone shows up claiming that the useful item or piece of junk scavenged belongs to them. A recycled cypher explodes.

Sees Beyond

You have a psychic sense that allows you to see what others cannot.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.jq6Wm9xYxJA0bRaR]{See the Unseen}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.rYyymKUc0QKWdNsy]{See Through Matter}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.Mu5knvNfGyaeaiTB]{Find the Hidden} or @UUID[Compendium.cyphersystem-compendium.abilities.bzy1KzO0oPmZGu2b]{Sensor}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.KBjSpuK7XJc1abJv]{Remote Viewing}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.PazO9rJ2YoE8VEUw]{See Through Time}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.lL7QywDGOszTIJCE]{Mental Projection} or @UUID[Compendium.cyphersystem-compendium.abilities.RE24qvMuPhasaCP3]{Total Awareness}

GM Intrusions: Some secrets are too terrible to know.

Separates Mind From Body

You can project your mind out of your body to see faraway places and learn secrets that would otherwise remain hidden.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.WgjatSOUT6pT02A7]{Third Eye}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.oTDJtTDkwxr5uSfU]{Open Mind}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.9sfX1SGtcQ17Uiny]{Sharp Senses}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.6X3BDWzVKsWltrtY]{Roaming Third Eye} or @UUID[Compendium.cyphersystem-compendium.abilities.Mu5knvNfGyaeaiTB]{Find the Hidden}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.bzy1KzO0oPmZGu2b]{Sensor}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.miR0d91lKIfmBGdO]{Psychic Passenger}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.lL7QywDGOszTIJCE]{Mental Projection} or @UUID[Compendium.cyphersystem-compendium.abilities.eblwQ80CBlBdeUp5]{Improved Sensor}

GM Intrusions: Reuniting mind and body can sometimes be disorienting and require a character to spend a few moments to get their bearings.

Shepherds Spirits

Wandering souls, nature spirits, and elemental beings aid and support you.

In some settings, the Shepherds Spirits focus applies to only one kind of spirit, such as spirits of the deceased, nature spirits, and so on.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.pHFFr4DkCythNc5n]{Question the Spirits}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.RkOvawhfH5MHQFOH]{Spirit Accomplice}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.dCQdSi11hJDyOSdD]{Command Spirit} or @UUID[Compendium.cyphersystem-compendium.abilities.LojkwDtb1gHLSB6A]{Preternatural Senses}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.OWVz2CkwLnCSJMdS]{Wraith Cloak}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.jVY1PTxvZvpjZILB]{Call Dead Spirit}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.ElsQU746B70tsPmZ]{Call Otherworldly Spirit} or @UUID[Compendium.cyphersystem-compendium.abilities.PvISXo6EQ2PmCGes]{Infuse Spirit}

GM Intrusions: Some people don’t trust those who deal with spirits. The dead sometimes don’t want shepherding.

Shepherds the Community

You keep the place where you live safe from all danger.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.op9VSx3NJT28UwTH]{Community Knowledge}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.ag3OU8JZuc769034]{Community Activist}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.6ZVINuyZm4jowRGt]{Shepherd’s Fury} or @UUID[Compendium.cyphersystem-compendium.abilities.CtRvLxfUlCynJv1B]{Skill With Defense}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.4necR0YTsaij4ojD]{Greater Enhanced Potential}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.N0OZaNOIbHTiWDL1]{Evasion}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.oroWEBbp3cvrYwH9]{Greater Skill With Attacks} or @UUID[Compendium.cyphersystem-compendium.abilities.xxavxLEaiVFug1D6]{Protective Wall}

GM Intrusions: People in the community misunderstand the character’s motives. Rivals try to oust the character.

Shreds the Walls of the World

Speed plus phasing gives you a unique ability to evade danger and simultaneously inflict damage.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.3t1QshyGYnCSo12z]{Phase Sprint}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.7f6ulMjWFw2BOK76]{Disrupting Touch}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.n81xGnZHydeXmIRc]{Scratch Existence}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.nEN2HYzlJWhonfmE]{Invisible Phasing} or @UUID[Compendium.cyphersystem-compendium.abilities.g0SqMvb020tiTQ48]{Walk Through Walls}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.rXUUDUJFKis8TpnL]{Phase Detonation}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.8yGwY0PvtF2ivdSn]{Very Long Sprinting}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.P9HlASUtyiOXghBZ]{Shred Existence} or @UUID[Compendium.cyphersystem-compendium.abilities.INdq5iQf5ECzRiNp]{Untouchable While Moving}

GM Intrusions: Moving so quickly while sprinting sometimes leads to stumbles on unexpected, exotic obstacles.

Siphons Power

You suck power out of machines and creatures alike in order to empower yourself.

Robots and other living machines should be treated as creatures, not machines, for the purposes of siphoning power from them.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.JyAovhallyh9m6oW]{Drain Machine}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.gWvMJQPBSmeaP8yN]{Drain Creature}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.wEj2uvWI3w0W9HWH]{Drain at a Distance} or @UUID[Compendium.cyphersystem-compendium.abilities.P73TBXcNDbZCVsdE]{Unraveling Consumption}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.gn1jtMLhp6qPNXUL]{Store Energy}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.4Xvgo62UVSOI9Acx]{Share the Power}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.Be1ehHb90jtLc8l0]{Explosive Release} or @UUID[Compendium.cyphersystem-compendium.abilities.xbYD729j3km6ZDCA]{Sun Siphon}

GM Intrusions: Drained power also transmits something unwanted—compulsions, afflictions, or alien thoughts. Siphoned power can overload the character, causing feedback.

Slays Monsters

You kill monsters.

Although wielding a sword in a setting where people usually do not carry such weapons is fine, you can change the Slays Monsters sword-related abilities to use a different weapon, such as a gun with silver bullets.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.WFK0xBSAIpD59va8]{Practiced With Swords}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.nW46hfygkxB7FW5m]{Monster Bane}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.PRW5MxW12oakmeHE]{Monster Lore}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.lw0otGU2Iaorppdc]{Will of Legend}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.gPqiQflb6Z3DXGVk]{Trained Slayer}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.HPIlAWDGOQFw6yGm]{Improved Monster Bane} or @UUID[Compendium.cyphersystem-compendium.abilities.lwJAowJa4eKlcDjb]{Misdirect}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.5otvtHrbVXIh0N27]{Fight On}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.oroWEBbp3cvrYwH9]{Greater Skill With Attacks} (swords)

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.KNElOxbWobS1ygLv]{Murderer} or @UUID[Compendium.cyphersystem-compendium.abilities.VupBbHOJAX45Yazb]{Heroic Monster Bane}

GM Intrusions: The monster laid a trap or set an ambush. The monster has previously undisclosed abilities. The monster’s mother vows revenge.

Solves Mysteries

You’re a master of deduction, using evidence to find the answer.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.FzpkQwb1jA53bs1y]{Investigator}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.HWZ8mwAfZEu6r778]{Sleuth}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.7BkWiUHcUrcRIKqO]{Out of Harm’s Way}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.PlVEpuVxp9pGJSoa]{You Studied} or @UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.mL6Yae2CxgefOMHn]{Draw Conclusion}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.0f2qoQlYGRqgu0Nj]{Defuse Situation}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.wqUItgrYzBeMiAoB]{Seize the Initiative} or @UUID[Compendium.cyphersystem-compendium.abilities.nOuOE3EkrNr81pSq]{Greater Skill With Defense}

GM Intrusions: Evidence disappears, red herrings confuse, and witnesses lie. Initial research can be faulty.

Speaks for the Land

Your spiritual connection to nature and the environment grants you mystical abilities.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.0Wq39mJ9oXA415qx]{Seeds of Fury}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.8KYjSKp6ieQ8YXUy]{Wilderness Lore}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.zW0cZJQTR0tHUmn3]{Grasping Foliage}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.gT21nqWZ9Es576oC]{Soothe the Savage} or @UUID[Compendium.cyphersystem-compendium.abilities.OIk4usP2NFT0tDu7]{Communication}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.RfGCXsX7JXEr8fMw]{Moon Shape}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.UJpMPRD25O7HvhbV]{Insect Eruption}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.2lhnVWUMX1Nu6KVj]{Call the Storm} or @UUID[Compendium.cyphersystem-compendium.abilities.jhdgI9rV2mpH6JQU]{Earthquake}

GM Intrusions: An injured natural (but dangerous) creature is discovered. Someone’s poaching wildlife for their skins, leaving the carcasses to rot. A tree falls in the forest, one of the last elder trees.

Stands Like a Bastion

Your armor, along with your size, strength, incredible training, or machine enhancement, makes you difficult to move or hurt.

Some characters who Stand Like a Bastion might already be experts in armor. They can choose a different tier 1 ability instead of Practiced in Armor.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.o2ZDoteWQsFsqTJr]{Practiced in Armor}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.GlXd4oFI9Fqq3rAX]{Experienced Defender}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.mmg9XLzvfbP4ESGO]{Resist the Elements}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.27EOrq94WxqgBbWQ]{Unmovable}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.R9KnCCvGoEHvV1p0]{Greater Enhanced Might} or @UUID[Compendium.cyphersystem-compendium.abilities.yl2zo179wXZW5Xxc]{Practiced With All Weapons}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.YeOtzG5ksxonD5RS]{Living Wall}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.VsAP4JEe7W5gaGaG]{Hardiness}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.4k5JFV78A5SiPjFo]{Mastery in Armor}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.58CLKxSLgaT6W6Cj]{Lethal Damage} or @UUID[Compendium.cyphersystem-compendium.abilities.NKvNEjx64CcS3l13]{Shield Training}

GM Intrusions: Armor is damaged. Small foes conspire in ingenious ways.

Takes Animal Shape

A shapechanger who can take the form of various animals.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.rJ4ZXuIcz0knY41H]{Animal Shape}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.OIk4usP2NFT0tDu7]{Communication}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.Y4V4tXQ9lO0rMNKR]{Bigger Animal Shape} or @UUID[Compendium.cyphersystem-compendium.abilities.Ee8QC6fkRvD1yw6h]{Greater Beast Form} (works with Animal Shape)

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.gXiq1edSDteTcfGC]{Animal Scrying}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.KGzAHs3qln0fNDjt]{Hard to Kill}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.iX07Ltb1JYr1nMYM]{Blurring Speed} or @UUID[Compendium.cyphersystem-compendium.abilities.QZZXgZ6PF8Eccs74]{Lend Animal Shape}

GM Intrusions: The character unexpectedly changes form. An NPC is frightened by or aggressive toward the shapeshifter. The transformation takes longer than expected.

Talks to Machines

You use your organic brain like a computer, interfacing “wirelessly” with any electronic device. You can control and influence them in ways that others can’t.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.lzy1YbdIJxzNIHZq]{Machine Affinity}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.7nUj7rxq4Qwg4FUM]{Distant Interface}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.L3UjcLAFvS9MLWCu]{Coaxing Power}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.SeAlSU8Rim5CWsgV]{Charm Machine}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.2odkyEO8azxIZWYj]{Intelligent Interface} or @UUID[Compendium.cyphersystem-compendium.abilities.OE5yXpzWC8lSUmGX]{Command Machine}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.XkFsMa9e9IY2FRcN]{Machine Companion}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.NoKdHv0FSytZR4iF]{Robot Fighter}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.PLyxuOlieOGsJx4h]{Information Gathering}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.FxohCBSksJIu1BSA]{Control Machine} or @UUID[Compendium.cyphersystem-compendium.abilities.PKFz6WVsaKm5kIir]{Improved Machine Companion}

GM Intrusions: The machine malfunctions or acts unpredictably.

Throws With Deadly Accuracy

Everything that leaves your hand goes exactly where you’d like it to go and at the range and speed to make the perfect impact.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.XAXJ3mFGdDv0fXLP]{Precision}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.PlTtlXeugIljHFVg]{Careful Aim}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.yszDDDpH6m16dEoV]{Quick Throw} or @UUID[Compendium.cyphersystem-compendium.abilities.CtRvLxfUlCynJv1B]{Skill With Defense}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.1L1uoad8vwgWxiyN]{Everything Is a Weapon}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.hbWaCBEfSMujqvDf]{Specialized Throwing}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.WW3QjCP5UJUsKBW3]{Whirlwind of Throws}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.58CLKxSLgaT6W6Cj]{Lethal Damage} or @UUID[Compendium.cyphersystem-compendium.abilities.LTqgcoprvBF2ZkdH]{Mastery With Defense}

GM Intrusions: Missed attacks strike the wrong target. Ricochets can be dangerous. Improvised weapons break.

Thunders

You emit destructive sound and manipulate soundscapes.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.uMaMKhemHmtlXDjT]{Thunder Beam}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.87SQGqcRavRZslAp]{Sound Conversion Barrier}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.KLFHpPR0MKLOWr8l]{Nullify Sound} or @UUID[Compendium.cyphersystem-compendium.abilities.EcOIgMC9c1IfSHsr]{Echolocation}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.znJCKr6PeEq4a0j5]{Shattering Shout}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.QZa9b5G80qxtoYqg]{Subsonic Rumble}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.B0dq2gW9gdA0PdzR]{Amplify Sounds}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.jhdgI9rV2mpH6JQU]{Earthquake} or @UUID[Compendium.cyphersystem-compendium.abilities.GlFT2ITvytQVWywQ]{Lethal Vibration}

GM Intrusions: Loud noises attract attention.

Travels Through Time

You can see through time, try to reach through it, and eventually even travel through it.

Although all character choices are subject to GM approval, Travels Through Time is a focus that the GM and player should probably have a long conversation about ahead of time, so the player knows the rules of time travel (if any) that exist in the GM’s setting. A character with this focus can drastically alter a setting, if the rules of time travel allow it.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.YD5gm0w3lqTSyO3V]{Anticipation}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.83y32UMQWshRvbDG]{See History}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.3wxiRMTCBZ4iNCHp]{Temporal Acceleration} or @UUID[Compendium.cyphersystem-compendium.abilities.l5vgtPP0LcsqGrzn]{Time Loop}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.0EhZzYdEhtCRnV4c]{Temporal Dislocation}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.OWRsjlf3ahyH9eez]{Time Doppelganger}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.U58ZQ1X3byfANn4W]{Call Through Time} or @UUID[Compendium.cyphersystem-compendium.abilities.lkO9VJhfOrgLY4g1]{Time Travel}

GM Intrusions: Paradoxes are created. Others remember past events differently.

Uses Wild Magic

You are a spellcaster who learns a variety of spells instead of focusing on just one kind of magic.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.Ub8NGsmH8NZcKguG]{Magical Repertoire}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.WvBcuYiFRM3KaTFj]{Cypher Casting}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.BPFjvh6nBN8bxk8T]{Expanded Repertoire}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.fQ3O3G7rFmv194uI]{Cypher Surge} or @UUID[Compendium.cyphersystem-compendium.abilities.Ax9HryNcPDei0g7t]{Faster Wild Magic}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.BPFjvh6nBN8bxk8T]{Expanded Repertoire}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.nfmwpxvs3RvednVI]{Magical Training}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.UNCbO4WGTB8ZubpZ]{Maximize Cypher} or @UUID[Compendium.cyphersystem-compendium.abilities.mz4KXXoQoHXyOBKI]{Wild Insight}

GM Intrusions: A spell performs erratically or rebounds upon the caster. Something interferes with preparing spells. Spellcasting attracts the attention of a powerful creature or potential rival. The cypher spell being cast is replaced with that of a random cypher.

Walks the Wild Woods

You are an adherent of nature magic who draws on the power and strength of trees.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.KqV5RSzOU3S3NK51]{Wilderness Life}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.SPTY1NXOvq2oRLJO]{Patient Recovery}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.ggQwr8b85bg7yzmK]{Wooden Body}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.c3GBVwgz9atmtbgI]{Tree Companion} or @UUID[Compendium.cyphersystem-compendium.abilities.CBdIPMJ2oOOesmod]{Wilderness Awareness}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.gQ9h8tGa60VLo6IH]{Tree Travel}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.mAc6hl4jKLZz84VK]{Great Tree}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.pBX1EYNVGutNx3b5]{Dreadwood} or @UUID[Compendium.cyphersystem-compendium.abilities.HUhj33woHX86SbX8]{Restorative Bloom}

GM Intrusions: A wooden character catches fire. A wild swing from a tree branch hits or trips an ally. Some trees have evil hearts and hate all walking things.

Was Foretold

You are the “chosen one,” and prophecy, prediction, prognostication, or some other method of determination expects great things of you one day.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.V765JZKDKQ00Buyn]{Interaction Skills}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.4p95GsynORh0Xd7X]{Knowing}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.Z7CKGOQWnfdNO885]{Destined for Greatness}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.zIYdniz9sjvAHsnX]{Overcome All Obstacles} or @UUID[Compendium.cyphersystem-compendium.abilities.5t5EIoGSan3pQ08D]{Hard-Won Resilience}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.WeMTxJElozl7OWdJ]{Center of Attention}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.cfR2uFYjteKAqsYw]{Show Them the Way}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.2uSx4ErQ9f2QLX5M]{As Foretold in Prophecy} or @UUID[Compendium.cyphersystem-compendium.abilities.4necR0YTsaij4ojD]{Greater Enhanced Potential}

GM Intrusions: An enemy described in prophecy appears. Unbelievers threaten to ruin the moment. The character gains a reputation in outside circles as a fraud.

Wears a Sheen of Ice

You command the wintery power of cold and ice.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.czVqoPjH98xaNY1d]{Ice Armor}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.nHqTzLHJrUWSAATM]{Frost Touch}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.BGMXK6VKNmp8M4A3]{Freezing Touch} or @UUID[Compendium.cyphersystem-compendium.abilities.7G8B9lfoVXkuxvKB]{Ice Creation}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.FuufiUyoLFbgBH5J]{Resilient Ice Armor}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.yEfkqXxmuQqlA6Fi]{Cold Burst}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.mvC2vboULutesBDu]{Ice Storm} or @UUID[Compendium.cyphersystem-compendium.abilities.EXrZLa3M8BK43qoi]{Winter Gauntlets}

GM Intrusions: Ice makes surfaces slippery. Extreme cold causes objects to crack and break.

Wears Power Armor

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.ClJUFnz8xBmP4a2l]{Powered Armor}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.wHcuP6T7Ti6j5Y8C]{Enhanced Might}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.YBMLX3Jm5oN79J6G]{Heads-Up Display}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.rqC9cEmRkvm29N56]{Fusion Armor} or @UUID[Compendium.cyphersystem-compendium.abilities.b776WTF2u1roh3n0]{Incredible Health}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.dCoCGVzWxIL9fIvH]{Force Blast}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.cTU70NgcebRlD7jI]{Field-Reinforced Armor}

Tier 6: Masterful Armor Modification (Jet Assisted Flight) or Masterful Armor Modification (Cypher Pod)

GM Intrusions: The armor won’t come off. The armor acts under its own power. The armor suffers a momentary power loss. NPCs are scared by the power armor.

Wields an Enchanted Weapon

You channel magic through or from a weapon to create a unique fighting style.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.OUOVkf3edHhnyRPk]{Enchanted Weapon}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.95judMTwajJoxNfy]{Innate Power}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.HVuhBuZVJkfYuGwp]{Charge Weapon}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.VNIcNhgET9z5MW5G]{Power Crash}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.YA5P5CBNr5NSmY6z]{Rapid Attack} or @UUID[Compendium.cyphersystem-compendium.abilities.Om3PoXrtnekrw0dF]{Throw Enchanted Weapon}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.I7ScLgI1tBhWCkwf]{Defending Weapon}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.RxI9TDy4wYR9eJKk]{Enchanted Movement}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.6P1CJvVMot3Y2xj0]{Deadly Strike} or @UUID[Compendium.cyphersystem-compendium.abilities.KDZeCZJxjCQzlTxA]{Spin Attack}

GM Intrusions: A weapon breaks or is dropped. The weapon loses its connection to you until you use an action to reestablish the attunement. The weapon’s energy discharges in an unexpected way.

Wields Two Weapons at Once

You bear steel with both hands, ready to take on any foe.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.NHns9zqufRvB3Tnl]{Dual Light Wield}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.Pu5XGGLI6cCp1EQd]{Double Strike}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.369RISHwqzRXkwEG]{Infiltrator}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.q9nALxXrBv5ubXaT]{Dual Medium Wield} or @UUID[Compendium.cyphersystem-compendium.abilities.rOxKh1Z7J686a0nv]{Precise Cut}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.gVOzzvxS6PPu8Ofy]{Dual Defense}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.3uGYyiXUUSz952zQ]{Dual Distraction}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.p1UMG2hrng7mLFDv]{Disarming Attack} or @UUID[Compendium.cyphersystem-compendium.abilities.KDZeCZJxjCQzlTxA]{Spin Attack}

GM Intrusions: A blade snaps in two or a weapon flies loose from its bearer’s grip.

Works for a Living

You take great satisfaction in a job well done, whether it’s coding, building houses, or mining asteroids.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.f7wLki6qjCNs2Ici]{Handy}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.CBGeAZSBuymzrxDz]{Muscles of Iron}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.RM8Fmu1IJwzBkjcM]{Eye for Detail} or @UUID[Compendium.cyphersystem-compendium.abilities.uhC4ubTGfhkNvIMX]{Improvise}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.wHcuP6T7Ti6j5Y8C]{Enhanced Might}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.t8wL47jk1KS4zapb]{Tough It Out}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.MdRdAc0qAWghMmlV]{Expert Skill}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.4necR0YTsaij4ojD]{Greater Enhanced Potential} or @UUID[Compendium.cyphersystem-compendium.abilities.5t5EIoGSan3pQ08D]{Hard-Won Resilience}

GM Intrusions: Repairs sometimes fail. Wiring can be tricky to decipher and still carry an electrical charge. Some people are rude to those who work for a living.

Works Miracles

You can heal others with a touch, alter time to help others, and are generally beloved by everyone.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.igGttY1Y2XbAx3qY]{Healing Touch}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.8mP69InEXQ4TB5BL]{Alleviate}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.rAmIxY5G1BK4ZMm7]{Font of Healing} or @UUID[Compendium.cyphersystem-compendium.abilities.7amEMbwK27v31Lt9]{Miraculous Health}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.FiSwskgQGBjp4IhZ]{Inspire Action}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.IN9qNZDx4sBKNr8n]{Undo}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.O2XHxUa2QNrliDMG]{Greater Healing Touch} or @UUID[Compendium.cyphersystem-compendium.abilities.ydmPM9m8nmmgvlXc]{Restore Life}

GM Intrusions: Attempts to heal might cause harm instead. A community or individual needs a healer so desperately that they hold one against their will.

Works the Back Alleys

You make your way unseen, stealing from the wealthy to achieve your ends.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.QAdh0yZBjJsHdJjD]{Stealth Skills}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.OFWQd2W52VAODeas]{Underworld Contacts}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.MzKqElUHuTtHkV7D]{Pull a Fast One} or @UUID[Compendium.cyphersystem-compendium.abilities.OtbS1NoVXK7mQLEe]{Guild Training}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.KM9qqjzJBJusQNkT]{Master Thief}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.xR2DkSqvAoR8Vtfn]{Dirty Fighter}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.QtpmHxblBqoQozbg]{Alley Rat} or @UUID[Compendium.cyphersystem-compendium.abilities.eepc8U2e178RDqBs]{All-Out Con}

GM Intrusions: Thieves are thrown in jail. Powerful enemies are made.

Works the System

You can exploit flaws in artificial systems, including but not limited to computer code.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.0V2NE0905wwYPRVo]{Hack the Impossible}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.JkiG6hpsfj1h6XRR]{Computer Programming}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.2CekF2lqwNrMyio0]{Connected}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.TmDavAL4vDxKjLBK]{Confidence Artist} or @UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.1fYBYD1EfA5z1NFl]{Confuse Enemy}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.jTiOQKW2QtXK8dmF]{Work the Friendship}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.HUVY2MA2CBegFhLY]{Call in Favor} or @UUID[Compendium.cyphersystem-compendium.abilities.4necR0YTsaij4ojD]{Greater Enhanced Potential}

GM Intrusions: Contacts sometimes have ulterior motives. Devices sometimes have failsafes or even traps.

Would Rather Be Reading

Books are your friends. What’s more important than knowledge? Nothing.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.vPraXsdXkCmaoBbI]{Knowledge Is Power}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.34Ycb9VK8JwHgSl4]{Greater Enhanced Intellect}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.wJSxVM8fWADJtTSd]{Applying Your Knowledge} or @UUID[Compendium.cyphersystem-compendium.abilities.dVh39nh5ARUxreUc]{Flex Skill}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.vPraXsdXkCmaoBbI]{Knowledge Is Power}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.wlkPdME0r3hx9VbE]{Knowing the Unknown}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.34Ycb9VK8JwHgSl4]{Greater Enhanced Intellect}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.vPraXsdXkCmaoBbI]{Knowledge Is Power}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.sq2JJtnRtSthJSYL]{Tower of Intellect} or @UUID[Compendium.cyphersystem-compendium.abilities.lbXg8UlSCG23yxO4]{Read the Signs}

GM Intrusions: Books burn, get wet, or get lost. Computers break or lose power. Glasses break.

","markdown":""},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"ownership":{"default":-1},"flags":{}},{"sort":398438,"name":"Creating New Foci","type":"text","_id":"0VwlyyylqvFgJjZw","title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"

This section provides everything you need to create your own foci.

Every focus has an overarching style, whether that’s exploration, energy manipulation, or simply dealing a lot of damage in combat. These broad classifications are called focus categories.

Each focus category has an overarching theme, followed by selection guidelines that describe how to choose abilities for each tier from the Abilities chapter, from tier 1 to tier 6.

The newly created focus should be named in the form of a verb, like Controls Beasts or Abides in Stone. For instance, a fire-using focus created by following the guidelines in the energy manipulation focus category might be called Bears a Halo of Fire (one of the sample foci in this chapter). Alternatively, a new fire-using focus should get an all-new name like Stokes the Flames of the Apocalypse or Lights Fires With a Thought.

The ability selection guidelines invite you to choose an ability from one of three ranges: low tier, mid tier, and high tier. These ranges correspond with the power “grades” given for every ability. These abilities are further sorted into ability categories based on the kinds of things they do—abilities that improve physical attacks are in the attack skill category, abilities that assist allies are in the support category, and so on. Look for the grades and categories in the Ability Categories and Relative Power section of the Abilities chapter.

Low-tier abilities are best suited for focus options at tiers 1 and 2. Mid-tier abilities are best suited for focus options at tiers 3 and 4. High-tier abilities are best suited for focus options at tiers 5 and 6.

That said, sometimes you’ll find it appropriate to assign a low-tier ability at tier 3 or 4, or maybe a mid-tier ability at tier 1 or 2. Do so sparingly, but don’t rule it out. It might be the only way to get all the abilities you want for the focus you’re building. Higher-tier abilities usually cost more Pool points to use. So if a mid-tier ability is made available at tier 1 or 2, or a high-tier ability is made available at tier 3 or 4, the higher cost will be a balancing factor.

Balancing Abilities

The guidelines within each category go a long way toward ensuring that the focus you build will be balanced. Sometimes it might be appropriate to grant a low-power ability along with a regular ability at a given tier, depending on the needs of the focus. A “low-power ability” is deliberately open for GM interpretation, but generally speaking, should be no more potent than a low-tier ability (that is, an ability that is normally available at tier 1 or 2).

For instance, someone who uses cold might be able to create small snow sculptures in addition to emitting a cold ray. Someone who uses electricity might be able to charge a depleted artifact or have an asset for dealing with electrical systems. And so on.

Often, the focus guidelines note this as a possibility. However, you have great leeway in deciding if a focus needs an additional ability, even if the guidelines for that tier don’t indicate one. If you do add an ability, or there is a
higher-power ability at a tier that normally shouldn’t have it, it might mean that the choice given at the next tier, or the previous tier, isn’t quite as good. Balancing a focus is a bit of an art. Resist the urge to overpower the focus, but don’t underpower it, either.

Each focus category provides a guideline for what kind of ability you should select at every tier. But don’t regard the guidelines as something that you can’t vary. They’re not prescriptive; they’re just a place to start. You might want to vary the kind of ability at a particular tier that isn’t indicated in the guidelines. As long as the chosen ability falls within the expected power curve for that tier, it’s fine. The guideline isn’t meant to be a straitjacket.

For example, if you’re building a cold-using focus for a game set in a fantasy genre, you may decide that an ability that calls up a demon is a better choice at a particular tier than an ability that does damage in an area, which is what the tier 5 guideline for energy manipulation calls for. Making the change is probably especially valid if you call your new focus something like Channels the Ninth Circle.

Ability Swap

If you’re creating a focus and you think it should provide a suite of abilities at first tier that would mechanically overload it, you have the option to add one as a “swap” ability. Doing so is as easy as allowing a character to swap out one of their type abilities for an indicated low-tier focus ability. The ability is gained instead of one of the abilities normally granted by the character’s type.

Concept and Category

Choosing to create a focus that uses a particular concept—say, creating illusions—doesn’t lock you into creating a focus within a particular category—in this case, environment manipulation. A focus can be constructed in a variety of ways using a particular energy, tool, or concept, each ultimately leading to a focus that provides different results. It all depends on your ends. In this case, creating illusions might be used to sway others, which argues for a focus built using the influence category guidelines.

In the same way, if a focus grants a character the ability to call some kind of force or energy, that doesn’t mean the focus should automatically be built using the energy manipulation category guidelines (though of course it could, if attacking and protecting yourself with that energy is the point). But a focus could be built that grants abilities to call energy or force that is primarily focused on durability, suggesting a tank combat focus (someone who can take a lot of punishment in a fight); or blasting away with a main concern for maximizing damage, thus suggesting a striker combat focus; or creating a follower composed of that energy or force, suggesting an ally use focus (that is, someone who uses helping creatures, NPCs, or even duplicate versions of themselves to give them a leg up).

Here’s another example: the focus Controls Gravity could conceivably be an environment manipulation focus or an energy manipulation focus. It depends on whether the focus is more concerned with crushing and holding things in place (environment manipulation) or on blasting things and protecting yourself with gravity (energy manipulation).

The same malleability of concept holds true in other realms. For instance, if someone is able to call up and mold raw earth, they might use it to transform themselves into a being of stone (tank combat), to batter foes (striker combat), or to create walls, barricades, and shields to protect their allies (support).

If you’re looking for an ability and can’t seem to find the right one in the vast catalog in the Abilities chapter, consider reskinning one to make it seem new (and to accomplish what you need). Reskinning means that you use the underlying mechanics of an ability as written but change the flavor in some fashion. For instance, maybe you’re creating a new earth-moving focus but can’t find enough earth-related abilities to meet your need. It’s easy enough to change up other abilities so they use earth instead of fire, cold, or magnetism. For instance, Wings of Fire might become Wings of Earth, Ice Armor could become Earth Armor, and so on. These alterations change nothing except the type of damage and any knock-on effects (for instance, Wings of Earth might generate clouds of dust in their wake).

Abilities That Reference Other Abilities

Some abilities in the Abilities chapter reference other abilities. If you select an ability for your focus or type that refers to or modifies a lower-tier ability, also include that lower-tier ability in your type or focus as a selection a PC can make at a lower tier.

Creating Brand-New Abilities

You can go further than reskinning and create one or more brand-new abilities. When doing this, try to find something as close as possible to the effect you want, then use it as a template. In any case, deciding how much an ability should cost when it comes to a character’s Pool is one of the most important aspects of getting an ability right.

You may notice that higher-tier abilities are more expensive. This is partly because they do more, but it’s also because higher-tier characters have more Edge than lower-tier characters, which means they pay fewer points from their relevant Pools. A third-tier character with 3 Edge in a relevant Pool pays no cost for abilities that cost 3 or fewer points. That’s great for lower-tier abilities, but you’ll usually want a character to think a little bit about how often to use their most powerful abilities. That means they should cost at least 1 point more than the Edge the character is likely to have at that tier. (Often, a character will have an Edge in their relevant Pool equal to their tier.)

As a good rule of thumb, a typical ability should cost points equal to its tier.

Choose GM Intrusions

Think about the kinds of things that might surprise, alarm, or go catastrophically wrong for someone with the new focus being created, and assign it as a GM intrusion for that focus. Of course, this often is done on the fly during the game. But giving the topic some thought while the focus is being constructed and the ideas are fresh in your head is likely to yield some particularly devilish options.

Focus Categories

Ally Use

Foci that prioritize providing NPC followers to the character are ally use foci. The followers give aid to the PC in a variety of ways, but at base they usually provide an asset to the character’s actions.

Multiple potential themes exist within the ally use category, from abilities that allow a character to summon or craft allies to those that allow them to attract allies through fame, magic, or essential authority or charisma.

Connection: Choose four relevant connections from the Focus Connections list.

Additional Equipment: Any object necessary for the character to keep an ally. For instance, someone with a focus that uses super-science to create robot allies would require tools to build and repair those allies. Some foci in this category don’t require anything to gain or retain their benefits.

Minor Effect Suggestions: The NPC ally’s tasks are eased on its next turn.

Major Effect Suggestions: The NPC ally gains an immediate extra action.

The following are examples and not meant to provide a complete list of all possible foci in this category.

@UUID[.9x56c0G5TMOl1Arn#builds-robots]{Builds Robots} @UUID[.9x56c0G5TMOl1Arn#consorts-with-the-dead]{Consorts With the Dead} @UUID[.9x56c0G5TMOl1Arn#controls-beasts]{Controls Beasts} @UUID[.9x56c0G5TMOl1Arn#exists-in-two-places-at-once]{Exists in Two Places at Once} @UUID[.9x56c0G5TMOl1Arn#leads]{Leads} @UUID[.9x56c0G5TMOl1Arn#masters-the-swarm]{Masters the Swarm} @UUID[.9x56c0G5TMOl1Arn#shepherds-spirits]{Shepherds Spirits}

Ability Selection Guidelines

Tier 1: Choose a low-tier ability that grants a level 2 NPC follower to the character, or gives a similar benefit provided by an NPC. Alternatively, lay the groundwork for gaining such NPC allies at higher tiers by choosing an ability that gives the character influence over others.

Sometimes an additional low-power ability is appropriate, depending on the focus. Often, this is an ability that grants skill training in a related area of knowledge or a related skill. For instance, training in a skill related to the kind of NPC follower the character gains would be appropriate.

Tier 2: Choose a low-tier ability that grants influence over similar kinds of NPCs as the follower gained at the previous tier. If no follower was gained at the previous tier, this ability should provide that benefit now.

Sometimes a secondary ability might be appropriate in addition to the ability provided above, perhaps a low-power ability that grants 2 or 3 points to a Pool.

Tier 3: Choose two mid-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One option should be a mid-tier ability that improves the NPC follower previously provided (usually from level 2 to level 3) or grants an additional follower.

The other option should be something that benefits the character—perhaps an offensive or defensive ability, or something that broadens their influence over their followers (or potential followers).

Tier 4: Choose a mid-tier ability that gives the character an offensive or defensive capability if they haven’t previously gained one, preferably within the theme of the focus. For instance, if the character gains followers because of their charisma, this ability might let them command foes for brief periods. If the character gains followers by building or calling them, this ability might let them affect entities of the same type that are not already their followers.

Alternatively, this ability might further improve a previously gained follower from level 3 to level 4, or grant an additional follower.

Tier 5: Choose an ability that improves the character by providing a defense, an improved stat Pool, or another kind of protection.

Alternatively, this ability could open a new front in influencing and calling NPC allies related to the focus’s theme. For instance, someone who keeps beast allies might gain an ability to call a horde of lesser beasts. Someone who builds robots might gain an ability to build several lesser robot helpers. And so on.

Finally, this ability might improve a previously gained follower to level 5.

Tier 6: Choose two high-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One of the abilities should improve a previously gained follower to level 5, if that wasn’t already provided at tier 5. If that’s the case, this ability might be provided in addition to two other related abilities.

Another high-tier option could provide a handful of level 3 followers to the character.

The last high-tier ability could open a new front in influencing and calling NPC allies related to the focus’s theme. For instance, someone who gains followers through high charisma and training might gain an ability to learn otherwise impossible-to-glean information.

Basic

Foci that rely mostly on providing skill training, assets to tasks, and bumps to stat Pools and Edge in order to improve a character fall within the basic category. An overarching theme is also included, as with most of the other categories, that makes sense of the various basic abilities provided.

In addition, because the benefits provided by such foci are mostly straightforward (usually with a few exceptions), most basic foci would also be appropriate for non-fantastic campaigns where magic, super-science, or psychic abilities normally don’t come into play. That said, just because the abilities granted by basic foci are straightforward doesn’t mean they are not potent when combined with the abilities granted by type, descriptor, cyphers, and other character aspects.

Connection: Choose four relevant connections from the Focus Connections list.

Additional Equipment: Any object necessary to fulfill the overarching theme of the focus. For instance, a focus called Would Rather Be Reading should grant a handful of books to the character. A focus called Works for a Living should provide a set of tools.

Minor Effect Suggestions: Next action is eased.

Major Effect Suggestions: Make a free, no-action recovery roll that doesn’t count against daily recovery rolls.

The following are examples and not meant to provide a complete list of all possible foci in this category.

@UUID[.9x56c0G5TMOl1Arn#doesnt-do-much]{Doesn’t Do Much} @UUID[.9x56c0G5TMOl1Arn#interprets-the-law]{Interprets the Law} @UUID[.9x56c0G5TMOl1Arn#learns-quickly]{Learns Quickly} @UUID[.9x56c0G5TMOl1Arn#works-for-a-living]{Works for a Living} @UUID[.9x56c0G5TMOl1Arn#would-rather-be-reading]{Would Rather Be Reading}

Ability Selection Guidelines

Tier 1: Choose an ability that grants training or an asset to skills associated with the focus’s theme, or that grants 5 or 6 points to a particular Pool.

Alternatively, choose an ability that grants only 2 or 3 points to a particular Pool and an ability that provides training or an asset to just one task.

Tier 2: Choose whichever kind of ability wasn’t chosen at tier 1.

Tier 3: Choose two mid-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One option should be a non-fantastic ability that improves the character’s abilities within the focus’s theme. For instance, if the theme involves paying attention in some fashion, an information-gathering ability might be appropriate.

The other option should be something that either improves the character’s Edge in an appropriate stat or provides the character with some kind of defense.

Tier 4: Choose another ability that grants additional training or an asset to skills associated with the focus’s theme, or that grants 5 or 6 points to a particular Pool best suited to the focus. Or choose two abilities that provide only 2 or 3 points plus another tier 4 ability that improves a single task or skill.

Alternatively, provide a branch-out ability suggested at tier 5.

Finally, if the focus has yet to grant some kind of defense, a defensive ability could be provided here.

Tier 5: Choose an ability that allows the character to branch out slightly—perhaps one like Expert Skill that allows them to automatically succeed on a task they’re trained in.

Alternatively, if a nonstandard benefit was provided at tier 4, provide the benefits suggested at tier 4 here.

Tier 6: Choose two high-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One option should be an ability that provides another 5 or 6 points to a particular Pool best suited to the focus, or that the character can divide up as they wish. Alternatively, training in offense or defense would also be appropriate.

The other tier 6 option should give the character a brand-new ability within their theme, but not one that strays into the realm of the fantastic. For instance, an ability that allows a character to take two actions instead of one would be reasonable. Granting additional training, assets, or Edge would also be fine.

Energy Manipulation

Energy manipulation foci offer abilities that can call fire, electricity, force, magnetism, or nonstandard forms of energy such as cold, stone, or something stranger like “void” or “shadow.” These abilities usually give a character a way to achieve something of a balance between attacking enemies and granting themselves or allies additional protection. The focus usually also offers abilities that provide other ways to use specific energy for things like transportation, creating large concentrations of energy that can affect multiple targets, or creating a temporary object or barrier of energy.

Connection: Choose four relevant connections from the Focus Connections list.

Additional Equipment: One or more pieces of equipment immune to the energy manipulated, which might be a set of clothes. Alternatively, something related to the energy being generated. Some foci in this category don’t require additional equipment.

Energy Abilities: If a character type grants special abilities that normally use some other kind of energy, they now produce the kind used by this focus. For example, if a character uses this focus to manipulate electricity, their force blasts become blasts of electricity. These alterations change nothing except the type of damage and any knock-on effects (for instance, electricity might temporarily short out electronic systems).

Minor Effect Suggestions: The target or something near the target is hindered because of residual energy.

Major Effect Suggestions: An important item on the target’s person is destroyed.

The following are examples and not meant to provide a complete list of all possible foci in this category.

@UUID[.9x56c0G5TMOl1Arn#absorbs-energy]{Absorbs Energy} @UUID[.9x56c0G5TMOl1Arn#bears-a-halo-of-fire]{Bears a Halo of Fire} @UUID[.9x56c0G5TMOl1Arn#dances-with-dark-matter]{Dances With Dark Matter} @UUID[.9x56c0G5TMOl1Arn#rides-the-lightning]{Rides the Lightning} @UUID[.9x56c0G5TMOl1Arn#thunders]{Thunders} @UUID[.9x56c0G5TMOl1Arn#wears-a-sheen-of-ice]{Wears a Sheen of Ice}

Ability Selection Guidelines

Tier 1: Choose a low-tier ability that either inflicts damage or provides protection using the appropriate energy type in some fashion.

Sometimes an additional low-power ability is appropriate, depending on the energy type. For instance, a focus that manipulates cold might grant an ability to create snow sculptures. A focus that manipulates electricity might grant an ability to charge a depleted artifact or have an asset for dealing with electrical systems. A focus that absorbs energy might grant an ability to release it as a basic attack. And so on.

Tier 2: Choose whichever kind of ability wasn’t chosen at tier 1.

Tier 3: Choose two mid-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One option should be an ability that inflicts damage using the appropriate energy type (and possibly a related effect).

The other should grant enhanced movement by use of the appropriate energy type, give additional protection provided by the preferred energy, or use the energy in a completely new way, such as by draining the energy from a machine (if using electricity), entombing a victim in a layer of ice (if using cold), creating perfect silence (if using sound), creating a dazzling blast of illumination (if using light), and so on.

Tier 4: Choose whichever kind of ability wasn’t chosen at tier 3.

Tier 5: Choose a high-tier ability that inflicts damage (and possibly a related effect) that can affect more than one target using the appropriate energy type, or an ability that uses the energy in some fashion not previously used, as described in tiers 3 and 6.

Tier 6: Choose two high-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One of the high-tier abilities should use the preferred energy to inflict a lot of damage to a single target or to several.

The other option should use the appropriate energy type to accomplish a task not previously provided by lower-tier abilities, such as fashioning a fiery follower (if using fire), teleporting a great distance as a blast of lightning (if using electricity), creating solid objects out of the energy, and so on.

Environment Manipulation

Foci that allow a character to move objects, affect gravity, create objects (or illusions of objects), and so on are environment manipulation foci. Given that, in many cases, energy is used as part of this process, this category and energy manipulation overlap to some extent. Environment manipulation foci prioritize abilities that indirectly affect enemies and allies via objects, forces, and alterations of the surroundings; energy manipulation foci prioritize directly damaging targets with the chosen energy or force.

For example, rather than blasting a foe with a gravity pulse that does damage, a character using an environment manipulation focus based on gravity is more likely to have abilities that hold a target in place, use gravity to throw heavy objects as an attack, or lower gravity in a particular area or even on a particular object.

Connection: Choose four relevant connections from the Focus Connections list.

Additional Equipment: Any object necessary to manipulate the surrounding environment. For instance, someone with a focus that grants the ability to craft objects would require basic tools. Some foci in this category don’t require anything to gain or retain their benefits.

Environment Manipulation Abilities: Foci themes that involve imagery or visible energies can affect the look of your type abilities. Such alterations, if any, do nothing but change the appearance of effects. If gravity is manipulated, perhaps a telltale bluish glow permeates all ability uses, including type abilities. If illusion is generated, perhaps flamboyant visual and auditory qualities accompany type abilities, such as the appearance of a tentacled beast holding a target in place when Stasis is used. And so on.

Minor Effect Suggestions: The target gets turned around, and its next attack is hindered.

Major Effect Suggestions: The character is refreshed and recovers 4 points to one Pool.

The following are examples and not meant to provide a complete list of all possible foci in this category.

@UUID[.9x56c0G5TMOl1Arn#awakens-dreams]{Awakens Dreams} @UUID[.9x56c0G5TMOl1Arn#blazes-with-radiance]{Blazes With Radiance} @UUID[.9x56c0G5TMOl1Arn#calculates-the-incalculable]{Calculates the Incalculable} @UUID[.9x56c0G5TMOl1Arn#controls-gravity]{Controls Gravity} @UUID[.9x56c0G5TMOl1Arn#crafts-illusions]{Crafts Illusions} @UUID[.9x56c0G5TMOl1Arn#crafts-unique-objects]{Crafts Unique Objects} @UUID[.9x56c0G5TMOl1Arn#employs-magnetism]{Employs Magnetism} @UUID[.9x56c0G5TMOl1Arn#focuses-mind-over-matter]{Focuses Mind Over Matter}

Ability Selection Guidelines

Tier 1: Choose a low-tier ability that grants a basic use of an ability that alters the environment (or predicts it) using the focus’s theme. For instance, a gravity-affecting focus might provide an ability that makes a target lighter or heavier. An
illusion-crafting focus might grant an ability that allows the creation of an image. An object-making focus might grant a basic proficiency in creating a particular kind of object. A predictive focus might calculate outcomes and provide the character with the benefits of that foreknowledge. And so on.

Sometimes an additional low-power ability is appropriate, depending on the focus. Often, this is an ability that grants skill training in a related area of knowledge.

Tier 2: Choose a low-tier ability that provides a new defensive or offensive capability related to the focus’s theme.

Alternatively, this ability might provide an additional or brand-new capability to manipulate the environment related to the focus’s theme.

Tier 3: Choose two mid-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One option should be a mid-tier ability related to the focus’s theme that provides an additional environment manipulation capacity or further improves the basic environment manipulation ability previously granted. This ability isn’t directly offensive or defensive, but provides either an all-new ability related to the basic ability, or one that increases the strength, range, or some other extension of the previously unlocked basic ability.

The other mid-tier option should provide an offensive or defensive ability related to the specific form of movement the focus provides, if possible.

Tier 4: Choose a mid-tier ability that is either an offensive or a defensive use of the ability, whichever one wasn’t chosen as an option in the previous tier.

Tier 5: Choose a high-tier penultimate use of the environment-manipulation ability. For instance, if the focus-granted manipulation is illusory, this ability might haunt a target with terrifying images. If the focus is gravity based, it might unlock flight. If magnetic, it might allow the user to reshape metal. If the focus grants telekinetic powers, this ability could allow a character to hurl massive objects at foes. And so on.

Tier 6: Choose two high-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One of the abilities should provide either an offensive or a defensive ability, opposite the ability provided at tier 4 (though high tier rather than mid tier).

The other option should be something that further explores the use of the basic environment manipulation capability. If the tier 5 choice was the penultimate ability, this might be an even better ultimate ability related to the kind of manipulation offered, or a different way of using that ability to unlock an as-yet-unexplored facet of the ability.

Exploration

Foci that allow a character to gather information, survive in unfamiliar environments, and find their way to new locations or track down particular creatures and foes are exploration foci. Surviving in unfamiliar environments requires a reasonable selection of defensive options; however, abilities that allow a character to find and learn are prioritized.

Exploration foci rely on a variety of methods, though training and expertise are the mainstays. Some methods require specific tools (such as a vehicle) to grant the benefits provided, while others might rely on the supernatural or
super-science to learn new things and explore strange places from afar.

Connection: Choose four relevant connections from the Focus Connections list.

Additional Equipment: Any object necessary to explore. For instance, starting maps and/or
a compass would be basic equipment, while someone who uses psychic abilities might require a mirror or crystal sphere to gaze into. Equipment might also include access to a vehicle required for exploration, as previously noted.

Minor Effect Suggestions: You have an asset on any action that involves using your senses, such as perceiving or attacking, until the end of the next round.

Major Effect Suggestions: Your Intellect Edge increases by 1 until the end of the next round.

The following are examples and not meant to provide a complete list of all possible foci in this category.

@UUID[.9x56c0G5TMOl1Arn#explores-dark-places]{Explores Dark Places} @UUID[.9x56c0G5TMOl1Arn#infiltrates]{Infiltrates} @UUID[.9x56c0G5TMOl1Arn#operates-undercover]{Operates Undercover} @UUID[.9x56c0G5TMOl1Arn#pilots-starcraft]{Pilots Starcraft} @UUID[.9x56c0G5TMOl1Arn#sees-beyond]{Sees Beyond} @UUID[.9x56c0G5TMOl1Arn#separates-mind-from-body]{Separates Mind From Body}

Ability Selection Guidelines

Tier 1: Choose a low-tier ability that grants the character basic exploratory, survival, or information-gathering capabilities within the focus’s theme.

Sometimes an additional low-power ability is appropriate, depending on the focus. Often, this is an ability that grants skill training in a related area of knowledge or a related skill (though this may already be covered in the main ability). Alternatively, it might offer a simple bonus of 2 or 3 points to the Might Pool.

Tier 2: Choose another low-tier ability that grants an additional capability related to exploration, survival, or information gathering.

For instance, a focus dedicated to surviving savage conditions might offer an ability (or two) that makes it easier to avoid natural hazards, poisons, difficult terrain, and so on. A focus dedicated to exploration of a particular area might grant abilities to gain access to that area, or a capability that others normally lack (like the ability to see in the dark).

Tier 3: Choose two mid-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One option should further improve the basic exploration ability granted, or give a new exploratory, survival, or information-gathering ability.

The other option should be something that benefits the character, either an offensive or defensive ability (especially if this focus hasn’t already granted that) or something that further broadens the character’s ability to explore in the focus’s chosen realm.

Tier 4: Choose a mid-tier offensive or defensive ability (whichever wasn’t offered at tier 3) that benefits the character. Alternatively, if offensive and defensive abilities are already well represented, choose a different mid-tier ability that broadens the character’s ability to explore, survive, or gather information.

Tier 5: Choose a high-tier ability that alleviates some of the penalties for exploring, surviving, or gathering information in a normally inhospitable place.

Tier 6: Choose two high-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One option should further improve the basic exploration-themed ability previously granted, or give a brand-new exploratory, survival, or information-gathering ability.

The other option should be something that benefits the character, either an offensive or defensive ability, or yet another ability that further broadens their capacity to explore in the focus’s chosen realm.

Influence

Foci that prioritize authority and influence—whether that’s to make people or machines do as commanded, to help others, or to rise to some other prestigious and significant position—fall within the influence category.

These foci grant influence through training and persuasion, by direct mental manipulation, by using fame to get people’s attention and influence their actions, or simply by knowing and learning things that affect later decisions. In this sense, the concept of influence is broad.

Connection: Choose four relevant connections from the Focus Connections list.

Additional Equipment: Any object necessary to achieve the influence suggested should be granted as additional equipment. Some influence foci don’t require anything to gain or retain their benefits.

Minor Effect Suggestions: The range or duration of the influencing ability is doubled.

Major Effect Suggestions: An ally or indicated target can take an additional action.

The following are examples and not meant to provide a complete list of all possible foci in this category.

@UUID[.9x56c0G5TMOl1Arn#commands-mental-powers]{Commands Mental Powers} @UUID[.9x56c0G5TMOl1Arn#conducts-weird-science]{Conducts Weird Science} @UUID[.9x56c0G5TMOl1Arn#fuses-mind-and-machine]{Fuses Mind and Machine} @UUID[.9x56c0G5TMOl1Arn#is-idolized-by-millions]{Is Idolized by Millions} @UUID[.9x56c0G5TMOl1Arn#solves-mysteries]{Solves Mysteries} @UUID[.9x56c0G5TMOl1Arn#talks-to-machines]{Talks to Machines} @UUID[.9x56c0G5TMOl1Arn#works-the-system]{Works the System}

Ability Selection Guidelines

Tier 1: Choose a low-tier ability that allows the character to learn something significant enough that they can choose a smart course of action (or use that knowledge to persuade or intimidate). How the character learns the information varies by the specifics of the focus. One character might do experiments to learn answers, another might open a telepathic link with others to trade information secretly and quickly, and still another might simply be trained in interaction tasks.

Sometimes an additional low-power ability is appropriate, depending on the focus. Often, this is an ability that grants skill training in a related area of knowledge.

Tier 2: Choose a low-tier ability that improves the character’s ability to apply influence. This might open an additional front on the focus’s basic theme or simply further enhance the basic ability already provided. For instance, this tier 2 ability could ease influence-related tasks by a few steps, allow a telepath to read the minds of others who have secrets they’d otherwise not reveal, or grant influence over physical objects (either to improve them or to learn more about them). And so on.

Tier 3: Choose two mid-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One option should provide an offensive or defensive capability related to the focus’s specific kind of influence, if possible. For instance, an inventor might create a serum that gives them increased abilities (which could be used for offense or defense), a telepath might have some method of blasting foes with mental energy, and someone with only the basic skills of debate and influence through fame might have to rely on weapon training or their entourage.

The other mid-tier option should provide an additional ability to influence in the theme of the focus, or further improve the basic influence ability previously granted. This option isn’t directly offensive or defensive, but provides either an all-new ability related to the basic ability, or increases the strength, range, or some other extension of the previously unlocked basic ability. For instance, a telepath might have a psychic suggestion ability.

Tier 4: Choose a mid-tier ability that is either an offensive or a defensive use of the influence ability, whichever one wasn’t chosen as an option in the previous tier.

Alternatively, this ability could grant an additional capability related to the kind of influence the focus provides.

Tier 5: Choose a high-tier penultimate use of the specific influence ability granted at lower tiers.

Alternatively, choose an ability not previously gained at a lower tier, one that opens a new front on the particular influence capability. For instance, if the focus-granted influence is telepathic, the tier 5 ability might allow a character to see into the future to gain assets for dealing with enemies (and allies).

Tier 6: Choose two high-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One of the options should provide either an offensive or a defensive ability, opposite the ability provided at tier 4 (though high tier rather than mid tier).

The other option should be something that further explores the use of the basic influence ability provided by the focus. If the tier 5 choice was the penultimate ability, this might be an even better ultimate ability related to the kind of influence used, or a different way of using that ability to unlock an as-yet-unexplored facet of the ability.

Irregular

Most foci have a basic theme, a “character story” that logically leads to a series of related abilities. However, certain foci themes are so wide that they don’t fit into any other category except an irregular one of their own.

Irregular foci provide a basket of disparate abilities. Usually that’s because the overarching theme is one that demands variability and access to several different kinds of abilities. Often, these foci are found in genres that suggest additional rule tweaks to leverage their use even further, such as power shifts in the superhero genre and spellcasting in the fantasy genre. However, other irregular foci are possible.

Connection: Choose four relevant connections from the Focus Connections list.

Additional Equipment: Any object necessary to the focus’s theme. For instance, a
superhero-themed focus might grant a superhero costume.

Minor Effect Suggestions: The target is also dazed for one round, during which time all of its tasks are hindered.

Major Effect Suggestions: The target is stunned and loses its next turn.

The following are examples and not meant to provide a complete list of all possible foci in this category.

@UUID[.9x56c0G5TMOl1Arn#channels-divine-blessings]{Channels Divine Blessings} @UUID[.9x56c0G5TMOl1Arn#descends-from-nobility]{Descends From Nobility} @UUID[.9x56c0G5TMOl1Arn#emerged-from-the-obelisk]{Emerged From the Obelisk} @UUID[.9x56c0G5TMOl1Arn#flies-faster-than-a-bullet]{Flies Faster Than a Bullet} @UUID[.9x56c0G5TMOl1Arn#masters-spells]{Masters Spells} @UUID[.9x56c0G5TMOl1Arn#speaks-for-the-land]{Speaks for the Land}

Ability Selection Guidelines

Tier 1: Choose a low-tier ability that grants one of the benefits the focus theme promises, one that a first-tier character should have.

Sometimes an additional low-power ability is appropriate, depending on the focus. Often, this is an ability that grants skill training in a related area of knowledge or a related skill. Alternatively, it might offer a simple bonus of 2 or 3 points to a Pool.

Tier 2: Choose a low-tier ability that grants one of the benefits the focus theme promises, one that’s presumably not immediately related to the one provided at tier 1. That said, if a defense wasn’t provided at tier 1, tier 2 is a good place to add it.

Tier 3: Choose two mid-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One option should provide one of the benefits the focus theme promises, one that may not be immediately related to those provided at earlier tiers.

The other option should include a method of attack if none has previously been granted. Alternatively, if the lower-tier abilities don’t quite get the character where they need to be, this option might further increase a capability unlocked at a lower tier.

Tier 4: Choose a mid-tier ability that grants one of the benefits the focus theme promises, one that may not be immediately related to those provided at earlier tiers.

Tier 5: Choose a high-tier ability that grants one of the benefits the focus theme promises, one that may not be immediately related to those provided at earlier tiers.

Tier 6: Choose two high-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One option should grant one of the benefits the focus theme promises, one that may not be immediately related to those provided at earlier tiers. However, this ability might also provide an ultimate version of a lower-tier ability if a mid-tier or low-tier option wasn’t quite sufficient.

The other option should provide an alternate method to round out the character in a way that doesn’t replicate the first tier 6 option. For instance, if the first option provided some kind of attack, this one might be an interaction, information-gathering, or healing ability, depending on the focus’s overarching theme.

Movement Expertise

Foci that prioritize novel forms of movement—in order to excel in combat, escape situations most others can’t, move with stealth for purposes of theft or escape, or move into locations normally inaccessible—fall within the movement expertise category. These foci usually have methods of granting either offense or defense through movement, though they may provide some means of doing both.

The classic movement expertise focus is one that relies on speed to make more attacks and avoid being hit, though general agility might also provide the same benefit. Other foci in this category might fall within the theme by granting a character the ability to become immaterial, to change their form into something like water or air, or to instantly move via teleportation.

Connection: Choose four relevant connections from the Focus Connections list.

Additional Equipment: Any object necessary to achieve great speeds, change state, or otherwise gain the benefit of the focus should be granted as additional equipment. Some foci in this category don’t require anything to gain or retain their benefits.

Minor Effect Suggestions: The target is dazed, and their next action is hindered.

Major Effect Suggestions: The target is stunned and loses their next action.

The following are examples and not meant to provide a complete list of all possible foci in this category.

@UUID[.9x56c0G5TMOl1Arn#exists-partially-out-of-phase]{Exists Partially Out of Phase} @UUID[.9x56c0G5TMOl1Arn#moves-like-a-cat]{Moves Like a Cat} @UUID[.9x56c0G5TMOl1Arn#moves-like-the-wind]{Moves Like the Wind} @UUID[.9x56c0G5TMOl1Arn#runs-away]{Runs Away} @UUID[.9x56c0G5TMOl1Arn#shreds-the-walls-of-the-world]{Shreds the Walls of the World} @UUID[.9x56c0G5TMOl1Arn#travels-through-time]{Travels Through Time} @UUID[.9x56c0G5TMOl1Arn#works-the-back-alleys]{Works the Back Alleys}

Ability Selection Guidelines

Tier 1: Choose a low-tier ability that grants the basic benefit of the specific movement style, whether that’s enhanced speed, agility, immateriality, and so on.

Sometimes an additional low-power ability is appropriate, depending on the focus. If the basic benefit of the movement demands some kind of additional understanding or training, this ability could be that. Alternatively, if the movement provided seems like it should also unlock a basic offensive or defensive benefit (relying on the use of the initial basic ability), append it as well.

Tier 2: Choose a low-tier ability that provides a new offensive or defensive capability related to the focus’s theme.

Alternatively, this ability might provide some additional capability related to the form of movement that grants useful information to the character that would normally be inaccessible to someone without the focus.

Tier 3: Choose two mid-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One option should provide an additional movement capacity or further improve the basic movement capacity, related to the focus’s theme. This isn’t directly offensive or defensive, but provides the character with a new level of ability or an all-new ability related to their basic movement ability.

The other option should provide either an offensive or a defensive capability related to the specific form of movement the focus provides.

Tier 4: Choose a mid-tier ability that further enhances the advantages provided by focus’s movement-enhancing paradigm. This could provide a new or better form of defense (directly, or indirectly if moving to a location or time where danger doesn’t threaten), or a new or better form of offense.

Tier 5: Choose a high-tier penultimate use of the movement-related ability. For instance, if the focus-provided movement is temporal, this ability might allow actual (if brief) jaunts of time travel. If the focus enhances speed, this ability might allow the character to move up to a very long distance with one action. And so on.

Alternatively, unlock an as-yet-unexplored related ability that could derive from the basic movement power provided by the focus.

Tier 6: Choose two high-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One of the options should provide either an offensive or a defensive ability, opposite the ability provided at tier 4 (though high tier rather than mid tier).

The other option should be something that further explores the use of the basic
movement ability. If the tier 5 choice was the penultimate ability, this might be an even better ultimate ability related to the movement.

Striker Combat

Striker combat foci prioritize dealing damage in battle over other concerns. Foci in this category offer defensive abilities as well, but they emphasize abilities that provide ways to spike damage to heights that other foci normally don’t reach.

To achieve this end, a striker combat focus might offer mastery of a particular style of martial combat, which could be training with a particular weapon or martial art, or the use of a unique tool (or even a kind of energy). A style might be something as singular as being the best at fighting a particular kind of enemy, or something much broader, such as adopting a particularly vicious or unsporting style. A striker combatant might use fire, force, or magnetism as their preferred method of spiking damage.

Connection: Choose four relevant connections from the Focus Connections list.

Additional Equipment: The weapon, tool, or other special item or substance (if any) required to engage in the particular style of combat. For instance, a dose of level 5 poison for Fights Dirty or Murders, a trophy from a previously defeated foe for Battles Robots, or stylish clothes for Fights With Panache.

Minor Effect Suggestions: The target is so dazzled by your expertise that it is dazed for one round, hindering all of its tasks.

Major Effect Suggestions: Make an immediate additional attack using an attack provided by the focus as part of your turn.

The following are examples and not meant to provide a complete list of all possible foci in this category.

@UUID[.9x56c0G5TMOl1Arn#battles-robots]{Battles Robots} @UUID[.9x56c0G5TMOl1Arn#fights-dirty]{Fights Dirty} @UUID[.9x56c0G5TMOl1Arn#fights-with-panache]{Fights With Panache} @UUID[.9x56c0G5TMOl1Arn#hunts]{Hunts} @UUID[.9x56c0G5TMOl1Arn#is-licensed-to-carry]{Is Licensed to Carry} @UUID[.9x56c0G5TMOl1Arn#looks-for-trouble]{Looks for Trouble} @UUID[.9x56c0G5TMOl1Arn#masters-weaponry]{Masters Weaponry} @UUID[.9x56c0G5TMOl1Arn#murders]{Murders} @UUID[.9x56c0G5TMOl1Arn#needs-no-weapon]{Needs No Weapon} @UUID[.9x56c0G5TMOl1Arn#performs-feats-of-strength]{Performs Feats of Strength} @UUID[.9x56c0G5TMOl1Arn#rages]{Rages} @UUID[.9x56c0G5TMOl1Arn#slays-monsters]{Slays Monsters} @UUID[.9x56c0G5TMOl1Arn#throws-with-deadly-accuracy]{Throws With Deadly Accuracy} @UUID[.9x56c0G5TMOl1Arn#wields-two-weapons-at-once]{Wields Two Weapons at Once}

Ability Selection Guidelines

Tier 1: Choose a low-tier ability that inflicts additional damage when a character attacks using the focus’s particular fighting style, energy, or attitude, or when used against a chosen enemy.

Sometimes an additional low-power ability is appropriate, depending on the focus. For instance, a focus that grants proficiency in a special weapon might offer training in crafting tasks associated with that weapon. A focus that grants increased damage against a particular kind of foe might offer training in skills to recognize, locate, or just have general knowledge about that foe. A fighting style that involves fighting in a vicious or dirty manner might provide training in intimidation. And so on.

If the focus is about fighting a particular enemy, additional secondary powers (more than might otherwise be offered) may be appropriate. Those either further enhance effectiveness against the chosen enemy, or offer broader but related abilities that give the character who takes the focus some functionality even when not fighting that enemy.

Tier 2: Choose a low-tier ability that provides some form of defense using the weapon, weapon style, or chosen energy. If the weapon style is being especially good at fighting a certain kind of foe, the ability should be a defense against that kind of foe. Alternatively, the focus might offer another method for increasing damage within the chosen paradigm.

Sometimes an additional low-power ability is appropriate at tier 2. If so, choose whichever
low-power ability wasn’t gained at tier 1.

Tier 3: Choose two mid-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One option should inflict additional damage when using the focus’s fighting style, energy, or attitude, or when used against a chosen enemy. That could be as simple as an ability that offers an additional attack of that kind.

The other option should provide a method to temporarily neutralize a foe by disarming them, dazing or stunning them, slowing or holding them, or otherwise discombobulating them by using the focus’s fighting style, energy, or attitude, or when used against a chosen enemy.

Tier 4: Choose a mid-tier ability that further enhances the advantages provided by the focus’s paradigm. Often, this includes training in a particular kind of attack. Alternatively, the ability might increase the advantages provided by achieving a certain combat status, such as gaining surprise.

Tier 5: Choose a high-tier ability that inflicts damage. Alternatively, if focused on fighting a particular kind of foe, this ability might give the character a chance to completely neutralize, destroy, blind, or kill a singular target of up to level 3 (or higher, if the focus is on a singular foe).

Tier 6: Choose two high-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One of the options should use the focus paradigm to inflict an exceptional amount of damage.

The other option could be a different way of inflicting damage, either using the focus paradigm or just dealing lots of damage in general (and relying on previous focus tier abilities to improve targeting). This could be against multiple targets if the first option was for a single target, to outright kill or neutralize a target (starting with level 4, but with guidance for using Effort to increase the level of the target), or to select yet another foe, make another attack, or get away in order to fight another day.

Support

Foci that allow a character to help others succeed, defend others, heal others who are hurt, and so on are support foci. Of course, most foci abilities are often used in aid of others, but support foci (such as Siphons Power) prioritize aiding, healing, and improving the character who takes the focus.

Support foci rely on a variety of methods to provide their help, including martial training used in defense, supernatural or sci-fi means of providing healing, or simply easing the cares of others through entertainment.

Connection: Choose four relevant connections from the Focus Connections list.

Additional Equipment: Any object necessary to provide support. For instance, someone with a focus that uses entertainment to help others would require an instrument or similar object in aid of their craft. Some foci in this category don’t require anything to gain or retain their benefits.

Minor Effect Suggestions: You can draw an attack without having to use an action at any point before the end of the next round.

Major Effect Suggestions: You can take an extra action in aid of an ally.

The following are examples and not meant to provide a complete list of all possible foci in this category.

@UUID[.9x56c0G5TMOl1Arn#defends-the-weak]{Defends the Weak} @UUID[.9x56c0G5TMOl1Arn#entertains]{Entertains} @UUID[.9x56c0G5TMOl1Arn#helps-their-friends]{Helps Their Friends} @UUID[.9x56c0G5TMOl1Arn#metes-out-justice]{Metes Out Justice} @UUID[.9x56c0G5TMOl1Arn#shepherds-the-community]{Shepherds the Community} @UUID[.9x56c0G5TMOl1Arn#siphons-power]{Siphons Power} @UUID[.9x56c0G5TMOl1Arn#works-miracles]{Works Miracles}

Ability Selection Guidelines

Tier 1: Choose a low-tier ability that provides some form of defense, aid or entertainment, benefit to recovery or healing, or protection. That defense or protection could be to the PC and not to an ally, as one cannot protect another without first being able to protect themselves (and sometimes protecting themselves is the entire point).

Sometimes an additional low-power ability is appropriate, depending on the focus. Often, this is an ability that grants skill training in a related area of knowledge or a related skill, but it might be something that works with the initial ability that, by itself, wouldn’t do much.

Tier 2: Choose a low-tier ability that follows up on the support style opened in the previous tier. If the previous tier’s ability provided a means of protection only for the focus taker, this tier 2 ability should specifically provide aid to another. If the previous tier specifically provided aid to another, this tier 2 ability could defend the focus taker or provide an offensive capability grounded, if possible, in the focus’s theme.

Tier 3: Choose two mid-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One option should work within the focus’s theme to aid, heal, protect, or otherwise help another.

The other option should be something that benefits the character, either an offensive or defensive ability, or something that broadens their expertise in some fashion. Alternatively, it could be another, different method of helping someone else.

Tier 4: Choose a mid-tier ability that gives an ally a direct boon or provides the character with a way to help another. It could also be an ability that harms or nullifies a foe, as removing foes certainly helps allies.

Tier 5: Choose a high-tier ability that provides an offensive or defensive option for the character, if none have been provided yet. If this need has been previously addressed or is deemed unnecessary, choose a high-tier ability that provides some form of defense, aid or entertainment, benefit to recovery or healing, or protection to another. For example, a tier 5 ability might grant an ally an additional free action or allow them to repeat a failed action.

Tier 6: Choose two high-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One of the options should provide an ultimate method of helping another in the theme of the focus.

The other option could provide an alternative ultimate method of helping another; many foci in this category do. However, an option that provides high-tier offense or defense is also completely reasonable.

Tank Combat

Foci that prioritize being able to take a lot of punishment and soak up excess damage from foes fall within the tank combat category. These foci provide offensive abilities too, as well as additional abilities related to the particular method by which improved protection is achieved, but defensive abilities are most pronounced.

Some tank combat foci involve a physical transformation that grants additional protection, and others rely on specialized training, use tools like shields or heavy armor, or provide the ability to heal incredibly fast. The kinds of physical transformation that a tank focus provides, if any, vary widely. A focus might turn a character’s skin to stone, reinforce their body with metal, turn them into a monstrous being, make them so big it becomes harder to hurt them, and so on.

Connection: Choose four relevant connections from the Focus Connections list.

Additional Equipment: Any object necessary to maintain a physical transformation (such as a tool for repair if partly robotic, a shield or other defensive tool used if skilled, or possibly some kind of amulet or serum). Some tank combat foci don’t require anything to gain or retain their benefits.

Minor Effect Suggestions: +2 to Armor for a few rounds.

Major Effect Suggestions: Regain 2 points to Might Pool.

The following are examples and not meant to provide a complete list of all possible foci in this category.

@UUID[.9x56c0G5TMOl1Arn#abides-in-stone]{Abides in Stone} @UUID[.9x56c0G5TMOl1Arn#brandishes-an-exotic-shield]{Brandishes an Exotic Shield} @UUID[.9x56c0G5TMOl1Arn#defends-the-gate]{Defends the Gate} @UUID[.9x56c0G5TMOl1Arn#fuses-flesh-and-steel]{Fuses Flesh and Steel} @UUID[.9x56c0G5TMOl1Arn#grows-to-towering-heights]{Grows to Towering Heights} @UUID[.9x56c0G5TMOl1Arn#howls-at-the-moon]{Howls at the Moon} @UUID[.9x56c0G5TMOl1Arn#lives-in-the-wilderness]{Lives in the Wilderness} @UUID[.9x56c0G5TMOl1Arn#masters-defense]{Masters Defense} @UUID[.9x56c0G5TMOl1Arn#never-says-die]{Never Says Die} @UUID[.9x56c0G5TMOl1Arn#stands-like-a-bastion]{Stands Like a Bastion}

Ability Selection Guidelines

Tier 1: Choose a low-tier ability that provides defense within the focus’s theme. If the theme is simply intense training or the use of a defensive tool, the ability might be as simple as a bonus to Armor. If protection comes from physical transformation, this ability provides the base form effects, benefits, and in some cases drawbacks for making the transformation. A low-tier enhanced healing ability would also be appropriate at first tier.

Sometimes an additional low-power ability is appropriate, depending on the focus. If the character transforms, this ability may provide a knock-on effect, though in the case of some transformations, it might be a description of how someone with an abnormal physiognomy can fully heal. Other times, the secondary power may simply be training in a related skill, or it may unlock the ability to use a particular armor or shield without penalty.

Tier 2: If the theme of the focus isn’t physical transformation, choose a low-tier ability that provides an additional method of defending, healing damage, or avoiding attacks.

If the theme of the focus is physical transformation, choose a low-tier ability that unlocks a new capability related to the form the character takes. That might mean gaining better control of the transformation, unlocking a robotic interface, or otherwise more fully unlocking that form. This ability is not necessarily defensive, though it could be.

Tier 3: Choose two mid-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One option should provide an additional form of protection in keeping with the focus’s theme, such as more defensive capabilities unlocked from a transformation (which might also come with additional offensive capabilities) or a simple physical enhancement if defense is gained by skills or enhanced healing.

The other option should provide an offensive capability, especially if creating a non-transformation focus that doesn’t already have offensive benefits. That capability could be an enhanced attack or provide some other benefit useful in combat, such as quickly evading or (on the other end of the continuum) becoming immovable.

Tier 4: Choose a mid-tier ability that further enhances the advantages provided by the focus’s damage-soaking paradigm. Often, this includes training in a particular kind of defense. Alternatively, it might increase the advantages provided by previously unlocked defensive abilities, whether that means gaining greater control over a transformation, gaining additional chances to avoid damage or retry tasks related to enhanced determination, and so on. If the focus is lacking in offensive options, this is a good place to include one.

Tier 5: Choose a high-tier ability that provides protection, possibly in the form of shrugging off a debilitating condition (including death). If the focus offers a physical transformation, this ability might further unlock an additional related ability, whether offensive, defensive, or something related to exploration or interaction (such as flight if the form is winged, intimidation if the form is fearsome, and so on).

Tier 6: Choose two high-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One option should use the focus paradigm to increase the defense, protection, or ability to shrug off damage.

The other option could be a different way of being defensive. In some cases, the best defense is a good offense, so this option could provide a high-tier offensive ability in keeping with the focus’s theme, whether that’s a straight-up damage boost on attacks or better control of an unstable physical transformation.

","markdown":""},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"ownership":{"default":-1},"flags":{}},{"sort":399219,"name":"Abilities","type":"text","_id":"YRhX8KikaF361373","title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"

A character’s type, flavor, and focus assign an appropriate tier to each ability. However, if you’re creating a brand-new focus or type, we provide a couple of additional tools.

The first is a power grade for each ability, which tells you about how potent it is in relation to other abilities. Abilities appropriate for tiers 1 and 2 characters are called “low-tier” abilities. Abilities appropriate for tiers 3 and 4 are called “mid-tier” abilities. Abilities appropriate for tiers 5 and 6 are called “high-tier” abilities.

These abilities are further sorted into ability categories based on the kinds of things they do—abilities that improve physical attacks are in the attack skill category, abilities that assist allies are in the support category, and so on.

Unless otherwise noted, you cannot choose the same ability twice, even if you get it from both your type and a flavor.

Ability Categories and Relative Power

Abilities can be divided into several categories based on the kinds of things they do—improve your physical attacks, assist allies, provide defense, give you a special attack form, and so on. Under each of the following category descriptions is a list of abilities that fit that category, sorted into low-, medium-, and high-tier abilities.

The categories are mainly used by GMs when designing new foci for a campaign, allowing them to search a short list of abilities instead of trying to find something appropriate among the thousand or so abilities in this chapter. For example, the GM might have a custom focus in their campaign called “Is Born of the Swamp” and want a defensive ability for tier 5, so they can look at the high-tier abilities in the protection category and quickly narrow down what options are available.

It may be possible that a character gains the same ability from more than one source (such as from their type and their descriptor). Unless the two abilities are obviously additive (such as two abilities that each add 3 points to your Might Pool, which together would give the character +6 Might points), the duplicated ability might be improved in some way, such as having a longer duration or greater effect, or automatically providing an asset. Some abilities give suggestions on how to do this; otherwise, the player and the GM should work out whether and how the ability is improved.

The ability categories are not intended to be rigid or comprehensive. Some abilities fall into more than one category, and it could be argued that some abilities could be included in more categories than are listed here.

These categories have some overlap with the categories in the Creating New Foci chapter. For example, there is a support category here and a support category in the Creating New Foci chapter. They aren’t intended to be exact parallels and they don’t mean exactly the same thing. That said, if you’re creating a support-centric focus, many of the abilities in the support ability category would be appropriate choices.

Attack Skill

Gives you training or specialization in a specific physical attack (like swords or unarmed combat), a category of physical attacks (light bladed, heavy bashing, and so on), or another physical skill primarily used to inflict harm (such as breaking objects).

Low Tier

@UUID[Compendium.cyphersystem-compendium.abilities.YBMLX3Jm5oN79J6G]{Heads-Up Display} @UUID[Compendium.cyphersystem-compendium.abilities.wAbsUj5mHZatr3JG]{Practiced With Guns} @UUID[Compendium.cyphersystem-compendium.abilities.NhijFGxYepJtaa0r]{Practiced With Medium Weapons} @UUID[Compendium.cyphersystem-compendium.abilities.WFK0xBSAIpD59va8]{Practiced With Swords} @UUID[Compendium.cyphersystem-compendium.abilities.FEkLEYwk7r9KE7oC]{Quarry} @UUID[Compendium.cyphersystem-compendium.abilities.JJKRrcU5L1yM9y90]{Unarmed Fighting Style}

Mid Tier

@UUID[Compendium.cyphersystem-compendium.abilities.R0UuZ32vmmeFbSMV]{Blood Fever} @UUID[Compendium.cyphersystem-compendium.abilities.Z7JkIlrv7gxim4Fn]{Cognizant Offense} @UUID[Compendium.cyphersystem-compendium.abilities.nOuOE3EkrNr81pSq]{Greater Skill With Defense} @UUID[Compendium.cyphersystem-compendium.abilities.yl2zo179wXZW5Xxc]{Practiced With All Weapons} @UUID[Compendium.cyphersystem-compendium.abilities.NoKdHv0FSytZR4iF]{Robot Fighter} @UUID[Compendium.cyphersystem-compendium.abilities.NcItnMHjeG9fgE1K]{Serv-0 Aim} @UUID[Compendium.cyphersystem-compendium.abilities.lPqCQOQJF0JfoFRn]{Serv-0 Brawler} @UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks} @UUID[Compendium.cyphersystem-compendium.abilities.QDSSTe5EGrBHjtnL]{Sniper’s Aim} @UUID[Compendium.cyphersystem-compendium.abilities.hbWaCBEfSMujqvDf]{Specialized Throwing}

High Tier

@UUID[Compendium.cyphersystem-compendium.abilities.2uSx4ErQ9f2QLX5M]{As Foretold in Prophecy} @UUID[Compendium.cyphersystem-compendium.abilities.AsmIgvoIRPEtuzkh]{Duel to the Death} @UUID[Compendium.cyphersystem-compendium.abilities.oroWEBbp3cvrYwH9]{Greater Skill With Attacks} @UUID[Compendium.cyphersystem-compendium.abilities.LE8NtDKG9TzXBv5B]{Hunter’s Drive} @UUID[Compendium.cyphersystem-compendium.abilities.S4PaEqmYjg4TGoG3]{Master of Unarmed Fighting Style} @UUID[Compendium.cyphersystem-compendium.abilities.kNSRytTtQX0rU3aE]{Mastery With Attacks} @UUID[Compendium.cyphersystem-compendium.abilities.F6mAzjhG2T4irVjy]{Specialized Basher}

Companion

Gives you a follower, modifies a follower, or gives you an additional benefit when interacting with or near your follower. This category includes humanoid followers, beast companions, and temporary companions like summoned swarms, conjured spirits, and so on.

Low Tier

@UUID[Compendium.cyphersystem-compendium.abilities.4XwwFeGO5haHxvQs]{Basic Follower} @UUID[Compendium.cyphersystem-compendium.abilities.bOohoEcDegDBinFc]{Beast Companion} @UUID[Compendium.cyphersystem-compendium.abilities.9Kag2UMn6Wdxq4Zo]{Bound Magic Creature} @UUID[Compendium.cyphersystem-compendium.abilities.hIxPlDRbNqallNiu]{Control Swarm} @UUID[Compendium.cyphersystem-compendium.abilities.tgS72E10jiPF3Dm3]{Critter Companion} @UUID[Compendium.cyphersystem-compendium.abilities.P1jQZdPIrxo4wNlr]{Duplicate} @UUID[Compendium.cyphersystem-compendium.abilities.ZK4CUb9HH4J5A8IN]{Entourage} @UUID[Compendium.cyphersystem-compendium.abilities.ZEcFnsNXgcozJElT]{Influence Swarm} @UUID[Compendium.cyphersystem-compendium.abilities.yaLHxRtVBhveqHJA]{Necromancy} @UUID[Compendium.cyphersystem-compendium.abilities.oEubmS7pZ3zFK8uJ]{Resilient Duplicate} @UUID[Compendium.cyphersystem-compendium.abilities.paIv2etaqLqY76y0]{Robot Assistant} @UUID[Compendium.cyphersystem-compendium.abilities.v1lZkKjSCS1pjnET]{Serv-0} @UUID[Compendium.cyphersystem-compendium.abilities.RkOvawhfH5MHQFOH]{Spirit Accomplice}

Mid Tier

@UUID[Compendium.cyphersystem-compendium.abilities.zstBkLwRduC7vgGT]{Beast Eyes} @UUID[Compendium.cyphersystem-compendium.abilities.gLxVxCSix441TyKq]{Call Swarm} @UUID[Compendium.cyphersystem-compendium.abilities.ETGBAqAc1ApFH5cx]{Expert Follower} @UUID[Compendium.cyphersystem-compendium.abilities.BQnrZXeivue9Q2qp]{Fellow Explorer} @UUID[Compendium.cyphersystem-compendium.abilities.srn53BB1da8Elh1t]{Fiery Hand of Doom} @UUID[Compendium.cyphersystem-compendium.abilities.rUzrjRuT2nfEdCaJ]{Gain Unusual Companion} @UUID[Compendium.cyphersystem-compendium.abilities.vEVmBgz2TxOH3aSk]{Greater Necromancy} @UUID[Compendium.cyphersystem-compendium.abilities.QxOsAHpd8ZkEXI5u]{Improved Object Bond} @UUID[Compendium.cyphersystem-compendium.abilities.CEscdPwUrBpzUeS0]{Living Armor} @UUID[Compendium.cyphersystem-compendium.abilities.XkFsMa9e9IY2FRcN]{Machine Companion} @UUID[Compendium.cyphersystem-compendium.abilities.cGcblQ2qvyHM02kY]{Mount} @UUID[Compendium.cyphersystem-compendium.abilities.S2OZtm12S2YvxD7H]{Retinue} @UUID[Compendium.cyphersystem-compendium.abilities.Nyt7Z1xWqmnuu265]{Shipspeak} @UUID[Compendium.cyphersystem-compendium.abilities.h1rn92kIqG5VVYd6]{Stronger Together} @UUID[Compendium.cyphersystem-compendium.abilities.wEWyNKnVgVOjsyms]{Summon Giant Spider} @UUID[Compendium.cyphersystem-compendium.abilities.FwEUY43Q8EMVCCsL]{Superior Duplicate} @UUID[Compendium.cyphersystem-compendium.abilities.OWRsjlf3ahyH9eez]{Time Doppelganger} @UUID[Compendium.cyphersystem-compendium.abilities.l5vgtPP0LcsqGrzn]{Time Loop}

High Tier

@UUID[Compendium.cyphersystem-compendium.abilities.Qm31Nw2SkBpVcv9M]{As If One Creature} @UUID[Compendium.cyphersystem-compendium.abilities.fD8yD0pGCMdOJkGb]{Band of Desperados} @UUID[Compendium.cyphersystem-compendium.abilities.KpbEHKNSEycVB1GU]{Band of Followers} @UUID[Compendium.cyphersystem-compendium.abilities.pFWDdnTXCiPfwsWv]{Beast Call} @UUID[Compendium.cyphersystem-compendium.abilities.jVY1PTxvZvpjZILB]{Call Dead Spirit} @UUID[Compendium.cyphersystem-compendium.abilities.HUVY2MA2CBegFhLY]{Call in Favor} @UUID[Compendium.cyphersystem-compendium.abilities.ElsQU746B70tsPmZ]{Call Otherworldly Spirit} @UUID[Compendium.cyphersystem-compendium.abilities.U58ZQ1X3byfANn4W]{Call Through Time} @UUID[Compendium.cyphersystem-compendium.abilities.8SDpRRzZRF73zLsF]{Conjuration} @UUID[Compendium.cyphersystem-compendium.abilities.iQhBPww1s4wRZcDz]{Deadly Swarm} @UUID[Compendium.cyphersystem-compendium.abilities.M1FHIlVPVv8O02LV]{Dragon’s Maw} @UUID[Compendium.cyphersystem-compendium.abilities.NVdx8QjmTP5eOjDh]{Fire Servant} @UUID[Compendium.cyphersystem-compendium.abilities.iEOf9IkbHU8oBOMm]{Improved Apportation} @UUID[Compendium.cyphersystem-compendium.abilities.0IlHHY1ktkN2L5Sp]{Improved Companion} @UUID[Compendium.cyphersystem-compendium.abilities.PKFz6WVsaKm5kIir]{Improved Machine Companion} @UUID[Compendium.cyphersystem-compendium.abilities.UJpMPRD25O7HvhbV]{Insect Eruption} @UUID[Compendium.cyphersystem-compendium.abilities.pGJIwlCJDib2Splm]{Legal Intern} @UUID[Compendium.cyphersystem-compendium.abilities.rHApGqEQj8TCGa3f]{Masterful Armor Modification} @UUID[Compendium.cyphersystem-compendium.abilities.rsYzxCchklPSFAp7]{Multiplicity} @UUID[Compendium.cyphersystem-compendium.abilities.Aprz5cRtdgiAIYUM]{Object Bond Mastery} @UUID[Compendium.cyphersystem-compendium.abilities.3EcnBLVtGwxpWXBW]{Recruit Deputy} @UUID[Compendium.cyphersystem-compendium.abilities.yqhUXLWMSNn5IYOn]{Robot Fleet} @UUID[Compendium.cyphersystem-compendium.abilities.LnZkUlKUuuD7iW3P]{Summon Demon} @UUID[Compendium.cyphersystem-compendium.abilities.OWRsjlf3ahyH9eez]{Time Doppelganger} @UUID[Compendium.cyphersystem-compendium.abilities.GDphyYXSfjKE5BST]{True Necromancy}

Control

Controls or influences minds in ways outside of what could be done with conventional intimidation and persuasion, such as using psychic mind control, fear gas, and so on.

Low Tier

@UUID[Compendium.cyphersystem-compendium.abilities.BggeJtN5IcutwLJg]{Calm Stranger} @UUID[Compendium.cyphersystem-compendium.abilities.SeAlSU8Rim5CWsgV]{Charm Machine} @UUID[Compendium.cyphersystem-compendium.abilities.fg8V2R3kpLX2sHRn]{Cloud Personal Memories} @UUID[Compendium.cyphersystem-compendium.abilities.ag3OU8JZuc769034]{Community Activist} @UUID[Compendium.cyphersystem-compendium.abilities.ulHj0pzmwc515fve]{Fast Talk} @UUID[Compendium.cyphersystem-compendium.abilities.M2oXV5cRSdMlUZDm]{Goad} @UUID[Compendium.cyphersystem-compendium.abilities.0V2NE0905wwYPRVo]{Hack the Impossible} @UUID[Compendium.cyphersystem-compendium.abilities.kgCuCmU8kn0UMy8v]{Robot Control} @UUID[Compendium.cyphersystem-compendium.abilities.gT21nqWZ9Es576oC]{Soothe the Savage} @UUID[Compendium.cyphersystem-compendium.abilities.qVlbJjB7X8R78rz0]{Terrifying Presence}

Mid Tier

@UUID[Compendium.cyphersystem-compendium.abilities.CLObcsu2DKKKhzyK]{Calm} @UUID[Compendium.cyphersystem-compendium.abilities.8EMTH3JCrC5Vjt63]{Captivate or Inspire} @UUID[Compendium.cyphersystem-compendium.abilities.mUhnX0UmEw2BROkI]{Captivate With Starshine} @UUID[Compendium.cyphersystem-compendium.abilities.t83oYxQRuO2u2zx4]{Command} @UUID[Compendium.cyphersystem-compendium.abilities.OE5yXpzWC8lSUmGX]{Command Machine} @UUID[Compendium.cyphersystem-compendium.abilities.dCQdSi11hJDyOSdD]{Command Spirit} @UUID[Compendium.cyphersystem-compendium.abilities.crFxkKwBNdnD6tX4]{Crowd Control} @UUID[Compendium.cyphersystem-compendium.abilities.FIU24o7T66ViVgyg]{Daydream} @UUID[Compendium.cyphersystem-compendium.abilities.sqiDNk5qXh9j3zwh]{Grand Deception} @UUID[Compendium.cyphersystem-compendium.abilities.ljhjSIxYOCbPXEFR]{Interruption} @UUID[Compendium.cyphersystem-compendium.abilities.Vcfc6yjbqX6WSzCf]{Mind Control} @UUID[Compendium.cyphersystem-compendium.abilities.iRqXVpngq6vfgtEn]{Psychic Suggestion}

High Tier

@UUID[Compendium.cyphersystem-compendium.abilities.zTsjsWVgzjQzl2MW]{Advanced Command} @UUID[Compendium.cyphersystem-compendium.abilities.By276DS858KmWNZq]{Assume Control} @UUID[Compendium.cyphersystem-compendium.abilities.3SiJ5Drao8XtmgzV]{Brainwashing} @UUID[Compendium.cyphersystem-compendium.abilities.aWbDzueOAxSW1d3C]{Change the Paradigm} @UUID[Compendium.cyphersystem-compendium.abilities.FxohCBSksJIu1BSA]{Control Machine} @UUID[Compendium.cyphersystem-compendium.abilities.LvoH43SKKtr3urKo]{Control the Savage} @UUID[Compendium.cyphersystem-compendium.abilities.0f2qoQlYGRqgu0Nj]{Defuse Situation} @UUID[Compendium.cyphersystem-compendium.abilities.UyW320RhzarMNoss]{Flee} @UUID[Compendium.cyphersystem-compendium.abilities.miR0d91lKIfmBGdO]{Psychic Passenger} @UUID[Compendium.cyphersystem-compendium.abilities.cfR2uFYjteKAqsYw]{Show Them the Way} @UUID[Compendium.cyphersystem-compendium.abilities.3wZZC07ADxO3mImS]{Suggestion} @UUID[Compendium.cyphersystem-compendium.abilities.ZTp4SZ673tDJpmuS]{Word of Command}

Craft

Creates useful physical things, such as mundane tools (hammers, crowbars), limited-use devices (manifest cyphers, artifacts), or independent beings (robots, elementals, zombies). Includes blueprints, plans, and effects that aid or speed crafting.

Low Tier

@UUID[Compendium.cyphersystem-compendium.abilities.JoPcORtuhjnAJ5mT]{Create Deadly Poison} @UUID[Compendium.cyphersystem-compendium.abilities.ZvKFftq7doCxI7T5]{Fortification Builder} @UUID[Compendium.cyphersystem-compendium.abilities.IswvUEdCBBZDRme6]{Junkmonger} @UUID[Compendium.cyphersystem-compendium.abilities.JK2hN1poqMLqfa1N]{Machine Efficiency} @UUID[Compendium.cyphersystem-compendium.abilities.mFPUUmBIcGGsuwNd]{Modify Device} @UUID[Compendium.cyphersystem-compendium.abilities.Ktxj62234LhUr51B]{Natural Crafter} @UUID[Compendium.cyphersystem-compendium.abilities.m6X5wyPUPdhqLTIp]{Quick Work} @UUID[Compendium.cyphersystem-compendium.abilities.pUliR2uWpIcE6jQX]{Robot Builder} @UUID[Compendium.cyphersystem-compendium.abilities.XUutaClCW4UXzK7e]{Trapster} @UUID[Compendium.cyphersystem-compendium.abilities.qBTIXXJt2Ahn8UYh]{Weapon Crafter}

Mid Tier

@UUID[Compendium.cyphersystem-compendium.abilities.FBCpBF9PXlEtIX4m]{Dream Becomes Reality} @UUID[Compendium.cyphersystem-compendium.abilities.dhXVqnunlbSbrDPB]{Expert Crafter} @UUID[Compendium.cyphersystem-compendium.abilities.7G8B9lfoVXkuxvKB]{Ice Creation} @UUID[Compendium.cyphersystem-compendium.abilities.AQQzctwqPJPUTRbb]{Poison Crafter} @UUID[Compendium.cyphersystem-compendium.abilities.BSx4qB29VwRUISm6]{Robot Upgrade} @UUID[Compendium.cyphersystem-compendium.abilities.3DJXuR680OxwP5NT]{Sculpt Light}

High Tier

@UUID[Compendium.cyphersystem-compendium.abilities.HuhNjMfMxPkTlERH]{Create} @UUID[Compendium.cyphersystem-compendium.abilities.JUn27j5YI3dRh2jJ]{Dark Matter Structure} @UUID[Compendium.cyphersystem-compendium.abilities.6e4KunpYFObSRszo]{Improved Sculpt Light} @UUID[Compendium.cyphersystem-compendium.abilities.y3qXWOUu7mAhg6Rb]{Innovator} @UUID[Compendium.cyphersystem-compendium.abilities.KQDFvUEnIWed1ebo]{Jury-Rig} @UUID[Compendium.cyphersystem-compendium.abilities.t0B6AIqWanSnx696]{Modify Artifact Power} @UUID[Compendium.cyphersystem-compendium.abilities.YFbC1HRis4SpZgrS]{Reshape}

Cure

Cures damage, adds or improves recovery rolls, or negates, cures, suspends, or otherwise gives immunity to a harmful effect or condition, such as poison, disease, mental attacks, moving down on the damage track, or dying.

Low Tier

@UUID[Compendium.cyphersystem-compendium.abilities.8mP69InEXQ4TB5BL]{Alleviate} @UUID[Compendium.cyphersystem-compendium.abilities.bzeuikGxbM7noj2z]{Crystalline Body} @UUID[Compendium.cyphersystem-compendium.abilities.Z7CKGOQWnfdNO885]{Destined for Greatness} @UUID[Compendium.cyphersystem-compendium.abilities.qHzwHm5LmYDasHnF]{Diver} @UUID[Compendium.cyphersystem-compendium.abilities.gWvMJQPBSmeaP8yN]{Drain Creature} @UUID[Compendium.cyphersystem-compendium.abilities.JyAovhallyh9m6oW]{Drain Machine} @UUID[Compendium.cyphersystem-compendium.abilities.PqL4qr9D8QAwQhrL]{Endurance} @UUID[Compendium.cyphersystem-compendium.abilities.uB3sVzeG2N5rkdUZ]{Escape} @UUID[Compendium.cyphersystem-compendium.abilities.CAYeFSNYprjeRtWw]{Extra Recovery} @UUID[Compendium.cyphersystem-compendium.abilities.U7chr7wLj7r5y0LT]{Foil Danger} @UUID[Compendium.cyphersystem-compendium.abilities.igGttY1Y2XbAx3qY]{Healing Touch} @UUID[Compendium.cyphersystem-compendium.abilities.JuOmZXMt1T3tQUZ8]{Ignore the Pain} @UUID[Compendium.cyphersystem-compendium.abilities.UtFc3e4grYyCQneH]{Improved Recovery} @UUID[Compendium.cyphersystem-compendium.abilities.vFQaDsHzJpTSV8Tw]{Living Off the Land} @UUID[Compendium.cyphersystem-compendium.abilities.wXV7JxEmZDlBvRKO]{Push on Through} @UUID[Compendium.cyphersystem-compendium.abilities.euEVkth9YGYSpoJf]{Quick Recovery} @UUID[Compendium.cyphersystem-compendium.abilities.rRDSzPJtUCwRVXFR]{Repair Flesh} @UUID[Compendium.cyphersystem-compendium.abilities.OvvuCBCQ71rZkCqQ]{Restful Presence} @UUID[Compendium.cyphersystem-compendium.abilities.XntbE6mXQ4CZ6yIi]{Speedy Recovery} @UUID[Compendium.cyphersystem-compendium.abilities.s2PLo9FsWBi2C1VY]{Surging Confidence} @UUID[Compendium.cyphersystem-compendium.abilities.2fU3nI68oi5ScziC]{Totally Chill} @UUID[Compendium.cyphersystem-compendium.abilities.yRSe9vjTxdOkvgBE]{Water Adaptation} @UUID[Compendium.cyphersystem-compendium.abilities.lw0otGU2Iaorppdc]{Will of Legend}

Mid Tier

@UUID[Compendium.cyphersystem-compendium.abilities.m7j43Ww96dKCDtJO]{Aquatic Combatant} @UUID[Compendium.cyphersystem-compendium.abilities.zdkVn6jIaanDoikV]{Biomorphic Healing} @UUID[Compendium.cyphersystem-compendium.abilities.nVFRDMhuWDrdve4F]{Damage Transference} @UUID[Compendium.cyphersystem-compendium.abilities.A6H8xi93t6Zrexz9]{Drain Charge} @UUID[Compendium.cyphersystem-compendium.abilities.5otvtHrbVXIh0N27]{Fight On} @UUID[Compendium.cyphersystem-compendium.abilities.rAmIxY5G1BK4ZMm7]{Font of Healing} @UUID[Compendium.cyphersystem-compendium.abilities.6nm35znCQzjAk6Gb]{Healing Pulse} @UUID[Compendium.cyphersystem-compendium.abilities.NMgopYfoagESHtea]{Ignore Affliction} @UUID[Compendium.cyphersystem-compendium.abilities.4Fe5z4FD71eHlbbd]{Immovable} @UUID[Compendium.cyphersystem-compendium.abilities.b776WTF2u1roh3n0]{Incredible Health} @UUID[Compendium.cyphersystem-compendium.abilities.7amEMbwK27v31Lt9]{Miraculous Health} @UUID[Compendium.cyphersystem-compendium.abilities.AAUqaiWxC5V4e1VH]{Noble’s Courage} @UUID[Compendium.cyphersystem-compendium.abilities.Wj6oHOvnZkZjulwI]{One With the Wild} @UUID[Compendium.cyphersystem-compendium.abilities.VsKeNcF252yKnh2O]{Poison Resistance} @UUID[Compendium.cyphersystem-compendium.abilities.LojkwDtb1gHLSB6A]{Preternatural Senses} @UUID[Compendium.cyphersystem-compendium.abilities.iroL3TcKD9dpulhW]{Regeneration} @UUID[Compendium.cyphersystem-compendium.abilities.gn1jtMLhp6qPNXUL]{Store Energy} @UUID[Compendium.cyphersystem-compendium.abilities.nJBrBxxs0ezweHKZ]{Thinking Ahead} @UUID[Compendium.cyphersystem-compendium.abilities.wxAZnuQkvWosLzkN]{Tough As Nails} @UUID[Compendium.cyphersystem-compendium.abilities.27EOrq94WxqgBbWQ]{Unmovable} @UUID[Compendium.cyphersystem-compendium.abilities.P73TBXcNDbZCVsdE]{Unraveling Consumption} @UUID[Compendium.cyphersystem-compendium.abilities.Ja8ebgq2RDQryN62]{Wilderness Encouragement} @UUID[Compendium.cyphersystem-compendium.abilities.JrSM5XYgXpxNnLl2]{Willing Sacrifice}

High Tier

@UUID[Compendium.cyphersystem-compendium.abilities.Uk6ceaEWFjcoHNTI]{Deep Reserves} @UUID[Compendium.cyphersystem-compendium.abilities.5HNZcrij9mgEmvAR]{Final Defiance} @UUID[Compendium.cyphersystem-compendium.abilities.B0Tt5R1m2DsVLtPH]{Free to Move} @UUID[Compendium.cyphersystem-compendium.abilities.W0Jw19mWIycjIgmo]{Gamer’s Fortitude} @UUID[Compendium.cyphersystem-compendium.abilities.dIUTe5O1jeA47zps]{Gaming God} @UUID[Compendium.cyphersystem-compendium.abilities.O2XHxUa2QNrliDMG]{Greater Healing Touch} @UUID[Compendium.cyphersystem-compendium.abilities.upynNTXrIGGH82Ll]{Incredible Recovery} @UUID[Compendium.cyphersystem-compendium.abilities.PvISXo6EQ2PmCGes]{Infuse Spirit} @UUID[Compendium.cyphersystem-compendium.abilities.oilgQ4oM02Pa0eNp]{Inspiration} @UUID[Compendium.cyphersystem-compendium.abilities.Kf09KYdZqG6dNTFC]{Inspire the Innocent} @UUID[Compendium.cyphersystem-compendium.abilities.laxdkyrDuOhxfWKc]{Mind Surge} @UUID[Compendium.cyphersystem-compendium.abilities.dMEqa6kAjXrHlxui]{Negate Danger} @UUID[Compendium.cyphersystem-compendium.abilities.sbGo2i4oqy1aUeQ6]{Not Dead Yet} @UUID[Compendium.cyphersystem-compendium.abilities.Hp9Sdc7eTTUuWTiu]{Rapid Recovery} @UUID[Compendium.cyphersystem-compendium.abilities.aS13LBRfyrWXAMMp]{Regenerate} @UUID[Compendium.cyphersystem-compendium.abilities.ydmPM9m8nmmgvlXc]{Restore Life} @UUID[Compendium.cyphersystem-compendium.abilities.aDnA7oA9ZYCEfprI]{Resuscitate} @UUID[Compendium.cyphersystem-compendium.abilities.4Xvgo62UVSOI9Acx]{Share the Power} @UUID[Compendium.cyphersystem-compendium.abilities.iXBkjCf0y9vXVXI6]{Stay the Course} @UUID[Compendium.cyphersystem-compendium.abilities.qKDngpAWNEzhdRj5]{Trick Driver} @UUID[Compendium.cyphersystem-compendium.abilities.icJAWRB8Uha8CSKr]{Vigilant}

Environment

Manipulates the environment or things in the environment, such as with telekinesis, weather control, gravity control, illusions, and so on.

Low Tier

@UUID[Compendium.cyphersystem-compendium.abilities.zqarns940d4FXwYf]{Create Water} @UUID[Compendium.cyphersystem-compendium.abilities.y08bfWS5eyeUJB3J]{Dreamcraft} @UUID[Compendium.cyphersystem-compendium.abilities.21Bi8yur01DCYz5f]{Fetch} @UUID[Compendium.cyphersystem-compendium.abilities.zW0cZJQTR0tHUmn3]{Grasping Foliage} @UUID[Compendium.cyphersystem-compendium.abilities.zArjjFcf9tHQvJTx]{Hedge Magic} @UUID[Compendium.cyphersystem-compendium.abilities.1KjY8D1dvLc3NuUv]{Hidden Closet} @UUID[Compendium.cyphersystem-compendium.abilities.xZQXXjAWGBo7mTHU]{Illuminating Touch} @UUID[Compendium.cyphersystem-compendium.abilities.BjWI1UVg9kpY7FKO]{Illusory Duplicate} @UUID[Compendium.cyphersystem-compendium.abilities.jCmnAY8EjuGo5uDg]{Impetus} @UUID[Compendium.cyphersystem-compendium.abilities.Frxs35QkokRdure4]{Legerdemain} @UUID[Compendium.cyphersystem-compendium.abilities.wNQ3q7VXtPHlPzqb]{Lock} @UUID[Compendium.cyphersystem-compendium.abilities.l60mmJrF1GupXLJB]{Minor Illusion} @UUID[Compendium.cyphersystem-compendium.abilities.p2JmtbtuzscW1ogs]{Move Metal} @UUID[Compendium.cyphersystem-compendium.abilities.3s6gDCIY1zfetGEg]{Slip Into Shadow} @UUID[Compendium.cyphersystem-compendium.abilities.xDn74LRD6xlMUqj2]{Telekinesis} @UUID[Compendium.cyphersystem-compendium.abilities.Db7aRY4t1mwRpcoL]{Wilderness Explorer}

Mid Tier

@UUID[Compendium.cyphersystem-compendium.abilities.FIU24o7T66ViVgyg]{Daydream} @UUID[Compendium.cyphersystem-compendium.abilities.SHMGbt30RfePtyNE]{Define Down} @UUID[Compendium.cyphersystem-compendium.abilities.eJpNT3QObtYiDfXY]{Field of Gravity} @UUID[Compendium.cyphersystem-compendium.abilities.yPVZmXWhUxustVdq]{Force Field Barrier} @UUID[Compendium.cyphersystem-compendium.abilities.itnqtCRfxC2EDKqu]{Force to Reckon With} @UUID[Compendium.cyphersystem-compendium.abilities.hJV3hrSYcq3Zbzl5]{Illusory Selves} @UUID[Compendium.cyphersystem-compendium.abilities.YeOtzG5ksxonD5RS]{Living Wall} @UUID[Compendium.cyphersystem-compendium.abilities.hNsph7BRwllVSUre]{Major Illusion} @UUID[Compendium.cyphersystem-compendium.abilities.KLFHpPR0MKLOWr8l]{Nullify Sound} @UUID[Compendium.cyphersystem-compendium.abilities.8QwoYVraOedgr9kB]{Projection} @UUID[Compendium.cyphersystem-compendium.abilities.wAQ7a5JSjp01x1Eg]{Storm Seed} @UUID[Compendium.cyphersystem-compendium.abilities.iIlgHiF1EN0fEpYx]{Sunlight}

High Tier

@UUID[Compendium.cyphersystem-compendium.abilities.wWN4y4rATxbtMCMo]{Adaptation} @UUID[Compendium.cyphersystem-compendium.abilities.tvlNZboSbKCHttjs]{Control Weather} @UUID[Compendium.cyphersystem-compendium.abilities.fruWNFBBNLpcGLaC]{Diamagnetism} @UUID[Compendium.cyphersystem-compendium.abilities.TXNhhyj63MMp2dVF]{Force Wall} @UUID[Compendium.cyphersystem-compendium.abilities.KBykf0P4WQ9Lb6TN]{Generate Force Field} @UUID[Compendium.cyphersystem-compendium.abilities.lCWWUQ0vYH2odiDv]{Grandiose Illusion} @UUID[Compendium.cyphersystem-compendium.abilities.ZK9Ruc53rKBqU93i]{Granite Wall} @UUID[Compendium.cyphersystem-compendium.abilities.PLsz8IqWScZt0Ott]{Inferno Trail} @UUID[Compendium.cyphersystem-compendium.abilities.8OmtJRuoKRzuGfh8]{Move Mountains} @UUID[Compendium.cyphersystem-compendium.abilities.RNJbp1eAcMqSnYvb]{Permanent Illusion} @UUID[Compendium.cyphersystem-compendium.abilities.RBOc2zxAI9xMoWqW]{Relocate} @UUID[Compendium.cyphersystem-compendium.abilities.9cJ6gJZc7datpQwJ]{Terrifying Image} @UUID[Compendium.cyphersystem-compendium.abilities.Bny0sFdqf40pJeOp]{Wall of Lightning} @UUID[Compendium.cyphersystem-compendium.abilities.pfZzabIIEuU4kSH3]{The Wild Is on Your Side}

Information

Gives the ability to learn information about something, whether chosen by the GM like Scan, by asking a question and the GM giving the answer, or by learning a language.

Low Tier

@UUID[Compendium.cyphersystem-compendium.abilities.r7uNiD9CGy4G3Hoq]{Babel} @UUID[Compendium.cyphersystem-compendium.abilities.OIk4usP2NFT0tDu7]{Communication} @UUID[Compendium.cyphersystem-compendium.abilities.op9VSx3NJT28UwTH]{Community Knowledge} @UUID[Compendium.cyphersystem-compendium.abilities.P95xVHVxALSMjanR]{Decipher} @UUID[Compendium.cyphersystem-compendium.abilities.bH57y3PYsMceluGy]{Dream Thief} @UUID[Compendium.cyphersystem-compendium.abilities.RM8Fmu1IJwzBkjcM]{Eye for Detail} @UUID[Compendium.cyphersystem-compendium.abilities.IvKd5vkPypJbB1Ip]{Gather Intelligence} @UUID[Compendium.cyphersystem-compendium.abilities.4PVFXmi2cxI8MdpR]{Lab Analysis} @UUID[Compendium.cyphersystem-compendium.abilities.W5Zt9qDKCtNr49BC]{Mind Reading} @UUID[Compendium.cyphersystem-compendium.abilities.PRW5MxW12oakmeHE]{Monster Lore} @UUID[Compendium.cyphersystem-compendium.abilities.2GicRKJcPO3hmlwD]{Network Tap} @UUID[Compendium.cyphersystem-compendium.abilities.V5oEOJ4i32t97yOG]{Predictive Model} @UUID[Compendium.cyphersystem-compendium.abilities.ZsI6553CPbGi0wtx]{Premonition} @UUID[Compendium.cyphersystem-compendium.abilities.pHFFr4DkCythNc5n]{Question the Spirits} @UUID[Compendium.cyphersystem-compendium.abilities.fzx429jdEdbd0tHy]{Retrieve Memories} @UUID[Compendium.cyphersystem-compendium.abilities.h3G0Ven2SoaPCbk4]{Salvage and Comfort} @UUID[Compendium.cyphersystem-compendium.abilities.OPvXaxuRIVXLmkWl]{Scan} @UUID[Compendium.cyphersystem-compendium.abilities.83y32UMQWshRvbDG]{See History} @UUID[Compendium.cyphersystem-compendium.abilities.nvA3LwoSP7jf4h8G]{Speaker for the Dead} @UUID[Compendium.cyphersystem-compendium.abilities.L2NOLfflU6HNleuT]{Telepathic}

Mid Tier

@UUID[Compendium.cyphersystem-compendium.abilities.YlzkyK6WEkk0cfhh]{Creature Insight} @UUID[Compendium.cyphersystem-compendium.abilities.ssfubNrUQC38zCkJ]{Device Insight} @UUID[Compendium.cyphersystem-compendium.abilities.mL6Yae2CxgefOMHn]{Draw Conclusion} @UUID[Compendium.cyphersystem-compendium.abilities.Mu5knvNfGyaeaiTB]{Find the Hidden} @UUID[Compendium.cyphersystem-compendium.abilities.W7wHOJdozxk7Y2CQ]{Got a Feeling} @UUID[Compendium.cyphersystem-compendium.abilities.MBt3AmXa8vzUCiHd]{Know Their Faults} @UUID[Compendium.cyphersystem-compendium.abilities.dLJ0B35UlB5wxCf4]{Machine Telepathy} @UUID[Compendium.cyphersystem-compendium.abilities.7VYzHQvF1cz4cfUp]{Mechanical Telepathy} @UUID[Compendium.cyphersystem-compendium.abilities.uPvNopNWTgHGIPyR]{Reading the Room} @UUID[Compendium.cyphersystem-compendium.abilities.x7YnN02GiwDQ09km]{Sensor Array} @UUID[Compendium.cyphersystem-compendium.abilities.9r6iNU2GH4oEH6vz]{Serv-0 Scanner} @UUID[Compendium.cyphersystem-compendium.abilities.2t9oGZRuFhLCKjsa]{Soul Interrogation} @UUID[Compendium.cyphersystem-compendium.abilities.abMJwHQIsm9Wcdlg]{Spot Weakness} @UUID[Compendium.cyphersystem-compendium.abilities.CBdIPMJ2oOOesmod]{Wilderness Awareness}

High Tier

@UUID[Compendium.cyphersystem-compendium.abilities.1tkQKo32UKxTUUPn]{Deep Consideration} @UUID[Compendium.cyphersystem-compendium.abilities.wztu6KcpILxwlFTU]{Drawing on Life’s Experiences} @UUID[Compendium.cyphersystem-compendium.abilities.PLyxuOlieOGsJx4h]{Information Gathering} @UUID[Compendium.cyphersystem-compendium.abilities.wlkPdME0r3hx9VbE]{Knowing the Unknown} @UUID[Compendium.cyphersystem-compendium.abilities.qbXP6HlN56bPt7cq]{Mind of a Leader} @UUID[Compendium.cyphersystem-compendium.abilities.lbXg8UlSCG23yxO4]{Read the Signs} @UUID[Compendium.cyphersystem-compendium.abilities.K0C60k7wHBSpMQX4]{Telepathic Network}

Meta

Modifies an existing ability or character trait’s effects or parameters, such as increasing range or, damage, easing the difficulty, giving you additional noncombat actions each turn, rerolling a failed attempt, or treating a number on the die as something different than normal.

Low Tier

@UUID[Compendium.cyphersystem-compendium.abilities.m5U42d2SkK31mp8d]{A Smile and a Word} @UUID[Compendium.cyphersystem-compendium.abilities.EyAIsiqJGCspQFcu]{Arcane Flare} @UUID[Compendium.cyphersystem-compendium.abilities.yIdq1lu1eUAkNyDC]{Artifact Tinkerer} @UUID[Compendium.cyphersystem-compendium.abilities.ywBEe31zan6qpVxr]{Augment Cypher} @UUID[Compendium.cyphersystem-compendium.abilities.Mbq7D0u4Vee0NKYz]{Careful Shot} @UUID[Compendium.cyphersystem-compendium.abilities.essJhO2eqoHmIQaa]{Charge} @UUID[Compendium.cyphersystem-compendium.abilities.L3UjcLAFvS9MLWCu]{Coaxing Power} @UUID[Compendium.cyphersystem-compendium.abilities.2x7nMe9ZGp3VjI8B]{Combat Prowess} @UUID[Compendium.cyphersystem-compendium.abilities.EERMWn1af0S8wAWN]{Crushing Blow} @UUID[Compendium.cyphersystem-compendium.abilities.bzeuikGxbM7noj2z]{Crystalline Body} @UUID[Compendium.cyphersystem-compendium.abilities.JkmTskE3eqcfu7dY]{Curious} @UUID[Compendium.cyphersystem-compendium.abilities.7nUj7rxq4Qwg4FUM]{Distant Interface} @UUID[Compendium.cyphersystem-compendium.abilities.Pu5XGGLI6cCp1EQd]{Double Strike} @UUID[Compendium.cyphersystem-compendium.abilities.gWvMJQPBSmeaP8yN]{Drain Creature} @UUID[Compendium.cyphersystem-compendium.abilities.1fu5C9JHmORmWTR8]{Driving on the Edge} @UUID[Compendium.cyphersystem-compendium.abilities.YjJvvUhIqtxf6eYS]{Elusive} @UUID[Compendium.cyphersystem-compendium.abilities.UJst9mtUKNTe3Pd2]{Energize Object} @UUID[Compendium.cyphersystem-compendium.abilities.dPFQTFRzv7D7PYKq]{Enhanced Body} @UUID[Compendium.cyphersystem-compendium.abilities.SmuTPFfZGnCUmnEj]{Extra Use} @UUID[Compendium.cyphersystem-compendium.abilities.axI0iGYo7DjdR8Ya]{Find the Way} @UUID[Compendium.cyphersystem-compendium.abilities.Hgr8QZmzjXmYorfs]{Fists of Fury} @UUID[Compendium.cyphersystem-compendium.abilities.Sg5WeSF04CYNEecl]{Fleet of Foot} @UUID[Compendium.cyphersystem-compendium.abilities.YGsGHp1rbu3Z7Kdd]{Frenzy} @UUID[Compendium.cyphersystem-compendium.abilities.pXrC4lkMOY7CvFLk]{Golem Body} @UUID[Compendium.cyphersystem-compendium.abilities.1SBd1jm66eSo4eHn]{Gunner} @UUID[Compendium.cyphersystem-compendium.abilities.z23towmNKeKJasHV]{Hacker} @UUID[Compendium.cyphersystem-compendium.abilities.tBWUjjkgyXHTrkCp]{Hold Breath} @UUID[Compendium.cyphersystem-compendium.abilities.3fMzqFFQ1rLtbVrd]{Improved Designation} @UUID[Compendium.cyphersystem-compendium.abilities.FzpkQwb1jA53bs1y]{Investigator} @UUID[Compendium.cyphersystem-compendium.abilities.N4DTNNCEESorc0N4]{Lead From the Front} @UUID[Compendium.cyphersystem-compendium.abilities.JK2hN1poqMLqfa1N]{Machine Efficiency} @UUID[Compendium.cyphersystem-compendium.abilities.VgomhLKFHDDAzW9T]{Mind for Might} @UUID[Compendium.cyphersystem-compendium.abilities.mFPUUmBIcGGsuwNd]{Modify Device} @UUID[Compendium.cyphersystem-compendium.abilities.nW46hfygkxB7FW5m]{Monster Bane} @UUID[Compendium.cyphersystem-compendium.abilities.Ktxj62234LhUr51B]{Natural Crafter} @UUID[Compendium.cyphersystem-compendium.abilities.YZB37b80VQGMUscp]{No Need for Weapons} @UUID[Compendium.cyphersystem-compendium.abilities.PCTUkuALVb0GdTCe]{Object Bond} @UUID[Compendium.cyphersystem-compendium.abilities.FDG7hgrRNt4aHpP1]{Overload Machine} @UUID[Compendium.cyphersystem-compendium.abilities.XAXJ3mFGdDv0fXLP]{Precision} @UUID[Compendium.cyphersystem-compendium.abilities.y2eUnbkzxOeoe9w6]{Quick Death} @UUID[Compendium.cyphersystem-compendium.abilities.m6X5wyPUPdhqLTIp]{Quick Work} @UUID[Compendium.cyphersystem-compendium.abilities.tJVu7MQ2pOhNfpUB]{Range Increase} @UUID[Compendium.cyphersystem-compendium.abilities.szw7tHW0OjI2fjpJ]{Reload} @UUID[Compendium.cyphersystem-compendium.abilities.vVax9KyZ3U4Wpok8]{Something in the Road} @UUID[Compendium.cyphersystem-compendium.abilities.AFfburUYwZlBFq7N]{Tinker} @UUID[Compendium.cyphersystem-compendium.abilities.J0fj73TfCu4aSdVL]{Weapon Master} @UUID[Compendium.cyphersystem-compendium.abilities.yS1sMAZEzJbozxOZ]{Wreck}

Mid Tier

@UUID[Compendium.cyphersystem-compendium.abilities.M5QroBlhUCULt6MD]{Amazing Effort} @UUID[Compendium.cyphersystem-compendium.abilities.7Gxuqkwo4i47yHe3]{Betrayal} @UUID[Compendium.cyphersystem-compendium.abilities.G0hoaZFQpdG7FfxO]{Better Living Through Chemistry} @UUID[Compendium.cyphersystem-compendium.abilities.gNRMG3mJTzWaCGph]{Capable Warrior} @UUID[Compendium.cyphersystem-compendium.abilities.JwG4lCSZIG3qUQAi]{Cast Illusion} @UUID[Compendium.cyphersystem-compendium.abilities.M3TM1cORNnlEN0ZO]{Cyphersmith} @UUID[Compendium.cyphersystem-compendium.abilities.Rr4oB1lUzuzFHNHQ]{Deadly Aim} @UUID[Compendium.cyphersystem-compendium.abilities.zYGhcm896Xbi7Ia2]{Deep Resources} @UUID[Compendium.cyphersystem-compendium.abilities.7rjeYt5hNhkvqK9w]{Disarming Strike} @UUID[Compendium.cyphersystem-compendium.abilities.zLJYM2OiFVIsuz3P]{Dodge and Resist} @UUID[Compendium.cyphersystem-compendium.abilities.wEj2uvWI3w0W9HWH]{Drain at a Distance} @UUID[Compendium.cyphersystem-compendium.abilities.B5zrSVUs54TUALFB]{Energized Shield} @UUID[Compendium.cyphersystem-compendium.abilities.7GsuhcRTpDX0d1em]{Enhanced Intellect} @UUID[Compendium.cyphersystem-compendium.abilities.FQPA8oY3xiZIL6aG]{Enhanced Intellect Edge} @UUID[Compendium.cyphersystem-compendium.abilities.wHcuP6T7Ti6j5Y8C]{Enhanced Might} @UUID[Compendium.cyphersystem-compendium.abilities.g1t5TxZXsNovIVTn]{Enhanced Might Edge} @UUID[Compendium.cyphersystem-compendium.abilities.MwVDTy2Rx1V7Tyly]{Enhanced Physique} @UUID[Compendium.cyphersystem-compendium.abilities.RnK2bmvUb7RIVPSA]{Enhanced Potential} @UUID[Compendium.cyphersystem-compendium.abilities.tuofJSTVjOEwRUem]{Enhanced Speed} @UUID[Compendium.cyphersystem-compendium.abilities.QH3l6ojVnasZm5U8]{Enhanced Speed Edge} @UUID[Compendium.cyphersystem-compendium.abilities.4eCjeGPA0ovnwIfu]{Experienced in Armor} @UUID[Compendium.cyphersystem-compendium.abilities.u1GhDcfpVXITVtOc]{Expert Cypher Use} @UUID[Compendium.cyphersystem-compendium.abilities.MdRdAc0qAWghMmlV]{Expert Skill} @UUID[Compendium.cyphersystem-compendium.abilities.jaGs9nmLaywdRMUN]{Fast Kill} @UUID[Compendium.cyphersystem-compendium.abilities.tJQmvEiYq2xBv4ZJ]{Flameblade} @UUID[Compendium.cyphersystem-compendium.abilities.XR3B0gfJtrYUAU5M]{From the Shadows} @UUID[Compendium.cyphersystem-compendium.abilities.73miZT5kYFyxnPOT]{Fury} @UUID[Compendium.cyphersystem-compendium.abilities.42sPqHxJEybiZ6Vh]{Fusion} @UUID[Compendium.cyphersystem-compendium.abilities.Ee8QC6fkRvD1yw6h]{Greater Beast Form} @UUID[Compendium.cyphersystem-compendium.abilities.QgnoEdKZ50u4JZoL]{Greater Designation} @UUID[Compendium.cyphersystem-compendium.abilities.34Ycb9VK8JwHgSl4]{Greater Enhanced Intellect} @UUID[Compendium.cyphersystem-compendium.abilities.R9KnCCvGoEHvV1p0]{Greater Enhanced Might} @UUID[Compendium.cyphersystem-compendium.abilities.vVc3NxkYdj68mAoV]{Greater Enhanced Physique} @UUID[Compendium.cyphersystem-compendium.abilities.4necR0YTsaij4ojD]{Greater Enhanced Potential} @UUID[Compendium.cyphersystem-compendium.abilities.Qsi6Iw5YCcY8jmNx]{Greater Enhanced Speed} @UUID[Compendium.cyphersystem-compendium.abilities.hAVC1FOl7hwnuBpC]{Greater Frenzy} @UUID[Compendium.cyphersystem-compendium.abilities.4v5pXMwFeB7xQzME]{Guide Bolt} @UUID[Compendium.cyphersystem-compendium.abilities.OtbS1NoVXK7mQLEe]{Guild Training} @UUID[Compendium.cyphersystem-compendium.abilities.VupBbHOJAX45Yazb]{Heroic Monster Bane} @UUID[Compendium.cyphersystem-compendium.abilities.sPheWt9emoY3PCA8]{Hidden Reserves} @UUID[Compendium.cyphersystem-compendium.abilities.uNzF1oQKJ6T1yqL4]{Huge} @UUID[Compendium.cyphersystem-compendium.abilities.4Fe5z4FD71eHlbbd]{Immovable} @UUID[Compendium.cyphersystem-compendium.abilities.wrPVUnJauasIH886]{Improved Absorb Kinetic Energy} @UUID[Compendium.cyphersystem-compendium.abilities.7X2zbrkFSNbyhA5G]{Improved Edge} @UUID[Compendium.cyphersystem-compendium.abilities.HPIlAWDGOQFw6yGm]{Improved Monster Bane} @UUID[Compendium.cyphersystem-compendium.abilities.eblwQ80CBlBdeUp5]{Improved Sensor} @UUID[Compendium.cyphersystem-compendium.abilities.0q9alvmsQKKViN0r]{Incomparable Pilot} @UUID[Compendium.cyphersystem-compendium.abilities.mUizWF7k2XD7ykRJ]{Increased Effects} @UUID[Compendium.cyphersystem-compendium.abilities.PYD24TjoDAqbKAj8]{Iron Fist} @UUID[Compendium.cyphersystem-compendium.abilities.YID6zEB7KkHGYAlD]{Know Where to Look} @UUID[Compendium.cyphersystem-compendium.abilities.bPr34XiLw2Dqb4VJ]{Lunge} @UUID[Compendium.cyphersystem-compendium.abilities.2l9FIUVKimPzIXzU]{Machine Bond} @UUID[Compendium.cyphersystem-compendium.abilities.atQ5yNq1ZEyy0z5j]{Machine Vulnerabilities} @UUID[Compendium.cyphersystem-compendium.abilities.l0OFjk5XVGV5LzP1]{Minor Wish} @UUID[Compendium.cyphersystem-compendium.abilities.imWLlYQs4LTaCTdS]{Never Fumble} @UUID[Compendium.cyphersystem-compendium.abilities.Wj6oHOvnZkZjulwI]{One With the Wild} @UUID[Compendium.cyphersystem-compendium.abilities.3VJyYtECl0wKQj2p]{Outlast the Foe} @UUID[Compendium.cyphersystem-compendium.abilities.cqzyNCPYVEWtucLe]{Outwit} @UUID[Compendium.cyphersystem-compendium.abilities.Y7HUEp7IxdPuur8V]{Overcharge Energy} @UUID[Compendium.cyphersystem-compendium.abilities.ZqBpOAiH70SGHX8N]{Perfect Stranger} @UUID[Compendium.cyphersystem-compendium.abilities.rOxKh1Z7J686a0nv]{Precise Cut} @UUID[Compendium.cyphersystem-compendium.abilities.iGRECL13bqrSSF7P]{Punish the Guilty} @UUID[Compendium.cyphersystem-compendium.abilities.JJ9nWmcBIlfyNDfe]{Push Off and Throw} @UUID[Compendium.cyphersystem-compendium.abilities.Mac5S0sQe9Muf4Mv]{Quick Wits} @UUID[Compendium.cyphersystem-compendium.abilities.y1bQFSBlwMbUico5]{Rapid Processing} @UUID[Compendium.cyphersystem-compendium.abilities.FuufiUyoLFbgBH5J]{Resilient Ice Armor} @UUID[Compendium.cyphersystem-compendium.abilities.6X3BDWzVKsWltrtY]{Roaming Third Eye} @UUID[Compendium.cyphersystem-compendium.abilities.qSH4OhrBBgNnAdAo]{Robot Improvement} @UUID[Compendium.cyphersystem-compendium.abilities.t3zUlk8c5WEBXXO8]{Seize the Moment} @UUID[Compendium.cyphersystem-compendium.abilities.6ZVINuyZm4jowRGt]{Shepherd’s Fury} @UUID[Compendium.cyphersystem-compendium.abilities.JhBTTC5ZUTT8NvUA]{Slippery Customer} @UUID[Compendium.cyphersystem-compendium.abilities.q73VWJY2cmWxRcYx]{Space Fighting} @UUID[Compendium.cyphersystem-compendium.abilities.8LHIZs9gEAd02tId]{Speed Burst} @UUID[Compendium.cyphersystem-compendium.abilities.jmYIPbMwsq3GY3eO]{Stone Breaker} @UUID[Compendium.cyphersystem-compendium.abilities.gn1jtMLhp6qPNXUL]{Store Energy} @UUID[Compendium.cyphersystem-compendium.abilities.cS2p7CRfquFvR65U]{Strategize} @UUID[Compendium.cyphersystem-compendium.abilities.wpA3GB5yJq9NI8QN]{Think Your Way Out} @UUID[Compendium.cyphersystem-compendium.abilities.2AIQhz00HyZhY7wM]{Tower of Will} @UUID[Compendium.cyphersystem-compendium.abilities.V7npSeuqG3JI4Dvv]{Trust to Luck} @UUID[Compendium.cyphersystem-compendium.abilities.bVt0TIfwtEUXvi6O]{Uncanny Luck} @UUID[Compendium.cyphersystem-compendium.abilities.scMKCptCmp0IwO2g]{Wall With Teeth} @UUID[Compendium.cyphersystem-compendium.abilities.NFsoXUQaq3I5h2UY]{Weaponization} @UUID[Compendium.cyphersystem-compendium.abilities.JrSM5XYgXpxNnLl2]{Willing Sacrifice} @UUID[Compendium.cyphersystem-compendium.abilities.6McxfJoPmf1SnbDR]{Wrest From Chance}

High Tier

@UUID[Compendium.cyphersystem-compendium.abilities.M0pjZXQ9996hfUPs]{Adroit Cypher Use} @UUID[Compendium.cyphersystem-compendium.abilities.MQewTo9NscKVUUNz]{Again and Again} @UUID[Compendium.cyphersystem-compendium.abilities.cuK7oPGFdlOPoc44]{Agile Wit} @UUID[Compendium.cyphersystem-compendium.abilities.eepc8U2e178RDqBs]{All-Out Con} @UUID[Compendium.cyphersystem-compendium.abilities.MJE1k2RmCM6HRwFV]{Artifact Scavenger} @UUID[Compendium.cyphersystem-compendium.abilities.iX07Ltb1JYr1nMYM]{Blurring Speed} @UUID[Compendium.cyphersystem-compendium.abilities.hKhwP85QeRGPW03G]{Burst of Escape} @UUID[Compendium.cyphersystem-compendium.abilities.OPfY6tVurfAxNUPh]{Charging Horde} @UUID[Compendium.cyphersystem-compendium.abilities.jmjxGRJTwztzBtLc]{Coordinated Effort} @UUID[Compendium.cyphersystem-compendium.abilities.UlQ7w5iD57Hfdzce]{Damage Dealer} @UUID[Compendium.cyphersystem-compendium.abilities.JH40M99RAN6IZWze]{Damn the Guilty} @UUID[Compendium.cyphersystem-compendium.abilities.Uk6ceaEWFjcoHNTI]{Deep Reserves} @UUID[Compendium.cyphersystem-compendium.abilities.p1UMG2hrng7mLFDv]{Disarming Attack} @UUID[Compendium.cyphersystem-compendium.abilities.t3uyBYJqMApfEBWX]{Discipline of Watchfulness} @UUID[Compendium.cyphersystem-compendium.abilities.P3Ha3GoJlM8EHf5j]{Divide Your Mind} @UUID[Compendium.cyphersystem-compendium.abilities.3uGYyiXUUSz952zQ]{Dual Distraction} @UUID[Compendium.cyphersystem-compendium.abilities.AsmIgvoIRPEtuzkh]{Duel to the Death} @UUID[Compendium.cyphersystem-compendium.abilities.AvaA8a3ylU9q4gL1]{Effective Skill} @UUID[Compendium.cyphersystem-compendium.abilities.A9uQnidn6SKTNHJA]{Enhanced Beast Form} @UUID[Compendium.cyphersystem-compendium.abilities.xHLPf1FETmn06aA8]{Enhanced Phased Attack} @UUID[Compendium.cyphersystem-compendium.abilities.FzJe2XEwhtUajTWI]{Escape Plan} @UUID[Compendium.cyphersystem-compendium.abilities.mhgFWIDr0QuCHRIF]{Extreme Mastery} @UUID[Compendium.cyphersystem-compendium.abilities.yIt7vEBNLpyggkSQ]{Force and Accuracy} @UUID[Compendium.cyphersystem-compendium.abilities.lUkqQu1vvJe3FxfQ]{Gambler} @UUID[Compendium.cyphersystem-compendium.abilities.U33DbRwloywFlYfi]{Go to Ground} @UUID[Compendium.cyphersystem-compendium.abilities.KGzAHs3qln0fNDjt]{Hard to Kill} @UUID[Compendium.cyphersystem-compendium.abilities.lrz5wU8PLzd7gATA]{Horde Tactics} @UUID[Compendium.cyphersystem-compendium.abilities.lJWTlBH1koX2Fjgi]{Impart Understanding} @UUID[Compendium.cyphersystem-compendium.abilities.Q22uje0KevLfL2qb]{Improved Command Spirit} @UUID[Compendium.cyphersystem-compendium.abilities.Cnvf8fv0EEKU3iSn]{Improved Gravity Cleave} @UUID[Compendium.cyphersystem-compendium.abilities.PKFz6WVsaKm5kIir]{Improved Machine Companion} @UUID[Compendium.cyphersystem-compendium.abilities.t6VEEwEsQUIImebW]{Improved Success} @UUID[Compendium.cyphersystem-compendium.abilities.JeqLEAcHOYVd78TH]{Inventor} @UUID[Compendium.cyphersystem-compendium.abilities.58CLKxSLgaT6W6Cj]{Lethal Damage} @UUID[Compendium.cyphersystem-compendium.abilities.teF5kZpAuRfZKfxn]{Machine Enhancement} @UUID[Compendium.cyphersystem-compendium.abilities.IfvVmyawWrz3vKXX]{Maneuvering Adept} @UUID[Compendium.cyphersystem-compendium.abilities.K4XRiZlFRakz6j98]{Master Cypher Use} @UUID[Compendium.cyphersystem-compendium.abilities.7QTTrXnxDHskYYhj]{Master Machine} @UUID[Compendium.cyphersystem-compendium.abilities.rHApGqEQj8TCGa3f]{Masterful Armor Modification} @UUID[Compendium.cyphersystem-compendium.abilities.m2j3n3xiExLcXAAn]{Moderate Wish} @UUID[Compendium.cyphersystem-compendium.abilities.t0B6AIqWanSnx696]{Modify Artifact Power} @UUID[Compendium.cyphersystem-compendium.abilities.ENO71nxs3MSKzvq6]{Multiple Quarry} @UUID[Compendium.cyphersystem-compendium.abilities.rsYzxCchklPSFAp7]{Multiplicity} @UUID[Compendium.cyphersystem-compendium.abilities.m21TAvxSQn1rGx3d]{Overcharge Device} @UUID[Compendium.cyphersystem-compendium.abilities.85DCcEDqvz6A0LkD]{Perfect Control} @UUID[Compendium.cyphersystem-compendium.abilities.mSNoWynky7DMz7ln]{Perfect Speed Burst} @UUID[Compendium.cyphersystem-compendium.abilities.5uWcMvgh1OWvieJs]{Physically Gifted} @UUID[Compendium.cyphersystem-compendium.abilities.EjBzy1Ue1AA8i6ry]{Recycled Cyphers} @UUID[Compendium.cyphersystem-compendium.abilities.hCAzOVpH0jrYc9qk]{Reinforcing Field} @UUID[Compendium.cyphersystem-compendium.abilities.ucsscEpO5L2gIYZg]{Resonant Frequency} @UUID[Compendium.cyphersystem-compendium.abilities.HAVNfVKAdwtJF6Jj]{Robot Evolution} @UUID[Compendium.cyphersystem-compendium.abilities.wqUItgrYzBeMiAoB]{Seize the Initiative} @UUID[Compendium.cyphersystem-compendium.abilities.Np67YSIzrP6w1PPb]{Shield Burst} @UUID[Compendium.cyphersystem-compendium.abilities.P9HlASUtyiOXghBZ]{Shred Existence} @UUID[Compendium.cyphersystem-compendium.abilities.HYDsZRWMlWTvSQU8]{Subtle Tricks} @UUID[Compendium.cyphersystem-compendium.abilities.cWHqKGpI5z0aiSYC]{Thief’s Luck} @UUID[Compendium.cyphersystem-compendium.abilities.qKDngpAWNEzhdRj5]{Trick Driver} @UUID[Compendium.cyphersystem-compendium.abilities.aWws42dVSQjRz8Hr]{Twist of Fate} @UUID[Compendium.cyphersystem-compendium.abilities.EE1xCQ3OvCrdrG6z]{Two Things at Once} @UUID[Compendium.cyphersystem-compendium.abilities.fkedtvx6UakJPOZN]{Ultra Enhancement} @UUID[Compendium.cyphersystem-compendium.abilities.bgaCXtvlT0zWmAIA]{Using What’s Available} @UUID[Compendium.cyphersystem-compendium.abilities.gETtOLyLYRVk53dP]{Usurp Cypher} @UUID[Compendium.cyphersystem-compendium.abilities.w3HN2nZBTo5mLJcM]{Weightless Shot} @UUID[Compendium.cyphersystem-compendium.abilities.RHLBHQuskBAVGnU8]{Weird Science Breakthrough} @UUID[Compendium.cyphersystem-compendium.abilities.vQtVTnCecWFXkfkI]{Wild Vitality} @UUID[Compendium.cyphersystem-compendium.abilities.EXrZLa3M8BK43qoi]{Winter Gauntlets}

Movement

Increases your movement (such as increasing your basic movement speed from short to long) or adds a new type of movement (such as flight, wallcrawling, phasing, or teleporting).

Low Tier

@UUID[Compendium.cyphersystem-compendium.abilities.uh1t4rnkZ2jOCjHJ]{Bolt Rider} @UUID[Compendium.cyphersystem-compendium.abilities.dQHSDDZxJNHrHH1l]{Contortionist} @UUID[Compendium.cyphersystem-compendium.abilities.3x3gRDJejTXQPmdY]{Danger Instinct} @UUID[Compendium.cyphersystem-compendium.abilities.gP8HCn8FPeg49V7M]{Far Step} @UUID[Compendium.cyphersystem-compendium.abilities.5abCQnz5ZWvvfMro]{Get Away} @UUID[Compendium.cyphersystem-compendium.abilities.UCR0rx32kEsTcgnF]{Hover} @UUID[Compendium.cyphersystem-compendium.abilities.3t1QshyGYnCSo12z]{Phase Sprint} @UUID[Compendium.cyphersystem-compendium.abilities.VWehoqF0N6s0WMLK]{Void Wings} @UUID[Compendium.cyphersystem-compendium.abilities.g0SqMvb020tiTQ48]{Walk Through Walls}

Mid Tier

@UUID[Compendium.cyphersystem-compendium.abilities.loOJI9ZakIwGrmW1]{Apportation} @UUID[Compendium.cyphersystem-compendium.abilities.Zps9ZUc9RD1mRDEK]{Blink of an Eye} @UUID[Compendium.cyphersystem-compendium.abilities.asABBkIqO5MSTxQ0]{Bypass Barrier} @UUID[Compendium.cyphersystem-compendium.abilities.wG4zveGhplNKNzuP]{Controlled Fall} @UUID[Compendium.cyphersystem-compendium.abilities.Kk9lHkiaqsr3pUmk]{Ghost} @UUID[Compendium.cyphersystem-compendium.abilities.ZYudnanHgtiLHtgH]{Mobile Fighter} @UUID[Compendium.cyphersystem-compendium.abilities.qZOOWfFLJ1JziJpY]{Obstacle Running} @UUID[Compendium.cyphersystem-compendium.abilities.MFBq4Fc432FS6nkX]{Phase Door} @UUID[Compendium.cyphersystem-compendium.abilities.dW0rgYsx6hDA8pIB]{Runner} @UUID[Compendium.cyphersystem-compendium.abilities.LlaltL5rG2c5Cadt]{Swim} @UUID[Compendium.cyphersystem-compendium.abilities.0EhZzYdEhtCRnV4c]{Temporal Dislocation} @UUID[Compendium.cyphersystem-compendium.abilities.s68x7VxwueUkCkOg]{Up to Speed} @UUID[Compendium.cyphersystem-compendium.abilities.KX6gQ8frz4IDtBx6]{Windrider} @UUID[Compendium.cyphersystem-compendium.abilities.TWqyBv9PEjwJKd1y]{Wings of Fire} @UUID[Compendium.cyphersystem-compendium.abilities.KGz0rK4b2dAt0DaX]{Wormhole}

High Tier

@UUID[Compendium.cyphersystem-compendium.abilities.QtpmHxblBqoQozbg]{Alley Rat} @UUID[Compendium.cyphersystem-compendium.abilities.iX07Ltb1JYr1nMYM]{Blurring Speed} @UUID[Compendium.cyphersystem-compendium.abilities.2iAHsn5ie8sYRiyb]{Chamber of Dreams} @UUID[Compendium.cyphersystem-compendium.abilities.etGUYa9dQSvjLvXX]{Electrical Flight} @UUID[Compendium.cyphersystem-compendium.abilities.2asT0zvk1kw5hC1v]{Embraced by Darkness} @UUID[Compendium.cyphersystem-compendium.abilities.IKicLElFbkRx5IaM]{Fast Travel} @UUID[Compendium.cyphersystem-compendium.abilities.2TaqNf6bhxijKELX]{Flash Across the Miles} @UUID[Compendium.cyphersystem-compendium.abilities.abdAcwYE8L00VakL]{Flight} @UUID[Compendium.cyphersystem-compendium.abilities.V2DSp12G6NP3X6Jt]{Impossible Walk} @UUID[Compendium.cyphersystem-compendium.abilities.0wVk3CszKCJQfp0Q]{Incredible Running Speed} @UUID[Compendium.cyphersystem-compendium.abilities.jM6JQUQFUpk9VVut]{Jaunt} @UUID[Compendium.cyphersystem-compendium.abilities.U8OsW0m17N86hNWW]{Juggernaut} @UUID[Compendium.cyphersystem-compendium.abilities.cE7JPRHLqIdM3b9V]{Living Light} @UUID[Compendium.cyphersystem-compendium.abilities.rHApGqEQj8TCGa3f]{Masterful Armor Modification} @UUID[Compendium.cyphersystem-compendium.abilities.lL7QywDGOszTIJCE]{Mental Projection} @UUID[Compendium.cyphersystem-compendium.abilities.tR2v2vMu3TgN21OJ]{Return to the Obelisk} @UUID[Compendium.cyphersystem-compendium.abilities.IN3VI2LxDyYGbqnN]{Teleportation} @UUID[Compendium.cyphersystem-compendium.abilities.lkO9VJhfOrgLY4g1]{Time Travel} @UUID[Compendium.cyphersystem-compendium.abilities.PlKwEwo6ilGqwxwI]{Traverse the Worlds} @UUID[Compendium.cyphersystem-compendium.abilities.8yGwY0PvtF2ivdSn]{Very Long Sprinting} @UUID[Compendium.cyphersystem-compendium.abilities.8PB7yHNGa7iBpYeI]{Wind Chariot} @UUID[Compendium.cyphersystem-compendium.abilities.b44vvK2YjdSeYPJc]{Windwracked Traveler}

Protection

Gives training or specialization in one or more types of combat defenses (Might, Speed, or Intellect), provides or increases Armor, or otherwise helps prevent damage.

Low Tier

@UUID[Compendium.cyphersystem-compendium.abilities.62zBqhQoPk6IV8lF]{Absorb Kinetic Energy} @UUID[Compendium.cyphersystem-compendium.abilities.7OpsD4muO5HGJt29]{Block} @UUID[Compendium.cyphersystem-compendium.abilities.SQ4RTDwdA0yiZ81b]{Closed Mind} @UUID[Compendium.cyphersystem-compendium.abilities.YvPBxDxLz16Usm7m]{Courageous} @UUID[Compendium.cyphersystem-compendium.abilities.bzeuikGxbM7noj2z]{Crystalline Body} @UUID[Compendium.cyphersystem-compendium.abilities.aNNLomN5nZc52ZT4]{Defense Against Robots} @UUID[Compendium.cyphersystem-compendium.abilities.2j6Hqr2Y8Xbz97c4]{Defensive Phasing} @UUID[Compendium.cyphersystem-compendium.abilities.YcDF62pED8waUtry]{Deflect Attacks} @UUID[Compendium.cyphersystem-compendium.abilities.6qCR3kBqCVYDlEOl]{Distortion} @UUID[Compendium.cyphersystem-compendium.abilities.dPFQTFRzv7D7PYKq]{Enhanced Body} @UUID[Compendium.cyphersystem-compendium.abilities.vPflrS1giYnMoqL2]{Enveloping Shield} @UUID[Compendium.cyphersystem-compendium.abilities.1POQ4sFW5DLrmXhn]{Fearsome Reputation} @UUID[Compendium.cyphersystem-compendium.abilities.XuNgbxrY284sWgZg]{Field of Destruction} @UUID[Compendium.cyphersystem-compendium.abilities.K33ayv0NcktuV53N]{Flesh of Stone} @UUID[Compendium.cyphersystem-compendium.abilities.LFiTEQpWhXBgIZWb]{Flight Not Fight} @UUID[Compendium.cyphersystem-compendium.abilities.yb5PaVIPimrcJxFg]{Force Field Shield} @UUID[Compendium.cyphersystem-compendium.abilities.C9x7b1qN4qmm568P]{Fortified Position} @UUID[Compendium.cyphersystem-compendium.abilities.10EqPrn9aONinEfm]{Go Defensive} @UUID[Compendium.cyphersystem-compendium.abilities.pXrC4lkMOY7CvFLk]{Golem Body} @UUID[Compendium.cyphersystem-compendium.abilities.qgholblGXKQri99M]{Hard to Distract} @UUID[Compendium.cyphersystem-compendium.abilities.leUaFf4AxYJwwOHt]{Hard to Hit} @UUID[Compendium.cyphersystem-compendium.abilities.VsAP4JEe7W5gaGaG]{Hardiness} @UUID[Compendium.cyphersystem-compendium.abilities.geCiPXMF2sIRJ68U]{Have Spacesuit, Will Travel} @UUID[Compendium.cyphersystem-compendium.abilities.czVqoPjH98xaNY1d]{Ice Armor} @UUID[Compendium.cyphersystem-compendium.abilities.gjBFpV2OvDmBqeE3]{Just a Bit Mad} @UUID[Compendium.cyphersystem-compendium.abilities.hKsZzzdWTelNlz3q]{Magic Shield} @UUID[Compendium.cyphersystem-compendium.abilities.hGbNYgkuIiZHomcJ]{Mentally Tough} @UUID[Compendium.cyphersystem-compendium.abilities.7BkWiUHcUrcRIKqO]{Out of Harm’s Way} @UUID[Compendium.cyphersystem-compendium.abilities.3t1QshyGYnCSo12z]{Phase Sprint} @UUID[Compendium.cyphersystem-compendium.abilities.ClJUFnz8xBmP4a2l]{Powered Armor} @UUID[Compendium.cyphersystem-compendium.abilities.o2ZDoteWQsFsqTJr]{Practiced in Armor} @UUID[Compendium.cyphersystem-compendium.abilities.GQeO9RXVzeriLsfy]{Quick Block} @UUID[Compendium.cyphersystem-compendium.abilities.MK2dp11krszjDsyc]{Repel Metal} @UUID[Compendium.cyphersystem-compendium.abilities.mmg9XLzvfbP4ESGO]{Resist the Elements} @UUID[Compendium.cyphersystem-compendium.abilities.ssWKJs1l9cQbNZha]{Resist Underwater Hazards} @UUID[Compendium.cyphersystem-compendium.abilities.Q8xKsSOvoFWL1ePP]{Resonance Field} @UUID[Compendium.cyphersystem-compendium.abilities.g0Ewv5wBooSFYOlH]{Safe Fall} @UUID[Compendium.cyphersystem-compendium.abilities.XzomXctsS8NL9M7Q]{Serv-0 Defender} @UUID[Compendium.cyphersystem-compendium.abilities.EheuStXUDPojVmT5]{Shield Master} @UUID[Compendium.cyphersystem-compendium.abilities.AzMtxh562JfrPdKZ]{Shroud of Flame} @UUID[Compendium.cyphersystem-compendium.abilities.CtRvLxfUlCynJv1B]{Skill With Defense} @UUID[Compendium.cyphersystem-compendium.abilities.87SQGqcRavRZslAp]{Sound Conversion Barrier} @UUID[Compendium.cyphersystem-compendium.abilities.HHcC89OKZACgLB8Y]{Stare Them Down} @UUID[Compendium.cyphersystem-compendium.abilities.gS1X6POaKLjNlHsI]{Sturdy} @UUID[Compendium.cyphersystem-compendium.abilities.uatcX3o1oB2Stc4u]{Trained Without Armor} @UUID[Compendium.cyphersystem-compendium.abilities.zEkA8MhrnJ5p9Io6]{Unarmored Fighter} @UUID[Compendium.cyphersystem-compendium.abilities.59mslpID7ogppzMA]{Ward} @UUID[Compendium.cyphersystem-compendium.abilities.6zU8AURXjXgG63j6]{Warding Shield} @UUID[Compendium.cyphersystem-compendium.abilities.6Xs3fyaANQDWXRoc]{Weapon Defense} @UUID[Compendium.cyphersystem-compendium.abilities.QGSHCRW46vn5Xdwu]{Weather the Vicissitudes} @UUID[Compendium.cyphersystem-compendium.abilities.3Xoq7NLpshgG3VPY]{Wind Armor}

Mid Tier

@UUID[Compendium.cyphersystem-compendium.abilities.yvPcOjjqyU3618Ob]{Absorb Pure Energy} @UUID[Compendium.cyphersystem-compendium.abilities.ZH0JbusjycG6zQf1]{Anticipate Attack} @UUID[Compendium.cyphersystem-compendium.abilities.R0UuZ32vmmeFbSMV]{Blood Fever} @UUID[Compendium.cyphersystem-compendium.abilities.gyZd83dgvZnQrmbb]{Cloak of Opportunity} @UUID[Compendium.cyphersystem-compendium.abilities.2SiHiotGcSufnCne]{Confounding Banter} @UUID[Compendium.cyphersystem-compendium.abilities.1fYBYD1EfA5z1NFl]{Confuse Enemy} @UUID[Compendium.cyphersystem-compendium.abilities.BjlHRj3hANsoqhKq]{Counter Danger} @UUID[Compendium.cyphersystem-compendium.abilities.Mj6yJZwRmdXaVwh8]{Countermeasures} @UUID[Compendium.cyphersystem-compendium.abilities.yB4tnpDNVSOxgruq]{Dark Matter Shell} @UUID[Compendium.cyphersystem-compendium.abilities.XYbtbbVKFYmDfmjO]{Dark Matter Shroud} @UUID[Compendium.cyphersystem-compendium.abilities.NnlGdSiR9GbiTJyZ]{Discerning Mind} @UUID[Compendium.cyphersystem-compendium.abilities.LODZEYtmmBN5D9zZ]{Divert Attacks} @UUID[Compendium.cyphersystem-compendium.abilities.E1YiGcXAYOjHXoAd]{Dodge and Respond} @UUID[Compendium.cyphersystem-compendium.abilities.gVOzzvxS6PPu8Ofy]{Dual Defense} @UUID[Compendium.cyphersystem-compendium.abilities.76HF09q7MdGek863]{Electric Armor} @UUID[Compendium.cyphersystem-compendium.abilities.XR8WeRW3OlbCIjlJ]{Elemental Protection} @UUID[Compendium.cyphersystem-compendium.abilities.yz1w8JR23mtlDX49]{Energy Protection} @UUID[Compendium.cyphersystem-compendium.abilities.M49EI6qapNJC2aLR]{Energy Resistance} @UUID[Compendium.cyphersystem-compendium.abilities.4eCjeGPA0ovnwIfu]{Experienced in Armor} @UUID[Compendium.cyphersystem-compendium.abilities.GlXd4oFI9Fqq3rAX]{Experienced Defender} @UUID[Compendium.cyphersystem-compendium.abilities.yPVZmXWhUxustVdq]{Force Field Barrier} @UUID[Compendium.cyphersystem-compendium.abilities.rqC9cEmRkvm29N56]{Fusion Armor} @UUID[Compendium.cyphersystem-compendium.abilities.5t5EIoGSan3pQ08D]{Hard-Won Resilience} @UUID[Compendium.cyphersystem-compendium.abilities.aBfj6w1y6noOzB7d]{Horde Fighting} @UUID[Compendium.cyphersystem-compendium.abilities.uNzF1oQKJ6T1yqL4]{Huge} @UUID[Compendium.cyphersystem-compendium.abilities.zcxMbV4Fe4JqJAe8]{Illusory Evasion} @UUID[Compendium.cyphersystem-compendium.abilities.n985WYLPzj2XqBry]{Magnetic Field} @UUID[Compendium.cyphersystem-compendium.abilities.whVEpvOjmGs3fpcD]{Matter Cloud} @UUID[Compendium.cyphersystem-compendium.abilities.l0OFjk5XVGV5LzP1]{Minor Wish} @UUID[Compendium.cyphersystem-compendium.abilities.mGv7zlZu1wtNCQXQ]{Moving Like Water} @UUID[Compendium.cyphersystem-compendium.abilities.Mz9g9gv2UvARcLid]{Nimble Swimmer} @UUID[Compendium.cyphersystem-compendium.abilities.DMBJEypEWuAS2lai]{Outlaw Reputation} @UUID[Compendium.cyphersystem-compendium.abilities.AQQzctwqPJPUTRbb]{Poison Crafter} @UUID[Compendium.cyphersystem-compendium.abilities.y1bQFSBlwMbUico5]{Rapid Processing} @UUID[Compendium.cyphersystem-compendium.abilities.GvYXLPdpaFEMGuQR]{Resilience} @UUID[Compendium.cyphersystem-compendium.abilities.FuufiUyoLFbgBH5J]{Resilient Ice Armor} @UUID[Compendium.cyphersystem-compendium.abilities.NoKdHv0FSytZR4iF]{Robot Fighter} @UUID[Compendium.cyphersystem-compendium.abilities.NKvNEjx64CcS3l13]{Shield Training} @UUID[Compendium.cyphersystem-compendium.abilities.CNw7shehsdySzhAK]{Subconscious Defense} @UUID[Compendium.cyphersystem-compendium.abilities.3wxiRMTCBZ4iNCHp]{Temporal Acceleration} @UUID[Compendium.cyphersystem-compendium.abilities.t8wL47jk1KS4zapb]{Tough It Out} @UUID[Compendium.cyphersystem-compendium.abilities.sq2JJtnRtSthJSYL]{Tower of Intellect} @UUID[Compendium.cyphersystem-compendium.abilities.2AIQhz00HyZhY7wM]{Tower of Will} @UUID[Compendium.cyphersystem-compendium.abilities.w2aO1ZIpmBDQJXq1]{Tumbling Moves} @UUID[Compendium.cyphersystem-compendium.abilities.OovsYh1BefBJrU8m]{Versatile Mind} @UUID[Compendium.cyphersystem-compendium.abilities.DhbLcVuqEZmS6Z2y]{Vigilance} @UUID[Compendium.cyphersystem-compendium.abilities.OWVz2CkwLnCSJMdS]{Wraith Cloak}

High Tier

@UUID[Compendium.cyphersystem-compendium.abilities.i5n7BaFjTo6W35f9]{Defense Master} @UUID[Compendium.cyphersystem-compendium.abilities.xBZTbhZKRB9AJmMa]{Defensive Augmentation} @UUID[Compendium.cyphersystem-compendium.abilities.FjXL6iSD1CJKbuGT]{Defensive Field} @UUID[Compendium.cyphersystem-compendium.abilities.LwmoGOpgHy1K2dU4]{Energize Creature} @UUID[Compendium.cyphersystem-compendium.abilities.5i6TqVJQQ4sTvqTm]{Energize Crowd} @UUID[Compendium.cyphersystem-compendium.abilities.N0OZaNOIbHTiWDL1]{Evasion} @UUID[Compendium.cyphersystem-compendium.abilities.cTU70NgcebRlD7jI]{Field-Reinforced Armor} @UUID[Compendium.cyphersystem-compendium.abilities.S9QxUr8u2gtwY7ya]{Hard Target} @UUID[Compendium.cyphersystem-compendium.abilities.KGzAHs3qln0fNDjt]{Hard to Kill} @UUID[Compendium.cyphersystem-compendium.abilities.5rgcPJXpCcB5VJ1m]{Lost in the Chaos} @UUID[Compendium.cyphersystem-compendium.abilities.rHApGqEQj8TCGa3f]{Masterful Armor Modification} @UUID[Compendium.cyphersystem-compendium.abilities.4k5JFV78A5SiPjFo]{Mastery in Armor} @UUID[Compendium.cyphersystem-compendium.abilities.LTqgcoprvBF2ZkdH]{Mastery With Defense} @UUID[Compendium.cyphersystem-compendium.abilities.iIy1HDd9yUl07AYo]{Microgravity Avoidance} @UUID[Compendium.cyphersystem-compendium.abilities.m2j3n3xiExLcXAAn]{Moderate Wish} @UUID[Compendium.cyphersystem-compendium.abilities.lGbieMmnuoqsl4Jz]{Nothing but Defend} @UUID[Compendium.cyphersystem-compendium.abilities.AmZDmnmP7CxSSN4h]{Parry} @UUID[Compendium.cyphersystem-compendium.abilities.N0wzhZ676UrCR8M4]{Precognition} @UUID[Compendium.cyphersystem-compendium.abilities.cbXNxvPdWEbKF6nA]{Reactive Field} @UUID[Compendium.cyphersystem-compendium.abilities.MA2Pwhbpbq2SSIQy]{See the Future} @UUID[Compendium.cyphersystem-compendium.abilities.4BQHOR98z3TYJPQu]{Still As a Statue} @UUID[Compendium.cyphersystem-compendium.abilities.fkedtvx6UakJPOZN]{Ultra Enhancement} @UUID[Compendium.cyphersystem-compendium.abilities.QLRztjFH4YetYM6l]{Untouchable} @UUID[Compendium.cyphersystem-compendium.abilities.INdq5iQf5ECzRiNp]{Untouchable While Moving} @UUID[Compendium.cyphersystem-compendium.abilities.B6SEeGr5kxLAgvvq]{Wear It Well}

Senses

Enhances your senses (seeing in the dark, seeing underwater or through mist, sensing danger, finding optimal places to stand in combat, and so on), but doesn’t provide direct answers to questions like an information ability does.

Low Tier

@UUID[Compendium.cyphersystem-compendium.abilities.xskKzxBoGvSrje4e]{Eyes Adjusted} @UUID[Compendium.cyphersystem-compendium.abilities.wVgcztnnNFPqK9Mo]{Familiarize} @UUID[Compendium.cyphersystem-compendium.abilities.8ydN3DBdXXP24hQL]{Find an Opening} @UUID[Compendium.cyphersystem-compendium.abilities.YBMLX3Jm5oN79J6G]{Heads-Up Display} @UUID[Compendium.cyphersystem-compendium.abilities.boxrBJsyP0yjJHjt]{Link Senses} @UUID[Compendium.cyphersystem-compendium.abilities.TPEcyzCeC3z5FyyQ]{Mental Link} @UUID[Compendium.cyphersystem-compendium.abilities.Uti1XQwY4VFZwwwc]{Reveal} @UUID[Compendium.cyphersystem-compendium.abilities.jq6Wm9xYxJA0bRaR]{See the Unseen} @UUID[Compendium.cyphersystem-compendium.abilities.rYyymKUc0QKWdNsy]{See Through Matter} @UUID[Compendium.cyphersystem-compendium.abilities.mvFsSsVjyF8iXvCe]{Sense Ambush} @UUID[Compendium.cyphersystem-compendium.abilities.PRh7n2VLXyRa4il9]{Share Senses} @UUID[Compendium.cyphersystem-compendium.abilities.WgjatSOUT6pT02A7]{Third Eye}

Mid Tier

@UUID[Compendium.cyphersystem-compendium.abilities.KAAezRI2l8rdp1NS]{Animal Senses and Sensibilities} @UUID[Compendium.cyphersystem-compendium.abilities.ZB80ZclRSzEcr4o1]{Awareness} @UUID[Compendium.cyphersystem-compendium.abilities.zstBkLwRduC7vgGT]{Beast Eyes} @UUID[Compendium.cyphersystem-compendium.abilities.nJlhmzrhmXvM3QvU]{Break the Line} @UUID[Compendium.cyphersystem-compendium.abilities.j1AZSJpCetRgsQ6A]{Detect Life} @UUID[Compendium.cyphersystem-compendium.abilities.MvyXo0ZUsxu8QQ22]{Distance Viewing} @UUID[Compendium.cyphersystem-compendium.abilities.EcOIgMC9c1IfSHsr]{Echolocation} @UUID[Compendium.cyphersystem-compendium.abilities.khxZngfluNmVSAIT]{Experienced Finder} @UUID[Compendium.cyphersystem-compendium.abilities.QsXOz48JgyXYEEqS]{Inhabit Crystal} @UUID[Compendium.cyphersystem-compendium.abilities.KBjSpuK7XJc1abJv]{Remote Viewing} @UUID[Compendium.cyphersystem-compendium.abilities.syiylO75dZlcUp3i]{Sensing Package} @UUID[Compendium.cyphersystem-compendium.abilities.bzy1KzO0oPmZGu2b]{Sensor} @UUID[Compendium.cyphersystem-compendium.abilities.9YuQrJXAQO0qIFPj]{Serv-0 Spy} @UUID[Compendium.cyphersystem-compendium.abilities.V1ROUnWXLmLRMxXi]{Trapfinder} @UUID[Compendium.cyphersystem-compendium.abilities.FktE2hQhSKXbWcQU]{Use Senses of Others}

High Tier

@UUID[Compendium.cyphersystem-compendium.abilities.B0dq2gW9gdA0PdzR]{Amplify Sounds} @UUID[Compendium.cyphersystem-compendium.abilities.djqbPin4qsUauJmD]{Battlefield Tactician} @UUID[Compendium.cyphersystem-compendium.abilities.xRvaY8SG4HVy5WO8]{Dark Explorer} @UUID[Compendium.cyphersystem-compendium.abilities.cpJY8qkTAmSvXoFM]{Infer Thoughts} @UUID[Compendium.cyphersystem-compendium.abilities.7QTTrXnxDHskYYhj]{Master Machine} @UUID[Compendium.cyphersystem-compendium.abilities.PazO9rJ2YoE8VEUw]{See Through Time} @UUID[Compendium.cyphersystem-compendium.abilities.MGzAkRaGd4LgfQti]{True Senses}

Social

Gives you an indirect social benefit, such as providing a useful contact in a city or letting you take advantage of your social status.

Low Tier

@UUID[Compendium.cyphersystem-compendium.abilities.2CekF2lqwNrMyio0]{Connected} @UUID[Compendium.cyphersystem-compendium.abilities.2GwH3ugd7aHrWZRz]{Debate} @UUID[Compendium.cyphersystem-compendium.abilities.JSlr2Q6Ll1xNd8fX]{Demeanor of Command} @UUID[Compendium.cyphersystem-compendium.abilities.GT0AiiarWPbGzxKs]{Impart Ideal} @UUID[Compendium.cyphersystem-compendium.abilities.OmfjqEmmIbrWST5U]{Misdirect Blame} @UUID[Compendium.cyphersystem-compendium.abilities.5VqOTQlAYTtWTwmS]{Negotiate} @UUID[Compendium.cyphersystem-compendium.abilities.6QXGJBsJPDFgcdq5]{Perks of Stardom} @UUID[Compendium.cyphersystem-compendium.abilities.MBlyd9LvSH8D0Z5I]{Powerful Rhetoric} @UUID[Compendium.cyphersystem-compendium.abilities.xMRRfjFF0POkxyea]{Privileged Nobility} @UUID[Compendium.cyphersystem-compendium.abilities.OFWQd2W52VAODeas]{Underworld Contacts} @UUID[Compendium.cyphersystem-compendium.abilities.UHvD5299HFbwBvpR]{Unexpected Betrayal}

Mid Tier

@UUID[Compendium.cyphersystem-compendium.abilities.7Gxuqkwo4i47yHe3]{Betrayal} @UUID[Compendium.cyphersystem-compendium.abilities.tmrSKjGmjbxfIqPI]{Flamboyant Boast} @UUID[Compendium.cyphersystem-compendium.abilities.zg8dYuOdCXGwXOFd]{Informer} @UUID[Compendium.cyphersystem-compendium.abilities.i5BlJLgj1ayBw0uY]{Oratory} @UUID[Compendium.cyphersystem-compendium.abilities.ZqBpOAiH70SGHX8N]{Perfect Stranger}

High Tier

@UUID[Compendium.cyphersystem-compendium.abilities.hhBF8re7Azmce3Y9]{Group Friendship}

Special Attack

Gives the ability to make a special melee or ranged attack (weapon, energy blast, psychic, and so on). The attack might do damage, have a special effect (disarm, hinder, move the target, and so on), or both. This also includes abilities like Spray that let you attack multiple targets as your action.

Low Tier

@UUID[Compendium.cyphersystem-compendium.abilities.p61Ycyc7lVZQXupO]{Advantage to Disadvantage} @UUID[Compendium.cyphersystem-compendium.abilities.X7Rrn9Q54ceSA4Lr]{Aggression} @UUID[Compendium.cyphersystem-compendium.abilities.EyAIsiqJGCspQFcu]{Arcane Flare} @UUID[Compendium.cyphersystem-compendium.abilities.7BS6IEcYlEp5v3OC]{Bash} @UUID[Compendium.cyphersystem-compendium.abilities.wyUQ3Atl3V1ItCFH]{Bloodlust} @UUID[Compendium.cyphersystem-compendium.abilities.Mfebb42AE5xt7k85]{Concussive Blast} @UUID[Compendium.cyphersystem-compendium.abilities.6cMg5QXB71YNgoaM]{Control the Field} @UUID[Compendium.cyphersystem-compendium.abilities.o7kTUAFonv5HPi07]{Cutting Light} @UUID[Compendium.cyphersystem-compendium.abilities.teFcKcbo5ZBFbfRl]{Dazzling Sunburst} @UUID[Compendium.cyphersystem-compendium.abilities.di7QfASecjKU8BPN]{Disincentivize} @UUID[Compendium.cyphersystem-compendium.abilities.7f6ulMjWFw2BOK76]{Disrupting Touch} @UUID[Compendium.cyphersystem-compendium.abilities.JyAovhallyh9m6oW]{Drain Machine} @UUID[Compendium.cyphersystem-compendium.abilities.bH57y3PYsMceluGy]{Dream Thief} @UUID[Compendium.cyphersystem-compendium.abilities.NHns9zqufRvB3Tnl]{Dual Light Wield} @UUID[Compendium.cyphersystem-compendium.abilities.bM2Y62eaUKYKdcwq]{Entangling Force} @UUID[Compendium.cyphersystem-compendium.abilities.lQ4MNmGXXNBMGsmk]{Enthrall} @UUID[Compendium.cyphersystem-compendium.abilities.TmWjWp4iWk4GMLN0]{Erase Memories} @UUID[Compendium.cyphersystem-compendium.abilities.eFgzJXQlg6l7NBqM]{Eye Gouge} @UUID[Compendium.cyphersystem-compendium.abilities.78uF9siViGIHKYGx]{Flash} @UUID[Compendium.cyphersystem-compendium.abilities.aidcxXW6MokDMqY7]{Force Bash} @UUID[Compendium.cyphersystem-compendium.abilities.nHqTzLHJrUWSAATM]{Frost Touch} @UUID[Compendium.cyphersystem-compendium.abilities.aFEBxDGnuFi20cLo]{Golem Grip} @UUID[Compendium.cyphersystem-compendium.abilities.zW0cZJQTR0tHUmn3]{Grasping Foliage} @UUID[Compendium.cyphersystem-compendium.abilities.S3L1oym8fpx0NsAc]{Hemorrhage} @UUID[Compendium.cyphersystem-compendium.abilities.NJjAmyf9zhjRTNme]{Hurl Flame} @UUID[Compendium.cyphersystem-compendium.abilities.lwJAowJa4eKlcDjb]{Misdirect} @UUID[Compendium.cyphersystem-compendium.abilities.FE1Ge8CbJxQcCo0b]{Onslaught} @UUID[Compendium.cyphersystem-compendium.abilities.90wkMwuVBaiyL9yt]{Opportunist} @UUID[Compendium.cyphersystem-compendium.abilities.o2iiTUXdkMPREkvK]{Overwatch} @UUID[Compendium.cyphersystem-compendium.abilities.IPwnXtVrXauJXgFo]{Pierce} @UUID[Compendium.cyphersystem-compendium.abilities.Myt0JUt24B8hjYAg]{Push} @UUID[Compendium.cyphersystem-compendium.abilities.yszDDDpH6m16dEoV]{Quick Throw} @UUID[Compendium.cyphersystem-compendium.abilities.Yg6jEM07HAccDcNC]{Ray of Confusion} @UUID[Compendium.cyphersystem-compendium.abilities.NMjccuRLDDnfZtZe]{Release Energy} @UUID[Compendium.cyphersystem-compendium.abilities.Q8xKsSOvoFWL1ePP]{Resonance Field} @UUID[Compendium.cyphersystem-compendium.abilities.7aCeBDGZqu8A9hMQ]{Ribbons of Dark Matter} @UUID[Compendium.cyphersystem-compendium.abilities.kkCW4KkWA751AeBl]{Scramble Machine} @UUID[Compendium.cyphersystem-compendium.abilities.n81xGnZHydeXmIRc]{Scratch Existence} @UUID[Compendium.cyphersystem-compendium.abilities.0Wq39mJ9oXA415qx]{Seeds of Fury} @UUID[Compendium.cyphersystem-compendium.abilities.nptFEdFaUvjDeqAz]{Shatter} @UUID[Compendium.cyphersystem-compendium.abilities.3btRIiWxY8oMcVMo]{Shock} @UUID[Compendium.cyphersystem-compendium.abilities.pdNI9QMKmDwu8gza]{Stasis} @UUID[Compendium.cyphersystem-compendium.abilities.36nlDXhOP5e5dfns]{Successive Attack} @UUID[Compendium.cyphersystem-compendium.abilities.uG2ACHNAPoZirp0b]{Surprise Attack} @UUID[Compendium.cyphersystem-compendium.abilities.8hiUfUNY3u2IpVDa]{Swipe} @UUID[Compendium.cyphersystem-compendium.abilities.WO2Wg9PvscHMcQlH]{Thrust} @UUID[Compendium.cyphersystem-compendium.abilities.uMaMKhemHmtlXDjT]{Thunder Beam} @UUID[Compendium.cyphersystem-compendium.abilities.cwZIpP2FTLIVGhbm]{Weighty}

Mid Tier

@UUID[Compendium.cyphersystem-compendium.abilities.ra0A8MtQjZEYhJPr]{Acrobatic Attack} @UUID[Compendium.cyphersystem-compendium.abilities.cS1RW48sdVY6ZJZd]{Ambusher} @UUID[Compendium.cyphersystem-compendium.abilities.SG8ms3jfHw8hXGnX]{Answering Attack} @UUID[Compendium.cyphersystem-compendium.abilities.tbeFzIPGuAjRBpKM]{Better Surprise Attack} @UUID[Compendium.cyphersystem-compendium.abilities.YDKULtvV0pMJDxi2]{Bolts of Power} @UUID[Compendium.cyphersystem-compendium.abilities.V2BSB9or5UJdTiYF]{Built-in Weaponry} @UUID[Compendium.cyphersystem-compendium.abilities.IUlsD8Zxp8AYbO4h]{Burning Light} @UUID[Compendium.cyphersystem-compendium.abilities.Hw16NpdbdJOqVF4z]{Castigate} @UUID[Compendium.cyphersystem-compendium.abilities.WeMTxJElozl7OWdJ]{Center of Attention} @UUID[Compendium.cyphersystem-compendium.abilities.hIWg9VFNnYnrknAu]{Crystal Lens} @UUID[Compendium.cyphersystem-compendium.abilities.MqGMnSIkHK4rOFSm]{Dark Matter Strike} @UUID[Compendium.cyphersystem-compendium.abilities.vZELZYMsLJfBfUnt]{Dazing Attack} @UUID[Compendium.cyphersystem-compendium.abilities.JVvSTtYbksWJDADY]{Debilitating Strike} @UUID[Compendium.cyphersystem-compendium.abilities.0XSuUGS0UyrhiW44]{Destroy Metal} @UUID[Compendium.cyphersystem-compendium.abilities.ka5VA9XBi4OTnKVa]{Disable Mechanisms} @UUID[Compendium.cyphersystem-compendium.abilities.7rjeYt5hNhkvqK9w]{Disarming Strike} @UUID[Compendium.cyphersystem-compendium.abilities.dJTgtIs80gOoI6ac]{Divine Radiance} @UUID[Compendium.cyphersystem-compendium.abilities.E1YiGcXAYOjHXoAd]{Dodge and Respond} @UUID[Compendium.cyphersystem-compendium.abilities.A6H8xi93t6Zrexz9]{Drain Charge} @UUID[Compendium.cyphersystem-compendium.abilities.q9nALxXrBv5ubXaT]{Dual Medium Wield} @UUID[Compendium.cyphersystem-compendium.abilities.1L1uoad8vwgWxiyN]{Everything Is a Weapon} @UUID[Compendium.cyphersystem-compendium.abilities.VEJQ74o175OnlIAm]{Exile} @UUID[Compendium.cyphersystem-compendium.abilities.RO8dmB90aRPOmCuJ]{Feint} @UUID[Compendium.cyphersystem-compendium.abilities.AUGM3xEluWJi4Y8h]{Fire and Ice} @UUID[Compendium.cyphersystem-compendium.abilities.NgHLZq3tZ3CFJvYv]{Fire Bloom} @UUID[Compendium.cyphersystem-compendium.abilities.CAh0KStmP03kgv62]{Fling} @UUID[Compendium.cyphersystem-compendium.abilities.dDhnZrzAxDvK7QYa]{Force at Distance} @UUID[Compendium.cyphersystem-compendium.abilities.dCoCGVzWxIL9fIvH]{Force Blast} @UUID[Compendium.cyphersystem-compendium.abilities.BGMXK6VKNmp8M4A3]{Freezing Touch} @UUID[Compendium.cyphersystem-compendium.abilities.E0k0LUw0epjJGrv9]{Golem Stomp} @UUID[Compendium.cyphersystem-compendium.abilities.48i5ybVtZaTlFLJf]{Grab} @UUID[Compendium.cyphersystem-compendium.abilities.jbhcWHMiQQaR9ukO]{Gravity Cleave} @UUID[Compendium.cyphersystem-compendium.abilities.LLvJZvzbGQOrlqoE]{Ignition} @UUID[Compendium.cyphersystem-compendium.abilities.QxOsAHpd8ZkEXI5u]{Improved Object Bond} @UUID[Compendium.cyphersystem-compendium.abilities.2K3b6cTuLEGZfYqa]{Knock Out} @UUID[Compendium.cyphersystem-compendium.abilities.whVEpvOjmGs3fpcD]{Matter Cloud} @UUID[Compendium.cyphersystem-compendium.abilities.R9WffstnihzBuuvW]{Mind Games} @UUID[Compendium.cyphersystem-compendium.abilities.PTVAJGFiXDueX8az]{Momentum} @UUID[Compendium.cyphersystem-compendium.abilities.gDwPpgIAocEfQjPx]{Overawe} @UUID[Compendium.cyphersystem-compendium.abilities.zIYdniz9sjvAHsnX]{Overcome All Obstacles} @UUID[Compendium.cyphersystem-compendium.abilities.rXUUDUJFKis8TpnL]{Phase Detonation} @UUID[Compendium.cyphersystem-compendium.abilities.cJB7wj5okdPZuRNb]{Phased Attack} @UUID[Compendium.cyphersystem-compendium.abilities.NoC3yuqxU8yhPf47]{Power Strike} @UUID[Compendium.cyphersystem-compendium.abilities.blm1Z8JxvWOiFf0b]{Pry Open} @UUID[Compendium.cyphersystem-compendium.abilities.Mc8L07dpf605FDo9]{Psychic Burst} @UUID[Compendium.cyphersystem-compendium.abilities.Je1MitN21L3lqWVF]{Psychosis} @UUID[Compendium.cyphersystem-compendium.abilities.JJ9nWmcBIlfyNDfe]{Push Off and Throw} @UUID[Compendium.cyphersystem-compendium.abilities.JlYk5UNZEUzzO8Js]{Quick Strike} @UUID[Compendium.cyphersystem-compendium.abilities.YA5P5CBNr5NSmY6z]{Rapid Attack} @UUID[Compendium.cyphersystem-compendium.abilities.XqGE5QLHnpIKB5rB]{Reaction} @UUID[Compendium.cyphersystem-compendium.abilities.Yo2Z3EdYjx88jYnp]{Remote Control} @UUID[Compendium.cyphersystem-compendium.abilities.ZuX6gykVtKxiBAxR]{Run and Fight} @UUID[Compendium.cyphersystem-compendium.abilities.znJCKr6PeEq4a0j5]{Shattering Shout} @UUID[Compendium.cyphersystem-compendium.abilities.bkQnnjRFJS9VpaY5]{Slice} @UUID[Compendium.cyphersystem-compendium.abilities.oNk0Nhle1XwBhOvp]{Snap Shot} @UUID[Compendium.cyphersystem-compendium.abilities.yJDNsRAG3Elm6PWp]{Snipe} @UUID[Compendium.cyphersystem-compendium.abilities.YIzrA5i8eBSPMFzj]{Spray} @UUID[Compendium.cyphersystem-compendium.abilities.57txEIyzuPUQOqVP]{Sprint and Grab} @UUID[Compendium.cyphersystem-compendium.abilities.B4U7RiMrZElfOQyj]{Taking Advantage} @UUID[Compendium.cyphersystem-compendium.abilities.hy3hI86e9BCmkcQO]{Tall Tale} @UUID[Compendium.cyphersystem-compendium.abilities.WuNUt6ltWGDdjNLS]{Throw} @UUID[Compendium.cyphersystem-compendium.abilities.SPL1URVkuo4PJP8I]{Throw Force Shield} @UUID[Compendium.cyphersystem-compendium.abilities.4s3SAqu0lb5qzfzL]{Trick Shot}

High Tier

@UUID[Compendium.cyphersystem-compendium.abilities.NCXCkCYeZw8qlazG]{Absorb Energy} @UUID[Compendium.cyphersystem-compendium.abilities.WrJDw2X8JHcljjP4]{Arc Spray} @UUID[Compendium.cyphersystem-compendium.abilities.YbYeZ0A0m96IWxwl]{Assassin Strike} @UUID[Compendium.cyphersystem-compendium.abilities.T5tn7zItPyaRcYNC]{Asserting Your Privilege} @UUID[Compendium.cyphersystem-compendium.abilities.ltAq7qr8aaalOtJp]{Attack and Attack Again} @UUID[Compendium.cyphersystem-compendium.abilities.6kTwO0uYuP8qKqkM]{Biomorphic Detonation} @UUID[Compendium.cyphersystem-compendium.abilities.jISh0vWOJdK9hUm1]{Blind Machine} @UUID[Compendium.cyphersystem-compendium.abilities.XRXQwJplJrm7onbN]{Blinding Attack} @UUID[Compendium.cyphersystem-compendium.abilities.zflNCqrmTL7vrYg1]{Bouncing Shield} @UUID[Compendium.cyphersystem-compendium.abilities.9O17NBrKA4AA4Ckw]{Break the Ranks} @UUID[Compendium.cyphersystem-compendium.abilities.lID9ke0vHX2r2CC8]{Break Their Mind} @UUID[Compendium.cyphersystem-compendium.abilities.2lhnVWUMX1Nu6KVj]{Call the Storm} @UUID[Compendium.cyphersystem-compendium.abilities.yEfkqXxmuQqlA6Fi]{Cold Burst} @UUID[Compendium.cyphersystem-compendium.abilities.PZBKCtRj5S6ULnjo]{Concussion} @UUID[Compendium.cyphersystem-compendium.abilities.jHrQLzIfjKtXBoJL]{Deactivate Mechanisms} @UUID[Compendium.cyphersystem-compendium.abilities.6P1CJvVMot3Y2xj0]{Deadly Strike} @UUID[Compendium.cyphersystem-compendium.abilities.iTxEWRCR8G5Rych2]{Death Touch} @UUID[Compendium.cyphersystem-compendium.abilities.i5n7BaFjTo6W35f9]{Defense Master} @UUID[Compendium.cyphersystem-compendium.abilities.0WPUu04FbqxGckhU]{Destroyer} @UUID[Compendium.cyphersystem-compendium.abilities.xR2DkSqvAoR8Vtfn]{Dirty Fighter} @UUID[Compendium.cyphersystem-compendium.abilities.p1UMG2hrng7mLFDv]{Disarming Attack} @UUID[Compendium.cyphersystem-compendium.abilities.OkKNmMvLFwHxUv2r]{Divine Intervention} @UUID[Compendium.cyphersystem-compendium.abilities.tgaSXp1VQiec8Jst]{Divine Symbol} @UUID[Compendium.cyphersystem-compendium.abilities.1W0sBVHxG7LESCPl]{Do You Know Who I Am?} @UUID[Compendium.cyphersystem-compendium.abilities.NJakiz9yvoflzzBD]{Drain Power} @UUID[Compendium.cyphersystem-compendium.abilities.D4JFKjeVDkx9Xfnf]{Dust to Dust} @UUID[Compendium.cyphersystem-compendium.abilities.jhdgI9rV2mpH6JQU]{Earthquake} @UUID[Compendium.cyphersystem-compendium.abilities.apQwshUTjCQPym8A]{Embrace the Night} @UUID[Compendium.cyphersystem-compendium.abilities.Be1ehHb90jtLc8l0]{Explosive Release} @UUID[Compendium.cyphersystem-compendium.abilities.syJ3mkT2hHR2MY3o]{Finishing Blow} @UUID[Compendium.cyphersystem-compendium.abilities.6fpCYtBDCfW6m1b0]{Fire Tendrils} @UUID[Compendium.cyphersystem-compendium.abilities.xCUKzmoBKzN9gIut]{Foul Aura} @UUID[Compendium.cyphersystem-compendium.abilities.mvC2vboULutesBDu]{Ice Storm} @UUID[Compendium.cyphersystem-compendium.abilities.SZtOjKk7ScShJT6G]{Iron Punch} @UUID[Compendium.cyphersystem-compendium.abilities.IFb8NX06xgWM7H98]{Jump Attack} @UUID[Compendium.cyphersystem-compendium.abilities.tjzqyyAZoibXl4DT]{Lethal Ploy} @UUID[Compendium.cyphersystem-compendium.abilities.GlFT2ITvytQVWywQ]{Lethal Vibration} @UUID[Compendium.cyphersystem-compendium.abilities.KNElOxbWobS1ygLv]{Murderer} @UUID[Compendium.cyphersystem-compendium.abilities.pUbqCBV3dBOWFgmv]{Nightmare} @UUID[Compendium.cyphersystem-compendium.abilities.ptH3O4GES71CClGO]{Phase Foe} @UUID[Compendium.cyphersystem-compendium.abilities.xxavxLEaiVFug1D6]{Protective Wall} @UUID[Compendium.cyphersystem-compendium.abilities.8wSx2qtKXq0dWxId]{Psychokinetic Attack} @UUID[Compendium.cyphersystem-compendium.abilities.KVOFCKWKmUrqAe7v]{Punish All the Guilty} @UUID[Compendium.cyphersystem-compendium.abilities.bY52t6eGONKu8Kr4]{Resonant Quake} @UUID[Compendium.cyphersystem-compendium.abilities.G5bTthwpEf5azVHA]{Return to Sender} @UUID[Compendium.cyphersystem-compendium.abilities.EH8OmAJaimF4MTgg]{Shatter Mind} @UUID[Compendium.cyphersystem-compendium.abilities.BM6YnBez7sVnrGUh]{Special Shot} @UUID[Compendium.cyphersystem-compendium.abilities.KDZeCZJxjCQzlTxA]{Spin Attack} @UUID[Compendium.cyphersystem-compendium.abilities.jrTEtAhE6GfLW7R4]{Spring Away} @UUID[Compendium.cyphersystem-compendium.abilities.eQIPJk2xcFGfDr3H]{Stun Attack} @UUID[Compendium.cyphersystem-compendium.abilities.xbYD729j3km6ZDCA]{Sun Siphon} @UUID[Compendium.cyphersystem-compendium.abilities.447ojnjZFMCma8eu]{Taunt Foe} @UUID[Compendium.cyphersystem-compendium.abilities.kKYyGbrQxDRSOh37]{Terrifying Gaze} @UUID[Compendium.cyphersystem-compendium.abilities.Z4QcjOxgltEJPm96]{Twisting the Knife} @UUID[Compendium.cyphersystem-compendium.abilities.IN9qNZDx4sBKNr8n]{Undo} @UUID[Compendium.cyphersystem-compendium.abilities.xRIDlrBzTXVYC5rh]{Vindictive Performance} @UUID[Compendium.cyphersystem-compendium.abilities.s8NShtaUrW0Oxolo]{Weapon and Body} @UUID[Compendium.cyphersystem-compendium.abilities.tMOeiKWrhp5P5CCQ]{Weight of the World} @UUID[Compendium.cyphersystem-compendium.abilities.w3HN2nZBTo5mLJcM]{Weightless Shot} @UUID[Compendium.cyphersystem-compendium.abilities.WW3QjCP5UJUsKBW3]{Whirlwind of Throws} @UUID[Compendium.cyphersystem-compendium.abilities.EXrZLa3M8BK43qoi]{Winter Gauntlets} @UUID[Compendium.cyphersystem-compendium.abilities.Gsre3acJaxhGBa0S]{Word of Death}

Support

Gives some sort of benefit to an ally rather than yourself, such as an extra action or an asset on their roll.

Low Tier

@UUID[Compendium.cyphersystem-compendium.abilities.WrgqojoyWuTWpyQq]{Advice From a Friend} @UUID[Compendium.cyphersystem-compendium.abilities.BlBi7qk0darLthxS]{Anecdote} @UUID[Compendium.cyphersystem-compendium.abilities.b8rtgyatE8o9FaRS]{Attack Flourish} @UUID[Compendium.cyphersystem-compendium.abilities.5jGN9GicKYIAneKQ]{Defend the Innocent} @UUID[Compendium.cyphersystem-compendium.abilities.4yyKQYnrbL3r9gcU]{Enable Others} @UUID[Compendium.cyphersystem-compendium.abilities.hYa7I52x2iwffh8C]{Encouragement} @UUID[Compendium.cyphersystem-compendium.abilities.grCiWRuV8lvflQHM]{Encouraging Presence} @UUID[Compendium.cyphersystem-compendium.abilities.4fcns7ANpZF7pHaz]{Force Field} @UUID[Compendium.cyphersystem-compendium.abilities.lZCAKgP966BuU4uF]{Friendly Help} @UUID[Compendium.cyphersystem-compendium.abilities.DmnRMTfHYaeoYFVu]{Good Advice} @UUID[Compendium.cyphersystem-compendium.abilities.FiSwskgQGBjp4IhZ]{Inspire Action} @UUID[Compendium.cyphersystem-compendium.abilities.wWCehMidmvLypdxj]{Inspire Aggression} @UUID[Compendium.cyphersystem-compendium.abilities.DLxDL49VjUEMAjxZ]{Inspiring Ease} @UUID[Compendium.cyphersystem-compendium.abilities.qp1jDaFiRR5xPPMn]{Protector} @UUID[Compendium.cyphersystem-compendium.abilities.POaewj2PWMMfCY1i]{Rally to Me} @UUID[Compendium.cyphersystem-compendium.abilities.Uti1XQwY4VFZwwwc]{Reveal} @UUID[Compendium.cyphersystem-compendium.abilities.FgyHV0QR3YwlLIVb]{Sculpt Flesh} @UUID[Compendium.cyphersystem-compendium.abilities.701ts4xCDjURZSb5]{Teamwork}

Mid Tier

@UUID[Compendium.cyphersystem-compendium.abilities.hB1CISYVEZXEO0IV]{Accelerate} @UUID[Compendium.cyphersystem-compendium.abilities.wJSxVM8fWADJtTSd]{Applying Your Knowledge} @UUID[Compendium.cyphersystem-compendium.abilities.knh2MWMhCgqOjWYD]{Buddy System} @UUID[Compendium.cyphersystem-compendium.abilities.lb5Bo8BpNXdVMkmt]{Combat Challenge} @UUID[Compendium.cyphersystem-compendium.abilities.bz04IOSkdP3zcRMD]{Defend All the Innocent} @UUID[Compendium.cyphersystem-compendium.abilities.Su3LkSzdGHg9w1RO]{Dual Wards} @UUID[Compendium.cyphersystem-compendium.abilities.XR8WeRW3OlbCIjlJ]{Elemental Protection} @UUID[Compendium.cyphersystem-compendium.abilities.RgosWDt0hkosbVQr]{In Harm’s Way} @UUID[Compendium.cyphersystem-compendium.abilities.1N6P5ZRogThCS0KH]{Lead by Inquiry} @UUID[Compendium.cyphersystem-compendium.abilities.dIK67k9aoBbFBnkf]{Pay It Forward} @UUID[Compendium.cyphersystem-compendium.abilities.oS3AeTouF6HPcaH5]{Play to the Crowd} @UUID[Compendium.cyphersystem-compendium.abilities.QFZyfDWOSEpZeQmM]{Spur Effort} @UUID[Compendium.cyphersystem-compendium.abilities.scceoEmEnN5MW8XT]{Take Command} @UUID[Compendium.cyphersystem-compendium.abilities.GAeUBbQWE3ryv50V]{True Guardian}

High Tier

@UUID[Compendium.cyphersystem-compendium.abilities.Eez3uExkDA20XJg3]{Able Assistance} @UUID[Compendium.cyphersystem-compendium.abilities.G8waoPdWGzMl0S1n]{Battle Management} @UUID[Compendium.cyphersystem-compendium.abilities.3JWMtJBjf3oUWaxP]{Block for Another} @UUID[Compendium.cyphersystem-compendium.abilities.LwmoGOpgHy1K2dU4]{Energize Creature} @UUID[Compendium.cyphersystem-compendium.abilities.5i6TqVJQQ4sTvqTm]{Energize Crowd} @UUID[Compendium.cyphersystem-compendium.abilities.lJWTlBH1koX2Fjgi]{Impart Understanding} @UUID[Compendium.cyphersystem-compendium.abilities.oilgQ4oM02Pa0eNp]{Inspiration} @UUID[Compendium.cyphersystem-compendium.abilities.tTrekc4AZbIqem5L]{Inspire Coordinated Actions} @UUID[Compendium.cyphersystem-compendium.abilities.fPCTpU0viXXWrNs0]{Inspiring Success} @UUID[Compendium.cyphersystem-compendium.abilities.Tes6ntXPZR8IHgY4]{Regenerate Other} @UUID[Compendium.cyphersystem-compendium.abilities.PXvS7AatBcxH9cvZ]{Share Defense} @UUID[Compendium.cyphersystem-compendium.abilities.U9sgMUKkIkDIdRtK]{Stimulate} @UUID[Compendium.cyphersystem-compendium.abilities.iE83ABQRko5NemVU]{Teach Trick} @UUID[Compendium.cyphersystem-compendium.abilities.zZYSSAFXtJcuezxM]{Transcend the Script} @UUID[Compendium.cyphersystem-compendium.abilities.mjEFQ3ndDRvLB5Dj]{True Defender} @UUID[Compendium.cyphersystem-compendium.abilities.IN9qNZDx4sBKNr8n]{Undo} @UUID[Compendium.cyphersystem-compendium.abilities.PTM0HWGFfo5CHMif]{Will of a Leader} @UUID[Compendium.cyphersystem-compendium.abilities.jTiOQKW2QtXK8dmF]{Work the Friendship}

Task

Gives training, specialization, or an asset in one or more noncombat skills (climbing, healing, computers, initiative, and so on).

Low Tier

@UUID[Compendium.cyphersystem-compendium.abilities.wifCvRG9OhsTDT30]{Advantages of Being Big} @UUID[Compendium.cyphersystem-compendium.abilities.YD5gm0w3lqTSyO3V]{Anticipation} @UUID[Compendium.cyphersystem-compendium.abilities.rYaAyFLmCAAwZi0s]{Assassin Skills} @UUID[Compendium.cyphersystem-compendium.abilities.cpXOBSLY03j89yOy]{Athlete} @UUID[Compendium.cyphersystem-compendium.abilities.AWretAEaeQfXTXMy]{Autodoctor} @UUID[Compendium.cyphersystem-compendium.abilities.tJiXzKX4gf0GNV6V]{Balance} @UUID[Compendium.cyphersystem-compendium.abilities.XToLeZ4ksSj3MA5I]{Bestiary Knowledge} @UUID[Compendium.cyphersystem-compendium.abilities.A83Lw7NnAqwg4BZR]{Blameless} @UUID[Compendium.cyphersystem-compendium.abilities.awhzMw4RHwOwgEIR]{Breaker} @UUID[Compendium.cyphersystem-compendium.abilities.lY7NaxsFxt1XZVk5]{Car Surfer} @UUID[Compendium.cyphersystem-compendium.abilities.PlTtlXeugIljHFVg]{Careful Aim} @UUID[Compendium.cyphersystem-compendium.abilities.zGoUoC6i0f1SbUqE]{Celebrity Talent} @UUID[Compendium.cyphersystem-compendium.abilities.JkiG6hpsfj1h6XRR]{Computer Programming} @UUID[Compendium.cyphersystem-compendium.abilities.dQHSDDZxJNHrHH1l]{Contortionist} @UUID[Compendium.cyphersystem-compendium.abilities.YvPBxDxLz16Usm7m]{Courageous} @UUID[Compendium.cyphersystem-compendium.abilities.fkyJ02LbeOAfDxcF]{Crafter} @UUID[Compendium.cyphersystem-compendium.abilities.UyQTRi5ZwWU5tMO0]{Danger Sense} @UUID[Compendium.cyphersystem-compendium.abilities.Q3DGDFwNIOjz866X]{Datajack} @UUID[Compendium.cyphersystem-compendium.abilities.2GwH3ugd7aHrWZRz]{Debate} @UUID[Compendium.cyphersystem-compendium.abilities.kkTWFQBeHMS8d6IL]{Deep Water Guide} @UUID[Compendium.cyphersystem-compendium.abilities.tjxKTFdA8gqZDP90]{Designation} @UUID[Compendium.cyphersystem-compendium.abilities.9p2RJYFo6s55F5Ha]{Devoted Defender} @UUID[Compendium.cyphersystem-compendium.abilities.eYHlYyVDj3odrAFJ]{Disguise} @UUID[Compendium.cyphersystem-compendium.abilities.6dPEKpK0HWuD7Bxu]{Divine Knowledge} @UUID[Compendium.cyphersystem-compendium.abilities.DCuOpij3sNomBe1a]{Driver} @UUID[Compendium.cyphersystem-compendium.abilities.ea7BzQy6fZqHQNET]{Enlightened} @UUID[Compendium.cyphersystem-compendium.abilities.6FI9lLeQx0tJX1W6]{Exploratory Experience} @UUID[Compendium.cyphersystem-compendium.abilities.jx6DFmlbQrmltHgc]{Extra Skill} @UUID[Compendium.cyphersystem-compendium.abilities.YQEECpNwDSFCFnCN]{Feat of Strength} @UUID[Compendium.cyphersystem-compendium.abilities.QgCWZia7gFicmEJr]{Flex Lore} @UUID[Compendium.cyphersystem-compendium.abilities.HoUOwIPfKTlxyQH0]{Freakishly Large} @UUID[Compendium.cyphersystem-compendium.abilities.qpBv7OxAcMAAtY2M]{Game Lessons} @UUID[Compendium.cyphersystem-compendium.abilities.p3kh3XKzetkJTG1J]{Gamer} @UUID[Compendium.cyphersystem-compendium.abilities.DmnRMTfHYaeoYFVu]{Good Advice} @UUID[Compendium.cyphersystem-compendium.abilities.pp9NFNHKgOhRYbsY]{Hand to Eye} @UUID[Compendium.cyphersystem-compendium.abilities.f7wLki6qjCNs2Ici]{Handy} @UUID[Compendium.cyphersystem-compendium.abilities.YOHGDC5hx24SqbQz]{Hard Choices} @UUID[Compendium.cyphersystem-compendium.abilities.YBMLX3Jm5oN79J6G]{Heads-Up Display} @UUID[Compendium.cyphersystem-compendium.abilities.A853pOqz5BmPfh4w]{Higher Mathematics} @UUID[Compendium.cyphersystem-compendium.abilities.ZgLefUbAcrmYdFur]{How Others Think} @UUID[Compendium.cyphersystem-compendium.abilities.vFc52xBtBp69WglW]{Impersonate} @UUID[Compendium.cyphersystem-compendium.abilities.HBHjx10W5BQW101w]{Impressive Display} @UUID[Compendium.cyphersystem-compendium.abilities.369RISHwqzRXkwEG]{Infiltrator} @UUID[Compendium.cyphersystem-compendium.abilities.sM2zEDx4gRr9CuiR]{Inner Defense} @UUID[Compendium.cyphersystem-compendium.abilities.fh7tK1BVjgSfZ8ml]{Insight} @UUID[Compendium.cyphersystem-compendium.abilities.wWCehMidmvLypdxj]{Inspire Aggression} @UUID[Compendium.cyphersystem-compendium.abilities.V765JZKDKQ00Buyn]{Interaction Skills} @UUID[Compendium.cyphersystem-compendium.abilities.4dTGeclZRVjzn5tT]{Interface} @UUID[Compendium.cyphersystem-compendium.abilities.PK6oiYXgdP7KaGgi]{Investigate} @UUID[Compendium.cyphersystem-compendium.abilities.romswZIOmAmtzfCL]{Investigative Skills} @UUID[Compendium.cyphersystem-compendium.abilities.4p95GsynORh0Xd7X]{Knowing} @UUID[Compendium.cyphersystem-compendium.abilities.xBQM1AmjmcjmPDDD]{Knowledge of the Law} @UUID[Compendium.cyphersystem-compendium.abilities.eEGFknWQZUBNXn99]{Knowledge Skills} @UUID[Compendium.cyphersystem-compendium.abilities.oAsK49Zgey5QaC82]{Late Inspiration} @UUID[Compendium.cyphersystem-compendium.abilities.eM1fLppEnXHBlRNX]{Learning the Path} @UUID[Compendium.cyphersystem-compendium.abilities.rfsCCpxcsjc8hr60]{Levity} @UUID[Compendium.cyphersystem-compendium.abilities.aOzkoVf0mNSkZBtn]{Life Lessons} @UUID[Compendium.cyphersystem-compendium.abilities.lzy1YbdIJxzNIHZq]{Machine Affinity} @UUID[Compendium.cyphersystem-compendium.abilities.QHSH8fE6l3bKz2xl]{Machine Hunting} @UUID[Compendium.cyphersystem-compendium.abilities.rhaZSmU6dJpzMO64]{Machine Interface} @UUID[Compendium.cyphersystem-compendium.abilities.XQxN55rl0f5HFxEM]{Magic Training} @UUID[Compendium.cyphersystem-compendium.abilities.Zu06akqnHdCvoR0W]{Make Judgment} @UUID[Compendium.cyphersystem-compendium.abilities.YF8CYsYKcXpdfqH5]{Master Identifier} @UUID[Compendium.cyphersystem-compendium.abilities.KM9qqjzJBJusQNkT]{Master Thief} @UUID[Compendium.cyphersystem-compendium.abilities.GfDLA0qSvqhqzIbL]{Microgravity Adept} @UUID[Compendium.cyphersystem-compendium.abilities.PRW5MxW12oakmeHE]{Monster Lore} @UUID[Compendium.cyphersystem-compendium.abilities.tC7wmZwlZcQy5Vd0]{Movement Skills} @UUID[Compendium.cyphersystem-compendium.abilities.CBGeAZSBuymzrxDz]{Muscles of Iron} @UUID[Compendium.cyphersystem-compendium.abilities.FDUGlu7DZhdfxH2P]{Natural Charisma} @UUID[Compendium.cyphersystem-compendium.abilities.bcEupdsF6FduFPwe]{Oneirochemy} @UUID[Compendium.cyphersystem-compendium.abilities.oTDJtTDkwxr5uSfU]{Open Mind} @UUID[Compendium.cyphersystem-compendium.abilities.EbnGDC61relhYaib]{Opening Statement} @UUID[Compendium.cyphersystem-compendium.abilities.noCgrKbB370cfzQg]{Physical Skills} @UUID[Compendium.cyphersystem-compendium.abilities.Kk5nnC1EcYtqc3Fu]{Pilot} @UUID[Compendium.cyphersystem-compendium.abilities.TTKx93iEvtnptsep]{Poetic License} @UUID[Compendium.cyphersystem-compendium.abilities.OjGaIl0JEepjDrla]{Post-Apocalyptic Survivor} @UUID[Compendium.cyphersystem-compendium.abilities.MBlyd9LvSH8D0Z5I]{Powerful Rhetoric} @UUID[Compendium.cyphersystem-compendium.abilities.vcbIe2sSMKJmawl4]{Predictive Equation} @UUID[Compendium.cyphersystem-compendium.abilities.xMRRfjFF0POkxyea]{Privileged Nobility} @UUID[Compendium.cyphersystem-compendium.abilities.FEkLEYwk7r9KE7oC]{Quarry} @UUID[Compendium.cyphersystem-compendium.abilities.YCwy44WnpusEYN7g]{Quick Study} @UUID[Compendium.cyphersystem-compendium.abilities.QVPmLa6CKwmH6vJZ]{Quick to Flee} @UUID[Compendium.cyphersystem-compendium.abilities.8EJ59LwWPkaqErUd]{Quicker Than Most} @UUID[Compendium.cyphersystem-compendium.abilities.pMQT2QIL38XlhkxB]{Resist Tricks} @UUID[Compendium.cyphersystem-compendium.abilities.ZOfmWQFbwSJQB4wm]{Ruin Lore} @UUID[Compendium.cyphersystem-compendium.abilities.IYt42xzsjesQyEfT]{Sailor} @UUID[Compendium.cyphersystem-compendium.abilities.h3G0Ven2SoaPCbk4]{Salvage and Comfort} @UUID[Compendium.cyphersystem-compendium.abilities.WUY75HFAqAu1i9ku]{Sense Attitudes} @UUID[Compendium.cyphersystem-compendium.abilities.x8cGd4MC9YEW9isa]{Serv-0 Repair} @UUID[Compendium.cyphersystem-compendium.abilities.9sfX1SGtcQ17Uiny]{Sharp Senses} @UUID[Compendium.cyphersystem-compendium.abilities.HWZ8mwAfZEu6r778]{Sleuth} @UUID[Compendium.cyphersystem-compendium.abilities.2CrV3a9S1yzOXBOJ]{Slippery} @UUID[Compendium.cyphersystem-compendium.abilities.sHdBJdVshvtAqz1K]{Sneak} @UUID[Compendium.cyphersystem-compendium.abilities.gwMRhz3h9zxbVQXt]{Stalker} @UUID[Compendium.cyphersystem-compendium.abilities.gbU7mA0flUR4W8Dl]{Stand Watch} @UUID[Compendium.cyphersystem-compendium.abilities.QAdh0yZBjJsHdJjD]{Stealth Skills} @UUID[Compendium.cyphersystem-compendium.abilities.tFhd4dEGikOd1g1K]{Straightforward} @UUID[Compendium.cyphersystem-compendium.abilities.MwDYD8V1CJv8w9rR]{Superb Explorer} @UUID[Compendium.cyphersystem-compendium.abilities.aJ1T8XqGF38vyzV2]{Superb Infiltrator} @UUID[Compendium.cyphersystem-compendium.abilities.B4U7RiMrZElfOQyj]{Taking Advantage} @UUID[Compendium.cyphersystem-compendium.abilities.1ZV6jp2IuXFgXEjn]{Task Training} @UUID[Compendium.cyphersystem-compendium.abilities.pYsmdnNte7o5Flca]{Tech Skills} @UUID[Compendium.cyphersystem-compendium.abilities.0xVoKhKKvzxIbtJD]{There’s Your Problem} @UUID[Compendium.cyphersystem-compendium.abilities.k4LeTZ1lqN9L3hPS]{Tool Mastery} @UUID[Compendium.cyphersystem-compendium.abilities.VAGafmOiBpvU2eq0]{Tracker} @UUID[Compendium.cyphersystem-compendium.abilities.O0d2Xjp5HTUdFzmp]{Trained Excavator} @UUID[Compendium.cyphersystem-compendium.abilities.A8CGMbLGsJ3AHKMP]{Trained Interlocutor} @UUID[Compendium.cyphersystem-compendium.abilities.eVZMy7s6px5jLTfj]{Trained Swimmer} @UUID[Compendium.cyphersystem-compendium.abilities.wEjdodvc6SLf8yso]{Travel Skills} @UUID[Compendium.cyphersystem-compendium.abilities.kv03xEihe4VZNkK5]{Understanding} @UUID[Compendium.cyphersystem-compendium.abilities.zgcoMEc4j2MjpDhC]{Vacuum Skilled} @UUID[Compendium.cyphersystem-compendium.abilities.KqV5RSzOU3S3NK51]{Wilderness Life} @UUID[Compendium.cyphersystem-compendium.abilities.8KYjSKp6ieQ8YXUy]{Wilderness Lore} @UUID[Compendium.cyphersystem-compendium.abilities.XseI77zSp7iHkEWq]{Wound Tender} @UUID[Compendium.cyphersystem-compendium.abilities.qEzcqbNhuJQuBagn]{Zero Dark Eyes}

Mid Tier

@UUID[Compendium.cyphersystem-compendium.abilities.GK0o4fjCtxgAP269]{Action Processor} @UUID[Compendium.cyphersystem-compendium.abilities.6ILcTvACqDdLVpc8]{Agent Provocateur} @UUID[Compendium.cyphersystem-compendium.abilities.KAAezRI2l8rdp1NS]{Animal Senses and Sensibilities} @UUID[Compendium.cyphersystem-compendium.abilities.TmDavAL4vDxKjLBK]{Confidence Artist} @UUID[Compendium.cyphersystem-compendium.abilities.yB4tnpDNVSOxgruq]{Dark Matter Shell} @UUID[Compendium.cyphersystem-compendium.abilities.bvqDafTBMB7Uo9Qj]{Enhance Strength} @UUID[Compendium.cyphersystem-compendium.abilities.hQx9SoUhY6jzUeTW]{Expert Driver} @UUID[Compendium.cyphersystem-compendium.abilities.12xO8QaEsTvEFUvY]{Expert Pilot} @UUID[Compendium.cyphersystem-compendium.abilities.RESKINMA0INj60Rc]{Find the Guilty} @UUID[Compendium.cyphersystem-compendium.abilities.dVh39nh5ARUxreUc]{Flex Skill} @UUID[Compendium.cyphersystem-compendium.abilities.Kk9lHkiaqsr3pUmk]{Ghost} @UUID[Compendium.cyphersystem-compendium.abilities.NhNvpbUWNRIFEm8b]{Hard to See} @UUID[Compendium.cyphersystem-compendium.abilities.7tiGTYVXj9eHdja7]{Heightened Skills} @UUID[Compendium.cyphersystem-compendium.abilities.uhC4ubTGfhkNvIMX]{Improvise} @UUID[Compendium.cyphersystem-compendium.abilities.iyM2N9G0RLlj6BZ7]{Increasing Determination} @UUID[Compendium.cyphersystem-compendium.abilities.2odkyEO8azxIZWYj]{Intelligent Interface} @UUID[Compendium.cyphersystem-compendium.abilities.t5vs3xMko8GLCB64]{Intense Interaction} @UUID[Compendium.cyphersystem-compendium.abilities.vPraXsdXkCmaoBbI]{Knowledge Is Power} @UUID[Compendium.cyphersystem-compendium.abilities.4JDFgEhyhqReRngE]{Master Crafter} @UUID[Compendium.cyphersystem-compendium.abilities.e3jpx5KsYc8F13Pu]{Meticulous Planner} @UUID[Compendium.cyphersystem-compendium.abilities.l0OFjk5XVGV5LzP1]{Minor Wish} @UUID[Compendium.cyphersystem-compendium.abilities.LdHCwZcifnRRuPrp]{Nightstrike} @UUID[Compendium.cyphersystem-compendium.abilities.3VJyYtECl0wKQj2p]{Outlast the Foe} @UUID[Compendium.cyphersystem-compendium.abilities.XQkQrvp4o395uIOJ]{Passing Mechanic} @UUID[Compendium.cyphersystem-compendium.abilities.LojkwDtb1gHLSB6A]{Preternatural Senses} @UUID[Compendium.cyphersystem-compendium.abilities.MzKqElUHuTtHkV7D]{Pull a Fast One} @UUID[Compendium.cyphersystem-compendium.abilities.y1bQFSBlwMbUico5]{Rapid Processing} @UUID[Compendium.cyphersystem-compendium.abilities.DhSH0rnaqLogC3DC]{Rider} @UUID[Compendium.cyphersystem-compendium.abilities.oCcnXLYQy9DjwPJC]{Sea Legs} @UUID[Compendium.cyphersystem-compendium.abilities.syiylO75dZlcUp3i]{Sensing Package} @UUID[Compendium.cyphersystem-compendium.abilities.NcItnMHjeG9fgE1K]{Serv-0 Aim} @UUID[Compendium.cyphersystem-compendium.abilities.lPqCQOQJF0JfoFRn]{Serv-0 Brawler} @UUID[Compendium.cyphersystem-compendium.abilities.EQXA8Gcwdc7dU8lw]{Sharp-Eyed} @UUID[Compendium.cyphersystem-compendium.abilities.hIy0GMeL8WALvhEb]{Ship Footing} @UUID[Compendium.cyphersystem-compendium.abilities.U2QV8t7Pq9irgHqF]{Silent As Space} @UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks} @UUID[Compendium.cyphersystem-compendium.abilities.c4CG5F8lfaYelzFf]{Soothe Mind and Body} @UUID[Compendium.cyphersystem-compendium.abilities.3pqCkOZjnAXWIikt]{Subtle Steps} @UUID[Compendium.cyphersystem-compendium.abilities.q80xvRDX6XwFXgma]{Targeting Eye} @UUID[Compendium.cyphersystem-compendium.abilities.NaqoExT72j3xkWp3]{Task Specialization} @UUID[Compendium.cyphersystem-compendium.abilities.oah8DOODfphl858B]{Telling} @UUID[Compendium.cyphersystem-compendium.abilities.3wxiRMTCBZ4iNCHp]{Temporal Acceleration} @UUID[Compendium.cyphersystem-compendium.abilities.zuEylYrgOVAAjs71]{Trained Basher} @UUID[Compendium.cyphersystem-compendium.abilities.I8N5PUMy5Eq7cqZl]{Trained Gunner} @UUID[Compendium.cyphersystem-compendium.abilities.gPqiQflb6Z3DXGVk]{Trained Slayer} @UUID[Compendium.cyphersystem-compendium.abilities.SjO76u6MlpVx3PwO]{Verbal Misdirection} @UUID[Compendium.cyphersystem-compendium.abilities.PlVEpuVxp9pGJSoa]{You Studied}

High Tier

@UUID[Compendium.cyphersystem-compendium.abilities.B0dq2gW9gdA0PdzR]{Amplify Sounds} @UUID[Compendium.cyphersystem-compendium.abilities.2uSx4ErQ9f2QLX5M]{As Foretold in Prophecy} @UUID[Compendium.cyphersystem-compendium.abilities.jmjxGRJTwztzBtLc]{Coordinated Effort} @UUID[Compendium.cyphersystem-compendium.abilities.xRvaY8SG4HVy5WO8]{Dark Explorer} @UUID[Compendium.cyphersystem-compendium.abilities.rYOt0poxNGA8b3FP]{Explains the Ineffable} @UUID[Compendium.cyphersystem-compendium.abilities.VVYx3J42Sj9qCQV9]{Exploit Advantage} @UUID[Compendium.cyphersystem-compendium.abilities.GnQRIvynqXx1R2a0]{Further Mathematics} @UUID[Compendium.cyphersystem-compendium.abilities.2LaX22wvw35lDger]{Learned a Few Things} @UUID[Compendium.cyphersystem-compendium.abilities.YWMUeaNzao8n8pAc]{Like the Back of Your Hand} @UUID[Compendium.cyphersystem-compendium.abilities.Cz0KkzZPnlX1oTYz]{Magnificent Moment} @UUID[Compendium.cyphersystem-compendium.abilities.kZ3LhhYZKrcnBplY]{Master Entertainer} @UUID[Compendium.cyphersystem-compendium.abilities.4USzF8qKs8oZJH13]{Multiple Skills} @UUID[Compendium.cyphersystem-compendium.abilities.kcXnkEBuyNil4Nd4]{No One Knows Better} @UUID[Compendium.cyphersystem-compendium.abilities.N0wzhZ676UrCR8M4]{Precognition} @UUID[Compendium.cyphersystem-compendium.abilities.MA2Pwhbpbq2SSIQy]{See the Future} @UUID[Compendium.cyphersystem-compendium.abilities.QZa9b5G80qxtoYqg]{Subsonic Rumble} @UUID[Compendium.cyphersystem-compendium.abilities.RE24qvMuPhasaCP3]{Total Awareness} @UUID[Compendium.cyphersystem-compendium.abilities.qKDngpAWNEzhdRj5]{Trick Driver} @UUID[Compendium.cyphersystem-compendium.abilities.vhGEeFVgyqX1gzRr]{Using the Environment}

Transform

A significant change that temporarily enhances you, such as growing bigger, turning into a werewolf, and so on. Also includes apparent transformations like disguises and invisibility.

Low Tier

@UUID[Compendium.cyphersystem-compendium.abilities.8DXGUr433iXaVCSv]{Beast Form} @UUID[Compendium.cyphersystem-compendium.abilities.GmMePJHTRl6PshR6]{Bigger} @UUID[Compendium.cyphersystem-compendium.abilities.wIOwT1tjGLMYzZAb]{Controlled Change} @UUID[Compendium.cyphersystem-compendium.abilities.HDYOv1V10xpFbFI7]{Enlarge} @UUID[Compendium.cyphersystem-compendium.abilities.Tgmrh8dyGqqCfnU5]{Face Morph} @UUID[Compendium.cyphersystem-compendium.abilities.U9ZBl9NeipxSLavS]{Golem Healing} @UUID[Compendium.cyphersystem-compendium.abilities.asQqC0DepYcsPxRV]{Illusory Disguise} @UUID[Compendium.cyphersystem-compendium.abilities.zOCvNsxHOcmkQrBn]{Phased Pocket} @UUID[Compendium.cyphersystem-compendium.abilities.5aUrbdjSSLCRggHU]{Spin Identity} @UUID[Compendium.cyphersystem-compendium.abilities.1CjsEMTtfnvL1CeJ]{Vanish}

Mid Tier

@UUID[Compendium.cyphersystem-compendium.abilities.NIePQkLH2DTVjZR2]{Bigger Beast Form} @UUID[Compendium.cyphersystem-compendium.abilities.rZsohzuwTFfghWVO]{Blend In} @UUID[Compendium.cyphersystem-compendium.abilities.Uq6p6fOg9KyFcUws]{Evanesce} @UUID[Compendium.cyphersystem-compendium.abilities.wqzexDdZolWgxAza]{Greater Controlled Change} @UUID[Compendium.cyphersystem-compendium.abilities.NhNvpbUWNRIFEm8b]{Hard to See} @UUID[Compendium.cyphersystem-compendium.abilities.uNzF1oQKJ6T1yqL4]{Huge} @UUID[Compendium.cyphersystem-compendium.abilities.nEN2HYzlJWhonfmE]{Invisible Phasing} @UUID[Compendium.cyphersystem-compendium.abilities.RfGCXsX7JXEr8fMw]{Moon Shape}

High Tier

@UUID[Compendium.cyphersystem-compendium.abilities.hbbPZIjq81Qqdp6i]{Colossal} @UUID[Compendium.cyphersystem-compendium.abilities.uN2YVmNxkFj3SFof]{Command Metal} @UUID[Compendium.cyphersystem-compendium.abilities.PyVeE7CtDVDksWG6]{Disappear} @UUID[Compendium.cyphersystem-compendium.abilities.0XYaYNoQzrYYKR4p]{Gargantuan} @UUID[Compendium.cyphersystem-compendium.abilities.wvlSlYCJyrJuFqtn]{Invisibility} @UUID[Compendium.cyphersystem-compendium.abilities.S5JTyQCNcgrXgNqf]{Mask} @UUID[Compendium.cyphersystem-compendium.abilities.m2j3n3xiExLcXAAn]{Moderate Wish} @UUID[Compendium.cyphersystem-compendium.abilities.5Rre17QhaTln9jgA]{Outside Reality} @UUID[Compendium.cyphersystem-compendium.abilities.85DCcEDqvz6A0LkD]{Perfect Control} @UUID[Compendium.cyphersystem-compendium.abilities.TRdK7RJBkq8WW4np]{Wild Camouflage}

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Equipment in the Cypher System plays only a small role. It’s far more important to focus on what you can do than on what you have. Still, sometimes it’s important to know if you’ve got enough rope, or what kind of gun your space pilot has at their hip.

Currency and Prices

Dollars, pounds, euros, credits, gold pieces, Martian solval beads, Corso moons and stars, bottle caps—a lot of different currencies might be used in your game, depending on the setting and the genre. You should use whatever you like. In the Cypher System rules, we talk in generalities rather than specifics. Not unlike saying immediate or short distance rather than giving precise numbers, we talk about goods and services in terms of inexpensive, moderately priced, expensive, very expensive, or exorbitant.

The GM can figure out what those things mean in their setting. In a fantasy setting, an inexpensive item might be 1 or 2 copper pennies, while an expensive item might require gold on the table. The exact amount can vary, and in many campaigns, the exact amount will matter. The GM will develop a detailed price list for their setting, and players will track their money on their character sheets to determine what they can afford, often ignoring the terms inexpensive, moderately priced, and so on.

But some GMs might want to keep things simple and use only the general terms, indicating currency just as flavor now and then. In a space opera game, where the PCs are the crew of a starship blazing about the galaxy in search of adventure and profit, fuel and upkeep for the ship might be expensive. Hauling a few passengers from Epsilon Eridani back to Earth might earn enough to purchase six expensive items but cost the equivalent of two expensive items, leaving the crew with the means to refuel and maintain the ship for two further voyages. In such a game, where money only means keeping the ship flying, no one has to talk in specific amounts. Characters might refer to “galactic credits” or something similar, but amounts might not be tracked on the character sheets.

Price Categories

There are five price categories for goods and services.

An inexpensive item is something that common people buy. A simple meal or a drink in the bar. A pen and some paper. A book or magazine.

A moderately priced item is something that common people buy, but not too often and not in great quantities. A small piece of furniture. A major entertainment. An expensive meal. A new outfit.

An expensive item is something that would strain a common person’s finances. Rent on a simple apartment. A major piece of furniture. A very nice outfit. The cost to travel a long distance (if appropriate to the setting).

A very expensive item is probably out of the reach of most people except in very special circumstances. Jewelry. Luxury furnishings.

An exorbitant item is something only the very rich can afford. A very nice house. A ship. Extremely expensive jewelry or art.

Think of the categories as powers of 10. That is to say, a moderately priced item is ten times more costly than an inexpensive item. An expensive item is ten times more costly than a moderately priced item, and thus 100 times the cost of something inexpensive. A very expensive item is ten times the cost of an expensive one, 100 times the cost of a moderate one, and 1,000 times the cost of an inexpensive one. An exorbitant item is priced ten times beyond that.

In some settings, even the generalization offered by the pricing categories might be too specific or cumbersome. In many superhero games, for example, prices are relatively moot. After saving the city, typical superheroes don’t worry about paying rent or how much dinner will cost. On the other hand, in a grittier superhero game, maybe that’s exactly what they worry about.

Using The Price Categories

Regardless of how precise you want to be with prices and currency, you can use the price categories in a variety of ways.

It’s easy for a GM to say to a player “You can afford two extra moderately priced things at the start of the game.” The player can look on the list and pick two moderately priced items without worrying about their cost. Plus, this approach makes it clear that they get two items, not twenty inexpensive items or one more expensive item that perhaps would not be appropriate for a starting character. The categories make it easy to lump similar items together.

The GM can also say “You can have whatever inexpensive items you want, and don’t worry about the cost.” At higher tiers, when the PCs have more wealth, followers, and so on, the GM can do this with moderate or even expensive items. This allows the group to skip over playing through a shopping trip to get supplies, and players don’t have to track prices down to the last coin.

Finally, the categories can be shorthand when evaluating loot, dividing up the spoils among the PCs, and resolving other story-based occurrences that crop up in the game without dealing in the minutiae of exact prices. This is of particular use in high-powered games where the PCs are rich and powerful.

Level of Equipment

Mundane equipment is about level 4—less if of inferior quality or materials, more if of superior quality or materials. This means that in a setting based on the distant past, the default level might be 3, while in the future it might be 5 or 6. So an average serf ’s tool in the Dark Ages is level 3, easily broken, while an average tool on a space station is level 6, made of advanced polymers.

Armor

Characters expecting danger frequently wear armor. Even the simplest protective covering helps against stabs and cuts, and more sophisticated or heavier armor protects against graver threats.

You can wear only one type of armor at a time—you cannot wear chainmail hauberk and scale armor together, for example. However, Armor bonuses from multiple sources combine to provide a total Armor rating. For example, if you have subdermal implants that give you +1 to Armor, a force field that offers another +1 to Armor, and beastskin that grants +2 to Armor, you have a total of +4 to Armor.

In general, light armor is a moderately priced item, medium armor is expensive, and heavy armor is very expensive. The Genre chapter offers more specific details on the kinds of armor available in a given setting. Keep in mind that in many genres, it’s quite odd, at best, to run around in armor tougher than a leather jacket.

Using Armor

Anyone can wear any armor, but it can be taxing. Wearing armor increases the cost of using a level of Effort when attempting a Speed-based action. So if you’re wearing light armor and want to use two levels of Effort on a Speed-based roll to run across difficult terrain, it costs 7 points from your Speed Pool rather than 5 (3 for the first level of Effort, plus 2 for the second level of Effort, plus 1 per level for wearing light armor). Edge reduces the overall cost as normal. If you are not experienced with a certain type of armor but wear it anyway, this cost is further increased by 1. Having experience with a type of armor is called being practiced with the armor.

ArmorSpeed Effort Additional Cost Per Level
Light+1
Medium+2
Heavy+3
Note: Clarification & Foundry VTT Usage

The table above is written from the perspective of someone having the ability Practiced in Armor. For consistency, armor items also assume that the PC is practiced in armor, so PCs without any ability or who are experienced in armor or have mastery in armor need to adjust the cost accordingly. Here’s a complete overview:

Speed Effort Additional Cost Per Level
ArmorNo AbilityPracticedExperiencedMastery
Light+2+1+0+0
Medium+3+2+1+0
Heavy+4+3+2+0

Shields

Shields provide an asset to Speed defense rolls. You must have one free hand to use a shield.

Weapons

Not all characters are familiar with all weapons. Warriors know their way around most types, but Explorers prefer light or medium weapons, and Adepts and Speakers usually stick to light weapons. If you wield a weapon that you have no experience with, an attack with that weapon is hindered. Having experience with a weapon is called being practiced with the weapon.

Light weapons inflict only 2 points of damage, but attacks with them are eased because they are fast and easy to use. Light weapons are punches, kicks, knives, handaxes, darts, very small pistols, and so on. Weapons that are particularly small are light weapons.

Medium weapons inflict 4 points of damage. Medium weapons include broadswords, battleaxes, maces, crossbows, spears, typical handguns, light rifles, sawed-off shotguns, and so on. Most weapons are medium. Anything that could be used in one hand (even if it’s often used in two hands, such as a quarterstaff or spear) is a medium weapon.

Heavy weapons inflict 6 points of damage, and you must use two hands to attack with them. Heavy weapons are huge swords, great hammers, massive axes, halberds, heavy crossbows, rifles, regular shotguns, assault rifles, and so on. Anything that must be used in two hands is a heavy weapon.

WeaponDamage
Light2 points (attack eased)
Medium4 points
Heavy6 points

In general, light weapons are moderately priced items, medium weapons are expensive, and heavy weapons are very expensive. Ammunition for a ranged weapon is inexpensive. The Genre chapter offers more specific details on weapons available in a given setting. Keep in mind that in many genres, it’s not acceptable to run around carrying dangerous weapons.

Explosive Weapons

Bombs, grenades, missiles, and other explosives operate differently than other weapons. They affect all targets within an area (usually an immediate area) and inflict damage to all of them. A separate attack roll is required for each (or a Speed defense roll if the PCs are the targets of such an attack), although to simplify, the player can make one attack roll and compare it to the difficulty to attack each target. Usually, even if the attack roll fails (or the Speed defense roll succeeds), the targets still suffer a smaller amount of damage, often 1 point.

Explosives like grenades can be thrown a short distance. Otherwise, another launcher weapon is needed to project them a long distance (or farther).

Miscellaneous Items and Services

Although the types of items for sale vary greatly based on the setting, a few things are always present, like food, lodging, and clothing. However, these goods and services can span the price categories. For example, you can get an inexpensive meal, a moderately priced meal, an expensive meal, and so on. An inexpensive meal is light and probably not very nutritious. An expensive meal is available only in nice restaurants in certain locations. An exorbitant meal is probably a feast for a crowd, with the finest foods and drink available.

Nightly lodging is similar, although the bottom end starts out worse. An inexpensive night’s lodging is probably a flea-ridden mat on the floor of a room filled with other lodgers. Typical lodging (a private room with a decent bed) is probably in the moderately priced range. Very expensive lodging might be a suite of rooms with delicious meals and personal services (such as massages and grooming) included.

Inexpensive clothing is just a step up from rags, but moderately priced clothing is decent enough. For a formal party, you’d want expensive clothing. The very rich likely wear very expensive clothing most of the time, and exorbitant clothing (and jewelry) when they go to their elite galas.

Other sorts of miscellaneous items can be found in the Genre chapter.

Cyphers

Cyphers can sometimes be physical items like equipment, but they work very differently. To be entirely accurate, cyphers might have the veneer of equipment, but don’t fall into the trap of confusing the two. Cyphers are far more akin to PC special abilities than to gear. In a fantasy game, they might be potions, scrolls, or charms. In a science fiction game, cyphers might be interesting throwaway devices or alien crystals of unknown providence. In other games, they might just represent good fortune or sudden inspiration. See the Cyphers chapter for more details.

Artifacts

Artifacts are more powerful than equipment and can’t simply be purchased. The Genre chapter offers a few sample artifacts appropriate for various settings.

Each artifact has a level and a rate of power depletion. When an artifact is used or activated, the player rolls the designated die (1d6, 1d10, 1d20, or 1d100). If the die shows the depletion number(s), the item works, but that is its last use. A depletion entry of “—” means that the artifact never depletes, and an entry of “automatic” means that it can be used only once.

Depowered artifacts can sometimes be recharged using the repair rules, depending on the item’s nature. Other special abilities can also repower an expended item, but probably for only one use.

For GM information on artifacts, see the Running the Cypher System chapter.

Finding, Identifying, and Using Artifacts

Characters can sometimes find artifacts while on adventures. They might be in ancient ruins, either intact or in need of manipulation to get them working. They could have been stolen from well-guarded military installations. They might be granted as rewards or taken from fallen foes. Sometimes they can even be purchased from a specialized source, but this occurs more rarely than most PCs would probably like.

After the characters find an artifact, identifying it is a separate Intellect task. The GM sets the difficulty of the task, but it is usually equal to the artifact’s level. Identifying it takes fifteen minutes to three hours. If the PCs can’t identify an artifact, they can bring it to an expert to be identified or, if desired, traded or sold.

Characters can attempt to use an artifact that has not been identified, which is usually an Intellect task equal to the artifact’s level + 2. Failure might mean that the PCs can’t figure out how to use the artifact or they use it incorrectly (GM’s discretion). Of course, even if characters use an unidentified artifact correctly the first time, they have no idea what the effect might be.

Once characters identify an artifact, using it for the first time requires an additional Intellect action; this process is far more complex than pushing a button. It can involve manipulating touchscreens, reciting the proper arcane words, or anything else that fits the setting. The GM sets the difficulty, but it is usually equal to the artifact’s level.

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Experience points (XP) are the currency by which players gain benefits for their characters. The most common ways to earn XP are through GM intrusions and by accomplishing things the PCs set out to do. Sometimes experience points are earned during a game session, and sometimes they’re earned between sessions. In a typical session, a player might earn 2 to 4 XP, and between sessions, perhaps another 2 XP (on average). The exact amounts depend on the events of the session.

GM Intrusion

At any time, the GM can introduce an unexpected complication for a character. When they intrude in this way, they must give that character 2 XP. That player, in turn, must immediately give one of those XP to another player and justify the gift (perhaps the other player had a good idea, told a joke, or performed an action that saved a life).

Often, the GM intrudes when a player attempts an action that should be an automatic success. However, the GM is free to intrude at other times. As a general rule, the GM should intrude at least once each session, but no more than once or twice each session per character.

Anytime the GM intrudes, the player can spend 1 XP to refuse the intrusion, though that also means they don’t get the 2 XP. If the player has no XP to spend, they can’t refuse.

If a player rolls a 1 on a die, the GM can intrude without giving the player any XP.

Example 1: Through skill and the aid of another character, a fourth-tier PC eases a wall-climbing task from difficulty 2 to difficulty 0. Normally, they would succeed at the task automatically, but the GM intrudes and says “No, a bit of the crumbling wall gives way, so you still have to make a roll.” As with any difficulty 2 task, the target number is 6. The PC attempts the roll as normal and gains 2 XP because the GM intruded. They immediately give one of those XP to another player.

Example 2: During a fight, a PC swings their axe and damages a foe with a slice across the shoulder. The GM intrudes by saying that the foe turned just as the axe struck, wrenching the weapon from the character’s grip and sending it clattering across the floor. The axe comes to a stop 10 feet (3 m) away. Because the GM intruded, the PC gains 2 XP, and the player immediately gives one of those XP to another player. Now the character must deal with the dropped weapon, perhaps drawing a different weapon or using their next turn to scramble after the axe.

For much more on GM intrusions, see the Running the Cypher System chapter.

Character Arcs

Character arcs are the means by which players can invest themselves more in great stories and character depth and development.

Just like in a book or a television show, characters progress through their own personal story and change over time. A PC with a character arc decides for themselves what they do and why. Character arcs are like stated goals for a character, and by progressing toward that goal, the character advances. The key word there is progressing. A PC doesn’t have to succeed at achieving the goal to earn advancement—it’s not an all-or-nothing prospect. Each arc is keyed to a single character, but just like in a book or show, characters can take part in the larger story arc that the whole group participates in, while also progressing in their own personal arc.

Character arcs have different steps that mark the character’s progress through the arc. Each arc eventually reaches a climax, and then finishes with a step that is a final resolution. Each step reached earns the character 2 XP. Character arcs are the most straightforward way that a character earns XP. (Typically, PCs will earn about half their total experience points from arcs or other GM awards.)

At character creation, a player can choose one character arc for their PC at no cost. Players have the option to not choose one, but it’s probably a good idea to do so. First and foremost, it is a character-defining factor. If they begin the campaign with a desire to find the woman who killed their brother, that says a lot about the character: they had a brother, he was likely close to them, he had been in at least one dangerous situation, and the character is probably motivated by anger and hate, at least somewhat. Even after the character finishes this first arc, they’ll undoubtedly have (at least one) more because they can gain new arcs as the campaign progresses.

Once play begins, players can take on a new arc whenever they wish, as fits the character’s ongoing story. Taking a new arc has a cost of 1 XP. While there’s no hard limit on how many arcs a character can have at one time, realistically most PCs couldn’t reasonably have more than three or four.

However, as mentioned above, arcs have a beginning cost that must be paid, reflecting the character’s devotion to the goal. The character will earn this investment back (probably many times over) if the arc is completed.

Character arcs are always player-driven. A GM cannot force one on a character. That said, the events in the narrative often present story arc opportunities and inspire character arcs for the PCs. It’s certainly in the GM’s purview to suggest possible arcs related to the events going on. For example, if the GM presents an encounter in which an NPC wishes to learn from the PC, it might make sense to suggest taking the Instruction arc. Whether or not the PC takes on the student, the player doesn’t have to adopt the Instruction arc unless they want to.

At the end of a session, review the actions you took and describe how they might equate to the completion of a step (or possibly more than one step) in their character arc. If the GM agrees, the character gets their reward.

When in doubt, if one character accomplishes a step in their arc but another character does not, the first character should get the 2 XP reward, but the other character should probably still get, at minimum, 1 XP for the session.

This chapter presents many sample character arcs (see below).

GM Awards

Sometimes, a group will have an adventure that doesn’t deal primarily with a PC’s character arc. In this case, it’s a good idea for the GM to award XP to that character for accomplishing other tasks. First and foremost, awards should be based on discovery. Discovery can include finding a significant new location, such as a hidden chamber, a secret fortress, a lost land, a new planet, or an unexplored dimension. In this fashion, PCs are explorers. Discovery can also include a new significant aspect of a setting, such as a secret organization, a new religion, and so on.

It can also mean finding a new procedure or device (something too big to be considered a piece of equipment) or even previously unknown information. This could include a source of magical power, a unique teleportation device, or the cure for a plague. These are all discoveries. The common thread is that the PCs discover something that they can understand and put to use.

Last, depending on the GM’s outlook and the kind of campaign the group wants to play, a discovery could be a secret, an ethical idea, an adage, or even a truth.

It’s a fine line, but ultimately the GM decides what constitutes a discovery as opposed to just something weird in the course of an adventure. Usually, the difference is, did the PCs successfully interact with it and learn something about it? If so, it’s probably a discovery.

Artifacts: When the group gains an artifact, award XP equal to the artifact’s level and divide it among the PCs (minimum 1 XP for each character). Round down if necessary. For example, if four PCs discover a level 5 artifact, they each get 1 XP. Money, standard equipment, and cyphers are not worth XP. (Experience point awards for artifacts should usually apply even if the artifact was given to the PCs rather than found, because often such gifts are the rewards for success.)

Miscellaneous Discoveries: Various other discoveries might grant 1 XP to each PC involved.

Other Awards: If a character is focused on activities that don’t relate to a character arc or a discovery, as a general rule, a mission should be worth at least 1 XP per game session involved in accomplishing it. For example, saving a family on an isolated farm beset by raiding cultists might be worth 1 XP for each character. Of course, saving the family doesn’t always mean killing the bad guys; it might mean relocating them, parlaying with the cultists, or chasing off the raiders.

Spending Experience Points

Experience points are meant to be used. Hoarding them is not a good idea; if a player accumulates more than 10 XP, the GM can require them to spend some.

Generally, experience points can be spent in four ways: immediate benefits, short- and medium-term benefits, long-term benefits, and character advancement.

Experience points should not be a goal unto themselves. Instead, they are a game mechanic to simulate how—through experience, time, toil, travail, and so on— characters become more skilled, more able, and more powerful. Spending XP to explain a change in a character’s capabilities that occurred in the course of the story, such as if the PC made a new device or learned a new skill, isn’t a waste of XP—it’s what XP are for.

Immediate Benefits

The most straightforward way for a player to use XP is to reroll any roll in the game—even one that they didn’t make. This costs 1 XP per reroll, and the player chooses the best result. They can continue to spend XP on rerolls, but this can quickly become an expensive proposition. It’s a fine way to try to prevent disaster, but it’s not a good idea to use a lot of XP to reroll a single action over and over.

A player can also spend 1 XP to refuse a GM intrusion.

Short- and Medium-Term Benefits

By spending 2 XP, a character can gain a skill—or, more rarely, an ability—that provides a short-term benefit. Let’s say a character notices that the computer terminals in the facility they’re infiltrating are similar to those used by the company they once worked for. They spend 2 XP and say that they have a great deal of experience in using these. As a result, they are trained in operating (and breaking into) these computers. This is just like being trained in computer use or hacking, but it applies only to computers found in that particular location. The skill is extremely useful in the facility, but nowhere else.

Medium-term benefits are usually story based. For example, a character can spend 2 XP while climbing through mountains and say that they have experience with climbing in regions like these, or perhaps they spend the XP after they’ve been in the mountains for a while and say that they’ve picked up the feel for climbing there. Either way, from now on, they’re trained in climbing in those mountains. This helps them now and any time they return to the area, but they’re not trained in climbing everywhere.

This method allows a character to get immediate training in a skill for half the normal cost. (Normally, it costs 4 XP to become trained in a skill.) It’s also a way to gain a new skill even if the PC has already gained a new skill as a step toward attaining the next tier.

In rare cases, a GM might allow a character to spend 2 XP to gain an entirely new ability—such as a device, a special ability, or a special mental power—for a short time, usually no longer than the course of one scenario. The player and the GM should agree on a story-based explanation for the benefit. Perhaps the ability has a specific rare requirement, such as a tool, a battery, a drug, or some kind of treatment. For example, a character who wants to explore a submerged location has several biotech enhancements, and they spend 2 XP to cobble together a device that lets them breathe underwater. This gives them the ability for a considerable length of time, but not permanently—the device might work for only eight hours. Again, the story and the logic of the situation dictate the parameters.

Long-Term Benefits

In many ways, the long-term benefits a PC can gain by spending XP are a means of integrating the mechanics of the game with the story. Players can codify things that happen to their characters by talking to the GM and spending 3 XP.

Things that a PC can acquire as a long-term benefit can be thought of as being story based, and they allow the player to have some narrative control over the story. In the course of play, a player might decide that their character gains a friend (a contact) or builds a log cabin (a home). Because a player spent XP, however, they should have some agency over what they’ve gained, and it shouldn’t be easily taken away. The player should help come up with the details of the contact or the design of their home.

It’s also possible to gain these benefits through events in the story, without spending XP. The new contact comes to the PC and starts the relationship. The new home is granted to them as a reward for service to a powerful or wealthy patron, or maybe the character inherits the home from a relative. However, because these came from the GM and not the player (and no XP were spent), the player has no narrative control over them and the GM makes up the details.

Long-term benefits can include the following.

Contact: The character gains a long-term NPC contact of importance—someone who will help them with information, equipment, or physical tasks. The player and GM should work out the details of the relationship.

Home: The PC acquires a full-time residence. This can be an apartment in a city, a cabin in the wilderness, a base in an ancient complex, or whatever fits the situation. It should be a secure place where the PC can leave their belongings and sleep soundly. Several characters could combine their XP and buy a home together.

Title or job: The PC is granted a position of importance or authority. It might come with responsibilities, prestige, and rewards, or it might be an honorary title.

Wealth: The PC comes into a considerable amount of wealth, whether it’s a windfall, an inheritance, or a gift. It might be enough to buy a home or a title, but that’s not really the point. The main benefit is that the PC no longer needs to worry about the cost of simple equipment, lodging, food, and so on. This wealth could mean a set amount—perhaps 50,000 dollars (or whatever is appropriate in the setting)—or it could bestow the ability to ignore minor costs, as decided by the player and GM.

GMs and players should work together to make XP awards and expenditures fit the ongoing story. If a PC stays in a location for two months to learn the inhabitants’ unique language, the GM might award the character a few XP, which are then immediately spent to grant them the ability to understand and speak that language.

Character Advancement

Progressing to the next tier involves four steps. When a PC has spent 4 XP on each of the steps, they advance to the next tier and gain all the type and focus benefits of that tier. The four steps can be purchased in any order, but each can be purchased only once per tier. In other words, a PC must buy all four steps and advance to the next tier before they can buy the same steps again.

Increasing Capabilities: You gain 4 new points to add to your stat Pools. You can allocate the points among your Pools however you wish.

Moving Toward Perfection: You add 1 to your Might Edge, your Speed Edge, or your Intellect Edge (your choice).

Extra Effort: Your Effort score increases by 1.

Skills: Choose one skill other than attacks or defense, such as climbing, jumping, persuading, sneaking, or history. You become trained in that skill. You can also choose to be knowledgeable in a certain area of study, such as history or geology. You can even choose a skill based on your character’s special abilities. For example, if your character can make an Intellect roll to blast an enemy with mental force, you can become trained in that ability, easing the task of using it.

If you choose a skill that you are already trained in, you become specialized in that skill, easing the task by two steps instead of one. If you choose a skill that you have an inability in, the training and the inability cancel each other out (you aren’t eased or hindered in that task). For example, if you have an inability in perception, becoming trained in that cancels out the inability.

Once you’re specialized in a skill, you can’t improve your training in that skill further (you can ease a task by up to two steps with training). You can still make that task easier with assets and a few rare abilities that don’t count as an asset or training.

Other Options: Players can also spend 4 XP to purchase other special options. Selecting one of these options counts as purchasing one of the four stages necessary to advance to the next tier. The other three need to be from the other categories. The special options are as follows:

Equal Advancement

It’s worthwhile if all characters advance through the six tiers at about the same rate—an important issue for some players. A good GM can achieve this result by carefully handing out XP rewards, some during play (which will tend to get used immediately) and some after play concludes, especially after completing a major story arc or quest so the GM can hand out 4 XP in one go (which will tend to get used for advancement). Many groups will discover while playing that equal advancement isn’t an important issue in the Cypher System, but people should get to play the game the way they want to play it.

Tier Advancement in The Cypher System

Tiers in the Cypher System aren’t entirely like levels in other roleplaying games. In the Cypher System, gaining tiers is not the players’ only goal or the only measure of achievement. Starting (first-tier) characters are already competent, and there are only six tiers. Character advancement has a power curve, but it’s only steep enough to keep things interesting. In other words, gaining a new tier is cool and fun, but it’s not the only path to success or power. If you spend all your XP on immediate, short-term, and medium-term benefits, you will be different from someone who spends their points on long-term benefits, but you will not be “behind” that character.

The general idea is that most characters will spend half their XP on tier advancement and long-term benefits, and the rest on immediate benefits and short- and medium-term benefits (which are used during gameplay). Some groups might decide that XP earned during a game is to be spent on immediate and short- and medium-term benefits (gameplay uses), and XP awarded between sessions for discoveries is to be spent on character advancement (long-term uses).

Ultimately, the idea is to make experience points into tools that the players and the GM can use to shape the story and the characters, not just a bookkeeping hassle.

Sample Character Arcs

The rest of this chapter presents sample character arcs for PCs. The writeup of each arc describes the parts involved in progressing through the arc:

Opening: This sets the stage for the rest of the arc. It involves some action, although that might just be the PC agreeing to do the task or undertake the mission. It usually has no reward.

Step(s): This is the action required to move toward the climax. In story terms, this is the movement through the bulk of the arc. It’s the journey. The rising tension. Although there might be just one step, there might also be many, depending on the story told. Each results in a reward of 2 XP.

Climax: This is the finale—the point at which the PC likely succeeds or fails at what they’ve set out to do. Not every arc ends with victory. If the character is successful, they earn a reward of 4 XP. If they fail, they still earn a reward of 2 XP. If a character fails the climax, they very likely ignore the resolution.

Resolution: This is the wrap-up or denouement. It’s a time for the character to reflect on what happened, tie up any loose ends, and figure out what happens next. When things are more or less resolved, the character earns a
1 XP reward.

Within the arc, most of the time a part is probably optional, depending on the situation—although it’s hard to envision most arcs without some kind of opening, climax, or resolution. Steps other than the opening, the climax, and the resolution can be done in any order.

Character arcs should always take at least weeks in game time, and no more than two parts in an arc should be accomplished in a game session (and most of the time, it should be one part, if any). If neither of these two things is true, then it’s not really a character arc. You can’t, for example, use the Creation arc to guide you through something you can make in an hour or two.

The following are common character arcs that you can choose for your character. If you and the GM want to make a new one, it should be fairly easy after looking through these models.

This chapter has a selection of sample character arcs, but you can create your own too. The arcs are intentionally broad to encompass many different characters and stories. For example, Revenge is a very simple and straightforward character arc. The player who chooses this arc for their character decides who they want revenge on, and why. It’s up to the players and the GM to make the details fit.

Some players might not want to use character arcs. The GM, however, can still use them as a benchmark for awarding XP. If the PCs are going off to explore a strange planet, the GM can essentially give them the Explore arc.

Aid a Friend

Someone needs your help.

When a PC friend takes a character arc, you can select this arc to help them with whatever their arc is (if appropriate). The steps and climax depend entirely on their chosen arc. If the friend is an NPC, the steps and climax are lifted from another arc appropriate to whatever they seek to do.

It’s difficult, but possible, to aid a friend with an arc even if that friend is unwilling to accept (or is ignorant of) your help.

The cost and rewards for a character with this arc are the same as those described in the original character arc.

Opening: Answering the Call. Offering to help (or responding to a request for help).

Step(s) and Climax: Depends on the friend’s arc. Rewards are the same for you as for the friend.

Resolution: You speak with your friend and learn if they are satisfied. Together, you share what you’ve learned (if anything) and where you will go from here.

Assist an Organization

You set out to accomplish something that will further an organization. You’re probably allied with them or they are rewarding you for your help in some fashion.

Opening: Responding to the Call. You work out all the details of what’s expected of you, and what rewards (if any) you might get. You also get the specifics of what’s required to join and advance.

Step: Sizing up the Task. This requires some action. A reconnaissance mission. An investigation.

Step(s): Undertaking the Task. Because this arc can vary so widely based on the task involved, there might be multiple steps like this one.

Climax: Completing the Task.

Resolution: Collecting your reward (if any) and conferring with the people in the organization that you spoke to. Perhaps getting access to higher-ranking people in the organization. You can choose to have your connection to the organization increase rather than take the standard reward.

Avenge

Someone close to you or important to you in some way has been wronged. The most overt version of this arc would be to avenge someone’s death. Avenging is different than revenge, as revenge is personal—you are the wronged party. But in the Avenge character arc, you are avenging a wrong done to someone else.

Opening: Declaration. You publicly declare that you are going to avenge the victim(s). This is optional.

Step(s): Tracking the Guilty. You track down the guilty party. This might not be physically finding them if you already know where they are. Instead, it might be discovering a way to get at them if they are distant, difficult to reach, or well protected. This step might be repeated multiple times, if applicable.

Step: Finding the Guilty. You finally find the guilty party, or find a path or make a plan to reach them. Now all that’s left is to confront them.

Climax: Confrontation. You confront the guilty party. This might be a public accusation and demonstration of guilt, a trial, or an attack to kill, wound, or apprehend them—whatever you choose to be appropriate.

Resolution: You resolve the outcome and the ramifications of the confrontation and decide what to do next.

Birth

You are becoming a parent.

The Birth character arc assumes you already have a partner or a surrogate. If you want your character to find a romantic partner or spouse, you can use the Romance arc. And of course, nonhuman characters might reproduce in other ways.

This arc is usually followed by the Raise a Child arc.

Opening: Impregnation.

Step: Finding a Caretaker. This might be a physician, midwife, doula, or similar person. This is optional.

Step: Complication. A complication arises that threatens the pregnancy, the birth parent, or both.

Step: Preparation. You prepare a place for the delivery as well as a safe place for the infant to live once born.

Climax: Delivery. The baby is born. Success means the child survives.

Resolution: You get the baby to the place you have prepared and settle in, deciding what to do next.

Build

You are going to build a physical structure—a house, a fortress, a workshop, a defensive wall, and so on. This arc would also cover renovating an existing structure or substantially adding to one. Of course, this doesn’t have to be physical construction. You might build something with spells or other supernatural abilities.

Opening: Make a Plan. This almost certainly involves literally drawing up blueprints or plans.

Step(s): Find a Site. This might be extremely straightforward—a simple examination of the site—or it might be an entire exploratory adventure. (If the latter, it might involve multiple such steps.)

Step(s): Gather Materials. Depending on what you are building and what it is made out of, this could involve multiple steps. There probably are substantial costs involved as well.

Step(s): Construction. Depending on what you are building, this could involve multiple steps. It might also take a considerable amount of time and work.

Climax: Completion. The structure is finished.

Resolution: You put the structure to its desired use and see if it holds up.

Cleanse

Someone or something has been contaminated, probably by evil spirits, radiation, a deadly virus, foul magic, or the like, and you want to rid them of such influences or contaminants. This could also be a curse, a possession, an infestation, or something else.

Opening: Analyzing the Threat. You determine the nature of the contamination.

Step: Find the Solution. Almost every contamination has its own particular solution, and this likely involves research and consultation.

Step: Getting Ready. The solution probably involves materials, spells, or other things that you must gather and prepare.

Climax: The Cleansing. You confront the contamination.

Resolution: You reflect on the events that have transpired and what effects they might have on the future. How can you keep this from happening again?

Creation

You want to make something. This might be a magic item, a painting, a novel, or a machine.

Opening: Make a Plan. You figure out what you need, what you’re going to do, and how you’re going to do it.

Step(s): Gather Materials. Depending on what you are creating and what it is made out of, this could involve multiple steps. There probably are substantial costs involved as well.

Step(s): Progress. Depending on what you are creating, this could involve multiple steps. It might also take a considerable amount of time and work.

Climax: Completion. It’s finished! Is it what you wanted? Does it work?

Resolution: You think about what you have learned from the process and use or enjoy the fruits of your labor.

Defeat a Foe

Someone stands in your way or is threatening you. You must overcome the challenge they represent. Defeat doesn’t always mean kill or even fight. Defeating a foe could mean beating them in a chess match or in competition for a desired mentor.

Opening: Sizing up the Competition. This requires some action. A reconnaissance mission. An investigation.

Step: Investigation. This requires some action. A reconnaissance mission. An investigation.

Step(s): Diving In. You travel toward your opponent, overcome their lackeys, or take steps to reach them so you can confront them. This step can take many forms, and there might be more than one such step. This step is always active.

Climax: Confrontation. The contest, challenge, fight, or confrontation occurs.

Resolution: You reflect on what you’ve learned and what the consequences of your actions might be.

Defense

A person, place, or thing is threatened, and you want to protect it.

Opening: Analyze the Situation. What are you defending, and what threats are involved?

Step: Account for Your Resources. How are you going to defend?

Step(s): Fend Off Danger. The forces threatening what you are protecting probably make an initial threat that you’ll have to defeat. It’s not the main threat, though. There might be multiple such initial threats.

Climax: Protect. The true threat reveals itself and you confront it.

Resolution: A time for reflection on everything that occurred, and an assessment of the person, place, or thing’s safety going forward.

Develop a Bond

You want to get closer to another character. This might be to make a friend, find a mentor, or establish a contact in a position of power. It might be to turn a friend into a much closer friend. The character might be an NPC or a PC.

Opening: Getting to Know You. You learn what you can about the other character.

Step: Initial Attempt. You attempt to make contact. This might involve sending messages or gifts through a courier, using an intermediary, or just going up and saying hello, depending on the situation.

Step(s): Building a Relationship. There might be many such steps as you develop the relationship.

Climax: Bond. You succeed or fail at forging the bond.

Resolution: You enjoy the fruits of your new relationship.

Enterprise

You want to create and run a business or start an organization. Maybe you’re a craftsperson who wants to sell your creations. Maybe you like baking and you want to start a catering service. Or maybe you want to start a secret society or found a school to teach young mutants how to use their powers. You’ll almost certainly have to make new connections, find (and somehow pay for) a location, and deal with all manner of administrative duties.

Opening: Drawing up a Plan. What’s your goal, and how are you going to achieve it?

Step: Account for Your Resources. How much financing does the enterprise need compared to what you’ve got? If you need more, how will you get it? How many people other than yourself are needed to begin, and how many will you need to sustain things once they are up and running?

Step: Finding a Location. You probably need a place to run your enterprise—a store, a workshop, a base of operations, and so on. You find a location and look into what it will take to buy or rent it.

Step(s): Building the Enterprise. You procure the needed equipment or personnel. You make the connections and deals to get things started. You obtain important permits or other legal documents. You test new products. You actually start the business. Each of these developments (and likely others) can be counted as a separate step, so there will be many steps.

Climax: Profit and Loss. You determine whether your enterprise will take off and carry on into the future, or fall apart before it gets a chance to blossom. This occurs in a single dramatic moment—your first major client, your organization’s first big meeting or mission, or whatever else is appropriate.

Resolution: A time for reflection on everything that occurred, and how you’re going to move forward.

Establishment

You want to prove yourself as someone of importance. This can take many forms—socially, within your order, financially, or even romantically.

Opening: Assessment. You assess yourself as well as who you need to prove yourself to.

Step(s): Appearances Matter. You improve your look. Enhance your wardrobe. Spruce up your house. Whatever it takes to get attention from the right people. There might be many such steps.

Step(s): Self-Aggrandizement. You need to get the word out to get people talking about you. There might be many such steps.

Climax: Grabbing Attention. You do something big, like host a party for influential people or produce a play that you wrote. You make a big splash or a big crash.

Resolution: You reflect on what you did and where you go from here.

Explore

Something out there is unknown and you want to explore its secrets. This is most likely an area of wilderness, a new planet, an otherworldly dimension, or something similar.

Opening: Make a Plan. Not only do you draw up a plan for your exploration, but if appropriate, you also make a formal declaration to relevant parties of what you’re going to do.

Step(s): Gather Resources. You get the supplies, vehicles, and help you need. Depending on where you are going and what is required, this could involve multiple steps. There probably are substantial costs involved as well.

Step(s): Travel. You go where you wish to explore. There might be many such steps, depending on how long it takes to get there.

Step(s): Exploration. This is the meat of the arc, but it’s probably a series of small moves and minor victories. There might be many such steps.

Climax: Conquest. You make the big discovery or truly master the area. You might not have explored every inch of the place, but if you are successful, you can claim to be done.

Resolution: You return home and possibly share your findings.

Fall From Grace

This is an odd character arc in that it’s (presumably) not something that a character would want. It is something that a player selects on a meta level for the character because it makes for an interesting story. It also sets up the potential for future arcs, such as Redemption. It’s important that this involve actions you take. For example, you fall into substance abuse. You treat people badly. You make mistakes that endanger others. In other words, the fall isn’t orchestrated by someone else—it’s all your own doing.

Opening: The Descent. Things go bad.

Step(s): Further Descent. Things get worse. Depending on the situation, this might involve many steps.

Step: Lashing Out. You treat others poorly as you descend.

Climax: Rock Bottom. There is no chance for success here. Only failure.

Resolution: You wallow in your own misery.

Finish a Great Work

Something that was begun in the past must now be completed. This might involve destroying an evil artifact, finishing the construction of a monument, developing the final steps of a cure for a disease, or uncovering a lost temple forgotten to the ages.

Opening: Assessing the Past. You look at what has come before and where it still needs to go. This almost certainly involves some real research.

Step: Conceive a Plan. You make a plan on how to move forward.

Step(s): Progress. You make significant progress or overcome a barrier to completion. This may involve multiple such steps.

Climax: Completion. This involves the big finish to the past work.

Resolution: You reflect on what you did and where you go from here.

Growth

Willingly or unwillingly, you are going to change. This is another meta arc. It’s less about a goal and more about character development. While it’s possible that the growth involved is intentional, in most people’s lives and stories, it is emergent. A character might become less selfish, braver, a better leader, or experience some other form of growth.

Opening: The Beginning. Change usually begins slowly, in a small, almost imperceptible way.

Step(s): Change. Growth involves many small steps.

Step: Overcoming an Obstacle. The temptation to resort to your old ways is always present.

Climax: Self-Evident Change. This is a dramatic about-face. This is the moment where you do something the “old you” would never have done, and it has a profound effect on you and those around you. With either success or failure, growth is possible.

Resolution: You recognize the change in yourself and move forward.

Instruction

You teach a pupil. You have knowledge on a topic and are willing to share. This can be a skill, an area of lore, a combat style, or the use of a special ability. This is usually a fairly long-term arc. Sometimes teaching a pupil is a side matter, and sometimes the pupil takes on more of an apprentice role and spends a great deal of time with you, traveling with you and perhaps even living in your house (or you living in theirs).

Opening: Taking on the Student.

Step: Getting to Know Them. You assess your pupil’s strengths and weaknesses and try to get an idea of what they need to learn and how you can teach it to them.

Step(s): The Lessons. Teaching is often a slow, gradual process.

Step: Breakdown. Many times, a student needs to have a moment of crisis to really learn something. Maybe they get dejected, or maybe they rebel against your teaching techniques.

Climax: Graduation. This is when you recognize that the pupil has learned what they need. It usually comes at a dramatic moment.

Resolution: You and the pupil say your goodbyes, and you look toward the future.

Join an Organization

You want to join an organization. This might be a military organization, a corporation, a secret society, a religion, or something else.

Opening: Getting the Details. You learn all you can about the organization and how one becomes a member.

Step(s): Making a Contact. Friends on the inside are always important.

Step(s): Performing a Deed. The organization might want to test your worth, or this might be a ceremony you must take part in. It might include paying some sort of dues or fee. Or all of these things.

Climax: Proving Your Worth. This is the point at which you attempt to show the organization that they would be better off with you as a member.

Resolution: You consider your efforts and assess what your membership gets you.

Justice

You try to right a wrong or bring a wrongdoer to justice.

Opening: Declaration. You publicly declare that you are going to bring justice in this situation. This is optional.

Step(s): Tracking the Guilty. You track down the guilty party, assuming there is one. This might not be physically finding them if you already know where they are. Instead, it might be discovering a way to get at them if they are distant, difficult to reach, or well protected. This step might be repeated multiple times, if applicable.

Step: Helping the Victim. Righting a wrong does not always involve confronting a wrongdoer. Part of it might be about helping those who were wronged.

Climax: Confrontation. You confront the guilty party. This might be a public accusation and demonstration of guilt, a trial, or an attack to kill, wound, or apprehend them—whatever you choose to be appropriate.

Resolution: You resolve the outcome and ramifications of the confrontation and decide what to do next.

Learn

You want to learn something. This isn’t the same as the Uncover a Secret arc, in which you’re looking for a bit of information. This is a skill or whole area of knowledge you want to gain proficiency with. This is learning a new language, how to play an instrument, or how to be a good cook. Thus, it’s not about gaining a level or rank in climbing, but learning to be an experienced mountaineer.

Opening: Focusing on the Problem.

Step: Finding a Teacher or a Way to Teach Yourself. Now you can truly begin.

Step(s): Learn. Depending on what you’re learning, this could involve one step or quite a few.

Climax: The Test. You put your new knowledge to the test in a real situation.

Resolution: You relax a bit and decide what to do next.

Master a Skill

You’re skilled, but you want to become the best. This arc might logically follow the Learn arc. As with the Learn arc, this can involve any kind of training at all, not just a skill.

Opening: Finding the Path. You’ve learned the basics. Now it’s time for the advanced material.

Step: Discovering a Master. You find a master to help you become a master.

Step(s): Learn. Depending on what you’re mastering, this could involve one step or quite a few.

Step: The Last Step. Eventually, you realize that even a master cannot teach you the last step. You must learn it on your own.

Climax: The Test. You put your mastery to the test in a real situation—and considering your goal, it’s probably a very important situation.

Resolution: You relax a bit and decide what to do next.

Mysterious Background

You don’t know who your parents were, but you want to find out. The mystery might be something other than your parentage, but that’s a common theme in this kind of arc. You want to know where you come from—there’s some kind of mystery in your past.

Opening: Beginning the Search.

Step: Research. You look into your own family background, if possible.

Step(s): Investigation. You talk to people who might know. You follow clues.

Climax: Discovery. You discover the secret of your own background. You determine if what you learn is good or bad, but either way discovery means success.

Resolution: You contemplate how this new knowledge sits with you.

New Discovery

You want to invent a new device, process, spell, or something similar. A cure for a heretofore unknown disease? An invocation with a result you’ve never heard of before? A method for getting into an impregnable vault? Any of these and more could be your discovery. While similar to the Creation arc and the Learn arc, the New Discovery arc involves blazing a new trail. No one can teach you what you want to know. You’ve got to do it on your own.

Opening: The Idea. You draw up plans for the thing you want to invent or discover.

Step: Research. You learn what people have done before and recognize where they fell short.

Step(s): Trial and Error. You test your hypothesis. This often ends in many failures before you get a success.

Climax: Eureka! It’s time to put the discovery to the true test.

Resolution: You reflect on your discovery and probably compile your notes and write it all down, for posterity’s sake if nothing else.

Raise a Child

You raise a child to adulthood. It can be your biological child or one you adopt. It can even be a child taken under your wing, more a young protégé than a son or daughter. This is obviously a very long-term arc.

Opening: Sharing Your Home. The child now lives with you.

Step: Care and Feeding. You learn to meet the child’s basic needs.

Step(s): Basic Instruction. You teach them to walk, talk, and read. You teach them to care for themselves.

Step(s): The Rewards Are Many. The child loves you. Relies on you. Trusts you. Eventually, helps you.

Step(s): Ethical Instruction. You instill your basic ethics in the child, hoping that they will mature into an adult you can be proud of.

Climax: Adulthood. At some point the child leaves the proverbial nest. You determine, at this point, your own success or failure.

Resolution: You reflect on the memories you have made.

Recover From a Wound (or Trauma)

You need to heal. This isn’t just for healing simple damage. This involves recovering from a major debilitating injury, illness, or shock. Severe damage, the loss of a body part, and emotional trauma all fall into this category.

Opening: Rest. The first thing you need to do is rest.

Step: Self Care. You take care of your own needs.

Step: Getting Aid. Someone helps.

Step: Medicine. Some kind of drug, cure, poultice, potion, or remedy aids your recovery.

Step: Therapy. With the help of someone else, you exercise your injury or cope with your trauma.

Climax: Acceptance or Recovery. You try to move on and use what has been damaged (or learn how to function without it).

Resolution: You get on with your life.

Redemption

You’ve done something very wrong, but you want to atone and make it right again. This is like the Justice arc or the Undo a Wrong arc, except you are the wrongdoer. This could be a follow-up to the Fall From Grace arc.

Opening: Regret. You are determined to rebuild, recover, and restore.

Step: Forgiveness. You apologize and ask for forgiveness.

Step: Identifying the Needs. You determine what needs to be done to atone for your transgression.

Climax: Making Good. You perform an act that you hope will redeem your past misdeed.

Resolution: You reflect on what has happened but now look to the future.

Repay a Debt

You owe someone something, and it’s time to make good.

Opening: Debts Come Due. You determine to do what is needed to make good on the debt. It might involve repaying money, but more appropriately it’s performing a deed or a series of deeds.

Step: Talking It Over. You discuss the matter with the person you owe, if possible. You ensure that what you’re doing is what they want.

Climax: Repayment. Either you do something to earn the money or goods you owe, or you undertake a major task that will compensate the other person.

Resolution: You relax knowing that your debt is repaid, and you look to the future.

Rescue

Someone or something of great importance has been taken, and you want to get them or it back.

Opening: Heeding the Call. You determine what has happened, and who or what is missing.

Step: Tracking. You discover who has taken them, and where.

Step: Travel. You go to where they are being held and get information on the location and who is involved. Maybe make a plan.

Climax: Rescue Operation. You go in and get them.

Resolution: You return them home.

Restoration

You’re down but not out. You want to restore your good name. Recover what you’ve lost. Rebuild what has been destroyed. You’ve fallen down or have been knocked down, but either way you want to pick yourself up. This is a possible follow-up to the Fall From Grace arc.

Opening: Vow to Yourself. You are determined to rebuild, recover, and restore.

Step(s): Work. You rebuild, recover, and restore. If all your money was stolen, you make more. If your house was destroyed, you rebuild it. If your reputation was tarnished, you perform deeds that restore your good name.

Climax: The Final Act. You undertake one last major task that will bring things back to where they were (or close to it). A lot is riding on this moment.

Resolution: You enjoy a return to things the way they were before.

Revenge

Someone did something that harmed you. Unlike the Avenge arc, this arc probably isn’t about tracking down a murderer, but it might involve pursuing someone who stole from you, hurt you, or otherwise brought you grief. The key is that it’s personal. Otherwise, use the Justice arc.

Opening: Vow. You swear revenge.

Step(s): Finding a Clue. You find a clue to tracking down the culprit.

Climax: Confrontation. You confront the culprit.

Resolution: You deal with the aftermath of the confrontation and move on. You think about whether you are satisfied by gaining your revenge.

Romance

You want to strike up a relationship with a romantic partner. Perhaps you have a specific person in mind, or maybe you’re just interested in a relationship in general.

Opening(s): Caught Someone’s Eye. You meet someone you are interested in. (Since this can be short-lived, it’s possible to have this opening occur more than once.)

Step(s): Courtship. You begin seeing the person regularly. Although not every “date” is a step in the arc, significant moments are, and there may be a few of them.

Climax: Commitment. You may or may not be interested in a monogamous relationship. Regardless, you and your love have made some kind of commitment to each other.

Resolution: You think about the future. Marriage? Children? These are only some of the possibilities.

Solve a Mystery

Different from the Learn arc and the Uncover a Secret arc, this arc is about solving a crime or a similar action committed in the fairly recent past. It’s not about practice or study, but about questions and answers. In theory, the mystery doesn’t have to be a crime. It might be “Why is this strange caustic substance leaking into my basement?”

Opening: Pledging to Solve the Mystery.

Step: Research. You get some background.

Step(s): Investigation. You ask questions. You look for clues. You cast divinations. This likely encompasses many such steps.

Climax: Discovery. You come upon what you believe to be the solution to the mystery.

Resolution: In this step, which is far more active than most resolutions, you confront the people involved in the mystery with what you’ve discovered, or you use the information in some way (such as taking it to the proper authorities).

Theft

Someone else has something you want.

Opening: Setting Your Sights. You make a plan.

Step: Casing the Joint. You scout out the location of the thing (or learn its location).

Step(s): Getting to the Object. Sometimes, many steps are involved before you reach the object you wish to take. For example, if, in order to steal something from a vault, you need to approach one of the guards while they are off duty and bribe them to look the other way when you break in, that is covered in this step.

Climax: The Attempt. You make your heist.

Resolution: You decide what to do with the thing you’ve stolen and contemplate the repercussions you might face for stealing it.

Train a Creature

You want to domesticate and train an animal or other creature. While the beast doesn’t need to be wild, it must not already be domesticated and trained.

Opening: Getting Acquainted. You get to know the creature a bit, and it gets to know you.

Step: Research. You get information on the type of creature or advice from others who have trained one.

Step: Domestication. After some work, the creature is no longer a threat to you or anyone else, and it can live peacefully in your home or wherever you wish.

Step(s): Training. Each time you use this step, you teach the creature a new, significant command that it will obey regularly and immediately.

Climax: Completion. Believing the creature’s training to be complete, you put it in a situation where that is put to the test.

Resolution: You reflect on the experience.

Transformation

You want to be different in a specific way. Because the Growth arc covers internal change, this one focuses primarily on external change. This could take many forms, and probably varies greatly by genre. In some settings, it could even be death, which might turn you into a ghost. For the change to be an arc, it should be difficult and perhaps risky.

Opening: Deciding on the Transformation.

Step: Research. You look into how the change can be made and what it entails.

Step(s): Investigation. This is an active step toward making the change. It might involve getting more information, materials or ingredients, or something else.

Climax: Change. You make the change, with some risk of failure or disaster.

Resolution: You contemplate how this change affects you going forward.

Uncover a Secret

There is knowledge out there that you want. It could be an attempt to find and learn a specific special ability. This could also be a hunt for a lost password or a key that will open a sealed door, the true name of a devil, the secret background of an important person, or how the ancients constructed that strange monolith.

Opening: Naming the Secret. You give your goal a name. “I am seeking the lost martial art of the Khendrix, who could slice steel with their bare hands.”

Step(s): Research. You scour libraries and old tomes for clues and information.

Step(s): Investigation. You talk to people to gain clues and information.

Step(s): Tracking. You track down the source of the secret information and travel to it.

Climax: Revelation. You find and attempt to use the secret, whatever that entails.

Resolution: You contemplate how this secret affects you and the world.

Undo a Wrong

Someone did something horrible, and its ramifications are still felt, even if it happened long ago. You seek to undo the damage, or at least stop it from continuing.

This is different from the Justice arc because this isn’t about justice (or even revenge)—it’s about literally undoing something bad that happened in the past, such as a great library being burned to the ground, a sovereign people being driven from their land, and so on.

Opening: Vowing to Put Right What Once Went Wrong.

Step: Make a Plan. You learn all you can about the situation and then make a plan to put things right.

Step(s): Progress. This is an active step toward undoing the wrong. It might involve finding something, defeating someone, destroying something, building something, or almost anything else, depending on the circumstances.

Climax: Change. You face the challenge of the former wrong, and either overcome it or fail.

Resolution: You reflect on what you’ve accomplished and think about the future.

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For an expanded treatment of the fantasy genre, refer to the @UUID[Compendium.cyphersystem-compendium.cypher-journals.nnDPf4sPK61ROEV8]{Fantasy Rulebook}.

For our purposes, fantasy is any genre that has magic, or something so inexplicable it might as well be magic. The sort of core default of this type is Tolkienesque fantasy, also known as second-world fantasy because it includes a completely new world not our own. Big fantasy epics like those penned by J. R. R. Tolkien (hence the name), C. S. Lewis, George R. R. Martin, Stephen R. Donaldson, David Eddings, Ursula K. Le Guin, and others are indicative of this genre. It usually involves swords, sorcery, nonhuman species (such as elves, dwarves, helborn, and half-giants), and epic struggles.

Of course, fantasy might also involve the modern world, with creatures of myth and sorcerers dwelling among us. It might involve mythic traditions of any number of cultures (elves, dwarves, and the like, usually being decidedly European) or bear little resemblance to anything on Earth, past or present. It might even involve some of the trappings of science fiction, with spaceships and laser guns amid the wizardry and swords (this is often called science fantasy).

Fantasy can also be defined by the amount of fantasy elements within it. A second-world fantasy filled with wizards, ghosts, dragons, curses, and gods is referred to as high fantasy. Fantasy with a firmer grounding in reality as we know it in our world is low fantasy. (In fact, low fantasy often takes place in our world, or in our world’s distant past, like the stories of Conan.) No single element indicates concretely that a given fantasy is high or low. It’s the prevalence of those elements.

The point is, there are many, many types of fantasy.

Suggested Types for a Fantasy Game

RoleCharacter Type
WarriorWarrior
KnightWarrior
RangerExplorer
BarbarianExplorer flavored with combat
ThiefExplorer flavored with stealth
WizardAdept
ClericSpeaker flavored with magic
DruidExplorer flavored with magic
Warrior mageWarrior flavored with magic
BardSpeaker

Basic Creatures and NPCs for a Fantasy Game

@UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.aRHd1kwkUTogvMyG]{Bat} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.POcXUZp1mwvumsvK]{Blacksmith} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.JZbErZ6hAgtHrgim]{Dog} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.vmvgLdR7JKdsukCW]{Dog, guard} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.4xi11kpGx3rGZEYm]{Farmer} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.pNEII8Wup8xjZfuA]{Hawk} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.61EndqAjZ2ZZZuS9]{Horse} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.4xi11kpGx3rGZEYm]{Farmer} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.8AhrSmfhARlAahxp]{Merchant} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.qLFrfE0E9w6BcG48]{Rat} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.XwsPRwBGqnPnCJKG]{Villager} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.ZIE2MSMDhhgqBRgl]{Viper} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.vhGua32GarGCzLGv]{Warhorse} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.4gJ7LYEkIlt16Epj]{Wolf}

Additional Fantasy Equipment

In the default Medieval Europe-style fantasy setting, the following items (and anything else appropriate to that time period) are usually available.

Inexpensive Items

WeaponsNotes
@UUID[Compendium.cyphersystem-compendium.ammo.JwvZz1lxVR3H6P8D]{Arrows (20)}
@UUID[Compendium.cyphersystem-compendium.weapons-fantasy.zuI2zJqYv2bPN415]{Club}Light weapon
@UUID[Compendium.cyphersystem-compendium.ammo.mY1JGNvk9RPW7y2D]{Crossbow bolts (20)}
@UUID[Compendium.cyphersystem-compendium.weapons-fantasy.IBJ8eUTFLMb2IKaZ]{Knife (rusty and worn)}Light weapon (won’t last long)
Other ItemsNotes
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.ua0XElr4rvEe4C7J]{Candle}
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.UJ5qtx1Dt3ENW2Uh]{Rations (1 day)}
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.m5lUbtwYYZDzo0Jx]{Sack}
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.G2HjI5SUADNv0yJ2]{Torch}

Moderately Priced Items

WeaponsNotes
@UUID[Compendium.cyphersystem-compendium.weapons-fantasy.La6ogBpdY1cjYIug]{Blowgun}Light weapon, short range
@UUID[Compendium.cyphersystem-compendium.weapons-fantasy.DxvLEdJsjNLghy5m]{Broadsword (substandard)}Medium weapon (won’t last long)
@UUID[Compendium.cyphersystem-compendium.weapons-fantasy.cFkYLORc1EiwPpLf]{Dagger}Light weapon
@UUID[Compendium.cyphersystem-compendium.weapons-fantasy.Chp5Kt00vrxxYBAT]{Handaxe}Light weapon
@UUID[Compendium.cyphersystem-compendium.weapons-fantasy.xMUGgLlOKoZqooWy]{Throwing knife}Light weapon, short range
ArmorNotes
@UUID[Compendium.cyphersystem-compendium.armor-fantasy.dwYLXpRkrg8AaoMP]{Hides and furs}Light armor
@UUID[Compendium.cyphersystem-compendium.armor-fantasy.E3UpdWDvaLUQ2Xfz]{Leather jerkin}Light armor
Other ItemsNotes
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.2uM56Yu3g5OCjLkm]{Backpack}
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.3TAk68d2T0nMXlIG]{Bedroll}
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.ObGbm8EmEBDCotRD]{Crowbar}
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.BmQOOToImOypwy7g]{Hourglass}
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.VNW4jviGcTTfC2Mu]{Iron spikes}10 spikes
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.XjU4o9vgaZ4wiBSD]{Lantern}
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.U20W8jrBZGlWsQu2]{Rope}Hemp, 50 feet
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.BQ87g3YjkViIKc7l]{Signal horn}
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.MEp5TNjz6v9dnuLP]{Tent}

Expensive Items

WeaponsNotes
@UUID[Compendium.cyphersystem-compendium.weapons-fantasy.oGdbXxumsdjbdVzJ]{Battleaxe}Medium weapon
@UUID[Compendium.cyphersystem-compendium.weapons-fantasy.W8mx4ak9u2JKvX6Q]{Broadsword}Medium weapon
@UUID[Compendium.cyphersystem-compendium.weapons-fantasy.xeXPxadNyGu35H4k]{Bow}Medium weapon, long range
@UUID[Compendium.cyphersystem-compendium.weapons-fantasy.H8tg6l3LpBLNRz32]{Cutlass}Medium weapon
@UUID[Compendium.cyphersystem-compendium.weapons-fantasy.ZHeioW4Ywrgs6Si8]{Light crossbow}Medium weapon, long range
@UUID[Compendium.cyphersystem-compendium.weapons-fantasy.J3BdB6S45bmc8cvl]{Quarterstaff}Medium weapon (requires 2 hands)
ArmorNotes
@UUID[Compendium.cyphersystem-compendium.armor-fantasy.ljoqzdX7tpPpCTCc]{Breastplate}Medium armor
@UUID[Compendium.cyphersystem-compendium.armor-fantasy.9toshrf5gjzwIsDm]{Brigandine}Medium armor
@UUID[Compendium.cyphersystem-compendium.armor-fantasy.2mgyMiNIOQ4iUVnl]{Chainmail}Medium armor
Other ItemsNotes
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.mVwBYBHxYinj4lLx]{Bag of heavy tools}
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.XuYDx9q73UxyPN22]{Bag of light tools}

Very Expensive Items

WeaponsNotes
@UUID[Compendium.cyphersystem-compendium.weapons-fantasy.rUR8Ile0ZRC2qMfM]{Broadsword (jeweled)}Medium weapon
@UUID[Compendium.cyphersystem-compendium.weapons-fantasy.7Yc0010ac7PbCkPl]{Greatsword}Heavy weapon
@UUID[Compendium.cyphersystem-compendium.weapons-fantasy.gVNfXCYe0qsDXQNO]{Heavy crossbow}Heavy weapon, long range
ArmorNotes
@UUID[Compendium.cyphersystem-compendium.armor-fantasy.f8OhNQR1rGtWy2Ot]{Dwarven breastplate}Medium armor, encumbers as light armor
@UUID[Compendium.cyphersystem-compendium.armor-fantasy.2SMPhQU8pP4vsJ6R]{Full plate}Heavy armor
Other ItemsNotes
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.cIWeisTbSX9izeaW]{Disguise kit}Asset for disguise tasks
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.ICgjGDSqGXInN1PP]{Healing kit}Asset for healing tasks
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.7BQwwk2qh7zxU6ih]{Spyglass}Asset for perception tasks at range

Exorbitant Items

ArmorNotes
@UUID[Compendium.cyphersystem-compendium.armor-fantasy.kcF98fSVWNjAEQWI]{Elven chainmail}Medium armor, encumbers as no armor
Other ItemsNotes
@UUID[Compendium.cyphersystem-compendium.vehicles.3svOlCDP6Sm4v2Ql]{Sailing ship (small)}

Fantasy Artifacts

In many ways, fantasy is the genre for artifacts. All magic items—wands that shoot lightning, magic carpets, singing swords, rings that make the wearer invisible, and so on—are artifacts. Below are a few sample artifacts to give a template for GMs to follow. Those running a fantasy campaign will likely want to create many magic artifacts.

@UUID[Compendium.cyphersystem-compendium.artifacts-fantasy.Hanw3m7cRoN6XrsV]{Angelic ward} @UUID[Compendium.cyphersystem-compendium.artifacts-fantasy.I8TAffkn2YfPdIlf]{Ring of dragon’s flight} @UUID[Compendium.cyphersystem-compendium.artifacts-fantasy.lZy9XOFTIPBKjr5z]{Soulflaying weapon} @UUID[Compendium.cyphersystem-compendium.artifacts-fantasy.2q4omUFxtUBr4WFP]{Spellbook of the amber mage} @UUID[Compendium.cyphersystem-compendium.artifacts-fantasy.BNT94UfgkXdmcErV]{Wand of firebolts}

Fantasy Species Descriptors

In a high fantasy setting, some GMs may want dwarves and elves to be mechanically different from humans. Below are some possibilities for how this might work.

Dwarf

You’re a stocky, broad-shouldered, bearded native of the mountains and hills. You’re also as stubborn as the stone in which the dwarves carve their homes under the mountains. Tradition, honor, pride in smithcraft and warcraft, and a keen appreciation of the wealth buried under the roots of the world are all part of your heritage. Those who wish you ill should be wary of your temper. When dwarves are wronged, they never forget.

You gain the following characteristics:

Stalwart: +2 to your Might Pool.

@UUID[Compendium.cyphersystem-compendium.basic-skills.Q0vfmbqehJw0jYBa]{Skill}: You are trained in Might defense rolls.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.kOe6eKWNKZ0rlIbt]{Skill}: You are trained in tasks related to stone, including sensing stonework traps, knowing the history of a particular piece of stonecraft, and knowing your distance beneath the surface.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.XBza3foP98Apv3u6]{Skill}: You are practiced in using axes.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.O0bj3SSEEaArxBet]{Skill}: You are trained in using the tools required to shape and mine stone.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.wfUuLfNI6KyKsZ6R]{Vulnerability}: When you fail an Intellect defense roll to avoid damage, you take 1 extra point of damage.

Additional Equipment: You have an axe.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You found the PCs wandering a maze of tunnels and led them to safety.

  2. The PCs hired you to dig out the entrance to a buried ruin.

  3. You tracked down the thieves of your ancestor’s tomb and found they were the PCs. Instead of killing them, you joined them.

  4. Before dwarves settle down, they need to see the world.

Elf

You haunt the woodlands and deep, natural realms, as your people have for millennia. You are the arrow in the night, the shadow in the glade, and the laughter on the wind. As an elf, you are slender, quick, graceful, and long lived. You manage the sorrows of living well past many mortal lifetimes with song, wine, and an appreciation for the deep beauties of growing things, especially trees, which can live even longer than you do.

You gain the following characteristics:

Agile: +2 to your Speed Pool.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.y8GNItkWz0Ll5eDE]{Long-Lived}: Your natural lifespan (unless tragically cut short) is thousands of years.

@UUID[Compendium.cyphersystem-compendium.basic-skills.rH5FwMXGaNn21DZD]{Skill}: You are specialized in tasks related to perception.

Skill: You are practiced in using one bow variety of your choice.

Skill: You are trained in @UUID[Compendium.cyphersystem-compendium.basic-skills.duTx0BwgmC1Gw3Ze]{stealth} tasks. In areas of natural woodland, you are @UUID[Compendium.cyphersystem-compendium.expanded-skills.FXuy9hOuuAVeiGIc]{specialized in stealth tasks}.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.JTgcA5dhKHQM6lvw]{Fragile}: When you fail a Might defense roll to avoid damage, you take 1 extra point of damage.

Additional Equipment: You have a bow and a quiver of arrows to go with it.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. Before putting an arrow in the forest intruders, you confronted them and met the PCs, who were on an important quest.

  2. Your heart yearned for farther shores, and the PCs offered to take you along to new places.

  3. Your home was burned by strangers from another place, and you gathered the PCs along the way as you tracked down the villains.

  4. An adventure was in the offing, and you didn’t want to be left behind.

Half-Giant

You stand at least 12 feet (4 m) tall and tower over everyone around you. Whether you are a full-blooded giant or merely have giant heritage from large ancestors, you’re massive. Always large for your age, it became an issue only once you reached puberty and topped 7 feet (2 m) in height, and kept growing from there.

You gain the following characteristics:

Tough: +4 to your Might Pool.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.cP5tB0NoQnIydKZJ]{Mass and Strength}: You inflict +1 point of damage with your melee attacks and attacks with thrown weapons.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.0efUBEaMaoe3XB4q]{Breaker}: Tasks related to breaking things by smashing them are eased.

Inability: You’re too large to accomplish normal things. Tasks related to @UUID[Compendium.cyphersystem-compendium.inabilities.gpHPkjq631isDAjT]{initiative}, @UUID[Compendium.cyphersystem-compendium.inabilities.oGzczZIk8XKBDpZo]{stealth}, and @UUID[Compendium.cyphersystem-compendium.inabilities.veqN70GNrIvluVMq]{fine manipulation of any sort} (such as lockpicking or repair tasks) are hindered.

Additional Equipment: You have a heavy weapon of your choice.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You fished the PCs out of a deep hole they’d fallen into while exploring.

  2. You were the PCs’ guide in the land of giants and stayed with them afterward.

  3. The PCs helped you escape a nether realm where other giants were imprisoned by the gods.

  4. You kept the PCs from being discovered by hiding them behind your bulk when they were on the run.

Helborn

Demons of the underworld sometimes escape. When they do, they can taint human bloodlines. Things like you are the result of such unnatural unions. Part human and part something else, you are an orphan of a supernatural dalliance. Thanks to your unsettling appearance, you’ve probably been forced to make your own way in a world that often fears and resents you. Some of your kin have large horns, tails, and pointed teeth. Others are more subtle or more obvious in their differences—a shadow of a knife-edge in their face and a touch that withers normal plants, a little too much fire in their eyes and a scent of ash in the air, a forked tongue, goatlike legs, or the inability to cast a shadow. Work with the GM on your particular helborn appearance.

You gain the following characteristics.

Devious: +2 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.JW3zwz6IgZcqN0XX]{Skill}: You are trained in tasks related to magic lore and lore of the underworld.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.w2loaRgoNlhuYGwg]{Fire Adapted}: +2 to Armor against damage from fire only.

Helborn Magic: You are inherently magical. Choose one low-tier ability from the Abilities chapter. If the GM agrees it is appropriate, you gain that ability as part of your helborn heritage, and can use it like any other type or focus ability.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.yW5LvpudYQcN1n5b]{Inner Evil}: You sometimes lose control and risk hurting your allies. When you roll a 1, the GM has the option to intrude by indicating that you lose control. Once you’ve lost control, you attack any and every living creature within short range. You can’t spend Intellect points for any reason other than to try to regain control (a difficulty 2 task). After you regain control, you suffer a –1 penalty to all rolls for one hour.

@UUID[Compendium.cyphersystem-compendium.inabilities.lfVIjOnbi86nUjng]{Inability}: People distrust you. Tasks to persuade or deceive are hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You were nearly beaten to death by people who didn’t like your look, but the PCs found and revived you.

  2. The PCs hired you for your knowledge of magic.

  3. Every so often you get visions of people trapped in the underworld. You tracked those people down and found the PCs, who’d never visited the underworld. Yet.

  4. Your situation at home became untenable because of how people reacted to your looks. You joined the PCs to get away.

Optional Rule: Spellcasting

Fantasy settings prioritize magic as an essential ingredient. But why restrict that magic to just wizards and similar characters? It’s not uncommon in fantasy literature for a thief or warrior to learn a few spells as they steal or brawl through their adventures. Leiber’s Gray Mouser knew some spells, Moorcock’s Elric knew a lot, pretty much everyone in Anthony’s Xanth books knew at least one, and so on. Of course, wizards and sorcerers specialize in spellcasting, which gives them clear superiority in magic use. But whether a character is a fireball-flinging wizard or a belligerent barbarian, anyone can learn some spellcasting under this optional rule.

Under the spellcasting rule, any character, no matter their role or type, can choose to learn a spell as a long-term benefit. After they learn one spell, they may learn more later if they wish, or just stick with the one.

First Spell

Any character can gain a spell by spending 3 XP and working with the GM to come up with an in-game story of how the PC learned it. Maybe they learned it as a child from their parent and practiced it enough to actually do it; perhaps they spent a month hiding in a wizard’s library reading; it could be that they found a weird magical amulet that imbues them with the spell; and so on.

Next, choose one low-tier ability from the Abilities chapter. If the GM agrees it is appropriate, the character gains that ability as their spell, with a few caveats. The spell can’t be used like a normal ability gained through a PC’s type or focus. Instead, a character must either use a recovery roll or spend many minutes or longer evoking their spell, in addition to paying its Pool cost (if any).

Using a Recovery Roll to Cast a Spell: If the character uses a one-action, ten-minute, or one-hour recovery roll as part of the same action to cast the spell (including paying any Pool costs), they can use the ability as an action. This represents a significant mental and physical drain on the character, because the normal benefit of recovering points in a Pool is not gained.

Spending Time to Cast a Spell: If the character takes at least ten minutes chanting, mumbling occult phonemes, concentrating deeply, or otherwise using all their actions, they can cast a low-tier spell (if they also pay any Pool costs). An hour is required to cast mid-tier spells. Ten hours are required to cast a high-tier spell.

More Spells

Once a character has learned at least one spell, they can opt to learn additional spells later. Each time, they must spend an additional 3 XP and work with the GM to come up with an in-game story of how the character’s magical learning has progressed.

Two additional rules for learning additional spells apply:

First, a character must be at least tier 3 and have previously gained one low-tier spell before they can learn a mid-tier spell.

Second, a character must be at least tier 5 and have previously gained one mid-tier spell before they can learn a high-tier spell.

Otherwise, gaining and casting additional spells are as described for the character’s first spell.

Wizards and the Optional Spellcasting Rule

Wizards (usually Adepts) and characters with explicit spellcasting foci like Masters Spells, Channels Divine Blessings, Speaks for the Land, and possibly others are also considered to be spellcasters, and moreover, specialized ones. Their spells—abilities provided by their type or focus—are used simply by paying their Pool costs. Extra time or physical effort isn’t required to cast them. That’s because, in the parlance of the fantasy genre, these spells are considered to be “prepared.”

But specialized casters can also use the optional spellcasting rule to expand their magic further. They can learn additional spells via the optional spellcasting rule just like other characters, with the same limitations.

Optionally, specialized casters who record their arcane knowledge in a spellbook (or something similar) gain one additional benefit. The spellbook is a compilation of spells, formulas, and notes that grants the specialized caster more flexibility than those who’ve simply learned a spell or two. With a spellbook, a PC can replace up to three prepared spells with three other spells they’ve learned of the same tier. To do so, they must spend at least one uninterrupted hour studying their spellbook. Usually, this is something that requires a fresh mind, and must be done soon after a ten-hour recovery.

For instance, if a wizard exchanges Ward (an ability gained from their type) with Telekinesis (an ability gained from the optional spellcasting rule), from now on the character can cast Ward only by spending time or using a recovery roll (as well as spending Pool points). On the other hand, they can use Telekinesis normally, because now it’s prepared. Later, the wizard could spend the time studying to change out their prepared spells with others they’ve learned using the optional spellcasting rule.

A PC might choose the 4 XP character advancement option to select a new type-based ability from their tier or alower tier. If so, the ability gained doesn’t count as a spell, and the spellcasting rule limitations do not apply to the ability so gained. If the PC is a wizard and uses the 4 XP character advancement option, treat the ability as one more prepared spell.

Note: Foundry VTT Usage

To use spells in Foundry VTT, sort abilities as spells in the settings of the item sheet. Note how many abilities are prepared spells (i.e., how many are learned as type or focus abilities). Archive all unprepared spells, so that the number of active items equals the number of prepared spells. When the PC exchanges one of their prepared spells, unarchive the one that is now prepared and archive another one of the same tier.

You can use your prepared spells just like any other ability of your type or focus. Unprepared spells (i.e., archived spells) use the rules above.

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The modern setting is easy because it’s just the real world, right? Well, yes and no. It’s easy for players to understand the context of a modern setting. They know the default assumptions—cities, cars, cell phones, the internet, and so on. It’s also easier for some players to get into character, because their character could be someone they might very well pass on the street. It can be easier to wrap your mind around a history professor than a thousand-year-old elf wizard. These things make it easier on the GM as well.

But for the same reason, it’s not easy. The setting is the real world we all know, so it’s easy to get facts wrong or let them bog you down. What happens when you pull the fire alarm on the thirty-fifth floor of a major hotel in a large city? How fast do the authorities arrive? In truth, the facts aren’t as important as the story you’re creating, but some verisimilitude is nice.

Molding Characters for a Modern Game

If you’re trying to portray a psychic with a few basic powers, you might not want to use the Adept character type. Instead, choose a different type (perhaps a Speaker) and encourage foci such as Commands Mental Powers or Focuses Mind Over Matter. Some of the Adept’s powers might be too over the top for the genre.

Similarly, the technology flavor is probably too high-tech for a modern game. For someone with technical skills, use the skills and knowledge flavor instead.

Sometimes, the types might be more physical than is always desirable for a modern game, but that’s because the least physical type, the Adept, is often inappropriate for other reasons. The Calm descriptor is very good for such characters, not only granting them a great deal of skill and knowledge, but also reducing their physical capabilities.

Last, don’t forget foci such as Doesn’t Do Much or Would Rather Be Reading for “normal” characters who have useful skills but not much in the way of flashy abilities.

Suggested Types for a Modern Game

RoleType
Police officerExplorer with combat flavor
DetectiveExplorer with stealth flavor
SoldierWarrior
CriminalExplorer with stealth flavor
TeacherSpeaker
Professional (accountant, writer, etc.)Speaker with skills and knowledge flavor
Technical professionExplorer with skills and knowledge flavor
DilettanteSpeaker with skills and knowledge flavor
Doctor/NurseExplorer with skills and knowledge flavor
PoliticianSpeaker
LawyerSpeaker
ScholarExplorer with skills and knowledge flavor
SpySpeaker with stealth flavor
OccultistAdept
Mystic/PsychicAdept

Basic Creatures and NPCs for a Modern Game

@UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.WJgPGUcSUrR4Ssuu]{Businessperson} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.ZT13lzcl6dsvg8HX]{Cat} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.GNrvq56bsnlHgKeW]{Clerk} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.JZbErZ6hAgtHrgim]{Dog} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.vmvgLdR7JKdsukCW]{Dog, guard} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.61EndqAjZ2ZZZuS9]{Horse} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.qLFrfE0E9w6BcG48]{Rat} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.SpaQv9sL1VWlrkLS]{Worker}

Additional Modern Equipment

In a modern setting, the following items (and anything else appropriate to the real world) are usually available.

Refer to the @UUID[Compendium.cyphersystem-compendium.cypher-journals.QhNXyjJC4BW5agrm.JournalEntryPage.YwC86IjNKFB5q7gx#equipment-listing]{equipment listing} of the Science Fiction Rulebook for an expanded selection of contemporary equipment.

Inexpensive Items

WeaponsNotes
@UUID[Compendium.cyphersystem-compendium.ammo.lYJndyNwkfb2sQz2]{Ammo (box of 50 rounds)}
@UUID[Compendium.cyphersystem-compendium.weapons-modern.ZuWPhhwirVzEtpcS]{Knife (simple)}Light weapon (won’t last long)
Other ItemsNotes
@UUID[Compendium.cyphersystem-compendium.equipment-modern.ss1cft2vMEWx4kJ4]{Duct tape roll}Useful and ubiquitous
@UUID[Compendium.cyphersystem-compendium.equipment-modern.p6V32aB5gkEFqitX]{Flashlight}
@UUID[Compendium.cyphersystem-compendium.equipment-modern.3jJNQk40gldOiD2z]{Padlock with keys}
@UUID[Compendium.cyphersystem-compendium.equipment-modern.XFf4M5XhGJb6snrS]{Trail rations (1 day)}

Moderately Priced Items

WeaponsNotes
@UUID[Compendium.cyphersystem-compendium.weapons-modern.EOke4Vi9vZv4U16N]{Hand grenade}Explosive weapon, inflicts 4 points of damage in immediate radius
@UUID[Compendium.cyphersystem-compendium.weapons-modern.DliC4uPK4vnuiN3w]{Hunting knife}Light weapon
@UUID[Compendium.cyphersystem-compendium.weapons-modern.7EItM0gT073fcCyx]{Machete}Medium weapon
@UUID[Compendium.cyphersystem-compendium.weapons-modern.B5CSduGis9vKucKp]{Nightstick}Light weapon
ArmorNotes
@UUID[Compendium.cyphersystem-compendium.armor-modern.gwPnvp7McesS3NUR]{Leather jacket}Light armor
Other ItemsNotes
@UUID[Compendium.cyphersystem-compendium.equipment-modern.mbTBZG8Z968IxHq2]{Backpack}
@UUID[Compendium.cyphersystem-compendium.equipment-modern.ccm57mnk8bNmPWfQ]{Bag of heavy tools}
@UUID[Compendium.cyphersystem-compendium.equipment-modern.VYIqlo7RM9scywV5]{Bag of light tools}
@UUID[Compendium.cyphersystem-compendium.equipment-modern.VjpaBgV1XxHEl7U7]{Binoculars}Asset for perception tasks at range
@UUID[Compendium.cyphersystem-compendium.equipment-modern.QQCRR8D4rroB36YC]{Bolt cutters}
@UUID[Compendium.cyphersystem-compendium.equipment-modern.UQalAy7SSl1QGgIk]{Cell phone}
@UUID[Compendium.cyphersystem-compendium.equipment-modern.PByrX3tmLVa85NeK]{Climbing gear}
@UUID[Compendium.cyphersystem-compendium.equipment-modern.UV1anGyX2QaGd8qX]{Crowbar}
@UUID[Compendium.cyphersystem-compendium.equipment-modern.LuGHnohquvbNoT9d]{Electric lantern}
@UUID[Compendium.cyphersystem-compendium.equipment-modern.fHdiS7JT9hjtjeb9]{First aid kit}Asset for healing tasks
@UUID[Compendium.cyphersystem-compendium.equipment-modern.98dhCNOFZ8TYBS1Y]{Handcuffs}
@UUID[Compendium.cyphersystem-compendium.equipment-modern.W40tEHGIcevTGDkt]{Rope}Nylon, 50 feet
@UUID[Compendium.cyphersystem-compendium.equipment-modern.iBpZVq4fM9mPDIDK]{Sleeping bag}
@UUID[Compendium.cyphersystem-compendium.equipment-modern.WOJ75BLfqqViZ57w]{Tent}

Expensive Items

WeaponsNotes
@UUID[Compendium.cyphersystem-compendium.weapons-modern.lbpcftYKyWKpoqoT]{Light handgun}Light weapon, short range
@UUID[Compendium.cyphersystem-compendium.weapons-modern.i8RP2vxMaoUgCNL1]{Medium handgun}Medium weapon, long range
@UUID[Compendium.cyphersystem-compendium.weapons-modern.WRluKrzzdF5wad4V]{Bow}Medium weapon, long range
@UUID[Compendium.cyphersystem-compendium.weapons-modern.dvZ57WEEzP575D6m]{Rifle}Medium weapon, long range
@UUID[Compendium.cyphersystem-compendium.weapons-modern.w4K2udLKOMjY53z1]{Shotgun}Heavy weapon, immediate range
ArmorNotes
@UUID[Compendium.cyphersystem-compendium.armor-modern.Tvvpp1L5F3sw3999]{Kevlar vest}Medium armor
Other ItemsNotes
@UUID[Compendium.cyphersystem-compendium.equipment-modern.Am5vYHXpCPsF3lrq]{Camera designed to be concealed}Transmits at long range
@UUID[Compendium.cyphersystem-compendium.equipment-modern.aGOQvKGxdPRVWq2F]{Microphone designed to be concealed}Transmits at long range
@UUID[Compendium.cyphersystem-compendium.equipment-modern.f0EYtw06E63173J1]{Cold weather camping gear}
@UUID[Compendium.cyphersystem-compendium.equipment-modern.1LbD5gLbLwY8QvPL]{Nightvision goggles}
@UUID[Compendium.cyphersystem-compendium.equipment-modern.13woD4sUoJbNy1au]{Scuba gear}
@UUID[Compendium.cyphersystem-compendium.equipment-modern.wpJd3cLska66OpcQ]{Smartphone}
@UUID[Compendium.cyphersystem-compendium.equipment-modern.CCHqv8dyuq7EGVHL]{Straightjacket}

Very Expensive Items

WeaponsNotes
@UUID[Compendium.cyphersystem-compendium.weapons-modern.TiBhD7UEqWItJVOc]{Heavy handgun}Heavy weapon, long range
@UUID[Compendium.cyphersystem-compendium.weapons-modern.6r112wF81Zs3yeNe]{Assault rifle}Heavy weapon, rapid-fire weapon, long range
@UUID[Compendium.cyphersystem-compendium.weapons-modern.wDV0Rbou4poxCdm1]{Heavy rifle}Heavy weapon, very long range
@UUID[Compendium.cyphersystem-compendium.weapons-modern.RCmDHR6H1lg9bRoV]{Submachine gun}Medium weapon, rapid-fire weapon, short range
ArmorNotes
@UUID[Compendium.cyphersystem-compendium.armor-modern.AqT96NV9XXl8iNye]{Lightweight body armor}Medium armor, encumbers as light armor
@UUID[Compendium.cyphersystem-compendium.armor-modern.tLUMEDBAJJH6sFAg]{Military body armor}Heavy armor
Other ItemsNotes
@UUID[Compendium.cyphersystem-compendium.equipment-modern.Kh6bhcajxt4cZDWH]{Disguise kit}Asset for disguise tasks
@UUID[Compendium.cyphersystem-compendium.vehicles.eqsiUjrg2EIrtiQj]{Used car}Level 3
@UUID[Compendium.cyphersystem-compendium.vehicles.ZYdj5EXY920kdcgr]{Small boat}Level 3

Exorbitant Items

Other ItemsNotes
@UUID[Compendium.cyphersystem-compendium.vehicles.hN3G2oNbOiKRfKMZ]{Large boat}Level 5
@UUID[Compendium.cyphersystem-compendium.vehicles.w4awO0Fz56obreUb]{Luxury car}Level 5
@UUID[Compendium.cyphersystem-compendium.vehicles.d5xp1l8px98GQIbQ]{Sports car}Level 6

Optional Rule: Handling PCs as Children

The regular character creation process makes fully competent, adult characters. To account for playing children, the GM could adopt this optional rule. First, the players make their characters normally, and then they apply the following adjustments to their PCs, as appropriate to their age category. You might also consider applying a tier cap of 3 to childhood adventure games with kids of up to thirteen years old, and a tier cap of 4 for childhood adventure games featuring PCs who are aged fourteen to seventeen.

Age 9 to 13

Slight: –4 to your Might Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.KY4e1Wo5NKh7TEiy]{Vulnerable}: Adults look out for you. You are trained in all pleasant social interactions with adults.

@UUID[Compendium.cyphersystem-compendium.inabilities.GhWikcOP1CAwpzZQ]{Inability}: Might-based tasks are hindered.

@UUID[Compendium.cyphersystem-compendium.inabilities.yl3vXIZfzudiVVqs]{Inability}: Tasks involving knowledge are hindered.

Age 14 to 17

Youthful: –2 to your Might Pool.

@UUID[Compendium.cyphersystem-compendium.inabilities.yl3vXIZfzudiVVqs]{Inability}: Tasks involving knowledge are hindered.

","markdown":""},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"ownership":{"default":-1},"flags":{}},{"sort":587500,"name":"Genre: Science Fiction","type":"text","_id":"VFJ6kCCgRGTzpWp0","title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"

For an expanded treatment of the science fiction genre, refer to the @UUID[Compendium.cyphersystem-compendium.cypher-journals.QhNXyjJC4BW5agrm]{Science Fiction Rulebook}. Some of the sci-fi equipment has been updated in the Science Fiction Rulebook. The equipment in this chapter include these changes. For that reason, there are some differences from the printed Cypher System Rulebook. Those instances are noted with an asterisk (*).

Science fiction is an incredibly broad category. It covers UFOs, space opera, near-future dystopias, otherworldly epics, hard science fiction, and everything in between. Even when compared to fantasy, science fiction is so wide that it almost isn’t a single genre at all. Truthfully, there’s not all that much to tie, say, The Time Machine by H. G. Wells with a dark cyberpunk story except for the technology involved, which is at a higher level than we possess or understand today. But even that part of science fiction is contentious. Should the science be purely that which obeys the laws of physics as we understand them today (often called hard science fiction), or is it more of an “anything goes” proposition? Is science we can’t explain really just magic?

For our purposes, we’ll treat fantastic science fiction as the default: aliens, spaceships that allow travel to other stars, energy weapons and shields, and so on. It’s a familiar setting to almost everyone interested in science fiction. That said, we’ve also got some additional guidance for hard science fiction, where what’s possible is more grounded in what we currently scientifically extrapolate. But your science fiction setting can be anything you can imagine.

Suggested Types for a Science Fiction Game

RoleType
SoldierWarrior
TechnicianExplorer with technology flavor
PilotExplorer with technology flavor
DiplomatSpeaker
DoctorSpeaker with skills and knowledge flavor
SpyExplorer with stealth flavor
ScientistExplorer with skills and knowledge flavor
PsionAdept
Psychic knightWarrior with magic flavor

Basic Creatures and NPCs for a Science Fiction Game

@UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.ckjeyJICRGhNlGgS]{Corporate drone} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.6TcU3jVH85UcUFIz]{Guard beast} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.urAFJXaUkWY2R1zj]{Innocuous rodent} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.vSvrg6g5VkP5MkeZ]{Physical laborer}

Additional Science Fiction Equipment

In a science fiction setting, the following items (and anything else appropriate to the setting) are usually available.

Inexpensive Items

WeaponsNotes
@UUID[Compendium.cyphersystem-compendium.ammo.1UGRE1k4ReUFAr34]{Energy pack (50 shots)}
@UUID[Compendium.cyphersystem-compendium.weapons-sci-fi.O3WVhoZQ8U8401yo]{Knife (simple)}Light weapon
Other ItemsNotes
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.kh1dzF6oaKZqzss6]{Flashlight}
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.LyUOH2V2zQqlIcgG]{Survival rations (1 day)}

Moderately Priced Items

WeaponsNotes
@UUID[Compendium.cyphersystem-compendium.weapons-sci-fi.2Fcz72cuTLrwjLy7]{Hunting knife}Light weapon
@UUID[Compendium.cyphersystem-compendium.weapons-sci-fi.H8InhgjpPnnVzmiV]{Machete}Medium weapon
@UUID[Compendium.cyphersystem-compendium.weapons-sci-fi.mVef0tRkNWbfz2VS]{Grenade (sonic)}Explosive weapon, inflicts 2 points of damage in immediate radius, plus Might defense roll or lose next turn
@UUID[Compendium.cyphersystem-compendium.weapons-sci-fi.PnvNFQbxuCHb874j]{Grenade (thermite)}*Explosive weapon, inflicts 6 points of damage in immediate radius
ArmorNotes
@UUID[Compendium.cyphersystem-compendium.armor-sci-fi.kzLQCncQ1cXzM456]{Leather jacket}Light armor
Other ItemsNotes
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.FALc1UkW90o9M0rr]{Backpack}
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.y8M3rmSzHUyKLdom]{Bag of heavy tools}
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.UuHnuXeI6iwIvgtf]{Bag of light tools}
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.kAzP990hVR1pQSYR]{Binoculars}Asset for perception tasks at range
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.0SBO3NnYx33dwomQ]{Breather}*Provides a day of breathable air
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.G50Jj9pfCytxzMJe]{Climbing gear}Asset for climbing tasks
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.4p14iIDm5SitvYiK]{Communicator}Planetary range
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.zE8nBEE8jVYswUT4]{Crowbar}
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.3kbeLDAUmwyYsPDj]{Environment tent}
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.a4crA7W9OQa3LCIn]{First aid kit}Asset for healing tasks
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.KpSlhPXtD1ysoREW]{Handcuffs}
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.2FgbXJjI9iBI7fk6]{Nightvision goggles}
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.CzM5OkaV23fUxHUi]{Portable lamp}
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.06uEHDipEwShEcun]{Rope}Nylon, 50 feet
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.hofNkVrnwjRHaopi]{Sleeping bag}

Expensive Items

WeaponsNotes
@UUID[Compendium.cyphersystem-compendium.weapons-sci-fi.cAh0sGKTyb8Vptej]{Light blaster}Light weapon, short range
@UUID[Compendium.cyphersystem-compendium.weapons-sci-fi.2Iusz99wevz9KSEV]{Medium blaster}Medium weapon, long range
@UUID[Compendium.cyphersystem-compendium.weapons-sci-fi.LDklLSixesdwgwj3]{Needler}Light weapon, long range
@UUID[Compendium.cyphersystem-compendium.weapons-sci-fi.PNDivijkZvlsUjbm]{Shotgun}Heavy weapon, immediate range
@UUID[Compendium.cyphersystem-compendium.weapons-sci-fi.qErMuZdwnHVPLCm7]{Stunstick}Medium weapon, inflicts no damage but human-sized or smaller target loses next action
ArmorNotes
@UUID[Compendium.cyphersystem-compendium.armor-sci-fi.BqiPzuCqRfn9yFrR]{Armored bodysuit}*Medium armor, encumbers as no armor
@UUID[Compendium.cyphersystem-compendium.armor-sci-fi.JrN6tyFoTYLtZc6s]{Lightweight body armor}*Heavy armor, encumbers as medium armor
Other ItemsNotes
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.qa9okeQfd3NTtmzD]{Camera designed to be concealed}Transmits at long range
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.r36W1oDLBXrXsu6G]{Microphone designed to be concealed}Transmits at long range
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.MtCq6owCDm7GG8Pw]{Environment suit}Provides 24 hours of atmosphere and +10 to Armor against extreme temperatures
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.LirhTzCUj7UFCfgB]{Wrist computer}Asset for most knowledge-based tasks

Very Expensive Items

WeaponsNotes
@UUID[Compendium.cyphersystem-compendium.weapons-sci-fi.7NCzo49o54a1vSy1]{Heavy blaster}Heavy weapon, long range
@UUID[Compendium.cyphersystem-compendium.weapons-sci-fi.7Cy8yASphzXHYlsJ]{Heavy blaster rifle}*Heavy weapon, very long range
@UUID[Compendium.cyphersystem-compendium.weapons-sci-fi.xjviCkv7gCoy1ZcV]{Pulse laser gun}Medium weapon, rapid-fire weapon, long range
ArmorNotes
@UUID[Compendium.cyphersystem-compendium.armor-sci-fi.Bujb0Cz7cVN6K9H3]{Battlesuit}*Heavy armor, also also grants the benefit of a @UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.g8xedO3WjADU8fBU]{deluxe space suit}
Other ItemsNotes
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.mGvzhwfcLOR8Aami]{Disguise kit}Asset for disguise tasks
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.fxntln2fSRKpMFyx]{Gravity regulator}Belt-mounted device that regulates gravity to 1G for wearer if within 0 G to 3 G conditions
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.MbgM9wBMTWCIXCqh]{Handheld scanner}Asset for identifying tasks
@UUID[Compendium.cyphersystem-compendium.vehicles.pTEJ1VrxrSVGteKY]{Hovercraft}Level 4
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.ZOz0Fit7uAvEjIPA]{Infiltrator}Asset for lockpicking tasks when used with electronic locks
@UUID[Compendium.cyphersystem-compendium.vehicles.vGpae1ESOw3hK4qY]{Jetpack}*Level 2
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.RpA2kZiwJAa7fRQM]{Stealthsuit}*Provides two assets for stealth tasks

Exorbitant Items

WeaponsNotes
@UUID[Compendium.cyphersystem-compendium.weapons-sci-fi.B0x6U0RnIp2EyEbV]{Blast cannon}10 points of damage, 500-foot (150 m) range, requires a tripod and two people to operate
ArmorNotes
@UUID[Compendium.cyphersystem-compendium.armor-sci-fi.LOwyfbM0bAlLrBc0]{Force field}*Not armor, offers +1 to Armor; once used, must be recharged for several hours
Other ItemsNotes
@UUID[Compendium.cyphersystem-compendium.vehicles.8CtlFUIKlZpteVG3]{Luxury hovercar}Level 5
@UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.0WiWAbNWXRypYxjh]{Robot servant}Level 3
@UUID[Compendium.cyphersystem-compendium.vehicles.rPjVFxfdapjErMwt]{Small spaceship}Level 4

Science Fiction Artifacts

Artifacts in a science fiction game can be strange relics from an unknown alien source or tech items that aren’t yet widely available. In a galactic setting, for example, it’s easy to imagine that innovations or specialized items might not have spread everywhere.

@UUID[Compendium.cyphersystem-compendium.artifacts-sci-fi.aV9zEHENEDgFu5r9]{Amber casement} @UUID[Compendium.cyphersystem-compendium.artifacts-sci-fi.BrWNyEr0tRbOkOW9]{Metabolism bud} @UUID[Compendium.cyphersystem-compendium.artifacts-sci-fi.dMU5JjdzGh2xYJHe]{Mind imager} @UUID[Compendium.cyphersystem-compendium.artifacts-sci-fi.HbWQ65yTcCT5kRZ9]{Psychic crystal} @UUID[Compendium.cyphersystem-compendium.artifacts-sci-fi.4sk825DOsE6oE9d3]{Repair sphere}

Starships

Here are a few sample starship types:

StarshipLevelCrewWeapon Systems
@UUID[Compendium.cyphersystem-compendium.starships.f14c7pV1Cc89BEgg]{Fighter}111
@UUID[Compendium.cyphersystem-compendium.starships.1QmIZUO93276WVip]{Interceptor}211
@UUID[Compendium.cyphersystem-compendium.starships.RsHhdbOFUEkKCJUW]{Freighter}3 (4 for defense)41
@UUID[Compendium.cyphersystem-compendium.starships.rrkSDY696W28w7T6]{Frigate}4204
@UUID[Compendium.cyphersystem-compendium.starships.2Cuo9MpDalEzoM6i]{Cruiser}4255
@UUID[Compendium.cyphersystem-compendium.starships.SbCnPYjsEaR4YeMr]{Battleship}101,00036

“Crew” indicates the minimum number of people needed to operate the ship. Many ships can carry more passengers. “Weapon Systems” indicates the maximum number of different enemies the ship can target at once—but only one attack per target in any circumstance.

Since it’s frighteningly easy to die in a space battle if your ship is destroyed, most ships have escape pods. Even fighter craft have ejection systems that put the pilot out into space in an environment suit. In other words, GMs should try to give PCs a way out of immediately dying if they get on the wrong end of a space battle.

Effects of Gravity

In a hard science fiction game, variable effects of gravity can’t be waved away by tech that simulates normal gravity on spacecraft, space stations, and other worlds. Instead, it’s an issue people must overcome.

Short-Term Microgravity Exposure: People new to low gravity might get space sickness. Newcomers must succeed on a difficulty 3 Might task or suffer mild nausea for about two to four days, during which time all their tasks are hindered. A few unlucky travelers (usually those who roll a 1 or otherwise face a GM intrusion) are almost completely incapacitated, and find all tasks hindered by three steps.

Long-Term Microgravity Exposure: Long-term exposure to microgravity environments without medical interventions degrades health. How long one spends in such conditions is directly relevant. The GM may assign long-term penalties to PCs if the situation warrants it, though the use of advanced space medicine, proper exercise, and recommended steroids and other hormones can avoid these complications.

Low Gravity: Weapons that rely on weight, such as all heavy weapons, inflict 2 fewer points of damage (dealing a minimum of 1 point). Short-range weapons can reach to long range, and long-range weapons can reach to very long range. Characters trained in low-gravity maneuvering ignore the damage penalty.

High Gravity: It’s hard to make effective attacks when the pull of gravity is very strong. Attacks (and all physical actions) made in high gravity are hindered. Ranges in high gravity are reduced by one category (very-long-range weapons reach only to long range, long-range weapons reach only to short range, and
short-range weapons reach only to immediate range). Characters trained in high-gravity maneuvering ignore the change in difficulty but not the range decreases.

Zero Gravity: It’s hard to maneuver in an environment without gravity. Attacks (and all physical actions) made in zero gravity are hindered. Short-range weapons can reach to long range, and long-range weapons can reach to very-long range.

Effects of Vacuum

Vacuum is lethal. There’s no air to breathe, and the lack of pressure causes havoc on an organic body. An unprotected character moves one step down the damage track each round. However, at the point where they should die, they instead fall unconscious and remain so for about a minute. If they are rescued during that time, they can be revived. If not, they die.

Traveling the Solar System and Orbital Mechanics

In a hard science fiction setting, you might be interested in evoking the reality of travel times between colonies on planets and moons in the solar system. Even so, plotting a course between locations in the solar system isn’t simple, because everything is always moving with respect to everything else. You could determine exactly how long a trip would take with some internet research. Or you could just evoke the effect of orbital mechanics and varying accelerations on interplanetary travel. Use the Interplanetary Travel Table to do so. For a trip between locations not directly compared, add up the destinations in between. The travel times assume a nuclear plasma engine of a kind already being tested today (but better), a steady thrust toward the destination, and an equally long and steady braking thrust over the last half of the trip before orbit insertion. Such propulsion systems can change velocity and sustain thrust for days at a time, which reduces bone loss, muscle atrophy, and other long-term effects of low gravity.

Regardless, the travel times between distant locations bring home one thing: space is big and lonely.

Interplanetary Travel

OriginDestination

Travel Time Using Nuclear Plasma Engine

Earth/MoonMars20 + 1d20 days
MarsAsteroid belt30 + 1d20 days
Asteroid beltJupiter and its moons30 + 1d20 days
JupiterSaturn and its moons60 + 1d20 days
SaturnUranus90 + 1d20 days

Science Fiction Species Descriptors

In a science fiction setting, some GMs may want to offer alien species or androids, who are mechanically different from humans, as options for player characters. This can be accomplished by using descriptors. Two examples are below.

Artificially Intelligent

You are a machine—not just a sentient machine, but a sapient one. Your awareness might make you an exception, or there may be many like you, depending on the setting.

Artificially intelligent characters have machine minds of one type or another. This can involve an advanced computer brain, but it could also be a liquid computer, a quantum computer, or a network of smart dust particles creating an ambient intelligence. You might even have been an organic creature whose mind was uploaded into a machine.

Your body, of course, is also a machine. Most people refer to you as a robot or an android, although you know neither term describes you very well, as you are as free-willed and free-thinking as they are.

You gain the following characteristics:

Superintelligent: +4 to your Intellect Pool.

Artificial Body: +3 to your Might Pool and your Speed Pool.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.dj8fjpgMOatRRWFZ]{Shell}: +1 to Armor.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.j6odWezQciXppynQ]{Limited Recovery}: Resting restores points only to your Intellect Pool, not to your Might Pool or your Speed Pool.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.63ZJmNraEqS6lzdp]{Mechanics, Not Medicines}: Conventional healing methods, including the vast majority of restorative devices and medicines, do not restore points to any of your Pools. You can recover points to your Intellect Pool only by resting, and you can recover points to your Speed and Might Pools only through repair. The difficulty of the repair task is equal to the number of points of damage sustained, to a maximum of 10. Repairing your Might and Speed Pools are always two different tasks.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.71sJhRICcDy0WjiA]{Machine Vulnerabilities and Invulnerabilities}: Damaging effects and other threats that rely on an organic system—poison, disease, cell disruption, and so on—have no effect on you. Neither do beneficial drugs or other effects. Conversely, things that normally affect only inorganic or inanimate objects can affect you, as can effects that disrupt machines.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.nXs4KTo14JKXZN8f]{Uncanny Valley}: You have a hard time relating to organic beings, and they don’t react well to you. All positive interaction tasks with such beings are hindered by two steps.

Quintar

You are a quintar from the planet Quint. You are basically humanoid but taller, thinner, and blue skinned. Your hands end in three very long fingers. Quintar have five genders, but all quintar prefer to be addressed as female when communicating with more binary species. Human emotions and sexuality fascinate them, but not because they don’t have such concepts—quintar emotions and sexuality are just very different from those of humans. In general, quintar are more cerebral than other species, valuing knowledge over all else.

Quint is relatively Earthlike, with slightly less gravity but a slightly denser atmosphere.

You gain the following characteristics:

Cerebral: +4 to your Intellect Pool.

Skill: You are trained in one type of knowledge task of your choice.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.gmnozVrQsZBTxj9A]{Skill}: Quintar fascination with human behavior eases all interaction rolls (pleasant or not) with humans.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.4gFg0DiIdWm3w9ol]{Difficult Rest}: Quintar subtract 2 from all recovery rolls (minimum 1).

","markdown":""},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"ownership":{"default":-1},"flags":{}},{"sort":593750,"name":"Genre: Horror","type":"text","_id":"L90rsf6J1WHnk7rN","title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"

Although it’s very likely a subset of the modern genre, horror as a genre gets special treatment. Unlike the other genres, horror doesn’t necessarily suggest a setting. Any setting can be horrific. Horror is more of a style. An approach. A mood.

You could easily have horror in other times and settings, but for our purposes, we’ll deal with a default setting in the modern day. The PCs are probably normal people, not secret agents or special investigators (although being a part of a secret agency that deals with monsters in the shadows could make for a fine horror game).

Suggested types and additional equipment for a horror setting are the same as in a modern setting.

Consent

Horror games allow us to explore some pretty dark topics from the safety of our own game tables. But before you do that, make sure everyone around your table is okay with that. Find out what your players will find “good uncomfortable,” which is something that makes us squirm in our seats in a great horror movie, and “bad uncomfortable,” which is something that actually makes a player feel nauseated, unsafe, or offended. Being scared can be fun, but being sickened isn’t.

Consider the age and maturity of everyone in the game, perhaps in terms of the movie rating system. Tell the players what you think the game you’re running would be rated. If everyone’s okay with an R rating, then fine. You can have a spooky game that’s on the level of a kids’ movie rated G—more like Scooby-Doo than Saw, in other words. A PG rating might be right for a game that’s more creepy than horrific, with ghosts and spooky noises but not axe-wielding maniacs.

The different ratings suggest different kinds of content for your game. Finding a dead body is horrible, but watching someone get decapitated is something else entirely. Getting chased around by an alien that wants to eat you is one thing, but having it gestate and burst out of your own intestines is another. You need to know where the line is for everyone participating, and you need to know it right from the beginning.

For more information and advice on safe ways to address consent issues in your game, read the free Consent in Gaming PDF at myMCG.info/consent

Basic Creatures and NPCs for a Horror Game

@UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.WJgPGUcSUrR4Ssuu]{Businessperson} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.ZT13lzcl6dsvg8HX]{Cat} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.GNrvq56bsnlHgKeW]{Clerk} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.JZbErZ6hAgtHrgim]{Dog} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.5XdCwL3VyqhHBNqN]{Dog, vicious} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.N0XlAnno5dMItCmN]{Groundskeeper/caretaker} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.rvju0MPnEwNsg9Pr]{Man in Black} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.qLFrfE0E9w6BcG48]{Rat} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.T39Cl27TWeR8jVsZ]{Tarantula}

Horror Artifacts

Most of the time, a horror artifact will be something really weird—an ancient tome of forbidden necromancy, an alien device that humans can barely understand, and so forth. They are often unique items rather than one of a type. Horror artifacts should probably come with a risk, such as a built-in cost, a drawback, or something else that makes using them another way to heighten the tension of the game. Several examples are below.

@UUID[Compendium.cyphersystem-compendium.artifacts-horror.irCnETBwvUwp12PH]{Book of inversion} @UUID[Compendium.cyphersystem-compendium.artifacts-horror.WcrjZgKzg5VzkFVJ]{Shadow box} @UUID[Compendium.cyphersystem-compendium.artifacts-horror.sCTeJvOcviKd5GjN]{Sphere 23}

Optional Rule: Shock

When the PCs encounter something shocking, many times the most realistic response is to scream, stand in abject horror, or run. That might not be the smartest thing to do in the situation, but it’s genuine. What would your accountant do if they saw an axe-wielding maniac coming at them? Let’s face it, unless they truly steeled themselves with all their will, they’d probably scream and run.

When a PC encounters something horrific, utterly disgusting, dreadful, impossible, or otherwise shocking, call for an Intellect defense roll based on the level of the creature involved, or simply an appropriate level as decided by the GM (see the Shock Levels table). Failure might mean that for one round, the player loses control of the character, and the GM decides what the PC does next. This usually means that the character runs, screams, gibbers, stares slack-jawed, or just does nothing. However, GMs should welcome player input into this situation. The point is to portray that when we’re shocked, we don’t always react in the best way, the smartest way, or even the way we want to. Fear is a powerful thing.

Alternatively, failure on the Intellect defense roll might mean that the character suffers Intellect damage equal to the level of the defense task. This indicates an overall toll that numerous shocks and horrors can have on a person. You might have a situation where a character literally dies of fright.

Shock Levels

EventLevel
Something unexpected darts or jumps out1
Something suddenly moves just out of the corner of the eye2
A sudden loud noise (like a scream)2
Unexpectedly seeing a corpse2
Watching someone die3
Seeing something impossible (like an inanimate object sliding across the floor)4
Watching a friend die5
Seeing a monstrous creatureCreature level
Witnessing something supernatural (like a spell)5
Seeing something mind-bending (like an impossible, multidimensional demigod coalescing out of thin air)8

Optional Rule: Horror Mode

For horror games, GMs can implement a rule called Horror Mode. The idea is to create a feeling of escalating dread and menace by changing one die roll mechanic. In the game, things begin as normal. The PCs interact with each other and the NPCs, investigate, research, travel, and so on. But when they enter the haunted house, the serial killer gets close, the elder things beneath the earth awaken, or whatever horrific situation planned by the GM begins, things change. At this time, the GM announces that the game has gone into Horror Mode.

This is a key for the players (not the characters) to recognize that things are getting bad. It’s the RPG equivalent of spooky music beginning to play in a horror film. While in Horror Mode, the rules for GM intrusions governed by die rolls change. Normally this happens only on a roll of 1, but when Horror Mode starts, it becomes a roll of 1 or 2. And then it escalates. As time passes, GM intrusions happen on a roll of 1 to 3, then a roll of 1 to 4, and so on. This potentially means that a die roll in Horror Mode can indicate success in a task and still trigger a GM intrusion.

As the intrusion range changes with each escalation, the GM should announce this to the players. The feeling of rising tension should be dramatic and overt.

Escalation Rate

ActivityIntrusion Range Increases by 1
Exploring a large areaEvery time a new intrusion is indicated by a die roll
ExploringEvery ten minutes or every time a new intrusion is indicated by a die roll
CombatEach round

For example, while the PCs are exploring a dark swamp (a large area), the game goes into Horror Mode and intrusions are indicated on a 1 or 2. During this exploration, one of the players rolls a 2. Not only is there an intrusion, but now the range escalates to 1, 2, or 3. The character is almost dragged into a spot of quicksand-like muck. Then the PCs find an old abandoned house in the middle of the swamp. They enter, and now the escalation rate goes up if they roll a 1, 2, or 3, or every ten minutes that passes in the game. They explore the house for twenty minutes (escalating intrusions to 1 to 5), and during the investigation of the kitchen, someone rolls a 3, triggering an intrusion. A cabinet opens mysteriously and a strangely carved clay pot falls, striking the character. This also escalates the intrusion rate, so they now occur on a roll of 1 to 6. When the PCs reach the attic, they encounter the dreaded swamp slayer, a half man, half beast that thrives on blood. It attacks, and now the range goes up during each round of combat. After four rounds of fighting, intrusions happen on a roll of 1 to 10—half the time. Things are getting dicey, and they’re only going to get worse.

When the GM announces that Horror Mode has ended, the GM intrusion rate goes back to normal, happening only on a roll of 1 or when the GM awards XP.

Horror Mode is a very “meta” rule. It gives players knowledge that their characters don’t have. This is similar to how the viewers of a horror movie or readers of a horror story often know more than the characters on the screen or page. It heightens the tension. Players can express the start of Horror Mode by having their characters talk about goosebumps or a feeling of being watched, but this is not necessary.

Using GM Intrusions in Horror Mode

With the GM intrusions coming fast and furious toward the end of Horror Mode, it’s easy to run out of ideas. In combat, intrusions might just mean that the monster or villain gets a surprise extra attack or inflicts more damage. Perhaps a PC is thrown to the ground or nearer to the edge of a cliff. If the characters are running away, one might trip and fall. If the PCs are exploring, a bookcase topples, potentially hitting someone. Think of all the similar moments you’ve seen in horror films.

Sometimes, if the GM prefers, the GM intrusion can simply be something frightening, like a moan or a whisper. These aren’t dangerous to the PCs, but they escalate the tension and indicate that something bad is getting closer.

In fact, while in Horror Mode, GMs should mostly refrain from doing anything bad, ominous, or dangerous unless it’s an intrusion (either from a die roll or through the awarding of XP). In a horror game, GM intrusions are an indication that things are bad and getting worse, and whenever possible, the GM should allow the Horror Mode escalation to drive the action. This makes the GM more of a slave to the dice than in other Cypher System situations, but that’s okay.

Consider this example. The PCs have tracked something that is probably committing a series of horrific murders to an old factory. They enter the building to explore. The GM knows where the creature is hiding in the factory, but decides that it doesn’t become aware of the characters until an intrusion is indicated. The only clue the PCs have is a mysterious noise off in the darkness. The creature doesn’t move toward them until another GM intrusion occurs. Now they hear something dragging across the factory floor, coming closer. But it’s not until a third intrusion occurs that the creature lunges out from behind an old machine at the PC who rolled the die.

In some ways, the status quo doesn’t change until an intrusion happens. This could be seen as limiting the GM and the need for pacing, but remember that the GM can still have an intrusion occur anytime they desire, in addition to waiting for the low die rolls.

GMs may want to limit the number of intrusions to no more than one per round, no matter what the dice indicate, but that should be based on the situation.

Optional Rule: Madness

Having characters descend into madness is an interesting facet of some kinds of horror and can make long-term horror campaigns more interesting. The easiest way to portray blows to a character’s sanity is through Intellect damage. When PCs encounter something shocking, as described above, they always take Intellect damage. If they would normally move one step down the damage track due to the damage, they instead immediately regain points (equal to 1d6 + their tier) in their Intellect Pools but lose 1 point from their maximums in that Pool. Characters whose maximum Intellect Pools reach 0 go insane. They lose their current descriptor and adopt the Mad descriptor, regain 1d6 + tier points to their Intellect Pools, and gain +1 to their Intellect Edge. If they ever reach a permanent Intellect Pool maximum of 0 again, they go stark raving mad and are no longer playable.

Intellect Edge offers an interesting means to portray a character who is knowledgeable (and perhaps even powerful in terms of mental abilities) yet mentally fragile. A character with a low Intellect Pool but a high Intellect Edge can perform Intellect actions well (since Edge is very helpful) but is still vulnerable to Intellect damage (where Edge is of no help).

Since Cypher System games are meant to be story based, players should recognize that the degrading sanity of their character is part of the story. A player who feels that their character is going mad can talk to the GM, and the two of them can work out the means to portray that—perhaps by using the Mad descriptor, permanently trading up to 4 points from their Intellect Pool to gain +1 to their Intellect Edge, or anything else that seems appropriate. Mental disorders, manias, psychopathy, schizophrenia, or simple phobias can be added to a character’s traits, but they don’t need to be quantified in game statistics or die rolls. They’re simply part of the character.

Inabilities in personal interaction or any area requiring focus might be appropriate, perhaps allowing the PC to gain training in weird lore or forbidden knowledge. Or maybe the opposite is true—as the character’s mind slowly slips away, they become oddly compelled or can obsessively focus on a single task for indefinite periods, and thus they gain training in that topic or skill. These kinds of changes could be balanced with inabilities, such as being unable to remember important details.

As another way to represent madness, the GM could hinder Intellect-based tasks that would be considered routine, such as “remembering your friends and family” or “caring what happens to your best friend” or “stopping yourself from injecting a mysterious substance into your veins.” These routine tasks normally have a difficulty of 0, but for a PC who has lost their mind, they might have a difficulty of 1, 2, or even higher. Now the character must make rolls to do even those simple things.

","markdown":""},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"ownership":{"default":-1},"flags":{}},{"sort":596875,"name":"Genre: Romance","type":"text","_id":"pd2PrHViZ1edOZ7f","title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"

Like horror, romance doesn’t automatically suggest a setting. It is more of a mood, or more specifically an approach, to how the game is played. It suggests an emphasis, at least somewhat, on relationships, interactions, and connections.

Suggested types and additional equipment for a romance setting are the same as in a modern setting.

Consent and Boundaries

You must get consent to cover these topics in a game ahead of time—you don’t want to make people uncomfortable. Everyone involved also needs to learn everyone else’s boundaries. Someone might not want any part of a romance scene, while others are okay talking about emotional connections but not anything sexual.

Obviously, all of this is doubly important if age is a consideration. If there are younger players involved, romance probably shouldn’t go beyond a fairly chaste kiss. (You’ll find that kids are sometimes more open to romance in their games than adults, but only because their understanding of the topic is understandably pretty shallow. A kid player might declare that a character is their boyfriend, but it doesn’t mean much. And for some adults, that may be the way they want to approach the subject as well.)

Lastly, recognize that there needs to be a clear boundary between the story and real life. Two characters having a relationship has no impact on real-life feelings of the players. Two characters in a game might be in a relationship while each player is in a relationship in the real world with someone else. And maybe they’re gaming at the same table! If a player can’t distinguish between in-game flirtation or words of endearment and real-world feelings, they shouldn’t be in a romance-focused game.

For more information and advice on safe ways to address consent issues in your game, read the free Consent in Gaming PDF at myMCG.info/consent

The Check-In

It’s vital that the GM and the players all check in with each other to make sure everyone’s still comfortable with what’s going on in the game. This is particularly important to maintain the boundary between emotions expressed in the story and how people feel in real life.

Basic Creatures and NPCs for a Romance Game

@UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.wIO0w2fxcBU0vHae]{Distrustful relative} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.rmzRpUzfdXpAnzUu]{Jealous ex} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.E7xImJCLVWwiIDre]{Nosy neighbor} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.ktWhiHHoothgvjOv]{The unattainable}

Optional Rule: Infatuation

When a PC is near someone they are infatuated with, particularly in the early stages of that infatuation, they must make an Intellect defense roll with a difficulty determined by the GM based on the situation (not on the level of the subject of the infatuation). Failure might mean that the character does or says something awkward or embarrassing either in an attempt to impress or when trying to hide the infatuation. Or it could mean that for one round, the player loses control of the character, and the GM decides what the PC does next, such as risk their own safety to help an endangered character. However, GMs should welcome player input into this situation. The point is to portray that when we’re distracted by the powerful feelings (and hormones) related to infatuation, we don’t always react in the best way, the smartest way, or even the way we want to.

Infatuation can happen whether the PC is attracted to an NPC or a PC.

Optional Rule: Relationship Levels

When a PC first establishes a relationship with a character (PC or NPC), the GM should assign the relationship a level. If there’s no connection at all, there is no relationship (level 0). Otherwise, the starting relationship is probably level 1. In certain circumstances, a relationship might start at level 2, indicating a far stronger initial connection than usual.

As play progresses, the PC can attempt to improve the level of the relationship, indicating a strengthening of the bond between the two characters. The requirements to improve the relationship are twofold. First, some story-based action needs to be taken. This can be dates, gifts, a meaningful speech, a pledge of commitment, some amount of self-sacrifice, or whatever the GM and the player feel is appropriate to the story and the level of the relationship. This action might require the PC to succeed at specific tasks (with appropriate rolls). For example, writing a love poem will require an Intellect-based task, while helping to retrieve a loved one’s cat from a tree might require a Speed-based task.

Second, the player must make an Intellect-based roll with the desired level of relationship as the difficulty (modified as the GM sees fit).

A relationship can be improved only one level at a time, and the GM and the player should work out an appropriate time interval. For relationships of levels 5 and above, multiple story-based actions and multiple rolls are almost certainly required.

It’s possible for relationship levels to be lopsided, such that the relationship from the point of view of one person is a different level than from the point of view of the other. This should be used sparingly, because it makes things far more complicated. In the case of polyamory, it is possible to have more than two people in a relationship, but even in these situations the connection between any two individuals should have its own level.

Relationship levels can go down as well as up. Neglect, carelessness, inappropriate emotional displays, lies, infidelity, and bungled wooing attempts can all potentially lower a relationship level. This is entirely in the judgment of the GM, although a lowered relationship level is very likely an appropriate use of a GM intrusion.

Relationship levels indicate the strength of the bond and thus help dictate an NPC’s actions in regard to a PC. An NPC in a level 5 relationship probably will be more generous and forgiving toward the PC than if the relationship was level 3 or 4. An NPC in a level 6 relationship or higher would likely give their partner most anything, even maybe sacrificing their own well-being or their life for them. (And people in a higher-level relationship certainly would.) Likewise, a relationship level can influence a PC’s actions. An Intellect defense roll with a difficulty equal to the relationship level might be appropriate if the PC wants to act against the best interests of their loved one, or if they must keep their cool and act normally when their loved one is in danger.

You can use this optional system in any genre, for any type of relationship, even platonic ones. If desired, the relationship level a PC has with an authority figure, a contact, a relative, or anyone else can be measured, improved, and decreased just as it can with a romantic relationship.

Romantic Relationship Levels

LevelRelationship
1First meeting. Interest or curiosity.
2A sense of connection above the norm. Strong physical attraction.
3Affection and a bond that will last longer than a single encounter.
4Serious affection. Almost certainly physical affection.
5A profession of love.
6A serious long-term commitment.
7A lifelong commitment.
8Soul mates.
9A love affair for the ages.
10A bond that transcends time and space.

Platonic Relationship Levels

LevelRelationship
1First meeting. Interest or curiosity.
2A sense of connection above the norm.
3A memorable connection. Indications of a mutually beneficial relationship possible.
4Real friendship.
5Deep friendship.
6Relationship akin to that of a close sibling.
7A pledge of complete partnership.
8Platonic soul mates. Something akin to a life-debt.
9A friendship for the ages.
10A bond that transcends time and space.
","markdown":""},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"ownership":{"default":-1},"flags":{}},{"sort":598438,"name":"Genre: Superheroes","type":"text","_id":"tIyemzsYdcYDslG1","title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"

Like horror, the superhero genre is really a subset of the modern genre with extensive special considerations. In many ways, it might appear that the Cypher System is a strange fit for superheroes. But if you think about it, with foci like Bears a Halo of Fire and Wears a Sheen of Ice, the Cypher System makes all genres a little bit “superhero-ish.” Character sentences might look like the following:

And so on.

Suggested Types for a Superhero Game

RoleType
Strong heroWarrior
Brawler heroWarrior with stealth flavor
Gadget heroExplorer with technology flavor
PilotExplorer with technology flavor
CharmerSpeaker
LeaderSpeaker with combat flavor
Shadowy vigilanteExplorer with stealth flavor
Scientist heroExplorer with skills and knowledge flavor
Energy-wielding heroAdept with combat flavor
WizardAdept
MentalistAdept
Psychic ninjaWarrior with magic flavor

Basic Creatures and NPCs for a Superhero Game

@UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.IpjzD88QqIABcv7A]{Bystander} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.krnLLagONJBbj1tE]{Genetically enhanced bruiser} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.sWc8DryN22cKTJyj]{Ninja} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.YHRSNEgzJeBCrWnC]{Robot minion} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.VSQt1EzpNhIwvCyA]{Scientist} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.SpaQv9sL1VWlrkLS]{Worker}

Additional Superhero Equipment

Suggested additional equipment is the same as in a modern setting. Keep in mind, however, that for many heroes, “equipment” can be superfluous. Where do you stash the flashlight and rope when all you’re wearing is spandex tights?

Optional Rule: Power Shifts

Superheroes can do things that other people cannot. They throw cars, blast through brick walls, leap onto speeding trains, and cobble together interdimensional gateways in a few hours. It’s tempting to say that such characters are stronger, faster, or smarter, so they should have higher Might, Speed, or Intellect Pools. However, simply bumping up stat Pools or Edge doesn’t fully represent this dramatic increase in power. Instead, consider using an optional rule called power shifts.

Under this rule, all superhero characters get five power shifts. Power shifts are like permanent levels of Effort that are always active. They don’t count toward a character’s maximum Effort use (nor do they count as skills or assets). They simply ease tasks that fall into specific categories, which include (but are not necessarily limited to) the following.

@UUID[Compendium.cyphersystem-compendium.power-shifts.QDAvfL2Xor2gc3DB]{Accuracy} @UUID[Compendium.cyphersystem-compendium.power-shifts.gxmRI0Oi1qlp8tgv]{Dexterity} @UUID[Compendium.cyphersystem-compendium.power-shifts.ge5eQ2UKcF71jfL5]{Healing} @UUID[Compendium.cyphersystem-compendium.power-shifts.RvPjtLHq2svYfhK8]{Intelligence} @UUID[Compendium.cyphersystem-compendium.power-shifts.ZcogTb12JEcKd8WK]{Power} @UUID[Compendium.cyphersystem-compendium.power-shifts.ClwsF2GBoWlGR9To]{Resilience} @UUID[Compendium.cyphersystem-compendium.power-shifts.qbOvGJVLVkDUC49X]{Single Attack} @UUID[Compendium.cyphersystem-compendium.power-shifts.uQLh67ISIUJ4O3bC]{Strength}

Each shift eases the task (except for shifts that affect damage or Armor, as specified in the list above). Applying 2 shifts eases the task by two steps, and applying 3 shifts eases the task by three steps.

A character assigns their five power shifts as desired, but most characters should not be allowed to assign more than three to any one category. Once the shifts are assigned, they should not change.

For example, a superstrong character might put three of their shifts into strength and the other two into resilience. Whenever they lift something heavy, smash through a wall, or throw an object, they ease the task by three steps before applying Effort, skill, or assets. Thus, all difficulties from 0 to 3 are routine for them. They smash through level 3 doors as if they don’t exist. As another example, a masked vigilante character with a utility belt full of gadgets and great acrobatic skills might put two shifts in dexterity, one in accuracy, one in intelligence, and one in healing. They’re not actually superpowered, just tough and well trained.

Some GMs will want to allow PCs to increase their power shifts. Having a character spend 10 XP to do so would probably be appropriate. Other GMs will want to run superhero games with PCs of greater or lesser power (cosmic-level heroes or street-level heroes, perhaps). In such cases, more or fewer power shifts should be granted to the PCs at the game’s start.

Superpowered NPCs and Power Shifts

NPC superheroes and villains get power shifts, too. Most of the time, this adds to their level. For example, Blast Star is a level 5 fiery villain who has three power shifts. When she blasts through a level 7 iron security door, she does so easily because in this circumstance, she’s actually level 8.

Sometimes, NPC power shifts make things harder for the PCs. For example, Fleetfoot the level 4 speedster puts all three of her shifts in dexterity. When she runs past a character who tries to grab her, the difficulty to do so is increased by three steps to 7.

Typical NPC supers get three power shifts. Exceptional ones usually have five.

Really Impossible Tasks

In superhero games, due to conventions of the genre, difficulty caps at 15 instead of 10. Difficulty 10 is labeled “impossible,” but that label is for regular folks. For superpowered characters, “impossible” means something different, thanks to power shifts.

Think of each difficulty above 10 as being one more step beyond impossible. Although a GM in another genre would say there’s no chance that a character could leap 100 feet (30 m) from one rooftop to another, in a superhero game, that might just be difficulty 11. Picking up a city bus isn’t something normal characters could do, but for a strong superhero, it might be difficulty 12.

In theory, NPCs in such a game can go up to level 15 as well. Levels above 10 represent opponents that only a superhero would consider taking on: a robot that’s 1,000 feet (300 m) tall (level 11); Galashal, Empress of Twelve Dimensions (level 14); or a space monster the size of the moon (level 15).

Superhero Artifacts

Supervillains build doomsday devices. Ancient artifacts present a threat to all humanity if in the wrong hands. Weird machines from alien dimensions offer solutions to unsolvable problems. Artifacts are an important part of superhero stories. A few examples are below.

@UUID[Compendium.cyphersystem-compendium.artifacts-superhero.2ENNMqilV1qoB35e]{Doctor Dread’s time portal} @UUID[Compendium.cyphersystem-compendium.artifacts-superhero.AvddNOp9tUWCqGOp]{Serum X} @UUID[Compendium.cyphersystem-compendium.artifacts-superhero.JYcfxA5RcffTX3Wl]{Stellarex crystal}

","markdown":""},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"ownership":{"default":-1},"flags":{}},{"sort":599219,"name":"Genre: Post-Apocalyptic","type":"text","_id":"ARG20fxwzr0OBZjH","title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"

Post-apocalyptic literature, movies, and games are a subgenre of science fiction that focuses on the dystopia that follows the fall of civilization. Strictly speaking, post-apocalyptic stories take place after the end of the world. At least, the end of the world for most people. Players take the role of the survivors (or their descendants) trying to persevere in the face of immense hardship. Popular post-apocalyptic scenarios include those set after nuclear war, in the aftermath of a zombie plague, in the months and years following an alien invasion, or after the environment collapses in the face of human overpopulation. Other ways the world could end include a massive meteorite strike, the long-awaited robot uprising, a powerful solar flare that burns out the world’s power grids and communications, or even something as prosaic as a global disease pandemic.

Suggested Types for a Post-Apocalyptic Game

RoleType
SurvivorExplorer with stealth flavor
HeavyWarrior
DealerSpeaker
TraderSpeaker with skills flavor
SageExplorer with knowledge flavor
EvolvedAdept

Basic Creatures and NPCs for a Post-Apocalyptic Game

@UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.31W9R0HQhQT0ic3A]{Crazy loner} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.6L693DIk5jmQu2Py]{Gamma snake} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.urAFJXaUkWY2R1zj]{Innocuous rodent} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.uCMNBacwXfuThw65]{Mongrel dog} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.WGftLKpoTVDfIKw2]{Survivor, sickened} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.GgfdjyikafYtuyTK]{Survivor, typical}

Additional Post-Apocalyptic Equipment

In a post-apocalyptic setting, the items on the Additional Modern Equipment table as well as the following items might be available in trade from other survivors, or in the rare trade town.

Inexpensive Items

WeaponsNotes
@UUID[Compendium.cyphersystem-compendium.weapons-post-apocalyptic.7M8uEI7cKT0UztUy]{Knife}Light weapon, rusty and worn
@UUID[Compendium.cyphersystem-compendium.weapons-post-apocalyptic.VJicMhUlVImuwl4N]{Light weapon}Light weapon (won’t last long)
@UUID[Compendium.cyphersystem-compendium.weapons-post-apocalyptic.erpmmOJulN96Afgr]{Wooden club}Light weapon
ArmorNotes
@UUID[Compendium.cyphersystem-compendium.armor-post-apocalyptic.WnIcqsOLyuyQKSpZ]{Animal hide}Light armor
@UUID[Compendium.cyphersystem-compendium.armor-post-apocalyptic.Hv5mU9dKhfQJA76Q]{Light armor}Light armor, smell hinders stealth tasks
Other ItemsNotes
@UUID[Compendium.cyphersystem-compendium.equipment-post-apocalyptic.dmnJTSnJv4ZqQmVg]{Candle}
@UUID[Compendium.cyphersystem-compendium.equipment-post-apocalyptic.cY37Ff6ca1bxDXtp]{Plastic bag}Useful and ubiquitous (won’t last long)

Moderately Priced Items

WeaponsNotes
@UUID[Compendium.cyphersystem-compendium.weapons-post-apocalyptic.PasipD1tIBSjGd9h]{Handaxe}Light weapon
@UUID[Compendium.cyphersystem-compendium.weapons-post-apocalyptic.Z2P8uHd0D7sdFFNx]{Knife, multipurpose}Light weapon, asset to small repair tasks
Other ItemsNotes
@UUID[Compendium.cyphersystem-compendium.equipment-post-apocalyptic.g7ZsP8QRo5xMCDTc]{Gas mask}Breathable air for four hours
@UUID[Compendium.cyphersystem-compendium.equipment-post-apocalyptic.GAclXwNftLTjeFAf]{Padlock with keys}
@UUID[Compendium.cyphersystem-compendium.equipment-post-apocalyptic.0vFrABenylbBi3yw]{Portable lamp, solar}

Expensive Items

Other ItemsNotes
@UUID[Compendium.cyphersystem-compendium.equipment-post-apocalyptic.1j2c4v8TaLTVzmcZ]{Radiation detector}
@UUID[Compendium.cyphersystem-compendium.equipment-post-apocalyptic.cGUAvAFO5b83snP2]{Nightvision goggles}
@UUID[Compendium.cyphersystem-compendium.equipment-post-apocalyptic.862NWqhznbgLC5AG]{Radiation tent}Prevents radiation damage for three days
@UUID[Compendium.cyphersystem-compendium.equipment-post-apocalyptic.s23m8lRUYCXNthKZ]{Radiation pill (pack of 5)}Asset for defense tasks against radiation effects for twelve hours

Scavenging

Characters in a post-apocalyptic setting must usually spend part of each day scavenging for supplies or a place of safety.

Food and Shelter: Generally speaking, characters must spend two to four hours searching through the rubble and ruins before succeeding. Finding enough food for a group of characters to eat for one day is a difficulty 5 Intellect task. Finding a place of relative safety to regroup and rest is also difficulty 5. Characters who succeed on either one of these also get to roll up to once each day on the Useful Stuff table and three times on the Junk table.

Found food often takes the form of canned, processed, dried, or otherwise preserved goods from before the apocalypse, but sometimes it includes fresh fruits and vegetables found growing wild or cultivated by other survivors. Safe places to hole up include homes, RVs, offices, apartments, or any location that can be secured and defended and isn’t radioactive, poisoned, or overrun with hostile creatures.

The difficulty of succeeding at finding food, water, and a safe place varies by location and by how many days the characters have already spent in one location. Each week the PCs spend at the same location hinders subsequent scavenging tasks and requires that they succeed on a new task to determine if the place they’re staying is still safe. The result of failing to find food and water is obvious. If the PCs fail at the task of finding (or keeping) a safe place, their presence is noticed by hostile forces, or they face a result from the Wasteland Threats table.

Useful Stuff: Food, water, and a safe place to rest are the most important finds, and are the basis of each scavenging task. But other obviously useful stuff is often found along with these basic requirements. When a group of characters successfully finds either food and water or a safe place, consult the Useful Stuff table up to once per day. If it’s the first day the PCs have searched in a particular area, each character might find something useful, but in succeeding days, a group normally gets only a single roll to find useful stuff.

Useful stuff also includes a “loot” entry. Loot includes collectible coins from before the apocalypse, such as silver dollars and gold eagles. It also includes jewelry and artwork that survived the disaster and related material that can be used as currency or barter when the characters find other survivors or arrive at a trade town.

Items found on the Useful Stuff table are generally expensive or exorbitant items (except for firearms, which start in the expensive category).

Junk: Characters who find food and water also find lots of junk. They are free to ignore that junk, but some PCs might have a use for what they find, especially those with the Scavenges focus. All characters gain up to three results on the Junk table each time they successfully scavenge for food or a safe place to stay. Sometimes junk can be fixed, but more often it can be disassembled and used as parts to create something else.

Useful Stuff

d100Item Found
01–10Tools (provide an asset to tasks related to repair and crafting)
11–20Medicine (provides an asset to one healing-related task)
21–25Binoculars
26–35

Chocolate bar or similarly sought-after candy or snack

36–45Textbook (provides an asset to a knowledge-related task)
46–50Coffee or tea
51–55Gun or rifle with ten shells or bullets
56–60Flashlight
61–65Loot
66–70Gasoline (2d6 × 10 gallons)
71–75Batteries
76–80Functioning vehicle (sedan, pickup, motorcycle, etc.)
81–85Generator
86–90MRE cache (food and water for six people for 1d6 weeks)
91–95Ammunition cache (100 shells or bullets for 1d6 different weapons)
96–97Helpful stranger (level 1d6 + 2, stays with the PCs for a week or two)
98–99Cypher (in addition to any other cyphers the GM awards)
00Artifact (in addition to any other artifacts the GM awards)

Junk

d6Item Found
1

Electronic junk (stereo, DVD/Blu-ray player, smartphone, electric fan, printer, router, etc.)

2Plastic junk (lawn furniture, baby seat, simple toys, inflatable pool, etc.)
3Dangerous junk (paint, rat poison, solvents, industrial chemicals, etc.)
4Metallic junk (car bodies, old playsets, grills, empty barrels, frying pan, etc.)
5Glass junk (vases, windows, bowls, decorative pieces, etc.)
6Textile junk (coats, pants, shirts, bathing suits, blankets, rugs, etc.)

Post-Apocalyptic Artifacts

Artifacts in a post-apocalyptic game include still-working technology from before the disaster that is not widely available, as well as cobbled-together pieces of tech that can weaponize previously prosaic items. If the apocalypse was related to some kind of alien invasion, artifacts would include even stranger items.

@UUID[Compendium.cyphersystem-compendium.artifacts-post-apocalyptic.RCr7oVmh9Lhk9jHG]{Autodoc} @UUID[Compendium.cyphersystem-compendium.artifacts-post-apocalyptic.54P9fzXQjgpQT1gZ]{Enviroscanner} @UUID[Compendium.cyphersystem-compendium.artifacts-post-apocalyptic.xGGPXV5UufPD4m5F]{Military exoskeleton} @UUID[Compendium.cyphersystem-compendium.artifacts-post-apocalyptic.T82EmpHsb9cNyyPX]{Rocket fist} @UUID[Compendium.cyphersystem-compendium.artifacts-post-apocalyptic.rQg6ztpLMylwK5RB]{Rocket-propelled grenade} @UUID[Compendium.cyphersystem-compendium.artifacts-post-apocalyptic.lQDbPJOz1VYXe54s]{Terahertz scanner}

Post-Apocalyptic Species Descriptors

In a post-apocalyptic setting, some GMs may want to offer species affected by the disaster.

Morlock

You have lived your life deep underground in artificial bunkers, hidden from the world’s destruction and the brutal scavengers that live above. As a morlock, you have a keen mind for the technology salvaged from the before-time. In fact, every morlock comes of age by fitting a piece of morlock technology to its body to provide enhancement and extend its life. This means that you are part flesh and part machine. Your skin is as pale as milk, except where it’s been replaced with strips of metal and glowing circuits.

You gain the following characteristics:

Enhanced Intelligence: +2 to your Intellect Pool.

Cyborg Body: +2 to your Might Pool and your Speed Pool.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.Td605GMSP4TqfliK]{Partially Metallic}: +1 to Armor.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.2X7nKuAiBRfFgUiS]{Repair and Maintenance}: As an entity of living flesh and humming machinery, you must first succeed on a difficulty 2 repair task before making a recovery roll. On a failure, the recovery roll is not used; however, the normal rules for retrying apply, and you must use Effort on a new roll if you wish to try again. In addition to the normal options for using Effort, you can choose to use Effort to heal additional points to your Pools (each level of Effort healing an additional 2 points to your Pools if you succeed).

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.64yLvSVOIqtV8IvT]{Morlock Prejudice}: While among non-morlocks, all positive interaction tasks are hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. The PCs found you in a collapsed subterranean tunnel.

  2. The other PCs encountered you exploring underground, and you convinced them to allow you to accompany them.

  3. You were exiled from the morlock communities and needed help on the surface.

  4. The only way to save the morlock community you hail from is to venture to the surface and find a mechanical part needed to repair a failing ancient system.

Roach

You are born of a species of evolved insects once called “cockroach,” but that is far in the past. Radiation and forced evolution have radically increased your size, shape, and ability to think. Your exoskeleton mimics the shape of a human being, though not perfectly. When you move about human society, shadows and cloaks are your ally if you wish to pass unnoticed. When those of your kind are discovered, it usually goes poorly for someone. You, however, have a wandering spirit and seek to explore the fallen world and find a new way forward.

You gain the following characteristics:

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.vNOlLQDmc53SXZ0B]{Scuttler}: Your Speed Edge increases by 1.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.GsDnTWDfehGuhsQS]{Sense by Scent}: You can sense your environment even in total darkness.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.8OYU2L2128I1PE9m]{Cling}: You can move an immediate distance each round on walls or clinging to the ceiling.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.LD2sREknTpeCQErE]{Carapace}: +1 to Armor.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.gEBLiYb25Mpx65Eo]{Glide}: You can extend small wings from your carapace that grant an asset in jumping tasks and allow you to fall up to a short distance without taking damage.

@UUID[Compendium.cyphersystem-compendium.basic-skills.DraIKUQRw8KrnC4o]{Skill}: You are trained in disguise tasks.

@UUID[Compendium.cyphersystem-compendium.inabilities.PeQrx8tfHEDrOlW6]{Inability}: You are susceptible to disease and poison. Defense rolls against disease or poison are hindered.

@UUID[Compendium.cyphersystem-compendium.inabilities.P42u9vKoBQjOtUbE]{Inability}: You mimic a human, but you are not as fierce. Tasks involving combat— including attack and defense rolls—are hindered.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.soRZpGrbrjyyBHpW]{Insect Prejudice}: While among non-roaches, all positive interaction tasks are hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. The PCs didn’t realize what you were when they asked for your help.

  2. You’ve managed to hide your roach ancestry so well that everyone thinks you are like them.

  3. You are the last of your kind.

  4. You have a secret agenda, and the PCs were gullible enough to let you come along.

","markdown":""},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"ownership":{"default":-1},"flags":{}},{"sort":599610,"name":"Genre: Fairy Tale","type":"text","_id":"BW4rWFL1jsU98e0B","title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"

The genre of fairy tales is a wide one, crossing into almost every culture and encompassing everything from early oral stories passed down from generation to generation to the more modern literary fairy tale. What makes something a fairy tale? While there’s a great deal of discussion around that question, most have a number of things in common: a series of far-fetched events; fantastical beings such as talking animals, elves, goblins, mermaids, witches, and dragons; and objects that have magical elements.

One of the powers of a fairy tale—or a game set in a fairy tale-inspired setting—is its ability to create a sense of wonder and to evoke players’ imaginations while still allowing them to keep one foot in the known. The very settings themselves are both enchanted and somehow familiar, whether the characters are entering a magical woods, falling down a rabbit hole, or embarking on a voyage to Neverland. Those beasts and beings who stalk such places are equally wondrous, and offer fantastic starting points for any number of adventures.

To heighten the sense of wonder in a fairy tale adventure or campaign, a GM might consider presenting the game in a modern setting. In a modern setting, characters have regular jobs that don’t normally involve hunting goblins or helping talking fish solve puzzles. This means that when the moths take shape and become the cloak of a princess of summer come to beg a favor or steal a child, or the house grows legs and runs away one morning, the player characters will be rightfully amazed (and perhaps somewhat terrified).

Nature of Faerie

Faerie (also called by many other names) is a dimension of magic separate from but closely parallel to the mundane world. It doesn’t matter whether Faerie is just a collective term for thousands of separate curled-up dimensions hidden in corners, in closets, or at the center of forests, or it’s one continuous realm that overlaps the real world where it’s thinnest. It’s a place those with open hearts can find by following a way between tall trees (or looming library shelves) to a realm where everything is different. Where elves walk, nymphs dance, unicorns gallop, and both natural growths and built structures become vast and enchanting.

Humans don’t tend to do well in such a world if they stay too long, as the sensory input is hard on the nervous system. But fey creatures depend on it, like plants to the light. A fey creature too long cut off from its land of origin (or its stream, hill, or burrow) slowly becomes mortal and then dies.

When a fey creature is cut by silvered or cold iron weapons, they temporarily lose the sustaining benefit of their connection to Faerie. This severed connection usually disrupts a fey creature’s ability to heal. A silvered weapon is one that contains silver as part of an alloying process, has silver inlay, or has been coated in a dusting of silver powder (which usually lasts only through a single fight). In truth, many items in the modern era are cold-forged, while many others are not. We suggest that any hand-forged item containing iron could be considered a cold-forged weapon for harming fey creatures. Thus, most bullets and other modern items wouldn’t be treated as cold iron by this definition, but some would fit the bill.

Basic Creatures and NPCs for a Fairy Tale Game

Most fey creatures of level 2 or higher regain 1 point of health per round, unless wounded by silvered or cold iron weapons.

@UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.JULnmDMPODWwSgyT]{Angry ants} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.VK2Iv9hH0ITqmvV9]{Erlking} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.PS7RVxRlUxllwCky]{Faerie} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.ijRly8phWTeUIy8r]{Feral tree} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.UXvVjQMo4BRwi2Ef]{Nymph} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.BJOh1w5ZImYrdKuM]{Pixie} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.2v0CeAw0V9Hql9iL]{Razorblade butterflies} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.NVjNYB0ApximA7Kn]{Talking cat} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.LZB001qKeGrqUyMZ]{Troll}

Fairy Tale Artifacts

Artifacts in a fantasy setting and magic items in other games focused on fantasy would also be suitable for a fairy tale setting. However, every fairy tale artifact should come with a quirk that sets it apart from a simple “wand of fire” or similar item. Come up with your own or roll a quirk on the table below.

d10Quirk
1Is sometimes invisible.
2Cries like a baby if jostled.
3Becomes cold as ice to the touch and emits cold vapor when danger threatens.
4Contains a secret compartment that invariably holds a chunk of rock broken from what might be a strange jade sculpture.
5Also serves as a key to some magically locked doors and chests.
6Bites owner with tiny teeth if jostled, dealing 1 point of damage.
7Always muttering and complaining, though useful warnings and other information can sometimes be gained.
8Jealous of any other manifest cyphers, artifacts, or beautiful objects in the wielder’s life.
9The “painting” of a princess of summer on the object sometimes leaves it, robbing the artifact of power.
10Causes flowers to grow wherever it is stored or set down.
","markdown":""},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"ownership":{"default":-1},"flags":{}},{"sort":599805,"name":"Genre: Historical","type":"text","_id":"hdLllcWxZ4VdDhlr","title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"

Setting your campaign in World War 2, the Renaissance, or the 1930s can be fun and interesting. However, setting it in ancient Greece or feudal Japan, for example, probably makes it more like fantasy without all the orcs and magic (although a game set in feudal Japan with orcs and magic could be fascinating).

One of the draws of playing in a historical adventure is the thrill of “being there” when something important happens. Thus, in many cases, historical adventures in RPGs shouldn’t be designed as campaigns, but instead serve as short-term experiences where players try something new, or at least something they don’t normally do: play as figures involved in a momentous historical event.

Historical games should take cues from the closely related areas of historical fiction and historical re-enactment. The lessons of great historical fiction include the following.

The GM should anchor the characters with problems or conflicts that connect them to the chosen time period; make sure that PC backgrounds contain one relevant detail to the chosen historical setting.

The GM shouldn’t fall into the trap of assuming that history was drab just because it is often presented along with old paintings, drawings, or blurred black-and-white photographs. Dramatic events, surprising twists, and unexpected situations are just as likely in a historical adventure as in any other kind.

What’s the point of a historical adventure if there is no suspense? Sure, everyone knows what happens at the end of any given historical battle, but the stories of individuals within those fights are not known. Will they live? Will they succeed in their mission? And what are the consequences? Think of all the war movies that rely on that exact latitude to tell great stories.

Make sure you know when the campaign ends. Maybe it’s when the PCs successfully accomplish a specific task, but it might be externally timed to when a historical event takes place, whether they are attempting to offer aid, thwart it, or merely be aware of it as they attempt to do something that history hasn’t recorded.

Don’t create more than you need to. Be ready to tell the PCs what they see and who they encounter when they are introduced to a historical location or person, but don’t worry about things that they likely will never see. Yes, figure out what kind of currency is used, but making a super-accurate list of prices just isn’t necessary; the players will take your word for the cost of items and many other details. You’re evoking a historical setting with your game, not writing a book report.

Be wary about stereotypes and cultural misappropriation. History, as they say, is written by the victors. The ancient Greeks wrote that other cultures were all barbaric, and the European settlers called the natives in North America savages, but that doesn’t mean it’s true. If all you know about a time period is a movie set in that period, you’ll have a skewed version of events and culture. Be willing to go deeper than Braveheart or The Last Samurai, or maybe choose a different genre.

Running a Historical Game

Preparation is important in a historical game, and most of that entails choosing a historical period—or a specific historical event—as the setting. Given that all of history can serve, you won’t lack for resources. Below are a few possibilities. Of course, the farther back you set your game, the less information on specific events is available. On the other hand, that frees you up to get creative.

Once you choose the historical period and any special events you want to include in your adventure or campaign, direct your players to an appropriate set of foci. Alternately, you can have your players play as historically significant figures, but if you do this, you may want to create their characters ahead of time. Most GMs will probably want to save historically significant individuals for use as NPCs.

The players will need some kind of grounding in what to expect in the time period you’ve chosen. Just like they need an idea of what magic can do in a fantasy game, they will need a general idea of what kind of technology is available, the broad strokes of what their characters might know and not know, and so on. Maybe have them read a Wikipedia entry, at the very least.

If you’re looking for inspiration for time periods in which to set your historical game, here are some possible ideas: prehistory, classical antiquity, ancient Egypt, the American revolution, ancient China, World War II, Edo Period Japan, Medieval Europe, and the American Old West.

Suggested Types for a Historical Game

RoleType
Constable (or night watchman)Explorer with combat flavor
DetectiveExplorer with stealth flavor and skills and knowledge flavor
KnightWarrior
PirateExplorer with stealth flavor
TutorSpeaker
MerchantSpeaker with skills and knowledge flavor
SmithSpeaker with some warrior abilities and skills and knowledge flavor
PlaywrightSpeaker
NobleSpeaker with skills and knowledge flavor
ExplorerExplorer
PriestSpeaker

Basic Creatures and NPCs for a Historical Game

@UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.ZT13lzcl6dsvg8HX]{Cat} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.MwSOqh6IDnwKis8b]{Dodo} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.JZbErZ6hAgtHrgim]{Dog} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.vmvgLdR7JKdsukCW]{Dog, guard} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.61EndqAjZ2ZZZuS9]{Horse} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.8AhrSmfhARlAahxp]{Merchant} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.HKcVbxx1xGOpyVk4]{Noble} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.qLFrfE0E9w6BcG48]{Rat} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.Ax77ZEkAA3XJBPaA]{Serf} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.PXVS2kwvslh30lBB]{Snake, poisonous} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.vhGua32GarGCzLGv]{Warhorse}

Historical Artifacts

The concept of artifacts is probably inappropriate for a historical setting without some kind of supernatural, fantastical, or science fiction element. That said, objects of mystery such as the Antikythera mechanism (an ancient analog computer and orrery used to predict eclipses and other astronomical positions) reveal that the ancient world—and by extension more recent historical periods—contained fascinating and useful objects that were anachronistic for their period. Most such artifacts were likely the creations of philosophers, lone geniuses, and similar figures.

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This chapter describes many common and uncommon creatures that the characters might meet—and fight—in a Cypher System game and gives their stats. The variety of creatures that populate the possible settings and genres is so great that this chapter only scratches the surface. It does, however, provide examples of kinds of inhabitants—bestial and civilized, living and undead, organic and inorganic—so that you can easily extrapolate and create your own.

Understanding the Listings

Every creature is presented by name, followed by a standard template that includes the following categories.

Level: Like the difficulty of a task, each creature and NPC has a level attached to it. You use the level to determine the target number a PC must reach to attack or defend against the opponent. In each entry, the difficulty number for the creature or NPC is listed in parentheses after its level. As shown on the following table, the target number is three times the level.

LevelTarget Number
13
26
39
412
515
618
721
824
927
1030

Description: Following the name of the creature or NPC is a general description of its appearance, nature, intelligence, or background.

Motive: This entry is a way to help the GM understand what a creature or NPC wants. Every creature or person wants something, even if it’s just to be left alone.

Environment: This entry describes whether the creature tends to be solitary or travel in groups and what kind of terrain it inhabits (such as “They travel in packs through dry wastes and temperate lowlands”).

Health: A creature’s target number is usually also its health, which is the amount of damage it can sustain before it is dead or incapacitated. For easy reference, the entries always list a creature’s health, even when it’s the normal amount for a creature of its level.

Damage Inflicted: Generally, when creatures hit in combat, they inflict their level in damage regardless of the form of attack. Some inflict more or less or have a special modifier to damage. Intelligent NPCs often use weapons, but this is more a flavor issue than a mechanical one. In other words, it doesn’t matter if a level 3 foe uses a sword or claws—it deals the same damage if it hits. The entries always specify the amount of damage inflicted, even if it’s the normal amount for a creature of its level.

Armor: This is the creature’s Armor value. Sometimes the number represents physical armor, and other times it represents natural protection. This entry doesn’t appear in the game stats if a creature has no Armor.

Movement: Movement determines how far the creature can move in a single turn. Creatures have movements of immediate, short, long, or very long, which equate to the ranges of the same name. Most PCs have an effective movement of short, so if they are chasing (or being chased by) a creature with immediate movement, their Speed tasks are eased; if the creature’s movement is long or greater, the PCs’ Speed tasks are hindered.

Modifications: Use these default numbers when a creature’s information says to use a different target number. For example, a level 4 creature might say “defends as level 5,” which means PCs attacking it must roll a target number of 15 (for difficulty 5) instead of 12 (for difficulty 4). In special circumstances, some creatures have other modifications, but these are almost always specific to their level.

Combat: This entry gives advice on using the creature in combat, such as “This creature uses ambushes and hit-and-run tactics.” At the end of the combat listing, you’ll also find any special abilities, such as immunities, poisons, and healing skills. GMs should be logical about a creature’s reaction to a particular action or attack by a PC. For example, a mechanical creation is immune to normal diseases, a character can’t poison a being of energy (at least, not with a conventional poison), and so on.

Interaction: This entry gives advice on using the creature in interactions, such as “These creatures are willing to talk but respond poorly to threats,” or “This creature is an animal and acts like an animal.”

Use: This entry gives the GM suggestions for how to use the creature in a game session. It might provide general notes or specific adventure ideas.

Loot: This entry indicates what the PCs might gain if they take items from their fallen foes (or trade with or trick them). It doesn’t appear in the game stats if the creature has no loot.

GM Intrusion: This optional entry in the stats suggests a way to use GM intrusion in an encounter with the creature. It’s just one possible idea of many, and the GM is encouraged to come up with their own uses of the game mechanic.

Creatures

@UUID[Compendium.cyphersystem-compendium.creatures.GcRpFtcOQDpGvU4H]{Abomination} @UUID[Compendium.cyphersystem-compendium.creatures.17NSMk419kHRvwoP]{Chimera} @UUID[Compendium.cyphersystem-compendium.creatures.Ds2TiPhzGcBio6uy]{Chronophage} @UUID[Compendium.cyphersystem-compendium.creatures.6XzVLD44cRlhPIfO]{Deep one} @UUID[Compendium.cyphersystem-compendium.creatures.dEUcFhzvuB3ufhv5]{Deinonychus} @UUID[Compendium.cyphersystem-compendium.creatures.0NEyK7k8eNvN9oRt]{Demigod} @UUID[Compendium.cyphersystem-compendium.creatures.C2tRCVUtCl1OEb7M]{Demon} @UUID[Compendium.cyphersystem-compendium.creatures.Z4Y7VaCkpXbCZ2yy]{Devil} @UUID[Compendium.cyphersystem-compendium.creatures.D25NNlnriTPYwXvl]{Djinni} @UUID[Compendium.cyphersystem-compendium.creatures.huhkLDlDaru359Bf]{Dragon} @UUID[Compendium.cyphersystem-compendium.creatures.li1H57vGnKM9EY61]{Earth elemental} @UUID[Compendium.cyphersystem-compendium.creatures.WcxUomm2dqg2s2mU]{Enthraller} @UUID[Compendium.cyphersystem-compendium.creatures.p5ugVxzZFUe8r2To]{Fallen angel} @UUID[Compendium.cyphersystem-compendium.creatures.W7lOvxxSkcShe4Y9]{Fire elemental} @UUID[Compendium.cyphersystem-compendium.creatures.CbyPd1QoYjZGISN9]{Fusion hound} @UUID[Compendium.cyphersystem-compendium.creatures.02LotzBPq6hZTu2N]{Ghost} @UUID[Compendium.cyphersystem-compendium.creatures.92AH6pnL8Mknw6ok]{Ghoul} @UUID[Compendium.cyphersystem-compendium.creatures.gc0tYELtVAJRfFL6]{Giant} @UUID[Compendium.cyphersystem-compendium.creatures.U508Iiym5DOrLbCP]{Giant rat} @UUID[Compendium.cyphersystem-compendium.creatures.G1R1ESjuGxTJ7VwN]{Giant snake} @UUID[Compendium.cyphersystem-compendium.creatures.PlHlqDlwByGRX8T3]{Giant spider} @UUID[Compendium.cyphersystem-compendium.creatures.StSE44DNprZ4X4t8]{Goblin} @UUID[Compendium.cyphersystem-compendium.creatures.nBJ1PaZw7VugehNT]{Golem} @UUID[Compendium.cyphersystem-compendium.creatures.v5KdQP0xAVsoznyE]{Grey} @UUID[Compendium.cyphersystem-compendium.creatures.gDdZYUFdqZhmK3Oc]{Kaiju} @UUID[Compendium.cyphersystem-compendium.creatures.Iyx0QTRTuHLwr2g4]{Killer clown} @UUID[Compendium.cyphersystem-compendium.creatures.m9Hqr0shnpvRfgiF]{Killing white light} @UUID[Compendium.cyphersystem-compendium.creatures.EX0RBWZzdGetaDK9]{Mechanical soldier} @UUID[Compendium.cyphersystem-compendium.creatures.LkiVCVe5HhMi8Hc8]{Mi-go} @UUID[Compendium.cyphersystem-compendium.creatures.ZLDxtrbI1te50O1k]{Mokuren} @UUID[Compendium.cyphersystem-compendium.creatures.2BTNWIpNjjd696xa]{Nuppeppo} @UUID[Compendium.cyphersystem-compendium.creatures.Jo0ULIISkFpZDV85]{Ogre} @UUID[Compendium.cyphersystem-compendium.creatures.obJAuUihAMdRF9j2]{Orc} @UUID[Compendium.cyphersystem-compendium.creatures.KrHZmg9AKHxbGRnk]{Prince(ss) of summer} @UUID[Compendium.cyphersystem-compendium.creatures.axcyoROutmXNdzNk]{Puppet tree} @UUID[Compendium.cyphersystem-compendium.creatures.qT2StUmJ4FDfS2Ji]{Ravage bear} @UUID[Compendium.cyphersystem-compendium.creatures.n54pC87T2nULqbCJ]{Replicant} @UUID[Compendium.cyphersystem-compendium.creatures.qB1fv8beRDJG465z]{Shadow elf} @UUID[Compendium.cyphersystem-compendium.creatures.MQI4Poo9zZKrgKhc]{Skeleton} @UUID[Compendium.cyphersystem-compendium.creatures.nkAvknrgByU2kBSn]{Statue, animate} @UUID[Compendium.cyphersystem-compendium.creatures.E7LZFxUVnPeXLIgX]{Tyrannosaurus rex} @UUID[Compendium.cyphersystem-compendium.creatures.37pnRQFiOHt47hFP]{Vampire} @UUID[Compendium.cyphersystem-compendium.creatures.PIJ3eSbmYUGztjb1]{Vampire, transitional} @UUID[Compendium.cyphersystem-compendium.creatures.QFTQJ4Z4kmHVr23P]{Vat reject} @UUID[Compendium.cyphersystem-compendium.creatures.WsWJRqBjUW1WO1Wp]{Wardroid} @UUID[Compendium.cyphersystem-compendium.creatures.3jAoNYaS0CHUjkqS]{Werewolf} @UUID[Compendium.cyphersystem-compendium.creatures.2nv7KEvkNXsUOykU]{Witch} @UUID[Compendium.cyphersystem-compendium.creatures.Ziw2e08pt2Fc8vHz]{Xenoparasite} @UUID[Compendium.cyphersystem-compendium.creatures.dWvlzVDxmAUQxT7s]{Zombie}

Normal Animals

Unlike many creatures in this chapter, normal animals are simple and understandable enough to be encapsulated by just their level and maybe one or two other stats.

@UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.p7RwEbxxv74Xy0NP]{Bear, black} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.3NRZdgMZXVcEsqWl]{Bear, grizzly} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.JZbErZ6hAgtHrgim]{Dog} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.vmvgLdR7JKdsukCW]{Dog, guard} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.pNEII8Wup8xjZfuA]{Hawk} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.61EndqAjZ2ZZZuS9]{Horse} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.qLFrfE0E9w6BcG48]{Rat} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.RxtZyeRliCY3v9In]{Rattlesnake}

NPCs

The NPCs in this chapter are generic examples of nonplayer characters that can be used in many genres.

Reskinning NPCs: GMs will find that with a few tweaks, a guard can be a modern-day cop, a fantasy caravan guard, or a science fiction drone soldier. This is known as reskinning—making slight changes to existing stats to customize the NPC for your own game.

Health, Not Pools: Remember that NPCs don’t have stat Pools. Instead, they have a characteristic called health. When an NPC takes damage of any kind, the amount is subtracted from its health. Unless described otherwise, an NPC’s health is always equal to its target number. Some NPCs might have special reactions to or defenses against attacks that would normally deal Speed damage or Intellect damage, but unless the NPC’s description specifically explains this, assume that all damage is subtracted from the NPC’s health.

Appropriate Weapons: NPCs use weapons appropriate to their situation, which might be swords and crossbows, knives and shotguns, malefic psychic weapons, blasters and grenades, and so on.

@UUID[Compendium.cyphersystem-compendium.npcs.rnq3fP5XVmqEmZWG]{Assassin} @UUID[Compendium.cyphersystem-compendium.npcs.IXoOu0XGctC51WFn]{Cannibal} @UUID[Compendium.cyphersystem-compendium.npcs.jZT0TZAHaKkZ8kGv]{Crime boss} @UUID[Compendium.cyphersystem-compendium.npcs.17FhJIqwNpdkCE3Q]{Detective} @UUID[Compendium.cyphersystem-compendium.npcs.vamqtdZeooEZTvVA]{Guard} @UUID[Compendium.cyphersystem-compendium.npcs.mIkMohVYFvaiNwZB]{Occultist} @UUID[Compendium.cyphersystem-compendium.npcs.SMQHtX6tTqzNShpA]{Secret agent} @UUID[Compendium.cyphersystem-compendium.npcs.dxKy262U5XR9IQdV]{Thug} @UUID[Compendium.cyphersystem-compendium.npcs.T49YQrtaJRk1stLD]{Wizard, mighty}

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Cyphers are one-use abilities that characters gain over the course of play. They have cool powers that can heal, make attacks, ease or hinder task rolls, or (in a more supernatural and extreme example) produce effects such as nullifying gravity or turning something invisible.

Most cyphers aren’t physical objects—just something useful that happens right when you need it. They might be a burst of insight that allows a character to make a perfectly executed attack, a lucky guess when using a computer terminal, a coincidental distraction that gives you an advantage against an NPC, or a supernatural entity that makes things work out in your favor. In some games, cyphers come in the form of items, like magic potions or bits of alien technology.

Cyphers that don’t have a physical form are called subtle cyphers.

Cyphers that have a physical form are called manifest cyphers.

Regardless of their form, cyphers are single-use effects and are always consumed when used. Unless a cypher’s description says otherwise, it works only for the character who activates it. For example, a PC can’t use an enduring shield cypher on a friend.

Cyphers are a game mechanic designed for frequent discovery and use. PCs can have only a small number of cyphers at any given time, and since they’re always finding more, they’re encouraged to use them at a steady pace.

In theory, the cyphers gained by the PCs are determined randomly. However, the GM can allow PCs to acquire or find them intentionally as well. Cyphers are gained with such regularity that the PCs should feel that they can use them freely. There will always be more, and they’ll have different benefits. This means that in gameplay, cyphers are less like gear or treasure and more like character abilities that the players don’t choose. This leads to fun game moments where a player can say “Well, I’ve got an X that might help in this situation,” and X is always different. X might be an intuitive understanding of the local computer network, a favor from the Faerie Court, an explosive device, a short-range teleporter, or a force field. It might be a powerful magnet or a prayer that will cure disease. It could be anything. Cyphers keep the game fresh and interesting. Over time, characters can learn how to safely carry more and more cyphers at the same time, so cyphers really do seem more like abilities and less like gear.

“Carry” in this sense refers to both subtle cyphers and manifest cyphers, though a PC may not actually carry anything that physically represents the cypher. A character thrown into prison without their equipment might still have subtle cyphers.

Cyphers don’t have to be used to make room for new ones. For subtle cyphers, a character can just use an action to “lose” the cypher, freeing up space to “find” one later (once a subtle cypher is discarded this way, it is gone and can’t be recovered). For manifest cyphers, it’s perfectly acceptable for the PCs to stash one elsewhere for later use; of course, that doesn’t mean it will still be there when they return.

Why Cyphers?

Cyphers are (not surprisingly, based on the name) the heart of the Cypher System. This is because characters in this game have some abilities that rarely or never change and can always be counted on—pretty much like in all games—and they have some abilities that are ever-changing and inject a great deal of variability in play. They are the major reason why no Cypher System game session should ever be dull or feel just like the last session. This week your character can solve the problem by walking through walls, but last time it was because you could create an explosion that could level a city block.

The Cypher System, then, is one where PC abilities are fluid, with the GM and the players both having a role in their choice, their assignment, and their use. Although many things separate the game system from others, this aspect makes it unique, because cyphers recognize the importance and value of two things:

  1. “Treasure,” because character abilities make the game fun and exciting. In fact, in the early days of roleplaying, treasure (usually in the form of magic items found in dungeons) was really the only customization of characters that existed. One of the drives to go out and have adventures is so you can discover cool new things that help you when you go on even more adventures. This is true in many RPGs, but in the Cypher System, it’s built right into the game’s core.

  2. Letting the GM have a hand in determining PC abilities makes the game move more smoothly. Some GMs prefer to roll cyphers randomly, but some do not. For example, giving the PCs a cypher that will allow them to teleport far away might be a secret adventure seed placed by a forward-thinking GM. Because the GM has an idea of where the story is going, they can use cyphers to help guide the path. Alternatively, if the GM is open to it, they can give out cyphers that enable the characters to take a more proactive role (such as teleporting anywhere they want). Perhaps most important, they can do these things without worrying about the long-term ramifications of the ability. A device that lets you teleport multiple times might really mess up the game over the long term. But once? That’s just fun.

Cypher Limits

All characters have a maximum number of cyphers they can have at any one time, determined by their type. If a character ever attempts to carry more, random cyphers instantly disappear until the PC has a number of cyphers equal to their maximum (depending on the genre of the campaign, subtle cyphers may be more or less likely to vanish this way). These vanished cyphers are not recoverable.

Subtle Cyphers

Subtle (nonphysical) cyphers are a way to introduce cyphers into a game without overt “powered stuff”—no potions, alien crystals, or anything of that nature. They’re most useful, perhaps, in a modern or horror setting without obvious fantasy elements. Subtle cyphers are more like the inherent abilities PCs have, adding boosts to Edge, recovering points from Pools, coming up with ideas, and so on. In general, these are commonplace, non-supernatural effects—a subtle cypher wouldn’t create a laser beam or allow a character to walk through a wall. They don’t break the fragile bubble of believability in genres where flashy powers and abilities don’t make a lot of sense.

Subtle cyphers are particularly nice in a genre where the PCs are supposed to be normal people. The cyphers can simply be an expression of innate capabilities in characters that aren’t always dependable. And in many ways, that’s probably more realistic than an ability you can count on with certainty, because in real life, some days you can jump over a fence, and some days you just can’t.

Concepts for subtle cyphers include the following:

Good fortune: Once in a while, things just go your way. You’re in the right place at the right time.

Inspirations: Sometimes you get inspired to do something you’ve never done before and might not be able to do again. Call it adrenaline mixed with the right motivation, or just doing the right thing at the right place at the right time. Who can really define it? Life’s funny that way.

Alien concepts: Complex and utterly inhuman memes enter our world and worm their way into and out of human consciousness. When this happens, it can cause mental distress and disorientation. It can also grant impossible abilities and advantages.

Blessings: In a fantasy world, there are nine gods. Each morning, all intelligent residents of the world pray to one of the gods, and some of the faithful gain a divine blessing. Some people believe that praying to different gods gives you different blessings.

Earworms: You know how some songs pop into your head and just won’t leave? There’s a power to those songs, and the right people know how to harness it. Make the songs disturbing or reminiscent of evil chants, and you’ve got a perfect cypher concept for a horror campaign.

Mysterious transmissions: What’s that buzzing? That mechanical chittering? Those numbers repeating over and over? And why can only some people hear it? A few who are aware of the sounds have learned how to make use of them.

Supernatural powers: Mental or mystical energies constantly shift and change, ebb and flow. But you’ve figured out how to attune your mind to them. There are no physical actions or paraphernalia required—just an inner conduit to the numinous.

Discovering Subtle Cyphers

Since subtle cyphers aren’t physical objects, GMs will need to figure out when to give PCs new ones to replace the ones they have used. The cyphers probably shouldn’t be tied to actions entirely under the characters’ control—in other words, they shouldn’t come as a result of meditation or anything of that nature. Instead, the GM should choose significant points in the story when new cyphers might simply come unbidden to the PCs. In the broader view, this is no different than manifest cyphers placed as treasure in a creature’s lair, a secret cache, or somewhere else for the characters to find. Either way, the GM is picking good spots to “refill” potentially used cypher-based abilities.

Subtle cyphers are often found in groups of one to six (the GM can roll 1d6 to determine the number). The GM might randomly assign the cyphers to each PC who has space for more, or present a selection of cyphers to the group and allow the players to choose which ones they want for their characters. Characters should immediately know what their subtle cyphers do. If a PC activates a healing subtle cypher when they think it’s something to help pick a lock, that’s a waste of a useful character ability.

PCs might be able to obtain subtle cyphers from NPCs or in unusual circumstances as gifts, boons, or blessings, even asking for a particular kind of subtle cypher, such as healing, protection, or skill. For example, PCs who make a donation at a temple of a healing goddess could ask to receive a blessing (subtle cypher) that allows them to speak a healing prayer that restores points to one of their Pools. An NPC wizard who owes the PCs a favor might cast a spell on them that deflects one weapon if they say a magic word. An alien pylon might grant knowledge of a strange mental code that lets a person see in the dark for a few hours.

A PC can also acquire a new subtle cypher by spending 1 XP on one of the following player intrusions:

General cypher: You ask the GM for a general subtle cypher, such as “healing,” “movement,” “defense,” or perhaps something as specific as “flight.” The GM gives you a cypher that meets that description and randomly determines its level. If you don’t have space for this cypher, you immediately lose one of your current cyphers (your choice) and the new cypher takes its place.

Specific cypher: You ask the GM for a specific subtle cypher (such as a curative or stim) of a specific level. Make an Intellect roll with a difficulty equal to the cypher’s level plus 1. If you have had this cypher before, the task is eased. If you fail the roll, you do not gain a cypher. If you succeed, the GM gives you that subtle cypher at that level. If you don’t have space for this new cypher, you immediately lose one of your current cyphers (your choice) and the new cypher takes its place. Whether or not you succeed at the roll, the 1 XP is spent.

Manifest Cyphers

Because manifest cyphers are physical objects, and people are familiar with the idea of finding “treasure” as part of playing an RPG, these kinds of cyphers are easy to get into the hands of the PCs. They are often found in groups of one to six (the GM can roll 1d6 to determine the number), usually because the characters are searching for them. They might be among the possessions of a fallen foe, hidden in a secret room, or scattered amid the wreckage of a crashed starship. The GM can prepare a list ahead of time of what successful searchers find. Sometimes this list is random, and sometimes there is logic behind it. For example, a warlock’s laboratory might contain four different magic potions that the PCs can find.

If the characters search for cyphers, the GM sets the difficulty of the task. It is usually 3 or 4, and scavenging can take fifteen minutes to an hour.

Scavenging is not the only way to obtain manifest cyphers. They can also be given as gifts, traded with merchants, or sometimes purchased in a shop.

Unlike subtle cyphers, characters don’t automatically know what manifest cyphers do. Once the PCs find a manifest cypher, identifying it is a separate task, based on Intellect and modified by knowledge of the topic at hand. In a fantasy setting, that knowledge would probably be magic, but in a science fiction setting, it might be technology. The GM sets the difficulty of the task, but it is usually 1 or 2. Thus, even the smallest amount of knowledge means that cypher identification is automatic. The process takes one to ten minutes. If the PCs can’t identify a cypher, they can bring it to an expert for identification and perhaps trade, if desired.

Manifest Cyphers Duplicating Subtle Cyphers

Lots of overlap exists between what subtle cyphers and manifest cyphers can do. Nearly anything that can be explained as a subtle cypher can just as easily be a magic item, scientific device, or other manifest object. A bit of luck that helps you sneak (a subtle cypher) and a potion that helps you sneak (a manifest cypher) do the exact same thing for a character. One advantage of manifest cyphers is that characters can easily trade them to each other or sell them to NPCs. On the other hand, manifest cyphers can be dropped or stolen, and subtle cyphers can’t.

It’s fine if the GM decides to include both kinds of cyphers in the same game. A horror game could begin with the PCs as normal people with subtle cyphers, but as time goes on, they find one-use spells in occult tomes, weird potions, and bone dust that has strange powers.

Using Cyphers

The action to use a cypher is Intellect based unless described otherwise or logic suggests otherwise. For example, throwing an explosive might be Speed based because the device is physical and not really technical, but using a ray emitter is Intellect based.

Because cyphers are single-use items, cyphers used to make attacks can never be used with the Spray or Arc Spray abilities that some characters might have. They are never treated as rapid-fire weapons.

Identified manifest cyphers can be used automatically. Once a manifest cypher is activated, if it has an ongoing effect, that effect applies only to the character who activated the cypher. A PC can’t activate a cypher and then hand it to another character to reap the benefits.

A character can attempt to use a manifest cypher that has not been identified; this is usually an Intellect task using the cypher’s level. Failure might mean that the PC can’t figure out how to use the cypher or that they use it incorrectly (GM’s discretion). Of course, even if the PC activates the unidentified cypher, they have no idea what its effect will be.

Cyphers are meant to be used regularly and often. If PCs are hoarding or saving their cyphers, feel free to give them a reason to put the cyphers into play.

Cypher Levels and Effects

All cyphers have a level and an effect. The level sometimes determines an aspect of the cypher’s power (how much damage it inflicts, for example) but otherwise it only determines the general efficacy, the way level works with any object. The Level entry for a cypher is usually a die roll, sometimes with a modifier, such as 1d6 or 1d6 + 4. The GM can roll to determine the cypher’s level, or can allow the player to roll when they receive the cypher.

Normal and Fantastic Effects

Cypher effects fall into two categories: normal and fantastic. Normal effects are things that could reasonably happen or be explained in the normal physical world we’re familiar with. Fantastic effects are things that can’t. A normal person could hit a target 240 feet (73 m) away with a football, quickly get over a cold, run across a tightrope, or multiply two two-digit numbers in their head. These tasks are difficult, but possible. A normal person can’t throw an armored car, regrow a severed arm, create a robot out of thin air, or control gravity with their mind. These tasks are impossible according to the world as we know it. Cypher effects are either normal (possible) or fantastic (impossible according to the world as we know it).

Normal cypher effects should be available to PCs regardless of the genre of your game. It’s perfectly reasonable for a modern, fantasy, horror, science fiction, or superhero PC to have a cypher that gives them a one-use bonus on an attack or skill task, lets them take a quick breather to recover a few points in a Pool, or helps them focus their will to avoid distractions or fatigue.

Fantastic cypher effects should be limited to games where magic, technology, or other factors stretch the definition of “impossible.” A cypher that turns a corpse into a zombie is out of place in a non-fantastic modern game, but is perfectly reasonable for a fantasy, science fiction, or superhero game, or even a horror game where zombies exist, as long as the GM decides there is an appropriate story explanation for it. The zombie cypher might be a necromantic spell in a fantasy or superhero game, a code that activates a swarm of nanobots in a science fiction game, or a virus in a horror game. The rules categorize some cypher effects as fantastic to help the GM decide whether to exclude cyphers that don’t fit the game they’re running. For example, it is appropriate for a GM running a zombie horror survival game set in 1990s Georgia to allow the zombie-creating cypher but not a teleportation cypher, because creating a zombie is a fantastic effect that fits the setting and teleportation isn’t.

Fantastic cyphers can be subtle or manifest.

Optional Rule: Normal Cyphers Duplicating Fantastic Effects

If the GM and players are willing to stretch their imaginations a bit, it’s possible to include some fantastic cypher effects in a game where only normal cypher effects should exist, even if the PCs are only using subtle cyphers. The player using the cypher just needs to come up with a practical, realistic explanation for how the fantastic result occurred (perhaps with a much shorter or reduced effect than what’s described in the cypher text).

For example, a PC with a phase changer who is trapped in a prison cell could say that instead of physically phasing through the wall, using the cypher means they find a long-forgotten secret door connected to a narrow hallway leading to safety. A PC with a fire detonation could say they notice a can of paint thinner in the room, kick it over, and throw a table lamp into the spill, creating a spark and a momentary burst of harmful flames. A PC with a monoblade could say they spot structural flaws in an opponent’s armor, allowing them to attack for the rest of that combat in such a way that the foe’s Armor doesn’t count.

These interpretations of fantastic cyphers in a non-fantastic setting require player ingenuity and GM willingness to embrace creative solutions (similar to players using player intrusions to make a change in the game world). The GM always has the right to veto the explanation for the fantastic effect, allowing the player to choose a different action instead of using the fantastic cypher.

Manifest Cypher Forms

None of the manifest cyphers in this chapter have a stated physical form. The entries don’t tell you if something is a potion, a pill, or a device you hold in your hands because that sort of detail varies greatly from genre to genre. Are they magic? Are they tech? Are they symbiotic creatures with programmed DNA? That’s up to the GM. It’s flavor, not mechanics. It’s as important or unimportant as the style of an NPC’s hair or the color of the car the bad guys are driving. In other words, it’s the kind of thing that is important in a roleplaying game, but at the same time doesn’t actually change anything (and RPGs have a lot of things like that, if you think about it).

A manifest cypher’s physical form can be anything at all, but there are some obvious choices based on genre. The GM can design a setting that uses just one type—for example, a magical world where all cyphers are potions made by faeries. Or they can use many types, perhaps mixing them from different genres. Some suggestions include the following.

Fantasy/Fairy Tale: Potions, scrolls, runeplates, tattoos, charms, powders, crystals, books with words of power.

Modern/Romance: Drugs (injections, pills, inhalants), viruses, smartphone apps.

Science Fiction/Post-Apocalyptic: Drugs (injections, pills, inhalants), computer programs, crystals, gadgets, viruses, biological implants, mechanical implants, nanotechnological injections.

Horror: Burrowing worms or insects, pages from forbidden books, horrific images.

Superhero: Forms from all the other genres.

Cypher Tables

@UUID[Compendium.cyphersystem-compendium.cypher-roll-tables.Bn74yPIGZJTwA9yO]{Manifest Cypher Table} @UUID[Compendium.cyphersystem-compendium.cypher-roll-tables.yXkmPLGNM6UH5nkx]{Subtle Cypher Table} @UUID[Compendium.cyphersystem-compendium.cypher-roll-tables.tAjYZpL0GKkROZpR]{Fantastic Cypher Table}

A Listing of Various Cyphers

All cyphers in this section may be manifest cyphers. It is the GM’s discretion whether a particular cypher can be a subtle cypher, and that decision usually depends on the setting. (The tables indicating subtle, manifest, and fantastic cyphers are just suggestions for a typical campaign setting.)

@UUID[Compendium.cyphersystem-compendium.cyphers.nB8zfVWuIB1VvHGl]{Adhesion} @UUID[Compendium.cyphersystem-compendium.cyphers.gXzG3cEX6b15T7fh]{Age taker} @UUID[Compendium.cyphersystem-compendium.cyphers.ss48CDstie5AjXsb]{Analeptic} @UUID[Compendium.cyphersystem-compendium.cyphers.kgft4WfHxO9r06wb]{Antivenom} @UUID[Compendium.cyphersystem-compendium.cyphers.KZ2X27pebWbEvQXQ]{Armor reinforcer} @UUID[Compendium.cyphersystem-compendium.cyphers.uqL6JmysWKztajSP]{Attractor} @UUID[Compendium.cyphersystem-compendium.cyphers.FfAhElBEyjyd4E17]{Banishing} @UUID[Compendium.cyphersystem-compendium.cyphers.bxWMBr5i7Lfxid9Q]{Best tool} @UUID[Compendium.cyphersystem-compendium.cyphers.dymzqQ69RJGT8TEs]{Blackout} @UUID[Compendium.cyphersystem-compendium.cyphers.z7B2LxlcLfLMkTFw]{Blinking} @UUID[Compendium.cyphersystem-compendium.cyphers.vji8MXWxGxr3A9jp]{Burst of speed} @UUID[Compendium.cyphersystem-compendium.cyphers.WIDPRS1tIpL3pa5F]{Catholicon} @UUID[Compendium.cyphersystem-compendium.cyphers.k8SHSyIu2KzAZja7]{Chemical factory} @UUID[Compendium.cyphersystem-compendium.cyphers.o4AITObjEyBSsjR1]{Comprehension} @UUID[Compendium.cyphersystem-compendium.cyphers.88PKQNeHojZRVZLd]{Condition remover} @UUID[Compendium.cyphersystem-compendium.cyphers.cjFun20hsxOrU4UF]{Contingent activator} @UUID[Compendium.cyphersystem-compendium.cyphers.8NupmDC7tXJhHdy3]{Controlled blinking} @UUID[Compendium.cyphersystem-compendium.cyphers.ewaouF5H001ecJI2]{Curative} @UUID[Compendium.cyphersystem-compendium.cyphers.J2uXPzk3Q3o9Fwpe]{Curse bringer} @UUID[Compendium.cyphersystem-compendium.cyphers.IxserEHDalfrzdvG]{Darksight} @UUID[Compendium.cyphersystem-compendium.cyphers.7ZAyXJ8gyV4ao0wO]{Death bringer} @UUID[Compendium.cyphersystem-compendium.cyphers.DRkKlxg4WKwUgl7T]{Density} @UUID[Compendium.cyphersystem-compendium.cyphers.GxcYZVXI0R3cMeMp]{Detonation} @UUID[Compendium.cyphersystem-compendium.cyphers.bzGwdlL0ZLPsxK9v]{Detonation (creature)} @UUID[Compendium.cyphersystem-compendium.cyphers.Z5An8np1ZHSTSWet]{Detonation (dessicating)} @UUID[Compendium.cyphersystem-compendium.cyphers.RkOFWVFfuWHSGBVf]{Detonation (flash)} @UUID[Compendium.cyphersystem-compendium.cyphers.GPk5tYAHThxyIj6p]{Detonation (gravity inversion)} @UUID[Compendium.cyphersystem-compendium.cyphers.0WWb6gMnrICVA77C]{Detonation (gravity)} @UUID[Compendium.cyphersystem-compendium.cyphers.VhbqMkTUgBS24ZV8]{Detonation (massive)} @UUID[Compendium.cyphersystem-compendium.cyphers.FaQAOTHsz8kAwYva]{Detonation (matter disruption)} @UUID[Compendium.cyphersystem-compendium.cyphers.54PPya95rv4yA3O5]{Detonation (pressure)} @UUID[Compendium.cyphersystem-compendium.cyphers.DuYwDKUWCozANHfi]{Detonation (singularity)} @UUID[Compendium.cyphersystem-compendium.cyphers.hIxIA4943U1u3a9M]{Detonation (sonic)} @UUID[Compendium.cyphersystem-compendium.cyphers.PIuFZaZUI84aZvSj]{Detonation (spawn)} @UUID[Compendium.cyphersystem-compendium.cyphers.bIcebdBZfthtc7gn]{Detonation (web)} @UUID[Compendium.cyphersystem-compendium.cyphers.q5zVuR0m6OyMBS3o]{Disarm} @UUID[Compendium.cyphersystem-compendium.cyphers.wRrdISsr5cmCYZX1]{Disguise module} @UUID[Compendium.cyphersystem-compendium.cyphers.FItOrZq5fp17b99h]{Disrupting} @UUID[Compendium.cyphersystem-compendium.cyphers.dYPtdYIVh8Fw2j0I]{Eagleseye} @UUID[Compendium.cyphersystem-compendium.cyphers.wlbjzEJE7xJQejRu]{Effect resistance} @UUID[Compendium.cyphersystem-compendium.cyphers.NeLV59uT8r0aOBYv]{Effort enhancer (combat)} @UUID[Compendium.cyphersystem-compendium.cyphers.Sq85TkiuqKKZEcZa]{Effort enhancer (noncombat)} @UUID[Compendium.cyphersystem-compendium.cyphers.29q4icxpIjmPru2K]{Enduring shield} @UUID[Compendium.cyphersystem-compendium.cyphers.40DQrFLuDX017odb]{Equipment cache} @UUID[Compendium.cyphersystem-compendium.cyphers.h5TSiPn7BeeIobmN]{Farsight} @UUID[Compendium.cyphersystem-compendium.cyphers.oNuUwELrZDJY1mIf]{Fireproofing} @UUID[Compendium.cyphersystem-compendium.cyphers.fl9zbMTjxj8vy6kJ]{Flame-retardant wall} @UUID[Compendium.cyphersystem-compendium.cyphers.SJDuyxdMrDv6FaGy]{Force cube} @UUID[Compendium.cyphersystem-compendium.cyphers.dQligdNAYAr6wWdE]{Force field} @UUID[Compendium.cyphersystem-compendium.cyphers.uBDH4lBnOxOXh5CF]{Force screen projector} @UUID[Compendium.cyphersystem-compendium.cyphers.m3NxCCUGiLIKIJNw]{Force shield projector} @UUID[Compendium.cyphersystem-compendium.cyphers.w96EvfwEri9x5Mct]{Friction reducer} @UUID[Compendium.cyphersystem-compendium.cyphers.R88ueN5kMGSameYW]{Frigid wall} @UUID[Compendium.cyphersystem-compendium.cyphers.4L0etvDYulpV4ksR]{Gas bomb} @UUID[Compendium.cyphersystem-compendium.cyphers.pNqglMkBswKP2ICu]{Gravity nullifier} @UUID[Compendium.cyphersystem-compendium.cyphers.vk0FLEfC4YB7dbQs]{Gravity-nullifying application} @UUID[Compendium.cyphersystem-compendium.cyphers.aeBDWdPvxdfj3pfs]{Heat attack} @UUID[Compendium.cyphersystem-compendium.cyphers.7zM8O87dW3jbTnU6]{Hunter/seeker} @UUID[Compendium.cyphersystem-compendium.cyphers.CtZSjgL4ckxcKYUP]{Image projector} @UUID[Compendium.cyphersystem-compendium.cyphers.ReuRZASIsUHgdhEg]{Inferno wall} @UUID[Compendium.cyphersystem-compendium.cyphers.XX53GbhoCBiHS6ks]{Infiltrator} @UUID[Compendium.cyphersystem-compendium.cyphers.AitEjkvspLX688ye]{Information sensor} @UUID[Compendium.cyphersystem-compendium.cyphers.x7qSUmMgvNqV0Ugn]{Instant servant} @UUID[Compendium.cyphersystem-compendium.cyphers.sJVUfXvSJucHYari]{Instant shelter} @UUID[Compendium.cyphersystem-compendium.cyphers.Y6EVgmva4C9tPihv]{Intellect booster} @UUID[Compendium.cyphersystem-compendium.cyphers.udWLm1XDgVieMEDu]{Intelligence enhancement} @UUID[Compendium.cyphersystem-compendium.cyphers.5tLchT3lzBveqkxp]{Knowledge enhancement} @UUID[Compendium.cyphersystem-compendium.cyphers.WXP9irBlSYL49O46]{Lightning wall} @UUID[Compendium.cyphersystem-compendium.cyphers.MTgWJDJa0xrNOUMa]{Machine control} @UUID[Compendium.cyphersystem-compendium.cyphers.Kn3VvkesD5GVq0iI]{Magnetic attack drill} @UUID[Compendium.cyphersystem-compendium.cyphers.yYUMQ6PEMdyJsi6u]{Magnetic master} @UUID[Compendium.cyphersystem-compendium.cyphers.6ccQDO1fUZfF3qdo]{Magnetic shield} @UUID[Compendium.cyphersystem-compendium.cyphers.3ww0ueljUh3Fu4WN]{Manipulation beam} @UUID[Compendium.cyphersystem-compendium.cyphers.E3QMkfRIuJeWQh76]{Matter transference ray} @UUID[Compendium.cyphersystem-compendium.cyphers.zqv51NhAhlMBm2lG]{Meditation aid} @UUID[Compendium.cyphersystem-compendium.cyphers.rAka1a1rfa6U9ejN]{Memory switch} @UUID[Compendium.cyphersystem-compendium.cyphers.GS3GUtjmhIYxF8vb]{Mental scrambler} @UUID[Compendium.cyphersystem-compendium.cyphers.y710ojHG9JfbAHXq]{Metal death} @UUID[Compendium.cyphersystem-compendium.cyphers.9MBc2aywmCotLHZs]{Mind meld} @UUID[Compendium.cyphersystem-compendium.cyphers.f9o3v4yUbE2rOvkA]{Mind stabilizer} @UUID[Compendium.cyphersystem-compendium.cyphers.sgjAHLqFtHWLzSeV]{Mind-restricting wall} @UUID[Compendium.cyphersystem-compendium.cyphers.qyafaJwEsqCVU5ht]{Monoblade} @UUID[Compendium.cyphersystem-compendium.cyphers.adjHowuCfAqznUtV]{Monohorn} @UUID[Compendium.cyphersystem-compendium.cyphers.nH3BFfduw18UhsrN]{Motion sensor} @UUID[Compendium.cyphersystem-compendium.cyphers.ExszgFle5nmrHPSR]{Null field} @UUID[Compendium.cyphersystem-compendium.cyphers.yjjqWOig22fCfvyg]{Nullification ray} @UUID[Compendium.cyphersystem-compendium.cyphers.olA86ZssOHAVcyP5]{Nutrition and hydration} @UUID[Compendium.cyphersystem-compendium.cyphers.NCqhAMpNrf26KCkC]{Perfect memory} @UUID[Compendium.cyphersystem-compendium.cyphers.pMUiPSVOb2VPa79t]{Perfection} @UUID[Compendium.cyphersystem-compendium.cyphers.erJlxWAzYxAbBQ3n]{Personal environment field} @UUID[Compendium.cyphersystem-compendium.cyphers.q94YaFRPnpA4Vbt0]{Phase changer} @UUID[Compendium.cyphersystem-compendium.cyphers.orMNNP5kLwGszIWW]{Phase disruptor} @UUID[Compendium.cyphersystem-compendium.cyphers.I1UIJPrkDAtfdvkn]{Poison (emotion)} @UUID[Compendium.cyphersystem-compendium.cyphers.ab9oUkAc67kwQMu2]{Poison (explosive)} @UUID[Compendium.cyphersystem-compendium.cyphers.TqA7pzI1VOquoZrC]{Poison (mind controlling)} @UUID[Compendium.cyphersystem-compendium.cyphers.LT8pmimmThAbwOL7]{Poison (mind disrupting)} @UUID[Compendium.cyphersystem-compendium.cyphers.WKHeAOo07TN0Waqi]{Psychic communique} @UUID[Compendium.cyphersystem-compendium.cyphers.NGMhAxHPKXqxyarE]{Radiation spike} @UUID[Compendium.cyphersystem-compendium.cyphers.yxlZQszosCzyRvSM]{Ray emitter} @UUID[Compendium.cyphersystem-compendium.cyphers.kl7d13qf7si94eU0]{Ray emitter (command)} @UUID[Compendium.cyphersystem-compendium.cyphers.TvIMvUr69aOV5DnE]{Ray emitter (fear)} @UUID[Compendium.cyphersystem-compendium.cyphers.7lZj0lmBqmrz41mZ]{Ray emitter (friend slaying)} @UUID[Compendium.cyphersystem-compendium.cyphers.LHL022Qn3YRfXYU4]{Ray emitter (mind disrupting)} @UUID[Compendium.cyphersystem-compendium.cyphers.NbYGmZjDHMEmmfDL]{Ray emitter (numbing)} @UUID[Compendium.cyphersystem-compendium.cyphers.sodipYPbrbjALaH2]{Ray emitter (paralysis)} @UUID[Compendium.cyphersystem-compendium.cyphers.RSQzv6fY9P8vLQSh]{Reality spike} @UUID[Compendium.cyphersystem-compendium.cyphers.kgflNP6FVsspfutd]{Reflex enhancer} @UUID[Compendium.cyphersystem-compendium.cyphers.sdd3hhCzs5N0ZqP0]{Rejuvenator} @UUID[Compendium.cyphersystem-compendium.cyphers.8RpaNEaONagWqTTE]{Remembering} @UUID[Compendium.cyphersystem-compendium.cyphers.waaI5OVVCpZC7NLT]{Remote viewer} @UUID[Compendium.cyphersystem-compendium.cyphers.agDsGHiI4x9A0X0J]{Repair unit} @UUID[Compendium.cyphersystem-compendium.cyphers.qOLNoDFQpXZhsbCE]{Repeater} @UUID[Compendium.cyphersystem-compendium.cyphers.MycMQnAtFVkx7xjm]{Repel} @UUID[Compendium.cyphersystem-compendium.cyphers.lN1Qw9izMoo3NSbj]{Retaliation} @UUID[Compendium.cyphersystem-compendium.cyphers.zb8P9KDZaQ0j1exJ]{Secret} @UUID[Compendium.cyphersystem-compendium.cyphers.BmQhgfCQMQpMkwzg]{Sheen} @UUID[Compendium.cyphersystem-compendium.cyphers.hh2zZUmsmHCEUi8t]{Shock attack} @UUID[Compendium.cyphersystem-compendium.cyphers.EMaQ9DgLEL4DkPKD]{Shocker} @UUID[Compendium.cyphersystem-compendium.cyphers.ucJ3400aQrIR73I5]{Skill boost} @UUID[Compendium.cyphersystem-compendium.cyphers.4Bhy1bp5s8LqJR6r]{Slave maker} @UUID[Compendium.cyphersystem-compendium.cyphers.yqc7dFfKI5CTH81u]{Sleep inducer} @UUID[Compendium.cyphersystem-compendium.cyphers.k2hOy8OzSxgmhlIc]{Sniper module} @UUID[Compendium.cyphersystem-compendium.cyphers.9iFJZJ2Plks6CY7g]{Solvent} @UUID[Compendium.cyphersystem-compendium.cyphers.RhpzlF2Olodtf9J5]{Sonic hole} @UUID[Compendium.cyphersystem-compendium.cyphers.kBuARKz133ENxC8s]{Sound dampener} @UUID[Compendium.cyphersystem-compendium.cyphers.9SAuP9To5rJFzGR5]{Spatial warp} @UUID[Compendium.cyphersystem-compendium.cyphers.vs0hACATS83S9qUV]{Speed boost} @UUID[Compendium.cyphersystem-compendium.cyphers.O3yE0thccVVxTIiR]{Spy} @UUID[Compendium.cyphersystem-compendium.cyphers.FhWwzSoVBPzRfGch]{Stasis keeper}@UUID[Compendium.cyphersystem-compendium.cyphers.yazxGwqNVgyQGOPy]{Stim} @UUID[Compendium.cyphersystem-compendium.cyphers.exM6Flwc1g5UuC0q]{Strength boost} @UUID[Compendium.cyphersystem-compendium.cyphers.tSjCuPBJ8j8pIKqx]{Strength enhancer} @UUID[Compendium.cyphersystem-compendium.cyphers.E1GNoFsIMME2xcx8]{Subdual field} @UUID[Compendium.cyphersystem-compendium.cyphers.yeSsoCybAMSvVkSs]{Telepathy} @UUID[Compendium.cyphersystem-compendium.cyphers.VljAPSeYkXKcIkEd]{Teleporter (bounder)} @UUID[Compendium.cyphersystem-compendium.cyphers.4OErRBLP8HYZAnFc]{Teleporter (interstellar)} @UUID[Compendium.cyphersystem-compendium.cyphers.NWJ7mAY1VcxRBTaL]{Teleporter (planetary)} @UUID[Compendium.cyphersystem-compendium.cyphers.SKZrMCk2llIoKiU9]{Teleporter (traveler)} @UUID[Compendium.cyphersystem-compendium.cyphers.4bRwVWF2KHdSZOgh]{Temporal viewer} @UUID[Compendium.cyphersystem-compendium.cyphers.Q0Lj9McM3BanRLQ6]{Time dilation (defensive)} @UUID[Compendium.cyphersystem-compendium.cyphers.66kpaEIObWuovj11]{Time dilation (offensive)} @UUID[Compendium.cyphersystem-compendium.cyphers.ad7NVyxLv9YECCem]{Tissue regeneration} @UUID[Compendium.cyphersystem-compendium.cyphers.t2QXZKVmfQViAo4T]{Tracer} @UUID[Compendium.cyphersystem-compendium.cyphers.TFKQbAknncq4lMEV]{Trick embedder} @UUID[Compendium.cyphersystem-compendium.cyphers.sgBfROg7iUCCezZ8]{Uninterruptible power source} @UUID[Compendium.cyphersystem-compendium.cyphers.IVYgnh80vNTZ9gBf]{Vanisher} @UUID[Compendium.cyphersystem-compendium.cyphers.RcrVpX6UxbD3zTmR]{Visage changer} @UUID[Compendium.cyphersystem-compendium.cyphers.gSXLLLHYFumCsOAo]{Visual displacement device} @UUID[Compendium.cyphersystem-compendium.cyphers.0VkKJcPSO7Scn7Ef]{Vocal translator} @UUID[Compendium.cyphersystem-compendium.cyphers.SXrPkUbwR5IO6305]{Warmth} @UUID[Compendium.cyphersystem-compendium.cyphers.dHgtyDuK0uFBorWI]{Water adapter} @UUID[Compendium.cyphersystem-compendium.cyphers.vLodMbLfeliPpaol]{Weapon enhancement} @UUID[Compendium.cyphersystem-compendium.cyphers.uxXNL4ApwvCgvFAw]{Wings} @UUID[Compendium.cyphersystem-compendium.cyphers.ULHBUzdVa1eFiON2]{X-ray viewer} @UUID[Compendium.cyphersystem-compendium.cyphers.spdFY0JgxGdNMV7N]{Zero point field}

Power Boost Cyphers

These cyphers increase, modify, or improve a character’s existing powers. A burst boost cypher, for example, allows someone with the Bears a Halo of Fire focus to create a blast of fire in all directions, one time. Imagine this as being a fire-using superhero’s ability to “go nova.”

Power boost cyphers affect one use of a character’s abilities but do not require an action. Their use is part of the action that they affect.

Power boost cyphers are a special type of cypher. In some Cypher System games, they may be inappropriate, and in others, they may be the main (or only) type of cypher available, as determined by the GM. They can be either subtle or manifest.

@UUID[Compendium.cyphersystem-compendium.cyphers-power-boost.nlHGkmRztJaDi3Dj]{Area boost} @UUID[Compendium.cyphersystem-compendium.cyphers-power-boost.POLUtosUa7awAfW4]{Burst boost} @UUID[Compendium.cyphersystem-compendium.cyphers-power-boost.GEL5LkJCiQqEH1Nf]{Damage boost} @UUID[Compendium.cyphersystem-compendium.cyphers-power-boost.bEZrdVBmpzu4m3b8]{Efficacy boost (major)} @UUID[Compendium.cyphersystem-compendium.cyphers-power-boost.MLE2eQwkzrz9tVSC]{Efficacy boost (minor)} @UUID[Compendium.cyphersystem-compendium.cyphers-power-boost.xc7bsHHbEM84KLa9]{Energy boost} @UUID[Compendium.cyphersystem-compendium.cyphers-power-boost.AOWfJoOCbvwr9puF]{Range boost} @UUID[Compendium.cyphersystem-compendium.cyphers-power-boost.21qrMjA9SQFvWfkp]{Target boost}

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Setting Difficulty Ratings

The GM’s most important overall tasks are setting the stage and guiding the story created by the group (not the one created by the GM ahead of time). But setting difficulty is the most important mechanical task the GM has in the game. Although there are suggestions throughout this chapter for various difficulty ratings for certain actions, there is no master list of the difficulty for every action a PC can take. Instead, the Cypher System is designed with the “teach a person to fish” style of good game mastering in mind. (If you don’t know what that means, it comes from the old adage “Give a person a fish and they’ll eat for a day. Teach a person to fish and they’ll eat for a lifetime.” The idea is not to give GMs a ton of rules to memorize or reference, but to teach them how to make their own logical judgment calls.) Of course, most of the time, it’s not a matter of exact precision. If you say the difficulty is 3 and it “should” have been 4, the world’s not over.

For the most part, it really is as simple as rating something on a scale of 1 to 10, 1 being incredibly easy and 10 being basically impossible. The guidelines in the Task Difficulty table should help put you in the right frame of mind for assigning difficulty to a task.

For example, we make the distinction between something that most people can do and something that trained people can do. In this case, “normal” means someone with absolutely no training, talent, or experience—imagine your ne’er-do-well, slightly overweight uncle trying a task he’s never tried before. “Trained” means the person has some level of instruction or experience but is not necessarily a professional.

With that in mind, think about the act of balance. With enough focus, most people can walk across a narrow bridge (like a fallen tree trunk). That suggests it is difficulty 2. However, walking across a narrow plank that’s only 3 inches (8 cm) wide? That’s probably more like difficulty 3. Now consider walking across a tightrope. That’s probably difficulty 5—a normal person can manage that only with a great deal of luck. Someone with some training can give it a go, but it’s still hard. Of course, a professional acrobat can do it easily. Consider, however, that the professional acrobat is specialized in the task, making it difficulty 3 for them. They probably are using Effort as well during their performance.

Let’s try another task. This time, consider how hard it might be to remember the name of the previous leader of the village where the character lives. The difficulty might be 0 or 1, depending on how long ago they were the leader and how well known they were. Let’s say it was thirty years ago and they were only mildly memorable, so it’s difficulty 1. Most people remember them, and with a little bit of effort, anyone can come up with their name. Now let’s consider the name of the leader’s daughter. That’s much harder. Assuming the daughter wasn’t famous in her own right, it’s probably difficulty 4. Even people who know a little about local history (that is to say, people who are trained in the subject) might not be able to remember it. But what about the name of the pet dog owned by the daughter’s spouse? That’s probably impossible. Who’s going to remember the name of an obscure person’s pet from thirty years ago? Basically no one. However, it’s not forbidden knowledge or a well-guarded secret, so it sounds like difficulty 7. Difficulty 7 is the rating that means “No one can do this, yet some people still do.” It’s not the stuff of legend, but it’s something you would assume people can’t do. When you think there’s no way you can get tickets for a sold-out concert, but somehow your friend manages to score a couple anyway, that’s difficulty 7. (See the next section for more on difficulties 7, 8, 9, and 10.)

If you’re talking about a task, ideally the difficulty shouldn’t be based on the character performing the task. Things don’t get inherently easier or harder depending on who is doing them. However, the truth is, the character does play into it as a judgment call. If the task is breaking down a wooden door, an 8-foot-tall (2 m) automaton made of metal with nuclear-driven motors should be better at breaking it down than an average human would be, but the task rating should be the same for both. Let’s say that the automaton’s nature effectively gives it two levels of training in such tasks. Thus, if the door has a difficulty rating of 4, but the automaton is specialized and reduces the difficulty to 2, it has a target number of 6. The human has no such specialization, so the difficulty remains 4, and the person has a target number of 12. However, when you set the difficulty of breaking down the door, don’t try to take all those differences into account. The GM should consider only the human because the Task Difficulty table is based on the ideal of a “normal” person, a “trained” person, and so on. It’s humanocentric.

Most characters probably are willing to use one or two levels of Effort on a task, and they might have an appropriate skill or asset to decrease the difficulty by a step. That means that a difficulty 4 task will often be treated as difficulty 2 or even 1, and those are easy rolls to make. Don’t hesitate, then, to pull out higher-level difficulties. The PCs can rise to the challenge, especially if they are experienced.

The Impossible Difficulties

Difficulties 7, 8, 9, and 10 are all technically impossible. Their target numbers are 21, 24, 27, and 30, and you can’t roll those numbers on a d20 no matter how many times you try. Consider, however, all the ways that a character can reduce difficulty. If someone spends a little Effort or has some skill or help, it brings difficulty 7 (target number 21) into the range of possibility—difficulty 6 (target number 18). Now consider that they have specialization, use a lot of Effort, and have help. That might bring the difficulty down to 1 or even 0 (reducing it by two steps from training and specialization, three or four steps from Effort, and one step from the asset of assistance). That practically impossible task just became routine. A fourth-tier character can and will do this—not every time, due to the cost, but perhaps once per game session. You have to be ready for that. A well-prepared, motivated sixth-tier character can do that even with a difficulty 10 task. Again, they won’t do it often (they’d have to apply six levels of Effort, and even with an Edge of 6 that would cost 7 points from their Pool, and that’s assuming they’re specialized and have two levels of assets), but it can happen if they’re really prepared for the task (being specialized and maxed out in asset opportunities reduces the difficulty by four more steps). That’s why sixth-tier characters are at the top of their field, so to speak.

False Precision

One way to look at difficulty is that each step of difficulty is worth 3 on the die. That is to say, hinder the task by one step, and the target number rises by 3. Ease the task by one step, and the target number is lowered by 3. Those kinds of changes are big, meaty chunks. Difficulty, as a game mechanic, is not terribly precise. It’s measured in large portions. You never have a target number of 13 or 14, for example—it’s always 3, 6, 9, 12, 15, and so on. (Technically, this is not true. If a character adds 1 to a d20 roll for some reason, it changes a target number of 15 to 14. But this is not worth much discussion.)

Imprecision is good in this case. It would be false precision to say that one lock has a target number of 14 and another has a target number of 15. What false precision means in this context is that it would be a delusion to think we can be that exact. Can you really say that one lock is 5% easier to pick than another? And more important, even if you could, is the difference worth noting? It’s better to interact with the world in larger, more meaningful chunks than to try to parse things so carefully. If we tried to rate everything on a scale of 1 to 30 (using target numbers and not difficulty), we’d start to get lost in the proverbial weeds coming up with a meaningful distinction between something rated as an 8 and something rated as a 9 on that scale.

Routine Actions

Don’t hesitate to make actions routine. Don’t call for die rolls when they’re not really needed. Sometimes GMs fall into the trap illustrated by this dialogue:

GM: What do you do?

Player: I _________.

GM: Okay, give me a roll.

That’s not a good instinct—at least, not for the Cypher System. Players should roll when it’s interesting or exciting. Otherwise, they should just do what they do. If the PCs tie a rope around something and use it to climb down into a pit, you could ask for tying rolls, climbing rolls, and so on, but why? Just to see if they roll terribly? So the rope can come undone at the wrong time, or a character’s hand can slip? Most of the time, that makes players feel inadequate and isn’t a lot of fun. A rope coming undone in the middle of an exciting chase scene or a battle can be a great complication (and that’s what GM intrusions are for). A rope coming undone in the middle of a simple “getting from point A to point B” scene only slows down gameplay. The real fun—the real story—is down in the pit. So get the PCs down there.

There are a million exceptions to this guideline, of course. If creatures are throwing poisoned darts at the PCs while they climb, that might make things more interesting and require a roll. If the pit is filled with acid and the PCs must climb halfway down, pull a lever, and come back up, that’s a situation where you should set difficulty and perhaps have a roll. If a PC is near death, carrying a fragile item of great importance, or something similar, climbing down the rope is tense, and a roll might add to the excitement. The important difference is that these kinds of complications have real consequences.

On the flip side, don’t be afraid to use GM intrusion on routine actions if it makes things more interesting. Walking up to the king in his audience chamber in the middle of a ceremony only to trip on a rug? That could have huge ramifications for the character and the story.

Other Ways to Judge Difficulty

Rating things on a scale of 1 to 10 is something that most people are very familiar with. You can also look at it as rating an object or creature on a similar scale, if that’s easier. In other words, if you don’t know how hard it would be to climb a particular cliff face, think of it as a creature the PCs have to fight. What level would the creature be? You could look in the Creatures chapter and say “I think this wall should be about as difficult to deal with as a demon. A demon is level 5, so the task of climbing the wall will be difficulty 5.” That’s a weird way to do it, perhaps, but it’s fairly straightforward. And if you’re the kind of GM who thinks in terms of “How tough will this fight be?” then maybe rating tasks as creatures or NPCs to fight isn’t so strange after all. It’s just another way to relate to them. The important thing is that they’re on the same scale. Similarly, if the PCs have to tackle a knowledge task—say, trying to determine if they know where a caravan is headed based on its tracks—you could rate the task in terms of an object. If you’re used to rating doors or other objects that the PCs have broken through recently, the knowledge task is just a different kind of barrier to bust through.

Everything in the Cypher System—characters, creatures, objects, tasks, and so on—has a level. It might be called a tier or a difficulty instead of a level, but ultimately it’s a numerical rating system used to compare things. Although you have to be careful about drawing too many correlations—a first-tier character isn’t easily compared to a difficulty 1 wall or a level 1 animal—the principle is the same. Everything can be rated and roughly compared to everything else in the world. (It works best to take PCs out of this equation. For example, you shouldn’t try to compare a PC’s tier to a wall’s level. Character tiers are mentioned here only for completeness.)

Last, if your mind leans toward statistics, you can look at difficulty as a percentage chance. Every number on the d20 is a 5% increment. For example, you have a 5% chance of rolling a 1. You have a 10% chance of rolling a 1 or a 2. Thus, if you need to roll a 12 or higher, you have a 45% chance of success. (A d20 has nine numbers that are 12 or higher: 12, 13, 14, 15, 16, 17, 18, 19, and 20. And 9 × 5 equals 45.)

For some people, it’s easier to think in terms of a percentage chance. A GM might think “She has about a 30% chance to know that fact about geography.” Each number on a d20 is a 5% increment, and it takes six increments to equal 30%, so there are six numbers that mean the PC succeeds: 15, 16, 17, 18, 19, and 20. Thus, since the player has to roll 15 or higher, that means the target number is 15. (And that means the task is level 5, but if you’ve already determined the target number, you likely don’t care about the level.)

Advantages to This System

  1. The GM makes measured adjustments in large, uniform steps. That makes things faster than if players had to do arithmetic using a range of all numbers from 1 to 20.

  2. You calculate a target number only once no matter how many times the PCs attempt the action. If you establish that the target number is 12, it’s 12 every time a PC tries that action. (On the other hand, if you had to add numbers to your die roll, you’d have to do it for every attempt.) Consider this fact in light of combat. Once a player knows that they need to roll a 12 or higher to hit a foe, combat moves very quickly.

  3. If a PC can reduce the difficulty of an action to 0, no roll is needed. This means that an Olympic gymnast doesn’t roll a die to walk across a balance beam, but the average person does. The task is initially rated the same for both, but the difficulty is reduced for the gymnast. There’s no chance of failure.

  4. This is how everything in the game works, whether it’s climbing a wall,
    sweet-talking a guard, or fighting a bioengineered horror.

  5. Perhaps most important, the system gives GMs the freedom to focus entirely on the flow of the game. The GM doesn’t use dice to determine what happens (unless you want to)—the players do. There aren’t a lot of different rules for different actions, so there is little to remember and very little to reference. The difficulty can be used as a narrative tool, with the challenges always meeting the expected logic of the game. All the GM’s mental space can be devoted to guiding the story.

GM Intrusion

GM intrusion is the main mechanic that the GM uses to inject drama and additional excitement into the game. It’s also a handy tool for resolving issues that affect the PCs but do not involve them. GM intrusion is a way to facilitate what goes on in the world outside the characters. Can the minotaur track the PCs’ movements through the maze? Will the fraying rope hold?

Since the players roll all the dice, GM intrusion is used to determine if and when something happens. For example, if the PCs are fighting a noble’s guards, and you (the GM) know that there are more guards nearby, you don’t need to roll dice to determine if the other guards hear the scuffle and intervene (unless you want to). You just decide when it would be best for the story—which is probably when it would be worst for the characters. In a way, GM intrusion replaces the GM’s die rolling.

The mechanic is also one of the main ways that GMs award experience points to the PCs. This means that you use experience points as a narrative tool. Whenever it seems appropriate, you can introduce complications into the game that affect a specific player, but when you do so, you give that player 1 XP. The player can refuse the intrusion, but doing so costs them 1 XP. So by refusing an intrusion, the player does not get the experience point that the GM is offering, and they lose one that they already have. (This kind of refusal is likely to happen very rarely in your game, if ever. And, obviously, a player can’t refuse an intrusion if they have no XP to spend.)

Here’s how a GM intrusion might work in play. Say the PCs find a hidden console with some buttons. They learn the right order in which to press the buttons, and a section of the floor disappears. As the GM, you don’t ask the players specifically where their characters are standing. Instead, you give a player 1 XP and say “Unfortunately, you’re standing directly over this new hole in the floor.” If the player wanted, they could refuse the XP, spend one of their own, and say “I leap aside to safety.” Most likely, though, they’ll make the defense roll that you call for and let it play out.

There are two ways for the GM to handle this kind of intrusion. You could say “You’re standing in the wrong place, so make a roll.” (It’s a Speed defense roll, of course.) Alternatively, you could say “You’re standing in the wrong place. The floor opens under your feet, and you fall down into the darkness.” In the first example, the PC has a chance to save themselves. In the second example, they don’t. Both are viable options. The distinction is based on any number of factors, including the situation, the characters involved, and the needs of the story. This might seem arbitrary or even capricious, but you’re the master of what the intrusion can and can’t do. RPG mechanics need consistency so players can make intelligent decisions based on how they understand the world to work. But they’ll never base their decisions on GM intrusions. They don’t know when intrusions will happen or what form they will take. GM intrusions are the unpredictable and strange twists of fate that affect a person’s life every day.

When player modifications (such as skill, Effort, and so on) determine that success is automatic, the GM can use GM intrusion to negate the automatic success. The player must roll for the action at its original difficulty level or target number 20, whichever is lower.

Remember, any time you give a player 1 XP for a GM intrusion, you’re actually giving them 2— one to keep and one to give to another player.

Using GM Intrusion as a Narrative Tool

A GM can use this narrative tool to steer things. That doesn’t mean railroad the players or direct the action of the game with a heavy hand. GM intrusion doesn’t enable you to say “You’re all captured, so here’s your 1 XP.” Instead, the GM can direct things more subtly—gently, almost imperceptibly influencing events rather than forcing them. GM intrusion represents things going wrong. The bad guys planning well. Fortune not favoring the characters.

Consider this scenario: the GM plants an interesting adventure seed in a small village, but the PCs don’t stay there long enough to find it. So just outside the village, the PCs run afoul of a vicious viper that bites one of them. The GM uses intrusion to say that the poison from the snake will make the character debilitated unless they get a large dose of a specific antitoxin, which the group doesn’t have. Of course, they aren’t required to go back to the village where the GM’s interesting adventure can start, but it’s likely that they will, looking for the antitoxin.

Some players might find intrusion heavy-handed, but the XP softens the blow. And remember, they can refuse these narrative nudges. Intrusion is not meant to be a railroading tool—just a bit of a rudder. Not an inescapable track, but a nudge here and there.

What’s more, the GM doesn’t need to have a deliberate goal in mind. The complication you introduce could simply make things more interesting. You might not know where it will take the story, just that it will make the story better.

This is wonderfully empowering to the GM—not in a “Ha ha, now I’ll trounce the PCs” way, but in an “I can control the narrative a little bit, steering it more toward the story I want to create rather than relying on the dice” sort of way. Consider that old classic plot development in which the PCs get captured and must escape from the bad guys. In heroic fiction, this is such a staple that it would almost seem strange if it didn’t happen. But in many roleplaying games, it’s a nearly impossible turn of events—the PCs usually have too many ways to get out of the bad guy’s clutches before they’re captured. The dice have to be wildly against them. It virtually never happens. With GM intrusion, it could happen (again, in the context of the larger encounter, not as a single intrusion that results in the entire group of PCs being captured with little explanation or chance to react).

For example, let’s say the PCs are surrounded by orcs. One character is badly injured—debilitated—and the rest are hurt. Some of the orcs produce a large weighted net. Rather than asking for a lot of rolls and figuring the mechanics for escape, you use intrusion and say that the net goes over the PCs who are still on their feet. The rest of the orcs point spears menacingly. This is a pretty strong cue to the players that surrender is a good (and possibly the only) option. Some players won’t take the hint, however, so another use of intrusion might allow the orcs to hit one of the trapped PCs on the head and render them unconscious while their friends struggle in the net. If the players still don’t surrender, it’s probably best to play out the rest of the encounter without more GM intrusions—using more would be heavy-handed by anyone’s measure—although it’s perfectly reasonable to rule that a character rendered debilitated is knocked unconscious, since the orcs are trying to take the PCs alive.

Remember that GM intrusions can occur at any time, not just during combat. Disrupting or changing a tense interaction with NPCs can have big repercussions.

Using GM Intrusion as a Resolution Mechanic

This mechanic offers a way for the GM to determine how things happen in the game without leaving it all to random chance. Bad guys trying to smash down the door to the room where the PCs are holed up? You could roll a bunch of dice, compare the NPCs’ stats to the door’s stats, and so on, or you could wait until the most interesting time, have the bad guys break in, and award an experience point to the PC who tried their best to bar the door. The latter way is the Cypher System way. Intrusion is a task resolution tool for the GM. In other words, you don’t base things on stats but on narrative choice. (Frankly, a lot of great GMs over the years—even in the very early days of the hobby—have run their games this way. Sometimes they rolled dice or pretended to roll dice, but they were really manipulating things.) This method frees the GM from worrying about mechanics and looking up stats and allows them to focus on the story.

This isn’t cheating—it’s the rules of the game. This rule simply replaces traditional dice rolling with good game mastering, logic, and intelligent storytelling. When a PC is climbing a burning rope, and everyone knows that it will break at some point, the game has a mechanism to ensure that it breaks at just the right time.

Variant: If you want more randomness in your game, or if you want your game to seem like more of a simulation, assign a flat percentage chance for whatever you’re trying to resolve. For example, each round, the star troopers have a 20% chance to blast through the door—or, if you want the risk to escalate, a cumulative 20% chance to blast through the door. By not using GM intrusion, this method robs the PCs of a few XP, but when they see you rolling dice, it might help with their immersion. Alternatively, you can pretend to roll dice but really use GM intrusion, though this method seriously robs the characters of XP.

There’s a better way. Announce your intrusion, but say that there’s only a chance it will happen (state the percentage chance), and then roll the dice in plain view of everyone. If the intrusion occurs, award the XP as normal. This is likely the best of both worlds. However, it takes the narrative power out of your hands and gives it to the dice. Perhaps this method is best used only occasionally. If nothing else, it injects some variety and certainly some drama.

Using (and Not Abusing) GM Intrusion

Too much of a good thing will make the game seem utterly unpredictable—even capricious. The ideal is to use about four GM intrusions per game session, depending on the length of the session, or about one intrusion per hour of game play. This is in addition to any intrusions that are triggered by players rolling a 1.

Intrusion Through Player Rolls

When a PC rolls a 1, handle the GM intrusion the same way that you’d handle an intrusion you initiated. The intrusion could mean the PC fumbles or botches whatever they were trying to do, but it could mean something else. Consider these alternatives:

This might not be true of your players, but many players rarely, if ever, spend XP to refuse an intrusion from the GM, though they regularly use XP to avoid an intrusion that comes from a bad roll. And there’s nothing wrong with that. Some GMs might want to forbid using an XP to reroll a 1, but there’s really no point—if you’ve got an idea for a good intrusion, you don’t need to wait until a player rolls a 1 to use it.

GM Intrusion That Affects the Group

The core of the idea behind GM intrusion is that the player being adversely affected gains an experience point. But what if the intrusion affects the whole group equally? What if the GM uses it to have an unstable device overload and explode, harming all the characters? In this case, if no PC is involved more than the others (for example, no single PC was frantically attempting to repair the device), you should give 1 XP to each character but not give any of them an extra XP to hand out to someone else.

However, this kind of group intrusion should be an exception, not the rule. GM intrusions are much more effective if they are more personal.

Example GM Intrusions

It’s not a good idea to use the same events as GM intrusions over and over (“Dolmar dropped his sword again?”). Below are a number of different intrusions you can use.

Bad Luck

Through no fault of the characters, something happens that is bad or at least complicating. For example:

An Unknown Complication Emerges

The situation was more complex (and therefore more interesting) than the PCs knew—perhaps even more than the GM knew, at least at the start. For example:

An Impending Complication Emerges

GMs can use this type of intrusion as a resolution mechanic to determine NPC success or failure. Rather than rolling dice to see how long it takes an NPC to rewire a damaged force field generator, it happens at a time of the GM’s choosing—ideally when it would be most interesting. For example:

Opponent Luck or Skill

The PCs aren’t the only ones with surprising tricks up their sleeves. For example:

Fumbles

Although you might not want every player roll of 1 to be a fumble, sometimes it could be just that. Alternatively, the GM could simply declare that a fumble has occurred. In either case, consider the following examples:

Partial Success

GM intrusion doesn’t have to mean that a PC has failed. For example:

Player Intrusions

Player intrusions give the players a small bit of narrative control over the world. However, the world still remains in the GM’s purview. You can always overrule a player intrusion, or suggest a way to massage it so that it fits better into the setting. Still, because it is indeed narrative control, a player intrusion should always involve a small aspect of the world beyond the character. “I punch my foe really hard” is an expression of Effort or perhaps character ability. “My foe slips and falls backward off the ledge” is a player intrusion.

Player intrusions should never be as big as GM intrusions. They should not end an encounter, only (perhaps) provide the PC with the means to more easily end an encounter. They should not have a wide-reaching or even necessarily a long-term effect on the setting. A way to consider this might be that player intrusions can affect a single object (a floorboard snaps), feature (there’s a hidden shallow spot in the stream to ford), or NPC (the vendor is an old friend). But not more than that. A player intrusion can’t affect a whole village or even a whole tavern in that village. A rock can come loose, but a player intrusion can’t create a landslide.

Tying Actions to Stats

Although the decision is open to your discretion, when a PC takes an action, it should be fairly obvious which stat is tied to that action. Physical actions that involve brute force or endurance use Might. Physical actions that involve quickness, coordination, or agility use Speed. Actions that involve intelligence, education, insight, willpower, or charm use Intellect.

In rare instances, you could allow a PC to use a different stat for a task. For example, a character might try to break down a door by examining it closely for flaws and thus use Intellect rather than Might. This kind of change is a good thing because it encourages player creativity. Just don’t let it be abused by an exuberant or too-clever player. It’s well within your purview to decide that the door has no flaws, or to rule that the character’s attempt will take half an hour rather than one round. In other words, using a stat that is not the obvious choice should be the exception, not the rule.

Cyphers

You should think of cyphers as character abilities, whether they’re subtle cyphers or manifest cyphers. This means that it is incumbent upon you to make sure that players always have plenty of cyphers to use. In the course of their travels, the PCs should find that cyphers are extremely common. And since the PCs are limited in the number of cyphers they can carry, they will use them liberally.

Manifest cyphers can be found by scavenging through old ruins. They can be found in the corpses of magical or technological foes. They can be found among the possessions of intelligent fallen opponents or the lairs of unintelligent creatures, either amid the bones of former meals or as shiny decorations in a nest. They can be found in villages, in the back of a merchant’s cart that sells junk and scavenged parts. They are offered as rewards by people who are grateful for the PCs’ help.

Some adventures will offer more cyphers than others. Still, as a rule of thumb, in any given adventure, a character should use at least as many cyphers as they can carry. This means they should find that number of cyphers in that same amount of time (give or take). Thus, you can simply add up the number of cyphers the PCs can carry, and on average, they should find at least that many cyphers in a given adventure.

If your players are typical, they will use combat-related cyphers liberally but hold onto their utility cyphers. A ray emitter or defensive shield will be used, but a suspensor belt or phasing module will linger longer on their character sheets.

As with everything else in the game, it’s intentionally very easy for the GM to create new cyphers. Just think of the effect and how to express it as a game advantage. Two kinds of cyphers exist when it comes to effect: those that allow the user to do something better, and those that allow the user to do something they couldn’t do otherwise.

The first group includes everything that reduces the difficulty of a task (including defense tasks). The second group includes things that grant new abilities, such as flight, a new means of attack, the ability to see into the past, or any number of other powers.

A few more important notes about devising new cyphers:

Cyphers teach GMs to design different kinds of scenarios—ones in which the whole adventure isn’t wrecked if a player has something that can solve a single problem (defeat a foe, read a mind, bypass a barrier, or whatever). There should always be more to the adventure than one linchpin encounter, obstacle, foe, or secret.

It’s all right if players think of cyphers (especially manifest cyphers) as equipment or treasure. You should choose points in the course of the story that are appropriate for awarding subtle cyphers, especially if the PCs aren’t at their full capacity.

Artifacts

In terms of the narrative, artifacts are a lot like cyphers, except that most are not one-use items. Mechanically, they serve a very different purpose. It’s assumed that characters are exploring with some cyphers at their disposal. Artifacts, however, are added abilities that make characters broader, deeper, and often more powerful. They aren’t assumed—they’re extra.

The powers granted by artifacts are more like the abilities gained from a character’s type or focus in that they change the way the PC is played overall. The difference between an artifact and a type or focus ability is that almost all artifacts are temporary. They last longer than cyphers do, but because they have a depletion roll, any use could be their last.

Like cyphers, then, artifacts are a way for the GM to play a role in the development of the characters. Although armor, weapons, and the like are fine, special capabilities—such as long-range communication or travel—can really change the way the PCs interact with the world and how they deal with challenges. Some of these abilities enable the actions you want the PCs to take. For example, if you want them to have an underwater adventure, provide them with artifacts (or cyphers) that allow them to breathe underwater.

Also like cyphers, artifacts are simple for the GM to create. The only difference with artifacts is that you give them a depletion roll, using any numbers on 1d6, 1d10, 1d20, or 1d100. If you want the artifact to be used only a few times, give it a depletion roll of 1 in 1d6, 1 or 2 in 1d10, or even 1 or 2 in 1d6. If you want the PCs to use it over and over, a depletion roll of 1 in 1d100 more or less means that they can use it freely without worrying too much.

For examples of artifacts, see the Genres chapter.

You may wish to forbid the use of XP to reroll artifact depletion rolls. That’s pretty reasonable.

Skills and Other Abilities

Sometimes, the rules speak directly to character creativity. For example, players can make up their own skills. It’s possible to have a skill called “tightrope walking” that grants a character a better chance to walk across a tightrope, and another skill called “balance” that gives a character a better chance to walk across a tightrope and perform other balance actions as well. This might seem unequal at first, but the point is to let players create precisely the characters they want. Should you let a character create a skill called “doing things” that makes them better at everything? Of course not. The GM is the final arbiter not only of logic but also of the spirit of the rules, and having one or two single skills that cover every contingency is clearly not in the spirit.

It’s important that players play the character they want. This concept is supported not only with the open-ended skill system but also with the ability to get an experience point advance to tailor a character further. Likewise, the GM should be open to allowing a player to make small modifications to refine their character. In many cases, particularly ones that don’t involve stat Pools, Armor, damage inflicted, or the costs of Effort or special abilities, the answer from the GM should probably be “Sure, why not?” If a PC ends up being really good at a particular skill—better than they “should” be—what’s the harm? If Dave can swim incredibly well, how does that hurt the game in terms of the play experience or the story that develops? It doesn’t. If Helen can pick practically any mundane lock she finds, why is that a bad thing? In fact, it’s probably good for the game—there’s likely something interesting on the other sides of those doors.

In a way, this is no different than adjudicating a not-so-straightforward solution to a challenge. Sometimes you have to say “No, that’s not possible.” But sometimes, if it makes sense, open yourself up to the possibility.

NPCs and Death

As explained in the Rules of the Game chapter, NPCs have a health score rather than three stat Pools. When an NPC reaches 0 health, they are down. Whether that means dead, unconscious, or incapacitated depends on the circumstances as dictated by you and the players. Much of this can be based on logic. If the NPC is cut in half with a giant axe, they’re probably dead. If they’re mentally assaulted with a telepathic attack, they might be insane instead. If they’re hit over the head with a club, well, that’s your call.

It depends on the intentions of those who are fighting the NPC, too. PCs who want to knock out a foe rather than kill them can simply state that as their intention and describe their actions differently—using the flat of the blade, so to speak.

Creatures

Whenever possible, creatures should be handled like other NPCs. They don’t follow the same rules as the player characters. If anything, they should have greater latitude in doing things that don’t fit the normal mold. A many-armed beast should be able to attack multiple foes. A charging rhino-like animal ought to be able to move a considerable distance and attack as part of a single action.

Consider creature size very carefully. For those that are quick and hard to hit, hinder attacks against them. Large, strong creatures should be easier to hit, so ease attacks against them. However, you should freely give the stagger ability to anything twice as large as a human. This means that if the creature strikes a foe, the target must make an immediate Might defense roll or lose its next turn.

A creature’s level is a general indicator of its toughness, combining aspects of power, defense, intelligence, speed, and more into one rating. In theory, a small creature with amazing powers or extremely deadly venom could be high level, and a huge beast that isn’t very bright and isn’t much of a fighter could be low level. But these examples go against type. Generally, smaller creatures have less health and are less terrifying in combat than larger ones.

The Cypher System has no system for building creatures. There is no rule that says a creature with a certain ability should be a given level, and there is no rule dictating how many abilities a creature of a given level should have. But keep the spirit of the system in mind. Lower-level creatures are less dangerous. A level 1 creature could be poisonous, but its venom should inflict a few points of damage at most. The venom of a level 6 creature, however, might knock a PC down a step on the damage track or put them into a coma if they fail a Might defense roll. A low-level creature might be able to fly, phase through objects, or teleport because these abilities make it more interesting but not necessarily more dangerous. The value of such abilities depends on the creature that uses them. In other words, a phasing rodent is not overly dangerous, but a phasing battle juggernaut is terrifying. Basic elements such as health, damage, and offensive or defensive powers (such as poison, paralysis, disintegration, immunity to attacks, and so on) need to be tied directly to level—higher-level creatures get better abilities and more of them.

Balancing Encounters

In the Cypher System, there is no concept of a “balanced encounter.” There is no system for matching creatures of a particular level or tasks of a particular difficulty to characters of a particular tier. To some people, that might seem like a bad thing. But matching character builds to exacting challenges is not part of this game. It’s about story. So whatever you want to happen next in the story is a fine encounter as long as it’s fun. You’re not denying the characters XP if you make things too easy or too difficult, because that’s not how XP are earned. If things are too difficult for the PCs, they’ll have to flee, come up with a new strategy, or try something else entirely. The only thing you have to do to maintain “balance” is set difficulty within that encounter accurately and consistently.

In a game like the Cypher System, if everyone’s having fun, the game is balanced. Two things will unbalance the game in this context.

The first issue should be handled by the character creation rules. If there’s a problem, it might be that poor choices were made or a player isn’t taking full advantage of their options. If someone really doesn’t enjoy playing their character, allow them to alter the PC or—perhaps better—create a new one.

The second issue is trickier. As previously stated, there is no formula that states that N number of level X NPCs are a good match for tier Y characters. However, when the game has four or five beginning characters, the following guidelines are generally true.

But it depends on the situation at hand. If the PCs are already worn down from prior encounters, or if they have the right cyphers, any of the expectations listed above can change. That’s why there is no system for balancing encounters. Just keep in mind that beginning characters are pretty hardy and probably have some interesting resources, so you aren’t likely to wipe out the group by accident. Character death is unlikely unless the PCs have already been through a number of other encounters and are worn down.

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The rules of the Cypher System are quite straightforward at their heart, as all of gameplay is based around a few core concepts.

This chapter provides a brief explanation of how to play the game, and it’s useful for learning the game. Once you understand the basic concepts, you’ll likely want to reference Rules of the Game for a more in-depth treatment.

The Cypher System uses a twenty-sided die (1d20) to determine the results of most actions. Whenever a roll of any kind is called for and no die is specified, roll a d20.

The game master sets a difficulty for any given task. There are ten degrees of difficulty. Thus, the difficulty of a task can be rated on a scale of 1 to 10.

Each difficulty has a target number associated with it. The target number is always three times the task’s difficulty, so a difficulty 1 task has a target number of 3, but a difficulty 4 task has a target number of 12. To succeed at the task, you must roll the target number or higher. See the Task Difficulty table for guidance in how this works.

Character skills, favorable circumstances, or excellent equipment can decrease the difficulty of a task. For example, if a character is trained in climbing, they turn a difficulty 6 climb into a difficulty 5 climb. This is called easing the difficulty by one step (or just easing the difficulty, which assumes it’s eased by one step). If they are specialized in climbing, they turn a difficulty 6 climb into a difficulty 4 climb. This is called easing the difficulty by two steps. Decreasing the difficulty of a task can also be called easing a task. Some situations increase, or hinder, the difficulty of a task. If a task is hindered, it increases the difficulty by one step.

A skill is a category of knowledge, ability, or activity relating to a task, such as climbing, geography, or persuasiveness. A character who has a skill is better at completing related tasks than a character who lacks the skill. A character’s level of skill is either trained (reasonably skilled) or specialized (very skilled).

If you are trained in a skill relating to a task, you ease the difficulty of that task by one step. If you are specialized, you ease the difficulty by two steps. A skill can never decrease a task’s difficulty by more than two steps.

Anything else that reduces difficulty (help from an ally, a particular piece of equipment, or some other advantage) is referred to as an asset. Assets can never decrease a task’s difficulty by more than two steps.

You can also decrease the difficulty of a given task by applying Effort. (Effort is described in more detail in the Rules of the Game chapter.)

To sum up, three things can decrease a task’s difficulty: skills, assets, and Effort.

If you can ease a task so its difficulty is reduced to 0, you automatically succeed and don’t need to make a roll.

When Do You Roll?

Any time your character attempts a task, the GM assigns a difficulty to that task, and you roll a d20 against the associated target number.

When you jump from a burning vehicle, swing an axe at a mutant beast, swim across a raging river, identify a strange device, convince a merchant to give you a lower price, craft an object, use a power to control a foe’s mind, or use a blaster rifle to carve a hole in a wall, you make a d20 roll.

However, if you attempt something that has a difficulty of 0, no roll is needed—you automatically succeed. Many actions have a difficulty of 0. Examples include walking across the room and opening a door, using a special ability to negate gravity so you can fly, using an ability to protect your friend from radiation, or activating a device (that you already understand) to erect a force field. These are all routine actions and don’t require rolls.

Using skill, assets, and Effort, you can ease the difficulty of potentially any task to 0 and thus negate the need for a roll. Walking across a narrow wooden beam is tricky for most people, but for an experienced gymnast, it’s routine. You can even ease the difficulty of an attack on a foe to 0 and succeed without rolling.

If there’s no roll, there’s no chance for failure. However, there’s also no chance for remarkable success (in the Cypher System, that usually means rolling a 19 or 20, which are called special rolls; the Rules of the Game chapter also discusses special rolls).

Task Difficulty

Task DifficultyDescriptionTarget No.Guidance
0Routine0Anyone can do this basically every time.
1Simple3Most people can do this most of the time.
2Standard6Typical task requiring focus, but most people can usually do this.
3Demanding9Requires full attention; most people have a 50/50 chance to succeed.
4Difficult12Trained people have a 50/50 chance to succeed.
5Challenging15Even trained people often fail.
6Intimidating18Normal people almost never succeed.
7Formidable21Impossible without skills or great effort.
8Heroic24A task worthy of tales told for years afterward.
9Immortal27A task worthy of legends that last lifetimes.
10Impossible30A task that normal humans couldn’t consider (but one that doesn’t break the laws of physics).

Combat

Making an attack in combat works the same way as any other roll: the GM assigns a difficulty to the task, and you roll a d20 against the associated target number.

The difficulty of your attack roll depends on how powerful your opponent is. Just as tasks have a difficulty from 1 to 10, creatures have a level from 1 to 10. Most of the time, the difficulty of your attack roll is the same as the creature’s level. For example, if you attack a level 2 bandit, it’s a level 2 task, so your target number is 6.

It’s worth noting that players make all die rolls. If a character attacks a creature, the player makes an attack roll. If a creature attacks a character, the player makes a defense roll.

The damage dealt by an attack is not determined by a roll—it’s a flat number based on the weapon or attack used. For example, a spear always does 4 points of damage.

Your Armor characteristic reduces the damage you take from attacks directed at you. You get Armor from wearing physical armor (such as a leather jacket in a modern game or chainmail in a fantasy setting) or from special abilities. Like weapon damage, Armor is a flat number, not a roll. If you’re attacked, subtract your Armor from the damage you take. For example, a leather jacket gives you +1 to Armor, meaning that you take 1 less point of damage from attacks. If a mugger hits you with a knife for 2 points of damage while you’re wearing a leather jacket, you take only 1 point of damage. If your Armor reduces the damage from an attack to 0, you take no damage from that attack.

When you see the word “Armor” capitalized in the game rules (other than in the name of a special ability), it refers to your Armor characteristic—the number you subtract from incoming damage. When you see the word “armor” with a lowercase “a,” it refers to any physical armor you might wear.

Typical physical weapons come in three categories: light, medium and heavy.

Light weapons inflict only 2 points of damage, but they ease attack rolls because they are fast and easy to use. Light weapons are punches, kicks, clubs, knives, handaxes, rapiers, small pistols, and so on. Weapons that are particularly small are light weapons.

Medium weapons inflict 4 points of damage. Medium weapons include swords, battleaxes, maces, crossbows, spears, pistols, blasters, and so on. Most weapons are medium. Anything that could be used in one hand (even if it’s often used in two hands, such as a quarterstaff or spear) is a medium weapon.

Heavy weapons inflict 6 points of damage, and you must use two hands to attack with them. Heavy weapons are huge swords, great hammers, massive axes, halberds, heavy crossbows, blaster rifles, and so on. Anything that must be used in two hands is a heavy weapon.

Special Rolls

When you roll a natural 19 (the d20 shows “19”) and the roll is a success, you also have a minor effect. In combat, a minor effect inflicts 3 additional points of damage with your attack, or, if you’d prefer a special result, you could decide instead that you knock the foe back, distract them, or something similar. When not in combat, a minor effect could mean that you perform the action with particular grace. For example, when jumping down from a ledge, you land smoothly on your feet, or when trying to persuade someone, you convince them that you’re smarter than you really are. In other words, you not only succeed but also go a bit further.

When you roll a natural 20 (the d20 shows “20”) and the roll is a success, you also have a major effect. This is similar to a minor effect, but the results are more remarkable. In combat, a major effect inflicts 4 additional points of damage with your attack, but again, you can choose instead to introduce a dramatic event such as knocking down your foe, stunning them, or taking an extra action. Outside of combat, a major effect means that something beneficial happens based on the circumstance. For example, when climbing up a cliff wall, you make the ascent twice as fast. When a roll grants you a major effect, you can choose to use a minor effect instead if you prefer.

In combat (and only in combat), if you roll a natural 17 or 18 on your attack roll, you add 1 or 2 additional points of damage, respectively. Neither roll has any special effect options—just the extra damage.

For more information on special rolls and how they affect combat and other interactions, see Rules of the Game.

Rolling a natural 1 is always bad. It means that the GM introduces a new complication into the encounter.

Range and Speed

Distance is simplified into four categories: immediate, short, long, and very long.

Immediate distance from a character is within reach or within a few steps. If a character stands in a small room, everything in the room is within immediate distance. At most, immediate distance is 10 feet (3 m).

Short distance is anything greater than immediate distance but less than 50 feet (15 m) or so.

Long distance is anything greater than short distance but less than 100 feet (30 m) or so.

Very long distance is anything greater than long distance but less than 500 feet (150 m) or so. Beyond that range, distances are always specified—1,000 feet (300 m), a mile (1.5 km), and so on.

The idea is that it’s not necessary to measure precise distances. Immediate distance is right there, practically next to the character. Short distance is nearby. Long distance is farther off. Very long distance is really far off.

All weapons and special abilities use these terms for ranges. For example, all melee weapons have immediate range—they are close-combat weapons, and you can use them to attack anyone within immediate distance. A thrown knife (and most other thrown weapons) has short range. A bow has long range. An Adept’s Onslaught ability also has short range.

A character can move an immediate distance as part of another action. In other words, they can take a few steps over to the control panel and activate a switch. They can lunge across a small room to attack a foe. They can open a door and step through.

A character can move a short distance as their entire action for a turn. They can also try to move a long distance as their entire action, but the player might have to roll to see if the character slips, trips, or stumbles as the result of moving so far so quickly.

For example, if the PCs are fighting a group of cultists, any character can likely attack any cultist in the general melee—they’re all within immediate range. Exact positions aren’t important. Creatures in a fight are always moving, shifting, and jostling, anyway. However, if one cultist stayed back to fire a pistol, a character might have to use their entire action to move the short distance required to attack that foe. It doesn’t matter if the cultist is 20 feet (6 m) or 40 feet (12 m) away—it’s simply considered short distance. It does matter if the cultist is more than 50 feet (15 m) away because that distance would require a long or very long move.

Many rules in this system avoid the cumbersome need for precision. Does it really matter if the ghost is 13 feet away from you or 18? Probably not. That kind of needless specificity only slows things down and draws away from, rather than contributes to, the story.

Experience Points

Experience points (XP) are rewards given to players when the GM intrudes on the story (this is called GM intrusion) with a new and unexpected challenge. For example, in the middle of combat, the GM might inform the player that they drop their weapon. However, to intrude in this manner, the GM must award the player 2 XP. The rewarded player, in turn, must immediately give one of those XP to another player and justify the gift (perhaps the other player had a good idea, told a funny joke, performed an action that saved a life, and so on).

Alternatively, the player can refuse the GM intrusion. If they do so, they don’t get the 2 XP from the GM, and they must also spend 1 XP that they already have. If the player has no XP to spend, they can’t refuse the intrusion.

The GM can also give players XP between sessions as a reward for making discoveries during an adventure. Discoveries are interesting facts, wondrous secrets, powerful artifacts, answers to mysteries, or solutions to problems (such as where the kidnappers are keeping their victim or how the PCs repair the starship). You don’t earn XP for killing foes or overcoming standard challenges in the course of play. Discovery is the soul of the Cypher System.

Experience points are used primarily for character advancement (for details, see the Creating Your Character chapter), but a player can also spend 1 XP to reroll any die roll and take the better of the two rolls.

Cyphers

Cyphers are abilities that have a single use. In many campaigns, cyphers aren’t physical objects—they might be a spell cast upon a character, a blessing from a god, or just a quirk of fate that gives them a momentary advantage. In some campaigns, cyphers are physical objects that characters can carry. Whether or not cyphers are physical objects, they are part of the character (like equipment or a special ability) and are things characters can use during the game. The form that physical cyphers take depends on the setting. In a fantasy world they might be wands or potions, but in a science fiction game they could be alien crystals or prototype devices.

Characters will find new cyphers frequently in the course of play, so players shouldn’t hesitate to use their cypher abilities. Because cyphers are always different, the characters will always have new special powers to try.

Other Dice

In addition to a d20, you’ll need a d6 (a six-sided die). Rarely, you’ll need to roll a number between 1 and 100 (often called a d100 or d% roll), which you can do by rolling a d20 twice, using the last digit of the first roll as the “tens” place and the last digit of the second roll as the “ones” place. For example, rolling a 17 and a 9 gives you 79, rolling a 3 and an 18 gives you 38, and rolling a 20 and a 10 gives you 00 (also known as 100). If you have a d10 (a ten-sided die), you can use it instead of the d20 to roll numbers between 1 and 100.

A d6 is used most often for recovery rolls and to determine the level of cyphers.

Glossary

Game master (GM): The player who doesn’t run a character, but instead guides the flow of the story and runs all the NPCs.

Nonplayer character (NPC): Characters run by the GM. Think of them as the minor characters in the story, or the villains or opponents. This includes any kind of creature as well as people.

Party: A group of player characters (and perhaps some NPC allies).

Player character (PC): A character run by a player rather than the GM. Think of the PCs as the main characters in the story.

Player: The players who run characters in the game.

Session: A single play experience. Usually lasts a few hours. Sometimes one adventure can be accomplished in a session. More often, one adventure is multiple sessions.

Adventure: A single portion of the campaign with a beginning and an end. Usually defined at the beginning by a goal put forth by the PCs and at the end by whether or not they achieve that goal.

Campaign: A series of sessions strung together with an overarching story (or linked stories) with the same player characters. Often, but not always, a campaign involves a number of adventures.

Character: Anything that can act in the game. Although this includes PCs and human NPCs, it also technically includes creatures, aliens, mutants, automatons, animate plants, and so on. The word “creature” is usually synonymous.

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Cypher System games are played in the joint imagination of all the players, including the GM. The GM sets the scene, the players state what their characters attempt to do, and the GM determines what happens next. The rules and the dice help make the game run smoothly, but it’s the people, not the rules or the dice, that direct the action and determine the story—and the fun. If a rule gets in the way or detracts from the game, the players and the GM should work together to change it.

This is how you play the Cypher System:

  1. The player tells the GM what they want to do. This is a character action.

  2. The GM determines if that action is routine (and therefore works without needing a roll) or if there’s a chance of failure.

  3. If there is a chance of failure, the GM determines which stat the task uses (Might, Speed, or Intellect) and the task’s difficulty—how hard it will be on a scale from 1 (really easy) to 10 (basically impossible).

  4. The player and the GM determine if anything about the character—such as training, equipment, special abilities, or various actions—can modify the difficulty up or down by one or more steps. If these modifications reduce the difficulty to less than 1, the action is routine (and therefore works with no roll needed).

  5. If the action still isn’t routine, the GM uses its difficulty to determine the target number—how high the player must roll to succeed at the action (see the Task Difficulty table). The GM doesn’t have to tell the player what the target number is, but they can give the player a hint, especially if the character would reasonably know if the action was easy, average, difficult, or impossible.

  6. The player rolls a d20. If they roll equal to or higher than the target number, the character succeeds.

That’s it. That’s how to do anything, whether it’s identifying an unknown device, calming a raging drunk, climbing a treacherous cliff, or battling a demigod. Even if you ignored all the other rules, you could still play the Cypher System with just this information. The key features here are: character actions, determining task difficulty, and determining modifications.

Key Concepts

Action: Anything a character does that is significant—punch a foe, leap a chasm, activate a device, use a special power, and so on. Each character can take one action in a round.

Character: Any creature in the game capable of acting, whether it is a player character (PC) run by a player or a nonplayer character (NPC) run by the game master (GM). In the Cypher System, even bizarre creatures, sentient machines, and living energy beings can be “characters.”

Difficulty: A measure of how easy it is to accomplish a task. Difficulty is rated on a scale from 1 (lowest) to 10 (highest). Altering the difficulty to make a task harder is called “hindering.” Altering it to make a task easier is called “easing.” All changes in difficulty are measured in steps. Difficulty often equates directly with level, so opening a level 3 locked door probably has a difficulty of 3.

Ease: A decrease in a task’s difficulty, usually by one step. If something doesn’t say how many steps it eases a task, then it reduces the difficulty by one step.

Effort: Spending points from a stat Pool to reduce the difficulty of a task. A PC decides whether or not to apply Effort on their turn before the roll is made. NPCs never apply Effort.

Hinder: An increase in a task’s difficulty, usually by one step. If something doesn’t say how many steps it hinders a task, then it increases the difficulty by one step.

Inability: The opposite of trained—you’re hindered whenever you attempt a task that you have an inability in. If you also become trained in the task, the training and the inability cancel each other out and you become practiced.

Level: A way to measure the strength, difficulty, power, or challenge of something in the game. Everything in the game has a level. NPCs and objects have levels that determine the difficulty of any task related to them. For example, an opponent’s level determines how hard they are to hit or avoid in combat. A door’s level indicates how hard it is to break down. A lock’s level determines how hard it is to pick. Levels are rated on a scale from 1 (lowest) to 10 (highest). PC tiers are a little like levels, but they go only from 1 to 6 and mechanically work very differently than levels—for example, a PC’s tier does not determine a task’s difficulty.

Practiced: The normal, unmodified ability to use a skill—not trained, specialized, or an inability. Your type determines what weapon skills you’re practiced in; if you aren’t practiced with a type of weapon, you have an inability in it.

Roll: A d20 roll made by a PC to determine whether an action is successful. Although the game occasionally uses other dice, when the text simply refers to “a roll,” it always means a d20 roll.

Round: A length of time about five to ten seconds long. There are about ten rounds in a minute. When it’s really important to track precise time, use rounds. Basically, it’s the length of time to take an action in the game, but since everyone more or less acts simultaneously, all characters get to take an action each round.

Specialized: Having an exceptional amount of skill in a task. Being specialized eases the task by two steps. So, if you are specialized in climbing, all your climbing tasks are eased by two steps.

Stat: One of the three defining characteristics for PCs: Might, Speed, or Intellect. Each stat has two values: Pool and Edge. Your Pool represents your raw, innate ability, and your Edge represents knowing how to use what you have. Each stat Pool can increase or decrease over the course of play—for example, you can lose points from your Might Pool when struck by an opponent, spend points from your Intellect Pool to activate a special ability, or rest to recover points in your Speed Pool after a long day of marching. Anything that damages a stat, restores a stat, or boosts or penalizes a stat affects the stat’s Pool.

Task: Any action that a PC attempts. The GM determines the difficulty of the task. In general, a task is something that you do and an action is you performing that task, but in most cases they mean the same thing.

Trained: Having a reasonable amount of skill in a task. Being trained eases the task. For example, if you are trained in climbing, all climbing tasks for you are eased. If you become very skilled at that task, you become specialized instead of trained. You do not need to be trained to attempt a task.

Turn: The part of the round when a character or creature takes its actions. For example, if a Warrior and an Adept are fighting an orc, each round the Warrior takes an action on their turn, the Adept takes an action on their turn, and the orc takes an action on its turn. Some abilities or effects last only one turn, or end when the next turn is started.

Taking Action

Each character gets one turn each round. On a character’s turn, they can do one thing—an action. All actions fall into one of three categories: Might, Speed, or Intellect (just like the three stats). Many actions require die rolls—rolling a d20.

Every action performs a task, and every task has a difficulty that determines what number a character must reach or surpass with a die roll to succeed.

Most tasks have a difficulty of 0, which means the character succeeds automatically. For example, walking across a room, opening a door, and throwing a stone into a nearby bucket are all actions, but none of them requires a roll. Actions that are usually difficult or that become difficult due to the situation (such as shooting at a target in a blizzard) have a higher difficulty. These actions usually require a roll.

Some actions require a minimum expenditure of Might, Speed, or Intellect points. If a character cannot spend the minimum number of points needed to complete the action, they automatically fail at the task.

Determining Task Stat

Every task relates to one of a character’s three stats: Might, Speed, or Intellect. Physical activities that require strength, power, or endurance relate to Might. Physical activities that require agility, flexibility, or fast reflexes relate to Speed. Mental activities that require force of will, memory, or mental power relate to Intellect. This means you can generalize tasks into three categories: Might tasks, Speed tasks, and Intellect tasks. You can also generalize rolls into three categories: Might rolls, Speed rolls, and Intellect rolls.

The category of the task or roll determines what kind of Effort you can apply to the roll and may determine how a character’s other abilities affect the roll. For example, an Adept may have an ability that makes them better at Intellect rolls, and a Warrior may have an ability that makes them better at Speed rolls.

Determining Task Difficulty

The most frequent thing a GM does during the game—and probably the most important thing—is set a task’s difficulty. To make the job easier, use the Task Difficulty table, which associates a difficulty rating with a descriptive name, a target number, and general guidance about the difficulty.

Every difficulty from 1 to 10 has a target number associated with it. The target number is easy to remember: it’s always three times the difficulty. The target number is the minimum number a player needs to roll on a d20 to succeed at the task. Moving up or down on the table is called hindering or easing, which is measured in steps.

For example, reducing a difficulty 5 task to a difficulty 4 task is “easing the difficulty by one step” or just “easing the difficulty” or “easing the task.” Most modifiers affect the difficulty rather than the player’s roll. This has two consequences:

Low target numbers such as 3 or 6, which would be boring in most games that use a d20, are not boring in the Cypher System. For example, if you need to roll a 6 or higher, you still have a 25% chance to fail.

The upper levels of difficulty (7, 8, 9, and 10) are all but impossible because the target numbers are 21 or higher, which you can’t roll on a d20. However, it’s common for PCs to have abilities or equipment that ease a task and thus lower the target number to something they can roll on a d20.

A character’s tier does not determine a task’s level. Things don’t get more difficult just because a character’s tier increases—the world doesn’t instantly become a more difficult place. Fourth-tier characters don’t deal only with level 4 creatures or difficulty 4 tasks (although a fourth-tier character probably has a better shot at success than a first-tier character does). Just because something is level 4 doesn’t necessarily mean it’s meant only for fourth-tier characters. Similarly, depending on the situation, a fifth-tier character could find a difficulty 2 task just as challenging as a second-tier character does.

Therefore, when setting the difficulty of a task, the GM should rate the task on its own merits, not on the power of the characters.

Modifying the Difficulty

After the GM sets the difficulty for a task, the player can try to modify it for their character. Any such modification applies only to this particular attempt at the task. In other words, rewiring an electronic door lock normally might be difficulty 6, but since the character doing the work is skilled in such tasks, has the right tools, and has another character assisting them, the difficulty in this instance might be much lower. That’s why it’s important for the GM to set a task’s difficulty without taking the character into account. The character comes in at this step.

By using skills and assets, working together, and—perhaps most important—applying Effort, a character can ease a task by multiple steps to make it easier. Rather than adding bonuses to the player’s roll, reducing the difficulty lowers the target number. If they can reduce the difficulty of a task to 0, no roll is needed; success is automatic. (An exception is if the GM decides to use a GM intrusion on the task, in which case the player would have to make a roll at the original difficulty.)

There are three basic ways in which a character can ease a task: skills, assets, and Effort. Each method eases the task by at least one step—never in smaller increments.

By using skills, assets, and Effort, a character can ease a task by a maximum of ten steps: one or two steps from skills, one or two steps from assets, and one to six steps from Effort.

Skills

Characters may be skilled at performing a specific task. A skill can vary from character to character. For example, one character might be skilled at lying, another might be skilled at trickery, and a third might be skilled in all interpersonal interactions. The first level of being skilled is called being trained, and it eases that task by one step. More rarely, a character can be incredibly skilled at performing a task. This is called being specialized, and it eases the task by two steps instead of one. Skills can never decrease a task by more than two steps—any more than two steps from being trained and specialized don’t count.

Assets

An asset is anything that helps a character with a task, such as having a really good crowbar when trying to force open a door or being in a rainstorm when trying to put out a fire. Appropriate assets vary from task to task. The perfect awl might help when woodworking, but it won’t make a dance performance much better. An asset usually eases a task by one step. Assets can never ease a task by more than two steps—any more than two steps from assets don’t count.

The important thing to remember is that a skill can reduce the difficulty by no more than two steps, and assets can reduce the difficulty by no more than two steps, regardless of the situation. Thus, no task’s difficulty will ever be reduced by more than four steps without using Effort.

Effort

A player can apply Effort to ease a task. To do this, the player spends points from the stat Pool that’s most appropriate to the task. For example, applying Effort to push a heavy rock off a cliff requires a player to spend points from the character’s Might Pool; applying Effort to activate an unusual machine interface requires them to spend points from the character’s Intellect Pool. For every level of Effort spent on a task, the task is eased. It costs 3 points from a stat Pool to apply one level of Effort, and it costs 2 additional points for every level thereafter (so it costs 5 points for two levels of Effort, 7 points for three levels of Effort, and so on). A character must spend points from the same stat Pool as the type of task or roll—Might points for a Might roll, Speed points for a Speed roll, or Intellect points for an Intellect roll.

Every character has a maximum level of Effort they can apply to a single task. Effort can never ease a task by more than six steps—any more than six steps from applying Effort doesn’t count.

Free Level of Effort: A few abilities give you a free level of Effort (these usually require you to apply at least one level of Effort to a task). In effect, you’re getting one more level of Effort than what you paid for. This free level of Effort can exceed the Effort limit for your character, but not the six-step limit for easing a task.

Rolling the Die

To determine success or failure, a player rolls a die (always a d20). If they roll the target number or higher, they succeed. Most of the time, that’s the end of it—nothing else needs to be done. Rarely, a character might apply a small modifier to the roll. If they have a +2 bonus when attempting specific actions, they add 2 to the number rolled. However, the original roll matters if it’s a special roll.

If a character applies a modifier to the die roll, it’s possible to get a result of 21 or higher, in which case they can attempt a task with a target number above 20. But if there is no possibility for success—if not even rolling a natural 20 (meaning the d20 shows that number) is sufficient to accomplish the task—then no roll is made. Otherwise, characters would have a chance to succeed at everything, even impossible or ridiculous tasks such as climbing moonbeams, throwing elephants, or hitting a target on the opposite side of a mountain with an arrow.

If a character’s modifiers add up to +3, treat them as an asset instead. In other words, instead of adding a +3 bonus to the roll, reduce the difficulty by one step. For example, if a Warrior has a +1 bonus to attack rolls from a minor effect, a +1 bonus to attack rolls from a special weapon quality, and a +1 bonus to attack rolls from a special ability, they do not add 3 to their attack roll—instead, they reduce the difficulty of the attack by one step. So if they attack a level 3 foe, they would normally roll against difficulty 3 and try to reach a target number of 9, but thanks to their asset, they roll against difficulty 2 and try to reach a target number of 6.

This distinction is important when stacking skills and assets to decrease the difficulty of an action, especially since reducing the difficulty to 0 or lower means no roll is needed.

The Player Always Rolls

In the Cypher System, players always drive the action. That means they make all the die rolls. If a PC leaps out of a moving vehicle, the player rolls to see if they succeed. If a PC searches for a hidden panel, the player rolls to determine whether they find it. If a rockslide falls on a PC, the player rolls to try to get out of the way. If a PC and an NPC arm wrestle, the player rolls, and the NPC’s level determines the target number. If a PC attacks a foe, the player rolls to see if they hit. If a foe attacks the PC, the player rolls to see if they dodge the blow.

As shown by the last two examples, the PC rolls whether they are attacking or defending. Thus, something that improves defenses might ease or hinder their rolls. For example, if a PC uses a low wall to gain cover from attacks, the wall eases the player’s defense rolls. If a foe uses the wall to gain cover from the PC’s attacks, it hinders the player’s attack rolls.

Special Rolls

If a character rolls a natural 1, 17, 18, 19, or 20 (meaning the d20 shows that number), special rules come into play. These are explained in more detail in the following sections.

1: GM Intrusion. The GM makes a free intrusion (see below) and doesn’t award experience points (XP) for it.

17: Damage Bonus. If the roll was a damage-dealing attack, it deals 1 additional point of damage.

18: Damage Bonus. If the roll was a damage-dealing attack, it deals 2 additional points of damage.

19: Minor Effect. If the roll was a damage-dealing attack, it deals 3 additional points of damage or the PC gets a minor effect in addition to the normal results of the task. If the roll was something other than an attack, the PC gets a minor effect in addition to the normal results of the task.

20: Major Effect. If the roll was a damage-dealing attack, it deals 4 additional points of damage or the PC gets a major or minor effect in addition to the normal results of the task. If the roll was something other than an attack, the PC gets a major effect in addition to the normal results of the task. If the PC spent points from a stat Pool on the action, the point cost for the action decreases to 0, meaning the character regains those points as if they had not spent them at all.

GM Intrusion

GM intrusion is explained in more detail in the Running the Cypher System chapter, but essentially it means that something occurs to complicate the character’s life. The character hasn’t necessarily fumbled or done anything wrong (although perhaps they did). It could just be that the task presents an unexpected difficulty or something unrelated affects the current situation.

For GM intrusion on a defense roll, a roll of 1 might mean that the PC takes 2 additional points of damage from the attack, indicating that the opponent got in a lucky blow.

For complete details about GM intrusion and how to use it to best effect in the game, see the Running the Cypher System chapter.

Minor Effect

A minor effect happens when a player rolls a natural 19. Most of the time, a minor effect is slightly beneficial to the PC, but not overwhelming.

A climber gets up the steep slope a bit faster. A repaired machine works a bit better. A character jumping down into a pit lands on their feet. Either the GM or the player can come up with a possible minor effect that fits the situation, but both must agree on what it should be.

Don’t waste a lot of time thinking of a minor effect if nothing appropriate suggests itself. Sometimes, in cases where only success or failure matters, it’s okay to have no minor effect. Keep the game moving at an exciting pace.

In combat, the easiest and most straightforward minor effect is dealing 3 additional points of damage with an attack. The following are other common minor effects for combat:

Damage object: Instead of striking the foe, the attack strikes what the foe is holding. If the attack hits, the character makes a Might roll with a difficulty equal to the object’s level. On a success, the object moves one or more steps down the object damage track.

Distract: For one round, all of the foe’s tasks are hindered.

Knock back: The foe is knocked or forced back a few feet. Most of the time, this doesn’t matter much, but if the fight takes place on a ledge or next to a pit of lava, the effect can be significant.

Move past: The character can move a short distance at the end of the attack. This effect is useful to get past a foe guarding a door, for example.

Strike a specific body part: The attacker strikes a specific spot on the defender’s body. The GM rules what special effect, if any, results. For example, hitting a creature’s tentacle that is wrapped around an ally might make it easier for the ally to escape. Hitting a foe in the eye might blind it for one round. Hitting a creature in its one vulnerable spot might ignore Armor.

Usually, the GM just has the desired minor effect occur. For example, rolling a 19 against a relatively weak foe means it is knocked off the cliff. The effect makes the round more exciting, but the defeat of a minor creature has no significant impact on the story. Other times, the GM might rule that an additional roll is needed to achieve the effect—the special roll only gives the PC the opportunity for a minor effect. This mostly happens when the desired effect is very unlikely, such as pushing a 50-ton battle automaton off a cliff. If the player just wants to deal 3 additional points of damage as the minor effect, no extra roll is needed.

Major Effect

A major effect happens when a player rolls a natural 20. Most of the time, a major effect is quite beneficial to the character. A climber gets up the steep slope in half the time. A jumper lands with such panache that those nearby are impressed and possibly intimidated. A defender makes a free attack on a foe.

Either the GM or the player can come up with a possible major effect that fits the situation, but both must agree on what it should be. As with minor effects, don’t spend a lot of time agonizing over the details of a major effect. In cases where only success or failure matters, a major effect might offer the character a one-time asset (a modification of one step) to use the next time they attempt a similar action. When nothing else seems appropriate, the GM can simply grant the PC an additional action on their turn that same round.

In combat, the easiest and most straightforward major effect is dealing 4 additional points of damage with an attack. The following are other common major effects for combat.

Disarm: The foe drops one object that it is holding.

Impair: For the rest of the combat, all tasks the foe attempts are hindered.

Knock down: The foe is knocked prone. It can get up on its turn.

Stun: The foe loses its next action.

As with minor effects, usually the GM just has the desired major effect occur, but sometimes the GM might require an extra roll if the major effect is unusual or unlikely.

Retrying a Task After Failure

If a character fails a task (whether it’s climbing a wall, picking a lock, trying to figure out a mysterious device, or something else) they can attempt it again, but they must apply at least one level of Effort when retrying that task. A retry is a new action, not part of the same action that failed, and it takes the same amount of time as the first attempt did.

Sometimes the GM might rule that retries are impossible. Perhaps a character has one chance to convince the leader of a group of thugs not to attack, and after that, no amount of talking will stop them.

This rule doesn’t apply to something like attacking a foe in combat because combat is always changing and fluid. Each round’s situation is new, not a repeat of a previous situation, so a missed attack can’t be retried.

Initial Cost

The GM can assign a point cost to a task just for trying it. Called an initial cost, it’s simply an indication that the task is particularly taxing. For example, let’s say a character wants to try a Might action to open a heavy cellar door that is partially rusted shut. The GM says that forcing the door open is a difficulty 5 task, and there’s an initial cost of 3 Might points simply to try. This initial cost is in addition to any points the character chooses to spend on the roll (such as when applying Effort), and the initial cost points do not affect the difficulty of the task. In other words, the character must spend 3 Might points to attempt the task at all, but that doesn’t help them open the door. If they want to apply Effort to ease the task, they have to spend more points from their Might Pool.

Edge helps with the initial cost of a task, just as it does with any expenditure from a character’s Pool. In the previous example, if the character had a Might Edge of 2, they would have to spend only 1 point (3 points minus 2 from their Might Edge) for the initial cost to attempt the task. If they also applied a level of Effort to open the door, they couldn’t use their Edge again—Edge applies only once per action—so using the Effort would cost the full 3 points. Thus, they’d spend a total of 4 points (1 for the initial cost plus 3 for the Effort) from their Might Pool.

The rationale of the initial cost rule is that even in the Cypher System, where things like Effort can help a character succeed on an action, logic still suggests that some actions are very difficult and taxing, particularly for some PCs more than others.

Distance

Distance is simplified into four basic categories: immediate, short, long, and very long.

Immediate distance from a character is within reach or within a few steps; if a character stands in a small room, everything in the room is within immediate distance. At most, immediate distance is 10 feet (3 m). Immediate distance is sometimes referred to as close, or even point-blank, particularly when referring to ranges.

The words “immediate” and “close” can be used interchangeably to talk about distance. If a creature or object is within arm’s reach of the character, it can be considered both immediate and close.

Short distance is anything greater than immediate distance but less than 50 feet (15 m) or so.

Long distance is anything greater than short distance but less than 100 feet (30 m) or so.

Very long distance is anything greater than long distance but less than 500 feet (150 m) or so.

Beyond that range, distances are always specified—1,000 feet (300 m), 1 mile (1.5 km), and so on.

All weapons and special abilities use these terms for ranges. For example, all melee weapons have immediate range—they are close-combat weapons, and you can use them to attack anyone within immediate distance. A thrown knife (and most other thrown weapons) has short range. A small handgun also has short range. A rifle has long range.

A character can move an immediate distance as a part of another action. In other words, they can take a few steps to the light switch and flip it on. They can lunge across a small room to attack a foe. They can open a door and step through.

A character can move a short distance as their entire action for a turn. They can also try to move a long distance as their entire action, but the player might have to roll to see if the character slips, trips, or stumbles for moving so far so quickly.

GMs and players don’t need to determine exact distances. For example, if the PCs are fighting a group of guards, any character can likely attack any foe in the general melee—they’re all within immediate range. However, if one trooper stays back to fire a blaster, a character might have to use their entire action to move the short distance required to attack that foe. It doesn’t matter if the trooper is 20 feet (6 m) or 40 feet (12 m) away—it’s simply considered short distance. It does matter if the trooper is more than 50 feet (15 m) away because that distance would require a long move.

Other Distances

In rare cases where distances beyond very long are needed, real-world distances are best (1 mile, 100 kilometers, and so on). However, the following shorthand distances can be useful in some settings:

Planetary: On the same planet.

Interplanetary: Within the same solar system.

Interstellar: Within the same galaxy.

Intergalactic: Anywhere in the same universe.

Interdimensional: Anywhere.

Timekeeping

Generally, keep time the same way that you normally would, using minutes, hours, days, and weeks. Thus, if the characters walk overland for 15 miles (24 km), about eight hours pass, even though the journey can be described in only a few seconds at the game table. Precision timekeeping is rarely important. Most of the time, saying things like “That takes about an hour” works fine.

This is true even when a special ability has a specific duration. In an encounter, a duration of “one minute” is mostly the same as saying “the rest of the encounter.” You don’t have to track each round that ticks by if you don’t want to. Likewise, an ability that lasts for ten minutes can safely be considered the length of an in-depth conversation, the time it takes to quickly explore a small area, or the time it takes to rest after a strenuous activity.

ActionTime Usually Required
Walking a mile over easy terrainAbout fifteen minutes
Walking a mile over rough terrain (forest, snow, hills)About half an hour
Walking a mile over difficult terrain (mountains, thick jungle)About forty-five minutes
Moving from one significant location in a city to anotherAbout fifteen minutes
Sneaking into a guarded locationAbout fifteen minutes
Observing a new location to get salient detailsAbout fifteen minutes
Having an in-depth discussionAbout ten minutes
Resting after a fight or other strenuous activityAbout ten minutes
Resting and having a quick mealAbout half an hour
Making or breaking campAbout half an hour
Shopping for supplies in a market or storeAbout an hour
Meeting with an important contactAbout half an hour
Referencing a book or websiteAbout half an hour
Searching a room for hidden thingsAt least half an hour, perhaps one hour
Searching for cyphers or other valuables amid a lot of stuffAbout an hour
Identifying and understanding a cypherFifteen minutes to half an hour
Identifying and understanding an artifactAt least fifteen minutes, perhaps three hours
Repairing a device (assuming parts and tools available)At least an hour, perhaps a day
Building a device (assuming parts and tools available)At least a day, perhaps a week

Encounters, Rounds, and Initiative

Sometimes in the course of the game, the GM or players will refer to an “encounter.” Encounters are not so much measurements of time as they are events or instances in which something happens, like a scene of a movie or a chapter in a book. An encounter might be a fight with a foe, a dramatic crossing of a raging river, or a stressful negotiation with an important official. It’s useful to use the word when referring to a specific scene, as in “My Might Pool is low after that encounter with the soul sorcerer yesterday.”

A round is about five to ten seconds. The length of time is variable because sometimes one round might be a bit longer than another. You don’t need to measure time more precisely than that. You can estimate that on average there are about ten rounds in a minute. In a round, everyone—each character and NPC—gets to take one action.

To determine who goes first, second, and so on in a round, each player makes a Speed roll called an initiative roll. Most of the time, it’s only important to know which characters act before the NPCs and which act after the NPCs. On an initiative roll, a character who rolls higher than an NPC’s target number takes their action before the NPC does. As with all target numbers, an NPC’s target number for an initiative roll is three times the NPC’s level. Many times, the GM will have all NPCs take their actions at the same time, using the highest target number from among all the NPCs. Using this method, any characters who rolled higher than the target number act first, then all the NPCs act, and finally any characters who rolled lower than the target number act.

An initiative roll is a d20 roll. Since your initiative depends on how fast you are, if you spend Effort on the roll, the points come from your Speed Pool.

The order in which the characters act usually isn’t important. If the players want to go in a precise order, they can act in initiative order (highest to lowest), by going around the table, by going oldest to youngest, and so on.

For example, Charles, Tammie, and Shanna’s characters are in combat with two level 2 security guards. The GM has the players make Speed rolls to determine initiative. Charles rolls an 8, Shanna rolls a 15, and Tammie rolls a 4. The target number for a level 2 creature is 6, so each round Charles and Shanna act before the guards, then the guards act, and finally Tammie acts. It doesn’t matter whether Charles acts before or after Shanna, as long as they think it’s fair.

After everyone—all PCs and NPCs—in the combat has had a turn, the round ends and a new round begins. In all rounds after the first, everyone acts in the same order as they did in the first round. The characters cycle through this order until the logical end of the encounter (the end of the fight or the completion of the event) or until the GM asks them to make new initiative rolls. The GM can call for new initiative rolls at the beginning of any new round when conditions drastically change. For example, if the NPCs gain reinforcements, the environment changes (perhaps the lights go out), the terrain changes (maybe part of the balcony collapses under the PCs), or something similar occurs, the GM can call for new initiative rolls.

Since the action moves as a cycle, anything that lasts for a round ends where it started in the cycle. If Umberto uses an ability on an opponent that hinders its defenses for one round, the effect lasts until Umberto acts on his next turn.

A Closer Look At Situations that Don’t Involve PCs

Ultimately, the GM is the arbiter of conflicts that do not involve the PCs. They should be adjudicated in the most interesting, logical, and story-based way possible. When in doubt, match the level of the NPCs (characters or creatures) or their respective effects to determine the results. Thus, if a level 4 NPC fights a level 3 NPC, the level 4 NPC will win, but if they face a level 7 NPC, they’ll lose. Likewise, a level 4 creature resists poisons or devices of level 3 or lower but not those of level 5 and above.

The essence is this: in the Cypher System, it doesn’t matter if something is a creature, a poison, or a gravity-dispelling ray. If it’s a higher level, it wins; if it’s a lower level, it loses. If two things of equal level oppose each other, there might be a long, drawn-out battle that could go either way.

Actions

Anything that your character does in a round is an action. It’s easiest to think of an action as a single thing that you can do in five to ten seconds. For example, if you use your dart thrower to shoot a strange floating orb, that’s one action. So is running for cover behind a stack of barrels, prying open a stuck door, using a rope to pull your friend up from a pit, or activating a cypher (even if it’s stored in your pack).

Opening a door and attacking a security guard on the other side are two actions. It’s more a matter of focus than time. Drawing your sword and attacking a foe is all one action. Putting away your bow and pushing a heavy bookcase to block a door are two actions because each requires a different train of thought.

If the action you want to accomplish is not within reach, you can move a little bit. Essentially, you can move up to an immediate distance to perform your action. For example, you can move an immediate distance and attack a foe, open a door and move an immediate distance into the hallway beyond, or grab your hurt friend lying on the ground and pull them back a few steps. This movement can occur before or after your action, so you can move to a door and open it, or you can open a door and move through it.

The most common actions are:

Action: Attack

An attack is anything that you do to someone that they don’t want you to do. Slashing a foe with a curved dagger is an attack, blasting a foe with a lightning artifact is an attack, wrapping a foe in magnetically controlled metal cables is an attack, and controlling someone’s mind is an attack. An attack almost always requires a roll to see if you hit or otherwise affect your target.

In the simplest kind of attack, such as a PC trying to stab a thug with a knife, the player rolls and compares their result to the opponent’s target number. If their roll is equal to or greater than the target number, the attack hits. Just as with any kind of task, the GM might modify the difficulty based on the situation, and the player might have a bonus to the roll or might try to ease the task using skills, assets, or Effort.

A less straightforward attack might be a special ability that stuns a foe with a mental blast. However, it’s handled the same way: the player makes a roll against the opponent’s target number. Similarly, an attempt to tackle a foe and wrestle it to the ground is still just a roll against the foe’s target number.

Attacks are sometimes categorized as “melee” attacks, meaning that you hurt or affect something within immediate reach, or “ranged” attacks, meaning that you hurt or affect something at a distance.

Melee attacks can be Might or Speed actions—player choice. Physical ranged attacks (such as bows, thrown weapons, and blasts of fire from a mutation) are almost always Speed actions, but those that come from special abilities tend to be Intellect actions.

Special abilities that require touching the target require a melee attack. If the attack misses, the power is not wasted, and you can try again each round as your action until you hit the target, use another ability, or take a different action that requires you to use your hands. These attempts in later rounds count as different actions, so you don’t have to keep track of how much Effort you used when you activated the ability or how you used Edge. For example, let’s say that in the first round of combat, you activate a special ability that requires you to touch your foe and you use Effort to ease the attack, but you roll poorly and miss your foe. In the second round of combat, you can try attacking again and use Effort to ease the attack roll.

The GM and players are encouraged to describe every attack with flavor and flair. One attack roll might be a stab to the foe’s arm. A miss might be the PC’s sword slamming into the wall. Combatants lunge, block, duck, spin, leap, and make all kinds of movements that should keep combat visually interesting and compelling. The Running the Cypher System chapter has much more guidance in this regard.

Common elements that affect the difficulty of a combat task are cover, range, and darkness. The rules for these and other modifiers are explained in the Attack Modifiers and Special Situations section of this chapter.

Damage

When an attack strikes a character, it usually means the character takes damage.

An attack against a PC subtracts points from one of the character’s stat Pools—usually the Might Pool. Whenever an attack simply says it deals “damage” without specifying the type, it means Might damage, which is by far the most common type. Intellect damage, which is usually the result of a mental attack, is always labeled as Intellect damage. Speed damage is often a physical attack, but attacks that deal Speed damage are fairly rare.

NPCs don’t have stat Pools. Instead, they have a characteristic called health. When an NPC takes damage of any kind, the amount is subtracted from its health. Unless described otherwise, an NPC’s health is always equal to its target number. Some NPCs might have special reactions to or defenses against attacks that would normally deal Speed damage or Intellect damage, but unless the NPC’s description specifically explains this, assume that all damage is subtracted from the NPC’s health.

Objects don’t have stat Pools or health. They have an object damage track, just like how PCs have a damage track. Attacking objects might move them down their damage track.

Damage is always a specific amount determined by the attack. For example, a slash with a broadsword or a blast with a spike thrower deals 4 points of damage. An Adept’s Onslaught deals 4 points of damage. Often, there are ways for the attacker to increase the damage. For example, a PC can apply Effort to deal 3 additional points of damage, and rolling a natural 17 on the attack roll deals 1 additional point of damage.

Armor

Pieces of equipment and special abilities protect a character from damage by giving them Armor. Each time a character takes damage, subtract their Armor value from the damage before reducing their stat Pool or health. For example, if a Warrior with 2 Armor is hit by a gunshot that deals 4 points of damage, they take only 2 points of damage (4 minus 2 from their Armor). If Armor reduces the incoming damage to 0 or lower, the character takes no damage from the attack. For example, the Warrior’s 2 Armor protects them from all physical attacks that deal 1 or 2 points of damage.

The most common way to get Armor is to wear physical armor, such as a leather jacket, a bulletproof vest, a chainmail hauberk, bioengineered carapace grafts, or something else, depending on the setting. All physical armor comes in one of three categories: light, medium, or heavy. Light armor gives the wearer 1 point of Armor, medium gives 2 points of Armor, and heavy gives 3 points of Armor.

When you see the word “Armor” capitalized in the game rules (other than in the name of a special ability), it refers to your Armor characteristic—the number you subtract from incoming damage. When you see the word “armor” in lowercase, it refers to any physical armor you might wear.

Other effects can add to a character’s Armor. If a character is wearing chainmail (+2 to Armor) and has an ability that covers them in a protective force field that grants +1 to Armor, their total is 3 Armor. If they also use a cypher that hardens their flesh temporarily for +1 to Armor, their total is 4 Armor.

Some types of damage ignore physical armor. Attacks that specifically deal Speed damage or Intellect damage ignore Armor; the creature takes the listed amount of damage without any reduction from Armor. Ambient damage (see below) usually ignores Armor as well.

A creature may have a special bonus to Armor against certain kinds of attacks. For example, a protective suit made of a sturdy, fire-resistant material might normally give its wearer +1 to Armor but count as +3 to Armor against fire attacks. An artifact worn as a helmet might grant +2 to Armor only against mental attacks.

Ambient Damage

Some kinds of damage aren’t direct attacks against a creature, but they indirectly affect everything in the area. Most of these are environmental effects such as winter cold, high temperatures, or background radiation. Damage from these kinds of sources is called ambient damage. Physical armor usually doesn’t protect against ambient damage, though a well-insulated suit of armor can protect against cold weather.

Damage From Hazards

Attacks aren’t the only way to inflict damage on a character. Experiences such as falling from a great height, being burned in a fire, and spending time in severe weather also deal damage. Although no list of potential hazards could be comprehensive, the Damage From Hazards table includes common examples.

SourceDamageNotes
Falling1 point per 10 feet (3 m) fallen (ambient damage)
Minor fire3 points per round (ambient damage)Torch
Major fire6 points per round (ambient damage)Engulfed in flames; lava
Acid splash2 points per round (ambient damage)
Acid bath6 points per round (ambient damage)Immersed in acid
Cold1 point per round (ambient damage)Below freezing temperatures
Severe cold3 points per round (ambient damage)Liquid nitrogen
Shock1 point per round (ambient damage)Often involves losing next action
Electrocution6 points per round (ambient damage)Often involves losing next action
Crush3 pointsObject or creature falls on character
Huge crush6 pointsRoof collapse; cave-in
Collision6 pointsLarge, fast object strikes character

The Effects of Taking Damage

When an NPC reaches 0 health, it is either dead or (if the attacker wishes) incapacitated, meaning unconscious or beaten into submission.

As previously mentioned, damage from most sources is applied to a character’s Might Pool. Otherwise, stat damage always reduces the Pool of the stat it affects.

If damage reduces a character’s stat Pool to 0, any further damage to that stat (including excess damage from the attack that reduced the stat to 0) is applied to another stat Pool. Damage is applied to Pools in this order:

  1. Might (unless the Pool is 0)

  2. Speed (unless the Pool is 0)

  3. Intellect

Even if the damage is applied to another stat Pool, it still counts as its original type for the purpose of Armor and special abilities that affect damage. For example, if a character with 2 Armor is reduced to 0 Might and then is hit by a creature’s claw for 3 points of damage, it still counts as Might damage, so their Armor reduces the damage to 1 point, which then is applied to their Speed Pool. In other words, even though they take the damage from their Speed Pool, it doesn’t ignore Armor like Speed damage normally would.

In addition to taking damage from their Might Pool, Speed Pool, or Intellect Pool, PCs also have a damage track. The damage track has four states (from best to worst): hale, impaired, debilitated, and dead. When one of a PC’s stat Pools reaches 0, they move one step down the damage track. Thus, if they are hale, they become impaired. If they are already impaired, they become debilitated. If they are already debilitated, they become dead.

Some effects can immediately shift a PC one or more steps on the damage track. These include rare poisons, cellular disruption attacks, and massive traumas (such as falls from very great heights, being run over by a speeding vehicle, and so on, as determined by the GM).

Some attacks, like a serpent’s poisonous bite or a Speaker’s Enthrall, have effects other than damage to a stat Pool or shifting the PC on the damage track. These attacks can cause unconsciousness, paralysis, and so on.

When NPCs (who have only health) suffer Speed or Intellect damage, normally this is treated the same as Might damage. However, the GM or the player has the option to suggest an appropriate alternate effect—the NPC suffers a penalty, moves more slowly, is stunned, and so on.

The Damage Track

As noted above, the damage track has four states: hale, impaired, debilitated, and dead.

Hale is the normal state for a character: all three stat Pools are at 1 or higher, and the PC has no penalties from harmful conditions. When a hale PC takes enough damage to reduce one of their stat Pools to 0, they become impaired. Note that a character whose stat Pools are much lower than normal can still be hale.

Impaired is a wounded or injured state. When an impaired character applies Effort, it costs 1 extra point per level applied. For example, applying one level of Effort costs 4 points instead of 3, and applying two levels of Effort costs 7 points instead of 5.

An impaired character ignores minor and major effect results on their rolls, and they don’t deal as much extra damage in combat with a special roll. In combat, a roll of 17 or higher deals only 1 additional point of damage. When an impaired PC takes enough damage to reduce one of their stat Pools to 0, they become debilitated.

Debilitated is a critically injured state. A debilitated character may not take any actions other than to move (probably crawl) no more than an immediate distance. If a debilitated character’s Speed Pool is 0, they can’t move at all. When a debilitated PC takes enough damage to reduce a stat Pool to 0, they are dead.

Dead is dead.

The damage track allows you to know how far from death you are. If you’re hale, you’re three steps from death. If you’re impaired, you’re two steps from death. If you’re debilitated, you are only one small step from death’s door.

Recovering Points in a Pool

After losing or spending points in a Pool, you recover those points by resting. You can’t increase a Pool past its maximum by resting—just back to its normal level. Any extra points gained go away with no effect. The amount of points you recover from a rest, and how long each rest takes, depends on how many times you have rested so far that day.

When you rest, make a recovery roll. To do this, roll a d6 and add your tier. You recover that many points, and you can divide them among your stat Pools however you wish. For example, if your recovery roll is 4 and you’ve lost 4 points of Might and 2 points of Speed, you can recover 4 points of Might, or 2 points of Might and 2 points of Speed, or any other combination adding up to 4 points.

The first time you rest each day, it takes only a few seconds to catch your breath. If you rest this way in the middle of an encounter, it takes one action on your turn.

The second time you rest each day, you must rest for ten minutes to make a recovery roll. The third time you rest each day, you must rest for one hour to make a recovery roll. The fourth time you rest each day, you must rest for ten hours to make a recovery roll (usually, this occurs when you stop for the day to eat and sleep).

After that much rest, it’s assumed to be a new day, so the next time you rest, it takes only a few seconds. The next rest takes ten minutes, then one hour, and so on, in a cycle.

If you haven’t rested yet that day and you take a lot of damage in a fight, you could rest a few seconds (regaining 1d6 points + 1 point per tier) and then immediately rest for ten minutes (regaining another 1d6 points + 1 point per tier). Thus, in one full day of doing nothing but resting, you could recover 4d6 points + 4 points per tier.

Each character chooses when to make recovery rolls. If a party of five PCs rests for ten minutes because two of them want to make recovery rolls, the others don’t have to make rolls at that time. Later in the day, those three can decide to rest for ten minutes and make recovery rolls.

Recovery RollRest Time Needed
First recovery rollOne action
Second recovery rollTen minutes
Third recovery rollOne hour
Fourth recovery rollTen hours

Restoring the Damage Track

Using points from a recovery roll to raise a stat Pool from 0 to 1 or higher also automatically moves the character up one step on the damage track.

If all of a PC’s stat Pools are above 0 and the character has taken special damage that moved them down the damage track, they can use a recovery roll to move up one step on the damage track instead of recovering points. For example, a character who is debilitated from a hit with a cell-disrupting biotech device can rest and move up to impaired rather than recover points in a Pool.

Special Damage

In the course of playing the game, characters face all manner of threats and dangers that can harm them in a variety of ways, only some of which are easily represented by points of damage.

Dazed and Stunned: Characters can be dazed when struck hard on the head, exposed to extremely loud sounds, or affected by a mental attack. When this happens, for the duration of the daze effect (usually one round), all of the character’s tasks are hindered. Similar but more severe attacks can stun characters. Stunned characters lose their turn (but can still defend against attacks normally).

Poison and Disease: When characters encounter poison—whether the venom of a serpent, rat poison slipped into a burrito, cyanide dissolved in wine, or an overdose of acetaminophen—they make a Might defense roll to resist it. Failure to resist can result in points of damage, moving down the damage track, or a specific effect such as paralysis, unconsciousness, disability, or something stranger. For example, some poisons affect the brain, making it impossible to say certain words, take certain actions, resist certain effects, or recover points to a stat Pool.

Diseases work like poisons, but their effect occurs every day, so the victim must make a Might defense roll each day or suffer the effects. Disease effects are as varied as poisons: points of damage, moving down the damage track, disability, and so on. Many diseases inflict damage that cannot be restored through conventional means.

Paralysis: Paralytic effects cause a character to drop to the ground, unable to move. Unless otherwise specified, the character can still take actions that require no physical movement.

Other Effects: Other special effects can render a character blind or deaf, unable to stand without falling over, or unable to breathe. Stranger effects might negate gravity for the character (or increase it a hundredfold), transport them to another place, render them out of phase, mutate their physical form, implant false memories or senses, alter the way their brain processes information, or inflame their nerves so they are in constant, excruciating pain. Each special effect must be handled on a case-by-case basis. The GM adjudicates how the character is affected and how the condition can be alleviated (if possible).

NPCs and Special Damage

The GM always has final say over what special damage will affect an NPC. Human NPCs usually react like characters, but nonhuman creatures might react very differently. For example, a tiny bit of venom is unlikely to hurt a gigantic dragon, and it won’t affect an android or a demon at all.

If an NPC is susceptible to an attack that would shift a character down the damage track, using that attack on the NPC usually renders it unconscious or dead. Alternatively, the GM could apply the debilitated condition to the NPC, with the same effect as it would have on a PC.

Attack Modifiers And Special Situations

In combat situations, many modifiers might come into play. Although the GM is at liberty to assess whatever modifiers they think are appropriate to the situation (that’s their role in the game), the following suggestions and guidelines might make that easier. Often the modifier is applied as a step in difficulty. So if a situation hinders attacks, that means if a PC attacks an NPC, the difficulty of the attack roll is increased by one step, and if an NPC attacks a PC, the difficulty of the defense roll is decreased by one step. This is because players make all rolls, whether they are attacking or defending—NPCs never make attack or defense rolls.

When in doubt, if it seems like it should be harder to attack in a situation, hinder the attack rolls. If it seems like attacks should gain an advantage or be easier in some way, hinder the defense rolls.

Precise ranges are not important in the Cypher System. The broadly defined “immediate,” “short,” “long,” and “very long” ranges let the GM quickly make a judgment call and keep things moving. Basically, the idea is: your target is right there, your target is close, your target is pretty far away, or your target is extremely far away.

Cover

If a character is behind cover so that a significant portion of their body is behind something sturdy, attacks against the character are hindered.

If a character is entirely behind cover (their entire body is behind something sturdy), they can’t be attacked unless the attack can go through the cover. For example, if a character hides behind a thin wooden screen and their opponent shoots the screen with a rifle that can penetrate the wood, the character can be attacked. However, because the attacker can’t see the character clearly, this still counts as cover (attacks against the character are hindered).

Position

Sometimes where a character stands gives them an advantage or a disadvantage.

Prone Target: In melee, a prone target is easier to hit (attacks against them are eased). In ranged combat, a prone target is harder to hit (attacks against them are hindered).

Higher Ground: In either ranged or melee combat, attacks by an opponent on higher ground are eased.

Surprise

When a target isn’t aware of an incoming attack, the attacker has an advantage. A ranged sniper in a hidden position, an invisible assailant, or the first salvo in a successful ambush are all eased by two steps. For the attacker to gain this advantage, however, the defender truly must have no idea that the attack is coming.

If the defender isn’t sure of the attacker’s location but is still on guard, the attacks are eased by only one step.

Range

In melee, you can attack a foe who is adjacent to you (next to you) or within reach (immediate range). If you enter into melee with one or more foes, usually you can attack most or all of the combatants, meaning they are next to you, within reach, or within reach if you move slightly or have a long weapon that extends your reach.

The majority of ranged attacks have only two ranges: short range and long range (a few have very long range). Short range is generally less than 50 feet (15 m) or so. Long range is generally from 50 feet (15 m) to about 100 feet (30 m). Very long range is generally 100 feet (30 m) to 500 feet (150 m). Greater precision than that isn’t important in the Cypher System. If anything is longer than very long range, the exact range is usually spelled out, such as with an item that can fire a beam 1,000 feet (300 m) or teleport you up to 1 mile (1.5 km) away.

Thus, the game has four measurements of distance: immediate, short, long, and very long. These apply to movement as well. A few special cases—point-blank range and extreme range— modify an attack’s chance to successfully hit.

Point-Blank Range: If a character uses a ranged weapon against a target within immediate range, the attack is eased.

Extreme Range: Targets just at the limit of a weapon’s range are at extreme range. Attacks against such targets are hindered.

The GM might allow a character with a ranged weapon to attack beyond extreme range, but the attack would be hindered by two steps for each range category beyond the normal limit. Attacks with hard limits, such as the blast radius of a bomb, can’t be modified.

In certain situations, such as a PC on top of a building looking across an open field, the GM should allow ranged attacks to exceed their maximum range. For example, in perfect conditions, a good archer can hit a large target with a bow and arrow at 500 feet (150 m), much farther than a bow’s typical long range.

Illumination

What characters can see (and how well they can see) plays a huge factor in combat.

Dim Light: Dim light is approximately the amount of light on a night with a bright full moon or the illumination provided by a torch, flashlight, or desk lamp. Dim light allows you to see out to short range. Targets in dim light are harder to hit. Attacks against such targets are hindered. Attackers trained in low-light spotting negate this modifier.

Very Dim Light: Very dim light is approximately the amount of light on a starry night with no visible moon, or the glow provided by a candle or an illuminated control panel. Very dim light allows you to see clearly only within immediate range and perceive vague shapes to short range. Targets in very dim light are harder to hit. Attacks against targets within immediate range are hindered, and attacks against those in short range are hindered by two steps. Attackers trained in low-light spotting modify these difficulties by one step in their favor. Attackers specialized in low-light spotting modify these difficulties by two steps in their favor.

Darkness: Darkness is an area with no illumination at all, such as a moonless night with cloud cover or a room with no lights. Targets in complete darkness are nearly impossible to hit. If an attacker can use other senses (such as hearing) to get an idea of where the opponent might be, attacks against such targets are hindered by four steps. Otherwise, attacks in complete darkness fail without the need for a roll unless the player spends 1 XP to “make a lucky shot” or the GM uses GM intrusion. Attackers trained in low-light spotting ease the task. Attackers specialized in low-light spotting ease the task by two steps.

Visibility

Similar to illumination, factors that obscure vision affect combat.

Mist: A target in mist is similar to one in dim light. Ranged attacks against such targets are hindered. Particularly dense mist makes ranged attacks nearly impossible (treat as darkness), and even melee attacks are hindered.

Hiding Target: A target in dense foliage, behind a screen, or crawling amid the rubble in a ruin is hard to hit because they’re hard to see. Ranged attacks against such targets are hindered.

Invisible Target: If an attacker can use other senses (such as hearing) to get an idea of where the opponent might be, attacks against such targets are hindered by four steps. Otherwise, attacks against an invisible creature fail without the need for a roll unless the player spends 1 XP to “make a lucky shot” or the GM uses GM intrusion.

Water

Being in shallow water can make it hard to move, but it doesn’t affect combat. Being in deep water can make things difficult, and being underwater entirely can seem as different as being on another world.

Deep Water: Being in water up to your chest (or the equivalent thereof) hinders your attacks. Aquatic creatures ignore this modifier.

Underwater Melee Combat: For nonaquatic creatures, being completely underwater makes attacking very difficult. Attacks with stabbing weapons are hindered, and melee attacks with slashing or bashing weapons are hindered by two steps. Aquatic creatures ignore these penalties.

Underwater Ranged Combat: As with melee combat, nonaquatic creatures have problems fighting underwater. Some ranged attacks are impossible underwater—you can’t throw things, fire a bow or crossbow, or use a blowgun. Many firearms also do not work underwater. Attacks with weapons that do work underwater are hindered. Ranges underwater are reduced by one category; very-long-range weapons work only to long range, long-range weapons work only to short range, and short-range weapons work only to immediate range.

Moving Targets

Moving targets are harder to hit, and moving attackers have a difficult time as well.

Target Is Moving: Attackers trying to hit a foe who is moving very fast are hindered. (A foe moving very fast is one who is doing nothing but running, mounted on a moving creature, riding on a vehicle or moving conveyance, and so on.)

Attacker Is Moving: An attacker trying to make an attack while moving under their own power (walking, running, swimming, and so on) takes no penalties. Attacks from a moving mount or moving vehicle are hindered; an attacker trained in riding or driving ignores this penalty.

Attacker Is Jostled: Being jostled, such as while standing on a listing ship or a vibrating platform, makes attacking difficult. Such attacks are hindered. Characters trained in balancing or sailing would ignore penalties for being on a ship.

Gravity

In a spacefaring campaign, characters may travel to worlds with stronger or weaker gravity than Earth’s. Likewise, strange technology or magic can cause gravity to fluctuate even in an Earth-based campaign. Characters who have a large amount of metal (wearing metal armor, using metal weapons, and so on) can be affected by fluctuating magnetism just as a character is affected by gravity.

Low Gravity: Weapons that rely on weight, such as all heavy weapons, deal 2 fewer points of damage (dealing a minimum of 1 point of damage). Weapons with short range can reach to long range, and long-range weapons can reach to very long range. Characters trained in low-gravity maneuvering ignore the damage penalty.

High Gravity: It’s hard to make effective attacks when the pull of gravity is very strong. Attacks (and all physical actions) made in high gravity are hindered. Ranges in high gravity are reduced by one category (very-long-range weapons reach only to long range, long-range weapons reach only to short range, and short-range weapons reach only to immediate range). Characters trained in high-gravity maneuvering ignore the change in difficulty but not the range decreases.

Zero Gravity: It’s hard to maneuver in an environment without gravity. All physical actions (including attacks) made in zero gravity are hindered. Weapons with short range can reach to long range, long-range weapons can reach to very long range, and very-long-range weapons can reach to about 1,000 feet (300 m) instead of 500 feet (150 m). Characters trained in zero-gravity maneuvering ignore the change in difficulty.

Special Situation: Combat Between NPCs

When an NPC ally of the PCs attacks another NPC, the GM can designate a player to roll and handle it like a PC attacking. Often, the choice is obvious. For example, a character who has a trained attack animal should roll when their pet attacks enemies. If an NPC ally accompanying the party leaps into the fray, that ally’s favorite PC rolls for them. NPCs cannot apply Effort. Of course, it’s perfectly fitting (and easier) to have the NPC ally use the cooperative action rules to aid a PC instead of making direct attacks, or to compare the levels of the two NPCs (higher wins).

Special Situation: Combat Between PCs

When one PC attacks another PC, the attacking character makes an attack roll, and the other character makes a defense roll, adding any appropriate modifiers. If the attacking PC has a skill, ability, asset, or other effect that would ease the attack if it were made against an NPC, the character adds 3 to the roll for each step reduction (+3 for one step, +6 for two steps, and so on). If the attacker’s final result is higher, the attack hits. If the defender’s result is higher,
the attack misses. Damage is resolved normally. The GM mediates all special effects.

Special Situation: Area Attacks

Sometimes, an attack or effect affects an area rather than a single target. For example, a grenade or a landslide can potentially harm or affect everyone in the area.

In an area attack, all PCs in the area make appropriate defense rolls against the attack to determine its effect on them. If there are any NPCs in the area, the attacker makes a single attack roll against all of them (one roll, not one roll per NPC) and compares it to the target number of each NPC. If the roll is equal to or greater than the target number of a particular NPC, the attack hits that NPC.

Some area attacks always deal at least a minimum amount of damage, even if the attacks miss or if a PC makes a successful defense roll.

For example, consider a character who uses Shatter to attack six cultists (level 2; target number 6) and their leader (level 4; target number 12). The PC applies Effort to increase the damage and rolls an 11 for the attack roll. This hits the six cultists, but not the leader, so the ability deals 3 points of damage to each of the cultists. The description of Shatter says that applying Effort to increase the damage also means that targets take 1 point of damage if the PC fails the attack roll, so the leader takes 1 point of damage. In terms of what happens in the story, the cultists are caught flat-footed by the sudden detonation of one of their knives, but the leader ducks and is shielded from the blast. Despite the leader’s quick moves, the blast is so intense that a few bits of metal slice them.

Special Situation: Attacking Objects

Attacking an object is rarely a matter of hitting it. Sure, you can hit the broad side of a barn, but can you damage it? Attacking inanimate objects with a melee weapon is a Might action. Objects have levels and thus target numbers. Objects have a damage track that works like the damage track for PCs.

Intact is the default state for an object.

Minor damage is a slightly damaged state. An object with minor damage reduces its level by 1.

Major damage is a critically damaged state. An object with major damage is broken and no longer functions.

Destroyed is destroyed. The object is ruined, no longer functions, and cannot be repaired.

If the Might action to damage an object is a success, the object moves one step down the object damage track. If the Might roll exceeded the difficulty by 2 levels, the object instead moves two steps down the object damage track. If the Might roll exceeded the difficulty by 4 levels, the object instead moves three steps down the object damage track. Objects with minor or major damage can be repaired, moving them one or more steps up the object damage track.

Brittle or fragile objects, like paper or glass, decrease the effective level of the object for the purposes of determining if it is damaged. Hard objects, like those made of wood or stone, add 1 to the effective level. Very hard objects, like those made of metal, add 2. (The GM may rule that some exotic materials add 3.)

The tool or weapon used to attack the object must be at least as hard as the object itself. Further, if the amount of damage the attack could inflict—not modified by a special die roll—does not equal or exceed the effective level of the object, the attack cannot damage the object no matter what the roll.

Action: Activate a Special Ability

Special abilities are granted by foci, types, and flavors, or provided by cyphers or other devices. If a special ability affects another character in any kind of unwanted manner, it’s handled as an attack. This is true even if the ability is normally not considered an attack. For example, if a character has a healing touch, and their friend doesn’t want to be healed for some reason, an attempt to heal their unwilling friend is handled as an attack.

Plenty of special abilities do not affect another character in an unwanted manner. For example, a PC might use Hover on themselves to float into the air. A character with a matter-reorganizing device might change a stone wall into glass. A character who activates a phase changer cypher might walk through a wall. None of these requires an attack roll (although when turning a stone wall to glass, the character must still make a roll to successfully affect the wall).

If the character spends points to apply Effort on the attempt, they might want to roll anyway to see if they get a major effect, which would reduce the cost for their action.

Action: Move

As a part of another action, a character can adjust their position—stepping back a few feet while using an ability, sliding over in combat to take on a different opponent to help a friend, pushing through a door they just opened, and so on. This is considered an immediate distance, and a character can move this far as part of another action.

In a combat situation, if a character is in a large melee, they’re usually considered to be next to most other combatants, unless the GM rules that they’re farther away because the melee is especially large or the situation dictates it.

If they’re not in melee but still nearby, they are considered to be a short distance away—usually less than 50 feet (15 m). If they’re farther away than that but still involved in the combat, they are considered to be a long distance away, usually 50 to 100 feet (15 to 30 m), or possibly even a very long distance away, usually more than 100 feet to 500 feet (30 to 150 m).

In a round, as an action, a character can make a short move. In this case, they are doing nothing but moving up to about 50 feet (15 m). Some terrain or situations will change the distance a character can move, but generally, making a short move is considered to be a difficulty 0 action. No roll is needed; they just get where they’re going as their action.

A character can try to make a long move—up to 100 feet (30 m) or so—in one round. This is a Speed task with a difficulty of 4. As with any action, they can use skills, assets, or Effort to ease the task. Terrain, obstacles, or other circumstances can hinder the task. A successful roll means the character moved the distance safely. Failure means that at some point during the move, they stop or stumble (the GM determines where this happens).

A character can also try to make a short move and take another (relatively simple) physical action, like make an attack. As with the attempt to make a long move, this is a Speed task with a difficulty of 4, and failure means that the character stops at some point, slipping or stumbling or otherwise getting held up.

Long-Term Movement

When talking about movement in terms of traveling rather than round-by-round action, typical characters can travel on a road about 20 miles (32 km) per day, averaging about 3 miles (5 km) per hour, including a few stops. When traveling overland, they can move about 12 miles (19 km) per day, averaging 2 miles (3 km) per hour, again with some stops. Mounted characters, such as those on horseback, can go twice as far. Other modes of travel (cars, airplanes, hovercraft, sailing ships, and so on) have their own rates of movement.

Movement Modifiers

Different environments affect movement in different ways.

Rough Terrain: A surface that’s considered rough terrain is covered in loose stones or other material, uneven or with unsure footing, unsteady, or a surface that requires movement across a narrow space, such as a cramped corridor or a slender ledge. Stairs are also considered rough terrain. Rough terrain does not slow normal movement on a round-by-round basis, but hinders move rolls. Rough terrain cuts long-term movement rates in half.

Difficult Terrain: Difficult terrain is an area filled with challenging obstacles—water up to waist height, a very steep slope, an especially narrow ledge, slippery ice, a foot or more of snow, a space so small that one must crawl through it, and so on. Difficult terrain hinders move rolls and halves movement on a round-by-round basis. This means that a short move is about 25 feet (8 m), and a long move is about 50 feet (15 m). Difficult terrain reduces
long-term movement to a third of its normal rate.

Water: Deep water, in which a character is mostly or entirely submerged, hinders move rolls
and reduces round-by-round and long-term movement to one quarter its normal rate. This means that a short move is about 12 feet(4 m), and a long move is about 25 feet (7.5 m). Characters trained in swimming halve their movement only while in deep water.

Low Gravity: Movement in low gravity is easier but not much faster. All move rolls are eased.

High Gravity: In an environment of high gravity, treat all moving characters as if they were in difficult terrain. Characters trained in high-gravity maneuvering negate this penalty. High gravity reduces long-term movement to a third of its normal rate.

Zero Gravity: In an environment without gravity, characters cannot move normally. Instead, they must push off from a surface and succeed at a Might roll to move (the difficulty is equal to one-quarter the distance traveled in feet). Without a surface to push off from, a character cannot move. Unless the character’s movement takes them to a stable object that they can grab or land against, they continue to drift in that direction each round, traveling half the distance of the initial push.

Special Situation: A Chase

When a PC is chasing an NPC or vice versa, the player should attempt a Speed action, with the difficulty based on the NPC’s level. If the PC succeeds at the roll, they catch the NPC (if chasing), or they get away (if chased). In terms of the story, this one-roll mechanic can be the result of a long chase over many rounds.

Alternatively, if the GM wants to play out a long chase, the character can make many rolls (perhaps one per level of the NPC) to finish the pursuit successfully. For every failure, the PC must make another success, and if they ever have more failures than successes, the PC fails to catch the NPC (if chasing) or is caught (if chased). As with combat, the GM is encouraged to describe the results of these rolls with flavor. A success might mean the PC has rounded a corner and gained some distance. A failure might mean that a basket of fruit topples over in front of them, slowing them down. Vehicle chases are handled similarly.

Action: Wait

You can wait to react to another character’s action.

You decide what action will trigger your action, and if the triggering action happens, you get to take your action first (unless going first wouldn’t make sense, like attacking a foe before they come into view). For example, if an orc threatens you with a halberd, on your turn you can decide to wait, stating “If it stabs at me, I’m going to slash it with my sword.” On the orc’s turn, it stabs, so you make your sword attack before that happens.

Waiting is also a good way to deal with a ranged attacker who rises from behind cover, fires an attack, and ducks back down. You could say “I wait to see them pop up from behind cover and then I shoot them.”

Waiting is also a useful tool for cooperative actions (see below).

Action: Defend

Defending is a special action that only PCs can do, and only in response to being attacked. In other words, an NPC uses its action to attack, which forces a PC to make a defense roll. This is handled like any other kind of action, with circumstances, skill, assets, and Effort all potentially coming into play. Defending is a special kind of action in that it does not happen on the PC’s turn. It’s never an action that a player decides to take; it’s always a reaction to an attack. A PC can take a defense action when attacked (on the attacking NPC’s turn) and still take another action on their own turn.

The type of defense roll depends on the type of attack. If a foe attacks a character with an axe, they can use Speed to duck or block it with what they’re holding. If they’re struck by a poisoned dart, they can use a Might action to resist its effects. If a psi-worm attempts to control their mind, they can use Intellect to fend off the intrusion.

Sometimes an attack provokes two defense actions. For example, a poisonous reptile tries to bite a PC. They try to dodge the bite with a Speed action. If they fail, they take damage from the bite, and they must also attempt a Might action to resist the poison’s effects.

If a character does not know an attack is coming, usually they can still make a defense roll, but they can’t add modifiers (including the modifier from a shield), and they can’t use any skill or Effort to ease the task. If circumstances warrant—such as if the attacker is right next to the character—the GM might rule that the surprise attack simply hits.

A character can always choose to forgo a defense action, in which case the attack automatically hits.

Some abilities (such as the Countermeasures special ability) may allow you to do something special as a defense action.

Action: Do Something Else

Players can try anything they can think of, although that doesn’t mean anything is possible. The GM sets the difficulty—that’s their primary role in the game. Still, guided by the bounds of logic, players and GMs will find all manner of actions and options that aren’t covered by a rule. That’s a good thing.

Players should not feel constrained by the game mechanics when taking actions. Skills are not required to attempt an action. Someone who’s never picked a lock can still try. The GM might hinder the task, but the character can still attempt the action.

Thus, players and GMs can return to the beginning of this chapter and look at the most basic expression of the rules. A player wants to take an action. The GM decides, on a scale of 1 to 10, how difficult that task is and what stat it uses. The player determines whether they have anything that might modify the difficulty and considers whether to apply Effort. Once the final determination is made, they roll to see if their character succeeds. It’s as easy as that.

As further guidance, the following are some of the more common actions a player might take.

Players are encouraged to come up with their own ideas for what their characters do rather than looking at a list of possible actions. That’s why there is a “do something else” action. PCs are not pieces on a game board—they are people in a story. And like real people, they can try anything they can think of. (Succeeding is another matter entirely.) The task difficulty system provides GMs with the tools they need to adjudicate anything the players come up with.

Climbing

When a character climbs, the GM sets a difficulty based on the surface being climbed. Climbing is like moving through difficult terrain: the move roll is hindered and the movement is half speed. Unusual circumstances, such as climbing while under fire, pose additional step penalties.

DifficultySurface
2Surface with lots of handholds
3Stone wall or similar surface (a few handholds)
4Crumbling or slippery surface
5Smooth stone wall or similar surface
6Metal wall or similar surface
8Smooth, horizontal surface (climber is upside down)
10Glass wall or similar surface

Cooperative Actions

There are many ways multiple characters can work together. None of these options, however, can be used at the same time by the same characters.

Helping: If you use your action to help someone with a task, you ease the task. If you have an inability in a task, your help has no effect. If you use your action to help someone with a task that you are trained or specialized in, the task is eased by two steps. Help is considered an asset, and someone receiving help usually can’t gain more than two assets on a single task if that help is provided by another character.

For example, if Scott is trying to climb a steep incline and Sarah (who is trained in climbing) spends her turn helping him, Scott’s task is eased by two steps.

Sometimes you can help by performing a task that complements what another person is attempting. If your complementary action succeeds, you ease the other person’s task. For example, if Scott tries to persuade a ship captain to let him on board, Sarah could try to supplement Scott’s words with a flattering lie about the captain (a deception action), a display of knowledge about the region where the ship is headed (a geography action), or a direct threat to the captain (an intimidation action). If Sarah’s roll is a success, Scott’s persuasion task is eased.

Distraction: When a character uses their turn to distract a foe, that foe’s attacks are hindered for one round. Multiple characters distracting a foe have no greater effect than a single character doing so—a foe is either distracted or not. A distraction might be yelling a challenge, firing a warning shot, or a similar activity that doesn’t harm the foe.

Draw the Attack: When an NPC attacks a character, another PC can prominently present themselves, shout taunts, and move to try to get the foe to attack them instead. In most cases, this action succeeds without a roll—the opponent attacks the prominent PC instead of their companions. In other cases, such as with intelligent or determined foes, the prominent character must succeed at an Intellect action to draw the attack. If that Intellect action is successful, the foe attacks the prominent character, whose defenses are hindered by two steps. Two characters attempting to draw an attack at the same time cancel each other out.

Two characters attempting to draw an attack at the same time cancel each other out.

Take the Attack: A character can use their action to throw themselves in front of a foe’s successful attack to save a nearby comrade. The attack automatically succeeds against the sacrificial character, and it deals 1 additional point of damage. A character cannot willingly take more than one attack each round in this way.

Crafting, Building, and Repairing

Crafting is a tricky topic in the Cypher System because the same rules that govern building a spear also cover repairing a machine that can take you into hyperspace. Normally, the level of the item determines the difficulty of creating or repairing it as well as the time required. For cyphers, artifacts, other items that require specialized knowledge, or items unique to a world or species other than your own (such as a Martian tripod walker), add 5 to the item’s level to determine the difficulty of building or repairing it.

Sometimes, if the item is artistic in nature, the GM will add to the difficulty and time required. For example, a crude wooden stool might be hammered together in an hour. A beautiful finished piece might take a week or longer and would require more skill on the part of the crafter.

The GM is free to overrule some attempts at creation, building, or repair, requiring that the character have a certain level of skill, proper tools and materials, and so forth.

A level 0 object requires no skill to make and is easily found in most locations. Sling stones and firewood are level 0 items—producing them is routine. Making a torch from spare wood and oil-soaked cloth is simple, so it’s a level 1 object. Making an arrow or a spear is fairly standard but not simple, so it’s a level 2 object.

Generally speaking, a device to be crafted requires materials equal to its level and all the levels below it. So a level 5 device requires level 5 material, level 4 material, level 3 material, level 2 material, and level 1 material (and, technically, level 0 material).

The GM and players can gloss over much of the crafting details, if desired. Gathering all the materials to make a mundane item might not be worth playing out—but then again, it might be. For example, making a wooden spear in a forest isn’t very interesting, but what if the characters have to make a spear in a treeless desert? Finding the wreckage of something made of wood or forcing a PC to fashion a spear out of the bones of a large beast could be interesting situations.

Circumstances really matter. For example, sewing a dress by hand might take five times as long (or more) as using a sewing machine.

The time required to create an item is up to the GM, but the guidelines in the crafting table are a good starting point. Generally, repairing an item takes somewhere between half the creation time and the full creation time, depending on the item, the aspect that needs repairing, and the circumstances. For example, if creating an item takes one hour, repairing it takes thirty minutes to one hour.

The GM is free to overrule some attempts at creation, building, or repair, requiring that the character have a certain level of skill, proper tools and materials, and so forth.

Sometimes a GM will allow a rush job if the circumstances warrant it. This is different than using skill to reduce the time required. In this case, the quality of the item is affected. Let’s say that a character needs to create a tool that will cut through solid steel with a laser (a level 7 item), but they have to do it in one day. The GM might allow it, but the device might be extremely volatile, inflicting damage on the user, or it might work only once. The device is still considered a level 7 item to create in all other respects. Sometimes the GM will rule that reducing the time is not possible. For example, a single human can’t make a chainmail vest in one hour without some kind of machine to help.

Note: Erratum

The rules mention “using skill to reduce the time required” to craft an object. This was cut from the first edition rulebook:

“A character can reduce the time or materials needed instead of the difficulty (again, with GM approval, and if it makes sense to do so). A trained fletcher making arrows (level 2 items) could attempt a difficulty 2 task rather than a difficulty 1 task to create an arrow in fifteen minutes instead of an hour, or to create it in an hour but with substandard (level 1) materials. However, sometimes the GM will rule that reducing the time is not possible. For example, a single human can’t make a chainmail vest in one hour without some kind of machine to help.”

Possible crafting skills include:

@UUID[Compendium.cyphersystem-compendium.crafting-skills.7BUvkxuA2jCU8eqK]{Armoring} @UUID[Compendium.cyphersystem-compendium.crafting-skills.vFZ9YGa70efAWVpN]{Bowyering/fletching} @UUID[Compendium.cyphersystem-compendium.crafting-skills.Mh8fZ6svg8OSnsX3]{Chemistry} @UUID[Compendium.cyphersystem-compendium.crafting-skills.uGEL7zHPjaKA5kbN]{Computer science} @UUID[Compendium.cyphersystem-compendium.crafting-skills.g4qZmxAyRzrKZDzh]{Electronics} @UUID[Compendium.cyphersystem-compendium.crafting-skills.cFbEQnj0w4Q4AEFs]{Engines} @UUID[Compendium.cyphersystem-compendium.crafting-skills.LsykgiEBrwXM8x8x]{Genetic engineering} @UUID[Compendium.cyphersystem-compendium.crafting-skills.sedcB5ntUixkxEFn]{Glassblowing} @UUID[Compendium.cyphersystem-compendium.crafting-skills.kZSFCvecSYYsbDzX]{Gunsmithing} @UUID[Compendium.cyphersystem-compendium.crafting-skills.gH4b6MOodAZeCAod]{Leatherworking} @UUID[Compendium.cyphersystem-compendium.crafting-skills.HiAKUg3uYFmauoeJ]{Metalworking} @UUID[Compendium.cyphersystem-compendium.crafting-skills.Qs5gGKyC1qzg5DDf]{Neural engineering} @UUID[Compendium.cyphersystem-compendium.crafting-skills.dBhnKvctH1RIlolI]{Weaponsmithing} @UUID[Compendium.cyphersystem-compendium.crafting-skills.1N0N3X1Hr4uIet4P]{Woodcrafting}

Characters might try to make a cypher, an artifact, or an alien psionic starship do something other than its intended function. Sometimes, the GM will simply declare the task impossible. You can’t turn a vial of healing elixir into a two-way communicator. But most of the time, there is a chance of success.

That said, tinkering with weird stuff is not easy. Obviously, the difficulty varies from situation to situation, but difficulties starting at 7 are not unreasonable. The time, tools, and training required would be similar to the time, tools, and training needed to repair a device. If the tinkering results in a long-term benefit for the character—such as creating an artifact that they can use—the GM should require them to spend XP to make it.

Obviously, what is considered “weird stuff ” will vary from setting to setting, and sometimes the concept might not apply at all. But many times, there will be something in the setting that is too strange, too alien, too powerful, or too dangerous for PCs to mess around with (or at least mess around with easily). Einstein may have been extraordinary, but that doesn’t mean he could reverse-engineer a teleporter made in another dimension.

DifficultyCraftGeneral Time to Build
0Something extremely simple like tying a rope or finding an appropriately sized rockA few minutes at most
1TorchFive minutes
2Spear, simple shelter, piece of furnitureOne hour
3Bow, door, basic article of clothingOne day
4Sword, chainmail vestOne to two days
5Common technological item (electric light), nice piece of jewelry or art objectOne week
6Technological item (watch, transmitter), really nice piece of jewelry or art object, elegant craftworkOne month
7Technological item (computer), major work of artOne year
8Technological item (something from beyond Earth)Many years
9Technological item (something from beyond Earth)Many years
10Technological item (something from beyond Earth)Many years

Guarding

In a combat situation, a character can stand guard as their action. They do not make attacks, but all their defense tasks are eased. Further, if an NPC tries to get by them or take an action that they are guarding against, the character can attempt an eased Speed action based on the level of the NPC. Success means the NPC is prevented from taking the action; the NPC’s action that turn is wasted. This is useful for blocking a doorway, guarding a friend, and so forth.

If an NPC is standing guard, use the same procedure, but to get past the guard, the PC attempts a hindered Speed action against the NPC. For example, Diana is an NPC human with a level 3 bodyguard. The bodyguard uses their action to guard Diana. If a PC wants to attack Diana, the PC first must succeed at a difficulty 4 Speed task to get past the guard. If the PC succeeds, they can make their attack normally.

Healing

You can administer aid through bandaging and other succor, attempting to heal each patient once per day. This healing restores points to a stat Pool of your choice. Decide how many points you want to heal, and then make an Intellect action with a difficulty equal to that number. For example, if you want to heal someone for 3 points, that’s a difficulty 3 task with a target number of 9.

Interacting With Creatures

The level of the creature determines the target number, just as with combat. Thus, bribing a guard works much like punching them or affecting them with an ability. This is true of persuading someone, intimidating someone, calming a wild beast, or anything of the kind. Interaction is an Intellect task. Interacting usually requires a common language or some other way to communicate. Learning new languages is the same as learning a new skill.

Jumping

Decide how far you want to jump, and that sets the difficulty of your Might roll. For a standing jump, subtract 4 from the distance in feet to determine the difficulty of the jump. For example, jumping 10 feet (3 m) has a difficulty of 6.

If you run an immediate distance before jumping, it counts as an asset, easing the jump.

If you run a short distance before jumping, divide the jump distance (in feet) by 2 and then subtract 4 to determine the difficulty of the jump. Because you’re running an immediate distance (and then some), you also count your running as an asset. For example, jumping a distance of 20 feet (6 m) with a short running start has a difficulty of 5 (20 feet divided by 2 is 10, minus 4 is 6, minus 1 for running an immediate distance).

For a vertical jump, the distance you clear (in feet) is equal to the difficulty of the jumping task. If you run an immediate distance, it counts as an asset, easing the jump.

There’s nothing wrong with the GM simply assigning a difficulty level to a jump without worrying about the precise distance. The rules here are just so everyone has some guidelines.

Note: Addendum

Jumping Distance Table

DifficultyStandingRunning*Vertical
15 ft (1.5 m)12 ft (3.6 m)1 ft (0.3 m)
26 ft (1.8 m)14 ft (4.2 m)2 ft (0.6 m)
37 ft (2.1 m)16 ft (4.8 m)3 ft (0.9 m)
48 ft (2.4 m)18 ft (5.4 m)4 ft (1.2 m)
59 ft (2.7 m)20 ft (6 m)5 ft (1.5 m)
610 ft (3 m)22 ft (6.6 m)6 ft (1.8 m)
711 ft (3.3 m)24 ft (7.2 m)7 ft (2.1 m)
812 ft (3.6 m)26 ft (7.8 m)8 ft (2.4 m)
913 ft (3.9 m)28 ft (8.4 m)9 ft (2.7 m)
1014 ft (4.2 m)30 ft (9 m)10 ft (3 m)
1115 ft (4.5 m)32 ft (9.6 m)11 ft (3.3 m)
1216 ft (4.8 m)34 ft (10.2 m)12 ft (3.6 m)
1317 ft (5.1 m)36 ft (10.8 m)13 ft (3.9 m)
1418 ft (5.4 m)38 ft (11.4 m)14 ft (4.2 m)
1519 ft (5.7 m)40 ft (12 m)15 ft (4.5 m)

* Short distance. Already includes the asset for running an immediate distance.

Looking or Listening

Generally, the GM will describe any sight or sound that’s not purposefully difficult to detect. But if you want to look for a hidden enemy, search for a secret panel, or listen for someone sneaking up on you, make an Intellect roll. If it’s a creature, its level determines the difficulty of your roll. If it’s something else, the GM determines the difficulty of your roll.

Moving a Heavy Object

You can push or pull something very heavy and move it an immediate distance as your action.

The weight of the object determines the difficulty of the Might roll to move it; every 50 pounds (23 kg) hinders the task by one step. So moving something that weighs 150 pounds (68 kg) is difficulty 3, and moving something that weighs 400 pounds (180 kg) is difficulty 8. If you can ease the task to 0, you can move a heavy object up to a short distance as your action.

Operating or Disabling a Device, or Picking a Lock

As with figuring out a device, the level of the device usually determines the difficulty of the Intellect roll. Unless a device is very complex, the GM will often rule that once you figure it out, no roll is needed to operate it except under special circumstances. So if the PCs figure out how to use a hovercraft, they can operate it. If they are attacked, they might need to roll to ensure that they don’t crash the vehicle into a wall while trying to avoid being hit.

Unlike operating a device, disabling a device or picking a lock usually require rolls. These actions often involve special tools and assume that the character is not trying to destroy the device or lock. (A PC who is attempting to destroy it probably should make a Might roll to smash it rather than a Speed or Intellect roll requiring patience and know-how.)

Riding or Piloting

If you’re riding an animal that’s trained to be a mount, or driving or piloting a vehicle, you don’t need to make a roll to do something routine such as going from point A to point B (just as you wouldn’t need to make a roll to walk there). However, staying mounted during a fight or doing something tricky with a vehicle requires a Speed roll to succeed. A saddle or other appropriate gear is an asset and eases the task.

DifficultyManeuver
0Riding
1Staying on the mount (including a motorcycle or similar vehicle) in a battle or other difficult situation
3Staying on a mount (including a motorcycle or similar vehicle) when you take damage
4Mounting a moving steed
4Making an abrupt turn with a vehicle while moving fast
4Getting a vehicle to move twice as fast as normal for one round
5Coaxing a mount to move or jump twice as fast or far as normal for one round
5Making a long jump with a vehicle not intended to go airborne (like a car) and remaining in control

Sneaking

The difficulty of sneaking by a creature is determined by its level. Sneaking is a Speed roll. Moving at half speed eases the sneaking task. Appropriate camouflage or other gear may count as an asset and ease the task, as will dim lighting conditions and having plenty of things to hide behind.

Swimming

If you’re simply swimming from one place to another, such as across a calm river or lake, use the standard movement rules, noting the fact that your character is in deep water. However, sometimes, special circumstances require a Might roll to make progress while swimming, such as when trying to avoid a current or being dragged into a whirlpool.

Understanding, Identifying, or Remembering

When characters try to identify or figure out how to use a device, the level of the device determines the difficulty. For a bit of knowledge, the GM determines the difficulty.

DifficultyKnowledge
0Common knowledge
1Simple knowledge
3Something a scholar probably knows
5Something even a scholar might not know
7Knowledge very few people possess
10Completely lost knowledge

Vehicular Movement

Vehicles move just like creatures. Each has a movement rate, which indicates how far it can move in a round. Most vehicles require a driver, and when moving, they usually require that the driver spends every action controlling the movement. This is a routine task that rarely requires a roll. Any round not spent driving the vehicle hinders the task in the next round and precludes any change in speed or direction. In other words, driving down the road normally is difficulty 0. Spending an action to retrieve a backpack from the back seat means that in the following round, the driver must attempt a difficulty 1 task. If they instead use their action to pull a handgun from the backpack, in the next round the difficulty to drive will be 2, and so on. Failure results are based on the situation but might involve a collision or something similar.

In a vehicular chase, drivers attempt Speed actions just like in a regular chase, but the task may be based either on the level of the driver (modified by the level and movement rate of the vehicle) or on the level of the vehicle (modified by the level of the driver). So if a PC driving a typical car is chasing a level 3 NPC driving a level 5 sports car, the PC would make three chase rolls with a difficulty of 5. If the PC’s car is a souped-up custom vehicle, it might grant the PC an asset in the chase. If the PC is not in a car at all, but riding a bicycle, it might hinder the chase rolls by two or three steps, or the GM might simply rule that it’s impossible.

Vehicular Combat

For extended verhicular combat rules, see the @UUID[Compendium.cyphersystem-compendium.cypher-journals.QhNXyjJC4BW5agrm.JournalEntryPage.AS2Pv1l2nF8BCeSp]{Science fiction Rulebook}.

Much of the time, a fight between foes in cars, boats, or other vehicles is just like any other combat situation. The combatants probably have cover and are moving fast. Attacks to disable a vehicle or a portion of it are based on the level of the vehicle. If the vehicle is an armored car or a tank, all attacks are likely aimed at the vehicle, which has a level and probably an appropriate Armor rating, not unlike a creature.

The only time this isn’t true is with battles where only vehicles and not characters are involved. Thus, if the PCs are in a shootout with bank robbers and both groups are in cars, use the standard rules. However, battles between starships of various kinds—from gigantic capital ships to single-pilot fighters—are a frequent occurrence in far-future science fiction settings. A submarine battle between two deep sea craft could be quite exciting. Characters in a modern-day game might find themselves in a tank fight. If PCs are involved in combat in which they are entirely enclosed in vehicles (so that it’s not really the characters fighting, but the vehicles), use the following quick and easy guidelines.

On this scale, combat between vehicles isn’t like traditional combat. Don’t worry about health, Armor, or anything like that. Instead, just compare the levels of the vehicles involved. If the PCs’ vehicle has the higher level, the difference in levels is how many steps the PCs’ attack and defense rolls are eased. If the PCs’ vehicle has the lower level, their rolls are hindered. If the levels are the same, there is no modification.

These attack and defense rolls are modified by skill and Effort, as usual. Some vehicles also have superior weapons, which ease the attack (since there is no “damage” amount to worry about), but this circumstance is probably uncommon in this abstract system and should not affect the difficulty by more than one or maybe two steps. Further, if two vehicles coordinate their attack against one vehicle, the attack is eased. If three or more vehicles coordinate, the attack is eased by two steps.

The attacker must try to target a specific system on or portion of an enemy vehicle. This hinders the attack based on the system or portion targeted.

That’s a lot of modifications. But it’s not really that hard. Let’s look at an example of a space battle. A PC in a small level 2 fighter attacks a level 4 frigate. Since the frigate is level 4, the difficulty of the attack starts at 4. But the attacking craft is weaker than the defender, so the attack is hindered equal to the difference in their levels (2). The fighter pilot must make a difficulty 6 attack on the frigate. However, the fighter is trying to swoop in and damage the frigate’s drive, which hinders the attack by another three steps, for a total difficulty of 9. If the fighter pilot is trained in space combat, they reduce the difficulty to 8, but it’s still impossible without help. So let’s say that two other PCs—also in level 2 fighters—join in and coordinate their attack. Three ships coordinating an attack on one target eases the task by two steps, resulting in a final difficulty of 6. Still, the attacking PC would be wise to use Effort.

Then the frigate retaliates, and the PC needs to make a defense roll. The level difference between the ships (2) means the PC’s defense is hindered by two steps, so the difficulty of the PC’s defense roll starts out at 6. But the frigate tries to take out the fighter’s weapons, hindering their attack (easing the PC’s defense) by two steps. Thus, the PC needs to succeed at a difficulty 4 task or lose their main weapons systems.

It’s important to remember that a failed attack doesn’t always mean a miss. The target ship might rock and reel from the hit, but the bulk of the damage was absorbed by the shields, so there’s no significant damage.

This bare-bones system should allow the GM and players to flesh out exciting encounters involving the whole group. For example, perhaps while one PC pilots a ship, another mans the guns, and another frantically attempts to repair damage to the maneuvering thrusters before they crash into the space station they’re trying to defend.

During a vehicular battle, particularly a space battle, there’s a lot of chatter about shields failing, hull integrity, being outmaneuvered, coming in too fast, and whatnot. These sorts of details are great, but they’re all flavor, so they’re represented in the rules generally, rather than specifically.

For more details about vehicles, refer to the appropriate Genre chapter.

Training in driving makes the character practiced in using a vehicle as a weapon. If the vehicle is used to run over a victim or ram an enemy vehicle, treat a motorcycle as a medium weapon and treat a car or truck as a heavy weapon.

Targeting TaskAttack HinderedEffect
Disable weaponsTwo stepsOne or more of the vehicle’s weapons no longer function

Disable defenses
(if applicable)

Two stepsAttacks against the vehicle are eased
Disable engine/driveThree stepsVehicle cannot move, or movement is hampered
Disable maneuverabilityTwo stepsVehicle cannot alter its present course
Strike power core or vital spotFive stepsVehicle is completely destroyed

Followers

Player characters have the option to gain followers as they advance in tier, as provided by type or focus special abilities. Followers do not need to be paid, fed, or housed, though a character who gains followers can certainly make such arrangements if they wish. A follower is someone whom a character has inspired (or asked) to come work with the character for a time, aiding them in a variety of endeavors. A follower puts the PC’s interests ahead of, or at least on par with, their own.

The PC generally makes rolls for their follower when the follower takes actions, though usually a follower’s modifications provide an asset to a specific action taken by the PC they follow.

If a follower dies, the character gains a new one after at least two weeks and proper recruitment.

Modifications: A follower can help a PC in one or more tasks, granting the PC an asset to that task. The level of the follower indicates the number of different tasks they can help with. The tasks that the follower is able to help with are predetermined, usually chosen by the PC when they gain the follower. A level 2 follower who the player determines is a spy could grant a PC an asset on two different tasks, such as stealth and deception. Followers cannot help with tasks that they don’t have modifications for; for the purpose of helping, treat the follower as if they had inabilities in all nonmodified tasks.

When the follower acts autonomously rather than helping the PC, they act like a normal NPC that has modifications. Thus, the modification increases their effective level for the associated task by one step. For example, the level 2 spy follower with modifications for stealth and deception attempts stealth and deception tasks as if they were level 3 and all other tasks as level 2.

Follower Assets to Combat and Defense: A follower cannot grant an asset to a character’s attacks or defense until the follower is level 3 or higher. Even then, the follower can help with attacks and defense only if they have a modification for that kind of task.

Some abilities may grant a special exception to this rule. For instance, the Serv-0 Defender ability gives your level 1 Serv-0 follower (a machine companion) a modification for Speed defense.

Follower Level Progression: A follower increases in level by 1 each time a PC advances two tiers after gaining that follower. When the follower gains a level, the PC also chooses the task that the follower gains a modification for.

Exceptional Follower: When a character gains a follower, there’s a small chance that the follower will be exceptional in some way, a cut above other followers of their kind. The GM determines when an exceptional follower is found, possibly as an additional reward for smart or engaging roleplaying where the PCs impress or otherwise positively interact with one or more NPCs, some of whom may later go on to become one of their followers. An exceptional follower has the same qualities as a regular follower but is 1 level higher.

Pet: Any PC can potentially gain a pet, though a pet typically doesn’t provide modifications. If a character wants a pet that can do this, they must gain the pet through an an ability or focus that grants followers. On the other hand, a well-cared-for pet grants an asset to a PC’s tasks related to achieving peace of mind, finding comfort, and resisting loneliness.

Breathing Life Into Followers

The modifications provided by followers could come across as fairly dry and mechanical. To avoid that, you could present each follower in a way that makes them more compelling and interesting. Here are a few examples of how to describe a follower, depending on their mix of modifications.

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This section explains how to create characters to play in a Cypher System game. This involves a series of decisions that will shape your character, so the more you understand what kind of character you want to play, the easier character creation will be. The process involves understanding the values of three game statistics and choosing three aspects that determine your character’s capabilities.

Character Stats

Every player character has three defining characteristics, which are typically called “statistics” or “stats.” These stats are Might, Speed, and Intellect. They are broad categories that cover many different but related aspects of a character.

Might

Might defines how strong and durable your character is. The concepts of strength, endurance, constitution, hardiness, and physical prowess are all folded into this one stat. Might isn’t relative to size; instead, it’s an absolute measurement. An elephant has more Might than the mightiest tiger, which has more Might than the mightiest rat, which has more Might than the mightiest spider.

Might governs actions from forcing doors open to walking for days without food to resisting disease. It’s also the primary means of determining how much damage your character can sustain in a dangerous situation. Physical characters, tough characters, and characters interested in fighting should focus on Might.

Might could be thought of as Might/Health because it governs how strong you are and how much physical punishment you can take.

Speed

Speed describes how fast and physically coordinated your character is. The stat embodies quickness, movement, dexterity, and reflexes. Speed governs such divergent actions as dodging attacks, sneaking around quietly, and throwing a ball accurately. It helps determine whether you can move farther on your turn. Nimble, fast, or sneaky characters will want good Speed stats, as will those interested in ranged combat.

Speed could be thought of as Speed/Agility because it governs your overall swiftness and reflexes.

Intellect

This stat determines how smart, knowledgeable, and likable your character is. It includes intelligence, wisdom, charisma, education, reasoning, wit, willpower, and charm. Intellect governs solving puzzles, remembering facts, telling convincing lies, and using mental powers. Characters interested in communicating effectively, being learned scholars, or wielding supernatural powers should stress their Intellect stat.

Intellect could be thought of as Intellect/Personality because it governs both intelligence and charisma.

Pool, Edge, and Effort

Each of the three stats has two components: Pool and Edge. Your Pool represents your raw, innate ability, and your Edge represents knowing how to use what you have. A third element ties into this concept: Effort. When your character really needs to accomplish a task, you apply Effort.

Your stat Pools, as well as your Effort and Edge, are determined by the character type, descriptor, and focus that you choose. Within those guidelines, however, you have a lot of flexibility in how you develop your character.

Pool

Your Pool is the most basic measurement of a stat. Comparing the Pools of two creatures will give you a general sense of which creature is superior in that stat. For example, a character who has a Might Pool of 16 is stronger (in a basic sense) than a character who has a Might Pool of 12. Most characters start with a Pool of 9 to 12 in most stats—that’s the average range.

When your character is injured, sickened, or attacked, you temporarily lose points from one of your stat Pools. The nature of the attack determines which Pool loses points. For example, physical damage from a sword reduces your Might Pool, a poison that makes you clumsy reduces your Speed Pool, and a psionic blast reduces your Intellect Pool. You can also spend points from one of your stat Pools to decrease a task’s difficulty (see Effort, below). You can rest to recover lost points from a stat Pool, and some special abilities or cyphers might allow you to recover lost points quickly.

Edge

Although your Pool is the basic measurement of a stat, your Edge is also important. When something requires you to spend points from a stat Pool, your Edge for that stat reduces the cost. It also reduces the cost of applying Effort to a roll.

For example, let’s say you have a mental blast ability, and activating it costs 1 point from your Intellect Pool. Subtract your Intellect Edge from the activation cost, and the result is how many points you must spend to use the mental blast. If using your Edge reduces the cost to 0, you can use the ability for free.

Your Edge can be different for each stat. For example, you could have a Might Edge of 1, a Speed Edge of 1, and an Intellect Edge of 0. You’ll always have an Edge of at least 1 in one stat. Your Edge for a stat reduces the cost of spending points from that stat Pool, but not from other Pools. Your Might Edge reduces the cost of spending points from your Might Pool, but it doesn’t affect your Speed Pool or Intellect Pool. Once a stat’s Edge reaches 3, you can apply one level of Effort for free.

A character who has a low Might Pool but a high Might Edge has the potential to perform Might actions consistently better than a character who has a Might Edge of 0. The high Edge will let them reduce the cost of spending points from the Pool, which means they’ll have more points available to spend on applying Effort.

Effort

When your character really needs to accomplish a task, you can apply Effort. For a beginning character, applying Effort requires spending 3 points from the stat Pool appropriate to the action. Thus, if your character tries to dodge an attack (a Speed roll) and wants to increase the chance for success, you can apply Effort by spending 3 points from your Speed Pool. Effort eases the task by one step. This is called applying one level of Effort.

You don’t have to apply Effort if you don’t want to. If you choose to apply Effort to a task, you must do it before you attempt the roll—you can’t roll first and then decide to apply Effort if you rolled poorly.

Applying more Effort can lower a task’s difficulty further: each additional level of Effort eases the task by another step. Applying one level of Effort eases the task by one step, applying two levels eases the task by two steps, and so on. However, each level of Effort after the first costs only 2 points from the stat Pool instead of 3. So applying two levels of Effort costs 5 points (3 for the first level plus 2 for the second level), applying three levels costs 7 points (3 plus 2 plus 2), and so on.

Every character has an Effort score, which indicates the maximum number of levels of Effort that can be applied to a roll. A beginning (first-tier) character has an Effort of 1, meaning you can apply only one level of Effort to a roll. A more experienced character has a higher Effort score and can apply more levels of Effort to a roll. For example, a character who has an Effort of 3 can apply up to three levels of Effort to reduce a task’s difficulty.

When you apply Effort, subtract your relevant Edge from the total cost of applying Effort. For example, let’s say you need to make a Speed roll. To increase your chance for success, you decide to apply one level of Effort, which will ease the task. Normally, that would cost 3 points from your Speed Pool. However, you have a Speed Edge of 2, so you subtract that from the cost. Thus, applying Effort to the roll costs only 1 point from your Speed Pool.

What if you applied two levels of Effort to the Speed roll instead of just one? That would ease the task by two steps. Normally, it would cost 5 points from your Speed Pool, but after subtracting your Speed Edge of 2, it costs only 3 points.

Once a stat’s Edge reaches 3, you can apply one level of Effort for free. For example, if you have a Speed Edge of 3 and you apply one level of Effort to a Speed roll, it costs you 0 points from your Speed Pool. (Normally, applying one level of Effort would cost 3 points, but you subtract your Speed Edge from that cost, reducing it to 0.)

Skills and other advantages also ease a task, and you can use them in conjunction with Effort. In addition, your character might have special abilities or equipment that allow you to apply Effort to accomplish a special effect, such as knocking down a foe with an attack or affecting multiple targets with a power that normally affects only one.

When applying Effort to melee attacks, you have the option of spending points from either your Might Pool or your Speed Pool. When making ranged attacks, you may spend points only from your Speed Pool. This reflects that with melee you sometimes use brute force and sometimes use finesse, but with ranged attacks, it’s always about careful targeting.

Effort and Damage

Instead of applying Effort to ease your attack, you can apply Effort to increase the amount of damage you inflict with an attack. For each level of Effort you apply in this way, you inflict 3 additional points of damage. This works for any kind of attack that inflicts damage, whether a sword, a crossbow, a mind blast, or something else.

When using Effort to increase the damage of an area attack, such as the explosion created by an Adept’s Concussion ability, you inflict 2 additional points of damage instead of 3 points. However, the additional points are dealt to all targets in the area. Further, even if one or more of the targets resist the attack, they still take 1 point of damage.

Multiple Uses of Effort and Edge

If your Effort is 2 or higher, you can apply Effort to multiple aspects of a single action. For example, if you make an attack, you can apply Effort to your attack roll and apply Effort to increase the damage.

The total amount of Effort you apply can’t be higher than your Effort score. For example, if your Effort is 2, you can apply up to two levels of Effort. You could apply one level to an attack roll and one level to its damage, two levels to the attack and no levels to the damage, or no levels to the attack and two levels to the damage.

You can use Edge for a particular stat only once per action. For example, if you apply Effort to a Might attack roll and to your damage, you can use your Might Edge to reduce the cost of one of those uses of Effort, not both. If you spend 1 Intellect point to activate your mind blast and one level of Effort to ease the attack roll, you can use your Intellect Edge to reduce the cost of one of those things, not both.

Stat Examples

A beginning character is fighting a giant rat. The PC stabs their spear at the rat, which is a level 2 creature and thus has a target number of 6. The character stands atop a boulder and strikes downward at the beast, and the GM rules that this helpful tactic is an asset that eases the attack by one step (to difficulty 1). That lowers the target number to 3. Attacking with a spear is a Might action; the character has a Might Pool of 11 and a Might Edge of 0. Before making the roll, they decide to apply a level of Effort to ease the attack. That costs 3 points from their Might Pool, reducing the Pool to 8. But the points are well spent. Applying the Effort lowers the difficulty from 1 to 0, so no roll is needed—the attack automatically succeeds.

Another character is attempting to convince a guard to let them into a private office to speak to an influential noble. The GM rules that this is an Intellect action. The character is third tier and has an Effort of 3, an Intellect Pool of 13, and an Intellect Edge of 1. Before making the roll, they must decide whether to apply Effort. They can choose to apply one, two, or three levels of Effort, or apply none at all. This action is important to them, so they decide to apply two levels of Effort, easing the task by two steps. Thanks to their Intellect Edge, applying the Effort costs only 4 points from their Intellect Pool (3 points for the first level of Effort plus 2 points for the second level minus 1 point for their Edge). Spending those points reduces their Intellect Pool to 9. The GM decides that convincing the guard is a difficulty 3 (demanding) task with a target number of 9; applying two levels of Effort reduces the difficulty to 1 (simple) and the target number to 3. The player rolls a d20 and gets an 8. Because this result is at least equal to the target number of the task, they succeed. However, if they had not applied some Effort, they would have failed because their roll (8) would have been less than the task’s original target number (9).

Character Tiers

Every character starts the game at the first tier. Tier is a measurement of power, toughness, and ability. Characters can advance up to the sixth tier. As your character advances to higher tiers, you gain more abilities, increase your Effort, and can improve a stat’s Edge or increase a stat. Generally speaking, even first-tier characters are already quite capable. It’s safe to assume that they’ve already got some experience under their belt. This is not a “zero to hero” progression, but rather an instance of competent people refining and honing their capabilities and knowledge. Advancing to higher tiers is not really the goal of Cypher System characters, but rather a representation of how characters progress in a story.

To progress to the next tier, characters earn experience points (XP) by pursuing character arcs, going on adventures, and discovering new things—the system is about both discovery and exploration, as well as achieving personal goals. Experience points have many uses, and one use is to purchase character benefits. After your character purchases four character benefits, they advance to the next tier. Each benefit costs 4 XP, and you can purchase them in any order, but you must purchase one of each kind of benefit (and then advance to the next tier) before you can purchase the same benefit again. The four character benefits are as follows.

Increasing Capabilities: You gain 4 points to add to your stat Pools. You can allocate the points among the Pools however you wish.

Moving Toward Perfection: You add 1 to your Might Edge, your Speed Edge, or your Intellect Edge (your choice).

Extra Effort: Your Effort score increases by 1.

Skills: You become trained in one skill of your choice, other than attacks or defense. As described in Rules of the Game, a character trained in a skill treats the difficulty of a related task as one step lower than normal. The skill you choose for this benefit can be anything you wish, such as climbing, jumping, persuading, or sneaking. You can also choose to be knowledgeable in a certain area of lore, such as history or geology. You can even choose a skill based on your character’s special abilities. For example, if your character can make an Intellect roll to blast an enemy with mental force, you can become trained in using that ability, easing the task of using it. If you choose a skill that you are already trained in, you become specialized in that skill, easing related tasks by two steps instead of one.

Skills are a broad category of things your character can learn and accomplish. For a list of sample skills, see below.

Other Options: Players can also spend 4 XP to purchase other special options in lieu of gaining a new skill. Selecting any of these options counts as the skill benefit necessary to advance to the next tier. The special options are as follows:

Note: Erratum

The other options are described a bit differently in the Experience Points chapter. There you can buy other options in lieu of any of the above options, not only in lieu of gaining a new skill. There’s also the possibility to buy focus abilities of tiers 3 and 6. The description in the Experience Points chapter seems to be the correct one.

Character Descriptor, Type, and Focus

To create your character, you build a simple statement that describes them. The statement takes this form: “I am a [fill in an adjective here] [fill in a noun here] who [fill in a verb here].”

Thus: “I am an adjective noun who verbs.” For example, you might say, “I am a Rugged Warrior who Controls Beasts” or “I am a Charming Explorer who Focuses Mind Over Matter.”

In this sentence, the adjective is called your descriptor.

The noun is your character type.

The verb is called your focus.

Even though character type is in the middle of the sentence, that’s where we’ll start this discussion. (Just as in a sentence, the noun provides the foundation.)

Your character type is the core of your character. In some roleplaying games, it might be called your character class. Your type helps determine your character’s place in the world and relationship with other people in the setting. It’s the noun of the sentence “I am an adjective noun who verbs.”

You can choose from four character types: Warriors, Adepts, Explorers, and Speakers.

Your descriptor defines your character—it colors everything you do. Your descriptor places your character in the situation (the first adventure, which starts the campaign) and helps provide motivation. It’s the adjective of the sentence “I am an adjective noun who verbs.”

Unless your GM says otherwise, you can choose from any of the character descriptors.

Focus is what your character does best. Focus gives your character specificity and provides interesting new abilities that might come in handy. Your focus also helps you understand how you relate with the other player characters in your group. It’s the verb of the sentence “I am an adjective noun who verbs.”

There are many character foci. The ones you choose from will probably depend on the setting and genre of your game.

You can use the Flavors chapter to slightly modify character types to customize them for different genres.

Special Abilities

Character types and foci grant PCs special abilities at each new tier. Using these abilities usually costs points from your stat Pools; the cost is listed in parentheses after the ability name. Your Edge in the appropriate stat can reduce the cost of the ability, but remember that you can apply Edge only once per action. For example, let’s say an Adept with an Intellect Edge of 2 wants to use their Onslaught ability to create a bolt of force, which costs 1 Intellect point. They also want to increase the damage from the attack by using a level of Effort, which costs 3 Intellect points. The total cost for their action is 2 points from their Intellect Pool (1 point for the bolt of force, plus 3 points for using Effort, minus 2 points from their Edge).

Sometimes the point cost for an ability has a + sign after the number. For example, the cost might be given as “2+ Intellect points.” That means you can spend more points or more levels of Effort to improve the ability further, as explained in the ability description.

Many special abilities grant a character the option to perform an action that they couldn’t normally do, such as projecting rays of cold or attacking multiple foes at once. Using one of these abilities is an action unto itself, and the end of the ability’s description says “Action” to remind you. It also might provide more information about when or how you perform the action.

Some special abilities allow you to perform a familiar action—one that you can already do—in a different way. For example, an ability might let you wear heavy armor, reduce the difficulty of Speed defense rolls, or add 2 points of fire damage to your weapon damage. These abilities are called enablers. Using one of these abilities is not considered an action. Enablers either function constantly (such as being able to wear heavy armor, which isn’t an action) or happen as part of another action (such as adding fire damage to your weapon damage, which happens as part of your attack action). If a special ability is an enabler, the end of the ability’s description says “Enabler” to remind you.

Some abilities specify a duration, but you can always end one of your own abilities anytime you wish.

Because the Cypher System covers so many genres, not all of the descriptors, types, and foci might be available for players. The GM will decide what’s available in their particular game and whether anything is modified, and they’ll let the players know.

Skills

Sometimes your character gains training in a specific skill or task. For example, your focus might mean that you’re trained in sneaking, in climbing and jumping, or in social interactions. Other times, your character can choose a skill to become trained in, and you can pick a skill that relates to any task you think you might face.

The Cypher System has no definitive list of skills. However, the following list offers ideas:

@UUID[Compendium.cyphersystem-compendium.basic-skills.kEz6uQxk1unTXSNm]{Astronomy} @UUID[Compendium.cyphersystem-compendium.basic-skills.fwktascgpe8DprA9]{Balancing} @UUID[Compendium.cyphersystem-compendium.basic-skills.qIkIjledDIy71P6m]{Biology} @UUID[Compendium.cyphersystem-compendium.basic-skills.YVOjYbyRzCYVxd4I]{Botany} @UUID[Compendium.cyphersystem-compendium.basic-skills.ybR56wJ9gjEiBBeS]{Carrying} @UUID[Compendium.cyphersystem-compendium.basic-skills.jMju5yGMFFfxmpK4]{Climbing} @UUID[Compendium.cyphersystem-compendium.basic-skills.NaKiOXzse6HzKjoU]{Computers} @UUID[Compendium.cyphersystem-compendium.basic-skills.eeHdJpr4k8hYtGr5]{Deceiving} @UUID[Compendium.cyphersystem-compendium.basic-skills.DraIKUQRw8KrnC4o]{Disguise} @UUID[Compendium.cyphersystem-compendium.basic-skills.Pjj8dKkUIGbXbAtj]{Escaping} @UUID[Compendium.cyphersystem-compendium.basic-skills.6e83HnGZvltsanfE]{Geography} @UUID[Compendium.cyphersystem-compendium.basic-skills.z1y5D9aLUU6RJSaU]{Geology} @UUID[Compendium.cyphersystem-compendium.basic-skills.vxW0N1vEdwK4MVjD]{Healing} @UUID[Compendium.cyphersystem-compendium.basic-skills.RnsLhB3rhJUC0Euk]{History} @UUID[Compendium.cyphersystem-compendium.basic-skills.QonPVHzXrzIN29lf]{Identifying} @UUID[Compendium.cyphersystem-compendium.basic-skills.gbWPNb1uKsRtZWSL]{Initiative} @UUID[Compendium.cyphersystem-compendium.basic-skills.tZ7PdXuWQyRMo0Rh]{Intimidation} @UUID[Compendium.cyphersystem-compendium.basic-skills.MrGl25gzZk4uu7BR]{Jumping} @UUID[Compendium.cyphersystem-compendium.basic-skills.bBrJqSuoQ6PmRqH5]{Leatherworking} @UUID[Compendium.cyphersystem-compendium.basic-skills.BATb9zx3L6oB2J0H]{Lockpicking} @UUID[Compendium.cyphersystem-compendium.basic-skills.E3swDJUDkKbo5K6S]{Machinery} @UUID[Compendium.cyphersystem-compendium.basic-skills.N45sgegH563KWZPR]{Metalworking} @UUID[Compendium.cyphersystem-compendium.basic-skills.rH5FwMXGaNn21DZD]{Perception} @UUID[Compendium.cyphersystem-compendium.basic-skills.CYciueF3uoV3azbx]{Persuasion} @UUID[Compendium.cyphersystem-compendium.basic-skills.zhQK4a79V1U6iuq8]{Philosophy} @UUID[Compendium.cyphersystem-compendium.basic-skills.OzVTO7QBg6okJ7Wf]{Physics} @UUID[Compendium.cyphersystem-compendium.basic-skills.L5fWzlqtfmdwZ2bC]{Pickpocketing} @UUID[Compendium.cyphersystem-compendium.basic-skills.FDS0OTDYEmGsv2Xe]{Piloting} @UUID[Compendium.cyphersystem-compendium.basic-skills.T9qrqrrHhuA3ad6S]{Repairing} @UUID[Compendium.cyphersystem-compendium.basic-skills.JZF2fos5oJ3sEVhC]{Riding} @UUID[Compendium.cyphersystem-compendium.basic-skills.y0gHR7IwScnB2Ebi]{Smashing} @UUID[Compendium.cyphersystem-compendium.basic-skills.Q9tfUkhYGRJ5Df42]{Sneaking} @UUID[Compendium.cyphersystem-compendium.basic-skills.duTx0BwgmC1Gw3Ze]{Stealth} @UUID[Compendium.cyphersystem-compendium.basic-skills.bDIjaLnoMQAS99GH]{Swimming} @UUID[Compendium.cyphersystem-compendium.basic-skills.iaW1Bm0sA2cE3iLa]{Vehicle driving} @UUID[Compendium.cyphersystem-compendium.basic-skills.Yn7G03hmz9uLOnhp]{Woodworking}

You could choose a skill that incorporates more than one of these areas (interacting might include deceiving, intimidation, and persuasion) or that is a more specific version of one (hiding might be sneaking when you’re not moving). You could also make up more general professional skills, such as baker, sailor, or lumberjack. If you want to choose a skill that’s not on this list, it’s probably best to run it past the GM first, but in general, the most important thing is to choose skills that are appropriate to your character.

Remember that if you gain a skill that you’re already trained in, you become specialized in that skill. Because skill descriptions can be nebulous, determining whether you’re trained or specialized might take some thinking. For example, if you’re trained in lying and later gain an ability that grants you skill with all social interactions, you become specialized in lying and trained in all other types of interactions. Being trained three times in a skill is no better than being trained twice (in other words, specialized is as good as it gets).

Only skills gained through character type abilities or other rare instances allow you to become skilled with attack or defense tasks.

If you gain a special ability through your type, your focus, or some other aspect of your character, you can choose it in place of a skill and become trained or specialized in that ability. For example, if you have a mind blast, when it’s time to choose a skill to be trained in, you can select your mind blast as your skill. That would ease the attack every time you used it. Each ability you have counts as a separate skill for this purpose. You can’t select “all mind powers” or “all spells” as one skill and become trained or specialized in such a broad category.

In most campaigns, fluency in a language is considered a skill. So if you want to speak French, that’s the same as being trained in biology or swimming.

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Character type is the core of your character. Your type helps determine your character’s place in the world and relationship with other people in the setting. It’s the noun of the sentence “I am an adjective noun who verbs.”

In some roleplaying games, your character type might be called your character class.

You can choose from four character types: Warrior, Adept, Explorer, and Speaker. However, you may not want to use these generic names for them. This chapter offers a few more specific names for each type that might be more appropriate to various genres. You’ll find that names like “Warrior” or “Explorer” don’t always feel right, particularly in games set in modern times. As always, you’re free to do as you wish. (Your type is who your character is. You should use whatever name you want for your type, as long as it fits both your character and the setting.)

Since the type is the basis upon which your whole character is built, it’s important to consider how the type relates to the chosen setting. To help with this, types are actually general archetypes. A Warrior, for example, might be anyone from a knight in shining armor to a cop on the streets to a grizzled cybernetic veteran of a thousand futuristic wars.

To further massage the four types for better use in various settings, different methods called flavors are presented in Flavors to help slightly tailor the types toward fantasy, science fiction, or other genres (or to address different character concepts).

Finally, more fundamental options for further customization are provided at the end of this chapter.

Player Intrusion

A player intrusion is the player choosing to alter something in the campaign, making things easier for a player character. Conceptually, it is the reverse of a GM intrusion: instead of the GM giving the player XP and introducing an unexpected complication for a character, the player spends 1 XP and presents a solution to a problem or complication. What a player intrusion can do usually introduces a change to the world or current circumstances rather than directly changing the character. For instance, an intrusion indicating that the cypher just used still has an additional use would be appropriate, but an intrusion that heals the character would not. If a player has no XP to spend, they can’t use a player intrusion.

A few player intrusion examples are provided under each type. That said, not every player intrusion listed there is appropriate for all situations. The GM may allow players to come up with other player intrusion suggestions, but the GM is the final arbiter of whether the suggested intrusion is appropriate for the character’s type and suitable for the situation. If the GM refuses the intrusion, the player doesn’t spend the 1 XP, and the intrusion doesn’t occur.

Using an intrusion does not require a character to use an action to trigger it. A player intrusion just happens.

Player intrusions should be limited to no more than one per player per session.

Defense Tasks

Defense tasks are when a player makes a roll to keep something undesirable from happening to their PC. The type of defense task matters when using Effort.

@UUID[Compendium.cyphersystem-compendium.basic-skills.Q0vfmbqehJw0jYBa]{Might defense}: Used for resisting poison, disease, and anything else that can be overcome with strength and health.

@UUID[Compendium.cyphersystem-compendium.basic-skills.FXYWkXG7Iq6Wm1pS]{Speed defense}: Used for dodging attacks and escaping danger. This is by far the most commonly used defense task.

@UUID[Compendium.cyphersystem-compendium.basic-skills.5X8qgmSuvRVNTiaP]{Intellect defense}: Used for fending off mental attacks or anything that might affect or influence one’s mind.

Warrior

Fantasy/Fairy tale: Warrior, fighter, swordsman, knight, barbarian, soldier, myrmidon, valkyrie

Modern/Horror/Romance: police officer, soldier, watchman, detective, guard, brawler, tough, athlete

Science fiction: security officer, warrior, trooper, soldier, merc

Superhero/Post-Apocalyptic: hero, brick, bruiser

You’re a good ally to have in a fight. You know how to use weapons and defend yourself. Depending on the genre and setting in question, this might mean wielding a sword and shield in the gladiatorial arena, an AK-47 and a bandolier of grenades in a savage firefight, or a blaster rifle and powered armor when exploring an alien planet.

Individual Role: Warriors are physical, action-oriented people. They’re more likely to overcome a challenge using force than by other means, and they often take the most straightforward path toward their goals.

Group Role: Warriors usually take and deal the most punishment in a dangerous situation. Often it falls on them to protect the other group members from threats. This sometimes means that warriors take on leadership roles as well, at least in combat and other times of danger.

Societal Role: Warriors aren’t always soldiers or mercenaries. Anyone who is ready for violence, or even potential violence, might be a Warrior in the general sense. This includes guards, watchmen, police officers, sailors, or people in other roles or professions who know how to defend themselves with skill.

Advanced Warriors: As warriors advance, their skill in battle—whether defending themselves or dishing out damage—increases to impressive levels. At higher tiers, they can often take on groups of foes by themselves or stand toe to toe with anyone.

Warrior Background Connection

Your type helps determine the connection you have to the setting. Roll a d20 or choose from the following list to determine a specific fact about your background that provides a connection to the rest of the world. You can also create your own fact.

@UUID[Compendium.cyphersystem-compendium.cypher-roll-tables.sEDd1gQiT9UHF023]{Warrior Background Connection}

Warrior Player Intrusions

You can spend 1 XP to use one of the following player intrusions, provided the situation is appropriate and the GM agrees.

Perfect Setup: You’re fighting at least three foes and each one is standing in exactly the right spot for you to use a move you trained in long ago, allowing you to attack all three as a single action. Make a separate attack roll for each foe. You remain limited by the amount of Effort you can apply on one action.

Old Friend: A comrade in arms from your past shows up unexpectedly and provides aid in whatever you’re doing. They are on a mission of their own and can’t stay longer than it takes to help out, chat for a while after, and perhaps share a quick meal.

Weapon Break: Your foe’s weapon has a weak spot. In the course of the combat, it quickly becomes damaged and moves two steps down the object damage track.

Warrior Stat Pools

StatPool Starting Value
Might10
Speed10
Intellect8

You get 6 additional points to divide among your stat Pools however you wish.

First-Tier Warrior

First-tier warriors have the following abilities:

Effort: Your Effort is 1.

Physical Nature: You have a Might Edge of 1 and a Speed Edge of 0, or you have a Might Edge of 0 and a Speed Edge of 1. Either way, you have an Intellect Edge of 0.

Cypher Use: You can bear two cyphers at a time.

Weapons: You become practiced with @UUID[Compendium.cyphersystem-compendium.basic-skills.GA74AkWhC7i4Z8sZ]{light}, @UUID[Compendium.cyphersystem-compendium.basic-skills.wHxvX2zJOKo27GBe]{medium}, and @UUID[Compendium.cyphersystem-compendium.basic-skills.d554SLnkyNqPDDOc]{heavy weapons} and suffer no penalty when using any kind of weapon. Enabler.

Starting Equipment: Appropriate clothing and two weapons of your choice, plus one expensive item, two moderately priced items, and up to four inexpensive items.

Special Abilities: Choose four of the abilities listed below. You can’t choose the same ability more than once unless its description says otherwise. The full description for each listed ability can be found in Abilities, which also has descriptions for flavor and focus abilities in a single vast catalog.

@UUID[Compendium.cyphersystem-compendium.abilities.7BS6IEcYlEp5v3OC]{Bash} @UUID[Compendium.cyphersystem-compendium.abilities.2x7nMe9ZGp3VjI8B]{Combat Prowess} @UUID[Compendium.cyphersystem-compendium.abilities.6cMg5QXB71YNgoaM]{Control the Field} @UUID[Compendium.cyphersystem-compendium.abilities.7X2zbrkFSNbyhA5G]{Improved Edge} @UUID[Compendium.cyphersystem-compendium.abilities.YZB37b80VQGMUscp]{No Need for Weapons} @UUID[Compendium.cyphersystem-compendium.abilities.o2iiTUXdkMPREkvK]{Overwatch} @UUID[Compendium.cyphersystem-compendium.abilities.noCgrKbB370cfzQg]{Physical Skills} @UUID[Compendium.cyphersystem-compendium.abilities.o2ZDoteWQsFsqTJr]{Practiced in Armor} @UUID[Compendium.cyphersystem-compendium.abilities.yszDDDpH6m16dEoV]{Quick Throw} @UUID[Compendium.cyphersystem-compendium.abilities.8hiUfUNY3u2IpVDa]{Swipe} @UUID[Compendium.cyphersystem-compendium.abilities.uatcX3o1oB2Stc4u]{Trained Without Armor}

Second-Tier Warrior

Choose two of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.EERMWn1af0S8wAWN]{Crushing Blow} @UUID[Compendium.cyphersystem-compendium.abilities.S3L1oym8fpx0NsAc]{Hemorrhage} @UUID[Compendium.cyphersystem-compendium.abilities.szw7tHW0OjI2fjpJ]{Reload} @UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks} @UUID[Compendium.cyphersystem-compendium.abilities.CtRvLxfUlCynJv1B]{Skill With Defense} @UUID[Compendium.cyphersystem-compendium.abilities.36nlDXhOP5e5dfns]{Successive Attack}

Third-Tier Warrior

Choose three of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.Rr4oB1lUzuzFHNHQ]{Deadly Aim} @UUID[Compendium.cyphersystem-compendium.abilities.M49EI6qapNJC2aLR]{Energy Resistance} @UUID[Compendium.cyphersystem-compendium.abilities.4eCjeGPA0ovnwIfu]{Experienced in Armor} @UUID[Compendium.cyphersystem-compendium.abilities.u1GhDcfpVXITVtOc]{Expert Cypher Use} @UUID[Compendium.cyphersystem-compendium.abilities.73miZT5kYFyxnPOT]{Fury} @UUID[Compendium.cyphersystem-compendium.abilities.bPr34XiLw2Dqb4VJ]{Lunge} @UUID[Compendium.cyphersystem-compendium.abilities.XqGE5QLHnpIKB5rB]{Reaction} @UUID[Compendium.cyphersystem-compendium.abilities.t3zUlk8c5WEBXXO8]{Seize the Moment} @UUID[Compendium.cyphersystem-compendium.abilities.bkQnnjRFJS9VpaY5]{Slice} @UUID[Compendium.cyphersystem-compendium.abilities.YIzrA5i8eBSPMFzj]{Spray} @UUID[Compendium.cyphersystem-compendium.abilities.4s3SAqu0lb5qzfzL]{Trick Shot} @UUID[Compendium.cyphersystem-compendium.abilities.DhbLcVuqEZmS6Z2y]{Vigilance}

Fourth-Tier Warrior

Choose two of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.M5QroBlhUCULt6MD]{Amazing Effort} @UUID[Compendium.cyphersystem-compendium.abilities.gNRMG3mJTzWaCGph]{Capable Warrior} @UUID[Compendium.cyphersystem-compendium.abilities.GlXd4oFI9Fqq3rAX]{Experienced Defender} @UUID[Compendium.cyphersystem-compendium.abilities.RO8dmB90aRPOmCuJ]{Feint} @UUID[Compendium.cyphersystem-compendium.abilities.mUizWF7k2XD7ykRJ]{Increased Effects} @UUID[Compendium.cyphersystem-compendium.abilities.PTVAJGFiXDueX8az]{Momentum} @UUID[Compendium.cyphersystem-compendium.abilities.blm1Z8JxvWOiFf0b]{Pry Open} @UUID[Compendium.cyphersystem-compendium.abilities.yJDNsRAG3Elm6PWp]{Snipe} @UUID[Compendium.cyphersystem-compendium.abilities.wxAZnuQkvWosLzkN]{Tough As Nails}

Fifth-Tier Warrior

Choose three of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.M0pjZXQ9996hfUPs]{Adroit Cypher Use} @UUID[Compendium.cyphersystem-compendium.abilities.WrJDw2X8JHcljjP4]{Arc Spray} @UUID[Compendium.cyphersystem-compendium.abilities.t6VEEwEsQUIImebW]{Improved Success} @UUID[Compendium.cyphersystem-compendium.abilities.IFb8NX06xgWM7H98]{Jump Attack} @UUID[Compendium.cyphersystem-compendium.abilities.4k5JFV78A5SiPjFo]{Mastery in Armor} @UUID[Compendium.cyphersystem-compendium.abilities.kNSRytTtQX0rU3aE]{Mastery With Attacks} @UUID[Compendium.cyphersystem-compendium.abilities.LTqgcoprvBF2ZkdH]{Mastery With Defense} @UUID[Compendium.cyphersystem-compendium.abilities.AmZDmnmP7CxSSN4h]{Parry}

Remember that at higher tiers, you can choose special abilities from lower tiers. This is sometimes the best way to ensure that you have exactly the character you want. This is particularly true with abilities that grant skills, which can usually be taken multiple times.

Sixth-Tier Warrior

Choose two of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.MQewTo9NscKVUUNz]{Again and Again} @UUID[Compendium.cyphersystem-compendium.abilities.syJ3mkT2hHR2MY3o]{Finishing Blow} @UUID[Compendium.cyphersystem-compendium.abilities.Cz0KkzZPnlX1oTYz]{Magnificent Moment} @UUID[Compendium.cyphersystem-compendium.abilities.KNElOxbWobS1ygLv]{Murderer} @UUID[Compendium.cyphersystem-compendium.abilities.KDZeCZJxjCQzlTxA]{Spin Attack} @UUID[Compendium.cyphersystem-compendium.abilities.s8NShtaUrW0Oxolo]{Weapon and Body}

Warrior Example

Ray wants to create a Warrior character for a modern campaign. He decides that the character is an ex-military fellow who is fast and strong. He puts 3 of his additional points into his Might Pool and 3 into his Speed Pool; his stat Pools are now Might 13, Speed 13, and Intellect 8. As a first-tier character, his Effort is 1, his Might Edge is 1, and his Speed Edge and Intellect Edge are both 0. His character is not particularly smart or charismatic.

He wants to use a large combat knife (a medium weapon that inflicts 4 points of damage) and a .357 Magnum (a heavy pistol that inflicts 6 points of damage but requires the use of both hands). Ray decides not to wear armor, as it’s not really appropriate to the setting, so for his first ability, he chooses Trained Without Armor so he eases Speed defense actions. For his second ability, he chooses Combat Prowess so he can inflict extra damage with his big knife.

Ray wants to be fast as well as tough, so he selects Improved Edge. This gives him a Speed Edge of 1. He rounds out his character with Physical Skills and chooses swimming and running.

The Warrior can bear two cyphers. The GM decides that Ray’s first cypher is a pill that restores 6 points of Might when swallowed, and his second is a small, easily concealed grenade that explodes like a firebomb when thrown, inflicting 3 points of damage to all within immediate range.

Ray still needs to choose a descriptor and a focus. Looking ahead to the descriptor rules, Ray chooses Strong, which increases his Might Pool to 17. He also becomes trained in jumping and breaking inanimate objects. (If he had chosen jumping as one of his physical skills, the Strong descriptor would have made him specialized in jumping instead of trained.) Being Strong also gives Ray an extra medium or heavy weapon. He chooses a baseball bat that he’ll use in a pinch. He keeps it in the trunk of his car.

For his focus, Ray chooses Masters Weaponry. This gives him yet another weapon of high quality. He chooses another combat knife and asks the GM if he could use it in his left hand—not to make attacks, but as a shield. This will ease his Speed defense rolls if he has both knives out (the “shield” counts as an asset). The GM agrees. During the game, Ray’s Warrior will be hard to hit—he is trained in Speed defense rolls, and his extra knife eases his defense rolls by another step.

Thanks to his focus, he also inflicts 1 additional point of damage with his chosen weapon. Now he inflicts 6 points of damage with his blade. Ray’s character is a deadly combatant, likely starting the game with a reputation as a knife fighter.

For his character arc, Ray chooses Defeat a Foe. That foe, he decides, is none other than someone in his company who was once a friend but went rogue.

Adept

Fantasy/Fairy tale: wizard, mage, sorcerer, cleric, druid, seer, diabolist, fey-touched

Modern/Horror/Romance: psychic, occultist, witch, practitioner, medium, fringe scientist

Science fiction: psion, psionicist, telepath, seeker, master, scanner, ESPer, abomination

Superhero/Post-Apocalyptic: mage, sorcerer, power-wielder, master, psion, telepath

You master powers or abilities outside the experience, understanding, and sometimes belief of others. They might be magic, psychic powers, mutant abilities, or just a wide variety of intricate devices, depending on the setting. (“Magic” here is a term used very loosely. It’s a catch-all for the kinds of wondrous, possibly supernatural things that your character can do that others cannot. It might actually be an expression of technological devices, channeling spirits, mutations, psionics, nanotechnology, or any number of other sources.)

Individual Role: Adepts are usually thoughtful, intelligent types. They often think carefully before acting and rely heavily on their supernatural abilities.

Group Role: Adepts are not powerful in straightforward combat, although they often wield abilities that provide excellent combat support, both offensively and defensively. They sometimes possess abilities that facilitate overcoming challenges. For example, if the group must get through a locked door, an Adept might be able to destroy it or teleport everyone to the other side.

Societal Role: In settings where the supernatural is rare, strange, or feared, Adepts are likely rare and feared as well. They remain hidden, shadowy figures. When this is not the case, Adepts are more likely to be common and forthright. They might even take leadership roles.

Advanced Adepts: Even at low tiers, Adept powers are impressive. Higher-tier Adepts can accomplish amazing deeds that can reshape matter and the environment around them.

Adepts are almost always emblematic of the paranormal or superhuman in some way—wizards, psychics, or something similar. If the game you’re playing has none of that, an Adept could be a charlatan mimicking such abilities with tricks and hidden devices, or a gadgeteer character with a “utility belt” full of oddments. Or a game like that might not have Adepts. That’s okay too.

Adept Background Connection

Your type helps determine the connection you have to the setting. Roll a d20 or choose from the following list to determine a specific fact about your background that provides a connection to the rest of the world. You can also create your own fact.

@UUID[Compendium.cyphersystem-compendium.cypher-roll-tables.ldbXbEteJgHbIdZe]{Adept Background Connection}

Adept Player Intrusions

When playing an Adept, you can spend 1 XP to use one of the following player intrusions, provided the situation is appropriate and the GM agrees.

Advantageous Malfunction: A device being used against you malfunctions. It might harm the user or one of their allies for a round, or activate a dramatic and distracting side effect for a few rounds.

Convenient Idea: A flash of insight provides you with a clear answer or suggests a course of action with regard to an urgent question, problem, or obstacle you’re facing.

Inexplicably Unbroken: An inactive, ruined, or presumed-destroyed device temporarily activates and performs a useful function relevant to the situation. This is enough to buy you some time for a better solution, alleviate a complication that was interfering with your abilities, or just get you one more use out of a depleted cypher or artifact.

Adept Stat Pools

StatPool Starting Value
Might7
Speed9
Intellect12

You get 6 additional points to divide among your stat Pools however you wish.

First-Tier Adept

First-tier Adepts have the following abilities:

Effort: Your Effort is 1.

Genius: You have an Intellect Edge of 1, a Might Edge of 0, and a Speed Edge of 0.

Expert Cypher Use: You can bear three cyphers at a time.

Starting Equipment: Appropriate clothing, plus two expensive items, two moderately priced items, and up to four inexpensive items of your choice.

Weapons: You can use @UUID[Compendium.cyphersystem-compendium.basic-skills.GA74AkWhC7i4Z8sZ]{light weapons} without penalty. You have an inability with @UUID[Compendium.cyphersystem-compendium.inabilities.Zjign4M9GqTvD348]{medium weapons} and @UUID[Compendium.cyphersystem-compendium.inabilities.aMGYdfzCgfYqtHuJ]{heavy weapons}; your attacks with medium and heavy weapons are hindered.

Special Abilities: Choose four of the abilities listed below. You can’t choose the same ability more than once unless its description says otherwise. The full description for each listed ability can be found in Abilities, which also has descriptions for flavor and focus abilities in a single vast catalog.

Adept abilities require at least one free hand unless the GM says otherwise.

@UUID[Compendium.cyphersystem-compendium.abilities.6qCR3kBqCVYDlEOl]{Distortion} @UUID[Compendium.cyphersystem-compendium.abilities.TmWjWp4iWk4GMLN0]{Erase Memories} @UUID[Compendium.cyphersystem-compendium.abilities.gP8HCn8FPeg49V7M]{Far Step} @UUID[Compendium.cyphersystem-compendium.abilities.zArjjFcf9tHQvJTx]{Hedge Magic} @UUID[Compendium.cyphersystem-compendium.abilities.XQxN55rl0f5HFxEM]{Magic Training} @UUID[Compendium.cyphersystem-compendium.abilities.FE1Ge8CbJxQcCo0b]{Onslaught} @UUID[Compendium.cyphersystem-compendium.abilities.Myt0JUt24B8hjYAg]{Push} @UUID[Compendium.cyphersystem-compendium.abilities.Q8xKsSOvoFWL1ePP]{Resonance Field} @UUID[Compendium.cyphersystem-compendium.abilities.OPvXaxuRIVXLmkWl]{Scan} @UUID[Compendium.cyphersystem-compendium.abilities.nptFEdFaUvjDeqAz]{Shatter} @UUID[Compendium.cyphersystem-compendium.abilities.59mslpID7ogppzMA]{Ward}

Second-Tier Adept

Choose one of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.wWN4y4rATxbtMCMo]{Adaptation} @UUID[Compendium.cyphersystem-compendium.abilities.o7kTUAFonv5HPi07]{Cutting Light} @UUID[Compendium.cyphersystem-compendium.abilities.UCR0rx32kEsTcgnF]{Hover} @UUID[Compendium.cyphersystem-compendium.abilities.W5Zt9qDKCtNr49BC]{Mind Reading} @UUID[Compendium.cyphersystem-compendium.abilities.fzx429jdEdbd0tHy]{Retrieve Memories} @UUID[Compendium.cyphersystem-compendium.abilities.Uti1XQwY4VFZwwwc]{Reveal} @UUID[Compendium.cyphersystem-compendium.abilities.pdNI9QMKmDwu8gza]{Stasis}

Third-Tier Adept

Choose two of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.M0pjZXQ9996hfUPs]{Adroit Cypher Use} @UUID[Compendium.cyphersystem-compendium.abilities.Mj6yJZwRmdXaVwh8]{Countermeasures} @UUID[Compendium.cyphersystem-compendium.abilities.yz1w8JR23mtlDX49]{Energy Protection} @UUID[Compendium.cyphersystem-compendium.abilities.AUGM3xEluWJi4Y8h]{Fire and Ice} @UUID[Compendium.cyphersystem-compendium.abilities.yPVZmXWhUxustVdq]{Force Field Barrier} @UUID[Compendium.cyphersystem-compendium.abilities.bzy1KzO0oPmZGu2b]{Sensor} @UUID[Compendium.cyphersystem-compendium.abilities.q80xvRDX6XwFXgma]{Targeting Eye}

Fourth-Tier Adept

Choose one of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.iTxEWRCR8G5Rych2]{Death Touch} @UUID[Compendium.cyphersystem-compendium.abilities.VEJQ74o175OnlIAm]{Exile} @UUID[Compendium.cyphersystem-compendium.abilities.wvlSlYCJyrJuFqtn]{Invisibility} @UUID[Compendium.cyphersystem-compendium.abilities.whVEpvOjmGs3fpcD]{Matter Cloud} @UUID[Compendium.cyphersystem-compendium.abilities.Vcfc6yjbqX6WSzCf]{Mind Control} @UUID[Compendium.cyphersystem-compendium.abilities.8QwoYVraOedgr9kB]{Projection} @UUID[Compendium.cyphersystem-compendium.abilities.y1bQFSBlwMbUico5]{Rapid Processing} @UUID[Compendium.cyphersystem-compendium.abilities.iroL3TcKD9dpulhW]{Regeneration} @UUID[Compendium.cyphersystem-compendium.abilities.YFbC1HRis4SpZgrS]{Reshape} @UUID[Compendium.cyphersystem-compendium.abilities.KGz0rK4b2dAt0DaX]{Wormhole}

Fifth-Tier Adept

Choose two of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.NCXCkCYeZw8qlazG]{Absorb Energy} @UUID[Compendium.cyphersystem-compendium.abilities.PZBKCtRj5S6ULnjo]{Concussion} @UUID[Compendium.cyphersystem-compendium.abilities.8SDpRRzZRF73zLsF]{Conjuration} @UUID[Compendium.cyphersystem-compendium.abilities.HuhNjMfMxPkTlERH]{Create} @UUID[Compendium.cyphersystem-compendium.abilities.D4JFKjeVDkx9Xfnf]{Dust to Dust} @UUID[Compendium.cyphersystem-compendium.abilities.wlkPdME0r3hx9VbE]{Knowing the Unknown} @UUID[Compendium.cyphersystem-compendium.abilities.K4XRiZlFRakz6j98]{Master Cypher Use} @UUID[Compendium.cyphersystem-compendium.abilities.IN3VI2LxDyYGbqnN]{Teleportation} @UUID[Compendium.cyphersystem-compendium.abilities.MGzAkRaGd4LgfQti]{True Senses}

Sixth-Tier Adept

Choose one of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.tvlNZboSbKCHttjs]{Control Weather} @UUID[Compendium.cyphersystem-compendium.abilities.jhdgI9rV2mpH6JQU]{Earthquake} @UUID[Compendium.cyphersystem-compendium.abilities.8OmtJRuoKRzuGfh8]{Move Mountains} @UUID[Compendium.cyphersystem-compendium.abilities.PlKwEwo6ilGqwxwI]{Traverse the Worlds} @UUID[Compendium.cyphersystem-compendium.abilities.gETtOLyLYRVk53dP]{Usurp Cypher}

Adept Example

Jen wants to create an Adept—a sorcerer for a fantasy campaign. She decides to be somewhat well rounded, so she puts 2 of her additional points into each stat Pool, giving her a Might Pool of 9, a Speed Pool of 11, and an Intellect Pool of 14. Her Adept is smart and quick. She has an Intellect Edge of 1, a Might Edge of 0, and a Speed Edge of 0. As a first-tier character, her Effort is 1. As her initial abilities, she chooses Onslaught and Ward, giving her a strong offense and defense. She also chooses Magic Training and rounds out her character with Scan, which she hopes will be useful in gaining insight and information. For this character, Onslaught, Ward, and Scan are all spells she has mastered through years of training and study.

She can bear three cyphers. The GM gives her a potion that acts as a short-range teleporter, a small charm that restores 5 points to her Intellect Pool, and a fluid-filled flask that explodes like a fiery bomb. Jen’s sorcerer is skilled with light weapons, so she chooses a dagger.

For her descriptor, Jen chooses Graceful, which adds 2 points to her Speed Pool, bringing it to 13. That descriptor means she is trained in balancing and anything requiring careful movements, physical performing arts, and Speed defense tasks. Perhaps she is a dancer. In fact, she begins to develop a backstory that involves graceful, lithe movements that she incorporates into her spells.

For her focus, she chooses Leads. This gives her training in social interactions, which again helps round her out—she’s good in all kinds of situations. Moreover, she has the Good Advice ability, which enables her to be a focal point of her group.

Her spells and focus abilities cost Intellect points to activate, so she’s glad to have a lot of points in her Intellect Pool. In addition, her Intellect Edge will help reduce those costs. If she uses her Onslaught force blast without applying Effort, it costs 0 Intellect points and deals 4 points of damage. Her Intellect Edge will allow her to save points to devote toward applying Effort for other purposes, perhaps to boost the accuracy of Onslaught.

For her character arc, Jen chooses Aid a Friend. She decides that when her sorcerer character was young, she had a magical mentor. That mentor was later taken prisoner by a demon, so her character is always looking for clues on how to find the demon and release her friend from bondage.

GMs are always free to pre-select a type’s special abilities at a given tier to reinforce the setting. In the fantasy setting of Jen’s sorcerer, the GM might have said that all sorcerers (Adepts) start with Magic Training as one of their tier 1 abilities. This doesn’t make the character any less powerful or special, but it says something about her role in the world and expectations in the game.

Explorer

Fantasy/Fairy tale: Explorer, adventurer, delver, mystery seeker

Modern/Horror/Romance: athlete, explorer, adventurer, drifter, detective, scholar, spelunker, trailblazer, investigative reporter

Science fiction: Explorer, adventurer, wanderer, planetary specialist, xenobiologist

Superhero/Post-Apocalyptic: adventurer, crimefighter

You are a person of action and physical ability, fearlessly facing the unknown. You travel to strange, exotic, and dangerous places, and discover new things. This means you’re physical but also probably knowledgeable.

Individual Role: Although Explorers can be academics or well studied, they are first and foremost interested in action. They face grave dangers and terrible obstacles as a routine part of life.

Group Role: Explorers sometimes work alone, but far more often they operate in teams with other characters. The Explorer frequently leads the way, blazing the trail. However, they’re also likely to stop and investigate anything intriguing they stumble upon.

Societal Role: Not all Explorers are out traipsing through the wilderness or poking about an old ruin. Sometimes, an Explorer is a teacher, a scientist, a detective, or an investigative reporter. In any event, an Explorer bravely faces new challenges and gathers knowledge to share with others.

Advanced Explorers: Higher-tier Explorers gain more skills, some combat abilities, and a number of abilities that allow them to deal with danger. In short, they become more and more well-rounded, able to deal with any challenge.

Explorer Background Connection

Your type helps determine the connection you have to the setting. Roll a d20 or choose from the following list to determine a specific fact about your background that provides a connection to the rest of the world. You can also create your own fact.

@UUID[Compendium.cyphersystem-compendium.cypher-roll-tables.EPY1EXnGWOBK9kO1]{Explorer Background Connection}

Explorer Player Intrusions

When playing an Explorer, you can spend 1 XP to use one of the following player intrusions, provided the situation is appropriate and the GM agrees.

Fortuitous Malfunction: A trap or a dangerous device malfunctions before it can affect you.

Serendipitous Landmark: Just when it seems like the path is lost (or you are), a trail marker, a landmark, or simply the way the terrain or corridor bends, rises, or falls away suggests to you the best path forward, at least from this point.

Weak Strain: The poison or disease turns out not to be as debilitating or deadly as it first seemed, and inflicts only half the damage that it would have otherwise.

Explorer Stat Pools

StatPool Starting Value
Might10
Speed9
Intellect9

You get 6 additional points to divide among your stat Pools however you wish.

First-Tier Explorer

First-tier Explorers have the following abilities:

Effort: Your Effort is 1.

Physical Nature: You have a Might Edge of 1, a Speed Edge of 0, and an Intellect Edge of 0.

Cypher Use: You can bear two cyphers at a time.

Starting Equipment: Appropriate clothing and a weapon of your choice, plus two expensive items, two moderately priced items, and up to four inexpensive items.

Weapons: You can use @UUID[Compendium.cyphersystem-compendium.basic-skills.GA74AkWhC7i4Z8sZ]{light} and @UUID[Compendium.cyphersystem-compendium.basic-skills.wHxvX2zJOKo27GBe]{medium weapons} without penalty. You have an inability with @UUID[Compendium.cyphersystem-compendium.inabilities.aMGYdfzCgfYqtHuJ]{heavy weapons}; your attacks with heavy weapons are hindered.

Special Abilities: Choose four of the abilities listed below. You can’t choose the same ability more than once unless its description says otherwise. The full description for each listed ability can be found in Abilities, which also has descriptions for flavor and focus abilities in a single vast catalog.

@UUID[Compendium.cyphersystem-compendium.abilities.7OpsD4muO5HGJt29]{Block} @UUID[Compendium.cyphersystem-compendium.abilities.UyQTRi5ZwWU5tMO0]{Danger Sense} @UUID[Compendium.cyphersystem-compendium.abilities.P95xVHVxALSMjanR]{Decipher} @UUID[Compendium.cyphersystem-compendium.abilities.PqL4qr9D8QAwQhrL]{Endurance} @UUID[Compendium.cyphersystem-compendium.abilities.axI0iGYo7DjdR8Ya]{Find the Way} @UUID[Compendium.cyphersystem-compendium.abilities.Sg5WeSF04CYNEecl]{Fleet of Foot} @UUID[Compendium.cyphersystem-compendium.abilities.7X2zbrkFSNbyhA5G]{Improved Edge} @UUID[Compendium.cyphersystem-compendium.abilities.eEGFknWQZUBNXn99]{Knowledge Skills} @UUID[Compendium.cyphersystem-compendium.abilities.CBGeAZSBuymzrxDz]{Muscles of Iron} @UUID[Compendium.cyphersystem-compendium.abilities.YZB37b80VQGMUscp]{No Need for Weapons} @UUID[Compendium.cyphersystem-compendium.abilities.noCgrKbB370cfzQg]{Physical Skills} @UUID[Compendium.cyphersystem-compendium.abilities.o2ZDoteWQsFsqTJr]{Practiced in Armor} @UUID[Compendium.cyphersystem-compendium.abilities.yl2zo179wXZW5Xxc]{Practiced With All Weapons} @UUID[Compendium.cyphersystem-compendium.abilities.s2PLo9FsWBi2C1VY]{Surging Confidence} @UUID[Compendium.cyphersystem-compendium.abilities.uatcX3o1oB2Stc4u]{Trained Without Armor}

Second-Tier Explorer

Choose four of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.JkmTskE3eqcfu7dY]{Curious} @UUID[Compendium.cyphersystem-compendium.abilities.3x3gRDJejTXQPmdY]{Danger Instinct} @UUID[Compendium.cyphersystem-compendium.abilities.4yyKQYnrbL3r9gcU]{Enable Others} @UUID[Compendium.cyphersystem-compendium.abilities.uB3sVzeG2N5rkdUZ]{Escape} @UUID[Compendium.cyphersystem-compendium.abilities.RM8Fmu1IJwzBkjcM]{Eye for Detail} @UUID[Compendium.cyphersystem-compendium.abilities.U7chr7wLj7r5y0LT]{Foil Danger} @UUID[Compendium.cyphersystem-compendium.abilities.pp9NFNHKgOhRYbsY]{Hand to Eye} @UUID[Compendium.cyphersystem-compendium.abilities.romswZIOmAmtzfCL]{Investigative Skills} @UUID[Compendium.cyphersystem-compendium.abilities.euEVkth9YGYSpoJf]{Quick Recovery} @UUID[Compendium.cyphersystem-compendium.abilities.tJVu7MQ2pOhNfpUB]{Range Increase} @UUID[Compendium.cyphersystem-compendium.abilities.nOuOE3EkrNr81pSq]{Greater Skill With Defense} @UUID[Compendium.cyphersystem-compendium.abilities.gbU7mA0flUR4W8Dl]{Stand Watch} @UUID[Compendium.cyphersystem-compendium.abilities.wEjdodvc6SLf8yso]{Travel Skills} @UUID[Compendium.cyphersystem-compendium.abilities.yS1sMAZEzJbozxOZ]{Wreck}

Third-Tier Explorer

Choose three of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.wG4zveGhplNKNzuP]{Controlled Fall} @UUID[Compendium.cyphersystem-compendium.abilities.4eCjeGPA0ovnwIfu]{Experienced in Armor} @UUID[Compendium.cyphersystem-compendium.abilities.u1GhDcfpVXITVtOc]{Expert Cypher Use} @UUID[Compendium.cyphersystem-compendium.abilities.JuOmZXMt1T3tQUZ8]{Ignore the Pain} @UUID[Compendium.cyphersystem-compendium.abilities.qZOOWfFLJ1JziJpY]{Obstacle Running} @UUID[Compendium.cyphersystem-compendium.abilities.GvYXLPdpaFEMGuQR]{Resilience} @UUID[Compendium.cyphersystem-compendium.abilities.ZuX6gykVtKxiBAxR]{Run and Fight} @UUID[Compendium.cyphersystem-compendium.abilities.t3zUlk8c5WEBXXO8]{Seize the Moment} @UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks} @UUID[Compendium.cyphersystem-compendium.abilities.jmYIPbMwsq3GY3eO]{Stone Breaker} @UUID[Compendium.cyphersystem-compendium.abilities.wpA3GB5yJq9NI8QN]{Think Your Way Out} @UUID[Compendium.cyphersystem-compendium.abilities.V1ROUnWXLmLRMxXi]{Trapfinder} @UUID[Compendium.cyphersystem-compendium.abilities.6McxfJoPmf1SnbDR]{Wrest From Chance}

Fourth-Tier Explorer

Choose two of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.gNRMG3mJTzWaCGph]{Capable Warrior} @UUID[Compendium.cyphersystem-compendium.abilities.MdRdAc0qAWghMmlV]{Expert Skill} @UUID[Compendium.cyphersystem-compendium.abilities.mUizWF7k2XD7ykRJ]{Increased Effects} @UUID[Compendium.cyphersystem-compendium.abilities.lbXg8UlSCG23yxO4]{Read the Signs} @UUID[Compendium.cyphersystem-compendium.abilities.dW0rgYsx6hDA8pIB]{Runner} @UUID[Compendium.cyphersystem-compendium.abilities.3pqCkOZjnAXWIikt]{Subtle Steps} @UUID[Compendium.cyphersystem-compendium.abilities.wxAZnuQkvWosLzkN]{Tough As Nails}

Fifth-Tier Explorer

Choose three of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.M0pjZXQ9996hfUPs]{Adroit Cypher Use} @UUID[Compendium.cyphersystem-compendium.abilities.B0Tt5R1m2DsVLtPH]{Free to Move} @UUID[Compendium.cyphersystem-compendium.abilities.hhBF8re7Azmce3Y9]{Group Friendship} @UUID[Compendium.cyphersystem-compendium.abilities.KGzAHs3qln0fNDjt]{Hard to Kill} @UUID[Compendium.cyphersystem-compendium.abilities.IFb8NX06xgWM7H98]{Jump Attack} @UUID[Compendium.cyphersystem-compendium.abilities.LTqgcoprvBF2ZkdH]{Mastery With Defense} @UUID[Compendium.cyphersystem-compendium.abilities.AmZDmnmP7CxSSN4h]{Parry} @UUID[Compendium.cyphersystem-compendium.abilities.5uWcMvgh1OWvieJs]{Physically Gifted} @UUID[Compendium.cyphersystem-compendium.abilities.scceoEmEnN5MW8XT]{Take Command} @UUID[Compendium.cyphersystem-compendium.abilities.icJAWRB8Uha8CSKr]{Vigilant}

Sixth-Tier Explorer

Choose three of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.MQewTo9NscKVUUNz]{Again and Again} @UUID[Compendium.cyphersystem-compendium.abilities.tTrekc4AZbIqem5L]{Inspire Coordinated Actions} @UUID[Compendium.cyphersystem-compendium.abilities.4k5JFV78A5SiPjFo]{Mastery in Armor} @UUID[Compendium.cyphersystem-compendium.abilities.kNSRytTtQX0rU3aE]{Mastery With Attacks} @UUID[Compendium.cyphersystem-compendium.abilities.dMEqa6kAjXrHlxui]{Negate Danger} @UUID[Compendium.cyphersystem-compendium.abilities.PXvS7AatBcxH9cvZ]{Share Defense} @UUID[Compendium.cyphersystem-compendium.abilities.KDZeCZJxjCQzlTxA]{Spin Attack} @UUID[Compendium.cyphersystem-compendium.abilities.vQtVTnCecWFXkfkI]{Wild Vitality}

Explorer Example

Sam decides to create an Explorer character for a science fiction campaign. This character will be a hardy soul who explores alien worlds. They put 3 additional points into their Might Pool, 2 into their Speed Pool, and 1 into their Intellect Pool; their stat Pools are now Might 13, Speed 11, and Intellect 10. As a first-tier character, their Effort is 1, their Might Edge is 1, and their Speed Edge and Intellect Edge are 0. Their character is fairly well-rounded so far.

Sam immediately leaps in and starts choosing abilities. They pick Danger Sense and Surging Confidence, thinking those abilities will be generally useful. They also choose Practiced in Armor, reasoning that the character wears high-tech medium armor when exploring. Last, they choose Knowledge Skills and select geology and biology to help during interplanetary explorations.

Sam’s Explorer can bear two cyphers, which in this setting involve nanotechnology. The GM decides that one is a nanite injector that grants a +1 bonus to Might Edge when used, and the other is a device that can create one simple handheld object the user wishes.

Sam’s Explorer is not really geared toward fighting, but sometimes the universe is a dangerous place, so they note that they’re carrying a medium blaster as well.

Sam still needs a descriptor and a focus. Looking to the Descriptor chapter, they choose Hardy, which increases their Might Pool to 17. They also heal more quickly and can operate better when injured. They’re trained in Might defense but have an inability with initiative; however, it’s effectively canceled out by their Danger Sense (and vice versa). Sam could go back and select something else instead of Danger Sense, but they like it and decide to keep it. Overall, the descriptor ends up making the character tough but a little slow.

For their focus, Sam chooses Explores Dark Places (in this case, weird ruins of alien civilizations). This gives the character a bunch of additional skills: searching, listening, climbing, balancing, and jumping. They’re quite the capable Explorer.

For their character arc, Sam chooses Enterprise. Exploring alien places sometimes turns up strange relics, and Sam figures they might be able to set up a service to reliably transport these items to responsible third parties, rather than allow them to fall into the hands of pirates and rich private collectors. For a small fee, of course.

Speaker

Fantasy/Fairy tale: bard, speaker, skald, emissary, priest, advocate

Modern/Horror/Romance: diplomat, charmer, face, spinner, manipulator, minister, mediator, lawyer

Science fiction: diplomat, empath, glam, consul, legate

Superhero/Post-Apocalyptic: charmer, mesmerist, puppet master

You’re good with words and good with people. You talk your way past challenges and out of jams, and you get people to do what you want.

Individual Role: Speakers are smart and charismatic. They like people and, more important, they understand them. This helps speakers get others to do what needs to be done.

Group Role: The Speaker is often the face of the group, serving as the person who speaks for all and negotiates with others. Combat and action are not a Speaker’s strong suits, so other characters sometimes have to defend the Speaker in times of danger.

Societal Role: Speakers are frequently political or religious leaders. Just as often, however, they are con artists or criminals.

Advanced Speakers: Higher-tier Speakers use their abilities to control and manipulate people as well as aid and nurture their friends. They can talk their way out of danger and even use their words as weapons.

Speaker Background Connection

Your type helps determine the connection you have to the setting. Roll a d20 or choose from the following list to determine a specific fact about your background that provides a connection to the rest of the world. You can also create your own fact.

@UUID[Compendium.cyphersystem-compendium.cypher-roll-tables.zDo6fnblxkAjzvc3]{Speaker Background Connection}

Speaker Player Intrusions

When playing a Speaker, you can spend 1 XP to use one of the following player intrusions, provided the situation is appropriate and the GM agrees.

Friendly NPC: An NPC you don’t know, someone you don’t know that well, or someone you know but who hasn’t been particularly friendly in the past chooses to help you, though doesn’t necessarily explain why. Maybe they’ll ask you for a favor in return afterward, depending on how much trouble they go to.

Perfect Suggestion: A follower or other already-friendly NPC suggests a course of action with regard to an urgent question, problem, or obstacle you’re facing.

Unexpected Gift: An NPC hands you a physical gift you were not expecting, one that helps put the situation at ease if things seem strained, or provides you with a new insight for understanding the context of the situation if there’s something you’re failing to understand or grasp.

Speaker Stat Pools

StatPool Starting Value
Might8
Speed9
Intellect11

You get 6 additional points to divide among your stat Pools however you wish.

First-Tier Speaker

First-tier Speakers have the following abilities:

Effort: Your Effort is 1.

Genius: You have an Intellect Edge of 1, a Might Edge of 0, and a Speed Edge of 0.

Cypher Use: You can bear two cyphers at a time.

Weapons: You can use @UUID[Compendium.cyphersystem-compendium.basic-skills.GA74AkWhC7i4Z8sZ]{light weapons} without penalty. You have an inability with @UUID[Compendium.cyphersystem-compendium.inabilities.Zjign4M9GqTvD348]{medium} and @UUID[Compendium.cyphersystem-compendium.inabilities.aMGYdfzCgfYqtHuJ]{heavy weapons}; your attacks with medium and heavy weapons are hindered.

Starting Equipment: Appropriate clothing and a light weapon of your choice, plus two expensive items, two moderately priced items, and up to four inexpensive items.

Special Abilities: Choose four of the abilities listed below. You can’t choose the same ability more than once unless its description says otherwise. The full description for each listed ability can be found in Abilities, which also has descriptions for flavor and focus abilities in a single vast catalog.

Some Speaker abilities, like Mind Reading or True Senses, imply a supernatural element. If this is inappropriate to the character or the setting, these abilities can be replaced with something from the stealth flavor, or the GM can slightly modify them so they are based in extraordinary talents and insight rather than the supernatural.

@UUID[Compendium.cyphersystem-compendium.abilities.BlBi7qk0darLthxS]{Anecdote} @UUID[Compendium.cyphersystem-compendium.abilities.r7uNiD9CGy4G3Hoq]{Babel} @UUID[Compendium.cyphersystem-compendium.abilities.JSlr2Q6Ll1xNd8fX]{Demeanor of Command} @UUID[Compendium.cyphersystem-compendium.abilities.hYa7I52x2iwffh8C]{Encouragement} @UUID[Compendium.cyphersystem-compendium.abilities.lQ4MNmGXXNBMGsmk]{Enthrall} @UUID[Compendium.cyphersystem-compendium.abilities.TmWjWp4iWk4GMLN0]{Erase Memories} @UUID[Compendium.cyphersystem-compendium.abilities.ulHj0pzmwc515fve]{Fast Talk} @UUID[Compendium.cyphersystem-compendium.abilities.wWCehMidmvLypdxj]{Inspire Aggression} @UUID[Compendium.cyphersystem-compendium.abilities.V765JZKDKQ00Buyn]{Interaction Skills} @UUID[Compendium.cyphersystem-compendium.abilities.NhijFGxYepJtaa0r]{Practiced With Medium Weapons} @UUID[Compendium.cyphersystem-compendium.abilities.5aUrbdjSSLCRggHU]{Spin Identity} @UUID[Compendium.cyphersystem-compendium.abilities.qVlbJjB7X8R78rz0]{Terrifying Presence} @UUID[Compendium.cyphersystem-compendium.abilities.kv03xEihe4VZNkK5]{Understanding}

Second-Tier Speaker

Choose two of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.4XwwFeGO5haHxvQs]{Basic Follower} @UUID[Compendium.cyphersystem-compendium.abilities.BggeJtN5IcutwLJg]{Calm Stranger} @UUID[Compendium.cyphersystem-compendium.abilities.di7QfASecjKU8BPN]{Disincentivize} @UUID[Compendium.cyphersystem-compendium.abilities.IvKd5vkPypJbB1Ip]{Gather Intelligence} @UUID[Compendium.cyphersystem-compendium.abilities.GT0AiiarWPbGzxKs]{Impart Ideal} @UUID[Compendium.cyphersystem-compendium.abilities.DLxDL49VjUEMAjxZ]{Inspiring Ease} @UUID[Compendium.cyphersystem-compendium.abilities.V765JZKDKQ00Buyn]{Interaction Skills} @UUID[Compendium.cyphersystem-compendium.abilities.o2ZDoteWQsFsqTJr]{Practiced in Armor} @UUID[Compendium.cyphersystem-compendium.abilities.CtRvLxfUlCynJv1B]{Skill With Defense} @UUID[Compendium.cyphersystem-compendium.abilities.XntbE6mXQ4CZ6yIi]{Speedy Recovery} @UUID[Compendium.cyphersystem-compendium.abilities.UHvD5299HFbwBvpR]{Unexpected Betrayal}

Third-Tier Speaker

Choose three of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.hB1CISYVEZXEO0IV]{Accelerate} @UUID[Compendium.cyphersystem-compendium.abilities.rZsohzuwTFfghWVO]{Blend In} @UUID[Compendium.cyphersystem-compendium.abilities.NnlGdSiR9GbiTJyZ]{Discerning Mind} @UUID[Compendium.cyphersystem-compendium.abilities.u1GhDcfpVXITVtOc]{Expert Cypher Use} @UUID[Compendium.cyphersystem-compendium.abilities.ETGBAqAc1ApFH5cx]{Expert Follower} @UUID[Compendium.cyphersystem-compendium.abilities.sqiDNk5qXh9j3zwh]{Grand Deception} @UUID[Compendium.cyphersystem-compendium.abilities.1N6P5ZRogThCS0KH]{Lead by Inquiry} @UUID[Compendium.cyphersystem-compendium.abilities.W5Zt9qDKCtNr49BC]{Mind Reading} @UUID[Compendium.cyphersystem-compendium.abilities.i5BlJLgj1ayBw0uY]{Oratory} @UUID[Compendium.cyphersystem-compendium.abilities.ZqBpOAiH70SGHX8N]{Perfect Stranger} @UUID[Compendium.cyphersystem-compendium.abilities.Mac5S0sQe9Muf4Mv]{Quick Wits} @UUID[Compendium.cyphersystem-compendium.abilities.oah8DOODfphl858B]{Telling}

Fourth-Tier Speaker

Choose two of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.ZH0JbusjycG6zQf1]{Anticipate Attack} @UUID[Compendium.cyphersystem-compendium.abilities.2SiHiotGcSufnCne]{Confounding Banter} @UUID[Compendium.cyphersystem-compendium.abilities.RO8dmB90aRPOmCuJ]{Feint} @UUID[Compendium.cyphersystem-compendium.abilities.7tiGTYVXj9eHdja7]{Heightened Skills} @UUID[Compendium.cyphersystem-compendium.abilities.Je1MitN21L3lqWVF]{Psychosis} @UUID[Compendium.cyphersystem-compendium.abilities.lbXg8UlSCG23yxO4]{Read the Signs} @UUID[Compendium.cyphersystem-compendium.abilities.QFZyfDWOSEpZeQmM]{Spur Effort} @UUID[Compendium.cyphersystem-compendium.abilities.cS2p7CRfquFvR65U]{Strategize} @UUID[Compendium.cyphersystem-compendium.abilities.3wZZC07ADxO3mImS]{Suggestion}

Fifth-Tier Speaker

Choose three of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.M0pjZXQ9996hfUPs]{Adroit Cypher Use} @UUID[Compendium.cyphersystem-compendium.abilities.t3uyBYJqMApfEBWX]{Discipline of Watchfulness} @UUID[Compendium.cyphersystem-compendium.abilities.4eCjeGPA0ovnwIfu]{Experienced in Armor} @UUID[Compendium.cyphersystem-compendium.abilities.UyW320RhzarMNoss]{Flee} @UUID[Compendium.cyphersystem-compendium.abilities.xCUKzmoBKzN9gIut]{Foul Aura} @UUID[Compendium.cyphersystem-compendium.abilities.wlkPdME0r3hx9VbE]{Knowing the Unknown} @UUID[Compendium.cyphersystem-compendium.abilities.iroL3TcKD9dpulhW]{Regeneration} @UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks} @UUID[Compendium.cyphersystem-compendium.abilities.U9sgMUKkIkDIdRtK]{Stimulate}

Sixth-Tier Speaker

Choose two of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.By276DS858KmWNZq]{Assume Control} @UUID[Compendium.cyphersystem-compendium.abilities.G8waoPdWGzMl0S1n]{Battle Management} @UUID[Compendium.cyphersystem-compendium.abilities.crFxkKwBNdnD6tX4]{Crowd Control} @UUID[Compendium.cyphersystem-compendium.abilities.fPCTpU0viXXWrNs0]{Inspiring Success} @UUID[Compendium.cyphersystem-compendium.abilities.3EcnBLVtGwxpWXBW]{Recruit Deputy} @UUID[Compendium.cyphersystem-compendium.abilities.EH8OmAJaimF4MTgg]{Shatter Mind} @UUID[Compendium.cyphersystem-compendium.abilities.MGzAkRaGd4LgfQti]{True Senses} @UUID[Compendium.cyphersystem-compendium.abilities.ZTp4SZ673tDJpmuS]{Word of Command}

Speaker Example

Mary wants to create a Speaker for a Lovecraftian horror campaign. She puts 3 of her additional stat points into her Intellect Pool and 3 into her Speed Pool; her stat Pools are now Might 8, Speed 12, and Intellect 14. As a first-tier character, her Effort is 1, her Might Edge and Speed Edge are 0, and her Intellect Edge is 1. She’s smart and charismatic but not particularly tough.

Mary chooses Fast Talk and Spin Identity to help get into places and learn things she wants to know. She’s a bit of a con artist. She’s good to her friends, however, and chooses Encouragement as well. Mary rounds out her first-tier abilities with Interaction Skills (deceiving and persuasion).

A Speaker normally starts with two cyphers, but the GM rules that characters in this campaign start with only one—something creepy relating to their background. Mary’s cypher is an odd pocket watch given to her by her grandfather. She doesn’t know how or why, but when activated, the watch allows her to take twice as many actions for three rounds.

Mary’s character carries a small knife hidden in her bag in case of trouble. As a light weapon, it inflicts 2 points of damage, but attacks with it are eased.

Mary chooses Resilient for her descriptor and decides that she can probably learn the truth behind some of the strange things that she’s heard about without feeling too much trauma if it’s horrible. Resilient increases her Might Pool to 10 and her Intellect Pool to 16. She’s trained in Might and Intellect defense actions and gains an extra recovery roll each day. At first, Mary is sad that her descriptor gives her an inability in knowledge and puzzle tasks, but then she realizes that the flaw fits her character well—she’s better at getting people to tell her what she needs to know than at figuring out the information herself.

For her focus, Mary chooses Moves Like a Cat, granting her a final Speed Pool of 18 and training in balance. In the end, she’s graceful and quick, charismatic, and hardier than she initially thought thanks to her drive. She’s ready to investigate the weird.

For her character arc, Mary chooses Fall From Grace. She decides she’s had an obsession with a strange tome that’s been in her family for generations, and her character is drawn to its strange languages and rituals.

Further Customization

The rules in this section are more advanced and always involve the GM. They can be used by the GM to tailor a type to better fit the genre or setting, or by a player and a GM to tweak a character to fit a concept.

Modifying Type Aspects

The following aspects of the four character types can be modified at character creation. Other abilities should not be changed.

Stat Pools: Each character type has a starting stat Pool value. A player can exchange points between their Pools on a one-for-one basis. For example, they can trade 2 points of Might for 2 points of Speed. However, no starting stat Pool should be higher than 20.

Edge: A player can start with an Edge of 1 in whichever stat they wish.

Cypher Use: If a character gives up the ability to bear one cypher, they gain an additional skill of their choice.

Weapons: Some types have static first-tier abilities that let them use light, medium, and/or heavy weapons without a penalty. Warriors can use all weapons, Explorers can use light and medium weapons, and Adepts and Speakers can use light weapons. Any one of these weapon abilities can be sacrificed to gain training in a different skill of the player’s choice.

Drawbacks and Penalties

In addition to other customization options, a player can choose to take drawbacks or penalties to gain further advantages.

Weakness: A weakness is, essentially, the opposite of Edge. If you have a weakness of 1 in Speed, all Speed actions that require you to spend points cost 1 additional point from your Pool. At any time, a player can give their character a weakness in one stat and, in exchange, gain +1 to their Edge in one of the other two stats. So a PC can take a weakness of 1 in Speed to gain +1 to their Might Edge.

Normally, you can have a weakness only in a stat in which you have an Edge of 0. Further, you can’t have more than one weakness, and you can’t have a weakness greater than 1 unless the additional weakness comes from another source (such as a disease or disability arising from actions or conditions in the game).

Inabilities: Inabilities are like negative skills. They make one type of task harder by hindering it. If a character chooses to take an inability, they gain a skill of their choice. Normally, a character can have only one inability unless the additional inability comes from another source (such as a descriptor or a disease or disability arising from actions or conditions in the game).

","markdown":""},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"ownership":{"default":-1},"flags":{}},{"sort":600000,"name":"License","type":"text","_id":"9ZDlIEtwXjxzyyrZ","title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"

This product is an independent production and is not affiliated with Monte Cook Games, LLC. It is published under the Cypher System Open License, found at http://csol.montecookgames.com.

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This product is an independent production and is not affiliated with Monte Cook Games, LLC. It is published under the Cypher System Open License, found at http://csol.montecookgames.com.

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","markdown":""},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"ownership":{"default":-1},"flags":{}},{"sort":387500,"name":"Flavor","type":"text","_id":"gUBd9dvLJ8qY0iZx","title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"

Flavors are groups of special abilities the GM and players can use to alter a character type to make it more to their liking or more appropriate to the genre or setting. For example, if a player wants to create a magic-using thief character, she could play an Adept with stealth flavoring. In a science fiction setting, a Warrior might also have knowledge of machinery, so the character could be flavored with technology.

At a given tier, abilities from a flavor are traded one for one with standard abilities from a type. So to add the Danger Sense stealth flavor ability to a Warrior, something else—perhaps Bash—must be sacrificed. Now that character can choose Danger Sense as they would any other first-tier warrior ability, but they can never choose Bash.

The GM should always be involved in flavoring a type. For example, they might know that for their science fiction game, they want a type called a “Glam,” which is a Speaker flavored with certain technology abilities—specifically those that make the character a flamboyant starship pilot. Thus, they exchange the first-tier abilities Spin Identity and Inspire Aggression for the technology flavor abilities Datajack and Tech Skills so the character can plug into the ship directly and can take piloting and computers as skills.

In the end, flavor is mostly a tool for the GM to easily create campaign-specific types by making a few slight alterations to the four base types. Although players may wish to use flavors to get the characters they want, remember that they can also shape their PCs with descriptors and foci very nicely.

The flavors available are stealth, technology, magic, combat, and skills and knowledge.

The full description for each listed ability can be found in the Abilities chapter, which also contains descriptions for type and focus abilities in a single vast catalog.

Stealth Flavor

Characters with the stealth flavor are good at sneaking around, infiltrating places they don’t belong, and deceiving others. They use these abilities in a variety of ways, including combat. An Explorer with stealth flavor might be a thief, while a Warrior with stealth flavor might be an assassin. An Explorer with stealth flavor in a superhero setting might be a crimefighter who stalks the streets at night.

First-Tier Stealth Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.UyQTRi5ZwWU5tMO0]{Danger Sense} @UUID[Compendium.cyphersystem-compendium.abilities.M2oXV5cRSdMlUZDm]{Goad} @UUID[Compendium.cyphersystem-compendium.abilities.Frxs35QkokRdure4]{Legerdemain} @UUID[Compendium.cyphersystem-compendium.abilities.90wkMwuVBaiyL9yt]{Opportunist} @UUID[Compendium.cyphersystem-compendium.abilities.QAdh0yZBjJsHdJjD]{Stealth Skills}

Second-Tier Stealth Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.dQHSDDZxJNHrHH1l]{Contortionist} @UUID[Compendium.cyphersystem-compendium.abilities.8ydN3DBdXXP24hQL]{Find an Opening} @UUID[Compendium.cyphersystem-compendium.abilities.5abCQnz5ZWvvfMro]{Get Away} @UUID[Compendium.cyphersystem-compendium.abilities.mvFsSsVjyF8iXvCe]{Sense Ambush} @UUID[Compendium.cyphersystem-compendium.abilities.uG2ACHNAPoZirp0b]{Surprise Attack}

Third-Tier Stealth Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.Uq6p6fOg9KyFcUws]{Evanesce} @UUID[Compendium.cyphersystem-compendium.abilities.XR3B0gfJtrYUAU5M]{From the Shadows} @UUID[Compendium.cyphersystem-compendium.abilities.lUkqQu1vvJe3FxfQ]{Gambler} @UUID[Compendium.cyphersystem-compendium.abilities.sM2zEDx4gRr9CuiR]{Inner Defense} @UUID[Compendium.cyphersystem-compendium.abilities.lwJAowJa4eKlcDjb]{Misdirect} @UUID[Compendium.cyphersystem-compendium.abilities.ZuX6gykVtKxiBAxR]{Run and Fight} @UUID[Compendium.cyphersystem-compendium.abilities.t3zUlk8c5WEBXXO8]{Seize the Moment}

Fourth-Tier Stealth Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.cS1RW48sdVY6ZJZd]{Ambusher} @UUID[Compendium.cyphersystem-compendium.abilities.JVvSTtYbksWJDADY]{Debilitating Strike} @UUID[Compendium.cyphersystem-compendium.abilities.cqzyNCPYVEWtucLe]{Outwit} @UUID[Compendium.cyphersystem-compendium.abilities.LojkwDtb1gHLSB6A]{Preternatural Senses} @UUID[Compendium.cyphersystem-compendium.abilities.w2aO1ZIpmBDQJXq1]{Tumbling Moves}

Fifth-Tier Stealth Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.YbYeZ0A0m96IWxwl]{Assassin Strike} @UUID[Compendium.cyphersystem-compendium.abilities.S5JTyQCNcgrXgNqf]{Mask} @UUID[Compendium.cyphersystem-compendium.abilities.G5bTthwpEf5azVHA]{Return to Sender} @UUID[Compendium.cyphersystem-compendium.abilities.bVt0TIfwtEUXvi6O]{Uncanny Luck}

Sixth-Tier Stealth Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.VVYx3J42Sj9qCQV9]{Exploit Advantage} @UUID[Compendium.cyphersystem-compendium.abilities.jrTEtAhE6GfLW7R4]{Spring Away} @UUID[Compendium.cyphersystem-compendium.abilities.cWHqKGpI5z0aiSYC]{Thief’s Luck} @UUID[Compendium.cyphersystem-compendium.abilities.aWws42dVSQjRz8Hr]{Twist of Fate}

Technology Flavor

Characters with a flavor of technology typically are from science fiction or at least modern-day settings (although anything is possible). They excel at using, dealing with, and building machines. An Explorer with technology flavor might be a starship pilot, and a Speaker flavored with technology could be a techno-priest.

Some of the less computer-oriented abilities might be appropriate for a steampunk character, while a modern-day character could use some of the abilities that don’t involve starships or ultratech.

First-Tier Technology Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.Q3DGDFwNIOjz866X]{Datajack} @UUID[Compendium.cyphersystem-compendium.abilities.z23towmNKeKJasHV]{Hacker} @UUID[Compendium.cyphersystem-compendium.abilities.rhaZSmU6dJpzMO64]{Machine Interface} @UUID[Compendium.cyphersystem-compendium.abilities.kkCW4KkWA751AeBl]{Scramble Machine} @UUID[Compendium.cyphersystem-compendium.abilities.pYsmdnNte7o5Flca]{Tech Skills} @UUID[Compendium.cyphersystem-compendium.abilities.AFfburUYwZlBFq7N]{Tinker}

Second-Tier Technology Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.7nUj7rxq4Qwg4FUM]{Distant Interface} @UUID[Compendium.cyphersystem-compendium.abilities.JK2hN1poqMLqfa1N]{Machine Efficiency} @UUID[Compendium.cyphersystem-compendium.abilities.FDG7hgrRNt4aHpP1]{Overload Machine} @UUID[Compendium.cyphersystem-compendium.abilities.v1lZkKjSCS1pjnET]{Serv-0} @UUID[Compendium.cyphersystem-compendium.abilities.XzomXctsS8NL9M7Q]{Serv-0 Defender} @UUID[Compendium.cyphersystem-compendium.abilities.x8cGd4MC9YEW9isa]{Serv-0 Repair} @UUID[Compendium.cyphersystem-compendium.abilities.k4LeTZ1lqN9L3hPS]{Tool Mastery}

Third-Tier Technology Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.7VYzHQvF1cz4cfUp]{Mechanical Telepathy} @UUID[Compendium.cyphersystem-compendium.abilities.9r6iNU2GH4oEH6vz]{Serv-0 Scanner} @UUID[Compendium.cyphersystem-compendium.abilities.hIy0GMeL8WALvhEb]{Ship Footing} @UUID[Compendium.cyphersystem-compendium.abilities.Nyt7Z1xWqmnuu265]{Shipspeak} @UUID[Compendium.cyphersystem-compendium.abilities.YIzrA5i8eBSPMFzj]{Spray}

Fourth-Tier Technology Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.2l9FIUVKimPzIXzU]{Machine Bond} @UUID[Compendium.cyphersystem-compendium.abilities.NoKdHv0FSytZR4iF]{Robot Fighter} @UUID[Compendium.cyphersystem-compendium.abilities.NcItnMHjeG9fgE1K]{Serv-0 Aim} @UUID[Compendium.cyphersystem-compendium.abilities.lPqCQOQJF0JfoFRn]{Serv-0 Brawler} @UUID[Compendium.cyphersystem-compendium.abilities.9YuQrJXAQO0qIFPj]{Serv-0 Spy}

Fifth-Tier Technology Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.FxohCBSksJIu1BSA]{Control Machine} @UUID[Compendium.cyphersystem-compendium.abilities.KQDFvUEnIWed1ebo]{Jury-Rig} @UUID[Compendium.cyphersystem-compendium.abilities.XkFsMa9e9IY2FRcN]{Machine Companion}

Sixth-Tier Technology Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.PLyxuOlieOGsJx4h]{Information Gathering} @UUID[Compendium.cyphersystem-compendium.abilities.7QTTrXnxDHskYYhj]{Master Machine}

Magic Flavor

You know a little about magic. You might not be a wizard, but you know the basics—how it works, and how to accomplish a few wondrous things. Of course, in your setting, “magic” might actually mean psychic powers, mutant abilities, weird alien tech, or anything else that produces interesting and useful effects.

An Explorer flavored with magic might be a wizard-hunter, and a Speaker with magical flavor might be a sorcerer-bard. Although an Adept flavored with magic is still an Adept, you might find that swapping some of the type’s basic abilities with those given here tailors the character in desirable ways.

First-Tier Magic Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.I9m3nOdBZ2HoEmbj]{Blessing of the Gods} @UUID[Compendium.cyphersystem-compendium.abilities.SQ4RTDwdA0yiZ81b]{Closed Mind} @UUID[Compendium.cyphersystem-compendium.abilities.bM2Y62eaUKYKdcwq]{Entangling Force} @UUID[Compendium.cyphersystem-compendium.abilities.zArjjFcf9tHQvJTx]{Hedge Magic} @UUID[Compendium.cyphersystem-compendium.abilities.XQxN55rl0f5HFxEM]{Magic Training} @UUID[Compendium.cyphersystem-compendium.abilities.TPEcyzCeC3z5FyyQ]{Mental Link} @UUID[Compendium.cyphersystem-compendium.abilities.ZsI6553CPbGi0wtx]{Premonition}

Second-Tier Magic Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.Mfebb42AE5xt7k85]{Concussive Blast} @UUID[Compendium.cyphersystem-compendium.abilities.21Bi8yur01DCYz5f]{Fetch} @UUID[Compendium.cyphersystem-compendium.abilities.4fcns7ANpZF7pHaz]{Force Field} @UUID[Compendium.cyphersystem-compendium.abilities.wNQ3q7VXtPHlPzqb]{Lock} @UUID[Compendium.cyphersystem-compendium.abilities.rRDSzPJtUCwRVXFR]{Repair Flesh}

Third-Tier Magic Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.MvyXo0ZUsxu8QQ22]{Distance Viewing} @UUID[Compendium.cyphersystem-compendium.abilities.NgHLZq3tZ3CFJvYv]{Fire Bloom} @UUID[Compendium.cyphersystem-compendium.abilities.CAh0KStmP03kgv62]{Fling} @UUID[Compendium.cyphersystem-compendium.abilities.dDhnZrzAxDvK7QYa]{Force at Distance} @UUID[Compendium.cyphersystem-compendium.abilities.wEWyNKnVgVOjsyms]{Summon Giant Spider}

Fourth-Tier Magic Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.XR8WeRW3OlbCIjlJ]{Elemental Protection} @UUID[Compendium.cyphersystem-compendium.abilities.LLvJZvzbGQOrlqoE]{Ignition} @UUID[Compendium.cyphersystem-compendium.abilities.blm1Z8JxvWOiFf0b]{Pry Open}

Fifth-Tier Magic Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.HuhNjMfMxPkTlERH]{Create} @UUID[Compendium.cyphersystem-compendium.abilities.OkKNmMvLFwHxUv2r]{Divine Intervention} @UUID[Compendium.cyphersystem-compendium.abilities.M1FHIlVPVv8O02LV]{Dragon’s Maw} @UUID[Compendium.cyphersystem-compendium.abilities.IKicLElFbkRx5IaM]{Fast Travel} @UUID[Compendium.cyphersystem-compendium.abilities.MGzAkRaGd4LgfQti]{True Senses}

Sixth-Tier Magic Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.RBOc2zxAI9xMoWqW]{Relocate} @UUID[Compendium.cyphersystem-compendium.abilities.LnZkUlKUuuD7iW3P]{Summon Demon} @UUID[Compendium.cyphersystem-compendium.abilities.PlKwEwo6ilGqwxwI]{Traverse the Worlds} @UUID[Compendium.cyphersystem-compendium.abilities.Gsre3acJaxhGBa0S]{Word of Death}

Combat Flavor

Combat flavor makes a character more martial. A Speaker with combat flavor in a fantasy setting would be a battle bard. An Explorer with combat flavor in a historical game might be a pirate. An Adept flavored with combat in a science fiction setting could be a veteran of a thousand psychic wars.

First-Tier Combat Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.UyQTRi5ZwWU5tMO0]{Danger Sense} @UUID[Compendium.cyphersystem-compendium.abilities.o2ZDoteWQsFsqTJr]{Practiced in Armor} @UUID[Compendium.cyphersystem-compendium.abilities.NhijFGxYepJtaa0r]{Practiced With Medium Weapons}

Second-Tier Combat Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.wyUQ3Atl3V1ItCFH]{Bloodlust} @UUID[Compendium.cyphersystem-compendium.abilities.2x7nMe9ZGp3VjI8B]{Combat Prowess} @UUID[Compendium.cyphersystem-compendium.abilities.uatcX3o1oB2Stc4u]{Trained Without Armor}

Third-Tier Combat Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.yl2zo179wXZW5Xxc]{Practiced With All Weapons} @UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks} @UUID[Compendium.cyphersystem-compendium.abilities.CtRvLxfUlCynJv1B]{Skill With Defense} @UUID[Compendium.cyphersystem-compendium.abilities.36nlDXhOP5e5dfns]{Successive Attack}

Fourth-Tier Combat Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.gNRMG3mJTzWaCGph]{Capable Warrior} @UUID[Compendium.cyphersystem-compendium.abilities.Rr4oB1lUzuzFHNHQ]{Deadly Aim} @UUID[Compendium.cyphersystem-compendium.abilities.73miZT5kYFyxnPOT]{Fury} @UUID[Compendium.cyphersystem-compendium.abilities.lwJAowJa4eKlcDjb]{Misdirect} @UUID[Compendium.cyphersystem-compendium.abilities.YIzrA5i8eBSPMFzj]{Spray}

Fifth-Tier Combat Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.GlXd4oFI9Fqq3rAX]{Experienced Defender} @UUID[Compendium.cyphersystem-compendium.abilities.S9QxUr8u2gtwY7ya]{Hard Target} @UUID[Compendium.cyphersystem-compendium.abilities.AmZDmnmP7CxSSN4h]{Parry}

Sixth-Tier Combat Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.oroWEBbp3cvrYwH9]{Greater Skill With Attacks} @UUID[Compendium.cyphersystem-compendium.abilities.4k5JFV78A5SiPjFo]{Mastery in Armor} @UUID[Compendium.cyphersystem-compendium.abilities.LTqgcoprvBF2ZkdH]{Mastery With Defense}

Skills and Knowledge Flavor

This flavor is for characters in roles that call for more knowledge and more real-world application of talent. It’s less flashy and dramatic than supernatural powers or the ability to hack apart multiple foes, but sometimes expertise or know-how is the real solution to a problem.

A Warrior flavored with skills and knowledge might be a military engineer. An Explorer flavored with skills and knowledge could be a field scientist. A Speaker with this flavor might be a teacher.

First-Tier Skills and Knowledge Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.V765JZKDKQ00Buyn]{Interaction Skills} @UUID[Compendium.cyphersystem-compendium.abilities.romswZIOmAmtzfCL]{Investigative Skills} @UUID[Compendium.cyphersystem-compendium.abilities.eEGFknWQZUBNXn99]{Knowledge Skills} @UUID[Compendium.cyphersystem-compendium.abilities.noCgrKbB370cfzQg]{Physical Skills} @UUID[Compendium.cyphersystem-compendium.abilities.wEjdodvc6SLf8yso]{Travel Skills}

Second-Tier Skills and Knowledge Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.jx6DFmlbQrmltHgc]{Extra Skill} @UUID[Compendium.cyphersystem-compendium.abilities.k4LeTZ1lqN9L3hPS]{Tool Mastery} @UUID[Compendium.cyphersystem-compendium.abilities.kv03xEihe4VZNkK5]{Understanding}

Third-Tier Skills and Knowledge Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.dVh39nh5ARUxreUc]{Flex Skill} @UUID[Compendium.cyphersystem-compendium.abilities.uhC4ubTGfhkNvIMX]{Improvise}

Fourth-Tier Skills and Knowledge Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.4USzF8qKs8oZJH13]{Multiple Skills} @UUID[Compendium.cyphersystem-compendium.abilities.Mac5S0sQe9Muf4Mv]{Quick Wits} @UUID[Compendium.cyphersystem-compendium.abilities.NaqoExT72j3xkWp3]{Task Specialization}

Fifth-Tier Skills and Knowledge Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.NhijFGxYepJtaa0r]{Practiced With Medium Weapons} @UUID[Compendium.cyphersystem-compendium.abilities.lbXg8UlSCG23yxO4]{Read the Signs}

Sixth-Tier Skills and Knowledge Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks} @UUID[Compendium.cyphersystem-compendium.abilities.CtRvLxfUlCynJv1B]{Skill With Defense}

","markdown":""},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"ownership":{"default":-1},"flags":{}},{"sort":393750,"name":"Descriptor","type":"text","_id":"gK5t9ActY73rBLe5","title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"

Your descriptor defines your character—it flavors everything you do. The differences between a Charming Explorer and a Vicious Explorer are considerable. The descriptor changes the way those characters go about every action. Your descriptor places your character in the situation (the first adventure, which starts the campaign) and helps provide motivation. It is the adjective of the sentence “I am an adjective noun who verbs.”

Descriptors offer a one-time package of extra abilities, skills, or modifications to your stat Pools. Not all of a descriptor’s offerings are positive character modifications. For example, some descriptors have inabilities—tasks that a character isn’t good at. You can think of inabilities as negative skills—instead of being one step better at that kind of task, you’re one step worse. If you become skilled at a task that you have an inability with, they cancel out. Remember that characters are defined as much by what they’re not good at as by what they are good at.

Descriptors also offer a few brief suggestions for how your character got involved with the rest of the group on their first adventure. You can use these, or not, as you wish.

This section details fifty descriptors. Choose one of them for your character. You can pick any descriptor you wish regardless of your type. At the end of this chapter, a few options are provided for Customizing Descriptors, including making a character’s species their descriptor.

(Your descriptor matters most when you are a beginning character. The benefits (and perhaps drawbacks) that come from your descriptor will eventually be overshadowed by the growing importance of your type and focus. However, the influence of your descriptor will remain at least somewhat important throughout your character’s life.)

Customizing Descriptors

Under the normal rules, each descriptor is based on some modification of the following guidelines:

With this general information, you can customize a descriptor, but keep in mind that a heavily customized descriptor isn’t a descriptor if it no longer says one thing about a character. It’s better to use this information to create a new descriptor that fits exactly how the player wants to portray the character.

Species as Descriptor

Sometimes, in settings that have alien or fantasy species, players want to play a member of that species rather than the default (which is usually “human”). Most of the time, this choice is one of flavor rather than game mechanics. If you’re a 7-foot-tall furry Rigellian with three eyes, that’s great, but it doesn’t change your stats or skills (though it may have roleplaying challenges).

However, sometimes being a nonhuman results in more substantive changes. A PC ogre in a fantasy setting might have the Strong or Tough descriptor, or perhaps it has a descriptor simply called Ogre, which is similar to Strong or Tough but more pronounced (with greater Might but even greater drawbacks). This would mean that instead of being a Tough Warrior who Controls Beasts, the character is an Ogre Warrior who Controls Beasts.

The Genre chapter offers a few species descriptors, but many GMs will want to create their own as suits their setting. It can’t be stressed enough, however, that nine times out of ten, in most genres, species differences aren’t significant enough to warrant this treatment. The differences between a Mysterious character and a Virtuous one are probably greater than those between an Alpha Centauran and an Earthling.

Descriptors

Appealing

You’re attractive to others, but perhaps more important, you are likeable and charismatic. You’ve got that “special something” that draws others to you. You often know just the right thing to say to make someone laugh, put them at ease, or spur them to action. People like you, want to help you, and want to be your friend.

You gain the following characteristics:

Charismatic: +2 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.iLViKiz8EUbAbChF]{Skill}: You are trained in pleasant social interactions.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.6yXynECByG8UO0IC]{Resistant to Charms}: You’re aware of how others can manipulate and charm people, and you notice when those tactics are used on you. Because of this awareness, you are trained in resisting any kind of persuasion or seduction if you wish it.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You met a total stranger (one of the other PCs) and charmed them so much that they invited you along.

  2. The PCs were looking for someone else, but you convinced them that you were perfect instead.

  3. Pure happenstance—because you just go along with the flow of things and everything usually works out.

  4. Your charismatic ways helped get one of the PCs out of a difficult spot a long time ago, and they always ask you to join them on new adventures.

Beneficent

Helping others is your calling. It’s why you’re here. Others delight in your outgoing and charitable nature, and you delight in their happiness. You’re at your best when you’re aiding people, either by explaining how they can best overcome a challenge or by demonstrating how to do so yourself.

You gain the following characteristics:

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.VRlwCOQq4321KUkM]{Generous}: Allies who have spent the last day with you add +1 to their recovery rolls.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.GVocWeYToxrIsT5M]{Altruistic}: If you’re standing next to a creature that takes damage, you can intercede and take 1 point of that damage yourself (reducing the damage inflicted on the creature by 1 point). If you have Armor, it does not provide a benefit when you use this ability.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.RSdNXeHg25zlTzza]{Skill}: You’re trained in all tasks related to pleasant social interaction, putting other people at ease, and gaining trust.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.8AmUhRVSxOZepa3T]{Helpful}: Whenever you help another character, that character gains the benefit as if you were trained even if you are not trained or specialized in the attempted task.

@UUID[Compendium.cyphersystem-compendium.inabilities.TmkpqIeOFknKujcO]{Inability}: While you are alone, all Intellect and Speed tasks are hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. Even though you didn’t know most of the other PCs beforehand, you invited yourself along on their quest.

  2. You saw the PCs struggling to overcome a problem and selflessly joined them to help.

  3. You’re nearly certain the PCs will fail without you.

  4. The choice was between your tattered life and helping others. You haven’t looked back since.

Brash

You’re a self-assertive sort, confident in your abilities, energetic, and perhaps a bit irreverent toward ideas that you don’t agree with. Some people call you bold and brave, but those you’ve put in their place might call you puffed up and arrogant. Whatever. It’s not in your nature to care what other people think about you, unless those people are your friends or family. Even someone as brash as you knows that friends sometimes have to come first.

You gain the following characteristics:

Energetic: +2 to your Speed Pool.

@UUID[Compendium.cyphersystem-compendium.basic-skills.gbWPNb1uKsRtZWSL]{Skill}: You are trained in initiative.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.J9qtYUcvomIXvpEh]{Bold}: You are trained in all actions that involve overcoming or ignoring the effects of fear or intimidation.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You noticed something weird going on, and without much thought, you jumped in with both feet.

  2. You showed up when and where you did on a dare because, hey, you don’t back down from dares.

  3. Someone called you out, but instead of walking into a fight, you walked into your current situation.

  4. You told your friend that nothing could scare you, and nothing you saw would change your mind. They brought you to your current point.

Calm

You’ve spent most of your life in sedentary pursuits—books, movies, hobbies, and so on—rather than active ones. You’re well versed in all manner of academia or other intellectual pursuits, but nothing physical. You’re not weak or feeble, necessarily (although this is a good descriptor for characters who are elderly), but you have no experience in more physical activities.

Calm is a great descriptor for characters who never intended to have adventures but were thrust into them, a trope that occurs often in modern games and particularly in horror games.

You gain the following characteristics:

Bookish: +2 to your Intellect Pool.

Skills: You are trained in four nonphysical skills of your choice.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.9BT9upa6c8kqf6kB]{Trivia}: You can come up with a random fact pertinent to the current situation when you wish it. This is always a matter of fact, not conjecture or supposition, and must be something you could have logically read or seen in the past. You can do this one time, although the ability is renewed each time you make a recovery roll.

@UUID[Compendium.cyphersystem-compendium.inabilities.WmhgwviF6ci24PJL]{Inability}: You’re just not a fighter. All physical attacks are hindered.

@UUID[Compendium.cyphersystem-compendium.inabilities.kR3req7hyQazHomU]{Inability}: You’re not the outdoorsy type. All climbing, running, jumping, and swimming tasks are hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You read about the current situation somewhere and decided to check it out for yourself.

  2. You were in the right (wrong?) place at the right (wrong?) time.

  3. While avoiding an entirely different situation, you walked into your current situation.

  4. One of the other PCs dragged you into it.

Chaotic

Danger doesn’t mean much to you, mainly because you don’t think much about repercussions. In fact, you enjoy sowing surprises, just to see what will happen. The more unexpected the result, the happier you are. Sometimes you are particularly manic, and for the sake of your companions, you restrain yourself from taking actions that you know will lead to disaster.

You gain the following characteristics:

Tumultuous: +4 to your Speed Pool.

@UUID[Compendium.cyphersystem-compendium.basic-skills.5X8qgmSuvRVNTiaP]{Skill}: You are trained in {Intellect defense actions.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.JrGRhq4ndoh12HDe]{Chaotic}: Once after each ten-hour recovery roll, if you don’t like the first result, you can reroll a die roll of your choice. If you do, and regardless of the outcome, the GM presents you with a GM intrusion.

@UUID[Compendium.cyphersystem-compendium.inabilities.qRXj5XtPAxa0kTR1]{Inability}: Your body is a bit worn from occasional excesses. Might defense tasks are hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. Another PC recruited you while you were on your best behavior, before realizing how chaotic you were.

  2. You have reason to believe that being with the other PCs will help you gain control over your erratic behavior.

  3. Another PC released you from captivity, and to thank them, you volunteered to help.

  4. You have no idea how you joined the PCs. You’re just going along with it for now until answers present themselves.

Charming

You’re a smooth talker and a charmer. Whether through seemingly supernatural means or just a way with words, you can convince others to do as you wish. Most likely, you’re physically attractive or at least highly charismatic, and others enjoy listening to your voice. You probably pay attention to your appearance, keeping yourself well groomed. You make friends easily. You play up the personality facet of your Intellect stat; intelligence is not your strong suit. You’re personable, but not necessarily studious or strong-willed.

You gain the following characteristics:

Personable: +2 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.iLViKiz8EUbAbChF]{Skill}: You’re trained in all tasks involving positive or pleasant social interaction.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.GB6PefdjeMm43AmT]{Skill}: You’re trained when using special abilities that influence the minds of others.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.mslNlViBupFclz9t]{Contact}: You have an important contact who is in an influential position, such as a minor noble, the captain of the town guard/police, or the head of a large gang of thieves. You and the GM should work out the details together.

@UUID[Compendium.cyphersystem-compendium.inabilities.kWemIBj5S33u3Vsy]{Inability}: You were never good at studying or retaining facts. Any task involving lore, knowledge, or understanding is hindered.

@UUID[Compendium.cyphersystem-compendium.inabilities.zHgQDe14mPF3G95Q]{Inability}: Your willpower is not one of your strong points. Defense actions to resist mental attacks are hindered.

Additional Equipment: You’ve managed to talk your way into some decent discounts and bonuses in recent weeks. As a result, you have enough cash jangling in your pocket to purchase a moderately priced item.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You convinced one of the other PCs to tell you what they were doing.

  2. You instigated the whole thing and convinced the others to join you.

  3. One of the other PCs did a favor for you, and now you’re repaying that obligation by helping them with the task at hand.

  4. There is a reward involved, and you need the money.

Clever

You’re quick-witted, thinking well on your feet. You understand people, so you can fool them but are rarely fooled. Because you easily see things for what they are, you get the lay of the land swiftly, size up threats and allies, and assess situations with accuracy. Perhaps you’re physically attractive, or maybe you use your wit to overcome any physical or mental imperfections.

You gain the following characteristics:

Smart: +2 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.wOLQBlCsA3jDifa9]{Skill}: You’re trained in all interactions involving lies or trickery.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.DlnCXfB1v1U859YY]{Skill}: You’re trained in defense rolls to resist mental effects.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.8acHBoOvIk3UseOl]{Skill}: You’re trained in all tasks involving identifying or assessing danger, lies, quality, importance, function, or power.

@UUID[Compendium.cyphersystem-compendium.inabilities.kWemIBj5S33u3Vsy]{Inability}: You were never good at studying or retaining trivial knowledge. Any task involving lore, knowledge, or understanding is hindered.

Additional Equipment: You see through the schemes of others and occasionally convince them to believe you—even when, perhaps, they should not. Thanks to your clever behavior, you have an additional expensive item.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You convinced one of the other PCs to tell you what they were doing.

  2. From afar, you observed that something interesting was going on.

  3. You talked your way into the situation because you thought it might earn some money.

  4. You suspect that the other PCs won’t succeed without you.

Clumsy

Graceless and awkward, you were told that you’d grow out of it, but you never did. You often drop things, trip over your own feet, or knock things (or people) over. Some people get frustrated by this quality, but most find it funny and even a little charming.

Some players may not want to be defined by a “negative” quality like Clumsy, but in truth, even this kind of descriptor has enough advantages that it makes for capable and talented characters. What negative descriptors really do is make more interesting and complex characters that are often great fun to play.

You gain the following characteristics:

Butterfingers: −2 to your Speed Pool.

Thick-Muscled: +2 to your Might Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.bvTJ0HZOfXlpr0pc]{Inelegant}: You have a certain lovable charm. You are trained in all pleasant social interactions when you express a lighthearted, self-deprecating manner.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.wJyw4ypyuGZ5Jde1]{Dumb Luck}: The GM can introduce a GM intrusion on you, based on your clumsiness, without awarding you any XP (as if you had rolled a 1 on a d20 roll). However, if this happens, 50% of the time, your clumsiness works to your advantage. Rather than hurting you (much), it helps you, or it hurts your enemies. You slip, but it’s just in time to duck an attack. You fall down, but you trip your enemies as you crash into their legs. You turn around too quickly, but you end up knocking the weapon from your foe’s hand. You and the GM should work together to determine the details. If the GM wishes, they can use GM intrusions based on your clumsiness normally (awarding XP).

@UUID[Compendium.cyphersystem-compendium.expanded-skills.0yrwPAkrOBERFQOq]{Skill}: You’ve got a certain bull-like quality. You are trained in tasks involving breaking things.

@UUID[Compendium.cyphersystem-compendium.inabilities.veArOrXeYD25sHog]{Inability}: Any task that involves balance, grace, or hand-to-eye coordination is hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You were in the right place at the right time.

  2. You had a piece of information that the other PCs needed to make their plans.

  3. A sibling recommended you to the other PCs.

  4. You stumbled into the PCs as they were discussing their mission, and they took a liking to you.

Craven

Courage fails you at every turn. You lack the willpower and resolve to stand fast in the face of danger. Fear gnaws at your heart, chewing away at your mind, driving you to distraction until you cannot bear it. Most times, you back down from confrontations. You flee from threats and vacillate when faced with difficult decisions.

Yet for all that fear dogs you and possibly shames you, your cowardly nature proves to be a useful ally from time to time. Listening to your fears has helped you escape danger and avoid taking unnecessary risks. Others may have suffered in your place, and you might be the first to admit this fact, but secretly you feel intense relief from having avoided an unthinkable and terrible fate.

Descriptors like Craven, Cruel, and Dishonorable might not be appropriate for every group. These are villainous traits and some people want their PCs to be entirely heroic. But others don’t mind a little moral greyness thrown into the mix. Still others see things like Craven and Cruel as traits to overcome as their characters develop (probably earning them different descriptors).

You gain the following characteristics:

Furtive: +2 to your Speed Pool.

@UUID[Compendium.cyphersystem-compendium.basic-skills.duTx0BwgmC1Gw3Ze]{Skill}: You’re trained in stealth-based tasks.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.EyD5RQ654NoPJ7MN]{Skill}: You’re trained in running actions.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.48EDNk0hOv8KvoVs]{Skill}: You’re trained in any action taken to escape danger, flee from a dangerous situation, or wheedle your way out of trouble.

@UUID[Compendium.cyphersystem-compendium.inabilities.gpHPkjq631isDAjT]{Inability}: You do not willingly enter dangerous situations. Any initiative actions (to determine who goes first in combat) are hindered.

@UUID[Compendium.cyphersystem-compendium.inabilities.4raydis9fTWFq8Rc]{Inability}: You fall to pieces when you have to undertake a potentially dangerous task alone. Any such task (such as attacking a creature by yourself) is hindered.

Additional Equipment: You have a good luck charm or protective device to keep you out of harm’s way.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You believe that you’re being hunted, and you have hired one of the other PCs as your protector.

  2. You seek to escape your shame and take up with capable individuals in the hopes of repairing your reputation.

  3. One of the other PCs bullied you into coming along.

  4. The group answered your cries for help when you were in trouble.

Creative

Maybe you have a notebook where you write down ideas so you can develop them later. Perhaps you email yourself ideas that strike you out of the blue so you can sort them in an electronic document. Or maybe you just sit down, stare at your screen and, by indomitable force of will, produce something from nothing. However your gift works, you’re creative—you code, write, compose, sculpt, design, direct, or otherwise create narratives that enthrall other people with your vision.

You gain the following characteristics:

Inventive: +2 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.SKNSOPcNsoSDk6Xm]{Original}: You’re always coming up with something new. You’re trained in any task related to creating a narrative (such as a story, play, or scenario). This includes deception, if the deception involves a narrative you’re able to tell.

Skill: You are naturally inventive. You are trained in one specific creative skill of your choice: @UUID[Compendium.cyphersystem-compendium.expanded-skills.eKQYG8hDn7akNxns]{writing}, @UUID[Compendium.cyphersystem-compendium.expanded-skills.fHmBT2eRXI6WQnyZ]{computer coding}, @UUID[Compendium.cyphersystem-compendium.expanded-skills.Lq20krfxQeY7B2qo]{composing music}, @UUID[Compendium.cyphersystem-compendium.expanded-skills.LVVmRzkp5GwB3NE0]{painting}, @UUID[Compendium.cyphersystem-compendium.expanded-skills.wCrjggZ7oUZYZAMD]{drawing}, and so on.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.zz0QUtOoUro9OErB]{Skill}: You love solving riddles and the like. You are trained in puzzle-solving tasks.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.pHUz4ZRnWfsBbtQ7]{Skill}: To be creative requires that you always be learning. You are trained in any task that involves finding out something new, such as when you’re digging through a library, data bank, news archive, or similar collection of knowledge.

@UUID[Compendium.cyphersystem-compendium.inabilities.JDEjrsDDDqVcqSZp]{Inability}: You’re inventive but not charming. All tasks related to pleasant social interaction are hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You were doing research for a project and convinced the PCs to bring you along.

  2. You’re looking for new markets for the results of your creative output.

  3. You fell in with the wrong crowd, but they grew on you.

  4. A creative life is often one beset with financial hurdles. You joined the PCs because you hoped it would be profitable.

Cruel

Misfortune and suffering do not move you. When another endures hardship, you find it hard to care, and you may even enjoy the pain and difficulty the person experiences if they’ve done you wrong in the past. Your cruel streak may derive from bitterness brought about by your own struggles and disappointments. You might be a hard pragmatist, doing what you feel you must even if others are worse for it. Or you could be a sadist, delighting in the pain you inflict.

Being cruel does not necessarily make you a villain. Your cruelty may be reserved for those who cross you or other people useful to you. You might have become cruel as the result of an intensely awful experience. Abuse and torture, for example, can strip away compassion for other living beings.

As well, you need not be cruel in every situation. In fact, others might see you as personable, friendly, and even helpful. But when angered or frustrated, your dual nature reveals itself, and those who have earned your scorn are likely to suffer for it.

You gain the following characteristics:

Cunning: +2 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.Pp6FiVf17qqHapKd]{Cruelty}: When you use force, you can choose to maim or deliver painful injuries to draw out your foe’s suffering. Whenever you inflict damage, you can choose to inflict 2 fewer points of damage to ease your next attack against that foe.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.ks2lNbYe7169G57r]{Skill}: You’re trained in tasks related to deception, intimidation, and persuasion when you interact with characters experiencing physical or emotional pain.

@UUID[Compendium.cyphersystem-compendium.inabilities.1Jo8JX85AfL1Kx5P]{Inability}: You have a hard time connecting with others, understanding their motives, or sharing their feelings. Any task to ascertain another character’s motives, feelings, or disposition is hindered.

Additional Equipment: You have a valuable memento from the last person you destroyed. The memento is moderately priced, and you can sell it or trade it for an item of equal or lesser value.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You suspect that you might gain a long-term advantage from helping the other PCs and may be able to use that advantage against your enemies.

  2. By joining the PCs, you see an opportunity to grow your personal power and status at the expense of others.

  3. You hope to make another PC’s life more difficult by joining the group.

  4. Joining the PCs gives you an opportunity to escape justice for a crime you committed.

Dishonorable

There is no honor among thieves—or betrayers, backstabbers, liars, or cheats. You are all of these things, and either you don’t lose any sleep over it, or you deny the truth to others or to yourself. Regardless, you are willing to do whatever it takes to get your own way. Honor, ethics, and principles are merely words. In your estimation, they have no place in the real world.

You gain the following characteristics:

Sneaky: +4 to your Speed Pool.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.KmXEb22OUjlCwjVY]{Just Desserts}: When the GM gives another player an experience point to award to someone for a GM intrusion, that player cannot give it to you.

@UUID[Compendium.cyphersystem-compendium.basic-skills.eeHdJpr4k8hYtGr5]{Skill}: You are trained in deception.

@UUID[Compendium.cyphersystem-compendium.basic-skills.duTx0BwgmC1Gw3Ze]{Skill}: You are trained in stealth.

@UUID[Compendium.cyphersystem-compendium.basic-skills.tZ7PdXuWQyRMo0Rh]{Skill}: You are trained in intimidation.

@UUID[Compendium.cyphersystem-compendium.inabilities.JDEjrsDDDqVcqSZp]{Inability}: People don’t like or trust you. Pleasant social interactions are hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You are interested in what the PCs are doing, so you lied to them to get into their group.

  2. While skulking about, you overheard the PCs’ plans and realized that you wanted in.

  3. One of the other PCs invited you, having no idea of what you’re truly like.

  4. You bullied your way in with intimidation and bluster.

Doomed

You are quite certain that your fate is leading you, inextricably, toward a terrible end. This fate might be yours alone, or you might be dragging along the people closest to you.

You gain the following characteristics:

Jumpy: +2 to your Speed Pool.

@UUID[Compendium.cyphersystem-compendium.basic-skills.rH5FwMXGaNn21DZD]{Skill}: Always on the lookout for danger, you are trained in perception-related tasks.

@UUID[Compendium.cyphersystem-compendium.basic-skills.FXYWkXG7Iq6Wm1pS]{Skill}: You are defense minded, so you are trained in Speed defense tasks.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.cqT873UxELpJ3Mq2]{Skill}: You are cynical and expect the worst. Thus, you are resistant to mental shocks. You are trained in Intellect defense tasks having to do with losing your sanity or equanimity.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.ljIhLeM7ZcZuAJTk]{Doom}: Every other time the GM uses GM intrusion on your character, you cannot refuse it and do not get an XP for it (you still get an XP to award to another player). This is because you are doomed. The universe is a cold, uncaring place, and your efforts are futile at best.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You attempted to avoid it, but events seemed to conspire to draw you to where you are.

  2. Why not? It doesn’t matter. You’re doomed no matter what you do.

  3. One of the other PCs saved your life, and now you’re repaying that obligation by helping them with the task at hand.

  4. You suspect that the only hope you have of avoiding your fate might lie on this path.

Empathic

Other people are open books to you. You may have a knack for reading a person’s tells, those subtle movements that convey an individual’s mood and disposition. Or you may receive information in a more direct way, feeling a person’s emotions as if they were tangible things, sensations that lightly brush against your mind. Your gift for empathy helps you navigate social situations and control them to avoid misunderstandings and prevent useless conflicts from erupting.

The constant bombardment of emotions from those around you likely takes a toll. You might move with the prevailing mood, swinging from giddy happiness to bitter sorrow with little warning. Or you might close yourself off and remain inscrutable to others out of a sense of self-preservation or an unconscious fear that everyone else might learn how you truly feel.

You gain the following characteristics:

Open Mind: +4 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.H4LHMcUqFB4rMLW1]{Skill}: You’re trained in tasks involving sensing other emotions, discerning dispositions, and getting a hunch about people around you.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.J08uzxkHA7sn70LX]{Skill}: You’re trained in all tasks involving social interaction, pleasant or otherwise.

@UUID[Compendium.cyphersystem-compendium.inabilities.OHgyIguDuF48QMDD]{Inability}: Being so receptive to others’ thoughts and moods makes you vulnerable to anything that attacks your mind. Intellect defense rolls are hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You sensed the commitment to the task the other PCs have and felt moved to help them.

  2. You established a close bond with another PC and can’t bear to be parted from them.

  3. You sensed something strange in one of the PCs and decided to join the group to see if you can sense it again and uncover the truth.

  4. You joined the PCs to escape an unpleasant relationship or negative environment.

Exiled

You have walked a long and lonely road, leaving your home and your life behind. You might have committed a heinous crime, something so awful that your people forced you out, and if you dare return, you face death. You might have been accused of a crime you didn’t commit and now must pay the price for someone else’s wicked deed. Your exile might be the result of a social gaffe—perhaps you shamed your family or a friend, or you embarrassed yourself in front of your peers, an authority, or someone you respect. Whatever the reason, you have left your old life behind and now strive to make a new one.

You gain the following characteristics:

Self-Reliant: +2 to your Might Pool.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.PT7NoHCCjePtX6OW]{Loner}: You gain no benefit when you get help with a task from another character who is trained or specialized in that task.

@UUID[Compendium.cyphersystem-compendium.basic-skills.Q9tfUkhYGRJ5Df42]{Skill}: You’re trained in all tasks involving sneaking.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.KU2IUPjDKKIbfxkH]{Skill}: You’re trained in all tasks involving foraging, hunting, and finding safe places to rest or hide.

@UUID[Compendium.cyphersystem-compendium.inabilities.tlL5bTqgc9lt5GNz]{Inability}: Living on your own for as long as you have makes you slow to trust others and awkward in social situations. Any task involving social interaction is hindered.

Additional Equipment: You have a memento from your past—an old picture, a locket with a few strands of hair inside, or a lighter given to you by someone important. You keep the object close at hand and pull it out to help you remember better times.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. The other PCs earned your trust by helping you when you needed it. You accompany them to repay them.

  2. While exploring on your own, you discovered something strange. When you traveled to a settlement, the PCs were the only ones who believed you, and they have accompanied you to help you deal with the problem.

  3. One of the other PCs reminds you of someone you used to know.

  4. You have grown weary of your isolation. Joining the other PCs gives you a chance to belong.

Fast

You’re fleet of foot. Because you’re quick, you can accomplish tasks more rapidly than others can. You’re not just quick on your feet, however—you’re quick with your hands, and you think and react quickly. You even talk quickly.

You gain the following characteristics:

Energetic: +2 to your Speed Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.EyD5RQ654NoPJ7MN]{Skill}: You are trained in running.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.YHNmhduMB7gVvUtJ]{Fast}: You can move a short distance and still take another action in the same round, or you can move a long distance as your action without needing to make any kind of roll.

@UUID[Compendium.cyphersystem-compendium.inabilities.qRXj5XtPAxa0kTR1]{Inability}: You’re a sprinter, not a long-distance runner. You don’t have a lot of stamina. Might defense rolls are hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You jumped in to save one of the other PCs who was in dire need.

  2. One of the other PCs recruited you for your unique talents.

  3. You’re impulsive, and it seemed like a good idea at the time.

  4. This mission ties in with a personal goal of your own.

Foolish

Not everyone can be brilliant. Oh, you don’t think of yourself as stupid, and you’re not. It’s just that others might have a bit more . . . wisdom. Insight. You prefer to barrel along headfirst through life and let other people worry about things. Worrying’s never helped you, so why bother? You take things at face value and don’t fret about what tomorrow might bring.

People call you “idiot” or “numbskull,” but it doesn’t faze you much.

It can be liberating and really fun to play a foolish character. In some ways, the pressure to always do the right, smart thing is off. On the other hand, if you play such a character as a bumbling moron in every situation, that can become annoying to everyone else at the table. As with everything, moderation is the key.

You gain the following characteristics:

Unwise: –4 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.4FMLdzuRxQsVnh1P]{Carefree}: You succeed more on luck than anything. Every time you roll for a task, roll twice and take the higher result.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.6ydImEoLRFErPjFe]{Intellect Weakness}: Any time you spend points from your Intellect Pool, it costs you 1 more point than usual.

@UUID[Compendium.cyphersystem-compendium.inabilities.OHgyIguDuF48QMDD]{Inability}: Any Intellect defense task is hindered.

@UUID[Compendium.cyphersystem-compendium.inabilities.I7pKktxfFilMCCi1]{Inability}: Any task that involves seeing through a deception, an illusion, or a trap is hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. Who knows? Seemed like a good idea at the time.

  2. Someone asked you to join up with the other PCs. They told you not to ask too many questions, and that seemed fine to you.

  3. Your parent (or a parental/mentor figure) got you involved to give you something to do and maybe “teach you some sense.”

  4. The other PCs needed some muscle who wouldn’t overthink things.

Graceful

You have a perfect sense of balance, moving and speaking with grace and beauty. You’re quick, lithe, flexible, and dexterous. Your body is perfectly suited to dance, and you use that advantage in combat to dodge blows. You might wear garments that enhance your agile movement and sense of style.

You gain the following characteristics:

Agile: +2 to your Speed Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.KjmXC7wwXc8DqM82]{Skill}: You’re trained in all tasks involving balance and careful movement.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.K2S2yAu0BJc7TMEh]{Skill}: You’re trained in all tasks involving physical performing arts.

@UUID[Compendium.cyphersystem-compendium.basic-skills.FXYWkXG7Iq6Wm1pS]{Skill}: You’re trained in all Speed defense tasks.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. Against your better judgment, you joined the other PCs because you saw that they were in danger.

  2. One of the other PCs convinced you that joining the group would be in your best interests.

  3. You’re afraid of what might happen if the other PCs fail.

  4. There is reward involved, and you need the money.

Guarded

You conceal your true nature behind a mask and are loath to let anyone see who you really are. Protecting yourself, physically and emotionally, is what you care about most, and you prefer to keep everyone else at a safe distance. You may be suspicious of everyone you meet, expecting the worst from people so you won’t be surprised when they prove you right. Or you might just be a bit reserved, careful about letting people through your gruff exterior to the person you really are.

No one can be as reserved as you are and make many friends. Most likely, you have an abrasive personality and tend to be pessimistic in your outlook. You probably nurse an old hurt and find that the only way you can cope is to keep it and your personality locked down.

You gain the following characteristics:

Suspicious: +2 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.basic-skills.5X8qgmSuvRVNTiaP]{Skill}: You are trained in all Intellect defense tasks.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.hJHg9c1wuIJsPdtn]{Skill}: You are trained in all tasks involving discerning the truth, piercing disguises, and recognizing falsehoods and other deceptions.

@UUID[Compendium.cyphersystem-compendium.inabilities.a0eju2Y9hvObXxHC]{Inability}: Your suspicious nature makes you unlikeable. Any task involving deception or persuasion is hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. One of the PCs managed to overcome your defenses and befriend you.

  2. You want to see what the PCs are up to, so you accompany them to catch them in the act of some wrongdoing.

  3. You have made a few enemies and take up with the PCs for protection.

  4. The PCs are the only people who will put up with you.

Hardy

Your body was built to take abuse. Whether you’re pounding down stiff drinks while holding up a bar in your favorite watering hole or trading blows with a thug in a back alley, you keep going, shrugging off hurts and injuries that might slow or incapacitate a lesser person. Neither hunger nor thirst, cut flesh nor broken bone can stop you. You just press on through the pain and continue.

As fit and healthy as you are, the signs of wear show in the myriad scars crisscrossing your body, your thrice-broken nose, your cauliflower ears, and any number of other disfigurements you wear with pride.

You gain the following characteristics:

Mighty: +4 to your Might Pool.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.92q8rFEj1dQKNCD9]{Fast Healer}: You halve the time it takes to make a recovery roll (minimum one action).

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.qgJiQgqukmcFFNor]{Almost Unstoppable}: While you are impaired on the damage track, you function as if you were hale. While you are debilitated, you function as if you were impaired. In other words, you don’t suffer the effects of being impaired until you become debilitated, and you never suffer the effects of being debilitated. You still die if all your stat Pools are 0.

@UUID[Compendium.cyphersystem-compendium.basic-skills.Q0vfmbqehJw0jYBa]{Skill}: You are trained in Might defense actions.

@UUID[Compendium.cyphersystem-compendium.basic-skills.gbWPNb1uKsRtZWSL]{Inability}: Your big, strong body is slow to react. Any task involving initiative is hindered.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.62e9ZYD1UeGlalWu]{Ponderous}: When you apply Effort when making a Speed roll, you must spend 1 extra point from your Speed Pool.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. The PCs recruited you after learning about your reputation as a survivor.

  2. You joined the PCs because you want or need the money.

  3. The PCs offered you a challenge equal to your physical power.

  4. You believe the only way the PCs will succeed is if you are along to protect them.

Hideous

You are physically repugnant by almost any human standard. You might have had a serious accident, a harmful mutation, or just poor genetic luck, but you are incontrovertibly ugly.

You’ve more than made up for your appearance in other ways, however. Because you have to hide your appearance, you excel at sneaking about unnoticed or disguising yourself. But perhaps most important, being ostracized while others socialized, you took the time growing up to develop yourself as you saw fit—you grew strong or quick, or you honed your mind.

You gain the following characteristics:

Versatile: You get 4 additional points to divide among your stat Pools.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.bjX9wcG3SzUn5q46]{Skill}: You are trained in intimidation and any other fear-based interactions, if you show your true face.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.lW5xh0jPpRTp1iB6]{Skill}: You are trained in disguise and stealth tasks.

@UUID[Compendium.cyphersystem-compendium.inabilities.JDEjrsDDDqVcqSZp]{Inability}: All tasks relating to pleasant social interaction are hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. One of the other PCs approached you while you were in disguise, recruiting you while believing you were someone else.

  2. While skulking about, you overheard the other PCs’ plans and realized you wanted in.

  3. One of the other PCs invited you, but you wonder if it was out of pity.

  4. You bullied your way in with intimidation and bluster.

Honorable

You are trustworthy, fair, and forthright. You try to do what is right, to help others, and to treat them well. Lying and cheating are no way to get ahead—these things are for the weak, the lazy, or the despicable. You probably spend a lot of time thinking about your personal honor, how best to maintain it, and how to defend it if challenged. In combat, you are straightforward and offer quarter to any foe.

You were likely instilled with this sense of honor by a parent or a mentor. Sometimes the distinction between what is and isn’t honorable varies with different schools of thought, but in broad strokes, honorable people can agree on most aspects of what honor means.

You gain the following characteristics:

Stalwart: +2 to your Might Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.iLViKiz8EUbAbChF]{Skill}: You are trained in pleasant social interactions.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.iUJdgnZi90GZjY9s]{Skill}: You are trained in discerning people’s true motives or seeing through lies.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. The PCs’ goals appear to be honorable and commendable.

  2. You see that what the other PCs are about to do is dangerous, and you’d like to help protect them.

  3. One of the other PCs invited you, hearing of your trustworthiness.

  4. You asked politely if you could join the other PCs in their mission.

Impulsive

You have a hard time tamping down your enthusiasm. Why wait when you can just do it (whatever it is) and get it done? You deal with problems when they arise rather than plan ahead. Putting out the small fires now prevents them from becoming one big fire later. You are the first to take risks, to jump in and lend a hand, to step into dark passages, and to find danger.

Your impulsiveness likely gets you into trouble. While others might take time to study the items they discover, you use such items without hesitation. After all, the best way to learn what something can do is to use it. When a cautious explorer might look around and check for danger nearby, you have to physically stop yourself from bulling on ahead. Why fuss around when the exciting thing is just ahead?

Impulsive characters get into trouble. That’s their thing, and that’s fine. But if you’re constantly dragging your fellow PCs into trouble (or worse, getting them seriously hurt or killed), that will be annoying, to say the least. A good rule of thumb is that impulsiveness doesn’t always mean a predilection for doing the wrong thing. Sometimes it’s the urge to do the right thing.

You gain the following characteristics:

Reckless: +2 to your Speed Pool.

@UUID[Compendium.cyphersystem-compendium.basic-skills.gbWPNb1uKsRtZWSL]{Skill}: You’re trained in initiative actions (to determine who goes first in combat).

@UUID[Compendium.cyphersystem-compendium.basic-skills.FXYWkXG7Iq6Wm1pS]{Skill}: You’re trained in Speed defense actions.

@UUID[Compendium.cyphersystem-compendium.inabilities.gBUQ2i4VroKkBVQ7]{Inability}: You’ll try anything once, but quickly grow bored after that. Any task that involves patience, willpower, or discipline is hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You heard what the other PCs were up to and suddenly decided to join them.

  2. You pulled everyone together after you heard rumors about something interesting you want to see or do.

  3. You blew all of your money and now find yourself strapped for cash.

  4. You’re in trouble for acting recklessly. You join the other PCs because they offer a way out of your problem.

Inquisitive

The world is vast and mysterious, with wonders and secrets to keep you amazed for several lifetimes. You feel the tugging on your heart, the call to explore the wreckage of past civilizations, to discover new peoples, new places, and whatever bizarre wonders you might find along the way. However, as strongly as you feel the pull to roam the world, you know there is danger aplenty, and you take precautions to ensure that you are prepared for any eventuality. Research, preparation, and readiness will help you live long enough to see everything you want to see and do everything you want to do.

You probably have a dozen books and travelogues about the world on you at any time. When not hitting the road and looking around, you spend your time with your nose in a book, learning everything you can about the place you’re going so you know what to expect when you get there.

You gain the following characteristics:

Smart: +4 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.pHUz4ZRnWfsBbtQ7]{Skill}: You are eager to learn. You are trained in any task that involves learning something new, whether you’re talking to a local to get information or digging through old books to find lore.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.RZkMJad4OfSOU1Pq]{Skill}: You have made a study of the world. You are trained in any task involving geography or history.

@UUID[Compendium.cyphersystem-compendium.inabilities.ntN6wx9GAjKwEWfV]{Inability}: You tend to fixate on the details, making you somewhat oblivious to what’s going on around you. Any task to hear or notice dangers around you is hindered.

@UUID[Compendium.cyphersystem-compendium.inabilities.gpHPkjq631isDAjT]{Inability}: When you see something interesting, you hesitate as you take in all the details. Initiative actions (to determine who goes first in combat) are hindered.

Additional Equipment: You have three books on whatever subjects you choose.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. One of the PCs approached you to learn information related to the mission, having heard you were an expert.

  2. You have always wanted to see the place where the other PCs are going.

  3. You were interested in what the other PCs were up to and decided to go along with them.

  4. One of the PCs fascinates you, perhaps due to a special or weird ability they have.

Intelligent

You’re quite smart. Your memory is sharp, and you easily grasp concepts that others might struggle with. This aptitude doesn’t necessarily mean that you’ve had years of formal education, but you have learned a great deal in your life, primarily because you pick things up quickly and retain so much.

You gain the following characteristics:

Smart: +2 to your Intellect Pool.

Skill: You’re trained in an area of knowledge of your choice.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.m65HBfM8zSVl4uwk]{Skill}: You’re trained in all actions that involve remembering or memorizing things you experience directly. For example, instead of being good at recalling details of geography that you read about in a book, you can remember a path through a set of tunnels that you’ve explored before.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. One of the other PCs asked your opinion of the mission, knowing that if you thought it was a good idea, it probably was.

  2. You saw value in what the other PCs were doing.

  3. You believed that the task might lead to important and interesting discoveries.

  4. A colleague requested that you take part in the mission as a favor.

Intuitive

You are often tickled by a sense of knowing what someone will say, how they will react, or how events might unfold. Maybe you have a mutant sense, maybe you can see just a few moments ahead through time, or maybe you’re just good at reading people and extrapolating a situation. Whatever the case, many who look into your eyes immediately glance away, as if afraid of what you might see in their expression.

You gain the following characteristics:

Innate: +2 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.basic-skills.rH5FwMXGaNn21DZD]{Skill}: You are trained in perception tasks.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.1GEOtsfQWmfgcp3e]{Know What to Do}: You can act immediately, even if it’s not your turn. Afterward, on your next regular turn, any action you take is hindered. You can do this one time, although the ability is renewed each time you make a recovery roll.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You just knew you had to come along.

  2. You convinced one of the other PCs that your intuition is invaluable.

  3. You felt that something terrible would happen if you didn’t go.

  4. You’re confident the reason you arrived at this point will soon become clear.

Jovial

You’re cheerful, friendly, and outgoing. You put others at ease with a big smile and a joke, possibly one at your own expense, though lightly ribbing your companions who can take it is also one of your favorite pastimes. Sometimes people say you never take anything seriously. That’s not true, of course, but you have learned that to dwell on the bad too long quickly robs the world of joy. You’ve always got a new joke in your back pocket because you collect them like some people collect bottles of wine.

You gain the following characteristics:

Witty: +2 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.iLViKiz8EUbAbChF]{Skill}: You’re convivial and set most people at ease with your attitude. You are trained in all tasks related to pleasant social interaction.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.zz0QUtOoUro9OErB]{Skill}: You have an advantage in figuring out the punch lines of jokes you’ve never heard before. You are trained in all tasks related to solving puzzles and riddles.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You solved a riddle before realizing that answering it would launch you into the adventure.

  2. The other PCs thought you’d bring some much-needed levity to the team.

  3. You decided that all fun and no work was not the best way to get through life, so you joined up with the PCs.

  4. It was either go with the PCs or face up to a circumstance that was anything but jovial.

Kind

It’s always been easy for you to see things from the point of view of other people. That ability has made you sympathetic to what they really want or need. From your perspective, you’re just applying the old proverb that “it’s easier to catch flies with honey than with vinegar,” but others simply see your behavior as kindness. Of course, being kind takes time, and yours is limited. You’ve learned that a small fraction of people don’t deserve your time or kindness—true sadists, narcissists, and similar folk will only waste your energy. So you deal with them swiftly, saving your kindness for those who deserve it and can benefit from your attention.

You gain the following characteristics:

Emotionally Intuitive: +2 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.6Z7VC4ctwcS0dVoW]{Skill}: You know what it’s like to go a mile in someone else’s shoes. You’re trained in all tasks related to pleasant social interaction and discerning the dispositions of others.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.5kX6OM98txwPPO6a]{Karma}: Sometimes, strangers just help you out. To gain the aid of a stranger, you must use a one action, ten-minute, or one-hour recovery roll (without gaining its healing benefit), and the GM determines the nature of the aid you gain. Usually, the act of kindness isn’t enough to turn a bad situation completely around, but it may moderate a bad situation and lead to new opportunities. For example, if you are captured, a guard loosens your bonds slightly, brings you water, or delivers a message.

@UUID[Compendium.cyphersystem-compendium.inabilities.AY8Br5qquBWoGQc0]{Inability}: Being kind comes with a few risks. All tasks related to detecting falsehoods are hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. A PC needed your help, and you agreed to come along as a kindness.

  2. You gave the wrong person access to your money, and now you need to make some back.

  3. You’re ready to take your benevolence on the road and help more people than you could if you didn’t join the PCs.

  4. Your job, which seemed like it would be personally rewarding, is the opposite. You join the PCs to escape the drudgery.

Learned

You have studied, either on your own or with an instructor. You know many things and are an expert on a few topics, such as history, biology, geography, mythology, nature, or any other area of study. Learned characters typically carry a few books around with them and spend their spare time reading.

You gain the following characteristics:

Smart: +2 to your Intellect Pool.

Skill: You’re trained in three areas of knowledge of your choice.

@UUID[Compendium.cyphersystem-compendium.inabilities.UrdbwsMhJOQk44vz]{Inability}: You have few social graces. Any task involving charm, persuasion, or etiquette is hindered.

Additional Equipment: You have two additional books on topics of your choice.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. One of the other PCs asked you to come along because of your knowledge.

  2. You need money to fund your studies.

  3. You believed that the task might lead to important and interesting discoveries.

  4. A colleague requested that you take part in the mission as a favor.

Lucky

You rely on chance and timely good luck to get you through many situations. When people say that someone was born under a lucky star, they mean you. When you try your hand at something new, no matter how unfamiliar the task is, as often as not you find a measure of success. Even when disaster strikes, it’s rarely as bad as it could be. More often, small things seem to go your way, you win contests, and you’re often in the right place at the right time.

You gain the following characteristics:

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.pccv1fQ4WW7KnLsi]{Luck Pool}: You have one additional Pool called Luck that begins with 3 points, and it has a maximum value of 3 points. When spending points from any other Pool, you can take one, some, or all of the points from your Luck Pool first. When you make a recovery roll to recover points to any other Pool, your Luck Pool is also refreshed by the same number of points. When your Luck Pool is at 0 points, it does not count against your damage track.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.MKYIm6Rgf4VRIKrK]{Advantage}: When you use 1 XP to reroll a d20 for any roll that affects only you, add 3 to the reroll.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. Knowing that lucky people notice and take active advantage of opportunities, you became involved in your first adventure by choice.

  2. You literally bumped into someone else on this adventure through sheer luck.

  3. You found a briefcase lying alongside the road. It was battered, but inside you found a lot of strange documents that led you here.

  4. Your luck saved you when you avoided a speeding vehicle by a fortuitous fall through an opening in the ground (a manhole, if in a modern setting). Beneath the ground, you found something you couldn’t ignore.

Mad

You have delved too deeply into subjects people were not meant to know. You are knowledgeable in things beyond the scope of most, but this knowledge has come at a terrible price. You are likely in questionable physical shape and occasionally shake with nervous tics. You sometimes mutter to yourself without realizing it.

You gain the following characteristics:

Knowledgeable: +4 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.AFFZAuL0OsaopL8E]{Fits of Insight}: Whenever such knowledge is appropriate, the GM feeds you information although there is no clear explanation as to how you could know such a thing. This is up to the GM’s discretion, but it should happen as often as once each session.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.SFXAD4DjhyEtJ1Ny]{Erratic Behavior}: You are prone to acting erratically or irrationally. When you are in the presence of a major discovery or subjected to great stress (such as a serious physical threat), the GM can introduce a GM intrusion that directs your next action without awarding XP. You can still pay 1 XP to refuse the intrusion. The GM’s influence is the manifestation of your madness and thus is always something you would not likely do otherwise, but it is not directly, obviously harmful to you unless there are extenuating circumstances. (For example, if a foe suddenly leaps out of the darkness, you might spend the first round babbling incoherently or screaming the name of your first true love.)

Skill: You are trained in one area of knowledge (probably something weird or esoteric).

@UUID[Compendium.cyphersystem-compendium.inabilities.zHgQDe14mPF3G95Q]{Inability}: Your mind is quite fragile. Tasks to resist mental attacks are hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. Voices in your head told you to go.

  2. You instigated the whole thing and convinced the others to join you.

  3. One of the other PCs obtained a book of knowledge for you, and now you’re repaying that favor by helping them with the task at hand.

  4. You feel compelled by inexplicable intuition.

Mechanical

You have a special talent with machines of all kinds, and you’re adept at understanding and, if need be, repairing them. Perhaps you’re a bit of an inventor, creating new machines from time to time. You get called “techie,” “tech,” “mech,” “gear-head,” “motor-head,” or any of a number of other nicknames. Mechanics usually wear practical work clothes and carry around a lot of tools.

You gain the following characteristics:

Smart: +2 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.PSeFw2XUjqgOG2xS]{Skill}: You’re trained in all actions involving identifying or understanding machines.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.DhGWJERxvN9zVYGh]{Skill}: You’re trained in all actions involving using, repairing, or crafting machines.

Additional Equipment: You start with a variety of machine tools.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. While repairing a nearby machine, you overheard the other PCs talking.

  2. You need money to buy tools and parts.

  3. It was clear that the mission couldn’t succeed without your skills and knowledge.

  4. Another PC asked you to join them.

Mysterious

The dark figure lurking silently in the corner? That’s you. No one really knows where you came from or what your motives are—you play things close to the vest. Your manner perplexes and confounds others, but that doesn’t make you a poor friend or ally. You’re just good at keeping things to yourself, moving about unseen, and concealing your presence and identity.

You gain the following characteristics:

@UUID[Compendium.cyphersystem-compendium.basic-skills.duTx0BwgmC1Gw3Ze]{Skill}: You are trained in all stealth tasks.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.fmGCPHRwFnbmvB19]{Skill}: You are trained in resisting interrogation or tricks to get you to talk.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.uROuz6gmfq7X3uu3]{Confounding}: You pull talents and abilities seemingly out of nowhere. You can attempt one task in which you have no training as if you were trained, attempt a task that you are trained in as if specialized, or gain a free level of Effort with a task that you are specialized in. This ability refreshes every time you make a recovery roll, but the uses never accumulate.

@UUID[Compendium.cyphersystem-compendium.inabilities.sRzjg0b8j3XPVrPR]{Inability}: People never know where they stand with you. Any task involving getting people to believe or trust you is hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You just showed up one day.

  2. You convinced one of the other PCs that you had invaluable skills.

  3. Some equally mysterious figure told you where to be and when (but not why) to join the group.

  4. Something—a feeling, a dream—told you where to be and when to join the group.

Mystical

You think of yourself as mystical, attuned with the mysterious and the paranormal. Your true talents lie with the supernatural. You likely have experience with ancient lore, and you can sense and wield the supernatural—though whether that means “magic,” “psychic phenomena,” or something else is up to you (and probably up to those around you as well). Mystical characters often wear jewelry, such as a ring or an amulet, or have tattoos or other marks that show their interests.

You gain the following characteristics:

Smart: +2 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.u2aCexSScRX0FEqH]{Skill}: You’re trained in all actions involving identifying or understanding the supernatural.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.x6GmHzLKB0JpVg5E]{Sense Magic}: You can sense whether the supernatural is active in situations where its presence is not obvious. You must study an object or location closely for a minute to get a feel for whether a mystical touch is at work.

@UUID[Compendium.cyphersystem-compendium.abilities.zArjjFcf9tHQvJTx]{Spell}: You can perform Hedge Magic as a spell when you have a free hand and can pay the Intellect point cost.

@UUID[Compendium.cyphersystem-compendium.inabilities.FKeDN7rJdKpgt4bj]{Inability}: You have a manner or an aura that others find a bit unnerving. Any task involving charm, persuasion, or deception is hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. A dream guided you to this point.

  2. You need money to fund your studies.

  3. You believed the mission would be a great way to learn more about the supernatural.

  4. Various signs and portents led you here.

Naive

You’ve lived a sheltered life. Your childhood was safe and secure, so you didn’t get a chance to learn much about the world—and even less chance to experience it. Whether you were training for something, had your nose in a book, or just were sequestered in a secluded place, you haven’t done much, met many people, or seen many interesting things so far. That’s probably going to change soon, but as you go forward into a larger world, you do so without some of the understanding that others possess about how it all works.

You gain the following characteristics:

Fresh: You add +1 to your recovery rolls.

Incorruptible: You are trained in @UUID[Compendium.cyphersystem-compendium.basic-skills.5X8qgmSuvRVNTiaP]{Intellect defense} tasks and all tasks that involve @UUID[Compendium.cyphersystem-compendium.expanded-skills.OauBSvtfh6HeNzDe]{resisting temptation}.

@UUID[Compendium.cyphersystem-compendium.basic-skills.rH5FwMXGaNn21DZD]{Skill}: You’re wide-eyed. You are trained in perception tasks.

@UUID[Compendium.cyphersystem-compendium.inabilities.VyGXdv9xEzKsm2YX]{Inability}: Any task that involves seeing through deceptions or determining someone’s secret motive is hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. Someone told you that you should get involved.

  2. You needed money, and this seemed like a good way to earn some.

  3. You believed that you could learn a lot by joining the other PCs.

  4. Sounded like fun.

Perceptive

You miss little. You pick out the small details in the world around you and are skilled at making deductions from the information you find. Your talents make you an exceptional sleuth, a formidable scientist, or a talented scout.

As adept as you are at finding clues, you have no skill at picking up on social cues. You overlook an offense that your deductions give or how uncomfortable your scrutiny can make the people around you. You tend to dismiss others as being intellectual dwarfs compared to you, which avails you little when you need a favor.

You gain the following characteristics:

Smart: +2 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.G2JaXxUq6dfIXVDl]{Skill}: You have an eye for detail. You are trained in any task that involves finding or noticing small details.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.EaHHaJvulkIVAxhi]{Skill}: You know a little about everything. You are trained in any task that involves identifying objects or calling to mind a minor detail or bit of trivia.

@UUID[Compendium.cyphersystem-compendium.basic-skills.tZ7PdXuWQyRMo0Rh]{Skill}: Your skill at making deductions can be imposing. You are trained in any task that involves intimidating another creature.

@UUID[Compendium.cyphersystem-compendium.inabilities.JDEjrsDDDqVcqSZp]{Inability}: Your confidence comes off as arrogance to people who don’t know you. Any task involving positive social interactions is hindered.

Additional Equipment: You have a bag of light tools.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You overheard the other PCs discussing their mission and volunteered your services.

  2. One of the PCs asked you to come along, believing that your talents would be invaluable to the mission.

  3. You believe that the PCs’ mission is somehow related to one of your investigations.

  4. A third party recruited you to follow the PCs and see what they were up to.

Resilient

You can take a lot of punishment, both physically and mentally, and still come back for more. It takes a lot to put you down. Neither physical nor mental shocks or damage have a lasting effect. You’re tough to faze. Unflappable. Unstoppable.

You gain the following characteristics:

Resistant: +2 to your Might Pool, and +2 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.F74sHYUANEPVaFd4]{Recover}: You can make an extra recovery roll each day. This roll is just one action. So you can make two recovery rolls that each take one action, one roll that takes ten minutes, a fourth roll that takes one hour, and a fifth roll that requires ten hours of rest.

@UUID[Compendium.cyphersystem-compendium.basic-skills.Q0vfmbqehJw0jYBa]{Skill}: You are trained in Might defense tasks.

@UUID[Compendium.cyphersystem-compendium.basic-skills.5X8qgmSuvRVNTiaP]{Skill}: You are trained in Intellect defense tasks.

@UUID[Compendium.cyphersystem-compendium.inabilities.U7X7WY5Qk3QIXxAD]{Inability}: You’re hardy but not necessarily strong. Any task involving moving, bending, or breaking things is hindered.

@UUID[Compendium.cyphersystem-compendium.inabilities.iic3khiZZCsbjkIg]{Inability}: You have a lot of willpower and mental fortitude, but you’re not necessarily smart. Any task involving knowledge or figuring out problems or puzzles is hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You saw that the PCs clearly need someone like you to help them out.

  2. Someone asked you to watch over one of the PCs in particular, and you agreed.

  3. You are bored and desperately in need of a challenge.

  4. You lost a bet—unfairly, you think—and had to take someone’s place on this mission.

Risk-Taking

It’s part of your nature to question what others think can’t or shouldn’t be done. You’re not insane, of course—you wouldn’t attempt to leap across a mile-wide chasm just because you were dared. There’s impossible and then there’s the just barely possible. You like to push the latter further than others, because it gives you a rush of satisfaction and pleasure when you succeed. The more you succeed, the more you find yourself looking for that next risky challenge to try yourself against.

You gain the following characteristics:

Nimble: +4 to your Speed Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.l3HBMnyOMVF6rIk8]{Skill}: You’re adept at leveraging risk, and you are trained in tasks that involve some element of chance, such as playing games or choosing between two or three apparently equal options.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.wWSSBexYE1QI054l]{Pressing Your Luck}: You can choose to automatically succeed on one task without rolling, as long as the task’s difficulty is no higher than 6. When you do so, however, you also trigger a GM intrusion as if you had rolled a 1. The intrusion doesn’t invalidate the success, but it probably qualifies it in some fashion. You can do this one time, although the ability renews each time you make a ten-hour recovery roll.

@UUID[Compendium.cyphersystem-compendium.inabilities.MoKSCrQBoxl4PZ0f]{Inability}: You may be nimble, but you’re not sneaky. Tasks related to sneaking and staying quiet are hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. It seemed like there were equal odds that the other PCs wouldn’t succeed, which sounded good to you.

  2. You think the tasks ahead will present you with unique and fulfilling challenges.

  3. One of your biggest risks failed to go your way, and you need money to help pay that debt.

  4. You bragged that you never saw a risk you didn’t like, which is how you reached your current point.

Rugged

You’re a nature lover accustomed to living rough, pitting your wits against the elements. Most likely, you’re a skilled hunter, gatherer, or naturalist. Years of living in the wild have left their mark with a worn countenance, wild hair, or scars. Your clothing is probably much less refined than the garments worn by city dwellers.

You gain the following characteristics:

@UUID[Compendium.cyphersystem-compendium.expanded-skills.zOjoCu1WyXeVzqs6]{Skill}: You’re trained in all tasks involving climbing, jumping, running, and swimming.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.lpBwC7PY35rIfBUG]{Skill}: You’re trained in all tasks involving training, riding, or placating natural animals.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.2Ipdh8f3MeuAMM3R]{Skill}: You’re trained in all tasks involving identifying or using natural plants.

@UUID[Compendium.cyphersystem-compendium.inabilities.iP9m2p6htGgd896X]{Inability}: You have no social graces and prefer animals to people. Any task involving charm, persuasion, etiquette, or deception is hindered.

Additional Equipment: You carry an explorer’s pack with rope, two days’ rations, a bedroll, and other tools needed for outdoor survival.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. Against your better judgment, you joined the other PCs because you saw that they were in danger.

  2. One of the other PCs convinced you that joining the group would be in your best interests.

  3. You’re afraid of what might happen if the other PCs fail.

  4. There is reward involved, and you need the money.

Sharp-Eyed

You’re perceptive and well aware of your surroundings. You notice the little details and remember them. You can be difficult to surprise.

You gain the following characteristics:

@UUID[Compendium.cyphersystem-compendium.basic-skills.gbWPNb1uKsRtZWSL]{Skill}: You’re trained in initiative actions.

@UUID[Compendium.cyphersystem-compendium.basic-skills.rH5FwMXGaNn21DZD]{Skill}: You’re trained in perception actions.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.LboNMbw0CmRDZX0l]{Find the Flaw}: If an opponent has a straightforward weakness (takes extra damage from fire, can’t see out of their left eye, and so on), the GM will tell you what it is.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You heard about what was going on, saw a flaw in the other PCs’ plan, and joined up to help them out.

  2. You noticed that the PCs have a foe (or at least a tail) they weren’t aware of.

  3. You saw that the other PCs were up to something interesting and got involved.

  4. You’ve been noticing some strange things going on, and this all appears related.

Skeptical

You possess a questioning attitude regarding claims that are often taken for granted by others. You’re not necessarily a “doubting Thomas” (a skeptic who refuses to believe anything without direct personal experience), but you’ve often benefited from questioning the statements, opinions, and received knowledge presented to you by others.

You gain the following characteristics:

Insightful: +2 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.basic-skills.QonPVHzXrzIN29lf]{Skill}: You’re trained in identifying.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.E2q7bbS0LqBwRDFi]{Skill}: You’re trained in all actions that involve seeing through a trick, an illusion, a rhetorical ruse designed to evade the issue, or a lie. For example, you’re better at keeping your eye on the cup containing the hidden ball, sensing an illusion, or realizing if someone is lying to you (but only if you specifically concentrate and use this skill).

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You overheard other PCs holding forth on a topic with an opinion you were quite skeptical about, so you decided to approach the group and ask for proof.

  2. You were following one of the other PCs because you were suspicious of him, which brought you into the action.

  3. Your theory about the nonexistence of the supernatural can be invalidated only by your own senses, so you came along.

  4. You need money to fund your research.

Stealthy

You’re sneaky, slippery, and fast. These talents help you hide, move quietly, and pull off tricks that require sleight of hand. Most likely, you’re wiry and small. However, you’re not much of a sprinter—you’re more dexterous than fleet of foot.

You gain the following characteristics:

Quick: +2 to your Speed Pool.

@UUID[Compendium.cyphersystem-compendium.basic-skills.duTx0BwgmC1Gw3Ze]{Skill}: You’re trained in all stealth tasks.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.YlYSOH8OdFUTBwey]{Skill}: You’re trained in all interactions involving lies or trickery.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.5iv3kUKcLQwrTSDH]{Skill}: You’re trained in all special abilities involving illusions or trickery.

@UUID[Compendium.cyphersystem-compendium.inabilities.lhu2y0HMmw0xQ3hv]{Inability}: You’re sneaky but not fast. All movement-related tasks are hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You attempted to steal from one of the other PCs. That character caught you and forced you to come along with them.

  2. You were tailing one of the other PCs for reasons of your own, which brought you into the action.

  3. An NPC employer secretly paid you to get involved.

  4. You overheard the other PCs talking about a topic that interested you, so you decided to approach the group.

Strong

You’re extremely strong and physically powerful, and you use these qualities well, whether through violence or feats of prowess. You likely have a brawny build and impressive muscles.

You gain the following characteristics:

Very Powerful: +4 to your Might Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.0yrwPAkrOBERFQOq]{Skill}: You’re trained in all actions involving breaking inanimate objects.

@UUID[Compendium.cyphersystem-compendium.basic-skills.MrGl25gzZk4uu7BR]{Skill}: You’re trained in all jumping actions.

Additional Equipment: You have an extra medium weapon or heavy weapon.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. Against your better judgment, you joined the other PCs because you saw that they were in danger.

  2. One of the other PCs convinced you that joining the group would be in your best interests.

  3. You’re afraid of what might happen if the other PCs fail.

  4. There is reward involved, and you need the money.

Strong-Willed

You’re tough-minded, willful, and independent. No one can talk you into anything or change your mind when you don’t want it changed. This quality doesn’t necessarily make you smart, but it does make you a bastion of willpower and resolve. You likely dress and act with unique style and flair, not caring what others think.

You gain the following characteristics:

Willful: +4 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.DlnCXfB1v1U859YY]{Skill}: You’re trained in resisting mental effects.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.3IfJDAc8qCJ11NNX]{Skill}: You’re trained in tasks requiring incredible focus or concentration.

@UUID[Compendium.cyphersystem-compendium.inabilities.CmubEJ8BMUsW1oei]{Inability}: Willful doesn’t mean brilliant. Any task that involves figuring out puzzles or problems, memorizing things, or using lore is hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. Against your better judgment, you joined the other PCs because you saw that they were in danger.

  2. One of the other PCs convinced you that joining the group would be in your best interests.

  3. You’re afraid of what might happen if the other PCs fail.

  4. There is reward involved, and you need the money.

Swift

You move quickly, able to sprint in short bursts and work with your hands with dexterity. You’re great at crossing distances quickly but not always smoothly. You are likely slim and muscular.

You gain the following characteristics:

Fast: +4 to your Speed Pool.

@UUID[Compendium.cyphersystem-compendium.basic-skills.gbWPNb1uKsRtZWSL]{Skill}: You’re trained in initiative actions (to determine who goes first in combat).

@UUID[Compendium.cyphersystem-compendium.expanded-skills.EyD5RQ654NoPJ7MN]{Skill}: You’re trained in running actions.

@UUID[Compendium.cyphersystem-compendium.inabilities.t7exG3KfxnoPKxO2]{Inability}: You’re fast but not necessarily graceful. Any task involving balance is hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. Against your better judgment, you joined the other PCs because you saw that they were in danger.

  2. One of the other PCs convinced you that joining the group would be in your best interests.

  3. You’re afraid of what might happen if the other PCs fail.

  4. There is reward involved, and you need the money.

Tongue-Tied

You’ve never been much of a talker. When forced to interact with others, you never think of the right thing to say—words fail you entirely, or they come out all wrong. You often end up saying precisely the wrong thing and insult someone unintentionally. Most of the time, you just keep mum. This makes you a listener instead—a careful observer. It also means that you’re better at doing things than talking about them. You’re quick to take action.

You gain the following characteristics:

Actions, Not Words: +2 to your Might Pool, and +2 to your Speed Pool.

@UUID[Compendium.cyphersystem-compendium.basic-skills.rH5FwMXGaNn21DZD]{Skill}: You are trained in perception.

@UUID[Compendium.cyphersystem-compendium.basic-skills.gbWPNb1uKsRtZWSL]{Skill}: You are trained in initiative (unless it’s a social situation).

@UUID[Compendium.cyphersystem-compendium.inabilities.tlL5bTqgc9lt5GNz]{Inability}: All tasks relating to social interaction are hindered.

@UUID[Compendium.cyphersystem-compendium.inabilities.rfQPiUR4GHBdjFtE]{Inability}: All tasks involving verbal communication or relaying information are hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You just tagged along and no one told you to leave.

  2. You saw something important the other PCs did not and (with some effort) managed to relate it to them.

  3. You intervened to save one of the other PCs when they were in danger.

  4. One of the other PCs recruited you for your talents.

Tough

You’re strong and can take a lot of physical punishment. You might have a large frame and a square jaw. Tough characters frequently have visible scars.

You gain the following characteristics:

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.SkxEXPpCgIGXixu9]{Resilient}: +1 to Armor.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.gr1uaERqywhUGjCK]{Healthy}: Add 1 to the points you regain when you make a recovery roll.

@UUID[Compendium.cyphersystem-compendium.basic-skills.Q0vfmbqehJw0jYBa]{Skill}: You’re trained in Might defense actions.

Additional Equipment: You have an extra light weapon.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You’re acting as a bodyguard for one of the other PCs.

  2. One of the PCs is your sibling, and you came along to watch out for them.

  3. You need money because your family is in debt.

  4. You stepped in to defend one of the PCs when that character was threatened. While talking to them afterward, you heard about the group’s task.

Vicious

You try to hide what’s inside, fold it into yourself when everything inside you screams to let go, make them pay, make them hurt, and make them bleed. Sometimes you succeed for your friends—smiling like they smile, laughing when they laugh, and sometimes even having other emotions of your own. But it’s always there, that feeling of frantic glee mixed with hate that sometimes leaps out of you when you confront a foe. Violence your friends can tolerate, but you sometimes worry they will also learn that you are cruel.

You gain the following characteristics:

Skill: You are trained in @UUID[Compendium.cyphersystem-compendium.expanded-skills.53j3Qwt5Im4wqddo]{tracking creatures}. If @UUID[Compendium.cyphersystem-compendium.expanded-skills.ZPyRyzPue2DuKSw9]{a creature has wronged you}, the tracking task is eased.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.LldixgespLl6ajEf]{Bloodthirsty}: Once you begin fighting, you see only red. You inflict 2 additional points of damage with any attack.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.1FP6DV2OqgaaT4ZN]{Berserk}: Once you begin fighting, it’s hard for you to stop. In fact, it’s a difficulty 2 Intellect task to do so, even if your foe surrenders or you’ve run out of foes. If the latter occurs and you fail to stop, you attack the nearest ally within short range.

Additional Equipment: You have a record that you use to list those who’ve wronged you.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. Another PC saw you take down a mean drunk in a tavern, not realizing you were the one who started the fight.

  2. You wanted to get away from a bad situation, so you went with the other PCs.

  3. You want to change, and you hope that being with the other PCs will help you calm yourself.

  4. One of the other PCs asked you to come along, believing that your viciousness could be harnessed for the benefit of the mission.

Virtuous

Doing the right thing is a way of life. You live by a code, and that code is something you attend to every day. Whenever you slip, you reproach yourself for your weakness and then get right back on track. Your code probably includes moderation, respect for others, cleanliness, and other characteristics that most people would agree are virtues, while you eschew their opposites: sloth, greed, gluttony, and so on.

You gain the following characteristics:

Dauntless: +2 to your Might Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.iUJdgnZi90GZjY9s]{Skill}: You are trained in discerning people’s true motives or seeing through lies.

@UUID[Compendium.cyphersystem-compendium.basic-skills.5X8qgmSuvRVNTiaP]{Skill}: Your adherence to a strict moral code has hardened your mind against fear, doubt, and outside influence. You are trained in Intellect defense tasks.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. The PCs are doing something virtuous, and you’re all about that.

  2. The PCs are on the road to perdition, and you see it as your task to set them on the proper moral route.

  3. One of the other PCs invited you, hearing of your virtuous ways.

  4. You put virtue before sense and defended someone’s honor in the face of an organization or power far greater than you. You joined the PCs because they offered aid and friendship when, out of fear of reprisals, no one else would.

Weird

You aren’t like anyone else, and that’s fine with you. People don’t seem to understand you—they even seem put off by you—but who cares? You understand the world better than they do because you’re weird, and so is the world you live in. The concept of “the weird” is well known to you. Strange devices, ancient locales, bizarre creatures, storms that can transform you, living energy fields, conspiracies, aliens, and things most people can’t even name populate the world, and you thrive on them. You have a special attachment to it all, and the more you discover about the weirdness in the world, the more you might discover about yourself.

Weird characters might be mutants or people born with strange qualities, but sometimes they started out “normal” and adopted the weird by choice.

You gain the following characteristics:

Inner Light: +2 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.HV2tw9N81PJawwwx]{Distinctive Physical Quirk}: You have a unique physical aspect that is, well, bizarre. Depending on the setting, this can vary greatly. You might have purple hair or metal spikes on your head. Perhaps your hands don’t connect to your arms, although they move as if they do. Maybe a third eye stares out from the side of your head, or superfluous tendrils grow from your back. Whatever it is, your quirk might be a mutation, a supernatural trait (a blessing or curse), a feature with no explanation, or just a really wild tattoo that draws a lot of attention.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.zKHJrLeBOfy0p9du]{A Sense for the Weird}: Sometimes—at the GM’s discretion—weird things relating to the supernatural or its effects on the world seem to call out to you. You can sense them from afar, and if you get within long range of such a thing, you can sense whether it is overtly dangerous or not.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.uBvX2CVPg5MNgjwW]{Skill}: You are trained in supernatural knowledge.

@UUID[Compendium.cyphersystem-compendium.inabilities.JDEjrsDDDqVcqSZp]{Inability}: People find you unnerving. All tasks relating to pleasant social interaction are hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. It seemed weird, so why not?

  2. Whether the other PCs realize it or not, their mission has to do with something weird that you know about, so you got involved.

  3. As an expert in the weird, you were specifically recruited by the other PCs.

  4. You felt drawn to join the other PCs, but you don’t know why.

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Focus is what makes a character unique. No two PCs in a group should have the same focus. A focus gives a character benefits when they create their character and each time they ascend to the next tier. It’s the verb of the sentence “I am an adjective noun who verbs.”

This chapter contains nearly a hundred sample foci, such as Bears a Halo of Fire, Would Rather Be Reading, and Pilots Starcraft. These foci can be chosen and used as presented by a player, or by the GM who adds them to a list of available foci for their players in their next campaign.

In addition, the latter half of this chapter provides tools for the GM or an enterprising player to create their own custom foci that perfectly match the needs of a given game or campaign, as presented in Creating New Foci.

Choosing Foci

Not all foci are appropriate for every genre. The Genre chapter provides guidance, but this section offers some broad generalizations. Obviously, the GM can include whatever foci are available in their setting. Foci end up being an important distinction in this case, because Commands Mental Powers, for example, makes it clear that psychic abilities exist in the setting, just as Howls at the Moon implies the existence of lycanthropes like werewolves, and Pilots Starcraft, of course, requires starships available to pilot.

When a focus is chosen for a character, they get a special connection to one or more of their fellow PCs, a first-tier ability, and perhaps additional starting equipment: one or two pieces of equipment that might be required for the character to use their ability, or that might pair well with the focus. For instance, a character that can build things needs a set of tools. A character that’s constantly on fire needs a set of clothes that are immune to flame. A character that draws runes to cast spells needs writing implements. A character that slays monsters with a sword needs a sword. And so on. That said, many foci don’t require additional equipment.

Each focus also offers one or more suggestions—GM intrusions—for possible effects or consequences of really good or really bad die rolls.

A couple of foci presented in this chapter provide a “type swap option” that allows a player to swap an ability that would otherwise be gained from their type for the indicated ability instead. A player doesn’t have to make the swap; they merely have the option. For instance, the focus Loves the Void provides the option to gain the ability Have Spacesuit, Will Travel instead of a type ability.

As a character progresses to a new tier, a focus grants more abilities. Each tier’s benefit is usually labeled Action or Enabler. If an ability is labeled Action, a character must take an action to use it. If an ability is labeled Enabler, it makes other actions better or gives some other benefit, but it’s not an action. An ability that allows a character to blast foes with lasers is an action. An ability that grants additional damage when an attack is made is an enabler. An enabler is used in the same turn as another action, and often as part of another action.

Each tier’s benefits are independent of and cumulative with benefits from other tiers (unless indicated otherwise). So if a first-tier ability grants +1 to Armor and a fourth-tier ability also grants +1 to Armor, when the character reaches fourth tier, a total of +2 to Armor is granted.

At tier 3 and tier 6, the character is asked to choose one ability from the two options provided.

Finally, you can choose whether you want to expand the story behind the focus (though that’s not mandatory).

Focus Connections

Choose a connection that goes well with the focus. If you’re a GM choosing (or creating) one or more foci for your players, choose up to four of the following connections.

  1. Pick one other PC. For reasons unknown to you, that character is completely immune to your focus abilities, whether you use them for help or for harm.

  2. Pick one other PC. You knew of that character years ago, but you don’t think they knew you.

  3. Pick one other PC. You’re always trying to impress them, but you’re not sure why.

  4. Pick one other PC. That character has a habit that annoys you, but you’re otherwise quite impressed with their abilities.

  5. Pick one other PC. That character shows potential in appreciating your particular paradigm, fighting style, or other
    focus-provided attribute. You would like to train them, but you’re not necessarily qualified to teach (that’s up to you), and they might not be interested (that’s up to them).

  6. Pick one other PC. If they are within immediate range when you’re in a fight, sometimes they provide an asset, and sometimes they accidentally hinder your attack rolls (50% chance either way, determined per fight).

  7. Pick one other PC. You once saved their life, and they clearly feel indebted to you. You wish they didn’t; it’s just part of the job.

  8. Pick one other PC. That character recently mocked you in some fashion that really hurt your feelings. How you deal with this (if at all) is up to you.

  9. Pick one other PC. That character knows you have suffered at the hands of robotic entities in the past. Whether you hate robots now is up to you, which may affect your relationship with the character if they are friendly with robots or have robotic parts.

  10. Pick one other PC. That character comes from the same place you do, and you knew each other as children.

  11. Pick one other PC. In the past, they taught you a few tricks to use in a fight.

  12. Pick one other PC. That character doesn’t seem to approve of your methods.

  13. Pick one other PC. Long ago, the two of you were on opposite sides of a fight. You won, though you “cheated” in their eyes (but from your perspective, all’s fair in a fight). They may be ready for a rematch, though that’s up to them.

  14. Pick one other PC. You are always trying
    to impress that character with your skill, wit, appearance, or bravado. Perhaps they are a rival, perhaps you need their respect, or perhaps you’re romantically interested
    in them.

  15. Pick one other PC. You fear that character is jealous of your abilities and worry that it might lead to problems.

  16. Pick one other PC. You accidentally caught them in a trap you set, and they had to get free on their own.

  17. Pick one other PC. You were once hired to track down someone who was close to that character.

  18. Pick two PCs (preferably ones who are likely to get in the way of your attacks). When you miss with an attack and the GM rules that you struck someone other than your target, you hit one of these two characters.

  19. Pick one other PC. You’re not sure how or from where, but that character has a line on bottles of rare alcohol and can get them for you for half price.

  20. Pick one other PC. You recently had a possession go missing, and you’re becoming convinced that they took it. Whether or not they did is up to them.

  21. Pick one other PC. They always seem to know where you are, or at least in what direction you are in relation to them.

  22. Pick one other PC. Seeing you use your focus abilities seems to trigger an unpleasant memory in that character. That memory is up to the other PC, although they may not be able to consciously recall it.

  23. Pick one other PC. Something about them interferes with your abilities. When they stand next to you, your focus abilities cost 1 additional point.

  24. Pick one other PC. Something about them complements your abilities. When they stand next to you, the first focus ability you use in any 24-hour period costs 2 fewer points.

  25. Pick one other PC. You have known that character for a while, and they helped you gain control of your focus-related abilities.

  26. Pick one other PC. Sometime in that character’s past, they had a devastating experience while attempting something that you do as a matter of course thanks to your focus. Whether they choose to tell you about it is up to them.

  27. Pick one other PC. Their occasional clumsiness and loud behavior irritate you.

  28. Pick one other PC. In the recent past, while practicing, you accidentally hit them with an attack, wounding them badly. It is up to them to decide whether they resent or forgive you.

  29. Pick one other PC. They owe you a significant amount of money.

  30. Pick one other PC. In the recent past, while escaping a threat, you accidentally left that character to fend for themselves. They survived, but just barely. It is up to the player of that character to decide whether they resent you or have decided to forgive you.

  31. Pick one other PC. Recently, they accidentally (or perhaps intentionally) put you in a position of danger. You’re fine now, but you’re wary around them.

  32. Pick one other PC. From your perspective, they seem nervous around a specific idea, person, or situation. You would like to teach them how to be more comfortable with their fears (if they will let you).

  33. Pick one other PC. They called you a coward once.

  34. Pick one other PC. That character always recognizes you or your handiwork, whether you’re in disguise or are long gone when they arrive on the scene.

  35. Pick one other PC. You inadvertently caused an accident that put them into a sleep so deep they didn’t wake for three days. Whether they forgive you or not is up to them.

  36. Pick one other PC. You are pretty sure you are related in some fashion.

  37. Pick one other PC. You accidentally learned something they were trying to keep a secret.

  38. Pick one other PC. They are especially sensitive to the use of your flashier focus abilities, and occasionally they become dazzled for a few rounds, which hinders their actions.

  39. Pick one other PC. They appear to have a treasured item that was once yours, but that you lost in a game of chance years ago.

  40. Pick one other PC. If it wasn’t for you, that character would have failed a past test of mental achievement.

  41. Pick one other PC. Based on a couple of comments you’ve overheard, you suspect that they don’t hold your area of training or favorite hobby in the highest regard.

  42. Pick one other PC whose focus intertwines with yours. This odd connection affects them in some way. For example, if the character uses a weapon, your focus ability sometimes improves their attack in some fashion.

  43. Pick one other PC. They are deathly afraid of heights. You would like to teach them how to be more comfortable with their feet off the ground. They must decide whether or not to take you up on your offer.

  44. Pick one other PC. They are skeptical of your claims about something momentous that happened in your past. They might even attempt to discredit you or discover the “secret” behind your story, though that’s up to them.

  45. Pick one other PC. They have a knack for being able to recognize where your plans or schemes have a weak spot.

  46. Pick one other PC. That character’s face is so intriguing to you in a way you don’t understand that you sometimes find yourself sketching their likeness in the dirt or using some other medium you have access to.

  47. Pick one other PC. That character has an extra item of regular equipment you gave them, either something you made or an item you just wanted to give them. (They choose the item.)

  48. Pick one other PC. They commissioned you to do a job for them. You’ve already been paid but haven’t yet completed the job.

  49. Pick one other PC. You worked together in the past, and the job ended badly.

  50. Pick one other PC. While they stand next to you and use their action to concentrate on helping you, one of your focus ability’s ranges is doubled.

Story Behind The Focus

The foci in this book have been purposely stripped down to basics so they have the widest possible application across multiple genres. A single descriptive sentence or two summarizes each one. After you choose a focus, you have the option to expand its presentation by adding more story and description relevant to the world or to the character.

For instance, if you choose Operates Undercover, the summarizing description is “Under the guise of someone else, you seek to find answers the powerful do not want divulged.” If you choose Conducts Weird Science, the summary is “Your preternatural insight and ability make you a scientist capable of amazing feats.” These descriptions provide what you need to know to use the focus.

However, if you wish (and only if you wish; there is no requirement to do so), you can add more to those descriptions in a fashion that’s relevant for your game. For example, if you choose both Operates Undercover and Conducts Weird Science for use in a modern genre such as horror, urban fantasy, espionage, or something similar, you might expand the descriptions as shown in the following examples.

Operates Undercover: Espionage is not something you know anything about. At least, that’s what you want everyone to believe, because in truth, you’ve been trained as a spy or covert agent. You might work for a government or for yourself. You might be a police detective or a criminal. You could even be an investigative reporter.

Regardless, you learn information that others attempt to keep secret. You collect rumors and whispers, stories and hard-won evidence, and you use that knowledge to aid your own endeavors and, if appropriate, provide your employers with the information they desire. Alternatively, you might sell what you have learned to those willing to pay a premium.

You probably wear dark colors—black, charcoal grey, or midnight blue—to help blend into the shadows, unless the cover you’ve chosen requires you to look like someone else.

Conducts Weird Science: You could be a respected scientist, having been published in several peer-reviewed journals. Or you might be considered a crank by your contemporaries, pursuing fringe theories on what others consider to be scant evidence. Truth is, you have a particular gift for sifting the edges of what’s possible. You can find new insights and unlock odd phenomena with your experiments. Where others see a crackpot cornucopia, you sift the conspiracy theories for revelation. Whether you conduct your enquiries as a government contractor, a university researcher, a corporate scientist, or an indulger of curiosity in your own garage lab following your muse, you push the boundaries of what’s possible.

You probably care more about your work than trivialities such as your appearance, polite or proper behavior, or social norms, but then again, an eccentric like you might turn the tables on that stereotype too.

If you want to go even further, you could determine where a character’s focus abilities come from. Depending on the genre, they could derive those abilities from advanced and persistent training, via magical runes, through cybernetic parts, from their genetic heritage, or because of their access to advanced technology. For instance, a character might be able to blast targets with lightning because they got zapped by strange radiation or because they picked up a lightning gun. On the other hand, it might be because their intense training allowed them to learn lightning magic. The possibilities are nearly endless, and up to you to include or forgo. Because however a focus’s abilities were gained, it’s also enough that they just work.

Customizing Foci

Sometimes not everything about a focus is right for a character’s concept, or perhaps the GM needs additional guidelines for creating a new focus. Either way, the solution lies in looking at foci abilities at their most basic default levels.

At any tier, a player can select one of the following abilities in place of the ability granted by the tier. Many of these replacement abilities, particularly at the higher tiers, might involve body modification, integration with high-tech devices, learning powerful magic spells, uncovering forbidden secrets, or something similar appropriate to the genre.

Tier 1

@UUID[Compendium.cyphersystem-compendium.abilities.2x7nMe9ZGp3VjI8B]{Combat Prowess} @UUID[Compendium.cyphersystem-compendium.abilities.RnK2bmvUb7RIVPSA]{Enhanced Potential}

Tier 2

Lower-tier ability: choose any tier 1 replacement ability, above.

@UUID[Compendium.cyphersystem-compendium.abilities.CtRvLxfUlCynJv1B]{Skill With Defense} @UUID[Compendium.cyphersystem-compendium.abilities.yl2zo179wXZW5Xxc]{Practiced With All Weapons} @UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks}

Tier 3

Lower-tier ability: choose any tier 1 or 2 replacement ability, above.

@UUID[Compendium.cyphersystem-compendium.abilities.b776WTF2u1roh3n0]{Incredible Health} @UUID[Compendium.cyphersystem-compendium.abilities.rqC9cEmRkvm29N56]{Fusion Armor}

Tier 4

Lower-tier ability: choose any tier 1, 2, or 3 replacement ability, above.

@UUID[Compendium.cyphersystem-compendium.abilities.VsKeNcF252yKnh2O]{Poison Resistance} @UUID[Compendium.cyphersystem-compendium.abilities.V2BSB9or5UJdTiYF]{Built-in Weaponry}

Tier 5

Lower-tier ability: choose any tier 1, 2, 3, or 4 replacement ability, above.

@UUID[Compendium.cyphersystem-compendium.abilities.wWN4y4rATxbtMCMo]{Adaptation} @UUID[Compendium.cyphersystem-compendium.abilities.FjXL6iSD1CJKbuGT]{Defensive Field}

Tier 6

Lower-tier ability: choose any tier 1, 2, 3, 4, or 5 replacement ability, above.

@UUID[Compendium.cyphersystem-compendium.abilities.cbXNxvPdWEbKF6nA]{Reactive Field}

Foci

The full description for each focus ability listed in this section is found in the Abilities chapter, which has descriptions for type, flavor, and focus abilities in a single vast catalog.

Abides in Stone

Your flesh is made of hard mineral, making you a hulking, difficult-to-harm humanoid.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.pXrC4lkMOY7CvFLk]{Golem Body}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.U9ZBl9NeipxSLavS]{Golem Healing}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.aFEBxDGnuFi20cLo]{Golem Grip}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.zuEylYrgOVAAjs71]{Trained Basher}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.E0k0LUw0epjJGrv9]{Golem Stomp} or @UUID[Compendium.cyphersystem-compendium.abilities.NFsoXUQaq3I5h2UY]{Weaponization}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.Uk6ceaEWFjcoHNTI]{Deep Reserves}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.F6mAzjhG2T4irVjy]{Specialized Basher}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.4BQHOR98z3TYJPQu]{Still As a Statue}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.fkedtvx6UakJPOZN]{Ultra Enhancement} or @UUID[Compendium.cyphersystem-compendium.abilities.laxdkyrDuOhxfWKc]{Mind Surge}

GM Intrusions: Creatures of stone sometimes forget their own strength or weight. A walking statue can terrify common folk.

Absorbs Energy

You can harness kinetic energy and transform it into other kinds of energy.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.62zBqhQoPk6IV8lF]{Absorb Kinetic Energy}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.NMjccuRLDDnfZtZe]{Release Energy}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.UJst9mtUKNTe3Pd2]{Energize Object}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.yvPcOjjqyU3618Ob]{Absorb Pure Energy} or @UUID[Compendium.cyphersystem-compendium.abilities.wrPVUnJauasIH886]{Improved Absorb Kinetic Energy}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.Y7HUEp7IxdPuur8V]{Overcharge Energy}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.LwmoGOpgHy1K2dU4]{Energize Creature}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.5i6TqVJQQ4sTvqTm]{Energize Crowd} or @UUID[Compendium.cyphersystem-compendium.abilities.m21TAvxSQn1rGx3d]{Overcharge Device}

GM Intrusions: Energy goes to ground in a destructive way. Some predators feed directly on energy. An unintended item is drained of energy.

Awakens Dreams

You can pull images from dreams and bring them to life in the waking world.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.y08bfWS5eyeUJB3J]{Dreamcraft}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.bcEupdsF6FduFPwe]{Oneirochemy}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.bH57y3PYsMceluGy]{Dream Thief}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.FBCpBF9PXlEtIX4m]{Dream Becomes Reality} or @UUID[Compendium.cyphersystem-compendium.abilities.7GsuhcRTpDX0d1em]{Enhanced Intellect}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.FIU24o7T66ViVgyg]{Daydream}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.pUbqCBV3dBOWFgmv]{Nightmare}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.2iAHsn5ie8sYRiyb]{Chamber of Dreams} or @UUID[Compendium.cyphersystem-compendium.abilities.cbXNxvPdWEbKF6nA]{Reactive Field}

GM Intrusions: An unexpected sleepwalking episode puts the character into a dangerous situation. A nightmare breaks free of a dream.

Battles Robots

You excel in battling robots, automatons, and machine entities.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.atQ5yNq1ZEyy0z5j]{Machine Vulnerabilities}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.pYsmdnNte7o5Flca]{Tech Skills}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.aNNLomN5nZc52ZT4]{Defense Against Robots}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.QHSH8fE6l3bKz2xl]{Machine Hunting}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.ka5VA9XBi4OTnKVa]{Disable Mechanisms} or @UUID[Compendium.cyphersystem-compendium.abilities.uG2ACHNAPoZirp0b]{Surprise Attack}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.NoKdHv0FSytZR4iF]{Robot Fighter}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.NJakiz9yvoflzzBD]{Drain Power}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.jHrQLzIfjKtXBoJL]{Deactivate Mechanisms} or @UUID[Compendium.cyphersystem-compendium.abilities.58CLKxSLgaT6W6Cj]{Lethal Damage}

GM Intrusions: The robot explodes upon defeat. Other robots come after the character for revenge.

Bears a Halo of Fire

You can sheath your body in flames, which protects you and harms your foes.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.AzMtxh562JfrPdKZ]{Shroud of Flame}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.NJjAmyf9zhjRTNme]{Hurl Flame}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.TWqyBv9PEjwJKd1y]{Wings of Fire} or @UUID[Compendium.cyphersystem-compendium.abilities.srn53BB1da8Elh1t]{Fiery Hand of Doom}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.tJQmvEiYq2xBv4ZJ]{Flameblade}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.6fpCYtBDCfW6m1b0]{Fire Tendrils}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.NVdx8QjmTP5eOjDh]{Fire Servant} or @UUID[Compendium.cyphersystem-compendium.abilities.PLsz8IqWScZt0Ott]{Inferno Trail}

GM Intrusions: Fire burns flammable material. Fire spreads out of control. Primitive creatures fear fire and often attack what they fear.

Blazes With Radiance

You can create light, sculpt it, bend it away from you, or gather it to use as a weapon.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.ea7BzQy6fZqHQNET]{Enlightened}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.xZQXXjAWGBo7mTHU]{Illuminating Touch}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.teFcKcbo5ZBFbfRl]{Dazzling Sunburst}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.IUlsD8Zxp8AYbO4h]{Burning Light} or @UUID[Compendium.cyphersystem-compendium.abilities.CtRvLxfUlCynJv1B]{Skill With Defense}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.iIlgHiF1EN0fEpYx]{Sunlight}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.PyVeE7CtDVDksWG6]{Disappear}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.cE7JPRHLqIdM3b9V]{Living Light} or @UUID[Compendium.cyphersystem-compendium.abilities.FjXL6iSD1CJKbuGT]{Defensive Field}

GM Intrusions: Allies are accidentally dazzled or blinded. Bright flashes draw guards.

Brandishes an Exotic Shield

You deploy an amazing shield of pure force that provides protection and some offensive options.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.yb5PaVIPimrcJxFg]{Force Field Shield}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.aidcxXW6MokDMqY7]{Force Bash}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.vPflrS1giYnMoqL2]{Enveloping Shield}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.6nm35znCQzjAk6Gb]{Healing Pulse} or @UUID[Compendium.cyphersystem-compendium.abilities.SPL1URVkuo4PJP8I]{Throw Force Shield}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.B5zrSVUs54TUALFB]{Energized Shield}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.TXNhhyj63MMp2dVF]{Force Wall}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.zflNCqrmTL7vrYg1]{Bouncing Shield} or @UUID[Compendium.cyphersystem-compendium.abilities.Np67YSIzrP6w1PPb]{Shield Burst}

GM Intrusions: The shield is temporarily lost. A foe temporarily ends up with the shield.

Builds Robots

Your robotic creations do as they are commanded.

The word “robot” is used in this focus, though the robot you create might look very different from one created by someone else, depending on the genre. Steampunk robots, organic robots, or even magical golems are all feasible “robots.”

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.paIv2etaqLqY76y0]{Robot Assistant}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.pUliR2uWpIcE6jQX]{Robot Builder}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.kgCuCmU8kn0UMy8v]{Robot Control}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.ETGBAqAc1ApFH5cx]{Expert Follower} or @UUID[Compendium.cyphersystem-compendium.abilities.CtRvLxfUlCynJv1B]{Skill With Defense}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.BSx4qB29VwRUISm6]{Robot Upgrade}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.yqhUXLWMSNn5IYOn]{Robot Fleet}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.HAVNfVKAdwtJF6Jj]{Robot Evolution} or @UUID[Compendium.cyphersystem-compendium.abilities.BSx4qB29VwRUISm6]{Robot Upgrade}

GM Intrusions: The robot is hacked, gains a mind of its own, or unexpectedly detonates.

Calculates the Incalculable

Awesome mathematical ability allows you to model the world in real time, giving you an edge over everyone.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.vcbIe2sSMKJmawl4]{Predictive Equation}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.A853pOqz5BmPfh4w]{Higher Mathematics}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.V5oEOJ4i32t97yOG]{Predictive Model}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.CNw7shehsdySzhAK]{Subconscious Defense} or @UUID[Compendium.cyphersystem-compendium.abilities.7GsuhcRTpDX0d1em]{Enhanced Intellect}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.Z7JkIlrv7gxim4Fn]{Cognizant Offense}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.34Ycb9VK8JwHgSl4]{Greater Enhanced Intellect}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.GnQRIvynqXx1R2a0]{Further Mathematics}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.wlkPdME0r3hx9VbE]{Knowing the Unknown} or @UUID[Compendium.cyphersystem-compendium.abilities.34Ycb9VK8JwHgSl4]{Greater Enhanced Intellect}

GM Intrusions: Too many predicted results threaten to overwhelm and stun the character. A result points to imminent disaster.

Channels Divine Blessings

A devout follower of a divine being, you channel some of your deity’s power to achieve wonders.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.I9m3nOdBZ2HoEmbj]{Blessing of the Gods}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.7GsuhcRTpDX0d1em]{Enhanced Intellect}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.dJTgtIs80gOoI6ac]{Divine Radiance} or @UUID[Compendium.cyphersystem-compendium.abilities.NgHLZq3tZ3CFJvYv]{Fire Bloom}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.gDwPpgIAocEfQjPx]{Overawe}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.OkKNmMvLFwHxUv2r]{Divine Intervention}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.tgaSXp1VQiec8Jst]{Divine Symbol} or @UUID[Compendium.cyphersystem-compendium.abilities.LnZkUlKUuuD7iW3P]{Summon Demon}

GM Intrusions: A demon investigates divine magic use. A rival cult has issues with the character’s teachings.

Commands Mental Powers

You can pull images from dreams and bring them to life in the waking world.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.L2NOLfflU6HNleuT]{Telepathic}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.W5Zt9qDKCtNr49BC]{Mind Reading}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.Mc8L07dpf605FDo9]{Psychic Burst} or @UUID[Compendium.cyphersystem-compendium.abilities.iRqXVpngq6vfgtEn]{Psychic Suggestion}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.FktE2hQhSKXbWcQU]{Use Senses of Others}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.N0wzhZ676UrCR8M4]{Precognition}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.Vcfc6yjbqX6WSzCf]{Mind Control} or @UUID[Compendium.cyphersystem-compendium.abilities.K0C60k7wHBSpMQX4]{Telepathic Network}

GM Intrusions: Something glimpsed in the target’s mind is horrifying. A feedback loop allows the target to read the character’s mind.

Conducts Weird Science

Your preternatural insight and ability make you a scientist capable of amazing feats.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.4PVFXmi2cxI8MdpR]{Lab Analysis}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.eEGFknWQZUBNXn99]{Knowledge Skills}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.mFPUUmBIcGGsuwNd]{Modify Device}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.G0hoaZFQpdG7FfxO]{Better Living Through Chemistry} or @UUID[Compendium.cyphersystem-compendium.abilities.b776WTF2u1roh3n0]{Incredible Health}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.eEGFknWQZUBNXn99]{Knowledge Skills}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.gjBFpV2OvDmBqeE3]{Just a Bit Mad}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.RHLBHQuskBAVGnU8]{Weird Science Breakthrough}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.CyuPiJdYZIfNcTSy]{Incredible Feat of Science}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.JeqLEAcHOYVd78TH]{Inventor} or @UUID[Compendium.cyphersystem-compendium.abilities.FjXL6iSD1CJKbuGT]{Defensive Field}

GM Intrusions: Creations get out of control. Side effects cannot always be predicted. Weird science terrifies people and can draw the media. When a device created or modified by weird science is depleted, it detonates.

Consorts With the Dead

The dead answer your questions, and their reanimated corpses serve you.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.nvA3LwoSP7jf4h8G]{Speaker for the Dead}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.yaLHxRtVBhveqHJA]{Necromancy}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.uPvNopNWTgHGIPyR]{Reading the Room} or @UUID[Compendium.cyphersystem-compendium.abilities.rRDSzPJtUCwRVXFR]{Repair Flesh}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.vEVmBgz2TxOH3aSk]{Greater Necromancy}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.kKYyGbrQxDRSOh37]{Terrifying Gaze}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.GDphyYXSfjKE5BST]{True Necromancy} or @UUID[Compendium.cyphersystem-compendium.abilities.Gsre3acJaxhGBa0S]{Word of Death}

GM Intrusions: The character’s necromantic reputation precedes them. A corpse seeks revenge for being reanimated.

Controls Beasts

Your ability to communicate and lead beasts is uncanny.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.bOohoEcDegDBinFc]{Beast Companion}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.gT21nqWZ9Es576oC]{Soothe the Savage}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.OIk4usP2NFT0tDu7]{Communication}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.cGcblQ2qvyHM02kY]{Mount} or @UUID[Compendium.cyphersystem-compendium.abilities.h1rn92kIqG5VVYd6]{Stronger Together}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.zstBkLwRduC7vgGT]{Beast Eyes}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.0IlHHY1ktkN2L5Sp]{Improved Companion}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.pFWDdnTXCiPfwsWv]{Beast Call}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.Qm31Nw2SkBpVcv9M]{As If One Creature} or @UUID[Compendium.cyphersystem-compendium.abilities.LvoH43SKKtr3urKo]{Control the Savage}

GM Intrusions: The community is reluctant to welcome dangerous animals. Out-of-control beasts become a real hazard.

Controls Gravity

You can sway the attraction of gravity itself.

Type Swap Option: Weighty

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.UCR0rx32kEsTcgnF]{Hover}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.QH3l6ojVnasZm5U8]{Enhanced Speed Edge}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.SHMGbt30RfePtyNE]{Define Down} or @UUID[Compendium.cyphersystem-compendium.abilities.jbhcWHMiQQaR9ukO]{Gravity Cleave}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.eJpNT3QObtYiDfXY]{Field of Gravity}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.abdAcwYE8L00VakL]{Flight}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.Cnvf8fv0EEKU3iSn]{Improved Gravity Cleave} or @UUID[Compendium.cyphersystem-compendium.abilities.tMOeiKWrhp5P5CCQ]{Weight of the World}

GM Intrusions: Onlookers react with unreasoning fear. A weird interaction sends an ally or object careening into the sky.

Crafts Illusions

You fashion images from light that are so perfect they seem real.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.l60mmJrF1GupXLJB]{Minor Illusion}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.asQqC0DepYcsPxRV]{Illusory Disguise}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.JwG4lCSZIG3qUQAi]{Cast Illusion} or @UUID[Compendium.cyphersystem-compendium.abilities.hNsph7BRwllVSUre]{Major Illusion}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.hJV3hrSYcq3Zbzl5]{Illusory Selves}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.9cJ6gJZc7datpQwJ]{Terrifying Image}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.lCWWUQ0vYH2odiDv]{Grandiose Illusion} or @UUID[Compendium.cyphersystem-compendium.abilities.RNJbp1eAcMqSnYvb]{Permanent Illusion}

GM Intrusions: The illusion isn’t believable. The illusion is pierced at just the wrong moment.

Crafts Unique Objects

You’re an inventor of strange and useful objects.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.fkyJ02LbeOAfDxcF]{Crafter}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.YF8CYsYKcXpdfqH5]{Master Identifier}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.yIdq1lu1eUAkNyDC]{Artifact Tinkerer}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.m6X5wyPUPdhqLTIp]{Quick Work}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.4JDFgEhyhqReRngE]{Master Crafter} or @UUID[Compendium.cyphersystem-compendium.abilities.V2BSB9or5UJdTiYF]{Built-in Weaponry}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.M3TM1cORNnlEN0ZO]{Cyphersmith}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.y3qXWOUu7mAhg6Rb]{Innovator}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.JeqLEAcHOYVd78TH]{Inventor} or @UUID[Compendium.cyphersystem-compendium.abilities.rqC9cEmRkvm29N56]{Fusion Armor}

GM Intrusions: The object malfunctions, breaks, or suffers catastrophic or unexpected failure.

Cyphersmith works only in a setting where the cyphers are physical objects. If this isn’t the case, this ability should probably be replaced with something akin to Weird Science Breakthrough from the Conducts Weird Science focus.

Dances With Dark Matter

You can manipulate shadow and “dark” matter.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.7aCeBDGZqu8A9hMQ]{Ribbons of Dark Matter}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.VWehoqF0N6s0WMLK]{Void Wings}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.XYbtbbVKFYmDfmjO]{Dark Matter Shroud} or @UUID[Compendium.cyphersystem-compendium.abilities.MqGMnSIkHK4rOFSm]{Dark Matter Strike}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.yB4tnpDNVSOxgruq]{Dark Matter Shell}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.b44vvK2YjdSeYPJc]{Windwracked Traveler}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.JUn27j5YI3dRh2jJ]{Dark Matter Structure} or @UUID[Compendium.cyphersystem-compendium.abilities.apQwshUTjCQPym8A]{Embrace the Night}

GM Intrusions: Dark matter skulks away as if possessed by a mind of its own.

Defends the Gate

Everyone wants you on their side when it comes to a fight because nothing gets by you.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.C9x7b1qN4qmm568P]{Fortified Position}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.POaewj2PWMMfCY1i]{Rally to Me}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.VgomhLKFHDDAzW9T]{Mind for Might}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.ZvKFftq7doCxI7T5]{Fortification Builder} or @UUID[Compendium.cyphersystem-compendium.abilities.LODZEYtmmBN5D9zZ]{Divert Attacks}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.R9KnCCvGoEHvV1p0]{Greater Enhanced Might}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.hCAzOVpH0jrYc9qk]{Reinforcing Field}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.KBykf0P4WQ9Lb6TN]{Generate Force Field} or @UUID[Compendium.cyphersystem-compendium.abilities.eQIPJk2xcFGfDr3H]{Stun Attack}

GM Intrusions: A strategically important structure collapses. The enemy attacks from an unexpected direction.

Defends the Weak

You stand up for the helpless, the weak, and the unprotected.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.YvPBxDxLz16Usm7m]{Courageous}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.6zU8AURXjXgG63j6]{Warding Shield}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.9p2RJYFo6s55F5Ha]{Devoted Defender}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.fh7tK1BVjgSfZ8ml]{Insight}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.Su3LkSzdGHg9w1RO]{Dual Wards} or @UUID[Compendium.cyphersystem-compendium.abilities.GAeUBbQWE3ryv50V]{True Guardian}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.lb5Bo8BpNXdVMkmt]{Combat Challenge}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.JrSM5XYgXpxNnLl2]{Willing Sacrifice}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.aDnA7oA9ZYCEfprI]{Resuscitate} or @UUID[Compendium.cyphersystem-compendium.abilities.mjEFQ3ndDRvLB5Dj]{True Defender}

GM Intrusions: A character focused on protecting others may periodically leave themselves vulnerable to attacks.

Descends From Nobility

A descendent of wealth and power, you carry a noble title and the abilities granted by a privileged upbringing.

Type Swap Option: @UUID[Compendium.cyphersystem-compendium.abilities.S2OZtm12S2YvxD7H]{Retinue}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.xMRRfjFF0POkxyea]{Privileged Nobility}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.A8CGMbLGsJ3AHKMP]{Trained Interlocutor}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.zTsjsWVgzjQzl2MW]{Advanced Command} or @UUID[Compendium.cyphersystem-compendium.abilities.AAUqaiWxC5V4e1VH]{Noble’s Courage}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.ETGBAqAc1ApFH5cx]{Expert Follower}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.T5tn7zItPyaRcYNC]{Asserting Your Privilege}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.Eez3uExkDA20XJg3]{Able Assistance} or @UUID[Compendium.cyphersystem-compendium.abilities.qbXP6HlN56bPt7cq]{Mind of a Leader}

GM Intrusions: Debts incurred by a family are owed by the character. A long-lost sibling seeks to disinherit rivals. An assassin finds the character.

Doesn’t Do Much

You’re a slacker, but you know a little about a lot of things.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.aOzkoVf0mNSkZBtn]{Life Lessons}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.2fU3nI68oi5ScziC]{Totally Chill}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks} or @UUID[Compendium.cyphersystem-compendium.abilities.uhC4ubTGfhkNvIMX]{Improvise}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.aOzkoVf0mNSkZBtn]{Life Lessons}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.nOuOE3EkrNr81pSq]{Greater Skill With Defense}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.4necR0YTsaij4ojD]{Greater Enhanced Potential}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.wztu6KcpILxwlFTU]{Drawing on Life’s Experiences} or @UUID[Compendium.cyphersystem-compendium.abilities.Mac5S0sQe9Muf4Mv]{Quick Wits}

GM Intrusions: New situations are confounding and stressful. Past actions (or inactions) come back to haunt the character.

Drives Like A Maniac

Whether balancing on two wheels, jumping another vehicle, or driving head-on toward an oncoming enemy car, you don’t think about the risks when you’re behind the wheel.

Someone who Drives Like a Maniac needs access to a vehicle.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.DCuOpij3sNomBe1a]{Driver}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.1fu5C9JHmORmWTR8]{Driving on the Edge}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.lY7NaxsFxt1XZVk5]{Car Surfer}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.HHcC89OKZACgLB8Y]{Stare Them Down}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.hQx9SoUhY6jzUeTW]{Expert Driver} or @UUID[Compendium.cyphersystem-compendium.abilities.QH3l6ojVnasZm5U8]{Enhanced Speed Edge}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.EQXA8Gcwdc7dU8lw]{Sharp-Eyed}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.tuofJSTVjOEwRUem]{Enhanced Speed}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.vVax9KyZ3U4Wpok8]{Something in the Road}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.qKDngpAWNEzhdRj5]{Trick Driver} or @UUID[Compendium.cyphersystem-compendium.abilities.58CLKxSLgaT6W6Cj]{Lethal Damage}

GM Intrusions: The engine develops a knock. The bridge on the road ahead is out. The windshield shatters. Someone unexpectedly runs in front of the vehicle.

Emerged From the Obelisk

Your body, hard as crystal, gives you a suite of unique abilities, gained after an interaction with a floating crystalline obelisk.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.bzeuikGxbM7noj2z]{Crystalline Body}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.UCR0rx32kEsTcgnF]{Hover}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.QsXOz48JgyXYEEqS]{Inhabit Crystal} or @UUID[Compendium.cyphersystem-compendium.abilities.4Fe5z4FD71eHlbbd]{Immovable}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.hIWg9VFNnYnrknAu]{Crystal Lens}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.ucsscEpO5L2gIYZg]{Resonant Frequency}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.bY52t6eGONKu8Kr4]{Resonant Quake} or @UUID[Compendium.cyphersystem-compendium.abilities.tR2v2vMu3TgN21OJ]{Return to the Obelisk}

GM Intrusions: Cyphers and artifacts react unexpectedly in the character’s hands.

Employs Magnetism

You command metal and the power of magnetism.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.p2JmtbtuzscW1ogs]{Move Metal}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.MK2dp11krszjDsyc]{Repel Metal}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.0XSuUGS0UyrhiW44]{Destroy Metal} or @UUID[Compendium.cyphersystem-compendium.abilities.4v5pXMwFeB7xQzME]{Guide Bolt}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.n985WYLPzj2XqBry]{Magnetic Field}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.uN2YVmNxkFj3SFof]{Command Metal}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.fruWNFBBNLpcGLaC]{Diamagnetism} or @UUID[Compendium.cyphersystem-compendium.abilities.SZtOjKk7ScShJT6G]{Iron Punch}

GM Intrusions: The metal twists, bends, or produces shrapnel. A lapse in concentration might cause something to slip or drop at just the wrong time.

Entertains

You perform, mostly for the benefit of others.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.rfsCCpxcsjc8hr60]{Levity}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.oilgQ4oM02Pa0eNp]{Inspiration}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.eEGFknWQZUBNXn99]{Knowledge Skills} or @UUID[Compendium.cyphersystem-compendium.abilities.4necR0YTsaij4ojD]{Greater Enhanced Potential}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.CLObcsu2DKKKhzyK]{Calm}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.Eez3uExkDA20XJg3]{Able Assistance}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.kZ3LhhYZKrcnBplY]{Master Entertainer} or @UUID[Compendium.cyphersystem-compendium.abilities.xRIDlrBzTXVYC5rh]{Vindictive Performance}

GM Intrusions: The audience is annoyed or offended. Musical instruments break. Paints dry in their pots. The words to a poem or song are forgotten.

Note: Erratum

It seems that the tier 2 ability is supposed to be @UUID[Compendium.cyphersystem-compendium.abilities.DLxDL49VjUEMAjxZ]{Inspiring Ease} instead of Inspiration.

Exists in Two Places at Once

You exist in two places at once.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.P1jQZdPIrxo4wNlr]{Duplicate}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.PRh7n2VLXyRa4il9]{Share Senses}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.FwEUY43Q8EMVCCsL]{Superior Duplicate} or @UUID[Compendium.cyphersystem-compendium.abilities.oEubmS7pZ3zFK8uJ]{Resilient Duplicate}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.nVFRDMhuWDrdve4F]{Damage Transference}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.jmjxGRJTwztzBtLc]{Coordinated Effort}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.rsYzxCchklPSFAp7]{Multiplicity} or @UUID[Compendium.cyphersystem-compendium.abilities.oEubmS7pZ3zFK8uJ]{Resilient Duplicate}

GM Intrusions: Perceiving the world from two different places disorients the character, causing momentary vertigo, nausea, or confusion.

Exists Partially Out of Phase

A bit translucent, you’re slightly out of phase and can move through solid objects.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.g0SqMvb020tiTQ48]{Walk Through Walls}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.2j6Hqr2Y8Xbz97c4]{Defensive Phasing}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.cJB7wj5okdPZuRNb]{Phased Attack} or @UUID[Compendium.cyphersystem-compendium.abilities.MFBq4Fc432FS6nkX]{Phase Door}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.Kk9lHkiaqsr3pUmk]{Ghost}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.QLRztjFH4YetYM6l]{Untouchable}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.xHLPf1FETmn06aA8]{Enhanced Phased Attack} or @UUID[Compendium.cyphersystem-compendium.abilities.ptH3O4GES71CClGO]{Phase Foe}

GM Intrusions: The character is sent phasing into an unexpected dimension. The character becomes lost in a large solid.

Explores Dark Places

You’re the archetypal treasure hunter, scavenger, and finder of lost things.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.MwDYD8V1CJv8w9rR]{Superb Explorer}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.aJ1T8XqGF38vyzV2]{Superb Infiltrator}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.xskKzxBoGvSrje4e]{Eyes Adjusted}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.LdHCwZcifnRRuPrp]{Nightstrike} or @UUID[Compendium.cyphersystem-compendium.abilities.JhBTTC5ZUTT8NvUA]{Slippery Customer}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.5t5EIoGSan3pQ08D]{Hard-Won Resilience}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.xRvaY8SG4HVy5WO8]{Dark Explorer}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.XRXQwJplJrm7onbN]{Blinding Attack} or @UUID[Compendium.cyphersystem-compendium.abilities.2asT0zvk1kw5hC1v]{Embraced by Darkness}

GM Intrusions: Possessions fall out of pockets or bags in the dark; maps get lost; information gained fails to include an important detail.

Fights Dirty

You’ll do anything to win a fight: bite, scratch, kick, trick, and worse.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.VAGafmOiBpvU2eq0]{Tracker}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.gwMRhz3h9zxbVQXt]{Stalker}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.sHdBJdVshvtAqz1K]{Sneak}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.FEkLEYwk7r9KE7oC]{Quarry}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.7Gxuqkwo4i47yHe3]{Betrayal} or @UUID[Compendium.cyphersystem-compendium.abilities.uG2ACHNAPoZirp0b]{Surprise Attack}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.R9WffstnihzBuuvW]{Mind Games}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.gNRMG3mJTzWaCGph]{Capable Warrior}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.vhGEeFVgyqX1gzRr]{Using the Environment}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.Z4QcjOxgltEJPm96]{Twisting the Knife} or @UUID[Compendium.cyphersystem-compendium.abilities.KNElOxbWobS1ygLv]{Murderer}

GM Intrusions: People look poorly upon those who cheat or fight without honor. Sometimes a dirty trick backfires.

Fights With Panache

You’re a swashbuckling daredevil who fights with flamboyant style that’s entertaining to watch.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.b8rtgyatE8o9FaRS]{Attack Flourish}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.GQeO9RXVzeriLsfy]{Quick Block}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.ra0A8MtQjZEYhJPr]{Acrobatic Attack} or @UUID[Compendium.cyphersystem-compendium.abilities.tmrSKjGmjbxfIqPI]{Flamboyant Boast}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.3JWMtJBjf3oUWaxP]{Block for Another}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.jaGs9nmLaywdRMUN]{Fast Kill}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.vhGEeFVgyqX1gzRr]{Using the Environment}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.cuK7oPGFdlOPoc44]{Agile Wit} or @UUID[Compendium.cyphersystem-compendium.abilities.G5bTthwpEf5azVHA]{Return to Sender}

GM Intrusions: The display comes off looking silly, clumsy, or unattractive.

Flies Faster Than a Bullet

You can fly, and you’re superstrong, hard to hurt, and fast too. Is there anything you can’t do?

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.UCR0rx32kEsTcgnF]{Hover}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.4necR0YTsaij4ojD]{Greater Enhanced Potential}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.sPheWt9emoY3PCA8]{Hidden Reserves} or @UUID[Compendium.cyphersystem-compendium.abilities.rYyymKUc0QKWdNsy]{See Through Matter}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.Zps9ZUc9RD1mRDEK]{Blink of an Eye}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.s68x7VxwueUkCkOg]{Up to Speed}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.sbGo2i4oqy1aUeQ6]{Not Dead Yet}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.IUlsD8Zxp8AYbO4h]{Burning Light} or @UUID[Compendium.cyphersystem-compendium.abilities.NMgopYfoagESHtea]{Ignore Affliction}

GM Intrusions: A nemesis finds the character. A strange material is found to nullify the character’s abilities.

Focuses Mind Over Matter

You can telekinetically move objects with your mind without physically touching them.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.LODZEYtmmBN5D9zZ]{Divert Attacks}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.xDn74LRD6xlMUqj2]{Telekinesis}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.gyZd83dgvZnQrmbb]{Cloak of Opportunity} or @UUID[Compendium.cyphersystem-compendium.abilities.bvqDafTBMB7Uo9Qj]{Enhance Strength}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.loOJI9ZakIwGrmW1]{Apportation}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.8wSx2qtKXq0dWxId]{Psychokinetic Attack}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.iEOf9IkbHU8oBOMm]{Improved Apportation} or @UUID[Compendium.cyphersystem-compendium.abilities.YFbC1HRis4SpZgrS]{Reshape}

GM Intrusions: One mental slip, and moving objects drop or fragile objects break. Sometimes the wrong item moves, falls, or breaks.

Note: Erratum

It seems that the tier 1 ability is supposed to be @UUID[Compendium.cyphersystem-compendium.abilities.YcDF62pED8waUtry]{Deflect Attacks} instead of Divert Attacks.

Fuses Flesh and Steel

Your body is part machine.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.dPFQTFRzv7D7PYKq]{Enhanced Body}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.4dTGeclZRVjzn5tT]{Interface}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.syiylO75dZlcUp3i]{Sensing Package} or @UUID[Compendium.cyphersystem-compendium.abilities.NFsoXUQaq3I5h2UY]{Weaponization}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.42sPqHxJEybiZ6Vh]{Fusion}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.Uk6ceaEWFjcoHNTI]{Deep Reserves}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.laxdkyrDuOhxfWKc]{Mind Surge} or @UUID[Compendium.cyphersystem-compendium.abilities.fkedtvx6UakJPOZN]{Ultra Enhancement}

GM Intrusions: People in most societies are afraid of someone who is revealed to have mechanical parts.

Fuses Mind and Machine

Electronic aids implanted in your brain make you a mental powerhouse.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.7GsuhcRTpDX0d1em]{Enhanced Intellect}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.eEGFknWQZUBNXn99]{Knowledge Skills}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.2GicRKJcPO3hmlwD]{Network Tap}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.GK0o4fjCtxgAP269]{Action Processor} or @UUID[Compendium.cyphersystem-compendium.abilities.dLJ0B35UlB5wxCf4]{Machine Telepathy}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.34Ycb9VK8JwHgSl4]{Greater Enhanced Intellect}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.eEGFknWQZUBNXn99]{Knowledge Skills}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.MA2Pwhbpbq2SSIQy]{See the Future}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.teF5kZpAuRfZKfxn]{Machine Enhancement} or @UUID[Compendium.cyphersystem-compendium.abilities.laxdkyrDuOhxfWKc]{Mind Surge}

GM Intrusions: Machines malfunction and shut down. Powerful machine intelligences can take control of lesser thinking machines. Some people don’t trust a person who isn’t fully organic.

Grows to Towering Heights

For brief periods, you can grow larger and, with enough experience, to towering heights.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.HDYOv1V10xpFbFI7]{Enlarge}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.HoUOwIPfKTlxyQH0]{Freakishly Large}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.GmMePJHTRl6PshR6]{Bigger}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.wifCvRG9OhsTDT30]{Advantages of Being Big}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.uNzF1oQKJ6T1yqL4]{Huge} or @UUID[Compendium.cyphersystem-compendium.abilities.WuNUt6ltWGDdjNLS]{Throw}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.48i5ybVtZaTlFLJf]{Grab}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.0XYaYNoQzrYYKR4p]{Gargantuan}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.hbbPZIjq81Qqdp6i]{Colossal} or @UUID[Compendium.cyphersystem-compendium.abilities.58CLKxSLgaT6W6Cj]{Lethal Damage}

GM Intrusions: Rapid growth knocks over furnishings or smashes through ceilings or hanging lights. An enlarged character breaks through the floor.

Helps Their Friends

You love your friends and help them out of any difficulty, no matter what.

Type Swap Option: Advice From a Friend

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.lZCAKgP966BuU4uF]{Friendly Help}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.YvPBxDxLz16Usm7m]{Courageous}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.QGSHCRW46vn5Xdwu]{Weather the Vicissitudes}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.knh2MWMhCgqOjWYD]{Buddy System} or @UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.RgosWDt0hkosbVQr]{In Harm’s Way}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.MwVDTy2Rx1V7Tyly]{Enhanced Physique}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.FiSwskgQGBjp4IhZ]{Inspire Action}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.1tkQKo32UKxTUUPn]{Deep Consideration} or @UUID[Compendium.cyphersystem-compendium.abilities.CtRvLxfUlCynJv1B]{Skill With Defense}

GM Intrusions: Others sometimes have ulterior motives. The law takes an undue interest. Even when everything goes right, repercussions follow.

Howls at the Moon

For brief periods, you become a fearsome and powerful creature with control issues.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.8DXGUr433iXaVCSv]{Beast Form}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.wIOwT1tjGLMYzZAb]{Controlled Change}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.NIePQkLH2DTVjZR2]{Bigger Beast Form} or @UUID[Compendium.cyphersystem-compendium.abilities.Ee8QC6fkRvD1yw6h]{Greater Beast Form}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.wqzexDdZolWgxAza]{Greater Controlled Change}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.A9uQnidn6SKTNHJA]{Enhanced Beast Form}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.58CLKxSLgaT6W6Cj]{Lethal Damage} or @UUID[Compendium.cyphersystem-compendium.abilities.85DCcEDqvz6A0LkD]{Perfect Control}

GM Intrusions: The change happens in an uncontrolled fashion. People are terrified of monsters.

Hunts

You are a stalking hunter who excels at bringing down your selected quarry.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.b8rtgyatE8o9FaRS]{Attack Flourish}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.VAGafmOiBpvU2eq0]{Tracker}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.FEkLEYwk7r9KE7oC]{Quarry}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.sHdBJdVshvtAqz1K]{Sneak}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.aBfj6w1y6noOzB7d]{Horde Fighting} or @UUID[Compendium.cyphersystem-compendium.abilities.57txEIyzuPUQOqVP]{Sprint and Grab}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.uG2ACHNAPoZirp0b]{Surprise Attack}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.LE8NtDKG9TzXBv5B]{Hunter’s Drive}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.oroWEBbp3cvrYwH9]{Greater Skill With Attacks} or @UUID[Compendium.cyphersystem-compendium.abilities.ENO71nxs3MSKzvq6]{Multiple Quarry}

GM Intrusions: The quarry notices the character. The quarry isn’t as vulnerable as it seemed.

Infiltrates

Subtlety, guile, and stealth allow you to get in where others can’t.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.QAdh0yZBjJsHdJjD]{Stealth Skills}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.WUY75HFAqAu1i9ku]{Sense Attitudes}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.vFc52xBtBp69WglW]{Impersonate}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.LFiTEQpWhXBgIZWb]{Flight Not Fight}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.ZB80ZclRSzEcr4o1]{Awareness} or @UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.wvlSlYCJyrJuFqtn]{Invisibility}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.N0OZaNOIbHTiWDL1]{Evasion}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.3SiJ5Drao8XtmgzV]{Brainwashing} or @UUID[Compendium.cyphersystem-compendium.abilities.jrTEtAhE6GfLW7R4]{Spring Away}

GM Intrusions: Spies are treated harshly when caught. Allies disavow infiltrators who get caught. Some secrets are better left unknown.

Interprets the Law

You excel at winning others over to your views.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.EbnGDC61relhYaib]{Opening Statement}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.xBQM1AmjmcjmPDDD]{Knowledge of the Law}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.2GwH3ugd7aHrWZRz]{Debate}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.Eez3uExkDA20XJg3]{Able Assistance} or @UUID[Compendium.cyphersystem-compendium.abilities.FQPA8oY3xiZIL6aG]{Enhanced Intellect Edge}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.Hw16NpdbdJOqVF4z]{Castigate}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.kcXnkEBuyNil4Nd4]{No One Knows Better}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.4necR0YTsaij4ojD]{Greater Enhanced Potential} or @UUID[Compendium.cyphersystem-compendium.abilities.pGJIwlCJDib2Splm]{Legal Intern}

GM Intrusions: Onlookers react badly to a know-it-all. A distraction or interruption throws the character’s argument off the rails.

Is Idolized by Millions

You’re a celebrity and most people adore you.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.ZK4CUb9HH4J5A8IN]{Entourage}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.zGoUoC6i0f1SbUqE]{Celebrity Talent}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.6QXGJBsJPDFgcdq5]{Perks of Stardom}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.b776WTF2u1roh3n0]{Incredible Health} or @UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.mUhnX0UmEw2BROkI]{Captivate With Starshine}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.ETGBAqAc1ApFH5cx]{Expert Follower}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.1W0sBVHxG7LESCPl]{Do You Know Who I Am?}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.zZYSSAFXtJcuezxM]{Transcend the Script} or @UUID[Compendium.cyphersystem-compendium.abilities.0IlHHY1ktkN2L5Sp]{Improved Companion}

GM Intrusions: Fans are endangered or hurt on your behalf. Someone in your entourage betrays you. Your show, tour, contract, or other event is canceled. The media posts photos of you in an embarrassing situation.

Is Licensed to Carry

You carry a gun and you know how to use it in a fight.

Although Is Licensed to Carry is designed with modern firearms in mind, it could apply to flintlock weapons, futuristic laser blasters, or other ranged weapons.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.1SBd1jm66eSo4eHn]{Gunner}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.wAbsUj5mHZatr3JG]{Practiced With Guns}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.Mbq7D0u4Vee0NKYz]{Careful Shot}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.I8N5PUMy5Eq7cqZl]{Trained Gunner} or @UUID[Compendium.cyphersystem-compendium.abilities.UlQ7w5iD57Hfdzce]{Damage Dealer}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.oNk0Nhle1XwBhOvp]{Snap Shot}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.WrJDw2X8JHcljjP4]{Arc Spray}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.BM6YnBez7sVnrGUh]{Special Shot} or @UUID[Compendium.cyphersystem-compendium.abilities.58CLKxSLgaT6W6Cj]{Lethal Damage}

GM Intrusions: Misfire or jam! The attack fails and the action is lost, plus an additional action is needed to fix the problem.

Is Wanted by the Law

“WANTED, DEAD OR ALIVE” posters (or their equivalent) have appeared featuring your face. It’s up to you whether it’s a mistake that snowballed out of control or you actually would kill someone just for looking at you.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.tuofJSTVjOEwRUem]{Enhanced Speed}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.UyQTRi5ZwWU5tMO0]{Danger Sense}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.uG2ACHNAPoZirp0b]{Surprise Attack}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.DMBJEypEWuAS2lai]{Outlaw Reputation} or @UUID[Compendium.cyphersystem-compendium.abilities.36nlDXhOP5e5dfns]{Successive Attack}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.jaGs9nmLaywdRMUN]{Fast Kill}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.fD8yD0pGCMdOJkGb]{Band of Desperados}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.sbGo2i4oqy1aUeQ6]{Not Dead Yet} or @UUID[Compendium.cyphersystem-compendium.abilities.58CLKxSLgaT6W6Cj]{Lethal Damage}

GM Intrusions: Most people do not take well to discovering a wanted outlaw in their midst.

Keeps a Magic Ally

An allied magic creature bound to an object (such as a minor djinn in a lamp, or a ghost in a pipe) is your friend, protector, and weapon.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.9Kag2UMn6Wdxq4Zo]{Bound Magic Creature}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.PCTUkuALVb0GdTCe]{Object Bond}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.1KjY8D1dvLc3NuUv]{Hidden Closet}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.l0OFjk5XVGV5LzP1]{Minor Wish} or @UUID[Compendium.cyphersystem-compendium.abilities.cGcblQ2qvyHM02kY]{Mount}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.QxOsAHpd8ZkEXI5u]{Improved Object Bond}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.m2j3n3xiExLcXAAn]{Moderate Wish}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.Aprz5cRtdgiAIYUM]{Object Bond Mastery} or @UUID[Compendium.cyphersystem-compendium.abilities.V7npSeuqG3JI4Dvv]{Trust to Luck}

GM Intrusions: The creature unexpectedly disappears into its bound object. The bound object cracks. The creature disagrees and doesn’t do as asked. The creature says it’s leaving unless a task is performed for it.

Leads

Your natural leadership capability allows you to command others, including a loyal band of followers.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.FDUGlu7DZhdfxH2P]{Natural Charisma}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.DmnRMTfHYaeoYFVu]{Good Advice}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.RnK2bmvUb7RIVPSA]{Enhanced Potential}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.4XwwFeGO5haHxvQs]{Basic Follower}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.zTsjsWVgzjQzl2MW]{Advanced Command} or @UUID[Compendium.cyphersystem-compendium.abilities.ETGBAqAc1ApFH5cx]{Expert Follower}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.8EMTH3JCrC5Vjt63]{Captivate or Inspire}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.4necR0YTsaij4ojD]{Greater Enhanced Potential}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.KpbEHKNSEycVB1GU]{Band of Followers} or @UUID[Compendium.cyphersystem-compendium.abilities.qbXP6HlN56bPt7cq]{Mind of a Leader}

GM Intrusions: Followers fail, betray, lie, become corrupted, get kidnapped, or die.

Learns Quickly

You deal with bad situations as they arise, learning new lessons each time.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.7GsuhcRTpDX0d1em]{Enhanced Intellect}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.0xVoKhKKvzxIbtJD]{There’s Your Problem}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.YCwy44WnpusEYN7g]{Quick Study}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.qgholblGXKQri99M]{Hard to Distract}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.FQPA8oY3xiZIL6aG]{Enhanced Intellect Edge} or @UUID[Compendium.cyphersystem-compendium.abilities.dVh39nh5ARUxreUc]{Flex Skill}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.dIK67k9aoBbFBnkf]{Pay It Forward}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.7GsuhcRTpDX0d1em]{Enhanced Intellect}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.2LaX22wvw35lDger]{Learned a Few Things}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.EE1xCQ3OvCrdrG6z]{Two Things at Once} or @UUID[Compendium.cyphersystem-compendium.abilities.CtRvLxfUlCynJv1B]{Skill With Defense}

GM Intrusions: Accidents and mistakes are great teachers.

Lives in the Wilderness

You can survive in badlands where others perish.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.KqV5RSzOU3S3NK51]{Wilderness Life}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.wHcuP6T7Ti6j5Y8C]{Enhanced Might}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.vFQaDsHzJpTSV8Tw]{Living Off the Land}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.Db7aRY4t1mwRpcoL]{Wilderness Explorer}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.KAAezRI2l8rdp1NS]{Animal Senses and Sensibilities} or @UUID[Compendium.cyphersystem-compendium.abilities.Ja8ebgq2RDQryN62]{Wilderness Encouragement}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.CBdIPMJ2oOOesmod]{Wilderness Awareness}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.pfZzabIIEuU4kSH3]{The Wild Is on Your Side}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.Wj6oHOvnZkZjulwI]{One With the Wild} or @UUID[Compendium.cyphersystem-compendium.abilities.TRdK7RJBkq8WW4np]{Wild Camouflage}

GM Intrusions: People in cities and towns sometimes disparage those who look (and smell) like they live in the wilds, as if they were ignorant or barbaric.

Looks for Trouble

You’re a scrapper and love a good fight.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.Hgr8QZmzjXmYorfs]{Fists of Fury}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.XseI77zSp7iHkEWq]{Wound Tender}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.qp1jDaFiRR5xPPMn]{Protector}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.tFhd4dEGikOd1g1K]{Straightforward}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks} or @UUID[Compendium.cyphersystem-compendium.abilities.4necR0YTsaij4ojD]{Greater Enhanced Potential}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.2K3b6cTuLEGZfYqa]{Knock Out}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.kNSRytTtQX0rU3aE]{Mastery With Attacks}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.R9KnCCvGoEHvV1p0]{Greater Enhanced Might} or @UUID[Compendium.cyphersystem-compendium.abilities.58CLKxSLgaT6W6Cj]{Lethal Damage}

GM Intrusions: Weapons break or fly from even the strongest grip. Brawlers trip and fall. Even the battlefield can work against you with things falling or collapsing.

Loves the Void

When it’s just you, your spacesuit, and the panorama of stars wheeling out forever and always, you are at peace.

Type Swap Option: @UUID[Compendium.cyphersystem-compendium.abilities.geCiPXMF2sIRJ68U]{Have Spacesuit, Will Travel}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.zgcoMEc4j2MjpDhC]{Vacuum Skilled}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.GfDLA0qSvqhqzIbL]{Microgravity Adept}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.QH3l6ojVnasZm5U8]{Enhanced Speed Edge}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.MwVDTy2Rx1V7Tyly]{Enhanced Physique}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.q73VWJY2cmWxRcYx]{Space Fighting} or @UUID[Compendium.cyphersystem-compendium.abilities.rqC9cEmRkvm29N56]{Fusion Armor}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.U2QV8t7Pq9irgHqF]{Silent As Space}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.JJ9nWmcBIlfyNDfe]{Push Off and Throw}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.iIy1HDd9yUl07AYo]{Microgravity Avoidance}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.w3HN2nZBTo5mLJcM]{Weightless Shot} or @UUID[Compendium.cyphersystem-compendium.abilities.cbXNxvPdWEbKF6nA]{Reactive Field}

GM Intrusions: Spacesuits develop glitches. Air refill cartridges sometimes misreport capacity. Micrometeorites are common in space.

Masters Defense

You use protective equipment and practiced techniques to avoid becoming hurt in a fight.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.EheuStXUDPojVmT5]{Shield Master}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.gS1X6POaKLjNlHsI]{Sturdy}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.o2ZDoteWQsFsqTJr]{Practiced in Armor}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.zLJYM2OiFVIsuz3P]{Dodge and Resist} or @UUID[Compendium.cyphersystem-compendium.abilities.E1YiGcXAYOjHXoAd]{Dodge and Respond}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.2AIQhz00HyZhY7wM]{Tower of Will}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.4eCjeGPA0ovnwIfu]{Experienced in Armor}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.lGbieMmnuoqsl4Jz]{Nothing but Defend}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.i5n7BaFjTo6W35f9]{Defense Master} or @UUID[Compendium.cyphersystem-compendium.abilities.B6SEeGr5kxLAgvvq]{Wear It Well}

GM Intrusions: Shields break when hit, as do weapons used to parry. Armor straps break.

Masters Spells

By specializing in spellcasting and keeping a spellbook, you can quickly cast spells of arcing lightning, rolling fire, creeping shadow, and summoning.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.EyAIsiqJGCspQFcu]{Arcane Flare}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.Yg6jEM07HAccDcNC]{Ray of Confusion}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.NgHLZq3tZ3CFJvYv]{Fire Bloom} or @UUID[Compendium.cyphersystem-compendium.abilities.wEWyNKnVgVOjsyms]{Summon Giant Spider}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.2t9oGZRuFhLCKjsa]{Soul Interrogation}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.ZK9Ruc53rKBqU93i]{Granite Wall}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.LnZkUlKUuuD7iW3P]{Summon Demon} or @UUID[Compendium.cyphersystem-compendium.abilities.Gsre3acJaxhGBa0S]{Word of Death}

GM Intrusions: The spell goes wrong. The summoned creature turns on the caster. A rival spellcaster is drawn to the magic use.

Masters the Swarm

Insects. Rats. Bats. Even birds. You master one type of small creature that obeys you.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.ZEcFnsNXgcozJElT]{Influence Swarm}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.hIxPlDRbNqallNiu]{Control Swarm}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.CEscdPwUrBpzUeS0]{Living Armor} or @UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.gLxVxCSix441TyKq]{Call Swarm}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.rUzrjRuT2nfEdCaJ]{Gain Unusual Companion}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.iQhBPww1s4wRZcDz]{Deadly Swarm} or @UUID[Compendium.cyphersystem-compendium.abilities.CtRvLxfUlCynJv1B]{Skill With Defense}

GM Intrusions: A command is misunderstood. Control is erratic or is lost. Bites and stings are not uncommon for masters of the swarm.

Masters Weaponry

You are a master user of a particular type of weapon, be it a sword, whip, dagger, gun, or something else.

Someone who Masters Weaponry might have additional equipment, including a high- quality weapon.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.J0fj73TfCu4aSdVL]{Weapon Master}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.qBTIXXJt2Ahn8UYh]{Weapon Crafter}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.6Xs3fyaANQDWXRoc]{Weapon Defense}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.YA5P5CBNr5NSmY6z]{Rapid Attack} or @UUID[Compendium.cyphersystem-compendium.abilities.7rjeYt5hNhkvqK9w]{Disarming Strike}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.imWLlYQs4LTaCTdS]{Never Fumble}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.mhgFWIDr0QuCHRIF]{Extreme Mastery}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.KNElOxbWobS1ygLv]{Murderer} or @UUID[Compendium.cyphersystem-compendium.abilities.6P1CJvVMot3Y2xj0]{Deadly Strike}

GM Intrusions: Weapons break. Weapons can be stolen. Weapons can be dropped or forced out of your hand.

Metes Out Justice

You right wrongs, protect the innocent, and punish the guilty.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.Zu06akqnHdCvoR0W]{Make Judgment}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.tjxKTFdA8gqZDP90]{Designation}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.5jGN9GicKYIAneKQ]{Defend the Innocent}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.3fMzqFFQ1rLtbVrd]{Improved Designation}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.bz04IOSkdP3zcRMD]{Defend All the Innocent} or @UUID[Compendium.cyphersystem-compendium.abilities.iGRECL13bqrSSF7P]{Punish the Guilty}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.RESKINMA0INj60Rc]{Find the Guilty}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.QgnoEdKZ50u4JZoL]{Greater Designation}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.KVOFCKWKmUrqAe7v]{Punish All the Guilty}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.JH40M99RAN6IZWze]{Damn the Guilty} or @UUID[Compendium.cyphersystem-compendium.abilities.Kf09KYdZqG6dNTFC]{Inspire the Innocent}

GM Intrusions: Guilt or innocence can be complicated. Some people resent the presumption of a self-appointed judge. Passing judgment makes enemies.

Moves Like a Cat

Lithe, flexible, and graceful, you move quickly and smoothly, and never seem to be where danger is.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.Qsi6Iw5YCcY8jmNx]{Greater Enhanced Speed}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.tJiXzKX4gf0GNV6V]{Balance}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.tC7wmZwlZcQy5Vd0]{Movement Skills}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.g0Ewv5wBooSFYOlH]{Safe Fall}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.leUaFf4AxYJwwOHt]{Hard to Hit}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.QH3l6ojVnasZm5U8]{Enhanced Speed Edge} or @UUID[Compendium.cyphersystem-compendium.abilities.Qsi6Iw5YCcY8jmNx]{Greater Enhanced Speed}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.JlYk5UNZEUzzO8Js]{Quick Strike}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.2CrV3a9S1yzOXBOJ]{Slippery}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.mSNoWynky7DMz7ln]{Perfect Speed Burst} or @UUID[Compendium.cyphersystem-compendium.abilities.Qsi6Iw5YCcY8jmNx]{Greater Enhanced Speed}

GM Intrusions: Even a cat can be clumsy. A jump isn’t quite as easy as it looks. An escape move is so overzealous that it sends the character right into harm’s way.

Moves Like the Wind

You can move so fast that you become a blur.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.Qsi6Iw5YCcY8jmNx]{Greater Enhanced Speed}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.Sg5WeSF04CYNEecl]{Fleet of Foot}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.leUaFf4AxYJwwOHt]{Hard to Hit}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.8LHIZs9gEAd02tId]{Speed Burst} or @UUID[Compendium.cyphersystem-compendium.abilities.Qsi6Iw5YCcY8jmNx]{Greater Enhanced Speed}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.Zps9ZUc9RD1mRDEK]{Blink of an Eye}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.NhNvpbUWNRIFEm8b]{Hard to See}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.mSNoWynky7DMz7ln]{Perfect Speed Burst} or @UUID[Compendium.cyphersystem-compendium.abilities.0wVk3CszKCJQfp0Q]{Incredible Running Speed}

GM Intrusions: Surfaces can be slick or offer hidden obstacles. The movement of other creatures can be unpredictable, and the character might run into them.

Murders

You’re an assassin, whether by trade, by inclination, or because it was that or be killed yourself. (Someone who Murders might have additional equipment, including three doses of a level 2 blade poison that inflicts 5 points of damage.)

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.uG2ACHNAPoZirp0b]{Surprise Attack}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.rYaAyFLmCAAwZi0s]{Assassin Skills}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.y2eUnbkzxOeoe9w6]{Quick Death}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.369RISHwqzRXkwEG]{Infiltrator}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.ZB80ZclRSzEcr4o1]{Awareness} or @UUID[Compendium.cyphersystem-compendium.abilities.AQQzctwqPJPUTRbb]{Poison Crafter}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.tbeFzIPGuAjRBpKM]{Better Surprise Attack}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.UlQ7w5iD57Hfdzce]{Damage Dealer}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.FzJe2XEwhtUajTWI]{Escape Plan} or @UUID[Compendium.cyphersystem-compendium.abilities.KNElOxbWobS1ygLv]{Murderer}

GM Intrusions: Most people do not react well to a professional killer.

Needs No Weapon

Powerful punches, kicks, elbows, knees, and full body movements are all the weapons you need.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.Hgr8QZmzjXmYorfs]{Fists of Fury}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.K33ayv0NcktuV53N]{Flesh of Stone}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.p61Ycyc7lVZQXupO]{Advantage to Disadvantage}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.JJKRrcU5L1yM9y90]{Unarmed Fighting Style}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.mGv7zlZu1wtNCQXQ]{Moving Like Water} or @UUID[Compendium.cyphersystem-compendium.abilities.4necR0YTsaij4ojD]{Greater Enhanced Potential}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.LODZEYtmmBN5D9zZ]{Divert Attacks}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.eQIPJk2xcFGfDr3H]{Stun Attack}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.S4PaEqmYjg4TGoG3]{Master of Unarmed Fighting Style} or @UUID[Compendium.cyphersystem-compendium.abilities.58CLKxSLgaT6W6Cj]{Lethal Damage}

GM Intrusions: Striking certain foes hurts you as much as it hurts them. Opponents with weapons have greater reach. Complicated martial arts moves can knock you off balance.

Never Says Die

You never quit, can shrug off a beating, and always come back for more.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.UtFc3e4grYyCQneH]{Improved Recovery}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.wXV7JxEmZDlBvRKO]{Push on Through}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.JuOmZXMt1T3tQUZ8]{Ignore the Pain}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.R0UuZ32vmmeFbSMV]{Blood Fever} or @UUID[Compendium.cyphersystem-compendium.abilities.sPheWt9emoY3PCA8]{Hidden Reserves}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.iyM2N9G0RLlj6BZ7]{Increasing Determination} or @UUID[Compendium.cyphersystem-compendium.abilities.3VJyYtECl0wKQj2p]{Outlast the Foe}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.sbGo2i4oqy1aUeQ6]{Not Dead Yet}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.5HNZcrij9mgEmvAR]{Final Defiance} or @UUID[Compendium.cyphersystem-compendium.abilities.NMgopYfoagESHtea]{Ignore Affliction}

GM Intrusions: Sometimes, it’s equipment or weapons that give out.

Operates Undercover

Under the guise of someone else, you seek to find answers the powerful do not want divulged.

Someone who Operates Undercover might have additional equipment that includes a disguise kit.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.PK6oiYXgdP7KaGgi]{Investigate}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.eYHlYyVDj3odrAFJ]{Disguise}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.6ILcTvACqDdLVpc8]{Agent Provocateur} or @UUID[Compendium.cyphersystem-compendium.abilities.ZuX6gykVtKxiBAxR]{Run and Fight}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.MzKqElUHuTtHkV7D]{Pull a Fast One}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.bgaCXtvlT0zWmAIA]{Using What’s Available}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.V7npSeuqG3JI4Dvv]{Trust to Luck} or @UUID[Compendium.cyphersystem-compendium.abilities.6P1CJvVMot3Y2xj0]{Deadly Strike}

GM Intrusions: Bad luck can ruin the best plans. Disguises fail. Allies are revealed to be agents, too.

Performs Feats of Strength

A muscled prodigy, you can haul incredible weight, hurl your body through the air, and punch through doors.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.cpXOBSLY03j89yOy]{Athlete}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.g1t5TxZXsNovIVTn]{Enhanced Might Edge}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.YQEECpNwDSFCFnCN]{Feat of Strength}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.PYD24TjoDAqbKAj8]{Iron Fist} or @UUID[Compendium.cyphersystem-compendium.abilities.WuNUt6ltWGDdjNLS]{Throw}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.R9KnCCvGoEHvV1p0]{Greater Enhanced Might}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.ARiNuZrnfFCvZAFd]{Brute Strike}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.R9KnCCvGoEHvV1p0]{Greater Enhanced Might} or @UUID[Compendium.cyphersystem-compendium.abilities.IFb8NX06xgWM7H98]{Jump Attack}

GM Intrusions: It’s easy to break delicate things or hurt someone accidentally.

Pilots Starcraft

You’re a crack starship pilot.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.Kk5nnC1EcYtqc3Fu]{Pilot}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.QgCWZia7gFicmEJr]{Flex Lore}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.h3G0Ven2SoaPCbk4]{Salvage and Comfort}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.hGbNYgkuIiZHomcJ]{Mentally Tough}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.12xO8QaEsTvEFUvY]{Expert Pilot}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.hIy0GMeL8WALvhEb]{Ship Footing} or @UUID[Compendium.cyphersystem-compendium.abilities.XkFsMa9e9IY2FRcN]{Machine Companion}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.x7YnN02GiwDQ09km]{Sensor Array}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.tuofJSTVjOEwRUem]{Enhanced Speed}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.YWMUeaNzao8n8pAc]{Like the Back of Your Hand}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.0q9alvmsQKKViN0r]{Incomparable Pilot}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.Yo2Z3EdYjx88jYnp]{Remote Control} or @UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks}

GM Intrusions: Starcraft get lost, break down, and are attacked in space. An alien stowaway is found.

Plays Too Many Games

Lessons, reflexes, and strategies you’ve learned by playing too many games have applications in the real world, where people who don’t play enough toil and live their dreary lives.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.qpBv7OxAcMAAtY2M]{Game Lessons}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.p3kh3XKzetkJTG1J]{Gamer}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.qEzcqbNhuJQuBagn]{Zero Dark Eyes}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.pMQT2QIL38XlhkxB]{Resist Tricks}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.QDSSTe5EGrBHjtnL]{Sniper’s Aim} or @UUID[Compendium.cyphersystem-compendium.abilities.QH3l6ojVnasZm5U8]{Enhanced Speed Edge}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.R9WffstnihzBuuvW]{Mind Games}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.7GsuhcRTpDX0d1em]{Enhanced Intellect}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.W0Jw19mWIycjIgmo]{Gamer’s Fortitude}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.laxdkyrDuOhxfWKc]{Mind Surge} or @UUID[Compendium.cyphersystem-compendium.abilities.dIUTe5O1jeA47zps]{Gaming God}

GM Intrusions: Missed attacks strike the wrong target. Equipment breaks. Sometimes people react negatively to someone who has lived most of their life in imaginary game worlds.

Rages

When you go berserk, everyone fears you.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.YGsGHp1rbu3Z7Kdd]{Frenzy}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.R9KnCCvGoEHvV1p0]{Greater Enhanced Might}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.tC7wmZwlZcQy5Vd0]{Movement Skills}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.NoC3yuqxU8yhPf47]{Power Strike} or @UUID[Compendium.cyphersystem-compendium.abilities.zEkA8MhrnJ5p9Io6]{Unarmored Fighter}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.hAVC1FOl7hwnuBpC]{Greater Frenzy}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.ltAq7qr8aaalOtJp]{Attack and Attack Again}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.4necR0YTsaij4ojD]{Greater Enhanced Potential} or @UUID[Compendium.cyphersystem-compendium.abilities.58CLKxSLgaT6W6Cj]{Lethal Damage}

GM Intrusions: It’s easy for a berserker to lose control and attack friend as well as foe.

Rides the Lightning

You create and discharge electrical power.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.3btRIiWxY8oMcVMo]{Shock}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.essJhO2eqoHmIQaa]{Charge}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.uh1t4rnkZ2jOCjHJ]{Bolt Rider}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.76HF09q7MdGek863]{Electric Armor} or @UUID[Compendium.cyphersystem-compendium.abilities.A6H8xi93t6Zrexz9]{Drain Charge}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.YDKULtvV0pMJDxi2]{Bolts of Power}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.etGUYa9dQSvjLvXX]{Electrical Flight}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.2TaqNf6bhxijKELX]{Flash Across the Miles} or @UUID[Compendium.cyphersystem-compendium.abilities.Bny0sFdqf40pJeOp]{Wall of Lightning}

GM Intrusions: Targets other than those intended are shocked. Objects explode.

Runs Away

Your first instinct is to run from danger, and you’ve gotten very good at it.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.10EqPrn9aONinEfm]{Go Defensive}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.tuofJSTVjOEwRUem]{Enhanced Speed}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.QVPmLa6CKwmH6vJZ]{Quick to Flee}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.0wVk3CszKCJQfp0Q]{Incredible Running Speed} or @UUID[Compendium.cyphersystem-compendium.abilities.Qsi6Iw5YCcY8jmNx]{Greater Enhanced Speed}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.iyM2N9G0RLlj6BZ7]{Increasing Determination}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.Mac5S0sQe9Muf4Mv]{Quick Wits}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.U33DbRwloywFlYfi]{Go to Ground}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.hKhwP85QeRGPW03G]{Burst of Escape} or @UUID[Compendium.cyphersystem-compendium.abilities.CtRvLxfUlCynJv1B]{Skill With Defense}

GM Intrusions: Quick movements sometimes lead to dropped items, slipping on uneven ground, or going the wrong way by accident.

Sailed Beneath the Jolly Roger

You sailed with a crew of dread pirates, but you’ve decided to end your days as a pirate and join some other cause. The question is, will your past let you go so easily?

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.JuOmZXMt1T3tQUZ8]{Ignore the Pain}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.IYt42xzsjesQyEfT]{Sailor}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.B4U7RiMrZElfOQyj]{Taking Advantage}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.1POQ4sFW5DLrmXhn]{Fearsome Reputation}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks} or @UUID[Compendium.cyphersystem-compendium.abilities.CtRvLxfUlCynJv1B]{Skill With Defense}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.oCcnXLYQy9DjwPJC]{Sea Legs}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.tC7wmZwlZcQy5Vd0]{Movement Skills}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.5rgcPJXpCcB5VJ1m]{Lost in the Chaos}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.AsmIgvoIRPEtuzkh]{Duel to the Death} or @UUID[Compendium.cyphersystem-compendium.abilities.36nlDXhOP5e5dfns]{Successive Attack}

GM Intrusions: The dangers of the high seas are many, including severe storms and disease. Other pirates sometimes get ahead through betrayal. A pirate tracks down former sailing mates to find hidden treasure.

Scavenges

When not running and hiding, you sift the ruins of civilization for useful remnants to ensure your survival.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.OjGaIl0JEepjDrla]{Post-Apocalyptic Survivor}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.ZOfmWQFbwSJQB4wm]{Ruin Lore}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.IswvUEdCBBZDRme6]{Junkmonger}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.B4U7RiMrZElfOQyj]{Taking Advantage} or @UUID[Compendium.cyphersystem-compendium.abilities.b776WTF2u1roh3n0]{Incredible Health}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.YID6zEB7KkHGYAlD]{Know Where to Look}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.EjBzy1Ue1AA8i6ry]{Recycled Cyphers}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.MJE1k2RmCM6HRwFV]{Artifact Scavenger} or @UUID[Compendium.cyphersystem-compendium.abilities.cbXNxvPdWEbKF6nA]{Reactive Field}

GM Intrusions: An item made with recycled junk breaks. Someone shows up claiming that the useful item or piece of junk scavenged belongs to them. A recycled cypher explodes.

Sees Beyond

You have a psychic sense that allows you to see what others cannot.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.jq6Wm9xYxJA0bRaR]{See the Unseen}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.rYyymKUc0QKWdNsy]{See Through Matter}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.Mu5knvNfGyaeaiTB]{Find the Hidden} or @UUID[Compendium.cyphersystem-compendium.abilities.bzy1KzO0oPmZGu2b]{Sensor}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.KBjSpuK7XJc1abJv]{Remote Viewing}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.PazO9rJ2YoE8VEUw]{See Through Time}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.lL7QywDGOszTIJCE]{Mental Projection} or @UUID[Compendium.cyphersystem-compendium.abilities.RE24qvMuPhasaCP3]{Total Awareness}

GM Intrusions: Some secrets are too terrible to know.

Separates Mind From Body

You can project your mind out of your body to see faraway places and learn secrets that would otherwise remain hidden.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.WgjatSOUT6pT02A7]{Third Eye}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.oTDJtTDkwxr5uSfU]{Open Mind}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.9sfX1SGtcQ17Uiny]{Sharp Senses}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.6X3BDWzVKsWltrtY]{Roaming Third Eye} or @UUID[Compendium.cyphersystem-compendium.abilities.Mu5knvNfGyaeaiTB]{Find the Hidden}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.bzy1KzO0oPmZGu2b]{Sensor}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.miR0d91lKIfmBGdO]{Psychic Passenger}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.lL7QywDGOszTIJCE]{Mental Projection} or @UUID[Compendium.cyphersystem-compendium.abilities.eblwQ80CBlBdeUp5]{Improved Sensor}

GM Intrusions: Reuniting mind and body can sometimes be disorienting and require a character to spend a few moments to get their bearings.

Shepherds Spirits

Wandering souls, nature spirits, and elemental beings aid and support you.

In some settings, the Shepherds Spirits focus applies to only one kind of spirit, such as spirits of the deceased, nature spirits, and so on.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.pHFFr4DkCythNc5n]{Question the Spirits}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.RkOvawhfH5MHQFOH]{Spirit Accomplice}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.dCQdSi11hJDyOSdD]{Command Spirit} or @UUID[Compendium.cyphersystem-compendium.abilities.LojkwDtb1gHLSB6A]{Preternatural Senses}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.OWVz2CkwLnCSJMdS]{Wraith Cloak}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.jVY1PTxvZvpjZILB]{Call Dead Spirit}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.ElsQU746B70tsPmZ]{Call Otherworldly Spirit} or @UUID[Compendium.cyphersystem-compendium.abilities.PvISXo6EQ2PmCGes]{Infuse Spirit}

GM Intrusions: Some people don’t trust those who deal with spirits. The dead sometimes don’t want shepherding.

Shepherds the Community

You keep the place where you live safe from all danger.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.op9VSx3NJT28UwTH]{Community Knowledge}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.ag3OU8JZuc769034]{Community Activist}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.6ZVINuyZm4jowRGt]{Shepherd’s Fury} or @UUID[Compendium.cyphersystem-compendium.abilities.CtRvLxfUlCynJv1B]{Skill With Defense}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.4necR0YTsaij4ojD]{Greater Enhanced Potential}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.N0OZaNOIbHTiWDL1]{Evasion}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.oroWEBbp3cvrYwH9]{Greater Skill With Attacks} or @UUID[Compendium.cyphersystem-compendium.abilities.xxavxLEaiVFug1D6]{Protective Wall}

GM Intrusions: People in the community misunderstand the character’s motives. Rivals try to oust the character.

Shreds the Walls of the World

Speed plus phasing gives you a unique ability to evade danger and simultaneously inflict damage.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.3t1QshyGYnCSo12z]{Phase Sprint}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.7f6ulMjWFw2BOK76]{Disrupting Touch}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.n81xGnZHydeXmIRc]{Scratch Existence}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.nEN2HYzlJWhonfmE]{Invisible Phasing} or @UUID[Compendium.cyphersystem-compendium.abilities.g0SqMvb020tiTQ48]{Walk Through Walls}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.rXUUDUJFKis8TpnL]{Phase Detonation}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.8yGwY0PvtF2ivdSn]{Very Long Sprinting}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.P9HlASUtyiOXghBZ]{Shred Existence} or @UUID[Compendium.cyphersystem-compendium.abilities.INdq5iQf5ECzRiNp]{Untouchable While Moving}

GM Intrusions: Moving so quickly while sprinting sometimes leads to stumbles on unexpected, exotic obstacles.

Siphons Power

You suck power out of machines and creatures alike in order to empower yourself.

Robots and other living machines should be treated as creatures, not machines, for the purposes of siphoning power from them.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.JyAovhallyh9m6oW]{Drain Machine}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.gWvMJQPBSmeaP8yN]{Drain Creature}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.wEj2uvWI3w0W9HWH]{Drain at a Distance} or @UUID[Compendium.cyphersystem-compendium.abilities.P73TBXcNDbZCVsdE]{Unraveling Consumption}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.gn1jtMLhp6qPNXUL]{Store Energy}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.4Xvgo62UVSOI9Acx]{Share the Power}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.Be1ehHb90jtLc8l0]{Explosive Release} or @UUID[Compendium.cyphersystem-compendium.abilities.xbYD729j3km6ZDCA]{Sun Siphon}

GM Intrusions: Drained power also transmits something unwanted—compulsions, afflictions, or alien thoughts. Siphoned power can overload the character, causing feedback.

Slays Monsters

You kill monsters.

Although wielding a sword in a setting where people usually do not carry such weapons is fine, you can change the Slays Monsters sword-related abilities to use a different weapon, such as a gun with silver bullets.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.WFK0xBSAIpD59va8]{Practiced With Swords}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.nW46hfygkxB7FW5m]{Monster Bane}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.PRW5MxW12oakmeHE]{Monster Lore}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.lw0otGU2Iaorppdc]{Will of Legend}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.gPqiQflb6Z3DXGVk]{Trained Slayer}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.HPIlAWDGOQFw6yGm]{Improved Monster Bane} or @UUID[Compendium.cyphersystem-compendium.abilities.lwJAowJa4eKlcDjb]{Misdirect}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.5otvtHrbVXIh0N27]{Fight On}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.oroWEBbp3cvrYwH9]{Greater Skill With Attacks} (swords)

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.KNElOxbWobS1ygLv]{Murderer} or @UUID[Compendium.cyphersystem-compendium.abilities.VupBbHOJAX45Yazb]{Heroic Monster Bane}

GM Intrusions: The monster laid a trap or set an ambush. The monster has previously undisclosed abilities. The monster’s mother vows revenge.

Solves Mysteries

You’re a master of deduction, using evidence to find the answer.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.FzpkQwb1jA53bs1y]{Investigator}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.HWZ8mwAfZEu6r778]{Sleuth}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.7BkWiUHcUrcRIKqO]{Out of Harm’s Way}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.PlVEpuVxp9pGJSoa]{You Studied} or @UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.mL6Yae2CxgefOMHn]{Draw Conclusion}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.0f2qoQlYGRqgu0Nj]{Defuse Situation}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.wqUItgrYzBeMiAoB]{Seize the Initiative} or @UUID[Compendium.cyphersystem-compendium.abilities.nOuOE3EkrNr81pSq]{Greater Skill With Defense}

GM Intrusions: Evidence disappears, red herrings confuse, and witnesses lie. Initial research can be faulty.

Speaks for the Land

Your spiritual connection to nature and the environment grants you mystical abilities.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.0Wq39mJ9oXA415qx]{Seeds of Fury}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.8KYjSKp6ieQ8YXUy]{Wilderness Lore}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.zW0cZJQTR0tHUmn3]{Grasping Foliage}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.gT21nqWZ9Es576oC]{Soothe the Savage} or @UUID[Compendium.cyphersystem-compendium.abilities.OIk4usP2NFT0tDu7]{Communication}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.RfGCXsX7JXEr8fMw]{Moon Shape}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.UJpMPRD25O7HvhbV]{Insect Eruption}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.2lhnVWUMX1Nu6KVj]{Call the Storm} or @UUID[Compendium.cyphersystem-compendium.abilities.jhdgI9rV2mpH6JQU]{Earthquake}

GM Intrusions: An injured natural (but dangerous) creature is discovered. Someone’s poaching wildlife for their skins, leaving the carcasses to rot. A tree falls in the forest, one of the last elder trees.

Stands Like a Bastion

Your armor, along with your size, strength, incredible training, or machine enhancement, makes you difficult to move or hurt.

Some characters who Stand Like a Bastion might already be experts in armor. They can choose a different tier 1 ability instead of Practiced in Armor.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.o2ZDoteWQsFsqTJr]{Practiced in Armor}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.GlXd4oFI9Fqq3rAX]{Experienced Defender}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.mmg9XLzvfbP4ESGO]{Resist the Elements}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.27EOrq94WxqgBbWQ]{Unmovable}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.R9KnCCvGoEHvV1p0]{Greater Enhanced Might} or @UUID[Compendium.cyphersystem-compendium.abilities.yl2zo179wXZW5Xxc]{Practiced With All Weapons}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.YeOtzG5ksxonD5RS]{Living Wall}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.VsAP4JEe7W5gaGaG]{Hardiness}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.4k5JFV78A5SiPjFo]{Mastery in Armor}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.58CLKxSLgaT6W6Cj]{Lethal Damage} or @UUID[Compendium.cyphersystem-compendium.abilities.NKvNEjx64CcS3l13]{Shield Training}

GM Intrusions: Armor is damaged. Small foes conspire in ingenious ways.

Takes Animal Shape

A shapechanger who can take the form of various animals.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.rJ4ZXuIcz0knY41H]{Animal Shape}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.OIk4usP2NFT0tDu7]{Communication}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.Y4V4tXQ9lO0rMNKR]{Bigger Animal Shape} or @UUID[Compendium.cyphersystem-compendium.abilities.Ee8QC6fkRvD1yw6h]{Greater Beast Form} (works with Animal Shape)

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.gXiq1edSDteTcfGC]{Animal Scrying}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.KGzAHs3qln0fNDjt]{Hard to Kill}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.iX07Ltb1JYr1nMYM]{Blurring Speed} or @UUID[Compendium.cyphersystem-compendium.abilities.QZZXgZ6PF8Eccs74]{Lend Animal Shape}

GM Intrusions: The character unexpectedly changes form. An NPC is frightened by or aggressive toward the shapeshifter. The transformation takes longer than expected.

Talks to Machines

You use your organic brain like a computer, interfacing “wirelessly” with any electronic device. You can control and influence them in ways that others can’t.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.lzy1YbdIJxzNIHZq]{Machine Affinity}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.7nUj7rxq4Qwg4FUM]{Distant Interface}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.L3UjcLAFvS9MLWCu]{Coaxing Power}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.SeAlSU8Rim5CWsgV]{Charm Machine}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.2odkyEO8azxIZWYj]{Intelligent Interface} or @UUID[Compendium.cyphersystem-compendium.abilities.OE5yXpzWC8lSUmGX]{Command Machine}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.XkFsMa9e9IY2FRcN]{Machine Companion}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.NoKdHv0FSytZR4iF]{Robot Fighter}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.PLyxuOlieOGsJx4h]{Information Gathering}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.FxohCBSksJIu1BSA]{Control Machine} or @UUID[Compendium.cyphersystem-compendium.abilities.PKFz6WVsaKm5kIir]{Improved Machine Companion}

GM Intrusions: The machine malfunctions or acts unpredictably.

Throws With Deadly Accuracy

Everything that leaves your hand goes exactly where you’d like it to go and at the range and speed to make the perfect impact.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.XAXJ3mFGdDv0fXLP]{Precision}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.PlTtlXeugIljHFVg]{Careful Aim}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.yszDDDpH6m16dEoV]{Quick Throw} or @UUID[Compendium.cyphersystem-compendium.abilities.CtRvLxfUlCynJv1B]{Skill With Defense}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.1L1uoad8vwgWxiyN]{Everything Is a Weapon}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.hbWaCBEfSMujqvDf]{Specialized Throwing}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.WW3QjCP5UJUsKBW3]{Whirlwind of Throws}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.58CLKxSLgaT6W6Cj]{Lethal Damage} or @UUID[Compendium.cyphersystem-compendium.abilities.LTqgcoprvBF2ZkdH]{Mastery With Defense}

GM Intrusions: Missed attacks strike the wrong target. Ricochets can be dangerous. Improvised weapons break.

Thunders

You emit destructive sound and manipulate soundscapes.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.uMaMKhemHmtlXDjT]{Thunder Beam}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.87SQGqcRavRZslAp]{Sound Conversion Barrier}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.KLFHpPR0MKLOWr8l]{Nullify Sound} or @UUID[Compendium.cyphersystem-compendium.abilities.EcOIgMC9c1IfSHsr]{Echolocation}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.znJCKr6PeEq4a0j5]{Shattering Shout}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.QZa9b5G80qxtoYqg]{Subsonic Rumble}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.B0dq2gW9gdA0PdzR]{Amplify Sounds}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.jhdgI9rV2mpH6JQU]{Earthquake} or @UUID[Compendium.cyphersystem-compendium.abilities.GlFT2ITvytQVWywQ]{Lethal Vibration}

GM Intrusions: Loud noises attract attention.

Travels Through Time

You can see through time, try to reach through it, and eventually even travel through it.

Although all character choices are subject to GM approval, Travels Through Time is a focus that the GM and player should probably have a long conversation about ahead of time, so the player knows the rules of time travel (if any) that exist in the GM’s setting. A character with this focus can drastically alter a setting, if the rules of time travel allow it.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.YD5gm0w3lqTSyO3V]{Anticipation}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.83y32UMQWshRvbDG]{See History}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.3wxiRMTCBZ4iNCHp]{Temporal Acceleration} or @UUID[Compendium.cyphersystem-compendium.abilities.l5vgtPP0LcsqGrzn]{Time Loop}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.0EhZzYdEhtCRnV4c]{Temporal Dislocation}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.OWRsjlf3ahyH9eez]{Time Doppelganger}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.U58ZQ1X3byfANn4W]{Call Through Time} or @UUID[Compendium.cyphersystem-compendium.abilities.lkO9VJhfOrgLY4g1]{Time Travel}

GM Intrusions: Paradoxes are created. Others remember past events differently.

Uses Wild Magic

You are a spellcaster who learns a variety of spells instead of focusing on just one kind of magic.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.Ub8NGsmH8NZcKguG]{Magical Repertoire}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.WvBcuYiFRM3KaTFj]{Cypher Casting}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.BPFjvh6nBN8bxk8T]{Expanded Repertoire}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.fQ3O3G7rFmv194uI]{Cypher Surge} or @UUID[Compendium.cyphersystem-compendium.abilities.Ax9HryNcPDei0g7t]{Faster Wild Magic}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.BPFjvh6nBN8bxk8T]{Expanded Repertoire}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.nfmwpxvs3RvednVI]{Magical Training}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.UNCbO4WGTB8ZubpZ]{Maximize Cypher} or @UUID[Compendium.cyphersystem-compendium.abilities.mz4KXXoQoHXyOBKI]{Wild Insight}

GM Intrusions: A spell performs erratically or rebounds upon the caster. Something interferes with preparing spells. Spellcasting attracts the attention of a powerful creature or potential rival. The cypher spell being cast is replaced with that of a random cypher.

Walks the Wild Woods

You are an adherent of nature magic who draws on the power and strength of trees.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.KqV5RSzOU3S3NK51]{Wilderness Life}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.SPTY1NXOvq2oRLJO]{Patient Recovery}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.ggQwr8b85bg7yzmK]{Wooden Body}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.c3GBVwgz9atmtbgI]{Tree Companion} or @UUID[Compendium.cyphersystem-compendium.abilities.CBdIPMJ2oOOesmod]{Wilderness Awareness}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.gQ9h8tGa60VLo6IH]{Tree Travel}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.mAc6hl4jKLZz84VK]{Great Tree}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.pBX1EYNVGutNx3b5]{Dreadwood} or @UUID[Compendium.cyphersystem-compendium.abilities.HUhj33woHX86SbX8]{Restorative Bloom}

GM Intrusions: A wooden character catches fire. A wild swing from a tree branch hits or trips an ally. Some trees have evil hearts and hate all walking things.

Was Foretold

You are the “chosen one,” and prophecy, prediction, prognostication, or some other method of determination expects great things of you one day.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.V765JZKDKQ00Buyn]{Interaction Skills}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.4p95GsynORh0Xd7X]{Knowing}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.Z7CKGOQWnfdNO885]{Destined for Greatness}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.zIYdniz9sjvAHsnX]{Overcome All Obstacles} or @UUID[Compendium.cyphersystem-compendium.abilities.5t5EIoGSan3pQ08D]{Hard-Won Resilience}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.WeMTxJElozl7OWdJ]{Center of Attention}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.cfR2uFYjteKAqsYw]{Show Them the Way}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.2uSx4ErQ9f2QLX5M]{As Foretold in Prophecy} or @UUID[Compendium.cyphersystem-compendium.abilities.4necR0YTsaij4ojD]{Greater Enhanced Potential}

GM Intrusions: An enemy described in prophecy appears. Unbelievers threaten to ruin the moment. The character gains a reputation in outside circles as a fraud.

Wears a Sheen of Ice

You command the wintery power of cold and ice.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.czVqoPjH98xaNY1d]{Ice Armor}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.nHqTzLHJrUWSAATM]{Frost Touch}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.BGMXK6VKNmp8M4A3]{Freezing Touch} or @UUID[Compendium.cyphersystem-compendium.abilities.7G8B9lfoVXkuxvKB]{Ice Creation}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.FuufiUyoLFbgBH5J]{Resilient Ice Armor}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.yEfkqXxmuQqlA6Fi]{Cold Burst}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.mvC2vboULutesBDu]{Ice Storm} or @UUID[Compendium.cyphersystem-compendium.abilities.EXrZLa3M8BK43qoi]{Winter Gauntlets}

GM Intrusions: Ice makes surfaces slippery. Extreme cold causes objects to crack and break.

Wears Power Armor

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.ClJUFnz8xBmP4a2l]{Powered Armor}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.wHcuP6T7Ti6j5Y8C]{Enhanced Might}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.YBMLX3Jm5oN79J6G]{Heads-Up Display}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.rqC9cEmRkvm29N56]{Fusion Armor} or @UUID[Compendium.cyphersystem-compendium.abilities.b776WTF2u1roh3n0]{Incredible Health}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.dCoCGVzWxIL9fIvH]{Force Blast}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.cTU70NgcebRlD7jI]{Field-Reinforced Armor}

Tier 6: Masterful Armor Modification (Jet Assisted Flight) or Masterful Armor Modification (Cypher Pod)

GM Intrusions: The armor won’t come off. The armor acts under its own power. The armor suffers a momentary power loss. NPCs are scared by the power armor.

Wields an Enchanted Weapon

You channel magic through or from a weapon to create a unique fighting style.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.OUOVkf3edHhnyRPk]{Enchanted Weapon}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.95judMTwajJoxNfy]{Innate Power}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.HVuhBuZVJkfYuGwp]{Charge Weapon}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.VNIcNhgET9z5MW5G]{Power Crash}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.YA5P5CBNr5NSmY6z]{Rapid Attack} or @UUID[Compendium.cyphersystem-compendium.abilities.Om3PoXrtnekrw0dF]{Throw Enchanted Weapon}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.I7ScLgI1tBhWCkwf]{Defending Weapon}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.RxI9TDy4wYR9eJKk]{Enchanted Movement}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.6P1CJvVMot3Y2xj0]{Deadly Strike} or @UUID[Compendium.cyphersystem-compendium.abilities.KDZeCZJxjCQzlTxA]{Spin Attack}

GM Intrusions: A weapon breaks or is dropped. The weapon loses its connection to you until you use an action to reestablish the attunement. The weapon’s energy discharges in an unexpected way.

Wields Two Weapons at Once

You bear steel with both hands, ready to take on any foe.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.NHns9zqufRvB3Tnl]{Dual Light Wield}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.Pu5XGGLI6cCp1EQd]{Double Strike}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.369RISHwqzRXkwEG]{Infiltrator}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.q9nALxXrBv5ubXaT]{Dual Medium Wield} or @UUID[Compendium.cyphersystem-compendium.abilities.rOxKh1Z7J686a0nv]{Precise Cut}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.gVOzzvxS6PPu8Ofy]{Dual Defense}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.3uGYyiXUUSz952zQ]{Dual Distraction}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.p1UMG2hrng7mLFDv]{Disarming Attack} or @UUID[Compendium.cyphersystem-compendium.abilities.KDZeCZJxjCQzlTxA]{Spin Attack}

GM Intrusions: A blade snaps in two or a weapon flies loose from its bearer’s grip.

Works for a Living

You take great satisfaction in a job well done, whether it’s coding, building houses, or mining asteroids.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.f7wLki6qjCNs2Ici]{Handy}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.CBGeAZSBuymzrxDz]{Muscles of Iron}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.RM8Fmu1IJwzBkjcM]{Eye for Detail} or @UUID[Compendium.cyphersystem-compendium.abilities.uhC4ubTGfhkNvIMX]{Improvise}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.wHcuP6T7Ti6j5Y8C]{Enhanced Might}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.t8wL47jk1KS4zapb]{Tough It Out}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.MdRdAc0qAWghMmlV]{Expert Skill}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.4necR0YTsaij4ojD]{Greater Enhanced Potential} or @UUID[Compendium.cyphersystem-compendium.abilities.5t5EIoGSan3pQ08D]{Hard-Won Resilience}

GM Intrusions: Repairs sometimes fail. Wiring can be tricky to decipher and still carry an electrical charge. Some people are rude to those who work for a living.

Works Miracles

You can heal others with a touch, alter time to help others, and are generally beloved by everyone.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.igGttY1Y2XbAx3qY]{Healing Touch}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.8mP69InEXQ4TB5BL]{Alleviate}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.rAmIxY5G1BK4ZMm7]{Font of Healing} or @UUID[Compendium.cyphersystem-compendium.abilities.7amEMbwK27v31Lt9]{Miraculous Health}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.FiSwskgQGBjp4IhZ]{Inspire Action}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.IN9qNZDx4sBKNr8n]{Undo}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.O2XHxUa2QNrliDMG]{Greater Healing Touch} or @UUID[Compendium.cyphersystem-compendium.abilities.ydmPM9m8nmmgvlXc]{Restore Life}

GM Intrusions: Attempts to heal might cause harm instead. A community or individual needs a healer so desperately that they hold one against their will.

Works the Back Alleys

You make your way unseen, stealing from the wealthy to achieve your ends.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.QAdh0yZBjJsHdJjD]{Stealth Skills}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.OFWQd2W52VAODeas]{Underworld Contacts}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.MzKqElUHuTtHkV7D]{Pull a Fast One} or @UUID[Compendium.cyphersystem-compendium.abilities.OtbS1NoVXK7mQLEe]{Guild Training}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.KM9qqjzJBJusQNkT]{Master Thief}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.xR2DkSqvAoR8Vtfn]{Dirty Fighter}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.QtpmHxblBqoQozbg]{Alley Rat} or @UUID[Compendium.cyphersystem-compendium.abilities.eepc8U2e178RDqBs]{All-Out Con}

GM Intrusions: Thieves are thrown in jail. Powerful enemies are made.

Works the System

You can exploit flaws in artificial systems, including but not limited to computer code.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.0V2NE0905wwYPRVo]{Hack the Impossible}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.JkiG6hpsfj1h6XRR]{Computer Programming}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.2CekF2lqwNrMyio0]{Connected}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.TmDavAL4vDxKjLBK]{Confidence Artist} or @UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.1fYBYD1EfA5z1NFl]{Confuse Enemy}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.jTiOQKW2QtXK8dmF]{Work the Friendship}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.HUVY2MA2CBegFhLY]{Call in Favor} or @UUID[Compendium.cyphersystem-compendium.abilities.4necR0YTsaij4ojD]{Greater Enhanced Potential}

GM Intrusions: Contacts sometimes have ulterior motives. Devices sometimes have failsafes or even traps.

Would Rather Be Reading

Books are your friends. What’s more important than knowledge? Nothing.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.vPraXsdXkCmaoBbI]{Knowledge Is Power}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.34Ycb9VK8JwHgSl4]{Greater Enhanced Intellect}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.wJSxVM8fWADJtTSd]{Applying Your Knowledge} or @UUID[Compendium.cyphersystem-compendium.abilities.dVh39nh5ARUxreUc]{Flex Skill}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.vPraXsdXkCmaoBbI]{Knowledge Is Power}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.wlkPdME0r3hx9VbE]{Knowing the Unknown}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.34Ycb9VK8JwHgSl4]{Greater Enhanced Intellect}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.vPraXsdXkCmaoBbI]{Knowledge Is Power}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.sq2JJtnRtSthJSYL]{Tower of Intellect} or @UUID[Compendium.cyphersystem-compendium.abilities.lbXg8UlSCG23yxO4]{Read the Signs}

GM Intrusions: Books burn, get wet, or get lost. Computers break or lose power. Glasses break.

","markdown":""},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"ownership":{"default":-1},"flags":{}},{"sort":398438,"name":"Creating New Foci","type":"text","_id":"0VwlyyylqvFgJjZw","title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"

This section provides everything you need to create your own foci.

Every focus has an overarching style, whether that’s exploration, energy manipulation, or simply dealing a lot of damage in combat. These broad classifications are called focus categories.

Each focus category has an overarching theme, followed by selection guidelines that describe how to choose abilities for each tier from the Abilities chapter, from tier 1 to tier 6.

The newly created focus should be named in the form of a verb, like Controls Beasts or Abides in Stone. For instance, a fire-using focus created by following the guidelines in the energy manipulation focus category might be called Bears a Halo of Fire (one of the sample foci in this chapter). Alternatively, a new fire-using focus should get an all-new name like Stokes the Flames of the Apocalypse or Lights Fires With a Thought.

The ability selection guidelines invite you to choose an ability from one of three ranges: low tier, mid tier, and high tier. These ranges correspond with the power “grades” given for every ability. These abilities are further sorted into ability categories based on the kinds of things they do—abilities that improve physical attacks are in the attack skill category, abilities that assist allies are in the support category, and so on. Look for the grades and categories in the Ability Categories and Relative Power section of the Abilities chapter.

Low-tier abilities are best suited for focus options at tiers 1 and 2. Mid-tier abilities are best suited for focus options at tiers 3 and 4. High-tier abilities are best suited for focus options at tiers 5 and 6.

That said, sometimes you’ll find it appropriate to assign a low-tier ability at tier 3 or 4, or maybe a mid-tier ability at tier 1 or 2. Do so sparingly, but don’t rule it out. It might be the only way to get all the abilities you want for the focus you’re building. Higher-tier abilities usually cost more Pool points to use. So if a mid-tier ability is made available at tier 1 or 2, or a high-tier ability is made available at tier 3 or 4, the higher cost will be a balancing factor.

Balancing Abilities

The guidelines within each category go a long way toward ensuring that the focus you build will be balanced. Sometimes it might be appropriate to grant a low-power ability along with a regular ability at a given tier, depending on the needs of the focus. A “low-power ability” is deliberately open for GM interpretation, but generally speaking, should be no more potent than a low-tier ability (that is, an ability that is normally available at tier 1 or 2).

For instance, someone who uses cold might be able to create small snow sculptures in addition to emitting a cold ray. Someone who uses electricity might be able to charge a depleted artifact or have an asset for dealing with electrical systems. And so on.

Often, the focus guidelines note this as a possibility. However, you have great leeway in deciding if a focus needs an additional ability, even if the guidelines for that tier don’t indicate one. If you do add an ability, or there is a
higher-power ability at a tier that normally shouldn’t have it, it might mean that the choice given at the next tier, or the previous tier, isn’t quite as good. Balancing a focus is a bit of an art. Resist the urge to overpower the focus, but don’t underpower it, either.

Each focus category provides a guideline for what kind of ability you should select at every tier. But don’t regard the guidelines as something that you can’t vary. They’re not prescriptive; they’re just a place to start. You might want to vary the kind of ability at a particular tier that isn’t indicated in the guidelines. As long as the chosen ability falls within the expected power curve for that tier, it’s fine. The guideline isn’t meant to be a straitjacket.

For example, if you’re building a cold-using focus for a game set in a fantasy genre, you may decide that an ability that calls up a demon is a better choice at a particular tier than an ability that does damage in an area, which is what the tier 5 guideline for energy manipulation calls for. Making the change is probably especially valid if you call your new focus something like Channels the Ninth Circle.

Ability Swap

If you’re creating a focus and you think it should provide a suite of abilities at first tier that would mechanically overload it, you have the option to add one as a “swap” ability. Doing so is as easy as allowing a character to swap out one of their type abilities for an indicated low-tier focus ability. The ability is gained instead of one of the abilities normally granted by the character’s type.

Concept and Category

Choosing to create a focus that uses a particular concept—say, creating illusions—doesn’t lock you into creating a focus within a particular category—in this case, environment manipulation. A focus can be constructed in a variety of ways using a particular energy, tool, or concept, each ultimately leading to a focus that provides different results. It all depends on your ends. In this case, creating illusions might be used to sway others, which argues for a focus built using the influence category guidelines.

In the same way, if a focus grants a character the ability to call some kind of force or energy, that doesn’t mean the focus should automatically be built using the energy manipulation category guidelines (though of course it could, if attacking and protecting yourself with that energy is the point). But a focus could be built that grants abilities to call energy or force that is primarily focused on durability, suggesting a tank combat focus (someone who can take a lot of punishment in a fight); or blasting away with a main concern for maximizing damage, thus suggesting a striker combat focus; or creating a follower composed of that energy or force, suggesting an ally use focus (that is, someone who uses helping creatures, NPCs, or even duplicate versions of themselves to give them a leg up).

Here’s another example: the focus Controls Gravity could conceivably be an environment manipulation focus or an energy manipulation focus. It depends on whether the focus is more concerned with crushing and holding things in place (environment manipulation) or on blasting things and protecting yourself with gravity (energy manipulation).

The same malleability of concept holds true in other realms. For instance, if someone is able to call up and mold raw earth, they might use it to transform themselves into a being of stone (tank combat), to batter foes (striker combat), or to create walls, barricades, and shields to protect their allies (support).

If you’re looking for an ability and can’t seem to find the right one in the vast catalog in the Abilities chapter, consider reskinning one to make it seem new (and to accomplish what you need). Reskinning means that you use the underlying mechanics of an ability as written but change the flavor in some fashion. For instance, maybe you’re creating a new earth-moving focus but can’t find enough earth-related abilities to meet your need. It’s easy enough to change up other abilities so they use earth instead of fire, cold, or magnetism. For instance, Wings of Fire might become Wings of Earth, Ice Armor could become Earth Armor, and so on. These alterations change nothing except the type of damage and any knock-on effects (for instance, Wings of Earth might generate clouds of dust in their wake).

Abilities That Reference Other Abilities

Some abilities in the Abilities chapter reference other abilities. If you select an ability for your focus or type that refers to or modifies a lower-tier ability, also include that lower-tier ability in your type or focus as a selection a PC can make at a lower tier.

Creating Brand-New Abilities

You can go further than reskinning and create one or more brand-new abilities. When doing this, try to find something as close as possible to the effect you want, then use it as a template. In any case, deciding how much an ability should cost when it comes to a character’s Pool is one of the most important aspects of getting an ability right.

You may notice that higher-tier abilities are more expensive. This is partly because they do more, but it’s also because higher-tier characters have more Edge than lower-tier characters, which means they pay fewer points from their relevant Pools. A third-tier character with 3 Edge in a relevant Pool pays no cost for abilities that cost 3 or fewer points. That’s great for lower-tier abilities, but you’ll usually want a character to think a little bit about how often to use their most powerful abilities. That means they should cost at least 1 point more than the Edge the character is likely to have at that tier. (Often, a character will have an Edge in their relevant Pool equal to their tier.)

As a good rule of thumb, a typical ability should cost points equal to its tier.

Choose GM Intrusions

Think about the kinds of things that might surprise, alarm, or go catastrophically wrong for someone with the new focus being created, and assign it as a GM intrusion for that focus. Of course, this often is done on the fly during the game. But giving the topic some thought while the focus is being constructed and the ideas are fresh in your head is likely to yield some particularly devilish options.

Focus Categories

Ally Use

Foci that prioritize providing NPC followers to the character are ally use foci. The followers give aid to the PC in a variety of ways, but at base they usually provide an asset to the character’s actions.

Multiple potential themes exist within the ally use category, from abilities that allow a character to summon or craft allies to those that allow them to attract allies through fame, magic, or essential authority or charisma.

Connection: Choose four relevant connections from the Focus Connections list.

Additional Equipment: Any object necessary for the character to keep an ally. For instance, someone with a focus that uses super-science to create robot allies would require tools to build and repair those allies. Some foci in this category don’t require anything to gain or retain their benefits.

Minor Effect Suggestions: The NPC ally’s tasks are eased on its next turn.

Major Effect Suggestions: The NPC ally gains an immediate extra action.

The following are examples and not meant to provide a complete list of all possible foci in this category.

@UUID[.9x56c0G5TMOl1Arn#builds-robots]{Builds Robots} @UUID[.9x56c0G5TMOl1Arn#consorts-with-the-dead]{Consorts With the Dead} @UUID[.9x56c0G5TMOl1Arn#controls-beasts]{Controls Beasts} @UUID[.9x56c0G5TMOl1Arn#exists-in-two-places-at-once]{Exists in Two Places at Once} @UUID[.9x56c0G5TMOl1Arn#leads]{Leads} @UUID[.9x56c0G5TMOl1Arn#masters-the-swarm]{Masters the Swarm} @UUID[.9x56c0G5TMOl1Arn#shepherds-spirits]{Shepherds Spirits}

Ability Selection Guidelines

Tier 1: Choose a low-tier ability that grants a level 2 NPC follower to the character, or gives a similar benefit provided by an NPC. Alternatively, lay the groundwork for gaining such NPC allies at higher tiers by choosing an ability that gives the character influence over others.

Sometimes an additional low-power ability is appropriate, depending on the focus. Often, this is an ability that grants skill training in a related area of knowledge or a related skill. For instance, training in a skill related to the kind of NPC follower the character gains would be appropriate.

Tier 2: Choose a low-tier ability that grants influence over similar kinds of NPCs as the follower gained at the previous tier. If no follower was gained at the previous tier, this ability should provide that benefit now.

Sometimes a secondary ability might be appropriate in addition to the ability provided above, perhaps a low-power ability that grants 2 or 3 points to a Pool.

Tier 3: Choose two mid-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One option should be a mid-tier ability that improves the NPC follower previously provided (usually from level 2 to level 3) or grants an additional follower.

The other option should be something that benefits the character—perhaps an offensive or defensive ability, or something that broadens their influence over their followers (or potential followers).

Tier 4: Choose a mid-tier ability that gives the character an offensive or defensive capability if they haven’t previously gained one, preferably within the theme of the focus. For instance, if the character gains followers because of their charisma, this ability might let them command foes for brief periods. If the character gains followers by building or calling them, this ability might let them affect entities of the same type that are not already their followers.

Alternatively, this ability might further improve a previously gained follower from level 3 to level 4, or grant an additional follower.

Tier 5: Choose an ability that improves the character by providing a defense, an improved stat Pool, or another kind of protection.

Alternatively, this ability could open a new front in influencing and calling NPC allies related to the focus’s theme. For instance, someone who keeps beast allies might gain an ability to call a horde of lesser beasts. Someone who builds robots might gain an ability to build several lesser robot helpers. And so on.

Finally, this ability might improve a previously gained follower to level 5.

Tier 6: Choose two high-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One of the abilities should improve a previously gained follower to level 5, if that wasn’t already provided at tier 5. If that’s the case, this ability might be provided in addition to two other related abilities.

Another high-tier option could provide a handful of level 3 followers to the character.

The last high-tier ability could open a new front in influencing and calling NPC allies related to the focus’s theme. For instance, someone who gains followers through high charisma and training might gain an ability to learn otherwise impossible-to-glean information.

Basic

Foci that rely mostly on providing skill training, assets to tasks, and bumps to stat Pools and Edge in order to improve a character fall within the basic category. An overarching theme is also included, as with most of the other categories, that makes sense of the various basic abilities provided.

In addition, because the benefits provided by such foci are mostly straightforward (usually with a few exceptions), most basic foci would also be appropriate for non-fantastic campaigns where magic, super-science, or psychic abilities normally don’t come into play. That said, just because the abilities granted by basic foci are straightforward doesn’t mean they are not potent when combined with the abilities granted by type, descriptor, cyphers, and other character aspects.

Connection: Choose four relevant connections from the Focus Connections list.

Additional Equipment: Any object necessary to fulfill the overarching theme of the focus. For instance, a focus called Would Rather Be Reading should grant a handful of books to the character. A focus called Works for a Living should provide a set of tools.

Minor Effect Suggestions: Next action is eased.

Major Effect Suggestions: Make a free, no-action recovery roll that doesn’t count against daily recovery rolls.

The following are examples and not meant to provide a complete list of all possible foci in this category.

@UUID[.9x56c0G5TMOl1Arn#doesnt-do-much]{Doesn’t Do Much} @UUID[.9x56c0G5TMOl1Arn#interprets-the-law]{Interprets the Law} @UUID[.9x56c0G5TMOl1Arn#learns-quickly]{Learns Quickly} @UUID[.9x56c0G5TMOl1Arn#works-for-a-living]{Works for a Living} @UUID[.9x56c0G5TMOl1Arn#would-rather-be-reading]{Would Rather Be Reading}

Ability Selection Guidelines

Tier 1: Choose an ability that grants training or an asset to skills associated with the focus’s theme, or that grants 5 or 6 points to a particular Pool.

Alternatively, choose an ability that grants only 2 or 3 points to a particular Pool and an ability that provides training or an asset to just one task.

Tier 2: Choose whichever kind of ability wasn’t chosen at tier 1.

Tier 3: Choose two mid-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One option should be a non-fantastic ability that improves the character’s abilities within the focus’s theme. For instance, if the theme involves paying attention in some fashion, an information-gathering ability might be appropriate.

The other option should be something that either improves the character’s Edge in an appropriate stat or provides the character with some kind of defense.

Tier 4: Choose another ability that grants additional training or an asset to skills associated with the focus’s theme, or that grants 5 or 6 points to a particular Pool best suited to the focus. Or choose two abilities that provide only 2 or 3 points plus another tier 4 ability that improves a single task or skill.

Alternatively, provide a branch-out ability suggested at tier 5.

Finally, if the focus has yet to grant some kind of defense, a defensive ability could be provided here.

Tier 5: Choose an ability that allows the character to branch out slightly—perhaps one like Expert Skill that allows them to automatically succeed on a task they’re trained in.

Alternatively, if a nonstandard benefit was provided at tier 4, provide the benefits suggested at tier 4 here.

Tier 6: Choose two high-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One option should be an ability that provides another 5 or 6 points to a particular Pool best suited to the focus, or that the character can divide up as they wish. Alternatively, training in offense or defense would also be appropriate.

The other tier 6 option should give the character a brand-new ability within their theme, but not one that strays into the realm of the fantastic. For instance, an ability that allows a character to take two actions instead of one would be reasonable. Granting additional training, assets, or Edge would also be fine.

Energy Manipulation

Energy manipulation foci offer abilities that can call fire, electricity, force, magnetism, or nonstandard forms of energy such as cold, stone, or something stranger like “void” or “shadow.” These abilities usually give a character a way to achieve something of a balance between attacking enemies and granting themselves or allies additional protection. The focus usually also offers abilities that provide other ways to use specific energy for things like transportation, creating large concentrations of energy that can affect multiple targets, or creating a temporary object or barrier of energy.

Connection: Choose four relevant connections from the Focus Connections list.

Additional Equipment: One or more pieces of equipment immune to the energy manipulated, which might be a set of clothes. Alternatively, something related to the energy being generated. Some foci in this category don’t require additional equipment.

Energy Abilities: If a character type grants special abilities that normally use some other kind of energy, they now produce the kind used by this focus. For example, if a character uses this focus to manipulate electricity, their force blasts become blasts of electricity. These alterations change nothing except the type of damage and any knock-on effects (for instance, electricity might temporarily short out electronic systems).

Minor Effect Suggestions: The target or something near the target is hindered because of residual energy.

Major Effect Suggestions: An important item on the target’s person is destroyed.

The following are examples and not meant to provide a complete list of all possible foci in this category.

@UUID[.9x56c0G5TMOl1Arn#absorbs-energy]{Absorbs Energy} @UUID[.9x56c0G5TMOl1Arn#bears-a-halo-of-fire]{Bears a Halo of Fire} @UUID[.9x56c0G5TMOl1Arn#dances-with-dark-matter]{Dances With Dark Matter} @UUID[.9x56c0G5TMOl1Arn#rides-the-lightning]{Rides the Lightning} @UUID[.9x56c0G5TMOl1Arn#thunders]{Thunders} @UUID[.9x56c0G5TMOl1Arn#wears-a-sheen-of-ice]{Wears a Sheen of Ice}

Ability Selection Guidelines

Tier 1: Choose a low-tier ability that either inflicts damage or provides protection using the appropriate energy type in some fashion.

Sometimes an additional low-power ability is appropriate, depending on the energy type. For instance, a focus that manipulates cold might grant an ability to create snow sculptures. A focus that manipulates electricity might grant an ability to charge a depleted artifact or have an asset for dealing with electrical systems. A focus that absorbs energy might grant an ability to release it as a basic attack. And so on.

Tier 2: Choose whichever kind of ability wasn’t chosen at tier 1.

Tier 3: Choose two mid-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One option should be an ability that inflicts damage using the appropriate energy type (and possibly a related effect).

The other should grant enhanced movement by use of the appropriate energy type, give additional protection provided by the preferred energy, or use the energy in a completely new way, such as by draining the energy from a machine (if using electricity), entombing a victim in a layer of ice (if using cold), creating perfect silence (if using sound), creating a dazzling blast of illumination (if using light), and so on.

Tier 4: Choose whichever kind of ability wasn’t chosen at tier 3.

Tier 5: Choose a high-tier ability that inflicts damage (and possibly a related effect) that can affect more than one target using the appropriate energy type, or an ability that uses the energy in some fashion not previously used, as described in tiers 3 and 6.

Tier 6: Choose two high-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One of the high-tier abilities should use the preferred energy to inflict a lot of damage to a single target or to several.

The other option should use the appropriate energy type to accomplish a task not previously provided by lower-tier abilities, such as fashioning a fiery follower (if using fire), teleporting a great distance as a blast of lightning (if using electricity), creating solid objects out of the energy, and so on.

Environment Manipulation

Foci that allow a character to move objects, affect gravity, create objects (or illusions of objects), and so on are environment manipulation foci. Given that, in many cases, energy is used as part of this process, this category and energy manipulation overlap to some extent. Environment manipulation foci prioritize abilities that indirectly affect enemies and allies via objects, forces, and alterations of the surroundings; energy manipulation foci prioritize directly damaging targets with the chosen energy or force.

For example, rather than blasting a foe with a gravity pulse that does damage, a character using an environment manipulation focus based on gravity is more likely to have abilities that hold a target in place, use gravity to throw heavy objects as an attack, or lower gravity in a particular area or even on a particular object.

Connection: Choose four relevant connections from the Focus Connections list.

Additional Equipment: Any object necessary to manipulate the surrounding environment. For instance, someone with a focus that grants the ability to craft objects would require basic tools. Some foci in this category don’t require anything to gain or retain their benefits.

Environment Manipulation Abilities: Foci themes that involve imagery or visible energies can affect the look of your type abilities. Such alterations, if any, do nothing but change the appearance of effects. If gravity is manipulated, perhaps a telltale bluish glow permeates all ability uses, including type abilities. If illusion is generated, perhaps flamboyant visual and auditory qualities accompany type abilities, such as the appearance of a tentacled beast holding a target in place when Stasis is used. And so on.

Minor Effect Suggestions: The target gets turned around, and its next attack is hindered.

Major Effect Suggestions: The character is refreshed and recovers 4 points to one Pool.

The following are examples and not meant to provide a complete list of all possible foci in this category.

@UUID[.9x56c0G5TMOl1Arn#awakens-dreams]{Awakens Dreams} @UUID[.9x56c0G5TMOl1Arn#blazes-with-radiance]{Blazes With Radiance} @UUID[.9x56c0G5TMOl1Arn#calculates-the-incalculable]{Calculates the Incalculable} @UUID[.9x56c0G5TMOl1Arn#controls-gravity]{Controls Gravity} @UUID[.9x56c0G5TMOl1Arn#crafts-illusions]{Crafts Illusions} @UUID[.9x56c0G5TMOl1Arn#crafts-unique-objects]{Crafts Unique Objects} @UUID[.9x56c0G5TMOl1Arn#employs-magnetism]{Employs Magnetism} @UUID[.9x56c0G5TMOl1Arn#focuses-mind-over-matter]{Focuses Mind Over Matter}

Ability Selection Guidelines

Tier 1: Choose a low-tier ability that grants a basic use of an ability that alters the environment (or predicts it) using the focus’s theme. For instance, a gravity-affecting focus might provide an ability that makes a target lighter or heavier. An
illusion-crafting focus might grant an ability that allows the creation of an image. An object-making focus might grant a basic proficiency in creating a particular kind of object. A predictive focus might calculate outcomes and provide the character with the benefits of that foreknowledge. And so on.

Sometimes an additional low-power ability is appropriate, depending on the focus. Often, this is an ability that grants skill training in a related area of knowledge.

Tier 2: Choose a low-tier ability that provides a new defensive or offensive capability related to the focus’s theme.

Alternatively, this ability might provide an additional or brand-new capability to manipulate the environment related to the focus’s theme.

Tier 3: Choose two mid-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One option should be a mid-tier ability related to the focus’s theme that provides an additional environment manipulation capacity or further improves the basic environment manipulation ability previously granted. This ability isn’t directly offensive or defensive, but provides either an all-new ability related to the basic ability, or one that increases the strength, range, or some other extension of the previously unlocked basic ability.

The other mid-tier option should provide an offensive or defensive ability related to the specific form of movement the focus provides, if possible.

Tier 4: Choose a mid-tier ability that is either an offensive or a defensive use of the ability, whichever one wasn’t chosen as an option in the previous tier.

Tier 5: Choose a high-tier penultimate use of the environment-manipulation ability. For instance, if the focus-granted manipulation is illusory, this ability might haunt a target with terrifying images. If the focus is gravity based, it might unlock flight. If magnetic, it might allow the user to reshape metal. If the focus grants telekinetic powers, this ability could allow a character to hurl massive objects at foes. And so on.

Tier 6: Choose two high-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One of the abilities should provide either an offensive or a defensive ability, opposite the ability provided at tier 4 (though high tier rather than mid tier).

The other option should be something that further explores the use of the basic environment manipulation capability. If the tier 5 choice was the penultimate ability, this might be an even better ultimate ability related to the kind of manipulation offered, or a different way of using that ability to unlock an as-yet-unexplored facet of the ability.

Exploration

Foci that allow a character to gather information, survive in unfamiliar environments, and find their way to new locations or track down particular creatures and foes are exploration foci. Surviving in unfamiliar environments requires a reasonable selection of defensive options; however, abilities that allow a character to find and learn are prioritized.

Exploration foci rely on a variety of methods, though training and expertise are the mainstays. Some methods require specific tools (such as a vehicle) to grant the benefits provided, while others might rely on the supernatural or
super-science to learn new things and explore strange places from afar.

Connection: Choose four relevant connections from the Focus Connections list.

Additional Equipment: Any object necessary to explore. For instance, starting maps and/or
a compass would be basic equipment, while someone who uses psychic abilities might require a mirror or crystal sphere to gaze into. Equipment might also include access to a vehicle required for exploration, as previously noted.

Minor Effect Suggestions: You have an asset on any action that involves using your senses, such as perceiving or attacking, until the end of the next round.

Major Effect Suggestions: Your Intellect Edge increases by 1 until the end of the next round.

The following are examples and not meant to provide a complete list of all possible foci in this category.

@UUID[.9x56c0G5TMOl1Arn#explores-dark-places]{Explores Dark Places} @UUID[.9x56c0G5TMOl1Arn#infiltrates]{Infiltrates} @UUID[.9x56c0G5TMOl1Arn#operates-undercover]{Operates Undercover} @UUID[.9x56c0G5TMOl1Arn#pilots-starcraft]{Pilots Starcraft} @UUID[.9x56c0G5TMOl1Arn#sees-beyond]{Sees Beyond} @UUID[.9x56c0G5TMOl1Arn#separates-mind-from-body]{Separates Mind From Body}

Ability Selection Guidelines

Tier 1: Choose a low-tier ability that grants the character basic exploratory, survival, or information-gathering capabilities within the focus’s theme.

Sometimes an additional low-power ability is appropriate, depending on the focus. Often, this is an ability that grants skill training in a related area of knowledge or a related skill (though this may already be covered in the main ability). Alternatively, it might offer a simple bonus of 2 or 3 points to the Might Pool.

Tier 2: Choose another low-tier ability that grants an additional capability related to exploration, survival, or information gathering.

For instance, a focus dedicated to surviving savage conditions might offer an ability (or two) that makes it easier to avoid natural hazards, poisons, difficult terrain, and so on. A focus dedicated to exploration of a particular area might grant abilities to gain access to that area, or a capability that others normally lack (like the ability to see in the dark).

Tier 3: Choose two mid-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One option should further improve the basic exploration ability granted, or give a new exploratory, survival, or information-gathering ability.

The other option should be something that benefits the character, either an offensive or defensive ability (especially if this focus hasn’t already granted that) or something that further broadens the character’s ability to explore in the focus’s chosen realm.

Tier 4: Choose a mid-tier offensive or defensive ability (whichever wasn’t offered at tier 3) that benefits the character. Alternatively, if offensive and defensive abilities are already well represented, choose a different mid-tier ability that broadens the character’s ability to explore, survive, or gather information.

Tier 5: Choose a high-tier ability that alleviates some of the penalties for exploring, surviving, or gathering information in a normally inhospitable place.

Tier 6: Choose two high-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One option should further improve the basic exploration-themed ability previously granted, or give a brand-new exploratory, survival, or information-gathering ability.

The other option should be something that benefits the character, either an offensive or defensive ability, or yet another ability that further broadens their capacity to explore in the focus’s chosen realm.

Influence

Foci that prioritize authority and influence—whether that’s to make people or machines do as commanded, to help others, or to rise to some other prestigious and significant position—fall within the influence category.

These foci grant influence through training and persuasion, by direct mental manipulation, by using fame to get people’s attention and influence their actions, or simply by knowing and learning things that affect later decisions. In this sense, the concept of influence is broad.

Connection: Choose four relevant connections from the Focus Connections list.

Additional Equipment: Any object necessary to achieve the influence suggested should be granted as additional equipment. Some influence foci don’t require anything to gain or retain their benefits.

Minor Effect Suggestions: The range or duration of the influencing ability is doubled.

Major Effect Suggestions: An ally or indicated target can take an additional action.

The following are examples and not meant to provide a complete list of all possible foci in this category.

@UUID[.9x56c0G5TMOl1Arn#commands-mental-powers]{Commands Mental Powers} @UUID[.9x56c0G5TMOl1Arn#conducts-weird-science]{Conducts Weird Science} @UUID[.9x56c0G5TMOl1Arn#fuses-mind-and-machine]{Fuses Mind and Machine} @UUID[.9x56c0G5TMOl1Arn#is-idolized-by-millions]{Is Idolized by Millions} @UUID[.9x56c0G5TMOl1Arn#solves-mysteries]{Solves Mysteries} @UUID[.9x56c0G5TMOl1Arn#talks-to-machines]{Talks to Machines} @UUID[.9x56c0G5TMOl1Arn#works-the-system]{Works the System}

Ability Selection Guidelines

Tier 1: Choose a low-tier ability that allows the character to learn something significant enough that they can choose a smart course of action (or use that knowledge to persuade or intimidate). How the character learns the information varies by the specifics of the focus. One character might do experiments to learn answers, another might open a telepathic link with others to trade information secretly and quickly, and still another might simply be trained in interaction tasks.

Sometimes an additional low-power ability is appropriate, depending on the focus. Often, this is an ability that grants skill training in a related area of knowledge.

Tier 2: Choose a low-tier ability that improves the character’s ability to apply influence. This might open an additional front on the focus’s basic theme or simply further enhance the basic ability already provided. For instance, this tier 2 ability could ease influence-related tasks by a few steps, allow a telepath to read the minds of others who have secrets they’d otherwise not reveal, or grant influence over physical objects (either to improve them or to learn more about them). And so on.

Tier 3: Choose two mid-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One option should provide an offensive or defensive capability related to the focus’s specific kind of influence, if possible. For instance, an inventor might create a serum that gives them increased abilities (which could be used for offense or defense), a telepath might have some method of blasting foes with mental energy, and someone with only the basic skills of debate and influence through fame might have to rely on weapon training or their entourage.

The other mid-tier option should provide an additional ability to influence in the theme of the focus, or further improve the basic influence ability previously granted. This option isn’t directly offensive or defensive, but provides either an all-new ability related to the basic ability, or increases the strength, range, or some other extension of the previously unlocked basic ability. For instance, a telepath might have a psychic suggestion ability.

Tier 4: Choose a mid-tier ability that is either an offensive or a defensive use of the influence ability, whichever one wasn’t chosen as an option in the previous tier.

Alternatively, this ability could grant an additional capability related to the kind of influence the focus provides.

Tier 5: Choose a high-tier penultimate use of the specific influence ability granted at lower tiers.

Alternatively, choose an ability not previously gained at a lower tier, one that opens a new front on the particular influence capability. For instance, if the focus-granted influence is telepathic, the tier 5 ability might allow a character to see into the future to gain assets for dealing with enemies (and allies).

Tier 6: Choose two high-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One of the options should provide either an offensive or a defensive ability, opposite the ability provided at tier 4 (though high tier rather than mid tier).

The other option should be something that further explores the use of the basic influence ability provided by the focus. If the tier 5 choice was the penultimate ability, this might be an even better ultimate ability related to the kind of influence used, or a different way of using that ability to unlock an as-yet-unexplored facet of the ability.

Irregular

Most foci have a basic theme, a “character story” that logically leads to a series of related abilities. However, certain foci themes are so wide that they don’t fit into any other category except an irregular one of their own.

Irregular foci provide a basket of disparate abilities. Usually that’s because the overarching theme is one that demands variability and access to several different kinds of abilities. Often, these foci are found in genres that suggest additional rule tweaks to leverage their use even further, such as power shifts in the superhero genre and spellcasting in the fantasy genre. However, other irregular foci are possible.

Connection: Choose four relevant connections from the Focus Connections list.

Additional Equipment: Any object necessary to the focus’s theme. For instance, a
superhero-themed focus might grant a superhero costume.

Minor Effect Suggestions: The target is also dazed for one round, during which time all of its tasks are hindered.

Major Effect Suggestions: The target is stunned and loses its next turn.

The following are examples and not meant to provide a complete list of all possible foci in this category.

@UUID[.9x56c0G5TMOl1Arn#channels-divine-blessings]{Channels Divine Blessings} @UUID[.9x56c0G5TMOl1Arn#descends-from-nobility]{Descends From Nobility} @UUID[.9x56c0G5TMOl1Arn#emerged-from-the-obelisk]{Emerged From the Obelisk} @UUID[.9x56c0G5TMOl1Arn#flies-faster-than-a-bullet]{Flies Faster Than a Bullet} @UUID[.9x56c0G5TMOl1Arn#masters-spells]{Masters Spells} @UUID[.9x56c0G5TMOl1Arn#speaks-for-the-land]{Speaks for the Land}

Ability Selection Guidelines

Tier 1: Choose a low-tier ability that grants one of the benefits the focus theme promises, one that a first-tier character should have.

Sometimes an additional low-power ability is appropriate, depending on the focus. Often, this is an ability that grants skill training in a related area of knowledge or a related skill. Alternatively, it might offer a simple bonus of 2 or 3 points to a Pool.

Tier 2: Choose a low-tier ability that grants one of the benefits the focus theme promises, one that’s presumably not immediately related to the one provided at tier 1. That said, if a defense wasn’t provided at tier 1, tier 2 is a good place to add it.

Tier 3: Choose two mid-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One option should provide one of the benefits the focus theme promises, one that may not be immediately related to those provided at earlier tiers.

The other option should include a method of attack if none has previously been granted. Alternatively, if the lower-tier abilities don’t quite get the character where they need to be, this option might further increase a capability unlocked at a lower tier.

Tier 4: Choose a mid-tier ability that grants one of the benefits the focus theme promises, one that may not be immediately related to those provided at earlier tiers.

Tier 5: Choose a high-tier ability that grants one of the benefits the focus theme promises, one that may not be immediately related to those provided at earlier tiers.

Tier 6: Choose two high-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One option should grant one of the benefits the focus theme promises, one that may not be immediately related to those provided at earlier tiers. However, this ability might also provide an ultimate version of a lower-tier ability if a mid-tier or low-tier option wasn’t quite sufficient.

The other option should provide an alternate method to round out the character in a way that doesn’t replicate the first tier 6 option. For instance, if the first option provided some kind of attack, this one might be an interaction, information-gathering, or healing ability, depending on the focus’s overarching theme.

Movement Expertise

Foci that prioritize novel forms of movement—in order to excel in combat, escape situations most others can’t, move with stealth for purposes of theft or escape, or move into locations normally inaccessible—fall within the movement expertise category. These foci usually have methods of granting either offense or defense through movement, though they may provide some means of doing both.

The classic movement expertise focus is one that relies on speed to make more attacks and avoid being hit, though general agility might also provide the same benefit. Other foci in this category might fall within the theme by granting a character the ability to become immaterial, to change their form into something like water or air, or to instantly move via teleportation.

Connection: Choose four relevant connections from the Focus Connections list.

Additional Equipment: Any object necessary to achieve great speeds, change state, or otherwise gain the benefit of the focus should be granted as additional equipment. Some foci in this category don’t require anything to gain or retain their benefits.

Minor Effect Suggestions: The target is dazed, and their next action is hindered.

Major Effect Suggestions: The target is stunned and loses their next action.

The following are examples and not meant to provide a complete list of all possible foci in this category.

@UUID[.9x56c0G5TMOl1Arn#exists-partially-out-of-phase]{Exists Partially Out of Phase} @UUID[.9x56c0G5TMOl1Arn#moves-like-a-cat]{Moves Like a Cat} @UUID[.9x56c0G5TMOl1Arn#moves-like-the-wind]{Moves Like the Wind} @UUID[.9x56c0G5TMOl1Arn#runs-away]{Runs Away} @UUID[.9x56c0G5TMOl1Arn#shreds-the-walls-of-the-world]{Shreds the Walls of the World} @UUID[.9x56c0G5TMOl1Arn#travels-through-time]{Travels Through Time} @UUID[.9x56c0G5TMOl1Arn#works-the-back-alleys]{Works the Back Alleys}

Ability Selection Guidelines

Tier 1: Choose a low-tier ability that grants the basic benefit of the specific movement style, whether that’s enhanced speed, agility, immateriality, and so on.

Sometimes an additional low-power ability is appropriate, depending on the focus. If the basic benefit of the movement demands some kind of additional understanding or training, this ability could be that. Alternatively, if the movement provided seems like it should also unlock a basic offensive or defensive benefit (relying on the use of the initial basic ability), append it as well.

Tier 2: Choose a low-tier ability that provides a new offensive or defensive capability related to the focus’s theme.

Alternatively, this ability might provide some additional capability related to the form of movement that grants useful information to the character that would normally be inaccessible to someone without the focus.

Tier 3: Choose two mid-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One option should provide an additional movement capacity or further improve the basic movement capacity, related to the focus’s theme. This isn’t directly offensive or defensive, but provides the character with a new level of ability or an all-new ability related to their basic movement ability.

The other option should provide either an offensive or a defensive capability related to the specific form of movement the focus provides.

Tier 4: Choose a mid-tier ability that further enhances the advantages provided by focus’s movement-enhancing paradigm. This could provide a new or better form of defense (directly, or indirectly if moving to a location or time where danger doesn’t threaten), or a new or better form of offense.

Tier 5: Choose a high-tier penultimate use of the movement-related ability. For instance, if the focus-provided movement is temporal, this ability might allow actual (if brief) jaunts of time travel. If the focus enhances speed, this ability might allow the character to move up to a very long distance with one action. And so on.

Alternatively, unlock an as-yet-unexplored related ability that could derive from the basic movement power provided by the focus.

Tier 6: Choose two high-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One of the options should provide either an offensive or a defensive ability, opposite the ability provided at tier 4 (though high tier rather than mid tier).

The other option should be something that further explores the use of the basic
movement ability. If the tier 5 choice was the penultimate ability, this might be an even better ultimate ability related to the movement.

Striker Combat

Striker combat foci prioritize dealing damage in battle over other concerns. Foci in this category offer defensive abilities as well, but they emphasize abilities that provide ways to spike damage to heights that other foci normally don’t reach.

To achieve this end, a striker combat focus might offer mastery of a particular style of martial combat, which could be training with a particular weapon or martial art, or the use of a unique tool (or even a kind of energy). A style might be something as singular as being the best at fighting a particular kind of enemy, or something much broader, such as adopting a particularly vicious or unsporting style. A striker combatant might use fire, force, or magnetism as their preferred method of spiking damage.

Connection: Choose four relevant connections from the Focus Connections list.

Additional Equipment: The weapon, tool, or other special item or substance (if any) required to engage in the particular style of combat. For instance, a dose of level 5 poison for Fights Dirty or Murders, a trophy from a previously defeated foe for Battles Robots, or stylish clothes for Fights With Panache.

Minor Effect Suggestions: The target is so dazzled by your expertise that it is dazed for one round, hindering all of its tasks.

Major Effect Suggestions: Make an immediate additional attack using an attack provided by the focus as part of your turn.

The following are examples and not meant to provide a complete list of all possible foci in this category.

@UUID[.9x56c0G5TMOl1Arn#battles-robots]{Battles Robots} @UUID[.9x56c0G5TMOl1Arn#fights-dirty]{Fights Dirty} @UUID[.9x56c0G5TMOl1Arn#fights-with-panache]{Fights With Panache} @UUID[.9x56c0G5TMOl1Arn#hunts]{Hunts} @UUID[.9x56c0G5TMOl1Arn#is-licensed-to-carry]{Is Licensed to Carry} @UUID[.9x56c0G5TMOl1Arn#looks-for-trouble]{Looks for Trouble} @UUID[.9x56c0G5TMOl1Arn#masters-weaponry]{Masters Weaponry} @UUID[.9x56c0G5TMOl1Arn#murders]{Murders} @UUID[.9x56c0G5TMOl1Arn#needs-no-weapon]{Needs No Weapon} @UUID[.9x56c0G5TMOl1Arn#performs-feats-of-strength]{Performs Feats of Strength} @UUID[.9x56c0G5TMOl1Arn#rages]{Rages} @UUID[.9x56c0G5TMOl1Arn#slays-monsters]{Slays Monsters} @UUID[.9x56c0G5TMOl1Arn#throws-with-deadly-accuracy]{Throws With Deadly Accuracy} @UUID[.9x56c0G5TMOl1Arn#wields-two-weapons-at-once]{Wields Two Weapons at Once}

Ability Selection Guidelines

Tier 1: Choose a low-tier ability that inflicts additional damage when a character attacks using the focus’s particular fighting style, energy, or attitude, or when used against a chosen enemy.

Sometimes an additional low-power ability is appropriate, depending on the focus. For instance, a focus that grants proficiency in a special weapon might offer training in crafting tasks associated with that weapon. A focus that grants increased damage against a particular kind of foe might offer training in skills to recognize, locate, or just have general knowledge about that foe. A fighting style that involves fighting in a vicious or dirty manner might provide training in intimidation. And so on.

If the focus is about fighting a particular enemy, additional secondary powers (more than might otherwise be offered) may be appropriate. Those either further enhance effectiveness against the chosen enemy, or offer broader but related abilities that give the character who takes the focus some functionality even when not fighting that enemy.

Tier 2: Choose a low-tier ability that provides some form of defense using the weapon, weapon style, or chosen energy. If the weapon style is being especially good at fighting a certain kind of foe, the ability should be a defense against that kind of foe. Alternatively, the focus might offer another method for increasing damage within the chosen paradigm.

Sometimes an additional low-power ability is appropriate at tier 2. If so, choose whichever
low-power ability wasn’t gained at tier 1.

Tier 3: Choose two mid-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One option should inflict additional damage when using the focus’s fighting style, energy, or attitude, or when used against a chosen enemy. That could be as simple as an ability that offers an additional attack of that kind.

The other option should provide a method to temporarily neutralize a foe by disarming them, dazing or stunning them, slowing or holding them, or otherwise discombobulating them by using the focus’s fighting style, energy, or attitude, or when used against a chosen enemy.

Tier 4: Choose a mid-tier ability that further enhances the advantages provided by the focus’s paradigm. Often, this includes training in a particular kind of attack. Alternatively, the ability might increase the advantages provided by achieving a certain combat status, such as gaining surprise.

Tier 5: Choose a high-tier ability that inflicts damage. Alternatively, if focused on fighting a particular kind of foe, this ability might give the character a chance to completely neutralize, destroy, blind, or kill a singular target of up to level 3 (or higher, if the focus is on a singular foe).

Tier 6: Choose two high-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One of the options should use the focus paradigm to inflict an exceptional amount of damage.

The other option could be a different way of inflicting damage, either using the focus paradigm or just dealing lots of damage in general (and relying on previous focus tier abilities to improve targeting). This could be against multiple targets if the first option was for a single target, to outright kill or neutralize a target (starting with level 4, but with guidance for using Effort to increase the level of the target), or to select yet another foe, make another attack, or get away in order to fight another day.

Support

Foci that allow a character to help others succeed, defend others, heal others who are hurt, and so on are support foci. Of course, most foci abilities are often used in aid of others, but support foci (such as Siphons Power) prioritize aiding, healing, and improving the character who takes the focus.

Support foci rely on a variety of methods to provide their help, including martial training used in defense, supernatural or sci-fi means of providing healing, or simply easing the cares of others through entertainment.

Connection: Choose four relevant connections from the Focus Connections list.

Additional Equipment: Any object necessary to provide support. For instance, someone with a focus that uses entertainment to help others would require an instrument or similar object in aid of their craft. Some foci in this category don’t require anything to gain or retain their benefits.

Minor Effect Suggestions: You can draw an attack without having to use an action at any point before the end of the next round.

Major Effect Suggestions: You can take an extra action in aid of an ally.

The following are examples and not meant to provide a complete list of all possible foci in this category.

@UUID[.9x56c0G5TMOl1Arn#defends-the-weak]{Defends the Weak} @UUID[.9x56c0G5TMOl1Arn#entertains]{Entertains} @UUID[.9x56c0G5TMOl1Arn#helps-their-friends]{Helps Their Friends} @UUID[.9x56c0G5TMOl1Arn#metes-out-justice]{Metes Out Justice} @UUID[.9x56c0G5TMOl1Arn#shepherds-the-community]{Shepherds the Community} @UUID[.9x56c0G5TMOl1Arn#siphons-power]{Siphons Power} @UUID[.9x56c0G5TMOl1Arn#works-miracles]{Works Miracles}

Ability Selection Guidelines

Tier 1: Choose a low-tier ability that provides some form of defense, aid or entertainment, benefit to recovery or healing, or protection. That defense or protection could be to the PC and not to an ally, as one cannot protect another without first being able to protect themselves (and sometimes protecting themselves is the entire point).

Sometimes an additional low-power ability is appropriate, depending on the focus. Often, this is an ability that grants skill training in a related area of knowledge or a related skill, but it might be something that works with the initial ability that, by itself, wouldn’t do much.

Tier 2: Choose a low-tier ability that follows up on the support style opened in the previous tier. If the previous tier’s ability provided a means of protection only for the focus taker, this tier 2 ability should specifically provide aid to another. If the previous tier specifically provided aid to another, this tier 2 ability could defend the focus taker or provide an offensive capability grounded, if possible, in the focus’s theme.

Tier 3: Choose two mid-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One option should work within the focus’s theme to aid, heal, protect, or otherwise help another.

The other option should be something that benefits the character, either an offensive or defensive ability, or something that broadens their expertise in some fashion. Alternatively, it could be another, different method of helping someone else.

Tier 4: Choose a mid-tier ability that gives an ally a direct boon or provides the character with a way to help another. It could also be an ability that harms or nullifies a foe, as removing foes certainly helps allies.

Tier 5: Choose a high-tier ability that provides an offensive or defensive option for the character, if none have been provided yet. If this need has been previously addressed or is deemed unnecessary, choose a high-tier ability that provides some form of defense, aid or entertainment, benefit to recovery or healing, or protection to another. For example, a tier 5 ability might grant an ally an additional free action or allow them to repeat a failed action.

Tier 6: Choose two high-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One of the options should provide an ultimate method of helping another in the theme of the focus.

The other option could provide an alternative ultimate method of helping another; many foci in this category do. However, an option that provides high-tier offense or defense is also completely reasonable.

Tank Combat

Foci that prioritize being able to take a lot of punishment and soak up excess damage from foes fall within the tank combat category. These foci provide offensive abilities too, as well as additional abilities related to the particular method by which improved protection is achieved, but defensive abilities are most pronounced.

Some tank combat foci involve a physical transformation that grants additional protection, and others rely on specialized training, use tools like shields or heavy armor, or provide the ability to heal incredibly fast. The kinds of physical transformation that a tank focus provides, if any, vary widely. A focus might turn a character’s skin to stone, reinforce their body with metal, turn them into a monstrous being, make them so big it becomes harder to hurt them, and so on.

Connection: Choose four relevant connections from the Focus Connections list.

Additional Equipment: Any object necessary to maintain a physical transformation (such as a tool for repair if partly robotic, a shield or other defensive tool used if skilled, or possibly some kind of amulet or serum). Some tank combat foci don’t require anything to gain or retain their benefits.

Minor Effect Suggestions: +2 to Armor for a few rounds.

Major Effect Suggestions: Regain 2 points to Might Pool.

The following are examples and not meant to provide a complete list of all possible foci in this category.

@UUID[.9x56c0G5TMOl1Arn#abides-in-stone]{Abides in Stone} @UUID[.9x56c0G5TMOl1Arn#brandishes-an-exotic-shield]{Brandishes an Exotic Shield} @UUID[.9x56c0G5TMOl1Arn#defends-the-gate]{Defends the Gate} @UUID[.9x56c0G5TMOl1Arn#fuses-flesh-and-steel]{Fuses Flesh and Steel} @UUID[.9x56c0G5TMOl1Arn#grows-to-towering-heights]{Grows to Towering Heights} @UUID[.9x56c0G5TMOl1Arn#howls-at-the-moon]{Howls at the Moon} @UUID[.9x56c0G5TMOl1Arn#lives-in-the-wilderness]{Lives in the Wilderness} @UUID[.9x56c0G5TMOl1Arn#masters-defense]{Masters Defense} @UUID[.9x56c0G5TMOl1Arn#never-says-die]{Never Says Die} @UUID[.9x56c0G5TMOl1Arn#stands-like-a-bastion]{Stands Like a Bastion}

Ability Selection Guidelines

Tier 1: Choose a low-tier ability that provides defense within the focus’s theme. If the theme is simply intense training or the use of a defensive tool, the ability might be as simple as a bonus to Armor. If protection comes from physical transformation, this ability provides the base form effects, benefits, and in some cases drawbacks for making the transformation. A low-tier enhanced healing ability would also be appropriate at first tier.

Sometimes an additional low-power ability is appropriate, depending on the focus. If the character transforms, this ability may provide a knock-on effect, though in the case of some transformations, it might be a description of how someone with an abnormal physiognomy can fully heal. Other times, the secondary power may simply be training in a related skill, or it may unlock the ability to use a particular armor or shield without penalty.

Tier 2: If the theme of the focus isn’t physical transformation, choose a low-tier ability that provides an additional method of defending, healing damage, or avoiding attacks.

If the theme of the focus is physical transformation, choose a low-tier ability that unlocks a new capability related to the form the character takes. That might mean gaining better control of the transformation, unlocking a robotic interface, or otherwise more fully unlocking that form. This ability is not necessarily defensive, though it could be.

Tier 3: Choose two mid-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One option should provide an additional form of protection in keeping with the focus’s theme, such as more defensive capabilities unlocked from a transformation (which might also come with additional offensive capabilities) or a simple physical enhancement if defense is gained by skills or enhanced healing.

The other option should provide an offensive capability, especially if creating a non-transformation focus that doesn’t already have offensive benefits. That capability could be an enhanced attack or provide some other benefit useful in combat, such as quickly evading or (on the other end of the continuum) becoming immovable.

Tier 4: Choose a mid-tier ability that further enhances the advantages provided by the focus’s damage-soaking paradigm. Often, this includes training in a particular kind of defense. Alternatively, it might increase the advantages provided by previously unlocked defensive abilities, whether that means gaining greater control over a transformation, gaining additional chances to avoid damage or retry tasks related to enhanced determination, and so on. If the focus is lacking in offensive options, this is a good place to include one.

Tier 5: Choose a high-tier ability that provides protection, possibly in the form of shrugging off a debilitating condition (including death). If the focus offers a physical transformation, this ability might further unlock an additional related ability, whether offensive, defensive, or something related to exploration or interaction (such as flight if the form is winged, intimidation if the form is fearsome, and so on).

Tier 6: Choose two high-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One option should use the focus paradigm to increase the defense, protection, or ability to shrug off damage.

The other option could be a different way of being defensive. In some cases, the best defense is a good offense, so this option could provide a high-tier offensive ability in keeping with the focus’s theme, whether that’s a straight-up damage boost on attacks or better control of an unstable physical transformation.

","markdown":""},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"ownership":{"default":-1},"flags":{}},{"sort":399219,"name":"Abilities","type":"text","_id":"YRhX8KikaF361373","title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"

A character’s type, flavor, and focus assign an appropriate tier to each ability. However, if you’re creating a brand-new focus or type, we provide a couple of additional tools.

The first is a power grade for each ability, which tells you about how potent it is in relation to other abilities. Abilities appropriate for tiers 1 and 2 characters are called “low-tier” abilities. Abilities appropriate for tiers 3 and 4 are called “mid-tier” abilities. Abilities appropriate for tiers 5 and 6 are called “high-tier” abilities.

These abilities are further sorted into ability categories based on the kinds of things they do—abilities that improve physical attacks are in the attack skill category, abilities that assist allies are in the support category, and so on.

Unless otherwise noted, you cannot choose the same ability twice, even if you get it from both your type and a flavor.

Ability Categories and Relative Power

Abilities can be divided into several categories based on the kinds of things they do—improve your physical attacks, assist allies, provide defense, give you a special attack form, and so on. Under each of the following category descriptions is a list of abilities that fit that category, sorted into low-, medium-, and high-tier abilities.

The categories are mainly used by GMs when designing new foci for a campaign, allowing them to search a short list of abilities instead of trying to find something appropriate among the thousand or so abilities in this chapter. For example, the GM might have a custom focus in their campaign called “Is Born of the Swamp” and want a defensive ability for tier 5, so they can look at the high-tier abilities in the protection category and quickly narrow down what options are available.

It may be possible that a character gains the same ability from more than one source (such as from their type and their descriptor). Unless the two abilities are obviously additive (such as two abilities that each add 3 points to your Might Pool, which together would give the character +6 Might points), the duplicated ability might be improved in some way, such as having a longer duration or greater effect, or automatically providing an asset. Some abilities give suggestions on how to do this; otherwise, the player and the GM should work out whether and how the ability is improved.

The ability categories are not intended to be rigid or comprehensive. Some abilities fall into more than one category, and it could be argued that some abilities could be included in more categories than are listed here.

These categories have some overlap with the categories in the Creating New Foci chapter. For example, there is a support category here and a support category in the Creating New Foci chapter. They aren’t intended to be exact parallels and they don’t mean exactly the same thing. That said, if you’re creating a support-centric focus, many of the abilities in the support ability category would be appropriate choices.

Attack Skill

Gives you training or specialization in a specific physical attack (like swords or unarmed combat), a category of physical attacks (light bladed, heavy bashing, and so on), or another physical skill primarily used to inflict harm (such as breaking objects).

Low Tier

@UUID[Compendium.cyphersystem-compendium.abilities.YBMLX3Jm5oN79J6G]{Heads-Up Display} @UUID[Compendium.cyphersystem-compendium.abilities.wAbsUj5mHZatr3JG]{Practiced With Guns} @UUID[Compendium.cyphersystem-compendium.abilities.NhijFGxYepJtaa0r]{Practiced With Medium Weapons} @UUID[Compendium.cyphersystem-compendium.abilities.WFK0xBSAIpD59va8]{Practiced With Swords} @UUID[Compendium.cyphersystem-compendium.abilities.FEkLEYwk7r9KE7oC]{Quarry} @UUID[Compendium.cyphersystem-compendium.abilities.JJKRrcU5L1yM9y90]{Unarmed Fighting Style}

Mid Tier

@UUID[Compendium.cyphersystem-compendium.abilities.R0UuZ32vmmeFbSMV]{Blood Fever} @UUID[Compendium.cyphersystem-compendium.abilities.Z7JkIlrv7gxim4Fn]{Cognizant Offense} @UUID[Compendium.cyphersystem-compendium.abilities.nOuOE3EkrNr81pSq]{Greater Skill With Defense} @UUID[Compendium.cyphersystem-compendium.abilities.yl2zo179wXZW5Xxc]{Practiced With All Weapons} @UUID[Compendium.cyphersystem-compendium.abilities.NoKdHv0FSytZR4iF]{Robot Fighter} @UUID[Compendium.cyphersystem-compendium.abilities.NcItnMHjeG9fgE1K]{Serv-0 Aim} @UUID[Compendium.cyphersystem-compendium.abilities.lPqCQOQJF0JfoFRn]{Serv-0 Brawler} @UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks} @UUID[Compendium.cyphersystem-compendium.abilities.QDSSTe5EGrBHjtnL]{Sniper’s Aim} @UUID[Compendium.cyphersystem-compendium.abilities.hbWaCBEfSMujqvDf]{Specialized Throwing}

High Tier

@UUID[Compendium.cyphersystem-compendium.abilities.2uSx4ErQ9f2QLX5M]{As Foretold in Prophecy} @UUID[Compendium.cyphersystem-compendium.abilities.AsmIgvoIRPEtuzkh]{Duel to the Death} @UUID[Compendium.cyphersystem-compendium.abilities.oroWEBbp3cvrYwH9]{Greater Skill With Attacks} @UUID[Compendium.cyphersystem-compendium.abilities.LE8NtDKG9TzXBv5B]{Hunter’s Drive} @UUID[Compendium.cyphersystem-compendium.abilities.S4PaEqmYjg4TGoG3]{Master of Unarmed Fighting Style} @UUID[Compendium.cyphersystem-compendium.abilities.kNSRytTtQX0rU3aE]{Mastery With Attacks} @UUID[Compendium.cyphersystem-compendium.abilities.F6mAzjhG2T4irVjy]{Specialized Basher}

Companion

Gives you a follower, modifies a follower, or gives you an additional benefit when interacting with or near your follower. This category includes humanoid followers, beast companions, and temporary companions like summoned swarms, conjured spirits, and so on.

Low Tier

@UUID[Compendium.cyphersystem-compendium.abilities.4XwwFeGO5haHxvQs]{Basic Follower} @UUID[Compendium.cyphersystem-compendium.abilities.bOohoEcDegDBinFc]{Beast Companion} @UUID[Compendium.cyphersystem-compendium.abilities.9Kag2UMn6Wdxq4Zo]{Bound Magic Creature} @UUID[Compendium.cyphersystem-compendium.abilities.hIxPlDRbNqallNiu]{Control Swarm} @UUID[Compendium.cyphersystem-compendium.abilities.tgS72E10jiPF3Dm3]{Critter Companion} @UUID[Compendium.cyphersystem-compendium.abilities.P1jQZdPIrxo4wNlr]{Duplicate} @UUID[Compendium.cyphersystem-compendium.abilities.ZK4CUb9HH4J5A8IN]{Entourage} @UUID[Compendium.cyphersystem-compendium.abilities.ZEcFnsNXgcozJElT]{Influence Swarm} @UUID[Compendium.cyphersystem-compendium.abilities.yaLHxRtVBhveqHJA]{Necromancy} @UUID[Compendium.cyphersystem-compendium.abilities.oEubmS7pZ3zFK8uJ]{Resilient Duplicate} @UUID[Compendium.cyphersystem-compendium.abilities.paIv2etaqLqY76y0]{Robot Assistant} @UUID[Compendium.cyphersystem-compendium.abilities.v1lZkKjSCS1pjnET]{Serv-0} @UUID[Compendium.cyphersystem-compendium.abilities.RkOvawhfH5MHQFOH]{Spirit Accomplice}

Mid Tier

@UUID[Compendium.cyphersystem-compendium.abilities.zstBkLwRduC7vgGT]{Beast Eyes} @UUID[Compendium.cyphersystem-compendium.abilities.gLxVxCSix441TyKq]{Call Swarm} @UUID[Compendium.cyphersystem-compendium.abilities.ETGBAqAc1ApFH5cx]{Expert Follower} @UUID[Compendium.cyphersystem-compendium.abilities.BQnrZXeivue9Q2qp]{Fellow Explorer} @UUID[Compendium.cyphersystem-compendium.abilities.srn53BB1da8Elh1t]{Fiery Hand of Doom} @UUID[Compendium.cyphersystem-compendium.abilities.rUzrjRuT2nfEdCaJ]{Gain Unusual Companion} @UUID[Compendium.cyphersystem-compendium.abilities.vEVmBgz2TxOH3aSk]{Greater Necromancy} @UUID[Compendium.cyphersystem-compendium.abilities.QxOsAHpd8ZkEXI5u]{Improved Object Bond} @UUID[Compendium.cyphersystem-compendium.abilities.CEscdPwUrBpzUeS0]{Living Armor} @UUID[Compendium.cyphersystem-compendium.abilities.XkFsMa9e9IY2FRcN]{Machine Companion} @UUID[Compendium.cyphersystem-compendium.abilities.cGcblQ2qvyHM02kY]{Mount} @UUID[Compendium.cyphersystem-compendium.abilities.S2OZtm12S2YvxD7H]{Retinue} @UUID[Compendium.cyphersystem-compendium.abilities.Nyt7Z1xWqmnuu265]{Shipspeak} @UUID[Compendium.cyphersystem-compendium.abilities.h1rn92kIqG5VVYd6]{Stronger Together} @UUID[Compendium.cyphersystem-compendium.abilities.wEWyNKnVgVOjsyms]{Summon Giant Spider} @UUID[Compendium.cyphersystem-compendium.abilities.FwEUY43Q8EMVCCsL]{Superior Duplicate} @UUID[Compendium.cyphersystem-compendium.abilities.OWRsjlf3ahyH9eez]{Time Doppelganger} @UUID[Compendium.cyphersystem-compendium.abilities.l5vgtPP0LcsqGrzn]{Time Loop}

High Tier

@UUID[Compendium.cyphersystem-compendium.abilities.Qm31Nw2SkBpVcv9M]{As If One Creature} @UUID[Compendium.cyphersystem-compendium.abilities.fD8yD0pGCMdOJkGb]{Band of Desperados} @UUID[Compendium.cyphersystem-compendium.abilities.KpbEHKNSEycVB1GU]{Band of Followers} @UUID[Compendium.cyphersystem-compendium.abilities.pFWDdnTXCiPfwsWv]{Beast Call} @UUID[Compendium.cyphersystem-compendium.abilities.jVY1PTxvZvpjZILB]{Call Dead Spirit} @UUID[Compendium.cyphersystem-compendium.abilities.HUVY2MA2CBegFhLY]{Call in Favor} @UUID[Compendium.cyphersystem-compendium.abilities.ElsQU746B70tsPmZ]{Call Otherworldly Spirit} @UUID[Compendium.cyphersystem-compendium.abilities.U58ZQ1X3byfANn4W]{Call Through Time} @UUID[Compendium.cyphersystem-compendium.abilities.8SDpRRzZRF73zLsF]{Conjuration} @UUID[Compendium.cyphersystem-compendium.abilities.iQhBPww1s4wRZcDz]{Deadly Swarm} @UUID[Compendium.cyphersystem-compendium.abilities.M1FHIlVPVv8O02LV]{Dragon’s Maw} @UUID[Compendium.cyphersystem-compendium.abilities.NVdx8QjmTP5eOjDh]{Fire Servant} @UUID[Compendium.cyphersystem-compendium.abilities.iEOf9IkbHU8oBOMm]{Improved Apportation} @UUID[Compendium.cyphersystem-compendium.abilities.0IlHHY1ktkN2L5Sp]{Improved Companion} @UUID[Compendium.cyphersystem-compendium.abilities.PKFz6WVsaKm5kIir]{Improved Machine Companion} @UUID[Compendium.cyphersystem-compendium.abilities.UJpMPRD25O7HvhbV]{Insect Eruption} @UUID[Compendium.cyphersystem-compendium.abilities.pGJIwlCJDib2Splm]{Legal Intern} @UUID[Compendium.cyphersystem-compendium.abilities.rHApGqEQj8TCGa3f]{Masterful Armor Modification} @UUID[Compendium.cyphersystem-compendium.abilities.rsYzxCchklPSFAp7]{Multiplicity} @UUID[Compendium.cyphersystem-compendium.abilities.Aprz5cRtdgiAIYUM]{Object Bond Mastery} @UUID[Compendium.cyphersystem-compendium.abilities.3EcnBLVtGwxpWXBW]{Recruit Deputy} @UUID[Compendium.cyphersystem-compendium.abilities.yqhUXLWMSNn5IYOn]{Robot Fleet} @UUID[Compendium.cyphersystem-compendium.abilities.LnZkUlKUuuD7iW3P]{Summon Demon} @UUID[Compendium.cyphersystem-compendium.abilities.OWRsjlf3ahyH9eez]{Time Doppelganger} @UUID[Compendium.cyphersystem-compendium.abilities.GDphyYXSfjKE5BST]{True Necromancy}

Control

Controls or influences minds in ways outside of what could be done with conventional intimidation and persuasion, such as using psychic mind control, fear gas, and so on.

Low Tier

@UUID[Compendium.cyphersystem-compendium.abilities.BggeJtN5IcutwLJg]{Calm Stranger} @UUID[Compendium.cyphersystem-compendium.abilities.SeAlSU8Rim5CWsgV]{Charm Machine} @UUID[Compendium.cyphersystem-compendium.abilities.fg8V2R3kpLX2sHRn]{Cloud Personal Memories} @UUID[Compendium.cyphersystem-compendium.abilities.ag3OU8JZuc769034]{Community Activist} @UUID[Compendium.cyphersystem-compendium.abilities.ulHj0pzmwc515fve]{Fast Talk} @UUID[Compendium.cyphersystem-compendium.abilities.M2oXV5cRSdMlUZDm]{Goad} @UUID[Compendium.cyphersystem-compendium.abilities.0V2NE0905wwYPRVo]{Hack the Impossible} @UUID[Compendium.cyphersystem-compendium.abilities.kgCuCmU8kn0UMy8v]{Robot Control} @UUID[Compendium.cyphersystem-compendium.abilities.gT21nqWZ9Es576oC]{Soothe the Savage} @UUID[Compendium.cyphersystem-compendium.abilities.qVlbJjB7X8R78rz0]{Terrifying Presence}

Mid Tier

@UUID[Compendium.cyphersystem-compendium.abilities.CLObcsu2DKKKhzyK]{Calm} @UUID[Compendium.cyphersystem-compendium.abilities.8EMTH3JCrC5Vjt63]{Captivate or Inspire} @UUID[Compendium.cyphersystem-compendium.abilities.mUhnX0UmEw2BROkI]{Captivate With Starshine} @UUID[Compendium.cyphersystem-compendium.abilities.t83oYxQRuO2u2zx4]{Command} @UUID[Compendium.cyphersystem-compendium.abilities.OE5yXpzWC8lSUmGX]{Command Machine} @UUID[Compendium.cyphersystem-compendium.abilities.dCQdSi11hJDyOSdD]{Command Spirit} @UUID[Compendium.cyphersystem-compendium.abilities.crFxkKwBNdnD6tX4]{Crowd Control} @UUID[Compendium.cyphersystem-compendium.abilities.FIU24o7T66ViVgyg]{Daydream} @UUID[Compendium.cyphersystem-compendium.abilities.sqiDNk5qXh9j3zwh]{Grand Deception} @UUID[Compendium.cyphersystem-compendium.abilities.ljhjSIxYOCbPXEFR]{Interruption} @UUID[Compendium.cyphersystem-compendium.abilities.Vcfc6yjbqX6WSzCf]{Mind Control} @UUID[Compendium.cyphersystem-compendium.abilities.iRqXVpngq6vfgtEn]{Psychic Suggestion}

High Tier

@UUID[Compendium.cyphersystem-compendium.abilities.zTsjsWVgzjQzl2MW]{Advanced Command} @UUID[Compendium.cyphersystem-compendium.abilities.By276DS858KmWNZq]{Assume Control} @UUID[Compendium.cyphersystem-compendium.abilities.3SiJ5Drao8XtmgzV]{Brainwashing} @UUID[Compendium.cyphersystem-compendium.abilities.aWbDzueOAxSW1d3C]{Change the Paradigm} @UUID[Compendium.cyphersystem-compendium.abilities.FxohCBSksJIu1BSA]{Control Machine} @UUID[Compendium.cyphersystem-compendium.abilities.LvoH43SKKtr3urKo]{Control the Savage} @UUID[Compendium.cyphersystem-compendium.abilities.0f2qoQlYGRqgu0Nj]{Defuse Situation} @UUID[Compendium.cyphersystem-compendium.abilities.UyW320RhzarMNoss]{Flee} @UUID[Compendium.cyphersystem-compendium.abilities.miR0d91lKIfmBGdO]{Psychic Passenger} @UUID[Compendium.cyphersystem-compendium.abilities.cfR2uFYjteKAqsYw]{Show Them the Way} @UUID[Compendium.cyphersystem-compendium.abilities.3wZZC07ADxO3mImS]{Suggestion} @UUID[Compendium.cyphersystem-compendium.abilities.ZTp4SZ673tDJpmuS]{Word of Command}

Craft

Creates useful physical things, such as mundane tools (hammers, crowbars), limited-use devices (manifest cyphers, artifacts), or independent beings (robots, elementals, zombies). Includes blueprints, plans, and effects that aid or speed crafting.

Low Tier

@UUID[Compendium.cyphersystem-compendium.abilities.JoPcORtuhjnAJ5mT]{Create Deadly Poison} @UUID[Compendium.cyphersystem-compendium.abilities.ZvKFftq7doCxI7T5]{Fortification Builder} @UUID[Compendium.cyphersystem-compendium.abilities.IswvUEdCBBZDRme6]{Junkmonger} @UUID[Compendium.cyphersystem-compendium.abilities.JK2hN1poqMLqfa1N]{Machine Efficiency} @UUID[Compendium.cyphersystem-compendium.abilities.mFPUUmBIcGGsuwNd]{Modify Device} @UUID[Compendium.cyphersystem-compendium.abilities.Ktxj62234LhUr51B]{Natural Crafter} @UUID[Compendium.cyphersystem-compendium.abilities.m6X5wyPUPdhqLTIp]{Quick Work} @UUID[Compendium.cyphersystem-compendium.abilities.pUliR2uWpIcE6jQX]{Robot Builder} @UUID[Compendium.cyphersystem-compendium.abilities.XUutaClCW4UXzK7e]{Trapster} @UUID[Compendium.cyphersystem-compendium.abilities.qBTIXXJt2Ahn8UYh]{Weapon Crafter}

Mid Tier

@UUID[Compendium.cyphersystem-compendium.abilities.FBCpBF9PXlEtIX4m]{Dream Becomes Reality} @UUID[Compendium.cyphersystem-compendium.abilities.dhXVqnunlbSbrDPB]{Expert Crafter} @UUID[Compendium.cyphersystem-compendium.abilities.7G8B9lfoVXkuxvKB]{Ice Creation} @UUID[Compendium.cyphersystem-compendium.abilities.AQQzctwqPJPUTRbb]{Poison Crafter} @UUID[Compendium.cyphersystem-compendium.abilities.BSx4qB29VwRUISm6]{Robot Upgrade} @UUID[Compendium.cyphersystem-compendium.abilities.3DJXuR680OxwP5NT]{Sculpt Light}

High Tier

@UUID[Compendium.cyphersystem-compendium.abilities.HuhNjMfMxPkTlERH]{Create} @UUID[Compendium.cyphersystem-compendium.abilities.JUn27j5YI3dRh2jJ]{Dark Matter Structure} @UUID[Compendium.cyphersystem-compendium.abilities.6e4KunpYFObSRszo]{Improved Sculpt Light} @UUID[Compendium.cyphersystem-compendium.abilities.y3qXWOUu7mAhg6Rb]{Innovator} @UUID[Compendium.cyphersystem-compendium.abilities.KQDFvUEnIWed1ebo]{Jury-Rig} @UUID[Compendium.cyphersystem-compendium.abilities.t0B6AIqWanSnx696]{Modify Artifact Power} @UUID[Compendium.cyphersystem-compendium.abilities.YFbC1HRis4SpZgrS]{Reshape}

Cure

Cures damage, adds or improves recovery rolls, or negates, cures, suspends, or otherwise gives immunity to a harmful effect or condition, such as poison, disease, mental attacks, moving down on the damage track, or dying.

Low Tier

@UUID[Compendium.cyphersystem-compendium.abilities.8mP69InEXQ4TB5BL]{Alleviate} @UUID[Compendium.cyphersystem-compendium.abilities.bzeuikGxbM7noj2z]{Crystalline Body} @UUID[Compendium.cyphersystem-compendium.abilities.Z7CKGOQWnfdNO885]{Destined for Greatness} @UUID[Compendium.cyphersystem-compendium.abilities.qHzwHm5LmYDasHnF]{Diver} @UUID[Compendium.cyphersystem-compendium.abilities.gWvMJQPBSmeaP8yN]{Drain Creature} @UUID[Compendium.cyphersystem-compendium.abilities.JyAovhallyh9m6oW]{Drain Machine} @UUID[Compendium.cyphersystem-compendium.abilities.PqL4qr9D8QAwQhrL]{Endurance} @UUID[Compendium.cyphersystem-compendium.abilities.uB3sVzeG2N5rkdUZ]{Escape} @UUID[Compendium.cyphersystem-compendium.abilities.CAYeFSNYprjeRtWw]{Extra Recovery} @UUID[Compendium.cyphersystem-compendium.abilities.U7chr7wLj7r5y0LT]{Foil Danger} @UUID[Compendium.cyphersystem-compendium.abilities.igGttY1Y2XbAx3qY]{Healing Touch} @UUID[Compendium.cyphersystem-compendium.abilities.JuOmZXMt1T3tQUZ8]{Ignore the Pain} @UUID[Compendium.cyphersystem-compendium.abilities.UtFc3e4grYyCQneH]{Improved Recovery} @UUID[Compendium.cyphersystem-compendium.abilities.vFQaDsHzJpTSV8Tw]{Living Off the Land} @UUID[Compendium.cyphersystem-compendium.abilities.wXV7JxEmZDlBvRKO]{Push on Through} @UUID[Compendium.cyphersystem-compendium.abilities.euEVkth9YGYSpoJf]{Quick Recovery} @UUID[Compendium.cyphersystem-compendium.abilities.rRDSzPJtUCwRVXFR]{Repair Flesh} @UUID[Compendium.cyphersystem-compendium.abilities.OvvuCBCQ71rZkCqQ]{Restful Presence} @UUID[Compendium.cyphersystem-compendium.abilities.XntbE6mXQ4CZ6yIi]{Speedy Recovery} @UUID[Compendium.cyphersystem-compendium.abilities.s2PLo9FsWBi2C1VY]{Surging Confidence} @UUID[Compendium.cyphersystem-compendium.abilities.2fU3nI68oi5ScziC]{Totally Chill} @UUID[Compendium.cyphersystem-compendium.abilities.yRSe9vjTxdOkvgBE]{Water Adaptation} @UUID[Compendium.cyphersystem-compendium.abilities.lw0otGU2Iaorppdc]{Will of Legend}

Mid Tier

@UUID[Compendium.cyphersystem-compendium.abilities.m7j43Ww96dKCDtJO]{Aquatic Combatant} @UUID[Compendium.cyphersystem-compendium.abilities.zdkVn6jIaanDoikV]{Biomorphic Healing} @UUID[Compendium.cyphersystem-compendium.abilities.nVFRDMhuWDrdve4F]{Damage Transference} @UUID[Compendium.cyphersystem-compendium.abilities.A6H8xi93t6Zrexz9]{Drain Charge} @UUID[Compendium.cyphersystem-compendium.abilities.5otvtHrbVXIh0N27]{Fight On} @UUID[Compendium.cyphersystem-compendium.abilities.rAmIxY5G1BK4ZMm7]{Font of Healing} @UUID[Compendium.cyphersystem-compendium.abilities.6nm35znCQzjAk6Gb]{Healing Pulse} @UUID[Compendium.cyphersystem-compendium.abilities.NMgopYfoagESHtea]{Ignore Affliction} @UUID[Compendium.cyphersystem-compendium.abilities.4Fe5z4FD71eHlbbd]{Immovable} @UUID[Compendium.cyphersystem-compendium.abilities.b776WTF2u1roh3n0]{Incredible Health} @UUID[Compendium.cyphersystem-compendium.abilities.7amEMbwK27v31Lt9]{Miraculous Health} @UUID[Compendium.cyphersystem-compendium.abilities.AAUqaiWxC5V4e1VH]{Noble’s Courage} @UUID[Compendium.cyphersystem-compendium.abilities.Wj6oHOvnZkZjulwI]{One With the Wild} @UUID[Compendium.cyphersystem-compendium.abilities.VsKeNcF252yKnh2O]{Poison Resistance} @UUID[Compendium.cyphersystem-compendium.abilities.LojkwDtb1gHLSB6A]{Preternatural Senses} @UUID[Compendium.cyphersystem-compendium.abilities.iroL3TcKD9dpulhW]{Regeneration} @UUID[Compendium.cyphersystem-compendium.abilities.gn1jtMLhp6qPNXUL]{Store Energy} @UUID[Compendium.cyphersystem-compendium.abilities.nJBrBxxs0ezweHKZ]{Thinking Ahead} @UUID[Compendium.cyphersystem-compendium.abilities.wxAZnuQkvWosLzkN]{Tough As Nails} @UUID[Compendium.cyphersystem-compendium.abilities.27EOrq94WxqgBbWQ]{Unmovable} @UUID[Compendium.cyphersystem-compendium.abilities.P73TBXcNDbZCVsdE]{Unraveling Consumption} @UUID[Compendium.cyphersystem-compendium.abilities.Ja8ebgq2RDQryN62]{Wilderness Encouragement} @UUID[Compendium.cyphersystem-compendium.abilities.JrSM5XYgXpxNnLl2]{Willing Sacrifice}

High Tier

@UUID[Compendium.cyphersystem-compendium.abilities.Uk6ceaEWFjcoHNTI]{Deep Reserves} @UUID[Compendium.cyphersystem-compendium.abilities.5HNZcrij9mgEmvAR]{Final Defiance} @UUID[Compendium.cyphersystem-compendium.abilities.B0Tt5R1m2DsVLtPH]{Free to Move} @UUID[Compendium.cyphersystem-compendium.abilities.W0Jw19mWIycjIgmo]{Gamer’s Fortitude} @UUID[Compendium.cyphersystem-compendium.abilities.dIUTe5O1jeA47zps]{Gaming God} @UUID[Compendium.cyphersystem-compendium.abilities.O2XHxUa2QNrliDMG]{Greater Healing Touch} @UUID[Compendium.cyphersystem-compendium.abilities.upynNTXrIGGH82Ll]{Incredible Recovery} @UUID[Compendium.cyphersystem-compendium.abilities.PvISXo6EQ2PmCGes]{Infuse Spirit} @UUID[Compendium.cyphersystem-compendium.abilities.oilgQ4oM02Pa0eNp]{Inspiration} @UUID[Compendium.cyphersystem-compendium.abilities.Kf09KYdZqG6dNTFC]{Inspire the Innocent} @UUID[Compendium.cyphersystem-compendium.abilities.laxdkyrDuOhxfWKc]{Mind Surge} @UUID[Compendium.cyphersystem-compendium.abilities.dMEqa6kAjXrHlxui]{Negate Danger} @UUID[Compendium.cyphersystem-compendium.abilities.sbGo2i4oqy1aUeQ6]{Not Dead Yet} @UUID[Compendium.cyphersystem-compendium.abilities.Hp9Sdc7eTTUuWTiu]{Rapid Recovery} @UUID[Compendium.cyphersystem-compendium.abilities.aS13LBRfyrWXAMMp]{Regenerate} @UUID[Compendium.cyphersystem-compendium.abilities.ydmPM9m8nmmgvlXc]{Restore Life} @UUID[Compendium.cyphersystem-compendium.abilities.aDnA7oA9ZYCEfprI]{Resuscitate} @UUID[Compendium.cyphersystem-compendium.abilities.4Xvgo62UVSOI9Acx]{Share the Power} @UUID[Compendium.cyphersystem-compendium.abilities.iXBkjCf0y9vXVXI6]{Stay the Course} @UUID[Compendium.cyphersystem-compendium.abilities.qKDngpAWNEzhdRj5]{Trick Driver} @UUID[Compendium.cyphersystem-compendium.abilities.icJAWRB8Uha8CSKr]{Vigilant}

Environment

Manipulates the environment or things in the environment, such as with telekinesis, weather control, gravity control, illusions, and so on.

Low Tier

@UUID[Compendium.cyphersystem-compendium.abilities.zqarns940d4FXwYf]{Create Water} @UUID[Compendium.cyphersystem-compendium.abilities.y08bfWS5eyeUJB3J]{Dreamcraft} @UUID[Compendium.cyphersystem-compendium.abilities.21Bi8yur01DCYz5f]{Fetch} @UUID[Compendium.cyphersystem-compendium.abilities.zW0cZJQTR0tHUmn3]{Grasping Foliage} @UUID[Compendium.cyphersystem-compendium.abilities.zArjjFcf9tHQvJTx]{Hedge Magic} @UUID[Compendium.cyphersystem-compendium.abilities.1KjY8D1dvLc3NuUv]{Hidden Closet} @UUID[Compendium.cyphersystem-compendium.abilities.xZQXXjAWGBo7mTHU]{Illuminating Touch} @UUID[Compendium.cyphersystem-compendium.abilities.BjWI1UVg9kpY7FKO]{Illusory Duplicate} @UUID[Compendium.cyphersystem-compendium.abilities.jCmnAY8EjuGo5uDg]{Impetus} @UUID[Compendium.cyphersystem-compendium.abilities.Frxs35QkokRdure4]{Legerdemain} @UUID[Compendium.cyphersystem-compendium.abilities.wNQ3q7VXtPHlPzqb]{Lock} @UUID[Compendium.cyphersystem-compendium.abilities.l60mmJrF1GupXLJB]{Minor Illusion} @UUID[Compendium.cyphersystem-compendium.abilities.p2JmtbtuzscW1ogs]{Move Metal} @UUID[Compendium.cyphersystem-compendium.abilities.3s6gDCIY1zfetGEg]{Slip Into Shadow} @UUID[Compendium.cyphersystem-compendium.abilities.xDn74LRD6xlMUqj2]{Telekinesis} @UUID[Compendium.cyphersystem-compendium.abilities.Db7aRY4t1mwRpcoL]{Wilderness Explorer}

Mid Tier

@UUID[Compendium.cyphersystem-compendium.abilities.FIU24o7T66ViVgyg]{Daydream} @UUID[Compendium.cyphersystem-compendium.abilities.SHMGbt30RfePtyNE]{Define Down} @UUID[Compendium.cyphersystem-compendium.abilities.eJpNT3QObtYiDfXY]{Field of Gravity} @UUID[Compendium.cyphersystem-compendium.abilities.yPVZmXWhUxustVdq]{Force Field Barrier} @UUID[Compendium.cyphersystem-compendium.abilities.itnqtCRfxC2EDKqu]{Force to Reckon With} @UUID[Compendium.cyphersystem-compendium.abilities.hJV3hrSYcq3Zbzl5]{Illusory Selves} @UUID[Compendium.cyphersystem-compendium.abilities.YeOtzG5ksxonD5RS]{Living Wall} @UUID[Compendium.cyphersystem-compendium.abilities.hNsph7BRwllVSUre]{Major Illusion} @UUID[Compendium.cyphersystem-compendium.abilities.KLFHpPR0MKLOWr8l]{Nullify Sound} @UUID[Compendium.cyphersystem-compendium.abilities.8QwoYVraOedgr9kB]{Projection} @UUID[Compendium.cyphersystem-compendium.abilities.wAQ7a5JSjp01x1Eg]{Storm Seed} @UUID[Compendium.cyphersystem-compendium.abilities.iIlgHiF1EN0fEpYx]{Sunlight}

High Tier

@UUID[Compendium.cyphersystem-compendium.abilities.wWN4y4rATxbtMCMo]{Adaptation} @UUID[Compendium.cyphersystem-compendium.abilities.tvlNZboSbKCHttjs]{Control Weather} @UUID[Compendium.cyphersystem-compendium.abilities.fruWNFBBNLpcGLaC]{Diamagnetism} @UUID[Compendium.cyphersystem-compendium.abilities.TXNhhyj63MMp2dVF]{Force Wall} @UUID[Compendium.cyphersystem-compendium.abilities.KBykf0P4WQ9Lb6TN]{Generate Force Field} @UUID[Compendium.cyphersystem-compendium.abilities.lCWWUQ0vYH2odiDv]{Grandiose Illusion} @UUID[Compendium.cyphersystem-compendium.abilities.ZK9Ruc53rKBqU93i]{Granite Wall} @UUID[Compendium.cyphersystem-compendium.abilities.PLsz8IqWScZt0Ott]{Inferno Trail} @UUID[Compendium.cyphersystem-compendium.abilities.8OmtJRuoKRzuGfh8]{Move Mountains} @UUID[Compendium.cyphersystem-compendium.abilities.RNJbp1eAcMqSnYvb]{Permanent Illusion} @UUID[Compendium.cyphersystem-compendium.abilities.RBOc2zxAI9xMoWqW]{Relocate} @UUID[Compendium.cyphersystem-compendium.abilities.9cJ6gJZc7datpQwJ]{Terrifying Image} @UUID[Compendium.cyphersystem-compendium.abilities.Bny0sFdqf40pJeOp]{Wall of Lightning} @UUID[Compendium.cyphersystem-compendium.abilities.pfZzabIIEuU4kSH3]{The Wild Is on Your Side}

Information

Gives the ability to learn information about something, whether chosen by the GM like Scan, by asking a question and the GM giving the answer, or by learning a language.

Low Tier

@UUID[Compendium.cyphersystem-compendium.abilities.r7uNiD9CGy4G3Hoq]{Babel} @UUID[Compendium.cyphersystem-compendium.abilities.OIk4usP2NFT0tDu7]{Communication} @UUID[Compendium.cyphersystem-compendium.abilities.op9VSx3NJT28UwTH]{Community Knowledge} @UUID[Compendium.cyphersystem-compendium.abilities.P95xVHVxALSMjanR]{Decipher} @UUID[Compendium.cyphersystem-compendium.abilities.bH57y3PYsMceluGy]{Dream Thief} @UUID[Compendium.cyphersystem-compendium.abilities.RM8Fmu1IJwzBkjcM]{Eye for Detail} @UUID[Compendium.cyphersystem-compendium.abilities.IvKd5vkPypJbB1Ip]{Gather Intelligence} @UUID[Compendium.cyphersystem-compendium.abilities.4PVFXmi2cxI8MdpR]{Lab Analysis} @UUID[Compendium.cyphersystem-compendium.abilities.W5Zt9qDKCtNr49BC]{Mind Reading} @UUID[Compendium.cyphersystem-compendium.abilities.PRW5MxW12oakmeHE]{Monster Lore} @UUID[Compendium.cyphersystem-compendium.abilities.2GicRKJcPO3hmlwD]{Network Tap} @UUID[Compendium.cyphersystem-compendium.abilities.V5oEOJ4i32t97yOG]{Predictive Model} @UUID[Compendium.cyphersystem-compendium.abilities.ZsI6553CPbGi0wtx]{Premonition} @UUID[Compendium.cyphersystem-compendium.abilities.pHFFr4DkCythNc5n]{Question the Spirits} @UUID[Compendium.cyphersystem-compendium.abilities.fzx429jdEdbd0tHy]{Retrieve Memories} @UUID[Compendium.cyphersystem-compendium.abilities.h3G0Ven2SoaPCbk4]{Salvage and Comfort} @UUID[Compendium.cyphersystem-compendium.abilities.OPvXaxuRIVXLmkWl]{Scan} @UUID[Compendium.cyphersystem-compendium.abilities.83y32UMQWshRvbDG]{See History} @UUID[Compendium.cyphersystem-compendium.abilities.nvA3LwoSP7jf4h8G]{Speaker for the Dead} @UUID[Compendium.cyphersystem-compendium.abilities.L2NOLfflU6HNleuT]{Telepathic}

Mid Tier

@UUID[Compendium.cyphersystem-compendium.abilities.YlzkyK6WEkk0cfhh]{Creature Insight} @UUID[Compendium.cyphersystem-compendium.abilities.ssfubNrUQC38zCkJ]{Device Insight} @UUID[Compendium.cyphersystem-compendium.abilities.mL6Yae2CxgefOMHn]{Draw Conclusion} @UUID[Compendium.cyphersystem-compendium.abilities.Mu5knvNfGyaeaiTB]{Find the Hidden} @UUID[Compendium.cyphersystem-compendium.abilities.W7wHOJdozxk7Y2CQ]{Got a Feeling} @UUID[Compendium.cyphersystem-compendium.abilities.MBt3AmXa8vzUCiHd]{Know Their Faults} @UUID[Compendium.cyphersystem-compendium.abilities.dLJ0B35UlB5wxCf4]{Machine Telepathy} @UUID[Compendium.cyphersystem-compendium.abilities.7VYzHQvF1cz4cfUp]{Mechanical Telepathy} @UUID[Compendium.cyphersystem-compendium.abilities.uPvNopNWTgHGIPyR]{Reading the Room} @UUID[Compendium.cyphersystem-compendium.abilities.x7YnN02GiwDQ09km]{Sensor Array} @UUID[Compendium.cyphersystem-compendium.abilities.9r6iNU2GH4oEH6vz]{Serv-0 Scanner} @UUID[Compendium.cyphersystem-compendium.abilities.2t9oGZRuFhLCKjsa]{Soul Interrogation} @UUID[Compendium.cyphersystem-compendium.abilities.abMJwHQIsm9Wcdlg]{Spot Weakness} @UUID[Compendium.cyphersystem-compendium.abilities.CBdIPMJ2oOOesmod]{Wilderness Awareness}

High Tier

@UUID[Compendium.cyphersystem-compendium.abilities.1tkQKo32UKxTUUPn]{Deep Consideration} @UUID[Compendium.cyphersystem-compendium.abilities.wztu6KcpILxwlFTU]{Drawing on Life’s Experiences} @UUID[Compendium.cyphersystem-compendium.abilities.PLyxuOlieOGsJx4h]{Information Gathering} @UUID[Compendium.cyphersystem-compendium.abilities.wlkPdME0r3hx9VbE]{Knowing the Unknown} @UUID[Compendium.cyphersystem-compendium.abilities.qbXP6HlN56bPt7cq]{Mind of a Leader} @UUID[Compendium.cyphersystem-compendium.abilities.lbXg8UlSCG23yxO4]{Read the Signs} @UUID[Compendium.cyphersystem-compendium.abilities.K0C60k7wHBSpMQX4]{Telepathic Network}

Meta

Modifies an existing ability or character trait’s effects or parameters, such as increasing range or, damage, easing the difficulty, giving you additional noncombat actions each turn, rerolling a failed attempt, or treating a number on the die as something different than normal.

Low Tier

@UUID[Compendium.cyphersystem-compendium.abilities.m5U42d2SkK31mp8d]{A Smile and a Word} @UUID[Compendium.cyphersystem-compendium.abilities.EyAIsiqJGCspQFcu]{Arcane Flare} @UUID[Compendium.cyphersystem-compendium.abilities.yIdq1lu1eUAkNyDC]{Artifact Tinkerer} @UUID[Compendium.cyphersystem-compendium.abilities.ywBEe31zan6qpVxr]{Augment Cypher} @UUID[Compendium.cyphersystem-compendium.abilities.Mbq7D0u4Vee0NKYz]{Careful Shot} @UUID[Compendium.cyphersystem-compendium.abilities.essJhO2eqoHmIQaa]{Charge} @UUID[Compendium.cyphersystem-compendium.abilities.L3UjcLAFvS9MLWCu]{Coaxing Power} @UUID[Compendium.cyphersystem-compendium.abilities.2x7nMe9ZGp3VjI8B]{Combat Prowess} @UUID[Compendium.cyphersystem-compendium.abilities.EERMWn1af0S8wAWN]{Crushing Blow} @UUID[Compendium.cyphersystem-compendium.abilities.bzeuikGxbM7noj2z]{Crystalline Body} @UUID[Compendium.cyphersystem-compendium.abilities.JkmTskE3eqcfu7dY]{Curious} @UUID[Compendium.cyphersystem-compendium.abilities.7nUj7rxq4Qwg4FUM]{Distant Interface} @UUID[Compendium.cyphersystem-compendium.abilities.Pu5XGGLI6cCp1EQd]{Double Strike} @UUID[Compendium.cyphersystem-compendium.abilities.gWvMJQPBSmeaP8yN]{Drain Creature} @UUID[Compendium.cyphersystem-compendium.abilities.1fu5C9JHmORmWTR8]{Driving on the Edge} @UUID[Compendium.cyphersystem-compendium.abilities.YjJvvUhIqtxf6eYS]{Elusive} @UUID[Compendium.cyphersystem-compendium.abilities.UJst9mtUKNTe3Pd2]{Energize Object} @UUID[Compendium.cyphersystem-compendium.abilities.dPFQTFRzv7D7PYKq]{Enhanced Body} @UUID[Compendium.cyphersystem-compendium.abilities.SmuTPFfZGnCUmnEj]{Extra Use} @UUID[Compendium.cyphersystem-compendium.abilities.axI0iGYo7DjdR8Ya]{Find the Way} @UUID[Compendium.cyphersystem-compendium.abilities.Hgr8QZmzjXmYorfs]{Fists of Fury} @UUID[Compendium.cyphersystem-compendium.abilities.Sg5WeSF04CYNEecl]{Fleet of Foot} @UUID[Compendium.cyphersystem-compendium.abilities.YGsGHp1rbu3Z7Kdd]{Frenzy} @UUID[Compendium.cyphersystem-compendium.abilities.pXrC4lkMOY7CvFLk]{Golem Body} @UUID[Compendium.cyphersystem-compendium.abilities.1SBd1jm66eSo4eHn]{Gunner} @UUID[Compendium.cyphersystem-compendium.abilities.z23towmNKeKJasHV]{Hacker} @UUID[Compendium.cyphersystem-compendium.abilities.tBWUjjkgyXHTrkCp]{Hold Breath} @UUID[Compendium.cyphersystem-compendium.abilities.3fMzqFFQ1rLtbVrd]{Improved Designation} @UUID[Compendium.cyphersystem-compendium.abilities.FzpkQwb1jA53bs1y]{Investigator} @UUID[Compendium.cyphersystem-compendium.abilities.N4DTNNCEESorc0N4]{Lead From the Front} @UUID[Compendium.cyphersystem-compendium.abilities.JK2hN1poqMLqfa1N]{Machine Efficiency} @UUID[Compendium.cyphersystem-compendium.abilities.VgomhLKFHDDAzW9T]{Mind for Might} @UUID[Compendium.cyphersystem-compendium.abilities.mFPUUmBIcGGsuwNd]{Modify Device} @UUID[Compendium.cyphersystem-compendium.abilities.nW46hfygkxB7FW5m]{Monster Bane} @UUID[Compendium.cyphersystem-compendium.abilities.Ktxj62234LhUr51B]{Natural Crafter} @UUID[Compendium.cyphersystem-compendium.abilities.YZB37b80VQGMUscp]{No Need for Weapons} @UUID[Compendium.cyphersystem-compendium.abilities.PCTUkuALVb0GdTCe]{Object Bond} @UUID[Compendium.cyphersystem-compendium.abilities.FDG7hgrRNt4aHpP1]{Overload Machine} @UUID[Compendium.cyphersystem-compendium.abilities.XAXJ3mFGdDv0fXLP]{Precision} @UUID[Compendium.cyphersystem-compendium.abilities.y2eUnbkzxOeoe9w6]{Quick Death} @UUID[Compendium.cyphersystem-compendium.abilities.m6X5wyPUPdhqLTIp]{Quick Work} @UUID[Compendium.cyphersystem-compendium.abilities.tJVu7MQ2pOhNfpUB]{Range Increase} @UUID[Compendium.cyphersystem-compendium.abilities.szw7tHW0OjI2fjpJ]{Reload} @UUID[Compendium.cyphersystem-compendium.abilities.vVax9KyZ3U4Wpok8]{Something in the Road} @UUID[Compendium.cyphersystem-compendium.abilities.AFfburUYwZlBFq7N]{Tinker} @UUID[Compendium.cyphersystem-compendium.abilities.J0fj73TfCu4aSdVL]{Weapon Master} @UUID[Compendium.cyphersystem-compendium.abilities.yS1sMAZEzJbozxOZ]{Wreck}

Mid Tier

@UUID[Compendium.cyphersystem-compendium.abilities.M5QroBlhUCULt6MD]{Amazing Effort} @UUID[Compendium.cyphersystem-compendium.abilities.7Gxuqkwo4i47yHe3]{Betrayal} @UUID[Compendium.cyphersystem-compendium.abilities.G0hoaZFQpdG7FfxO]{Better Living Through Chemistry} @UUID[Compendium.cyphersystem-compendium.abilities.gNRMG3mJTzWaCGph]{Capable Warrior} @UUID[Compendium.cyphersystem-compendium.abilities.JwG4lCSZIG3qUQAi]{Cast Illusion} @UUID[Compendium.cyphersystem-compendium.abilities.M3TM1cORNnlEN0ZO]{Cyphersmith} @UUID[Compendium.cyphersystem-compendium.abilities.Rr4oB1lUzuzFHNHQ]{Deadly Aim} @UUID[Compendium.cyphersystem-compendium.abilities.zYGhcm896Xbi7Ia2]{Deep Resources} @UUID[Compendium.cyphersystem-compendium.abilities.7rjeYt5hNhkvqK9w]{Disarming Strike} @UUID[Compendium.cyphersystem-compendium.abilities.zLJYM2OiFVIsuz3P]{Dodge and Resist} @UUID[Compendium.cyphersystem-compendium.abilities.wEj2uvWI3w0W9HWH]{Drain at a Distance} @UUID[Compendium.cyphersystem-compendium.abilities.B5zrSVUs54TUALFB]{Energized Shield} @UUID[Compendium.cyphersystem-compendium.abilities.7GsuhcRTpDX0d1em]{Enhanced Intellect} @UUID[Compendium.cyphersystem-compendium.abilities.FQPA8oY3xiZIL6aG]{Enhanced Intellect Edge} @UUID[Compendium.cyphersystem-compendium.abilities.wHcuP6T7Ti6j5Y8C]{Enhanced Might} @UUID[Compendium.cyphersystem-compendium.abilities.g1t5TxZXsNovIVTn]{Enhanced Might Edge} @UUID[Compendium.cyphersystem-compendium.abilities.MwVDTy2Rx1V7Tyly]{Enhanced Physique} @UUID[Compendium.cyphersystem-compendium.abilities.RnK2bmvUb7RIVPSA]{Enhanced Potential} @UUID[Compendium.cyphersystem-compendium.abilities.tuofJSTVjOEwRUem]{Enhanced Speed} @UUID[Compendium.cyphersystem-compendium.abilities.QH3l6ojVnasZm5U8]{Enhanced Speed Edge} @UUID[Compendium.cyphersystem-compendium.abilities.4eCjeGPA0ovnwIfu]{Experienced in Armor} @UUID[Compendium.cyphersystem-compendium.abilities.u1GhDcfpVXITVtOc]{Expert Cypher Use} @UUID[Compendium.cyphersystem-compendium.abilities.MdRdAc0qAWghMmlV]{Expert Skill} @UUID[Compendium.cyphersystem-compendium.abilities.jaGs9nmLaywdRMUN]{Fast Kill} @UUID[Compendium.cyphersystem-compendium.abilities.tJQmvEiYq2xBv4ZJ]{Flameblade} @UUID[Compendium.cyphersystem-compendium.abilities.XR3B0gfJtrYUAU5M]{From the Shadows} @UUID[Compendium.cyphersystem-compendium.abilities.73miZT5kYFyxnPOT]{Fury} @UUID[Compendium.cyphersystem-compendium.abilities.42sPqHxJEybiZ6Vh]{Fusion} @UUID[Compendium.cyphersystem-compendium.abilities.Ee8QC6fkRvD1yw6h]{Greater Beast Form} @UUID[Compendium.cyphersystem-compendium.abilities.QgnoEdKZ50u4JZoL]{Greater Designation} @UUID[Compendium.cyphersystem-compendium.abilities.34Ycb9VK8JwHgSl4]{Greater Enhanced Intellect} @UUID[Compendium.cyphersystem-compendium.abilities.R9KnCCvGoEHvV1p0]{Greater Enhanced Might} @UUID[Compendium.cyphersystem-compendium.abilities.vVc3NxkYdj68mAoV]{Greater Enhanced Physique} @UUID[Compendium.cyphersystem-compendium.abilities.4necR0YTsaij4ojD]{Greater Enhanced Potential} @UUID[Compendium.cyphersystem-compendium.abilities.Qsi6Iw5YCcY8jmNx]{Greater Enhanced Speed} @UUID[Compendium.cyphersystem-compendium.abilities.hAVC1FOl7hwnuBpC]{Greater Frenzy} @UUID[Compendium.cyphersystem-compendium.abilities.4v5pXMwFeB7xQzME]{Guide Bolt} @UUID[Compendium.cyphersystem-compendium.abilities.OtbS1NoVXK7mQLEe]{Guild Training} @UUID[Compendium.cyphersystem-compendium.abilities.VupBbHOJAX45Yazb]{Heroic Monster Bane} @UUID[Compendium.cyphersystem-compendium.abilities.sPheWt9emoY3PCA8]{Hidden Reserves} @UUID[Compendium.cyphersystem-compendium.abilities.uNzF1oQKJ6T1yqL4]{Huge} @UUID[Compendium.cyphersystem-compendium.abilities.4Fe5z4FD71eHlbbd]{Immovable} @UUID[Compendium.cyphersystem-compendium.abilities.wrPVUnJauasIH886]{Improved Absorb Kinetic Energy} @UUID[Compendium.cyphersystem-compendium.abilities.7X2zbrkFSNbyhA5G]{Improved Edge} @UUID[Compendium.cyphersystem-compendium.abilities.HPIlAWDGOQFw6yGm]{Improved Monster Bane} @UUID[Compendium.cyphersystem-compendium.abilities.eblwQ80CBlBdeUp5]{Improved Sensor} @UUID[Compendium.cyphersystem-compendium.abilities.0q9alvmsQKKViN0r]{Incomparable Pilot} @UUID[Compendium.cyphersystem-compendium.abilities.mUizWF7k2XD7ykRJ]{Increased Effects} @UUID[Compendium.cyphersystem-compendium.abilities.PYD24TjoDAqbKAj8]{Iron Fist} @UUID[Compendium.cyphersystem-compendium.abilities.YID6zEB7KkHGYAlD]{Know Where to Look} @UUID[Compendium.cyphersystem-compendium.abilities.bPr34XiLw2Dqb4VJ]{Lunge} @UUID[Compendium.cyphersystem-compendium.abilities.2l9FIUVKimPzIXzU]{Machine Bond} @UUID[Compendium.cyphersystem-compendium.abilities.atQ5yNq1ZEyy0z5j]{Machine Vulnerabilities} @UUID[Compendium.cyphersystem-compendium.abilities.l0OFjk5XVGV5LzP1]{Minor Wish} @UUID[Compendium.cyphersystem-compendium.abilities.imWLlYQs4LTaCTdS]{Never Fumble} @UUID[Compendium.cyphersystem-compendium.abilities.Wj6oHOvnZkZjulwI]{One With the Wild} @UUID[Compendium.cyphersystem-compendium.abilities.3VJyYtECl0wKQj2p]{Outlast the Foe} @UUID[Compendium.cyphersystem-compendium.abilities.cqzyNCPYVEWtucLe]{Outwit} @UUID[Compendium.cyphersystem-compendium.abilities.Y7HUEp7IxdPuur8V]{Overcharge Energy} @UUID[Compendium.cyphersystem-compendium.abilities.ZqBpOAiH70SGHX8N]{Perfect Stranger} @UUID[Compendium.cyphersystem-compendium.abilities.rOxKh1Z7J686a0nv]{Precise Cut} @UUID[Compendium.cyphersystem-compendium.abilities.iGRECL13bqrSSF7P]{Punish the Guilty} @UUID[Compendium.cyphersystem-compendium.abilities.JJ9nWmcBIlfyNDfe]{Push Off and Throw} @UUID[Compendium.cyphersystem-compendium.abilities.Mac5S0sQe9Muf4Mv]{Quick Wits} @UUID[Compendium.cyphersystem-compendium.abilities.y1bQFSBlwMbUico5]{Rapid Processing} @UUID[Compendium.cyphersystem-compendium.abilities.FuufiUyoLFbgBH5J]{Resilient Ice Armor} @UUID[Compendium.cyphersystem-compendium.abilities.6X3BDWzVKsWltrtY]{Roaming Third Eye} @UUID[Compendium.cyphersystem-compendium.abilities.qSH4OhrBBgNnAdAo]{Robot Improvement} @UUID[Compendium.cyphersystem-compendium.abilities.t3zUlk8c5WEBXXO8]{Seize the Moment} @UUID[Compendium.cyphersystem-compendium.abilities.6ZVINuyZm4jowRGt]{Shepherd’s Fury} @UUID[Compendium.cyphersystem-compendium.abilities.JhBTTC5ZUTT8NvUA]{Slippery Customer} @UUID[Compendium.cyphersystem-compendium.abilities.q73VWJY2cmWxRcYx]{Space Fighting} @UUID[Compendium.cyphersystem-compendium.abilities.8LHIZs9gEAd02tId]{Speed Burst} @UUID[Compendium.cyphersystem-compendium.abilities.jmYIPbMwsq3GY3eO]{Stone Breaker} @UUID[Compendium.cyphersystem-compendium.abilities.gn1jtMLhp6qPNXUL]{Store Energy} @UUID[Compendium.cyphersystem-compendium.abilities.cS2p7CRfquFvR65U]{Strategize} @UUID[Compendium.cyphersystem-compendium.abilities.wpA3GB5yJq9NI8QN]{Think Your Way Out} @UUID[Compendium.cyphersystem-compendium.abilities.2AIQhz00HyZhY7wM]{Tower of Will} @UUID[Compendium.cyphersystem-compendium.abilities.V7npSeuqG3JI4Dvv]{Trust to Luck} @UUID[Compendium.cyphersystem-compendium.abilities.bVt0TIfwtEUXvi6O]{Uncanny Luck} @UUID[Compendium.cyphersystem-compendium.abilities.scMKCptCmp0IwO2g]{Wall With Teeth} @UUID[Compendium.cyphersystem-compendium.abilities.NFsoXUQaq3I5h2UY]{Weaponization} @UUID[Compendium.cyphersystem-compendium.abilities.JrSM5XYgXpxNnLl2]{Willing Sacrifice} @UUID[Compendium.cyphersystem-compendium.abilities.6McxfJoPmf1SnbDR]{Wrest From Chance}

High Tier

@UUID[Compendium.cyphersystem-compendium.abilities.M0pjZXQ9996hfUPs]{Adroit Cypher Use} @UUID[Compendium.cyphersystem-compendium.abilities.MQewTo9NscKVUUNz]{Again and Again} @UUID[Compendium.cyphersystem-compendium.abilities.cuK7oPGFdlOPoc44]{Agile Wit} @UUID[Compendium.cyphersystem-compendium.abilities.eepc8U2e178RDqBs]{All-Out Con} @UUID[Compendium.cyphersystem-compendium.abilities.MJE1k2RmCM6HRwFV]{Artifact Scavenger} @UUID[Compendium.cyphersystem-compendium.abilities.iX07Ltb1JYr1nMYM]{Blurring Speed} @UUID[Compendium.cyphersystem-compendium.abilities.hKhwP85QeRGPW03G]{Burst of Escape} @UUID[Compendium.cyphersystem-compendium.abilities.OPfY6tVurfAxNUPh]{Charging Horde} @UUID[Compendium.cyphersystem-compendium.abilities.jmjxGRJTwztzBtLc]{Coordinated Effort} @UUID[Compendium.cyphersystem-compendium.abilities.UlQ7w5iD57Hfdzce]{Damage Dealer} @UUID[Compendium.cyphersystem-compendium.abilities.JH40M99RAN6IZWze]{Damn the Guilty} @UUID[Compendium.cyphersystem-compendium.abilities.Uk6ceaEWFjcoHNTI]{Deep Reserves} @UUID[Compendium.cyphersystem-compendium.abilities.p1UMG2hrng7mLFDv]{Disarming Attack} @UUID[Compendium.cyphersystem-compendium.abilities.t3uyBYJqMApfEBWX]{Discipline of Watchfulness} @UUID[Compendium.cyphersystem-compendium.abilities.P3Ha3GoJlM8EHf5j]{Divide Your Mind} @UUID[Compendium.cyphersystem-compendium.abilities.3uGYyiXUUSz952zQ]{Dual Distraction} @UUID[Compendium.cyphersystem-compendium.abilities.AsmIgvoIRPEtuzkh]{Duel to the Death} @UUID[Compendium.cyphersystem-compendium.abilities.AvaA8a3ylU9q4gL1]{Effective Skill} @UUID[Compendium.cyphersystem-compendium.abilities.A9uQnidn6SKTNHJA]{Enhanced Beast Form} @UUID[Compendium.cyphersystem-compendium.abilities.xHLPf1FETmn06aA8]{Enhanced Phased Attack} @UUID[Compendium.cyphersystem-compendium.abilities.FzJe2XEwhtUajTWI]{Escape Plan} @UUID[Compendium.cyphersystem-compendium.abilities.mhgFWIDr0QuCHRIF]{Extreme Mastery} @UUID[Compendium.cyphersystem-compendium.abilities.yIt7vEBNLpyggkSQ]{Force and Accuracy} @UUID[Compendium.cyphersystem-compendium.abilities.lUkqQu1vvJe3FxfQ]{Gambler} @UUID[Compendium.cyphersystem-compendium.abilities.U33DbRwloywFlYfi]{Go to Ground} @UUID[Compendium.cyphersystem-compendium.abilities.KGzAHs3qln0fNDjt]{Hard to Kill} @UUID[Compendium.cyphersystem-compendium.abilities.lrz5wU8PLzd7gATA]{Horde Tactics} @UUID[Compendium.cyphersystem-compendium.abilities.lJWTlBH1koX2Fjgi]{Impart Understanding} @UUID[Compendium.cyphersystem-compendium.abilities.Q22uje0KevLfL2qb]{Improved Command Spirit} @UUID[Compendium.cyphersystem-compendium.abilities.Cnvf8fv0EEKU3iSn]{Improved Gravity Cleave} @UUID[Compendium.cyphersystem-compendium.abilities.PKFz6WVsaKm5kIir]{Improved Machine Companion} @UUID[Compendium.cyphersystem-compendium.abilities.t6VEEwEsQUIImebW]{Improved Success} @UUID[Compendium.cyphersystem-compendium.abilities.JeqLEAcHOYVd78TH]{Inventor} @UUID[Compendium.cyphersystem-compendium.abilities.58CLKxSLgaT6W6Cj]{Lethal Damage} @UUID[Compendium.cyphersystem-compendium.abilities.teF5kZpAuRfZKfxn]{Machine Enhancement} @UUID[Compendium.cyphersystem-compendium.abilities.IfvVmyawWrz3vKXX]{Maneuvering Adept} @UUID[Compendium.cyphersystem-compendium.abilities.K4XRiZlFRakz6j98]{Master Cypher Use} @UUID[Compendium.cyphersystem-compendium.abilities.7QTTrXnxDHskYYhj]{Master Machine} @UUID[Compendium.cyphersystem-compendium.abilities.rHApGqEQj8TCGa3f]{Masterful Armor Modification} @UUID[Compendium.cyphersystem-compendium.abilities.m2j3n3xiExLcXAAn]{Moderate Wish} @UUID[Compendium.cyphersystem-compendium.abilities.t0B6AIqWanSnx696]{Modify Artifact Power} @UUID[Compendium.cyphersystem-compendium.abilities.ENO71nxs3MSKzvq6]{Multiple Quarry} @UUID[Compendium.cyphersystem-compendium.abilities.rsYzxCchklPSFAp7]{Multiplicity} @UUID[Compendium.cyphersystem-compendium.abilities.m21TAvxSQn1rGx3d]{Overcharge Device} @UUID[Compendium.cyphersystem-compendium.abilities.85DCcEDqvz6A0LkD]{Perfect Control} @UUID[Compendium.cyphersystem-compendium.abilities.mSNoWynky7DMz7ln]{Perfect Speed Burst} @UUID[Compendium.cyphersystem-compendium.abilities.5uWcMvgh1OWvieJs]{Physically Gifted} @UUID[Compendium.cyphersystem-compendium.abilities.EjBzy1Ue1AA8i6ry]{Recycled Cyphers} @UUID[Compendium.cyphersystem-compendium.abilities.hCAzOVpH0jrYc9qk]{Reinforcing Field} @UUID[Compendium.cyphersystem-compendium.abilities.ucsscEpO5L2gIYZg]{Resonant Frequency} @UUID[Compendium.cyphersystem-compendium.abilities.HAVNfVKAdwtJF6Jj]{Robot Evolution} @UUID[Compendium.cyphersystem-compendium.abilities.wqUItgrYzBeMiAoB]{Seize the Initiative} @UUID[Compendium.cyphersystem-compendium.abilities.Np67YSIzrP6w1PPb]{Shield Burst} @UUID[Compendium.cyphersystem-compendium.abilities.P9HlASUtyiOXghBZ]{Shred Existence} @UUID[Compendium.cyphersystem-compendium.abilities.HYDsZRWMlWTvSQU8]{Subtle Tricks} @UUID[Compendium.cyphersystem-compendium.abilities.cWHqKGpI5z0aiSYC]{Thief’s Luck} @UUID[Compendium.cyphersystem-compendium.abilities.qKDngpAWNEzhdRj5]{Trick Driver} @UUID[Compendium.cyphersystem-compendium.abilities.aWws42dVSQjRz8Hr]{Twist of Fate} @UUID[Compendium.cyphersystem-compendium.abilities.EE1xCQ3OvCrdrG6z]{Two Things at Once} @UUID[Compendium.cyphersystem-compendium.abilities.fkedtvx6UakJPOZN]{Ultra Enhancement} @UUID[Compendium.cyphersystem-compendium.abilities.bgaCXtvlT0zWmAIA]{Using What’s Available} @UUID[Compendium.cyphersystem-compendium.abilities.gETtOLyLYRVk53dP]{Usurp Cypher} @UUID[Compendium.cyphersystem-compendium.abilities.w3HN2nZBTo5mLJcM]{Weightless Shot} @UUID[Compendium.cyphersystem-compendium.abilities.RHLBHQuskBAVGnU8]{Weird Science Breakthrough} @UUID[Compendium.cyphersystem-compendium.abilities.vQtVTnCecWFXkfkI]{Wild Vitality} @UUID[Compendium.cyphersystem-compendium.abilities.EXrZLa3M8BK43qoi]{Winter Gauntlets}

Movement

Increases your movement (such as increasing your basic movement speed from short to long) or adds a new type of movement (such as flight, wallcrawling, phasing, or teleporting).

Low Tier

@UUID[Compendium.cyphersystem-compendium.abilities.uh1t4rnkZ2jOCjHJ]{Bolt Rider} @UUID[Compendium.cyphersystem-compendium.abilities.dQHSDDZxJNHrHH1l]{Contortionist} @UUID[Compendium.cyphersystem-compendium.abilities.3x3gRDJejTXQPmdY]{Danger Instinct} @UUID[Compendium.cyphersystem-compendium.abilities.gP8HCn8FPeg49V7M]{Far Step} @UUID[Compendium.cyphersystem-compendium.abilities.5abCQnz5ZWvvfMro]{Get Away} @UUID[Compendium.cyphersystem-compendium.abilities.UCR0rx32kEsTcgnF]{Hover} @UUID[Compendium.cyphersystem-compendium.abilities.3t1QshyGYnCSo12z]{Phase Sprint} @UUID[Compendium.cyphersystem-compendium.abilities.VWehoqF0N6s0WMLK]{Void Wings} @UUID[Compendium.cyphersystem-compendium.abilities.g0SqMvb020tiTQ48]{Walk Through Walls}

Mid Tier

@UUID[Compendium.cyphersystem-compendium.abilities.loOJI9ZakIwGrmW1]{Apportation} @UUID[Compendium.cyphersystem-compendium.abilities.Zps9ZUc9RD1mRDEK]{Blink of an Eye} @UUID[Compendium.cyphersystem-compendium.abilities.asABBkIqO5MSTxQ0]{Bypass Barrier} @UUID[Compendium.cyphersystem-compendium.abilities.wG4zveGhplNKNzuP]{Controlled Fall} @UUID[Compendium.cyphersystem-compendium.abilities.Kk9lHkiaqsr3pUmk]{Ghost} @UUID[Compendium.cyphersystem-compendium.abilities.ZYudnanHgtiLHtgH]{Mobile Fighter} @UUID[Compendium.cyphersystem-compendium.abilities.qZOOWfFLJ1JziJpY]{Obstacle Running} @UUID[Compendium.cyphersystem-compendium.abilities.MFBq4Fc432FS6nkX]{Phase Door} @UUID[Compendium.cyphersystem-compendium.abilities.dW0rgYsx6hDA8pIB]{Runner} @UUID[Compendium.cyphersystem-compendium.abilities.LlaltL5rG2c5Cadt]{Swim} @UUID[Compendium.cyphersystem-compendium.abilities.0EhZzYdEhtCRnV4c]{Temporal Dislocation} @UUID[Compendium.cyphersystem-compendium.abilities.s68x7VxwueUkCkOg]{Up to Speed} @UUID[Compendium.cyphersystem-compendium.abilities.KX6gQ8frz4IDtBx6]{Windrider} @UUID[Compendium.cyphersystem-compendium.abilities.TWqyBv9PEjwJKd1y]{Wings of Fire} @UUID[Compendium.cyphersystem-compendium.abilities.KGz0rK4b2dAt0DaX]{Wormhole}

High Tier

@UUID[Compendium.cyphersystem-compendium.abilities.QtpmHxblBqoQozbg]{Alley Rat} @UUID[Compendium.cyphersystem-compendium.abilities.iX07Ltb1JYr1nMYM]{Blurring Speed} @UUID[Compendium.cyphersystem-compendium.abilities.2iAHsn5ie8sYRiyb]{Chamber of Dreams} @UUID[Compendium.cyphersystem-compendium.abilities.etGUYa9dQSvjLvXX]{Electrical Flight} @UUID[Compendium.cyphersystem-compendium.abilities.2asT0zvk1kw5hC1v]{Embraced by Darkness} @UUID[Compendium.cyphersystem-compendium.abilities.IKicLElFbkRx5IaM]{Fast Travel} @UUID[Compendium.cyphersystem-compendium.abilities.2TaqNf6bhxijKELX]{Flash Across the Miles} @UUID[Compendium.cyphersystem-compendium.abilities.abdAcwYE8L00VakL]{Flight} @UUID[Compendium.cyphersystem-compendium.abilities.V2DSp12G6NP3X6Jt]{Impossible Walk} @UUID[Compendium.cyphersystem-compendium.abilities.0wVk3CszKCJQfp0Q]{Incredible Running Speed} @UUID[Compendium.cyphersystem-compendium.abilities.jM6JQUQFUpk9VVut]{Jaunt} @UUID[Compendium.cyphersystem-compendium.abilities.U8OsW0m17N86hNWW]{Juggernaut} @UUID[Compendium.cyphersystem-compendium.abilities.cE7JPRHLqIdM3b9V]{Living Light} @UUID[Compendium.cyphersystem-compendium.abilities.rHApGqEQj8TCGa3f]{Masterful Armor Modification} @UUID[Compendium.cyphersystem-compendium.abilities.lL7QywDGOszTIJCE]{Mental Projection} @UUID[Compendium.cyphersystem-compendium.abilities.tR2v2vMu3TgN21OJ]{Return to the Obelisk} @UUID[Compendium.cyphersystem-compendium.abilities.IN3VI2LxDyYGbqnN]{Teleportation} @UUID[Compendium.cyphersystem-compendium.abilities.lkO9VJhfOrgLY4g1]{Time Travel} @UUID[Compendium.cyphersystem-compendium.abilities.PlKwEwo6ilGqwxwI]{Traverse the Worlds} @UUID[Compendium.cyphersystem-compendium.abilities.8yGwY0PvtF2ivdSn]{Very Long Sprinting} @UUID[Compendium.cyphersystem-compendium.abilities.8PB7yHNGa7iBpYeI]{Wind Chariot} @UUID[Compendium.cyphersystem-compendium.abilities.b44vvK2YjdSeYPJc]{Windwracked Traveler}

Protection

Gives training or specialization in one or more types of combat defenses (Might, Speed, or Intellect), provides or increases Armor, or otherwise helps prevent damage.

Low Tier

@UUID[Compendium.cyphersystem-compendium.abilities.62zBqhQoPk6IV8lF]{Absorb Kinetic Energy} @UUID[Compendium.cyphersystem-compendium.abilities.7OpsD4muO5HGJt29]{Block} @UUID[Compendium.cyphersystem-compendium.abilities.SQ4RTDwdA0yiZ81b]{Closed Mind} @UUID[Compendium.cyphersystem-compendium.abilities.YvPBxDxLz16Usm7m]{Courageous} @UUID[Compendium.cyphersystem-compendium.abilities.bzeuikGxbM7noj2z]{Crystalline Body} @UUID[Compendium.cyphersystem-compendium.abilities.aNNLomN5nZc52ZT4]{Defense Against Robots} @UUID[Compendium.cyphersystem-compendium.abilities.2j6Hqr2Y8Xbz97c4]{Defensive Phasing} @UUID[Compendium.cyphersystem-compendium.abilities.YcDF62pED8waUtry]{Deflect Attacks} @UUID[Compendium.cyphersystem-compendium.abilities.6qCR3kBqCVYDlEOl]{Distortion} @UUID[Compendium.cyphersystem-compendium.abilities.dPFQTFRzv7D7PYKq]{Enhanced Body} @UUID[Compendium.cyphersystem-compendium.abilities.vPflrS1giYnMoqL2]{Enveloping Shield} @UUID[Compendium.cyphersystem-compendium.abilities.1POQ4sFW5DLrmXhn]{Fearsome Reputation} @UUID[Compendium.cyphersystem-compendium.abilities.XuNgbxrY284sWgZg]{Field of Destruction} @UUID[Compendium.cyphersystem-compendium.abilities.K33ayv0NcktuV53N]{Flesh of Stone} @UUID[Compendium.cyphersystem-compendium.abilities.LFiTEQpWhXBgIZWb]{Flight Not Fight} @UUID[Compendium.cyphersystem-compendium.abilities.yb5PaVIPimrcJxFg]{Force Field Shield} @UUID[Compendium.cyphersystem-compendium.abilities.C9x7b1qN4qmm568P]{Fortified Position} @UUID[Compendium.cyphersystem-compendium.abilities.10EqPrn9aONinEfm]{Go Defensive} @UUID[Compendium.cyphersystem-compendium.abilities.pXrC4lkMOY7CvFLk]{Golem Body} @UUID[Compendium.cyphersystem-compendium.abilities.qgholblGXKQri99M]{Hard to Distract} @UUID[Compendium.cyphersystem-compendium.abilities.leUaFf4AxYJwwOHt]{Hard to Hit} @UUID[Compendium.cyphersystem-compendium.abilities.VsAP4JEe7W5gaGaG]{Hardiness} @UUID[Compendium.cyphersystem-compendium.abilities.geCiPXMF2sIRJ68U]{Have Spacesuit, Will Travel} @UUID[Compendium.cyphersystem-compendium.abilities.czVqoPjH98xaNY1d]{Ice Armor} @UUID[Compendium.cyphersystem-compendium.abilities.gjBFpV2OvDmBqeE3]{Just a Bit Mad} @UUID[Compendium.cyphersystem-compendium.abilities.hKsZzzdWTelNlz3q]{Magic Shield} @UUID[Compendium.cyphersystem-compendium.abilities.hGbNYgkuIiZHomcJ]{Mentally Tough} @UUID[Compendium.cyphersystem-compendium.abilities.7BkWiUHcUrcRIKqO]{Out of Harm’s Way} @UUID[Compendium.cyphersystem-compendium.abilities.3t1QshyGYnCSo12z]{Phase Sprint} @UUID[Compendium.cyphersystem-compendium.abilities.ClJUFnz8xBmP4a2l]{Powered Armor} @UUID[Compendium.cyphersystem-compendium.abilities.o2ZDoteWQsFsqTJr]{Practiced in Armor} @UUID[Compendium.cyphersystem-compendium.abilities.GQeO9RXVzeriLsfy]{Quick Block} @UUID[Compendium.cyphersystem-compendium.abilities.MK2dp11krszjDsyc]{Repel Metal} @UUID[Compendium.cyphersystem-compendium.abilities.mmg9XLzvfbP4ESGO]{Resist the Elements} @UUID[Compendium.cyphersystem-compendium.abilities.ssWKJs1l9cQbNZha]{Resist Underwater Hazards} @UUID[Compendium.cyphersystem-compendium.abilities.Q8xKsSOvoFWL1ePP]{Resonance Field} @UUID[Compendium.cyphersystem-compendium.abilities.g0Ewv5wBooSFYOlH]{Safe Fall} @UUID[Compendium.cyphersystem-compendium.abilities.XzomXctsS8NL9M7Q]{Serv-0 Defender} @UUID[Compendium.cyphersystem-compendium.abilities.EheuStXUDPojVmT5]{Shield Master} @UUID[Compendium.cyphersystem-compendium.abilities.AzMtxh562JfrPdKZ]{Shroud of Flame} @UUID[Compendium.cyphersystem-compendium.abilities.CtRvLxfUlCynJv1B]{Skill With Defense} @UUID[Compendium.cyphersystem-compendium.abilities.87SQGqcRavRZslAp]{Sound Conversion Barrier} @UUID[Compendium.cyphersystem-compendium.abilities.HHcC89OKZACgLB8Y]{Stare Them Down} @UUID[Compendium.cyphersystem-compendium.abilities.gS1X6POaKLjNlHsI]{Sturdy} @UUID[Compendium.cyphersystem-compendium.abilities.uatcX3o1oB2Stc4u]{Trained Without Armor} @UUID[Compendium.cyphersystem-compendium.abilities.zEkA8MhrnJ5p9Io6]{Unarmored Fighter} @UUID[Compendium.cyphersystem-compendium.abilities.59mslpID7ogppzMA]{Ward} @UUID[Compendium.cyphersystem-compendium.abilities.6zU8AURXjXgG63j6]{Warding Shield} @UUID[Compendium.cyphersystem-compendium.abilities.6Xs3fyaANQDWXRoc]{Weapon Defense} @UUID[Compendium.cyphersystem-compendium.abilities.QGSHCRW46vn5Xdwu]{Weather the Vicissitudes} @UUID[Compendium.cyphersystem-compendium.abilities.3Xoq7NLpshgG3VPY]{Wind Armor}

Mid Tier

@UUID[Compendium.cyphersystem-compendium.abilities.yvPcOjjqyU3618Ob]{Absorb Pure Energy} @UUID[Compendium.cyphersystem-compendium.abilities.ZH0JbusjycG6zQf1]{Anticipate Attack} @UUID[Compendium.cyphersystem-compendium.abilities.R0UuZ32vmmeFbSMV]{Blood Fever} @UUID[Compendium.cyphersystem-compendium.abilities.gyZd83dgvZnQrmbb]{Cloak of Opportunity} @UUID[Compendium.cyphersystem-compendium.abilities.2SiHiotGcSufnCne]{Confounding Banter} @UUID[Compendium.cyphersystem-compendium.abilities.1fYBYD1EfA5z1NFl]{Confuse Enemy} @UUID[Compendium.cyphersystem-compendium.abilities.BjlHRj3hANsoqhKq]{Counter Danger} @UUID[Compendium.cyphersystem-compendium.abilities.Mj6yJZwRmdXaVwh8]{Countermeasures} @UUID[Compendium.cyphersystem-compendium.abilities.yB4tnpDNVSOxgruq]{Dark Matter Shell} @UUID[Compendium.cyphersystem-compendium.abilities.XYbtbbVKFYmDfmjO]{Dark Matter Shroud} @UUID[Compendium.cyphersystem-compendium.abilities.NnlGdSiR9GbiTJyZ]{Discerning Mind} @UUID[Compendium.cyphersystem-compendium.abilities.LODZEYtmmBN5D9zZ]{Divert Attacks} @UUID[Compendium.cyphersystem-compendium.abilities.E1YiGcXAYOjHXoAd]{Dodge and Respond} @UUID[Compendium.cyphersystem-compendium.abilities.gVOzzvxS6PPu8Ofy]{Dual Defense} @UUID[Compendium.cyphersystem-compendium.abilities.76HF09q7MdGek863]{Electric Armor} @UUID[Compendium.cyphersystem-compendium.abilities.XR8WeRW3OlbCIjlJ]{Elemental Protection} @UUID[Compendium.cyphersystem-compendium.abilities.yz1w8JR23mtlDX49]{Energy Protection} @UUID[Compendium.cyphersystem-compendium.abilities.M49EI6qapNJC2aLR]{Energy Resistance} @UUID[Compendium.cyphersystem-compendium.abilities.4eCjeGPA0ovnwIfu]{Experienced in Armor} @UUID[Compendium.cyphersystem-compendium.abilities.GlXd4oFI9Fqq3rAX]{Experienced Defender} @UUID[Compendium.cyphersystem-compendium.abilities.yPVZmXWhUxustVdq]{Force Field Barrier} @UUID[Compendium.cyphersystem-compendium.abilities.rqC9cEmRkvm29N56]{Fusion Armor} @UUID[Compendium.cyphersystem-compendium.abilities.5t5EIoGSan3pQ08D]{Hard-Won Resilience} @UUID[Compendium.cyphersystem-compendium.abilities.aBfj6w1y6noOzB7d]{Horde Fighting} @UUID[Compendium.cyphersystem-compendium.abilities.uNzF1oQKJ6T1yqL4]{Huge} @UUID[Compendium.cyphersystem-compendium.abilities.zcxMbV4Fe4JqJAe8]{Illusory Evasion} @UUID[Compendium.cyphersystem-compendium.abilities.n985WYLPzj2XqBry]{Magnetic Field} @UUID[Compendium.cyphersystem-compendium.abilities.whVEpvOjmGs3fpcD]{Matter Cloud} @UUID[Compendium.cyphersystem-compendium.abilities.l0OFjk5XVGV5LzP1]{Minor Wish} @UUID[Compendium.cyphersystem-compendium.abilities.mGv7zlZu1wtNCQXQ]{Moving Like Water} @UUID[Compendium.cyphersystem-compendium.abilities.Mz9g9gv2UvARcLid]{Nimble Swimmer} @UUID[Compendium.cyphersystem-compendium.abilities.DMBJEypEWuAS2lai]{Outlaw Reputation} @UUID[Compendium.cyphersystem-compendium.abilities.AQQzctwqPJPUTRbb]{Poison Crafter} @UUID[Compendium.cyphersystem-compendium.abilities.y1bQFSBlwMbUico5]{Rapid Processing} @UUID[Compendium.cyphersystem-compendium.abilities.GvYXLPdpaFEMGuQR]{Resilience} @UUID[Compendium.cyphersystem-compendium.abilities.FuufiUyoLFbgBH5J]{Resilient Ice Armor} @UUID[Compendium.cyphersystem-compendium.abilities.NoKdHv0FSytZR4iF]{Robot Fighter} @UUID[Compendium.cyphersystem-compendium.abilities.NKvNEjx64CcS3l13]{Shield Training} @UUID[Compendium.cyphersystem-compendium.abilities.CNw7shehsdySzhAK]{Subconscious Defense} @UUID[Compendium.cyphersystem-compendium.abilities.3wxiRMTCBZ4iNCHp]{Temporal Acceleration} @UUID[Compendium.cyphersystem-compendium.abilities.t8wL47jk1KS4zapb]{Tough It Out} @UUID[Compendium.cyphersystem-compendium.abilities.sq2JJtnRtSthJSYL]{Tower of Intellect} @UUID[Compendium.cyphersystem-compendium.abilities.2AIQhz00HyZhY7wM]{Tower of Will} @UUID[Compendium.cyphersystem-compendium.abilities.w2aO1ZIpmBDQJXq1]{Tumbling Moves} @UUID[Compendium.cyphersystem-compendium.abilities.OovsYh1BefBJrU8m]{Versatile Mind} @UUID[Compendium.cyphersystem-compendium.abilities.DhbLcVuqEZmS6Z2y]{Vigilance} @UUID[Compendium.cyphersystem-compendium.abilities.OWVz2CkwLnCSJMdS]{Wraith Cloak}

High Tier

@UUID[Compendium.cyphersystem-compendium.abilities.i5n7BaFjTo6W35f9]{Defense Master} @UUID[Compendium.cyphersystem-compendium.abilities.xBZTbhZKRB9AJmMa]{Defensive Augmentation} @UUID[Compendium.cyphersystem-compendium.abilities.FjXL6iSD1CJKbuGT]{Defensive Field} @UUID[Compendium.cyphersystem-compendium.abilities.LwmoGOpgHy1K2dU4]{Energize Creature} @UUID[Compendium.cyphersystem-compendium.abilities.5i6TqVJQQ4sTvqTm]{Energize Crowd} @UUID[Compendium.cyphersystem-compendium.abilities.N0OZaNOIbHTiWDL1]{Evasion} @UUID[Compendium.cyphersystem-compendium.abilities.cTU70NgcebRlD7jI]{Field-Reinforced Armor} @UUID[Compendium.cyphersystem-compendium.abilities.S9QxUr8u2gtwY7ya]{Hard Target} @UUID[Compendium.cyphersystem-compendium.abilities.KGzAHs3qln0fNDjt]{Hard to Kill} @UUID[Compendium.cyphersystem-compendium.abilities.5rgcPJXpCcB5VJ1m]{Lost in the Chaos} @UUID[Compendium.cyphersystem-compendium.abilities.rHApGqEQj8TCGa3f]{Masterful Armor Modification} @UUID[Compendium.cyphersystem-compendium.abilities.4k5JFV78A5SiPjFo]{Mastery in Armor} @UUID[Compendium.cyphersystem-compendium.abilities.LTqgcoprvBF2ZkdH]{Mastery With Defense} @UUID[Compendium.cyphersystem-compendium.abilities.iIy1HDd9yUl07AYo]{Microgravity Avoidance} @UUID[Compendium.cyphersystem-compendium.abilities.m2j3n3xiExLcXAAn]{Moderate Wish} @UUID[Compendium.cyphersystem-compendium.abilities.lGbieMmnuoqsl4Jz]{Nothing but Defend} @UUID[Compendium.cyphersystem-compendium.abilities.AmZDmnmP7CxSSN4h]{Parry} @UUID[Compendium.cyphersystem-compendium.abilities.N0wzhZ676UrCR8M4]{Precognition} @UUID[Compendium.cyphersystem-compendium.abilities.cbXNxvPdWEbKF6nA]{Reactive Field} @UUID[Compendium.cyphersystem-compendium.abilities.MA2Pwhbpbq2SSIQy]{See the Future} @UUID[Compendium.cyphersystem-compendium.abilities.4BQHOR98z3TYJPQu]{Still As a Statue} @UUID[Compendium.cyphersystem-compendium.abilities.fkedtvx6UakJPOZN]{Ultra Enhancement} @UUID[Compendium.cyphersystem-compendium.abilities.QLRztjFH4YetYM6l]{Untouchable} @UUID[Compendium.cyphersystem-compendium.abilities.INdq5iQf5ECzRiNp]{Untouchable While Moving} @UUID[Compendium.cyphersystem-compendium.abilities.B6SEeGr5kxLAgvvq]{Wear It Well}

Senses

Enhances your senses (seeing in the dark, seeing underwater or through mist, sensing danger, finding optimal places to stand in combat, and so on), but doesn’t provide direct answers to questions like an information ability does.

Low Tier

@UUID[Compendium.cyphersystem-compendium.abilities.xskKzxBoGvSrje4e]{Eyes Adjusted} @UUID[Compendium.cyphersystem-compendium.abilities.wVgcztnnNFPqK9Mo]{Familiarize} @UUID[Compendium.cyphersystem-compendium.abilities.8ydN3DBdXXP24hQL]{Find an Opening} @UUID[Compendium.cyphersystem-compendium.abilities.YBMLX3Jm5oN79J6G]{Heads-Up Display} @UUID[Compendium.cyphersystem-compendium.abilities.boxrBJsyP0yjJHjt]{Link Senses} @UUID[Compendium.cyphersystem-compendium.abilities.TPEcyzCeC3z5FyyQ]{Mental Link} @UUID[Compendium.cyphersystem-compendium.abilities.Uti1XQwY4VFZwwwc]{Reveal} @UUID[Compendium.cyphersystem-compendium.abilities.jq6Wm9xYxJA0bRaR]{See the Unseen} @UUID[Compendium.cyphersystem-compendium.abilities.rYyymKUc0QKWdNsy]{See Through Matter} @UUID[Compendium.cyphersystem-compendium.abilities.mvFsSsVjyF8iXvCe]{Sense Ambush} @UUID[Compendium.cyphersystem-compendium.abilities.PRh7n2VLXyRa4il9]{Share Senses} @UUID[Compendium.cyphersystem-compendium.abilities.WgjatSOUT6pT02A7]{Third Eye}

Mid Tier

@UUID[Compendium.cyphersystem-compendium.abilities.KAAezRI2l8rdp1NS]{Animal Senses and Sensibilities} @UUID[Compendium.cyphersystem-compendium.abilities.ZB80ZclRSzEcr4o1]{Awareness} @UUID[Compendium.cyphersystem-compendium.abilities.zstBkLwRduC7vgGT]{Beast Eyes} @UUID[Compendium.cyphersystem-compendium.abilities.nJlhmzrhmXvM3QvU]{Break the Line} @UUID[Compendium.cyphersystem-compendium.abilities.j1AZSJpCetRgsQ6A]{Detect Life} @UUID[Compendium.cyphersystem-compendium.abilities.MvyXo0ZUsxu8QQ22]{Distance Viewing} @UUID[Compendium.cyphersystem-compendium.abilities.EcOIgMC9c1IfSHsr]{Echolocation} @UUID[Compendium.cyphersystem-compendium.abilities.khxZngfluNmVSAIT]{Experienced Finder} @UUID[Compendium.cyphersystem-compendium.abilities.QsXOz48JgyXYEEqS]{Inhabit Crystal} @UUID[Compendium.cyphersystem-compendium.abilities.KBjSpuK7XJc1abJv]{Remote Viewing} @UUID[Compendium.cyphersystem-compendium.abilities.syiylO75dZlcUp3i]{Sensing Package} @UUID[Compendium.cyphersystem-compendium.abilities.bzy1KzO0oPmZGu2b]{Sensor} @UUID[Compendium.cyphersystem-compendium.abilities.9YuQrJXAQO0qIFPj]{Serv-0 Spy} @UUID[Compendium.cyphersystem-compendium.abilities.V1ROUnWXLmLRMxXi]{Trapfinder} @UUID[Compendium.cyphersystem-compendium.abilities.FktE2hQhSKXbWcQU]{Use Senses of Others}

High Tier

@UUID[Compendium.cyphersystem-compendium.abilities.B0dq2gW9gdA0PdzR]{Amplify Sounds} @UUID[Compendium.cyphersystem-compendium.abilities.djqbPin4qsUauJmD]{Battlefield Tactician} @UUID[Compendium.cyphersystem-compendium.abilities.xRvaY8SG4HVy5WO8]{Dark Explorer} @UUID[Compendium.cyphersystem-compendium.abilities.cpJY8qkTAmSvXoFM]{Infer Thoughts} @UUID[Compendium.cyphersystem-compendium.abilities.7QTTrXnxDHskYYhj]{Master Machine} @UUID[Compendium.cyphersystem-compendium.abilities.PazO9rJ2YoE8VEUw]{See Through Time} @UUID[Compendium.cyphersystem-compendium.abilities.MGzAkRaGd4LgfQti]{True Senses}

Social

Gives you an indirect social benefit, such as providing a useful contact in a city or letting you take advantage of your social status.

Low Tier

@UUID[Compendium.cyphersystem-compendium.abilities.2CekF2lqwNrMyio0]{Connected} @UUID[Compendium.cyphersystem-compendium.abilities.2GwH3ugd7aHrWZRz]{Debate} @UUID[Compendium.cyphersystem-compendium.abilities.JSlr2Q6Ll1xNd8fX]{Demeanor of Command} @UUID[Compendium.cyphersystem-compendium.abilities.GT0AiiarWPbGzxKs]{Impart Ideal} @UUID[Compendium.cyphersystem-compendium.abilities.OmfjqEmmIbrWST5U]{Misdirect Blame} @UUID[Compendium.cyphersystem-compendium.abilities.5VqOTQlAYTtWTwmS]{Negotiate} @UUID[Compendium.cyphersystem-compendium.abilities.6QXGJBsJPDFgcdq5]{Perks of Stardom} @UUID[Compendium.cyphersystem-compendium.abilities.MBlyd9LvSH8D0Z5I]{Powerful Rhetoric} @UUID[Compendium.cyphersystem-compendium.abilities.xMRRfjFF0POkxyea]{Privileged Nobility} @UUID[Compendium.cyphersystem-compendium.abilities.OFWQd2W52VAODeas]{Underworld Contacts} @UUID[Compendium.cyphersystem-compendium.abilities.UHvD5299HFbwBvpR]{Unexpected Betrayal}

Mid Tier

@UUID[Compendium.cyphersystem-compendium.abilities.7Gxuqkwo4i47yHe3]{Betrayal} @UUID[Compendium.cyphersystem-compendium.abilities.tmrSKjGmjbxfIqPI]{Flamboyant Boast} @UUID[Compendium.cyphersystem-compendium.abilities.zg8dYuOdCXGwXOFd]{Informer} @UUID[Compendium.cyphersystem-compendium.abilities.i5BlJLgj1ayBw0uY]{Oratory} @UUID[Compendium.cyphersystem-compendium.abilities.ZqBpOAiH70SGHX8N]{Perfect Stranger}

High Tier

@UUID[Compendium.cyphersystem-compendium.abilities.hhBF8re7Azmce3Y9]{Group Friendship}

Special Attack

Gives the ability to make a special melee or ranged attack (weapon, energy blast, psychic, and so on). The attack might do damage, have a special effect (disarm, hinder, move the target, and so on), or both. This also includes abilities like Spray that let you attack multiple targets as your action.

Low Tier

@UUID[Compendium.cyphersystem-compendium.abilities.p61Ycyc7lVZQXupO]{Advantage to Disadvantage} @UUID[Compendium.cyphersystem-compendium.abilities.X7Rrn9Q54ceSA4Lr]{Aggression} @UUID[Compendium.cyphersystem-compendium.abilities.EyAIsiqJGCspQFcu]{Arcane Flare} @UUID[Compendium.cyphersystem-compendium.abilities.7BS6IEcYlEp5v3OC]{Bash} @UUID[Compendium.cyphersystem-compendium.abilities.wyUQ3Atl3V1ItCFH]{Bloodlust} @UUID[Compendium.cyphersystem-compendium.abilities.Mfebb42AE5xt7k85]{Concussive Blast} @UUID[Compendium.cyphersystem-compendium.abilities.6cMg5QXB71YNgoaM]{Control the Field} @UUID[Compendium.cyphersystem-compendium.abilities.o7kTUAFonv5HPi07]{Cutting Light} @UUID[Compendium.cyphersystem-compendium.abilities.teFcKcbo5ZBFbfRl]{Dazzling Sunburst} @UUID[Compendium.cyphersystem-compendium.abilities.di7QfASecjKU8BPN]{Disincentivize} @UUID[Compendium.cyphersystem-compendium.abilities.7f6ulMjWFw2BOK76]{Disrupting Touch} @UUID[Compendium.cyphersystem-compendium.abilities.JyAovhallyh9m6oW]{Drain Machine} @UUID[Compendium.cyphersystem-compendium.abilities.bH57y3PYsMceluGy]{Dream Thief} @UUID[Compendium.cyphersystem-compendium.abilities.NHns9zqufRvB3Tnl]{Dual Light Wield} @UUID[Compendium.cyphersystem-compendium.abilities.bM2Y62eaUKYKdcwq]{Entangling Force} @UUID[Compendium.cyphersystem-compendium.abilities.lQ4MNmGXXNBMGsmk]{Enthrall} @UUID[Compendium.cyphersystem-compendium.abilities.TmWjWp4iWk4GMLN0]{Erase Memories} @UUID[Compendium.cyphersystem-compendium.abilities.eFgzJXQlg6l7NBqM]{Eye Gouge} @UUID[Compendium.cyphersystem-compendium.abilities.78uF9siViGIHKYGx]{Flash} @UUID[Compendium.cyphersystem-compendium.abilities.aidcxXW6MokDMqY7]{Force Bash} @UUID[Compendium.cyphersystem-compendium.abilities.nHqTzLHJrUWSAATM]{Frost Touch} @UUID[Compendium.cyphersystem-compendium.abilities.aFEBxDGnuFi20cLo]{Golem Grip} @UUID[Compendium.cyphersystem-compendium.abilities.zW0cZJQTR0tHUmn3]{Grasping Foliage} @UUID[Compendium.cyphersystem-compendium.abilities.S3L1oym8fpx0NsAc]{Hemorrhage} @UUID[Compendium.cyphersystem-compendium.abilities.NJjAmyf9zhjRTNme]{Hurl Flame} @UUID[Compendium.cyphersystem-compendium.abilities.lwJAowJa4eKlcDjb]{Misdirect} @UUID[Compendium.cyphersystem-compendium.abilities.FE1Ge8CbJxQcCo0b]{Onslaught} @UUID[Compendium.cyphersystem-compendium.abilities.90wkMwuVBaiyL9yt]{Opportunist} @UUID[Compendium.cyphersystem-compendium.abilities.o2iiTUXdkMPREkvK]{Overwatch} @UUID[Compendium.cyphersystem-compendium.abilities.IPwnXtVrXauJXgFo]{Pierce} @UUID[Compendium.cyphersystem-compendium.abilities.Myt0JUt24B8hjYAg]{Push} @UUID[Compendium.cyphersystem-compendium.abilities.yszDDDpH6m16dEoV]{Quick Throw} @UUID[Compendium.cyphersystem-compendium.abilities.Yg6jEM07HAccDcNC]{Ray of Confusion} @UUID[Compendium.cyphersystem-compendium.abilities.NMjccuRLDDnfZtZe]{Release Energy} @UUID[Compendium.cyphersystem-compendium.abilities.Q8xKsSOvoFWL1ePP]{Resonance Field} @UUID[Compendium.cyphersystem-compendium.abilities.7aCeBDGZqu8A9hMQ]{Ribbons of Dark Matter} @UUID[Compendium.cyphersystem-compendium.abilities.kkCW4KkWA751AeBl]{Scramble Machine} @UUID[Compendium.cyphersystem-compendium.abilities.n81xGnZHydeXmIRc]{Scratch Existence} @UUID[Compendium.cyphersystem-compendium.abilities.0Wq39mJ9oXA415qx]{Seeds of Fury} @UUID[Compendium.cyphersystem-compendium.abilities.nptFEdFaUvjDeqAz]{Shatter} @UUID[Compendium.cyphersystem-compendium.abilities.3btRIiWxY8oMcVMo]{Shock} @UUID[Compendium.cyphersystem-compendium.abilities.pdNI9QMKmDwu8gza]{Stasis} @UUID[Compendium.cyphersystem-compendium.abilities.36nlDXhOP5e5dfns]{Successive Attack} @UUID[Compendium.cyphersystem-compendium.abilities.uG2ACHNAPoZirp0b]{Surprise Attack} @UUID[Compendium.cyphersystem-compendium.abilities.8hiUfUNY3u2IpVDa]{Swipe} @UUID[Compendium.cyphersystem-compendium.abilities.WO2Wg9PvscHMcQlH]{Thrust} @UUID[Compendium.cyphersystem-compendium.abilities.uMaMKhemHmtlXDjT]{Thunder Beam} @UUID[Compendium.cyphersystem-compendium.abilities.cwZIpP2FTLIVGhbm]{Weighty}

Mid Tier

@UUID[Compendium.cyphersystem-compendium.abilities.ra0A8MtQjZEYhJPr]{Acrobatic Attack} @UUID[Compendium.cyphersystem-compendium.abilities.cS1RW48sdVY6ZJZd]{Ambusher} @UUID[Compendium.cyphersystem-compendium.abilities.SG8ms3jfHw8hXGnX]{Answering Attack} @UUID[Compendium.cyphersystem-compendium.abilities.tbeFzIPGuAjRBpKM]{Better Surprise Attack} @UUID[Compendium.cyphersystem-compendium.abilities.YDKULtvV0pMJDxi2]{Bolts of Power} @UUID[Compendium.cyphersystem-compendium.abilities.V2BSB9or5UJdTiYF]{Built-in Weaponry} @UUID[Compendium.cyphersystem-compendium.abilities.IUlsD8Zxp8AYbO4h]{Burning Light} @UUID[Compendium.cyphersystem-compendium.abilities.Hw16NpdbdJOqVF4z]{Castigate} @UUID[Compendium.cyphersystem-compendium.abilities.WeMTxJElozl7OWdJ]{Center of Attention} @UUID[Compendium.cyphersystem-compendium.abilities.hIWg9VFNnYnrknAu]{Crystal Lens} @UUID[Compendium.cyphersystem-compendium.abilities.MqGMnSIkHK4rOFSm]{Dark Matter Strike} @UUID[Compendium.cyphersystem-compendium.abilities.vZELZYMsLJfBfUnt]{Dazing Attack} @UUID[Compendium.cyphersystem-compendium.abilities.JVvSTtYbksWJDADY]{Debilitating Strike} @UUID[Compendium.cyphersystem-compendium.abilities.0XSuUGS0UyrhiW44]{Destroy Metal} @UUID[Compendium.cyphersystem-compendium.abilities.ka5VA9XBi4OTnKVa]{Disable Mechanisms} @UUID[Compendium.cyphersystem-compendium.abilities.7rjeYt5hNhkvqK9w]{Disarming Strike} @UUID[Compendium.cyphersystem-compendium.abilities.dJTgtIs80gOoI6ac]{Divine Radiance} @UUID[Compendium.cyphersystem-compendium.abilities.E1YiGcXAYOjHXoAd]{Dodge and Respond} @UUID[Compendium.cyphersystem-compendium.abilities.A6H8xi93t6Zrexz9]{Drain Charge} @UUID[Compendium.cyphersystem-compendium.abilities.q9nALxXrBv5ubXaT]{Dual Medium Wield} @UUID[Compendium.cyphersystem-compendium.abilities.1L1uoad8vwgWxiyN]{Everything Is a Weapon} @UUID[Compendium.cyphersystem-compendium.abilities.VEJQ74o175OnlIAm]{Exile} @UUID[Compendium.cyphersystem-compendium.abilities.RO8dmB90aRPOmCuJ]{Feint} @UUID[Compendium.cyphersystem-compendium.abilities.AUGM3xEluWJi4Y8h]{Fire and Ice} @UUID[Compendium.cyphersystem-compendium.abilities.NgHLZq3tZ3CFJvYv]{Fire Bloom} @UUID[Compendium.cyphersystem-compendium.abilities.CAh0KStmP03kgv62]{Fling} @UUID[Compendium.cyphersystem-compendium.abilities.dDhnZrzAxDvK7QYa]{Force at Distance} @UUID[Compendium.cyphersystem-compendium.abilities.dCoCGVzWxIL9fIvH]{Force Blast} @UUID[Compendium.cyphersystem-compendium.abilities.BGMXK6VKNmp8M4A3]{Freezing Touch} @UUID[Compendium.cyphersystem-compendium.abilities.E0k0LUw0epjJGrv9]{Golem Stomp} @UUID[Compendium.cyphersystem-compendium.abilities.48i5ybVtZaTlFLJf]{Grab} @UUID[Compendium.cyphersystem-compendium.abilities.jbhcWHMiQQaR9ukO]{Gravity Cleave} @UUID[Compendium.cyphersystem-compendium.abilities.LLvJZvzbGQOrlqoE]{Ignition} @UUID[Compendium.cyphersystem-compendium.abilities.QxOsAHpd8ZkEXI5u]{Improved Object Bond} @UUID[Compendium.cyphersystem-compendium.abilities.2K3b6cTuLEGZfYqa]{Knock Out} @UUID[Compendium.cyphersystem-compendium.abilities.whVEpvOjmGs3fpcD]{Matter Cloud} @UUID[Compendium.cyphersystem-compendium.abilities.R9WffstnihzBuuvW]{Mind Games} @UUID[Compendium.cyphersystem-compendium.abilities.PTVAJGFiXDueX8az]{Momentum} @UUID[Compendium.cyphersystem-compendium.abilities.gDwPpgIAocEfQjPx]{Overawe} @UUID[Compendium.cyphersystem-compendium.abilities.zIYdniz9sjvAHsnX]{Overcome All Obstacles} @UUID[Compendium.cyphersystem-compendium.abilities.rXUUDUJFKis8TpnL]{Phase Detonation} @UUID[Compendium.cyphersystem-compendium.abilities.cJB7wj5okdPZuRNb]{Phased Attack} @UUID[Compendium.cyphersystem-compendium.abilities.NoC3yuqxU8yhPf47]{Power Strike} @UUID[Compendium.cyphersystem-compendium.abilities.blm1Z8JxvWOiFf0b]{Pry Open} @UUID[Compendium.cyphersystem-compendium.abilities.Mc8L07dpf605FDo9]{Psychic Burst} @UUID[Compendium.cyphersystem-compendium.abilities.Je1MitN21L3lqWVF]{Psychosis} @UUID[Compendium.cyphersystem-compendium.abilities.JJ9nWmcBIlfyNDfe]{Push Off and Throw} @UUID[Compendium.cyphersystem-compendium.abilities.JlYk5UNZEUzzO8Js]{Quick Strike} @UUID[Compendium.cyphersystem-compendium.abilities.YA5P5CBNr5NSmY6z]{Rapid Attack} @UUID[Compendium.cyphersystem-compendium.abilities.XqGE5QLHnpIKB5rB]{Reaction} @UUID[Compendium.cyphersystem-compendium.abilities.Yo2Z3EdYjx88jYnp]{Remote Control} @UUID[Compendium.cyphersystem-compendium.abilities.ZuX6gykVtKxiBAxR]{Run and Fight} @UUID[Compendium.cyphersystem-compendium.abilities.znJCKr6PeEq4a0j5]{Shattering Shout} @UUID[Compendium.cyphersystem-compendium.abilities.bkQnnjRFJS9VpaY5]{Slice} @UUID[Compendium.cyphersystem-compendium.abilities.oNk0Nhle1XwBhOvp]{Snap Shot} @UUID[Compendium.cyphersystem-compendium.abilities.yJDNsRAG3Elm6PWp]{Snipe} @UUID[Compendium.cyphersystem-compendium.abilities.YIzrA5i8eBSPMFzj]{Spray} @UUID[Compendium.cyphersystem-compendium.abilities.57txEIyzuPUQOqVP]{Sprint and Grab} @UUID[Compendium.cyphersystem-compendium.abilities.B4U7RiMrZElfOQyj]{Taking Advantage} @UUID[Compendium.cyphersystem-compendium.abilities.hy3hI86e9BCmkcQO]{Tall Tale} @UUID[Compendium.cyphersystem-compendium.abilities.WuNUt6ltWGDdjNLS]{Throw} @UUID[Compendium.cyphersystem-compendium.abilities.SPL1URVkuo4PJP8I]{Throw Force Shield} @UUID[Compendium.cyphersystem-compendium.abilities.4s3SAqu0lb5qzfzL]{Trick Shot}

High Tier

@UUID[Compendium.cyphersystem-compendium.abilities.NCXCkCYeZw8qlazG]{Absorb Energy} @UUID[Compendium.cyphersystem-compendium.abilities.WrJDw2X8JHcljjP4]{Arc Spray} @UUID[Compendium.cyphersystem-compendium.abilities.YbYeZ0A0m96IWxwl]{Assassin Strike} @UUID[Compendium.cyphersystem-compendium.abilities.T5tn7zItPyaRcYNC]{Asserting Your Privilege} @UUID[Compendium.cyphersystem-compendium.abilities.ltAq7qr8aaalOtJp]{Attack and Attack Again} @UUID[Compendium.cyphersystem-compendium.abilities.6kTwO0uYuP8qKqkM]{Biomorphic Detonation} @UUID[Compendium.cyphersystem-compendium.abilities.jISh0vWOJdK9hUm1]{Blind Machine} @UUID[Compendium.cyphersystem-compendium.abilities.XRXQwJplJrm7onbN]{Blinding Attack} @UUID[Compendium.cyphersystem-compendium.abilities.zflNCqrmTL7vrYg1]{Bouncing Shield} @UUID[Compendium.cyphersystem-compendium.abilities.9O17NBrKA4AA4Ckw]{Break the Ranks} @UUID[Compendium.cyphersystem-compendium.abilities.lID9ke0vHX2r2CC8]{Break Their Mind} @UUID[Compendium.cyphersystem-compendium.abilities.2lhnVWUMX1Nu6KVj]{Call the Storm} @UUID[Compendium.cyphersystem-compendium.abilities.yEfkqXxmuQqlA6Fi]{Cold Burst} @UUID[Compendium.cyphersystem-compendium.abilities.PZBKCtRj5S6ULnjo]{Concussion} @UUID[Compendium.cyphersystem-compendium.abilities.jHrQLzIfjKtXBoJL]{Deactivate Mechanisms} @UUID[Compendium.cyphersystem-compendium.abilities.6P1CJvVMot3Y2xj0]{Deadly Strike} @UUID[Compendium.cyphersystem-compendium.abilities.iTxEWRCR8G5Rych2]{Death Touch} @UUID[Compendium.cyphersystem-compendium.abilities.i5n7BaFjTo6W35f9]{Defense Master} @UUID[Compendium.cyphersystem-compendium.abilities.0WPUu04FbqxGckhU]{Destroyer} @UUID[Compendium.cyphersystem-compendium.abilities.xR2DkSqvAoR8Vtfn]{Dirty Fighter} @UUID[Compendium.cyphersystem-compendium.abilities.p1UMG2hrng7mLFDv]{Disarming Attack} @UUID[Compendium.cyphersystem-compendium.abilities.OkKNmMvLFwHxUv2r]{Divine Intervention} @UUID[Compendium.cyphersystem-compendium.abilities.tgaSXp1VQiec8Jst]{Divine Symbol} @UUID[Compendium.cyphersystem-compendium.abilities.1W0sBVHxG7LESCPl]{Do You Know Who I Am?} @UUID[Compendium.cyphersystem-compendium.abilities.NJakiz9yvoflzzBD]{Drain Power} @UUID[Compendium.cyphersystem-compendium.abilities.D4JFKjeVDkx9Xfnf]{Dust to Dust} @UUID[Compendium.cyphersystem-compendium.abilities.jhdgI9rV2mpH6JQU]{Earthquake} @UUID[Compendium.cyphersystem-compendium.abilities.apQwshUTjCQPym8A]{Embrace the Night} @UUID[Compendium.cyphersystem-compendium.abilities.Be1ehHb90jtLc8l0]{Explosive Release} @UUID[Compendium.cyphersystem-compendium.abilities.syJ3mkT2hHR2MY3o]{Finishing Blow} @UUID[Compendium.cyphersystem-compendium.abilities.6fpCYtBDCfW6m1b0]{Fire Tendrils} @UUID[Compendium.cyphersystem-compendium.abilities.xCUKzmoBKzN9gIut]{Foul Aura} @UUID[Compendium.cyphersystem-compendium.abilities.mvC2vboULutesBDu]{Ice Storm} @UUID[Compendium.cyphersystem-compendium.abilities.SZtOjKk7ScShJT6G]{Iron Punch} @UUID[Compendium.cyphersystem-compendium.abilities.IFb8NX06xgWM7H98]{Jump Attack} @UUID[Compendium.cyphersystem-compendium.abilities.tjzqyyAZoibXl4DT]{Lethal Ploy} @UUID[Compendium.cyphersystem-compendium.abilities.GlFT2ITvytQVWywQ]{Lethal Vibration} @UUID[Compendium.cyphersystem-compendium.abilities.KNElOxbWobS1ygLv]{Murderer} @UUID[Compendium.cyphersystem-compendium.abilities.pUbqCBV3dBOWFgmv]{Nightmare} @UUID[Compendium.cyphersystem-compendium.abilities.ptH3O4GES71CClGO]{Phase Foe} @UUID[Compendium.cyphersystem-compendium.abilities.xxavxLEaiVFug1D6]{Protective Wall} @UUID[Compendium.cyphersystem-compendium.abilities.8wSx2qtKXq0dWxId]{Psychokinetic Attack} @UUID[Compendium.cyphersystem-compendium.abilities.KVOFCKWKmUrqAe7v]{Punish All the Guilty} @UUID[Compendium.cyphersystem-compendium.abilities.bY52t6eGONKu8Kr4]{Resonant Quake} @UUID[Compendium.cyphersystem-compendium.abilities.G5bTthwpEf5azVHA]{Return to Sender} @UUID[Compendium.cyphersystem-compendium.abilities.EH8OmAJaimF4MTgg]{Shatter Mind} @UUID[Compendium.cyphersystem-compendium.abilities.BM6YnBez7sVnrGUh]{Special Shot} @UUID[Compendium.cyphersystem-compendium.abilities.KDZeCZJxjCQzlTxA]{Spin Attack} @UUID[Compendium.cyphersystem-compendium.abilities.jrTEtAhE6GfLW7R4]{Spring Away} @UUID[Compendium.cyphersystem-compendium.abilities.eQIPJk2xcFGfDr3H]{Stun Attack} @UUID[Compendium.cyphersystem-compendium.abilities.xbYD729j3km6ZDCA]{Sun Siphon} @UUID[Compendium.cyphersystem-compendium.abilities.447ojnjZFMCma8eu]{Taunt Foe} @UUID[Compendium.cyphersystem-compendium.abilities.kKYyGbrQxDRSOh37]{Terrifying Gaze} @UUID[Compendium.cyphersystem-compendium.abilities.Z4QcjOxgltEJPm96]{Twisting the Knife} @UUID[Compendium.cyphersystem-compendium.abilities.IN9qNZDx4sBKNr8n]{Undo} @UUID[Compendium.cyphersystem-compendium.abilities.xRIDlrBzTXVYC5rh]{Vindictive Performance} @UUID[Compendium.cyphersystem-compendium.abilities.s8NShtaUrW0Oxolo]{Weapon and Body} @UUID[Compendium.cyphersystem-compendium.abilities.tMOeiKWrhp5P5CCQ]{Weight of the World} @UUID[Compendium.cyphersystem-compendium.abilities.w3HN2nZBTo5mLJcM]{Weightless Shot} @UUID[Compendium.cyphersystem-compendium.abilities.WW3QjCP5UJUsKBW3]{Whirlwind of Throws} @UUID[Compendium.cyphersystem-compendium.abilities.EXrZLa3M8BK43qoi]{Winter Gauntlets} @UUID[Compendium.cyphersystem-compendium.abilities.Gsre3acJaxhGBa0S]{Word of Death}

Support

Gives some sort of benefit to an ally rather than yourself, such as an extra action or an asset on their roll.

Low Tier

@UUID[Compendium.cyphersystem-compendium.abilities.WrgqojoyWuTWpyQq]{Advice From a Friend} @UUID[Compendium.cyphersystem-compendium.abilities.BlBi7qk0darLthxS]{Anecdote} @UUID[Compendium.cyphersystem-compendium.abilities.b8rtgyatE8o9FaRS]{Attack Flourish} @UUID[Compendium.cyphersystem-compendium.abilities.5jGN9GicKYIAneKQ]{Defend the Innocent} @UUID[Compendium.cyphersystem-compendium.abilities.4yyKQYnrbL3r9gcU]{Enable Others} @UUID[Compendium.cyphersystem-compendium.abilities.hYa7I52x2iwffh8C]{Encouragement} @UUID[Compendium.cyphersystem-compendium.abilities.grCiWRuV8lvflQHM]{Encouraging Presence} @UUID[Compendium.cyphersystem-compendium.abilities.4fcns7ANpZF7pHaz]{Force Field} @UUID[Compendium.cyphersystem-compendium.abilities.lZCAKgP966BuU4uF]{Friendly Help} @UUID[Compendium.cyphersystem-compendium.abilities.DmnRMTfHYaeoYFVu]{Good Advice} @UUID[Compendium.cyphersystem-compendium.abilities.FiSwskgQGBjp4IhZ]{Inspire Action} @UUID[Compendium.cyphersystem-compendium.abilities.wWCehMidmvLypdxj]{Inspire Aggression} @UUID[Compendium.cyphersystem-compendium.abilities.DLxDL49VjUEMAjxZ]{Inspiring Ease} @UUID[Compendium.cyphersystem-compendium.abilities.qp1jDaFiRR5xPPMn]{Protector} @UUID[Compendium.cyphersystem-compendium.abilities.POaewj2PWMMfCY1i]{Rally to Me} @UUID[Compendium.cyphersystem-compendium.abilities.Uti1XQwY4VFZwwwc]{Reveal} @UUID[Compendium.cyphersystem-compendium.abilities.FgyHV0QR3YwlLIVb]{Sculpt Flesh} @UUID[Compendium.cyphersystem-compendium.abilities.701ts4xCDjURZSb5]{Teamwork}

Mid Tier

@UUID[Compendium.cyphersystem-compendium.abilities.hB1CISYVEZXEO0IV]{Accelerate} @UUID[Compendium.cyphersystem-compendium.abilities.wJSxVM8fWADJtTSd]{Applying Your Knowledge} @UUID[Compendium.cyphersystem-compendium.abilities.knh2MWMhCgqOjWYD]{Buddy System} @UUID[Compendium.cyphersystem-compendium.abilities.lb5Bo8BpNXdVMkmt]{Combat Challenge} @UUID[Compendium.cyphersystem-compendium.abilities.bz04IOSkdP3zcRMD]{Defend All the Innocent} @UUID[Compendium.cyphersystem-compendium.abilities.Su3LkSzdGHg9w1RO]{Dual Wards} @UUID[Compendium.cyphersystem-compendium.abilities.XR8WeRW3OlbCIjlJ]{Elemental Protection} @UUID[Compendium.cyphersystem-compendium.abilities.RgosWDt0hkosbVQr]{In Harm’s Way} @UUID[Compendium.cyphersystem-compendium.abilities.1N6P5ZRogThCS0KH]{Lead by Inquiry} @UUID[Compendium.cyphersystem-compendium.abilities.dIK67k9aoBbFBnkf]{Pay It Forward} @UUID[Compendium.cyphersystem-compendium.abilities.oS3AeTouF6HPcaH5]{Play to the Crowd} @UUID[Compendium.cyphersystem-compendium.abilities.QFZyfDWOSEpZeQmM]{Spur Effort} @UUID[Compendium.cyphersystem-compendium.abilities.scceoEmEnN5MW8XT]{Take Command} @UUID[Compendium.cyphersystem-compendium.abilities.GAeUBbQWE3ryv50V]{True Guardian}

High Tier

@UUID[Compendium.cyphersystem-compendium.abilities.Eez3uExkDA20XJg3]{Able Assistance} @UUID[Compendium.cyphersystem-compendium.abilities.G8waoPdWGzMl0S1n]{Battle Management} @UUID[Compendium.cyphersystem-compendium.abilities.3JWMtJBjf3oUWaxP]{Block for Another} @UUID[Compendium.cyphersystem-compendium.abilities.LwmoGOpgHy1K2dU4]{Energize Creature} @UUID[Compendium.cyphersystem-compendium.abilities.5i6TqVJQQ4sTvqTm]{Energize Crowd} @UUID[Compendium.cyphersystem-compendium.abilities.lJWTlBH1koX2Fjgi]{Impart Understanding} @UUID[Compendium.cyphersystem-compendium.abilities.oilgQ4oM02Pa0eNp]{Inspiration} @UUID[Compendium.cyphersystem-compendium.abilities.tTrekc4AZbIqem5L]{Inspire Coordinated Actions} @UUID[Compendium.cyphersystem-compendium.abilities.fPCTpU0viXXWrNs0]{Inspiring Success} @UUID[Compendium.cyphersystem-compendium.abilities.Tes6ntXPZR8IHgY4]{Regenerate Other} @UUID[Compendium.cyphersystem-compendium.abilities.PXvS7AatBcxH9cvZ]{Share Defense} @UUID[Compendium.cyphersystem-compendium.abilities.U9sgMUKkIkDIdRtK]{Stimulate} @UUID[Compendium.cyphersystem-compendium.abilities.iE83ABQRko5NemVU]{Teach Trick} @UUID[Compendium.cyphersystem-compendium.abilities.zZYSSAFXtJcuezxM]{Transcend the Script} @UUID[Compendium.cyphersystem-compendium.abilities.mjEFQ3ndDRvLB5Dj]{True Defender} @UUID[Compendium.cyphersystem-compendium.abilities.IN9qNZDx4sBKNr8n]{Undo} @UUID[Compendium.cyphersystem-compendium.abilities.PTM0HWGFfo5CHMif]{Will of a Leader} @UUID[Compendium.cyphersystem-compendium.abilities.jTiOQKW2QtXK8dmF]{Work the Friendship}

Task

Gives training, specialization, or an asset in one or more noncombat skills (climbing, healing, computers, initiative, and so on).

Low Tier

@UUID[Compendium.cyphersystem-compendium.abilities.wifCvRG9OhsTDT30]{Advantages of Being Big} @UUID[Compendium.cyphersystem-compendium.abilities.YD5gm0w3lqTSyO3V]{Anticipation} @UUID[Compendium.cyphersystem-compendium.abilities.rYaAyFLmCAAwZi0s]{Assassin Skills} @UUID[Compendium.cyphersystem-compendium.abilities.cpXOBSLY03j89yOy]{Athlete} @UUID[Compendium.cyphersystem-compendium.abilities.AWretAEaeQfXTXMy]{Autodoctor} @UUID[Compendium.cyphersystem-compendium.abilities.tJiXzKX4gf0GNV6V]{Balance} @UUID[Compendium.cyphersystem-compendium.abilities.XToLeZ4ksSj3MA5I]{Bestiary Knowledge} @UUID[Compendium.cyphersystem-compendium.abilities.A83Lw7NnAqwg4BZR]{Blameless} @UUID[Compendium.cyphersystem-compendium.abilities.awhzMw4RHwOwgEIR]{Breaker} @UUID[Compendium.cyphersystem-compendium.abilities.lY7NaxsFxt1XZVk5]{Car Surfer} @UUID[Compendium.cyphersystem-compendium.abilities.PlTtlXeugIljHFVg]{Careful Aim} @UUID[Compendium.cyphersystem-compendium.abilities.zGoUoC6i0f1SbUqE]{Celebrity Talent} @UUID[Compendium.cyphersystem-compendium.abilities.JkiG6hpsfj1h6XRR]{Computer Programming} @UUID[Compendium.cyphersystem-compendium.abilities.dQHSDDZxJNHrHH1l]{Contortionist} @UUID[Compendium.cyphersystem-compendium.abilities.YvPBxDxLz16Usm7m]{Courageous} @UUID[Compendium.cyphersystem-compendium.abilities.fkyJ02LbeOAfDxcF]{Crafter} @UUID[Compendium.cyphersystem-compendium.abilities.UyQTRi5ZwWU5tMO0]{Danger Sense} @UUID[Compendium.cyphersystem-compendium.abilities.Q3DGDFwNIOjz866X]{Datajack} @UUID[Compendium.cyphersystem-compendium.abilities.2GwH3ugd7aHrWZRz]{Debate} @UUID[Compendium.cyphersystem-compendium.abilities.kkTWFQBeHMS8d6IL]{Deep Water Guide} @UUID[Compendium.cyphersystem-compendium.abilities.tjxKTFdA8gqZDP90]{Designation} @UUID[Compendium.cyphersystem-compendium.abilities.9p2RJYFo6s55F5Ha]{Devoted Defender} @UUID[Compendium.cyphersystem-compendium.abilities.eYHlYyVDj3odrAFJ]{Disguise} @UUID[Compendium.cyphersystem-compendium.abilities.6dPEKpK0HWuD7Bxu]{Divine Knowledge} @UUID[Compendium.cyphersystem-compendium.abilities.DCuOpij3sNomBe1a]{Driver} @UUID[Compendium.cyphersystem-compendium.abilities.ea7BzQy6fZqHQNET]{Enlightened} @UUID[Compendium.cyphersystem-compendium.abilities.6FI9lLeQx0tJX1W6]{Exploratory Experience} @UUID[Compendium.cyphersystem-compendium.abilities.jx6DFmlbQrmltHgc]{Extra Skill} @UUID[Compendium.cyphersystem-compendium.abilities.YQEECpNwDSFCFnCN]{Feat of Strength} @UUID[Compendium.cyphersystem-compendium.abilities.QgCWZia7gFicmEJr]{Flex Lore} @UUID[Compendium.cyphersystem-compendium.abilities.HoUOwIPfKTlxyQH0]{Freakishly Large} @UUID[Compendium.cyphersystem-compendium.abilities.qpBv7OxAcMAAtY2M]{Game Lessons} @UUID[Compendium.cyphersystem-compendium.abilities.p3kh3XKzetkJTG1J]{Gamer} @UUID[Compendium.cyphersystem-compendium.abilities.DmnRMTfHYaeoYFVu]{Good Advice} @UUID[Compendium.cyphersystem-compendium.abilities.pp9NFNHKgOhRYbsY]{Hand to Eye} @UUID[Compendium.cyphersystem-compendium.abilities.f7wLki6qjCNs2Ici]{Handy} @UUID[Compendium.cyphersystem-compendium.abilities.YOHGDC5hx24SqbQz]{Hard Choices} @UUID[Compendium.cyphersystem-compendium.abilities.YBMLX3Jm5oN79J6G]{Heads-Up Display} @UUID[Compendium.cyphersystem-compendium.abilities.A853pOqz5BmPfh4w]{Higher Mathematics} @UUID[Compendium.cyphersystem-compendium.abilities.ZgLefUbAcrmYdFur]{How Others Think} @UUID[Compendium.cyphersystem-compendium.abilities.vFc52xBtBp69WglW]{Impersonate} @UUID[Compendium.cyphersystem-compendium.abilities.HBHjx10W5BQW101w]{Impressive Display} @UUID[Compendium.cyphersystem-compendium.abilities.369RISHwqzRXkwEG]{Infiltrator} @UUID[Compendium.cyphersystem-compendium.abilities.sM2zEDx4gRr9CuiR]{Inner Defense} @UUID[Compendium.cyphersystem-compendium.abilities.fh7tK1BVjgSfZ8ml]{Insight} @UUID[Compendium.cyphersystem-compendium.abilities.wWCehMidmvLypdxj]{Inspire Aggression} @UUID[Compendium.cyphersystem-compendium.abilities.V765JZKDKQ00Buyn]{Interaction Skills} @UUID[Compendium.cyphersystem-compendium.abilities.4dTGeclZRVjzn5tT]{Interface} @UUID[Compendium.cyphersystem-compendium.abilities.PK6oiYXgdP7KaGgi]{Investigate} @UUID[Compendium.cyphersystem-compendium.abilities.romswZIOmAmtzfCL]{Investigative Skills} @UUID[Compendium.cyphersystem-compendium.abilities.4p95GsynORh0Xd7X]{Knowing} @UUID[Compendium.cyphersystem-compendium.abilities.xBQM1AmjmcjmPDDD]{Knowledge of the Law} @UUID[Compendium.cyphersystem-compendium.abilities.eEGFknWQZUBNXn99]{Knowledge Skills} @UUID[Compendium.cyphersystem-compendium.abilities.oAsK49Zgey5QaC82]{Late Inspiration} @UUID[Compendium.cyphersystem-compendium.abilities.eM1fLppEnXHBlRNX]{Learning the Path} @UUID[Compendium.cyphersystem-compendium.abilities.rfsCCpxcsjc8hr60]{Levity} @UUID[Compendium.cyphersystem-compendium.abilities.aOzkoVf0mNSkZBtn]{Life Lessons} @UUID[Compendium.cyphersystem-compendium.abilities.lzy1YbdIJxzNIHZq]{Machine Affinity} @UUID[Compendium.cyphersystem-compendium.abilities.QHSH8fE6l3bKz2xl]{Machine Hunting} @UUID[Compendium.cyphersystem-compendium.abilities.rhaZSmU6dJpzMO64]{Machine Interface} @UUID[Compendium.cyphersystem-compendium.abilities.XQxN55rl0f5HFxEM]{Magic Training} @UUID[Compendium.cyphersystem-compendium.abilities.Zu06akqnHdCvoR0W]{Make Judgment} @UUID[Compendium.cyphersystem-compendium.abilities.YF8CYsYKcXpdfqH5]{Master Identifier} @UUID[Compendium.cyphersystem-compendium.abilities.KM9qqjzJBJusQNkT]{Master Thief} @UUID[Compendium.cyphersystem-compendium.abilities.GfDLA0qSvqhqzIbL]{Microgravity Adept} @UUID[Compendium.cyphersystem-compendium.abilities.PRW5MxW12oakmeHE]{Monster Lore} @UUID[Compendium.cyphersystem-compendium.abilities.tC7wmZwlZcQy5Vd0]{Movement Skills} @UUID[Compendium.cyphersystem-compendium.abilities.CBGeAZSBuymzrxDz]{Muscles of Iron} @UUID[Compendium.cyphersystem-compendium.abilities.FDUGlu7DZhdfxH2P]{Natural Charisma} @UUID[Compendium.cyphersystem-compendium.abilities.bcEupdsF6FduFPwe]{Oneirochemy} @UUID[Compendium.cyphersystem-compendium.abilities.oTDJtTDkwxr5uSfU]{Open Mind} @UUID[Compendium.cyphersystem-compendium.abilities.EbnGDC61relhYaib]{Opening Statement} @UUID[Compendium.cyphersystem-compendium.abilities.noCgrKbB370cfzQg]{Physical Skills} @UUID[Compendium.cyphersystem-compendium.abilities.Kk5nnC1EcYtqc3Fu]{Pilot} @UUID[Compendium.cyphersystem-compendium.abilities.TTKx93iEvtnptsep]{Poetic License} @UUID[Compendium.cyphersystem-compendium.abilities.OjGaIl0JEepjDrla]{Post-Apocalyptic Survivor} @UUID[Compendium.cyphersystem-compendium.abilities.MBlyd9LvSH8D0Z5I]{Powerful Rhetoric} @UUID[Compendium.cyphersystem-compendium.abilities.vcbIe2sSMKJmawl4]{Predictive Equation} @UUID[Compendium.cyphersystem-compendium.abilities.xMRRfjFF0POkxyea]{Privileged Nobility} @UUID[Compendium.cyphersystem-compendium.abilities.FEkLEYwk7r9KE7oC]{Quarry} @UUID[Compendium.cyphersystem-compendium.abilities.YCwy44WnpusEYN7g]{Quick Study} @UUID[Compendium.cyphersystem-compendium.abilities.QVPmLa6CKwmH6vJZ]{Quick to Flee} @UUID[Compendium.cyphersystem-compendium.abilities.8EJ59LwWPkaqErUd]{Quicker Than Most} @UUID[Compendium.cyphersystem-compendium.abilities.pMQT2QIL38XlhkxB]{Resist Tricks} @UUID[Compendium.cyphersystem-compendium.abilities.ZOfmWQFbwSJQB4wm]{Ruin Lore} @UUID[Compendium.cyphersystem-compendium.abilities.IYt42xzsjesQyEfT]{Sailor} @UUID[Compendium.cyphersystem-compendium.abilities.h3G0Ven2SoaPCbk4]{Salvage and Comfort} @UUID[Compendium.cyphersystem-compendium.abilities.WUY75HFAqAu1i9ku]{Sense Attitudes} @UUID[Compendium.cyphersystem-compendium.abilities.x8cGd4MC9YEW9isa]{Serv-0 Repair} @UUID[Compendium.cyphersystem-compendium.abilities.9sfX1SGtcQ17Uiny]{Sharp Senses} @UUID[Compendium.cyphersystem-compendium.abilities.HWZ8mwAfZEu6r778]{Sleuth} @UUID[Compendium.cyphersystem-compendium.abilities.2CrV3a9S1yzOXBOJ]{Slippery} @UUID[Compendium.cyphersystem-compendium.abilities.sHdBJdVshvtAqz1K]{Sneak} @UUID[Compendium.cyphersystem-compendium.abilities.gwMRhz3h9zxbVQXt]{Stalker} @UUID[Compendium.cyphersystem-compendium.abilities.gbU7mA0flUR4W8Dl]{Stand Watch} @UUID[Compendium.cyphersystem-compendium.abilities.QAdh0yZBjJsHdJjD]{Stealth Skills} @UUID[Compendium.cyphersystem-compendium.abilities.tFhd4dEGikOd1g1K]{Straightforward} @UUID[Compendium.cyphersystem-compendium.abilities.MwDYD8V1CJv8w9rR]{Superb Explorer} @UUID[Compendium.cyphersystem-compendium.abilities.aJ1T8XqGF38vyzV2]{Superb Infiltrator} @UUID[Compendium.cyphersystem-compendium.abilities.B4U7RiMrZElfOQyj]{Taking Advantage} @UUID[Compendium.cyphersystem-compendium.abilities.1ZV6jp2IuXFgXEjn]{Task Training} @UUID[Compendium.cyphersystem-compendium.abilities.pYsmdnNte7o5Flca]{Tech Skills} @UUID[Compendium.cyphersystem-compendium.abilities.0xVoKhKKvzxIbtJD]{There’s Your Problem} @UUID[Compendium.cyphersystem-compendium.abilities.k4LeTZ1lqN9L3hPS]{Tool Mastery} @UUID[Compendium.cyphersystem-compendium.abilities.VAGafmOiBpvU2eq0]{Tracker} @UUID[Compendium.cyphersystem-compendium.abilities.O0d2Xjp5HTUdFzmp]{Trained Excavator} @UUID[Compendium.cyphersystem-compendium.abilities.A8CGMbLGsJ3AHKMP]{Trained Interlocutor} @UUID[Compendium.cyphersystem-compendium.abilities.eVZMy7s6px5jLTfj]{Trained Swimmer} @UUID[Compendium.cyphersystem-compendium.abilities.wEjdodvc6SLf8yso]{Travel Skills} @UUID[Compendium.cyphersystem-compendium.abilities.kv03xEihe4VZNkK5]{Understanding} @UUID[Compendium.cyphersystem-compendium.abilities.zgcoMEc4j2MjpDhC]{Vacuum Skilled} @UUID[Compendium.cyphersystem-compendium.abilities.KqV5RSzOU3S3NK51]{Wilderness Life} @UUID[Compendium.cyphersystem-compendium.abilities.8KYjSKp6ieQ8YXUy]{Wilderness Lore} @UUID[Compendium.cyphersystem-compendium.abilities.XseI77zSp7iHkEWq]{Wound Tender} @UUID[Compendium.cyphersystem-compendium.abilities.qEzcqbNhuJQuBagn]{Zero Dark Eyes}

Mid Tier

@UUID[Compendium.cyphersystem-compendium.abilities.GK0o4fjCtxgAP269]{Action Processor} @UUID[Compendium.cyphersystem-compendium.abilities.6ILcTvACqDdLVpc8]{Agent Provocateur} @UUID[Compendium.cyphersystem-compendium.abilities.KAAezRI2l8rdp1NS]{Animal Senses and Sensibilities} @UUID[Compendium.cyphersystem-compendium.abilities.TmDavAL4vDxKjLBK]{Confidence Artist} @UUID[Compendium.cyphersystem-compendium.abilities.yB4tnpDNVSOxgruq]{Dark Matter Shell} @UUID[Compendium.cyphersystem-compendium.abilities.bvqDafTBMB7Uo9Qj]{Enhance Strength} @UUID[Compendium.cyphersystem-compendium.abilities.hQx9SoUhY6jzUeTW]{Expert Driver} @UUID[Compendium.cyphersystem-compendium.abilities.12xO8QaEsTvEFUvY]{Expert Pilot} @UUID[Compendium.cyphersystem-compendium.abilities.RESKINMA0INj60Rc]{Find the Guilty} @UUID[Compendium.cyphersystem-compendium.abilities.dVh39nh5ARUxreUc]{Flex Skill} @UUID[Compendium.cyphersystem-compendium.abilities.Kk9lHkiaqsr3pUmk]{Ghost} @UUID[Compendium.cyphersystem-compendium.abilities.NhNvpbUWNRIFEm8b]{Hard to See} @UUID[Compendium.cyphersystem-compendium.abilities.7tiGTYVXj9eHdja7]{Heightened Skills} @UUID[Compendium.cyphersystem-compendium.abilities.uhC4ubTGfhkNvIMX]{Improvise} @UUID[Compendium.cyphersystem-compendium.abilities.iyM2N9G0RLlj6BZ7]{Increasing Determination} @UUID[Compendium.cyphersystem-compendium.abilities.2odkyEO8azxIZWYj]{Intelligent Interface} @UUID[Compendium.cyphersystem-compendium.abilities.t5vs3xMko8GLCB64]{Intense Interaction} @UUID[Compendium.cyphersystem-compendium.abilities.vPraXsdXkCmaoBbI]{Knowledge Is Power} @UUID[Compendium.cyphersystem-compendium.abilities.4JDFgEhyhqReRngE]{Master Crafter} @UUID[Compendium.cyphersystem-compendium.abilities.e3jpx5KsYc8F13Pu]{Meticulous Planner} @UUID[Compendium.cyphersystem-compendium.abilities.l0OFjk5XVGV5LzP1]{Minor Wish} @UUID[Compendium.cyphersystem-compendium.abilities.LdHCwZcifnRRuPrp]{Nightstrike} @UUID[Compendium.cyphersystem-compendium.abilities.3VJyYtECl0wKQj2p]{Outlast the Foe} @UUID[Compendium.cyphersystem-compendium.abilities.XQkQrvp4o395uIOJ]{Passing Mechanic} @UUID[Compendium.cyphersystem-compendium.abilities.LojkwDtb1gHLSB6A]{Preternatural Senses} @UUID[Compendium.cyphersystem-compendium.abilities.MzKqElUHuTtHkV7D]{Pull a Fast One} @UUID[Compendium.cyphersystem-compendium.abilities.y1bQFSBlwMbUico5]{Rapid Processing} @UUID[Compendium.cyphersystem-compendium.abilities.DhSH0rnaqLogC3DC]{Rider} @UUID[Compendium.cyphersystem-compendium.abilities.oCcnXLYQy9DjwPJC]{Sea Legs} @UUID[Compendium.cyphersystem-compendium.abilities.syiylO75dZlcUp3i]{Sensing Package} @UUID[Compendium.cyphersystem-compendium.abilities.NcItnMHjeG9fgE1K]{Serv-0 Aim} @UUID[Compendium.cyphersystem-compendium.abilities.lPqCQOQJF0JfoFRn]{Serv-0 Brawler} @UUID[Compendium.cyphersystem-compendium.abilities.EQXA8Gcwdc7dU8lw]{Sharp-Eyed} @UUID[Compendium.cyphersystem-compendium.abilities.hIy0GMeL8WALvhEb]{Ship Footing} @UUID[Compendium.cyphersystem-compendium.abilities.U2QV8t7Pq9irgHqF]{Silent As Space} @UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks} @UUID[Compendium.cyphersystem-compendium.abilities.c4CG5F8lfaYelzFf]{Soothe Mind and Body} @UUID[Compendium.cyphersystem-compendium.abilities.3pqCkOZjnAXWIikt]{Subtle Steps} @UUID[Compendium.cyphersystem-compendium.abilities.q80xvRDX6XwFXgma]{Targeting Eye} @UUID[Compendium.cyphersystem-compendium.abilities.NaqoExT72j3xkWp3]{Task Specialization} @UUID[Compendium.cyphersystem-compendium.abilities.oah8DOODfphl858B]{Telling} @UUID[Compendium.cyphersystem-compendium.abilities.3wxiRMTCBZ4iNCHp]{Temporal Acceleration} @UUID[Compendium.cyphersystem-compendium.abilities.zuEylYrgOVAAjs71]{Trained Basher} @UUID[Compendium.cyphersystem-compendium.abilities.I8N5PUMy5Eq7cqZl]{Trained Gunner} @UUID[Compendium.cyphersystem-compendium.abilities.gPqiQflb6Z3DXGVk]{Trained Slayer} @UUID[Compendium.cyphersystem-compendium.abilities.SjO76u6MlpVx3PwO]{Verbal Misdirection} @UUID[Compendium.cyphersystem-compendium.abilities.PlVEpuVxp9pGJSoa]{You Studied}

High Tier

@UUID[Compendium.cyphersystem-compendium.abilities.B0dq2gW9gdA0PdzR]{Amplify Sounds} @UUID[Compendium.cyphersystem-compendium.abilities.2uSx4ErQ9f2QLX5M]{As Foretold in Prophecy} @UUID[Compendium.cyphersystem-compendium.abilities.jmjxGRJTwztzBtLc]{Coordinated Effort} @UUID[Compendium.cyphersystem-compendium.abilities.xRvaY8SG4HVy5WO8]{Dark Explorer} @UUID[Compendium.cyphersystem-compendium.abilities.rYOt0poxNGA8b3FP]{Explains the Ineffable} @UUID[Compendium.cyphersystem-compendium.abilities.VVYx3J42Sj9qCQV9]{Exploit Advantage} @UUID[Compendium.cyphersystem-compendium.abilities.GnQRIvynqXx1R2a0]{Further Mathematics} @UUID[Compendium.cyphersystem-compendium.abilities.2LaX22wvw35lDger]{Learned a Few Things} @UUID[Compendium.cyphersystem-compendium.abilities.YWMUeaNzao8n8pAc]{Like the Back of Your Hand} @UUID[Compendium.cyphersystem-compendium.abilities.Cz0KkzZPnlX1oTYz]{Magnificent Moment} @UUID[Compendium.cyphersystem-compendium.abilities.kZ3LhhYZKrcnBplY]{Master Entertainer} @UUID[Compendium.cyphersystem-compendium.abilities.4USzF8qKs8oZJH13]{Multiple Skills} @UUID[Compendium.cyphersystem-compendium.abilities.kcXnkEBuyNil4Nd4]{No One Knows Better} @UUID[Compendium.cyphersystem-compendium.abilities.N0wzhZ676UrCR8M4]{Precognition} @UUID[Compendium.cyphersystem-compendium.abilities.MA2Pwhbpbq2SSIQy]{See the Future} @UUID[Compendium.cyphersystem-compendium.abilities.QZa9b5G80qxtoYqg]{Subsonic Rumble} @UUID[Compendium.cyphersystem-compendium.abilities.RE24qvMuPhasaCP3]{Total Awareness} @UUID[Compendium.cyphersystem-compendium.abilities.qKDngpAWNEzhdRj5]{Trick Driver} @UUID[Compendium.cyphersystem-compendium.abilities.vhGEeFVgyqX1gzRr]{Using the Environment}

Transform

A significant change that temporarily enhances you, such as growing bigger, turning into a werewolf, and so on. Also includes apparent transformations like disguises and invisibility.

Low Tier

@UUID[Compendium.cyphersystem-compendium.abilities.8DXGUr433iXaVCSv]{Beast Form} @UUID[Compendium.cyphersystem-compendium.abilities.GmMePJHTRl6PshR6]{Bigger} @UUID[Compendium.cyphersystem-compendium.abilities.wIOwT1tjGLMYzZAb]{Controlled Change} @UUID[Compendium.cyphersystem-compendium.abilities.HDYOv1V10xpFbFI7]{Enlarge} @UUID[Compendium.cyphersystem-compendium.abilities.Tgmrh8dyGqqCfnU5]{Face Morph} @UUID[Compendium.cyphersystem-compendium.abilities.U9ZBl9NeipxSLavS]{Golem Healing} @UUID[Compendium.cyphersystem-compendium.abilities.asQqC0DepYcsPxRV]{Illusory Disguise} @UUID[Compendium.cyphersystem-compendium.abilities.zOCvNsxHOcmkQrBn]{Phased Pocket} @UUID[Compendium.cyphersystem-compendium.abilities.5aUrbdjSSLCRggHU]{Spin Identity} @UUID[Compendium.cyphersystem-compendium.abilities.1CjsEMTtfnvL1CeJ]{Vanish}

Mid Tier

@UUID[Compendium.cyphersystem-compendium.abilities.NIePQkLH2DTVjZR2]{Bigger Beast Form} @UUID[Compendium.cyphersystem-compendium.abilities.rZsohzuwTFfghWVO]{Blend In} @UUID[Compendium.cyphersystem-compendium.abilities.Uq6p6fOg9KyFcUws]{Evanesce} @UUID[Compendium.cyphersystem-compendium.abilities.wqzexDdZolWgxAza]{Greater Controlled Change} @UUID[Compendium.cyphersystem-compendium.abilities.NhNvpbUWNRIFEm8b]{Hard to See} @UUID[Compendium.cyphersystem-compendium.abilities.uNzF1oQKJ6T1yqL4]{Huge} @UUID[Compendium.cyphersystem-compendium.abilities.nEN2HYzlJWhonfmE]{Invisible Phasing} @UUID[Compendium.cyphersystem-compendium.abilities.RfGCXsX7JXEr8fMw]{Moon Shape}

High Tier

@UUID[Compendium.cyphersystem-compendium.abilities.hbbPZIjq81Qqdp6i]{Colossal} @UUID[Compendium.cyphersystem-compendium.abilities.uN2YVmNxkFj3SFof]{Command Metal} @UUID[Compendium.cyphersystem-compendium.abilities.PyVeE7CtDVDksWG6]{Disappear} @UUID[Compendium.cyphersystem-compendium.abilities.0XYaYNoQzrYYKR4p]{Gargantuan} @UUID[Compendium.cyphersystem-compendium.abilities.wvlSlYCJyrJuFqtn]{Invisibility} @UUID[Compendium.cyphersystem-compendium.abilities.S5JTyQCNcgrXgNqf]{Mask} @UUID[Compendium.cyphersystem-compendium.abilities.m2j3n3xiExLcXAAn]{Moderate Wish} @UUID[Compendium.cyphersystem-compendium.abilities.5Rre17QhaTln9jgA]{Outside Reality} @UUID[Compendium.cyphersystem-compendium.abilities.85DCcEDqvz6A0LkD]{Perfect Control} @UUID[Compendium.cyphersystem-compendium.abilities.TRdK7RJBkq8WW4np]{Wild Camouflage}

","markdown":""},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"ownership":{"default":-1},"flags":{}},{"sort":399610,"name":"Equipment","type":"text","_id":"CSHlAboV1tzyC1Kz","title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"

Equipment in the Cypher System plays only a small role. It’s far more important to focus on what you can do than on what you have. Still, sometimes it’s important to know if you’ve got enough rope, or what kind of gun your space pilot has at their hip.

Currency and Prices

Dollars, pounds, euros, credits, gold pieces, Martian solval beads, Corso moons and stars, bottle caps—a lot of different currencies might be used in your game, depending on the setting and the genre. You should use whatever you like. In the Cypher System rules, we talk in generalities rather than specifics. Not unlike saying immediate or short distance rather than giving precise numbers, we talk about goods and services in terms of inexpensive, moderately priced, expensive, very expensive, or exorbitant.

The GM can figure out what those things mean in their setting. In a fantasy setting, an inexpensive item might be 1 or 2 copper pennies, while an expensive item might require gold on the table. The exact amount can vary, and in many campaigns, the exact amount will matter. The GM will develop a detailed price list for their setting, and players will track their money on their character sheets to determine what they can afford, often ignoring the terms inexpensive, moderately priced, and so on.

But some GMs might want to keep things simple and use only the general terms, indicating currency just as flavor now and then. In a space opera game, where the PCs are the crew of a starship blazing about the galaxy in search of adventure and profit, fuel and upkeep for the ship might be expensive. Hauling a few passengers from Epsilon Eridani back to Earth might earn enough to purchase six expensive items but cost the equivalent of two expensive items, leaving the crew with the means to refuel and maintain the ship for two further voyages. In such a game, where money only means keeping the ship flying, no one has to talk in specific amounts. Characters might refer to “galactic credits” or something similar, but amounts might not be tracked on the character sheets.

Price Categories

There are five price categories for goods and services.

An inexpensive item is something that common people buy. A simple meal or a drink in the bar. A pen and some paper. A book or magazine.

A moderately priced item is something that common people buy, but not too often and not in great quantities. A small piece of furniture. A major entertainment. An expensive meal. A new outfit.

An expensive item is something that would strain a common person’s finances. Rent on a simple apartment. A major piece of furniture. A very nice outfit. The cost to travel a long distance (if appropriate to the setting).

A very expensive item is probably out of the reach of most people except in very special circumstances. Jewelry. Luxury furnishings.

An exorbitant item is something only the very rich can afford. A very nice house. A ship. Extremely expensive jewelry or art.

Think of the categories as powers of 10. That is to say, a moderately priced item is ten times more costly than an inexpensive item. An expensive item is ten times more costly than a moderately priced item, and thus 100 times the cost of something inexpensive. A very expensive item is ten times the cost of an expensive one, 100 times the cost of a moderate one, and 1,000 times the cost of an inexpensive one. An exorbitant item is priced ten times beyond that.

In some settings, even the generalization offered by the pricing categories might be too specific or cumbersome. In many superhero games, for example, prices are relatively moot. After saving the city, typical superheroes don’t worry about paying rent or how much dinner will cost. On the other hand, in a grittier superhero game, maybe that’s exactly what they worry about.

Using The Price Categories

Regardless of how precise you want to be with prices and currency, you can use the price categories in a variety of ways.

It’s easy for a GM to say to a player “You can afford two extra moderately priced things at the start of the game.” The player can look on the list and pick two moderately priced items without worrying about their cost. Plus, this approach makes it clear that they get two items, not twenty inexpensive items or one more expensive item that perhaps would not be appropriate for a starting character. The categories make it easy to lump similar items together.

The GM can also say “You can have whatever inexpensive items you want, and don’t worry about the cost.” At higher tiers, when the PCs have more wealth, followers, and so on, the GM can do this with moderate or even expensive items. This allows the group to skip over playing through a shopping trip to get supplies, and players don’t have to track prices down to the last coin.

Finally, the categories can be shorthand when evaluating loot, dividing up the spoils among the PCs, and resolving other story-based occurrences that crop up in the game without dealing in the minutiae of exact prices. This is of particular use in high-powered games where the PCs are rich and powerful.

Level of Equipment

Mundane equipment is about level 4—less if of inferior quality or materials, more if of superior quality or materials. This means that in a setting based on the distant past, the default level might be 3, while in the future it might be 5 or 6. So an average serf ’s tool in the Dark Ages is level 3, easily broken, while an average tool on a space station is level 6, made of advanced polymers.

Armor

Characters expecting danger frequently wear armor. Even the simplest protective covering helps against stabs and cuts, and more sophisticated or heavier armor protects against graver threats.

You can wear only one type of armor at a time—you cannot wear chainmail hauberk and scale armor together, for example. However, Armor bonuses from multiple sources combine to provide a total Armor rating. For example, if you have subdermal implants that give you +1 to Armor, a force field that offers another +1 to Armor, and beastskin that grants +2 to Armor, you have a total of +4 to Armor.

In general, light armor is a moderately priced item, medium armor is expensive, and heavy armor is very expensive. The Genre chapter offers more specific details on the kinds of armor available in a given setting. Keep in mind that in many genres, it’s quite odd, at best, to run around in armor tougher than a leather jacket.

Using Armor

Anyone can wear any armor, but it can be taxing. Wearing armor increases the cost of using a level of Effort when attempting a Speed-based action. So if you’re wearing light armor and want to use two levels of Effort on a Speed-based roll to run across difficult terrain, it costs 7 points from your Speed Pool rather than 5 (3 for the first level of Effort, plus 2 for the second level of Effort, plus 1 per level for wearing light armor). Edge reduces the overall cost as normal. If you are not experienced with a certain type of armor but wear it anyway, this cost is further increased by 1. Having experience with a type of armor is called being practiced with the armor.

ArmorSpeed Effort Additional Cost Per Level
Light+1
Medium+2
Heavy+3
Note: Clarification & Foundry VTT Usage

The table above is written from the perspective of someone having the ability Practiced in Armor. For consistency, armor items also assume that the PC is practiced in armor, so PCs without any ability or who are experienced in armor or have mastery in armor need to adjust the cost accordingly. Here’s a complete overview:

Speed Effort Additional Cost Per Level
ArmorNo AbilityPracticedExperiencedMastery
Light+2+1+0+0
Medium+3+2+1+0
Heavy+4+3+2+0

Shields

Shields provide an asset to Speed defense rolls. You must have one free hand to use a shield.

Weapons

Not all characters are familiar with all weapons. Warriors know their way around most types, but Explorers prefer light or medium weapons, and Adepts and Speakers usually stick to light weapons. If you wield a weapon that you have no experience with, an attack with that weapon is hindered. Having experience with a weapon is called being practiced with the weapon.

Light weapons inflict only 2 points of damage, but attacks with them are eased because they are fast and easy to use. Light weapons are punches, kicks, knives, handaxes, darts, very small pistols, and so on. Weapons that are particularly small are light weapons.

Medium weapons inflict 4 points of damage. Medium weapons include broadswords, battleaxes, maces, crossbows, spears, typical handguns, light rifles, sawed-off shotguns, and so on. Most weapons are medium. Anything that could be used in one hand (even if it’s often used in two hands, such as a quarterstaff or spear) is a medium weapon.

Heavy weapons inflict 6 points of damage, and you must use two hands to attack with them. Heavy weapons are huge swords, great hammers, massive axes, halberds, heavy crossbows, rifles, regular shotguns, assault rifles, and so on. Anything that must be used in two hands is a heavy weapon.

WeaponDamage
Light2 points (attack eased)
Medium4 points
Heavy6 points

In general, light weapons are moderately priced items, medium weapons are expensive, and heavy weapons are very expensive. Ammunition for a ranged weapon is inexpensive. The Genre chapter offers more specific details on weapons available in a given setting. Keep in mind that in many genres, it’s not acceptable to run around carrying dangerous weapons.

Explosive Weapons

Bombs, grenades, missiles, and other explosives operate differently than other weapons. They affect all targets within an area (usually an immediate area) and inflict damage to all of them. A separate attack roll is required for each (or a Speed defense roll if the PCs are the targets of such an attack), although to simplify, the player can make one attack roll and compare it to the difficulty to attack each target. Usually, even if the attack roll fails (or the Speed defense roll succeeds), the targets still suffer a smaller amount of damage, often 1 point.

Explosives like grenades can be thrown a short distance. Otherwise, another launcher weapon is needed to project them a long distance (or farther).

Miscellaneous Items and Services

Although the types of items for sale vary greatly based on the setting, a few things are always present, like food, lodging, and clothing. However, these goods and services can span the price categories. For example, you can get an inexpensive meal, a moderately priced meal, an expensive meal, and so on. An inexpensive meal is light and probably not very nutritious. An expensive meal is available only in nice restaurants in certain locations. An exorbitant meal is probably a feast for a crowd, with the finest foods and drink available.

Nightly lodging is similar, although the bottom end starts out worse. An inexpensive night’s lodging is probably a flea-ridden mat on the floor of a room filled with other lodgers. Typical lodging (a private room with a decent bed) is probably in the moderately priced range. Very expensive lodging might be a suite of rooms with delicious meals and personal services (such as massages and grooming) included.

Inexpensive clothing is just a step up from rags, but moderately priced clothing is decent enough. For a formal party, you’d want expensive clothing. The very rich likely wear very expensive clothing most of the time, and exorbitant clothing (and jewelry) when they go to their elite galas.

Other sorts of miscellaneous items can be found in the Genre chapter.

Cyphers

Cyphers can sometimes be physical items like equipment, but they work very differently. To be entirely accurate, cyphers might have the veneer of equipment, but don’t fall into the trap of confusing the two. Cyphers are far more akin to PC special abilities than to gear. In a fantasy game, they might be potions, scrolls, or charms. In a science fiction game, cyphers might be interesting throwaway devices or alien crystals of unknown providence. In other games, they might just represent good fortune or sudden inspiration. See the Cyphers chapter for more details.

Artifacts

Artifacts are more powerful than equipment and can’t simply be purchased. The Genre chapter offers a few sample artifacts appropriate for various settings.

Each artifact has a level and a rate of power depletion. When an artifact is used or activated, the player rolls the designated die (1d6, 1d10, 1d20, or 1d100). If the die shows the depletion number(s), the item works, but that is its last use. A depletion entry of “—” means that the artifact never depletes, and an entry of “automatic” means that it can be used only once.

Depowered artifacts can sometimes be recharged using the repair rules, depending on the item’s nature. Other special abilities can also repower an expended item, but probably for only one use.

For GM information on artifacts, see the Running the Cypher System chapter.

Finding, Identifying, and Using Artifacts

Characters can sometimes find artifacts while on adventures. They might be in ancient ruins, either intact or in need of manipulation to get them working. They could have been stolen from well-guarded military installations. They might be granted as rewards or taken from fallen foes. Sometimes they can even be purchased from a specialized source, but this occurs more rarely than most PCs would probably like.

After the characters find an artifact, identifying it is a separate Intellect task. The GM sets the difficulty of the task, but it is usually equal to the artifact’s level. Identifying it takes fifteen minutes to three hours. If the PCs can’t identify an artifact, they can bring it to an expert to be identified or, if desired, traded or sold.

Characters can attempt to use an artifact that has not been identified, which is usually an Intellect task equal to the artifact’s level + 2. Failure might mean that the PCs can’t figure out how to use the artifact or they use it incorrectly (GM’s discretion). Of course, even if characters use an unidentified artifact correctly the first time, they have no idea what the effect might be.

Once characters identify an artifact, using it for the first time requires an additional Intellect action; this process is far more complex than pushing a button. It can involve manipulating touchscreens, reciting the proper arcane words, or anything else that fits the setting. The GM sets the difficulty, but it is usually equal to the artifact’s level.

","markdown":""},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"ownership":{"default":-1},"flags":{}},{"sort":537500,"name":"Experience Points","type":"text","_id":"kL1WYB17GtLujcMp","title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"

Experience points (XP) are the currency by which players gain benefits for their characters. The most common ways to earn XP are through GM intrusions and by accomplishing things the PCs set out to do. Sometimes experience points are earned during a game session, and sometimes they’re earned between sessions. In a typical session, a player might earn 2 to 4 XP, and between sessions, perhaps another 2 XP (on average). The exact amounts depend on the events of the session.

GM Intrusion

At any time, the GM can introduce an unexpected complication for a character. When they intrude in this way, they must give that character 2 XP. That player, in turn, must immediately give one of those XP to another player and justify the gift (perhaps the other player had a good idea, told a joke, or performed an action that saved a life).

Often, the GM intrudes when a player attempts an action that should be an automatic success. However, the GM is free to intrude at other times. As a general rule, the GM should intrude at least once each session, but no more than once or twice each session per character.

Anytime the GM intrudes, the player can spend 1 XP to refuse the intrusion, though that also means they don’t get the 2 XP. If the player has no XP to spend, they can’t refuse.

If a player rolls a 1 on a die, the GM can intrude without giving the player any XP.

Example 1: Through skill and the aid of another character, a fourth-tier PC eases a wall-climbing task from difficulty 2 to difficulty 0. Normally, they would succeed at the task automatically, but the GM intrudes and says “No, a bit of the crumbling wall gives way, so you still have to make a roll.” As with any difficulty 2 task, the target number is 6. The PC attempts the roll as normal and gains 2 XP because the GM intruded. They immediately give one of those XP to another player.

Example 2: During a fight, a PC swings their axe and damages a foe with a slice across the shoulder. The GM intrudes by saying that the foe turned just as the axe struck, wrenching the weapon from the character’s grip and sending it clattering across the floor. The axe comes to a stop 10 feet (3 m) away. Because the GM intruded, the PC gains 2 XP, and the player immediately gives one of those XP to another player. Now the character must deal with the dropped weapon, perhaps drawing a different weapon or using their next turn to scramble after the axe.

For much more on GM intrusions, see the Running the Cypher System chapter.

Character Arcs

Character arcs are the means by which players can invest themselves more in great stories and character depth and development.

Just like in a book or a television show, characters progress through their own personal story and change over time. A PC with a character arc decides for themselves what they do and why. Character arcs are like stated goals for a character, and by progressing toward that goal, the character advances. The key word there is progressing. A PC doesn’t have to succeed at achieving the goal to earn advancement—it’s not an all-or-nothing prospect. Each arc is keyed to a single character, but just like in a book or show, characters can take part in the larger story arc that the whole group participates in, while also progressing in their own personal arc.

Character arcs have different steps that mark the character’s progress through the arc. Each arc eventually reaches a climax, and then finishes with a step that is a final resolution. Each step reached earns the character 2 XP. Character arcs are the most straightforward way that a character earns XP. (Typically, PCs will earn about half their total experience points from arcs or other GM awards.)

At character creation, a player can choose one character arc for their PC at no cost. Players have the option to not choose one, but it’s probably a good idea to do so. First and foremost, it is a character-defining factor. If they begin the campaign with a desire to find the woman who killed their brother, that says a lot about the character: they had a brother, he was likely close to them, he had been in at least one dangerous situation, and the character is probably motivated by anger and hate, at least somewhat. Even after the character finishes this first arc, they’ll undoubtedly have (at least one) more because they can gain new arcs as the campaign progresses.

Once play begins, players can take on a new arc whenever they wish, as fits the character’s ongoing story. Taking a new arc has a cost of 1 XP. While there’s no hard limit on how many arcs a character can have at one time, realistically most PCs couldn’t reasonably have more than three or four.

However, as mentioned above, arcs have a beginning cost that must be paid, reflecting the character’s devotion to the goal. The character will earn this investment back (probably many times over) if the arc is completed.

Character arcs are always player-driven. A GM cannot force one on a character. That said, the events in the narrative often present story arc opportunities and inspire character arcs for the PCs. It’s certainly in the GM’s purview to suggest possible arcs related to the events going on. For example, if the GM presents an encounter in which an NPC wishes to learn from the PC, it might make sense to suggest taking the Instruction arc. Whether or not the PC takes on the student, the player doesn’t have to adopt the Instruction arc unless they want to.

At the end of a session, review the actions you took and describe how they might equate to the completion of a step (or possibly more than one step) in their character arc. If the GM agrees, the character gets their reward.

When in doubt, if one character accomplishes a step in their arc but another character does not, the first character should get the 2 XP reward, but the other character should probably still get, at minimum, 1 XP for the session.

This chapter presents many sample character arcs (see below).

GM Awards

Sometimes, a group will have an adventure that doesn’t deal primarily with a PC’s character arc. In this case, it’s a good idea for the GM to award XP to that character for accomplishing other tasks. First and foremost, awards should be based on discovery. Discovery can include finding a significant new location, such as a hidden chamber, a secret fortress, a lost land, a new planet, or an unexplored dimension. In this fashion, PCs are explorers. Discovery can also include a new significant aspect of a setting, such as a secret organization, a new religion, and so on.

It can also mean finding a new procedure or device (something too big to be considered a piece of equipment) or even previously unknown information. This could include a source of magical power, a unique teleportation device, or the cure for a plague. These are all discoveries. The common thread is that the PCs discover something that they can understand and put to use.

Last, depending on the GM’s outlook and the kind of campaign the group wants to play, a discovery could be a secret, an ethical idea, an adage, or even a truth.

It’s a fine line, but ultimately the GM decides what constitutes a discovery as opposed to just something weird in the course of an adventure. Usually, the difference is, did the PCs successfully interact with it and learn something about it? If so, it’s probably a discovery.

Artifacts: When the group gains an artifact, award XP equal to the artifact’s level and divide it among the PCs (minimum 1 XP for each character). Round down if necessary. For example, if four PCs discover a level 5 artifact, they each get 1 XP. Money, standard equipment, and cyphers are not worth XP. (Experience point awards for artifacts should usually apply even if the artifact was given to the PCs rather than found, because often such gifts are the rewards for success.)

Miscellaneous Discoveries: Various other discoveries might grant 1 XP to each PC involved.

Other Awards: If a character is focused on activities that don’t relate to a character arc or a discovery, as a general rule, a mission should be worth at least 1 XP per game session involved in accomplishing it. For example, saving a family on an isolated farm beset by raiding cultists might be worth 1 XP for each character. Of course, saving the family doesn’t always mean killing the bad guys; it might mean relocating them, parlaying with the cultists, or chasing off the raiders.

Spending Experience Points

Experience points are meant to be used. Hoarding them is not a good idea; if a player accumulates more than 10 XP, the GM can require them to spend some.

Generally, experience points can be spent in four ways: immediate benefits, short- and medium-term benefits, long-term benefits, and character advancement.

Experience points should not be a goal unto themselves. Instead, they are a game mechanic to simulate how—through experience, time, toil, travail, and so on— characters become more skilled, more able, and more powerful. Spending XP to explain a change in a character’s capabilities that occurred in the course of the story, such as if the PC made a new device or learned a new skill, isn’t a waste of XP—it’s what XP are for.

Immediate Benefits

The most straightforward way for a player to use XP is to reroll any roll in the game—even one that they didn’t make. This costs 1 XP per reroll, and the player chooses the best result. They can continue to spend XP on rerolls, but this can quickly become an expensive proposition. It’s a fine way to try to prevent disaster, but it’s not a good idea to use a lot of XP to reroll a single action over and over.

A player can also spend 1 XP to refuse a GM intrusion.

Short- and Medium-Term Benefits

By spending 2 XP, a character can gain a skill—or, more rarely, an ability—that provides a short-term benefit. Let’s say a character notices that the computer terminals in the facility they’re infiltrating are similar to those used by the company they once worked for. They spend 2 XP and say that they have a great deal of experience in using these. As a result, they are trained in operating (and breaking into) these computers. This is just like being trained in computer use or hacking, but it applies only to computers found in that particular location. The skill is extremely useful in the facility, but nowhere else.

Medium-term benefits are usually story based. For example, a character can spend 2 XP while climbing through mountains and say that they have experience with climbing in regions like these, or perhaps they spend the XP after they’ve been in the mountains for a while and say that they’ve picked up the feel for climbing there. Either way, from now on, they’re trained in climbing in those mountains. This helps them now and any time they return to the area, but they’re not trained in climbing everywhere.

This method allows a character to get immediate training in a skill for half the normal cost. (Normally, it costs 4 XP to become trained in a skill.) It’s also a way to gain a new skill even if the PC has already gained a new skill as a step toward attaining the next tier.

In rare cases, a GM might allow a character to spend 2 XP to gain an entirely new ability—such as a device, a special ability, or a special mental power—for a short time, usually no longer than the course of one scenario. The player and the GM should agree on a story-based explanation for the benefit. Perhaps the ability has a specific rare requirement, such as a tool, a battery, a drug, or some kind of treatment. For example, a character who wants to explore a submerged location has several biotech enhancements, and they spend 2 XP to cobble together a device that lets them breathe underwater. This gives them the ability for a considerable length of time, but not permanently—the device might work for only eight hours. Again, the story and the logic of the situation dictate the parameters.

Long-Term Benefits

In many ways, the long-term benefits a PC can gain by spending XP are a means of integrating the mechanics of the game with the story. Players can codify things that happen to their characters by talking to the GM and spending 3 XP.

Things that a PC can acquire as a long-term benefit can be thought of as being story based, and they allow the player to have some narrative control over the story. In the course of play, a player might decide that their character gains a friend (a contact) or builds a log cabin (a home). Because a player spent XP, however, they should have some agency over what they’ve gained, and it shouldn’t be easily taken away. The player should help come up with the details of the contact or the design of their home.

It’s also possible to gain these benefits through events in the story, without spending XP. The new contact comes to the PC and starts the relationship. The new home is granted to them as a reward for service to a powerful or wealthy patron, or maybe the character inherits the home from a relative. However, because these came from the GM and not the player (and no XP were spent), the player has no narrative control over them and the GM makes up the details.

Long-term benefits can include the following.

Contact: The character gains a long-term NPC contact of importance—someone who will help them with information, equipment, or physical tasks. The player and GM should work out the details of the relationship.

Home: The PC acquires a full-time residence. This can be an apartment in a city, a cabin in the wilderness, a base in an ancient complex, or whatever fits the situation. It should be a secure place where the PC can leave their belongings and sleep soundly. Several characters could combine their XP and buy a home together.

Title or job: The PC is granted a position of importance or authority. It might come with responsibilities, prestige, and rewards, or it might be an honorary title.

Wealth: The PC comes into a considerable amount of wealth, whether it’s a windfall, an inheritance, or a gift. It might be enough to buy a home or a title, but that’s not really the point. The main benefit is that the PC no longer needs to worry about the cost of simple equipment, lodging, food, and so on. This wealth could mean a set amount—perhaps 50,000 dollars (or whatever is appropriate in the setting)—or it could bestow the ability to ignore minor costs, as decided by the player and GM.

GMs and players should work together to make XP awards and expenditures fit the ongoing story. If a PC stays in a location for two months to learn the inhabitants’ unique language, the GM might award the character a few XP, which are then immediately spent to grant them the ability to understand and speak that language.

Character Advancement

Progressing to the next tier involves four steps. When a PC has spent 4 XP on each of the steps, they advance to the next tier and gain all the type and focus benefits of that tier. The four steps can be purchased in any order, but each can be purchased only once per tier. In other words, a PC must buy all four steps and advance to the next tier before they can buy the same steps again.

Increasing Capabilities: You gain 4 new points to add to your stat Pools. You can allocate the points among your Pools however you wish.

Moving Toward Perfection: You add 1 to your Might Edge, your Speed Edge, or your Intellect Edge (your choice).

Extra Effort: Your Effort score increases by 1.

Skills: Choose one skill other than attacks or defense, such as climbing, jumping, persuading, sneaking, or history. You become trained in that skill. You can also choose to be knowledgeable in a certain area of study, such as history or geology. You can even choose a skill based on your character’s special abilities. For example, if your character can make an Intellect roll to blast an enemy with mental force, you can become trained in that ability, easing the task of using it.

If you choose a skill that you are already trained in, you become specialized in that skill, easing the task by two steps instead of one. If you choose a skill that you have an inability in, the training and the inability cancel each other out (you aren’t eased or hindered in that task). For example, if you have an inability in perception, becoming trained in that cancels out the inability.

Once you’re specialized in a skill, you can’t improve your training in that skill further (you can ease a task by up to two steps with training). You can still make that task easier with assets and a few rare abilities that don’t count as an asset or training.

Other Options: Players can also spend 4 XP to purchase other special options. Selecting one of these options counts as purchasing one of the four stages necessary to advance to the next tier. The other three need to be from the other categories. The special options are as follows:

Equal Advancement

It’s worthwhile if all characters advance through the six tiers at about the same rate—an important issue for some players. A good GM can achieve this result by carefully handing out XP rewards, some during play (which will tend to get used immediately) and some after play concludes, especially after completing a major story arc or quest so the GM can hand out 4 XP in one go (which will tend to get used for advancement). Many groups will discover while playing that equal advancement isn’t an important issue in the Cypher System, but people should get to play the game the way they want to play it.

Tier Advancement in The Cypher System

Tiers in the Cypher System aren’t entirely like levels in other roleplaying games. In the Cypher System, gaining tiers is not the players’ only goal or the only measure of achievement. Starting (first-tier) characters are already competent, and there are only six tiers. Character advancement has a power curve, but it’s only steep enough to keep things interesting. In other words, gaining a new tier is cool and fun, but it’s not the only path to success or power. If you spend all your XP on immediate, short-term, and medium-term benefits, you will be different from someone who spends their points on long-term benefits, but you will not be “behind” that character.

The general idea is that most characters will spend half their XP on tier advancement and long-term benefits, and the rest on immediate benefits and short- and medium-term benefits (which are used during gameplay). Some groups might decide that XP earned during a game is to be spent on immediate and short- and medium-term benefits (gameplay uses), and XP awarded between sessions for discoveries is to be spent on character advancement (long-term uses).

Ultimately, the idea is to make experience points into tools that the players and the GM can use to shape the story and the characters, not just a bookkeeping hassle.

Sample Character Arcs

The rest of this chapter presents sample character arcs for PCs. The writeup of each arc describes the parts involved in progressing through the arc:

Opening: This sets the stage for the rest of the arc. It involves some action, although that might just be the PC agreeing to do the task or undertake the mission. It usually has no reward.

Step(s): This is the action required to move toward the climax. In story terms, this is the movement through the bulk of the arc. It’s the journey. The rising tension. Although there might be just one step, there might also be many, depending on the story told. Each results in a reward of 2 XP.

Climax: This is the finale—the point at which the PC likely succeeds or fails at what they’ve set out to do. Not every arc ends with victory. If the character is successful, they earn a reward of 4 XP. If they fail, they still earn a reward of 2 XP. If a character fails the climax, they very likely ignore the resolution.

Resolution: This is the wrap-up or denouement. It’s a time for the character to reflect on what happened, tie up any loose ends, and figure out what happens next. When things are more or less resolved, the character earns a
1 XP reward.

Within the arc, most of the time a part is probably optional, depending on the situation—although it’s hard to envision most arcs without some kind of opening, climax, or resolution. Steps other than the opening, the climax, and the resolution can be done in any order.

Character arcs should always take at least weeks in game time, and no more than two parts in an arc should be accomplished in a game session (and most of the time, it should be one part, if any). If neither of these two things is true, then it’s not really a character arc. You can’t, for example, use the Creation arc to guide you through something you can make in an hour or two.

The following are common character arcs that you can choose for your character. If you and the GM want to make a new one, it should be fairly easy after looking through these models.

This chapter has a selection of sample character arcs, but you can create your own too. The arcs are intentionally broad to encompass many different characters and stories. For example, Revenge is a very simple and straightforward character arc. The player who chooses this arc for their character decides who they want revenge on, and why. It’s up to the players and the GM to make the details fit.

Some players might not want to use character arcs. The GM, however, can still use them as a benchmark for awarding XP. If the PCs are going off to explore a strange planet, the GM can essentially give them the Explore arc.

Aid a Friend

Someone needs your help.

When a PC friend takes a character arc, you can select this arc to help them with whatever their arc is (if appropriate). The steps and climax depend entirely on their chosen arc. If the friend is an NPC, the steps and climax are lifted from another arc appropriate to whatever they seek to do.

It’s difficult, but possible, to aid a friend with an arc even if that friend is unwilling to accept (or is ignorant of) your help.

The cost and rewards for a character with this arc are the same as those described in the original character arc.

Opening: Answering the Call. Offering to help (or responding to a request for help).

Step(s) and Climax: Depends on the friend’s arc. Rewards are the same for you as for the friend.

Resolution: You speak with your friend and learn if they are satisfied. Together, you share what you’ve learned (if anything) and where you will go from here.

Assist an Organization

You set out to accomplish something that will further an organization. You’re probably allied with them or they are rewarding you for your help in some fashion.

Opening: Responding to the Call. You work out all the details of what’s expected of you, and what rewards (if any) you might get. You also get the specifics of what’s required to join and advance.

Step: Sizing up the Task. This requires some action. A reconnaissance mission. An investigation.

Step(s): Undertaking the Task. Because this arc can vary so widely based on the task involved, there might be multiple steps like this one.

Climax: Completing the Task.

Resolution: Collecting your reward (if any) and conferring with the people in the organization that you spoke to. Perhaps getting access to higher-ranking people in the organization. You can choose to have your connection to the organization increase rather than take the standard reward.

Avenge

Someone close to you or important to you in some way has been wronged. The most overt version of this arc would be to avenge someone’s death. Avenging is different than revenge, as revenge is personal—you are the wronged party. But in the Avenge character arc, you are avenging a wrong done to someone else.

Opening: Declaration. You publicly declare that you are going to avenge the victim(s). This is optional.

Step(s): Tracking the Guilty. You track down the guilty party. This might not be physically finding them if you already know where they are. Instead, it might be discovering a way to get at them if they are distant, difficult to reach, or well protected. This step might be repeated multiple times, if applicable.

Step: Finding the Guilty. You finally find the guilty party, or find a path or make a plan to reach them. Now all that’s left is to confront them.

Climax: Confrontation. You confront the guilty party. This might be a public accusation and demonstration of guilt, a trial, or an attack to kill, wound, or apprehend them—whatever you choose to be appropriate.

Resolution: You resolve the outcome and the ramifications of the confrontation and decide what to do next.

Birth

You are becoming a parent.

The Birth character arc assumes you already have a partner or a surrogate. If you want your character to find a romantic partner or spouse, you can use the Romance arc. And of course, nonhuman characters might reproduce in other ways.

This arc is usually followed by the Raise a Child arc.

Opening: Impregnation.

Step: Finding a Caretaker. This might be a physician, midwife, doula, or similar person. This is optional.

Step: Complication. A complication arises that threatens the pregnancy, the birth parent, or both.

Step: Preparation. You prepare a place for the delivery as well as a safe place for the infant to live once born.

Climax: Delivery. The baby is born. Success means the child survives.

Resolution: You get the baby to the place you have prepared and settle in, deciding what to do next.

Build

You are going to build a physical structure—a house, a fortress, a workshop, a defensive wall, and so on. This arc would also cover renovating an existing structure or substantially adding to one. Of course, this doesn’t have to be physical construction. You might build something with spells or other supernatural abilities.

Opening: Make a Plan. This almost certainly involves literally drawing up blueprints or plans.

Step(s): Find a Site. This might be extremely straightforward—a simple examination of the site—or it might be an entire exploratory adventure. (If the latter, it might involve multiple such steps.)

Step(s): Gather Materials. Depending on what you are building and what it is made out of, this could involve multiple steps. There probably are substantial costs involved as well.

Step(s): Construction. Depending on what you are building, this could involve multiple steps. It might also take a considerable amount of time and work.

Climax: Completion. The structure is finished.

Resolution: You put the structure to its desired use and see if it holds up.

Cleanse

Someone or something has been contaminated, probably by evil spirits, radiation, a deadly virus, foul magic, or the like, and you want to rid them of such influences or contaminants. This could also be a curse, a possession, an infestation, or something else.

Opening: Analyzing the Threat. You determine the nature of the contamination.

Step: Find the Solution. Almost every contamination has its own particular solution, and this likely involves research and consultation.

Step: Getting Ready. The solution probably involves materials, spells, or other things that you must gather and prepare.

Climax: The Cleansing. You confront the contamination.

Resolution: You reflect on the events that have transpired and what effects they might have on the future. How can you keep this from happening again?

Creation

You want to make something. This might be a magic item, a painting, a novel, or a machine.

Opening: Make a Plan. You figure out what you need, what you’re going to do, and how you’re going to do it.

Step(s): Gather Materials. Depending on what you are creating and what it is made out of, this could involve multiple steps. There probably are substantial costs involved as well.

Step(s): Progress. Depending on what you are creating, this could involve multiple steps. It might also take a considerable amount of time and work.

Climax: Completion. It’s finished! Is it what you wanted? Does it work?

Resolution: You think about what you have learned from the process and use or enjoy the fruits of your labor.

Defeat a Foe

Someone stands in your way or is threatening you. You must overcome the challenge they represent. Defeat doesn’t always mean kill or even fight. Defeating a foe could mean beating them in a chess match or in competition for a desired mentor.

Opening: Sizing up the Competition. This requires some action. A reconnaissance mission. An investigation.

Step: Investigation. This requires some action. A reconnaissance mission. An investigation.

Step(s): Diving In. You travel toward your opponent, overcome their lackeys, or take steps to reach them so you can confront them. This step can take many forms, and there might be more than one such step. This step is always active.

Climax: Confrontation. The contest, challenge, fight, or confrontation occurs.

Resolution: You reflect on what you’ve learned and what the consequences of your actions might be.

Defense

A person, place, or thing is threatened, and you want to protect it.

Opening: Analyze the Situation. What are you defending, and what threats are involved?

Step: Account for Your Resources. How are you going to defend?

Step(s): Fend Off Danger. The forces threatening what you are protecting probably make an initial threat that you’ll have to defeat. It’s not the main threat, though. There might be multiple such initial threats.

Climax: Protect. The true threat reveals itself and you confront it.

Resolution: A time for reflection on everything that occurred, and an assessment of the person, place, or thing’s safety going forward.

Develop a Bond

You want to get closer to another character. This might be to make a friend, find a mentor, or establish a contact in a position of power. It might be to turn a friend into a much closer friend. The character might be an NPC or a PC.

Opening: Getting to Know You. You learn what you can about the other character.

Step: Initial Attempt. You attempt to make contact. This might involve sending messages or gifts through a courier, using an intermediary, or just going up and saying hello, depending on the situation.

Step(s): Building a Relationship. There might be many such steps as you develop the relationship.

Climax: Bond. You succeed or fail at forging the bond.

Resolution: You enjoy the fruits of your new relationship.

Enterprise

You want to create and run a business or start an organization. Maybe you’re a craftsperson who wants to sell your creations. Maybe you like baking and you want to start a catering service. Or maybe you want to start a secret society or found a school to teach young mutants how to use their powers. You’ll almost certainly have to make new connections, find (and somehow pay for) a location, and deal with all manner of administrative duties.

Opening: Drawing up a Plan. What’s your goal, and how are you going to achieve it?

Step: Account for Your Resources. How much financing does the enterprise need compared to what you’ve got? If you need more, how will you get it? How many people other than yourself are needed to begin, and how many will you need to sustain things once they are up and running?

Step: Finding a Location. You probably need a place to run your enterprise—a store, a workshop, a base of operations, and so on. You find a location and look into what it will take to buy or rent it.

Step(s): Building the Enterprise. You procure the needed equipment or personnel. You make the connections and deals to get things started. You obtain important permits or other legal documents. You test new products. You actually start the business. Each of these developments (and likely others) can be counted as a separate step, so there will be many steps.

Climax: Profit and Loss. You determine whether your enterprise will take off and carry on into the future, or fall apart before it gets a chance to blossom. This occurs in a single dramatic moment—your first major client, your organization’s first big meeting or mission, or whatever else is appropriate.

Resolution: A time for reflection on everything that occurred, and how you’re going to move forward.

Establishment

You want to prove yourself as someone of importance. This can take many forms—socially, within your order, financially, or even romantically.

Opening: Assessment. You assess yourself as well as who you need to prove yourself to.

Step(s): Appearances Matter. You improve your look. Enhance your wardrobe. Spruce up your house. Whatever it takes to get attention from the right people. There might be many such steps.

Step(s): Self-Aggrandizement. You need to get the word out to get people talking about you. There might be many such steps.

Climax: Grabbing Attention. You do something big, like host a party for influential people or produce a play that you wrote. You make a big splash or a big crash.

Resolution: You reflect on what you did and where you go from here.

Explore

Something out there is unknown and you want to explore its secrets. This is most likely an area of wilderness, a new planet, an otherworldly dimension, or something similar.

Opening: Make a Plan. Not only do you draw up a plan for your exploration, but if appropriate, you also make a formal declaration to relevant parties of what you’re going to do.

Step(s): Gather Resources. You get the supplies, vehicles, and help you need. Depending on where you are going and what is required, this could involve multiple steps. There probably are substantial costs involved as well.

Step(s): Travel. You go where you wish to explore. There might be many such steps, depending on how long it takes to get there.

Step(s): Exploration. This is the meat of the arc, but it’s probably a series of small moves and minor victories. There might be many such steps.

Climax: Conquest. You make the big discovery or truly master the area. You might not have explored every inch of the place, but if you are successful, you can claim to be done.

Resolution: You return home and possibly share your findings.

Fall From Grace

This is an odd character arc in that it’s (presumably) not something that a character would want. It is something that a player selects on a meta level for the character because it makes for an interesting story. It also sets up the potential for future arcs, such as Redemption. It’s important that this involve actions you take. For example, you fall into substance abuse. You treat people badly. You make mistakes that endanger others. In other words, the fall isn’t orchestrated by someone else—it’s all your own doing.

Opening: The Descent. Things go bad.

Step(s): Further Descent. Things get worse. Depending on the situation, this might involve many steps.

Step: Lashing Out. You treat others poorly as you descend.

Climax: Rock Bottom. There is no chance for success here. Only failure.

Resolution: You wallow in your own misery.

Finish a Great Work

Something that was begun in the past must now be completed. This might involve destroying an evil artifact, finishing the construction of a monument, developing the final steps of a cure for a disease, or uncovering a lost temple forgotten to the ages.

Opening: Assessing the Past. You look at what has come before and where it still needs to go. This almost certainly involves some real research.

Step: Conceive a Plan. You make a plan on how to move forward.

Step(s): Progress. You make significant progress or overcome a barrier to completion. This may involve multiple such steps.

Climax: Completion. This involves the big finish to the past work.

Resolution: You reflect on what you did and where you go from here.

Growth

Willingly or unwillingly, you are going to change. This is another meta arc. It’s less about a goal and more about character development. While it’s possible that the growth involved is intentional, in most people’s lives and stories, it is emergent. A character might become less selfish, braver, a better leader, or experience some other form of growth.

Opening: The Beginning. Change usually begins slowly, in a small, almost imperceptible way.

Step(s): Change. Growth involves many small steps.

Step: Overcoming an Obstacle. The temptation to resort to your old ways is always present.

Climax: Self-Evident Change. This is a dramatic about-face. This is the moment where you do something the “old you” would never have done, and it has a profound effect on you and those around you. With either success or failure, growth is possible.

Resolution: You recognize the change in yourself and move forward.

Instruction

You teach a pupil. You have knowledge on a topic and are willing to share. This can be a skill, an area of lore, a combat style, or the use of a special ability. This is usually a fairly long-term arc. Sometimes teaching a pupil is a side matter, and sometimes the pupil takes on more of an apprentice role and spends a great deal of time with you, traveling with you and perhaps even living in your house (or you living in theirs).

Opening: Taking on the Student.

Step: Getting to Know Them. You assess your pupil’s strengths and weaknesses and try to get an idea of what they need to learn and how you can teach it to them.

Step(s): The Lessons. Teaching is often a slow, gradual process.

Step: Breakdown. Many times, a student needs to have a moment of crisis to really learn something. Maybe they get dejected, or maybe they rebel against your teaching techniques.

Climax: Graduation. This is when you recognize that the pupil has learned what they need. It usually comes at a dramatic moment.

Resolution: You and the pupil say your goodbyes, and you look toward the future.

Join an Organization

You want to join an organization. This might be a military organization, a corporation, a secret society, a religion, or something else.

Opening: Getting the Details. You learn all you can about the organization and how one becomes a member.

Step(s): Making a Contact. Friends on the inside are always important.

Step(s): Performing a Deed. The organization might want to test your worth, or this might be a ceremony you must take part in. It might include paying some sort of dues or fee. Or all of these things.

Climax: Proving Your Worth. This is the point at which you attempt to show the organization that they would be better off with you as a member.

Resolution: You consider your efforts and assess what your membership gets you.

Justice

You try to right a wrong or bring a wrongdoer to justice.

Opening: Declaration. You publicly declare that you are going to bring justice in this situation. This is optional.

Step(s): Tracking the Guilty. You track down the guilty party, assuming there is one. This might not be physically finding them if you already know where they are. Instead, it might be discovering a way to get at them if they are distant, difficult to reach, or well protected. This step might be repeated multiple times, if applicable.

Step: Helping the Victim. Righting a wrong does not always involve confronting a wrongdoer. Part of it might be about helping those who were wronged.

Climax: Confrontation. You confront the guilty party. This might be a public accusation and demonstration of guilt, a trial, or an attack to kill, wound, or apprehend them—whatever you choose to be appropriate.

Resolution: You resolve the outcome and ramifications of the confrontation and decide what to do next.

Learn

You want to learn something. This isn’t the same as the Uncover a Secret arc, in which you’re looking for a bit of information. This is a skill or whole area of knowledge you want to gain proficiency with. This is learning a new language, how to play an instrument, or how to be a good cook. Thus, it’s not about gaining a level or rank in climbing, but learning to be an experienced mountaineer.

Opening: Focusing on the Problem.

Step: Finding a Teacher or a Way to Teach Yourself. Now you can truly begin.

Step(s): Learn. Depending on what you’re learning, this could involve one step or quite a few.

Climax: The Test. You put your new knowledge to the test in a real situation.

Resolution: You relax a bit and decide what to do next.

Master a Skill

You’re skilled, but you want to become the best. This arc might logically follow the Learn arc. As with the Learn arc, this can involve any kind of training at all, not just a skill.

Opening: Finding the Path. You’ve learned the basics. Now it’s time for the advanced material.

Step: Discovering a Master. You find a master to help you become a master.

Step(s): Learn. Depending on what you’re mastering, this could involve one step or quite a few.

Step: The Last Step. Eventually, you realize that even a master cannot teach you the last step. You must learn it on your own.

Climax: The Test. You put your mastery to the test in a real situation—and considering your goal, it’s probably a very important situation.

Resolution: You relax a bit and decide what to do next.

Mysterious Background

You don’t know who your parents were, but you want to find out. The mystery might be something other than your parentage, but that’s a common theme in this kind of arc. You want to know where you come from—there’s some kind of mystery in your past.

Opening: Beginning the Search.

Step: Research. You look into your own family background, if possible.

Step(s): Investigation. You talk to people who might know. You follow clues.

Climax: Discovery. You discover the secret of your own background. You determine if what you learn is good or bad, but either way discovery means success.

Resolution: You contemplate how this new knowledge sits with you.

New Discovery

You want to invent a new device, process, spell, or something similar. A cure for a heretofore unknown disease? An invocation with a result you’ve never heard of before? A method for getting into an impregnable vault? Any of these and more could be your discovery. While similar to the Creation arc and the Learn arc, the New Discovery arc involves blazing a new trail. No one can teach you what you want to know. You’ve got to do it on your own.

Opening: The Idea. You draw up plans for the thing you want to invent or discover.

Step: Research. You learn what people have done before and recognize where they fell short.

Step(s): Trial and Error. You test your hypothesis. This often ends in many failures before you get a success.

Climax: Eureka! It’s time to put the discovery to the true test.

Resolution: You reflect on your discovery and probably compile your notes and write it all down, for posterity’s sake if nothing else.

Raise a Child

You raise a child to adulthood. It can be your biological child or one you adopt. It can even be a child taken under your wing, more a young protégé than a son or daughter. This is obviously a very long-term arc.

Opening: Sharing Your Home. The child now lives with you.

Step: Care and Feeding. You learn to meet the child’s basic needs.

Step(s): Basic Instruction. You teach them to walk, talk, and read. You teach them to care for themselves.

Step(s): The Rewards Are Many. The child loves you. Relies on you. Trusts you. Eventually, helps you.

Step(s): Ethical Instruction. You instill your basic ethics in the child, hoping that they will mature into an adult you can be proud of.

Climax: Adulthood. At some point the child leaves the proverbial nest. You determine, at this point, your own success or failure.

Resolution: You reflect on the memories you have made.

Recover From a Wound (or Trauma)

You need to heal. This isn’t just for healing simple damage. This involves recovering from a major debilitating injury, illness, or shock. Severe damage, the loss of a body part, and emotional trauma all fall into this category.

Opening: Rest. The first thing you need to do is rest.

Step: Self Care. You take care of your own needs.

Step: Getting Aid. Someone helps.

Step: Medicine. Some kind of drug, cure, poultice, potion, or remedy aids your recovery.

Step: Therapy. With the help of someone else, you exercise your injury or cope with your trauma.

Climax: Acceptance or Recovery. You try to move on and use what has been damaged (or learn how to function without it).

Resolution: You get on with your life.

Redemption

You’ve done something very wrong, but you want to atone and make it right again. This is like the Justice arc or the Undo a Wrong arc, except you are the wrongdoer. This could be a follow-up to the Fall From Grace arc.

Opening: Regret. You are determined to rebuild, recover, and restore.

Step: Forgiveness. You apologize and ask for forgiveness.

Step: Identifying the Needs. You determine what needs to be done to atone for your transgression.

Climax: Making Good. You perform an act that you hope will redeem your past misdeed.

Resolution: You reflect on what has happened but now look to the future.

Repay a Debt

You owe someone something, and it’s time to make good.

Opening: Debts Come Due. You determine to do what is needed to make good on the debt. It might involve repaying money, but more appropriately it’s performing a deed or a series of deeds.

Step: Talking It Over. You discuss the matter with the person you owe, if possible. You ensure that what you’re doing is what they want.

Climax: Repayment. Either you do something to earn the money or goods you owe, or you undertake a major task that will compensate the other person.

Resolution: You relax knowing that your debt is repaid, and you look to the future.

Rescue

Someone or something of great importance has been taken, and you want to get them or it back.

Opening: Heeding the Call. You determine what has happened, and who or what is missing.

Step: Tracking. You discover who has taken them, and where.

Step: Travel. You go to where they are being held and get information on the location and who is involved. Maybe make a plan.

Climax: Rescue Operation. You go in and get them.

Resolution: You return them home.

Restoration

You’re down but not out. You want to restore your good name. Recover what you’ve lost. Rebuild what has been destroyed. You’ve fallen down or have been knocked down, but either way you want to pick yourself up. This is a possible follow-up to the Fall From Grace arc.

Opening: Vow to Yourself. You are determined to rebuild, recover, and restore.

Step(s): Work. You rebuild, recover, and restore. If all your money was stolen, you make more. If your house was destroyed, you rebuild it. If your reputation was tarnished, you perform deeds that restore your good name.

Climax: The Final Act. You undertake one last major task that will bring things back to where they were (or close to it). A lot is riding on this moment.

Resolution: You enjoy a return to things the way they were before.

Revenge

Someone did something that harmed you. Unlike the Avenge arc, this arc probably isn’t about tracking down a murderer, but it might involve pursuing someone who stole from you, hurt you, or otherwise brought you grief. The key is that it’s personal. Otherwise, use the Justice arc.

Opening: Vow. You swear revenge.

Step(s): Finding a Clue. You find a clue to tracking down the culprit.

Climax: Confrontation. You confront the culprit.

Resolution: You deal with the aftermath of the confrontation and move on. You think about whether you are satisfied by gaining your revenge.

Romance

You want to strike up a relationship with a romantic partner. Perhaps you have a specific person in mind, or maybe you’re just interested in a relationship in general.

Opening(s): Caught Someone’s Eye. You meet someone you are interested in. (Since this can be short-lived, it’s possible to have this opening occur more than once.)

Step(s): Courtship. You begin seeing the person regularly. Although not every “date” is a step in the arc, significant moments are, and there may be a few of them.

Climax: Commitment. You may or may not be interested in a monogamous relationship. Regardless, you and your love have made some kind of commitment to each other.

Resolution: You think about the future. Marriage? Children? These are only some of the possibilities.

Solve a Mystery

Different from the Learn arc and the Uncover a Secret arc, this arc is about solving a crime or a similar action committed in the fairly recent past. It’s not about practice or study, but about questions and answers. In theory, the mystery doesn’t have to be a crime. It might be “Why is this strange caustic substance leaking into my basement?”

Opening: Pledging to Solve the Mystery.

Step: Research. You get some background.

Step(s): Investigation. You ask questions. You look for clues. You cast divinations. This likely encompasses many such steps.

Climax: Discovery. You come upon what you believe to be the solution to the mystery.

Resolution: In this step, which is far more active than most resolutions, you confront the people involved in the mystery with what you’ve discovered, or you use the information in some way (such as taking it to the proper authorities).

Theft

Someone else has something you want.

Opening: Setting Your Sights. You make a plan.

Step: Casing the Joint. You scout out the location of the thing (or learn its location).

Step(s): Getting to the Object. Sometimes, many steps are involved before you reach the object you wish to take. For example, if, in order to steal something from a vault, you need to approach one of the guards while they are off duty and bribe them to look the other way when you break in, that is covered in this step.

Climax: The Attempt. You make your heist.

Resolution: You decide what to do with the thing you’ve stolen and contemplate the repercussions you might face for stealing it.

Train a Creature

You want to domesticate and train an animal or other creature. While the beast doesn’t need to be wild, it must not already be domesticated and trained.

Opening: Getting Acquainted. You get to know the creature a bit, and it gets to know you.

Step: Research. You get information on the type of creature or advice from others who have trained one.

Step: Domestication. After some work, the creature is no longer a threat to you or anyone else, and it can live peacefully in your home or wherever you wish.

Step(s): Training. Each time you use this step, you teach the creature a new, significant command that it will obey regularly and immediately.

Climax: Completion. Believing the creature’s training to be complete, you put it in a situation where that is put to the test.

Resolution: You reflect on the experience.

Transformation

You want to be different in a specific way. Because the Growth arc covers internal change, this one focuses primarily on external change. This could take many forms, and probably varies greatly by genre. In some settings, it could even be death, which might turn you into a ghost. For the change to be an arc, it should be difficult and perhaps risky.

Opening: Deciding on the Transformation.

Step: Research. You look into how the change can be made and what it entails.

Step(s): Investigation. This is an active step toward making the change. It might involve getting more information, materials or ingredients, or something else.

Climax: Change. You make the change, with some risk of failure or disaster.

Resolution: You contemplate how this change affects you going forward.

Uncover a Secret

There is knowledge out there that you want. It could be an attempt to find and learn a specific special ability. This could also be a hunt for a lost password or a key that will open a sealed door, the true name of a devil, the secret background of an important person, or how the ancients constructed that strange monolith.

Opening: Naming the Secret. You give your goal a name. “I am seeking the lost martial art of the Khendrix, who could slice steel with their bare hands.”

Step(s): Research. You scour libraries and old tomes for clues and information.

Step(s): Investigation. You talk to people to gain clues and information.

Step(s): Tracking. You track down the source of the secret information and travel to it.

Climax: Revelation. You find and attempt to use the secret, whatever that entails.

Resolution: You contemplate how this secret affects you and the world.

Undo a Wrong

Someone did something horrible, and its ramifications are still felt, even if it happened long ago. You seek to undo the damage, or at least stop it from continuing.

This is different from the Justice arc because this isn’t about justice (or even revenge)—it’s about literally undoing something bad that happened in the past, such as a great library being burned to the ground, a sovereign people being driven from their land, and so on.

Opening: Vowing to Put Right What Once Went Wrong.

Step: Make a Plan. You learn all you can about the situation and then make a plan to put things right.

Step(s): Progress. This is an active step toward undoing the wrong. It might involve finding something, defeating someone, destroying something, building something, or almost anything else, depending on the circumstances.

Climax: Change. You face the challenge of the former wrong, and either overcome it or fail.

Resolution: You reflect on what you’ve accomplished and think about the future.

","markdown":""},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"ownership":{"default":-1},"flags":{}},{"sort":550000,"name":"Genre: Fantasy","type":"text","_id":"5tBpQHxLFK0uSx7O","title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"

For an expanded treatment of the fantasy genre, refer to the @UUID[Compendium.cyphersystem-compendium.cypher-journals.nnDPf4sPK61ROEV8]{Fantasy Rulebook}.

For our purposes, fantasy is any genre that has magic, or something so inexplicable it might as well be magic. The sort of core default of this type is Tolkienesque fantasy, also known as second-world fantasy because it includes a completely new world not our own. Big fantasy epics like those penned by J. R. R. Tolkien (hence the name), C. S. Lewis, George R. R. Martin, Stephen R. Donaldson, David Eddings, Ursula K. Le Guin, and others are indicative of this genre. It usually involves swords, sorcery, nonhuman species (such as elves, dwarves, helborn, and half-giants), and epic struggles.

Of course, fantasy might also involve the modern world, with creatures of myth and sorcerers dwelling among us. It might involve mythic traditions of any number of cultures (elves, dwarves, and the like, usually being decidedly European) or bear little resemblance to anything on Earth, past or present. It might even involve some of the trappings of science fiction, with spaceships and laser guns amid the wizardry and swords (this is often called science fantasy).

Fantasy can also be defined by the amount of fantasy elements within it. A second-world fantasy filled with wizards, ghosts, dragons, curses, and gods is referred to as high fantasy. Fantasy with a firmer grounding in reality as we know it in our world is low fantasy. (In fact, low fantasy often takes place in our world, or in our world’s distant past, like the stories of Conan.) No single element indicates concretely that a given fantasy is high or low. It’s the prevalence of those elements.

The point is, there are many, many types of fantasy.

Suggested Types for a Fantasy Game

RoleCharacter Type
WarriorWarrior
KnightWarrior
RangerExplorer
BarbarianExplorer flavored with combat
ThiefExplorer flavored with stealth
WizardAdept
ClericSpeaker flavored with magic
DruidExplorer flavored with magic
Warrior mageWarrior flavored with magic
BardSpeaker

Basic Creatures and NPCs for a Fantasy Game

@UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.aRHd1kwkUTogvMyG]{Bat} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.POcXUZp1mwvumsvK]{Blacksmith} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.JZbErZ6hAgtHrgim]{Dog} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.vmvgLdR7JKdsukCW]{Dog, guard} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.4xi11kpGx3rGZEYm]{Farmer} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.pNEII8Wup8xjZfuA]{Hawk} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.61EndqAjZ2ZZZuS9]{Horse} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.4xi11kpGx3rGZEYm]{Farmer} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.8AhrSmfhARlAahxp]{Merchant} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.qLFrfE0E9w6BcG48]{Rat} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.XwsPRwBGqnPnCJKG]{Villager} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.ZIE2MSMDhhgqBRgl]{Viper} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.vhGua32GarGCzLGv]{Warhorse} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.4gJ7LYEkIlt16Epj]{Wolf}

Additional Fantasy Equipment

In the default Medieval Europe-style fantasy setting, the following items (and anything else appropriate to that time period) are usually available.

Inexpensive Items

WeaponsNotes
@UUID[Compendium.cyphersystem-compendium.ammo.JwvZz1lxVR3H6P8D]{Arrows (20)}
@UUID[Compendium.cyphersystem-compendium.weapons-fantasy.zuI2zJqYv2bPN415]{Club}Light weapon
@UUID[Compendium.cyphersystem-compendium.ammo.mY1JGNvk9RPW7y2D]{Crossbow bolts (20)}
@UUID[Compendium.cyphersystem-compendium.weapons-fantasy.IBJ8eUTFLMb2IKaZ]{Knife (rusty and worn)}Light weapon (won’t last long)
Other ItemsNotes
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.ua0XElr4rvEe4C7J]{Candle}
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.UJ5qtx1Dt3ENW2Uh]{Rations (1 day)}
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.m5lUbtwYYZDzo0Jx]{Sack}
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.G2HjI5SUADNv0yJ2]{Torch}

Moderately Priced Items

WeaponsNotes
@UUID[Compendium.cyphersystem-compendium.weapons-fantasy.La6ogBpdY1cjYIug]{Blowgun}Light weapon, short range
@UUID[Compendium.cyphersystem-compendium.weapons-fantasy.DxvLEdJsjNLghy5m]{Broadsword (substandard)}Medium weapon (won’t last long)
@UUID[Compendium.cyphersystem-compendium.weapons-fantasy.cFkYLORc1EiwPpLf]{Dagger}Light weapon
@UUID[Compendium.cyphersystem-compendium.weapons-fantasy.Chp5Kt00vrxxYBAT]{Handaxe}Light weapon
@UUID[Compendium.cyphersystem-compendium.weapons-fantasy.xMUGgLlOKoZqooWy]{Throwing knife}Light weapon, short range
ArmorNotes
@UUID[Compendium.cyphersystem-compendium.armor-fantasy.dwYLXpRkrg8AaoMP]{Hides and furs}Light armor
@UUID[Compendium.cyphersystem-compendium.armor-fantasy.E3UpdWDvaLUQ2Xfz]{Leather jerkin}Light armor
Other ItemsNotes
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.2uM56Yu3g5OCjLkm]{Backpack}
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.3TAk68d2T0nMXlIG]{Bedroll}
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.ObGbm8EmEBDCotRD]{Crowbar}
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.BmQOOToImOypwy7g]{Hourglass}
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.VNW4jviGcTTfC2Mu]{Iron spikes}10 spikes
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.XjU4o9vgaZ4wiBSD]{Lantern}
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.U20W8jrBZGlWsQu2]{Rope}Hemp, 50 feet
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.BQ87g3YjkViIKc7l]{Signal horn}
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.MEp5TNjz6v9dnuLP]{Tent}

Expensive Items

WeaponsNotes
@UUID[Compendium.cyphersystem-compendium.weapons-fantasy.oGdbXxumsdjbdVzJ]{Battleaxe}Medium weapon
@UUID[Compendium.cyphersystem-compendium.weapons-fantasy.W8mx4ak9u2JKvX6Q]{Broadsword}Medium weapon
@UUID[Compendium.cyphersystem-compendium.weapons-fantasy.xeXPxadNyGu35H4k]{Bow}Medium weapon, long range
@UUID[Compendium.cyphersystem-compendium.weapons-fantasy.H8tg6l3LpBLNRz32]{Cutlass}Medium weapon
@UUID[Compendium.cyphersystem-compendium.weapons-fantasy.ZHeioW4Ywrgs6Si8]{Light crossbow}Medium weapon, long range
@UUID[Compendium.cyphersystem-compendium.weapons-fantasy.J3BdB6S45bmc8cvl]{Quarterstaff}Medium weapon (requires 2 hands)
ArmorNotes
@UUID[Compendium.cyphersystem-compendium.armor-fantasy.ljoqzdX7tpPpCTCc]{Breastplate}Medium armor
@UUID[Compendium.cyphersystem-compendium.armor-fantasy.9toshrf5gjzwIsDm]{Brigandine}Medium armor
@UUID[Compendium.cyphersystem-compendium.armor-fantasy.2mgyMiNIOQ4iUVnl]{Chainmail}Medium armor
Other ItemsNotes
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.mVwBYBHxYinj4lLx]{Bag of heavy tools}
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.XuYDx9q73UxyPN22]{Bag of light tools}

Very Expensive Items

WeaponsNotes
@UUID[Compendium.cyphersystem-compendium.weapons-fantasy.rUR8Ile0ZRC2qMfM]{Broadsword (jeweled)}Medium weapon
@UUID[Compendium.cyphersystem-compendium.weapons-fantasy.7Yc0010ac7PbCkPl]{Greatsword}Heavy weapon
@UUID[Compendium.cyphersystem-compendium.weapons-fantasy.gVNfXCYe0qsDXQNO]{Heavy crossbow}Heavy weapon, long range
ArmorNotes
@UUID[Compendium.cyphersystem-compendium.armor-fantasy.f8OhNQR1rGtWy2Ot]{Dwarven breastplate}Medium armor, encumbers as light armor
@UUID[Compendium.cyphersystem-compendium.armor-fantasy.2SMPhQU8pP4vsJ6R]{Full plate}Heavy armor
Other ItemsNotes
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.cIWeisTbSX9izeaW]{Disguise kit}Asset for disguise tasks
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.ICgjGDSqGXInN1PP]{Healing kit}Asset for healing tasks
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.7BQwwk2qh7zxU6ih]{Spyglass}Asset for perception tasks at range

Exorbitant Items

ArmorNotes
@UUID[Compendium.cyphersystem-compendium.armor-fantasy.kcF98fSVWNjAEQWI]{Elven chainmail}Medium armor, encumbers as no armor
Other ItemsNotes
@UUID[Compendium.cyphersystem-compendium.vehicles.3svOlCDP6Sm4v2Ql]{Sailing ship (small)}

Fantasy Artifacts

In many ways, fantasy is the genre for artifacts. All magic items—wands that shoot lightning, magic carpets, singing swords, rings that make the wearer invisible, and so on—are artifacts. Below are a few sample artifacts to give a template for GMs to follow. Those running a fantasy campaign will likely want to create many magic artifacts.

@UUID[Compendium.cyphersystem-compendium.artifacts-fantasy.Hanw3m7cRoN6XrsV]{Angelic ward} @UUID[Compendium.cyphersystem-compendium.artifacts-fantasy.I8TAffkn2YfPdIlf]{Ring of dragon’s flight} @UUID[Compendium.cyphersystem-compendium.artifacts-fantasy.lZy9XOFTIPBKjr5z]{Soulflaying weapon} @UUID[Compendium.cyphersystem-compendium.artifacts-fantasy.2q4omUFxtUBr4WFP]{Spellbook of the amber mage} @UUID[Compendium.cyphersystem-compendium.artifacts-fantasy.BNT94UfgkXdmcErV]{Wand of firebolts}

Fantasy Species Descriptors

In a high fantasy setting, some GMs may want dwarves and elves to be mechanically different from humans. Below are some possibilities for how this might work.

Dwarf

You’re a stocky, broad-shouldered, bearded native of the mountains and hills. You’re also as stubborn as the stone in which the dwarves carve their homes under the mountains. Tradition, honor, pride in smithcraft and warcraft, and a keen appreciation of the wealth buried under the roots of the world are all part of your heritage. Those who wish you ill should be wary of your temper. When dwarves are wronged, they never forget.

You gain the following characteristics:

Stalwart: +2 to your Might Pool.

@UUID[Compendium.cyphersystem-compendium.basic-skills.Q0vfmbqehJw0jYBa]{Skill}: You are trained in Might defense rolls.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.kOe6eKWNKZ0rlIbt]{Skill}: You are trained in tasks related to stone, including sensing stonework traps, knowing the history of a particular piece of stonecraft, and knowing your distance beneath the surface.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.XBza3foP98Apv3u6]{Skill}: You are practiced in using axes.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.O0bj3SSEEaArxBet]{Skill}: You are trained in using the tools required to shape and mine stone.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.wfUuLfNI6KyKsZ6R]{Vulnerability}: When you fail an Intellect defense roll to avoid damage, you take 1 extra point of damage.

Additional Equipment: You have an axe.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You found the PCs wandering a maze of tunnels and led them to safety.

  2. The PCs hired you to dig out the entrance to a buried ruin.

  3. You tracked down the thieves of your ancestor’s tomb and found they were the PCs. Instead of killing them, you joined them.

  4. Before dwarves settle down, they need to see the world.

Elf

You haunt the woodlands and deep, natural realms, as your people have for millennia. You are the arrow in the night, the shadow in the glade, and the laughter on the wind. As an elf, you are slender, quick, graceful, and long lived. You manage the sorrows of living well past many mortal lifetimes with song, wine, and an appreciation for the deep beauties of growing things, especially trees, which can live even longer than you do.

You gain the following characteristics:

Agile: +2 to your Speed Pool.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.y8GNItkWz0Ll5eDE]{Long-Lived}: Your natural lifespan (unless tragically cut short) is thousands of years.

@UUID[Compendium.cyphersystem-compendium.basic-skills.rH5FwMXGaNn21DZD]{Skill}: You are specialized in tasks related to perception.

Skill: You are practiced in using one bow variety of your choice.

Skill: You are trained in @UUID[Compendium.cyphersystem-compendium.basic-skills.duTx0BwgmC1Gw3Ze]{stealth} tasks. In areas of natural woodland, you are @UUID[Compendium.cyphersystem-compendium.expanded-skills.FXuy9hOuuAVeiGIc]{specialized in stealth tasks}.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.JTgcA5dhKHQM6lvw]{Fragile}: When you fail a Might defense roll to avoid damage, you take 1 extra point of damage.

Additional Equipment: You have a bow and a quiver of arrows to go with it.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. Before putting an arrow in the forest intruders, you confronted them and met the PCs, who were on an important quest.

  2. Your heart yearned for farther shores, and the PCs offered to take you along to new places.

  3. Your home was burned by strangers from another place, and you gathered the PCs along the way as you tracked down the villains.

  4. An adventure was in the offing, and you didn’t want to be left behind.

Half-Giant

You stand at least 12 feet (4 m) tall and tower over everyone around you. Whether you are a full-blooded giant or merely have giant heritage from large ancestors, you’re massive. Always large for your age, it became an issue only once you reached puberty and topped 7 feet (2 m) in height, and kept growing from there.

You gain the following characteristics:

Tough: +4 to your Might Pool.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.cP5tB0NoQnIydKZJ]{Mass and Strength}: You inflict +1 point of damage with your melee attacks and attacks with thrown weapons.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.0efUBEaMaoe3XB4q]{Breaker}: Tasks related to breaking things by smashing them are eased.

Inability: You’re too large to accomplish normal things. Tasks related to @UUID[Compendium.cyphersystem-compendium.inabilities.gpHPkjq631isDAjT]{initiative}, @UUID[Compendium.cyphersystem-compendium.inabilities.oGzczZIk8XKBDpZo]{stealth}, and @UUID[Compendium.cyphersystem-compendium.inabilities.veqN70GNrIvluVMq]{fine manipulation of any sort} (such as lockpicking or repair tasks) are hindered.

Additional Equipment: You have a heavy weapon of your choice.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You fished the PCs out of a deep hole they’d fallen into while exploring.

  2. You were the PCs’ guide in the land of giants and stayed with them afterward.

  3. The PCs helped you escape a nether realm where other giants were imprisoned by the gods.

  4. You kept the PCs from being discovered by hiding them behind your bulk when they were on the run.

Helborn

Demons of the underworld sometimes escape. When they do, they can taint human bloodlines. Things like you are the result of such unnatural unions. Part human and part something else, you are an orphan of a supernatural dalliance. Thanks to your unsettling appearance, you’ve probably been forced to make your own way in a world that often fears and resents you. Some of your kin have large horns, tails, and pointed teeth. Others are more subtle or more obvious in their differences—a shadow of a knife-edge in their face and a touch that withers normal plants, a little too much fire in their eyes and a scent of ash in the air, a forked tongue, goatlike legs, or the inability to cast a shadow. Work with the GM on your particular helborn appearance.

You gain the following characteristics.

Devious: +2 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.JW3zwz6IgZcqN0XX]{Skill}: You are trained in tasks related to magic lore and lore of the underworld.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.w2loaRgoNlhuYGwg]{Fire Adapted}: +2 to Armor against damage from fire only.

Helborn Magic: You are inherently magical. Choose one low-tier ability from the Abilities chapter. If the GM agrees it is appropriate, you gain that ability as part of your helborn heritage, and can use it like any other type or focus ability.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.yW5LvpudYQcN1n5b]{Inner Evil}: You sometimes lose control and risk hurting your allies. When you roll a 1, the GM has the option to intrude by indicating that you lose control. Once you’ve lost control, you attack any and every living creature within short range. You can’t spend Intellect points for any reason other than to try to regain control (a difficulty 2 task). After you regain control, you suffer a –1 penalty to all rolls for one hour.

@UUID[Compendium.cyphersystem-compendium.inabilities.lfVIjOnbi86nUjng]{Inability}: People distrust you. Tasks to persuade or deceive are hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You were nearly beaten to death by people who didn’t like your look, but the PCs found and revived you.

  2. The PCs hired you for your knowledge of magic.

  3. Every so often you get visions of people trapped in the underworld. You tracked those people down and found the PCs, who’d never visited the underworld. Yet.

  4. Your situation at home became untenable because of how people reacted to your looks. You joined the PCs to get away.

Optional Rule: Spellcasting

Fantasy settings prioritize magic as an essential ingredient. But why restrict that magic to just wizards and similar characters? It’s not uncommon in fantasy literature for a thief or warrior to learn a few spells as they steal or brawl through their adventures. Leiber’s Gray Mouser knew some spells, Moorcock’s Elric knew a lot, pretty much everyone in Anthony’s Xanth books knew at least one, and so on. Of course, wizards and sorcerers specialize in spellcasting, which gives them clear superiority in magic use. But whether a character is a fireball-flinging wizard or a belligerent barbarian, anyone can learn some spellcasting under this optional rule.

Under the spellcasting rule, any character, no matter their role or type, can choose to learn a spell as a long-term benefit. After they learn one spell, they may learn more later if they wish, or just stick with the one.

First Spell

Any character can gain a spell by spending 3 XP and working with the GM to come up with an in-game story of how the PC learned it. Maybe they learned it as a child from their parent and practiced it enough to actually do it; perhaps they spent a month hiding in a wizard’s library reading; it could be that they found a weird magical amulet that imbues them with the spell; and so on.

Next, choose one low-tier ability from the Abilities chapter. If the GM agrees it is appropriate, the character gains that ability as their spell, with a few caveats. The spell can’t be used like a normal ability gained through a PC’s type or focus. Instead, a character must either use a recovery roll or spend many minutes or longer evoking their spell, in addition to paying its Pool cost (if any).

Using a Recovery Roll to Cast a Spell: If the character uses a one-action, ten-minute, or one-hour recovery roll as part of the same action to cast the spell (including paying any Pool costs), they can use the ability as an action. This represents a significant mental and physical drain on the character, because the normal benefit of recovering points in a Pool is not gained.

Spending Time to Cast a Spell: If the character takes at least ten minutes chanting, mumbling occult phonemes, concentrating deeply, or otherwise using all their actions, they can cast a low-tier spell (if they also pay any Pool costs). An hour is required to cast mid-tier spells. Ten hours are required to cast a high-tier spell.

More Spells

Once a character has learned at least one spell, they can opt to learn additional spells later. Each time, they must spend an additional 3 XP and work with the GM to come up with an in-game story of how the character’s magical learning has progressed.

Two additional rules for learning additional spells apply:

First, a character must be at least tier 3 and have previously gained one low-tier spell before they can learn a mid-tier spell.

Second, a character must be at least tier 5 and have previously gained one mid-tier spell before they can learn a high-tier spell.

Otherwise, gaining and casting additional spells are as described for the character’s first spell.

Wizards and the Optional Spellcasting Rule

Wizards (usually Adepts) and characters with explicit spellcasting foci like Masters Spells, Channels Divine Blessings, Speaks for the Land, and possibly others are also considered to be spellcasters, and moreover, specialized ones. Their spells—abilities provided by their type or focus—are used simply by paying their Pool costs. Extra time or physical effort isn’t required to cast them. That’s because, in the parlance of the fantasy genre, these spells are considered to be “prepared.”

But specialized casters can also use the optional spellcasting rule to expand their magic further. They can learn additional spells via the optional spellcasting rule just like other characters, with the same limitations.

Optionally, specialized casters who record their arcane knowledge in a spellbook (or something similar) gain one additional benefit. The spellbook is a compilation of spells, formulas, and notes that grants the specialized caster more flexibility than those who’ve simply learned a spell or two. With a spellbook, a PC can replace up to three prepared spells with three other spells they’ve learned of the same tier. To do so, they must spend at least one uninterrupted hour studying their spellbook. Usually, this is something that requires a fresh mind, and must be done soon after a ten-hour recovery.

For instance, if a wizard exchanges Ward (an ability gained from their type) with Telekinesis (an ability gained from the optional spellcasting rule), from now on the character can cast Ward only by spending time or using a recovery roll (as well as spending Pool points). On the other hand, they can use Telekinesis normally, because now it’s prepared. Later, the wizard could spend the time studying to change out their prepared spells with others they’ve learned using the optional spellcasting rule.

A PC might choose the 4 XP character advancement option to select a new type-based ability from their tier or alower tier. If so, the ability gained doesn’t count as a spell, and the spellcasting rule limitations do not apply to the ability so gained. If the PC is a wizard and uses the 4 XP character advancement option, treat the ability as one more prepared spell.

Note: Foundry VTT Usage

To use spells in Foundry VTT, sort abilities as spells in the settings of the item sheet. Note how many abilities are prepared spells (i.e., how many are learned as type or focus abilities). Archive all unprepared spells, so that the number of active items equals the number of prepared spells. When the PC exchanges one of their prepared spells, unarchive the one that is now prepared and archive another one of the same tier.

You can use your prepared spells just like any other ability of your type or focus. Unprepared spells (i.e., archived spells) use the rules above.

","markdown":""},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"ownership":{"default":-1},"flags":{}},{"sort":575000,"name":"Genre: Modern","type":"text","_id":"o0jvZmIaxk8vSE4i","title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"

The modern setting is easy because it’s just the real world, right? Well, yes and no. It’s easy for players to understand the context of a modern setting. They know the default assumptions—cities, cars, cell phones, the internet, and so on. It’s also easier for some players to get into character, because their character could be someone they might very well pass on the street. It can be easier to wrap your mind around a history professor than a thousand-year-old elf wizard. These things make it easier on the GM as well.

But for the same reason, it’s not easy. The setting is the real world we all know, so it’s easy to get facts wrong or let them bog you down. What happens when you pull the fire alarm on the thirty-fifth floor of a major hotel in a large city? How fast do the authorities arrive? In truth, the facts aren’t as important as the story you’re creating, but some verisimilitude is nice.

Molding Characters for a Modern Game

If you’re trying to portray a psychic with a few basic powers, you might not want to use the Adept character type. Instead, choose a different type (perhaps a Speaker) and encourage foci such as Commands Mental Powers or Focuses Mind Over Matter. Some of the Adept’s powers might be too over the top for the genre.

Similarly, the technology flavor is probably too high-tech for a modern game. For someone with technical skills, use the skills and knowledge flavor instead.

Sometimes, the types might be more physical than is always desirable for a modern game, but that’s because the least physical type, the Adept, is often inappropriate for other reasons. The Calm descriptor is very good for such characters, not only granting them a great deal of skill and knowledge, but also reducing their physical capabilities.

Last, don’t forget foci such as Doesn’t Do Much or Would Rather Be Reading for “normal” characters who have useful skills but not much in the way of flashy abilities.

Suggested Types for a Modern Game

RoleType
Police officerExplorer with combat flavor
DetectiveExplorer with stealth flavor
SoldierWarrior
CriminalExplorer with stealth flavor
TeacherSpeaker
Professional (accountant, writer, etc.)Speaker with skills and knowledge flavor
Technical professionExplorer with skills and knowledge flavor
DilettanteSpeaker with skills and knowledge flavor
Doctor/NurseExplorer with skills and knowledge flavor
PoliticianSpeaker
LawyerSpeaker
ScholarExplorer with skills and knowledge flavor
SpySpeaker with stealth flavor
OccultistAdept
Mystic/PsychicAdept

Basic Creatures and NPCs for a Modern Game

@UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.WJgPGUcSUrR4Ssuu]{Businessperson} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.ZT13lzcl6dsvg8HX]{Cat} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.GNrvq56bsnlHgKeW]{Clerk} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.JZbErZ6hAgtHrgim]{Dog} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.vmvgLdR7JKdsukCW]{Dog, guard} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.61EndqAjZ2ZZZuS9]{Horse} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.qLFrfE0E9w6BcG48]{Rat} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.SpaQv9sL1VWlrkLS]{Worker}

Additional Modern Equipment

In a modern setting, the following items (and anything else appropriate to the real world) are usually available.

For an expanded listing of contemporary equipment, see the @UUID[Compendium.cyphersystem-compendium.cypher-journals.QhNXyjJC4BW5agrm.JournalEntryPage.YwC86IjNKFB5q7gx#equipment-listing]{Science Fiction Rulebook}.

Inexpensive Items

WeaponsNotes
@UUID[Compendium.cyphersystem-compendium.ammo.lYJndyNwkfb2sQz2]{Ammo (box of 50 rounds)}
@UUID[Compendium.cyphersystem-compendium.weapons-modern.ZuWPhhwirVzEtpcS]{Knife (simple)}Light weapon (won’t last long)
Other ItemsNotes
@UUID[Compendium.cyphersystem-compendium.equipment-modern.ss1cft2vMEWx4kJ4]{Duct tape roll}Useful and ubiquitous
@UUID[Compendium.cyphersystem-compendium.equipment-modern.p6V32aB5gkEFqitX]{Flashlight}
@UUID[Compendium.cyphersystem-compendium.equipment-modern.3jJNQk40gldOiD2z]{Padlock with keys}
@UUID[Compendium.cyphersystem-compendium.equipment-modern.XFf4M5XhGJb6snrS]{Trail rations (1 day)}

Moderately Priced Items

WeaponsNotes
@UUID[Compendium.cyphersystem-compendium.weapons-modern.EOke4Vi9vZv4U16N]{Hand grenade}Explosive weapon, inflicts 4 points of damage in immediate radius
@UUID[Compendium.cyphersystem-compendium.weapons-modern.DliC4uPK4vnuiN3w]{Hunting knife}Light weapon
@UUID[Compendium.cyphersystem-compendium.weapons-modern.7EItM0gT073fcCyx]{Machete}Medium weapon
@UUID[Compendium.cyphersystem-compendium.weapons-modern.B5CSduGis9vKucKp]{Nightstick}Light weapon
ArmorNotes
@UUID[Compendium.cyphersystem-compendium.armor-modern.gwPnvp7McesS3NUR]{Leather jacket}Light armor
Other ItemsNotes
@UUID[Compendium.cyphersystem-compendium.equipment-modern.mbTBZG8Z968IxHq2]{Backpack}
@UUID[Compendium.cyphersystem-compendium.equipment-modern.ccm57mnk8bNmPWfQ]{Bag of heavy tools}
@UUID[Compendium.cyphersystem-compendium.equipment-modern.VYIqlo7RM9scywV5]{Bag of light tools}
@UUID[Compendium.cyphersystem-compendium.equipment-modern.VjpaBgV1XxHEl7U7]{Binoculars}Asset for perception tasks at range
@UUID[Compendium.cyphersystem-compendium.equipment-modern.QQCRR8D4rroB36YC]{Bolt cutters}
@UUID[Compendium.cyphersystem-compendium.equipment-modern.UQalAy7SSl1QGgIk]{Cell phone}
@UUID[Compendium.cyphersystem-compendium.equipment-modern.PByrX3tmLVa85NeK]{Climbing gear}
@UUID[Compendium.cyphersystem-compendium.equipment-modern.UV1anGyX2QaGd8qX]{Crowbar}
@UUID[Compendium.cyphersystem-compendium.equipment-modern.LuGHnohquvbNoT9d]{Electric lantern}
@UUID[Compendium.cyphersystem-compendium.equipment-modern.fHdiS7JT9hjtjeb9]{First aid kit}Asset for healing tasks
@UUID[Compendium.cyphersystem-compendium.equipment-modern.98dhCNOFZ8TYBS1Y]{Handcuffs}
@UUID[Compendium.cyphersystem-compendium.equipment-modern.W40tEHGIcevTGDkt]{Rope}Nylon, 50 feet
@UUID[Compendium.cyphersystem-compendium.equipment-modern.iBpZVq4fM9mPDIDK]{Sleeping bag}
@UUID[Compendium.cyphersystem-compendium.equipment-modern.WOJ75BLfqqViZ57w]{Tent}

Expensive Items

WeaponsNotes
@UUID[Compendium.cyphersystem-compendium.weapons-modern.lbpcftYKyWKpoqoT]{Light handgun}Light weapon, short range
@UUID[Compendium.cyphersystem-compendium.weapons-modern.i8RP2vxMaoUgCNL1]{Medium handgun}Medium weapon, long range
@UUID[Compendium.cyphersystem-compendium.weapons-modern.WRluKrzzdF5wad4V]{Bow}Medium weapon, long range
@UUID[Compendium.cyphersystem-compendium.weapons-modern.dvZ57WEEzP575D6m]{Rifle}Medium weapon, long range
@UUID[Compendium.cyphersystem-compendium.weapons-modern.w4K2udLKOMjY53z1]{Shotgun}Heavy weapon, immediate range
ArmorNotes
@UUID[Compendium.cyphersystem-compendium.armor-modern.Tvvpp1L5F3sw3999]{Kevlar vest}Medium armor
Other ItemsNotes
@UUID[Compendium.cyphersystem-compendium.equipment-modern.Am5vYHXpCPsF3lrq]{Camera designed to be concealed}Transmits at long range
@UUID[Compendium.cyphersystem-compendium.equipment-modern.aGOQvKGxdPRVWq2F]{Microphone designed to be concealed}Transmits at long range
@UUID[Compendium.cyphersystem-compendium.equipment-modern.f0EYtw06E63173J1]{Cold weather camping gear}
@UUID[Compendium.cyphersystem-compendium.equipment-modern.1LbD5gLbLwY8QvPL]{Nightvision goggles}
@UUID[Compendium.cyphersystem-compendium.equipment-modern.13woD4sUoJbNy1au]{Scuba gear}
@UUID[Compendium.cyphersystem-compendium.equipment-modern.wpJd3cLska66OpcQ]{Smartphone}
@UUID[Compendium.cyphersystem-compendium.equipment-modern.CCHqv8dyuq7EGVHL]{Straightjacket}

Very Expensive Items

WeaponsNotes
@UUID[Compendium.cyphersystem-compendium.weapons-modern.TiBhD7UEqWItJVOc]{Heavy handgun}Heavy weapon, long range
@UUID[Compendium.cyphersystem-compendium.weapons-modern.6r112wF81Zs3yeNe]{Assault rifle}Heavy weapon, rapid-fire weapon, long range
@UUID[Compendium.cyphersystem-compendium.weapons-modern.wDV0Rbou4poxCdm1]{Heavy rifle}Heavy weapon, very long range
@UUID[Compendium.cyphersystem-compendium.weapons-modern.RCmDHR6H1lg9bRoV]{Submachine gun}Medium weapon, rapid-fire weapon, short range
ArmorNotes
@UUID[Compendium.cyphersystem-compendium.armor-modern.AqT96NV9XXl8iNye]{Lightweight body armor}Medium armor, encumbers as light armor
@UUID[Compendium.cyphersystem-compendium.armor-modern.tLUMEDBAJJH6sFAg]{Military body armor}Heavy armor
Other ItemsNotes
@UUID[Compendium.cyphersystem-compendium.equipment-modern.Kh6bhcajxt4cZDWH]{Disguise kit}Asset for disguise tasks
@UUID[Compendium.cyphersystem-compendium.vehicles.eqsiUjrg2EIrtiQj]{Used car}Level 3
@UUID[Compendium.cyphersystem-compendium.vehicles.ZYdj5EXY920kdcgr]{Small boat}Level 3

Exorbitant Items

Other ItemsNotes
@UUID[Compendium.cyphersystem-compendium.vehicles.hN3G2oNbOiKRfKMZ]{Large boat}Level 5
@UUID[Compendium.cyphersystem-compendium.vehicles.w4awO0Fz56obreUb]{Luxury car}Level 5
@UUID[Compendium.cyphersystem-compendium.vehicles.d5xp1l8px98GQIbQ]{Sports car}Level 6

Optional Rule: Handling PCs as Children

The regular character creation process makes fully competent, adult characters. To account for playing children, the GM could adopt this optional rule. First, the players make their characters normally, and then they apply the following adjustments to their PCs, as appropriate to their age category. You might also consider applying a tier cap of 3 to childhood adventure games with kids of up to thirteen years old, and a tier cap of 4 for childhood adventure games featuring PCs who are aged fourteen to seventeen.

Age 9 to 13

Slight: –4 to your Might Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.KY4e1Wo5NKh7TEiy]{Vulnerable}: Adults look out for you. You are trained in all pleasant social interactions with adults.

@UUID[Compendium.cyphersystem-compendium.inabilities.GhWikcOP1CAwpzZQ]{Inability}: Might-based tasks are hindered.

@UUID[Compendium.cyphersystem-compendium.inabilities.yl3vXIZfzudiVVqs]{Inability}: Tasks involving knowledge are hindered.

Age 14 to 17

Youthful: –2 to your Might Pool.

@UUID[Compendium.cyphersystem-compendium.inabilities.yl3vXIZfzudiVVqs]{Inability}: Tasks involving knowledge are hindered.

","markdown":""},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"ownership":{"default":-1},"flags":{}},{"sort":587500,"name":"Genre: Science Fiction","type":"text","_id":"VFJ6kCCgRGTzpWp0","title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"

For an expanded treatment of the science fiction genre, refer to the @UUID[Compendium.cyphersystem-compendium.cypher-journals.QhNXyjJC4BW5agrm]{Science Fiction Rulebook}. Some of the sci-fi equipment has been updated in the Science Fiction Rulebook. The equipment in this chapter include these changes. For that reason, there are some differences from the printed Cypher System Rulebook. Those instances are noted with an asterisk (*).

Science fiction is an incredibly broad category. It covers UFOs, space opera, near-future dystopias, otherworldly epics, hard science fiction, and everything in between. Even when compared to fantasy, science fiction is so wide that it almost isn’t a single genre at all. Truthfully, there’s not all that much to tie, say, The Time Machine by H. G. Wells with a dark cyberpunk story except for the technology involved, which is at a higher level than we possess or understand today. But even that part of science fiction is contentious. Should the science be purely that which obeys the laws of physics as we understand them today (often called hard science fiction), or is it more of an “anything goes” proposition? Is science we can’t explain really just magic?

For our purposes, we’ll treat fantastic science fiction as the default: aliens, spaceships that allow travel to other stars, energy weapons and shields, and so on. It’s a familiar setting to almost everyone interested in science fiction. That said, we’ve also got some additional guidance for hard science fiction, where what’s possible is more grounded in what we currently scientifically extrapolate. But your science fiction setting can be anything you can imagine.

Suggested Types for a Science Fiction Game

RoleType
SoldierWarrior
TechnicianExplorer with technology flavor
PilotExplorer with technology flavor
DiplomatSpeaker
DoctorSpeaker with skills and knowledge flavor
SpyExplorer with stealth flavor
ScientistExplorer with skills and knowledge flavor
PsionAdept
Psychic knightWarrior with magic flavor

Basic Creatures and NPCs for a Science Fiction Game

@UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.ckjeyJICRGhNlGgS]{Corporate drone} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.6TcU3jVH85UcUFIz]{Guard beast} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.urAFJXaUkWY2R1zj]{Innocuous rodent} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.vSvrg6g5VkP5MkeZ]{Physical laborer}

Additional Science Fiction Equipment

In a science fiction setting, the following items (and anything else appropriate to the setting) are usually available.

Inexpensive Items

WeaponsNotes
@UUID[Compendium.cyphersystem-compendium.ammo.1UGRE1k4ReUFAr34]{Energy pack (50 shots)}
@UUID[Compendium.cyphersystem-compendium.weapons-sci-fi.O3WVhoZQ8U8401yo]{Knife (simple)}Light weapon
Other ItemsNotes
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.kh1dzF6oaKZqzss6]{Flashlight}
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.LyUOH2V2zQqlIcgG]{Survival rations (1 day)}

Moderately Priced Items

WeaponsNotes
@UUID[Compendium.cyphersystem-compendium.weapons-sci-fi.2Fcz72cuTLrwjLy7]{Hunting knife}Light weapon
@UUID[Compendium.cyphersystem-compendium.weapons-sci-fi.H8InhgjpPnnVzmiV]{Machete}Medium weapon
@UUID[Compendium.cyphersystem-compendium.weapons-sci-fi.mVef0tRkNWbfz2VS]{Grenade (sonic)}Explosive weapon, inflicts 2 points of damage in immediate radius, plus Might defense roll or lose next turn
@UUID[Compendium.cyphersystem-compendium.weapons-sci-fi.PnvNFQbxuCHb874j]{Grenade (thermite)}*Explosive weapon, inflicts 6 points of damage in immediate radius
ArmorNotes
@UUID[Compendium.cyphersystem-compendium.armor-sci-fi.kzLQCncQ1cXzM456]{Leather jacket}Light armor
Other ItemsNotes
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.FALc1UkW90o9M0rr]{Backpack}
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.y8M3rmSzHUyKLdom]{Bag of heavy tools}
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.UuHnuXeI6iwIvgtf]{Bag of light tools}
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.kAzP990hVR1pQSYR]{Binoculars}Asset for perception tasks at range
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.0SBO3NnYx33dwomQ]{Breather}*Provides a day of breathable air
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.G50Jj9pfCytxzMJe]{Climbing gear}Asset for climbing tasks
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.4p14iIDm5SitvYiK]{Communicator}Planetary range
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.zE8nBEE8jVYswUT4]{Crowbar}
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.3kbeLDAUmwyYsPDj]{Environment tent}
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.a4crA7W9OQa3LCIn]{First aid kit}Asset for healing tasks
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.KpSlhPXtD1ysoREW]{Handcuffs}
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.2FgbXJjI9iBI7fk6]{Nightvision goggles}
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.CzM5OkaV23fUxHUi]{Portable lamp}
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.06uEHDipEwShEcun]{Rope}Nylon, 50 feet
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.hofNkVrnwjRHaopi]{Sleeping bag}

Expensive Items

WeaponsNotes
@UUID[Compendium.cyphersystem-compendium.weapons-sci-fi.cAh0sGKTyb8Vptej]{Light blaster}Light weapon, short range
@UUID[Compendium.cyphersystem-compendium.weapons-sci-fi.2Iusz99wevz9KSEV]{Medium blaster}Medium weapon, long range
@UUID[Compendium.cyphersystem-compendium.weapons-sci-fi.LDklLSixesdwgwj3]{Needler}Light weapon, long range
@UUID[Compendium.cyphersystem-compendium.weapons-sci-fi.PNDivijkZvlsUjbm]{Shotgun}Heavy weapon, immediate range
@UUID[Compendium.cyphersystem-compendium.weapons-sci-fi.qErMuZdwnHVPLCm7]{Stunstick}Medium weapon, inflicts no damage but human-sized or smaller target loses next action
ArmorNotes
@UUID[Compendium.cyphersystem-compendium.armor-sci-fi.BqiPzuCqRfn9yFrR]{Armored bodysuit}*Medium armor, encumbers as no armor
@UUID[Compendium.cyphersystem-compendium.armor-sci-fi.JrN6tyFoTYLtZc6s]{Lightweight body armor}*Heavy armor, encumbers as medium armor
Other ItemsNotes
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.qa9okeQfd3NTtmzD]{Camera designed to be concealed}Transmits at long range
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.r36W1oDLBXrXsu6G]{Microphone designed to be concealed}Transmits at long range
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.MtCq6owCDm7GG8Pw]{Environment suit}Provides 24 hours of atmosphere and +10 to Armor against extreme temperatures
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.LirhTzCUj7UFCfgB]{Wrist computer}Asset for most knowledge-based tasks

Very Expensive Items

WeaponsNotes
@UUID[Compendium.cyphersystem-compendium.weapons-sci-fi.7NCzo49o54a1vSy1]{Heavy blaster}Heavy weapon, long range
@UUID[Compendium.cyphersystem-compendium.weapons-sci-fi.7Cy8yASphzXHYlsJ]{Heavy blaster rifle}*Heavy weapon, very long range
@UUID[Compendium.cyphersystem-compendium.weapons-sci-fi.xjviCkv7gCoy1ZcV]{Pulse laser gun}Medium weapon, rapid-fire weapon, long range
ArmorNotes
@UUID[Compendium.cyphersystem-compendium.armor-sci-fi.Bujb0Cz7cVN6K9H3]{Battlesuit}*Heavy armor, also also grants the benefit of a @UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.g8xedO3WjADU8fBU]{deluxe space suit}
Other ItemsNotes
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.mGvzhwfcLOR8Aami]{Disguise kit}Asset for disguise tasks
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.fxntln2fSRKpMFyx]{Gravity regulator}Belt-mounted device that regulates gravity to 1G for wearer if within 0 G to 3 G conditions
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.MbgM9wBMTWCIXCqh]{Handheld scanner}Asset for identifying tasks
@UUID[Compendium.cyphersystem-compendium.vehicles.pTEJ1VrxrSVGteKY]{Hovercraft}Level 4
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.ZOz0Fit7uAvEjIPA]{Infiltrator}Asset for lockpicking tasks when used with electronic locks
@UUID[Compendium.cyphersystem-compendium.vehicles.vGpae1ESOw3hK4qY]{Jetpack}*Level 2
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.RpA2kZiwJAa7fRQM]{Stealthsuit}*Provides two assets for stealth tasks

Exorbitant Items

WeaponsNotes
@UUID[Compendium.cyphersystem-compendium.weapons-sci-fi.B0x6U0RnIp2EyEbV]{Blast cannon}10 points of damage, 500-foot (150 m) range, requires a tripod and two people to operate
ArmorNotes
@UUID[Compendium.cyphersystem-compendium.armor-sci-fi.LOwyfbM0bAlLrBc0]{Force field}*Not armor, offers +1 to Armor; once used, must be recharged for several hours
Other ItemsNotes
@UUID[Compendium.cyphersystem-compendium.vehicles.8CtlFUIKlZpteVG3]{Luxury hovercar}Level 5
@UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.0WiWAbNWXRypYxjh]{Robot servant}Level 3
@UUID[Compendium.cyphersystem-compendium.vehicles.rPjVFxfdapjErMwt]{Small spaceship}Level 4

Science Fiction Artifacts

Artifacts in a science fiction game can be strange relics from an unknown alien source or tech items that aren’t yet widely available. In a galactic setting, for example, it’s easy to imagine that innovations or specialized items might not have spread everywhere.

@UUID[Compendium.cyphersystem-compendium.artifacts-sci-fi.aV9zEHENEDgFu5r9]{Amber casement} @UUID[Compendium.cyphersystem-compendium.artifacts-sci-fi.BrWNyEr0tRbOkOW9]{Metabolism bud} @UUID[Compendium.cyphersystem-compendium.artifacts-sci-fi.dMU5JjdzGh2xYJHe]{Mind imager} @UUID[Compendium.cyphersystem-compendium.artifacts-sci-fi.HbWQ65yTcCT5kRZ9]{Psychic crystal} @UUID[Compendium.cyphersystem-compendium.artifacts-sci-fi.4sk825DOsE6oE9d3]{Repair sphere}

Starships

Here are a few sample starship types:

StarshipLevelCrewWeapon Systems
@UUID[Compendium.cyphersystem-compendium.starships.f14c7pV1Cc89BEgg]{Fighter}111
@UUID[Compendium.cyphersystem-compendium.starships.1QmIZUO93276WVip]{Interceptor}211
@UUID[Compendium.cyphersystem-compendium.starships.RsHhdbOFUEkKCJUW]{Freighter}3 (4 for defense)41
@UUID[Compendium.cyphersystem-compendium.starships.rrkSDY696W28w7T6]{Frigate}4204
@UUID[Compendium.cyphersystem-compendium.starships.2Cuo9MpDalEzoM6i]{Cruiser}4255
@UUID[Compendium.cyphersystem-compendium.starships.SbCnPYjsEaR4YeMr]{Battleship}101,00036

“Crew” indicates the minimum number of people needed to operate the ship. Many ships can carry more passengers. “Weapon Systems” indicates the maximum number of different enemies the ship can target at once—but only one attack per target in any circumstance.

Since it’s frighteningly easy to die in a space battle if your ship is destroyed, most ships have escape pods. Even fighter craft have ejection systems that put the pilot out into space in an environment suit. In other words, GMs should try to give PCs a way out of immediately dying if they get on the wrong end of a space battle.

Effects of Gravity

In a hard science fiction game, variable effects of gravity can’t be waved away by tech that simulates normal gravity on spacecraft, space stations, and other worlds. Instead, it’s an issue people must overcome.

Short-Term Microgravity Exposure: People new to low gravity might get space sickness. Newcomers must succeed on a difficulty 3 Might task or suffer mild nausea for about two to four days, during which time all their tasks are hindered. A few unlucky travelers (usually those who roll a 1 or otherwise face a GM intrusion) are almost completely incapacitated, and find all tasks hindered by three steps.

Long-Term Microgravity Exposure: Long-term exposure to microgravity environments without medical interventions degrades health. How long one spends in such conditions is directly relevant. The GM may assign long-term penalties to PCs if the situation warrants it, though the use of advanced space medicine, proper exercise, and recommended steroids and other hormones can avoid these complications.

Low Gravity: Weapons that rely on weight, such as all heavy weapons, inflict 2 fewer points of damage (dealing a minimum of 1 point). Short-range weapons can reach to long range, and long-range weapons can reach to very long range. Characters trained in low-gravity maneuvering ignore the damage penalty.

High Gravity: It’s hard to make effective attacks when the pull of gravity is very strong. Attacks (and all physical actions) made in high gravity are hindered. Ranges in high gravity are reduced by one category (very-long-range weapons reach only to long range, long-range weapons reach only to short range, and
short-range weapons reach only to immediate range). Characters trained in high-gravity maneuvering ignore the change in difficulty but not the range decreases.

Zero Gravity: It’s hard to maneuver in an environment without gravity. Attacks (and all physical actions) made in zero gravity are hindered. Short-range weapons can reach to long range, and long-range weapons can reach to very-long range.

Effects of Vacuum

Vacuum is lethal. There’s no air to breathe, and the lack of pressure causes havoc on an organic body. An unprotected character moves one step down the damage track each round. However, at the point where they should die, they instead fall unconscious and remain so for about a minute. If they are rescued during that time, they can be revived. If not, they die.

Traveling the Solar System and Orbital Mechanics

In a hard science fiction setting, you might be interested in evoking the reality of travel times between colonies on planets and moons in the solar system. Even so, plotting a course between locations in the solar system isn’t simple, because everything is always moving with respect to everything else. You could determine exactly how long a trip would take with some internet research. Or you could just evoke the effect of orbital mechanics and varying accelerations on interplanetary travel. Use the Interplanetary Travel Table to do so. For a trip between locations not directly compared, add up the destinations in between. The travel times assume a nuclear plasma engine of a kind already being tested today (but better), a steady thrust toward the destination, and an equally long and steady braking thrust over the last half of the trip before orbit insertion. Such propulsion systems can change velocity and sustain thrust for days at a time, which reduces bone loss, muscle atrophy, and other long-term effects of low gravity.

Regardless, the travel times between distant locations bring home one thing: space is big and lonely.

Interplanetary Travel

OriginDestination

Travel Time Using Nuclear Plasma Engine

Earth/MoonMars20 + 1d20 days
MarsAsteroid belt30 + 1d20 days
Asteroid beltJupiter and its moons30 + 1d20 days
JupiterSaturn and its moons60 + 1d20 days
SaturnUranus90 + 1d20 days

Science Fiction Species Descriptors

In a science fiction setting, some GMs may want to offer alien species or androids, who are mechanically different from humans, as options for player characters. This can be accomplished by using descriptors. Two examples are below.

Artificially Intelligent

You are a machine—not just a sentient machine, but a sapient one. Your awareness might make you an exception, or there may be many like you, depending on the setting.

Artificially intelligent characters have machine minds of one type or another. This can involve an advanced computer brain, but it could also be a liquid computer, a quantum computer, or a network of smart dust particles creating an ambient intelligence. You might even have been an organic creature whose mind was uploaded into a machine.

Your body, of course, is also a machine. Most people refer to you as a robot or an android, although you know neither term describes you very well, as you are as free-willed and free-thinking as they are.

You gain the following characteristics:

Superintelligent: +4 to your Intellect Pool.

Artificial Body: +3 to your Might Pool and your Speed Pool.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.dj8fjpgMOatRRWFZ]{Shell}: +1 to Armor.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.j6odWezQciXppynQ]{Limited Recovery}: Resting restores points only to your Intellect Pool, not to your Might Pool or your Speed Pool.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.63ZJmNraEqS6lzdp]{Mechanics, Not Medicines}: Conventional healing methods, including the vast majority of restorative devices and medicines, do not restore points to any of your Pools. You can recover points to your Intellect Pool only by resting, and you can recover points to your Speed and Might Pools only through repair. The difficulty of the repair task is equal to the number of points of damage sustained, to a maximum of 10. Repairing your Might and Speed Pools are always two different tasks.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.71sJhRICcDy0WjiA]{Machine Vulnerabilities and Invulnerabilities}: Damaging effects and other threats that rely on an organic system—poison, disease, cell disruption, and so on—have no effect on you. Neither do beneficial drugs or other effects. Conversely, things that normally affect only inorganic or inanimate objects can affect you, as can effects that disrupt machines.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.nXs4KTo14JKXZN8f]{Uncanny Valley}: You have a hard time relating to organic beings, and they don’t react well to you. All positive interaction tasks with such beings are hindered by two steps.

Quintar

You are a quintar from the planet Quint. You are basically humanoid but taller, thinner, and blue skinned. Your hands end in three very long fingers. Quintar have five genders, but all quintar prefer to be addressed as female when communicating with more binary species. Human emotions and sexuality fascinate them, but not because they don’t have such concepts—quintar emotions and sexuality are just very different from those of humans. In general, quintar are more cerebral than other species, valuing knowledge over all else.

Quint is relatively Earthlike, with slightly less gravity but a slightly denser atmosphere.

You gain the following characteristics:

Cerebral: +4 to your Intellect Pool.

Skill: You are trained in one type of knowledge task of your choice.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.gmnozVrQsZBTxj9A]{Skill}: Quintar fascination with human behavior eases all interaction rolls (pleasant or not) with humans.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.4gFg0DiIdWm3w9ol]{Difficult Rest}: Quintar subtract 2 from all recovery rolls (minimum 1).

","markdown":""},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"ownership":{"default":-1},"flags":{}},{"sort":593750,"name":"Genre: Horror","type":"text","_id":"L90rsf6J1WHnk7rN","title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"

Although it’s very likely a subset of the modern genre, horror as a genre gets special treatment. Unlike the other genres, horror doesn’t necessarily suggest a setting. Any setting can be horrific. Horror is more of a style. An approach. A mood.

You could easily have horror in other times and settings, but for our purposes, we’ll deal with a default setting in the modern day. The PCs are probably normal people, not secret agents or special investigators (although being a part of a secret agency that deals with monsters in the shadows could make for a fine horror game).

Suggested types and additional equipment for a horror setting are the same as in a modern setting.

Consent

Horror games allow us to explore some pretty dark topics from the safety of our own game tables. But before you do that, make sure everyone around your table is okay with that. Find out what your players will find “good uncomfortable,” which is something that makes us squirm in our seats in a great horror movie, and “bad uncomfortable,” which is something that actually makes a player feel nauseated, unsafe, or offended. Being scared can be fun, but being sickened isn’t.

Consider the age and maturity of everyone in the game, perhaps in terms of the movie rating system. Tell the players what you think the game you’re running would be rated. If everyone’s okay with an R rating, then fine. You can have a spooky game that’s on the level of a kids’ movie rated G—more like Scooby-Doo than Saw, in other words. A PG rating might be right for a game that’s more creepy than horrific, with ghosts and spooky noises but not axe-wielding maniacs.

The different ratings suggest different kinds of content for your game. Finding a dead body is horrible, but watching someone get decapitated is something else entirely. Getting chased around by an alien that wants to eat you is one thing, but having it gestate and burst out of your own intestines is another. You need to know where the line is for everyone participating, and you need to know it right from the beginning.

For more information and advice on safe ways to address consent issues in your game, read the free Consent in Gaming PDF at myMCG.info/consent

Basic Creatures and NPCs for a Horror Game

@UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.WJgPGUcSUrR4Ssuu]{Businessperson} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.ZT13lzcl6dsvg8HX]{Cat} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.GNrvq56bsnlHgKeW]{Clerk} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.JZbErZ6hAgtHrgim]{Dog} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.5XdCwL3VyqhHBNqN]{Dog, vicious} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.N0XlAnno5dMItCmN]{Groundskeeper/caretaker} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.rvju0MPnEwNsg9Pr]{Man in Black} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.qLFrfE0E9w6BcG48]{Rat} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.T39Cl27TWeR8jVsZ]{Tarantula}

Horror Artifacts

Most of the time, a horror artifact will be something really weird—an ancient tome of forbidden necromancy, an alien device that humans can barely understand, and so forth. They are often unique items rather than one of a type. Horror artifacts should probably come with a risk, such as a built-in cost, a drawback, or something else that makes using them another way to heighten the tension of the game. Several examples are below.

@UUID[Compendium.cyphersystem-compendium.artifacts-horror.irCnETBwvUwp12PH]{Book of inversion} @UUID[Compendium.cyphersystem-compendium.artifacts-horror.WcrjZgKzg5VzkFVJ]{Shadow box} @UUID[Compendium.cyphersystem-compendium.artifacts-horror.sCTeJvOcviKd5GjN]{Sphere 23}

Optional Rule: Shock

When the PCs encounter something shocking, many times the most realistic response is to scream, stand in abject horror, or run. That might not be the smartest thing to do in the situation, but it’s genuine. What would your accountant do if they saw an axe-wielding maniac coming at them? Let’s face it, unless they truly steeled themselves with all their will, they’d probably scream and run.

When a PC encounters something horrific, utterly disgusting, dreadful, impossible, or otherwise shocking, call for an Intellect defense roll based on the level of the creature involved, or simply an appropriate level as decided by the GM (see the Shock Levels table). Failure might mean that for one round, the player loses control of the character, and the GM decides what the PC does next. This usually means that the character runs, screams, gibbers, stares slack-jawed, or just does nothing. However, GMs should welcome player input into this situation. The point is to portray that when we’re shocked, we don’t always react in the best way, the smartest way, or even the way we want to. Fear is a powerful thing.

Alternatively, failure on the Intellect defense roll might mean that the character suffers Intellect damage equal to the level of the defense task. This indicates an overall toll that numerous shocks and horrors can have on a person. You might have a situation where a character literally dies of fright.

Shock Levels

EventLevel
Something unexpected darts or jumps out1
Something suddenly moves just out of the corner of the eye2
A sudden loud noise (like a scream)2
Unexpectedly seeing a corpse2
Watching someone die3
Seeing something impossible (like an inanimate object sliding across the floor)4
Watching a friend die5
Seeing a monstrous creatureCreature level
Witnessing something supernatural (like a spell)5
Seeing something mind-bending (like an impossible, multidimensional demigod coalescing out of thin air)8

Optional Rule: Horror Mode

For horror games, GMs can implement a rule called Horror Mode. The idea is to create a feeling of escalating dread and menace by changing one die roll mechanic. In the game, things begin as normal. The PCs interact with each other and the NPCs, investigate, research, travel, and so on. But when they enter the haunted house, the serial killer gets close, the elder things beneath the earth awaken, or whatever horrific situation planned by the GM begins, things change. At this time, the GM announces that the game has gone into Horror Mode.

This is a key for the players (not the characters) to recognize that things are getting bad. It’s the RPG equivalent of spooky music beginning to play in a horror film. While in Horror Mode, the rules for GM intrusions governed by die rolls change. Normally this happens only on a roll of 1, but when Horror Mode starts, it becomes a roll of 1 or 2. And then it escalates. As time passes, GM intrusions happen on a roll of 1 to 3, then a roll of 1 to 4, and so on. This potentially means that a die roll in Horror Mode can indicate success in a task and still trigger a GM intrusion.

As the intrusion range changes with each escalation, the GM should announce this to the players. The feeling of rising tension should be dramatic and overt.

Escalation Rate

ActivityIntrusion Range Increases by 1
Exploring a large areaEvery time a new intrusion is indicated by a die roll
ExploringEvery ten minutes or every time a new intrusion is indicated by a die roll
CombatEach round

For example, while the PCs are exploring a dark swamp (a large area), the game goes into Horror Mode and intrusions are indicated on a 1 or 2. During this exploration, one of the players rolls a 2. Not only is there an intrusion, but now the range escalates to 1, 2, or 3. The character is almost dragged into a spot of quicksand-like muck. Then the PCs find an old abandoned house in the middle of the swamp. They enter, and now the escalation rate goes up if they roll a 1, 2, or 3, or every ten minutes that passes in the game. They explore the house for twenty minutes (escalating intrusions to 1 to 5), and during the investigation of the kitchen, someone rolls a 3, triggering an intrusion. A cabinet opens mysteriously and a strangely carved clay pot falls, striking the character. This also escalates the intrusion rate, so they now occur on a roll of 1 to 6. When the PCs reach the attic, they encounter the dreaded swamp slayer, a half man, half beast that thrives on blood. It attacks, and now the range goes up during each round of combat. After four rounds of fighting, intrusions happen on a roll of 1 to 10—half the time. Things are getting dicey, and they’re only going to get worse.

When the GM announces that Horror Mode has ended, the GM intrusion rate goes back to normal, happening only on a roll of 1 or when the GM awards XP.

Horror Mode is a very “meta” rule. It gives players knowledge that their characters don’t have. This is similar to how the viewers of a horror movie or readers of a horror story often know more than the characters on the screen or page. It heightens the tension. Players can express the start of Horror Mode by having their characters talk about goosebumps or a feeling of being watched, but this is not necessary.

Using GM Intrusions in Horror Mode

With the GM intrusions coming fast and furious toward the end of Horror Mode, it’s easy to run out of ideas. In combat, intrusions might just mean that the monster or villain gets a surprise extra attack or inflicts more damage. Perhaps a PC is thrown to the ground or nearer to the edge of a cliff. If the characters are running away, one might trip and fall. If the PCs are exploring, a bookcase topples, potentially hitting someone. Think of all the similar moments you’ve seen in horror films.

Sometimes, if the GM prefers, the GM intrusion can simply be something frightening, like a moan or a whisper. These aren’t dangerous to the PCs, but they escalate the tension and indicate that something bad is getting closer.

In fact, while in Horror Mode, GMs should mostly refrain from doing anything bad, ominous, or dangerous unless it’s an intrusion (either from a die roll or through the awarding of XP). In a horror game, GM intrusions are an indication that things are bad and getting worse, and whenever possible, the GM should allow the Horror Mode escalation to drive the action. This makes the GM more of a slave to the dice than in other Cypher System situations, but that’s okay.

Consider this example. The PCs have tracked something that is probably committing a series of horrific murders to an old factory. They enter the building to explore. The GM knows where the creature is hiding in the factory, but decides that it doesn’t become aware of the characters until an intrusion is indicated. The only clue the PCs have is a mysterious noise off in the darkness. The creature doesn’t move toward them until another GM intrusion occurs. Now they hear something dragging across the factory floor, coming closer. But it’s not until a third intrusion occurs that the creature lunges out from behind an old machine at the PC who rolled the die.

In some ways, the status quo doesn’t change until an intrusion happens. This could be seen as limiting the GM and the need for pacing, but remember that the GM can still have an intrusion occur anytime they desire, in addition to waiting for the low die rolls.

GMs may want to limit the number of intrusions to no more than one per round, no matter what the dice indicate, but that should be based on the situation.

Optional Rule: Madness

Having characters descend into madness is an interesting facet of some kinds of horror and can make long-term horror campaigns more interesting. The easiest way to portray blows to a character’s sanity is through Intellect damage. When PCs encounter something shocking, as described above, they always take Intellect damage. If they would normally move one step down the damage track due to the damage, they instead immediately regain points (equal to 1d6 + their tier) in their Intellect Pools but lose 1 point from their maximums in that Pool. Characters whose maximum Intellect Pools reach 0 go insane. They lose their current descriptor and adopt the Mad descriptor, regain 1d6 + tier points to their Intellect Pools, and gain +1 to their Intellect Edge. If they ever reach a permanent Intellect Pool maximum of 0 again, they go stark raving mad and are no longer playable.

Intellect Edge offers an interesting means to portray a character who is knowledgeable (and perhaps even powerful in terms of mental abilities) yet mentally fragile. A character with a low Intellect Pool but a high Intellect Edge can perform Intellect actions well (since Edge is very helpful) but is still vulnerable to Intellect damage (where Edge is of no help).

Since Cypher System games are meant to be story based, players should recognize that the degrading sanity of their character is part of the story. A player who feels that their character is going mad can talk to the GM, and the two of them can work out the means to portray that—perhaps by using the Mad descriptor, permanently trading up to 4 points from their Intellect Pool to gain +1 to their Intellect Edge, or anything else that seems appropriate. Mental disorders, manias, psychopathy, schizophrenia, or simple phobias can be added to a character’s traits, but they don’t need to be quantified in game statistics or die rolls. They’re simply part of the character.

Inabilities in personal interaction or any area requiring focus might be appropriate, perhaps allowing the PC to gain training in weird lore or forbidden knowledge. Or maybe the opposite is true—as the character’s mind slowly slips away, they become oddly compelled or can obsessively focus on a single task for indefinite periods, and thus they gain training in that topic or skill. These kinds of changes could be balanced with inabilities, such as being unable to remember important details.

As another way to represent madness, the GM could hinder Intellect-based tasks that would be considered routine, such as “remembering your friends and family” or “caring what happens to your best friend” or “stopping yourself from injecting a mysterious substance into your veins.” These routine tasks normally have a difficulty of 0, but for a PC who has lost their mind, they might have a difficulty of 1, 2, or even higher. Now the character must make rolls to do even those simple things.

","markdown":""},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"ownership":{"default":-1},"flags":{}},{"sort":596875,"name":"Genre: Romance","type":"text","_id":"pd2PrHViZ1edOZ7f","title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"

Like horror, romance doesn’t automatically suggest a setting. It is more of a mood, or more specifically an approach, to how the game is played. It suggests an emphasis, at least somewhat, on relationships, interactions, and connections.

Suggested types and additional equipment for a romance setting are the same as in a modern setting.

Consent and Boundaries

You must get consent to cover these topics in a game ahead of time—you don’t want to make people uncomfortable. Everyone involved also needs to learn everyone else’s boundaries. Someone might not want any part of a romance scene, while others are okay talking about emotional connections but not anything sexual.

Obviously, all of this is doubly important if age is a consideration. If there are younger players involved, romance probably shouldn’t go beyond a fairly chaste kiss. (You’ll find that kids are sometimes more open to romance in their games than adults, but only because their understanding of the topic is understandably pretty shallow. A kid player might declare that a character is their boyfriend, but it doesn’t mean much. And for some adults, that may be the way they want to approach the subject as well.)

Lastly, recognize that there needs to be a clear boundary between the story and real life. Two characters having a relationship has no impact on real-life feelings of the players. Two characters in a game might be in a relationship while each player is in a relationship in the real world with someone else. And maybe they’re gaming at the same table! If a player can’t distinguish between in-game flirtation or words of endearment and real-world feelings, they shouldn’t be in a romance-focused game.

For more information and advice on safe ways to address consent issues in your game, read the free Consent in Gaming PDF at myMCG.info/consent

The Check-In

It’s vital that the GM and the players all check in with each other to make sure everyone’s still comfortable with what’s going on in the game. This is particularly important to maintain the boundary between emotions expressed in the story and how people feel in real life.

Basic Creatures and NPCs for a Romance Game

@UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.wIO0w2fxcBU0vHae]{Distrustful relative} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.rmzRpUzfdXpAnzUu]{Jealous ex} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.E7xImJCLVWwiIDre]{Nosy neighbor} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.ktWhiHHoothgvjOv]{The unattainable}

Optional Rule: Infatuation

When a PC is near someone they are infatuated with, particularly in the early stages of that infatuation, they must make an Intellect defense roll with a difficulty determined by the GM based on the situation (not on the level of the subject of the infatuation). Failure might mean that the character does or says something awkward or embarrassing either in an attempt to impress or when trying to hide the infatuation. Or it could mean that for one round, the player loses control of the character, and the GM decides what the PC does next, such as risk their own safety to help an endangered character. However, GMs should welcome player input into this situation. The point is to portray that when we’re distracted by the powerful feelings (and hormones) related to infatuation, we don’t always react in the best way, the smartest way, or even the way we want to.

Infatuation can happen whether the PC is attracted to an NPC or a PC.

Optional Rule: Relationship Levels

When a PC first establishes a relationship with a character (PC or NPC), the GM should assign the relationship a level. If there’s no connection at all, there is no relationship (level 0). Otherwise, the starting relationship is probably level 1. In certain circumstances, a relationship might start at level 2, indicating a far stronger initial connection than usual.

As play progresses, the PC can attempt to improve the level of the relationship, indicating a strengthening of the bond between the two characters. The requirements to improve the relationship are twofold. First, some story-based action needs to be taken. This can be dates, gifts, a meaningful speech, a pledge of commitment, some amount of self-sacrifice, or whatever the GM and the player feel is appropriate to the story and the level of the relationship. This action might require the PC to succeed at specific tasks (with appropriate rolls). For example, writing a love poem will require an Intellect-based task, while helping to retrieve a loved one’s cat from a tree might require a Speed-based task.

Second, the player must make an Intellect-based roll with the desired level of relationship as the difficulty (modified as the GM sees fit).

A relationship can be improved only one level at a time, and the GM and the player should work out an appropriate time interval. For relationships of levels 5 and above, multiple story-based actions and multiple rolls are almost certainly required.

It’s possible for relationship levels to be lopsided, such that the relationship from the point of view of one person is a different level than from the point of view of the other. This should be used sparingly, because it makes things far more complicated. In the case of polyamory, it is possible to have more than two people in a relationship, but even in these situations the connection between any two individuals should have its own level.

Relationship levels can go down as well as up. Neglect, carelessness, inappropriate emotional displays, lies, infidelity, and bungled wooing attempts can all potentially lower a relationship level. This is entirely in the judgment of the GM, although a lowered relationship level is very likely an appropriate use of a GM intrusion.

Relationship levels indicate the strength of the bond and thus help dictate an NPC’s actions in regard to a PC. An NPC in a level 5 relationship probably will be more generous and forgiving toward the PC than if the relationship was level 3 or 4. An NPC in a level 6 relationship or higher would likely give their partner most anything, even maybe sacrificing their own well-being or their life for them. (And people in a higher-level relationship certainly would.) Likewise, a relationship level can influence a PC’s actions. An Intellect defense roll with a difficulty equal to the relationship level might be appropriate if the PC wants to act against the best interests of their loved one, or if they must keep their cool and act normally when their loved one is in danger.

You can use this optional system in any genre, for any type of relationship, even platonic ones. If desired, the relationship level a PC has with an authority figure, a contact, a relative, or anyone else can be measured, improved, and decreased just as it can with a romantic relationship.

Romantic Relationship Levels

LevelRelationship
1First meeting. Interest or curiosity.
2A sense of connection above the norm. Strong physical attraction.
3Affection and a bond that will last longer than a single encounter.
4Serious affection. Almost certainly physical affection.
5A profession of love.
6A serious long-term commitment.
7A lifelong commitment.
8Soul mates.
9A love affair for the ages.
10A bond that transcends time and space.

Platonic Relationship Levels

LevelRelationship
1First meeting. Interest or curiosity.
2A sense of connection above the norm.
3A memorable connection. Indications of a mutually beneficial relationship possible.
4Real friendship.
5Deep friendship.
6Relationship akin to that of a close sibling.
7A pledge of complete partnership.
8Platonic soul mates. Something akin to a life-debt.
9A friendship for the ages.
10A bond that transcends time and space.
","markdown":""},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"ownership":{"default":-1},"flags":{}},{"sort":598438,"name":"Genre: Superheroes","type":"text","_id":"tIyemzsYdcYDslG1","title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"

Like horror, the superhero genre is really a subset of the modern genre with extensive special considerations. In many ways, it might appear that the Cypher System is a strange fit for superheroes. But if you think about it, with foci like Bears a Halo of Fire and Wears a Sheen of Ice, the Cypher System makes all genres a little bit “superhero-ish.” Character sentences might look like the following:

And so on.

Suggested Types for a Superhero Game

RoleType
Strong heroWarrior
Brawler heroWarrior with stealth flavor
Gadget heroExplorer with technology flavor
PilotExplorer with technology flavor
CharmerSpeaker
LeaderSpeaker with combat flavor
Shadowy vigilanteExplorer with stealth flavor
Scientist heroExplorer with skills and knowledge flavor
Energy-wielding heroAdept with combat flavor
WizardAdept
MentalistAdept
Psychic ninjaWarrior with magic flavor

Basic Creatures and NPCs for a Superhero Game

@UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.IpjzD88QqIABcv7A]{Bystander} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.krnLLagONJBbj1tE]{Genetically enhanced bruiser} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.sWc8DryN22cKTJyj]{Ninja} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.YHRSNEgzJeBCrWnC]{Robot minion} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.VSQt1EzpNhIwvCyA]{Scientist} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.SpaQv9sL1VWlrkLS]{Worker}

Additional Superhero Equipment

Suggested additional equipment is the same as in a modern setting. Keep in mind, however, that for many heroes, “equipment” can be superfluous. Where do you stash the flashlight and rope when all you’re wearing is spandex tights?

Optional Rule: Power Shifts

Superheroes can do things that other people cannot. They throw cars, blast through brick walls, leap onto speeding trains, and cobble together interdimensional gateways in a few hours. It’s tempting to say that such characters are stronger, faster, or smarter, so they should have higher Might, Speed, or Intellect Pools. However, simply bumping up stat Pools or Edge doesn’t fully represent this dramatic increase in power. Instead, consider using an optional rule called power shifts.

Under this rule, all superhero characters get five power shifts. Power shifts are like permanent levels of Effort that are always active. They don’t count toward a character’s maximum Effort use (nor do they count as skills or assets). They simply ease tasks that fall into specific categories, which include (but are not necessarily limited to) the following.

@UUID[Compendium.cyphersystem-compendium.power-shifts.QDAvfL2Xor2gc3DB]{Accuracy} @UUID[Compendium.cyphersystem-compendium.power-shifts.gxmRI0Oi1qlp8tgv]{Dexterity} @UUID[Compendium.cyphersystem-compendium.power-shifts.ge5eQ2UKcF71jfL5]{Healing} @UUID[Compendium.cyphersystem-compendium.power-shifts.RvPjtLHq2svYfhK8]{Intelligence} @UUID[Compendium.cyphersystem-compendium.power-shifts.ZcogTb12JEcKd8WK]{Power} @UUID[Compendium.cyphersystem-compendium.power-shifts.ClwsF2GBoWlGR9To]{Resilience} @UUID[Compendium.cyphersystem-compendium.power-shifts.qbOvGJVLVkDUC49X]{Single Attack} @UUID[Compendium.cyphersystem-compendium.power-shifts.uQLh67ISIUJ4O3bC]{Strength}

Each shift eases the task (except for shifts that affect damage or Armor, as specified in the list above). Applying 2 shifts eases the task by two steps, and applying 3 shifts eases the task by three steps.

A character assigns their five power shifts as desired, but most characters should not be allowed to assign more than three to any one category. Once the shifts are assigned, they should not change.

For example, a superstrong character might put three of their shifts into strength and the other two into resilience. Whenever they lift something heavy, smash through a wall, or throw an object, they ease the task by three steps before applying Effort, skill, or assets. Thus, all difficulties from 0 to 3 are routine for them. They smash through level 3 doors as if they don’t exist. As another example, a masked vigilante character with a utility belt full of gadgets and great acrobatic skills might put two shifts in dexterity, one in accuracy, one in intelligence, and one in healing. They’re not actually superpowered, just tough and well trained.

Some GMs will want to allow PCs to increase their power shifts. Having a character spend 10 XP to do so would probably be appropriate. Other GMs will want to run superhero games with PCs of greater or lesser power (cosmic-level heroes or street-level heroes, perhaps). In such cases, more or fewer power shifts should be granted to the PCs at the game’s start.

Superpowered NPCs and Power Shifts

NPC superheroes and villains get power shifts, too. Most of the time, this adds to their level. For example, Blast Star is a level 5 fiery villain who has three power shifts. When she blasts through a level 7 iron security door, she does so easily because in this circumstance, she’s actually level 8.

Sometimes, NPC power shifts make things harder for the PCs. For example, Fleetfoot the level 4 speedster puts all three of her shifts in dexterity. When she runs past a character who tries to grab her, the difficulty to do so is increased by three steps to 7.

Typical NPC supers get three power shifts. Exceptional ones usually have five.

Really Impossible Tasks

In superhero games, due to conventions of the genre, difficulty caps at 15 instead of 10. Difficulty 10 is labeled “impossible,” but that label is for regular folks. For superpowered characters, “impossible” means something different, thanks to power shifts.

Think of each difficulty above 10 as being one more step beyond impossible. Although a GM in another genre would say there’s no chance that a character could leap 100 feet (30 m) from one rooftop to another, in a superhero game, that might just be difficulty 11. Picking up a city bus isn’t something normal characters could do, but for a strong superhero, it might be difficulty 12.

In theory, NPCs in such a game can go up to level 15 as well. Levels above 10 represent opponents that only a superhero would consider taking on: a robot that’s 1,000 feet (300 m) tall (level 11); Galashal, Empress of Twelve Dimensions (level 14); or a space monster the size of the moon (level 15).

Superhero Artifacts

Supervillains build doomsday devices. Ancient artifacts present a threat to all humanity if in the wrong hands. Weird machines from alien dimensions offer solutions to unsolvable problems. Artifacts are an important part of superhero stories. A few examples are below.

@UUID[Compendium.cyphersystem-compendium.artifacts-superhero.2ENNMqilV1qoB35e]{Doctor Dread’s time portal} @UUID[Compendium.cyphersystem-compendium.artifacts-superhero.AvddNOp9tUWCqGOp]{Serum X} @UUID[Compendium.cyphersystem-compendium.artifacts-superhero.JYcfxA5RcffTX3Wl]{Stellarex crystal}

","markdown":""},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"ownership":{"default":-1},"flags":{}},{"sort":599219,"name":"Genre: Post-Apocalyptic","type":"text","_id":"ARG20fxwzr0OBZjH","title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"

Post-apocalyptic literature, movies, and games are a subgenre of science fiction that focuses on the dystopia that follows the fall of civilization. Strictly speaking, post-apocalyptic stories take place after the end of the world. At least, the end of the world for most people. Players take the role of the survivors (or their descendants) trying to persevere in the face of immense hardship. Popular post-apocalyptic scenarios include those set after nuclear war, in the aftermath of a zombie plague, in the months and years following an alien invasion, or after the environment collapses in the face of human overpopulation. Other ways the world could end include a massive meteorite strike, the long-awaited robot uprising, a powerful solar flare that burns out the world’s power grids and communications, or even something as prosaic as a global disease pandemic.

Suggested Types for a Post-Apocalyptic Game

RoleType
SurvivorExplorer with stealth flavor
HeavyWarrior
DealerSpeaker
TraderSpeaker with skills flavor
SageExplorer with knowledge flavor
EvolvedAdept

Basic Creatures and NPCs for a Post-Apocalyptic Game

@UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.31W9R0HQhQT0ic3A]{Crazy loner} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.6L693DIk5jmQu2Py]{Gamma snake} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.urAFJXaUkWY2R1zj]{Innocuous rodent} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.uCMNBacwXfuThw65]{Mongrel dog} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.WGftLKpoTVDfIKw2]{Survivor, sickened} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.GgfdjyikafYtuyTK]{Survivor, typical}

Additional Post-Apocalyptic Equipment

In a post-apocalyptic setting, the items on the Additional Modern Equipment table as well as the following items might be available in trade from other survivors, or in the rare trade town.

Inexpensive Items

WeaponsNotes
@UUID[Compendium.cyphersystem-compendium.weapons-post-apocalyptic.7M8uEI7cKT0UztUy]{Knife}Light weapon, rusty and worn
@UUID[Compendium.cyphersystem-compendium.weapons-post-apocalyptic.VJicMhUlVImuwl4N]{Light weapon}Light weapon (won’t last long)
@UUID[Compendium.cyphersystem-compendium.weapons-post-apocalyptic.erpmmOJulN96Afgr]{Wooden club}Light weapon
ArmorNotes
@UUID[Compendium.cyphersystem-compendium.armor-post-apocalyptic.WnIcqsOLyuyQKSpZ]{Animal hide}Light armor
@UUID[Compendium.cyphersystem-compendium.armor-post-apocalyptic.Hv5mU9dKhfQJA76Q]{Light armor}Light armor, smell hinders stealth tasks
Other ItemsNotes
@UUID[Compendium.cyphersystem-compendium.equipment-post-apocalyptic.dmnJTSnJv4ZqQmVg]{Candle}
@UUID[Compendium.cyphersystem-compendium.equipment-post-apocalyptic.cY37Ff6ca1bxDXtp]{Plastic bag}Useful and ubiquitous (won’t last long)

Moderately Priced Items

WeaponsNotes
@UUID[Compendium.cyphersystem-compendium.weapons-post-apocalyptic.PasipD1tIBSjGd9h]{Handaxe}Light weapon
@UUID[Compendium.cyphersystem-compendium.weapons-post-apocalyptic.Z2P8uHd0D7sdFFNx]{Knife, multipurpose}Light weapon, asset to small repair tasks
Other ItemsNotes
@UUID[Compendium.cyphersystem-compendium.equipment-post-apocalyptic.g7ZsP8QRo5xMCDTc]{Gas mask}Breathable air for four hours
@UUID[Compendium.cyphersystem-compendium.equipment-post-apocalyptic.GAclXwNftLTjeFAf]{Padlock with keys}
@UUID[Compendium.cyphersystem-compendium.equipment-post-apocalyptic.0vFrABenylbBi3yw]{Portable lamp, solar}

Expensive Items

Other ItemsNotes
@UUID[Compendium.cyphersystem-compendium.equipment-post-apocalyptic.1j2c4v8TaLTVzmcZ]{Radiation detector}
@UUID[Compendium.cyphersystem-compendium.equipment-post-apocalyptic.cGUAvAFO5b83snP2]{Nightvision goggles}
@UUID[Compendium.cyphersystem-compendium.equipment-post-apocalyptic.862NWqhznbgLC5AG]{Radiation tent}Prevents radiation damage for three days
@UUID[Compendium.cyphersystem-compendium.equipment-post-apocalyptic.s23m8lRUYCXNthKZ]{Radiation pill (pack of 5)}Asset for defense tasks against radiation effects for twelve hours

Scavenging

Characters in a post-apocalyptic setting must usually spend part of each day scavenging for supplies or a place of safety.

Food and Shelter: Generally speaking, characters must spend two to four hours searching through the rubble and ruins before succeeding. Finding enough food for a group of characters to eat for one day is a difficulty 5 Intellect task. Finding a place of relative safety to regroup and rest is also difficulty 5. Characters who succeed on either one of these also get to roll up to once each day on the Useful Stuff table and three times on the Junk table.

Found food often takes the form of canned, processed, dried, or otherwise preserved goods from before the apocalypse, but sometimes it includes fresh fruits and vegetables found growing wild or cultivated by other survivors. Safe places to hole up include homes, RVs, offices, apartments, or any location that can be secured and defended and isn’t radioactive, poisoned, or overrun with hostile creatures.

The difficulty of succeeding at finding food, water, and a safe place varies by location and by how many days the characters have already spent in one location. Each week the PCs spend at the same location hinders subsequent scavenging tasks and requires that they succeed on a new task to determine if the place they’re staying is still safe. The result of failing to find food and water is obvious. If the PCs fail at the task of finding (or keeping) a safe place, their presence is noticed by hostile forces, or they face a result from the Wasteland Threats table.

Useful Stuff: Food, water, and a safe place to rest are the most important finds, and are the basis of each scavenging task. But other obviously useful stuff is often found along with these basic requirements. When a group of characters successfully finds either food and water or a safe place, consult the Useful Stuff table up to once per day. If it’s the first day the PCs have searched in a particular area, each character might find something useful, but in succeeding days, a group normally gets only a single roll to find useful stuff.

Useful stuff also includes a “loot” entry. Loot includes collectible coins from before the apocalypse, such as silver dollars and gold eagles. It also includes jewelry and artwork that survived the disaster and related material that can be used as currency or barter when the characters find other survivors or arrive at a trade town.

Items found on the Useful Stuff table are generally expensive or exorbitant items (except for firearms, which start in the expensive category).

Junk: Characters who find food and water also find lots of junk. They are free to ignore that junk, but some PCs might have a use for what they find, especially those with the Scavenges focus. All characters gain up to three results on the Junk table each time they successfully scavenge for food or a safe place to stay. Sometimes junk can be fixed, but more often it can be disassembled and used as parts to create something else.

Useful Stuff

d100Item Found
01–10Tools (provide an asset to tasks related to repair and crafting)
11–20Medicine (provides an asset to one healing-related task)
21–25Binoculars
26–35

Chocolate bar or similarly sought-after candy or snack

36–45Textbook (provides an asset to a knowledge-related task)
46–50Coffee or tea
51–55Gun or rifle with ten shells or bullets
56–60Flashlight
61–65Loot
66–70Gasoline (2d6 × 10 gallons)
71–75Batteries
76–80Functioning vehicle (sedan, pickup, motorcycle, etc.)
81–85Generator
86–90MRE cache (food and water for six people for 1d6 weeks)
91–95Ammunition cache (100 shells or bullets for 1d6 different weapons)
96–97Helpful stranger (level 1d6 + 2, stays with the PCs for a week or two)
98–99Cypher (in addition to any other cyphers the GM awards)
00Artifact (in addition to any other artifacts the GM awards)

Junk

d6Item Found
1

Electronic junk (stereo, DVD/Blu-ray player, smartphone, electric fan, printer, router, etc.)

2Plastic junk (lawn furniture, baby seat, simple toys, inflatable pool, etc.)
3Dangerous junk (paint, rat poison, solvents, industrial chemicals, etc.)
4Metallic junk (car bodies, old playsets, grills, empty barrels, frying pan, etc.)
5Glass junk (vases, windows, bowls, decorative pieces, etc.)
6Textile junk (coats, pants, shirts, bathing suits, blankets, rugs, etc.)

Post-Apocalyptic Artifacts

Artifacts in a post-apocalyptic game include still-working technology from before the disaster that is not widely available, as well as cobbled-together pieces of tech that can weaponize previously prosaic items. If the apocalypse was related to some kind of alien invasion, artifacts would include even stranger items.

@UUID[Compendium.cyphersystem-compendium.artifacts-post-apocalyptic.RCr7oVmh9Lhk9jHG]{Autodoc} @UUID[Compendium.cyphersystem-compendium.artifacts-post-apocalyptic.54P9fzXQjgpQT1gZ]{Enviroscanner} @UUID[Compendium.cyphersystem-compendium.artifacts-post-apocalyptic.xGGPXV5UufPD4m5F]{Military exoskeleton} @UUID[Compendium.cyphersystem-compendium.artifacts-post-apocalyptic.T82EmpHsb9cNyyPX]{Rocket fist} @UUID[Compendium.cyphersystem-compendium.artifacts-post-apocalyptic.rQg6ztpLMylwK5RB]{Rocket-propelled grenade} @UUID[Compendium.cyphersystem-compendium.artifacts-post-apocalyptic.lQDbPJOz1VYXe54s]{Terahertz scanner}

Post-Apocalyptic Species Descriptors

In a post-apocalyptic setting, some GMs may want to offer species affected by the disaster.

Morlock

You have lived your life deep underground in artificial bunkers, hidden from the world’s destruction and the brutal scavengers that live above. As a morlock, you have a keen mind for the technology salvaged from the before-time. In fact, every morlock comes of age by fitting a piece of morlock technology to its body to provide enhancement and extend its life. This means that you are part flesh and part machine. Your skin is as pale as milk, except where it’s been replaced with strips of metal and glowing circuits.

You gain the following characteristics:

Enhanced Intelligence: +2 to your Intellect Pool.

Cyborg Body: +2 to your Might Pool and your Speed Pool.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.Td605GMSP4TqfliK]{Partially Metallic}: +1 to Armor.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.2X7nKuAiBRfFgUiS]{Repair and Maintenance}: As an entity of living flesh and humming machinery, you must first succeed on a difficulty 2 repair task before making a recovery roll. On a failure, the recovery roll is not used; however, the normal rules for retrying apply, and you must use Effort on a new roll if you wish to try again. In addition to the normal options for using Effort, you can choose to use Effort to heal additional points to your Pools (each level of Effort healing an additional 2 points to your Pools if you succeed).

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.64yLvSVOIqtV8IvT]{Morlock Prejudice}: While among non-morlocks, all positive interaction tasks are hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. The PCs found you in a collapsed subterranean tunnel.

  2. The other PCs encountered you exploring underground, and you convinced them to allow you to accompany them.

  3. You were exiled from the morlock communities and needed help on the surface.

  4. The only way to save the morlock community you hail from is to venture to the surface and find a mechanical part needed to repair a failing ancient system.

Roach

You are born of a species of evolved insects once called “cockroach,” but that is far in the past. Radiation and forced evolution have radically increased your size, shape, and ability to think. Your exoskeleton mimics the shape of a human being, though not perfectly. When you move about human society, shadows and cloaks are your ally if you wish to pass unnoticed. When those of your kind are discovered, it usually goes poorly for someone. You, however, have a wandering spirit and seek to explore the fallen world and find a new way forward.

You gain the following characteristics:

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.vNOlLQDmc53SXZ0B]{Scuttler}: Your Speed Edge increases by 1.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.GsDnTWDfehGuhsQS]{Sense by Scent}: You can sense your environment even in total darkness.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.8OYU2L2128I1PE9m]{Cling}: You can move an immediate distance each round on walls or clinging to the ceiling.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.LD2sREknTpeCQErE]{Carapace}: +1 to Armor.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.gEBLiYb25Mpx65Eo]{Glide}: You can extend small wings from your carapace that grant an asset in jumping tasks and allow you to fall up to a short distance without taking damage.

@UUID[Compendium.cyphersystem-compendium.basic-skills.DraIKUQRw8KrnC4o]{Skill}: You are trained in disguise tasks.

@UUID[Compendium.cyphersystem-compendium.inabilities.PeQrx8tfHEDrOlW6]{Inability}: You are susceptible to disease and poison. Defense rolls against disease or poison are hindered.

@UUID[Compendium.cyphersystem-compendium.inabilities.P42u9vKoBQjOtUbE]{Inability}: You mimic a human, but you are not as fierce. Tasks involving combat— including attack and defense rolls—are hindered.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.soRZpGrbrjyyBHpW]{Insect Prejudice}: While among non-roaches, all positive interaction tasks are hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. The PCs didn’t realize what you were when they asked for your help.

  2. You’ve managed to hide your roach ancestry so well that everyone thinks you are like them.

  3. You are the last of your kind.

  4. You have a secret agenda, and the PCs were gullible enough to let you come along.

","markdown":""},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"ownership":{"default":-1},"flags":{}},{"sort":599610,"name":"Genre: Fairy Tale","type":"text","_id":"BW4rWFL1jsU98e0B","title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"

The genre of fairy tales is a wide one, crossing into almost every culture and encompassing everything from early oral stories passed down from generation to generation to the more modern literary fairy tale. What makes something a fairy tale? While there’s a great deal of discussion around that question, most have a number of things in common: a series of far-fetched events; fantastical beings such as talking animals, elves, goblins, mermaids, witches, and dragons; and objects that have magical elements.

One of the powers of a fairy tale—or a game set in a fairy tale-inspired setting—is its ability to create a sense of wonder and to evoke players’ imaginations while still allowing them to keep one foot in the known. The very settings themselves are both enchanted and somehow familiar, whether the characters are entering a magical woods, falling down a rabbit hole, or embarking on a voyage to Neverland. Those beasts and beings who stalk such places are equally wondrous, and offer fantastic starting points for any number of adventures.

To heighten the sense of wonder in a fairy tale adventure or campaign, a GM might consider presenting the game in a modern setting. In a modern setting, characters have regular jobs that don’t normally involve hunting goblins or helping talking fish solve puzzles. This means that when the moths take shape and become the cloak of a princess of summer come to beg a favor or steal a child, or the house grows legs and runs away one morning, the player characters will be rightfully amazed (and perhaps somewhat terrified).

Nature of Faerie

Faerie (also called by many other names) is a dimension of magic separate from but closely parallel to the mundane world. It doesn’t matter whether Faerie is just a collective term for thousands of separate curled-up dimensions hidden in corners, in closets, or at the center of forests, or it’s one continuous realm that overlaps the real world where it’s thinnest. It’s a place those with open hearts can find by following a way between tall trees (or looming library shelves) to a realm where everything is different. Where elves walk, nymphs dance, unicorns gallop, and both natural growths and built structures become vast and enchanting.

Humans don’t tend to do well in such a world if they stay too long, as the sensory input is hard on the nervous system. But fey creatures depend on it, like plants to the light. A fey creature too long cut off from its land of origin (or its stream, hill, or burrow) slowly becomes mortal and then dies.

When a fey creature is cut by silvered or cold iron weapons, they temporarily lose the sustaining benefit of their connection to Faerie. This severed connection usually disrupts a fey creature’s ability to heal. A silvered weapon is one that contains silver as part of an alloying process, has silver inlay, or has been coated in a dusting of silver powder (which usually lasts only through a single fight). In truth, many items in the modern era are cold-forged, while many others are not. We suggest that any hand-forged item containing iron could be considered a cold-forged weapon for harming fey creatures. Thus, most bullets and other modern items wouldn’t be treated as cold iron by this definition, but some would fit the bill.

Basic Creatures and NPCs for a Fairy Tale Game

Most fey creatures of level 2 or higher regain 1 point of health per round, unless wounded by silvered or cold iron weapons.

@UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.JULnmDMPODWwSgyT]{Angry ants} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.VK2Iv9hH0ITqmvV9]{Erlking} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.PS7RVxRlUxllwCky]{Faerie} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.ijRly8phWTeUIy8r]{Feral tree} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.UXvVjQMo4BRwi2Ef]{Nymph} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.BJOh1w5ZImYrdKuM]{Pixie} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.2v0CeAw0V9Hql9iL]{Razorblade butterflies} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.NVjNYB0ApximA7Kn]{Talking cat} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.LZB001qKeGrqUyMZ]{Troll}

Fairy Tale Artifacts

Artifacts in a fantasy setting and magic items in other games focused on fantasy would also be suitable for a fairy tale setting. However, every fairy tale artifact should come with a quirk that sets it apart from a simple “wand of fire” or similar item. Come up with your own or roll a quirk on the table below.

d10Quirk
1Is sometimes invisible.
2Cries like a baby if jostled.
3Becomes cold as ice to the touch and emits cold vapor when danger threatens.
4Contains a secret compartment that invariably holds a chunk of rock broken from what might be a strange jade sculpture.
5Also serves as a key to some magically locked doors and chests.
6Bites owner with tiny teeth if jostled, dealing 1 point of damage.
7Always muttering and complaining, though useful warnings and other information can sometimes be gained.
8Jealous of any other manifest cyphers, artifacts, or beautiful objects in the wielder’s life.
9The “painting” of a princess of summer on the object sometimes leaves it, robbing the artifact of power.
10Causes flowers to grow wherever it is stored or set down.
","markdown":""},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"ownership":{"default":-1},"flags":{}},{"sort":599805,"name":"Genre: Historical","type":"text","_id":"hdLllcWxZ4VdDhlr","title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"

Setting your campaign in World War 2, the Renaissance, or the 1930s can be fun and interesting. However, setting it in ancient Greece or feudal Japan, for example, probably makes it more like fantasy without all the orcs and magic (although a game set in feudal Japan with orcs and magic could be fascinating).

One of the draws of playing in a historical adventure is the thrill of “being there” when something important happens. Thus, in many cases, historical adventures in RPGs shouldn’t be designed as campaigns, but instead serve as short-term experiences where players try something new, or at least something they don’t normally do: play as figures involved in a momentous historical event.

Historical games should take cues from the closely related areas of historical fiction and historical re-enactment. The lessons of great historical fiction include the following.

The GM should anchor the characters with problems or conflicts that connect them to the chosen time period; make sure that PC backgrounds contain one relevant detail to the chosen historical setting.

The GM shouldn’t fall into the trap of assuming that history was drab just because it is often presented along with old paintings, drawings, or blurred black-and-white photographs. Dramatic events, surprising twists, and unexpected situations are just as likely in a historical adventure as in any other kind.

What’s the point of a historical adventure if there is no suspense? Sure, everyone knows what happens at the end of any given historical battle, but the stories of individuals within those fights are not known. Will they live? Will they succeed in their mission? And what are the consequences? Think of all the war movies that rely on that exact latitude to tell great stories.

Make sure you know when the campaign ends. Maybe it’s when the PCs successfully accomplish a specific task, but it might be externally timed to when a historical event takes place, whether they are attempting to offer aid, thwart it, or merely be aware of it as they attempt to do something that history hasn’t recorded.

Don’t create more than you need to. Be ready to tell the PCs what they see and who they encounter when they are introduced to a historical location or person, but don’t worry about things that they likely will never see. Yes, figure out what kind of currency is used, but making a super-accurate list of prices just isn’t necessary; the players will take your word for the cost of items and many other details. You’re evoking a historical setting with your game, not writing a book report.

Be wary about stereotypes and cultural misappropriation. History, as they say, is written by the victors. The ancient Greeks wrote that other cultures were all barbaric, and the European settlers called the natives in North America savages, but that doesn’t mean it’s true. If all you know about a time period is a movie set in that period, you’ll have a skewed version of events and culture. Be willing to go deeper than Braveheart or The Last Samurai, or maybe choose a different genre.

Running a Historical Game

Preparation is important in a historical game, and most of that entails choosing a historical period—or a specific historical event—as the setting. Given that all of history can serve, you won’t lack for resources. Below are a few possibilities. Of course, the farther back you set your game, the less information on specific events is available. On the other hand, that frees you up to get creative.

Once you choose the historical period and any special events you want to include in your adventure or campaign, direct your players to an appropriate set of foci. Alternately, you can have your players play as historically significant figures, but if you do this, you may want to create their characters ahead of time. Most GMs will probably want to save historically significant individuals for use as NPCs.

The players will need some kind of grounding in what to expect in the time period you’ve chosen. Just like they need an idea of what magic can do in a fantasy game, they will need a general idea of what kind of technology is available, the broad strokes of what their characters might know and not know, and so on. Maybe have them read a Wikipedia entry, at the very least.

If you’re looking for inspiration for time periods in which to set your historical game, here are some possible ideas: prehistory, classical antiquity, ancient Egypt, the American revolution, ancient China, World War II, Edo Period Japan, Medieval Europe, and the American Old West.

Suggested Types for a Historical Game

RoleType
Constable (or night watchman)Explorer with combat flavor
DetectiveExplorer with stealth flavor and skills and knowledge flavor
KnightWarrior
PirateExplorer with stealth flavor
TutorSpeaker
MerchantSpeaker with skills and knowledge flavor
SmithSpeaker with some warrior abilities and skills and knowledge flavor
PlaywrightSpeaker
NobleSpeaker with skills and knowledge flavor
ExplorerExplorer
PriestSpeaker

Basic Creatures and NPCs for a Historical Game

@UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.ZT13lzcl6dsvg8HX]{Cat} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.MwSOqh6IDnwKis8b]{Dodo} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.JZbErZ6hAgtHrgim]{Dog} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.vmvgLdR7JKdsukCW]{Dog, guard} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.61EndqAjZ2ZZZuS9]{Horse} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.8AhrSmfhARlAahxp]{Merchant} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.HKcVbxx1xGOpyVk4]{Noble} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.qLFrfE0E9w6BcG48]{Rat} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.Ax77ZEkAA3XJBPaA]{Serf} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.PXVS2kwvslh30lBB]{Snake, poisonous} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.vhGua32GarGCzLGv]{Warhorse}

Historical Artifacts

The concept of artifacts is probably inappropriate for a historical setting without some kind of supernatural, fantastical, or science fiction element. That said, objects of mystery such as the Antikythera mechanism (an ancient analog computer and orrery used to predict eclipses and other astronomical positions) reveal that the ancient world—and by extension more recent historical periods—contained fascinating and useful objects that were anachronistic for their period. Most such artifacts were likely the creations of philosophers, lone geniuses, and similar figures.

","markdown":""},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"ownership":{"default":-1},"flags":{}},{"sort":599903,"name":"Creatures and NPCs","type":"text","_id":"ljjovWdF2f0UgQ4l","title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"

This chapter describes many common and uncommon creatures that the characters might meet—and fight—in a Cypher System game and gives their stats. The variety of creatures that populate the possible settings and genres is so great that this chapter only scratches the surface. It does, however, provide examples of kinds of inhabitants—bestial and civilized, living and undead, organic and inorganic—so that you can easily extrapolate and create your own.

Understanding the Listings

Every creature is presented by name, followed by a standard template that includes the following categories.

Level: Like the difficulty of a task, each creature and NPC has a level attached to it. You use the level to determine the target number a PC must reach to attack or defend against the opponent. In each entry, the difficulty number for the creature or NPC is listed in parentheses after its level. As shown on the following table, the target number is three times the level.

LevelTarget Number
13
26
39
412
515
618
721
824
927
1030

Description: Following the name of the creature or NPC is a general description of its appearance, nature, intelligence, or background.

Motive: This entry is a way to help the GM understand what a creature or NPC wants. Every creature or person wants something, even if it’s just to be left alone.

Environment: This entry describes whether the creature tends to be solitary or travel in groups and what kind of terrain it inhabits (such as “They travel in packs through dry wastes and temperate lowlands”).

Health: A creature’s target number is usually also its health, which is the amount of damage it can sustain before it is dead or incapacitated. For easy reference, the entries always list a creature’s health, even when it’s the normal amount for a creature of its level.

Damage Inflicted: Generally, when creatures hit in combat, they inflict their level in damage regardless of the form of attack. Some inflict more or less or have a special modifier to damage. Intelligent NPCs often use weapons, but this is more a flavor issue than a mechanical one. In other words, it doesn’t matter if a level 3 foe uses a sword or claws—it deals the same damage if it hits. The entries always specify the amount of damage inflicted, even if it’s the normal amount for a creature of its level.

Armor: This is the creature’s Armor value. Sometimes the number represents physical armor, and other times it represents natural protection. This entry doesn’t appear in the game stats if a creature has no Armor.

Movement: Movement determines how far the creature can move in a single turn. Creatures have movements of immediate, short, long, or very long, which equate to the ranges of the same name. Most PCs have an effective movement of short, so if they are chasing (or being chased by) a creature with immediate movement, their Speed tasks are eased; if the creature’s movement is long or greater, the PCs’ Speed tasks are hindered.

Modifications: Use these default numbers when a creature’s information says to use a different target number. For example, a level 4 creature might say “defends as level 5,” which means PCs attacking it must roll a target number of 15 (for difficulty 5) instead of 12 (for difficulty 4). In special circumstances, some creatures have other modifications, but these are almost always specific to their level.

Combat: This entry gives advice on using the creature in combat, such as “This creature uses ambushes and hit-and-run tactics.” At the end of the combat listing, you’ll also find any special abilities, such as immunities, poisons, and healing skills. GMs should be logical about a creature’s reaction to a particular action or attack by a PC. For example, a mechanical creation is immune to normal diseases, a character can’t poison a being of energy (at least, not with a conventional poison), and so on.

Interaction: This entry gives advice on using the creature in interactions, such as “These creatures are willing to talk but respond poorly to threats,” or “This creature is an animal and acts like an animal.”

Use: This entry gives the GM suggestions for how to use the creature in a game session. It might provide general notes or specific adventure ideas.

Loot: This entry indicates what the PCs might gain if they take items from their fallen foes (or trade with or trick them). It doesn’t appear in the game stats if the creature has no loot.

GM Intrusion: This optional entry in the stats suggests a way to use GM intrusion in an encounter with the creature. It’s just one possible idea of many, and the GM is encouraged to come up with their own uses of the game mechanic.

Creatures

@UUID[Compendium.cyphersystem-compendium.creatures.GcRpFtcOQDpGvU4H]{Abomination} @UUID[Compendium.cyphersystem-compendium.creatures.17NSMk419kHRvwoP]{Chimera} @UUID[Compendium.cyphersystem-compendium.creatures.Ds2TiPhzGcBio6uy]{Chronophage} @UUID[Compendium.cyphersystem-compendium.creatures.6XzVLD44cRlhPIfO]{Deep one} @UUID[Compendium.cyphersystem-compendium.creatures.dEUcFhzvuB3ufhv5]{Deinonychus} @UUID[Compendium.cyphersystem-compendium.creatures.0NEyK7k8eNvN9oRt]{Demigod} @UUID[Compendium.cyphersystem-compendium.creatures.C2tRCVUtCl1OEb7M]{Demon} @UUID[Compendium.cyphersystem-compendium.creatures.Z4Y7VaCkpXbCZ2yy]{Devil} @UUID[Compendium.cyphersystem-compendium.creatures.D25NNlnriTPYwXvl]{Djinni} @UUID[Compendium.cyphersystem-compendium.creatures.huhkLDlDaru359Bf]{Dragon} @UUID[Compendium.cyphersystem-compendium.creatures.li1H57vGnKM9EY61]{Earth elemental} @UUID[Compendium.cyphersystem-compendium.creatures.WcxUomm2dqg2s2mU]{Enthraller} @UUID[Compendium.cyphersystem-compendium.creatures.p5ugVxzZFUe8r2To]{Fallen angel} @UUID[Compendium.cyphersystem-compendium.creatures.W7lOvxxSkcShe4Y9]{Fire elemental} @UUID[Compendium.cyphersystem-compendium.creatures.CbyPd1QoYjZGISN9]{Fusion hound} @UUID[Compendium.cyphersystem-compendium.creatures.02LotzBPq6hZTu2N]{Ghost} @UUID[Compendium.cyphersystem-compendium.creatures.92AH6pnL8Mknw6ok]{Ghoul} @UUID[Compendium.cyphersystem-compendium.creatures.gc0tYELtVAJRfFL6]{Giant} @UUID[Compendium.cyphersystem-compendium.creatures.U508Iiym5DOrLbCP]{Giant rat} @UUID[Compendium.cyphersystem-compendium.creatures.G1R1ESjuGxTJ7VwN]{Giant snake} @UUID[Compendium.cyphersystem-compendium.creatures.PlHlqDlwByGRX8T3]{Giant spider} @UUID[Compendium.cyphersystem-compendium.creatures.StSE44DNprZ4X4t8]{Goblin} @UUID[Compendium.cyphersystem-compendium.creatures.nBJ1PaZw7VugehNT]{Golem} @UUID[Compendium.cyphersystem-compendium.creatures.v5KdQP0xAVsoznyE]{Grey} @UUID[Compendium.cyphersystem-compendium.creatures.gDdZYUFdqZhmK3Oc]{Kaiju} @UUID[Compendium.cyphersystem-compendium.creatures.Iyx0QTRTuHLwr2g4]{Killer clown} @UUID[Compendium.cyphersystem-compendium.creatures.m9Hqr0shnpvRfgiF]{Killing white light} @UUID[Compendium.cyphersystem-compendium.creatures.EX0RBWZzdGetaDK9]{Mechanical soldier} @UUID[Compendium.cyphersystem-compendium.creatures.LkiVCVe5HhMi8Hc8]{Mi-go} @UUID[Compendium.cyphersystem-compendium.creatures.ZLDxtrbI1te50O1k]{Mokuren} @UUID[Compendium.cyphersystem-compendium.creatures.2BTNWIpNjjd696xa]{Nuppeppo} @UUID[Compendium.cyphersystem-compendium.creatures.Jo0ULIISkFpZDV85]{Ogre} @UUID[Compendium.cyphersystem-compendium.creatures.obJAuUihAMdRF9j2]{Orc} @UUID[Compendium.cyphersystem-compendium.creatures.KrHZmg9AKHxbGRnk]{Prince(ss) of summer} @UUID[Compendium.cyphersystem-compendium.creatures.axcyoROutmXNdzNk]{Puppet tree} @UUID[Compendium.cyphersystem-compendium.creatures.qT2StUmJ4FDfS2Ji]{Ravage bear} @UUID[Compendium.cyphersystem-compendium.creatures.n54pC87T2nULqbCJ]{Replicant} @UUID[Compendium.cyphersystem-compendium.creatures.qB1fv8beRDJG465z]{Shadow elf} @UUID[Compendium.cyphersystem-compendium.creatures.MQI4Poo9zZKrgKhc]{Skeleton} @UUID[Compendium.cyphersystem-compendium.creatures.nkAvknrgByU2kBSn]{Statue, animate} @UUID[Compendium.cyphersystem-compendium.creatures.E7LZFxUVnPeXLIgX]{Tyrannosaurus rex} @UUID[Compendium.cyphersystem-compendium.creatures.37pnRQFiOHt47hFP]{Vampire} @UUID[Compendium.cyphersystem-compendium.creatures.PIJ3eSbmYUGztjb1]{Vampire, transitional} @UUID[Compendium.cyphersystem-compendium.creatures.QFTQJ4Z4kmHVr23P]{Vat reject} @UUID[Compendium.cyphersystem-compendium.creatures.WsWJRqBjUW1WO1Wp]{Wardroid} @UUID[Compendium.cyphersystem-compendium.creatures.3jAoNYaS0CHUjkqS]{Werewolf} @UUID[Compendium.cyphersystem-compendium.creatures.2nv7KEvkNXsUOykU]{Witch} @UUID[Compendium.cyphersystem-compendium.creatures.Ziw2e08pt2Fc8vHz]{Xenoparasite} @UUID[Compendium.cyphersystem-compendium.creatures.dWvlzVDxmAUQxT7s]{Zombie}

Normal Animals

Unlike many creatures in this chapter, normal animals are simple and understandable enough to be encapsulated by just their level and maybe one or two other stats.

@UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.p7RwEbxxv74Xy0NP]{Bear, black} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.3NRZdgMZXVcEsqWl]{Bear, grizzly} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.JZbErZ6hAgtHrgim]{Dog} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.vmvgLdR7JKdsukCW]{Dog, guard} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.pNEII8Wup8xjZfuA]{Hawk} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.61EndqAjZ2ZZZuS9]{Horse} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.qLFrfE0E9w6BcG48]{Rat} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.RxtZyeRliCY3v9In]{Rattlesnake}

NPCs

The NPCs in this chapter are generic examples of nonplayer characters that can be used in many genres.

Reskinning NPCs: GMs will find that with a few tweaks, a guard can be a modern-day cop, a fantasy caravan guard, or a science fiction drone soldier. This is known as reskinning—making slight changes to existing stats to customize the NPC for your own game.

Health, Not Pools: Remember that NPCs don’t have stat Pools. Instead, they have a characteristic called health. When an NPC takes damage of any kind, the amount is subtracted from its health. Unless described otherwise, an NPC’s health is always equal to its target number. Some NPCs might have special reactions to or defenses against attacks that would normally deal Speed damage or Intellect damage, but unless the NPC’s description specifically explains this, assume that all damage is subtracted from the NPC’s health.

Appropriate Weapons: NPCs use weapons appropriate to their situation, which might be swords and crossbows, knives and shotguns, malefic psychic weapons, blasters and grenades, and so on.

@UUID[Compendium.cyphersystem-compendium.npcs.rnq3fP5XVmqEmZWG]{Assassin} @UUID[Compendium.cyphersystem-compendium.npcs.IXoOu0XGctC51WFn]{Cannibal} @UUID[Compendium.cyphersystem-compendium.npcs.jZT0TZAHaKkZ8kGv]{Crime boss} @UUID[Compendium.cyphersystem-compendium.npcs.17FhJIqwNpdkCE3Q]{Detective} @UUID[Compendium.cyphersystem-compendium.npcs.vamqtdZeooEZTvVA]{Guard} @UUID[Compendium.cyphersystem-compendium.npcs.mIkMohVYFvaiNwZB]{Occultist} @UUID[Compendium.cyphersystem-compendium.npcs.SMQHtX6tTqzNShpA]{Secret agent} @UUID[Compendium.cyphersystem-compendium.npcs.dxKy262U5XR9IQdV]{Thug} @UUID[Compendium.cyphersystem-compendium.npcs.T49YQrtaJRk1stLD]{Wizard, mighty}

","markdown":""},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"ownership":{"default":-1},"flags":{}},{"sort":599952,"name":"Cyphers","type":"text","_id":"xLSayIO5g61IGlUa","title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"

Cyphers are one-use abilities that characters gain over the course of play. They have cool powers that can heal, make attacks, ease or hinder task rolls, or (in a more supernatural and extreme example) produce effects such as nullifying gravity or turning something invisible.

Most cyphers aren’t physical objects—just something useful that happens right when you need it. They might be a burst of insight that allows a character to make a perfectly executed attack, a lucky guess when using a computer terminal, a coincidental distraction that gives you an advantage against an NPC, or a supernatural entity that makes things work out in your favor. In some games, cyphers come in the form of items, like magic potions or bits of alien technology.

Cyphers that don’t have a physical form are called subtle cyphers.

Cyphers that have a physical form are called manifest cyphers.

Regardless of their form, cyphers are single-use effects and are always consumed when used. Unless a cypher’s description says otherwise, it works only for the character who activates it. For example, a PC can’t use an enduring shield cypher on a friend.

Cyphers are a game mechanic designed for frequent discovery and use. PCs can have only a small number of cyphers at any given time, and since they’re always finding more, they’re encouraged to use them at a steady pace.

In theory, the cyphers gained by the PCs are determined randomly. However, the GM can allow PCs to acquire or find them intentionally as well. Cyphers are gained with such regularity that the PCs should feel that they can use them freely. There will always be more, and they’ll have different benefits. This means that in gameplay, cyphers are less like gear or treasure and more like character abilities that the players don’t choose. This leads to fun game moments where a player can say “Well, I’ve got an X that might help in this situation,” and X is always different. X might be an intuitive understanding of the local computer network, a favor from the Faerie Court, an explosive device, a short-range teleporter, or a force field. It might be a powerful magnet or a prayer that will cure disease. It could be anything. Cyphers keep the game fresh and interesting. Over time, characters can learn how to safely carry more and more cyphers at the same time, so cyphers really do seem more like abilities and less like gear.

“Carry” in this sense refers to both subtle cyphers and manifest cyphers, though a PC may not actually carry anything that physically represents the cypher. A character thrown into prison without their equipment might still have subtle cyphers.

Cyphers don’t have to be used to make room for new ones. For subtle cyphers, a character can just use an action to “lose” the cypher, freeing up space to “find” one later (once a subtle cypher is discarded this way, it is gone and can’t be recovered). For manifest cyphers, it’s perfectly acceptable for the PCs to stash one elsewhere for later use; of course, that doesn’t mean it will still be there when they return.

Why Cyphers?

Cyphers are (not surprisingly, based on the name) the heart of the Cypher System. This is because characters in this game have some abilities that rarely or never change and can always be counted on—pretty much like in all games—and they have some abilities that are ever-changing and inject a great deal of variability in play. They are the major reason why no Cypher System game session should ever be dull or feel just like the last session. This week your character can solve the problem by walking through walls, but last time it was because you could create an explosion that could level a city block.

The Cypher System, then, is one where PC abilities are fluid, with the GM and the players both having a role in their choice, their assignment, and their use. Although many things separate the game system from others, this aspect makes it unique, because cyphers recognize the importance and value of two things:

  1. “Treasure,” because character abilities make the game fun and exciting. In fact, in the early days of roleplaying, treasure (usually in the form of magic items found in dungeons) was really the only customization of characters that existed. One of the drives to go out and have adventures is so you can discover cool new things that help you when you go on even more adventures. This is true in many RPGs, but in the Cypher System, it’s built right into the game’s core.

  2. Letting the GM have a hand in determining PC abilities makes the game move more smoothly. Some GMs prefer to roll cyphers randomly, but some do not. For example, giving the PCs a cypher that will allow them to teleport far away might be a secret adventure seed placed by a forward-thinking GM. Because the GM has an idea of where the story is going, they can use cyphers to help guide the path. Alternatively, if the GM is open to it, they can give out cyphers that enable the characters to take a more proactive role (such as teleporting anywhere they want). Perhaps most important, they can do these things without worrying about the long-term ramifications of the ability. A device that lets you teleport multiple times might really mess up the game over the long term. But once? That’s just fun.

Cypher Limits

All characters have a maximum number of cyphers they can have at any one time, determined by their type. If a character ever attempts to carry more, random cyphers instantly disappear until the PC has a number of cyphers equal to their maximum (depending on the genre of the campaign, subtle cyphers may be more or less likely to vanish this way). These vanished cyphers are not recoverable.

Subtle Cyphers

Subtle (nonphysical) cyphers are a way to introduce cyphers into a game without overt “powered stuff”—no potions, alien crystals, or anything of that nature. They’re most useful, perhaps, in a modern or horror setting without obvious fantasy elements. Subtle cyphers are more like the inherent abilities PCs have, adding boosts to Edge, recovering points from Pools, coming up with ideas, and so on. In general, these are commonplace, non-supernatural effects—a subtle cypher wouldn’t create a laser beam or allow a character to walk through a wall. They don’t break the fragile bubble of believability in genres where flashy powers and abilities don’t make a lot of sense.

Subtle cyphers are particularly nice in a genre where the PCs are supposed to be normal people. The cyphers can simply be an expression of innate capabilities in characters that aren’t always dependable. And in many ways, that’s probably more realistic than an ability you can count on with certainty, because in real life, some days you can jump over a fence, and some days you just can’t.

Concepts for subtle cyphers include the following:

Good fortune: Once in a while, things just go your way. You’re in the right place at the right time.

Inspirations: Sometimes you get inspired to do something you’ve never done before and might not be able to do again. Call it adrenaline mixed with the right motivation, or just doing the right thing at the right place at the right time. Who can really define it? Life’s funny that way.

Alien concepts: Complex and utterly inhuman memes enter our world and worm their way into and out of human consciousness. When this happens, it can cause mental distress and disorientation. It can also grant impossible abilities and advantages.

Blessings: In a fantasy world, there are nine gods. Each morning, all intelligent residents of the world pray to one of the gods, and some of the faithful gain a divine blessing. Some people believe that praying to different gods gives you different blessings.

Earworms: You know how some songs pop into your head and just won’t leave? There’s a power to those songs, and the right people know how to harness it. Make the songs disturbing or reminiscent of evil chants, and you’ve got a perfect cypher concept for a horror campaign.

Mysterious transmissions: What’s that buzzing? That mechanical chittering? Those numbers repeating over and over? And why can only some people hear it? A few who are aware of the sounds have learned how to make use of them.

Supernatural powers: Mental or mystical energies constantly shift and change, ebb and flow. But you’ve figured out how to attune your mind to them. There are no physical actions or paraphernalia required—just an inner conduit to the numinous.

Discovering Subtle Cyphers

Since subtle cyphers aren’t physical objects, GMs will need to figure out when to give PCs new ones to replace the ones they have used. The cyphers probably shouldn’t be tied to actions entirely under the characters’ control—in other words, they shouldn’t come as a result of meditation or anything of that nature. Instead, the GM should choose significant points in the story when new cyphers might simply come unbidden to the PCs. In the broader view, this is no different than manifest cyphers placed as treasure in a creature’s lair, a secret cache, or somewhere else for the characters to find. Either way, the GM is picking good spots to “refill” potentially used cypher-based abilities.

Subtle cyphers are often found in groups of one to six (the GM can roll 1d6 to determine the number). The GM might randomly assign the cyphers to each PC who has space for more, or present a selection of cyphers to the group and allow the players to choose which ones they want for their characters. Characters should immediately know what their subtle cyphers do. If a PC activates a healing subtle cypher when they think it’s something to help pick a lock, that’s a waste of a useful character ability.

PCs might be able to obtain subtle cyphers from NPCs or in unusual circumstances as gifts, boons, or blessings, even asking for a particular kind of subtle cypher, such as healing, protection, or skill. For example, PCs who make a donation at a temple of a healing goddess could ask to receive a blessing (subtle cypher) that allows them to speak a healing prayer that restores points to one of their Pools. An NPC wizard who owes the PCs a favor might cast a spell on them that deflects one weapon if they say a magic word. An alien pylon might grant knowledge of a strange mental code that lets a person see in the dark for a few hours.

A PC can also acquire a new subtle cypher by spending 1 XP on one of the following player intrusions:

General cypher: You ask the GM for a general subtle cypher, such as “healing,” “movement,” “defense,” or perhaps something as specific as “flight.” The GM gives you a cypher that meets that description and randomly determines its level. If you don’t have space for this cypher, you immediately lose one of your current cyphers (your choice) and the new cypher takes its place.

Specific cypher: You ask the GM for a specific subtle cypher (such as a curative or stim) of a specific level. Make an Intellect roll with a difficulty equal to the cypher’s level plus 1. If you have had this cypher before, the task is eased. If you fail the roll, you do not gain a cypher. If you succeed, the GM gives you that subtle cypher at that level. If you don’t have space for this new cypher, you immediately lose one of your current cyphers (your choice) and the new cypher takes its place. Whether or not you succeed at the roll, the 1 XP is spent.

Manifest Cyphers

Because manifest cyphers are physical objects, and people are familiar with the idea of finding “treasure” as part of playing an RPG, these kinds of cyphers are easy to get into the hands of the PCs. They are often found in groups of one to six (the GM can roll 1d6 to determine the number), usually because the characters are searching for them. They might be among the possessions of a fallen foe, hidden in a secret room, or scattered amid the wreckage of a crashed starship. The GM can prepare a list ahead of time of what successful searchers find. Sometimes this list is random, and sometimes there is logic behind it. For example, a warlock’s laboratory might contain four different magic potions that the PCs can find.

If the characters search for cyphers, the GM sets the difficulty of the task. It is usually 3 or 4, and scavenging can take fifteen minutes to an hour.

Scavenging is not the only way to obtain manifest cyphers. They can also be given as gifts, traded with merchants, or sometimes purchased in a shop.

Unlike subtle cyphers, characters don’t automatically know what manifest cyphers do. Once the PCs find a manifest cypher, identifying it is a separate task, based on Intellect and modified by knowledge of the topic at hand. In a fantasy setting, that knowledge would probably be magic, but in a science fiction setting, it might be technology. The GM sets the difficulty of the task, but it is usually 1 or 2. Thus, even the smallest amount of knowledge means that cypher identification is automatic. The process takes one to ten minutes. If the PCs can’t identify a cypher, they can bring it to an expert for identification and perhaps trade, if desired.

Manifest Cyphers Duplicating Subtle Cyphers

Lots of overlap exists between what subtle cyphers and manifest cyphers can do. Nearly anything that can be explained as a subtle cypher can just as easily be a magic item, scientific device, or other manifest object. A bit of luck that helps you sneak (a subtle cypher) and a potion that helps you sneak (a manifest cypher) do the exact same thing for a character. One advantage of manifest cyphers is that characters can easily trade them to each other or sell them to NPCs. On the other hand, manifest cyphers can be dropped or stolen, and subtle cyphers can’t.

It’s fine if the GM decides to include both kinds of cyphers in the same game. A horror game could begin with the PCs as normal people with subtle cyphers, but as time goes on, they find one-use spells in occult tomes, weird potions, and bone dust that has strange powers.

Using Cyphers

The action to use a cypher is Intellect based unless described otherwise or logic suggests otherwise. For example, throwing an explosive might be Speed based because the device is physical and not really technical, but using a ray emitter is Intellect based.

Because cyphers are single-use items, cyphers used to make attacks can never be used with the Spray or Arc Spray abilities that some characters might have. They are never treated as rapid-fire weapons.

Identified manifest cyphers can be used automatically. Once a manifest cypher is activated, if it has an ongoing effect, that effect applies only to the character who activated the cypher. A PC can’t activate a cypher and then hand it to another character to reap the benefits.

A character can attempt to use a manifest cypher that has not been identified; this is usually an Intellect task using the cypher’s level. Failure might mean that the PC can’t figure out how to use the cypher or that they use it incorrectly (GM’s discretion). Of course, even if the PC activates the unidentified cypher, they have no idea what its effect will be.

Cyphers are meant to be used regularly and often. If PCs are hoarding or saving their cyphers, feel free to give them a reason to put the cyphers into play.

Cypher Levels and Effects

All cyphers have a level and an effect. The level sometimes determines an aspect of the cypher’s power (how much damage it inflicts, for example) but otherwise it only determines the general efficacy, the way level works with any object. The Level entry for a cypher is usually a die roll, sometimes with a modifier, such as 1d6 or 1d6 + 4. The GM can roll to determine the cypher’s level, or can allow the player to roll when they receive the cypher.

Normal and Fantastic Effects

Cypher effects fall into two categories: normal and fantastic. Normal effects are things that could reasonably happen or be explained in the normal physical world we’re familiar with. Fantastic effects are things that can’t. A normal person could hit a target 240 feet (73 m) away with a football, quickly get over a cold, run across a tightrope, or multiply two two-digit numbers in their head. These tasks are difficult, but possible. A normal person can’t throw an armored car, regrow a severed arm, create a robot out of thin air, or control gravity with their mind. These tasks are impossible according to the world as we know it. Cypher effects are either normal (possible) or fantastic (impossible according to the world as we know it).

Normal cypher effects should be available to PCs regardless of the genre of your game. It’s perfectly reasonable for a modern, fantasy, horror, science fiction, or superhero PC to have a cypher that gives them a one-use bonus on an attack or skill task, lets them take a quick breather to recover a few points in a Pool, or helps them focus their will to avoid distractions or fatigue.

Fantastic cypher effects should be limited to games where magic, technology, or other factors stretch the definition of “impossible.” A cypher that turns a corpse into a zombie is out of place in a non-fantastic modern game, but is perfectly reasonable for a fantasy, science fiction, or superhero game, or even a horror game where zombies exist, as long as the GM decides there is an appropriate story explanation for it. The zombie cypher might be a necromantic spell in a fantasy or superhero game, a code that activates a swarm of nanobots in a science fiction game, or a virus in a horror game. The rules categorize some cypher effects as fantastic to help the GM decide whether to exclude cyphers that don’t fit the game they’re running. For example, it is appropriate for a GM running a zombie horror survival game set in 1990s Georgia to allow the zombie-creating cypher but not a teleportation cypher, because creating a zombie is a fantastic effect that fits the setting and teleportation isn’t.

Fantastic cyphers can be subtle or manifest.

Optional Rule: Normal Cyphers Duplicating Fantastic Effects

If the GM and players are willing to stretch their imaginations a bit, it’s possible to include some fantastic cypher effects in a game where only normal cypher effects should exist, even if the PCs are only using subtle cyphers. The player using the cypher just needs to come up with a practical, realistic explanation for how the fantastic result occurred (perhaps with a much shorter or reduced effect than what’s described in the cypher text).

For example, a PC with a phase changer who is trapped in a prison cell could say that instead of physically phasing through the wall, using the cypher means they find a long-forgotten secret door connected to a narrow hallway leading to safety. A PC with a fire detonation could say they notice a can of paint thinner in the room, kick it over, and throw a table lamp into the spill, creating a spark and a momentary burst of harmful flames. A PC with a monoblade could say they spot structural flaws in an opponent’s armor, allowing them to attack for the rest of that combat in such a way that the foe’s Armor doesn’t count.

These interpretations of fantastic cyphers in a non-fantastic setting require player ingenuity and GM willingness to embrace creative solutions (similar to players using player intrusions to make a change in the game world). The GM always has the right to veto the explanation for the fantastic effect, allowing the player to choose a different action instead of using the fantastic cypher.

Manifest Cypher Forms

None of the manifest cyphers in this chapter have a stated physical form. The entries don’t tell you if something is a potion, a pill, or a device you hold in your hands because that sort of detail varies greatly from genre to genre. Are they magic? Are they tech? Are they symbiotic creatures with programmed DNA? That’s up to the GM. It’s flavor, not mechanics. It’s as important or unimportant as the style of an NPC’s hair or the color of the car the bad guys are driving. In other words, it’s the kind of thing that is important in a roleplaying game, but at the same time doesn’t actually change anything (and RPGs have a lot of things like that, if you think about it).

A manifest cypher’s physical form can be anything at all, but there are some obvious choices based on genre. The GM can design a setting that uses just one type—for example, a magical world where all cyphers are potions made by faeries. Or they can use many types, perhaps mixing them from different genres. Some suggestions include the following.

Fantasy/Fairy Tale: Potions, scrolls, runeplates, tattoos, charms, powders, crystals, books with words of power.

Modern/Romance: Drugs (injections, pills, inhalants), viruses, smartphone apps.

Science Fiction/Post-Apocalyptic: Drugs (injections, pills, inhalants), computer programs, crystals, gadgets, viruses, biological implants, mechanical implants, nanotechnological injections.

Horror: Burrowing worms or insects, pages from forbidden books, horrific images.

Superhero: Forms from all the other genres.

Cypher Tables

@UUID[Compendium.cyphersystem-compendium.cypher-roll-tables.Bn74yPIGZJTwA9yO]{Manifest Cypher Table} @UUID[Compendium.cyphersystem-compendium.cypher-roll-tables.yXkmPLGNM6UH5nkx]{Subtle Cypher Table} @UUID[Compendium.cyphersystem-compendium.cypher-roll-tables.tAjYZpL0GKkROZpR]{Fantastic Cypher Table}

A Listing of Various Cyphers

All cyphers in this section may be manifest cyphers. It is the GM’s discretion whether a particular cypher can be a subtle cypher, and that decision usually depends on the setting. (The tables indicating subtle, manifest, and fantastic cyphers are just suggestions for a typical campaign setting.)

@UUID[Compendium.cyphersystem-compendium.cyphers.nB8zfVWuIB1VvHGl]{Adhesion} @UUID[Compendium.cyphersystem-compendium.cyphers.gXzG3cEX6b15T7fh]{Age taker} @UUID[Compendium.cyphersystem-compendium.cyphers.ss48CDstie5AjXsb]{Analeptic} @UUID[Compendium.cyphersystem-compendium.cyphers.kgft4WfHxO9r06wb]{Antivenom} @UUID[Compendium.cyphersystem-compendium.cyphers.KZ2X27pebWbEvQXQ]{Armor reinforcer} @UUID[Compendium.cyphersystem-compendium.cyphers.uqL6JmysWKztajSP]{Attractor} @UUID[Compendium.cyphersystem-compendium.cyphers.FfAhElBEyjyd4E17]{Banishing} @UUID[Compendium.cyphersystem-compendium.cyphers.bxWMBr5i7Lfxid9Q]{Best tool} @UUID[Compendium.cyphersystem-compendium.cyphers.dymzqQ69RJGT8TEs]{Blackout} @UUID[Compendium.cyphersystem-compendium.cyphers.z7B2LxlcLfLMkTFw]{Blinking} @UUID[Compendium.cyphersystem-compendium.cyphers.vji8MXWxGxr3A9jp]{Burst of speed} @UUID[Compendium.cyphersystem-compendium.cyphers.WIDPRS1tIpL3pa5F]{Catholicon} @UUID[Compendium.cyphersystem-compendium.cyphers.k8SHSyIu2KzAZja7]{Chemical factory} @UUID[Compendium.cyphersystem-compendium.cyphers.o4AITObjEyBSsjR1]{Comprehension} @UUID[Compendium.cyphersystem-compendium.cyphers.88PKQNeHojZRVZLd]{Condition remover} @UUID[Compendium.cyphersystem-compendium.cyphers.cjFun20hsxOrU4UF]{Contingent activator} @UUID[Compendium.cyphersystem-compendium.cyphers.8NupmDC7tXJhHdy3]{Controlled blinking} @UUID[Compendium.cyphersystem-compendium.cyphers.ewaouF5H001ecJI2]{Curative} @UUID[Compendium.cyphersystem-compendium.cyphers.J2uXPzk3Q3o9Fwpe]{Curse bringer} @UUID[Compendium.cyphersystem-compendium.cyphers.IxserEHDalfrzdvG]{Darksight} @UUID[Compendium.cyphersystem-compendium.cyphers.7ZAyXJ8gyV4ao0wO]{Death bringer} @UUID[Compendium.cyphersystem-compendium.cyphers.DRkKlxg4WKwUgl7T]{Density} @UUID[Compendium.cyphersystem-compendium.cyphers.GxcYZVXI0R3cMeMp]{Detonation} @UUID[Compendium.cyphersystem-compendium.cyphers.bzGwdlL0ZLPsxK9v]{Detonation (creature)} @UUID[Compendium.cyphersystem-compendium.cyphers.Z5An8np1ZHSTSWet]{Detonation (dessicating)} @UUID[Compendium.cyphersystem-compendium.cyphers.RkOFWVFfuWHSGBVf]{Detonation (flash)} @UUID[Compendium.cyphersystem-compendium.cyphers.GPk5tYAHThxyIj6p]{Detonation (gravity inversion)} @UUID[Compendium.cyphersystem-compendium.cyphers.0WWb6gMnrICVA77C]{Detonation (gravity)} @UUID[Compendium.cyphersystem-compendium.cyphers.VhbqMkTUgBS24ZV8]{Detonation (massive)} @UUID[Compendium.cyphersystem-compendium.cyphers.FaQAOTHsz8kAwYva]{Detonation (matter disruption)} @UUID[Compendium.cyphersystem-compendium.cyphers.54PPya95rv4yA3O5]{Detonation (pressure)} @UUID[Compendium.cyphersystem-compendium.cyphers.DuYwDKUWCozANHfi]{Detonation (singularity)} @UUID[Compendium.cyphersystem-compendium.cyphers.hIxIA4943U1u3a9M]{Detonation (sonic)} @UUID[Compendium.cyphersystem-compendium.cyphers.PIuFZaZUI84aZvSj]{Detonation (spawn)} @UUID[Compendium.cyphersystem-compendium.cyphers.bIcebdBZfthtc7gn]{Detonation (web)} @UUID[Compendium.cyphersystem-compendium.cyphers.q5zVuR0m6OyMBS3o]{Disarm} @UUID[Compendium.cyphersystem-compendium.cyphers.wRrdISsr5cmCYZX1]{Disguise module} @UUID[Compendium.cyphersystem-compendium.cyphers.FItOrZq5fp17b99h]{Disrupting} @UUID[Compendium.cyphersystem-compendium.cyphers.dYPtdYIVh8Fw2j0I]{Eagleseye} @UUID[Compendium.cyphersystem-compendium.cyphers.wlbjzEJE7xJQejRu]{Effect resistance} @UUID[Compendium.cyphersystem-compendium.cyphers.NeLV59uT8r0aOBYv]{Effort enhancer (combat)} @UUID[Compendium.cyphersystem-compendium.cyphers.Sq85TkiuqKKZEcZa]{Effort enhancer (noncombat)} @UUID[Compendium.cyphersystem-compendium.cyphers.29q4icxpIjmPru2K]{Enduring shield} @UUID[Compendium.cyphersystem-compendium.cyphers.40DQrFLuDX017odb]{Equipment cache} @UUID[Compendium.cyphersystem-compendium.cyphers.h5TSiPn7BeeIobmN]{Farsight} @UUID[Compendium.cyphersystem-compendium.cyphers.oNuUwELrZDJY1mIf]{Fireproofing} @UUID[Compendium.cyphersystem-compendium.cyphers.fl9zbMTjxj8vy6kJ]{Flame-retardant wall} @UUID[Compendium.cyphersystem-compendium.cyphers.SJDuyxdMrDv6FaGy]{Force cube} @UUID[Compendium.cyphersystem-compendium.cyphers.dQligdNAYAr6wWdE]{Force field} @UUID[Compendium.cyphersystem-compendium.cyphers.uBDH4lBnOxOXh5CF]{Force screen projector} @UUID[Compendium.cyphersystem-compendium.cyphers.m3NxCCUGiLIKIJNw]{Force shield projector} @UUID[Compendium.cyphersystem-compendium.cyphers.w96EvfwEri9x5Mct]{Friction reducer} @UUID[Compendium.cyphersystem-compendium.cyphers.R88ueN5kMGSameYW]{Frigid wall} @UUID[Compendium.cyphersystem-compendium.cyphers.4L0etvDYulpV4ksR]{Gas bomb} @UUID[Compendium.cyphersystem-compendium.cyphers.pNqglMkBswKP2ICu]{Gravity nullifier} @UUID[Compendium.cyphersystem-compendium.cyphers.vk0FLEfC4YB7dbQs]{Gravity-nullifying application} @UUID[Compendium.cyphersystem-compendium.cyphers.aeBDWdPvxdfj3pfs]{Heat attack} @UUID[Compendium.cyphersystem-compendium.cyphers.7zM8O87dW3jbTnU6]{Hunter/seeker} @UUID[Compendium.cyphersystem-compendium.cyphers.CtZSjgL4ckxcKYUP]{Image projector} @UUID[Compendium.cyphersystem-compendium.cyphers.ReuRZASIsUHgdhEg]{Inferno wall} @UUID[Compendium.cyphersystem-compendium.cyphers.XX53GbhoCBiHS6ks]{Infiltrator} @UUID[Compendium.cyphersystem-compendium.cyphers.AitEjkvspLX688ye]{Information sensor} @UUID[Compendium.cyphersystem-compendium.cyphers.x7qSUmMgvNqV0Ugn]{Instant servant} @UUID[Compendium.cyphersystem-compendium.cyphers.sJVUfXvSJucHYari]{Instant shelter} @UUID[Compendium.cyphersystem-compendium.cyphers.Y6EVgmva4C9tPihv]{Intellect booster} @UUID[Compendium.cyphersystem-compendium.cyphers.udWLm1XDgVieMEDu]{Intelligence enhancement} @UUID[Compendium.cyphersystem-compendium.cyphers.5tLchT3lzBveqkxp]{Knowledge enhancement} @UUID[Compendium.cyphersystem-compendium.cyphers.WXP9irBlSYL49O46]{Lightning wall} @UUID[Compendium.cyphersystem-compendium.cyphers.MTgWJDJa0xrNOUMa]{Machine control} @UUID[Compendium.cyphersystem-compendium.cyphers.Kn3VvkesD5GVq0iI]{Magnetic attack drill} @UUID[Compendium.cyphersystem-compendium.cyphers.yYUMQ6PEMdyJsi6u]{Magnetic master} @UUID[Compendium.cyphersystem-compendium.cyphers.6ccQDO1fUZfF3qdo]{Magnetic shield} @UUID[Compendium.cyphersystem-compendium.cyphers.3ww0ueljUh3Fu4WN]{Manipulation beam} @UUID[Compendium.cyphersystem-compendium.cyphers.E3QMkfRIuJeWQh76]{Matter transference ray} @UUID[Compendium.cyphersystem-compendium.cyphers.zqv51NhAhlMBm2lG]{Meditation aid} @UUID[Compendium.cyphersystem-compendium.cyphers.rAka1a1rfa6U9ejN]{Memory switch} @UUID[Compendium.cyphersystem-compendium.cyphers.GS3GUtjmhIYxF8vb]{Mental scrambler} @UUID[Compendium.cyphersystem-compendium.cyphers.y710ojHG9JfbAHXq]{Metal death} @UUID[Compendium.cyphersystem-compendium.cyphers.9MBc2aywmCotLHZs]{Mind meld} @UUID[Compendium.cyphersystem-compendium.cyphers.f9o3v4yUbE2rOvkA]{Mind stabilizer} @UUID[Compendium.cyphersystem-compendium.cyphers.sgjAHLqFtHWLzSeV]{Mind-restricting wall} @UUID[Compendium.cyphersystem-compendium.cyphers.qyafaJwEsqCVU5ht]{Monoblade} @UUID[Compendium.cyphersystem-compendium.cyphers.adjHowuCfAqznUtV]{Monohorn} @UUID[Compendium.cyphersystem-compendium.cyphers.nH3BFfduw18UhsrN]{Motion sensor} @UUID[Compendium.cyphersystem-compendium.cyphers.ExszgFle5nmrHPSR]{Null field} @UUID[Compendium.cyphersystem-compendium.cyphers.yjjqWOig22fCfvyg]{Nullification ray} @UUID[Compendium.cyphersystem-compendium.cyphers.olA86ZssOHAVcyP5]{Nutrition and hydration} @UUID[Compendium.cyphersystem-compendium.cyphers.NCqhAMpNrf26KCkC]{Perfect memory} @UUID[Compendium.cyphersystem-compendium.cyphers.pMUiPSVOb2VPa79t]{Perfection} @UUID[Compendium.cyphersystem-compendium.cyphers.erJlxWAzYxAbBQ3n]{Personal environment field} @UUID[Compendium.cyphersystem-compendium.cyphers.q94YaFRPnpA4Vbt0]{Phase changer} @UUID[Compendium.cyphersystem-compendium.cyphers.orMNNP5kLwGszIWW]{Phase disruptor} @UUID[Compendium.cyphersystem-compendium.cyphers.I1UIJPrkDAtfdvkn]{Poison (emotion)} @UUID[Compendium.cyphersystem-compendium.cyphers.ab9oUkAc67kwQMu2]{Poison (explosive)} @UUID[Compendium.cyphersystem-compendium.cyphers.TqA7pzI1VOquoZrC]{Poison (mind controlling)} @UUID[Compendium.cyphersystem-compendium.cyphers.LT8pmimmThAbwOL7]{Poison (mind disrupting)} @UUID[Compendium.cyphersystem-compendium.cyphers.WKHeAOo07TN0Waqi]{Psychic communique} @UUID[Compendium.cyphersystem-compendium.cyphers.NGMhAxHPKXqxyarE]{Radiation spike} @UUID[Compendium.cyphersystem-compendium.cyphers.yxlZQszosCzyRvSM]{Ray emitter} @UUID[Compendium.cyphersystem-compendium.cyphers.kl7d13qf7si94eU0]{Ray emitter (command)} @UUID[Compendium.cyphersystem-compendium.cyphers.TvIMvUr69aOV5DnE]{Ray emitter (fear)} @UUID[Compendium.cyphersystem-compendium.cyphers.7lZj0lmBqmrz41mZ]{Ray emitter (friend slaying)} @UUID[Compendium.cyphersystem-compendium.cyphers.LHL022Qn3YRfXYU4]{Ray emitter (mind disrupting)} @UUID[Compendium.cyphersystem-compendium.cyphers.NbYGmZjDHMEmmfDL]{Ray emitter (numbing)} @UUID[Compendium.cyphersystem-compendium.cyphers.sodipYPbrbjALaH2]{Ray emitter (paralysis)} @UUID[Compendium.cyphersystem-compendium.cyphers.RSQzv6fY9P8vLQSh]{Reality spike} @UUID[Compendium.cyphersystem-compendium.cyphers.kgflNP6FVsspfutd]{Reflex enhancer} @UUID[Compendium.cyphersystem-compendium.cyphers.sdd3hhCzs5N0ZqP0]{Rejuvenator} @UUID[Compendium.cyphersystem-compendium.cyphers.8RpaNEaONagWqTTE]{Remembering} @UUID[Compendium.cyphersystem-compendium.cyphers.waaI5OVVCpZC7NLT]{Remote viewer} @UUID[Compendium.cyphersystem-compendium.cyphers.agDsGHiI4x9A0X0J]{Repair unit} @UUID[Compendium.cyphersystem-compendium.cyphers.qOLNoDFQpXZhsbCE]{Repeater} @UUID[Compendium.cyphersystem-compendium.cyphers.MycMQnAtFVkx7xjm]{Repel} @UUID[Compendium.cyphersystem-compendium.cyphers.lN1Qw9izMoo3NSbj]{Retaliation} @UUID[Compendium.cyphersystem-compendium.cyphers.zb8P9KDZaQ0j1exJ]{Secret} @UUID[Compendium.cyphersystem-compendium.cyphers.BmQhgfCQMQpMkwzg]{Sheen} @UUID[Compendium.cyphersystem-compendium.cyphers.hh2zZUmsmHCEUi8t]{Shock attack} @UUID[Compendium.cyphersystem-compendium.cyphers.EMaQ9DgLEL4DkPKD]{Shocker} @UUID[Compendium.cyphersystem-compendium.cyphers.ucJ3400aQrIR73I5]{Skill boost} @UUID[Compendium.cyphersystem-compendium.cyphers.4Bhy1bp5s8LqJR6r]{Slave maker} @UUID[Compendium.cyphersystem-compendium.cyphers.yqc7dFfKI5CTH81u]{Sleep inducer} @UUID[Compendium.cyphersystem-compendium.cyphers.k2hOy8OzSxgmhlIc]{Sniper module} @UUID[Compendium.cyphersystem-compendium.cyphers.9iFJZJ2Plks6CY7g]{Solvent} @UUID[Compendium.cyphersystem-compendium.cyphers.RhpzlF2Olodtf9J5]{Sonic hole} @UUID[Compendium.cyphersystem-compendium.cyphers.kBuARKz133ENxC8s]{Sound dampener} @UUID[Compendium.cyphersystem-compendium.cyphers.9SAuP9To5rJFzGR5]{Spatial warp} @UUID[Compendium.cyphersystem-compendium.cyphers.vs0hACATS83S9qUV]{Speed boost} @UUID[Compendium.cyphersystem-compendium.cyphers.O3yE0thccVVxTIiR]{Spy} @UUID[Compendium.cyphersystem-compendium.cyphers.FhWwzSoVBPzRfGch]{Stasis keeper}@UUID[Compendium.cyphersystem-compendium.cyphers.yazxGwqNVgyQGOPy]{Stim} @UUID[Compendium.cyphersystem-compendium.cyphers.exM6Flwc1g5UuC0q]{Strength boost} @UUID[Compendium.cyphersystem-compendium.cyphers.tSjCuPBJ8j8pIKqx]{Strength enhancer} @UUID[Compendium.cyphersystem-compendium.cyphers.E1GNoFsIMME2xcx8]{Subdual field} @UUID[Compendium.cyphersystem-compendium.cyphers.yeSsoCybAMSvVkSs]{Telepathy} @UUID[Compendium.cyphersystem-compendium.cyphers.VljAPSeYkXKcIkEd]{Teleporter (bounder)} @UUID[Compendium.cyphersystem-compendium.cyphers.4OErRBLP8HYZAnFc]{Teleporter (interstellar)} @UUID[Compendium.cyphersystem-compendium.cyphers.NWJ7mAY1VcxRBTaL]{Teleporter (planetary)} @UUID[Compendium.cyphersystem-compendium.cyphers.SKZrMCk2llIoKiU9]{Teleporter (traveler)} @UUID[Compendium.cyphersystem-compendium.cyphers.4bRwVWF2KHdSZOgh]{Temporal viewer} @UUID[Compendium.cyphersystem-compendium.cyphers.Q0Lj9McM3BanRLQ6]{Time dilation (defensive)} @UUID[Compendium.cyphersystem-compendium.cyphers.66kpaEIObWuovj11]{Time dilation (offensive)} @UUID[Compendium.cyphersystem-compendium.cyphers.ad7NVyxLv9YECCem]{Tissue regeneration} @UUID[Compendium.cyphersystem-compendium.cyphers.t2QXZKVmfQViAo4T]{Tracer} @UUID[Compendium.cyphersystem-compendium.cyphers.TFKQbAknncq4lMEV]{Trick embedder} @UUID[Compendium.cyphersystem-compendium.cyphers.sgBfROg7iUCCezZ8]{Uninterruptible power source} @UUID[Compendium.cyphersystem-compendium.cyphers.IVYgnh80vNTZ9gBf]{Vanisher} @UUID[Compendium.cyphersystem-compendium.cyphers.RcrVpX6UxbD3zTmR]{Visage changer} @UUID[Compendium.cyphersystem-compendium.cyphers.gSXLLLHYFumCsOAo]{Visual displacement device} @UUID[Compendium.cyphersystem-compendium.cyphers.0VkKJcPSO7Scn7Ef]{Vocal translator} @UUID[Compendium.cyphersystem-compendium.cyphers.SXrPkUbwR5IO6305]{Warmth} @UUID[Compendium.cyphersystem-compendium.cyphers.dHgtyDuK0uFBorWI]{Water adapter} @UUID[Compendium.cyphersystem-compendium.cyphers.vLodMbLfeliPpaol]{Weapon enhancement} @UUID[Compendium.cyphersystem-compendium.cyphers.uxXNL4ApwvCgvFAw]{Wings} @UUID[Compendium.cyphersystem-compendium.cyphers.ULHBUzdVa1eFiON2]{X-ray viewer} @UUID[Compendium.cyphersystem-compendium.cyphers.spdFY0JgxGdNMV7N]{Zero point field}

Power Boost Cyphers

These cyphers increase, modify, or improve a character’s existing powers. A burst boost cypher, for example, allows someone with the Bears a Halo of Fire focus to create a blast of fire in all directions, one time. Imagine this as being a fire-using superhero’s ability to “go nova.”

Power boost cyphers affect one use of a character’s abilities but do not require an action. Their use is part of the action that they affect.

Power boost cyphers are a special type of cypher. In some Cypher System games, they may be inappropriate, and in others, they may be the main (or only) type of cypher available, as determined by the GM. They can be either subtle or manifest.

@UUID[Compendium.cyphersystem-compendium.cyphers-power-boost.nlHGkmRztJaDi3Dj]{Area boost} @UUID[Compendium.cyphersystem-compendium.cyphers-power-boost.POLUtosUa7awAfW4]{Burst boost} @UUID[Compendium.cyphersystem-compendium.cyphers-power-boost.GEL5LkJCiQqEH1Nf]{Damage boost} @UUID[Compendium.cyphersystem-compendium.cyphers-power-boost.bEZrdVBmpzu4m3b8]{Efficacy boost (major)} @UUID[Compendium.cyphersystem-compendium.cyphers-power-boost.MLE2eQwkzrz9tVSC]{Efficacy boost (minor)} @UUID[Compendium.cyphersystem-compendium.cyphers-power-boost.xc7bsHHbEM84KLa9]{Energy boost} @UUID[Compendium.cyphersystem-compendium.cyphers-power-boost.AOWfJoOCbvwr9puF]{Range boost} @UUID[Compendium.cyphersystem-compendium.cyphers-power-boost.21qrMjA9SQFvWfkp]{Target boost}

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Setting Difficulty Ratings

The GM’s most important overall tasks are setting the stage and guiding the story created by the group (not the one created by the GM ahead of time). But setting difficulty is the most important mechanical task the GM has in the game. Although there are suggestions throughout this chapter for various difficulty ratings for certain actions, there is no master list of the difficulty for every action a PC can take. Instead, the Cypher System is designed with the “teach a person to fish” style of good game mastering in mind. (If you don’t know what that means, it comes from the old adage “Give a person a fish and they’ll eat for a day. Teach a person to fish and they’ll eat for a lifetime.” The idea is not to give GMs a ton of rules to memorize or reference, but to teach them how to make their own logical judgment calls.) Of course, most of the time, it’s not a matter of exact precision. If you say the difficulty is 3 and it “should” have been 4, the world’s not over.

For the most part, it really is as simple as rating something on a scale of 1 to 10, 1 being incredibly easy and 10 being basically impossible. The guidelines in the Task Difficulty table should help put you in the right frame of mind for assigning difficulty to a task.

For example, we make the distinction between something that most people can do and something that trained people can do. In this case, “normal” means someone with absolutely no training, talent, or experience—imagine your ne’er-do-well, slightly overweight uncle trying a task he’s never tried before. “Trained” means the person has some level of instruction or experience but is not necessarily a professional.

With that in mind, think about the act of balance. With enough focus, most people can walk across a narrow bridge (like a fallen tree trunk). That suggests it is difficulty 2. However, walking across a narrow plank that’s only 3 inches (8 cm) wide? That’s probably more like difficulty 3. Now consider walking across a tightrope. That’s probably difficulty 5—a normal person can manage that only with a great deal of luck. Someone with some training can give it a go, but it’s still hard. Of course, a professional acrobat can do it easily. Consider, however, that the professional acrobat is specialized in the task, making it difficulty 3 for them. They probably are using Effort as well during their performance.

Let’s try another task. This time, consider how hard it might be to remember the name of the previous leader of the village where the character lives. The difficulty might be 0 or 1, depending on how long ago they were the leader and how well known they were. Let’s say it was thirty years ago and they were only mildly memorable, so it’s difficulty 1. Most people remember them, and with a little bit of effort, anyone can come up with their name. Now let’s consider the name of the leader’s daughter. That’s much harder. Assuming the daughter wasn’t famous in her own right, it’s probably difficulty 4. Even people who know a little about local history (that is to say, people who are trained in the subject) might not be able to remember it. But what about the name of the pet dog owned by the daughter’s spouse? That’s probably impossible. Who’s going to remember the name of an obscure person’s pet from thirty years ago? Basically no one. However, it’s not forbidden knowledge or a well-guarded secret, so it sounds like difficulty 7. Difficulty 7 is the rating that means “No one can do this, yet some people still do.” It’s not the stuff of legend, but it’s something you would assume people can’t do. When you think there’s no way you can get tickets for a sold-out concert, but somehow your friend manages to score a couple anyway, that’s difficulty 7. (See the next section for more on difficulties 7, 8, 9, and 10.)

If you’re talking about a task, ideally the difficulty shouldn’t be based on the character performing the task. Things don’t get inherently easier or harder depending on who is doing them. However, the truth is, the character does play into it as a judgment call. If the task is breaking down a wooden door, an 8-foot-tall (2 m) automaton made of metal with nuclear-driven motors should be better at breaking it down than an average human would be, but the task rating should be the same for both. Let’s say that the automaton’s nature effectively gives it two levels of training in such tasks. Thus, if the door has a difficulty rating of 4, but the automaton is specialized and reduces the difficulty to 2, it has a target number of 6. The human has no such specialization, so the difficulty remains 4, and the person has a target number of 12. However, when you set the difficulty of breaking down the door, don’t try to take all those differences into account. The GM should consider only the human because the Task Difficulty table is based on the ideal of a “normal” person, a “trained” person, and so on. It’s humanocentric.

Most characters probably are willing to use one or two levels of Effort on a task, and they might have an appropriate skill or asset to decrease the difficulty by a step. That means that a difficulty 4 task will often be treated as difficulty 2 or even 1, and those are easy rolls to make. Don’t hesitate, then, to pull out higher-level difficulties. The PCs can rise to the challenge, especially if they are experienced.

The Impossible Difficulties

Difficulties 7, 8, 9, and 10 are all technically impossible. Their target numbers are 21, 24, 27, and 30, and you can’t roll those numbers on a d20 no matter how many times you try. Consider, however, all the ways that a character can reduce difficulty. If someone spends a little Effort or has some skill or help, it brings difficulty 7 (target number 21) into the range of possibility—difficulty 6 (target number 18). Now consider that they have specialization, use a lot of Effort, and have help. That might bring the difficulty down to 1 or even 0 (reducing it by two steps from training and specialization, three or four steps from Effort, and one step from the asset of assistance). That practically impossible task just became routine. A fourth-tier character can and will do this—not every time, due to the cost, but perhaps once per game session. You have to be ready for that. A well-prepared, motivated sixth-tier character can do that even with a difficulty 10 task. Again, they won’t do it often (they’d have to apply six levels of Effort, and even with an Edge of 6 that would cost 7 points from their Pool, and that’s assuming they’re specialized and have two levels of assets), but it can happen if they’re really prepared for the task (being specialized and maxed out in asset opportunities reduces the difficulty by four more steps). That’s why sixth-tier characters are at the top of their field, so to speak.

False Precision

One way to look at difficulty is that each step of difficulty is worth 3 on the die. That is to say, hinder the task by one step, and the target number rises by 3. Ease the task by one step, and the target number is lowered by 3. Those kinds of changes are big, meaty chunks. Difficulty, as a game mechanic, is not terribly precise. It’s measured in large portions. You never have a target number of 13 or 14, for example—it’s always 3, 6, 9, 12, 15, and so on. (Technically, this is not true. If a character adds 1 to a d20 roll for some reason, it changes a target number of 15 to 14. But this is not worth much discussion.)

Imprecision is good in this case. It would be false precision to say that one lock has a target number of 14 and another has a target number of 15. What false precision means in this context is that it would be a delusion to think we can be that exact. Can you really say that one lock is 5% easier to pick than another? And more important, even if you could, is the difference worth noting? It’s better to interact with the world in larger, more meaningful chunks than to try to parse things so carefully. If we tried to rate everything on a scale of 1 to 30 (using target numbers and not difficulty), we’d start to get lost in the proverbial weeds coming up with a meaningful distinction between something rated as an 8 and something rated as a 9 on that scale.

Routine Actions

Don’t hesitate to make actions routine. Don’t call for die rolls when they’re not really needed. Sometimes GMs fall into the trap illustrated by this dialogue:

GM: What do you do?

Player: I _________.

GM: Okay, give me a roll.

That’s not a good instinct—at least, not for the Cypher System. Players should roll when it’s interesting or exciting. Otherwise, they should just do what they do. If the PCs tie a rope around something and use it to climb down into a pit, you could ask for tying rolls, climbing rolls, and so on, but why? Just to see if they roll terribly? So the rope can come undone at the wrong time, or a character’s hand can slip? Most of the time, that makes players feel inadequate and isn’t a lot of fun. A rope coming undone in the middle of an exciting chase scene or a battle can be a great complication (and that’s what GM intrusions are for). A rope coming undone in the middle of a simple “getting from point A to point B” scene only slows down gameplay. The real fun—the real story—is down in the pit. So get the PCs down there.

There are a million exceptions to this guideline, of course. If creatures are throwing poisoned darts at the PCs while they climb, that might make things more interesting and require a roll. If the pit is filled with acid and the PCs must climb halfway down, pull a lever, and come back up, that’s a situation where you should set difficulty and perhaps have a roll. If a PC is near death, carrying a fragile item of great importance, or something similar, climbing down the rope is tense, and a roll might add to the excitement. The important difference is that these kinds of complications have real consequences.

On the flip side, don’t be afraid to use GM intrusion on routine actions if it makes things more interesting. Walking up to the king in his audience chamber in the middle of a ceremony only to trip on a rug? That could have huge ramifications for the character and the story.

Other Ways to Judge Difficulty

Rating things on a scale of 1 to 10 is something that most people are very familiar with. You can also look at it as rating an object or creature on a similar scale, if that’s easier. In other words, if you don’t know how hard it would be to climb a particular cliff face, think of it as a creature the PCs have to fight. What level would the creature be? You could look in the Creatures chapter and say “I think this wall should be about as difficult to deal with as a demon. A demon is level 5, so the task of climbing the wall will be difficulty 5.” That’s a weird way to do it, perhaps, but it’s fairly straightforward. And if you’re the kind of GM who thinks in terms of “How tough will this fight be?” then maybe rating tasks as creatures or NPCs to fight isn’t so strange after all. It’s just another way to relate to them. The important thing is that they’re on the same scale. Similarly, if the PCs have to tackle a knowledge task—say, trying to determine if they know where a caravan is headed based on its tracks—you could rate the task in terms of an object. If you’re used to rating doors or other objects that the PCs have broken through recently, the knowledge task is just a different kind of barrier to bust through.

Everything in the Cypher System—characters, creatures, objects, tasks, and so on—has a level. It might be called a tier or a difficulty instead of a level, but ultimately it’s a numerical rating system used to compare things. Although you have to be careful about drawing too many correlations—a first-tier character isn’t easily compared to a difficulty 1 wall or a level 1 animal—the principle is the same. Everything can be rated and roughly compared to everything else in the world. (It works best to take PCs out of this equation. For example, you shouldn’t try to compare a PC’s tier to a wall’s level. Character tiers are mentioned here only for completeness.)

Last, if your mind leans toward statistics, you can look at difficulty as a percentage chance. Every number on the d20 is a 5% increment. For example, you have a 5% chance of rolling a 1. You have a 10% chance of rolling a 1 or a 2. Thus, if you need to roll a 12 or higher, you have a 45% chance of success. (A d20 has nine numbers that are 12 or higher: 12, 13, 14, 15, 16, 17, 18, 19, and 20. And 9 × 5 equals 45.)

For some people, it’s easier to think in terms of a percentage chance. A GM might think “She has about a 30% chance to know that fact about geography.” Each number on a d20 is a 5% increment, and it takes six increments to equal 30%, so there are six numbers that mean the PC succeeds: 15, 16, 17, 18, 19, and 20. Thus, since the player has to roll 15 or higher, that means the target number is 15. (And that means the task is level 5, but if you’ve already determined the target number, you likely don’t care about the level.)

Advantages to This System

  1. The GM makes measured adjustments in large, uniform steps. That makes things faster than if players had to do arithmetic using a range of all numbers from 1 to 20.

  2. You calculate a target number only once no matter how many times the PCs attempt the action. If you establish that the target number is 12, it’s 12 every time a PC tries that action. (On the other hand, if you had to add numbers to your die roll, you’d have to do it for every attempt.) Consider this fact in light of combat. Once a player knows that they need to roll a 12 or higher to hit a foe, combat moves very quickly.

  3. If a PC can reduce the difficulty of an action to 0, no roll is needed. This means that an Olympic gymnast doesn’t roll a die to walk across a balance beam, but the average person does. The task is initially rated the same for both, but the difficulty is reduced for the gymnast. There’s no chance of failure.

  4. This is how everything in the game works, whether it’s climbing a wall,
    sweet-talking a guard, or fighting a bioengineered horror.

  5. Perhaps most important, the system gives GMs the freedom to focus entirely on the flow of the game. The GM doesn’t use dice to determine what happens (unless you want to)—the players do. There aren’t a lot of different rules for different actions, so there is little to remember and very little to reference. The difficulty can be used as a narrative tool, with the challenges always meeting the expected logic of the game. All the GM’s mental space can be devoted to guiding the story.

GM Intrusion

GM intrusion is the main mechanic that the GM uses to inject drama and additional excitement into the game. It’s also a handy tool for resolving issues that affect the PCs but do not involve them. GM intrusion is a way to facilitate what goes on in the world outside the characters. Can the minotaur track the PCs’ movements through the maze? Will the fraying rope hold?

Since the players roll all the dice, GM intrusion is used to determine if and when something happens. For example, if the PCs are fighting a noble’s guards, and you (the GM) know that there are more guards nearby, you don’t need to roll dice to determine if the other guards hear the scuffle and intervene (unless you want to). You just decide when it would be best for the story—which is probably when it would be worst for the characters. In a way, GM intrusion replaces the GM’s die rolling.

The mechanic is also one of the main ways that GMs award experience points to the PCs. This means that you use experience points as a narrative tool. Whenever it seems appropriate, you can introduce complications into the game that affect a specific player, but when you do so, you give that player 1 XP. The player can refuse the intrusion, but doing so costs them 1 XP. So by refusing an intrusion, the player does not get the experience point that the GM is offering, and they lose one that they already have. (This kind of refusal is likely to happen very rarely in your game, if ever. And, obviously, a player can’t refuse an intrusion if they have no XP to spend.)

Here’s how a GM intrusion might work in play. Say the PCs find a hidden console with some buttons. They learn the right order in which to press the buttons, and a section of the floor disappears. As the GM, you don’t ask the players specifically where their characters are standing. Instead, you give a player 1 XP and say “Unfortunately, you’re standing directly over this new hole in the floor.” If the player wanted, they could refuse the XP, spend one of their own, and say “I leap aside to safety.” Most likely, though, they’ll make the defense roll that you call for and let it play out.

There are two ways for the GM to handle this kind of intrusion. You could say “You’re standing in the wrong place, so make a roll.” (It’s a Speed defense roll, of course.) Alternatively, you could say “You’re standing in the wrong place. The floor opens under your feet, and you fall down into the darkness.” In the first example, the PC has a chance to save themselves. In the second example, they don’t. Both are viable options. The distinction is based on any number of factors, including the situation, the characters involved, and the needs of the story. This might seem arbitrary or even capricious, but you’re the master of what the intrusion can and can’t do. RPG mechanics need consistency so players can make intelligent decisions based on how they understand the world to work. But they’ll never base their decisions on GM intrusions. They don’t know when intrusions will happen or what form they will take. GM intrusions are the unpredictable and strange twists of fate that affect a person’s life every day.

When player modifications (such as skill, Effort, and so on) determine that success is automatic, the GM can use GM intrusion to negate the automatic success. The player must roll for the action at its original difficulty level or target number 20, whichever is lower.

Remember, any time you give a player 1 XP for a GM intrusion, you’re actually giving them 2— one to keep and one to give to another player.

Using GM Intrusion as a Narrative Tool

A GM can use this narrative tool to steer things. That doesn’t mean railroad the players or direct the action of the game with a heavy hand. GM intrusion doesn’t enable you to say “You’re all captured, so here’s your 1 XP.” Instead, the GM can direct things more subtly—gently, almost imperceptibly influencing events rather than forcing them. GM intrusion represents things going wrong. The bad guys planning well. Fortune not favoring the characters.

Consider this scenario: the GM plants an interesting adventure seed in a small village, but the PCs don’t stay there long enough to find it. So just outside the village, the PCs run afoul of a vicious viper that bites one of them. The GM uses intrusion to say that the poison from the snake will make the character debilitated unless they get a large dose of a specific antitoxin, which the group doesn’t have. Of course, they aren’t required to go back to the village where the GM’s interesting adventure can start, but it’s likely that they will, looking for the antitoxin.

Some players might find intrusion heavy-handed, but the XP softens the blow. And remember, they can refuse these narrative nudges. Intrusion is not meant to be a railroading tool—just a bit of a rudder. Not an inescapable track, but a nudge here and there.

What’s more, the GM doesn’t need to have a deliberate goal in mind. The complication you introduce could simply make things more interesting. You might not know where it will take the story, just that it will make the story better.

This is wonderfully empowering to the GM—not in a “Ha ha, now I’ll trounce the PCs” way, but in an “I can control the narrative a little bit, steering it more toward the story I want to create rather than relying on the dice” sort of way. Consider that old classic plot development in which the PCs get captured and must escape from the bad guys. In heroic fiction, this is such a staple that it would almost seem strange if it didn’t happen. But in many roleplaying games, it’s a nearly impossible turn of events—the PCs usually have too many ways to get out of the bad guy’s clutches before they’re captured. The dice have to be wildly against them. It virtually never happens. With GM intrusion, it could happen (again, in the context of the larger encounter, not as a single intrusion that results in the entire group of PCs being captured with little explanation or chance to react).

For example, let’s say the PCs are surrounded by orcs. One character is badly injured—debilitated—and the rest are hurt. Some of the orcs produce a large weighted net. Rather than asking for a lot of rolls and figuring the mechanics for escape, you use intrusion and say that the net goes over the PCs who are still on their feet. The rest of the orcs point spears menacingly. This is a pretty strong cue to the players that surrender is a good (and possibly the only) option. Some players won’t take the hint, however, so another use of intrusion might allow the orcs to hit one of the trapped PCs on the head and render them unconscious while their friends struggle in the net. If the players still don’t surrender, it’s probably best to play out the rest of the encounter without more GM intrusions—using more would be heavy-handed by anyone’s measure—although it’s perfectly reasonable to rule that a character rendered debilitated is knocked unconscious, since the orcs are trying to take the PCs alive.

Remember that GM intrusions can occur at any time, not just during combat. Disrupting or changing a tense interaction with NPCs can have big repercussions.

Using GM Intrusion as a Resolution Mechanic

This mechanic offers a way for the GM to determine how things happen in the game without leaving it all to random chance. Bad guys trying to smash down the door to the room where the PCs are holed up? You could roll a bunch of dice, compare the NPCs’ stats to the door’s stats, and so on, or you could wait until the most interesting time, have the bad guys break in, and award an experience point to the PC who tried their best to bar the door. The latter way is the Cypher System way. Intrusion is a task resolution tool for the GM. In other words, you don’t base things on stats but on narrative choice. (Frankly, a lot of great GMs over the years—even in the very early days of the hobby—have run their games this way. Sometimes they rolled dice or pretended to roll dice, but they were really manipulating things.) This method frees the GM from worrying about mechanics and looking up stats and allows them to focus on the story.

This isn’t cheating—it’s the rules of the game. This rule simply replaces traditional dice rolling with good game mastering, logic, and intelligent storytelling. When a PC is climbing a burning rope, and everyone knows that it will break at some point, the game has a mechanism to ensure that it breaks at just the right time.

Variant: If you want more randomness in your game, or if you want your game to seem like more of a simulation, assign a flat percentage chance for whatever you’re trying to resolve. For example, each round, the star troopers have a 20% chance to blast through the door—or, if you want the risk to escalate, a cumulative 20% chance to blast through the door. By not using GM intrusion, this method robs the PCs of a few XP, but when they see you rolling dice, it might help with their immersion. Alternatively, you can pretend to roll dice but really use GM intrusion, though this method seriously robs the characters of XP.

There’s a better way. Announce your intrusion, but say that there’s only a chance it will happen (state the percentage chance), and then roll the dice in plain view of everyone. If the intrusion occurs, award the XP as normal. This is likely the best of both worlds. However, it takes the narrative power out of your hands and gives it to the dice. Perhaps this method is best used only occasionally. If nothing else, it injects some variety and certainly some drama.

Using (and Not Abusing) GM Intrusion

Too much of a good thing will make the game seem utterly unpredictable—even capricious. The ideal is to use about four GM intrusions per game session, depending on the length of the session, or about one intrusion per hour of game play. This is in addition to any intrusions that are triggered by players rolling a 1.

Intrusion Through Player Rolls

When a PC rolls a 1, handle the GM intrusion the same way that you’d handle an intrusion you initiated. The intrusion could mean the PC fumbles or botches whatever they were trying to do, but it could mean something else. Consider these alternatives:

This might not be true of your players, but many players rarely, if ever, spend XP to refuse an intrusion from the GM, though they regularly use XP to avoid an intrusion that comes from a bad roll. And there’s nothing wrong with that. Some GMs might want to forbid using an XP to reroll a 1, but there’s really no point—if you’ve got an idea for a good intrusion, you don’t need to wait until a player rolls a 1 to use it.

GM Intrusion That Affects the Group

The core of the idea behind GM intrusion is that the player being adversely affected gains an experience point. But what if the intrusion affects the whole group equally? What if the GM uses it to have an unstable device overload and explode, harming all the characters? In this case, if no PC is involved more than the others (for example, no single PC was frantically attempting to repair the device), you should give 1 XP to each character but not give any of them an extra XP to hand out to someone else.

However, this kind of group intrusion should be an exception, not the rule. GM intrusions are much more effective if they are more personal.

Example GM Intrusions

It’s not a good idea to use the same events as GM intrusions over and over (“Dolmar dropped his sword again?”). Below are a number of different intrusions you can use.

Bad Luck

Through no fault of the characters, something happens that is bad or at least complicating. For example:

An Unknown Complication Emerges

The situation was more complex (and therefore more interesting) than the PCs knew—perhaps even more than the GM knew, at least at the start. For example:

An Impending Complication Emerges

GMs can use this type of intrusion as a resolution mechanic to determine NPC success or failure. Rather than rolling dice to see how long it takes an NPC to rewire a damaged force field generator, it happens at a time of the GM’s choosing—ideally when it would be most interesting. For example:

Opponent Luck or Skill

The PCs aren’t the only ones with surprising tricks up their sleeves. For example:

Fumbles

Although you might not want every player roll of 1 to be a fumble, sometimes it could be just that. Alternatively, the GM could simply declare that a fumble has occurred. In either case, consider the following examples:

Partial Success

GM intrusion doesn’t have to mean that a PC has failed. For example:

Player Intrusions

Player intrusions give the players a small bit of narrative control over the world. However, the world still remains in the GM’s purview. You can always overrule a player intrusion, or suggest a way to massage it so that it fits better into the setting. Still, because it is indeed narrative control, a player intrusion should always involve a small aspect of the world beyond the character. “I punch my foe really hard” is an expression of Effort or perhaps character ability. “My foe slips and falls backward off the ledge” is a player intrusion.

Player intrusions should never be as big as GM intrusions. They should not end an encounter, only (perhaps) provide the PC with the means to more easily end an encounter. They should not have a wide-reaching or even necessarily a long-term effect on the setting. A way to consider this might be that player intrusions can affect a single object (a floorboard snaps), feature (there’s a hidden shallow spot in the stream to ford), or NPC (the vendor is an old friend). But not more than that. A player intrusion can’t affect a whole village or even a whole tavern in that village. A rock can come loose, but a player intrusion can’t create a landslide.

Tying Actions to Stats

Although the decision is open to your discretion, when a PC takes an action, it should be fairly obvious which stat is tied to that action. Physical actions that involve brute force or endurance use Might. Physical actions that involve quickness, coordination, or agility use Speed. Actions that involve intelligence, education, insight, willpower, or charm use Intellect.

In rare instances, you could allow a PC to use a different stat for a task. For example, a character might try to break down a door by examining it closely for flaws and thus use Intellect rather than Might. This kind of change is a good thing because it encourages player creativity. Just don’t let it be abused by an exuberant or too-clever player. It’s well within your purview to decide that the door has no flaws, or to rule that the character’s attempt will take half an hour rather than one round. In other words, using a stat that is not the obvious choice should be the exception, not the rule.

Cyphers

You should think of cyphers as character abilities, whether they’re subtle cyphers or manifest cyphers. This means that it is incumbent upon you to make sure that players always have plenty of cyphers to use. In the course of their travels, the PCs should find that cyphers are extremely common. And since the PCs are limited in the number of cyphers they can carry, they will use them liberally.

Manifest cyphers can be found by scavenging through old ruins. They can be found in the corpses of magical or technological foes. They can be found among the possessions of intelligent fallen opponents or the lairs of unintelligent creatures, either amid the bones of former meals or as shiny decorations in a nest. They can be found in villages, in the back of a merchant’s cart that sells junk and scavenged parts. They are offered as rewards by people who are grateful for the PCs’ help.

Some adventures will offer more cyphers than others. Still, as a rule of thumb, in any given adventure, a character should use at least as many cyphers as they can carry. This means they should find that number of cyphers in that same amount of time (give or take). Thus, you can simply add up the number of cyphers the PCs can carry, and on average, they should find at least that many cyphers in a given adventure.

If your players are typical, they will use combat-related cyphers liberally but hold onto their utility cyphers. A ray emitter or defensive shield will be used, but a suspensor belt or phasing module will linger longer on their character sheets.

As with everything else in the game, it’s intentionally very easy for the GM to create new cyphers. Just think of the effect and how to express it as a game advantage. Two kinds of cyphers exist when it comes to effect: those that allow the user to do something better, and those that allow the user to do something they couldn’t do otherwise.

The first group includes everything that reduces the difficulty of a task (including defense tasks). The second group includes things that grant new abilities, such as flight, a new means of attack, the ability to see into the past, or any number of other powers.

A few more important notes about devising new cyphers:

Cyphers teach GMs to design different kinds of scenarios—ones in which the whole adventure isn’t wrecked if a player has something that can solve a single problem (defeat a foe, read a mind, bypass a barrier, or whatever). There should always be more to the adventure than one linchpin encounter, obstacle, foe, or secret.

It’s all right if players think of cyphers (especially manifest cyphers) as equipment or treasure. You should choose points in the course of the story that are appropriate for awarding subtle cyphers, especially if the PCs aren’t at their full capacity.

Artifacts

In terms of the narrative, artifacts are a lot like cyphers, except that most are not one-use items. Mechanically, they serve a very different purpose. It’s assumed that characters are exploring with some cyphers at their disposal. Artifacts, however, are added abilities that make characters broader, deeper, and often more powerful. They aren’t assumed—they’re extra.

The powers granted by artifacts are more like the abilities gained from a character’s type or focus in that they change the way the PC is played overall. The difference between an artifact and a type or focus ability is that almost all artifacts are temporary. They last longer than cyphers do, but because they have a depletion roll, any use could be their last.

Like cyphers, then, artifacts are a way for the GM to play a role in the development of the characters. Although armor, weapons, and the like are fine, special capabilities—such as long-range communication or travel—can really change the way the PCs interact with the world and how they deal with challenges. Some of these abilities enable the actions you want the PCs to take. For example, if you want them to have an underwater adventure, provide them with artifacts (or cyphers) that allow them to breathe underwater.

Also like cyphers, artifacts are simple for the GM to create. The only difference with artifacts is that you give them a depletion roll, using any numbers on 1d6, 1d10, 1d20, or 1d100. If you want the artifact to be used only a few times, give it a depletion roll of 1 in 1d6, 1 or 2 in 1d10, or even 1 or 2 in 1d6. If you want the PCs to use it over and over, a depletion roll of 1 in 1d100 more or less means that they can use it freely without worrying too much.

For examples of artifacts, see the Genres chapter.

You may wish to forbid the use of XP to reroll artifact depletion rolls. That’s pretty reasonable.

Skills and Other Abilities

Sometimes, the rules speak directly to character creativity. For example, players can make up their own skills. It’s possible to have a skill called “tightrope walking” that grants a character a better chance to walk across a tightrope, and another skill called “balance” that gives a character a better chance to walk across a tightrope and perform other balance actions as well. This might seem unequal at first, but the point is to let players create precisely the characters they want. Should you let a character create a skill called “doing things” that makes them better at everything? Of course not. The GM is the final arbiter not only of logic but also of the spirit of the rules, and having one or two single skills that cover every contingency is clearly not in the spirit.

It’s important that players play the character they want. This concept is supported not only with the open-ended skill system but also with the ability to get an experience point advance to tailor a character further. Likewise, the GM should be open to allowing a player to make small modifications to refine their character. In many cases, particularly ones that don’t involve stat Pools, Armor, damage inflicted, or the costs of Effort or special abilities, the answer from the GM should probably be “Sure, why not?” If a PC ends up being really good at a particular skill—better than they “should” be—what’s the harm? If Dave can swim incredibly well, how does that hurt the game in terms of the play experience or the story that develops? It doesn’t. If Helen can pick practically any mundane lock she finds, why is that a bad thing? In fact, it’s probably good for the game—there’s likely something interesting on the other sides of those doors.

In a way, this is no different than adjudicating a not-so-straightforward solution to a challenge. Sometimes you have to say “No, that’s not possible.” But sometimes, if it makes sense, open yourself up to the possibility.

NPCs and Death

As explained in the Rules of the Game chapter, NPCs have a health score rather than three stat Pools. When an NPC reaches 0 health, they are down. Whether that means dead, unconscious, or incapacitated depends on the circumstances as dictated by you and the players. Much of this can be based on logic. If the NPC is cut in half with a giant axe, they’re probably dead. If they’re mentally assaulted with a telepathic attack, they might be insane instead. If they’re hit over the head with a club, well, that’s your call.

It depends on the intentions of those who are fighting the NPC, too. PCs who want to knock out a foe rather than kill them can simply state that as their intention and describe their actions differently—using the flat of the blade, so to speak.

Creatures

Whenever possible, creatures should be handled like other NPCs. They don’t follow the same rules as the player characters. If anything, they should have greater latitude in doing things that don’t fit the normal mold. A many-armed beast should be able to attack multiple foes. A charging rhino-like animal ought to be able to move a considerable distance and attack as part of a single action.

Consider creature size very carefully. For those that are quick and hard to hit, hinder attacks against them. Large, strong creatures should be easier to hit, so ease attacks against them. However, you should freely give the stagger ability to anything twice as large as a human. This means that if the creature strikes a foe, the target must make an immediate Might defense roll or lose its next turn.

A creature’s level is a general indicator of its toughness, combining aspects of power, defense, intelligence, speed, and more into one rating. In theory, a small creature with amazing powers or extremely deadly venom could be high level, and a huge beast that isn’t very bright and isn’t much of a fighter could be low level. But these examples go against type. Generally, smaller creatures have less health and are less terrifying in combat than larger ones.

The Cypher System has no system for building creatures. There is no rule that says a creature with a certain ability should be a given level, and there is no rule dictating how many abilities a creature of a given level should have. But keep the spirit of the system in mind. Lower-level creatures are less dangerous. A level 1 creature could be poisonous, but its venom should inflict a few points of damage at most. The venom of a level 6 creature, however, might knock a PC down a step on the damage track or put them into a coma if they fail a Might defense roll. A low-level creature might be able to fly, phase through objects, or teleport because these abilities make it more interesting but not necessarily more dangerous. The value of such abilities depends on the creature that uses them. In other words, a phasing rodent is not overly dangerous, but a phasing battle juggernaut is terrifying. Basic elements such as health, damage, and offensive or defensive powers (such as poison, paralysis, disintegration, immunity to attacks, and so on) need to be tied directly to level—higher-level creatures get better abilities and more of them.

Balancing Encounters

In the Cypher System, there is no concept of a “balanced encounter.” There is no system for matching creatures of a particular level or tasks of a particular difficulty to characters of a particular tier. To some people, that might seem like a bad thing. But matching character builds to exacting challenges is not part of this game. It’s about story. So whatever you want to happen next in the story is a fine encounter as long as it’s fun. You’re not denying the characters XP if you make things too easy or too difficult, because that’s not how XP are earned. If things are too difficult for the PCs, they’ll have to flee, come up with a new strategy, or try something else entirely. The only thing you have to do to maintain “balance” is set difficulty within that encounter accurately and consistently.

In a game like the Cypher System, if everyone’s having fun, the game is balanced. Two things will unbalance the game in this context.

The first issue should be handled by the character creation rules. If there’s a problem, it might be that poor choices were made or a player isn’t taking full advantage of their options. If someone really doesn’t enjoy playing their character, allow them to alter the PC or—perhaps better—create a new one.

The second issue is trickier. As previously stated, there is no formula that states that N number of level X NPCs are a good match for tier Y characters. However, when the game has four or five beginning characters, the following guidelines are generally true.

But it depends on the situation at hand. If the PCs are already worn down from prior encounters, or if they have the right cyphers, any of the expectations listed above can change. That’s why there is no system for balancing encounters. Just keep in mind that beginning characters are pretty hardy and probably have some interesting resources, so you aren’t likely to wipe out the group by accident. Character death is unlikely unless the PCs have already been through a number of other encounters and are worn down.

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The rules of the Cypher System are quite straightforward at their heart, as all of gameplay is based around a few core concepts.

This chapter provides a brief explanation of how to play the game, and it’s useful for learning the game. Once you understand the basic concepts, you’ll likely want to reference Rules of the Game for a more in-depth treatment.

The Cypher System uses a twenty-sided die (1d20) to determine the results of most actions. Whenever a roll of any kind is called for and no die is specified, roll a d20.

The game master sets a difficulty for any given task. There are ten degrees of difficulty. Thus, the difficulty of a task can be rated on a scale of 1 to 10.

Each difficulty has a target number associated with it. The target number is always three times the task’s difficulty, so a difficulty 1 task has a target number of 3, but a difficulty 4 task has a target number of 12. To succeed at the task, you must roll the target number or higher. See the Task Difficulty table for guidance in how this works.

Character skills, favorable circumstances, or excellent equipment can decrease the difficulty of a task. For example, if a character is trained in climbing, they turn a difficulty 6 climb into a difficulty 5 climb. This is called easing the difficulty by one step (or just easing the difficulty, which assumes it’s eased by one step). If they are specialized in climbing, they turn a difficulty 6 climb into a difficulty 4 climb. This is called easing the difficulty by two steps. Decreasing the difficulty of a task can also be called easing a task. Some situations increase, or hinder, the difficulty of a task. If a task is hindered, it increases the difficulty by one step.

A skill is a category of knowledge, ability, or activity relating to a task, such as climbing, geography, or persuasiveness. A character who has a skill is better at completing related tasks than a character who lacks the skill. A character’s level of skill is either trained (reasonably skilled) or specialized (very skilled).

If you are trained in a skill relating to a task, you ease the difficulty of that task by one step. If you are specialized, you ease the difficulty by two steps. A skill can never decrease a task’s difficulty by more than two steps.

Anything else that reduces difficulty (help from an ally, a particular piece of equipment, or some other advantage) is referred to as an asset. Assets can never decrease a task’s difficulty by more than two steps.

You can also decrease the difficulty of a given task by applying Effort. (Effort is described in more detail in the Rules of the Game chapter.)

To sum up, three things can decrease a task’s difficulty: skills, assets, and Effort.

If you can ease a task so its difficulty is reduced to 0, you automatically succeed and don’t need to make a roll.

When Do You Roll?

Any time your character attempts a task, the GM assigns a difficulty to that task, and you roll a d20 against the associated target number.

When you jump from a burning vehicle, swing an axe at a mutant beast, swim across a raging river, identify a strange device, convince a merchant to give you a lower price, craft an object, use a power to control a foe’s mind, or use a blaster rifle to carve a hole in a wall, you make a d20 roll.

However, if you attempt something that has a difficulty of 0, no roll is needed—you automatically succeed. Many actions have a difficulty of 0. Examples include walking across the room and opening a door, using a special ability to negate gravity so you can fly, using an ability to protect your friend from radiation, or activating a device (that you already understand) to erect a force field. These are all routine actions and don’t require rolls.

Using skill, assets, and Effort, you can ease the difficulty of potentially any task to 0 and thus negate the need for a roll. Walking across a narrow wooden beam is tricky for most people, but for an experienced gymnast, it’s routine. You can even ease the difficulty of an attack on a foe to 0 and succeed without rolling.

If there’s no roll, there’s no chance for failure. However, there’s also no chance for remarkable success (in the Cypher System, that usually means rolling a 19 or 20, which are called special rolls; the Rules of the Game chapter also discusses special rolls).

Task Difficulty

Task DifficultyDescriptionTarget No.Guidance
0Routine0Anyone can do this basically every time.
1Simple3Most people can do this most of the time.
2Standard6Typical task requiring focus, but most people can usually do this.
3Demanding9Requires full attention; most people have a 50/50 chance to succeed.
4Difficult12Trained people have a 50/50 chance to succeed.
5Challenging15Even trained people often fail.
6Intimidating18Normal people almost never succeed.
7Formidable21Impossible without skills or great effort.
8Heroic24A task worthy of tales told for years afterward.
9Immortal27A task worthy of legends that last lifetimes.
10Impossible30A task that normal humans couldn’t consider (but one that doesn’t break the laws of physics).

Combat

Making an attack in combat works the same way as any other roll: the GM assigns a difficulty to the task, and you roll a d20 against the associated target number.

The difficulty of your attack roll depends on how powerful your opponent is. Just as tasks have a difficulty from 1 to 10, creatures have a level from 1 to 10. Most of the time, the difficulty of your attack roll is the same as the creature’s level. For example, if you attack a level 2 bandit, it’s a level 2 task, so your target number is 6.

It’s worth noting that players make all die rolls. If a character attacks a creature, the player makes an attack roll. If a creature attacks a character, the player makes a defense roll.

The damage dealt by an attack is not determined by a roll—it’s a flat number based on the weapon or attack used. For example, a spear always does 4 points of damage.

Your Armor characteristic reduces the damage you take from attacks directed at you. You get Armor from wearing physical armor (such as a leather jacket in a modern game or chainmail in a fantasy setting) or from special abilities. Like weapon damage, Armor is a flat number, not a roll. If you’re attacked, subtract your Armor from the damage you take. For example, a leather jacket gives you +1 to Armor, meaning that you take 1 less point of damage from attacks. If a mugger hits you with a knife for 2 points of damage while you’re wearing a leather jacket, you take only 1 point of damage. If your Armor reduces the damage from an attack to 0, you take no damage from that attack.

When you see the word “Armor” capitalized in the game rules (other than in the name of a special ability), it refers to your Armor characteristic—the number you subtract from incoming damage. When you see the word “armor” with a lowercase “a,” it refers to any physical armor you might wear.

Typical physical weapons come in three categories: light, medium and heavy.

Light weapons inflict only 2 points of damage, but they ease attack rolls because they are fast and easy to use. Light weapons are punches, kicks, clubs, knives, handaxes, rapiers, small pistols, and so on. Weapons that are particularly small are light weapons.

Medium weapons inflict 4 points of damage. Medium weapons include swords, battleaxes, maces, crossbows, spears, pistols, blasters, and so on. Most weapons are medium. Anything that could be used in one hand (even if it’s often used in two hands, such as a quarterstaff or spear) is a medium weapon.

Heavy weapons inflict 6 points of damage, and you must use two hands to attack with them. Heavy weapons are huge swords, great hammers, massive axes, halberds, heavy crossbows, blaster rifles, and so on. Anything that must be used in two hands is a heavy weapon.

Special Rolls

When you roll a natural 19 (the d20 shows “19”) and the roll is a success, you also have a minor effect. In combat, a minor effect inflicts 3 additional points of damage with your attack, or, if you’d prefer a special result, you could decide instead that you knock the foe back, distract them, or something similar. When not in combat, a minor effect could mean that you perform the action with particular grace. For example, when jumping down from a ledge, you land smoothly on your feet, or when trying to persuade someone, you convince them that you’re smarter than you really are. In other words, you not only succeed but also go a bit further.

When you roll a natural 20 (the d20 shows “20”) and the roll is a success, you also have a major effect. This is similar to a minor effect, but the results are more remarkable. In combat, a major effect inflicts 4 additional points of damage with your attack, but again, you can choose instead to introduce a dramatic event such as knocking down your foe, stunning them, or taking an extra action. Outside of combat, a major effect means that something beneficial happens based on the circumstance. For example, when climbing up a cliff wall, you make the ascent twice as fast. When a roll grants you a major effect, you can choose to use a minor effect instead if you prefer.

In combat (and only in combat), if you roll a natural 17 or 18 on your attack roll, you add 1 or 2 additional points of damage, respectively. Neither roll has any special effect options—just the extra damage.

For more information on special rolls and how they affect combat and other interactions, see Rules of the Game.

Rolling a natural 1 is always bad. It means that the GM introduces a new complication into the encounter.

Range and Speed

Distance is simplified into four categories: immediate, short, long, and very long.

Immediate distance from a character is within reach or within a few steps. If a character stands in a small room, everything in the room is within immediate distance. At most, immediate distance is 10 feet (3 m).

Short distance is anything greater than immediate distance but less than 50 feet (15 m) or so.

Long distance is anything greater than short distance but less than 100 feet (30 m) or so.

Very long distance is anything greater than long distance but less than 500 feet (150 m) or so. Beyond that range, distances are always specified—1,000 feet (300 m), a mile (1.5 km), and so on.

The idea is that it’s not necessary to measure precise distances. Immediate distance is right there, practically next to the character. Short distance is nearby. Long distance is farther off. Very long distance is really far off.

All weapons and special abilities use these terms for ranges. For example, all melee weapons have immediate range—they are close-combat weapons, and you can use them to attack anyone within immediate distance. A thrown knife (and most other thrown weapons) has short range. A bow has long range. An Adept’s Onslaught ability also has short range.

A character can move an immediate distance as part of another action. In other words, they can take a few steps over to the control panel and activate a switch. They can lunge across a small room to attack a foe. They can open a door and step through.

A character can move a short distance as their entire action for a turn. They can also try to move a long distance as their entire action, but the player might have to roll to see if the character slips, trips, or stumbles as the result of moving so far so quickly.

For example, if the PCs are fighting a group of cultists, any character can likely attack any cultist in the general melee—they’re all within immediate range. Exact positions aren’t important. Creatures in a fight are always moving, shifting, and jostling, anyway. However, if one cultist stayed back to fire a pistol, a character might have to use their entire action to move the short distance required to attack that foe. It doesn’t matter if the cultist is 20 feet (6 m) or 40 feet (12 m) away—it’s simply considered short distance. It does matter if the cultist is more than 50 feet (15 m) away because that distance would require a long or very long move.

Many rules in this system avoid the cumbersome need for precision. Does it really matter if the ghost is 13 feet away from you or 18? Probably not. That kind of needless specificity only slows things down and draws away from, rather than contributes to, the story.

Experience Points

Experience points (XP) are rewards given to players when the GM intrudes on the story (this is called GM intrusion) with a new and unexpected challenge. For example, in the middle of combat, the GM might inform the player that they drop their weapon. However, to intrude in this manner, the GM must award the player 2 XP. The rewarded player, in turn, must immediately give one of those XP to another player and justify the gift (perhaps the other player had a good idea, told a funny joke, performed an action that saved a life, and so on).

Alternatively, the player can refuse the GM intrusion. If they do so, they don’t get the 2 XP from the GM, and they must also spend 1 XP that they already have. If the player has no XP to spend, they can’t refuse the intrusion.

The GM can also give players XP between sessions as a reward for making discoveries during an adventure. Discoveries are interesting facts, wondrous secrets, powerful artifacts, answers to mysteries, or solutions to problems (such as where the kidnappers are keeping their victim or how the PCs repair the starship). You don’t earn XP for killing foes or overcoming standard challenges in the course of play. Discovery is the soul of the Cypher System.

Experience points are used primarily for character advancement (for details, see the Creating Your Character chapter), but a player can also spend 1 XP to reroll any die roll and take the better of the two rolls.

Cyphers

Cyphers are abilities that have a single use. In many campaigns, cyphers aren’t physical objects—they might be a spell cast upon a character, a blessing from a god, or just a quirk of fate that gives them a momentary advantage. In some campaigns, cyphers are physical objects that characters can carry. Whether or not cyphers are physical objects, they are part of the character (like equipment or a special ability) and are things characters can use during the game. The form that physical cyphers take depends on the setting. In a fantasy world they might be wands or potions, but in a science fiction game they could be alien crystals or prototype devices.

Characters will find new cyphers frequently in the course of play, so players shouldn’t hesitate to use their cypher abilities. Because cyphers are always different, the characters will always have new special powers to try.

Other Dice

In addition to a d20, you’ll need a d6 (a six-sided die). Rarely, you’ll need to roll a number between 1 and 100 (often called a d100 or d% roll), which you can do by rolling a d20 twice, using the last digit of the first roll as the “tens” place and the last digit of the second roll as the “ones” place. For example, rolling a 17 and a 9 gives you 79, rolling a 3 and an 18 gives you 38, and rolling a 20 and a 10 gives you 00 (also known as 100). If you have a d10 (a ten-sided die), you can use it instead of the d20 to roll numbers between 1 and 100.

A d6 is used most often for recovery rolls and to determine the level of cyphers.

Glossary

Game master (GM): The player who doesn’t run a character, but instead guides the flow of the story and runs all the NPCs.

Nonplayer character (NPC): Characters run by the GM. Think of them as the minor characters in the story, or the villains or opponents. This includes any kind of creature as well as people.

Party: A group of player characters (and perhaps some NPC allies).

Player character (PC): A character run by a player rather than the GM. Think of the PCs as the main characters in the story.

Player: The players who run characters in the game.

Session: A single play experience. Usually lasts a few hours. Sometimes one adventure can be accomplished in a session. More often, one adventure is multiple sessions.

Adventure: A single portion of the campaign with a beginning and an end. Usually defined at the beginning by a goal put forth by the PCs and at the end by whether or not they achieve that goal.

Campaign: A series of sessions strung together with an overarching story (or linked stories) with the same player characters. Often, but not always, a campaign involves a number of adventures.

Character: Anything that can act in the game. Although this includes PCs and human NPCs, it also technically includes creatures, aliens, mutants, automatons, animate plants, and so on. The word “creature” is usually synonymous.

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Cypher System games are played in the joint imagination of all the players, including the GM. The GM sets the scene, the players state what their characters attempt to do, and the GM determines what happens next. The rules and the dice help make the game run smoothly, but it’s the people, not the rules or the dice, that direct the action and determine the story—and the fun. If a rule gets in the way or detracts from the game, the players and the GM should work together to change it.

This is how you play the Cypher System:

  1. The player tells the GM what they want to do. This is a character action.

  2. The GM determines if that action is routine (and therefore works without needing a roll) or if there’s a chance of failure.

  3. If there is a chance of failure, the GM determines which stat the task uses (Might, Speed, or Intellect) and the task’s difficulty—how hard it will be on a scale from 1 (really easy) to 10 (basically impossible).

  4. The player and the GM determine if anything about the character—such as training, equipment, special abilities, or various actions—can modify the difficulty up or down by one or more steps. If these modifications reduce the difficulty to less than 1, the action is routine (and therefore works with no roll needed).

  5. If the action still isn’t routine, the GM uses its difficulty to determine the target number—how high the player must roll to succeed at the action (see the Task Difficulty table). The GM doesn’t have to tell the player what the target number is, but they can give the player a hint, especially if the character would reasonably know if the action was easy, average, difficult, or impossible.

  6. The player rolls a d20. If they roll equal to or higher than the target number, the character succeeds.

That’s it. That’s how to do anything, whether it’s identifying an unknown device, calming a raging drunk, climbing a treacherous cliff, or battling a demigod. Even if you ignored all the other rules, you could still play the Cypher System with just this information. The key features here are: character actions, determining task difficulty, and determining modifications.

Key Concepts

Action: Anything a character does that is significant—punch a foe, leap a chasm, activate a device, use a special power, and so on. Each character can take one action in a round.

Character: Any creature in the game capable of acting, whether it is a player character (PC) run by a player or a nonplayer character (NPC) run by the game master (GM). In the Cypher System, even bizarre creatures, sentient machines, and living energy beings can be “characters.”

Difficulty: A measure of how easy it is to accomplish a task. Difficulty is rated on a scale from 1 (lowest) to 10 (highest). Altering the difficulty to make a task harder is called “hindering.” Altering it to make a task easier is called “easing.” All changes in difficulty are measured in steps. Difficulty often equates directly with level, so opening a level 3 locked door probably has a difficulty of 3.

Ease: A decrease in a task’s difficulty, usually by one step. If something doesn’t say how many steps it eases a task, then it reduces the difficulty by one step.

Effort: Spending points from a stat Pool to reduce the difficulty of a task. A PC decides whether or not to apply Effort on their turn before the roll is made. NPCs never apply Effort.

Hinder: An increase in a task’s difficulty, usually by one step. If something doesn’t say how many steps it hinders a task, then it increases the difficulty by one step.

Inability: The opposite of trained—you’re hindered whenever you attempt a task that you have an inability in. If you also become trained in the task, the training and the inability cancel each other out and you become practiced.

Level: A way to measure the strength, difficulty, power, or challenge of something in the game. Everything in the game has a level. NPCs and objects have levels that determine the difficulty of any task related to them. For example, an opponent’s level determines how hard they are to hit or avoid in combat. A door’s level indicates how hard it is to break down. A lock’s level determines how hard it is to pick. Levels are rated on a scale from 1 (lowest) to 10 (highest). PC tiers are a little like levels, but they go only from 1 to 6 and mechanically work very differently than levels—for example, a PC’s tier does not determine a task’s difficulty.

Practiced: The normal, unmodified ability to use a skill—not trained, specialized, or an inability. Your type determines what weapon skills you’re practiced in; if you aren’t practiced with a type of weapon, you have an inability in it.

Roll: A d20 roll made by a PC to determine whether an action is successful. Although the game occasionally uses other dice, when the text simply refers to “a roll,” it always means a d20 roll.

Round: A length of time about five to ten seconds long. There are about ten rounds in a minute. When it’s really important to track precise time, use rounds. Basically, it’s the length of time to take an action in the game, but since everyone more or less acts simultaneously, all characters get to take an action each round.

Specialized: Having an exceptional amount of skill in a task. Being specialized eases the task by two steps. So, if you are specialized in climbing, all your climbing tasks are eased by two steps.

Stat: One of the three defining characteristics for PCs: Might, Speed, or Intellect. Each stat has two values: Pool and Edge. Your Pool represents your raw, innate ability, and your Edge represents knowing how to use what you have. Each stat Pool can increase or decrease over the course of play—for example, you can lose points from your Might Pool when struck by an opponent, spend points from your Intellect Pool to activate a special ability, or rest to recover points in your Speed Pool after a long day of marching. Anything that damages a stat, restores a stat, or boosts or penalizes a stat affects the stat’s Pool.

Task: Any action that a PC attempts. The GM determines the difficulty of the task. In general, a task is something that you do and an action is you performing that task, but in most cases they mean the same thing.

Trained: Having a reasonable amount of skill in a task. Being trained eases the task. For example, if you are trained in climbing, all climbing tasks for you are eased. If you become very skilled at that task, you become specialized instead of trained. You do not need to be trained to attempt a task.

Turn: The part of the round when a character or creature takes its actions. For example, if a Warrior and an Adept are fighting an orc, each round the Warrior takes an action on their turn, the Adept takes an action on their turn, and the orc takes an action on its turn. Some abilities or effects last only one turn, or end when the next turn is started.

Taking Action

Each character gets one turn each round. On a character’s turn, they can do one thing—an action. All actions fall into one of three categories: Might, Speed, or Intellect (just like the three stats). Many actions require die rolls—rolling a d20.

Every action performs a task, and every task has a difficulty that determines what number a character must reach or surpass with a die roll to succeed.

Most tasks have a difficulty of 0, which means the character succeeds automatically. For example, walking across a room, opening a door, and throwing a stone into a nearby bucket are all actions, but none of them requires a roll. Actions that are usually difficult or that become difficult due to the situation (such as shooting at a target in a blizzard) have a higher difficulty. These actions usually require a roll.

Some actions require a minimum expenditure of Might, Speed, or Intellect points. If a character cannot spend the minimum number of points needed to complete the action, they automatically fail at the task.

Determining Task Stat

Every task relates to one of a character’s three stats: Might, Speed, or Intellect. Physical activities that require strength, power, or endurance relate to Might. Physical activities that require agility, flexibility, or fast reflexes relate to Speed. Mental activities that require force of will, memory, or mental power relate to Intellect. This means you can generalize tasks into three categories: Might tasks, Speed tasks, and Intellect tasks. You can also generalize rolls into three categories: Might rolls, Speed rolls, and Intellect rolls.

The category of the task or roll determines what kind of Effort you can apply to the roll and may determine how a character’s other abilities affect the roll. For example, an Adept may have an ability that makes them better at Intellect rolls, and a Warrior may have an ability that makes them better at Speed rolls.

Determining Task Difficulty

The most frequent thing a GM does during the game—and probably the most important thing—is set a task’s difficulty. To make the job easier, use the Task Difficulty table, which associates a difficulty rating with a descriptive name, a target number, and general guidance about the difficulty.

Every difficulty from 1 to 10 has a target number associated with it. The target number is easy to remember: it’s always three times the difficulty. The target number is the minimum number a player needs to roll on a d20 to succeed at the task. Moving up or down on the table is called hindering or easing, which is measured in steps.

For example, reducing a difficulty 5 task to a difficulty 4 task is “easing the difficulty by one step” or just “easing the difficulty” or “easing the task.” Most modifiers affect the difficulty rather than the player’s roll. This has two consequences:

Low target numbers such as 3 or 6, which would be boring in most games that use a d20, are not boring in the Cypher System. For example, if you need to roll a 6 or higher, you still have a 25% chance to fail.

The upper levels of difficulty (7, 8, 9, and 10) are all but impossible because the target numbers are 21 or higher, which you can’t roll on a d20. However, it’s common for PCs to have abilities or equipment that ease a task and thus lower the target number to something they can roll on a d20.

A character’s tier does not determine a task’s level. Things don’t get more difficult just because a character’s tier increases—the world doesn’t instantly become a more difficult place. Fourth-tier characters don’t deal only with level 4 creatures or difficulty 4 tasks (although a fourth-tier character probably has a better shot at success than a first-tier character does). Just because something is level 4 doesn’t necessarily mean it’s meant only for fourth-tier characters. Similarly, depending on the situation, a fifth-tier character could find a difficulty 2 task just as challenging as a second-tier character does.

Therefore, when setting the difficulty of a task, the GM should rate the task on its own merits, not on the power of the characters.

Modifying the Difficulty

After the GM sets the difficulty for a task, the player can try to modify it for their character. Any such modification applies only to this particular attempt at the task. In other words, rewiring an electronic door lock normally might be difficulty 6, but since the character doing the work is skilled in such tasks, has the right tools, and has another character assisting them, the difficulty in this instance might be much lower. That’s why it’s important for the GM to set a task’s difficulty without taking the character into account. The character comes in at this step.

By using skills and assets, working together, and—perhaps most important—applying Effort, a character can ease a task by multiple steps to make it easier. Rather than adding bonuses to the player’s roll, reducing the difficulty lowers the target number. If they can reduce the difficulty of a task to 0, no roll is needed; success is automatic. (An exception is if the GM decides to use a GM intrusion on the task, in which case the player would have to make a roll at the original difficulty.)

There are three basic ways in which a character can ease a task: skills, assets, and Effort. Each method eases the task by at least one step—never in smaller increments.

By using skills, assets, and Effort, a character can ease a task by a maximum of ten steps: one or two steps from skills, one or two steps from assets, and one to six steps from Effort.

Skills

Characters may be skilled at performing a specific task. A skill can vary from character to character. For example, one character might be skilled at lying, another might be skilled at trickery, and a third might be skilled in all interpersonal interactions. The first level of being skilled is called being trained, and it eases that task by one step. More rarely, a character can be incredibly skilled at performing a task. This is called being specialized, and it eases the task by two steps instead of one. Skills can never decrease a task by more than two steps—any more than two steps from being trained and specialized don’t count.

Assets

An asset is anything that helps a character with a task, such as having a really good crowbar when trying to force open a door or being in a rainstorm when trying to put out a fire. Appropriate assets vary from task to task. The perfect awl might help when woodworking, but it won’t make a dance performance much better. An asset usually eases a task by one step. Assets can never ease a task by more than two steps—any more than two steps from assets don’t count.

The important thing to remember is that a skill can reduce the difficulty by no more than two steps, and assets can reduce the difficulty by no more than two steps, regardless of the situation. Thus, no task’s difficulty will ever be reduced by more than four steps without using Effort.

Effort

A player can apply Effort to ease a task. To do this, the player spends points from the stat Pool that’s most appropriate to the task. For example, applying Effort to push a heavy rock off a cliff requires a player to spend points from the character’s Might Pool; applying Effort to activate an unusual machine interface requires them to spend points from the character’s Intellect Pool. For every level of Effort spent on a task, the task is eased. It costs 3 points from a stat Pool to apply one level of Effort, and it costs 2 additional points for every level thereafter (so it costs 5 points for two levels of Effort, 7 points for three levels of Effort, and so on). A character must spend points from the same stat Pool as the type of task or roll—Might points for a Might roll, Speed points for a Speed roll, or Intellect points for an Intellect roll.

Every character has a maximum level of Effort they can apply to a single task. Effort can never ease a task by more than six steps—any more than six steps from applying Effort doesn’t count.

Free Level of Effort: A few abilities give you a free level of Effort (these usually require you to apply at least one level of Effort to a task). In effect, you’re getting one more level of Effort than what you paid for. This free level of Effort can exceed the Effort limit for your character, but not the six-step limit for easing a task.

Rolling the Die

To determine success or failure, a player rolls a die (always a d20). If they roll the target number or higher, they succeed. Most of the time, that’s the end of it—nothing else needs to be done. Rarely, a character might apply a small modifier to the roll. If they have a +2 bonus when attempting specific actions, they add 2 to the number rolled. However, the original roll matters if it’s a special roll.

If a character applies a modifier to the die roll, it’s possible to get a result of 21 or higher, in which case they can attempt a task with a target number above 20. But if there is no possibility for success—if not even rolling a natural 20 (meaning the d20 shows that number) is sufficient to accomplish the task—then no roll is made. Otherwise, characters would have a chance to succeed at everything, even impossible or ridiculous tasks such as climbing moonbeams, throwing elephants, or hitting a target on the opposite side of a mountain with an arrow.

If a character’s modifiers add up to +3, treat them as an asset instead. In other words, instead of adding a +3 bonus to the roll, reduce the difficulty by one step. For example, if a Warrior has a +1 bonus to attack rolls from a minor effect, a +1 bonus to attack rolls from a special weapon quality, and a +1 bonus to attack rolls from a special ability, they do not add 3 to their attack roll—instead, they reduce the difficulty of the attack by one step. So if they attack a level 3 foe, they would normally roll against difficulty 3 and try to reach a target number of 9, but thanks to their asset, they roll against difficulty 2 and try to reach a target number of 6.

This distinction is important when stacking skills and assets to decrease the difficulty of an action, especially since reducing the difficulty to 0 or lower means no roll is needed.

The Player Always Rolls

In the Cypher System, players always drive the action. That means they make all the die rolls. If a PC leaps out of a moving vehicle, the player rolls to see if they succeed. If a PC searches for a hidden panel, the player rolls to determine whether they find it. If a rockslide falls on a PC, the player rolls to try to get out of the way. If a PC and an NPC arm wrestle, the player rolls, and the NPC’s level determines the target number. If a PC attacks a foe, the player rolls to see if they hit. If a foe attacks the PC, the player rolls to see if they dodge the blow.

As shown by the last two examples, the PC rolls whether they are attacking or defending. Thus, something that improves defenses might ease or hinder their rolls. For example, if a PC uses a low wall to gain cover from attacks, the wall eases the player’s defense rolls. If a foe uses the wall to gain cover from the PC’s attacks, it hinders the player’s attack rolls.

Special Rolls

If a character rolls a natural 1, 17, 18, 19, or 20 (meaning the d20 shows that number), special rules come into play. These are explained in more detail in the following sections.

1: GM Intrusion. The GM makes a free intrusion (see below) and doesn’t award experience points (XP) for it.

17: Damage Bonus. If the roll was a damage-dealing attack, it deals 1 additional point of damage.

18: Damage Bonus. If the roll was a damage-dealing attack, it deals 2 additional points of damage.

19: Minor Effect. If the roll was a damage-dealing attack, it deals 3 additional points of damage or the PC gets a minor effect in addition to the normal results of the task. If the roll was something other than an attack, the PC gets a minor effect in addition to the normal results of the task.

20: Major Effect. If the roll was a damage-dealing attack, it deals 4 additional points of damage or the PC gets a major or minor effect in addition to the normal results of the task. If the roll was something other than an attack, the PC gets a major effect in addition to the normal results of the task. If the PC spent points from a stat Pool on the action, the point cost for the action decreases to 0, meaning the character regains those points as if they had not spent them at all.

GM Intrusion

GM intrusion is explained in more detail in the Running the Cypher System chapter, but essentially it means that something occurs to complicate the character’s life. The character hasn’t necessarily fumbled or done anything wrong (although perhaps they did). It could just be that the task presents an unexpected difficulty or something unrelated affects the current situation.

For GM intrusion on a defense roll, a roll of 1 might mean that the PC takes 2 additional points of damage from the attack, indicating that the opponent got in a lucky blow.

For complete details about GM intrusion and how to use it to best effect in the game, see the Running the Cypher System chapter.

Minor Effect

A minor effect happens when a player rolls a natural 19. Most of the time, a minor effect is slightly beneficial to the PC, but not overwhelming.

A climber gets up the steep slope a bit faster. A repaired machine works a bit better. A character jumping down into a pit lands on their feet. Either the GM or the player can come up with a possible minor effect that fits the situation, but both must agree on what it should be.

Don’t waste a lot of time thinking of a minor effect if nothing appropriate suggests itself. Sometimes, in cases where only success or failure matters, it’s okay to have no minor effect. Keep the game moving at an exciting pace.

In combat, the easiest and most straightforward minor effect is dealing 3 additional points of damage with an attack. The following are other common minor effects for combat:

Damage object: Instead of striking the foe, the attack strikes what the foe is holding. If the attack hits, the character makes a Might roll with a difficulty equal to the object’s level. On a success, the object moves one or more steps down the object damage track.

Distract: For one round, all of the foe’s tasks are hindered.

Knock back: The foe is knocked or forced back a few feet. Most of the time, this doesn’t matter much, but if the fight takes place on a ledge or next to a pit of lava, the effect can be significant.

Move past: The character can move a short distance at the end of the attack. This effect is useful to get past a foe guarding a door, for example.

Strike a specific body part: The attacker strikes a specific spot on the defender’s body. The GM rules what special effect, if any, results. For example, hitting a creature’s tentacle that is wrapped around an ally might make it easier for the ally to escape. Hitting a foe in the eye might blind it for one round. Hitting a creature in its one vulnerable spot might ignore Armor.

Usually, the GM just has the desired minor effect occur. For example, rolling a 19 against a relatively weak foe means it is knocked off the cliff. The effect makes the round more exciting, but the defeat of a minor creature has no significant impact on the story. Other times, the GM might rule that an additional roll is needed to achieve the effect—the special roll only gives the PC the opportunity for a minor effect. This mostly happens when the desired effect is very unlikely, such as pushing a 50-ton battle automaton off a cliff. If the player just wants to deal 3 additional points of damage as the minor effect, no extra roll is needed.

Major Effect

A major effect happens when a player rolls a natural 20. Most of the time, a major effect is quite beneficial to the character. A climber gets up the steep slope in half the time. A jumper lands with such panache that those nearby are impressed and possibly intimidated. A defender makes a free attack on a foe.

Either the GM or the player can come up with a possible major effect that fits the situation, but both must agree on what it should be. As with minor effects, don’t spend a lot of time agonizing over the details of a major effect. In cases where only success or failure matters, a major effect might offer the character a one-time asset (a modification of one step) to use the next time they attempt a similar action. When nothing else seems appropriate, the GM can simply grant the PC an additional action on their turn that same round.

In combat, the easiest and most straightforward major effect is dealing 4 additional points of damage with an attack. The following are other common major effects for combat.

Disarm: The foe drops one object that it is holding.

Impair: For the rest of the combat, all tasks the foe attempts are hindered.

Knock down: The foe is knocked prone. It can get up on its turn.

Stun: The foe loses its next action.

As with minor effects, usually the GM just has the desired major effect occur, but sometimes the GM might require an extra roll if the major effect is unusual or unlikely.

Retrying a Task After Failure

If a character fails a task (whether it’s climbing a wall, picking a lock, trying to figure out a mysterious device, or something else) they can attempt it again, but they must apply at least one level of Effort when retrying that task. A retry is a new action, not part of the same action that failed, and it takes the same amount of time as the first attempt did.

Sometimes the GM might rule that retries are impossible. Perhaps a character has one chance to convince the leader of a group of thugs not to attack, and after that, no amount of talking will stop them.

This rule doesn’t apply to something like attacking a foe in combat because combat is always changing and fluid. Each round’s situation is new, not a repeat of a previous situation, so a missed attack can’t be retried.

Initial Cost

The GM can assign a point cost to a task just for trying it. Called an initial cost, it’s simply an indication that the task is particularly taxing. For example, let’s say a character wants to try a Might action to open a heavy cellar door that is partially rusted shut. The GM says that forcing the door open is a difficulty 5 task, and there’s an initial cost of 3 Might points simply to try. This initial cost is in addition to any points the character chooses to spend on the roll (such as when applying Effort), and the initial cost points do not affect the difficulty of the task. In other words, the character must spend 3 Might points to attempt the task at all, but that doesn’t help them open the door. If they want to apply Effort to ease the task, they have to spend more points from their Might Pool.

Edge helps with the initial cost of a task, just as it does with any expenditure from a character’s Pool. In the previous example, if the character had a Might Edge of 2, they would have to spend only 1 point (3 points minus 2 from their Might Edge) for the initial cost to attempt the task. If they also applied a level of Effort to open the door, they couldn’t use their Edge again—Edge applies only once per action—so using the Effort would cost the full 3 points. Thus, they’d spend a total of 4 points (1 for the initial cost plus 3 for the Effort) from their Might Pool.

The rationale of the initial cost rule is that even in the Cypher System, where things like Effort can help a character succeed on an action, logic still suggests that some actions are very difficult and taxing, particularly for some PCs more than others.

Distance

Distance is simplified into four basic categories: immediate, short, long, and very long.

Immediate distance from a character is within reach or within a few steps; if a character stands in a small room, everything in the room is within immediate distance. At most, immediate distance is 10 feet (3 m). Immediate distance is sometimes referred to as close, or even point-blank, particularly when referring to ranges.

The words “immediate” and “close” can be used interchangeably to talk about distance. If a creature or object is within arm’s reach of the character, it can be considered both immediate and close.

Short distance is anything greater than immediate distance but less than 50 feet (15 m) or so.

Long distance is anything greater than short distance but less than 100 feet (30 m) or so.

Very long distance is anything greater than long distance but less than 500 feet (150 m) or so.

Beyond that range, distances are always specified—1,000 feet (300 m), 1 mile (1.5 km), and so on.

All weapons and special abilities use these terms for ranges. For example, all melee weapons have immediate range—they are close-combat weapons, and you can use them to attack anyone within immediate distance. A thrown knife (and most other thrown weapons) has short range. A small handgun also has short range. A rifle has long range.

A character can move an immediate distance as a part of another action. In other words, they can take a few steps to the light switch and flip it on. They can lunge across a small room to attack a foe. They can open a door and step through.

A character can move a short distance as their entire action for a turn. They can also try to move a long distance as their entire action, but the player might have to roll to see if the character slips, trips, or stumbles for moving so far so quickly.

GMs and players don’t need to determine exact distances. For example, if the PCs are fighting a group of guards, any character can likely attack any foe in the general melee—they’re all within immediate range. However, if one trooper stays back to fire a blaster, a character might have to use their entire action to move the short distance required to attack that foe. It doesn’t matter if the trooper is 20 feet (6 m) or 40 feet (12 m) away—it’s simply considered short distance. It does matter if the trooper is more than 50 feet (15 m) away because that distance would require a long move.

Other Distances

In rare cases where distances beyond very long are needed, real-world distances are best (1 mile, 100 kilometers, and so on). However, the following shorthand distances can be useful in some settings:

Planetary: On the same planet.

Interplanetary: Within the same solar system.

Interstellar: Within the same galaxy.

Intergalactic: Anywhere in the same universe.

Interdimensional: Anywhere.

Timekeeping

Generally, keep time the same way that you normally would, using minutes, hours, days, and weeks. Thus, if the characters walk overland for 15 miles (24 km), about eight hours pass, even though the journey can be described in only a few seconds at the game table. Precision timekeeping is rarely important. Most of the time, saying things like “That takes about an hour” works fine.

This is true even when a special ability has a specific duration. In an encounter, a duration of “one minute” is mostly the same as saying “the rest of the encounter.” You don’t have to track each round that ticks by if you don’t want to. Likewise, an ability that lasts for ten minutes can safely be considered the length of an in-depth conversation, the time it takes to quickly explore a small area, or the time it takes to rest after a strenuous activity.

ActionTime Usually Required
Walking a mile over easy terrainAbout fifteen minutes
Walking a mile over rough terrain (forest, snow, hills)About half an hour
Walking a mile over difficult terrain (mountains, thick jungle)About forty-five minutes
Moving from one significant location in a city to anotherAbout fifteen minutes
Sneaking into a guarded locationAbout fifteen minutes
Observing a new location to get salient detailsAbout fifteen minutes
Having an in-depth discussionAbout ten minutes
Resting after a fight or other strenuous activityAbout ten minutes
Resting and having a quick mealAbout half an hour
Making or breaking campAbout half an hour
Shopping for supplies in a market or storeAbout an hour
Meeting with an important contactAbout half an hour
Referencing a book or websiteAbout half an hour
Searching a room for hidden thingsAt least half an hour, perhaps one hour
Searching for cyphers or other valuables amid a lot of stuffAbout an hour
Identifying and understanding a cypherFifteen minutes to half an hour
Identifying and understanding an artifactAt least fifteen minutes, perhaps three hours
Repairing a device (assuming parts and tools available)At least an hour, perhaps a day
Building a device (assuming parts and tools available)At least a day, perhaps a week

Encounters, Rounds, and Initiative

Sometimes in the course of the game, the GM or players will refer to an “encounter.” Encounters are not so much measurements of time as they are events or instances in which something happens, like a scene of a movie or a chapter in a book. An encounter might be a fight with a foe, a dramatic crossing of a raging river, or a stressful negotiation with an important official. It’s useful to use the word when referring to a specific scene, as in “My Might Pool is low after that encounter with the soul sorcerer yesterday.”

A round is about five to ten seconds. The length of time is variable because sometimes one round might be a bit longer than another. You don’t need to measure time more precisely than that. You can estimate that on average there are about ten rounds in a minute. In a round, everyone—each character and NPC—gets to take one action.

To determine who goes first, second, and so on in a round, each player makes a Speed roll called an initiative roll. Most of the time, it’s only important to know which characters act before the NPCs and which act after the NPCs. On an initiative roll, a character who rolls higher than an NPC’s target number takes their action before the NPC does. As with all target numbers, an NPC’s target number for an initiative roll is three times the NPC’s level. Many times, the GM will have all NPCs take their actions at the same time, using the highest target number from among all the NPCs. Using this method, any characters who rolled higher than the target number act first, then all the NPCs act, and finally any characters who rolled lower than the target number act.

An initiative roll is a d20 roll. Since your initiative depends on how fast you are, if you spend Effort on the roll, the points come from your Speed Pool.

The order in which the characters act usually isn’t important. If the players want to go in a precise order, they can act in initiative order (highest to lowest), by going around the table, by going oldest to youngest, and so on.

For example, Charles, Tammie, and Shanna’s characters are in combat with two level 2 security guards. The GM has the players make Speed rolls to determine initiative. Charles rolls an 8, Shanna rolls a 15, and Tammie rolls a 4. The target number for a level 2 creature is 6, so each round Charles and Shanna act before the guards, then the guards act, and finally Tammie acts. It doesn’t matter whether Charles acts before or after Shanna, as long as they think it’s fair.

After everyone—all PCs and NPCs—in the combat has had a turn, the round ends and a new round begins. In all rounds after the first, everyone acts in the same order as they did in the first round. The characters cycle through this order until the logical end of the encounter (the end of the fight or the completion of the event) or until the GM asks them to make new initiative rolls. The GM can call for new initiative rolls at the beginning of any new round when conditions drastically change. For example, if the NPCs gain reinforcements, the environment changes (perhaps the lights go out), the terrain changes (maybe part of the balcony collapses under the PCs), or something similar occurs, the GM can call for new initiative rolls.

Since the action moves as a cycle, anything that lasts for a round ends where it started in the cycle. If Umberto uses an ability on an opponent that hinders its defenses for one round, the effect lasts until Umberto acts on his next turn.

A Closer Look At Situations that Don’t Involve PCs

Ultimately, the GM is the arbiter of conflicts that do not involve the PCs. They should be adjudicated in the most interesting, logical, and story-based way possible. When in doubt, match the level of the NPCs (characters or creatures) or their respective effects to determine the results. Thus, if a level 4 NPC fights a level 3 NPC, the level 4 NPC will win, but if they face a level 7 NPC, they’ll lose. Likewise, a level 4 creature resists poisons or devices of level 3 or lower but not those of level 5 and above.

The essence is this: in the Cypher System, it doesn’t matter if something is a creature, a poison, or a gravity-dispelling ray. If it’s a higher level, it wins; if it’s a lower level, it loses. If two things of equal level oppose each other, there might be a long, drawn-out battle that could go either way.

Actions

Anything that your character does in a round is an action. It’s easiest to think of an action as a single thing that you can do in five to ten seconds. For example, if you use your dart thrower to shoot a strange floating orb, that’s one action. So is running for cover behind a stack of barrels, prying open a stuck door, using a rope to pull your friend up from a pit, or activating a cypher (even if it’s stored in your pack).

Opening a door and attacking a security guard on the other side are two actions. It’s more a matter of focus than time. Drawing your sword and attacking a foe is all one action. Putting away your bow and pushing a heavy bookcase to block a door are two actions because each requires a different train of thought.

If the action you want to accomplish is not within reach, you can move a little bit. Essentially, you can move up to an immediate distance to perform your action. For example, you can move an immediate distance and attack a foe, open a door and move an immediate distance into the hallway beyond, or grab your hurt friend lying on the ground and pull them back a few steps. This movement can occur before or after your action, so you can move to a door and open it, or you can open a door and move through it.

The most common actions are:

Action: Attack

An attack is anything that you do to someone that they don’t want you to do. Slashing a foe with a curved dagger is an attack, blasting a foe with a lightning artifact is an attack, wrapping a foe in magnetically controlled metal cables is an attack, and controlling someone’s mind is an attack. An attack almost always requires a roll to see if you hit or otherwise affect your target.

In the simplest kind of attack, such as a PC trying to stab a thug with a knife, the player rolls and compares their result to the opponent’s target number. If their roll is equal to or greater than the target number, the attack hits. Just as with any kind of task, the GM might modify the difficulty based on the situation, and the player might have a bonus to the roll or might try to ease the task using skills, assets, or Effort.

A less straightforward attack might be a special ability that stuns a foe with a mental blast. However, it’s handled the same way: the player makes a roll against the opponent’s target number. Similarly, an attempt to tackle a foe and wrestle it to the ground is still just a roll against the foe’s target number.

Attacks are sometimes categorized as “melee” attacks, meaning that you hurt or affect something within immediate reach, or “ranged” attacks, meaning that you hurt or affect something at a distance.

Melee attacks can be Might or Speed actions—player choice. Physical ranged attacks (such as bows, thrown weapons, and blasts of fire from a mutation) are almost always Speed actions, but those that come from special abilities tend to be Intellect actions.

Special abilities that require touching the target require a melee attack. If the attack misses, the power is not wasted, and you can try again each round as your action until you hit the target, use another ability, or take a different action that requires you to use your hands. These attempts in later rounds count as different actions, so you don’t have to keep track of how much Effort you used when you activated the ability or how you used Edge. For example, let’s say that in the first round of combat, you activate a special ability that requires you to touch your foe and you use Effort to ease the attack, but you roll poorly and miss your foe. In the second round of combat, you can try attacking again and use Effort to ease the attack roll.

The GM and players are encouraged to describe every attack with flavor and flair. One attack roll might be a stab to the foe’s arm. A miss might be the PC’s sword slamming into the wall. Combatants lunge, block, duck, spin, leap, and make all kinds of movements that should keep combat visually interesting and compelling. The Running the Cypher System chapter has much more guidance in this regard.

Common elements that affect the difficulty of a combat task are cover, range, and darkness. The rules for these and other modifiers are explained in the Attack Modifiers and Special Situations section of this chapter.

Damage

When an attack strikes a character, it usually means the character takes damage.

An attack against a PC subtracts points from one of the character’s stat Pools—usually the Might Pool. Whenever an attack simply says it deals “damage” without specifying the type, it means Might damage, which is by far the most common type. Intellect damage, which is usually the result of a mental attack, is always labeled as Intellect damage. Speed damage is often a physical attack, but attacks that deal Speed damage are fairly rare.

NPCs don’t have stat Pools. Instead, they have a characteristic called health. When an NPC takes damage of any kind, the amount is subtracted from its health. Unless described otherwise, an NPC’s health is always equal to its target number. Some NPCs might have special reactions to or defenses against attacks that would normally deal Speed damage or Intellect damage, but unless the NPC’s description specifically explains this, assume that all damage is subtracted from the NPC’s health.

Objects don’t have stat Pools or health. They have an object damage track, just like how PCs have a damage track. Attacking objects might move them down their damage track.

Damage is always a specific amount determined by the attack. For example, a slash with a broadsword or a blast with a spike thrower deals 4 points of damage. An Adept’s Onslaught deals 4 points of damage. Often, there are ways for the attacker to increase the damage. For example, a PC can apply Effort to deal 3 additional points of damage, and rolling a natural 17 on the attack roll deals 1 additional point of damage.

Armor

Pieces of equipment and special abilities protect a character from damage by giving them Armor. Each time a character takes damage, subtract their Armor value from the damage before reducing their stat Pool or health. For example, if a Warrior with 2 Armor is hit by a gunshot that deals 4 points of damage, they take only 2 points of damage (4 minus 2 from their Armor). If Armor reduces the incoming damage to 0 or lower, the character takes no damage from the attack. For example, the Warrior’s 2 Armor protects them from all physical attacks that deal 1 or 2 points of damage.

The most common way to get Armor is to wear physical armor, such as a leather jacket, a bulletproof vest, a chainmail hauberk, bioengineered carapace grafts, or something else, depending on the setting. All physical armor comes in one of three categories: light, medium, or heavy. Light armor gives the wearer 1 point of Armor, medium gives 2 points of Armor, and heavy gives 3 points of Armor.

When you see the word “Armor” capitalized in the game rules (other than in the name of a special ability), it refers to your Armor characteristic—the number you subtract from incoming damage. When you see the word “armor” in lowercase, it refers to any physical armor you might wear.

Other effects can add to a character’s Armor. If a character is wearing chainmail (+2 to Armor) and has an ability that covers them in a protective force field that grants +1 to Armor, their total is 3 Armor. If they also use a cypher that hardens their flesh temporarily for +1 to Armor, their total is 4 Armor.

Some types of damage ignore physical armor. Attacks that specifically deal Speed damage or Intellect damage ignore Armor; the creature takes the listed amount of damage without any reduction from Armor. Ambient damage (see below) usually ignores Armor as well.

A creature may have a special bonus to Armor against certain kinds of attacks. For example, a protective suit made of a sturdy, fire-resistant material might normally give its wearer +1 to Armor but count as +3 to Armor against fire attacks. An artifact worn as a helmet might grant +2 to Armor only against mental attacks.

Ambient Damage

Some kinds of damage aren’t direct attacks against a creature, but they indirectly affect everything in the area. Most of these are environmental effects such as winter cold, high temperatures, or background radiation. Damage from these kinds of sources is called ambient damage. Physical armor usually doesn’t protect against ambient damage, though a well-insulated suit of armor can protect against cold weather.

Damage From Hazards

Attacks aren’t the only way to inflict damage on a character. Experiences such as falling from a great height, being burned in a fire, and spending time in severe weather also deal damage. Although no list of potential hazards could be comprehensive, the Damage From Hazards table includes common examples.

SourceDamageNotes
Falling1 point per 10 feet (3 m) fallen (ambient damage)
Minor fire3 points per round (ambient damage)Torch
Major fire6 points per round (ambient damage)Engulfed in flames; lava
Acid splash2 points per round (ambient damage)
Acid bath6 points per round (ambient damage)Immersed in acid
Cold1 point per round (ambient damage)Below freezing temperatures
Severe cold3 points per round (ambient damage)Liquid nitrogen
Shock1 point per round (ambient damage)Often involves losing next action
Electrocution6 points per round (ambient damage)Often involves losing next action
Crush3 pointsObject or creature falls on character
Huge crush6 pointsRoof collapse; cave-in
Collision6 pointsLarge, fast object strikes character

The Effects of Taking Damage

When an NPC reaches 0 health, it is either dead or (if the attacker wishes) incapacitated, meaning unconscious or beaten into submission.

As previously mentioned, damage from most sources is applied to a character’s Might Pool. Otherwise, stat damage always reduces the Pool of the stat it affects.

If damage reduces a character’s stat Pool to 0, any further damage to that stat (including excess damage from the attack that reduced the stat to 0) is applied to another stat Pool. Damage is applied to Pools in this order:

  1. Might (unless the Pool is 0)

  2. Speed (unless the Pool is 0)

  3. Intellect

Even if the damage is applied to another stat Pool, it still counts as its original type for the purpose of Armor and special abilities that affect damage. For example, if a character with 2 Armor is reduced to 0 Might and then is hit by a creature’s claw for 3 points of damage, it still counts as Might damage, so their Armor reduces the damage to 1 point, which then is applied to their Speed Pool. In other words, even though they take the damage from their Speed Pool, it doesn’t ignore Armor like Speed damage normally would.

In addition to taking damage from their Might Pool, Speed Pool, or Intellect Pool, PCs also have a damage track. The damage track has four states (from best to worst): hale, impaired, debilitated, and dead. When one of a PC’s stat Pools reaches 0, they move one step down the damage track. Thus, if they are hale, they become impaired. If they are already impaired, they become debilitated. If they are already debilitated, they become dead.

Some effects can immediately shift a PC one or more steps on the damage track. These include rare poisons, cellular disruption attacks, and massive traumas (such as falls from very great heights, being run over by a speeding vehicle, and so on, as determined by the GM).

Some attacks, like a serpent’s poisonous bite or a Speaker’s Enthrall, have effects other than damage to a stat Pool or shifting the PC on the damage track. These attacks can cause unconsciousness, paralysis, and so on.

When NPCs (who have only health) suffer Speed or Intellect damage, normally this is treated the same as Might damage. However, the GM or the player has the option to suggest an appropriate alternate effect—the NPC suffers a penalty, moves more slowly, is stunned, and so on.

The Damage Track

As noted above, the damage track has four states: hale, impaired, debilitated, and dead.

Hale is the normal state for a character: all three stat Pools are at 1 or higher, and the PC has no penalties from harmful conditions. When a hale PC takes enough damage to reduce one of their stat Pools to 0, they become impaired. Note that a character whose stat Pools are much lower than normal can still be hale.

Impaired is a wounded or injured state. When an impaired character applies Effort, it costs 1 extra point per level applied. For example, applying one level of Effort costs 4 points instead of 3, and applying two levels of Effort costs 7 points instead of 5.

An impaired character ignores minor and major effect results on their rolls, and they don’t deal as much extra damage in combat with a special roll. In combat, a roll of 17 or higher deals only 1 additional point of damage. When an impaired PC takes enough damage to reduce one of their stat Pools to 0, they become debilitated.

Debilitated is a critically injured state. A debilitated character may not take any actions other than to move (probably crawl) no more than an immediate distance. If a debilitated character’s Speed Pool is 0, they can’t move at all. When a debilitated PC takes enough damage to reduce a stat Pool to 0, they are dead.

Dead is dead.

The damage track allows you to know how far from death you are. If you’re hale, you’re three steps from death. If you’re impaired, you’re two steps from death. If you’re debilitated, you are only one small step from death’s door.

Recovering Points in a Pool

After losing or spending points in a Pool, you recover those points by resting. You can’t increase a Pool past its maximum by resting—just back to its normal level. Any extra points gained go away with no effect. The amount of points you recover from a rest, and how long each rest takes, depends on how many times you have rested so far that day.

When you rest, make a recovery roll. To do this, roll a d6 and add your tier. You recover that many points, and you can divide them among your stat Pools however you wish. For example, if your recovery roll is 4 and you’ve lost 4 points of Might and 2 points of Speed, you can recover 4 points of Might, or 2 points of Might and 2 points of Speed, or any other combination adding up to 4 points.

The first time you rest each day, it takes only a few seconds to catch your breath. If you rest this way in the middle of an encounter, it takes one action on your turn.

The second time you rest each day, you must rest for ten minutes to make a recovery roll. The third time you rest each day, you must rest for one hour to make a recovery roll. The fourth time you rest each day, you must rest for ten hours to make a recovery roll (usually, this occurs when you stop for the day to eat and sleep).

After that much rest, it’s assumed to be a new day, so the next time you rest, it takes only a few seconds. The next rest takes ten minutes, then one hour, and so on, in a cycle.

If you haven’t rested yet that day and you take a lot of damage in a fight, you could rest a few seconds (regaining 1d6 points + 1 point per tier) and then immediately rest for ten minutes (regaining another 1d6 points + 1 point per tier). Thus, in one full day of doing nothing but resting, you could recover 4d6 points + 4 points per tier.

Each character chooses when to make recovery rolls. If a party of five PCs rests for ten minutes because two of them want to make recovery rolls, the others don’t have to make rolls at that time. Later in the day, those three can decide to rest for ten minutes and make recovery rolls.

Recovery RollRest Time Needed
First recovery rollOne action
Second recovery rollTen minutes
Third recovery rollOne hour
Fourth recovery rollTen hours

Restoring the Damage Track

Using points from a recovery roll to raise a stat Pool from 0 to 1 or higher also automatically moves the character up one step on the damage track.

If all of a PC’s stat Pools are above 0 and the character has taken special damage that moved them down the damage track, they can use a recovery roll to move up one step on the damage track instead of recovering points. For example, a character who is debilitated from a hit with a cell-disrupting biotech device can rest and move up to impaired rather than recover points in a Pool.

Special Damage

In the course of playing the game, characters face all manner of threats and dangers that can harm them in a variety of ways, only some of which are easily represented by points of damage.

Dazed and Stunned: Characters can be dazed when struck hard on the head, exposed to extremely loud sounds, or affected by a mental attack. When this happens, for the duration of the daze effect (usually one round), all of the character’s tasks are hindered. Similar but more severe attacks can stun characters. Stunned characters lose their turn (but can still defend against attacks normally).

Poison and Disease: When characters encounter poison—whether the venom of a serpent, rat poison slipped into a burrito, cyanide dissolved in wine, or an overdose of acetaminophen—they make a Might defense roll to resist it. Failure to resist can result in points of damage, moving down the damage track, or a specific effect such as paralysis, unconsciousness, disability, or something stranger. For example, some poisons affect the brain, making it impossible to say certain words, take certain actions, resist certain effects, or recover points to a stat Pool.

Diseases work like poisons, but their effect occurs every day, so the victim must make a Might defense roll each day or suffer the effects. Disease effects are as varied as poisons: points of damage, moving down the damage track, disability, and so on. Many diseases inflict damage that cannot be restored through conventional means.

Paralysis: Paralytic effects cause a character to drop to the ground, unable to move. Unless otherwise specified, the character can still take actions that require no physical movement.

Other Effects: Other special effects can render a character blind or deaf, unable to stand without falling over, or unable to breathe. Stranger effects might negate gravity for the character (or increase it a hundredfold), transport them to another place, render them out of phase, mutate their physical form, implant false memories or senses, alter the way their brain processes information, or inflame their nerves so they are in constant, excruciating pain. Each special effect must be handled on a case-by-case basis. The GM adjudicates how the character is affected and how the condition can be alleviated (if possible).

NPCs and Special Damage

The GM always has final say over what special damage will affect an NPC. Human NPCs usually react like characters, but nonhuman creatures might react very differently. For example, a tiny bit of venom is unlikely to hurt a gigantic dragon, and it won’t affect an android or a demon at all.

If an NPC is susceptible to an attack that would shift a character down the damage track, using that attack on the NPC usually renders it unconscious or dead. Alternatively, the GM could apply the debilitated condition to the NPC, with the same effect as it would have on a PC.

Attack Modifiers And Special Situations

In combat situations, many modifiers might come into play. Although the GM is at liberty to assess whatever modifiers they think are appropriate to the situation (that’s their role in the game), the following suggestions and guidelines might make that easier. Often the modifier is applied as a step in difficulty. So if a situation hinders attacks, that means if a PC attacks an NPC, the difficulty of the attack roll is increased by one step, and if an NPC attacks a PC, the difficulty of the defense roll is decreased by one step. This is because players make all rolls, whether they are attacking or defending—NPCs never make attack or defense rolls.

When in doubt, if it seems like it should be harder to attack in a situation, hinder the attack rolls. If it seems like attacks should gain an advantage or be easier in some way, hinder the defense rolls.

Precise ranges are not important in the Cypher System. The broadly defined “immediate,” “short,” “long,” and “very long” ranges let the GM quickly make a judgment call and keep things moving. Basically, the idea is: your target is right there, your target is close, your target is pretty far away, or your target is extremely far away.

Cover

If a character is behind cover so that a significant portion of their body is behind something sturdy, attacks against the character are hindered.

If a character is entirely behind cover (their entire body is behind something sturdy), they can’t be attacked unless the attack can go through the cover. For example, if a character hides behind a thin wooden screen and their opponent shoots the screen with a rifle that can penetrate the wood, the character can be attacked. However, because the attacker can’t see the character clearly, this still counts as cover (attacks against the character are hindered).

Position

Sometimes where a character stands gives them an advantage or a disadvantage.

Prone Target: In melee, a prone target is easier to hit (attacks against them are eased). In ranged combat, a prone target is harder to hit (attacks against them are hindered).

Higher Ground: In either ranged or melee combat, attacks by an opponent on higher ground are eased.

Surprise

When a target isn’t aware of an incoming attack, the attacker has an advantage. A ranged sniper in a hidden position, an invisible assailant, or the first salvo in a successful ambush are all eased by two steps. For the attacker to gain this advantage, however, the defender truly must have no idea that the attack is coming.

If the defender isn’t sure of the attacker’s location but is still on guard, the attacks are eased by only one step.

Range

In melee, you can attack a foe who is adjacent to you (next to you) or within reach (immediate range). If you enter into melee with one or more foes, usually you can attack most or all of the combatants, meaning they are next to you, within reach, or within reach if you move slightly or have a long weapon that extends your reach.

The majority of ranged attacks have only two ranges: short range and long range (a few have very long range). Short range is generally less than 50 feet (15 m) or so. Long range is generally from 50 feet (15 m) to about 100 feet (30 m). Very long range is generally 100 feet (30 m) to 500 feet (150 m). Greater precision than that isn’t important in the Cypher System. If anything is longer than very long range, the exact range is usually spelled out, such as with an item that can fire a beam 1,000 feet (300 m) or teleport you up to 1 mile (1.5 km) away.

Thus, the game has four measurements of distance: immediate, short, long, and very long. These apply to movement as well. A few special cases—point-blank range and extreme range— modify an attack’s chance to successfully hit.

Point-Blank Range: If a character uses a ranged weapon against a target within immediate range, the attack is eased.

Extreme Range: Targets just at the limit of a weapon’s range are at extreme range. Attacks against such targets are hindered.

The GM might allow a character with a ranged weapon to attack beyond extreme range, but the attack would be hindered by two steps for each range category beyond the normal limit. Attacks with hard limits, such as the blast radius of a bomb, can’t be modified.

In certain situations, such as a PC on top of a building looking across an open field, the GM should allow ranged attacks to exceed their maximum range. For example, in perfect conditions, a good archer can hit a large target with a bow and arrow at 500 feet (150 m), much farther than a bow’s typical long range.

Illumination

What characters can see (and how well they can see) plays a huge factor in combat.

Dim Light: Dim light is approximately the amount of light on a night with a bright full moon or the illumination provided by a torch, flashlight, or desk lamp. Dim light allows you to see out to short range. Targets in dim light are harder to hit. Attacks against such targets are hindered. Attackers trained in low-light spotting negate this modifier.

Very Dim Light: Very dim light is approximately the amount of light on a starry night with no visible moon, or the glow provided by a candle or an illuminated control panel. Very dim light allows you to see clearly only within immediate range and perceive vague shapes to short range. Targets in very dim light are harder to hit. Attacks against targets within immediate range are hindered, and attacks against those in short range are hindered by two steps. Attackers trained in low-light spotting modify these difficulties by one step in their favor. Attackers specialized in low-light spotting modify these difficulties by two steps in their favor.

Darkness: Darkness is an area with no illumination at all, such as a moonless night with cloud cover or a room with no lights. Targets in complete darkness are nearly impossible to hit. If an attacker can use other senses (such as hearing) to get an idea of where the opponent might be, attacks against such targets are hindered by four steps. Otherwise, attacks in complete darkness fail without the need for a roll unless the player spends 1 XP to “make a lucky shot” or the GM uses GM intrusion. Attackers trained in low-light spotting ease the task. Attackers specialized in low-light spotting ease the task by two steps.

Visibility

Similar to illumination, factors that obscure vision affect combat.

Mist: A target in mist is similar to one in dim light. Ranged attacks against such targets are hindered. Particularly dense mist makes ranged attacks nearly impossible (treat as darkness), and even melee attacks are hindered.

Hiding Target: A target in dense foliage, behind a screen, or crawling amid the rubble in a ruin is hard to hit because they’re hard to see. Ranged attacks against such targets are hindered.

Invisible Target: If an attacker can use other senses (such as hearing) to get an idea of where the opponent might be, attacks against such targets are hindered by four steps. Otherwise, attacks against an invisible creature fail without the need for a roll unless the player spends 1 XP to “make a lucky shot” or the GM uses GM intrusion.

Water

Being in shallow water can make it hard to move, but it doesn’t affect combat. Being in deep water can make things difficult, and being underwater entirely can seem as different as being on another world.

Deep Water: Being in water up to your chest (or the equivalent thereof) hinders your attacks. Aquatic creatures ignore this modifier.

Underwater Melee Combat: For nonaquatic creatures, being completely underwater makes attacking very difficult. Attacks with stabbing weapons are hindered, and melee attacks with slashing or bashing weapons are hindered by two steps. Aquatic creatures ignore these penalties.

Underwater Ranged Combat: As with melee combat, nonaquatic creatures have problems fighting underwater. Some ranged attacks are impossible underwater—you can’t throw things, fire a bow or crossbow, or use a blowgun. Many firearms also do not work underwater. Attacks with weapons that do work underwater are hindered. Ranges underwater are reduced by one category; very-long-range weapons work only to long range, long-range weapons work only to short range, and short-range weapons work only to immediate range.

Moving Targets

Moving targets are harder to hit, and moving attackers have a difficult time as well.

Target Is Moving: Attackers trying to hit a foe who is moving very fast are hindered. (A foe moving very fast is one who is doing nothing but running, mounted on a moving creature, riding on a vehicle or moving conveyance, and so on.)

Attacker Is Moving: An attacker trying to make an attack while moving under their own power (walking, running, swimming, and so on) takes no penalties. Attacks from a moving mount or moving vehicle are hindered; an attacker trained in riding or driving ignores this penalty.

Attacker Is Jostled: Being jostled, such as while standing on a listing ship or a vibrating platform, makes attacking difficult. Such attacks are hindered. Characters trained in balancing or sailing would ignore penalties for being on a ship.

Gravity

In a spacefaring campaign, characters may travel to worlds with stronger or weaker gravity than Earth’s. Likewise, strange technology or magic can cause gravity to fluctuate even in an Earth-based campaign. Characters who have a large amount of metal (wearing metal armor, using metal weapons, and so on) can be affected by fluctuating magnetism just as a character is affected by gravity.

Low Gravity: Weapons that rely on weight, such as all heavy weapons, deal 2 fewer points of damage (dealing a minimum of 1 point of damage). Weapons with short range can reach to long range, and long-range weapons can reach to very long range. Characters trained in low-gravity maneuvering ignore the damage penalty.

High Gravity: It’s hard to make effective attacks when the pull of gravity is very strong. Attacks (and all physical actions) made in high gravity are hindered. Ranges in high gravity are reduced by one category (very-long-range weapons reach only to long range, long-range weapons reach only to short range, and short-range weapons reach only to immediate range). Characters trained in high-gravity maneuvering ignore the change in difficulty but not the range decreases.

Zero Gravity: It’s hard to maneuver in an environment without gravity. All physical actions (including attacks) made in zero gravity are hindered. Weapons with short range can reach to long range, long-range weapons can reach to very long range, and very-long-range weapons can reach to about 1,000 feet (300 m) instead of 500 feet (150 m). Characters trained in zero-gravity maneuvering ignore the change in difficulty.

Special Situation: Combat Between NPCs

When an NPC ally of the PCs attacks another NPC, the GM can designate a player to roll and handle it like a PC attacking. Often, the choice is obvious. For example, a character who has a trained attack animal should roll when their pet attacks enemies. If an NPC ally accompanying the party leaps into the fray, that ally’s favorite PC rolls for them. NPCs cannot apply Effort. Of course, it’s perfectly fitting (and easier) to have the NPC ally use the cooperative action rules to aid a PC instead of making direct attacks, or to compare the levels of the two NPCs (higher wins).

Special Situation: Combat Between PCs

When one PC attacks another PC, the attacking character makes an attack roll, and the other character makes a defense roll, adding any appropriate modifiers. If the attacking PC has a skill, ability, asset, or other effect that would ease the attack if it were made against an NPC, the character adds 3 to the roll for each step reduction (+3 for one step, +6 for two steps, and so on). If the attacker’s final result is higher, the attack hits. If the defender’s result is higher,
the attack misses. Damage is resolved normally. The GM mediates all special effects.

Special Situation: Area Attacks

Sometimes, an attack or effect affects an area rather than a single target. For example, a grenade or a landslide can potentially harm or affect everyone in the area.

In an area attack, all PCs in the area make appropriate defense rolls against the attack to determine its effect on them. If there are any NPCs in the area, the attacker makes a single attack roll against all of them (one roll, not one roll per NPC) and compares it to the target number of each NPC. If the roll is equal to or greater than the target number of a particular NPC, the attack hits that NPC.

Some area attacks always deal at least a minimum amount of damage, even if the attacks miss or if a PC makes a successful defense roll.

For example, consider a character who uses Shatter to attack six cultists (level 2; target number 6) and their leader (level 4; target number 12). The PC applies Effort to increase the damage and rolls an 11 for the attack roll. This hits the six cultists, but not the leader, so the ability deals 3 points of damage to each of the cultists. The description of Shatter says that applying Effort to increase the damage also means that targets take 1 point of damage if the PC fails the attack roll, so the leader takes 1 point of damage. In terms of what happens in the story, the cultists are caught flat-footed by the sudden detonation of one of their knives, but the leader ducks and is shielded from the blast. Despite the leader’s quick moves, the blast is so intense that a few bits of metal slice them.

Special Situation: Attacking Objects

Attacking an object is rarely a matter of hitting it. Sure, you can hit the broad side of a barn, but can you damage it? Attacking inanimate objects with a melee weapon is a Might action. Objects have levels and thus target numbers. Objects have a damage track that works like the damage track for PCs.

Intact is the default state for an object.

Minor damage is a slightly damaged state. An object with minor damage reduces its level by 1.

Major damage is a critically damaged state. An object with major damage is broken and no longer functions.

Destroyed is destroyed. The object is ruined, no longer functions, and cannot be repaired.

If the Might action to damage an object is a success, the object moves one step down the object damage track. If the Might roll exceeded the difficulty by 2 levels, the object instead moves two steps down the object damage track. If the Might roll exceeded the difficulty by 4 levels, the object instead moves three steps down the object damage track. Objects with minor or major damage can be repaired, moving them one or more steps up the object damage track.

Brittle or fragile objects, like paper or glass, decrease the effective level of the object for the purposes of determining if it is damaged. Hard objects, like those made of wood or stone, add 1 to the effective level. Very hard objects, like those made of metal, add 2. (The GM may rule that some exotic materials add 3.)

The tool or weapon used to attack the object must be at least as hard as the object itself. Further, if the amount of damage the attack could inflict—not modified by a special die roll—does not equal or exceed the effective level of the object, the attack cannot damage the object no matter what the roll.

Action: Activate a Special Ability

Special abilities are granted by foci, types, and flavors, or provided by cyphers or other devices. If a special ability affects another character in any kind of unwanted manner, it’s handled as an attack. This is true even if the ability is normally not considered an attack. For example, if a character has a healing touch, and their friend doesn’t want to be healed for some reason, an attempt to heal their unwilling friend is handled as an attack.

Plenty of special abilities do not affect another character in an unwanted manner. For example, a PC might use Hover on themselves to float into the air. A character with a matter-reorganizing device might change a stone wall into glass. A character who activates a phase changer cypher might walk through a wall. None of these requires an attack roll (although when turning a stone wall to glass, the character must still make a roll to successfully affect the wall).

If the character spends points to apply Effort on the attempt, they might want to roll anyway to see if they get a major effect, which would reduce the cost for their action.

Action: Move

As a part of another action, a character can adjust their position—stepping back a few feet while using an ability, sliding over in combat to take on a different opponent to help a friend, pushing through a door they just opened, and so on. This is considered an immediate distance, and a character can move this far as part of another action.

In a combat situation, if a character is in a large melee, they’re usually considered to be next to most other combatants, unless the GM rules that they’re farther away because the melee is especially large or the situation dictates it.

If they’re not in melee but still nearby, they are considered to be a short distance away—usually less than 50 feet (15 m). If they’re farther away than that but still involved in the combat, they are considered to be a long distance away, usually 50 to 100 feet (15 to 30 m), or possibly even a very long distance away, usually more than 100 feet to 500 feet (30 to 150 m).

In a round, as an action, a character can make a short move. In this case, they are doing nothing but moving up to about 50 feet (15 m). Some terrain or situations will change the distance a character can move, but generally, making a short move is considered to be a difficulty 0 action. No roll is needed; they just get where they’re going as their action.

A character can try to make a long move—up to 100 feet (30 m) or so—in one round. This is a Speed task with a difficulty of 4. As with any action, they can use skills, assets, or Effort to ease the task. Terrain, obstacles, or other circumstances can hinder the task. A successful roll means the character moved the distance safely. Failure means that at some point during the move, they stop or stumble (the GM determines where this happens).

A character can also try to make a short move and take another (relatively simple) physical action, like make an attack. As with the attempt to make a long move, this is a Speed task with a difficulty of 4, and failure means that the character stops at some point, slipping or stumbling or otherwise getting held up.

Long-Term Movement

When talking about movement in terms of traveling rather than round-by-round action, typical characters can travel on a road about 20 miles (32 km) per day, averaging about 3 miles (5 km) per hour, including a few stops. When traveling overland, they can move about 12 miles (19 km) per day, averaging 2 miles (3 km) per hour, again with some stops. Mounted characters, such as those on horseback, can go twice as far. Other modes of travel (cars, airplanes, hovercraft, sailing ships, and so on) have their own rates of movement.

Movement Modifiers

Different environments affect movement in different ways.

Rough Terrain: A surface that’s considered rough terrain is covered in loose stones or other material, uneven or with unsure footing, unsteady, or a surface that requires movement across a narrow space, such as a cramped corridor or a slender ledge. Stairs are also considered rough terrain. Rough terrain does not slow normal movement on a round-by-round basis, but hinders move rolls. Rough terrain cuts long-term movement rates in half.

Difficult Terrain: Difficult terrain is an area filled with challenging obstacles—water up to waist height, a very steep slope, an especially narrow ledge, slippery ice, a foot or more of snow, a space so small that one must crawl through it, and so on. Difficult terrain hinders move rolls and halves movement on a round-by-round basis. This means that a short move is about 25 feet (8 m), and a long move is about 50 feet (15 m). Difficult terrain reduces
long-term movement to a third of its normal rate.

Water: Deep water, in which a character is mostly or entirely submerged, hinders move rolls
and reduces round-by-round and long-term movement to one quarter its normal rate. This means that a short move is about 12 feet(4 m), and a long move is about 25 feet (7.5 m). Characters trained in swimming halve their movement only while in deep water.

Low Gravity: Movement in low gravity is easier but not much faster. All move rolls are eased.

High Gravity: In an environment of high gravity, treat all moving characters as if they were in difficult terrain. Characters trained in high-gravity maneuvering negate this penalty. High gravity reduces long-term movement to a third of its normal rate.

Zero Gravity: In an environment without gravity, characters cannot move normally. Instead, they must push off from a surface and succeed at a Might roll to move (the difficulty is equal to one-quarter the distance traveled in feet). Without a surface to push off from, a character cannot move. Unless the character’s movement takes them to a stable object that they can grab or land against, they continue to drift in that direction each round, traveling half the distance of the initial push.

Special Situation: A Chase

When a PC is chasing an NPC or vice versa, the player should attempt a Speed action, with the difficulty based on the NPC’s level. If the PC succeeds at the roll, they catch the NPC (if chasing), or they get away (if chased). In terms of the story, this one-roll mechanic can be the result of a long chase over many rounds.

Alternatively, if the GM wants to play out a long chase, the character can make many rolls (perhaps one per level of the NPC) to finish the pursuit successfully. For every failure, the PC must make another success, and if they ever have more failures than successes, the PC fails to catch the NPC (if chasing) or is caught (if chased). As with combat, the GM is encouraged to describe the results of these rolls with flavor. A success might mean the PC has rounded a corner and gained some distance. A failure might mean that a basket of fruit topples over in front of them, slowing them down. Vehicle chases are handled similarly.

Action: Wait

You can wait to react to another character’s action.

You decide what action will trigger your action, and if the triggering action happens, you get to take your action first (unless going first wouldn’t make sense, like attacking a foe before they come into view). For example, if an orc threatens you with a halberd, on your turn you can decide to wait, stating “If it stabs at me, I’m going to slash it with my sword.” On the orc’s turn, it stabs, so you make your sword attack before that happens.

Waiting is also a good way to deal with a ranged attacker who rises from behind cover, fires an attack, and ducks back down. You could say “I wait to see them pop up from behind cover and then I shoot them.”

Waiting is also a useful tool for cooperative actions (see below).

Action: Defend

Defending is a special action that only PCs can do, and only in response to being attacked. In other words, an NPC uses its action to attack, which forces a PC to make a defense roll. This is handled like any other kind of action, with circumstances, skill, assets, and Effort all potentially coming into play. Defending is a special kind of action in that it does not happen on the PC’s turn. It’s never an action that a player decides to take; it’s always a reaction to an attack. A PC can take a defense action when attacked (on the attacking NPC’s turn) and still take another action on their own turn.

The type of defense roll depends on the type of attack. If a foe attacks a character with an axe, they can use Speed to duck or block it with what they’re holding. If they’re struck by a poisoned dart, they can use a Might action to resist its effects. If a psi-worm attempts to control their mind, they can use Intellect to fend off the intrusion.

Sometimes an attack provokes two defense actions. For example, a poisonous reptile tries to bite a PC. They try to dodge the bite with a Speed action. If they fail, they take damage from the bite, and they must also attempt a Might action to resist the poison’s effects.

If a character does not know an attack is coming, usually they can still make a defense roll, but they can’t add modifiers (including the modifier from a shield), and they can’t use any skill or Effort to ease the task. If circumstances warrant—such as if the attacker is right next to the character—the GM might rule that the surprise attack simply hits.

A character can always choose to forgo a defense action, in which case the attack automatically hits.

Some abilities (such as the Countermeasures special ability) may allow you to do something special as a defense action.

Action: Do Something Else

Players can try anything they can think of, although that doesn’t mean anything is possible. The GM sets the difficulty—that’s their primary role in the game. Still, guided by the bounds of logic, players and GMs will find all manner of actions and options that aren’t covered by a rule. That’s a good thing.

Players should not feel constrained by the game mechanics when taking actions. Skills are not required to attempt an action. Someone who’s never picked a lock can still try. The GM might hinder the task, but the character can still attempt the action.

Thus, players and GMs can return to the beginning of this chapter and look at the most basic expression of the rules. A player wants to take an action. The GM decides, on a scale of 1 to 10, how difficult that task is and what stat it uses. The player determines whether they have anything that might modify the difficulty and considers whether to apply Effort. Once the final determination is made, they roll to see if their character succeeds. It’s as easy as that.

As further guidance, the following are some of the more common actions a player might take.

Players are encouraged to come up with their own ideas for what their characters do rather than looking at a list of possible actions. That’s why there is a “do something else” action. PCs are not pieces on a game board—they are people in a story. And like real people, they can try anything they can think of. (Succeeding is another matter entirely.) The task difficulty system provides GMs with the tools they need to adjudicate anything the players come up with.

Climbing

When a character climbs, the GM sets a difficulty based on the surface being climbed. Climbing is like moving through difficult terrain: the move roll is hindered and the movement is half speed. Unusual circumstances, such as climbing while under fire, pose additional step penalties.

DifficultySurface
2Surface with lots of handholds
3Stone wall or similar surface (a few handholds)
4Crumbling or slippery surface
5Smooth stone wall or similar surface
6Metal wall or similar surface
8Smooth, horizontal surface (climber is upside down)
10Glass wall or similar surface

Cooperative Actions

There are many ways multiple characters can work together. None of these options, however, can be used at the same time by the same characters.

Helping: If you use your action to help someone with a task, you ease the task. If you have an inability in a task, your help has no effect. If you use your action to help someone with a task that you are trained or specialized in, the task is eased by two steps. Help is considered an asset, and someone receiving help usually can’t gain more than two assets on a single task if that help is provided by another character.

For example, if Scott is trying to climb a steep incline and Sarah (who is trained in climbing) spends her turn helping him, Scott’s task is eased by two steps.

Sometimes you can help by performing a task that complements what another person is attempting. If your complementary action succeeds, you ease the other person’s task. For example, if Scott tries to persuade a ship captain to let him on board, Sarah could try to supplement Scott’s words with a flattering lie about the captain (a deception action), a display of knowledge about the region where the ship is headed (a geography action), or a direct threat to the captain (an intimidation action). If Sarah’s roll is a success, Scott’s persuasion task is eased.

Distraction: When a character uses their turn to distract a foe, that foe’s attacks are hindered for one round. Multiple characters distracting a foe have no greater effect than a single character doing so—a foe is either distracted or not. A distraction might be yelling a challenge, firing a warning shot, or a similar activity that doesn’t harm the foe.

Draw the Attack: When an NPC attacks a character, another PC can prominently present themselves, shout taunts, and move to try to get the foe to attack them instead. In most cases, this action succeeds without a roll—the opponent attacks the prominent PC instead of their companions. In other cases, such as with intelligent or determined foes, the prominent character must succeed at an Intellect action to draw the attack. If that Intellect action is successful, the foe attacks the prominent character, whose defenses are hindered by two steps. Two characters attempting to draw an attack at the same time cancel each other out.

Two characters attempting to draw an attack at the same time cancel each other out.

Take the Attack: A character can use their action to throw themselves in front of a foe’s successful attack to save a nearby comrade. The attack automatically succeeds against the sacrificial character, and it deals 1 additional point of damage. A character cannot willingly take more than one attack each round in this way.

Crafting, Building, and Repairing

Crafting is a tricky topic in the Cypher System because the same rules that govern building a spear also cover repairing a machine that can take you into hyperspace. Normally, the level of the item determines the difficulty of creating or repairing it as well as the time required. For cyphers, artifacts, other items that require specialized knowledge, or items unique to a world or species other than your own (such as a Martian tripod walker), add 5 to the item’s level to determine the difficulty of building or repairing it.

Sometimes, if the item is artistic in nature, the GM will add to the difficulty and time required. For example, a crude wooden stool might be hammered together in an hour. A beautiful finished piece might take a week or longer and would require more skill on the part of the crafter.

The GM is free to overrule some attempts at creation, building, or repair, requiring that the character have a certain level of skill, proper tools and materials, and so forth.

A level 0 object requires no skill to make and is easily found in most locations. Sling stones and firewood are level 0 items—producing them is routine. Making a torch from spare wood and oil-soaked cloth is simple, so it’s a level 1 object. Making an arrow or a spear is fairly standard but not simple, so it’s a level 2 object.

Generally speaking, a device to be crafted requires materials equal to its level and all the levels below it. So a level 5 device requires level 5 material, level 4 material, level 3 material, level 2 material, and level 1 material (and, technically, level 0 material).

The GM and players can gloss over much of the crafting details, if desired. Gathering all the materials to make a mundane item might not be worth playing out—but then again, it might be. For example, making a wooden spear in a forest isn’t very interesting, but what if the characters have to make a spear in a treeless desert? Finding the wreckage of something made of wood or forcing a PC to fashion a spear out of the bones of a large beast could be interesting situations.

Circumstances really matter. For example, sewing a dress by hand might take five times as long (or more) as using a sewing machine.

The time required to create an item is up to the GM, but the guidelines in the crafting table are a good starting point. Generally, repairing an item takes somewhere between half the creation time and the full creation time, depending on the item, the aspect that needs repairing, and the circumstances. For example, if creating an item takes one hour, repairing it takes thirty minutes to one hour.

The GM is free to overrule some attempts at creation, building, or repair, requiring that the character have a certain level of skill, proper tools and materials, and so forth.

Sometimes a GM will allow a rush job if the circumstances warrant it. This is different than using skill to reduce the time required. In this case, the quality of the item is affected. Let’s say that a character needs to create a tool that will cut through solid steel with a laser (a level 7 item), but they have to do it in one day. The GM might allow it, but the device might be extremely volatile, inflicting damage on the user, or it might work only once. The device is still considered a level 7 item to create in all other respects. Sometimes the GM will rule that reducing the time is not possible. For example, a single human can’t make a chainmail vest in one hour without some kind of machine to help.

Note: Erratum

The rules mention “using skill to reduce the time required” to craft an object. This was cut from the first edition rulebook:

“A character can reduce the time or materials needed instead of the difficulty (again, with GM approval, and if it makes sense to do so). A trained fletcher making arrows (level 2 items) could attempt a difficulty 2 task rather than a difficulty 1 task to create an arrow in fifteen minutes instead of an hour, or to create it in an hour but with substandard (level 1) materials. However, sometimes the GM will rule that reducing the time is not possible. For example, a single human can’t make a chainmail vest in one hour without some kind of machine to help.”

Possible crafting skills include:

@UUID[Compendium.cyphersystem-compendium.crafting-skills.7BUvkxuA2jCU8eqK]{Armoring} @UUID[Compendium.cyphersystem-compendium.crafting-skills.vFZ9YGa70efAWVpN]{Bowyering/fletching} @UUID[Compendium.cyphersystem-compendium.crafting-skills.Mh8fZ6svg8OSnsX3]{Chemistry} @UUID[Compendium.cyphersystem-compendium.crafting-skills.uGEL7zHPjaKA5kbN]{Computer science} @UUID[Compendium.cyphersystem-compendium.crafting-skills.g4qZmxAyRzrKZDzh]{Electronics} @UUID[Compendium.cyphersystem-compendium.crafting-skills.cFbEQnj0w4Q4AEFs]{Engines} @UUID[Compendium.cyphersystem-compendium.crafting-skills.LsykgiEBrwXM8x8x]{Genetic engineering} @UUID[Compendium.cyphersystem-compendium.crafting-skills.sedcB5ntUixkxEFn]{Glassblowing} @UUID[Compendium.cyphersystem-compendium.crafting-skills.kZSFCvecSYYsbDzX]{Gunsmithing} @UUID[Compendium.cyphersystem-compendium.crafting-skills.gH4b6MOodAZeCAod]{Leatherworking} @UUID[Compendium.cyphersystem-compendium.crafting-skills.HiAKUg3uYFmauoeJ]{Metalworking} @UUID[Compendium.cyphersystem-compendium.crafting-skills.Qs5gGKyC1qzg5DDf]{Neural engineering} @UUID[Compendium.cyphersystem-compendium.crafting-skills.dBhnKvctH1RIlolI]{Weaponsmithing} @UUID[Compendium.cyphersystem-compendium.crafting-skills.1N0N3X1Hr4uIet4P]{Woodcrafting}

Characters might try to make a cypher, an artifact, or an alien psionic starship do something other than its intended function. Sometimes, the GM will simply declare the task impossible. You can’t turn a vial of healing elixir into a two-way communicator. But most of the time, there is a chance of success.

That said, tinkering with weird stuff is not easy. Obviously, the difficulty varies from situation to situation, but difficulties starting at 7 are not unreasonable. The time, tools, and training required would be similar to the time, tools, and training needed to repair a device. If the tinkering results in a long-term benefit for the character—such as creating an artifact that they can use—the GM should require them to spend XP to make it.

Obviously, what is considered “weird stuff ” will vary from setting to setting, and sometimes the concept might not apply at all. But many times, there will be something in the setting that is too strange, too alien, too powerful, or too dangerous for PCs to mess around with (or at least mess around with easily). Einstein may have been extraordinary, but that doesn’t mean he could reverse-engineer a teleporter made in another dimension.

DifficultyCraftGeneral Time to Build
0Something extremely simple like tying a rope or finding an appropriately sized rockA few minutes at most
1TorchFive minutes
2Spear, simple shelter, piece of furnitureOne hour
3Bow, door, basic article of clothingOne day
4Sword, chainmail vestOne to two days
5Common technological item (electric light), nice piece of jewelry or art objectOne week
6Technological item (watch, transmitter), really nice piece of jewelry or art object, elegant craftworkOne month
7Technological item (computer), major work of artOne year
8Technological item (something from beyond Earth)Many years
9Technological item (something from beyond Earth)Many years
10Technological item (something from beyond Earth)Many years

Guarding

In a combat situation, a character can stand guard as their action. They do not make attacks, but all their defense tasks are eased. Further, if an NPC tries to get by them or take an action that they are guarding against, the character can attempt an eased Speed action based on the level of the NPC. Success means the NPC is prevented from taking the action; the NPC’s action that turn is wasted. This is useful for blocking a doorway, guarding a friend, and so forth.

If an NPC is standing guard, use the same procedure, but to get past the guard, the PC attempts a hindered Speed action against the NPC. For example, Diana is an NPC human with a level 3 bodyguard. The bodyguard uses their action to guard Diana. If a PC wants to attack Diana, the PC first must succeed at a difficulty 4 Speed task to get past the guard. If the PC succeeds, they can make their attack normally.

Healing

You can administer aid through bandaging and other succor, attempting to heal each patient once per day. This healing restores points to a stat Pool of your choice. Decide how many points you want to heal, and then make an Intellect action with a difficulty equal to that number. For example, if you want to heal someone for 3 points, that’s a difficulty 3 task with a target number of 9.

Interacting With Creatures

The level of the creature determines the target number, just as with combat. Thus, bribing a guard works much like punching them or affecting them with an ability. This is true of persuading someone, intimidating someone, calming a wild beast, or anything of the kind. Interaction is an Intellect task. Interacting usually requires a common language or some other way to communicate. Learning new languages is the same as learning a new skill.

Jumping

Decide how far you want to jump, and that sets the difficulty of your Might roll. For a standing jump, subtract 4 from the distance in feet to determine the difficulty of the jump. For example, jumping 10 feet (3 m) has a difficulty of 6.

If you run an immediate distance before jumping, it counts as an asset, easing the jump.

If you run a short distance before jumping, divide the jump distance (in feet) by 2 and then subtract 4 to determine the difficulty of the jump. Because you’re running an immediate distance (and then some), you also count your running as an asset. For example, jumping a distance of 20 feet (6 m) with a short running start has a difficulty of 5 (20 feet divided by 2 is 10, minus 4 is 6, minus 1 for running an immediate distance).

For a vertical jump, the distance you clear (in feet) is equal to the difficulty of the jumping task. If you run an immediate distance, it counts as an asset, easing the jump.

There’s nothing wrong with the GM simply assigning a difficulty level to a jump without worrying about the precise distance. The rules here are just so everyone has some guidelines.

Note: Addendum

Jumping Distance Table

DifficultyStandingRunning*Vertical
15 ft (1.5 m)12 ft (3.6 m)1 ft (0.3 m)
26 ft (1.8 m)14 ft (4.2 m)2 ft (0.6 m)
37 ft (2.1 m)16 ft (4.8 m)3 ft (0.9 m)
48 ft (2.4 m)18 ft (5.4 m)4 ft (1.2 m)
59 ft (2.7 m)20 ft (6 m)5 ft (1.5 m)
610 ft (3 m)22 ft (6.6 m)6 ft (1.8 m)
711 ft (3.3 m)24 ft (7.2 m)7 ft (2.1 m)
812 ft (3.6 m)26 ft (7.8 m)8 ft (2.4 m)
913 ft (3.9 m)28 ft (8.4 m)9 ft (2.7 m)
1014 ft (4.2 m)30 ft (9 m)10 ft (3 m)
1115 ft (4.5 m)32 ft (9.6 m)11 ft (3.3 m)
1216 ft (4.8 m)34 ft (10.2 m)12 ft (3.6 m)
1317 ft (5.1 m)36 ft (10.8 m)13 ft (3.9 m)
1418 ft (5.4 m)38 ft (11.4 m)14 ft (4.2 m)
1519 ft (5.7 m)40 ft (12 m)15 ft (4.5 m)

* Short distance. Already includes the asset for running an immediate distance.

Looking or Listening

Generally, the GM will describe any sight or sound that’s not purposefully difficult to detect. But if you want to look for a hidden enemy, search for a secret panel, or listen for someone sneaking up on you, make an Intellect roll. If it’s a creature, its level determines the difficulty of your roll. If it’s something else, the GM determines the difficulty of your roll.

Moving a Heavy Object

You can push or pull something very heavy and move it an immediate distance as your action.

The weight of the object determines the difficulty of the Might roll to move it; every 50 pounds (23 kg) hinders the task by one step. So moving something that weighs 150 pounds (68 kg) is difficulty 3, and moving something that weighs 400 pounds (180 kg) is difficulty 8. If you can ease the task to 0, you can move a heavy object up to a short distance as your action.

Operating or Disabling a Device, or Picking a Lock

As with figuring out a device, the level of the device usually determines the difficulty of the Intellect roll. Unless a device is very complex, the GM will often rule that once you figure it out, no roll is needed to operate it except under special circumstances. So if the PCs figure out how to use a hovercraft, they can operate it. If they are attacked, they might need to roll to ensure that they don’t crash the vehicle into a wall while trying to avoid being hit.

Unlike operating a device, disabling a device or picking a lock usually require rolls. These actions often involve special tools and assume that the character is not trying to destroy the device or lock. (A PC who is attempting to destroy it probably should make a Might roll to smash it rather than a Speed or Intellect roll requiring patience and know-how.)

Riding or Piloting

If you’re riding an animal that’s trained to be a mount, or driving or piloting a vehicle, you don’t need to make a roll to do something routine such as going from point A to point B (just as you wouldn’t need to make a roll to walk there). However, staying mounted during a fight or doing something tricky with a vehicle requires a Speed roll to succeed. A saddle or other appropriate gear is an asset and eases the task.

DifficultyManeuver
0Riding
1Staying on the mount (including a motorcycle or similar vehicle) in a battle or other difficult situation
3Staying on a mount (including a motorcycle or similar vehicle) when you take damage
4Mounting a moving steed
4Making an abrupt turn with a vehicle while moving fast
4Getting a vehicle to move twice as fast as normal for one round
5Coaxing a mount to move or jump twice as fast or far as normal for one round
5Making a long jump with a vehicle not intended to go airborne (like a car) and remaining in control

Sneaking

The difficulty of sneaking by a creature is determined by its level. Sneaking is a Speed roll. Moving at half speed eases the sneaking task. Appropriate camouflage or other gear may count as an asset and ease the task, as will dim lighting conditions and having plenty of things to hide behind.

Swimming

If you’re simply swimming from one place to another, such as across a calm river or lake, use the standard movement rules, noting the fact that your character is in deep water. However, sometimes, special circumstances require a Might roll to make progress while swimming, such as when trying to avoid a current or being dragged into a whirlpool.

Understanding, Identifying, or Remembering

When characters try to identify or figure out how to use a device, the level of the device determines the difficulty. For a bit of knowledge, the GM determines the difficulty.

DifficultyKnowledge
0Common knowledge
1Simple knowledge
3Something a scholar probably knows
5Something even a scholar might not know
7Knowledge very few people possess
10Completely lost knowledge

Vehicular Movement

Vehicles move just like creatures. Each has a movement rate, which indicates how far it can move in a round. Most vehicles require a driver, and when moving, they usually require that the driver spends every action controlling the movement. This is a routine task that rarely requires a roll. Any round not spent driving the vehicle hinders the task in the next round and precludes any change in speed or direction. In other words, driving down the road normally is difficulty 0. Spending an action to retrieve a backpack from the back seat means that in the following round, the driver must attempt a difficulty 1 task. If they instead use their action to pull a handgun from the backpack, in the next round the difficulty to drive will be 2, and so on. Failure results are based on the situation but might involve a collision or something similar.

In a vehicular chase, drivers attempt Speed actions just like in a regular chase, but the task may be based either on the level of the driver (modified by the level and movement rate of the vehicle) or on the level of the vehicle (modified by the level of the driver). So if a PC driving a typical car is chasing a level 3 NPC driving a level 5 sports car, the PC would make three chase rolls with a difficulty of 5. If the PC’s car is a souped-up custom vehicle, it might grant the PC an asset in the chase. If the PC is not in a car at all, but riding a bicycle, it might hinder the chase rolls by two or three steps, or the GM might simply rule that it’s impossible.

Vehicular Combat

For extended verhicular combat rules, see the @UUID[Compendium.cyphersystem-compendium.cypher-journals.QhNXyjJC4BW5agrm.JournalEntryPage.AS2Pv1l2nF8BCeSp]{Science fiction Rulebook}.

Much of the time, a fight between foes in cars, boats, or other vehicles is just like any other combat situation. The combatants probably have cover and are moving fast. Attacks to disable a vehicle or a portion of it are based on the level of the vehicle. If the vehicle is an armored car or a tank, all attacks are likely aimed at the vehicle, which has a level and probably an appropriate Armor rating, not unlike a creature.

The only time this isn’t true is with battles where only vehicles and not characters are involved. Thus, if the PCs are in a shootout with bank robbers and both groups are in cars, use the standard rules. However, battles between starships of various kinds—from gigantic capital ships to single-pilot fighters—are a frequent occurrence in far-future science fiction settings. A submarine battle between two deep sea craft could be quite exciting. Characters in a modern-day game might find themselves in a tank fight. If PCs are involved in combat in which they are entirely enclosed in vehicles (so that it’s not really the characters fighting, but the vehicles), use the following quick and easy guidelines.

On this scale, combat between vehicles isn’t like traditional combat. Don’t worry about health, Armor, or anything like that. Instead, just compare the levels of the vehicles involved. If the PCs’ vehicle has the higher level, the difference in levels is how many steps the PCs’ attack and defense rolls are eased. If the PCs’ vehicle has the lower level, their rolls are hindered. If the levels are the same, there is no modification.

These attack and defense rolls are modified by skill and Effort, as usual. Some vehicles also have superior weapons, which ease the attack (since there is no “damage” amount to worry about), but this circumstance is probably uncommon in this abstract system and should not affect the difficulty by more than one or maybe two steps. Further, if two vehicles coordinate their attack against one vehicle, the attack is eased. If three or more vehicles coordinate, the attack is eased by two steps.

The attacker must try to target a specific system on or portion of an enemy vehicle. This hinders the attack based on the system or portion targeted.

That’s a lot of modifications. But it’s not really that hard. Let’s look at an example of a space battle. A PC in a small level 2 fighter attacks a level 4 frigate. Since the frigate is level 4, the difficulty of the attack starts at 4. But the attacking craft is weaker than the defender, so the attack is hindered equal to the difference in their levels (2). The fighter pilot must make a difficulty 6 attack on the frigate. However, the fighter is trying to swoop in and damage the frigate’s drive, which hinders the attack by another three steps, for a total difficulty of 9. If the fighter pilot is trained in space combat, they reduce the difficulty to 8, but it’s still impossible without help. So let’s say that two other PCs—also in level 2 fighters—join in and coordinate their attack. Three ships coordinating an attack on one target eases the task by two steps, resulting in a final difficulty of 6. Still, the attacking PC would be wise to use Effort.

Then the frigate retaliates, and the PC needs to make a defense roll. The level difference between the ships (2) means the PC’s defense is hindered by two steps, so the difficulty of the PC’s defense roll starts out at 6. But the frigate tries to take out the fighter’s weapons, hindering their attack (easing the PC’s defense) by two steps. Thus, the PC needs to succeed at a difficulty 4 task or lose their main weapons systems.

It’s important to remember that a failed attack doesn’t always mean a miss. The target ship might rock and reel from the hit, but the bulk of the damage was absorbed by the shields, so there’s no significant damage.

This bare-bones system should allow the GM and players to flesh out exciting encounters involving the whole group. For example, perhaps while one PC pilots a ship, another mans the guns, and another frantically attempts to repair damage to the maneuvering thrusters before they crash into the space station they’re trying to defend.

During a vehicular battle, particularly a space battle, there’s a lot of chatter about shields failing, hull integrity, being outmaneuvered, coming in too fast, and whatnot. These sorts of details are great, but they’re all flavor, so they’re represented in the rules generally, rather than specifically.

For more details about vehicles, refer to the appropriate Genre chapter.

Training in driving makes the character practiced in using a vehicle as a weapon. If the vehicle is used to run over a victim or ram an enemy vehicle, treat a motorcycle as a medium weapon and treat a car or truck as a heavy weapon.

Targeting TaskAttack HinderedEffect
Disable weaponsTwo stepsOne or more of the vehicle’s weapons no longer function

Disable defenses
(if applicable)

Two stepsAttacks against the vehicle are eased
Disable engine/driveThree stepsVehicle cannot move, or movement is hampered
Disable maneuverabilityTwo stepsVehicle cannot alter its present course
Strike power core or vital spotFive stepsVehicle is completely destroyed

Followers

Player characters have the option to gain followers as they advance in tier, as provided by type or focus special abilities. Followers do not need to be paid, fed, or housed, though a character who gains followers can certainly make such arrangements if they wish. A follower is someone whom a character has inspired (or asked) to come work with the character for a time, aiding them in a variety of endeavors. A follower puts the PC’s interests ahead of, or at least on par with, their own.

The PC generally makes rolls for their follower when the follower takes actions, though usually a follower’s modifications provide an asset to a specific action taken by the PC they follow.

If a follower dies, the character gains a new one after at least two weeks and proper recruitment.

Modifications: A follower can help a PC in one or more tasks, granting the PC an asset to that task. The level of the follower indicates the number of different tasks they can help with. The tasks that the follower is able to help with are predetermined, usually chosen by the PC when they gain the follower. A level 2 follower who the player determines is a spy could grant a PC an asset on two different tasks, such as stealth and deception. Followers cannot help with tasks that they don’t have modifications for; for the purpose of helping, treat the follower as if they had inabilities in all nonmodified tasks.

When the follower acts autonomously rather than helping the PC, they act like a normal NPC that has modifications. Thus, the modification increases their effective level for the associated task by one step. For example, the level 2 spy follower with modifications for stealth and deception attempts stealth and deception tasks as if they were level 3 and all other tasks as level 2.

Follower Assets to Combat and Defense: A follower cannot grant an asset to a character’s attacks or defense until the follower is level 3 or higher. Even then, the follower can help with attacks and defense only if they have a modification for that kind of task.

Some abilities may grant a special exception to this rule. For instance, the Serv-0 Defender ability gives your level 1 Serv-0 follower (a machine companion) a modification for Speed defense.

Follower Level Progression: A follower increases in level by 1 each time a PC advances two tiers after gaining that follower. When the follower gains a level, the PC also chooses the task that the follower gains a modification for.

Exceptional Follower: When a character gains a follower, there’s a small chance that the follower will be exceptional in some way, a cut above other followers of their kind. The GM determines when an exceptional follower is found, possibly as an additional reward for smart or engaging roleplaying where the PCs impress or otherwise positively interact with one or more NPCs, some of whom may later go on to become one of their followers. An exceptional follower has the same qualities as a regular follower but is 1 level higher.

Pet: Any PC can potentially gain a pet, though a pet typically doesn’t provide modifications. If a character wants a pet that can do this, they must gain the pet through an an ability or focus that grants followers. On the other hand, a well-cared-for pet grants an asset to a PC’s tasks related to achieving peace of mind, finding comfort, and resisting loneliness.

Breathing Life Into Followers

The modifications provided by followers could come across as fairly dry and mechanical. To avoid that, you could present each follower in a way that makes them more compelling and interesting. Here are a few examples of how to describe a follower, depending on their mix of modifications.

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This section explains how to create characters to play in a Cypher System game. This involves a series of decisions that will shape your character, so the more you understand what kind of character you want to play, the easier character creation will be. The process involves understanding the values of three game statistics and choosing three aspects that determine your character’s capabilities.

Character Stats

Every player character has three defining characteristics, which are typically called “statistics” or “stats.” These stats are Might, Speed, and Intellect. They are broad categories that cover many different but related aspects of a character.

Might

Might defines how strong and durable your character is. The concepts of strength, endurance, constitution, hardiness, and physical prowess are all folded into this one stat. Might isn’t relative to size; instead, it’s an absolute measurement. An elephant has more Might than the mightiest tiger, which has more Might than the mightiest rat, which has more Might than the mightiest spider.

Might governs actions from forcing doors open to walking for days without food to resisting disease. It’s also the primary means of determining how much damage your character can sustain in a dangerous situation. Physical characters, tough characters, and characters interested in fighting should focus on Might.

Might could be thought of as Might/Health because it governs how strong you are and how much physical punishment you can take.

Speed

Speed describes how fast and physically coordinated your character is. The stat embodies quickness, movement, dexterity, and reflexes. Speed governs such divergent actions as dodging attacks, sneaking around quietly, and throwing a ball accurately. It helps determine whether you can move farther on your turn. Nimble, fast, or sneaky characters will want good Speed stats, as will those interested in ranged combat.

Speed could be thought of as Speed/Agility because it governs your overall swiftness and reflexes.

Intellect

This stat determines how smart, knowledgeable, and likable your character is. It includes intelligence, wisdom, charisma, education, reasoning, wit, willpower, and charm. Intellect governs solving puzzles, remembering facts, telling convincing lies, and using mental powers. Characters interested in communicating effectively, being learned scholars, or wielding supernatural powers should stress their Intellect stat.

Intellect could be thought of as Intellect/Personality because it governs both intelligence and charisma.

Pool, Edge, and Effort

Each of the three stats has two components: Pool and Edge. Your Pool represents your raw, innate ability, and your Edge represents knowing how to use what you have. A third element ties into this concept: Effort. When your character really needs to accomplish a task, you apply Effort.

Your stat Pools, as well as your Effort and Edge, are determined by the character type, descriptor, and focus that you choose. Within those guidelines, however, you have a lot of flexibility in how you develop your character.

Pool

Your Pool is the most basic measurement of a stat. Comparing the Pools of two creatures will give you a general sense of which creature is superior in that stat. For example, a character who has a Might Pool of 16 is stronger (in a basic sense) than a character who has a Might Pool of 12. Most characters start with a Pool of 9 to 12 in most stats—that’s the average range.

When your character is injured, sickened, or attacked, you temporarily lose points from one of your stat Pools. The nature of the attack determines which Pool loses points. For example, physical damage from a sword reduces your Might Pool, a poison that makes you clumsy reduces your Speed Pool, and a psionic blast reduces your Intellect Pool. You can also spend points from one of your stat Pools to decrease a task’s difficulty (see Effort, below). You can rest to recover lost points from a stat Pool, and some special abilities or cyphers might allow you to recover lost points quickly.

Edge

Although your Pool is the basic measurement of a stat, your Edge is also important. When something requires you to spend points from a stat Pool, your Edge for that stat reduces the cost. It also reduces the cost of applying Effort to a roll.

For example, let’s say you have a mental blast ability, and activating it costs 1 point from your Intellect Pool. Subtract your Intellect Edge from the activation cost, and the result is how many points you must spend to use the mental blast. If using your Edge reduces the cost to 0, you can use the ability for free.

Your Edge can be different for each stat. For example, you could have a Might Edge of 1, a Speed Edge of 1, and an Intellect Edge of 0. You’ll always have an Edge of at least 1 in one stat. Your Edge for a stat reduces the cost of spending points from that stat Pool, but not from other Pools. Your Might Edge reduces the cost of spending points from your Might Pool, but it doesn’t affect your Speed Pool or Intellect Pool. Once a stat’s Edge reaches 3, you can apply one level of Effort for free.

A character who has a low Might Pool but a high Might Edge has the potential to perform Might actions consistently better than a character who has a Might Edge of 0. The high Edge will let them reduce the cost of spending points from the Pool, which means they’ll have more points available to spend on applying Effort.

Effort

When your character really needs to accomplish a task, you can apply Effort. For a beginning character, applying Effort requires spending 3 points from the stat Pool appropriate to the action. Thus, if your character tries to dodge an attack (a Speed roll) and wants to increase the chance for success, you can apply Effort by spending 3 points from your Speed Pool. Effort eases the task by one step. This is called applying one level of Effort.

You don’t have to apply Effort if you don’t want to. If you choose to apply Effort to a task, you must do it before you attempt the roll—you can’t roll first and then decide to apply Effort if you rolled poorly.

Applying more Effort can lower a task’s difficulty further: each additional level of Effort eases the task by another step. Applying one level of Effort eases the task by one step, applying two levels eases the task by two steps, and so on. However, each level of Effort after the first costs only 2 points from the stat Pool instead of 3. So applying two levels of Effort costs 5 points (3 for the first level plus 2 for the second level), applying three levels costs 7 points (3 plus 2 plus 2), and so on.

Every character has an Effort score, which indicates the maximum number of levels of Effort that can be applied to a roll. A beginning (first-tier) character has an Effort of 1, meaning you can apply only one level of Effort to a roll. A more experienced character has a higher Effort score and can apply more levels of Effort to a roll. For example, a character who has an Effort of 3 can apply up to three levels of Effort to reduce a task’s difficulty.

When you apply Effort, subtract your relevant Edge from the total cost of applying Effort. For example, let’s say you need to make a Speed roll. To increase your chance for success, you decide to apply one level of Effort, which will ease the task. Normally, that would cost 3 points from your Speed Pool. However, you have a Speed Edge of 2, so you subtract that from the cost. Thus, applying Effort to the roll costs only 1 point from your Speed Pool.

What if you applied two levels of Effort to the Speed roll instead of just one? That would ease the task by two steps. Normally, it would cost 5 points from your Speed Pool, but after subtracting your Speed Edge of 2, it costs only 3 points.

Once a stat’s Edge reaches 3, you can apply one level of Effort for free. For example, if you have a Speed Edge of 3 and you apply one level of Effort to a Speed roll, it costs you 0 points from your Speed Pool. (Normally, applying one level of Effort would cost 3 points, but you subtract your Speed Edge from that cost, reducing it to 0.)

Skills and other advantages also ease a task, and you can use them in conjunction with Effort. In addition, your character might have special abilities or equipment that allow you to apply Effort to accomplish a special effect, such as knocking down a foe with an attack or affecting multiple targets with a power that normally affects only one.

When applying Effort to melee attacks, you have the option of spending points from either your Might Pool or your Speed Pool. When making ranged attacks, you may spend points only from your Speed Pool. This reflects that with melee you sometimes use brute force and sometimes use finesse, but with ranged attacks, it’s always about careful targeting.

Effort and Damage

Instead of applying Effort to ease your attack, you can apply Effort to increase the amount of damage you inflict with an attack. For each level of Effort you apply in this way, you inflict 3 additional points of damage. This works for any kind of attack that inflicts damage, whether a sword, a crossbow, a mind blast, or something else.

When using Effort to increase the damage of an area attack, such as the explosion created by an Adept’s Concussion ability, you inflict 2 additional points of damage instead of 3 points. However, the additional points are dealt to all targets in the area. Further, even if one or more of the targets resist the attack, they still take 1 point of damage.

Multiple Uses of Effort and Edge

If your Effort is 2 or higher, you can apply Effort to multiple aspects of a single action. For example, if you make an attack, you can apply Effort to your attack roll and apply Effort to increase the damage.

The total amount of Effort you apply can’t be higher than your Effort score. For example, if your Effort is 2, you can apply up to two levels of Effort. You could apply one level to an attack roll and one level to its damage, two levels to the attack and no levels to the damage, or no levels to the attack and two levels to the damage.

You can use Edge for a particular stat only once per action. For example, if you apply Effort to a Might attack roll and to your damage, you can use your Might Edge to reduce the cost of one of those uses of Effort, not both. If you spend 1 Intellect point to activate your mind blast and one level of Effort to ease the attack roll, you can use your Intellect Edge to reduce the cost of one of those things, not both.

Stat Examples

A beginning character is fighting a giant rat. The PC stabs their spear at the rat, which is a level 2 creature and thus has a target number of 6. The character stands atop a boulder and strikes downward at the beast, and the GM rules that this helpful tactic is an asset that eases the attack by one step (to difficulty 1). That lowers the target number to 3. Attacking with a spear is a Might action; the character has a Might Pool of 11 and a Might Edge of 0. Before making the roll, they decide to apply a level of Effort to ease the attack. That costs 3 points from their Might Pool, reducing the Pool to 8. But the points are well spent. Applying the Effort lowers the difficulty from 1 to 0, so no roll is needed—the attack automatically succeeds.

Another character is attempting to convince a guard to let them into a private office to speak to an influential noble. The GM rules that this is an Intellect action. The character is third tier and has an Effort of 3, an Intellect Pool of 13, and an Intellect Edge of 1. Before making the roll, they must decide whether to apply Effort. They can choose to apply one, two, or three levels of Effort, or apply none at all. This action is important to them, so they decide to apply two levels of Effort, easing the task by two steps. Thanks to their Intellect Edge, applying the Effort costs only 4 points from their Intellect Pool (3 points for the first level of Effort plus 2 points for the second level minus 1 point for their Edge). Spending those points reduces their Intellect Pool to 9. The GM decides that convincing the guard is a difficulty 3 (demanding) task with a target number of 9; applying two levels of Effort reduces the difficulty to 1 (simple) and the target number to 3. The player rolls a d20 and gets an 8. Because this result is at least equal to the target number of the task, they succeed. However, if they had not applied some Effort, they would have failed because their roll (8) would have been less than the task’s original target number (9).

Character Tiers

Every character starts the game at the first tier. Tier is a measurement of power, toughness, and ability. Characters can advance up to the sixth tier. As your character advances to higher tiers, you gain more abilities, increase your Effort, and can improve a stat’s Edge or increase a stat. Generally speaking, even first-tier characters are already quite capable. It’s safe to assume that they’ve already got some experience under their belt. This is not a “zero to hero” progression, but rather an instance of competent people refining and honing their capabilities and knowledge. Advancing to higher tiers is not really the goal of Cypher System characters, but rather a representation of how characters progress in a story.

To progress to the next tier, characters earn experience points (XP) by pursuing character arcs, going on adventures, and discovering new things—the system is about both discovery and exploration, as well as achieving personal goals. Experience points have many uses, and one use is to purchase character benefits. After your character purchases four character benefits, they advance to the next tier. Each benefit costs 4 XP, and you can purchase them in any order, but you must purchase one of each kind of benefit (and then advance to the next tier) before you can purchase the same benefit again. The four character benefits are as follows.

Increasing Capabilities: You gain 4 points to add to your stat Pools. You can allocate the points among the Pools however you wish.

Moving Toward Perfection: You add 1 to your Might Edge, your Speed Edge, or your Intellect Edge (your choice).

Extra Effort: Your Effort score increases by 1.

Skills: You become trained in one skill of your choice, other than attacks or defense. As described in Rules of the Game, a character trained in a skill treats the difficulty of a related task as one step lower than normal. The skill you choose for this benefit can be anything you wish, such as climbing, jumping, persuading, or sneaking. You can also choose to be knowledgeable in a certain area of lore, such as history or geology. You can even choose a skill based on your character’s special abilities. For example, if your character can make an Intellect roll to blast an enemy with mental force, you can become trained in using that ability, easing the task of using it. If you choose a skill that you are already trained in, you become specialized in that skill, easing related tasks by two steps instead of one.

Skills are a broad category of things your character can learn and accomplish. For a list of sample skills, see below.

Other Options: Players can also spend 4 XP to purchase other special options in lieu of gaining a new skill. Selecting any of these options counts as the skill benefit necessary to advance to the next tier. The special options are as follows:

Note: Erratum

The other options are described a bit differently in the Experience Points chapter. There you can buy other options in lieu of any of the above options, not only in lieu of gaining a new skill. There’s also the possibility to buy focus abilities of tiers 3 and 6. The description in the Experience Points chapter seems to be the correct one.

Character Descriptor, Type, and Focus

To create your character, you build a simple statement that describes them. The statement takes this form: “I am a [fill in an adjective here] [fill in a noun here] who [fill in a verb here].”

Thus: “I am an adjective noun who verbs.” For example, you might say, “I am a Rugged Warrior who Controls Beasts” or “I am a Charming Explorer who Focuses Mind Over Matter.”

In this sentence, the adjective is called your descriptor.

The noun is your character type.

The verb is called your focus.

Even though character type is in the middle of the sentence, that’s where we’ll start this discussion. (Just as in a sentence, the noun provides the foundation.)

Your character type is the core of your character. In some roleplaying games, it might be called your character class. Your type helps determine your character’s place in the world and relationship with other people in the setting. It’s the noun of the sentence “I am an adjective noun who verbs.”

You can choose from four character types: Warriors, Adepts, Explorers, and Speakers.

Your descriptor defines your character—it colors everything you do. Your descriptor places your character in the situation (the first adventure, which starts the campaign) and helps provide motivation. It’s the adjective of the sentence “I am an adjective noun who verbs.”

Unless your GM says otherwise, you can choose from any of the character descriptors.

Focus is what your character does best. Focus gives your character specificity and provides interesting new abilities that might come in handy. Your focus also helps you understand how you relate with the other player characters in your group. It’s the verb of the sentence “I am an adjective noun who verbs.”

There are many character foci. The ones you choose from will probably depend on the setting and genre of your game.

You can use the Flavors chapter to slightly modify character types to customize them for different genres.

Special Abilities

Character types and foci grant PCs special abilities at each new tier. Using these abilities usually costs points from your stat Pools; the cost is listed in parentheses after the ability name. Your Edge in the appropriate stat can reduce the cost of the ability, but remember that you can apply Edge only once per action. For example, let’s say an Adept with an Intellect Edge of 2 wants to use their Onslaught ability to create a bolt of force, which costs 1 Intellect point. They also want to increase the damage from the attack by using a level of Effort, which costs 3 Intellect points. The total cost for their action is 2 points from their Intellect Pool (1 point for the bolt of force, plus 3 points for using Effort, minus 2 points from their Edge).

Sometimes the point cost for an ability has a + sign after the number. For example, the cost might be given as “2+ Intellect points.” That means you can spend more points or more levels of Effort to improve the ability further, as explained in the ability description.

Many special abilities grant a character the option to perform an action that they couldn’t normally do, such as projecting rays of cold or attacking multiple foes at once. Using one of these abilities is an action unto itself, and the end of the ability’s description says “Action” to remind you. It also might provide more information about when or how you perform the action.

Some special abilities allow you to perform a familiar action—one that you can already do—in a different way. For example, an ability might let you wear heavy armor, reduce the difficulty of Speed defense rolls, or add 2 points of fire damage to your weapon damage. These abilities are called enablers. Using one of these abilities is not considered an action. Enablers either function constantly (such as being able to wear heavy armor, which isn’t an action) or happen as part of another action (such as adding fire damage to your weapon damage, which happens as part of your attack action). If a special ability is an enabler, the end of the ability’s description says “Enabler” to remind you.

Some abilities specify a duration, but you can always end one of your own abilities anytime you wish.

Because the Cypher System covers so many genres, not all of the descriptors, types, and foci might be available for players. The GM will decide what’s available in their particular game and whether anything is modified, and they’ll let the players know.

Skills

Sometimes your character gains training in a specific skill or task. For example, your focus might mean that you’re trained in sneaking, in climbing and jumping, or in social interactions. Other times, your character can choose a skill to become trained in, and you can pick a skill that relates to any task you think you might face.

The Cypher System has no definitive list of skills. However, the following list offers ideas:

@UUID[Compendium.cyphersystem-compendium.basic-skills.kEz6uQxk1unTXSNm]{Astronomy} @UUID[Compendium.cyphersystem-compendium.basic-skills.fwktascgpe8DprA9]{Balancing} @UUID[Compendium.cyphersystem-compendium.basic-skills.qIkIjledDIy71P6m]{Biology} @UUID[Compendium.cyphersystem-compendium.basic-skills.YVOjYbyRzCYVxd4I]{Botany} @UUID[Compendium.cyphersystem-compendium.basic-skills.ybR56wJ9gjEiBBeS]{Carrying} @UUID[Compendium.cyphersystem-compendium.basic-skills.jMju5yGMFFfxmpK4]{Climbing} @UUID[Compendium.cyphersystem-compendium.basic-skills.NaKiOXzse6HzKjoU]{Computers} @UUID[Compendium.cyphersystem-compendium.basic-skills.eeHdJpr4k8hYtGr5]{Deceiving} @UUID[Compendium.cyphersystem-compendium.basic-skills.DraIKUQRw8KrnC4o]{Disguise} @UUID[Compendium.cyphersystem-compendium.basic-skills.Pjj8dKkUIGbXbAtj]{Escaping} @UUID[Compendium.cyphersystem-compendium.basic-skills.6e83HnGZvltsanfE]{Geography} @UUID[Compendium.cyphersystem-compendium.basic-skills.z1y5D9aLUU6RJSaU]{Geology} @UUID[Compendium.cyphersystem-compendium.basic-skills.vxW0N1vEdwK4MVjD]{Healing} @UUID[Compendium.cyphersystem-compendium.basic-skills.RnsLhB3rhJUC0Euk]{History} @UUID[Compendium.cyphersystem-compendium.basic-skills.QonPVHzXrzIN29lf]{Identifying} @UUID[Compendium.cyphersystem-compendium.basic-skills.gbWPNb1uKsRtZWSL]{Initiative} @UUID[Compendium.cyphersystem-compendium.basic-skills.tZ7PdXuWQyRMo0Rh]{Intimidation} @UUID[Compendium.cyphersystem-compendium.basic-skills.MrGl25gzZk4uu7BR]{Jumping} @UUID[Compendium.cyphersystem-compendium.basic-skills.bBrJqSuoQ6PmRqH5]{Leatherworking} @UUID[Compendium.cyphersystem-compendium.basic-skills.BATb9zx3L6oB2J0H]{Lockpicking} @UUID[Compendium.cyphersystem-compendium.basic-skills.E3swDJUDkKbo5K6S]{Machinery} @UUID[Compendium.cyphersystem-compendium.basic-skills.N45sgegH563KWZPR]{Metalworking} @UUID[Compendium.cyphersystem-compendium.basic-skills.rH5FwMXGaNn21DZD]{Perception} @UUID[Compendium.cyphersystem-compendium.basic-skills.CYciueF3uoV3azbx]{Persuasion} @UUID[Compendium.cyphersystem-compendium.basic-skills.zhQK4a79V1U6iuq8]{Philosophy} @UUID[Compendium.cyphersystem-compendium.basic-skills.OzVTO7QBg6okJ7Wf]{Physics} @UUID[Compendium.cyphersystem-compendium.basic-skills.L5fWzlqtfmdwZ2bC]{Pickpocketing} @UUID[Compendium.cyphersystem-compendium.basic-skills.FDS0OTDYEmGsv2Xe]{Piloting} @UUID[Compendium.cyphersystem-compendium.basic-skills.T9qrqrrHhuA3ad6S]{Repairing} @UUID[Compendium.cyphersystem-compendium.basic-skills.JZF2fos5oJ3sEVhC]{Riding} @UUID[Compendium.cyphersystem-compendium.basic-skills.y0gHR7IwScnB2Ebi]{Smashing} @UUID[Compendium.cyphersystem-compendium.basic-skills.Q9tfUkhYGRJ5Df42]{Sneaking} @UUID[Compendium.cyphersystem-compendium.basic-skills.duTx0BwgmC1Gw3Ze]{Stealth} @UUID[Compendium.cyphersystem-compendium.basic-skills.bDIjaLnoMQAS99GH]{Swimming} @UUID[Compendium.cyphersystem-compendium.basic-skills.iaW1Bm0sA2cE3iLa]{Vehicle driving} @UUID[Compendium.cyphersystem-compendium.basic-skills.Yn7G03hmz9uLOnhp]{Woodworking}

You could choose a skill that incorporates more than one of these areas (interacting might include deceiving, intimidation, and persuasion) or that is a more specific version of one (hiding might be sneaking when you’re not moving). You could also make up more general professional skills, such as baker, sailor, or lumberjack. If you want to choose a skill that’s not on this list, it’s probably best to run it past the GM first, but in general, the most important thing is to choose skills that are appropriate to your character.

Remember that if you gain a skill that you’re already trained in, you become specialized in that skill. Because skill descriptions can be nebulous, determining whether you’re trained or specialized might take some thinking. For example, if you’re trained in lying and later gain an ability that grants you skill with all social interactions, you become specialized in lying and trained in all other types of interactions. Being trained three times in a skill is no better than being trained twice (in other words, specialized is as good as it gets).

Only skills gained through character type abilities or other rare instances allow you to become skilled with attack or defense tasks.

If you gain a special ability through your type, your focus, or some other aspect of your character, you can choose it in place of a skill and become trained or specialized in that ability. For example, if you have a mind blast, when it’s time to choose a skill to be trained in, you can select your mind blast as your skill. That would ease the attack every time you used it. Each ability you have counts as a separate skill for this purpose. You can’t select “all mind powers” or “all spells” as one skill and become trained or specialized in such a broad category.

In most campaigns, fluency in a language is considered a skill. So if you want to speak French, that’s the same as being trained in biology or swimming.

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Character type is the core of your character. Your type helps determine your character’s place in the world and relationship with other people in the setting. It’s the noun of the sentence “I am an adjective noun who verbs.”

In some roleplaying games, your character type might be called your character class.

You can choose from four character types: Warrior, Adept, Explorer, and Speaker. However, you may not want to use these generic names for them. This chapter offers a few more specific names for each type that might be more appropriate to various genres. You’ll find that names like “Warrior” or “Explorer” don’t always feel right, particularly in games set in modern times. As always, you’re free to do as you wish. (Your type is who your character is. You should use whatever name you want for your type, as long as it fits both your character and the setting.)

Since the type is the basis upon which your whole character is built, it’s important to consider how the type relates to the chosen setting. To help with this, types are actually general archetypes. A Warrior, for example, might be anyone from a knight in shining armor to a cop on the streets to a grizzled cybernetic veteran of a thousand futuristic wars.

To further massage the four types for better use in various settings, different methods called flavors are presented in Flavors to help slightly tailor the types toward fantasy, science fiction, or other genres (or to address different character concepts).

Finally, more fundamental options for further customization are provided at the end of this chapter.

Player Intrusion

A player intrusion is the player choosing to alter something in the campaign, making things easier for a player character. Conceptually, it is the reverse of a GM intrusion: instead of the GM giving the player XP and introducing an unexpected complication for a character, the player spends 1 XP and presents a solution to a problem or complication. What a player intrusion can do usually introduces a change to the world or current circumstances rather than directly changing the character. For instance, an intrusion indicating that the cypher just used still has an additional use would be appropriate, but an intrusion that heals the character would not. If a player has no XP to spend, they can’t use a player intrusion.

A few player intrusion examples are provided under each type. That said, not every player intrusion listed there is appropriate for all situations. The GM may allow players to come up with other player intrusion suggestions, but the GM is the final arbiter of whether the suggested intrusion is appropriate for the character’s type and suitable for the situation. If the GM refuses the intrusion, the player doesn’t spend the 1 XP, and the intrusion doesn’t occur.

Using an intrusion does not require a character to use an action to trigger it. A player intrusion just happens.

Player intrusions should be limited to no more than one per player per session.

Defense Tasks

Defense tasks are when a player makes a roll to keep something undesirable from happening to their PC. The type of defense task matters when using Effort.

@UUID[Compendium.cyphersystem-compendium.basic-skills.Q0vfmbqehJw0jYBa]{Might defense}: Used for resisting poison, disease, and anything else that can be overcome with strength and health.

@UUID[Compendium.cyphersystem-compendium.basic-skills.FXYWkXG7Iq6Wm1pS]{Speed defense}: Used for dodging attacks and escaping danger. This is by far the most commonly used defense task.

@UUID[Compendium.cyphersystem-compendium.basic-skills.5X8qgmSuvRVNTiaP]{Intellect defense}: Used for fending off mental attacks or anything that might affect or influence one’s mind.

Warrior

Fantasy/Fairy tale: Warrior, fighter, swordsman, knight, barbarian, soldier, myrmidon, valkyrie

Modern/Horror/Romance: police officer, soldier, watchman, detective, guard, brawler, tough, athlete

Science fiction: security officer, warrior, trooper, soldier, merc

Superhero/Post-Apocalyptic: hero, brick, bruiser

You’re a good ally to have in a fight. You know how to use weapons and defend yourself. Depending on the genre and setting in question, this might mean wielding a sword and shield in the gladiatorial arena, an AK-47 and a bandolier of grenades in a savage firefight, or a blaster rifle and powered armor when exploring an alien planet.

Individual Role: Warriors are physical, action-oriented people. They’re more likely to overcome a challenge using force than by other means, and they often take the most straightforward path toward their goals.

Group Role: Warriors usually take and deal the most punishment in a dangerous situation. Often it falls on them to protect the other group members from threats. This sometimes means that warriors take on leadership roles as well, at least in combat and other times of danger.

Societal Role: Warriors aren’t always soldiers or mercenaries. Anyone who is ready for violence, or even potential violence, might be a Warrior in the general sense. This includes guards, watchmen, police officers, sailors, or people in other roles or professions who know how to defend themselves with skill.

Advanced Warriors: As warriors advance, their skill in battle—whether defending themselves or dishing out damage—increases to impressive levels. At higher tiers, they can often take on groups of foes by themselves or stand toe to toe with anyone.

Warrior Background Connection

Your type helps determine the connection you have to the setting. Roll a d20 or choose from the following list to determine a specific fact about your background that provides a connection to the rest of the world. You can also create your own fact.

@UUID[Compendium.cyphersystem-compendium.cypher-roll-tables.sEDd1gQiT9UHF023]{Warrior Background Connection}

Warrior Player Intrusions

You can spend 1 XP to use one of the following player intrusions, provided the situation is appropriate and the GM agrees.

Perfect Setup: You’re fighting at least three foes and each one is standing in exactly the right spot for you to use a move you trained in long ago, allowing you to attack all three as a single action. Make a separate attack roll for each foe. You remain limited by the amount of Effort you can apply on one action.

Old Friend: A comrade in arms from your past shows up unexpectedly and provides aid in whatever you’re doing. They are on a mission of their own and can’t stay longer than it takes to help out, chat for a while after, and perhaps share a quick meal.

Weapon Break: Your foe’s weapon has a weak spot. In the course of the combat, it quickly becomes damaged and moves two steps down the object damage track.

Warrior Stat Pools

StatPool Starting Value
Might10
Speed10
Intellect8

You get 6 additional points to divide among your stat Pools however you wish.

First-Tier Warrior

First-tier warriors have the following abilities:

Effort: Your Effort is 1.

Physical Nature: You have a Might Edge of 1 and a Speed Edge of 0, or you have a Might Edge of 0 and a Speed Edge of 1. Either way, you have an Intellect Edge of 0.

Cypher Use: You can bear two cyphers at a time.

Weapons: You become practiced with @UUID[Compendium.cyphersystem-compendium.basic-skills.GA74AkWhC7i4Z8sZ]{light}, @UUID[Compendium.cyphersystem-compendium.basic-skills.wHxvX2zJOKo27GBe]{medium}, and @UUID[Compendium.cyphersystem-compendium.basic-skills.d554SLnkyNqPDDOc]{heavy weapons} and suffer no penalty when using any kind of weapon. Enabler.

Starting Equipment: Appropriate clothing and two weapons of your choice, plus one expensive item, two moderately priced items, and up to four inexpensive items.

Special Abilities: Choose four of the abilities listed below. You can’t choose the same ability more than once unless its description says otherwise. The full description for each listed ability can be found in Abilities, which also has descriptions for flavor and focus abilities in a single vast catalog.

@UUID[Compendium.cyphersystem-compendium.abilities.7BS6IEcYlEp5v3OC]{Bash} @UUID[Compendium.cyphersystem-compendium.abilities.2x7nMe9ZGp3VjI8B]{Combat Prowess} @UUID[Compendium.cyphersystem-compendium.abilities.6cMg5QXB71YNgoaM]{Control the Field} @UUID[Compendium.cyphersystem-compendium.abilities.7X2zbrkFSNbyhA5G]{Improved Edge} @UUID[Compendium.cyphersystem-compendium.abilities.YZB37b80VQGMUscp]{No Need for Weapons} @UUID[Compendium.cyphersystem-compendium.abilities.o2iiTUXdkMPREkvK]{Overwatch} @UUID[Compendium.cyphersystem-compendium.abilities.noCgrKbB370cfzQg]{Physical Skills} @UUID[Compendium.cyphersystem-compendium.abilities.o2ZDoteWQsFsqTJr]{Practiced in Armor} @UUID[Compendium.cyphersystem-compendium.abilities.yszDDDpH6m16dEoV]{Quick Throw} @UUID[Compendium.cyphersystem-compendium.abilities.8hiUfUNY3u2IpVDa]{Swipe} @UUID[Compendium.cyphersystem-compendium.abilities.uatcX3o1oB2Stc4u]{Trained Without Armor}

Second-Tier Warrior

Choose two of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.EERMWn1af0S8wAWN]{Crushing Blow} @UUID[Compendium.cyphersystem-compendium.abilities.S3L1oym8fpx0NsAc]{Hemorrhage} @UUID[Compendium.cyphersystem-compendium.abilities.szw7tHW0OjI2fjpJ]{Reload} @UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks} @UUID[Compendium.cyphersystem-compendium.abilities.CtRvLxfUlCynJv1B]{Skill With Defense} @UUID[Compendium.cyphersystem-compendium.abilities.36nlDXhOP5e5dfns]{Successive Attack}

Third-Tier Warrior

Choose three of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.Rr4oB1lUzuzFHNHQ]{Deadly Aim} @UUID[Compendium.cyphersystem-compendium.abilities.M49EI6qapNJC2aLR]{Energy Resistance} @UUID[Compendium.cyphersystem-compendium.abilities.4eCjeGPA0ovnwIfu]{Experienced in Armor} @UUID[Compendium.cyphersystem-compendium.abilities.u1GhDcfpVXITVtOc]{Expert Cypher Use} @UUID[Compendium.cyphersystem-compendium.abilities.73miZT5kYFyxnPOT]{Fury} @UUID[Compendium.cyphersystem-compendium.abilities.bPr34XiLw2Dqb4VJ]{Lunge} @UUID[Compendium.cyphersystem-compendium.abilities.XqGE5QLHnpIKB5rB]{Reaction} @UUID[Compendium.cyphersystem-compendium.abilities.t3zUlk8c5WEBXXO8]{Seize the Moment} @UUID[Compendium.cyphersystem-compendium.abilities.bkQnnjRFJS9VpaY5]{Slice} @UUID[Compendium.cyphersystem-compendium.abilities.YIzrA5i8eBSPMFzj]{Spray} @UUID[Compendium.cyphersystem-compendium.abilities.4s3SAqu0lb5qzfzL]{Trick Shot} @UUID[Compendium.cyphersystem-compendium.abilities.DhbLcVuqEZmS6Z2y]{Vigilance}

Fourth-Tier Warrior

Choose two of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.M5QroBlhUCULt6MD]{Amazing Effort} @UUID[Compendium.cyphersystem-compendium.abilities.gNRMG3mJTzWaCGph]{Capable Warrior} @UUID[Compendium.cyphersystem-compendium.abilities.GlXd4oFI9Fqq3rAX]{Experienced Defender} @UUID[Compendium.cyphersystem-compendium.abilities.RO8dmB90aRPOmCuJ]{Feint} @UUID[Compendium.cyphersystem-compendium.abilities.mUizWF7k2XD7ykRJ]{Increased Effects} @UUID[Compendium.cyphersystem-compendium.abilities.PTVAJGFiXDueX8az]{Momentum} @UUID[Compendium.cyphersystem-compendium.abilities.blm1Z8JxvWOiFf0b]{Pry Open} @UUID[Compendium.cyphersystem-compendium.abilities.yJDNsRAG3Elm6PWp]{Snipe} @UUID[Compendium.cyphersystem-compendium.abilities.wxAZnuQkvWosLzkN]{Tough As Nails}

Fifth-Tier Warrior

Choose three of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.M0pjZXQ9996hfUPs]{Adroit Cypher Use} @UUID[Compendium.cyphersystem-compendium.abilities.WrJDw2X8JHcljjP4]{Arc Spray} @UUID[Compendium.cyphersystem-compendium.abilities.t6VEEwEsQUIImebW]{Improved Success} @UUID[Compendium.cyphersystem-compendium.abilities.IFb8NX06xgWM7H98]{Jump Attack} @UUID[Compendium.cyphersystem-compendium.abilities.4k5JFV78A5SiPjFo]{Mastery in Armor} @UUID[Compendium.cyphersystem-compendium.abilities.kNSRytTtQX0rU3aE]{Mastery With Attacks} @UUID[Compendium.cyphersystem-compendium.abilities.LTqgcoprvBF2ZkdH]{Mastery With Defense} @UUID[Compendium.cyphersystem-compendium.abilities.AmZDmnmP7CxSSN4h]{Parry}

Remember that at higher tiers, you can choose special abilities from lower tiers. This is sometimes the best way to ensure that you have exactly the character you want. This is particularly true with abilities that grant skills, which can usually be taken multiple times.

Sixth-Tier Warrior

Choose two of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.MQewTo9NscKVUUNz]{Again and Again} @UUID[Compendium.cyphersystem-compendium.abilities.syJ3mkT2hHR2MY3o]{Finishing Blow} @UUID[Compendium.cyphersystem-compendium.abilities.Cz0KkzZPnlX1oTYz]{Magnificent Moment} @UUID[Compendium.cyphersystem-compendium.abilities.KNElOxbWobS1ygLv]{Murderer} @UUID[Compendium.cyphersystem-compendium.abilities.KDZeCZJxjCQzlTxA]{Spin Attack} @UUID[Compendium.cyphersystem-compendium.abilities.s8NShtaUrW0Oxolo]{Weapon and Body}

Warrior Example

Ray wants to create a Warrior character for a modern campaign. He decides that the character is an ex-military fellow who is fast and strong. He puts 3 of his additional points into his Might Pool and 3 into his Speed Pool; his stat Pools are now Might 13, Speed 13, and Intellect 8. As a first-tier character, his Effort is 1, his Might Edge is 1, and his Speed Edge and Intellect Edge are both 0. His character is not particularly smart or charismatic.

He wants to use a large combat knife (a medium weapon that inflicts 4 points of damage) and a .357 Magnum (a heavy pistol that inflicts 6 points of damage but requires the use of both hands). Ray decides not to wear armor, as it’s not really appropriate to the setting, so for his first ability, he chooses Trained Without Armor so he eases Speed defense actions. For his second ability, he chooses Combat Prowess so he can inflict extra damage with his big knife.

Ray wants to be fast as well as tough, so he selects Improved Edge. This gives him a Speed Edge of 1. He rounds out his character with Physical Skills and chooses swimming and running.

The Warrior can bear two cyphers. The GM decides that Ray’s first cypher is a pill that restores 6 points of Might when swallowed, and his second is a small, easily concealed grenade that explodes like a firebomb when thrown, inflicting 3 points of damage to all within immediate range.

Ray still needs to choose a descriptor and a focus. Looking ahead to the descriptor rules, Ray chooses Strong, which increases his Might Pool to 17. He also becomes trained in jumping and breaking inanimate objects. (If he had chosen jumping as one of his physical skills, the Strong descriptor would have made him specialized in jumping instead of trained.) Being Strong also gives Ray an extra medium or heavy weapon. He chooses a baseball bat that he’ll use in a pinch. He keeps it in the trunk of his car.

For his focus, Ray chooses Masters Weaponry. This gives him yet another weapon of high quality. He chooses another combat knife and asks the GM if he could use it in his left hand—not to make attacks, but as a shield. This will ease his Speed defense rolls if he has both knives out (the “shield” counts as an asset). The GM agrees. During the game, Ray’s Warrior will be hard to hit—he is trained in Speed defense rolls, and his extra knife eases his defense rolls by another step.

Thanks to his focus, he also inflicts 1 additional point of damage with his chosen weapon. Now he inflicts 6 points of damage with his blade. Ray’s character is a deadly combatant, likely starting the game with a reputation as a knife fighter.

For his character arc, Ray chooses Defeat a Foe. That foe, he decides, is none other than someone in his company who was once a friend but went rogue.

Adept

Fantasy/Fairy tale: wizard, mage, sorcerer, cleric, druid, seer, diabolist, fey-touched

Modern/Horror/Romance: psychic, occultist, witch, practitioner, medium, fringe scientist

Science fiction: psion, psionicist, telepath, seeker, master, scanner, ESPer, abomination

Superhero/Post-Apocalyptic: mage, sorcerer, power-wielder, master, psion, telepath

You master powers or abilities outside the experience, understanding, and sometimes belief of others. They might be magic, psychic powers, mutant abilities, or just a wide variety of intricate devices, depending on the setting. (“Magic” here is a term used very loosely. It’s a catch-all for the kinds of wondrous, possibly supernatural things that your character can do that others cannot. It might actually be an expression of technological devices, channeling spirits, mutations, psionics, nanotechnology, or any number of other sources.)

Individual Role: Adepts are usually thoughtful, intelligent types. They often think carefully before acting and rely heavily on their supernatural abilities.

Group Role: Adepts are not powerful in straightforward combat, although they often wield abilities that provide excellent combat support, both offensively and defensively. They sometimes possess abilities that facilitate overcoming challenges. For example, if the group must get through a locked door, an Adept might be able to destroy it or teleport everyone to the other side.

Societal Role: In settings where the supernatural is rare, strange, or feared, Adepts are likely rare and feared as well. They remain hidden, shadowy figures. When this is not the case, Adepts are more likely to be common and forthright. They might even take leadership roles.

Advanced Adepts: Even at low tiers, Adept powers are impressive. Higher-tier Adepts can accomplish amazing deeds that can reshape matter and the environment around them.

Adepts are almost always emblematic of the paranormal or superhuman in some way—wizards, psychics, or something similar. If the game you’re playing has none of that, an Adept could be a charlatan mimicking such abilities with tricks and hidden devices, or a gadgeteer character with a “utility belt” full of oddments. Or a game like that might not have Adepts. That’s okay too.

Adept Background Connection

Your type helps determine the connection you have to the setting. Roll a d20 or choose from the following list to determine a specific fact about your background that provides a connection to the rest of the world. You can also create your own fact.

@UUID[Compendium.cyphersystem-compendium.cypher-roll-tables.ldbXbEteJgHbIdZe]{Adept Background Connection}

Adept Player Intrusions

When playing an Adept, you can spend 1 XP to use one of the following player intrusions, provided the situation is appropriate and the GM agrees.

Advantageous Malfunction: A device being used against you malfunctions. It might harm the user or one of their allies for a round, or activate a dramatic and distracting side effect for a few rounds.

Convenient Idea: A flash of insight provides you with a clear answer or suggests a course of action with regard to an urgent question, problem, or obstacle you’re facing.

Inexplicably Unbroken: An inactive, ruined, or presumed-destroyed device temporarily activates and performs a useful function relevant to the situation. This is enough to buy you some time for a better solution, alleviate a complication that was interfering with your abilities, or just get you one more use out of a depleted cypher or artifact.

Adept Stat Pools

StatPool Starting Value
Might7
Speed9
Intellect12

You get 6 additional points to divide among your stat Pools however you wish.

First-Tier Adept

First-tier Adepts have the following abilities:

Effort: Your Effort is 1.

Genius: You have an Intellect Edge of 1, a Might Edge of 0, and a Speed Edge of 0.

Expert Cypher Use: You can bear three cyphers at a time.

Starting Equipment: Appropriate clothing, plus two expensive items, two moderately priced items, and up to four inexpensive items of your choice.

Weapons: You can use @UUID[Compendium.cyphersystem-compendium.basic-skills.GA74AkWhC7i4Z8sZ]{light weapons} without penalty. You have an inability with @UUID[Compendium.cyphersystem-compendium.inabilities.Zjign4M9GqTvD348]{medium weapons} and @UUID[Compendium.cyphersystem-compendium.inabilities.aMGYdfzCgfYqtHuJ]{heavy weapons}; your attacks with medium and heavy weapons are hindered.

Special Abilities: Choose four of the abilities listed below. You can’t choose the same ability more than once unless its description says otherwise. The full description for each listed ability can be found in Abilities, which also has descriptions for flavor and focus abilities in a single vast catalog.

Adept abilities require at least one free hand unless the GM says otherwise.

@UUID[Compendium.cyphersystem-compendium.abilities.6qCR3kBqCVYDlEOl]{Distortion} @UUID[Compendium.cyphersystem-compendium.abilities.TmWjWp4iWk4GMLN0]{Erase Memories} @UUID[Compendium.cyphersystem-compendium.abilities.gP8HCn8FPeg49V7M]{Far Step} @UUID[Compendium.cyphersystem-compendium.abilities.zArjjFcf9tHQvJTx]{Hedge Magic} @UUID[Compendium.cyphersystem-compendium.abilities.XQxN55rl0f5HFxEM]{Magic Training} @UUID[Compendium.cyphersystem-compendium.abilities.FE1Ge8CbJxQcCo0b]{Onslaught} @UUID[Compendium.cyphersystem-compendium.abilities.Myt0JUt24B8hjYAg]{Push} @UUID[Compendium.cyphersystem-compendium.abilities.Q8xKsSOvoFWL1ePP]{Resonance Field} @UUID[Compendium.cyphersystem-compendium.abilities.OPvXaxuRIVXLmkWl]{Scan} @UUID[Compendium.cyphersystem-compendium.abilities.nptFEdFaUvjDeqAz]{Shatter} @UUID[Compendium.cyphersystem-compendium.abilities.59mslpID7ogppzMA]{Ward}

Second-Tier Adept

Choose one of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.wWN4y4rATxbtMCMo]{Adaptation} @UUID[Compendium.cyphersystem-compendium.abilities.o7kTUAFonv5HPi07]{Cutting Light} @UUID[Compendium.cyphersystem-compendium.abilities.UCR0rx32kEsTcgnF]{Hover} @UUID[Compendium.cyphersystem-compendium.abilities.W5Zt9qDKCtNr49BC]{Mind Reading} @UUID[Compendium.cyphersystem-compendium.abilities.fzx429jdEdbd0tHy]{Retrieve Memories} @UUID[Compendium.cyphersystem-compendium.abilities.Uti1XQwY4VFZwwwc]{Reveal} @UUID[Compendium.cyphersystem-compendium.abilities.pdNI9QMKmDwu8gza]{Stasis}

Third-Tier Adept

Choose two of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.M0pjZXQ9996hfUPs]{Adroit Cypher Use} @UUID[Compendium.cyphersystem-compendium.abilities.Mj6yJZwRmdXaVwh8]{Countermeasures} @UUID[Compendium.cyphersystem-compendium.abilities.yz1w8JR23mtlDX49]{Energy Protection} @UUID[Compendium.cyphersystem-compendium.abilities.AUGM3xEluWJi4Y8h]{Fire and Ice} @UUID[Compendium.cyphersystem-compendium.abilities.yPVZmXWhUxustVdq]{Force Field Barrier} @UUID[Compendium.cyphersystem-compendium.abilities.bzy1KzO0oPmZGu2b]{Sensor} @UUID[Compendium.cyphersystem-compendium.abilities.q80xvRDX6XwFXgma]{Targeting Eye}

Fourth-Tier Adept

Choose one of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.iTxEWRCR8G5Rych2]{Death Touch} @UUID[Compendium.cyphersystem-compendium.abilities.VEJQ74o175OnlIAm]{Exile} @UUID[Compendium.cyphersystem-compendium.abilities.wvlSlYCJyrJuFqtn]{Invisibility} @UUID[Compendium.cyphersystem-compendium.abilities.whVEpvOjmGs3fpcD]{Matter Cloud} @UUID[Compendium.cyphersystem-compendium.abilities.Vcfc6yjbqX6WSzCf]{Mind Control} @UUID[Compendium.cyphersystem-compendium.abilities.8QwoYVraOedgr9kB]{Projection} @UUID[Compendium.cyphersystem-compendium.abilities.y1bQFSBlwMbUico5]{Rapid Processing} @UUID[Compendium.cyphersystem-compendium.abilities.iroL3TcKD9dpulhW]{Regeneration} @UUID[Compendium.cyphersystem-compendium.abilities.YFbC1HRis4SpZgrS]{Reshape} @UUID[Compendium.cyphersystem-compendium.abilities.KGz0rK4b2dAt0DaX]{Wormhole}

Fifth-Tier Adept

Choose two of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.NCXCkCYeZw8qlazG]{Absorb Energy} @UUID[Compendium.cyphersystem-compendium.abilities.PZBKCtRj5S6ULnjo]{Concussion} @UUID[Compendium.cyphersystem-compendium.abilities.8SDpRRzZRF73zLsF]{Conjuration} @UUID[Compendium.cyphersystem-compendium.abilities.HuhNjMfMxPkTlERH]{Create} @UUID[Compendium.cyphersystem-compendium.abilities.D4JFKjeVDkx9Xfnf]{Dust to Dust} @UUID[Compendium.cyphersystem-compendium.abilities.wlkPdME0r3hx9VbE]{Knowing the Unknown} @UUID[Compendium.cyphersystem-compendium.abilities.K4XRiZlFRakz6j98]{Master Cypher Use} @UUID[Compendium.cyphersystem-compendium.abilities.IN3VI2LxDyYGbqnN]{Teleportation} @UUID[Compendium.cyphersystem-compendium.abilities.MGzAkRaGd4LgfQti]{True Senses}

Sixth-Tier Adept

Choose one of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.tvlNZboSbKCHttjs]{Control Weather} @UUID[Compendium.cyphersystem-compendium.abilities.jhdgI9rV2mpH6JQU]{Earthquake} @UUID[Compendium.cyphersystem-compendium.abilities.8OmtJRuoKRzuGfh8]{Move Mountains} @UUID[Compendium.cyphersystem-compendium.abilities.PlKwEwo6ilGqwxwI]{Traverse the Worlds} @UUID[Compendium.cyphersystem-compendium.abilities.gETtOLyLYRVk53dP]{Usurp Cypher}

Adept Example

Jen wants to create an Adept—a sorcerer for a fantasy campaign. She decides to be somewhat well rounded, so she puts 2 of her additional points into each stat Pool, giving her a Might Pool of 9, a Speed Pool of 11, and an Intellect Pool of 14. Her Adept is smart and quick. She has an Intellect Edge of 1, a Might Edge of 0, and a Speed Edge of 0. As a first-tier character, her Effort is 1. As her initial abilities, she chooses Onslaught and Ward, giving her a strong offense and defense. She also chooses Magic Training and rounds out her character with Scan, which she hopes will be useful in gaining insight and information. For this character, Onslaught, Ward, and Scan are all spells she has mastered through years of training and study.

She can bear three cyphers. The GM gives her a potion that acts as a short-range teleporter, a small charm that restores 5 points to her Intellect Pool, and a fluid-filled flask that explodes like a fiery bomb. Jen’s sorcerer is skilled with light weapons, so she chooses a dagger.

For her descriptor, Jen chooses Graceful, which adds 2 points to her Speed Pool, bringing it to 13. That descriptor means she is trained in balancing and anything requiring careful movements, physical performing arts, and Speed defense tasks. Perhaps she is a dancer. In fact, she begins to develop a backstory that involves graceful, lithe movements that she incorporates into her spells.

For her focus, she chooses Leads. This gives her training in social interactions, which again helps round her out—she’s good in all kinds of situations. Moreover, she has the Good Advice ability, which enables her to be a focal point of her group.

Her spells and focus abilities cost Intellect points to activate, so she’s glad to have a lot of points in her Intellect Pool. In addition, her Intellect Edge will help reduce those costs. If she uses her Onslaught force blast without applying Effort, it costs 0 Intellect points and deals 4 points of damage. Her Intellect Edge will allow her to save points to devote toward applying Effort for other purposes, perhaps to boost the accuracy of Onslaught.

For her character arc, Jen chooses Aid a Friend. She decides that when her sorcerer character was young, she had a magical mentor. That mentor was later taken prisoner by a demon, so her character is always looking for clues on how to find the demon and release her friend from bondage.

GMs are always free to pre-select a type’s special abilities at a given tier to reinforce the setting. In the fantasy setting of Jen’s sorcerer, the GM might have said that all sorcerers (Adepts) start with Magic Training as one of their tier 1 abilities. This doesn’t make the character any less powerful or special, but it says something about her role in the world and expectations in the game.

Explorer

Fantasy/Fairy tale: Explorer, adventurer, delver, mystery seeker

Modern/Horror/Romance: athlete, explorer, adventurer, drifter, detective, scholar, spelunker, trailblazer, investigative reporter

Science fiction: Explorer, adventurer, wanderer, planetary specialist, xenobiologist

Superhero/Post-Apocalyptic: adventurer, crimefighter

You are a person of action and physical ability, fearlessly facing the unknown. You travel to strange, exotic, and dangerous places, and discover new things. This means you’re physical but also probably knowledgeable.

Individual Role: Although Explorers can be academics or well studied, they are first and foremost interested in action. They face grave dangers and terrible obstacles as a routine part of life.

Group Role: Explorers sometimes work alone, but far more often they operate in teams with other characters. The Explorer frequently leads the way, blazing the trail. However, they’re also likely to stop and investigate anything intriguing they stumble upon.

Societal Role: Not all Explorers are out traipsing through the wilderness or poking about an old ruin. Sometimes, an Explorer is a teacher, a scientist, a detective, or an investigative reporter. In any event, an Explorer bravely faces new challenges and gathers knowledge to share with others.

Advanced Explorers: Higher-tier Explorers gain more skills, some combat abilities, and a number of abilities that allow them to deal with danger. In short, they become more and more well-rounded, able to deal with any challenge.

Explorer Background Connection

Your type helps determine the connection you have to the setting. Roll a d20 or choose from the following list to determine a specific fact about your background that provides a connection to the rest of the world. You can also create your own fact.

@UUID[Compendium.cyphersystem-compendium.cypher-roll-tables.EPY1EXnGWOBK9kO1]{Explorer Background Connection}

Explorer Player Intrusions

When playing an Explorer, you can spend 1 XP to use one of the following player intrusions, provided the situation is appropriate and the GM agrees.

Fortuitous Malfunction: A trap or a dangerous device malfunctions before it can affect you.

Serendipitous Landmark: Just when it seems like the path is lost (or you are), a trail marker, a landmark, or simply the way the terrain or corridor bends, rises, or falls away suggests to you the best path forward, at least from this point.

Weak Strain: The poison or disease turns out not to be as debilitating or deadly as it first seemed, and inflicts only half the damage that it would have otherwise.

Explorer Stat Pools

StatPool Starting Value
Might10
Speed9
Intellect9

You get 6 additional points to divide among your stat Pools however you wish.

First-Tier Explorer

First-tier Explorers have the following abilities:

Effort: Your Effort is 1.

Physical Nature: You have a Might Edge of 1, a Speed Edge of 0, and an Intellect Edge of 0.

Cypher Use: You can bear two cyphers at a time.

Starting Equipment: Appropriate clothing and a weapon of your choice, plus two expensive items, two moderately priced items, and up to four inexpensive items.

Weapons: You can use @UUID[Compendium.cyphersystem-compendium.basic-skills.GA74AkWhC7i4Z8sZ]{light} and @UUID[Compendium.cyphersystem-compendium.basic-skills.wHxvX2zJOKo27GBe]{medium weapons} without penalty. You have an inability with @UUID[Compendium.cyphersystem-compendium.inabilities.aMGYdfzCgfYqtHuJ]{heavy weapons}; your attacks with heavy weapons are hindered.

Special Abilities: Choose four of the abilities listed below. You can’t choose the same ability more than once unless its description says otherwise. The full description for each listed ability can be found in Abilities, which also has descriptions for flavor and focus abilities in a single vast catalog.

@UUID[Compendium.cyphersystem-compendium.abilities.7OpsD4muO5HGJt29]{Block} @UUID[Compendium.cyphersystem-compendium.abilities.UyQTRi5ZwWU5tMO0]{Danger Sense} @UUID[Compendium.cyphersystem-compendium.abilities.P95xVHVxALSMjanR]{Decipher} @UUID[Compendium.cyphersystem-compendium.abilities.PqL4qr9D8QAwQhrL]{Endurance} @UUID[Compendium.cyphersystem-compendium.abilities.axI0iGYo7DjdR8Ya]{Find the Way} @UUID[Compendium.cyphersystem-compendium.abilities.Sg5WeSF04CYNEecl]{Fleet of Foot} @UUID[Compendium.cyphersystem-compendium.abilities.7X2zbrkFSNbyhA5G]{Improved Edge} @UUID[Compendium.cyphersystem-compendium.abilities.eEGFknWQZUBNXn99]{Knowledge Skills} @UUID[Compendium.cyphersystem-compendium.abilities.CBGeAZSBuymzrxDz]{Muscles of Iron} @UUID[Compendium.cyphersystem-compendium.abilities.YZB37b80VQGMUscp]{No Need for Weapons} @UUID[Compendium.cyphersystem-compendium.abilities.noCgrKbB370cfzQg]{Physical Skills} @UUID[Compendium.cyphersystem-compendium.abilities.o2ZDoteWQsFsqTJr]{Practiced in Armor} @UUID[Compendium.cyphersystem-compendium.abilities.yl2zo179wXZW5Xxc]{Practiced With All Weapons} @UUID[Compendium.cyphersystem-compendium.abilities.s2PLo9FsWBi2C1VY]{Surging Confidence} @UUID[Compendium.cyphersystem-compendium.abilities.uatcX3o1oB2Stc4u]{Trained Without Armor}

Second-Tier Explorer

Choose four of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.JkmTskE3eqcfu7dY]{Curious} @UUID[Compendium.cyphersystem-compendium.abilities.3x3gRDJejTXQPmdY]{Danger Instinct} @UUID[Compendium.cyphersystem-compendium.abilities.4yyKQYnrbL3r9gcU]{Enable Others} @UUID[Compendium.cyphersystem-compendium.abilities.uB3sVzeG2N5rkdUZ]{Escape} @UUID[Compendium.cyphersystem-compendium.abilities.RM8Fmu1IJwzBkjcM]{Eye for Detail} @UUID[Compendium.cyphersystem-compendium.abilities.U7chr7wLj7r5y0LT]{Foil Danger} @UUID[Compendium.cyphersystem-compendium.abilities.pp9NFNHKgOhRYbsY]{Hand to Eye} @UUID[Compendium.cyphersystem-compendium.abilities.romswZIOmAmtzfCL]{Investigative Skills} @UUID[Compendium.cyphersystem-compendium.abilities.euEVkth9YGYSpoJf]{Quick Recovery} @UUID[Compendium.cyphersystem-compendium.abilities.tJVu7MQ2pOhNfpUB]{Range Increase} @UUID[Compendium.cyphersystem-compendium.abilities.nOuOE3EkrNr81pSq]{Greater Skill With Defense} @UUID[Compendium.cyphersystem-compendium.abilities.gbU7mA0flUR4W8Dl]{Stand Watch} @UUID[Compendium.cyphersystem-compendium.abilities.wEjdodvc6SLf8yso]{Travel Skills} @UUID[Compendium.cyphersystem-compendium.abilities.yS1sMAZEzJbozxOZ]{Wreck}

Third-Tier Explorer

Choose three of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.wG4zveGhplNKNzuP]{Controlled Fall} @UUID[Compendium.cyphersystem-compendium.abilities.4eCjeGPA0ovnwIfu]{Experienced in Armor} @UUID[Compendium.cyphersystem-compendium.abilities.u1GhDcfpVXITVtOc]{Expert Cypher Use} @UUID[Compendium.cyphersystem-compendium.abilities.JuOmZXMt1T3tQUZ8]{Ignore the Pain} @UUID[Compendium.cyphersystem-compendium.abilities.qZOOWfFLJ1JziJpY]{Obstacle Running} @UUID[Compendium.cyphersystem-compendium.abilities.GvYXLPdpaFEMGuQR]{Resilience} @UUID[Compendium.cyphersystem-compendium.abilities.ZuX6gykVtKxiBAxR]{Run and Fight} @UUID[Compendium.cyphersystem-compendium.abilities.t3zUlk8c5WEBXXO8]{Seize the Moment} @UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks} @UUID[Compendium.cyphersystem-compendium.abilities.jmYIPbMwsq3GY3eO]{Stone Breaker} @UUID[Compendium.cyphersystem-compendium.abilities.wpA3GB5yJq9NI8QN]{Think Your Way Out} @UUID[Compendium.cyphersystem-compendium.abilities.V1ROUnWXLmLRMxXi]{Trapfinder} @UUID[Compendium.cyphersystem-compendium.abilities.6McxfJoPmf1SnbDR]{Wrest From Chance}

Fourth-Tier Explorer

Choose two of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.gNRMG3mJTzWaCGph]{Capable Warrior} @UUID[Compendium.cyphersystem-compendium.abilities.MdRdAc0qAWghMmlV]{Expert Skill} @UUID[Compendium.cyphersystem-compendium.abilities.mUizWF7k2XD7ykRJ]{Increased Effects} @UUID[Compendium.cyphersystem-compendium.abilities.lbXg8UlSCG23yxO4]{Read the Signs} @UUID[Compendium.cyphersystem-compendium.abilities.dW0rgYsx6hDA8pIB]{Runner} @UUID[Compendium.cyphersystem-compendium.abilities.3pqCkOZjnAXWIikt]{Subtle Steps} @UUID[Compendium.cyphersystem-compendium.abilities.wxAZnuQkvWosLzkN]{Tough As Nails}

Fifth-Tier Explorer

Choose three of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.M0pjZXQ9996hfUPs]{Adroit Cypher Use} @UUID[Compendium.cyphersystem-compendium.abilities.B0Tt5R1m2DsVLtPH]{Free to Move} @UUID[Compendium.cyphersystem-compendium.abilities.hhBF8re7Azmce3Y9]{Group Friendship} @UUID[Compendium.cyphersystem-compendium.abilities.KGzAHs3qln0fNDjt]{Hard to Kill} @UUID[Compendium.cyphersystem-compendium.abilities.IFb8NX06xgWM7H98]{Jump Attack} @UUID[Compendium.cyphersystem-compendium.abilities.LTqgcoprvBF2ZkdH]{Mastery With Defense} @UUID[Compendium.cyphersystem-compendium.abilities.AmZDmnmP7CxSSN4h]{Parry} @UUID[Compendium.cyphersystem-compendium.abilities.5uWcMvgh1OWvieJs]{Physically Gifted} @UUID[Compendium.cyphersystem-compendium.abilities.scceoEmEnN5MW8XT]{Take Command} @UUID[Compendium.cyphersystem-compendium.abilities.icJAWRB8Uha8CSKr]{Vigilant}

Sixth-Tier Explorer

Choose three of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.MQewTo9NscKVUUNz]{Again and Again} @UUID[Compendium.cyphersystem-compendium.abilities.tTrekc4AZbIqem5L]{Inspire Coordinated Actions} @UUID[Compendium.cyphersystem-compendium.abilities.4k5JFV78A5SiPjFo]{Mastery in Armor} @UUID[Compendium.cyphersystem-compendium.abilities.kNSRytTtQX0rU3aE]{Mastery With Attacks} @UUID[Compendium.cyphersystem-compendium.abilities.dMEqa6kAjXrHlxui]{Negate Danger} @UUID[Compendium.cyphersystem-compendium.abilities.PXvS7AatBcxH9cvZ]{Share Defense} @UUID[Compendium.cyphersystem-compendium.abilities.KDZeCZJxjCQzlTxA]{Spin Attack} @UUID[Compendium.cyphersystem-compendium.abilities.vQtVTnCecWFXkfkI]{Wild Vitality}

Explorer Example

Sam decides to create an Explorer character for a science fiction campaign. This character will be a hardy soul who explores alien worlds. They put 3 additional points into their Might Pool, 2 into their Speed Pool, and 1 into their Intellect Pool; their stat Pools are now Might 13, Speed 11, and Intellect 10. As a first-tier character, their Effort is 1, their Might Edge is 1, and their Speed Edge and Intellect Edge are 0. Their character is fairly well-rounded so far.

Sam immediately leaps in and starts choosing abilities. They pick Danger Sense and Surging Confidence, thinking those abilities will be generally useful. They also choose Practiced in Armor, reasoning that the character wears high-tech medium armor when exploring. Last, they choose Knowledge Skills and select geology and biology to help during interplanetary explorations.

Sam’s Explorer can bear two cyphers, which in this setting involve nanotechnology. The GM decides that one is a nanite injector that grants a +1 bonus to Might Edge when used, and the other is a device that can create one simple handheld object the user wishes.

Sam’s Explorer is not really geared toward fighting, but sometimes the universe is a dangerous place, so they note that they’re carrying a medium blaster as well.

Sam still needs a descriptor and a focus. Looking to the Descriptor chapter, they choose Hardy, which increases their Might Pool to 17. They also heal more quickly and can operate better when injured. They’re trained in Might defense but have an inability with initiative; however, it’s effectively canceled out by their Danger Sense (and vice versa). Sam could go back and select something else instead of Danger Sense, but they like it and decide to keep it. Overall, the descriptor ends up making the character tough but a little slow.

For their focus, Sam chooses Explores Dark Places (in this case, weird ruins of alien civilizations). This gives the character a bunch of additional skills: searching, listening, climbing, balancing, and jumping. They’re quite the capable Explorer.

For their character arc, Sam chooses Enterprise. Exploring alien places sometimes turns up strange relics, and Sam figures they might be able to set up a service to reliably transport these items to responsible third parties, rather than allow them to fall into the hands of pirates and rich private collectors. For a small fee, of course.

Speaker

Fantasy/Fairy tale: bard, speaker, skald, emissary, priest, advocate

Modern/Horror/Romance: diplomat, charmer, face, spinner, manipulator, minister, mediator, lawyer

Science fiction: diplomat, empath, glam, consul, legate

Superhero/Post-Apocalyptic: charmer, mesmerist, puppet master

You’re good with words and good with people. You talk your way past challenges and out of jams, and you get people to do what you want.

Individual Role: Speakers are smart and charismatic. They like people and, more important, they understand them. This helps speakers get others to do what needs to be done.

Group Role: The Speaker is often the face of the group, serving as the person who speaks for all and negotiates with others. Combat and action are not a Speaker’s strong suits, so other characters sometimes have to defend the Speaker in times of danger.

Societal Role: Speakers are frequently political or religious leaders. Just as often, however, they are con artists or criminals.

Advanced Speakers: Higher-tier Speakers use their abilities to control and manipulate people as well as aid and nurture their friends. They can talk their way out of danger and even use their words as weapons.

Speaker Background Connection

Your type helps determine the connection you have to the setting. Roll a d20 or choose from the following list to determine a specific fact about your background that provides a connection to the rest of the world. You can also create your own fact.

@UUID[Compendium.cyphersystem-compendium.cypher-roll-tables.zDo6fnblxkAjzvc3]{Speaker Background Connection}

Speaker Player Intrusions

When playing a Speaker, you can spend 1 XP to use one of the following player intrusions, provided the situation is appropriate and the GM agrees.

Friendly NPC: An NPC you don’t know, someone you don’t know that well, or someone you know but who hasn’t been particularly friendly in the past chooses to help you, though doesn’t necessarily explain why. Maybe they’ll ask you for a favor in return afterward, depending on how much trouble they go to.

Perfect Suggestion: A follower or other already-friendly NPC suggests a course of action with regard to an urgent question, problem, or obstacle you’re facing.

Unexpected Gift: An NPC hands you a physical gift you were not expecting, one that helps put the situation at ease if things seem strained, or provides you with a new insight for understanding the context of the situation if there’s something you’re failing to understand or grasp.

Speaker Stat Pools

StatPool Starting Value
Might8
Speed9
Intellect11

You get 6 additional points to divide among your stat Pools however you wish.

First-Tier Speaker

First-tier Speakers have the following abilities:

Effort: Your Effort is 1.

Genius: You have an Intellect Edge of 1, a Might Edge of 0, and a Speed Edge of 0.

Cypher Use: You can bear two cyphers at a time.

Weapons: You can use @UUID[Compendium.cyphersystem-compendium.basic-skills.GA74AkWhC7i4Z8sZ]{light weapons} without penalty. You have an inability with @UUID[Compendium.cyphersystem-compendium.inabilities.Zjign4M9GqTvD348]{medium} and @UUID[Compendium.cyphersystem-compendium.inabilities.aMGYdfzCgfYqtHuJ]{heavy weapons}; your attacks with medium and heavy weapons are hindered.

Starting Equipment: Appropriate clothing and a light weapon of your choice, plus two expensive items, two moderately priced items, and up to four inexpensive items.

Special Abilities: Choose four of the abilities listed below. You can’t choose the same ability more than once unless its description says otherwise. The full description for each listed ability can be found in Abilities, which also has descriptions for flavor and focus abilities in a single vast catalog.

Some Speaker abilities, like Mind Reading or True Senses, imply a supernatural element. If this is inappropriate to the character or the setting, these abilities can be replaced with something from the stealth flavor, or the GM can slightly modify them so they are based in extraordinary talents and insight rather than the supernatural.

@UUID[Compendium.cyphersystem-compendium.abilities.BlBi7qk0darLthxS]{Anecdote} @UUID[Compendium.cyphersystem-compendium.abilities.r7uNiD9CGy4G3Hoq]{Babel} @UUID[Compendium.cyphersystem-compendium.abilities.JSlr2Q6Ll1xNd8fX]{Demeanor of Command} @UUID[Compendium.cyphersystem-compendium.abilities.hYa7I52x2iwffh8C]{Encouragement} @UUID[Compendium.cyphersystem-compendium.abilities.lQ4MNmGXXNBMGsmk]{Enthrall} @UUID[Compendium.cyphersystem-compendium.abilities.TmWjWp4iWk4GMLN0]{Erase Memories} @UUID[Compendium.cyphersystem-compendium.abilities.ulHj0pzmwc515fve]{Fast Talk} @UUID[Compendium.cyphersystem-compendium.abilities.wWCehMidmvLypdxj]{Inspire Aggression} @UUID[Compendium.cyphersystem-compendium.abilities.V765JZKDKQ00Buyn]{Interaction Skills} @UUID[Compendium.cyphersystem-compendium.abilities.NhijFGxYepJtaa0r]{Practiced With Medium Weapons} @UUID[Compendium.cyphersystem-compendium.abilities.5aUrbdjSSLCRggHU]{Spin Identity} @UUID[Compendium.cyphersystem-compendium.abilities.qVlbJjB7X8R78rz0]{Terrifying Presence} @UUID[Compendium.cyphersystem-compendium.abilities.kv03xEihe4VZNkK5]{Understanding}

Second-Tier Speaker

Choose two of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.4XwwFeGO5haHxvQs]{Basic Follower} @UUID[Compendium.cyphersystem-compendium.abilities.BggeJtN5IcutwLJg]{Calm Stranger} @UUID[Compendium.cyphersystem-compendium.abilities.di7QfASecjKU8BPN]{Disincentivize} @UUID[Compendium.cyphersystem-compendium.abilities.IvKd5vkPypJbB1Ip]{Gather Intelligence} @UUID[Compendium.cyphersystem-compendium.abilities.GT0AiiarWPbGzxKs]{Impart Ideal} @UUID[Compendium.cyphersystem-compendium.abilities.DLxDL49VjUEMAjxZ]{Inspiring Ease} @UUID[Compendium.cyphersystem-compendium.abilities.V765JZKDKQ00Buyn]{Interaction Skills} @UUID[Compendium.cyphersystem-compendium.abilities.o2ZDoteWQsFsqTJr]{Practiced in Armor} @UUID[Compendium.cyphersystem-compendium.abilities.CtRvLxfUlCynJv1B]{Skill With Defense} @UUID[Compendium.cyphersystem-compendium.abilities.XntbE6mXQ4CZ6yIi]{Speedy Recovery} @UUID[Compendium.cyphersystem-compendium.abilities.UHvD5299HFbwBvpR]{Unexpected Betrayal}

Third-Tier Speaker

Choose three of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.hB1CISYVEZXEO0IV]{Accelerate} @UUID[Compendium.cyphersystem-compendium.abilities.rZsohzuwTFfghWVO]{Blend In} @UUID[Compendium.cyphersystem-compendium.abilities.NnlGdSiR9GbiTJyZ]{Discerning Mind} @UUID[Compendium.cyphersystem-compendium.abilities.u1GhDcfpVXITVtOc]{Expert Cypher Use} @UUID[Compendium.cyphersystem-compendium.abilities.ETGBAqAc1ApFH5cx]{Expert Follower} @UUID[Compendium.cyphersystem-compendium.abilities.sqiDNk5qXh9j3zwh]{Grand Deception} @UUID[Compendium.cyphersystem-compendium.abilities.1N6P5ZRogThCS0KH]{Lead by Inquiry} @UUID[Compendium.cyphersystem-compendium.abilities.W5Zt9qDKCtNr49BC]{Mind Reading} @UUID[Compendium.cyphersystem-compendium.abilities.i5BlJLgj1ayBw0uY]{Oratory} @UUID[Compendium.cyphersystem-compendium.abilities.ZqBpOAiH70SGHX8N]{Perfect Stranger} @UUID[Compendium.cyphersystem-compendium.abilities.Mac5S0sQe9Muf4Mv]{Quick Wits} @UUID[Compendium.cyphersystem-compendium.abilities.oah8DOODfphl858B]{Telling}

Fourth-Tier Speaker

Choose two of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.ZH0JbusjycG6zQf1]{Anticipate Attack} @UUID[Compendium.cyphersystem-compendium.abilities.2SiHiotGcSufnCne]{Confounding Banter} @UUID[Compendium.cyphersystem-compendium.abilities.RO8dmB90aRPOmCuJ]{Feint} @UUID[Compendium.cyphersystem-compendium.abilities.7tiGTYVXj9eHdja7]{Heightened Skills} @UUID[Compendium.cyphersystem-compendium.abilities.Je1MitN21L3lqWVF]{Psychosis} @UUID[Compendium.cyphersystem-compendium.abilities.lbXg8UlSCG23yxO4]{Read the Signs} @UUID[Compendium.cyphersystem-compendium.abilities.QFZyfDWOSEpZeQmM]{Spur Effort} @UUID[Compendium.cyphersystem-compendium.abilities.cS2p7CRfquFvR65U]{Strategize} @UUID[Compendium.cyphersystem-compendium.abilities.3wZZC07ADxO3mImS]{Suggestion}

Fifth-Tier Speaker

Choose three of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.M0pjZXQ9996hfUPs]{Adroit Cypher Use} @UUID[Compendium.cyphersystem-compendium.abilities.t3uyBYJqMApfEBWX]{Discipline of Watchfulness} @UUID[Compendium.cyphersystem-compendium.abilities.4eCjeGPA0ovnwIfu]{Experienced in Armor} @UUID[Compendium.cyphersystem-compendium.abilities.UyW320RhzarMNoss]{Flee} @UUID[Compendium.cyphersystem-compendium.abilities.xCUKzmoBKzN9gIut]{Foul Aura} @UUID[Compendium.cyphersystem-compendium.abilities.wlkPdME0r3hx9VbE]{Knowing the Unknown} @UUID[Compendium.cyphersystem-compendium.abilities.iroL3TcKD9dpulhW]{Regeneration} @UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks} @UUID[Compendium.cyphersystem-compendium.abilities.U9sgMUKkIkDIdRtK]{Stimulate}

Sixth-Tier Speaker

Choose two of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.By276DS858KmWNZq]{Assume Control} @UUID[Compendium.cyphersystem-compendium.abilities.G8waoPdWGzMl0S1n]{Battle Management} @UUID[Compendium.cyphersystem-compendium.abilities.crFxkKwBNdnD6tX4]{Crowd Control} @UUID[Compendium.cyphersystem-compendium.abilities.fPCTpU0viXXWrNs0]{Inspiring Success} @UUID[Compendium.cyphersystem-compendium.abilities.3EcnBLVtGwxpWXBW]{Recruit Deputy} @UUID[Compendium.cyphersystem-compendium.abilities.EH8OmAJaimF4MTgg]{Shatter Mind} @UUID[Compendium.cyphersystem-compendium.abilities.MGzAkRaGd4LgfQti]{True Senses} @UUID[Compendium.cyphersystem-compendium.abilities.ZTp4SZ673tDJpmuS]{Word of Command}

Speaker Example

Mary wants to create a Speaker for a Lovecraftian horror campaign. She puts 3 of her additional stat points into her Intellect Pool and 3 into her Speed Pool; her stat Pools are now Might 8, Speed 12, and Intellect 14. As a first-tier character, her Effort is 1, her Might Edge and Speed Edge are 0, and her Intellect Edge is 1. She’s smart and charismatic but not particularly tough.

Mary chooses Fast Talk and Spin Identity to help get into places and learn things she wants to know. She’s a bit of a con artist. She’s good to her friends, however, and chooses Encouragement as well. Mary rounds out her first-tier abilities with Interaction Skills (deceiving and persuasion).

A Speaker normally starts with two cyphers, but the GM rules that characters in this campaign start with only one—something creepy relating to their background. Mary’s cypher is an odd pocket watch given to her by her grandfather. She doesn’t know how or why, but when activated, the watch allows her to take twice as many actions for three rounds.

Mary’s character carries a small knife hidden in her bag in case of trouble. As a light weapon, it inflicts 2 points of damage, but attacks with it are eased.

Mary chooses Resilient for her descriptor and decides that she can probably learn the truth behind some of the strange things that she’s heard about without feeling too much trauma if it’s horrible. Resilient increases her Might Pool to 10 and her Intellect Pool to 16. She’s trained in Might and Intellect defense actions and gains an extra recovery roll each day. At first, Mary is sad that her descriptor gives her an inability in knowledge and puzzle tasks, but then she realizes that the flaw fits her character well—she’s better at getting people to tell her what she needs to know than at figuring out the information herself.

For her focus, Mary chooses Moves Like a Cat, granting her a final Speed Pool of 18 and training in balance. In the end, she’s graceful and quick, charismatic, and hardier than she initially thought thanks to her drive. She’s ready to investigate the weird.

For her character arc, Mary chooses Fall From Grace. She decides she’s had an obsession with a strange tome that’s been in her family for generations, and her character is drawn to its strange languages and rituals.

Further Customization

The rules in this section are more advanced and always involve the GM. They can be used by the GM to tailor a type to better fit the genre or setting, or by a player and a GM to tweak a character to fit a concept.

Modifying Type Aspects

The following aspects of the four character types can be modified at character creation. Other abilities should not be changed.

Stat Pools: Each character type has a starting stat Pool value. A player can exchange points between their Pools on a one-for-one basis. For example, they can trade 2 points of Might for 2 points of Speed. However, no starting stat Pool should be higher than 20.

Edge: A player can start with an Edge of 1 in whichever stat they wish.

Cypher Use: If a character gives up the ability to bear one cypher, they gain an additional skill of their choice.

Weapons: Some types have static first-tier abilities that let them use light, medium, and/or heavy weapons without a penalty. Warriors can use all weapons, Explorers can use light and medium weapons, and Adepts and Speakers can use light weapons. Any one of these weapon abilities can be sacrificed to gain training in a different skill of the player’s choice.

Drawbacks and Penalties

In addition to other customization options, a player can choose to take drawbacks or penalties to gain further advantages.

Weakness: A weakness is, essentially, the opposite of Edge. If you have a weakness of 1 in Speed, all Speed actions that require you to spend points cost 1 additional point from your Pool. At any time, a player can give their character a weakness in one stat and, in exchange, gain +1 to their Edge in one of the other two stats. So a PC can take a weakness of 1 in Speed to gain +1 to their Might Edge.

Normally, you can have a weakness only in a stat in which you have an Edge of 0. Further, you can’t have more than one weakness, and you can’t have a weakness greater than 1 unless the additional weakness comes from another source (such as a disease or disability arising from actions or conditions in the game).

Inabilities: Inabilities are like negative skills. They make one type of task harder by hindering it. If a character chooses to take an inability, they gain a skill of their choice. Normally, a character can have only one inability unless the additional inability comes from another source (such as a descriptor or a disease or disability arising from actions or conditions in the game).

","markdown":""},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"ownership":{"default":-1},"flags":{}},{"sort":600000,"name":"License","type":"text","_id":"9ZDlIEtwXjxzyyrZ","title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"

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","markdown":""},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"ownership":{"default":-1},"flags":{}},{"sort":387500,"name":"Flavor","type":"text","_id":"gUBd9dvLJ8qY0iZx","title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"

Flavors are groups of special abilities the GM and players can use to alter a character type to make it more to their liking or more appropriate to the genre or setting. For example, if a player wants to create a magic-using thief character, she could play an Adept with stealth flavoring. In a science fiction setting, a Warrior might also have knowledge of machinery, so the character could be flavored with technology.

At a given tier, abilities from a flavor are traded one for one with standard abilities from a type. So to add the Danger Sense stealth flavor ability to a Warrior, something else—perhaps Bash—must be sacrificed. Now that character can choose Danger Sense as they would any other first-tier warrior ability, but they can never choose Bash.

The GM should always be involved in flavoring a type. For example, they might know that for their science fiction game, they want a type called a “Glam,” which is a Speaker flavored with certain technology abilities—specifically those that make the character a flamboyant starship pilot. Thus, they exchange the first-tier abilities Spin Identity and Inspire Aggression for the technology flavor abilities Datajack and Tech Skills so the character can plug into the ship directly and can take piloting and computers as skills.

In the end, flavor is mostly a tool for the GM to easily create campaign-specific types by making a few slight alterations to the four base types. Although players may wish to use flavors to get the characters they want, remember that they can also shape their PCs with descriptors and foci very nicely.

The flavors available are stealth, technology, magic, combat, and skills and knowledge.

The full description for each listed ability can be found in the Abilities chapter, which also contains descriptions for type and focus abilities in a single vast catalog.

Stealth Flavor

Characters with the stealth flavor are good at sneaking around, infiltrating places they don’t belong, and deceiving others. They use these abilities in a variety of ways, including combat. An Explorer with stealth flavor might be a thief, while a Warrior with stealth flavor might be an assassin. An Explorer with stealth flavor in a superhero setting might be a crimefighter who stalks the streets at night.

First-Tier Stealth Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.UyQTRi5ZwWU5tMO0]{Danger Sense} @UUID[Compendium.cyphersystem-compendium.abilities.M2oXV5cRSdMlUZDm]{Goad} @UUID[Compendium.cyphersystem-compendium.abilities.Frxs35QkokRdure4]{Legerdemain} @UUID[Compendium.cyphersystem-compendium.abilities.90wkMwuVBaiyL9yt]{Opportunist} @UUID[Compendium.cyphersystem-compendium.abilities.QAdh0yZBjJsHdJjD]{Stealth Skills}

Second-Tier Stealth Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.dQHSDDZxJNHrHH1l]{Contortionist} @UUID[Compendium.cyphersystem-compendium.abilities.8ydN3DBdXXP24hQL]{Find an Opening} @UUID[Compendium.cyphersystem-compendium.abilities.5abCQnz5ZWvvfMro]{Get Away} @UUID[Compendium.cyphersystem-compendium.abilities.mvFsSsVjyF8iXvCe]{Sense Ambush} @UUID[Compendium.cyphersystem-compendium.abilities.uG2ACHNAPoZirp0b]{Surprise Attack}

Third-Tier Stealth Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.Uq6p6fOg9KyFcUws]{Evanesce} @UUID[Compendium.cyphersystem-compendium.abilities.XR3B0gfJtrYUAU5M]{From the Shadows} @UUID[Compendium.cyphersystem-compendium.abilities.lUkqQu1vvJe3FxfQ]{Gambler} @UUID[Compendium.cyphersystem-compendium.abilities.sM2zEDx4gRr9CuiR]{Inner Defense} @UUID[Compendium.cyphersystem-compendium.abilities.lwJAowJa4eKlcDjb]{Misdirect} @UUID[Compendium.cyphersystem-compendium.abilities.ZuX6gykVtKxiBAxR]{Run and Fight} @UUID[Compendium.cyphersystem-compendium.abilities.t3zUlk8c5WEBXXO8]{Seize the Moment}

Fourth-Tier Stealth Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.cS1RW48sdVY6ZJZd]{Ambusher} @UUID[Compendium.cyphersystem-compendium.abilities.JVvSTtYbksWJDADY]{Debilitating Strike} @UUID[Compendium.cyphersystem-compendium.abilities.cqzyNCPYVEWtucLe]{Outwit} @UUID[Compendium.cyphersystem-compendium.abilities.LojkwDtb1gHLSB6A]{Preternatural Senses} @UUID[Compendium.cyphersystem-compendium.abilities.w2aO1ZIpmBDQJXq1]{Tumbling Moves}

Fifth-Tier Stealth Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.YbYeZ0A0m96IWxwl]{Assassin Strike} @UUID[Compendium.cyphersystem-compendium.abilities.S5JTyQCNcgrXgNqf]{Mask} @UUID[Compendium.cyphersystem-compendium.abilities.G5bTthwpEf5azVHA]{Return to Sender} @UUID[Compendium.cyphersystem-compendium.abilities.bVt0TIfwtEUXvi6O]{Uncanny Luck}

Sixth-Tier Stealth Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.VVYx3J42Sj9qCQV9]{Exploit Advantage} @UUID[Compendium.cyphersystem-compendium.abilities.jrTEtAhE6GfLW7R4]{Spring Away} @UUID[Compendium.cyphersystem-compendium.abilities.cWHqKGpI5z0aiSYC]{Thief’s Luck} @UUID[Compendium.cyphersystem-compendium.abilities.aWws42dVSQjRz8Hr]{Twist of Fate}

Technology Flavor

Characters with a flavor of technology typically are from science fiction or at least modern-day settings (although anything is possible). They excel at using, dealing with, and building machines. An Explorer with technology flavor might be a starship pilot, and a Speaker flavored with technology could be a techno-priest.

Some of the less computer-oriented abilities might be appropriate for a steampunk character, while a modern-day character could use some of the abilities that don’t involve starships or ultratech.

First-Tier Technology Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.Q3DGDFwNIOjz866X]{Datajack} @UUID[Compendium.cyphersystem-compendium.abilities.z23towmNKeKJasHV]{Hacker} @UUID[Compendium.cyphersystem-compendium.abilities.rhaZSmU6dJpzMO64]{Machine Interface} @UUID[Compendium.cyphersystem-compendium.abilities.kkCW4KkWA751AeBl]{Scramble Machine} @UUID[Compendium.cyphersystem-compendium.abilities.pYsmdnNte7o5Flca]{Tech Skills} @UUID[Compendium.cyphersystem-compendium.abilities.AFfburUYwZlBFq7N]{Tinker}

Second-Tier Technology Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.7nUj7rxq4Qwg4FUM]{Distant Interface} @UUID[Compendium.cyphersystem-compendium.abilities.JK2hN1poqMLqfa1N]{Machine Efficiency} @UUID[Compendium.cyphersystem-compendium.abilities.FDG7hgrRNt4aHpP1]{Overload Machine} @UUID[Compendium.cyphersystem-compendium.abilities.v1lZkKjSCS1pjnET]{Serv-0} @UUID[Compendium.cyphersystem-compendium.abilities.XzomXctsS8NL9M7Q]{Serv-0 Defender} @UUID[Compendium.cyphersystem-compendium.abilities.x8cGd4MC9YEW9isa]{Serv-0 Repair} @UUID[Compendium.cyphersystem-compendium.abilities.k4LeTZ1lqN9L3hPS]{Tool Mastery}

Third-Tier Technology Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.7VYzHQvF1cz4cfUp]{Mechanical Telepathy} @UUID[Compendium.cyphersystem-compendium.abilities.9r6iNU2GH4oEH6vz]{Serv-0 Scanner} @UUID[Compendium.cyphersystem-compendium.abilities.hIy0GMeL8WALvhEb]{Ship Footing} @UUID[Compendium.cyphersystem-compendium.abilities.Nyt7Z1xWqmnuu265]{Shipspeak} @UUID[Compendium.cyphersystem-compendium.abilities.YIzrA5i8eBSPMFzj]{Spray}

Fourth-Tier Technology Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.2l9FIUVKimPzIXzU]{Machine Bond} @UUID[Compendium.cyphersystem-compendium.abilities.NoKdHv0FSytZR4iF]{Robot Fighter} @UUID[Compendium.cyphersystem-compendium.abilities.NcItnMHjeG9fgE1K]{Serv-0 Aim} @UUID[Compendium.cyphersystem-compendium.abilities.lPqCQOQJF0JfoFRn]{Serv-0 Brawler} @UUID[Compendium.cyphersystem-compendium.abilities.9YuQrJXAQO0qIFPj]{Serv-0 Spy}

Fifth-Tier Technology Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.FxohCBSksJIu1BSA]{Control Machine} @UUID[Compendium.cyphersystem-compendium.abilities.KQDFvUEnIWed1ebo]{Jury-Rig} @UUID[Compendium.cyphersystem-compendium.abilities.XkFsMa9e9IY2FRcN]{Machine Companion}

Sixth-Tier Technology Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.PLyxuOlieOGsJx4h]{Information Gathering} @UUID[Compendium.cyphersystem-compendium.abilities.7QTTrXnxDHskYYhj]{Master Machine}

Magic Flavor

You know a little about magic. You might not be a wizard, but you know the basics—how it works, and how to accomplish a few wondrous things. Of course, in your setting, “magic” might actually mean psychic powers, mutant abilities, weird alien tech, or anything else that produces interesting and useful effects.

An Explorer flavored with magic might be a wizard-hunter, and a Speaker with magical flavor might be a sorcerer-bard. Although an Adept flavored with magic is still an Adept, you might find that swapping some of the type’s basic abilities with those given here tailors the character in desirable ways.

First-Tier Magic Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.I9m3nOdBZ2HoEmbj]{Blessing of the Gods} @UUID[Compendium.cyphersystem-compendium.abilities.SQ4RTDwdA0yiZ81b]{Closed Mind} @UUID[Compendium.cyphersystem-compendium.abilities.bM2Y62eaUKYKdcwq]{Entangling Force} @UUID[Compendium.cyphersystem-compendium.abilities.zArjjFcf9tHQvJTx]{Hedge Magic} @UUID[Compendium.cyphersystem-compendium.abilities.XQxN55rl0f5HFxEM]{Magic Training} @UUID[Compendium.cyphersystem-compendium.abilities.TPEcyzCeC3z5FyyQ]{Mental Link} @UUID[Compendium.cyphersystem-compendium.abilities.ZsI6553CPbGi0wtx]{Premonition}

Second-Tier Magic Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.Mfebb42AE5xt7k85]{Concussive Blast} @UUID[Compendium.cyphersystem-compendium.abilities.21Bi8yur01DCYz5f]{Fetch} @UUID[Compendium.cyphersystem-compendium.abilities.4fcns7ANpZF7pHaz]{Force Field} @UUID[Compendium.cyphersystem-compendium.abilities.wNQ3q7VXtPHlPzqb]{Lock} @UUID[Compendium.cyphersystem-compendium.abilities.rRDSzPJtUCwRVXFR]{Repair Flesh}

Third-Tier Magic Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.MvyXo0ZUsxu8QQ22]{Distance Viewing} @UUID[Compendium.cyphersystem-compendium.abilities.NgHLZq3tZ3CFJvYv]{Fire Bloom} @UUID[Compendium.cyphersystem-compendium.abilities.CAh0KStmP03kgv62]{Fling} @UUID[Compendium.cyphersystem-compendium.abilities.dDhnZrzAxDvK7QYa]{Force at Distance} @UUID[Compendium.cyphersystem-compendium.abilities.wEWyNKnVgVOjsyms]{Summon Giant Spider}

Fourth-Tier Magic Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.XR8WeRW3OlbCIjlJ]{Elemental Protection} @UUID[Compendium.cyphersystem-compendium.abilities.LLvJZvzbGQOrlqoE]{Ignition} @UUID[Compendium.cyphersystem-compendium.abilities.blm1Z8JxvWOiFf0b]{Pry Open}

Fifth-Tier Magic Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.HuhNjMfMxPkTlERH]{Create} @UUID[Compendium.cyphersystem-compendium.abilities.OkKNmMvLFwHxUv2r]{Divine Intervention} @UUID[Compendium.cyphersystem-compendium.abilities.M1FHIlVPVv8O02LV]{Dragon’s Maw} @UUID[Compendium.cyphersystem-compendium.abilities.IKicLElFbkRx5IaM]{Fast Travel} @UUID[Compendium.cyphersystem-compendium.abilities.MGzAkRaGd4LgfQti]{True Senses}

Sixth-Tier Magic Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.RBOc2zxAI9xMoWqW]{Relocate} @UUID[Compendium.cyphersystem-compendium.abilities.LnZkUlKUuuD7iW3P]{Summon Demon} @UUID[Compendium.cyphersystem-compendium.abilities.PlKwEwo6ilGqwxwI]{Traverse the Worlds} @UUID[Compendium.cyphersystem-compendium.abilities.Gsre3acJaxhGBa0S]{Word of Death}

Combat Flavor

Combat flavor makes a character more martial. A Speaker with combat flavor in a fantasy setting would be a battle bard. An Explorer with combat flavor in a historical game might be a pirate. An Adept flavored with combat in a science fiction setting could be a veteran of a thousand psychic wars.

First-Tier Combat Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.UyQTRi5ZwWU5tMO0]{Danger Sense} @UUID[Compendium.cyphersystem-compendium.abilities.o2ZDoteWQsFsqTJr]{Practiced in Armor} @UUID[Compendium.cyphersystem-compendium.abilities.NhijFGxYepJtaa0r]{Practiced With Medium Weapons}

Second-Tier Combat Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.wyUQ3Atl3V1ItCFH]{Bloodlust} @UUID[Compendium.cyphersystem-compendium.abilities.2x7nMe9ZGp3VjI8B]{Combat Prowess} @UUID[Compendium.cyphersystem-compendium.abilities.uatcX3o1oB2Stc4u]{Trained Without Armor}

Third-Tier Combat Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.yl2zo179wXZW5Xxc]{Practiced With All Weapons} @UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks} @UUID[Compendium.cyphersystem-compendium.abilities.CtRvLxfUlCynJv1B]{Skill With Defense} @UUID[Compendium.cyphersystem-compendium.abilities.36nlDXhOP5e5dfns]{Successive Attack}

Fourth-Tier Combat Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.gNRMG3mJTzWaCGph]{Capable Warrior} @UUID[Compendium.cyphersystem-compendium.abilities.Rr4oB1lUzuzFHNHQ]{Deadly Aim} @UUID[Compendium.cyphersystem-compendium.abilities.73miZT5kYFyxnPOT]{Fury} @UUID[Compendium.cyphersystem-compendium.abilities.lwJAowJa4eKlcDjb]{Misdirect} @UUID[Compendium.cyphersystem-compendium.abilities.YIzrA5i8eBSPMFzj]{Spray}

Fifth-Tier Combat Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.GlXd4oFI9Fqq3rAX]{Experienced Defender} @UUID[Compendium.cyphersystem-compendium.abilities.S9QxUr8u2gtwY7ya]{Hard Target} @UUID[Compendium.cyphersystem-compendium.abilities.AmZDmnmP7CxSSN4h]{Parry}

Sixth-Tier Combat Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.oroWEBbp3cvrYwH9]{Greater Skill With Attacks} @UUID[Compendium.cyphersystem-compendium.abilities.4k5JFV78A5SiPjFo]{Mastery in Armor} @UUID[Compendium.cyphersystem-compendium.abilities.LTqgcoprvBF2ZkdH]{Mastery With Defense}

Skills and Knowledge Flavor

This flavor is for characters in roles that call for more knowledge and more real-world application of talent. It’s less flashy and dramatic than supernatural powers or the ability to hack apart multiple foes, but sometimes expertise or know-how is the real solution to a problem.

A Warrior flavored with skills and knowledge might be a military engineer. An Explorer flavored with skills and knowledge could be a field scientist. A Speaker with this flavor might be a teacher.

First-Tier Skills and Knowledge Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.V765JZKDKQ00Buyn]{Interaction Skills} @UUID[Compendium.cyphersystem-compendium.abilities.romswZIOmAmtzfCL]{Investigative Skills} @UUID[Compendium.cyphersystem-compendium.abilities.eEGFknWQZUBNXn99]{Knowledge Skills} @UUID[Compendium.cyphersystem-compendium.abilities.noCgrKbB370cfzQg]{Physical Skills} @UUID[Compendium.cyphersystem-compendium.abilities.wEjdodvc6SLf8yso]{Travel Skills}

Second-Tier Skills and Knowledge Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.jx6DFmlbQrmltHgc]{Extra Skill} @UUID[Compendium.cyphersystem-compendium.abilities.k4LeTZ1lqN9L3hPS]{Tool Mastery} @UUID[Compendium.cyphersystem-compendium.abilities.kv03xEihe4VZNkK5]{Understanding}

Third-Tier Skills and Knowledge Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.dVh39nh5ARUxreUc]{Flex Skill} @UUID[Compendium.cyphersystem-compendium.abilities.uhC4ubTGfhkNvIMX]{Improvise}

Fourth-Tier Skills and Knowledge Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.4USzF8qKs8oZJH13]{Multiple Skills} @UUID[Compendium.cyphersystem-compendium.abilities.Mac5S0sQe9Muf4Mv]{Quick Wits} @UUID[Compendium.cyphersystem-compendium.abilities.NaqoExT72j3xkWp3]{Task Specialization}

Fifth-Tier Skills and Knowledge Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.NhijFGxYepJtaa0r]{Practiced With Medium Weapons} @UUID[Compendium.cyphersystem-compendium.abilities.lbXg8UlSCG23yxO4]{Read the Signs}

Sixth-Tier Skills and Knowledge Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks} @UUID[Compendium.cyphersystem-compendium.abilities.CtRvLxfUlCynJv1B]{Skill With Defense}

","markdown":""},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"ownership":{"default":-1},"flags":{}},{"sort":393750,"name":"Descriptor","type":"text","_id":"gK5t9ActY73rBLe5","title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"

Your descriptor defines your character—it flavors everything you do. The differences between a Charming Explorer and a Vicious Explorer are considerable. The descriptor changes the way those characters go about every action. Your descriptor places your character in the situation (the first adventure, which starts the campaign) and helps provide motivation. It is the adjective of the sentence “I am an adjective noun who verbs.”

Descriptors offer a one-time package of extra abilities, skills, or modifications to your stat Pools. Not all of a descriptor’s offerings are positive character modifications. For example, some descriptors have inabilities—tasks that a character isn’t good at. You can think of inabilities as negative skills—instead of being one step better at that kind of task, you’re one step worse. If you become skilled at a task that you have an inability with, they cancel out. Remember that characters are defined as much by what they’re not good at as by what they are good at.

Descriptors also offer a few brief suggestions for how your character got involved with the rest of the group on their first adventure. You can use these, or not, as you wish.

This section details fifty descriptors. Choose one of them for your character. You can pick any descriptor you wish regardless of your type. At the end of this chapter, a few options are provided for Customizing Descriptors, including making a character’s species their descriptor.

(Your descriptor matters most when you are a beginning character. The benefits (and perhaps drawbacks) that come from your descriptor will eventually be overshadowed by the growing importance of your type and focus. However, the influence of your descriptor will remain at least somewhat important throughout your character’s life.)

Customizing Descriptors

Under the normal rules, each descriptor is based on some modification of the following guidelines:

With this general information, you can customize a descriptor, but keep in mind that a heavily customized descriptor isn’t a descriptor if it no longer says one thing about a character. It’s better to use this information to create a new descriptor that fits exactly how the player wants to portray the character.

Species as Descriptor

Sometimes, in settings that have alien or fantasy species, players want to play a member of that species rather than the default (which is usually “human”). Most of the time, this choice is one of flavor rather than game mechanics. If you’re a 7-foot-tall furry Rigellian with three eyes, that’s great, but it doesn’t change your stats or skills (though it may have roleplaying challenges).

However, sometimes being a nonhuman results in more substantive changes. A PC ogre in a fantasy setting might have the Strong or Tough descriptor, or perhaps it has a descriptor simply called Ogre, which is similar to Strong or Tough but more pronounced (with greater Might but even greater drawbacks). This would mean that instead of being a Tough Warrior who Controls Beasts, the character is an Ogre Warrior who Controls Beasts.

The Genre chapter offers a few species descriptors, but many GMs will want to create their own as suits their setting. It can’t be stressed enough, however, that nine times out of ten, in most genres, species differences aren’t significant enough to warrant this treatment. The differences between a Mysterious character and a Virtuous one are probably greater than those between an Alpha Centauran and an Earthling.

Descriptors

Appealing

You’re attractive to others, but perhaps more important, you are likeable and charismatic. You’ve got that “special something” that draws others to you. You often know just the right thing to say to make someone laugh, put them at ease, or spur them to action. People like you, want to help you, and want to be your friend.

You gain the following characteristics:

Charismatic: +2 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.iLViKiz8EUbAbChF]{Skill}: You are trained in pleasant social interactions.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.6yXynECByG8UO0IC]{Resistant to Charms}: You’re aware of how others can manipulate and charm people, and you notice when those tactics are used on you. Because of this awareness, you are trained in resisting any kind of persuasion or seduction if you wish it.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You met a total stranger (one of the other PCs) and charmed them so much that they invited you along.

  2. The PCs were looking for someone else, but you convinced them that you were perfect instead.

  3. Pure happenstance—because you just go along with the flow of things and everything usually works out.

  4. Your charismatic ways helped get one of the PCs out of a difficult spot a long time ago, and they always ask you to join them on new adventures.

Beneficent

Helping others is your calling. It’s why you’re here. Others delight in your outgoing and charitable nature, and you delight in their happiness. You’re at your best when you’re aiding people, either by explaining how they can best overcome a challenge or by demonstrating how to do so yourself.

You gain the following characteristics:

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.VRlwCOQq4321KUkM]{Generous}: Allies who have spent the last day with you add +1 to their recovery rolls.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.GVocWeYToxrIsT5M]{Altruistic}: If you’re standing next to a creature that takes damage, you can intercede and take 1 point of that damage yourself (reducing the damage inflicted on the creature by 1 point). If you have Armor, it does not provide a benefit when you use this ability.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.RSdNXeHg25zlTzza]{Skill}: You’re trained in all tasks related to pleasant social interaction, putting other people at ease, and gaining trust.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.8AmUhRVSxOZepa3T]{Helpful}: Whenever you help another character, that character gains the benefit as if you were trained even if you are not trained or specialized in the attempted task.

@UUID[Compendium.cyphersystem-compendium.inabilities.TmkpqIeOFknKujcO]{Inability}: While you are alone, all Intellect and Speed tasks are hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. Even though you didn’t know most of the other PCs beforehand, you invited yourself along on their quest.

  2. You saw the PCs struggling to overcome a problem and selflessly joined them to help.

  3. You’re nearly certain the PCs will fail without you.

  4. The choice was between your tattered life and helping others. You haven’t looked back since.

Brash

You’re a self-assertive sort, confident in your abilities, energetic, and perhaps a bit irreverent toward ideas that you don’t agree with. Some people call you bold and brave, but those you’ve put in their place might call you puffed up and arrogant. Whatever. It’s not in your nature to care what other people think about you, unless those people are your friends or family. Even someone as brash as you knows that friends sometimes have to come first.

You gain the following characteristics:

Energetic: +2 to your Speed Pool.

@UUID[Compendium.cyphersystem-compendium.basic-skills.gbWPNb1uKsRtZWSL]{Skill}: You are trained in initiative.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.J9qtYUcvomIXvpEh]{Bold}: You are trained in all actions that involve overcoming or ignoring the effects of fear or intimidation.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You noticed something weird going on, and without much thought, you jumped in with both feet.

  2. You showed up when and where you did on a dare because, hey, you don’t back down from dares.

  3. Someone called you out, but instead of walking into a fight, you walked into your current situation.

  4. You told your friend that nothing could scare you, and nothing you saw would change your mind. They brought you to your current point.

Calm

You’ve spent most of your life in sedentary pursuits—books, movies, hobbies, and so on—rather than active ones. You’re well versed in all manner of academia or other intellectual pursuits, but nothing physical. You’re not weak or feeble, necessarily (although this is a good descriptor for characters who are elderly), but you have no experience in more physical activities.

Calm is a great descriptor for characters who never intended to have adventures but were thrust into them, a trope that occurs often in modern games and particularly in horror games.

You gain the following characteristics:

Bookish: +2 to your Intellect Pool.

Skills: You are trained in four nonphysical skills of your choice.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.9BT9upa6c8kqf6kB]{Trivia}: You can come up with a random fact pertinent to the current situation when you wish it. This is always a matter of fact, not conjecture or supposition, and must be something you could have logically read or seen in the past. You can do this one time, although the ability is renewed each time you make a recovery roll.

@UUID[Compendium.cyphersystem-compendium.inabilities.WmhgwviF6ci24PJL]{Inability}: You’re just not a fighter. All physical attacks are hindered.

@UUID[Compendium.cyphersystem-compendium.inabilities.kR3req7hyQazHomU]{Inability}: You’re not the outdoorsy type. All climbing, running, jumping, and swimming tasks are hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You read about the current situation somewhere and decided to check it out for yourself.

  2. You were in the right (wrong?) place at the right (wrong?) time.

  3. While avoiding an entirely different situation, you walked into your current situation.

  4. One of the other PCs dragged you into it.

Chaotic

Danger doesn’t mean much to you, mainly because you don’t think much about repercussions. In fact, you enjoy sowing surprises, just to see what will happen. The more unexpected the result, the happier you are. Sometimes you are particularly manic, and for the sake of your companions, you restrain yourself from taking actions that you know will lead to disaster.

You gain the following characteristics:

Tumultuous: +4 to your Speed Pool.

@UUID[Compendium.cyphersystem-compendium.basic-skills.5X8qgmSuvRVNTiaP]{Skill}: You are trained in {Intellect defense actions.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.JrGRhq4ndoh12HDe]{Chaotic}: Once after each ten-hour recovery roll, if you don’t like the first result, you can reroll a die roll of your choice. If you do, and regardless of the outcome, the GM presents you with a GM intrusion.

@UUID[Compendium.cyphersystem-compendium.inabilities.qRXj5XtPAxa0kTR1]{Inability}: Your body is a bit worn from occasional excesses. Might defense tasks are hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. Another PC recruited you while you were on your best behavior, before realizing how chaotic you were.

  2. You have reason to believe that being with the other PCs will help you gain control over your erratic behavior.

  3. Another PC released you from captivity, and to thank them, you volunteered to help.

  4. You have no idea how you joined the PCs. You’re just going along with it for now until answers present themselves.

Charming

You’re a smooth talker and a charmer. Whether through seemingly supernatural means or just a way with words, you can convince others to do as you wish. Most likely, you’re physically attractive or at least highly charismatic, and others enjoy listening to your voice. You probably pay attention to your appearance, keeping yourself well groomed. You make friends easily. You play up the personality facet of your Intellect stat; intelligence is not your strong suit. You’re personable, but not necessarily studious or strong-willed.

You gain the following characteristics:

Personable: +2 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.iLViKiz8EUbAbChF]{Skill}: You’re trained in all tasks involving positive or pleasant social interaction.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.GB6PefdjeMm43AmT]{Skill}: You’re trained when using special abilities that influence the minds of others.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.mslNlViBupFclz9t]{Contact}: You have an important contact who is in an influential position, such as a minor noble, the captain of the town guard/police, or the head of a large gang of thieves. You and the GM should work out the details together.

@UUID[Compendium.cyphersystem-compendium.inabilities.kWemIBj5S33u3Vsy]{Inability}: You were never good at studying or retaining facts. Any task involving lore, knowledge, or understanding is hindered.

@UUID[Compendium.cyphersystem-compendium.inabilities.zHgQDe14mPF3G95Q]{Inability}: Your willpower is not one of your strong points. Defense actions to resist mental attacks are hindered.

Additional Equipment: You’ve managed to talk your way into some decent discounts and bonuses in recent weeks. As a result, you have enough cash jangling in your pocket to purchase a moderately priced item.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You convinced one of the other PCs to tell you what they were doing.

  2. You instigated the whole thing and convinced the others to join you.

  3. One of the other PCs did a favor for you, and now you’re repaying that obligation by helping them with the task at hand.

  4. There is a reward involved, and you need the money.

Clever

You’re quick-witted, thinking well on your feet. You understand people, so you can fool them but are rarely fooled. Because you easily see things for what they are, you get the lay of the land swiftly, size up threats and allies, and assess situations with accuracy. Perhaps you’re physically attractive, or maybe you use your wit to overcome any physical or mental imperfections.

You gain the following characteristics:

Smart: +2 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.wOLQBlCsA3jDifa9]{Skill}: You’re trained in all interactions involving lies or trickery.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.DlnCXfB1v1U859YY]{Skill}: You’re trained in defense rolls to resist mental effects.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.8acHBoOvIk3UseOl]{Skill}: You’re trained in all tasks involving identifying or assessing danger, lies, quality, importance, function, or power.

@UUID[Compendium.cyphersystem-compendium.inabilities.kWemIBj5S33u3Vsy]{Inability}: You were never good at studying or retaining trivial knowledge. Any task involving lore, knowledge, or understanding is hindered.

Additional Equipment: You see through the schemes of others and occasionally convince them to believe you—even when, perhaps, they should not. Thanks to your clever behavior, you have an additional expensive item.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You convinced one of the other PCs to tell you what they were doing.

  2. From afar, you observed that something interesting was going on.

  3. You talked your way into the situation because you thought it might earn some money.

  4. You suspect that the other PCs won’t succeed without you.

Clumsy

Graceless and awkward, you were told that you’d grow out of it, but you never did. You often drop things, trip over your own feet, or knock things (or people) over. Some people get frustrated by this quality, but most find it funny and even a little charming.

Some players may not want to be defined by a “negative” quality like Clumsy, but in truth, even this kind of descriptor has enough advantages that it makes for capable and talented characters. What negative descriptors really do is make more interesting and complex characters that are often great fun to play.

You gain the following characteristics:

Butterfingers: −2 to your Speed Pool.

Thick-Muscled: +2 to your Might Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.bvTJ0HZOfXlpr0pc]{Inelegant}: You have a certain lovable charm. You are trained in all pleasant social interactions when you express a lighthearted, self-deprecating manner.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.wJyw4ypyuGZ5Jde1]{Dumb Luck}: The GM can introduce a GM intrusion on you, based on your clumsiness, without awarding you any XP (as if you had rolled a 1 on a d20 roll). However, if this happens, 50% of the time, your clumsiness works to your advantage. Rather than hurting you (much), it helps you, or it hurts your enemies. You slip, but it’s just in time to duck an attack. You fall down, but you trip your enemies as you crash into their legs. You turn around too quickly, but you end up knocking the weapon from your foe’s hand. You and the GM should work together to determine the details. If the GM wishes, they can use GM intrusions based on your clumsiness normally (awarding XP).

@UUID[Compendium.cyphersystem-compendium.expanded-skills.0yrwPAkrOBERFQOq]{Skill}: You’ve got a certain bull-like quality. You are trained in tasks involving breaking things.

@UUID[Compendium.cyphersystem-compendium.inabilities.veArOrXeYD25sHog]{Inability}: Any task that involves balance, grace, or hand-to-eye coordination is hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You were in the right place at the right time.

  2. You had a piece of information that the other PCs needed to make their plans.

  3. A sibling recommended you to the other PCs.

  4. You stumbled into the PCs as they were discussing their mission, and they took a liking to you.

Craven

Courage fails you at every turn. You lack the willpower and resolve to stand fast in the face of danger. Fear gnaws at your heart, chewing away at your mind, driving you to distraction until you cannot bear it. Most times, you back down from confrontations. You flee from threats and vacillate when faced with difficult decisions.

Yet for all that fear dogs you and possibly shames you, your cowardly nature proves to be a useful ally from time to time. Listening to your fears has helped you escape danger and avoid taking unnecessary risks. Others may have suffered in your place, and you might be the first to admit this fact, but secretly you feel intense relief from having avoided an unthinkable and terrible fate.

Descriptors like Craven, Cruel, and Dishonorable might not be appropriate for every group. These are villainous traits and some people want their PCs to be entirely heroic. But others don’t mind a little moral greyness thrown into the mix. Still others see things like Craven and Cruel as traits to overcome as their characters develop (probably earning them different descriptors).

You gain the following characteristics:

Furtive: +2 to your Speed Pool.

@UUID[Compendium.cyphersystem-compendium.basic-skills.duTx0BwgmC1Gw3Ze]{Skill}: You’re trained in stealth-based tasks.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.EyD5RQ654NoPJ7MN]{Skill}: You’re trained in running actions.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.48EDNk0hOv8KvoVs]{Skill}: You’re trained in any action taken to escape danger, flee from a dangerous situation, or wheedle your way out of trouble.

@UUID[Compendium.cyphersystem-compendium.inabilities.gpHPkjq631isDAjT]{Inability}: You do not willingly enter dangerous situations. Any initiative actions (to determine who goes first in combat) are hindered.

@UUID[Compendium.cyphersystem-compendium.inabilities.4raydis9fTWFq8Rc]{Inability}: You fall to pieces when you have to undertake a potentially dangerous task alone. Any such task (such as attacking a creature by yourself) is hindered.

Additional Equipment: You have a good luck charm or protective device to keep you out of harm’s way.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You believe that you’re being hunted, and you have hired one of the other PCs as your protector.

  2. You seek to escape your shame and take up with capable individuals in the hopes of repairing your reputation.

  3. One of the other PCs bullied you into coming along.

  4. The group answered your cries for help when you were in trouble.

Creative

Maybe you have a notebook where you write down ideas so you can develop them later. Perhaps you email yourself ideas that strike you out of the blue so you can sort them in an electronic document. Or maybe you just sit down, stare at your screen and, by indomitable force of will, produce something from nothing. However your gift works, you’re creative—you code, write, compose, sculpt, design, direct, or otherwise create narratives that enthrall other people with your vision.

You gain the following characteristics:

Inventive: +2 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.SKNSOPcNsoSDk6Xm]{Original}: You’re always coming up with something new. You’re trained in any task related to creating a narrative (such as a story, play, or scenario). This includes deception, if the deception involves a narrative you’re able to tell.

Skill: You are naturally inventive. You are trained in one specific creative skill of your choice: @UUID[Compendium.cyphersystem-compendium.expanded-skills.eKQYG8hDn7akNxns]{writing}, @UUID[Compendium.cyphersystem-compendium.expanded-skills.fHmBT2eRXI6WQnyZ]{computer coding}, @UUID[Compendium.cyphersystem-compendium.expanded-skills.Lq20krfxQeY7B2qo]{composing music}, @UUID[Compendium.cyphersystem-compendium.expanded-skills.LVVmRzkp5GwB3NE0]{painting}, @UUID[Compendium.cyphersystem-compendium.expanded-skills.wCrjggZ7oUZYZAMD]{drawing}, and so on.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.zz0QUtOoUro9OErB]{Skill}: You love solving riddles and the like. You are trained in puzzle-solving tasks.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.pHUz4ZRnWfsBbtQ7]{Skill}: To be creative requires that you always be learning. You are trained in any task that involves finding out something new, such as when you’re digging through a library, data bank, news archive, or similar collection of knowledge.

@UUID[Compendium.cyphersystem-compendium.inabilities.JDEjrsDDDqVcqSZp]{Inability}: You’re inventive but not charming. All tasks related to pleasant social interaction are hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You were doing research for a project and convinced the PCs to bring you along.

  2. You’re looking for new markets for the results of your creative output.

  3. You fell in with the wrong crowd, but they grew on you.

  4. A creative life is often one beset with financial hurdles. You joined the PCs because you hoped it would be profitable.

Cruel

Misfortune and suffering do not move you. When another endures hardship, you find it hard to care, and you may even enjoy the pain and difficulty the person experiences if they’ve done you wrong in the past. Your cruel streak may derive from bitterness brought about by your own struggles and disappointments. You might be a hard pragmatist, doing what you feel you must even if others are worse for it. Or you could be a sadist, delighting in the pain you inflict.

Being cruel does not necessarily make you a villain. Your cruelty may be reserved for those who cross you or other people useful to you. You might have become cruel as the result of an intensely awful experience. Abuse and torture, for example, can strip away compassion for other living beings.

As well, you need not be cruel in every situation. In fact, others might see you as personable, friendly, and even helpful. But when angered or frustrated, your dual nature reveals itself, and those who have earned your scorn are likely to suffer for it.

You gain the following characteristics:

Cunning: +2 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.Pp6FiVf17qqHapKd]{Cruelty}: When you use force, you can choose to maim or deliver painful injuries to draw out your foe’s suffering. Whenever you inflict damage, you can choose to inflict 2 fewer points of damage to ease your next attack against that foe.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.ks2lNbYe7169G57r]{Skill}: You’re trained in tasks related to deception, intimidation, and persuasion when you interact with characters experiencing physical or emotional pain.

@UUID[Compendium.cyphersystem-compendium.inabilities.1Jo8JX85AfL1Kx5P]{Inability}: You have a hard time connecting with others, understanding their motives, or sharing their feelings. Any task to ascertain another character’s motives, feelings, or disposition is hindered.

Additional Equipment: You have a valuable memento from the last person you destroyed. The memento is moderately priced, and you can sell it or trade it for an item of equal or lesser value.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You suspect that you might gain a long-term advantage from helping the other PCs and may be able to use that advantage against your enemies.

  2. By joining the PCs, you see an opportunity to grow your personal power and status at the expense of others.

  3. You hope to make another PC’s life more difficult by joining the group.

  4. Joining the PCs gives you an opportunity to escape justice for a crime you committed.

Dishonorable

There is no honor among thieves—or betrayers, backstabbers, liars, or cheats. You are all of these things, and either you don’t lose any sleep over it, or you deny the truth to others or to yourself. Regardless, you are willing to do whatever it takes to get your own way. Honor, ethics, and principles are merely words. In your estimation, they have no place in the real world.

You gain the following characteristics:

Sneaky: +4 to your Speed Pool.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.KmXEb22OUjlCwjVY]{Just Desserts}: When the GM gives another player an experience point to award to someone for a GM intrusion, that player cannot give it to you.

@UUID[Compendium.cyphersystem-compendium.basic-skills.eeHdJpr4k8hYtGr5]{Skill}: You are trained in deception.

@UUID[Compendium.cyphersystem-compendium.basic-skills.duTx0BwgmC1Gw3Ze]{Skill}: You are trained in stealth.

@UUID[Compendium.cyphersystem-compendium.basic-skills.tZ7PdXuWQyRMo0Rh]{Skill}: You are trained in intimidation.

@UUID[Compendium.cyphersystem-compendium.inabilities.JDEjrsDDDqVcqSZp]{Inability}: People don’t like or trust you. Pleasant social interactions are hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You are interested in what the PCs are doing, so you lied to them to get into their group.

  2. While skulking about, you overheard the PCs’ plans and realized that you wanted in.

  3. One of the other PCs invited you, having no idea of what you’re truly like.

  4. You bullied your way in with intimidation and bluster.

Doomed

You are quite certain that your fate is leading you, inextricably, toward a terrible end. This fate might be yours alone, or you might be dragging along the people closest to you.

You gain the following characteristics:

Jumpy: +2 to your Speed Pool.

@UUID[Compendium.cyphersystem-compendium.basic-skills.rH5FwMXGaNn21DZD]{Skill}: Always on the lookout for danger, you are trained in perception-related tasks.

@UUID[Compendium.cyphersystem-compendium.basic-skills.FXYWkXG7Iq6Wm1pS]{Skill}: You are defense minded, so you are trained in Speed defense tasks.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.cqT873UxELpJ3Mq2]{Skill}: You are cynical and expect the worst. Thus, you are resistant to mental shocks. You are trained in Intellect defense tasks having to do with losing your sanity or equanimity.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.ljIhLeM7ZcZuAJTk]{Doom}: Every other time the GM uses GM intrusion on your character, you cannot refuse it and do not get an XP for it (you still get an XP to award to another player). This is because you are doomed. The universe is a cold, uncaring place, and your efforts are futile at best.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You attempted to avoid it, but events seemed to conspire to draw you to where you are.

  2. Why not? It doesn’t matter. You’re doomed no matter what you do.

  3. One of the other PCs saved your life, and now you’re repaying that obligation by helping them with the task at hand.

  4. You suspect that the only hope you have of avoiding your fate might lie on this path.

Empathic

Other people are open books to you. You may have a knack for reading a person’s tells, those subtle movements that convey an individual’s mood and disposition. Or you may receive information in a more direct way, feeling a person’s emotions as if they were tangible things, sensations that lightly brush against your mind. Your gift for empathy helps you navigate social situations and control them to avoid misunderstandings and prevent useless conflicts from erupting.

The constant bombardment of emotions from those around you likely takes a toll. You might move with the prevailing mood, swinging from giddy happiness to bitter sorrow with little warning. Or you might close yourself off and remain inscrutable to others out of a sense of self-preservation or an unconscious fear that everyone else might learn how you truly feel.

You gain the following characteristics:

Open Mind: +4 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.H4LHMcUqFB4rMLW1]{Skill}: You’re trained in tasks involving sensing other emotions, discerning dispositions, and getting a hunch about people around you.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.J08uzxkHA7sn70LX]{Skill}: You’re trained in all tasks involving social interaction, pleasant or otherwise.

@UUID[Compendium.cyphersystem-compendium.inabilities.OHgyIguDuF48QMDD]{Inability}: Being so receptive to others’ thoughts and moods makes you vulnerable to anything that attacks your mind. Intellect defense rolls are hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You sensed the commitment to the task the other PCs have and felt moved to help them.

  2. You established a close bond with another PC and can’t bear to be parted from them.

  3. You sensed something strange in one of the PCs and decided to join the group to see if you can sense it again and uncover the truth.

  4. You joined the PCs to escape an unpleasant relationship or negative environment.

Exiled

You have walked a long and lonely road, leaving your home and your life behind. You might have committed a heinous crime, something so awful that your people forced you out, and if you dare return, you face death. You might have been accused of a crime you didn’t commit and now must pay the price for someone else’s wicked deed. Your exile might be the result of a social gaffe—perhaps you shamed your family or a friend, or you embarrassed yourself in front of your peers, an authority, or someone you respect. Whatever the reason, you have left your old life behind and now strive to make a new one.

You gain the following characteristics:

Self-Reliant: +2 to your Might Pool.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.PT7NoHCCjePtX6OW]{Loner}: You gain no benefit when you get help with a task from another character who is trained or specialized in that task.

@UUID[Compendium.cyphersystem-compendium.basic-skills.Q9tfUkhYGRJ5Df42]{Skill}: You’re trained in all tasks involving sneaking.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.KU2IUPjDKKIbfxkH]{Skill}: You’re trained in all tasks involving foraging, hunting, and finding safe places to rest or hide.

@UUID[Compendium.cyphersystem-compendium.inabilities.tlL5bTqgc9lt5GNz]{Inability}: Living on your own for as long as you have makes you slow to trust others and awkward in social situations. Any task involving social interaction is hindered.

Additional Equipment: You have a memento from your past—an old picture, a locket with a few strands of hair inside, or a lighter given to you by someone important. You keep the object close at hand and pull it out to help you remember better times.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. The other PCs earned your trust by helping you when you needed it. You accompany them to repay them.

  2. While exploring on your own, you discovered something strange. When you traveled to a settlement, the PCs were the only ones who believed you, and they have accompanied you to help you deal with the problem.

  3. One of the other PCs reminds you of someone you used to know.

  4. You have grown weary of your isolation. Joining the other PCs gives you a chance to belong.

Fast

You’re fleet of foot. Because you’re quick, you can accomplish tasks more rapidly than others can. You’re not just quick on your feet, however—you’re quick with your hands, and you think and react quickly. You even talk quickly.

You gain the following characteristics:

Energetic: +2 to your Speed Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.EyD5RQ654NoPJ7MN]{Skill}: You are trained in running.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.YHNmhduMB7gVvUtJ]{Fast}: You can move a short distance and still take another action in the same round, or you can move a long distance as your action without needing to make any kind of roll.

@UUID[Compendium.cyphersystem-compendium.inabilities.qRXj5XtPAxa0kTR1]{Inability}: You’re a sprinter, not a long-distance runner. You don’t have a lot of stamina. Might defense rolls are hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You jumped in to save one of the other PCs who was in dire need.

  2. One of the other PCs recruited you for your unique talents.

  3. You’re impulsive, and it seemed like a good idea at the time.

  4. This mission ties in with a personal goal of your own.

Foolish

Not everyone can be brilliant. Oh, you don’t think of yourself as stupid, and you’re not. It’s just that others might have a bit more . . . wisdom. Insight. You prefer to barrel along headfirst through life and let other people worry about things. Worrying’s never helped you, so why bother? You take things at face value and don’t fret about what tomorrow might bring.

People call you “idiot” or “numbskull,” but it doesn’t faze you much.

It can be liberating and really fun to play a foolish character. In some ways, the pressure to always do the right, smart thing is off. On the other hand, if you play such a character as a bumbling moron in every situation, that can become annoying to everyone else at the table. As with everything, moderation is the key.

You gain the following characteristics:

Unwise: –4 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.4FMLdzuRxQsVnh1P]{Carefree}: You succeed more on luck than anything. Every time you roll for a task, roll twice and take the higher result.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.6ydImEoLRFErPjFe]{Intellect Weakness}: Any time you spend points from your Intellect Pool, it costs you 1 more point than usual.

@UUID[Compendium.cyphersystem-compendium.inabilities.OHgyIguDuF48QMDD]{Inability}: Any Intellect defense task is hindered.

@UUID[Compendium.cyphersystem-compendium.inabilities.I7pKktxfFilMCCi1]{Inability}: Any task that involves seeing through a deception, an illusion, or a trap is hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. Who knows? Seemed like a good idea at the time.

  2. Someone asked you to join up with the other PCs. They told you not to ask too many questions, and that seemed fine to you.

  3. Your parent (or a parental/mentor figure) got you involved to give you something to do and maybe “teach you some sense.”

  4. The other PCs needed some muscle who wouldn’t overthink things.

Graceful

You have a perfect sense of balance, moving and speaking with grace and beauty. You’re quick, lithe, flexible, and dexterous. Your body is perfectly suited to dance, and you use that advantage in combat to dodge blows. You might wear garments that enhance your agile movement and sense of style.

You gain the following characteristics:

Agile: +2 to your Speed Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.KjmXC7wwXc8DqM82]{Skill}: You’re trained in all tasks involving balance and careful movement.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.K2S2yAu0BJc7TMEh]{Skill}: You’re trained in all tasks involving physical performing arts.

@UUID[Compendium.cyphersystem-compendium.basic-skills.FXYWkXG7Iq6Wm1pS]{Skill}: You’re trained in all Speed defense tasks.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. Against your better judgment, you joined the other PCs because you saw that they were in danger.

  2. One of the other PCs convinced you that joining the group would be in your best interests.

  3. You’re afraid of what might happen if the other PCs fail.

  4. There is reward involved, and you need the money.

Guarded

You conceal your true nature behind a mask and are loath to let anyone see who you really are. Protecting yourself, physically and emotionally, is what you care about most, and you prefer to keep everyone else at a safe distance. You may be suspicious of everyone you meet, expecting the worst from people so you won’t be surprised when they prove you right. Or you might just be a bit reserved, careful about letting people through your gruff exterior to the person you really are.

No one can be as reserved as you are and make many friends. Most likely, you have an abrasive personality and tend to be pessimistic in your outlook. You probably nurse an old hurt and find that the only way you can cope is to keep it and your personality locked down.

You gain the following characteristics:

Suspicious: +2 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.basic-skills.5X8qgmSuvRVNTiaP]{Skill}: You are trained in all Intellect defense tasks.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.hJHg9c1wuIJsPdtn]{Skill}: You are trained in all tasks involving discerning the truth, piercing disguises, and recognizing falsehoods and other deceptions.

@UUID[Compendium.cyphersystem-compendium.inabilities.a0eju2Y9hvObXxHC]{Inability}: Your suspicious nature makes you unlikeable. Any task involving deception or persuasion is hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. One of the PCs managed to overcome your defenses and befriend you.

  2. You want to see what the PCs are up to, so you accompany them to catch them in the act of some wrongdoing.

  3. You have made a few enemies and take up with the PCs for protection.

  4. The PCs are the only people who will put up with you.

Hardy

Your body was built to take abuse. Whether you’re pounding down stiff drinks while holding up a bar in your favorite watering hole or trading blows with a thug in a back alley, you keep going, shrugging off hurts and injuries that might slow or incapacitate a lesser person. Neither hunger nor thirst, cut flesh nor broken bone can stop you. You just press on through the pain and continue.

As fit and healthy as you are, the signs of wear show in the myriad scars crisscrossing your body, your thrice-broken nose, your cauliflower ears, and any number of other disfigurements you wear with pride.

You gain the following characteristics:

Mighty: +4 to your Might Pool.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.92q8rFEj1dQKNCD9]{Fast Healer}: You halve the time it takes to make a recovery roll (minimum one action).

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.qgJiQgqukmcFFNor]{Almost Unstoppable}: While you are impaired on the damage track, you function as if you were hale. While you are debilitated, you function as if you were impaired. In other words, you don’t suffer the effects of being impaired until you become debilitated, and you never suffer the effects of being debilitated. You still die if all your stat Pools are 0.

@UUID[Compendium.cyphersystem-compendium.basic-skills.Q0vfmbqehJw0jYBa]{Skill}: You are trained in Might defense actions.

@UUID[Compendium.cyphersystem-compendium.basic-skills.gbWPNb1uKsRtZWSL]{Inability}: Your big, strong body is slow to react. Any task involving initiative is hindered.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.62e9ZYD1UeGlalWu]{Ponderous}: When you apply Effort when making a Speed roll, you must spend 1 extra point from your Speed Pool.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. The PCs recruited you after learning about your reputation as a survivor.

  2. You joined the PCs because you want or need the money.

  3. The PCs offered you a challenge equal to your physical power.

  4. You believe the only way the PCs will succeed is if you are along to protect them.

Hideous

You are physically repugnant by almost any human standard. You might have had a serious accident, a harmful mutation, or just poor genetic luck, but you are incontrovertibly ugly.

You’ve more than made up for your appearance in other ways, however. Because you have to hide your appearance, you excel at sneaking about unnoticed or disguising yourself. But perhaps most important, being ostracized while others socialized, you took the time growing up to develop yourself as you saw fit—you grew strong or quick, or you honed your mind.

You gain the following characteristics:

Versatile: You get 4 additional points to divide among your stat Pools.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.bjX9wcG3SzUn5q46]{Skill}: You are trained in intimidation and any other fear-based interactions, if you show your true face.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.lW5xh0jPpRTp1iB6]{Skill}: You are trained in disguise and stealth tasks.

@UUID[Compendium.cyphersystem-compendium.inabilities.JDEjrsDDDqVcqSZp]{Inability}: All tasks relating to pleasant social interaction are hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. One of the other PCs approached you while you were in disguise, recruiting you while believing you were someone else.

  2. While skulking about, you overheard the other PCs’ plans and realized you wanted in.

  3. One of the other PCs invited you, but you wonder if it was out of pity.

  4. You bullied your way in with intimidation and bluster.

Honorable

You are trustworthy, fair, and forthright. You try to do what is right, to help others, and to treat them well. Lying and cheating are no way to get ahead—these things are for the weak, the lazy, or the despicable. You probably spend a lot of time thinking about your personal honor, how best to maintain it, and how to defend it if challenged. In combat, you are straightforward and offer quarter to any foe.

You were likely instilled with this sense of honor by a parent or a mentor. Sometimes the distinction between what is and isn’t honorable varies with different schools of thought, but in broad strokes, honorable people can agree on most aspects of what honor means.

You gain the following characteristics:

Stalwart: +2 to your Might Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.iLViKiz8EUbAbChF]{Skill}: You are trained in pleasant social interactions.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.iUJdgnZi90GZjY9s]{Skill}: You are trained in discerning people’s true motives or seeing through lies.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. The PCs’ goals appear to be honorable and commendable.

  2. You see that what the other PCs are about to do is dangerous, and you’d like to help protect them.

  3. One of the other PCs invited you, hearing of your trustworthiness.

  4. You asked politely if you could join the other PCs in their mission.

Impulsive

You have a hard time tamping down your enthusiasm. Why wait when you can just do it (whatever it is) and get it done? You deal with problems when they arise rather than plan ahead. Putting out the small fires now prevents them from becoming one big fire later. You are the first to take risks, to jump in and lend a hand, to step into dark passages, and to find danger.

Your impulsiveness likely gets you into trouble. While others might take time to study the items they discover, you use such items without hesitation. After all, the best way to learn what something can do is to use it. When a cautious explorer might look around and check for danger nearby, you have to physically stop yourself from bulling on ahead. Why fuss around when the exciting thing is just ahead?

Impulsive characters get into trouble. That’s their thing, and that’s fine. But if you’re constantly dragging your fellow PCs into trouble (or worse, getting them seriously hurt or killed), that will be annoying, to say the least. A good rule of thumb is that impulsiveness doesn’t always mean a predilection for doing the wrong thing. Sometimes it’s the urge to do the right thing.

You gain the following characteristics:

Reckless: +2 to your Speed Pool.

@UUID[Compendium.cyphersystem-compendium.basic-skills.gbWPNb1uKsRtZWSL]{Skill}: You’re trained in initiative actions (to determine who goes first in combat).

@UUID[Compendium.cyphersystem-compendium.basic-skills.FXYWkXG7Iq6Wm1pS]{Skill}: You’re trained in Speed defense actions.

@UUID[Compendium.cyphersystem-compendium.inabilities.gBUQ2i4VroKkBVQ7]{Inability}: You’ll try anything once, but quickly grow bored after that. Any task that involves patience, willpower, or discipline is hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You heard what the other PCs were up to and suddenly decided to join them.

  2. You pulled everyone together after you heard rumors about something interesting you want to see or do.

  3. You blew all of your money and now find yourself strapped for cash.

  4. You’re in trouble for acting recklessly. You join the other PCs because they offer a way out of your problem.

Inquisitive

The world is vast and mysterious, with wonders and secrets to keep you amazed for several lifetimes. You feel the tugging on your heart, the call to explore the wreckage of past civilizations, to discover new peoples, new places, and whatever bizarre wonders you might find along the way. However, as strongly as you feel the pull to roam the world, you know there is danger aplenty, and you take precautions to ensure that you are prepared for any eventuality. Research, preparation, and readiness will help you live long enough to see everything you want to see and do everything you want to do.

You probably have a dozen books and travelogues about the world on you at any time. When not hitting the road and looking around, you spend your time with your nose in a book, learning everything you can about the place you’re going so you know what to expect when you get there.

You gain the following characteristics:

Smart: +4 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.pHUz4ZRnWfsBbtQ7]{Skill}: You are eager to learn. You are trained in any task that involves learning something new, whether you’re talking to a local to get information or digging through old books to find lore.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.RZkMJad4OfSOU1Pq]{Skill}: You have made a study of the world. You are trained in any task involving geography or history.

@UUID[Compendium.cyphersystem-compendium.inabilities.ntN6wx9GAjKwEWfV]{Inability}: You tend to fixate on the details, making you somewhat oblivious to what’s going on around you. Any task to hear or notice dangers around you is hindered.

@UUID[Compendium.cyphersystem-compendium.inabilities.gpHPkjq631isDAjT]{Inability}: When you see something interesting, you hesitate as you take in all the details. Initiative actions (to determine who goes first in combat) are hindered.

Additional Equipment: You have three books on whatever subjects you choose.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. One of the PCs approached you to learn information related to the mission, having heard you were an expert.

  2. You have always wanted to see the place where the other PCs are going.

  3. You were interested in what the other PCs were up to and decided to go along with them.

  4. One of the PCs fascinates you, perhaps due to a special or weird ability they have.

Intelligent

You’re quite smart. Your memory is sharp, and you easily grasp concepts that others might struggle with. This aptitude doesn’t necessarily mean that you’ve had years of formal education, but you have learned a great deal in your life, primarily because you pick things up quickly and retain so much.

You gain the following characteristics:

Smart: +2 to your Intellect Pool.

Skill: You’re trained in an area of knowledge of your choice.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.m65HBfM8zSVl4uwk]{Skill}: You’re trained in all actions that involve remembering or memorizing things you experience directly. For example, instead of being good at recalling details of geography that you read about in a book, you can remember a path through a set of tunnels that you’ve explored before.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. One of the other PCs asked your opinion of the mission, knowing that if you thought it was a good idea, it probably was.

  2. You saw value in what the other PCs were doing.

  3. You believed that the task might lead to important and interesting discoveries.

  4. A colleague requested that you take part in the mission as a favor.

Intuitive

You are often tickled by a sense of knowing what someone will say, how they will react, or how events might unfold. Maybe you have a mutant sense, maybe you can see just a few moments ahead through time, or maybe you’re just good at reading people and extrapolating a situation. Whatever the case, many who look into your eyes immediately glance away, as if afraid of what you might see in their expression.

You gain the following characteristics:

Innate: +2 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.basic-skills.rH5FwMXGaNn21DZD]{Skill}: You are trained in perception tasks.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.1GEOtsfQWmfgcp3e]{Know What to Do}: You can act immediately, even if it’s not your turn. Afterward, on your next regular turn, any action you take is hindered. You can do this one time, although the ability is renewed each time you make a recovery roll.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You just knew you had to come along.

  2. You convinced one of the other PCs that your intuition is invaluable.

  3. You felt that something terrible would happen if you didn’t go.

  4. You’re confident the reason you arrived at this point will soon become clear.

Jovial

You’re cheerful, friendly, and outgoing. You put others at ease with a big smile and a joke, possibly one at your own expense, though lightly ribbing your companions who can take it is also one of your favorite pastimes. Sometimes people say you never take anything seriously. That’s not true, of course, but you have learned that to dwell on the bad too long quickly robs the world of joy. You’ve always got a new joke in your back pocket because you collect them like some people collect bottles of wine.

You gain the following characteristics:

Witty: +2 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.iLViKiz8EUbAbChF]{Skill}: You’re convivial and set most people at ease with your attitude. You are trained in all tasks related to pleasant social interaction.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.zz0QUtOoUro9OErB]{Skill}: You have an advantage in figuring out the punch lines of jokes you’ve never heard before. You are trained in all tasks related to solving puzzles and riddles.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You solved a riddle before realizing that answering it would launch you into the adventure.

  2. The other PCs thought you’d bring some much-needed levity to the team.

  3. You decided that all fun and no work was not the best way to get through life, so you joined up with the PCs.

  4. It was either go with the PCs or face up to a circumstance that was anything but jovial.

Kind

It’s always been easy for you to see things from the point of view of other people. That ability has made you sympathetic to what they really want or need. From your perspective, you’re just applying the old proverb that “it’s easier to catch flies with honey than with vinegar,” but others simply see your behavior as kindness. Of course, being kind takes time, and yours is limited. You’ve learned that a small fraction of people don’t deserve your time or kindness—true sadists, narcissists, and similar folk will only waste your energy. So you deal with them swiftly, saving your kindness for those who deserve it and can benefit from your attention.

You gain the following characteristics:

Emotionally Intuitive: +2 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.6Z7VC4ctwcS0dVoW]{Skill}: You know what it’s like to go a mile in someone else’s shoes. You’re trained in all tasks related to pleasant social interaction and discerning the dispositions of others.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.5kX6OM98txwPPO6a]{Karma}: Sometimes, strangers just help you out. To gain the aid of a stranger, you must use a one action, ten-minute, or one-hour recovery roll (without gaining its healing benefit), and the GM determines the nature of the aid you gain. Usually, the act of kindness isn’t enough to turn a bad situation completely around, but it may moderate a bad situation and lead to new opportunities. For example, if you are captured, a guard loosens your bonds slightly, brings you water, or delivers a message.

@UUID[Compendium.cyphersystem-compendium.inabilities.AY8Br5qquBWoGQc0]{Inability}: Being kind comes with a few risks. All tasks related to detecting falsehoods are hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. A PC needed your help, and you agreed to come along as a kindness.

  2. You gave the wrong person access to your money, and now you need to make some back.

  3. You’re ready to take your benevolence on the road and help more people than you could if you didn’t join the PCs.

  4. Your job, which seemed like it would be personally rewarding, is the opposite. You join the PCs to escape the drudgery.

Learned

You have studied, either on your own or with an instructor. You know many things and are an expert on a few topics, such as history, biology, geography, mythology, nature, or any other area of study. Learned characters typically carry a few books around with them and spend their spare time reading.

You gain the following characteristics:

Smart: +2 to your Intellect Pool.

Skill: You’re trained in three areas of knowledge of your choice.

@UUID[Compendium.cyphersystem-compendium.inabilities.UrdbwsMhJOQk44vz]{Inability}: You have few social graces. Any task involving charm, persuasion, or etiquette is hindered.

Additional Equipment: You have two additional books on topics of your choice.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. One of the other PCs asked you to come along because of your knowledge.

  2. You need money to fund your studies.

  3. You believed that the task might lead to important and interesting discoveries.

  4. A colleague requested that you take part in the mission as a favor.

Lucky

You rely on chance and timely good luck to get you through many situations. When people say that someone was born under a lucky star, they mean you. When you try your hand at something new, no matter how unfamiliar the task is, as often as not you find a measure of success. Even when disaster strikes, it’s rarely as bad as it could be. More often, small things seem to go your way, you win contests, and you’re often in the right place at the right time.

You gain the following characteristics:

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.pccv1fQ4WW7KnLsi]{Luck Pool}: You have one additional Pool called Luck that begins with 3 points, and it has a maximum value of 3 points. When spending points from any other Pool, you can take one, some, or all of the points from your Luck Pool first. When you make a recovery roll to recover points to any other Pool, your Luck Pool is also refreshed by the same number of points. When your Luck Pool is at 0 points, it does not count against your damage track.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.MKYIm6Rgf4VRIKrK]{Advantage}: When you use 1 XP to reroll a d20 for any roll that affects only you, add 3 to the reroll.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. Knowing that lucky people notice and take active advantage of opportunities, you became involved in your first adventure by choice.

  2. You literally bumped into someone else on this adventure through sheer luck.

  3. You found a briefcase lying alongside the road. It was battered, but inside you found a lot of strange documents that led you here.

  4. Your luck saved you when you avoided a speeding vehicle by a fortuitous fall through an opening in the ground (a manhole, if in a modern setting). Beneath the ground, you found something you couldn’t ignore.

Mad

You have delved too deeply into subjects people were not meant to know. You are knowledgeable in things beyond the scope of most, but this knowledge has come at a terrible price. You are likely in questionable physical shape and occasionally shake with nervous tics. You sometimes mutter to yourself without realizing it.

You gain the following characteristics:

Knowledgeable: +4 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.AFFZAuL0OsaopL8E]{Fits of Insight}: Whenever such knowledge is appropriate, the GM feeds you information although there is no clear explanation as to how you could know such a thing. This is up to the GM’s discretion, but it should happen as often as once each session.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.SFXAD4DjhyEtJ1Ny]{Erratic Behavior}: You are prone to acting erratically or irrationally. When you are in the presence of a major discovery or subjected to great stress (such as a serious physical threat), the GM can introduce a GM intrusion that directs your next action without awarding XP. You can still pay 1 XP to refuse the intrusion. The GM’s influence is the manifestation of your madness and thus is always something you would not likely do otherwise, but it is not directly, obviously harmful to you unless there are extenuating circumstances. (For example, if a foe suddenly leaps out of the darkness, you might spend the first round babbling incoherently or screaming the name of your first true love.)

Skill: You are trained in one area of knowledge (probably something weird or esoteric).

@UUID[Compendium.cyphersystem-compendium.inabilities.zHgQDe14mPF3G95Q]{Inability}: Your mind is quite fragile. Tasks to resist mental attacks are hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. Voices in your head told you to go.

  2. You instigated the whole thing and convinced the others to join you.

  3. One of the other PCs obtained a book of knowledge for you, and now you’re repaying that favor by helping them with the task at hand.

  4. You feel compelled by inexplicable intuition.

Mechanical

You have a special talent with machines of all kinds, and you’re adept at understanding and, if need be, repairing them. Perhaps you’re a bit of an inventor, creating new machines from time to time. You get called “techie,” “tech,” “mech,” “gear-head,” “motor-head,” or any of a number of other nicknames. Mechanics usually wear practical work clothes and carry around a lot of tools.

You gain the following characteristics:

Smart: +2 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.PSeFw2XUjqgOG2xS]{Skill}: You’re trained in all actions involving identifying or understanding machines.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.DhGWJERxvN9zVYGh]{Skill}: You’re trained in all actions involving using, repairing, or crafting machines.

Additional Equipment: You start with a variety of machine tools.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. While repairing a nearby machine, you overheard the other PCs talking.

  2. You need money to buy tools and parts.

  3. It was clear that the mission couldn’t succeed without your skills and knowledge.

  4. Another PC asked you to join them.

Mysterious

The dark figure lurking silently in the corner? That’s you. No one really knows where you came from or what your motives are—you play things close to the vest. Your manner perplexes and confounds others, but that doesn’t make you a poor friend or ally. You’re just good at keeping things to yourself, moving about unseen, and concealing your presence and identity.

You gain the following characteristics:

@UUID[Compendium.cyphersystem-compendium.basic-skills.duTx0BwgmC1Gw3Ze]{Skill}: You are trained in all stealth tasks.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.fmGCPHRwFnbmvB19]{Skill}: You are trained in resisting interrogation or tricks to get you to talk.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.uROuz6gmfq7X3uu3]{Confounding}: You pull talents and abilities seemingly out of nowhere. You can attempt one task in which you have no training as if you were trained, attempt a task that you are trained in as if specialized, or gain a free level of Effort with a task that you are specialized in. This ability refreshes every time you make a recovery roll, but the uses never accumulate.

@UUID[Compendium.cyphersystem-compendium.inabilities.sRzjg0b8j3XPVrPR]{Inability}: People never know where they stand with you. Any task involving getting people to believe or trust you is hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You just showed up one day.

  2. You convinced one of the other PCs that you had invaluable skills.

  3. Some equally mysterious figure told you where to be and when (but not why) to join the group.

  4. Something—a feeling, a dream—told you where to be and when to join the group.

Mystical

You think of yourself as mystical, attuned with the mysterious and the paranormal. Your true talents lie with the supernatural. You likely have experience with ancient lore, and you can sense and wield the supernatural—though whether that means “magic,” “psychic phenomena,” or something else is up to you (and probably up to those around you as well). Mystical characters often wear jewelry, such as a ring or an amulet, or have tattoos or other marks that show their interests.

You gain the following characteristics:

Smart: +2 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.u2aCexSScRX0FEqH]{Skill}: You’re trained in all actions involving identifying or understanding the supernatural.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.x6GmHzLKB0JpVg5E]{Sense Magic}: You can sense whether the supernatural is active in situations where its presence is not obvious. You must study an object or location closely for a minute to get a feel for whether a mystical touch is at work.

@UUID[Compendium.cyphersystem-compendium.abilities.zArjjFcf9tHQvJTx]{Spell}: You can perform Hedge Magic as a spell when you have a free hand and can pay the Intellect point cost.

@UUID[Compendium.cyphersystem-compendium.inabilities.FKeDN7rJdKpgt4bj]{Inability}: You have a manner or an aura that others find a bit unnerving. Any task involving charm, persuasion, or deception is hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. A dream guided you to this point.

  2. You need money to fund your studies.

  3. You believed the mission would be a great way to learn more about the supernatural.

  4. Various signs and portents led you here.

Naive

You’ve lived a sheltered life. Your childhood was safe and secure, so you didn’t get a chance to learn much about the world—and even less chance to experience it. Whether you were training for something, had your nose in a book, or just were sequestered in a secluded place, you haven’t done much, met many people, or seen many interesting things so far. That’s probably going to change soon, but as you go forward into a larger world, you do so without some of the understanding that others possess about how it all works.

You gain the following characteristics:

Fresh: You add +1 to your recovery rolls.

Incorruptible: You are trained in @UUID[Compendium.cyphersystem-compendium.basic-skills.5X8qgmSuvRVNTiaP]{Intellect defense} tasks and all tasks that involve @UUID[Compendium.cyphersystem-compendium.expanded-skills.OauBSvtfh6HeNzDe]{resisting temptation}.

@UUID[Compendium.cyphersystem-compendium.basic-skills.rH5FwMXGaNn21DZD]{Skill}: You’re wide-eyed. You are trained in perception tasks.

@UUID[Compendium.cyphersystem-compendium.inabilities.VyGXdv9xEzKsm2YX]{Inability}: Any task that involves seeing through deceptions or determining someone’s secret motive is hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. Someone told you that you should get involved.

  2. You needed money, and this seemed like a good way to earn some.

  3. You believed that you could learn a lot by joining the other PCs.

  4. Sounded like fun.

Perceptive

You miss little. You pick out the small details in the world around you and are skilled at making deductions from the information you find. Your talents make you an exceptional sleuth, a formidable scientist, or a talented scout.

As adept as you are at finding clues, you have no skill at picking up on social cues. You overlook an offense that your deductions give or how uncomfortable your scrutiny can make the people around you. You tend to dismiss others as being intellectual dwarfs compared to you, which avails you little when you need a favor.

You gain the following characteristics:

Smart: +2 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.G2JaXxUq6dfIXVDl]{Skill}: You have an eye for detail. You are trained in any task that involves finding or noticing small details.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.EaHHaJvulkIVAxhi]{Skill}: You know a little about everything. You are trained in any task that involves identifying objects or calling to mind a minor detail or bit of trivia.

@UUID[Compendium.cyphersystem-compendium.basic-skills.tZ7PdXuWQyRMo0Rh]{Skill}: Your skill at making deductions can be imposing. You are trained in any task that involves intimidating another creature.

@UUID[Compendium.cyphersystem-compendium.inabilities.JDEjrsDDDqVcqSZp]{Inability}: Your confidence comes off as arrogance to people who don’t know you. Any task involving positive social interactions is hindered.

Additional Equipment: You have a bag of light tools.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You overheard the other PCs discussing their mission and volunteered your services.

  2. One of the PCs asked you to come along, believing that your talents would be invaluable to the mission.

  3. You believe that the PCs’ mission is somehow related to one of your investigations.

  4. A third party recruited you to follow the PCs and see what they were up to.

Resilient

You can take a lot of punishment, both physically and mentally, and still come back for more. It takes a lot to put you down. Neither physical nor mental shocks or damage have a lasting effect. You’re tough to faze. Unflappable. Unstoppable.

You gain the following characteristics:

Resistant: +2 to your Might Pool, and +2 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.F74sHYUANEPVaFd4]{Recover}: You can make an extra recovery roll each day. This roll is just one action. So you can make two recovery rolls that each take one action, one roll that takes ten minutes, a fourth roll that takes one hour, and a fifth roll that requires ten hours of rest.

@UUID[Compendium.cyphersystem-compendium.basic-skills.Q0vfmbqehJw0jYBa]{Skill}: You are trained in Might defense tasks.

@UUID[Compendium.cyphersystem-compendium.basic-skills.5X8qgmSuvRVNTiaP]{Skill}: You are trained in Intellect defense tasks.

@UUID[Compendium.cyphersystem-compendium.inabilities.U7X7WY5Qk3QIXxAD]{Inability}: You’re hardy but not necessarily strong. Any task involving moving, bending, or breaking things is hindered.

@UUID[Compendium.cyphersystem-compendium.inabilities.iic3khiZZCsbjkIg]{Inability}: You have a lot of willpower and mental fortitude, but you’re not necessarily smart. Any task involving knowledge or figuring out problems or puzzles is hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You saw that the PCs clearly need someone like you to help them out.

  2. Someone asked you to watch over one of the PCs in particular, and you agreed.

  3. You are bored and desperately in need of a challenge.

  4. You lost a bet—unfairly, you think—and had to take someone’s place on this mission.

Risk-Taking

It’s part of your nature to question what others think can’t or shouldn’t be done. You’re not insane, of course—you wouldn’t attempt to leap across a mile-wide chasm just because you were dared. There’s impossible and then there’s the just barely possible. You like to push the latter further than others, because it gives you a rush of satisfaction and pleasure when you succeed. The more you succeed, the more you find yourself looking for that next risky challenge to try yourself against.

You gain the following characteristics:

Nimble: +4 to your Speed Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.l3HBMnyOMVF6rIk8]{Skill}: You’re adept at leveraging risk, and you are trained in tasks that involve some element of chance, such as playing games or choosing between two or three apparently equal options.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.wWSSBexYE1QI054l]{Pressing Your Luck}: You can choose to automatically succeed on one task without rolling, as long as the task’s difficulty is no higher than 6. When you do so, however, you also trigger a GM intrusion as if you had rolled a 1. The intrusion doesn’t invalidate the success, but it probably qualifies it in some fashion. You can do this one time, although the ability renews each time you make a ten-hour recovery roll.

@UUID[Compendium.cyphersystem-compendium.inabilities.MoKSCrQBoxl4PZ0f]{Inability}: You may be nimble, but you’re not sneaky. Tasks related to sneaking and staying quiet are hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. It seemed like there were equal odds that the other PCs wouldn’t succeed, which sounded good to you.

  2. You think the tasks ahead will present you with unique and fulfilling challenges.

  3. One of your biggest risks failed to go your way, and you need money to help pay that debt.

  4. You bragged that you never saw a risk you didn’t like, which is how you reached your current point.

Rugged

You’re a nature lover accustomed to living rough, pitting your wits against the elements. Most likely, you’re a skilled hunter, gatherer, or naturalist. Years of living in the wild have left their mark with a worn countenance, wild hair, or scars. Your clothing is probably much less refined than the garments worn by city dwellers.

You gain the following characteristics:

@UUID[Compendium.cyphersystem-compendium.expanded-skills.zOjoCu1WyXeVzqs6]{Skill}: You’re trained in all tasks involving climbing, jumping, running, and swimming.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.lpBwC7PY35rIfBUG]{Skill}: You’re trained in all tasks involving training, riding, or placating natural animals.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.2Ipdh8f3MeuAMM3R]{Skill}: You’re trained in all tasks involving identifying or using natural plants.

@UUID[Compendium.cyphersystem-compendium.inabilities.iP9m2p6htGgd896X]{Inability}: You have no social graces and prefer animals to people. Any task involving charm, persuasion, etiquette, or deception is hindered.

Additional Equipment: You carry an explorer’s pack with rope, two days’ rations, a bedroll, and other tools needed for outdoor survival.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. Against your better judgment, you joined the other PCs because you saw that they were in danger.

  2. One of the other PCs convinced you that joining the group would be in your best interests.

  3. You’re afraid of what might happen if the other PCs fail.

  4. There is reward involved, and you need the money.

Sharp-Eyed

You’re perceptive and well aware of your surroundings. You notice the little details and remember them. You can be difficult to surprise.

You gain the following characteristics:

@UUID[Compendium.cyphersystem-compendium.basic-skills.gbWPNb1uKsRtZWSL]{Skill}: You’re trained in initiative actions.

@UUID[Compendium.cyphersystem-compendium.basic-skills.rH5FwMXGaNn21DZD]{Skill}: You’re trained in perception actions.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.LboNMbw0CmRDZX0l]{Find the Flaw}: If an opponent has a straightforward weakness (takes extra damage from fire, can’t see out of their left eye, and so on), the GM will tell you what it is.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You heard about what was going on, saw a flaw in the other PCs’ plan, and joined up to help them out.

  2. You noticed that the PCs have a foe (or at least a tail) they weren’t aware of.

  3. You saw that the other PCs were up to something interesting and got involved.

  4. You’ve been noticing some strange things going on, and this all appears related.

Skeptical

You possess a questioning attitude regarding claims that are often taken for granted by others. You’re not necessarily a “doubting Thomas” (a skeptic who refuses to believe anything without direct personal experience), but you’ve often benefited from questioning the statements, opinions, and received knowledge presented to you by others.

You gain the following characteristics:

Insightful: +2 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.basic-skills.QonPVHzXrzIN29lf]{Skill}: You’re trained in identifying.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.E2q7bbS0LqBwRDFi]{Skill}: You’re trained in all actions that involve seeing through a trick, an illusion, a rhetorical ruse designed to evade the issue, or a lie. For example, you’re better at keeping your eye on the cup containing the hidden ball, sensing an illusion, or realizing if someone is lying to you (but only if you specifically concentrate and use this skill).

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You overheard other PCs holding forth on a topic with an opinion you were quite skeptical about, so you decided to approach the group and ask for proof.

  2. You were following one of the other PCs because you were suspicious of him, which brought you into the action.

  3. Your theory about the nonexistence of the supernatural can be invalidated only by your own senses, so you came along.

  4. You need money to fund your research.

Stealthy

You’re sneaky, slippery, and fast. These talents help you hide, move quietly, and pull off tricks that require sleight of hand. Most likely, you’re wiry and small. However, you’re not much of a sprinter—you’re more dexterous than fleet of foot.

You gain the following characteristics:

Quick: +2 to your Speed Pool.

@UUID[Compendium.cyphersystem-compendium.basic-skills.duTx0BwgmC1Gw3Ze]{Skill}: You’re trained in all stealth tasks.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.YlYSOH8OdFUTBwey]{Skill}: You’re trained in all interactions involving lies or trickery.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.5iv3kUKcLQwrTSDH]{Skill}: You’re trained in all special abilities involving illusions or trickery.

@UUID[Compendium.cyphersystem-compendium.inabilities.lhu2y0HMmw0xQ3hv]{Inability}: You’re sneaky but not fast. All movement-related tasks are hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You attempted to steal from one of the other PCs. That character caught you and forced you to come along with them.

  2. You were tailing one of the other PCs for reasons of your own, which brought you into the action.

  3. An NPC employer secretly paid you to get involved.

  4. You overheard the other PCs talking about a topic that interested you, so you decided to approach the group.

Strong

You’re extremely strong and physically powerful, and you use these qualities well, whether through violence or feats of prowess. You likely have a brawny build and impressive muscles.

You gain the following characteristics:

Very Powerful: +4 to your Might Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.0yrwPAkrOBERFQOq]{Skill}: You’re trained in all actions involving breaking inanimate objects.

@UUID[Compendium.cyphersystem-compendium.basic-skills.MrGl25gzZk4uu7BR]{Skill}: You’re trained in all jumping actions.

Additional Equipment: You have an extra medium weapon or heavy weapon.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. Against your better judgment, you joined the other PCs because you saw that they were in danger.

  2. One of the other PCs convinced you that joining the group would be in your best interests.

  3. You’re afraid of what might happen if the other PCs fail.

  4. There is reward involved, and you need the money.

Strong-Willed

You’re tough-minded, willful, and independent. No one can talk you into anything or change your mind when you don’t want it changed. This quality doesn’t necessarily make you smart, but it does make you a bastion of willpower and resolve. You likely dress and act with unique style and flair, not caring what others think.

You gain the following characteristics:

Willful: +4 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.DlnCXfB1v1U859YY]{Skill}: You’re trained in resisting mental effects.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.3IfJDAc8qCJ11NNX]{Skill}: You’re trained in tasks requiring incredible focus or concentration.

@UUID[Compendium.cyphersystem-compendium.inabilities.CmubEJ8BMUsW1oei]{Inability}: Willful doesn’t mean brilliant. Any task that involves figuring out puzzles or problems, memorizing things, or using lore is hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. Against your better judgment, you joined the other PCs because you saw that they were in danger.

  2. One of the other PCs convinced you that joining the group would be in your best interests.

  3. You’re afraid of what might happen if the other PCs fail.

  4. There is reward involved, and you need the money.

Swift

You move quickly, able to sprint in short bursts and work with your hands with dexterity. You’re great at crossing distances quickly but not always smoothly. You are likely slim and muscular.

You gain the following characteristics:

Fast: +4 to your Speed Pool.

@UUID[Compendium.cyphersystem-compendium.basic-skills.gbWPNb1uKsRtZWSL]{Skill}: You’re trained in initiative actions (to determine who goes first in combat).

@UUID[Compendium.cyphersystem-compendium.expanded-skills.EyD5RQ654NoPJ7MN]{Skill}: You’re trained in running actions.

@UUID[Compendium.cyphersystem-compendium.inabilities.t7exG3KfxnoPKxO2]{Inability}: You’re fast but not necessarily graceful. Any task involving balance is hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. Against your better judgment, you joined the other PCs because you saw that they were in danger.

  2. One of the other PCs convinced you that joining the group would be in your best interests.

  3. You’re afraid of what might happen if the other PCs fail.

  4. There is reward involved, and you need the money.

Tongue-Tied

You’ve never been much of a talker. When forced to interact with others, you never think of the right thing to say—words fail you entirely, or they come out all wrong. You often end up saying precisely the wrong thing and insult someone unintentionally. Most of the time, you just keep mum. This makes you a listener instead—a careful observer. It also means that you’re better at doing things than talking about them. You’re quick to take action.

You gain the following characteristics:

Actions, Not Words: +2 to your Might Pool, and +2 to your Speed Pool.

@UUID[Compendium.cyphersystem-compendium.basic-skills.rH5FwMXGaNn21DZD]{Skill}: You are trained in perception.

@UUID[Compendium.cyphersystem-compendium.basic-skills.gbWPNb1uKsRtZWSL]{Skill}: You are trained in initiative (unless it’s a social situation).

@UUID[Compendium.cyphersystem-compendium.inabilities.tlL5bTqgc9lt5GNz]{Inability}: All tasks relating to social interaction are hindered.

@UUID[Compendium.cyphersystem-compendium.inabilities.rfQPiUR4GHBdjFtE]{Inability}: All tasks involving verbal communication or relaying information are hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You just tagged along and no one told you to leave.

  2. You saw something important the other PCs did not and (with some effort) managed to relate it to them.

  3. You intervened to save one of the other PCs when they were in danger.

  4. One of the other PCs recruited you for your talents.

Tough

You’re strong and can take a lot of physical punishment. You might have a large frame and a square jaw. Tough characters frequently have visible scars.

You gain the following characteristics:

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.SkxEXPpCgIGXixu9]{Resilient}: +1 to Armor.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.gr1uaERqywhUGjCK]{Healthy}: Add 1 to the points you regain when you make a recovery roll.

@UUID[Compendium.cyphersystem-compendium.basic-skills.Q0vfmbqehJw0jYBa]{Skill}: You’re trained in Might defense actions.

Additional Equipment: You have an extra light weapon.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You’re acting as a bodyguard for one of the other PCs.

  2. One of the PCs is your sibling, and you came along to watch out for them.

  3. You need money because your family is in debt.

  4. You stepped in to defend one of the PCs when that character was threatened. While talking to them afterward, you heard about the group’s task.

Vicious

You try to hide what’s inside, fold it into yourself when everything inside you screams to let go, make them pay, make them hurt, and make them bleed. Sometimes you succeed for your friends—smiling like they smile, laughing when they laugh, and sometimes even having other emotions of your own. But it’s always there, that feeling of frantic glee mixed with hate that sometimes leaps out of you when you confront a foe. Violence your friends can tolerate, but you sometimes worry they will also learn that you are cruel.

You gain the following characteristics:

Skill: You are trained in @UUID[Compendium.cyphersystem-compendium.expanded-skills.53j3Qwt5Im4wqddo]{tracking creatures}. If @UUID[Compendium.cyphersystem-compendium.expanded-skills.ZPyRyzPue2DuKSw9]{a creature has wronged you}, the tracking task is eased.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.LldixgespLl6ajEf]{Bloodthirsty}: Once you begin fighting, you see only red. You inflict 2 additional points of damage with any attack.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.1FP6DV2OqgaaT4ZN]{Berserk}: Once you begin fighting, it’s hard for you to stop. In fact, it’s a difficulty 2 Intellect task to do so, even if your foe surrenders or you’ve run out of foes. If the latter occurs and you fail to stop, you attack the nearest ally within short range.

Additional Equipment: You have a record that you use to list those who’ve wronged you.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. Another PC saw you take down a mean drunk in a tavern, not realizing you were the one who started the fight.

  2. You wanted to get away from a bad situation, so you went with the other PCs.

  3. You want to change, and you hope that being with the other PCs will help you calm yourself.

  4. One of the other PCs asked you to come along, believing that your viciousness could be harnessed for the benefit of the mission.

Virtuous

Doing the right thing is a way of life. You live by a code, and that code is something you attend to every day. Whenever you slip, you reproach yourself for your weakness and then get right back on track. Your code probably includes moderation, respect for others, cleanliness, and other characteristics that most people would agree are virtues, while you eschew their opposites: sloth, greed, gluttony, and so on.

You gain the following characteristics:

Dauntless: +2 to your Might Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.iUJdgnZi90GZjY9s]{Skill}: You are trained in discerning people’s true motives or seeing through lies.

@UUID[Compendium.cyphersystem-compendium.basic-skills.5X8qgmSuvRVNTiaP]{Skill}: Your adherence to a strict moral code has hardened your mind against fear, doubt, and outside influence. You are trained in Intellect defense tasks.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. The PCs are doing something virtuous, and you’re all about that.

  2. The PCs are on the road to perdition, and you see it as your task to set them on the proper moral route.

  3. One of the other PCs invited you, hearing of your virtuous ways.

  4. You put virtue before sense and defended someone’s honor in the face of an organization or power far greater than you. You joined the PCs because they offered aid and friendship when, out of fear of reprisals, no one else would.

Weird

You aren’t like anyone else, and that’s fine with you. People don’t seem to understand you—they even seem put off by you—but who cares? You understand the world better than they do because you’re weird, and so is the world you live in. The concept of “the weird” is well known to you. Strange devices, ancient locales, bizarre creatures, storms that can transform you, living energy fields, conspiracies, aliens, and things most people can’t even name populate the world, and you thrive on them. You have a special attachment to it all, and the more you discover about the weirdness in the world, the more you might discover about yourself.

Weird characters might be mutants or people born with strange qualities, but sometimes they started out “normal” and adopted the weird by choice.

You gain the following characteristics:

Inner Light: +2 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.HV2tw9N81PJawwwx]{Distinctive Physical Quirk}: You have a unique physical aspect that is, well, bizarre. Depending on the setting, this can vary greatly. You might have purple hair or metal spikes on your head. Perhaps your hands don’t connect to your arms, although they move as if they do. Maybe a third eye stares out from the side of your head, or superfluous tendrils grow from your back. Whatever it is, your quirk might be a mutation, a supernatural trait (a blessing or curse), a feature with no explanation, or just a really wild tattoo that draws a lot of attention.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.zKHJrLeBOfy0p9du]{A Sense for the Weird}: Sometimes—at the GM’s discretion—weird things relating to the supernatural or its effects on the world seem to call out to you. You can sense them from afar, and if you get within long range of such a thing, you can sense whether it is overtly dangerous or not.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.uBvX2CVPg5MNgjwW]{Skill}: You are trained in supernatural knowledge.

@UUID[Compendium.cyphersystem-compendium.inabilities.JDEjrsDDDqVcqSZp]{Inability}: People find you unnerving. All tasks relating to pleasant social interaction are hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. It seemed weird, so why not?

  2. Whether the other PCs realize it or not, their mission has to do with something weird that you know about, so you got involved.

  3. As an expert in the weird, you were specifically recruited by the other PCs.

  4. You felt drawn to join the other PCs, but you don’t know why.

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Focus is what makes a character unique. No two PCs in a group should have the same focus. A focus gives a character benefits when they create their character and each time they ascend to the next tier. It’s the verb of the sentence “I am an adjective noun who verbs.”

This chapter contains nearly a hundred sample foci, such as Bears a Halo of Fire, Would Rather Be Reading, and Pilots Starcraft. These foci can be chosen and used as presented by a player, or by the GM who adds them to a list of available foci for their players in their next campaign.

In addition, the latter half of this chapter provides tools for the GM or an enterprising player to create their own custom foci that perfectly match the needs of a given game or campaign, as presented in Creating New Foci.

Choosing Foci

Not all foci are appropriate for every genre. The Genre chapter provides guidance, but this section offers some broad generalizations. Obviously, the GM can include whatever foci are available in their setting. Foci end up being an important distinction in this case, because Commands Mental Powers, for example, makes it clear that psychic abilities exist in the setting, just as Howls at the Moon implies the existence of lycanthropes like werewolves, and Pilots Starcraft, of course, requires starships available to pilot.

When a focus is chosen for a character, they get a special connection to one or more of their fellow PCs, a first-tier ability, and perhaps additional starting equipment: one or two pieces of equipment that might be required for the character to use their ability, or that might pair well with the focus. For instance, a character that can build things needs a set of tools. A character that’s constantly on fire needs a set of clothes that are immune to flame. A character that draws runes to cast spells needs writing implements. A character that slays monsters with a sword needs a sword. And so on. That said, many foci don’t require additional equipment.

Each focus also offers one or more suggestions—GM intrusions—for possible effects or consequences of really good or really bad die rolls.

A couple of foci presented in this chapter provide a “type swap option” that allows a player to swap an ability that would otherwise be gained from their type for the indicated ability instead. A player doesn’t have to make the swap; they merely have the option. For instance, the focus Loves the Void provides the option to gain the ability Have Spacesuit, Will Travel instead of a type ability.

As a character progresses to a new tier, a focus grants more abilities. Each tier’s benefit is usually labeled Action or Enabler. If an ability is labeled Action, a character must take an action to use it. If an ability is labeled Enabler, it makes other actions better or gives some other benefit, but it’s not an action. An ability that allows a character to blast foes with lasers is an action. An ability that grants additional damage when an attack is made is an enabler. An enabler is used in the same turn as another action, and often as part of another action.

Each tier’s benefits are independent of and cumulative with benefits from other tiers (unless indicated otherwise). So if a first-tier ability grants +1 to Armor and a fourth-tier ability also grants +1 to Armor, when the character reaches fourth tier, a total of +2 to Armor is granted.

At tier 3 and tier 6, the character is asked to choose one ability from the two options provided.

Finally, you can choose whether you want to expand the story behind the focus (though that’s not mandatory).

Focus Connections

Choose a connection that goes well with the focus. If you’re a GM choosing (or creating) one or more foci for your players, choose up to four of the following connections.

  1. Pick one other PC. For reasons unknown to you, that character is completely immune to your focus abilities, whether you use them for help or for harm.

  2. Pick one other PC. You knew of that character years ago, but you don’t think they knew you.

  3. Pick one other PC. You’re always trying to impress them, but you’re not sure why.

  4. Pick one other PC. That character has a habit that annoys you, but you’re otherwise quite impressed with their abilities.

  5. Pick one other PC. That character shows potential in appreciating your particular paradigm, fighting style, or other
    focus-provided attribute. You would like to train them, but you’re not necessarily qualified to teach (that’s up to you), and they might not be interested (that’s up to them).

  6. Pick one other PC. If they are within immediate range when you’re in a fight, sometimes they provide an asset, and sometimes they accidentally hinder your attack rolls (50% chance either way, determined per fight).

  7. Pick one other PC. You once saved their life, and they clearly feel indebted to you. You wish they didn’t; it’s just part of the job.

  8. Pick one other PC. That character recently mocked you in some fashion that really hurt your feelings. How you deal with this (if at all) is up to you.

  9. Pick one other PC. That character knows you have suffered at the hands of robotic entities in the past. Whether you hate robots now is up to you, which may affect your relationship with the character if they are friendly with robots or have robotic parts.

  10. Pick one other PC. That character comes from the same place you do, and you knew each other as children.

  11. Pick one other PC. In the past, they taught you a few tricks to use in a fight.

  12. Pick one other PC. That character doesn’t seem to approve of your methods.

  13. Pick one other PC. Long ago, the two of you were on opposite sides of a fight. You won, though you “cheated” in their eyes (but from your perspective, all’s fair in a fight). They may be ready for a rematch, though that’s up to them.

  14. Pick one other PC. You are always trying
    to impress that character with your skill, wit, appearance, or bravado. Perhaps they are a rival, perhaps you need their respect, or perhaps you’re romantically interested
    in them.

  15. Pick one other PC. You fear that character is jealous of your abilities and worry that it might lead to problems.

  16. Pick one other PC. You accidentally caught them in a trap you set, and they had to get free on their own.

  17. Pick one other PC. You were once hired to track down someone who was close to that character.

  18. Pick two PCs (preferably ones who are likely to get in the way of your attacks). When you miss with an attack and the GM rules that you struck someone other than your target, you hit one of these two characters.

  19. Pick one other PC. You’re not sure how or from where, but that character has a line on bottles of rare alcohol and can get them for you for half price.

  20. Pick one other PC. You recently had a possession go missing, and you’re becoming convinced that they took it. Whether or not they did is up to them.

  21. Pick one other PC. They always seem to know where you are, or at least in what direction you are in relation to them.

  22. Pick one other PC. Seeing you use your focus abilities seems to trigger an unpleasant memory in that character. That memory is up to the other PC, although they may not be able to consciously recall it.

  23. Pick one other PC. Something about them interferes with your abilities. When they stand next to you, your focus abilities cost 1 additional point.

  24. Pick one other PC. Something about them complements your abilities. When they stand next to you, the first focus ability you use in any 24-hour period costs 2 fewer points.

  25. Pick one other PC. You have known that character for a while, and they helped you gain control of your focus-related abilities.

  26. Pick one other PC. Sometime in that character’s past, they had a devastating experience while attempting something that you do as a matter of course thanks to your focus. Whether they choose to tell you about it is up to them.

  27. Pick one other PC. Their occasional clumsiness and loud behavior irritate you.

  28. Pick one other PC. In the recent past, while practicing, you accidentally hit them with an attack, wounding them badly. It is up to them to decide whether they resent or forgive you.

  29. Pick one other PC. They owe you a significant amount of money.

  30. Pick one other PC. In the recent past, while escaping a threat, you accidentally left that character to fend for themselves. They survived, but just barely. It is up to the player of that character to decide whether they resent you or have decided to forgive you.

  31. Pick one other PC. Recently, they accidentally (or perhaps intentionally) put you in a position of danger. You’re fine now, but you’re wary around them.

  32. Pick one other PC. From your perspective, they seem nervous around a specific idea, person, or situation. You would like to teach them how to be more comfortable with their fears (if they will let you).

  33. Pick one other PC. They called you a coward once.

  34. Pick one other PC. That character always recognizes you or your handiwork, whether you’re in disguise or are long gone when they arrive on the scene.

  35. Pick one other PC. You inadvertently caused an accident that put them into a sleep so deep they didn’t wake for three days. Whether they forgive you or not is up to them.

  36. Pick one other PC. You are pretty sure you are related in some fashion.

  37. Pick one other PC. You accidentally learned something they were trying to keep a secret.

  38. Pick one other PC. They are especially sensitive to the use of your flashier focus abilities, and occasionally they become dazzled for a few rounds, which hinders their actions.

  39. Pick one other PC. They appear to have a treasured item that was once yours, but that you lost in a game of chance years ago.

  40. Pick one other PC. If it wasn’t for you, that character would have failed a past test of mental achievement.

  41. Pick one other PC. Based on a couple of comments you’ve overheard, you suspect that they don’t hold your area of training or favorite hobby in the highest regard.

  42. Pick one other PC whose focus intertwines with yours. This odd connection affects them in some way. For example, if the character uses a weapon, your focus ability sometimes improves their attack in some fashion.

  43. Pick one other PC. They are deathly afraid of heights. You would like to teach them how to be more comfortable with their feet off the ground. They must decide whether or not to take you up on your offer.

  44. Pick one other PC. They are skeptical of your claims about something momentous that happened in your past. They might even attempt to discredit you or discover the “secret” behind your story, though that’s up to them.

  45. Pick one other PC. They have a knack for being able to recognize where your plans or schemes have a weak spot.

  46. Pick one other PC. That character’s face is so intriguing to you in a way you don’t understand that you sometimes find yourself sketching their likeness in the dirt or using some other medium you have access to.

  47. Pick one other PC. That character has an extra item of regular equipment you gave them, either something you made or an item you just wanted to give them. (They choose the item.)

  48. Pick one other PC. They commissioned you to do a job for them. You’ve already been paid but haven’t yet completed the job.

  49. Pick one other PC. You worked together in the past, and the job ended badly.

  50. Pick one other PC. While they stand next to you and use their action to concentrate on helping you, one of your focus ability’s ranges is doubled.

Story Behind The Focus

The foci in this book have been purposely stripped down to basics so they have the widest possible application across multiple genres. A single descriptive sentence or two summarizes each one. After you choose a focus, you have the option to expand its presentation by adding more story and description relevant to the world or to the character.

For instance, if you choose Operates Undercover, the summarizing description is “Under the guise of someone else, you seek to find answers the powerful do not want divulged.” If you choose Conducts Weird Science, the summary is “Your preternatural insight and ability make you a scientist capable of amazing feats.” These descriptions provide what you need to know to use the focus.

However, if you wish (and only if you wish; there is no requirement to do so), you can add more to those descriptions in a fashion that’s relevant for your game. For example, if you choose both Operates Undercover and Conducts Weird Science for use in a modern genre such as horror, urban fantasy, espionage, or something similar, you might expand the descriptions as shown in the following examples.

Operates Undercover: Espionage is not something you know anything about. At least, that’s what you want everyone to believe, because in truth, you’ve been trained as a spy or covert agent. You might work for a government or for yourself. You might be a police detective or a criminal. You could even be an investigative reporter.

Regardless, you learn information that others attempt to keep secret. You collect rumors and whispers, stories and hard-won evidence, and you use that knowledge to aid your own endeavors and, if appropriate, provide your employers with the information they desire. Alternatively, you might sell what you have learned to those willing to pay a premium.

You probably wear dark colors—black, charcoal grey, or midnight blue—to help blend into the shadows, unless the cover you’ve chosen requires you to look like someone else.

Conducts Weird Science: You could be a respected scientist, having been published in several peer-reviewed journals. Or you might be considered a crank by your contemporaries, pursuing fringe theories on what others consider to be scant evidence. Truth is, you have a particular gift for sifting the edges of what’s possible. You can find new insights and unlock odd phenomena with your experiments. Where others see a crackpot cornucopia, you sift the conspiracy theories for revelation. Whether you conduct your enquiries as a government contractor, a university researcher, a corporate scientist, or an indulger of curiosity in your own garage lab following your muse, you push the boundaries of what’s possible.

You probably care more about your work than trivialities such as your appearance, polite or proper behavior, or social norms, but then again, an eccentric like you might turn the tables on that stereotype too.

If you want to go even further, you could determine where a character’s focus abilities come from. Depending on the genre, they could derive those abilities from advanced and persistent training, via magical runes, through cybernetic parts, from their genetic heritage, or because of their access to advanced technology. For instance, a character might be able to blast targets with lightning because they got zapped by strange radiation or because they picked up a lightning gun. On the other hand, it might be because their intense training allowed them to learn lightning magic. The possibilities are nearly endless, and up to you to include or forgo. Because however a focus’s abilities were gained, it’s also enough that they just work.

Customizing Foci

Sometimes not everything about a focus is right for a character’s concept, or perhaps the GM needs additional guidelines for creating a new focus. Either way, the solution lies in looking at foci abilities at their most basic default levels.

At any tier, a player can select one of the following abilities in place of the ability granted by the tier. Many of these replacement abilities, particularly at the higher tiers, might involve body modification, integration with high-tech devices, learning powerful magic spells, uncovering forbidden secrets, or something similar appropriate to the genre.

Tier 1

@UUID[Compendium.cyphersystem-compendium.abilities.2x7nMe9ZGp3VjI8B]{Combat Prowess} @UUID[Compendium.cyphersystem-compendium.abilities.RnK2bmvUb7RIVPSA]{Enhanced Potential}

Tier 2

Lower-tier ability: choose any tier 1 replacement ability, above.

@UUID[Compendium.cyphersystem-compendium.abilities.CtRvLxfUlCynJv1B]{Skill With Defense} @UUID[Compendium.cyphersystem-compendium.abilities.yl2zo179wXZW5Xxc]{Practiced With All Weapons} @UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks}

Tier 3

Lower-tier ability: choose any tier 1 or 2 replacement ability, above.

@UUID[Compendium.cyphersystem-compendium.abilities.b776WTF2u1roh3n0]{Incredible Health} @UUID[Compendium.cyphersystem-compendium.abilities.rqC9cEmRkvm29N56]{Fusion Armor}

Tier 4

Lower-tier ability: choose any tier 1, 2, or 3 replacement ability, above.

@UUID[Compendium.cyphersystem-compendium.abilities.VsKeNcF252yKnh2O]{Poison Resistance} @UUID[Compendium.cyphersystem-compendium.abilities.V2BSB9or5UJdTiYF]{Built-in Weaponry}

Tier 5

Lower-tier ability: choose any tier 1, 2, 3, or 4 replacement ability, above.

@UUID[Compendium.cyphersystem-compendium.abilities.wWN4y4rATxbtMCMo]{Adaptation} @UUID[Compendium.cyphersystem-compendium.abilities.FjXL6iSD1CJKbuGT]{Defensive Field}

Tier 6

Lower-tier ability: choose any tier 1, 2, 3, 4, or 5 replacement ability, above.

@UUID[Compendium.cyphersystem-compendium.abilities.cbXNxvPdWEbKF6nA]{Reactive Field}

Foci

The full description for each focus ability listed in this section is found in the Abilities chapter, which has descriptions for type, flavor, and focus abilities in a single vast catalog.

Abides in Stone

Your flesh is made of hard mineral, making you a hulking, difficult-to-harm humanoid.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.pXrC4lkMOY7CvFLk]{Golem Body}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.U9ZBl9NeipxSLavS]{Golem Healing}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.aFEBxDGnuFi20cLo]{Golem Grip}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.zuEylYrgOVAAjs71]{Trained Basher}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.E0k0LUw0epjJGrv9]{Golem Stomp} or @UUID[Compendium.cyphersystem-compendium.abilities.NFsoXUQaq3I5h2UY]{Weaponization}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.Uk6ceaEWFjcoHNTI]{Deep Reserves}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.F6mAzjhG2T4irVjy]{Specialized Basher}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.4BQHOR98z3TYJPQu]{Still As a Statue}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.fkedtvx6UakJPOZN]{Ultra Enhancement} or @UUID[Compendium.cyphersystem-compendium.abilities.laxdkyrDuOhxfWKc]{Mind Surge}

GM Intrusions: Creatures of stone sometimes forget their own strength or weight. A walking statue can terrify common folk.

Absorbs Energy

You can harness kinetic energy and transform it into other kinds of energy.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.62zBqhQoPk6IV8lF]{Absorb Kinetic Energy}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.NMjccuRLDDnfZtZe]{Release Energy}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.UJst9mtUKNTe3Pd2]{Energize Object}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.yvPcOjjqyU3618Ob]{Absorb Pure Energy} or @UUID[Compendium.cyphersystem-compendium.abilities.wrPVUnJauasIH886]{Improved Absorb Kinetic Energy}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.Y7HUEp7IxdPuur8V]{Overcharge Energy}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.LwmoGOpgHy1K2dU4]{Energize Creature}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.5i6TqVJQQ4sTvqTm]{Energize Crowd} or @UUID[Compendium.cyphersystem-compendium.abilities.m21TAvxSQn1rGx3d]{Overcharge Device}

GM Intrusions: Energy goes to ground in a destructive way. Some predators feed directly on energy. An unintended item is drained of energy.

Awakens Dreams

You can pull images from dreams and bring them to life in the waking world.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.y08bfWS5eyeUJB3J]{Dreamcraft}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.bcEupdsF6FduFPwe]{Oneirochemy}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.bH57y3PYsMceluGy]{Dream Thief}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.FBCpBF9PXlEtIX4m]{Dream Becomes Reality} or @UUID[Compendium.cyphersystem-compendium.abilities.7GsuhcRTpDX0d1em]{Enhanced Intellect}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.FIU24o7T66ViVgyg]{Daydream}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.pUbqCBV3dBOWFgmv]{Nightmare}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.2iAHsn5ie8sYRiyb]{Chamber of Dreams} or @UUID[Compendium.cyphersystem-compendium.abilities.cbXNxvPdWEbKF6nA]{Reactive Field}

GM Intrusions: An unexpected sleepwalking episode puts the character into a dangerous situation. A nightmare breaks free of a dream.

Battles Robots

You excel in battling robots, automatons, and machine entities.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.atQ5yNq1ZEyy0z5j]{Machine Vulnerabilities}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.pYsmdnNte7o5Flca]{Tech Skills}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.aNNLomN5nZc52ZT4]{Defense Against Robots}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.QHSH8fE6l3bKz2xl]{Machine Hunting}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.ka5VA9XBi4OTnKVa]{Disable Mechanisms} or @UUID[Compendium.cyphersystem-compendium.abilities.uG2ACHNAPoZirp0b]{Surprise Attack}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.NoKdHv0FSytZR4iF]{Robot Fighter}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.NJakiz9yvoflzzBD]{Drain Power}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.jHrQLzIfjKtXBoJL]{Deactivate Mechanisms} or @UUID[Compendium.cyphersystem-compendium.abilities.58CLKxSLgaT6W6Cj]{Lethal Damage}

GM Intrusions: The robot explodes upon defeat. Other robots come after the character for revenge.

Bears a Halo of Fire

You can sheath your body in flames, which protects you and harms your foes.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.AzMtxh562JfrPdKZ]{Shroud of Flame}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.NJjAmyf9zhjRTNme]{Hurl Flame}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.TWqyBv9PEjwJKd1y]{Wings of Fire} or @UUID[Compendium.cyphersystem-compendium.abilities.srn53BB1da8Elh1t]{Fiery Hand of Doom}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.tJQmvEiYq2xBv4ZJ]{Flameblade}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.6fpCYtBDCfW6m1b0]{Fire Tendrils}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.NVdx8QjmTP5eOjDh]{Fire Servant} or @UUID[Compendium.cyphersystem-compendium.abilities.PLsz8IqWScZt0Ott]{Inferno Trail}

GM Intrusions: Fire burns flammable material. Fire spreads out of control. Primitive creatures fear fire and often attack what they fear.

Blazes With Radiance

You can create light, sculpt it, bend it away from you, or gather it to use as a weapon.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.ea7BzQy6fZqHQNET]{Enlightened}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.xZQXXjAWGBo7mTHU]{Illuminating Touch}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.teFcKcbo5ZBFbfRl]{Dazzling Sunburst}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.IUlsD8Zxp8AYbO4h]{Burning Light} or @UUID[Compendium.cyphersystem-compendium.abilities.CtRvLxfUlCynJv1B]{Skill With Defense}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.iIlgHiF1EN0fEpYx]{Sunlight}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.PyVeE7CtDVDksWG6]{Disappear}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.cE7JPRHLqIdM3b9V]{Living Light} or @UUID[Compendium.cyphersystem-compendium.abilities.FjXL6iSD1CJKbuGT]{Defensive Field}

GM Intrusions: Allies are accidentally dazzled or blinded. Bright flashes draw guards.

Brandishes an Exotic Shield

You deploy an amazing shield of pure force that provides protection and some offensive options.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.yb5PaVIPimrcJxFg]{Force Field Shield}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.aidcxXW6MokDMqY7]{Force Bash}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.vPflrS1giYnMoqL2]{Enveloping Shield}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.6nm35znCQzjAk6Gb]{Healing Pulse} or @UUID[Compendium.cyphersystem-compendium.abilities.SPL1URVkuo4PJP8I]{Throw Force Shield}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.B5zrSVUs54TUALFB]{Energized Shield}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.TXNhhyj63MMp2dVF]{Force Wall}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.zflNCqrmTL7vrYg1]{Bouncing Shield} or @UUID[Compendium.cyphersystem-compendium.abilities.Np67YSIzrP6w1PPb]{Shield Burst}

GM Intrusions: The shield is temporarily lost. A foe temporarily ends up with the shield.

Builds Robots

Your robotic creations do as they are commanded.

The word “robot” is used in this focus, though the robot you create might look very different from one created by someone else, depending on the genre. Steampunk robots, organic robots, or even magical golems are all feasible “robots.”

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.paIv2etaqLqY76y0]{Robot Assistant}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.pUliR2uWpIcE6jQX]{Robot Builder}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.kgCuCmU8kn0UMy8v]{Robot Control}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.ETGBAqAc1ApFH5cx]{Expert Follower} or @UUID[Compendium.cyphersystem-compendium.abilities.CtRvLxfUlCynJv1B]{Skill With Defense}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.BSx4qB29VwRUISm6]{Robot Upgrade}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.yqhUXLWMSNn5IYOn]{Robot Fleet}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.HAVNfVKAdwtJF6Jj]{Robot Evolution} or @UUID[Compendium.cyphersystem-compendium.abilities.BSx4qB29VwRUISm6]{Robot Upgrade}

GM Intrusions: The robot is hacked, gains a mind of its own, or unexpectedly detonates.

Calculates the Incalculable

Awesome mathematical ability allows you to model the world in real time, giving you an edge over everyone.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.vcbIe2sSMKJmawl4]{Predictive Equation}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.A853pOqz5BmPfh4w]{Higher Mathematics}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.V5oEOJ4i32t97yOG]{Predictive Model}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.CNw7shehsdySzhAK]{Subconscious Defense} or @UUID[Compendium.cyphersystem-compendium.abilities.7GsuhcRTpDX0d1em]{Enhanced Intellect}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.Z7JkIlrv7gxim4Fn]{Cognizant Offense}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.34Ycb9VK8JwHgSl4]{Greater Enhanced Intellect}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.GnQRIvynqXx1R2a0]{Further Mathematics}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.wlkPdME0r3hx9VbE]{Knowing the Unknown} or @UUID[Compendium.cyphersystem-compendium.abilities.34Ycb9VK8JwHgSl4]{Greater Enhanced Intellect}

GM Intrusions: Too many predicted results threaten to overwhelm and stun the character. A result points to imminent disaster.

Channels Divine Blessings

A devout follower of a divine being, you channel some of your deity’s power to achieve wonders.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.I9m3nOdBZ2HoEmbj]{Blessing of the Gods}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.7GsuhcRTpDX0d1em]{Enhanced Intellect}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.dJTgtIs80gOoI6ac]{Divine Radiance} or @UUID[Compendium.cyphersystem-compendium.abilities.NgHLZq3tZ3CFJvYv]{Fire Bloom}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.gDwPpgIAocEfQjPx]{Overawe}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.OkKNmMvLFwHxUv2r]{Divine Intervention}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.tgaSXp1VQiec8Jst]{Divine Symbol} or @UUID[Compendium.cyphersystem-compendium.abilities.LnZkUlKUuuD7iW3P]{Summon Demon}

GM Intrusions: A demon investigates divine magic use. A rival cult has issues with the character’s teachings.

Commands Mental Powers

You can pull images from dreams and bring them to life in the waking world.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.L2NOLfflU6HNleuT]{Telepathic}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.W5Zt9qDKCtNr49BC]{Mind Reading}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.Mc8L07dpf605FDo9]{Psychic Burst} or @UUID[Compendium.cyphersystem-compendium.abilities.iRqXVpngq6vfgtEn]{Psychic Suggestion}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.FktE2hQhSKXbWcQU]{Use Senses of Others}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.N0wzhZ676UrCR8M4]{Precognition}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.Vcfc6yjbqX6WSzCf]{Mind Control} or @UUID[Compendium.cyphersystem-compendium.abilities.K0C60k7wHBSpMQX4]{Telepathic Network}

GM Intrusions: Something glimpsed in the target’s mind is horrifying. A feedback loop allows the target to read the character’s mind.

Conducts Weird Science

Your preternatural insight and ability make you a scientist capable of amazing feats.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.4PVFXmi2cxI8MdpR]{Lab Analysis}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.eEGFknWQZUBNXn99]{Knowledge Skills}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.mFPUUmBIcGGsuwNd]{Modify Device}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.G0hoaZFQpdG7FfxO]{Better Living Through Chemistry} or @UUID[Compendium.cyphersystem-compendium.abilities.b776WTF2u1roh3n0]{Incredible Health}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.eEGFknWQZUBNXn99]{Knowledge Skills}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.gjBFpV2OvDmBqeE3]{Just a Bit Mad}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.RHLBHQuskBAVGnU8]{Weird Science Breakthrough}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.CyuPiJdYZIfNcTSy]{Incredible Feat of Science}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.JeqLEAcHOYVd78TH]{Inventor} or @UUID[Compendium.cyphersystem-compendium.abilities.FjXL6iSD1CJKbuGT]{Defensive Field}

GM Intrusions: Creations get out of control. Side effects cannot always be predicted. Weird science terrifies people and can draw the media. When a device created or modified by weird science is depleted, it detonates.

Consorts With the Dead

The dead answer your questions, and their reanimated corpses serve you.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.nvA3LwoSP7jf4h8G]{Speaker for the Dead}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.yaLHxRtVBhveqHJA]{Necromancy}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.uPvNopNWTgHGIPyR]{Reading the Room} or @UUID[Compendium.cyphersystem-compendium.abilities.rRDSzPJtUCwRVXFR]{Repair Flesh}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.vEVmBgz2TxOH3aSk]{Greater Necromancy}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.kKYyGbrQxDRSOh37]{Terrifying Gaze}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.GDphyYXSfjKE5BST]{True Necromancy} or @UUID[Compendium.cyphersystem-compendium.abilities.Gsre3acJaxhGBa0S]{Word of Death}

GM Intrusions: The character’s necromantic reputation precedes them. A corpse seeks revenge for being reanimated.

Controls Beasts

Your ability to communicate and lead beasts is uncanny.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.bOohoEcDegDBinFc]{Beast Companion}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.gT21nqWZ9Es576oC]{Soothe the Savage}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.OIk4usP2NFT0tDu7]{Communication}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.cGcblQ2qvyHM02kY]{Mount} or @UUID[Compendium.cyphersystem-compendium.abilities.h1rn92kIqG5VVYd6]{Stronger Together}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.zstBkLwRduC7vgGT]{Beast Eyes}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.0IlHHY1ktkN2L5Sp]{Improved Companion}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.pFWDdnTXCiPfwsWv]{Beast Call}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.Qm31Nw2SkBpVcv9M]{As If One Creature} or @UUID[Compendium.cyphersystem-compendium.abilities.LvoH43SKKtr3urKo]{Control the Savage}

GM Intrusions: The community is reluctant to welcome dangerous animals. Out-of-control beasts become a real hazard.

Controls Gravity

You can sway the attraction of gravity itself.

Type Swap Option: Weighty

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.UCR0rx32kEsTcgnF]{Hover}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.QH3l6ojVnasZm5U8]{Enhanced Speed Edge}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.SHMGbt30RfePtyNE]{Define Down} or @UUID[Compendium.cyphersystem-compendium.abilities.jbhcWHMiQQaR9ukO]{Gravity Cleave}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.eJpNT3QObtYiDfXY]{Field of Gravity}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.abdAcwYE8L00VakL]{Flight}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.Cnvf8fv0EEKU3iSn]{Improved Gravity Cleave} or @UUID[Compendium.cyphersystem-compendium.abilities.tMOeiKWrhp5P5CCQ]{Weight of the World}

GM Intrusions: Onlookers react with unreasoning fear. A weird interaction sends an ally or object careening into the sky.

Crafts Illusions

You fashion images from light that are so perfect they seem real.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.l60mmJrF1GupXLJB]{Minor Illusion}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.asQqC0DepYcsPxRV]{Illusory Disguise}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.JwG4lCSZIG3qUQAi]{Cast Illusion} or @UUID[Compendium.cyphersystem-compendium.abilities.hNsph7BRwllVSUre]{Major Illusion}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.hJV3hrSYcq3Zbzl5]{Illusory Selves}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.9cJ6gJZc7datpQwJ]{Terrifying Image}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.lCWWUQ0vYH2odiDv]{Grandiose Illusion} or @UUID[Compendium.cyphersystem-compendium.abilities.RNJbp1eAcMqSnYvb]{Permanent Illusion}

GM Intrusions: The illusion isn’t believable. The illusion is pierced at just the wrong moment.

Crafts Unique Objects

You’re an inventor of strange and useful objects.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.fkyJ02LbeOAfDxcF]{Crafter}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.YF8CYsYKcXpdfqH5]{Master Identifier}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.yIdq1lu1eUAkNyDC]{Artifact Tinkerer}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.m6X5wyPUPdhqLTIp]{Quick Work}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.4JDFgEhyhqReRngE]{Master Crafter} or @UUID[Compendium.cyphersystem-compendium.abilities.V2BSB9or5UJdTiYF]{Built-in Weaponry}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.M3TM1cORNnlEN0ZO]{Cyphersmith}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.y3qXWOUu7mAhg6Rb]{Innovator}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.JeqLEAcHOYVd78TH]{Inventor} or @UUID[Compendium.cyphersystem-compendium.abilities.rqC9cEmRkvm29N56]{Fusion Armor}

GM Intrusions: The object malfunctions, breaks, or suffers catastrophic or unexpected failure.

Cyphersmith works only in a setting where the cyphers are physical objects. If this isn’t the case, this ability should probably be replaced with something akin to Weird Science Breakthrough from the Conducts Weird Science focus.

Dances With Dark Matter

You can manipulate shadow and “dark” matter.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.7aCeBDGZqu8A9hMQ]{Ribbons of Dark Matter}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.VWehoqF0N6s0WMLK]{Void Wings}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.XYbtbbVKFYmDfmjO]{Dark Matter Shroud} or @UUID[Compendium.cyphersystem-compendium.abilities.MqGMnSIkHK4rOFSm]{Dark Matter Strike}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.yB4tnpDNVSOxgruq]{Dark Matter Shell}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.b44vvK2YjdSeYPJc]{Windwracked Traveler}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.JUn27j5YI3dRh2jJ]{Dark Matter Structure} or @UUID[Compendium.cyphersystem-compendium.abilities.apQwshUTjCQPym8A]{Embrace the Night}

GM Intrusions: Dark matter skulks away as if possessed by a mind of its own.

Defends the Gate

Everyone wants you on their side when it comes to a fight because nothing gets by you.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.C9x7b1qN4qmm568P]{Fortified Position}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.POaewj2PWMMfCY1i]{Rally to Me}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.VgomhLKFHDDAzW9T]{Mind for Might}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.ZvKFftq7doCxI7T5]{Fortification Builder} or @UUID[Compendium.cyphersystem-compendium.abilities.LODZEYtmmBN5D9zZ]{Divert Attacks}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.R9KnCCvGoEHvV1p0]{Greater Enhanced Might}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.hCAzOVpH0jrYc9qk]{Reinforcing Field}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.KBykf0P4WQ9Lb6TN]{Generate Force Field} or @UUID[Compendium.cyphersystem-compendium.abilities.eQIPJk2xcFGfDr3H]{Stun Attack}

GM Intrusions: A strategically important structure collapses. The enemy attacks from an unexpected direction.

Defends the Weak

You stand up for the helpless, the weak, and the unprotected.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.YvPBxDxLz16Usm7m]{Courageous}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.6zU8AURXjXgG63j6]{Warding Shield}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.9p2RJYFo6s55F5Ha]{Devoted Defender}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.fh7tK1BVjgSfZ8ml]{Insight}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.Su3LkSzdGHg9w1RO]{Dual Wards} or @UUID[Compendium.cyphersystem-compendium.abilities.GAeUBbQWE3ryv50V]{True Guardian}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.lb5Bo8BpNXdVMkmt]{Combat Challenge}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.JrSM5XYgXpxNnLl2]{Willing Sacrifice}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.aDnA7oA9ZYCEfprI]{Resuscitate} or @UUID[Compendium.cyphersystem-compendium.abilities.mjEFQ3ndDRvLB5Dj]{True Defender}

GM Intrusions: A character focused on protecting others may periodically leave themselves vulnerable to attacks.

Descends From Nobility

A descendent of wealth and power, you carry a noble title and the abilities granted by a privileged upbringing.

Type Swap Option: @UUID[Compendium.cyphersystem-compendium.abilities.S2OZtm12S2YvxD7H]{Retinue}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.xMRRfjFF0POkxyea]{Privileged Nobility}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.A8CGMbLGsJ3AHKMP]{Trained Interlocutor}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.zTsjsWVgzjQzl2MW]{Advanced Command} or @UUID[Compendium.cyphersystem-compendium.abilities.AAUqaiWxC5V4e1VH]{Noble’s Courage}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.ETGBAqAc1ApFH5cx]{Expert Follower}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.T5tn7zItPyaRcYNC]{Asserting Your Privilege}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.Eez3uExkDA20XJg3]{Able Assistance} or @UUID[Compendium.cyphersystem-compendium.abilities.qbXP6HlN56bPt7cq]{Mind of a Leader}

GM Intrusions: Debts incurred by a family are owed by the character. A long-lost sibling seeks to disinherit rivals. An assassin finds the character.

Doesn’t Do Much

You’re a slacker, but you know a little about a lot of things.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.aOzkoVf0mNSkZBtn]{Life Lessons}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.2fU3nI68oi5ScziC]{Totally Chill}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks} or @UUID[Compendium.cyphersystem-compendium.abilities.uhC4ubTGfhkNvIMX]{Improvise}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.aOzkoVf0mNSkZBtn]{Life Lessons}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.nOuOE3EkrNr81pSq]{Greater Skill With Defense}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.4necR0YTsaij4ojD]{Greater Enhanced Potential}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.wztu6KcpILxwlFTU]{Drawing on Life’s Experiences} or @UUID[Compendium.cyphersystem-compendium.abilities.Mac5S0sQe9Muf4Mv]{Quick Wits}

GM Intrusions: New situations are confounding and stressful. Past actions (or inactions) come back to haunt the character.

Drives Like A Maniac

Whether balancing on two wheels, jumping another vehicle, or driving head-on toward an oncoming enemy car, you don’t think about the risks when you’re behind the wheel.

Someone who Drives Like a Maniac needs access to a vehicle.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.DCuOpij3sNomBe1a]{Driver}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.1fu5C9JHmORmWTR8]{Driving on the Edge}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.lY7NaxsFxt1XZVk5]{Car Surfer}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.HHcC89OKZACgLB8Y]{Stare Them Down}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.hQx9SoUhY6jzUeTW]{Expert Driver} or @UUID[Compendium.cyphersystem-compendium.abilities.QH3l6ojVnasZm5U8]{Enhanced Speed Edge}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.EQXA8Gcwdc7dU8lw]{Sharp-Eyed}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.tuofJSTVjOEwRUem]{Enhanced Speed}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.vVax9KyZ3U4Wpok8]{Something in the Road}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.qKDngpAWNEzhdRj5]{Trick Driver} or @UUID[Compendium.cyphersystem-compendium.abilities.58CLKxSLgaT6W6Cj]{Lethal Damage}

GM Intrusions: The engine develops a knock. The bridge on the road ahead is out. The windshield shatters. Someone unexpectedly runs in front of the vehicle.

Emerged From the Obelisk

Your body, hard as crystal, gives you a suite of unique abilities, gained after an interaction with a floating crystalline obelisk.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.bzeuikGxbM7noj2z]{Crystalline Body}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.UCR0rx32kEsTcgnF]{Hover}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.QsXOz48JgyXYEEqS]{Inhabit Crystal} or @UUID[Compendium.cyphersystem-compendium.abilities.4Fe5z4FD71eHlbbd]{Immovable}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.hIWg9VFNnYnrknAu]{Crystal Lens}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.ucsscEpO5L2gIYZg]{Resonant Frequency}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.bY52t6eGONKu8Kr4]{Resonant Quake} or @UUID[Compendium.cyphersystem-compendium.abilities.tR2v2vMu3TgN21OJ]{Return to the Obelisk}

GM Intrusions: Cyphers and artifacts react unexpectedly in the character’s hands.

Employs Magnetism

You command metal and the power of magnetism.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.p2JmtbtuzscW1ogs]{Move Metal}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.MK2dp11krszjDsyc]{Repel Metal}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.0XSuUGS0UyrhiW44]{Destroy Metal} or @UUID[Compendium.cyphersystem-compendium.abilities.4v5pXMwFeB7xQzME]{Guide Bolt}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.n985WYLPzj2XqBry]{Magnetic Field}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.uN2YVmNxkFj3SFof]{Command Metal}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.fruWNFBBNLpcGLaC]{Diamagnetism} or @UUID[Compendium.cyphersystem-compendium.abilities.SZtOjKk7ScShJT6G]{Iron Punch}

GM Intrusions: The metal twists, bends, or produces shrapnel. A lapse in concentration might cause something to slip or drop at just the wrong time.

Entertains

You perform, mostly for the benefit of others.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.rfsCCpxcsjc8hr60]{Levity}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.oilgQ4oM02Pa0eNp]{Inspiration}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.eEGFknWQZUBNXn99]{Knowledge Skills} or @UUID[Compendium.cyphersystem-compendium.abilities.4necR0YTsaij4ojD]{Greater Enhanced Potential}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.CLObcsu2DKKKhzyK]{Calm}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.Eez3uExkDA20XJg3]{Able Assistance}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.kZ3LhhYZKrcnBplY]{Master Entertainer} or @UUID[Compendium.cyphersystem-compendium.abilities.xRIDlrBzTXVYC5rh]{Vindictive Performance}

GM Intrusions: The audience is annoyed or offended. Musical instruments break. Paints dry in their pots. The words to a poem or song are forgotten.

Note: Erratum

It seems that the tier 2 ability is supposed to be @UUID[Compendium.cyphersystem-compendium.abilities.DLxDL49VjUEMAjxZ]{Inspiring Ease} instead of Inspiration.

Exists in Two Places at Once

You exist in two places at once.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.P1jQZdPIrxo4wNlr]{Duplicate}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.PRh7n2VLXyRa4il9]{Share Senses}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.FwEUY43Q8EMVCCsL]{Superior Duplicate} or @UUID[Compendium.cyphersystem-compendium.abilities.oEubmS7pZ3zFK8uJ]{Resilient Duplicate}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.nVFRDMhuWDrdve4F]{Damage Transference}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.jmjxGRJTwztzBtLc]{Coordinated Effort}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.rsYzxCchklPSFAp7]{Multiplicity} or @UUID[Compendium.cyphersystem-compendium.abilities.oEubmS7pZ3zFK8uJ]{Resilient Duplicate}

GM Intrusions: Perceiving the world from two different places disorients the character, causing momentary vertigo, nausea, or confusion.

Exists Partially Out of Phase

A bit translucent, you’re slightly out of phase and can move through solid objects.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.g0SqMvb020tiTQ48]{Walk Through Walls}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.2j6Hqr2Y8Xbz97c4]{Defensive Phasing}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.cJB7wj5okdPZuRNb]{Phased Attack} or @UUID[Compendium.cyphersystem-compendium.abilities.MFBq4Fc432FS6nkX]{Phase Door}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.Kk9lHkiaqsr3pUmk]{Ghost}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.QLRztjFH4YetYM6l]{Untouchable}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.xHLPf1FETmn06aA8]{Enhanced Phased Attack} or @UUID[Compendium.cyphersystem-compendium.abilities.ptH3O4GES71CClGO]{Phase Foe}

GM Intrusions: The character is sent phasing into an unexpected dimension. The character becomes lost in a large solid.

Explores Dark Places

You’re the archetypal treasure hunter, scavenger, and finder of lost things.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.MwDYD8V1CJv8w9rR]{Superb Explorer}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.aJ1T8XqGF38vyzV2]{Superb Infiltrator}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.xskKzxBoGvSrje4e]{Eyes Adjusted}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.LdHCwZcifnRRuPrp]{Nightstrike} or @UUID[Compendium.cyphersystem-compendium.abilities.JhBTTC5ZUTT8NvUA]{Slippery Customer}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.5t5EIoGSan3pQ08D]{Hard-Won Resilience}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.xRvaY8SG4HVy5WO8]{Dark Explorer}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.XRXQwJplJrm7onbN]{Blinding Attack} or @UUID[Compendium.cyphersystem-compendium.abilities.2asT0zvk1kw5hC1v]{Embraced by Darkness}

GM Intrusions: Possessions fall out of pockets or bags in the dark; maps get lost; information gained fails to include an important detail.

Fights Dirty

You’ll do anything to win a fight: bite, scratch, kick, trick, and worse.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.VAGafmOiBpvU2eq0]{Tracker}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.gwMRhz3h9zxbVQXt]{Stalker}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.sHdBJdVshvtAqz1K]{Sneak}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.FEkLEYwk7r9KE7oC]{Quarry}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.7Gxuqkwo4i47yHe3]{Betrayal} or @UUID[Compendium.cyphersystem-compendium.abilities.uG2ACHNAPoZirp0b]{Surprise Attack}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.R9WffstnihzBuuvW]{Mind Games}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.gNRMG3mJTzWaCGph]{Capable Warrior}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.vhGEeFVgyqX1gzRr]{Using the Environment}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.Z4QcjOxgltEJPm96]{Twisting the Knife} or @UUID[Compendium.cyphersystem-compendium.abilities.KNElOxbWobS1ygLv]{Murderer}

GM Intrusions: People look poorly upon those who cheat or fight without honor. Sometimes a dirty trick backfires.

Fights With Panache

You’re a swashbuckling daredevil who fights with flamboyant style that’s entertaining to watch.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.b8rtgyatE8o9FaRS]{Attack Flourish}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.GQeO9RXVzeriLsfy]{Quick Block}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.ra0A8MtQjZEYhJPr]{Acrobatic Attack} or @UUID[Compendium.cyphersystem-compendium.abilities.tmrSKjGmjbxfIqPI]{Flamboyant Boast}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.3JWMtJBjf3oUWaxP]{Block for Another}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.jaGs9nmLaywdRMUN]{Fast Kill}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.vhGEeFVgyqX1gzRr]{Using the Environment}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.cuK7oPGFdlOPoc44]{Agile Wit} or @UUID[Compendium.cyphersystem-compendium.abilities.G5bTthwpEf5azVHA]{Return to Sender}

GM Intrusions: The display comes off looking silly, clumsy, or unattractive.

Flies Faster Than a Bullet

You can fly, and you’re superstrong, hard to hurt, and fast too. Is there anything you can’t do?

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.UCR0rx32kEsTcgnF]{Hover}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.4necR0YTsaij4ojD]{Greater Enhanced Potential}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.sPheWt9emoY3PCA8]{Hidden Reserves} or @UUID[Compendium.cyphersystem-compendium.abilities.rYyymKUc0QKWdNsy]{See Through Matter}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.Zps9ZUc9RD1mRDEK]{Blink of an Eye}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.s68x7VxwueUkCkOg]{Up to Speed}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.sbGo2i4oqy1aUeQ6]{Not Dead Yet}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.IUlsD8Zxp8AYbO4h]{Burning Light} or @UUID[Compendium.cyphersystem-compendium.abilities.NMgopYfoagESHtea]{Ignore Affliction}

GM Intrusions: A nemesis finds the character. A strange material is found to nullify the character’s abilities.

Focuses Mind Over Matter

You can telekinetically move objects with your mind without physically touching them.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.LODZEYtmmBN5D9zZ]{Divert Attacks}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.xDn74LRD6xlMUqj2]{Telekinesis}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.gyZd83dgvZnQrmbb]{Cloak of Opportunity} or @UUID[Compendium.cyphersystem-compendium.abilities.bvqDafTBMB7Uo9Qj]{Enhance Strength}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.loOJI9ZakIwGrmW1]{Apportation}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.8wSx2qtKXq0dWxId]{Psychokinetic Attack}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.iEOf9IkbHU8oBOMm]{Improved Apportation} or @UUID[Compendium.cyphersystem-compendium.abilities.YFbC1HRis4SpZgrS]{Reshape}

GM Intrusions: One mental slip, and moving objects drop or fragile objects break. Sometimes the wrong item moves, falls, or breaks.

Note: Erratum

It seems that the tier 1 ability is supposed to be @UUID[Compendium.cyphersystem-compendium.abilities.YcDF62pED8waUtry]{Deflect Attacks} instead of Divert Attacks.

Fuses Flesh and Steel

Your body is part machine.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.dPFQTFRzv7D7PYKq]{Enhanced Body}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.4dTGeclZRVjzn5tT]{Interface}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.syiylO75dZlcUp3i]{Sensing Package} or @UUID[Compendium.cyphersystem-compendium.abilities.NFsoXUQaq3I5h2UY]{Weaponization}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.42sPqHxJEybiZ6Vh]{Fusion}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.Uk6ceaEWFjcoHNTI]{Deep Reserves}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.laxdkyrDuOhxfWKc]{Mind Surge} or @UUID[Compendium.cyphersystem-compendium.abilities.fkedtvx6UakJPOZN]{Ultra Enhancement}

GM Intrusions: People in most societies are afraid of someone who is revealed to have mechanical parts.

Fuses Mind and Machine

Electronic aids implanted in your brain make you a mental powerhouse.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.7GsuhcRTpDX0d1em]{Enhanced Intellect}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.eEGFknWQZUBNXn99]{Knowledge Skills}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.2GicRKJcPO3hmlwD]{Network Tap}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.GK0o4fjCtxgAP269]{Action Processor} or @UUID[Compendium.cyphersystem-compendium.abilities.dLJ0B35UlB5wxCf4]{Machine Telepathy}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.34Ycb9VK8JwHgSl4]{Greater Enhanced Intellect}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.eEGFknWQZUBNXn99]{Knowledge Skills}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.MA2Pwhbpbq2SSIQy]{See the Future}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.teF5kZpAuRfZKfxn]{Machine Enhancement} or @UUID[Compendium.cyphersystem-compendium.abilities.laxdkyrDuOhxfWKc]{Mind Surge}

GM Intrusions: Machines malfunction and shut down. Powerful machine intelligences can take control of lesser thinking machines. Some people don’t trust a person who isn’t fully organic.

Grows to Towering Heights

For brief periods, you can grow larger and, with enough experience, to towering heights.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.HDYOv1V10xpFbFI7]{Enlarge}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.HoUOwIPfKTlxyQH0]{Freakishly Large}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.GmMePJHTRl6PshR6]{Bigger}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.wifCvRG9OhsTDT30]{Advantages of Being Big}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.uNzF1oQKJ6T1yqL4]{Huge} or @UUID[Compendium.cyphersystem-compendium.abilities.WuNUt6ltWGDdjNLS]{Throw}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.48i5ybVtZaTlFLJf]{Grab}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.0XYaYNoQzrYYKR4p]{Gargantuan}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.hbbPZIjq81Qqdp6i]{Colossal} or @UUID[Compendium.cyphersystem-compendium.abilities.58CLKxSLgaT6W6Cj]{Lethal Damage}

GM Intrusions: Rapid growth knocks over furnishings or smashes through ceilings or hanging lights. An enlarged character breaks through the floor.

Helps Their Friends

You love your friends and help them out of any difficulty, no matter what.

Type Swap Option: Advice From a Friend

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.lZCAKgP966BuU4uF]{Friendly Help}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.YvPBxDxLz16Usm7m]{Courageous}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.QGSHCRW46vn5Xdwu]{Weather the Vicissitudes}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.knh2MWMhCgqOjWYD]{Buddy System} or @UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.RgosWDt0hkosbVQr]{In Harm’s Way}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.MwVDTy2Rx1V7Tyly]{Enhanced Physique}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.FiSwskgQGBjp4IhZ]{Inspire Action}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.1tkQKo32UKxTUUPn]{Deep Consideration} or @UUID[Compendium.cyphersystem-compendium.abilities.CtRvLxfUlCynJv1B]{Skill With Defense}

GM Intrusions: Others sometimes have ulterior motives. The law takes an undue interest. Even when everything goes right, repercussions follow.

Howls at the Moon

For brief periods, you become a fearsome and powerful creature with control issues.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.8DXGUr433iXaVCSv]{Beast Form}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.wIOwT1tjGLMYzZAb]{Controlled Change}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.NIePQkLH2DTVjZR2]{Bigger Beast Form} or @UUID[Compendium.cyphersystem-compendium.abilities.Ee8QC6fkRvD1yw6h]{Greater Beast Form}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.wqzexDdZolWgxAza]{Greater Controlled Change}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.A9uQnidn6SKTNHJA]{Enhanced Beast Form}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.58CLKxSLgaT6W6Cj]{Lethal Damage} or @UUID[Compendium.cyphersystem-compendium.abilities.85DCcEDqvz6A0LkD]{Perfect Control}

GM Intrusions: The change happens in an uncontrolled fashion. People are terrified of monsters.

Hunts

You are a stalking hunter who excels at bringing down your selected quarry.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.b8rtgyatE8o9FaRS]{Attack Flourish}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.VAGafmOiBpvU2eq0]{Tracker}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.FEkLEYwk7r9KE7oC]{Quarry}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.sHdBJdVshvtAqz1K]{Sneak}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.aBfj6w1y6noOzB7d]{Horde Fighting} or @UUID[Compendium.cyphersystem-compendium.abilities.57txEIyzuPUQOqVP]{Sprint and Grab}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.uG2ACHNAPoZirp0b]{Surprise Attack}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.LE8NtDKG9TzXBv5B]{Hunter’s Drive}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.oroWEBbp3cvrYwH9]{Greater Skill With Attacks} or @UUID[Compendium.cyphersystem-compendium.abilities.ENO71nxs3MSKzvq6]{Multiple Quarry}

GM Intrusions: The quarry notices the character. The quarry isn’t as vulnerable as it seemed.

Infiltrates

Subtlety, guile, and stealth allow you to get in where others can’t.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.QAdh0yZBjJsHdJjD]{Stealth Skills}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.WUY75HFAqAu1i9ku]{Sense Attitudes}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.vFc52xBtBp69WglW]{Impersonate}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.LFiTEQpWhXBgIZWb]{Flight Not Fight}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.ZB80ZclRSzEcr4o1]{Awareness} or @UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.wvlSlYCJyrJuFqtn]{Invisibility}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.N0OZaNOIbHTiWDL1]{Evasion}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.3SiJ5Drao8XtmgzV]{Brainwashing} or @UUID[Compendium.cyphersystem-compendium.abilities.jrTEtAhE6GfLW7R4]{Spring Away}

GM Intrusions: Spies are treated harshly when caught. Allies disavow infiltrators who get caught. Some secrets are better left unknown.

Interprets the Law

You excel at winning others over to your views.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.EbnGDC61relhYaib]{Opening Statement}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.xBQM1AmjmcjmPDDD]{Knowledge of the Law}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.2GwH3ugd7aHrWZRz]{Debate}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.Eez3uExkDA20XJg3]{Able Assistance} or @UUID[Compendium.cyphersystem-compendium.abilities.FQPA8oY3xiZIL6aG]{Enhanced Intellect Edge}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.Hw16NpdbdJOqVF4z]{Castigate}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.kcXnkEBuyNil4Nd4]{No One Knows Better}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.4necR0YTsaij4ojD]{Greater Enhanced Potential} or @UUID[Compendium.cyphersystem-compendium.abilities.pGJIwlCJDib2Splm]{Legal Intern}

GM Intrusions: Onlookers react badly to a know-it-all. A distraction or interruption throws the character’s argument off the rails.

Is Idolized by Millions

You’re a celebrity and most people adore you.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.ZK4CUb9HH4J5A8IN]{Entourage}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.zGoUoC6i0f1SbUqE]{Celebrity Talent}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.6QXGJBsJPDFgcdq5]{Perks of Stardom}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.b776WTF2u1roh3n0]{Incredible Health} or @UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.mUhnX0UmEw2BROkI]{Captivate With Starshine}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.ETGBAqAc1ApFH5cx]{Expert Follower}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.1W0sBVHxG7LESCPl]{Do You Know Who I Am?}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.zZYSSAFXtJcuezxM]{Transcend the Script} or @UUID[Compendium.cyphersystem-compendium.abilities.0IlHHY1ktkN2L5Sp]{Improved Companion}

GM Intrusions: Fans are endangered or hurt on your behalf. Someone in your entourage betrays you. Your show, tour, contract, or other event is canceled. The media posts photos of you in an embarrassing situation.

Is Licensed to Carry

You carry a gun and you know how to use it in a fight.

Although Is Licensed to Carry is designed with modern firearms in mind, it could apply to flintlock weapons, futuristic laser blasters, or other ranged weapons.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.1SBd1jm66eSo4eHn]{Gunner}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.wAbsUj5mHZatr3JG]{Practiced With Guns}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.Mbq7D0u4Vee0NKYz]{Careful Shot}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.I8N5PUMy5Eq7cqZl]{Trained Gunner} or @UUID[Compendium.cyphersystem-compendium.abilities.UlQ7w5iD57Hfdzce]{Damage Dealer}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.oNk0Nhle1XwBhOvp]{Snap Shot}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.WrJDw2X8JHcljjP4]{Arc Spray}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.BM6YnBez7sVnrGUh]{Special Shot} or @UUID[Compendium.cyphersystem-compendium.abilities.58CLKxSLgaT6W6Cj]{Lethal Damage}

GM Intrusions: Misfire or jam! The attack fails and the action is lost, plus an additional action is needed to fix the problem.

Is Wanted by the Law

“WANTED, DEAD OR ALIVE” posters (or their equivalent) have appeared featuring your face. It’s up to you whether it’s a mistake that snowballed out of control or you actually would kill someone just for looking at you.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.tuofJSTVjOEwRUem]{Enhanced Speed}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.UyQTRi5ZwWU5tMO0]{Danger Sense}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.uG2ACHNAPoZirp0b]{Surprise Attack}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.DMBJEypEWuAS2lai]{Outlaw Reputation} or @UUID[Compendium.cyphersystem-compendium.abilities.36nlDXhOP5e5dfns]{Successive Attack}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.jaGs9nmLaywdRMUN]{Fast Kill}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.fD8yD0pGCMdOJkGb]{Band of Desperados}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.sbGo2i4oqy1aUeQ6]{Not Dead Yet} or @UUID[Compendium.cyphersystem-compendium.abilities.58CLKxSLgaT6W6Cj]{Lethal Damage}

GM Intrusions: Most people do not take well to discovering a wanted outlaw in their midst.

Keeps a Magic Ally

An allied magic creature bound to an object (such as a minor djinn in a lamp, or a ghost in a pipe) is your friend, protector, and weapon.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.9Kag2UMn6Wdxq4Zo]{Bound Magic Creature}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.PCTUkuALVb0GdTCe]{Object Bond}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.1KjY8D1dvLc3NuUv]{Hidden Closet}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.l0OFjk5XVGV5LzP1]{Minor Wish} or @UUID[Compendium.cyphersystem-compendium.abilities.cGcblQ2qvyHM02kY]{Mount}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.QxOsAHpd8ZkEXI5u]{Improved Object Bond}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.m2j3n3xiExLcXAAn]{Moderate Wish}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.Aprz5cRtdgiAIYUM]{Object Bond Mastery} or @UUID[Compendium.cyphersystem-compendium.abilities.V7npSeuqG3JI4Dvv]{Trust to Luck}

GM Intrusions: The creature unexpectedly disappears into its bound object. The bound object cracks. The creature disagrees and doesn’t do as asked. The creature says it’s leaving unless a task is performed for it.

Leads

Your natural leadership capability allows you to command others, including a loyal band of followers.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.FDUGlu7DZhdfxH2P]{Natural Charisma}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.DmnRMTfHYaeoYFVu]{Good Advice}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.RnK2bmvUb7RIVPSA]{Enhanced Potential}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.4XwwFeGO5haHxvQs]{Basic Follower}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.zTsjsWVgzjQzl2MW]{Advanced Command} or @UUID[Compendium.cyphersystem-compendium.abilities.ETGBAqAc1ApFH5cx]{Expert Follower}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.8EMTH3JCrC5Vjt63]{Captivate or Inspire}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.4necR0YTsaij4ojD]{Greater Enhanced Potential}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.KpbEHKNSEycVB1GU]{Band of Followers} or @UUID[Compendium.cyphersystem-compendium.abilities.qbXP6HlN56bPt7cq]{Mind of a Leader}

GM Intrusions: Followers fail, betray, lie, become corrupted, get kidnapped, or die.

Learns Quickly

You deal with bad situations as they arise, learning new lessons each time.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.7GsuhcRTpDX0d1em]{Enhanced Intellect}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.0xVoKhKKvzxIbtJD]{There’s Your Problem}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.YCwy44WnpusEYN7g]{Quick Study}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.qgholblGXKQri99M]{Hard to Distract}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.FQPA8oY3xiZIL6aG]{Enhanced Intellect Edge} or @UUID[Compendium.cyphersystem-compendium.abilities.dVh39nh5ARUxreUc]{Flex Skill}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.dIK67k9aoBbFBnkf]{Pay It Forward}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.7GsuhcRTpDX0d1em]{Enhanced Intellect}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.2LaX22wvw35lDger]{Learned a Few Things}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.EE1xCQ3OvCrdrG6z]{Two Things at Once} or @UUID[Compendium.cyphersystem-compendium.abilities.CtRvLxfUlCynJv1B]{Skill With Defense}

GM Intrusions: Accidents and mistakes are great teachers.

Lives in the Wilderness

You can survive in badlands where others perish.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.KqV5RSzOU3S3NK51]{Wilderness Life}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.wHcuP6T7Ti6j5Y8C]{Enhanced Might}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.vFQaDsHzJpTSV8Tw]{Living Off the Land}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.Db7aRY4t1mwRpcoL]{Wilderness Explorer}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.KAAezRI2l8rdp1NS]{Animal Senses and Sensibilities} or @UUID[Compendium.cyphersystem-compendium.abilities.Ja8ebgq2RDQryN62]{Wilderness Encouragement}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.CBdIPMJ2oOOesmod]{Wilderness Awareness}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.pfZzabIIEuU4kSH3]{The Wild Is on Your Side}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.Wj6oHOvnZkZjulwI]{One With the Wild} or @UUID[Compendium.cyphersystem-compendium.abilities.TRdK7RJBkq8WW4np]{Wild Camouflage}

GM Intrusions: People in cities and towns sometimes disparage those who look (and smell) like they live in the wilds, as if they were ignorant or barbaric.

Looks for Trouble

You’re a scrapper and love a good fight.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.Hgr8QZmzjXmYorfs]{Fists of Fury}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.XseI77zSp7iHkEWq]{Wound Tender}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.qp1jDaFiRR5xPPMn]{Protector}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.tFhd4dEGikOd1g1K]{Straightforward}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks} or @UUID[Compendium.cyphersystem-compendium.abilities.4necR0YTsaij4ojD]{Greater Enhanced Potential}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.2K3b6cTuLEGZfYqa]{Knock Out}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.kNSRytTtQX0rU3aE]{Mastery With Attacks}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.R9KnCCvGoEHvV1p0]{Greater Enhanced Might} or @UUID[Compendium.cyphersystem-compendium.abilities.58CLKxSLgaT6W6Cj]{Lethal Damage}

GM Intrusions: Weapons break or fly from even the strongest grip. Brawlers trip and fall. Even the battlefield can work against you with things falling or collapsing.

Loves the Void

When it’s just you, your spacesuit, and the panorama of stars wheeling out forever and always, you are at peace.

Type Swap Option: @UUID[Compendium.cyphersystem-compendium.abilities.geCiPXMF2sIRJ68U]{Have Spacesuit, Will Travel}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.zgcoMEc4j2MjpDhC]{Vacuum Skilled}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.GfDLA0qSvqhqzIbL]{Microgravity Adept}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.QH3l6ojVnasZm5U8]{Enhanced Speed Edge}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.MwVDTy2Rx1V7Tyly]{Enhanced Physique}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.q73VWJY2cmWxRcYx]{Space Fighting} or @UUID[Compendium.cyphersystem-compendium.abilities.rqC9cEmRkvm29N56]{Fusion Armor}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.U2QV8t7Pq9irgHqF]{Silent As Space}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.JJ9nWmcBIlfyNDfe]{Push Off and Throw}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.iIy1HDd9yUl07AYo]{Microgravity Avoidance}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.w3HN2nZBTo5mLJcM]{Weightless Shot} or @UUID[Compendium.cyphersystem-compendium.abilities.cbXNxvPdWEbKF6nA]{Reactive Field}

GM Intrusions: Spacesuits develop glitches. Air refill cartridges sometimes misreport capacity. Micrometeorites are common in space.

Masters Defense

You use protective equipment and practiced techniques to avoid becoming hurt in a fight.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.EheuStXUDPojVmT5]{Shield Master}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.gS1X6POaKLjNlHsI]{Sturdy}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.o2ZDoteWQsFsqTJr]{Practiced in Armor}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.zLJYM2OiFVIsuz3P]{Dodge and Resist} or @UUID[Compendium.cyphersystem-compendium.abilities.E1YiGcXAYOjHXoAd]{Dodge and Respond}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.2AIQhz00HyZhY7wM]{Tower of Will}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.4eCjeGPA0ovnwIfu]{Experienced in Armor}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.lGbieMmnuoqsl4Jz]{Nothing but Defend}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.i5n7BaFjTo6W35f9]{Defense Master} or @UUID[Compendium.cyphersystem-compendium.abilities.B6SEeGr5kxLAgvvq]{Wear It Well}

GM Intrusions: Shields break when hit, as do weapons used to parry. Armor straps break.

Masters Spells

By specializing in spellcasting and keeping a spellbook, you can quickly cast spells of arcing lightning, rolling fire, creeping shadow, and summoning.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.EyAIsiqJGCspQFcu]{Arcane Flare}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.Yg6jEM07HAccDcNC]{Ray of Confusion}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.NgHLZq3tZ3CFJvYv]{Fire Bloom} or @UUID[Compendium.cyphersystem-compendium.abilities.wEWyNKnVgVOjsyms]{Summon Giant Spider}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.2t9oGZRuFhLCKjsa]{Soul Interrogation}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.ZK9Ruc53rKBqU93i]{Granite Wall}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.LnZkUlKUuuD7iW3P]{Summon Demon} or @UUID[Compendium.cyphersystem-compendium.abilities.Gsre3acJaxhGBa0S]{Word of Death}

GM Intrusions: The spell goes wrong. The summoned creature turns on the caster. A rival spellcaster is drawn to the magic use.

Masters the Swarm

Insects. Rats. Bats. Even birds. You master one type of small creature that obeys you.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.ZEcFnsNXgcozJElT]{Influence Swarm}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.hIxPlDRbNqallNiu]{Control Swarm}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.CEscdPwUrBpzUeS0]{Living Armor} or @UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.gLxVxCSix441TyKq]{Call Swarm}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.rUzrjRuT2nfEdCaJ]{Gain Unusual Companion}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.iQhBPww1s4wRZcDz]{Deadly Swarm} or @UUID[Compendium.cyphersystem-compendium.abilities.CtRvLxfUlCynJv1B]{Skill With Defense}

GM Intrusions: A command is misunderstood. Control is erratic or is lost. Bites and stings are not uncommon for masters of the swarm.

Masters Weaponry

You are a master user of a particular type of weapon, be it a sword, whip, dagger, gun, or something else.

Someone who Masters Weaponry might have additional equipment, including a high- quality weapon.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.J0fj73TfCu4aSdVL]{Weapon Master}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.qBTIXXJt2Ahn8UYh]{Weapon Crafter}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.6Xs3fyaANQDWXRoc]{Weapon Defense}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.YA5P5CBNr5NSmY6z]{Rapid Attack} or @UUID[Compendium.cyphersystem-compendium.abilities.7rjeYt5hNhkvqK9w]{Disarming Strike}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.imWLlYQs4LTaCTdS]{Never Fumble}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.mhgFWIDr0QuCHRIF]{Extreme Mastery}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.KNElOxbWobS1ygLv]{Murderer} or @UUID[Compendium.cyphersystem-compendium.abilities.6P1CJvVMot3Y2xj0]{Deadly Strike}

GM Intrusions: Weapons break. Weapons can be stolen. Weapons can be dropped or forced out of your hand.

Metes Out Justice

You right wrongs, protect the innocent, and punish the guilty.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.Zu06akqnHdCvoR0W]{Make Judgment}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.tjxKTFdA8gqZDP90]{Designation}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.5jGN9GicKYIAneKQ]{Defend the Innocent}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.3fMzqFFQ1rLtbVrd]{Improved Designation}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.bz04IOSkdP3zcRMD]{Defend All the Innocent} or @UUID[Compendium.cyphersystem-compendium.abilities.iGRECL13bqrSSF7P]{Punish the Guilty}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.RESKINMA0INj60Rc]{Find the Guilty}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.QgnoEdKZ50u4JZoL]{Greater Designation}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.KVOFCKWKmUrqAe7v]{Punish All the Guilty}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.JH40M99RAN6IZWze]{Damn the Guilty} or @UUID[Compendium.cyphersystem-compendium.abilities.Kf09KYdZqG6dNTFC]{Inspire the Innocent}

GM Intrusions: Guilt or innocence can be complicated. Some people resent the presumption of a self-appointed judge. Passing judgment makes enemies.

Moves Like a Cat

Lithe, flexible, and graceful, you move quickly and smoothly, and never seem to be where danger is.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.Qsi6Iw5YCcY8jmNx]{Greater Enhanced Speed}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.tJiXzKX4gf0GNV6V]{Balance}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.tC7wmZwlZcQy5Vd0]{Movement Skills}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.g0Ewv5wBooSFYOlH]{Safe Fall}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.leUaFf4AxYJwwOHt]{Hard to Hit}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.QH3l6ojVnasZm5U8]{Enhanced Speed Edge} or @UUID[Compendium.cyphersystem-compendium.abilities.Qsi6Iw5YCcY8jmNx]{Greater Enhanced Speed}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.JlYk5UNZEUzzO8Js]{Quick Strike}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.2CrV3a9S1yzOXBOJ]{Slippery}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.mSNoWynky7DMz7ln]{Perfect Speed Burst} or @UUID[Compendium.cyphersystem-compendium.abilities.Qsi6Iw5YCcY8jmNx]{Greater Enhanced Speed}

GM Intrusions: Even a cat can be clumsy. A jump isn’t quite as easy as it looks. An escape move is so overzealous that it sends the character right into harm’s way.

Moves Like the Wind

You can move so fast that you become a blur.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.Qsi6Iw5YCcY8jmNx]{Greater Enhanced Speed}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.Sg5WeSF04CYNEecl]{Fleet of Foot}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.leUaFf4AxYJwwOHt]{Hard to Hit}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.8LHIZs9gEAd02tId]{Speed Burst} or @UUID[Compendium.cyphersystem-compendium.abilities.Qsi6Iw5YCcY8jmNx]{Greater Enhanced Speed}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.Zps9ZUc9RD1mRDEK]{Blink of an Eye}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.NhNvpbUWNRIFEm8b]{Hard to See}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.mSNoWynky7DMz7ln]{Perfect Speed Burst} or @UUID[Compendium.cyphersystem-compendium.abilities.0wVk3CszKCJQfp0Q]{Incredible Running Speed}

GM Intrusions: Surfaces can be slick or offer hidden obstacles. The movement of other creatures can be unpredictable, and the character might run into them.

Murders

You’re an assassin, whether by trade, by inclination, or because it was that or be killed yourself. (Someone who Murders might have additional equipment, including three doses of a level 2 blade poison that inflicts 5 points of damage.)

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.uG2ACHNAPoZirp0b]{Surprise Attack}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.rYaAyFLmCAAwZi0s]{Assassin Skills}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.y2eUnbkzxOeoe9w6]{Quick Death}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.369RISHwqzRXkwEG]{Infiltrator}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.ZB80ZclRSzEcr4o1]{Awareness} or @UUID[Compendium.cyphersystem-compendium.abilities.AQQzctwqPJPUTRbb]{Poison Crafter}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.tbeFzIPGuAjRBpKM]{Better Surprise Attack}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.UlQ7w5iD57Hfdzce]{Damage Dealer}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.FzJe2XEwhtUajTWI]{Escape Plan} or @UUID[Compendium.cyphersystem-compendium.abilities.KNElOxbWobS1ygLv]{Murderer}

GM Intrusions: Most people do not react well to a professional killer.

Needs No Weapon

Powerful punches, kicks, elbows, knees, and full body movements are all the weapons you need.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.Hgr8QZmzjXmYorfs]{Fists of Fury}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.K33ayv0NcktuV53N]{Flesh of Stone}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.p61Ycyc7lVZQXupO]{Advantage to Disadvantage}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.JJKRrcU5L1yM9y90]{Unarmed Fighting Style}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.mGv7zlZu1wtNCQXQ]{Moving Like Water} or @UUID[Compendium.cyphersystem-compendium.abilities.4necR0YTsaij4ojD]{Greater Enhanced Potential}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.LODZEYtmmBN5D9zZ]{Divert Attacks}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.eQIPJk2xcFGfDr3H]{Stun Attack}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.S4PaEqmYjg4TGoG3]{Master of Unarmed Fighting Style} or @UUID[Compendium.cyphersystem-compendium.abilities.58CLKxSLgaT6W6Cj]{Lethal Damage}

GM Intrusions: Striking certain foes hurts you as much as it hurts them. Opponents with weapons have greater reach. Complicated martial arts moves can knock you off balance.

Never Says Die

You never quit, can shrug off a beating, and always come back for more.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.UtFc3e4grYyCQneH]{Improved Recovery}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.wXV7JxEmZDlBvRKO]{Push on Through}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.JuOmZXMt1T3tQUZ8]{Ignore the Pain}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.R0UuZ32vmmeFbSMV]{Blood Fever} or @UUID[Compendium.cyphersystem-compendium.abilities.sPheWt9emoY3PCA8]{Hidden Reserves}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.iyM2N9G0RLlj6BZ7]{Increasing Determination} or @UUID[Compendium.cyphersystem-compendium.abilities.3VJyYtECl0wKQj2p]{Outlast the Foe}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.sbGo2i4oqy1aUeQ6]{Not Dead Yet}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.5HNZcrij9mgEmvAR]{Final Defiance} or @UUID[Compendium.cyphersystem-compendium.abilities.NMgopYfoagESHtea]{Ignore Affliction}

GM Intrusions: Sometimes, it’s equipment or weapons that give out.

Operates Undercover

Under the guise of someone else, you seek to find answers the powerful do not want divulged.

Someone who Operates Undercover might have additional equipment that includes a disguise kit.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.PK6oiYXgdP7KaGgi]{Investigate}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.eYHlYyVDj3odrAFJ]{Disguise}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.6ILcTvACqDdLVpc8]{Agent Provocateur} or @UUID[Compendium.cyphersystem-compendium.abilities.ZuX6gykVtKxiBAxR]{Run and Fight}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.MzKqElUHuTtHkV7D]{Pull a Fast One}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.bgaCXtvlT0zWmAIA]{Using What’s Available}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.V7npSeuqG3JI4Dvv]{Trust to Luck} or @UUID[Compendium.cyphersystem-compendium.abilities.6P1CJvVMot3Y2xj0]{Deadly Strike}

GM Intrusions: Bad luck can ruin the best plans. Disguises fail. Allies are revealed to be agents, too.

Performs Feats of Strength

A muscled prodigy, you can haul incredible weight, hurl your body through the air, and punch through doors.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.cpXOBSLY03j89yOy]{Athlete}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.g1t5TxZXsNovIVTn]{Enhanced Might Edge}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.YQEECpNwDSFCFnCN]{Feat of Strength}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.PYD24TjoDAqbKAj8]{Iron Fist} or @UUID[Compendium.cyphersystem-compendium.abilities.WuNUt6ltWGDdjNLS]{Throw}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.R9KnCCvGoEHvV1p0]{Greater Enhanced Might}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.ARiNuZrnfFCvZAFd]{Brute Strike}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.R9KnCCvGoEHvV1p0]{Greater Enhanced Might} or @UUID[Compendium.cyphersystem-compendium.abilities.IFb8NX06xgWM7H98]{Jump Attack}

GM Intrusions: It’s easy to break delicate things or hurt someone accidentally.

Pilots Starcraft

You’re a crack starship pilot.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.Kk5nnC1EcYtqc3Fu]{Pilot}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.QgCWZia7gFicmEJr]{Flex Lore}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.h3G0Ven2SoaPCbk4]{Salvage and Comfort}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.hGbNYgkuIiZHomcJ]{Mentally Tough}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.12xO8QaEsTvEFUvY]{Expert Pilot}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.hIy0GMeL8WALvhEb]{Ship Footing} or @UUID[Compendium.cyphersystem-compendium.abilities.XkFsMa9e9IY2FRcN]{Machine Companion}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.x7YnN02GiwDQ09km]{Sensor Array}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.tuofJSTVjOEwRUem]{Enhanced Speed}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.YWMUeaNzao8n8pAc]{Like the Back of Your Hand}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.0q9alvmsQKKViN0r]{Incomparable Pilot}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.Yo2Z3EdYjx88jYnp]{Remote Control} or @UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks}

GM Intrusions: Starcraft get lost, break down, and are attacked in space. An alien stowaway is found.

Plays Too Many Games

Lessons, reflexes, and strategies you’ve learned by playing too many games have applications in the real world, where people who don’t play enough toil and live their dreary lives.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.qpBv7OxAcMAAtY2M]{Game Lessons}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.p3kh3XKzetkJTG1J]{Gamer}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.qEzcqbNhuJQuBagn]{Zero Dark Eyes}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.pMQT2QIL38XlhkxB]{Resist Tricks}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.QDSSTe5EGrBHjtnL]{Sniper’s Aim} or @UUID[Compendium.cyphersystem-compendium.abilities.QH3l6ojVnasZm5U8]{Enhanced Speed Edge}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.R9WffstnihzBuuvW]{Mind Games}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.7GsuhcRTpDX0d1em]{Enhanced Intellect}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.W0Jw19mWIycjIgmo]{Gamer’s Fortitude}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.laxdkyrDuOhxfWKc]{Mind Surge} or @UUID[Compendium.cyphersystem-compendium.abilities.dIUTe5O1jeA47zps]{Gaming God}

GM Intrusions: Missed attacks strike the wrong target. Equipment breaks. Sometimes people react negatively to someone who has lived most of their life in imaginary game worlds.

Rages

When you go berserk, everyone fears you.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.YGsGHp1rbu3Z7Kdd]{Frenzy}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.R9KnCCvGoEHvV1p0]{Greater Enhanced Might}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.tC7wmZwlZcQy5Vd0]{Movement Skills}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.NoC3yuqxU8yhPf47]{Power Strike} or @UUID[Compendium.cyphersystem-compendium.abilities.zEkA8MhrnJ5p9Io6]{Unarmored Fighter}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.hAVC1FOl7hwnuBpC]{Greater Frenzy}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.ltAq7qr8aaalOtJp]{Attack and Attack Again}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.4necR0YTsaij4ojD]{Greater Enhanced Potential} or @UUID[Compendium.cyphersystem-compendium.abilities.58CLKxSLgaT6W6Cj]{Lethal Damage}

GM Intrusions: It’s easy for a berserker to lose control and attack friend as well as foe.

Rides the Lightning

You create and discharge electrical power.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.3btRIiWxY8oMcVMo]{Shock}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.essJhO2eqoHmIQaa]{Charge}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.uh1t4rnkZ2jOCjHJ]{Bolt Rider}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.76HF09q7MdGek863]{Electric Armor} or @UUID[Compendium.cyphersystem-compendium.abilities.A6H8xi93t6Zrexz9]{Drain Charge}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.YDKULtvV0pMJDxi2]{Bolts of Power}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.etGUYa9dQSvjLvXX]{Electrical Flight}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.2TaqNf6bhxijKELX]{Flash Across the Miles} or @UUID[Compendium.cyphersystem-compendium.abilities.Bny0sFdqf40pJeOp]{Wall of Lightning}

GM Intrusions: Targets other than those intended are shocked. Objects explode.

Runs Away

Your first instinct is to run from danger, and you’ve gotten very good at it.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.10EqPrn9aONinEfm]{Go Defensive}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.tuofJSTVjOEwRUem]{Enhanced Speed}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.QVPmLa6CKwmH6vJZ]{Quick to Flee}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.0wVk3CszKCJQfp0Q]{Incredible Running Speed} or @UUID[Compendium.cyphersystem-compendium.abilities.Qsi6Iw5YCcY8jmNx]{Greater Enhanced Speed}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.iyM2N9G0RLlj6BZ7]{Increasing Determination}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.Mac5S0sQe9Muf4Mv]{Quick Wits}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.U33DbRwloywFlYfi]{Go to Ground}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.hKhwP85QeRGPW03G]{Burst of Escape} or @UUID[Compendium.cyphersystem-compendium.abilities.CtRvLxfUlCynJv1B]{Skill With Defense}

GM Intrusions: Quick movements sometimes lead to dropped items, slipping on uneven ground, or going the wrong way by accident.

Sailed Beneath the Jolly Roger

You sailed with a crew of dread pirates, but you’ve decided to end your days as a pirate and join some other cause. The question is, will your past let you go so easily?

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.JuOmZXMt1T3tQUZ8]{Ignore the Pain}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.IYt42xzsjesQyEfT]{Sailor}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.B4U7RiMrZElfOQyj]{Taking Advantage}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.1POQ4sFW5DLrmXhn]{Fearsome Reputation}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks} or @UUID[Compendium.cyphersystem-compendium.abilities.CtRvLxfUlCynJv1B]{Skill With Defense}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.oCcnXLYQy9DjwPJC]{Sea Legs}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.tC7wmZwlZcQy5Vd0]{Movement Skills}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.5rgcPJXpCcB5VJ1m]{Lost in the Chaos}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.AsmIgvoIRPEtuzkh]{Duel to the Death} or @UUID[Compendium.cyphersystem-compendium.abilities.36nlDXhOP5e5dfns]{Successive Attack}

GM Intrusions: The dangers of the high seas are many, including severe storms and disease. Other pirates sometimes get ahead through betrayal. A pirate tracks down former sailing mates to find hidden treasure.

Scavenges

When not running and hiding, you sift the ruins of civilization for useful remnants to ensure your survival.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.OjGaIl0JEepjDrla]{Post-Apocalyptic Survivor}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.ZOfmWQFbwSJQB4wm]{Ruin Lore}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.IswvUEdCBBZDRme6]{Junkmonger}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.B4U7RiMrZElfOQyj]{Taking Advantage} or @UUID[Compendium.cyphersystem-compendium.abilities.b776WTF2u1roh3n0]{Incredible Health}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.YID6zEB7KkHGYAlD]{Know Where to Look}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.EjBzy1Ue1AA8i6ry]{Recycled Cyphers}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.MJE1k2RmCM6HRwFV]{Artifact Scavenger} or @UUID[Compendium.cyphersystem-compendium.abilities.cbXNxvPdWEbKF6nA]{Reactive Field}

GM Intrusions: An item made with recycled junk breaks. Someone shows up claiming that the useful item or piece of junk scavenged belongs to them. A recycled cypher explodes.

Sees Beyond

You have a psychic sense that allows you to see what others cannot.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.jq6Wm9xYxJA0bRaR]{See the Unseen}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.rYyymKUc0QKWdNsy]{See Through Matter}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.Mu5knvNfGyaeaiTB]{Find the Hidden} or @UUID[Compendium.cyphersystem-compendium.abilities.bzy1KzO0oPmZGu2b]{Sensor}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.KBjSpuK7XJc1abJv]{Remote Viewing}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.PazO9rJ2YoE8VEUw]{See Through Time}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.lL7QywDGOszTIJCE]{Mental Projection} or @UUID[Compendium.cyphersystem-compendium.abilities.RE24qvMuPhasaCP3]{Total Awareness}

GM Intrusions: Some secrets are too terrible to know.

Separates Mind From Body

You can project your mind out of your body to see faraway places and learn secrets that would otherwise remain hidden.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.WgjatSOUT6pT02A7]{Third Eye}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.oTDJtTDkwxr5uSfU]{Open Mind}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.9sfX1SGtcQ17Uiny]{Sharp Senses}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.6X3BDWzVKsWltrtY]{Roaming Third Eye} or @UUID[Compendium.cyphersystem-compendium.abilities.Mu5knvNfGyaeaiTB]{Find the Hidden}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.bzy1KzO0oPmZGu2b]{Sensor}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.miR0d91lKIfmBGdO]{Psychic Passenger}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.lL7QywDGOszTIJCE]{Mental Projection} or @UUID[Compendium.cyphersystem-compendium.abilities.eblwQ80CBlBdeUp5]{Improved Sensor}

GM Intrusions: Reuniting mind and body can sometimes be disorienting and require a character to spend a few moments to get their bearings.

Shepherds Spirits

Wandering souls, nature spirits, and elemental beings aid and support you.

In some settings, the Shepherds Spirits focus applies to only one kind of spirit, such as spirits of the deceased, nature spirits, and so on.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.pHFFr4DkCythNc5n]{Question the Spirits}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.RkOvawhfH5MHQFOH]{Spirit Accomplice}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.dCQdSi11hJDyOSdD]{Command Spirit} or @UUID[Compendium.cyphersystem-compendium.abilities.LojkwDtb1gHLSB6A]{Preternatural Senses}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.OWVz2CkwLnCSJMdS]{Wraith Cloak}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.jVY1PTxvZvpjZILB]{Call Dead Spirit}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.ElsQU746B70tsPmZ]{Call Otherworldly Spirit} or @UUID[Compendium.cyphersystem-compendium.abilities.PvISXo6EQ2PmCGes]{Infuse Spirit}

GM Intrusions: Some people don’t trust those who deal with spirits. The dead sometimes don’t want shepherding.

Shepherds the Community

You keep the place where you live safe from all danger.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.op9VSx3NJT28UwTH]{Community Knowledge}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.ag3OU8JZuc769034]{Community Activist}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.6ZVINuyZm4jowRGt]{Shepherd’s Fury} or @UUID[Compendium.cyphersystem-compendium.abilities.CtRvLxfUlCynJv1B]{Skill With Defense}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.4necR0YTsaij4ojD]{Greater Enhanced Potential}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.N0OZaNOIbHTiWDL1]{Evasion}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.oroWEBbp3cvrYwH9]{Greater Skill With Attacks} or @UUID[Compendium.cyphersystem-compendium.abilities.xxavxLEaiVFug1D6]{Protective Wall}

GM Intrusions: People in the community misunderstand the character’s motives. Rivals try to oust the character.

Shreds the Walls of the World

Speed plus phasing gives you a unique ability to evade danger and simultaneously inflict damage.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.3t1QshyGYnCSo12z]{Phase Sprint}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.7f6ulMjWFw2BOK76]{Disrupting Touch}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.n81xGnZHydeXmIRc]{Scratch Existence}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.nEN2HYzlJWhonfmE]{Invisible Phasing} or @UUID[Compendium.cyphersystem-compendium.abilities.g0SqMvb020tiTQ48]{Walk Through Walls}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.rXUUDUJFKis8TpnL]{Phase Detonation}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.8yGwY0PvtF2ivdSn]{Very Long Sprinting}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.P9HlASUtyiOXghBZ]{Shred Existence} or @UUID[Compendium.cyphersystem-compendium.abilities.INdq5iQf5ECzRiNp]{Untouchable While Moving}

GM Intrusions: Moving so quickly while sprinting sometimes leads to stumbles on unexpected, exotic obstacles.

Siphons Power

You suck power out of machines and creatures alike in order to empower yourself.

Robots and other living machines should be treated as creatures, not machines, for the purposes of siphoning power from them.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.JyAovhallyh9m6oW]{Drain Machine}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.gWvMJQPBSmeaP8yN]{Drain Creature}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.wEj2uvWI3w0W9HWH]{Drain at a Distance} or @UUID[Compendium.cyphersystem-compendium.abilities.P73TBXcNDbZCVsdE]{Unraveling Consumption}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.gn1jtMLhp6qPNXUL]{Store Energy}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.4Xvgo62UVSOI9Acx]{Share the Power}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.Be1ehHb90jtLc8l0]{Explosive Release} or @UUID[Compendium.cyphersystem-compendium.abilities.xbYD729j3km6ZDCA]{Sun Siphon}

GM Intrusions: Drained power also transmits something unwanted—compulsions, afflictions, or alien thoughts. Siphoned power can overload the character, causing feedback.

Slays Monsters

You kill monsters.

Although wielding a sword in a setting where people usually do not carry such weapons is fine, you can change the Slays Monsters sword-related abilities to use a different weapon, such as a gun with silver bullets.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.WFK0xBSAIpD59va8]{Practiced With Swords}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.nW46hfygkxB7FW5m]{Monster Bane}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.PRW5MxW12oakmeHE]{Monster Lore}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.lw0otGU2Iaorppdc]{Will of Legend}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.gPqiQflb6Z3DXGVk]{Trained Slayer}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.HPIlAWDGOQFw6yGm]{Improved Monster Bane} or @UUID[Compendium.cyphersystem-compendium.abilities.lwJAowJa4eKlcDjb]{Misdirect}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.5otvtHrbVXIh0N27]{Fight On}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.oroWEBbp3cvrYwH9]{Greater Skill With Attacks} (swords)

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.KNElOxbWobS1ygLv]{Murderer} or @UUID[Compendium.cyphersystem-compendium.abilities.VupBbHOJAX45Yazb]{Heroic Monster Bane}

GM Intrusions: The monster laid a trap or set an ambush. The monster has previously undisclosed abilities. The monster’s mother vows revenge.

Solves Mysteries

You’re a master of deduction, using evidence to find the answer.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.FzpkQwb1jA53bs1y]{Investigator}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.HWZ8mwAfZEu6r778]{Sleuth}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.7BkWiUHcUrcRIKqO]{Out of Harm’s Way}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.PlVEpuVxp9pGJSoa]{You Studied} or @UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.mL6Yae2CxgefOMHn]{Draw Conclusion}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.0f2qoQlYGRqgu0Nj]{Defuse Situation}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.wqUItgrYzBeMiAoB]{Seize the Initiative} or @UUID[Compendium.cyphersystem-compendium.abilities.nOuOE3EkrNr81pSq]{Greater Skill With Defense}

GM Intrusions: Evidence disappears, red herrings confuse, and witnesses lie. Initial research can be faulty.

Speaks for the Land

Your spiritual connection to nature and the environment grants you mystical abilities.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.0Wq39mJ9oXA415qx]{Seeds of Fury}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.8KYjSKp6ieQ8YXUy]{Wilderness Lore}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.zW0cZJQTR0tHUmn3]{Grasping Foliage}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.gT21nqWZ9Es576oC]{Soothe the Savage} or @UUID[Compendium.cyphersystem-compendium.abilities.OIk4usP2NFT0tDu7]{Communication}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.RfGCXsX7JXEr8fMw]{Moon Shape}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.UJpMPRD25O7HvhbV]{Insect Eruption}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.2lhnVWUMX1Nu6KVj]{Call the Storm} or @UUID[Compendium.cyphersystem-compendium.abilities.jhdgI9rV2mpH6JQU]{Earthquake}

GM Intrusions: An injured natural (but dangerous) creature is discovered. Someone’s poaching wildlife for their skins, leaving the carcasses to rot. A tree falls in the forest, one of the last elder trees.

Stands Like a Bastion

Your armor, along with your size, strength, incredible training, or machine enhancement, makes you difficult to move or hurt.

Some characters who Stand Like a Bastion might already be experts in armor. They can choose a different tier 1 ability instead of Practiced in Armor.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.o2ZDoteWQsFsqTJr]{Practiced in Armor}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.GlXd4oFI9Fqq3rAX]{Experienced Defender}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.mmg9XLzvfbP4ESGO]{Resist the Elements}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.27EOrq94WxqgBbWQ]{Unmovable}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.R9KnCCvGoEHvV1p0]{Greater Enhanced Might} or @UUID[Compendium.cyphersystem-compendium.abilities.yl2zo179wXZW5Xxc]{Practiced With All Weapons}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.YeOtzG5ksxonD5RS]{Living Wall}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.VsAP4JEe7W5gaGaG]{Hardiness}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.4k5JFV78A5SiPjFo]{Mastery in Armor}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.58CLKxSLgaT6W6Cj]{Lethal Damage} or @UUID[Compendium.cyphersystem-compendium.abilities.NKvNEjx64CcS3l13]{Shield Training}

GM Intrusions: Armor is damaged. Small foes conspire in ingenious ways.

Takes Animal Shape

A shapechanger who can take the form of various animals.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.rJ4ZXuIcz0knY41H]{Animal Shape}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.OIk4usP2NFT0tDu7]{Communication}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.Y4V4tXQ9lO0rMNKR]{Bigger Animal Shape} or @UUID[Compendium.cyphersystem-compendium.abilities.Ee8QC6fkRvD1yw6h]{Greater Beast Form} (works with Animal Shape)

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.gXiq1edSDteTcfGC]{Animal Scrying}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.KGzAHs3qln0fNDjt]{Hard to Kill}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.iX07Ltb1JYr1nMYM]{Blurring Speed} or @UUID[Compendium.cyphersystem-compendium.abilities.QZZXgZ6PF8Eccs74]{Lend Animal Shape}

GM Intrusions: The character unexpectedly changes form. An NPC is frightened by or aggressive toward the shapeshifter. The transformation takes longer than expected.

Talks to Machines

You use your organic brain like a computer, interfacing “wirelessly” with any electronic device. You can control and influence them in ways that others can’t.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.lzy1YbdIJxzNIHZq]{Machine Affinity}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.7nUj7rxq4Qwg4FUM]{Distant Interface}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.L3UjcLAFvS9MLWCu]{Coaxing Power}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.SeAlSU8Rim5CWsgV]{Charm Machine}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.2odkyEO8azxIZWYj]{Intelligent Interface} or @UUID[Compendium.cyphersystem-compendium.abilities.OE5yXpzWC8lSUmGX]{Command Machine}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.XkFsMa9e9IY2FRcN]{Machine Companion}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.NoKdHv0FSytZR4iF]{Robot Fighter}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.PLyxuOlieOGsJx4h]{Information Gathering}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.FxohCBSksJIu1BSA]{Control Machine} or @UUID[Compendium.cyphersystem-compendium.abilities.PKFz6WVsaKm5kIir]{Improved Machine Companion}

GM Intrusions: The machine malfunctions or acts unpredictably.

Throws With Deadly Accuracy

Everything that leaves your hand goes exactly where you’d like it to go and at the range and speed to make the perfect impact.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.XAXJ3mFGdDv0fXLP]{Precision}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.PlTtlXeugIljHFVg]{Careful Aim}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.yszDDDpH6m16dEoV]{Quick Throw} or @UUID[Compendium.cyphersystem-compendium.abilities.CtRvLxfUlCynJv1B]{Skill With Defense}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.1L1uoad8vwgWxiyN]{Everything Is a Weapon}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.hbWaCBEfSMujqvDf]{Specialized Throwing}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.WW3QjCP5UJUsKBW3]{Whirlwind of Throws}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.58CLKxSLgaT6W6Cj]{Lethal Damage} or @UUID[Compendium.cyphersystem-compendium.abilities.LTqgcoprvBF2ZkdH]{Mastery With Defense}

GM Intrusions: Missed attacks strike the wrong target. Ricochets can be dangerous. Improvised weapons break.

Thunders

You emit destructive sound and manipulate soundscapes.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.uMaMKhemHmtlXDjT]{Thunder Beam}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.87SQGqcRavRZslAp]{Sound Conversion Barrier}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.KLFHpPR0MKLOWr8l]{Nullify Sound} or @UUID[Compendium.cyphersystem-compendium.abilities.EcOIgMC9c1IfSHsr]{Echolocation}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.znJCKr6PeEq4a0j5]{Shattering Shout}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.QZa9b5G80qxtoYqg]{Subsonic Rumble}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.B0dq2gW9gdA0PdzR]{Amplify Sounds}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.jhdgI9rV2mpH6JQU]{Earthquake} or @UUID[Compendium.cyphersystem-compendium.abilities.GlFT2ITvytQVWywQ]{Lethal Vibration}

GM Intrusions: Loud noises attract attention.

Travels Through Time

You can see through time, try to reach through it, and eventually even travel through it.

Although all character choices are subject to GM approval, Travels Through Time is a focus that the GM and player should probably have a long conversation about ahead of time, so the player knows the rules of time travel (if any) that exist in the GM’s setting. A character with this focus can drastically alter a setting, if the rules of time travel allow it.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.YD5gm0w3lqTSyO3V]{Anticipation}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.83y32UMQWshRvbDG]{See History}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.3wxiRMTCBZ4iNCHp]{Temporal Acceleration} or @UUID[Compendium.cyphersystem-compendium.abilities.l5vgtPP0LcsqGrzn]{Time Loop}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.0EhZzYdEhtCRnV4c]{Temporal Dislocation}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.OWRsjlf3ahyH9eez]{Time Doppelganger}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.U58ZQ1X3byfANn4W]{Call Through Time} or @UUID[Compendium.cyphersystem-compendium.abilities.lkO9VJhfOrgLY4g1]{Time Travel}

GM Intrusions: Paradoxes are created. Others remember past events differently.

Uses Wild Magic

You are a spellcaster who learns a variety of spells instead of focusing on just one kind of magic.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.Ub8NGsmH8NZcKguG]{Magical Repertoire}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.WvBcuYiFRM3KaTFj]{Cypher Casting}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.BPFjvh6nBN8bxk8T]{Expanded Repertoire}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.fQ3O3G7rFmv194uI]{Cypher Surge} or @UUID[Compendium.cyphersystem-compendium.abilities.Ax9HryNcPDei0g7t]{Faster Wild Magic}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.BPFjvh6nBN8bxk8T]{Expanded Repertoire}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.nfmwpxvs3RvednVI]{Magical Training}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.UNCbO4WGTB8ZubpZ]{Maximize Cypher} or @UUID[Compendium.cyphersystem-compendium.abilities.mz4KXXoQoHXyOBKI]{Wild Insight}

GM Intrusions: A spell performs erratically or rebounds upon the caster. Something interferes with preparing spells. Spellcasting attracts the attention of a powerful creature or potential rival. The cypher spell being cast is replaced with that of a random cypher.

Walks the Wild Woods

You are an adherent of nature magic who draws on the power and strength of trees.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.KqV5RSzOU3S3NK51]{Wilderness Life}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.SPTY1NXOvq2oRLJO]{Patient Recovery}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.ggQwr8b85bg7yzmK]{Wooden Body}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.c3GBVwgz9atmtbgI]{Tree Companion} or @UUID[Compendium.cyphersystem-compendium.abilities.CBdIPMJ2oOOesmod]{Wilderness Awareness}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.gQ9h8tGa60VLo6IH]{Tree Travel}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.mAc6hl4jKLZz84VK]{Great Tree}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.pBX1EYNVGutNx3b5]{Dreadwood} or @UUID[Compendium.cyphersystem-compendium.abilities.HUhj33woHX86SbX8]{Restorative Bloom}

GM Intrusions: A wooden character catches fire. A wild swing from a tree branch hits or trips an ally. Some trees have evil hearts and hate all walking things.

Was Foretold

You are the “chosen one,” and prophecy, prediction, prognostication, or some other method of determination expects great things of you one day.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.V765JZKDKQ00Buyn]{Interaction Skills}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.4p95GsynORh0Xd7X]{Knowing}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.Z7CKGOQWnfdNO885]{Destined for Greatness}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.zIYdniz9sjvAHsnX]{Overcome All Obstacles} or @UUID[Compendium.cyphersystem-compendium.abilities.5t5EIoGSan3pQ08D]{Hard-Won Resilience}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.WeMTxJElozl7OWdJ]{Center of Attention}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.cfR2uFYjteKAqsYw]{Show Them the Way}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.2uSx4ErQ9f2QLX5M]{As Foretold in Prophecy} or @UUID[Compendium.cyphersystem-compendium.abilities.4necR0YTsaij4ojD]{Greater Enhanced Potential}

GM Intrusions: An enemy described in prophecy appears. Unbelievers threaten to ruin the moment. The character gains a reputation in outside circles as a fraud.

Wears a Sheen of Ice

You command the wintery power of cold and ice.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.czVqoPjH98xaNY1d]{Ice Armor}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.nHqTzLHJrUWSAATM]{Frost Touch}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.BGMXK6VKNmp8M4A3]{Freezing Touch} or @UUID[Compendium.cyphersystem-compendium.abilities.7G8B9lfoVXkuxvKB]{Ice Creation}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.FuufiUyoLFbgBH5J]{Resilient Ice Armor}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.yEfkqXxmuQqlA6Fi]{Cold Burst}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.mvC2vboULutesBDu]{Ice Storm} or @UUID[Compendium.cyphersystem-compendium.abilities.EXrZLa3M8BK43qoi]{Winter Gauntlets}

GM Intrusions: Ice makes surfaces slippery. Extreme cold causes objects to crack and break.

Wears Power Armor

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.ClJUFnz8xBmP4a2l]{Powered Armor}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.wHcuP6T7Ti6j5Y8C]{Enhanced Might}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.YBMLX3Jm5oN79J6G]{Heads-Up Display}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.rqC9cEmRkvm29N56]{Fusion Armor} or @UUID[Compendium.cyphersystem-compendium.abilities.b776WTF2u1roh3n0]{Incredible Health}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.dCoCGVzWxIL9fIvH]{Force Blast}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.cTU70NgcebRlD7jI]{Field-Reinforced Armor}

Tier 6: Masterful Armor Modification (Jet Assisted Flight) or Masterful Armor Modification (Cypher Pod)

GM Intrusions: The armor won’t come off. The armor acts under its own power. The armor suffers a momentary power loss. NPCs are scared by the power armor.

Wields an Enchanted Weapon

You channel magic through or from a weapon to create a unique fighting style.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.OUOVkf3edHhnyRPk]{Enchanted Weapon}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.95judMTwajJoxNfy]{Innate Power}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.HVuhBuZVJkfYuGwp]{Charge Weapon}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.VNIcNhgET9z5MW5G]{Power Crash}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.YA5P5CBNr5NSmY6z]{Rapid Attack} or @UUID[Compendium.cyphersystem-compendium.abilities.Om3PoXrtnekrw0dF]{Throw Enchanted Weapon}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.I7ScLgI1tBhWCkwf]{Defending Weapon}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.RxI9TDy4wYR9eJKk]{Enchanted Movement}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.6P1CJvVMot3Y2xj0]{Deadly Strike} or @UUID[Compendium.cyphersystem-compendium.abilities.KDZeCZJxjCQzlTxA]{Spin Attack}

GM Intrusions: A weapon breaks or is dropped. The weapon loses its connection to you until you use an action to reestablish the attunement. The weapon’s energy discharges in an unexpected way.

Wields Two Weapons at Once

You bear steel with both hands, ready to take on any foe.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.NHns9zqufRvB3Tnl]{Dual Light Wield}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.Pu5XGGLI6cCp1EQd]{Double Strike}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.369RISHwqzRXkwEG]{Infiltrator}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.q9nALxXrBv5ubXaT]{Dual Medium Wield} or @UUID[Compendium.cyphersystem-compendium.abilities.rOxKh1Z7J686a0nv]{Precise Cut}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.gVOzzvxS6PPu8Ofy]{Dual Defense}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.3uGYyiXUUSz952zQ]{Dual Distraction}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.p1UMG2hrng7mLFDv]{Disarming Attack} or @UUID[Compendium.cyphersystem-compendium.abilities.KDZeCZJxjCQzlTxA]{Spin Attack}

GM Intrusions: A blade snaps in two or a weapon flies loose from its bearer’s grip.

Works for a Living

You take great satisfaction in a job well done, whether it’s coding, building houses, or mining asteroids.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.f7wLki6qjCNs2Ici]{Handy}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.CBGeAZSBuymzrxDz]{Muscles of Iron}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.RM8Fmu1IJwzBkjcM]{Eye for Detail} or @UUID[Compendium.cyphersystem-compendium.abilities.uhC4ubTGfhkNvIMX]{Improvise}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.wHcuP6T7Ti6j5Y8C]{Enhanced Might}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.t8wL47jk1KS4zapb]{Tough It Out}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.MdRdAc0qAWghMmlV]{Expert Skill}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.4necR0YTsaij4ojD]{Greater Enhanced Potential} or @UUID[Compendium.cyphersystem-compendium.abilities.5t5EIoGSan3pQ08D]{Hard-Won Resilience}

GM Intrusions: Repairs sometimes fail. Wiring can be tricky to decipher and still carry an electrical charge. Some people are rude to those who work for a living.

Works Miracles

You can heal others with a touch, alter time to help others, and are generally beloved by everyone.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.igGttY1Y2XbAx3qY]{Healing Touch}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.8mP69InEXQ4TB5BL]{Alleviate}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.rAmIxY5G1BK4ZMm7]{Font of Healing} or @UUID[Compendium.cyphersystem-compendium.abilities.7amEMbwK27v31Lt9]{Miraculous Health}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.FiSwskgQGBjp4IhZ]{Inspire Action}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.IN9qNZDx4sBKNr8n]{Undo}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.O2XHxUa2QNrliDMG]{Greater Healing Touch} or @UUID[Compendium.cyphersystem-compendium.abilities.ydmPM9m8nmmgvlXc]{Restore Life}

GM Intrusions: Attempts to heal might cause harm instead. A community or individual needs a healer so desperately that they hold one against their will.

Works the Back Alleys

You make your way unseen, stealing from the wealthy to achieve your ends.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.QAdh0yZBjJsHdJjD]{Stealth Skills}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.OFWQd2W52VAODeas]{Underworld Contacts}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.MzKqElUHuTtHkV7D]{Pull a Fast One} or @UUID[Compendium.cyphersystem-compendium.abilities.OtbS1NoVXK7mQLEe]{Guild Training}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.KM9qqjzJBJusQNkT]{Master Thief}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.xR2DkSqvAoR8Vtfn]{Dirty Fighter}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.QtpmHxblBqoQozbg]{Alley Rat} or @UUID[Compendium.cyphersystem-compendium.abilities.eepc8U2e178RDqBs]{All-Out Con}

GM Intrusions: Thieves are thrown in jail. Powerful enemies are made.

Works the System

You can exploit flaws in artificial systems, including but not limited to computer code.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.0V2NE0905wwYPRVo]{Hack the Impossible}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.JkiG6hpsfj1h6XRR]{Computer Programming}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.2CekF2lqwNrMyio0]{Connected}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.TmDavAL4vDxKjLBK]{Confidence Artist} or @UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.1fYBYD1EfA5z1NFl]{Confuse Enemy}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.jTiOQKW2QtXK8dmF]{Work the Friendship}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.HUVY2MA2CBegFhLY]{Call in Favor} or @UUID[Compendium.cyphersystem-compendium.abilities.4necR0YTsaij4ojD]{Greater Enhanced Potential}

GM Intrusions: Contacts sometimes have ulterior motives. Devices sometimes have failsafes or even traps.

Would Rather Be Reading

Books are your friends. What’s more important than knowledge? Nothing.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.vPraXsdXkCmaoBbI]{Knowledge Is Power}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.34Ycb9VK8JwHgSl4]{Greater Enhanced Intellect}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.wJSxVM8fWADJtTSd]{Applying Your Knowledge} or @UUID[Compendium.cyphersystem-compendium.abilities.dVh39nh5ARUxreUc]{Flex Skill}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.vPraXsdXkCmaoBbI]{Knowledge Is Power}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.wlkPdME0r3hx9VbE]{Knowing the Unknown}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.34Ycb9VK8JwHgSl4]{Greater Enhanced Intellect}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.vPraXsdXkCmaoBbI]{Knowledge Is Power}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.sq2JJtnRtSthJSYL]{Tower of Intellect} or @UUID[Compendium.cyphersystem-compendium.abilities.lbXg8UlSCG23yxO4]{Read the Signs}

GM Intrusions: Books burn, get wet, or get lost. Computers break or lose power. Glasses break.

","markdown":""},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"ownership":{"default":-1},"flags":{}},{"sort":398438,"name":"Creating New Foci","type":"text","_id":"0VwlyyylqvFgJjZw","title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"

This section provides everything you need to create your own foci.

Every focus has an overarching style, whether that’s exploration, energy manipulation, or simply dealing a lot of damage in combat. These broad classifications are called focus categories.

Each focus category has an overarching theme, followed by selection guidelines that describe how to choose abilities for each tier from the Abilities chapter, from tier 1 to tier 6.

The newly created focus should be named in the form of a verb, like Controls Beasts or Abides in Stone. For instance, a fire-using focus created by following the guidelines in the energy manipulation focus category might be called Bears a Halo of Fire (one of the sample foci in this chapter). Alternatively, a new fire-using focus should get an all-new name like Stokes the Flames of the Apocalypse or Lights Fires With a Thought.

The ability selection guidelines invite you to choose an ability from one of three ranges: low tier, mid tier, and high tier. These ranges correspond with the power “grades” given for every ability. These abilities are further sorted into ability categories based on the kinds of things they do—abilities that improve physical attacks are in the attack skill category, abilities that assist allies are in the support category, and so on. Look for the grades and categories in the Ability Categories and Relative Power section of the Abilities chapter.

Low-tier abilities are best suited for focus options at tiers 1 and 2. Mid-tier abilities are best suited for focus options at tiers 3 and 4. High-tier abilities are best suited for focus options at tiers 5 and 6.

That said, sometimes you’ll find it appropriate to assign a low-tier ability at tier 3 or 4, or maybe a mid-tier ability at tier 1 or 2. Do so sparingly, but don’t rule it out. It might be the only way to get all the abilities you want for the focus you’re building. Higher-tier abilities usually cost more Pool points to use. So if a mid-tier ability is made available at tier 1 or 2, or a high-tier ability is made available at tier 3 or 4, the higher cost will be a balancing factor.

Balancing Abilities

The guidelines within each category go a long way toward ensuring that the focus you build will be balanced. Sometimes it might be appropriate to grant a low-power ability along with a regular ability at a given tier, depending on the needs of the focus. A “low-power ability” is deliberately open for GM interpretation, but generally speaking, should be no more potent than a low-tier ability (that is, an ability that is normally available at tier 1 or 2).

For instance, someone who uses cold might be able to create small snow sculptures in addition to emitting a cold ray. Someone who uses electricity might be able to charge a depleted artifact or have an asset for dealing with electrical systems. And so on.

Often, the focus guidelines note this as a possibility. However, you have great leeway in deciding if a focus needs an additional ability, even if the guidelines for that tier don’t indicate one. If you do add an ability, or there is a
higher-power ability at a tier that normally shouldn’t have it, it might mean that the choice given at the next tier, or the previous tier, isn’t quite as good. Balancing a focus is a bit of an art. Resist the urge to overpower the focus, but don’t underpower it, either.

Each focus category provides a guideline for what kind of ability you should select at every tier. But don’t regard the guidelines as something that you can’t vary. They’re not prescriptive; they’re just a place to start. You might want to vary the kind of ability at a particular tier that isn’t indicated in the guidelines. As long as the chosen ability falls within the expected power curve for that tier, it’s fine. The guideline isn’t meant to be a straitjacket.

For example, if you’re building a cold-using focus for a game set in a fantasy genre, you may decide that an ability that calls up a demon is a better choice at a particular tier than an ability that does damage in an area, which is what the tier 5 guideline for energy manipulation calls for. Making the change is probably especially valid if you call your new focus something like Channels the Ninth Circle.

Ability Swap

If you’re creating a focus and you think it should provide a suite of abilities at first tier that would mechanically overload it, you have the option to add one as a “swap” ability. Doing so is as easy as allowing a character to swap out one of their type abilities for an indicated low-tier focus ability. The ability is gained instead of one of the abilities normally granted by the character’s type.

Concept and Category

Choosing to create a focus that uses a particular concept—say, creating illusions—doesn’t lock you into creating a focus within a particular category—in this case, environment manipulation. A focus can be constructed in a variety of ways using a particular energy, tool, or concept, each ultimately leading to a focus that provides different results. It all depends on your ends. In this case, creating illusions might be used to sway others, which argues for a focus built using the influence category guidelines.

In the same way, if a focus grants a character the ability to call some kind of force or energy, that doesn’t mean the focus should automatically be built using the energy manipulation category guidelines (though of course it could, if attacking and protecting yourself with that energy is the point). But a focus could be built that grants abilities to call energy or force that is primarily focused on durability, suggesting a tank combat focus (someone who can take a lot of punishment in a fight); or blasting away with a main concern for maximizing damage, thus suggesting a striker combat focus; or creating a follower composed of that energy or force, suggesting an ally use focus (that is, someone who uses helping creatures, NPCs, or even duplicate versions of themselves to give them a leg up).

Here’s another example: the focus Controls Gravity could conceivably be an environment manipulation focus or an energy manipulation focus. It depends on whether the focus is more concerned with crushing and holding things in place (environment manipulation) or on blasting things and protecting yourself with gravity (energy manipulation).

The same malleability of concept holds true in other realms. For instance, if someone is able to call up and mold raw earth, they might use it to transform themselves into a being of stone (tank combat), to batter foes (striker combat), or to create walls, barricades, and shields to protect their allies (support).

If you’re looking for an ability and can’t seem to find the right one in the vast catalog in the Abilities chapter, consider reskinning one to make it seem new (and to accomplish what you need). Reskinning means that you use the underlying mechanics of an ability as written but change the flavor in some fashion. For instance, maybe you’re creating a new earth-moving focus but can’t find enough earth-related abilities to meet your need. It’s easy enough to change up other abilities so they use earth instead of fire, cold, or magnetism. For instance, Wings of Fire might become Wings of Earth, Ice Armor could become Earth Armor, and so on. These alterations change nothing except the type of damage and any knock-on effects (for instance, Wings of Earth might generate clouds of dust in their wake).

Abilities That Reference Other Abilities

Some abilities in the Abilities chapter reference other abilities. If you select an ability for your focus or type that refers to or modifies a lower-tier ability, also include that lower-tier ability in your type or focus as a selection a PC can make at a lower tier.

Creating Brand-New Abilities

You can go further than reskinning and create one or more brand-new abilities. When doing this, try to find something as close as possible to the effect you want, then use it as a template. In any case, deciding how much an ability should cost when it comes to a character’s Pool is one of the most important aspects of getting an ability right.

You may notice that higher-tier abilities are more expensive. This is partly because they do more, but it’s also because higher-tier characters have more Edge than lower-tier characters, which means they pay fewer points from their relevant Pools. A third-tier character with 3 Edge in a relevant Pool pays no cost for abilities that cost 3 or fewer points. That’s great for lower-tier abilities, but you’ll usually want a character to think a little bit about how often to use their most powerful abilities. That means they should cost at least 1 point more than the Edge the character is likely to have at that tier. (Often, a character will have an Edge in their relevant Pool equal to their tier.)

As a good rule of thumb, a typical ability should cost points equal to its tier.

Choose GM Intrusions

Think about the kinds of things that might surprise, alarm, or go catastrophically wrong for someone with the new focus being created, and assign it as a GM intrusion for that focus. Of course, this often is done on the fly during the game. But giving the topic some thought while the focus is being constructed and the ideas are fresh in your head is likely to yield some particularly devilish options.

Focus Categories

Ally Use

Foci that prioritize providing NPC followers to the character are ally use foci. The followers give aid to the PC in a variety of ways, but at base they usually provide an asset to the character’s actions.

Multiple potential themes exist within the ally use category, from abilities that allow a character to summon or craft allies to those that allow them to attract allies through fame, magic, or essential authority or charisma.

Connection: Choose four relevant connections from the Focus Connections list.

Additional Equipment: Any object necessary for the character to keep an ally. For instance, someone with a focus that uses super-science to create robot allies would require tools to build and repair those allies. Some foci in this category don’t require anything to gain or retain their benefits.

Minor Effect Suggestions: The NPC ally’s tasks are eased on its next turn.

Major Effect Suggestions: The NPC ally gains an immediate extra action.

The following are examples and not meant to provide a complete list of all possible foci in this category.

@UUID[.9x56c0G5TMOl1Arn#builds-robots]{Builds Robots} @UUID[.9x56c0G5TMOl1Arn#consorts-with-the-dead]{Consorts With the Dead} @UUID[.9x56c0G5TMOl1Arn#controls-beasts]{Controls Beasts} @UUID[.9x56c0G5TMOl1Arn#exists-in-two-places-at-once]{Exists in Two Places at Once} @UUID[.9x56c0G5TMOl1Arn#leads]{Leads} @UUID[.9x56c0G5TMOl1Arn#masters-the-swarm]{Masters the Swarm} @UUID[.9x56c0G5TMOl1Arn#shepherds-spirits]{Shepherds Spirits}

Ability Selection Guidelines

Tier 1: Choose a low-tier ability that grants a level 2 NPC follower to the character, or gives a similar benefit provided by an NPC. Alternatively, lay the groundwork for gaining such NPC allies at higher tiers by choosing an ability that gives the character influence over others.

Sometimes an additional low-power ability is appropriate, depending on the focus. Often, this is an ability that grants skill training in a related area of knowledge or a related skill. For instance, training in a skill related to the kind of NPC follower the character gains would be appropriate.

Tier 2: Choose a low-tier ability that grants influence over similar kinds of NPCs as the follower gained at the previous tier. If no follower was gained at the previous tier, this ability should provide that benefit now.

Sometimes a secondary ability might be appropriate in addition to the ability provided above, perhaps a low-power ability that grants 2 or 3 points to a Pool.

Tier 3: Choose two mid-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One option should be a mid-tier ability that improves the NPC follower previously provided (usually from level 2 to level 3) or grants an additional follower.

The other option should be something that benefits the character—perhaps an offensive or defensive ability, or something that broadens their influence over their followers (or potential followers).

Tier 4: Choose a mid-tier ability that gives the character an offensive or defensive capability if they haven’t previously gained one, preferably within the theme of the focus. For instance, if the character gains followers because of their charisma, this ability might let them command foes for brief periods. If the character gains followers by building or calling them, this ability might let them affect entities of the same type that are not already their followers.

Alternatively, this ability might further improve a previously gained follower from level 3 to level 4, or grant an additional follower.

Tier 5: Choose an ability that improves the character by providing a defense, an improved stat Pool, or another kind of protection.

Alternatively, this ability could open a new front in influencing and calling NPC allies related to the focus’s theme. For instance, someone who keeps beast allies might gain an ability to call a horde of lesser beasts. Someone who builds robots might gain an ability to build several lesser robot helpers. And so on.

Finally, this ability might improve a previously gained follower to level 5.

Tier 6: Choose two high-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One of the abilities should improve a previously gained follower to level 5, if that wasn’t already provided at tier 5. If that’s the case, this ability might be provided in addition to two other related abilities.

Another high-tier option could provide a handful of level 3 followers to the character.

The last high-tier ability could open a new front in influencing and calling NPC allies related to the focus’s theme. For instance, someone who gains followers through high charisma and training might gain an ability to learn otherwise impossible-to-glean information.

Basic

Foci that rely mostly on providing skill training, assets to tasks, and bumps to stat Pools and Edge in order to improve a character fall within the basic category. An overarching theme is also included, as with most of the other categories, that makes sense of the various basic abilities provided.

In addition, because the benefits provided by such foci are mostly straightforward (usually with a few exceptions), most basic foci would also be appropriate for non-fantastic campaigns where magic, super-science, or psychic abilities normally don’t come into play. That said, just because the abilities granted by basic foci are straightforward doesn’t mean they are not potent when combined with the abilities granted by type, descriptor, cyphers, and other character aspects.

Connection: Choose four relevant connections from the Focus Connections list.

Additional Equipment: Any object necessary to fulfill the overarching theme of the focus. For instance, a focus called Would Rather Be Reading should grant a handful of books to the character. A focus called Works for a Living should provide a set of tools.

Minor Effect Suggestions: Next action is eased.

Major Effect Suggestions: Make a free, no-action recovery roll that doesn’t count against daily recovery rolls.

The following are examples and not meant to provide a complete list of all possible foci in this category.

@UUID[.9x56c0G5TMOl1Arn#doesnt-do-much]{Doesn’t Do Much} @UUID[.9x56c0G5TMOl1Arn#interprets-the-law]{Interprets the Law} @UUID[.9x56c0G5TMOl1Arn#learns-quickly]{Learns Quickly} @UUID[.9x56c0G5TMOl1Arn#works-for-a-living]{Works for a Living} @UUID[.9x56c0G5TMOl1Arn#would-rather-be-reading]{Would Rather Be Reading}

Ability Selection Guidelines

Tier 1: Choose an ability that grants training or an asset to skills associated with the focus’s theme, or that grants 5 or 6 points to a particular Pool.

Alternatively, choose an ability that grants only 2 or 3 points to a particular Pool and an ability that provides training or an asset to just one task.

Tier 2: Choose whichever kind of ability wasn’t chosen at tier 1.

Tier 3: Choose two mid-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One option should be a non-fantastic ability that improves the character’s abilities within the focus’s theme. For instance, if the theme involves paying attention in some fashion, an information-gathering ability might be appropriate.

The other option should be something that either improves the character’s Edge in an appropriate stat or provides the character with some kind of defense.

Tier 4: Choose another ability that grants additional training or an asset to skills associated with the focus’s theme, or that grants 5 or 6 points to a particular Pool best suited to the focus. Or choose two abilities that provide only 2 or 3 points plus another tier 4 ability that improves a single task or skill.

Alternatively, provide a branch-out ability suggested at tier 5.

Finally, if the focus has yet to grant some kind of defense, a defensive ability could be provided here.

Tier 5: Choose an ability that allows the character to branch out slightly—perhaps one like Expert Skill that allows them to automatically succeed on a task they’re trained in.

Alternatively, if a nonstandard benefit was provided at tier 4, provide the benefits suggested at tier 4 here.

Tier 6: Choose two high-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One option should be an ability that provides another 5 or 6 points to a particular Pool best suited to the focus, or that the character can divide up as they wish. Alternatively, training in offense or defense would also be appropriate.

The other tier 6 option should give the character a brand-new ability within their theme, but not one that strays into the realm of the fantastic. For instance, an ability that allows a character to take two actions instead of one would be reasonable. Granting additional training, assets, or Edge would also be fine.

Energy Manipulation

Energy manipulation foci offer abilities that can call fire, electricity, force, magnetism, or nonstandard forms of energy such as cold, stone, or something stranger like “void” or “shadow.” These abilities usually give a character a way to achieve something of a balance between attacking enemies and granting themselves or allies additional protection. The focus usually also offers abilities that provide other ways to use specific energy for things like transportation, creating large concentrations of energy that can affect multiple targets, or creating a temporary object or barrier of energy.

Connection: Choose four relevant connections from the Focus Connections list.

Additional Equipment: One or more pieces of equipment immune to the energy manipulated, which might be a set of clothes. Alternatively, something related to the energy being generated. Some foci in this category don’t require additional equipment.

Energy Abilities: If a character type grants special abilities that normally use some other kind of energy, they now produce the kind used by this focus. For example, if a character uses this focus to manipulate electricity, their force blasts become blasts of electricity. These alterations change nothing except the type of damage and any knock-on effects (for instance, electricity might temporarily short out electronic systems).

Minor Effect Suggestions: The target or something near the target is hindered because of residual energy.

Major Effect Suggestions: An important item on the target’s person is destroyed.

The following are examples and not meant to provide a complete list of all possible foci in this category.

@UUID[.9x56c0G5TMOl1Arn#absorbs-energy]{Absorbs Energy} @UUID[.9x56c0G5TMOl1Arn#bears-a-halo-of-fire]{Bears a Halo of Fire} @UUID[.9x56c0G5TMOl1Arn#dances-with-dark-matter]{Dances With Dark Matter} @UUID[.9x56c0G5TMOl1Arn#rides-the-lightning]{Rides the Lightning} @UUID[.9x56c0G5TMOl1Arn#thunders]{Thunders} @UUID[.9x56c0G5TMOl1Arn#wears-a-sheen-of-ice]{Wears a Sheen of Ice}

Ability Selection Guidelines

Tier 1: Choose a low-tier ability that either inflicts damage or provides protection using the appropriate energy type in some fashion.

Sometimes an additional low-power ability is appropriate, depending on the energy type. For instance, a focus that manipulates cold might grant an ability to create snow sculptures. A focus that manipulates electricity might grant an ability to charge a depleted artifact or have an asset for dealing with electrical systems. A focus that absorbs energy might grant an ability to release it as a basic attack. And so on.

Tier 2: Choose whichever kind of ability wasn’t chosen at tier 1.

Tier 3: Choose two mid-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One option should be an ability that inflicts damage using the appropriate energy type (and possibly a related effect).

The other should grant enhanced movement by use of the appropriate energy type, give additional protection provided by the preferred energy, or use the energy in a completely new way, such as by draining the energy from a machine (if using electricity), entombing a victim in a layer of ice (if using cold), creating perfect silence (if using sound), creating a dazzling blast of illumination (if using light), and so on.

Tier 4: Choose whichever kind of ability wasn’t chosen at tier 3.

Tier 5: Choose a high-tier ability that inflicts damage (and possibly a related effect) that can affect more than one target using the appropriate energy type, or an ability that uses the energy in some fashion not previously used, as described in tiers 3 and 6.

Tier 6: Choose two high-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One of the high-tier abilities should use the preferred energy to inflict a lot of damage to a single target or to several.

The other option should use the appropriate energy type to accomplish a task not previously provided by lower-tier abilities, such as fashioning a fiery follower (if using fire), teleporting a great distance as a blast of lightning (if using electricity), creating solid objects out of the energy, and so on.

Environment Manipulation

Foci that allow a character to move objects, affect gravity, create objects (or illusions of objects), and so on are environment manipulation foci. Given that, in many cases, energy is used as part of this process, this category and energy manipulation overlap to some extent. Environment manipulation foci prioritize abilities that indirectly affect enemies and allies via objects, forces, and alterations of the surroundings; energy manipulation foci prioritize directly damaging targets with the chosen energy or force.

For example, rather than blasting a foe with a gravity pulse that does damage, a character using an environment manipulation focus based on gravity is more likely to have abilities that hold a target in place, use gravity to throw heavy objects as an attack, or lower gravity in a particular area or even on a particular object.

Connection: Choose four relevant connections from the Focus Connections list.

Additional Equipment: Any object necessary to manipulate the surrounding environment. For instance, someone with a focus that grants the ability to craft objects would require basic tools. Some foci in this category don’t require anything to gain or retain their benefits.

Environment Manipulation Abilities: Foci themes that involve imagery or visible energies can affect the look of your type abilities. Such alterations, if any, do nothing but change the appearance of effects. If gravity is manipulated, perhaps a telltale bluish glow permeates all ability uses, including type abilities. If illusion is generated, perhaps flamboyant visual and auditory qualities accompany type abilities, such as the appearance of a tentacled beast holding a target in place when Stasis is used. And so on.

Minor Effect Suggestions: The target gets turned around, and its next attack is hindered.

Major Effect Suggestions: The character is refreshed and recovers 4 points to one Pool.

The following are examples and not meant to provide a complete list of all possible foci in this category.

@UUID[.9x56c0G5TMOl1Arn#awakens-dreams]{Awakens Dreams} @UUID[.9x56c0G5TMOl1Arn#blazes-with-radiance]{Blazes With Radiance} @UUID[.9x56c0G5TMOl1Arn#calculates-the-incalculable]{Calculates the Incalculable} @UUID[.9x56c0G5TMOl1Arn#controls-gravity]{Controls Gravity} @UUID[.9x56c0G5TMOl1Arn#crafts-illusions]{Crafts Illusions} @UUID[.9x56c0G5TMOl1Arn#crafts-unique-objects]{Crafts Unique Objects} @UUID[.9x56c0G5TMOl1Arn#employs-magnetism]{Employs Magnetism} @UUID[.9x56c0G5TMOl1Arn#focuses-mind-over-matter]{Focuses Mind Over Matter}

Ability Selection Guidelines

Tier 1: Choose a low-tier ability that grants a basic use of an ability that alters the environment (or predicts it) using the focus’s theme. For instance, a gravity-affecting focus might provide an ability that makes a target lighter or heavier. An
illusion-crafting focus might grant an ability that allows the creation of an image. An object-making focus might grant a basic proficiency in creating a particular kind of object. A predictive focus might calculate outcomes and provide the character with the benefits of that foreknowledge. And so on.

Sometimes an additional low-power ability is appropriate, depending on the focus. Often, this is an ability that grants skill training in a related area of knowledge.

Tier 2: Choose a low-tier ability that provides a new defensive or offensive capability related to the focus’s theme.

Alternatively, this ability might provide an additional or brand-new capability to manipulate the environment related to the focus’s theme.

Tier 3: Choose two mid-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One option should be a mid-tier ability related to the focus’s theme that provides an additional environment manipulation capacity or further improves the basic environment manipulation ability previously granted. This ability isn’t directly offensive or defensive, but provides either an all-new ability related to the basic ability, or one that increases the strength, range, or some other extension of the previously unlocked basic ability.

The other mid-tier option should provide an offensive or defensive ability related to the specific form of movement the focus provides, if possible.

Tier 4: Choose a mid-tier ability that is either an offensive or a defensive use of the ability, whichever one wasn’t chosen as an option in the previous tier.

Tier 5: Choose a high-tier penultimate use of the environment-manipulation ability. For instance, if the focus-granted manipulation is illusory, this ability might haunt a target with terrifying images. If the focus is gravity based, it might unlock flight. If magnetic, it might allow the user to reshape metal. If the focus grants telekinetic powers, this ability could allow a character to hurl massive objects at foes. And so on.

Tier 6: Choose two high-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One of the abilities should provide either an offensive or a defensive ability, opposite the ability provided at tier 4 (though high tier rather than mid tier).

The other option should be something that further explores the use of the basic environment manipulation capability. If the tier 5 choice was the penultimate ability, this might be an even better ultimate ability related to the kind of manipulation offered, or a different way of using that ability to unlock an as-yet-unexplored facet of the ability.

Exploration

Foci that allow a character to gather information, survive in unfamiliar environments, and find their way to new locations or track down particular creatures and foes are exploration foci. Surviving in unfamiliar environments requires a reasonable selection of defensive options; however, abilities that allow a character to find and learn are prioritized.

Exploration foci rely on a variety of methods, though training and expertise are the mainstays. Some methods require specific tools (such as a vehicle) to grant the benefits provided, while others might rely on the supernatural or
super-science to learn new things and explore strange places from afar.

Connection: Choose four relevant connections from the Focus Connections list.

Additional Equipment: Any object necessary to explore. For instance, starting maps and/or
a compass would be basic equipment, while someone who uses psychic abilities might require a mirror or crystal sphere to gaze into. Equipment might also include access to a vehicle required for exploration, as previously noted.

Minor Effect Suggestions: You have an asset on any action that involves using your senses, such as perceiving or attacking, until the end of the next round.

Major Effect Suggestions: Your Intellect Edge increases by 1 until the end of the next round.

The following are examples and not meant to provide a complete list of all possible foci in this category.

@UUID[.9x56c0G5TMOl1Arn#explores-dark-places]{Explores Dark Places} @UUID[.9x56c0G5TMOl1Arn#infiltrates]{Infiltrates} @UUID[.9x56c0G5TMOl1Arn#operates-undercover]{Operates Undercover} @UUID[.9x56c0G5TMOl1Arn#pilots-starcraft]{Pilots Starcraft} @UUID[.9x56c0G5TMOl1Arn#sees-beyond]{Sees Beyond} @UUID[.9x56c0G5TMOl1Arn#separates-mind-from-body]{Separates Mind From Body}

Ability Selection Guidelines

Tier 1: Choose a low-tier ability that grants the character basic exploratory, survival, or information-gathering capabilities within the focus’s theme.

Sometimes an additional low-power ability is appropriate, depending on the focus. Often, this is an ability that grants skill training in a related area of knowledge or a related skill (though this may already be covered in the main ability). Alternatively, it might offer a simple bonus of 2 or 3 points to the Might Pool.

Tier 2: Choose another low-tier ability that grants an additional capability related to exploration, survival, or information gathering.

For instance, a focus dedicated to surviving savage conditions might offer an ability (or two) that makes it easier to avoid natural hazards, poisons, difficult terrain, and so on. A focus dedicated to exploration of a particular area might grant abilities to gain access to that area, or a capability that others normally lack (like the ability to see in the dark).

Tier 3: Choose two mid-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One option should further improve the basic exploration ability granted, or give a new exploratory, survival, or information-gathering ability.

The other option should be something that benefits the character, either an offensive or defensive ability (especially if this focus hasn’t already granted that) or something that further broadens the character’s ability to explore in the focus’s chosen realm.

Tier 4: Choose a mid-tier offensive or defensive ability (whichever wasn’t offered at tier 3) that benefits the character. Alternatively, if offensive and defensive abilities are already well represented, choose a different mid-tier ability that broadens the character’s ability to explore, survive, or gather information.

Tier 5: Choose a high-tier ability that alleviates some of the penalties for exploring, surviving, or gathering information in a normally inhospitable place.

Tier 6: Choose two high-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One option should further improve the basic exploration-themed ability previously granted, or give a brand-new exploratory, survival, or information-gathering ability.

The other option should be something that benefits the character, either an offensive or defensive ability, or yet another ability that further broadens their capacity to explore in the focus’s chosen realm.

Influence

Foci that prioritize authority and influence—whether that’s to make people or machines do as commanded, to help others, or to rise to some other prestigious and significant position—fall within the influence category.

These foci grant influence through training and persuasion, by direct mental manipulation, by using fame to get people’s attention and influence their actions, or simply by knowing and learning things that affect later decisions. In this sense, the concept of influence is broad.

Connection: Choose four relevant connections from the Focus Connections list.

Additional Equipment: Any object necessary to achieve the influence suggested should be granted as additional equipment. Some influence foci don’t require anything to gain or retain their benefits.

Minor Effect Suggestions: The range or duration of the influencing ability is doubled.

Major Effect Suggestions: An ally or indicated target can take an additional action.

The following are examples and not meant to provide a complete list of all possible foci in this category.

@UUID[.9x56c0G5TMOl1Arn#commands-mental-powers]{Commands Mental Powers} @UUID[.9x56c0G5TMOl1Arn#conducts-weird-science]{Conducts Weird Science} @UUID[.9x56c0G5TMOl1Arn#fuses-mind-and-machine]{Fuses Mind and Machine} @UUID[.9x56c0G5TMOl1Arn#is-idolized-by-millions]{Is Idolized by Millions} @UUID[.9x56c0G5TMOl1Arn#solves-mysteries]{Solves Mysteries} @UUID[.9x56c0G5TMOl1Arn#talks-to-machines]{Talks to Machines} @UUID[.9x56c0G5TMOl1Arn#works-the-system]{Works the System}

Ability Selection Guidelines

Tier 1: Choose a low-tier ability that allows the character to learn something significant enough that they can choose a smart course of action (or use that knowledge to persuade or intimidate). How the character learns the information varies by the specifics of the focus. One character might do experiments to learn answers, another might open a telepathic link with others to trade information secretly and quickly, and still another might simply be trained in interaction tasks.

Sometimes an additional low-power ability is appropriate, depending on the focus. Often, this is an ability that grants skill training in a related area of knowledge.

Tier 2: Choose a low-tier ability that improves the character’s ability to apply influence. This might open an additional front on the focus’s basic theme or simply further enhance the basic ability already provided. For instance, this tier 2 ability could ease influence-related tasks by a few steps, allow a telepath to read the minds of others who have secrets they’d otherwise not reveal, or grant influence over physical objects (either to improve them or to learn more about them). And so on.

Tier 3: Choose two mid-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One option should provide an offensive or defensive capability related to the focus’s specific kind of influence, if possible. For instance, an inventor might create a serum that gives them increased abilities (which could be used for offense or defense), a telepath might have some method of blasting foes with mental energy, and someone with only the basic skills of debate and influence through fame might have to rely on weapon training or their entourage.

The other mid-tier option should provide an additional ability to influence in the theme of the focus, or further improve the basic influence ability previously granted. This option isn’t directly offensive or defensive, but provides either an all-new ability related to the basic ability, or increases the strength, range, or some other extension of the previously unlocked basic ability. For instance, a telepath might have a psychic suggestion ability.

Tier 4: Choose a mid-tier ability that is either an offensive or a defensive use of the influence ability, whichever one wasn’t chosen as an option in the previous tier.

Alternatively, this ability could grant an additional capability related to the kind of influence the focus provides.

Tier 5: Choose a high-tier penultimate use of the specific influence ability granted at lower tiers.

Alternatively, choose an ability not previously gained at a lower tier, one that opens a new front on the particular influence capability. For instance, if the focus-granted influence is telepathic, the tier 5 ability might allow a character to see into the future to gain assets for dealing with enemies (and allies).

Tier 6: Choose two high-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One of the options should provide either an offensive or a defensive ability, opposite the ability provided at tier 4 (though high tier rather than mid tier).

The other option should be something that further explores the use of the basic influence ability provided by the focus. If the tier 5 choice was the penultimate ability, this might be an even better ultimate ability related to the kind of influence used, or a different way of using that ability to unlock an as-yet-unexplored facet of the ability.

Irregular

Most foci have a basic theme, a “character story” that logically leads to a series of related abilities. However, certain foci themes are so wide that they don’t fit into any other category except an irregular one of their own.

Irregular foci provide a basket of disparate abilities. Usually that’s because the overarching theme is one that demands variability and access to several different kinds of abilities. Often, these foci are found in genres that suggest additional rule tweaks to leverage their use even further, such as power shifts in the superhero genre and spellcasting in the fantasy genre. However, other irregular foci are possible.

Connection: Choose four relevant connections from the Focus Connections list.

Additional Equipment: Any object necessary to the focus’s theme. For instance, a
superhero-themed focus might grant a superhero costume.

Minor Effect Suggestions: The target is also dazed for one round, during which time all of its tasks are hindered.

Major Effect Suggestions: The target is stunned and loses its next turn.

The following are examples and not meant to provide a complete list of all possible foci in this category.

@UUID[.9x56c0G5TMOl1Arn#channels-divine-blessings]{Channels Divine Blessings} @UUID[.9x56c0G5TMOl1Arn#descends-from-nobility]{Descends From Nobility} @UUID[.9x56c0G5TMOl1Arn#emerged-from-the-obelisk]{Emerged From the Obelisk} @UUID[.9x56c0G5TMOl1Arn#flies-faster-than-a-bullet]{Flies Faster Than a Bullet} @UUID[.9x56c0G5TMOl1Arn#masters-spells]{Masters Spells} @UUID[.9x56c0G5TMOl1Arn#speaks-for-the-land]{Speaks for the Land}

Ability Selection Guidelines

Tier 1: Choose a low-tier ability that grants one of the benefits the focus theme promises, one that a first-tier character should have.

Sometimes an additional low-power ability is appropriate, depending on the focus. Often, this is an ability that grants skill training in a related area of knowledge or a related skill. Alternatively, it might offer a simple bonus of 2 or 3 points to a Pool.

Tier 2: Choose a low-tier ability that grants one of the benefits the focus theme promises, one that’s presumably not immediately related to the one provided at tier 1. That said, if a defense wasn’t provided at tier 1, tier 2 is a good place to add it.

Tier 3: Choose two mid-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One option should provide one of the benefits the focus theme promises, one that may not be immediately related to those provided at earlier tiers.

The other option should include a method of attack if none has previously been granted. Alternatively, if the lower-tier abilities don’t quite get the character where they need to be, this option might further increase a capability unlocked at a lower tier.

Tier 4: Choose a mid-tier ability that grants one of the benefits the focus theme promises, one that may not be immediately related to those provided at earlier tiers.

Tier 5: Choose a high-tier ability that grants one of the benefits the focus theme promises, one that may not be immediately related to those provided at earlier tiers.

Tier 6: Choose two high-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One option should grant one of the benefits the focus theme promises, one that may not be immediately related to those provided at earlier tiers. However, this ability might also provide an ultimate version of a lower-tier ability if a mid-tier or low-tier option wasn’t quite sufficient.

The other option should provide an alternate method to round out the character in a way that doesn’t replicate the first tier 6 option. For instance, if the first option provided some kind of attack, this one might be an interaction, information-gathering, or healing ability, depending on the focus’s overarching theme.

Movement Expertise

Foci that prioritize novel forms of movement—in order to excel in combat, escape situations most others can’t, move with stealth for purposes of theft or escape, or move into locations normally inaccessible—fall within the movement expertise category. These foci usually have methods of granting either offense or defense through movement, though they may provide some means of doing both.

The classic movement expertise focus is one that relies on speed to make more attacks and avoid being hit, though general agility might also provide the same benefit. Other foci in this category might fall within the theme by granting a character the ability to become immaterial, to change their form into something like water or air, or to instantly move via teleportation.

Connection: Choose four relevant connections from the Focus Connections list.

Additional Equipment: Any object necessary to achieve great speeds, change state, or otherwise gain the benefit of the focus should be granted as additional equipment. Some foci in this category don’t require anything to gain or retain their benefits.

Minor Effect Suggestions: The target is dazed, and their next action is hindered.

Major Effect Suggestions: The target is stunned and loses their next action.

The following are examples and not meant to provide a complete list of all possible foci in this category.

@UUID[.9x56c0G5TMOl1Arn#exists-partially-out-of-phase]{Exists Partially Out of Phase} @UUID[.9x56c0G5TMOl1Arn#moves-like-a-cat]{Moves Like a Cat} @UUID[.9x56c0G5TMOl1Arn#moves-like-the-wind]{Moves Like the Wind} @UUID[.9x56c0G5TMOl1Arn#runs-away]{Runs Away} @UUID[.9x56c0G5TMOl1Arn#shreds-the-walls-of-the-world]{Shreds the Walls of the World} @UUID[.9x56c0G5TMOl1Arn#travels-through-time]{Travels Through Time} @UUID[.9x56c0G5TMOl1Arn#works-the-back-alleys]{Works the Back Alleys}

Ability Selection Guidelines

Tier 1: Choose a low-tier ability that grants the basic benefit of the specific movement style, whether that’s enhanced speed, agility, immateriality, and so on.

Sometimes an additional low-power ability is appropriate, depending on the focus. If the basic benefit of the movement demands some kind of additional understanding or training, this ability could be that. Alternatively, if the movement provided seems like it should also unlock a basic offensive or defensive benefit (relying on the use of the initial basic ability), append it as well.

Tier 2: Choose a low-tier ability that provides a new offensive or defensive capability related to the focus’s theme.

Alternatively, this ability might provide some additional capability related to the form of movement that grants useful information to the character that would normally be inaccessible to someone without the focus.

Tier 3: Choose two mid-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One option should provide an additional movement capacity or further improve the basic movement capacity, related to the focus’s theme. This isn’t directly offensive or defensive, but provides the character with a new level of ability or an all-new ability related to their basic movement ability.

The other option should provide either an offensive or a defensive capability related to the specific form of movement the focus provides.

Tier 4: Choose a mid-tier ability that further enhances the advantages provided by focus’s movement-enhancing paradigm. This could provide a new or better form of defense (directly, or indirectly if moving to a location or time where danger doesn’t threaten), or a new or better form of offense.

Tier 5: Choose a high-tier penultimate use of the movement-related ability. For instance, if the focus-provided movement is temporal, this ability might allow actual (if brief) jaunts of time travel. If the focus enhances speed, this ability might allow the character to move up to a very long distance with one action. And so on.

Alternatively, unlock an as-yet-unexplored related ability that could derive from the basic movement power provided by the focus.

Tier 6: Choose two high-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One of the options should provide either an offensive or a defensive ability, opposite the ability provided at tier 4 (though high tier rather than mid tier).

The other option should be something that further explores the use of the basic
movement ability. If the tier 5 choice was the penultimate ability, this might be an even better ultimate ability related to the movement.

Striker Combat

Striker combat foci prioritize dealing damage in battle over other concerns. Foci in this category offer defensive abilities as well, but they emphasize abilities that provide ways to spike damage to heights that other foci normally don’t reach.

To achieve this end, a striker combat focus might offer mastery of a particular style of martial combat, which could be training with a particular weapon or martial art, or the use of a unique tool (or even a kind of energy). A style might be something as singular as being the best at fighting a particular kind of enemy, or something much broader, such as adopting a particularly vicious or unsporting style. A striker combatant might use fire, force, or magnetism as their preferred method of spiking damage.

Connection: Choose four relevant connections from the Focus Connections list.

Additional Equipment: The weapon, tool, or other special item or substance (if any) required to engage in the particular style of combat. For instance, a dose of level 5 poison for Fights Dirty or Murders, a trophy from a previously defeated foe for Battles Robots, or stylish clothes for Fights With Panache.

Minor Effect Suggestions: The target is so dazzled by your expertise that it is dazed for one round, hindering all of its tasks.

Major Effect Suggestions: Make an immediate additional attack using an attack provided by the focus as part of your turn.

The following are examples and not meant to provide a complete list of all possible foci in this category.

@UUID[.9x56c0G5TMOl1Arn#battles-robots]{Battles Robots} @UUID[.9x56c0G5TMOl1Arn#fights-dirty]{Fights Dirty} @UUID[.9x56c0G5TMOl1Arn#fights-with-panache]{Fights With Panache} @UUID[.9x56c0G5TMOl1Arn#hunts]{Hunts} @UUID[.9x56c0G5TMOl1Arn#is-licensed-to-carry]{Is Licensed to Carry} @UUID[.9x56c0G5TMOl1Arn#looks-for-trouble]{Looks for Trouble} @UUID[.9x56c0G5TMOl1Arn#masters-weaponry]{Masters Weaponry} @UUID[.9x56c0G5TMOl1Arn#murders]{Murders} @UUID[.9x56c0G5TMOl1Arn#needs-no-weapon]{Needs No Weapon} @UUID[.9x56c0G5TMOl1Arn#performs-feats-of-strength]{Performs Feats of Strength} @UUID[.9x56c0G5TMOl1Arn#rages]{Rages} @UUID[.9x56c0G5TMOl1Arn#slays-monsters]{Slays Monsters} @UUID[.9x56c0G5TMOl1Arn#throws-with-deadly-accuracy]{Throws With Deadly Accuracy} @UUID[.9x56c0G5TMOl1Arn#wields-two-weapons-at-once]{Wields Two Weapons at Once}

Ability Selection Guidelines

Tier 1: Choose a low-tier ability that inflicts additional damage when a character attacks using the focus’s particular fighting style, energy, or attitude, or when used against a chosen enemy.

Sometimes an additional low-power ability is appropriate, depending on the focus. For instance, a focus that grants proficiency in a special weapon might offer training in crafting tasks associated with that weapon. A focus that grants increased damage against a particular kind of foe might offer training in skills to recognize, locate, or just have general knowledge about that foe. A fighting style that involves fighting in a vicious or dirty manner might provide training in intimidation. And so on.

If the focus is about fighting a particular enemy, additional secondary powers (more than might otherwise be offered) may be appropriate. Those either further enhance effectiveness against the chosen enemy, or offer broader but related abilities that give the character who takes the focus some functionality even when not fighting that enemy.

Tier 2: Choose a low-tier ability that provides some form of defense using the weapon, weapon style, or chosen energy. If the weapon style is being especially good at fighting a certain kind of foe, the ability should be a defense against that kind of foe. Alternatively, the focus might offer another method for increasing damage within the chosen paradigm.

Sometimes an additional low-power ability is appropriate at tier 2. If so, choose whichever
low-power ability wasn’t gained at tier 1.

Tier 3: Choose two mid-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One option should inflict additional damage when using the focus’s fighting style, energy, or attitude, or when used against a chosen enemy. That could be as simple as an ability that offers an additional attack of that kind.

The other option should provide a method to temporarily neutralize a foe by disarming them, dazing or stunning them, slowing or holding them, or otherwise discombobulating them by using the focus’s fighting style, energy, or attitude, or when used against a chosen enemy.

Tier 4: Choose a mid-tier ability that further enhances the advantages provided by the focus’s paradigm. Often, this includes training in a particular kind of attack. Alternatively, the ability might increase the advantages provided by achieving a certain combat status, such as gaining surprise.

Tier 5: Choose a high-tier ability that inflicts damage. Alternatively, if focused on fighting a particular kind of foe, this ability might give the character a chance to completely neutralize, destroy, blind, or kill a singular target of up to level 3 (or higher, if the focus is on a singular foe).

Tier 6: Choose two high-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One of the options should use the focus paradigm to inflict an exceptional amount of damage.

The other option could be a different way of inflicting damage, either using the focus paradigm or just dealing lots of damage in general (and relying on previous focus tier abilities to improve targeting). This could be against multiple targets if the first option was for a single target, to outright kill or neutralize a target (starting with level 4, but with guidance for using Effort to increase the level of the target), or to select yet another foe, make another attack, or get away in order to fight another day.

Support

Foci that allow a character to help others succeed, defend others, heal others who are hurt, and so on are support foci. Of course, most foci abilities are often used in aid of others, but support foci (such as Siphons Power) prioritize aiding, healing, and improving the character who takes the focus.

Support foci rely on a variety of methods to provide their help, including martial training used in defense, supernatural or sci-fi means of providing healing, or simply easing the cares of others through entertainment.

Connection: Choose four relevant connections from the Focus Connections list.

Additional Equipment: Any object necessary to provide support. For instance, someone with a focus that uses entertainment to help others would require an instrument or similar object in aid of their craft. Some foci in this category don’t require anything to gain or retain their benefits.

Minor Effect Suggestions: You can draw an attack without having to use an action at any point before the end of the next round.

Major Effect Suggestions: You can take an extra action in aid of an ally.

The following are examples and not meant to provide a complete list of all possible foci in this category.

@UUID[.9x56c0G5TMOl1Arn#defends-the-weak]{Defends the Weak} @UUID[.9x56c0G5TMOl1Arn#entertains]{Entertains} @UUID[.9x56c0G5TMOl1Arn#helps-their-friends]{Helps Their Friends} @UUID[.9x56c0G5TMOl1Arn#metes-out-justice]{Metes Out Justice} @UUID[.9x56c0G5TMOl1Arn#shepherds-the-community]{Shepherds the Community} @UUID[.9x56c0G5TMOl1Arn#siphons-power]{Siphons Power} @UUID[.9x56c0G5TMOl1Arn#works-miracles]{Works Miracles}

Ability Selection Guidelines

Tier 1: Choose a low-tier ability that provides some form of defense, aid or entertainment, benefit to recovery or healing, or protection. That defense or protection could be to the PC and not to an ally, as one cannot protect another without first being able to protect themselves (and sometimes protecting themselves is the entire point).

Sometimes an additional low-power ability is appropriate, depending on the focus. Often, this is an ability that grants skill training in a related area of knowledge or a related skill, but it might be something that works with the initial ability that, by itself, wouldn’t do much.

Tier 2: Choose a low-tier ability that follows up on the support style opened in the previous tier. If the previous tier’s ability provided a means of protection only for the focus taker, this tier 2 ability should specifically provide aid to another. If the previous tier specifically provided aid to another, this tier 2 ability could defend the focus taker or provide an offensive capability grounded, if possible, in the focus’s theme.

Tier 3: Choose two mid-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One option should work within the focus’s theme to aid, heal, protect, or otherwise help another.

The other option should be something that benefits the character, either an offensive or defensive ability, or something that broadens their expertise in some fashion. Alternatively, it could be another, different method of helping someone else.

Tier 4: Choose a mid-tier ability that gives an ally a direct boon or provides the character with a way to help another. It could also be an ability that harms or nullifies a foe, as removing foes certainly helps allies.

Tier 5: Choose a high-tier ability that provides an offensive or defensive option for the character, if none have been provided yet. If this need has been previously addressed or is deemed unnecessary, choose a high-tier ability that provides some form of defense, aid or entertainment, benefit to recovery or healing, or protection to another. For example, a tier 5 ability might grant an ally an additional free action or allow them to repeat a failed action.

Tier 6: Choose two high-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One of the options should provide an ultimate method of helping another in the theme of the focus.

The other option could provide an alternative ultimate method of helping another; many foci in this category do. However, an option that provides high-tier offense or defense is also completely reasonable.

Tank Combat

Foci that prioritize being able to take a lot of punishment and soak up excess damage from foes fall within the tank combat category. These foci provide offensive abilities too, as well as additional abilities related to the particular method by which improved protection is achieved, but defensive abilities are most pronounced.

Some tank combat foci involve a physical transformation that grants additional protection, and others rely on specialized training, use tools like shields or heavy armor, or provide the ability to heal incredibly fast. The kinds of physical transformation that a tank focus provides, if any, vary widely. A focus might turn a character’s skin to stone, reinforce their body with metal, turn them into a monstrous being, make them so big it becomes harder to hurt them, and so on.

Connection: Choose four relevant connections from the Focus Connections list.

Additional Equipment: Any object necessary to maintain a physical transformation (such as a tool for repair if partly robotic, a shield or other defensive tool used if skilled, or possibly some kind of amulet or serum). Some tank combat foci don’t require anything to gain or retain their benefits.

Minor Effect Suggestions: +2 to Armor for a few rounds.

Major Effect Suggestions: Regain 2 points to Might Pool.

The following are examples and not meant to provide a complete list of all possible foci in this category.

@UUID[.9x56c0G5TMOl1Arn#abides-in-stone]{Abides in Stone} @UUID[.9x56c0G5TMOl1Arn#brandishes-an-exotic-shield]{Brandishes an Exotic Shield} @UUID[.9x56c0G5TMOl1Arn#defends-the-gate]{Defends the Gate} @UUID[.9x56c0G5TMOl1Arn#fuses-flesh-and-steel]{Fuses Flesh and Steel} @UUID[.9x56c0G5TMOl1Arn#grows-to-towering-heights]{Grows to Towering Heights} @UUID[.9x56c0G5TMOl1Arn#howls-at-the-moon]{Howls at the Moon} @UUID[.9x56c0G5TMOl1Arn#lives-in-the-wilderness]{Lives in the Wilderness} @UUID[.9x56c0G5TMOl1Arn#masters-defense]{Masters Defense} @UUID[.9x56c0G5TMOl1Arn#never-says-die]{Never Says Die} @UUID[.9x56c0G5TMOl1Arn#stands-like-a-bastion]{Stands Like a Bastion}

Ability Selection Guidelines

Tier 1: Choose a low-tier ability that provides defense within the focus’s theme. If the theme is simply intense training or the use of a defensive tool, the ability might be as simple as a bonus to Armor. If protection comes from physical transformation, this ability provides the base form effects, benefits, and in some cases drawbacks for making the transformation. A low-tier enhanced healing ability would also be appropriate at first tier.

Sometimes an additional low-power ability is appropriate, depending on the focus. If the character transforms, this ability may provide a knock-on effect, though in the case of some transformations, it might be a description of how someone with an abnormal physiognomy can fully heal. Other times, the secondary power may simply be training in a related skill, or it may unlock the ability to use a particular armor or shield without penalty.

Tier 2: If the theme of the focus isn’t physical transformation, choose a low-tier ability that provides an additional method of defending, healing damage, or avoiding attacks.

If the theme of the focus is physical transformation, choose a low-tier ability that unlocks a new capability related to the form the character takes. That might mean gaining better control of the transformation, unlocking a robotic interface, or otherwise more fully unlocking that form. This ability is not necessarily defensive, though it could be.

Tier 3: Choose two mid-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One option should provide an additional form of protection in keeping with the focus’s theme, such as more defensive capabilities unlocked from a transformation (which might also come with additional offensive capabilities) or a simple physical enhancement if defense is gained by skills or enhanced healing.

The other option should provide an offensive capability, especially if creating a non-transformation focus that doesn’t already have offensive benefits. That capability could be an enhanced attack or provide some other benefit useful in combat, such as quickly evading or (on the other end of the continuum) becoming immovable.

Tier 4: Choose a mid-tier ability that further enhances the advantages provided by the focus’s damage-soaking paradigm. Often, this includes training in a particular kind of defense. Alternatively, it might increase the advantages provided by previously unlocked defensive abilities, whether that means gaining greater control over a transformation, gaining additional chances to avoid damage or retry tasks related to enhanced determination, and so on. If the focus is lacking in offensive options, this is a good place to include one.

Tier 5: Choose a high-tier ability that provides protection, possibly in the form of shrugging off a debilitating condition (including death). If the focus offers a physical transformation, this ability might further unlock an additional related ability, whether offensive, defensive, or something related to exploration or interaction (such as flight if the form is winged, intimidation if the form is fearsome, and so on).

Tier 6: Choose two high-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One option should use the focus paradigm to increase the defense, protection, or ability to shrug off damage.

The other option could be a different way of being defensive. In some cases, the best defense is a good offense, so this option could provide a high-tier offensive ability in keeping with the focus’s theme, whether that’s a straight-up damage boost on attacks or better control of an unstable physical transformation.

","markdown":""},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"ownership":{"default":-1},"flags":{}},{"sort":399219,"name":"Abilities","type":"text","_id":"YRhX8KikaF361373","title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"

A character’s type, flavor, and focus assign an appropriate tier to each ability. However, if you’re creating a brand-new focus or type, we provide a couple of additional tools.

The first is a power grade for each ability, which tells you about how potent it is in relation to other abilities. Abilities appropriate for tiers 1 and 2 characters are called “low-tier” abilities. Abilities appropriate for tiers 3 and 4 are called “mid-tier” abilities. Abilities appropriate for tiers 5 and 6 are called “high-tier” abilities.

These abilities are further sorted into ability categories based on the kinds of things they do—abilities that improve physical attacks are in the attack skill category, abilities that assist allies are in the support category, and so on.

Unless otherwise noted, you cannot choose the same ability twice, even if you get it from both your type and a flavor.

Ability Categories and Relative Power

Abilities can be divided into several categories based on the kinds of things they do—improve your physical attacks, assist allies, provide defense, give you a special attack form, and so on. Under each of the following category descriptions is a list of abilities that fit that category, sorted into low-, medium-, and high-tier abilities.

The categories are mainly used by GMs when designing new foci for a campaign, allowing them to search a short list of abilities instead of trying to find something appropriate among the thousand or so abilities in this chapter. For example, the GM might have a custom focus in their campaign called “Is Born of the Swamp” and want a defensive ability for tier 5, so they can look at the high-tier abilities in the protection category and quickly narrow down what options are available.

It may be possible that a character gains the same ability from more than one source (such as from their type and their descriptor). Unless the two abilities are obviously additive (such as two abilities that each add 3 points to your Might Pool, which together would give the character +6 Might points), the duplicated ability might be improved in some way, such as having a longer duration or greater effect, or automatically providing an asset. Some abilities give suggestions on how to do this; otherwise, the player and the GM should work out whether and how the ability is improved.

The ability categories are not intended to be rigid or comprehensive. Some abilities fall into more than one category, and it could be argued that some abilities could be included in more categories than are listed here.

These categories have some overlap with the categories in the Creating New Foci chapter. For example, there is a support category here and a support category in the Creating New Foci chapter. They aren’t intended to be exact parallels and they don’t mean exactly the same thing. That said, if you’re creating a support-centric focus, many of the abilities in the support ability category would be appropriate choices.

Attack Skill

Gives you training or specialization in a specific physical attack (like swords or unarmed combat), a category of physical attacks (light bladed, heavy bashing, and so on), or another physical skill primarily used to inflict harm (such as breaking objects).

Low Tier

@UUID[Compendium.cyphersystem-compendium.abilities.YBMLX3Jm5oN79J6G]{Heads-Up Display} @UUID[Compendium.cyphersystem-compendium.abilities.wAbsUj5mHZatr3JG]{Practiced With Guns} @UUID[Compendium.cyphersystem-compendium.abilities.NhijFGxYepJtaa0r]{Practiced With Medium Weapons} @UUID[Compendium.cyphersystem-compendium.abilities.WFK0xBSAIpD59va8]{Practiced With Swords} @UUID[Compendium.cyphersystem-compendium.abilities.FEkLEYwk7r9KE7oC]{Quarry} @UUID[Compendium.cyphersystem-compendium.abilities.JJKRrcU5L1yM9y90]{Unarmed Fighting Style}

Mid Tier

@UUID[Compendium.cyphersystem-compendium.abilities.R0UuZ32vmmeFbSMV]{Blood Fever} @UUID[Compendium.cyphersystem-compendium.abilities.Z7JkIlrv7gxim4Fn]{Cognizant Offense} @UUID[Compendium.cyphersystem-compendium.abilities.nOuOE3EkrNr81pSq]{Greater Skill With Defense} @UUID[Compendium.cyphersystem-compendium.abilities.yl2zo179wXZW5Xxc]{Practiced With All Weapons} @UUID[Compendium.cyphersystem-compendium.abilities.NoKdHv0FSytZR4iF]{Robot Fighter} @UUID[Compendium.cyphersystem-compendium.abilities.NcItnMHjeG9fgE1K]{Serv-0 Aim} @UUID[Compendium.cyphersystem-compendium.abilities.lPqCQOQJF0JfoFRn]{Serv-0 Brawler} @UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks} @UUID[Compendium.cyphersystem-compendium.abilities.QDSSTe5EGrBHjtnL]{Sniper’s Aim} @UUID[Compendium.cyphersystem-compendium.abilities.hbWaCBEfSMujqvDf]{Specialized Throwing}

High Tier

@UUID[Compendium.cyphersystem-compendium.abilities.2uSx4ErQ9f2QLX5M]{As Foretold in Prophecy} @UUID[Compendium.cyphersystem-compendium.abilities.AsmIgvoIRPEtuzkh]{Duel to the Death} @UUID[Compendium.cyphersystem-compendium.abilities.oroWEBbp3cvrYwH9]{Greater Skill With Attacks} @UUID[Compendium.cyphersystem-compendium.abilities.LE8NtDKG9TzXBv5B]{Hunter’s Drive} @UUID[Compendium.cyphersystem-compendium.abilities.S4PaEqmYjg4TGoG3]{Master of Unarmed Fighting Style} @UUID[Compendium.cyphersystem-compendium.abilities.kNSRytTtQX0rU3aE]{Mastery With Attacks} @UUID[Compendium.cyphersystem-compendium.abilities.F6mAzjhG2T4irVjy]{Specialized Basher}

Companion

Gives you a follower, modifies a follower, or gives you an additional benefit when interacting with or near your follower. This category includes humanoid followers, beast companions, and temporary companions like summoned swarms, conjured spirits, and so on.

Low Tier

@UUID[Compendium.cyphersystem-compendium.abilities.4XwwFeGO5haHxvQs]{Basic Follower} @UUID[Compendium.cyphersystem-compendium.abilities.bOohoEcDegDBinFc]{Beast Companion} @UUID[Compendium.cyphersystem-compendium.abilities.9Kag2UMn6Wdxq4Zo]{Bound Magic Creature} @UUID[Compendium.cyphersystem-compendium.abilities.hIxPlDRbNqallNiu]{Control Swarm} @UUID[Compendium.cyphersystem-compendium.abilities.tgS72E10jiPF3Dm3]{Critter Companion} @UUID[Compendium.cyphersystem-compendium.abilities.P1jQZdPIrxo4wNlr]{Duplicate} @UUID[Compendium.cyphersystem-compendium.abilities.ZK4CUb9HH4J5A8IN]{Entourage} @UUID[Compendium.cyphersystem-compendium.abilities.ZEcFnsNXgcozJElT]{Influence Swarm} @UUID[Compendium.cyphersystem-compendium.abilities.yaLHxRtVBhveqHJA]{Necromancy} @UUID[Compendium.cyphersystem-compendium.abilities.oEubmS7pZ3zFK8uJ]{Resilient Duplicate} @UUID[Compendium.cyphersystem-compendium.abilities.paIv2etaqLqY76y0]{Robot Assistant} @UUID[Compendium.cyphersystem-compendium.abilities.v1lZkKjSCS1pjnET]{Serv-0} @UUID[Compendium.cyphersystem-compendium.abilities.RkOvawhfH5MHQFOH]{Spirit Accomplice}

Mid Tier

@UUID[Compendium.cyphersystem-compendium.abilities.zstBkLwRduC7vgGT]{Beast Eyes} @UUID[Compendium.cyphersystem-compendium.abilities.gLxVxCSix441TyKq]{Call Swarm} @UUID[Compendium.cyphersystem-compendium.abilities.ETGBAqAc1ApFH5cx]{Expert Follower} @UUID[Compendium.cyphersystem-compendium.abilities.BQnrZXeivue9Q2qp]{Fellow Explorer} @UUID[Compendium.cyphersystem-compendium.abilities.srn53BB1da8Elh1t]{Fiery Hand of Doom} @UUID[Compendium.cyphersystem-compendium.abilities.rUzrjRuT2nfEdCaJ]{Gain Unusual Companion} @UUID[Compendium.cyphersystem-compendium.abilities.vEVmBgz2TxOH3aSk]{Greater Necromancy} @UUID[Compendium.cyphersystem-compendium.abilities.QxOsAHpd8ZkEXI5u]{Improved Object Bond} @UUID[Compendium.cyphersystem-compendium.abilities.CEscdPwUrBpzUeS0]{Living Armor} @UUID[Compendium.cyphersystem-compendium.abilities.XkFsMa9e9IY2FRcN]{Machine Companion} @UUID[Compendium.cyphersystem-compendium.abilities.cGcblQ2qvyHM02kY]{Mount} @UUID[Compendium.cyphersystem-compendium.abilities.S2OZtm12S2YvxD7H]{Retinue} @UUID[Compendium.cyphersystem-compendium.abilities.Nyt7Z1xWqmnuu265]{Shipspeak} @UUID[Compendium.cyphersystem-compendium.abilities.h1rn92kIqG5VVYd6]{Stronger Together} @UUID[Compendium.cyphersystem-compendium.abilities.wEWyNKnVgVOjsyms]{Summon Giant Spider} @UUID[Compendium.cyphersystem-compendium.abilities.FwEUY43Q8EMVCCsL]{Superior Duplicate} @UUID[Compendium.cyphersystem-compendium.abilities.OWRsjlf3ahyH9eez]{Time Doppelganger} @UUID[Compendium.cyphersystem-compendium.abilities.l5vgtPP0LcsqGrzn]{Time Loop}

High Tier

@UUID[Compendium.cyphersystem-compendium.abilities.Qm31Nw2SkBpVcv9M]{As If One Creature} @UUID[Compendium.cyphersystem-compendium.abilities.fD8yD0pGCMdOJkGb]{Band of Desperados} @UUID[Compendium.cyphersystem-compendium.abilities.KpbEHKNSEycVB1GU]{Band of Followers} @UUID[Compendium.cyphersystem-compendium.abilities.pFWDdnTXCiPfwsWv]{Beast Call} @UUID[Compendium.cyphersystem-compendium.abilities.jVY1PTxvZvpjZILB]{Call Dead Spirit} @UUID[Compendium.cyphersystem-compendium.abilities.HUVY2MA2CBegFhLY]{Call in Favor} @UUID[Compendium.cyphersystem-compendium.abilities.ElsQU746B70tsPmZ]{Call Otherworldly Spirit} @UUID[Compendium.cyphersystem-compendium.abilities.U58ZQ1X3byfANn4W]{Call Through Time} @UUID[Compendium.cyphersystem-compendium.abilities.8SDpRRzZRF73zLsF]{Conjuration} @UUID[Compendium.cyphersystem-compendium.abilities.iQhBPww1s4wRZcDz]{Deadly Swarm} @UUID[Compendium.cyphersystem-compendium.abilities.M1FHIlVPVv8O02LV]{Dragon’s Maw} @UUID[Compendium.cyphersystem-compendium.abilities.NVdx8QjmTP5eOjDh]{Fire Servant} @UUID[Compendium.cyphersystem-compendium.abilities.iEOf9IkbHU8oBOMm]{Improved Apportation} @UUID[Compendium.cyphersystem-compendium.abilities.0IlHHY1ktkN2L5Sp]{Improved Companion} @UUID[Compendium.cyphersystem-compendium.abilities.PKFz6WVsaKm5kIir]{Improved Machine Companion} @UUID[Compendium.cyphersystem-compendium.abilities.UJpMPRD25O7HvhbV]{Insect Eruption} @UUID[Compendium.cyphersystem-compendium.abilities.pGJIwlCJDib2Splm]{Legal Intern} @UUID[Compendium.cyphersystem-compendium.abilities.rHApGqEQj8TCGa3f]{Masterful Armor Modification} @UUID[Compendium.cyphersystem-compendium.abilities.rsYzxCchklPSFAp7]{Multiplicity} @UUID[Compendium.cyphersystem-compendium.abilities.Aprz5cRtdgiAIYUM]{Object Bond Mastery} @UUID[Compendium.cyphersystem-compendium.abilities.3EcnBLVtGwxpWXBW]{Recruit Deputy} @UUID[Compendium.cyphersystem-compendium.abilities.yqhUXLWMSNn5IYOn]{Robot Fleet} @UUID[Compendium.cyphersystem-compendium.abilities.LnZkUlKUuuD7iW3P]{Summon Demon} @UUID[Compendium.cyphersystem-compendium.abilities.OWRsjlf3ahyH9eez]{Time Doppelganger} @UUID[Compendium.cyphersystem-compendium.abilities.GDphyYXSfjKE5BST]{True Necromancy}

Control

Controls or influences minds in ways outside of what could be done with conventional intimidation and persuasion, such as using psychic mind control, fear gas, and so on.

Low Tier

@UUID[Compendium.cyphersystem-compendium.abilities.BggeJtN5IcutwLJg]{Calm Stranger} @UUID[Compendium.cyphersystem-compendium.abilities.SeAlSU8Rim5CWsgV]{Charm Machine} @UUID[Compendium.cyphersystem-compendium.abilities.fg8V2R3kpLX2sHRn]{Cloud Personal Memories} @UUID[Compendium.cyphersystem-compendium.abilities.ag3OU8JZuc769034]{Community Activist} @UUID[Compendium.cyphersystem-compendium.abilities.ulHj0pzmwc515fve]{Fast Talk} @UUID[Compendium.cyphersystem-compendium.abilities.M2oXV5cRSdMlUZDm]{Goad} @UUID[Compendium.cyphersystem-compendium.abilities.0V2NE0905wwYPRVo]{Hack the Impossible} @UUID[Compendium.cyphersystem-compendium.abilities.kgCuCmU8kn0UMy8v]{Robot Control} @UUID[Compendium.cyphersystem-compendium.abilities.gT21nqWZ9Es576oC]{Soothe the Savage} @UUID[Compendium.cyphersystem-compendium.abilities.qVlbJjB7X8R78rz0]{Terrifying Presence}

Mid Tier

@UUID[Compendium.cyphersystem-compendium.abilities.CLObcsu2DKKKhzyK]{Calm} @UUID[Compendium.cyphersystem-compendium.abilities.8EMTH3JCrC5Vjt63]{Captivate or Inspire} @UUID[Compendium.cyphersystem-compendium.abilities.mUhnX0UmEw2BROkI]{Captivate With Starshine} @UUID[Compendium.cyphersystem-compendium.abilities.t83oYxQRuO2u2zx4]{Command} @UUID[Compendium.cyphersystem-compendium.abilities.OE5yXpzWC8lSUmGX]{Command Machine} @UUID[Compendium.cyphersystem-compendium.abilities.dCQdSi11hJDyOSdD]{Command Spirit} @UUID[Compendium.cyphersystem-compendium.abilities.crFxkKwBNdnD6tX4]{Crowd Control} @UUID[Compendium.cyphersystem-compendium.abilities.FIU24o7T66ViVgyg]{Daydream} @UUID[Compendium.cyphersystem-compendium.abilities.sqiDNk5qXh9j3zwh]{Grand Deception} @UUID[Compendium.cyphersystem-compendium.abilities.ljhjSIxYOCbPXEFR]{Interruption} @UUID[Compendium.cyphersystem-compendium.abilities.Vcfc6yjbqX6WSzCf]{Mind Control} @UUID[Compendium.cyphersystem-compendium.abilities.iRqXVpngq6vfgtEn]{Psychic Suggestion}

High Tier

@UUID[Compendium.cyphersystem-compendium.abilities.zTsjsWVgzjQzl2MW]{Advanced Command} @UUID[Compendium.cyphersystem-compendium.abilities.By276DS858KmWNZq]{Assume Control} @UUID[Compendium.cyphersystem-compendium.abilities.3SiJ5Drao8XtmgzV]{Brainwashing} @UUID[Compendium.cyphersystem-compendium.abilities.aWbDzueOAxSW1d3C]{Change the Paradigm} @UUID[Compendium.cyphersystem-compendium.abilities.FxohCBSksJIu1BSA]{Control Machine} @UUID[Compendium.cyphersystem-compendium.abilities.LvoH43SKKtr3urKo]{Control the Savage} @UUID[Compendium.cyphersystem-compendium.abilities.0f2qoQlYGRqgu0Nj]{Defuse Situation} @UUID[Compendium.cyphersystem-compendium.abilities.UyW320RhzarMNoss]{Flee} @UUID[Compendium.cyphersystem-compendium.abilities.miR0d91lKIfmBGdO]{Psychic Passenger} @UUID[Compendium.cyphersystem-compendium.abilities.cfR2uFYjteKAqsYw]{Show Them the Way} @UUID[Compendium.cyphersystem-compendium.abilities.3wZZC07ADxO3mImS]{Suggestion} @UUID[Compendium.cyphersystem-compendium.abilities.ZTp4SZ673tDJpmuS]{Word of Command}

Craft

Creates useful physical things, such as mundane tools (hammers, crowbars), limited-use devices (manifest cyphers, artifacts), or independent beings (robots, elementals, zombies). Includes blueprints, plans, and effects that aid or speed crafting.

Low Tier

@UUID[Compendium.cyphersystem-compendium.abilities.JoPcORtuhjnAJ5mT]{Create Deadly Poison} @UUID[Compendium.cyphersystem-compendium.abilities.ZvKFftq7doCxI7T5]{Fortification Builder} @UUID[Compendium.cyphersystem-compendium.abilities.IswvUEdCBBZDRme6]{Junkmonger} @UUID[Compendium.cyphersystem-compendium.abilities.JK2hN1poqMLqfa1N]{Machine Efficiency} @UUID[Compendium.cyphersystem-compendium.abilities.mFPUUmBIcGGsuwNd]{Modify Device} @UUID[Compendium.cyphersystem-compendium.abilities.Ktxj62234LhUr51B]{Natural Crafter} @UUID[Compendium.cyphersystem-compendium.abilities.m6X5wyPUPdhqLTIp]{Quick Work} @UUID[Compendium.cyphersystem-compendium.abilities.pUliR2uWpIcE6jQX]{Robot Builder} @UUID[Compendium.cyphersystem-compendium.abilities.XUutaClCW4UXzK7e]{Trapster} @UUID[Compendium.cyphersystem-compendium.abilities.qBTIXXJt2Ahn8UYh]{Weapon Crafter}

Mid Tier

@UUID[Compendium.cyphersystem-compendium.abilities.FBCpBF9PXlEtIX4m]{Dream Becomes Reality} @UUID[Compendium.cyphersystem-compendium.abilities.dhXVqnunlbSbrDPB]{Expert Crafter} @UUID[Compendium.cyphersystem-compendium.abilities.7G8B9lfoVXkuxvKB]{Ice Creation} @UUID[Compendium.cyphersystem-compendium.abilities.AQQzctwqPJPUTRbb]{Poison Crafter} @UUID[Compendium.cyphersystem-compendium.abilities.BSx4qB29VwRUISm6]{Robot Upgrade} @UUID[Compendium.cyphersystem-compendium.abilities.3DJXuR680OxwP5NT]{Sculpt Light}

High Tier

@UUID[Compendium.cyphersystem-compendium.abilities.HuhNjMfMxPkTlERH]{Create} @UUID[Compendium.cyphersystem-compendium.abilities.JUn27j5YI3dRh2jJ]{Dark Matter Structure} @UUID[Compendium.cyphersystem-compendium.abilities.6e4KunpYFObSRszo]{Improved Sculpt Light} @UUID[Compendium.cyphersystem-compendium.abilities.y3qXWOUu7mAhg6Rb]{Innovator} @UUID[Compendium.cyphersystem-compendium.abilities.KQDFvUEnIWed1ebo]{Jury-Rig} @UUID[Compendium.cyphersystem-compendium.abilities.t0B6AIqWanSnx696]{Modify Artifact Power} @UUID[Compendium.cyphersystem-compendium.abilities.YFbC1HRis4SpZgrS]{Reshape}

Cure

Cures damage, adds or improves recovery rolls, or negates, cures, suspends, or otherwise gives immunity to a harmful effect or condition, such as poison, disease, mental attacks, moving down on the damage track, or dying.

Low Tier

@UUID[Compendium.cyphersystem-compendium.abilities.8mP69InEXQ4TB5BL]{Alleviate} @UUID[Compendium.cyphersystem-compendium.abilities.bzeuikGxbM7noj2z]{Crystalline Body} @UUID[Compendium.cyphersystem-compendium.abilities.Z7CKGOQWnfdNO885]{Destined for Greatness} @UUID[Compendium.cyphersystem-compendium.abilities.qHzwHm5LmYDasHnF]{Diver} @UUID[Compendium.cyphersystem-compendium.abilities.gWvMJQPBSmeaP8yN]{Drain Creature} @UUID[Compendium.cyphersystem-compendium.abilities.JyAovhallyh9m6oW]{Drain Machine} @UUID[Compendium.cyphersystem-compendium.abilities.PqL4qr9D8QAwQhrL]{Endurance} @UUID[Compendium.cyphersystem-compendium.abilities.uB3sVzeG2N5rkdUZ]{Escape} @UUID[Compendium.cyphersystem-compendium.abilities.CAYeFSNYprjeRtWw]{Extra Recovery} @UUID[Compendium.cyphersystem-compendium.abilities.U7chr7wLj7r5y0LT]{Foil Danger} @UUID[Compendium.cyphersystem-compendium.abilities.igGttY1Y2XbAx3qY]{Healing Touch} @UUID[Compendium.cyphersystem-compendium.abilities.JuOmZXMt1T3tQUZ8]{Ignore the Pain} @UUID[Compendium.cyphersystem-compendium.abilities.UtFc3e4grYyCQneH]{Improved Recovery} @UUID[Compendium.cyphersystem-compendium.abilities.vFQaDsHzJpTSV8Tw]{Living Off the Land} @UUID[Compendium.cyphersystem-compendium.abilities.wXV7JxEmZDlBvRKO]{Push on Through} @UUID[Compendium.cyphersystem-compendium.abilities.euEVkth9YGYSpoJf]{Quick Recovery} @UUID[Compendium.cyphersystem-compendium.abilities.rRDSzPJtUCwRVXFR]{Repair Flesh} @UUID[Compendium.cyphersystem-compendium.abilities.OvvuCBCQ71rZkCqQ]{Restful Presence} @UUID[Compendium.cyphersystem-compendium.abilities.XntbE6mXQ4CZ6yIi]{Speedy Recovery} @UUID[Compendium.cyphersystem-compendium.abilities.s2PLo9FsWBi2C1VY]{Surging Confidence} @UUID[Compendium.cyphersystem-compendium.abilities.2fU3nI68oi5ScziC]{Totally Chill} @UUID[Compendium.cyphersystem-compendium.abilities.yRSe9vjTxdOkvgBE]{Water Adaptation} @UUID[Compendium.cyphersystem-compendium.abilities.lw0otGU2Iaorppdc]{Will of Legend}

Mid Tier

@UUID[Compendium.cyphersystem-compendium.abilities.m7j43Ww96dKCDtJO]{Aquatic Combatant} @UUID[Compendium.cyphersystem-compendium.abilities.zdkVn6jIaanDoikV]{Biomorphic Healing} @UUID[Compendium.cyphersystem-compendium.abilities.nVFRDMhuWDrdve4F]{Damage Transference} @UUID[Compendium.cyphersystem-compendium.abilities.A6H8xi93t6Zrexz9]{Drain Charge} @UUID[Compendium.cyphersystem-compendium.abilities.5otvtHrbVXIh0N27]{Fight On} @UUID[Compendium.cyphersystem-compendium.abilities.rAmIxY5G1BK4ZMm7]{Font of Healing} @UUID[Compendium.cyphersystem-compendium.abilities.6nm35znCQzjAk6Gb]{Healing Pulse} @UUID[Compendium.cyphersystem-compendium.abilities.NMgopYfoagESHtea]{Ignore Affliction} @UUID[Compendium.cyphersystem-compendium.abilities.4Fe5z4FD71eHlbbd]{Immovable} @UUID[Compendium.cyphersystem-compendium.abilities.b776WTF2u1roh3n0]{Incredible Health} @UUID[Compendium.cyphersystem-compendium.abilities.7amEMbwK27v31Lt9]{Miraculous Health} @UUID[Compendium.cyphersystem-compendium.abilities.AAUqaiWxC5V4e1VH]{Noble’s Courage} @UUID[Compendium.cyphersystem-compendium.abilities.Wj6oHOvnZkZjulwI]{One With the Wild} @UUID[Compendium.cyphersystem-compendium.abilities.VsKeNcF252yKnh2O]{Poison Resistance} @UUID[Compendium.cyphersystem-compendium.abilities.LojkwDtb1gHLSB6A]{Preternatural Senses} @UUID[Compendium.cyphersystem-compendium.abilities.iroL3TcKD9dpulhW]{Regeneration} @UUID[Compendium.cyphersystem-compendium.abilities.gn1jtMLhp6qPNXUL]{Store Energy} @UUID[Compendium.cyphersystem-compendium.abilities.nJBrBxxs0ezweHKZ]{Thinking Ahead} @UUID[Compendium.cyphersystem-compendium.abilities.wxAZnuQkvWosLzkN]{Tough As Nails} @UUID[Compendium.cyphersystem-compendium.abilities.27EOrq94WxqgBbWQ]{Unmovable} @UUID[Compendium.cyphersystem-compendium.abilities.P73TBXcNDbZCVsdE]{Unraveling Consumption} @UUID[Compendium.cyphersystem-compendium.abilities.Ja8ebgq2RDQryN62]{Wilderness Encouragement} @UUID[Compendium.cyphersystem-compendium.abilities.JrSM5XYgXpxNnLl2]{Willing Sacrifice}

High Tier

@UUID[Compendium.cyphersystem-compendium.abilities.Uk6ceaEWFjcoHNTI]{Deep Reserves} @UUID[Compendium.cyphersystem-compendium.abilities.5HNZcrij9mgEmvAR]{Final Defiance} @UUID[Compendium.cyphersystem-compendium.abilities.B0Tt5R1m2DsVLtPH]{Free to Move} @UUID[Compendium.cyphersystem-compendium.abilities.W0Jw19mWIycjIgmo]{Gamer’s Fortitude} @UUID[Compendium.cyphersystem-compendium.abilities.dIUTe5O1jeA47zps]{Gaming God} @UUID[Compendium.cyphersystem-compendium.abilities.O2XHxUa2QNrliDMG]{Greater Healing Touch} @UUID[Compendium.cyphersystem-compendium.abilities.upynNTXrIGGH82Ll]{Incredible Recovery} @UUID[Compendium.cyphersystem-compendium.abilities.PvISXo6EQ2PmCGes]{Infuse Spirit} @UUID[Compendium.cyphersystem-compendium.abilities.oilgQ4oM02Pa0eNp]{Inspiration} @UUID[Compendium.cyphersystem-compendium.abilities.Kf09KYdZqG6dNTFC]{Inspire the Innocent} @UUID[Compendium.cyphersystem-compendium.abilities.laxdkyrDuOhxfWKc]{Mind Surge} @UUID[Compendium.cyphersystem-compendium.abilities.dMEqa6kAjXrHlxui]{Negate Danger} @UUID[Compendium.cyphersystem-compendium.abilities.sbGo2i4oqy1aUeQ6]{Not Dead Yet} @UUID[Compendium.cyphersystem-compendium.abilities.Hp9Sdc7eTTUuWTiu]{Rapid Recovery} @UUID[Compendium.cyphersystem-compendium.abilities.aS13LBRfyrWXAMMp]{Regenerate} @UUID[Compendium.cyphersystem-compendium.abilities.ydmPM9m8nmmgvlXc]{Restore Life} @UUID[Compendium.cyphersystem-compendium.abilities.aDnA7oA9ZYCEfprI]{Resuscitate} @UUID[Compendium.cyphersystem-compendium.abilities.4Xvgo62UVSOI9Acx]{Share the Power} @UUID[Compendium.cyphersystem-compendium.abilities.iXBkjCf0y9vXVXI6]{Stay the Course} @UUID[Compendium.cyphersystem-compendium.abilities.qKDngpAWNEzhdRj5]{Trick Driver} @UUID[Compendium.cyphersystem-compendium.abilities.icJAWRB8Uha8CSKr]{Vigilant}

Environment

Manipulates the environment or things in the environment, such as with telekinesis, weather control, gravity control, illusions, and so on.

Low Tier

@UUID[Compendium.cyphersystem-compendium.abilities.zqarns940d4FXwYf]{Create Water} @UUID[Compendium.cyphersystem-compendium.abilities.y08bfWS5eyeUJB3J]{Dreamcraft} @UUID[Compendium.cyphersystem-compendium.abilities.21Bi8yur01DCYz5f]{Fetch} @UUID[Compendium.cyphersystem-compendium.abilities.zW0cZJQTR0tHUmn3]{Grasping Foliage} @UUID[Compendium.cyphersystem-compendium.abilities.zArjjFcf9tHQvJTx]{Hedge Magic} @UUID[Compendium.cyphersystem-compendium.abilities.1KjY8D1dvLc3NuUv]{Hidden Closet} @UUID[Compendium.cyphersystem-compendium.abilities.xZQXXjAWGBo7mTHU]{Illuminating Touch} @UUID[Compendium.cyphersystem-compendium.abilities.BjWI1UVg9kpY7FKO]{Illusory Duplicate} @UUID[Compendium.cyphersystem-compendium.abilities.jCmnAY8EjuGo5uDg]{Impetus} @UUID[Compendium.cyphersystem-compendium.abilities.Frxs35QkokRdure4]{Legerdemain} @UUID[Compendium.cyphersystem-compendium.abilities.wNQ3q7VXtPHlPzqb]{Lock} @UUID[Compendium.cyphersystem-compendium.abilities.l60mmJrF1GupXLJB]{Minor Illusion} @UUID[Compendium.cyphersystem-compendium.abilities.p2JmtbtuzscW1ogs]{Move Metal} @UUID[Compendium.cyphersystem-compendium.abilities.3s6gDCIY1zfetGEg]{Slip Into Shadow} @UUID[Compendium.cyphersystem-compendium.abilities.xDn74LRD6xlMUqj2]{Telekinesis} @UUID[Compendium.cyphersystem-compendium.abilities.Db7aRY4t1mwRpcoL]{Wilderness Explorer}

Mid Tier

@UUID[Compendium.cyphersystem-compendium.abilities.FIU24o7T66ViVgyg]{Daydream} @UUID[Compendium.cyphersystem-compendium.abilities.SHMGbt30RfePtyNE]{Define Down} @UUID[Compendium.cyphersystem-compendium.abilities.eJpNT3QObtYiDfXY]{Field of Gravity} @UUID[Compendium.cyphersystem-compendium.abilities.yPVZmXWhUxustVdq]{Force Field Barrier} @UUID[Compendium.cyphersystem-compendium.abilities.itnqtCRfxC2EDKqu]{Force to Reckon With} @UUID[Compendium.cyphersystem-compendium.abilities.hJV3hrSYcq3Zbzl5]{Illusory Selves} @UUID[Compendium.cyphersystem-compendium.abilities.YeOtzG5ksxonD5RS]{Living Wall} @UUID[Compendium.cyphersystem-compendium.abilities.hNsph7BRwllVSUre]{Major Illusion} @UUID[Compendium.cyphersystem-compendium.abilities.KLFHpPR0MKLOWr8l]{Nullify Sound} @UUID[Compendium.cyphersystem-compendium.abilities.8QwoYVraOedgr9kB]{Projection} @UUID[Compendium.cyphersystem-compendium.abilities.wAQ7a5JSjp01x1Eg]{Storm Seed} @UUID[Compendium.cyphersystem-compendium.abilities.iIlgHiF1EN0fEpYx]{Sunlight}

High Tier

@UUID[Compendium.cyphersystem-compendium.abilities.wWN4y4rATxbtMCMo]{Adaptation} @UUID[Compendium.cyphersystem-compendium.abilities.tvlNZboSbKCHttjs]{Control Weather} @UUID[Compendium.cyphersystem-compendium.abilities.fruWNFBBNLpcGLaC]{Diamagnetism} @UUID[Compendium.cyphersystem-compendium.abilities.TXNhhyj63MMp2dVF]{Force Wall} @UUID[Compendium.cyphersystem-compendium.abilities.KBykf0P4WQ9Lb6TN]{Generate Force Field} @UUID[Compendium.cyphersystem-compendium.abilities.lCWWUQ0vYH2odiDv]{Grandiose Illusion} @UUID[Compendium.cyphersystem-compendium.abilities.ZK9Ruc53rKBqU93i]{Granite Wall} @UUID[Compendium.cyphersystem-compendium.abilities.PLsz8IqWScZt0Ott]{Inferno Trail} @UUID[Compendium.cyphersystem-compendium.abilities.8OmtJRuoKRzuGfh8]{Move Mountains} @UUID[Compendium.cyphersystem-compendium.abilities.RNJbp1eAcMqSnYvb]{Permanent Illusion} @UUID[Compendium.cyphersystem-compendium.abilities.RBOc2zxAI9xMoWqW]{Relocate} @UUID[Compendium.cyphersystem-compendium.abilities.9cJ6gJZc7datpQwJ]{Terrifying Image} @UUID[Compendium.cyphersystem-compendium.abilities.Bny0sFdqf40pJeOp]{Wall of Lightning} @UUID[Compendium.cyphersystem-compendium.abilities.pfZzabIIEuU4kSH3]{The Wild Is on Your Side}

Information

Gives the ability to learn information about something, whether chosen by the GM like Scan, by asking a question and the GM giving the answer, or by learning a language.

Low Tier

@UUID[Compendium.cyphersystem-compendium.abilities.r7uNiD9CGy4G3Hoq]{Babel} @UUID[Compendium.cyphersystem-compendium.abilities.OIk4usP2NFT0tDu7]{Communication} @UUID[Compendium.cyphersystem-compendium.abilities.op9VSx3NJT28UwTH]{Community Knowledge} @UUID[Compendium.cyphersystem-compendium.abilities.P95xVHVxALSMjanR]{Decipher} @UUID[Compendium.cyphersystem-compendium.abilities.bH57y3PYsMceluGy]{Dream Thief} @UUID[Compendium.cyphersystem-compendium.abilities.RM8Fmu1IJwzBkjcM]{Eye for Detail} @UUID[Compendium.cyphersystem-compendium.abilities.IvKd5vkPypJbB1Ip]{Gather Intelligence} @UUID[Compendium.cyphersystem-compendium.abilities.4PVFXmi2cxI8MdpR]{Lab Analysis} @UUID[Compendium.cyphersystem-compendium.abilities.W5Zt9qDKCtNr49BC]{Mind Reading} @UUID[Compendium.cyphersystem-compendium.abilities.PRW5MxW12oakmeHE]{Monster Lore} @UUID[Compendium.cyphersystem-compendium.abilities.2GicRKJcPO3hmlwD]{Network Tap} @UUID[Compendium.cyphersystem-compendium.abilities.V5oEOJ4i32t97yOG]{Predictive Model} @UUID[Compendium.cyphersystem-compendium.abilities.ZsI6553CPbGi0wtx]{Premonition} @UUID[Compendium.cyphersystem-compendium.abilities.pHFFr4DkCythNc5n]{Question the Spirits} @UUID[Compendium.cyphersystem-compendium.abilities.fzx429jdEdbd0tHy]{Retrieve Memories} @UUID[Compendium.cyphersystem-compendium.abilities.h3G0Ven2SoaPCbk4]{Salvage and Comfort} @UUID[Compendium.cyphersystem-compendium.abilities.OPvXaxuRIVXLmkWl]{Scan} @UUID[Compendium.cyphersystem-compendium.abilities.83y32UMQWshRvbDG]{See History} @UUID[Compendium.cyphersystem-compendium.abilities.nvA3LwoSP7jf4h8G]{Speaker for the Dead} @UUID[Compendium.cyphersystem-compendium.abilities.L2NOLfflU6HNleuT]{Telepathic}

Mid Tier

@UUID[Compendium.cyphersystem-compendium.abilities.YlzkyK6WEkk0cfhh]{Creature Insight} @UUID[Compendium.cyphersystem-compendium.abilities.ssfubNrUQC38zCkJ]{Device Insight} @UUID[Compendium.cyphersystem-compendium.abilities.mL6Yae2CxgefOMHn]{Draw Conclusion} @UUID[Compendium.cyphersystem-compendium.abilities.Mu5knvNfGyaeaiTB]{Find the Hidden} @UUID[Compendium.cyphersystem-compendium.abilities.W7wHOJdozxk7Y2CQ]{Got a Feeling} @UUID[Compendium.cyphersystem-compendium.abilities.MBt3AmXa8vzUCiHd]{Know Their Faults} @UUID[Compendium.cyphersystem-compendium.abilities.dLJ0B35UlB5wxCf4]{Machine Telepathy} @UUID[Compendium.cyphersystem-compendium.abilities.7VYzHQvF1cz4cfUp]{Mechanical Telepathy} @UUID[Compendium.cyphersystem-compendium.abilities.uPvNopNWTgHGIPyR]{Reading the Room} @UUID[Compendium.cyphersystem-compendium.abilities.x7YnN02GiwDQ09km]{Sensor Array} @UUID[Compendium.cyphersystem-compendium.abilities.9r6iNU2GH4oEH6vz]{Serv-0 Scanner} @UUID[Compendium.cyphersystem-compendium.abilities.2t9oGZRuFhLCKjsa]{Soul Interrogation} @UUID[Compendium.cyphersystem-compendium.abilities.abMJwHQIsm9Wcdlg]{Spot Weakness} @UUID[Compendium.cyphersystem-compendium.abilities.CBdIPMJ2oOOesmod]{Wilderness Awareness}

High Tier

@UUID[Compendium.cyphersystem-compendium.abilities.1tkQKo32UKxTUUPn]{Deep Consideration} @UUID[Compendium.cyphersystem-compendium.abilities.wztu6KcpILxwlFTU]{Drawing on Life’s Experiences} @UUID[Compendium.cyphersystem-compendium.abilities.PLyxuOlieOGsJx4h]{Information Gathering} @UUID[Compendium.cyphersystem-compendium.abilities.wlkPdME0r3hx9VbE]{Knowing the Unknown} @UUID[Compendium.cyphersystem-compendium.abilities.qbXP6HlN56bPt7cq]{Mind of a Leader} @UUID[Compendium.cyphersystem-compendium.abilities.lbXg8UlSCG23yxO4]{Read the Signs} @UUID[Compendium.cyphersystem-compendium.abilities.K0C60k7wHBSpMQX4]{Telepathic Network}

Meta

Modifies an existing ability or character trait’s effects or parameters, such as increasing range or, damage, easing the difficulty, giving you additional noncombat actions each turn, rerolling a failed attempt, or treating a number on the die as something different than normal.

Low Tier

@UUID[Compendium.cyphersystem-compendium.abilities.m5U42d2SkK31mp8d]{A Smile and a Word} @UUID[Compendium.cyphersystem-compendium.abilities.EyAIsiqJGCspQFcu]{Arcane Flare} @UUID[Compendium.cyphersystem-compendium.abilities.yIdq1lu1eUAkNyDC]{Artifact Tinkerer} @UUID[Compendium.cyphersystem-compendium.abilities.ywBEe31zan6qpVxr]{Augment Cypher} @UUID[Compendium.cyphersystem-compendium.abilities.Mbq7D0u4Vee0NKYz]{Careful Shot} @UUID[Compendium.cyphersystem-compendium.abilities.essJhO2eqoHmIQaa]{Charge} @UUID[Compendium.cyphersystem-compendium.abilities.L3UjcLAFvS9MLWCu]{Coaxing Power} @UUID[Compendium.cyphersystem-compendium.abilities.2x7nMe9ZGp3VjI8B]{Combat Prowess} @UUID[Compendium.cyphersystem-compendium.abilities.EERMWn1af0S8wAWN]{Crushing Blow} @UUID[Compendium.cyphersystem-compendium.abilities.bzeuikGxbM7noj2z]{Crystalline Body} @UUID[Compendium.cyphersystem-compendium.abilities.JkmTskE3eqcfu7dY]{Curious} @UUID[Compendium.cyphersystem-compendium.abilities.7nUj7rxq4Qwg4FUM]{Distant Interface} @UUID[Compendium.cyphersystem-compendium.abilities.Pu5XGGLI6cCp1EQd]{Double Strike} @UUID[Compendium.cyphersystem-compendium.abilities.gWvMJQPBSmeaP8yN]{Drain Creature} @UUID[Compendium.cyphersystem-compendium.abilities.1fu5C9JHmORmWTR8]{Driving on the Edge} @UUID[Compendium.cyphersystem-compendium.abilities.YjJvvUhIqtxf6eYS]{Elusive} @UUID[Compendium.cyphersystem-compendium.abilities.UJst9mtUKNTe3Pd2]{Energize Object} @UUID[Compendium.cyphersystem-compendium.abilities.dPFQTFRzv7D7PYKq]{Enhanced Body} @UUID[Compendium.cyphersystem-compendium.abilities.SmuTPFfZGnCUmnEj]{Extra Use} @UUID[Compendium.cyphersystem-compendium.abilities.axI0iGYo7DjdR8Ya]{Find the Way} @UUID[Compendium.cyphersystem-compendium.abilities.Hgr8QZmzjXmYorfs]{Fists of Fury} @UUID[Compendium.cyphersystem-compendium.abilities.Sg5WeSF04CYNEecl]{Fleet of Foot} @UUID[Compendium.cyphersystem-compendium.abilities.YGsGHp1rbu3Z7Kdd]{Frenzy} @UUID[Compendium.cyphersystem-compendium.abilities.pXrC4lkMOY7CvFLk]{Golem Body} @UUID[Compendium.cyphersystem-compendium.abilities.1SBd1jm66eSo4eHn]{Gunner} @UUID[Compendium.cyphersystem-compendium.abilities.z23towmNKeKJasHV]{Hacker} @UUID[Compendium.cyphersystem-compendium.abilities.tBWUjjkgyXHTrkCp]{Hold Breath} @UUID[Compendium.cyphersystem-compendium.abilities.3fMzqFFQ1rLtbVrd]{Improved Designation} @UUID[Compendium.cyphersystem-compendium.abilities.FzpkQwb1jA53bs1y]{Investigator} @UUID[Compendium.cyphersystem-compendium.abilities.N4DTNNCEESorc0N4]{Lead From the Front} @UUID[Compendium.cyphersystem-compendium.abilities.JK2hN1poqMLqfa1N]{Machine Efficiency} @UUID[Compendium.cyphersystem-compendium.abilities.VgomhLKFHDDAzW9T]{Mind for Might} @UUID[Compendium.cyphersystem-compendium.abilities.mFPUUmBIcGGsuwNd]{Modify Device} @UUID[Compendium.cyphersystem-compendium.abilities.nW46hfygkxB7FW5m]{Monster Bane} @UUID[Compendium.cyphersystem-compendium.abilities.Ktxj62234LhUr51B]{Natural Crafter} @UUID[Compendium.cyphersystem-compendium.abilities.YZB37b80VQGMUscp]{No Need for Weapons} @UUID[Compendium.cyphersystem-compendium.abilities.PCTUkuALVb0GdTCe]{Object Bond} @UUID[Compendium.cyphersystem-compendium.abilities.FDG7hgrRNt4aHpP1]{Overload Machine} @UUID[Compendium.cyphersystem-compendium.abilities.XAXJ3mFGdDv0fXLP]{Precision} @UUID[Compendium.cyphersystem-compendium.abilities.y2eUnbkzxOeoe9w6]{Quick Death} @UUID[Compendium.cyphersystem-compendium.abilities.m6X5wyPUPdhqLTIp]{Quick Work} @UUID[Compendium.cyphersystem-compendium.abilities.tJVu7MQ2pOhNfpUB]{Range Increase} @UUID[Compendium.cyphersystem-compendium.abilities.szw7tHW0OjI2fjpJ]{Reload} @UUID[Compendium.cyphersystem-compendium.abilities.vVax9KyZ3U4Wpok8]{Something in the Road} @UUID[Compendium.cyphersystem-compendium.abilities.AFfburUYwZlBFq7N]{Tinker} @UUID[Compendium.cyphersystem-compendium.abilities.J0fj73TfCu4aSdVL]{Weapon Master} @UUID[Compendium.cyphersystem-compendium.abilities.yS1sMAZEzJbozxOZ]{Wreck}

Mid Tier

@UUID[Compendium.cyphersystem-compendium.abilities.M5QroBlhUCULt6MD]{Amazing Effort} @UUID[Compendium.cyphersystem-compendium.abilities.7Gxuqkwo4i47yHe3]{Betrayal} @UUID[Compendium.cyphersystem-compendium.abilities.G0hoaZFQpdG7FfxO]{Better Living Through Chemistry} @UUID[Compendium.cyphersystem-compendium.abilities.gNRMG3mJTzWaCGph]{Capable Warrior} @UUID[Compendium.cyphersystem-compendium.abilities.JwG4lCSZIG3qUQAi]{Cast Illusion} @UUID[Compendium.cyphersystem-compendium.abilities.M3TM1cORNnlEN0ZO]{Cyphersmith} @UUID[Compendium.cyphersystem-compendium.abilities.Rr4oB1lUzuzFHNHQ]{Deadly Aim} @UUID[Compendium.cyphersystem-compendium.abilities.zYGhcm896Xbi7Ia2]{Deep Resources} @UUID[Compendium.cyphersystem-compendium.abilities.7rjeYt5hNhkvqK9w]{Disarming Strike} @UUID[Compendium.cyphersystem-compendium.abilities.zLJYM2OiFVIsuz3P]{Dodge and Resist} @UUID[Compendium.cyphersystem-compendium.abilities.wEj2uvWI3w0W9HWH]{Drain at a Distance} @UUID[Compendium.cyphersystem-compendium.abilities.B5zrSVUs54TUALFB]{Energized Shield} @UUID[Compendium.cyphersystem-compendium.abilities.7GsuhcRTpDX0d1em]{Enhanced Intellect} @UUID[Compendium.cyphersystem-compendium.abilities.FQPA8oY3xiZIL6aG]{Enhanced Intellect Edge} @UUID[Compendium.cyphersystem-compendium.abilities.wHcuP6T7Ti6j5Y8C]{Enhanced Might} @UUID[Compendium.cyphersystem-compendium.abilities.g1t5TxZXsNovIVTn]{Enhanced Might Edge} @UUID[Compendium.cyphersystem-compendium.abilities.MwVDTy2Rx1V7Tyly]{Enhanced Physique} @UUID[Compendium.cyphersystem-compendium.abilities.RnK2bmvUb7RIVPSA]{Enhanced Potential} @UUID[Compendium.cyphersystem-compendium.abilities.tuofJSTVjOEwRUem]{Enhanced Speed} @UUID[Compendium.cyphersystem-compendium.abilities.QH3l6ojVnasZm5U8]{Enhanced Speed Edge} @UUID[Compendium.cyphersystem-compendium.abilities.4eCjeGPA0ovnwIfu]{Experienced in Armor} @UUID[Compendium.cyphersystem-compendium.abilities.u1GhDcfpVXITVtOc]{Expert Cypher Use} @UUID[Compendium.cyphersystem-compendium.abilities.MdRdAc0qAWghMmlV]{Expert Skill} @UUID[Compendium.cyphersystem-compendium.abilities.jaGs9nmLaywdRMUN]{Fast Kill} @UUID[Compendium.cyphersystem-compendium.abilities.tJQmvEiYq2xBv4ZJ]{Flameblade} @UUID[Compendium.cyphersystem-compendium.abilities.XR3B0gfJtrYUAU5M]{From the Shadows} @UUID[Compendium.cyphersystem-compendium.abilities.73miZT5kYFyxnPOT]{Fury} @UUID[Compendium.cyphersystem-compendium.abilities.42sPqHxJEybiZ6Vh]{Fusion} @UUID[Compendium.cyphersystem-compendium.abilities.Ee8QC6fkRvD1yw6h]{Greater Beast Form} @UUID[Compendium.cyphersystem-compendium.abilities.QgnoEdKZ50u4JZoL]{Greater Designation} @UUID[Compendium.cyphersystem-compendium.abilities.34Ycb9VK8JwHgSl4]{Greater Enhanced Intellect} @UUID[Compendium.cyphersystem-compendium.abilities.R9KnCCvGoEHvV1p0]{Greater Enhanced Might} @UUID[Compendium.cyphersystem-compendium.abilities.vVc3NxkYdj68mAoV]{Greater Enhanced Physique} @UUID[Compendium.cyphersystem-compendium.abilities.4necR0YTsaij4ojD]{Greater Enhanced Potential} @UUID[Compendium.cyphersystem-compendium.abilities.Qsi6Iw5YCcY8jmNx]{Greater Enhanced Speed} @UUID[Compendium.cyphersystem-compendium.abilities.hAVC1FOl7hwnuBpC]{Greater Frenzy} @UUID[Compendium.cyphersystem-compendium.abilities.4v5pXMwFeB7xQzME]{Guide Bolt} @UUID[Compendium.cyphersystem-compendium.abilities.OtbS1NoVXK7mQLEe]{Guild Training} @UUID[Compendium.cyphersystem-compendium.abilities.VupBbHOJAX45Yazb]{Heroic Monster Bane} @UUID[Compendium.cyphersystem-compendium.abilities.sPheWt9emoY3PCA8]{Hidden Reserves} @UUID[Compendium.cyphersystem-compendium.abilities.uNzF1oQKJ6T1yqL4]{Huge} @UUID[Compendium.cyphersystem-compendium.abilities.4Fe5z4FD71eHlbbd]{Immovable} @UUID[Compendium.cyphersystem-compendium.abilities.wrPVUnJauasIH886]{Improved Absorb Kinetic Energy} @UUID[Compendium.cyphersystem-compendium.abilities.7X2zbrkFSNbyhA5G]{Improved Edge} @UUID[Compendium.cyphersystem-compendium.abilities.HPIlAWDGOQFw6yGm]{Improved Monster Bane} @UUID[Compendium.cyphersystem-compendium.abilities.eblwQ80CBlBdeUp5]{Improved Sensor} @UUID[Compendium.cyphersystem-compendium.abilities.0q9alvmsQKKViN0r]{Incomparable Pilot} @UUID[Compendium.cyphersystem-compendium.abilities.mUizWF7k2XD7ykRJ]{Increased Effects} @UUID[Compendium.cyphersystem-compendium.abilities.PYD24TjoDAqbKAj8]{Iron Fist} @UUID[Compendium.cyphersystem-compendium.abilities.YID6zEB7KkHGYAlD]{Know Where to Look} @UUID[Compendium.cyphersystem-compendium.abilities.bPr34XiLw2Dqb4VJ]{Lunge} @UUID[Compendium.cyphersystem-compendium.abilities.2l9FIUVKimPzIXzU]{Machine Bond} @UUID[Compendium.cyphersystem-compendium.abilities.atQ5yNq1ZEyy0z5j]{Machine Vulnerabilities} @UUID[Compendium.cyphersystem-compendium.abilities.l0OFjk5XVGV5LzP1]{Minor Wish} @UUID[Compendium.cyphersystem-compendium.abilities.imWLlYQs4LTaCTdS]{Never Fumble} @UUID[Compendium.cyphersystem-compendium.abilities.Wj6oHOvnZkZjulwI]{One With the Wild} @UUID[Compendium.cyphersystem-compendium.abilities.3VJyYtECl0wKQj2p]{Outlast the Foe} @UUID[Compendium.cyphersystem-compendium.abilities.cqzyNCPYVEWtucLe]{Outwit} @UUID[Compendium.cyphersystem-compendium.abilities.Y7HUEp7IxdPuur8V]{Overcharge Energy} @UUID[Compendium.cyphersystem-compendium.abilities.ZqBpOAiH70SGHX8N]{Perfect Stranger} @UUID[Compendium.cyphersystem-compendium.abilities.rOxKh1Z7J686a0nv]{Precise Cut} @UUID[Compendium.cyphersystem-compendium.abilities.iGRECL13bqrSSF7P]{Punish the Guilty} @UUID[Compendium.cyphersystem-compendium.abilities.JJ9nWmcBIlfyNDfe]{Push Off and Throw} @UUID[Compendium.cyphersystem-compendium.abilities.Mac5S0sQe9Muf4Mv]{Quick Wits} @UUID[Compendium.cyphersystem-compendium.abilities.y1bQFSBlwMbUico5]{Rapid Processing} @UUID[Compendium.cyphersystem-compendium.abilities.FuufiUyoLFbgBH5J]{Resilient Ice Armor} @UUID[Compendium.cyphersystem-compendium.abilities.6X3BDWzVKsWltrtY]{Roaming Third Eye} @UUID[Compendium.cyphersystem-compendium.abilities.qSH4OhrBBgNnAdAo]{Robot Improvement} @UUID[Compendium.cyphersystem-compendium.abilities.t3zUlk8c5WEBXXO8]{Seize the Moment} @UUID[Compendium.cyphersystem-compendium.abilities.6ZVINuyZm4jowRGt]{Shepherd’s Fury} @UUID[Compendium.cyphersystem-compendium.abilities.JhBTTC5ZUTT8NvUA]{Slippery Customer} @UUID[Compendium.cyphersystem-compendium.abilities.q73VWJY2cmWxRcYx]{Space Fighting} @UUID[Compendium.cyphersystem-compendium.abilities.8LHIZs9gEAd02tId]{Speed Burst} @UUID[Compendium.cyphersystem-compendium.abilities.jmYIPbMwsq3GY3eO]{Stone Breaker} @UUID[Compendium.cyphersystem-compendium.abilities.gn1jtMLhp6qPNXUL]{Store Energy} @UUID[Compendium.cyphersystem-compendium.abilities.cS2p7CRfquFvR65U]{Strategize} @UUID[Compendium.cyphersystem-compendium.abilities.wpA3GB5yJq9NI8QN]{Think Your Way Out} @UUID[Compendium.cyphersystem-compendium.abilities.2AIQhz00HyZhY7wM]{Tower of Will} @UUID[Compendium.cyphersystem-compendium.abilities.V7npSeuqG3JI4Dvv]{Trust to Luck} @UUID[Compendium.cyphersystem-compendium.abilities.bVt0TIfwtEUXvi6O]{Uncanny Luck} @UUID[Compendium.cyphersystem-compendium.abilities.scMKCptCmp0IwO2g]{Wall With Teeth} @UUID[Compendium.cyphersystem-compendium.abilities.NFsoXUQaq3I5h2UY]{Weaponization} @UUID[Compendium.cyphersystem-compendium.abilities.JrSM5XYgXpxNnLl2]{Willing Sacrifice} @UUID[Compendium.cyphersystem-compendium.abilities.6McxfJoPmf1SnbDR]{Wrest From Chance}

High Tier

@UUID[Compendium.cyphersystem-compendium.abilities.M0pjZXQ9996hfUPs]{Adroit Cypher Use} @UUID[Compendium.cyphersystem-compendium.abilities.MQewTo9NscKVUUNz]{Again and Again} @UUID[Compendium.cyphersystem-compendium.abilities.cuK7oPGFdlOPoc44]{Agile Wit} @UUID[Compendium.cyphersystem-compendium.abilities.eepc8U2e178RDqBs]{All-Out Con} @UUID[Compendium.cyphersystem-compendium.abilities.MJE1k2RmCM6HRwFV]{Artifact Scavenger} @UUID[Compendium.cyphersystem-compendium.abilities.iX07Ltb1JYr1nMYM]{Blurring Speed} @UUID[Compendium.cyphersystem-compendium.abilities.hKhwP85QeRGPW03G]{Burst of Escape} @UUID[Compendium.cyphersystem-compendium.abilities.OPfY6tVurfAxNUPh]{Charging Horde} @UUID[Compendium.cyphersystem-compendium.abilities.jmjxGRJTwztzBtLc]{Coordinated Effort} @UUID[Compendium.cyphersystem-compendium.abilities.UlQ7w5iD57Hfdzce]{Damage Dealer} @UUID[Compendium.cyphersystem-compendium.abilities.JH40M99RAN6IZWze]{Damn the Guilty} @UUID[Compendium.cyphersystem-compendium.abilities.Uk6ceaEWFjcoHNTI]{Deep Reserves} @UUID[Compendium.cyphersystem-compendium.abilities.p1UMG2hrng7mLFDv]{Disarming Attack} @UUID[Compendium.cyphersystem-compendium.abilities.t3uyBYJqMApfEBWX]{Discipline of Watchfulness} @UUID[Compendium.cyphersystem-compendium.abilities.P3Ha3GoJlM8EHf5j]{Divide Your Mind} @UUID[Compendium.cyphersystem-compendium.abilities.3uGYyiXUUSz952zQ]{Dual Distraction} @UUID[Compendium.cyphersystem-compendium.abilities.AsmIgvoIRPEtuzkh]{Duel to the Death} @UUID[Compendium.cyphersystem-compendium.abilities.AvaA8a3ylU9q4gL1]{Effective Skill} @UUID[Compendium.cyphersystem-compendium.abilities.A9uQnidn6SKTNHJA]{Enhanced Beast Form} @UUID[Compendium.cyphersystem-compendium.abilities.xHLPf1FETmn06aA8]{Enhanced Phased Attack} @UUID[Compendium.cyphersystem-compendium.abilities.FzJe2XEwhtUajTWI]{Escape Plan} @UUID[Compendium.cyphersystem-compendium.abilities.mhgFWIDr0QuCHRIF]{Extreme Mastery} @UUID[Compendium.cyphersystem-compendium.abilities.yIt7vEBNLpyggkSQ]{Force and Accuracy} @UUID[Compendium.cyphersystem-compendium.abilities.lUkqQu1vvJe3FxfQ]{Gambler} @UUID[Compendium.cyphersystem-compendium.abilities.U33DbRwloywFlYfi]{Go to Ground} @UUID[Compendium.cyphersystem-compendium.abilities.KGzAHs3qln0fNDjt]{Hard to Kill} @UUID[Compendium.cyphersystem-compendium.abilities.lrz5wU8PLzd7gATA]{Horde Tactics} @UUID[Compendium.cyphersystem-compendium.abilities.lJWTlBH1koX2Fjgi]{Impart Understanding} @UUID[Compendium.cyphersystem-compendium.abilities.Q22uje0KevLfL2qb]{Improved Command Spirit} @UUID[Compendium.cyphersystem-compendium.abilities.Cnvf8fv0EEKU3iSn]{Improved Gravity Cleave} @UUID[Compendium.cyphersystem-compendium.abilities.PKFz6WVsaKm5kIir]{Improved Machine Companion} @UUID[Compendium.cyphersystem-compendium.abilities.t6VEEwEsQUIImebW]{Improved Success} @UUID[Compendium.cyphersystem-compendium.abilities.JeqLEAcHOYVd78TH]{Inventor} @UUID[Compendium.cyphersystem-compendium.abilities.58CLKxSLgaT6W6Cj]{Lethal Damage} @UUID[Compendium.cyphersystem-compendium.abilities.teF5kZpAuRfZKfxn]{Machine Enhancement} @UUID[Compendium.cyphersystem-compendium.abilities.IfvVmyawWrz3vKXX]{Maneuvering Adept} @UUID[Compendium.cyphersystem-compendium.abilities.K4XRiZlFRakz6j98]{Master Cypher Use} @UUID[Compendium.cyphersystem-compendium.abilities.7QTTrXnxDHskYYhj]{Master Machine} @UUID[Compendium.cyphersystem-compendium.abilities.rHApGqEQj8TCGa3f]{Masterful Armor Modification} @UUID[Compendium.cyphersystem-compendium.abilities.m2j3n3xiExLcXAAn]{Moderate Wish} @UUID[Compendium.cyphersystem-compendium.abilities.t0B6AIqWanSnx696]{Modify Artifact Power} @UUID[Compendium.cyphersystem-compendium.abilities.ENO71nxs3MSKzvq6]{Multiple Quarry} @UUID[Compendium.cyphersystem-compendium.abilities.rsYzxCchklPSFAp7]{Multiplicity} @UUID[Compendium.cyphersystem-compendium.abilities.m21TAvxSQn1rGx3d]{Overcharge Device} @UUID[Compendium.cyphersystem-compendium.abilities.85DCcEDqvz6A0LkD]{Perfect Control} @UUID[Compendium.cyphersystem-compendium.abilities.mSNoWynky7DMz7ln]{Perfect Speed Burst} @UUID[Compendium.cyphersystem-compendium.abilities.5uWcMvgh1OWvieJs]{Physically Gifted} @UUID[Compendium.cyphersystem-compendium.abilities.EjBzy1Ue1AA8i6ry]{Recycled Cyphers} @UUID[Compendium.cyphersystem-compendium.abilities.hCAzOVpH0jrYc9qk]{Reinforcing Field} @UUID[Compendium.cyphersystem-compendium.abilities.ucsscEpO5L2gIYZg]{Resonant Frequency} @UUID[Compendium.cyphersystem-compendium.abilities.HAVNfVKAdwtJF6Jj]{Robot Evolution} @UUID[Compendium.cyphersystem-compendium.abilities.wqUItgrYzBeMiAoB]{Seize the Initiative} @UUID[Compendium.cyphersystem-compendium.abilities.Np67YSIzrP6w1PPb]{Shield Burst} @UUID[Compendium.cyphersystem-compendium.abilities.P9HlASUtyiOXghBZ]{Shred Existence} @UUID[Compendium.cyphersystem-compendium.abilities.HYDsZRWMlWTvSQU8]{Subtle Tricks} @UUID[Compendium.cyphersystem-compendium.abilities.cWHqKGpI5z0aiSYC]{Thief’s Luck} @UUID[Compendium.cyphersystem-compendium.abilities.qKDngpAWNEzhdRj5]{Trick Driver} @UUID[Compendium.cyphersystem-compendium.abilities.aWws42dVSQjRz8Hr]{Twist of Fate} @UUID[Compendium.cyphersystem-compendium.abilities.EE1xCQ3OvCrdrG6z]{Two Things at Once} @UUID[Compendium.cyphersystem-compendium.abilities.fkedtvx6UakJPOZN]{Ultra Enhancement} @UUID[Compendium.cyphersystem-compendium.abilities.bgaCXtvlT0zWmAIA]{Using What’s Available} @UUID[Compendium.cyphersystem-compendium.abilities.gETtOLyLYRVk53dP]{Usurp Cypher} @UUID[Compendium.cyphersystem-compendium.abilities.w3HN2nZBTo5mLJcM]{Weightless Shot} @UUID[Compendium.cyphersystem-compendium.abilities.RHLBHQuskBAVGnU8]{Weird Science Breakthrough} @UUID[Compendium.cyphersystem-compendium.abilities.vQtVTnCecWFXkfkI]{Wild Vitality} @UUID[Compendium.cyphersystem-compendium.abilities.EXrZLa3M8BK43qoi]{Winter Gauntlets}

Movement

Increases your movement (such as increasing your basic movement speed from short to long) or adds a new type of movement (such as flight, wallcrawling, phasing, or teleporting).

Low Tier

@UUID[Compendium.cyphersystem-compendium.abilities.uh1t4rnkZ2jOCjHJ]{Bolt Rider} @UUID[Compendium.cyphersystem-compendium.abilities.dQHSDDZxJNHrHH1l]{Contortionist} @UUID[Compendium.cyphersystem-compendium.abilities.3x3gRDJejTXQPmdY]{Danger Instinct} @UUID[Compendium.cyphersystem-compendium.abilities.gP8HCn8FPeg49V7M]{Far Step} @UUID[Compendium.cyphersystem-compendium.abilities.5abCQnz5ZWvvfMro]{Get Away} @UUID[Compendium.cyphersystem-compendium.abilities.UCR0rx32kEsTcgnF]{Hover} @UUID[Compendium.cyphersystem-compendium.abilities.3t1QshyGYnCSo12z]{Phase Sprint} @UUID[Compendium.cyphersystem-compendium.abilities.VWehoqF0N6s0WMLK]{Void Wings} @UUID[Compendium.cyphersystem-compendium.abilities.g0SqMvb020tiTQ48]{Walk Through Walls}

Mid Tier

@UUID[Compendium.cyphersystem-compendium.abilities.loOJI9ZakIwGrmW1]{Apportation} @UUID[Compendium.cyphersystem-compendium.abilities.Zps9ZUc9RD1mRDEK]{Blink of an Eye} @UUID[Compendium.cyphersystem-compendium.abilities.asABBkIqO5MSTxQ0]{Bypass Barrier} @UUID[Compendium.cyphersystem-compendium.abilities.wG4zveGhplNKNzuP]{Controlled Fall} @UUID[Compendium.cyphersystem-compendium.abilities.Kk9lHkiaqsr3pUmk]{Ghost} @UUID[Compendium.cyphersystem-compendium.abilities.ZYudnanHgtiLHtgH]{Mobile Fighter} @UUID[Compendium.cyphersystem-compendium.abilities.qZOOWfFLJ1JziJpY]{Obstacle Running} @UUID[Compendium.cyphersystem-compendium.abilities.MFBq4Fc432FS6nkX]{Phase Door} @UUID[Compendium.cyphersystem-compendium.abilities.dW0rgYsx6hDA8pIB]{Runner} @UUID[Compendium.cyphersystem-compendium.abilities.LlaltL5rG2c5Cadt]{Swim} @UUID[Compendium.cyphersystem-compendium.abilities.0EhZzYdEhtCRnV4c]{Temporal Dislocation} @UUID[Compendium.cyphersystem-compendium.abilities.s68x7VxwueUkCkOg]{Up to Speed} @UUID[Compendium.cyphersystem-compendium.abilities.KX6gQ8frz4IDtBx6]{Windrider} @UUID[Compendium.cyphersystem-compendium.abilities.TWqyBv9PEjwJKd1y]{Wings of Fire} @UUID[Compendium.cyphersystem-compendium.abilities.KGz0rK4b2dAt0DaX]{Wormhole}

High Tier

@UUID[Compendium.cyphersystem-compendium.abilities.QtpmHxblBqoQozbg]{Alley Rat} @UUID[Compendium.cyphersystem-compendium.abilities.iX07Ltb1JYr1nMYM]{Blurring Speed} @UUID[Compendium.cyphersystem-compendium.abilities.2iAHsn5ie8sYRiyb]{Chamber of Dreams} @UUID[Compendium.cyphersystem-compendium.abilities.etGUYa9dQSvjLvXX]{Electrical Flight} @UUID[Compendium.cyphersystem-compendium.abilities.2asT0zvk1kw5hC1v]{Embraced by Darkness} @UUID[Compendium.cyphersystem-compendium.abilities.IKicLElFbkRx5IaM]{Fast Travel} @UUID[Compendium.cyphersystem-compendium.abilities.2TaqNf6bhxijKELX]{Flash Across the Miles} @UUID[Compendium.cyphersystem-compendium.abilities.abdAcwYE8L00VakL]{Flight} @UUID[Compendium.cyphersystem-compendium.abilities.V2DSp12G6NP3X6Jt]{Impossible Walk} @UUID[Compendium.cyphersystem-compendium.abilities.0wVk3CszKCJQfp0Q]{Incredible Running Speed} @UUID[Compendium.cyphersystem-compendium.abilities.jM6JQUQFUpk9VVut]{Jaunt} @UUID[Compendium.cyphersystem-compendium.abilities.U8OsW0m17N86hNWW]{Juggernaut} @UUID[Compendium.cyphersystem-compendium.abilities.cE7JPRHLqIdM3b9V]{Living Light} @UUID[Compendium.cyphersystem-compendium.abilities.rHApGqEQj8TCGa3f]{Masterful Armor Modification} @UUID[Compendium.cyphersystem-compendium.abilities.lL7QywDGOszTIJCE]{Mental Projection} @UUID[Compendium.cyphersystem-compendium.abilities.tR2v2vMu3TgN21OJ]{Return to the Obelisk} @UUID[Compendium.cyphersystem-compendium.abilities.IN3VI2LxDyYGbqnN]{Teleportation} @UUID[Compendium.cyphersystem-compendium.abilities.lkO9VJhfOrgLY4g1]{Time Travel} @UUID[Compendium.cyphersystem-compendium.abilities.PlKwEwo6ilGqwxwI]{Traverse the Worlds} @UUID[Compendium.cyphersystem-compendium.abilities.8yGwY0PvtF2ivdSn]{Very Long Sprinting} @UUID[Compendium.cyphersystem-compendium.abilities.8PB7yHNGa7iBpYeI]{Wind Chariot} @UUID[Compendium.cyphersystem-compendium.abilities.b44vvK2YjdSeYPJc]{Windwracked Traveler}

Protection

Gives training or specialization in one or more types of combat defenses (Might, Speed, or Intellect), provides or increases Armor, or otherwise helps prevent damage.

Low Tier

@UUID[Compendium.cyphersystem-compendium.abilities.62zBqhQoPk6IV8lF]{Absorb Kinetic Energy} @UUID[Compendium.cyphersystem-compendium.abilities.7OpsD4muO5HGJt29]{Block} @UUID[Compendium.cyphersystem-compendium.abilities.SQ4RTDwdA0yiZ81b]{Closed Mind} @UUID[Compendium.cyphersystem-compendium.abilities.YvPBxDxLz16Usm7m]{Courageous} @UUID[Compendium.cyphersystem-compendium.abilities.bzeuikGxbM7noj2z]{Crystalline Body} @UUID[Compendium.cyphersystem-compendium.abilities.aNNLomN5nZc52ZT4]{Defense Against Robots} @UUID[Compendium.cyphersystem-compendium.abilities.2j6Hqr2Y8Xbz97c4]{Defensive Phasing} @UUID[Compendium.cyphersystem-compendium.abilities.YcDF62pED8waUtry]{Deflect Attacks} @UUID[Compendium.cyphersystem-compendium.abilities.6qCR3kBqCVYDlEOl]{Distortion} @UUID[Compendium.cyphersystem-compendium.abilities.dPFQTFRzv7D7PYKq]{Enhanced Body} @UUID[Compendium.cyphersystem-compendium.abilities.vPflrS1giYnMoqL2]{Enveloping Shield} @UUID[Compendium.cyphersystem-compendium.abilities.1POQ4sFW5DLrmXhn]{Fearsome Reputation} @UUID[Compendium.cyphersystem-compendium.abilities.XuNgbxrY284sWgZg]{Field of Destruction} @UUID[Compendium.cyphersystem-compendium.abilities.K33ayv0NcktuV53N]{Flesh of Stone} @UUID[Compendium.cyphersystem-compendium.abilities.LFiTEQpWhXBgIZWb]{Flight Not Fight} @UUID[Compendium.cyphersystem-compendium.abilities.yb5PaVIPimrcJxFg]{Force Field Shield} @UUID[Compendium.cyphersystem-compendium.abilities.C9x7b1qN4qmm568P]{Fortified Position} @UUID[Compendium.cyphersystem-compendium.abilities.10EqPrn9aONinEfm]{Go Defensive} @UUID[Compendium.cyphersystem-compendium.abilities.pXrC4lkMOY7CvFLk]{Golem Body} @UUID[Compendium.cyphersystem-compendium.abilities.qgholblGXKQri99M]{Hard to Distract} @UUID[Compendium.cyphersystem-compendium.abilities.leUaFf4AxYJwwOHt]{Hard to Hit} @UUID[Compendium.cyphersystem-compendium.abilities.VsAP4JEe7W5gaGaG]{Hardiness} @UUID[Compendium.cyphersystem-compendium.abilities.geCiPXMF2sIRJ68U]{Have Spacesuit, Will Travel} @UUID[Compendium.cyphersystem-compendium.abilities.czVqoPjH98xaNY1d]{Ice Armor} @UUID[Compendium.cyphersystem-compendium.abilities.gjBFpV2OvDmBqeE3]{Just a Bit Mad} @UUID[Compendium.cyphersystem-compendium.abilities.hKsZzzdWTelNlz3q]{Magic Shield} @UUID[Compendium.cyphersystem-compendium.abilities.hGbNYgkuIiZHomcJ]{Mentally Tough} @UUID[Compendium.cyphersystem-compendium.abilities.7BkWiUHcUrcRIKqO]{Out of Harm’s Way} @UUID[Compendium.cyphersystem-compendium.abilities.3t1QshyGYnCSo12z]{Phase Sprint} @UUID[Compendium.cyphersystem-compendium.abilities.ClJUFnz8xBmP4a2l]{Powered Armor} @UUID[Compendium.cyphersystem-compendium.abilities.o2ZDoteWQsFsqTJr]{Practiced in Armor} @UUID[Compendium.cyphersystem-compendium.abilities.GQeO9RXVzeriLsfy]{Quick Block} @UUID[Compendium.cyphersystem-compendium.abilities.MK2dp11krszjDsyc]{Repel Metal} @UUID[Compendium.cyphersystem-compendium.abilities.mmg9XLzvfbP4ESGO]{Resist the Elements} @UUID[Compendium.cyphersystem-compendium.abilities.ssWKJs1l9cQbNZha]{Resist Underwater Hazards} @UUID[Compendium.cyphersystem-compendium.abilities.Q8xKsSOvoFWL1ePP]{Resonance Field} @UUID[Compendium.cyphersystem-compendium.abilities.g0Ewv5wBooSFYOlH]{Safe Fall} @UUID[Compendium.cyphersystem-compendium.abilities.XzomXctsS8NL9M7Q]{Serv-0 Defender} @UUID[Compendium.cyphersystem-compendium.abilities.EheuStXUDPojVmT5]{Shield Master} @UUID[Compendium.cyphersystem-compendium.abilities.AzMtxh562JfrPdKZ]{Shroud of Flame} @UUID[Compendium.cyphersystem-compendium.abilities.CtRvLxfUlCynJv1B]{Skill With Defense} @UUID[Compendium.cyphersystem-compendium.abilities.87SQGqcRavRZslAp]{Sound Conversion Barrier} @UUID[Compendium.cyphersystem-compendium.abilities.HHcC89OKZACgLB8Y]{Stare Them Down} @UUID[Compendium.cyphersystem-compendium.abilities.gS1X6POaKLjNlHsI]{Sturdy} @UUID[Compendium.cyphersystem-compendium.abilities.uatcX3o1oB2Stc4u]{Trained Without Armor} @UUID[Compendium.cyphersystem-compendium.abilities.zEkA8MhrnJ5p9Io6]{Unarmored Fighter} @UUID[Compendium.cyphersystem-compendium.abilities.59mslpID7ogppzMA]{Ward} @UUID[Compendium.cyphersystem-compendium.abilities.6zU8AURXjXgG63j6]{Warding Shield} @UUID[Compendium.cyphersystem-compendium.abilities.6Xs3fyaANQDWXRoc]{Weapon Defense} @UUID[Compendium.cyphersystem-compendium.abilities.QGSHCRW46vn5Xdwu]{Weather the Vicissitudes} @UUID[Compendium.cyphersystem-compendium.abilities.3Xoq7NLpshgG3VPY]{Wind Armor}

Mid Tier

@UUID[Compendium.cyphersystem-compendium.abilities.yvPcOjjqyU3618Ob]{Absorb Pure Energy} @UUID[Compendium.cyphersystem-compendium.abilities.ZH0JbusjycG6zQf1]{Anticipate Attack} @UUID[Compendium.cyphersystem-compendium.abilities.R0UuZ32vmmeFbSMV]{Blood Fever} @UUID[Compendium.cyphersystem-compendium.abilities.gyZd83dgvZnQrmbb]{Cloak of Opportunity} @UUID[Compendium.cyphersystem-compendium.abilities.2SiHiotGcSufnCne]{Confounding Banter} @UUID[Compendium.cyphersystem-compendium.abilities.1fYBYD1EfA5z1NFl]{Confuse Enemy} @UUID[Compendium.cyphersystem-compendium.abilities.BjlHRj3hANsoqhKq]{Counter Danger} @UUID[Compendium.cyphersystem-compendium.abilities.Mj6yJZwRmdXaVwh8]{Countermeasures} @UUID[Compendium.cyphersystem-compendium.abilities.yB4tnpDNVSOxgruq]{Dark Matter Shell} @UUID[Compendium.cyphersystem-compendium.abilities.XYbtbbVKFYmDfmjO]{Dark Matter Shroud} @UUID[Compendium.cyphersystem-compendium.abilities.NnlGdSiR9GbiTJyZ]{Discerning Mind} @UUID[Compendium.cyphersystem-compendium.abilities.LODZEYtmmBN5D9zZ]{Divert Attacks} @UUID[Compendium.cyphersystem-compendium.abilities.E1YiGcXAYOjHXoAd]{Dodge and Respond} @UUID[Compendium.cyphersystem-compendium.abilities.gVOzzvxS6PPu8Ofy]{Dual Defense} @UUID[Compendium.cyphersystem-compendium.abilities.76HF09q7MdGek863]{Electric Armor} @UUID[Compendium.cyphersystem-compendium.abilities.XR8WeRW3OlbCIjlJ]{Elemental Protection} @UUID[Compendium.cyphersystem-compendium.abilities.yz1w8JR23mtlDX49]{Energy Protection} @UUID[Compendium.cyphersystem-compendium.abilities.M49EI6qapNJC2aLR]{Energy Resistance} @UUID[Compendium.cyphersystem-compendium.abilities.4eCjeGPA0ovnwIfu]{Experienced in Armor} @UUID[Compendium.cyphersystem-compendium.abilities.GlXd4oFI9Fqq3rAX]{Experienced Defender} @UUID[Compendium.cyphersystem-compendium.abilities.yPVZmXWhUxustVdq]{Force Field Barrier} @UUID[Compendium.cyphersystem-compendium.abilities.rqC9cEmRkvm29N56]{Fusion Armor} @UUID[Compendium.cyphersystem-compendium.abilities.5t5EIoGSan3pQ08D]{Hard-Won Resilience} @UUID[Compendium.cyphersystem-compendium.abilities.aBfj6w1y6noOzB7d]{Horde Fighting} @UUID[Compendium.cyphersystem-compendium.abilities.uNzF1oQKJ6T1yqL4]{Huge} @UUID[Compendium.cyphersystem-compendium.abilities.zcxMbV4Fe4JqJAe8]{Illusory Evasion} @UUID[Compendium.cyphersystem-compendium.abilities.n985WYLPzj2XqBry]{Magnetic Field} @UUID[Compendium.cyphersystem-compendium.abilities.whVEpvOjmGs3fpcD]{Matter Cloud} @UUID[Compendium.cyphersystem-compendium.abilities.l0OFjk5XVGV5LzP1]{Minor Wish} @UUID[Compendium.cyphersystem-compendium.abilities.mGv7zlZu1wtNCQXQ]{Moving Like Water} @UUID[Compendium.cyphersystem-compendium.abilities.Mz9g9gv2UvARcLid]{Nimble Swimmer} @UUID[Compendium.cyphersystem-compendium.abilities.DMBJEypEWuAS2lai]{Outlaw Reputation} @UUID[Compendium.cyphersystem-compendium.abilities.AQQzctwqPJPUTRbb]{Poison Crafter} @UUID[Compendium.cyphersystem-compendium.abilities.y1bQFSBlwMbUico5]{Rapid Processing} @UUID[Compendium.cyphersystem-compendium.abilities.GvYXLPdpaFEMGuQR]{Resilience} @UUID[Compendium.cyphersystem-compendium.abilities.FuufiUyoLFbgBH5J]{Resilient Ice Armor} @UUID[Compendium.cyphersystem-compendium.abilities.NoKdHv0FSytZR4iF]{Robot Fighter} @UUID[Compendium.cyphersystem-compendium.abilities.NKvNEjx64CcS3l13]{Shield Training} @UUID[Compendium.cyphersystem-compendium.abilities.CNw7shehsdySzhAK]{Subconscious Defense} @UUID[Compendium.cyphersystem-compendium.abilities.3wxiRMTCBZ4iNCHp]{Temporal Acceleration} @UUID[Compendium.cyphersystem-compendium.abilities.t8wL47jk1KS4zapb]{Tough It Out} @UUID[Compendium.cyphersystem-compendium.abilities.sq2JJtnRtSthJSYL]{Tower of Intellect} @UUID[Compendium.cyphersystem-compendium.abilities.2AIQhz00HyZhY7wM]{Tower of Will} @UUID[Compendium.cyphersystem-compendium.abilities.w2aO1ZIpmBDQJXq1]{Tumbling Moves} @UUID[Compendium.cyphersystem-compendium.abilities.OovsYh1BefBJrU8m]{Versatile Mind} @UUID[Compendium.cyphersystem-compendium.abilities.DhbLcVuqEZmS6Z2y]{Vigilance} @UUID[Compendium.cyphersystem-compendium.abilities.OWVz2CkwLnCSJMdS]{Wraith Cloak}

High Tier

@UUID[Compendium.cyphersystem-compendium.abilities.i5n7BaFjTo6W35f9]{Defense Master} @UUID[Compendium.cyphersystem-compendium.abilities.xBZTbhZKRB9AJmMa]{Defensive Augmentation} @UUID[Compendium.cyphersystem-compendium.abilities.FjXL6iSD1CJKbuGT]{Defensive Field} @UUID[Compendium.cyphersystem-compendium.abilities.LwmoGOpgHy1K2dU4]{Energize Creature} @UUID[Compendium.cyphersystem-compendium.abilities.5i6TqVJQQ4sTvqTm]{Energize Crowd} @UUID[Compendium.cyphersystem-compendium.abilities.N0OZaNOIbHTiWDL1]{Evasion} @UUID[Compendium.cyphersystem-compendium.abilities.cTU70NgcebRlD7jI]{Field-Reinforced Armor} @UUID[Compendium.cyphersystem-compendium.abilities.S9QxUr8u2gtwY7ya]{Hard Target} @UUID[Compendium.cyphersystem-compendium.abilities.KGzAHs3qln0fNDjt]{Hard to Kill} @UUID[Compendium.cyphersystem-compendium.abilities.5rgcPJXpCcB5VJ1m]{Lost in the Chaos} @UUID[Compendium.cyphersystem-compendium.abilities.rHApGqEQj8TCGa3f]{Masterful Armor Modification} @UUID[Compendium.cyphersystem-compendium.abilities.4k5JFV78A5SiPjFo]{Mastery in Armor} @UUID[Compendium.cyphersystem-compendium.abilities.LTqgcoprvBF2ZkdH]{Mastery With Defense} @UUID[Compendium.cyphersystem-compendium.abilities.iIy1HDd9yUl07AYo]{Microgravity Avoidance} @UUID[Compendium.cyphersystem-compendium.abilities.m2j3n3xiExLcXAAn]{Moderate Wish} @UUID[Compendium.cyphersystem-compendium.abilities.lGbieMmnuoqsl4Jz]{Nothing but Defend} @UUID[Compendium.cyphersystem-compendium.abilities.AmZDmnmP7CxSSN4h]{Parry} @UUID[Compendium.cyphersystem-compendium.abilities.N0wzhZ676UrCR8M4]{Precognition} @UUID[Compendium.cyphersystem-compendium.abilities.cbXNxvPdWEbKF6nA]{Reactive Field} @UUID[Compendium.cyphersystem-compendium.abilities.MA2Pwhbpbq2SSIQy]{See the Future} @UUID[Compendium.cyphersystem-compendium.abilities.4BQHOR98z3TYJPQu]{Still As a Statue} @UUID[Compendium.cyphersystem-compendium.abilities.fkedtvx6UakJPOZN]{Ultra Enhancement} @UUID[Compendium.cyphersystem-compendium.abilities.QLRztjFH4YetYM6l]{Untouchable} @UUID[Compendium.cyphersystem-compendium.abilities.INdq5iQf5ECzRiNp]{Untouchable While Moving} @UUID[Compendium.cyphersystem-compendium.abilities.B6SEeGr5kxLAgvvq]{Wear It Well}

Senses

Enhances your senses (seeing in the dark, seeing underwater or through mist, sensing danger, finding optimal places to stand in combat, and so on), but doesn’t provide direct answers to questions like an information ability does.

Low Tier

@UUID[Compendium.cyphersystem-compendium.abilities.xskKzxBoGvSrje4e]{Eyes Adjusted} @UUID[Compendium.cyphersystem-compendium.abilities.wVgcztnnNFPqK9Mo]{Familiarize} @UUID[Compendium.cyphersystem-compendium.abilities.8ydN3DBdXXP24hQL]{Find an Opening} @UUID[Compendium.cyphersystem-compendium.abilities.YBMLX3Jm5oN79J6G]{Heads-Up Display} @UUID[Compendium.cyphersystem-compendium.abilities.boxrBJsyP0yjJHjt]{Link Senses} @UUID[Compendium.cyphersystem-compendium.abilities.TPEcyzCeC3z5FyyQ]{Mental Link} @UUID[Compendium.cyphersystem-compendium.abilities.Uti1XQwY4VFZwwwc]{Reveal} @UUID[Compendium.cyphersystem-compendium.abilities.jq6Wm9xYxJA0bRaR]{See the Unseen} @UUID[Compendium.cyphersystem-compendium.abilities.rYyymKUc0QKWdNsy]{See Through Matter} @UUID[Compendium.cyphersystem-compendium.abilities.mvFsSsVjyF8iXvCe]{Sense Ambush} @UUID[Compendium.cyphersystem-compendium.abilities.PRh7n2VLXyRa4il9]{Share Senses} @UUID[Compendium.cyphersystem-compendium.abilities.WgjatSOUT6pT02A7]{Third Eye}

Mid Tier

@UUID[Compendium.cyphersystem-compendium.abilities.KAAezRI2l8rdp1NS]{Animal Senses and Sensibilities} @UUID[Compendium.cyphersystem-compendium.abilities.ZB80ZclRSzEcr4o1]{Awareness} @UUID[Compendium.cyphersystem-compendium.abilities.zstBkLwRduC7vgGT]{Beast Eyes} @UUID[Compendium.cyphersystem-compendium.abilities.nJlhmzrhmXvM3QvU]{Break the Line} @UUID[Compendium.cyphersystem-compendium.abilities.j1AZSJpCetRgsQ6A]{Detect Life} @UUID[Compendium.cyphersystem-compendium.abilities.MvyXo0ZUsxu8QQ22]{Distance Viewing} @UUID[Compendium.cyphersystem-compendium.abilities.EcOIgMC9c1IfSHsr]{Echolocation} @UUID[Compendium.cyphersystem-compendium.abilities.khxZngfluNmVSAIT]{Experienced Finder} @UUID[Compendium.cyphersystem-compendium.abilities.QsXOz48JgyXYEEqS]{Inhabit Crystal} @UUID[Compendium.cyphersystem-compendium.abilities.KBjSpuK7XJc1abJv]{Remote Viewing} @UUID[Compendium.cyphersystem-compendium.abilities.syiylO75dZlcUp3i]{Sensing Package} @UUID[Compendium.cyphersystem-compendium.abilities.bzy1KzO0oPmZGu2b]{Sensor} @UUID[Compendium.cyphersystem-compendium.abilities.9YuQrJXAQO0qIFPj]{Serv-0 Spy} @UUID[Compendium.cyphersystem-compendium.abilities.V1ROUnWXLmLRMxXi]{Trapfinder} @UUID[Compendium.cyphersystem-compendium.abilities.FktE2hQhSKXbWcQU]{Use Senses of Others}

High Tier

@UUID[Compendium.cyphersystem-compendium.abilities.B0dq2gW9gdA0PdzR]{Amplify Sounds} @UUID[Compendium.cyphersystem-compendium.abilities.djqbPin4qsUauJmD]{Battlefield Tactician} @UUID[Compendium.cyphersystem-compendium.abilities.xRvaY8SG4HVy5WO8]{Dark Explorer} @UUID[Compendium.cyphersystem-compendium.abilities.cpJY8qkTAmSvXoFM]{Infer Thoughts} @UUID[Compendium.cyphersystem-compendium.abilities.7QTTrXnxDHskYYhj]{Master Machine} @UUID[Compendium.cyphersystem-compendium.abilities.PazO9rJ2YoE8VEUw]{See Through Time} @UUID[Compendium.cyphersystem-compendium.abilities.MGzAkRaGd4LgfQti]{True Senses}

Social

Gives you an indirect social benefit, such as providing a useful contact in a city or letting you take advantage of your social status.

Low Tier

@UUID[Compendium.cyphersystem-compendium.abilities.2CekF2lqwNrMyio0]{Connected} @UUID[Compendium.cyphersystem-compendium.abilities.2GwH3ugd7aHrWZRz]{Debate} @UUID[Compendium.cyphersystem-compendium.abilities.JSlr2Q6Ll1xNd8fX]{Demeanor of Command} @UUID[Compendium.cyphersystem-compendium.abilities.GT0AiiarWPbGzxKs]{Impart Ideal} @UUID[Compendium.cyphersystem-compendium.abilities.OmfjqEmmIbrWST5U]{Misdirect Blame} @UUID[Compendium.cyphersystem-compendium.abilities.5VqOTQlAYTtWTwmS]{Negotiate} @UUID[Compendium.cyphersystem-compendium.abilities.6QXGJBsJPDFgcdq5]{Perks of Stardom} @UUID[Compendium.cyphersystem-compendium.abilities.MBlyd9LvSH8D0Z5I]{Powerful Rhetoric} @UUID[Compendium.cyphersystem-compendium.abilities.xMRRfjFF0POkxyea]{Privileged Nobility} @UUID[Compendium.cyphersystem-compendium.abilities.OFWQd2W52VAODeas]{Underworld Contacts} @UUID[Compendium.cyphersystem-compendium.abilities.UHvD5299HFbwBvpR]{Unexpected Betrayal}

Mid Tier

@UUID[Compendium.cyphersystem-compendium.abilities.7Gxuqkwo4i47yHe3]{Betrayal} @UUID[Compendium.cyphersystem-compendium.abilities.tmrSKjGmjbxfIqPI]{Flamboyant Boast} @UUID[Compendium.cyphersystem-compendium.abilities.zg8dYuOdCXGwXOFd]{Informer} @UUID[Compendium.cyphersystem-compendium.abilities.i5BlJLgj1ayBw0uY]{Oratory} @UUID[Compendium.cyphersystem-compendium.abilities.ZqBpOAiH70SGHX8N]{Perfect Stranger}

High Tier

@UUID[Compendium.cyphersystem-compendium.abilities.hhBF8re7Azmce3Y9]{Group Friendship}

Special Attack

Gives the ability to make a special melee or ranged attack (weapon, energy blast, psychic, and so on). The attack might do damage, have a special effect (disarm, hinder, move the target, and so on), or both. This also includes abilities like Spray that let you attack multiple targets as your action.

Low Tier

@UUID[Compendium.cyphersystem-compendium.abilities.p61Ycyc7lVZQXupO]{Advantage to Disadvantage} @UUID[Compendium.cyphersystem-compendium.abilities.X7Rrn9Q54ceSA4Lr]{Aggression} @UUID[Compendium.cyphersystem-compendium.abilities.EyAIsiqJGCspQFcu]{Arcane Flare} @UUID[Compendium.cyphersystem-compendium.abilities.7BS6IEcYlEp5v3OC]{Bash} @UUID[Compendium.cyphersystem-compendium.abilities.wyUQ3Atl3V1ItCFH]{Bloodlust} @UUID[Compendium.cyphersystem-compendium.abilities.Mfebb42AE5xt7k85]{Concussive Blast} @UUID[Compendium.cyphersystem-compendium.abilities.6cMg5QXB71YNgoaM]{Control the Field} @UUID[Compendium.cyphersystem-compendium.abilities.o7kTUAFonv5HPi07]{Cutting Light} @UUID[Compendium.cyphersystem-compendium.abilities.teFcKcbo5ZBFbfRl]{Dazzling Sunburst} @UUID[Compendium.cyphersystem-compendium.abilities.di7QfASecjKU8BPN]{Disincentivize} @UUID[Compendium.cyphersystem-compendium.abilities.7f6ulMjWFw2BOK76]{Disrupting Touch} @UUID[Compendium.cyphersystem-compendium.abilities.JyAovhallyh9m6oW]{Drain Machine} @UUID[Compendium.cyphersystem-compendium.abilities.bH57y3PYsMceluGy]{Dream Thief} @UUID[Compendium.cyphersystem-compendium.abilities.NHns9zqufRvB3Tnl]{Dual Light Wield} @UUID[Compendium.cyphersystem-compendium.abilities.bM2Y62eaUKYKdcwq]{Entangling Force} @UUID[Compendium.cyphersystem-compendium.abilities.lQ4MNmGXXNBMGsmk]{Enthrall} @UUID[Compendium.cyphersystem-compendium.abilities.TmWjWp4iWk4GMLN0]{Erase Memories} @UUID[Compendium.cyphersystem-compendium.abilities.eFgzJXQlg6l7NBqM]{Eye Gouge} @UUID[Compendium.cyphersystem-compendium.abilities.78uF9siViGIHKYGx]{Flash} @UUID[Compendium.cyphersystem-compendium.abilities.aidcxXW6MokDMqY7]{Force Bash} @UUID[Compendium.cyphersystem-compendium.abilities.nHqTzLHJrUWSAATM]{Frost Touch} @UUID[Compendium.cyphersystem-compendium.abilities.aFEBxDGnuFi20cLo]{Golem Grip} @UUID[Compendium.cyphersystem-compendium.abilities.zW0cZJQTR0tHUmn3]{Grasping Foliage} @UUID[Compendium.cyphersystem-compendium.abilities.S3L1oym8fpx0NsAc]{Hemorrhage} @UUID[Compendium.cyphersystem-compendium.abilities.NJjAmyf9zhjRTNme]{Hurl Flame} @UUID[Compendium.cyphersystem-compendium.abilities.lwJAowJa4eKlcDjb]{Misdirect} @UUID[Compendium.cyphersystem-compendium.abilities.FE1Ge8CbJxQcCo0b]{Onslaught} @UUID[Compendium.cyphersystem-compendium.abilities.90wkMwuVBaiyL9yt]{Opportunist} @UUID[Compendium.cyphersystem-compendium.abilities.o2iiTUXdkMPREkvK]{Overwatch} @UUID[Compendium.cyphersystem-compendium.abilities.IPwnXtVrXauJXgFo]{Pierce} @UUID[Compendium.cyphersystem-compendium.abilities.Myt0JUt24B8hjYAg]{Push} @UUID[Compendium.cyphersystem-compendium.abilities.yszDDDpH6m16dEoV]{Quick Throw} @UUID[Compendium.cyphersystem-compendium.abilities.Yg6jEM07HAccDcNC]{Ray of Confusion} @UUID[Compendium.cyphersystem-compendium.abilities.NMjccuRLDDnfZtZe]{Release Energy} @UUID[Compendium.cyphersystem-compendium.abilities.Q8xKsSOvoFWL1ePP]{Resonance Field} @UUID[Compendium.cyphersystem-compendium.abilities.7aCeBDGZqu8A9hMQ]{Ribbons of Dark Matter} @UUID[Compendium.cyphersystem-compendium.abilities.kkCW4KkWA751AeBl]{Scramble Machine} @UUID[Compendium.cyphersystem-compendium.abilities.n81xGnZHydeXmIRc]{Scratch Existence} @UUID[Compendium.cyphersystem-compendium.abilities.0Wq39mJ9oXA415qx]{Seeds of Fury} @UUID[Compendium.cyphersystem-compendium.abilities.nptFEdFaUvjDeqAz]{Shatter} @UUID[Compendium.cyphersystem-compendium.abilities.3btRIiWxY8oMcVMo]{Shock} @UUID[Compendium.cyphersystem-compendium.abilities.pdNI9QMKmDwu8gza]{Stasis} @UUID[Compendium.cyphersystem-compendium.abilities.36nlDXhOP5e5dfns]{Successive Attack} @UUID[Compendium.cyphersystem-compendium.abilities.uG2ACHNAPoZirp0b]{Surprise Attack} @UUID[Compendium.cyphersystem-compendium.abilities.8hiUfUNY3u2IpVDa]{Swipe} @UUID[Compendium.cyphersystem-compendium.abilities.WO2Wg9PvscHMcQlH]{Thrust} @UUID[Compendium.cyphersystem-compendium.abilities.uMaMKhemHmtlXDjT]{Thunder Beam} @UUID[Compendium.cyphersystem-compendium.abilities.cwZIpP2FTLIVGhbm]{Weighty}

Mid Tier

@UUID[Compendium.cyphersystem-compendium.abilities.ra0A8MtQjZEYhJPr]{Acrobatic Attack} @UUID[Compendium.cyphersystem-compendium.abilities.cS1RW48sdVY6ZJZd]{Ambusher} @UUID[Compendium.cyphersystem-compendium.abilities.SG8ms3jfHw8hXGnX]{Answering Attack} @UUID[Compendium.cyphersystem-compendium.abilities.tbeFzIPGuAjRBpKM]{Better Surprise Attack} @UUID[Compendium.cyphersystem-compendium.abilities.YDKULtvV0pMJDxi2]{Bolts of Power} @UUID[Compendium.cyphersystem-compendium.abilities.V2BSB9or5UJdTiYF]{Built-in Weaponry} @UUID[Compendium.cyphersystem-compendium.abilities.IUlsD8Zxp8AYbO4h]{Burning Light} @UUID[Compendium.cyphersystem-compendium.abilities.Hw16NpdbdJOqVF4z]{Castigate} @UUID[Compendium.cyphersystem-compendium.abilities.WeMTxJElozl7OWdJ]{Center of Attention} @UUID[Compendium.cyphersystem-compendium.abilities.hIWg9VFNnYnrknAu]{Crystal Lens} @UUID[Compendium.cyphersystem-compendium.abilities.MqGMnSIkHK4rOFSm]{Dark Matter Strike} @UUID[Compendium.cyphersystem-compendium.abilities.vZELZYMsLJfBfUnt]{Dazing Attack} @UUID[Compendium.cyphersystem-compendium.abilities.JVvSTtYbksWJDADY]{Debilitating Strike} @UUID[Compendium.cyphersystem-compendium.abilities.0XSuUGS0UyrhiW44]{Destroy Metal} @UUID[Compendium.cyphersystem-compendium.abilities.ka5VA9XBi4OTnKVa]{Disable Mechanisms} @UUID[Compendium.cyphersystem-compendium.abilities.7rjeYt5hNhkvqK9w]{Disarming Strike} @UUID[Compendium.cyphersystem-compendium.abilities.dJTgtIs80gOoI6ac]{Divine Radiance} @UUID[Compendium.cyphersystem-compendium.abilities.E1YiGcXAYOjHXoAd]{Dodge and Respond} @UUID[Compendium.cyphersystem-compendium.abilities.A6H8xi93t6Zrexz9]{Drain Charge} @UUID[Compendium.cyphersystem-compendium.abilities.q9nALxXrBv5ubXaT]{Dual Medium Wield} @UUID[Compendium.cyphersystem-compendium.abilities.1L1uoad8vwgWxiyN]{Everything Is a Weapon} @UUID[Compendium.cyphersystem-compendium.abilities.VEJQ74o175OnlIAm]{Exile} @UUID[Compendium.cyphersystem-compendium.abilities.RO8dmB90aRPOmCuJ]{Feint} @UUID[Compendium.cyphersystem-compendium.abilities.AUGM3xEluWJi4Y8h]{Fire and Ice} @UUID[Compendium.cyphersystem-compendium.abilities.NgHLZq3tZ3CFJvYv]{Fire Bloom} @UUID[Compendium.cyphersystem-compendium.abilities.CAh0KStmP03kgv62]{Fling} @UUID[Compendium.cyphersystem-compendium.abilities.dDhnZrzAxDvK7QYa]{Force at Distance} @UUID[Compendium.cyphersystem-compendium.abilities.dCoCGVzWxIL9fIvH]{Force Blast} @UUID[Compendium.cyphersystem-compendium.abilities.BGMXK6VKNmp8M4A3]{Freezing Touch} @UUID[Compendium.cyphersystem-compendium.abilities.E0k0LUw0epjJGrv9]{Golem Stomp} @UUID[Compendium.cyphersystem-compendium.abilities.48i5ybVtZaTlFLJf]{Grab} @UUID[Compendium.cyphersystem-compendium.abilities.jbhcWHMiQQaR9ukO]{Gravity Cleave} @UUID[Compendium.cyphersystem-compendium.abilities.LLvJZvzbGQOrlqoE]{Ignition} @UUID[Compendium.cyphersystem-compendium.abilities.QxOsAHpd8ZkEXI5u]{Improved Object Bond} @UUID[Compendium.cyphersystem-compendium.abilities.2K3b6cTuLEGZfYqa]{Knock Out} @UUID[Compendium.cyphersystem-compendium.abilities.whVEpvOjmGs3fpcD]{Matter Cloud} @UUID[Compendium.cyphersystem-compendium.abilities.R9WffstnihzBuuvW]{Mind Games} @UUID[Compendium.cyphersystem-compendium.abilities.PTVAJGFiXDueX8az]{Momentum} @UUID[Compendium.cyphersystem-compendium.abilities.gDwPpgIAocEfQjPx]{Overawe} @UUID[Compendium.cyphersystem-compendium.abilities.zIYdniz9sjvAHsnX]{Overcome All Obstacles} @UUID[Compendium.cyphersystem-compendium.abilities.rXUUDUJFKis8TpnL]{Phase Detonation} @UUID[Compendium.cyphersystem-compendium.abilities.cJB7wj5okdPZuRNb]{Phased Attack} @UUID[Compendium.cyphersystem-compendium.abilities.NoC3yuqxU8yhPf47]{Power Strike} @UUID[Compendium.cyphersystem-compendium.abilities.blm1Z8JxvWOiFf0b]{Pry Open} @UUID[Compendium.cyphersystem-compendium.abilities.Mc8L07dpf605FDo9]{Psychic Burst} @UUID[Compendium.cyphersystem-compendium.abilities.Je1MitN21L3lqWVF]{Psychosis} @UUID[Compendium.cyphersystem-compendium.abilities.JJ9nWmcBIlfyNDfe]{Push Off and Throw} @UUID[Compendium.cyphersystem-compendium.abilities.JlYk5UNZEUzzO8Js]{Quick Strike} @UUID[Compendium.cyphersystem-compendium.abilities.YA5P5CBNr5NSmY6z]{Rapid Attack} @UUID[Compendium.cyphersystem-compendium.abilities.XqGE5QLHnpIKB5rB]{Reaction} @UUID[Compendium.cyphersystem-compendium.abilities.Yo2Z3EdYjx88jYnp]{Remote Control} @UUID[Compendium.cyphersystem-compendium.abilities.ZuX6gykVtKxiBAxR]{Run and Fight} @UUID[Compendium.cyphersystem-compendium.abilities.znJCKr6PeEq4a0j5]{Shattering Shout} @UUID[Compendium.cyphersystem-compendium.abilities.bkQnnjRFJS9VpaY5]{Slice} @UUID[Compendium.cyphersystem-compendium.abilities.oNk0Nhle1XwBhOvp]{Snap Shot} @UUID[Compendium.cyphersystem-compendium.abilities.yJDNsRAG3Elm6PWp]{Snipe} @UUID[Compendium.cyphersystem-compendium.abilities.YIzrA5i8eBSPMFzj]{Spray} @UUID[Compendium.cyphersystem-compendium.abilities.57txEIyzuPUQOqVP]{Sprint and Grab} @UUID[Compendium.cyphersystem-compendium.abilities.B4U7RiMrZElfOQyj]{Taking Advantage} @UUID[Compendium.cyphersystem-compendium.abilities.hy3hI86e9BCmkcQO]{Tall Tale} @UUID[Compendium.cyphersystem-compendium.abilities.WuNUt6ltWGDdjNLS]{Throw} @UUID[Compendium.cyphersystem-compendium.abilities.SPL1URVkuo4PJP8I]{Throw Force Shield} @UUID[Compendium.cyphersystem-compendium.abilities.4s3SAqu0lb5qzfzL]{Trick Shot}

High Tier

@UUID[Compendium.cyphersystem-compendium.abilities.NCXCkCYeZw8qlazG]{Absorb Energy} @UUID[Compendium.cyphersystem-compendium.abilities.WrJDw2X8JHcljjP4]{Arc Spray} @UUID[Compendium.cyphersystem-compendium.abilities.YbYeZ0A0m96IWxwl]{Assassin Strike} @UUID[Compendium.cyphersystem-compendium.abilities.T5tn7zItPyaRcYNC]{Asserting Your Privilege} @UUID[Compendium.cyphersystem-compendium.abilities.ltAq7qr8aaalOtJp]{Attack and Attack Again} @UUID[Compendium.cyphersystem-compendium.abilities.6kTwO0uYuP8qKqkM]{Biomorphic Detonation} @UUID[Compendium.cyphersystem-compendium.abilities.jISh0vWOJdK9hUm1]{Blind Machine} @UUID[Compendium.cyphersystem-compendium.abilities.XRXQwJplJrm7onbN]{Blinding Attack} @UUID[Compendium.cyphersystem-compendium.abilities.zflNCqrmTL7vrYg1]{Bouncing Shield} @UUID[Compendium.cyphersystem-compendium.abilities.9O17NBrKA4AA4Ckw]{Break the Ranks} @UUID[Compendium.cyphersystem-compendium.abilities.lID9ke0vHX2r2CC8]{Break Their Mind} @UUID[Compendium.cyphersystem-compendium.abilities.2lhnVWUMX1Nu6KVj]{Call the Storm} @UUID[Compendium.cyphersystem-compendium.abilities.yEfkqXxmuQqlA6Fi]{Cold Burst} @UUID[Compendium.cyphersystem-compendium.abilities.PZBKCtRj5S6ULnjo]{Concussion} @UUID[Compendium.cyphersystem-compendium.abilities.jHrQLzIfjKtXBoJL]{Deactivate Mechanisms} @UUID[Compendium.cyphersystem-compendium.abilities.6P1CJvVMot3Y2xj0]{Deadly Strike} @UUID[Compendium.cyphersystem-compendium.abilities.iTxEWRCR8G5Rych2]{Death Touch} @UUID[Compendium.cyphersystem-compendium.abilities.i5n7BaFjTo6W35f9]{Defense Master} @UUID[Compendium.cyphersystem-compendium.abilities.0WPUu04FbqxGckhU]{Destroyer} @UUID[Compendium.cyphersystem-compendium.abilities.xR2DkSqvAoR8Vtfn]{Dirty Fighter} @UUID[Compendium.cyphersystem-compendium.abilities.p1UMG2hrng7mLFDv]{Disarming Attack} @UUID[Compendium.cyphersystem-compendium.abilities.OkKNmMvLFwHxUv2r]{Divine Intervention} @UUID[Compendium.cyphersystem-compendium.abilities.tgaSXp1VQiec8Jst]{Divine Symbol} @UUID[Compendium.cyphersystem-compendium.abilities.1W0sBVHxG7LESCPl]{Do You Know Who I Am?} @UUID[Compendium.cyphersystem-compendium.abilities.NJakiz9yvoflzzBD]{Drain Power} @UUID[Compendium.cyphersystem-compendium.abilities.D4JFKjeVDkx9Xfnf]{Dust to Dust} @UUID[Compendium.cyphersystem-compendium.abilities.jhdgI9rV2mpH6JQU]{Earthquake} @UUID[Compendium.cyphersystem-compendium.abilities.apQwshUTjCQPym8A]{Embrace the Night} @UUID[Compendium.cyphersystem-compendium.abilities.Be1ehHb90jtLc8l0]{Explosive Release} @UUID[Compendium.cyphersystem-compendium.abilities.syJ3mkT2hHR2MY3o]{Finishing Blow} @UUID[Compendium.cyphersystem-compendium.abilities.6fpCYtBDCfW6m1b0]{Fire Tendrils} @UUID[Compendium.cyphersystem-compendium.abilities.xCUKzmoBKzN9gIut]{Foul Aura} @UUID[Compendium.cyphersystem-compendium.abilities.mvC2vboULutesBDu]{Ice Storm} @UUID[Compendium.cyphersystem-compendium.abilities.SZtOjKk7ScShJT6G]{Iron Punch} @UUID[Compendium.cyphersystem-compendium.abilities.IFb8NX06xgWM7H98]{Jump Attack} @UUID[Compendium.cyphersystem-compendium.abilities.tjzqyyAZoibXl4DT]{Lethal Ploy} @UUID[Compendium.cyphersystem-compendium.abilities.GlFT2ITvytQVWywQ]{Lethal Vibration} @UUID[Compendium.cyphersystem-compendium.abilities.KNElOxbWobS1ygLv]{Murderer} @UUID[Compendium.cyphersystem-compendium.abilities.pUbqCBV3dBOWFgmv]{Nightmare} @UUID[Compendium.cyphersystem-compendium.abilities.ptH3O4GES71CClGO]{Phase Foe} @UUID[Compendium.cyphersystem-compendium.abilities.xxavxLEaiVFug1D6]{Protective Wall} @UUID[Compendium.cyphersystem-compendium.abilities.8wSx2qtKXq0dWxId]{Psychokinetic Attack} @UUID[Compendium.cyphersystem-compendium.abilities.KVOFCKWKmUrqAe7v]{Punish All the Guilty} @UUID[Compendium.cyphersystem-compendium.abilities.bY52t6eGONKu8Kr4]{Resonant Quake} @UUID[Compendium.cyphersystem-compendium.abilities.G5bTthwpEf5azVHA]{Return to Sender} @UUID[Compendium.cyphersystem-compendium.abilities.EH8OmAJaimF4MTgg]{Shatter Mind} @UUID[Compendium.cyphersystem-compendium.abilities.BM6YnBez7sVnrGUh]{Special Shot} @UUID[Compendium.cyphersystem-compendium.abilities.KDZeCZJxjCQzlTxA]{Spin Attack} @UUID[Compendium.cyphersystem-compendium.abilities.jrTEtAhE6GfLW7R4]{Spring Away} @UUID[Compendium.cyphersystem-compendium.abilities.eQIPJk2xcFGfDr3H]{Stun Attack} @UUID[Compendium.cyphersystem-compendium.abilities.xbYD729j3km6ZDCA]{Sun Siphon} @UUID[Compendium.cyphersystem-compendium.abilities.447ojnjZFMCma8eu]{Taunt Foe} @UUID[Compendium.cyphersystem-compendium.abilities.kKYyGbrQxDRSOh37]{Terrifying Gaze} @UUID[Compendium.cyphersystem-compendium.abilities.Z4QcjOxgltEJPm96]{Twisting the Knife} @UUID[Compendium.cyphersystem-compendium.abilities.IN9qNZDx4sBKNr8n]{Undo} @UUID[Compendium.cyphersystem-compendium.abilities.xRIDlrBzTXVYC5rh]{Vindictive Performance} @UUID[Compendium.cyphersystem-compendium.abilities.s8NShtaUrW0Oxolo]{Weapon and Body} @UUID[Compendium.cyphersystem-compendium.abilities.tMOeiKWrhp5P5CCQ]{Weight of the World} @UUID[Compendium.cyphersystem-compendium.abilities.w3HN2nZBTo5mLJcM]{Weightless Shot} @UUID[Compendium.cyphersystem-compendium.abilities.WW3QjCP5UJUsKBW3]{Whirlwind of Throws} @UUID[Compendium.cyphersystem-compendium.abilities.EXrZLa3M8BK43qoi]{Winter Gauntlets} @UUID[Compendium.cyphersystem-compendium.abilities.Gsre3acJaxhGBa0S]{Word of Death}

Support

Gives some sort of benefit to an ally rather than yourself, such as an extra action or an asset on their roll.

Low Tier

@UUID[Compendium.cyphersystem-compendium.abilities.WrgqojoyWuTWpyQq]{Advice From a Friend} @UUID[Compendium.cyphersystem-compendium.abilities.BlBi7qk0darLthxS]{Anecdote} @UUID[Compendium.cyphersystem-compendium.abilities.b8rtgyatE8o9FaRS]{Attack Flourish} @UUID[Compendium.cyphersystem-compendium.abilities.5jGN9GicKYIAneKQ]{Defend the Innocent} @UUID[Compendium.cyphersystem-compendium.abilities.4yyKQYnrbL3r9gcU]{Enable Others} @UUID[Compendium.cyphersystem-compendium.abilities.hYa7I52x2iwffh8C]{Encouragement} @UUID[Compendium.cyphersystem-compendium.abilities.grCiWRuV8lvflQHM]{Encouraging Presence} @UUID[Compendium.cyphersystem-compendium.abilities.4fcns7ANpZF7pHaz]{Force Field} @UUID[Compendium.cyphersystem-compendium.abilities.lZCAKgP966BuU4uF]{Friendly Help} @UUID[Compendium.cyphersystem-compendium.abilities.DmnRMTfHYaeoYFVu]{Good Advice} @UUID[Compendium.cyphersystem-compendium.abilities.FiSwskgQGBjp4IhZ]{Inspire Action} @UUID[Compendium.cyphersystem-compendium.abilities.wWCehMidmvLypdxj]{Inspire Aggression} @UUID[Compendium.cyphersystem-compendium.abilities.DLxDL49VjUEMAjxZ]{Inspiring Ease} @UUID[Compendium.cyphersystem-compendium.abilities.qp1jDaFiRR5xPPMn]{Protector} @UUID[Compendium.cyphersystem-compendium.abilities.POaewj2PWMMfCY1i]{Rally to Me} @UUID[Compendium.cyphersystem-compendium.abilities.Uti1XQwY4VFZwwwc]{Reveal} @UUID[Compendium.cyphersystem-compendium.abilities.FgyHV0QR3YwlLIVb]{Sculpt Flesh} @UUID[Compendium.cyphersystem-compendium.abilities.701ts4xCDjURZSb5]{Teamwork}

Mid Tier

@UUID[Compendium.cyphersystem-compendium.abilities.hB1CISYVEZXEO0IV]{Accelerate} @UUID[Compendium.cyphersystem-compendium.abilities.wJSxVM8fWADJtTSd]{Applying Your Knowledge} @UUID[Compendium.cyphersystem-compendium.abilities.knh2MWMhCgqOjWYD]{Buddy System} @UUID[Compendium.cyphersystem-compendium.abilities.lb5Bo8BpNXdVMkmt]{Combat Challenge} @UUID[Compendium.cyphersystem-compendium.abilities.bz04IOSkdP3zcRMD]{Defend All the Innocent} @UUID[Compendium.cyphersystem-compendium.abilities.Su3LkSzdGHg9w1RO]{Dual Wards} @UUID[Compendium.cyphersystem-compendium.abilities.XR8WeRW3OlbCIjlJ]{Elemental Protection} @UUID[Compendium.cyphersystem-compendium.abilities.RgosWDt0hkosbVQr]{In Harm’s Way} @UUID[Compendium.cyphersystem-compendium.abilities.1N6P5ZRogThCS0KH]{Lead by Inquiry} @UUID[Compendium.cyphersystem-compendium.abilities.dIK67k9aoBbFBnkf]{Pay It Forward} @UUID[Compendium.cyphersystem-compendium.abilities.oS3AeTouF6HPcaH5]{Play to the Crowd} @UUID[Compendium.cyphersystem-compendium.abilities.QFZyfDWOSEpZeQmM]{Spur Effort} @UUID[Compendium.cyphersystem-compendium.abilities.scceoEmEnN5MW8XT]{Take Command} @UUID[Compendium.cyphersystem-compendium.abilities.GAeUBbQWE3ryv50V]{True Guardian}

High Tier

@UUID[Compendium.cyphersystem-compendium.abilities.Eez3uExkDA20XJg3]{Able Assistance} @UUID[Compendium.cyphersystem-compendium.abilities.G8waoPdWGzMl0S1n]{Battle Management} @UUID[Compendium.cyphersystem-compendium.abilities.3JWMtJBjf3oUWaxP]{Block for Another} @UUID[Compendium.cyphersystem-compendium.abilities.LwmoGOpgHy1K2dU4]{Energize Creature} @UUID[Compendium.cyphersystem-compendium.abilities.5i6TqVJQQ4sTvqTm]{Energize Crowd} @UUID[Compendium.cyphersystem-compendium.abilities.lJWTlBH1koX2Fjgi]{Impart Understanding} @UUID[Compendium.cyphersystem-compendium.abilities.oilgQ4oM02Pa0eNp]{Inspiration} @UUID[Compendium.cyphersystem-compendium.abilities.tTrekc4AZbIqem5L]{Inspire Coordinated Actions} @UUID[Compendium.cyphersystem-compendium.abilities.fPCTpU0viXXWrNs0]{Inspiring Success} @UUID[Compendium.cyphersystem-compendium.abilities.Tes6ntXPZR8IHgY4]{Regenerate Other} @UUID[Compendium.cyphersystem-compendium.abilities.PXvS7AatBcxH9cvZ]{Share Defense} @UUID[Compendium.cyphersystem-compendium.abilities.U9sgMUKkIkDIdRtK]{Stimulate} @UUID[Compendium.cyphersystem-compendium.abilities.iE83ABQRko5NemVU]{Teach Trick} @UUID[Compendium.cyphersystem-compendium.abilities.zZYSSAFXtJcuezxM]{Transcend the Script} @UUID[Compendium.cyphersystem-compendium.abilities.mjEFQ3ndDRvLB5Dj]{True Defender} @UUID[Compendium.cyphersystem-compendium.abilities.IN9qNZDx4sBKNr8n]{Undo} @UUID[Compendium.cyphersystem-compendium.abilities.PTM0HWGFfo5CHMif]{Will of a Leader} @UUID[Compendium.cyphersystem-compendium.abilities.jTiOQKW2QtXK8dmF]{Work the Friendship}

Task

Gives training, specialization, or an asset in one or more noncombat skills (climbing, healing, computers, initiative, and so on).

Low Tier

@UUID[Compendium.cyphersystem-compendium.abilities.wifCvRG9OhsTDT30]{Advantages of Being Big} @UUID[Compendium.cyphersystem-compendium.abilities.YD5gm0w3lqTSyO3V]{Anticipation} @UUID[Compendium.cyphersystem-compendium.abilities.rYaAyFLmCAAwZi0s]{Assassin Skills} @UUID[Compendium.cyphersystem-compendium.abilities.cpXOBSLY03j89yOy]{Athlete} @UUID[Compendium.cyphersystem-compendium.abilities.AWretAEaeQfXTXMy]{Autodoctor} @UUID[Compendium.cyphersystem-compendium.abilities.tJiXzKX4gf0GNV6V]{Balance} @UUID[Compendium.cyphersystem-compendium.abilities.XToLeZ4ksSj3MA5I]{Bestiary Knowledge} @UUID[Compendium.cyphersystem-compendium.abilities.A83Lw7NnAqwg4BZR]{Blameless} @UUID[Compendium.cyphersystem-compendium.abilities.awhzMw4RHwOwgEIR]{Breaker} @UUID[Compendium.cyphersystem-compendium.abilities.lY7NaxsFxt1XZVk5]{Car Surfer} @UUID[Compendium.cyphersystem-compendium.abilities.PlTtlXeugIljHFVg]{Careful Aim} @UUID[Compendium.cyphersystem-compendium.abilities.zGoUoC6i0f1SbUqE]{Celebrity Talent} @UUID[Compendium.cyphersystem-compendium.abilities.JkiG6hpsfj1h6XRR]{Computer Programming} @UUID[Compendium.cyphersystem-compendium.abilities.dQHSDDZxJNHrHH1l]{Contortionist} @UUID[Compendium.cyphersystem-compendium.abilities.YvPBxDxLz16Usm7m]{Courageous} @UUID[Compendium.cyphersystem-compendium.abilities.fkyJ02LbeOAfDxcF]{Crafter} @UUID[Compendium.cyphersystem-compendium.abilities.UyQTRi5ZwWU5tMO0]{Danger Sense} @UUID[Compendium.cyphersystem-compendium.abilities.Q3DGDFwNIOjz866X]{Datajack} @UUID[Compendium.cyphersystem-compendium.abilities.2GwH3ugd7aHrWZRz]{Debate} @UUID[Compendium.cyphersystem-compendium.abilities.kkTWFQBeHMS8d6IL]{Deep Water Guide} @UUID[Compendium.cyphersystem-compendium.abilities.tjxKTFdA8gqZDP90]{Designation} @UUID[Compendium.cyphersystem-compendium.abilities.9p2RJYFo6s55F5Ha]{Devoted Defender} @UUID[Compendium.cyphersystem-compendium.abilities.eYHlYyVDj3odrAFJ]{Disguise} @UUID[Compendium.cyphersystem-compendium.abilities.6dPEKpK0HWuD7Bxu]{Divine Knowledge} @UUID[Compendium.cyphersystem-compendium.abilities.DCuOpij3sNomBe1a]{Driver} @UUID[Compendium.cyphersystem-compendium.abilities.ea7BzQy6fZqHQNET]{Enlightened} @UUID[Compendium.cyphersystem-compendium.abilities.6FI9lLeQx0tJX1W6]{Exploratory Experience} @UUID[Compendium.cyphersystem-compendium.abilities.jx6DFmlbQrmltHgc]{Extra Skill} @UUID[Compendium.cyphersystem-compendium.abilities.YQEECpNwDSFCFnCN]{Feat of Strength} @UUID[Compendium.cyphersystem-compendium.abilities.QgCWZia7gFicmEJr]{Flex Lore} @UUID[Compendium.cyphersystem-compendium.abilities.HoUOwIPfKTlxyQH0]{Freakishly Large} @UUID[Compendium.cyphersystem-compendium.abilities.qpBv7OxAcMAAtY2M]{Game Lessons} @UUID[Compendium.cyphersystem-compendium.abilities.p3kh3XKzetkJTG1J]{Gamer} @UUID[Compendium.cyphersystem-compendium.abilities.DmnRMTfHYaeoYFVu]{Good Advice} @UUID[Compendium.cyphersystem-compendium.abilities.pp9NFNHKgOhRYbsY]{Hand to Eye} @UUID[Compendium.cyphersystem-compendium.abilities.f7wLki6qjCNs2Ici]{Handy} @UUID[Compendium.cyphersystem-compendium.abilities.YOHGDC5hx24SqbQz]{Hard Choices} @UUID[Compendium.cyphersystem-compendium.abilities.YBMLX3Jm5oN79J6G]{Heads-Up Display} @UUID[Compendium.cyphersystem-compendium.abilities.A853pOqz5BmPfh4w]{Higher Mathematics} @UUID[Compendium.cyphersystem-compendium.abilities.ZgLefUbAcrmYdFur]{How Others Think} @UUID[Compendium.cyphersystem-compendium.abilities.vFc52xBtBp69WglW]{Impersonate} @UUID[Compendium.cyphersystem-compendium.abilities.HBHjx10W5BQW101w]{Impressive Display} @UUID[Compendium.cyphersystem-compendium.abilities.369RISHwqzRXkwEG]{Infiltrator} @UUID[Compendium.cyphersystem-compendium.abilities.sM2zEDx4gRr9CuiR]{Inner Defense} @UUID[Compendium.cyphersystem-compendium.abilities.fh7tK1BVjgSfZ8ml]{Insight} @UUID[Compendium.cyphersystem-compendium.abilities.wWCehMidmvLypdxj]{Inspire Aggression} @UUID[Compendium.cyphersystem-compendium.abilities.V765JZKDKQ00Buyn]{Interaction Skills} @UUID[Compendium.cyphersystem-compendium.abilities.4dTGeclZRVjzn5tT]{Interface} @UUID[Compendium.cyphersystem-compendium.abilities.PK6oiYXgdP7KaGgi]{Investigate} @UUID[Compendium.cyphersystem-compendium.abilities.romswZIOmAmtzfCL]{Investigative Skills} @UUID[Compendium.cyphersystem-compendium.abilities.4p95GsynORh0Xd7X]{Knowing} @UUID[Compendium.cyphersystem-compendium.abilities.xBQM1AmjmcjmPDDD]{Knowledge of the Law} @UUID[Compendium.cyphersystem-compendium.abilities.eEGFknWQZUBNXn99]{Knowledge Skills} @UUID[Compendium.cyphersystem-compendium.abilities.oAsK49Zgey5QaC82]{Late Inspiration} @UUID[Compendium.cyphersystem-compendium.abilities.eM1fLppEnXHBlRNX]{Learning the Path} @UUID[Compendium.cyphersystem-compendium.abilities.rfsCCpxcsjc8hr60]{Levity} @UUID[Compendium.cyphersystem-compendium.abilities.aOzkoVf0mNSkZBtn]{Life Lessons} @UUID[Compendium.cyphersystem-compendium.abilities.lzy1YbdIJxzNIHZq]{Machine Affinity} @UUID[Compendium.cyphersystem-compendium.abilities.QHSH8fE6l3bKz2xl]{Machine Hunting} @UUID[Compendium.cyphersystem-compendium.abilities.rhaZSmU6dJpzMO64]{Machine Interface} @UUID[Compendium.cyphersystem-compendium.abilities.XQxN55rl0f5HFxEM]{Magic Training} @UUID[Compendium.cyphersystem-compendium.abilities.Zu06akqnHdCvoR0W]{Make Judgment} @UUID[Compendium.cyphersystem-compendium.abilities.YF8CYsYKcXpdfqH5]{Master Identifier} @UUID[Compendium.cyphersystem-compendium.abilities.KM9qqjzJBJusQNkT]{Master Thief} @UUID[Compendium.cyphersystem-compendium.abilities.GfDLA0qSvqhqzIbL]{Microgravity Adept} @UUID[Compendium.cyphersystem-compendium.abilities.PRW5MxW12oakmeHE]{Monster Lore} @UUID[Compendium.cyphersystem-compendium.abilities.tC7wmZwlZcQy5Vd0]{Movement Skills} @UUID[Compendium.cyphersystem-compendium.abilities.CBGeAZSBuymzrxDz]{Muscles of Iron} @UUID[Compendium.cyphersystem-compendium.abilities.FDUGlu7DZhdfxH2P]{Natural Charisma} @UUID[Compendium.cyphersystem-compendium.abilities.bcEupdsF6FduFPwe]{Oneirochemy} @UUID[Compendium.cyphersystem-compendium.abilities.oTDJtTDkwxr5uSfU]{Open Mind} @UUID[Compendium.cyphersystem-compendium.abilities.EbnGDC61relhYaib]{Opening Statement} @UUID[Compendium.cyphersystem-compendium.abilities.noCgrKbB370cfzQg]{Physical Skills} @UUID[Compendium.cyphersystem-compendium.abilities.Kk5nnC1EcYtqc3Fu]{Pilot} @UUID[Compendium.cyphersystem-compendium.abilities.TTKx93iEvtnptsep]{Poetic License} @UUID[Compendium.cyphersystem-compendium.abilities.OjGaIl0JEepjDrla]{Post-Apocalyptic Survivor} @UUID[Compendium.cyphersystem-compendium.abilities.MBlyd9LvSH8D0Z5I]{Powerful Rhetoric} @UUID[Compendium.cyphersystem-compendium.abilities.vcbIe2sSMKJmawl4]{Predictive Equation} @UUID[Compendium.cyphersystem-compendium.abilities.xMRRfjFF0POkxyea]{Privileged Nobility} @UUID[Compendium.cyphersystem-compendium.abilities.FEkLEYwk7r9KE7oC]{Quarry} @UUID[Compendium.cyphersystem-compendium.abilities.YCwy44WnpusEYN7g]{Quick Study} @UUID[Compendium.cyphersystem-compendium.abilities.QVPmLa6CKwmH6vJZ]{Quick to Flee} @UUID[Compendium.cyphersystem-compendium.abilities.8EJ59LwWPkaqErUd]{Quicker Than Most} @UUID[Compendium.cyphersystem-compendium.abilities.pMQT2QIL38XlhkxB]{Resist Tricks} @UUID[Compendium.cyphersystem-compendium.abilities.ZOfmWQFbwSJQB4wm]{Ruin Lore} @UUID[Compendium.cyphersystem-compendium.abilities.IYt42xzsjesQyEfT]{Sailor} @UUID[Compendium.cyphersystem-compendium.abilities.h3G0Ven2SoaPCbk4]{Salvage and Comfort} @UUID[Compendium.cyphersystem-compendium.abilities.WUY75HFAqAu1i9ku]{Sense Attitudes} @UUID[Compendium.cyphersystem-compendium.abilities.x8cGd4MC9YEW9isa]{Serv-0 Repair} @UUID[Compendium.cyphersystem-compendium.abilities.9sfX1SGtcQ17Uiny]{Sharp Senses} @UUID[Compendium.cyphersystem-compendium.abilities.HWZ8mwAfZEu6r778]{Sleuth} @UUID[Compendium.cyphersystem-compendium.abilities.2CrV3a9S1yzOXBOJ]{Slippery} @UUID[Compendium.cyphersystem-compendium.abilities.sHdBJdVshvtAqz1K]{Sneak} @UUID[Compendium.cyphersystem-compendium.abilities.gwMRhz3h9zxbVQXt]{Stalker} @UUID[Compendium.cyphersystem-compendium.abilities.gbU7mA0flUR4W8Dl]{Stand Watch} @UUID[Compendium.cyphersystem-compendium.abilities.QAdh0yZBjJsHdJjD]{Stealth Skills} @UUID[Compendium.cyphersystem-compendium.abilities.tFhd4dEGikOd1g1K]{Straightforward} @UUID[Compendium.cyphersystem-compendium.abilities.MwDYD8V1CJv8w9rR]{Superb Explorer} @UUID[Compendium.cyphersystem-compendium.abilities.aJ1T8XqGF38vyzV2]{Superb Infiltrator} @UUID[Compendium.cyphersystem-compendium.abilities.B4U7RiMrZElfOQyj]{Taking Advantage} @UUID[Compendium.cyphersystem-compendium.abilities.1ZV6jp2IuXFgXEjn]{Task Training} @UUID[Compendium.cyphersystem-compendium.abilities.pYsmdnNte7o5Flca]{Tech Skills} @UUID[Compendium.cyphersystem-compendium.abilities.0xVoKhKKvzxIbtJD]{There’s Your Problem} @UUID[Compendium.cyphersystem-compendium.abilities.k4LeTZ1lqN9L3hPS]{Tool Mastery} @UUID[Compendium.cyphersystem-compendium.abilities.VAGafmOiBpvU2eq0]{Tracker} @UUID[Compendium.cyphersystem-compendium.abilities.O0d2Xjp5HTUdFzmp]{Trained Excavator} @UUID[Compendium.cyphersystem-compendium.abilities.A8CGMbLGsJ3AHKMP]{Trained Interlocutor} @UUID[Compendium.cyphersystem-compendium.abilities.eVZMy7s6px5jLTfj]{Trained Swimmer} @UUID[Compendium.cyphersystem-compendium.abilities.wEjdodvc6SLf8yso]{Travel Skills} @UUID[Compendium.cyphersystem-compendium.abilities.kv03xEihe4VZNkK5]{Understanding} @UUID[Compendium.cyphersystem-compendium.abilities.zgcoMEc4j2MjpDhC]{Vacuum Skilled} @UUID[Compendium.cyphersystem-compendium.abilities.KqV5RSzOU3S3NK51]{Wilderness Life} @UUID[Compendium.cyphersystem-compendium.abilities.8KYjSKp6ieQ8YXUy]{Wilderness Lore} @UUID[Compendium.cyphersystem-compendium.abilities.XseI77zSp7iHkEWq]{Wound Tender} @UUID[Compendium.cyphersystem-compendium.abilities.qEzcqbNhuJQuBagn]{Zero Dark Eyes}

Mid Tier

@UUID[Compendium.cyphersystem-compendium.abilities.GK0o4fjCtxgAP269]{Action Processor} @UUID[Compendium.cyphersystem-compendium.abilities.6ILcTvACqDdLVpc8]{Agent Provocateur} @UUID[Compendium.cyphersystem-compendium.abilities.KAAezRI2l8rdp1NS]{Animal Senses and Sensibilities} @UUID[Compendium.cyphersystem-compendium.abilities.TmDavAL4vDxKjLBK]{Confidence Artist} @UUID[Compendium.cyphersystem-compendium.abilities.yB4tnpDNVSOxgruq]{Dark Matter Shell} @UUID[Compendium.cyphersystem-compendium.abilities.bvqDafTBMB7Uo9Qj]{Enhance Strength} @UUID[Compendium.cyphersystem-compendium.abilities.hQx9SoUhY6jzUeTW]{Expert Driver} @UUID[Compendium.cyphersystem-compendium.abilities.12xO8QaEsTvEFUvY]{Expert Pilot} @UUID[Compendium.cyphersystem-compendium.abilities.RESKINMA0INj60Rc]{Find the Guilty} @UUID[Compendium.cyphersystem-compendium.abilities.dVh39nh5ARUxreUc]{Flex Skill} @UUID[Compendium.cyphersystem-compendium.abilities.Kk9lHkiaqsr3pUmk]{Ghost} @UUID[Compendium.cyphersystem-compendium.abilities.NhNvpbUWNRIFEm8b]{Hard to See} @UUID[Compendium.cyphersystem-compendium.abilities.7tiGTYVXj9eHdja7]{Heightened Skills} @UUID[Compendium.cyphersystem-compendium.abilities.uhC4ubTGfhkNvIMX]{Improvise} @UUID[Compendium.cyphersystem-compendium.abilities.iyM2N9G0RLlj6BZ7]{Increasing Determination} @UUID[Compendium.cyphersystem-compendium.abilities.2odkyEO8azxIZWYj]{Intelligent Interface} @UUID[Compendium.cyphersystem-compendium.abilities.t5vs3xMko8GLCB64]{Intense Interaction} @UUID[Compendium.cyphersystem-compendium.abilities.vPraXsdXkCmaoBbI]{Knowledge Is Power} @UUID[Compendium.cyphersystem-compendium.abilities.4JDFgEhyhqReRngE]{Master Crafter} @UUID[Compendium.cyphersystem-compendium.abilities.e3jpx5KsYc8F13Pu]{Meticulous Planner} @UUID[Compendium.cyphersystem-compendium.abilities.l0OFjk5XVGV5LzP1]{Minor Wish} @UUID[Compendium.cyphersystem-compendium.abilities.LdHCwZcifnRRuPrp]{Nightstrike} @UUID[Compendium.cyphersystem-compendium.abilities.3VJyYtECl0wKQj2p]{Outlast the Foe} @UUID[Compendium.cyphersystem-compendium.abilities.XQkQrvp4o395uIOJ]{Passing Mechanic} @UUID[Compendium.cyphersystem-compendium.abilities.LojkwDtb1gHLSB6A]{Preternatural Senses} @UUID[Compendium.cyphersystem-compendium.abilities.MzKqElUHuTtHkV7D]{Pull a Fast One} @UUID[Compendium.cyphersystem-compendium.abilities.y1bQFSBlwMbUico5]{Rapid Processing} @UUID[Compendium.cyphersystem-compendium.abilities.DhSH0rnaqLogC3DC]{Rider} @UUID[Compendium.cyphersystem-compendium.abilities.oCcnXLYQy9DjwPJC]{Sea Legs} @UUID[Compendium.cyphersystem-compendium.abilities.syiylO75dZlcUp3i]{Sensing Package} @UUID[Compendium.cyphersystem-compendium.abilities.NcItnMHjeG9fgE1K]{Serv-0 Aim} @UUID[Compendium.cyphersystem-compendium.abilities.lPqCQOQJF0JfoFRn]{Serv-0 Brawler} @UUID[Compendium.cyphersystem-compendium.abilities.EQXA8Gcwdc7dU8lw]{Sharp-Eyed} @UUID[Compendium.cyphersystem-compendium.abilities.hIy0GMeL8WALvhEb]{Ship Footing} @UUID[Compendium.cyphersystem-compendium.abilities.U2QV8t7Pq9irgHqF]{Silent As Space} @UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks} @UUID[Compendium.cyphersystem-compendium.abilities.c4CG5F8lfaYelzFf]{Soothe Mind and Body} @UUID[Compendium.cyphersystem-compendium.abilities.3pqCkOZjnAXWIikt]{Subtle Steps} @UUID[Compendium.cyphersystem-compendium.abilities.q80xvRDX6XwFXgma]{Targeting Eye} @UUID[Compendium.cyphersystem-compendium.abilities.NaqoExT72j3xkWp3]{Task Specialization} @UUID[Compendium.cyphersystem-compendium.abilities.oah8DOODfphl858B]{Telling} @UUID[Compendium.cyphersystem-compendium.abilities.3wxiRMTCBZ4iNCHp]{Temporal Acceleration} @UUID[Compendium.cyphersystem-compendium.abilities.zuEylYrgOVAAjs71]{Trained Basher} @UUID[Compendium.cyphersystem-compendium.abilities.I8N5PUMy5Eq7cqZl]{Trained Gunner} @UUID[Compendium.cyphersystem-compendium.abilities.gPqiQflb6Z3DXGVk]{Trained Slayer} @UUID[Compendium.cyphersystem-compendium.abilities.SjO76u6MlpVx3PwO]{Verbal Misdirection} @UUID[Compendium.cyphersystem-compendium.abilities.PlVEpuVxp9pGJSoa]{You Studied}

High Tier

@UUID[Compendium.cyphersystem-compendium.abilities.B0dq2gW9gdA0PdzR]{Amplify Sounds} @UUID[Compendium.cyphersystem-compendium.abilities.2uSx4ErQ9f2QLX5M]{As Foretold in Prophecy} @UUID[Compendium.cyphersystem-compendium.abilities.jmjxGRJTwztzBtLc]{Coordinated Effort} @UUID[Compendium.cyphersystem-compendium.abilities.xRvaY8SG4HVy5WO8]{Dark Explorer} @UUID[Compendium.cyphersystem-compendium.abilities.rYOt0poxNGA8b3FP]{Explains the Ineffable} @UUID[Compendium.cyphersystem-compendium.abilities.VVYx3J42Sj9qCQV9]{Exploit Advantage} @UUID[Compendium.cyphersystem-compendium.abilities.GnQRIvynqXx1R2a0]{Further Mathematics} @UUID[Compendium.cyphersystem-compendium.abilities.2LaX22wvw35lDger]{Learned a Few Things} @UUID[Compendium.cyphersystem-compendium.abilities.YWMUeaNzao8n8pAc]{Like the Back of Your Hand} @UUID[Compendium.cyphersystem-compendium.abilities.Cz0KkzZPnlX1oTYz]{Magnificent Moment} @UUID[Compendium.cyphersystem-compendium.abilities.kZ3LhhYZKrcnBplY]{Master Entertainer} @UUID[Compendium.cyphersystem-compendium.abilities.4USzF8qKs8oZJH13]{Multiple Skills} @UUID[Compendium.cyphersystem-compendium.abilities.kcXnkEBuyNil4Nd4]{No One Knows Better} @UUID[Compendium.cyphersystem-compendium.abilities.N0wzhZ676UrCR8M4]{Precognition} @UUID[Compendium.cyphersystem-compendium.abilities.MA2Pwhbpbq2SSIQy]{See the Future} @UUID[Compendium.cyphersystem-compendium.abilities.QZa9b5G80qxtoYqg]{Subsonic Rumble} @UUID[Compendium.cyphersystem-compendium.abilities.RE24qvMuPhasaCP3]{Total Awareness} @UUID[Compendium.cyphersystem-compendium.abilities.qKDngpAWNEzhdRj5]{Trick Driver} @UUID[Compendium.cyphersystem-compendium.abilities.vhGEeFVgyqX1gzRr]{Using the Environment}

Transform

A significant change that temporarily enhances you, such as growing bigger, turning into a werewolf, and so on. Also includes apparent transformations like disguises and invisibility.

Low Tier

@UUID[Compendium.cyphersystem-compendium.abilities.8DXGUr433iXaVCSv]{Beast Form} @UUID[Compendium.cyphersystem-compendium.abilities.GmMePJHTRl6PshR6]{Bigger} @UUID[Compendium.cyphersystem-compendium.abilities.wIOwT1tjGLMYzZAb]{Controlled Change} @UUID[Compendium.cyphersystem-compendium.abilities.HDYOv1V10xpFbFI7]{Enlarge} @UUID[Compendium.cyphersystem-compendium.abilities.Tgmrh8dyGqqCfnU5]{Face Morph} @UUID[Compendium.cyphersystem-compendium.abilities.U9ZBl9NeipxSLavS]{Golem Healing} @UUID[Compendium.cyphersystem-compendium.abilities.asQqC0DepYcsPxRV]{Illusory Disguise} @UUID[Compendium.cyphersystem-compendium.abilities.zOCvNsxHOcmkQrBn]{Phased Pocket} @UUID[Compendium.cyphersystem-compendium.abilities.5aUrbdjSSLCRggHU]{Spin Identity} @UUID[Compendium.cyphersystem-compendium.abilities.1CjsEMTtfnvL1CeJ]{Vanish}

Mid Tier

@UUID[Compendium.cyphersystem-compendium.abilities.NIePQkLH2DTVjZR2]{Bigger Beast Form} @UUID[Compendium.cyphersystem-compendium.abilities.rZsohzuwTFfghWVO]{Blend In} @UUID[Compendium.cyphersystem-compendium.abilities.Uq6p6fOg9KyFcUws]{Evanesce} @UUID[Compendium.cyphersystem-compendium.abilities.wqzexDdZolWgxAza]{Greater Controlled Change} @UUID[Compendium.cyphersystem-compendium.abilities.NhNvpbUWNRIFEm8b]{Hard to See} @UUID[Compendium.cyphersystem-compendium.abilities.uNzF1oQKJ6T1yqL4]{Huge} @UUID[Compendium.cyphersystem-compendium.abilities.nEN2HYzlJWhonfmE]{Invisible Phasing} @UUID[Compendium.cyphersystem-compendium.abilities.RfGCXsX7JXEr8fMw]{Moon Shape}

High Tier

@UUID[Compendium.cyphersystem-compendium.abilities.hbbPZIjq81Qqdp6i]{Colossal} @UUID[Compendium.cyphersystem-compendium.abilities.uN2YVmNxkFj3SFof]{Command Metal} @UUID[Compendium.cyphersystem-compendium.abilities.PyVeE7CtDVDksWG6]{Disappear} @UUID[Compendium.cyphersystem-compendium.abilities.0XYaYNoQzrYYKR4p]{Gargantuan} @UUID[Compendium.cyphersystem-compendium.abilities.wvlSlYCJyrJuFqtn]{Invisibility} @UUID[Compendium.cyphersystem-compendium.abilities.S5JTyQCNcgrXgNqf]{Mask} @UUID[Compendium.cyphersystem-compendium.abilities.m2j3n3xiExLcXAAn]{Moderate Wish} @UUID[Compendium.cyphersystem-compendium.abilities.5Rre17QhaTln9jgA]{Outside Reality} @UUID[Compendium.cyphersystem-compendium.abilities.85DCcEDqvz6A0LkD]{Perfect Control} @UUID[Compendium.cyphersystem-compendium.abilities.TRdK7RJBkq8WW4np]{Wild Camouflage}

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Equipment in the Cypher System plays only a small role. It’s far more important to focus on what you can do than on what you have. Still, sometimes it’s important to know if you’ve got enough rope, or what kind of gun your space pilot has at their hip.

Currency and Prices

Dollars, pounds, euros, credits, gold pieces, Martian solval beads, Corso moons and stars, bottle caps—a lot of different currencies might be used in your game, depending on the setting and the genre. You should use whatever you like. In the Cypher System rules, we talk in generalities rather than specifics. Not unlike saying immediate or short distance rather than giving precise numbers, we talk about goods and services in terms of inexpensive, moderately priced, expensive, very expensive, or exorbitant.

The GM can figure out what those things mean in their setting. In a fantasy setting, an inexpensive item might be 1 or 2 copper pennies, while an expensive item might require gold on the table. The exact amount can vary, and in many campaigns, the exact amount will matter. The GM will develop a detailed price list for their setting, and players will track their money on their character sheets to determine what they can afford, often ignoring the terms inexpensive, moderately priced, and so on.

But some GMs might want to keep things simple and use only the general terms, indicating currency just as flavor now and then. In a space opera game, where the PCs are the crew of a starship blazing about the galaxy in search of adventure and profit, fuel and upkeep for the ship might be expensive. Hauling a few passengers from Epsilon Eridani back to Earth might earn enough to purchase six expensive items but cost the equivalent of two expensive items, leaving the crew with the means to refuel and maintain the ship for two further voyages. In such a game, where money only means keeping the ship flying, no one has to talk in specific amounts. Characters might refer to “galactic credits” or something similar, but amounts might not be tracked on the character sheets.

Price Categories

There are five price categories for goods and services.

An inexpensive item is something that common people buy. A simple meal or a drink in the bar. A pen and some paper. A book or magazine.

A moderately priced item is something that common people buy, but not too often and not in great quantities. A small piece of furniture. A major entertainment. An expensive meal. A new outfit.

An expensive item is something that would strain a common person’s finances. Rent on a simple apartment. A major piece of furniture. A very nice outfit. The cost to travel a long distance (if appropriate to the setting).

A very expensive item is probably out of the reach of most people except in very special circumstances. Jewelry. Luxury furnishings.

An exorbitant item is something only the very rich can afford. A very nice house. A ship. Extremely expensive jewelry or art.

Think of the categories as powers of 10. That is to say, a moderately priced item is ten times more costly than an inexpensive item. An expensive item is ten times more costly than a moderately priced item, and thus 100 times the cost of something inexpensive. A very expensive item is ten times the cost of an expensive one, 100 times the cost of a moderate one, and 1,000 times the cost of an inexpensive one. An exorbitant item is priced ten times beyond that.

In some settings, even the generalization offered by the pricing categories might be too specific or cumbersome. In many superhero games, for example, prices are relatively moot. After saving the city, typical superheroes don’t worry about paying rent or how much dinner will cost. On the other hand, in a grittier superhero game, maybe that’s exactly what they worry about.

Using The Price Categories

Regardless of how precise you want to be with prices and currency, you can use the price categories in a variety of ways.

It’s easy for a GM to say to a player “You can afford two extra moderately priced things at the start of the game.” The player can look on the list and pick two moderately priced items without worrying about their cost. Plus, this approach makes it clear that they get two items, not twenty inexpensive items or one more expensive item that perhaps would not be appropriate for a starting character. The categories make it easy to lump similar items together.

The GM can also say “You can have whatever inexpensive items you want, and don’t worry about the cost.” At higher tiers, when the PCs have more wealth, followers, and so on, the GM can do this with moderate or even expensive items. This allows the group to skip over playing through a shopping trip to get supplies, and players don’t have to track prices down to the last coin.

Finally, the categories can be shorthand when evaluating loot, dividing up the spoils among the PCs, and resolving other story-based occurrences that crop up in the game without dealing in the minutiae of exact prices. This is of particular use in high-powered games where the PCs are rich and powerful.

Level of Equipment

Mundane equipment is about level 4—less if of inferior quality or materials, more if of superior quality or materials. This means that in a setting based on the distant past, the default level might be 3, while in the future it might be 5 or 6. So an average serf ’s tool in the Dark Ages is level 3, easily broken, while an average tool on a space station is level 6, made of advanced polymers.

Armor

Characters expecting danger frequently wear armor. Even the simplest protective covering helps against stabs and cuts, and more sophisticated or heavier armor protects against graver threats.

You can wear only one type of armor at a time—you cannot wear chainmail hauberk and scale armor together, for example. However, Armor bonuses from multiple sources combine to provide a total Armor rating. For example, if you have subdermal implants that give you +1 to Armor, a force field that offers another +1 to Armor, and beastskin that grants +2 to Armor, you have a total of +4 to Armor.

In general, light armor is a moderately priced item, medium armor is expensive, and heavy armor is very expensive. The Genre chapter offers more specific details on the kinds of armor available in a given setting. Keep in mind that in many genres, it’s quite odd, at best, to run around in armor tougher than a leather jacket.

Using Armor

Anyone can wear any armor, but it can be taxing. Wearing armor increases the cost of using a level of Effort when attempting a Speed-based action. So if you’re wearing light armor and want to use two levels of Effort on a Speed-based roll to run across difficult terrain, it costs 7 points from your Speed Pool rather than 5 (3 for the first level of Effort, plus 2 for the second level of Effort, plus 1 per level for wearing light armor). Edge reduces the overall cost as normal. If you are not experienced with a certain type of armor but wear it anyway, this cost is further increased by 1. Having experience with a type of armor is called being practiced with the armor.

ArmorSpeed Effort Additional Cost Per Level
Light+1
Medium+2
Heavy+3
Note: Clarification & Foundry VTT Usage

The table above is written from the perspective of someone having the ability Practiced in Armor. For consistency, armor items also assume that the PC is practiced in armor, so PCs without any ability or who are experienced in armor or have mastery in armor need to adjust the cost accordingly. Here’s a complete overview:

Speed Effort Additional Cost Per Level
ArmorNo AbilityPracticedExperiencedMastery
Light+2+1+0+0
Medium+3+2+1+0
Heavy+4+3+2+0

Shields

Shields provide an asset to Speed defense rolls. You must have one free hand to use a shield.

Weapons

Not all characters are familiar with all weapons. Warriors know their way around most types, but Explorers prefer light or medium weapons, and Adepts and Speakers usually stick to light weapons. If you wield a weapon that you have no experience with, an attack with that weapon is hindered. Having experience with a weapon is called being practiced with the weapon.

Light weapons inflict only 2 points of damage, but attacks with them are eased because they are fast and easy to use. Light weapons are punches, kicks, knives, handaxes, darts, very small pistols, and so on. Weapons that are particularly small are light weapons.

Medium weapons inflict 4 points of damage. Medium weapons include broadswords, battleaxes, maces, crossbows, spears, typical handguns, light rifles, sawed-off shotguns, and so on. Most weapons are medium. Anything that could be used in one hand (even if it’s often used in two hands, such as a quarterstaff or spear) is a medium weapon.

Heavy weapons inflict 6 points of damage, and you must use two hands to attack with them. Heavy weapons are huge swords, great hammers, massive axes, halberds, heavy crossbows, rifles, regular shotguns, assault rifles, and so on. Anything that must be used in two hands is a heavy weapon.

WeaponDamage
Light2 points (attack eased)
Medium4 points
Heavy6 points

In general, light weapons are moderately priced items, medium weapons are expensive, and heavy weapons are very expensive. Ammunition for a ranged weapon is inexpensive. The Genre chapter offers more specific details on weapons available in a given setting. Keep in mind that in many genres, it’s not acceptable to run around carrying dangerous weapons.

Explosive Weapons

Bombs, grenades, missiles, and other explosives operate differently than other weapons. They affect all targets within an area (usually an immediate area) and inflict damage to all of them. A separate attack roll is required for each (or a Speed defense roll if the PCs are the targets of such an attack), although to simplify, the player can make one attack roll and compare it to the difficulty to attack each target. Usually, even if the attack roll fails (or the Speed defense roll succeeds), the targets still suffer a smaller amount of damage, often 1 point.

Explosives like grenades can be thrown a short distance. Otherwise, another launcher weapon is needed to project them a long distance (or farther).

Miscellaneous Items and Services

Although the types of items for sale vary greatly based on the setting, a few things are always present, like food, lodging, and clothing. However, these goods and services can span the price categories. For example, you can get an inexpensive meal, a moderately priced meal, an expensive meal, and so on. An inexpensive meal is light and probably not very nutritious. An expensive meal is available only in nice restaurants in certain locations. An exorbitant meal is probably a feast for a crowd, with the finest foods and drink available.

Nightly lodging is similar, although the bottom end starts out worse. An inexpensive night’s lodging is probably a flea-ridden mat on the floor of a room filled with other lodgers. Typical lodging (a private room with a decent bed) is probably in the moderately priced range. Very expensive lodging might be a suite of rooms with delicious meals and personal services (such as massages and grooming) included.

Inexpensive clothing is just a step up from rags, but moderately priced clothing is decent enough. For a formal party, you’d want expensive clothing. The very rich likely wear very expensive clothing most of the time, and exorbitant clothing (and jewelry) when they go to their elite galas.

Other sorts of miscellaneous items can be found in the Genre chapter.

Cyphers

Cyphers can sometimes be physical items like equipment, but they work very differently. To be entirely accurate, cyphers might have the veneer of equipment, but don’t fall into the trap of confusing the two. Cyphers are far more akin to PC special abilities than to gear. In a fantasy game, they might be potions, scrolls, or charms. In a science fiction game, cyphers might be interesting throwaway devices or alien crystals of unknown providence. In other games, they might just represent good fortune or sudden inspiration. See the Cyphers chapter for more details.

Artifacts

Artifacts are more powerful than equipment and can’t simply be purchased. The Genre chapter offers a few sample artifacts appropriate for various settings.

Each artifact has a level and a rate of power depletion. When an artifact is used or activated, the player rolls the designated die (1d6, 1d10, 1d20, or 1d100). If the die shows the depletion number(s), the item works, but that is its last use. A depletion entry of “—” means that the artifact never depletes, and an entry of “automatic” means that it can be used only once.

Depowered artifacts can sometimes be recharged using the repair rules, depending on the item’s nature. Other special abilities can also repower an expended item, but probably for only one use.

For GM information on artifacts, see the Running the Cypher System chapter.

Finding, Identifying, and Using Artifacts

Characters can sometimes find artifacts while on adventures. They might be in ancient ruins, either intact or in need of manipulation to get them working. They could have been stolen from well-guarded military installations. They might be granted as rewards or taken from fallen foes. Sometimes they can even be purchased from a specialized source, but this occurs more rarely than most PCs would probably like.

After the characters find an artifact, identifying it is a separate Intellect task. The GM sets the difficulty of the task, but it is usually equal to the artifact’s level. Identifying it takes fifteen minutes to three hours. If the PCs can’t identify an artifact, they can bring it to an expert to be identified or, if desired, traded or sold.

Characters can attempt to use an artifact that has not been identified, which is usually an Intellect task equal to the artifact’s level + 2. Failure might mean that the PCs can’t figure out how to use the artifact or they use it incorrectly (GM’s discretion). Of course, even if characters use an unidentified artifact correctly the first time, they have no idea what the effect might be.

Once characters identify an artifact, using it for the first time requires an additional Intellect action; this process is far more complex than pushing a button. It can involve manipulating touchscreens, reciting the proper arcane words, or anything else that fits the setting. The GM sets the difficulty, but it is usually equal to the artifact’s level.

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Experience points (XP) are the currency by which players gain benefits for their characters. The most common ways to earn XP are through GM intrusions and by accomplishing things the PCs set out to do. Sometimes experience points are earned during a game session, and sometimes they’re earned between sessions. In a typical session, a player might earn 2 to 4 XP, and between sessions, perhaps another 2 XP (on average). The exact amounts depend on the events of the session.

GM Intrusion

At any time, the GM can introduce an unexpected complication for a character. When they intrude in this way, they must give that character 2 XP. That player, in turn, must immediately give one of those XP to another player and justify the gift (perhaps the other player had a good idea, told a joke, or performed an action that saved a life).

Often, the GM intrudes when a player attempts an action that should be an automatic success. However, the GM is free to intrude at other times. As a general rule, the GM should intrude at least once each session, but no more than once or twice each session per character.

Anytime the GM intrudes, the player can spend 1 XP to refuse the intrusion, though that also means they don’t get the 2 XP. If the player has no XP to spend, they can’t refuse.

If a player rolls a 1 on a die, the GM can intrude without giving the player any XP.

Example 1: Through skill and the aid of another character, a fourth-tier PC eases a wall-climbing task from difficulty 2 to difficulty 0. Normally, they would succeed at the task automatically, but the GM intrudes and says “No, a bit of the crumbling wall gives way, so you still have to make a roll.” As with any difficulty 2 task, the target number is 6. The PC attempts the roll as normal and gains 2 XP because the GM intruded. They immediately give one of those XP to another player.

Example 2: During a fight, a PC swings their axe and damages a foe with a slice across the shoulder. The GM intrudes by saying that the foe turned just as the axe struck, wrenching the weapon from the character’s grip and sending it clattering across the floor. The axe comes to a stop 10 feet (3 m) away. Because the GM intruded, the PC gains 2 XP, and the player immediately gives one of those XP to another player. Now the character must deal with the dropped weapon, perhaps drawing a different weapon or using their next turn to scramble after the axe.

For much more on GM intrusions, see the Running the Cypher System chapter.

Character Arcs

Character arcs are the means by which players can invest themselves more in great stories and character depth and development.

Just like in a book or a television show, characters progress through their own personal story and change over time. A PC with a character arc decides for themselves what they do and why. Character arcs are like stated goals for a character, and by progressing toward that goal, the character advances. The key word there is progressing. A PC doesn’t have to succeed at achieving the goal to earn advancement—it’s not an all-or-nothing prospect. Each arc is keyed to a single character, but just like in a book or show, characters can take part in the larger story arc that the whole group participates in, while also progressing in their own personal arc.

Character arcs have different steps that mark the character’s progress through the arc. Each arc eventually reaches a climax, and then finishes with a step that is a final resolution. Each step reached earns the character 2 XP. Character arcs are the most straightforward way that a character earns XP. (Typically, PCs will earn about half their total experience points from arcs or other GM awards.)

At character creation, a player can choose one character arc for their PC at no cost. Players have the option to not choose one, but it’s probably a good idea to do so. First and foremost, it is a character-defining factor. If they begin the campaign with a desire to find the woman who killed their brother, that says a lot about the character: they had a brother, he was likely close to them, he had been in at least one dangerous situation, and the character is probably motivated by anger and hate, at least somewhat. Even after the character finishes this first arc, they’ll undoubtedly have (at least one) more because they can gain new arcs as the campaign progresses.

Once play begins, players can take on a new arc whenever they wish, as fits the character’s ongoing story. Taking a new arc has a cost of 1 XP. While there’s no hard limit on how many arcs a character can have at one time, realistically most PCs couldn’t reasonably have more than three or four.

However, as mentioned above, arcs have a beginning cost that must be paid, reflecting the character’s devotion to the goal. The character will earn this investment back (probably many times over) if the arc is completed.

Character arcs are always player-driven. A GM cannot force one on a character. That said, the events in the narrative often present story arc opportunities and inspire character arcs for the PCs. It’s certainly in the GM’s purview to suggest possible arcs related to the events going on. For example, if the GM presents an encounter in which an NPC wishes to learn from the PC, it might make sense to suggest taking the Instruction arc. Whether or not the PC takes on the student, the player doesn’t have to adopt the Instruction arc unless they want to.

At the end of a session, review the actions you took and describe how they might equate to the completion of a step (or possibly more than one step) in their character arc. If the GM agrees, the character gets their reward.

When in doubt, if one character accomplishes a step in their arc but another character does not, the first character should get the 2 XP reward, but the other character should probably still get, at minimum, 1 XP for the session.

This chapter presents many sample character arcs (see below).

GM Awards

Sometimes, a group will have an adventure that doesn’t deal primarily with a PC’s character arc. In this case, it’s a good idea for the GM to award XP to that character for accomplishing other tasks. First and foremost, awards should be based on discovery. Discovery can include finding a significant new location, such as a hidden chamber, a secret fortress, a lost land, a new planet, or an unexplored dimension. In this fashion, PCs are explorers. Discovery can also include a new significant aspect of a setting, such as a secret organization, a new religion, and so on.

It can also mean finding a new procedure or device (something too big to be considered a piece of equipment) or even previously unknown information. This could include a source of magical power, a unique teleportation device, or the cure for a plague. These are all discoveries. The common thread is that the PCs discover something that they can understand and put to use.

Last, depending on the GM’s outlook and the kind of campaign the group wants to play, a discovery could be a secret, an ethical idea, an adage, or even a truth.

It’s a fine line, but ultimately the GM decides what constitutes a discovery as opposed to just something weird in the course of an adventure. Usually, the difference is, did the PCs successfully interact with it and learn something about it? If so, it’s probably a discovery.

Artifacts: When the group gains an artifact, award XP equal to the artifact’s level and divide it among the PCs (minimum 1 XP for each character). Round down if necessary. For example, if four PCs discover a level 5 artifact, they each get 1 XP. Money, standard equipment, and cyphers are not worth XP. (Experience point awards for artifacts should usually apply even if the artifact was given to the PCs rather than found, because often such gifts are the rewards for success.)

Miscellaneous Discoveries: Various other discoveries might grant 1 XP to each PC involved.

Other Awards: If a character is focused on activities that don’t relate to a character arc or a discovery, as a general rule, a mission should be worth at least 1 XP per game session involved in accomplishing it. For example, saving a family on an isolated farm beset by raiding cultists might be worth 1 XP for each character. Of course, saving the family doesn’t always mean killing the bad guys; it might mean relocating them, parlaying with the cultists, or chasing off the raiders.

Spending Experience Points

Experience points are meant to be used. Hoarding them is not a good idea; if a player accumulates more than 10 XP, the GM can require them to spend some.

Generally, experience points can be spent in four ways: immediate benefits, short- and medium-term benefits, long-term benefits, and character advancement.

Experience points should not be a goal unto themselves. Instead, they are a game mechanic to simulate how—through experience, time, toil, travail, and so on— characters become more skilled, more able, and more powerful. Spending XP to explain a change in a character’s capabilities that occurred in the course of the story, such as if the PC made a new device or learned a new skill, isn’t a waste of XP—it’s what XP are for.

Immediate Benefits

The most straightforward way for a player to use XP is to reroll any roll in the game—even one that they didn’t make. This costs 1 XP per reroll, and the player chooses the best result. They can continue to spend XP on rerolls, but this can quickly become an expensive proposition. It’s a fine way to try to prevent disaster, but it’s not a good idea to use a lot of XP to reroll a single action over and over.

A player can also spend 1 XP to refuse a GM intrusion.

Short- and Medium-Term Benefits

By spending 2 XP, a character can gain a skill—or, more rarely, an ability—that provides a short-term benefit. Let’s say a character notices that the computer terminals in the facility they’re infiltrating are similar to those used by the company they once worked for. They spend 2 XP and say that they have a great deal of experience in using these. As a result, they are trained in operating (and breaking into) these computers. This is just like being trained in computer use or hacking, but it applies only to computers found in that particular location. The skill is extremely useful in the facility, but nowhere else.

Medium-term benefits are usually story based. For example, a character can spend 2 XP while climbing through mountains and say that they have experience with climbing in regions like these, or perhaps they spend the XP after they’ve been in the mountains for a while and say that they’ve picked up the feel for climbing there. Either way, from now on, they’re trained in climbing in those mountains. This helps them now and any time they return to the area, but they’re not trained in climbing everywhere.

This method allows a character to get immediate training in a skill for half the normal cost. (Normally, it costs 4 XP to become trained in a skill.) It’s also a way to gain a new skill even if the PC has already gained a new skill as a step toward attaining the next tier.

In rare cases, a GM might allow a character to spend 2 XP to gain an entirely new ability—such as a device, a special ability, or a special mental power—for a short time, usually no longer than the course of one scenario. The player and the GM should agree on a story-based explanation for the benefit. Perhaps the ability has a specific rare requirement, such as a tool, a battery, a drug, or some kind of treatment. For example, a character who wants to explore a submerged location has several biotech enhancements, and they spend 2 XP to cobble together a device that lets them breathe underwater. This gives them the ability for a considerable length of time, but not permanently—the device might work for only eight hours. Again, the story and the logic of the situation dictate the parameters.

Long-Term Benefits

In many ways, the long-term benefits a PC can gain by spending XP are a means of integrating the mechanics of the game with the story. Players can codify things that happen to their characters by talking to the GM and spending 3 XP.

Things that a PC can acquire as a long-term benefit can be thought of as being story based, and they allow the player to have some narrative control over the story. In the course of play, a player might decide that their character gains a friend (a contact) or builds a log cabin (a home). Because a player spent XP, however, they should have some agency over what they’ve gained, and it shouldn’t be easily taken away. The player should help come up with the details of the contact or the design of their home.

It’s also possible to gain these benefits through events in the story, without spending XP. The new contact comes to the PC and starts the relationship. The new home is granted to them as a reward for service to a powerful or wealthy patron, or maybe the character inherits the home from a relative. However, because these came from the GM and not the player (and no XP were spent), the player has no narrative control over them and the GM makes up the details.

Long-term benefits can include the following.

Contact: The character gains a long-term NPC contact of importance—someone who will help them with information, equipment, or physical tasks. The player and GM should work out the details of the relationship.

Home: The PC acquires a full-time residence. This can be an apartment in a city, a cabin in the wilderness, a base in an ancient complex, or whatever fits the situation. It should be a secure place where the PC can leave their belongings and sleep soundly. Several characters could combine their XP and buy a home together.

Title or job: The PC is granted a position of importance or authority. It might come with responsibilities, prestige, and rewards, or it might be an honorary title.

Wealth: The PC comes into a considerable amount of wealth, whether it’s a windfall, an inheritance, or a gift. It might be enough to buy a home or a title, but that’s not really the point. The main benefit is that the PC no longer needs to worry about the cost of simple equipment, lodging, food, and so on. This wealth could mean a set amount—perhaps 50,000 dollars (or whatever is appropriate in the setting)—or it could bestow the ability to ignore minor costs, as decided by the player and GM.

GMs and players should work together to make XP awards and expenditures fit the ongoing story. If a PC stays in a location for two months to learn the inhabitants’ unique language, the GM might award the character a few XP, which are then immediately spent to grant them the ability to understand and speak that language.

Character Advancement

Progressing to the next tier involves four steps. When a PC has spent 4 XP on each of the steps, they advance to the next tier and gain all the type and focus benefits of that tier. The four steps can be purchased in any order, but each can be purchased only once per tier. In other words, a PC must buy all four steps and advance to the next tier before they can buy the same steps again.

Increasing Capabilities: You gain 4 new points to add to your stat Pools. You can allocate the points among your Pools however you wish.

Moving Toward Perfection: You add 1 to your Might Edge, your Speed Edge, or your Intellect Edge (your choice).

Extra Effort: Your Effort score increases by 1.

Skills: Choose one skill other than attacks or defense, such as climbing, jumping, persuading, sneaking, or history. You become trained in that skill. You can also choose to be knowledgeable in a certain area of study, such as history or geology. You can even choose a skill based on your character’s special abilities. For example, if your character can make an Intellect roll to blast an enemy with mental force, you can become trained in that ability, easing the task of using it.

If you choose a skill that you are already trained in, you become specialized in that skill, easing the task by two steps instead of one. If you choose a skill that you have an inability in, the training and the inability cancel each other out (you aren’t eased or hindered in that task). For example, if you have an inability in perception, becoming trained in that cancels out the inability.

Once you’re specialized in a skill, you can’t improve your training in that skill further (you can ease a task by up to two steps with training). You can still make that task easier with assets and a few rare abilities that don’t count as an asset or training.

Other Options: Players can also spend 4 XP to purchase other special options. Selecting one of these options counts as purchasing one of the four stages necessary to advance to the next tier. The other three need to be from the other categories. The special options are as follows:

Equal Advancement

It’s worthwhile if all characters advance through the six tiers at about the same rate—an important issue for some players. A good GM can achieve this result by carefully handing out XP rewards, some during play (which will tend to get used immediately) and some after play concludes, especially after completing a major story arc or quest so the GM can hand out 4 XP in one go (which will tend to get used for advancement). Many groups will discover while playing that equal advancement isn’t an important issue in the Cypher System, but people should get to play the game the way they want to play it.

Tier Advancement in The Cypher System

Tiers in the Cypher System aren’t entirely like levels in other roleplaying games. In the Cypher System, gaining tiers is not the players’ only goal or the only measure of achievement. Starting (first-tier) characters are already competent, and there are only six tiers. Character advancement has a power curve, but it’s only steep enough to keep things interesting. In other words, gaining a new tier is cool and fun, but it’s not the only path to success or power. If you spend all your XP on immediate, short-term, and medium-term benefits, you will be different from someone who spends their points on long-term benefits, but you will not be “behind” that character.

The general idea is that most characters will spend half their XP on tier advancement and long-term benefits, and the rest on immediate benefits and short- and medium-term benefits (which are used during gameplay). Some groups might decide that XP earned during a game is to be spent on immediate and short- and medium-term benefits (gameplay uses), and XP awarded between sessions for discoveries is to be spent on character advancement (long-term uses).

Ultimately, the idea is to make experience points into tools that the players and the GM can use to shape the story and the characters, not just a bookkeeping hassle.

Sample Character Arcs

The rest of this chapter presents sample character arcs for PCs. The writeup of each arc describes the parts involved in progressing through the arc:

Opening: This sets the stage for the rest of the arc. It involves some action, although that might just be the PC agreeing to do the task or undertake the mission. It usually has no reward.

Step(s): This is the action required to move toward the climax. In story terms, this is the movement through the bulk of the arc. It’s the journey. The rising tension. Although there might be just one step, there might also be many, depending on the story told. Each results in a reward of 2 XP.

Climax: This is the finale—the point at which the PC likely succeeds or fails at what they’ve set out to do. Not every arc ends with victory. If the character is successful, they earn a reward of 4 XP. If they fail, they still earn a reward of 2 XP. If a character fails the climax, they very likely ignore the resolution.

Resolution: This is the wrap-up or denouement. It’s a time for the character to reflect on what happened, tie up any loose ends, and figure out what happens next. When things are more or less resolved, the character earns a
1 XP reward.

Within the arc, most of the time a part is probably optional, depending on the situation—although it’s hard to envision most arcs without some kind of opening, climax, or resolution. Steps other than the opening, the climax, and the resolution can be done in any order.

Character arcs should always take at least weeks in game time, and no more than two parts in an arc should be accomplished in a game session (and most of the time, it should be one part, if any). If neither of these two things is true, then it’s not really a character arc. You can’t, for example, use the Creation arc to guide you through something you can make in an hour or two.

The following are common character arcs that you can choose for your character. If you and the GM want to make a new one, it should be fairly easy after looking through these models.

This chapter has a selection of sample character arcs, but you can create your own too. The arcs are intentionally broad to encompass many different characters and stories. For example, Revenge is a very simple and straightforward character arc. The player who chooses this arc for their character decides who they want revenge on, and why. It’s up to the players and the GM to make the details fit.

Some players might not want to use character arcs. The GM, however, can still use them as a benchmark for awarding XP. If the PCs are going off to explore a strange planet, the GM can essentially give them the Explore arc.

Aid a Friend

Someone needs your help.

When a PC friend takes a character arc, you can select this arc to help them with whatever their arc is (if appropriate). The steps and climax depend entirely on their chosen arc. If the friend is an NPC, the steps and climax are lifted from another arc appropriate to whatever they seek to do.

It’s difficult, but possible, to aid a friend with an arc even if that friend is unwilling to accept (or is ignorant of) your help.

The cost and rewards for a character with this arc are the same as those described in the original character arc.

Opening: Answering the Call. Offering to help (or responding to a request for help).

Step(s) and Climax: Depends on the friend’s arc. Rewards are the same for you as for the friend.

Resolution: You speak with your friend and learn if they are satisfied. Together, you share what you’ve learned (if anything) and where you will go from here.

Assist an Organization

You set out to accomplish something that will further an organization. You’re probably allied with them or they are rewarding you for your help in some fashion.

Opening: Responding to the Call. You work out all the details of what’s expected of you, and what rewards (if any) you might get. You also get the specifics of what’s required to join and advance.

Step: Sizing up the Task. This requires some action. A reconnaissance mission. An investigation.

Step(s): Undertaking the Task. Because this arc can vary so widely based on the task involved, there might be multiple steps like this one.

Climax: Completing the Task.

Resolution: Collecting your reward (if any) and conferring with the people in the organization that you spoke to. Perhaps getting access to higher-ranking people in the organization. You can choose to have your connection to the organization increase rather than take the standard reward.

Avenge

Someone close to you or important to you in some way has been wronged. The most overt version of this arc would be to avenge someone’s death. Avenging is different than revenge, as revenge is personal—you are the wronged party. But in the Avenge character arc, you are avenging a wrong done to someone else.

Opening: Declaration. You publicly declare that you are going to avenge the victim(s). This is optional.

Step(s): Tracking the Guilty. You track down the guilty party. This might not be physically finding them if you already know where they are. Instead, it might be discovering a way to get at them if they are distant, difficult to reach, or well protected. This step might be repeated multiple times, if applicable.

Step: Finding the Guilty. You finally find the guilty party, or find a path or make a plan to reach them. Now all that’s left is to confront them.

Climax: Confrontation. You confront the guilty party. This might be a public accusation and demonstration of guilt, a trial, or an attack to kill, wound, or apprehend them—whatever you choose to be appropriate.

Resolution: You resolve the outcome and the ramifications of the confrontation and decide what to do next.

Birth

You are becoming a parent.

The Birth character arc assumes you already have a partner or a surrogate. If you want your character to find a romantic partner or spouse, you can use the Romance arc. And of course, nonhuman characters might reproduce in other ways.

This arc is usually followed by the Raise a Child arc.

Opening: Impregnation.

Step: Finding a Caretaker. This might be a physician, midwife, doula, or similar person. This is optional.

Step: Complication. A complication arises that threatens the pregnancy, the birth parent, or both.

Step: Preparation. You prepare a place for the delivery as well as a safe place for the infant to live once born.

Climax: Delivery. The baby is born. Success means the child survives.

Resolution: You get the baby to the place you have prepared and settle in, deciding what to do next.

Build

You are going to build a physical structure—a house, a fortress, a workshop, a defensive wall, and so on. This arc would also cover renovating an existing structure or substantially adding to one. Of course, this doesn’t have to be physical construction. You might build something with spells or other supernatural abilities.

Opening: Make a Plan. This almost certainly involves literally drawing up blueprints or plans.

Step(s): Find a Site. This might be extremely straightforward—a simple examination of the site—or it might be an entire exploratory adventure. (If the latter, it might involve multiple such steps.)

Step(s): Gather Materials. Depending on what you are building and what it is made out of, this could involve multiple steps. There probably are substantial costs involved as well.

Step(s): Construction. Depending on what you are building, this could involve multiple steps. It might also take a considerable amount of time and work.

Climax: Completion. The structure is finished.

Resolution: You put the structure to its desired use and see if it holds up.

Cleanse

Someone or something has been contaminated, probably by evil spirits, radiation, a deadly virus, foul magic, or the like, and you want to rid them of such influences or contaminants. This could also be a curse, a possession, an infestation, or something else.

Opening: Analyzing the Threat. You determine the nature of the contamination.

Step: Find the Solution. Almost every contamination has its own particular solution, and this likely involves research and consultation.

Step: Getting Ready. The solution probably involves materials, spells, or other things that you must gather and prepare.

Climax: The Cleansing. You confront the contamination.

Resolution: You reflect on the events that have transpired and what effects they might have on the future. How can you keep this from happening again?

Creation

You want to make something. This might be a magic item, a painting, a novel, or a machine.

Opening: Make a Plan. You figure out what you need, what you’re going to do, and how you’re going to do it.

Step(s): Gather Materials. Depending on what you are creating and what it is made out of, this could involve multiple steps. There probably are substantial costs involved as well.

Step(s): Progress. Depending on what you are creating, this could involve multiple steps. It might also take a considerable amount of time and work.

Climax: Completion. It’s finished! Is it what you wanted? Does it work?

Resolution: You think about what you have learned from the process and use or enjoy the fruits of your labor.

Defeat a Foe

Someone stands in your way or is threatening you. You must overcome the challenge they represent. Defeat doesn’t always mean kill or even fight. Defeating a foe could mean beating them in a chess match or in competition for a desired mentor.

Opening: Sizing up the Competition. This requires some action. A reconnaissance mission. An investigation.

Step: Investigation. This requires some action. A reconnaissance mission. An investigation.

Step(s): Diving In. You travel toward your opponent, overcome their lackeys, or take steps to reach them so you can confront them. This step can take many forms, and there might be more than one such step. This step is always active.

Climax: Confrontation. The contest, challenge, fight, or confrontation occurs.

Resolution: You reflect on what you’ve learned and what the consequences of your actions might be.

Defense

A person, place, or thing is threatened, and you want to protect it.

Opening: Analyze the Situation. What are you defending, and what threats are involved?

Step: Account for Your Resources. How are you going to defend?

Step(s): Fend Off Danger. The forces threatening what you are protecting probably make an initial threat that you’ll have to defeat. It’s not the main threat, though. There might be multiple such initial threats.

Climax: Protect. The true threat reveals itself and you confront it.

Resolution: A time for reflection on everything that occurred, and an assessment of the person, place, or thing’s safety going forward.

Develop a Bond

You want to get closer to another character. This might be to make a friend, find a mentor, or establish a contact in a position of power. It might be to turn a friend into a much closer friend. The character might be an NPC or a PC.

Opening: Getting to Know You. You learn what you can about the other character.

Step: Initial Attempt. You attempt to make contact. This might involve sending messages or gifts through a courier, using an intermediary, or just going up and saying hello, depending on the situation.

Step(s): Building a Relationship. There might be many such steps as you develop the relationship.

Climax: Bond. You succeed or fail at forging the bond.

Resolution: You enjoy the fruits of your new relationship.

Enterprise

You want to create and run a business or start an organization. Maybe you’re a craftsperson who wants to sell your creations. Maybe you like baking and you want to start a catering service. Or maybe you want to start a secret society or found a school to teach young mutants how to use their powers. You’ll almost certainly have to make new connections, find (and somehow pay for) a location, and deal with all manner of administrative duties.

Opening: Drawing up a Plan. What’s your goal, and how are you going to achieve it?

Step: Account for Your Resources. How much financing does the enterprise need compared to what you’ve got? If you need more, how will you get it? How many people other than yourself are needed to begin, and how many will you need to sustain things once they are up and running?

Step: Finding a Location. You probably need a place to run your enterprise—a store, a workshop, a base of operations, and so on. You find a location and look into what it will take to buy or rent it.

Step(s): Building the Enterprise. You procure the needed equipment or personnel. You make the connections and deals to get things started. You obtain important permits or other legal documents. You test new products. You actually start the business. Each of these developments (and likely others) can be counted as a separate step, so there will be many steps.

Climax: Profit and Loss. You determine whether your enterprise will take off and carry on into the future, or fall apart before it gets a chance to blossom. This occurs in a single dramatic moment—your first major client, your organization’s first big meeting or mission, or whatever else is appropriate.

Resolution: A time for reflection on everything that occurred, and how you’re going to move forward.

Establishment

You want to prove yourself as someone of importance. This can take many forms—socially, within your order, financially, or even romantically.

Opening: Assessment. You assess yourself as well as who you need to prove yourself to.

Step(s): Appearances Matter. You improve your look. Enhance your wardrobe. Spruce up your house. Whatever it takes to get attention from the right people. There might be many such steps.

Step(s): Self-Aggrandizement. You need to get the word out to get people talking about you. There might be many such steps.

Climax: Grabbing Attention. You do something big, like host a party for influential people or produce a play that you wrote. You make a big splash or a big crash.

Resolution: You reflect on what you did and where you go from here.

Explore

Something out there is unknown and you want to explore its secrets. This is most likely an area of wilderness, a new planet, an otherworldly dimension, or something similar.

Opening: Make a Plan. Not only do you draw up a plan for your exploration, but if appropriate, you also make a formal declaration to relevant parties of what you’re going to do.

Step(s): Gather Resources. You get the supplies, vehicles, and help you need. Depending on where you are going and what is required, this could involve multiple steps. There probably are substantial costs involved as well.

Step(s): Travel. You go where you wish to explore. There might be many such steps, depending on how long it takes to get there.

Step(s): Exploration. This is the meat of the arc, but it’s probably a series of small moves and minor victories. There might be many such steps.

Climax: Conquest. You make the big discovery or truly master the area. You might not have explored every inch of the place, but if you are successful, you can claim to be done.

Resolution: You return home and possibly share your findings.

Fall From Grace

This is an odd character arc in that it’s (presumably) not something that a character would want. It is something that a player selects on a meta level for the character because it makes for an interesting story. It also sets up the potential for future arcs, such as Redemption. It’s important that this involve actions you take. For example, you fall into substance abuse. You treat people badly. You make mistakes that endanger others. In other words, the fall isn’t orchestrated by someone else—it’s all your own doing.

Opening: The Descent. Things go bad.

Step(s): Further Descent. Things get worse. Depending on the situation, this might involve many steps.

Step: Lashing Out. You treat others poorly as you descend.

Climax: Rock Bottom. There is no chance for success here. Only failure.

Resolution: You wallow in your own misery.

Finish a Great Work

Something that was begun in the past must now be completed. This might involve destroying an evil artifact, finishing the construction of a monument, developing the final steps of a cure for a disease, or uncovering a lost temple forgotten to the ages.

Opening: Assessing the Past. You look at what has come before and where it still needs to go. This almost certainly involves some real research.

Step: Conceive a Plan. You make a plan on how to move forward.

Step(s): Progress. You make significant progress or overcome a barrier to completion. This may involve multiple such steps.

Climax: Completion. This involves the big finish to the past work.

Resolution: You reflect on what you did and where you go from here.

Growth

Willingly or unwillingly, you are going to change. This is another meta arc. It’s less about a goal and more about character development. While it’s possible that the growth involved is intentional, in most people’s lives and stories, it is emergent. A character might become less selfish, braver, a better leader, or experience some other form of growth.

Opening: The Beginning. Change usually begins slowly, in a small, almost imperceptible way.

Step(s): Change. Growth involves many small steps.

Step: Overcoming an Obstacle. The temptation to resort to your old ways is always present.

Climax: Self-Evident Change. This is a dramatic about-face. This is the moment where you do something the “old you” would never have done, and it has a profound effect on you and those around you. With either success or failure, growth is possible.

Resolution: You recognize the change in yourself and move forward.

Instruction

You teach a pupil. You have knowledge on a topic and are willing to share. This can be a skill, an area of lore, a combat style, or the use of a special ability. This is usually a fairly long-term arc. Sometimes teaching a pupil is a side matter, and sometimes the pupil takes on more of an apprentice role and spends a great deal of time with you, traveling with you and perhaps even living in your house (or you living in theirs).

Opening: Taking on the Student.

Step: Getting to Know Them. You assess your pupil’s strengths and weaknesses and try to get an idea of what they need to learn and how you can teach it to them.

Step(s): The Lessons. Teaching is often a slow, gradual process.

Step: Breakdown. Many times, a student needs to have a moment of crisis to really learn something. Maybe they get dejected, or maybe they rebel against your teaching techniques.

Climax: Graduation. This is when you recognize that the pupil has learned what they need. It usually comes at a dramatic moment.

Resolution: You and the pupil say your goodbyes, and you look toward the future.

Join an Organization

You want to join an organization. This might be a military organization, a corporation, a secret society, a religion, or something else.

Opening: Getting the Details. You learn all you can about the organization and how one becomes a member.

Step(s): Making a Contact. Friends on the inside are always important.

Step(s): Performing a Deed. The organization might want to test your worth, or this might be a ceremony you must take part in. It might include paying some sort of dues or fee. Or all of these things.

Climax: Proving Your Worth. This is the point at which you attempt to show the organization that they would be better off with you as a member.

Resolution: You consider your efforts and assess what your membership gets you.

Justice

You try to right a wrong or bring a wrongdoer to justice.

Opening: Declaration. You publicly declare that you are going to bring justice in this situation. This is optional.

Step(s): Tracking the Guilty. You track down the guilty party, assuming there is one. This might not be physically finding them if you already know where they are. Instead, it might be discovering a way to get at them if they are distant, difficult to reach, or well protected. This step might be repeated multiple times, if applicable.

Step: Helping the Victim. Righting a wrong does not always involve confronting a wrongdoer. Part of it might be about helping those who were wronged.

Climax: Confrontation. You confront the guilty party. This might be a public accusation and demonstration of guilt, a trial, or an attack to kill, wound, or apprehend them—whatever you choose to be appropriate.

Resolution: You resolve the outcome and ramifications of the confrontation and decide what to do next.

Learn

You want to learn something. This isn’t the same as the Uncover a Secret arc, in which you’re looking for a bit of information. This is a skill or whole area of knowledge you want to gain proficiency with. This is learning a new language, how to play an instrument, or how to be a good cook. Thus, it’s not about gaining a level or rank in climbing, but learning to be an experienced mountaineer.

Opening: Focusing on the Problem.

Step: Finding a Teacher or a Way to Teach Yourself. Now you can truly begin.

Step(s): Learn. Depending on what you’re learning, this could involve one step or quite a few.

Climax: The Test. You put your new knowledge to the test in a real situation.

Resolution: You relax a bit and decide what to do next.

Master a Skill

You’re skilled, but you want to become the best. This arc might logically follow the Learn arc. As with the Learn arc, this can involve any kind of training at all, not just a skill.

Opening: Finding the Path. You’ve learned the basics. Now it’s time for the advanced material.

Step: Discovering a Master. You find a master to help you become a master.

Step(s): Learn. Depending on what you’re mastering, this could involve one step or quite a few.

Step: The Last Step. Eventually, you realize that even a master cannot teach you the last step. You must learn it on your own.

Climax: The Test. You put your mastery to the test in a real situation—and considering your goal, it’s probably a very important situation.

Resolution: You relax a bit and decide what to do next.

Mysterious Background

You don’t know who your parents were, but you want to find out. The mystery might be something other than your parentage, but that’s a common theme in this kind of arc. You want to know where you come from—there’s some kind of mystery in your past.

Opening: Beginning the Search.

Step: Research. You look into your own family background, if possible.

Step(s): Investigation. You talk to people who might know. You follow clues.

Climax: Discovery. You discover the secret of your own background. You determine if what you learn is good or bad, but either way discovery means success.

Resolution: You contemplate how this new knowledge sits with you.

New Discovery

You want to invent a new device, process, spell, or something similar. A cure for a heretofore unknown disease? An invocation with a result you’ve never heard of before? A method for getting into an impregnable vault? Any of these and more could be your discovery. While similar to the Creation arc and the Learn arc, the New Discovery arc involves blazing a new trail. No one can teach you what you want to know. You’ve got to do it on your own.

Opening: The Idea. You draw up plans for the thing you want to invent or discover.

Step: Research. You learn what people have done before and recognize where they fell short.

Step(s): Trial and Error. You test your hypothesis. This often ends in many failures before you get a success.

Climax: Eureka! It’s time to put the discovery to the true test.

Resolution: You reflect on your discovery and probably compile your notes and write it all down, for posterity’s sake if nothing else.

Raise a Child

You raise a child to adulthood. It can be your biological child or one you adopt. It can even be a child taken under your wing, more a young protégé than a son or daughter. This is obviously a very long-term arc.

Opening: Sharing Your Home. The child now lives with you.

Step: Care and Feeding. You learn to meet the child’s basic needs.

Step(s): Basic Instruction. You teach them to walk, talk, and read. You teach them to care for themselves.

Step(s): The Rewards Are Many. The child loves you. Relies on you. Trusts you. Eventually, helps you.

Step(s): Ethical Instruction. You instill your basic ethics in the child, hoping that they will mature into an adult you can be proud of.

Climax: Adulthood. At some point the child leaves the proverbial nest. You determine, at this point, your own success or failure.

Resolution: You reflect on the memories you have made.

Recover From a Wound (or Trauma)

You need to heal. This isn’t just for healing simple damage. This involves recovering from a major debilitating injury, illness, or shock. Severe damage, the loss of a body part, and emotional trauma all fall into this category.

Opening: Rest. The first thing you need to do is rest.

Step: Self Care. You take care of your own needs.

Step: Getting Aid. Someone helps.

Step: Medicine. Some kind of drug, cure, poultice, potion, or remedy aids your recovery.

Step: Therapy. With the help of someone else, you exercise your injury or cope with your trauma.

Climax: Acceptance or Recovery. You try to move on and use what has been damaged (or learn how to function without it).

Resolution: You get on with your life.

Redemption

You’ve done something very wrong, but you want to atone and make it right again. This is like the Justice arc or the Undo a Wrong arc, except you are the wrongdoer. This could be a follow-up to the Fall From Grace arc.

Opening: Regret. You are determined to rebuild, recover, and restore.

Step: Forgiveness. You apologize and ask for forgiveness.

Step: Identifying the Needs. You determine what needs to be done to atone for your transgression.

Climax: Making Good. You perform an act that you hope will redeem your past misdeed.

Resolution: You reflect on what has happened but now look to the future.

Repay a Debt

You owe someone something, and it’s time to make good.

Opening: Debts Come Due. You determine to do what is needed to make good on the debt. It might involve repaying money, but more appropriately it’s performing a deed or a series of deeds.

Step: Talking It Over. You discuss the matter with the person you owe, if possible. You ensure that what you’re doing is what they want.

Climax: Repayment. Either you do something to earn the money or goods you owe, or you undertake a major task that will compensate the other person.

Resolution: You relax knowing that your debt is repaid, and you look to the future.

Rescue

Someone or something of great importance has been taken, and you want to get them or it back.

Opening: Heeding the Call. You determine what has happened, and who or what is missing.

Step: Tracking. You discover who has taken them, and where.

Step: Travel. You go to where they are being held and get information on the location and who is involved. Maybe make a plan.

Climax: Rescue Operation. You go in and get them.

Resolution: You return them home.

Restoration

You’re down but not out. You want to restore your good name. Recover what you’ve lost. Rebuild what has been destroyed. You’ve fallen down or have been knocked down, but either way you want to pick yourself up. This is a possible follow-up to the Fall From Grace arc.

Opening: Vow to Yourself. You are determined to rebuild, recover, and restore.

Step(s): Work. You rebuild, recover, and restore. If all your money was stolen, you make more. If your house was destroyed, you rebuild it. If your reputation was tarnished, you perform deeds that restore your good name.

Climax: The Final Act. You undertake one last major task that will bring things back to where they were (or close to it). A lot is riding on this moment.

Resolution: You enjoy a return to things the way they were before.

Revenge

Someone did something that harmed you. Unlike the Avenge arc, this arc probably isn’t about tracking down a murderer, but it might involve pursuing someone who stole from you, hurt you, or otherwise brought you grief. The key is that it’s personal. Otherwise, use the Justice arc.

Opening: Vow. You swear revenge.

Step(s): Finding a Clue. You find a clue to tracking down the culprit.

Climax: Confrontation. You confront the culprit.

Resolution: You deal with the aftermath of the confrontation and move on. You think about whether you are satisfied by gaining your revenge.

Romance

You want to strike up a relationship with a romantic partner. Perhaps you have a specific person in mind, or maybe you’re just interested in a relationship in general.

Opening(s): Caught Someone’s Eye. You meet someone you are interested in. (Since this can be short-lived, it’s possible to have this opening occur more than once.)

Step(s): Courtship. You begin seeing the person regularly. Although not every “date” is a step in the arc, significant moments are, and there may be a few of them.

Climax: Commitment. You may or may not be interested in a monogamous relationship. Regardless, you and your love have made some kind of commitment to each other.

Resolution: You think about the future. Marriage? Children? These are only some of the possibilities.

Solve a Mystery

Different from the Learn arc and the Uncover a Secret arc, this arc is about solving a crime or a similar action committed in the fairly recent past. It’s not about practice or study, but about questions and answers. In theory, the mystery doesn’t have to be a crime. It might be “Why is this strange caustic substance leaking into my basement?”

Opening: Pledging to Solve the Mystery.

Step: Research. You get some background.

Step(s): Investigation. You ask questions. You look for clues. You cast divinations. This likely encompasses many such steps.

Climax: Discovery. You come upon what you believe to be the solution to the mystery.

Resolution: In this step, which is far more active than most resolutions, you confront the people involved in the mystery with what you’ve discovered, or you use the information in some way (such as taking it to the proper authorities).

Theft

Someone else has something you want.

Opening: Setting Your Sights. You make a plan.

Step: Casing the Joint. You scout out the location of the thing (or learn its location).

Step(s): Getting to the Object. Sometimes, many steps are involved before you reach the object you wish to take. For example, if, in order to steal something from a vault, you need to approach one of the guards while they are off duty and bribe them to look the other way when you break in, that is covered in this step.

Climax: The Attempt. You make your heist.

Resolution: You decide what to do with the thing you’ve stolen and contemplate the repercussions you might face for stealing it.

Train a Creature

You want to domesticate and train an animal or other creature. While the beast doesn’t need to be wild, it must not already be domesticated and trained.

Opening: Getting Acquainted. You get to know the creature a bit, and it gets to know you.

Step: Research. You get information on the type of creature or advice from others who have trained one.

Step: Domestication. After some work, the creature is no longer a threat to you or anyone else, and it can live peacefully in your home or wherever you wish.

Step(s): Training. Each time you use this step, you teach the creature a new, significant command that it will obey regularly and immediately.

Climax: Completion. Believing the creature’s training to be complete, you put it in a situation where that is put to the test.

Resolution: You reflect on the experience.

Transformation

You want to be different in a specific way. Because the Growth arc covers internal change, this one focuses primarily on external change. This could take many forms, and probably varies greatly by genre. In some settings, it could even be death, which might turn you into a ghost. For the change to be an arc, it should be difficult and perhaps risky.

Opening: Deciding on the Transformation.

Step: Research. You look into how the change can be made and what it entails.

Step(s): Investigation. This is an active step toward making the change. It might involve getting more information, materials or ingredients, or something else.

Climax: Change. You make the change, with some risk of failure or disaster.

Resolution: You contemplate how this change affects you going forward.

Uncover a Secret

There is knowledge out there that you want. It could be an attempt to find and learn a specific special ability. This could also be a hunt for a lost password or a key that will open a sealed door, the true name of a devil, the secret background of an important person, or how the ancients constructed that strange monolith.

Opening: Naming the Secret. You give your goal a name. “I am seeking the lost martial art of the Khendrix, who could slice steel with their bare hands.”

Step(s): Research. You scour libraries and old tomes for clues and information.

Step(s): Investigation. You talk to people to gain clues and information.

Step(s): Tracking. You track down the source of the secret information and travel to it.

Climax: Revelation. You find and attempt to use the secret, whatever that entails.

Resolution: You contemplate how this secret affects you and the world.

Undo a Wrong

Someone did something horrible, and its ramifications are still felt, even if it happened long ago. You seek to undo the damage, or at least stop it from continuing.

This is different from the Justice arc because this isn’t about justice (or even revenge)—it’s about literally undoing something bad that happened in the past, such as a great library being burned to the ground, a sovereign people being driven from their land, and so on.

Opening: Vowing to Put Right What Once Went Wrong.

Step: Make a Plan. You learn all you can about the situation and then make a plan to put things right.

Step(s): Progress. This is an active step toward undoing the wrong. It might involve finding something, defeating someone, destroying something, building something, or almost anything else, depending on the circumstances.

Climax: Change. You face the challenge of the former wrong, and either overcome it or fail.

Resolution: You reflect on what you’ve accomplished and think about the future.

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For an expanded treatment of the fantasy genre, refer to the @UUID[Compendium.cyphersystem-compendium.cypher-journals.nnDPf4sPK61ROEV8]{Fantasy Rulebook}.

For our purposes, fantasy is any genre that has magic, or something so inexplicable it might as well be magic. The sort of core default of this type is Tolkienesque fantasy, also known as second-world fantasy because it includes a completely new world not our own. Big fantasy epics like those penned by J. R. R. Tolkien (hence the name), C. S. Lewis, George R. R. Martin, Stephen R. Donaldson, David Eddings, Ursula K. Le Guin, and others are indicative of this genre. It usually involves swords, sorcery, nonhuman species (such as elves, dwarves, helborn, and half-giants), and epic struggles.

Of course, fantasy might also involve the modern world, with creatures of myth and sorcerers dwelling among us. It might involve mythic traditions of any number of cultures (elves, dwarves, and the like, usually being decidedly European) or bear little resemblance to anything on Earth, past or present. It might even involve some of the trappings of science fiction, with spaceships and laser guns amid the wizardry and swords (this is often called science fantasy).

Fantasy can also be defined by the amount of fantasy elements within it. A second-world fantasy filled with wizards, ghosts, dragons, curses, and gods is referred to as high fantasy. Fantasy with a firmer grounding in reality as we know it in our world is low fantasy. (In fact, low fantasy often takes place in our world, or in our world’s distant past, like the stories of Conan.) No single element indicates concretely that a given fantasy is high or low. It’s the prevalence of those elements.

The point is, there are many, many types of fantasy.

Suggested Types for a Fantasy Game

RoleCharacter Type
WarriorWarrior
KnightWarrior
RangerExplorer
BarbarianExplorer flavored with combat
ThiefExplorer flavored with stealth
WizardAdept
ClericSpeaker flavored with magic
DruidExplorer flavored with magic
Warrior mageWarrior flavored with magic
BardSpeaker

Basic Creatures and NPCs for a Fantasy Game

@UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.aRHd1kwkUTogvMyG]{Bat} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.POcXUZp1mwvumsvK]{Blacksmith} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.JZbErZ6hAgtHrgim]{Dog} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.vmvgLdR7JKdsukCW]{Dog, guard} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.4xi11kpGx3rGZEYm]{Farmer} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.pNEII8Wup8xjZfuA]{Hawk} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.61EndqAjZ2ZZZuS9]{Horse} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.4xi11kpGx3rGZEYm]{Farmer} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.8AhrSmfhARlAahxp]{Merchant} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.qLFrfE0E9w6BcG48]{Rat} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.XwsPRwBGqnPnCJKG]{Villager} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.ZIE2MSMDhhgqBRgl]{Viper} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.vhGua32GarGCzLGv]{Warhorse} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.4gJ7LYEkIlt16Epj]{Wolf}

Additional Fantasy Equipment

In the default Medieval Europe-style fantasy setting, the following items (and anything else appropriate to that time period) are usually available.

Inexpensive Items

WeaponsNotes
@UUID[Compendium.cyphersystem-compendium.ammo.JwvZz1lxVR3H6P8D]{Arrows (20)}
@UUID[Compendium.cyphersystem-compendium.weapons-fantasy.zuI2zJqYv2bPN415]{Club}Light weapon
@UUID[Compendium.cyphersystem-compendium.ammo.mY1JGNvk9RPW7y2D]{Crossbow bolts (20)}
@UUID[Compendium.cyphersystem-compendium.weapons-fantasy.IBJ8eUTFLMb2IKaZ]{Knife (rusty and worn)}Light weapon (won’t last long)
Other ItemsNotes
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.ua0XElr4rvEe4C7J]{Candle}
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.UJ5qtx1Dt3ENW2Uh]{Rations (1 day)}
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.m5lUbtwYYZDzo0Jx]{Sack}
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.G2HjI5SUADNv0yJ2]{Torch}

Moderately Priced Items

WeaponsNotes
@UUID[Compendium.cyphersystem-compendium.weapons-fantasy.La6ogBpdY1cjYIug]{Blowgun}Light weapon, short range
@UUID[Compendium.cyphersystem-compendium.weapons-fantasy.DxvLEdJsjNLghy5m]{Broadsword (substandard)}Medium weapon (won’t last long)
@UUID[Compendium.cyphersystem-compendium.weapons-fantasy.cFkYLORc1EiwPpLf]{Dagger}Light weapon
@UUID[Compendium.cyphersystem-compendium.weapons-fantasy.Chp5Kt00vrxxYBAT]{Handaxe}Light weapon
@UUID[Compendium.cyphersystem-compendium.weapons-fantasy.xMUGgLlOKoZqooWy]{Throwing knife}Light weapon, short range
ArmorNotes
@UUID[Compendium.cyphersystem-compendium.armor-fantasy.dwYLXpRkrg8AaoMP]{Hides and furs}Light armor
@UUID[Compendium.cyphersystem-compendium.armor-fantasy.E3UpdWDvaLUQ2Xfz]{Leather jerkin}Light armor
Other ItemsNotes
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.2uM56Yu3g5OCjLkm]{Backpack}
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.3TAk68d2T0nMXlIG]{Bedroll}
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.ObGbm8EmEBDCotRD]{Crowbar}
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.BmQOOToImOypwy7g]{Hourglass}
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.VNW4jviGcTTfC2Mu]{Iron spikes}10 spikes
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.XjU4o9vgaZ4wiBSD]{Lantern}
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.U20W8jrBZGlWsQu2]{Rope}Hemp, 50 feet
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.BQ87g3YjkViIKc7l]{Signal horn}
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.MEp5TNjz6v9dnuLP]{Tent}

Expensive Items

WeaponsNotes
@UUID[Compendium.cyphersystem-compendium.weapons-fantasy.oGdbXxumsdjbdVzJ]{Battleaxe}Medium weapon
@UUID[Compendium.cyphersystem-compendium.weapons-fantasy.W8mx4ak9u2JKvX6Q]{Broadsword}Medium weapon
@UUID[Compendium.cyphersystem-compendium.weapons-fantasy.xeXPxadNyGu35H4k]{Bow}Medium weapon, long range
@UUID[Compendium.cyphersystem-compendium.weapons-fantasy.H8tg6l3LpBLNRz32]{Cutlass}Medium weapon
@UUID[Compendium.cyphersystem-compendium.weapons-fantasy.ZHeioW4Ywrgs6Si8]{Light crossbow}Medium weapon, long range
@UUID[Compendium.cyphersystem-compendium.weapons-fantasy.J3BdB6S45bmc8cvl]{Quarterstaff}Medium weapon (requires 2 hands)
ArmorNotes
@UUID[Compendium.cyphersystem-compendium.armor-fantasy.ljoqzdX7tpPpCTCc]{Breastplate}Medium armor
@UUID[Compendium.cyphersystem-compendium.armor-fantasy.9toshrf5gjzwIsDm]{Brigandine}Medium armor
@UUID[Compendium.cyphersystem-compendium.armor-fantasy.2mgyMiNIOQ4iUVnl]{Chainmail}Medium armor
Other ItemsNotes
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.mVwBYBHxYinj4lLx]{Bag of heavy tools}
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.XuYDx9q73UxyPN22]{Bag of light tools}

Very Expensive Items

WeaponsNotes
@UUID[Compendium.cyphersystem-compendium.weapons-fantasy.rUR8Ile0ZRC2qMfM]{Broadsword (jeweled)}Medium weapon
@UUID[Compendium.cyphersystem-compendium.weapons-fantasy.7Yc0010ac7PbCkPl]{Greatsword}Heavy weapon
@UUID[Compendium.cyphersystem-compendium.weapons-fantasy.gVNfXCYe0qsDXQNO]{Heavy crossbow}Heavy weapon, long range
ArmorNotes
@UUID[Compendium.cyphersystem-compendium.armor-fantasy.f8OhNQR1rGtWy2Ot]{Dwarven breastplate}Medium armor, encumbers as light armor
@UUID[Compendium.cyphersystem-compendium.armor-fantasy.2SMPhQU8pP4vsJ6R]{Full plate}Heavy armor
Other ItemsNotes
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.cIWeisTbSX9izeaW]{Disguise kit}Asset for disguise tasks
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.ICgjGDSqGXInN1PP]{Healing kit}Asset for healing tasks
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.7BQwwk2qh7zxU6ih]{Spyglass}Asset for perception tasks at range

Exorbitant Items

ArmorNotes
@UUID[Compendium.cyphersystem-compendium.armor-fantasy.kcF98fSVWNjAEQWI]{Elven chainmail}Medium armor, encumbers as no armor
Other ItemsNotes
@UUID[Compendium.cyphersystem-compendium.vehicles.3svOlCDP6Sm4v2Ql]{Sailing ship (small)}

Fantasy Artifacts

In many ways, fantasy is the genre for artifacts. All magic items—wands that shoot lightning, magic carpets, singing swords, rings that make the wearer invisible, and so on—are artifacts. Below are a few sample artifacts to give a template for GMs to follow. Those running a fantasy campaign will likely want to create many magic artifacts.

@UUID[Compendium.cyphersystem-compendium.artifacts-fantasy.Hanw3m7cRoN6XrsV]{Angelic ward} @UUID[Compendium.cyphersystem-compendium.artifacts-fantasy.I8TAffkn2YfPdIlf]{Ring of dragon’s flight} @UUID[Compendium.cyphersystem-compendium.artifacts-fantasy.lZy9XOFTIPBKjr5z]{Soulflaying weapon} @UUID[Compendium.cyphersystem-compendium.artifacts-fantasy.2q4omUFxtUBr4WFP]{Spellbook of the amber mage} @UUID[Compendium.cyphersystem-compendium.artifacts-fantasy.BNT94UfgkXdmcErV]{Wand of firebolts}

Fantasy Species Descriptors

In a high fantasy setting, some GMs may want dwarves and elves to be mechanically different from humans. Below are some possibilities for how this might work.

Dwarf

You’re a stocky, broad-shouldered, bearded native of the mountains and hills. You’re also as stubborn as the stone in which the dwarves carve their homes under the mountains. Tradition, honor, pride in smithcraft and warcraft, and a keen appreciation of the wealth buried under the roots of the world are all part of your heritage. Those who wish you ill should be wary of your temper. When dwarves are wronged, they never forget.

You gain the following characteristics:

Stalwart: +2 to your Might Pool.

@UUID[Compendium.cyphersystem-compendium.basic-skills.Q0vfmbqehJw0jYBa]{Skill}: You are trained in Might defense rolls.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.kOe6eKWNKZ0rlIbt]{Skill}: You are trained in tasks related to stone, including sensing stonework traps, knowing the history of a particular piece of stonecraft, and knowing your distance beneath the surface.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.XBza3foP98Apv3u6]{Skill}: You are practiced in using axes.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.O0bj3SSEEaArxBet]{Skill}: You are trained in using the tools required to shape and mine stone.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.wfUuLfNI6KyKsZ6R]{Vulnerability}: When you fail an Intellect defense roll to avoid damage, you take 1 extra point of damage.

Additional Equipment: You have an axe.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You found the PCs wandering a maze of tunnels and led them to safety.

  2. The PCs hired you to dig out the entrance to a buried ruin.

  3. You tracked down the thieves of your ancestor’s tomb and found they were the PCs. Instead of killing them, you joined them.

  4. Before dwarves settle down, they need to see the world.

Elf

You haunt the woodlands and deep, natural realms, as your people have for millennia. You are the arrow in the night, the shadow in the glade, and the laughter on the wind. As an elf, you are slender, quick, graceful, and long lived. You manage the sorrows of living well past many mortal lifetimes with song, wine, and an appreciation for the deep beauties of growing things, especially trees, which can live even longer than you do.

You gain the following characteristics:

Agile: +2 to your Speed Pool.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.y8GNItkWz0Ll5eDE]{Long-Lived}: Your natural lifespan (unless tragically cut short) is thousands of years.

@UUID[Compendium.cyphersystem-compendium.basic-skills.rH5FwMXGaNn21DZD]{Skill}: You are specialized in tasks related to perception.

Skill: You are practiced in using one bow variety of your choice.

Skill: You are trained in @UUID[Compendium.cyphersystem-compendium.basic-skills.duTx0BwgmC1Gw3Ze]{stealth} tasks. In areas of natural woodland, you are @UUID[Compendium.cyphersystem-compendium.expanded-skills.FXuy9hOuuAVeiGIc]{specialized in stealth tasks}.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.JTgcA5dhKHQM6lvw]{Fragile}: When you fail a Might defense roll to avoid damage, you take 1 extra point of damage.

Additional Equipment: You have a bow and a quiver of arrows to go with it.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. Before putting an arrow in the forest intruders, you confronted them and met the PCs, who were on an important quest.

  2. Your heart yearned for farther shores, and the PCs offered to take you along to new places.

  3. Your home was burned by strangers from another place, and you gathered the PCs along the way as you tracked down the villains.

  4. An adventure was in the offing, and you didn’t want to be left behind.

Half-Giant

You stand at least 12 feet (4 m) tall and tower over everyone around you. Whether you are a full-blooded giant or merely have giant heritage from large ancestors, you’re massive. Always large for your age, it became an issue only once you reached puberty and topped 7 feet (2 m) in height, and kept growing from there.

You gain the following characteristics:

Tough: +4 to your Might Pool.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.cP5tB0NoQnIydKZJ]{Mass and Strength}: You inflict +1 point of damage with your melee attacks and attacks with thrown weapons.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.0efUBEaMaoe3XB4q]{Breaker}: Tasks related to breaking things by smashing them are eased.

Inability: You’re too large to accomplish normal things. Tasks related to @UUID[Compendium.cyphersystem-compendium.inabilities.gpHPkjq631isDAjT]{initiative}, @UUID[Compendium.cyphersystem-compendium.inabilities.oGzczZIk8XKBDpZo]{stealth}, and @UUID[Compendium.cyphersystem-compendium.inabilities.veqN70GNrIvluVMq]{fine manipulation of any sort} (such as lockpicking or repair tasks) are hindered.

Additional Equipment: You have a heavy weapon of your choice.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You fished the PCs out of a deep hole they’d fallen into while exploring.

  2. You were the PCs’ guide in the land of giants and stayed with them afterward.

  3. The PCs helped you escape a nether realm where other giants were imprisoned by the gods.

  4. You kept the PCs from being discovered by hiding them behind your bulk when they were on the run.

Helborn

Demons of the underworld sometimes escape. When they do, they can taint human bloodlines. Things like you are the result of such unnatural unions. Part human and part something else, you are an orphan of a supernatural dalliance. Thanks to your unsettling appearance, you’ve probably been forced to make your own way in a world that often fears and resents you. Some of your kin have large horns, tails, and pointed teeth. Others are more subtle or more obvious in their differences—a shadow of a knife-edge in their face and a touch that withers normal plants, a little too much fire in their eyes and a scent of ash in the air, a forked tongue, goatlike legs, or the inability to cast a shadow. Work with the GM on your particular helborn appearance.

You gain the following characteristics.

Devious: +2 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.JW3zwz6IgZcqN0XX]{Skill}: You are trained in tasks related to magic lore and lore of the underworld.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.w2loaRgoNlhuYGwg]{Fire Adapted}: +2 to Armor against damage from fire only.

Helborn Magic: You are inherently magical. Choose one low-tier ability from the Abilities chapter. If the GM agrees it is appropriate, you gain that ability as part of your helborn heritage, and can use it like any other type or focus ability.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.yW5LvpudYQcN1n5b]{Inner Evil}: You sometimes lose control and risk hurting your allies. When you roll a 1, the GM has the option to intrude by indicating that you lose control. Once you’ve lost control, you attack any and every living creature within short range. You can’t spend Intellect points for any reason other than to try to regain control (a difficulty 2 task). After you regain control, you suffer a –1 penalty to all rolls for one hour.

@UUID[Compendium.cyphersystem-compendium.inabilities.lfVIjOnbi86nUjng]{Inability}: People distrust you. Tasks to persuade or deceive are hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You were nearly beaten to death by people who didn’t like your look, but the PCs found and revived you.

  2. The PCs hired you for your knowledge of magic.

  3. Every so often you get visions of people trapped in the underworld. You tracked those people down and found the PCs, who’d never visited the underworld. Yet.

  4. Your situation at home became untenable because of how people reacted to your looks. You joined the PCs to get away.

Optional Rule: Spellcasting

Fantasy settings prioritize magic as an essential ingredient. But why restrict that magic to just wizards and similar characters? It’s not uncommon in fantasy literature for a thief or warrior to learn a few spells as they steal or brawl through their adventures. Leiber’s Gray Mouser knew some spells, Moorcock’s Elric knew a lot, pretty much everyone in Anthony’s Xanth books knew at least one, and so on. Of course, wizards and sorcerers specialize in spellcasting, which gives them clear superiority in magic use. But whether a character is a fireball-flinging wizard or a belligerent barbarian, anyone can learn some spellcasting under this optional rule.

Under the spellcasting rule, any character, no matter their role or type, can choose to learn a spell as a long-term benefit. After they learn one spell, they may learn more later if they wish, or just stick with the one.

First Spell

Any character can gain a spell by spending 3 XP and working with the GM to come up with an in-game story of how the PC learned it. Maybe they learned it as a child from their parent and practiced it enough to actually do it; perhaps they spent a month hiding in a wizard’s library reading; it could be that they found a weird magical amulet that imbues them with the spell; and so on.

Next, choose one low-tier ability from the Abilities chapter. If the GM agrees it is appropriate, the character gains that ability as their spell, with a few caveats. The spell can’t be used like a normal ability gained through a PC’s type or focus. Instead, a character must either use a recovery roll or spend many minutes or longer evoking their spell, in addition to paying its Pool cost (if any).

Using a Recovery Roll to Cast a Spell: If the character uses a one-action, ten-minute, or one-hour recovery roll as part of the same action to cast the spell (including paying any Pool costs), they can use the ability as an action. This represents a significant mental and physical drain on the character, because the normal benefit of recovering points in a Pool is not gained.

Spending Time to Cast a Spell: If the character takes at least ten minutes chanting, mumbling occult phonemes, concentrating deeply, or otherwise using all their actions, they can cast a low-tier spell (if they also pay any Pool costs). An hour is required to cast mid-tier spells. Ten hours are required to cast a high-tier spell.

More Spells

Once a character has learned at least one spell, they can opt to learn additional spells later. Each time, they must spend an additional 3 XP and work with the GM to come up with an in-game story of how the character’s magical learning has progressed.

Two additional rules for learning additional spells apply:

First, a character must be at least tier 3 and have previously gained one low-tier spell before they can learn a mid-tier spell.

Second, a character must be at least tier 5 and have previously gained one mid-tier spell before they can learn a high-tier spell.

Otherwise, gaining and casting additional spells are as described for the character’s first spell.

Wizards and the Optional Spellcasting Rule

Wizards (usually Adepts) and characters with explicit spellcasting foci like Masters Spells, Channels Divine Blessings, Speaks for the Land, and possibly others are also considered to be spellcasters, and moreover, specialized ones. Their spells—abilities provided by their type or focus—are used simply by paying their Pool costs. Extra time or physical effort isn’t required to cast them. That’s because, in the parlance of the fantasy genre, these spells are considered to be “prepared.”

But specialized casters can also use the optional spellcasting rule to expand their magic further. They can learn additional spells via the optional spellcasting rule just like other characters, with the same limitations.

Optionally, specialized casters who record their arcane knowledge in a spellbook (or something similar) gain one additional benefit. The spellbook is a compilation of spells, formulas, and notes that grants the specialized caster more flexibility than those who’ve simply learned a spell or two. With a spellbook, a PC can replace up to three prepared spells with three other spells they’ve learned of the same tier. To do so, they must spend at least one uninterrupted hour studying their spellbook. Usually, this is something that requires a fresh mind, and must be done soon after a ten-hour recovery.

For instance, if a wizard exchanges Ward (an ability gained from their type) with Telekinesis (an ability gained from the optional spellcasting rule), from now on the character can cast Ward only by spending time or using a recovery roll (as well as spending Pool points). On the other hand, they can use Telekinesis normally, because now it’s prepared. Later, the wizard could spend the time studying to change out their prepared spells with others they’ve learned using the optional spellcasting rule.

A PC might choose the 4 XP character advancement option to select a new type-based ability from their tier or alower tier. If so, the ability gained doesn’t count as a spell, and the spellcasting rule limitations do not apply to the ability so gained. If the PC is a wizard and uses the 4 XP character advancement option, treat the ability as one more prepared spell.

Note: Foundry VTT Usage

To use spells in Foundry VTT, sort abilities as spells in the settings of the item sheet. Note how many abilities are prepared spells (i.e., how many are learned as type or focus abilities). Archive all unprepared spells, so that the number of active items equals the number of prepared spells. When the PC exchanges one of their prepared spells, unarchive the one that is now prepared and archive another one of the same tier.

You can use your prepared spells just like any other ability of your type or focus. Unprepared spells (i.e., archived spells) use the rules above.

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The modern setting is easy because it’s just the real world, right? Well, yes and no. It’s easy for players to understand the context of a modern setting. They know the default assumptions—cities, cars, cell phones, the internet, and so on. It’s also easier for some players to get into character, because their character could be someone they might very well pass on the street. It can be easier to wrap your mind around a history professor than a thousand-year-old elf wizard. These things make it easier on the GM as well.

But for the same reason, it’s not easy. The setting is the real world we all know, so it’s easy to get facts wrong or let them bog you down. What happens when you pull the fire alarm on the thirty-fifth floor of a major hotel in a large city? How fast do the authorities arrive? In truth, the facts aren’t as important as the story you’re creating, but some verisimilitude is nice.

Molding Characters for a Modern Game

If you’re trying to portray a psychic with a few basic powers, you might not want to use the Adept character type. Instead, choose a different type (perhaps a Speaker) and encourage foci such as Commands Mental Powers or Focuses Mind Over Matter. Some of the Adept’s powers might be too over the top for the genre.

Similarly, the technology flavor is probably too high-tech for a modern game. For someone with technical skills, use the skills and knowledge flavor instead.

Sometimes, the types might be more physical than is always desirable for a modern game, but that’s because the least physical type, the Adept, is often inappropriate for other reasons. The Calm descriptor is very good for such characters, not only granting them a great deal of skill and knowledge, but also reducing their physical capabilities.

Last, don’t forget foci such as Doesn’t Do Much or Would Rather Be Reading for “normal” characters who have useful skills but not much in the way of flashy abilities.

Suggested Types for a Modern Game

RoleType
Police officerExplorer with combat flavor
DetectiveExplorer with stealth flavor
SoldierWarrior
CriminalExplorer with stealth flavor
TeacherSpeaker
Professional (accountant, writer, etc.)Speaker with skills and knowledge flavor
Technical professionExplorer with skills and knowledge flavor
DilettanteSpeaker with skills and knowledge flavor
Doctor/NurseExplorer with skills and knowledge flavor
PoliticianSpeaker
LawyerSpeaker
ScholarExplorer with skills and knowledge flavor
SpySpeaker with stealth flavor
OccultistAdept
Mystic/PsychicAdept

Basic Creatures and NPCs for a Modern Game

@UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.WJgPGUcSUrR4Ssuu]{Businessperson} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.ZT13lzcl6dsvg8HX]{Cat} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.GNrvq56bsnlHgKeW]{Clerk} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.JZbErZ6hAgtHrgim]{Dog} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.vmvgLdR7JKdsukCW]{Dog, guard} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.61EndqAjZ2ZZZuS9]{Horse} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.qLFrfE0E9w6BcG48]{Rat} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.SpaQv9sL1VWlrkLS]{Worker}

Additional Modern Equipment

In a modern setting, the following items (and anything else appropriate to the real world) are usually available.

For an expanded listing of contemporary equipment, refer to the @UUID[Compendium.cyphersystem-compendium.cypher-journals.QhNXyjJC4BW5agrm.JournalEntryPage.YwC86IjNKFB5q7gx#equipment-listing]{Science Fiction Rulebook}. Some of the contemporary equipment has been updated in the Science Fiction Rulebook. The equipment in this chapter include these changes. For that reason, there are some differences from the printed Cypher System Rulebook. Those instances are noted with an asterisk (*).

Inexpensive Items

WeaponsNotes
@UUID[Compendium.cyphersystem-compendium.ammo.lYJndyNwkfb2sQz2]{Ammo (box of 50 rounds)}
@UUID[Compendium.cyphersystem-compendium.weapons-modern.ZuWPhhwirVzEtpcS]{Knife (simple)}Light weapon (won’t last long)
Other ItemsNotes
@UUID[Compendium.cyphersystem-compendium.equipment-modern.ss1cft2vMEWx4kJ4]{Duct tape roll}Useful and ubiquitous
@UUID[Compendium.cyphersystem-compendium.equipment-modern.p6V32aB5gkEFqitX]{Flashlight}
@UUID[Compendium.cyphersystem-compendium.equipment-modern.3jJNQk40gldOiD2z]{Padlock with keys}
@UUID[Compendium.cyphersystem-compendium.equipment-modern.XFf4M5XhGJb6snrS]{Trail rations (1 day)}

Moderately Priced Items

WeaponsNotes
@UUID[Compendium.cyphersystem-compendium.weapons-modern.EOke4Vi9vZv4U16N]{Hand grenade}Explosive weapon, inflicts 4 points of damage in immediate radius
@UUID[Compendium.cyphersystem-compendium.weapons-modern.DliC4uPK4vnuiN3w]{Hunting knife}Light weapon
@UUID[Compendium.cyphersystem-compendium.weapons-modern.7EItM0gT073fcCyx]{Machete}Medium weapon
@UUID[Compendium.cyphersystem-compendium.weapons-modern.B5CSduGis9vKucKp]{Nightstick}Light weapon
ArmorNotes
@UUID[Compendium.cyphersystem-compendium.armor-modern.gwPnvp7McesS3NUR]{Leather jacket}Light armor
Other ItemsNotes
@UUID[Compendium.cyphersystem-compendium.equipment-modern.mbTBZG8Z968IxHq2]{Backpack}
@UUID[Compendium.cyphersystem-compendium.equipment-modern.ccm57mnk8bNmPWfQ]{Bag of heavy tools}
@UUID[Compendium.cyphersystem-compendium.equipment-modern.VYIqlo7RM9scywV5]{Bag of light tools}
@UUID[Compendium.cyphersystem-compendium.equipment-modern.VjpaBgV1XxHEl7U7]{Binoculars}Asset for perception tasks at range
@UUID[Compendium.cyphersystem-compendium.equipment-modern.QQCRR8D4rroB36YC]{Bolt cutters}
@UUID[Compendium.cyphersystem-compendium.equipment-modern.UQalAy7SSl1QGgIk]{Cell phone}
@UUID[Compendium.cyphersystem-compendium.equipment-modern.PByrX3tmLVa85NeK]{Climbing gear}
@UUID[Compendium.cyphersystem-compendium.equipment-modern.UV1anGyX2QaGd8qX]{Crowbar}
@UUID[Compendium.cyphersystem-compendium.equipment-modern.LuGHnohquvbNoT9d]{Electric lantern}
@UUID[Compendium.cyphersystem-compendium.equipment-modern.fHdiS7JT9hjtjeb9]{First aid kit}Asset for healing tasks
@UUID[Compendium.cyphersystem-compendium.equipment-modern.98dhCNOFZ8TYBS1Y]{Handcuffs}
@UUID[Compendium.cyphersystem-compendium.equipment-modern.W40tEHGIcevTGDkt]{Rope}Nylon, 50 feet
@UUID[Compendium.cyphersystem-compendium.equipment-modern.iBpZVq4fM9mPDIDK]{Sleeping bag}
@UUID[Compendium.cyphersystem-compendium.equipment-modern.WOJ75BLfqqViZ57w]{Tent}

Expensive Items

WeaponsNotes
@UUID[Compendium.cyphersystem-compendium.weapons-modern.lbpcftYKyWKpoqoT]{Light handgun}Light weapon, short range
@UUID[Compendium.cyphersystem-compendium.weapons-modern.i8RP2vxMaoUgCNL1]{Medium handgun}Medium weapon, long range
@UUID[Compendium.cyphersystem-compendium.weapons-modern.WRluKrzzdF5wad4V]{Bow}Medium weapon, long range
@UUID[Compendium.cyphersystem-compendium.weapons-modern.dvZ57WEEzP575D6m]{Rifle}Medium weapon, long range
@UUID[Compendium.cyphersystem-compendium.weapons-modern.w4K2udLKOMjY53z1]{Shotgun}Heavy weapon, immediate range
ArmorNotes
@UUID[Compendium.cyphersystem-compendium.armor-modern.Tvvpp1L5F3sw3999]{Kevlar vest}Medium armor
Other ItemsNotes
@UUID[Compendium.cyphersystem-compendium.equipment-modern.Am5vYHXpCPsF3lrq]{Camera designed to be concealed}Transmits at long range
@UUID[Compendium.cyphersystem-compendium.equipment-modern.aGOQvKGxdPRVWq2F]{Microphone designed to be concealed}Transmits at long range
@UUID[Compendium.cyphersystem-compendium.equipment-modern.f0EYtw06E63173J1]{Cold weather camping gear}
@UUID[Compendium.cyphersystem-compendium.equipment-modern.1LbD5gLbLwY8QvPL]{Nightvision goggles}
@UUID[Compendium.cyphersystem-compendium.equipment-modern.13woD4sUoJbNy1au]{Scuba gear}
@UUID[Compendium.cyphersystem-compendium.equipment-modern.wpJd3cLska66OpcQ]{Smartphone}
@UUID[Compendium.cyphersystem-compendium.equipment-modern.CCHqv8dyuq7EGVHL]{Straightjacket}

Very Expensive Items

WeaponsNotes
@UUID[Compendium.cyphersystem-compendium.weapons-modern.TiBhD7UEqWItJVOc]{Heavy handgun}Heavy weapon, long range
@UUID[Compendium.cyphersystem-compendium.weapons-modern.6r112wF81Zs3yeNe]{Assault rifle}Heavy weapon, rapid-fire weapon, long range
@UUID[Compendium.cyphersystem-compendium.weapons-modern.wDV0Rbou4poxCdm1]{Heavy rifle}Heavy weapon, very long range
@UUID[Compendium.cyphersystem-compendium.weapons-modern.RCmDHR6H1lg9bRoV]{Submachine gun}Medium weapon, rapid-fire weapon, short range
ArmorNotes
@UUID[Compendium.cyphersystem-compendium.armor-modern.AqT96NV9XXl8iNye]{Lightweight body armor}Medium armor, encumbers as light armor
@UUID[Compendium.cyphersystem-compendium.armor-modern.tLUMEDBAJJH6sFAg]{Military body armor}Heavy armor
Other ItemsNotes
@UUID[Compendium.cyphersystem-compendium.equipment-modern.Kh6bhcajxt4cZDWH]{Disguise kit}Asset for disguise tasks
@UUID[Compendium.cyphersystem-compendium.vehicles.eqsiUjrg2EIrtiQj]{Used car}Level 3
@UUID[Compendium.cyphersystem-compendium.vehicles.ZYdj5EXY920kdcgr]{Small boat}Level 3

Exorbitant Items

Other ItemsNotes
@UUID[Compendium.cyphersystem-compendium.vehicles.hN3G2oNbOiKRfKMZ]{Large boat}Level 5
@UUID[Compendium.cyphersystem-compendium.vehicles.w4awO0Fz56obreUb]{Luxury car}Level 5
@UUID[Compendium.cyphersystem-compendium.vehicles.d5xp1l8px98GQIbQ]{Sports car}Level 6

Optional Rule: Handling PCs as Children

The regular character creation process makes fully competent, adult characters. To account for playing children, the GM could adopt this optional rule. First, the players make their characters normally, and then they apply the following adjustments to their PCs, as appropriate to their age category. You might also consider applying a tier cap of 3 to childhood adventure games with kids of up to thirteen years old, and a tier cap of 4 for childhood adventure games featuring PCs who are aged fourteen to seventeen.

Age 9 to 13

Slight: –4 to your Might Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.KY4e1Wo5NKh7TEiy]{Vulnerable}: Adults look out for you. You are trained in all pleasant social interactions with adults.

@UUID[Compendium.cyphersystem-compendium.inabilities.GhWikcOP1CAwpzZQ]{Inability}: Might-based tasks are hindered.

@UUID[Compendium.cyphersystem-compendium.inabilities.yl3vXIZfzudiVVqs]{Inability}: Tasks involving knowledge are hindered.

Age 14 to 17

Youthful: –2 to your Might Pool.

@UUID[Compendium.cyphersystem-compendium.inabilities.yl3vXIZfzudiVVqs]{Inability}: Tasks involving knowledge are hindered.

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For an expanded treatment of the science fiction genre, refer to the @UUID[Compendium.cyphersystem-compendium.cypher-journals.QhNXyjJC4BW5agrm]{Science Fiction Rulebook}. Some of the sci-fi equipment has been updated in the Science Fiction Rulebook. The equipment in this chapter include these changes. For that reason, there are some differences from the printed Cypher System Rulebook. Those instances are noted with an asterisk (*).

Science fiction is an incredibly broad category. It covers UFOs, space opera, near-future dystopias, otherworldly epics, hard science fiction, and everything in between. Even when compared to fantasy, science fiction is so wide that it almost isn’t a single genre at all. Truthfully, there’s not all that much to tie, say, The Time Machine by H. G. Wells with a dark cyberpunk story except for the technology involved, which is at a higher level than we possess or understand today. But even that part of science fiction is contentious. Should the science be purely that which obeys the laws of physics as we understand them today (often called hard science fiction), or is it more of an “anything goes” proposition? Is science we can’t explain really just magic?

For our purposes, we’ll treat fantastic science fiction as the default: aliens, spaceships that allow travel to other stars, energy weapons and shields, and so on. It’s a familiar setting to almost everyone interested in science fiction. That said, we’ve also got some additional guidance for hard science fiction, where what’s possible is more grounded in what we currently scientifically extrapolate. But your science fiction setting can be anything you can imagine.

Suggested Types for a Science Fiction Game

RoleType
SoldierWarrior
TechnicianExplorer with technology flavor
PilotExplorer with technology flavor
DiplomatSpeaker
DoctorSpeaker with skills and knowledge flavor
SpyExplorer with stealth flavor
ScientistExplorer with skills and knowledge flavor
PsionAdept
Psychic knightWarrior with magic flavor

Basic Creatures and NPCs for a Science Fiction Game

@UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.ckjeyJICRGhNlGgS]{Corporate drone} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.6TcU3jVH85UcUFIz]{Guard beast} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.urAFJXaUkWY2R1zj]{Innocuous rodent} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.vSvrg6g5VkP5MkeZ]{Physical laborer}

Additional Science Fiction Equipment

In a science fiction setting, the following items (and anything else appropriate to the setting) are usually available.

Inexpensive Items

WeaponsNotes
@UUID[Compendium.cyphersystem-compendium.ammo.1UGRE1k4ReUFAr34]{Energy pack (50 shots)}
@UUID[Compendium.cyphersystem-compendium.weapons-sci-fi.O3WVhoZQ8U8401yo]{Knife (simple)}Light weapon
Other ItemsNotes
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.kh1dzF6oaKZqzss6]{Flashlight}
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.LyUOH2V2zQqlIcgG]{Survival rations (1 day)}

Moderately Priced Items

WeaponsNotes
@UUID[Compendium.cyphersystem-compendium.weapons-sci-fi.2Fcz72cuTLrwjLy7]{Hunting knife}Light weapon
@UUID[Compendium.cyphersystem-compendium.weapons-sci-fi.H8InhgjpPnnVzmiV]{Machete}Medium weapon
@UUID[Compendium.cyphersystem-compendium.weapons-sci-fi.mVef0tRkNWbfz2VS]{Grenade (sonic)}Explosive weapon, inflicts 2 points of damage in immediate radius, plus Might defense roll or lose next turn
@UUID[Compendium.cyphersystem-compendium.weapons-sci-fi.PnvNFQbxuCHb874j]{Grenade (thermite)}*Explosive weapon, inflicts 6 points of damage in immediate radius
ArmorNotes
@UUID[Compendium.cyphersystem-compendium.armor-sci-fi.kzLQCncQ1cXzM456]{Leather jacket}Light armor
Other ItemsNotes
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.FALc1UkW90o9M0rr]{Backpack}
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.y8M3rmSzHUyKLdom]{Bag of heavy tools}
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.UuHnuXeI6iwIvgtf]{Bag of light tools}
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.kAzP990hVR1pQSYR]{Binoculars}Asset for perception tasks at range
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.0SBO3NnYx33dwomQ]{Breather}*Provides a day of breathable air
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.G50Jj9pfCytxzMJe]{Climbing gear}Asset for climbing tasks
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.4p14iIDm5SitvYiK]{Communicator}Planetary range
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.zE8nBEE8jVYswUT4]{Crowbar}
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.3kbeLDAUmwyYsPDj]{Environment tent}
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.a4crA7W9OQa3LCIn]{First aid kit}Asset for healing tasks
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.KpSlhPXtD1ysoREW]{Handcuffs}
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.2FgbXJjI9iBI7fk6]{Nightvision goggles}
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.CzM5OkaV23fUxHUi]{Portable lamp}
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.06uEHDipEwShEcun]{Rope}Nylon, 50 feet
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.hofNkVrnwjRHaopi]{Sleeping bag}

Expensive Items

WeaponsNotes
@UUID[Compendium.cyphersystem-compendium.weapons-sci-fi.cAh0sGKTyb8Vptej]{Light blaster}Light weapon, short range
@UUID[Compendium.cyphersystem-compendium.weapons-sci-fi.2Iusz99wevz9KSEV]{Medium blaster}Medium weapon, long range
@UUID[Compendium.cyphersystem-compendium.weapons-sci-fi.LDklLSixesdwgwj3]{Needler}Light weapon, long range
@UUID[Compendium.cyphersystem-compendium.weapons-sci-fi.PNDivijkZvlsUjbm]{Shotgun}Heavy weapon, immediate range
@UUID[Compendium.cyphersystem-compendium.weapons-sci-fi.qErMuZdwnHVPLCm7]{Stunstick}Medium weapon, inflicts no damage but human-sized or smaller target loses next action
ArmorNotes
@UUID[Compendium.cyphersystem-compendium.armor-sci-fi.BqiPzuCqRfn9yFrR]{Armored bodysuit}*Medium armor, encumbers as no armor
@UUID[Compendium.cyphersystem-compendium.armor-sci-fi.JrN6tyFoTYLtZc6s]{Lightweight body armor}*Heavy armor, encumbers as medium armor
Other ItemsNotes
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.qa9okeQfd3NTtmzD]{Camera designed to be concealed}Transmits at long range
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.r36W1oDLBXrXsu6G]{Microphone designed to be concealed}Transmits at long range
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.MtCq6owCDm7GG8Pw]{Environment suit}Provides 24 hours of atmosphere and +10 to Armor against extreme temperatures
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.LirhTzCUj7UFCfgB]{Wrist computer}Asset for most knowledge-based tasks

Very Expensive Items

WeaponsNotes
@UUID[Compendium.cyphersystem-compendium.weapons-sci-fi.7NCzo49o54a1vSy1]{Heavy blaster}Heavy weapon, long range
@UUID[Compendium.cyphersystem-compendium.weapons-sci-fi.7Cy8yASphzXHYlsJ]{Heavy blaster rifle}*Heavy weapon, very long range
@UUID[Compendium.cyphersystem-compendium.weapons-sci-fi.xjviCkv7gCoy1ZcV]{Pulse laser gun}Medium weapon, rapid-fire weapon, long range
ArmorNotes
@UUID[Compendium.cyphersystem-compendium.armor-sci-fi.Bujb0Cz7cVN6K9H3]{Battlesuit}*Heavy armor, also also grants the benefit of a @UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.g8xedO3WjADU8fBU]{deluxe space suit}
Other ItemsNotes
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.mGvzhwfcLOR8Aami]{Disguise kit}Asset for disguise tasks
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.fxntln2fSRKpMFyx]{Gravity regulator}Belt-mounted device that regulates gravity to 1G for wearer if within 0 G to 3 G conditions
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.MbgM9wBMTWCIXCqh]{Handheld scanner}Asset for identifying tasks
@UUID[Compendium.cyphersystem-compendium.vehicles.pTEJ1VrxrSVGteKY]{Hovercraft}Level 4
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.ZOz0Fit7uAvEjIPA]{Infiltrator}Asset for lockpicking tasks when used with electronic locks
@UUID[Compendium.cyphersystem-compendium.vehicles.vGpae1ESOw3hK4qY]{Jetpack}*Level 2
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.RpA2kZiwJAa7fRQM]{Stealthsuit}*Provides two assets for stealth tasks

Exorbitant Items

WeaponsNotes
@UUID[Compendium.cyphersystem-compendium.weapons-sci-fi.B0x6U0RnIp2EyEbV]{Blast cannon}10 points of damage, 500-foot (150 m) range, requires a tripod and two people to operate
ArmorNotes
@UUID[Compendium.cyphersystem-compendium.armor-sci-fi.LOwyfbM0bAlLrBc0]{Force field}*Not armor, offers +1 to Armor; once used, must be recharged for several hours
Other ItemsNotes
@UUID[Compendium.cyphersystem-compendium.vehicles.8CtlFUIKlZpteVG3]{Luxury hovercar}Level 5
@UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.0WiWAbNWXRypYxjh]{Robot servant}Level 3
@UUID[Compendium.cyphersystem-compendium.vehicles.rPjVFxfdapjErMwt]{Small spaceship}Level 4

Science Fiction Artifacts

Artifacts in a science fiction game can be strange relics from an unknown alien source or tech items that aren’t yet widely available. In a galactic setting, for example, it’s easy to imagine that innovations or specialized items might not have spread everywhere.

@UUID[Compendium.cyphersystem-compendium.artifacts-sci-fi.aV9zEHENEDgFu5r9]{Amber casement} @UUID[Compendium.cyphersystem-compendium.artifacts-sci-fi.BrWNyEr0tRbOkOW9]{Metabolism bud} @UUID[Compendium.cyphersystem-compendium.artifacts-sci-fi.dMU5JjdzGh2xYJHe]{Mind imager} @UUID[Compendium.cyphersystem-compendium.artifacts-sci-fi.HbWQ65yTcCT5kRZ9]{Psychic crystal} @UUID[Compendium.cyphersystem-compendium.artifacts-sci-fi.4sk825DOsE6oE9d3]{Repair sphere}

Starships

Here are a few sample starship types:

StarshipLevelCrewWeapon Systems
@UUID[Compendium.cyphersystem-compendium.starships.f14c7pV1Cc89BEgg]{Fighter}111
@UUID[Compendium.cyphersystem-compendium.starships.1QmIZUO93276WVip]{Interceptor}211
@UUID[Compendium.cyphersystem-compendium.starships.RsHhdbOFUEkKCJUW]{Freighter}3 (4 for defense)41
@UUID[Compendium.cyphersystem-compendium.starships.rrkSDY696W28w7T6]{Frigate}4204
@UUID[Compendium.cyphersystem-compendium.starships.2Cuo9MpDalEzoM6i]{Cruiser}4255
@UUID[Compendium.cyphersystem-compendium.starships.SbCnPYjsEaR4YeMr]{Battleship}101,00036

“Crew” indicates the minimum number of people needed to operate the ship. Many ships can carry more passengers. “Weapon Systems” indicates the maximum number of different enemies the ship can target at once—but only one attack per target in any circumstance.

Since it’s frighteningly easy to die in a space battle if your ship is destroyed, most ships have escape pods. Even fighter craft have ejection systems that put the pilot out into space in an environment suit. In other words, GMs should try to give PCs a way out of immediately dying if they get on the wrong end of a space battle.

Effects of Gravity

In a hard science fiction game, variable effects of gravity can’t be waved away by tech that simulates normal gravity on spacecraft, space stations, and other worlds. Instead, it’s an issue people must overcome.

Short-Term Microgravity Exposure: People new to low gravity might get space sickness. Newcomers must succeed on a difficulty 3 Might task or suffer mild nausea for about two to four days, during which time all their tasks are hindered. A few unlucky travelers (usually those who roll a 1 or otherwise face a GM intrusion) are almost completely incapacitated, and find all tasks hindered by three steps.

Long-Term Microgravity Exposure: Long-term exposure to microgravity environments without medical interventions degrades health. How long one spends in such conditions is directly relevant. The GM may assign long-term penalties to PCs if the situation warrants it, though the use of advanced space medicine, proper exercise, and recommended steroids and other hormones can avoid these complications.

Low Gravity: Weapons that rely on weight, such as all heavy weapons, inflict 2 fewer points of damage (dealing a minimum of 1 point). Short-range weapons can reach to long range, and long-range weapons can reach to very long range. Characters trained in low-gravity maneuvering ignore the damage penalty.

High Gravity: It’s hard to make effective attacks when the pull of gravity is very strong. Attacks (and all physical actions) made in high gravity are hindered. Ranges in high gravity are reduced by one category (very-long-range weapons reach only to long range, long-range weapons reach only to short range, and
short-range weapons reach only to immediate range). Characters trained in high-gravity maneuvering ignore the change in difficulty but not the range decreases.

Zero Gravity: It’s hard to maneuver in an environment without gravity. Attacks (and all physical actions) made in zero gravity are hindered. Short-range weapons can reach to long range, and long-range weapons can reach to very-long range.

Effects of Vacuum

Vacuum is lethal. There’s no air to breathe, and the lack of pressure causes havoc on an organic body. An unprotected character moves one step down the damage track each round. However, at the point where they should die, they instead fall unconscious and remain so for about a minute. If they are rescued during that time, they can be revived. If not, they die.

Traveling the Solar System and Orbital Mechanics

In a hard science fiction setting, you might be interested in evoking the reality of travel times between colonies on planets and moons in the solar system. Even so, plotting a course between locations in the solar system isn’t simple, because everything is always moving with respect to everything else. You could determine exactly how long a trip would take with some internet research. Or you could just evoke the effect of orbital mechanics and varying accelerations on interplanetary travel. Use the Interplanetary Travel Table to do so. For a trip between locations not directly compared, add up the destinations in between. The travel times assume a nuclear plasma engine of a kind already being tested today (but better), a steady thrust toward the destination, and an equally long and steady braking thrust over the last half of the trip before orbit insertion. Such propulsion systems can change velocity and sustain thrust for days at a time, which reduces bone loss, muscle atrophy, and other long-term effects of low gravity.

Regardless, the travel times between distant locations bring home one thing: space is big and lonely.

Interplanetary Travel

OriginDestination

Travel Time Using Nuclear Plasma Engine

Earth/MoonMars20 + 1d20 days
MarsAsteroid belt30 + 1d20 days
Asteroid beltJupiter and its moons30 + 1d20 days
JupiterSaturn and its moons60 + 1d20 days
SaturnUranus90 + 1d20 days

Science Fiction Species Descriptors

In a science fiction setting, some GMs may want to offer alien species or androids, who are mechanically different from humans, as options for player characters. This can be accomplished by using descriptors. Two examples are below.

Artificially Intelligent

You are a machine—not just a sentient machine, but a sapient one. Your awareness might make you an exception, or there may be many like you, depending on the setting.

Artificially intelligent characters have machine minds of one type or another. This can involve an advanced computer brain, but it could also be a liquid computer, a quantum computer, or a network of smart dust particles creating an ambient intelligence. You might even have been an organic creature whose mind was uploaded into a machine.

Your body, of course, is also a machine. Most people refer to you as a robot or an android, although you know neither term describes you very well, as you are as free-willed and free-thinking as they are.

You gain the following characteristics:

Superintelligent: +4 to your Intellect Pool.

Artificial Body: +3 to your Might Pool and your Speed Pool.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.dj8fjpgMOatRRWFZ]{Shell}: +1 to Armor.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.j6odWezQciXppynQ]{Limited Recovery}: Resting restores points only to your Intellect Pool, not to your Might Pool or your Speed Pool.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.63ZJmNraEqS6lzdp]{Mechanics, Not Medicines}: Conventional healing methods, including the vast majority of restorative devices and medicines, do not restore points to any of your Pools. You can recover points to your Intellect Pool only by resting, and you can recover points to your Speed and Might Pools only through repair. The difficulty of the repair task is equal to the number of points of damage sustained, to a maximum of 10. Repairing your Might and Speed Pools are always two different tasks.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.71sJhRICcDy0WjiA]{Machine Vulnerabilities and Invulnerabilities}: Damaging effects and other threats that rely on an organic system—poison, disease, cell disruption, and so on—have no effect on you. Neither do beneficial drugs or other effects. Conversely, things that normally affect only inorganic or inanimate objects can affect you, as can effects that disrupt machines.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.nXs4KTo14JKXZN8f]{Uncanny Valley}: You have a hard time relating to organic beings, and they don’t react well to you. All positive interaction tasks with such beings are hindered by two steps.

Quintar

You are a quintar from the planet Quint. You are basically humanoid but taller, thinner, and blue skinned. Your hands end in three very long fingers. Quintar have five genders, but all quintar prefer to be addressed as female when communicating with more binary species. Human emotions and sexuality fascinate them, but not because they don’t have such concepts—quintar emotions and sexuality are just very different from those of humans. In general, quintar are more cerebral than other species, valuing knowledge over all else.

Quint is relatively Earthlike, with slightly less gravity but a slightly denser atmosphere.

You gain the following characteristics:

Cerebral: +4 to your Intellect Pool.

Skill: You are trained in one type of knowledge task of your choice.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.gmnozVrQsZBTxj9A]{Skill}: Quintar fascination with human behavior eases all interaction rolls (pleasant or not) with humans.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.4gFg0DiIdWm3w9ol]{Difficult Rest}: Quintar subtract 2 from all recovery rolls (minimum 1).

","markdown":""},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"ownership":{"default":-1},"flags":{}},{"sort":593750,"name":"Genre: Horror","type":"text","_id":"L90rsf6J1WHnk7rN","title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"

Although it’s very likely a subset of the modern genre, horror as a genre gets special treatment. Unlike the other genres, horror doesn’t necessarily suggest a setting. Any setting can be horrific. Horror is more of a style. An approach. A mood.

You could easily have horror in other times and settings, but for our purposes, we’ll deal with a default setting in the modern day. The PCs are probably normal people, not secret agents or special investigators (although being a part of a secret agency that deals with monsters in the shadows could make for a fine horror game).

Suggested types and additional equipment for a horror setting are the same as in a modern setting.

Consent

Horror games allow us to explore some pretty dark topics from the safety of our own game tables. But before you do that, make sure everyone around your table is okay with that. Find out what your players will find “good uncomfortable,” which is something that makes us squirm in our seats in a great horror movie, and “bad uncomfortable,” which is something that actually makes a player feel nauseated, unsafe, or offended. Being scared can be fun, but being sickened isn’t.

Consider the age and maturity of everyone in the game, perhaps in terms of the movie rating system. Tell the players what you think the game you’re running would be rated. If everyone’s okay with an R rating, then fine. You can have a spooky game that’s on the level of a kids’ movie rated G—more like Scooby-Doo than Saw, in other words. A PG rating might be right for a game that’s more creepy than horrific, with ghosts and spooky noises but not axe-wielding maniacs.

The different ratings suggest different kinds of content for your game. Finding a dead body is horrible, but watching someone get decapitated is something else entirely. Getting chased around by an alien that wants to eat you is one thing, but having it gestate and burst out of your own intestines is another. You need to know where the line is for everyone participating, and you need to know it right from the beginning.

For more information and advice on safe ways to address consent issues in your game, read the free Consent in Gaming PDF at myMCG.info/consent

Basic Creatures and NPCs for a Horror Game

@UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.WJgPGUcSUrR4Ssuu]{Businessperson} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.ZT13lzcl6dsvg8HX]{Cat} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.GNrvq56bsnlHgKeW]{Clerk} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.JZbErZ6hAgtHrgim]{Dog} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.5XdCwL3VyqhHBNqN]{Dog, vicious} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.N0XlAnno5dMItCmN]{Groundskeeper/caretaker} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.rvju0MPnEwNsg9Pr]{Man in Black} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.qLFrfE0E9w6BcG48]{Rat} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.T39Cl27TWeR8jVsZ]{Tarantula}

Horror Artifacts

Most of the time, a horror artifact will be something really weird—an ancient tome of forbidden necromancy, an alien device that humans can barely understand, and so forth. They are often unique items rather than one of a type. Horror artifacts should probably come with a risk, such as a built-in cost, a drawback, or something else that makes using them another way to heighten the tension of the game. Several examples are below.

@UUID[Compendium.cyphersystem-compendium.artifacts-horror.irCnETBwvUwp12PH]{Book of inversion} @UUID[Compendium.cyphersystem-compendium.artifacts-horror.WcrjZgKzg5VzkFVJ]{Shadow box} @UUID[Compendium.cyphersystem-compendium.artifacts-horror.sCTeJvOcviKd5GjN]{Sphere 23}

Optional Rule: Shock

When the PCs encounter something shocking, many times the most realistic response is to scream, stand in abject horror, or run. That might not be the smartest thing to do in the situation, but it’s genuine. What would your accountant do if they saw an axe-wielding maniac coming at them? Let’s face it, unless they truly steeled themselves with all their will, they’d probably scream and run.

When a PC encounters something horrific, utterly disgusting, dreadful, impossible, or otherwise shocking, call for an Intellect defense roll based on the level of the creature involved, or simply an appropriate level as decided by the GM (see the Shock Levels table). Failure might mean that for one round, the player loses control of the character, and the GM decides what the PC does next. This usually means that the character runs, screams, gibbers, stares slack-jawed, or just does nothing. However, GMs should welcome player input into this situation. The point is to portray that when we’re shocked, we don’t always react in the best way, the smartest way, or even the way we want to. Fear is a powerful thing.

Alternatively, failure on the Intellect defense roll might mean that the character suffers Intellect damage equal to the level of the defense task. This indicates an overall toll that numerous shocks and horrors can have on a person. You might have a situation where a character literally dies of fright.

Shock Levels

EventLevel
Something unexpected darts or jumps out1
Something suddenly moves just out of the corner of the eye2
A sudden loud noise (like a scream)2
Unexpectedly seeing a corpse2
Watching someone die3
Seeing something impossible (like an inanimate object sliding across the floor)4
Watching a friend die5
Seeing a monstrous creatureCreature level
Witnessing something supernatural (like a spell)5
Seeing something mind-bending (like an impossible, multidimensional demigod coalescing out of thin air)8

Optional Rule: Horror Mode

For horror games, GMs can implement a rule called Horror Mode. The idea is to create a feeling of escalating dread and menace by changing one die roll mechanic. In the game, things begin as normal. The PCs interact with each other and the NPCs, investigate, research, travel, and so on. But when they enter the haunted house, the serial killer gets close, the elder things beneath the earth awaken, or whatever horrific situation planned by the GM begins, things change. At this time, the GM announces that the game has gone into Horror Mode.

This is a key for the players (not the characters) to recognize that things are getting bad. It’s the RPG equivalent of spooky music beginning to play in a horror film. While in Horror Mode, the rules for GM intrusions governed by die rolls change. Normally this happens only on a roll of 1, but when Horror Mode starts, it becomes a roll of 1 or 2. And then it escalates. As time passes, GM intrusions happen on a roll of 1 to 3, then a roll of 1 to 4, and so on. This potentially means that a die roll in Horror Mode can indicate success in a task and still trigger a GM intrusion.

As the intrusion range changes with each escalation, the GM should announce this to the players. The feeling of rising tension should be dramatic and overt.

Escalation Rate

ActivityIntrusion Range Increases by 1
Exploring a large areaEvery time a new intrusion is indicated by a die roll
ExploringEvery ten minutes or every time a new intrusion is indicated by a die roll
CombatEach round

For example, while the PCs are exploring a dark swamp (a large area), the game goes into Horror Mode and intrusions are indicated on a 1 or 2. During this exploration, one of the players rolls a 2. Not only is there an intrusion, but now the range escalates to 1, 2, or 3. The character is almost dragged into a spot of quicksand-like muck. Then the PCs find an old abandoned house in the middle of the swamp. They enter, and now the escalation rate goes up if they roll a 1, 2, or 3, or every ten minutes that passes in the game. They explore the house for twenty minutes (escalating intrusions to 1 to 5), and during the investigation of the kitchen, someone rolls a 3, triggering an intrusion. A cabinet opens mysteriously and a strangely carved clay pot falls, striking the character. This also escalates the intrusion rate, so they now occur on a roll of 1 to 6. When the PCs reach the attic, they encounter the dreaded swamp slayer, a half man, half beast that thrives on blood. It attacks, and now the range goes up during each round of combat. After four rounds of fighting, intrusions happen on a roll of 1 to 10—half the time. Things are getting dicey, and they’re only going to get worse.

When the GM announces that Horror Mode has ended, the GM intrusion rate goes back to normal, happening only on a roll of 1 or when the GM awards XP.

Horror Mode is a very “meta” rule. It gives players knowledge that their characters don’t have. This is similar to how the viewers of a horror movie or readers of a horror story often know more than the characters on the screen or page. It heightens the tension. Players can express the start of Horror Mode by having their characters talk about goosebumps or a feeling of being watched, but this is not necessary.

Using GM Intrusions in Horror Mode

With the GM intrusions coming fast and furious toward the end of Horror Mode, it’s easy to run out of ideas. In combat, intrusions might just mean that the monster or villain gets a surprise extra attack or inflicts more damage. Perhaps a PC is thrown to the ground or nearer to the edge of a cliff. If the characters are running away, one might trip and fall. If the PCs are exploring, a bookcase topples, potentially hitting someone. Think of all the similar moments you’ve seen in horror films.

Sometimes, if the GM prefers, the GM intrusion can simply be something frightening, like a moan or a whisper. These aren’t dangerous to the PCs, but they escalate the tension and indicate that something bad is getting closer.

In fact, while in Horror Mode, GMs should mostly refrain from doing anything bad, ominous, or dangerous unless it’s an intrusion (either from a die roll or through the awarding of XP). In a horror game, GM intrusions are an indication that things are bad and getting worse, and whenever possible, the GM should allow the Horror Mode escalation to drive the action. This makes the GM more of a slave to the dice than in other Cypher System situations, but that’s okay.

Consider this example. The PCs have tracked something that is probably committing a series of horrific murders to an old factory. They enter the building to explore. The GM knows where the creature is hiding in the factory, but decides that it doesn’t become aware of the characters until an intrusion is indicated. The only clue the PCs have is a mysterious noise off in the darkness. The creature doesn’t move toward them until another GM intrusion occurs. Now they hear something dragging across the factory floor, coming closer. But it’s not until a third intrusion occurs that the creature lunges out from behind an old machine at the PC who rolled the die.

In some ways, the status quo doesn’t change until an intrusion happens. This could be seen as limiting the GM and the need for pacing, but remember that the GM can still have an intrusion occur anytime they desire, in addition to waiting for the low die rolls.

GMs may want to limit the number of intrusions to no more than one per round, no matter what the dice indicate, but that should be based on the situation.

Optional Rule: Madness

Having characters descend into madness is an interesting facet of some kinds of horror and can make long-term horror campaigns more interesting. The easiest way to portray blows to a character’s sanity is through Intellect damage. When PCs encounter something shocking, as described above, they always take Intellect damage. If they would normally move one step down the damage track due to the damage, they instead immediately regain points (equal to 1d6 + their tier) in their Intellect Pools but lose 1 point from their maximums in that Pool. Characters whose maximum Intellect Pools reach 0 go insane. They lose their current descriptor and adopt the Mad descriptor, regain 1d6 + tier points to their Intellect Pools, and gain +1 to their Intellect Edge. If they ever reach a permanent Intellect Pool maximum of 0 again, they go stark raving mad and are no longer playable.

Intellect Edge offers an interesting means to portray a character who is knowledgeable (and perhaps even powerful in terms of mental abilities) yet mentally fragile. A character with a low Intellect Pool but a high Intellect Edge can perform Intellect actions well (since Edge is very helpful) but is still vulnerable to Intellect damage (where Edge is of no help).

Since Cypher System games are meant to be story based, players should recognize that the degrading sanity of their character is part of the story. A player who feels that their character is going mad can talk to the GM, and the two of them can work out the means to portray that—perhaps by using the Mad descriptor, permanently trading up to 4 points from their Intellect Pool to gain +1 to their Intellect Edge, or anything else that seems appropriate. Mental disorders, manias, psychopathy, schizophrenia, or simple phobias can be added to a character’s traits, but they don’t need to be quantified in game statistics or die rolls. They’re simply part of the character.

Inabilities in personal interaction or any area requiring focus might be appropriate, perhaps allowing the PC to gain training in weird lore or forbidden knowledge. Or maybe the opposite is true—as the character’s mind slowly slips away, they become oddly compelled or can obsessively focus on a single task for indefinite periods, and thus they gain training in that topic or skill. These kinds of changes could be balanced with inabilities, such as being unable to remember important details.

As another way to represent madness, the GM could hinder Intellect-based tasks that would be considered routine, such as “remembering your friends and family” or “caring what happens to your best friend” or “stopping yourself from injecting a mysterious substance into your veins.” These routine tasks normally have a difficulty of 0, but for a PC who has lost their mind, they might have a difficulty of 1, 2, or even higher. Now the character must make rolls to do even those simple things.

","markdown":""},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"ownership":{"default":-1},"flags":{}},{"sort":596875,"name":"Genre: Romance","type":"text","_id":"pd2PrHViZ1edOZ7f","title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"

Like horror, romance doesn’t automatically suggest a setting. It is more of a mood, or more specifically an approach, to how the game is played. It suggests an emphasis, at least somewhat, on relationships, interactions, and connections.

Suggested types and additional equipment for a romance setting are the same as in a modern setting.

Consent and Boundaries

You must get consent to cover these topics in a game ahead of time—you don’t want to make people uncomfortable. Everyone involved also needs to learn everyone else’s boundaries. Someone might not want any part of a romance scene, while others are okay talking about emotional connections but not anything sexual.

Obviously, all of this is doubly important if age is a consideration. If there are younger players involved, romance probably shouldn’t go beyond a fairly chaste kiss. (You’ll find that kids are sometimes more open to romance in their games than adults, but only because their understanding of the topic is understandably pretty shallow. A kid player might declare that a character is their boyfriend, but it doesn’t mean much. And for some adults, that may be the way they want to approach the subject as well.)

Lastly, recognize that there needs to be a clear boundary between the story and real life. Two characters having a relationship has no impact on real-life feelings of the players. Two characters in a game might be in a relationship while each player is in a relationship in the real world with someone else. And maybe they’re gaming at the same table! If a player can’t distinguish between in-game flirtation or words of endearment and real-world feelings, they shouldn’t be in a romance-focused game.

For more information and advice on safe ways to address consent issues in your game, read the free Consent in Gaming PDF at myMCG.info/consent

The Check-In

It’s vital that the GM and the players all check in with each other to make sure everyone’s still comfortable with what’s going on in the game. This is particularly important to maintain the boundary between emotions expressed in the story and how people feel in real life.

Basic Creatures and NPCs for a Romance Game

@UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.wIO0w2fxcBU0vHae]{Distrustful relative} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.rmzRpUzfdXpAnzUu]{Jealous ex} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.E7xImJCLVWwiIDre]{Nosy neighbor} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.ktWhiHHoothgvjOv]{The unattainable}

Optional Rule: Infatuation

When a PC is near someone they are infatuated with, particularly in the early stages of that infatuation, they must make an Intellect defense roll with a difficulty determined by the GM based on the situation (not on the level of the subject of the infatuation). Failure might mean that the character does or says something awkward or embarrassing either in an attempt to impress or when trying to hide the infatuation. Or it could mean that for one round, the player loses control of the character, and the GM decides what the PC does next, such as risk their own safety to help an endangered character. However, GMs should welcome player input into this situation. The point is to portray that when we’re distracted by the powerful feelings (and hormones) related to infatuation, we don’t always react in the best way, the smartest way, or even the way we want to.

Infatuation can happen whether the PC is attracted to an NPC or a PC.

Optional Rule: Relationship Levels

When a PC first establishes a relationship with a character (PC or NPC), the GM should assign the relationship a level. If there’s no connection at all, there is no relationship (level 0). Otherwise, the starting relationship is probably level 1. In certain circumstances, a relationship might start at level 2, indicating a far stronger initial connection than usual.

As play progresses, the PC can attempt to improve the level of the relationship, indicating a strengthening of the bond between the two characters. The requirements to improve the relationship are twofold. First, some story-based action needs to be taken. This can be dates, gifts, a meaningful speech, a pledge of commitment, some amount of self-sacrifice, or whatever the GM and the player feel is appropriate to the story and the level of the relationship. This action might require the PC to succeed at specific tasks (with appropriate rolls). For example, writing a love poem will require an Intellect-based task, while helping to retrieve a loved one’s cat from a tree might require a Speed-based task.

Second, the player must make an Intellect-based roll with the desired level of relationship as the difficulty (modified as the GM sees fit).

A relationship can be improved only one level at a time, and the GM and the player should work out an appropriate time interval. For relationships of levels 5 and above, multiple story-based actions and multiple rolls are almost certainly required.

It’s possible for relationship levels to be lopsided, such that the relationship from the point of view of one person is a different level than from the point of view of the other. This should be used sparingly, because it makes things far more complicated. In the case of polyamory, it is possible to have more than two people in a relationship, but even in these situations the connection between any two individuals should have its own level.

Relationship levels can go down as well as up. Neglect, carelessness, inappropriate emotional displays, lies, infidelity, and bungled wooing attempts can all potentially lower a relationship level. This is entirely in the judgment of the GM, although a lowered relationship level is very likely an appropriate use of a GM intrusion.

Relationship levels indicate the strength of the bond and thus help dictate an NPC’s actions in regard to a PC. An NPC in a level 5 relationship probably will be more generous and forgiving toward the PC than if the relationship was level 3 or 4. An NPC in a level 6 relationship or higher would likely give their partner most anything, even maybe sacrificing their own well-being or their life for them. (And people in a higher-level relationship certainly would.) Likewise, a relationship level can influence a PC’s actions. An Intellect defense roll with a difficulty equal to the relationship level might be appropriate if the PC wants to act against the best interests of their loved one, or if they must keep their cool and act normally when their loved one is in danger.

You can use this optional system in any genre, for any type of relationship, even platonic ones. If desired, the relationship level a PC has with an authority figure, a contact, a relative, or anyone else can be measured, improved, and decreased just as it can with a romantic relationship.

Romantic Relationship Levels

LevelRelationship
1First meeting. Interest or curiosity.
2A sense of connection above the norm. Strong physical attraction.
3Affection and a bond that will last longer than a single encounter.
4Serious affection. Almost certainly physical affection.
5A profession of love.
6A serious long-term commitment.
7A lifelong commitment.
8Soul mates.
9A love affair for the ages.
10A bond that transcends time and space.

Platonic Relationship Levels

LevelRelationship
1First meeting. Interest or curiosity.
2A sense of connection above the norm.
3A memorable connection. Indications of a mutually beneficial relationship possible.
4Real friendship.
5Deep friendship.
6Relationship akin to that of a close sibling.
7A pledge of complete partnership.
8Platonic soul mates. Something akin to a life-debt.
9A friendship for the ages.
10A bond that transcends time and space.
","markdown":""},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"ownership":{"default":-1},"flags":{}},{"sort":598438,"name":"Genre: Superheroes","type":"text","_id":"tIyemzsYdcYDslG1","title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"

Like horror, the superhero genre is really a subset of the modern genre with extensive special considerations. In many ways, it might appear that the Cypher System is a strange fit for superheroes. But if you think about it, with foci like Bears a Halo of Fire and Wears a Sheen of Ice, the Cypher System makes all genres a little bit “superhero-ish.” Character sentences might look like the following:

And so on.

Suggested Types for a Superhero Game

RoleType
Strong heroWarrior
Brawler heroWarrior with stealth flavor
Gadget heroExplorer with technology flavor
PilotExplorer with technology flavor
CharmerSpeaker
LeaderSpeaker with combat flavor
Shadowy vigilanteExplorer with stealth flavor
Scientist heroExplorer with skills and knowledge flavor
Energy-wielding heroAdept with combat flavor
WizardAdept
MentalistAdept
Psychic ninjaWarrior with magic flavor

Basic Creatures and NPCs for a Superhero Game

@UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.IpjzD88QqIABcv7A]{Bystander} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.krnLLagONJBbj1tE]{Genetically enhanced bruiser} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.sWc8DryN22cKTJyj]{Ninja} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.YHRSNEgzJeBCrWnC]{Robot minion} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.VSQt1EzpNhIwvCyA]{Scientist} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.SpaQv9sL1VWlrkLS]{Worker}

Additional Superhero Equipment

Suggested additional equipment is the same as in a modern setting. Keep in mind, however, that for many heroes, “equipment” can be superfluous. Where do you stash the flashlight and rope when all you’re wearing is spandex tights?

Optional Rule: Power Shifts

Superheroes can do things that other people cannot. They throw cars, blast through brick walls, leap onto speeding trains, and cobble together interdimensional gateways in a few hours. It’s tempting to say that such characters are stronger, faster, or smarter, so they should have higher Might, Speed, or Intellect Pools. However, simply bumping up stat Pools or Edge doesn’t fully represent this dramatic increase in power. Instead, consider using an optional rule called power shifts.

Under this rule, all superhero characters get five power shifts. Power shifts are like permanent levels of Effort that are always active. They don’t count toward a character’s maximum Effort use (nor do they count as skills or assets). They simply ease tasks that fall into specific categories, which include (but are not necessarily limited to) the following.

@UUID[Compendium.cyphersystem-compendium.power-shifts.QDAvfL2Xor2gc3DB]{Accuracy} @UUID[Compendium.cyphersystem-compendium.power-shifts.gxmRI0Oi1qlp8tgv]{Dexterity} @UUID[Compendium.cyphersystem-compendium.power-shifts.ge5eQ2UKcF71jfL5]{Healing} @UUID[Compendium.cyphersystem-compendium.power-shifts.RvPjtLHq2svYfhK8]{Intelligence} @UUID[Compendium.cyphersystem-compendium.power-shifts.ZcogTb12JEcKd8WK]{Power} @UUID[Compendium.cyphersystem-compendium.power-shifts.ClwsF2GBoWlGR9To]{Resilience} @UUID[Compendium.cyphersystem-compendium.power-shifts.qbOvGJVLVkDUC49X]{Single Attack} @UUID[Compendium.cyphersystem-compendium.power-shifts.uQLh67ISIUJ4O3bC]{Strength}

Each shift eases the task (except for shifts that affect damage or Armor, as specified in the list above). Applying 2 shifts eases the task by two steps, and applying 3 shifts eases the task by three steps.

A character assigns their five power shifts as desired, but most characters should not be allowed to assign more than three to any one category. Once the shifts are assigned, they should not change.

For example, a superstrong character might put three of their shifts into strength and the other two into resilience. Whenever they lift something heavy, smash through a wall, or throw an object, they ease the task by three steps before applying Effort, skill, or assets. Thus, all difficulties from 0 to 3 are routine for them. They smash through level 3 doors as if they don’t exist. As another example, a masked vigilante character with a utility belt full of gadgets and great acrobatic skills might put two shifts in dexterity, one in accuracy, one in intelligence, and one in healing. They’re not actually superpowered, just tough and well trained.

Some GMs will want to allow PCs to increase their power shifts. Having a character spend 10 XP to do so would probably be appropriate. Other GMs will want to run superhero games with PCs of greater or lesser power (cosmic-level heroes or street-level heroes, perhaps). In such cases, more or fewer power shifts should be granted to the PCs at the game’s start.

Superpowered NPCs and Power Shifts

NPC superheroes and villains get power shifts, too. Most of the time, this adds to their level. For example, Blast Star is a level 5 fiery villain who has three power shifts. When she blasts through a level 7 iron security door, she does so easily because in this circumstance, she’s actually level 8.

Sometimes, NPC power shifts make things harder for the PCs. For example, Fleetfoot the level 4 speedster puts all three of her shifts in dexterity. When she runs past a character who tries to grab her, the difficulty to do so is increased by three steps to 7.

Typical NPC supers get three power shifts. Exceptional ones usually have five.

Really Impossible Tasks

In superhero games, due to conventions of the genre, difficulty caps at 15 instead of 10. Difficulty 10 is labeled “impossible,” but that label is for regular folks. For superpowered characters, “impossible” means something different, thanks to power shifts.

Think of each difficulty above 10 as being one more step beyond impossible. Although a GM in another genre would say there’s no chance that a character could leap 100 feet (30 m) from one rooftop to another, in a superhero game, that might just be difficulty 11. Picking up a city bus isn’t something normal characters could do, but for a strong superhero, it might be difficulty 12.

In theory, NPCs in such a game can go up to level 15 as well. Levels above 10 represent opponents that only a superhero would consider taking on: a robot that’s 1,000 feet (300 m) tall (level 11); Galashal, Empress of Twelve Dimensions (level 14); or a space monster the size of the moon (level 15).

Superhero Artifacts

Supervillains build doomsday devices. Ancient artifacts present a threat to all humanity if in the wrong hands. Weird machines from alien dimensions offer solutions to unsolvable problems. Artifacts are an important part of superhero stories. A few examples are below.

@UUID[Compendium.cyphersystem-compendium.artifacts-superhero.2ENNMqilV1qoB35e]{Doctor Dread’s time portal} @UUID[Compendium.cyphersystem-compendium.artifacts-superhero.AvddNOp9tUWCqGOp]{Serum X} @UUID[Compendium.cyphersystem-compendium.artifacts-superhero.JYcfxA5RcffTX3Wl]{Stellarex crystal}

","markdown":""},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"ownership":{"default":-1},"flags":{}},{"sort":599219,"name":"Genre: Post-Apocalyptic","type":"text","_id":"ARG20fxwzr0OBZjH","title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"

Post-apocalyptic literature, movies, and games are a subgenre of science fiction that focuses on the dystopia that follows the fall of civilization. Strictly speaking, post-apocalyptic stories take place after the end of the world. At least, the end of the world for most people. Players take the role of the survivors (or their descendants) trying to persevere in the face of immense hardship. Popular post-apocalyptic scenarios include those set after nuclear war, in the aftermath of a zombie plague, in the months and years following an alien invasion, or after the environment collapses in the face of human overpopulation. Other ways the world could end include a massive meteorite strike, the long-awaited robot uprising, a powerful solar flare that burns out the world’s power grids and communications, or even something as prosaic as a global disease pandemic.

Suggested Types for a Post-Apocalyptic Game

RoleType
SurvivorExplorer with stealth flavor
HeavyWarrior
DealerSpeaker
TraderSpeaker with skills flavor
SageExplorer with knowledge flavor
EvolvedAdept

Basic Creatures and NPCs for a Post-Apocalyptic Game

@UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.31W9R0HQhQT0ic3A]{Crazy loner} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.6L693DIk5jmQu2Py]{Gamma snake} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.urAFJXaUkWY2R1zj]{Innocuous rodent} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.uCMNBacwXfuThw65]{Mongrel dog} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.WGftLKpoTVDfIKw2]{Survivor, sickened} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.GgfdjyikafYtuyTK]{Survivor, typical}

Additional Post-Apocalyptic Equipment

In a post-apocalyptic setting, the items on the Additional Modern Equipment table as well as the following items might be available in trade from other survivors, or in the rare trade town.

Inexpensive Items

WeaponsNotes
@UUID[Compendium.cyphersystem-compendium.weapons-post-apocalyptic.7M8uEI7cKT0UztUy]{Knife}Light weapon, rusty and worn
@UUID[Compendium.cyphersystem-compendium.weapons-post-apocalyptic.VJicMhUlVImuwl4N]{Light weapon}Light weapon (won’t last long)
@UUID[Compendium.cyphersystem-compendium.weapons-post-apocalyptic.erpmmOJulN96Afgr]{Wooden club}Light weapon
ArmorNotes
@UUID[Compendium.cyphersystem-compendium.armor-post-apocalyptic.WnIcqsOLyuyQKSpZ]{Animal hide}Light armor
@UUID[Compendium.cyphersystem-compendium.armor-post-apocalyptic.Hv5mU9dKhfQJA76Q]{Light armor}Light armor, smell hinders stealth tasks
Other ItemsNotes
@UUID[Compendium.cyphersystem-compendium.equipment-post-apocalyptic.dmnJTSnJv4ZqQmVg]{Candle}
@UUID[Compendium.cyphersystem-compendium.equipment-post-apocalyptic.cY37Ff6ca1bxDXtp]{Plastic bag}Useful and ubiquitous (won’t last long)

Moderately Priced Items

WeaponsNotes
@UUID[Compendium.cyphersystem-compendium.weapons-post-apocalyptic.PasipD1tIBSjGd9h]{Handaxe}Light weapon
@UUID[Compendium.cyphersystem-compendium.weapons-post-apocalyptic.Z2P8uHd0D7sdFFNx]{Knife, multipurpose}Light weapon, asset to small repair tasks
Other ItemsNotes
@UUID[Compendium.cyphersystem-compendium.equipment-post-apocalyptic.g7ZsP8QRo5xMCDTc]{Gas mask}Breathable air for four hours
@UUID[Compendium.cyphersystem-compendium.equipment-post-apocalyptic.GAclXwNftLTjeFAf]{Padlock with keys}
@UUID[Compendium.cyphersystem-compendium.equipment-post-apocalyptic.0vFrABenylbBi3yw]{Portable lamp, solar}

Expensive Items

Other ItemsNotes
@UUID[Compendium.cyphersystem-compendium.equipment-post-apocalyptic.1j2c4v8TaLTVzmcZ]{Radiation detector}
@UUID[Compendium.cyphersystem-compendium.equipment-post-apocalyptic.cGUAvAFO5b83snP2]{Nightvision goggles}
@UUID[Compendium.cyphersystem-compendium.equipment-post-apocalyptic.862NWqhznbgLC5AG]{Radiation tent}Prevents radiation damage for three days
@UUID[Compendium.cyphersystem-compendium.equipment-post-apocalyptic.s23m8lRUYCXNthKZ]{Radiation pill (pack of 5)}Asset for defense tasks against radiation effects for twelve hours

Scavenging

Characters in a post-apocalyptic setting must usually spend part of each day scavenging for supplies or a place of safety.

Food and Shelter: Generally speaking, characters must spend two to four hours searching through the rubble and ruins before succeeding. Finding enough food for a group of characters to eat for one day is a difficulty 5 Intellect task. Finding a place of relative safety to regroup and rest is also difficulty 5. Characters who succeed on either one of these also get to roll up to once each day on the Useful Stuff table and three times on the Junk table.

Found food often takes the form of canned, processed, dried, or otherwise preserved goods from before the apocalypse, but sometimes it includes fresh fruits and vegetables found growing wild or cultivated by other survivors. Safe places to hole up include homes, RVs, offices, apartments, or any location that can be secured and defended and isn’t radioactive, poisoned, or overrun with hostile creatures.

The difficulty of succeeding at finding food, water, and a safe place varies by location and by how many days the characters have already spent in one location. Each week the PCs spend at the same location hinders subsequent scavenging tasks and requires that they succeed on a new task to determine if the place they’re staying is still safe. The result of failing to find food and water is obvious. If the PCs fail at the task of finding (or keeping) a safe place, their presence is noticed by hostile forces, or they face a result from the Wasteland Threats table.

Useful Stuff: Food, water, and a safe place to rest are the most important finds, and are the basis of each scavenging task. But other obviously useful stuff is often found along with these basic requirements. When a group of characters successfully finds either food and water or a safe place, consult the Useful Stuff table up to once per day. If it’s the first day the PCs have searched in a particular area, each character might find something useful, but in succeeding days, a group normally gets only a single roll to find useful stuff.

Useful stuff also includes a “loot” entry. Loot includes collectible coins from before the apocalypse, such as silver dollars and gold eagles. It also includes jewelry and artwork that survived the disaster and related material that can be used as currency or barter when the characters find other survivors or arrive at a trade town.

Items found on the Useful Stuff table are generally expensive or exorbitant items (except for firearms, which start in the expensive category).

Junk: Characters who find food and water also find lots of junk. They are free to ignore that junk, but some PCs might have a use for what they find, especially those with the Scavenges focus. All characters gain up to three results on the Junk table each time they successfully scavenge for food or a safe place to stay. Sometimes junk can be fixed, but more often it can be disassembled and used as parts to create something else.

Useful Stuff

d100Item Found
01–10Tools (provide an asset to tasks related to repair and crafting)
11–20Medicine (provides an asset to one healing-related task)
21–25Binoculars
26–35

Chocolate bar or similarly sought-after candy or snack

36–45Textbook (provides an asset to a knowledge-related task)
46–50Coffee or tea
51–55Gun or rifle with ten shells or bullets
56–60Flashlight
61–65Loot
66–70Gasoline (2d6 × 10 gallons)
71–75Batteries
76–80Functioning vehicle (sedan, pickup, motorcycle, etc.)
81–85Generator
86–90MRE cache (food and water for six people for 1d6 weeks)
91–95Ammunition cache (100 shells or bullets for 1d6 different weapons)
96–97Helpful stranger (level 1d6 + 2, stays with the PCs for a week or two)
98–99Cypher (in addition to any other cyphers the GM awards)
00Artifact (in addition to any other artifacts the GM awards)

Junk

d6Item Found
1

Electronic junk (stereo, DVD/Blu-ray player, smartphone, electric fan, printer, router, etc.)

2Plastic junk (lawn furniture, baby seat, simple toys, inflatable pool, etc.)
3Dangerous junk (paint, rat poison, solvents, industrial chemicals, etc.)
4Metallic junk (car bodies, old playsets, grills, empty barrels, frying pan, etc.)
5Glass junk (vases, windows, bowls, decorative pieces, etc.)
6Textile junk (coats, pants, shirts, bathing suits, blankets, rugs, etc.)

Post-Apocalyptic Artifacts

Artifacts in a post-apocalyptic game include still-working technology from before the disaster that is not widely available, as well as cobbled-together pieces of tech that can weaponize previously prosaic items. If the apocalypse was related to some kind of alien invasion, artifacts would include even stranger items.

@UUID[Compendium.cyphersystem-compendium.artifacts-post-apocalyptic.RCr7oVmh9Lhk9jHG]{Autodoc} @UUID[Compendium.cyphersystem-compendium.artifacts-post-apocalyptic.54P9fzXQjgpQT1gZ]{Enviroscanner} @UUID[Compendium.cyphersystem-compendium.artifacts-post-apocalyptic.xGGPXV5UufPD4m5F]{Military exoskeleton} @UUID[Compendium.cyphersystem-compendium.artifacts-post-apocalyptic.T82EmpHsb9cNyyPX]{Rocket fist} @UUID[Compendium.cyphersystem-compendium.artifacts-post-apocalyptic.rQg6ztpLMylwK5RB]{Rocket-propelled grenade} @UUID[Compendium.cyphersystem-compendium.artifacts-post-apocalyptic.lQDbPJOz1VYXe54s]{Terahertz scanner}

Post-Apocalyptic Species Descriptors

In a post-apocalyptic setting, some GMs may want to offer species affected by the disaster.

Morlock

You have lived your life deep underground in artificial bunkers, hidden from the world’s destruction and the brutal scavengers that live above. As a morlock, you have a keen mind for the technology salvaged from the before-time. In fact, every morlock comes of age by fitting a piece of morlock technology to its body to provide enhancement and extend its life. This means that you are part flesh and part machine. Your skin is as pale as milk, except where it’s been replaced with strips of metal and glowing circuits.

You gain the following characteristics:

Enhanced Intelligence: +2 to your Intellect Pool.

Cyborg Body: +2 to your Might Pool and your Speed Pool.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.Td605GMSP4TqfliK]{Partially Metallic}: +1 to Armor.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.2X7nKuAiBRfFgUiS]{Repair and Maintenance}: As an entity of living flesh and humming machinery, you must first succeed on a difficulty 2 repair task before making a recovery roll. On a failure, the recovery roll is not used; however, the normal rules for retrying apply, and you must use Effort on a new roll if you wish to try again. In addition to the normal options for using Effort, you can choose to use Effort to heal additional points to your Pools (each level of Effort healing an additional 2 points to your Pools if you succeed).

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.64yLvSVOIqtV8IvT]{Morlock Prejudice}: While among non-morlocks, all positive interaction tasks are hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. The PCs found you in a collapsed subterranean tunnel.

  2. The other PCs encountered you exploring underground, and you convinced them to allow you to accompany them.

  3. You were exiled from the morlock communities and needed help on the surface.

  4. The only way to save the morlock community you hail from is to venture to the surface and find a mechanical part needed to repair a failing ancient system.

Roach

You are born of a species of evolved insects once called “cockroach,” but that is far in the past. Radiation and forced evolution have radically increased your size, shape, and ability to think. Your exoskeleton mimics the shape of a human being, though not perfectly. When you move about human society, shadows and cloaks are your ally if you wish to pass unnoticed. When those of your kind are discovered, it usually goes poorly for someone. You, however, have a wandering spirit and seek to explore the fallen world and find a new way forward.

You gain the following characteristics:

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.vNOlLQDmc53SXZ0B]{Scuttler}: Your Speed Edge increases by 1.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.GsDnTWDfehGuhsQS]{Sense by Scent}: You can sense your environment even in total darkness.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.8OYU2L2128I1PE9m]{Cling}: You can move an immediate distance each round on walls or clinging to the ceiling.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.LD2sREknTpeCQErE]{Carapace}: +1 to Armor.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.gEBLiYb25Mpx65Eo]{Glide}: You can extend small wings from your carapace that grant an asset in jumping tasks and allow you to fall up to a short distance without taking damage.

@UUID[Compendium.cyphersystem-compendium.basic-skills.DraIKUQRw8KrnC4o]{Skill}: You are trained in disguise tasks.

@UUID[Compendium.cyphersystem-compendium.inabilities.PeQrx8tfHEDrOlW6]{Inability}: You are susceptible to disease and poison. Defense rolls against disease or poison are hindered.

@UUID[Compendium.cyphersystem-compendium.inabilities.P42u9vKoBQjOtUbE]{Inability}: You mimic a human, but you are not as fierce. Tasks involving combat— including attack and defense rolls—are hindered.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.soRZpGrbrjyyBHpW]{Insect Prejudice}: While among non-roaches, all positive interaction tasks are hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. The PCs didn’t realize what you were when they asked for your help.

  2. You’ve managed to hide your roach ancestry so well that everyone thinks you are like them.

  3. You are the last of your kind.

  4. You have a secret agenda, and the PCs were gullible enough to let you come along.

","markdown":""},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"ownership":{"default":-1},"flags":{}},{"sort":599610,"name":"Genre: Fairy Tale","type":"text","_id":"BW4rWFL1jsU98e0B","title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"

The genre of fairy tales is a wide one, crossing into almost every culture and encompassing everything from early oral stories passed down from generation to generation to the more modern literary fairy tale. What makes something a fairy tale? While there’s a great deal of discussion around that question, most have a number of things in common: a series of far-fetched events; fantastical beings such as talking animals, elves, goblins, mermaids, witches, and dragons; and objects that have magical elements.

One of the powers of a fairy tale—or a game set in a fairy tale-inspired setting—is its ability to create a sense of wonder and to evoke players’ imaginations while still allowing them to keep one foot in the known. The very settings themselves are both enchanted and somehow familiar, whether the characters are entering a magical woods, falling down a rabbit hole, or embarking on a voyage to Neverland. Those beasts and beings who stalk such places are equally wondrous, and offer fantastic starting points for any number of adventures.

To heighten the sense of wonder in a fairy tale adventure or campaign, a GM might consider presenting the game in a modern setting. In a modern setting, characters have regular jobs that don’t normally involve hunting goblins or helping talking fish solve puzzles. This means that when the moths take shape and become the cloak of a princess of summer come to beg a favor or steal a child, or the house grows legs and runs away one morning, the player characters will be rightfully amazed (and perhaps somewhat terrified).

Nature of Faerie

Faerie (also called by many other names) is a dimension of magic separate from but closely parallel to the mundane world. It doesn’t matter whether Faerie is just a collective term for thousands of separate curled-up dimensions hidden in corners, in closets, or at the center of forests, or it’s one continuous realm that overlaps the real world where it’s thinnest. It’s a place those with open hearts can find by following a way between tall trees (or looming library shelves) to a realm where everything is different. Where elves walk, nymphs dance, unicorns gallop, and both natural growths and built structures become vast and enchanting.

Humans don’t tend to do well in such a world if they stay too long, as the sensory input is hard on the nervous system. But fey creatures depend on it, like plants to the light. A fey creature too long cut off from its land of origin (or its stream, hill, or burrow) slowly becomes mortal and then dies.

When a fey creature is cut by silvered or cold iron weapons, they temporarily lose the sustaining benefit of their connection to Faerie. This severed connection usually disrupts a fey creature’s ability to heal. A silvered weapon is one that contains silver as part of an alloying process, has silver inlay, or has been coated in a dusting of silver powder (which usually lasts only through a single fight). In truth, many items in the modern era are cold-forged, while many others are not. We suggest that any hand-forged item containing iron could be considered a cold-forged weapon for harming fey creatures. Thus, most bullets and other modern items wouldn’t be treated as cold iron by this definition, but some would fit the bill.

Basic Creatures and NPCs for a Fairy Tale Game

Most fey creatures of level 2 or higher regain 1 point of health per round, unless wounded by silvered or cold iron weapons.

@UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.JULnmDMPODWwSgyT]{Angry ants} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.VK2Iv9hH0ITqmvV9]{Erlking} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.PS7RVxRlUxllwCky]{Faerie} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.ijRly8phWTeUIy8r]{Feral tree} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.UXvVjQMo4BRwi2Ef]{Nymph} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.BJOh1w5ZImYrdKuM]{Pixie} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.2v0CeAw0V9Hql9iL]{Razorblade butterflies} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.NVjNYB0ApximA7Kn]{Talking cat} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.LZB001qKeGrqUyMZ]{Troll}

Fairy Tale Artifacts

Artifacts in a fantasy setting and magic items in other games focused on fantasy would also be suitable for a fairy tale setting. However, every fairy tale artifact should come with a quirk that sets it apart from a simple “wand of fire” or similar item. Come up with your own or roll a quirk on the table below.

d10Quirk
1Is sometimes invisible.
2Cries like a baby if jostled.
3Becomes cold as ice to the touch and emits cold vapor when danger threatens.
4Contains a secret compartment that invariably holds a chunk of rock broken from what might be a strange jade sculpture.
5Also serves as a key to some magically locked doors and chests.
6Bites owner with tiny teeth if jostled, dealing 1 point of damage.
7Always muttering and complaining, though useful warnings and other information can sometimes be gained.
8Jealous of any other manifest cyphers, artifacts, or beautiful objects in the wielder’s life.
9The “painting” of a princess of summer on the object sometimes leaves it, robbing the artifact of power.
10Causes flowers to grow wherever it is stored or set down.
","markdown":""},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"ownership":{"default":-1},"flags":{}},{"sort":599805,"name":"Genre: Historical","type":"text","_id":"hdLllcWxZ4VdDhlr","title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"

Setting your campaign in World War 2, the Renaissance, or the 1930s can be fun and interesting. However, setting it in ancient Greece or feudal Japan, for example, probably makes it more like fantasy without all the orcs and magic (although a game set in feudal Japan with orcs and magic could be fascinating).

One of the draws of playing in a historical adventure is the thrill of “being there” when something important happens. Thus, in many cases, historical adventures in RPGs shouldn’t be designed as campaigns, but instead serve as short-term experiences where players try something new, or at least something they don’t normally do: play as figures involved in a momentous historical event.

Historical games should take cues from the closely related areas of historical fiction and historical re-enactment. The lessons of great historical fiction include the following.

The GM should anchor the characters with problems or conflicts that connect them to the chosen time period; make sure that PC backgrounds contain one relevant detail to the chosen historical setting.

The GM shouldn’t fall into the trap of assuming that history was drab just because it is often presented along with old paintings, drawings, or blurred black-and-white photographs. Dramatic events, surprising twists, and unexpected situations are just as likely in a historical adventure as in any other kind.

What’s the point of a historical adventure if there is no suspense? Sure, everyone knows what happens at the end of any given historical battle, but the stories of individuals within those fights are not known. Will they live? Will they succeed in their mission? And what are the consequences? Think of all the war movies that rely on that exact latitude to tell great stories.

Make sure you know when the campaign ends. Maybe it’s when the PCs successfully accomplish a specific task, but it might be externally timed to when a historical event takes place, whether they are attempting to offer aid, thwart it, or merely be aware of it as they attempt to do something that history hasn’t recorded.

Don’t create more than you need to. Be ready to tell the PCs what they see and who they encounter when they are introduced to a historical location or person, but don’t worry about things that they likely will never see. Yes, figure out what kind of currency is used, but making a super-accurate list of prices just isn’t necessary; the players will take your word for the cost of items and many other details. You’re evoking a historical setting with your game, not writing a book report.

Be wary about stereotypes and cultural misappropriation. History, as they say, is written by the victors. The ancient Greeks wrote that other cultures were all barbaric, and the European settlers called the natives in North America savages, but that doesn’t mean it’s true. If all you know about a time period is a movie set in that period, you’ll have a skewed version of events and culture. Be willing to go deeper than Braveheart or The Last Samurai, or maybe choose a different genre.

Running a Historical Game

Preparation is important in a historical game, and most of that entails choosing a historical period—or a specific historical event—as the setting. Given that all of history can serve, you won’t lack for resources. Below are a few possibilities. Of course, the farther back you set your game, the less information on specific events is available. On the other hand, that frees you up to get creative.

Once you choose the historical period and any special events you want to include in your adventure or campaign, direct your players to an appropriate set of foci. Alternately, you can have your players play as historically significant figures, but if you do this, you may want to create their characters ahead of time. Most GMs will probably want to save historically significant individuals for use as NPCs.

The players will need some kind of grounding in what to expect in the time period you’ve chosen. Just like they need an idea of what magic can do in a fantasy game, they will need a general idea of what kind of technology is available, the broad strokes of what their characters might know and not know, and so on. Maybe have them read a Wikipedia entry, at the very least.

If you’re looking for inspiration for time periods in which to set your historical game, here are some possible ideas: prehistory, classical antiquity, ancient Egypt, the American revolution, ancient China, World War II, Edo Period Japan, Medieval Europe, and the American Old West.

Suggested Types for a Historical Game

RoleType
Constable (or night watchman)Explorer with combat flavor
DetectiveExplorer with stealth flavor and skills and knowledge flavor
KnightWarrior
PirateExplorer with stealth flavor
TutorSpeaker
MerchantSpeaker with skills and knowledge flavor
SmithSpeaker with some warrior abilities and skills and knowledge flavor
PlaywrightSpeaker
NobleSpeaker with skills and knowledge flavor
ExplorerExplorer
PriestSpeaker

Basic Creatures and NPCs for a Historical Game

@UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.ZT13lzcl6dsvg8HX]{Cat} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.MwSOqh6IDnwKis8b]{Dodo} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.JZbErZ6hAgtHrgim]{Dog} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.vmvgLdR7JKdsukCW]{Dog, guard} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.61EndqAjZ2ZZZuS9]{Horse} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.8AhrSmfhARlAahxp]{Merchant} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.HKcVbxx1xGOpyVk4]{Noble} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.qLFrfE0E9w6BcG48]{Rat} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.Ax77ZEkAA3XJBPaA]{Serf} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.PXVS2kwvslh30lBB]{Snake, poisonous} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.vhGua32GarGCzLGv]{Warhorse}

Historical Artifacts

The concept of artifacts is probably inappropriate for a historical setting without some kind of supernatural, fantastical, or science fiction element. That said, objects of mystery such as the Antikythera mechanism (an ancient analog computer and orrery used to predict eclipses and other astronomical positions) reveal that the ancient world—and by extension more recent historical periods—contained fascinating and useful objects that were anachronistic for their period. Most such artifacts were likely the creations of philosophers, lone geniuses, and similar figures.

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This chapter describes many common and uncommon creatures that the characters might meet—and fight—in a Cypher System game and gives their stats. The variety of creatures that populate the possible settings and genres is so great that this chapter only scratches the surface. It does, however, provide examples of kinds of inhabitants—bestial and civilized, living and undead, organic and inorganic—so that you can easily extrapolate and create your own.

Understanding the Listings

Every creature is presented by name, followed by a standard template that includes the following categories.

Level: Like the difficulty of a task, each creature and NPC has a level attached to it. You use the level to determine the target number a PC must reach to attack or defend against the opponent. In each entry, the difficulty number for the creature or NPC is listed in parentheses after its level. As shown on the following table, the target number is three times the level.

LevelTarget Number
13
26
39
412
515
618
721
824
927
1030

Description: Following the name of the creature or NPC is a general description of its appearance, nature, intelligence, or background.

Motive: This entry is a way to help the GM understand what a creature or NPC wants. Every creature or person wants something, even if it’s just to be left alone.

Environment: This entry describes whether the creature tends to be solitary or travel in groups and what kind of terrain it inhabits (such as “They travel in packs through dry wastes and temperate lowlands”).

Health: A creature’s target number is usually also its health, which is the amount of damage it can sustain before it is dead or incapacitated. For easy reference, the entries always list a creature’s health, even when it’s the normal amount for a creature of its level.

Damage Inflicted: Generally, when creatures hit in combat, they inflict their level in damage regardless of the form of attack. Some inflict more or less or have a special modifier to damage. Intelligent NPCs often use weapons, but this is more a flavor issue than a mechanical one. In other words, it doesn’t matter if a level 3 foe uses a sword or claws—it deals the same damage if it hits. The entries always specify the amount of damage inflicted, even if it’s the normal amount for a creature of its level.

Armor: This is the creature’s Armor value. Sometimes the number represents physical armor, and other times it represents natural protection. This entry doesn’t appear in the game stats if a creature has no Armor.

Movement: Movement determines how far the creature can move in a single turn. Creatures have movements of immediate, short, long, or very long, which equate to the ranges of the same name. Most PCs have an effective movement of short, so if they are chasing (or being chased by) a creature with immediate movement, their Speed tasks are eased; if the creature’s movement is long or greater, the PCs’ Speed tasks are hindered.

Modifications: Use these default numbers when a creature’s information says to use a different target number. For example, a level 4 creature might say “defends as level 5,” which means PCs attacking it must roll a target number of 15 (for difficulty 5) instead of 12 (for difficulty 4). In special circumstances, some creatures have other modifications, but these are almost always specific to their level.

Combat: This entry gives advice on using the creature in combat, such as “This creature uses ambushes and hit-and-run tactics.” At the end of the combat listing, you’ll also find any special abilities, such as immunities, poisons, and healing skills. GMs should be logical about a creature’s reaction to a particular action or attack by a PC. For example, a mechanical creation is immune to normal diseases, a character can’t poison a being of energy (at least, not with a conventional poison), and so on.

Interaction: This entry gives advice on using the creature in interactions, such as “These creatures are willing to talk but respond poorly to threats,” or “This creature is an animal and acts like an animal.”

Use: This entry gives the GM suggestions for how to use the creature in a game session. It might provide general notes or specific adventure ideas.

Loot: This entry indicates what the PCs might gain if they take items from their fallen foes (or trade with or trick them). It doesn’t appear in the game stats if the creature has no loot.

GM Intrusion: This optional entry in the stats suggests a way to use GM intrusion in an encounter with the creature. It’s just one possible idea of many, and the GM is encouraged to come up with their own uses of the game mechanic.

Creatures

@UUID[Compendium.cyphersystem-compendium.creatures.GcRpFtcOQDpGvU4H]{Abomination} @UUID[Compendium.cyphersystem-compendium.creatures.17NSMk419kHRvwoP]{Chimera} @UUID[Compendium.cyphersystem-compendium.creatures.Ds2TiPhzGcBio6uy]{Chronophage} @UUID[Compendium.cyphersystem-compendium.creatures.6XzVLD44cRlhPIfO]{Deep one} @UUID[Compendium.cyphersystem-compendium.creatures.dEUcFhzvuB3ufhv5]{Deinonychus} @UUID[Compendium.cyphersystem-compendium.creatures.0NEyK7k8eNvN9oRt]{Demigod} @UUID[Compendium.cyphersystem-compendium.creatures.C2tRCVUtCl1OEb7M]{Demon} @UUID[Compendium.cyphersystem-compendium.creatures.Z4Y7VaCkpXbCZ2yy]{Devil} @UUID[Compendium.cyphersystem-compendium.creatures.D25NNlnriTPYwXvl]{Djinni} @UUID[Compendium.cyphersystem-compendium.creatures.huhkLDlDaru359Bf]{Dragon} @UUID[Compendium.cyphersystem-compendium.creatures.li1H57vGnKM9EY61]{Earth elemental} @UUID[Compendium.cyphersystem-compendium.creatures.WcxUomm2dqg2s2mU]{Enthraller} @UUID[Compendium.cyphersystem-compendium.creatures.p5ugVxzZFUe8r2To]{Fallen angel} @UUID[Compendium.cyphersystem-compendium.creatures.W7lOvxxSkcShe4Y9]{Fire elemental} @UUID[Compendium.cyphersystem-compendium.creatures.CbyPd1QoYjZGISN9]{Fusion hound} @UUID[Compendium.cyphersystem-compendium.creatures.02LotzBPq6hZTu2N]{Ghost} @UUID[Compendium.cyphersystem-compendium.creatures.92AH6pnL8Mknw6ok]{Ghoul} @UUID[Compendium.cyphersystem-compendium.creatures.gc0tYELtVAJRfFL6]{Giant} @UUID[Compendium.cyphersystem-compendium.creatures.U508Iiym5DOrLbCP]{Giant rat} @UUID[Compendium.cyphersystem-compendium.creatures.G1R1ESjuGxTJ7VwN]{Giant snake} @UUID[Compendium.cyphersystem-compendium.creatures.PlHlqDlwByGRX8T3]{Giant spider} @UUID[Compendium.cyphersystem-compendium.creatures.StSE44DNprZ4X4t8]{Goblin} @UUID[Compendium.cyphersystem-compendium.creatures.nBJ1PaZw7VugehNT]{Golem} @UUID[Compendium.cyphersystem-compendium.creatures.v5KdQP0xAVsoznyE]{Grey} @UUID[Compendium.cyphersystem-compendium.creatures.gDdZYUFdqZhmK3Oc]{Kaiju} @UUID[Compendium.cyphersystem-compendium.creatures.Iyx0QTRTuHLwr2g4]{Killer clown} @UUID[Compendium.cyphersystem-compendium.creatures.m9Hqr0shnpvRfgiF]{Killing white light} @UUID[Compendium.cyphersystem-compendium.creatures.EX0RBWZzdGetaDK9]{Mechanical soldier} @UUID[Compendium.cyphersystem-compendium.creatures.LkiVCVe5HhMi8Hc8]{Mi-go} @UUID[Compendium.cyphersystem-compendium.creatures.ZLDxtrbI1te50O1k]{Mokuren} @UUID[Compendium.cyphersystem-compendium.creatures.2BTNWIpNjjd696xa]{Nuppeppo} @UUID[Compendium.cyphersystem-compendium.creatures.Jo0ULIISkFpZDV85]{Ogre} @UUID[Compendium.cyphersystem-compendium.creatures.obJAuUihAMdRF9j2]{Orc} @UUID[Compendium.cyphersystem-compendium.creatures.KrHZmg9AKHxbGRnk]{Prince(ss) of summer} @UUID[Compendium.cyphersystem-compendium.creatures.axcyoROutmXNdzNk]{Puppet tree} @UUID[Compendium.cyphersystem-compendium.creatures.qT2StUmJ4FDfS2Ji]{Ravage bear} @UUID[Compendium.cyphersystem-compendium.creatures.n54pC87T2nULqbCJ]{Replicant} @UUID[Compendium.cyphersystem-compendium.creatures.qB1fv8beRDJG465z]{Shadow elf} @UUID[Compendium.cyphersystem-compendium.creatures.MQI4Poo9zZKrgKhc]{Skeleton} @UUID[Compendium.cyphersystem-compendium.creatures.nkAvknrgByU2kBSn]{Statue, animate} @UUID[Compendium.cyphersystem-compendium.creatures.E7LZFxUVnPeXLIgX]{Tyrannosaurus rex} @UUID[Compendium.cyphersystem-compendium.creatures.37pnRQFiOHt47hFP]{Vampire} @UUID[Compendium.cyphersystem-compendium.creatures.PIJ3eSbmYUGztjb1]{Vampire, transitional} @UUID[Compendium.cyphersystem-compendium.creatures.QFTQJ4Z4kmHVr23P]{Vat reject} @UUID[Compendium.cyphersystem-compendium.creatures.WsWJRqBjUW1WO1Wp]{Wardroid} @UUID[Compendium.cyphersystem-compendium.creatures.3jAoNYaS0CHUjkqS]{Werewolf} @UUID[Compendium.cyphersystem-compendium.creatures.2nv7KEvkNXsUOykU]{Witch} @UUID[Compendium.cyphersystem-compendium.creatures.Ziw2e08pt2Fc8vHz]{Xenoparasite} @UUID[Compendium.cyphersystem-compendium.creatures.dWvlzVDxmAUQxT7s]{Zombie}

Normal Animals

Unlike many creatures in this chapter, normal animals are simple and understandable enough to be encapsulated by just their level and maybe one or two other stats.

@UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.p7RwEbxxv74Xy0NP]{Bear, black} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.3NRZdgMZXVcEsqWl]{Bear, grizzly} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.JZbErZ6hAgtHrgim]{Dog} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.vmvgLdR7JKdsukCW]{Dog, guard} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.pNEII8Wup8xjZfuA]{Hawk} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.61EndqAjZ2ZZZuS9]{Horse} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.qLFrfE0E9w6BcG48]{Rat} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.RxtZyeRliCY3v9In]{Rattlesnake}

NPCs

The NPCs in this chapter are generic examples of nonplayer characters that can be used in many genres.

Reskinning NPCs: GMs will find that with a few tweaks, a guard can be a modern-day cop, a fantasy caravan guard, or a science fiction drone soldier. This is known as reskinning—making slight changes to existing stats to customize the NPC for your own game.

Health, Not Pools: Remember that NPCs don’t have stat Pools. Instead, they have a characteristic called health. When an NPC takes damage of any kind, the amount is subtracted from its health. Unless described otherwise, an NPC’s health is always equal to its target number. Some NPCs might have special reactions to or defenses against attacks that would normally deal Speed damage or Intellect damage, but unless the NPC’s description specifically explains this, assume that all damage is subtracted from the NPC’s health.

Appropriate Weapons: NPCs use weapons appropriate to their situation, which might be swords and crossbows, knives and shotguns, malefic psychic weapons, blasters and grenades, and so on.

@UUID[Compendium.cyphersystem-compendium.npcs.rnq3fP5XVmqEmZWG]{Assassin} @UUID[Compendium.cyphersystem-compendium.npcs.IXoOu0XGctC51WFn]{Cannibal} @UUID[Compendium.cyphersystem-compendium.npcs.jZT0TZAHaKkZ8kGv]{Crime boss} @UUID[Compendium.cyphersystem-compendium.npcs.17FhJIqwNpdkCE3Q]{Detective} @UUID[Compendium.cyphersystem-compendium.npcs.vamqtdZeooEZTvVA]{Guard} @UUID[Compendium.cyphersystem-compendium.npcs.mIkMohVYFvaiNwZB]{Occultist} @UUID[Compendium.cyphersystem-compendium.npcs.SMQHtX6tTqzNShpA]{Secret agent} @UUID[Compendium.cyphersystem-compendium.npcs.dxKy262U5XR9IQdV]{Thug} @UUID[Compendium.cyphersystem-compendium.npcs.T49YQrtaJRk1stLD]{Wizard, mighty}

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Cyphers are one-use abilities that characters gain over the course of play. They have cool powers that can heal, make attacks, ease or hinder task rolls, or (in a more supernatural and extreme example) produce effects such as nullifying gravity or turning something invisible.

Most cyphers aren’t physical objects—just something useful that happens right when you need it. They might be a burst of insight that allows a character to make a perfectly executed attack, a lucky guess when using a computer terminal, a coincidental distraction that gives you an advantage against an NPC, or a supernatural entity that makes things work out in your favor. In some games, cyphers come in the form of items, like magic potions or bits of alien technology.

Cyphers that don’t have a physical form are called subtle cyphers.

Cyphers that have a physical form are called manifest cyphers.

Regardless of their form, cyphers are single-use effects and are always consumed when used. Unless a cypher’s description says otherwise, it works only for the character who activates it. For example, a PC can’t use an enduring shield cypher on a friend.

Cyphers are a game mechanic designed for frequent discovery and use. PCs can have only a small number of cyphers at any given time, and since they’re always finding more, they’re encouraged to use them at a steady pace.

In theory, the cyphers gained by the PCs are determined randomly. However, the GM can allow PCs to acquire or find them intentionally as well. Cyphers are gained with such regularity that the PCs should feel that they can use them freely. There will always be more, and they’ll have different benefits. This means that in gameplay, cyphers are less like gear or treasure and more like character abilities that the players don’t choose. This leads to fun game moments where a player can say “Well, I’ve got an X that might help in this situation,” and X is always different. X might be an intuitive understanding of the local computer network, a favor from the Faerie Court, an explosive device, a short-range teleporter, or a force field. It might be a powerful magnet or a prayer that will cure disease. It could be anything. Cyphers keep the game fresh and interesting. Over time, characters can learn how to safely carry more and more cyphers at the same time, so cyphers really do seem more like abilities and less like gear.

“Carry” in this sense refers to both subtle cyphers and manifest cyphers, though a PC may not actually carry anything that physically represents the cypher. A character thrown into prison without their equipment might still have subtle cyphers.

Cyphers don’t have to be used to make room for new ones. For subtle cyphers, a character can just use an action to “lose” the cypher, freeing up space to “find” one later (once a subtle cypher is discarded this way, it is gone and can’t be recovered). For manifest cyphers, it’s perfectly acceptable for the PCs to stash one elsewhere for later use; of course, that doesn’t mean it will still be there when they return.

Why Cyphers?

Cyphers are (not surprisingly, based on the name) the heart of the Cypher System. This is because characters in this game have some abilities that rarely or never change and can always be counted on—pretty much like in all games—and they have some abilities that are ever-changing and inject a great deal of variability in play. They are the major reason why no Cypher System game session should ever be dull or feel just like the last session. This week your character can solve the problem by walking through walls, but last time it was because you could create an explosion that could level a city block.

The Cypher System, then, is one where PC abilities are fluid, with the GM and the players both having a role in their choice, their assignment, and their use. Although many things separate the game system from others, this aspect makes it unique, because cyphers recognize the importance and value of two things:

  1. “Treasure,” because character abilities make the game fun and exciting. In fact, in the early days of roleplaying, treasure (usually in the form of magic items found in dungeons) was really the only customization of characters that existed. One of the drives to go out and have adventures is so you can discover cool new things that help you when you go on even more adventures. This is true in many RPGs, but in the Cypher System, it’s built right into the game’s core.

  2. Letting the GM have a hand in determining PC abilities makes the game move more smoothly. Some GMs prefer to roll cyphers randomly, but some do not. For example, giving the PCs a cypher that will allow them to teleport far away might be a secret adventure seed placed by a forward-thinking GM. Because the GM has an idea of where the story is going, they can use cyphers to help guide the path. Alternatively, if the GM is open to it, they can give out cyphers that enable the characters to take a more proactive role (such as teleporting anywhere they want). Perhaps most important, they can do these things without worrying about the long-term ramifications of the ability. A device that lets you teleport multiple times might really mess up the game over the long term. But once? That’s just fun.

Cypher Limits

All characters have a maximum number of cyphers they can have at any one time, determined by their type. If a character ever attempts to carry more, random cyphers instantly disappear until the PC has a number of cyphers equal to their maximum (depending on the genre of the campaign, subtle cyphers may be more or less likely to vanish this way). These vanished cyphers are not recoverable.

Subtle Cyphers

Subtle (nonphysical) cyphers are a way to introduce cyphers into a game without overt “powered stuff”—no potions, alien crystals, or anything of that nature. They’re most useful, perhaps, in a modern or horror setting without obvious fantasy elements. Subtle cyphers are more like the inherent abilities PCs have, adding boosts to Edge, recovering points from Pools, coming up with ideas, and so on. In general, these are commonplace, non-supernatural effects—a subtle cypher wouldn’t create a laser beam or allow a character to walk through a wall. They don’t break the fragile bubble of believability in genres where flashy powers and abilities don’t make a lot of sense.

Subtle cyphers are particularly nice in a genre where the PCs are supposed to be normal people. The cyphers can simply be an expression of innate capabilities in characters that aren’t always dependable. And in many ways, that’s probably more realistic than an ability you can count on with certainty, because in real life, some days you can jump over a fence, and some days you just can’t.

Concepts for subtle cyphers include the following:

Good fortune: Once in a while, things just go your way. You’re in the right place at the right time.

Inspirations: Sometimes you get inspired to do something you’ve never done before and might not be able to do again. Call it adrenaline mixed with the right motivation, or just doing the right thing at the right place at the right time. Who can really define it? Life’s funny that way.

Alien concepts: Complex and utterly inhuman memes enter our world and worm their way into and out of human consciousness. When this happens, it can cause mental distress and disorientation. It can also grant impossible abilities and advantages.

Blessings: In a fantasy world, there are nine gods. Each morning, all intelligent residents of the world pray to one of the gods, and some of the faithful gain a divine blessing. Some people believe that praying to different gods gives you different blessings.

Earworms: You know how some songs pop into your head and just won’t leave? There’s a power to those songs, and the right people know how to harness it. Make the songs disturbing or reminiscent of evil chants, and you’ve got a perfect cypher concept for a horror campaign.

Mysterious transmissions: What’s that buzzing? That mechanical chittering? Those numbers repeating over and over? And why can only some people hear it? A few who are aware of the sounds have learned how to make use of them.

Supernatural powers: Mental or mystical energies constantly shift and change, ebb and flow. But you’ve figured out how to attune your mind to them. There are no physical actions or paraphernalia required—just an inner conduit to the numinous.

Discovering Subtle Cyphers

Since subtle cyphers aren’t physical objects, GMs will need to figure out when to give PCs new ones to replace the ones they have used. The cyphers probably shouldn’t be tied to actions entirely under the characters’ control—in other words, they shouldn’t come as a result of meditation or anything of that nature. Instead, the GM should choose significant points in the story when new cyphers might simply come unbidden to the PCs. In the broader view, this is no different than manifest cyphers placed as treasure in a creature’s lair, a secret cache, or somewhere else for the characters to find. Either way, the GM is picking good spots to “refill” potentially used cypher-based abilities.

Subtle cyphers are often found in groups of one to six (the GM can roll 1d6 to determine the number). The GM might randomly assign the cyphers to each PC who has space for more, or present a selection of cyphers to the group and allow the players to choose which ones they want for their characters. Characters should immediately know what their subtle cyphers do. If a PC activates a healing subtle cypher when they think it’s something to help pick a lock, that’s a waste of a useful character ability.

PCs might be able to obtain subtle cyphers from NPCs or in unusual circumstances as gifts, boons, or blessings, even asking for a particular kind of subtle cypher, such as healing, protection, or skill. For example, PCs who make a donation at a temple of a healing goddess could ask to receive a blessing (subtle cypher) that allows them to speak a healing prayer that restores points to one of their Pools. An NPC wizard who owes the PCs a favor might cast a spell on them that deflects one weapon if they say a magic word. An alien pylon might grant knowledge of a strange mental code that lets a person see in the dark for a few hours.

A PC can also acquire a new subtle cypher by spending 1 XP on one of the following player intrusions:

General cypher: You ask the GM for a general subtle cypher, such as “healing,” “movement,” “defense,” or perhaps something as specific as “flight.” The GM gives you a cypher that meets that description and randomly determines its level. If you don’t have space for this cypher, you immediately lose one of your current cyphers (your choice) and the new cypher takes its place.

Specific cypher: You ask the GM for a specific subtle cypher (such as a curative or stim) of a specific level. Make an Intellect roll with a difficulty equal to the cypher’s level plus 1. If you have had this cypher before, the task is eased. If you fail the roll, you do not gain a cypher. If you succeed, the GM gives you that subtle cypher at that level. If you don’t have space for this new cypher, you immediately lose one of your current cyphers (your choice) and the new cypher takes its place. Whether or not you succeed at the roll, the 1 XP is spent.

Manifest Cyphers

Because manifest cyphers are physical objects, and people are familiar with the idea of finding “treasure” as part of playing an RPG, these kinds of cyphers are easy to get into the hands of the PCs. They are often found in groups of one to six (the GM can roll 1d6 to determine the number), usually because the characters are searching for them. They might be among the possessions of a fallen foe, hidden in a secret room, or scattered amid the wreckage of a crashed starship. The GM can prepare a list ahead of time of what successful searchers find. Sometimes this list is random, and sometimes there is logic behind it. For example, a warlock’s laboratory might contain four different magic potions that the PCs can find.

If the characters search for cyphers, the GM sets the difficulty of the task. It is usually 3 or 4, and scavenging can take fifteen minutes to an hour.

Scavenging is not the only way to obtain manifest cyphers. They can also be given as gifts, traded with merchants, or sometimes purchased in a shop.

Unlike subtle cyphers, characters don’t automatically know what manifest cyphers do. Once the PCs find a manifest cypher, identifying it is a separate task, based on Intellect and modified by knowledge of the topic at hand. In a fantasy setting, that knowledge would probably be magic, but in a science fiction setting, it might be technology. The GM sets the difficulty of the task, but it is usually 1 or 2. Thus, even the smallest amount of knowledge means that cypher identification is automatic. The process takes one to ten minutes. If the PCs can’t identify a cypher, they can bring it to an expert for identification and perhaps trade, if desired.

Manifest Cyphers Duplicating Subtle Cyphers

Lots of overlap exists between what subtle cyphers and manifest cyphers can do. Nearly anything that can be explained as a subtle cypher can just as easily be a magic item, scientific device, or other manifest object. A bit of luck that helps you sneak (a subtle cypher) and a potion that helps you sneak (a manifest cypher) do the exact same thing for a character. One advantage of manifest cyphers is that characters can easily trade them to each other or sell them to NPCs. On the other hand, manifest cyphers can be dropped or stolen, and subtle cyphers can’t.

It’s fine if the GM decides to include both kinds of cyphers in the same game. A horror game could begin with the PCs as normal people with subtle cyphers, but as time goes on, they find one-use spells in occult tomes, weird potions, and bone dust that has strange powers.

Using Cyphers

The action to use a cypher is Intellect based unless described otherwise or logic suggests otherwise. For example, throwing an explosive might be Speed based because the device is physical and not really technical, but using a ray emitter is Intellect based.

Because cyphers are single-use items, cyphers used to make attacks can never be used with the Spray or Arc Spray abilities that some characters might have. They are never treated as rapid-fire weapons.

Identified manifest cyphers can be used automatically. Once a manifest cypher is activated, if it has an ongoing effect, that effect applies only to the character who activated the cypher. A PC can’t activate a cypher and then hand it to another character to reap the benefits.

A character can attempt to use a manifest cypher that has not been identified; this is usually an Intellect task using the cypher’s level. Failure might mean that the PC can’t figure out how to use the cypher or that they use it incorrectly (GM’s discretion). Of course, even if the PC activates the unidentified cypher, they have no idea what its effect will be.

Cyphers are meant to be used regularly and often. If PCs are hoarding or saving their cyphers, feel free to give them a reason to put the cyphers into play.

Cypher Levels and Effects

All cyphers have a level and an effect. The level sometimes determines an aspect of the cypher’s power (how much damage it inflicts, for example) but otherwise it only determines the general efficacy, the way level works with any object. The Level entry for a cypher is usually a die roll, sometimes with a modifier, such as 1d6 or 1d6 + 4. The GM can roll to determine the cypher’s level, or can allow the player to roll when they receive the cypher.

Normal and Fantastic Effects

Cypher effects fall into two categories: normal and fantastic. Normal effects are things that could reasonably happen or be explained in the normal physical world we’re familiar with. Fantastic effects are things that can’t. A normal person could hit a target 240 feet (73 m) away with a football, quickly get over a cold, run across a tightrope, or multiply two two-digit numbers in their head. These tasks are difficult, but possible. A normal person can’t throw an armored car, regrow a severed arm, create a robot out of thin air, or control gravity with their mind. These tasks are impossible according to the world as we know it. Cypher effects are either normal (possible) or fantastic (impossible according to the world as we know it).

Normal cypher effects should be available to PCs regardless of the genre of your game. It’s perfectly reasonable for a modern, fantasy, horror, science fiction, or superhero PC to have a cypher that gives them a one-use bonus on an attack or skill task, lets them take a quick breather to recover a few points in a Pool, or helps them focus their will to avoid distractions or fatigue.

Fantastic cypher effects should be limited to games where magic, technology, or other factors stretch the definition of “impossible.” A cypher that turns a corpse into a zombie is out of place in a non-fantastic modern game, but is perfectly reasonable for a fantasy, science fiction, or superhero game, or even a horror game where zombies exist, as long as the GM decides there is an appropriate story explanation for it. The zombie cypher might be a necromantic spell in a fantasy or superhero game, a code that activates a swarm of nanobots in a science fiction game, or a virus in a horror game. The rules categorize some cypher effects as fantastic to help the GM decide whether to exclude cyphers that don’t fit the game they’re running. For example, it is appropriate for a GM running a zombie horror survival game set in 1990s Georgia to allow the zombie-creating cypher but not a teleportation cypher, because creating a zombie is a fantastic effect that fits the setting and teleportation isn’t.

Fantastic cyphers can be subtle or manifest.

Optional Rule: Normal Cyphers Duplicating Fantastic Effects

If the GM and players are willing to stretch their imaginations a bit, it’s possible to include some fantastic cypher effects in a game where only normal cypher effects should exist, even if the PCs are only using subtle cyphers. The player using the cypher just needs to come up with a practical, realistic explanation for how the fantastic result occurred (perhaps with a much shorter or reduced effect than what’s described in the cypher text).

For example, a PC with a phase changer who is trapped in a prison cell could say that instead of physically phasing through the wall, using the cypher means they find a long-forgotten secret door connected to a narrow hallway leading to safety. A PC with a fire detonation could say they notice a can of paint thinner in the room, kick it over, and throw a table lamp into the spill, creating a spark and a momentary burst of harmful flames. A PC with a monoblade could say they spot structural flaws in an opponent’s armor, allowing them to attack for the rest of that combat in such a way that the foe’s Armor doesn’t count.

These interpretations of fantastic cyphers in a non-fantastic setting require player ingenuity and GM willingness to embrace creative solutions (similar to players using player intrusions to make a change in the game world). The GM always has the right to veto the explanation for the fantastic effect, allowing the player to choose a different action instead of using the fantastic cypher.

Manifest Cypher Forms

None of the manifest cyphers in this chapter have a stated physical form. The entries don’t tell you if something is a potion, a pill, or a device you hold in your hands because that sort of detail varies greatly from genre to genre. Are they magic? Are they tech? Are they symbiotic creatures with programmed DNA? That’s up to the GM. It’s flavor, not mechanics. It’s as important or unimportant as the style of an NPC’s hair or the color of the car the bad guys are driving. In other words, it’s the kind of thing that is important in a roleplaying game, but at the same time doesn’t actually change anything (and RPGs have a lot of things like that, if you think about it).

A manifest cypher’s physical form can be anything at all, but there are some obvious choices based on genre. The GM can design a setting that uses just one type—for example, a magical world where all cyphers are potions made by faeries. Or they can use many types, perhaps mixing them from different genres. Some suggestions include the following.

Fantasy/Fairy Tale: Potions, scrolls, runeplates, tattoos, charms, powders, crystals, books with words of power.

Modern/Romance: Drugs (injections, pills, inhalants), viruses, smartphone apps.

Science Fiction/Post-Apocalyptic: Drugs (injections, pills, inhalants), computer programs, crystals, gadgets, viruses, biological implants, mechanical implants, nanotechnological injections.

Horror: Burrowing worms or insects, pages from forbidden books, horrific images.

Superhero: Forms from all the other genres.

Cypher Tables

@UUID[Compendium.cyphersystem-compendium.cypher-roll-tables.Bn74yPIGZJTwA9yO]{Manifest Cypher Table} @UUID[Compendium.cyphersystem-compendium.cypher-roll-tables.yXkmPLGNM6UH5nkx]{Subtle Cypher Table} @UUID[Compendium.cyphersystem-compendium.cypher-roll-tables.tAjYZpL0GKkROZpR]{Fantastic Cypher Table}

A Listing of Various Cyphers

All cyphers in this section may be manifest cyphers. It is the GM’s discretion whether a particular cypher can be a subtle cypher, and that decision usually depends on the setting. (The tables indicating subtle, manifest, and fantastic cyphers are just suggestions for a typical campaign setting.)

@UUID[Compendium.cyphersystem-compendium.cyphers.nB8zfVWuIB1VvHGl]{Adhesion} @UUID[Compendium.cyphersystem-compendium.cyphers.gXzG3cEX6b15T7fh]{Age taker} @UUID[Compendium.cyphersystem-compendium.cyphers.ss48CDstie5AjXsb]{Analeptic} @UUID[Compendium.cyphersystem-compendium.cyphers.kgft4WfHxO9r06wb]{Antivenom} @UUID[Compendium.cyphersystem-compendium.cyphers.KZ2X27pebWbEvQXQ]{Armor reinforcer} @UUID[Compendium.cyphersystem-compendium.cyphers.uqL6JmysWKztajSP]{Attractor} @UUID[Compendium.cyphersystem-compendium.cyphers.FfAhElBEyjyd4E17]{Banishing} @UUID[Compendium.cyphersystem-compendium.cyphers.bxWMBr5i7Lfxid9Q]{Best tool} @UUID[Compendium.cyphersystem-compendium.cyphers.dymzqQ69RJGT8TEs]{Blackout} @UUID[Compendium.cyphersystem-compendium.cyphers.z7B2LxlcLfLMkTFw]{Blinking} @UUID[Compendium.cyphersystem-compendium.cyphers.vji8MXWxGxr3A9jp]{Burst of speed} @UUID[Compendium.cyphersystem-compendium.cyphers.WIDPRS1tIpL3pa5F]{Catholicon} @UUID[Compendium.cyphersystem-compendium.cyphers.k8SHSyIu2KzAZja7]{Chemical factory} @UUID[Compendium.cyphersystem-compendium.cyphers.o4AITObjEyBSsjR1]{Comprehension} @UUID[Compendium.cyphersystem-compendium.cyphers.88PKQNeHojZRVZLd]{Condition remover} @UUID[Compendium.cyphersystem-compendium.cyphers.cjFun20hsxOrU4UF]{Contingent activator} @UUID[Compendium.cyphersystem-compendium.cyphers.8NupmDC7tXJhHdy3]{Controlled blinking} @UUID[Compendium.cyphersystem-compendium.cyphers.ewaouF5H001ecJI2]{Curative} @UUID[Compendium.cyphersystem-compendium.cyphers.J2uXPzk3Q3o9Fwpe]{Curse bringer} @UUID[Compendium.cyphersystem-compendium.cyphers.IxserEHDalfrzdvG]{Darksight} @UUID[Compendium.cyphersystem-compendium.cyphers.7ZAyXJ8gyV4ao0wO]{Death bringer} @UUID[Compendium.cyphersystem-compendium.cyphers.DRkKlxg4WKwUgl7T]{Density} @UUID[Compendium.cyphersystem-compendium.cyphers.GxcYZVXI0R3cMeMp]{Detonation} @UUID[Compendium.cyphersystem-compendium.cyphers.bzGwdlL0ZLPsxK9v]{Detonation (creature)} @UUID[Compendium.cyphersystem-compendium.cyphers.Z5An8np1ZHSTSWet]{Detonation (dessicating)} @UUID[Compendium.cyphersystem-compendium.cyphers.RkOFWVFfuWHSGBVf]{Detonation (flash)} @UUID[Compendium.cyphersystem-compendium.cyphers.GPk5tYAHThxyIj6p]{Detonation (gravity inversion)} @UUID[Compendium.cyphersystem-compendium.cyphers.0WWb6gMnrICVA77C]{Detonation (gravity)} @UUID[Compendium.cyphersystem-compendium.cyphers.VhbqMkTUgBS24ZV8]{Detonation (massive)} @UUID[Compendium.cyphersystem-compendium.cyphers.FaQAOTHsz8kAwYva]{Detonation (matter disruption)} @UUID[Compendium.cyphersystem-compendium.cyphers.54PPya95rv4yA3O5]{Detonation (pressure)} @UUID[Compendium.cyphersystem-compendium.cyphers.DuYwDKUWCozANHfi]{Detonation (singularity)} @UUID[Compendium.cyphersystem-compendium.cyphers.hIxIA4943U1u3a9M]{Detonation (sonic)} @UUID[Compendium.cyphersystem-compendium.cyphers.PIuFZaZUI84aZvSj]{Detonation (spawn)} @UUID[Compendium.cyphersystem-compendium.cyphers.bIcebdBZfthtc7gn]{Detonation (web)} @UUID[Compendium.cyphersystem-compendium.cyphers.q5zVuR0m6OyMBS3o]{Disarm} @UUID[Compendium.cyphersystem-compendium.cyphers.wRrdISsr5cmCYZX1]{Disguise module} @UUID[Compendium.cyphersystem-compendium.cyphers.FItOrZq5fp17b99h]{Disrupting} @UUID[Compendium.cyphersystem-compendium.cyphers.dYPtdYIVh8Fw2j0I]{Eagleseye} @UUID[Compendium.cyphersystem-compendium.cyphers.wlbjzEJE7xJQejRu]{Effect resistance} @UUID[Compendium.cyphersystem-compendium.cyphers.NeLV59uT8r0aOBYv]{Effort enhancer (combat)} @UUID[Compendium.cyphersystem-compendium.cyphers.Sq85TkiuqKKZEcZa]{Effort enhancer (noncombat)} @UUID[Compendium.cyphersystem-compendium.cyphers.29q4icxpIjmPru2K]{Enduring shield} @UUID[Compendium.cyphersystem-compendium.cyphers.40DQrFLuDX017odb]{Equipment cache} @UUID[Compendium.cyphersystem-compendium.cyphers.h5TSiPn7BeeIobmN]{Farsight} @UUID[Compendium.cyphersystem-compendium.cyphers.oNuUwELrZDJY1mIf]{Fireproofing} @UUID[Compendium.cyphersystem-compendium.cyphers.fl9zbMTjxj8vy6kJ]{Flame-retardant wall} @UUID[Compendium.cyphersystem-compendium.cyphers.SJDuyxdMrDv6FaGy]{Force cube} @UUID[Compendium.cyphersystem-compendium.cyphers.dQligdNAYAr6wWdE]{Force field} @UUID[Compendium.cyphersystem-compendium.cyphers.uBDH4lBnOxOXh5CF]{Force screen projector} @UUID[Compendium.cyphersystem-compendium.cyphers.m3NxCCUGiLIKIJNw]{Force shield projector} @UUID[Compendium.cyphersystem-compendium.cyphers.w96EvfwEri9x5Mct]{Friction reducer} @UUID[Compendium.cyphersystem-compendium.cyphers.R88ueN5kMGSameYW]{Frigid wall} @UUID[Compendium.cyphersystem-compendium.cyphers.4L0etvDYulpV4ksR]{Gas bomb} @UUID[Compendium.cyphersystem-compendium.cyphers.pNqglMkBswKP2ICu]{Gravity nullifier} @UUID[Compendium.cyphersystem-compendium.cyphers.vk0FLEfC4YB7dbQs]{Gravity-nullifying application} @UUID[Compendium.cyphersystem-compendium.cyphers.aeBDWdPvxdfj3pfs]{Heat attack} @UUID[Compendium.cyphersystem-compendium.cyphers.7zM8O87dW3jbTnU6]{Hunter/seeker} @UUID[Compendium.cyphersystem-compendium.cyphers.CtZSjgL4ckxcKYUP]{Image projector} @UUID[Compendium.cyphersystem-compendium.cyphers.ReuRZASIsUHgdhEg]{Inferno wall} @UUID[Compendium.cyphersystem-compendium.cyphers.XX53GbhoCBiHS6ks]{Infiltrator} @UUID[Compendium.cyphersystem-compendium.cyphers.AitEjkvspLX688ye]{Information sensor} @UUID[Compendium.cyphersystem-compendium.cyphers.x7qSUmMgvNqV0Ugn]{Instant servant} @UUID[Compendium.cyphersystem-compendium.cyphers.sJVUfXvSJucHYari]{Instant shelter} @UUID[Compendium.cyphersystem-compendium.cyphers.Y6EVgmva4C9tPihv]{Intellect booster} @UUID[Compendium.cyphersystem-compendium.cyphers.udWLm1XDgVieMEDu]{Intelligence enhancement} @UUID[Compendium.cyphersystem-compendium.cyphers.5tLchT3lzBveqkxp]{Knowledge enhancement} @UUID[Compendium.cyphersystem-compendium.cyphers.WXP9irBlSYL49O46]{Lightning wall} @UUID[Compendium.cyphersystem-compendium.cyphers.MTgWJDJa0xrNOUMa]{Machine control} @UUID[Compendium.cyphersystem-compendium.cyphers.Kn3VvkesD5GVq0iI]{Magnetic attack drill} @UUID[Compendium.cyphersystem-compendium.cyphers.yYUMQ6PEMdyJsi6u]{Magnetic master} @UUID[Compendium.cyphersystem-compendium.cyphers.6ccQDO1fUZfF3qdo]{Magnetic shield} @UUID[Compendium.cyphersystem-compendium.cyphers.3ww0ueljUh3Fu4WN]{Manipulation beam} @UUID[Compendium.cyphersystem-compendium.cyphers.E3QMkfRIuJeWQh76]{Matter transference ray} @UUID[Compendium.cyphersystem-compendium.cyphers.zqv51NhAhlMBm2lG]{Meditation aid} @UUID[Compendium.cyphersystem-compendium.cyphers.rAka1a1rfa6U9ejN]{Memory switch} @UUID[Compendium.cyphersystem-compendium.cyphers.GS3GUtjmhIYxF8vb]{Mental scrambler} @UUID[Compendium.cyphersystem-compendium.cyphers.y710ojHG9JfbAHXq]{Metal death} @UUID[Compendium.cyphersystem-compendium.cyphers.9MBc2aywmCotLHZs]{Mind meld} @UUID[Compendium.cyphersystem-compendium.cyphers.f9o3v4yUbE2rOvkA]{Mind stabilizer} @UUID[Compendium.cyphersystem-compendium.cyphers.sgjAHLqFtHWLzSeV]{Mind-restricting wall} @UUID[Compendium.cyphersystem-compendium.cyphers.qyafaJwEsqCVU5ht]{Monoblade} @UUID[Compendium.cyphersystem-compendium.cyphers.adjHowuCfAqznUtV]{Monohorn} @UUID[Compendium.cyphersystem-compendium.cyphers.nH3BFfduw18UhsrN]{Motion sensor} @UUID[Compendium.cyphersystem-compendium.cyphers.ExszgFle5nmrHPSR]{Null field} @UUID[Compendium.cyphersystem-compendium.cyphers.yjjqWOig22fCfvyg]{Nullification ray} @UUID[Compendium.cyphersystem-compendium.cyphers.olA86ZssOHAVcyP5]{Nutrition and hydration} @UUID[Compendium.cyphersystem-compendium.cyphers.NCqhAMpNrf26KCkC]{Perfect memory} @UUID[Compendium.cyphersystem-compendium.cyphers.pMUiPSVOb2VPa79t]{Perfection} @UUID[Compendium.cyphersystem-compendium.cyphers.erJlxWAzYxAbBQ3n]{Personal environment field} @UUID[Compendium.cyphersystem-compendium.cyphers.q94YaFRPnpA4Vbt0]{Phase changer} @UUID[Compendium.cyphersystem-compendium.cyphers.orMNNP5kLwGszIWW]{Phase disruptor} @UUID[Compendium.cyphersystem-compendium.cyphers.I1UIJPrkDAtfdvkn]{Poison (emotion)} @UUID[Compendium.cyphersystem-compendium.cyphers.ab9oUkAc67kwQMu2]{Poison (explosive)} @UUID[Compendium.cyphersystem-compendium.cyphers.TqA7pzI1VOquoZrC]{Poison (mind controlling)} @UUID[Compendium.cyphersystem-compendium.cyphers.LT8pmimmThAbwOL7]{Poison (mind disrupting)} @UUID[Compendium.cyphersystem-compendium.cyphers.WKHeAOo07TN0Waqi]{Psychic communique} @UUID[Compendium.cyphersystem-compendium.cyphers.NGMhAxHPKXqxyarE]{Radiation spike} @UUID[Compendium.cyphersystem-compendium.cyphers.yxlZQszosCzyRvSM]{Ray emitter} @UUID[Compendium.cyphersystem-compendium.cyphers.kl7d13qf7si94eU0]{Ray emitter (command)} @UUID[Compendium.cyphersystem-compendium.cyphers.TvIMvUr69aOV5DnE]{Ray emitter (fear)} @UUID[Compendium.cyphersystem-compendium.cyphers.7lZj0lmBqmrz41mZ]{Ray emitter (friend slaying)} @UUID[Compendium.cyphersystem-compendium.cyphers.LHL022Qn3YRfXYU4]{Ray emitter (mind disrupting)} @UUID[Compendium.cyphersystem-compendium.cyphers.NbYGmZjDHMEmmfDL]{Ray emitter (numbing)} @UUID[Compendium.cyphersystem-compendium.cyphers.sodipYPbrbjALaH2]{Ray emitter (paralysis)} @UUID[Compendium.cyphersystem-compendium.cyphers.RSQzv6fY9P8vLQSh]{Reality spike} @UUID[Compendium.cyphersystem-compendium.cyphers.kgflNP6FVsspfutd]{Reflex enhancer} @UUID[Compendium.cyphersystem-compendium.cyphers.sdd3hhCzs5N0ZqP0]{Rejuvenator} @UUID[Compendium.cyphersystem-compendium.cyphers.8RpaNEaONagWqTTE]{Remembering} @UUID[Compendium.cyphersystem-compendium.cyphers.waaI5OVVCpZC7NLT]{Remote viewer} @UUID[Compendium.cyphersystem-compendium.cyphers.agDsGHiI4x9A0X0J]{Repair unit} @UUID[Compendium.cyphersystem-compendium.cyphers.qOLNoDFQpXZhsbCE]{Repeater} @UUID[Compendium.cyphersystem-compendium.cyphers.MycMQnAtFVkx7xjm]{Repel} @UUID[Compendium.cyphersystem-compendium.cyphers.lN1Qw9izMoo3NSbj]{Retaliation} @UUID[Compendium.cyphersystem-compendium.cyphers.zb8P9KDZaQ0j1exJ]{Secret} @UUID[Compendium.cyphersystem-compendium.cyphers.BmQhgfCQMQpMkwzg]{Sheen} @UUID[Compendium.cyphersystem-compendium.cyphers.hh2zZUmsmHCEUi8t]{Shock attack} @UUID[Compendium.cyphersystem-compendium.cyphers.EMaQ9DgLEL4DkPKD]{Shocker} @UUID[Compendium.cyphersystem-compendium.cyphers.ucJ3400aQrIR73I5]{Skill boost} @UUID[Compendium.cyphersystem-compendium.cyphers.4Bhy1bp5s8LqJR6r]{Slave maker} @UUID[Compendium.cyphersystem-compendium.cyphers.yqc7dFfKI5CTH81u]{Sleep inducer} @UUID[Compendium.cyphersystem-compendium.cyphers.k2hOy8OzSxgmhlIc]{Sniper module} @UUID[Compendium.cyphersystem-compendium.cyphers.9iFJZJ2Plks6CY7g]{Solvent} @UUID[Compendium.cyphersystem-compendium.cyphers.RhpzlF2Olodtf9J5]{Sonic hole} @UUID[Compendium.cyphersystem-compendium.cyphers.kBuARKz133ENxC8s]{Sound dampener} @UUID[Compendium.cyphersystem-compendium.cyphers.9SAuP9To5rJFzGR5]{Spatial warp} @UUID[Compendium.cyphersystem-compendium.cyphers.vs0hACATS83S9qUV]{Speed boost} @UUID[Compendium.cyphersystem-compendium.cyphers.O3yE0thccVVxTIiR]{Spy} @UUID[Compendium.cyphersystem-compendium.cyphers.FhWwzSoVBPzRfGch]{Stasis keeper}@UUID[Compendium.cyphersystem-compendium.cyphers.yazxGwqNVgyQGOPy]{Stim} @UUID[Compendium.cyphersystem-compendium.cyphers.exM6Flwc1g5UuC0q]{Strength boost} @UUID[Compendium.cyphersystem-compendium.cyphers.tSjCuPBJ8j8pIKqx]{Strength enhancer} @UUID[Compendium.cyphersystem-compendium.cyphers.E1GNoFsIMME2xcx8]{Subdual field} @UUID[Compendium.cyphersystem-compendium.cyphers.yeSsoCybAMSvVkSs]{Telepathy} @UUID[Compendium.cyphersystem-compendium.cyphers.VljAPSeYkXKcIkEd]{Teleporter (bounder)} @UUID[Compendium.cyphersystem-compendium.cyphers.4OErRBLP8HYZAnFc]{Teleporter (interstellar)} @UUID[Compendium.cyphersystem-compendium.cyphers.NWJ7mAY1VcxRBTaL]{Teleporter (planetary)} @UUID[Compendium.cyphersystem-compendium.cyphers.SKZrMCk2llIoKiU9]{Teleporter (traveler)} @UUID[Compendium.cyphersystem-compendium.cyphers.4bRwVWF2KHdSZOgh]{Temporal viewer} @UUID[Compendium.cyphersystem-compendium.cyphers.Q0Lj9McM3BanRLQ6]{Time dilation (defensive)} @UUID[Compendium.cyphersystem-compendium.cyphers.66kpaEIObWuovj11]{Time dilation (offensive)} @UUID[Compendium.cyphersystem-compendium.cyphers.ad7NVyxLv9YECCem]{Tissue regeneration} @UUID[Compendium.cyphersystem-compendium.cyphers.t2QXZKVmfQViAo4T]{Tracer} @UUID[Compendium.cyphersystem-compendium.cyphers.TFKQbAknncq4lMEV]{Trick embedder} @UUID[Compendium.cyphersystem-compendium.cyphers.sgBfROg7iUCCezZ8]{Uninterruptible power source} @UUID[Compendium.cyphersystem-compendium.cyphers.IVYgnh80vNTZ9gBf]{Vanisher} @UUID[Compendium.cyphersystem-compendium.cyphers.RcrVpX6UxbD3zTmR]{Visage changer} @UUID[Compendium.cyphersystem-compendium.cyphers.gSXLLLHYFumCsOAo]{Visual displacement device} @UUID[Compendium.cyphersystem-compendium.cyphers.0VkKJcPSO7Scn7Ef]{Vocal translator} @UUID[Compendium.cyphersystem-compendium.cyphers.SXrPkUbwR5IO6305]{Warmth} @UUID[Compendium.cyphersystem-compendium.cyphers.dHgtyDuK0uFBorWI]{Water adapter} @UUID[Compendium.cyphersystem-compendium.cyphers.vLodMbLfeliPpaol]{Weapon enhancement} @UUID[Compendium.cyphersystem-compendium.cyphers.uxXNL4ApwvCgvFAw]{Wings} @UUID[Compendium.cyphersystem-compendium.cyphers.ULHBUzdVa1eFiON2]{X-ray viewer} @UUID[Compendium.cyphersystem-compendium.cyphers.spdFY0JgxGdNMV7N]{Zero point field}

Power Boost Cyphers

These cyphers increase, modify, or improve a character’s existing powers. A burst boost cypher, for example, allows someone with the Bears a Halo of Fire focus to create a blast of fire in all directions, one time. Imagine this as being a fire-using superhero’s ability to “go nova.”

Power boost cyphers affect one use of a character’s abilities but do not require an action. Their use is part of the action that they affect.

Power boost cyphers are a special type of cypher. In some Cypher System games, they may be inappropriate, and in others, they may be the main (or only) type of cypher available, as determined by the GM. They can be either subtle or manifest.

@UUID[Compendium.cyphersystem-compendium.cyphers-power-boost.nlHGkmRztJaDi3Dj]{Area boost} @UUID[Compendium.cyphersystem-compendium.cyphers-power-boost.POLUtosUa7awAfW4]{Burst boost} @UUID[Compendium.cyphersystem-compendium.cyphers-power-boost.GEL5LkJCiQqEH1Nf]{Damage boost} @UUID[Compendium.cyphersystem-compendium.cyphers-power-boost.bEZrdVBmpzu4m3b8]{Efficacy boost (major)} @UUID[Compendium.cyphersystem-compendium.cyphers-power-boost.MLE2eQwkzrz9tVSC]{Efficacy boost (minor)} @UUID[Compendium.cyphersystem-compendium.cyphers-power-boost.xc7bsHHbEM84KLa9]{Energy boost} @UUID[Compendium.cyphersystem-compendium.cyphers-power-boost.AOWfJoOCbvwr9puF]{Range boost} @UUID[Compendium.cyphersystem-compendium.cyphers-power-boost.21qrMjA9SQFvWfkp]{Target boost}

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Setting Difficulty Ratings

The GM’s most important overall tasks are setting the stage and guiding the story created by the group (not the one created by the GM ahead of time). But setting difficulty is the most important mechanical task the GM has in the game. Although there are suggestions throughout this chapter for various difficulty ratings for certain actions, there is no master list of the difficulty for every action a PC can take. Instead, the Cypher System is designed with the “teach a person to fish” style of good game mastering in mind. (If you don’t know what that means, it comes from the old adage “Give a person a fish and they’ll eat for a day. Teach a person to fish and they’ll eat for a lifetime.” The idea is not to give GMs a ton of rules to memorize or reference, but to teach them how to make their own logical judgment calls.) Of course, most of the time, it’s not a matter of exact precision. If you say the difficulty is 3 and it “should” have been 4, the world’s not over.

For the most part, it really is as simple as rating something on a scale of 1 to 10, 1 being incredibly easy and 10 being basically impossible. The guidelines in the Task Difficulty table should help put you in the right frame of mind for assigning difficulty to a task.

For example, we make the distinction between something that most people can do and something that trained people can do. In this case, “normal” means someone with absolutely no training, talent, or experience—imagine your ne’er-do-well, slightly overweight uncle trying a task he’s never tried before. “Trained” means the person has some level of instruction or experience but is not necessarily a professional.

With that in mind, think about the act of balance. With enough focus, most people can walk across a narrow bridge (like a fallen tree trunk). That suggests it is difficulty 2. However, walking across a narrow plank that’s only 3 inches (8 cm) wide? That’s probably more like difficulty 3. Now consider walking across a tightrope. That’s probably difficulty 5—a normal person can manage that only with a great deal of luck. Someone with some training can give it a go, but it’s still hard. Of course, a professional acrobat can do it easily. Consider, however, that the professional acrobat is specialized in the task, making it difficulty 3 for them. They probably are using Effort as well during their performance.

Let’s try another task. This time, consider how hard it might be to remember the name of the previous leader of the village where the character lives. The difficulty might be 0 or 1, depending on how long ago they were the leader and how well known they were. Let’s say it was thirty years ago and they were only mildly memorable, so it’s difficulty 1. Most people remember them, and with a little bit of effort, anyone can come up with their name. Now let’s consider the name of the leader’s daughter. That’s much harder. Assuming the daughter wasn’t famous in her own right, it’s probably difficulty 4. Even people who know a little about local history (that is to say, people who are trained in the subject) might not be able to remember it. But what about the name of the pet dog owned by the daughter’s spouse? That’s probably impossible. Who’s going to remember the name of an obscure person’s pet from thirty years ago? Basically no one. However, it’s not forbidden knowledge or a well-guarded secret, so it sounds like difficulty 7. Difficulty 7 is the rating that means “No one can do this, yet some people still do.” It’s not the stuff of legend, but it’s something you would assume people can’t do. When you think there’s no way you can get tickets for a sold-out concert, but somehow your friend manages to score a couple anyway, that’s difficulty 7. (See the next section for more on difficulties 7, 8, 9, and 10.)

If you’re talking about a task, ideally the difficulty shouldn’t be based on the character performing the task. Things don’t get inherently easier or harder depending on who is doing them. However, the truth is, the character does play into it as a judgment call. If the task is breaking down a wooden door, an 8-foot-tall (2 m) automaton made of metal with nuclear-driven motors should be better at breaking it down than an average human would be, but the task rating should be the same for both. Let’s say that the automaton’s nature effectively gives it two levels of training in such tasks. Thus, if the door has a difficulty rating of 4, but the automaton is specialized and reduces the difficulty to 2, it has a target number of 6. The human has no such specialization, so the difficulty remains 4, and the person has a target number of 12. However, when you set the difficulty of breaking down the door, don’t try to take all those differences into account. The GM should consider only the human because the Task Difficulty table is based on the ideal of a “normal” person, a “trained” person, and so on. It’s humanocentric.

Most characters probably are willing to use one or two levels of Effort on a task, and they might have an appropriate skill or asset to decrease the difficulty by a step. That means that a difficulty 4 task will often be treated as difficulty 2 or even 1, and those are easy rolls to make. Don’t hesitate, then, to pull out higher-level difficulties. The PCs can rise to the challenge, especially if they are experienced.

The Impossible Difficulties

Difficulties 7, 8, 9, and 10 are all technically impossible. Their target numbers are 21, 24, 27, and 30, and you can’t roll those numbers on a d20 no matter how many times you try. Consider, however, all the ways that a character can reduce difficulty. If someone spends a little Effort or has some skill or help, it brings difficulty 7 (target number 21) into the range of possibility—difficulty 6 (target number 18). Now consider that they have specialization, use a lot of Effort, and have help. That might bring the difficulty down to 1 or even 0 (reducing it by two steps from training and specialization, three or four steps from Effort, and one step from the asset of assistance). That practically impossible task just became routine. A fourth-tier character can and will do this—not every time, due to the cost, but perhaps once per game session. You have to be ready for that. A well-prepared, motivated sixth-tier character can do that even with a difficulty 10 task. Again, they won’t do it often (they’d have to apply six levels of Effort, and even with an Edge of 6 that would cost 7 points from their Pool, and that’s assuming they’re specialized and have two levels of assets), but it can happen if they’re really prepared for the task (being specialized and maxed out in asset opportunities reduces the difficulty by four more steps). That’s why sixth-tier characters are at the top of their field, so to speak.

False Precision

One way to look at difficulty is that each step of difficulty is worth 3 on the die. That is to say, hinder the task by one step, and the target number rises by 3. Ease the task by one step, and the target number is lowered by 3. Those kinds of changes are big, meaty chunks. Difficulty, as a game mechanic, is not terribly precise. It’s measured in large portions. You never have a target number of 13 or 14, for example—it’s always 3, 6, 9, 12, 15, and so on. (Technically, this is not true. If a character adds 1 to a d20 roll for some reason, it changes a target number of 15 to 14. But this is not worth much discussion.)

Imprecision is good in this case. It would be false precision to say that one lock has a target number of 14 and another has a target number of 15. What false precision means in this context is that it would be a delusion to think we can be that exact. Can you really say that one lock is 5% easier to pick than another? And more important, even if you could, is the difference worth noting? It’s better to interact with the world in larger, more meaningful chunks than to try to parse things so carefully. If we tried to rate everything on a scale of 1 to 30 (using target numbers and not difficulty), we’d start to get lost in the proverbial weeds coming up with a meaningful distinction between something rated as an 8 and something rated as a 9 on that scale.

Routine Actions

Don’t hesitate to make actions routine. Don’t call for die rolls when they’re not really needed. Sometimes GMs fall into the trap illustrated by this dialogue:

GM: What do you do?

Player: I _________.

GM: Okay, give me a roll.

That’s not a good instinct—at least, not for the Cypher System. Players should roll when it’s interesting or exciting. Otherwise, they should just do what they do. If the PCs tie a rope around something and use it to climb down into a pit, you could ask for tying rolls, climbing rolls, and so on, but why? Just to see if they roll terribly? So the rope can come undone at the wrong time, or a character’s hand can slip? Most of the time, that makes players feel inadequate and isn’t a lot of fun. A rope coming undone in the middle of an exciting chase scene or a battle can be a great complication (and that’s what GM intrusions are for). A rope coming undone in the middle of a simple “getting from point A to point B” scene only slows down gameplay. The real fun—the real story—is down in the pit. So get the PCs down there.

There are a million exceptions to this guideline, of course. If creatures are throwing poisoned darts at the PCs while they climb, that might make things more interesting and require a roll. If the pit is filled with acid and the PCs must climb halfway down, pull a lever, and come back up, that’s a situation where you should set difficulty and perhaps have a roll. If a PC is near death, carrying a fragile item of great importance, or something similar, climbing down the rope is tense, and a roll might add to the excitement. The important difference is that these kinds of complications have real consequences.

On the flip side, don’t be afraid to use GM intrusion on routine actions if it makes things more interesting. Walking up to the king in his audience chamber in the middle of a ceremony only to trip on a rug? That could have huge ramifications for the character and the story.

Other Ways to Judge Difficulty

Rating things on a scale of 1 to 10 is something that most people are very familiar with. You can also look at it as rating an object or creature on a similar scale, if that’s easier. In other words, if you don’t know how hard it would be to climb a particular cliff face, think of it as a creature the PCs have to fight. What level would the creature be? You could look in the Creatures chapter and say “I think this wall should be about as difficult to deal with as a demon. A demon is level 5, so the task of climbing the wall will be difficulty 5.” That’s a weird way to do it, perhaps, but it’s fairly straightforward. And if you’re the kind of GM who thinks in terms of “How tough will this fight be?” then maybe rating tasks as creatures or NPCs to fight isn’t so strange after all. It’s just another way to relate to them. The important thing is that they’re on the same scale. Similarly, if the PCs have to tackle a knowledge task—say, trying to determine if they know where a caravan is headed based on its tracks—you could rate the task in terms of an object. If you’re used to rating doors or other objects that the PCs have broken through recently, the knowledge task is just a different kind of barrier to bust through.

Everything in the Cypher System—characters, creatures, objects, tasks, and so on—has a level. It might be called a tier or a difficulty instead of a level, but ultimately it’s a numerical rating system used to compare things. Although you have to be careful about drawing too many correlations—a first-tier character isn’t easily compared to a difficulty 1 wall or a level 1 animal—the principle is the same. Everything can be rated and roughly compared to everything else in the world. (It works best to take PCs out of this equation. For example, you shouldn’t try to compare a PC’s tier to a wall’s level. Character tiers are mentioned here only for completeness.)

Last, if your mind leans toward statistics, you can look at difficulty as a percentage chance. Every number on the d20 is a 5% increment. For example, you have a 5% chance of rolling a 1. You have a 10% chance of rolling a 1 or a 2. Thus, if you need to roll a 12 or higher, you have a 45% chance of success. (A d20 has nine numbers that are 12 or higher: 12, 13, 14, 15, 16, 17, 18, 19, and 20. And 9 × 5 equals 45.)

For some people, it’s easier to think in terms of a percentage chance. A GM might think “She has about a 30% chance to know that fact about geography.” Each number on a d20 is a 5% increment, and it takes six increments to equal 30%, so there are six numbers that mean the PC succeeds: 15, 16, 17, 18, 19, and 20. Thus, since the player has to roll 15 or higher, that means the target number is 15. (And that means the task is level 5, but if you’ve already determined the target number, you likely don’t care about the level.)

Advantages to This System

  1. The GM makes measured adjustments in large, uniform steps. That makes things faster than if players had to do arithmetic using a range of all numbers from 1 to 20.

  2. You calculate a target number only once no matter how many times the PCs attempt the action. If you establish that the target number is 12, it’s 12 every time a PC tries that action. (On the other hand, if you had to add numbers to your die roll, you’d have to do it for every attempt.) Consider this fact in light of combat. Once a player knows that they need to roll a 12 or higher to hit a foe, combat moves very quickly.

  3. If a PC can reduce the difficulty of an action to 0, no roll is needed. This means that an Olympic gymnast doesn’t roll a die to walk across a balance beam, but the average person does. The task is initially rated the same for both, but the difficulty is reduced for the gymnast. There’s no chance of failure.

  4. This is how everything in the game works, whether it’s climbing a wall,
    sweet-talking a guard, or fighting a bioengineered horror.

  5. Perhaps most important, the system gives GMs the freedom to focus entirely on the flow of the game. The GM doesn’t use dice to determine what happens (unless you want to)—the players do. There aren’t a lot of different rules for different actions, so there is little to remember and very little to reference. The difficulty can be used as a narrative tool, with the challenges always meeting the expected logic of the game. All the GM’s mental space can be devoted to guiding the story.

GM Intrusion

GM intrusion is the main mechanic that the GM uses to inject drama and additional excitement into the game. It’s also a handy tool for resolving issues that affect the PCs but do not involve them. GM intrusion is a way to facilitate what goes on in the world outside the characters. Can the minotaur track the PCs’ movements through the maze? Will the fraying rope hold?

Since the players roll all the dice, GM intrusion is used to determine if and when something happens. For example, if the PCs are fighting a noble’s guards, and you (the GM) know that there are more guards nearby, you don’t need to roll dice to determine if the other guards hear the scuffle and intervene (unless you want to). You just decide when it would be best for the story—which is probably when it would be worst for the characters. In a way, GM intrusion replaces the GM’s die rolling.

The mechanic is also one of the main ways that GMs award experience points to the PCs. This means that you use experience points as a narrative tool. Whenever it seems appropriate, you can introduce complications into the game that affect a specific player, but when you do so, you give that player 1 XP. The player can refuse the intrusion, but doing so costs them 1 XP. So by refusing an intrusion, the player does not get the experience point that the GM is offering, and they lose one that they already have. (This kind of refusal is likely to happen very rarely in your game, if ever. And, obviously, a player can’t refuse an intrusion if they have no XP to spend.)

Here’s how a GM intrusion might work in play. Say the PCs find a hidden console with some buttons. They learn the right order in which to press the buttons, and a section of the floor disappears. As the GM, you don’t ask the players specifically where their characters are standing. Instead, you give a player 1 XP and say “Unfortunately, you’re standing directly over this new hole in the floor.” If the player wanted, they could refuse the XP, spend one of their own, and say “I leap aside to safety.” Most likely, though, they’ll make the defense roll that you call for and let it play out.

There are two ways for the GM to handle this kind of intrusion. You could say “You’re standing in the wrong place, so make a roll.” (It’s a Speed defense roll, of course.) Alternatively, you could say “You’re standing in the wrong place. The floor opens under your feet, and you fall down into the darkness.” In the first example, the PC has a chance to save themselves. In the second example, they don’t. Both are viable options. The distinction is based on any number of factors, including the situation, the characters involved, and the needs of the story. This might seem arbitrary or even capricious, but you’re the master of what the intrusion can and can’t do. RPG mechanics need consistency so players can make intelligent decisions based on how they understand the world to work. But they’ll never base their decisions on GM intrusions. They don’t know when intrusions will happen or what form they will take. GM intrusions are the unpredictable and strange twists of fate that affect a person’s life every day.

When player modifications (such as skill, Effort, and so on) determine that success is automatic, the GM can use GM intrusion to negate the automatic success. The player must roll for the action at its original difficulty level or target number 20, whichever is lower.

Remember, any time you give a player 1 XP for a GM intrusion, you’re actually giving them 2— one to keep and one to give to another player.

Using GM Intrusion as a Narrative Tool

A GM can use this narrative tool to steer things. That doesn’t mean railroad the players or direct the action of the game with a heavy hand. GM intrusion doesn’t enable you to say “You’re all captured, so here’s your 1 XP.” Instead, the GM can direct things more subtly—gently, almost imperceptibly influencing events rather than forcing them. GM intrusion represents things going wrong. The bad guys planning well. Fortune not favoring the characters.

Consider this scenario: the GM plants an interesting adventure seed in a small village, but the PCs don’t stay there long enough to find it. So just outside the village, the PCs run afoul of a vicious viper that bites one of them. The GM uses intrusion to say that the poison from the snake will make the character debilitated unless they get a large dose of a specific antitoxin, which the group doesn’t have. Of course, they aren’t required to go back to the village where the GM’s interesting adventure can start, but it’s likely that they will, looking for the antitoxin.

Some players might find intrusion heavy-handed, but the XP softens the blow. And remember, they can refuse these narrative nudges. Intrusion is not meant to be a railroading tool—just a bit of a rudder. Not an inescapable track, but a nudge here and there.

What’s more, the GM doesn’t need to have a deliberate goal in mind. The complication you introduce could simply make things more interesting. You might not know where it will take the story, just that it will make the story better.

This is wonderfully empowering to the GM—not in a “Ha ha, now I’ll trounce the PCs” way, but in an “I can control the narrative a little bit, steering it more toward the story I want to create rather than relying on the dice” sort of way. Consider that old classic plot development in which the PCs get captured and must escape from the bad guys. In heroic fiction, this is such a staple that it would almost seem strange if it didn’t happen. But in many roleplaying games, it’s a nearly impossible turn of events—the PCs usually have too many ways to get out of the bad guy’s clutches before they’re captured. The dice have to be wildly against them. It virtually never happens. With GM intrusion, it could happen (again, in the context of the larger encounter, not as a single intrusion that results in the entire group of PCs being captured with little explanation or chance to react).

For example, let’s say the PCs are surrounded by orcs. One character is badly injured—debilitated—and the rest are hurt. Some of the orcs produce a large weighted net. Rather than asking for a lot of rolls and figuring the mechanics for escape, you use intrusion and say that the net goes over the PCs who are still on their feet. The rest of the orcs point spears menacingly. This is a pretty strong cue to the players that surrender is a good (and possibly the only) option. Some players won’t take the hint, however, so another use of intrusion might allow the orcs to hit one of the trapped PCs on the head and render them unconscious while their friends struggle in the net. If the players still don’t surrender, it’s probably best to play out the rest of the encounter without more GM intrusions—using more would be heavy-handed by anyone’s measure—although it’s perfectly reasonable to rule that a character rendered debilitated is knocked unconscious, since the orcs are trying to take the PCs alive.

Remember that GM intrusions can occur at any time, not just during combat. Disrupting or changing a tense interaction with NPCs can have big repercussions.

Using GM Intrusion as a Resolution Mechanic

This mechanic offers a way for the GM to determine how things happen in the game without leaving it all to random chance. Bad guys trying to smash down the door to the room where the PCs are holed up? You could roll a bunch of dice, compare the NPCs’ stats to the door’s stats, and so on, or you could wait until the most interesting time, have the bad guys break in, and award an experience point to the PC who tried their best to bar the door. The latter way is the Cypher System way. Intrusion is a task resolution tool for the GM. In other words, you don’t base things on stats but on narrative choice. (Frankly, a lot of great GMs over the years—even in the very early days of the hobby—have run their games this way. Sometimes they rolled dice or pretended to roll dice, but they were really manipulating things.) This method frees the GM from worrying about mechanics and looking up stats and allows them to focus on the story.

This isn’t cheating—it’s the rules of the game. This rule simply replaces traditional dice rolling with good game mastering, logic, and intelligent storytelling. When a PC is climbing a burning rope, and everyone knows that it will break at some point, the game has a mechanism to ensure that it breaks at just the right time.

Variant: If you want more randomness in your game, or if you want your game to seem like more of a simulation, assign a flat percentage chance for whatever you’re trying to resolve. For example, each round, the star troopers have a 20% chance to blast through the door—or, if you want the risk to escalate, a cumulative 20% chance to blast through the door. By not using GM intrusion, this method robs the PCs of a few XP, but when they see you rolling dice, it might help with their immersion. Alternatively, you can pretend to roll dice but really use GM intrusion, though this method seriously robs the characters of XP.

There’s a better way. Announce your intrusion, but say that there’s only a chance it will happen (state the percentage chance), and then roll the dice in plain view of everyone. If the intrusion occurs, award the XP as normal. This is likely the best of both worlds. However, it takes the narrative power out of your hands and gives it to the dice. Perhaps this method is best used only occasionally. If nothing else, it injects some variety and certainly some drama.

Using (and Not Abusing) GM Intrusion

Too much of a good thing will make the game seem utterly unpredictable—even capricious. The ideal is to use about four GM intrusions per game session, depending on the length of the session, or about one intrusion per hour of game play. This is in addition to any intrusions that are triggered by players rolling a 1.

Intrusion Through Player Rolls

When a PC rolls a 1, handle the GM intrusion the same way that you’d handle an intrusion you initiated. The intrusion could mean the PC fumbles or botches whatever they were trying to do, but it could mean something else. Consider these alternatives:

This might not be true of your players, but many players rarely, if ever, spend XP to refuse an intrusion from the GM, though they regularly use XP to avoid an intrusion that comes from a bad roll. And there’s nothing wrong with that. Some GMs might want to forbid using an XP to reroll a 1, but there’s really no point—if you’ve got an idea for a good intrusion, you don’t need to wait until a player rolls a 1 to use it.

GM Intrusion That Affects the Group

The core of the idea behind GM intrusion is that the player being adversely affected gains an experience point. But what if the intrusion affects the whole group equally? What if the GM uses it to have an unstable device overload and explode, harming all the characters? In this case, if no PC is involved more than the others (for example, no single PC was frantically attempting to repair the device), you should give 1 XP to each character but not give any of them an extra XP to hand out to someone else.

However, this kind of group intrusion should be an exception, not the rule. GM intrusions are much more effective if they are more personal.

Example GM Intrusions

It’s not a good idea to use the same events as GM intrusions over and over (“Dolmar dropped his sword again?”). Below are a number of different intrusions you can use.

Bad Luck

Through no fault of the characters, something happens that is bad or at least complicating. For example:

An Unknown Complication Emerges

The situation was more complex (and therefore more interesting) than the PCs knew—perhaps even more than the GM knew, at least at the start. For example:

An Impending Complication Emerges

GMs can use this type of intrusion as a resolution mechanic to determine NPC success or failure. Rather than rolling dice to see how long it takes an NPC to rewire a damaged force field generator, it happens at a time of the GM’s choosing—ideally when it would be most interesting. For example:

Opponent Luck or Skill

The PCs aren’t the only ones with surprising tricks up their sleeves. For example:

Fumbles

Although you might not want every player roll of 1 to be a fumble, sometimes it could be just that. Alternatively, the GM could simply declare that a fumble has occurred. In either case, consider the following examples:

Partial Success

GM intrusion doesn’t have to mean that a PC has failed. For example:

Player Intrusions

Player intrusions give the players a small bit of narrative control over the world. However, the world still remains in the GM’s purview. You can always overrule a player intrusion, or suggest a way to massage it so that it fits better into the setting. Still, because it is indeed narrative control, a player intrusion should always involve a small aspect of the world beyond the character. “I punch my foe really hard” is an expression of Effort or perhaps character ability. “My foe slips and falls backward off the ledge” is a player intrusion.

Player intrusions should never be as big as GM intrusions. They should not end an encounter, only (perhaps) provide the PC with the means to more easily end an encounter. They should not have a wide-reaching or even necessarily a long-term effect on the setting. A way to consider this might be that player intrusions can affect a single object (a floorboard snaps), feature (there’s a hidden shallow spot in the stream to ford), or NPC (the vendor is an old friend). But not more than that. A player intrusion can’t affect a whole village or even a whole tavern in that village. A rock can come loose, but a player intrusion can’t create a landslide.

Tying Actions to Stats

Although the decision is open to your discretion, when a PC takes an action, it should be fairly obvious which stat is tied to that action. Physical actions that involve brute force or endurance use Might. Physical actions that involve quickness, coordination, or agility use Speed. Actions that involve intelligence, education, insight, willpower, or charm use Intellect.

In rare instances, you could allow a PC to use a different stat for a task. For example, a character might try to break down a door by examining it closely for flaws and thus use Intellect rather than Might. This kind of change is a good thing because it encourages player creativity. Just don’t let it be abused by an exuberant or too-clever player. It’s well within your purview to decide that the door has no flaws, or to rule that the character’s attempt will take half an hour rather than one round. In other words, using a stat that is not the obvious choice should be the exception, not the rule.

Cyphers

You should think of cyphers as character abilities, whether they’re subtle cyphers or manifest cyphers. This means that it is incumbent upon you to make sure that players always have plenty of cyphers to use. In the course of their travels, the PCs should find that cyphers are extremely common. And since the PCs are limited in the number of cyphers they can carry, they will use them liberally.

Manifest cyphers can be found by scavenging through old ruins. They can be found in the corpses of magical or technological foes. They can be found among the possessions of intelligent fallen opponents or the lairs of unintelligent creatures, either amid the bones of former meals or as shiny decorations in a nest. They can be found in villages, in the back of a merchant’s cart that sells junk and scavenged parts. They are offered as rewards by people who are grateful for the PCs’ help.

Some adventures will offer more cyphers than others. Still, as a rule of thumb, in any given adventure, a character should use at least as many cyphers as they can carry. This means they should find that number of cyphers in that same amount of time (give or take). Thus, you can simply add up the number of cyphers the PCs can carry, and on average, they should find at least that many cyphers in a given adventure.

If your players are typical, they will use combat-related cyphers liberally but hold onto their utility cyphers. A ray emitter or defensive shield will be used, but a suspensor belt or phasing module will linger longer on their character sheets.

As with everything else in the game, it’s intentionally very easy for the GM to create new cyphers. Just think of the effect and how to express it as a game advantage. Two kinds of cyphers exist when it comes to effect: those that allow the user to do something better, and those that allow the user to do something they couldn’t do otherwise.

The first group includes everything that reduces the difficulty of a task (including defense tasks). The second group includes things that grant new abilities, such as flight, a new means of attack, the ability to see into the past, or any number of other powers.

A few more important notes about devising new cyphers:

Cyphers teach GMs to design different kinds of scenarios—ones in which the whole adventure isn’t wrecked if a player has something that can solve a single problem (defeat a foe, read a mind, bypass a barrier, or whatever). There should always be more to the adventure than one linchpin encounter, obstacle, foe, or secret.

It’s all right if players think of cyphers (especially manifest cyphers) as equipment or treasure. You should choose points in the course of the story that are appropriate for awarding subtle cyphers, especially if the PCs aren’t at their full capacity.

Artifacts

In terms of the narrative, artifacts are a lot like cyphers, except that most are not one-use items. Mechanically, they serve a very different purpose. It’s assumed that characters are exploring with some cyphers at their disposal. Artifacts, however, are added abilities that make characters broader, deeper, and often more powerful. They aren’t assumed—they’re extra.

The powers granted by artifacts are more like the abilities gained from a character’s type or focus in that they change the way the PC is played overall. The difference between an artifact and a type or focus ability is that almost all artifacts are temporary. They last longer than cyphers do, but because they have a depletion roll, any use could be their last.

Like cyphers, then, artifacts are a way for the GM to play a role in the development of the characters. Although armor, weapons, and the like are fine, special capabilities—such as long-range communication or travel—can really change the way the PCs interact with the world and how they deal with challenges. Some of these abilities enable the actions you want the PCs to take. For example, if you want them to have an underwater adventure, provide them with artifacts (or cyphers) that allow them to breathe underwater.

Also like cyphers, artifacts are simple for the GM to create. The only difference with artifacts is that you give them a depletion roll, using any numbers on 1d6, 1d10, 1d20, or 1d100. If you want the artifact to be used only a few times, give it a depletion roll of 1 in 1d6, 1 or 2 in 1d10, or even 1 or 2 in 1d6. If you want the PCs to use it over and over, a depletion roll of 1 in 1d100 more or less means that they can use it freely without worrying too much.

For examples of artifacts, see the Genres chapter.

You may wish to forbid the use of XP to reroll artifact depletion rolls. That’s pretty reasonable.

Skills and Other Abilities

Sometimes, the rules speak directly to character creativity. For example, players can make up their own skills. It’s possible to have a skill called “tightrope walking” that grants a character a better chance to walk across a tightrope, and another skill called “balance” that gives a character a better chance to walk across a tightrope and perform other balance actions as well. This might seem unequal at first, but the point is to let players create precisely the characters they want. Should you let a character create a skill called “doing things” that makes them better at everything? Of course not. The GM is the final arbiter not only of logic but also of the spirit of the rules, and having one or two single skills that cover every contingency is clearly not in the spirit.

It’s important that players play the character they want. This concept is supported not only with the open-ended skill system but also with the ability to get an experience point advance to tailor a character further. Likewise, the GM should be open to allowing a player to make small modifications to refine their character. In many cases, particularly ones that don’t involve stat Pools, Armor, damage inflicted, or the costs of Effort or special abilities, the answer from the GM should probably be “Sure, why not?” If a PC ends up being really good at a particular skill—better than they “should” be—what’s the harm? If Dave can swim incredibly well, how does that hurt the game in terms of the play experience or the story that develops? It doesn’t. If Helen can pick practically any mundane lock she finds, why is that a bad thing? In fact, it’s probably good for the game—there’s likely something interesting on the other sides of those doors.

In a way, this is no different than adjudicating a not-so-straightforward solution to a challenge. Sometimes you have to say “No, that’s not possible.” But sometimes, if it makes sense, open yourself up to the possibility.

NPCs and Death

As explained in the Rules of the Game chapter, NPCs have a health score rather than three stat Pools. When an NPC reaches 0 health, they are down. Whether that means dead, unconscious, or incapacitated depends on the circumstances as dictated by you and the players. Much of this can be based on logic. If the NPC is cut in half with a giant axe, they’re probably dead. If they’re mentally assaulted with a telepathic attack, they might be insane instead. If they’re hit over the head with a club, well, that’s your call.

It depends on the intentions of those who are fighting the NPC, too. PCs who want to knock out a foe rather than kill them can simply state that as their intention and describe their actions differently—using the flat of the blade, so to speak.

Creatures

Whenever possible, creatures should be handled like other NPCs. They don’t follow the same rules as the player characters. If anything, they should have greater latitude in doing things that don’t fit the normal mold. A many-armed beast should be able to attack multiple foes. A charging rhino-like animal ought to be able to move a considerable distance and attack as part of a single action.

Consider creature size very carefully. For those that are quick and hard to hit, hinder attacks against them. Large, strong creatures should be easier to hit, so ease attacks against them. However, you should freely give the stagger ability to anything twice as large as a human. This means that if the creature strikes a foe, the target must make an immediate Might defense roll or lose its next turn.

A creature’s level is a general indicator of its toughness, combining aspects of power, defense, intelligence, speed, and more into one rating. In theory, a small creature with amazing powers or extremely deadly venom could be high level, and a huge beast that isn’t very bright and isn’t much of a fighter could be low level. But these examples go against type. Generally, smaller creatures have less health and are less terrifying in combat than larger ones.

The Cypher System has no system for building creatures. There is no rule that says a creature with a certain ability should be a given level, and there is no rule dictating how many abilities a creature of a given level should have. But keep the spirit of the system in mind. Lower-level creatures are less dangerous. A level 1 creature could be poisonous, but its venom should inflict a few points of damage at most. The venom of a level 6 creature, however, might knock a PC down a step on the damage track or put them into a coma if they fail a Might defense roll. A low-level creature might be able to fly, phase through objects, or teleport because these abilities make it more interesting but not necessarily more dangerous. The value of such abilities depends on the creature that uses them. In other words, a phasing rodent is not overly dangerous, but a phasing battle juggernaut is terrifying. Basic elements such as health, damage, and offensive or defensive powers (such as poison, paralysis, disintegration, immunity to attacks, and so on) need to be tied directly to level—higher-level creatures get better abilities and more of them.

Balancing Encounters

In the Cypher System, there is no concept of a “balanced encounter.” There is no system for matching creatures of a particular level or tasks of a particular difficulty to characters of a particular tier. To some people, that might seem like a bad thing. But matching character builds to exacting challenges is not part of this game. It’s about story. So whatever you want to happen next in the story is a fine encounter as long as it’s fun. You’re not denying the characters XP if you make things too easy or too difficult, because that’s not how XP are earned. If things are too difficult for the PCs, they’ll have to flee, come up with a new strategy, or try something else entirely. The only thing you have to do to maintain “balance” is set difficulty within that encounter accurately and consistently.

In a game like the Cypher System, if everyone’s having fun, the game is balanced. Two things will unbalance the game in this context.

The first issue should be handled by the character creation rules. If there’s a problem, it might be that poor choices were made or a player isn’t taking full advantage of their options. If someone really doesn’t enjoy playing their character, allow them to alter the PC or—perhaps better—create a new one.

The second issue is trickier. As previously stated, there is no formula that states that N number of level X NPCs are a good match for tier Y characters. However, when the game has four or five beginning characters, the following guidelines are generally true.

But it depends on the situation at hand. If the PCs are already worn down from prior encounters, or if they have the right cyphers, any of the expectations listed above can change. That’s why there is no system for balancing encounters. Just keep in mind that beginning characters are pretty hardy and probably have some interesting resources, so you aren’t likely to wipe out the group by accident. Character death is unlikely unless the PCs have already been through a number of other encounters and are worn down.

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The rules of the Cypher System are quite straightforward at their heart, as all of gameplay is based around a few core concepts.

This chapter provides a brief explanation of how to play the game, and it’s useful for learning the game. Once you understand the basic concepts, you’ll likely want to reference Rules of the Game for a more in-depth treatment.

The Cypher System uses a twenty-sided die (1d20) to determine the results of most actions. Whenever a roll of any kind is called for and no die is specified, roll a d20.

The game master sets a difficulty for any given task. There are ten degrees of difficulty. Thus, the difficulty of a task can be rated on a scale of 1 to 10.

Each difficulty has a target number associated with it. The target number is always three times the task’s difficulty, so a difficulty 1 task has a target number of 3, but a difficulty 4 task has a target number of 12. To succeed at the task, you must roll the target number or higher. See the Task Difficulty table for guidance in how this works.

Character skills, favorable circumstances, or excellent equipment can decrease the difficulty of a task. For example, if a character is trained in climbing, they turn a difficulty 6 climb into a difficulty 5 climb. This is called easing the difficulty by one step (or just easing the difficulty, which assumes it’s eased by one step). If they are specialized in climbing, they turn a difficulty 6 climb into a difficulty 4 climb. This is called easing the difficulty by two steps. Decreasing the difficulty of a task can also be called easing a task. Some situations increase, or hinder, the difficulty of a task. If a task is hindered, it increases the difficulty by one step.

A skill is a category of knowledge, ability, or activity relating to a task, such as climbing, geography, or persuasiveness. A character who has a skill is better at completing related tasks than a character who lacks the skill. A character’s level of skill is either trained (reasonably skilled) or specialized (very skilled).

If you are trained in a skill relating to a task, you ease the difficulty of that task by one step. If you are specialized, you ease the difficulty by two steps. A skill can never decrease a task’s difficulty by more than two steps.

Anything else that reduces difficulty (help from an ally, a particular piece of equipment, or some other advantage) is referred to as an asset. Assets can never decrease a task’s difficulty by more than two steps.

You can also decrease the difficulty of a given task by applying Effort. (Effort is described in more detail in the Rules of the Game chapter.)

To sum up, three things can decrease a task’s difficulty: skills, assets, and Effort.

If you can ease a task so its difficulty is reduced to 0, you automatically succeed and don’t need to make a roll.

When Do You Roll?

Any time your character attempts a task, the GM assigns a difficulty to that task, and you roll a d20 against the associated target number.

When you jump from a burning vehicle, swing an axe at a mutant beast, swim across a raging river, identify a strange device, convince a merchant to give you a lower price, craft an object, use a power to control a foe’s mind, or use a blaster rifle to carve a hole in a wall, you make a d20 roll.

However, if you attempt something that has a difficulty of 0, no roll is needed—you automatically succeed. Many actions have a difficulty of 0. Examples include walking across the room and opening a door, using a special ability to negate gravity so you can fly, using an ability to protect your friend from radiation, or activating a device (that you already understand) to erect a force field. These are all routine actions and don’t require rolls.

Using skill, assets, and Effort, you can ease the difficulty of potentially any task to 0 and thus negate the need for a roll. Walking across a narrow wooden beam is tricky for most people, but for an experienced gymnast, it’s routine. You can even ease the difficulty of an attack on a foe to 0 and succeed without rolling.

If there’s no roll, there’s no chance for failure. However, there’s also no chance for remarkable success (in the Cypher System, that usually means rolling a 19 or 20, which are called special rolls; the Rules of the Game chapter also discusses special rolls).

Task Difficulty

Task DifficultyDescriptionTarget No.Guidance
0Routine0Anyone can do this basically every time.
1Simple3Most people can do this most of the time.
2Standard6Typical task requiring focus, but most people can usually do this.
3Demanding9Requires full attention; most people have a 50/50 chance to succeed.
4Difficult12Trained people have a 50/50 chance to succeed.
5Challenging15Even trained people often fail.
6Intimidating18Normal people almost never succeed.
7Formidable21Impossible without skills or great effort.
8Heroic24A task worthy of tales told for years afterward.
9Immortal27A task worthy of legends that last lifetimes.
10Impossible30A task that normal humans couldn’t consider (but one that doesn’t break the laws of physics).

Combat

Making an attack in combat works the same way as any other roll: the GM assigns a difficulty to the task, and you roll a d20 against the associated target number.

The difficulty of your attack roll depends on how powerful your opponent is. Just as tasks have a difficulty from 1 to 10, creatures have a level from 1 to 10. Most of the time, the difficulty of your attack roll is the same as the creature’s level. For example, if you attack a level 2 bandit, it’s a level 2 task, so your target number is 6.

It’s worth noting that players make all die rolls. If a character attacks a creature, the player makes an attack roll. If a creature attacks a character, the player makes a defense roll.

The damage dealt by an attack is not determined by a roll—it’s a flat number based on the weapon or attack used. For example, a spear always does 4 points of damage.

Your Armor characteristic reduces the damage you take from attacks directed at you. You get Armor from wearing physical armor (such as a leather jacket in a modern game or chainmail in a fantasy setting) or from special abilities. Like weapon damage, Armor is a flat number, not a roll. If you’re attacked, subtract your Armor from the damage you take. For example, a leather jacket gives you +1 to Armor, meaning that you take 1 less point of damage from attacks. If a mugger hits you with a knife for 2 points of damage while you’re wearing a leather jacket, you take only 1 point of damage. If your Armor reduces the damage from an attack to 0, you take no damage from that attack.

When you see the word “Armor” capitalized in the game rules (other than in the name of a special ability), it refers to your Armor characteristic—the number you subtract from incoming damage. When you see the word “armor” with a lowercase “a,” it refers to any physical armor you might wear.

Typical physical weapons come in three categories: light, medium and heavy.

Light weapons inflict only 2 points of damage, but they ease attack rolls because they are fast and easy to use. Light weapons are punches, kicks, clubs, knives, handaxes, rapiers, small pistols, and so on. Weapons that are particularly small are light weapons.

Medium weapons inflict 4 points of damage. Medium weapons include swords, battleaxes, maces, crossbows, spears, pistols, blasters, and so on. Most weapons are medium. Anything that could be used in one hand (even if it’s often used in two hands, such as a quarterstaff or spear) is a medium weapon.

Heavy weapons inflict 6 points of damage, and you must use two hands to attack with them. Heavy weapons are huge swords, great hammers, massive axes, halberds, heavy crossbows, blaster rifles, and so on. Anything that must be used in two hands is a heavy weapon.

Special Rolls

When you roll a natural 19 (the d20 shows “19”) and the roll is a success, you also have a minor effect. In combat, a minor effect inflicts 3 additional points of damage with your attack, or, if you’d prefer a special result, you could decide instead that you knock the foe back, distract them, or something similar. When not in combat, a minor effect could mean that you perform the action with particular grace. For example, when jumping down from a ledge, you land smoothly on your feet, or when trying to persuade someone, you convince them that you’re smarter than you really are. In other words, you not only succeed but also go a bit further.

When you roll a natural 20 (the d20 shows “20”) and the roll is a success, you also have a major effect. This is similar to a minor effect, but the results are more remarkable. In combat, a major effect inflicts 4 additional points of damage with your attack, but again, you can choose instead to introduce a dramatic event such as knocking down your foe, stunning them, or taking an extra action. Outside of combat, a major effect means that something beneficial happens based on the circumstance. For example, when climbing up a cliff wall, you make the ascent twice as fast. When a roll grants you a major effect, you can choose to use a minor effect instead if you prefer.

In combat (and only in combat), if you roll a natural 17 or 18 on your attack roll, you add 1 or 2 additional points of damage, respectively. Neither roll has any special effect options—just the extra damage.

For more information on special rolls and how they affect combat and other interactions, see Rules of the Game.

Rolling a natural 1 is always bad. It means that the GM introduces a new complication into the encounter.

Range and Speed

Distance is simplified into four categories: immediate, short, long, and very long.

Immediate distance from a character is within reach or within a few steps. If a character stands in a small room, everything in the room is within immediate distance. At most, immediate distance is 10 feet (3 m).

Short distance is anything greater than immediate distance but less than 50 feet (15 m) or so.

Long distance is anything greater than short distance but less than 100 feet (30 m) or so.

Very long distance is anything greater than long distance but less than 500 feet (150 m) or so. Beyond that range, distances are always specified—1,000 feet (300 m), a mile (1.5 km), and so on.

The idea is that it’s not necessary to measure precise distances. Immediate distance is right there, practically next to the character. Short distance is nearby. Long distance is farther off. Very long distance is really far off.

All weapons and special abilities use these terms for ranges. For example, all melee weapons have immediate range—they are close-combat weapons, and you can use them to attack anyone within immediate distance. A thrown knife (and most other thrown weapons) has short range. A bow has long range. An Adept’s Onslaught ability also has short range.

A character can move an immediate distance as part of another action. In other words, they can take a few steps over to the control panel and activate a switch. They can lunge across a small room to attack a foe. They can open a door and step through.

A character can move a short distance as their entire action for a turn. They can also try to move a long distance as their entire action, but the player might have to roll to see if the character slips, trips, or stumbles as the result of moving so far so quickly.

For example, if the PCs are fighting a group of cultists, any character can likely attack any cultist in the general melee—they’re all within immediate range. Exact positions aren’t important. Creatures in a fight are always moving, shifting, and jostling, anyway. However, if one cultist stayed back to fire a pistol, a character might have to use their entire action to move the short distance required to attack that foe. It doesn’t matter if the cultist is 20 feet (6 m) or 40 feet (12 m) away—it’s simply considered short distance. It does matter if the cultist is more than 50 feet (15 m) away because that distance would require a long or very long move.

Many rules in this system avoid the cumbersome need for precision. Does it really matter if the ghost is 13 feet away from you or 18? Probably not. That kind of needless specificity only slows things down and draws away from, rather than contributes to, the story.

Experience Points

Experience points (XP) are rewards given to players when the GM intrudes on the story (this is called GM intrusion) with a new and unexpected challenge. For example, in the middle of combat, the GM might inform the player that they drop their weapon. However, to intrude in this manner, the GM must award the player 2 XP. The rewarded player, in turn, must immediately give one of those XP to another player and justify the gift (perhaps the other player had a good idea, told a funny joke, performed an action that saved a life, and so on).

Alternatively, the player can refuse the GM intrusion. If they do so, they don’t get the 2 XP from the GM, and they must also spend 1 XP that they already have. If the player has no XP to spend, they can’t refuse the intrusion.

The GM can also give players XP between sessions as a reward for making discoveries during an adventure. Discoveries are interesting facts, wondrous secrets, powerful artifacts, answers to mysteries, or solutions to problems (such as where the kidnappers are keeping their victim or how the PCs repair the starship). You don’t earn XP for killing foes or overcoming standard challenges in the course of play. Discovery is the soul of the Cypher System.

Experience points are used primarily for character advancement (for details, see the Creating Your Character chapter), but a player can also spend 1 XP to reroll any die roll and take the better of the two rolls.

Cyphers

Cyphers are abilities that have a single use. In many campaigns, cyphers aren’t physical objects—they might be a spell cast upon a character, a blessing from a god, or just a quirk of fate that gives them a momentary advantage. In some campaigns, cyphers are physical objects that characters can carry. Whether or not cyphers are physical objects, they are part of the character (like equipment or a special ability) and are things characters can use during the game. The form that physical cyphers take depends on the setting. In a fantasy world they might be wands or potions, but in a science fiction game they could be alien crystals or prototype devices.

Characters will find new cyphers frequently in the course of play, so players shouldn’t hesitate to use their cypher abilities. Because cyphers are always different, the characters will always have new special powers to try.

Other Dice

In addition to a d20, you’ll need a d6 (a six-sided die). Rarely, you’ll need to roll a number between 1 and 100 (often called a d100 or d% roll), which you can do by rolling a d20 twice, using the last digit of the first roll as the “tens” place and the last digit of the second roll as the “ones” place. For example, rolling a 17 and a 9 gives you 79, rolling a 3 and an 18 gives you 38, and rolling a 20 and a 10 gives you 00 (also known as 100). If you have a d10 (a ten-sided die), you can use it instead of the d20 to roll numbers between 1 and 100.

A d6 is used most often for recovery rolls and to determine the level of cyphers.

Glossary

Game master (GM): The player who doesn’t run a character, but instead guides the flow of the story and runs all the NPCs.

Nonplayer character (NPC): Characters run by the GM. Think of them as the minor characters in the story, or the villains or opponents. This includes any kind of creature as well as people.

Party: A group of player characters (and perhaps some NPC allies).

Player character (PC): A character run by a player rather than the GM. Think of the PCs as the main characters in the story.

Player: The players who run characters in the game.

Session: A single play experience. Usually lasts a few hours. Sometimes one adventure can be accomplished in a session. More often, one adventure is multiple sessions.

Adventure: A single portion of the campaign with a beginning and an end. Usually defined at the beginning by a goal put forth by the PCs and at the end by whether or not they achieve that goal.

Campaign: A series of sessions strung together with an overarching story (or linked stories) with the same player characters. Often, but not always, a campaign involves a number of adventures.

Character: Anything that can act in the game. Although this includes PCs and human NPCs, it also technically includes creatures, aliens, mutants, automatons, animate plants, and so on. The word “creature” is usually synonymous.

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Cypher System games are played in the joint imagination of all the players, including the GM. The GM sets the scene, the players state what their characters attempt to do, and the GM determines what happens next. The rules and the dice help make the game run smoothly, but it’s the people, not the rules or the dice, that direct the action and determine the story—and the fun. If a rule gets in the way or detracts from the game, the players and the GM should work together to change it.

This is how you play the Cypher System:

  1. The player tells the GM what they want to do. This is a character action.

  2. The GM determines if that action is routine (and therefore works without needing a roll) or if there’s a chance of failure.

  3. If there is a chance of failure, the GM determines which stat the task uses (Might, Speed, or Intellect) and the task’s difficulty—how hard it will be on a scale from 1 (really easy) to 10 (basically impossible).

  4. The player and the GM determine if anything about the character—such as training, equipment, special abilities, or various actions—can modify the difficulty up or down by one or more steps. If these modifications reduce the difficulty to less than 1, the action is routine (and therefore works with no roll needed).

  5. If the action still isn’t routine, the GM uses its difficulty to determine the target number—how high the player must roll to succeed at the action (see the Task Difficulty table). The GM doesn’t have to tell the player what the target number is, but they can give the player a hint, especially if the character would reasonably know if the action was easy, average, difficult, or impossible.

  6. The player rolls a d20. If they roll equal to or higher than the target number, the character succeeds.

That’s it. That’s how to do anything, whether it’s identifying an unknown device, calming a raging drunk, climbing a treacherous cliff, or battling a demigod. Even if you ignored all the other rules, you could still play the Cypher System with just this information. The key features here are: character actions, determining task difficulty, and determining modifications.

Key Concepts

Action: Anything a character does that is significant—punch a foe, leap a chasm, activate a device, use a special power, and so on. Each character can take one action in a round.

Character: Any creature in the game capable of acting, whether it is a player character (PC) run by a player or a nonplayer character (NPC) run by the game master (GM). In the Cypher System, even bizarre creatures, sentient machines, and living energy beings can be “characters.”

Difficulty: A measure of how easy it is to accomplish a task. Difficulty is rated on a scale from 1 (lowest) to 10 (highest). Altering the difficulty to make a task harder is called “hindering.” Altering it to make a task easier is called “easing.” All changes in difficulty are measured in steps. Difficulty often equates directly with level, so opening a level 3 locked door probably has a difficulty of 3.

Ease: A decrease in a task’s difficulty, usually by one step. If something doesn’t say how many steps it eases a task, then it reduces the difficulty by one step.

Effort: Spending points from a stat Pool to reduce the difficulty of a task. A PC decides whether or not to apply Effort on their turn before the roll is made. NPCs never apply Effort.

Hinder: An increase in a task’s difficulty, usually by one step. If something doesn’t say how many steps it hinders a task, then it increases the difficulty by one step.

Inability: The opposite of trained—you’re hindered whenever you attempt a task that you have an inability in. If you also become trained in the task, the training and the inability cancel each other out and you become practiced.

Level: A way to measure the strength, difficulty, power, or challenge of something in the game. Everything in the game has a level. NPCs and objects have levels that determine the difficulty of any task related to them. For example, an opponent’s level determines how hard they are to hit or avoid in combat. A door’s level indicates how hard it is to break down. A lock’s level determines how hard it is to pick. Levels are rated on a scale from 1 (lowest) to 10 (highest). PC tiers are a little like levels, but they go only from 1 to 6 and mechanically work very differently than levels—for example, a PC’s tier does not determine a task’s difficulty.

Practiced: The normal, unmodified ability to use a skill—not trained, specialized, or an inability. Your type determines what weapon skills you’re practiced in; if you aren’t practiced with a type of weapon, you have an inability in it.

Roll: A d20 roll made by a PC to determine whether an action is successful. Although the game occasionally uses other dice, when the text simply refers to “a roll,” it always means a d20 roll.

Round: A length of time about five to ten seconds long. There are about ten rounds in a minute. When it’s really important to track precise time, use rounds. Basically, it’s the length of time to take an action in the game, but since everyone more or less acts simultaneously, all characters get to take an action each round.

Specialized: Having an exceptional amount of skill in a task. Being specialized eases the task by two steps. So, if you are specialized in climbing, all your climbing tasks are eased by two steps.

Stat: One of the three defining characteristics for PCs: Might, Speed, or Intellect. Each stat has two values: Pool and Edge. Your Pool represents your raw, innate ability, and your Edge represents knowing how to use what you have. Each stat Pool can increase or decrease over the course of play—for example, you can lose points from your Might Pool when struck by an opponent, spend points from your Intellect Pool to activate a special ability, or rest to recover points in your Speed Pool after a long day of marching. Anything that damages a stat, restores a stat, or boosts or penalizes a stat affects the stat’s Pool.

Task: Any action that a PC attempts. The GM determines the difficulty of the task. In general, a task is something that you do and an action is you performing that task, but in most cases they mean the same thing.

Trained: Having a reasonable amount of skill in a task. Being trained eases the task. For example, if you are trained in climbing, all climbing tasks for you are eased. If you become very skilled at that task, you become specialized instead of trained. You do not need to be trained to attempt a task.

Turn: The part of the round when a character or creature takes its actions. For example, if a Warrior and an Adept are fighting an orc, each round the Warrior takes an action on their turn, the Adept takes an action on their turn, and the orc takes an action on its turn. Some abilities or effects last only one turn, or end when the next turn is started.

Taking Action

Each character gets one turn each round. On a character’s turn, they can do one thing—an action. All actions fall into one of three categories: Might, Speed, or Intellect (just like the three stats). Many actions require die rolls—rolling a d20.

Every action performs a task, and every task has a difficulty that determines what number a character must reach or surpass with a die roll to succeed.

Most tasks have a difficulty of 0, which means the character succeeds automatically. For example, walking across a room, opening a door, and throwing a stone into a nearby bucket are all actions, but none of them requires a roll. Actions that are usually difficult or that become difficult due to the situation (such as shooting at a target in a blizzard) have a higher difficulty. These actions usually require a roll.

Some actions require a minimum expenditure of Might, Speed, or Intellect points. If a character cannot spend the minimum number of points needed to complete the action, they automatically fail at the task.

Determining Task Stat

Every task relates to one of a character’s three stats: Might, Speed, or Intellect. Physical activities that require strength, power, or endurance relate to Might. Physical activities that require agility, flexibility, or fast reflexes relate to Speed. Mental activities that require force of will, memory, or mental power relate to Intellect. This means you can generalize tasks into three categories: Might tasks, Speed tasks, and Intellect tasks. You can also generalize rolls into three categories: Might rolls, Speed rolls, and Intellect rolls.

The category of the task or roll determines what kind of Effort you can apply to the roll and may determine how a character’s other abilities affect the roll. For example, an Adept may have an ability that makes them better at Intellect rolls, and a Warrior may have an ability that makes them better at Speed rolls.

Determining Task Difficulty

The most frequent thing a GM does during the game—and probably the most important thing—is set a task’s difficulty. To make the job easier, use the Task Difficulty table, which associates a difficulty rating with a descriptive name, a target number, and general guidance about the difficulty.

Every difficulty from 1 to 10 has a target number associated with it. The target number is easy to remember: it’s always three times the difficulty. The target number is the minimum number a player needs to roll on a d20 to succeed at the task. Moving up or down on the table is called hindering or easing, which is measured in steps.

For example, reducing a difficulty 5 task to a difficulty 4 task is “easing the difficulty by one step” or just “easing the difficulty” or “easing the task.” Most modifiers affect the difficulty rather than the player’s roll. This has two consequences:

Low target numbers such as 3 or 6, which would be boring in most games that use a d20, are not boring in the Cypher System. For example, if you need to roll a 6 or higher, you still have a 25% chance to fail.

The upper levels of difficulty (7, 8, 9, and 10) are all but impossible because the target numbers are 21 or higher, which you can’t roll on a d20. However, it’s common for PCs to have abilities or equipment that ease a task and thus lower the target number to something they can roll on a d20.

A character’s tier does not determine a task’s level. Things don’t get more difficult just because a character’s tier increases—the world doesn’t instantly become a more difficult place. Fourth-tier characters don’t deal only with level 4 creatures or difficulty 4 tasks (although a fourth-tier character probably has a better shot at success than a first-tier character does). Just because something is level 4 doesn’t necessarily mean it’s meant only for fourth-tier characters. Similarly, depending on the situation, a fifth-tier character could find a difficulty 2 task just as challenging as a second-tier character does.

Therefore, when setting the difficulty of a task, the GM should rate the task on its own merits, not on the power of the characters.

Modifying the Difficulty

After the GM sets the difficulty for a task, the player can try to modify it for their character. Any such modification applies only to this particular attempt at the task. In other words, rewiring an electronic door lock normally might be difficulty 6, but since the character doing the work is skilled in such tasks, has the right tools, and has another character assisting them, the difficulty in this instance might be much lower. That’s why it’s important for the GM to set a task’s difficulty without taking the character into account. The character comes in at this step.

By using skills and assets, working together, and—perhaps most important—applying Effort, a character can ease a task by multiple steps to make it easier. Rather than adding bonuses to the player’s roll, reducing the difficulty lowers the target number. If they can reduce the difficulty of a task to 0, no roll is needed; success is automatic. (An exception is if the GM decides to use a GM intrusion on the task, in which case the player would have to make a roll at the original difficulty.)

There are three basic ways in which a character can ease a task: skills, assets, and Effort. Each method eases the task by at least one step—never in smaller increments.

By using skills, assets, and Effort, a character can ease a task by a maximum of ten steps: one or two steps from skills, one or two steps from assets, and one to six steps from Effort.

Skills

Characters may be skilled at performing a specific task. A skill can vary from character to character. For example, one character might be skilled at lying, another might be skilled at trickery, and a third might be skilled in all interpersonal interactions. The first level of being skilled is called being trained, and it eases that task by one step. More rarely, a character can be incredibly skilled at performing a task. This is called being specialized, and it eases the task by two steps instead of one. Skills can never decrease a task by more than two steps—any more than two steps from being trained and specialized don’t count.

Assets

An asset is anything that helps a character with a task, such as having a really good crowbar when trying to force open a door or being in a rainstorm when trying to put out a fire. Appropriate assets vary from task to task. The perfect awl might help when woodworking, but it won’t make a dance performance much better. An asset usually eases a task by one step. Assets can never ease a task by more than two steps—any more than two steps from assets don’t count.

The important thing to remember is that a skill can reduce the difficulty by no more than two steps, and assets can reduce the difficulty by no more than two steps, regardless of the situation. Thus, no task’s difficulty will ever be reduced by more than four steps without using Effort.

Effort

A player can apply Effort to ease a task. To do this, the player spends points from the stat Pool that’s most appropriate to the task. For example, applying Effort to push a heavy rock off a cliff requires a player to spend points from the character’s Might Pool; applying Effort to activate an unusual machine interface requires them to spend points from the character’s Intellect Pool. For every level of Effort spent on a task, the task is eased. It costs 3 points from a stat Pool to apply one level of Effort, and it costs 2 additional points for every level thereafter (so it costs 5 points for two levels of Effort, 7 points for three levels of Effort, and so on). A character must spend points from the same stat Pool as the type of task or roll—Might points for a Might roll, Speed points for a Speed roll, or Intellect points for an Intellect roll.

Every character has a maximum level of Effort they can apply to a single task. Effort can never ease a task by more than six steps—any more than six steps from applying Effort doesn’t count.

Free Level of Effort: A few abilities give you a free level of Effort (these usually require you to apply at least one level of Effort to a task). In effect, you’re getting one more level of Effort than what you paid for. This free level of Effort can exceed the Effort limit for your character, but not the six-step limit for easing a task.

Rolling the Die

To determine success or failure, a player rolls a die (always a d20). If they roll the target number or higher, they succeed. Most of the time, that’s the end of it—nothing else needs to be done. Rarely, a character might apply a small modifier to the roll. If they have a +2 bonus when attempting specific actions, they add 2 to the number rolled. However, the original roll matters if it’s a special roll.

If a character applies a modifier to the die roll, it’s possible to get a result of 21 or higher, in which case they can attempt a task with a target number above 20. But if there is no possibility for success—if not even rolling a natural 20 (meaning the d20 shows that number) is sufficient to accomplish the task—then no roll is made. Otherwise, characters would have a chance to succeed at everything, even impossible or ridiculous tasks such as climbing moonbeams, throwing elephants, or hitting a target on the opposite side of a mountain with an arrow.

If a character’s modifiers add up to +3, treat them as an asset instead. In other words, instead of adding a +3 bonus to the roll, reduce the difficulty by one step. For example, if a Warrior has a +1 bonus to attack rolls from a minor effect, a +1 bonus to attack rolls from a special weapon quality, and a +1 bonus to attack rolls from a special ability, they do not add 3 to their attack roll—instead, they reduce the difficulty of the attack by one step. So if they attack a level 3 foe, they would normally roll against difficulty 3 and try to reach a target number of 9, but thanks to their asset, they roll against difficulty 2 and try to reach a target number of 6.

This distinction is important when stacking skills and assets to decrease the difficulty of an action, especially since reducing the difficulty to 0 or lower means no roll is needed.

The Player Always Rolls

In the Cypher System, players always drive the action. That means they make all the die rolls. If a PC leaps out of a moving vehicle, the player rolls to see if they succeed. If a PC searches for a hidden panel, the player rolls to determine whether they find it. If a rockslide falls on a PC, the player rolls to try to get out of the way. If a PC and an NPC arm wrestle, the player rolls, and the NPC’s level determines the target number. If a PC attacks a foe, the player rolls to see if they hit. If a foe attacks the PC, the player rolls to see if they dodge the blow.

As shown by the last two examples, the PC rolls whether they are attacking or defending. Thus, something that improves defenses might ease or hinder their rolls. For example, if a PC uses a low wall to gain cover from attacks, the wall eases the player’s defense rolls. If a foe uses the wall to gain cover from the PC’s attacks, it hinders the player’s attack rolls.

Special Rolls

If a character rolls a natural 1, 17, 18, 19, or 20 (meaning the d20 shows that number), special rules come into play. These are explained in more detail in the following sections.

1: GM Intrusion. The GM makes a free intrusion (see below) and doesn’t award experience points (XP) for it.

17: Damage Bonus. If the roll was a damage-dealing attack, it deals 1 additional point of damage.

18: Damage Bonus. If the roll was a damage-dealing attack, it deals 2 additional points of damage.

19: Minor Effect. If the roll was a damage-dealing attack, it deals 3 additional points of damage or the PC gets a minor effect in addition to the normal results of the task. If the roll was something other than an attack, the PC gets a minor effect in addition to the normal results of the task.

20: Major Effect. If the roll was a damage-dealing attack, it deals 4 additional points of damage or the PC gets a major or minor effect in addition to the normal results of the task. If the roll was something other than an attack, the PC gets a major effect in addition to the normal results of the task. If the PC spent points from a stat Pool on the action, the point cost for the action decreases to 0, meaning the character regains those points as if they had not spent them at all.

GM Intrusion

GM intrusion is explained in more detail in the Running the Cypher System chapter, but essentially it means that something occurs to complicate the character’s life. The character hasn’t necessarily fumbled or done anything wrong (although perhaps they did). It could just be that the task presents an unexpected difficulty or something unrelated affects the current situation.

For GM intrusion on a defense roll, a roll of 1 might mean that the PC takes 2 additional points of damage from the attack, indicating that the opponent got in a lucky blow.

For complete details about GM intrusion and how to use it to best effect in the game, see the Running the Cypher System chapter.

Minor Effect

A minor effect happens when a player rolls a natural 19. Most of the time, a minor effect is slightly beneficial to the PC, but not overwhelming.

A climber gets up the steep slope a bit faster. A repaired machine works a bit better. A character jumping down into a pit lands on their feet. Either the GM or the player can come up with a possible minor effect that fits the situation, but both must agree on what it should be.

Don’t waste a lot of time thinking of a minor effect if nothing appropriate suggests itself. Sometimes, in cases where only success or failure matters, it’s okay to have no minor effect. Keep the game moving at an exciting pace.

In combat, the easiest and most straightforward minor effect is dealing 3 additional points of damage with an attack. The following are other common minor effects for combat:

Damage object: Instead of striking the foe, the attack strikes what the foe is holding. If the attack hits, the character makes a Might roll with a difficulty equal to the object’s level. On a success, the object moves one or more steps down the object damage track.

Distract: For one round, all of the foe’s tasks are hindered.

Knock back: The foe is knocked or forced back a few feet. Most of the time, this doesn’t matter much, but if the fight takes place on a ledge or next to a pit of lava, the effect can be significant.

Move past: The character can move a short distance at the end of the attack. This effect is useful to get past a foe guarding a door, for example.

Strike a specific body part: The attacker strikes a specific spot on the defender’s body. The GM rules what special effect, if any, results. For example, hitting a creature’s tentacle that is wrapped around an ally might make it easier for the ally to escape. Hitting a foe in the eye might blind it for one round. Hitting a creature in its one vulnerable spot might ignore Armor.

Usually, the GM just has the desired minor effect occur. For example, rolling a 19 against a relatively weak foe means it is knocked off the cliff. The effect makes the round more exciting, but the defeat of a minor creature has no significant impact on the story. Other times, the GM might rule that an additional roll is needed to achieve the effect—the special roll only gives the PC the opportunity for a minor effect. This mostly happens when the desired effect is very unlikely, such as pushing a 50-ton battle automaton off a cliff. If the player just wants to deal 3 additional points of damage as the minor effect, no extra roll is needed.

Major Effect

A major effect happens when a player rolls a natural 20. Most of the time, a major effect is quite beneficial to the character. A climber gets up the steep slope in half the time. A jumper lands with such panache that those nearby are impressed and possibly intimidated. A defender makes a free attack on a foe.

Either the GM or the player can come up with a possible major effect that fits the situation, but both must agree on what it should be. As with minor effects, don’t spend a lot of time agonizing over the details of a major effect. In cases where only success or failure matters, a major effect might offer the character a one-time asset (a modification of one step) to use the next time they attempt a similar action. When nothing else seems appropriate, the GM can simply grant the PC an additional action on their turn that same round.

In combat, the easiest and most straightforward major effect is dealing 4 additional points of damage with an attack. The following are other common major effects for combat.

Disarm: The foe drops one object that it is holding.

Impair: For the rest of the combat, all tasks the foe attempts are hindered.

Knock down: The foe is knocked prone. It can get up on its turn.

Stun: The foe loses its next action.

As with minor effects, usually the GM just has the desired major effect occur, but sometimes the GM might require an extra roll if the major effect is unusual or unlikely.

Retrying a Task After Failure

If a character fails a task (whether it’s climbing a wall, picking a lock, trying to figure out a mysterious device, or something else) they can attempt it again, but they must apply at least one level of Effort when retrying that task. A retry is a new action, not part of the same action that failed, and it takes the same amount of time as the first attempt did.

Sometimes the GM might rule that retries are impossible. Perhaps a character has one chance to convince the leader of a group of thugs not to attack, and after that, no amount of talking will stop them.

This rule doesn’t apply to something like attacking a foe in combat because combat is always changing and fluid. Each round’s situation is new, not a repeat of a previous situation, so a missed attack can’t be retried.

Initial Cost

The GM can assign a point cost to a task just for trying it. Called an initial cost, it’s simply an indication that the task is particularly taxing. For example, let’s say a character wants to try a Might action to open a heavy cellar door that is partially rusted shut. The GM says that forcing the door open is a difficulty 5 task, and there’s an initial cost of 3 Might points simply to try. This initial cost is in addition to any points the character chooses to spend on the roll (such as when applying Effort), and the initial cost points do not affect the difficulty of the task. In other words, the character must spend 3 Might points to attempt the task at all, but that doesn’t help them open the door. If they want to apply Effort to ease the task, they have to spend more points from their Might Pool.

Edge helps with the initial cost of a task, just as it does with any expenditure from a character’s Pool. In the previous example, if the character had a Might Edge of 2, they would have to spend only 1 point (3 points minus 2 from their Might Edge) for the initial cost to attempt the task. If they also applied a level of Effort to open the door, they couldn’t use their Edge again—Edge applies only once per action—so using the Effort would cost the full 3 points. Thus, they’d spend a total of 4 points (1 for the initial cost plus 3 for the Effort) from their Might Pool.

The rationale of the initial cost rule is that even in the Cypher System, where things like Effort can help a character succeed on an action, logic still suggests that some actions are very difficult and taxing, particularly for some PCs more than others.

Distance

Distance is simplified into four basic categories: immediate, short, long, and very long.

Immediate distance from a character is within reach or within a few steps; if a character stands in a small room, everything in the room is within immediate distance. At most, immediate distance is 10 feet (3 m). Immediate distance is sometimes referred to as close, or even point-blank, particularly when referring to ranges.

The words “immediate” and “close” can be used interchangeably to talk about distance. If a creature or object is within arm’s reach of the character, it can be considered both immediate and close.

Short distance is anything greater than immediate distance but less than 50 feet (15 m) or so.

Long distance is anything greater than short distance but less than 100 feet (30 m) or so.

Very long distance is anything greater than long distance but less than 500 feet (150 m) or so.

Beyond that range, distances are always specified—1,000 feet (300 m), 1 mile (1.5 km), and so on.

All weapons and special abilities use these terms for ranges. For example, all melee weapons have immediate range—they are close-combat weapons, and you can use them to attack anyone within immediate distance. A thrown knife (and most other thrown weapons) has short range. A small handgun also has short range. A rifle has long range.

A character can move an immediate distance as a part of another action. In other words, they can take a few steps to the light switch and flip it on. They can lunge across a small room to attack a foe. They can open a door and step through.

A character can move a short distance as their entire action for a turn. They can also try to move a long distance as their entire action, but the player might have to roll to see if the character slips, trips, or stumbles for moving so far so quickly.

GMs and players don’t need to determine exact distances. For example, if the PCs are fighting a group of guards, any character can likely attack any foe in the general melee—they’re all within immediate range. However, if one trooper stays back to fire a blaster, a character might have to use their entire action to move the short distance required to attack that foe. It doesn’t matter if the trooper is 20 feet (6 m) or 40 feet (12 m) away—it’s simply considered short distance. It does matter if the trooper is more than 50 feet (15 m) away because that distance would require a long move.

Other Distances

In rare cases where distances beyond very long are needed, real-world distances are best (1 mile, 100 kilometers, and so on). However, the following shorthand distances can be useful in some settings:

Planetary: On the same planet.

Interplanetary: Within the same solar system.

Interstellar: Within the same galaxy.

Intergalactic: Anywhere in the same universe.

Interdimensional: Anywhere.

Timekeeping

Generally, keep time the same way that you normally would, using minutes, hours, days, and weeks. Thus, if the characters walk overland for 15 miles (24 km), about eight hours pass, even though the journey can be described in only a few seconds at the game table. Precision timekeeping is rarely important. Most of the time, saying things like “That takes about an hour” works fine.

This is true even when a special ability has a specific duration. In an encounter, a duration of “one minute” is mostly the same as saying “the rest of the encounter.” You don’t have to track each round that ticks by if you don’t want to. Likewise, an ability that lasts for ten minutes can safely be considered the length of an in-depth conversation, the time it takes to quickly explore a small area, or the time it takes to rest after a strenuous activity.

ActionTime Usually Required
Walking a mile over easy terrainAbout fifteen minutes
Walking a mile over rough terrain (forest, snow, hills)About half an hour
Walking a mile over difficult terrain (mountains, thick jungle)About forty-five minutes
Moving from one significant location in a city to anotherAbout fifteen minutes
Sneaking into a guarded locationAbout fifteen minutes
Observing a new location to get salient detailsAbout fifteen minutes
Having an in-depth discussionAbout ten minutes
Resting after a fight or other strenuous activityAbout ten minutes
Resting and having a quick mealAbout half an hour
Making or breaking campAbout half an hour
Shopping for supplies in a market or storeAbout an hour
Meeting with an important contactAbout half an hour
Referencing a book or websiteAbout half an hour
Searching a room for hidden thingsAt least half an hour, perhaps one hour
Searching for cyphers or other valuables amid a lot of stuffAbout an hour
Identifying and understanding a cypherFifteen minutes to half an hour
Identifying and understanding an artifactAt least fifteen minutes, perhaps three hours
Repairing a device (assuming parts and tools available)At least an hour, perhaps a day
Building a device (assuming parts and tools available)At least a day, perhaps a week

Encounters, Rounds, and Initiative

Sometimes in the course of the game, the GM or players will refer to an “encounter.” Encounters are not so much measurements of time as they are events or instances in which something happens, like a scene of a movie or a chapter in a book. An encounter might be a fight with a foe, a dramatic crossing of a raging river, or a stressful negotiation with an important official. It’s useful to use the word when referring to a specific scene, as in “My Might Pool is low after that encounter with the soul sorcerer yesterday.”

A round is about five to ten seconds. The length of time is variable because sometimes one round might be a bit longer than another. You don’t need to measure time more precisely than that. You can estimate that on average there are about ten rounds in a minute. In a round, everyone—each character and NPC—gets to take one action.

To determine who goes first, second, and so on in a round, each player makes a Speed roll called an initiative roll. Most of the time, it’s only important to know which characters act before the NPCs and which act after the NPCs. On an initiative roll, a character who rolls higher than an NPC’s target number takes their action before the NPC does. As with all target numbers, an NPC’s target number for an initiative roll is three times the NPC’s level. Many times, the GM will have all NPCs take their actions at the same time, using the highest target number from among all the NPCs. Using this method, any characters who rolled higher than the target number act first, then all the NPCs act, and finally any characters who rolled lower than the target number act.

An initiative roll is a d20 roll. Since your initiative depends on how fast you are, if you spend Effort on the roll, the points come from your Speed Pool.

The order in which the characters act usually isn’t important. If the players want to go in a precise order, they can act in initiative order (highest to lowest), by going around the table, by going oldest to youngest, and so on.

For example, Charles, Tammie, and Shanna’s characters are in combat with two level 2 security guards. The GM has the players make Speed rolls to determine initiative. Charles rolls an 8, Shanna rolls a 15, and Tammie rolls a 4. The target number for a level 2 creature is 6, so each round Charles and Shanna act before the guards, then the guards act, and finally Tammie acts. It doesn’t matter whether Charles acts before or after Shanna, as long as they think it’s fair.

After everyone—all PCs and NPCs—in the combat has had a turn, the round ends and a new round begins. In all rounds after the first, everyone acts in the same order as they did in the first round. The characters cycle through this order until the logical end of the encounter (the end of the fight or the completion of the event) or until the GM asks them to make new initiative rolls. The GM can call for new initiative rolls at the beginning of any new round when conditions drastically change. For example, if the NPCs gain reinforcements, the environment changes (perhaps the lights go out), the terrain changes (maybe part of the balcony collapses under the PCs), or something similar occurs, the GM can call for new initiative rolls.

Since the action moves as a cycle, anything that lasts for a round ends where it started in the cycle. If Umberto uses an ability on an opponent that hinders its defenses for one round, the effect lasts until Umberto acts on his next turn.

A Closer Look At Situations that Don’t Involve PCs

Ultimately, the GM is the arbiter of conflicts that do not involve the PCs. They should be adjudicated in the most interesting, logical, and story-based way possible. When in doubt, match the level of the NPCs (characters or creatures) or their respective effects to determine the results. Thus, if a level 4 NPC fights a level 3 NPC, the level 4 NPC will win, but if they face a level 7 NPC, they’ll lose. Likewise, a level 4 creature resists poisons or devices of level 3 or lower but not those of level 5 and above.

The essence is this: in the Cypher System, it doesn’t matter if something is a creature, a poison, or a gravity-dispelling ray. If it’s a higher level, it wins; if it’s a lower level, it loses. If two things of equal level oppose each other, there might be a long, drawn-out battle that could go either way.

Actions

Anything that your character does in a round is an action. It’s easiest to think of an action as a single thing that you can do in five to ten seconds. For example, if you use your dart thrower to shoot a strange floating orb, that’s one action. So is running for cover behind a stack of barrels, prying open a stuck door, using a rope to pull your friend up from a pit, or activating a cypher (even if it’s stored in your pack).

Opening a door and attacking a security guard on the other side are two actions. It’s more a matter of focus than time. Drawing your sword and attacking a foe is all one action. Putting away your bow and pushing a heavy bookcase to block a door are two actions because each requires a different train of thought.

If the action you want to accomplish is not within reach, you can move a little bit. Essentially, you can move up to an immediate distance to perform your action. For example, you can move an immediate distance and attack a foe, open a door and move an immediate distance into the hallway beyond, or grab your hurt friend lying on the ground and pull them back a few steps. This movement can occur before or after your action, so you can move to a door and open it, or you can open a door and move through it.

The most common actions are:

Action: Attack

An attack is anything that you do to someone that they don’t want you to do. Slashing a foe with a curved dagger is an attack, blasting a foe with a lightning artifact is an attack, wrapping a foe in magnetically controlled metal cables is an attack, and controlling someone’s mind is an attack. An attack almost always requires a roll to see if you hit or otherwise affect your target.

In the simplest kind of attack, such as a PC trying to stab a thug with a knife, the player rolls and compares their result to the opponent’s target number. If their roll is equal to or greater than the target number, the attack hits. Just as with any kind of task, the GM might modify the difficulty based on the situation, and the player might have a bonus to the roll or might try to ease the task using skills, assets, or Effort.

A less straightforward attack might be a special ability that stuns a foe with a mental blast. However, it’s handled the same way: the player makes a roll against the opponent’s target number. Similarly, an attempt to tackle a foe and wrestle it to the ground is still just a roll against the foe’s target number.

Attacks are sometimes categorized as “melee” attacks, meaning that you hurt or affect something within immediate reach, or “ranged” attacks, meaning that you hurt or affect something at a distance.

Melee attacks can be Might or Speed actions—player choice. Physical ranged attacks (such as bows, thrown weapons, and blasts of fire from a mutation) are almost always Speed actions, but those that come from special abilities tend to be Intellect actions.

Special abilities that require touching the target require a melee attack. If the attack misses, the power is not wasted, and you can try again each round as your action until you hit the target, use another ability, or take a different action that requires you to use your hands. These attempts in later rounds count as different actions, so you don’t have to keep track of how much Effort you used when you activated the ability or how you used Edge. For example, let’s say that in the first round of combat, you activate a special ability that requires you to touch your foe and you use Effort to ease the attack, but you roll poorly and miss your foe. In the second round of combat, you can try attacking again and use Effort to ease the attack roll.

The GM and players are encouraged to describe every attack with flavor and flair. One attack roll might be a stab to the foe’s arm. A miss might be the PC’s sword slamming into the wall. Combatants lunge, block, duck, spin, leap, and make all kinds of movements that should keep combat visually interesting and compelling. The Running the Cypher System chapter has much more guidance in this regard.

Common elements that affect the difficulty of a combat task are cover, range, and darkness. The rules for these and other modifiers are explained in the Attack Modifiers and Special Situations section of this chapter.

Damage

When an attack strikes a character, it usually means the character takes damage.

An attack against a PC subtracts points from one of the character’s stat Pools—usually the Might Pool. Whenever an attack simply says it deals “damage” without specifying the type, it means Might damage, which is by far the most common type. Intellect damage, which is usually the result of a mental attack, is always labeled as Intellect damage. Speed damage is often a physical attack, but attacks that deal Speed damage are fairly rare.

NPCs don’t have stat Pools. Instead, they have a characteristic called health. When an NPC takes damage of any kind, the amount is subtracted from its health. Unless described otherwise, an NPC’s health is always equal to its target number. Some NPCs might have special reactions to or defenses against attacks that would normally deal Speed damage or Intellect damage, but unless the NPC’s description specifically explains this, assume that all damage is subtracted from the NPC’s health.

Objects don’t have stat Pools or health. They have an object damage track, just like how PCs have a damage track. Attacking objects might move them down their damage track.

Damage is always a specific amount determined by the attack. For example, a slash with a broadsword or a blast with a spike thrower deals 4 points of damage. An Adept’s Onslaught deals 4 points of damage. Often, there are ways for the attacker to increase the damage. For example, a PC can apply Effort to deal 3 additional points of damage, and rolling a natural 17 on the attack roll deals 1 additional point of damage.

Armor

Pieces of equipment and special abilities protect a character from damage by giving them Armor. Each time a character takes damage, subtract their Armor value from the damage before reducing their stat Pool or health. For example, if a Warrior with 2 Armor is hit by a gunshot that deals 4 points of damage, they take only 2 points of damage (4 minus 2 from their Armor). If Armor reduces the incoming damage to 0 or lower, the character takes no damage from the attack. For example, the Warrior’s 2 Armor protects them from all physical attacks that deal 1 or 2 points of damage.

The most common way to get Armor is to wear physical armor, such as a leather jacket, a bulletproof vest, a chainmail hauberk, bioengineered carapace grafts, or something else, depending on the setting. All physical armor comes in one of three categories: light, medium, or heavy. Light armor gives the wearer 1 point of Armor, medium gives 2 points of Armor, and heavy gives 3 points of Armor.

When you see the word “Armor” capitalized in the game rules (other than in the name of a special ability), it refers to your Armor characteristic—the number you subtract from incoming damage. When you see the word “armor” in lowercase, it refers to any physical armor you might wear.

Other effects can add to a character’s Armor. If a character is wearing chainmail (+2 to Armor) and has an ability that covers them in a protective force field that grants +1 to Armor, their total is 3 Armor. If they also use a cypher that hardens their flesh temporarily for +1 to Armor, their total is 4 Armor.

Some types of damage ignore physical armor. Attacks that specifically deal Speed damage or Intellect damage ignore Armor; the creature takes the listed amount of damage without any reduction from Armor. Ambient damage (see below) usually ignores Armor as well.

A creature may have a special bonus to Armor against certain kinds of attacks. For example, a protective suit made of a sturdy, fire-resistant material might normally give its wearer +1 to Armor but count as +3 to Armor against fire attacks. An artifact worn as a helmet might grant +2 to Armor only against mental attacks.

Ambient Damage

Some kinds of damage aren’t direct attacks against a creature, but they indirectly affect everything in the area. Most of these are environmental effects such as winter cold, high temperatures, or background radiation. Damage from these kinds of sources is called ambient damage. Physical armor usually doesn’t protect against ambient damage, though a well-insulated suit of armor can protect against cold weather.

Damage From Hazards

Attacks aren’t the only way to inflict damage on a character. Experiences such as falling from a great height, being burned in a fire, and spending time in severe weather also deal damage. Although no list of potential hazards could be comprehensive, the Damage From Hazards table includes common examples.

SourceDamageNotes
Falling1 point per 10 feet (3 m) fallen (ambient damage)
Minor fire3 points per round (ambient damage)Torch
Major fire6 points per round (ambient damage)Engulfed in flames; lava
Acid splash2 points per round (ambient damage)
Acid bath6 points per round (ambient damage)Immersed in acid
Cold1 point per round (ambient damage)Below freezing temperatures
Severe cold3 points per round (ambient damage)Liquid nitrogen
Shock1 point per round (ambient damage)Often involves losing next action
Electrocution6 points per round (ambient damage)Often involves losing next action
Crush3 pointsObject or creature falls on character
Huge crush6 pointsRoof collapse; cave-in
Collision6 pointsLarge, fast object strikes character

The Effects of Taking Damage

When an NPC reaches 0 health, it is either dead or (if the attacker wishes) incapacitated, meaning unconscious or beaten into submission.

As previously mentioned, damage from most sources is applied to a character’s Might Pool. Otherwise, stat damage always reduces the Pool of the stat it affects.

If damage reduces a character’s stat Pool to 0, any further damage to that stat (including excess damage from the attack that reduced the stat to 0) is applied to another stat Pool. Damage is applied to Pools in this order:

  1. Might (unless the Pool is 0)

  2. Speed (unless the Pool is 0)

  3. Intellect

Even if the damage is applied to another stat Pool, it still counts as its original type for the purpose of Armor and special abilities that affect damage. For example, if a character with 2 Armor is reduced to 0 Might and then is hit by a creature’s claw for 3 points of damage, it still counts as Might damage, so their Armor reduces the damage to 1 point, which then is applied to their Speed Pool. In other words, even though they take the damage from their Speed Pool, it doesn’t ignore Armor like Speed damage normally would.

In addition to taking damage from their Might Pool, Speed Pool, or Intellect Pool, PCs also have a damage track. The damage track has four states (from best to worst): hale, impaired, debilitated, and dead. When one of a PC’s stat Pools reaches 0, they move one step down the damage track. Thus, if they are hale, they become impaired. If they are already impaired, they become debilitated. If they are already debilitated, they become dead.

Some effects can immediately shift a PC one or more steps on the damage track. These include rare poisons, cellular disruption attacks, and massive traumas (such as falls from very great heights, being run over by a speeding vehicle, and so on, as determined by the GM).

Some attacks, like a serpent’s poisonous bite or a Speaker’s Enthrall, have effects other than damage to a stat Pool or shifting the PC on the damage track. These attacks can cause unconsciousness, paralysis, and so on.

When NPCs (who have only health) suffer Speed or Intellect damage, normally this is treated the same as Might damage. However, the GM or the player has the option to suggest an appropriate alternate effect—the NPC suffers a penalty, moves more slowly, is stunned, and so on.

The Damage Track

As noted above, the damage track has four states: hale, impaired, debilitated, and dead.

Hale is the normal state for a character: all three stat Pools are at 1 or higher, and the PC has no penalties from harmful conditions. When a hale PC takes enough damage to reduce one of their stat Pools to 0, they become impaired. Note that a character whose stat Pools are much lower than normal can still be hale.

Impaired is a wounded or injured state. When an impaired character applies Effort, it costs 1 extra point per level applied. For example, applying one level of Effort costs 4 points instead of 3, and applying two levels of Effort costs 7 points instead of 5.

An impaired character ignores minor and major effect results on their rolls, and they don’t deal as much extra damage in combat with a special roll. In combat, a roll of 17 or higher deals only 1 additional point of damage. When an impaired PC takes enough damage to reduce one of their stat Pools to 0, they become debilitated.

Debilitated is a critically injured state. A debilitated character may not take any actions other than to move (probably crawl) no more than an immediate distance. If a debilitated character’s Speed Pool is 0, they can’t move at all. When a debilitated PC takes enough damage to reduce a stat Pool to 0, they are dead.

Dead is dead.

The damage track allows you to know how far from death you are. If you’re hale, you’re three steps from death. If you’re impaired, you’re two steps from death. If you’re debilitated, you are only one small step from death’s door.

Recovering Points in a Pool

After losing or spending points in a Pool, you recover those points by resting. You can’t increase a Pool past its maximum by resting—just back to its normal level. Any extra points gained go away with no effect. The amount of points you recover from a rest, and how long each rest takes, depends on how many times you have rested so far that day.

When you rest, make a recovery roll. To do this, roll a d6 and add your tier. You recover that many points, and you can divide them among your stat Pools however you wish. For example, if your recovery roll is 4 and you’ve lost 4 points of Might and 2 points of Speed, you can recover 4 points of Might, or 2 points of Might and 2 points of Speed, or any other combination adding up to 4 points.

The first time you rest each day, it takes only a few seconds to catch your breath. If you rest this way in the middle of an encounter, it takes one action on your turn.

The second time you rest each day, you must rest for ten minutes to make a recovery roll. The third time you rest each day, you must rest for one hour to make a recovery roll. The fourth time you rest each day, you must rest for ten hours to make a recovery roll (usually, this occurs when you stop for the day to eat and sleep).

After that much rest, it’s assumed to be a new day, so the next time you rest, it takes only a few seconds. The next rest takes ten minutes, then one hour, and so on, in a cycle.

If you haven’t rested yet that day and you take a lot of damage in a fight, you could rest a few seconds (regaining 1d6 points + 1 point per tier) and then immediately rest for ten minutes (regaining another 1d6 points + 1 point per tier). Thus, in one full day of doing nothing but resting, you could recover 4d6 points + 4 points per tier.

Each character chooses when to make recovery rolls. If a party of five PCs rests for ten minutes because two of them want to make recovery rolls, the others don’t have to make rolls at that time. Later in the day, those three can decide to rest for ten minutes and make recovery rolls.

Recovery RollRest Time Needed
First recovery rollOne action
Second recovery rollTen minutes
Third recovery rollOne hour
Fourth recovery rollTen hours

Restoring the Damage Track

Using points from a recovery roll to raise a stat Pool from 0 to 1 or higher also automatically moves the character up one step on the damage track.

If all of a PC’s stat Pools are above 0 and the character has taken special damage that moved them down the damage track, they can use a recovery roll to move up one step on the damage track instead of recovering points. For example, a character who is debilitated from a hit with a cell-disrupting biotech device can rest and move up to impaired rather than recover points in a Pool.

Special Damage

In the course of playing the game, characters face all manner of threats and dangers that can harm them in a variety of ways, only some of which are easily represented by points of damage.

Dazed and Stunned: Characters can be dazed when struck hard on the head, exposed to extremely loud sounds, or affected by a mental attack. When this happens, for the duration of the daze effect (usually one round), all of the character’s tasks are hindered. Similar but more severe attacks can stun characters. Stunned characters lose their turn (but can still defend against attacks normally).

Poison and Disease: When characters encounter poison—whether the venom of a serpent, rat poison slipped into a burrito, cyanide dissolved in wine, or an overdose of acetaminophen—they make a Might defense roll to resist it. Failure to resist can result in points of damage, moving down the damage track, or a specific effect such as paralysis, unconsciousness, disability, or something stranger. For example, some poisons affect the brain, making it impossible to say certain words, take certain actions, resist certain effects, or recover points to a stat Pool.

Diseases work like poisons, but their effect occurs every day, so the victim must make a Might defense roll each day or suffer the effects. Disease effects are as varied as poisons: points of damage, moving down the damage track, disability, and so on. Many diseases inflict damage that cannot be restored through conventional means.

Paralysis: Paralytic effects cause a character to drop to the ground, unable to move. Unless otherwise specified, the character can still take actions that require no physical movement.

Other Effects: Other special effects can render a character blind or deaf, unable to stand without falling over, or unable to breathe. Stranger effects might negate gravity for the character (or increase it a hundredfold), transport them to another place, render them out of phase, mutate their physical form, implant false memories or senses, alter the way their brain processes information, or inflame their nerves so they are in constant, excruciating pain. Each special effect must be handled on a case-by-case basis. The GM adjudicates how the character is affected and how the condition can be alleviated (if possible).

NPCs and Special Damage

The GM always has final say over what special damage will affect an NPC. Human NPCs usually react like characters, but nonhuman creatures might react very differently. For example, a tiny bit of venom is unlikely to hurt a gigantic dragon, and it won’t affect an android or a demon at all.

If an NPC is susceptible to an attack that would shift a character down the damage track, using that attack on the NPC usually renders it unconscious or dead. Alternatively, the GM could apply the debilitated condition to the NPC, with the same effect as it would have on a PC.

Attack Modifiers And Special Situations

In combat situations, many modifiers might come into play. Although the GM is at liberty to assess whatever modifiers they think are appropriate to the situation (that’s their role in the game), the following suggestions and guidelines might make that easier. Often the modifier is applied as a step in difficulty. So if a situation hinders attacks, that means if a PC attacks an NPC, the difficulty of the attack roll is increased by one step, and if an NPC attacks a PC, the difficulty of the defense roll is decreased by one step. This is because players make all rolls, whether they are attacking or defending—NPCs never make attack or defense rolls.

When in doubt, if it seems like it should be harder to attack in a situation, hinder the attack rolls. If it seems like attacks should gain an advantage or be easier in some way, hinder the defense rolls.

Precise ranges are not important in the Cypher System. The broadly defined “immediate,” “short,” “long,” and “very long” ranges let the GM quickly make a judgment call and keep things moving. Basically, the idea is: your target is right there, your target is close, your target is pretty far away, or your target is extremely far away.

Cover

If a character is behind cover so that a significant portion of their body is behind something sturdy, attacks against the character are hindered.

If a character is entirely behind cover (their entire body is behind something sturdy), they can’t be attacked unless the attack can go through the cover. For example, if a character hides behind a thin wooden screen and their opponent shoots the screen with a rifle that can penetrate the wood, the character can be attacked. However, because the attacker can’t see the character clearly, this still counts as cover (attacks against the character are hindered).

Position

Sometimes where a character stands gives them an advantage or a disadvantage.

Prone Target: In melee, a prone target is easier to hit (attacks against them are eased). In ranged combat, a prone target is harder to hit (attacks against them are hindered).

Higher Ground: In either ranged or melee combat, attacks by an opponent on higher ground are eased.

Surprise

When a target isn’t aware of an incoming attack, the attacker has an advantage. A ranged sniper in a hidden position, an invisible assailant, or the first salvo in a successful ambush are all eased by two steps. For the attacker to gain this advantage, however, the defender truly must have no idea that the attack is coming.

If the defender isn’t sure of the attacker’s location but is still on guard, the attacks are eased by only one step.

Range

In melee, you can attack a foe who is adjacent to you (next to you) or within reach (immediate range). If you enter into melee with one or more foes, usually you can attack most or all of the combatants, meaning they are next to you, within reach, or within reach if you move slightly or have a long weapon that extends your reach.

The majority of ranged attacks have only two ranges: short range and long range (a few have very long range). Short range is generally less than 50 feet (15 m) or so. Long range is generally from 50 feet (15 m) to about 100 feet (30 m). Very long range is generally 100 feet (30 m) to 500 feet (150 m). Greater precision than that isn’t important in the Cypher System. If anything is longer than very long range, the exact range is usually spelled out, such as with an item that can fire a beam 1,000 feet (300 m) or teleport you up to 1 mile (1.5 km) away.

Thus, the game has four measurements of distance: immediate, short, long, and very long. These apply to movement as well. A few special cases—point-blank range and extreme range— modify an attack’s chance to successfully hit.

Point-Blank Range: If a character uses a ranged weapon against a target within immediate range, the attack is eased.

Extreme Range: Targets just at the limit of a weapon’s range are at extreme range. Attacks against such targets are hindered.

The GM might allow a character with a ranged weapon to attack beyond extreme range, but the attack would be hindered by two steps for each range category beyond the normal limit. Attacks with hard limits, such as the blast radius of a bomb, can’t be modified.

In certain situations, such as a PC on top of a building looking across an open field, the GM should allow ranged attacks to exceed their maximum range. For example, in perfect conditions, a good archer can hit a large target with a bow and arrow at 500 feet (150 m), much farther than a bow’s typical long range.

Illumination

What characters can see (and how well they can see) plays a huge factor in combat.

Dim Light: Dim light is approximately the amount of light on a night with a bright full moon or the illumination provided by a torch, flashlight, or desk lamp. Dim light allows you to see out to short range. Targets in dim light are harder to hit. Attacks against such targets are hindered. Attackers trained in low-light spotting negate this modifier.

Very Dim Light: Very dim light is approximately the amount of light on a starry night with no visible moon, or the glow provided by a candle or an illuminated control panel. Very dim light allows you to see clearly only within immediate range and perceive vague shapes to short range. Targets in very dim light are harder to hit. Attacks against targets within immediate range are hindered, and attacks against those in short range are hindered by two steps. Attackers trained in low-light spotting modify these difficulties by one step in their favor. Attackers specialized in low-light spotting modify these difficulties by two steps in their favor.

Darkness: Darkness is an area with no illumination at all, such as a moonless night with cloud cover or a room with no lights. Targets in complete darkness are nearly impossible to hit. If an attacker can use other senses (such as hearing) to get an idea of where the opponent might be, attacks against such targets are hindered by four steps. Otherwise, attacks in complete darkness fail without the need for a roll unless the player spends 1 XP to “make a lucky shot” or the GM uses GM intrusion. Attackers trained in low-light spotting ease the task. Attackers specialized in low-light spotting ease the task by two steps.

Visibility

Similar to illumination, factors that obscure vision affect combat.

Mist: A target in mist is similar to one in dim light. Ranged attacks against such targets are hindered. Particularly dense mist makes ranged attacks nearly impossible (treat as darkness), and even melee attacks are hindered.

Hiding Target: A target in dense foliage, behind a screen, or crawling amid the rubble in a ruin is hard to hit because they’re hard to see. Ranged attacks against such targets are hindered.

Invisible Target: If an attacker can use other senses (such as hearing) to get an idea of where the opponent might be, attacks against such targets are hindered by four steps. Otherwise, attacks against an invisible creature fail without the need for a roll unless the player spends 1 XP to “make a lucky shot” or the GM uses GM intrusion.

Water

Being in shallow water can make it hard to move, but it doesn’t affect combat. Being in deep water can make things difficult, and being underwater entirely can seem as different as being on another world.

Deep Water: Being in water up to your chest (or the equivalent thereof) hinders your attacks. Aquatic creatures ignore this modifier.

Underwater Melee Combat: For nonaquatic creatures, being completely underwater makes attacking very difficult. Attacks with stabbing weapons are hindered, and melee attacks with slashing or bashing weapons are hindered by two steps. Aquatic creatures ignore these penalties.

Underwater Ranged Combat: As with melee combat, nonaquatic creatures have problems fighting underwater. Some ranged attacks are impossible underwater—you can’t throw things, fire a bow or crossbow, or use a blowgun. Many firearms also do not work underwater. Attacks with weapons that do work underwater are hindered. Ranges underwater are reduced by one category; very-long-range weapons work only to long range, long-range weapons work only to short range, and short-range weapons work only to immediate range.

Moving Targets

Moving targets are harder to hit, and moving attackers have a difficult time as well.

Target Is Moving: Attackers trying to hit a foe who is moving very fast are hindered. (A foe moving very fast is one who is doing nothing but running, mounted on a moving creature, riding on a vehicle or moving conveyance, and so on.)

Attacker Is Moving: An attacker trying to make an attack while moving under their own power (walking, running, swimming, and so on) takes no penalties. Attacks from a moving mount or moving vehicle are hindered; an attacker trained in riding or driving ignores this penalty.

Attacker Is Jostled: Being jostled, such as while standing on a listing ship or a vibrating platform, makes attacking difficult. Such attacks are hindered. Characters trained in balancing or sailing would ignore penalties for being on a ship.

Gravity

In a spacefaring campaign, characters may travel to worlds with stronger or weaker gravity than Earth’s. Likewise, strange technology or magic can cause gravity to fluctuate even in an Earth-based campaign. Characters who have a large amount of metal (wearing metal armor, using metal weapons, and so on) can be affected by fluctuating magnetism just as a character is affected by gravity.

Low Gravity: Weapons that rely on weight, such as all heavy weapons, deal 2 fewer points of damage (dealing a minimum of 1 point of damage). Weapons with short range can reach to long range, and long-range weapons can reach to very long range. Characters trained in low-gravity maneuvering ignore the damage penalty.

High Gravity: It’s hard to make effective attacks when the pull of gravity is very strong. Attacks (and all physical actions) made in high gravity are hindered. Ranges in high gravity are reduced by one category (very-long-range weapons reach only to long range, long-range weapons reach only to short range, and short-range weapons reach only to immediate range). Characters trained in high-gravity maneuvering ignore the change in difficulty but not the range decreases.

Zero Gravity: It’s hard to maneuver in an environment without gravity. All physical actions (including attacks) made in zero gravity are hindered. Weapons with short range can reach to long range, long-range weapons can reach to very long range, and very-long-range weapons can reach to about 1,000 feet (300 m) instead of 500 feet (150 m). Characters trained in zero-gravity maneuvering ignore the change in difficulty.

Special Situation: Combat Between NPCs

When an NPC ally of the PCs attacks another NPC, the GM can designate a player to roll and handle it like a PC attacking. Often, the choice is obvious. For example, a character who has a trained attack animal should roll when their pet attacks enemies. If an NPC ally accompanying the party leaps into the fray, that ally’s favorite PC rolls for them. NPCs cannot apply Effort. Of course, it’s perfectly fitting (and easier) to have the NPC ally use the cooperative action rules to aid a PC instead of making direct attacks, or to compare the levels of the two NPCs (higher wins).

Special Situation: Combat Between PCs

When one PC attacks another PC, the attacking character makes an attack roll, and the other character makes a defense roll, adding any appropriate modifiers. If the attacking PC has a skill, ability, asset, or other effect that would ease the attack if it were made against an NPC, the character adds 3 to the roll for each step reduction (+3 for one step, +6 for two steps, and so on). If the attacker’s final result is higher, the attack hits. If the defender’s result is higher,
the attack misses. Damage is resolved normally. The GM mediates all special effects.

Special Situation: Area Attacks

Sometimes, an attack or effect affects an area rather than a single target. For example, a grenade or a landslide can potentially harm or affect everyone in the area.

In an area attack, all PCs in the area make appropriate defense rolls against the attack to determine its effect on them. If there are any NPCs in the area, the attacker makes a single attack roll against all of them (one roll, not one roll per NPC) and compares it to the target number of each NPC. If the roll is equal to or greater than the target number of a particular NPC, the attack hits that NPC.

Some area attacks always deal at least a minimum amount of damage, even if the attacks miss or if a PC makes a successful defense roll.

For example, consider a character who uses Shatter to attack six cultists (level 2; target number 6) and their leader (level 4; target number 12). The PC applies Effort to increase the damage and rolls an 11 for the attack roll. This hits the six cultists, but not the leader, so the ability deals 3 points of damage to each of the cultists. The description of Shatter says that applying Effort to increase the damage also means that targets take 1 point of damage if the PC fails the attack roll, so the leader takes 1 point of damage. In terms of what happens in the story, the cultists are caught flat-footed by the sudden detonation of one of their knives, but the leader ducks and is shielded from the blast. Despite the leader’s quick moves, the blast is so intense that a few bits of metal slice them.

Special Situation: Attacking Objects

Attacking an object is rarely a matter of hitting it. Sure, you can hit the broad side of a barn, but can you damage it? Attacking inanimate objects with a melee weapon is a Might action. Objects have levels and thus target numbers. Objects have a damage track that works like the damage track for PCs.

Intact is the default state for an object.

Minor damage is a slightly damaged state. An object with minor damage reduces its level by 1.

Major damage is a critically damaged state. An object with major damage is broken and no longer functions.

Destroyed is destroyed. The object is ruined, no longer functions, and cannot be repaired.

If the Might action to damage an object is a success, the object moves one step down the object damage track. If the Might roll exceeded the difficulty by 2 levels, the object instead moves two steps down the object damage track. If the Might roll exceeded the difficulty by 4 levels, the object instead moves three steps down the object damage track. Objects with minor or major damage can be repaired, moving them one or more steps up the object damage track.

Brittle or fragile objects, like paper or glass, decrease the effective level of the object for the purposes of determining if it is damaged. Hard objects, like those made of wood or stone, add 1 to the effective level. Very hard objects, like those made of metal, add 2. (The GM may rule that some exotic materials add 3.)

The tool or weapon used to attack the object must be at least as hard as the object itself. Further, if the amount of damage the attack could inflict—not modified by a special die roll—does not equal or exceed the effective level of the object, the attack cannot damage the object no matter what the roll.

Action: Activate a Special Ability

Special abilities are granted by foci, types, and flavors, or provided by cyphers or other devices. If a special ability affects another character in any kind of unwanted manner, it’s handled as an attack. This is true even if the ability is normally not considered an attack. For example, if a character has a healing touch, and their friend doesn’t want to be healed for some reason, an attempt to heal their unwilling friend is handled as an attack.

Plenty of special abilities do not affect another character in an unwanted manner. For example, a PC might use Hover on themselves to float into the air. A character with a matter-reorganizing device might change a stone wall into glass. A character who activates a phase changer cypher might walk through a wall. None of these requires an attack roll (although when turning a stone wall to glass, the character must still make a roll to successfully affect the wall).

If the character spends points to apply Effort on the attempt, they might want to roll anyway to see if they get a major effect, which would reduce the cost for their action.

Action: Move

As a part of another action, a character can adjust their position—stepping back a few feet while using an ability, sliding over in combat to take on a different opponent to help a friend, pushing through a door they just opened, and so on. This is considered an immediate distance, and a character can move this far as part of another action.

In a combat situation, if a character is in a large melee, they’re usually considered to be next to most other combatants, unless the GM rules that they’re farther away because the melee is especially large or the situation dictates it.

If they’re not in melee but still nearby, they are considered to be a short distance away—usually less than 50 feet (15 m). If they’re farther away than that but still involved in the combat, they are considered to be a long distance away, usually 50 to 100 feet (15 to 30 m), or possibly even a very long distance away, usually more than 100 feet to 500 feet (30 to 150 m).

In a round, as an action, a character can make a short move. In this case, they are doing nothing but moving up to about 50 feet (15 m). Some terrain or situations will change the distance a character can move, but generally, making a short move is considered to be a difficulty 0 action. No roll is needed; they just get where they’re going as their action.

A character can try to make a long move—up to 100 feet (30 m) or so—in one round. This is a Speed task with a difficulty of 4. As with any action, they can use skills, assets, or Effort to ease the task. Terrain, obstacles, or other circumstances can hinder the task. A successful roll means the character moved the distance safely. Failure means that at some point during the move, they stop or stumble (the GM determines where this happens).

A character can also try to make a short move and take another (relatively simple) physical action, like make an attack. As with the attempt to make a long move, this is a Speed task with a difficulty of 4, and failure means that the character stops at some point, slipping or stumbling or otherwise getting held up.

Long-Term Movement

When talking about movement in terms of traveling rather than round-by-round action, typical characters can travel on a road about 20 miles (32 km) per day, averaging about 3 miles (5 km) per hour, including a few stops. When traveling overland, they can move about 12 miles (19 km) per day, averaging 2 miles (3 km) per hour, again with some stops. Mounted characters, such as those on horseback, can go twice as far. Other modes of travel (cars, airplanes, hovercraft, sailing ships, and so on) have their own rates of movement.

Movement Modifiers

Different environments affect movement in different ways.

Rough Terrain: A surface that’s considered rough terrain is covered in loose stones or other material, uneven or with unsure footing, unsteady, or a surface that requires movement across a narrow space, such as a cramped corridor or a slender ledge. Stairs are also considered rough terrain. Rough terrain does not slow normal movement on a round-by-round basis, but hinders move rolls. Rough terrain cuts long-term movement rates in half.

Difficult Terrain: Difficult terrain is an area filled with challenging obstacles—water up to waist height, a very steep slope, an especially narrow ledge, slippery ice, a foot or more of snow, a space so small that one must crawl through it, and so on. Difficult terrain hinders move rolls and halves movement on a round-by-round basis. This means that a short move is about 25 feet (8 m), and a long move is about 50 feet (15 m). Difficult terrain reduces
long-term movement to a third of its normal rate.

Water: Deep water, in which a character is mostly or entirely submerged, hinders move rolls
and reduces round-by-round and long-term movement to one quarter its normal rate. This means that a short move is about 12 feet(4 m), and a long move is about 25 feet (7.5 m). Characters trained in swimming halve their movement only while in deep water.

Low Gravity: Movement in low gravity is easier but not much faster. All move rolls are eased.

High Gravity: In an environment of high gravity, treat all moving characters as if they were in difficult terrain. Characters trained in high-gravity maneuvering negate this penalty. High gravity reduces long-term movement to a third of its normal rate.

Zero Gravity: In an environment without gravity, characters cannot move normally. Instead, they must push off from a surface and succeed at a Might roll to move (the difficulty is equal to one-quarter the distance traveled in feet). Without a surface to push off from, a character cannot move. Unless the character’s movement takes them to a stable object that they can grab or land against, they continue to drift in that direction each round, traveling half the distance of the initial push.

Special Situation: A Chase

When a PC is chasing an NPC or vice versa, the player should attempt a Speed action, with the difficulty based on the NPC’s level. If the PC succeeds at the roll, they catch the NPC (if chasing), or they get away (if chased). In terms of the story, this one-roll mechanic can be the result of a long chase over many rounds.

Alternatively, if the GM wants to play out a long chase, the character can make many rolls (perhaps one per level of the NPC) to finish the pursuit successfully. For every failure, the PC must make another success, and if they ever have more failures than successes, the PC fails to catch the NPC (if chasing) or is caught (if chased). As with combat, the GM is encouraged to describe the results of these rolls with flavor. A success might mean the PC has rounded a corner and gained some distance. A failure might mean that a basket of fruit topples over in front of them, slowing them down. Vehicle chases are handled similarly.

Action: Wait

You can wait to react to another character’s action.

You decide what action will trigger your action, and if the triggering action happens, you get to take your action first (unless going first wouldn’t make sense, like attacking a foe before they come into view). For example, if an orc threatens you with a halberd, on your turn you can decide to wait, stating “If it stabs at me, I’m going to slash it with my sword.” On the orc’s turn, it stabs, so you make your sword attack before that happens.

Waiting is also a good way to deal with a ranged attacker who rises from behind cover, fires an attack, and ducks back down. You could say “I wait to see them pop up from behind cover and then I shoot them.”

Waiting is also a useful tool for cooperative actions (see below).

Action: Defend

Defending is a special action that only PCs can do, and only in response to being attacked. In other words, an NPC uses its action to attack, which forces a PC to make a defense roll. This is handled like any other kind of action, with circumstances, skill, assets, and Effort all potentially coming into play. Defending is a special kind of action in that it does not happen on the PC’s turn. It’s never an action that a player decides to take; it’s always a reaction to an attack. A PC can take a defense action when attacked (on the attacking NPC’s turn) and still take another action on their own turn.

The type of defense roll depends on the type of attack. If a foe attacks a character with an axe, they can use Speed to duck or block it with what they’re holding. If they’re struck by a poisoned dart, they can use a Might action to resist its effects. If a psi-worm attempts to control their mind, they can use Intellect to fend off the intrusion.

Sometimes an attack provokes two defense actions. For example, a poisonous reptile tries to bite a PC. They try to dodge the bite with a Speed action. If they fail, they take damage from the bite, and they must also attempt a Might action to resist the poison’s effects.

If a character does not know an attack is coming, usually they can still make a defense roll, but they can’t add modifiers (including the modifier from a shield), and they can’t use any skill or Effort to ease the task. If circumstances warrant—such as if the attacker is right next to the character—the GM might rule that the surprise attack simply hits.

A character can always choose to forgo a defense action, in which case the attack automatically hits.

Some abilities (such as the Countermeasures special ability) may allow you to do something special as a defense action.

Action: Do Something Else

Players can try anything they can think of, although that doesn’t mean anything is possible. The GM sets the difficulty—that’s their primary role in the game. Still, guided by the bounds of logic, players and GMs will find all manner of actions and options that aren’t covered by a rule. That’s a good thing.

Players should not feel constrained by the game mechanics when taking actions. Skills are not required to attempt an action. Someone who’s never picked a lock can still try. The GM might hinder the task, but the character can still attempt the action.

Thus, players and GMs can return to the beginning of this chapter and look at the most basic expression of the rules. A player wants to take an action. The GM decides, on a scale of 1 to 10, how difficult that task is and what stat it uses. The player determines whether they have anything that might modify the difficulty and considers whether to apply Effort. Once the final determination is made, they roll to see if their character succeeds. It’s as easy as that.

As further guidance, the following are some of the more common actions a player might take.

Players are encouraged to come up with their own ideas for what their characters do rather than looking at a list of possible actions. That’s why there is a “do something else” action. PCs are not pieces on a game board—they are people in a story. And like real people, they can try anything they can think of. (Succeeding is another matter entirely.) The task difficulty system provides GMs with the tools they need to adjudicate anything the players come up with.

Climbing

When a character climbs, the GM sets a difficulty based on the surface being climbed. Climbing is like moving through difficult terrain: the move roll is hindered and the movement is half speed. Unusual circumstances, such as climbing while under fire, pose additional step penalties.

DifficultySurface
2Surface with lots of handholds
3Stone wall or similar surface (a few handholds)
4Crumbling or slippery surface
5Smooth stone wall or similar surface
6Metal wall or similar surface
8Smooth, horizontal surface (climber is upside down)
10Glass wall or similar surface

Cooperative Actions

There are many ways multiple characters can work together. None of these options, however, can be used at the same time by the same characters.

Helping: If you use your action to help someone with a task, you ease the task. If you have an inability in a task, your help has no effect. If you use your action to help someone with a task that you are trained or specialized in, the task is eased by two steps. Help is considered an asset, and someone receiving help usually can’t gain more than two assets on a single task if that help is provided by another character.

For example, if Scott is trying to climb a steep incline and Sarah (who is trained in climbing) spends her turn helping him, Scott’s task is eased by two steps.

Sometimes you can help by performing a task that complements what another person is attempting. If your complementary action succeeds, you ease the other person’s task. For example, if Scott tries to persuade a ship captain to let him on board, Sarah could try to supplement Scott’s words with a flattering lie about the captain (a deception action), a display of knowledge about the region where the ship is headed (a geography action), or a direct threat to the captain (an intimidation action). If Sarah’s roll is a success, Scott’s persuasion task is eased.

Distraction: When a character uses their turn to distract a foe, that foe’s attacks are hindered for one round. Multiple characters distracting a foe have no greater effect than a single character doing so—a foe is either distracted or not. A distraction might be yelling a challenge, firing a warning shot, or a similar activity that doesn’t harm the foe.

Draw the Attack: When an NPC attacks a character, another PC can prominently present themselves, shout taunts, and move to try to get the foe to attack them instead. In most cases, this action succeeds without a roll—the opponent attacks the prominent PC instead of their companions. In other cases, such as with intelligent or determined foes, the prominent character must succeed at an Intellect action to draw the attack. If that Intellect action is successful, the foe attacks the prominent character, whose defenses are hindered by two steps. Two characters attempting to draw an attack at the same time cancel each other out.

Two characters attempting to draw an attack at the same time cancel each other out.

Take the Attack: A character can use their action to throw themselves in front of a foe’s successful attack to save a nearby comrade. The attack automatically succeeds against the sacrificial character, and it deals 1 additional point of damage. A character cannot willingly take more than one attack each round in this way.

Crafting, Building, and Repairing

Crafting is a tricky topic in the Cypher System because the same rules that govern building a spear also cover repairing a machine that can take you into hyperspace. Normally, the level of the item determines the difficulty of creating or repairing it as well as the time required. For cyphers, artifacts, other items that require specialized knowledge, or items unique to a world or species other than your own (such as a Martian tripod walker), add 5 to the item’s level to determine the difficulty of building or repairing it.

Sometimes, if the item is artistic in nature, the GM will add to the difficulty and time required. For example, a crude wooden stool might be hammered together in an hour. A beautiful finished piece might take a week or longer and would require more skill on the part of the crafter.

The GM is free to overrule some attempts at creation, building, or repair, requiring that the character have a certain level of skill, proper tools and materials, and so forth.

A level 0 object requires no skill to make and is easily found in most locations. Sling stones and firewood are level 0 items—producing them is routine. Making a torch from spare wood and oil-soaked cloth is simple, so it’s a level 1 object. Making an arrow or a spear is fairly standard but not simple, so it’s a level 2 object.

Generally speaking, a device to be crafted requires materials equal to its level and all the levels below it. So a level 5 device requires level 5 material, level 4 material, level 3 material, level 2 material, and level 1 material (and, technically, level 0 material).

The GM and players can gloss over much of the crafting details, if desired. Gathering all the materials to make a mundane item might not be worth playing out—but then again, it might be. For example, making a wooden spear in a forest isn’t very interesting, but what if the characters have to make a spear in a treeless desert? Finding the wreckage of something made of wood or forcing a PC to fashion a spear out of the bones of a large beast could be interesting situations.

Circumstances really matter. For example, sewing a dress by hand might take five times as long (or more) as using a sewing machine.

The time required to create an item is up to the GM, but the guidelines in the crafting table are a good starting point. Generally, repairing an item takes somewhere between half the creation time and the full creation time, depending on the item, the aspect that needs repairing, and the circumstances. For example, if creating an item takes one hour, repairing it takes thirty minutes to one hour.

The GM is free to overrule some attempts at creation, building, or repair, requiring that the character have a certain level of skill, proper tools and materials, and so forth.

Sometimes a GM will allow a rush job if the circumstances warrant it. This is different than using skill to reduce the time required. In this case, the quality of the item is affected. Let’s say that a character needs to create a tool that will cut through solid steel with a laser (a level 7 item), but they have to do it in one day. The GM might allow it, but the device might be extremely volatile, inflicting damage on the user, or it might work only once. The device is still considered a level 7 item to create in all other respects. Sometimes the GM will rule that reducing the time is not possible. For example, a single human can’t make a chainmail vest in one hour without some kind of machine to help.

Note: Erratum

The rules mention “using skill to reduce the time required” to craft an object. This was cut from the first edition rulebook:

“A character can reduce the time or materials needed instead of the difficulty (again, with GM approval, and if it makes sense to do so). A trained fletcher making arrows (level 2 items) could attempt a difficulty 2 task rather than a difficulty 1 task to create an arrow in fifteen minutes instead of an hour, or to create it in an hour but with substandard (level 1) materials. However, sometimes the GM will rule that reducing the time is not possible. For example, a single human can’t make a chainmail vest in one hour without some kind of machine to help.”

Possible crafting skills include:

@UUID[Compendium.cyphersystem-compendium.crafting-skills.7BUvkxuA2jCU8eqK]{Armoring} @UUID[Compendium.cyphersystem-compendium.crafting-skills.vFZ9YGa70efAWVpN]{Bowyering/fletching} @UUID[Compendium.cyphersystem-compendium.crafting-skills.Mh8fZ6svg8OSnsX3]{Chemistry} @UUID[Compendium.cyphersystem-compendium.crafting-skills.uGEL7zHPjaKA5kbN]{Computer science} @UUID[Compendium.cyphersystem-compendium.crafting-skills.g4qZmxAyRzrKZDzh]{Electronics} @UUID[Compendium.cyphersystem-compendium.crafting-skills.cFbEQnj0w4Q4AEFs]{Engines} @UUID[Compendium.cyphersystem-compendium.crafting-skills.LsykgiEBrwXM8x8x]{Genetic engineering} @UUID[Compendium.cyphersystem-compendium.crafting-skills.sedcB5ntUixkxEFn]{Glassblowing} @UUID[Compendium.cyphersystem-compendium.crafting-skills.kZSFCvecSYYsbDzX]{Gunsmithing} @UUID[Compendium.cyphersystem-compendium.crafting-skills.gH4b6MOodAZeCAod]{Leatherworking} @UUID[Compendium.cyphersystem-compendium.crafting-skills.HiAKUg3uYFmauoeJ]{Metalworking} @UUID[Compendium.cyphersystem-compendium.crafting-skills.Qs5gGKyC1qzg5DDf]{Neural engineering} @UUID[Compendium.cyphersystem-compendium.crafting-skills.dBhnKvctH1RIlolI]{Weaponsmithing} @UUID[Compendium.cyphersystem-compendium.crafting-skills.1N0N3X1Hr4uIet4P]{Woodcrafting}

Characters might try to make a cypher, an artifact, or an alien psionic starship do something other than its intended function. Sometimes, the GM will simply declare the task impossible. You can’t turn a vial of healing elixir into a two-way communicator. But most of the time, there is a chance of success.

That said, tinkering with weird stuff is not easy. Obviously, the difficulty varies from situation to situation, but difficulties starting at 7 are not unreasonable. The time, tools, and training required would be similar to the time, tools, and training needed to repair a device. If the tinkering results in a long-term benefit for the character—such as creating an artifact that they can use—the GM should require them to spend XP to make it.

Obviously, what is considered “weird stuff ” will vary from setting to setting, and sometimes the concept might not apply at all. But many times, there will be something in the setting that is too strange, too alien, too powerful, or too dangerous for PCs to mess around with (or at least mess around with easily). Einstein may have been extraordinary, but that doesn’t mean he could reverse-engineer a teleporter made in another dimension.

DifficultyCraftGeneral Time to Build
0Something extremely simple like tying a rope or finding an appropriately sized rockA few minutes at most
1TorchFive minutes
2Spear, simple shelter, piece of furnitureOne hour
3Bow, door, basic article of clothingOne day
4Sword, chainmail vestOne to two days
5Common technological item (electric light), nice piece of jewelry or art objectOne week
6Technological item (watch, transmitter), really nice piece of jewelry or art object, elegant craftworkOne month
7Technological item (computer), major work of artOne year
8Technological item (something from beyond Earth)Many years
9Technological item (something from beyond Earth)Many years
10Technological item (something from beyond Earth)Many years

Guarding

In a combat situation, a character can stand guard as their action. They do not make attacks, but all their defense tasks are eased. Further, if an NPC tries to get by them or take an action that they are guarding against, the character can attempt an eased Speed action based on the level of the NPC. Success means the NPC is prevented from taking the action; the NPC’s action that turn is wasted. This is useful for blocking a doorway, guarding a friend, and so forth.

If an NPC is standing guard, use the same procedure, but to get past the guard, the PC attempts a hindered Speed action against the NPC. For example, Diana is an NPC human with a level 3 bodyguard. The bodyguard uses their action to guard Diana. If a PC wants to attack Diana, the PC first must succeed at a difficulty 4 Speed task to get past the guard. If the PC succeeds, they can make their attack normally.

Healing

You can administer aid through bandaging and other succor, attempting to heal each patient once per day. This healing restores points to a stat Pool of your choice. Decide how many points you want to heal, and then make an Intellect action with a difficulty equal to that number. For example, if you want to heal someone for 3 points, that’s a difficulty 3 task with a target number of 9.

Interacting With Creatures

The level of the creature determines the target number, just as with combat. Thus, bribing a guard works much like punching them or affecting them with an ability. This is true of persuading someone, intimidating someone, calming a wild beast, or anything of the kind. Interaction is an Intellect task. Interacting usually requires a common language or some other way to communicate. Learning new languages is the same as learning a new skill.

Jumping

Decide how far you want to jump, and that sets the difficulty of your Might roll. For a standing jump, subtract 4 from the distance in feet to determine the difficulty of the jump. For example, jumping 10 feet (3 m) has a difficulty of 6.

If you run an immediate distance before jumping, it counts as an asset, easing the jump.

If you run a short distance before jumping, divide the jump distance (in feet) by 2 and then subtract 4 to determine the difficulty of the jump. Because you’re running an immediate distance (and then some), you also count your running as an asset. For example, jumping a distance of 20 feet (6 m) with a short running start has a difficulty of 5 (20 feet divided by 2 is 10, minus 4 is 6, minus 1 for running an immediate distance).

For a vertical jump, the distance you clear (in feet) is equal to the difficulty of the jumping task. If you run an immediate distance, it counts as an asset, easing the jump.

There’s nothing wrong with the GM simply assigning a difficulty level to a jump without worrying about the precise distance. The rules here are just so everyone has some guidelines.

Note: Addendum

Jumping Distance Table

DifficultyStandingRunning*Vertical
15 ft (1.5 m)12 ft (3.6 m)1 ft (0.3 m)
26 ft (1.8 m)14 ft (4.2 m)2 ft (0.6 m)
37 ft (2.1 m)16 ft (4.8 m)3 ft (0.9 m)
48 ft (2.4 m)18 ft (5.4 m)4 ft (1.2 m)
59 ft (2.7 m)20 ft (6 m)5 ft (1.5 m)
610 ft (3 m)22 ft (6.6 m)6 ft (1.8 m)
711 ft (3.3 m)24 ft (7.2 m)7 ft (2.1 m)
812 ft (3.6 m)26 ft (7.8 m)8 ft (2.4 m)
913 ft (3.9 m)28 ft (8.4 m)9 ft (2.7 m)
1014 ft (4.2 m)30 ft (9 m)10 ft (3 m)
1115 ft (4.5 m)32 ft (9.6 m)11 ft (3.3 m)
1216 ft (4.8 m)34 ft (10.2 m)12 ft (3.6 m)
1317 ft (5.1 m)36 ft (10.8 m)13 ft (3.9 m)
1418 ft (5.4 m)38 ft (11.4 m)14 ft (4.2 m)
1519 ft (5.7 m)40 ft (12 m)15 ft (4.5 m)

* Short distance. Already includes the asset for running an immediate distance.

Looking or Listening

Generally, the GM will describe any sight or sound that’s not purposefully difficult to detect. But if you want to look for a hidden enemy, search for a secret panel, or listen for someone sneaking up on you, make an Intellect roll. If it’s a creature, its level determines the difficulty of your roll. If it’s something else, the GM determines the difficulty of your roll.

Moving a Heavy Object

You can push or pull something very heavy and move it an immediate distance as your action.

The weight of the object determines the difficulty of the Might roll to move it; every 50 pounds (23 kg) hinders the task by one step. So moving something that weighs 150 pounds (68 kg) is difficulty 3, and moving something that weighs 400 pounds (180 kg) is difficulty 8. If you can ease the task to 0, you can move a heavy object up to a short distance as your action.

Operating or Disabling a Device, or Picking a Lock

As with figuring out a device, the level of the device usually determines the difficulty of the Intellect roll. Unless a device is very complex, the GM will often rule that once you figure it out, no roll is needed to operate it except under special circumstances. So if the PCs figure out how to use a hovercraft, they can operate it. If they are attacked, they might need to roll to ensure that they don’t crash the vehicle into a wall while trying to avoid being hit.

Unlike operating a device, disabling a device or picking a lock usually require rolls. These actions often involve special tools and assume that the character is not trying to destroy the device or lock. (A PC who is attempting to destroy it probably should make a Might roll to smash it rather than a Speed or Intellect roll requiring patience and know-how.)

Riding or Piloting

If you’re riding an animal that’s trained to be a mount, or driving or piloting a vehicle, you don’t need to make a roll to do something routine such as going from point A to point B (just as you wouldn’t need to make a roll to walk there). However, staying mounted during a fight or doing something tricky with a vehicle requires a Speed roll to succeed. A saddle or other appropriate gear is an asset and eases the task.

DifficultyManeuver
0Riding
1Staying on the mount (including a motorcycle or similar vehicle) in a battle or other difficult situation
3Staying on a mount (including a motorcycle or similar vehicle) when you take damage
4Mounting a moving steed
4Making an abrupt turn with a vehicle while moving fast
4Getting a vehicle to move twice as fast as normal for one round
5Coaxing a mount to move or jump twice as fast or far as normal for one round
5Making a long jump with a vehicle not intended to go airborne (like a car) and remaining in control

Sneaking

The difficulty of sneaking by a creature is determined by its level. Sneaking is a Speed roll. Moving at half speed eases the sneaking task. Appropriate camouflage or other gear may count as an asset and ease the task, as will dim lighting conditions and having plenty of things to hide behind.

Swimming

If you’re simply swimming from one place to another, such as across a calm river or lake, use the standard movement rules, noting the fact that your character is in deep water. However, sometimes, special circumstances require a Might roll to make progress while swimming, such as when trying to avoid a current or being dragged into a whirlpool.

Understanding, Identifying, or Remembering

When characters try to identify or figure out how to use a device, the level of the device determines the difficulty. For a bit of knowledge, the GM determines the difficulty.

DifficultyKnowledge
0Common knowledge
1Simple knowledge
3Something a scholar probably knows
5Something even a scholar might not know
7Knowledge very few people possess
10Completely lost knowledge

Vehicular Movement

Vehicles move just like creatures. Each has a movement rate, which indicates how far it can move in a round. Most vehicles require a driver, and when moving, they usually require that the driver spends every action controlling the movement. This is a routine task that rarely requires a roll. Any round not spent driving the vehicle hinders the task in the next round and precludes any change in speed or direction. In other words, driving down the road normally is difficulty 0. Spending an action to retrieve a backpack from the back seat means that in the following round, the driver must attempt a difficulty 1 task. If they instead use their action to pull a handgun from the backpack, in the next round the difficulty to drive will be 2, and so on. Failure results are based on the situation but might involve a collision or something similar.

In a vehicular chase, drivers attempt Speed actions just like in a regular chase, but the task may be based either on the level of the driver (modified by the level and movement rate of the vehicle) or on the level of the vehicle (modified by the level of the driver). So if a PC driving a typical car is chasing a level 3 NPC driving a level 5 sports car, the PC would make three chase rolls with a difficulty of 5. If the PC’s car is a souped-up custom vehicle, it might grant the PC an asset in the chase. If the PC is not in a car at all, but riding a bicycle, it might hinder the chase rolls by two or three steps, or the GM might simply rule that it’s impossible.

Vehicular Combat

For extended verhicular combat rules, refer to the @UUID[Compendium.cyphersystem-compendium.cypher-journals.QhNXyjJC4BW5agrm.JournalEntryPage.AS2Pv1l2nF8BCeSp]{Science fiction Rulebook}.

Much of the time, a fight between foes in cars, boats, or other vehicles is just like any other combat situation. The combatants probably have cover and are moving fast. Attacks to disable a vehicle or a portion of it are based on the level of the vehicle. If the vehicle is an armored car or a tank, all attacks are likely aimed at the vehicle, which has a level and probably an appropriate Armor rating, not unlike a creature.

The only time this isn’t true is with battles where only vehicles and not characters are involved. Thus, if the PCs are in a shootout with bank robbers and both groups are in cars, use the standard rules. However, battles between starships of various kinds—from gigantic capital ships to single-pilot fighters—are a frequent occurrence in far-future science fiction settings. A submarine battle between two deep sea craft could be quite exciting. Characters in a modern-day game might find themselves in a tank fight. If PCs are involved in combat in which they are entirely enclosed in vehicles (so that it’s not really the characters fighting, but the vehicles), use the following quick and easy guidelines.

On this scale, combat between vehicles isn’t like traditional combat. Don’t worry about health, Armor, or anything like that. Instead, just compare the levels of the vehicles involved. If the PCs’ vehicle has the higher level, the difference in levels is how many steps the PCs’ attack and defense rolls are eased. If the PCs’ vehicle has the lower level, their rolls are hindered. If the levels are the same, there is no modification.

These attack and defense rolls are modified by skill and Effort, as usual. Some vehicles also have superior weapons, which ease the attack (since there is no “damage” amount to worry about), but this circumstance is probably uncommon in this abstract system and should not affect the difficulty by more than one or maybe two steps. Further, if two vehicles coordinate their attack against one vehicle, the attack is eased. If three or more vehicles coordinate, the attack is eased by two steps.

The attacker must try to target a specific system on or portion of an enemy vehicle. This hinders the attack based on the system or portion targeted.

That’s a lot of modifications. But it’s not really that hard. Let’s look at an example of a space battle. A PC in a small level 2 fighter attacks a level 4 frigate. Since the frigate is level 4, the difficulty of the attack starts at 4. But the attacking craft is weaker than the defender, so the attack is hindered equal to the difference in their levels (2). The fighter pilot must make a difficulty 6 attack on the frigate. However, the fighter is trying to swoop in and damage the frigate’s drive, which hinders the attack by another three steps, for a total difficulty of 9. If the fighter pilot is trained in space combat, they reduce the difficulty to 8, but it’s still impossible without help. So let’s say that two other PCs—also in level 2 fighters—join in and coordinate their attack. Three ships coordinating an attack on one target eases the task by two steps, resulting in a final difficulty of 6. Still, the attacking PC would be wise to use Effort.

Then the frigate retaliates, and the PC needs to make a defense roll. The level difference between the ships (2) means the PC’s defense is hindered by two steps, so the difficulty of the PC’s defense roll starts out at 6. But the frigate tries to take out the fighter’s weapons, hindering their attack (easing the PC’s defense) by two steps. Thus, the PC needs to succeed at a difficulty 4 task or lose their main weapons systems.

It’s important to remember that a failed attack doesn’t always mean a miss. The target ship might rock and reel from the hit, but the bulk of the damage was absorbed by the shields, so there’s no significant damage.

This bare-bones system should allow the GM and players to flesh out exciting encounters involving the whole group. For example, perhaps while one PC pilots a ship, another mans the guns, and another frantically attempts to repair damage to the maneuvering thrusters before they crash into the space station they’re trying to defend.

During a vehicular battle, particularly a space battle, there’s a lot of chatter about shields failing, hull integrity, being outmaneuvered, coming in too fast, and whatnot. These sorts of details are great, but they’re all flavor, so they’re represented in the rules generally, rather than specifically.

For more details about vehicles, refer to the appropriate Genre chapter.

Training in driving makes the character practiced in using a vehicle as a weapon. If the vehicle is used to run over a victim or ram an enemy vehicle, treat a motorcycle as a medium weapon and treat a car or truck as a heavy weapon.

Targeting TaskAttack HinderedEffect
Disable weaponsTwo stepsOne or more of the vehicle’s weapons no longer function

Disable defenses
(if applicable)

Two stepsAttacks against the vehicle are eased
Disable engine/driveThree stepsVehicle cannot move, or movement is hampered
Disable maneuverabilityTwo stepsVehicle cannot alter its present course
Strike power core or vital spotFive stepsVehicle is completely destroyed

Followers

Player characters have the option to gain followers as they advance in tier, as provided by type or focus special abilities. Followers do not need to be paid, fed, or housed, though a character who gains followers can certainly make such arrangements if they wish. A follower is someone whom a character has inspired (or asked) to come work with the character for a time, aiding them in a variety of endeavors. A follower puts the PC’s interests ahead of, or at least on par with, their own.

The PC generally makes rolls for their follower when the follower takes actions, though usually a follower’s modifications provide an asset to a specific action taken by the PC they follow.

If a follower dies, the character gains a new one after at least two weeks and proper recruitment.

Modifications: A follower can help a PC in one or more tasks, granting the PC an asset to that task. The level of the follower indicates the number of different tasks they can help with. The tasks that the follower is able to help with are predetermined, usually chosen by the PC when they gain the follower. A level 2 follower who the player determines is a spy could grant a PC an asset on two different tasks, such as stealth and deception. Followers cannot help with tasks that they don’t have modifications for; for the purpose of helping, treat the follower as if they had inabilities in all nonmodified tasks.

When the follower acts autonomously rather than helping the PC, they act like a normal NPC that has modifications. Thus, the modification increases their effective level for the associated task by one step. For example, the level 2 spy follower with modifications for stealth and deception attempts stealth and deception tasks as if they were level 3 and all other tasks as level 2.

Follower Assets to Combat and Defense: A follower cannot grant an asset to a character’s attacks or defense until the follower is level 3 or higher. Even then, the follower can help with attacks and defense only if they have a modification for that kind of task.

Some abilities may grant a special exception to this rule. For instance, the Serv-0 Defender ability gives your level 1 Serv-0 follower (a machine companion) a modification for Speed defense.

Follower Level Progression: A follower increases in level by 1 each time a PC advances two tiers after gaining that follower. When the follower gains a level, the PC also chooses the task that the follower gains a modification for.

Exceptional Follower: When a character gains a follower, there’s a small chance that the follower will be exceptional in some way, a cut above other followers of their kind. The GM determines when an exceptional follower is found, possibly as an additional reward for smart or engaging roleplaying where the PCs impress or otherwise positively interact with one or more NPCs, some of whom may later go on to become one of their followers. An exceptional follower has the same qualities as a regular follower but is 1 level higher.

Pet: Any PC can potentially gain a pet, though a pet typically doesn’t provide modifications. If a character wants a pet that can do this, they must gain the pet through an an ability or focus that grants followers. On the other hand, a well-cared-for pet grants an asset to a PC’s tasks related to achieving peace of mind, finding comfort, and resisting loneliness.

Breathing Life Into Followers

The modifications provided by followers could come across as fairly dry and mechanical. To avoid that, you could present each follower in a way that makes them more compelling and interesting. Here are a few examples of how to describe a follower, depending on their mix of modifications.

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This section explains how to create characters to play in a Cypher System game. This involves a series of decisions that will shape your character, so the more you understand what kind of character you want to play, the easier character creation will be. The process involves understanding the values of three game statistics and choosing three aspects that determine your character’s capabilities.

Character Stats

Every player character has three defining characteristics, which are typically called “statistics” or “stats.” These stats are Might, Speed, and Intellect. They are broad categories that cover many different but related aspects of a character.

Might

Might defines how strong and durable your character is. The concepts of strength, endurance, constitution, hardiness, and physical prowess are all folded into this one stat. Might isn’t relative to size; instead, it’s an absolute measurement. An elephant has more Might than the mightiest tiger, which has more Might than the mightiest rat, which has more Might than the mightiest spider.

Might governs actions from forcing doors open to walking for days without food to resisting disease. It’s also the primary means of determining how much damage your character can sustain in a dangerous situation. Physical characters, tough characters, and characters interested in fighting should focus on Might.

Might could be thought of as Might/Health because it governs how strong you are and how much physical punishment you can take.

Speed

Speed describes how fast and physically coordinated your character is. The stat embodies quickness, movement, dexterity, and reflexes. Speed governs such divergent actions as dodging attacks, sneaking around quietly, and throwing a ball accurately. It helps determine whether you can move farther on your turn. Nimble, fast, or sneaky characters will want good Speed stats, as will those interested in ranged combat.

Speed could be thought of as Speed/Agility because it governs your overall swiftness and reflexes.

Intellect

This stat determines how smart, knowledgeable, and likable your character is. It includes intelligence, wisdom, charisma, education, reasoning, wit, willpower, and charm. Intellect governs solving puzzles, remembering facts, telling convincing lies, and using mental powers. Characters interested in communicating effectively, being learned scholars, or wielding supernatural powers should stress their Intellect stat.

Intellect could be thought of as Intellect/Personality because it governs both intelligence and charisma.

Pool, Edge, and Effort

Each of the three stats has two components: Pool and Edge. Your Pool represents your raw, innate ability, and your Edge represents knowing how to use what you have. A third element ties into this concept: Effort. When your character really needs to accomplish a task, you apply Effort.

Your stat Pools, as well as your Effort and Edge, are determined by the character type, descriptor, and focus that you choose. Within those guidelines, however, you have a lot of flexibility in how you develop your character.

Pool

Your Pool is the most basic measurement of a stat. Comparing the Pools of two creatures will give you a general sense of which creature is superior in that stat. For example, a character who has a Might Pool of 16 is stronger (in a basic sense) than a character who has a Might Pool of 12. Most characters start with a Pool of 9 to 12 in most stats—that’s the average range.

When your character is injured, sickened, or attacked, you temporarily lose points from one of your stat Pools. The nature of the attack determines which Pool loses points. For example, physical damage from a sword reduces your Might Pool, a poison that makes you clumsy reduces your Speed Pool, and a psionic blast reduces your Intellect Pool. You can also spend points from one of your stat Pools to decrease a task’s difficulty (see Effort, below). You can rest to recover lost points from a stat Pool, and some special abilities or cyphers might allow you to recover lost points quickly.

Edge

Although your Pool is the basic measurement of a stat, your Edge is also important. When something requires you to spend points from a stat Pool, your Edge for that stat reduces the cost. It also reduces the cost of applying Effort to a roll.

For example, let’s say you have a mental blast ability, and activating it costs 1 point from your Intellect Pool. Subtract your Intellect Edge from the activation cost, and the result is how many points you must spend to use the mental blast. If using your Edge reduces the cost to 0, you can use the ability for free.

Your Edge can be different for each stat. For example, you could have a Might Edge of 1, a Speed Edge of 1, and an Intellect Edge of 0. You’ll always have an Edge of at least 1 in one stat. Your Edge for a stat reduces the cost of spending points from that stat Pool, but not from other Pools. Your Might Edge reduces the cost of spending points from your Might Pool, but it doesn’t affect your Speed Pool or Intellect Pool. Once a stat’s Edge reaches 3, you can apply one level of Effort for free.

A character who has a low Might Pool but a high Might Edge has the potential to perform Might actions consistently better than a character who has a Might Edge of 0. The high Edge will let them reduce the cost of spending points from the Pool, which means they’ll have more points available to spend on applying Effort.

Effort

When your character really needs to accomplish a task, you can apply Effort. For a beginning character, applying Effort requires spending 3 points from the stat Pool appropriate to the action. Thus, if your character tries to dodge an attack (a Speed roll) and wants to increase the chance for success, you can apply Effort by spending 3 points from your Speed Pool. Effort eases the task by one step. This is called applying one level of Effort.

You don’t have to apply Effort if you don’t want to. If you choose to apply Effort to a task, you must do it before you attempt the roll—you can’t roll first and then decide to apply Effort if you rolled poorly.

Applying more Effort can lower a task’s difficulty further: each additional level of Effort eases the task by another step. Applying one level of Effort eases the task by one step, applying two levels eases the task by two steps, and so on. However, each level of Effort after the first costs only 2 points from the stat Pool instead of 3. So applying two levels of Effort costs 5 points (3 for the first level plus 2 for the second level), applying three levels costs 7 points (3 plus 2 plus 2), and so on.

Every character has an Effort score, which indicates the maximum number of levels of Effort that can be applied to a roll. A beginning (first-tier) character has an Effort of 1, meaning you can apply only one level of Effort to a roll. A more experienced character has a higher Effort score and can apply more levels of Effort to a roll. For example, a character who has an Effort of 3 can apply up to three levels of Effort to reduce a task’s difficulty.

When you apply Effort, subtract your relevant Edge from the total cost of applying Effort. For example, let’s say you need to make a Speed roll. To increase your chance for success, you decide to apply one level of Effort, which will ease the task. Normally, that would cost 3 points from your Speed Pool. However, you have a Speed Edge of 2, so you subtract that from the cost. Thus, applying Effort to the roll costs only 1 point from your Speed Pool.

What if you applied two levels of Effort to the Speed roll instead of just one? That would ease the task by two steps. Normally, it would cost 5 points from your Speed Pool, but after subtracting your Speed Edge of 2, it costs only 3 points.

Once a stat’s Edge reaches 3, you can apply one level of Effort for free. For example, if you have a Speed Edge of 3 and you apply one level of Effort to a Speed roll, it costs you 0 points from your Speed Pool. (Normally, applying one level of Effort would cost 3 points, but you subtract your Speed Edge from that cost, reducing it to 0.)

Skills and other advantages also ease a task, and you can use them in conjunction with Effort. In addition, your character might have special abilities or equipment that allow you to apply Effort to accomplish a special effect, such as knocking down a foe with an attack or affecting multiple targets with a power that normally affects only one.

When applying Effort to melee attacks, you have the option of spending points from either your Might Pool or your Speed Pool. When making ranged attacks, you may spend points only from your Speed Pool. This reflects that with melee you sometimes use brute force and sometimes use finesse, but with ranged attacks, it’s always about careful targeting.

Effort and Damage

Instead of applying Effort to ease your attack, you can apply Effort to increase the amount of damage you inflict with an attack. For each level of Effort you apply in this way, you inflict 3 additional points of damage. This works for any kind of attack that inflicts damage, whether a sword, a crossbow, a mind blast, or something else.

When using Effort to increase the damage of an area attack, such as the explosion created by an Adept’s Concussion ability, you inflict 2 additional points of damage instead of 3 points. However, the additional points are dealt to all targets in the area. Further, even if one or more of the targets resist the attack, they still take 1 point of damage.

Multiple Uses of Effort and Edge

If your Effort is 2 or higher, you can apply Effort to multiple aspects of a single action. For example, if you make an attack, you can apply Effort to your attack roll and apply Effort to increase the damage.

The total amount of Effort you apply can’t be higher than your Effort score. For example, if your Effort is 2, you can apply up to two levels of Effort. You could apply one level to an attack roll and one level to its damage, two levels to the attack and no levels to the damage, or no levels to the attack and two levels to the damage.

You can use Edge for a particular stat only once per action. For example, if you apply Effort to a Might attack roll and to your damage, you can use your Might Edge to reduce the cost of one of those uses of Effort, not both. If you spend 1 Intellect point to activate your mind blast and one level of Effort to ease the attack roll, you can use your Intellect Edge to reduce the cost of one of those things, not both.

Stat Examples

A beginning character is fighting a giant rat. The PC stabs their spear at the rat, which is a level 2 creature and thus has a target number of 6. The character stands atop a boulder and strikes downward at the beast, and the GM rules that this helpful tactic is an asset that eases the attack by one step (to difficulty 1). That lowers the target number to 3. Attacking with a spear is a Might action; the character has a Might Pool of 11 and a Might Edge of 0. Before making the roll, they decide to apply a level of Effort to ease the attack. That costs 3 points from their Might Pool, reducing the Pool to 8. But the points are well spent. Applying the Effort lowers the difficulty from 1 to 0, so no roll is needed—the attack automatically succeeds.

Another character is attempting to convince a guard to let them into a private office to speak to an influential noble. The GM rules that this is an Intellect action. The character is third tier and has an Effort of 3, an Intellect Pool of 13, and an Intellect Edge of 1. Before making the roll, they must decide whether to apply Effort. They can choose to apply one, two, or three levels of Effort, or apply none at all. This action is important to them, so they decide to apply two levels of Effort, easing the task by two steps. Thanks to their Intellect Edge, applying the Effort costs only 4 points from their Intellect Pool (3 points for the first level of Effort plus 2 points for the second level minus 1 point for their Edge). Spending those points reduces their Intellect Pool to 9. The GM decides that convincing the guard is a difficulty 3 (demanding) task with a target number of 9; applying two levels of Effort reduces the difficulty to 1 (simple) and the target number to 3. The player rolls a d20 and gets an 8. Because this result is at least equal to the target number of the task, they succeed. However, if they had not applied some Effort, they would have failed because their roll (8) would have been less than the task’s original target number (9).

Character Tiers

Every character starts the game at the first tier. Tier is a measurement of power, toughness, and ability. Characters can advance up to the sixth tier. As your character advances to higher tiers, you gain more abilities, increase your Effort, and can improve a stat’s Edge or increase a stat. Generally speaking, even first-tier characters are already quite capable. It’s safe to assume that they’ve already got some experience under their belt. This is not a “zero to hero” progression, but rather an instance of competent people refining and honing their capabilities and knowledge. Advancing to higher tiers is not really the goal of Cypher System characters, but rather a representation of how characters progress in a story.

To progress to the next tier, characters earn experience points (XP) by pursuing character arcs, going on adventures, and discovering new things—the system is about both discovery and exploration, as well as achieving personal goals. Experience points have many uses, and one use is to purchase character benefits. After your character purchases four character benefits, they advance to the next tier. Each benefit costs 4 XP, and you can purchase them in any order, but you must purchase one of each kind of benefit (and then advance to the next tier) before you can purchase the same benefit again. The four character benefits are as follows.

Increasing Capabilities: You gain 4 points to add to your stat Pools. You can allocate the points among the Pools however you wish.

Moving Toward Perfection: You add 1 to your Might Edge, your Speed Edge, or your Intellect Edge (your choice).

Extra Effort: Your Effort score increases by 1.

Skills: You become trained in one skill of your choice, other than attacks or defense. As described in Rules of the Game, a character trained in a skill treats the difficulty of a related task as one step lower than normal. The skill you choose for this benefit can be anything you wish, such as climbing, jumping, persuading, or sneaking. You can also choose to be knowledgeable in a certain area of lore, such as history or geology. You can even choose a skill based on your character’s special abilities. For example, if your character can make an Intellect roll to blast an enemy with mental force, you can become trained in using that ability, easing the task of using it. If you choose a skill that you are already trained in, you become specialized in that skill, easing related tasks by two steps instead of one.

Skills are a broad category of things your character can learn and accomplish. For a list of sample skills, see below.

Other Options: Players can also spend 4 XP to purchase other special options in lieu of gaining a new skill. Selecting any of these options counts as the skill benefit necessary to advance to the next tier. The special options are as follows:

Note: Erratum

The other options are described a bit differently in the Experience Points chapter. There you can buy other options in lieu of any of the above options, not only in lieu of gaining a new skill. There’s also the possibility to buy focus abilities of tiers 3 and 6. The description in the Experience Points chapter seems to be the correct one.

Character Descriptor, Type, and Focus

To create your character, you build a simple statement that describes them. The statement takes this form: “I am a [fill in an adjective here] [fill in a noun here] who [fill in a verb here].”

Thus: “I am an adjective noun who verbs.” For example, you might say, “I am a Rugged Warrior who Controls Beasts” or “I am a Charming Explorer who Focuses Mind Over Matter.”

In this sentence, the adjective is called your descriptor.

The noun is your character type.

The verb is called your focus.

Even though character type is in the middle of the sentence, that’s where we’ll start this discussion. (Just as in a sentence, the noun provides the foundation.)

Your character type is the core of your character. In some roleplaying games, it might be called your character class. Your type helps determine your character’s place in the world and relationship with other people in the setting. It’s the noun of the sentence “I am an adjective noun who verbs.”

You can choose from four character types: Warriors, Adepts, Explorers, and Speakers.

Your descriptor defines your character—it colors everything you do. Your descriptor places your character in the situation (the first adventure, which starts the campaign) and helps provide motivation. It’s the adjective of the sentence “I am an adjective noun who verbs.”

Unless your GM says otherwise, you can choose from any of the character descriptors.

Focus is what your character does best. Focus gives your character specificity and provides interesting new abilities that might come in handy. Your focus also helps you understand how you relate with the other player characters in your group. It’s the verb of the sentence “I am an adjective noun who verbs.”

There are many character foci. The ones you choose from will probably depend on the setting and genre of your game.

You can use the Flavors chapter to slightly modify character types to customize them for different genres.

Special Abilities

Character types and foci grant PCs special abilities at each new tier. Using these abilities usually costs points from your stat Pools; the cost is listed in parentheses after the ability name. Your Edge in the appropriate stat can reduce the cost of the ability, but remember that you can apply Edge only once per action. For example, let’s say an Adept with an Intellect Edge of 2 wants to use their Onslaught ability to create a bolt of force, which costs 1 Intellect point. They also want to increase the damage from the attack by using a level of Effort, which costs 3 Intellect points. The total cost for their action is 2 points from their Intellect Pool (1 point for the bolt of force, plus 3 points for using Effort, minus 2 points from their Edge).

Sometimes the point cost for an ability has a + sign after the number. For example, the cost might be given as “2+ Intellect points.” That means you can spend more points or more levels of Effort to improve the ability further, as explained in the ability description.

Many special abilities grant a character the option to perform an action that they couldn’t normally do, such as projecting rays of cold or attacking multiple foes at once. Using one of these abilities is an action unto itself, and the end of the ability’s description says “Action” to remind you. It also might provide more information about when or how you perform the action.

Some special abilities allow you to perform a familiar action—one that you can already do—in a different way. For example, an ability might let you wear heavy armor, reduce the difficulty of Speed defense rolls, or add 2 points of fire damage to your weapon damage. These abilities are called enablers. Using one of these abilities is not considered an action. Enablers either function constantly (such as being able to wear heavy armor, which isn’t an action) or happen as part of another action (such as adding fire damage to your weapon damage, which happens as part of your attack action). If a special ability is an enabler, the end of the ability’s description says “Enabler” to remind you.

Some abilities specify a duration, but you can always end one of your own abilities anytime you wish.

Because the Cypher System covers so many genres, not all of the descriptors, types, and foci might be available for players. The GM will decide what’s available in their particular game and whether anything is modified, and they’ll let the players know.

Skills

Sometimes your character gains training in a specific skill or task. For example, your focus might mean that you’re trained in sneaking, in climbing and jumping, or in social interactions. Other times, your character can choose a skill to become trained in, and you can pick a skill that relates to any task you think you might face.

The Cypher System has no definitive list of skills. However, the following list offers ideas:

@UUID[Compendium.cyphersystem-compendium.basic-skills.kEz6uQxk1unTXSNm]{Astronomy} @UUID[Compendium.cyphersystem-compendium.basic-skills.fwktascgpe8DprA9]{Balancing} @UUID[Compendium.cyphersystem-compendium.basic-skills.qIkIjledDIy71P6m]{Biology} @UUID[Compendium.cyphersystem-compendium.basic-skills.YVOjYbyRzCYVxd4I]{Botany} @UUID[Compendium.cyphersystem-compendium.basic-skills.ybR56wJ9gjEiBBeS]{Carrying} @UUID[Compendium.cyphersystem-compendium.basic-skills.jMju5yGMFFfxmpK4]{Climbing} @UUID[Compendium.cyphersystem-compendium.basic-skills.NaKiOXzse6HzKjoU]{Computers} @UUID[Compendium.cyphersystem-compendium.basic-skills.eeHdJpr4k8hYtGr5]{Deceiving} @UUID[Compendium.cyphersystem-compendium.basic-skills.DraIKUQRw8KrnC4o]{Disguise} @UUID[Compendium.cyphersystem-compendium.basic-skills.Pjj8dKkUIGbXbAtj]{Escaping} @UUID[Compendium.cyphersystem-compendium.basic-skills.6e83HnGZvltsanfE]{Geography} @UUID[Compendium.cyphersystem-compendium.basic-skills.z1y5D9aLUU6RJSaU]{Geology} @UUID[Compendium.cyphersystem-compendium.basic-skills.vxW0N1vEdwK4MVjD]{Healing} @UUID[Compendium.cyphersystem-compendium.basic-skills.RnsLhB3rhJUC0Euk]{History} @UUID[Compendium.cyphersystem-compendium.basic-skills.QonPVHzXrzIN29lf]{Identifying} @UUID[Compendium.cyphersystem-compendium.basic-skills.gbWPNb1uKsRtZWSL]{Initiative} @UUID[Compendium.cyphersystem-compendium.basic-skills.tZ7PdXuWQyRMo0Rh]{Intimidation} @UUID[Compendium.cyphersystem-compendium.basic-skills.MrGl25gzZk4uu7BR]{Jumping} @UUID[Compendium.cyphersystem-compendium.basic-skills.bBrJqSuoQ6PmRqH5]{Leatherworking} @UUID[Compendium.cyphersystem-compendium.basic-skills.BATb9zx3L6oB2J0H]{Lockpicking} @UUID[Compendium.cyphersystem-compendium.basic-skills.E3swDJUDkKbo5K6S]{Machinery} @UUID[Compendium.cyphersystem-compendium.basic-skills.N45sgegH563KWZPR]{Metalworking} @UUID[Compendium.cyphersystem-compendium.basic-skills.rH5FwMXGaNn21DZD]{Perception} @UUID[Compendium.cyphersystem-compendium.basic-skills.CYciueF3uoV3azbx]{Persuasion} @UUID[Compendium.cyphersystem-compendium.basic-skills.zhQK4a79V1U6iuq8]{Philosophy} @UUID[Compendium.cyphersystem-compendium.basic-skills.OzVTO7QBg6okJ7Wf]{Physics} @UUID[Compendium.cyphersystem-compendium.basic-skills.L5fWzlqtfmdwZ2bC]{Pickpocketing} @UUID[Compendium.cyphersystem-compendium.basic-skills.FDS0OTDYEmGsv2Xe]{Piloting} @UUID[Compendium.cyphersystem-compendium.basic-skills.T9qrqrrHhuA3ad6S]{Repairing} @UUID[Compendium.cyphersystem-compendium.basic-skills.JZF2fos5oJ3sEVhC]{Riding} @UUID[Compendium.cyphersystem-compendium.basic-skills.y0gHR7IwScnB2Ebi]{Smashing} @UUID[Compendium.cyphersystem-compendium.basic-skills.Q9tfUkhYGRJ5Df42]{Sneaking} @UUID[Compendium.cyphersystem-compendium.basic-skills.duTx0BwgmC1Gw3Ze]{Stealth} @UUID[Compendium.cyphersystem-compendium.basic-skills.bDIjaLnoMQAS99GH]{Swimming} @UUID[Compendium.cyphersystem-compendium.basic-skills.iaW1Bm0sA2cE3iLa]{Vehicle driving} @UUID[Compendium.cyphersystem-compendium.basic-skills.Yn7G03hmz9uLOnhp]{Woodworking}

You could choose a skill that incorporates more than one of these areas (interacting might include deceiving, intimidation, and persuasion) or that is a more specific version of one (hiding might be sneaking when you’re not moving). You could also make up more general professional skills, such as baker, sailor, or lumberjack. If you want to choose a skill that’s not on this list, it’s probably best to run it past the GM first, but in general, the most important thing is to choose skills that are appropriate to your character.

Remember that if you gain a skill that you’re already trained in, you become specialized in that skill. Because skill descriptions can be nebulous, determining whether you’re trained or specialized might take some thinking. For example, if you’re trained in lying and later gain an ability that grants you skill with all social interactions, you become specialized in lying and trained in all other types of interactions. Being trained three times in a skill is no better than being trained twice (in other words, specialized is as good as it gets).

Only skills gained through character type abilities or other rare instances allow you to become skilled with attack or defense tasks.

If you gain a special ability through your type, your focus, or some other aspect of your character, you can choose it in place of a skill and become trained or specialized in that ability. For example, if you have a mind blast, when it’s time to choose a skill to be trained in, you can select your mind blast as your skill. That would ease the attack every time you used it. Each ability you have counts as a separate skill for this purpose. You can’t select “all mind powers” or “all spells” as one skill and become trained or specialized in such a broad category.

In most campaigns, fluency in a language is considered a skill. So if you want to speak French, that’s the same as being trained in biology or swimming.

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Character type is the core of your character. Your type helps determine your character’s place in the world and relationship with other people in the setting. It’s the noun of the sentence “I am an adjective noun who verbs.”

In some roleplaying games, your character type might be called your character class.

You can choose from four character types: Warrior, Adept, Explorer, and Speaker. However, you may not want to use these generic names for them. This chapter offers a few more specific names for each type that might be more appropriate to various genres. You’ll find that names like “Warrior” or “Explorer” don’t always feel right, particularly in games set in modern times. As always, you’re free to do as you wish. (Your type is who your character is. You should use whatever name you want for your type, as long as it fits both your character and the setting.)

Since the type is the basis upon which your whole character is built, it’s important to consider how the type relates to the chosen setting. To help with this, types are actually general archetypes. A Warrior, for example, might be anyone from a knight in shining armor to a cop on the streets to a grizzled cybernetic veteran of a thousand futuristic wars.

To further massage the four types for better use in various settings, different methods called flavors are presented in Flavors to help slightly tailor the types toward fantasy, science fiction, or other genres (or to address different character concepts).

Finally, more fundamental options for further customization are provided at the end of this chapter.

Player Intrusion

A player intrusion is the player choosing to alter something in the campaign, making things easier for a player character. Conceptually, it is the reverse of a GM intrusion: instead of the GM giving the player XP and introducing an unexpected complication for a character, the player spends 1 XP and presents a solution to a problem or complication. What a player intrusion can do usually introduces a change to the world or current circumstances rather than directly changing the character. For instance, an intrusion indicating that the cypher just used still has an additional use would be appropriate, but an intrusion that heals the character would not. If a player has no XP to spend, they can’t use a player intrusion.

A few player intrusion examples are provided under each type. That said, not every player intrusion listed there is appropriate for all situations. The GM may allow players to come up with other player intrusion suggestions, but the GM is the final arbiter of whether the suggested intrusion is appropriate for the character’s type and suitable for the situation. If the GM refuses the intrusion, the player doesn’t spend the 1 XP, and the intrusion doesn’t occur.

Using an intrusion does not require a character to use an action to trigger it. A player intrusion just happens.

Player intrusions should be limited to no more than one per player per session.

Defense Tasks

Defense tasks are when a player makes a roll to keep something undesirable from happening to their PC. The type of defense task matters when using Effort.

@UUID[Compendium.cyphersystem-compendium.basic-skills.Q0vfmbqehJw0jYBa]{Might defense}: Used for resisting poison, disease, and anything else that can be overcome with strength and health.

@UUID[Compendium.cyphersystem-compendium.basic-skills.FXYWkXG7Iq6Wm1pS]{Speed defense}: Used for dodging attacks and escaping danger. This is by far the most commonly used defense task.

@UUID[Compendium.cyphersystem-compendium.basic-skills.5X8qgmSuvRVNTiaP]{Intellect defense}: Used for fending off mental attacks or anything that might affect or influence one’s mind.

Warrior

Fantasy/Fairy tale: Warrior, fighter, swordsman, knight, barbarian, soldier, myrmidon, valkyrie

Modern/Horror/Romance: police officer, soldier, watchman, detective, guard, brawler, tough, athlete

Science fiction: security officer, warrior, trooper, soldier, merc

Superhero/Post-Apocalyptic: hero, brick, bruiser

You’re a good ally to have in a fight. You know how to use weapons and defend yourself. Depending on the genre and setting in question, this might mean wielding a sword and shield in the gladiatorial arena, an AK-47 and a bandolier of grenades in a savage firefight, or a blaster rifle and powered armor when exploring an alien planet.

Individual Role: Warriors are physical, action-oriented people. They’re more likely to overcome a challenge using force than by other means, and they often take the most straightforward path toward their goals.

Group Role: Warriors usually take and deal the most punishment in a dangerous situation. Often it falls on them to protect the other group members from threats. This sometimes means that warriors take on leadership roles as well, at least in combat and other times of danger.

Societal Role: Warriors aren’t always soldiers or mercenaries. Anyone who is ready for violence, or even potential violence, might be a Warrior in the general sense. This includes guards, watchmen, police officers, sailors, or people in other roles or professions who know how to defend themselves with skill.

Advanced Warriors: As warriors advance, their skill in battle—whether defending themselves or dishing out damage—increases to impressive levels. At higher tiers, they can often take on groups of foes by themselves or stand toe to toe with anyone.

Warrior Background Connection

Your type helps determine the connection you have to the setting. Roll a d20 or choose from the following list to determine a specific fact about your background that provides a connection to the rest of the world. You can also create your own fact.

@UUID[Compendium.cyphersystem-compendium.cypher-roll-tables.sEDd1gQiT9UHF023]{Warrior Background Connection}

Warrior Player Intrusions

You can spend 1 XP to use one of the following player intrusions, provided the situation is appropriate and the GM agrees.

Perfect Setup: You’re fighting at least three foes and each one is standing in exactly the right spot for you to use a move you trained in long ago, allowing you to attack all three as a single action. Make a separate attack roll for each foe. You remain limited by the amount of Effort you can apply on one action.

Old Friend: A comrade in arms from your past shows up unexpectedly and provides aid in whatever you’re doing. They are on a mission of their own and can’t stay longer than it takes to help out, chat for a while after, and perhaps share a quick meal.

Weapon Break: Your foe’s weapon has a weak spot. In the course of the combat, it quickly becomes damaged and moves two steps down the object damage track.

Warrior Stat Pools

StatPool Starting Value
Might10
Speed10
Intellect8

You get 6 additional points to divide among your stat Pools however you wish.

First-Tier Warrior

First-tier warriors have the following abilities:

Effort: Your Effort is 1.

Physical Nature: You have a Might Edge of 1 and a Speed Edge of 0, or you have a Might Edge of 0 and a Speed Edge of 1. Either way, you have an Intellect Edge of 0.

Cypher Use: You can bear two cyphers at a time.

Weapons: You become practiced with @UUID[Compendium.cyphersystem-compendium.basic-skills.GA74AkWhC7i4Z8sZ]{light}, @UUID[Compendium.cyphersystem-compendium.basic-skills.wHxvX2zJOKo27GBe]{medium}, and @UUID[Compendium.cyphersystem-compendium.basic-skills.d554SLnkyNqPDDOc]{heavy weapons} and suffer no penalty when using any kind of weapon. Enabler.

Starting Equipment: Appropriate clothing and two weapons of your choice, plus one expensive item, two moderately priced items, and up to four inexpensive items.

Special Abilities: Choose four of the abilities listed below. You can’t choose the same ability more than once unless its description says otherwise. The full description for each listed ability can be found in Abilities, which also has descriptions for flavor and focus abilities in a single vast catalog.

@UUID[Compendium.cyphersystem-compendium.abilities.7BS6IEcYlEp5v3OC]{Bash} @UUID[Compendium.cyphersystem-compendium.abilities.2x7nMe9ZGp3VjI8B]{Combat Prowess} @UUID[Compendium.cyphersystem-compendium.abilities.6cMg5QXB71YNgoaM]{Control the Field} @UUID[Compendium.cyphersystem-compendium.abilities.7X2zbrkFSNbyhA5G]{Improved Edge} @UUID[Compendium.cyphersystem-compendium.abilities.YZB37b80VQGMUscp]{No Need for Weapons} @UUID[Compendium.cyphersystem-compendium.abilities.o2iiTUXdkMPREkvK]{Overwatch} @UUID[Compendium.cyphersystem-compendium.abilities.noCgrKbB370cfzQg]{Physical Skills} @UUID[Compendium.cyphersystem-compendium.abilities.o2ZDoteWQsFsqTJr]{Practiced in Armor} @UUID[Compendium.cyphersystem-compendium.abilities.yszDDDpH6m16dEoV]{Quick Throw} @UUID[Compendium.cyphersystem-compendium.abilities.8hiUfUNY3u2IpVDa]{Swipe} @UUID[Compendium.cyphersystem-compendium.abilities.uatcX3o1oB2Stc4u]{Trained Without Armor}

Second-Tier Warrior

Choose two of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.EERMWn1af0S8wAWN]{Crushing Blow} @UUID[Compendium.cyphersystem-compendium.abilities.S3L1oym8fpx0NsAc]{Hemorrhage} @UUID[Compendium.cyphersystem-compendium.abilities.szw7tHW0OjI2fjpJ]{Reload} @UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks} @UUID[Compendium.cyphersystem-compendium.abilities.CtRvLxfUlCynJv1B]{Skill With Defense} @UUID[Compendium.cyphersystem-compendium.abilities.36nlDXhOP5e5dfns]{Successive Attack}

Third-Tier Warrior

Choose three of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.Rr4oB1lUzuzFHNHQ]{Deadly Aim} @UUID[Compendium.cyphersystem-compendium.abilities.M49EI6qapNJC2aLR]{Energy Resistance} @UUID[Compendium.cyphersystem-compendium.abilities.4eCjeGPA0ovnwIfu]{Experienced in Armor} @UUID[Compendium.cyphersystem-compendium.abilities.u1GhDcfpVXITVtOc]{Expert Cypher Use} @UUID[Compendium.cyphersystem-compendium.abilities.73miZT5kYFyxnPOT]{Fury} @UUID[Compendium.cyphersystem-compendium.abilities.bPr34XiLw2Dqb4VJ]{Lunge} @UUID[Compendium.cyphersystem-compendium.abilities.XqGE5QLHnpIKB5rB]{Reaction} @UUID[Compendium.cyphersystem-compendium.abilities.t3zUlk8c5WEBXXO8]{Seize the Moment} @UUID[Compendium.cyphersystem-compendium.abilities.bkQnnjRFJS9VpaY5]{Slice} @UUID[Compendium.cyphersystem-compendium.abilities.YIzrA5i8eBSPMFzj]{Spray} @UUID[Compendium.cyphersystem-compendium.abilities.4s3SAqu0lb5qzfzL]{Trick Shot} @UUID[Compendium.cyphersystem-compendium.abilities.DhbLcVuqEZmS6Z2y]{Vigilance}

Fourth-Tier Warrior

Choose two of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.M5QroBlhUCULt6MD]{Amazing Effort} @UUID[Compendium.cyphersystem-compendium.abilities.gNRMG3mJTzWaCGph]{Capable Warrior} @UUID[Compendium.cyphersystem-compendium.abilities.GlXd4oFI9Fqq3rAX]{Experienced Defender} @UUID[Compendium.cyphersystem-compendium.abilities.RO8dmB90aRPOmCuJ]{Feint} @UUID[Compendium.cyphersystem-compendium.abilities.mUizWF7k2XD7ykRJ]{Increased Effects} @UUID[Compendium.cyphersystem-compendium.abilities.PTVAJGFiXDueX8az]{Momentum} @UUID[Compendium.cyphersystem-compendium.abilities.blm1Z8JxvWOiFf0b]{Pry Open} @UUID[Compendium.cyphersystem-compendium.abilities.yJDNsRAG3Elm6PWp]{Snipe} @UUID[Compendium.cyphersystem-compendium.abilities.wxAZnuQkvWosLzkN]{Tough As Nails}

Fifth-Tier Warrior

Choose three of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.M0pjZXQ9996hfUPs]{Adroit Cypher Use} @UUID[Compendium.cyphersystem-compendium.abilities.WrJDw2X8JHcljjP4]{Arc Spray} @UUID[Compendium.cyphersystem-compendium.abilities.t6VEEwEsQUIImebW]{Improved Success} @UUID[Compendium.cyphersystem-compendium.abilities.IFb8NX06xgWM7H98]{Jump Attack} @UUID[Compendium.cyphersystem-compendium.abilities.4k5JFV78A5SiPjFo]{Mastery in Armor} @UUID[Compendium.cyphersystem-compendium.abilities.kNSRytTtQX0rU3aE]{Mastery With Attacks} @UUID[Compendium.cyphersystem-compendium.abilities.LTqgcoprvBF2ZkdH]{Mastery With Defense} @UUID[Compendium.cyphersystem-compendium.abilities.AmZDmnmP7CxSSN4h]{Parry}

Remember that at higher tiers, you can choose special abilities from lower tiers. This is sometimes the best way to ensure that you have exactly the character you want. This is particularly true with abilities that grant skills, which can usually be taken multiple times.

Sixth-Tier Warrior

Choose two of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.MQewTo9NscKVUUNz]{Again and Again} @UUID[Compendium.cyphersystem-compendium.abilities.syJ3mkT2hHR2MY3o]{Finishing Blow} @UUID[Compendium.cyphersystem-compendium.abilities.Cz0KkzZPnlX1oTYz]{Magnificent Moment} @UUID[Compendium.cyphersystem-compendium.abilities.KNElOxbWobS1ygLv]{Murderer} @UUID[Compendium.cyphersystem-compendium.abilities.KDZeCZJxjCQzlTxA]{Spin Attack} @UUID[Compendium.cyphersystem-compendium.abilities.s8NShtaUrW0Oxolo]{Weapon and Body}

Warrior Example

Ray wants to create a Warrior character for a modern campaign. He decides that the character is an ex-military fellow who is fast and strong. He puts 3 of his additional points into his Might Pool and 3 into his Speed Pool; his stat Pools are now Might 13, Speed 13, and Intellect 8. As a first-tier character, his Effort is 1, his Might Edge is 1, and his Speed Edge and Intellect Edge are both 0. His character is not particularly smart or charismatic.

He wants to use a large combat knife (a medium weapon that inflicts 4 points of damage) and a .357 Magnum (a heavy pistol that inflicts 6 points of damage but requires the use of both hands). Ray decides not to wear armor, as it’s not really appropriate to the setting, so for his first ability, he chooses Trained Without Armor so he eases Speed defense actions. For his second ability, he chooses Combat Prowess so he can inflict extra damage with his big knife.

Ray wants to be fast as well as tough, so he selects Improved Edge. This gives him a Speed Edge of 1. He rounds out his character with Physical Skills and chooses swimming and running.

The Warrior can bear two cyphers. The GM decides that Ray’s first cypher is a pill that restores 6 points of Might when swallowed, and his second is a small, easily concealed grenade that explodes like a firebomb when thrown, inflicting 3 points of damage to all within immediate range.

Ray still needs to choose a descriptor and a focus. Looking ahead to the descriptor rules, Ray chooses Strong, which increases his Might Pool to 17. He also becomes trained in jumping and breaking inanimate objects. (If he had chosen jumping as one of his physical skills, the Strong descriptor would have made him specialized in jumping instead of trained.) Being Strong also gives Ray an extra medium or heavy weapon. He chooses a baseball bat that he’ll use in a pinch. He keeps it in the trunk of his car.

For his focus, Ray chooses Masters Weaponry. This gives him yet another weapon of high quality. He chooses another combat knife and asks the GM if he could use it in his left hand—not to make attacks, but as a shield. This will ease his Speed defense rolls if he has both knives out (the “shield” counts as an asset). The GM agrees. During the game, Ray’s Warrior will be hard to hit—he is trained in Speed defense rolls, and his extra knife eases his defense rolls by another step.

Thanks to his focus, he also inflicts 1 additional point of damage with his chosen weapon. Now he inflicts 6 points of damage with his blade. Ray’s character is a deadly combatant, likely starting the game with a reputation as a knife fighter.

For his character arc, Ray chooses Defeat a Foe. That foe, he decides, is none other than someone in his company who was once a friend but went rogue.

Adept

Fantasy/Fairy tale: wizard, mage, sorcerer, cleric, druid, seer, diabolist, fey-touched

Modern/Horror/Romance: psychic, occultist, witch, practitioner, medium, fringe scientist

Science fiction: psion, psionicist, telepath, seeker, master, scanner, ESPer, abomination

Superhero/Post-Apocalyptic: mage, sorcerer, power-wielder, master, psion, telepath

You master powers or abilities outside the experience, understanding, and sometimes belief of others. They might be magic, psychic powers, mutant abilities, or just a wide variety of intricate devices, depending on the setting. (“Magic” here is a term used very loosely. It’s a catch-all for the kinds of wondrous, possibly supernatural things that your character can do that others cannot. It might actually be an expression of technological devices, channeling spirits, mutations, psionics, nanotechnology, or any number of other sources.)

Individual Role: Adepts are usually thoughtful, intelligent types. They often think carefully before acting and rely heavily on their supernatural abilities.

Group Role: Adepts are not powerful in straightforward combat, although they often wield abilities that provide excellent combat support, both offensively and defensively. They sometimes possess abilities that facilitate overcoming challenges. For example, if the group must get through a locked door, an Adept might be able to destroy it or teleport everyone to the other side.

Societal Role: In settings where the supernatural is rare, strange, or feared, Adepts are likely rare and feared as well. They remain hidden, shadowy figures. When this is not the case, Adepts are more likely to be common and forthright. They might even take leadership roles.

Advanced Adepts: Even at low tiers, Adept powers are impressive. Higher-tier Adepts can accomplish amazing deeds that can reshape matter and the environment around them.

Adepts are almost always emblematic of the paranormal or superhuman in some way—wizards, psychics, or something similar. If the game you’re playing has none of that, an Adept could be a charlatan mimicking such abilities with tricks and hidden devices, or a gadgeteer character with a “utility belt” full of oddments. Or a game like that might not have Adepts. That’s okay too.

Adept Background Connection

Your type helps determine the connection you have to the setting. Roll a d20 or choose from the following list to determine a specific fact about your background that provides a connection to the rest of the world. You can also create your own fact.

@UUID[Compendium.cyphersystem-compendium.cypher-roll-tables.ldbXbEteJgHbIdZe]{Adept Background Connection}

Adept Player Intrusions

When playing an Adept, you can spend 1 XP to use one of the following player intrusions, provided the situation is appropriate and the GM agrees.

Advantageous Malfunction: A device being used against you malfunctions. It might harm the user or one of their allies for a round, or activate a dramatic and distracting side effect for a few rounds.

Convenient Idea: A flash of insight provides you with a clear answer or suggests a course of action with regard to an urgent question, problem, or obstacle you’re facing.

Inexplicably Unbroken: An inactive, ruined, or presumed-destroyed device temporarily activates and performs a useful function relevant to the situation. This is enough to buy you some time for a better solution, alleviate a complication that was interfering with your abilities, or just get you one more use out of a depleted cypher or artifact.

Adept Stat Pools

StatPool Starting Value
Might7
Speed9
Intellect12

You get 6 additional points to divide among your stat Pools however you wish.

First-Tier Adept

First-tier Adepts have the following abilities:

Effort: Your Effort is 1.

Genius: You have an Intellect Edge of 1, a Might Edge of 0, and a Speed Edge of 0.

Expert Cypher Use: You can bear three cyphers at a time.

Starting Equipment: Appropriate clothing, plus two expensive items, two moderately priced items, and up to four inexpensive items of your choice.

Weapons: You can use @UUID[Compendium.cyphersystem-compendium.basic-skills.GA74AkWhC7i4Z8sZ]{light weapons} without penalty. You have an inability with @UUID[Compendium.cyphersystem-compendium.inabilities.Zjign4M9GqTvD348]{medium weapons} and @UUID[Compendium.cyphersystem-compendium.inabilities.aMGYdfzCgfYqtHuJ]{heavy weapons}; your attacks with medium and heavy weapons are hindered.

Special Abilities: Choose four of the abilities listed below. You can’t choose the same ability more than once unless its description says otherwise. The full description for each listed ability can be found in Abilities, which also has descriptions for flavor and focus abilities in a single vast catalog.

Adept abilities require at least one free hand unless the GM says otherwise.

@UUID[Compendium.cyphersystem-compendium.abilities.6qCR3kBqCVYDlEOl]{Distortion} @UUID[Compendium.cyphersystem-compendium.abilities.TmWjWp4iWk4GMLN0]{Erase Memories} @UUID[Compendium.cyphersystem-compendium.abilities.gP8HCn8FPeg49V7M]{Far Step} @UUID[Compendium.cyphersystem-compendium.abilities.zArjjFcf9tHQvJTx]{Hedge Magic} @UUID[Compendium.cyphersystem-compendium.abilities.XQxN55rl0f5HFxEM]{Magic Training} @UUID[Compendium.cyphersystem-compendium.abilities.FE1Ge8CbJxQcCo0b]{Onslaught} @UUID[Compendium.cyphersystem-compendium.abilities.Myt0JUt24B8hjYAg]{Push} @UUID[Compendium.cyphersystem-compendium.abilities.Q8xKsSOvoFWL1ePP]{Resonance Field} @UUID[Compendium.cyphersystem-compendium.abilities.OPvXaxuRIVXLmkWl]{Scan} @UUID[Compendium.cyphersystem-compendium.abilities.nptFEdFaUvjDeqAz]{Shatter} @UUID[Compendium.cyphersystem-compendium.abilities.59mslpID7ogppzMA]{Ward}

Second-Tier Adept

Choose one of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.wWN4y4rATxbtMCMo]{Adaptation} @UUID[Compendium.cyphersystem-compendium.abilities.o7kTUAFonv5HPi07]{Cutting Light} @UUID[Compendium.cyphersystem-compendium.abilities.UCR0rx32kEsTcgnF]{Hover} @UUID[Compendium.cyphersystem-compendium.abilities.W5Zt9qDKCtNr49BC]{Mind Reading} @UUID[Compendium.cyphersystem-compendium.abilities.fzx429jdEdbd0tHy]{Retrieve Memories} @UUID[Compendium.cyphersystem-compendium.abilities.Uti1XQwY4VFZwwwc]{Reveal} @UUID[Compendium.cyphersystem-compendium.abilities.pdNI9QMKmDwu8gza]{Stasis}

Third-Tier Adept

Choose two of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.M0pjZXQ9996hfUPs]{Adroit Cypher Use} @UUID[Compendium.cyphersystem-compendium.abilities.Mj6yJZwRmdXaVwh8]{Countermeasures} @UUID[Compendium.cyphersystem-compendium.abilities.yz1w8JR23mtlDX49]{Energy Protection} @UUID[Compendium.cyphersystem-compendium.abilities.AUGM3xEluWJi4Y8h]{Fire and Ice} @UUID[Compendium.cyphersystem-compendium.abilities.yPVZmXWhUxustVdq]{Force Field Barrier} @UUID[Compendium.cyphersystem-compendium.abilities.bzy1KzO0oPmZGu2b]{Sensor} @UUID[Compendium.cyphersystem-compendium.abilities.q80xvRDX6XwFXgma]{Targeting Eye}

Fourth-Tier Adept

Choose one of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.iTxEWRCR8G5Rych2]{Death Touch} @UUID[Compendium.cyphersystem-compendium.abilities.VEJQ74o175OnlIAm]{Exile} @UUID[Compendium.cyphersystem-compendium.abilities.wvlSlYCJyrJuFqtn]{Invisibility} @UUID[Compendium.cyphersystem-compendium.abilities.whVEpvOjmGs3fpcD]{Matter Cloud} @UUID[Compendium.cyphersystem-compendium.abilities.Vcfc6yjbqX6WSzCf]{Mind Control} @UUID[Compendium.cyphersystem-compendium.abilities.8QwoYVraOedgr9kB]{Projection} @UUID[Compendium.cyphersystem-compendium.abilities.y1bQFSBlwMbUico5]{Rapid Processing} @UUID[Compendium.cyphersystem-compendium.abilities.iroL3TcKD9dpulhW]{Regeneration} @UUID[Compendium.cyphersystem-compendium.abilities.YFbC1HRis4SpZgrS]{Reshape} @UUID[Compendium.cyphersystem-compendium.abilities.KGz0rK4b2dAt0DaX]{Wormhole}

Fifth-Tier Adept

Choose two of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.NCXCkCYeZw8qlazG]{Absorb Energy} @UUID[Compendium.cyphersystem-compendium.abilities.PZBKCtRj5S6ULnjo]{Concussion} @UUID[Compendium.cyphersystem-compendium.abilities.8SDpRRzZRF73zLsF]{Conjuration} @UUID[Compendium.cyphersystem-compendium.abilities.HuhNjMfMxPkTlERH]{Create} @UUID[Compendium.cyphersystem-compendium.abilities.D4JFKjeVDkx9Xfnf]{Dust to Dust} @UUID[Compendium.cyphersystem-compendium.abilities.wlkPdME0r3hx9VbE]{Knowing the Unknown} @UUID[Compendium.cyphersystem-compendium.abilities.K4XRiZlFRakz6j98]{Master Cypher Use} @UUID[Compendium.cyphersystem-compendium.abilities.IN3VI2LxDyYGbqnN]{Teleportation} @UUID[Compendium.cyphersystem-compendium.abilities.MGzAkRaGd4LgfQti]{True Senses}

Sixth-Tier Adept

Choose one of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.tvlNZboSbKCHttjs]{Control Weather} @UUID[Compendium.cyphersystem-compendium.abilities.jhdgI9rV2mpH6JQU]{Earthquake} @UUID[Compendium.cyphersystem-compendium.abilities.8OmtJRuoKRzuGfh8]{Move Mountains} @UUID[Compendium.cyphersystem-compendium.abilities.PlKwEwo6ilGqwxwI]{Traverse the Worlds} @UUID[Compendium.cyphersystem-compendium.abilities.gETtOLyLYRVk53dP]{Usurp Cypher}

Adept Example

Jen wants to create an Adept—a sorcerer for a fantasy campaign. She decides to be somewhat well rounded, so she puts 2 of her additional points into each stat Pool, giving her a Might Pool of 9, a Speed Pool of 11, and an Intellect Pool of 14. Her Adept is smart and quick. She has an Intellect Edge of 1, a Might Edge of 0, and a Speed Edge of 0. As a first-tier character, her Effort is 1. As her initial abilities, she chooses Onslaught and Ward, giving her a strong offense and defense. She also chooses Magic Training and rounds out her character with Scan, which she hopes will be useful in gaining insight and information. For this character, Onslaught, Ward, and Scan are all spells she has mastered through years of training and study.

She can bear three cyphers. The GM gives her a potion that acts as a short-range teleporter, a small charm that restores 5 points to her Intellect Pool, and a fluid-filled flask that explodes like a fiery bomb. Jen’s sorcerer is skilled with light weapons, so she chooses a dagger.

For her descriptor, Jen chooses Graceful, which adds 2 points to her Speed Pool, bringing it to 13. That descriptor means she is trained in balancing and anything requiring careful movements, physical performing arts, and Speed defense tasks. Perhaps she is a dancer. In fact, she begins to develop a backstory that involves graceful, lithe movements that she incorporates into her spells.

For her focus, she chooses Leads. This gives her training in social interactions, which again helps round her out—she’s good in all kinds of situations. Moreover, she has the Good Advice ability, which enables her to be a focal point of her group.

Her spells and focus abilities cost Intellect points to activate, so she’s glad to have a lot of points in her Intellect Pool. In addition, her Intellect Edge will help reduce those costs. If she uses her Onslaught force blast without applying Effort, it costs 0 Intellect points and deals 4 points of damage. Her Intellect Edge will allow her to save points to devote toward applying Effort for other purposes, perhaps to boost the accuracy of Onslaught.

For her character arc, Jen chooses Aid a Friend. She decides that when her sorcerer character was young, she had a magical mentor. That mentor was later taken prisoner by a demon, so her character is always looking for clues on how to find the demon and release her friend from bondage.

GMs are always free to pre-select a type’s special abilities at a given tier to reinforce the setting. In the fantasy setting of Jen’s sorcerer, the GM might have said that all sorcerers (Adepts) start with Magic Training as one of their tier 1 abilities. This doesn’t make the character any less powerful or special, but it says something about her role in the world and expectations in the game.

Explorer

Fantasy/Fairy tale: Explorer, adventurer, delver, mystery seeker

Modern/Horror/Romance: athlete, explorer, adventurer, drifter, detective, scholar, spelunker, trailblazer, investigative reporter

Science fiction: Explorer, adventurer, wanderer, planetary specialist, xenobiologist

Superhero/Post-Apocalyptic: adventurer, crimefighter

You are a person of action and physical ability, fearlessly facing the unknown. You travel to strange, exotic, and dangerous places, and discover new things. This means you’re physical but also probably knowledgeable.

Individual Role: Although Explorers can be academics or well studied, they are first and foremost interested in action. They face grave dangers and terrible obstacles as a routine part of life.

Group Role: Explorers sometimes work alone, but far more often they operate in teams with other characters. The Explorer frequently leads the way, blazing the trail. However, they’re also likely to stop and investigate anything intriguing they stumble upon.

Societal Role: Not all Explorers are out traipsing through the wilderness or poking about an old ruin. Sometimes, an Explorer is a teacher, a scientist, a detective, or an investigative reporter. In any event, an Explorer bravely faces new challenges and gathers knowledge to share with others.

Advanced Explorers: Higher-tier Explorers gain more skills, some combat abilities, and a number of abilities that allow them to deal with danger. In short, they become more and more well-rounded, able to deal with any challenge.

Explorer Background Connection

Your type helps determine the connection you have to the setting. Roll a d20 or choose from the following list to determine a specific fact about your background that provides a connection to the rest of the world. You can also create your own fact.

@UUID[Compendium.cyphersystem-compendium.cypher-roll-tables.EPY1EXnGWOBK9kO1]{Explorer Background Connection}

Explorer Player Intrusions

When playing an Explorer, you can spend 1 XP to use one of the following player intrusions, provided the situation is appropriate and the GM agrees.

Fortuitous Malfunction: A trap or a dangerous device malfunctions before it can affect you.

Serendipitous Landmark: Just when it seems like the path is lost (or you are), a trail marker, a landmark, or simply the way the terrain or corridor bends, rises, or falls away suggests to you the best path forward, at least from this point.

Weak Strain: The poison or disease turns out not to be as debilitating or deadly as it first seemed, and inflicts only half the damage that it would have otherwise.

Explorer Stat Pools

StatPool Starting Value
Might10
Speed9
Intellect9

You get 6 additional points to divide among your stat Pools however you wish.

First-Tier Explorer

First-tier Explorers have the following abilities:

Effort: Your Effort is 1.

Physical Nature: You have a Might Edge of 1, a Speed Edge of 0, and an Intellect Edge of 0.

Cypher Use: You can bear two cyphers at a time.

Starting Equipment: Appropriate clothing and a weapon of your choice, plus two expensive items, two moderately priced items, and up to four inexpensive items.

Weapons: You can use @UUID[Compendium.cyphersystem-compendium.basic-skills.GA74AkWhC7i4Z8sZ]{light} and @UUID[Compendium.cyphersystem-compendium.basic-skills.wHxvX2zJOKo27GBe]{medium weapons} without penalty. You have an inability with @UUID[Compendium.cyphersystem-compendium.inabilities.aMGYdfzCgfYqtHuJ]{heavy weapons}; your attacks with heavy weapons are hindered.

Special Abilities: Choose four of the abilities listed below. You can’t choose the same ability more than once unless its description says otherwise. The full description for each listed ability can be found in Abilities, which also has descriptions for flavor and focus abilities in a single vast catalog.

@UUID[Compendium.cyphersystem-compendium.abilities.7OpsD4muO5HGJt29]{Block} @UUID[Compendium.cyphersystem-compendium.abilities.UyQTRi5ZwWU5tMO0]{Danger Sense} @UUID[Compendium.cyphersystem-compendium.abilities.P95xVHVxALSMjanR]{Decipher} @UUID[Compendium.cyphersystem-compendium.abilities.PqL4qr9D8QAwQhrL]{Endurance} @UUID[Compendium.cyphersystem-compendium.abilities.axI0iGYo7DjdR8Ya]{Find the Way} @UUID[Compendium.cyphersystem-compendium.abilities.Sg5WeSF04CYNEecl]{Fleet of Foot} @UUID[Compendium.cyphersystem-compendium.abilities.7X2zbrkFSNbyhA5G]{Improved Edge} @UUID[Compendium.cyphersystem-compendium.abilities.eEGFknWQZUBNXn99]{Knowledge Skills} @UUID[Compendium.cyphersystem-compendium.abilities.CBGeAZSBuymzrxDz]{Muscles of Iron} @UUID[Compendium.cyphersystem-compendium.abilities.YZB37b80VQGMUscp]{No Need for Weapons} @UUID[Compendium.cyphersystem-compendium.abilities.noCgrKbB370cfzQg]{Physical Skills} @UUID[Compendium.cyphersystem-compendium.abilities.o2ZDoteWQsFsqTJr]{Practiced in Armor} @UUID[Compendium.cyphersystem-compendium.abilities.yl2zo179wXZW5Xxc]{Practiced With All Weapons} @UUID[Compendium.cyphersystem-compendium.abilities.s2PLo9FsWBi2C1VY]{Surging Confidence} @UUID[Compendium.cyphersystem-compendium.abilities.uatcX3o1oB2Stc4u]{Trained Without Armor}

Second-Tier Explorer

Choose four of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.JkmTskE3eqcfu7dY]{Curious} @UUID[Compendium.cyphersystem-compendium.abilities.3x3gRDJejTXQPmdY]{Danger Instinct} @UUID[Compendium.cyphersystem-compendium.abilities.4yyKQYnrbL3r9gcU]{Enable Others} @UUID[Compendium.cyphersystem-compendium.abilities.uB3sVzeG2N5rkdUZ]{Escape} @UUID[Compendium.cyphersystem-compendium.abilities.RM8Fmu1IJwzBkjcM]{Eye for Detail} @UUID[Compendium.cyphersystem-compendium.abilities.U7chr7wLj7r5y0LT]{Foil Danger} @UUID[Compendium.cyphersystem-compendium.abilities.pp9NFNHKgOhRYbsY]{Hand to Eye} @UUID[Compendium.cyphersystem-compendium.abilities.romswZIOmAmtzfCL]{Investigative Skills} @UUID[Compendium.cyphersystem-compendium.abilities.euEVkth9YGYSpoJf]{Quick Recovery} @UUID[Compendium.cyphersystem-compendium.abilities.tJVu7MQ2pOhNfpUB]{Range Increase} @UUID[Compendium.cyphersystem-compendium.abilities.nOuOE3EkrNr81pSq]{Greater Skill With Defense} @UUID[Compendium.cyphersystem-compendium.abilities.gbU7mA0flUR4W8Dl]{Stand Watch} @UUID[Compendium.cyphersystem-compendium.abilities.wEjdodvc6SLf8yso]{Travel Skills} @UUID[Compendium.cyphersystem-compendium.abilities.yS1sMAZEzJbozxOZ]{Wreck}

Third-Tier Explorer

Choose three of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.wG4zveGhplNKNzuP]{Controlled Fall} @UUID[Compendium.cyphersystem-compendium.abilities.4eCjeGPA0ovnwIfu]{Experienced in Armor} @UUID[Compendium.cyphersystem-compendium.abilities.u1GhDcfpVXITVtOc]{Expert Cypher Use} @UUID[Compendium.cyphersystem-compendium.abilities.JuOmZXMt1T3tQUZ8]{Ignore the Pain} @UUID[Compendium.cyphersystem-compendium.abilities.qZOOWfFLJ1JziJpY]{Obstacle Running} @UUID[Compendium.cyphersystem-compendium.abilities.GvYXLPdpaFEMGuQR]{Resilience} @UUID[Compendium.cyphersystem-compendium.abilities.ZuX6gykVtKxiBAxR]{Run and Fight} @UUID[Compendium.cyphersystem-compendium.abilities.t3zUlk8c5WEBXXO8]{Seize the Moment} @UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks} @UUID[Compendium.cyphersystem-compendium.abilities.jmYIPbMwsq3GY3eO]{Stone Breaker} @UUID[Compendium.cyphersystem-compendium.abilities.wpA3GB5yJq9NI8QN]{Think Your Way Out} @UUID[Compendium.cyphersystem-compendium.abilities.V1ROUnWXLmLRMxXi]{Trapfinder} @UUID[Compendium.cyphersystem-compendium.abilities.6McxfJoPmf1SnbDR]{Wrest From Chance}

Fourth-Tier Explorer

Choose two of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.gNRMG3mJTzWaCGph]{Capable Warrior} @UUID[Compendium.cyphersystem-compendium.abilities.MdRdAc0qAWghMmlV]{Expert Skill} @UUID[Compendium.cyphersystem-compendium.abilities.mUizWF7k2XD7ykRJ]{Increased Effects} @UUID[Compendium.cyphersystem-compendium.abilities.lbXg8UlSCG23yxO4]{Read the Signs} @UUID[Compendium.cyphersystem-compendium.abilities.dW0rgYsx6hDA8pIB]{Runner} @UUID[Compendium.cyphersystem-compendium.abilities.3pqCkOZjnAXWIikt]{Subtle Steps} @UUID[Compendium.cyphersystem-compendium.abilities.wxAZnuQkvWosLzkN]{Tough As Nails}

Fifth-Tier Explorer

Choose three of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.M0pjZXQ9996hfUPs]{Adroit Cypher Use} @UUID[Compendium.cyphersystem-compendium.abilities.B0Tt5R1m2DsVLtPH]{Free to Move} @UUID[Compendium.cyphersystem-compendium.abilities.hhBF8re7Azmce3Y9]{Group Friendship} @UUID[Compendium.cyphersystem-compendium.abilities.KGzAHs3qln0fNDjt]{Hard to Kill} @UUID[Compendium.cyphersystem-compendium.abilities.IFb8NX06xgWM7H98]{Jump Attack} @UUID[Compendium.cyphersystem-compendium.abilities.LTqgcoprvBF2ZkdH]{Mastery With Defense} @UUID[Compendium.cyphersystem-compendium.abilities.AmZDmnmP7CxSSN4h]{Parry} @UUID[Compendium.cyphersystem-compendium.abilities.5uWcMvgh1OWvieJs]{Physically Gifted} @UUID[Compendium.cyphersystem-compendium.abilities.scceoEmEnN5MW8XT]{Take Command} @UUID[Compendium.cyphersystem-compendium.abilities.icJAWRB8Uha8CSKr]{Vigilant}

Sixth-Tier Explorer

Choose three of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.MQewTo9NscKVUUNz]{Again and Again} @UUID[Compendium.cyphersystem-compendium.abilities.tTrekc4AZbIqem5L]{Inspire Coordinated Actions} @UUID[Compendium.cyphersystem-compendium.abilities.4k5JFV78A5SiPjFo]{Mastery in Armor} @UUID[Compendium.cyphersystem-compendium.abilities.kNSRytTtQX0rU3aE]{Mastery With Attacks} @UUID[Compendium.cyphersystem-compendium.abilities.dMEqa6kAjXrHlxui]{Negate Danger} @UUID[Compendium.cyphersystem-compendium.abilities.PXvS7AatBcxH9cvZ]{Share Defense} @UUID[Compendium.cyphersystem-compendium.abilities.KDZeCZJxjCQzlTxA]{Spin Attack} @UUID[Compendium.cyphersystem-compendium.abilities.vQtVTnCecWFXkfkI]{Wild Vitality}

Explorer Example

Sam decides to create an Explorer character for a science fiction campaign. This character will be a hardy soul who explores alien worlds. They put 3 additional points into their Might Pool, 2 into their Speed Pool, and 1 into their Intellect Pool; their stat Pools are now Might 13, Speed 11, and Intellect 10. As a first-tier character, their Effort is 1, their Might Edge is 1, and their Speed Edge and Intellect Edge are 0. Their character is fairly well-rounded so far.

Sam immediately leaps in and starts choosing abilities. They pick Danger Sense and Surging Confidence, thinking those abilities will be generally useful. They also choose Practiced in Armor, reasoning that the character wears high-tech medium armor when exploring. Last, they choose Knowledge Skills and select geology and biology to help during interplanetary explorations.

Sam’s Explorer can bear two cyphers, which in this setting involve nanotechnology. The GM decides that one is a nanite injector that grants a +1 bonus to Might Edge when used, and the other is a device that can create one simple handheld object the user wishes.

Sam’s Explorer is not really geared toward fighting, but sometimes the universe is a dangerous place, so they note that they’re carrying a medium blaster as well.

Sam still needs a descriptor and a focus. Looking to the Descriptor chapter, they choose Hardy, which increases their Might Pool to 17. They also heal more quickly and can operate better when injured. They’re trained in Might defense but have an inability with initiative; however, it’s effectively canceled out by their Danger Sense (and vice versa). Sam could go back and select something else instead of Danger Sense, but they like it and decide to keep it. Overall, the descriptor ends up making the character tough but a little slow.

For their focus, Sam chooses Explores Dark Places (in this case, weird ruins of alien civilizations). This gives the character a bunch of additional skills: searching, listening, climbing, balancing, and jumping. They’re quite the capable Explorer.

For their character arc, Sam chooses Enterprise. Exploring alien places sometimes turns up strange relics, and Sam figures they might be able to set up a service to reliably transport these items to responsible third parties, rather than allow them to fall into the hands of pirates and rich private collectors. For a small fee, of course.

Speaker

Fantasy/Fairy tale: bard, speaker, skald, emissary, priest, advocate

Modern/Horror/Romance: diplomat, charmer, face, spinner, manipulator, minister, mediator, lawyer

Science fiction: diplomat, empath, glam, consul, legate

Superhero/Post-Apocalyptic: charmer, mesmerist, puppet master

You’re good with words and good with people. You talk your way past challenges and out of jams, and you get people to do what you want.

Individual Role: Speakers are smart and charismatic. They like people and, more important, they understand them. This helps speakers get others to do what needs to be done.

Group Role: The Speaker is often the face of the group, serving as the person who speaks for all and negotiates with others. Combat and action are not a Speaker’s strong suits, so other characters sometimes have to defend the Speaker in times of danger.

Societal Role: Speakers are frequently political or religious leaders. Just as often, however, they are con artists or criminals.

Advanced Speakers: Higher-tier Speakers use their abilities to control and manipulate people as well as aid and nurture their friends. They can talk their way out of danger and even use their words as weapons.

Speaker Background Connection

Your type helps determine the connection you have to the setting. Roll a d20 or choose from the following list to determine a specific fact about your background that provides a connection to the rest of the world. You can also create your own fact.

@UUID[Compendium.cyphersystem-compendium.cypher-roll-tables.zDo6fnblxkAjzvc3]{Speaker Background Connection}

Speaker Player Intrusions

When playing a Speaker, you can spend 1 XP to use one of the following player intrusions, provided the situation is appropriate and the GM agrees.

Friendly NPC: An NPC you don’t know, someone you don’t know that well, or someone you know but who hasn’t been particularly friendly in the past chooses to help you, though doesn’t necessarily explain why. Maybe they’ll ask you for a favor in return afterward, depending on how much trouble they go to.

Perfect Suggestion: A follower or other already-friendly NPC suggests a course of action with regard to an urgent question, problem, or obstacle you’re facing.

Unexpected Gift: An NPC hands you a physical gift you were not expecting, one that helps put the situation at ease if things seem strained, or provides you with a new insight for understanding the context of the situation if there’s something you’re failing to understand or grasp.

Speaker Stat Pools

StatPool Starting Value
Might8
Speed9
Intellect11

You get 6 additional points to divide among your stat Pools however you wish.

First-Tier Speaker

First-tier Speakers have the following abilities:

Effort: Your Effort is 1.

Genius: You have an Intellect Edge of 1, a Might Edge of 0, and a Speed Edge of 0.

Cypher Use: You can bear two cyphers at a time.

Weapons: You can use @UUID[Compendium.cyphersystem-compendium.basic-skills.GA74AkWhC7i4Z8sZ]{light weapons} without penalty. You have an inability with @UUID[Compendium.cyphersystem-compendium.inabilities.Zjign4M9GqTvD348]{medium} and @UUID[Compendium.cyphersystem-compendium.inabilities.aMGYdfzCgfYqtHuJ]{heavy weapons}; your attacks with medium and heavy weapons are hindered.

Starting Equipment: Appropriate clothing and a light weapon of your choice, plus two expensive items, two moderately priced items, and up to four inexpensive items.

Special Abilities: Choose four of the abilities listed below. You can’t choose the same ability more than once unless its description says otherwise. The full description for each listed ability can be found in Abilities, which also has descriptions for flavor and focus abilities in a single vast catalog.

Some Speaker abilities, like Mind Reading or True Senses, imply a supernatural element. If this is inappropriate to the character or the setting, these abilities can be replaced with something from the stealth flavor, or the GM can slightly modify them so they are based in extraordinary talents and insight rather than the supernatural.

@UUID[Compendium.cyphersystem-compendium.abilities.BlBi7qk0darLthxS]{Anecdote} @UUID[Compendium.cyphersystem-compendium.abilities.r7uNiD9CGy4G3Hoq]{Babel} @UUID[Compendium.cyphersystem-compendium.abilities.JSlr2Q6Ll1xNd8fX]{Demeanor of Command} @UUID[Compendium.cyphersystem-compendium.abilities.hYa7I52x2iwffh8C]{Encouragement} @UUID[Compendium.cyphersystem-compendium.abilities.lQ4MNmGXXNBMGsmk]{Enthrall} @UUID[Compendium.cyphersystem-compendium.abilities.TmWjWp4iWk4GMLN0]{Erase Memories} @UUID[Compendium.cyphersystem-compendium.abilities.ulHj0pzmwc515fve]{Fast Talk} @UUID[Compendium.cyphersystem-compendium.abilities.wWCehMidmvLypdxj]{Inspire Aggression} @UUID[Compendium.cyphersystem-compendium.abilities.V765JZKDKQ00Buyn]{Interaction Skills} @UUID[Compendium.cyphersystem-compendium.abilities.NhijFGxYepJtaa0r]{Practiced With Medium Weapons} @UUID[Compendium.cyphersystem-compendium.abilities.5aUrbdjSSLCRggHU]{Spin Identity} @UUID[Compendium.cyphersystem-compendium.abilities.qVlbJjB7X8R78rz0]{Terrifying Presence} @UUID[Compendium.cyphersystem-compendium.abilities.kv03xEihe4VZNkK5]{Understanding}

Second-Tier Speaker

Choose two of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.4XwwFeGO5haHxvQs]{Basic Follower} @UUID[Compendium.cyphersystem-compendium.abilities.BggeJtN5IcutwLJg]{Calm Stranger} @UUID[Compendium.cyphersystem-compendium.abilities.di7QfASecjKU8BPN]{Disincentivize} @UUID[Compendium.cyphersystem-compendium.abilities.IvKd5vkPypJbB1Ip]{Gather Intelligence} @UUID[Compendium.cyphersystem-compendium.abilities.GT0AiiarWPbGzxKs]{Impart Ideal} @UUID[Compendium.cyphersystem-compendium.abilities.DLxDL49VjUEMAjxZ]{Inspiring Ease} @UUID[Compendium.cyphersystem-compendium.abilities.V765JZKDKQ00Buyn]{Interaction Skills} @UUID[Compendium.cyphersystem-compendium.abilities.o2ZDoteWQsFsqTJr]{Practiced in Armor} @UUID[Compendium.cyphersystem-compendium.abilities.CtRvLxfUlCynJv1B]{Skill With Defense} @UUID[Compendium.cyphersystem-compendium.abilities.XntbE6mXQ4CZ6yIi]{Speedy Recovery} @UUID[Compendium.cyphersystem-compendium.abilities.UHvD5299HFbwBvpR]{Unexpected Betrayal}

Third-Tier Speaker

Choose three of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.hB1CISYVEZXEO0IV]{Accelerate} @UUID[Compendium.cyphersystem-compendium.abilities.rZsohzuwTFfghWVO]{Blend In} @UUID[Compendium.cyphersystem-compendium.abilities.NnlGdSiR9GbiTJyZ]{Discerning Mind} @UUID[Compendium.cyphersystem-compendium.abilities.u1GhDcfpVXITVtOc]{Expert Cypher Use} @UUID[Compendium.cyphersystem-compendium.abilities.ETGBAqAc1ApFH5cx]{Expert Follower} @UUID[Compendium.cyphersystem-compendium.abilities.sqiDNk5qXh9j3zwh]{Grand Deception} @UUID[Compendium.cyphersystem-compendium.abilities.1N6P5ZRogThCS0KH]{Lead by Inquiry} @UUID[Compendium.cyphersystem-compendium.abilities.W5Zt9qDKCtNr49BC]{Mind Reading} @UUID[Compendium.cyphersystem-compendium.abilities.i5BlJLgj1ayBw0uY]{Oratory} @UUID[Compendium.cyphersystem-compendium.abilities.ZqBpOAiH70SGHX8N]{Perfect Stranger} @UUID[Compendium.cyphersystem-compendium.abilities.Mac5S0sQe9Muf4Mv]{Quick Wits} @UUID[Compendium.cyphersystem-compendium.abilities.oah8DOODfphl858B]{Telling}

Fourth-Tier Speaker

Choose two of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.ZH0JbusjycG6zQf1]{Anticipate Attack} @UUID[Compendium.cyphersystem-compendium.abilities.2SiHiotGcSufnCne]{Confounding Banter} @UUID[Compendium.cyphersystem-compendium.abilities.RO8dmB90aRPOmCuJ]{Feint} @UUID[Compendium.cyphersystem-compendium.abilities.7tiGTYVXj9eHdja7]{Heightened Skills} @UUID[Compendium.cyphersystem-compendium.abilities.Je1MitN21L3lqWVF]{Psychosis} @UUID[Compendium.cyphersystem-compendium.abilities.lbXg8UlSCG23yxO4]{Read the Signs} @UUID[Compendium.cyphersystem-compendium.abilities.QFZyfDWOSEpZeQmM]{Spur Effort} @UUID[Compendium.cyphersystem-compendium.abilities.cS2p7CRfquFvR65U]{Strategize} @UUID[Compendium.cyphersystem-compendium.abilities.3wZZC07ADxO3mImS]{Suggestion}

Fifth-Tier Speaker

Choose three of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.M0pjZXQ9996hfUPs]{Adroit Cypher Use} @UUID[Compendium.cyphersystem-compendium.abilities.t3uyBYJqMApfEBWX]{Discipline of Watchfulness} @UUID[Compendium.cyphersystem-compendium.abilities.4eCjeGPA0ovnwIfu]{Experienced in Armor} @UUID[Compendium.cyphersystem-compendium.abilities.UyW320RhzarMNoss]{Flee} @UUID[Compendium.cyphersystem-compendium.abilities.xCUKzmoBKzN9gIut]{Foul Aura} @UUID[Compendium.cyphersystem-compendium.abilities.wlkPdME0r3hx9VbE]{Knowing the Unknown} @UUID[Compendium.cyphersystem-compendium.abilities.iroL3TcKD9dpulhW]{Regeneration} @UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks} @UUID[Compendium.cyphersystem-compendium.abilities.U9sgMUKkIkDIdRtK]{Stimulate}

Sixth-Tier Speaker

Choose two of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.By276DS858KmWNZq]{Assume Control} @UUID[Compendium.cyphersystem-compendium.abilities.G8waoPdWGzMl0S1n]{Battle Management} @UUID[Compendium.cyphersystem-compendium.abilities.crFxkKwBNdnD6tX4]{Crowd Control} @UUID[Compendium.cyphersystem-compendium.abilities.fPCTpU0viXXWrNs0]{Inspiring Success} @UUID[Compendium.cyphersystem-compendium.abilities.3EcnBLVtGwxpWXBW]{Recruit Deputy} @UUID[Compendium.cyphersystem-compendium.abilities.EH8OmAJaimF4MTgg]{Shatter Mind} @UUID[Compendium.cyphersystem-compendium.abilities.MGzAkRaGd4LgfQti]{True Senses} @UUID[Compendium.cyphersystem-compendium.abilities.ZTp4SZ673tDJpmuS]{Word of Command}

Speaker Example

Mary wants to create a Speaker for a Lovecraftian horror campaign. She puts 3 of her additional stat points into her Intellect Pool and 3 into her Speed Pool; her stat Pools are now Might 8, Speed 12, and Intellect 14. As a first-tier character, her Effort is 1, her Might Edge and Speed Edge are 0, and her Intellect Edge is 1. She’s smart and charismatic but not particularly tough.

Mary chooses Fast Talk and Spin Identity to help get into places and learn things she wants to know. She’s a bit of a con artist. She’s good to her friends, however, and chooses Encouragement as well. Mary rounds out her first-tier abilities with Interaction Skills (deceiving and persuasion).

A Speaker normally starts with two cyphers, but the GM rules that characters in this campaign start with only one—something creepy relating to their background. Mary’s cypher is an odd pocket watch given to her by her grandfather. She doesn’t know how or why, but when activated, the watch allows her to take twice as many actions for three rounds.

Mary’s character carries a small knife hidden in her bag in case of trouble. As a light weapon, it inflicts 2 points of damage, but attacks with it are eased.

Mary chooses Resilient for her descriptor and decides that she can probably learn the truth behind some of the strange things that she’s heard about without feeling too much trauma if it’s horrible. Resilient increases her Might Pool to 10 and her Intellect Pool to 16. She’s trained in Might and Intellect defense actions and gains an extra recovery roll each day. At first, Mary is sad that her descriptor gives her an inability in knowledge and puzzle tasks, but then she realizes that the flaw fits her character well—she’s better at getting people to tell her what she needs to know than at figuring out the information herself.

For her focus, Mary chooses Moves Like a Cat, granting her a final Speed Pool of 18 and training in balance. In the end, she’s graceful and quick, charismatic, and hardier than she initially thought thanks to her drive. She’s ready to investigate the weird.

For her character arc, Mary chooses Fall From Grace. She decides she’s had an obsession with a strange tome that’s been in her family for generations, and her character is drawn to its strange languages and rituals.

Further Customization

The rules in this section are more advanced and always involve the GM. They can be used by the GM to tailor a type to better fit the genre or setting, or by a player and a GM to tweak a character to fit a concept.

Modifying Type Aspects

The following aspects of the four character types can be modified at character creation. Other abilities should not be changed.

Stat Pools: Each character type has a starting stat Pool value. A player can exchange points between their Pools on a one-for-one basis. For example, they can trade 2 points of Might for 2 points of Speed. However, no starting stat Pool should be higher than 20.

Edge: A player can start with an Edge of 1 in whichever stat they wish.

Cypher Use: If a character gives up the ability to bear one cypher, they gain an additional skill of their choice.

Weapons: Some types have static first-tier abilities that let them use light, medium, and/or heavy weapons without a penalty. Warriors can use all weapons, Explorers can use light and medium weapons, and Adepts and Speakers can use light weapons. Any one of these weapon abilities can be sacrificed to gain training in a different skill of the player’s choice.

Drawbacks and Penalties

In addition to other customization options, a player can choose to take drawbacks or penalties to gain further advantages.

Weakness: A weakness is, essentially, the opposite of Edge. If you have a weakness of 1 in Speed, all Speed actions that require you to spend points cost 1 additional point from your Pool. At any time, a player can give their character a weakness in one stat and, in exchange, gain +1 to their Edge in one of the other two stats. So a PC can take a weakness of 1 in Speed to gain +1 to their Might Edge.

Normally, you can have a weakness only in a stat in which you have an Edge of 0. Further, you can’t have more than one weakness, and you can’t have a weakness greater than 1 unless the additional weakness comes from another source (such as a disease or disability arising from actions or conditions in the game).

Inabilities: Inabilities are like negative skills. They make one type of task harder by hindering it. If a character chooses to take an inability, they gain a skill of their choice. Normally, a character can have only one inability unless the additional inability comes from another source (such as a descriptor or a disease or disability arising from actions or conditions in the game).

","markdown":""},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"ownership":{"default":-1},"flags":{}},{"sort":600000,"name":"License","type":"text","_id":"9ZDlIEtwXjxzyyrZ","title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"

This product is an independent production and is not affiliated with Monte Cook Games, LLC. It is published under the Cypher System Open License, found at http://csol.montecookgames.com.

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This product is an independent production and is not affiliated with Monte Cook Games, LLC. It is published under the Cypher System Open License, found at http://csol.montecookgames.com.

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","markdown":""},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"ownership":{"default":-1},"flags":{}},{"sort":387500,"name":"Flavor","type":"text","_id":"gUBd9dvLJ8qY0iZx","title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"

Flavors are groups of special abilities the GM and players can use to alter a character type to make it more to their liking or more appropriate to the genre or setting. For example, if a player wants to create a magic-using thief character, she could play an Adept with stealth flavoring. In a science fiction setting, a Warrior might also have knowledge of machinery, so the character could be flavored with technology.

At a given tier, abilities from a flavor are traded one for one with standard abilities from a type. So to add the Danger Sense stealth flavor ability to a Warrior, something else—perhaps Bash—must be sacrificed. Now that character can choose Danger Sense as they would any other first-tier warrior ability, but they can never choose Bash.

The GM should always be involved in flavoring a type. For example, they might know that for their science fiction game, they want a type called a “Glam,” which is a Speaker flavored with certain technology abilities—specifically those that make the character a flamboyant starship pilot. Thus, they exchange the first-tier abilities Spin Identity and Inspire Aggression for the technology flavor abilities Datajack and Tech Skills so the character can plug into the ship directly and can take piloting and computers as skills.

In the end, flavor is mostly a tool for the GM to easily create campaign-specific types by making a few slight alterations to the four base types. Although players may wish to use flavors to get the characters they want, remember that they can also shape their PCs with descriptors and foci very nicely.

The flavors available are stealth, technology, magic, combat, and skills and knowledge.

The full description for each listed ability can be found in the Abilities chapter, which also contains descriptions for type and focus abilities in a single vast catalog.

Stealth Flavor

Characters with the stealth flavor are good at sneaking around, infiltrating places they don’t belong, and deceiving others. They use these abilities in a variety of ways, including combat. An Explorer with stealth flavor might be a thief, while a Warrior with stealth flavor might be an assassin. An Explorer with stealth flavor in a superhero setting might be a crimefighter who stalks the streets at night.

First-Tier Stealth Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.UyQTRi5ZwWU5tMO0]{Danger Sense} @UUID[Compendium.cyphersystem-compendium.abilities.M2oXV5cRSdMlUZDm]{Goad} @UUID[Compendium.cyphersystem-compendium.abilities.Frxs35QkokRdure4]{Legerdemain} @UUID[Compendium.cyphersystem-compendium.abilities.90wkMwuVBaiyL9yt]{Opportunist} @UUID[Compendium.cyphersystem-compendium.abilities.QAdh0yZBjJsHdJjD]{Stealth Skills}

Second-Tier Stealth Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.dQHSDDZxJNHrHH1l]{Contortionist} @UUID[Compendium.cyphersystem-compendium.abilities.8ydN3DBdXXP24hQL]{Find an Opening} @UUID[Compendium.cyphersystem-compendium.abilities.5abCQnz5ZWvvfMro]{Get Away} @UUID[Compendium.cyphersystem-compendium.abilities.mvFsSsVjyF8iXvCe]{Sense Ambush} @UUID[Compendium.cyphersystem-compendium.abilities.uG2ACHNAPoZirp0b]{Surprise Attack}

Third-Tier Stealth Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.Uq6p6fOg9KyFcUws]{Evanesce} @UUID[Compendium.cyphersystem-compendium.abilities.XR3B0gfJtrYUAU5M]{From the Shadows} @UUID[Compendium.cyphersystem-compendium.abilities.lUkqQu1vvJe3FxfQ]{Gambler} @UUID[Compendium.cyphersystem-compendium.abilities.sM2zEDx4gRr9CuiR]{Inner Defense} @UUID[Compendium.cyphersystem-compendium.abilities.lwJAowJa4eKlcDjb]{Misdirect} @UUID[Compendium.cyphersystem-compendium.abilities.ZuX6gykVtKxiBAxR]{Run and Fight} @UUID[Compendium.cyphersystem-compendium.abilities.t3zUlk8c5WEBXXO8]{Seize the Moment}

Fourth-Tier Stealth Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.cS1RW48sdVY6ZJZd]{Ambusher} @UUID[Compendium.cyphersystem-compendium.abilities.JVvSTtYbksWJDADY]{Debilitating Strike} @UUID[Compendium.cyphersystem-compendium.abilities.cqzyNCPYVEWtucLe]{Outwit} @UUID[Compendium.cyphersystem-compendium.abilities.LojkwDtb1gHLSB6A]{Preternatural Senses} @UUID[Compendium.cyphersystem-compendium.abilities.w2aO1ZIpmBDQJXq1]{Tumbling Moves}

Fifth-Tier Stealth Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.YbYeZ0A0m96IWxwl]{Assassin Strike} @UUID[Compendium.cyphersystem-compendium.abilities.S5JTyQCNcgrXgNqf]{Mask} @UUID[Compendium.cyphersystem-compendium.abilities.G5bTthwpEf5azVHA]{Return to Sender} @UUID[Compendium.cyphersystem-compendium.abilities.bVt0TIfwtEUXvi6O]{Uncanny Luck}

Sixth-Tier Stealth Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.VVYx3J42Sj9qCQV9]{Exploit Advantage} @UUID[Compendium.cyphersystem-compendium.abilities.jrTEtAhE6GfLW7R4]{Spring Away} @UUID[Compendium.cyphersystem-compendium.abilities.cWHqKGpI5z0aiSYC]{Thief’s Luck} @UUID[Compendium.cyphersystem-compendium.abilities.aWws42dVSQjRz8Hr]{Twist of Fate}

Technology Flavor

Characters with a flavor of technology typically are from science fiction or at least modern-day settings (although anything is possible). They excel at using, dealing with, and building machines. An Explorer with technology flavor might be a starship pilot, and a Speaker flavored with technology could be a techno-priest.

Some of the less computer-oriented abilities might be appropriate for a steampunk character, while a modern-day character could use some of the abilities that don’t involve starships or ultratech.

First-Tier Technology Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.Q3DGDFwNIOjz866X]{Datajack} @UUID[Compendium.cyphersystem-compendium.abilities.z23towmNKeKJasHV]{Hacker} @UUID[Compendium.cyphersystem-compendium.abilities.rhaZSmU6dJpzMO64]{Machine Interface} @UUID[Compendium.cyphersystem-compendium.abilities.kkCW4KkWA751AeBl]{Scramble Machine} @UUID[Compendium.cyphersystem-compendium.abilities.pYsmdnNte7o5Flca]{Tech Skills} @UUID[Compendium.cyphersystem-compendium.abilities.AFfburUYwZlBFq7N]{Tinker}

Second-Tier Technology Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.7nUj7rxq4Qwg4FUM]{Distant Interface} @UUID[Compendium.cyphersystem-compendium.abilities.JK2hN1poqMLqfa1N]{Machine Efficiency} @UUID[Compendium.cyphersystem-compendium.abilities.FDG7hgrRNt4aHpP1]{Overload Machine} @UUID[Compendium.cyphersystem-compendium.abilities.v1lZkKjSCS1pjnET]{Serv-0} @UUID[Compendium.cyphersystem-compendium.abilities.XzomXctsS8NL9M7Q]{Serv-0 Defender} @UUID[Compendium.cyphersystem-compendium.abilities.x8cGd4MC9YEW9isa]{Serv-0 Repair} @UUID[Compendium.cyphersystem-compendium.abilities.k4LeTZ1lqN9L3hPS]{Tool Mastery}

Third-Tier Technology Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.7VYzHQvF1cz4cfUp]{Mechanical Telepathy} @UUID[Compendium.cyphersystem-compendium.abilities.9r6iNU2GH4oEH6vz]{Serv-0 Scanner} @UUID[Compendium.cyphersystem-compendium.abilities.hIy0GMeL8WALvhEb]{Ship Footing} @UUID[Compendium.cyphersystem-compendium.abilities.Nyt7Z1xWqmnuu265]{Shipspeak} @UUID[Compendium.cyphersystem-compendium.abilities.YIzrA5i8eBSPMFzj]{Spray}

Fourth-Tier Technology Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.2l9FIUVKimPzIXzU]{Machine Bond} @UUID[Compendium.cyphersystem-compendium.abilities.NoKdHv0FSytZR4iF]{Robot Fighter} @UUID[Compendium.cyphersystem-compendium.abilities.NcItnMHjeG9fgE1K]{Serv-0 Aim} @UUID[Compendium.cyphersystem-compendium.abilities.lPqCQOQJF0JfoFRn]{Serv-0 Brawler} @UUID[Compendium.cyphersystem-compendium.abilities.9YuQrJXAQO0qIFPj]{Serv-0 Spy}

Fifth-Tier Technology Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.FxohCBSksJIu1BSA]{Control Machine} @UUID[Compendium.cyphersystem-compendium.abilities.KQDFvUEnIWed1ebo]{Jury-Rig} @UUID[Compendium.cyphersystem-compendium.abilities.XkFsMa9e9IY2FRcN]{Machine Companion}

Sixth-Tier Technology Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.PLyxuOlieOGsJx4h]{Information Gathering} @UUID[Compendium.cyphersystem-compendium.abilities.7QTTrXnxDHskYYhj]{Master Machine}

Magic Flavor

You know a little about magic. You might not be a wizard, but you know the basics—how it works, and how to accomplish a few wondrous things. Of course, in your setting, “magic” might actually mean psychic powers, mutant abilities, weird alien tech, or anything else that produces interesting and useful effects.

An Explorer flavored with magic might be a wizard-hunter, and a Speaker with magical flavor might be a sorcerer-bard. Although an Adept flavored with magic is still an Adept, you might find that swapping some of the type’s basic abilities with those given here tailors the character in desirable ways.

First-Tier Magic Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.I9m3nOdBZ2HoEmbj]{Blessing of the Gods} @UUID[Compendium.cyphersystem-compendium.abilities.SQ4RTDwdA0yiZ81b]{Closed Mind} @UUID[Compendium.cyphersystem-compendium.abilities.bM2Y62eaUKYKdcwq]{Entangling Force} @UUID[Compendium.cyphersystem-compendium.abilities.zArjjFcf9tHQvJTx]{Hedge Magic} @UUID[Compendium.cyphersystem-compendium.abilities.XQxN55rl0f5HFxEM]{Magic Training} @UUID[Compendium.cyphersystem-compendium.abilities.TPEcyzCeC3z5FyyQ]{Mental Link} @UUID[Compendium.cyphersystem-compendium.abilities.ZsI6553CPbGi0wtx]{Premonition}

Second-Tier Magic Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.Mfebb42AE5xt7k85]{Concussive Blast} @UUID[Compendium.cyphersystem-compendium.abilities.21Bi8yur01DCYz5f]{Fetch} @UUID[Compendium.cyphersystem-compendium.abilities.4fcns7ANpZF7pHaz]{Force Field} @UUID[Compendium.cyphersystem-compendium.abilities.wNQ3q7VXtPHlPzqb]{Lock} @UUID[Compendium.cyphersystem-compendium.abilities.rRDSzPJtUCwRVXFR]{Repair Flesh}

Third-Tier Magic Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.MvyXo0ZUsxu8QQ22]{Distance Viewing} @UUID[Compendium.cyphersystem-compendium.abilities.NgHLZq3tZ3CFJvYv]{Fire Bloom} @UUID[Compendium.cyphersystem-compendium.abilities.CAh0KStmP03kgv62]{Fling} @UUID[Compendium.cyphersystem-compendium.abilities.dDhnZrzAxDvK7QYa]{Force at Distance} @UUID[Compendium.cyphersystem-compendium.abilities.wEWyNKnVgVOjsyms]{Summon Giant Spider}

Fourth-Tier Magic Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.XR8WeRW3OlbCIjlJ]{Elemental Protection} @UUID[Compendium.cyphersystem-compendium.abilities.LLvJZvzbGQOrlqoE]{Ignition} @UUID[Compendium.cyphersystem-compendium.abilities.blm1Z8JxvWOiFf0b]{Pry Open}

Fifth-Tier Magic Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.HuhNjMfMxPkTlERH]{Create} @UUID[Compendium.cyphersystem-compendium.abilities.OkKNmMvLFwHxUv2r]{Divine Intervention} @UUID[Compendium.cyphersystem-compendium.abilities.M1FHIlVPVv8O02LV]{Dragon’s Maw} @UUID[Compendium.cyphersystem-compendium.abilities.IKicLElFbkRx5IaM]{Fast Travel} @UUID[Compendium.cyphersystem-compendium.abilities.MGzAkRaGd4LgfQti]{True Senses}

Sixth-Tier Magic Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.RBOc2zxAI9xMoWqW]{Relocate} @UUID[Compendium.cyphersystem-compendium.abilities.LnZkUlKUuuD7iW3P]{Summon Demon} @UUID[Compendium.cyphersystem-compendium.abilities.PlKwEwo6ilGqwxwI]{Traverse the Worlds} @UUID[Compendium.cyphersystem-compendium.abilities.Gsre3acJaxhGBa0S]{Word of Death}

Combat Flavor

Combat flavor makes a character more martial. A Speaker with combat flavor in a fantasy setting would be a battle bard. An Explorer with combat flavor in a historical game might be a pirate. An Adept flavored with combat in a science fiction setting could be a veteran of a thousand psychic wars.

First-Tier Combat Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.UyQTRi5ZwWU5tMO0]{Danger Sense} @UUID[Compendium.cyphersystem-compendium.abilities.o2ZDoteWQsFsqTJr]{Practiced in Armor} @UUID[Compendium.cyphersystem-compendium.abilities.NhijFGxYepJtaa0r]{Practiced With Medium Weapons}

Second-Tier Combat Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.wyUQ3Atl3V1ItCFH]{Bloodlust} @UUID[Compendium.cyphersystem-compendium.abilities.2x7nMe9ZGp3VjI8B]{Combat Prowess} @UUID[Compendium.cyphersystem-compendium.abilities.uatcX3o1oB2Stc4u]{Trained Without Armor}

Third-Tier Combat Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.yl2zo179wXZW5Xxc]{Practiced With All Weapons} @UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks} @UUID[Compendium.cyphersystem-compendium.abilities.CtRvLxfUlCynJv1B]{Skill With Defense} @UUID[Compendium.cyphersystem-compendium.abilities.36nlDXhOP5e5dfns]{Successive Attack}

Fourth-Tier Combat Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.gNRMG3mJTzWaCGph]{Capable Warrior} @UUID[Compendium.cyphersystem-compendium.abilities.Rr4oB1lUzuzFHNHQ]{Deadly Aim} @UUID[Compendium.cyphersystem-compendium.abilities.73miZT5kYFyxnPOT]{Fury} @UUID[Compendium.cyphersystem-compendium.abilities.lwJAowJa4eKlcDjb]{Misdirect} @UUID[Compendium.cyphersystem-compendium.abilities.YIzrA5i8eBSPMFzj]{Spray}

Fifth-Tier Combat Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.GlXd4oFI9Fqq3rAX]{Experienced Defender} @UUID[Compendium.cyphersystem-compendium.abilities.S9QxUr8u2gtwY7ya]{Hard Target} @UUID[Compendium.cyphersystem-compendium.abilities.AmZDmnmP7CxSSN4h]{Parry}

Sixth-Tier Combat Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.oroWEBbp3cvrYwH9]{Greater Skill With Attacks} @UUID[Compendium.cyphersystem-compendium.abilities.4k5JFV78A5SiPjFo]{Mastery in Armor} @UUID[Compendium.cyphersystem-compendium.abilities.LTqgcoprvBF2ZkdH]{Mastery With Defense}

Skills and Knowledge Flavor

This flavor is for characters in roles that call for more knowledge and more real-world application of talent. It’s less flashy and dramatic than supernatural powers or the ability to hack apart multiple foes, but sometimes expertise or know-how is the real solution to a problem.

A Warrior flavored with skills and knowledge might be a military engineer. An Explorer flavored with skills and knowledge could be a field scientist. A Speaker with this flavor might be a teacher.

First-Tier Skills and Knowledge Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.V765JZKDKQ00Buyn]{Interaction Skills} @UUID[Compendium.cyphersystem-compendium.abilities.romswZIOmAmtzfCL]{Investigative Skills} @UUID[Compendium.cyphersystem-compendium.abilities.eEGFknWQZUBNXn99]{Knowledge Skills} @UUID[Compendium.cyphersystem-compendium.abilities.noCgrKbB370cfzQg]{Physical Skills} @UUID[Compendium.cyphersystem-compendium.abilities.wEjdodvc6SLf8yso]{Travel Skills}

Second-Tier Skills and Knowledge Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.jx6DFmlbQrmltHgc]{Extra Skill} @UUID[Compendium.cyphersystem-compendium.abilities.k4LeTZ1lqN9L3hPS]{Tool Mastery} @UUID[Compendium.cyphersystem-compendium.abilities.kv03xEihe4VZNkK5]{Understanding}

Third-Tier Skills and Knowledge Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.dVh39nh5ARUxreUc]{Flex Skill} @UUID[Compendium.cyphersystem-compendium.abilities.uhC4ubTGfhkNvIMX]{Improvise}

Fourth-Tier Skills and Knowledge Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.4USzF8qKs8oZJH13]{Multiple Skills} @UUID[Compendium.cyphersystem-compendium.abilities.Mac5S0sQe9Muf4Mv]{Quick Wits} @UUID[Compendium.cyphersystem-compendium.abilities.NaqoExT72j3xkWp3]{Task Specialization}

Fifth-Tier Skills and Knowledge Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.NhijFGxYepJtaa0r]{Practiced With Medium Weapons} @UUID[Compendium.cyphersystem-compendium.abilities.lbXg8UlSCG23yxO4]{Read the Signs}

Sixth-Tier Skills and Knowledge Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks} @UUID[Compendium.cyphersystem-compendium.abilities.CtRvLxfUlCynJv1B]{Skill With Defense}

","markdown":""},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"ownership":{"default":-1},"flags":{}},{"sort":393750,"name":"Descriptor","type":"text","_id":"gK5t9ActY73rBLe5","title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"

Your descriptor defines your character—it flavors everything you do. The differences between a Charming Explorer and a Vicious Explorer are considerable. The descriptor changes the way those characters go about every action. Your descriptor places your character in the situation (the first adventure, which starts the campaign) and helps provide motivation. It is the adjective of the sentence “I am an adjective noun who verbs.”

Descriptors offer a one-time package of extra abilities, skills, or modifications to your stat Pools. Not all of a descriptor’s offerings are positive character modifications. For example, some descriptors have inabilities—tasks that a character isn’t good at. You can think of inabilities as negative skills—instead of being one step better at that kind of task, you’re one step worse. If you become skilled at a task that you have an inability with, they cancel out. Remember that characters are defined as much by what they’re not good at as by what they are good at.

Descriptors also offer a few brief suggestions for how your character got involved with the rest of the group on their first adventure. You can use these, or not, as you wish.

This section details fifty descriptors. Choose one of them for your character. You can pick any descriptor you wish regardless of your type. At the end of this chapter, a few options are provided for Customizing Descriptors, including making a character’s species their descriptor.

(Your descriptor matters most when you are a beginning character. The benefits (and perhaps drawbacks) that come from your descriptor will eventually be overshadowed by the growing importance of your type and focus. However, the influence of your descriptor will remain at least somewhat important throughout your character’s life.)

Customizing Descriptors

Under the normal rules, each descriptor is based on some modification of the following guidelines:

With this general information, you can customize a descriptor, but keep in mind that a heavily customized descriptor isn’t a descriptor if it no longer says one thing about a character. It’s better to use this information to create a new descriptor that fits exactly how the player wants to portray the character.

Species as Descriptor

Sometimes, in settings that have alien or fantasy species, players want to play a member of that species rather than the default (which is usually “human”). Most of the time, this choice is one of flavor rather than game mechanics. If you’re a 7-foot-tall furry Rigellian with three eyes, that’s great, but it doesn’t change your stats or skills (though it may have roleplaying challenges).

However, sometimes being a nonhuman results in more substantive changes. A PC ogre in a fantasy setting might have the Strong or Tough descriptor, or perhaps it has a descriptor simply called Ogre, which is similar to Strong or Tough but more pronounced (with greater Might but even greater drawbacks). This would mean that instead of being a Tough Warrior who Controls Beasts, the character is an Ogre Warrior who Controls Beasts.

The Genre chapter offers a few species descriptors, but many GMs will want to create their own as suits their setting. It can’t be stressed enough, however, that nine times out of ten, in most genres, species differences aren’t significant enough to warrant this treatment. The differences between a Mysterious character and a Virtuous one are probably greater than those between an Alpha Centauran and an Earthling.

Descriptors

Appealing

You’re attractive to others, but perhaps more important, you are likeable and charismatic. You’ve got that “special something” that draws others to you. You often know just the right thing to say to make someone laugh, put them at ease, or spur them to action. People like you, want to help you, and want to be your friend.

You gain the following characteristics:

Charismatic: +2 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.iLViKiz8EUbAbChF]{Skill}: You are trained in pleasant social interactions.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.6yXynECByG8UO0IC]{Resistant to Charms}: You’re aware of how others can manipulate and charm people, and you notice when those tactics are used on you. Because of this awareness, you are trained in resisting any kind of persuasion or seduction if you wish it.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You met a total stranger (one of the other PCs) and charmed them so much that they invited you along.

  2. The PCs were looking for someone else, but you convinced them that you were perfect instead.

  3. Pure happenstance—because you just go along with the flow of things and everything usually works out.

  4. Your charismatic ways helped get one of the PCs out of a difficult spot a long time ago, and they always ask you to join them on new adventures.

Beneficent

Helping others is your calling. It’s why you’re here. Others delight in your outgoing and charitable nature, and you delight in their happiness. You’re at your best when you’re aiding people, either by explaining how they can best overcome a challenge or by demonstrating how to do so yourself.

You gain the following characteristics:

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.VRlwCOQq4321KUkM]{Generous}: Allies who have spent the last day with you add +1 to their recovery rolls.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.GVocWeYToxrIsT5M]{Altruistic}: If you’re standing next to a creature that takes damage, you can intercede and take 1 point of that damage yourself (reducing the damage inflicted on the creature by 1 point). If you have Armor, it does not provide a benefit when you use this ability.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.RSdNXeHg25zlTzza]{Skill}: You’re trained in all tasks related to pleasant social interaction, putting other people at ease, and gaining trust.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.8AmUhRVSxOZepa3T]{Helpful}: Whenever you help another character, that character gains the benefit as if you were trained even if you are not trained or specialized in the attempted task.

@UUID[Compendium.cyphersystem-compendium.inabilities.TmkpqIeOFknKujcO]{Inability}: While you are alone, all Intellect and Speed tasks are hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. Even though you didn’t know most of the other PCs beforehand, you invited yourself along on their quest.

  2. You saw the PCs struggling to overcome a problem and selflessly joined them to help.

  3. You’re nearly certain the PCs will fail without you.

  4. The choice was between your tattered life and helping others. You haven’t looked back since.

Brash

You’re a self-assertive sort, confident in your abilities, energetic, and perhaps a bit irreverent toward ideas that you don’t agree with. Some people call you bold and brave, but those you’ve put in their place might call you puffed up and arrogant. Whatever. It’s not in your nature to care what other people think about you, unless those people are your friends or family. Even someone as brash as you knows that friends sometimes have to come first.

You gain the following characteristics:

Energetic: +2 to your Speed Pool.

@UUID[Compendium.cyphersystem-compendium.basic-skills.gbWPNb1uKsRtZWSL]{Skill}: You are trained in initiative.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.J9qtYUcvomIXvpEh]{Bold}: You are trained in all actions that involve overcoming or ignoring the effects of fear or intimidation.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You noticed something weird going on, and without much thought, you jumped in with both feet.

  2. You showed up when and where you did on a dare because, hey, you don’t back down from dares.

  3. Someone called you out, but instead of walking into a fight, you walked into your current situation.

  4. You told your friend that nothing could scare you, and nothing you saw would change your mind. They brought you to your current point.

Calm

You’ve spent most of your life in sedentary pursuits—books, movies, hobbies, and so on—rather than active ones. You’re well versed in all manner of academia or other intellectual pursuits, but nothing physical. You’re not weak or feeble, necessarily (although this is a good descriptor for characters who are elderly), but you have no experience in more physical activities.

Calm is a great descriptor for characters who never intended to have adventures but were thrust into them, a trope that occurs often in modern games and particularly in horror games.

You gain the following characteristics:

Bookish: +2 to your Intellect Pool.

Skills: You are trained in four nonphysical skills of your choice.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.9BT9upa6c8kqf6kB]{Trivia}: You can come up with a random fact pertinent to the current situation when you wish it. This is always a matter of fact, not conjecture or supposition, and must be something you could have logically read or seen in the past. You can do this one time, although the ability is renewed each time you make a recovery roll.

@UUID[Compendium.cyphersystem-compendium.inabilities.WmhgwviF6ci24PJL]{Inability}: You’re just not a fighter. All physical attacks are hindered.

@UUID[Compendium.cyphersystem-compendium.inabilities.kR3req7hyQazHomU]{Inability}: You’re not the outdoorsy type. All climbing, running, jumping, and swimming tasks are hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You read about the current situation somewhere and decided to check it out for yourself.

  2. You were in the right (wrong?) place at the right (wrong?) time.

  3. While avoiding an entirely different situation, you walked into your current situation.

  4. One of the other PCs dragged you into it.

Chaotic

Danger doesn’t mean much to you, mainly because you don’t think much about repercussions. In fact, you enjoy sowing surprises, just to see what will happen. The more unexpected the result, the happier you are. Sometimes you are particularly manic, and for the sake of your companions, you restrain yourself from taking actions that you know will lead to disaster.

You gain the following characteristics:

Tumultuous: +4 to your Speed Pool.

@UUID[Compendium.cyphersystem-compendium.basic-skills.5X8qgmSuvRVNTiaP]{Skill}: You are trained in {Intellect defense actions.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.JrGRhq4ndoh12HDe]{Chaotic}: Once after each ten-hour recovery roll, if you don’t like the first result, you can reroll a die roll of your choice. If you do, and regardless of the outcome, the GM presents you with a GM intrusion.

@UUID[Compendium.cyphersystem-compendium.inabilities.qRXj5XtPAxa0kTR1]{Inability}: Your body is a bit worn from occasional excesses. Might defense tasks are hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. Another PC recruited you while you were on your best behavior, before realizing how chaotic you were.

  2. You have reason to believe that being with the other PCs will help you gain control over your erratic behavior.

  3. Another PC released you from captivity, and to thank them, you volunteered to help.

  4. You have no idea how you joined the PCs. You’re just going along with it for now until answers present themselves.

Charming

You’re a smooth talker and a charmer. Whether through seemingly supernatural means or just a way with words, you can convince others to do as you wish. Most likely, you’re physically attractive or at least highly charismatic, and others enjoy listening to your voice. You probably pay attention to your appearance, keeping yourself well groomed. You make friends easily. You play up the personality facet of your Intellect stat; intelligence is not your strong suit. You’re personable, but not necessarily studious or strong-willed.

You gain the following characteristics:

Personable: +2 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.iLViKiz8EUbAbChF]{Skill}: You’re trained in all tasks involving positive or pleasant social interaction.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.GB6PefdjeMm43AmT]{Skill}: You’re trained when using special abilities that influence the minds of others.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.mslNlViBupFclz9t]{Contact}: You have an important contact who is in an influential position, such as a minor noble, the captain of the town guard/police, or the head of a large gang of thieves. You and the GM should work out the details together.

@UUID[Compendium.cyphersystem-compendium.inabilities.kWemIBj5S33u3Vsy]{Inability}: You were never good at studying or retaining facts. Any task involving lore, knowledge, or understanding is hindered.

@UUID[Compendium.cyphersystem-compendium.inabilities.zHgQDe14mPF3G95Q]{Inability}: Your willpower is not one of your strong points. Defense actions to resist mental attacks are hindered.

Additional Equipment: You’ve managed to talk your way into some decent discounts and bonuses in recent weeks. As a result, you have enough cash jangling in your pocket to purchase a moderately priced item.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You convinced one of the other PCs to tell you what they were doing.

  2. You instigated the whole thing and convinced the others to join you.

  3. One of the other PCs did a favor for you, and now you’re repaying that obligation by helping them with the task at hand.

  4. There is a reward involved, and you need the money.

Clever

You’re quick-witted, thinking well on your feet. You understand people, so you can fool them but are rarely fooled. Because you easily see things for what they are, you get the lay of the land swiftly, size up threats and allies, and assess situations with accuracy. Perhaps you’re physically attractive, or maybe you use your wit to overcome any physical or mental imperfections.

You gain the following characteristics:

Smart: +2 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.wOLQBlCsA3jDifa9]{Skill}: You’re trained in all interactions involving lies or trickery.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.DlnCXfB1v1U859YY]{Skill}: You’re trained in defense rolls to resist mental effects.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.8acHBoOvIk3UseOl]{Skill}: You’re trained in all tasks involving identifying or assessing danger, lies, quality, importance, function, or power.

@UUID[Compendium.cyphersystem-compendium.inabilities.kWemIBj5S33u3Vsy]{Inability}: You were never good at studying or retaining trivial knowledge. Any task involving lore, knowledge, or understanding is hindered.

Additional Equipment: You see through the schemes of others and occasionally convince them to believe you—even when, perhaps, they should not. Thanks to your clever behavior, you have an additional expensive item.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You convinced one of the other PCs to tell you what they were doing.

  2. From afar, you observed that something interesting was going on.

  3. You talked your way into the situation because you thought it might earn some money.

  4. You suspect that the other PCs won’t succeed without you.

Clumsy

Graceless and awkward, you were told that you’d grow out of it, but you never did. You often drop things, trip over your own feet, or knock things (or people) over. Some people get frustrated by this quality, but most find it funny and even a little charming.

Some players may not want to be defined by a “negative” quality like Clumsy, but in truth, even this kind of descriptor has enough advantages that it makes for capable and talented characters. What negative descriptors really do is make more interesting and complex characters that are often great fun to play.

You gain the following characteristics:

Butterfingers: −2 to your Speed Pool.

Thick-Muscled: +2 to your Might Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.bvTJ0HZOfXlpr0pc]{Inelegant}: You have a certain lovable charm. You are trained in all pleasant social interactions when you express a lighthearted, self-deprecating manner.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.wJyw4ypyuGZ5Jde1]{Dumb Luck}: The GM can introduce a GM intrusion on you, based on your clumsiness, without awarding you any XP (as if you had rolled a 1 on a d20 roll). However, if this happens, 50% of the time, your clumsiness works to your advantage. Rather than hurting you (much), it helps you, or it hurts your enemies. You slip, but it’s just in time to duck an attack. You fall down, but you trip your enemies as you crash into their legs. You turn around too quickly, but you end up knocking the weapon from your foe’s hand. You and the GM should work together to determine the details. If the GM wishes, they can use GM intrusions based on your clumsiness normally (awarding XP).

@UUID[Compendium.cyphersystem-compendium.expanded-skills.0yrwPAkrOBERFQOq]{Skill}: You’ve got a certain bull-like quality. You are trained in tasks involving breaking things.

@UUID[Compendium.cyphersystem-compendium.inabilities.veArOrXeYD25sHog]{Inability}: Any task that involves balance, grace, or hand-to-eye coordination is hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You were in the right place at the right time.

  2. You had a piece of information that the other PCs needed to make their plans.

  3. A sibling recommended you to the other PCs.

  4. You stumbled into the PCs as they were discussing their mission, and they took a liking to you.

Craven

Courage fails you at every turn. You lack the willpower and resolve to stand fast in the face of danger. Fear gnaws at your heart, chewing away at your mind, driving you to distraction until you cannot bear it. Most times, you back down from confrontations. You flee from threats and vacillate when faced with difficult decisions.

Yet for all that fear dogs you and possibly shames you, your cowardly nature proves to be a useful ally from time to time. Listening to your fears has helped you escape danger and avoid taking unnecessary risks. Others may have suffered in your place, and you might be the first to admit this fact, but secretly you feel intense relief from having avoided an unthinkable and terrible fate.

Descriptors like Craven, Cruel, and Dishonorable might not be appropriate for every group. These are villainous traits and some people want their PCs to be entirely heroic. But others don’t mind a little moral greyness thrown into the mix. Still others see things like Craven and Cruel as traits to overcome as their characters develop (probably earning them different descriptors).

You gain the following characteristics:

Furtive: +2 to your Speed Pool.

@UUID[Compendium.cyphersystem-compendium.basic-skills.duTx0BwgmC1Gw3Ze]{Skill}: You’re trained in stealth-based tasks.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.EyD5RQ654NoPJ7MN]{Skill}: You’re trained in running actions.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.48EDNk0hOv8KvoVs]{Skill}: You’re trained in any action taken to escape danger, flee from a dangerous situation, or wheedle your way out of trouble.

@UUID[Compendium.cyphersystem-compendium.inabilities.gpHPkjq631isDAjT]{Inability}: You do not willingly enter dangerous situations. Any initiative actions (to determine who goes first in combat) are hindered.

@UUID[Compendium.cyphersystem-compendium.inabilities.4raydis9fTWFq8Rc]{Inability}: You fall to pieces when you have to undertake a potentially dangerous task alone. Any such task (such as attacking a creature by yourself) is hindered.

Additional Equipment: You have a good luck charm or protective device to keep you out of harm’s way.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You believe that you’re being hunted, and you have hired one of the other PCs as your protector.

  2. You seek to escape your shame and take up with capable individuals in the hopes of repairing your reputation.

  3. One of the other PCs bullied you into coming along.

  4. The group answered your cries for help when you were in trouble.

Creative

Maybe you have a notebook where you write down ideas so you can develop them later. Perhaps you email yourself ideas that strike you out of the blue so you can sort them in an electronic document. Or maybe you just sit down, stare at your screen and, by indomitable force of will, produce something from nothing. However your gift works, you’re creative—you code, write, compose, sculpt, design, direct, or otherwise create narratives that enthrall other people with your vision.

You gain the following characteristics:

Inventive: +2 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.SKNSOPcNsoSDk6Xm]{Original}: You’re always coming up with something new. You’re trained in any task related to creating a narrative (such as a story, play, or scenario). This includes deception, if the deception involves a narrative you’re able to tell.

Skill: You are naturally inventive. You are trained in one specific creative skill of your choice: @UUID[Compendium.cyphersystem-compendium.expanded-skills.eKQYG8hDn7akNxns]{writing}, @UUID[Compendium.cyphersystem-compendium.expanded-skills.fHmBT2eRXI6WQnyZ]{computer coding}, @UUID[Compendium.cyphersystem-compendium.expanded-skills.Lq20krfxQeY7B2qo]{composing music}, @UUID[Compendium.cyphersystem-compendium.expanded-skills.LVVmRzkp5GwB3NE0]{painting}, @UUID[Compendium.cyphersystem-compendium.expanded-skills.wCrjggZ7oUZYZAMD]{drawing}, and so on.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.zz0QUtOoUro9OErB]{Skill}: You love solving riddles and the like. You are trained in puzzle-solving tasks.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.pHUz4ZRnWfsBbtQ7]{Skill}: To be creative requires that you always be learning. You are trained in any task that involves finding out something new, such as when you’re digging through a library, data bank, news archive, or similar collection of knowledge.

@UUID[Compendium.cyphersystem-compendium.inabilities.JDEjrsDDDqVcqSZp]{Inability}: You’re inventive but not charming. All tasks related to pleasant social interaction are hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You were doing research for a project and convinced the PCs to bring you along.

  2. You’re looking for new markets for the results of your creative output.

  3. You fell in with the wrong crowd, but they grew on you.

  4. A creative life is often one beset with financial hurdles. You joined the PCs because you hoped it would be profitable.

Cruel

Misfortune and suffering do not move you. When another endures hardship, you find it hard to care, and you may even enjoy the pain and difficulty the person experiences if they’ve done you wrong in the past. Your cruel streak may derive from bitterness brought about by your own struggles and disappointments. You might be a hard pragmatist, doing what you feel you must even if others are worse for it. Or you could be a sadist, delighting in the pain you inflict.

Being cruel does not necessarily make you a villain. Your cruelty may be reserved for those who cross you or other people useful to you. You might have become cruel as the result of an intensely awful experience. Abuse and torture, for example, can strip away compassion for other living beings.

As well, you need not be cruel in every situation. In fact, others might see you as personable, friendly, and even helpful. But when angered or frustrated, your dual nature reveals itself, and those who have earned your scorn are likely to suffer for it.

You gain the following characteristics:

Cunning: +2 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.Pp6FiVf17qqHapKd]{Cruelty}: When you use force, you can choose to maim or deliver painful injuries to draw out your foe’s suffering. Whenever you inflict damage, you can choose to inflict 2 fewer points of damage to ease your next attack against that foe.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.ks2lNbYe7169G57r]{Skill}: You’re trained in tasks related to deception, intimidation, and persuasion when you interact with characters experiencing physical or emotional pain.

@UUID[Compendium.cyphersystem-compendium.inabilities.1Jo8JX85AfL1Kx5P]{Inability}: You have a hard time connecting with others, understanding their motives, or sharing their feelings. Any task to ascertain another character’s motives, feelings, or disposition is hindered.

Additional Equipment: You have a valuable memento from the last person you destroyed. The memento is moderately priced, and you can sell it or trade it for an item of equal or lesser value.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You suspect that you might gain a long-term advantage from helping the other PCs and may be able to use that advantage against your enemies.

  2. By joining the PCs, you see an opportunity to grow your personal power and status at the expense of others.

  3. You hope to make another PC’s life more difficult by joining the group.

  4. Joining the PCs gives you an opportunity to escape justice for a crime you committed.

Dishonorable

There is no honor among thieves—or betrayers, backstabbers, liars, or cheats. You are all of these things, and either you don’t lose any sleep over it, or you deny the truth to others or to yourself. Regardless, you are willing to do whatever it takes to get your own way. Honor, ethics, and principles are merely words. In your estimation, they have no place in the real world.

You gain the following characteristics:

Sneaky: +4 to your Speed Pool.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.KmXEb22OUjlCwjVY]{Just Desserts}: When the GM gives another player an experience point to award to someone for a GM intrusion, that player cannot give it to you.

@UUID[Compendium.cyphersystem-compendium.basic-skills.eeHdJpr4k8hYtGr5]{Skill}: You are trained in deception.

@UUID[Compendium.cyphersystem-compendium.basic-skills.duTx0BwgmC1Gw3Ze]{Skill}: You are trained in stealth.

@UUID[Compendium.cyphersystem-compendium.basic-skills.tZ7PdXuWQyRMo0Rh]{Skill}: You are trained in intimidation.

@UUID[Compendium.cyphersystem-compendium.inabilities.JDEjrsDDDqVcqSZp]{Inability}: People don’t like or trust you. Pleasant social interactions are hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You are interested in what the PCs are doing, so you lied to them to get into their group.

  2. While skulking about, you overheard the PCs’ plans and realized that you wanted in.

  3. One of the other PCs invited you, having no idea of what you’re truly like.

  4. You bullied your way in with intimidation and bluster.

Doomed

You are quite certain that your fate is leading you, inextricably, toward a terrible end. This fate might be yours alone, or you might be dragging along the people closest to you.

You gain the following characteristics:

Jumpy: +2 to your Speed Pool.

@UUID[Compendium.cyphersystem-compendium.basic-skills.rH5FwMXGaNn21DZD]{Skill}: Always on the lookout for danger, you are trained in perception-related tasks.

@UUID[Compendium.cyphersystem-compendium.basic-skills.FXYWkXG7Iq6Wm1pS]{Skill}: You are defense minded, so you are trained in Speed defense tasks.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.cqT873UxELpJ3Mq2]{Skill}: You are cynical and expect the worst. Thus, you are resistant to mental shocks. You are trained in Intellect defense tasks having to do with losing your sanity or equanimity.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.ljIhLeM7ZcZuAJTk]{Doom}: Every other time the GM uses GM intrusion on your character, you cannot refuse it and do not get an XP for it (you still get an XP to award to another player). This is because you are doomed. The universe is a cold, uncaring place, and your efforts are futile at best.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You attempted to avoid it, but events seemed to conspire to draw you to where you are.

  2. Why not? It doesn’t matter. You’re doomed no matter what you do.

  3. One of the other PCs saved your life, and now you’re repaying that obligation by helping them with the task at hand.

  4. You suspect that the only hope you have of avoiding your fate might lie on this path.

Empathic

Other people are open books to you. You may have a knack for reading a person’s tells, those subtle movements that convey an individual’s mood and disposition. Or you may receive information in a more direct way, feeling a person’s emotions as if they were tangible things, sensations that lightly brush against your mind. Your gift for empathy helps you navigate social situations and control them to avoid misunderstandings and prevent useless conflicts from erupting.

The constant bombardment of emotions from those around you likely takes a toll. You might move with the prevailing mood, swinging from giddy happiness to bitter sorrow with little warning. Or you might close yourself off and remain inscrutable to others out of a sense of self-preservation or an unconscious fear that everyone else might learn how you truly feel.

You gain the following characteristics:

Open Mind: +4 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.H4LHMcUqFB4rMLW1]{Skill}: You’re trained in tasks involving sensing other emotions, discerning dispositions, and getting a hunch about people around you.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.J08uzxkHA7sn70LX]{Skill}: You’re trained in all tasks involving social interaction, pleasant or otherwise.

@UUID[Compendium.cyphersystem-compendium.inabilities.OHgyIguDuF48QMDD]{Inability}: Being so receptive to others’ thoughts and moods makes you vulnerable to anything that attacks your mind. Intellect defense rolls are hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You sensed the commitment to the task the other PCs have and felt moved to help them.

  2. You established a close bond with another PC and can’t bear to be parted from them.

  3. You sensed something strange in one of the PCs and decided to join the group to see if you can sense it again and uncover the truth.

  4. You joined the PCs to escape an unpleasant relationship or negative environment.

Exiled

You have walked a long and lonely road, leaving your home and your life behind. You might have committed a heinous crime, something so awful that your people forced you out, and if you dare return, you face death. You might have been accused of a crime you didn’t commit and now must pay the price for someone else’s wicked deed. Your exile might be the result of a social gaffe—perhaps you shamed your family or a friend, or you embarrassed yourself in front of your peers, an authority, or someone you respect. Whatever the reason, you have left your old life behind and now strive to make a new one.

You gain the following characteristics:

Self-Reliant: +2 to your Might Pool.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.PT7NoHCCjePtX6OW]{Loner}: You gain no benefit when you get help with a task from another character who is trained or specialized in that task.

@UUID[Compendium.cyphersystem-compendium.basic-skills.Q9tfUkhYGRJ5Df42]{Skill}: You’re trained in all tasks involving sneaking.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.KU2IUPjDKKIbfxkH]{Skill}: You’re trained in all tasks involving foraging, hunting, and finding safe places to rest or hide.

@UUID[Compendium.cyphersystem-compendium.inabilities.tlL5bTqgc9lt5GNz]{Inability}: Living on your own for as long as you have makes you slow to trust others and awkward in social situations. Any task involving social interaction is hindered.

Additional Equipment: You have a memento from your past—an old picture, a locket with a few strands of hair inside, or a lighter given to you by someone important. You keep the object close at hand and pull it out to help you remember better times.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. The other PCs earned your trust by helping you when you needed it. You accompany them to repay them.

  2. While exploring on your own, you discovered something strange. When you traveled to a settlement, the PCs were the only ones who believed you, and they have accompanied you to help you deal with the problem.

  3. One of the other PCs reminds you of someone you used to know.

  4. You have grown weary of your isolation. Joining the other PCs gives you a chance to belong.

Fast

You’re fleet of foot. Because you’re quick, you can accomplish tasks more rapidly than others can. You’re not just quick on your feet, however—you’re quick with your hands, and you think and react quickly. You even talk quickly.

You gain the following characteristics:

Energetic: +2 to your Speed Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.EyD5RQ654NoPJ7MN]{Skill}: You are trained in running.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.YHNmhduMB7gVvUtJ]{Fast}: You can move a short distance and still take another action in the same round, or you can move a long distance as your action without needing to make any kind of roll.

@UUID[Compendium.cyphersystem-compendium.inabilities.qRXj5XtPAxa0kTR1]{Inability}: You’re a sprinter, not a long-distance runner. You don’t have a lot of stamina. Might defense rolls are hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You jumped in to save one of the other PCs who was in dire need.

  2. One of the other PCs recruited you for your unique talents.

  3. You’re impulsive, and it seemed like a good idea at the time.

  4. This mission ties in with a personal goal of your own.

Foolish

Not everyone can be brilliant. Oh, you don’t think of yourself as stupid, and you’re not. It’s just that others might have a bit more . . . wisdom. Insight. You prefer to barrel along headfirst through life and let other people worry about things. Worrying’s never helped you, so why bother? You take things at face value and don’t fret about what tomorrow might bring.

People call you “idiot” or “numbskull,” but it doesn’t faze you much.

It can be liberating and really fun to play a foolish character. In some ways, the pressure to always do the right, smart thing is off. On the other hand, if you play such a character as a bumbling moron in every situation, that can become annoying to everyone else at the table. As with everything, moderation is the key.

You gain the following characteristics:

Unwise: –4 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.4FMLdzuRxQsVnh1P]{Carefree}: You succeed more on luck than anything. Every time you roll for a task, roll twice and take the higher result.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.6ydImEoLRFErPjFe]{Intellect Weakness}: Any time you spend points from your Intellect Pool, it costs you 1 more point than usual.

@UUID[Compendium.cyphersystem-compendium.inabilities.OHgyIguDuF48QMDD]{Inability}: Any Intellect defense task is hindered.

@UUID[Compendium.cyphersystem-compendium.inabilities.I7pKktxfFilMCCi1]{Inability}: Any task that involves seeing through a deception, an illusion, or a trap is hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. Who knows? Seemed like a good idea at the time.

  2. Someone asked you to join up with the other PCs. They told you not to ask too many questions, and that seemed fine to you.

  3. Your parent (or a parental/mentor figure) got you involved to give you something to do and maybe “teach you some sense.”

  4. The other PCs needed some muscle who wouldn’t overthink things.

Graceful

You have a perfect sense of balance, moving and speaking with grace and beauty. You’re quick, lithe, flexible, and dexterous. Your body is perfectly suited to dance, and you use that advantage in combat to dodge blows. You might wear garments that enhance your agile movement and sense of style.

You gain the following characteristics:

Agile: +2 to your Speed Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.KjmXC7wwXc8DqM82]{Skill}: You’re trained in all tasks involving balance and careful movement.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.K2S2yAu0BJc7TMEh]{Skill}: You’re trained in all tasks involving physical performing arts.

@UUID[Compendium.cyphersystem-compendium.basic-skills.FXYWkXG7Iq6Wm1pS]{Skill}: You’re trained in all Speed defense tasks.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. Against your better judgment, you joined the other PCs because you saw that they were in danger.

  2. One of the other PCs convinced you that joining the group would be in your best interests.

  3. You’re afraid of what might happen if the other PCs fail.

  4. There is reward involved, and you need the money.

Guarded

You conceal your true nature behind a mask and are loath to let anyone see who you really are. Protecting yourself, physically and emotionally, is what you care about most, and you prefer to keep everyone else at a safe distance. You may be suspicious of everyone you meet, expecting the worst from people so you won’t be surprised when they prove you right. Or you might just be a bit reserved, careful about letting people through your gruff exterior to the person you really are.

No one can be as reserved as you are and make many friends. Most likely, you have an abrasive personality and tend to be pessimistic in your outlook. You probably nurse an old hurt and find that the only way you can cope is to keep it and your personality locked down.

You gain the following characteristics:

Suspicious: +2 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.basic-skills.5X8qgmSuvRVNTiaP]{Skill}: You are trained in all Intellect defense tasks.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.hJHg9c1wuIJsPdtn]{Skill}: You are trained in all tasks involving discerning the truth, piercing disguises, and recognizing falsehoods and other deceptions.

@UUID[Compendium.cyphersystem-compendium.inabilities.a0eju2Y9hvObXxHC]{Inability}: Your suspicious nature makes you unlikeable. Any task involving deception or persuasion is hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. One of the PCs managed to overcome your defenses and befriend you.

  2. You want to see what the PCs are up to, so you accompany them to catch them in the act of some wrongdoing.

  3. You have made a few enemies and take up with the PCs for protection.

  4. The PCs are the only people who will put up with you.

Hardy

Your body was built to take abuse. Whether you’re pounding down stiff drinks while holding up a bar in your favorite watering hole or trading blows with a thug in a back alley, you keep going, shrugging off hurts and injuries that might slow or incapacitate a lesser person. Neither hunger nor thirst, cut flesh nor broken bone can stop you. You just press on through the pain and continue.

As fit and healthy as you are, the signs of wear show in the myriad scars crisscrossing your body, your thrice-broken nose, your cauliflower ears, and any number of other disfigurements you wear with pride.

You gain the following characteristics:

Mighty: +4 to your Might Pool.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.92q8rFEj1dQKNCD9]{Fast Healer}: You halve the time it takes to make a recovery roll (minimum one action).

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.qgJiQgqukmcFFNor]{Almost Unstoppable}: While you are impaired on the damage track, you function as if you were hale. While you are debilitated, you function as if you were impaired. In other words, you don’t suffer the effects of being impaired until you become debilitated, and you never suffer the effects of being debilitated. You still die if all your stat Pools are 0.

@UUID[Compendium.cyphersystem-compendium.basic-skills.Q0vfmbqehJw0jYBa]{Skill}: You are trained in Might defense actions.

@UUID[Compendium.cyphersystem-compendium.basic-skills.gbWPNb1uKsRtZWSL]{Inability}: Your big, strong body is slow to react. Any task involving initiative is hindered.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.62e9ZYD1UeGlalWu]{Ponderous}: When you apply Effort when making a Speed roll, you must spend 1 extra point from your Speed Pool.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. The PCs recruited you after learning about your reputation as a survivor.

  2. You joined the PCs because you want or need the money.

  3. The PCs offered you a challenge equal to your physical power.

  4. You believe the only way the PCs will succeed is if you are along to protect them.

Hideous

You are physically repugnant by almost any human standard. You might have had a serious accident, a harmful mutation, or just poor genetic luck, but you are incontrovertibly ugly.

You’ve more than made up for your appearance in other ways, however. Because you have to hide your appearance, you excel at sneaking about unnoticed or disguising yourself. But perhaps most important, being ostracized while others socialized, you took the time growing up to develop yourself as you saw fit—you grew strong or quick, or you honed your mind.

You gain the following characteristics:

Versatile: You get 4 additional points to divide among your stat Pools.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.bjX9wcG3SzUn5q46]{Skill}: You are trained in intimidation and any other fear-based interactions, if you show your true face.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.lW5xh0jPpRTp1iB6]{Skill}: You are trained in disguise and stealth tasks.

@UUID[Compendium.cyphersystem-compendium.inabilities.JDEjrsDDDqVcqSZp]{Inability}: All tasks relating to pleasant social interaction are hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. One of the other PCs approached you while you were in disguise, recruiting you while believing you were someone else.

  2. While skulking about, you overheard the other PCs’ plans and realized you wanted in.

  3. One of the other PCs invited you, but you wonder if it was out of pity.

  4. You bullied your way in with intimidation and bluster.

Honorable

You are trustworthy, fair, and forthright. You try to do what is right, to help others, and to treat them well. Lying and cheating are no way to get ahead—these things are for the weak, the lazy, or the despicable. You probably spend a lot of time thinking about your personal honor, how best to maintain it, and how to defend it if challenged. In combat, you are straightforward and offer quarter to any foe.

You were likely instilled with this sense of honor by a parent or a mentor. Sometimes the distinction between what is and isn’t honorable varies with different schools of thought, but in broad strokes, honorable people can agree on most aspects of what honor means.

You gain the following characteristics:

Stalwart: +2 to your Might Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.iLViKiz8EUbAbChF]{Skill}: You are trained in pleasant social interactions.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.iUJdgnZi90GZjY9s]{Skill}: You are trained in discerning people’s true motives or seeing through lies.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. The PCs’ goals appear to be honorable and commendable.

  2. You see that what the other PCs are about to do is dangerous, and you’d like to help protect them.

  3. One of the other PCs invited you, hearing of your trustworthiness.

  4. You asked politely if you could join the other PCs in their mission.

Impulsive

You have a hard time tamping down your enthusiasm. Why wait when you can just do it (whatever it is) and get it done? You deal with problems when they arise rather than plan ahead. Putting out the small fires now prevents them from becoming one big fire later. You are the first to take risks, to jump in and lend a hand, to step into dark passages, and to find danger.

Your impulsiveness likely gets you into trouble. While others might take time to study the items they discover, you use such items without hesitation. After all, the best way to learn what something can do is to use it. When a cautious explorer might look around and check for danger nearby, you have to physically stop yourself from bulling on ahead. Why fuss around when the exciting thing is just ahead?

Impulsive characters get into trouble. That’s their thing, and that’s fine. But if you’re constantly dragging your fellow PCs into trouble (or worse, getting them seriously hurt or killed), that will be annoying, to say the least. A good rule of thumb is that impulsiveness doesn’t always mean a predilection for doing the wrong thing. Sometimes it’s the urge to do the right thing.

You gain the following characteristics:

Reckless: +2 to your Speed Pool.

@UUID[Compendium.cyphersystem-compendium.basic-skills.gbWPNb1uKsRtZWSL]{Skill}: You’re trained in initiative actions (to determine who goes first in combat).

@UUID[Compendium.cyphersystem-compendium.basic-skills.FXYWkXG7Iq6Wm1pS]{Skill}: You’re trained in Speed defense actions.

@UUID[Compendium.cyphersystem-compendium.inabilities.gBUQ2i4VroKkBVQ7]{Inability}: You’ll try anything once, but quickly grow bored after that. Any task that involves patience, willpower, or discipline is hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You heard what the other PCs were up to and suddenly decided to join them.

  2. You pulled everyone together after you heard rumors about something interesting you want to see or do.

  3. You blew all of your money and now find yourself strapped for cash.

  4. You’re in trouble for acting recklessly. You join the other PCs because they offer a way out of your problem.

Inquisitive

The world is vast and mysterious, with wonders and secrets to keep you amazed for several lifetimes. You feel the tugging on your heart, the call to explore the wreckage of past civilizations, to discover new peoples, new places, and whatever bizarre wonders you might find along the way. However, as strongly as you feel the pull to roam the world, you know there is danger aplenty, and you take precautions to ensure that you are prepared for any eventuality. Research, preparation, and readiness will help you live long enough to see everything you want to see and do everything you want to do.

You probably have a dozen books and travelogues about the world on you at any time. When not hitting the road and looking around, you spend your time with your nose in a book, learning everything you can about the place you’re going so you know what to expect when you get there.

You gain the following characteristics:

Smart: +4 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.pHUz4ZRnWfsBbtQ7]{Skill}: You are eager to learn. You are trained in any task that involves learning something new, whether you’re talking to a local to get information or digging through old books to find lore.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.RZkMJad4OfSOU1Pq]{Skill}: You have made a study of the world. You are trained in any task involving geography or history.

@UUID[Compendium.cyphersystem-compendium.inabilities.ntN6wx9GAjKwEWfV]{Inability}: You tend to fixate on the details, making you somewhat oblivious to what’s going on around you. Any task to hear or notice dangers around you is hindered.

@UUID[Compendium.cyphersystem-compendium.inabilities.gpHPkjq631isDAjT]{Inability}: When you see something interesting, you hesitate as you take in all the details. Initiative actions (to determine who goes first in combat) are hindered.

Additional Equipment: You have three books on whatever subjects you choose.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. One of the PCs approached you to learn information related to the mission, having heard you were an expert.

  2. You have always wanted to see the place where the other PCs are going.

  3. You were interested in what the other PCs were up to and decided to go along with them.

  4. One of the PCs fascinates you, perhaps due to a special or weird ability they have.

Intelligent

You’re quite smart. Your memory is sharp, and you easily grasp concepts that others might struggle with. This aptitude doesn’t necessarily mean that you’ve had years of formal education, but you have learned a great deal in your life, primarily because you pick things up quickly and retain so much.

You gain the following characteristics:

Smart: +2 to your Intellect Pool.

Skill: You’re trained in an area of knowledge of your choice.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.m65HBfM8zSVl4uwk]{Skill}: You’re trained in all actions that involve remembering or memorizing things you experience directly. For example, instead of being good at recalling details of geography that you read about in a book, you can remember a path through a set of tunnels that you’ve explored before.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. One of the other PCs asked your opinion of the mission, knowing that if you thought it was a good idea, it probably was.

  2. You saw value in what the other PCs were doing.

  3. You believed that the task might lead to important and interesting discoveries.

  4. A colleague requested that you take part in the mission as a favor.

Intuitive

You are often tickled by a sense of knowing what someone will say, how they will react, or how events might unfold. Maybe you have a mutant sense, maybe you can see just a few moments ahead through time, or maybe you’re just good at reading people and extrapolating a situation. Whatever the case, many who look into your eyes immediately glance away, as if afraid of what you might see in their expression.

You gain the following characteristics:

Innate: +2 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.basic-skills.rH5FwMXGaNn21DZD]{Skill}: You are trained in perception tasks.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.1GEOtsfQWmfgcp3e]{Know What to Do}: You can act immediately, even if it’s not your turn. Afterward, on your next regular turn, any action you take is hindered. You can do this one time, although the ability is renewed each time you make a recovery roll.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You just knew you had to come along.

  2. You convinced one of the other PCs that your intuition is invaluable.

  3. You felt that something terrible would happen if you didn’t go.

  4. You’re confident the reason you arrived at this point will soon become clear.

Jovial

You’re cheerful, friendly, and outgoing. You put others at ease with a big smile and a joke, possibly one at your own expense, though lightly ribbing your companions who can take it is also one of your favorite pastimes. Sometimes people say you never take anything seriously. That’s not true, of course, but you have learned that to dwell on the bad too long quickly robs the world of joy. You’ve always got a new joke in your back pocket because you collect them like some people collect bottles of wine.

You gain the following characteristics:

Witty: +2 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.iLViKiz8EUbAbChF]{Skill}: You’re convivial and set most people at ease with your attitude. You are trained in all tasks related to pleasant social interaction.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.zz0QUtOoUro9OErB]{Skill}: You have an advantage in figuring out the punch lines of jokes you’ve never heard before. You are trained in all tasks related to solving puzzles and riddles.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You solved a riddle before realizing that answering it would launch you into the adventure.

  2. The other PCs thought you’d bring some much-needed levity to the team.

  3. You decided that all fun and no work was not the best way to get through life, so you joined up with the PCs.

  4. It was either go with the PCs or face up to a circumstance that was anything but jovial.

Kind

It’s always been easy for you to see things from the point of view of other people. That ability has made you sympathetic to what they really want or need. From your perspective, you’re just applying the old proverb that “it’s easier to catch flies with honey than with vinegar,” but others simply see your behavior as kindness. Of course, being kind takes time, and yours is limited. You’ve learned that a small fraction of people don’t deserve your time or kindness—true sadists, narcissists, and similar folk will only waste your energy. So you deal with them swiftly, saving your kindness for those who deserve it and can benefit from your attention.

You gain the following characteristics:

Emotionally Intuitive: +2 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.6Z7VC4ctwcS0dVoW]{Skill}: You know what it’s like to go a mile in someone else’s shoes. You’re trained in all tasks related to pleasant social interaction and discerning the dispositions of others.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.5kX6OM98txwPPO6a]{Karma}: Sometimes, strangers just help you out. To gain the aid of a stranger, you must use a one action, ten-minute, or one-hour recovery roll (without gaining its healing benefit), and the GM determines the nature of the aid you gain. Usually, the act of kindness isn’t enough to turn a bad situation completely around, but it may moderate a bad situation and lead to new opportunities. For example, if you are captured, a guard loosens your bonds slightly, brings you water, or delivers a message.

@UUID[Compendium.cyphersystem-compendium.inabilities.AY8Br5qquBWoGQc0]{Inability}: Being kind comes with a few risks. All tasks related to detecting falsehoods are hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. A PC needed your help, and you agreed to come along as a kindness.

  2. You gave the wrong person access to your money, and now you need to make some back.

  3. You’re ready to take your benevolence on the road and help more people than you could if you didn’t join the PCs.

  4. Your job, which seemed like it would be personally rewarding, is the opposite. You join the PCs to escape the drudgery.

Learned

You have studied, either on your own or with an instructor. You know many things and are an expert on a few topics, such as history, biology, geography, mythology, nature, or any other area of study. Learned characters typically carry a few books around with them and spend their spare time reading.

You gain the following characteristics:

Smart: +2 to your Intellect Pool.

Skill: You’re trained in three areas of knowledge of your choice.

@UUID[Compendium.cyphersystem-compendium.inabilities.UrdbwsMhJOQk44vz]{Inability}: You have few social graces. Any task involving charm, persuasion, or etiquette is hindered.

Additional Equipment: You have two additional books on topics of your choice.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. One of the other PCs asked you to come along because of your knowledge.

  2. You need money to fund your studies.

  3. You believed that the task might lead to important and interesting discoveries.

  4. A colleague requested that you take part in the mission as a favor.

Lucky

You rely on chance and timely good luck to get you through many situations. When people say that someone was born under a lucky star, they mean you. When you try your hand at something new, no matter how unfamiliar the task is, as often as not you find a measure of success. Even when disaster strikes, it’s rarely as bad as it could be. More often, small things seem to go your way, you win contests, and you’re often in the right place at the right time.

You gain the following characteristics:

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.pccv1fQ4WW7KnLsi]{Luck Pool}: You have one additional Pool called Luck that begins with 3 points, and it has a maximum value of 3 points. When spending points from any other Pool, you can take one, some, or all of the points from your Luck Pool first. When you make a recovery roll to recover points to any other Pool, your Luck Pool is also refreshed by the same number of points. When your Luck Pool is at 0 points, it does not count against your damage track.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.MKYIm6Rgf4VRIKrK]{Advantage}: When you use 1 XP to reroll a d20 for any roll that affects only you, add 3 to the reroll.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. Knowing that lucky people notice and take active advantage of opportunities, you became involved in your first adventure by choice.

  2. You literally bumped into someone else on this adventure through sheer luck.

  3. You found a briefcase lying alongside the road. It was battered, but inside you found a lot of strange documents that led you here.

  4. Your luck saved you when you avoided a speeding vehicle by a fortuitous fall through an opening in the ground (a manhole, if in a modern setting). Beneath the ground, you found something you couldn’t ignore.

Mad

You have delved too deeply into subjects people were not meant to know. You are knowledgeable in things beyond the scope of most, but this knowledge has come at a terrible price. You are likely in questionable physical shape and occasionally shake with nervous tics. You sometimes mutter to yourself without realizing it.

You gain the following characteristics:

Knowledgeable: +4 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.AFFZAuL0OsaopL8E]{Fits of Insight}: Whenever such knowledge is appropriate, the GM feeds you information although there is no clear explanation as to how you could know such a thing. This is up to the GM’s discretion, but it should happen as often as once each session.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.SFXAD4DjhyEtJ1Ny]{Erratic Behavior}: You are prone to acting erratically or irrationally. When you are in the presence of a major discovery or subjected to great stress (such as a serious physical threat), the GM can introduce a GM intrusion that directs your next action without awarding XP. You can still pay 1 XP to refuse the intrusion. The GM’s influence is the manifestation of your madness and thus is always something you would not likely do otherwise, but it is not directly, obviously harmful to you unless there are extenuating circumstances. (For example, if a foe suddenly leaps out of the darkness, you might spend the first round babbling incoherently or screaming the name of your first true love.)

Skill: You are trained in one area of knowledge (probably something weird or esoteric).

@UUID[Compendium.cyphersystem-compendium.inabilities.zHgQDe14mPF3G95Q]{Inability}: Your mind is quite fragile. Tasks to resist mental attacks are hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. Voices in your head told you to go.

  2. You instigated the whole thing and convinced the others to join you.

  3. One of the other PCs obtained a book of knowledge for you, and now you’re repaying that favor by helping them with the task at hand.

  4. You feel compelled by inexplicable intuition.

Mechanical

You have a special talent with machines of all kinds, and you’re adept at understanding and, if need be, repairing them. Perhaps you’re a bit of an inventor, creating new machines from time to time. You get called “techie,” “tech,” “mech,” “gear-head,” “motor-head,” or any of a number of other nicknames. Mechanics usually wear practical work clothes and carry around a lot of tools.

You gain the following characteristics:

Smart: +2 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.PSeFw2XUjqgOG2xS]{Skill}: You’re trained in all actions involving identifying or understanding machines.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.DhGWJERxvN9zVYGh]{Skill}: You’re trained in all actions involving using, repairing, or crafting machines.

Additional Equipment: You start with a variety of machine tools.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. While repairing a nearby machine, you overheard the other PCs talking.

  2. You need money to buy tools and parts.

  3. It was clear that the mission couldn’t succeed without your skills and knowledge.

  4. Another PC asked you to join them.

Mysterious

The dark figure lurking silently in the corner? That’s you. No one really knows where you came from or what your motives are—you play things close to the vest. Your manner perplexes and confounds others, but that doesn’t make you a poor friend or ally. You’re just good at keeping things to yourself, moving about unseen, and concealing your presence and identity.

You gain the following characteristics:

@UUID[Compendium.cyphersystem-compendium.basic-skills.duTx0BwgmC1Gw3Ze]{Skill}: You are trained in all stealth tasks.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.fmGCPHRwFnbmvB19]{Skill}: You are trained in resisting interrogation or tricks to get you to talk.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.uROuz6gmfq7X3uu3]{Confounding}: You pull talents and abilities seemingly out of nowhere. You can attempt one task in which you have no training as if you were trained, attempt a task that you are trained in as if specialized, or gain a free level of Effort with a task that you are specialized in. This ability refreshes every time you make a recovery roll, but the uses never accumulate.

@UUID[Compendium.cyphersystem-compendium.inabilities.sRzjg0b8j3XPVrPR]{Inability}: People never know where they stand with you. Any task involving getting people to believe or trust you is hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You just showed up one day.

  2. You convinced one of the other PCs that you had invaluable skills.

  3. Some equally mysterious figure told you where to be and when (but not why) to join the group.

  4. Something—a feeling, a dream—told you where to be and when to join the group.

Mystical

You think of yourself as mystical, attuned with the mysterious and the paranormal. Your true talents lie with the supernatural. You likely have experience with ancient lore, and you can sense and wield the supernatural—though whether that means “magic,” “psychic phenomena,” or something else is up to you (and probably up to those around you as well). Mystical characters often wear jewelry, such as a ring or an amulet, or have tattoos or other marks that show their interests.

You gain the following characteristics:

Smart: +2 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.u2aCexSScRX0FEqH]{Skill}: You’re trained in all actions involving identifying or understanding the supernatural.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.x6GmHzLKB0JpVg5E]{Sense Magic}: You can sense whether the supernatural is active in situations where its presence is not obvious. You must study an object or location closely for a minute to get a feel for whether a mystical touch is at work.

@UUID[Compendium.cyphersystem-compendium.abilities.zArjjFcf9tHQvJTx]{Spell}: You can perform Hedge Magic as a spell when you have a free hand and can pay the Intellect point cost.

@UUID[Compendium.cyphersystem-compendium.inabilities.FKeDN7rJdKpgt4bj]{Inability}: You have a manner or an aura that others find a bit unnerving. Any task involving charm, persuasion, or deception is hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. A dream guided you to this point.

  2. You need money to fund your studies.

  3. You believed the mission would be a great way to learn more about the supernatural.

  4. Various signs and portents led you here.

Naive

You’ve lived a sheltered life. Your childhood was safe and secure, so you didn’t get a chance to learn much about the world—and even less chance to experience it. Whether you were training for something, had your nose in a book, or just were sequestered in a secluded place, you haven’t done much, met many people, or seen many interesting things so far. That’s probably going to change soon, but as you go forward into a larger world, you do so without some of the understanding that others possess about how it all works.

You gain the following characteristics:

Fresh: You add +1 to your recovery rolls.

Incorruptible: You are trained in @UUID[Compendium.cyphersystem-compendium.basic-skills.5X8qgmSuvRVNTiaP]{Intellect defense} tasks and all tasks that involve @UUID[Compendium.cyphersystem-compendium.expanded-skills.OauBSvtfh6HeNzDe]{resisting temptation}.

@UUID[Compendium.cyphersystem-compendium.basic-skills.rH5FwMXGaNn21DZD]{Skill}: You’re wide-eyed. You are trained in perception tasks.

@UUID[Compendium.cyphersystem-compendium.inabilities.VyGXdv9xEzKsm2YX]{Inability}: Any task that involves seeing through deceptions or determining someone’s secret motive is hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. Someone told you that you should get involved.

  2. You needed money, and this seemed like a good way to earn some.

  3. You believed that you could learn a lot by joining the other PCs.

  4. Sounded like fun.

Perceptive

You miss little. You pick out the small details in the world around you and are skilled at making deductions from the information you find. Your talents make you an exceptional sleuth, a formidable scientist, or a talented scout.

As adept as you are at finding clues, you have no skill at picking up on social cues. You overlook an offense that your deductions give or how uncomfortable your scrutiny can make the people around you. You tend to dismiss others as being intellectual dwarfs compared to you, which avails you little when you need a favor.

You gain the following characteristics:

Smart: +2 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.G2JaXxUq6dfIXVDl]{Skill}: You have an eye for detail. You are trained in any task that involves finding or noticing small details.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.EaHHaJvulkIVAxhi]{Skill}: You know a little about everything. You are trained in any task that involves identifying objects or calling to mind a minor detail or bit of trivia.

@UUID[Compendium.cyphersystem-compendium.basic-skills.tZ7PdXuWQyRMo0Rh]{Skill}: Your skill at making deductions can be imposing. You are trained in any task that involves intimidating another creature.

@UUID[Compendium.cyphersystem-compendium.inabilities.JDEjrsDDDqVcqSZp]{Inability}: Your confidence comes off as arrogance to people who don’t know you. Any task involving positive social interactions is hindered.

Additional Equipment: You have a bag of light tools.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You overheard the other PCs discussing their mission and volunteered your services.

  2. One of the PCs asked you to come along, believing that your talents would be invaluable to the mission.

  3. You believe that the PCs’ mission is somehow related to one of your investigations.

  4. A third party recruited you to follow the PCs and see what they were up to.

Resilient

You can take a lot of punishment, both physically and mentally, and still come back for more. It takes a lot to put you down. Neither physical nor mental shocks or damage have a lasting effect. You’re tough to faze. Unflappable. Unstoppable.

You gain the following characteristics:

Resistant: +2 to your Might Pool, and +2 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.F74sHYUANEPVaFd4]{Recover}: You can make an extra recovery roll each day. This roll is just one action. So you can make two recovery rolls that each take one action, one roll that takes ten minutes, a fourth roll that takes one hour, and a fifth roll that requires ten hours of rest.

@UUID[Compendium.cyphersystem-compendium.basic-skills.Q0vfmbqehJw0jYBa]{Skill}: You are trained in Might defense tasks.

@UUID[Compendium.cyphersystem-compendium.basic-skills.5X8qgmSuvRVNTiaP]{Skill}: You are trained in Intellect defense tasks.

@UUID[Compendium.cyphersystem-compendium.inabilities.U7X7WY5Qk3QIXxAD]{Inability}: You’re hardy but not necessarily strong. Any task involving moving, bending, or breaking things is hindered.

@UUID[Compendium.cyphersystem-compendium.inabilities.iic3khiZZCsbjkIg]{Inability}: You have a lot of willpower and mental fortitude, but you’re not necessarily smart. Any task involving knowledge or figuring out problems or puzzles is hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You saw that the PCs clearly need someone like you to help them out.

  2. Someone asked you to watch over one of the PCs in particular, and you agreed.

  3. You are bored and desperately in need of a challenge.

  4. You lost a bet—unfairly, you think—and had to take someone’s place on this mission.

Risk-Taking

It’s part of your nature to question what others think can’t or shouldn’t be done. You’re not insane, of course—you wouldn’t attempt to leap across a mile-wide chasm just because you were dared. There’s impossible and then there’s the just barely possible. You like to push the latter further than others, because it gives you a rush of satisfaction and pleasure when you succeed. The more you succeed, the more you find yourself looking for that next risky challenge to try yourself against.

You gain the following characteristics:

Nimble: +4 to your Speed Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.l3HBMnyOMVF6rIk8]{Skill}: You’re adept at leveraging risk, and you are trained in tasks that involve some element of chance, such as playing games or choosing between two or three apparently equal options.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.wWSSBexYE1QI054l]{Pressing Your Luck}: You can choose to automatically succeed on one task without rolling, as long as the task’s difficulty is no higher than 6. When you do so, however, you also trigger a GM intrusion as if you had rolled a 1. The intrusion doesn’t invalidate the success, but it probably qualifies it in some fashion. You can do this one time, although the ability renews each time you make a ten-hour recovery roll.

@UUID[Compendium.cyphersystem-compendium.inabilities.MoKSCrQBoxl4PZ0f]{Inability}: You may be nimble, but you’re not sneaky. Tasks related to sneaking and staying quiet are hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. It seemed like there were equal odds that the other PCs wouldn’t succeed, which sounded good to you.

  2. You think the tasks ahead will present you with unique and fulfilling challenges.

  3. One of your biggest risks failed to go your way, and you need money to help pay that debt.

  4. You bragged that you never saw a risk you didn’t like, which is how you reached your current point.

Rugged

You’re a nature lover accustomed to living rough, pitting your wits against the elements. Most likely, you’re a skilled hunter, gatherer, or naturalist. Years of living in the wild have left their mark with a worn countenance, wild hair, or scars. Your clothing is probably much less refined than the garments worn by city dwellers.

You gain the following characteristics:

@UUID[Compendium.cyphersystem-compendium.expanded-skills.zOjoCu1WyXeVzqs6]{Skill}: You’re trained in all tasks involving climbing, jumping, running, and swimming.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.lpBwC7PY35rIfBUG]{Skill}: You’re trained in all tasks involving training, riding, or placating natural animals.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.2Ipdh8f3MeuAMM3R]{Skill}: You’re trained in all tasks involving identifying or using natural plants.

@UUID[Compendium.cyphersystem-compendium.inabilities.iP9m2p6htGgd896X]{Inability}: You have no social graces and prefer animals to people. Any task involving charm, persuasion, etiquette, or deception is hindered.

Additional Equipment: You carry an explorer’s pack with rope, two days’ rations, a bedroll, and other tools needed for outdoor survival.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. Against your better judgment, you joined the other PCs because you saw that they were in danger.

  2. One of the other PCs convinced you that joining the group would be in your best interests.

  3. You’re afraid of what might happen if the other PCs fail.

  4. There is reward involved, and you need the money.

Sharp-Eyed

You’re perceptive and well aware of your surroundings. You notice the little details and remember them. You can be difficult to surprise.

You gain the following characteristics:

@UUID[Compendium.cyphersystem-compendium.basic-skills.gbWPNb1uKsRtZWSL]{Skill}: You’re trained in initiative actions.

@UUID[Compendium.cyphersystem-compendium.basic-skills.rH5FwMXGaNn21DZD]{Skill}: You’re trained in perception actions.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.LboNMbw0CmRDZX0l]{Find the Flaw}: If an opponent has a straightforward weakness (takes extra damage from fire, can’t see out of their left eye, and so on), the GM will tell you what it is.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You heard about what was going on, saw a flaw in the other PCs’ plan, and joined up to help them out.

  2. You noticed that the PCs have a foe (or at least a tail) they weren’t aware of.

  3. You saw that the other PCs were up to something interesting and got involved.

  4. You’ve been noticing some strange things going on, and this all appears related.

Skeptical

You possess a questioning attitude regarding claims that are often taken for granted by others. You’re not necessarily a “doubting Thomas” (a skeptic who refuses to believe anything without direct personal experience), but you’ve often benefited from questioning the statements, opinions, and received knowledge presented to you by others.

You gain the following characteristics:

Insightful: +2 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.basic-skills.QonPVHzXrzIN29lf]{Skill}: You’re trained in identifying.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.E2q7bbS0LqBwRDFi]{Skill}: You’re trained in all actions that involve seeing through a trick, an illusion, a rhetorical ruse designed to evade the issue, or a lie. For example, you’re better at keeping your eye on the cup containing the hidden ball, sensing an illusion, or realizing if someone is lying to you (but only if you specifically concentrate and use this skill).

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You overheard other PCs holding forth on a topic with an opinion you were quite skeptical about, so you decided to approach the group and ask for proof.

  2. You were following one of the other PCs because you were suspicious of him, which brought you into the action.

  3. Your theory about the nonexistence of the supernatural can be invalidated only by your own senses, so you came along.

  4. You need money to fund your research.

Stealthy

You’re sneaky, slippery, and fast. These talents help you hide, move quietly, and pull off tricks that require sleight of hand. Most likely, you’re wiry and small. However, you’re not much of a sprinter—you’re more dexterous than fleet of foot.

You gain the following characteristics:

Quick: +2 to your Speed Pool.

@UUID[Compendium.cyphersystem-compendium.basic-skills.duTx0BwgmC1Gw3Ze]{Skill}: You’re trained in all stealth tasks.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.YlYSOH8OdFUTBwey]{Skill}: You’re trained in all interactions involving lies or trickery.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.5iv3kUKcLQwrTSDH]{Skill}: You’re trained in all special abilities involving illusions or trickery.

@UUID[Compendium.cyphersystem-compendium.inabilities.lhu2y0HMmw0xQ3hv]{Inability}: You’re sneaky but not fast. All movement-related tasks are hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You attempted to steal from one of the other PCs. That character caught you and forced you to come along with them.

  2. You were tailing one of the other PCs for reasons of your own, which brought you into the action.

  3. An NPC employer secretly paid you to get involved.

  4. You overheard the other PCs talking about a topic that interested you, so you decided to approach the group.

Strong

You’re extremely strong and physically powerful, and you use these qualities well, whether through violence or feats of prowess. You likely have a brawny build and impressive muscles.

You gain the following characteristics:

Very Powerful: +4 to your Might Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.0yrwPAkrOBERFQOq]{Skill}: You’re trained in all actions involving breaking inanimate objects.

@UUID[Compendium.cyphersystem-compendium.basic-skills.MrGl25gzZk4uu7BR]{Skill}: You’re trained in all jumping actions.

Additional Equipment: You have an extra medium weapon or heavy weapon.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. Against your better judgment, you joined the other PCs because you saw that they were in danger.

  2. One of the other PCs convinced you that joining the group would be in your best interests.

  3. You’re afraid of what might happen if the other PCs fail.

  4. There is reward involved, and you need the money.

Strong-Willed

You’re tough-minded, willful, and independent. No one can talk you into anything or change your mind when you don’t want it changed. This quality doesn’t necessarily make you smart, but it does make you a bastion of willpower and resolve. You likely dress and act with unique style and flair, not caring what others think.

You gain the following characteristics:

Willful: +4 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.DlnCXfB1v1U859YY]{Skill}: You’re trained in resisting mental effects.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.3IfJDAc8qCJ11NNX]{Skill}: You’re trained in tasks requiring incredible focus or concentration.

@UUID[Compendium.cyphersystem-compendium.inabilities.CmubEJ8BMUsW1oei]{Inability}: Willful doesn’t mean brilliant. Any task that involves figuring out puzzles or problems, memorizing things, or using lore is hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. Against your better judgment, you joined the other PCs because you saw that they were in danger.

  2. One of the other PCs convinced you that joining the group would be in your best interests.

  3. You’re afraid of what might happen if the other PCs fail.

  4. There is reward involved, and you need the money.

Swift

You move quickly, able to sprint in short bursts and work with your hands with dexterity. You’re great at crossing distances quickly but not always smoothly. You are likely slim and muscular.

You gain the following characteristics:

Fast: +4 to your Speed Pool.

@UUID[Compendium.cyphersystem-compendium.basic-skills.gbWPNb1uKsRtZWSL]{Skill}: You’re trained in initiative actions (to determine who goes first in combat).

@UUID[Compendium.cyphersystem-compendium.expanded-skills.EyD5RQ654NoPJ7MN]{Skill}: You’re trained in running actions.

@UUID[Compendium.cyphersystem-compendium.inabilities.t7exG3KfxnoPKxO2]{Inability}: You’re fast but not necessarily graceful. Any task involving balance is hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. Against your better judgment, you joined the other PCs because you saw that they were in danger.

  2. One of the other PCs convinced you that joining the group would be in your best interests.

  3. You’re afraid of what might happen if the other PCs fail.

  4. There is reward involved, and you need the money.

Tongue-Tied

You’ve never been much of a talker. When forced to interact with others, you never think of the right thing to say—words fail you entirely, or they come out all wrong. You often end up saying precisely the wrong thing and insult someone unintentionally. Most of the time, you just keep mum. This makes you a listener instead—a careful observer. It also means that you’re better at doing things than talking about them. You’re quick to take action.

You gain the following characteristics:

Actions, Not Words: +2 to your Might Pool, and +2 to your Speed Pool.

@UUID[Compendium.cyphersystem-compendium.basic-skills.rH5FwMXGaNn21DZD]{Skill}: You are trained in perception.

@UUID[Compendium.cyphersystem-compendium.basic-skills.gbWPNb1uKsRtZWSL]{Skill}: You are trained in initiative (unless it’s a social situation).

@UUID[Compendium.cyphersystem-compendium.inabilities.tlL5bTqgc9lt5GNz]{Inability}: All tasks relating to social interaction are hindered.

@UUID[Compendium.cyphersystem-compendium.inabilities.rfQPiUR4GHBdjFtE]{Inability}: All tasks involving verbal communication or relaying information are hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You just tagged along and no one told you to leave.

  2. You saw something important the other PCs did not and (with some effort) managed to relate it to them.

  3. You intervened to save one of the other PCs when they were in danger.

  4. One of the other PCs recruited you for your talents.

Tough

You’re strong and can take a lot of physical punishment. You might have a large frame and a square jaw. Tough characters frequently have visible scars.

You gain the following characteristics:

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.SkxEXPpCgIGXixu9]{Resilient}: +1 to Armor.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.gr1uaERqywhUGjCK]{Healthy}: Add 1 to the points you regain when you make a recovery roll.

@UUID[Compendium.cyphersystem-compendium.basic-skills.Q0vfmbqehJw0jYBa]{Skill}: You’re trained in Might defense actions.

Additional Equipment: You have an extra light weapon.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You’re acting as a bodyguard for one of the other PCs.

  2. One of the PCs is your sibling, and you came along to watch out for them.

  3. You need money because your family is in debt.

  4. You stepped in to defend one of the PCs when that character was threatened. While talking to them afterward, you heard about the group’s task.

Vicious

You try to hide what’s inside, fold it into yourself when everything inside you screams to let go, make them pay, make them hurt, and make them bleed. Sometimes you succeed for your friends—smiling like they smile, laughing when they laugh, and sometimes even having other emotions of your own. But it’s always there, that feeling of frantic glee mixed with hate that sometimes leaps out of you when you confront a foe. Violence your friends can tolerate, but you sometimes worry they will also learn that you are cruel.

You gain the following characteristics:

Skill: You are trained in @UUID[Compendium.cyphersystem-compendium.expanded-skills.53j3Qwt5Im4wqddo]{tracking creatures}. If @UUID[Compendium.cyphersystem-compendium.expanded-skills.ZPyRyzPue2DuKSw9]{a creature has wronged you}, the tracking task is eased.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.LldixgespLl6ajEf]{Bloodthirsty}: Once you begin fighting, you see only red. You inflict 2 additional points of damage with any attack.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.1FP6DV2OqgaaT4ZN]{Berserk}: Once you begin fighting, it’s hard for you to stop. In fact, it’s a difficulty 2 Intellect task to do so, even if your foe surrenders or you’ve run out of foes. If the latter occurs and you fail to stop, you attack the nearest ally within short range.

Additional Equipment: You have a record that you use to list those who’ve wronged you.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. Another PC saw you take down a mean drunk in a tavern, not realizing you were the one who started the fight.

  2. You wanted to get away from a bad situation, so you went with the other PCs.

  3. You want to change, and you hope that being with the other PCs will help you calm yourself.

  4. One of the other PCs asked you to come along, believing that your viciousness could be harnessed for the benefit of the mission.

Virtuous

Doing the right thing is a way of life. You live by a code, and that code is something you attend to every day. Whenever you slip, you reproach yourself for your weakness and then get right back on track. Your code probably includes moderation, respect for others, cleanliness, and other characteristics that most people would agree are virtues, while you eschew their opposites: sloth, greed, gluttony, and so on.

You gain the following characteristics:

Dauntless: +2 to your Might Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.iUJdgnZi90GZjY9s]{Skill}: You are trained in discerning people’s true motives or seeing through lies.

@UUID[Compendium.cyphersystem-compendium.basic-skills.5X8qgmSuvRVNTiaP]{Skill}: Your adherence to a strict moral code has hardened your mind against fear, doubt, and outside influence. You are trained in Intellect defense tasks.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. The PCs are doing something virtuous, and you’re all about that.

  2. The PCs are on the road to perdition, and you see it as your task to set them on the proper moral route.

  3. One of the other PCs invited you, hearing of your virtuous ways.

  4. You put virtue before sense and defended someone’s honor in the face of an organization or power far greater than you. You joined the PCs because they offered aid and friendship when, out of fear of reprisals, no one else would.

Weird

You aren’t like anyone else, and that’s fine with you. People don’t seem to understand you—they even seem put off by you—but who cares? You understand the world better than they do because you’re weird, and so is the world you live in. The concept of “the weird” is well known to you. Strange devices, ancient locales, bizarre creatures, storms that can transform you, living energy fields, conspiracies, aliens, and things most people can’t even name populate the world, and you thrive on them. You have a special attachment to it all, and the more you discover about the weirdness in the world, the more you might discover about yourself.

Weird characters might be mutants or people born with strange qualities, but sometimes they started out “normal” and adopted the weird by choice.

You gain the following characteristics:

Inner Light: +2 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.HV2tw9N81PJawwwx]{Distinctive Physical Quirk}: You have a unique physical aspect that is, well, bizarre. Depending on the setting, this can vary greatly. You might have purple hair or metal spikes on your head. Perhaps your hands don’t connect to your arms, although they move as if they do. Maybe a third eye stares out from the side of your head, or superfluous tendrils grow from your back. Whatever it is, your quirk might be a mutation, a supernatural trait (a blessing or curse), a feature with no explanation, or just a really wild tattoo that draws a lot of attention.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.zKHJrLeBOfy0p9du]{A Sense for the Weird}: Sometimes—at the GM’s discretion—weird things relating to the supernatural or its effects on the world seem to call out to you. You can sense them from afar, and if you get within long range of such a thing, you can sense whether it is overtly dangerous or not.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.uBvX2CVPg5MNgjwW]{Skill}: You are trained in supernatural knowledge.

@UUID[Compendium.cyphersystem-compendium.inabilities.JDEjrsDDDqVcqSZp]{Inability}: People find you unnerving. All tasks relating to pleasant social interaction are hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. It seemed weird, so why not?

  2. Whether the other PCs realize it or not, their mission has to do with something weird that you know about, so you got involved.

  3. As an expert in the weird, you were specifically recruited by the other PCs.

  4. You felt drawn to join the other PCs, but you don’t know why.

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Focus is what makes a character unique. No two PCs in a group should have the same focus. A focus gives a character benefits when they create their character and each time they ascend to the next tier. It’s the verb of the sentence “I am an adjective noun who verbs.”

This chapter contains nearly a hundred sample foci, such as Bears a Halo of Fire, Would Rather Be Reading, and Pilots Starcraft. These foci can be chosen and used as presented by a player, or by the GM who adds them to a list of available foci for their players in their next campaign.

In addition, the latter half of this chapter provides tools for the GM or an enterprising player to create their own custom foci that perfectly match the needs of a given game or campaign, as presented in Creating New Foci.

Choosing Foci

Not all foci are appropriate for every genre. The Genre chapter provides guidance, but this section offers some broad generalizations. Obviously, the GM can include whatever foci are available in their setting. Foci end up being an important distinction in this case, because Commands Mental Powers, for example, makes it clear that psychic abilities exist in the setting, just as Howls at the Moon implies the existence of lycanthropes like werewolves, and Pilots Starcraft, of course, requires starships available to pilot.

When a focus is chosen for a character, they get a special connection to one or more of their fellow PCs, a first-tier ability, and perhaps additional starting equipment: one or two pieces of equipment that might be required for the character to use their ability, or that might pair well with the focus. For instance, a character that can build things needs a set of tools. A character that’s constantly on fire needs a set of clothes that are immune to flame. A character that draws runes to cast spells needs writing implements. A character that slays monsters with a sword needs a sword. And so on. That said, many foci don’t require additional equipment.

Each focus also offers one or more suggestions—GM intrusions—for possible effects or consequences of really good or really bad die rolls.

A couple of foci presented in this chapter provide a “type swap option” that allows a player to swap an ability that would otherwise be gained from their type for the indicated ability instead. A player doesn’t have to make the swap; they merely have the option. For instance, the focus Loves the Void provides the option to gain the ability Have Spacesuit, Will Travel instead of a type ability.

As a character progresses to a new tier, a focus grants more abilities. Each tier’s benefit is usually labeled Action or Enabler. If an ability is labeled Action, a character must take an action to use it. If an ability is labeled Enabler, it makes other actions better or gives some other benefit, but it’s not an action. An ability that allows a character to blast foes with lasers is an action. An ability that grants additional damage when an attack is made is an enabler. An enabler is used in the same turn as another action, and often as part of another action.

Each tier’s benefits are independent of and cumulative with benefits from other tiers (unless indicated otherwise). So if a first-tier ability grants +1 to Armor and a fourth-tier ability also grants +1 to Armor, when the character reaches fourth tier, a total of +2 to Armor is granted.

At tier 3 and tier 6, the character is asked to choose one ability from the two options provided.

Finally, you can choose whether you want to expand the story behind the focus (though that’s not mandatory).

Focus Connections

Choose a connection that goes well with the focus. If you’re a GM choosing (or creating) one or more foci for your players, choose up to four of the following connections.

  1. Pick one other PC. For reasons unknown to you, that character is completely immune to your focus abilities, whether you use them for help or for harm.

  2. Pick one other PC. You knew of that character years ago, but you don’t think they knew you.

  3. Pick one other PC. You’re always trying to impress them, but you’re not sure why.

  4. Pick one other PC. That character has a habit that annoys you, but you’re otherwise quite impressed with their abilities.

  5. Pick one other PC. That character shows potential in appreciating your particular paradigm, fighting style, or other
    focus-provided attribute. You would like to train them, but you’re not necessarily qualified to teach (that’s up to you), and they might not be interested (that’s up to them).

  6. Pick one other PC. If they are within immediate range when you’re in a fight, sometimes they provide an asset, and sometimes they accidentally hinder your attack rolls (50% chance either way, determined per fight).

  7. Pick one other PC. You once saved their life, and they clearly feel indebted to you. You wish they didn’t; it’s just part of the job.

  8. Pick one other PC. That character recently mocked you in some fashion that really hurt your feelings. How you deal with this (if at all) is up to you.

  9. Pick one other PC. That character knows you have suffered at the hands of robotic entities in the past. Whether you hate robots now is up to you, which may affect your relationship with the character if they are friendly with robots or have robotic parts.

  10. Pick one other PC. That character comes from the same place you do, and you knew each other as children.

  11. Pick one other PC. In the past, they taught you a few tricks to use in a fight.

  12. Pick one other PC. That character doesn’t seem to approve of your methods.

  13. Pick one other PC. Long ago, the two of you were on opposite sides of a fight. You won, though you “cheated” in their eyes (but from your perspective, all’s fair in a fight). They may be ready for a rematch, though that’s up to them.

  14. Pick one other PC. You are always trying
    to impress that character with your skill, wit, appearance, or bravado. Perhaps they are a rival, perhaps you need their respect, or perhaps you’re romantically interested
    in them.

  15. Pick one other PC. You fear that character is jealous of your abilities and worry that it might lead to problems.

  16. Pick one other PC. You accidentally caught them in a trap you set, and they had to get free on their own.

  17. Pick one other PC. You were once hired to track down someone who was close to that character.

  18. Pick two PCs (preferably ones who are likely to get in the way of your attacks). When you miss with an attack and the GM rules that you struck someone other than your target, you hit one of these two characters.

  19. Pick one other PC. You’re not sure how or from where, but that character has a line on bottles of rare alcohol and can get them for you for half price.

  20. Pick one other PC. You recently had a possession go missing, and you’re becoming convinced that they took it. Whether or not they did is up to them.

  21. Pick one other PC. They always seem to know where you are, or at least in what direction you are in relation to them.

  22. Pick one other PC. Seeing you use your focus abilities seems to trigger an unpleasant memory in that character. That memory is up to the other PC, although they may not be able to consciously recall it.

  23. Pick one other PC. Something about them interferes with your abilities. When they stand next to you, your focus abilities cost 1 additional point.

  24. Pick one other PC. Something about them complements your abilities. When they stand next to you, the first focus ability you use in any 24-hour period costs 2 fewer points.

  25. Pick one other PC. You have known that character for a while, and they helped you gain control of your focus-related abilities.

  26. Pick one other PC. Sometime in that character’s past, they had a devastating experience while attempting something that you do as a matter of course thanks to your focus. Whether they choose to tell you about it is up to them.

  27. Pick one other PC. Their occasional clumsiness and loud behavior irritate you.

  28. Pick one other PC. In the recent past, while practicing, you accidentally hit them with an attack, wounding them badly. It is up to them to decide whether they resent or forgive you.

  29. Pick one other PC. They owe you a significant amount of money.

  30. Pick one other PC. In the recent past, while escaping a threat, you accidentally left that character to fend for themselves. They survived, but just barely. It is up to the player of that character to decide whether they resent you or have decided to forgive you.

  31. Pick one other PC. Recently, they accidentally (or perhaps intentionally) put you in a position of danger. You’re fine now, but you’re wary around them.

  32. Pick one other PC. From your perspective, they seem nervous around a specific idea, person, or situation. You would like to teach them how to be more comfortable with their fears (if they will let you).

  33. Pick one other PC. They called you a coward once.

  34. Pick one other PC. That character always recognizes you or your handiwork, whether you’re in disguise or are long gone when they arrive on the scene.

  35. Pick one other PC. You inadvertently caused an accident that put them into a sleep so deep they didn’t wake for three days. Whether they forgive you or not is up to them.

  36. Pick one other PC. You are pretty sure you are related in some fashion.

  37. Pick one other PC. You accidentally learned something they were trying to keep a secret.

  38. Pick one other PC. They are especially sensitive to the use of your flashier focus abilities, and occasionally they become dazzled for a few rounds, which hinders their actions.

  39. Pick one other PC. They appear to have a treasured item that was once yours, but that you lost in a game of chance years ago.

  40. Pick one other PC. If it wasn’t for you, that character would have failed a past test of mental achievement.

  41. Pick one other PC. Based on a couple of comments you’ve overheard, you suspect that they don’t hold your area of training or favorite hobby in the highest regard.

  42. Pick one other PC whose focus intertwines with yours. This odd connection affects them in some way. For example, if the character uses a weapon, your focus ability sometimes improves their attack in some fashion.

  43. Pick one other PC. They are deathly afraid of heights. You would like to teach them how to be more comfortable with their feet off the ground. They must decide whether or not to take you up on your offer.

  44. Pick one other PC. They are skeptical of your claims about something momentous that happened in your past. They might even attempt to discredit you or discover the “secret” behind your story, though that’s up to them.

  45. Pick one other PC. They have a knack for being able to recognize where your plans or schemes have a weak spot.

  46. Pick one other PC. That character’s face is so intriguing to you in a way you don’t understand that you sometimes find yourself sketching their likeness in the dirt or using some other medium you have access to.

  47. Pick one other PC. That character has an extra item of regular equipment you gave them, either something you made or an item you just wanted to give them. (They choose the item.)

  48. Pick one other PC. They commissioned you to do a job for them. You’ve already been paid but haven’t yet completed the job.

  49. Pick one other PC. You worked together in the past, and the job ended badly.

  50. Pick one other PC. While they stand next to you and use their action to concentrate on helping you, one of your focus ability’s ranges is doubled.

Story Behind The Focus

The foci in this book have been purposely stripped down to basics so they have the widest possible application across multiple genres. A single descriptive sentence or two summarizes each one. After you choose a focus, you have the option to expand its presentation by adding more story and description relevant to the world or to the character.

For instance, if you choose Operates Undercover, the summarizing description is “Under the guise of someone else, you seek to find answers the powerful do not want divulged.” If you choose Conducts Weird Science, the summary is “Your preternatural insight and ability make you a scientist capable of amazing feats.” These descriptions provide what you need to know to use the focus.

However, if you wish (and only if you wish; there is no requirement to do so), you can add more to those descriptions in a fashion that’s relevant for your game. For example, if you choose both Operates Undercover and Conducts Weird Science for use in a modern genre such as horror, urban fantasy, espionage, or something similar, you might expand the descriptions as shown in the following examples.

Operates Undercover: Espionage is not something you know anything about. At least, that’s what you want everyone to believe, because in truth, you’ve been trained as a spy or covert agent. You might work for a government or for yourself. You might be a police detective or a criminal. You could even be an investigative reporter.

Regardless, you learn information that others attempt to keep secret. You collect rumors and whispers, stories and hard-won evidence, and you use that knowledge to aid your own endeavors and, if appropriate, provide your employers with the information they desire. Alternatively, you might sell what you have learned to those willing to pay a premium.

You probably wear dark colors—black, charcoal grey, or midnight blue—to help blend into the shadows, unless the cover you’ve chosen requires you to look like someone else.

Conducts Weird Science: You could be a respected scientist, having been published in several peer-reviewed journals. Or you might be considered a crank by your contemporaries, pursuing fringe theories on what others consider to be scant evidence. Truth is, you have a particular gift for sifting the edges of what’s possible. You can find new insights and unlock odd phenomena with your experiments. Where others see a crackpot cornucopia, you sift the conspiracy theories for revelation. Whether you conduct your enquiries as a government contractor, a university researcher, a corporate scientist, or an indulger of curiosity in your own garage lab following your muse, you push the boundaries of what’s possible.

You probably care more about your work than trivialities such as your appearance, polite or proper behavior, or social norms, but then again, an eccentric like you might turn the tables on that stereotype too.

If you want to go even further, you could determine where a character’s focus abilities come from. Depending on the genre, they could derive those abilities from advanced and persistent training, via magical runes, through cybernetic parts, from their genetic heritage, or because of their access to advanced technology. For instance, a character might be able to blast targets with lightning because they got zapped by strange radiation or because they picked up a lightning gun. On the other hand, it might be because their intense training allowed them to learn lightning magic. The possibilities are nearly endless, and up to you to include or forgo. Because however a focus’s abilities were gained, it’s also enough that they just work.

Customizing Foci

Sometimes not everything about a focus is right for a character’s concept, or perhaps the GM needs additional guidelines for creating a new focus. Either way, the solution lies in looking at foci abilities at their most basic default levels.

At any tier, a player can select one of the following abilities in place of the ability granted by the tier. Many of these replacement abilities, particularly at the higher tiers, might involve body modification, integration with high-tech devices, learning powerful magic spells, uncovering forbidden secrets, or something similar appropriate to the genre.

Tier 1

@UUID[Compendium.cyphersystem-compendium.abilities.2x7nMe9ZGp3VjI8B]{Combat Prowess} @UUID[Compendium.cyphersystem-compendium.abilities.RnK2bmvUb7RIVPSA]{Enhanced Potential}

Tier 2

Lower-tier ability: choose any tier 1 replacement ability, above.

@UUID[Compendium.cyphersystem-compendium.abilities.CtRvLxfUlCynJv1B]{Skill With Defense} @UUID[Compendium.cyphersystem-compendium.abilities.yl2zo179wXZW5Xxc]{Practiced With All Weapons} @UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks}

Tier 3

Lower-tier ability: choose any tier 1 or 2 replacement ability, above.

@UUID[Compendium.cyphersystem-compendium.abilities.b776WTF2u1roh3n0]{Incredible Health} @UUID[Compendium.cyphersystem-compendium.abilities.rqC9cEmRkvm29N56]{Fusion Armor}

Tier 4

Lower-tier ability: choose any tier 1, 2, or 3 replacement ability, above.

@UUID[Compendium.cyphersystem-compendium.abilities.VsKeNcF252yKnh2O]{Poison Resistance} @UUID[Compendium.cyphersystem-compendium.abilities.V2BSB9or5UJdTiYF]{Built-in Weaponry}

Tier 5

Lower-tier ability: choose any tier 1, 2, 3, or 4 replacement ability, above.

@UUID[Compendium.cyphersystem-compendium.abilities.wWN4y4rATxbtMCMo]{Adaptation} @UUID[Compendium.cyphersystem-compendium.abilities.FjXL6iSD1CJKbuGT]{Defensive Field}

Tier 6

Lower-tier ability: choose any tier 1, 2, 3, 4, or 5 replacement ability, above.

@UUID[Compendium.cyphersystem-compendium.abilities.cbXNxvPdWEbKF6nA]{Reactive Field}

Foci

The full description for each focus ability listed in this section is found in the Abilities chapter, which has descriptions for type, flavor, and focus abilities in a single vast catalog.

Abides in Stone

Your flesh is made of hard mineral, making you a hulking, difficult-to-harm humanoid.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.pXrC4lkMOY7CvFLk]{Golem Body}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.U9ZBl9NeipxSLavS]{Golem Healing}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.aFEBxDGnuFi20cLo]{Golem Grip}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.zuEylYrgOVAAjs71]{Trained Basher}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.E0k0LUw0epjJGrv9]{Golem Stomp} or @UUID[Compendium.cyphersystem-compendium.abilities.NFsoXUQaq3I5h2UY]{Weaponization}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.Uk6ceaEWFjcoHNTI]{Deep Reserves}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.F6mAzjhG2T4irVjy]{Specialized Basher}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.4BQHOR98z3TYJPQu]{Still As a Statue}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.fkedtvx6UakJPOZN]{Ultra Enhancement} or @UUID[Compendium.cyphersystem-compendium.abilities.laxdkyrDuOhxfWKc]{Mind Surge}

GM Intrusions: Creatures of stone sometimes forget their own strength or weight. A walking statue can terrify common folk.

Absorbs Energy

You can harness kinetic energy and transform it into other kinds of energy.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.62zBqhQoPk6IV8lF]{Absorb Kinetic Energy}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.NMjccuRLDDnfZtZe]{Release Energy}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.UJst9mtUKNTe3Pd2]{Energize Object}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.yvPcOjjqyU3618Ob]{Absorb Pure Energy} or @UUID[Compendium.cyphersystem-compendium.abilities.wrPVUnJauasIH886]{Improved Absorb Kinetic Energy}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.Y7HUEp7IxdPuur8V]{Overcharge Energy}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.LwmoGOpgHy1K2dU4]{Energize Creature}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.5i6TqVJQQ4sTvqTm]{Energize Crowd} or @UUID[Compendium.cyphersystem-compendium.abilities.m21TAvxSQn1rGx3d]{Overcharge Device}

GM Intrusions: Energy goes to ground in a destructive way. Some predators feed directly on energy. An unintended item is drained of energy.

Awakens Dreams

You can pull images from dreams and bring them to life in the waking world.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.y08bfWS5eyeUJB3J]{Dreamcraft}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.bcEupdsF6FduFPwe]{Oneirochemy}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.bH57y3PYsMceluGy]{Dream Thief}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.FBCpBF9PXlEtIX4m]{Dream Becomes Reality} or @UUID[Compendium.cyphersystem-compendium.abilities.7GsuhcRTpDX0d1em]{Enhanced Intellect}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.FIU24o7T66ViVgyg]{Daydream}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.pUbqCBV3dBOWFgmv]{Nightmare}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.2iAHsn5ie8sYRiyb]{Chamber of Dreams} or @UUID[Compendium.cyphersystem-compendium.abilities.cbXNxvPdWEbKF6nA]{Reactive Field}

GM Intrusions: An unexpected sleepwalking episode puts the character into a dangerous situation. A nightmare breaks free of a dream.

Battles Robots

You excel in battling robots, automatons, and machine entities.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.atQ5yNq1ZEyy0z5j]{Machine Vulnerabilities}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.pYsmdnNte7o5Flca]{Tech Skills}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.aNNLomN5nZc52ZT4]{Defense Against Robots}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.QHSH8fE6l3bKz2xl]{Machine Hunting}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.ka5VA9XBi4OTnKVa]{Disable Mechanisms} or @UUID[Compendium.cyphersystem-compendium.abilities.uG2ACHNAPoZirp0b]{Surprise Attack}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.NoKdHv0FSytZR4iF]{Robot Fighter}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.NJakiz9yvoflzzBD]{Drain Power}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.jHrQLzIfjKtXBoJL]{Deactivate Mechanisms} or @UUID[Compendium.cyphersystem-compendium.abilities.58CLKxSLgaT6W6Cj]{Lethal Damage}

GM Intrusions: The robot explodes upon defeat. Other robots come after the character for revenge.

Bears a Halo of Fire

You can sheath your body in flames, which protects you and harms your foes.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.AzMtxh562JfrPdKZ]{Shroud of Flame}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.NJjAmyf9zhjRTNme]{Hurl Flame}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.TWqyBv9PEjwJKd1y]{Wings of Fire} or @UUID[Compendium.cyphersystem-compendium.abilities.srn53BB1da8Elh1t]{Fiery Hand of Doom}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.tJQmvEiYq2xBv4ZJ]{Flameblade}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.6fpCYtBDCfW6m1b0]{Fire Tendrils}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.NVdx8QjmTP5eOjDh]{Fire Servant} or @UUID[Compendium.cyphersystem-compendium.abilities.PLsz8IqWScZt0Ott]{Inferno Trail}

GM Intrusions: Fire burns flammable material. Fire spreads out of control. Primitive creatures fear fire and often attack what they fear.

Blazes With Radiance

You can create light, sculpt it, bend it away from you, or gather it to use as a weapon.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.ea7BzQy6fZqHQNET]{Enlightened}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.xZQXXjAWGBo7mTHU]{Illuminating Touch}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.teFcKcbo5ZBFbfRl]{Dazzling Sunburst}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.IUlsD8Zxp8AYbO4h]{Burning Light} or @UUID[Compendium.cyphersystem-compendium.abilities.CtRvLxfUlCynJv1B]{Skill With Defense}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.iIlgHiF1EN0fEpYx]{Sunlight}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.PyVeE7CtDVDksWG6]{Disappear}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.cE7JPRHLqIdM3b9V]{Living Light} or @UUID[Compendium.cyphersystem-compendium.abilities.FjXL6iSD1CJKbuGT]{Defensive Field}

GM Intrusions: Allies are accidentally dazzled or blinded. Bright flashes draw guards.

Brandishes an Exotic Shield

You deploy an amazing shield of pure force that provides protection and some offensive options.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.yb5PaVIPimrcJxFg]{Force Field Shield}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.aidcxXW6MokDMqY7]{Force Bash}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.vPflrS1giYnMoqL2]{Enveloping Shield}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.6nm35znCQzjAk6Gb]{Healing Pulse} or @UUID[Compendium.cyphersystem-compendium.abilities.SPL1URVkuo4PJP8I]{Throw Force Shield}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.B5zrSVUs54TUALFB]{Energized Shield}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.TXNhhyj63MMp2dVF]{Force Wall}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.zflNCqrmTL7vrYg1]{Bouncing Shield} or @UUID[Compendium.cyphersystem-compendium.abilities.Np67YSIzrP6w1PPb]{Shield Burst}

GM Intrusions: The shield is temporarily lost. A foe temporarily ends up with the shield.

Builds Robots

Your robotic creations do as they are commanded.

The word “robot” is used in this focus, though the robot you create might look very different from one created by someone else, depending on the genre. Steampunk robots, organic robots, or even magical golems are all feasible “robots.”

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.paIv2etaqLqY76y0]{Robot Assistant}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.pUliR2uWpIcE6jQX]{Robot Builder}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.kgCuCmU8kn0UMy8v]{Robot Control}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.ETGBAqAc1ApFH5cx]{Expert Follower} or @UUID[Compendium.cyphersystem-compendium.abilities.CtRvLxfUlCynJv1B]{Skill With Defense}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.BSx4qB29VwRUISm6]{Robot Upgrade}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.yqhUXLWMSNn5IYOn]{Robot Fleet}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.HAVNfVKAdwtJF6Jj]{Robot Evolution} or @UUID[Compendium.cyphersystem-compendium.abilities.BSx4qB29VwRUISm6]{Robot Upgrade}

GM Intrusions: The robot is hacked, gains a mind of its own, or unexpectedly detonates.

Calculates the Incalculable

Awesome mathematical ability allows you to model the world in real time, giving you an edge over everyone.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.vcbIe2sSMKJmawl4]{Predictive Equation}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.A853pOqz5BmPfh4w]{Higher Mathematics}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.V5oEOJ4i32t97yOG]{Predictive Model}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.CNw7shehsdySzhAK]{Subconscious Defense} or @UUID[Compendium.cyphersystem-compendium.abilities.7GsuhcRTpDX0d1em]{Enhanced Intellect}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.Z7JkIlrv7gxim4Fn]{Cognizant Offense}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.34Ycb9VK8JwHgSl4]{Greater Enhanced Intellect}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.GnQRIvynqXx1R2a0]{Further Mathematics}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.wlkPdME0r3hx9VbE]{Knowing the Unknown} or @UUID[Compendium.cyphersystem-compendium.abilities.34Ycb9VK8JwHgSl4]{Greater Enhanced Intellect}

GM Intrusions: Too many predicted results threaten to overwhelm and stun the character. A result points to imminent disaster.

Channels Divine Blessings

A devout follower of a divine being, you channel some of your deity’s power to achieve wonders.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.I9m3nOdBZ2HoEmbj]{Blessing of the Gods}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.7GsuhcRTpDX0d1em]{Enhanced Intellect}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.dJTgtIs80gOoI6ac]{Divine Radiance} or @UUID[Compendium.cyphersystem-compendium.abilities.NgHLZq3tZ3CFJvYv]{Fire Bloom}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.gDwPpgIAocEfQjPx]{Overawe}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.OkKNmMvLFwHxUv2r]{Divine Intervention}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.tgaSXp1VQiec8Jst]{Divine Symbol} or @UUID[Compendium.cyphersystem-compendium.abilities.LnZkUlKUuuD7iW3P]{Summon Demon}

GM Intrusions: A demon investigates divine magic use. A rival cult has issues with the character’s teachings.

Commands Mental Powers

You can pull images from dreams and bring them to life in the waking world.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.L2NOLfflU6HNleuT]{Telepathic}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.W5Zt9qDKCtNr49BC]{Mind Reading}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.Mc8L07dpf605FDo9]{Psychic Burst} or @UUID[Compendium.cyphersystem-compendium.abilities.iRqXVpngq6vfgtEn]{Psychic Suggestion}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.FktE2hQhSKXbWcQU]{Use Senses of Others}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.N0wzhZ676UrCR8M4]{Precognition}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.Vcfc6yjbqX6WSzCf]{Mind Control} or @UUID[Compendium.cyphersystem-compendium.abilities.K0C60k7wHBSpMQX4]{Telepathic Network}

GM Intrusions: Something glimpsed in the target’s mind is horrifying. A feedback loop allows the target to read the character’s mind.

Conducts Weird Science

Your preternatural insight and ability make you a scientist capable of amazing feats.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.4PVFXmi2cxI8MdpR]{Lab Analysis}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.eEGFknWQZUBNXn99]{Knowledge Skills}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.mFPUUmBIcGGsuwNd]{Modify Device}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.G0hoaZFQpdG7FfxO]{Better Living Through Chemistry} or @UUID[Compendium.cyphersystem-compendium.abilities.b776WTF2u1roh3n0]{Incredible Health}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.eEGFknWQZUBNXn99]{Knowledge Skills}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.gjBFpV2OvDmBqeE3]{Just a Bit Mad}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.RHLBHQuskBAVGnU8]{Weird Science Breakthrough}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.CyuPiJdYZIfNcTSy]{Incredible Feat of Science}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.JeqLEAcHOYVd78TH]{Inventor} or @UUID[Compendium.cyphersystem-compendium.abilities.FjXL6iSD1CJKbuGT]{Defensive Field}

GM Intrusions: Creations get out of control. Side effects cannot always be predicted. Weird science terrifies people and can draw the media. When a device created or modified by weird science is depleted, it detonates.

Consorts With the Dead

The dead answer your questions, and their reanimated corpses serve you.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.nvA3LwoSP7jf4h8G]{Speaker for the Dead}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.yaLHxRtVBhveqHJA]{Necromancy}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.uPvNopNWTgHGIPyR]{Reading the Room} or @UUID[Compendium.cyphersystem-compendium.abilities.rRDSzPJtUCwRVXFR]{Repair Flesh}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.vEVmBgz2TxOH3aSk]{Greater Necromancy}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.kKYyGbrQxDRSOh37]{Terrifying Gaze}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.GDphyYXSfjKE5BST]{True Necromancy} or @UUID[Compendium.cyphersystem-compendium.abilities.Gsre3acJaxhGBa0S]{Word of Death}

GM Intrusions: The character’s necromantic reputation precedes them. A corpse seeks revenge for being reanimated.

Controls Beasts

Your ability to communicate and lead beasts is uncanny.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.bOohoEcDegDBinFc]{Beast Companion}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.gT21nqWZ9Es576oC]{Soothe the Savage}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.OIk4usP2NFT0tDu7]{Communication}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.cGcblQ2qvyHM02kY]{Mount} or @UUID[Compendium.cyphersystem-compendium.abilities.h1rn92kIqG5VVYd6]{Stronger Together}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.zstBkLwRduC7vgGT]{Beast Eyes}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.0IlHHY1ktkN2L5Sp]{Improved Companion}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.pFWDdnTXCiPfwsWv]{Beast Call}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.Qm31Nw2SkBpVcv9M]{As If One Creature} or @UUID[Compendium.cyphersystem-compendium.abilities.LvoH43SKKtr3urKo]{Control the Savage}

GM Intrusions: The community is reluctant to welcome dangerous animals. Out-of-control beasts become a real hazard.

Controls Gravity

You can sway the attraction of gravity itself.

Type Swap Option: Weighty

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.UCR0rx32kEsTcgnF]{Hover}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.QH3l6ojVnasZm5U8]{Enhanced Speed Edge}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.SHMGbt30RfePtyNE]{Define Down} or @UUID[Compendium.cyphersystem-compendium.abilities.jbhcWHMiQQaR9ukO]{Gravity Cleave}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.eJpNT3QObtYiDfXY]{Field of Gravity}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.abdAcwYE8L00VakL]{Flight}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.Cnvf8fv0EEKU3iSn]{Improved Gravity Cleave} or @UUID[Compendium.cyphersystem-compendium.abilities.tMOeiKWrhp5P5CCQ]{Weight of the World}

GM Intrusions: Onlookers react with unreasoning fear. A weird interaction sends an ally or object careening into the sky.

Crafts Illusions

You fashion images from light that are so perfect they seem real.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.l60mmJrF1GupXLJB]{Minor Illusion}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.asQqC0DepYcsPxRV]{Illusory Disguise}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.JwG4lCSZIG3qUQAi]{Cast Illusion} or @UUID[Compendium.cyphersystem-compendium.abilities.hNsph7BRwllVSUre]{Major Illusion}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.hJV3hrSYcq3Zbzl5]{Illusory Selves}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.9cJ6gJZc7datpQwJ]{Terrifying Image}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.lCWWUQ0vYH2odiDv]{Grandiose Illusion} or @UUID[Compendium.cyphersystem-compendium.abilities.RNJbp1eAcMqSnYvb]{Permanent Illusion}

GM Intrusions: The illusion isn’t believable. The illusion is pierced at just the wrong moment.

Crafts Unique Objects

You’re an inventor of strange and useful objects.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.fkyJ02LbeOAfDxcF]{Crafter}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.YF8CYsYKcXpdfqH5]{Master Identifier}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.yIdq1lu1eUAkNyDC]{Artifact Tinkerer}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.m6X5wyPUPdhqLTIp]{Quick Work}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.4JDFgEhyhqReRngE]{Master Crafter} or @UUID[Compendium.cyphersystem-compendium.abilities.V2BSB9or5UJdTiYF]{Built-in Weaponry}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.M3TM1cORNnlEN0ZO]{Cyphersmith}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.y3qXWOUu7mAhg6Rb]{Innovator}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.JeqLEAcHOYVd78TH]{Inventor} or @UUID[Compendium.cyphersystem-compendium.abilities.rqC9cEmRkvm29N56]{Fusion Armor}

GM Intrusions: The object malfunctions, breaks, or suffers catastrophic or unexpected failure.

Cyphersmith works only in a setting where the cyphers are physical objects. If this isn’t the case, this ability should probably be replaced with something akin to Weird Science Breakthrough from the Conducts Weird Science focus.

Dances With Dark Matter

You can manipulate shadow and “dark” matter.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.7aCeBDGZqu8A9hMQ]{Ribbons of Dark Matter}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.VWehoqF0N6s0WMLK]{Void Wings}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.XYbtbbVKFYmDfmjO]{Dark Matter Shroud} or @UUID[Compendium.cyphersystem-compendium.abilities.MqGMnSIkHK4rOFSm]{Dark Matter Strike}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.yB4tnpDNVSOxgruq]{Dark Matter Shell}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.b44vvK2YjdSeYPJc]{Windwracked Traveler}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.JUn27j5YI3dRh2jJ]{Dark Matter Structure} or @UUID[Compendium.cyphersystem-compendium.abilities.apQwshUTjCQPym8A]{Embrace the Night}

GM Intrusions: Dark matter skulks away as if possessed by a mind of its own.

Defends the Gate

Everyone wants you on their side when it comes to a fight because nothing gets by you.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.C9x7b1qN4qmm568P]{Fortified Position}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.POaewj2PWMMfCY1i]{Rally to Me}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.VgomhLKFHDDAzW9T]{Mind for Might}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.ZvKFftq7doCxI7T5]{Fortification Builder} or @UUID[Compendium.cyphersystem-compendium.abilities.LODZEYtmmBN5D9zZ]{Divert Attacks}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.R9KnCCvGoEHvV1p0]{Greater Enhanced Might}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.hCAzOVpH0jrYc9qk]{Reinforcing Field}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.KBykf0P4WQ9Lb6TN]{Generate Force Field} or @UUID[Compendium.cyphersystem-compendium.abilities.eQIPJk2xcFGfDr3H]{Stun Attack}

GM Intrusions: A strategically important structure collapses. The enemy attacks from an unexpected direction.

Defends the Weak

You stand up for the helpless, the weak, and the unprotected.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.YvPBxDxLz16Usm7m]{Courageous}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.6zU8AURXjXgG63j6]{Warding Shield}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.9p2RJYFo6s55F5Ha]{Devoted Defender}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.fh7tK1BVjgSfZ8ml]{Insight}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.Su3LkSzdGHg9w1RO]{Dual Wards} or @UUID[Compendium.cyphersystem-compendium.abilities.GAeUBbQWE3ryv50V]{True Guardian}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.lb5Bo8BpNXdVMkmt]{Combat Challenge}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.JrSM5XYgXpxNnLl2]{Willing Sacrifice}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.aDnA7oA9ZYCEfprI]{Resuscitate} or @UUID[Compendium.cyphersystem-compendium.abilities.mjEFQ3ndDRvLB5Dj]{True Defender}

GM Intrusions: A character focused on protecting others may periodically leave themselves vulnerable to attacks.

Descends From Nobility

A descendent of wealth and power, you carry a noble title and the abilities granted by a privileged upbringing.

Type Swap Option: @UUID[Compendium.cyphersystem-compendium.abilities.S2OZtm12S2YvxD7H]{Retinue}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.xMRRfjFF0POkxyea]{Privileged Nobility}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.A8CGMbLGsJ3AHKMP]{Trained Interlocutor}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.zTsjsWVgzjQzl2MW]{Advanced Command} or @UUID[Compendium.cyphersystem-compendium.abilities.AAUqaiWxC5V4e1VH]{Noble’s Courage}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.ETGBAqAc1ApFH5cx]{Expert Follower}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.T5tn7zItPyaRcYNC]{Asserting Your Privilege}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.Eez3uExkDA20XJg3]{Able Assistance} or @UUID[Compendium.cyphersystem-compendium.abilities.qbXP6HlN56bPt7cq]{Mind of a Leader}

GM Intrusions: Debts incurred by a family are owed by the character. A long-lost sibling seeks to disinherit rivals. An assassin finds the character.

Doesn’t Do Much

You’re a slacker, but you know a little about a lot of things.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.aOzkoVf0mNSkZBtn]{Life Lessons}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.2fU3nI68oi5ScziC]{Totally Chill}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks} or @UUID[Compendium.cyphersystem-compendium.abilities.uhC4ubTGfhkNvIMX]{Improvise}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.aOzkoVf0mNSkZBtn]{Life Lessons}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.nOuOE3EkrNr81pSq]{Greater Skill With Defense}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.4necR0YTsaij4ojD]{Greater Enhanced Potential}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.wztu6KcpILxwlFTU]{Drawing on Life’s Experiences} or @UUID[Compendium.cyphersystem-compendium.abilities.Mac5S0sQe9Muf4Mv]{Quick Wits}

GM Intrusions: New situations are confounding and stressful. Past actions (or inactions) come back to haunt the character.

Drives Like A Maniac

Whether balancing on two wheels, jumping another vehicle, or driving head-on toward an oncoming enemy car, you don’t think about the risks when you’re behind the wheel.

Someone who Drives Like a Maniac needs access to a vehicle.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.DCuOpij3sNomBe1a]{Driver}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.1fu5C9JHmORmWTR8]{Driving on the Edge}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.lY7NaxsFxt1XZVk5]{Car Surfer}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.HHcC89OKZACgLB8Y]{Stare Them Down}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.hQx9SoUhY6jzUeTW]{Expert Driver} or @UUID[Compendium.cyphersystem-compendium.abilities.QH3l6ojVnasZm5U8]{Enhanced Speed Edge}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.EQXA8Gcwdc7dU8lw]{Sharp-Eyed}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.tuofJSTVjOEwRUem]{Enhanced Speed}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.vVax9KyZ3U4Wpok8]{Something in the Road}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.qKDngpAWNEzhdRj5]{Trick Driver} or @UUID[Compendium.cyphersystem-compendium.abilities.58CLKxSLgaT6W6Cj]{Lethal Damage}

GM Intrusions: The engine develops a knock. The bridge on the road ahead is out. The windshield shatters. Someone unexpectedly runs in front of the vehicle.

Emerged From the Obelisk

Your body, hard as crystal, gives you a suite of unique abilities, gained after an interaction with a floating crystalline obelisk.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.bzeuikGxbM7noj2z]{Crystalline Body}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.UCR0rx32kEsTcgnF]{Hover}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.QsXOz48JgyXYEEqS]{Inhabit Crystal} or @UUID[Compendium.cyphersystem-compendium.abilities.4Fe5z4FD71eHlbbd]{Immovable}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.hIWg9VFNnYnrknAu]{Crystal Lens}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.ucsscEpO5L2gIYZg]{Resonant Frequency}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.bY52t6eGONKu8Kr4]{Resonant Quake} or @UUID[Compendium.cyphersystem-compendium.abilities.tR2v2vMu3TgN21OJ]{Return to the Obelisk}

GM Intrusions: Cyphers and artifacts react unexpectedly in the character’s hands.

Employs Magnetism

You command metal and the power of magnetism.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.p2JmtbtuzscW1ogs]{Move Metal}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.MK2dp11krszjDsyc]{Repel Metal}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.0XSuUGS0UyrhiW44]{Destroy Metal} or @UUID[Compendium.cyphersystem-compendium.abilities.4v5pXMwFeB7xQzME]{Guide Bolt}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.n985WYLPzj2XqBry]{Magnetic Field}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.uN2YVmNxkFj3SFof]{Command Metal}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.fruWNFBBNLpcGLaC]{Diamagnetism} or @UUID[Compendium.cyphersystem-compendium.abilities.SZtOjKk7ScShJT6G]{Iron Punch}

GM Intrusions: The metal twists, bends, or produces shrapnel. A lapse in concentration might cause something to slip or drop at just the wrong time.

Entertains

You perform, mostly for the benefit of others.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.rfsCCpxcsjc8hr60]{Levity}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.oilgQ4oM02Pa0eNp]{Inspiration}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.eEGFknWQZUBNXn99]{Knowledge Skills} or @UUID[Compendium.cyphersystem-compendium.abilities.4necR0YTsaij4ojD]{Greater Enhanced Potential}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.CLObcsu2DKKKhzyK]{Calm}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.Eez3uExkDA20XJg3]{Able Assistance}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.kZ3LhhYZKrcnBplY]{Master Entertainer} or @UUID[Compendium.cyphersystem-compendium.abilities.xRIDlrBzTXVYC5rh]{Vindictive Performance}

GM Intrusions: The audience is annoyed or offended. Musical instruments break. Paints dry in their pots. The words to a poem or song are forgotten.

Note: Erratum

It seems that the tier 2 ability is supposed to be @UUID[Compendium.cyphersystem-compendium.abilities.DLxDL49VjUEMAjxZ]{Inspiring Ease} instead of Inspiration.

Exists in Two Places at Once

You exist in two places at once.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.P1jQZdPIrxo4wNlr]{Duplicate}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.PRh7n2VLXyRa4il9]{Share Senses}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.FwEUY43Q8EMVCCsL]{Superior Duplicate} or @UUID[Compendium.cyphersystem-compendium.abilities.oEubmS7pZ3zFK8uJ]{Resilient Duplicate}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.nVFRDMhuWDrdve4F]{Damage Transference}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.jmjxGRJTwztzBtLc]{Coordinated Effort}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.rsYzxCchklPSFAp7]{Multiplicity} or @UUID[Compendium.cyphersystem-compendium.abilities.oEubmS7pZ3zFK8uJ]{Resilient Duplicate}

GM Intrusions: Perceiving the world from two different places disorients the character, causing momentary vertigo, nausea, or confusion.

Exists Partially Out of Phase

A bit translucent, you’re slightly out of phase and can move through solid objects.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.g0SqMvb020tiTQ48]{Walk Through Walls}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.2j6Hqr2Y8Xbz97c4]{Defensive Phasing}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.cJB7wj5okdPZuRNb]{Phased Attack} or @UUID[Compendium.cyphersystem-compendium.abilities.MFBq4Fc432FS6nkX]{Phase Door}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.Kk9lHkiaqsr3pUmk]{Ghost}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.QLRztjFH4YetYM6l]{Untouchable}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.xHLPf1FETmn06aA8]{Enhanced Phased Attack} or @UUID[Compendium.cyphersystem-compendium.abilities.ptH3O4GES71CClGO]{Phase Foe}

GM Intrusions: The character is sent phasing into an unexpected dimension. The character becomes lost in a large solid.

Explores Dark Places

You’re the archetypal treasure hunter, scavenger, and finder of lost things.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.MwDYD8V1CJv8w9rR]{Superb Explorer}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.aJ1T8XqGF38vyzV2]{Superb Infiltrator}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.xskKzxBoGvSrje4e]{Eyes Adjusted}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.LdHCwZcifnRRuPrp]{Nightstrike} or @UUID[Compendium.cyphersystem-compendium.abilities.JhBTTC5ZUTT8NvUA]{Slippery Customer}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.5t5EIoGSan3pQ08D]{Hard-Won Resilience}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.xRvaY8SG4HVy5WO8]{Dark Explorer}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.XRXQwJplJrm7onbN]{Blinding Attack} or @UUID[Compendium.cyphersystem-compendium.abilities.2asT0zvk1kw5hC1v]{Embraced by Darkness}

GM Intrusions: Possessions fall out of pockets or bags in the dark; maps get lost; information gained fails to include an important detail.

Fights Dirty

You’ll do anything to win a fight: bite, scratch, kick, trick, and worse.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.VAGafmOiBpvU2eq0]{Tracker}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.gwMRhz3h9zxbVQXt]{Stalker}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.sHdBJdVshvtAqz1K]{Sneak}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.FEkLEYwk7r9KE7oC]{Quarry}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.7Gxuqkwo4i47yHe3]{Betrayal} or @UUID[Compendium.cyphersystem-compendium.abilities.uG2ACHNAPoZirp0b]{Surprise Attack}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.R9WffstnihzBuuvW]{Mind Games}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.gNRMG3mJTzWaCGph]{Capable Warrior}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.vhGEeFVgyqX1gzRr]{Using the Environment}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.Z4QcjOxgltEJPm96]{Twisting the Knife} or @UUID[Compendium.cyphersystem-compendium.abilities.KNElOxbWobS1ygLv]{Murderer}

GM Intrusions: People look poorly upon those who cheat or fight without honor. Sometimes a dirty trick backfires.

Fights With Panache

You’re a swashbuckling daredevil who fights with flamboyant style that’s entertaining to watch.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.b8rtgyatE8o9FaRS]{Attack Flourish}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.GQeO9RXVzeriLsfy]{Quick Block}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.ra0A8MtQjZEYhJPr]{Acrobatic Attack} or @UUID[Compendium.cyphersystem-compendium.abilities.tmrSKjGmjbxfIqPI]{Flamboyant Boast}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.3JWMtJBjf3oUWaxP]{Block for Another}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.jaGs9nmLaywdRMUN]{Fast Kill}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.vhGEeFVgyqX1gzRr]{Using the Environment}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.cuK7oPGFdlOPoc44]{Agile Wit} or @UUID[Compendium.cyphersystem-compendium.abilities.G5bTthwpEf5azVHA]{Return to Sender}

GM Intrusions: The display comes off looking silly, clumsy, or unattractive.

Flies Faster Than a Bullet

You can fly, and you’re superstrong, hard to hurt, and fast too. Is there anything you can’t do?

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.UCR0rx32kEsTcgnF]{Hover}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.4necR0YTsaij4ojD]{Greater Enhanced Potential}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.sPheWt9emoY3PCA8]{Hidden Reserves} or @UUID[Compendium.cyphersystem-compendium.abilities.rYyymKUc0QKWdNsy]{See Through Matter}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.Zps9ZUc9RD1mRDEK]{Blink of an Eye}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.s68x7VxwueUkCkOg]{Up to Speed}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.sbGo2i4oqy1aUeQ6]{Not Dead Yet}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.IUlsD8Zxp8AYbO4h]{Burning Light} or @UUID[Compendium.cyphersystem-compendium.abilities.NMgopYfoagESHtea]{Ignore Affliction}

GM Intrusions: A nemesis finds the character. A strange material is found to nullify the character’s abilities.

Focuses Mind Over Matter

You can telekinetically move objects with your mind without physically touching them.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.LODZEYtmmBN5D9zZ]{Divert Attacks}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.xDn74LRD6xlMUqj2]{Telekinesis}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.gyZd83dgvZnQrmbb]{Cloak of Opportunity} or @UUID[Compendium.cyphersystem-compendium.abilities.bvqDafTBMB7Uo9Qj]{Enhance Strength}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.loOJI9ZakIwGrmW1]{Apportation}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.8wSx2qtKXq0dWxId]{Psychokinetic Attack}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.iEOf9IkbHU8oBOMm]{Improved Apportation} or @UUID[Compendium.cyphersystem-compendium.abilities.YFbC1HRis4SpZgrS]{Reshape}

GM Intrusions: One mental slip, and moving objects drop or fragile objects break. Sometimes the wrong item moves, falls, or breaks.

Note: Erratum

It seems that the tier 1 ability is supposed to be @UUID[Compendium.cyphersystem-compendium.abilities.YcDF62pED8waUtry]{Deflect Attacks} instead of Divert Attacks.

Fuses Flesh and Steel

Your body is part machine.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.dPFQTFRzv7D7PYKq]{Enhanced Body}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.4dTGeclZRVjzn5tT]{Interface}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.syiylO75dZlcUp3i]{Sensing Package} or @UUID[Compendium.cyphersystem-compendium.abilities.NFsoXUQaq3I5h2UY]{Weaponization}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.42sPqHxJEybiZ6Vh]{Fusion}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.Uk6ceaEWFjcoHNTI]{Deep Reserves}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.laxdkyrDuOhxfWKc]{Mind Surge} or @UUID[Compendium.cyphersystem-compendium.abilities.fkedtvx6UakJPOZN]{Ultra Enhancement}

GM Intrusions: People in most societies are afraid of someone who is revealed to have mechanical parts.

Fuses Mind and Machine

Electronic aids implanted in your brain make you a mental powerhouse.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.7GsuhcRTpDX0d1em]{Enhanced Intellect}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.eEGFknWQZUBNXn99]{Knowledge Skills}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.2GicRKJcPO3hmlwD]{Network Tap}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.GK0o4fjCtxgAP269]{Action Processor} or @UUID[Compendium.cyphersystem-compendium.abilities.dLJ0B35UlB5wxCf4]{Machine Telepathy}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.34Ycb9VK8JwHgSl4]{Greater Enhanced Intellect}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.eEGFknWQZUBNXn99]{Knowledge Skills}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.MA2Pwhbpbq2SSIQy]{See the Future}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.teF5kZpAuRfZKfxn]{Machine Enhancement} or @UUID[Compendium.cyphersystem-compendium.abilities.laxdkyrDuOhxfWKc]{Mind Surge}

GM Intrusions: Machines malfunction and shut down. Powerful machine intelligences can take control of lesser thinking machines. Some people don’t trust a person who isn’t fully organic.

Grows to Towering Heights

For brief periods, you can grow larger and, with enough experience, to towering heights.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.HDYOv1V10xpFbFI7]{Enlarge}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.HoUOwIPfKTlxyQH0]{Freakishly Large}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.GmMePJHTRl6PshR6]{Bigger}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.wifCvRG9OhsTDT30]{Advantages of Being Big}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.uNzF1oQKJ6T1yqL4]{Huge} or @UUID[Compendium.cyphersystem-compendium.abilities.WuNUt6ltWGDdjNLS]{Throw}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.48i5ybVtZaTlFLJf]{Grab}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.0XYaYNoQzrYYKR4p]{Gargantuan}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.hbbPZIjq81Qqdp6i]{Colossal} or @UUID[Compendium.cyphersystem-compendium.abilities.58CLKxSLgaT6W6Cj]{Lethal Damage}

GM Intrusions: Rapid growth knocks over furnishings or smashes through ceilings or hanging lights. An enlarged character breaks through the floor.

Helps Their Friends

You love your friends and help them out of any difficulty, no matter what.

Type Swap Option: Advice From a Friend

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.lZCAKgP966BuU4uF]{Friendly Help}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.YvPBxDxLz16Usm7m]{Courageous}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.QGSHCRW46vn5Xdwu]{Weather the Vicissitudes}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.knh2MWMhCgqOjWYD]{Buddy System} or @UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.RgosWDt0hkosbVQr]{In Harm’s Way}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.MwVDTy2Rx1V7Tyly]{Enhanced Physique}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.FiSwskgQGBjp4IhZ]{Inspire Action}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.1tkQKo32UKxTUUPn]{Deep Consideration} or @UUID[Compendium.cyphersystem-compendium.abilities.CtRvLxfUlCynJv1B]{Skill With Defense}

GM Intrusions: Others sometimes have ulterior motives. The law takes an undue interest. Even when everything goes right, repercussions follow.

Howls at the Moon

For brief periods, you become a fearsome and powerful creature with control issues.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.8DXGUr433iXaVCSv]{Beast Form}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.wIOwT1tjGLMYzZAb]{Controlled Change}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.NIePQkLH2DTVjZR2]{Bigger Beast Form} or @UUID[Compendium.cyphersystem-compendium.abilities.Ee8QC6fkRvD1yw6h]{Greater Beast Form}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.wqzexDdZolWgxAza]{Greater Controlled Change}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.A9uQnidn6SKTNHJA]{Enhanced Beast Form}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.58CLKxSLgaT6W6Cj]{Lethal Damage} or @UUID[Compendium.cyphersystem-compendium.abilities.85DCcEDqvz6A0LkD]{Perfect Control}

GM Intrusions: The change happens in an uncontrolled fashion. People are terrified of monsters.

Hunts

You are a stalking hunter who excels at bringing down your selected quarry.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.b8rtgyatE8o9FaRS]{Attack Flourish}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.VAGafmOiBpvU2eq0]{Tracker}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.FEkLEYwk7r9KE7oC]{Quarry}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.sHdBJdVshvtAqz1K]{Sneak}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.aBfj6w1y6noOzB7d]{Horde Fighting} or @UUID[Compendium.cyphersystem-compendium.abilities.57txEIyzuPUQOqVP]{Sprint and Grab}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.uG2ACHNAPoZirp0b]{Surprise Attack}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.LE8NtDKG9TzXBv5B]{Hunter’s Drive}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.oroWEBbp3cvrYwH9]{Greater Skill With Attacks} or @UUID[Compendium.cyphersystem-compendium.abilities.ENO71nxs3MSKzvq6]{Multiple Quarry}

GM Intrusions: The quarry notices the character. The quarry isn’t as vulnerable as it seemed.

Infiltrates

Subtlety, guile, and stealth allow you to get in where others can’t.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.QAdh0yZBjJsHdJjD]{Stealth Skills}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.WUY75HFAqAu1i9ku]{Sense Attitudes}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.vFc52xBtBp69WglW]{Impersonate}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.LFiTEQpWhXBgIZWb]{Flight Not Fight}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.ZB80ZclRSzEcr4o1]{Awareness} or @UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.wvlSlYCJyrJuFqtn]{Invisibility}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.N0OZaNOIbHTiWDL1]{Evasion}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.3SiJ5Drao8XtmgzV]{Brainwashing} or @UUID[Compendium.cyphersystem-compendium.abilities.jrTEtAhE6GfLW7R4]{Spring Away}

GM Intrusions: Spies are treated harshly when caught. Allies disavow infiltrators who get caught. Some secrets are better left unknown.

Interprets the Law

You excel at winning others over to your views.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.EbnGDC61relhYaib]{Opening Statement}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.xBQM1AmjmcjmPDDD]{Knowledge of the Law}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.2GwH3ugd7aHrWZRz]{Debate}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.Eez3uExkDA20XJg3]{Able Assistance} or @UUID[Compendium.cyphersystem-compendium.abilities.FQPA8oY3xiZIL6aG]{Enhanced Intellect Edge}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.Hw16NpdbdJOqVF4z]{Castigate}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.kcXnkEBuyNil4Nd4]{No One Knows Better}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.4necR0YTsaij4ojD]{Greater Enhanced Potential} or @UUID[Compendium.cyphersystem-compendium.abilities.pGJIwlCJDib2Splm]{Legal Intern}

GM Intrusions: Onlookers react badly to a know-it-all. A distraction or interruption throws the character’s argument off the rails.

Is Idolized by Millions

You’re a celebrity and most people adore you.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.ZK4CUb9HH4J5A8IN]{Entourage}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.zGoUoC6i0f1SbUqE]{Celebrity Talent}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.6QXGJBsJPDFgcdq5]{Perks of Stardom}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.b776WTF2u1roh3n0]{Incredible Health} or @UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.mUhnX0UmEw2BROkI]{Captivate With Starshine}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.ETGBAqAc1ApFH5cx]{Expert Follower}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.1W0sBVHxG7LESCPl]{Do You Know Who I Am?}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.zZYSSAFXtJcuezxM]{Transcend the Script} or @UUID[Compendium.cyphersystem-compendium.abilities.0IlHHY1ktkN2L5Sp]{Improved Companion}

GM Intrusions: Fans are endangered or hurt on your behalf. Someone in your entourage betrays you. Your show, tour, contract, or other event is canceled. The media posts photos of you in an embarrassing situation.

Is Licensed to Carry

You carry a gun and you know how to use it in a fight.

Although Is Licensed to Carry is designed with modern firearms in mind, it could apply to flintlock weapons, futuristic laser blasters, or other ranged weapons.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.1SBd1jm66eSo4eHn]{Gunner}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.wAbsUj5mHZatr3JG]{Practiced With Guns}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.Mbq7D0u4Vee0NKYz]{Careful Shot}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.I8N5PUMy5Eq7cqZl]{Trained Gunner} or @UUID[Compendium.cyphersystem-compendium.abilities.UlQ7w5iD57Hfdzce]{Damage Dealer}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.oNk0Nhle1XwBhOvp]{Snap Shot}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.WrJDw2X8JHcljjP4]{Arc Spray}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.BM6YnBez7sVnrGUh]{Special Shot} or @UUID[Compendium.cyphersystem-compendium.abilities.58CLKxSLgaT6W6Cj]{Lethal Damage}

GM Intrusions: Misfire or jam! The attack fails and the action is lost, plus an additional action is needed to fix the problem.

Is Wanted by the Law

“WANTED, DEAD OR ALIVE” posters (or their equivalent) have appeared featuring your face. It’s up to you whether it’s a mistake that snowballed out of control or you actually would kill someone just for looking at you.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.tuofJSTVjOEwRUem]{Enhanced Speed}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.UyQTRi5ZwWU5tMO0]{Danger Sense}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.uG2ACHNAPoZirp0b]{Surprise Attack}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.DMBJEypEWuAS2lai]{Outlaw Reputation} or @UUID[Compendium.cyphersystem-compendium.abilities.36nlDXhOP5e5dfns]{Successive Attack}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.jaGs9nmLaywdRMUN]{Fast Kill}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.fD8yD0pGCMdOJkGb]{Band of Desperados}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.sbGo2i4oqy1aUeQ6]{Not Dead Yet} or @UUID[Compendium.cyphersystem-compendium.abilities.58CLKxSLgaT6W6Cj]{Lethal Damage}

GM Intrusions: Most people do not take well to discovering a wanted outlaw in their midst.

Keeps a Magic Ally

An allied magic creature bound to an object (such as a minor djinn in a lamp, or a ghost in a pipe) is your friend, protector, and weapon.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.9Kag2UMn6Wdxq4Zo]{Bound Magic Creature}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.PCTUkuALVb0GdTCe]{Object Bond}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.1KjY8D1dvLc3NuUv]{Hidden Closet}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.l0OFjk5XVGV5LzP1]{Minor Wish} or @UUID[Compendium.cyphersystem-compendium.abilities.cGcblQ2qvyHM02kY]{Mount}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.QxOsAHpd8ZkEXI5u]{Improved Object Bond}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.m2j3n3xiExLcXAAn]{Moderate Wish}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.Aprz5cRtdgiAIYUM]{Object Bond Mastery} or @UUID[Compendium.cyphersystem-compendium.abilities.V7npSeuqG3JI4Dvv]{Trust to Luck}

GM Intrusions: The creature unexpectedly disappears into its bound object. The bound object cracks. The creature disagrees and doesn’t do as asked. The creature says it’s leaving unless a task is performed for it.

Leads

Your natural leadership capability allows you to command others, including a loyal band of followers.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.FDUGlu7DZhdfxH2P]{Natural Charisma}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.DmnRMTfHYaeoYFVu]{Good Advice}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.RnK2bmvUb7RIVPSA]{Enhanced Potential}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.4XwwFeGO5haHxvQs]{Basic Follower}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.zTsjsWVgzjQzl2MW]{Advanced Command} or @UUID[Compendium.cyphersystem-compendium.abilities.ETGBAqAc1ApFH5cx]{Expert Follower}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.8EMTH3JCrC5Vjt63]{Captivate or Inspire}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.4necR0YTsaij4ojD]{Greater Enhanced Potential}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.KpbEHKNSEycVB1GU]{Band of Followers} or @UUID[Compendium.cyphersystem-compendium.abilities.qbXP6HlN56bPt7cq]{Mind of a Leader}

GM Intrusions: Followers fail, betray, lie, become corrupted, get kidnapped, or die.

Learns Quickly

You deal with bad situations as they arise, learning new lessons each time.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.7GsuhcRTpDX0d1em]{Enhanced Intellect}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.0xVoKhKKvzxIbtJD]{There’s Your Problem}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.YCwy44WnpusEYN7g]{Quick Study}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.qgholblGXKQri99M]{Hard to Distract}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.FQPA8oY3xiZIL6aG]{Enhanced Intellect Edge} or @UUID[Compendium.cyphersystem-compendium.abilities.dVh39nh5ARUxreUc]{Flex Skill}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.dIK67k9aoBbFBnkf]{Pay It Forward}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.7GsuhcRTpDX0d1em]{Enhanced Intellect}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.2LaX22wvw35lDger]{Learned a Few Things}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.EE1xCQ3OvCrdrG6z]{Two Things at Once} or @UUID[Compendium.cyphersystem-compendium.abilities.CtRvLxfUlCynJv1B]{Skill With Defense}

GM Intrusions: Accidents and mistakes are great teachers.

Lives in the Wilderness

You can survive in badlands where others perish.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.KqV5RSzOU3S3NK51]{Wilderness Life}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.wHcuP6T7Ti6j5Y8C]{Enhanced Might}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.vFQaDsHzJpTSV8Tw]{Living Off the Land}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.Db7aRY4t1mwRpcoL]{Wilderness Explorer}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.KAAezRI2l8rdp1NS]{Animal Senses and Sensibilities} or @UUID[Compendium.cyphersystem-compendium.abilities.Ja8ebgq2RDQryN62]{Wilderness Encouragement}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.CBdIPMJ2oOOesmod]{Wilderness Awareness}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.pfZzabIIEuU4kSH3]{The Wild Is on Your Side}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.Wj6oHOvnZkZjulwI]{One With the Wild} or @UUID[Compendium.cyphersystem-compendium.abilities.TRdK7RJBkq8WW4np]{Wild Camouflage}

GM Intrusions: People in cities and towns sometimes disparage those who look (and smell) like they live in the wilds, as if they were ignorant or barbaric.

Looks for Trouble

You’re a scrapper and love a good fight.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.Hgr8QZmzjXmYorfs]{Fists of Fury}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.XseI77zSp7iHkEWq]{Wound Tender}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.qp1jDaFiRR5xPPMn]{Protector}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.tFhd4dEGikOd1g1K]{Straightforward}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks} or @UUID[Compendium.cyphersystem-compendium.abilities.4necR0YTsaij4ojD]{Greater Enhanced Potential}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.2K3b6cTuLEGZfYqa]{Knock Out}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.kNSRytTtQX0rU3aE]{Mastery With Attacks}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.R9KnCCvGoEHvV1p0]{Greater Enhanced Might} or @UUID[Compendium.cyphersystem-compendium.abilities.58CLKxSLgaT6W6Cj]{Lethal Damage}

GM Intrusions: Weapons break or fly from even the strongest grip. Brawlers trip and fall. Even the battlefield can work against you with things falling or collapsing.

Loves the Void

When it’s just you, your spacesuit, and the panorama of stars wheeling out forever and always, you are at peace.

Type Swap Option: @UUID[Compendium.cyphersystem-compendium.abilities.geCiPXMF2sIRJ68U]{Have Spacesuit, Will Travel}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.zgcoMEc4j2MjpDhC]{Vacuum Skilled}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.GfDLA0qSvqhqzIbL]{Microgravity Adept}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.QH3l6ojVnasZm5U8]{Enhanced Speed Edge}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.MwVDTy2Rx1V7Tyly]{Enhanced Physique}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.q73VWJY2cmWxRcYx]{Space Fighting} or @UUID[Compendium.cyphersystem-compendium.abilities.rqC9cEmRkvm29N56]{Fusion Armor}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.U2QV8t7Pq9irgHqF]{Silent As Space}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.JJ9nWmcBIlfyNDfe]{Push Off and Throw}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.iIy1HDd9yUl07AYo]{Microgravity Avoidance}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.w3HN2nZBTo5mLJcM]{Weightless Shot} or @UUID[Compendium.cyphersystem-compendium.abilities.cbXNxvPdWEbKF6nA]{Reactive Field}

GM Intrusions: Spacesuits develop glitches. Air refill cartridges sometimes misreport capacity. Micrometeorites are common in space.

Masters Defense

You use protective equipment and practiced techniques to avoid becoming hurt in a fight.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.EheuStXUDPojVmT5]{Shield Master}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.gS1X6POaKLjNlHsI]{Sturdy}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.o2ZDoteWQsFsqTJr]{Practiced in Armor}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.zLJYM2OiFVIsuz3P]{Dodge and Resist} or @UUID[Compendium.cyphersystem-compendium.abilities.E1YiGcXAYOjHXoAd]{Dodge and Respond}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.2AIQhz00HyZhY7wM]{Tower of Will}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.4eCjeGPA0ovnwIfu]{Experienced in Armor}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.lGbieMmnuoqsl4Jz]{Nothing but Defend}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.i5n7BaFjTo6W35f9]{Defense Master} or @UUID[Compendium.cyphersystem-compendium.abilities.B6SEeGr5kxLAgvvq]{Wear It Well}

GM Intrusions: Shields break when hit, as do weapons used to parry. Armor straps break.

Masters Spells

By specializing in spellcasting and keeping a spellbook, you can quickly cast spells of arcing lightning, rolling fire, creeping shadow, and summoning.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.EyAIsiqJGCspQFcu]{Arcane Flare}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.Yg6jEM07HAccDcNC]{Ray of Confusion}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.NgHLZq3tZ3CFJvYv]{Fire Bloom} or @UUID[Compendium.cyphersystem-compendium.abilities.wEWyNKnVgVOjsyms]{Summon Giant Spider}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.2t9oGZRuFhLCKjsa]{Soul Interrogation}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.ZK9Ruc53rKBqU93i]{Granite Wall}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.LnZkUlKUuuD7iW3P]{Summon Demon} or @UUID[Compendium.cyphersystem-compendium.abilities.Gsre3acJaxhGBa0S]{Word of Death}

GM Intrusions: The spell goes wrong. The summoned creature turns on the caster. A rival spellcaster is drawn to the magic use.

Masters the Swarm

Insects. Rats. Bats. Even birds. You master one type of small creature that obeys you.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.ZEcFnsNXgcozJElT]{Influence Swarm}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.hIxPlDRbNqallNiu]{Control Swarm}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.CEscdPwUrBpzUeS0]{Living Armor} or @UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.gLxVxCSix441TyKq]{Call Swarm}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.rUzrjRuT2nfEdCaJ]{Gain Unusual Companion}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.iQhBPww1s4wRZcDz]{Deadly Swarm} or @UUID[Compendium.cyphersystem-compendium.abilities.CtRvLxfUlCynJv1B]{Skill With Defense}

GM Intrusions: A command is misunderstood. Control is erratic or is lost. Bites and stings are not uncommon for masters of the swarm.

Masters Weaponry

You are a master user of a particular type of weapon, be it a sword, whip, dagger, gun, or something else.

Someone who Masters Weaponry might have additional equipment, including a high- quality weapon.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.J0fj73TfCu4aSdVL]{Weapon Master}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.qBTIXXJt2Ahn8UYh]{Weapon Crafter}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.6Xs3fyaANQDWXRoc]{Weapon Defense}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.YA5P5CBNr5NSmY6z]{Rapid Attack} or @UUID[Compendium.cyphersystem-compendium.abilities.7rjeYt5hNhkvqK9w]{Disarming Strike}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.imWLlYQs4LTaCTdS]{Never Fumble}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.mhgFWIDr0QuCHRIF]{Extreme Mastery}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.KNElOxbWobS1ygLv]{Murderer} or @UUID[Compendium.cyphersystem-compendium.abilities.6P1CJvVMot3Y2xj0]{Deadly Strike}

GM Intrusions: Weapons break. Weapons can be stolen. Weapons can be dropped or forced out of your hand.

Metes Out Justice

You right wrongs, protect the innocent, and punish the guilty.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.Zu06akqnHdCvoR0W]{Make Judgment}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.tjxKTFdA8gqZDP90]{Designation}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.5jGN9GicKYIAneKQ]{Defend the Innocent}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.3fMzqFFQ1rLtbVrd]{Improved Designation}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.bz04IOSkdP3zcRMD]{Defend All the Innocent} or @UUID[Compendium.cyphersystem-compendium.abilities.iGRECL13bqrSSF7P]{Punish the Guilty}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.RESKINMA0INj60Rc]{Find the Guilty}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.QgnoEdKZ50u4JZoL]{Greater Designation}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.KVOFCKWKmUrqAe7v]{Punish All the Guilty}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.JH40M99RAN6IZWze]{Damn the Guilty} or @UUID[Compendium.cyphersystem-compendium.abilities.Kf09KYdZqG6dNTFC]{Inspire the Innocent}

GM Intrusions: Guilt or innocence can be complicated. Some people resent the presumption of a self-appointed judge. Passing judgment makes enemies.

Moves Like a Cat

Lithe, flexible, and graceful, you move quickly and smoothly, and never seem to be where danger is.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.Qsi6Iw5YCcY8jmNx]{Greater Enhanced Speed}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.tJiXzKX4gf0GNV6V]{Balance}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.tC7wmZwlZcQy5Vd0]{Movement Skills}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.g0Ewv5wBooSFYOlH]{Safe Fall}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.leUaFf4AxYJwwOHt]{Hard to Hit}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.QH3l6ojVnasZm5U8]{Enhanced Speed Edge} or @UUID[Compendium.cyphersystem-compendium.abilities.Qsi6Iw5YCcY8jmNx]{Greater Enhanced Speed}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.JlYk5UNZEUzzO8Js]{Quick Strike}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.2CrV3a9S1yzOXBOJ]{Slippery}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.mSNoWynky7DMz7ln]{Perfect Speed Burst} or @UUID[Compendium.cyphersystem-compendium.abilities.Qsi6Iw5YCcY8jmNx]{Greater Enhanced Speed}

GM Intrusions: Even a cat can be clumsy. A jump isn’t quite as easy as it looks. An escape move is so overzealous that it sends the character right into harm’s way.

Moves Like the Wind

You can move so fast that you become a blur.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.Qsi6Iw5YCcY8jmNx]{Greater Enhanced Speed}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.Sg5WeSF04CYNEecl]{Fleet of Foot}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.leUaFf4AxYJwwOHt]{Hard to Hit}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.8LHIZs9gEAd02tId]{Speed Burst} or @UUID[Compendium.cyphersystem-compendium.abilities.Qsi6Iw5YCcY8jmNx]{Greater Enhanced Speed}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.Zps9ZUc9RD1mRDEK]{Blink of an Eye}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.NhNvpbUWNRIFEm8b]{Hard to See}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.mSNoWynky7DMz7ln]{Perfect Speed Burst} or @UUID[Compendium.cyphersystem-compendium.abilities.0wVk3CszKCJQfp0Q]{Incredible Running Speed}

GM Intrusions: Surfaces can be slick or offer hidden obstacles. The movement of other creatures can be unpredictable, and the character might run into them.

Murders

You’re an assassin, whether by trade, by inclination, or because it was that or be killed yourself. (Someone who Murders might have additional equipment, including three doses of a level 2 blade poison that inflicts 5 points of damage.)

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.uG2ACHNAPoZirp0b]{Surprise Attack}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.rYaAyFLmCAAwZi0s]{Assassin Skills}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.y2eUnbkzxOeoe9w6]{Quick Death}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.369RISHwqzRXkwEG]{Infiltrator}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.ZB80ZclRSzEcr4o1]{Awareness} or @UUID[Compendium.cyphersystem-compendium.abilities.AQQzctwqPJPUTRbb]{Poison Crafter}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.tbeFzIPGuAjRBpKM]{Better Surprise Attack}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.UlQ7w5iD57Hfdzce]{Damage Dealer}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.FzJe2XEwhtUajTWI]{Escape Plan} or @UUID[Compendium.cyphersystem-compendium.abilities.KNElOxbWobS1ygLv]{Murderer}

GM Intrusions: Most people do not react well to a professional killer.

Needs No Weapon

Powerful punches, kicks, elbows, knees, and full body movements are all the weapons you need.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.Hgr8QZmzjXmYorfs]{Fists of Fury}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.K33ayv0NcktuV53N]{Flesh of Stone}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.p61Ycyc7lVZQXupO]{Advantage to Disadvantage}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.JJKRrcU5L1yM9y90]{Unarmed Fighting Style}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.mGv7zlZu1wtNCQXQ]{Moving Like Water} or @UUID[Compendium.cyphersystem-compendium.abilities.4necR0YTsaij4ojD]{Greater Enhanced Potential}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.LODZEYtmmBN5D9zZ]{Divert Attacks}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.eQIPJk2xcFGfDr3H]{Stun Attack}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.S4PaEqmYjg4TGoG3]{Master of Unarmed Fighting Style} or @UUID[Compendium.cyphersystem-compendium.abilities.58CLKxSLgaT6W6Cj]{Lethal Damage}

GM Intrusions: Striking certain foes hurts you as much as it hurts them. Opponents with weapons have greater reach. Complicated martial arts moves can knock you off balance.

Never Says Die

You never quit, can shrug off a beating, and always come back for more.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.UtFc3e4grYyCQneH]{Improved Recovery}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.wXV7JxEmZDlBvRKO]{Push on Through}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.JuOmZXMt1T3tQUZ8]{Ignore the Pain}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.R0UuZ32vmmeFbSMV]{Blood Fever} or @UUID[Compendium.cyphersystem-compendium.abilities.sPheWt9emoY3PCA8]{Hidden Reserves}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.iyM2N9G0RLlj6BZ7]{Increasing Determination} or @UUID[Compendium.cyphersystem-compendium.abilities.3VJyYtECl0wKQj2p]{Outlast the Foe}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.sbGo2i4oqy1aUeQ6]{Not Dead Yet}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.5HNZcrij9mgEmvAR]{Final Defiance} or @UUID[Compendium.cyphersystem-compendium.abilities.NMgopYfoagESHtea]{Ignore Affliction}

GM Intrusions: Sometimes, it’s equipment or weapons that give out.

Operates Undercover

Under the guise of someone else, you seek to find answers the powerful do not want divulged.

Someone who Operates Undercover might have additional equipment that includes a disguise kit.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.PK6oiYXgdP7KaGgi]{Investigate}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.eYHlYyVDj3odrAFJ]{Disguise}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.6ILcTvACqDdLVpc8]{Agent Provocateur} or @UUID[Compendium.cyphersystem-compendium.abilities.ZuX6gykVtKxiBAxR]{Run and Fight}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.MzKqElUHuTtHkV7D]{Pull a Fast One}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.bgaCXtvlT0zWmAIA]{Using What’s Available}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.V7npSeuqG3JI4Dvv]{Trust to Luck} or @UUID[Compendium.cyphersystem-compendium.abilities.6P1CJvVMot3Y2xj0]{Deadly Strike}

GM Intrusions: Bad luck can ruin the best plans. Disguises fail. Allies are revealed to be agents, too.

Performs Feats of Strength

A muscled prodigy, you can haul incredible weight, hurl your body through the air, and punch through doors.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.cpXOBSLY03j89yOy]{Athlete}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.g1t5TxZXsNovIVTn]{Enhanced Might Edge}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.YQEECpNwDSFCFnCN]{Feat of Strength}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.PYD24TjoDAqbKAj8]{Iron Fist} or @UUID[Compendium.cyphersystem-compendium.abilities.WuNUt6ltWGDdjNLS]{Throw}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.R9KnCCvGoEHvV1p0]{Greater Enhanced Might}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.ARiNuZrnfFCvZAFd]{Brute Strike}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.R9KnCCvGoEHvV1p0]{Greater Enhanced Might} or @UUID[Compendium.cyphersystem-compendium.abilities.IFb8NX06xgWM7H98]{Jump Attack}

GM Intrusions: It’s easy to break delicate things or hurt someone accidentally.

Pilots Starcraft

You’re a crack starship pilot.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.Kk5nnC1EcYtqc3Fu]{Pilot}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.QgCWZia7gFicmEJr]{Flex Lore}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.h3G0Ven2SoaPCbk4]{Salvage and Comfort}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.hGbNYgkuIiZHomcJ]{Mentally Tough}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.12xO8QaEsTvEFUvY]{Expert Pilot}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.hIy0GMeL8WALvhEb]{Ship Footing} or @UUID[Compendium.cyphersystem-compendium.abilities.XkFsMa9e9IY2FRcN]{Machine Companion}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.x7YnN02GiwDQ09km]{Sensor Array}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.tuofJSTVjOEwRUem]{Enhanced Speed}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.YWMUeaNzao8n8pAc]{Like the Back of Your Hand}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.0q9alvmsQKKViN0r]{Incomparable Pilot}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.Yo2Z3EdYjx88jYnp]{Remote Control} or @UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks}

GM Intrusions: Starcraft get lost, break down, and are attacked in space. An alien stowaway is found.

Plays Too Many Games

Lessons, reflexes, and strategies you’ve learned by playing too many games have applications in the real world, where people who don’t play enough toil and live their dreary lives.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.qpBv7OxAcMAAtY2M]{Game Lessons}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.p3kh3XKzetkJTG1J]{Gamer}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.qEzcqbNhuJQuBagn]{Zero Dark Eyes}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.pMQT2QIL38XlhkxB]{Resist Tricks}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.QDSSTe5EGrBHjtnL]{Sniper’s Aim} or @UUID[Compendium.cyphersystem-compendium.abilities.QH3l6ojVnasZm5U8]{Enhanced Speed Edge}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.R9WffstnihzBuuvW]{Mind Games}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.7GsuhcRTpDX0d1em]{Enhanced Intellect}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.W0Jw19mWIycjIgmo]{Gamer’s Fortitude}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.laxdkyrDuOhxfWKc]{Mind Surge} or @UUID[Compendium.cyphersystem-compendium.abilities.dIUTe5O1jeA47zps]{Gaming God}

GM Intrusions: Missed attacks strike the wrong target. Equipment breaks. Sometimes people react negatively to someone who has lived most of their life in imaginary game worlds.

Rages

When you go berserk, everyone fears you.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.YGsGHp1rbu3Z7Kdd]{Frenzy}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.R9KnCCvGoEHvV1p0]{Greater Enhanced Might}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.tC7wmZwlZcQy5Vd0]{Movement Skills}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.NoC3yuqxU8yhPf47]{Power Strike} or @UUID[Compendium.cyphersystem-compendium.abilities.zEkA8MhrnJ5p9Io6]{Unarmored Fighter}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.hAVC1FOl7hwnuBpC]{Greater Frenzy}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.ltAq7qr8aaalOtJp]{Attack and Attack Again}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.4necR0YTsaij4ojD]{Greater Enhanced Potential} or @UUID[Compendium.cyphersystem-compendium.abilities.58CLKxSLgaT6W6Cj]{Lethal Damage}

GM Intrusions: It’s easy for a berserker to lose control and attack friend as well as foe.

Rides the Lightning

You create and discharge electrical power.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.3btRIiWxY8oMcVMo]{Shock}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.essJhO2eqoHmIQaa]{Charge}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.uh1t4rnkZ2jOCjHJ]{Bolt Rider}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.76HF09q7MdGek863]{Electric Armor} or @UUID[Compendium.cyphersystem-compendium.abilities.A6H8xi93t6Zrexz9]{Drain Charge}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.YDKULtvV0pMJDxi2]{Bolts of Power}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.etGUYa9dQSvjLvXX]{Electrical Flight}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.2TaqNf6bhxijKELX]{Flash Across the Miles} or @UUID[Compendium.cyphersystem-compendium.abilities.Bny0sFdqf40pJeOp]{Wall of Lightning}

GM Intrusions: Targets other than those intended are shocked. Objects explode.

Runs Away

Your first instinct is to run from danger, and you’ve gotten very good at it.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.10EqPrn9aONinEfm]{Go Defensive}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.tuofJSTVjOEwRUem]{Enhanced Speed}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.QVPmLa6CKwmH6vJZ]{Quick to Flee}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.0wVk3CszKCJQfp0Q]{Incredible Running Speed} or @UUID[Compendium.cyphersystem-compendium.abilities.Qsi6Iw5YCcY8jmNx]{Greater Enhanced Speed}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.iyM2N9G0RLlj6BZ7]{Increasing Determination}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.Mac5S0sQe9Muf4Mv]{Quick Wits}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.U33DbRwloywFlYfi]{Go to Ground}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.hKhwP85QeRGPW03G]{Burst of Escape} or @UUID[Compendium.cyphersystem-compendium.abilities.CtRvLxfUlCynJv1B]{Skill With Defense}

GM Intrusions: Quick movements sometimes lead to dropped items, slipping on uneven ground, or going the wrong way by accident.

Sailed Beneath the Jolly Roger

You sailed with a crew of dread pirates, but you’ve decided to end your days as a pirate and join some other cause. The question is, will your past let you go so easily?

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.JuOmZXMt1T3tQUZ8]{Ignore the Pain}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.IYt42xzsjesQyEfT]{Sailor}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.B4U7RiMrZElfOQyj]{Taking Advantage}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.1POQ4sFW5DLrmXhn]{Fearsome Reputation}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks} or @UUID[Compendium.cyphersystem-compendium.abilities.CtRvLxfUlCynJv1B]{Skill With Defense}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.oCcnXLYQy9DjwPJC]{Sea Legs}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.tC7wmZwlZcQy5Vd0]{Movement Skills}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.5rgcPJXpCcB5VJ1m]{Lost in the Chaos}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.AsmIgvoIRPEtuzkh]{Duel to the Death} or @UUID[Compendium.cyphersystem-compendium.abilities.36nlDXhOP5e5dfns]{Successive Attack}

GM Intrusions: The dangers of the high seas are many, including severe storms and disease. Other pirates sometimes get ahead through betrayal. A pirate tracks down former sailing mates to find hidden treasure.

Scavenges

When not running and hiding, you sift the ruins of civilization for useful remnants to ensure your survival.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.OjGaIl0JEepjDrla]{Post-Apocalyptic Survivor}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.ZOfmWQFbwSJQB4wm]{Ruin Lore}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.IswvUEdCBBZDRme6]{Junkmonger}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.B4U7RiMrZElfOQyj]{Taking Advantage} or @UUID[Compendium.cyphersystem-compendium.abilities.b776WTF2u1roh3n0]{Incredible Health}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.YID6zEB7KkHGYAlD]{Know Where to Look}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.EjBzy1Ue1AA8i6ry]{Recycled Cyphers}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.MJE1k2RmCM6HRwFV]{Artifact Scavenger} or @UUID[Compendium.cyphersystem-compendium.abilities.cbXNxvPdWEbKF6nA]{Reactive Field}

GM Intrusions: An item made with recycled junk breaks. Someone shows up claiming that the useful item or piece of junk scavenged belongs to them. A recycled cypher explodes.

Sees Beyond

You have a psychic sense that allows you to see what others cannot.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.jq6Wm9xYxJA0bRaR]{See the Unseen}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.rYyymKUc0QKWdNsy]{See Through Matter}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.Mu5knvNfGyaeaiTB]{Find the Hidden} or @UUID[Compendium.cyphersystem-compendium.abilities.bzy1KzO0oPmZGu2b]{Sensor}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.KBjSpuK7XJc1abJv]{Remote Viewing}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.PazO9rJ2YoE8VEUw]{See Through Time}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.lL7QywDGOszTIJCE]{Mental Projection} or @UUID[Compendium.cyphersystem-compendium.abilities.RE24qvMuPhasaCP3]{Total Awareness}

GM Intrusions: Some secrets are too terrible to know.

Separates Mind From Body

You can project your mind out of your body to see faraway places and learn secrets that would otherwise remain hidden.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.WgjatSOUT6pT02A7]{Third Eye}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.oTDJtTDkwxr5uSfU]{Open Mind}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.9sfX1SGtcQ17Uiny]{Sharp Senses}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.6X3BDWzVKsWltrtY]{Roaming Third Eye} or @UUID[Compendium.cyphersystem-compendium.abilities.Mu5knvNfGyaeaiTB]{Find the Hidden}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.bzy1KzO0oPmZGu2b]{Sensor}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.miR0d91lKIfmBGdO]{Psychic Passenger}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.lL7QywDGOszTIJCE]{Mental Projection} or @UUID[Compendium.cyphersystem-compendium.abilities.eblwQ80CBlBdeUp5]{Improved Sensor}

GM Intrusions: Reuniting mind and body can sometimes be disorienting and require a character to spend a few moments to get their bearings.

Shepherds Spirits

Wandering souls, nature spirits, and elemental beings aid and support you.

In some settings, the Shepherds Spirits focus applies to only one kind of spirit, such as spirits of the deceased, nature spirits, and so on.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.pHFFr4DkCythNc5n]{Question the Spirits}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.RkOvawhfH5MHQFOH]{Spirit Accomplice}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.dCQdSi11hJDyOSdD]{Command Spirit} or @UUID[Compendium.cyphersystem-compendium.abilities.LojkwDtb1gHLSB6A]{Preternatural Senses}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.OWVz2CkwLnCSJMdS]{Wraith Cloak}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.jVY1PTxvZvpjZILB]{Call Dead Spirit}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.ElsQU746B70tsPmZ]{Call Otherworldly Spirit} or @UUID[Compendium.cyphersystem-compendium.abilities.PvISXo6EQ2PmCGes]{Infuse Spirit}

GM Intrusions: Some people don’t trust those who deal with spirits. The dead sometimes don’t want shepherding.

Shepherds the Community

You keep the place where you live safe from all danger.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.op9VSx3NJT28UwTH]{Community Knowledge}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.ag3OU8JZuc769034]{Community Activist}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.6ZVINuyZm4jowRGt]{Shepherd’s Fury} or @UUID[Compendium.cyphersystem-compendium.abilities.CtRvLxfUlCynJv1B]{Skill With Defense}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.4necR0YTsaij4ojD]{Greater Enhanced Potential}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.N0OZaNOIbHTiWDL1]{Evasion}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.oroWEBbp3cvrYwH9]{Greater Skill With Attacks} or @UUID[Compendium.cyphersystem-compendium.abilities.xxavxLEaiVFug1D6]{Protective Wall}

GM Intrusions: People in the community misunderstand the character’s motives. Rivals try to oust the character.

Shreds the Walls of the World

Speed plus phasing gives you a unique ability to evade danger and simultaneously inflict damage.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.3t1QshyGYnCSo12z]{Phase Sprint}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.7f6ulMjWFw2BOK76]{Disrupting Touch}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.n81xGnZHydeXmIRc]{Scratch Existence}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.nEN2HYzlJWhonfmE]{Invisible Phasing} or @UUID[Compendium.cyphersystem-compendium.abilities.g0SqMvb020tiTQ48]{Walk Through Walls}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.rXUUDUJFKis8TpnL]{Phase Detonation}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.8yGwY0PvtF2ivdSn]{Very Long Sprinting}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.P9HlASUtyiOXghBZ]{Shred Existence} or @UUID[Compendium.cyphersystem-compendium.abilities.INdq5iQf5ECzRiNp]{Untouchable While Moving}

GM Intrusions: Moving so quickly while sprinting sometimes leads to stumbles on unexpected, exotic obstacles.

Siphons Power

You suck power out of machines and creatures alike in order to empower yourself.

Robots and other living machines should be treated as creatures, not machines, for the purposes of siphoning power from them.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.JyAovhallyh9m6oW]{Drain Machine}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.gWvMJQPBSmeaP8yN]{Drain Creature}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.wEj2uvWI3w0W9HWH]{Drain at a Distance} or @UUID[Compendium.cyphersystem-compendium.abilities.P73TBXcNDbZCVsdE]{Unraveling Consumption}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.gn1jtMLhp6qPNXUL]{Store Energy}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.4Xvgo62UVSOI9Acx]{Share the Power}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.Be1ehHb90jtLc8l0]{Explosive Release} or @UUID[Compendium.cyphersystem-compendium.abilities.xbYD729j3km6ZDCA]{Sun Siphon}

GM Intrusions: Drained power also transmits something unwanted—compulsions, afflictions, or alien thoughts. Siphoned power can overload the character, causing feedback.

Slays Monsters

You kill monsters.

Although wielding a sword in a setting where people usually do not carry such weapons is fine, you can change the Slays Monsters sword-related abilities to use a different weapon, such as a gun with silver bullets.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.WFK0xBSAIpD59va8]{Practiced With Swords}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.nW46hfygkxB7FW5m]{Monster Bane}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.PRW5MxW12oakmeHE]{Monster Lore}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.lw0otGU2Iaorppdc]{Will of Legend}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.gPqiQflb6Z3DXGVk]{Trained Slayer}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.HPIlAWDGOQFw6yGm]{Improved Monster Bane} or @UUID[Compendium.cyphersystem-compendium.abilities.lwJAowJa4eKlcDjb]{Misdirect}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.5otvtHrbVXIh0N27]{Fight On}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.oroWEBbp3cvrYwH9]{Greater Skill With Attacks} (swords)

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.KNElOxbWobS1ygLv]{Murderer} or @UUID[Compendium.cyphersystem-compendium.abilities.VupBbHOJAX45Yazb]{Heroic Monster Bane}

GM Intrusions: The monster laid a trap or set an ambush. The monster has previously undisclosed abilities. The monster’s mother vows revenge.

Solves Mysteries

You’re a master of deduction, using evidence to find the answer.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.FzpkQwb1jA53bs1y]{Investigator}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.HWZ8mwAfZEu6r778]{Sleuth}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.7BkWiUHcUrcRIKqO]{Out of Harm’s Way}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.PlVEpuVxp9pGJSoa]{You Studied} or @UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.mL6Yae2CxgefOMHn]{Draw Conclusion}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.0f2qoQlYGRqgu0Nj]{Defuse Situation}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.wqUItgrYzBeMiAoB]{Seize the Initiative} or @UUID[Compendium.cyphersystem-compendium.abilities.nOuOE3EkrNr81pSq]{Greater Skill With Defense}

GM Intrusions: Evidence disappears, red herrings confuse, and witnesses lie. Initial research can be faulty.

Speaks for the Land

Your spiritual connection to nature and the environment grants you mystical abilities.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.0Wq39mJ9oXA415qx]{Seeds of Fury}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.8KYjSKp6ieQ8YXUy]{Wilderness Lore}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.zW0cZJQTR0tHUmn3]{Grasping Foliage}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.gT21nqWZ9Es576oC]{Soothe the Savage} or @UUID[Compendium.cyphersystem-compendium.abilities.OIk4usP2NFT0tDu7]{Communication}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.RfGCXsX7JXEr8fMw]{Moon Shape}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.UJpMPRD25O7HvhbV]{Insect Eruption}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.2lhnVWUMX1Nu6KVj]{Call the Storm} or @UUID[Compendium.cyphersystem-compendium.abilities.jhdgI9rV2mpH6JQU]{Earthquake}

GM Intrusions: An injured natural (but dangerous) creature is discovered. Someone’s poaching wildlife for their skins, leaving the carcasses to rot. A tree falls in the forest, one of the last elder trees.

Stands Like a Bastion

Your armor, along with your size, strength, incredible training, or machine enhancement, makes you difficult to move or hurt.

Some characters who Stand Like a Bastion might already be experts in armor. They can choose a different tier 1 ability instead of Practiced in Armor.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.o2ZDoteWQsFsqTJr]{Practiced in Armor}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.GlXd4oFI9Fqq3rAX]{Experienced Defender}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.mmg9XLzvfbP4ESGO]{Resist the Elements}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.27EOrq94WxqgBbWQ]{Unmovable}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.R9KnCCvGoEHvV1p0]{Greater Enhanced Might} or @UUID[Compendium.cyphersystem-compendium.abilities.yl2zo179wXZW5Xxc]{Practiced With All Weapons}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.YeOtzG5ksxonD5RS]{Living Wall}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.VsAP4JEe7W5gaGaG]{Hardiness}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.4k5JFV78A5SiPjFo]{Mastery in Armor}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.58CLKxSLgaT6W6Cj]{Lethal Damage} or @UUID[Compendium.cyphersystem-compendium.abilities.NKvNEjx64CcS3l13]{Shield Training}

GM Intrusions: Armor is damaged. Small foes conspire in ingenious ways.

Takes Animal Shape

A shapechanger who can take the form of various animals.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.rJ4ZXuIcz0knY41H]{Animal Shape}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.OIk4usP2NFT0tDu7]{Communication}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.Y4V4tXQ9lO0rMNKR]{Bigger Animal Shape} or @UUID[Compendium.cyphersystem-compendium.abilities.Ee8QC6fkRvD1yw6h]{Greater Beast Form} (works with Animal Shape)

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.gXiq1edSDteTcfGC]{Animal Scrying}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.KGzAHs3qln0fNDjt]{Hard to Kill}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.iX07Ltb1JYr1nMYM]{Blurring Speed} or @UUID[Compendium.cyphersystem-compendium.abilities.QZZXgZ6PF8Eccs74]{Lend Animal Shape}

GM Intrusions: The character unexpectedly changes form. An NPC is frightened by or aggressive toward the shapeshifter. The transformation takes longer than expected.

Talks to Machines

You use your organic brain like a computer, interfacing “wirelessly” with any electronic device. You can control and influence them in ways that others can’t.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.lzy1YbdIJxzNIHZq]{Machine Affinity}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.7nUj7rxq4Qwg4FUM]{Distant Interface}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.L3UjcLAFvS9MLWCu]{Coaxing Power}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.SeAlSU8Rim5CWsgV]{Charm Machine}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.2odkyEO8azxIZWYj]{Intelligent Interface} or @UUID[Compendium.cyphersystem-compendium.abilities.OE5yXpzWC8lSUmGX]{Command Machine}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.XkFsMa9e9IY2FRcN]{Machine Companion}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.NoKdHv0FSytZR4iF]{Robot Fighter}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.PLyxuOlieOGsJx4h]{Information Gathering}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.FxohCBSksJIu1BSA]{Control Machine} or @UUID[Compendium.cyphersystem-compendium.abilities.PKFz6WVsaKm5kIir]{Improved Machine Companion}

GM Intrusions: The machine malfunctions or acts unpredictably.

Throws With Deadly Accuracy

Everything that leaves your hand goes exactly where you’d like it to go and at the range and speed to make the perfect impact.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.XAXJ3mFGdDv0fXLP]{Precision}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.PlTtlXeugIljHFVg]{Careful Aim}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.yszDDDpH6m16dEoV]{Quick Throw} or @UUID[Compendium.cyphersystem-compendium.abilities.CtRvLxfUlCynJv1B]{Skill With Defense}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.1L1uoad8vwgWxiyN]{Everything Is a Weapon}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.hbWaCBEfSMujqvDf]{Specialized Throwing}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.WW3QjCP5UJUsKBW3]{Whirlwind of Throws}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.58CLKxSLgaT6W6Cj]{Lethal Damage} or @UUID[Compendium.cyphersystem-compendium.abilities.LTqgcoprvBF2ZkdH]{Mastery With Defense}

GM Intrusions: Missed attacks strike the wrong target. Ricochets can be dangerous. Improvised weapons break.

Thunders

You emit destructive sound and manipulate soundscapes.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.uMaMKhemHmtlXDjT]{Thunder Beam}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.87SQGqcRavRZslAp]{Sound Conversion Barrier}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.KLFHpPR0MKLOWr8l]{Nullify Sound} or @UUID[Compendium.cyphersystem-compendium.abilities.EcOIgMC9c1IfSHsr]{Echolocation}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.znJCKr6PeEq4a0j5]{Shattering Shout}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.QZa9b5G80qxtoYqg]{Subsonic Rumble}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.B0dq2gW9gdA0PdzR]{Amplify Sounds}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.jhdgI9rV2mpH6JQU]{Earthquake} or @UUID[Compendium.cyphersystem-compendium.abilities.GlFT2ITvytQVWywQ]{Lethal Vibration}

GM Intrusions: Loud noises attract attention.

Travels Through Time

You can see through time, try to reach through it, and eventually even travel through it.

Although all character choices are subject to GM approval, Travels Through Time is a focus that the GM and player should probably have a long conversation about ahead of time, so the player knows the rules of time travel (if any) that exist in the GM’s setting. A character with this focus can drastically alter a setting, if the rules of time travel allow it.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.YD5gm0w3lqTSyO3V]{Anticipation}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.83y32UMQWshRvbDG]{See History}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.3wxiRMTCBZ4iNCHp]{Temporal Acceleration} or @UUID[Compendium.cyphersystem-compendium.abilities.l5vgtPP0LcsqGrzn]{Time Loop}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.0EhZzYdEhtCRnV4c]{Temporal Dislocation}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.OWRsjlf3ahyH9eez]{Time Doppelganger}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.U58ZQ1X3byfANn4W]{Call Through Time} or @UUID[Compendium.cyphersystem-compendium.abilities.lkO9VJhfOrgLY4g1]{Time Travel}

GM Intrusions: Paradoxes are created. Others remember past events differently.

Uses Wild Magic

You are a spellcaster who learns a variety of spells instead of focusing on just one kind of magic.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.Ub8NGsmH8NZcKguG]{Magical Repertoire}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.WvBcuYiFRM3KaTFj]{Cypher Casting}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.BPFjvh6nBN8bxk8T]{Expanded Repertoire}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.fQ3O3G7rFmv194uI]{Cypher Surge} or @UUID[Compendium.cyphersystem-compendium.abilities.Ax9HryNcPDei0g7t]{Faster Wild Magic}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.BPFjvh6nBN8bxk8T]{Expanded Repertoire}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.nfmwpxvs3RvednVI]{Magical Training}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.UNCbO4WGTB8ZubpZ]{Maximize Cypher} or @UUID[Compendium.cyphersystem-compendium.abilities.mz4KXXoQoHXyOBKI]{Wild Insight}

GM Intrusions: A spell performs erratically or rebounds upon the caster. Something interferes with preparing spells. Spellcasting attracts the attention of a powerful creature or potential rival. The cypher spell being cast is replaced with that of a random cypher.

Walks the Wild Woods

You are an adherent of nature magic who draws on the power and strength of trees.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.KqV5RSzOU3S3NK51]{Wilderness Life}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.SPTY1NXOvq2oRLJO]{Patient Recovery}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.ggQwr8b85bg7yzmK]{Wooden Body}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.c3GBVwgz9atmtbgI]{Tree Companion} or @UUID[Compendium.cyphersystem-compendium.abilities.CBdIPMJ2oOOesmod]{Wilderness Awareness}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.gQ9h8tGa60VLo6IH]{Tree Travel}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.mAc6hl4jKLZz84VK]{Great Tree}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.pBX1EYNVGutNx3b5]{Dreadwood} or @UUID[Compendium.cyphersystem-compendium.abilities.HUhj33woHX86SbX8]{Restorative Bloom}

GM Intrusions: A wooden character catches fire. A wild swing from a tree branch hits or trips an ally. Some trees have evil hearts and hate all walking things.

Was Foretold

You are the “chosen one,” and prophecy, prediction, prognostication, or some other method of determination expects great things of you one day.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.V765JZKDKQ00Buyn]{Interaction Skills}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.4p95GsynORh0Xd7X]{Knowing}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.Z7CKGOQWnfdNO885]{Destined for Greatness}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.zIYdniz9sjvAHsnX]{Overcome All Obstacles} or @UUID[Compendium.cyphersystem-compendium.abilities.5t5EIoGSan3pQ08D]{Hard-Won Resilience}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.WeMTxJElozl7OWdJ]{Center of Attention}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.cfR2uFYjteKAqsYw]{Show Them the Way}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.2uSx4ErQ9f2QLX5M]{As Foretold in Prophecy} or @UUID[Compendium.cyphersystem-compendium.abilities.4necR0YTsaij4ojD]{Greater Enhanced Potential}

GM Intrusions: An enemy described in prophecy appears. Unbelievers threaten to ruin the moment. The character gains a reputation in outside circles as a fraud.

Wears a Sheen of Ice

You command the wintery power of cold and ice.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.czVqoPjH98xaNY1d]{Ice Armor}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.nHqTzLHJrUWSAATM]{Frost Touch}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.BGMXK6VKNmp8M4A3]{Freezing Touch} or @UUID[Compendium.cyphersystem-compendium.abilities.7G8B9lfoVXkuxvKB]{Ice Creation}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.FuufiUyoLFbgBH5J]{Resilient Ice Armor}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.yEfkqXxmuQqlA6Fi]{Cold Burst}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.mvC2vboULutesBDu]{Ice Storm} or @UUID[Compendium.cyphersystem-compendium.abilities.EXrZLa3M8BK43qoi]{Winter Gauntlets}

GM Intrusions: Ice makes surfaces slippery. Extreme cold causes objects to crack and break.

Wears Power Armor

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.ClJUFnz8xBmP4a2l]{Powered Armor}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.wHcuP6T7Ti6j5Y8C]{Enhanced Might}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.YBMLX3Jm5oN79J6G]{Heads-Up Display}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.rqC9cEmRkvm29N56]{Fusion Armor} or @UUID[Compendium.cyphersystem-compendium.abilities.b776WTF2u1roh3n0]{Incredible Health}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.dCoCGVzWxIL9fIvH]{Force Blast}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.cTU70NgcebRlD7jI]{Field-Reinforced Armor}

Tier 6: Masterful Armor Modification (Jet Assisted Flight) or Masterful Armor Modification (Cypher Pod)

GM Intrusions: The armor won’t come off. The armor acts under its own power. The armor suffers a momentary power loss. NPCs are scared by the power armor.

Wields an Enchanted Weapon

You channel magic through or from a weapon to create a unique fighting style.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.OUOVkf3edHhnyRPk]{Enchanted Weapon}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.95judMTwajJoxNfy]{Innate Power}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.HVuhBuZVJkfYuGwp]{Charge Weapon}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.VNIcNhgET9z5MW5G]{Power Crash}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.YA5P5CBNr5NSmY6z]{Rapid Attack} or @UUID[Compendium.cyphersystem-compendium.abilities.Om3PoXrtnekrw0dF]{Throw Enchanted Weapon}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.I7ScLgI1tBhWCkwf]{Defending Weapon}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.RxI9TDy4wYR9eJKk]{Enchanted Movement}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.6P1CJvVMot3Y2xj0]{Deadly Strike} or @UUID[Compendium.cyphersystem-compendium.abilities.KDZeCZJxjCQzlTxA]{Spin Attack}

GM Intrusions: A weapon breaks or is dropped. The weapon loses its connection to you until you use an action to reestablish the attunement. The weapon’s energy discharges in an unexpected way.

Wields Two Weapons at Once

You bear steel with both hands, ready to take on any foe.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.NHns9zqufRvB3Tnl]{Dual Light Wield}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.Pu5XGGLI6cCp1EQd]{Double Strike}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.369RISHwqzRXkwEG]{Infiltrator}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.q9nALxXrBv5ubXaT]{Dual Medium Wield} or @UUID[Compendium.cyphersystem-compendium.abilities.rOxKh1Z7J686a0nv]{Precise Cut}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.gVOzzvxS6PPu8Ofy]{Dual Defense}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.3uGYyiXUUSz952zQ]{Dual Distraction}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.p1UMG2hrng7mLFDv]{Disarming Attack} or @UUID[Compendium.cyphersystem-compendium.abilities.KDZeCZJxjCQzlTxA]{Spin Attack}

GM Intrusions: A blade snaps in two or a weapon flies loose from its bearer’s grip.

Works for a Living

You take great satisfaction in a job well done, whether it’s coding, building houses, or mining asteroids.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.f7wLki6qjCNs2Ici]{Handy}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.CBGeAZSBuymzrxDz]{Muscles of Iron}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.RM8Fmu1IJwzBkjcM]{Eye for Detail} or @UUID[Compendium.cyphersystem-compendium.abilities.uhC4ubTGfhkNvIMX]{Improvise}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.wHcuP6T7Ti6j5Y8C]{Enhanced Might}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.t8wL47jk1KS4zapb]{Tough It Out}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.MdRdAc0qAWghMmlV]{Expert Skill}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.4necR0YTsaij4ojD]{Greater Enhanced Potential} or @UUID[Compendium.cyphersystem-compendium.abilities.5t5EIoGSan3pQ08D]{Hard-Won Resilience}

GM Intrusions: Repairs sometimes fail. Wiring can be tricky to decipher and still carry an electrical charge. Some people are rude to those who work for a living.

Works Miracles

You can heal others with a touch, alter time to help others, and are generally beloved by everyone.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.igGttY1Y2XbAx3qY]{Healing Touch}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.8mP69InEXQ4TB5BL]{Alleviate}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.rAmIxY5G1BK4ZMm7]{Font of Healing} or @UUID[Compendium.cyphersystem-compendium.abilities.7amEMbwK27v31Lt9]{Miraculous Health}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.FiSwskgQGBjp4IhZ]{Inspire Action}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.IN9qNZDx4sBKNr8n]{Undo}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.O2XHxUa2QNrliDMG]{Greater Healing Touch} or @UUID[Compendium.cyphersystem-compendium.abilities.ydmPM9m8nmmgvlXc]{Restore Life}

GM Intrusions: Attempts to heal might cause harm instead. A community or individual needs a healer so desperately that they hold one against their will.

Works the Back Alleys

You make your way unseen, stealing from the wealthy to achieve your ends.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.QAdh0yZBjJsHdJjD]{Stealth Skills}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.OFWQd2W52VAODeas]{Underworld Contacts}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.MzKqElUHuTtHkV7D]{Pull a Fast One} or @UUID[Compendium.cyphersystem-compendium.abilities.OtbS1NoVXK7mQLEe]{Guild Training}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.KM9qqjzJBJusQNkT]{Master Thief}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.xR2DkSqvAoR8Vtfn]{Dirty Fighter}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.QtpmHxblBqoQozbg]{Alley Rat} or @UUID[Compendium.cyphersystem-compendium.abilities.eepc8U2e178RDqBs]{All-Out Con}

GM Intrusions: Thieves are thrown in jail. Powerful enemies are made.

Works the System

You can exploit flaws in artificial systems, including but not limited to computer code.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.0V2NE0905wwYPRVo]{Hack the Impossible}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.JkiG6hpsfj1h6XRR]{Computer Programming}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.2CekF2lqwNrMyio0]{Connected}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.TmDavAL4vDxKjLBK]{Confidence Artist} or @UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.1fYBYD1EfA5z1NFl]{Confuse Enemy}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.jTiOQKW2QtXK8dmF]{Work the Friendship}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.HUVY2MA2CBegFhLY]{Call in Favor} or @UUID[Compendium.cyphersystem-compendium.abilities.4necR0YTsaij4ojD]{Greater Enhanced Potential}

GM Intrusions: Contacts sometimes have ulterior motives. Devices sometimes have failsafes or even traps.

Would Rather Be Reading

Books are your friends. What’s more important than knowledge? Nothing.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.vPraXsdXkCmaoBbI]{Knowledge Is Power}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.34Ycb9VK8JwHgSl4]{Greater Enhanced Intellect}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.wJSxVM8fWADJtTSd]{Applying Your Knowledge} or @UUID[Compendium.cyphersystem-compendium.abilities.dVh39nh5ARUxreUc]{Flex Skill}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.vPraXsdXkCmaoBbI]{Knowledge Is Power}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.wlkPdME0r3hx9VbE]{Knowing the Unknown}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.34Ycb9VK8JwHgSl4]{Greater Enhanced Intellect}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.vPraXsdXkCmaoBbI]{Knowledge Is Power}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.sq2JJtnRtSthJSYL]{Tower of Intellect} or @UUID[Compendium.cyphersystem-compendium.abilities.lbXg8UlSCG23yxO4]{Read the Signs}

GM Intrusions: Books burn, get wet, or get lost. Computers break or lose power. Glasses break.

","markdown":""},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"ownership":{"default":-1},"flags":{}},{"sort":398438,"name":"Creating New Foci","type":"text","_id":"0VwlyyylqvFgJjZw","title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"

This section provides everything you need to create your own foci.

Every focus has an overarching style, whether that’s exploration, energy manipulation, or simply dealing a lot of damage in combat. These broad classifications are called focus categories.

Each focus category has an overarching theme, followed by selection guidelines that describe how to choose abilities for each tier from the Abilities chapter, from tier 1 to tier 6.

The newly created focus should be named in the form of a verb, like Controls Beasts or Abides in Stone. For instance, a fire-using focus created by following the guidelines in the energy manipulation focus category might be called Bears a Halo of Fire (one of the sample foci in this chapter). Alternatively, a new fire-using focus should get an all-new name like Stokes the Flames of the Apocalypse or Lights Fires With a Thought.

The ability selection guidelines invite you to choose an ability from one of three ranges: low tier, mid tier, and high tier. These ranges correspond with the power “grades” given for every ability. These abilities are further sorted into ability categories based on the kinds of things they do—abilities that improve physical attacks are in the attack skill category, abilities that assist allies are in the support category, and so on. Look for the grades and categories in the Ability Categories and Relative Power section of the Abilities chapter.

Low-tier abilities are best suited for focus options at tiers 1 and 2. Mid-tier abilities are best suited for focus options at tiers 3 and 4. High-tier abilities are best suited for focus options at tiers 5 and 6.

That said, sometimes you’ll find it appropriate to assign a low-tier ability at tier 3 or 4, or maybe a mid-tier ability at tier 1 or 2. Do so sparingly, but don’t rule it out. It might be the only way to get all the abilities you want for the focus you’re building. Higher-tier abilities usually cost more Pool points to use. So if a mid-tier ability is made available at tier 1 or 2, or a high-tier ability is made available at tier 3 or 4, the higher cost will be a balancing factor.

Balancing Abilities

The guidelines within each category go a long way toward ensuring that the focus you build will be balanced. Sometimes it might be appropriate to grant a low-power ability along with a regular ability at a given tier, depending on the needs of the focus. A “low-power ability” is deliberately open for GM interpretation, but generally speaking, should be no more potent than a low-tier ability (that is, an ability that is normally available at tier 1 or 2).

For instance, someone who uses cold might be able to create small snow sculptures in addition to emitting a cold ray. Someone who uses electricity might be able to charge a depleted artifact or have an asset for dealing with electrical systems. And so on.

Often, the focus guidelines note this as a possibility. However, you have great leeway in deciding if a focus needs an additional ability, even if the guidelines for that tier don’t indicate one. If you do add an ability, or there is a
higher-power ability at a tier that normally shouldn’t have it, it might mean that the choice given at the next tier, or the previous tier, isn’t quite as good. Balancing a focus is a bit of an art. Resist the urge to overpower the focus, but don’t underpower it, either.

Each focus category provides a guideline for what kind of ability you should select at every tier. But don’t regard the guidelines as something that you can’t vary. They’re not prescriptive; they’re just a place to start. You might want to vary the kind of ability at a particular tier that isn’t indicated in the guidelines. As long as the chosen ability falls within the expected power curve for that tier, it’s fine. The guideline isn’t meant to be a straitjacket.

For example, if you’re building a cold-using focus for a game set in a fantasy genre, you may decide that an ability that calls up a demon is a better choice at a particular tier than an ability that does damage in an area, which is what the tier 5 guideline for energy manipulation calls for. Making the change is probably especially valid if you call your new focus something like Channels the Ninth Circle.

Ability Swap

If you’re creating a focus and you think it should provide a suite of abilities at first tier that would mechanically overload it, you have the option to add one as a “swap” ability. Doing so is as easy as allowing a character to swap out one of their type abilities for an indicated low-tier focus ability. The ability is gained instead of one of the abilities normally granted by the character’s type.

Concept and Category

Choosing to create a focus that uses a particular concept—say, creating illusions—doesn’t lock you into creating a focus within a particular category—in this case, environment manipulation. A focus can be constructed in a variety of ways using a particular energy, tool, or concept, each ultimately leading to a focus that provides different results. It all depends on your ends. In this case, creating illusions might be used to sway others, which argues for a focus built using the influence category guidelines.

In the same way, if a focus grants a character the ability to call some kind of force or energy, that doesn’t mean the focus should automatically be built using the energy manipulation category guidelines (though of course it could, if attacking and protecting yourself with that energy is the point). But a focus could be built that grants abilities to call energy or force that is primarily focused on durability, suggesting a tank combat focus (someone who can take a lot of punishment in a fight); or blasting away with a main concern for maximizing damage, thus suggesting a striker combat focus; or creating a follower composed of that energy or force, suggesting an ally use focus (that is, someone who uses helping creatures, NPCs, or even duplicate versions of themselves to give them a leg up).

Here’s another example: the focus Controls Gravity could conceivably be an environment manipulation focus or an energy manipulation focus. It depends on whether the focus is more concerned with crushing and holding things in place (environment manipulation) or on blasting things and protecting yourself with gravity (energy manipulation).

The same malleability of concept holds true in other realms. For instance, if someone is able to call up and mold raw earth, they might use it to transform themselves into a being of stone (tank combat), to batter foes (striker combat), or to create walls, barricades, and shields to protect their allies (support).

If you’re looking for an ability and can’t seem to find the right one in the vast catalog in the Abilities chapter, consider reskinning one to make it seem new (and to accomplish what you need). Reskinning means that you use the underlying mechanics of an ability as written but change the flavor in some fashion. For instance, maybe you’re creating a new earth-moving focus but can’t find enough earth-related abilities to meet your need. It’s easy enough to change up other abilities so they use earth instead of fire, cold, or magnetism. For instance, Wings of Fire might become Wings of Earth, Ice Armor could become Earth Armor, and so on. These alterations change nothing except the type of damage and any knock-on effects (for instance, Wings of Earth might generate clouds of dust in their wake).

Abilities That Reference Other Abilities

Some abilities in the Abilities chapter reference other abilities. If you select an ability for your focus or type that refers to or modifies a lower-tier ability, also include that lower-tier ability in your type or focus as a selection a PC can make at a lower tier.

Creating Brand-New Abilities

You can go further than reskinning and create one or more brand-new abilities. When doing this, try to find something as close as possible to the effect you want, then use it as a template. In any case, deciding how much an ability should cost when it comes to a character’s Pool is one of the most important aspects of getting an ability right.

You may notice that higher-tier abilities are more expensive. This is partly because they do more, but it’s also because higher-tier characters have more Edge than lower-tier characters, which means they pay fewer points from their relevant Pools. A third-tier character with 3 Edge in a relevant Pool pays no cost for abilities that cost 3 or fewer points. That’s great for lower-tier abilities, but you’ll usually want a character to think a little bit about how often to use their most powerful abilities. That means they should cost at least 1 point more than the Edge the character is likely to have at that tier. (Often, a character will have an Edge in their relevant Pool equal to their tier.)

As a good rule of thumb, a typical ability should cost points equal to its tier.

Choose GM Intrusions

Think about the kinds of things that might surprise, alarm, or go catastrophically wrong for someone with the new focus being created, and assign it as a GM intrusion for that focus. Of course, this often is done on the fly during the game. But giving the topic some thought while the focus is being constructed and the ideas are fresh in your head is likely to yield some particularly devilish options.

Focus Categories

Ally Use

Foci that prioritize providing NPC followers to the character are ally use foci. The followers give aid to the PC in a variety of ways, but at base they usually provide an asset to the character’s actions.

Multiple potential themes exist within the ally use category, from abilities that allow a character to summon or craft allies to those that allow them to attract allies through fame, magic, or essential authority or charisma.

Connection: Choose four relevant connections from the Focus Connections list.

Additional Equipment: Any object necessary for the character to keep an ally. For instance, someone with a focus that uses super-science to create robot allies would require tools to build and repair those allies. Some foci in this category don’t require anything to gain or retain their benefits.

Minor Effect Suggestions: The NPC ally’s tasks are eased on its next turn.

Major Effect Suggestions: The NPC ally gains an immediate extra action.

The following are examples and not meant to provide a complete list of all possible foci in this category.

@UUID[.9x56c0G5TMOl1Arn#builds-robots]{Builds Robots} @UUID[.9x56c0G5TMOl1Arn#consorts-with-the-dead]{Consorts With the Dead} @UUID[.9x56c0G5TMOl1Arn#controls-beasts]{Controls Beasts} @UUID[.9x56c0G5TMOl1Arn#exists-in-two-places-at-once]{Exists in Two Places at Once} @UUID[.9x56c0G5TMOl1Arn#leads]{Leads} @UUID[.9x56c0G5TMOl1Arn#masters-the-swarm]{Masters the Swarm} @UUID[.9x56c0G5TMOl1Arn#shepherds-spirits]{Shepherds Spirits}

Ability Selection Guidelines

Tier 1: Choose a low-tier ability that grants a level 2 NPC follower to the character, or gives a similar benefit provided by an NPC. Alternatively, lay the groundwork for gaining such NPC allies at higher tiers by choosing an ability that gives the character influence over others.

Sometimes an additional low-power ability is appropriate, depending on the focus. Often, this is an ability that grants skill training in a related area of knowledge or a related skill. For instance, training in a skill related to the kind of NPC follower the character gains would be appropriate.

Tier 2: Choose a low-tier ability that grants influence over similar kinds of NPCs as the follower gained at the previous tier. If no follower was gained at the previous tier, this ability should provide that benefit now.

Sometimes a secondary ability might be appropriate in addition to the ability provided above, perhaps a low-power ability that grants 2 or 3 points to a Pool.

Tier 3: Choose two mid-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One option should be a mid-tier ability that improves the NPC follower previously provided (usually from level 2 to level 3) or grants an additional follower.

The other option should be something that benefits the character—perhaps an offensive or defensive ability, or something that broadens their influence over their followers (or potential followers).

Tier 4: Choose a mid-tier ability that gives the character an offensive or defensive capability if they haven’t previously gained one, preferably within the theme of the focus. For instance, if the character gains followers because of their charisma, this ability might let them command foes for brief periods. If the character gains followers by building or calling them, this ability might let them affect entities of the same type that are not already their followers.

Alternatively, this ability might further improve a previously gained follower from level 3 to level 4, or grant an additional follower.

Tier 5: Choose an ability that improves the character by providing a defense, an improved stat Pool, or another kind of protection.

Alternatively, this ability could open a new front in influencing and calling NPC allies related to the focus’s theme. For instance, someone who keeps beast allies might gain an ability to call a horde of lesser beasts. Someone who builds robots might gain an ability to build several lesser robot helpers. And so on.

Finally, this ability might improve a previously gained follower to level 5.

Tier 6: Choose two high-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One of the abilities should improve a previously gained follower to level 5, if that wasn’t already provided at tier 5. If that’s the case, this ability might be provided in addition to two other related abilities.

Another high-tier option could provide a handful of level 3 followers to the character.

The last high-tier ability could open a new front in influencing and calling NPC allies related to the focus’s theme. For instance, someone who gains followers through high charisma and training might gain an ability to learn otherwise impossible-to-glean information.

Basic

Foci that rely mostly on providing skill training, assets to tasks, and bumps to stat Pools and Edge in order to improve a character fall within the basic category. An overarching theme is also included, as with most of the other categories, that makes sense of the various basic abilities provided.

In addition, because the benefits provided by such foci are mostly straightforward (usually with a few exceptions), most basic foci would also be appropriate for non-fantastic campaigns where magic, super-science, or psychic abilities normally don’t come into play. That said, just because the abilities granted by basic foci are straightforward doesn’t mean they are not potent when combined with the abilities granted by type, descriptor, cyphers, and other character aspects.

Connection: Choose four relevant connections from the Focus Connections list.

Additional Equipment: Any object necessary to fulfill the overarching theme of the focus. For instance, a focus called Would Rather Be Reading should grant a handful of books to the character. A focus called Works for a Living should provide a set of tools.

Minor Effect Suggestions: Next action is eased.

Major Effect Suggestions: Make a free, no-action recovery roll that doesn’t count against daily recovery rolls.

The following are examples and not meant to provide a complete list of all possible foci in this category.

@UUID[.9x56c0G5TMOl1Arn#doesnt-do-much]{Doesn’t Do Much} @UUID[.9x56c0G5TMOl1Arn#interprets-the-law]{Interprets the Law} @UUID[.9x56c0G5TMOl1Arn#learns-quickly]{Learns Quickly} @UUID[.9x56c0G5TMOl1Arn#works-for-a-living]{Works for a Living} @UUID[.9x56c0G5TMOl1Arn#would-rather-be-reading]{Would Rather Be Reading}

Ability Selection Guidelines

Tier 1: Choose an ability that grants training or an asset to skills associated with the focus’s theme, or that grants 5 or 6 points to a particular Pool.

Alternatively, choose an ability that grants only 2 or 3 points to a particular Pool and an ability that provides training or an asset to just one task.

Tier 2: Choose whichever kind of ability wasn’t chosen at tier 1.

Tier 3: Choose two mid-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One option should be a non-fantastic ability that improves the character’s abilities within the focus’s theme. For instance, if the theme involves paying attention in some fashion, an information-gathering ability might be appropriate.

The other option should be something that either improves the character’s Edge in an appropriate stat or provides the character with some kind of defense.

Tier 4: Choose another ability that grants additional training or an asset to skills associated with the focus’s theme, or that grants 5 or 6 points to a particular Pool best suited to the focus. Or choose two abilities that provide only 2 or 3 points plus another tier 4 ability that improves a single task or skill.

Alternatively, provide a branch-out ability suggested at tier 5.

Finally, if the focus has yet to grant some kind of defense, a defensive ability could be provided here.

Tier 5: Choose an ability that allows the character to branch out slightly—perhaps one like Expert Skill that allows them to automatically succeed on a task they’re trained in.

Alternatively, if a nonstandard benefit was provided at tier 4, provide the benefits suggested at tier 4 here.

Tier 6: Choose two high-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One option should be an ability that provides another 5 or 6 points to a particular Pool best suited to the focus, or that the character can divide up as they wish. Alternatively, training in offense or defense would also be appropriate.

The other tier 6 option should give the character a brand-new ability within their theme, but not one that strays into the realm of the fantastic. For instance, an ability that allows a character to take two actions instead of one would be reasonable. Granting additional training, assets, or Edge would also be fine.

Energy Manipulation

Energy manipulation foci offer abilities that can call fire, electricity, force, magnetism, or nonstandard forms of energy such as cold, stone, or something stranger like “void” or “shadow.” These abilities usually give a character a way to achieve something of a balance between attacking enemies and granting themselves or allies additional protection. The focus usually also offers abilities that provide other ways to use specific energy for things like transportation, creating large concentrations of energy that can affect multiple targets, or creating a temporary object or barrier of energy.

Connection: Choose four relevant connections from the Focus Connections list.

Additional Equipment: One or more pieces of equipment immune to the energy manipulated, which might be a set of clothes. Alternatively, something related to the energy being generated. Some foci in this category don’t require additional equipment.

Energy Abilities: If a character type grants special abilities that normally use some other kind of energy, they now produce the kind used by this focus. For example, if a character uses this focus to manipulate electricity, their force blasts become blasts of electricity. These alterations change nothing except the type of damage and any knock-on effects (for instance, electricity might temporarily short out electronic systems).

Minor Effect Suggestions: The target or something near the target is hindered because of residual energy.

Major Effect Suggestions: An important item on the target’s person is destroyed.

The following are examples and not meant to provide a complete list of all possible foci in this category.

@UUID[.9x56c0G5TMOl1Arn#absorbs-energy]{Absorbs Energy} @UUID[.9x56c0G5TMOl1Arn#bears-a-halo-of-fire]{Bears a Halo of Fire} @UUID[.9x56c0G5TMOl1Arn#dances-with-dark-matter]{Dances With Dark Matter} @UUID[.9x56c0G5TMOl1Arn#rides-the-lightning]{Rides the Lightning} @UUID[.9x56c0G5TMOl1Arn#thunders]{Thunders} @UUID[.9x56c0G5TMOl1Arn#wears-a-sheen-of-ice]{Wears a Sheen of Ice}

Ability Selection Guidelines

Tier 1: Choose a low-tier ability that either inflicts damage or provides protection using the appropriate energy type in some fashion.

Sometimes an additional low-power ability is appropriate, depending on the energy type. For instance, a focus that manipulates cold might grant an ability to create snow sculptures. A focus that manipulates electricity might grant an ability to charge a depleted artifact or have an asset for dealing with electrical systems. A focus that absorbs energy might grant an ability to release it as a basic attack. And so on.

Tier 2: Choose whichever kind of ability wasn’t chosen at tier 1.

Tier 3: Choose two mid-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One option should be an ability that inflicts damage using the appropriate energy type (and possibly a related effect).

The other should grant enhanced movement by use of the appropriate energy type, give additional protection provided by the preferred energy, or use the energy in a completely new way, such as by draining the energy from a machine (if using electricity), entombing a victim in a layer of ice (if using cold), creating perfect silence (if using sound), creating a dazzling blast of illumination (if using light), and so on.

Tier 4: Choose whichever kind of ability wasn’t chosen at tier 3.

Tier 5: Choose a high-tier ability that inflicts damage (and possibly a related effect) that can affect more than one target using the appropriate energy type, or an ability that uses the energy in some fashion not previously used, as described in tiers 3 and 6.

Tier 6: Choose two high-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One of the high-tier abilities should use the preferred energy to inflict a lot of damage to a single target or to several.

The other option should use the appropriate energy type to accomplish a task not previously provided by lower-tier abilities, such as fashioning a fiery follower (if using fire), teleporting a great distance as a blast of lightning (if using electricity), creating solid objects out of the energy, and so on.

Environment Manipulation

Foci that allow a character to move objects, affect gravity, create objects (or illusions of objects), and so on are environment manipulation foci. Given that, in many cases, energy is used as part of this process, this category and energy manipulation overlap to some extent. Environment manipulation foci prioritize abilities that indirectly affect enemies and allies via objects, forces, and alterations of the surroundings; energy manipulation foci prioritize directly damaging targets with the chosen energy or force.

For example, rather than blasting a foe with a gravity pulse that does damage, a character using an environment manipulation focus based on gravity is more likely to have abilities that hold a target in place, use gravity to throw heavy objects as an attack, or lower gravity in a particular area or even on a particular object.

Connection: Choose four relevant connections from the Focus Connections list.

Additional Equipment: Any object necessary to manipulate the surrounding environment. For instance, someone with a focus that grants the ability to craft objects would require basic tools. Some foci in this category don’t require anything to gain or retain their benefits.

Environment Manipulation Abilities: Foci themes that involve imagery or visible energies can affect the look of your type abilities. Such alterations, if any, do nothing but change the appearance of effects. If gravity is manipulated, perhaps a telltale bluish glow permeates all ability uses, including type abilities. If illusion is generated, perhaps flamboyant visual and auditory qualities accompany type abilities, such as the appearance of a tentacled beast holding a target in place when Stasis is used. And so on.

Minor Effect Suggestions: The target gets turned around, and its next attack is hindered.

Major Effect Suggestions: The character is refreshed and recovers 4 points to one Pool.

The following are examples and not meant to provide a complete list of all possible foci in this category.

@UUID[.9x56c0G5TMOl1Arn#awakens-dreams]{Awakens Dreams} @UUID[.9x56c0G5TMOl1Arn#blazes-with-radiance]{Blazes With Radiance} @UUID[.9x56c0G5TMOl1Arn#calculates-the-incalculable]{Calculates the Incalculable} @UUID[.9x56c0G5TMOl1Arn#controls-gravity]{Controls Gravity} @UUID[.9x56c0G5TMOl1Arn#crafts-illusions]{Crafts Illusions} @UUID[.9x56c0G5TMOl1Arn#crafts-unique-objects]{Crafts Unique Objects} @UUID[.9x56c0G5TMOl1Arn#employs-magnetism]{Employs Magnetism} @UUID[.9x56c0G5TMOl1Arn#focuses-mind-over-matter]{Focuses Mind Over Matter}

Ability Selection Guidelines

Tier 1: Choose a low-tier ability that grants a basic use of an ability that alters the environment (or predicts it) using the focus’s theme. For instance, a gravity-affecting focus might provide an ability that makes a target lighter or heavier. An
illusion-crafting focus might grant an ability that allows the creation of an image. An object-making focus might grant a basic proficiency in creating a particular kind of object. A predictive focus might calculate outcomes and provide the character with the benefits of that foreknowledge. And so on.

Sometimes an additional low-power ability is appropriate, depending on the focus. Often, this is an ability that grants skill training in a related area of knowledge.

Tier 2: Choose a low-tier ability that provides a new defensive or offensive capability related to the focus’s theme.

Alternatively, this ability might provide an additional or brand-new capability to manipulate the environment related to the focus’s theme.

Tier 3: Choose two mid-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One option should be a mid-tier ability related to the focus’s theme that provides an additional environment manipulation capacity or further improves the basic environment manipulation ability previously granted. This ability isn’t directly offensive or defensive, but provides either an all-new ability related to the basic ability, or one that increases the strength, range, or some other extension of the previously unlocked basic ability.

The other mid-tier option should provide an offensive or defensive ability related to the specific form of movement the focus provides, if possible.

Tier 4: Choose a mid-tier ability that is either an offensive or a defensive use of the ability, whichever one wasn’t chosen as an option in the previous tier.

Tier 5: Choose a high-tier penultimate use of the environment-manipulation ability. For instance, if the focus-granted manipulation is illusory, this ability might haunt a target with terrifying images. If the focus is gravity based, it might unlock flight. If magnetic, it might allow the user to reshape metal. If the focus grants telekinetic powers, this ability could allow a character to hurl massive objects at foes. And so on.

Tier 6: Choose two high-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One of the abilities should provide either an offensive or a defensive ability, opposite the ability provided at tier 4 (though high tier rather than mid tier).

The other option should be something that further explores the use of the basic environment manipulation capability. If the tier 5 choice was the penultimate ability, this might be an even better ultimate ability related to the kind of manipulation offered, or a different way of using that ability to unlock an as-yet-unexplored facet of the ability.

Exploration

Foci that allow a character to gather information, survive in unfamiliar environments, and find their way to new locations or track down particular creatures and foes are exploration foci. Surviving in unfamiliar environments requires a reasonable selection of defensive options; however, abilities that allow a character to find and learn are prioritized.

Exploration foci rely on a variety of methods, though training and expertise are the mainstays. Some methods require specific tools (such as a vehicle) to grant the benefits provided, while others might rely on the supernatural or
super-science to learn new things and explore strange places from afar.

Connection: Choose four relevant connections from the Focus Connections list.

Additional Equipment: Any object necessary to explore. For instance, starting maps and/or
a compass would be basic equipment, while someone who uses psychic abilities might require a mirror or crystal sphere to gaze into. Equipment might also include access to a vehicle required for exploration, as previously noted.

Minor Effect Suggestions: You have an asset on any action that involves using your senses, such as perceiving or attacking, until the end of the next round.

Major Effect Suggestions: Your Intellect Edge increases by 1 until the end of the next round.

The following are examples and not meant to provide a complete list of all possible foci in this category.

@UUID[.9x56c0G5TMOl1Arn#explores-dark-places]{Explores Dark Places} @UUID[.9x56c0G5TMOl1Arn#infiltrates]{Infiltrates} @UUID[.9x56c0G5TMOl1Arn#operates-undercover]{Operates Undercover} @UUID[.9x56c0G5TMOl1Arn#pilots-starcraft]{Pilots Starcraft} @UUID[.9x56c0G5TMOl1Arn#sees-beyond]{Sees Beyond} @UUID[.9x56c0G5TMOl1Arn#separates-mind-from-body]{Separates Mind From Body}

Ability Selection Guidelines

Tier 1: Choose a low-tier ability that grants the character basic exploratory, survival, or information-gathering capabilities within the focus’s theme.

Sometimes an additional low-power ability is appropriate, depending on the focus. Often, this is an ability that grants skill training in a related area of knowledge or a related skill (though this may already be covered in the main ability). Alternatively, it might offer a simple bonus of 2 or 3 points to the Might Pool.

Tier 2: Choose another low-tier ability that grants an additional capability related to exploration, survival, or information gathering.

For instance, a focus dedicated to surviving savage conditions might offer an ability (or two) that makes it easier to avoid natural hazards, poisons, difficult terrain, and so on. A focus dedicated to exploration of a particular area might grant abilities to gain access to that area, or a capability that others normally lack (like the ability to see in the dark).

Tier 3: Choose two mid-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One option should further improve the basic exploration ability granted, or give a new exploratory, survival, or information-gathering ability.

The other option should be something that benefits the character, either an offensive or defensive ability (especially if this focus hasn’t already granted that) or something that further broadens the character’s ability to explore in the focus’s chosen realm.

Tier 4: Choose a mid-tier offensive or defensive ability (whichever wasn’t offered at tier 3) that benefits the character. Alternatively, if offensive and defensive abilities are already well represented, choose a different mid-tier ability that broadens the character’s ability to explore, survive, or gather information.

Tier 5: Choose a high-tier ability that alleviates some of the penalties for exploring, surviving, or gathering information in a normally inhospitable place.

Tier 6: Choose two high-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One option should further improve the basic exploration-themed ability previously granted, or give a brand-new exploratory, survival, or information-gathering ability.

The other option should be something that benefits the character, either an offensive or defensive ability, or yet another ability that further broadens their capacity to explore in the focus’s chosen realm.

Influence

Foci that prioritize authority and influence—whether that’s to make people or machines do as commanded, to help others, or to rise to some other prestigious and significant position—fall within the influence category.

These foci grant influence through training and persuasion, by direct mental manipulation, by using fame to get people’s attention and influence their actions, or simply by knowing and learning things that affect later decisions. In this sense, the concept of influence is broad.

Connection: Choose four relevant connections from the Focus Connections list.

Additional Equipment: Any object necessary to achieve the influence suggested should be granted as additional equipment. Some influence foci don’t require anything to gain or retain their benefits.

Minor Effect Suggestions: The range or duration of the influencing ability is doubled.

Major Effect Suggestions: An ally or indicated target can take an additional action.

The following are examples and not meant to provide a complete list of all possible foci in this category.

@UUID[.9x56c0G5TMOl1Arn#commands-mental-powers]{Commands Mental Powers} @UUID[.9x56c0G5TMOl1Arn#conducts-weird-science]{Conducts Weird Science} @UUID[.9x56c0G5TMOl1Arn#fuses-mind-and-machine]{Fuses Mind and Machine} @UUID[.9x56c0G5TMOl1Arn#is-idolized-by-millions]{Is Idolized by Millions} @UUID[.9x56c0G5TMOl1Arn#solves-mysteries]{Solves Mysteries} @UUID[.9x56c0G5TMOl1Arn#talks-to-machines]{Talks to Machines} @UUID[.9x56c0G5TMOl1Arn#works-the-system]{Works the System}

Ability Selection Guidelines

Tier 1: Choose a low-tier ability that allows the character to learn something significant enough that they can choose a smart course of action (or use that knowledge to persuade or intimidate). How the character learns the information varies by the specifics of the focus. One character might do experiments to learn answers, another might open a telepathic link with others to trade information secretly and quickly, and still another might simply be trained in interaction tasks.

Sometimes an additional low-power ability is appropriate, depending on the focus. Often, this is an ability that grants skill training in a related area of knowledge.

Tier 2: Choose a low-tier ability that improves the character’s ability to apply influence. This might open an additional front on the focus’s basic theme or simply further enhance the basic ability already provided. For instance, this tier 2 ability could ease influence-related tasks by a few steps, allow a telepath to read the minds of others who have secrets they’d otherwise not reveal, or grant influence over physical objects (either to improve them or to learn more about them). And so on.

Tier 3: Choose two mid-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One option should provide an offensive or defensive capability related to the focus’s specific kind of influence, if possible. For instance, an inventor might create a serum that gives them increased abilities (which could be used for offense or defense), a telepath might have some method of blasting foes with mental energy, and someone with only the basic skills of debate and influence through fame might have to rely on weapon training or their entourage.

The other mid-tier option should provide an additional ability to influence in the theme of the focus, or further improve the basic influence ability previously granted. This option isn’t directly offensive or defensive, but provides either an all-new ability related to the basic ability, or increases the strength, range, or some other extension of the previously unlocked basic ability. For instance, a telepath might have a psychic suggestion ability.

Tier 4: Choose a mid-tier ability that is either an offensive or a defensive use of the influence ability, whichever one wasn’t chosen as an option in the previous tier.

Alternatively, this ability could grant an additional capability related to the kind of influence the focus provides.

Tier 5: Choose a high-tier penultimate use of the specific influence ability granted at lower tiers.

Alternatively, choose an ability not previously gained at a lower tier, one that opens a new front on the particular influence capability. For instance, if the focus-granted influence is telepathic, the tier 5 ability might allow a character to see into the future to gain assets for dealing with enemies (and allies).

Tier 6: Choose two high-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One of the options should provide either an offensive or a defensive ability, opposite the ability provided at tier 4 (though high tier rather than mid tier).

The other option should be something that further explores the use of the basic influence ability provided by the focus. If the tier 5 choice was the penultimate ability, this might be an even better ultimate ability related to the kind of influence used, or a different way of using that ability to unlock an as-yet-unexplored facet of the ability.

Irregular

Most foci have a basic theme, a “character story” that logically leads to a series of related abilities. However, certain foci themes are so wide that they don’t fit into any other category except an irregular one of their own.

Irregular foci provide a basket of disparate abilities. Usually that’s because the overarching theme is one that demands variability and access to several different kinds of abilities. Often, these foci are found in genres that suggest additional rule tweaks to leverage their use even further, such as power shifts in the superhero genre and spellcasting in the fantasy genre. However, other irregular foci are possible.

Connection: Choose four relevant connections from the Focus Connections list.

Additional Equipment: Any object necessary to the focus’s theme. For instance, a
superhero-themed focus might grant a superhero costume.

Minor Effect Suggestions: The target is also dazed for one round, during which time all of its tasks are hindered.

Major Effect Suggestions: The target is stunned and loses its next turn.

The following are examples and not meant to provide a complete list of all possible foci in this category.

@UUID[.9x56c0G5TMOl1Arn#channels-divine-blessings]{Channels Divine Blessings} @UUID[.9x56c0G5TMOl1Arn#descends-from-nobility]{Descends From Nobility} @UUID[.9x56c0G5TMOl1Arn#emerged-from-the-obelisk]{Emerged From the Obelisk} @UUID[.9x56c0G5TMOl1Arn#flies-faster-than-a-bullet]{Flies Faster Than a Bullet} @UUID[.9x56c0G5TMOl1Arn#masters-spells]{Masters Spells} @UUID[.9x56c0G5TMOl1Arn#speaks-for-the-land]{Speaks for the Land}

Ability Selection Guidelines

Tier 1: Choose a low-tier ability that grants one of the benefits the focus theme promises, one that a first-tier character should have.

Sometimes an additional low-power ability is appropriate, depending on the focus. Often, this is an ability that grants skill training in a related area of knowledge or a related skill. Alternatively, it might offer a simple bonus of 2 or 3 points to a Pool.

Tier 2: Choose a low-tier ability that grants one of the benefits the focus theme promises, one that’s presumably not immediately related to the one provided at tier 1. That said, if a defense wasn’t provided at tier 1, tier 2 is a good place to add it.

Tier 3: Choose two mid-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One option should provide one of the benefits the focus theme promises, one that may not be immediately related to those provided at earlier tiers.

The other option should include a method of attack if none has previously been granted. Alternatively, if the lower-tier abilities don’t quite get the character where they need to be, this option might further increase a capability unlocked at a lower tier.

Tier 4: Choose a mid-tier ability that grants one of the benefits the focus theme promises, one that may not be immediately related to those provided at earlier tiers.

Tier 5: Choose a high-tier ability that grants one of the benefits the focus theme promises, one that may not be immediately related to those provided at earlier tiers.

Tier 6: Choose two high-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One option should grant one of the benefits the focus theme promises, one that may not be immediately related to those provided at earlier tiers. However, this ability might also provide an ultimate version of a lower-tier ability if a mid-tier or low-tier option wasn’t quite sufficient.

The other option should provide an alternate method to round out the character in a way that doesn’t replicate the first tier 6 option. For instance, if the first option provided some kind of attack, this one might be an interaction, information-gathering, or healing ability, depending on the focus’s overarching theme.

Movement Expertise

Foci that prioritize novel forms of movement—in order to excel in combat, escape situations most others can’t, move with stealth for purposes of theft or escape, or move into locations normally inaccessible—fall within the movement expertise category. These foci usually have methods of granting either offense or defense through movement, though they may provide some means of doing both.

The classic movement expertise focus is one that relies on speed to make more attacks and avoid being hit, though general agility might also provide the same benefit. Other foci in this category might fall within the theme by granting a character the ability to become immaterial, to change their form into something like water or air, or to instantly move via teleportation.

Connection: Choose four relevant connections from the Focus Connections list.

Additional Equipment: Any object necessary to achieve great speeds, change state, or otherwise gain the benefit of the focus should be granted as additional equipment. Some foci in this category don’t require anything to gain or retain their benefits.

Minor Effect Suggestions: The target is dazed, and their next action is hindered.

Major Effect Suggestions: The target is stunned and loses their next action.

The following are examples and not meant to provide a complete list of all possible foci in this category.

@UUID[.9x56c0G5TMOl1Arn#exists-partially-out-of-phase]{Exists Partially Out of Phase} @UUID[.9x56c0G5TMOl1Arn#moves-like-a-cat]{Moves Like a Cat} @UUID[.9x56c0G5TMOl1Arn#moves-like-the-wind]{Moves Like the Wind} @UUID[.9x56c0G5TMOl1Arn#runs-away]{Runs Away} @UUID[.9x56c0G5TMOl1Arn#shreds-the-walls-of-the-world]{Shreds the Walls of the World} @UUID[.9x56c0G5TMOl1Arn#travels-through-time]{Travels Through Time} @UUID[.9x56c0G5TMOl1Arn#works-the-back-alleys]{Works the Back Alleys}

Ability Selection Guidelines

Tier 1: Choose a low-tier ability that grants the basic benefit of the specific movement style, whether that’s enhanced speed, agility, immateriality, and so on.

Sometimes an additional low-power ability is appropriate, depending on the focus. If the basic benefit of the movement demands some kind of additional understanding or training, this ability could be that. Alternatively, if the movement provided seems like it should also unlock a basic offensive or defensive benefit (relying on the use of the initial basic ability), append it as well.

Tier 2: Choose a low-tier ability that provides a new offensive or defensive capability related to the focus’s theme.

Alternatively, this ability might provide some additional capability related to the form of movement that grants useful information to the character that would normally be inaccessible to someone without the focus.

Tier 3: Choose two mid-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One option should provide an additional movement capacity or further improve the basic movement capacity, related to the focus’s theme. This isn’t directly offensive or defensive, but provides the character with a new level of ability or an all-new ability related to their basic movement ability.

The other option should provide either an offensive or a defensive capability related to the specific form of movement the focus provides.

Tier 4: Choose a mid-tier ability that further enhances the advantages provided by focus’s movement-enhancing paradigm. This could provide a new or better form of defense (directly, or indirectly if moving to a location or time where danger doesn’t threaten), or a new or better form of offense.

Tier 5: Choose a high-tier penultimate use of the movement-related ability. For instance, if the focus-provided movement is temporal, this ability might allow actual (if brief) jaunts of time travel. If the focus enhances speed, this ability might allow the character to move up to a very long distance with one action. And so on.

Alternatively, unlock an as-yet-unexplored related ability that could derive from the basic movement power provided by the focus.

Tier 6: Choose two high-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One of the options should provide either an offensive or a defensive ability, opposite the ability provided at tier 4 (though high tier rather than mid tier).

The other option should be something that further explores the use of the basic
movement ability. If the tier 5 choice was the penultimate ability, this might be an even better ultimate ability related to the movement.

Striker Combat

Striker combat foci prioritize dealing damage in battle over other concerns. Foci in this category offer defensive abilities as well, but they emphasize abilities that provide ways to spike damage to heights that other foci normally don’t reach.

To achieve this end, a striker combat focus might offer mastery of a particular style of martial combat, which could be training with a particular weapon or martial art, or the use of a unique tool (or even a kind of energy). A style might be something as singular as being the best at fighting a particular kind of enemy, or something much broader, such as adopting a particularly vicious or unsporting style. A striker combatant might use fire, force, or magnetism as their preferred method of spiking damage.

Connection: Choose four relevant connections from the Focus Connections list.

Additional Equipment: The weapon, tool, or other special item or substance (if any) required to engage in the particular style of combat. For instance, a dose of level 5 poison for Fights Dirty or Murders, a trophy from a previously defeated foe for Battles Robots, or stylish clothes for Fights With Panache.

Minor Effect Suggestions: The target is so dazzled by your expertise that it is dazed for one round, hindering all of its tasks.

Major Effect Suggestions: Make an immediate additional attack using an attack provided by the focus as part of your turn.

The following are examples and not meant to provide a complete list of all possible foci in this category.

@UUID[.9x56c0G5TMOl1Arn#battles-robots]{Battles Robots} @UUID[.9x56c0G5TMOl1Arn#fights-dirty]{Fights Dirty} @UUID[.9x56c0G5TMOl1Arn#fights-with-panache]{Fights With Panache} @UUID[.9x56c0G5TMOl1Arn#hunts]{Hunts} @UUID[.9x56c0G5TMOl1Arn#is-licensed-to-carry]{Is Licensed to Carry} @UUID[.9x56c0G5TMOl1Arn#looks-for-trouble]{Looks for Trouble} @UUID[.9x56c0G5TMOl1Arn#masters-weaponry]{Masters Weaponry} @UUID[.9x56c0G5TMOl1Arn#murders]{Murders} @UUID[.9x56c0G5TMOl1Arn#needs-no-weapon]{Needs No Weapon} @UUID[.9x56c0G5TMOl1Arn#performs-feats-of-strength]{Performs Feats of Strength} @UUID[.9x56c0G5TMOl1Arn#rages]{Rages} @UUID[.9x56c0G5TMOl1Arn#slays-monsters]{Slays Monsters} @UUID[.9x56c0G5TMOl1Arn#throws-with-deadly-accuracy]{Throws With Deadly Accuracy} @UUID[.9x56c0G5TMOl1Arn#wields-two-weapons-at-once]{Wields Two Weapons at Once}

Ability Selection Guidelines

Tier 1: Choose a low-tier ability that inflicts additional damage when a character attacks using the focus’s particular fighting style, energy, or attitude, or when used against a chosen enemy.

Sometimes an additional low-power ability is appropriate, depending on the focus. For instance, a focus that grants proficiency in a special weapon might offer training in crafting tasks associated with that weapon. A focus that grants increased damage against a particular kind of foe might offer training in skills to recognize, locate, or just have general knowledge about that foe. A fighting style that involves fighting in a vicious or dirty manner might provide training in intimidation. And so on.

If the focus is about fighting a particular enemy, additional secondary powers (more than might otherwise be offered) may be appropriate. Those either further enhance effectiveness against the chosen enemy, or offer broader but related abilities that give the character who takes the focus some functionality even when not fighting that enemy.

Tier 2: Choose a low-tier ability that provides some form of defense using the weapon, weapon style, or chosen energy. If the weapon style is being especially good at fighting a certain kind of foe, the ability should be a defense against that kind of foe. Alternatively, the focus might offer another method for increasing damage within the chosen paradigm.

Sometimes an additional low-power ability is appropriate at tier 2. If so, choose whichever
low-power ability wasn’t gained at tier 1.

Tier 3: Choose two mid-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One option should inflict additional damage when using the focus’s fighting style, energy, or attitude, or when used against a chosen enemy. That could be as simple as an ability that offers an additional attack of that kind.

The other option should provide a method to temporarily neutralize a foe by disarming them, dazing or stunning them, slowing or holding them, or otherwise discombobulating them by using the focus’s fighting style, energy, or attitude, or when used against a chosen enemy.

Tier 4: Choose a mid-tier ability that further enhances the advantages provided by the focus’s paradigm. Often, this includes training in a particular kind of attack. Alternatively, the ability might increase the advantages provided by achieving a certain combat status, such as gaining surprise.

Tier 5: Choose a high-tier ability that inflicts damage. Alternatively, if focused on fighting a particular kind of foe, this ability might give the character a chance to completely neutralize, destroy, blind, or kill a singular target of up to level 3 (or higher, if the focus is on a singular foe).

Tier 6: Choose two high-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One of the options should use the focus paradigm to inflict an exceptional amount of damage.

The other option could be a different way of inflicting damage, either using the focus paradigm or just dealing lots of damage in general (and relying on previous focus tier abilities to improve targeting). This could be against multiple targets if the first option was for a single target, to outright kill or neutralize a target (starting with level 4, but with guidance for using Effort to increase the level of the target), or to select yet another foe, make another attack, or get away in order to fight another day.

Support

Foci that allow a character to help others succeed, defend others, heal others who are hurt, and so on are support foci. Of course, most foci abilities are often used in aid of others, but support foci (such as Siphons Power) prioritize aiding, healing, and improving the character who takes the focus.

Support foci rely on a variety of methods to provide their help, including martial training used in defense, supernatural or sci-fi means of providing healing, or simply easing the cares of others through entertainment.

Connection: Choose four relevant connections from the Focus Connections list.

Additional Equipment: Any object necessary to provide support. For instance, someone with a focus that uses entertainment to help others would require an instrument or similar object in aid of their craft. Some foci in this category don’t require anything to gain or retain their benefits.

Minor Effect Suggestions: You can draw an attack without having to use an action at any point before the end of the next round.

Major Effect Suggestions: You can take an extra action in aid of an ally.

The following are examples and not meant to provide a complete list of all possible foci in this category.

@UUID[.9x56c0G5TMOl1Arn#defends-the-weak]{Defends the Weak} @UUID[.9x56c0G5TMOl1Arn#entertains]{Entertains} @UUID[.9x56c0G5TMOl1Arn#helps-their-friends]{Helps Their Friends} @UUID[.9x56c0G5TMOl1Arn#metes-out-justice]{Metes Out Justice} @UUID[.9x56c0G5TMOl1Arn#shepherds-the-community]{Shepherds the Community} @UUID[.9x56c0G5TMOl1Arn#siphons-power]{Siphons Power} @UUID[.9x56c0G5TMOl1Arn#works-miracles]{Works Miracles}

Ability Selection Guidelines

Tier 1: Choose a low-tier ability that provides some form of defense, aid or entertainment, benefit to recovery or healing, or protection. That defense or protection could be to the PC and not to an ally, as one cannot protect another without first being able to protect themselves (and sometimes protecting themselves is the entire point).

Sometimes an additional low-power ability is appropriate, depending on the focus. Often, this is an ability that grants skill training in a related area of knowledge or a related skill, but it might be something that works with the initial ability that, by itself, wouldn’t do much.

Tier 2: Choose a low-tier ability that follows up on the support style opened in the previous tier. If the previous tier’s ability provided a means of protection only for the focus taker, this tier 2 ability should specifically provide aid to another. If the previous tier specifically provided aid to another, this tier 2 ability could defend the focus taker or provide an offensive capability grounded, if possible, in the focus’s theme.

Tier 3: Choose two mid-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One option should work within the focus’s theme to aid, heal, protect, or otherwise help another.

The other option should be something that benefits the character, either an offensive or defensive ability, or something that broadens their expertise in some fashion. Alternatively, it could be another, different method of helping someone else.

Tier 4: Choose a mid-tier ability that gives an ally a direct boon or provides the character with a way to help another. It could also be an ability that harms or nullifies a foe, as removing foes certainly helps allies.

Tier 5: Choose a high-tier ability that provides an offensive or defensive option for the character, if none have been provided yet. If this need has been previously addressed or is deemed unnecessary, choose a high-tier ability that provides some form of defense, aid or entertainment, benefit to recovery or healing, or protection to another. For example, a tier 5 ability might grant an ally an additional free action or allow them to repeat a failed action.

Tier 6: Choose two high-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One of the options should provide an ultimate method of helping another in the theme of the focus.

The other option could provide an alternative ultimate method of helping another; many foci in this category do. However, an option that provides high-tier offense or defense is also completely reasonable.

Tank Combat

Foci that prioritize being able to take a lot of punishment and soak up excess damage from foes fall within the tank combat category. These foci provide offensive abilities too, as well as additional abilities related to the particular method by which improved protection is achieved, but defensive abilities are most pronounced.

Some tank combat foci involve a physical transformation that grants additional protection, and others rely on specialized training, use tools like shields or heavy armor, or provide the ability to heal incredibly fast. The kinds of physical transformation that a tank focus provides, if any, vary widely. A focus might turn a character’s skin to stone, reinforce their body with metal, turn them into a monstrous being, make them so big it becomes harder to hurt them, and so on.

Connection: Choose four relevant connections from the Focus Connections list.

Additional Equipment: Any object necessary to maintain a physical transformation (such as a tool for repair if partly robotic, a shield or other defensive tool used if skilled, or possibly some kind of amulet or serum). Some tank combat foci don’t require anything to gain or retain their benefits.

Minor Effect Suggestions: +2 to Armor for a few rounds.

Major Effect Suggestions: Regain 2 points to Might Pool.

The following are examples and not meant to provide a complete list of all possible foci in this category.

@UUID[.9x56c0G5TMOl1Arn#abides-in-stone]{Abides in Stone} @UUID[.9x56c0G5TMOl1Arn#brandishes-an-exotic-shield]{Brandishes an Exotic Shield} @UUID[.9x56c0G5TMOl1Arn#defends-the-gate]{Defends the Gate} @UUID[.9x56c0G5TMOl1Arn#fuses-flesh-and-steel]{Fuses Flesh and Steel} @UUID[.9x56c0G5TMOl1Arn#grows-to-towering-heights]{Grows to Towering Heights} @UUID[.9x56c0G5TMOl1Arn#howls-at-the-moon]{Howls at the Moon} @UUID[.9x56c0G5TMOl1Arn#lives-in-the-wilderness]{Lives in the Wilderness} @UUID[.9x56c0G5TMOl1Arn#masters-defense]{Masters Defense} @UUID[.9x56c0G5TMOl1Arn#never-says-die]{Never Says Die} @UUID[.9x56c0G5TMOl1Arn#stands-like-a-bastion]{Stands Like a Bastion}

Ability Selection Guidelines

Tier 1: Choose a low-tier ability that provides defense within the focus’s theme. If the theme is simply intense training or the use of a defensive tool, the ability might be as simple as a bonus to Armor. If protection comes from physical transformation, this ability provides the base form effects, benefits, and in some cases drawbacks for making the transformation. A low-tier enhanced healing ability would also be appropriate at first tier.

Sometimes an additional low-power ability is appropriate, depending on the focus. If the character transforms, this ability may provide a knock-on effect, though in the case of some transformations, it might be a description of how someone with an abnormal physiognomy can fully heal. Other times, the secondary power may simply be training in a related skill, or it may unlock the ability to use a particular armor or shield without penalty.

Tier 2: If the theme of the focus isn’t physical transformation, choose a low-tier ability that provides an additional method of defending, healing damage, or avoiding attacks.

If the theme of the focus is physical transformation, choose a low-tier ability that unlocks a new capability related to the form the character takes. That might mean gaining better control of the transformation, unlocking a robotic interface, or otherwise more fully unlocking that form. This ability is not necessarily defensive, though it could be.

Tier 3: Choose two mid-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One option should provide an additional form of protection in keeping with the focus’s theme, such as more defensive capabilities unlocked from a transformation (which might also come with additional offensive capabilities) or a simple physical enhancement if defense is gained by skills or enhanced healing.

The other option should provide an offensive capability, especially if creating a non-transformation focus that doesn’t already have offensive benefits. That capability could be an enhanced attack or provide some other benefit useful in combat, such as quickly evading or (on the other end of the continuum) becoming immovable.

Tier 4: Choose a mid-tier ability that further enhances the advantages provided by the focus’s damage-soaking paradigm. Often, this includes training in a particular kind of defense. Alternatively, it might increase the advantages provided by previously unlocked defensive abilities, whether that means gaining greater control over a transformation, gaining additional chances to avoid damage or retry tasks related to enhanced determination, and so on. If the focus is lacking in offensive options, this is a good place to include one.

Tier 5: Choose a high-tier ability that provides protection, possibly in the form of shrugging off a debilitating condition (including death). If the focus offers a physical transformation, this ability might further unlock an additional related ability, whether offensive, defensive, or something related to exploration or interaction (such as flight if the form is winged, intimidation if the form is fearsome, and so on).

Tier 6: Choose two high-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One option should use the focus paradigm to increase the defense, protection, or ability to shrug off damage.

The other option could be a different way of being defensive. In some cases, the best defense is a good offense, so this option could provide a high-tier offensive ability in keeping with the focus’s theme, whether that’s a straight-up damage boost on attacks or better control of an unstable physical transformation.

","markdown":""},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"ownership":{"default":-1},"flags":{}},{"sort":399219,"name":"Abilities","type":"text","_id":"YRhX8KikaF361373","title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"

A character’s type, flavor, and focus assign an appropriate tier to each ability. However, if you’re creating a brand-new focus or type, we provide a couple of additional tools.

The first is a power grade for each ability, which tells you about how potent it is in relation to other abilities. Abilities appropriate for tiers 1 and 2 characters are called “low-tier” abilities. Abilities appropriate for tiers 3 and 4 are called “mid-tier” abilities. Abilities appropriate for tiers 5 and 6 are called “high-tier” abilities.

These abilities are further sorted into ability categories based on the kinds of things they do—abilities that improve physical attacks are in the attack skill category, abilities that assist allies are in the support category, and so on.

Unless otherwise noted, you cannot choose the same ability twice, even if you get it from both your type and a flavor.

Ability Categories and Relative Power

Abilities can be divided into several categories based on the kinds of things they do—improve your physical attacks, assist allies, provide defense, give you a special attack form, and so on. Under each of the following category descriptions is a list of abilities that fit that category, sorted into low-, medium-, and high-tier abilities.

The categories are mainly used by GMs when designing new foci for a campaign, allowing them to search a short list of abilities instead of trying to find something appropriate among the thousand or so abilities in this chapter. For example, the GM might have a custom focus in their campaign called “Is Born of the Swamp” and want a defensive ability for tier 5, so they can look at the high-tier abilities in the protection category and quickly narrow down what options are available.

It may be possible that a character gains the same ability from more than one source (such as from their type and their descriptor). Unless the two abilities are obviously additive (such as two abilities that each add 3 points to your Might Pool, which together would give the character +6 Might points), the duplicated ability might be improved in some way, such as having a longer duration or greater effect, or automatically providing an asset. Some abilities give suggestions on how to do this; otherwise, the player and the GM should work out whether and how the ability is improved.

The ability categories are not intended to be rigid or comprehensive. Some abilities fall into more than one category, and it could be argued that some abilities could be included in more categories than are listed here.

These categories have some overlap with the categories in the Creating New Foci chapter. For example, there is a support category here and a support category in the Creating New Foci chapter. They aren’t intended to be exact parallels and they don’t mean exactly the same thing. That said, if you’re creating a support-centric focus, many of the abilities in the support ability category would be appropriate choices.

Attack Skill

Gives you training or specialization in a specific physical attack (like swords or unarmed combat), a category of physical attacks (light bladed, heavy bashing, and so on), or another physical skill primarily used to inflict harm (such as breaking objects).

Low Tier

@UUID[Compendium.cyphersystem-compendium.abilities.YBMLX3Jm5oN79J6G]{Heads-Up Display} @UUID[Compendium.cyphersystem-compendium.abilities.wAbsUj5mHZatr3JG]{Practiced With Guns} @UUID[Compendium.cyphersystem-compendium.abilities.NhijFGxYepJtaa0r]{Practiced With Medium Weapons} @UUID[Compendium.cyphersystem-compendium.abilities.WFK0xBSAIpD59va8]{Practiced With Swords} @UUID[Compendium.cyphersystem-compendium.abilities.FEkLEYwk7r9KE7oC]{Quarry} @UUID[Compendium.cyphersystem-compendium.abilities.JJKRrcU5L1yM9y90]{Unarmed Fighting Style}

Mid Tier

@UUID[Compendium.cyphersystem-compendium.abilities.R0UuZ32vmmeFbSMV]{Blood Fever} @UUID[Compendium.cyphersystem-compendium.abilities.Z7JkIlrv7gxim4Fn]{Cognizant Offense} @UUID[Compendium.cyphersystem-compendium.abilities.nOuOE3EkrNr81pSq]{Greater Skill With Defense} @UUID[Compendium.cyphersystem-compendium.abilities.yl2zo179wXZW5Xxc]{Practiced With All Weapons} @UUID[Compendium.cyphersystem-compendium.abilities.NoKdHv0FSytZR4iF]{Robot Fighter} @UUID[Compendium.cyphersystem-compendium.abilities.NcItnMHjeG9fgE1K]{Serv-0 Aim} @UUID[Compendium.cyphersystem-compendium.abilities.lPqCQOQJF0JfoFRn]{Serv-0 Brawler} @UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks} @UUID[Compendium.cyphersystem-compendium.abilities.QDSSTe5EGrBHjtnL]{Sniper’s Aim} @UUID[Compendium.cyphersystem-compendium.abilities.hbWaCBEfSMujqvDf]{Specialized Throwing}

High Tier

@UUID[Compendium.cyphersystem-compendium.abilities.2uSx4ErQ9f2QLX5M]{As Foretold in Prophecy} @UUID[Compendium.cyphersystem-compendium.abilities.AsmIgvoIRPEtuzkh]{Duel to the Death} @UUID[Compendium.cyphersystem-compendium.abilities.oroWEBbp3cvrYwH9]{Greater Skill With Attacks} @UUID[Compendium.cyphersystem-compendium.abilities.LE8NtDKG9TzXBv5B]{Hunter’s Drive} @UUID[Compendium.cyphersystem-compendium.abilities.S4PaEqmYjg4TGoG3]{Master of Unarmed Fighting Style} @UUID[Compendium.cyphersystem-compendium.abilities.kNSRytTtQX0rU3aE]{Mastery With Attacks} @UUID[Compendium.cyphersystem-compendium.abilities.F6mAzjhG2T4irVjy]{Specialized Basher}

Companion

Gives you a follower, modifies a follower, or gives you an additional benefit when interacting with or near your follower. This category includes humanoid followers, beast companions, and temporary companions like summoned swarms, conjured spirits, and so on.

Low Tier

@UUID[Compendium.cyphersystem-compendium.abilities.4XwwFeGO5haHxvQs]{Basic Follower} @UUID[Compendium.cyphersystem-compendium.abilities.bOohoEcDegDBinFc]{Beast Companion} @UUID[Compendium.cyphersystem-compendium.abilities.9Kag2UMn6Wdxq4Zo]{Bound Magic Creature} @UUID[Compendium.cyphersystem-compendium.abilities.hIxPlDRbNqallNiu]{Control Swarm} @UUID[Compendium.cyphersystem-compendium.abilities.tgS72E10jiPF3Dm3]{Critter Companion} @UUID[Compendium.cyphersystem-compendium.abilities.P1jQZdPIrxo4wNlr]{Duplicate} @UUID[Compendium.cyphersystem-compendium.abilities.ZK4CUb9HH4J5A8IN]{Entourage} @UUID[Compendium.cyphersystem-compendium.abilities.ZEcFnsNXgcozJElT]{Influence Swarm} @UUID[Compendium.cyphersystem-compendium.abilities.yaLHxRtVBhveqHJA]{Necromancy} @UUID[Compendium.cyphersystem-compendium.abilities.oEubmS7pZ3zFK8uJ]{Resilient Duplicate} @UUID[Compendium.cyphersystem-compendium.abilities.paIv2etaqLqY76y0]{Robot Assistant} @UUID[Compendium.cyphersystem-compendium.abilities.v1lZkKjSCS1pjnET]{Serv-0} @UUID[Compendium.cyphersystem-compendium.abilities.RkOvawhfH5MHQFOH]{Spirit Accomplice}

Mid Tier

@UUID[Compendium.cyphersystem-compendium.abilities.zstBkLwRduC7vgGT]{Beast Eyes} @UUID[Compendium.cyphersystem-compendium.abilities.gLxVxCSix441TyKq]{Call Swarm} @UUID[Compendium.cyphersystem-compendium.abilities.ETGBAqAc1ApFH5cx]{Expert Follower} @UUID[Compendium.cyphersystem-compendium.abilities.BQnrZXeivue9Q2qp]{Fellow Explorer} @UUID[Compendium.cyphersystem-compendium.abilities.srn53BB1da8Elh1t]{Fiery Hand of Doom} @UUID[Compendium.cyphersystem-compendium.abilities.rUzrjRuT2nfEdCaJ]{Gain Unusual Companion} @UUID[Compendium.cyphersystem-compendium.abilities.vEVmBgz2TxOH3aSk]{Greater Necromancy} @UUID[Compendium.cyphersystem-compendium.abilities.QxOsAHpd8ZkEXI5u]{Improved Object Bond} @UUID[Compendium.cyphersystem-compendium.abilities.CEscdPwUrBpzUeS0]{Living Armor} @UUID[Compendium.cyphersystem-compendium.abilities.XkFsMa9e9IY2FRcN]{Machine Companion} @UUID[Compendium.cyphersystem-compendium.abilities.cGcblQ2qvyHM02kY]{Mount} @UUID[Compendium.cyphersystem-compendium.abilities.S2OZtm12S2YvxD7H]{Retinue} @UUID[Compendium.cyphersystem-compendium.abilities.Nyt7Z1xWqmnuu265]{Shipspeak} @UUID[Compendium.cyphersystem-compendium.abilities.h1rn92kIqG5VVYd6]{Stronger Together} @UUID[Compendium.cyphersystem-compendium.abilities.wEWyNKnVgVOjsyms]{Summon Giant Spider} @UUID[Compendium.cyphersystem-compendium.abilities.FwEUY43Q8EMVCCsL]{Superior Duplicate} @UUID[Compendium.cyphersystem-compendium.abilities.OWRsjlf3ahyH9eez]{Time Doppelganger} @UUID[Compendium.cyphersystem-compendium.abilities.l5vgtPP0LcsqGrzn]{Time Loop}

High Tier

@UUID[Compendium.cyphersystem-compendium.abilities.Qm31Nw2SkBpVcv9M]{As If One Creature} @UUID[Compendium.cyphersystem-compendium.abilities.fD8yD0pGCMdOJkGb]{Band of Desperados} @UUID[Compendium.cyphersystem-compendium.abilities.KpbEHKNSEycVB1GU]{Band of Followers} @UUID[Compendium.cyphersystem-compendium.abilities.pFWDdnTXCiPfwsWv]{Beast Call} @UUID[Compendium.cyphersystem-compendium.abilities.jVY1PTxvZvpjZILB]{Call Dead Spirit} @UUID[Compendium.cyphersystem-compendium.abilities.HUVY2MA2CBegFhLY]{Call in Favor} @UUID[Compendium.cyphersystem-compendium.abilities.ElsQU746B70tsPmZ]{Call Otherworldly Spirit} @UUID[Compendium.cyphersystem-compendium.abilities.U58ZQ1X3byfANn4W]{Call Through Time} @UUID[Compendium.cyphersystem-compendium.abilities.8SDpRRzZRF73zLsF]{Conjuration} @UUID[Compendium.cyphersystem-compendium.abilities.iQhBPww1s4wRZcDz]{Deadly Swarm} @UUID[Compendium.cyphersystem-compendium.abilities.M1FHIlVPVv8O02LV]{Dragon’s Maw} @UUID[Compendium.cyphersystem-compendium.abilities.NVdx8QjmTP5eOjDh]{Fire Servant} @UUID[Compendium.cyphersystem-compendium.abilities.iEOf9IkbHU8oBOMm]{Improved Apportation} @UUID[Compendium.cyphersystem-compendium.abilities.0IlHHY1ktkN2L5Sp]{Improved Companion} @UUID[Compendium.cyphersystem-compendium.abilities.PKFz6WVsaKm5kIir]{Improved Machine Companion} @UUID[Compendium.cyphersystem-compendium.abilities.UJpMPRD25O7HvhbV]{Insect Eruption} @UUID[Compendium.cyphersystem-compendium.abilities.pGJIwlCJDib2Splm]{Legal Intern} @UUID[Compendium.cyphersystem-compendium.abilities.rHApGqEQj8TCGa3f]{Masterful Armor Modification} @UUID[Compendium.cyphersystem-compendium.abilities.rsYzxCchklPSFAp7]{Multiplicity} @UUID[Compendium.cyphersystem-compendium.abilities.Aprz5cRtdgiAIYUM]{Object Bond Mastery} @UUID[Compendium.cyphersystem-compendium.abilities.3EcnBLVtGwxpWXBW]{Recruit Deputy} @UUID[Compendium.cyphersystem-compendium.abilities.yqhUXLWMSNn5IYOn]{Robot Fleet} @UUID[Compendium.cyphersystem-compendium.abilities.LnZkUlKUuuD7iW3P]{Summon Demon} @UUID[Compendium.cyphersystem-compendium.abilities.OWRsjlf3ahyH9eez]{Time Doppelganger} @UUID[Compendium.cyphersystem-compendium.abilities.GDphyYXSfjKE5BST]{True Necromancy}

Control

Controls or influences minds in ways outside of what could be done with conventional intimidation and persuasion, such as using psychic mind control, fear gas, and so on.

Low Tier

@UUID[Compendium.cyphersystem-compendium.abilities.BggeJtN5IcutwLJg]{Calm Stranger} @UUID[Compendium.cyphersystem-compendium.abilities.SeAlSU8Rim5CWsgV]{Charm Machine} @UUID[Compendium.cyphersystem-compendium.abilities.fg8V2R3kpLX2sHRn]{Cloud Personal Memories} @UUID[Compendium.cyphersystem-compendium.abilities.ag3OU8JZuc769034]{Community Activist} @UUID[Compendium.cyphersystem-compendium.abilities.ulHj0pzmwc515fve]{Fast Talk} @UUID[Compendium.cyphersystem-compendium.abilities.M2oXV5cRSdMlUZDm]{Goad} @UUID[Compendium.cyphersystem-compendium.abilities.0V2NE0905wwYPRVo]{Hack the Impossible} @UUID[Compendium.cyphersystem-compendium.abilities.kgCuCmU8kn0UMy8v]{Robot Control} @UUID[Compendium.cyphersystem-compendium.abilities.gT21nqWZ9Es576oC]{Soothe the Savage} @UUID[Compendium.cyphersystem-compendium.abilities.qVlbJjB7X8R78rz0]{Terrifying Presence}

Mid Tier

@UUID[Compendium.cyphersystem-compendium.abilities.CLObcsu2DKKKhzyK]{Calm} @UUID[Compendium.cyphersystem-compendium.abilities.8EMTH3JCrC5Vjt63]{Captivate or Inspire} @UUID[Compendium.cyphersystem-compendium.abilities.mUhnX0UmEw2BROkI]{Captivate With Starshine} @UUID[Compendium.cyphersystem-compendium.abilities.t83oYxQRuO2u2zx4]{Command} @UUID[Compendium.cyphersystem-compendium.abilities.OE5yXpzWC8lSUmGX]{Command Machine} @UUID[Compendium.cyphersystem-compendium.abilities.dCQdSi11hJDyOSdD]{Command Spirit} @UUID[Compendium.cyphersystem-compendium.abilities.crFxkKwBNdnD6tX4]{Crowd Control} @UUID[Compendium.cyphersystem-compendium.abilities.FIU24o7T66ViVgyg]{Daydream} @UUID[Compendium.cyphersystem-compendium.abilities.sqiDNk5qXh9j3zwh]{Grand Deception} @UUID[Compendium.cyphersystem-compendium.abilities.ljhjSIxYOCbPXEFR]{Interruption} @UUID[Compendium.cyphersystem-compendium.abilities.Vcfc6yjbqX6WSzCf]{Mind Control} @UUID[Compendium.cyphersystem-compendium.abilities.iRqXVpngq6vfgtEn]{Psychic Suggestion}

High Tier

@UUID[Compendium.cyphersystem-compendium.abilities.zTsjsWVgzjQzl2MW]{Advanced Command} @UUID[Compendium.cyphersystem-compendium.abilities.By276DS858KmWNZq]{Assume Control} @UUID[Compendium.cyphersystem-compendium.abilities.3SiJ5Drao8XtmgzV]{Brainwashing} @UUID[Compendium.cyphersystem-compendium.abilities.aWbDzueOAxSW1d3C]{Change the Paradigm} @UUID[Compendium.cyphersystem-compendium.abilities.FxohCBSksJIu1BSA]{Control Machine} @UUID[Compendium.cyphersystem-compendium.abilities.LvoH43SKKtr3urKo]{Control the Savage} @UUID[Compendium.cyphersystem-compendium.abilities.0f2qoQlYGRqgu0Nj]{Defuse Situation} @UUID[Compendium.cyphersystem-compendium.abilities.UyW320RhzarMNoss]{Flee} @UUID[Compendium.cyphersystem-compendium.abilities.miR0d91lKIfmBGdO]{Psychic Passenger} @UUID[Compendium.cyphersystem-compendium.abilities.cfR2uFYjteKAqsYw]{Show Them the Way} @UUID[Compendium.cyphersystem-compendium.abilities.3wZZC07ADxO3mImS]{Suggestion} @UUID[Compendium.cyphersystem-compendium.abilities.ZTp4SZ673tDJpmuS]{Word of Command}

Craft

Creates useful physical things, such as mundane tools (hammers, crowbars), limited-use devices (manifest cyphers, artifacts), or independent beings (robots, elementals, zombies). Includes blueprints, plans, and effects that aid or speed crafting.

Low Tier

@UUID[Compendium.cyphersystem-compendium.abilities.JoPcORtuhjnAJ5mT]{Create Deadly Poison} @UUID[Compendium.cyphersystem-compendium.abilities.ZvKFftq7doCxI7T5]{Fortification Builder} @UUID[Compendium.cyphersystem-compendium.abilities.IswvUEdCBBZDRme6]{Junkmonger} @UUID[Compendium.cyphersystem-compendium.abilities.JK2hN1poqMLqfa1N]{Machine Efficiency} @UUID[Compendium.cyphersystem-compendium.abilities.mFPUUmBIcGGsuwNd]{Modify Device} @UUID[Compendium.cyphersystem-compendium.abilities.Ktxj62234LhUr51B]{Natural Crafter} @UUID[Compendium.cyphersystem-compendium.abilities.m6X5wyPUPdhqLTIp]{Quick Work} @UUID[Compendium.cyphersystem-compendium.abilities.pUliR2uWpIcE6jQX]{Robot Builder} @UUID[Compendium.cyphersystem-compendium.abilities.XUutaClCW4UXzK7e]{Trapster} @UUID[Compendium.cyphersystem-compendium.abilities.qBTIXXJt2Ahn8UYh]{Weapon Crafter}

Mid Tier

@UUID[Compendium.cyphersystem-compendium.abilities.FBCpBF9PXlEtIX4m]{Dream Becomes Reality} @UUID[Compendium.cyphersystem-compendium.abilities.dhXVqnunlbSbrDPB]{Expert Crafter} @UUID[Compendium.cyphersystem-compendium.abilities.7G8B9lfoVXkuxvKB]{Ice Creation} @UUID[Compendium.cyphersystem-compendium.abilities.AQQzctwqPJPUTRbb]{Poison Crafter} @UUID[Compendium.cyphersystem-compendium.abilities.BSx4qB29VwRUISm6]{Robot Upgrade} @UUID[Compendium.cyphersystem-compendium.abilities.3DJXuR680OxwP5NT]{Sculpt Light}

High Tier

@UUID[Compendium.cyphersystem-compendium.abilities.HuhNjMfMxPkTlERH]{Create} @UUID[Compendium.cyphersystem-compendium.abilities.JUn27j5YI3dRh2jJ]{Dark Matter Structure} @UUID[Compendium.cyphersystem-compendium.abilities.6e4KunpYFObSRszo]{Improved Sculpt Light} @UUID[Compendium.cyphersystem-compendium.abilities.y3qXWOUu7mAhg6Rb]{Innovator} @UUID[Compendium.cyphersystem-compendium.abilities.KQDFvUEnIWed1ebo]{Jury-Rig} @UUID[Compendium.cyphersystem-compendium.abilities.t0B6AIqWanSnx696]{Modify Artifact Power} @UUID[Compendium.cyphersystem-compendium.abilities.YFbC1HRis4SpZgrS]{Reshape}

Cure

Cures damage, adds or improves recovery rolls, or negates, cures, suspends, or otherwise gives immunity to a harmful effect or condition, such as poison, disease, mental attacks, moving down on the damage track, or dying.

Low Tier

@UUID[Compendium.cyphersystem-compendium.abilities.8mP69InEXQ4TB5BL]{Alleviate} @UUID[Compendium.cyphersystem-compendium.abilities.bzeuikGxbM7noj2z]{Crystalline Body} @UUID[Compendium.cyphersystem-compendium.abilities.Z7CKGOQWnfdNO885]{Destined for Greatness} @UUID[Compendium.cyphersystem-compendium.abilities.qHzwHm5LmYDasHnF]{Diver} @UUID[Compendium.cyphersystem-compendium.abilities.gWvMJQPBSmeaP8yN]{Drain Creature} @UUID[Compendium.cyphersystem-compendium.abilities.JyAovhallyh9m6oW]{Drain Machine} @UUID[Compendium.cyphersystem-compendium.abilities.PqL4qr9D8QAwQhrL]{Endurance} @UUID[Compendium.cyphersystem-compendium.abilities.uB3sVzeG2N5rkdUZ]{Escape} @UUID[Compendium.cyphersystem-compendium.abilities.CAYeFSNYprjeRtWw]{Extra Recovery} @UUID[Compendium.cyphersystem-compendium.abilities.U7chr7wLj7r5y0LT]{Foil Danger} @UUID[Compendium.cyphersystem-compendium.abilities.igGttY1Y2XbAx3qY]{Healing Touch} @UUID[Compendium.cyphersystem-compendium.abilities.JuOmZXMt1T3tQUZ8]{Ignore the Pain} @UUID[Compendium.cyphersystem-compendium.abilities.UtFc3e4grYyCQneH]{Improved Recovery} @UUID[Compendium.cyphersystem-compendium.abilities.vFQaDsHzJpTSV8Tw]{Living Off the Land} @UUID[Compendium.cyphersystem-compendium.abilities.wXV7JxEmZDlBvRKO]{Push on Through} @UUID[Compendium.cyphersystem-compendium.abilities.euEVkth9YGYSpoJf]{Quick Recovery} @UUID[Compendium.cyphersystem-compendium.abilities.rRDSzPJtUCwRVXFR]{Repair Flesh} @UUID[Compendium.cyphersystem-compendium.abilities.OvvuCBCQ71rZkCqQ]{Restful Presence} @UUID[Compendium.cyphersystem-compendium.abilities.XntbE6mXQ4CZ6yIi]{Speedy Recovery} @UUID[Compendium.cyphersystem-compendium.abilities.s2PLo9FsWBi2C1VY]{Surging Confidence} @UUID[Compendium.cyphersystem-compendium.abilities.2fU3nI68oi5ScziC]{Totally Chill} @UUID[Compendium.cyphersystem-compendium.abilities.yRSe9vjTxdOkvgBE]{Water Adaptation} @UUID[Compendium.cyphersystem-compendium.abilities.lw0otGU2Iaorppdc]{Will of Legend}

Mid Tier

@UUID[Compendium.cyphersystem-compendium.abilities.m7j43Ww96dKCDtJO]{Aquatic Combatant} @UUID[Compendium.cyphersystem-compendium.abilities.zdkVn6jIaanDoikV]{Biomorphic Healing} @UUID[Compendium.cyphersystem-compendium.abilities.nVFRDMhuWDrdve4F]{Damage Transference} @UUID[Compendium.cyphersystem-compendium.abilities.A6H8xi93t6Zrexz9]{Drain Charge} @UUID[Compendium.cyphersystem-compendium.abilities.5otvtHrbVXIh0N27]{Fight On} @UUID[Compendium.cyphersystem-compendium.abilities.rAmIxY5G1BK4ZMm7]{Font of Healing} @UUID[Compendium.cyphersystem-compendium.abilities.6nm35znCQzjAk6Gb]{Healing Pulse} @UUID[Compendium.cyphersystem-compendium.abilities.NMgopYfoagESHtea]{Ignore Affliction} @UUID[Compendium.cyphersystem-compendium.abilities.4Fe5z4FD71eHlbbd]{Immovable} @UUID[Compendium.cyphersystem-compendium.abilities.b776WTF2u1roh3n0]{Incredible Health} @UUID[Compendium.cyphersystem-compendium.abilities.7amEMbwK27v31Lt9]{Miraculous Health} @UUID[Compendium.cyphersystem-compendium.abilities.AAUqaiWxC5V4e1VH]{Noble’s Courage} @UUID[Compendium.cyphersystem-compendium.abilities.Wj6oHOvnZkZjulwI]{One With the Wild} @UUID[Compendium.cyphersystem-compendium.abilities.VsKeNcF252yKnh2O]{Poison Resistance} @UUID[Compendium.cyphersystem-compendium.abilities.LojkwDtb1gHLSB6A]{Preternatural Senses} @UUID[Compendium.cyphersystem-compendium.abilities.iroL3TcKD9dpulhW]{Regeneration} @UUID[Compendium.cyphersystem-compendium.abilities.gn1jtMLhp6qPNXUL]{Store Energy} @UUID[Compendium.cyphersystem-compendium.abilities.nJBrBxxs0ezweHKZ]{Thinking Ahead} @UUID[Compendium.cyphersystem-compendium.abilities.wxAZnuQkvWosLzkN]{Tough As Nails} @UUID[Compendium.cyphersystem-compendium.abilities.27EOrq94WxqgBbWQ]{Unmovable} @UUID[Compendium.cyphersystem-compendium.abilities.P73TBXcNDbZCVsdE]{Unraveling Consumption} @UUID[Compendium.cyphersystem-compendium.abilities.Ja8ebgq2RDQryN62]{Wilderness Encouragement} @UUID[Compendium.cyphersystem-compendium.abilities.JrSM5XYgXpxNnLl2]{Willing Sacrifice}

High Tier

@UUID[Compendium.cyphersystem-compendium.abilities.Uk6ceaEWFjcoHNTI]{Deep Reserves} @UUID[Compendium.cyphersystem-compendium.abilities.5HNZcrij9mgEmvAR]{Final Defiance} @UUID[Compendium.cyphersystem-compendium.abilities.B0Tt5R1m2DsVLtPH]{Free to Move} @UUID[Compendium.cyphersystem-compendium.abilities.W0Jw19mWIycjIgmo]{Gamer’s Fortitude} @UUID[Compendium.cyphersystem-compendium.abilities.dIUTe5O1jeA47zps]{Gaming God} @UUID[Compendium.cyphersystem-compendium.abilities.O2XHxUa2QNrliDMG]{Greater Healing Touch} @UUID[Compendium.cyphersystem-compendium.abilities.upynNTXrIGGH82Ll]{Incredible Recovery} @UUID[Compendium.cyphersystem-compendium.abilities.PvISXo6EQ2PmCGes]{Infuse Spirit} @UUID[Compendium.cyphersystem-compendium.abilities.oilgQ4oM02Pa0eNp]{Inspiration} @UUID[Compendium.cyphersystem-compendium.abilities.Kf09KYdZqG6dNTFC]{Inspire the Innocent} @UUID[Compendium.cyphersystem-compendium.abilities.laxdkyrDuOhxfWKc]{Mind Surge} @UUID[Compendium.cyphersystem-compendium.abilities.dMEqa6kAjXrHlxui]{Negate Danger} @UUID[Compendium.cyphersystem-compendium.abilities.sbGo2i4oqy1aUeQ6]{Not Dead Yet} @UUID[Compendium.cyphersystem-compendium.abilities.Hp9Sdc7eTTUuWTiu]{Rapid Recovery} @UUID[Compendium.cyphersystem-compendium.abilities.aS13LBRfyrWXAMMp]{Regenerate} @UUID[Compendium.cyphersystem-compendium.abilities.ydmPM9m8nmmgvlXc]{Restore Life} @UUID[Compendium.cyphersystem-compendium.abilities.aDnA7oA9ZYCEfprI]{Resuscitate} @UUID[Compendium.cyphersystem-compendium.abilities.4Xvgo62UVSOI9Acx]{Share the Power} @UUID[Compendium.cyphersystem-compendium.abilities.iXBkjCf0y9vXVXI6]{Stay the Course} @UUID[Compendium.cyphersystem-compendium.abilities.qKDngpAWNEzhdRj5]{Trick Driver} @UUID[Compendium.cyphersystem-compendium.abilities.icJAWRB8Uha8CSKr]{Vigilant}

Environment

Manipulates the environment or things in the environment, such as with telekinesis, weather control, gravity control, illusions, and so on.

Low Tier

@UUID[Compendium.cyphersystem-compendium.abilities.zqarns940d4FXwYf]{Create Water} @UUID[Compendium.cyphersystem-compendium.abilities.y08bfWS5eyeUJB3J]{Dreamcraft} @UUID[Compendium.cyphersystem-compendium.abilities.21Bi8yur01DCYz5f]{Fetch} @UUID[Compendium.cyphersystem-compendium.abilities.zW0cZJQTR0tHUmn3]{Grasping Foliage} @UUID[Compendium.cyphersystem-compendium.abilities.zArjjFcf9tHQvJTx]{Hedge Magic} @UUID[Compendium.cyphersystem-compendium.abilities.1KjY8D1dvLc3NuUv]{Hidden Closet} @UUID[Compendium.cyphersystem-compendium.abilities.xZQXXjAWGBo7mTHU]{Illuminating Touch} @UUID[Compendium.cyphersystem-compendium.abilities.BjWI1UVg9kpY7FKO]{Illusory Duplicate} @UUID[Compendium.cyphersystem-compendium.abilities.jCmnAY8EjuGo5uDg]{Impetus} @UUID[Compendium.cyphersystem-compendium.abilities.Frxs35QkokRdure4]{Legerdemain} @UUID[Compendium.cyphersystem-compendium.abilities.wNQ3q7VXtPHlPzqb]{Lock} @UUID[Compendium.cyphersystem-compendium.abilities.l60mmJrF1GupXLJB]{Minor Illusion} @UUID[Compendium.cyphersystem-compendium.abilities.p2JmtbtuzscW1ogs]{Move Metal} @UUID[Compendium.cyphersystem-compendium.abilities.3s6gDCIY1zfetGEg]{Slip Into Shadow} @UUID[Compendium.cyphersystem-compendium.abilities.xDn74LRD6xlMUqj2]{Telekinesis} @UUID[Compendium.cyphersystem-compendium.abilities.Db7aRY4t1mwRpcoL]{Wilderness Explorer}

Mid Tier

@UUID[Compendium.cyphersystem-compendium.abilities.FIU24o7T66ViVgyg]{Daydream} @UUID[Compendium.cyphersystem-compendium.abilities.SHMGbt30RfePtyNE]{Define Down} @UUID[Compendium.cyphersystem-compendium.abilities.eJpNT3QObtYiDfXY]{Field of Gravity} @UUID[Compendium.cyphersystem-compendium.abilities.yPVZmXWhUxustVdq]{Force Field Barrier} @UUID[Compendium.cyphersystem-compendium.abilities.itnqtCRfxC2EDKqu]{Force to Reckon With} @UUID[Compendium.cyphersystem-compendium.abilities.hJV3hrSYcq3Zbzl5]{Illusory Selves} @UUID[Compendium.cyphersystem-compendium.abilities.YeOtzG5ksxonD5RS]{Living Wall} @UUID[Compendium.cyphersystem-compendium.abilities.hNsph7BRwllVSUre]{Major Illusion} @UUID[Compendium.cyphersystem-compendium.abilities.KLFHpPR0MKLOWr8l]{Nullify Sound} @UUID[Compendium.cyphersystem-compendium.abilities.8QwoYVraOedgr9kB]{Projection} @UUID[Compendium.cyphersystem-compendium.abilities.wAQ7a5JSjp01x1Eg]{Storm Seed} @UUID[Compendium.cyphersystem-compendium.abilities.iIlgHiF1EN0fEpYx]{Sunlight}

High Tier

@UUID[Compendium.cyphersystem-compendium.abilities.wWN4y4rATxbtMCMo]{Adaptation} @UUID[Compendium.cyphersystem-compendium.abilities.tvlNZboSbKCHttjs]{Control Weather} @UUID[Compendium.cyphersystem-compendium.abilities.fruWNFBBNLpcGLaC]{Diamagnetism} @UUID[Compendium.cyphersystem-compendium.abilities.TXNhhyj63MMp2dVF]{Force Wall} @UUID[Compendium.cyphersystem-compendium.abilities.KBykf0P4WQ9Lb6TN]{Generate Force Field} @UUID[Compendium.cyphersystem-compendium.abilities.lCWWUQ0vYH2odiDv]{Grandiose Illusion} @UUID[Compendium.cyphersystem-compendium.abilities.ZK9Ruc53rKBqU93i]{Granite Wall} @UUID[Compendium.cyphersystem-compendium.abilities.PLsz8IqWScZt0Ott]{Inferno Trail} @UUID[Compendium.cyphersystem-compendium.abilities.8OmtJRuoKRzuGfh8]{Move Mountains} @UUID[Compendium.cyphersystem-compendium.abilities.RNJbp1eAcMqSnYvb]{Permanent Illusion} @UUID[Compendium.cyphersystem-compendium.abilities.RBOc2zxAI9xMoWqW]{Relocate} @UUID[Compendium.cyphersystem-compendium.abilities.9cJ6gJZc7datpQwJ]{Terrifying Image} @UUID[Compendium.cyphersystem-compendium.abilities.Bny0sFdqf40pJeOp]{Wall of Lightning} @UUID[Compendium.cyphersystem-compendium.abilities.pfZzabIIEuU4kSH3]{The Wild Is on Your Side}

Information

Gives the ability to learn information about something, whether chosen by the GM like Scan, by asking a question and the GM giving the answer, or by learning a language.

Low Tier

@UUID[Compendium.cyphersystem-compendium.abilities.r7uNiD9CGy4G3Hoq]{Babel} @UUID[Compendium.cyphersystem-compendium.abilities.OIk4usP2NFT0tDu7]{Communication} @UUID[Compendium.cyphersystem-compendium.abilities.op9VSx3NJT28UwTH]{Community Knowledge} @UUID[Compendium.cyphersystem-compendium.abilities.P95xVHVxALSMjanR]{Decipher} @UUID[Compendium.cyphersystem-compendium.abilities.bH57y3PYsMceluGy]{Dream Thief} @UUID[Compendium.cyphersystem-compendium.abilities.RM8Fmu1IJwzBkjcM]{Eye for Detail} @UUID[Compendium.cyphersystem-compendium.abilities.IvKd5vkPypJbB1Ip]{Gather Intelligence} @UUID[Compendium.cyphersystem-compendium.abilities.4PVFXmi2cxI8MdpR]{Lab Analysis} @UUID[Compendium.cyphersystem-compendium.abilities.W5Zt9qDKCtNr49BC]{Mind Reading} @UUID[Compendium.cyphersystem-compendium.abilities.PRW5MxW12oakmeHE]{Monster Lore} @UUID[Compendium.cyphersystem-compendium.abilities.2GicRKJcPO3hmlwD]{Network Tap} @UUID[Compendium.cyphersystem-compendium.abilities.V5oEOJ4i32t97yOG]{Predictive Model} @UUID[Compendium.cyphersystem-compendium.abilities.ZsI6553CPbGi0wtx]{Premonition} @UUID[Compendium.cyphersystem-compendium.abilities.pHFFr4DkCythNc5n]{Question the Spirits} @UUID[Compendium.cyphersystem-compendium.abilities.fzx429jdEdbd0tHy]{Retrieve Memories} @UUID[Compendium.cyphersystem-compendium.abilities.h3G0Ven2SoaPCbk4]{Salvage and Comfort} @UUID[Compendium.cyphersystem-compendium.abilities.OPvXaxuRIVXLmkWl]{Scan} @UUID[Compendium.cyphersystem-compendium.abilities.83y32UMQWshRvbDG]{See History} @UUID[Compendium.cyphersystem-compendium.abilities.nvA3LwoSP7jf4h8G]{Speaker for the Dead} @UUID[Compendium.cyphersystem-compendium.abilities.L2NOLfflU6HNleuT]{Telepathic}

Mid Tier

@UUID[Compendium.cyphersystem-compendium.abilities.YlzkyK6WEkk0cfhh]{Creature Insight} @UUID[Compendium.cyphersystem-compendium.abilities.ssfubNrUQC38zCkJ]{Device Insight} @UUID[Compendium.cyphersystem-compendium.abilities.mL6Yae2CxgefOMHn]{Draw Conclusion} @UUID[Compendium.cyphersystem-compendium.abilities.Mu5knvNfGyaeaiTB]{Find the Hidden} @UUID[Compendium.cyphersystem-compendium.abilities.W7wHOJdozxk7Y2CQ]{Got a Feeling} @UUID[Compendium.cyphersystem-compendium.abilities.MBt3AmXa8vzUCiHd]{Know Their Faults} @UUID[Compendium.cyphersystem-compendium.abilities.dLJ0B35UlB5wxCf4]{Machine Telepathy} @UUID[Compendium.cyphersystem-compendium.abilities.7VYzHQvF1cz4cfUp]{Mechanical Telepathy} @UUID[Compendium.cyphersystem-compendium.abilities.uPvNopNWTgHGIPyR]{Reading the Room} @UUID[Compendium.cyphersystem-compendium.abilities.x7YnN02GiwDQ09km]{Sensor Array} @UUID[Compendium.cyphersystem-compendium.abilities.9r6iNU2GH4oEH6vz]{Serv-0 Scanner} @UUID[Compendium.cyphersystem-compendium.abilities.2t9oGZRuFhLCKjsa]{Soul Interrogation} @UUID[Compendium.cyphersystem-compendium.abilities.abMJwHQIsm9Wcdlg]{Spot Weakness} @UUID[Compendium.cyphersystem-compendium.abilities.CBdIPMJ2oOOesmod]{Wilderness Awareness}

High Tier

@UUID[Compendium.cyphersystem-compendium.abilities.1tkQKo32UKxTUUPn]{Deep Consideration} @UUID[Compendium.cyphersystem-compendium.abilities.wztu6KcpILxwlFTU]{Drawing on Life’s Experiences} @UUID[Compendium.cyphersystem-compendium.abilities.PLyxuOlieOGsJx4h]{Information Gathering} @UUID[Compendium.cyphersystem-compendium.abilities.wlkPdME0r3hx9VbE]{Knowing the Unknown} @UUID[Compendium.cyphersystem-compendium.abilities.qbXP6HlN56bPt7cq]{Mind of a Leader} @UUID[Compendium.cyphersystem-compendium.abilities.lbXg8UlSCG23yxO4]{Read the Signs} @UUID[Compendium.cyphersystem-compendium.abilities.K0C60k7wHBSpMQX4]{Telepathic Network}

Meta

Modifies an existing ability or character trait’s effects or parameters, such as increasing range or, damage, easing the difficulty, giving you additional noncombat actions each turn, rerolling a failed attempt, or treating a number on the die as something different than normal.

Low Tier

@UUID[Compendium.cyphersystem-compendium.abilities.m5U42d2SkK31mp8d]{A Smile and a Word} @UUID[Compendium.cyphersystem-compendium.abilities.EyAIsiqJGCspQFcu]{Arcane Flare} @UUID[Compendium.cyphersystem-compendium.abilities.yIdq1lu1eUAkNyDC]{Artifact Tinkerer} @UUID[Compendium.cyphersystem-compendium.abilities.ywBEe31zan6qpVxr]{Augment Cypher} @UUID[Compendium.cyphersystem-compendium.abilities.Mbq7D0u4Vee0NKYz]{Careful Shot} @UUID[Compendium.cyphersystem-compendium.abilities.essJhO2eqoHmIQaa]{Charge} @UUID[Compendium.cyphersystem-compendium.abilities.L3UjcLAFvS9MLWCu]{Coaxing Power} @UUID[Compendium.cyphersystem-compendium.abilities.2x7nMe9ZGp3VjI8B]{Combat Prowess} @UUID[Compendium.cyphersystem-compendium.abilities.EERMWn1af0S8wAWN]{Crushing Blow} @UUID[Compendium.cyphersystem-compendium.abilities.bzeuikGxbM7noj2z]{Crystalline Body} @UUID[Compendium.cyphersystem-compendium.abilities.JkmTskE3eqcfu7dY]{Curious} @UUID[Compendium.cyphersystem-compendium.abilities.7nUj7rxq4Qwg4FUM]{Distant Interface} @UUID[Compendium.cyphersystem-compendium.abilities.Pu5XGGLI6cCp1EQd]{Double Strike} @UUID[Compendium.cyphersystem-compendium.abilities.gWvMJQPBSmeaP8yN]{Drain Creature} @UUID[Compendium.cyphersystem-compendium.abilities.1fu5C9JHmORmWTR8]{Driving on the Edge} @UUID[Compendium.cyphersystem-compendium.abilities.YjJvvUhIqtxf6eYS]{Elusive} @UUID[Compendium.cyphersystem-compendium.abilities.UJst9mtUKNTe3Pd2]{Energize Object} @UUID[Compendium.cyphersystem-compendium.abilities.dPFQTFRzv7D7PYKq]{Enhanced Body} @UUID[Compendium.cyphersystem-compendium.abilities.SmuTPFfZGnCUmnEj]{Extra Use} @UUID[Compendium.cyphersystem-compendium.abilities.axI0iGYo7DjdR8Ya]{Find the Way} @UUID[Compendium.cyphersystem-compendium.abilities.Hgr8QZmzjXmYorfs]{Fists of Fury} @UUID[Compendium.cyphersystem-compendium.abilities.Sg5WeSF04CYNEecl]{Fleet of Foot} @UUID[Compendium.cyphersystem-compendium.abilities.YGsGHp1rbu3Z7Kdd]{Frenzy} @UUID[Compendium.cyphersystem-compendium.abilities.pXrC4lkMOY7CvFLk]{Golem Body} @UUID[Compendium.cyphersystem-compendium.abilities.1SBd1jm66eSo4eHn]{Gunner} @UUID[Compendium.cyphersystem-compendium.abilities.z23towmNKeKJasHV]{Hacker} @UUID[Compendium.cyphersystem-compendium.abilities.tBWUjjkgyXHTrkCp]{Hold Breath} @UUID[Compendium.cyphersystem-compendium.abilities.3fMzqFFQ1rLtbVrd]{Improved Designation} @UUID[Compendium.cyphersystem-compendium.abilities.FzpkQwb1jA53bs1y]{Investigator} @UUID[Compendium.cyphersystem-compendium.abilities.N4DTNNCEESorc0N4]{Lead From the Front} @UUID[Compendium.cyphersystem-compendium.abilities.JK2hN1poqMLqfa1N]{Machine Efficiency} @UUID[Compendium.cyphersystem-compendium.abilities.VgomhLKFHDDAzW9T]{Mind for Might} @UUID[Compendium.cyphersystem-compendium.abilities.mFPUUmBIcGGsuwNd]{Modify Device} @UUID[Compendium.cyphersystem-compendium.abilities.nW46hfygkxB7FW5m]{Monster Bane} @UUID[Compendium.cyphersystem-compendium.abilities.Ktxj62234LhUr51B]{Natural Crafter} @UUID[Compendium.cyphersystem-compendium.abilities.YZB37b80VQGMUscp]{No Need for Weapons} @UUID[Compendium.cyphersystem-compendium.abilities.PCTUkuALVb0GdTCe]{Object Bond} @UUID[Compendium.cyphersystem-compendium.abilities.FDG7hgrRNt4aHpP1]{Overload Machine} @UUID[Compendium.cyphersystem-compendium.abilities.XAXJ3mFGdDv0fXLP]{Precision} @UUID[Compendium.cyphersystem-compendium.abilities.y2eUnbkzxOeoe9w6]{Quick Death} @UUID[Compendium.cyphersystem-compendium.abilities.m6X5wyPUPdhqLTIp]{Quick Work} @UUID[Compendium.cyphersystem-compendium.abilities.tJVu7MQ2pOhNfpUB]{Range Increase} @UUID[Compendium.cyphersystem-compendium.abilities.szw7tHW0OjI2fjpJ]{Reload} @UUID[Compendium.cyphersystem-compendium.abilities.vVax9KyZ3U4Wpok8]{Something in the Road} @UUID[Compendium.cyphersystem-compendium.abilities.AFfburUYwZlBFq7N]{Tinker} @UUID[Compendium.cyphersystem-compendium.abilities.J0fj73TfCu4aSdVL]{Weapon Master} @UUID[Compendium.cyphersystem-compendium.abilities.yS1sMAZEzJbozxOZ]{Wreck}

Mid Tier

@UUID[Compendium.cyphersystem-compendium.abilities.M5QroBlhUCULt6MD]{Amazing Effort} @UUID[Compendium.cyphersystem-compendium.abilities.7Gxuqkwo4i47yHe3]{Betrayal} @UUID[Compendium.cyphersystem-compendium.abilities.G0hoaZFQpdG7FfxO]{Better Living Through Chemistry} @UUID[Compendium.cyphersystem-compendium.abilities.gNRMG3mJTzWaCGph]{Capable Warrior} @UUID[Compendium.cyphersystem-compendium.abilities.JwG4lCSZIG3qUQAi]{Cast Illusion} @UUID[Compendium.cyphersystem-compendium.abilities.M3TM1cORNnlEN0ZO]{Cyphersmith} @UUID[Compendium.cyphersystem-compendium.abilities.Rr4oB1lUzuzFHNHQ]{Deadly Aim} @UUID[Compendium.cyphersystem-compendium.abilities.zYGhcm896Xbi7Ia2]{Deep Resources} @UUID[Compendium.cyphersystem-compendium.abilities.7rjeYt5hNhkvqK9w]{Disarming Strike} @UUID[Compendium.cyphersystem-compendium.abilities.zLJYM2OiFVIsuz3P]{Dodge and Resist} @UUID[Compendium.cyphersystem-compendium.abilities.wEj2uvWI3w0W9HWH]{Drain at a Distance} @UUID[Compendium.cyphersystem-compendium.abilities.B5zrSVUs54TUALFB]{Energized Shield} @UUID[Compendium.cyphersystem-compendium.abilities.7GsuhcRTpDX0d1em]{Enhanced Intellect} @UUID[Compendium.cyphersystem-compendium.abilities.FQPA8oY3xiZIL6aG]{Enhanced Intellect Edge} @UUID[Compendium.cyphersystem-compendium.abilities.wHcuP6T7Ti6j5Y8C]{Enhanced Might} @UUID[Compendium.cyphersystem-compendium.abilities.g1t5TxZXsNovIVTn]{Enhanced Might Edge} @UUID[Compendium.cyphersystem-compendium.abilities.MwVDTy2Rx1V7Tyly]{Enhanced Physique} @UUID[Compendium.cyphersystem-compendium.abilities.RnK2bmvUb7RIVPSA]{Enhanced Potential} @UUID[Compendium.cyphersystem-compendium.abilities.tuofJSTVjOEwRUem]{Enhanced Speed} @UUID[Compendium.cyphersystem-compendium.abilities.QH3l6ojVnasZm5U8]{Enhanced Speed Edge} @UUID[Compendium.cyphersystem-compendium.abilities.4eCjeGPA0ovnwIfu]{Experienced in Armor} @UUID[Compendium.cyphersystem-compendium.abilities.u1GhDcfpVXITVtOc]{Expert Cypher Use} @UUID[Compendium.cyphersystem-compendium.abilities.MdRdAc0qAWghMmlV]{Expert Skill} @UUID[Compendium.cyphersystem-compendium.abilities.jaGs9nmLaywdRMUN]{Fast Kill} @UUID[Compendium.cyphersystem-compendium.abilities.tJQmvEiYq2xBv4ZJ]{Flameblade} @UUID[Compendium.cyphersystem-compendium.abilities.XR3B0gfJtrYUAU5M]{From the Shadows} @UUID[Compendium.cyphersystem-compendium.abilities.73miZT5kYFyxnPOT]{Fury} @UUID[Compendium.cyphersystem-compendium.abilities.42sPqHxJEybiZ6Vh]{Fusion} @UUID[Compendium.cyphersystem-compendium.abilities.Ee8QC6fkRvD1yw6h]{Greater Beast Form} @UUID[Compendium.cyphersystem-compendium.abilities.QgnoEdKZ50u4JZoL]{Greater Designation} @UUID[Compendium.cyphersystem-compendium.abilities.34Ycb9VK8JwHgSl4]{Greater Enhanced Intellect} @UUID[Compendium.cyphersystem-compendium.abilities.R9KnCCvGoEHvV1p0]{Greater Enhanced Might} @UUID[Compendium.cyphersystem-compendium.abilities.vVc3NxkYdj68mAoV]{Greater Enhanced Physique} @UUID[Compendium.cyphersystem-compendium.abilities.4necR0YTsaij4ojD]{Greater Enhanced Potential} @UUID[Compendium.cyphersystem-compendium.abilities.Qsi6Iw5YCcY8jmNx]{Greater Enhanced Speed} @UUID[Compendium.cyphersystem-compendium.abilities.hAVC1FOl7hwnuBpC]{Greater Frenzy} @UUID[Compendium.cyphersystem-compendium.abilities.4v5pXMwFeB7xQzME]{Guide Bolt} @UUID[Compendium.cyphersystem-compendium.abilities.OtbS1NoVXK7mQLEe]{Guild Training} @UUID[Compendium.cyphersystem-compendium.abilities.VupBbHOJAX45Yazb]{Heroic Monster Bane} @UUID[Compendium.cyphersystem-compendium.abilities.sPheWt9emoY3PCA8]{Hidden Reserves} @UUID[Compendium.cyphersystem-compendium.abilities.uNzF1oQKJ6T1yqL4]{Huge} @UUID[Compendium.cyphersystem-compendium.abilities.4Fe5z4FD71eHlbbd]{Immovable} @UUID[Compendium.cyphersystem-compendium.abilities.wrPVUnJauasIH886]{Improved Absorb Kinetic Energy} @UUID[Compendium.cyphersystem-compendium.abilities.7X2zbrkFSNbyhA5G]{Improved Edge} @UUID[Compendium.cyphersystem-compendium.abilities.HPIlAWDGOQFw6yGm]{Improved Monster Bane} @UUID[Compendium.cyphersystem-compendium.abilities.eblwQ80CBlBdeUp5]{Improved Sensor} @UUID[Compendium.cyphersystem-compendium.abilities.0q9alvmsQKKViN0r]{Incomparable Pilot} @UUID[Compendium.cyphersystem-compendium.abilities.mUizWF7k2XD7ykRJ]{Increased Effects} @UUID[Compendium.cyphersystem-compendium.abilities.PYD24TjoDAqbKAj8]{Iron Fist} @UUID[Compendium.cyphersystem-compendium.abilities.YID6zEB7KkHGYAlD]{Know Where to Look} @UUID[Compendium.cyphersystem-compendium.abilities.bPr34XiLw2Dqb4VJ]{Lunge} @UUID[Compendium.cyphersystem-compendium.abilities.2l9FIUVKimPzIXzU]{Machine Bond} @UUID[Compendium.cyphersystem-compendium.abilities.atQ5yNq1ZEyy0z5j]{Machine Vulnerabilities} @UUID[Compendium.cyphersystem-compendium.abilities.l0OFjk5XVGV5LzP1]{Minor Wish} @UUID[Compendium.cyphersystem-compendium.abilities.imWLlYQs4LTaCTdS]{Never Fumble} @UUID[Compendium.cyphersystem-compendium.abilities.Wj6oHOvnZkZjulwI]{One With the Wild} @UUID[Compendium.cyphersystem-compendium.abilities.3VJyYtECl0wKQj2p]{Outlast the Foe} @UUID[Compendium.cyphersystem-compendium.abilities.cqzyNCPYVEWtucLe]{Outwit} @UUID[Compendium.cyphersystem-compendium.abilities.Y7HUEp7IxdPuur8V]{Overcharge Energy} @UUID[Compendium.cyphersystem-compendium.abilities.ZqBpOAiH70SGHX8N]{Perfect Stranger} @UUID[Compendium.cyphersystem-compendium.abilities.rOxKh1Z7J686a0nv]{Precise Cut} @UUID[Compendium.cyphersystem-compendium.abilities.iGRECL13bqrSSF7P]{Punish the Guilty} @UUID[Compendium.cyphersystem-compendium.abilities.JJ9nWmcBIlfyNDfe]{Push Off and Throw} @UUID[Compendium.cyphersystem-compendium.abilities.Mac5S0sQe9Muf4Mv]{Quick Wits} @UUID[Compendium.cyphersystem-compendium.abilities.y1bQFSBlwMbUico5]{Rapid Processing} @UUID[Compendium.cyphersystem-compendium.abilities.FuufiUyoLFbgBH5J]{Resilient Ice Armor} @UUID[Compendium.cyphersystem-compendium.abilities.6X3BDWzVKsWltrtY]{Roaming Third Eye} @UUID[Compendium.cyphersystem-compendium.abilities.qSH4OhrBBgNnAdAo]{Robot Improvement} @UUID[Compendium.cyphersystem-compendium.abilities.t3zUlk8c5WEBXXO8]{Seize the Moment} @UUID[Compendium.cyphersystem-compendium.abilities.6ZVINuyZm4jowRGt]{Shepherd’s Fury} @UUID[Compendium.cyphersystem-compendium.abilities.JhBTTC5ZUTT8NvUA]{Slippery Customer} @UUID[Compendium.cyphersystem-compendium.abilities.q73VWJY2cmWxRcYx]{Space Fighting} @UUID[Compendium.cyphersystem-compendium.abilities.8LHIZs9gEAd02tId]{Speed Burst} @UUID[Compendium.cyphersystem-compendium.abilities.jmYIPbMwsq3GY3eO]{Stone Breaker} @UUID[Compendium.cyphersystem-compendium.abilities.gn1jtMLhp6qPNXUL]{Store Energy} @UUID[Compendium.cyphersystem-compendium.abilities.cS2p7CRfquFvR65U]{Strategize} @UUID[Compendium.cyphersystem-compendium.abilities.wpA3GB5yJq9NI8QN]{Think Your Way Out} @UUID[Compendium.cyphersystem-compendium.abilities.2AIQhz00HyZhY7wM]{Tower of Will} @UUID[Compendium.cyphersystem-compendium.abilities.V7npSeuqG3JI4Dvv]{Trust to Luck} @UUID[Compendium.cyphersystem-compendium.abilities.bVt0TIfwtEUXvi6O]{Uncanny Luck} @UUID[Compendium.cyphersystem-compendium.abilities.scMKCptCmp0IwO2g]{Wall With Teeth} @UUID[Compendium.cyphersystem-compendium.abilities.NFsoXUQaq3I5h2UY]{Weaponization} @UUID[Compendium.cyphersystem-compendium.abilities.JrSM5XYgXpxNnLl2]{Willing Sacrifice} @UUID[Compendium.cyphersystem-compendium.abilities.6McxfJoPmf1SnbDR]{Wrest From Chance}

High Tier

@UUID[Compendium.cyphersystem-compendium.abilities.M0pjZXQ9996hfUPs]{Adroit Cypher Use} @UUID[Compendium.cyphersystem-compendium.abilities.MQewTo9NscKVUUNz]{Again and Again} @UUID[Compendium.cyphersystem-compendium.abilities.cuK7oPGFdlOPoc44]{Agile Wit} @UUID[Compendium.cyphersystem-compendium.abilities.eepc8U2e178RDqBs]{All-Out Con} @UUID[Compendium.cyphersystem-compendium.abilities.MJE1k2RmCM6HRwFV]{Artifact Scavenger} @UUID[Compendium.cyphersystem-compendium.abilities.iX07Ltb1JYr1nMYM]{Blurring Speed} @UUID[Compendium.cyphersystem-compendium.abilities.hKhwP85QeRGPW03G]{Burst of Escape} @UUID[Compendium.cyphersystem-compendium.abilities.OPfY6tVurfAxNUPh]{Charging Horde} @UUID[Compendium.cyphersystem-compendium.abilities.jmjxGRJTwztzBtLc]{Coordinated Effort} @UUID[Compendium.cyphersystem-compendium.abilities.UlQ7w5iD57Hfdzce]{Damage Dealer} @UUID[Compendium.cyphersystem-compendium.abilities.JH40M99RAN6IZWze]{Damn the Guilty} @UUID[Compendium.cyphersystem-compendium.abilities.Uk6ceaEWFjcoHNTI]{Deep Reserves} @UUID[Compendium.cyphersystem-compendium.abilities.p1UMG2hrng7mLFDv]{Disarming Attack} @UUID[Compendium.cyphersystem-compendium.abilities.t3uyBYJqMApfEBWX]{Discipline of Watchfulness} @UUID[Compendium.cyphersystem-compendium.abilities.P3Ha3GoJlM8EHf5j]{Divide Your Mind} @UUID[Compendium.cyphersystem-compendium.abilities.3uGYyiXUUSz952zQ]{Dual Distraction} @UUID[Compendium.cyphersystem-compendium.abilities.AsmIgvoIRPEtuzkh]{Duel to the Death} @UUID[Compendium.cyphersystem-compendium.abilities.AvaA8a3ylU9q4gL1]{Effective Skill} @UUID[Compendium.cyphersystem-compendium.abilities.A9uQnidn6SKTNHJA]{Enhanced Beast Form} @UUID[Compendium.cyphersystem-compendium.abilities.xHLPf1FETmn06aA8]{Enhanced Phased Attack} @UUID[Compendium.cyphersystem-compendium.abilities.FzJe2XEwhtUajTWI]{Escape Plan} @UUID[Compendium.cyphersystem-compendium.abilities.mhgFWIDr0QuCHRIF]{Extreme Mastery} @UUID[Compendium.cyphersystem-compendium.abilities.yIt7vEBNLpyggkSQ]{Force and Accuracy} @UUID[Compendium.cyphersystem-compendium.abilities.lUkqQu1vvJe3FxfQ]{Gambler} @UUID[Compendium.cyphersystem-compendium.abilities.U33DbRwloywFlYfi]{Go to Ground} @UUID[Compendium.cyphersystem-compendium.abilities.KGzAHs3qln0fNDjt]{Hard to Kill} @UUID[Compendium.cyphersystem-compendium.abilities.lrz5wU8PLzd7gATA]{Horde Tactics} @UUID[Compendium.cyphersystem-compendium.abilities.lJWTlBH1koX2Fjgi]{Impart Understanding} @UUID[Compendium.cyphersystem-compendium.abilities.Q22uje0KevLfL2qb]{Improved Command Spirit} @UUID[Compendium.cyphersystem-compendium.abilities.Cnvf8fv0EEKU3iSn]{Improved Gravity Cleave} @UUID[Compendium.cyphersystem-compendium.abilities.PKFz6WVsaKm5kIir]{Improved Machine Companion} @UUID[Compendium.cyphersystem-compendium.abilities.t6VEEwEsQUIImebW]{Improved Success} @UUID[Compendium.cyphersystem-compendium.abilities.JeqLEAcHOYVd78TH]{Inventor} @UUID[Compendium.cyphersystem-compendium.abilities.58CLKxSLgaT6W6Cj]{Lethal Damage} @UUID[Compendium.cyphersystem-compendium.abilities.teF5kZpAuRfZKfxn]{Machine Enhancement} @UUID[Compendium.cyphersystem-compendium.abilities.IfvVmyawWrz3vKXX]{Maneuvering Adept} @UUID[Compendium.cyphersystem-compendium.abilities.K4XRiZlFRakz6j98]{Master Cypher Use} @UUID[Compendium.cyphersystem-compendium.abilities.7QTTrXnxDHskYYhj]{Master Machine} @UUID[Compendium.cyphersystem-compendium.abilities.rHApGqEQj8TCGa3f]{Masterful Armor Modification} @UUID[Compendium.cyphersystem-compendium.abilities.m2j3n3xiExLcXAAn]{Moderate Wish} @UUID[Compendium.cyphersystem-compendium.abilities.t0B6AIqWanSnx696]{Modify Artifact Power} @UUID[Compendium.cyphersystem-compendium.abilities.ENO71nxs3MSKzvq6]{Multiple Quarry} @UUID[Compendium.cyphersystem-compendium.abilities.rsYzxCchklPSFAp7]{Multiplicity} @UUID[Compendium.cyphersystem-compendium.abilities.m21TAvxSQn1rGx3d]{Overcharge Device} @UUID[Compendium.cyphersystem-compendium.abilities.85DCcEDqvz6A0LkD]{Perfect Control} @UUID[Compendium.cyphersystem-compendium.abilities.mSNoWynky7DMz7ln]{Perfect Speed Burst} @UUID[Compendium.cyphersystem-compendium.abilities.5uWcMvgh1OWvieJs]{Physically Gifted} @UUID[Compendium.cyphersystem-compendium.abilities.EjBzy1Ue1AA8i6ry]{Recycled Cyphers} @UUID[Compendium.cyphersystem-compendium.abilities.hCAzOVpH0jrYc9qk]{Reinforcing Field} @UUID[Compendium.cyphersystem-compendium.abilities.ucsscEpO5L2gIYZg]{Resonant Frequency} @UUID[Compendium.cyphersystem-compendium.abilities.HAVNfVKAdwtJF6Jj]{Robot Evolution} @UUID[Compendium.cyphersystem-compendium.abilities.wqUItgrYzBeMiAoB]{Seize the Initiative} @UUID[Compendium.cyphersystem-compendium.abilities.Np67YSIzrP6w1PPb]{Shield Burst} @UUID[Compendium.cyphersystem-compendium.abilities.P9HlASUtyiOXghBZ]{Shred Existence} @UUID[Compendium.cyphersystem-compendium.abilities.HYDsZRWMlWTvSQU8]{Subtle Tricks} @UUID[Compendium.cyphersystem-compendium.abilities.cWHqKGpI5z0aiSYC]{Thief’s Luck} @UUID[Compendium.cyphersystem-compendium.abilities.qKDngpAWNEzhdRj5]{Trick Driver} @UUID[Compendium.cyphersystem-compendium.abilities.aWws42dVSQjRz8Hr]{Twist of Fate} @UUID[Compendium.cyphersystem-compendium.abilities.EE1xCQ3OvCrdrG6z]{Two Things at Once} @UUID[Compendium.cyphersystem-compendium.abilities.fkedtvx6UakJPOZN]{Ultra Enhancement} @UUID[Compendium.cyphersystem-compendium.abilities.bgaCXtvlT0zWmAIA]{Using What’s Available} @UUID[Compendium.cyphersystem-compendium.abilities.gETtOLyLYRVk53dP]{Usurp Cypher} @UUID[Compendium.cyphersystem-compendium.abilities.w3HN2nZBTo5mLJcM]{Weightless Shot} @UUID[Compendium.cyphersystem-compendium.abilities.RHLBHQuskBAVGnU8]{Weird Science Breakthrough} @UUID[Compendium.cyphersystem-compendium.abilities.vQtVTnCecWFXkfkI]{Wild Vitality} @UUID[Compendium.cyphersystem-compendium.abilities.EXrZLa3M8BK43qoi]{Winter Gauntlets}

Movement

Increases your movement (such as increasing your basic movement speed from short to long) or adds a new type of movement (such as flight, wallcrawling, phasing, or teleporting).

Low Tier

@UUID[Compendium.cyphersystem-compendium.abilities.uh1t4rnkZ2jOCjHJ]{Bolt Rider} @UUID[Compendium.cyphersystem-compendium.abilities.dQHSDDZxJNHrHH1l]{Contortionist} @UUID[Compendium.cyphersystem-compendium.abilities.3x3gRDJejTXQPmdY]{Danger Instinct} @UUID[Compendium.cyphersystem-compendium.abilities.gP8HCn8FPeg49V7M]{Far Step} @UUID[Compendium.cyphersystem-compendium.abilities.5abCQnz5ZWvvfMro]{Get Away} @UUID[Compendium.cyphersystem-compendium.abilities.UCR0rx32kEsTcgnF]{Hover} @UUID[Compendium.cyphersystem-compendium.abilities.3t1QshyGYnCSo12z]{Phase Sprint} @UUID[Compendium.cyphersystem-compendium.abilities.VWehoqF0N6s0WMLK]{Void Wings} @UUID[Compendium.cyphersystem-compendium.abilities.g0SqMvb020tiTQ48]{Walk Through Walls}

Mid Tier

@UUID[Compendium.cyphersystem-compendium.abilities.loOJI9ZakIwGrmW1]{Apportation} @UUID[Compendium.cyphersystem-compendium.abilities.Zps9ZUc9RD1mRDEK]{Blink of an Eye} @UUID[Compendium.cyphersystem-compendium.abilities.asABBkIqO5MSTxQ0]{Bypass Barrier} @UUID[Compendium.cyphersystem-compendium.abilities.wG4zveGhplNKNzuP]{Controlled Fall} @UUID[Compendium.cyphersystem-compendium.abilities.Kk9lHkiaqsr3pUmk]{Ghost} @UUID[Compendium.cyphersystem-compendium.abilities.ZYudnanHgtiLHtgH]{Mobile Fighter} @UUID[Compendium.cyphersystem-compendium.abilities.qZOOWfFLJ1JziJpY]{Obstacle Running} @UUID[Compendium.cyphersystem-compendium.abilities.MFBq4Fc432FS6nkX]{Phase Door} @UUID[Compendium.cyphersystem-compendium.abilities.dW0rgYsx6hDA8pIB]{Runner} @UUID[Compendium.cyphersystem-compendium.abilities.LlaltL5rG2c5Cadt]{Swim} @UUID[Compendium.cyphersystem-compendium.abilities.0EhZzYdEhtCRnV4c]{Temporal Dislocation} @UUID[Compendium.cyphersystem-compendium.abilities.s68x7VxwueUkCkOg]{Up to Speed} @UUID[Compendium.cyphersystem-compendium.abilities.KX6gQ8frz4IDtBx6]{Windrider} @UUID[Compendium.cyphersystem-compendium.abilities.TWqyBv9PEjwJKd1y]{Wings of Fire} @UUID[Compendium.cyphersystem-compendium.abilities.KGz0rK4b2dAt0DaX]{Wormhole}

High Tier

@UUID[Compendium.cyphersystem-compendium.abilities.QtpmHxblBqoQozbg]{Alley Rat} @UUID[Compendium.cyphersystem-compendium.abilities.iX07Ltb1JYr1nMYM]{Blurring Speed} @UUID[Compendium.cyphersystem-compendium.abilities.2iAHsn5ie8sYRiyb]{Chamber of Dreams} @UUID[Compendium.cyphersystem-compendium.abilities.etGUYa9dQSvjLvXX]{Electrical Flight} @UUID[Compendium.cyphersystem-compendium.abilities.2asT0zvk1kw5hC1v]{Embraced by Darkness} @UUID[Compendium.cyphersystem-compendium.abilities.IKicLElFbkRx5IaM]{Fast Travel} @UUID[Compendium.cyphersystem-compendium.abilities.2TaqNf6bhxijKELX]{Flash Across the Miles} @UUID[Compendium.cyphersystem-compendium.abilities.abdAcwYE8L00VakL]{Flight} @UUID[Compendium.cyphersystem-compendium.abilities.V2DSp12G6NP3X6Jt]{Impossible Walk} @UUID[Compendium.cyphersystem-compendium.abilities.0wVk3CszKCJQfp0Q]{Incredible Running Speed} @UUID[Compendium.cyphersystem-compendium.abilities.jM6JQUQFUpk9VVut]{Jaunt} @UUID[Compendium.cyphersystem-compendium.abilities.U8OsW0m17N86hNWW]{Juggernaut} @UUID[Compendium.cyphersystem-compendium.abilities.cE7JPRHLqIdM3b9V]{Living Light} @UUID[Compendium.cyphersystem-compendium.abilities.rHApGqEQj8TCGa3f]{Masterful Armor Modification} @UUID[Compendium.cyphersystem-compendium.abilities.lL7QywDGOszTIJCE]{Mental Projection} @UUID[Compendium.cyphersystem-compendium.abilities.tR2v2vMu3TgN21OJ]{Return to the Obelisk} @UUID[Compendium.cyphersystem-compendium.abilities.IN3VI2LxDyYGbqnN]{Teleportation} @UUID[Compendium.cyphersystem-compendium.abilities.lkO9VJhfOrgLY4g1]{Time Travel} @UUID[Compendium.cyphersystem-compendium.abilities.PlKwEwo6ilGqwxwI]{Traverse the Worlds} @UUID[Compendium.cyphersystem-compendium.abilities.8yGwY0PvtF2ivdSn]{Very Long Sprinting} @UUID[Compendium.cyphersystem-compendium.abilities.8PB7yHNGa7iBpYeI]{Wind Chariot} @UUID[Compendium.cyphersystem-compendium.abilities.b44vvK2YjdSeYPJc]{Windwracked Traveler}

Protection

Gives training or specialization in one or more types of combat defenses (Might, Speed, or Intellect), provides or increases Armor, or otherwise helps prevent damage.

Low Tier

@UUID[Compendium.cyphersystem-compendium.abilities.62zBqhQoPk6IV8lF]{Absorb Kinetic Energy} @UUID[Compendium.cyphersystem-compendium.abilities.7OpsD4muO5HGJt29]{Block} @UUID[Compendium.cyphersystem-compendium.abilities.SQ4RTDwdA0yiZ81b]{Closed Mind} @UUID[Compendium.cyphersystem-compendium.abilities.YvPBxDxLz16Usm7m]{Courageous} @UUID[Compendium.cyphersystem-compendium.abilities.bzeuikGxbM7noj2z]{Crystalline Body} @UUID[Compendium.cyphersystem-compendium.abilities.aNNLomN5nZc52ZT4]{Defense Against Robots} @UUID[Compendium.cyphersystem-compendium.abilities.2j6Hqr2Y8Xbz97c4]{Defensive Phasing} @UUID[Compendium.cyphersystem-compendium.abilities.YcDF62pED8waUtry]{Deflect Attacks} @UUID[Compendium.cyphersystem-compendium.abilities.6qCR3kBqCVYDlEOl]{Distortion} @UUID[Compendium.cyphersystem-compendium.abilities.dPFQTFRzv7D7PYKq]{Enhanced Body} @UUID[Compendium.cyphersystem-compendium.abilities.vPflrS1giYnMoqL2]{Enveloping Shield} @UUID[Compendium.cyphersystem-compendium.abilities.1POQ4sFW5DLrmXhn]{Fearsome Reputation} @UUID[Compendium.cyphersystem-compendium.abilities.XuNgbxrY284sWgZg]{Field of Destruction} @UUID[Compendium.cyphersystem-compendium.abilities.K33ayv0NcktuV53N]{Flesh of Stone} @UUID[Compendium.cyphersystem-compendium.abilities.LFiTEQpWhXBgIZWb]{Flight Not Fight} @UUID[Compendium.cyphersystem-compendium.abilities.yb5PaVIPimrcJxFg]{Force Field Shield} @UUID[Compendium.cyphersystem-compendium.abilities.C9x7b1qN4qmm568P]{Fortified Position} @UUID[Compendium.cyphersystem-compendium.abilities.10EqPrn9aONinEfm]{Go Defensive} @UUID[Compendium.cyphersystem-compendium.abilities.pXrC4lkMOY7CvFLk]{Golem Body} @UUID[Compendium.cyphersystem-compendium.abilities.qgholblGXKQri99M]{Hard to Distract} @UUID[Compendium.cyphersystem-compendium.abilities.leUaFf4AxYJwwOHt]{Hard to Hit} @UUID[Compendium.cyphersystem-compendium.abilities.VsAP4JEe7W5gaGaG]{Hardiness} @UUID[Compendium.cyphersystem-compendium.abilities.geCiPXMF2sIRJ68U]{Have Spacesuit, Will Travel} @UUID[Compendium.cyphersystem-compendium.abilities.czVqoPjH98xaNY1d]{Ice Armor} @UUID[Compendium.cyphersystem-compendium.abilities.gjBFpV2OvDmBqeE3]{Just a Bit Mad} @UUID[Compendium.cyphersystem-compendium.abilities.hKsZzzdWTelNlz3q]{Magic Shield} @UUID[Compendium.cyphersystem-compendium.abilities.hGbNYgkuIiZHomcJ]{Mentally Tough} @UUID[Compendium.cyphersystem-compendium.abilities.7BkWiUHcUrcRIKqO]{Out of Harm’s Way} @UUID[Compendium.cyphersystem-compendium.abilities.3t1QshyGYnCSo12z]{Phase Sprint} @UUID[Compendium.cyphersystem-compendium.abilities.ClJUFnz8xBmP4a2l]{Powered Armor} @UUID[Compendium.cyphersystem-compendium.abilities.o2ZDoteWQsFsqTJr]{Practiced in Armor} @UUID[Compendium.cyphersystem-compendium.abilities.GQeO9RXVzeriLsfy]{Quick Block} @UUID[Compendium.cyphersystem-compendium.abilities.MK2dp11krszjDsyc]{Repel Metal} @UUID[Compendium.cyphersystem-compendium.abilities.mmg9XLzvfbP4ESGO]{Resist the Elements} @UUID[Compendium.cyphersystem-compendium.abilities.ssWKJs1l9cQbNZha]{Resist Underwater Hazards} @UUID[Compendium.cyphersystem-compendium.abilities.Q8xKsSOvoFWL1ePP]{Resonance Field} @UUID[Compendium.cyphersystem-compendium.abilities.g0Ewv5wBooSFYOlH]{Safe Fall} @UUID[Compendium.cyphersystem-compendium.abilities.XzomXctsS8NL9M7Q]{Serv-0 Defender} @UUID[Compendium.cyphersystem-compendium.abilities.EheuStXUDPojVmT5]{Shield Master} @UUID[Compendium.cyphersystem-compendium.abilities.AzMtxh562JfrPdKZ]{Shroud of Flame} @UUID[Compendium.cyphersystem-compendium.abilities.CtRvLxfUlCynJv1B]{Skill With Defense} @UUID[Compendium.cyphersystem-compendium.abilities.87SQGqcRavRZslAp]{Sound Conversion Barrier} @UUID[Compendium.cyphersystem-compendium.abilities.HHcC89OKZACgLB8Y]{Stare Them Down} @UUID[Compendium.cyphersystem-compendium.abilities.gS1X6POaKLjNlHsI]{Sturdy} @UUID[Compendium.cyphersystem-compendium.abilities.uatcX3o1oB2Stc4u]{Trained Without Armor} @UUID[Compendium.cyphersystem-compendium.abilities.zEkA8MhrnJ5p9Io6]{Unarmored Fighter} @UUID[Compendium.cyphersystem-compendium.abilities.59mslpID7ogppzMA]{Ward} @UUID[Compendium.cyphersystem-compendium.abilities.6zU8AURXjXgG63j6]{Warding Shield} @UUID[Compendium.cyphersystem-compendium.abilities.6Xs3fyaANQDWXRoc]{Weapon Defense} @UUID[Compendium.cyphersystem-compendium.abilities.QGSHCRW46vn5Xdwu]{Weather the Vicissitudes} @UUID[Compendium.cyphersystem-compendium.abilities.3Xoq7NLpshgG3VPY]{Wind Armor}

Mid Tier

@UUID[Compendium.cyphersystem-compendium.abilities.yvPcOjjqyU3618Ob]{Absorb Pure Energy} @UUID[Compendium.cyphersystem-compendium.abilities.ZH0JbusjycG6zQf1]{Anticipate Attack} @UUID[Compendium.cyphersystem-compendium.abilities.R0UuZ32vmmeFbSMV]{Blood Fever} @UUID[Compendium.cyphersystem-compendium.abilities.gyZd83dgvZnQrmbb]{Cloak of Opportunity} @UUID[Compendium.cyphersystem-compendium.abilities.2SiHiotGcSufnCne]{Confounding Banter} @UUID[Compendium.cyphersystem-compendium.abilities.1fYBYD1EfA5z1NFl]{Confuse Enemy} @UUID[Compendium.cyphersystem-compendium.abilities.BjlHRj3hANsoqhKq]{Counter Danger} @UUID[Compendium.cyphersystem-compendium.abilities.Mj6yJZwRmdXaVwh8]{Countermeasures} @UUID[Compendium.cyphersystem-compendium.abilities.yB4tnpDNVSOxgruq]{Dark Matter Shell} @UUID[Compendium.cyphersystem-compendium.abilities.XYbtbbVKFYmDfmjO]{Dark Matter Shroud} @UUID[Compendium.cyphersystem-compendium.abilities.NnlGdSiR9GbiTJyZ]{Discerning Mind} @UUID[Compendium.cyphersystem-compendium.abilities.LODZEYtmmBN5D9zZ]{Divert Attacks} @UUID[Compendium.cyphersystem-compendium.abilities.E1YiGcXAYOjHXoAd]{Dodge and Respond} @UUID[Compendium.cyphersystem-compendium.abilities.gVOzzvxS6PPu8Ofy]{Dual Defense} @UUID[Compendium.cyphersystem-compendium.abilities.76HF09q7MdGek863]{Electric Armor} @UUID[Compendium.cyphersystem-compendium.abilities.XR8WeRW3OlbCIjlJ]{Elemental Protection} @UUID[Compendium.cyphersystem-compendium.abilities.yz1w8JR23mtlDX49]{Energy Protection} @UUID[Compendium.cyphersystem-compendium.abilities.M49EI6qapNJC2aLR]{Energy Resistance} @UUID[Compendium.cyphersystem-compendium.abilities.4eCjeGPA0ovnwIfu]{Experienced in Armor} @UUID[Compendium.cyphersystem-compendium.abilities.GlXd4oFI9Fqq3rAX]{Experienced Defender} @UUID[Compendium.cyphersystem-compendium.abilities.yPVZmXWhUxustVdq]{Force Field Barrier} @UUID[Compendium.cyphersystem-compendium.abilities.rqC9cEmRkvm29N56]{Fusion Armor} @UUID[Compendium.cyphersystem-compendium.abilities.5t5EIoGSan3pQ08D]{Hard-Won Resilience} @UUID[Compendium.cyphersystem-compendium.abilities.aBfj6w1y6noOzB7d]{Horde Fighting} @UUID[Compendium.cyphersystem-compendium.abilities.uNzF1oQKJ6T1yqL4]{Huge} @UUID[Compendium.cyphersystem-compendium.abilities.zcxMbV4Fe4JqJAe8]{Illusory Evasion} @UUID[Compendium.cyphersystem-compendium.abilities.n985WYLPzj2XqBry]{Magnetic Field} @UUID[Compendium.cyphersystem-compendium.abilities.whVEpvOjmGs3fpcD]{Matter Cloud} @UUID[Compendium.cyphersystem-compendium.abilities.l0OFjk5XVGV5LzP1]{Minor Wish} @UUID[Compendium.cyphersystem-compendium.abilities.mGv7zlZu1wtNCQXQ]{Moving Like Water} @UUID[Compendium.cyphersystem-compendium.abilities.Mz9g9gv2UvARcLid]{Nimble Swimmer} @UUID[Compendium.cyphersystem-compendium.abilities.DMBJEypEWuAS2lai]{Outlaw Reputation} @UUID[Compendium.cyphersystem-compendium.abilities.AQQzctwqPJPUTRbb]{Poison Crafter} @UUID[Compendium.cyphersystem-compendium.abilities.y1bQFSBlwMbUico5]{Rapid Processing} @UUID[Compendium.cyphersystem-compendium.abilities.GvYXLPdpaFEMGuQR]{Resilience} @UUID[Compendium.cyphersystem-compendium.abilities.FuufiUyoLFbgBH5J]{Resilient Ice Armor} @UUID[Compendium.cyphersystem-compendium.abilities.NoKdHv0FSytZR4iF]{Robot Fighter} @UUID[Compendium.cyphersystem-compendium.abilities.NKvNEjx64CcS3l13]{Shield Training} @UUID[Compendium.cyphersystem-compendium.abilities.CNw7shehsdySzhAK]{Subconscious Defense} @UUID[Compendium.cyphersystem-compendium.abilities.3wxiRMTCBZ4iNCHp]{Temporal Acceleration} @UUID[Compendium.cyphersystem-compendium.abilities.t8wL47jk1KS4zapb]{Tough It Out} @UUID[Compendium.cyphersystem-compendium.abilities.sq2JJtnRtSthJSYL]{Tower of Intellect} @UUID[Compendium.cyphersystem-compendium.abilities.2AIQhz00HyZhY7wM]{Tower of Will} @UUID[Compendium.cyphersystem-compendium.abilities.w2aO1ZIpmBDQJXq1]{Tumbling Moves} @UUID[Compendium.cyphersystem-compendium.abilities.OovsYh1BefBJrU8m]{Versatile Mind} @UUID[Compendium.cyphersystem-compendium.abilities.DhbLcVuqEZmS6Z2y]{Vigilance} @UUID[Compendium.cyphersystem-compendium.abilities.OWVz2CkwLnCSJMdS]{Wraith Cloak}

High Tier

@UUID[Compendium.cyphersystem-compendium.abilities.i5n7BaFjTo6W35f9]{Defense Master} @UUID[Compendium.cyphersystem-compendium.abilities.xBZTbhZKRB9AJmMa]{Defensive Augmentation} @UUID[Compendium.cyphersystem-compendium.abilities.FjXL6iSD1CJKbuGT]{Defensive Field} @UUID[Compendium.cyphersystem-compendium.abilities.LwmoGOpgHy1K2dU4]{Energize Creature} @UUID[Compendium.cyphersystem-compendium.abilities.5i6TqVJQQ4sTvqTm]{Energize Crowd} @UUID[Compendium.cyphersystem-compendium.abilities.N0OZaNOIbHTiWDL1]{Evasion} @UUID[Compendium.cyphersystem-compendium.abilities.cTU70NgcebRlD7jI]{Field-Reinforced Armor} @UUID[Compendium.cyphersystem-compendium.abilities.S9QxUr8u2gtwY7ya]{Hard Target} @UUID[Compendium.cyphersystem-compendium.abilities.KGzAHs3qln0fNDjt]{Hard to Kill} @UUID[Compendium.cyphersystem-compendium.abilities.5rgcPJXpCcB5VJ1m]{Lost in the Chaos} @UUID[Compendium.cyphersystem-compendium.abilities.rHApGqEQj8TCGa3f]{Masterful Armor Modification} @UUID[Compendium.cyphersystem-compendium.abilities.4k5JFV78A5SiPjFo]{Mastery in Armor} @UUID[Compendium.cyphersystem-compendium.abilities.LTqgcoprvBF2ZkdH]{Mastery With Defense} @UUID[Compendium.cyphersystem-compendium.abilities.iIy1HDd9yUl07AYo]{Microgravity Avoidance} @UUID[Compendium.cyphersystem-compendium.abilities.m2j3n3xiExLcXAAn]{Moderate Wish} @UUID[Compendium.cyphersystem-compendium.abilities.lGbieMmnuoqsl4Jz]{Nothing but Defend} @UUID[Compendium.cyphersystem-compendium.abilities.AmZDmnmP7CxSSN4h]{Parry} @UUID[Compendium.cyphersystem-compendium.abilities.N0wzhZ676UrCR8M4]{Precognition} @UUID[Compendium.cyphersystem-compendium.abilities.cbXNxvPdWEbKF6nA]{Reactive Field} @UUID[Compendium.cyphersystem-compendium.abilities.MA2Pwhbpbq2SSIQy]{See the Future} @UUID[Compendium.cyphersystem-compendium.abilities.4BQHOR98z3TYJPQu]{Still As a Statue} @UUID[Compendium.cyphersystem-compendium.abilities.fkedtvx6UakJPOZN]{Ultra Enhancement} @UUID[Compendium.cyphersystem-compendium.abilities.QLRztjFH4YetYM6l]{Untouchable} @UUID[Compendium.cyphersystem-compendium.abilities.INdq5iQf5ECzRiNp]{Untouchable While Moving} @UUID[Compendium.cyphersystem-compendium.abilities.B6SEeGr5kxLAgvvq]{Wear It Well}

Senses

Enhances your senses (seeing in the dark, seeing underwater or through mist, sensing danger, finding optimal places to stand in combat, and so on), but doesn’t provide direct answers to questions like an information ability does.

Low Tier

@UUID[Compendium.cyphersystem-compendium.abilities.xskKzxBoGvSrje4e]{Eyes Adjusted} @UUID[Compendium.cyphersystem-compendium.abilities.wVgcztnnNFPqK9Mo]{Familiarize} @UUID[Compendium.cyphersystem-compendium.abilities.8ydN3DBdXXP24hQL]{Find an Opening} @UUID[Compendium.cyphersystem-compendium.abilities.YBMLX3Jm5oN79J6G]{Heads-Up Display} @UUID[Compendium.cyphersystem-compendium.abilities.boxrBJsyP0yjJHjt]{Link Senses} @UUID[Compendium.cyphersystem-compendium.abilities.TPEcyzCeC3z5FyyQ]{Mental Link} @UUID[Compendium.cyphersystem-compendium.abilities.Uti1XQwY4VFZwwwc]{Reveal} @UUID[Compendium.cyphersystem-compendium.abilities.jq6Wm9xYxJA0bRaR]{See the Unseen} @UUID[Compendium.cyphersystem-compendium.abilities.rYyymKUc0QKWdNsy]{See Through Matter} @UUID[Compendium.cyphersystem-compendium.abilities.mvFsSsVjyF8iXvCe]{Sense Ambush} @UUID[Compendium.cyphersystem-compendium.abilities.PRh7n2VLXyRa4il9]{Share Senses} @UUID[Compendium.cyphersystem-compendium.abilities.WgjatSOUT6pT02A7]{Third Eye}

Mid Tier

@UUID[Compendium.cyphersystem-compendium.abilities.KAAezRI2l8rdp1NS]{Animal Senses and Sensibilities} @UUID[Compendium.cyphersystem-compendium.abilities.ZB80ZclRSzEcr4o1]{Awareness} @UUID[Compendium.cyphersystem-compendium.abilities.zstBkLwRduC7vgGT]{Beast Eyes} @UUID[Compendium.cyphersystem-compendium.abilities.nJlhmzrhmXvM3QvU]{Break the Line} @UUID[Compendium.cyphersystem-compendium.abilities.j1AZSJpCetRgsQ6A]{Detect Life} @UUID[Compendium.cyphersystem-compendium.abilities.MvyXo0ZUsxu8QQ22]{Distance Viewing} @UUID[Compendium.cyphersystem-compendium.abilities.EcOIgMC9c1IfSHsr]{Echolocation} @UUID[Compendium.cyphersystem-compendium.abilities.khxZngfluNmVSAIT]{Experienced Finder} @UUID[Compendium.cyphersystem-compendium.abilities.QsXOz48JgyXYEEqS]{Inhabit Crystal} @UUID[Compendium.cyphersystem-compendium.abilities.KBjSpuK7XJc1abJv]{Remote Viewing} @UUID[Compendium.cyphersystem-compendium.abilities.syiylO75dZlcUp3i]{Sensing Package} @UUID[Compendium.cyphersystem-compendium.abilities.bzy1KzO0oPmZGu2b]{Sensor} @UUID[Compendium.cyphersystem-compendium.abilities.9YuQrJXAQO0qIFPj]{Serv-0 Spy} @UUID[Compendium.cyphersystem-compendium.abilities.V1ROUnWXLmLRMxXi]{Trapfinder} @UUID[Compendium.cyphersystem-compendium.abilities.FktE2hQhSKXbWcQU]{Use Senses of Others}

High Tier

@UUID[Compendium.cyphersystem-compendium.abilities.B0dq2gW9gdA0PdzR]{Amplify Sounds} @UUID[Compendium.cyphersystem-compendium.abilities.djqbPin4qsUauJmD]{Battlefield Tactician} @UUID[Compendium.cyphersystem-compendium.abilities.xRvaY8SG4HVy5WO8]{Dark Explorer} @UUID[Compendium.cyphersystem-compendium.abilities.cpJY8qkTAmSvXoFM]{Infer Thoughts} @UUID[Compendium.cyphersystem-compendium.abilities.7QTTrXnxDHskYYhj]{Master Machine} @UUID[Compendium.cyphersystem-compendium.abilities.PazO9rJ2YoE8VEUw]{See Through Time} @UUID[Compendium.cyphersystem-compendium.abilities.MGzAkRaGd4LgfQti]{True Senses}

Social

Gives you an indirect social benefit, such as providing a useful contact in a city or letting you take advantage of your social status.

Low Tier

@UUID[Compendium.cyphersystem-compendium.abilities.2CekF2lqwNrMyio0]{Connected} @UUID[Compendium.cyphersystem-compendium.abilities.2GwH3ugd7aHrWZRz]{Debate} @UUID[Compendium.cyphersystem-compendium.abilities.JSlr2Q6Ll1xNd8fX]{Demeanor of Command} @UUID[Compendium.cyphersystem-compendium.abilities.GT0AiiarWPbGzxKs]{Impart Ideal} @UUID[Compendium.cyphersystem-compendium.abilities.OmfjqEmmIbrWST5U]{Misdirect Blame} @UUID[Compendium.cyphersystem-compendium.abilities.5VqOTQlAYTtWTwmS]{Negotiate} @UUID[Compendium.cyphersystem-compendium.abilities.6QXGJBsJPDFgcdq5]{Perks of Stardom} @UUID[Compendium.cyphersystem-compendium.abilities.MBlyd9LvSH8D0Z5I]{Powerful Rhetoric} @UUID[Compendium.cyphersystem-compendium.abilities.xMRRfjFF0POkxyea]{Privileged Nobility} @UUID[Compendium.cyphersystem-compendium.abilities.OFWQd2W52VAODeas]{Underworld Contacts} @UUID[Compendium.cyphersystem-compendium.abilities.UHvD5299HFbwBvpR]{Unexpected Betrayal}

Mid Tier

@UUID[Compendium.cyphersystem-compendium.abilities.7Gxuqkwo4i47yHe3]{Betrayal} @UUID[Compendium.cyphersystem-compendium.abilities.tmrSKjGmjbxfIqPI]{Flamboyant Boast} @UUID[Compendium.cyphersystem-compendium.abilities.zg8dYuOdCXGwXOFd]{Informer} @UUID[Compendium.cyphersystem-compendium.abilities.i5BlJLgj1ayBw0uY]{Oratory} @UUID[Compendium.cyphersystem-compendium.abilities.ZqBpOAiH70SGHX8N]{Perfect Stranger}

High Tier

@UUID[Compendium.cyphersystem-compendium.abilities.hhBF8re7Azmce3Y9]{Group Friendship}

Special Attack

Gives the ability to make a special melee or ranged attack (weapon, energy blast, psychic, and so on). The attack might do damage, have a special effect (disarm, hinder, move the target, and so on), or both. This also includes abilities like Spray that let you attack multiple targets as your action.

Low Tier

@UUID[Compendium.cyphersystem-compendium.abilities.p61Ycyc7lVZQXupO]{Advantage to Disadvantage} @UUID[Compendium.cyphersystem-compendium.abilities.X7Rrn9Q54ceSA4Lr]{Aggression} @UUID[Compendium.cyphersystem-compendium.abilities.EyAIsiqJGCspQFcu]{Arcane Flare} @UUID[Compendium.cyphersystem-compendium.abilities.7BS6IEcYlEp5v3OC]{Bash} @UUID[Compendium.cyphersystem-compendium.abilities.wyUQ3Atl3V1ItCFH]{Bloodlust} @UUID[Compendium.cyphersystem-compendium.abilities.Mfebb42AE5xt7k85]{Concussive Blast} @UUID[Compendium.cyphersystem-compendium.abilities.6cMg5QXB71YNgoaM]{Control the Field} @UUID[Compendium.cyphersystem-compendium.abilities.o7kTUAFonv5HPi07]{Cutting Light} @UUID[Compendium.cyphersystem-compendium.abilities.teFcKcbo5ZBFbfRl]{Dazzling Sunburst} @UUID[Compendium.cyphersystem-compendium.abilities.di7QfASecjKU8BPN]{Disincentivize} @UUID[Compendium.cyphersystem-compendium.abilities.7f6ulMjWFw2BOK76]{Disrupting Touch} @UUID[Compendium.cyphersystem-compendium.abilities.JyAovhallyh9m6oW]{Drain Machine} @UUID[Compendium.cyphersystem-compendium.abilities.bH57y3PYsMceluGy]{Dream Thief} @UUID[Compendium.cyphersystem-compendium.abilities.NHns9zqufRvB3Tnl]{Dual Light Wield} @UUID[Compendium.cyphersystem-compendium.abilities.bM2Y62eaUKYKdcwq]{Entangling Force} @UUID[Compendium.cyphersystem-compendium.abilities.lQ4MNmGXXNBMGsmk]{Enthrall} @UUID[Compendium.cyphersystem-compendium.abilities.TmWjWp4iWk4GMLN0]{Erase Memories} @UUID[Compendium.cyphersystem-compendium.abilities.eFgzJXQlg6l7NBqM]{Eye Gouge} @UUID[Compendium.cyphersystem-compendium.abilities.78uF9siViGIHKYGx]{Flash} @UUID[Compendium.cyphersystem-compendium.abilities.aidcxXW6MokDMqY7]{Force Bash} @UUID[Compendium.cyphersystem-compendium.abilities.nHqTzLHJrUWSAATM]{Frost Touch} @UUID[Compendium.cyphersystem-compendium.abilities.aFEBxDGnuFi20cLo]{Golem Grip} @UUID[Compendium.cyphersystem-compendium.abilities.zW0cZJQTR0tHUmn3]{Grasping Foliage} @UUID[Compendium.cyphersystem-compendium.abilities.S3L1oym8fpx0NsAc]{Hemorrhage} @UUID[Compendium.cyphersystem-compendium.abilities.NJjAmyf9zhjRTNme]{Hurl Flame} @UUID[Compendium.cyphersystem-compendium.abilities.lwJAowJa4eKlcDjb]{Misdirect} @UUID[Compendium.cyphersystem-compendium.abilities.FE1Ge8CbJxQcCo0b]{Onslaught} @UUID[Compendium.cyphersystem-compendium.abilities.90wkMwuVBaiyL9yt]{Opportunist} @UUID[Compendium.cyphersystem-compendium.abilities.o2iiTUXdkMPREkvK]{Overwatch} @UUID[Compendium.cyphersystem-compendium.abilities.IPwnXtVrXauJXgFo]{Pierce} @UUID[Compendium.cyphersystem-compendium.abilities.Myt0JUt24B8hjYAg]{Push} @UUID[Compendium.cyphersystem-compendium.abilities.yszDDDpH6m16dEoV]{Quick Throw} @UUID[Compendium.cyphersystem-compendium.abilities.Yg6jEM07HAccDcNC]{Ray of Confusion} @UUID[Compendium.cyphersystem-compendium.abilities.NMjccuRLDDnfZtZe]{Release Energy} @UUID[Compendium.cyphersystem-compendium.abilities.Q8xKsSOvoFWL1ePP]{Resonance Field} @UUID[Compendium.cyphersystem-compendium.abilities.7aCeBDGZqu8A9hMQ]{Ribbons of Dark Matter} @UUID[Compendium.cyphersystem-compendium.abilities.kkCW4KkWA751AeBl]{Scramble Machine} @UUID[Compendium.cyphersystem-compendium.abilities.n81xGnZHydeXmIRc]{Scratch Existence} @UUID[Compendium.cyphersystem-compendium.abilities.0Wq39mJ9oXA415qx]{Seeds of Fury} @UUID[Compendium.cyphersystem-compendium.abilities.nptFEdFaUvjDeqAz]{Shatter} @UUID[Compendium.cyphersystem-compendium.abilities.3btRIiWxY8oMcVMo]{Shock} @UUID[Compendium.cyphersystem-compendium.abilities.pdNI9QMKmDwu8gza]{Stasis} @UUID[Compendium.cyphersystem-compendium.abilities.36nlDXhOP5e5dfns]{Successive Attack} @UUID[Compendium.cyphersystem-compendium.abilities.uG2ACHNAPoZirp0b]{Surprise Attack} @UUID[Compendium.cyphersystem-compendium.abilities.8hiUfUNY3u2IpVDa]{Swipe} @UUID[Compendium.cyphersystem-compendium.abilities.WO2Wg9PvscHMcQlH]{Thrust} @UUID[Compendium.cyphersystem-compendium.abilities.uMaMKhemHmtlXDjT]{Thunder Beam} @UUID[Compendium.cyphersystem-compendium.abilities.cwZIpP2FTLIVGhbm]{Weighty}

Mid Tier

@UUID[Compendium.cyphersystem-compendium.abilities.ra0A8MtQjZEYhJPr]{Acrobatic Attack} @UUID[Compendium.cyphersystem-compendium.abilities.cS1RW48sdVY6ZJZd]{Ambusher} @UUID[Compendium.cyphersystem-compendium.abilities.SG8ms3jfHw8hXGnX]{Answering Attack} @UUID[Compendium.cyphersystem-compendium.abilities.tbeFzIPGuAjRBpKM]{Better Surprise Attack} @UUID[Compendium.cyphersystem-compendium.abilities.YDKULtvV0pMJDxi2]{Bolts of Power} @UUID[Compendium.cyphersystem-compendium.abilities.V2BSB9or5UJdTiYF]{Built-in Weaponry} @UUID[Compendium.cyphersystem-compendium.abilities.IUlsD8Zxp8AYbO4h]{Burning Light} @UUID[Compendium.cyphersystem-compendium.abilities.Hw16NpdbdJOqVF4z]{Castigate} @UUID[Compendium.cyphersystem-compendium.abilities.WeMTxJElozl7OWdJ]{Center of Attention} @UUID[Compendium.cyphersystem-compendium.abilities.hIWg9VFNnYnrknAu]{Crystal Lens} @UUID[Compendium.cyphersystem-compendium.abilities.MqGMnSIkHK4rOFSm]{Dark Matter Strike} @UUID[Compendium.cyphersystem-compendium.abilities.vZELZYMsLJfBfUnt]{Dazing Attack} @UUID[Compendium.cyphersystem-compendium.abilities.JVvSTtYbksWJDADY]{Debilitating Strike} @UUID[Compendium.cyphersystem-compendium.abilities.0XSuUGS0UyrhiW44]{Destroy Metal} @UUID[Compendium.cyphersystem-compendium.abilities.ka5VA9XBi4OTnKVa]{Disable Mechanisms} @UUID[Compendium.cyphersystem-compendium.abilities.7rjeYt5hNhkvqK9w]{Disarming Strike} @UUID[Compendium.cyphersystem-compendium.abilities.dJTgtIs80gOoI6ac]{Divine Radiance} @UUID[Compendium.cyphersystem-compendium.abilities.E1YiGcXAYOjHXoAd]{Dodge and Respond} @UUID[Compendium.cyphersystem-compendium.abilities.A6H8xi93t6Zrexz9]{Drain Charge} @UUID[Compendium.cyphersystem-compendium.abilities.q9nALxXrBv5ubXaT]{Dual Medium Wield} @UUID[Compendium.cyphersystem-compendium.abilities.1L1uoad8vwgWxiyN]{Everything Is a Weapon} @UUID[Compendium.cyphersystem-compendium.abilities.VEJQ74o175OnlIAm]{Exile} @UUID[Compendium.cyphersystem-compendium.abilities.RO8dmB90aRPOmCuJ]{Feint} @UUID[Compendium.cyphersystem-compendium.abilities.AUGM3xEluWJi4Y8h]{Fire and Ice} @UUID[Compendium.cyphersystem-compendium.abilities.NgHLZq3tZ3CFJvYv]{Fire Bloom} @UUID[Compendium.cyphersystem-compendium.abilities.CAh0KStmP03kgv62]{Fling} @UUID[Compendium.cyphersystem-compendium.abilities.dDhnZrzAxDvK7QYa]{Force at Distance} @UUID[Compendium.cyphersystem-compendium.abilities.dCoCGVzWxIL9fIvH]{Force Blast} @UUID[Compendium.cyphersystem-compendium.abilities.BGMXK6VKNmp8M4A3]{Freezing Touch} @UUID[Compendium.cyphersystem-compendium.abilities.E0k0LUw0epjJGrv9]{Golem Stomp} @UUID[Compendium.cyphersystem-compendium.abilities.48i5ybVtZaTlFLJf]{Grab} @UUID[Compendium.cyphersystem-compendium.abilities.jbhcWHMiQQaR9ukO]{Gravity Cleave} @UUID[Compendium.cyphersystem-compendium.abilities.LLvJZvzbGQOrlqoE]{Ignition} @UUID[Compendium.cyphersystem-compendium.abilities.QxOsAHpd8ZkEXI5u]{Improved Object Bond} @UUID[Compendium.cyphersystem-compendium.abilities.2K3b6cTuLEGZfYqa]{Knock Out} @UUID[Compendium.cyphersystem-compendium.abilities.whVEpvOjmGs3fpcD]{Matter Cloud} @UUID[Compendium.cyphersystem-compendium.abilities.R9WffstnihzBuuvW]{Mind Games} @UUID[Compendium.cyphersystem-compendium.abilities.PTVAJGFiXDueX8az]{Momentum} @UUID[Compendium.cyphersystem-compendium.abilities.gDwPpgIAocEfQjPx]{Overawe} @UUID[Compendium.cyphersystem-compendium.abilities.zIYdniz9sjvAHsnX]{Overcome All Obstacles} @UUID[Compendium.cyphersystem-compendium.abilities.rXUUDUJFKis8TpnL]{Phase Detonation} @UUID[Compendium.cyphersystem-compendium.abilities.cJB7wj5okdPZuRNb]{Phased Attack} @UUID[Compendium.cyphersystem-compendium.abilities.NoC3yuqxU8yhPf47]{Power Strike} @UUID[Compendium.cyphersystem-compendium.abilities.blm1Z8JxvWOiFf0b]{Pry Open} @UUID[Compendium.cyphersystem-compendium.abilities.Mc8L07dpf605FDo9]{Psychic Burst} @UUID[Compendium.cyphersystem-compendium.abilities.Je1MitN21L3lqWVF]{Psychosis} @UUID[Compendium.cyphersystem-compendium.abilities.JJ9nWmcBIlfyNDfe]{Push Off and Throw} @UUID[Compendium.cyphersystem-compendium.abilities.JlYk5UNZEUzzO8Js]{Quick Strike} @UUID[Compendium.cyphersystem-compendium.abilities.YA5P5CBNr5NSmY6z]{Rapid Attack} @UUID[Compendium.cyphersystem-compendium.abilities.XqGE5QLHnpIKB5rB]{Reaction} @UUID[Compendium.cyphersystem-compendium.abilities.Yo2Z3EdYjx88jYnp]{Remote Control} @UUID[Compendium.cyphersystem-compendium.abilities.ZuX6gykVtKxiBAxR]{Run and Fight} @UUID[Compendium.cyphersystem-compendium.abilities.znJCKr6PeEq4a0j5]{Shattering Shout} @UUID[Compendium.cyphersystem-compendium.abilities.bkQnnjRFJS9VpaY5]{Slice} @UUID[Compendium.cyphersystem-compendium.abilities.oNk0Nhle1XwBhOvp]{Snap Shot} @UUID[Compendium.cyphersystem-compendium.abilities.yJDNsRAG3Elm6PWp]{Snipe} @UUID[Compendium.cyphersystem-compendium.abilities.YIzrA5i8eBSPMFzj]{Spray} @UUID[Compendium.cyphersystem-compendium.abilities.57txEIyzuPUQOqVP]{Sprint and Grab} @UUID[Compendium.cyphersystem-compendium.abilities.B4U7RiMrZElfOQyj]{Taking Advantage} @UUID[Compendium.cyphersystem-compendium.abilities.hy3hI86e9BCmkcQO]{Tall Tale} @UUID[Compendium.cyphersystem-compendium.abilities.WuNUt6ltWGDdjNLS]{Throw} @UUID[Compendium.cyphersystem-compendium.abilities.SPL1URVkuo4PJP8I]{Throw Force Shield} @UUID[Compendium.cyphersystem-compendium.abilities.4s3SAqu0lb5qzfzL]{Trick Shot}

High Tier

@UUID[Compendium.cyphersystem-compendium.abilities.NCXCkCYeZw8qlazG]{Absorb Energy} @UUID[Compendium.cyphersystem-compendium.abilities.WrJDw2X8JHcljjP4]{Arc Spray} @UUID[Compendium.cyphersystem-compendium.abilities.YbYeZ0A0m96IWxwl]{Assassin Strike} @UUID[Compendium.cyphersystem-compendium.abilities.T5tn7zItPyaRcYNC]{Asserting Your Privilege} @UUID[Compendium.cyphersystem-compendium.abilities.ltAq7qr8aaalOtJp]{Attack and Attack Again} @UUID[Compendium.cyphersystem-compendium.abilities.6kTwO0uYuP8qKqkM]{Biomorphic Detonation} @UUID[Compendium.cyphersystem-compendium.abilities.jISh0vWOJdK9hUm1]{Blind Machine} @UUID[Compendium.cyphersystem-compendium.abilities.XRXQwJplJrm7onbN]{Blinding Attack} @UUID[Compendium.cyphersystem-compendium.abilities.zflNCqrmTL7vrYg1]{Bouncing Shield} @UUID[Compendium.cyphersystem-compendium.abilities.9O17NBrKA4AA4Ckw]{Break the Ranks} @UUID[Compendium.cyphersystem-compendium.abilities.lID9ke0vHX2r2CC8]{Break Their Mind} @UUID[Compendium.cyphersystem-compendium.abilities.2lhnVWUMX1Nu6KVj]{Call the Storm} @UUID[Compendium.cyphersystem-compendium.abilities.yEfkqXxmuQqlA6Fi]{Cold Burst} @UUID[Compendium.cyphersystem-compendium.abilities.PZBKCtRj5S6ULnjo]{Concussion} @UUID[Compendium.cyphersystem-compendium.abilities.jHrQLzIfjKtXBoJL]{Deactivate Mechanisms} @UUID[Compendium.cyphersystem-compendium.abilities.6P1CJvVMot3Y2xj0]{Deadly Strike} @UUID[Compendium.cyphersystem-compendium.abilities.iTxEWRCR8G5Rych2]{Death Touch} @UUID[Compendium.cyphersystem-compendium.abilities.i5n7BaFjTo6W35f9]{Defense Master} @UUID[Compendium.cyphersystem-compendium.abilities.0WPUu04FbqxGckhU]{Destroyer} @UUID[Compendium.cyphersystem-compendium.abilities.xR2DkSqvAoR8Vtfn]{Dirty Fighter} @UUID[Compendium.cyphersystem-compendium.abilities.p1UMG2hrng7mLFDv]{Disarming Attack} @UUID[Compendium.cyphersystem-compendium.abilities.OkKNmMvLFwHxUv2r]{Divine Intervention} @UUID[Compendium.cyphersystem-compendium.abilities.tgaSXp1VQiec8Jst]{Divine Symbol} @UUID[Compendium.cyphersystem-compendium.abilities.1W0sBVHxG7LESCPl]{Do You Know Who I Am?} @UUID[Compendium.cyphersystem-compendium.abilities.NJakiz9yvoflzzBD]{Drain Power} @UUID[Compendium.cyphersystem-compendium.abilities.D4JFKjeVDkx9Xfnf]{Dust to Dust} @UUID[Compendium.cyphersystem-compendium.abilities.jhdgI9rV2mpH6JQU]{Earthquake} @UUID[Compendium.cyphersystem-compendium.abilities.apQwshUTjCQPym8A]{Embrace the Night} @UUID[Compendium.cyphersystem-compendium.abilities.Be1ehHb90jtLc8l0]{Explosive Release} @UUID[Compendium.cyphersystem-compendium.abilities.syJ3mkT2hHR2MY3o]{Finishing Blow} @UUID[Compendium.cyphersystem-compendium.abilities.6fpCYtBDCfW6m1b0]{Fire Tendrils} @UUID[Compendium.cyphersystem-compendium.abilities.xCUKzmoBKzN9gIut]{Foul Aura} @UUID[Compendium.cyphersystem-compendium.abilities.mvC2vboULutesBDu]{Ice Storm} @UUID[Compendium.cyphersystem-compendium.abilities.SZtOjKk7ScShJT6G]{Iron Punch} @UUID[Compendium.cyphersystem-compendium.abilities.IFb8NX06xgWM7H98]{Jump Attack} @UUID[Compendium.cyphersystem-compendium.abilities.tjzqyyAZoibXl4DT]{Lethal Ploy} @UUID[Compendium.cyphersystem-compendium.abilities.GlFT2ITvytQVWywQ]{Lethal Vibration} @UUID[Compendium.cyphersystem-compendium.abilities.KNElOxbWobS1ygLv]{Murderer} @UUID[Compendium.cyphersystem-compendium.abilities.pUbqCBV3dBOWFgmv]{Nightmare} @UUID[Compendium.cyphersystem-compendium.abilities.ptH3O4GES71CClGO]{Phase Foe} @UUID[Compendium.cyphersystem-compendium.abilities.xxavxLEaiVFug1D6]{Protective Wall} @UUID[Compendium.cyphersystem-compendium.abilities.8wSx2qtKXq0dWxId]{Psychokinetic Attack} @UUID[Compendium.cyphersystem-compendium.abilities.KVOFCKWKmUrqAe7v]{Punish All the Guilty} @UUID[Compendium.cyphersystem-compendium.abilities.bY52t6eGONKu8Kr4]{Resonant Quake} @UUID[Compendium.cyphersystem-compendium.abilities.G5bTthwpEf5azVHA]{Return to Sender} @UUID[Compendium.cyphersystem-compendium.abilities.EH8OmAJaimF4MTgg]{Shatter Mind} @UUID[Compendium.cyphersystem-compendium.abilities.BM6YnBez7sVnrGUh]{Special Shot} @UUID[Compendium.cyphersystem-compendium.abilities.KDZeCZJxjCQzlTxA]{Spin Attack} @UUID[Compendium.cyphersystem-compendium.abilities.jrTEtAhE6GfLW7R4]{Spring Away} @UUID[Compendium.cyphersystem-compendium.abilities.eQIPJk2xcFGfDr3H]{Stun Attack} @UUID[Compendium.cyphersystem-compendium.abilities.xbYD729j3km6ZDCA]{Sun Siphon} @UUID[Compendium.cyphersystem-compendium.abilities.447ojnjZFMCma8eu]{Taunt Foe} @UUID[Compendium.cyphersystem-compendium.abilities.kKYyGbrQxDRSOh37]{Terrifying Gaze} @UUID[Compendium.cyphersystem-compendium.abilities.Z4QcjOxgltEJPm96]{Twisting the Knife} @UUID[Compendium.cyphersystem-compendium.abilities.IN9qNZDx4sBKNr8n]{Undo} @UUID[Compendium.cyphersystem-compendium.abilities.xRIDlrBzTXVYC5rh]{Vindictive Performance} @UUID[Compendium.cyphersystem-compendium.abilities.s8NShtaUrW0Oxolo]{Weapon and Body} @UUID[Compendium.cyphersystem-compendium.abilities.tMOeiKWrhp5P5CCQ]{Weight of the World} @UUID[Compendium.cyphersystem-compendium.abilities.w3HN2nZBTo5mLJcM]{Weightless Shot} @UUID[Compendium.cyphersystem-compendium.abilities.WW3QjCP5UJUsKBW3]{Whirlwind of Throws} @UUID[Compendium.cyphersystem-compendium.abilities.EXrZLa3M8BK43qoi]{Winter Gauntlets} @UUID[Compendium.cyphersystem-compendium.abilities.Gsre3acJaxhGBa0S]{Word of Death}

Support

Gives some sort of benefit to an ally rather than yourself, such as an extra action or an asset on their roll.

Low Tier

@UUID[Compendium.cyphersystem-compendium.abilities.WrgqojoyWuTWpyQq]{Advice From a Friend} @UUID[Compendium.cyphersystem-compendium.abilities.BlBi7qk0darLthxS]{Anecdote} @UUID[Compendium.cyphersystem-compendium.abilities.b8rtgyatE8o9FaRS]{Attack Flourish} @UUID[Compendium.cyphersystem-compendium.abilities.5jGN9GicKYIAneKQ]{Defend the Innocent} @UUID[Compendium.cyphersystem-compendium.abilities.4yyKQYnrbL3r9gcU]{Enable Others} @UUID[Compendium.cyphersystem-compendium.abilities.hYa7I52x2iwffh8C]{Encouragement} @UUID[Compendium.cyphersystem-compendium.abilities.grCiWRuV8lvflQHM]{Encouraging Presence} @UUID[Compendium.cyphersystem-compendium.abilities.4fcns7ANpZF7pHaz]{Force Field} @UUID[Compendium.cyphersystem-compendium.abilities.lZCAKgP966BuU4uF]{Friendly Help} @UUID[Compendium.cyphersystem-compendium.abilities.DmnRMTfHYaeoYFVu]{Good Advice} @UUID[Compendium.cyphersystem-compendium.abilities.FiSwskgQGBjp4IhZ]{Inspire Action} @UUID[Compendium.cyphersystem-compendium.abilities.wWCehMidmvLypdxj]{Inspire Aggression} @UUID[Compendium.cyphersystem-compendium.abilities.DLxDL49VjUEMAjxZ]{Inspiring Ease} @UUID[Compendium.cyphersystem-compendium.abilities.qp1jDaFiRR5xPPMn]{Protector} @UUID[Compendium.cyphersystem-compendium.abilities.POaewj2PWMMfCY1i]{Rally to Me} @UUID[Compendium.cyphersystem-compendium.abilities.Uti1XQwY4VFZwwwc]{Reveal} @UUID[Compendium.cyphersystem-compendium.abilities.FgyHV0QR3YwlLIVb]{Sculpt Flesh} @UUID[Compendium.cyphersystem-compendium.abilities.701ts4xCDjURZSb5]{Teamwork}

Mid Tier

@UUID[Compendium.cyphersystem-compendium.abilities.hB1CISYVEZXEO0IV]{Accelerate} @UUID[Compendium.cyphersystem-compendium.abilities.wJSxVM8fWADJtTSd]{Applying Your Knowledge} @UUID[Compendium.cyphersystem-compendium.abilities.knh2MWMhCgqOjWYD]{Buddy System} @UUID[Compendium.cyphersystem-compendium.abilities.lb5Bo8BpNXdVMkmt]{Combat Challenge} @UUID[Compendium.cyphersystem-compendium.abilities.bz04IOSkdP3zcRMD]{Defend All the Innocent} @UUID[Compendium.cyphersystem-compendium.abilities.Su3LkSzdGHg9w1RO]{Dual Wards} @UUID[Compendium.cyphersystem-compendium.abilities.XR8WeRW3OlbCIjlJ]{Elemental Protection} @UUID[Compendium.cyphersystem-compendium.abilities.RgosWDt0hkosbVQr]{In Harm’s Way} @UUID[Compendium.cyphersystem-compendium.abilities.1N6P5ZRogThCS0KH]{Lead by Inquiry} @UUID[Compendium.cyphersystem-compendium.abilities.dIK67k9aoBbFBnkf]{Pay It Forward} @UUID[Compendium.cyphersystem-compendium.abilities.oS3AeTouF6HPcaH5]{Play to the Crowd} @UUID[Compendium.cyphersystem-compendium.abilities.QFZyfDWOSEpZeQmM]{Spur Effort} @UUID[Compendium.cyphersystem-compendium.abilities.scceoEmEnN5MW8XT]{Take Command} @UUID[Compendium.cyphersystem-compendium.abilities.GAeUBbQWE3ryv50V]{True Guardian}

High Tier

@UUID[Compendium.cyphersystem-compendium.abilities.Eez3uExkDA20XJg3]{Able Assistance} @UUID[Compendium.cyphersystem-compendium.abilities.G8waoPdWGzMl0S1n]{Battle Management} @UUID[Compendium.cyphersystem-compendium.abilities.3JWMtJBjf3oUWaxP]{Block for Another} @UUID[Compendium.cyphersystem-compendium.abilities.LwmoGOpgHy1K2dU4]{Energize Creature} @UUID[Compendium.cyphersystem-compendium.abilities.5i6TqVJQQ4sTvqTm]{Energize Crowd} @UUID[Compendium.cyphersystem-compendium.abilities.lJWTlBH1koX2Fjgi]{Impart Understanding} @UUID[Compendium.cyphersystem-compendium.abilities.oilgQ4oM02Pa0eNp]{Inspiration} @UUID[Compendium.cyphersystem-compendium.abilities.tTrekc4AZbIqem5L]{Inspire Coordinated Actions} @UUID[Compendium.cyphersystem-compendium.abilities.fPCTpU0viXXWrNs0]{Inspiring Success} @UUID[Compendium.cyphersystem-compendium.abilities.Tes6ntXPZR8IHgY4]{Regenerate Other} @UUID[Compendium.cyphersystem-compendium.abilities.PXvS7AatBcxH9cvZ]{Share Defense} @UUID[Compendium.cyphersystem-compendium.abilities.U9sgMUKkIkDIdRtK]{Stimulate} @UUID[Compendium.cyphersystem-compendium.abilities.iE83ABQRko5NemVU]{Teach Trick} @UUID[Compendium.cyphersystem-compendium.abilities.zZYSSAFXtJcuezxM]{Transcend the Script} @UUID[Compendium.cyphersystem-compendium.abilities.mjEFQ3ndDRvLB5Dj]{True Defender} @UUID[Compendium.cyphersystem-compendium.abilities.IN9qNZDx4sBKNr8n]{Undo} @UUID[Compendium.cyphersystem-compendium.abilities.PTM0HWGFfo5CHMif]{Will of a Leader} @UUID[Compendium.cyphersystem-compendium.abilities.jTiOQKW2QtXK8dmF]{Work the Friendship}

Task

Gives training, specialization, or an asset in one or more noncombat skills (climbing, healing, computers, initiative, and so on).

Low Tier

@UUID[Compendium.cyphersystem-compendium.abilities.wifCvRG9OhsTDT30]{Advantages of Being Big} @UUID[Compendium.cyphersystem-compendium.abilities.YD5gm0w3lqTSyO3V]{Anticipation} @UUID[Compendium.cyphersystem-compendium.abilities.rYaAyFLmCAAwZi0s]{Assassin Skills} @UUID[Compendium.cyphersystem-compendium.abilities.cpXOBSLY03j89yOy]{Athlete} @UUID[Compendium.cyphersystem-compendium.abilities.AWretAEaeQfXTXMy]{Autodoctor} @UUID[Compendium.cyphersystem-compendium.abilities.tJiXzKX4gf0GNV6V]{Balance} @UUID[Compendium.cyphersystem-compendium.abilities.XToLeZ4ksSj3MA5I]{Bestiary Knowledge} @UUID[Compendium.cyphersystem-compendium.abilities.A83Lw7NnAqwg4BZR]{Blameless} @UUID[Compendium.cyphersystem-compendium.abilities.awhzMw4RHwOwgEIR]{Breaker} @UUID[Compendium.cyphersystem-compendium.abilities.lY7NaxsFxt1XZVk5]{Car Surfer} @UUID[Compendium.cyphersystem-compendium.abilities.PlTtlXeugIljHFVg]{Careful Aim} @UUID[Compendium.cyphersystem-compendium.abilities.zGoUoC6i0f1SbUqE]{Celebrity Talent} @UUID[Compendium.cyphersystem-compendium.abilities.JkiG6hpsfj1h6XRR]{Computer Programming} @UUID[Compendium.cyphersystem-compendium.abilities.dQHSDDZxJNHrHH1l]{Contortionist} @UUID[Compendium.cyphersystem-compendium.abilities.YvPBxDxLz16Usm7m]{Courageous} @UUID[Compendium.cyphersystem-compendium.abilities.fkyJ02LbeOAfDxcF]{Crafter} @UUID[Compendium.cyphersystem-compendium.abilities.UyQTRi5ZwWU5tMO0]{Danger Sense} @UUID[Compendium.cyphersystem-compendium.abilities.Q3DGDFwNIOjz866X]{Datajack} @UUID[Compendium.cyphersystem-compendium.abilities.2GwH3ugd7aHrWZRz]{Debate} @UUID[Compendium.cyphersystem-compendium.abilities.kkTWFQBeHMS8d6IL]{Deep Water Guide} @UUID[Compendium.cyphersystem-compendium.abilities.tjxKTFdA8gqZDP90]{Designation} @UUID[Compendium.cyphersystem-compendium.abilities.9p2RJYFo6s55F5Ha]{Devoted Defender} @UUID[Compendium.cyphersystem-compendium.abilities.eYHlYyVDj3odrAFJ]{Disguise} @UUID[Compendium.cyphersystem-compendium.abilities.6dPEKpK0HWuD7Bxu]{Divine Knowledge} @UUID[Compendium.cyphersystem-compendium.abilities.DCuOpij3sNomBe1a]{Driver} @UUID[Compendium.cyphersystem-compendium.abilities.ea7BzQy6fZqHQNET]{Enlightened} @UUID[Compendium.cyphersystem-compendium.abilities.6FI9lLeQx0tJX1W6]{Exploratory Experience} @UUID[Compendium.cyphersystem-compendium.abilities.jx6DFmlbQrmltHgc]{Extra Skill} @UUID[Compendium.cyphersystem-compendium.abilities.YQEECpNwDSFCFnCN]{Feat of Strength} @UUID[Compendium.cyphersystem-compendium.abilities.QgCWZia7gFicmEJr]{Flex Lore} @UUID[Compendium.cyphersystem-compendium.abilities.HoUOwIPfKTlxyQH0]{Freakishly Large} @UUID[Compendium.cyphersystem-compendium.abilities.qpBv7OxAcMAAtY2M]{Game Lessons} @UUID[Compendium.cyphersystem-compendium.abilities.p3kh3XKzetkJTG1J]{Gamer} @UUID[Compendium.cyphersystem-compendium.abilities.DmnRMTfHYaeoYFVu]{Good Advice} @UUID[Compendium.cyphersystem-compendium.abilities.pp9NFNHKgOhRYbsY]{Hand to Eye} @UUID[Compendium.cyphersystem-compendium.abilities.f7wLki6qjCNs2Ici]{Handy} @UUID[Compendium.cyphersystem-compendium.abilities.YOHGDC5hx24SqbQz]{Hard Choices} @UUID[Compendium.cyphersystem-compendium.abilities.YBMLX3Jm5oN79J6G]{Heads-Up Display} @UUID[Compendium.cyphersystem-compendium.abilities.A853pOqz5BmPfh4w]{Higher Mathematics} @UUID[Compendium.cyphersystem-compendium.abilities.ZgLefUbAcrmYdFur]{How Others Think} @UUID[Compendium.cyphersystem-compendium.abilities.vFc52xBtBp69WglW]{Impersonate} @UUID[Compendium.cyphersystem-compendium.abilities.HBHjx10W5BQW101w]{Impressive Display} @UUID[Compendium.cyphersystem-compendium.abilities.369RISHwqzRXkwEG]{Infiltrator} @UUID[Compendium.cyphersystem-compendium.abilities.sM2zEDx4gRr9CuiR]{Inner Defense} @UUID[Compendium.cyphersystem-compendium.abilities.fh7tK1BVjgSfZ8ml]{Insight} @UUID[Compendium.cyphersystem-compendium.abilities.wWCehMidmvLypdxj]{Inspire Aggression} @UUID[Compendium.cyphersystem-compendium.abilities.V765JZKDKQ00Buyn]{Interaction Skills} @UUID[Compendium.cyphersystem-compendium.abilities.4dTGeclZRVjzn5tT]{Interface} @UUID[Compendium.cyphersystem-compendium.abilities.PK6oiYXgdP7KaGgi]{Investigate} @UUID[Compendium.cyphersystem-compendium.abilities.romswZIOmAmtzfCL]{Investigative Skills} @UUID[Compendium.cyphersystem-compendium.abilities.4p95GsynORh0Xd7X]{Knowing} @UUID[Compendium.cyphersystem-compendium.abilities.xBQM1AmjmcjmPDDD]{Knowledge of the Law} @UUID[Compendium.cyphersystem-compendium.abilities.eEGFknWQZUBNXn99]{Knowledge Skills} @UUID[Compendium.cyphersystem-compendium.abilities.oAsK49Zgey5QaC82]{Late Inspiration} @UUID[Compendium.cyphersystem-compendium.abilities.eM1fLppEnXHBlRNX]{Learning the Path} @UUID[Compendium.cyphersystem-compendium.abilities.rfsCCpxcsjc8hr60]{Levity} @UUID[Compendium.cyphersystem-compendium.abilities.aOzkoVf0mNSkZBtn]{Life Lessons} @UUID[Compendium.cyphersystem-compendium.abilities.lzy1YbdIJxzNIHZq]{Machine Affinity} @UUID[Compendium.cyphersystem-compendium.abilities.QHSH8fE6l3bKz2xl]{Machine Hunting} @UUID[Compendium.cyphersystem-compendium.abilities.rhaZSmU6dJpzMO64]{Machine Interface} @UUID[Compendium.cyphersystem-compendium.abilities.XQxN55rl0f5HFxEM]{Magic Training} @UUID[Compendium.cyphersystem-compendium.abilities.Zu06akqnHdCvoR0W]{Make Judgment} @UUID[Compendium.cyphersystem-compendium.abilities.YF8CYsYKcXpdfqH5]{Master Identifier} @UUID[Compendium.cyphersystem-compendium.abilities.KM9qqjzJBJusQNkT]{Master Thief} @UUID[Compendium.cyphersystem-compendium.abilities.GfDLA0qSvqhqzIbL]{Microgravity Adept} @UUID[Compendium.cyphersystem-compendium.abilities.PRW5MxW12oakmeHE]{Monster Lore} @UUID[Compendium.cyphersystem-compendium.abilities.tC7wmZwlZcQy5Vd0]{Movement Skills} @UUID[Compendium.cyphersystem-compendium.abilities.CBGeAZSBuymzrxDz]{Muscles of Iron} @UUID[Compendium.cyphersystem-compendium.abilities.FDUGlu7DZhdfxH2P]{Natural Charisma} @UUID[Compendium.cyphersystem-compendium.abilities.bcEupdsF6FduFPwe]{Oneirochemy} @UUID[Compendium.cyphersystem-compendium.abilities.oTDJtTDkwxr5uSfU]{Open Mind} @UUID[Compendium.cyphersystem-compendium.abilities.EbnGDC61relhYaib]{Opening Statement} @UUID[Compendium.cyphersystem-compendium.abilities.noCgrKbB370cfzQg]{Physical Skills} @UUID[Compendium.cyphersystem-compendium.abilities.Kk5nnC1EcYtqc3Fu]{Pilot} @UUID[Compendium.cyphersystem-compendium.abilities.TTKx93iEvtnptsep]{Poetic License} @UUID[Compendium.cyphersystem-compendium.abilities.OjGaIl0JEepjDrla]{Post-Apocalyptic Survivor} @UUID[Compendium.cyphersystem-compendium.abilities.MBlyd9LvSH8D0Z5I]{Powerful Rhetoric} @UUID[Compendium.cyphersystem-compendium.abilities.vcbIe2sSMKJmawl4]{Predictive Equation} @UUID[Compendium.cyphersystem-compendium.abilities.xMRRfjFF0POkxyea]{Privileged Nobility} @UUID[Compendium.cyphersystem-compendium.abilities.FEkLEYwk7r9KE7oC]{Quarry} @UUID[Compendium.cyphersystem-compendium.abilities.YCwy44WnpusEYN7g]{Quick Study} @UUID[Compendium.cyphersystem-compendium.abilities.QVPmLa6CKwmH6vJZ]{Quick to Flee} @UUID[Compendium.cyphersystem-compendium.abilities.8EJ59LwWPkaqErUd]{Quicker Than Most} @UUID[Compendium.cyphersystem-compendium.abilities.pMQT2QIL38XlhkxB]{Resist Tricks} @UUID[Compendium.cyphersystem-compendium.abilities.ZOfmWQFbwSJQB4wm]{Ruin Lore} @UUID[Compendium.cyphersystem-compendium.abilities.IYt42xzsjesQyEfT]{Sailor} @UUID[Compendium.cyphersystem-compendium.abilities.h3G0Ven2SoaPCbk4]{Salvage and Comfort} @UUID[Compendium.cyphersystem-compendium.abilities.WUY75HFAqAu1i9ku]{Sense Attitudes} @UUID[Compendium.cyphersystem-compendium.abilities.x8cGd4MC9YEW9isa]{Serv-0 Repair} @UUID[Compendium.cyphersystem-compendium.abilities.9sfX1SGtcQ17Uiny]{Sharp Senses} @UUID[Compendium.cyphersystem-compendium.abilities.HWZ8mwAfZEu6r778]{Sleuth} @UUID[Compendium.cyphersystem-compendium.abilities.2CrV3a9S1yzOXBOJ]{Slippery} @UUID[Compendium.cyphersystem-compendium.abilities.sHdBJdVshvtAqz1K]{Sneak} @UUID[Compendium.cyphersystem-compendium.abilities.gwMRhz3h9zxbVQXt]{Stalker} @UUID[Compendium.cyphersystem-compendium.abilities.gbU7mA0flUR4W8Dl]{Stand Watch} @UUID[Compendium.cyphersystem-compendium.abilities.QAdh0yZBjJsHdJjD]{Stealth Skills} @UUID[Compendium.cyphersystem-compendium.abilities.tFhd4dEGikOd1g1K]{Straightforward} @UUID[Compendium.cyphersystem-compendium.abilities.MwDYD8V1CJv8w9rR]{Superb Explorer} @UUID[Compendium.cyphersystem-compendium.abilities.aJ1T8XqGF38vyzV2]{Superb Infiltrator} @UUID[Compendium.cyphersystem-compendium.abilities.B4U7RiMrZElfOQyj]{Taking Advantage} @UUID[Compendium.cyphersystem-compendium.abilities.1ZV6jp2IuXFgXEjn]{Task Training} @UUID[Compendium.cyphersystem-compendium.abilities.pYsmdnNte7o5Flca]{Tech Skills} @UUID[Compendium.cyphersystem-compendium.abilities.0xVoKhKKvzxIbtJD]{There’s Your Problem} @UUID[Compendium.cyphersystem-compendium.abilities.k4LeTZ1lqN9L3hPS]{Tool Mastery} @UUID[Compendium.cyphersystem-compendium.abilities.VAGafmOiBpvU2eq0]{Tracker} @UUID[Compendium.cyphersystem-compendium.abilities.O0d2Xjp5HTUdFzmp]{Trained Excavator} @UUID[Compendium.cyphersystem-compendium.abilities.A8CGMbLGsJ3AHKMP]{Trained Interlocutor} @UUID[Compendium.cyphersystem-compendium.abilities.eVZMy7s6px5jLTfj]{Trained Swimmer} @UUID[Compendium.cyphersystem-compendium.abilities.wEjdodvc6SLf8yso]{Travel Skills} @UUID[Compendium.cyphersystem-compendium.abilities.kv03xEihe4VZNkK5]{Understanding} @UUID[Compendium.cyphersystem-compendium.abilities.zgcoMEc4j2MjpDhC]{Vacuum Skilled} @UUID[Compendium.cyphersystem-compendium.abilities.KqV5RSzOU3S3NK51]{Wilderness Life} @UUID[Compendium.cyphersystem-compendium.abilities.8KYjSKp6ieQ8YXUy]{Wilderness Lore} @UUID[Compendium.cyphersystem-compendium.abilities.XseI77zSp7iHkEWq]{Wound Tender} @UUID[Compendium.cyphersystem-compendium.abilities.qEzcqbNhuJQuBagn]{Zero Dark Eyes}

Mid Tier

@UUID[Compendium.cyphersystem-compendium.abilities.GK0o4fjCtxgAP269]{Action Processor} @UUID[Compendium.cyphersystem-compendium.abilities.6ILcTvACqDdLVpc8]{Agent Provocateur} @UUID[Compendium.cyphersystem-compendium.abilities.KAAezRI2l8rdp1NS]{Animal Senses and Sensibilities} @UUID[Compendium.cyphersystem-compendium.abilities.TmDavAL4vDxKjLBK]{Confidence Artist} @UUID[Compendium.cyphersystem-compendium.abilities.yB4tnpDNVSOxgruq]{Dark Matter Shell} @UUID[Compendium.cyphersystem-compendium.abilities.bvqDafTBMB7Uo9Qj]{Enhance Strength} @UUID[Compendium.cyphersystem-compendium.abilities.hQx9SoUhY6jzUeTW]{Expert Driver} @UUID[Compendium.cyphersystem-compendium.abilities.12xO8QaEsTvEFUvY]{Expert Pilot} @UUID[Compendium.cyphersystem-compendium.abilities.RESKINMA0INj60Rc]{Find the Guilty} @UUID[Compendium.cyphersystem-compendium.abilities.dVh39nh5ARUxreUc]{Flex Skill} @UUID[Compendium.cyphersystem-compendium.abilities.Kk9lHkiaqsr3pUmk]{Ghost} @UUID[Compendium.cyphersystem-compendium.abilities.NhNvpbUWNRIFEm8b]{Hard to See} @UUID[Compendium.cyphersystem-compendium.abilities.7tiGTYVXj9eHdja7]{Heightened Skills} @UUID[Compendium.cyphersystem-compendium.abilities.uhC4ubTGfhkNvIMX]{Improvise} @UUID[Compendium.cyphersystem-compendium.abilities.iyM2N9G0RLlj6BZ7]{Increasing Determination} @UUID[Compendium.cyphersystem-compendium.abilities.2odkyEO8azxIZWYj]{Intelligent Interface} @UUID[Compendium.cyphersystem-compendium.abilities.t5vs3xMko8GLCB64]{Intense Interaction} @UUID[Compendium.cyphersystem-compendium.abilities.vPraXsdXkCmaoBbI]{Knowledge Is Power} @UUID[Compendium.cyphersystem-compendium.abilities.4JDFgEhyhqReRngE]{Master Crafter} @UUID[Compendium.cyphersystem-compendium.abilities.e3jpx5KsYc8F13Pu]{Meticulous Planner} @UUID[Compendium.cyphersystem-compendium.abilities.l0OFjk5XVGV5LzP1]{Minor Wish} @UUID[Compendium.cyphersystem-compendium.abilities.LdHCwZcifnRRuPrp]{Nightstrike} @UUID[Compendium.cyphersystem-compendium.abilities.3VJyYtECl0wKQj2p]{Outlast the Foe} @UUID[Compendium.cyphersystem-compendium.abilities.XQkQrvp4o395uIOJ]{Passing Mechanic} @UUID[Compendium.cyphersystem-compendium.abilities.LojkwDtb1gHLSB6A]{Preternatural Senses} @UUID[Compendium.cyphersystem-compendium.abilities.MzKqElUHuTtHkV7D]{Pull a Fast One} @UUID[Compendium.cyphersystem-compendium.abilities.y1bQFSBlwMbUico5]{Rapid Processing} @UUID[Compendium.cyphersystem-compendium.abilities.DhSH0rnaqLogC3DC]{Rider} @UUID[Compendium.cyphersystem-compendium.abilities.oCcnXLYQy9DjwPJC]{Sea Legs} @UUID[Compendium.cyphersystem-compendium.abilities.syiylO75dZlcUp3i]{Sensing Package} @UUID[Compendium.cyphersystem-compendium.abilities.NcItnMHjeG9fgE1K]{Serv-0 Aim} @UUID[Compendium.cyphersystem-compendium.abilities.lPqCQOQJF0JfoFRn]{Serv-0 Brawler} @UUID[Compendium.cyphersystem-compendium.abilities.EQXA8Gcwdc7dU8lw]{Sharp-Eyed} @UUID[Compendium.cyphersystem-compendium.abilities.hIy0GMeL8WALvhEb]{Ship Footing} @UUID[Compendium.cyphersystem-compendium.abilities.U2QV8t7Pq9irgHqF]{Silent As Space} @UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks} @UUID[Compendium.cyphersystem-compendium.abilities.c4CG5F8lfaYelzFf]{Soothe Mind and Body} @UUID[Compendium.cyphersystem-compendium.abilities.3pqCkOZjnAXWIikt]{Subtle Steps} @UUID[Compendium.cyphersystem-compendium.abilities.q80xvRDX6XwFXgma]{Targeting Eye} @UUID[Compendium.cyphersystem-compendium.abilities.NaqoExT72j3xkWp3]{Task Specialization} @UUID[Compendium.cyphersystem-compendium.abilities.oah8DOODfphl858B]{Telling} @UUID[Compendium.cyphersystem-compendium.abilities.3wxiRMTCBZ4iNCHp]{Temporal Acceleration} @UUID[Compendium.cyphersystem-compendium.abilities.zuEylYrgOVAAjs71]{Trained Basher} @UUID[Compendium.cyphersystem-compendium.abilities.I8N5PUMy5Eq7cqZl]{Trained Gunner} @UUID[Compendium.cyphersystem-compendium.abilities.gPqiQflb6Z3DXGVk]{Trained Slayer} @UUID[Compendium.cyphersystem-compendium.abilities.SjO76u6MlpVx3PwO]{Verbal Misdirection} @UUID[Compendium.cyphersystem-compendium.abilities.PlVEpuVxp9pGJSoa]{You Studied}

High Tier

@UUID[Compendium.cyphersystem-compendium.abilities.B0dq2gW9gdA0PdzR]{Amplify Sounds} @UUID[Compendium.cyphersystem-compendium.abilities.2uSx4ErQ9f2QLX5M]{As Foretold in Prophecy} @UUID[Compendium.cyphersystem-compendium.abilities.jmjxGRJTwztzBtLc]{Coordinated Effort} @UUID[Compendium.cyphersystem-compendium.abilities.xRvaY8SG4HVy5WO8]{Dark Explorer} @UUID[Compendium.cyphersystem-compendium.abilities.rYOt0poxNGA8b3FP]{Explains the Ineffable} @UUID[Compendium.cyphersystem-compendium.abilities.VVYx3J42Sj9qCQV9]{Exploit Advantage} @UUID[Compendium.cyphersystem-compendium.abilities.GnQRIvynqXx1R2a0]{Further Mathematics} @UUID[Compendium.cyphersystem-compendium.abilities.2LaX22wvw35lDger]{Learned a Few Things} @UUID[Compendium.cyphersystem-compendium.abilities.YWMUeaNzao8n8pAc]{Like the Back of Your Hand} @UUID[Compendium.cyphersystem-compendium.abilities.Cz0KkzZPnlX1oTYz]{Magnificent Moment} @UUID[Compendium.cyphersystem-compendium.abilities.kZ3LhhYZKrcnBplY]{Master Entertainer} @UUID[Compendium.cyphersystem-compendium.abilities.4USzF8qKs8oZJH13]{Multiple Skills} @UUID[Compendium.cyphersystem-compendium.abilities.kcXnkEBuyNil4Nd4]{No One Knows Better} @UUID[Compendium.cyphersystem-compendium.abilities.N0wzhZ676UrCR8M4]{Precognition} @UUID[Compendium.cyphersystem-compendium.abilities.MA2Pwhbpbq2SSIQy]{See the Future} @UUID[Compendium.cyphersystem-compendium.abilities.QZa9b5G80qxtoYqg]{Subsonic Rumble} @UUID[Compendium.cyphersystem-compendium.abilities.RE24qvMuPhasaCP3]{Total Awareness} @UUID[Compendium.cyphersystem-compendium.abilities.qKDngpAWNEzhdRj5]{Trick Driver} @UUID[Compendium.cyphersystem-compendium.abilities.vhGEeFVgyqX1gzRr]{Using the Environment}

Transform

A significant change that temporarily enhances you, such as growing bigger, turning into a werewolf, and so on. Also includes apparent transformations like disguises and invisibility.

Low Tier

@UUID[Compendium.cyphersystem-compendium.abilities.8DXGUr433iXaVCSv]{Beast Form} @UUID[Compendium.cyphersystem-compendium.abilities.GmMePJHTRl6PshR6]{Bigger} @UUID[Compendium.cyphersystem-compendium.abilities.wIOwT1tjGLMYzZAb]{Controlled Change} @UUID[Compendium.cyphersystem-compendium.abilities.HDYOv1V10xpFbFI7]{Enlarge} @UUID[Compendium.cyphersystem-compendium.abilities.Tgmrh8dyGqqCfnU5]{Face Morph} @UUID[Compendium.cyphersystem-compendium.abilities.U9ZBl9NeipxSLavS]{Golem Healing} @UUID[Compendium.cyphersystem-compendium.abilities.asQqC0DepYcsPxRV]{Illusory Disguise} @UUID[Compendium.cyphersystem-compendium.abilities.zOCvNsxHOcmkQrBn]{Phased Pocket} @UUID[Compendium.cyphersystem-compendium.abilities.5aUrbdjSSLCRggHU]{Spin Identity} @UUID[Compendium.cyphersystem-compendium.abilities.1CjsEMTtfnvL1CeJ]{Vanish}

Mid Tier

@UUID[Compendium.cyphersystem-compendium.abilities.NIePQkLH2DTVjZR2]{Bigger Beast Form} @UUID[Compendium.cyphersystem-compendium.abilities.rZsohzuwTFfghWVO]{Blend In} @UUID[Compendium.cyphersystem-compendium.abilities.Uq6p6fOg9KyFcUws]{Evanesce} @UUID[Compendium.cyphersystem-compendium.abilities.wqzexDdZolWgxAza]{Greater Controlled Change} @UUID[Compendium.cyphersystem-compendium.abilities.NhNvpbUWNRIFEm8b]{Hard to See} @UUID[Compendium.cyphersystem-compendium.abilities.uNzF1oQKJ6T1yqL4]{Huge} @UUID[Compendium.cyphersystem-compendium.abilities.nEN2HYzlJWhonfmE]{Invisible Phasing} @UUID[Compendium.cyphersystem-compendium.abilities.RfGCXsX7JXEr8fMw]{Moon Shape}

High Tier

@UUID[Compendium.cyphersystem-compendium.abilities.hbbPZIjq81Qqdp6i]{Colossal} @UUID[Compendium.cyphersystem-compendium.abilities.uN2YVmNxkFj3SFof]{Command Metal} @UUID[Compendium.cyphersystem-compendium.abilities.PyVeE7CtDVDksWG6]{Disappear} @UUID[Compendium.cyphersystem-compendium.abilities.0XYaYNoQzrYYKR4p]{Gargantuan} @UUID[Compendium.cyphersystem-compendium.abilities.wvlSlYCJyrJuFqtn]{Invisibility} @UUID[Compendium.cyphersystem-compendium.abilities.S5JTyQCNcgrXgNqf]{Mask} @UUID[Compendium.cyphersystem-compendium.abilities.m2j3n3xiExLcXAAn]{Moderate Wish} @UUID[Compendium.cyphersystem-compendium.abilities.5Rre17QhaTln9jgA]{Outside Reality} @UUID[Compendium.cyphersystem-compendium.abilities.85DCcEDqvz6A0LkD]{Perfect Control} @UUID[Compendium.cyphersystem-compendium.abilities.TRdK7RJBkq8WW4np]{Wild Camouflage}

","markdown":""},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"ownership":{"default":-1},"flags":{}},{"sort":399610,"name":"Equipment","type":"text","_id":"CSHlAboV1tzyC1Kz","title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"

Equipment in the Cypher System plays only a small role. It’s far more important to focus on what you can do than on what you have. Still, sometimes it’s important to know if you’ve got enough rope, or what kind of gun your space pilot has at their hip.

Currency and Prices

Dollars, pounds, euros, credits, gold pieces, Martian solval beads, Corso moons and stars, bottle caps—a lot of different currencies might be used in your game, depending on the setting and the genre. You should use whatever you like. In the Cypher System rules, we talk in generalities rather than specifics. Not unlike saying immediate or short distance rather than giving precise numbers, we talk about goods and services in terms of inexpensive, moderately priced, expensive, very expensive, or exorbitant.

The GM can figure out what those things mean in their setting. In a fantasy setting, an inexpensive item might be 1 or 2 copper pennies, while an expensive item might require gold on the table. The exact amount can vary, and in many campaigns, the exact amount will matter. The GM will develop a detailed price list for their setting, and players will track their money on their character sheets to determine what they can afford, often ignoring the terms inexpensive, moderately priced, and so on.

But some GMs might want to keep things simple and use only the general terms, indicating currency just as flavor now and then. In a space opera game, where the PCs are the crew of a starship blazing about the galaxy in search of adventure and profit, fuel and upkeep for the ship might be expensive. Hauling a few passengers from Epsilon Eridani back to Earth might earn enough to purchase six expensive items but cost the equivalent of two expensive items, leaving the crew with the means to refuel and maintain the ship for two further voyages. In such a game, where money only means keeping the ship flying, no one has to talk in specific amounts. Characters might refer to “galactic credits” or something similar, but amounts might not be tracked on the character sheets.

Price Categories

There are five price categories for goods and services.

An inexpensive item is something that common people buy. A simple meal or a drink in the bar. A pen and some paper. A book or magazine.

A moderately priced item is something that common people buy, but not too often and not in great quantities. A small piece of furniture. A major entertainment. An expensive meal. A new outfit.

An expensive item is something that would strain a common person’s finances. Rent on a simple apartment. A major piece of furniture. A very nice outfit. The cost to travel a long distance (if appropriate to the setting).

A very expensive item is probably out of the reach of most people except in very special circumstances. Jewelry. Luxury furnishings.

An exorbitant item is something only the very rich can afford. A very nice house. A ship. Extremely expensive jewelry or art.

Think of the categories as powers of 10. That is to say, a moderately priced item is ten times more costly than an inexpensive item. An expensive item is ten times more costly than a moderately priced item, and thus 100 times the cost of something inexpensive. A very expensive item is ten times the cost of an expensive one, 100 times the cost of a moderate one, and 1,000 times the cost of an inexpensive one. An exorbitant item is priced ten times beyond that.

In some settings, even the generalization offered by the pricing categories might be too specific or cumbersome. In many superhero games, for example, prices are relatively moot. After saving the city, typical superheroes don’t worry about paying rent or how much dinner will cost. On the other hand, in a grittier superhero game, maybe that’s exactly what they worry about.

Using The Price Categories

Regardless of how precise you want to be with prices and currency, you can use the price categories in a variety of ways.

It’s easy for a GM to say to a player “You can afford two extra moderately priced things at the start of the game.” The player can look on the list and pick two moderately priced items without worrying about their cost. Plus, this approach makes it clear that they get two items, not twenty inexpensive items or one more expensive item that perhaps would not be appropriate for a starting character. The categories make it easy to lump similar items together.

The GM can also say “You can have whatever inexpensive items you want, and don’t worry about the cost.” At higher tiers, when the PCs have more wealth, followers, and so on, the GM can do this with moderate or even expensive items. This allows the group to skip over playing through a shopping trip to get supplies, and players don’t have to track prices down to the last coin.

Finally, the categories can be shorthand when evaluating loot, dividing up the spoils among the PCs, and resolving other story-based occurrences that crop up in the game without dealing in the minutiae of exact prices. This is of particular use in high-powered games where the PCs are rich and powerful.

Level of Equipment

Mundane equipment is about level 4—less if of inferior quality or materials, more if of superior quality or materials. This means that in a setting based on the distant past, the default level might be 3, while in the future it might be 5 or 6. So an average serf ’s tool in the Dark Ages is level 3, easily broken, while an average tool on a space station is level 6, made of advanced polymers.

Armor

Characters expecting danger frequently wear armor. Even the simplest protective covering helps against stabs and cuts, and more sophisticated or heavier armor protects against graver threats.

You can wear only one type of armor at a time—you cannot wear chainmail hauberk and scale armor together, for example. However, Armor bonuses from multiple sources combine to provide a total Armor rating. For example, if you have subdermal implants that give you +1 to Armor, a force field that offers another +1 to Armor, and beastskin that grants +2 to Armor, you have a total of +4 to Armor.

In general, light armor is a moderately priced item, medium armor is expensive, and heavy armor is very expensive. The Genre chapter offers more specific details on the kinds of armor available in a given setting. Keep in mind that in many genres, it’s quite odd, at best, to run around in armor tougher than a leather jacket.

Using Armor

Anyone can wear any armor, but it can be taxing. Wearing armor increases the cost of using a level of Effort when attempting a Speed-based action. So if you’re wearing light armor and want to use two levels of Effort on a Speed-based roll to run across difficult terrain, it costs 7 points from your Speed Pool rather than 5 (3 for the first level of Effort, plus 2 for the second level of Effort, plus 1 per level for wearing light armor). Edge reduces the overall cost as normal. If you are not experienced with a certain type of armor but wear it anyway, this cost is further increased by 1. Having experience with a type of armor is called being practiced with the armor.

ArmorSpeed Effort Additional Cost Per Level
Light+1
Medium+2
Heavy+3
Note: Clarification & Foundry VTT Usage

The table above is written from the perspective of someone having the ability Practiced in Armor. For consistency, armor items also assume that the PC is practiced in armor, so PCs without any ability or who are experienced in armor or have mastery in armor need to adjust the cost accordingly. Here’s a complete overview:

Speed Effort Additional Cost Per Level
ArmorNo AbilityPracticedExperiencedMastery
Light+2+1+0+0
Medium+3+2+1+0
Heavy+4+3+2+0

Shields

Shields provide an asset to Speed defense rolls. You must have one free hand to use a shield.

Weapons

Not all characters are familiar with all weapons. Warriors know their way around most types, but Explorers prefer light or medium weapons, and Adepts and Speakers usually stick to light weapons. If you wield a weapon that you have no experience with, an attack with that weapon is hindered. Having experience with a weapon is called being practiced with the weapon.

Light weapons inflict only 2 points of damage, but attacks with them are eased because they are fast and easy to use. Light weapons are punches, kicks, knives, handaxes, darts, very small pistols, and so on. Weapons that are particularly small are light weapons.

Medium weapons inflict 4 points of damage. Medium weapons include broadswords, battleaxes, maces, crossbows, spears, typical handguns, light rifles, sawed-off shotguns, and so on. Most weapons are medium. Anything that could be used in one hand (even if it’s often used in two hands, such as a quarterstaff or spear) is a medium weapon.

Heavy weapons inflict 6 points of damage, and you must use two hands to attack with them. Heavy weapons are huge swords, great hammers, massive axes, halberds, heavy crossbows, rifles, regular shotguns, assault rifles, and so on. Anything that must be used in two hands is a heavy weapon.

WeaponDamage
Light2 points (attack eased)
Medium4 points
Heavy6 points

In general, light weapons are moderately priced items, medium weapons are expensive, and heavy weapons are very expensive. Ammunition for a ranged weapon is inexpensive. The Genre chapter offers more specific details on weapons available in a given setting. Keep in mind that in many genres, it’s not acceptable to run around carrying dangerous weapons.

Explosive Weapons

Bombs, grenades, missiles, and other explosives operate differently than other weapons. They affect all targets within an area (usually an immediate area) and inflict damage to all of them. A separate attack roll is required for each (or a Speed defense roll if the PCs are the targets of such an attack), although to simplify, the player can make one attack roll and compare it to the difficulty to attack each target. Usually, even if the attack roll fails (or the Speed defense roll succeeds), the targets still suffer a smaller amount of damage, often 1 point.

Explosives like grenades can be thrown a short distance. Otherwise, another launcher weapon is needed to project them a long distance (or farther).

Miscellaneous Items and Services

Although the types of items for sale vary greatly based on the setting, a few things are always present, like food, lodging, and clothing. However, these goods and services can span the price categories. For example, you can get an inexpensive meal, a moderately priced meal, an expensive meal, and so on. An inexpensive meal is light and probably not very nutritious. An expensive meal is available only in nice restaurants in certain locations. An exorbitant meal is probably a feast for a crowd, with the finest foods and drink available.

Nightly lodging is similar, although the bottom end starts out worse. An inexpensive night’s lodging is probably a flea-ridden mat on the floor of a room filled with other lodgers. Typical lodging (a private room with a decent bed) is probably in the moderately priced range. Very expensive lodging might be a suite of rooms with delicious meals and personal services (such as massages and grooming) included.

Inexpensive clothing is just a step up from rags, but moderately priced clothing is decent enough. For a formal party, you’d want expensive clothing. The very rich likely wear very expensive clothing most of the time, and exorbitant clothing (and jewelry) when they go to their elite galas.

Other sorts of miscellaneous items can be found in the Genre chapter.

Cyphers

Cyphers can sometimes be physical items like equipment, but they work very differently. To be entirely accurate, cyphers might have the veneer of equipment, but don’t fall into the trap of confusing the two. Cyphers are far more akin to PC special abilities than to gear. In a fantasy game, they might be potions, scrolls, or charms. In a science fiction game, cyphers might be interesting throwaway devices or alien crystals of unknown providence. In other games, they might just represent good fortune or sudden inspiration. See the Cyphers chapter for more details.

Artifacts

Artifacts are more powerful than equipment and can’t simply be purchased. The Genre chapter offers a few sample artifacts appropriate for various settings.

Each artifact has a level and a rate of power depletion. When an artifact is used or activated, the player rolls the designated die (1d6, 1d10, 1d20, or 1d100). If the die shows the depletion number(s), the item works, but that is its last use. A depletion entry of “—” means that the artifact never depletes, and an entry of “automatic” means that it can be used only once.

Depowered artifacts can sometimes be recharged using the repair rules, depending on the item’s nature. Other special abilities can also repower an expended item, but probably for only one use.

For GM information on artifacts, see the Running the Cypher System chapter.

Finding, Identifying, and Using Artifacts

Characters can sometimes find artifacts while on adventures. They might be in ancient ruins, either intact or in need of manipulation to get them working. They could have been stolen from well-guarded military installations. They might be granted as rewards or taken from fallen foes. Sometimes they can even be purchased from a specialized source, but this occurs more rarely than most PCs would probably like.

After the characters find an artifact, identifying it is a separate Intellect task. The GM sets the difficulty of the task, but it is usually equal to the artifact’s level. Identifying it takes fifteen minutes to three hours. If the PCs can’t identify an artifact, they can bring it to an expert to be identified or, if desired, traded or sold.

Characters can attempt to use an artifact that has not been identified, which is usually an Intellect task equal to the artifact’s level + 2. Failure might mean that the PCs can’t figure out how to use the artifact or they use it incorrectly (GM’s discretion). Of course, even if characters use an unidentified artifact correctly the first time, they have no idea what the effect might be.

Once characters identify an artifact, using it for the first time requires an additional Intellect action; this process is far more complex than pushing a button. It can involve manipulating touchscreens, reciting the proper arcane words, or anything else that fits the setting. The GM sets the difficulty, but it is usually equal to the artifact’s level.

","markdown":""},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"ownership":{"default":-1},"flags":{}},{"sort":537500,"name":"Experience Points","type":"text","_id":"kL1WYB17GtLujcMp","title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"

Experience points (XP) are the currency by which players gain benefits for their characters. The most common ways to earn XP are through GM intrusions and by accomplishing things the PCs set out to do. Sometimes experience points are earned during a game session, and sometimes they’re earned between sessions. In a typical session, a player might earn 2 to 4 XP, and between sessions, perhaps another 2 XP (on average). The exact amounts depend on the events of the session.

GM Intrusion

At any time, the GM can introduce an unexpected complication for a character. When they intrude in this way, they must give that character 2 XP. That player, in turn, must immediately give one of those XP to another player and justify the gift (perhaps the other player had a good idea, told a joke, or performed an action that saved a life).

Often, the GM intrudes when a player attempts an action that should be an automatic success. However, the GM is free to intrude at other times. As a general rule, the GM should intrude at least once each session, but no more than once or twice each session per character.

Anytime the GM intrudes, the player can spend 1 XP to refuse the intrusion, though that also means they don’t get the 2 XP. If the player has no XP to spend, they can’t refuse.

If a player rolls a 1 on a die, the GM can intrude without giving the player any XP.

Example 1: Through skill and the aid of another character, a fourth-tier PC eases a wall-climbing task from difficulty 2 to difficulty 0. Normally, they would succeed at the task automatically, but the GM intrudes and says “No, a bit of the crumbling wall gives way, so you still have to make a roll.” As with any difficulty 2 task, the target number is 6. The PC attempts the roll as normal and gains 2 XP because the GM intruded. They immediately give one of those XP to another player.

Example 2: During a fight, a PC swings their axe and damages a foe with a slice across the shoulder. The GM intrudes by saying that the foe turned just as the axe struck, wrenching the weapon from the character’s grip and sending it clattering across the floor. The axe comes to a stop 10 feet (3 m) away. Because the GM intruded, the PC gains 2 XP, and the player immediately gives one of those XP to another player. Now the character must deal with the dropped weapon, perhaps drawing a different weapon or using their next turn to scramble after the axe.

For much more on GM intrusions, see the Running the Cypher System chapter.

Character Arcs

Character arcs are the means by which players can invest themselves more in great stories and character depth and development.

Just like in a book or a television show, characters progress through their own personal story and change over time. A PC with a character arc decides for themselves what they do and why. Character arcs are like stated goals for a character, and by progressing toward that goal, the character advances. The key word there is progressing. A PC doesn’t have to succeed at achieving the goal to earn advancement—it’s not an all-or-nothing prospect. Each arc is keyed to a single character, but just like in a book or show, characters can take part in the larger story arc that the whole group participates in, while also progressing in their own personal arc.

Character arcs have different steps that mark the character’s progress through the arc. Each arc eventually reaches a climax, and then finishes with a step that is a final resolution. Each step reached earns the character 2 XP. Character arcs are the most straightforward way that a character earns XP. (Typically, PCs will earn about half their total experience points from arcs or other GM awards.)

At character creation, a player can choose one character arc for their PC at no cost. Players have the option to not choose one, but it’s probably a good idea to do so. First and foremost, it is a character-defining factor. If they begin the campaign with a desire to find the woman who killed their brother, that says a lot about the character: they had a brother, he was likely close to them, he had been in at least one dangerous situation, and the character is probably motivated by anger and hate, at least somewhat. Even after the character finishes this first arc, they’ll undoubtedly have (at least one) more because they can gain new arcs as the campaign progresses.

Once play begins, players can take on a new arc whenever they wish, as fits the character’s ongoing story. Taking a new arc has a cost of 1 XP. While there’s no hard limit on how many arcs a character can have at one time, realistically most PCs couldn’t reasonably have more than three or four.

However, as mentioned above, arcs have a beginning cost that must be paid, reflecting the character’s devotion to the goal. The character will earn this investment back (probably many times over) if the arc is completed.

Character arcs are always player-driven. A GM cannot force one on a character. That said, the events in the narrative often present story arc opportunities and inspire character arcs for the PCs. It’s certainly in the GM’s purview to suggest possible arcs related to the events going on. For example, if the GM presents an encounter in which an NPC wishes to learn from the PC, it might make sense to suggest taking the Instruction arc. Whether or not the PC takes on the student, the player doesn’t have to adopt the Instruction arc unless they want to.

At the end of a session, review the actions you took and describe how they might equate to the completion of a step (or possibly more than one step) in their character arc. If the GM agrees, the character gets their reward.

When in doubt, if one character accomplishes a step in their arc but another character does not, the first character should get the 2 XP reward, but the other character should probably still get, at minimum, 1 XP for the session.

This chapter presents many sample character arcs (see below).

GM Awards

Sometimes, a group will have an adventure that doesn’t deal primarily with a PC’s character arc. In this case, it’s a good idea for the GM to award XP to that character for accomplishing other tasks. First and foremost, awards should be based on discovery. Discovery can include finding a significant new location, such as a hidden chamber, a secret fortress, a lost land, a new planet, or an unexplored dimension. In this fashion, PCs are explorers. Discovery can also include a new significant aspect of a setting, such as a secret organization, a new religion, and so on.

It can also mean finding a new procedure or device (something too big to be considered a piece of equipment) or even previously unknown information. This could include a source of magical power, a unique teleportation device, or the cure for a plague. These are all discoveries. The common thread is that the PCs discover something that they can understand and put to use.

Last, depending on the GM’s outlook and the kind of campaign the group wants to play, a discovery could be a secret, an ethical idea, an adage, or even a truth.

It’s a fine line, but ultimately the GM decides what constitutes a discovery as opposed to just something weird in the course of an adventure. Usually, the difference is, did the PCs successfully interact with it and learn something about it? If so, it’s probably a discovery.

Artifacts: When the group gains an artifact, award XP equal to the artifact’s level and divide it among the PCs (minimum 1 XP for each character). Round down if necessary. For example, if four PCs discover a level 5 artifact, they each get 1 XP. Money, standard equipment, and cyphers are not worth XP. (Experience point awards for artifacts should usually apply even if the artifact was given to the PCs rather than found, because often such gifts are the rewards for success.)

Miscellaneous Discoveries: Various other discoveries might grant 1 XP to each PC involved.

Other Awards: If a character is focused on activities that don’t relate to a character arc or a discovery, as a general rule, a mission should be worth at least 1 XP per game session involved in accomplishing it. For example, saving a family on an isolated farm beset by raiding cultists might be worth 1 XP for each character. Of course, saving the family doesn’t always mean killing the bad guys; it might mean relocating them, parlaying with the cultists, or chasing off the raiders.

Spending Experience Points

Experience points are meant to be used. Hoarding them is not a good idea; if a player accumulates more than 10 XP, the GM can require them to spend some.

Generally, experience points can be spent in four ways: immediate benefits, short- and medium-term benefits, long-term benefits, and character advancement.

Experience points should not be a goal unto themselves. Instead, they are a game mechanic to simulate how—through experience, time, toil, travail, and so on— characters become more skilled, more able, and more powerful. Spending XP to explain a change in a character’s capabilities that occurred in the course of the story, such as if the PC made a new device or learned a new skill, isn’t a waste of XP—it’s what XP are for.

Immediate Benefits

The most straightforward way for a player to use XP is to reroll any roll in the game—even one that they didn’t make. This costs 1 XP per reroll, and the player chooses the best result. They can continue to spend XP on rerolls, but this can quickly become an expensive proposition. It’s a fine way to try to prevent disaster, but it’s not a good idea to use a lot of XP to reroll a single action over and over.

A player can also spend 1 XP to refuse a GM intrusion.

Short- and Medium-Term Benefits

By spending 2 XP, a character can gain a skill—or, more rarely, an ability—that provides a short-term benefit. Let’s say a character notices that the computer terminals in the facility they’re infiltrating are similar to those used by the company they once worked for. They spend 2 XP and say that they have a great deal of experience in using these. As a result, they are trained in operating (and breaking into) these computers. This is just like being trained in computer use or hacking, but it applies only to computers found in that particular location. The skill is extremely useful in the facility, but nowhere else.

Medium-term benefits are usually story based. For example, a character can spend 2 XP while climbing through mountains and say that they have experience with climbing in regions like these, or perhaps they spend the XP after they’ve been in the mountains for a while and say that they’ve picked up the feel for climbing there. Either way, from now on, they’re trained in climbing in those mountains. This helps them now and any time they return to the area, but they’re not trained in climbing everywhere.

This method allows a character to get immediate training in a skill for half the normal cost. (Normally, it costs 4 XP to become trained in a skill.) It’s also a way to gain a new skill even if the PC has already gained a new skill as a step toward attaining the next tier.

In rare cases, a GM might allow a character to spend 2 XP to gain an entirely new ability—such as a device, a special ability, or a special mental power—for a short time, usually no longer than the course of one scenario. The player and the GM should agree on a story-based explanation for the benefit. Perhaps the ability has a specific rare requirement, such as a tool, a battery, a drug, or some kind of treatment. For example, a character who wants to explore a submerged location has several biotech enhancements, and they spend 2 XP to cobble together a device that lets them breathe underwater. This gives them the ability for a considerable length of time, but not permanently—the device might work for only eight hours. Again, the story and the logic of the situation dictate the parameters.

Long-Term Benefits

In many ways, the long-term benefits a PC can gain by spending XP are a means of integrating the mechanics of the game with the story. Players can codify things that happen to their characters by talking to the GM and spending 3 XP.

Things that a PC can acquire as a long-term benefit can be thought of as being story based, and they allow the player to have some narrative control over the story. In the course of play, a player might decide that their character gains a friend (a contact) or builds a log cabin (a home). Because a player spent XP, however, they should have some agency over what they’ve gained, and it shouldn’t be easily taken away. The player should help come up with the details of the contact or the design of their home.

It’s also possible to gain these benefits through events in the story, without spending XP. The new contact comes to the PC and starts the relationship. The new home is granted to them as a reward for service to a powerful or wealthy patron, or maybe the character inherits the home from a relative. However, because these came from the GM and not the player (and no XP were spent), the player has no narrative control over them and the GM makes up the details.

Long-term benefits can include the following.

Contact: The character gains a long-term NPC contact of importance—someone who will help them with information, equipment, or physical tasks. The player and GM should work out the details of the relationship.

Home: The PC acquires a full-time residence. This can be an apartment in a city, a cabin in the wilderness, a base in an ancient complex, or whatever fits the situation. It should be a secure place where the PC can leave their belongings and sleep soundly. Several characters could combine their XP and buy a home together.

Title or job: The PC is granted a position of importance or authority. It might come with responsibilities, prestige, and rewards, or it might be an honorary title.

Wealth: The PC comes into a considerable amount of wealth, whether it’s a windfall, an inheritance, or a gift. It might be enough to buy a home or a title, but that’s not really the point. The main benefit is that the PC no longer needs to worry about the cost of simple equipment, lodging, food, and so on. This wealth could mean a set amount—perhaps 50,000 dollars (or whatever is appropriate in the setting)—or it could bestow the ability to ignore minor costs, as decided by the player and GM.

GMs and players should work together to make XP awards and expenditures fit the ongoing story. If a PC stays in a location for two months to learn the inhabitants’ unique language, the GM might award the character a few XP, which are then immediately spent to grant them the ability to understand and speak that language.

Character Advancement

Progressing to the next tier involves four steps. When a PC has spent 4 XP on each of the steps, they advance to the next tier and gain all the type and focus benefits of that tier. The four steps can be purchased in any order, but each can be purchased only once per tier. In other words, a PC must buy all four steps and advance to the next tier before they can buy the same steps again.

Increasing Capabilities: You gain 4 new points to add to your stat Pools. You can allocate the points among your Pools however you wish.

Moving Toward Perfection: You add 1 to your Might Edge, your Speed Edge, or your Intellect Edge (your choice).

Extra Effort: Your Effort score increases by 1.

Skills: Choose one skill other than attacks or defense, such as climbing, jumping, persuading, sneaking, or history. You become trained in that skill. You can also choose to be knowledgeable in a certain area of study, such as history or geology. You can even choose a skill based on your character’s special abilities. For example, if your character can make an Intellect roll to blast an enemy with mental force, you can become trained in that ability, easing the task of using it.

If you choose a skill that you are already trained in, you become specialized in that skill, easing the task by two steps instead of one. If you choose a skill that you have an inability in, the training and the inability cancel each other out (you aren’t eased or hindered in that task). For example, if you have an inability in perception, becoming trained in that cancels out the inability.

Once you’re specialized in a skill, you can’t improve your training in that skill further (you can ease a task by up to two steps with training). You can still make that task easier with assets and a few rare abilities that don’t count as an asset or training.

Other Options: Players can also spend 4 XP to purchase other special options. Selecting one of these options counts as purchasing one of the four stages necessary to advance to the next tier. The other three need to be from the other categories. The special options are as follows:

Equal Advancement

It’s worthwhile if all characters advance through the six tiers at about the same rate—an important issue for some players. A good GM can achieve this result by carefully handing out XP rewards, some during play (which will tend to get used immediately) and some after play concludes, especially after completing a major story arc or quest so the GM can hand out 4 XP in one go (which will tend to get used for advancement). Many groups will discover while playing that equal advancement isn’t an important issue in the Cypher System, but people should get to play the game the way they want to play it.

Tier Advancement in The Cypher System

Tiers in the Cypher System aren’t entirely like levels in other roleplaying games. In the Cypher System, gaining tiers is not the players’ only goal or the only measure of achievement. Starting (first-tier) characters are already competent, and there are only six tiers. Character advancement has a power curve, but it’s only steep enough to keep things interesting. In other words, gaining a new tier is cool and fun, but it’s not the only path to success or power. If you spend all your XP on immediate, short-term, and medium-term benefits, you will be different from someone who spends their points on long-term benefits, but you will not be “behind” that character.

The general idea is that most characters will spend half their XP on tier advancement and long-term benefits, and the rest on immediate benefits and short- and medium-term benefits (which are used during gameplay). Some groups might decide that XP earned during a game is to be spent on immediate and short- and medium-term benefits (gameplay uses), and XP awarded between sessions for discoveries is to be spent on character advancement (long-term uses).

Ultimately, the idea is to make experience points into tools that the players and the GM can use to shape the story and the characters, not just a bookkeeping hassle.

Sample Character Arcs

The rest of this chapter presents sample character arcs for PCs. The writeup of each arc describes the parts involved in progressing through the arc:

Opening: This sets the stage for the rest of the arc. It involves some action, although that might just be the PC agreeing to do the task or undertake the mission. It usually has no reward.

Step(s): This is the action required to move toward the climax. In story terms, this is the movement through the bulk of the arc. It’s the journey. The rising tension. Although there might be just one step, there might also be many, depending on the story told. Each results in a reward of 2 XP.

Climax: This is the finale—the point at which the PC likely succeeds or fails at what they’ve set out to do. Not every arc ends with victory. If the character is successful, they earn a reward of 4 XP. If they fail, they still earn a reward of 2 XP. If a character fails the climax, they very likely ignore the resolution.

Resolution: This is the wrap-up or denouement. It’s a time for the character to reflect on what happened, tie up any loose ends, and figure out what happens next. When things are more or less resolved, the character earns a
1 XP reward.

Within the arc, most of the time a part is probably optional, depending on the situation—although it’s hard to envision most arcs without some kind of opening, climax, or resolution. Steps other than the opening, the climax, and the resolution can be done in any order.

Character arcs should always take at least weeks in game time, and no more than two parts in an arc should be accomplished in a game session (and most of the time, it should be one part, if any). If neither of these two things is true, then it’s not really a character arc. You can’t, for example, use the Creation arc to guide you through something you can make in an hour or two.

The following are common character arcs that you can choose for your character. If you and the GM want to make a new one, it should be fairly easy after looking through these models.

This chapter has a selection of sample character arcs, but you can create your own too. The arcs are intentionally broad to encompass many different characters and stories. For example, Revenge is a very simple and straightforward character arc. The player who chooses this arc for their character decides who they want revenge on, and why. It’s up to the players and the GM to make the details fit.

Some players might not want to use character arcs. The GM, however, can still use them as a benchmark for awarding XP. If the PCs are going off to explore a strange planet, the GM can essentially give them the Explore arc.

Aid a Friend

Someone needs your help.

When a PC friend takes a character arc, you can select this arc to help them with whatever their arc is (if appropriate). The steps and climax depend entirely on their chosen arc. If the friend is an NPC, the steps and climax are lifted from another arc appropriate to whatever they seek to do.

It’s difficult, but possible, to aid a friend with an arc even if that friend is unwilling to accept (or is ignorant of) your help.

The cost and rewards for a character with this arc are the same as those described in the original character arc.

Opening: Answering the Call. Offering to help (or responding to a request for help).

Step(s) and Climax: Depends on the friend’s arc. Rewards are the same for you as for the friend.

Resolution: You speak with your friend and learn if they are satisfied. Together, you share what you’ve learned (if anything) and where you will go from here.

Assist an Organization

You set out to accomplish something that will further an organization. You’re probably allied with them or they are rewarding you for your help in some fashion.

Opening: Responding to the Call. You work out all the details of what’s expected of you, and what rewards (if any) you might get. You also get the specifics of what’s required to join and advance.

Step: Sizing up the Task. This requires some action. A reconnaissance mission. An investigation.

Step(s): Undertaking the Task. Because this arc can vary so widely based on the task involved, there might be multiple steps like this one.

Climax: Completing the Task.

Resolution: Collecting your reward (if any) and conferring with the people in the organization that you spoke to. Perhaps getting access to higher-ranking people in the organization. You can choose to have your connection to the organization increase rather than take the standard reward.

Avenge

Someone close to you or important to you in some way has been wronged. The most overt version of this arc would be to avenge someone’s death. Avenging is different than revenge, as revenge is personal—you are the wronged party. But in the Avenge character arc, you are avenging a wrong done to someone else.

Opening: Declaration. You publicly declare that you are going to avenge the victim(s). This is optional.

Step(s): Tracking the Guilty. You track down the guilty party. This might not be physically finding them if you already know where they are. Instead, it might be discovering a way to get at them if they are distant, difficult to reach, or well protected. This step might be repeated multiple times, if applicable.

Step: Finding the Guilty. You finally find the guilty party, or find a path or make a plan to reach them. Now all that’s left is to confront them.

Climax: Confrontation. You confront the guilty party. This might be a public accusation and demonstration of guilt, a trial, or an attack to kill, wound, or apprehend them—whatever you choose to be appropriate.

Resolution: You resolve the outcome and the ramifications of the confrontation and decide what to do next.

Birth

You are becoming a parent.

The Birth character arc assumes you already have a partner or a surrogate. If you want your character to find a romantic partner or spouse, you can use the Romance arc. And of course, nonhuman characters might reproduce in other ways.

This arc is usually followed by the Raise a Child arc.

Opening: Impregnation.

Step: Finding a Caretaker. This might be a physician, midwife, doula, or similar person. This is optional.

Step: Complication. A complication arises that threatens the pregnancy, the birth parent, or both.

Step: Preparation. You prepare a place for the delivery as well as a safe place for the infant to live once born.

Climax: Delivery. The baby is born. Success means the child survives.

Resolution: You get the baby to the place you have prepared and settle in, deciding what to do next.

Build

You are going to build a physical structure—a house, a fortress, a workshop, a defensive wall, and so on. This arc would also cover renovating an existing structure or substantially adding to one. Of course, this doesn’t have to be physical construction. You might build something with spells or other supernatural abilities.

Opening: Make a Plan. This almost certainly involves literally drawing up blueprints or plans.

Step(s): Find a Site. This might be extremely straightforward—a simple examination of the site—or it might be an entire exploratory adventure. (If the latter, it might involve multiple such steps.)

Step(s): Gather Materials. Depending on what you are building and what it is made out of, this could involve multiple steps. There probably are substantial costs involved as well.

Step(s): Construction. Depending on what you are building, this could involve multiple steps. It might also take a considerable amount of time and work.

Climax: Completion. The structure is finished.

Resolution: You put the structure to its desired use and see if it holds up.

Cleanse

Someone or something has been contaminated, probably by evil spirits, radiation, a deadly virus, foul magic, or the like, and you want to rid them of such influences or contaminants. This could also be a curse, a possession, an infestation, or something else.

Opening: Analyzing the Threat. You determine the nature of the contamination.

Step: Find the Solution. Almost every contamination has its own particular solution, and this likely involves research and consultation.

Step: Getting Ready. The solution probably involves materials, spells, or other things that you must gather and prepare.

Climax: The Cleansing. You confront the contamination.

Resolution: You reflect on the events that have transpired and what effects they might have on the future. How can you keep this from happening again?

Creation

You want to make something. This might be a magic item, a painting, a novel, or a machine.

Opening: Make a Plan. You figure out what you need, what you’re going to do, and how you’re going to do it.

Step(s): Gather Materials. Depending on what you are creating and what it is made out of, this could involve multiple steps. There probably are substantial costs involved as well.

Step(s): Progress. Depending on what you are creating, this could involve multiple steps. It might also take a considerable amount of time and work.

Climax: Completion. It’s finished! Is it what you wanted? Does it work?

Resolution: You think about what you have learned from the process and use or enjoy the fruits of your labor.

Defeat a Foe

Someone stands in your way or is threatening you. You must overcome the challenge they represent. Defeat doesn’t always mean kill or even fight. Defeating a foe could mean beating them in a chess match or in competition for a desired mentor.

Opening: Sizing up the Competition. This requires some action. A reconnaissance mission. An investigation.

Step: Investigation. This requires some action. A reconnaissance mission. An investigation.

Step(s): Diving In. You travel toward your opponent, overcome their lackeys, or take steps to reach them so you can confront them. This step can take many forms, and there might be more than one such step. This step is always active.

Climax: Confrontation. The contest, challenge, fight, or confrontation occurs.

Resolution: You reflect on what you’ve learned and what the consequences of your actions might be.

Defense

A person, place, or thing is threatened, and you want to protect it.

Opening: Analyze the Situation. What are you defending, and what threats are involved?

Step: Account for Your Resources. How are you going to defend?

Step(s): Fend Off Danger. The forces threatening what you are protecting probably make an initial threat that you’ll have to defeat. It’s not the main threat, though. There might be multiple such initial threats.

Climax: Protect. The true threat reveals itself and you confront it.

Resolution: A time for reflection on everything that occurred, and an assessment of the person, place, or thing’s safety going forward.

Develop a Bond

You want to get closer to another character. This might be to make a friend, find a mentor, or establish a contact in a position of power. It might be to turn a friend into a much closer friend. The character might be an NPC or a PC.

Opening: Getting to Know You. You learn what you can about the other character.

Step: Initial Attempt. You attempt to make contact. This might involve sending messages or gifts through a courier, using an intermediary, or just going up and saying hello, depending on the situation.

Step(s): Building a Relationship. There might be many such steps as you develop the relationship.

Climax: Bond. You succeed or fail at forging the bond.

Resolution: You enjoy the fruits of your new relationship.

Enterprise

You want to create and run a business or start an organization. Maybe you’re a craftsperson who wants to sell your creations. Maybe you like baking and you want to start a catering service. Or maybe you want to start a secret society or found a school to teach young mutants how to use their powers. You’ll almost certainly have to make new connections, find (and somehow pay for) a location, and deal with all manner of administrative duties.

Opening: Drawing up a Plan. What’s your goal, and how are you going to achieve it?

Step: Account for Your Resources. How much financing does the enterprise need compared to what you’ve got? If you need more, how will you get it? How many people other than yourself are needed to begin, and how many will you need to sustain things once they are up and running?

Step: Finding a Location. You probably need a place to run your enterprise—a store, a workshop, a base of operations, and so on. You find a location and look into what it will take to buy or rent it.

Step(s): Building the Enterprise. You procure the needed equipment or personnel. You make the connections and deals to get things started. You obtain important permits or other legal documents. You test new products. You actually start the business. Each of these developments (and likely others) can be counted as a separate step, so there will be many steps.

Climax: Profit and Loss. You determine whether your enterprise will take off and carry on into the future, or fall apart before it gets a chance to blossom. This occurs in a single dramatic moment—your first major client, your organization’s first big meeting or mission, or whatever else is appropriate.

Resolution: A time for reflection on everything that occurred, and how you’re going to move forward.

Establishment

You want to prove yourself as someone of importance. This can take many forms—socially, within your order, financially, or even romantically.

Opening: Assessment. You assess yourself as well as who you need to prove yourself to.

Step(s): Appearances Matter. You improve your look. Enhance your wardrobe. Spruce up your house. Whatever it takes to get attention from the right people. There might be many such steps.

Step(s): Self-Aggrandizement. You need to get the word out to get people talking about you. There might be many such steps.

Climax: Grabbing Attention. You do something big, like host a party for influential people or produce a play that you wrote. You make a big splash or a big crash.

Resolution: You reflect on what you did and where you go from here.

Explore

Something out there is unknown and you want to explore its secrets. This is most likely an area of wilderness, a new planet, an otherworldly dimension, or something similar.

Opening: Make a Plan. Not only do you draw up a plan for your exploration, but if appropriate, you also make a formal declaration to relevant parties of what you’re going to do.

Step(s): Gather Resources. You get the supplies, vehicles, and help you need. Depending on where you are going and what is required, this could involve multiple steps. There probably are substantial costs involved as well.

Step(s): Travel. You go where you wish to explore. There might be many such steps, depending on how long it takes to get there.

Step(s): Exploration. This is the meat of the arc, but it’s probably a series of small moves and minor victories. There might be many such steps.

Climax: Conquest. You make the big discovery or truly master the area. You might not have explored every inch of the place, but if you are successful, you can claim to be done.

Resolution: You return home and possibly share your findings.

Fall From Grace

This is an odd character arc in that it’s (presumably) not something that a character would want. It is something that a player selects on a meta level for the character because it makes for an interesting story. It also sets up the potential for future arcs, such as Redemption. It’s important that this involve actions you take. For example, you fall into substance abuse. You treat people badly. You make mistakes that endanger others. In other words, the fall isn’t orchestrated by someone else—it’s all your own doing.

Opening: The Descent. Things go bad.

Step(s): Further Descent. Things get worse. Depending on the situation, this might involve many steps.

Step: Lashing Out. You treat others poorly as you descend.

Climax: Rock Bottom. There is no chance for success here. Only failure.

Resolution: You wallow in your own misery.

Finish a Great Work

Something that was begun in the past must now be completed. This might involve destroying an evil artifact, finishing the construction of a monument, developing the final steps of a cure for a disease, or uncovering a lost temple forgotten to the ages.

Opening: Assessing the Past. You look at what has come before and where it still needs to go. This almost certainly involves some real research.

Step: Conceive a Plan. You make a plan on how to move forward.

Step(s): Progress. You make significant progress or overcome a barrier to completion. This may involve multiple such steps.

Climax: Completion. This involves the big finish to the past work.

Resolution: You reflect on what you did and where you go from here.

Growth

Willingly or unwillingly, you are going to change. This is another meta arc. It’s less about a goal and more about character development. While it’s possible that the growth involved is intentional, in most people’s lives and stories, it is emergent. A character might become less selfish, braver, a better leader, or experience some other form of growth.

Opening: The Beginning. Change usually begins slowly, in a small, almost imperceptible way.

Step(s): Change. Growth involves many small steps.

Step: Overcoming an Obstacle. The temptation to resort to your old ways is always present.

Climax: Self-Evident Change. This is a dramatic about-face. This is the moment where you do something the “old you” would never have done, and it has a profound effect on you and those around you. With either success or failure, growth is possible.

Resolution: You recognize the change in yourself and move forward.

Instruction

You teach a pupil. You have knowledge on a topic and are willing to share. This can be a skill, an area of lore, a combat style, or the use of a special ability. This is usually a fairly long-term arc. Sometimes teaching a pupil is a side matter, and sometimes the pupil takes on more of an apprentice role and spends a great deal of time with you, traveling with you and perhaps even living in your house (or you living in theirs).

Opening: Taking on the Student.

Step: Getting to Know Them. You assess your pupil’s strengths and weaknesses and try to get an idea of what they need to learn and how you can teach it to them.

Step(s): The Lessons. Teaching is often a slow, gradual process.

Step: Breakdown. Many times, a student needs to have a moment of crisis to really learn something. Maybe they get dejected, or maybe they rebel against your teaching techniques.

Climax: Graduation. This is when you recognize that the pupil has learned what they need. It usually comes at a dramatic moment.

Resolution: You and the pupil say your goodbyes, and you look toward the future.

Join an Organization

You want to join an organization. This might be a military organization, a corporation, a secret society, a religion, or something else.

Opening: Getting the Details. You learn all you can about the organization and how one becomes a member.

Step(s): Making a Contact. Friends on the inside are always important.

Step(s): Performing a Deed. The organization might want to test your worth, or this might be a ceremony you must take part in. It might include paying some sort of dues or fee. Or all of these things.

Climax: Proving Your Worth. This is the point at which you attempt to show the organization that they would be better off with you as a member.

Resolution: You consider your efforts and assess what your membership gets you.

Justice

You try to right a wrong or bring a wrongdoer to justice.

Opening: Declaration. You publicly declare that you are going to bring justice in this situation. This is optional.

Step(s): Tracking the Guilty. You track down the guilty party, assuming there is one. This might not be physically finding them if you already know where they are. Instead, it might be discovering a way to get at them if they are distant, difficult to reach, or well protected. This step might be repeated multiple times, if applicable.

Step: Helping the Victim. Righting a wrong does not always involve confronting a wrongdoer. Part of it might be about helping those who were wronged.

Climax: Confrontation. You confront the guilty party. This might be a public accusation and demonstration of guilt, a trial, or an attack to kill, wound, or apprehend them—whatever you choose to be appropriate.

Resolution: You resolve the outcome and ramifications of the confrontation and decide what to do next.

Learn

You want to learn something. This isn’t the same as the Uncover a Secret arc, in which you’re looking for a bit of information. This is a skill or whole area of knowledge you want to gain proficiency with. This is learning a new language, how to play an instrument, or how to be a good cook. Thus, it’s not about gaining a level or rank in climbing, but learning to be an experienced mountaineer.

Opening: Focusing on the Problem.

Step: Finding a Teacher or a Way to Teach Yourself. Now you can truly begin.

Step(s): Learn. Depending on what you’re learning, this could involve one step or quite a few.

Climax: The Test. You put your new knowledge to the test in a real situation.

Resolution: You relax a bit and decide what to do next.

Master a Skill

You’re skilled, but you want to become the best. This arc might logically follow the Learn arc. As with the Learn arc, this can involve any kind of training at all, not just a skill.

Opening: Finding the Path. You’ve learned the basics. Now it’s time for the advanced material.

Step: Discovering a Master. You find a master to help you become a master.

Step(s): Learn. Depending on what you’re mastering, this could involve one step or quite a few.

Step: The Last Step. Eventually, you realize that even a master cannot teach you the last step. You must learn it on your own.

Climax: The Test. You put your mastery to the test in a real situation—and considering your goal, it’s probably a very important situation.

Resolution: You relax a bit and decide what to do next.

Mysterious Background

You don’t know who your parents were, but you want to find out. The mystery might be something other than your parentage, but that’s a common theme in this kind of arc. You want to know where you come from—there’s some kind of mystery in your past.

Opening: Beginning the Search.

Step: Research. You look into your own family background, if possible.

Step(s): Investigation. You talk to people who might know. You follow clues.

Climax: Discovery. You discover the secret of your own background. You determine if what you learn is good or bad, but either way discovery means success.

Resolution: You contemplate how this new knowledge sits with you.

New Discovery

You want to invent a new device, process, spell, or something similar. A cure for a heretofore unknown disease? An invocation with a result you’ve never heard of before? A method for getting into an impregnable vault? Any of these and more could be your discovery. While similar to the Creation arc and the Learn arc, the New Discovery arc involves blazing a new trail. No one can teach you what you want to know. You’ve got to do it on your own.

Opening: The Idea. You draw up plans for the thing you want to invent or discover.

Step: Research. You learn what people have done before and recognize where they fell short.

Step(s): Trial and Error. You test your hypothesis. This often ends in many failures before you get a success.

Climax: Eureka! It’s time to put the discovery to the true test.

Resolution: You reflect on your discovery and probably compile your notes and write it all down, for posterity’s sake if nothing else.

Raise a Child

You raise a child to adulthood. It can be your biological child or one you adopt. It can even be a child taken under your wing, more a young protégé than a son or daughter. This is obviously a very long-term arc.

Opening: Sharing Your Home. The child now lives with you.

Step: Care and Feeding. You learn to meet the child’s basic needs.

Step(s): Basic Instruction. You teach them to walk, talk, and read. You teach them to care for themselves.

Step(s): The Rewards Are Many. The child loves you. Relies on you. Trusts you. Eventually, helps you.

Step(s): Ethical Instruction. You instill your basic ethics in the child, hoping that they will mature into an adult you can be proud of.

Climax: Adulthood. At some point the child leaves the proverbial nest. You determine, at this point, your own success or failure.

Resolution: You reflect on the memories you have made.

Recover From a Wound (or Trauma)

You need to heal. This isn’t just for healing simple damage. This involves recovering from a major debilitating injury, illness, or shock. Severe damage, the loss of a body part, and emotional trauma all fall into this category.

Opening: Rest. The first thing you need to do is rest.

Step: Self Care. You take care of your own needs.

Step: Getting Aid. Someone helps.

Step: Medicine. Some kind of drug, cure, poultice, potion, or remedy aids your recovery.

Step: Therapy. With the help of someone else, you exercise your injury or cope with your trauma.

Climax: Acceptance or Recovery. You try to move on and use what has been damaged (or learn how to function without it).

Resolution: You get on with your life.

Redemption

You’ve done something very wrong, but you want to atone and make it right again. This is like the Justice arc or the Undo a Wrong arc, except you are the wrongdoer. This could be a follow-up to the Fall From Grace arc.

Opening: Regret. You are determined to rebuild, recover, and restore.

Step: Forgiveness. You apologize and ask for forgiveness.

Step: Identifying the Needs. You determine what needs to be done to atone for your transgression.

Climax: Making Good. You perform an act that you hope will redeem your past misdeed.

Resolution: You reflect on what has happened but now look to the future.

Repay a Debt

You owe someone something, and it’s time to make good.

Opening: Debts Come Due. You determine to do what is needed to make good on the debt. It might involve repaying money, but more appropriately it’s performing a deed or a series of deeds.

Step: Talking It Over. You discuss the matter with the person you owe, if possible. You ensure that what you’re doing is what they want.

Climax: Repayment. Either you do something to earn the money or goods you owe, or you undertake a major task that will compensate the other person.

Resolution: You relax knowing that your debt is repaid, and you look to the future.

Rescue

Someone or something of great importance has been taken, and you want to get them or it back.

Opening: Heeding the Call. You determine what has happened, and who or what is missing.

Step: Tracking. You discover who has taken them, and where.

Step: Travel. You go to where they are being held and get information on the location and who is involved. Maybe make a plan.

Climax: Rescue Operation. You go in and get them.

Resolution: You return them home.

Restoration

You’re down but not out. You want to restore your good name. Recover what you’ve lost. Rebuild what has been destroyed. You’ve fallen down or have been knocked down, but either way you want to pick yourself up. This is a possible follow-up to the Fall From Grace arc.

Opening: Vow to Yourself. You are determined to rebuild, recover, and restore.

Step(s): Work. You rebuild, recover, and restore. If all your money was stolen, you make more. If your house was destroyed, you rebuild it. If your reputation was tarnished, you perform deeds that restore your good name.

Climax: The Final Act. You undertake one last major task that will bring things back to where they were (or close to it). A lot is riding on this moment.

Resolution: You enjoy a return to things the way they were before.

Revenge

Someone did something that harmed you. Unlike the Avenge arc, this arc probably isn’t about tracking down a murderer, but it might involve pursuing someone who stole from you, hurt you, or otherwise brought you grief. The key is that it’s personal. Otherwise, use the Justice arc.

Opening: Vow. You swear revenge.

Step(s): Finding a Clue. You find a clue to tracking down the culprit.

Climax: Confrontation. You confront the culprit.

Resolution: You deal with the aftermath of the confrontation and move on. You think about whether you are satisfied by gaining your revenge.

Romance

You want to strike up a relationship with a romantic partner. Perhaps you have a specific person in mind, or maybe you’re just interested in a relationship in general.

Opening(s): Caught Someone’s Eye. You meet someone you are interested in. (Since this can be short-lived, it’s possible to have this opening occur more than once.)

Step(s): Courtship. You begin seeing the person regularly. Although not every “date” is a step in the arc, significant moments are, and there may be a few of them.

Climax: Commitment. You may or may not be interested in a monogamous relationship. Regardless, you and your love have made some kind of commitment to each other.

Resolution: You think about the future. Marriage? Children? These are only some of the possibilities.

Solve a Mystery

Different from the Learn arc and the Uncover a Secret arc, this arc is about solving a crime or a similar action committed in the fairly recent past. It’s not about practice or study, but about questions and answers. In theory, the mystery doesn’t have to be a crime. It might be “Why is this strange caustic substance leaking into my basement?”

Opening: Pledging to Solve the Mystery.

Step: Research. You get some background.

Step(s): Investigation. You ask questions. You look for clues. You cast divinations. This likely encompasses many such steps.

Climax: Discovery. You come upon what you believe to be the solution to the mystery.

Resolution: In this step, which is far more active than most resolutions, you confront the people involved in the mystery with what you’ve discovered, or you use the information in some way (such as taking it to the proper authorities).

Theft

Someone else has something you want.

Opening: Setting Your Sights. You make a plan.

Step: Casing the Joint. You scout out the location of the thing (or learn its location).

Step(s): Getting to the Object. Sometimes, many steps are involved before you reach the object you wish to take. For example, if, in order to steal something from a vault, you need to approach one of the guards while they are off duty and bribe them to look the other way when you break in, that is covered in this step.

Climax: The Attempt. You make your heist.

Resolution: You decide what to do with the thing you’ve stolen and contemplate the repercussions you might face for stealing it.

Train a Creature

You want to domesticate and train an animal or other creature. While the beast doesn’t need to be wild, it must not already be domesticated and trained.

Opening: Getting Acquainted. You get to know the creature a bit, and it gets to know you.

Step: Research. You get information on the type of creature or advice from others who have trained one.

Step: Domestication. After some work, the creature is no longer a threat to you or anyone else, and it can live peacefully in your home or wherever you wish.

Step(s): Training. Each time you use this step, you teach the creature a new, significant command that it will obey regularly and immediately.

Climax: Completion. Believing the creature’s training to be complete, you put it in a situation where that is put to the test.

Resolution: You reflect on the experience.

Transformation

You want to be different in a specific way. Because the Growth arc covers internal change, this one focuses primarily on external change. This could take many forms, and probably varies greatly by genre. In some settings, it could even be death, which might turn you into a ghost. For the change to be an arc, it should be difficult and perhaps risky.

Opening: Deciding on the Transformation.

Step: Research. You look into how the change can be made and what it entails.

Step(s): Investigation. This is an active step toward making the change. It might involve getting more information, materials or ingredients, or something else.

Climax: Change. You make the change, with some risk of failure or disaster.

Resolution: You contemplate how this change affects you going forward.

Uncover a Secret

There is knowledge out there that you want. It could be an attempt to find and learn a specific special ability. This could also be a hunt for a lost password or a key that will open a sealed door, the true name of a devil, the secret background of an important person, or how the ancients constructed that strange monolith.

Opening: Naming the Secret. You give your goal a name. “I am seeking the lost martial art of the Khendrix, who could slice steel with their bare hands.”

Step(s): Research. You scour libraries and old tomes for clues and information.

Step(s): Investigation. You talk to people to gain clues and information.

Step(s): Tracking. You track down the source of the secret information and travel to it.

Climax: Revelation. You find and attempt to use the secret, whatever that entails.

Resolution: You contemplate how this secret affects you and the world.

Undo a Wrong

Someone did something horrible, and its ramifications are still felt, even if it happened long ago. You seek to undo the damage, or at least stop it from continuing.

This is different from the Justice arc because this isn’t about justice (or even revenge)—it’s about literally undoing something bad that happened in the past, such as a great library being burned to the ground, a sovereign people being driven from their land, and so on.

Opening: Vowing to Put Right What Once Went Wrong.

Step: Make a Plan. You learn all you can about the situation and then make a plan to put things right.

Step(s): Progress. This is an active step toward undoing the wrong. It might involve finding something, defeating someone, destroying something, building something, or almost anything else, depending on the circumstances.

Climax: Change. You face the challenge of the former wrong, and either overcome it or fail.

Resolution: You reflect on what you’ve accomplished and think about the future.

","markdown":""},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"ownership":{"default":-1},"flags":{}},{"sort":550000,"name":"Genre: Fantasy","type":"text","_id":"5tBpQHxLFK0uSx7O","title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"

For an expanded treatment of the fantasy genre, refer to the @UUID[Compendium.cyphersystem-compendium.cypher-journals.nnDPf4sPK61ROEV8]{Fantasy Rulebook}.

For our purposes, fantasy is any genre that has magic, or something so inexplicable it might as well be magic. The sort of core default of this type is Tolkienesque fantasy, also known as second-world fantasy because it includes a completely new world not our own. Big fantasy epics like those penned by J. R. R. Tolkien (hence the name), C. S. Lewis, George R. R. Martin, Stephen R. Donaldson, David Eddings, Ursula K. Le Guin, and others are indicative of this genre. It usually involves swords, sorcery, nonhuman species (such as elves, dwarves, helborn, and half-giants), and epic struggles.

Of course, fantasy might also involve the modern world, with creatures of myth and sorcerers dwelling among us. It might involve mythic traditions of any number of cultures (elves, dwarves, and the like, usually being decidedly European) or bear little resemblance to anything on Earth, past or present. It might even involve some of the trappings of science fiction, with spaceships and laser guns amid the wizardry and swords (this is often called science fantasy).

Fantasy can also be defined by the amount of fantasy elements within it. A second-world fantasy filled with wizards, ghosts, dragons, curses, and gods is referred to as high fantasy. Fantasy with a firmer grounding in reality as we know it in our world is low fantasy. (In fact, low fantasy often takes place in our world, or in our world’s distant past, like the stories of Conan.) No single element indicates concretely that a given fantasy is high or low. It’s the prevalence of those elements.

The point is, there are many, many types of fantasy.

Suggested Types for a Fantasy Game

RoleCharacter Type
WarriorWarrior
KnightWarrior
RangerExplorer
BarbarianExplorer flavored with combat
ThiefExplorer flavored with stealth
WizardAdept
ClericSpeaker flavored with magic
DruidExplorer flavored with magic
Warrior mageWarrior flavored with magic
BardSpeaker

Basic Creatures and NPCs for a Fantasy Game

@UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.aRHd1kwkUTogvMyG]{Bat} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.POcXUZp1mwvumsvK]{Blacksmith} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.JZbErZ6hAgtHrgim]{Dog} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.vmvgLdR7JKdsukCW]{Dog, guard} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.4xi11kpGx3rGZEYm]{Farmer} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.pNEII8Wup8xjZfuA]{Hawk} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.61EndqAjZ2ZZZuS9]{Horse} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.4xi11kpGx3rGZEYm]{Farmer} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.8AhrSmfhARlAahxp]{Merchant} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.qLFrfE0E9w6BcG48]{Rat} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.XwsPRwBGqnPnCJKG]{Villager} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.ZIE2MSMDhhgqBRgl]{Viper} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.vhGua32GarGCzLGv]{Warhorse} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.4gJ7LYEkIlt16Epj]{Wolf}

Additional Fantasy Equipment

In the default Medieval Europe-style fantasy setting, the following items (and anything else appropriate to that time period) are usually available.

Inexpensive Items

WeaponsNotes
@UUID[Compendium.cyphersystem-compendium.ammo.JwvZz1lxVR3H6P8D]{Arrows (20)}
@UUID[Compendium.cyphersystem-compendium.weapons-fantasy.zuI2zJqYv2bPN415]{Club}Light weapon
@UUID[Compendium.cyphersystem-compendium.ammo.mY1JGNvk9RPW7y2D]{Crossbow bolts (20)}
@UUID[Compendium.cyphersystem-compendium.weapons-fantasy.IBJ8eUTFLMb2IKaZ]{Knife (rusty and worn)}Light weapon (won’t last long)
Other ItemsNotes
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.ua0XElr4rvEe4C7J]{Candle}
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.UJ5qtx1Dt3ENW2Uh]{Rations (1 day)}
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.m5lUbtwYYZDzo0Jx]{Sack}
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.G2HjI5SUADNv0yJ2]{Torch}

Moderately Priced Items

WeaponsNotes
@UUID[Compendium.cyphersystem-compendium.weapons-fantasy.La6ogBpdY1cjYIug]{Blowgun}Light weapon, short range
@UUID[Compendium.cyphersystem-compendium.weapons-fantasy.DxvLEdJsjNLghy5m]{Broadsword (substandard)}Medium weapon (won’t last long)
@UUID[Compendium.cyphersystem-compendium.weapons-fantasy.cFkYLORc1EiwPpLf]{Dagger}Light weapon
@UUID[Compendium.cyphersystem-compendium.weapons-fantasy.Chp5Kt00vrxxYBAT]{Handaxe}Light weapon
@UUID[Compendium.cyphersystem-compendium.weapons-fantasy.xMUGgLlOKoZqooWy]{Throwing knife}Light weapon, short range
ArmorNotes
@UUID[Compendium.cyphersystem-compendium.armor-fantasy.dwYLXpRkrg8AaoMP]{Hides and furs}Light armor
@UUID[Compendium.cyphersystem-compendium.armor-fantasy.E3UpdWDvaLUQ2Xfz]{Leather jerkin}Light armor
Other ItemsNotes
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.2uM56Yu3g5OCjLkm]{Backpack}
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.3TAk68d2T0nMXlIG]{Bedroll}
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.ObGbm8EmEBDCotRD]{Crowbar}
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.BmQOOToImOypwy7g]{Hourglass}
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.VNW4jviGcTTfC2Mu]{Iron spikes}10 spikes
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.XjU4o9vgaZ4wiBSD]{Lantern}
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.U20W8jrBZGlWsQu2]{Rope}Hemp, 50 feet
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.BQ87g3YjkViIKc7l]{Signal horn}
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.MEp5TNjz6v9dnuLP]{Tent}

Expensive Items

WeaponsNotes
@UUID[Compendium.cyphersystem-compendium.weapons-fantasy.oGdbXxumsdjbdVzJ]{Battleaxe}Medium weapon
@UUID[Compendium.cyphersystem-compendium.weapons-fantasy.W8mx4ak9u2JKvX6Q]{Broadsword}Medium weapon
@UUID[Compendium.cyphersystem-compendium.weapons-fantasy.xeXPxadNyGu35H4k]{Bow}Medium weapon, long range
@UUID[Compendium.cyphersystem-compendium.weapons-fantasy.H8tg6l3LpBLNRz32]{Cutlass}Medium weapon
@UUID[Compendium.cyphersystem-compendium.weapons-fantasy.ZHeioW4Ywrgs6Si8]{Light crossbow}Medium weapon, long range
@UUID[Compendium.cyphersystem-compendium.weapons-fantasy.J3BdB6S45bmc8cvl]{Quarterstaff}Medium weapon (requires 2 hands)
ArmorNotes
@UUID[Compendium.cyphersystem-compendium.armor-fantasy.ljoqzdX7tpPpCTCc]{Breastplate}Medium armor
@UUID[Compendium.cyphersystem-compendium.armor-fantasy.9toshrf5gjzwIsDm]{Brigandine}Medium armor
@UUID[Compendium.cyphersystem-compendium.armor-fantasy.2mgyMiNIOQ4iUVnl]{Chainmail}Medium armor
Other ItemsNotes
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.mVwBYBHxYinj4lLx]{Bag of heavy tools}
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.XuYDx9q73UxyPN22]{Bag of light tools}

Very Expensive Items

WeaponsNotes
@UUID[Compendium.cyphersystem-compendium.weapons-fantasy.rUR8Ile0ZRC2qMfM]{Broadsword (jeweled)}Medium weapon
@UUID[Compendium.cyphersystem-compendium.weapons-fantasy.7Yc0010ac7PbCkPl]{Greatsword}Heavy weapon
@UUID[Compendium.cyphersystem-compendium.weapons-fantasy.gVNfXCYe0qsDXQNO]{Heavy crossbow}Heavy weapon, long range
ArmorNotes
@UUID[Compendium.cyphersystem-compendium.armor-fantasy.f8OhNQR1rGtWy2Ot]{Dwarven breastplate}Medium armor, encumbers as light armor
@UUID[Compendium.cyphersystem-compendium.armor-fantasy.2SMPhQU8pP4vsJ6R]{Full plate}Heavy armor
Other ItemsNotes
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.cIWeisTbSX9izeaW]{Disguise kit}Asset for disguise tasks
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.ICgjGDSqGXInN1PP]{Healing kit}Asset for healing tasks
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.7BQwwk2qh7zxU6ih]{Spyglass}Asset for perception tasks at range

Exorbitant Items

ArmorNotes
@UUID[Compendium.cyphersystem-compendium.armor-fantasy.kcF98fSVWNjAEQWI]{Elven chainmail}Medium armor, encumbers as no armor
Other ItemsNotes
@UUID[Compendium.cyphersystem-compendium.vehicles.3svOlCDP6Sm4v2Ql]{Sailing ship (small)}

Fantasy Artifacts

In many ways, fantasy is the genre for artifacts. All magic items—wands that shoot lightning, magic carpets, singing swords, rings that make the wearer invisible, and so on—are artifacts. Below are a few sample artifacts to give a template for GMs to follow. Those running a fantasy campaign will likely want to create many magic artifacts.

@UUID[Compendium.cyphersystem-compendium.artifacts-fantasy.Hanw3m7cRoN6XrsV]{Angelic ward} @UUID[Compendium.cyphersystem-compendium.artifacts-fantasy.I8TAffkn2YfPdIlf]{Ring of dragon’s flight} @UUID[Compendium.cyphersystem-compendium.artifacts-fantasy.lZy9XOFTIPBKjr5z]{Soulflaying weapon} @UUID[Compendium.cyphersystem-compendium.artifacts-fantasy.2q4omUFxtUBr4WFP]{Spellbook of the amber mage} @UUID[Compendium.cyphersystem-compendium.artifacts-fantasy.BNT94UfgkXdmcErV]{Wand of firebolts}

Fantasy Species Descriptors

In a high fantasy setting, some GMs may want dwarves and elves to be mechanically different from humans. Below are some possibilities for how this might work.

Dwarf

You’re a stocky, broad-shouldered, bearded native of the mountains and hills. You’re also as stubborn as the stone in which the dwarves carve their homes under the mountains. Tradition, honor, pride in smithcraft and warcraft, and a keen appreciation of the wealth buried under the roots of the world are all part of your heritage. Those who wish you ill should be wary of your temper. When dwarves are wronged, they never forget.

You gain the following characteristics:

Stalwart: +2 to your Might Pool.

@UUID[Compendium.cyphersystem-compendium.basic-skills.Q0vfmbqehJw0jYBa]{Skill}: You are trained in Might defense rolls.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.kOe6eKWNKZ0rlIbt]{Skill}: You are trained in tasks related to stone, including sensing stonework traps, knowing the history of a particular piece of stonecraft, and knowing your distance beneath the surface.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.XBza3foP98Apv3u6]{Skill}: You are practiced in using axes.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.O0bj3SSEEaArxBet]{Skill}: You are trained in using the tools required to shape and mine stone.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.wfUuLfNI6KyKsZ6R]{Vulnerability}: When you fail an Intellect defense roll to avoid damage, you take 1 extra point of damage.

Additional Equipment: You have an axe.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You found the PCs wandering a maze of tunnels and led them to safety.

  2. The PCs hired you to dig out the entrance to a buried ruin.

  3. You tracked down the thieves of your ancestor’s tomb and found they were the PCs. Instead of killing them, you joined them.

  4. Before dwarves settle down, they need to see the world.

Elf

You haunt the woodlands and deep, natural realms, as your people have for millennia. You are the arrow in the night, the shadow in the glade, and the laughter on the wind. As an elf, you are slender, quick, graceful, and long lived. You manage the sorrows of living well past many mortal lifetimes with song, wine, and an appreciation for the deep beauties of growing things, especially trees, which can live even longer than you do.

You gain the following characteristics:

Agile: +2 to your Speed Pool.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.y8GNItkWz0Ll5eDE]{Long-Lived}: Your natural lifespan (unless tragically cut short) is thousands of years.

@UUID[Compendium.cyphersystem-compendium.basic-skills.rH5FwMXGaNn21DZD]{Skill}: You are specialized in tasks related to perception.

Skill: You are practiced in using one bow variety of your choice.

Skill: You are trained in @UUID[Compendium.cyphersystem-compendium.basic-skills.duTx0BwgmC1Gw3Ze]{stealth} tasks. In areas of natural woodland, you are @UUID[Compendium.cyphersystem-compendium.expanded-skills.FXuy9hOuuAVeiGIc]{specialized in stealth tasks}.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.JTgcA5dhKHQM6lvw]{Fragile}: When you fail a Might defense roll to avoid damage, you take 1 extra point of damage.

Additional Equipment: You have a bow and a quiver of arrows to go with it.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. Before putting an arrow in the forest intruders, you confronted them and met the PCs, who were on an important quest.

  2. Your heart yearned for farther shores, and the PCs offered to take you along to new places.

  3. Your home was burned by strangers from another place, and you gathered the PCs along the way as you tracked down the villains.

  4. An adventure was in the offing, and you didn’t want to be left behind.

Half-Giant

You stand at least 12 feet (4 m) tall and tower over everyone around you. Whether you are a full-blooded giant or merely have giant heritage from large ancestors, you’re massive. Always large for your age, it became an issue only once you reached puberty and topped 7 feet (2 m) in height, and kept growing from there.

You gain the following characteristics:

Tough: +4 to your Might Pool.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.cP5tB0NoQnIydKZJ]{Mass and Strength}: You inflict +1 point of damage with your melee attacks and attacks with thrown weapons.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.0efUBEaMaoe3XB4q]{Breaker}: Tasks related to breaking things by smashing them are eased.

Inability: You’re too large to accomplish normal things. Tasks related to @UUID[Compendium.cyphersystem-compendium.inabilities.gpHPkjq631isDAjT]{initiative}, @UUID[Compendium.cyphersystem-compendium.inabilities.oGzczZIk8XKBDpZo]{stealth}, and @UUID[Compendium.cyphersystem-compendium.inabilities.veqN70GNrIvluVMq]{fine manipulation of any sort} (such as lockpicking or repair tasks) are hindered.

Additional Equipment: You have a heavy weapon of your choice.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You fished the PCs out of a deep hole they’d fallen into while exploring.

  2. You were the PCs’ guide in the land of giants and stayed with them afterward.

  3. The PCs helped you escape a nether realm where other giants were imprisoned by the gods.

  4. You kept the PCs from being discovered by hiding them behind your bulk when they were on the run.

Helborn

Demons of the underworld sometimes escape. When they do, they can taint human bloodlines. Things like you are the result of such unnatural unions. Part human and part something else, you are an orphan of a supernatural dalliance. Thanks to your unsettling appearance, you’ve probably been forced to make your own way in a world that often fears and resents you. Some of your kin have large horns, tails, and pointed teeth. Others are more subtle or more obvious in their differences—a shadow of a knife-edge in their face and a touch that withers normal plants, a little too much fire in their eyes and a scent of ash in the air, a forked tongue, goatlike legs, or the inability to cast a shadow. Work with the GM on your particular helborn appearance.

You gain the following characteristics.

Devious: +2 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.JW3zwz6IgZcqN0XX]{Skill}: You are trained in tasks related to magic lore and lore of the underworld.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.w2loaRgoNlhuYGwg]{Fire Adapted}: +2 to Armor against damage from fire only.

Helborn Magic: You are inherently magical. Choose one low-tier ability from the Abilities chapter. If the GM agrees it is appropriate, you gain that ability as part of your helborn heritage, and can use it like any other type or focus ability.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.yW5LvpudYQcN1n5b]{Inner Evil}: You sometimes lose control and risk hurting your allies. When you roll a 1, the GM has the option to intrude by indicating that you lose control. Once you’ve lost control, you attack any and every living creature within short range. You can’t spend Intellect points for any reason other than to try to regain control (a difficulty 2 task). After you regain control, you suffer a –1 penalty to all rolls for one hour.

@UUID[Compendium.cyphersystem-compendium.inabilities.lfVIjOnbi86nUjng]{Inability}: People distrust you. Tasks to persuade or deceive are hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You were nearly beaten to death by people who didn’t like your look, but the PCs found and revived you.

  2. The PCs hired you for your knowledge of magic.

  3. Every so often you get visions of people trapped in the underworld. You tracked those people down and found the PCs, who’d never visited the underworld. Yet.

  4. Your situation at home became untenable because of how people reacted to your looks. You joined the PCs to get away.

Optional Rule: Spellcasting

Fantasy settings prioritize magic as an essential ingredient. But why restrict that magic to just wizards and similar characters? It’s not uncommon in fantasy literature for a thief or warrior to learn a few spells as they steal or brawl through their adventures. Leiber’s Gray Mouser knew some spells, Moorcock’s Elric knew a lot, pretty much everyone in Anthony’s Xanth books knew at least one, and so on. Of course, wizards and sorcerers specialize in spellcasting, which gives them clear superiority in magic use. But whether a character is a fireball-flinging wizard or a belligerent barbarian, anyone can learn some spellcasting under this optional rule.

Under the spellcasting rule, any character, no matter their role or type, can choose to learn a spell as a long-term benefit. After they learn one spell, they may learn more later if they wish, or just stick with the one.

First Spell

Any character can gain a spell by spending 3 XP and working with the GM to come up with an in-game story of how the PC learned it. Maybe they learned it as a child from their parent and practiced it enough to actually do it; perhaps they spent a month hiding in a wizard’s library reading; it could be that they found a weird magical amulet that imbues them with the spell; and so on.

Next, choose one low-tier ability from the Abilities chapter. If the GM agrees it is appropriate, the character gains that ability as their spell, with a few caveats. The spell can’t be used like a normal ability gained through a PC’s type or focus. Instead, a character must either use a recovery roll or spend many minutes or longer evoking their spell, in addition to paying its Pool cost (if any).

Using a Recovery Roll to Cast a Spell: If the character uses a one-action, ten-minute, or one-hour recovery roll as part of the same action to cast the spell (including paying any Pool costs), they can use the ability as an action. This represents a significant mental and physical drain on the character, because the normal benefit of recovering points in a Pool is not gained.

Spending Time to Cast a Spell: If the character takes at least ten minutes chanting, mumbling occult phonemes, concentrating deeply, or otherwise using all their actions, they can cast a low-tier spell (if they also pay any Pool costs). An hour is required to cast mid-tier spells. Ten hours are required to cast a high-tier spell.

More Spells

Once a character has learned at least one spell, they can opt to learn additional spells later. Each time, they must spend an additional 3 XP and work with the GM to come up with an in-game story of how the character’s magical learning has progressed.

Two additional rules for learning additional spells apply:

First, a character must be at least tier 3 and have previously gained one low-tier spell before they can learn a mid-tier spell.

Second, a character must be at least tier 5 and have previously gained one mid-tier spell before they can learn a high-tier spell.

Otherwise, gaining and casting additional spells are as described for the character’s first spell.

Wizards and the Optional Spellcasting Rule

Wizards (usually Adepts) and characters with explicit spellcasting foci like Masters Spells, Channels Divine Blessings, Speaks for the Land, and possibly others are also considered to be spellcasters, and moreover, specialized ones. Their spells—abilities provided by their type or focus—are used simply by paying their Pool costs. Extra time or physical effort isn’t required to cast them. That’s because, in the parlance of the fantasy genre, these spells are considered to be “prepared.”

But specialized casters can also use the optional spellcasting rule to expand their magic further. They can learn additional spells via the optional spellcasting rule just like other characters, with the same limitations.

Optionally, specialized casters who record their arcane knowledge in a spellbook (or something similar) gain one additional benefit. The spellbook is a compilation of spells, formulas, and notes that grants the specialized caster more flexibility than those who’ve simply learned a spell or two. With a spellbook, a PC can replace up to three prepared spells with three other spells they’ve learned of the same tier. To do so, they must spend at least one uninterrupted hour studying their spellbook. Usually, this is something that requires a fresh mind, and must be done soon after a ten-hour recovery.

For instance, if a wizard exchanges Ward (an ability gained from their type) with Telekinesis (an ability gained from the optional spellcasting rule), from now on the character can cast Ward only by spending time or using a recovery roll (as well as spending Pool points). On the other hand, they can use Telekinesis normally, because now it’s prepared. Later, the wizard could spend the time studying to change out their prepared spells with others they’ve learned using the optional spellcasting rule.

A PC might choose the 4 XP character advancement option to select a new type-based ability from their tier or alower tier. If so, the ability gained doesn’t count as a spell, and the spellcasting rule limitations do not apply to the ability so gained. If the PC is a wizard and uses the 4 XP character advancement option, treat the ability as one more prepared spell.

Note: Foundry VTT Usage

To use spells in Foundry VTT, sort abilities as spells in the settings of the item sheet. Note how many abilities are prepared spells (i.e., how many are learned as type or focus abilities). Archive all unprepared spells, so that the number of active items equals the number of prepared spells. When the PC exchanges one of their prepared spells, unarchive the one that is now prepared and archive another one of the same tier.

You can use your prepared spells just like any other ability of your type or focus. Unprepared spells (i.e., archived spells) use the rules above.

","markdown":""},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"ownership":{"default":-1},"flags":{}},{"sort":575000,"name":"Genre: Modern","type":"text","_id":"o0jvZmIaxk8vSE4i","title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"

The modern setting is easy because it’s just the real world, right? Well, yes and no. It’s easy for players to understand the context of a modern setting. They know the default assumptions—cities, cars, cell phones, the internet, and so on. It’s also easier for some players to get into character, because their character could be someone they might very well pass on the street. It can be easier to wrap your mind around a history professor than a thousand-year-old elf wizard. These things make it easier on the GM as well.

But for the same reason, it’s not easy. The setting is the real world we all know, so it’s easy to get facts wrong or let them bog you down. What happens when you pull the fire alarm on the thirty-fifth floor of a major hotel in a large city? How fast do the authorities arrive? In truth, the facts aren’t as important as the story you’re creating, but some verisimilitude is nice.

Molding Characters for a Modern Game

If you’re trying to portray a psychic with a few basic powers, you might not want to use the Adept character type. Instead, choose a different type (perhaps a Speaker) and encourage foci such as Commands Mental Powers or Focuses Mind Over Matter. Some of the Adept’s powers might be too over the top for the genre.

Similarly, the technology flavor is probably too high-tech for a modern game. For someone with technical skills, use the skills and knowledge flavor instead.

Sometimes, the types might be more physical than is always desirable for a modern game, but that’s because the least physical type, the Adept, is often inappropriate for other reasons. The Calm descriptor is very good for such characters, not only granting them a great deal of skill and knowledge, but also reducing their physical capabilities.

Last, don’t forget foci such as Doesn’t Do Much or Would Rather Be Reading for “normal” characters who have useful skills but not much in the way of flashy abilities.

Suggested Types for a Modern Game

RoleType
Police officerExplorer with combat flavor
DetectiveExplorer with stealth flavor
SoldierWarrior
CriminalExplorer with stealth flavor
TeacherSpeaker
Professional (accountant, writer, etc.)Speaker with skills and knowledge flavor
Technical professionExplorer with skills and knowledge flavor
DilettanteSpeaker with skills and knowledge flavor
Doctor/NurseExplorer with skills and knowledge flavor
PoliticianSpeaker
LawyerSpeaker
ScholarExplorer with skills and knowledge flavor
SpySpeaker with stealth flavor
OccultistAdept
Mystic/PsychicAdept

Basic Creatures and NPCs for a Modern Game

@UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.WJgPGUcSUrR4Ssuu]{Businessperson} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.ZT13lzcl6dsvg8HX]{Cat} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.GNrvq56bsnlHgKeW]{Clerk} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.JZbErZ6hAgtHrgim]{Dog} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.vmvgLdR7JKdsukCW]{Dog, guard} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.61EndqAjZ2ZZZuS9]{Horse} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.qLFrfE0E9w6BcG48]{Rat} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.SpaQv9sL1VWlrkLS]{Worker}

Additional Modern Equipment

In a modern setting, the following items (and anything else appropriate to the real world) are usually available.

For an expanded listing of contemporary equipment, refer to the @UUID[Compendium.cyphersystem-compendium.cypher-journals.QhNXyjJC4BW5agrm.JournalEntryPage.YwC86IjNKFB5q7gx#equipment-listing]{Science Fiction Rulebook}. Some of the contemporary equipment has been updated in the Science Fiction Rulebook. The equipment in this chapter include these changes. For that reason, there are some differences from the printed Cypher System Rulebook. Those instances are noted with an asterisk (*).

Inexpensive Items

WeaponsNotes
@UUID[Compendium.cyphersystem-compendium.ammo.lYJndyNwkfb2sQz2]{Ammo (box of 50 rounds)}
@UUID[Compendium.cyphersystem-compendium.weapons-modern.ZuWPhhwirVzEtpcS]{Knife (simple)}Light weapon (won’t last long)
Other ItemsNotes
@UUID[Compendium.cyphersystem-compendium.equipment-modern.ss1cft2vMEWx4kJ4]{Duct tape roll}Useful and ubiquitous
@UUID[Compendium.cyphersystem-compendium.equipment-modern.p6V32aB5gkEFqitX]{Flashlight}
@UUID[Compendium.cyphersystem-compendium.equipment-modern.3jJNQk40gldOiD2z]{Padlock with keys}
@UUID[Compendium.cyphersystem-compendium.equipment-modern.XFf4M5XhGJb6snrS]{Trail rations (1 day)}

Moderately Priced Items

WeaponsNotes
@UUID[Compendium.cyphersystem-compendium.weapons-modern.EOke4Vi9vZv4U16N]{Hand grenade}Explosive weapon, inflicts 4 points of damage in immediate radius
@UUID[Compendium.cyphersystem-compendium.weapons-modern.DliC4uPK4vnuiN3w]{Hunting knife}Light weapon
@UUID[Compendium.cyphersystem-compendium.weapons-modern.7EItM0gT073fcCyx]{Machete}Medium weapon
@UUID[Compendium.cyphersystem-compendium.weapons-modern.B5CSduGis9vKucKp]{Nightstick}Light weapon
ArmorNotes
@UUID[Compendium.cyphersystem-compendium.armor-modern.gwPnvp7McesS3NUR]{Leather jacket}Light armor
Other ItemsNotes
@UUID[Compendium.cyphersystem-compendium.equipment-modern.mbTBZG8Z968IxHq2]{Backpack}
@UUID[Compendium.cyphersystem-compendium.equipment-modern.ccm57mnk8bNmPWfQ]{Bag of heavy tools}
@UUID[Compendium.cyphersystem-compendium.equipment-modern.VYIqlo7RM9scywV5]{Bag of light tools}
@UUID[Compendium.cyphersystem-compendium.equipment-modern.VjpaBgV1XxHEl7U7]{Binoculars}Asset for perception tasks at range
@UUID[Compendium.cyphersystem-compendium.equipment-modern.QQCRR8D4rroB36YC]{Bolt cutters}
@UUID[Compendium.cyphersystem-compendium.equipment-modern.UQalAy7SSl1QGgIk]{Cell phone}
@UUID[Compendium.cyphersystem-compendium.equipment-modern.PByrX3tmLVa85NeK]{Climbing gear}
@UUID[Compendium.cyphersystem-compendium.equipment-modern.UV1anGyX2QaGd8qX]{Crowbar}
@UUID[Compendium.cyphersystem-compendium.equipment-modern.LuGHnohquvbNoT9d]{Electric lantern}
@UUID[Compendium.cyphersystem-compendium.equipment-modern.fHdiS7JT9hjtjeb9]{First aid kit}Asset for healing tasks
@UUID[Compendium.cyphersystem-compendium.equipment-modern.98dhCNOFZ8TYBS1Y]{Handcuffs}
@UUID[Compendium.cyphersystem-compendium.equipment-modern.W40tEHGIcevTGDkt]{Rope}Nylon, 50 feet
@UUID[Compendium.cyphersystem-compendium.equipment-modern.iBpZVq4fM9mPDIDK]{Sleeping bag}
@UUID[Compendium.cyphersystem-compendium.equipment-modern.WOJ75BLfqqViZ57w]{Tent}

Expensive Items

WeaponsNotes
@UUID[Compendium.cyphersystem-compendium.weapons-modern.lbpcftYKyWKpoqoT]{Light handgun}Light weapon, short range
@UUID[Compendium.cyphersystem-compendium.weapons-modern.i8RP2vxMaoUgCNL1]{Medium handgun}Medium weapon, long range
@UUID[Compendium.cyphersystem-compendium.weapons-modern.WRluKrzzdF5wad4V]{Bow}Medium weapon, long range
@UUID[Compendium.cyphersystem-compendium.weapons-modern.dvZ57WEEzP575D6m]{Rifle}Medium weapon, long range
@UUID[Compendium.cyphersystem-compendium.weapons-modern.w4K2udLKOMjY53z1]{Shotgun}Heavy weapon, immediate range
ArmorNotes
@UUID[Compendium.cyphersystem-compendium.armor-modern.Tvvpp1L5F3sw3999]{Kevlar vest}Medium armor
Other ItemsNotes
@UUID[Compendium.cyphersystem-compendium.equipment-modern.Am5vYHXpCPsF3lrq]{Camera designed to be concealed}Transmits at long range
@UUID[Compendium.cyphersystem-compendium.equipment-modern.aGOQvKGxdPRVWq2F]{Microphone designed to be concealed}Transmits at long range
@UUID[Compendium.cyphersystem-compendium.equipment-modern.f0EYtw06E63173J1]{Cold weather camping gear}
@UUID[Compendium.cyphersystem-compendium.equipment-modern.1LbD5gLbLwY8QvPL]{Nightvision goggles}
@UUID[Compendium.cyphersystem-compendium.equipment-modern.13woD4sUoJbNy1au]{Scuba gear}
@UUID[Compendium.cyphersystem-compendium.equipment-modern.wpJd3cLska66OpcQ]{Smartphone}
@UUID[Compendium.cyphersystem-compendium.equipment-modern.CCHqv8dyuq7EGVHL]{Straightjacket}

Very Expensive Items

WeaponsNotes
@UUID[Compendium.cyphersystem-compendium.weapons-modern.TiBhD7UEqWItJVOc]{Heavy handgun}Heavy weapon, long range
@UUID[Compendium.cyphersystem-compendium.weapons-modern.6r112wF81Zs3yeNe]{Assault rifle}Heavy weapon, rapid-fire weapon, long range
@UUID[Compendium.cyphersystem-compendium.weapons-modern.wDV0Rbou4poxCdm1]{Heavy rifle}Heavy weapon, very long range
@UUID[Compendium.cyphersystem-compendium.weapons-modern.RCmDHR6H1lg9bRoV]{Submachine gun}Medium weapon, rapid-fire weapon, short range
ArmorNotes
@UUID[Compendium.cyphersystem-compendium.armor-modern.AqT96NV9XXl8iNye]{Lightweight body armor}Medium armor, encumbers as light armor
@UUID[Compendium.cyphersystem-compendium.armor-modern.tLUMEDBAJJH6sFAg]{Military body armor}Heavy armor
Other ItemsNotes
@UUID[Compendium.cyphersystem-compendium.equipment-modern.Kh6bhcajxt4cZDWH]{Disguise kit}Asset for disguise tasks
@UUID[Compendium.cyphersystem-compendium.vehicles.eqsiUjrg2EIrtiQj]{Used car}Level 3
@UUID[Compendium.cyphersystem-compendium.vehicles.ZYdj5EXY920kdcgr]{Small boat}Level 3

Exorbitant Items

Other ItemsNotes
@UUID[Compendium.cyphersystem-compendium.vehicles.hN3G2oNbOiKRfKMZ]{Large boat}Level 5
@UUID[Compendium.cyphersystem-compendium.vehicles.w4awO0Fz56obreUb]{Luxury car}Level 5
@UUID[Compendium.cyphersystem-compendium.vehicles.d5xp1l8px98GQIbQ]{Sports car}Level 6

Optional Rule: Handling PCs as Children

The regular character creation process makes fully competent, adult characters. To account for playing children, the GM could adopt this optional rule. First, the players make their characters normally, and then they apply the following adjustments to their PCs, as appropriate to their age category. You might also consider applying a tier cap of 3 to childhood adventure games with kids of up to thirteen years old, and a tier cap of 4 for childhood adventure games featuring PCs who are aged fourteen to seventeen.

Age 9 to 13

Slight: –4 to your Might Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.KY4e1Wo5NKh7TEiy]{Vulnerable}: Adults look out for you. You are trained in all pleasant social interactions with adults.

@UUID[Compendium.cyphersystem-compendium.inabilities.GhWikcOP1CAwpzZQ]{Inability}: Might-based tasks are hindered.

@UUID[Compendium.cyphersystem-compendium.inabilities.yl3vXIZfzudiVVqs]{Inability}: Tasks involving knowledge are hindered.

Age 14 to 17

Youthful: –2 to your Might Pool.

@UUID[Compendium.cyphersystem-compendium.inabilities.yl3vXIZfzudiVVqs]{Inability}: Tasks involving knowledge are hindered.

","markdown":""},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"ownership":{"default":-1},"flags":{}},{"sort":587500,"name":"Genre: Science Fiction","type":"text","_id":"VFJ6kCCgRGTzpWp0","title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"

For an expanded treatment of the science fiction genre, refer to the @UUID[Compendium.cyphersystem-compendium.cypher-journals.QhNXyjJC4BW5agrm]{Science Fiction Rulebook}. Some of the sci-fi equipment has been updated in the Science Fiction Rulebook. The equipment in this chapter include these changes. For that reason, there are some differences from the printed Cypher System Rulebook. Those instances are noted with an asterisk (*).

Science fiction is an incredibly broad category. It covers UFOs, space opera, near-future dystopias, otherworldly epics, hard science fiction, and everything in between. Even when compared to fantasy, science fiction is so wide that it almost isn’t a single genre at all. Truthfully, there’s not all that much to tie, say, The Time Machine by H. G. Wells with a dark cyberpunk story except for the technology involved, which is at a higher level than we possess or understand today. But even that part of science fiction is contentious. Should the science be purely that which obeys the laws of physics as we understand them today (often called hard science fiction), or is it more of an “anything goes” proposition? Is science we can’t explain really just magic?

For our purposes, we’ll treat fantastic science fiction as the default: aliens, spaceships that allow travel to other stars, energy weapons and shields, and so on. It’s a familiar setting to almost everyone interested in science fiction. That said, we’ve also got some additional guidance for hard science fiction, where what’s possible is more grounded in what we currently scientifically extrapolate. But your science fiction setting can be anything you can imagine.

Suggested Types for a Science Fiction Game

RoleType
SoldierWarrior
TechnicianExplorer with technology flavor
PilotExplorer with technology flavor
DiplomatSpeaker
DoctorSpeaker with skills and knowledge flavor
SpyExplorer with stealth flavor
ScientistExplorer with skills and knowledge flavor
PsionAdept
Psychic knightWarrior with magic flavor

Basic Creatures and NPCs for a Science Fiction Game

@UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.ckjeyJICRGhNlGgS]{Corporate drone} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.6TcU3jVH85UcUFIz]{Guard beast} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.urAFJXaUkWY2R1zj]{Innocuous rodent} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.vSvrg6g5VkP5MkeZ]{Physical laborer}

Additional Science Fiction Equipment

In a science fiction setting, the following items (and anything else appropriate to the setting) are usually available.

Inexpensive Items

WeaponsNotes
@UUID[Compendium.cyphersystem-compendium.ammo.1UGRE1k4ReUFAr34]{Energy pack (50 shots)}
@UUID[Compendium.cyphersystem-compendium.weapons-sci-fi.O3WVhoZQ8U8401yo]{Knife (simple)}Light weapon
Other ItemsNotes
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.kh1dzF6oaKZqzss6]{Flashlight}
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.LyUOH2V2zQqlIcgG]{Survival rations (1 day)}

Moderately Priced Items

WeaponsNotes
@UUID[Compendium.cyphersystem-compendium.weapons-sci-fi.2Fcz72cuTLrwjLy7]{Hunting knife}Light weapon
@UUID[Compendium.cyphersystem-compendium.weapons-sci-fi.H8InhgjpPnnVzmiV]{Machete}Medium weapon
@UUID[Compendium.cyphersystem-compendium.weapons-sci-fi.mVef0tRkNWbfz2VS]{Grenade (sonic)}Explosive weapon, inflicts 2 points of damage in immediate radius, plus Might defense roll or lose next turn
@UUID[Compendium.cyphersystem-compendium.weapons-sci-fi.PnvNFQbxuCHb874j]{Grenade (thermite)}*Explosive weapon, inflicts 6 points of damage in immediate radius
ArmorNotes
@UUID[Compendium.cyphersystem-compendium.armor-sci-fi.kzLQCncQ1cXzM456]{Leather jacket}Light armor
Other ItemsNotes
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.FALc1UkW90o9M0rr]{Backpack}
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.y8M3rmSzHUyKLdom]{Bag of heavy tools}
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.UuHnuXeI6iwIvgtf]{Bag of light tools}
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.kAzP990hVR1pQSYR]{Binoculars}Asset for perception tasks at range
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.0SBO3NnYx33dwomQ]{Breather}*Provides a day of breathable air
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.G50Jj9pfCytxzMJe]{Climbing gear}Asset for climbing tasks
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.4p14iIDm5SitvYiK]{Communicator}Planetary range
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.zE8nBEE8jVYswUT4]{Crowbar}
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.3kbeLDAUmwyYsPDj]{Environment tent}
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.a4crA7W9OQa3LCIn]{First aid kit}Asset for healing tasks
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.KpSlhPXtD1ysoREW]{Handcuffs}
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.2FgbXJjI9iBI7fk6]{Nightvision goggles}
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.CzM5OkaV23fUxHUi]{Portable lamp}
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.06uEHDipEwShEcun]{Rope}Nylon, 50 feet
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.hofNkVrnwjRHaopi]{Sleeping bag}

Expensive Items

WeaponsNotes
@UUID[Compendium.cyphersystem-compendium.weapons-sci-fi.cAh0sGKTyb8Vptej]{Light blaster}Light weapon, short range
@UUID[Compendium.cyphersystem-compendium.weapons-sci-fi.2Iusz99wevz9KSEV]{Medium blaster}Medium weapon, long range
@UUID[Compendium.cyphersystem-compendium.weapons-sci-fi.LDklLSixesdwgwj3]{Needler}Light weapon, long range
@UUID[Compendium.cyphersystem-compendium.weapons-sci-fi.PNDivijkZvlsUjbm]{Shotgun}Heavy weapon, immediate range
@UUID[Compendium.cyphersystem-compendium.weapons-sci-fi.qErMuZdwnHVPLCm7]{Stunstick}Medium weapon, inflicts no damage but human-sized or smaller target loses next action
ArmorNotes
@UUID[Compendium.cyphersystem-compendium.armor-sci-fi.BqiPzuCqRfn9yFrR]{Armored bodysuit}*Medium armor, encumbers as no armor
@UUID[Compendium.cyphersystem-compendium.armor-sci-fi.JrN6tyFoTYLtZc6s]{Lightweight body armor}*Heavy armor, encumbers as medium armor
Other ItemsNotes
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.qa9okeQfd3NTtmzD]{Camera designed to be concealed}Transmits at long range
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.r36W1oDLBXrXsu6G]{Microphone designed to be concealed}Transmits at long range
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.MtCq6owCDm7GG8Pw]{Environment suit}Provides 24 hours of atmosphere and +10 to Armor against extreme temperatures
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.LirhTzCUj7UFCfgB]{Wrist computer}Asset for most knowledge-based tasks

Very Expensive Items

WeaponsNotes
@UUID[Compendium.cyphersystem-compendium.weapons-sci-fi.7NCzo49o54a1vSy1]{Heavy blaster}Heavy weapon, long range
@UUID[Compendium.cyphersystem-compendium.weapons-sci-fi.7Cy8yASphzXHYlsJ]{Heavy blaster rifle}*Heavy weapon, very long range
@UUID[Compendium.cyphersystem-compendium.weapons-sci-fi.xjviCkv7gCoy1ZcV]{Pulse laser gun}Medium weapon, rapid-fire weapon, long range
ArmorNotes
@UUID[Compendium.cyphersystem-compendium.armor-sci-fi.Bujb0Cz7cVN6K9H3]{Battlesuit}*Heavy armor, also also grants the benefit of a @UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.g8xedO3WjADU8fBU]{deluxe space suit}
Other ItemsNotes
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.mGvzhwfcLOR8Aami]{Disguise kit}Asset for disguise tasks
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.fxntln2fSRKpMFyx]{Gravity regulator}Belt-mounted device that regulates gravity to 1G for wearer if within 0 G to 3 G conditions
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.MbgM9wBMTWCIXCqh]{Handheld scanner}Asset for identifying tasks
@UUID[Compendium.cyphersystem-compendium.vehicles.pTEJ1VrxrSVGteKY]{Hovercraft}Level 4
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.ZOz0Fit7uAvEjIPA]{Infiltrator}Asset for lockpicking tasks when used with electronic locks
@UUID[Compendium.cyphersystem-compendium.vehicles.vGpae1ESOw3hK4qY]{Jetpack}*Level 2
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.RpA2kZiwJAa7fRQM]{Stealthsuit}*Provides two assets for stealth tasks

Exorbitant Items

WeaponsNotes
@UUID[Compendium.cyphersystem-compendium.weapons-sci-fi.B0x6U0RnIp2EyEbV]{Blast cannon}10 points of damage, 500-foot (150 m) range, requires a tripod and two people to operate
ArmorNotes
@UUID[Compendium.cyphersystem-compendium.armor-sci-fi.LOwyfbM0bAlLrBc0]{Force field}*Not armor, offers +1 to Armor; once used, must be recharged for several hours
Other ItemsNotes
@UUID[Compendium.cyphersystem-compendium.vehicles.8CtlFUIKlZpteVG3]{Luxury hovercar}Level 5
@UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.0WiWAbNWXRypYxjh]{Robot servant}Level 3
@UUID[Compendium.cyphersystem-compendium.vehicles.rPjVFxfdapjErMwt]{Small spaceship}Level 4

Science Fiction Artifacts

Artifacts in a science fiction game can be strange relics from an unknown alien source or tech items that aren’t yet widely available. In a galactic setting, for example, it’s easy to imagine that innovations or specialized items might not have spread everywhere.

@UUID[Compendium.cyphersystem-compendium.artifacts-sci-fi.aV9zEHENEDgFu5r9]{Amber casement} @UUID[Compendium.cyphersystem-compendium.artifacts-sci-fi.BrWNyEr0tRbOkOW9]{Metabolism bud} @UUID[Compendium.cyphersystem-compendium.artifacts-sci-fi.dMU5JjdzGh2xYJHe]{Mind imager} @UUID[Compendium.cyphersystem-compendium.artifacts-sci-fi.HbWQ65yTcCT5kRZ9]{Psychic crystal} @UUID[Compendium.cyphersystem-compendium.artifacts-sci-fi.4sk825DOsE6oE9d3]{Repair sphere}

Starships

Here are a few sample starship types:

StarshipLevelCrewWeapon Systems
@UUID[Compendium.cyphersystem-compendium.starships.f14c7pV1Cc89BEgg]{Fighter}111
@UUID[Compendium.cyphersystem-compendium.starships.1QmIZUO93276WVip]{Interceptor}211
@UUID[Compendium.cyphersystem-compendium.starships.RsHhdbOFUEkKCJUW]{Freighter}3 (4 for defense)41
@UUID[Compendium.cyphersystem-compendium.starships.rrkSDY696W28w7T6]{Frigate}4204
@UUID[Compendium.cyphersystem-compendium.starships.2Cuo9MpDalEzoM6i]{Cruiser}4255
@UUID[Compendium.cyphersystem-compendium.starships.SbCnPYjsEaR4YeMr]{Battleship}101,00036

“Crew” indicates the minimum number of people needed to operate the ship. Many ships can carry more passengers. “Weapon Systems” indicates the maximum number of different enemies the ship can target at once—but only one attack per target in any circumstance.

Since it’s frighteningly easy to die in a space battle if your ship is destroyed, most ships have escape pods. Even fighter craft have ejection systems that put the pilot out into space in an environment suit. In other words, GMs should try to give PCs a way out of immediately dying if they get on the wrong end of a space battle.

Effects of Gravity

In a hard science fiction game, variable effects of gravity can’t be waved away by tech that simulates normal gravity on spacecraft, space stations, and other worlds. Instead, it’s an issue people must overcome.

Short-Term Microgravity Exposure: People new to low gravity might get space sickness. Newcomers must succeed on a difficulty 3 Might task or suffer mild nausea for about two to four days, during which time all their tasks are hindered. A few unlucky travelers (usually those who roll a 1 or otherwise face a GM intrusion) are almost completely incapacitated, and find all tasks hindered by three steps.

Long-Term Microgravity Exposure: Long-term exposure to microgravity environments without medical interventions degrades health. How long one spends in such conditions is directly relevant. The GM may assign long-term penalties to PCs if the situation warrants it, though the use of advanced space medicine, proper exercise, and recommended steroids and other hormones can avoid these complications.

Low Gravity: Weapons that rely on weight, such as all heavy weapons, inflict 2 fewer points of damage (dealing a minimum of 1 point). Short-range weapons can reach to long range, and long-range weapons can reach to very long range. Characters trained in low-gravity maneuvering ignore the damage penalty.

High Gravity: It’s hard to make effective attacks when the pull of gravity is very strong. Attacks (and all physical actions) made in high gravity are hindered. Ranges in high gravity are reduced by one category (very-long-range weapons reach only to long range, long-range weapons reach only to short range, and
short-range weapons reach only to immediate range). Characters trained in high-gravity maneuvering ignore the change in difficulty but not the range decreases.

Zero Gravity: It’s hard to maneuver in an environment without gravity. Attacks (and all physical actions) made in zero gravity are hindered. Short-range weapons can reach to long range, and long-range weapons can reach to very-long range.

Effects of Vacuum

Vacuum is lethal. There’s no air to breathe, and the lack of pressure causes havoc on an organic body. An unprotected character moves one step down the damage track each round. However, at the point where they should die, they instead fall unconscious and remain so for about a minute. If they are rescued during that time, they can be revived. If not, they die.

Traveling the Solar System and Orbital Mechanics

In a hard science fiction setting, you might be interested in evoking the reality of travel times between colonies on planets and moons in the solar system. Even so, plotting a course between locations in the solar system isn’t simple, because everything is always moving with respect to everything else. You could determine exactly how long a trip would take with some internet research. Or you could just evoke the effect of orbital mechanics and varying accelerations on interplanetary travel. Use the Interplanetary Travel Table to do so. For a trip between locations not directly compared, add up the destinations in between. The travel times assume a nuclear plasma engine of a kind already being tested today (but better), a steady thrust toward the destination, and an equally long and steady braking thrust over the last half of the trip before orbit insertion. Such propulsion systems can change velocity and sustain thrust for days at a time, which reduces bone loss, muscle atrophy, and other long-term effects of low gravity.

Regardless, the travel times between distant locations bring home one thing: space is big and lonely.

Interplanetary Travel

OriginDestination

Travel Time Using Nuclear Plasma Engine

Earth/MoonMars20 + 1d20 days
MarsAsteroid belt30 + 1d20 days
Asteroid beltJupiter and its moons30 + 1d20 days
JupiterSaturn and its moons60 + 1d20 days
SaturnUranus90 + 1d20 days

Science Fiction Species Descriptors

In a science fiction setting, some GMs may want to offer alien species or androids, who are mechanically different from humans, as options for player characters. This can be accomplished by using descriptors. Two examples are below.

Artificially Intelligent

You are a machine—not just a sentient machine, but a sapient one. Your awareness might make you an exception, or there may be many like you, depending on the setting.

Artificially intelligent characters have machine minds of one type or another. This can involve an advanced computer brain, but it could also be a liquid computer, a quantum computer, or a network of smart dust particles creating an ambient intelligence. You might even have been an organic creature whose mind was uploaded into a machine.

Your body, of course, is also a machine. Most people refer to you as a robot or an android, although you know neither term describes you very well, as you are as free-willed and free-thinking as they are.

You gain the following characteristics:

Superintelligent: +4 to your Intellect Pool.

Artificial Body: +3 to your Might Pool and your Speed Pool.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.dj8fjpgMOatRRWFZ]{Shell}: +1 to Armor.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.j6odWezQciXppynQ]{Limited Recovery}: Resting restores points only to your Intellect Pool, not to your Might Pool or your Speed Pool.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.63ZJmNraEqS6lzdp]{Mechanics, Not Medicines}: Conventional healing methods, including the vast majority of restorative devices and medicines, do not restore points to any of your Pools. You can recover points to your Intellect Pool only by resting, and you can recover points to your Speed and Might Pools only through repair. The difficulty of the repair task is equal to the number of points of damage sustained, to a maximum of 10. Repairing your Might and Speed Pools are always two different tasks.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.71sJhRICcDy0WjiA]{Machine Vulnerabilities and Invulnerabilities}: Damaging effects and other threats that rely on an organic system—poison, disease, cell disruption, and so on—have no effect on you. Neither do beneficial drugs or other effects. Conversely, things that normally affect only inorganic or inanimate objects can affect you, as can effects that disrupt machines.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.nXs4KTo14JKXZN8f]{Uncanny Valley}: You have a hard time relating to organic beings, and they don’t react well to you. All positive interaction tasks with such beings are hindered by two steps.

Quintar

You are a quintar from the planet Quint. You are basically humanoid but taller, thinner, and blue skinned. Your hands end in three very long fingers. Quintar have five genders, but all quintar prefer to be addressed as female when communicating with more binary species. Human emotions and sexuality fascinate them, but not because they don’t have such concepts—quintar emotions and sexuality are just very different from those of humans. In general, quintar are more cerebral than other species, valuing knowledge over all else.

Quint is relatively Earthlike, with slightly less gravity but a slightly denser atmosphere.

You gain the following characteristics:

Cerebral: +4 to your Intellect Pool.

Skill: You are trained in one type of knowledge task of your choice.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.gmnozVrQsZBTxj9A]{Skill}: Quintar fascination with human behavior eases all interaction rolls (pleasant or not) with humans.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.4gFg0DiIdWm3w9ol]{Difficult Rest}: Quintar subtract 2 from all recovery rolls (minimum 1).

","markdown":""},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"ownership":{"default":-1},"flags":{}},{"sort":593750,"name":"Genre: Horror","type":"text","_id":"L90rsf6J1WHnk7rN","title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"

Although it’s very likely a subset of the modern genre, horror as a genre gets special treatment. Unlike the other genres, horror doesn’t necessarily suggest a setting. Any setting can be horrific. Horror is more of a style. An approach. A mood.

You could easily have horror in other times and settings, but for our purposes, we’ll deal with a default setting in the modern day. The PCs are probably normal people, not secret agents or special investigators (although being a part of a secret agency that deals with monsters in the shadows could make for a fine horror game).

Suggested types and additional equipment for a horror setting are the same as in a modern setting.

Consent

Horror games allow us to explore some pretty dark topics from the safety of our own game tables. But before you do that, make sure everyone around your table is okay with that. Find out what your players will find “good uncomfortable,” which is something that makes us squirm in our seats in a great horror movie, and “bad uncomfortable,” which is something that actually makes a player feel nauseated, unsafe, or offended. Being scared can be fun, but being sickened isn’t.

Consider the age and maturity of everyone in the game, perhaps in terms of the movie rating system. Tell the players what you think the game you’re running would be rated. If everyone’s okay with an R rating, then fine. You can have a spooky game that’s on the level of a kids’ movie rated G—more like Scooby-Doo than Saw, in other words. A PG rating might be right for a game that’s more creepy than horrific, with ghosts and spooky noises but not axe-wielding maniacs.

The different ratings suggest different kinds of content for your game. Finding a dead body is horrible, but watching someone get decapitated is something else entirely. Getting chased around by an alien that wants to eat you is one thing, but having it gestate and burst out of your own intestines is another. You need to know where the line is for everyone participating, and you need to know it right from the beginning.

For more information and advice on safe ways to address consent issues in your game, read the free Consent in Gaming PDF at myMCG.info/consent

Basic Creatures and NPCs for a Horror Game

@UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.WJgPGUcSUrR4Ssuu]{Businessperson} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.ZT13lzcl6dsvg8HX]{Cat} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.GNrvq56bsnlHgKeW]{Clerk} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.JZbErZ6hAgtHrgim]{Dog} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.5XdCwL3VyqhHBNqN]{Dog, vicious} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.N0XlAnno5dMItCmN]{Groundskeeper/caretaker} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.rvju0MPnEwNsg9Pr]{Man in Black} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.qLFrfE0E9w6BcG48]{Rat} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.T39Cl27TWeR8jVsZ]{Tarantula}

Horror Artifacts

Most of the time, a horror artifact will be something really weird—an ancient tome of forbidden necromancy, an alien device that humans can barely understand, and so forth. They are often unique items rather than one of a type. Horror artifacts should probably come with a risk, such as a built-in cost, a drawback, or something else that makes using them another way to heighten the tension of the game. Several examples are below.

@UUID[Compendium.cyphersystem-compendium.artifacts-horror.irCnETBwvUwp12PH]{Book of inversion} @UUID[Compendium.cyphersystem-compendium.artifacts-horror.WcrjZgKzg5VzkFVJ]{Shadow box} @UUID[Compendium.cyphersystem-compendium.artifacts-horror.sCTeJvOcviKd5GjN]{Sphere 23}

Optional Rule: Shock

When the PCs encounter something shocking, many times the most realistic response is to scream, stand in abject horror, or run. That might not be the smartest thing to do in the situation, but it’s genuine. What would your accountant do if they saw an axe-wielding maniac coming at them? Let’s face it, unless they truly steeled themselves with all their will, they’d probably scream and run.

When a PC encounters something horrific, utterly disgusting, dreadful, impossible, or otherwise shocking, call for an Intellect defense roll based on the level of the creature involved, or simply an appropriate level as decided by the GM (see the Shock Levels table). Failure might mean that for one round, the player loses control of the character, and the GM decides what the PC does next. This usually means that the character runs, screams, gibbers, stares slack-jawed, or just does nothing. However, GMs should welcome player input into this situation. The point is to portray that when we’re shocked, we don’t always react in the best way, the smartest way, or even the way we want to. Fear is a powerful thing.

Alternatively, failure on the Intellect defense roll might mean that the character suffers Intellect damage equal to the level of the defense task. This indicates an overall toll that numerous shocks and horrors can have on a person. You might have a situation where a character literally dies of fright.

Shock Levels

EventLevel
Something unexpected darts or jumps out1
Something suddenly moves just out of the corner of the eye2
A sudden loud noise (like a scream)2
Unexpectedly seeing a corpse2
Watching someone die3
Seeing something impossible (like an inanimate object sliding across the floor)4
Watching a friend die5
Seeing a monstrous creatureCreature level
Witnessing something supernatural (like a spell)5
Seeing something mind-bending (like an impossible, multidimensional demigod coalescing out of thin air)8

Optional Rule: Horror Mode

For horror games, GMs can implement a rule called Horror Mode. The idea is to create a feeling of escalating dread and menace by changing one die roll mechanic. In the game, things begin as normal. The PCs interact with each other and the NPCs, investigate, research, travel, and so on. But when they enter the haunted house, the serial killer gets close, the elder things beneath the earth awaken, or whatever horrific situation planned by the GM begins, things change. At this time, the GM announces that the game has gone into Horror Mode.

This is a key for the players (not the characters) to recognize that things are getting bad. It’s the RPG equivalent of spooky music beginning to play in a horror film. While in Horror Mode, the rules for GM intrusions governed by die rolls change. Normally this happens only on a roll of 1, but when Horror Mode starts, it becomes a roll of 1 or 2. And then it escalates. As time passes, GM intrusions happen on a roll of 1 to 3, then a roll of 1 to 4, and so on. This potentially means that a die roll in Horror Mode can indicate success in a task and still trigger a GM intrusion.

As the intrusion range changes with each escalation, the GM should announce this to the players. The feeling of rising tension should be dramatic and overt.

Escalation Rate

ActivityIntrusion Range Increases by 1
Exploring a large areaEvery time a new intrusion is indicated by a die roll
ExploringEvery ten minutes or every time a new intrusion is indicated by a die roll
CombatEach round

For example, while the PCs are exploring a dark swamp (a large area), the game goes into Horror Mode and intrusions are indicated on a 1 or 2. During this exploration, one of the players rolls a 2. Not only is there an intrusion, but now the range escalates to 1, 2, or 3. The character is almost dragged into a spot of quicksand-like muck. Then the PCs find an old abandoned house in the middle of the swamp. They enter, and now the escalation rate goes up if they roll a 1, 2, or 3, or every ten minutes that passes in the game. They explore the house for twenty minutes (escalating intrusions to 1 to 5), and during the investigation of the kitchen, someone rolls a 3, triggering an intrusion. A cabinet opens mysteriously and a strangely carved clay pot falls, striking the character. This also escalates the intrusion rate, so they now occur on a roll of 1 to 6. When the PCs reach the attic, they encounter the dreaded swamp slayer, a half man, half beast that thrives on blood. It attacks, and now the range goes up during each round of combat. After four rounds of fighting, intrusions happen on a roll of 1 to 10—half the time. Things are getting dicey, and they’re only going to get worse.

When the GM announces that Horror Mode has ended, the GM intrusion rate goes back to normal, happening only on a roll of 1 or when the GM awards XP.

Horror Mode is a very “meta” rule. It gives players knowledge that their characters don’t have. This is similar to how the viewers of a horror movie or readers of a horror story often know more than the characters on the screen or page. It heightens the tension. Players can express the start of Horror Mode by having their characters talk about goosebumps or a feeling of being watched, but this is not necessary.

Using GM Intrusions in Horror Mode

With the GM intrusions coming fast and furious toward the end of Horror Mode, it’s easy to run out of ideas. In combat, intrusions might just mean that the monster or villain gets a surprise extra attack or inflicts more damage. Perhaps a PC is thrown to the ground or nearer to the edge of a cliff. If the characters are running away, one might trip and fall. If the PCs are exploring, a bookcase topples, potentially hitting someone. Think of all the similar moments you’ve seen in horror films.

Sometimes, if the GM prefers, the GM intrusion can simply be something frightening, like a moan or a whisper. These aren’t dangerous to the PCs, but they escalate the tension and indicate that something bad is getting closer.

In fact, while in Horror Mode, GMs should mostly refrain from doing anything bad, ominous, or dangerous unless it’s an intrusion (either from a die roll or through the awarding of XP). In a horror game, GM intrusions are an indication that things are bad and getting worse, and whenever possible, the GM should allow the Horror Mode escalation to drive the action. This makes the GM more of a slave to the dice than in other Cypher System situations, but that’s okay.

Consider this example. The PCs have tracked something that is probably committing a series of horrific murders to an old factory. They enter the building to explore. The GM knows where the creature is hiding in the factory, but decides that it doesn’t become aware of the characters until an intrusion is indicated. The only clue the PCs have is a mysterious noise off in the darkness. The creature doesn’t move toward them until another GM intrusion occurs. Now they hear something dragging across the factory floor, coming closer. But it’s not until a third intrusion occurs that the creature lunges out from behind an old machine at the PC who rolled the die.

In some ways, the status quo doesn’t change until an intrusion happens. This could be seen as limiting the GM and the need for pacing, but remember that the GM can still have an intrusion occur anytime they desire, in addition to waiting for the low die rolls.

GMs may want to limit the number of intrusions to no more than one per round, no matter what the dice indicate, but that should be based on the situation.

Optional Rule: Madness

Having characters descend into madness is an interesting facet of some kinds of horror and can make long-term horror campaigns more interesting. The easiest way to portray blows to a character’s sanity is through Intellect damage. When PCs encounter something shocking, as described above, they always take Intellect damage. If they would normally move one step down the damage track due to the damage, they instead immediately regain points (equal to 1d6 + their tier) in their Intellect Pools but lose 1 point from their maximums in that Pool. Characters whose maximum Intellect Pools reach 0 go insane. They lose their current descriptor and adopt the Mad descriptor, regain 1d6 + tier points to their Intellect Pools, and gain +1 to their Intellect Edge. If they ever reach a permanent Intellect Pool maximum of 0 again, they go stark raving mad and are no longer playable.

Intellect Edge offers an interesting means to portray a character who is knowledgeable (and perhaps even powerful in terms of mental abilities) yet mentally fragile. A character with a low Intellect Pool but a high Intellect Edge can perform Intellect actions well (since Edge is very helpful) but is still vulnerable to Intellect damage (where Edge is of no help).

Since Cypher System games are meant to be story based, players should recognize that the degrading sanity of their character is part of the story. A player who feels that their character is going mad can talk to the GM, and the two of them can work out the means to portray that—perhaps by using the Mad descriptor, permanently trading up to 4 points from their Intellect Pool to gain +1 to their Intellect Edge, or anything else that seems appropriate. Mental disorders, manias, psychopathy, schizophrenia, or simple phobias can be added to a character’s traits, but they don’t need to be quantified in game statistics or die rolls. They’re simply part of the character.

Inabilities in personal interaction or any area requiring focus might be appropriate, perhaps allowing the PC to gain training in weird lore or forbidden knowledge. Or maybe the opposite is true—as the character’s mind slowly slips away, they become oddly compelled or can obsessively focus on a single task for indefinite periods, and thus they gain training in that topic or skill. These kinds of changes could be balanced with inabilities, such as being unable to remember important details.

As another way to represent madness, the GM could hinder Intellect-based tasks that would be considered routine, such as “remembering your friends and family” or “caring what happens to your best friend” or “stopping yourself from injecting a mysterious substance into your veins.” These routine tasks normally have a difficulty of 0, but for a PC who has lost their mind, they might have a difficulty of 1, 2, or even higher. Now the character must make rolls to do even those simple things.

","markdown":""},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"ownership":{"default":-1},"flags":{}},{"sort":596875,"name":"Genre: Romance","type":"text","_id":"pd2PrHViZ1edOZ7f","title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"

Like horror, romance doesn’t automatically suggest a setting. It is more of a mood, or more specifically an approach, to how the game is played. It suggests an emphasis, at least somewhat, on relationships, interactions, and connections.

Suggested types and additional equipment for a romance setting are the same as in a modern setting.

Consent and Boundaries

You must get consent to cover these topics in a game ahead of time—you don’t want to make people uncomfortable. Everyone involved also needs to learn everyone else’s boundaries. Someone might not want any part of a romance scene, while others are okay talking about emotional connections but not anything sexual.

Obviously, all of this is doubly important if age is a consideration. If there are younger players involved, romance probably shouldn’t go beyond a fairly chaste kiss. (You’ll find that kids are sometimes more open to romance in their games than adults, but only because their understanding of the topic is understandably pretty shallow. A kid player might declare that a character is their boyfriend, but it doesn’t mean much. And for some adults, that may be the way they want to approach the subject as well.)

Lastly, recognize that there needs to be a clear boundary between the story and real life. Two characters having a relationship has no impact on real-life feelings of the players. Two characters in a game might be in a relationship while each player is in a relationship in the real world with someone else. And maybe they’re gaming at the same table! If a player can’t distinguish between in-game flirtation or words of endearment and real-world feelings, they shouldn’t be in a romance-focused game.

For more information and advice on safe ways to address consent issues in your game, read the free Consent in Gaming PDF at myMCG.info/consent

The Check-In

It’s vital that the GM and the players all check in with each other to make sure everyone’s still comfortable with what’s going on in the game. This is particularly important to maintain the boundary between emotions expressed in the story and how people feel in real life.

Basic Creatures and NPCs for a Romance Game

@UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.wIO0w2fxcBU0vHae]{Distrustful relative} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.rmzRpUzfdXpAnzUu]{Jealous ex} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.E7xImJCLVWwiIDre]{Nosy neighbor} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.ktWhiHHoothgvjOv]{The unattainable}

Optional Rule: Infatuation

When a PC is near someone they are infatuated with, particularly in the early stages of that infatuation, they must make an Intellect defense roll with a difficulty determined by the GM based on the situation (not on the level of the subject of the infatuation). Failure might mean that the character does or says something awkward or embarrassing either in an attempt to impress or when trying to hide the infatuation. Or it could mean that for one round, the player loses control of the character, and the GM decides what the PC does next, such as risk their own safety to help an endangered character. However, GMs should welcome player input into this situation. The point is to portray that when we’re distracted by the powerful feelings (and hormones) related to infatuation, we don’t always react in the best way, the smartest way, or even the way we want to.

Infatuation can happen whether the PC is attracted to an NPC or a PC.

Optional Rule: Relationship Levels

When a PC first establishes a relationship with a character (PC or NPC), the GM should assign the relationship a level. If there’s no connection at all, there is no relationship (level 0). Otherwise, the starting relationship is probably level 1. In certain circumstances, a relationship might start at level 2, indicating a far stronger initial connection than usual.

As play progresses, the PC can attempt to improve the level of the relationship, indicating a strengthening of the bond between the two characters. The requirements to improve the relationship are twofold. First, some story-based action needs to be taken. This can be dates, gifts, a meaningful speech, a pledge of commitment, some amount of self-sacrifice, or whatever the GM and the player feel is appropriate to the story and the level of the relationship. This action might require the PC to succeed at specific tasks (with appropriate rolls). For example, writing a love poem will require an Intellect-based task, while helping to retrieve a loved one’s cat from a tree might require a Speed-based task.

Second, the player must make an Intellect-based roll with the desired level of relationship as the difficulty (modified as the GM sees fit).

A relationship can be improved only one level at a time, and the GM and the player should work out an appropriate time interval. For relationships of levels 5 and above, multiple story-based actions and multiple rolls are almost certainly required.

It’s possible for relationship levels to be lopsided, such that the relationship from the point of view of one person is a different level than from the point of view of the other. This should be used sparingly, because it makes things far more complicated. In the case of polyamory, it is possible to have more than two people in a relationship, but even in these situations the connection between any two individuals should have its own level.

Relationship levels can go down as well as up. Neglect, carelessness, inappropriate emotional displays, lies, infidelity, and bungled wooing attempts can all potentially lower a relationship level. This is entirely in the judgment of the GM, although a lowered relationship level is very likely an appropriate use of a GM intrusion.

Relationship levels indicate the strength of the bond and thus help dictate an NPC’s actions in regard to a PC. An NPC in a level 5 relationship probably will be more generous and forgiving toward the PC than if the relationship was level 3 or 4. An NPC in a level 6 relationship or higher would likely give their partner most anything, even maybe sacrificing their own well-being or their life for them. (And people in a higher-level relationship certainly would.) Likewise, a relationship level can influence a PC’s actions. An Intellect defense roll with a difficulty equal to the relationship level might be appropriate if the PC wants to act against the best interests of their loved one, or if they must keep their cool and act normally when their loved one is in danger.

You can use this optional system in any genre, for any type of relationship, even platonic ones. If desired, the relationship level a PC has with an authority figure, a contact, a relative, or anyone else can be measured, improved, and decreased just as it can with a romantic relationship.

Romantic Relationship Levels

LevelRelationship
1First meeting. Interest or curiosity.
2A sense of connection above the norm. Strong physical attraction.
3Affection and a bond that will last longer than a single encounter.
4Serious affection. Almost certainly physical affection.
5A profession of love.
6A serious long-term commitment.
7A lifelong commitment.
8Soul mates.
9A love affair for the ages.
10A bond that transcends time and space.

Platonic Relationship Levels

LevelRelationship
1First meeting. Interest or curiosity.
2A sense of connection above the norm.
3A memorable connection. Indications of a mutually beneficial relationship possible.
4Real friendship.
5Deep friendship.
6Relationship akin to that of a close sibling.
7A pledge of complete partnership.
8Platonic soul mates. Something akin to a life-debt.
9A friendship for the ages.
10A bond that transcends time and space.
","markdown":""},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"ownership":{"default":-1},"flags":{}},{"sort":598438,"name":"Genre: Superheroes","type":"text","_id":"tIyemzsYdcYDslG1","title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"

Like horror, the superhero genre is really a subset of the modern genre with extensive special considerations. In many ways, it might appear that the Cypher System is a strange fit for superheroes. But if you think about it, with foci like Bears a Halo of Fire and Wears a Sheen of Ice, the Cypher System makes all genres a little bit “superhero-ish.” Character sentences might look like the following:

And so on.

Suggested Types for a Superhero Game

RoleType
Strong heroWarrior
Brawler heroWarrior with stealth flavor
Gadget heroExplorer with technology flavor
PilotExplorer with technology flavor
CharmerSpeaker
LeaderSpeaker with combat flavor
Shadowy vigilanteExplorer with stealth flavor
Scientist heroExplorer with skills and knowledge flavor
Energy-wielding heroAdept with combat flavor
WizardAdept
MentalistAdept
Psychic ninjaWarrior with magic flavor

Basic Creatures and NPCs for a Superhero Game

@UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.IpjzD88QqIABcv7A]{Bystander} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.krnLLagONJBbj1tE]{Genetically enhanced bruiser} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.sWc8DryN22cKTJyj]{Ninja} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.YHRSNEgzJeBCrWnC]{Robot minion} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.VSQt1EzpNhIwvCyA]{Scientist} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.SpaQv9sL1VWlrkLS]{Worker}

Additional Superhero Equipment

Suggested additional equipment is the same as in a modern setting. Keep in mind, however, that for many heroes, “equipment” can be superfluous. Where do you stash the flashlight and rope when all you’re wearing is spandex tights?

Optional Rule: Power Shifts

Superheroes can do things that other people cannot. They throw cars, blast through brick walls, leap onto speeding trains, and cobble together interdimensional gateways in a few hours. It’s tempting to say that such characters are stronger, faster, or smarter, so they should have higher Might, Speed, or Intellect Pools. However, simply bumping up stat Pools or Edge doesn’t fully represent this dramatic increase in power. Instead, consider using an optional rule called power shifts.

Under this rule, all superhero characters get five power shifts. Power shifts are like permanent levels of Effort that are always active. They don’t count toward a character’s maximum Effort use (nor do they count as skills or assets). They simply ease tasks that fall into specific categories, which include (but are not necessarily limited to) the following.

@UUID[Compendium.cyphersystem-compendium.power-shifts.QDAvfL2Xor2gc3DB]{Accuracy} @UUID[Compendium.cyphersystem-compendium.power-shifts.gxmRI0Oi1qlp8tgv]{Dexterity} @UUID[Compendium.cyphersystem-compendium.power-shifts.ge5eQ2UKcF71jfL5]{Healing} @UUID[Compendium.cyphersystem-compendium.power-shifts.RvPjtLHq2svYfhK8]{Intelligence} @UUID[Compendium.cyphersystem-compendium.power-shifts.ZcogTb12JEcKd8WK]{Power} @UUID[Compendium.cyphersystem-compendium.power-shifts.ClwsF2GBoWlGR9To]{Resilience} @UUID[Compendium.cyphersystem-compendium.power-shifts.qbOvGJVLVkDUC49X]{Single Attack} @UUID[Compendium.cyphersystem-compendium.power-shifts.uQLh67ISIUJ4O3bC]{Strength}

Each shift eases the task (except for shifts that affect damage or Armor, as specified in the list above). Applying 2 shifts eases the task by two steps, and applying 3 shifts eases the task by three steps.

A character assigns their five power shifts as desired, but most characters should not be allowed to assign more than three to any one category. Once the shifts are assigned, they should not change.

For example, a superstrong character might put three of their shifts into strength and the other two into resilience. Whenever they lift something heavy, smash through a wall, or throw an object, they ease the task by three steps before applying Effort, skill, or assets. Thus, all difficulties from 0 to 3 are routine for them. They smash through level 3 doors as if they don’t exist. As another example, a masked vigilante character with a utility belt full of gadgets and great acrobatic skills might put two shifts in dexterity, one in accuracy, one in intelligence, and one in healing. They’re not actually superpowered, just tough and well trained.

Some GMs will want to allow PCs to increase their power shifts. Having a character spend 10 XP to do so would probably be appropriate. Other GMs will want to run superhero games with PCs of greater or lesser power (cosmic-level heroes or street-level heroes, perhaps). In such cases, more or fewer power shifts should be granted to the PCs at the game’s start.

Superpowered NPCs and Power Shifts

NPC superheroes and villains get power shifts, too. Most of the time, this adds to their level. For example, Blast Star is a level 5 fiery villain who has three power shifts. When she blasts through a level 7 iron security door, she does so easily because in this circumstance, she’s actually level 8.

Sometimes, NPC power shifts make things harder for the PCs. For example, Fleetfoot the level 4 speedster puts all three of her shifts in dexterity. When she runs past a character who tries to grab her, the difficulty to do so is increased by three steps to 7.

Typical NPC supers get three power shifts. Exceptional ones usually have five.

Really Impossible Tasks

In superhero games, due to conventions of the genre, difficulty caps at 15 instead of 10. Difficulty 10 is labeled “impossible,” but that label is for regular folks. For superpowered characters, “impossible” means something different, thanks to power shifts.

Think of each difficulty above 10 as being one more step beyond impossible. Although a GM in another genre would say there’s no chance that a character could leap 100 feet (30 m) from one rooftop to another, in a superhero game, that might just be difficulty 11. Picking up a city bus isn’t something normal characters could do, but for a strong superhero, it might be difficulty 12.

In theory, NPCs in such a game can go up to level 15 as well. Levels above 10 represent opponents that only a superhero would consider taking on: a robot that’s 1,000 feet (300 m) tall (level 11); Galashal, Empress of Twelve Dimensions (level 14); or a space monster the size of the moon (level 15).

Superhero Artifacts

Supervillains build doomsday devices. Ancient artifacts present a threat to all humanity if in the wrong hands. Weird machines from alien dimensions offer solutions to unsolvable problems. Artifacts are an important part of superhero stories. A few examples are below.

@UUID[Compendium.cyphersystem-compendium.artifacts-superhero.2ENNMqilV1qoB35e]{Doctor Dread’s time portal} @UUID[Compendium.cyphersystem-compendium.artifacts-superhero.AvddNOp9tUWCqGOp]{Serum X} @UUID[Compendium.cyphersystem-compendium.artifacts-superhero.JYcfxA5RcffTX3Wl]{Stellarex crystal}

","markdown":""},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"ownership":{"default":-1},"flags":{}},{"sort":599219,"name":"Genre: Post-Apocalyptic","type":"text","_id":"ARG20fxwzr0OBZjH","title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"

Post-apocalyptic literature, movies, and games are a subgenre of science fiction that focuses on the dystopia that follows the fall of civilization. Strictly speaking, post-apocalyptic stories take place after the end of the world. At least, the end of the world for most people. Players take the role of the survivors (or their descendants) trying to persevere in the face of immense hardship. Popular post-apocalyptic scenarios include those set after nuclear war, in the aftermath of a zombie plague, in the months and years following an alien invasion, or after the environment collapses in the face of human overpopulation. Other ways the world could end include a massive meteorite strike, the long-awaited robot uprising, a powerful solar flare that burns out the world’s power grids and communications, or even something as prosaic as a global disease pandemic.

Suggested Types for a Post-Apocalyptic Game

RoleType
SurvivorExplorer with stealth flavor
HeavyWarrior
DealerSpeaker
TraderSpeaker with skills flavor
SageExplorer with knowledge flavor
EvolvedAdept

Basic Creatures and NPCs for a Post-Apocalyptic Game

@UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.31W9R0HQhQT0ic3A]{Crazy loner} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.6L693DIk5jmQu2Py]{Gamma snake} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.urAFJXaUkWY2R1zj]{Innocuous rodent} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.uCMNBacwXfuThw65]{Mongrel dog} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.WGftLKpoTVDfIKw2]{Survivor, sickened} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.GgfdjyikafYtuyTK]{Survivor, typical}

Additional Post-Apocalyptic Equipment

In a post-apocalyptic setting, the items on the Additional Modern Equipment table as well as the following items might be available in trade from other survivors, or in the rare trade town.

Inexpensive Items

WeaponsNotes
@UUID[Compendium.cyphersystem-compendium.weapons-post-apocalyptic.7M8uEI7cKT0UztUy]{Knife}Light weapon, rusty and worn
@UUID[Compendium.cyphersystem-compendium.weapons-post-apocalyptic.VJicMhUlVImuwl4N]{Light weapon}Light weapon (won’t last long)
@UUID[Compendium.cyphersystem-compendium.weapons-post-apocalyptic.erpmmOJulN96Afgr]{Wooden club}Light weapon
ArmorNotes
@UUID[Compendium.cyphersystem-compendium.armor-post-apocalyptic.WnIcqsOLyuyQKSpZ]{Animal hide}Light armor
@UUID[Compendium.cyphersystem-compendium.armor-post-apocalyptic.Hv5mU9dKhfQJA76Q]{Light armor}Light armor, smell hinders stealth tasks
Other ItemsNotes
@UUID[Compendium.cyphersystem-compendium.equipment-post-apocalyptic.dmnJTSnJv4ZqQmVg]{Candle}
@UUID[Compendium.cyphersystem-compendium.equipment-post-apocalyptic.cY37Ff6ca1bxDXtp]{Plastic bag}Useful and ubiquitous (won’t last long)

Moderately Priced Items

WeaponsNotes
@UUID[Compendium.cyphersystem-compendium.weapons-post-apocalyptic.PasipD1tIBSjGd9h]{Handaxe}Light weapon
@UUID[Compendium.cyphersystem-compendium.weapons-post-apocalyptic.Z2P8uHd0D7sdFFNx]{Knife, multipurpose}Light weapon, asset to small repair tasks
Other ItemsNotes
@UUID[Compendium.cyphersystem-compendium.equipment-post-apocalyptic.g7ZsP8QRo5xMCDTc]{Gas mask}Breathable air for four hours
@UUID[Compendium.cyphersystem-compendium.equipment-post-apocalyptic.GAclXwNftLTjeFAf]{Padlock with keys}
@UUID[Compendium.cyphersystem-compendium.equipment-post-apocalyptic.0vFrABenylbBi3yw]{Portable lamp, solar}

Expensive Items

Other ItemsNotes
@UUID[Compendium.cyphersystem-compendium.equipment-post-apocalyptic.1j2c4v8TaLTVzmcZ]{Radiation detector}
@UUID[Compendium.cyphersystem-compendium.equipment-post-apocalyptic.cGUAvAFO5b83snP2]{Nightvision goggles}
@UUID[Compendium.cyphersystem-compendium.equipment-post-apocalyptic.862NWqhznbgLC5AG]{Radiation tent}Prevents radiation damage for three days
@UUID[Compendium.cyphersystem-compendium.equipment-post-apocalyptic.s23m8lRUYCXNthKZ]{Radiation pill (pack of 5)}Asset for defense tasks against radiation effects for twelve hours

Scavenging

Characters in a post-apocalyptic setting must usually spend part of each day scavenging for supplies or a place of safety.

Food and Shelter: Generally speaking, characters must spend two to four hours searching through the rubble and ruins before succeeding. Finding enough food for a group of characters to eat for one day is a difficulty 5 Intellect task. Finding a place of relative safety to regroup and rest is also difficulty 5. Characters who succeed on either one of these also get to roll up to once each day on the Useful Stuff table and three times on the Junk table.

Found food often takes the form of canned, processed, dried, or otherwise preserved goods from before the apocalypse, but sometimes it includes fresh fruits and vegetables found growing wild or cultivated by other survivors. Safe places to hole up include homes, RVs, offices, apartments, or any location that can be secured and defended and isn’t radioactive, poisoned, or overrun with hostile creatures.

The difficulty of succeeding at finding food, water, and a safe place varies by location and by how many days the characters have already spent in one location. Each week the PCs spend at the same location hinders subsequent scavenging tasks and requires that they succeed on a new task to determine if the place they’re staying is still safe. The result of failing to find food and water is obvious. If the PCs fail at the task of finding (or keeping) a safe place, their presence is noticed by hostile forces, or they face a result from the Wasteland Threats table.

Useful Stuff: Food, water, and a safe place to rest are the most important finds, and are the basis of each scavenging task. But other obviously useful stuff is often found along with these basic requirements. When a group of characters successfully finds either food and water or a safe place, consult the Useful Stuff table up to once per day. If it’s the first day the PCs have searched in a particular area, each character might find something useful, but in succeeding days, a group normally gets only a single roll to find useful stuff.

Useful stuff also includes a “loot” entry. Loot includes collectible coins from before the apocalypse, such as silver dollars and gold eagles. It also includes jewelry and artwork that survived the disaster and related material that can be used as currency or barter when the characters find other survivors or arrive at a trade town.

Items found on the Useful Stuff table are generally expensive or exorbitant items (except for firearms, which start in the expensive category).

Junk: Characters who find food and water also find lots of junk. They are free to ignore that junk, but some PCs might have a use for what they find, especially those with the Scavenges focus. All characters gain up to three results on the Junk table each time they successfully scavenge for food or a safe place to stay. Sometimes junk can be fixed, but more often it can be disassembled and used as parts to create something else.

Useful Stuff

d100Item Found
01–10Tools (provide an asset to tasks related to repair and crafting)
11–20Medicine (provides an asset to one healing-related task)
21–25Binoculars
26–35

Chocolate bar or similarly sought-after candy or snack

36–45Textbook (provides an asset to a knowledge-related task)
46–50Coffee or tea
51–55Gun or rifle with ten shells or bullets
56–60Flashlight
61–65Loot
66–70Gasoline (2d6 × 10 gallons)
71–75Batteries
76–80Functioning vehicle (sedan, pickup, motorcycle, etc.)
81–85Generator
86–90MRE cache (food and water for six people for 1d6 weeks)
91–95Ammunition cache (100 shells or bullets for 1d6 different weapons)
96–97Helpful stranger (level 1d6 + 2, stays with the PCs for a week or two)
98–99Cypher (in addition to any other cyphers the GM awards)
00Artifact (in addition to any other artifacts the GM awards)

Junk

d6Item Found
1

Electronic junk (stereo, DVD/Blu-ray player, smartphone, electric fan, printer, router, etc.)

2Plastic junk (lawn furniture, baby seat, simple toys, inflatable pool, etc.)
3Dangerous junk (paint, rat poison, solvents, industrial chemicals, etc.)
4Metallic junk (car bodies, old playsets, grills, empty barrels, frying pan, etc.)
5Glass junk (vases, windows, bowls, decorative pieces, etc.)
6Textile junk (coats, pants, shirts, bathing suits, blankets, rugs, etc.)

Post-Apocalyptic Artifacts

Artifacts in a post-apocalyptic game include still-working technology from before the disaster that is not widely available, as well as cobbled-together pieces of tech that can weaponize previously prosaic items. If the apocalypse was related to some kind of alien invasion, artifacts would include even stranger items.

@UUID[Compendium.cyphersystem-compendium.artifacts-post-apocalyptic.RCr7oVmh9Lhk9jHG]{Autodoc} @UUID[Compendium.cyphersystem-compendium.artifacts-post-apocalyptic.54P9fzXQjgpQT1gZ]{Enviroscanner} @UUID[Compendium.cyphersystem-compendium.artifacts-post-apocalyptic.xGGPXV5UufPD4m5F]{Military exoskeleton} @UUID[Compendium.cyphersystem-compendium.artifacts-post-apocalyptic.T82EmpHsb9cNyyPX]{Rocket fist} @UUID[Compendium.cyphersystem-compendium.artifacts-post-apocalyptic.rQg6ztpLMylwK5RB]{Rocket-propelled grenade} @UUID[Compendium.cyphersystem-compendium.artifacts-post-apocalyptic.lQDbPJOz1VYXe54s]{Terahertz scanner}

Post-Apocalyptic Species Descriptors

In a post-apocalyptic setting, some GMs may want to offer species affected by the disaster.

Morlock

You have lived your life deep underground in artificial bunkers, hidden from the world’s destruction and the brutal scavengers that live above. As a morlock, you have a keen mind for the technology salvaged from the before-time. In fact, every morlock comes of age by fitting a piece of morlock technology to its body to provide enhancement and extend its life. This means that you are part flesh and part machine. Your skin is as pale as milk, except where it’s been replaced with strips of metal and glowing circuits.

You gain the following characteristics:

Enhanced Intelligence: +2 to your Intellect Pool.

Cyborg Body: +2 to your Might Pool and your Speed Pool.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.Td605GMSP4TqfliK]{Partially Metallic}: +1 to Armor.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.2X7nKuAiBRfFgUiS]{Repair and Maintenance}: As an entity of living flesh and humming machinery, you must first succeed on a difficulty 2 repair task before making a recovery roll. On a failure, the recovery roll is not used; however, the normal rules for retrying apply, and you must use Effort on a new roll if you wish to try again. In addition to the normal options for using Effort, you can choose to use Effort to heal additional points to your Pools (each level of Effort healing an additional 2 points to your Pools if you succeed).

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.64yLvSVOIqtV8IvT]{Morlock Prejudice}: While among non-morlocks, all positive interaction tasks are hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. The PCs found you in a collapsed subterranean tunnel.

  2. The other PCs encountered you exploring underground, and you convinced them to allow you to accompany them.

  3. You were exiled from the morlock communities and needed help on the surface.

  4. The only way to save the morlock community you hail from is to venture to the surface and find a mechanical part needed to repair a failing ancient system.

Roach

You are born of a species of evolved insects once called “cockroach,” but that is far in the past. Radiation and forced evolution have radically increased your size, shape, and ability to think. Your exoskeleton mimics the shape of a human being, though not perfectly. When you move about human society, shadows and cloaks are your ally if you wish to pass unnoticed. When those of your kind are discovered, it usually goes poorly for someone. You, however, have a wandering spirit and seek to explore the fallen world and find a new way forward.

You gain the following characteristics:

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.vNOlLQDmc53SXZ0B]{Scuttler}: Your Speed Edge increases by 1.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.GsDnTWDfehGuhsQS]{Sense by Scent}: You can sense your environment even in total darkness.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.8OYU2L2128I1PE9m]{Cling}: You can move an immediate distance each round on walls or clinging to the ceiling.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.LD2sREknTpeCQErE]{Carapace}: +1 to Armor.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.gEBLiYb25Mpx65Eo]{Glide}: You can extend small wings from your carapace that grant an asset in jumping tasks and allow you to fall up to a short distance without taking damage.

@UUID[Compendium.cyphersystem-compendium.basic-skills.DraIKUQRw8KrnC4o]{Skill}: You are trained in disguise tasks.

@UUID[Compendium.cyphersystem-compendium.inabilities.PeQrx8tfHEDrOlW6]{Inability}: You are susceptible to disease and poison. Defense rolls against disease or poison are hindered.

@UUID[Compendium.cyphersystem-compendium.inabilities.P42u9vKoBQjOtUbE]{Inability}: You mimic a human, but you are not as fierce. Tasks involving combat— including attack and defense rolls—are hindered.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.soRZpGrbrjyyBHpW]{Insect Prejudice}: While among non-roaches, all positive interaction tasks are hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. The PCs didn’t realize what you were when they asked for your help.

  2. You’ve managed to hide your roach ancestry so well that everyone thinks you are like them.

  3. You are the last of your kind.

  4. You have a secret agenda, and the PCs were gullible enough to let you come along.

","markdown":""},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"ownership":{"default":-1},"flags":{}},{"sort":599610,"name":"Genre: Fairy Tale","type":"text","_id":"BW4rWFL1jsU98e0B","title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"

The genre of fairy tales is a wide one, crossing into almost every culture and encompassing everything from early oral stories passed down from generation to generation to the more modern literary fairy tale. What makes something a fairy tale? While there’s a great deal of discussion around that question, most have a number of things in common: a series of far-fetched events; fantastical beings such as talking animals, elves, goblins, mermaids, witches, and dragons; and objects that have magical elements.

One of the powers of a fairy tale—or a game set in a fairy tale-inspired setting—is its ability to create a sense of wonder and to evoke players’ imaginations while still allowing them to keep one foot in the known. The very settings themselves are both enchanted and somehow familiar, whether the characters are entering a magical woods, falling down a rabbit hole, or embarking on a voyage to Neverland. Those beasts and beings who stalk such places are equally wondrous, and offer fantastic starting points for any number of adventures.

To heighten the sense of wonder in a fairy tale adventure or campaign, a GM might consider presenting the game in a modern setting. In a modern setting, characters have regular jobs that don’t normally involve hunting goblins or helping talking fish solve puzzles. This means that when the moths take shape and become the cloak of a princess of summer come to beg a favor or steal a child, or the house grows legs and runs away one morning, the player characters will be rightfully amazed (and perhaps somewhat terrified).

Nature of Faerie

Faerie (also called by many other names) is a dimension of magic separate from but closely parallel to the mundane world. It doesn’t matter whether Faerie is just a collective term for thousands of separate curled-up dimensions hidden in corners, in closets, or at the center of forests, or it’s one continuous realm that overlaps the real world where it’s thinnest. It’s a place those with open hearts can find by following a way between tall trees (or looming library shelves) to a realm where everything is different. Where elves walk, nymphs dance, unicorns gallop, and both natural growths and built structures become vast and enchanting.

Humans don’t tend to do well in such a world if they stay too long, as the sensory input is hard on the nervous system. But fey creatures depend on it, like plants to the light. A fey creature too long cut off from its land of origin (or its stream, hill, or burrow) slowly becomes mortal and then dies.

When a fey creature is cut by silvered or cold iron weapons, they temporarily lose the sustaining benefit of their connection to Faerie. This severed connection usually disrupts a fey creature’s ability to heal. A silvered weapon is one that contains silver as part of an alloying process, has silver inlay, or has been coated in a dusting of silver powder (which usually lasts only through a single fight). In truth, many items in the modern era are cold-forged, while many others are not. We suggest that any hand-forged item containing iron could be considered a cold-forged weapon for harming fey creatures. Thus, most bullets and other modern items wouldn’t be treated as cold iron by this definition, but some would fit the bill.

Basic Creatures and NPCs for a Fairy Tale Game

Most fey creatures of level 2 or higher regain 1 point of health per round, unless wounded by silvered or cold iron weapons.

@UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.JULnmDMPODWwSgyT]{Angry ants} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.VK2Iv9hH0ITqmvV9]{Erlking} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.PS7RVxRlUxllwCky]{Faerie} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.ijRly8phWTeUIy8r]{Feral tree} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.UXvVjQMo4BRwi2Ef]{Nymph} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.BJOh1w5ZImYrdKuM]{Pixie} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.2v0CeAw0V9Hql9iL]{Razorblade butterflies} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.NVjNYB0ApximA7Kn]{Talking cat} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.LZB001qKeGrqUyMZ]{Troll}

Fairy Tale Artifacts

Artifacts in a fantasy setting and magic items in other games focused on fantasy would also be suitable for a fairy tale setting. However, every fairy tale artifact should come with a quirk that sets it apart from a simple “wand of fire” or similar item. Come up with your own or roll a quirk on the table below.

d10Quirk
1Is sometimes invisible.
2Cries like a baby if jostled.
3Becomes cold as ice to the touch and emits cold vapor when danger threatens.
4Contains a secret compartment that invariably holds a chunk of rock broken from what might be a strange jade sculpture.
5Also serves as a key to some magically locked doors and chests.
6Bites owner with tiny teeth if jostled, dealing 1 point of damage.
7Always muttering and complaining, though useful warnings and other information can sometimes be gained.
8Jealous of any other manifest cyphers, artifacts, or beautiful objects in the wielder’s life.
9The “painting” of a princess of summer on the object sometimes leaves it, robbing the artifact of power.
10Causes flowers to grow wherever it is stored or set down.
","markdown":""},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"ownership":{"default":-1},"flags":{}},{"sort":599805,"name":"Genre: Historical","type":"text","_id":"hdLllcWxZ4VdDhlr","title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"

Setting your campaign in World War 2, the Renaissance, or the 1930s can be fun and interesting. However, setting it in ancient Greece or feudal Japan, for example, probably makes it more like fantasy without all the orcs and magic (although a game set in feudal Japan with orcs and magic could be fascinating).

One of the draws of playing in a historical adventure is the thrill of “being there” when something important happens. Thus, in many cases, historical adventures in RPGs shouldn’t be designed as campaigns, but instead serve as short-term experiences where players try something new, or at least something they don’t normally do: play as figures involved in a momentous historical event.

Historical games should take cues from the closely related areas of historical fiction and historical re-enactment. The lessons of great historical fiction include the following.

The GM should anchor the characters with problems or conflicts that connect them to the chosen time period; make sure that PC backgrounds contain one relevant detail to the chosen historical setting.

The GM shouldn’t fall into the trap of assuming that history was drab just because it is often presented along with old paintings, drawings, or blurred black-and-white photographs. Dramatic events, surprising twists, and unexpected situations are just as likely in a historical adventure as in any other kind.

What’s the point of a historical adventure if there is no suspense? Sure, everyone knows what happens at the end of any given historical battle, but the stories of individuals within those fights are not known. Will they live? Will they succeed in their mission? And what are the consequences? Think of all the war movies that rely on that exact latitude to tell great stories.

Make sure you know when the campaign ends. Maybe it’s when the PCs successfully accomplish a specific task, but it might be externally timed to when a historical event takes place, whether they are attempting to offer aid, thwart it, or merely be aware of it as they attempt to do something that history hasn’t recorded.

Don’t create more than you need to. Be ready to tell the PCs what they see and who they encounter when they are introduced to a historical location or person, but don’t worry about things that they likely will never see. Yes, figure out what kind of currency is used, but making a super-accurate list of prices just isn’t necessary; the players will take your word for the cost of items and many other details. You’re evoking a historical setting with your game, not writing a book report.

Be wary about stereotypes and cultural misappropriation. History, as they say, is written by the victors. The ancient Greeks wrote that other cultures were all barbaric, and the European settlers called the natives in North America savages, but that doesn’t mean it’s true. If all you know about a time period is a movie set in that period, you’ll have a skewed version of events and culture. Be willing to go deeper than Braveheart or The Last Samurai, or maybe choose a different genre.

Running a Historical Game

Preparation is important in a historical game, and most of that entails choosing a historical period—or a specific historical event—as the setting. Given that all of history can serve, you won’t lack for resources. Below are a few possibilities. Of course, the farther back you set your game, the less information on specific events is available. On the other hand, that frees you up to get creative.

Once you choose the historical period and any special events you want to include in your adventure or campaign, direct your players to an appropriate set of foci. Alternately, you can have your players play as historically significant figures, but if you do this, you may want to create their characters ahead of time. Most GMs will probably want to save historically significant individuals for use as NPCs.

The players will need some kind of grounding in what to expect in the time period you’ve chosen. Just like they need an idea of what magic can do in a fantasy game, they will need a general idea of what kind of technology is available, the broad strokes of what their characters might know and not know, and so on. Maybe have them read a Wikipedia entry, at the very least.

If you’re looking for inspiration for time periods in which to set your historical game, here are some possible ideas: prehistory, classical antiquity, ancient Egypt, the American revolution, ancient China, World War II, Edo Period Japan, Medieval Europe, and the American Old West.

Suggested Types for a Historical Game

RoleType
Constable (or night watchman)Explorer with combat flavor
DetectiveExplorer with stealth flavor and skills and knowledge flavor
KnightWarrior
PirateExplorer with stealth flavor
TutorSpeaker
MerchantSpeaker with skills and knowledge flavor
SmithSpeaker with some warrior abilities and skills and knowledge flavor
PlaywrightSpeaker
NobleSpeaker with skills and knowledge flavor
ExplorerExplorer
PriestSpeaker

Basic Creatures and NPCs for a Historical Game

@UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.ZT13lzcl6dsvg8HX]{Cat} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.MwSOqh6IDnwKis8b]{Dodo} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.JZbErZ6hAgtHrgim]{Dog} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.vmvgLdR7JKdsukCW]{Dog, guard} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.61EndqAjZ2ZZZuS9]{Horse} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.8AhrSmfhARlAahxp]{Merchant} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.HKcVbxx1xGOpyVk4]{Noble} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.qLFrfE0E9w6BcG48]{Rat} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.Ax77ZEkAA3XJBPaA]{Serf} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.PXVS2kwvslh30lBB]{Snake, poisonous} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.vhGua32GarGCzLGv]{Warhorse}

Historical Artifacts

The concept of artifacts is probably inappropriate for a historical setting without some kind of supernatural, fantastical, or science fiction element. That said, objects of mystery such as the Antikythera mechanism (an ancient analog computer and orrery used to predict eclipses and other astronomical positions) reveal that the ancient world—and by extension more recent historical periods—contained fascinating and useful objects that were anachronistic for their period. Most such artifacts were likely the creations of philosophers, lone geniuses, and similar figures.

","markdown":""},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"ownership":{"default":-1},"flags":{}},{"sort":599903,"name":"Creatures and NPCs","type":"text","_id":"ljjovWdF2f0UgQ4l","title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"

This chapter describes many common and uncommon creatures that the characters might meet—and fight—in a Cypher System game and gives their stats. The variety of creatures that populate the possible settings and genres is so great that this chapter only scratches the surface. It does, however, provide examples of kinds of inhabitants—bestial and civilized, living and undead, organic and inorganic—so that you can easily extrapolate and create your own.

Understanding the Listings

Every creature is presented by name, followed by a standard template that includes the following categories.

Level: Like the difficulty of a task, each creature and NPC has a level attached to it. You use the level to determine the target number a PC must reach to attack or defend against the opponent. In each entry, the difficulty number for the creature or NPC is listed in parentheses after its level. As shown on the following table, the target number is three times the level.

LevelTarget Number
13
26
39
412
515
618
721
824
927
1030

Description: Following the name of the creature or NPC is a general description of its appearance, nature, intelligence, or background.

Motive: This entry is a way to help the GM understand what a creature or NPC wants. Every creature or person wants something, even if it’s just to be left alone.

Environment: This entry describes whether the creature tends to be solitary or travel in groups and what kind of terrain it inhabits (such as “They travel in packs through dry wastes and temperate lowlands”).

Health: A creature’s target number is usually also its health, which is the amount of damage it can sustain before it is dead or incapacitated. For easy reference, the entries always list a creature’s health, even when it’s the normal amount for a creature of its level.

Damage Inflicted: Generally, when creatures hit in combat, they inflict their level in damage regardless of the form of attack. Some inflict more or less or have a special modifier to damage. Intelligent NPCs often use weapons, but this is more a flavor issue than a mechanical one. In other words, it doesn’t matter if a level 3 foe uses a sword or claws—it deals the same damage if it hits. The entries always specify the amount of damage inflicted, even if it’s the normal amount for a creature of its level.

Armor: This is the creature’s Armor value. Sometimes the number represents physical armor, and other times it represents natural protection. This entry doesn’t appear in the game stats if a creature has no Armor.

Movement: Movement determines how far the creature can move in a single turn. Creatures have movements of immediate, short, long, or very long, which equate to the ranges of the same name. Most PCs have an effective movement of short, so if they are chasing (or being chased by) a creature with immediate movement, their Speed tasks are eased; if the creature’s movement is long or greater, the PCs’ Speed tasks are hindered.

Modifications: Use these default numbers when a creature’s information says to use a different target number. For example, a level 4 creature might say “defends as level 5,” which means PCs attacking it must roll a target number of 15 (for difficulty 5) instead of 12 (for difficulty 4). In special circumstances, some creatures have other modifications, but these are almost always specific to their level.

Combat: This entry gives advice on using the creature in combat, such as “This creature uses ambushes and hit-and-run tactics.” At the end of the combat listing, you’ll also find any special abilities, such as immunities, poisons, and healing skills. GMs should be logical about a creature’s reaction to a particular action or attack by a PC. For example, a mechanical creation is immune to normal diseases, a character can’t poison a being of energy (at least, not with a conventional poison), and so on.

Interaction: This entry gives advice on using the creature in interactions, such as “These creatures are willing to talk but respond poorly to threats,” or “This creature is an animal and acts like an animal.”

Use: This entry gives the GM suggestions for how to use the creature in a game session. It might provide general notes or specific adventure ideas.

Loot: This entry indicates what the PCs might gain if they take items from their fallen foes (or trade with or trick them). It doesn’t appear in the game stats if the creature has no loot.

GM Intrusion: This optional entry in the stats suggests a way to use GM intrusion in an encounter with the creature. It’s just one possible idea of many, and the GM is encouraged to come up with their own uses of the game mechanic.

Creatures

@UUID[Compendium.cyphersystem-compendium.creatures.GcRpFtcOQDpGvU4H]{Abomination} @UUID[Compendium.cyphersystem-compendium.creatures.17NSMk419kHRvwoP]{Chimera} @UUID[Compendium.cyphersystem-compendium.creatures.Ds2TiPhzGcBio6uy]{Chronophage} @UUID[Compendium.cyphersystem-compendium.creatures.6XzVLD44cRlhPIfO]{Deep one} @UUID[Compendium.cyphersystem-compendium.creatures.dEUcFhzvuB3ufhv5]{Deinonychus} @UUID[Compendium.cyphersystem-compendium.creatures.0NEyK7k8eNvN9oRt]{Demigod} @UUID[Compendium.cyphersystem-compendium.creatures.C2tRCVUtCl1OEb7M]{Demon} @UUID[Compendium.cyphersystem-compendium.creatures.Z4Y7VaCkpXbCZ2yy]{Devil} @UUID[Compendium.cyphersystem-compendium.creatures.D25NNlnriTPYwXvl]{Djinni} @UUID[Compendium.cyphersystem-compendium.creatures.huhkLDlDaru359Bf]{Dragon} @UUID[Compendium.cyphersystem-compendium.creatures.li1H57vGnKM9EY61]{Earth elemental} @UUID[Compendium.cyphersystem-compendium.creatures.WcxUomm2dqg2s2mU]{Enthraller} @UUID[Compendium.cyphersystem-compendium.creatures.p5ugVxzZFUe8r2To]{Fallen angel} @UUID[Compendium.cyphersystem-compendium.creatures.W7lOvxxSkcShe4Y9]{Fire elemental} @UUID[Compendium.cyphersystem-compendium.creatures.CbyPd1QoYjZGISN9]{Fusion hound} @UUID[Compendium.cyphersystem-compendium.creatures.02LotzBPq6hZTu2N]{Ghost} @UUID[Compendium.cyphersystem-compendium.creatures.92AH6pnL8Mknw6ok]{Ghoul} @UUID[Compendium.cyphersystem-compendium.creatures.gc0tYELtVAJRfFL6]{Giant} @UUID[Compendium.cyphersystem-compendium.creatures.U508Iiym5DOrLbCP]{Giant rat} @UUID[Compendium.cyphersystem-compendium.creatures.G1R1ESjuGxTJ7VwN]{Giant snake} @UUID[Compendium.cyphersystem-compendium.creatures.PlHlqDlwByGRX8T3]{Giant spider} @UUID[Compendium.cyphersystem-compendium.creatures.StSE44DNprZ4X4t8]{Goblin} @UUID[Compendium.cyphersystem-compendium.creatures.nBJ1PaZw7VugehNT]{Golem} @UUID[Compendium.cyphersystem-compendium.creatures.v5KdQP0xAVsoznyE]{Grey} @UUID[Compendium.cyphersystem-compendium.creatures.gDdZYUFdqZhmK3Oc]{Kaiju} @UUID[Compendium.cyphersystem-compendium.creatures.Iyx0QTRTuHLwr2g4]{Killer clown} @UUID[Compendium.cyphersystem-compendium.creatures.m9Hqr0shnpvRfgiF]{Killing white light} @UUID[Compendium.cyphersystem-compendium.creatures.EX0RBWZzdGetaDK9]{Mechanical soldier} @UUID[Compendium.cyphersystem-compendium.creatures.LkiVCVe5HhMi8Hc8]{Mi-go} @UUID[Compendium.cyphersystem-compendium.creatures.ZLDxtrbI1te50O1k]{Mokuren} @UUID[Compendium.cyphersystem-compendium.creatures.2BTNWIpNjjd696xa]{Nuppeppo} @UUID[Compendium.cyphersystem-compendium.creatures.Jo0ULIISkFpZDV85]{Ogre} @UUID[Compendium.cyphersystem-compendium.creatures.obJAuUihAMdRF9j2]{Orc} @UUID[Compendium.cyphersystem-compendium.creatures.KrHZmg9AKHxbGRnk]{Prince(ss) of summer} @UUID[Compendium.cyphersystem-compendium.creatures.axcyoROutmXNdzNk]{Puppet tree} @UUID[Compendium.cyphersystem-compendium.creatures.qT2StUmJ4FDfS2Ji]{Ravage bear} @UUID[Compendium.cyphersystem-compendium.creatures.n54pC87T2nULqbCJ]{Replicant} @UUID[Compendium.cyphersystem-compendium.creatures.qB1fv8beRDJG465z]{Shadow elf} @UUID[Compendium.cyphersystem-compendium.creatures.MQI4Poo9zZKrgKhc]{Skeleton} @UUID[Compendium.cyphersystem-compendium.creatures.nkAvknrgByU2kBSn]{Statue, animate} @UUID[Compendium.cyphersystem-compendium.creatures.E7LZFxUVnPeXLIgX]{Tyrannosaurus rex} @UUID[Compendium.cyphersystem-compendium.creatures.37pnRQFiOHt47hFP]{Vampire} @UUID[Compendium.cyphersystem-compendium.creatures.PIJ3eSbmYUGztjb1]{Vampire, transitional} @UUID[Compendium.cyphersystem-compendium.creatures.QFTQJ4Z4kmHVr23P]{Vat reject} @UUID[Compendium.cyphersystem-compendium.creatures.WsWJRqBjUW1WO1Wp]{Wardroid} @UUID[Compendium.cyphersystem-compendium.creatures.3jAoNYaS0CHUjkqS]{Werewolf} @UUID[Compendium.cyphersystem-compendium.creatures.2nv7KEvkNXsUOykU]{Witch} @UUID[Compendium.cyphersystem-compendium.creatures.Ziw2e08pt2Fc8vHz]{Xenoparasite} @UUID[Compendium.cyphersystem-compendium.creatures.dWvlzVDxmAUQxT7s]{Zombie}

Normal Animals

Unlike many creatures in this chapter, normal animals are simple and understandable enough to be encapsulated by just their level and maybe one or two other stats.

@UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.p7RwEbxxv74Xy0NP]{Bear, black} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.3NRZdgMZXVcEsqWl]{Bear, grizzly} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.JZbErZ6hAgtHrgim]{Dog} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.vmvgLdR7JKdsukCW]{Dog, guard} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.pNEII8Wup8xjZfuA]{Hawk} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.61EndqAjZ2ZZZuS9]{Horse} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.qLFrfE0E9w6BcG48]{Rat} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.RxtZyeRliCY3v9In]{Rattlesnake}

NPCs

The NPCs in this chapter are generic examples of nonplayer characters that can be used in many genres.

Reskinning NPCs: GMs will find that with a few tweaks, a guard can be a modern-day cop, a fantasy caravan guard, or a science fiction drone soldier. This is known as reskinning—making slight changes to existing stats to customize the NPC for your own game.

Health, Not Pools: Remember that NPCs don’t have stat Pools. Instead, they have a characteristic called health. When an NPC takes damage of any kind, the amount is subtracted from its health. Unless described otherwise, an NPC’s health is always equal to its target number. Some NPCs might have special reactions to or defenses against attacks that would normally deal Speed damage or Intellect damage, but unless the NPC’s description specifically explains this, assume that all damage is subtracted from the NPC’s health.

Appropriate Weapons: NPCs use weapons appropriate to their situation, which might be swords and crossbows, knives and shotguns, malefic psychic weapons, blasters and grenades, and so on.

@UUID[Compendium.cyphersystem-compendium.npcs.rnq3fP5XVmqEmZWG]{Assassin} @UUID[Compendium.cyphersystem-compendium.npcs.IXoOu0XGctC51WFn]{Cannibal} @UUID[Compendium.cyphersystem-compendium.npcs.jZT0TZAHaKkZ8kGv]{Crime boss} @UUID[Compendium.cyphersystem-compendium.npcs.17FhJIqwNpdkCE3Q]{Detective} @UUID[Compendium.cyphersystem-compendium.npcs.vamqtdZeooEZTvVA]{Guard} @UUID[Compendium.cyphersystem-compendium.npcs.mIkMohVYFvaiNwZB]{Occultist} @UUID[Compendium.cyphersystem-compendium.npcs.SMQHtX6tTqzNShpA]{Secret agent} @UUID[Compendium.cyphersystem-compendium.npcs.dxKy262U5XR9IQdV]{Thug} @UUID[Compendium.cyphersystem-compendium.npcs.T49YQrtaJRk1stLD]{Wizard, mighty}

","markdown":""},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"ownership":{"default":-1},"flags":{}},{"sort":599952,"name":"Cyphers","type":"text","_id":"xLSayIO5g61IGlUa","title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"

Cyphers are one-use abilities that characters gain over the course of play. They have cool powers that can heal, make attacks, ease or hinder task rolls, or (in a more supernatural and extreme example) produce effects such as nullifying gravity or turning something invisible.

Most cyphers aren’t physical objects—just something useful that happens right when you need it. They might be a burst of insight that allows a character to make a perfectly executed attack, a lucky guess when using a computer terminal, a coincidental distraction that gives you an advantage against an NPC, or a supernatural entity that makes things work out in your favor. In some games, cyphers come in the form of items, like magic potions or bits of alien technology.

Cyphers that don’t have a physical form are called subtle cyphers.

Cyphers that have a physical form are called manifest cyphers.

Regardless of their form, cyphers are single-use effects and are always consumed when used. Unless a cypher’s description says otherwise, it works only for the character who activates it. For example, a PC can’t use an enduring shield cypher on a friend.

Cyphers are a game mechanic designed for frequent discovery and use. PCs can have only a small number of cyphers at any given time, and since they’re always finding more, they’re encouraged to use them at a steady pace.

In theory, the cyphers gained by the PCs are determined randomly. However, the GM can allow PCs to acquire or find them intentionally as well. Cyphers are gained with such regularity that the PCs should feel that they can use them freely. There will always be more, and they’ll have different benefits. This means that in gameplay, cyphers are less like gear or treasure and more like character abilities that the players don’t choose. This leads to fun game moments where a player can say “Well, I’ve got an X that might help in this situation,” and X is always different. X might be an intuitive understanding of the local computer network, a favor from the Faerie Court, an explosive device, a short-range teleporter, or a force field. It might be a powerful magnet or a prayer that will cure disease. It could be anything. Cyphers keep the game fresh and interesting. Over time, characters can learn how to safely carry more and more cyphers at the same time, so cyphers really do seem more like abilities and less like gear.

“Carry” in this sense refers to both subtle cyphers and manifest cyphers, though a PC may not actually carry anything that physically represents the cypher. A character thrown into prison without their equipment might still have subtle cyphers.

Cyphers don’t have to be used to make room for new ones. For subtle cyphers, a character can just use an action to “lose” the cypher, freeing up space to “find” one later (once a subtle cypher is discarded this way, it is gone and can’t be recovered). For manifest cyphers, it’s perfectly acceptable for the PCs to stash one elsewhere for later use; of course, that doesn’t mean it will still be there when they return.

Why Cyphers?

Cyphers are (not surprisingly, based on the name) the heart of the Cypher System. This is because characters in this game have some abilities that rarely or never change and can always be counted on—pretty much like in all games—and they have some abilities that are ever-changing and inject a great deal of variability in play. They are the major reason why no Cypher System game session should ever be dull or feel just like the last session. This week your character can solve the problem by walking through walls, but last time it was because you could create an explosion that could level a city block.

The Cypher System, then, is one where PC abilities are fluid, with the GM and the players both having a role in their choice, their assignment, and their use. Although many things separate the game system from others, this aspect makes it unique, because cyphers recognize the importance and value of two things:

  1. “Treasure,” because character abilities make the game fun and exciting. In fact, in the early days of roleplaying, treasure (usually in the form of magic items found in dungeons) was really the only customization of characters that existed. One of the drives to go out and have adventures is so you can discover cool new things that help you when you go on even more adventures. This is true in many RPGs, but in the Cypher System, it’s built right into the game’s core.

  2. Letting the GM have a hand in determining PC abilities makes the game move more smoothly. Some GMs prefer to roll cyphers randomly, but some do not. For example, giving the PCs a cypher that will allow them to teleport far away might be a secret adventure seed placed by a forward-thinking GM. Because the GM has an idea of where the story is going, they can use cyphers to help guide the path. Alternatively, if the GM is open to it, they can give out cyphers that enable the characters to take a more proactive role (such as teleporting anywhere they want). Perhaps most important, they can do these things without worrying about the long-term ramifications of the ability. A device that lets you teleport multiple times might really mess up the game over the long term. But once? That’s just fun.

Cypher Limits

All characters have a maximum number of cyphers they can have at any one time, determined by their type. If a character ever attempts to carry more, random cyphers instantly disappear until the PC has a number of cyphers equal to their maximum (depending on the genre of the campaign, subtle cyphers may be more or less likely to vanish this way). These vanished cyphers are not recoverable.

Subtle Cyphers

Subtle (nonphysical) cyphers are a way to introduce cyphers into a game without overt “powered stuff”—no potions, alien crystals, or anything of that nature. They’re most useful, perhaps, in a modern or horror setting without obvious fantasy elements. Subtle cyphers are more like the inherent abilities PCs have, adding boosts to Edge, recovering points from Pools, coming up with ideas, and so on. In general, these are commonplace, non-supernatural effects—a subtle cypher wouldn’t create a laser beam or allow a character to walk through a wall. They don’t break the fragile bubble of believability in genres where flashy powers and abilities don’t make a lot of sense.

Subtle cyphers are particularly nice in a genre where the PCs are supposed to be normal people. The cyphers can simply be an expression of innate capabilities in characters that aren’t always dependable. And in many ways, that’s probably more realistic than an ability you can count on with certainty, because in real life, some days you can jump over a fence, and some days you just can’t.

Concepts for subtle cyphers include the following:

Good fortune: Once in a while, things just go your way. You’re in the right place at the right time.

Inspirations: Sometimes you get inspired to do something you’ve never done before and might not be able to do again. Call it adrenaline mixed with the right motivation, or just doing the right thing at the right place at the right time. Who can really define it? Life’s funny that way.

Alien concepts: Complex and utterly inhuman memes enter our world and worm their way into and out of human consciousness. When this happens, it can cause mental distress and disorientation. It can also grant impossible abilities and advantages.

Blessings: In a fantasy world, there are nine gods. Each morning, all intelligent residents of the world pray to one of the gods, and some of the faithful gain a divine blessing. Some people believe that praying to different gods gives you different blessings.

Earworms: You know how some songs pop into your head and just won’t leave? There’s a power to those songs, and the right people know how to harness it. Make the songs disturbing or reminiscent of evil chants, and you’ve got a perfect cypher concept for a horror campaign.

Mysterious transmissions: What’s that buzzing? That mechanical chittering? Those numbers repeating over and over? And why can only some people hear it? A few who are aware of the sounds have learned how to make use of them.

Supernatural powers: Mental or mystical energies constantly shift and change, ebb and flow. But you’ve figured out how to attune your mind to them. There are no physical actions or paraphernalia required—just an inner conduit to the numinous.

Discovering Subtle Cyphers

Since subtle cyphers aren’t physical objects, GMs will need to figure out when to give PCs new ones to replace the ones they have used. The cyphers probably shouldn’t be tied to actions entirely under the characters’ control—in other words, they shouldn’t come as a result of meditation or anything of that nature. Instead, the GM should choose significant points in the story when new cyphers might simply come unbidden to the PCs. In the broader view, this is no different than manifest cyphers placed as treasure in a creature’s lair, a secret cache, or somewhere else for the characters to find. Either way, the GM is picking good spots to “refill” potentially used cypher-based abilities.

Subtle cyphers are often found in groups of one to six (the GM can roll 1d6 to determine the number). The GM might randomly assign the cyphers to each PC who has space for more, or present a selection of cyphers to the group and allow the players to choose which ones they want for their characters. Characters should immediately know what their subtle cyphers do. If a PC activates a healing subtle cypher when they think it’s something to help pick a lock, that’s a waste of a useful character ability.

PCs might be able to obtain subtle cyphers from NPCs or in unusual circumstances as gifts, boons, or blessings, even asking for a particular kind of subtle cypher, such as healing, protection, or skill. For example, PCs who make a donation at a temple of a healing goddess could ask to receive a blessing (subtle cypher) that allows them to speak a healing prayer that restores points to one of their Pools. An NPC wizard who owes the PCs a favor might cast a spell on them that deflects one weapon if they say a magic word. An alien pylon might grant knowledge of a strange mental code that lets a person see in the dark for a few hours.

A PC can also acquire a new subtle cypher by spending 1 XP on one of the following player intrusions:

General cypher: You ask the GM for a general subtle cypher, such as “healing,” “movement,” “defense,” or perhaps something as specific as “flight.” The GM gives you a cypher that meets that description and randomly determines its level. If you don’t have space for this cypher, you immediately lose one of your current cyphers (your choice) and the new cypher takes its place.

Specific cypher: You ask the GM for a specific subtle cypher (such as a curative or stim) of a specific level. Make an Intellect roll with a difficulty equal to the cypher’s level plus 1. If you have had this cypher before, the task is eased. If you fail the roll, you do not gain a cypher. If you succeed, the GM gives you that subtle cypher at that level. If you don’t have space for this new cypher, you immediately lose one of your current cyphers (your choice) and the new cypher takes its place. Whether or not you succeed at the roll, the 1 XP is spent.

Manifest Cyphers

Because manifest cyphers are physical objects, and people are familiar with the idea of finding “treasure” as part of playing an RPG, these kinds of cyphers are easy to get into the hands of the PCs. They are often found in groups of one to six (the GM can roll 1d6 to determine the number), usually because the characters are searching for them. They might be among the possessions of a fallen foe, hidden in a secret room, or scattered amid the wreckage of a crashed starship. The GM can prepare a list ahead of time of what successful searchers find. Sometimes this list is random, and sometimes there is logic behind it. For example, a warlock’s laboratory might contain four different magic potions that the PCs can find.

If the characters search for cyphers, the GM sets the difficulty of the task. It is usually 3 or 4, and scavenging can take fifteen minutes to an hour.

Scavenging is not the only way to obtain manifest cyphers. They can also be given as gifts, traded with merchants, or sometimes purchased in a shop.

Unlike subtle cyphers, characters don’t automatically know what manifest cyphers do. Once the PCs find a manifest cypher, identifying it is a separate task, based on Intellect and modified by knowledge of the topic at hand. In a fantasy setting, that knowledge would probably be magic, but in a science fiction setting, it might be technology. The GM sets the difficulty of the task, but it is usually 1 or 2. Thus, even the smallest amount of knowledge means that cypher identification is automatic. The process takes one to ten minutes. If the PCs can’t identify a cypher, they can bring it to an expert for identification and perhaps trade, if desired.

Manifest Cyphers Duplicating Subtle Cyphers

Lots of overlap exists between what subtle cyphers and manifest cyphers can do. Nearly anything that can be explained as a subtle cypher can just as easily be a magic item, scientific device, or other manifest object. A bit of luck that helps you sneak (a subtle cypher) and a potion that helps you sneak (a manifest cypher) do the exact same thing for a character. One advantage of manifest cyphers is that characters can easily trade them to each other or sell them to NPCs. On the other hand, manifest cyphers can be dropped or stolen, and subtle cyphers can’t.

It’s fine if the GM decides to include both kinds of cyphers in the same game. A horror game could begin with the PCs as normal people with subtle cyphers, but as time goes on, they find one-use spells in occult tomes, weird potions, and bone dust that has strange powers.

Using Cyphers

The action to use a cypher is Intellect based unless described otherwise or logic suggests otherwise. For example, throwing an explosive might be Speed based because the device is physical and not really technical, but using a ray emitter is Intellect based.

Because cyphers are single-use items, cyphers used to make attacks can never be used with the Spray or Arc Spray abilities that some characters might have. They are never treated as rapid-fire weapons.

Identified manifest cyphers can be used automatically. Once a manifest cypher is activated, if it has an ongoing effect, that effect applies only to the character who activated the cypher. A PC can’t activate a cypher and then hand it to another character to reap the benefits.

A character can attempt to use a manifest cypher that has not been identified; this is usually an Intellect task using the cypher’s level. Failure might mean that the PC can’t figure out how to use the cypher or that they use it incorrectly (GM’s discretion). Of course, even if the PC activates the unidentified cypher, they have no idea what its effect will be.

Cyphers are meant to be used regularly and often. If PCs are hoarding or saving their cyphers, feel free to give them a reason to put the cyphers into play.

Cypher Levels and Effects

All cyphers have a level and an effect. The level sometimes determines an aspect of the cypher’s power (how much damage it inflicts, for example) but otherwise it only determines the general efficacy, the way level works with any object. The Level entry for a cypher is usually a die roll, sometimes with a modifier, such as 1d6 or 1d6 + 4. The GM can roll to determine the cypher’s level, or can allow the player to roll when they receive the cypher.

Normal and Fantastic Effects

Cypher effects fall into two categories: normal and fantastic. Normal effects are things that could reasonably happen or be explained in the normal physical world we’re familiar with. Fantastic effects are things that can’t. A normal person could hit a target 240 feet (73 m) away with a football, quickly get over a cold, run across a tightrope, or multiply two two-digit numbers in their head. These tasks are difficult, but possible. A normal person can’t throw an armored car, regrow a severed arm, create a robot out of thin air, or control gravity with their mind. These tasks are impossible according to the world as we know it. Cypher effects are either normal (possible) or fantastic (impossible according to the world as we know it).

Normal cypher effects should be available to PCs regardless of the genre of your game. It’s perfectly reasonable for a modern, fantasy, horror, science fiction, or superhero PC to have a cypher that gives them a one-use bonus on an attack or skill task, lets them take a quick breather to recover a few points in a Pool, or helps them focus their will to avoid distractions or fatigue.

Fantastic cypher effects should be limited to games where magic, technology, or other factors stretch the definition of “impossible.” A cypher that turns a corpse into a zombie is out of place in a non-fantastic modern game, but is perfectly reasonable for a fantasy, science fiction, or superhero game, or even a horror game where zombies exist, as long as the GM decides there is an appropriate story explanation for it. The zombie cypher might be a necromantic spell in a fantasy or superhero game, a code that activates a swarm of nanobots in a science fiction game, or a virus in a horror game. The rules categorize some cypher effects as fantastic to help the GM decide whether to exclude cyphers that don’t fit the game they’re running. For example, it is appropriate for a GM running a zombie horror survival game set in 1990s Georgia to allow the zombie-creating cypher but not a teleportation cypher, because creating a zombie is a fantastic effect that fits the setting and teleportation isn’t.

Fantastic cyphers can be subtle or manifest.

Optional Rule: Normal Cyphers Duplicating Fantastic Effects

If the GM and players are willing to stretch their imaginations a bit, it’s possible to include some fantastic cypher effects in a game where only normal cypher effects should exist, even if the PCs are only using subtle cyphers. The player using the cypher just needs to come up with a practical, realistic explanation for how the fantastic result occurred (perhaps with a much shorter or reduced effect than what’s described in the cypher text).

For example, a PC with a phase changer who is trapped in a prison cell could say that instead of physically phasing through the wall, using the cypher means they find a long-forgotten secret door connected to a narrow hallway leading to safety. A PC with a fire detonation could say they notice a can of paint thinner in the room, kick it over, and throw a table lamp into the spill, creating a spark and a momentary burst of harmful flames. A PC with a monoblade could say they spot structural flaws in an opponent’s armor, allowing them to attack for the rest of that combat in such a way that the foe’s Armor doesn’t count.

These interpretations of fantastic cyphers in a non-fantastic setting require player ingenuity and GM willingness to embrace creative solutions (similar to players using player intrusions to make a change in the game world). The GM always has the right to veto the explanation for the fantastic effect, allowing the player to choose a different action instead of using the fantastic cypher.

Manifest Cypher Forms

None of the manifest cyphers in this chapter have a stated physical form. The entries don’t tell you if something is a potion, a pill, or a device you hold in your hands because that sort of detail varies greatly from genre to genre. Are they magic? Are they tech? Are they symbiotic creatures with programmed DNA? That’s up to the GM. It’s flavor, not mechanics. It’s as important or unimportant as the style of an NPC’s hair or the color of the car the bad guys are driving. In other words, it’s the kind of thing that is important in a roleplaying game, but at the same time doesn’t actually change anything (and RPGs have a lot of things like that, if you think about it).

A manifest cypher’s physical form can be anything at all, but there are some obvious choices based on genre. The GM can design a setting that uses just one type—for example, a magical world where all cyphers are potions made by faeries. Or they can use many types, perhaps mixing them from different genres. Some suggestions include the following.

Fantasy/Fairy Tale: Potions, scrolls, runeplates, tattoos, charms, powders, crystals, books with words of power.

Modern/Romance: Drugs (injections, pills, inhalants), viruses, smartphone apps.

Science Fiction/Post-Apocalyptic: Drugs (injections, pills, inhalants), computer programs, crystals, gadgets, viruses, biological implants, mechanical implants, nanotechnological injections.

Horror: Burrowing worms or insects, pages from forbidden books, horrific images.

Superhero: Forms from all the other genres.

Cypher Tables

@UUID[Compendium.cyphersystem-compendium.cypher-roll-tables.Bn74yPIGZJTwA9yO]{Manifest Cypher Table} @UUID[Compendium.cyphersystem-compendium.cypher-roll-tables.yXkmPLGNM6UH5nkx]{Subtle Cypher Table} @UUID[Compendium.cyphersystem-compendium.cypher-roll-tables.tAjYZpL0GKkROZpR]{Fantastic Cypher Table}

A Listing of Various Cyphers

All cyphers in this section may be manifest cyphers. It is the GM’s discretion whether a particular cypher can be a subtle cypher, and that decision usually depends on the setting. (The tables indicating subtle, manifest, and fantastic cyphers are just suggestions for a typical campaign setting.)

@UUID[Compendium.cyphersystem-compendium.cyphers.nB8zfVWuIB1VvHGl]{Adhesion} @UUID[Compendium.cyphersystem-compendium.cyphers.gXzG3cEX6b15T7fh]{Age taker} @UUID[Compendium.cyphersystem-compendium.cyphers.ss48CDstie5AjXsb]{Analeptic} @UUID[Compendium.cyphersystem-compendium.cyphers.kgft4WfHxO9r06wb]{Antivenom} @UUID[Compendium.cyphersystem-compendium.cyphers.KZ2X27pebWbEvQXQ]{Armor reinforcer} @UUID[Compendium.cyphersystem-compendium.cyphers.uqL6JmysWKztajSP]{Attractor} @UUID[Compendium.cyphersystem-compendium.cyphers.FfAhElBEyjyd4E17]{Banishing} @UUID[Compendium.cyphersystem-compendium.cyphers.bxWMBr5i7Lfxid9Q]{Best tool} @UUID[Compendium.cyphersystem-compendium.cyphers.dymzqQ69RJGT8TEs]{Blackout} @UUID[Compendium.cyphersystem-compendium.cyphers.z7B2LxlcLfLMkTFw]{Blinking} @UUID[Compendium.cyphersystem-compendium.cyphers.vji8MXWxGxr3A9jp]{Burst of speed} @UUID[Compendium.cyphersystem-compendium.cyphers.WIDPRS1tIpL3pa5F]{Catholicon} @UUID[Compendium.cyphersystem-compendium.cyphers.k8SHSyIu2KzAZja7]{Chemical factory} @UUID[Compendium.cyphersystem-compendium.cyphers.o4AITObjEyBSsjR1]{Comprehension} @UUID[Compendium.cyphersystem-compendium.cyphers.88PKQNeHojZRVZLd]{Condition remover} @UUID[Compendium.cyphersystem-compendium.cyphers.cjFun20hsxOrU4UF]{Contingent activator} @UUID[Compendium.cyphersystem-compendium.cyphers.8NupmDC7tXJhHdy3]{Controlled blinking} @UUID[Compendium.cyphersystem-compendium.cyphers.ewaouF5H001ecJI2]{Curative} @UUID[Compendium.cyphersystem-compendium.cyphers.J2uXPzk3Q3o9Fwpe]{Curse bringer} @UUID[Compendium.cyphersystem-compendium.cyphers.IxserEHDalfrzdvG]{Darksight} @UUID[Compendium.cyphersystem-compendium.cyphers.7ZAyXJ8gyV4ao0wO]{Death bringer} @UUID[Compendium.cyphersystem-compendium.cyphers.DRkKlxg4WKwUgl7T]{Density} @UUID[Compendium.cyphersystem-compendium.cyphers.GxcYZVXI0R3cMeMp]{Detonation} @UUID[Compendium.cyphersystem-compendium.cyphers.bzGwdlL0ZLPsxK9v]{Detonation (creature)} @UUID[Compendium.cyphersystem-compendium.cyphers.Z5An8np1ZHSTSWet]{Detonation (dessicating)} @UUID[Compendium.cyphersystem-compendium.cyphers.RkOFWVFfuWHSGBVf]{Detonation (flash)} @UUID[Compendium.cyphersystem-compendium.cyphers.GPk5tYAHThxyIj6p]{Detonation (gravity inversion)} @UUID[Compendium.cyphersystem-compendium.cyphers.0WWb6gMnrICVA77C]{Detonation (gravity)} @UUID[Compendium.cyphersystem-compendium.cyphers.VhbqMkTUgBS24ZV8]{Detonation (massive)} @UUID[Compendium.cyphersystem-compendium.cyphers.FaQAOTHsz8kAwYva]{Detonation (matter disruption)} @UUID[Compendium.cyphersystem-compendium.cyphers.54PPya95rv4yA3O5]{Detonation (pressure)} @UUID[Compendium.cyphersystem-compendium.cyphers.DuYwDKUWCozANHfi]{Detonation (singularity)} @UUID[Compendium.cyphersystem-compendium.cyphers.hIxIA4943U1u3a9M]{Detonation (sonic)} @UUID[Compendium.cyphersystem-compendium.cyphers.PIuFZaZUI84aZvSj]{Detonation (spawn)} @UUID[Compendium.cyphersystem-compendium.cyphers.bIcebdBZfthtc7gn]{Detonation (web)} @UUID[Compendium.cyphersystem-compendium.cyphers.q5zVuR0m6OyMBS3o]{Disarm} @UUID[Compendium.cyphersystem-compendium.cyphers.wRrdISsr5cmCYZX1]{Disguise module} @UUID[Compendium.cyphersystem-compendium.cyphers.FItOrZq5fp17b99h]{Disrupting} @UUID[Compendium.cyphersystem-compendium.cyphers.dYPtdYIVh8Fw2j0I]{Eagleseye} @UUID[Compendium.cyphersystem-compendium.cyphers.wlbjzEJE7xJQejRu]{Effect resistance} @UUID[Compendium.cyphersystem-compendium.cyphers.NeLV59uT8r0aOBYv]{Effort enhancer (combat)} @UUID[Compendium.cyphersystem-compendium.cyphers.Sq85TkiuqKKZEcZa]{Effort enhancer (noncombat)} @UUID[Compendium.cyphersystem-compendium.cyphers.29q4icxpIjmPru2K]{Enduring shield} @UUID[Compendium.cyphersystem-compendium.cyphers.40DQrFLuDX017odb]{Equipment cache} @UUID[Compendium.cyphersystem-compendium.cyphers.h5TSiPn7BeeIobmN]{Farsight} @UUID[Compendium.cyphersystem-compendium.cyphers.oNuUwELrZDJY1mIf]{Fireproofing} @UUID[Compendium.cyphersystem-compendium.cyphers.fl9zbMTjxj8vy6kJ]{Flame-retardant wall} @UUID[Compendium.cyphersystem-compendium.cyphers.SJDuyxdMrDv6FaGy]{Force cube} @UUID[Compendium.cyphersystem-compendium.cyphers.dQligdNAYAr6wWdE]{Force field} @UUID[Compendium.cyphersystem-compendium.cyphers.uBDH4lBnOxOXh5CF]{Force screen projector} @UUID[Compendium.cyphersystem-compendium.cyphers.m3NxCCUGiLIKIJNw]{Force shield projector} @UUID[Compendium.cyphersystem-compendium.cyphers.w96EvfwEri9x5Mct]{Friction reducer} @UUID[Compendium.cyphersystem-compendium.cyphers.R88ueN5kMGSameYW]{Frigid wall} @UUID[Compendium.cyphersystem-compendium.cyphers.4L0etvDYulpV4ksR]{Gas bomb} @UUID[Compendium.cyphersystem-compendium.cyphers.pNqglMkBswKP2ICu]{Gravity nullifier} @UUID[Compendium.cyphersystem-compendium.cyphers.vk0FLEfC4YB7dbQs]{Gravity-nullifying application} @UUID[Compendium.cyphersystem-compendium.cyphers.aeBDWdPvxdfj3pfs]{Heat attack} @UUID[Compendium.cyphersystem-compendium.cyphers.7zM8O87dW3jbTnU6]{Hunter/seeker} @UUID[Compendium.cyphersystem-compendium.cyphers.CtZSjgL4ckxcKYUP]{Image projector} @UUID[Compendium.cyphersystem-compendium.cyphers.ReuRZASIsUHgdhEg]{Inferno wall} @UUID[Compendium.cyphersystem-compendium.cyphers.XX53GbhoCBiHS6ks]{Infiltrator} @UUID[Compendium.cyphersystem-compendium.cyphers.AitEjkvspLX688ye]{Information sensor} @UUID[Compendium.cyphersystem-compendium.cyphers.x7qSUmMgvNqV0Ugn]{Instant servant} @UUID[Compendium.cyphersystem-compendium.cyphers.sJVUfXvSJucHYari]{Instant shelter} @UUID[Compendium.cyphersystem-compendium.cyphers.Y6EVgmva4C9tPihv]{Intellect booster} @UUID[Compendium.cyphersystem-compendium.cyphers.udWLm1XDgVieMEDu]{Intelligence enhancement} @UUID[Compendium.cyphersystem-compendium.cyphers.5tLchT3lzBveqkxp]{Knowledge enhancement} @UUID[Compendium.cyphersystem-compendium.cyphers.WXP9irBlSYL49O46]{Lightning wall} @UUID[Compendium.cyphersystem-compendium.cyphers.MTgWJDJa0xrNOUMa]{Machine control} @UUID[Compendium.cyphersystem-compendium.cyphers.Kn3VvkesD5GVq0iI]{Magnetic attack drill} @UUID[Compendium.cyphersystem-compendium.cyphers.yYUMQ6PEMdyJsi6u]{Magnetic master} @UUID[Compendium.cyphersystem-compendium.cyphers.6ccQDO1fUZfF3qdo]{Magnetic shield} @UUID[Compendium.cyphersystem-compendium.cyphers.3ww0ueljUh3Fu4WN]{Manipulation beam} @UUID[Compendium.cyphersystem-compendium.cyphers.E3QMkfRIuJeWQh76]{Matter transference ray} @UUID[Compendium.cyphersystem-compendium.cyphers.zqv51NhAhlMBm2lG]{Meditation aid} @UUID[Compendium.cyphersystem-compendium.cyphers.rAka1a1rfa6U9ejN]{Memory switch} @UUID[Compendium.cyphersystem-compendium.cyphers.GS3GUtjmhIYxF8vb]{Mental scrambler} @UUID[Compendium.cyphersystem-compendium.cyphers.y710ojHG9JfbAHXq]{Metal death} @UUID[Compendium.cyphersystem-compendium.cyphers.9MBc2aywmCotLHZs]{Mind meld} @UUID[Compendium.cyphersystem-compendium.cyphers.f9o3v4yUbE2rOvkA]{Mind stabilizer} @UUID[Compendium.cyphersystem-compendium.cyphers.sgjAHLqFtHWLzSeV]{Mind-restricting wall} @UUID[Compendium.cyphersystem-compendium.cyphers.qyafaJwEsqCVU5ht]{Monoblade} @UUID[Compendium.cyphersystem-compendium.cyphers.adjHowuCfAqznUtV]{Monohorn} @UUID[Compendium.cyphersystem-compendium.cyphers.nH3BFfduw18UhsrN]{Motion sensor} @UUID[Compendium.cyphersystem-compendium.cyphers.ExszgFle5nmrHPSR]{Null field} @UUID[Compendium.cyphersystem-compendium.cyphers.yjjqWOig22fCfvyg]{Nullification ray} @UUID[Compendium.cyphersystem-compendium.cyphers.olA86ZssOHAVcyP5]{Nutrition and hydration} @UUID[Compendium.cyphersystem-compendium.cyphers.NCqhAMpNrf26KCkC]{Perfect memory} @UUID[Compendium.cyphersystem-compendium.cyphers.pMUiPSVOb2VPa79t]{Perfection} @UUID[Compendium.cyphersystem-compendium.cyphers.erJlxWAzYxAbBQ3n]{Personal environment field} @UUID[Compendium.cyphersystem-compendium.cyphers.q94YaFRPnpA4Vbt0]{Phase changer} @UUID[Compendium.cyphersystem-compendium.cyphers.orMNNP5kLwGszIWW]{Phase disruptor} @UUID[Compendium.cyphersystem-compendium.cyphers.I1UIJPrkDAtfdvkn]{Poison (emotion)} @UUID[Compendium.cyphersystem-compendium.cyphers.ab9oUkAc67kwQMu2]{Poison (explosive)} @UUID[Compendium.cyphersystem-compendium.cyphers.TqA7pzI1VOquoZrC]{Poison (mind controlling)} @UUID[Compendium.cyphersystem-compendium.cyphers.LT8pmimmThAbwOL7]{Poison (mind disrupting)} @UUID[Compendium.cyphersystem-compendium.cyphers.WKHeAOo07TN0Waqi]{Psychic communique} @UUID[Compendium.cyphersystem-compendium.cyphers.NGMhAxHPKXqxyarE]{Radiation spike} @UUID[Compendium.cyphersystem-compendium.cyphers.yxlZQszosCzyRvSM]{Ray emitter} @UUID[Compendium.cyphersystem-compendium.cyphers.kl7d13qf7si94eU0]{Ray emitter (command)} @UUID[Compendium.cyphersystem-compendium.cyphers.TvIMvUr69aOV5DnE]{Ray emitter (fear)} @UUID[Compendium.cyphersystem-compendium.cyphers.7lZj0lmBqmrz41mZ]{Ray emitter (friend slaying)} @UUID[Compendium.cyphersystem-compendium.cyphers.LHL022Qn3YRfXYU4]{Ray emitter (mind disrupting)} @UUID[Compendium.cyphersystem-compendium.cyphers.NbYGmZjDHMEmmfDL]{Ray emitter (numbing)} @UUID[Compendium.cyphersystem-compendium.cyphers.sodipYPbrbjALaH2]{Ray emitter (paralysis)} @UUID[Compendium.cyphersystem-compendium.cyphers.RSQzv6fY9P8vLQSh]{Reality spike} @UUID[Compendium.cyphersystem-compendium.cyphers.kgflNP6FVsspfutd]{Reflex enhancer} @UUID[Compendium.cyphersystem-compendium.cyphers.sdd3hhCzs5N0ZqP0]{Rejuvenator} @UUID[Compendium.cyphersystem-compendium.cyphers.8RpaNEaONagWqTTE]{Remembering} @UUID[Compendium.cyphersystem-compendium.cyphers.waaI5OVVCpZC7NLT]{Remote viewer} @UUID[Compendium.cyphersystem-compendium.cyphers.agDsGHiI4x9A0X0J]{Repair unit} @UUID[Compendium.cyphersystem-compendium.cyphers.qOLNoDFQpXZhsbCE]{Repeater} @UUID[Compendium.cyphersystem-compendium.cyphers.MycMQnAtFVkx7xjm]{Repel} @UUID[Compendium.cyphersystem-compendium.cyphers.lN1Qw9izMoo3NSbj]{Retaliation} @UUID[Compendium.cyphersystem-compendium.cyphers.zb8P9KDZaQ0j1exJ]{Secret} @UUID[Compendium.cyphersystem-compendium.cyphers.BmQhgfCQMQpMkwzg]{Sheen} @UUID[Compendium.cyphersystem-compendium.cyphers.hh2zZUmsmHCEUi8t]{Shock attack} @UUID[Compendium.cyphersystem-compendium.cyphers.EMaQ9DgLEL4DkPKD]{Shocker} @UUID[Compendium.cyphersystem-compendium.cyphers.ucJ3400aQrIR73I5]{Skill boost} @UUID[Compendium.cyphersystem-compendium.cyphers.4Bhy1bp5s8LqJR6r]{Slave maker} @UUID[Compendium.cyphersystem-compendium.cyphers.yqc7dFfKI5CTH81u]{Sleep inducer} @UUID[Compendium.cyphersystem-compendium.cyphers.k2hOy8OzSxgmhlIc]{Sniper module} @UUID[Compendium.cyphersystem-compendium.cyphers.9iFJZJ2Plks6CY7g]{Solvent} @UUID[Compendium.cyphersystem-compendium.cyphers.RhpzlF2Olodtf9J5]{Sonic hole} @UUID[Compendium.cyphersystem-compendium.cyphers.kBuARKz133ENxC8s]{Sound dampener} @UUID[Compendium.cyphersystem-compendium.cyphers.9SAuP9To5rJFzGR5]{Spatial warp} @UUID[Compendium.cyphersystem-compendium.cyphers.vs0hACATS83S9qUV]{Speed boost} @UUID[Compendium.cyphersystem-compendium.cyphers.O3yE0thccVVxTIiR]{Spy} @UUID[Compendium.cyphersystem-compendium.cyphers.FhWwzSoVBPzRfGch]{Stasis keeper}@UUID[Compendium.cyphersystem-compendium.cyphers.yazxGwqNVgyQGOPy]{Stim} @UUID[Compendium.cyphersystem-compendium.cyphers.exM6Flwc1g5UuC0q]{Strength boost} @UUID[Compendium.cyphersystem-compendium.cyphers.tSjCuPBJ8j8pIKqx]{Strength enhancer} @UUID[Compendium.cyphersystem-compendium.cyphers.E1GNoFsIMME2xcx8]{Subdual field} @UUID[Compendium.cyphersystem-compendium.cyphers.yeSsoCybAMSvVkSs]{Telepathy} @UUID[Compendium.cyphersystem-compendium.cyphers.VljAPSeYkXKcIkEd]{Teleporter (bounder)} @UUID[Compendium.cyphersystem-compendium.cyphers.4OErRBLP8HYZAnFc]{Teleporter (interstellar)} @UUID[Compendium.cyphersystem-compendium.cyphers.NWJ7mAY1VcxRBTaL]{Teleporter (planetary)} @UUID[Compendium.cyphersystem-compendium.cyphers.SKZrMCk2llIoKiU9]{Teleporter (traveler)} @UUID[Compendium.cyphersystem-compendium.cyphers.4bRwVWF2KHdSZOgh]{Temporal viewer} @UUID[Compendium.cyphersystem-compendium.cyphers.Q0Lj9McM3BanRLQ6]{Time dilation (defensive)} @UUID[Compendium.cyphersystem-compendium.cyphers.66kpaEIObWuovj11]{Time dilation (offensive)} @UUID[Compendium.cyphersystem-compendium.cyphers.ad7NVyxLv9YECCem]{Tissue regeneration} @UUID[Compendium.cyphersystem-compendium.cyphers.t2QXZKVmfQViAo4T]{Tracer} @UUID[Compendium.cyphersystem-compendium.cyphers.TFKQbAknncq4lMEV]{Trick embedder} @UUID[Compendium.cyphersystem-compendium.cyphers.sgBfROg7iUCCezZ8]{Uninterruptible power source} @UUID[Compendium.cyphersystem-compendium.cyphers.IVYgnh80vNTZ9gBf]{Vanisher} @UUID[Compendium.cyphersystem-compendium.cyphers.RcrVpX6UxbD3zTmR]{Visage changer} @UUID[Compendium.cyphersystem-compendium.cyphers.gSXLLLHYFumCsOAo]{Visual displacement device} @UUID[Compendium.cyphersystem-compendium.cyphers.0VkKJcPSO7Scn7Ef]{Vocal translator} @UUID[Compendium.cyphersystem-compendium.cyphers.SXrPkUbwR5IO6305]{Warmth} @UUID[Compendium.cyphersystem-compendium.cyphers.dHgtyDuK0uFBorWI]{Water adapter} @UUID[Compendium.cyphersystem-compendium.cyphers.vLodMbLfeliPpaol]{Weapon enhancement} @UUID[Compendium.cyphersystem-compendium.cyphers.uxXNL4ApwvCgvFAw]{Wings} @UUID[Compendium.cyphersystem-compendium.cyphers.ULHBUzdVa1eFiON2]{X-ray viewer} @UUID[Compendium.cyphersystem-compendium.cyphers.spdFY0JgxGdNMV7N]{Zero point field}

Power Boost Cyphers

These cyphers increase, modify, or improve a character’s existing powers. A burst boost cypher, for example, allows someone with the Bears a Halo of Fire focus to create a blast of fire in all directions, one time. Imagine this as being a fire-using superhero’s ability to “go nova.”

Power boost cyphers affect one use of a character’s abilities but do not require an action. Their use is part of the action that they affect.

Power boost cyphers are a special type of cypher. In some Cypher System games, they may be inappropriate, and in others, they may be the main (or only) type of cypher available, as determined by the GM. They can be either subtle or manifest.

@UUID[Compendium.cyphersystem-compendium.cyphers-power-boost.nlHGkmRztJaDi3Dj]{Area boost} @UUID[Compendium.cyphersystem-compendium.cyphers-power-boost.POLUtosUa7awAfW4]{Burst boost} @UUID[Compendium.cyphersystem-compendium.cyphers-power-boost.GEL5LkJCiQqEH1Nf]{Damage boost} @UUID[Compendium.cyphersystem-compendium.cyphers-power-boost.bEZrdVBmpzu4m3b8]{Efficacy boost (major)} @UUID[Compendium.cyphersystem-compendium.cyphers-power-boost.MLE2eQwkzrz9tVSC]{Efficacy boost (minor)} @UUID[Compendium.cyphersystem-compendium.cyphers-power-boost.xc7bsHHbEM84KLa9]{Energy boost} @UUID[Compendium.cyphersystem-compendium.cyphers-power-boost.AOWfJoOCbvwr9puF]{Range boost} @UUID[Compendium.cyphersystem-compendium.cyphers-power-boost.21qrMjA9SQFvWfkp]{Target boost}

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Setting Difficulty Ratings

The GM’s most important overall tasks are setting the stage and guiding the story created by the group (not the one created by the GM ahead of time). But setting difficulty is the most important mechanical task the GM has in the game. Although there are suggestions throughout this chapter for various difficulty ratings for certain actions, there is no master list of the difficulty for every action a PC can take. Instead, the Cypher System is designed with the “teach a person to fish” style of good game mastering in mind. (If you don’t know what that means, it comes from the old adage “Give a person a fish and they’ll eat for a day. Teach a person to fish and they’ll eat for a lifetime.” The idea is not to give GMs a ton of rules to memorize or reference, but to teach them how to make their own logical judgment calls.) Of course, most of the time, it’s not a matter of exact precision. If you say the difficulty is 3 and it “should” have been 4, the world’s not over.

For the most part, it really is as simple as rating something on a scale of 1 to 10, 1 being incredibly easy and 10 being basically impossible. The guidelines in the Task Difficulty table should help put you in the right frame of mind for assigning difficulty to a task.

For example, we make the distinction between something that most people can do and something that trained people can do. In this case, “normal” means someone with absolutely no training, talent, or experience—imagine your ne’er-do-well, slightly overweight uncle trying a task he’s never tried before. “Trained” means the person has some level of instruction or experience but is not necessarily a professional.

With that in mind, think about the act of balance. With enough focus, most people can walk across a narrow bridge (like a fallen tree trunk). That suggests it is difficulty 2. However, walking across a narrow plank that’s only 3 inches (8 cm) wide? That’s probably more like difficulty 3. Now consider walking across a tightrope. That’s probably difficulty 5—a normal person can manage that only with a great deal of luck. Someone with some training can give it a go, but it’s still hard. Of course, a professional acrobat can do it easily. Consider, however, that the professional acrobat is specialized in the task, making it difficulty 3 for them. They probably are using Effort as well during their performance.

Let’s try another task. This time, consider how hard it might be to remember the name of the previous leader of the village where the character lives. The difficulty might be 0 or 1, depending on how long ago they were the leader and how well known they were. Let’s say it was thirty years ago and they were only mildly memorable, so it’s difficulty 1. Most people remember them, and with a little bit of effort, anyone can come up with their name. Now let’s consider the name of the leader’s daughter. That’s much harder. Assuming the daughter wasn’t famous in her own right, it’s probably difficulty 4. Even people who know a little about local history (that is to say, people who are trained in the subject) might not be able to remember it. But what about the name of the pet dog owned by the daughter’s spouse? That’s probably impossible. Who’s going to remember the name of an obscure person’s pet from thirty years ago? Basically no one. However, it’s not forbidden knowledge or a well-guarded secret, so it sounds like difficulty 7. Difficulty 7 is the rating that means “No one can do this, yet some people still do.” It’s not the stuff of legend, but it’s something you would assume people can’t do. When you think there’s no way you can get tickets for a sold-out concert, but somehow your friend manages to score a couple anyway, that’s difficulty 7. (See the next section for more on difficulties 7, 8, 9, and 10.)

If you’re talking about a task, ideally the difficulty shouldn’t be based on the character performing the task. Things don’t get inherently easier or harder depending on who is doing them. However, the truth is, the character does play into it as a judgment call. If the task is breaking down a wooden door, an 8-foot-tall (2 m) automaton made of metal with nuclear-driven motors should be better at breaking it down than an average human would be, but the task rating should be the same for both. Let’s say that the automaton’s nature effectively gives it two levels of training in such tasks. Thus, if the door has a difficulty rating of 4, but the automaton is specialized and reduces the difficulty to 2, it has a target number of 6. The human has no such specialization, so the difficulty remains 4, and the person has a target number of 12. However, when you set the difficulty of breaking down the door, don’t try to take all those differences into account. The GM should consider only the human because the Task Difficulty table is based on the ideal of a “normal” person, a “trained” person, and so on. It’s humanocentric.

Most characters probably are willing to use one or two levels of Effort on a task, and they might have an appropriate skill or asset to decrease the difficulty by a step. That means that a difficulty 4 task will often be treated as difficulty 2 or even 1, and those are easy rolls to make. Don’t hesitate, then, to pull out higher-level difficulties. The PCs can rise to the challenge, especially if they are experienced.

The Impossible Difficulties

Difficulties 7, 8, 9, and 10 are all technically impossible. Their target numbers are 21, 24, 27, and 30, and you can’t roll those numbers on a d20 no matter how many times you try. Consider, however, all the ways that a character can reduce difficulty. If someone spends a little Effort or has some skill or help, it brings difficulty 7 (target number 21) into the range of possibility—difficulty 6 (target number 18). Now consider that they have specialization, use a lot of Effort, and have help. That might bring the difficulty down to 1 or even 0 (reducing it by two steps from training and specialization, three or four steps from Effort, and one step from the asset of assistance). That practically impossible task just became routine. A fourth-tier character can and will do this—not every time, due to the cost, but perhaps once per game session. You have to be ready for that. A well-prepared, motivated sixth-tier character can do that even with a difficulty 10 task. Again, they won’t do it often (they’d have to apply six levels of Effort, and even with an Edge of 6 that would cost 7 points from their Pool, and that’s assuming they’re specialized and have two levels of assets), but it can happen if they’re really prepared for the task (being specialized and maxed out in asset opportunities reduces the difficulty by four more steps). That’s why sixth-tier characters are at the top of their field, so to speak.

False Precision

One way to look at difficulty is that each step of difficulty is worth 3 on the die. That is to say, hinder the task by one step, and the target number rises by 3. Ease the task by one step, and the target number is lowered by 3. Those kinds of changes are big, meaty chunks. Difficulty, as a game mechanic, is not terribly precise. It’s measured in large portions. You never have a target number of 13 or 14, for example—it’s always 3, 6, 9, 12, 15, and so on. (Technically, this is not true. If a character adds 1 to a d20 roll for some reason, it changes a target number of 15 to 14. But this is not worth much discussion.)

Imprecision is good in this case. It would be false precision to say that one lock has a target number of 14 and another has a target number of 15. What false precision means in this context is that it would be a delusion to think we can be that exact. Can you really say that one lock is 5% easier to pick than another? And more important, even if you could, is the difference worth noting? It’s better to interact with the world in larger, more meaningful chunks than to try to parse things so carefully. If we tried to rate everything on a scale of 1 to 30 (using target numbers and not difficulty), we’d start to get lost in the proverbial weeds coming up with a meaningful distinction between something rated as an 8 and something rated as a 9 on that scale.

Routine Actions

Don’t hesitate to make actions routine. Don’t call for die rolls when they’re not really needed. Sometimes GMs fall into the trap illustrated by this dialogue:

GM: What do you do?

Player: I _________.

GM: Okay, give me a roll.

That’s not a good instinct—at least, not for the Cypher System. Players should roll when it’s interesting or exciting. Otherwise, they should just do what they do. If the PCs tie a rope around something and use it to climb down into a pit, you could ask for tying rolls, climbing rolls, and so on, but why? Just to see if they roll terribly? So the rope can come undone at the wrong time, or a character’s hand can slip? Most of the time, that makes players feel inadequate and isn’t a lot of fun. A rope coming undone in the middle of an exciting chase scene or a battle can be a great complication (and that’s what GM intrusions are for). A rope coming undone in the middle of a simple “getting from point A to point B” scene only slows down gameplay. The real fun—the real story—is down in the pit. So get the PCs down there.

There are a million exceptions to this guideline, of course. If creatures are throwing poisoned darts at the PCs while they climb, that might make things more interesting and require a roll. If the pit is filled with acid and the PCs must climb halfway down, pull a lever, and come back up, that’s a situation where you should set difficulty and perhaps have a roll. If a PC is near death, carrying a fragile item of great importance, or something similar, climbing down the rope is tense, and a roll might add to the excitement. The important difference is that these kinds of complications have real consequences.

On the flip side, don’t be afraid to use GM intrusion on routine actions if it makes things more interesting. Walking up to the king in his audience chamber in the middle of a ceremony only to trip on a rug? That could have huge ramifications for the character and the story.

Other Ways to Judge Difficulty

Rating things on a scale of 1 to 10 is something that most people are very familiar with. You can also look at it as rating an object or creature on a similar scale, if that’s easier. In other words, if you don’t know how hard it would be to climb a particular cliff face, think of it as a creature the PCs have to fight. What level would the creature be? You could look in the Creatures chapter and say “I think this wall should be about as difficult to deal with as a demon. A demon is level 5, so the task of climbing the wall will be difficulty 5.” That’s a weird way to do it, perhaps, but it’s fairly straightforward. And if you’re the kind of GM who thinks in terms of “How tough will this fight be?” then maybe rating tasks as creatures or NPCs to fight isn’t so strange after all. It’s just another way to relate to them. The important thing is that they’re on the same scale. Similarly, if the PCs have to tackle a knowledge task—say, trying to determine if they know where a caravan is headed based on its tracks—you could rate the task in terms of an object. If you’re used to rating doors or other objects that the PCs have broken through recently, the knowledge task is just a different kind of barrier to bust through.

Everything in the Cypher System—characters, creatures, objects, tasks, and so on—has a level. It might be called a tier or a difficulty instead of a level, but ultimately it’s a numerical rating system used to compare things. Although you have to be careful about drawing too many correlations—a first-tier character isn’t easily compared to a difficulty 1 wall or a level 1 animal—the principle is the same. Everything can be rated and roughly compared to everything else in the world. (It works best to take PCs out of this equation. For example, you shouldn’t try to compare a PC’s tier to a wall’s level. Character tiers are mentioned here only for completeness.)

Last, if your mind leans toward statistics, you can look at difficulty as a percentage chance. Every number on the d20 is a 5% increment. For example, you have a 5% chance of rolling a 1. You have a 10% chance of rolling a 1 or a 2. Thus, if you need to roll a 12 or higher, you have a 45% chance of success. (A d20 has nine numbers that are 12 or higher: 12, 13, 14, 15, 16, 17, 18, 19, and 20. And 9 × 5 equals 45.)

For some people, it’s easier to think in terms of a percentage chance. A GM might think “She has about a 30% chance to know that fact about geography.” Each number on a d20 is a 5% increment, and it takes six increments to equal 30%, so there are six numbers that mean the PC succeeds: 15, 16, 17, 18, 19, and 20. Thus, since the player has to roll 15 or higher, that means the target number is 15. (And that means the task is level 5, but if you’ve already determined the target number, you likely don’t care about the level.)

Advantages to This System

  1. The GM makes measured adjustments in large, uniform steps. That makes things faster than if players had to do arithmetic using a range of all numbers from 1 to 20.

  2. You calculate a target number only once no matter how many times the PCs attempt the action. If you establish that the target number is 12, it’s 12 every time a PC tries that action. (On the other hand, if you had to add numbers to your die roll, you’d have to do it for every attempt.) Consider this fact in light of combat. Once a player knows that they need to roll a 12 or higher to hit a foe, combat moves very quickly.

  3. If a PC can reduce the difficulty of an action to 0, no roll is needed. This means that an Olympic gymnast doesn’t roll a die to walk across a balance beam, but the average person does. The task is initially rated the same for both, but the difficulty is reduced for the gymnast. There’s no chance of failure.

  4. This is how everything in the game works, whether it’s climbing a wall,
    sweet-talking a guard, or fighting a bioengineered horror.

  5. Perhaps most important, the system gives GMs the freedom to focus entirely on the flow of the game. The GM doesn’t use dice to determine what happens (unless you want to)—the players do. There aren’t a lot of different rules for different actions, so there is little to remember and very little to reference. The difficulty can be used as a narrative tool, with the challenges always meeting the expected logic of the game. All the GM’s mental space can be devoted to guiding the story.

GM Intrusion

GM intrusion is the main mechanic that the GM uses to inject drama and additional excitement into the game. It’s also a handy tool for resolving issues that affect the PCs but do not involve them. GM intrusion is a way to facilitate what goes on in the world outside the characters. Can the minotaur track the PCs’ movements through the maze? Will the fraying rope hold?

Since the players roll all the dice, GM intrusion is used to determine if and when something happens. For example, if the PCs are fighting a noble’s guards, and you (the GM) know that there are more guards nearby, you don’t need to roll dice to determine if the other guards hear the scuffle and intervene (unless you want to). You just decide when it would be best for the story—which is probably when it would be worst for the characters. In a way, GM intrusion replaces the GM’s die rolling.

The mechanic is also one of the main ways that GMs award experience points to the PCs. This means that you use experience points as a narrative tool. Whenever it seems appropriate, you can introduce complications into the game that affect a specific player, but when you do so, you give that player 1 XP. The player can refuse the intrusion, but doing so costs them 1 XP. So by refusing an intrusion, the player does not get the experience point that the GM is offering, and they lose one that they already have. (This kind of refusal is likely to happen very rarely in your game, if ever. And, obviously, a player can’t refuse an intrusion if they have no XP to spend.)

Here’s how a GM intrusion might work in play. Say the PCs find a hidden console with some buttons. They learn the right order in which to press the buttons, and a section of the floor disappears. As the GM, you don’t ask the players specifically where their characters are standing. Instead, you give a player 1 XP and say “Unfortunately, you’re standing directly over this new hole in the floor.” If the player wanted, they could refuse the XP, spend one of their own, and say “I leap aside to safety.” Most likely, though, they’ll make the defense roll that you call for and let it play out.

There are two ways for the GM to handle this kind of intrusion. You could say “You’re standing in the wrong place, so make a roll.” (It’s a Speed defense roll, of course.) Alternatively, you could say “You’re standing in the wrong place. The floor opens under your feet, and you fall down into the darkness.” In the first example, the PC has a chance to save themselves. In the second example, they don’t. Both are viable options. The distinction is based on any number of factors, including the situation, the characters involved, and the needs of the story. This might seem arbitrary or even capricious, but you’re the master of what the intrusion can and can’t do. RPG mechanics need consistency so players can make intelligent decisions based on how they understand the world to work. But they’ll never base their decisions on GM intrusions. They don’t know when intrusions will happen or what form they will take. GM intrusions are the unpredictable and strange twists of fate that affect a person’s life every day.

When player modifications (such as skill, Effort, and so on) determine that success is automatic, the GM can use GM intrusion to negate the automatic success. The player must roll for the action at its original difficulty level or target number 20, whichever is lower.

Remember, any time you give a player 1 XP for a GM intrusion, you’re actually giving them 2— one to keep and one to give to another player.

Using GM Intrusion as a Narrative Tool

A GM can use this narrative tool to steer things. That doesn’t mean railroad the players or direct the action of the game with a heavy hand. GM intrusion doesn’t enable you to say “You’re all captured, so here’s your 1 XP.” Instead, the GM can direct things more subtly—gently, almost imperceptibly influencing events rather than forcing them. GM intrusion represents things going wrong. The bad guys planning well. Fortune not favoring the characters.

Consider this scenario: the GM plants an interesting adventure seed in a small village, but the PCs don’t stay there long enough to find it. So just outside the village, the PCs run afoul of a vicious viper that bites one of them. The GM uses intrusion to say that the poison from the snake will make the character debilitated unless they get a large dose of a specific antitoxin, which the group doesn’t have. Of course, they aren’t required to go back to the village where the GM’s interesting adventure can start, but it’s likely that they will, looking for the antitoxin.

Some players might find intrusion heavy-handed, but the XP softens the blow. And remember, they can refuse these narrative nudges. Intrusion is not meant to be a railroading tool—just a bit of a rudder. Not an inescapable track, but a nudge here and there.

What’s more, the GM doesn’t need to have a deliberate goal in mind. The complication you introduce could simply make things more interesting. You might not know where it will take the story, just that it will make the story better.

This is wonderfully empowering to the GM—not in a “Ha ha, now I’ll trounce the PCs” way, but in an “I can control the narrative a little bit, steering it more toward the story I want to create rather than relying on the dice” sort of way. Consider that old classic plot development in which the PCs get captured and must escape from the bad guys. In heroic fiction, this is such a staple that it would almost seem strange if it didn’t happen. But in many roleplaying games, it’s a nearly impossible turn of events—the PCs usually have too many ways to get out of the bad guy’s clutches before they’re captured. The dice have to be wildly against them. It virtually never happens. With GM intrusion, it could happen (again, in the context of the larger encounter, not as a single intrusion that results in the entire group of PCs being captured with little explanation or chance to react).

For example, let’s say the PCs are surrounded by orcs. One character is badly injured—debilitated—and the rest are hurt. Some of the orcs produce a large weighted net. Rather than asking for a lot of rolls and figuring the mechanics for escape, you use intrusion and say that the net goes over the PCs who are still on their feet. The rest of the orcs point spears menacingly. This is a pretty strong cue to the players that surrender is a good (and possibly the only) option. Some players won’t take the hint, however, so another use of intrusion might allow the orcs to hit one of the trapped PCs on the head and render them unconscious while their friends struggle in the net. If the players still don’t surrender, it’s probably best to play out the rest of the encounter without more GM intrusions—using more would be heavy-handed by anyone’s measure—although it’s perfectly reasonable to rule that a character rendered debilitated is knocked unconscious, since the orcs are trying to take the PCs alive.

Remember that GM intrusions can occur at any time, not just during combat. Disrupting or changing a tense interaction with NPCs can have big repercussions.

Using GM Intrusion as a Resolution Mechanic

This mechanic offers a way for the GM to determine how things happen in the game without leaving it all to random chance. Bad guys trying to smash down the door to the room where the PCs are holed up? You could roll a bunch of dice, compare the NPCs’ stats to the door’s stats, and so on, or you could wait until the most interesting time, have the bad guys break in, and award an experience point to the PC who tried their best to bar the door. The latter way is the Cypher System way. Intrusion is a task resolution tool for the GM. In other words, you don’t base things on stats but on narrative choice. (Frankly, a lot of great GMs over the years—even in the very early days of the hobby—have run their games this way. Sometimes they rolled dice or pretended to roll dice, but they were really manipulating things.) This method frees the GM from worrying about mechanics and looking up stats and allows them to focus on the story.

This isn’t cheating—it’s the rules of the game. This rule simply replaces traditional dice rolling with good game mastering, logic, and intelligent storytelling. When a PC is climbing a burning rope, and everyone knows that it will break at some point, the game has a mechanism to ensure that it breaks at just the right time.

Variant: If you want more randomness in your game, or if you want your game to seem like more of a simulation, assign a flat percentage chance for whatever you’re trying to resolve. For example, each round, the star troopers have a 20% chance to blast through the door—or, if you want the risk to escalate, a cumulative 20% chance to blast through the door. By not using GM intrusion, this method robs the PCs of a few XP, but when they see you rolling dice, it might help with their immersion. Alternatively, you can pretend to roll dice but really use GM intrusion, though this method seriously robs the characters of XP.

There’s a better way. Announce your intrusion, but say that there’s only a chance it will happen (state the percentage chance), and then roll the dice in plain view of everyone. If the intrusion occurs, award the XP as normal. This is likely the best of both worlds. However, it takes the narrative power out of your hands and gives it to the dice. Perhaps this method is best used only occasionally. If nothing else, it injects some variety and certainly some drama.

Using (and Not Abusing) GM Intrusion

Too much of a good thing will make the game seem utterly unpredictable—even capricious. The ideal is to use about four GM intrusions per game session, depending on the length of the session, or about one intrusion per hour of game play. This is in addition to any intrusions that are triggered by players rolling a 1.

Intrusion Through Player Rolls

When a PC rolls a 1, handle the GM intrusion the same way that you’d handle an intrusion you initiated. The intrusion could mean the PC fumbles or botches whatever they were trying to do, but it could mean something else. Consider these alternatives:

This might not be true of your players, but many players rarely, if ever, spend XP to refuse an intrusion from the GM, though they regularly use XP to avoid an intrusion that comes from a bad roll. And there’s nothing wrong with that. Some GMs might want to forbid using an XP to reroll a 1, but there’s really no point—if you’ve got an idea for a good intrusion, you don’t need to wait until a player rolls a 1 to use it.

GM Intrusion That Affects the Group

The core of the idea behind GM intrusion is that the player being adversely affected gains an experience point. But what if the intrusion affects the whole group equally? What if the GM uses it to have an unstable device overload and explode, harming all the characters? In this case, if no PC is involved more than the others (for example, no single PC was frantically attempting to repair the device), you should give 1 XP to each character but not give any of them an extra XP to hand out to someone else.

However, this kind of group intrusion should be an exception, not the rule. GM intrusions are much more effective if they are more personal.

Example GM Intrusions

It’s not a good idea to use the same events as GM intrusions over and over (“Dolmar dropped his sword again?”). Below are a number of different intrusions you can use.

Bad Luck

Through no fault of the characters, something happens that is bad or at least complicating. For example:

An Unknown Complication Emerges

The situation was more complex (and therefore more interesting) than the PCs knew—perhaps even more than the GM knew, at least at the start. For example:

An Impending Complication Emerges

GMs can use this type of intrusion as a resolution mechanic to determine NPC success or failure. Rather than rolling dice to see how long it takes an NPC to rewire a damaged force field generator, it happens at a time of the GM’s choosing—ideally when it would be most interesting. For example:

Opponent Luck or Skill

The PCs aren’t the only ones with surprising tricks up their sleeves. For example:

Fumbles

Although you might not want every player roll of 1 to be a fumble, sometimes it could be just that. Alternatively, the GM could simply declare that a fumble has occurred. In either case, consider the following examples:

Partial Success

GM intrusion doesn’t have to mean that a PC has failed. For example:

Player Intrusions

Player intrusions give the players a small bit of narrative control over the world. However, the world still remains in the GM’s purview. You can always overrule a player intrusion, or suggest a way to massage it so that it fits better into the setting. Still, because it is indeed narrative control, a player intrusion should always involve a small aspect of the world beyond the character. “I punch my foe really hard” is an expression of Effort or perhaps character ability. “My foe slips and falls backward off the ledge” is a player intrusion.

Player intrusions should never be as big as GM intrusions. They should not end an encounter, only (perhaps) provide the PC with the means to more easily end an encounter. They should not have a wide-reaching or even necessarily a long-term effect on the setting. A way to consider this might be that player intrusions can affect a single object (a floorboard snaps), feature (there’s a hidden shallow spot in the stream to ford), or NPC (the vendor is an old friend). But not more than that. A player intrusion can’t affect a whole village or even a whole tavern in that village. A rock can come loose, but a player intrusion can’t create a landslide.

Tying Actions to Stats

Although the decision is open to your discretion, when a PC takes an action, it should be fairly obvious which stat is tied to that action. Physical actions that involve brute force or endurance use Might. Physical actions that involve quickness, coordination, or agility use Speed. Actions that involve intelligence, education, insight, willpower, or charm use Intellect.

In rare instances, you could allow a PC to use a different stat for a task. For example, a character might try to break down a door by examining it closely for flaws and thus use Intellect rather than Might. This kind of change is a good thing because it encourages player creativity. Just don’t let it be abused by an exuberant or too-clever player. It’s well within your purview to decide that the door has no flaws, or to rule that the character’s attempt will take half an hour rather than one round. In other words, using a stat that is not the obvious choice should be the exception, not the rule.

Cyphers

You should think of cyphers as character abilities, whether they’re subtle cyphers or manifest cyphers. This means that it is incumbent upon you to make sure that players always have plenty of cyphers to use. In the course of their travels, the PCs should find that cyphers are extremely common. And since the PCs are limited in the number of cyphers they can carry, they will use them liberally.

Manifest cyphers can be found by scavenging through old ruins. They can be found in the corpses of magical or technological foes. They can be found among the possessions of intelligent fallen opponents or the lairs of unintelligent creatures, either amid the bones of former meals or as shiny decorations in a nest. They can be found in villages, in the back of a merchant’s cart that sells junk and scavenged parts. They are offered as rewards by people who are grateful for the PCs’ help.

Some adventures will offer more cyphers than others. Still, as a rule of thumb, in any given adventure, a character should use at least as many cyphers as they can carry. This means they should find that number of cyphers in that same amount of time (give or take). Thus, you can simply add up the number of cyphers the PCs can carry, and on average, they should find at least that many cyphers in a given adventure.

If your players are typical, they will use combat-related cyphers liberally but hold onto their utility cyphers. A ray emitter or defensive shield will be used, but a suspensor belt or phasing module will linger longer on their character sheets.

As with everything else in the game, it’s intentionally very easy for the GM to create new cyphers. Just think of the effect and how to express it as a game advantage. Two kinds of cyphers exist when it comes to effect: those that allow the user to do something better, and those that allow the user to do something they couldn’t do otherwise.

The first group includes everything that reduces the difficulty of a task (including defense tasks). The second group includes things that grant new abilities, such as flight, a new means of attack, the ability to see into the past, or any number of other powers.

A few more important notes about devising new cyphers:

Cyphers teach GMs to design different kinds of scenarios—ones in which the whole adventure isn’t wrecked if a player has something that can solve a single problem (defeat a foe, read a mind, bypass a barrier, or whatever). There should always be more to the adventure than one linchpin encounter, obstacle, foe, or secret.

It’s all right if players think of cyphers (especially manifest cyphers) as equipment or treasure. You should choose points in the course of the story that are appropriate for awarding subtle cyphers, especially if the PCs aren’t at their full capacity.

Artifacts

In terms of the narrative, artifacts are a lot like cyphers, except that most are not one-use items. Mechanically, they serve a very different purpose. It’s assumed that characters are exploring with some cyphers at their disposal. Artifacts, however, are added abilities that make characters broader, deeper, and often more powerful. They aren’t assumed—they’re extra.

The powers granted by artifacts are more like the abilities gained from a character’s type or focus in that they change the way the PC is played overall. The difference between an artifact and a type or focus ability is that almost all artifacts are temporary. They last longer than cyphers do, but because they have a depletion roll, any use could be their last.

Like cyphers, then, artifacts are a way for the GM to play a role in the development of the characters. Although armor, weapons, and the like are fine, special capabilities—such as long-range communication or travel—can really change the way the PCs interact with the world and how they deal with challenges. Some of these abilities enable the actions you want the PCs to take. For example, if you want them to have an underwater adventure, provide them with artifacts (or cyphers) that allow them to breathe underwater.

Also like cyphers, artifacts are simple for the GM to create. The only difference with artifacts is that you give them a depletion roll, using any numbers on 1d6, 1d10, 1d20, or 1d100. If you want the artifact to be used only a few times, give it a depletion roll of 1 in 1d6, 1 or 2 in 1d10, or even 1 or 2 in 1d6. If you want the PCs to use it over and over, a depletion roll of 1 in 1d100 more or less means that they can use it freely without worrying too much.

For examples of artifacts, see the Genres chapter.

You may wish to forbid the use of XP to reroll artifact depletion rolls. That’s pretty reasonable.

Skills and Other Abilities

Sometimes, the rules speak directly to character creativity. For example, players can make up their own skills. It’s possible to have a skill called “tightrope walking” that grants a character a better chance to walk across a tightrope, and another skill called “balance” that gives a character a better chance to walk across a tightrope and perform other balance actions as well. This might seem unequal at first, but the point is to let players create precisely the characters they want. Should you let a character create a skill called “doing things” that makes them better at everything? Of course not. The GM is the final arbiter not only of logic but also of the spirit of the rules, and having one or two single skills that cover every contingency is clearly not in the spirit.

It’s important that players play the character they want. This concept is supported not only with the open-ended skill system but also with the ability to get an experience point advance to tailor a character further. Likewise, the GM should be open to allowing a player to make small modifications to refine their character. In many cases, particularly ones that don’t involve stat Pools, Armor, damage inflicted, or the costs of Effort or special abilities, the answer from the GM should probably be “Sure, why not?” If a PC ends up being really good at a particular skill—better than they “should” be—what’s the harm? If Dave can swim incredibly well, how does that hurt the game in terms of the play experience or the story that develops? It doesn’t. If Helen can pick practically any mundane lock she finds, why is that a bad thing? In fact, it’s probably good for the game—there’s likely something interesting on the other sides of those doors.

In a way, this is no different than adjudicating a not-so-straightforward solution to a challenge. Sometimes you have to say “No, that’s not possible.” But sometimes, if it makes sense, open yourself up to the possibility.

NPCs and Death

As explained in the Rules of the Game chapter, NPCs have a health score rather than three stat Pools. When an NPC reaches 0 health, they are down. Whether that means dead, unconscious, or incapacitated depends on the circumstances as dictated by you and the players. Much of this can be based on logic. If the NPC is cut in half with a giant axe, they’re probably dead. If they’re mentally assaulted with a telepathic attack, they might be insane instead. If they’re hit over the head with a club, well, that’s your call.

It depends on the intentions of those who are fighting the NPC, too. PCs who want to knock out a foe rather than kill them can simply state that as their intention and describe their actions differently—using the flat of the blade, so to speak.

Creatures

Whenever possible, creatures should be handled like other NPCs. They don’t follow the same rules as the player characters. If anything, they should have greater latitude in doing things that don’t fit the normal mold. A many-armed beast should be able to attack multiple foes. A charging rhino-like animal ought to be able to move a considerable distance and attack as part of a single action.

Consider creature size very carefully. For those that are quick and hard to hit, hinder attacks against them. Large, strong creatures should be easier to hit, so ease attacks against them. However, you should freely give the stagger ability to anything twice as large as a human. This means that if the creature strikes a foe, the target must make an immediate Might defense roll or lose its next turn.

A creature’s level is a general indicator of its toughness, combining aspects of power, defense, intelligence, speed, and more into one rating. In theory, a small creature with amazing powers or extremely deadly venom could be high level, and a huge beast that isn’t very bright and isn’t much of a fighter could be low level. But these examples go against type. Generally, smaller creatures have less health and are less terrifying in combat than larger ones.

The Cypher System has no system for building creatures. There is no rule that says a creature with a certain ability should be a given level, and there is no rule dictating how many abilities a creature of a given level should have. But keep the spirit of the system in mind. Lower-level creatures are less dangerous. A level 1 creature could be poisonous, but its venom should inflict a few points of damage at most. The venom of a level 6 creature, however, might knock a PC down a step on the damage track or put them into a coma if they fail a Might defense roll. A low-level creature might be able to fly, phase through objects, or teleport because these abilities make it more interesting but not necessarily more dangerous. The value of such abilities depends on the creature that uses them. In other words, a phasing rodent is not overly dangerous, but a phasing battle juggernaut is terrifying. Basic elements such as health, damage, and offensive or defensive powers (such as poison, paralysis, disintegration, immunity to attacks, and so on) need to be tied directly to level—higher-level creatures get better abilities and more of them.

Balancing Encounters

In the Cypher System, there is no concept of a “balanced encounter.” There is no system for matching creatures of a particular level or tasks of a particular difficulty to characters of a particular tier. To some people, that might seem like a bad thing. But matching character builds to exacting challenges is not part of this game. It’s about story. So whatever you want to happen next in the story is a fine encounter as long as it’s fun. You’re not denying the characters XP if you make things too easy or too difficult, because that’s not how XP are earned. If things are too difficult for the PCs, they’ll have to flee, come up with a new strategy, or try something else entirely. The only thing you have to do to maintain “balance” is set difficulty within that encounter accurately and consistently.

In a game like the Cypher System, if everyone’s having fun, the game is balanced. Two things will unbalance the game in this context.

The first issue should be handled by the character creation rules. If there’s a problem, it might be that poor choices were made or a player isn’t taking full advantage of their options. If someone really doesn’t enjoy playing their character, allow them to alter the PC or—perhaps better—create a new one.

The second issue is trickier. As previously stated, there is no formula that states that N number of level X NPCs are a good match for tier Y characters. However, when the game has four or five beginning characters, the following guidelines are generally true.

But it depends on the situation at hand. If the PCs are already worn down from prior encounters, or if they have the right cyphers, any of the expectations listed above can change. That’s why there is no system for balancing encounters. Just keep in mind that beginning characters are pretty hardy and probably have some interesting resources, so you aren’t likely to wipe out the group by accident. Character death is unlikely unless the PCs have already been through a number of other encounters and are worn down.

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The rules of the Cypher System are quite straightforward at their heart, as all of gameplay is based around a few core concepts.

This chapter provides a brief explanation of how to play the game, and it’s useful for learning the game. Once you understand the basic concepts, you’ll likely want to reference Rules of the Game for a more in-depth treatment.

The Cypher System uses a twenty-sided die (1d20) to determine the results of most actions. Whenever a roll of any kind is called for and no die is specified, roll a d20.

The game master sets a difficulty for any given task. There are ten degrees of difficulty. Thus, the difficulty of a task can be rated on a scale of 1 to 10.

Each difficulty has a target number associated with it. The target number is always three times the task’s difficulty, so a difficulty 1 task has a target number of 3, but a difficulty 4 task has a target number of 12. To succeed at the task, you must roll the target number or higher. See the Task Difficulty table for guidance in how this works.

Character skills, favorable circumstances, or excellent equipment can decrease the difficulty of a task. For example, if a character is trained in climbing, they turn a difficulty 6 climb into a difficulty 5 climb. This is called easing the difficulty by one step (or just easing the difficulty, which assumes it’s eased by one step). If they are specialized in climbing, they turn a difficulty 6 climb into a difficulty 4 climb. This is called easing the difficulty by two steps. Decreasing the difficulty of a task can also be called easing a task. Some situations increase, or hinder, the difficulty of a task. If a task is hindered, it increases the difficulty by one step.

A skill is a category of knowledge, ability, or activity relating to a task, such as climbing, geography, or persuasiveness. A character who has a skill is better at completing related tasks than a character who lacks the skill. A character’s level of skill is either trained (reasonably skilled) or specialized (very skilled).

If you are trained in a skill relating to a task, you ease the difficulty of that task by one step. If you are specialized, you ease the difficulty by two steps. A skill can never decrease a task’s difficulty by more than two steps.

Anything else that reduces difficulty (help from an ally, a particular piece of equipment, or some other advantage) is referred to as an asset. Assets can never decrease a task’s difficulty by more than two steps.

You can also decrease the difficulty of a given task by applying Effort. (Effort is described in more detail in the Rules of the Game chapter.)

To sum up, three things can decrease a task’s difficulty: skills, assets, and Effort.

If you can ease a task so its difficulty is reduced to 0, you automatically succeed and don’t need to make a roll.

When Do You Roll?

Any time your character attempts a task, the GM assigns a difficulty to that task, and you roll a d20 against the associated target number.

When you jump from a burning vehicle, swing an axe at a mutant beast, swim across a raging river, identify a strange device, convince a merchant to give you a lower price, craft an object, use a power to control a foe’s mind, or use a blaster rifle to carve a hole in a wall, you make a d20 roll.

However, if you attempt something that has a difficulty of 0, no roll is needed—you automatically succeed. Many actions have a difficulty of 0. Examples include walking across the room and opening a door, using a special ability to negate gravity so you can fly, using an ability to protect your friend from radiation, or activating a device (that you already understand) to erect a force field. These are all routine actions and don’t require rolls.

Using skill, assets, and Effort, you can ease the difficulty of potentially any task to 0 and thus negate the need for a roll. Walking across a narrow wooden beam is tricky for most people, but for an experienced gymnast, it’s routine. You can even ease the difficulty of an attack on a foe to 0 and succeed without rolling.

If there’s no roll, there’s no chance for failure. However, there’s also no chance for remarkable success (in the Cypher System, that usually means rolling a 19 or 20, which are called special rolls; the Rules of the Game chapter also discusses special rolls).

Task Difficulty

Task DifficultyDescriptionTarget No.Guidance
0Routine0Anyone can do this basically every time.
1Simple3Most people can do this most of the time.
2Standard6Typical task requiring focus, but most people can usually do this.
3Demanding9Requires full attention; most people have a 50/50 chance to succeed.
4Difficult12Trained people have a 50/50 chance to succeed.
5Challenging15Even trained people often fail.
6Intimidating18Normal people almost never succeed.
7Formidable21Impossible without skills or great effort.
8Heroic24A task worthy of tales told for years afterward.
9Immortal27A task worthy of legends that last lifetimes.
10Impossible30A task that normal humans couldn’t consider (but one that doesn’t break the laws of physics).

Combat

Making an attack in combat works the same way as any other roll: the GM assigns a difficulty to the task, and you roll a d20 against the associated target number.

The difficulty of your attack roll depends on how powerful your opponent is. Just as tasks have a difficulty from 1 to 10, creatures have a level from 1 to 10. Most of the time, the difficulty of your attack roll is the same as the creature’s level. For example, if you attack a level 2 bandit, it’s a level 2 task, so your target number is 6.

It’s worth noting that players make all die rolls. If a character attacks a creature, the player makes an attack roll. If a creature attacks a character, the player makes a defense roll.

The damage dealt by an attack is not determined by a roll—it’s a flat number based on the weapon or attack used. For example, a spear always does 4 points of damage.

Your Armor characteristic reduces the damage you take from attacks directed at you. You get Armor from wearing physical armor (such as a leather jacket in a modern game or chainmail in a fantasy setting) or from special abilities. Like weapon damage, Armor is a flat number, not a roll. If you’re attacked, subtract your Armor from the damage you take. For example, a leather jacket gives you +1 to Armor, meaning that you take 1 less point of damage from attacks. If a mugger hits you with a knife for 2 points of damage while you’re wearing a leather jacket, you take only 1 point of damage. If your Armor reduces the damage from an attack to 0, you take no damage from that attack.

When you see the word “Armor” capitalized in the game rules (other than in the name of a special ability), it refers to your Armor characteristic—the number you subtract from incoming damage. When you see the word “armor” with a lowercase “a,” it refers to any physical armor you might wear.

Typical physical weapons come in three categories: light, medium and heavy.

Light weapons inflict only 2 points of damage, but they ease attack rolls because they are fast and easy to use. Light weapons are punches, kicks, clubs, knives, handaxes, rapiers, small pistols, and so on. Weapons that are particularly small are light weapons.

Medium weapons inflict 4 points of damage. Medium weapons include swords, battleaxes, maces, crossbows, spears, pistols, blasters, and so on. Most weapons are medium. Anything that could be used in one hand (even if it’s often used in two hands, such as a quarterstaff or spear) is a medium weapon.

Heavy weapons inflict 6 points of damage, and you must use two hands to attack with them. Heavy weapons are huge swords, great hammers, massive axes, halberds, heavy crossbows, blaster rifles, and so on. Anything that must be used in two hands is a heavy weapon.

Special Rolls

When you roll a natural 19 (the d20 shows “19”) and the roll is a success, you also have a minor effect. In combat, a minor effect inflicts 3 additional points of damage with your attack, or, if you’d prefer a special result, you could decide instead that you knock the foe back, distract them, or something similar. When not in combat, a minor effect could mean that you perform the action with particular grace. For example, when jumping down from a ledge, you land smoothly on your feet, or when trying to persuade someone, you convince them that you’re smarter than you really are. In other words, you not only succeed but also go a bit further.

When you roll a natural 20 (the d20 shows “20”) and the roll is a success, you also have a major effect. This is similar to a minor effect, but the results are more remarkable. In combat, a major effect inflicts 4 additional points of damage with your attack, but again, you can choose instead to introduce a dramatic event such as knocking down your foe, stunning them, or taking an extra action. Outside of combat, a major effect means that something beneficial happens based on the circumstance. For example, when climbing up a cliff wall, you make the ascent twice as fast. When a roll grants you a major effect, you can choose to use a minor effect instead if you prefer.

In combat (and only in combat), if you roll a natural 17 or 18 on your attack roll, you add 1 or 2 additional points of damage, respectively. Neither roll has any special effect options—just the extra damage.

For more information on special rolls and how they affect combat and other interactions, see Rules of the Game.

Rolling a natural 1 is always bad. It means that the GM introduces a new complication into the encounter.

Range and Speed

Distance is simplified into four categories: immediate, short, long, and very long.

Immediate distance from a character is within reach or within a few steps. If a character stands in a small room, everything in the room is within immediate distance. At most, immediate distance is 10 feet (3 m).

Short distance is anything greater than immediate distance but less than 50 feet (15 m) or so.

Long distance is anything greater than short distance but less than 100 feet (30 m) or so.

Very long distance is anything greater than long distance but less than 500 feet (150 m) or so. Beyond that range, distances are always specified—1,000 feet (300 m), a mile (1.5 km), and so on.

The idea is that it’s not necessary to measure precise distances. Immediate distance is right there, practically next to the character. Short distance is nearby. Long distance is farther off. Very long distance is really far off.

All weapons and special abilities use these terms for ranges. For example, all melee weapons have immediate range—they are close-combat weapons, and you can use them to attack anyone within immediate distance. A thrown knife (and most other thrown weapons) has short range. A bow has long range. An Adept’s Onslaught ability also has short range.

A character can move an immediate distance as part of another action. In other words, they can take a few steps over to the control panel and activate a switch. They can lunge across a small room to attack a foe. They can open a door and step through.

A character can move a short distance as their entire action for a turn. They can also try to move a long distance as their entire action, but the player might have to roll to see if the character slips, trips, or stumbles as the result of moving so far so quickly.

For example, if the PCs are fighting a group of cultists, any character can likely attack any cultist in the general melee—they’re all within immediate range. Exact positions aren’t important. Creatures in a fight are always moving, shifting, and jostling, anyway. However, if one cultist stayed back to fire a pistol, a character might have to use their entire action to move the short distance required to attack that foe. It doesn’t matter if the cultist is 20 feet (6 m) or 40 feet (12 m) away—it’s simply considered short distance. It does matter if the cultist is more than 50 feet (15 m) away because that distance would require a long or very long move.

Many rules in this system avoid the cumbersome need for precision. Does it really matter if the ghost is 13 feet away from you or 18? Probably not. That kind of needless specificity only slows things down and draws away from, rather than contributes to, the story.

Experience Points

Experience points (XP) are rewards given to players when the GM intrudes on the story (this is called GM intrusion) with a new and unexpected challenge. For example, in the middle of combat, the GM might inform the player that they drop their weapon. However, to intrude in this manner, the GM must award the player 2 XP. The rewarded player, in turn, must immediately give one of those XP to another player and justify the gift (perhaps the other player had a good idea, told a funny joke, performed an action that saved a life, and so on).

Alternatively, the player can refuse the GM intrusion. If they do so, they don’t get the 2 XP from the GM, and they must also spend 1 XP that they already have. If the player has no XP to spend, they can’t refuse the intrusion.

The GM can also give players XP between sessions as a reward for making discoveries during an adventure. Discoveries are interesting facts, wondrous secrets, powerful artifacts, answers to mysteries, or solutions to problems (such as where the kidnappers are keeping their victim or how the PCs repair the starship). You don’t earn XP for killing foes or overcoming standard challenges in the course of play. Discovery is the soul of the Cypher System.

Experience points are used primarily for character advancement (for details, see the Creating Your Character chapter), but a player can also spend 1 XP to reroll any die roll and take the better of the two rolls.

Cyphers

Cyphers are abilities that have a single use. In many campaigns, cyphers aren’t physical objects—they might be a spell cast upon a character, a blessing from a god, or just a quirk of fate that gives them a momentary advantage. In some campaigns, cyphers are physical objects that characters can carry. Whether or not cyphers are physical objects, they are part of the character (like equipment or a special ability) and are things characters can use during the game. The form that physical cyphers take depends on the setting. In a fantasy world they might be wands or potions, but in a science fiction game they could be alien crystals or prototype devices.

Characters will find new cyphers frequently in the course of play, so players shouldn’t hesitate to use their cypher abilities. Because cyphers are always different, the characters will always have new special powers to try.

Other Dice

In addition to a d20, you’ll need a d6 (a six-sided die). Rarely, you’ll need to roll a number between 1 and 100 (often called a d100 or d% roll), which you can do by rolling a d20 twice, using the last digit of the first roll as the “tens” place and the last digit of the second roll as the “ones” place. For example, rolling a 17 and a 9 gives you 79, rolling a 3 and an 18 gives you 38, and rolling a 20 and a 10 gives you 00 (also known as 100). If you have a d10 (a ten-sided die), you can use it instead of the d20 to roll numbers between 1 and 100.

A d6 is used most often for recovery rolls and to determine the level of cyphers.

Glossary

Game master (GM): The player who doesn’t run a character, but instead guides the flow of the story and runs all the NPCs.

Nonplayer character (NPC): Characters run by the GM. Think of them as the minor characters in the story, or the villains or opponents. This includes any kind of creature as well as people.

Party: A group of player characters (and perhaps some NPC allies).

Player character (PC): A character run by a player rather than the GM. Think of the PCs as the main characters in the story.

Player: The players who run characters in the game.

Session: A single play experience. Usually lasts a few hours. Sometimes one adventure can be accomplished in a session. More often, one adventure is multiple sessions.

Adventure: A single portion of the campaign with a beginning and an end. Usually defined at the beginning by a goal put forth by the PCs and at the end by whether or not they achieve that goal.

Campaign: A series of sessions strung together with an overarching story (or linked stories) with the same player characters. Often, but not always, a campaign involves a number of adventures.

Character: Anything that can act in the game. Although this includes PCs and human NPCs, it also technically includes creatures, aliens, mutants, automatons, animate plants, and so on. The word “creature” is usually synonymous.

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Cypher System games are played in the joint imagination of all the players, including the GM. The GM sets the scene, the players state what their characters attempt to do, and the GM determines what happens next. The rules and the dice help make the game run smoothly, but it’s the people, not the rules or the dice, that direct the action and determine the story—and the fun. If a rule gets in the way or detracts from the game, the players and the GM should work together to change it.

This is how you play the Cypher System:

  1. The player tells the GM what they want to do. This is a character action.

  2. The GM determines if that action is routine (and therefore works without needing a roll) or if there’s a chance of failure.

  3. If there is a chance of failure, the GM determines which stat the task uses (Might, Speed, or Intellect) and the task’s difficulty—how hard it will be on a scale from 1 (really easy) to 10 (basically impossible).

  4. The player and the GM determine if anything about the character—such as training, equipment, special abilities, or various actions—can modify the difficulty up or down by one or more steps. If these modifications reduce the difficulty to less than 1, the action is routine (and therefore works with no roll needed).

  5. If the action still isn’t routine, the GM uses its difficulty to determine the target number—how high the player must roll to succeed at the action (see the Task Difficulty table). The GM doesn’t have to tell the player what the target number is, but they can give the player a hint, especially if the character would reasonably know if the action was easy, average, difficult, or impossible.

  6. The player rolls a d20. If they roll equal to or higher than the target number, the character succeeds.

That’s it. That’s how to do anything, whether it’s identifying an unknown device, calming a raging drunk, climbing a treacherous cliff, or battling a demigod. Even if you ignored all the other rules, you could still play the Cypher System with just this information. The key features here are: character actions, determining task difficulty, and determining modifications.

Key Concepts

Action: Anything a character does that is significant—punch a foe, leap a chasm, activate a device, use a special power, and so on. Each character can take one action in a round.

Character: Any creature in the game capable of acting, whether it is a player character (PC) run by a player or a nonplayer character (NPC) run by the game master (GM). In the Cypher System, even bizarre creatures, sentient machines, and living energy beings can be “characters.”

Difficulty: A measure of how easy it is to accomplish a task. Difficulty is rated on a scale from 1 (lowest) to 10 (highest). Altering the difficulty to make a task harder is called “hindering.” Altering it to make a task easier is called “easing.” All changes in difficulty are measured in steps. Difficulty often equates directly with level, so opening a level 3 locked door probably has a difficulty of 3.

Ease: A decrease in a task’s difficulty, usually by one step. If something doesn’t say how many steps it eases a task, then it reduces the difficulty by one step.

Effort: Spending points from a stat Pool to reduce the difficulty of a task. A PC decides whether or not to apply Effort on their turn before the roll is made. NPCs never apply Effort.

Hinder: An increase in a task’s difficulty, usually by one step. If something doesn’t say how many steps it hinders a task, then it increases the difficulty by one step.

Inability: The opposite of trained—you’re hindered whenever you attempt a task that you have an inability in. If you also become trained in the task, the training and the inability cancel each other out and you become practiced.

Level: A way to measure the strength, difficulty, power, or challenge of something in the game. Everything in the game has a level. NPCs and objects have levels that determine the difficulty of any task related to them. For example, an opponent’s level determines how hard they are to hit or avoid in combat. A door’s level indicates how hard it is to break down. A lock’s level determines how hard it is to pick. Levels are rated on a scale from 1 (lowest) to 10 (highest). PC tiers are a little like levels, but they go only from 1 to 6 and mechanically work very differently than levels—for example, a PC’s tier does not determine a task’s difficulty.

Practiced: The normal, unmodified ability to use a skill—not trained, specialized, or an inability. Your type determines what weapon skills you’re practiced in; if you aren’t practiced with a type of weapon, you have an inability in it.

Roll: A d20 roll made by a PC to determine whether an action is successful. Although the game occasionally uses other dice, when the text simply refers to “a roll,” it always means a d20 roll.

Round: A length of time about five to ten seconds long. There are about ten rounds in a minute. When it’s really important to track precise time, use rounds. Basically, it’s the length of time to take an action in the game, but since everyone more or less acts simultaneously, all characters get to take an action each round.

Specialized: Having an exceptional amount of skill in a task. Being specialized eases the task by two steps. So, if you are specialized in climbing, all your climbing tasks are eased by two steps.

Stat: One of the three defining characteristics for PCs: Might, Speed, or Intellect. Each stat has two values: Pool and Edge. Your Pool represents your raw, innate ability, and your Edge represents knowing how to use what you have. Each stat Pool can increase or decrease over the course of play—for example, you can lose points from your Might Pool when struck by an opponent, spend points from your Intellect Pool to activate a special ability, or rest to recover points in your Speed Pool after a long day of marching. Anything that damages a stat, restores a stat, or boosts or penalizes a stat affects the stat’s Pool.

Task: Any action that a PC attempts. The GM determines the difficulty of the task. In general, a task is something that you do and an action is you performing that task, but in most cases they mean the same thing.

Trained: Having a reasonable amount of skill in a task. Being trained eases the task. For example, if you are trained in climbing, all climbing tasks for you are eased. If you become very skilled at that task, you become specialized instead of trained. You do not need to be trained to attempt a task.

Turn: The part of the round when a character or creature takes its actions. For example, if a Warrior and an Adept are fighting an orc, each round the Warrior takes an action on their turn, the Adept takes an action on their turn, and the orc takes an action on its turn. Some abilities or effects last only one turn, or end when the next turn is started.

Taking Action

Each character gets one turn each round. On a character’s turn, they can do one thing—an action. All actions fall into one of three categories: Might, Speed, or Intellect (just like the three stats). Many actions require die rolls—rolling a d20.

Every action performs a task, and every task has a difficulty that determines what number a character must reach or surpass with a die roll to succeed.

Most tasks have a difficulty of 0, which means the character succeeds automatically. For example, walking across a room, opening a door, and throwing a stone into a nearby bucket are all actions, but none of them requires a roll. Actions that are usually difficult or that become difficult due to the situation (such as shooting at a target in a blizzard) have a higher difficulty. These actions usually require a roll.

Some actions require a minimum expenditure of Might, Speed, or Intellect points. If a character cannot spend the minimum number of points needed to complete the action, they automatically fail at the task.

Determining Task Stat

Every task relates to one of a character’s three stats: Might, Speed, or Intellect. Physical activities that require strength, power, or endurance relate to Might. Physical activities that require agility, flexibility, or fast reflexes relate to Speed. Mental activities that require force of will, memory, or mental power relate to Intellect. This means you can generalize tasks into three categories: Might tasks, Speed tasks, and Intellect tasks. You can also generalize rolls into three categories: Might rolls, Speed rolls, and Intellect rolls.

The category of the task or roll determines what kind of Effort you can apply to the roll and may determine how a character’s other abilities affect the roll. For example, an Adept may have an ability that makes them better at Intellect rolls, and a Warrior may have an ability that makes them better at Speed rolls.

Determining Task Difficulty

The most frequent thing a GM does during the game—and probably the most important thing—is set a task’s difficulty. To make the job easier, use the Task Difficulty table, which associates a difficulty rating with a descriptive name, a target number, and general guidance about the difficulty.

Every difficulty from 1 to 10 has a target number associated with it. The target number is easy to remember: it’s always three times the difficulty. The target number is the minimum number a player needs to roll on a d20 to succeed at the task. Moving up or down on the table is called hindering or easing, which is measured in steps.

For example, reducing a difficulty 5 task to a difficulty 4 task is “easing the difficulty by one step” or just “easing the difficulty” or “easing the task.” Most modifiers affect the difficulty rather than the player’s roll. This has two consequences:

Low target numbers such as 3 or 6, which would be boring in most games that use a d20, are not boring in the Cypher System. For example, if you need to roll a 6 or higher, you still have a 25% chance to fail.

The upper levels of difficulty (7, 8, 9, and 10) are all but impossible because the target numbers are 21 or higher, which you can’t roll on a d20. However, it’s common for PCs to have abilities or equipment that ease a task and thus lower the target number to something they can roll on a d20.

A character’s tier does not determine a task’s level. Things don’t get more difficult just because a character’s tier increases—the world doesn’t instantly become a more difficult place. Fourth-tier characters don’t deal only with level 4 creatures or difficulty 4 tasks (although a fourth-tier character probably has a better shot at success than a first-tier character does). Just because something is level 4 doesn’t necessarily mean it’s meant only for fourth-tier characters. Similarly, depending on the situation, a fifth-tier character could find a difficulty 2 task just as challenging as a second-tier character does.

Therefore, when setting the difficulty of a task, the GM should rate the task on its own merits, not on the power of the characters.

Modifying the Difficulty

After the GM sets the difficulty for a task, the player can try to modify it for their character. Any such modification applies only to this particular attempt at the task. In other words, rewiring an electronic door lock normally might be difficulty 6, but since the character doing the work is skilled in such tasks, has the right tools, and has another character assisting them, the difficulty in this instance might be much lower. That’s why it’s important for the GM to set a task’s difficulty without taking the character into account. The character comes in at this step.

By using skills and assets, working together, and—perhaps most important—applying Effort, a character can ease a task by multiple steps to make it easier. Rather than adding bonuses to the player’s roll, reducing the difficulty lowers the target number. If they can reduce the difficulty of a task to 0, no roll is needed; success is automatic. (An exception is if the GM decides to use a GM intrusion on the task, in which case the player would have to make a roll at the original difficulty.)

There are three basic ways in which a character can ease a task: skills, assets, and Effort. Each method eases the task by at least one step—never in smaller increments.

By using skills, assets, and Effort, a character can ease a task by a maximum of ten steps: one or two steps from skills, one or two steps from assets, and one to six steps from Effort.

Skills

Characters may be skilled at performing a specific task. A skill can vary from character to character. For example, one character might be skilled at lying, another might be skilled at trickery, and a third might be skilled in all interpersonal interactions. The first level of being skilled is called being trained, and it eases that task by one step. More rarely, a character can be incredibly skilled at performing a task. This is called being specialized, and it eases the task by two steps instead of one. Skills can never decrease a task by more than two steps—any more than two steps from being trained and specialized don’t count.

Assets

An asset is anything that helps a character with a task, such as having a really good crowbar when trying to force open a door or being in a rainstorm when trying to put out a fire. Appropriate assets vary from task to task. The perfect awl might help when woodworking, but it won’t make a dance performance much better. An asset usually eases a task by one step. Assets can never ease a task by more than two steps—any more than two steps from assets don’t count.

The important thing to remember is that a skill can reduce the difficulty by no more than two steps, and assets can reduce the difficulty by no more than two steps, regardless of the situation. Thus, no task’s difficulty will ever be reduced by more than four steps without using Effort.

Effort

A player can apply Effort to ease a task. To do this, the player spends points from the stat Pool that’s most appropriate to the task. For example, applying Effort to push a heavy rock off a cliff requires a player to spend points from the character’s Might Pool; applying Effort to activate an unusual machine interface requires them to spend points from the character’s Intellect Pool. For every level of Effort spent on a task, the task is eased. It costs 3 points from a stat Pool to apply one level of Effort, and it costs 2 additional points for every level thereafter (so it costs 5 points for two levels of Effort, 7 points for three levels of Effort, and so on). A character must spend points from the same stat Pool as the type of task or roll—Might points for a Might roll, Speed points for a Speed roll, or Intellect points for an Intellect roll.

Every character has a maximum level of Effort they can apply to a single task. Effort can never ease a task by more than six steps—any more than six steps from applying Effort doesn’t count.

Free Level of Effort: A few abilities give you a free level of Effort (these usually require you to apply at least one level of Effort to a task). In effect, you’re getting one more level of Effort than what you paid for. This free level of Effort can exceed the Effort limit for your character, but not the six-step limit for easing a task.

Rolling the Die

To determine success or failure, a player rolls a die (always a d20). If they roll the target number or higher, they succeed. Most of the time, that’s the end of it—nothing else needs to be done. Rarely, a character might apply a small modifier to the roll. If they have a +2 bonus when attempting specific actions, they add 2 to the number rolled. However, the original roll matters if it’s a special roll.

If a character applies a modifier to the die roll, it’s possible to get a result of 21 or higher, in which case they can attempt a task with a target number above 20. But if there is no possibility for success—if not even rolling a natural 20 (meaning the d20 shows that number) is sufficient to accomplish the task—then no roll is made. Otherwise, characters would have a chance to succeed at everything, even impossible or ridiculous tasks such as climbing moonbeams, throwing elephants, or hitting a target on the opposite side of a mountain with an arrow.

If a character’s modifiers add up to +3, treat them as an asset instead. In other words, instead of adding a +3 bonus to the roll, reduce the difficulty by one step. For example, if a Warrior has a +1 bonus to attack rolls from a minor effect, a +1 bonus to attack rolls from a special weapon quality, and a +1 bonus to attack rolls from a special ability, they do not add 3 to their attack roll—instead, they reduce the difficulty of the attack by one step. So if they attack a level 3 foe, they would normally roll against difficulty 3 and try to reach a target number of 9, but thanks to their asset, they roll against difficulty 2 and try to reach a target number of 6.

This distinction is important when stacking skills and assets to decrease the difficulty of an action, especially since reducing the difficulty to 0 or lower means no roll is needed.

The Player Always Rolls

In the Cypher System, players always drive the action. That means they make all the die rolls. If a PC leaps out of a moving vehicle, the player rolls to see if they succeed. If a PC searches for a hidden panel, the player rolls to determine whether they find it. If a rockslide falls on a PC, the player rolls to try to get out of the way. If a PC and an NPC arm wrestle, the player rolls, and the NPC’s level determines the target number. If a PC attacks a foe, the player rolls to see if they hit. If a foe attacks the PC, the player rolls to see if they dodge the blow.

As shown by the last two examples, the PC rolls whether they are attacking or defending. Thus, something that improves defenses might ease or hinder their rolls. For example, if a PC uses a low wall to gain cover from attacks, the wall eases the player’s defense rolls. If a foe uses the wall to gain cover from the PC’s attacks, it hinders the player’s attack rolls.

Special Rolls

If a character rolls a natural 1, 17, 18, 19, or 20 (meaning the d20 shows that number), special rules come into play. These are explained in more detail in the following sections.

1: GM Intrusion. The GM makes a free intrusion (see below) and doesn’t award experience points (XP) for it.

17: Damage Bonus. If the roll was a damage-dealing attack, it deals 1 additional point of damage.

18: Damage Bonus. If the roll was a damage-dealing attack, it deals 2 additional points of damage.

19: Minor Effect. If the roll was a damage-dealing attack, it deals 3 additional points of damage or the PC gets a minor effect in addition to the normal results of the task. If the roll was something other than an attack, the PC gets a minor effect in addition to the normal results of the task.

20: Major Effect. If the roll was a damage-dealing attack, it deals 4 additional points of damage or the PC gets a major or minor effect in addition to the normal results of the task. If the roll was something other than an attack, the PC gets a major effect in addition to the normal results of the task. If the PC spent points from a stat Pool on the action, the point cost for the action decreases to 0, meaning the character regains those points as if they had not spent them at all.

GM Intrusion

GM intrusion is explained in more detail in the Running the Cypher System chapter, but essentially it means that something occurs to complicate the character’s life. The character hasn’t necessarily fumbled or done anything wrong (although perhaps they did). It could just be that the task presents an unexpected difficulty or something unrelated affects the current situation.

For GM intrusion on a defense roll, a roll of 1 might mean that the PC takes 2 additional points of damage from the attack, indicating that the opponent got in a lucky blow.

For complete details about GM intrusion and how to use it to best effect in the game, see the Running the Cypher System chapter.

Minor Effect

A minor effect happens when a player rolls a natural 19. Most of the time, a minor effect is slightly beneficial to the PC, but not overwhelming.

A climber gets up the steep slope a bit faster. A repaired machine works a bit better. A character jumping down into a pit lands on their feet. Either the GM or the player can come up with a possible minor effect that fits the situation, but both must agree on what it should be.

Don’t waste a lot of time thinking of a minor effect if nothing appropriate suggests itself. Sometimes, in cases where only success or failure matters, it’s okay to have no minor effect. Keep the game moving at an exciting pace.

In combat, the easiest and most straightforward minor effect is dealing 3 additional points of damage with an attack. The following are other common minor effects for combat:

Damage object: Instead of striking the foe, the attack strikes what the foe is holding. If the attack hits, the character makes a Might roll with a difficulty equal to the object’s level. On a success, the object moves one or more steps down the object damage track.

Distract: For one round, all of the foe’s tasks are hindered.

Knock back: The foe is knocked or forced back a few feet. Most of the time, this doesn’t matter much, but if the fight takes place on a ledge or next to a pit of lava, the effect can be significant.

Move past: The character can move a short distance at the end of the attack. This effect is useful to get past a foe guarding a door, for example.

Strike a specific body part: The attacker strikes a specific spot on the defender’s body. The GM rules what special effect, if any, results. For example, hitting a creature’s tentacle that is wrapped around an ally might make it easier for the ally to escape. Hitting a foe in the eye might blind it for one round. Hitting a creature in its one vulnerable spot might ignore Armor.

Usually, the GM just has the desired minor effect occur. For example, rolling a 19 against a relatively weak foe means it is knocked off the cliff. The effect makes the round more exciting, but the defeat of a minor creature has no significant impact on the story. Other times, the GM might rule that an additional roll is needed to achieve the effect—the special roll only gives the PC the opportunity for a minor effect. This mostly happens when the desired effect is very unlikely, such as pushing a 50-ton battle automaton off a cliff. If the player just wants to deal 3 additional points of damage as the minor effect, no extra roll is needed.

Major Effect

A major effect happens when a player rolls a natural 20. Most of the time, a major effect is quite beneficial to the character. A climber gets up the steep slope in half the time. A jumper lands with such panache that those nearby are impressed and possibly intimidated. A defender makes a free attack on a foe.

Either the GM or the player can come up with a possible major effect that fits the situation, but both must agree on what it should be. As with minor effects, don’t spend a lot of time agonizing over the details of a major effect. In cases where only success or failure matters, a major effect might offer the character a one-time asset (a modification of one step) to use the next time they attempt a similar action. When nothing else seems appropriate, the GM can simply grant the PC an additional action on their turn that same round.

In combat, the easiest and most straightforward major effect is dealing 4 additional points of damage with an attack. The following are other common major effects for combat.

Disarm: The foe drops one object that it is holding.

Impair: For the rest of the combat, all tasks the foe attempts are hindered.

Knock down: The foe is knocked prone. It can get up on its turn.

Stun: The foe loses its next action.

As with minor effects, usually the GM just has the desired major effect occur, but sometimes the GM might require an extra roll if the major effect is unusual or unlikely.

Retrying a Task After Failure

If a character fails a task (whether it’s climbing a wall, picking a lock, trying to figure out a mysterious device, or something else) they can attempt it again, but they must apply at least one level of Effort when retrying that task. A retry is a new action, not part of the same action that failed, and it takes the same amount of time as the first attempt did.

Sometimes the GM might rule that retries are impossible. Perhaps a character has one chance to convince the leader of a group of thugs not to attack, and after that, no amount of talking will stop them.

This rule doesn’t apply to something like attacking a foe in combat because combat is always changing and fluid. Each round’s situation is new, not a repeat of a previous situation, so a missed attack can’t be retried.

Initial Cost

The GM can assign a point cost to a task just for trying it. Called an initial cost, it’s simply an indication that the task is particularly taxing. For example, let’s say a character wants to try a Might action to open a heavy cellar door that is partially rusted shut. The GM says that forcing the door open is a difficulty 5 task, and there’s an initial cost of 3 Might points simply to try. This initial cost is in addition to any points the character chooses to spend on the roll (such as when applying Effort), and the initial cost points do not affect the difficulty of the task. In other words, the character must spend 3 Might points to attempt the task at all, but that doesn’t help them open the door. If they want to apply Effort to ease the task, they have to spend more points from their Might Pool.

Edge helps with the initial cost of a task, just as it does with any expenditure from a character’s Pool. In the previous example, if the character had a Might Edge of 2, they would have to spend only 1 point (3 points minus 2 from their Might Edge) for the initial cost to attempt the task. If they also applied a level of Effort to open the door, they couldn’t use their Edge again—Edge applies only once per action—so using the Effort would cost the full 3 points. Thus, they’d spend a total of 4 points (1 for the initial cost plus 3 for the Effort) from their Might Pool.

The rationale of the initial cost rule is that even in the Cypher System, where things like Effort can help a character succeed on an action, logic still suggests that some actions are very difficult and taxing, particularly for some PCs more than others.

Distance

Distance is simplified into four basic categories: immediate, short, long, and very long.

Immediate distance from a character is within reach or within a few steps; if a character stands in a small room, everything in the room is within immediate distance. At most, immediate distance is 10 feet (3 m). Immediate distance is sometimes referred to as close, or even point-blank, particularly when referring to ranges.

The words “immediate” and “close” can be used interchangeably to talk about distance. If a creature or object is within arm’s reach of the character, it can be considered both immediate and close.

Short distance is anything greater than immediate distance but less than 50 feet (15 m) or so.

Long distance is anything greater than short distance but less than 100 feet (30 m) or so.

Very long distance is anything greater than long distance but less than 500 feet (150 m) or so.

Beyond that range, distances are always specified—1,000 feet (300 m), 1 mile (1.5 km), and so on.

All weapons and special abilities use these terms for ranges. For example, all melee weapons have immediate range—they are close-combat weapons, and you can use them to attack anyone within immediate distance. A thrown knife (and most other thrown weapons) has short range. A small handgun also has short range. A rifle has long range.

A character can move an immediate distance as a part of another action. In other words, they can take a few steps to the light switch and flip it on. They can lunge across a small room to attack a foe. They can open a door and step through.

A character can move a short distance as their entire action for a turn. They can also try to move a long distance as their entire action, but the player might have to roll to see if the character slips, trips, or stumbles for moving so far so quickly.

GMs and players don’t need to determine exact distances. For example, if the PCs are fighting a group of guards, any character can likely attack any foe in the general melee—they’re all within immediate range. However, if one trooper stays back to fire a blaster, a character might have to use their entire action to move the short distance required to attack that foe. It doesn’t matter if the trooper is 20 feet (6 m) or 40 feet (12 m) away—it’s simply considered short distance. It does matter if the trooper is more than 50 feet (15 m) away because that distance would require a long move.

Other Distances

In rare cases where distances beyond very long are needed, real-world distances are best (1 mile, 100 kilometers, and so on). However, the following shorthand distances can be useful in some settings:

Planetary: On the same planet.

Interplanetary: Within the same solar system.

Interstellar: Within the same galaxy.

Intergalactic: Anywhere in the same universe.

Interdimensional: Anywhere.

Timekeeping

Generally, keep time the same way that you normally would, using minutes, hours, days, and weeks. Thus, if the characters walk overland for 15 miles (24 km), about eight hours pass, even though the journey can be described in only a few seconds at the game table. Precision timekeeping is rarely important. Most of the time, saying things like “That takes about an hour” works fine.

This is true even when a special ability has a specific duration. In an encounter, a duration of “one minute” is mostly the same as saying “the rest of the encounter.” You don’t have to track each round that ticks by if you don’t want to. Likewise, an ability that lasts for ten minutes can safely be considered the length of an in-depth conversation, the time it takes to quickly explore a small area, or the time it takes to rest after a strenuous activity.

ActionTime Usually Required
Walking a mile over easy terrainAbout fifteen minutes
Walking a mile over rough terrain (forest, snow, hills)About half an hour
Walking a mile over difficult terrain (mountains, thick jungle)About forty-five minutes
Moving from one significant location in a city to anotherAbout fifteen minutes
Sneaking into a guarded locationAbout fifteen minutes
Observing a new location to get salient detailsAbout fifteen minutes
Having an in-depth discussionAbout ten minutes
Resting after a fight or other strenuous activityAbout ten minutes
Resting and having a quick mealAbout half an hour
Making or breaking campAbout half an hour
Shopping for supplies in a market or storeAbout an hour
Meeting with an important contactAbout half an hour
Referencing a book or websiteAbout half an hour
Searching a room for hidden thingsAt least half an hour, perhaps one hour
Searching for cyphers or other valuables amid a lot of stuffAbout an hour
Identifying and understanding a cypherFifteen minutes to half an hour
Identifying and understanding an artifactAt least fifteen minutes, perhaps three hours
Repairing a device (assuming parts and tools available)At least an hour, perhaps a day
Building a device (assuming parts and tools available)At least a day, perhaps a week

Encounters, Rounds, and Initiative

Sometimes in the course of the game, the GM or players will refer to an “encounter.” Encounters are not so much measurements of time as they are events or instances in which something happens, like a scene of a movie or a chapter in a book. An encounter might be a fight with a foe, a dramatic crossing of a raging river, or a stressful negotiation with an important official. It’s useful to use the word when referring to a specific scene, as in “My Might Pool is low after that encounter with the soul sorcerer yesterday.”

A round is about five to ten seconds. The length of time is variable because sometimes one round might be a bit longer than another. You don’t need to measure time more precisely than that. You can estimate that on average there are about ten rounds in a minute. In a round, everyone—each character and NPC—gets to take one action.

To determine who goes first, second, and so on in a round, each player makes a Speed roll called an initiative roll. Most of the time, it’s only important to know which characters act before the NPCs and which act after the NPCs. On an initiative roll, a character who rolls higher than an NPC’s target number takes their action before the NPC does. As with all target numbers, an NPC’s target number for an initiative roll is three times the NPC’s level. Many times, the GM will have all NPCs take their actions at the same time, using the highest target number from among all the NPCs. Using this method, any characters who rolled higher than the target number act first, then all the NPCs act, and finally any characters who rolled lower than the target number act.

An initiative roll is a d20 roll. Since your initiative depends on how fast you are, if you spend Effort on the roll, the points come from your Speed Pool.

The order in which the characters act usually isn’t important. If the players want to go in a precise order, they can act in initiative order (highest to lowest), by going around the table, by going oldest to youngest, and so on.

For example, Charles, Tammie, and Shanna’s characters are in combat with two level 2 security guards. The GM has the players make Speed rolls to determine initiative. Charles rolls an 8, Shanna rolls a 15, and Tammie rolls a 4. The target number for a level 2 creature is 6, so each round Charles and Shanna act before the guards, then the guards act, and finally Tammie acts. It doesn’t matter whether Charles acts before or after Shanna, as long as they think it’s fair.

After everyone—all PCs and NPCs—in the combat has had a turn, the round ends and a new round begins. In all rounds after the first, everyone acts in the same order as they did in the first round. The characters cycle through this order until the logical end of the encounter (the end of the fight or the completion of the event) or until the GM asks them to make new initiative rolls. The GM can call for new initiative rolls at the beginning of any new round when conditions drastically change. For example, if the NPCs gain reinforcements, the environment changes (perhaps the lights go out), the terrain changes (maybe part of the balcony collapses under the PCs), or something similar occurs, the GM can call for new initiative rolls.

Since the action moves as a cycle, anything that lasts for a round ends where it started in the cycle. If Umberto uses an ability on an opponent that hinders its defenses for one round, the effect lasts until Umberto acts on his next turn.

A Closer Look At Situations that Don’t Involve PCs

Ultimately, the GM is the arbiter of conflicts that do not involve the PCs. They should be adjudicated in the most interesting, logical, and story-based way possible. When in doubt, match the level of the NPCs (characters or creatures) or their respective effects to determine the results. Thus, if a level 4 NPC fights a level 3 NPC, the level 4 NPC will win, but if they face a level 7 NPC, they’ll lose. Likewise, a level 4 creature resists poisons or devices of level 3 or lower but not those of level 5 and above.

The essence is this: in the Cypher System, it doesn’t matter if something is a creature, a poison, or a gravity-dispelling ray. If it’s a higher level, it wins; if it’s a lower level, it loses. If two things of equal level oppose each other, there might be a long, drawn-out battle that could go either way.

Actions

Anything that your character does in a round is an action. It’s easiest to think of an action as a single thing that you can do in five to ten seconds. For example, if you use your dart thrower to shoot a strange floating orb, that’s one action. So is running for cover behind a stack of barrels, prying open a stuck door, using a rope to pull your friend up from a pit, or activating a cypher (even if it’s stored in your pack).

Opening a door and attacking a security guard on the other side are two actions. It’s more a matter of focus than time. Drawing your sword and attacking a foe is all one action. Putting away your bow and pushing a heavy bookcase to block a door are two actions because each requires a different train of thought.

If the action you want to accomplish is not within reach, you can move a little bit. Essentially, you can move up to an immediate distance to perform your action. For example, you can move an immediate distance and attack a foe, open a door and move an immediate distance into the hallway beyond, or grab your hurt friend lying on the ground and pull them back a few steps. This movement can occur before or after your action, so you can move to a door and open it, or you can open a door and move through it.

The most common actions are:

Action: Attack

An attack is anything that you do to someone that they don’t want you to do. Slashing a foe with a curved dagger is an attack, blasting a foe with a lightning artifact is an attack, wrapping a foe in magnetically controlled metal cables is an attack, and controlling someone’s mind is an attack. An attack almost always requires a roll to see if you hit or otherwise affect your target.

In the simplest kind of attack, such as a PC trying to stab a thug with a knife, the player rolls and compares their result to the opponent’s target number. If their roll is equal to or greater than the target number, the attack hits. Just as with any kind of task, the GM might modify the difficulty based on the situation, and the player might have a bonus to the roll or might try to ease the task using skills, assets, or Effort.

A less straightforward attack might be a special ability that stuns a foe with a mental blast. However, it’s handled the same way: the player makes a roll against the opponent’s target number. Similarly, an attempt to tackle a foe and wrestle it to the ground is still just a roll against the foe’s target number.

Attacks are sometimes categorized as “melee” attacks, meaning that you hurt or affect something within immediate reach, or “ranged” attacks, meaning that you hurt or affect something at a distance.

Melee attacks can be Might or Speed actions—player choice. Physical ranged attacks (such as bows, thrown weapons, and blasts of fire from a mutation) are almost always Speed actions, but those that come from special abilities tend to be Intellect actions.

Special abilities that require touching the target require a melee attack. If the attack misses, the power is not wasted, and you can try again each round as your action until you hit the target, use another ability, or take a different action that requires you to use your hands. These attempts in later rounds count as different actions, so you don’t have to keep track of how much Effort you used when you activated the ability or how you used Edge. For example, let’s say that in the first round of combat, you activate a special ability that requires you to touch your foe and you use Effort to ease the attack, but you roll poorly and miss your foe. In the second round of combat, you can try attacking again and use Effort to ease the attack roll.

The GM and players are encouraged to describe every attack with flavor and flair. One attack roll might be a stab to the foe’s arm. A miss might be the PC’s sword slamming into the wall. Combatants lunge, block, duck, spin, leap, and make all kinds of movements that should keep combat visually interesting and compelling. The Running the Cypher System chapter has much more guidance in this regard.

Common elements that affect the difficulty of a combat task are cover, range, and darkness. The rules for these and other modifiers are explained in the Attack Modifiers and Special Situations section of this chapter.

Damage

When an attack strikes a character, it usually means the character takes damage.

An attack against a PC subtracts points from one of the character’s stat Pools—usually the Might Pool. Whenever an attack simply says it deals “damage” without specifying the type, it means Might damage, which is by far the most common type. Intellect damage, which is usually the result of a mental attack, is always labeled as Intellect damage. Speed damage is often a physical attack, but attacks that deal Speed damage are fairly rare.

NPCs don’t have stat Pools. Instead, they have a characteristic called health. When an NPC takes damage of any kind, the amount is subtracted from its health. Unless described otherwise, an NPC’s health is always equal to its target number. Some NPCs might have special reactions to or defenses against attacks that would normally deal Speed damage or Intellect damage, but unless the NPC’s description specifically explains this, assume that all damage is subtracted from the NPC’s health.

Objects don’t have stat Pools or health. They have an object damage track, just like how PCs have a damage track. Attacking objects might move them down their damage track.

Damage is always a specific amount determined by the attack. For example, a slash with a broadsword or a blast with a spike thrower deals 4 points of damage. An Adept’s Onslaught deals 4 points of damage. Often, there are ways for the attacker to increase the damage. For example, a PC can apply Effort to deal 3 additional points of damage, and rolling a natural 17 on the attack roll deals 1 additional point of damage.

Armor

Pieces of equipment and special abilities protect a character from damage by giving them Armor. Each time a character takes damage, subtract their Armor value from the damage before reducing their stat Pool or health. For example, if a Warrior with 2 Armor is hit by a gunshot that deals 4 points of damage, they take only 2 points of damage (4 minus 2 from their Armor). If Armor reduces the incoming damage to 0 or lower, the character takes no damage from the attack. For example, the Warrior’s 2 Armor protects them from all physical attacks that deal 1 or 2 points of damage.

The most common way to get Armor is to wear physical armor, such as a leather jacket, a bulletproof vest, a chainmail hauberk, bioengineered carapace grafts, or something else, depending on the setting. All physical armor comes in one of three categories: light, medium, or heavy. Light armor gives the wearer 1 point of Armor, medium gives 2 points of Armor, and heavy gives 3 points of Armor.

When you see the word “Armor” capitalized in the game rules (other than in the name of a special ability), it refers to your Armor characteristic—the number you subtract from incoming damage. When you see the word “armor” in lowercase, it refers to any physical armor you might wear.

Other effects can add to a character’s Armor. If a character is wearing chainmail (+2 to Armor) and has an ability that covers them in a protective force field that grants +1 to Armor, their total is 3 Armor. If they also use a cypher that hardens their flesh temporarily for +1 to Armor, their total is 4 Armor.

Some types of damage ignore physical armor. Attacks that specifically deal Speed damage or Intellect damage ignore Armor; the creature takes the listed amount of damage without any reduction from Armor. Ambient damage (see below) usually ignores Armor as well.

A creature may have a special bonus to Armor against certain kinds of attacks. For example, a protective suit made of a sturdy, fire-resistant material might normally give its wearer +1 to Armor but count as +3 to Armor against fire attacks. An artifact worn as a helmet might grant +2 to Armor only against mental attacks.

Ambient Damage

Some kinds of damage aren’t direct attacks against a creature, but they indirectly affect everything in the area. Most of these are environmental effects such as winter cold, high temperatures, or background radiation. Damage from these kinds of sources is called ambient damage. Physical armor usually doesn’t protect against ambient damage, though a well-insulated suit of armor can protect against cold weather.

Damage From Hazards

Attacks aren’t the only way to inflict damage on a character. Experiences such as falling from a great height, being burned in a fire, and spending time in severe weather also deal damage. Although no list of potential hazards could be comprehensive, the Damage From Hazards table includes common examples.

SourceDamageNotes
Falling1 point per 10 feet (3 m) fallen (ambient damage)
Minor fire3 points per round (ambient damage)Torch
Major fire6 points per round (ambient damage)Engulfed in flames; lava
Acid splash2 points per round (ambient damage)
Acid bath6 points per round (ambient damage)Immersed in acid
Cold1 point per round (ambient damage)Below freezing temperatures
Severe cold3 points per round (ambient damage)Liquid nitrogen
Shock1 point per round (ambient damage)Often involves losing next action
Electrocution6 points per round (ambient damage)Often involves losing next action
Crush3 pointsObject or creature falls on character
Huge crush6 pointsRoof collapse; cave-in
Collision6 pointsLarge, fast object strikes character

The Effects of Taking Damage

When an NPC reaches 0 health, it is either dead or (if the attacker wishes) incapacitated, meaning unconscious or beaten into submission.

As previously mentioned, damage from most sources is applied to a character’s Might Pool. Otherwise, stat damage always reduces the Pool of the stat it affects.

If damage reduces a character’s stat Pool to 0, any further damage to that stat (including excess damage from the attack that reduced the stat to 0) is applied to another stat Pool. Damage is applied to Pools in this order:

  1. Might (unless the Pool is 0)

  2. Speed (unless the Pool is 0)

  3. Intellect

Even if the damage is applied to another stat Pool, it still counts as its original type for the purpose of Armor and special abilities that affect damage. For example, if a character with 2 Armor is reduced to 0 Might and then is hit by a creature’s claw for 3 points of damage, it still counts as Might damage, so their Armor reduces the damage to 1 point, which then is applied to their Speed Pool. In other words, even though they take the damage from their Speed Pool, it doesn’t ignore Armor like Speed damage normally would.

In addition to taking damage from their Might Pool, Speed Pool, or Intellect Pool, PCs also have a damage track. The damage track has four states (from best to worst): hale, impaired, debilitated, and dead. When one of a PC’s stat Pools reaches 0, they move one step down the damage track. Thus, if they are hale, they become impaired. If they are already impaired, they become debilitated. If they are already debilitated, they become dead.

Some effects can immediately shift a PC one or more steps on the damage track. These include rare poisons, cellular disruption attacks, and massive traumas (such as falls from very great heights, being run over by a speeding vehicle, and so on, as determined by the GM).

Some attacks, like a serpent’s poisonous bite or a Speaker’s Enthrall, have effects other than damage to a stat Pool or shifting the PC on the damage track. These attacks can cause unconsciousness, paralysis, and so on.

When NPCs (who have only health) suffer Speed or Intellect damage, normally this is treated the same as Might damage. However, the GM or the player has the option to suggest an appropriate alternate effect—the NPC suffers a penalty, moves more slowly, is stunned, and so on.

The Damage Track

As noted above, the damage track has four states: hale, impaired, debilitated, and dead.

Hale is the normal state for a character: all three stat Pools are at 1 or higher, and the PC has no penalties from harmful conditions. When a hale PC takes enough damage to reduce one of their stat Pools to 0, they become impaired. Note that a character whose stat Pools are much lower than normal can still be hale.

Impaired is a wounded or injured state. When an impaired character applies Effort, it costs 1 extra point per level applied. For example, applying one level of Effort costs 4 points instead of 3, and applying two levels of Effort costs 7 points instead of 5.

An impaired character ignores minor and major effect results on their rolls, and they don’t deal as much extra damage in combat with a special roll. In combat, a roll of 17 or higher deals only 1 additional point of damage. When an impaired PC takes enough damage to reduce one of their stat Pools to 0, they become debilitated.

Debilitated is a critically injured state. A debilitated character may not take any actions other than to move (probably crawl) no more than an immediate distance. If a debilitated character’s Speed Pool is 0, they can’t move at all. When a debilitated PC takes enough damage to reduce a stat Pool to 0, they are dead.

Dead is dead.

The damage track allows you to know how far from death you are. If you’re hale, you’re three steps from death. If you’re impaired, you’re two steps from death. If you’re debilitated, you are only one small step from death’s door.

Recovering Points in a Pool

After losing or spending points in a Pool, you recover those points by resting. You can’t increase a Pool past its maximum by resting—just back to its normal level. Any extra points gained go away with no effect. The amount of points you recover from a rest, and how long each rest takes, depends on how many times you have rested so far that day.

When you rest, make a recovery roll. To do this, roll a d6 and add your tier. You recover that many points, and you can divide them among your stat Pools however you wish. For example, if your recovery roll is 4 and you’ve lost 4 points of Might and 2 points of Speed, you can recover 4 points of Might, or 2 points of Might and 2 points of Speed, or any other combination adding up to 4 points.

The first time you rest each day, it takes only a few seconds to catch your breath. If you rest this way in the middle of an encounter, it takes one action on your turn.

The second time you rest each day, you must rest for ten minutes to make a recovery roll. The third time you rest each day, you must rest for one hour to make a recovery roll. The fourth time you rest each day, you must rest for ten hours to make a recovery roll (usually, this occurs when you stop for the day to eat and sleep).

After that much rest, it’s assumed to be a new day, so the next time you rest, it takes only a few seconds. The next rest takes ten minutes, then one hour, and so on, in a cycle.

If you haven’t rested yet that day and you take a lot of damage in a fight, you could rest a few seconds (regaining 1d6 points + 1 point per tier) and then immediately rest for ten minutes (regaining another 1d6 points + 1 point per tier). Thus, in one full day of doing nothing but resting, you could recover 4d6 points + 4 points per tier.

Each character chooses when to make recovery rolls. If a party of five PCs rests for ten minutes because two of them want to make recovery rolls, the others don’t have to make rolls at that time. Later in the day, those three can decide to rest for ten minutes and make recovery rolls.

Recovery RollRest Time Needed
First recovery rollOne action
Second recovery rollTen minutes
Third recovery rollOne hour
Fourth recovery rollTen hours

Restoring the Damage Track

Using points from a recovery roll to raise a stat Pool from 0 to 1 or higher also automatically moves the character up one step on the damage track.

If all of a PC’s stat Pools are above 0 and the character has taken special damage that moved them down the damage track, they can use a recovery roll to move up one step on the damage track instead of recovering points. For example, a character who is debilitated from a hit with a cell-disrupting biotech device can rest and move up to impaired rather than recover points in a Pool.

Special Damage

In the course of playing the game, characters face all manner of threats and dangers that can harm them in a variety of ways, only some of which are easily represented by points of damage.

Dazed and Stunned: Characters can be dazed when struck hard on the head, exposed to extremely loud sounds, or affected by a mental attack. When this happens, for the duration of the daze effect (usually one round), all of the character’s tasks are hindered. Similar but more severe attacks can stun characters. Stunned characters lose their turn (but can still defend against attacks normally).

Poison and Disease: When characters encounter poison—whether the venom of a serpent, rat poison slipped into a burrito, cyanide dissolved in wine, or an overdose of acetaminophen—they make a Might defense roll to resist it. Failure to resist can result in points of damage, moving down the damage track, or a specific effect such as paralysis, unconsciousness, disability, or something stranger. For example, some poisons affect the brain, making it impossible to say certain words, take certain actions, resist certain effects, or recover points to a stat Pool.

Diseases work like poisons, but their effect occurs every day, so the victim must make a Might defense roll each day or suffer the effects. Disease effects are as varied as poisons: points of damage, moving down the damage track, disability, and so on. Many diseases inflict damage that cannot be restored through conventional means.

Paralysis: Paralytic effects cause a character to drop to the ground, unable to move. Unless otherwise specified, the character can still take actions that require no physical movement.

Other Effects: Other special effects can render a character blind or deaf, unable to stand without falling over, or unable to breathe. Stranger effects might negate gravity for the character (or increase it a hundredfold), transport them to another place, render them out of phase, mutate their physical form, implant false memories or senses, alter the way their brain processes information, or inflame their nerves so they are in constant, excruciating pain. Each special effect must be handled on a case-by-case basis. The GM adjudicates how the character is affected and how the condition can be alleviated (if possible).

NPCs and Special Damage

The GM always has final say over what special damage will affect an NPC. Human NPCs usually react like characters, but nonhuman creatures might react very differently. For example, a tiny bit of venom is unlikely to hurt a gigantic dragon, and it won’t affect an android or a demon at all.

If an NPC is susceptible to an attack that would shift a character down the damage track, using that attack on the NPC usually renders it unconscious or dead. Alternatively, the GM could apply the debilitated condition to the NPC, with the same effect as it would have on a PC.

Attack Modifiers And Special Situations

In combat situations, many modifiers might come into play. Although the GM is at liberty to assess whatever modifiers they think are appropriate to the situation (that’s their role in the game), the following suggestions and guidelines might make that easier. Often the modifier is applied as a step in difficulty. So if a situation hinders attacks, that means if a PC attacks an NPC, the difficulty of the attack roll is increased by one step, and if an NPC attacks a PC, the difficulty of the defense roll is decreased by one step. This is because players make all rolls, whether they are attacking or defending—NPCs never make attack or defense rolls.

When in doubt, if it seems like it should be harder to attack in a situation, hinder the attack rolls. If it seems like attacks should gain an advantage or be easier in some way, hinder the defense rolls.

Precise ranges are not important in the Cypher System. The broadly defined “immediate,” “short,” “long,” and “very long” ranges let the GM quickly make a judgment call and keep things moving. Basically, the idea is: your target is right there, your target is close, your target is pretty far away, or your target is extremely far away.

Cover

If a character is behind cover so that a significant portion of their body is behind something sturdy, attacks against the character are hindered.

If a character is entirely behind cover (their entire body is behind something sturdy), they can’t be attacked unless the attack can go through the cover. For example, if a character hides behind a thin wooden screen and their opponent shoots the screen with a rifle that can penetrate the wood, the character can be attacked. However, because the attacker can’t see the character clearly, this still counts as cover (attacks against the character are hindered).

Position

Sometimes where a character stands gives them an advantage or a disadvantage.

Prone Target: In melee, a prone target is easier to hit (attacks against them are eased). In ranged combat, a prone target is harder to hit (attacks against them are hindered).

Higher Ground: In either ranged or melee combat, attacks by an opponent on higher ground are eased.

Surprise

When a target isn’t aware of an incoming attack, the attacker has an advantage. A ranged sniper in a hidden position, an invisible assailant, or the first salvo in a successful ambush are all eased by two steps. For the attacker to gain this advantage, however, the defender truly must have no idea that the attack is coming.

If the defender isn’t sure of the attacker’s location but is still on guard, the attacks are eased by only one step.

Range

In melee, you can attack a foe who is adjacent to you (next to you) or within reach (immediate range). If you enter into melee with one or more foes, usually you can attack most or all of the combatants, meaning they are next to you, within reach, or within reach if you move slightly or have a long weapon that extends your reach.

The majority of ranged attacks have only two ranges: short range and long range (a few have very long range). Short range is generally less than 50 feet (15 m) or so. Long range is generally from 50 feet (15 m) to about 100 feet (30 m). Very long range is generally 100 feet (30 m) to 500 feet (150 m). Greater precision than that isn’t important in the Cypher System. If anything is longer than very long range, the exact range is usually spelled out, such as with an item that can fire a beam 1,000 feet (300 m) or teleport you up to 1 mile (1.5 km) away.

Thus, the game has four measurements of distance: immediate, short, long, and very long. These apply to movement as well. A few special cases—point-blank range and extreme range— modify an attack’s chance to successfully hit.

Point-Blank Range: If a character uses a ranged weapon against a target within immediate range, the attack is eased.

Extreme Range: Targets just at the limit of a weapon’s range are at extreme range. Attacks against such targets are hindered.

The GM might allow a character with a ranged weapon to attack beyond extreme range, but the attack would be hindered by two steps for each range category beyond the normal limit. Attacks with hard limits, such as the blast radius of a bomb, can’t be modified.

In certain situations, such as a PC on top of a building looking across an open field, the GM should allow ranged attacks to exceed their maximum range. For example, in perfect conditions, a good archer can hit a large target with a bow and arrow at 500 feet (150 m), much farther than a bow’s typical long range.

Illumination

What characters can see (and how well they can see) plays a huge factor in combat.

Dim Light: Dim light is approximately the amount of light on a night with a bright full moon or the illumination provided by a torch, flashlight, or desk lamp. Dim light allows you to see out to short range. Targets in dim light are harder to hit. Attacks against such targets are hindered. Attackers trained in low-light spotting negate this modifier.

Very Dim Light: Very dim light is approximately the amount of light on a starry night with no visible moon, or the glow provided by a candle or an illuminated control panel. Very dim light allows you to see clearly only within immediate range and perceive vague shapes to short range. Targets in very dim light are harder to hit. Attacks against targets within immediate range are hindered, and attacks against those in short range are hindered by two steps. Attackers trained in low-light spotting modify these difficulties by one step in their favor. Attackers specialized in low-light spotting modify these difficulties by two steps in their favor.

Darkness: Darkness is an area with no illumination at all, such as a moonless night with cloud cover or a room with no lights. Targets in complete darkness are nearly impossible to hit. If an attacker can use other senses (such as hearing) to get an idea of where the opponent might be, attacks against such targets are hindered by four steps. Otherwise, attacks in complete darkness fail without the need for a roll unless the player spends 1 XP to “make a lucky shot” or the GM uses GM intrusion. Attackers trained in low-light spotting ease the task. Attackers specialized in low-light spotting ease the task by two steps.

Visibility

Similar to illumination, factors that obscure vision affect combat.

Mist: A target in mist is similar to one in dim light. Ranged attacks against such targets are hindered. Particularly dense mist makes ranged attacks nearly impossible (treat as darkness), and even melee attacks are hindered.

Hiding Target: A target in dense foliage, behind a screen, or crawling amid the rubble in a ruin is hard to hit because they’re hard to see. Ranged attacks against such targets are hindered.

Invisible Target: If an attacker can use other senses (such as hearing) to get an idea of where the opponent might be, attacks against such targets are hindered by four steps. Otherwise, attacks against an invisible creature fail without the need for a roll unless the player spends 1 XP to “make a lucky shot” or the GM uses GM intrusion.

Water

Being in shallow water can make it hard to move, but it doesn’t affect combat. Being in deep water can make things difficult, and being underwater entirely can seem as different as being on another world.

Deep Water: Being in water up to your chest (or the equivalent thereof) hinders your attacks. Aquatic creatures ignore this modifier.

Underwater Melee Combat: For nonaquatic creatures, being completely underwater makes attacking very difficult. Attacks with stabbing weapons are hindered, and melee attacks with slashing or bashing weapons are hindered by two steps. Aquatic creatures ignore these penalties.

Underwater Ranged Combat: As with melee combat, nonaquatic creatures have problems fighting underwater. Some ranged attacks are impossible underwater—you can’t throw things, fire a bow or crossbow, or use a blowgun. Many firearms also do not work underwater. Attacks with weapons that do work underwater are hindered. Ranges underwater are reduced by one category; very-long-range weapons work only to long range, long-range weapons work only to short range, and short-range weapons work only to immediate range.

Moving Targets

Moving targets are harder to hit, and moving attackers have a difficult time as well.

Target Is Moving: Attackers trying to hit a foe who is moving very fast are hindered. (A foe moving very fast is one who is doing nothing but running, mounted on a moving creature, riding on a vehicle or moving conveyance, and so on.)

Attacker Is Moving: An attacker trying to make an attack while moving under their own power (walking, running, swimming, and so on) takes no penalties. Attacks from a moving mount or moving vehicle are hindered; an attacker trained in riding or driving ignores this penalty.

Attacker Is Jostled: Being jostled, such as while standing on a listing ship or a vibrating platform, makes attacking difficult. Such attacks are hindered. Characters trained in balancing or sailing would ignore penalties for being on a ship.

Gravity

In a spacefaring campaign, characters may travel to worlds with stronger or weaker gravity than Earth’s. Likewise, strange technology or magic can cause gravity to fluctuate even in an Earth-based campaign. Characters who have a large amount of metal (wearing metal armor, using metal weapons, and so on) can be affected by fluctuating magnetism just as a character is affected by gravity.

Low Gravity: Weapons that rely on weight, such as all heavy weapons, deal 2 fewer points of damage (dealing a minimum of 1 point of damage). Weapons with short range can reach to long range, and long-range weapons can reach to very long range. Characters trained in low-gravity maneuvering ignore the damage penalty.

High Gravity: It’s hard to make effective attacks when the pull of gravity is very strong. Attacks (and all physical actions) made in high gravity are hindered. Ranges in high gravity are reduced by one category (very-long-range weapons reach only to long range, long-range weapons reach only to short range, and short-range weapons reach only to immediate range). Characters trained in high-gravity maneuvering ignore the change in difficulty but not the range decreases.

Zero Gravity: It’s hard to maneuver in an environment without gravity. All physical actions (including attacks) made in zero gravity are hindered. Weapons with short range can reach to long range, long-range weapons can reach to very long range, and very-long-range weapons can reach to about 1,000 feet (300 m) instead of 500 feet (150 m). Characters trained in zero-gravity maneuvering ignore the change in difficulty.

Special Situation: Combat Between NPCs

When an NPC ally of the PCs attacks another NPC, the GM can designate a player to roll and handle it like a PC attacking. Often, the choice is obvious. For example, a character who has a trained attack animal should roll when their pet attacks enemies. If an NPC ally accompanying the party leaps into the fray, that ally’s favorite PC rolls for them. NPCs cannot apply Effort. Of course, it’s perfectly fitting (and easier) to have the NPC ally use the cooperative action rules to aid a PC instead of making direct attacks, or to compare the levels of the two NPCs (higher wins).

Special Situation: Combat Between PCs

When one PC attacks another PC, the attacking character makes an attack roll, and the other character makes a defense roll, adding any appropriate modifiers. If the attacking PC has a skill, ability, asset, or other effect that would ease the attack if it were made against an NPC, the character adds 3 to the roll for each step reduction (+3 for one step, +6 for two steps, and so on). If the attacker’s final result is higher, the attack hits. If the defender’s result is higher,
the attack misses. Damage is resolved normally. The GM mediates all special effects.

Special Situation: Area Attacks

Sometimes, an attack or effect affects an area rather than a single target. For example, a grenade or a landslide can potentially harm or affect everyone in the area.

In an area attack, all PCs in the area make appropriate defense rolls against the attack to determine its effect on them. If there are any NPCs in the area, the attacker makes a single attack roll against all of them (one roll, not one roll per NPC) and compares it to the target number of each NPC. If the roll is equal to or greater than the target number of a particular NPC, the attack hits that NPC.

Some area attacks always deal at least a minimum amount of damage, even if the attacks miss or if a PC makes a successful defense roll.

For example, consider a character who uses Shatter to attack six cultists (level 2; target number 6) and their leader (level 4; target number 12). The PC applies Effort to increase the damage and rolls an 11 for the attack roll. This hits the six cultists, but not the leader, so the ability deals 3 points of damage to each of the cultists. The description of Shatter says that applying Effort to increase the damage also means that targets take 1 point of damage if the PC fails the attack roll, so the leader takes 1 point of damage. In terms of what happens in the story, the cultists are caught flat-footed by the sudden detonation of one of their knives, but the leader ducks and is shielded from the blast. Despite the leader’s quick moves, the blast is so intense that a few bits of metal slice them.

Special Situation: Attacking Objects

Attacking an object is rarely a matter of hitting it. Sure, you can hit the broad side of a barn, but can you damage it? Attacking inanimate objects with a melee weapon is a Might action. Objects have levels and thus target numbers. Objects have a damage track that works like the damage track for PCs.

Intact is the default state for an object.

Minor damage is a slightly damaged state. An object with minor damage reduces its level by 1.

Major damage is a critically damaged state. An object with major damage is broken and no longer functions.

Destroyed is destroyed. The object is ruined, no longer functions, and cannot be repaired.

If the Might action to damage an object is a success, the object moves one step down the object damage track. If the Might roll exceeded the difficulty by 2 levels, the object instead moves two steps down the object damage track. If the Might roll exceeded the difficulty by 4 levels, the object instead moves three steps down the object damage track. Objects with minor or major damage can be repaired, moving them one or more steps up the object damage track.

Brittle or fragile objects, like paper or glass, decrease the effective level of the object for the purposes of determining if it is damaged. Hard objects, like those made of wood or stone, add 1 to the effective level. Very hard objects, like those made of metal, add 2. (The GM may rule that some exotic materials add 3.)

The tool or weapon used to attack the object must be at least as hard as the object itself. Further, if the amount of damage the attack could inflict—not modified by a special die roll—does not equal or exceed the effective level of the object, the attack cannot damage the object no matter what the roll.

Action: Activate a Special Ability

Special abilities are granted by foci, types, and flavors, or provided by cyphers or other devices. If a special ability affects another character in any kind of unwanted manner, it’s handled as an attack. This is true even if the ability is normally not considered an attack. For example, if a character has a healing touch, and their friend doesn’t want to be healed for some reason, an attempt to heal their unwilling friend is handled as an attack.

Plenty of special abilities do not affect another character in an unwanted manner. For example, a PC might use Hover on themselves to float into the air. A character with a matter-reorganizing device might change a stone wall into glass. A character who activates a phase changer cypher might walk through a wall. None of these requires an attack roll (although when turning a stone wall to glass, the character must still make a roll to successfully affect the wall).

If the character spends points to apply Effort on the attempt, they might want to roll anyway to see if they get a major effect, which would reduce the cost for their action.

Action: Move

As a part of another action, a character can adjust their position—stepping back a few feet while using an ability, sliding over in combat to take on a different opponent to help a friend, pushing through a door they just opened, and so on. This is considered an immediate distance, and a character can move this far as part of another action.

In a combat situation, if a character is in a large melee, they’re usually considered to be next to most other combatants, unless the GM rules that they’re farther away because the melee is especially large or the situation dictates it.

If they’re not in melee but still nearby, they are considered to be a short distance away—usually less than 50 feet (15 m). If they’re farther away than that but still involved in the combat, they are considered to be a long distance away, usually 50 to 100 feet (15 to 30 m), or possibly even a very long distance away, usually more than 100 feet to 500 feet (30 to 150 m).

In a round, as an action, a character can make a short move. In this case, they are doing nothing but moving up to about 50 feet (15 m). Some terrain or situations will change the distance a character can move, but generally, making a short move is considered to be a difficulty 0 action. No roll is needed; they just get where they’re going as their action.

A character can try to make a long move—up to 100 feet (30 m) or so—in one round. This is a Speed task with a difficulty of 4. As with any action, they can use skills, assets, or Effort to ease the task. Terrain, obstacles, or other circumstances can hinder the task. A successful roll means the character moved the distance safely. Failure means that at some point during the move, they stop or stumble (the GM determines where this happens).

A character can also try to make a short move and take another (relatively simple) physical action, like make an attack. As with the attempt to make a long move, this is a Speed task with a difficulty of 4, and failure means that the character stops at some point, slipping or stumbling or otherwise getting held up.

Long-Term Movement

When talking about movement in terms of traveling rather than round-by-round action, typical characters can travel on a road about 20 miles (32 km) per day, averaging about 3 miles (5 km) per hour, including a few stops. When traveling overland, they can move about 12 miles (19 km) per day, averaging 2 miles (3 km) per hour, again with some stops. Mounted characters, such as those on horseback, can go twice as far. Other modes of travel (cars, airplanes, hovercraft, sailing ships, and so on) have their own rates of movement.

Movement Modifiers

Different environments affect movement in different ways.

Rough Terrain: A surface that’s considered rough terrain is covered in loose stones or other material, uneven or with unsure footing, unsteady, or a surface that requires movement across a narrow space, such as a cramped corridor or a slender ledge. Stairs are also considered rough terrain. Rough terrain does not slow normal movement on a round-by-round basis, but hinders move rolls. Rough terrain cuts long-term movement rates in half.

Difficult Terrain: Difficult terrain is an area filled with challenging obstacles—water up to waist height, a very steep slope, an especially narrow ledge, slippery ice, a foot or more of snow, a space so small that one must crawl through it, and so on. Difficult terrain hinders move rolls and halves movement on a round-by-round basis. This means that a short move is about 25 feet (8 m), and a long move is about 50 feet (15 m). Difficult terrain reduces
long-term movement to a third of its normal rate.

Water: Deep water, in which a character is mostly or entirely submerged, hinders move rolls
and reduces round-by-round and long-term movement to one quarter its normal rate. This means that a short move is about 12 feet(4 m), and a long move is about 25 feet (7.5 m). Characters trained in swimming halve their movement only while in deep water.

Low Gravity: Movement in low gravity is easier but not much faster. All move rolls are eased.

High Gravity: In an environment of high gravity, treat all moving characters as if they were in difficult terrain. Characters trained in high-gravity maneuvering negate this penalty. High gravity reduces long-term movement to a third of its normal rate.

Zero Gravity: In an environment without gravity, characters cannot move normally. Instead, they must push off from a surface and succeed at a Might roll to move (the difficulty is equal to one-quarter the distance traveled in feet). Without a surface to push off from, a character cannot move. Unless the character’s movement takes them to a stable object that they can grab or land against, they continue to drift in that direction each round, traveling half the distance of the initial push.

Special Situation: A Chase

When a PC is chasing an NPC or vice versa, the player should attempt a Speed action, with the difficulty based on the NPC’s level. If the PC succeeds at the roll, they catch the NPC (if chasing), or they get away (if chased). In terms of the story, this one-roll mechanic can be the result of a long chase over many rounds.

Alternatively, if the GM wants to play out a long chase, the character can make many rolls (perhaps one per level of the NPC) to finish the pursuit successfully. For every failure, the PC must make another success, and if they ever have more failures than successes, the PC fails to catch the NPC (if chasing) or is caught (if chased). As with combat, the GM is encouraged to describe the results of these rolls with flavor. A success might mean the PC has rounded a corner and gained some distance. A failure might mean that a basket of fruit topples over in front of them, slowing them down. Vehicle chases are handled similarly.

Action: Wait

You can wait to react to another character’s action.

You decide what action will trigger your action, and if the triggering action happens, you get to take your action first (unless going first wouldn’t make sense, like attacking a foe before they come into view). For example, if an orc threatens you with a halberd, on your turn you can decide to wait, stating “If it stabs at me, I’m going to slash it with my sword.” On the orc’s turn, it stabs, so you make your sword attack before that happens.

Waiting is also a good way to deal with a ranged attacker who rises from behind cover, fires an attack, and ducks back down. You could say “I wait to see them pop up from behind cover and then I shoot them.”

Waiting is also a useful tool for cooperative actions (see below).

Action: Defend

Defending is a special action that only PCs can do, and only in response to being attacked. In other words, an NPC uses its action to attack, which forces a PC to make a defense roll. This is handled like any other kind of action, with circumstances, skill, assets, and Effort all potentially coming into play. Defending is a special kind of action in that it does not happen on the PC’s turn. It’s never an action that a player decides to take; it’s always a reaction to an attack. A PC can take a defense action when attacked (on the attacking NPC’s turn) and still take another action on their own turn.

The type of defense roll depends on the type of attack. If a foe attacks a character with an axe, they can use Speed to duck or block it with what they’re holding. If they’re struck by a poisoned dart, they can use a Might action to resist its effects. If a psi-worm attempts to control their mind, they can use Intellect to fend off the intrusion.

Sometimes an attack provokes two defense actions. For example, a poisonous reptile tries to bite a PC. They try to dodge the bite with a Speed action. If they fail, they take damage from the bite, and they must also attempt a Might action to resist the poison’s effects.

If a character does not know an attack is coming, usually they can still make a defense roll, but they can’t add modifiers (including the modifier from a shield), and they can’t use any skill or Effort to ease the task. If circumstances warrant—such as if the attacker is right next to the character—the GM might rule that the surprise attack simply hits.

A character can always choose to forgo a defense action, in which case the attack automatically hits.

Some abilities (such as the Countermeasures special ability) may allow you to do something special as a defense action.

Action: Do Something Else

Players can try anything they can think of, although that doesn’t mean anything is possible. The GM sets the difficulty—that’s their primary role in the game. Still, guided by the bounds of logic, players and GMs will find all manner of actions and options that aren’t covered by a rule. That’s a good thing.

Players should not feel constrained by the game mechanics when taking actions. Skills are not required to attempt an action. Someone who’s never picked a lock can still try. The GM might hinder the task, but the character can still attempt the action.

Thus, players and GMs can return to the beginning of this chapter and look at the most basic expression of the rules. A player wants to take an action. The GM decides, on a scale of 1 to 10, how difficult that task is and what stat it uses. The player determines whether they have anything that might modify the difficulty and considers whether to apply Effort. Once the final determination is made, they roll to see if their character succeeds. It’s as easy as that.

As further guidance, the following are some of the more common actions a player might take.

Players are encouraged to come up with their own ideas for what their characters do rather than looking at a list of possible actions. That’s why there is a “do something else” action. PCs are not pieces on a game board—they are people in a story. And like real people, they can try anything they can think of. (Succeeding is another matter entirely.) The task difficulty system provides GMs with the tools they need to adjudicate anything the players come up with.

Climbing

When a character climbs, the GM sets a difficulty based on the surface being climbed. Climbing is like moving through difficult terrain: the move roll is hindered and the movement is half speed. Unusual circumstances, such as climbing while under fire, pose additional step penalties.

DifficultySurface
2Surface with lots of handholds
3Stone wall or similar surface (a few handholds)
4Crumbling or slippery surface
5Smooth stone wall or similar surface
6Metal wall or similar surface
8Smooth, horizontal surface (climber is upside down)
10Glass wall or similar surface

Cooperative Actions

There are many ways multiple characters can work together. None of these options, however, can be used at the same time by the same characters.

Helping: If you use your action to help someone with a task, you ease the task. If you have an inability in a task, your help has no effect. If you use your action to help someone with a task that you are trained or specialized in, the task is eased by two steps. Help is considered an asset, and someone receiving help usually can’t gain more than two assets on a single task if that help is provided by another character.

For example, if Scott is trying to climb a steep incline and Sarah (who is trained in climbing) spends her turn helping him, Scott’s task is eased by two steps.

Sometimes you can help by performing a task that complements what another person is attempting. If your complementary action succeeds, you ease the other person’s task. For example, if Scott tries to persuade a ship captain to let him on board, Sarah could try to supplement Scott’s words with a flattering lie about the captain (a deception action), a display of knowledge about the region where the ship is headed (a geography action), or a direct threat to the captain (an intimidation action). If Sarah’s roll is a success, Scott’s persuasion task is eased.

Distraction: When a character uses their turn to distract a foe, that foe’s attacks are hindered for one round. Multiple characters distracting a foe have no greater effect than a single character doing so—a foe is either distracted or not. A distraction might be yelling a challenge, firing a warning shot, or a similar activity that doesn’t harm the foe.

Draw the Attack: When an NPC attacks a character, another PC can prominently present themselves, shout taunts, and move to try to get the foe to attack them instead. In most cases, this action succeeds without a roll—the opponent attacks the prominent PC instead of their companions. In other cases, such as with intelligent or determined foes, the prominent character must succeed at an Intellect action to draw the attack. If that Intellect action is successful, the foe attacks the prominent character, whose defenses are hindered by two steps. Two characters attempting to draw an attack at the same time cancel each other out.

Two characters attempting to draw an attack at the same time cancel each other out.

Take the Attack: A character can use their action to throw themselves in front of a foe’s successful attack to save a nearby comrade. The attack automatically succeeds against the sacrificial character, and it deals 1 additional point of damage. A character cannot willingly take more than one attack each round in this way.

Crafting, Building, and Repairing

Crafting is a tricky topic in the Cypher System because the same rules that govern building a spear also cover repairing a machine that can take you into hyperspace. Normally, the level of the item determines the difficulty of creating or repairing it as well as the time required. For cyphers, artifacts, other items that require specialized knowledge, or items unique to a world or species other than your own (such as a Martian tripod walker), add 5 to the item’s level to determine the difficulty of building or repairing it.

Sometimes, if the item is artistic in nature, the GM will add to the difficulty and time required. For example, a crude wooden stool might be hammered together in an hour. A beautiful finished piece might take a week or longer and would require more skill on the part of the crafter.

The GM is free to overrule some attempts at creation, building, or repair, requiring that the character have a certain level of skill, proper tools and materials, and so forth.

A level 0 object requires no skill to make and is easily found in most locations. Sling stones and firewood are level 0 items—producing them is routine. Making a torch from spare wood and oil-soaked cloth is simple, so it’s a level 1 object. Making an arrow or a spear is fairly standard but not simple, so it’s a level 2 object.

Generally speaking, a device to be crafted requires materials equal to its level and all the levels below it. So a level 5 device requires level 5 material, level 4 material, level 3 material, level 2 material, and level 1 material (and, technically, level 0 material).

The GM and players can gloss over much of the crafting details, if desired. Gathering all the materials to make a mundane item might not be worth playing out—but then again, it might be. For example, making a wooden spear in a forest isn’t very interesting, but what if the characters have to make a spear in a treeless desert? Finding the wreckage of something made of wood or forcing a PC to fashion a spear out of the bones of a large beast could be interesting situations.

Circumstances really matter. For example, sewing a dress by hand might take five times as long (or more) as using a sewing machine.

The time required to create an item is up to the GM, but the guidelines in the crafting table are a good starting point. Generally, repairing an item takes somewhere between half the creation time and the full creation time, depending on the item, the aspect that needs repairing, and the circumstances. For example, if creating an item takes one hour, repairing it takes thirty minutes to one hour.

The GM is free to overrule some attempts at creation, building, or repair, requiring that the character have a certain level of skill, proper tools and materials, and so forth.

Sometimes a GM will allow a rush job if the circumstances warrant it. This is different than using skill to reduce the time required. In this case, the quality of the item is affected. Let’s say that a character needs to create a tool that will cut through solid steel with a laser (a level 7 item), but they have to do it in one day. The GM might allow it, but the device might be extremely volatile, inflicting damage on the user, or it might work only once. The device is still considered a level 7 item to create in all other respects. Sometimes the GM will rule that reducing the time is not possible. For example, a single human can’t make a chainmail vest in one hour without some kind of machine to help.

Note: Erratum

The rules mention “using skill to reduce the time required” to craft an object. This was cut from the first edition rulebook:

“A character can reduce the time or materials needed instead of the difficulty (again, with GM approval, and if it makes sense to do so). A trained fletcher making arrows (level 2 items) could attempt a difficulty 2 task rather than a difficulty 1 task to create an arrow in fifteen minutes instead of an hour, or to create it in an hour but with substandard (level 1) materials. However, sometimes the GM will rule that reducing the time is not possible. For example, a single human can’t make a chainmail vest in one hour without some kind of machine to help.”

Possible crafting skills include:

@UUID[Compendium.cyphersystem-compendium.crafting-skills.7BUvkxuA2jCU8eqK]{Armoring} @UUID[Compendium.cyphersystem-compendium.crafting-skills.vFZ9YGa70efAWVpN]{Bowyering/fletching} @UUID[Compendium.cyphersystem-compendium.crafting-skills.Mh8fZ6svg8OSnsX3]{Chemistry} @UUID[Compendium.cyphersystem-compendium.crafting-skills.uGEL7zHPjaKA5kbN]{Computer science} @UUID[Compendium.cyphersystem-compendium.crafting-skills.g4qZmxAyRzrKZDzh]{Electronics} @UUID[Compendium.cyphersystem-compendium.crafting-skills.cFbEQnj0w4Q4AEFs]{Engines} @UUID[Compendium.cyphersystem-compendium.crafting-skills.LsykgiEBrwXM8x8x]{Genetic engineering} @UUID[Compendium.cyphersystem-compendium.crafting-skills.sedcB5ntUixkxEFn]{Glassblowing} @UUID[Compendium.cyphersystem-compendium.crafting-skills.kZSFCvecSYYsbDzX]{Gunsmithing} @UUID[Compendium.cyphersystem-compendium.crafting-skills.gH4b6MOodAZeCAod]{Leatherworking} @UUID[Compendium.cyphersystem-compendium.crafting-skills.HiAKUg3uYFmauoeJ]{Metalworking} @UUID[Compendium.cyphersystem-compendium.crafting-skills.Qs5gGKyC1qzg5DDf]{Neural engineering} @UUID[Compendium.cyphersystem-compendium.crafting-skills.dBhnKvctH1RIlolI]{Weaponsmithing} @UUID[Compendium.cyphersystem-compendium.crafting-skills.1N0N3X1Hr4uIet4P]{Woodcrafting}

Characters might try to make a cypher, an artifact, or an alien psionic starship do something other than its intended function. Sometimes, the GM will simply declare the task impossible. You can’t turn a vial of healing elixir into a two-way communicator. But most of the time, there is a chance of success.

That said, tinkering with weird stuff is not easy. Obviously, the difficulty varies from situation to situation, but difficulties starting at 7 are not unreasonable. The time, tools, and training required would be similar to the time, tools, and training needed to repair a device. If the tinkering results in a long-term benefit for the character—such as creating an artifact that they can use—the GM should require them to spend XP to make it.

Obviously, what is considered “weird stuff ” will vary from setting to setting, and sometimes the concept might not apply at all. But many times, there will be something in the setting that is too strange, too alien, too powerful, or too dangerous for PCs to mess around with (or at least mess around with easily). Einstein may have been extraordinary, but that doesn’t mean he could reverse-engineer a teleporter made in another dimension.

DifficultyCraftGeneral Time to Build
0Something extremely simple like tying a rope or finding an appropriately sized rockA few minutes at most
1TorchFive minutes
2Spear, simple shelter, piece of furnitureOne hour
3Bow, door, basic article of clothingOne day
4Sword, chainmail vestOne to two days
5Common technological item (electric light), nice piece of jewelry or art objectOne week
6Technological item (watch, transmitter), really nice piece of jewelry or art object, elegant craftworkOne month
7Technological item (computer), major work of artOne year
8Technological item (something from beyond Earth)Many years
9Technological item (something from beyond Earth)Many years
10Technological item (something from beyond Earth)Many years

Guarding

In a combat situation, a character can stand guard as their action. They do not make attacks, but all their defense tasks are eased. Further, if an NPC tries to get by them or take an action that they are guarding against, the character can attempt an eased Speed action based on the level of the NPC. Success means the NPC is prevented from taking the action; the NPC’s action that turn is wasted. This is useful for blocking a doorway, guarding a friend, and so forth.

If an NPC is standing guard, use the same procedure, but to get past the guard, the PC attempts a hindered Speed action against the NPC. For example, Diana is an NPC human with a level 3 bodyguard. The bodyguard uses their action to guard Diana. If a PC wants to attack Diana, the PC first must succeed at a difficulty 4 Speed task to get past the guard. If the PC succeeds, they can make their attack normally.

Healing

You can administer aid through bandaging and other succor, attempting to heal each patient once per day. This healing restores points to a stat Pool of your choice. Decide how many points you want to heal, and then make an Intellect action with a difficulty equal to that number. For example, if you want to heal someone for 3 points, that’s a difficulty 3 task with a target number of 9.

Interacting With Creatures

The level of the creature determines the target number, just as with combat. Thus, bribing a guard works much like punching them or affecting them with an ability. This is true of persuading someone, intimidating someone, calming a wild beast, or anything of the kind. Interaction is an Intellect task. Interacting usually requires a common language or some other way to communicate. Learning new languages is the same as learning a new skill.

Jumping

Decide how far you want to jump, and that sets the difficulty of your Might roll. For a standing jump, subtract 4 from the distance in feet to determine the difficulty of the jump. For example, jumping 10 feet (3 m) has a difficulty of 6.

If you run an immediate distance before jumping, it counts as an asset, easing the jump.

If you run a short distance before jumping, divide the jump distance (in feet) by 2 and then subtract 4 to determine the difficulty of the jump. Because you’re running an immediate distance (and then some), you also count your running as an asset. For example, jumping a distance of 20 feet (6 m) with a short running start has a difficulty of 5 (20 feet divided by 2 is 10, minus 4 is 6, minus 1 for running an immediate distance).

For a vertical jump, the distance you clear (in feet) is equal to the difficulty of the jumping task. If you run an immediate distance, it counts as an asset, easing the jump.

There’s nothing wrong with the GM simply assigning a difficulty level to a jump without worrying about the precise distance. The rules here are just so everyone has some guidelines.

Note: Addendum

Jumping Distance Table

DifficultyStandingRunning*Vertical
15 ft (1.5 m)12 ft (3.6 m)1 ft (0.3 m)
26 ft (1.8 m)14 ft (4.2 m)2 ft (0.6 m)
37 ft (2.1 m)16 ft (4.8 m)3 ft (0.9 m)
48 ft (2.4 m)18 ft (5.4 m)4 ft (1.2 m)
59 ft (2.7 m)20 ft (6 m)5 ft (1.5 m)
610 ft (3 m)22 ft (6.6 m)6 ft (1.8 m)
711 ft (3.3 m)24 ft (7.2 m)7 ft (2.1 m)
812 ft (3.6 m)26 ft (7.8 m)8 ft (2.4 m)
913 ft (3.9 m)28 ft (8.4 m)9 ft (2.7 m)
1014 ft (4.2 m)30 ft (9 m)10 ft (3 m)
1115 ft (4.5 m)32 ft (9.6 m)11 ft (3.3 m)
1216 ft (4.8 m)34 ft (10.2 m)12 ft (3.6 m)
1317 ft (5.1 m)36 ft (10.8 m)13 ft (3.9 m)
1418 ft (5.4 m)38 ft (11.4 m)14 ft (4.2 m)
1519 ft (5.7 m)40 ft (12 m)15 ft (4.5 m)

* Short distance. Already includes the asset for running an immediate distance.

Looking or Listening

Generally, the GM will describe any sight or sound that’s not purposefully difficult to detect. But if you want to look for a hidden enemy, search for a secret panel, or listen for someone sneaking up on you, make an Intellect roll. If it’s a creature, its level determines the difficulty of your roll. If it’s something else, the GM determines the difficulty of your roll.

Moving a Heavy Object

You can push or pull something very heavy and move it an immediate distance as your action.

The weight of the object determines the difficulty of the Might roll to move it; every 50 pounds (23 kg) hinders the task by one step. So moving something that weighs 150 pounds (68 kg) is difficulty 3, and moving something that weighs 400 pounds (180 kg) is difficulty 8. If you can ease the task to 0, you can move a heavy object up to a short distance as your action.

Operating or Disabling a Device, or Picking a Lock

As with figuring out a device, the level of the device usually determines the difficulty of the Intellect roll. Unless a device is very complex, the GM will often rule that once you figure it out, no roll is needed to operate it except under special circumstances. So if the PCs figure out how to use a hovercraft, they can operate it. If they are attacked, they might need to roll to ensure that they don’t crash the vehicle into a wall while trying to avoid being hit.

Unlike operating a device, disabling a device or picking a lock usually require rolls. These actions often involve special tools and assume that the character is not trying to destroy the device or lock. (A PC who is attempting to destroy it probably should make a Might roll to smash it rather than a Speed or Intellect roll requiring patience and know-how.)

Riding or Piloting

If you’re riding an animal that’s trained to be a mount, or driving or piloting a vehicle, you don’t need to make a roll to do something routine such as going from point A to point B (just as you wouldn’t need to make a roll to walk there). However, staying mounted during a fight or doing something tricky with a vehicle requires a Speed roll to succeed. A saddle or other appropriate gear is an asset and eases the task.

DifficultyManeuver
0Riding
1Staying on the mount (including a motorcycle or similar vehicle) in a battle or other difficult situation
3Staying on a mount (including a motorcycle or similar vehicle) when you take damage
4Mounting a moving steed
4Making an abrupt turn with a vehicle while moving fast
4Getting a vehicle to move twice as fast as normal for one round
5Coaxing a mount to move or jump twice as fast or far as normal for one round
5Making a long jump with a vehicle not intended to go airborne (like a car) and remaining in control

Sneaking

The difficulty of sneaking by a creature is determined by its level. Sneaking is a Speed roll. Moving at half speed eases the sneaking task. Appropriate camouflage or other gear may count as an asset and ease the task, as will dim lighting conditions and having plenty of things to hide behind.

Swimming

If you’re simply swimming from one place to another, such as across a calm river or lake, use the standard movement rules, noting the fact that your character is in deep water. However, sometimes, special circumstances require a Might roll to make progress while swimming, such as when trying to avoid a current or being dragged into a whirlpool.

Understanding, Identifying, or Remembering

When characters try to identify or figure out how to use a device, the level of the device determines the difficulty. For a bit of knowledge, the GM determines the difficulty.

DifficultyKnowledge
0Common knowledge
1Simple knowledge
3Something a scholar probably knows
5Something even a scholar might not know
7Knowledge very few people possess
10Completely lost knowledge

Vehicular Movement

Vehicles move just like creatures. Each has a movement rate, which indicates how far it can move in a round. Most vehicles require a driver, and when moving, they usually require that the driver spends every action controlling the movement. This is a routine task that rarely requires a roll. Any round not spent driving the vehicle hinders the task in the next round and precludes any change in speed or direction. In other words, driving down the road normally is difficulty 0. Spending an action to retrieve a backpack from the back seat means that in the following round, the driver must attempt a difficulty 1 task. If they instead use their action to pull a handgun from the backpack, in the next round the difficulty to drive will be 2, and so on. Failure results are based on the situation but might involve a collision or something similar.

In a vehicular chase, drivers attempt Speed actions just like in a regular chase, but the task may be based either on the level of the driver (modified by the level and movement rate of the vehicle) or on the level of the vehicle (modified by the level of the driver). So if a PC driving a typical car is chasing a level 3 NPC driving a level 5 sports car, the PC would make three chase rolls with a difficulty of 5. If the PC’s car is a souped-up custom vehicle, it might grant the PC an asset in the chase. If the PC is not in a car at all, but riding a bicycle, it might hinder the chase rolls by two or three steps, or the GM might simply rule that it’s impossible.

Vehicular Combat

For extended verhicular combat rules, refer to the @UUID[Compendium.cyphersystem-compendium.cypher-journals.QhNXyjJC4BW5agrm.JournalEntryPage.AS2Pv1l2nF8BCeSp]{Science fiction Rulebook}.

Much of the time, a fight between foes in cars, boats, or other vehicles is just like any other combat situation. The combatants probably have cover and are moving fast. Attacks to disable a vehicle or a portion of it are based on the level of the vehicle. If the vehicle is an armored car or a tank, all attacks are likely aimed at the vehicle, which has a level and probably an appropriate Armor rating, not unlike a creature.

The only time this isn’t true is with battles where only vehicles and not characters are involved. Thus, if the PCs are in a shootout with bank robbers and both groups are in cars, use the standard rules. However, battles between starships of various kinds—from gigantic capital ships to single-pilot fighters—are a frequent occurrence in far-future science fiction settings. A submarine battle between two deep sea craft could be quite exciting. Characters in a modern-day game might find themselves in a tank fight. If PCs are involved in combat in which they are entirely enclosed in vehicles (so that it’s not really the characters fighting, but the vehicles), use the following quick and easy guidelines.

On this scale, combat between vehicles isn’t like traditional combat. Don’t worry about health, Armor, or anything like that. Instead, just compare the levels of the vehicles involved. If the PCs’ vehicle has the higher level, the difference in levels is how many steps the PCs’ attack and defense rolls are eased. If the PCs’ vehicle has the lower level, their rolls are hindered. If the levels are the same, there is no modification.

These attack and defense rolls are modified by skill and Effort, as usual. Some vehicles also have superior weapons, which ease the attack (since there is no “damage” amount to worry about), but this circumstance is probably uncommon in this abstract system and should not affect the difficulty by more than one or maybe two steps. Further, if two vehicles coordinate their attack against one vehicle, the attack is eased. If three or more vehicles coordinate, the attack is eased by two steps.

The attacker must try to target a specific system on or portion of an enemy vehicle. This hinders the attack based on the system or portion targeted.

That’s a lot of modifications. But it’s not really that hard. Let’s look at an example of a space battle. A PC in a small level 2 fighter attacks a level 4 frigate. Since the frigate is level 4, the difficulty of the attack starts at 4. But the attacking craft is weaker than the defender, so the attack is hindered equal to the difference in their levels (2). The fighter pilot must make a difficulty 6 attack on the frigate. However, the fighter is trying to swoop in and damage the frigate’s drive, which hinders the attack by another three steps, for a total difficulty of 9. If the fighter pilot is trained in space combat, they reduce the difficulty to 8, but it’s still impossible without help. So let’s say that two other PCs—also in level 2 fighters—join in and coordinate their attack. Three ships coordinating an attack on one target eases the task by two steps, resulting in a final difficulty of 6. Still, the attacking PC would be wise to use Effort.

Then the frigate retaliates, and the PC needs to make a defense roll. The level difference between the ships (2) means the PC’s defense is hindered by two steps, so the difficulty of the PC’s defense roll starts out at 6. But the frigate tries to take out the fighter’s weapons, hindering their attack (easing the PC’s defense) by two steps. Thus, the PC needs to succeed at a difficulty 4 task or lose their main weapons systems.

It’s important to remember that a failed attack doesn’t always mean a miss. The target ship might rock and reel from the hit, but the bulk of the damage was absorbed by the shields, so there’s no significant damage.

This bare-bones system should allow the GM and players to flesh out exciting encounters involving the whole group. For example, perhaps while one PC pilots a ship, another mans the guns, and another frantically attempts to repair damage to the maneuvering thrusters before they crash into the space station they’re trying to defend.

During a vehicular battle, particularly a space battle, there’s a lot of chatter about shields failing, hull integrity, being outmaneuvered, coming in too fast, and whatnot. These sorts of details are great, but they’re all flavor, so they’re represented in the rules generally, rather than specifically.

For more details about vehicles, refer to the appropriate Genre chapter.

Training in driving makes the character practiced in using a vehicle as a weapon. If the vehicle is used to run over a victim or ram an enemy vehicle, treat a motorcycle as a medium weapon and treat a car or truck as a heavy weapon.

Targeting TaskAttack HinderedEffect
Disable weaponsTwo stepsOne or more of the vehicle’s weapons no longer function

Disable defenses
(if applicable)

Two stepsAttacks against the vehicle are eased
Disable engine/driveThree stepsVehicle cannot move, or movement is hampered
Disable maneuverabilityTwo stepsVehicle cannot alter its present course
Strike power core or vital spotFive stepsVehicle is completely destroyed

Followers

Player characters have the option to gain followers as they advance in tier, as provided by type or focus special abilities. Followers do not need to be paid, fed, or housed, though a character who gains followers can certainly make such arrangements if they wish. A follower is someone whom a character has inspired (or asked) to come work with the character for a time, aiding them in a variety of endeavors. A follower puts the PC’s interests ahead of, or at least on par with, their own.

The PC generally makes rolls for their follower when the follower takes actions, though usually a follower’s modifications provide an asset to a specific action taken by the PC they follow.

If a follower dies, the character gains a new one after at least two weeks and proper recruitment.

Modifications: A follower can help a PC in one or more tasks, granting the PC an asset to that task. The level of the follower indicates the number of different tasks they can help with. The tasks that the follower is able to help with are predetermined, usually chosen by the PC when they gain the follower. A level 2 follower who the player determines is a spy could grant a PC an asset on two different tasks, such as stealth and deception. Followers cannot help with tasks that they don’t have modifications for; for the purpose of helping, treat the follower as if they had inabilities in all nonmodified tasks.

When the follower acts autonomously rather than helping the PC, they act like a normal NPC that has modifications. Thus, the modification increases their effective level for the associated task by one step. For example, the level 2 spy follower with modifications for stealth and deception attempts stealth and deception tasks as if they were level 3 and all other tasks as level 2.

Follower Assets to Combat and Defense: A follower cannot grant an asset to a character’s attacks or defense until the follower is level 3 or higher. Even then, the follower can help with attacks and defense only if they have a modification for that kind of task.

Some abilities may grant a special exception to this rule. For instance, the Serv-0 Defender ability gives your level 1 Serv-0 follower (a machine companion) a modification for Speed defense.

Follower Level Progression: A follower increases in level by 1 each time a PC advances two tiers after gaining that follower. When the follower gains a level, the PC also chooses the task that the follower gains a modification for.

Exceptional Follower: When a character gains a follower, there’s a small chance that the follower will be exceptional in some way, a cut above other followers of their kind. The GM determines when an exceptional follower is found, possibly as an additional reward for smart or engaging roleplaying where the PCs impress or otherwise positively interact with one or more NPCs, some of whom may later go on to become one of their followers. An exceptional follower has the same qualities as a regular follower but is 1 level higher.

Pet: Any PC can potentially gain a pet, though a pet typically doesn’t provide modifications. If a character wants a pet that can do this, they must gain the pet through an an ability or focus that grants followers. On the other hand, a well-cared-for pet grants an asset to a PC’s tasks related to achieving peace of mind, finding comfort, and resisting loneliness.

Breathing Life Into Followers

The modifications provided by followers could come across as fairly dry and mechanical. To avoid that, you could present each follower in a way that makes them more compelling and interesting. Here are a few examples of how to describe a follower, depending on their mix of modifications.

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This section explains how to create characters to play in a Cypher System game. This involves a series of decisions that will shape your character, so the more you understand what kind of character you want to play, the easier character creation will be. The process involves understanding the values of three game statistics and choosing three aspects that determine your character’s capabilities.

Character Stats

Every player character has three defining characteristics, which are typically called “statistics” or “stats.” These stats are Might, Speed, and Intellect. They are broad categories that cover many different but related aspects of a character.

Might

Might defines how strong and durable your character is. The concepts of strength, endurance, constitution, hardiness, and physical prowess are all folded into this one stat. Might isn’t relative to size; instead, it’s an absolute measurement. An elephant has more Might than the mightiest tiger, which has more Might than the mightiest rat, which has more Might than the mightiest spider.

Might governs actions from forcing doors open to walking for days without food to resisting disease. It’s also the primary means of determining how much damage your character can sustain in a dangerous situation. Physical characters, tough characters, and characters interested in fighting should focus on Might.

Might could be thought of as Might/Health because it governs how strong you are and how much physical punishment you can take.

Speed

Speed describes how fast and physically coordinated your character is. The stat embodies quickness, movement, dexterity, and reflexes. Speed governs such divergent actions as dodging attacks, sneaking around quietly, and throwing a ball accurately. It helps determine whether you can move farther on your turn. Nimble, fast, or sneaky characters will want good Speed stats, as will those interested in ranged combat.

Speed could be thought of as Speed/Agility because it governs your overall swiftness and reflexes.

Intellect

This stat determines how smart, knowledgeable, and likable your character is. It includes intelligence, wisdom, charisma, education, reasoning, wit, willpower, and charm. Intellect governs solving puzzles, remembering facts, telling convincing lies, and using mental powers. Characters interested in communicating effectively, being learned scholars, or wielding supernatural powers should stress their Intellect stat.

Intellect could be thought of as Intellect/Personality because it governs both intelligence and charisma.

Pool, Edge, and Effort

Each of the three stats has two components: Pool and Edge. Your Pool represents your raw, innate ability, and your Edge represents knowing how to use what you have. A third element ties into this concept: Effort. When your character really needs to accomplish a task, you apply Effort.

Your stat Pools, as well as your Effort and Edge, are determined by the character type, descriptor, and focus that you choose. Within those guidelines, however, you have a lot of flexibility in how you develop your character.

Pool

Your Pool is the most basic measurement of a stat. Comparing the Pools of two creatures will give you a general sense of which creature is superior in that stat. For example, a character who has a Might Pool of 16 is stronger (in a basic sense) than a character who has a Might Pool of 12. Most characters start with a Pool of 9 to 12 in most stats—that’s the average range.

When your character is injured, sickened, or attacked, you temporarily lose points from one of your stat Pools. The nature of the attack determines which Pool loses points. For example, physical damage from a sword reduces your Might Pool, a poison that makes you clumsy reduces your Speed Pool, and a psionic blast reduces your Intellect Pool. You can also spend points from one of your stat Pools to decrease a task’s difficulty (see Effort, below). You can rest to recover lost points from a stat Pool, and some special abilities or cyphers might allow you to recover lost points quickly.

Edge

Although your Pool is the basic measurement of a stat, your Edge is also important. When something requires you to spend points from a stat Pool, your Edge for that stat reduces the cost. It also reduces the cost of applying Effort to a roll.

For example, let’s say you have a mental blast ability, and activating it costs 1 point from your Intellect Pool. Subtract your Intellect Edge from the activation cost, and the result is how many points you must spend to use the mental blast. If using your Edge reduces the cost to 0, you can use the ability for free.

Your Edge can be different for each stat. For example, you could have a Might Edge of 1, a Speed Edge of 1, and an Intellect Edge of 0. You’ll always have an Edge of at least 1 in one stat. Your Edge for a stat reduces the cost of spending points from that stat Pool, but not from other Pools. Your Might Edge reduces the cost of spending points from your Might Pool, but it doesn’t affect your Speed Pool or Intellect Pool. Once a stat’s Edge reaches 3, you can apply one level of Effort for free.

A character who has a low Might Pool but a high Might Edge has the potential to perform Might actions consistently better than a character who has a Might Edge of 0. The high Edge will let them reduce the cost of spending points from the Pool, which means they’ll have more points available to spend on applying Effort.

Effort

When your character really needs to accomplish a task, you can apply Effort. For a beginning character, applying Effort requires spending 3 points from the stat Pool appropriate to the action. Thus, if your character tries to dodge an attack (a Speed roll) and wants to increase the chance for success, you can apply Effort by spending 3 points from your Speed Pool. Effort eases the task by one step. This is called applying one level of Effort.

You don’t have to apply Effort if you don’t want to. If you choose to apply Effort to a task, you must do it before you attempt the roll—you can’t roll first and then decide to apply Effort if you rolled poorly.

Applying more Effort can lower a task’s difficulty further: each additional level of Effort eases the task by another step. Applying one level of Effort eases the task by one step, applying two levels eases the task by two steps, and so on. However, each level of Effort after the first costs only 2 points from the stat Pool instead of 3. So applying two levels of Effort costs 5 points (3 for the first level plus 2 for the second level), applying three levels costs 7 points (3 plus 2 plus 2), and so on.

Every character has an Effort score, which indicates the maximum number of levels of Effort that can be applied to a roll. A beginning (first-tier) character has an Effort of 1, meaning you can apply only one level of Effort to a roll. A more experienced character has a higher Effort score and can apply more levels of Effort to a roll. For example, a character who has an Effort of 3 can apply up to three levels of Effort to reduce a task’s difficulty.

When you apply Effort, subtract your relevant Edge from the total cost of applying Effort. For example, let’s say you need to make a Speed roll. To increase your chance for success, you decide to apply one level of Effort, which will ease the task. Normally, that would cost 3 points from your Speed Pool. However, you have a Speed Edge of 2, so you subtract that from the cost. Thus, applying Effort to the roll costs only 1 point from your Speed Pool.

What if you applied two levels of Effort to the Speed roll instead of just one? That would ease the task by two steps. Normally, it would cost 5 points from your Speed Pool, but after subtracting your Speed Edge of 2, it costs only 3 points.

Once a stat’s Edge reaches 3, you can apply one level of Effort for free. For example, if you have a Speed Edge of 3 and you apply one level of Effort to a Speed roll, it costs you 0 points from your Speed Pool. (Normally, applying one level of Effort would cost 3 points, but you subtract your Speed Edge from that cost, reducing it to 0.)

Skills and other advantages also ease a task, and you can use them in conjunction with Effort. In addition, your character might have special abilities or equipment that allow you to apply Effort to accomplish a special effect, such as knocking down a foe with an attack or affecting multiple targets with a power that normally affects only one.

When applying Effort to melee attacks, you have the option of spending points from either your Might Pool or your Speed Pool. When making ranged attacks, you may spend points only from your Speed Pool. This reflects that with melee you sometimes use brute force and sometimes use finesse, but with ranged attacks, it’s always about careful targeting.

Effort and Damage

Instead of applying Effort to ease your attack, you can apply Effort to increase the amount of damage you inflict with an attack. For each level of Effort you apply in this way, you inflict 3 additional points of damage. This works for any kind of attack that inflicts damage, whether a sword, a crossbow, a mind blast, or something else.

When using Effort to increase the damage of an area attack, such as the explosion created by an Adept’s Concussion ability, you inflict 2 additional points of damage instead of 3 points. However, the additional points are dealt to all targets in the area. Further, even if one or more of the targets resist the attack, they still take 1 point of damage.

Multiple Uses of Effort and Edge

If your Effort is 2 or higher, you can apply Effort to multiple aspects of a single action. For example, if you make an attack, you can apply Effort to your attack roll and apply Effort to increase the damage.

The total amount of Effort you apply can’t be higher than your Effort score. For example, if your Effort is 2, you can apply up to two levels of Effort. You could apply one level to an attack roll and one level to its damage, two levels to the attack and no levels to the damage, or no levels to the attack and two levels to the damage.

You can use Edge for a particular stat only once per action. For example, if you apply Effort to a Might attack roll and to your damage, you can use your Might Edge to reduce the cost of one of those uses of Effort, not both. If you spend 1 Intellect point to activate your mind blast and one level of Effort to ease the attack roll, you can use your Intellect Edge to reduce the cost of one of those things, not both.

Stat Examples

A beginning character is fighting a giant rat. The PC stabs their spear at the rat, which is a level 2 creature and thus has a target number of 6. The character stands atop a boulder and strikes downward at the beast, and the GM rules that this helpful tactic is an asset that eases the attack by one step (to difficulty 1). That lowers the target number to 3. Attacking with a spear is a Might action; the character has a Might Pool of 11 and a Might Edge of 0. Before making the roll, they decide to apply a level of Effort to ease the attack. That costs 3 points from their Might Pool, reducing the Pool to 8. But the points are well spent. Applying the Effort lowers the difficulty from 1 to 0, so no roll is needed—the attack automatically succeeds.

Another character is attempting to convince a guard to let them into a private office to speak to an influential noble. The GM rules that this is an Intellect action. The character is third tier and has an Effort of 3, an Intellect Pool of 13, and an Intellect Edge of 1. Before making the roll, they must decide whether to apply Effort. They can choose to apply one, two, or three levels of Effort, or apply none at all. This action is important to them, so they decide to apply two levels of Effort, easing the task by two steps. Thanks to their Intellect Edge, applying the Effort costs only 4 points from their Intellect Pool (3 points for the first level of Effort plus 2 points for the second level minus 1 point for their Edge). Spending those points reduces their Intellect Pool to 9. The GM decides that convincing the guard is a difficulty 3 (demanding) task with a target number of 9; applying two levels of Effort reduces the difficulty to 1 (simple) and the target number to 3. The player rolls a d20 and gets an 8. Because this result is at least equal to the target number of the task, they succeed. However, if they had not applied some Effort, they would have failed because their roll (8) would have been less than the task’s original target number (9).

Character Tiers

Every character starts the game at the first tier. Tier is a measurement of power, toughness, and ability. Characters can advance up to the sixth tier. As your character advances to higher tiers, you gain more abilities, increase your Effort, and can improve a stat’s Edge or increase a stat. Generally speaking, even first-tier characters are already quite capable. It’s safe to assume that they’ve already got some experience under their belt. This is not a “zero to hero” progression, but rather an instance of competent people refining and honing their capabilities and knowledge. Advancing to higher tiers is not really the goal of Cypher System characters, but rather a representation of how characters progress in a story.

To progress to the next tier, characters earn experience points (XP) by pursuing character arcs, going on adventures, and discovering new things—the system is about both discovery and exploration, as well as achieving personal goals. Experience points have many uses, and one use is to purchase character benefits. After your character purchases four character benefits, they advance to the next tier. Each benefit costs 4 XP, and you can purchase them in any order, but you must purchase one of each kind of benefit (and then advance to the next tier) before you can purchase the same benefit again. The four character benefits are as follows.

Increasing Capabilities: You gain 4 points to add to your stat Pools. You can allocate the points among the Pools however you wish.

Moving Toward Perfection: You add 1 to your Might Edge, your Speed Edge, or your Intellect Edge (your choice).

Extra Effort: Your Effort score increases by 1.

Skills: You become trained in one skill of your choice, other than attacks or defense. As described in Rules of the Game, a character trained in a skill treats the difficulty of a related task as one step lower than normal. The skill you choose for this benefit can be anything you wish, such as climbing, jumping, persuading, or sneaking. You can also choose to be knowledgeable in a certain area of lore, such as history or geology. You can even choose a skill based on your character’s special abilities. For example, if your character can make an Intellect roll to blast an enemy with mental force, you can become trained in using that ability, easing the task of using it. If you choose a skill that you are already trained in, you become specialized in that skill, easing related tasks by two steps instead of one.

Skills are a broad category of things your character can learn and accomplish. For a list of sample skills, see below.

Other Options: Players can also spend 4 XP to purchase other special options in lieu of gaining a new skill. Selecting any of these options counts as the skill benefit necessary to advance to the next tier. The special options are as follows:

Note: Erratum

The other options are described a bit differently in the Experience Points chapter. There you can buy other options in lieu of any of the above options, not only in lieu of gaining a new skill. There’s also the possibility to buy focus abilities of tiers 3 and 6. The description in the Experience Points chapter seems to be the correct one.

Character Descriptor, Type, and Focus

To create your character, you build a simple statement that describes them. The statement takes this form: “I am a [fill in an adjective here] [fill in a noun here] who [fill in a verb here].”

Thus: “I am an adjective noun who verbs.” For example, you might say, “I am a Rugged Warrior who Controls Beasts” or “I am a Charming Explorer who Focuses Mind Over Matter.”

In this sentence, the adjective is called your descriptor.

The noun is your character type.

The verb is called your focus.

Even though character type is in the middle of the sentence, that’s where we’ll start this discussion. (Just as in a sentence, the noun provides the foundation.)

Your character type is the core of your character. In some roleplaying games, it might be called your character class. Your type helps determine your character’s place in the world and relationship with other people in the setting. It’s the noun of the sentence “I am an adjective noun who verbs.”

You can choose from four character types: Warriors, Adepts, Explorers, and Speakers.

Your descriptor defines your character—it colors everything you do. Your descriptor places your character in the situation (the first adventure, which starts the campaign) and helps provide motivation. It’s the adjective of the sentence “I am an adjective noun who verbs.”

Unless your GM says otherwise, you can choose from any of the character descriptors.

Focus is what your character does best. Focus gives your character specificity and provides interesting new abilities that might come in handy. Your focus also helps you understand how you relate with the other player characters in your group. It’s the verb of the sentence “I am an adjective noun who verbs.”

There are many character foci. The ones you choose from will probably depend on the setting and genre of your game.

You can use the Flavors chapter to slightly modify character types to customize them for different genres.

Special Abilities

Character types and foci grant PCs special abilities at each new tier. Using these abilities usually costs points from your stat Pools; the cost is listed in parentheses after the ability name. Your Edge in the appropriate stat can reduce the cost of the ability, but remember that you can apply Edge only once per action. For example, let’s say an Adept with an Intellect Edge of 2 wants to use their Onslaught ability to create a bolt of force, which costs 1 Intellect point. They also want to increase the damage from the attack by using a level of Effort, which costs 3 Intellect points. The total cost for their action is 2 points from their Intellect Pool (1 point for the bolt of force, plus 3 points for using Effort, minus 2 points from their Edge).

Sometimes the point cost for an ability has a + sign after the number. For example, the cost might be given as “2+ Intellect points.” That means you can spend more points or more levels of Effort to improve the ability further, as explained in the ability description.

Many special abilities grant a character the option to perform an action that they couldn’t normally do, such as projecting rays of cold or attacking multiple foes at once. Using one of these abilities is an action unto itself, and the end of the ability’s description says “Action” to remind you. It also might provide more information about when or how you perform the action.

Some special abilities allow you to perform a familiar action—one that you can already do—in a different way. For example, an ability might let you wear heavy armor, reduce the difficulty of Speed defense rolls, or add 2 points of fire damage to your weapon damage. These abilities are called enablers. Using one of these abilities is not considered an action. Enablers either function constantly (such as being able to wear heavy armor, which isn’t an action) or happen as part of another action (such as adding fire damage to your weapon damage, which happens as part of your attack action). If a special ability is an enabler, the end of the ability’s description says “Enabler” to remind you.

Some abilities specify a duration, but you can always end one of your own abilities anytime you wish.

Because the Cypher System covers so many genres, not all of the descriptors, types, and foci might be available for players. The GM will decide what’s available in their particular game and whether anything is modified, and they’ll let the players know.

Skills

Sometimes your character gains training in a specific skill or task. For example, your focus might mean that you’re trained in sneaking, in climbing and jumping, or in social interactions. Other times, your character can choose a skill to become trained in, and you can pick a skill that relates to any task you think you might face.

The Cypher System has no definitive list of skills. However, the following list offers ideas:

@UUID[Compendium.cyphersystem-compendium.basic-skills.kEz6uQxk1unTXSNm]{Astronomy} @UUID[Compendium.cyphersystem-compendium.basic-skills.fwktascgpe8DprA9]{Balancing} @UUID[Compendium.cyphersystem-compendium.basic-skills.qIkIjledDIy71P6m]{Biology} @UUID[Compendium.cyphersystem-compendium.basic-skills.YVOjYbyRzCYVxd4I]{Botany} @UUID[Compendium.cyphersystem-compendium.basic-skills.ybR56wJ9gjEiBBeS]{Carrying} @UUID[Compendium.cyphersystem-compendium.basic-skills.jMju5yGMFFfxmpK4]{Climbing} @UUID[Compendium.cyphersystem-compendium.basic-skills.NaKiOXzse6HzKjoU]{Computers} @UUID[Compendium.cyphersystem-compendium.basic-skills.eeHdJpr4k8hYtGr5]{Deceiving} @UUID[Compendium.cyphersystem-compendium.basic-skills.DraIKUQRw8KrnC4o]{Disguise} @UUID[Compendium.cyphersystem-compendium.basic-skills.Pjj8dKkUIGbXbAtj]{Escaping} @UUID[Compendium.cyphersystem-compendium.basic-skills.6e83HnGZvltsanfE]{Geography} @UUID[Compendium.cyphersystem-compendium.basic-skills.z1y5D9aLUU6RJSaU]{Geology} @UUID[Compendium.cyphersystem-compendium.basic-skills.vxW0N1vEdwK4MVjD]{Healing} @UUID[Compendium.cyphersystem-compendium.basic-skills.RnsLhB3rhJUC0Euk]{History} @UUID[Compendium.cyphersystem-compendium.basic-skills.QonPVHzXrzIN29lf]{Identifying} @UUID[Compendium.cyphersystem-compendium.basic-skills.gbWPNb1uKsRtZWSL]{Initiative} @UUID[Compendium.cyphersystem-compendium.basic-skills.tZ7PdXuWQyRMo0Rh]{Intimidation} @UUID[Compendium.cyphersystem-compendium.basic-skills.MrGl25gzZk4uu7BR]{Jumping} @UUID[Compendium.cyphersystem-compendium.basic-skills.bBrJqSuoQ6PmRqH5]{Leatherworking} @UUID[Compendium.cyphersystem-compendium.basic-skills.BATb9zx3L6oB2J0H]{Lockpicking} @UUID[Compendium.cyphersystem-compendium.basic-skills.E3swDJUDkKbo5K6S]{Machinery} @UUID[Compendium.cyphersystem-compendium.basic-skills.N45sgegH563KWZPR]{Metalworking} @UUID[Compendium.cyphersystem-compendium.basic-skills.rH5FwMXGaNn21DZD]{Perception} @UUID[Compendium.cyphersystem-compendium.basic-skills.CYciueF3uoV3azbx]{Persuasion} @UUID[Compendium.cyphersystem-compendium.basic-skills.zhQK4a79V1U6iuq8]{Philosophy} @UUID[Compendium.cyphersystem-compendium.basic-skills.OzVTO7QBg6okJ7Wf]{Physics} @UUID[Compendium.cyphersystem-compendium.basic-skills.L5fWzlqtfmdwZ2bC]{Pickpocketing} @UUID[Compendium.cyphersystem-compendium.basic-skills.FDS0OTDYEmGsv2Xe]{Piloting} @UUID[Compendium.cyphersystem-compendium.basic-skills.T9qrqrrHhuA3ad6S]{Repairing} @UUID[Compendium.cyphersystem-compendium.basic-skills.JZF2fos5oJ3sEVhC]{Riding} @UUID[Compendium.cyphersystem-compendium.basic-skills.y0gHR7IwScnB2Ebi]{Smashing} @UUID[Compendium.cyphersystem-compendium.basic-skills.Q9tfUkhYGRJ5Df42]{Sneaking} @UUID[Compendium.cyphersystem-compendium.basic-skills.duTx0BwgmC1Gw3Ze]{Stealth} @UUID[Compendium.cyphersystem-compendium.basic-skills.bDIjaLnoMQAS99GH]{Swimming} @UUID[Compendium.cyphersystem-compendium.basic-skills.iaW1Bm0sA2cE3iLa]{Vehicle driving} @UUID[Compendium.cyphersystem-compendium.basic-skills.Yn7G03hmz9uLOnhp]{Woodworking}

You could choose a skill that incorporates more than one of these areas (interacting might include deceiving, intimidation, and persuasion) or that is a more specific version of one (hiding might be sneaking when you’re not moving). You could also make up more general professional skills, such as baker, sailor, or lumberjack. If you want to choose a skill that’s not on this list, it’s probably best to run it past the GM first, but in general, the most important thing is to choose skills that are appropriate to your character.

Remember that if you gain a skill that you’re already trained in, you become specialized in that skill. Because skill descriptions can be nebulous, determining whether you’re trained or specialized might take some thinking. For example, if you’re trained in lying and later gain an ability that grants you skill with all social interactions, you become specialized in lying and trained in all other types of interactions. Being trained three times in a skill is no better than being trained twice (in other words, specialized is as good as it gets).

Only skills gained through character type abilities or other rare instances allow you to become skilled with attack or defense tasks.

If you gain a special ability through your type, your focus, or some other aspect of your character, you can choose it in place of a skill and become trained or specialized in that ability. For example, if you have a mind blast, when it’s time to choose a skill to be trained in, you can select your mind blast as your skill. That would ease the attack every time you used it. Each ability you have counts as a separate skill for this purpose. You can’t select “all mind powers” or “all spells” as one skill and become trained or specialized in such a broad category.

In most campaigns, fluency in a language is considered a skill. So if you want to speak French, that’s the same as being trained in biology or swimming.

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Character type is the core of your character. Your type helps determine your character’s place in the world and relationship with other people in the setting. It’s the noun of the sentence “I am an adjective noun who verbs.”

In some roleplaying games, your character type might be called your character class.

You can choose from four character types: Warrior, Adept, Explorer, and Speaker. However, you may not want to use these generic names for them. This chapter offers a few more specific names for each type that might be more appropriate to various genres. You’ll find that names like “Warrior” or “Explorer” don’t always feel right, particularly in games set in modern times. As always, you’re free to do as you wish. (Your type is who your character is. You should use whatever name you want for your type, as long as it fits both your character and the setting.)

Since the type is the basis upon which your whole character is built, it’s important to consider how the type relates to the chosen setting. To help with this, types are actually general archetypes. A Warrior, for example, might be anyone from a knight in shining armor to a cop on the streets to a grizzled cybernetic veteran of a thousand futuristic wars.

To further massage the four types for better use in various settings, different methods called flavors are presented in Flavors to help slightly tailor the types toward fantasy, science fiction, or other genres (or to address different character concepts).

Finally, more fundamental options for further customization are provided at the end of this chapter.

Player Intrusion

A player intrusion is the player choosing to alter something in the campaign, making things easier for a player character. Conceptually, it is the reverse of a GM intrusion: instead of the GM giving the player XP and introducing an unexpected complication for a character, the player spends 1 XP and presents a solution to a problem or complication. What a player intrusion can do usually introduces a change to the world or current circumstances rather than directly changing the character. For instance, an intrusion indicating that the cypher just used still has an additional use would be appropriate, but an intrusion that heals the character would not. If a player has no XP to spend, they can’t use a player intrusion.

A few player intrusion examples are provided under each type. That said, not every player intrusion listed there is appropriate for all situations. The GM may allow players to come up with other player intrusion suggestions, but the GM is the final arbiter of whether the suggested intrusion is appropriate for the character’s type and suitable for the situation. If the GM refuses the intrusion, the player doesn’t spend the 1 XP, and the intrusion doesn’t occur.

Using an intrusion does not require a character to use an action to trigger it. A player intrusion just happens.

Player intrusions should be limited to no more than one per player per session.

Defense Tasks

Defense tasks are when a player makes a roll to keep something undesirable from happening to their PC. The type of defense task matters when using Effort.

@UUID[Compendium.cyphersystem-compendium.basic-skills.Q0vfmbqehJw0jYBa]{Might defense}: Used for resisting poison, disease, and anything else that can be overcome with strength and health.

@UUID[Compendium.cyphersystem-compendium.basic-skills.FXYWkXG7Iq6Wm1pS]{Speed defense}: Used for dodging attacks and escaping danger. This is by far the most commonly used defense task.

@UUID[Compendium.cyphersystem-compendium.basic-skills.5X8qgmSuvRVNTiaP]{Intellect defense}: Used for fending off mental attacks or anything that might affect or influence one’s mind.

Warrior

Fantasy/Fairy tale: Warrior, fighter, swordsman, knight, barbarian, soldier, myrmidon, valkyrie

Modern/Horror/Romance: police officer, soldier, watchman, detective, guard, brawler, tough, athlete

Science fiction: security officer, warrior, trooper, soldier, merc

Superhero/Post-Apocalyptic: hero, brick, bruiser

You’re a good ally to have in a fight. You know how to use weapons and defend yourself. Depending on the genre and setting in question, this might mean wielding a sword and shield in the gladiatorial arena, an AK-47 and a bandolier of grenades in a savage firefight, or a blaster rifle and powered armor when exploring an alien planet.

Individual Role: Warriors are physical, action-oriented people. They’re more likely to overcome a challenge using force than by other means, and they often take the most straightforward path toward their goals.

Group Role: Warriors usually take and deal the most punishment in a dangerous situation. Often it falls on them to protect the other group members from threats. This sometimes means that warriors take on leadership roles as well, at least in combat and other times of danger.

Societal Role: Warriors aren’t always soldiers or mercenaries. Anyone who is ready for violence, or even potential violence, might be a Warrior in the general sense. This includes guards, watchmen, police officers, sailors, or people in other roles or professions who know how to defend themselves with skill.

Advanced Warriors: As warriors advance, their skill in battle—whether defending themselves or dishing out damage—increases to impressive levels. At higher tiers, they can often take on groups of foes by themselves or stand toe to toe with anyone.

Warrior Background Connection

Your type helps determine the connection you have to the setting. Roll a d20 or choose from the following list to determine a specific fact about your background that provides a connection to the rest of the world. You can also create your own fact.

@UUID[Compendium.cyphersystem-compendium.cypher-roll-tables.sEDd1gQiT9UHF023]{Warrior Background Connection}

Warrior Player Intrusions

You can spend 1 XP to use one of the following player intrusions, provided the situation is appropriate and the GM agrees.

Perfect Setup: You’re fighting at least three foes and each one is standing in exactly the right spot for you to use a move you trained in long ago, allowing you to attack all three as a single action. Make a separate attack roll for each foe. You remain limited by the amount of Effort you can apply on one action.

Old Friend: A comrade in arms from your past shows up unexpectedly and provides aid in whatever you’re doing. They are on a mission of their own and can’t stay longer than it takes to help out, chat for a while after, and perhaps share a quick meal.

Weapon Break: Your foe’s weapon has a weak spot. In the course of the combat, it quickly becomes damaged and moves two steps down the object damage track.

Warrior Stat Pools

StatPool Starting Value
Might10
Speed10
Intellect8

You get 6 additional points to divide among your stat Pools however you wish.

First-Tier Warrior

First-tier warriors have the following abilities:

Effort: Your Effort is 1.

Physical Nature: You have a Might Edge of 1 and a Speed Edge of 0, or you have a Might Edge of 0 and a Speed Edge of 1. Either way, you have an Intellect Edge of 0.

Cypher Use: You can bear two cyphers at a time.

Weapons: You become practiced with @UUID[Compendium.cyphersystem-compendium.basic-skills.GA74AkWhC7i4Z8sZ]{light}, @UUID[Compendium.cyphersystem-compendium.basic-skills.wHxvX2zJOKo27GBe]{medium}, and @UUID[Compendium.cyphersystem-compendium.basic-skills.d554SLnkyNqPDDOc]{heavy weapons} and suffer no penalty when using any kind of weapon. Enabler.

Starting Equipment: Appropriate clothing and two weapons of your choice, plus one expensive item, two moderately priced items, and up to four inexpensive items.

Special Abilities: Choose four of the abilities listed below. You can’t choose the same ability more than once unless its description says otherwise. The full description for each listed ability can be found in Abilities, which also has descriptions for flavor and focus abilities in a single vast catalog.

@UUID[Compendium.cyphersystem-compendium.abilities.7BS6IEcYlEp5v3OC]{Bash} @UUID[Compendium.cyphersystem-compendium.abilities.2x7nMe9ZGp3VjI8B]{Combat Prowess} @UUID[Compendium.cyphersystem-compendium.abilities.6cMg5QXB71YNgoaM]{Control the Field} @UUID[Compendium.cyphersystem-compendium.abilities.7X2zbrkFSNbyhA5G]{Improved Edge} @UUID[Compendium.cyphersystem-compendium.abilities.YZB37b80VQGMUscp]{No Need for Weapons} @UUID[Compendium.cyphersystem-compendium.abilities.o2iiTUXdkMPREkvK]{Overwatch} @UUID[Compendium.cyphersystem-compendium.abilities.noCgrKbB370cfzQg]{Physical Skills} @UUID[Compendium.cyphersystem-compendium.abilities.o2ZDoteWQsFsqTJr]{Practiced in Armor} @UUID[Compendium.cyphersystem-compendium.abilities.yszDDDpH6m16dEoV]{Quick Throw} @UUID[Compendium.cyphersystem-compendium.abilities.8hiUfUNY3u2IpVDa]{Swipe} @UUID[Compendium.cyphersystem-compendium.abilities.uatcX3o1oB2Stc4u]{Trained Without Armor}

Second-Tier Warrior

Choose two of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.EERMWn1af0S8wAWN]{Crushing Blow} @UUID[Compendium.cyphersystem-compendium.abilities.S3L1oym8fpx0NsAc]{Hemorrhage} @UUID[Compendium.cyphersystem-compendium.abilities.szw7tHW0OjI2fjpJ]{Reload} @UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks} @UUID[Compendium.cyphersystem-compendium.abilities.CtRvLxfUlCynJv1B]{Skill With Defense} @UUID[Compendium.cyphersystem-compendium.abilities.36nlDXhOP5e5dfns]{Successive Attack}

Third-Tier Warrior

Choose three of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.Rr4oB1lUzuzFHNHQ]{Deadly Aim} @UUID[Compendium.cyphersystem-compendium.abilities.M49EI6qapNJC2aLR]{Energy Resistance} @UUID[Compendium.cyphersystem-compendium.abilities.4eCjeGPA0ovnwIfu]{Experienced in Armor} @UUID[Compendium.cyphersystem-compendium.abilities.u1GhDcfpVXITVtOc]{Expert Cypher Use} @UUID[Compendium.cyphersystem-compendium.abilities.73miZT5kYFyxnPOT]{Fury} @UUID[Compendium.cyphersystem-compendium.abilities.bPr34XiLw2Dqb4VJ]{Lunge} @UUID[Compendium.cyphersystem-compendium.abilities.XqGE5QLHnpIKB5rB]{Reaction} @UUID[Compendium.cyphersystem-compendium.abilities.t3zUlk8c5WEBXXO8]{Seize the Moment} @UUID[Compendium.cyphersystem-compendium.abilities.bkQnnjRFJS9VpaY5]{Slice} @UUID[Compendium.cyphersystem-compendium.abilities.YIzrA5i8eBSPMFzj]{Spray} @UUID[Compendium.cyphersystem-compendium.abilities.4s3SAqu0lb5qzfzL]{Trick Shot} @UUID[Compendium.cyphersystem-compendium.abilities.DhbLcVuqEZmS6Z2y]{Vigilance}

Fourth-Tier Warrior

Choose two of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.M5QroBlhUCULt6MD]{Amazing Effort} @UUID[Compendium.cyphersystem-compendium.abilities.gNRMG3mJTzWaCGph]{Capable Warrior} @UUID[Compendium.cyphersystem-compendium.abilities.GlXd4oFI9Fqq3rAX]{Experienced Defender} @UUID[Compendium.cyphersystem-compendium.abilities.RO8dmB90aRPOmCuJ]{Feint} @UUID[Compendium.cyphersystem-compendium.abilities.mUizWF7k2XD7ykRJ]{Increased Effects} @UUID[Compendium.cyphersystem-compendium.abilities.PTVAJGFiXDueX8az]{Momentum} @UUID[Compendium.cyphersystem-compendium.abilities.blm1Z8JxvWOiFf0b]{Pry Open} @UUID[Compendium.cyphersystem-compendium.abilities.yJDNsRAG3Elm6PWp]{Snipe} @UUID[Compendium.cyphersystem-compendium.abilities.wxAZnuQkvWosLzkN]{Tough As Nails}

Fifth-Tier Warrior

Choose three of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.M0pjZXQ9996hfUPs]{Adroit Cypher Use} @UUID[Compendium.cyphersystem-compendium.abilities.WrJDw2X8JHcljjP4]{Arc Spray} @UUID[Compendium.cyphersystem-compendium.abilities.t6VEEwEsQUIImebW]{Improved Success} @UUID[Compendium.cyphersystem-compendium.abilities.IFb8NX06xgWM7H98]{Jump Attack} @UUID[Compendium.cyphersystem-compendium.abilities.4k5JFV78A5SiPjFo]{Mastery in Armor} @UUID[Compendium.cyphersystem-compendium.abilities.kNSRytTtQX0rU3aE]{Mastery With Attacks} @UUID[Compendium.cyphersystem-compendium.abilities.LTqgcoprvBF2ZkdH]{Mastery With Defense} @UUID[Compendium.cyphersystem-compendium.abilities.AmZDmnmP7CxSSN4h]{Parry}

Remember that at higher tiers, you can choose special abilities from lower tiers. This is sometimes the best way to ensure that you have exactly the character you want. This is particularly true with abilities that grant skills, which can usually be taken multiple times.

Sixth-Tier Warrior

Choose two of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.MQewTo9NscKVUUNz]{Again and Again} @UUID[Compendium.cyphersystem-compendium.abilities.syJ3mkT2hHR2MY3o]{Finishing Blow} @UUID[Compendium.cyphersystem-compendium.abilities.Cz0KkzZPnlX1oTYz]{Magnificent Moment} @UUID[Compendium.cyphersystem-compendium.abilities.KNElOxbWobS1ygLv]{Murderer} @UUID[Compendium.cyphersystem-compendium.abilities.KDZeCZJxjCQzlTxA]{Spin Attack} @UUID[Compendium.cyphersystem-compendium.abilities.s8NShtaUrW0Oxolo]{Weapon and Body}

Warrior Example

Ray wants to create a Warrior character for a modern campaign. He decides that the character is an ex-military fellow who is fast and strong. He puts 3 of his additional points into his Might Pool and 3 into his Speed Pool; his stat Pools are now Might 13, Speed 13, and Intellect 8. As a first-tier character, his Effort is 1, his Might Edge is 1, and his Speed Edge and Intellect Edge are both 0. His character is not particularly smart or charismatic.

He wants to use a large combat knife (a medium weapon that inflicts 4 points of damage) and a .357 Magnum (a heavy pistol that inflicts 6 points of damage but requires the use of both hands). Ray decides not to wear armor, as it’s not really appropriate to the setting, so for his first ability, he chooses Trained Without Armor so he eases Speed defense actions. For his second ability, he chooses Combat Prowess so he can inflict extra damage with his big knife.

Ray wants to be fast as well as tough, so he selects Improved Edge. This gives him a Speed Edge of 1. He rounds out his character with Physical Skills and chooses swimming and running.

The Warrior can bear two cyphers. The GM decides that Ray’s first cypher is a pill that restores 6 points of Might when swallowed, and his second is a small, easily concealed grenade that explodes like a firebomb when thrown, inflicting 3 points of damage to all within immediate range.

Ray still needs to choose a descriptor and a focus. Looking ahead to the descriptor rules, Ray chooses Strong, which increases his Might Pool to 17. He also becomes trained in jumping and breaking inanimate objects. (If he had chosen jumping as one of his physical skills, the Strong descriptor would have made him specialized in jumping instead of trained.) Being Strong also gives Ray an extra medium or heavy weapon. He chooses a baseball bat that he’ll use in a pinch. He keeps it in the trunk of his car.

For his focus, Ray chooses Masters Weaponry. This gives him yet another weapon of high quality. He chooses another combat knife and asks the GM if he could use it in his left hand—not to make attacks, but as a shield. This will ease his Speed defense rolls if he has both knives out (the “shield” counts as an asset). The GM agrees. During the game, Ray’s Warrior will be hard to hit—he is trained in Speed defense rolls, and his extra knife eases his defense rolls by another step.

Thanks to his focus, he also inflicts 1 additional point of damage with his chosen weapon. Now he inflicts 6 points of damage with his blade. Ray’s character is a deadly combatant, likely starting the game with a reputation as a knife fighter.

For his character arc, Ray chooses Defeat a Foe. That foe, he decides, is none other than someone in his company who was once a friend but went rogue.

Adept

Fantasy/Fairy tale: wizard, mage, sorcerer, cleric, druid, seer, diabolist, fey-touched

Modern/Horror/Romance: psychic, occultist, witch, practitioner, medium, fringe scientist

Science fiction: psion, psionicist, telepath, seeker, master, scanner, ESPer, abomination

Superhero/Post-Apocalyptic: mage, sorcerer, power-wielder, master, psion, telepath

You master powers or abilities outside the experience, understanding, and sometimes belief of others. They might be magic, psychic powers, mutant abilities, or just a wide variety of intricate devices, depending on the setting. (“Magic” here is a term used very loosely. It’s a catch-all for the kinds of wondrous, possibly supernatural things that your character can do that others cannot. It might actually be an expression of technological devices, channeling spirits, mutations, psionics, nanotechnology, or any number of other sources.)

Individual Role: Adepts are usually thoughtful, intelligent types. They often think carefully before acting and rely heavily on their supernatural abilities.

Group Role: Adepts are not powerful in straightforward combat, although they often wield abilities that provide excellent combat support, both offensively and defensively. They sometimes possess abilities that facilitate overcoming challenges. For example, if the group must get through a locked door, an Adept might be able to destroy it or teleport everyone to the other side.

Societal Role: In settings where the supernatural is rare, strange, or feared, Adepts are likely rare and feared as well. They remain hidden, shadowy figures. When this is not the case, Adepts are more likely to be common and forthright. They might even take leadership roles.

Advanced Adepts: Even at low tiers, Adept powers are impressive. Higher-tier Adepts can accomplish amazing deeds that can reshape matter and the environment around them.

Adepts are almost always emblematic of the paranormal or superhuman in some way—wizards, psychics, or something similar. If the game you’re playing has none of that, an Adept could be a charlatan mimicking such abilities with tricks and hidden devices, or a gadgeteer character with a “utility belt” full of oddments. Or a game like that might not have Adepts. That’s okay too.

Adept Background Connection

Your type helps determine the connection you have to the setting. Roll a d20 or choose from the following list to determine a specific fact about your background that provides a connection to the rest of the world. You can also create your own fact.

@UUID[Compendium.cyphersystem-compendium.cypher-roll-tables.ldbXbEteJgHbIdZe]{Adept Background Connection}

Adept Player Intrusions

When playing an Adept, you can spend 1 XP to use one of the following player intrusions, provided the situation is appropriate and the GM agrees.

Advantageous Malfunction: A device being used against you malfunctions. It might harm the user or one of their allies for a round, or activate a dramatic and distracting side effect for a few rounds.

Convenient Idea: A flash of insight provides you with a clear answer or suggests a course of action with regard to an urgent question, problem, or obstacle you’re facing.

Inexplicably Unbroken: An inactive, ruined, or presumed-destroyed device temporarily activates and performs a useful function relevant to the situation. This is enough to buy you some time for a better solution, alleviate a complication that was interfering with your abilities, or just get you one more use out of a depleted cypher or artifact.

Adept Stat Pools

StatPool Starting Value
Might7
Speed9
Intellect12

You get 6 additional points to divide among your stat Pools however you wish.

First-Tier Adept

First-tier Adepts have the following abilities:

Effort: Your Effort is 1.

Genius: You have an Intellect Edge of 1, a Might Edge of 0, and a Speed Edge of 0.

Expert Cypher Use: You can bear three cyphers at a time.

Starting Equipment: Appropriate clothing, plus two expensive items, two moderately priced items, and up to four inexpensive items of your choice.

Weapons: You can use @UUID[Compendium.cyphersystem-compendium.basic-skills.GA74AkWhC7i4Z8sZ]{light weapons} without penalty. You have an inability with @UUID[Compendium.cyphersystem-compendium.inabilities.Zjign4M9GqTvD348]{medium weapons} and @UUID[Compendium.cyphersystem-compendium.inabilities.aMGYdfzCgfYqtHuJ]{heavy weapons}; your attacks with medium and heavy weapons are hindered.

Special Abilities: Choose four of the abilities listed below. You can’t choose the same ability more than once unless its description says otherwise. The full description for each listed ability can be found in Abilities, which also has descriptions for flavor and focus abilities in a single vast catalog.

Adept abilities require at least one free hand unless the GM says otherwise.

@UUID[Compendium.cyphersystem-compendium.abilities.6qCR3kBqCVYDlEOl]{Distortion} @UUID[Compendium.cyphersystem-compendium.abilities.TmWjWp4iWk4GMLN0]{Erase Memories} @UUID[Compendium.cyphersystem-compendium.abilities.gP8HCn8FPeg49V7M]{Far Step} @UUID[Compendium.cyphersystem-compendium.abilities.zArjjFcf9tHQvJTx]{Hedge Magic} @UUID[Compendium.cyphersystem-compendium.abilities.XQxN55rl0f5HFxEM]{Magic Training} @UUID[Compendium.cyphersystem-compendium.abilities.FE1Ge8CbJxQcCo0b]{Onslaught} @UUID[Compendium.cyphersystem-compendium.abilities.Myt0JUt24B8hjYAg]{Push} @UUID[Compendium.cyphersystem-compendium.abilities.Q8xKsSOvoFWL1ePP]{Resonance Field} @UUID[Compendium.cyphersystem-compendium.abilities.OPvXaxuRIVXLmkWl]{Scan} @UUID[Compendium.cyphersystem-compendium.abilities.nptFEdFaUvjDeqAz]{Shatter} @UUID[Compendium.cyphersystem-compendium.abilities.59mslpID7ogppzMA]{Ward}

Second-Tier Adept

Choose one of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.wWN4y4rATxbtMCMo]{Adaptation} @UUID[Compendium.cyphersystem-compendium.abilities.o7kTUAFonv5HPi07]{Cutting Light} @UUID[Compendium.cyphersystem-compendium.abilities.UCR0rx32kEsTcgnF]{Hover} @UUID[Compendium.cyphersystem-compendium.abilities.W5Zt9qDKCtNr49BC]{Mind Reading} @UUID[Compendium.cyphersystem-compendium.abilities.fzx429jdEdbd0tHy]{Retrieve Memories} @UUID[Compendium.cyphersystem-compendium.abilities.Uti1XQwY4VFZwwwc]{Reveal} @UUID[Compendium.cyphersystem-compendium.abilities.pdNI9QMKmDwu8gza]{Stasis}

Third-Tier Adept

Choose two of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.M0pjZXQ9996hfUPs]{Adroit Cypher Use} @UUID[Compendium.cyphersystem-compendium.abilities.Mj6yJZwRmdXaVwh8]{Countermeasures} @UUID[Compendium.cyphersystem-compendium.abilities.yz1w8JR23mtlDX49]{Energy Protection} @UUID[Compendium.cyphersystem-compendium.abilities.AUGM3xEluWJi4Y8h]{Fire and Ice} @UUID[Compendium.cyphersystem-compendium.abilities.yPVZmXWhUxustVdq]{Force Field Barrier} @UUID[Compendium.cyphersystem-compendium.abilities.bzy1KzO0oPmZGu2b]{Sensor} @UUID[Compendium.cyphersystem-compendium.abilities.q80xvRDX6XwFXgma]{Targeting Eye}

Fourth-Tier Adept

Choose one of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.iTxEWRCR8G5Rych2]{Death Touch} @UUID[Compendium.cyphersystem-compendium.abilities.VEJQ74o175OnlIAm]{Exile} @UUID[Compendium.cyphersystem-compendium.abilities.wvlSlYCJyrJuFqtn]{Invisibility} @UUID[Compendium.cyphersystem-compendium.abilities.whVEpvOjmGs3fpcD]{Matter Cloud} @UUID[Compendium.cyphersystem-compendium.abilities.Vcfc6yjbqX6WSzCf]{Mind Control} @UUID[Compendium.cyphersystem-compendium.abilities.8QwoYVraOedgr9kB]{Projection} @UUID[Compendium.cyphersystem-compendium.abilities.y1bQFSBlwMbUico5]{Rapid Processing} @UUID[Compendium.cyphersystem-compendium.abilities.iroL3TcKD9dpulhW]{Regeneration} @UUID[Compendium.cyphersystem-compendium.abilities.YFbC1HRis4SpZgrS]{Reshape} @UUID[Compendium.cyphersystem-compendium.abilities.KGz0rK4b2dAt0DaX]{Wormhole}

Fifth-Tier Adept

Choose two of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.NCXCkCYeZw8qlazG]{Absorb Energy} @UUID[Compendium.cyphersystem-compendium.abilities.PZBKCtRj5S6ULnjo]{Concussion} @UUID[Compendium.cyphersystem-compendium.abilities.8SDpRRzZRF73zLsF]{Conjuration} @UUID[Compendium.cyphersystem-compendium.abilities.HuhNjMfMxPkTlERH]{Create} @UUID[Compendium.cyphersystem-compendium.abilities.D4JFKjeVDkx9Xfnf]{Dust to Dust} @UUID[Compendium.cyphersystem-compendium.abilities.wlkPdME0r3hx9VbE]{Knowing the Unknown} @UUID[Compendium.cyphersystem-compendium.abilities.K4XRiZlFRakz6j98]{Master Cypher Use} @UUID[Compendium.cyphersystem-compendium.abilities.IN3VI2LxDyYGbqnN]{Teleportation} @UUID[Compendium.cyphersystem-compendium.abilities.MGzAkRaGd4LgfQti]{True Senses}

Sixth-Tier Adept

Choose one of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.tvlNZboSbKCHttjs]{Control Weather} @UUID[Compendium.cyphersystem-compendium.abilities.jhdgI9rV2mpH6JQU]{Earthquake} @UUID[Compendium.cyphersystem-compendium.abilities.8OmtJRuoKRzuGfh8]{Move Mountains} @UUID[Compendium.cyphersystem-compendium.abilities.PlKwEwo6ilGqwxwI]{Traverse the Worlds} @UUID[Compendium.cyphersystem-compendium.abilities.gETtOLyLYRVk53dP]{Usurp Cypher}

Adept Example

Jen wants to create an Adept—a sorcerer for a fantasy campaign. She decides to be somewhat well rounded, so she puts 2 of her additional points into each stat Pool, giving her a Might Pool of 9, a Speed Pool of 11, and an Intellect Pool of 14. Her Adept is smart and quick. She has an Intellect Edge of 1, a Might Edge of 0, and a Speed Edge of 0. As a first-tier character, her Effort is 1. As her initial abilities, she chooses Onslaught and Ward, giving her a strong offense and defense. She also chooses Magic Training and rounds out her character with Scan, which she hopes will be useful in gaining insight and information. For this character, Onslaught, Ward, and Scan are all spells she has mastered through years of training and study.

She can bear three cyphers. The GM gives her a potion that acts as a short-range teleporter, a small charm that restores 5 points to her Intellect Pool, and a fluid-filled flask that explodes like a fiery bomb. Jen’s sorcerer is skilled with light weapons, so she chooses a dagger.

For her descriptor, Jen chooses Graceful, which adds 2 points to her Speed Pool, bringing it to 13. That descriptor means she is trained in balancing and anything requiring careful movements, physical performing arts, and Speed defense tasks. Perhaps she is a dancer. In fact, she begins to develop a backstory that involves graceful, lithe movements that she incorporates into her spells.

For her focus, she chooses Leads. This gives her training in social interactions, which again helps round her out—she’s good in all kinds of situations. Moreover, she has the Good Advice ability, which enables her to be a focal point of her group.

Her spells and focus abilities cost Intellect points to activate, so she’s glad to have a lot of points in her Intellect Pool. In addition, her Intellect Edge will help reduce those costs. If she uses her Onslaught force blast without applying Effort, it costs 0 Intellect points and deals 4 points of damage. Her Intellect Edge will allow her to save points to devote toward applying Effort for other purposes, perhaps to boost the accuracy of Onslaught.

For her character arc, Jen chooses Aid a Friend. She decides that when her sorcerer character was young, she had a magical mentor. That mentor was later taken prisoner by a demon, so her character is always looking for clues on how to find the demon and release her friend from bondage.

GMs are always free to pre-select a type’s special abilities at a given tier to reinforce the setting. In the fantasy setting of Jen’s sorcerer, the GM might have said that all sorcerers (Adepts) start with Magic Training as one of their tier 1 abilities. This doesn’t make the character any less powerful or special, but it says something about her role in the world and expectations in the game.

Explorer

Fantasy/Fairy tale: Explorer, adventurer, delver, mystery seeker

Modern/Horror/Romance: athlete, explorer, adventurer, drifter, detective, scholar, spelunker, trailblazer, investigative reporter

Science fiction: Explorer, adventurer, wanderer, planetary specialist, xenobiologist

Superhero/Post-Apocalyptic: adventurer, crimefighter

You are a person of action and physical ability, fearlessly facing the unknown. You travel to strange, exotic, and dangerous places, and discover new things. This means you’re physical but also probably knowledgeable.

Individual Role: Although Explorers can be academics or well studied, they are first and foremost interested in action. They face grave dangers and terrible obstacles as a routine part of life.

Group Role: Explorers sometimes work alone, but far more often they operate in teams with other characters. The Explorer frequently leads the way, blazing the trail. However, they’re also likely to stop and investigate anything intriguing they stumble upon.

Societal Role: Not all Explorers are out traipsing through the wilderness or poking about an old ruin. Sometimes, an Explorer is a teacher, a scientist, a detective, or an investigative reporter. In any event, an Explorer bravely faces new challenges and gathers knowledge to share with others.

Advanced Explorers: Higher-tier Explorers gain more skills, some combat abilities, and a number of abilities that allow them to deal with danger. In short, they become more and more well-rounded, able to deal with any challenge.

Explorer Background Connection

Your type helps determine the connection you have to the setting. Roll a d20 or choose from the following list to determine a specific fact about your background that provides a connection to the rest of the world. You can also create your own fact.

@UUID[Compendium.cyphersystem-compendium.cypher-roll-tables.EPY1EXnGWOBK9kO1]{Explorer Background Connection}

Explorer Player Intrusions

When playing an Explorer, you can spend 1 XP to use one of the following player intrusions, provided the situation is appropriate and the GM agrees.

Fortuitous Malfunction: A trap or a dangerous device malfunctions before it can affect you.

Serendipitous Landmark: Just when it seems like the path is lost (or you are), a trail marker, a landmark, or simply the way the terrain or corridor bends, rises, or falls away suggests to you the best path forward, at least from this point.

Weak Strain: The poison or disease turns out not to be as debilitating or deadly as it first seemed, and inflicts only half the damage that it would have otherwise.

Explorer Stat Pools

StatPool Starting Value
Might10
Speed9
Intellect9

You get 6 additional points to divide among your stat Pools however you wish.

First-Tier Explorer

First-tier Explorers have the following abilities:

Effort: Your Effort is 1.

Physical Nature: You have a Might Edge of 1, a Speed Edge of 0, and an Intellect Edge of 0.

Cypher Use: You can bear two cyphers at a time.

Starting Equipment: Appropriate clothing and a weapon of your choice, plus two expensive items, two moderately priced items, and up to four inexpensive items.

Weapons: You can use @UUID[Compendium.cyphersystem-compendium.basic-skills.GA74AkWhC7i4Z8sZ]{light} and @UUID[Compendium.cyphersystem-compendium.basic-skills.wHxvX2zJOKo27GBe]{medium weapons} without penalty. You have an inability with @UUID[Compendium.cyphersystem-compendium.inabilities.aMGYdfzCgfYqtHuJ]{heavy weapons}; your attacks with heavy weapons are hindered.

Special Abilities: Choose four of the abilities listed below. You can’t choose the same ability more than once unless its description says otherwise. The full description for each listed ability can be found in Abilities, which also has descriptions for flavor and focus abilities in a single vast catalog.

@UUID[Compendium.cyphersystem-compendium.abilities.7OpsD4muO5HGJt29]{Block} @UUID[Compendium.cyphersystem-compendium.abilities.UyQTRi5ZwWU5tMO0]{Danger Sense} @UUID[Compendium.cyphersystem-compendium.abilities.P95xVHVxALSMjanR]{Decipher} @UUID[Compendium.cyphersystem-compendium.abilities.PqL4qr9D8QAwQhrL]{Endurance} @UUID[Compendium.cyphersystem-compendium.abilities.axI0iGYo7DjdR8Ya]{Find the Way} @UUID[Compendium.cyphersystem-compendium.abilities.Sg5WeSF04CYNEecl]{Fleet of Foot} @UUID[Compendium.cyphersystem-compendium.abilities.7X2zbrkFSNbyhA5G]{Improved Edge} @UUID[Compendium.cyphersystem-compendium.abilities.eEGFknWQZUBNXn99]{Knowledge Skills} @UUID[Compendium.cyphersystem-compendium.abilities.CBGeAZSBuymzrxDz]{Muscles of Iron} @UUID[Compendium.cyphersystem-compendium.abilities.YZB37b80VQGMUscp]{No Need for Weapons} @UUID[Compendium.cyphersystem-compendium.abilities.noCgrKbB370cfzQg]{Physical Skills} @UUID[Compendium.cyphersystem-compendium.abilities.o2ZDoteWQsFsqTJr]{Practiced in Armor} @UUID[Compendium.cyphersystem-compendium.abilities.yl2zo179wXZW5Xxc]{Practiced With All Weapons} @UUID[Compendium.cyphersystem-compendium.abilities.s2PLo9FsWBi2C1VY]{Surging Confidence} @UUID[Compendium.cyphersystem-compendium.abilities.uatcX3o1oB2Stc4u]{Trained Without Armor}

Second-Tier Explorer

Choose four of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.JkmTskE3eqcfu7dY]{Curious} @UUID[Compendium.cyphersystem-compendium.abilities.3x3gRDJejTXQPmdY]{Danger Instinct} @UUID[Compendium.cyphersystem-compendium.abilities.4yyKQYnrbL3r9gcU]{Enable Others} @UUID[Compendium.cyphersystem-compendium.abilities.uB3sVzeG2N5rkdUZ]{Escape} @UUID[Compendium.cyphersystem-compendium.abilities.RM8Fmu1IJwzBkjcM]{Eye for Detail} @UUID[Compendium.cyphersystem-compendium.abilities.U7chr7wLj7r5y0LT]{Foil Danger} @UUID[Compendium.cyphersystem-compendium.abilities.pp9NFNHKgOhRYbsY]{Hand to Eye} @UUID[Compendium.cyphersystem-compendium.abilities.romswZIOmAmtzfCL]{Investigative Skills} @UUID[Compendium.cyphersystem-compendium.abilities.euEVkth9YGYSpoJf]{Quick Recovery} @UUID[Compendium.cyphersystem-compendium.abilities.tJVu7MQ2pOhNfpUB]{Range Increase} @UUID[Compendium.cyphersystem-compendium.abilities.nOuOE3EkrNr81pSq]{Greater Skill With Defense} @UUID[Compendium.cyphersystem-compendium.abilities.gbU7mA0flUR4W8Dl]{Stand Watch} @UUID[Compendium.cyphersystem-compendium.abilities.wEjdodvc6SLf8yso]{Travel Skills} @UUID[Compendium.cyphersystem-compendium.abilities.yS1sMAZEzJbozxOZ]{Wreck}

Third-Tier Explorer

Choose three of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.wG4zveGhplNKNzuP]{Controlled Fall} @UUID[Compendium.cyphersystem-compendium.abilities.4eCjeGPA0ovnwIfu]{Experienced in Armor} @UUID[Compendium.cyphersystem-compendium.abilities.u1GhDcfpVXITVtOc]{Expert Cypher Use} @UUID[Compendium.cyphersystem-compendium.abilities.JuOmZXMt1T3tQUZ8]{Ignore the Pain} @UUID[Compendium.cyphersystem-compendium.abilities.qZOOWfFLJ1JziJpY]{Obstacle Running} @UUID[Compendium.cyphersystem-compendium.abilities.GvYXLPdpaFEMGuQR]{Resilience} @UUID[Compendium.cyphersystem-compendium.abilities.ZuX6gykVtKxiBAxR]{Run and Fight} @UUID[Compendium.cyphersystem-compendium.abilities.t3zUlk8c5WEBXXO8]{Seize the Moment} @UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks} @UUID[Compendium.cyphersystem-compendium.abilities.jmYIPbMwsq3GY3eO]{Stone Breaker} @UUID[Compendium.cyphersystem-compendium.abilities.wpA3GB5yJq9NI8QN]{Think Your Way Out} @UUID[Compendium.cyphersystem-compendium.abilities.V1ROUnWXLmLRMxXi]{Trapfinder} @UUID[Compendium.cyphersystem-compendium.abilities.6McxfJoPmf1SnbDR]{Wrest From Chance}

Fourth-Tier Explorer

Choose two of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.gNRMG3mJTzWaCGph]{Capable Warrior} @UUID[Compendium.cyphersystem-compendium.abilities.MdRdAc0qAWghMmlV]{Expert Skill} @UUID[Compendium.cyphersystem-compendium.abilities.mUizWF7k2XD7ykRJ]{Increased Effects} @UUID[Compendium.cyphersystem-compendium.abilities.lbXg8UlSCG23yxO4]{Read the Signs} @UUID[Compendium.cyphersystem-compendium.abilities.dW0rgYsx6hDA8pIB]{Runner} @UUID[Compendium.cyphersystem-compendium.abilities.3pqCkOZjnAXWIikt]{Subtle Steps} @UUID[Compendium.cyphersystem-compendium.abilities.wxAZnuQkvWosLzkN]{Tough As Nails}

Fifth-Tier Explorer

Choose three of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.M0pjZXQ9996hfUPs]{Adroit Cypher Use} @UUID[Compendium.cyphersystem-compendium.abilities.B0Tt5R1m2DsVLtPH]{Free to Move} @UUID[Compendium.cyphersystem-compendium.abilities.hhBF8re7Azmce3Y9]{Group Friendship} @UUID[Compendium.cyphersystem-compendium.abilities.KGzAHs3qln0fNDjt]{Hard to Kill} @UUID[Compendium.cyphersystem-compendium.abilities.IFb8NX06xgWM7H98]{Jump Attack} @UUID[Compendium.cyphersystem-compendium.abilities.LTqgcoprvBF2ZkdH]{Mastery With Defense} @UUID[Compendium.cyphersystem-compendium.abilities.AmZDmnmP7CxSSN4h]{Parry} @UUID[Compendium.cyphersystem-compendium.abilities.5uWcMvgh1OWvieJs]{Physically Gifted} @UUID[Compendium.cyphersystem-compendium.abilities.scceoEmEnN5MW8XT]{Take Command} @UUID[Compendium.cyphersystem-compendium.abilities.icJAWRB8Uha8CSKr]{Vigilant}

Sixth-Tier Explorer

Choose three of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.MQewTo9NscKVUUNz]{Again and Again} @UUID[Compendium.cyphersystem-compendium.abilities.tTrekc4AZbIqem5L]{Inspire Coordinated Actions} @UUID[Compendium.cyphersystem-compendium.abilities.4k5JFV78A5SiPjFo]{Mastery in Armor} @UUID[Compendium.cyphersystem-compendium.abilities.kNSRytTtQX0rU3aE]{Mastery With Attacks} @UUID[Compendium.cyphersystem-compendium.abilities.dMEqa6kAjXrHlxui]{Negate Danger} @UUID[Compendium.cyphersystem-compendium.abilities.PXvS7AatBcxH9cvZ]{Share Defense} @UUID[Compendium.cyphersystem-compendium.abilities.KDZeCZJxjCQzlTxA]{Spin Attack} @UUID[Compendium.cyphersystem-compendium.abilities.vQtVTnCecWFXkfkI]{Wild Vitality}

Explorer Example

Sam decides to create an Explorer character for a science fiction campaign. This character will be a hardy soul who explores alien worlds. They put 3 additional points into their Might Pool, 2 into their Speed Pool, and 1 into their Intellect Pool; their stat Pools are now Might 13, Speed 11, and Intellect 10. As a first-tier character, their Effort is 1, their Might Edge is 1, and their Speed Edge and Intellect Edge are 0. Their character is fairly well-rounded so far.

Sam immediately leaps in and starts choosing abilities. They pick Danger Sense and Surging Confidence, thinking those abilities will be generally useful. They also choose Practiced in Armor, reasoning that the character wears high-tech medium armor when exploring. Last, they choose Knowledge Skills and select geology and biology to help during interplanetary explorations.

Sam’s Explorer can bear two cyphers, which in this setting involve nanotechnology. The GM decides that one is a nanite injector that grants a +1 bonus to Might Edge when used, and the other is a device that can create one simple handheld object the user wishes.

Sam’s Explorer is not really geared toward fighting, but sometimes the universe is a dangerous place, so they note that they’re carrying a medium blaster as well.

Sam still needs a descriptor and a focus. Looking to the Descriptor chapter, they choose Hardy, which increases their Might Pool to 17. They also heal more quickly and can operate better when injured. They’re trained in Might defense but have an inability with initiative; however, it’s effectively canceled out by their Danger Sense (and vice versa). Sam could go back and select something else instead of Danger Sense, but they like it and decide to keep it. Overall, the descriptor ends up making the character tough but a little slow.

For their focus, Sam chooses Explores Dark Places (in this case, weird ruins of alien civilizations). This gives the character a bunch of additional skills: searching, listening, climbing, balancing, and jumping. They’re quite the capable Explorer.

For their character arc, Sam chooses Enterprise. Exploring alien places sometimes turns up strange relics, and Sam figures they might be able to set up a service to reliably transport these items to responsible third parties, rather than allow them to fall into the hands of pirates and rich private collectors. For a small fee, of course.

Speaker

Fantasy/Fairy tale: bard, speaker, skald, emissary, priest, advocate

Modern/Horror/Romance: diplomat, charmer, face, spinner, manipulator, minister, mediator, lawyer

Science fiction: diplomat, empath, glam, consul, legate

Superhero/Post-Apocalyptic: charmer, mesmerist, puppet master

You’re good with words and good with people. You talk your way past challenges and out of jams, and you get people to do what you want.

Individual Role: Speakers are smart and charismatic. They like people and, more important, they understand them. This helps speakers get others to do what needs to be done.

Group Role: The Speaker is often the face of the group, serving as the person who speaks for all and negotiates with others. Combat and action are not a Speaker’s strong suits, so other characters sometimes have to defend the Speaker in times of danger.

Societal Role: Speakers are frequently political or religious leaders. Just as often, however, they are con artists or criminals.

Advanced Speakers: Higher-tier Speakers use their abilities to control and manipulate people as well as aid and nurture their friends. They can talk their way out of danger and even use their words as weapons.

Speaker Background Connection

Your type helps determine the connection you have to the setting. Roll a d20 or choose from the following list to determine a specific fact about your background that provides a connection to the rest of the world. You can also create your own fact.

@UUID[Compendium.cyphersystem-compendium.cypher-roll-tables.zDo6fnblxkAjzvc3]{Speaker Background Connection}

Speaker Player Intrusions

When playing a Speaker, you can spend 1 XP to use one of the following player intrusions, provided the situation is appropriate and the GM agrees.

Friendly NPC: An NPC you don’t know, someone you don’t know that well, or someone you know but who hasn’t been particularly friendly in the past chooses to help you, though doesn’t necessarily explain why. Maybe they’ll ask you for a favor in return afterward, depending on how much trouble they go to.

Perfect Suggestion: A follower or other already-friendly NPC suggests a course of action with regard to an urgent question, problem, or obstacle you’re facing.

Unexpected Gift: An NPC hands you a physical gift you were not expecting, one that helps put the situation at ease if things seem strained, or provides you with a new insight for understanding the context of the situation if there’s something you’re failing to understand or grasp.

Speaker Stat Pools

StatPool Starting Value
Might8
Speed9
Intellect11

You get 6 additional points to divide among your stat Pools however you wish.

First-Tier Speaker

First-tier Speakers have the following abilities:

Effort: Your Effort is 1.

Genius: You have an Intellect Edge of 1, a Might Edge of 0, and a Speed Edge of 0.

Cypher Use: You can bear two cyphers at a time.

Weapons: You can use @UUID[Compendium.cyphersystem-compendium.basic-skills.GA74AkWhC7i4Z8sZ]{light weapons} without penalty. You have an inability with @UUID[Compendium.cyphersystem-compendium.inabilities.Zjign4M9GqTvD348]{medium} and @UUID[Compendium.cyphersystem-compendium.inabilities.aMGYdfzCgfYqtHuJ]{heavy weapons}; your attacks with medium and heavy weapons are hindered.

Starting Equipment: Appropriate clothing and a light weapon of your choice, plus two expensive items, two moderately priced items, and up to four inexpensive items.

Special Abilities: Choose four of the abilities listed below. You can’t choose the same ability more than once unless its description says otherwise. The full description for each listed ability can be found in Abilities, which also has descriptions for flavor and focus abilities in a single vast catalog.

Some Speaker abilities, like Mind Reading or True Senses, imply a supernatural element. If this is inappropriate to the character or the setting, these abilities can be replaced with something from the stealth flavor, or the GM can slightly modify them so they are based in extraordinary talents and insight rather than the supernatural.

@UUID[Compendium.cyphersystem-compendium.abilities.BlBi7qk0darLthxS]{Anecdote} @UUID[Compendium.cyphersystem-compendium.abilities.r7uNiD9CGy4G3Hoq]{Babel} @UUID[Compendium.cyphersystem-compendium.abilities.JSlr2Q6Ll1xNd8fX]{Demeanor of Command} @UUID[Compendium.cyphersystem-compendium.abilities.hYa7I52x2iwffh8C]{Encouragement} @UUID[Compendium.cyphersystem-compendium.abilities.lQ4MNmGXXNBMGsmk]{Enthrall} @UUID[Compendium.cyphersystem-compendium.abilities.TmWjWp4iWk4GMLN0]{Erase Memories} @UUID[Compendium.cyphersystem-compendium.abilities.ulHj0pzmwc515fve]{Fast Talk} @UUID[Compendium.cyphersystem-compendium.abilities.wWCehMidmvLypdxj]{Inspire Aggression} @UUID[Compendium.cyphersystem-compendium.abilities.V765JZKDKQ00Buyn]{Interaction Skills} @UUID[Compendium.cyphersystem-compendium.abilities.NhijFGxYepJtaa0r]{Practiced With Medium Weapons} @UUID[Compendium.cyphersystem-compendium.abilities.5aUrbdjSSLCRggHU]{Spin Identity} @UUID[Compendium.cyphersystem-compendium.abilities.qVlbJjB7X8R78rz0]{Terrifying Presence} @UUID[Compendium.cyphersystem-compendium.abilities.kv03xEihe4VZNkK5]{Understanding}

Second-Tier Speaker

Choose two of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.4XwwFeGO5haHxvQs]{Basic Follower} @UUID[Compendium.cyphersystem-compendium.abilities.BggeJtN5IcutwLJg]{Calm Stranger} @UUID[Compendium.cyphersystem-compendium.abilities.di7QfASecjKU8BPN]{Disincentivize} @UUID[Compendium.cyphersystem-compendium.abilities.IvKd5vkPypJbB1Ip]{Gather Intelligence} @UUID[Compendium.cyphersystem-compendium.abilities.GT0AiiarWPbGzxKs]{Impart Ideal} @UUID[Compendium.cyphersystem-compendium.abilities.DLxDL49VjUEMAjxZ]{Inspiring Ease} @UUID[Compendium.cyphersystem-compendium.abilities.V765JZKDKQ00Buyn]{Interaction Skills} @UUID[Compendium.cyphersystem-compendium.abilities.o2ZDoteWQsFsqTJr]{Practiced in Armor} @UUID[Compendium.cyphersystem-compendium.abilities.CtRvLxfUlCynJv1B]{Skill With Defense} @UUID[Compendium.cyphersystem-compendium.abilities.XntbE6mXQ4CZ6yIi]{Speedy Recovery} @UUID[Compendium.cyphersystem-compendium.abilities.UHvD5299HFbwBvpR]{Unexpected Betrayal}

Third-Tier Speaker

Choose three of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.hB1CISYVEZXEO0IV]{Accelerate} @UUID[Compendium.cyphersystem-compendium.abilities.rZsohzuwTFfghWVO]{Blend In} @UUID[Compendium.cyphersystem-compendium.abilities.NnlGdSiR9GbiTJyZ]{Discerning Mind} @UUID[Compendium.cyphersystem-compendium.abilities.u1GhDcfpVXITVtOc]{Expert Cypher Use} @UUID[Compendium.cyphersystem-compendium.abilities.ETGBAqAc1ApFH5cx]{Expert Follower} @UUID[Compendium.cyphersystem-compendium.abilities.sqiDNk5qXh9j3zwh]{Grand Deception} @UUID[Compendium.cyphersystem-compendium.abilities.1N6P5ZRogThCS0KH]{Lead by Inquiry} @UUID[Compendium.cyphersystem-compendium.abilities.W5Zt9qDKCtNr49BC]{Mind Reading} @UUID[Compendium.cyphersystem-compendium.abilities.i5BlJLgj1ayBw0uY]{Oratory} @UUID[Compendium.cyphersystem-compendium.abilities.ZqBpOAiH70SGHX8N]{Perfect Stranger} @UUID[Compendium.cyphersystem-compendium.abilities.Mac5S0sQe9Muf4Mv]{Quick Wits} @UUID[Compendium.cyphersystem-compendium.abilities.oah8DOODfphl858B]{Telling}

Fourth-Tier Speaker

Choose two of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.ZH0JbusjycG6zQf1]{Anticipate Attack} @UUID[Compendium.cyphersystem-compendium.abilities.2SiHiotGcSufnCne]{Confounding Banter} @UUID[Compendium.cyphersystem-compendium.abilities.RO8dmB90aRPOmCuJ]{Feint} @UUID[Compendium.cyphersystem-compendium.abilities.7tiGTYVXj9eHdja7]{Heightened Skills} @UUID[Compendium.cyphersystem-compendium.abilities.Je1MitN21L3lqWVF]{Psychosis} @UUID[Compendium.cyphersystem-compendium.abilities.lbXg8UlSCG23yxO4]{Read the Signs} @UUID[Compendium.cyphersystem-compendium.abilities.QFZyfDWOSEpZeQmM]{Spur Effort} @UUID[Compendium.cyphersystem-compendium.abilities.cS2p7CRfquFvR65U]{Strategize} @UUID[Compendium.cyphersystem-compendium.abilities.3wZZC07ADxO3mImS]{Suggestion}

Fifth-Tier Speaker

Choose three of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.M0pjZXQ9996hfUPs]{Adroit Cypher Use} @UUID[Compendium.cyphersystem-compendium.abilities.t3uyBYJqMApfEBWX]{Discipline of Watchfulness} @UUID[Compendium.cyphersystem-compendium.abilities.4eCjeGPA0ovnwIfu]{Experienced in Armor} @UUID[Compendium.cyphersystem-compendium.abilities.UyW320RhzarMNoss]{Flee} @UUID[Compendium.cyphersystem-compendium.abilities.xCUKzmoBKzN9gIut]{Foul Aura} @UUID[Compendium.cyphersystem-compendium.abilities.wlkPdME0r3hx9VbE]{Knowing the Unknown} @UUID[Compendium.cyphersystem-compendium.abilities.iroL3TcKD9dpulhW]{Regeneration} @UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks} @UUID[Compendium.cyphersystem-compendium.abilities.U9sgMUKkIkDIdRtK]{Stimulate}

Sixth-Tier Speaker

Choose two of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.By276DS858KmWNZq]{Assume Control} @UUID[Compendium.cyphersystem-compendium.abilities.G8waoPdWGzMl0S1n]{Battle Management} @UUID[Compendium.cyphersystem-compendium.abilities.crFxkKwBNdnD6tX4]{Crowd Control} @UUID[Compendium.cyphersystem-compendium.abilities.fPCTpU0viXXWrNs0]{Inspiring Success} @UUID[Compendium.cyphersystem-compendium.abilities.3EcnBLVtGwxpWXBW]{Recruit Deputy} @UUID[Compendium.cyphersystem-compendium.abilities.EH8OmAJaimF4MTgg]{Shatter Mind} @UUID[Compendium.cyphersystem-compendium.abilities.MGzAkRaGd4LgfQti]{True Senses} @UUID[Compendium.cyphersystem-compendium.abilities.ZTp4SZ673tDJpmuS]{Word of Command}

Speaker Example

Mary wants to create a Speaker for a Lovecraftian horror campaign. She puts 3 of her additional stat points into her Intellect Pool and 3 into her Speed Pool; her stat Pools are now Might 8, Speed 12, and Intellect 14. As a first-tier character, her Effort is 1, her Might Edge and Speed Edge are 0, and her Intellect Edge is 1. She’s smart and charismatic but not particularly tough.

Mary chooses Fast Talk and Spin Identity to help get into places and learn things she wants to know. She’s a bit of a con artist. She’s good to her friends, however, and chooses Encouragement as well. Mary rounds out her first-tier abilities with Interaction Skills (deceiving and persuasion).

A Speaker normally starts with two cyphers, but the GM rules that characters in this campaign start with only one—something creepy relating to their background. Mary’s cypher is an odd pocket watch given to her by her grandfather. She doesn’t know how or why, but when activated, the watch allows her to take twice as many actions for three rounds.

Mary’s character carries a small knife hidden in her bag in case of trouble. As a light weapon, it inflicts 2 points of damage, but attacks with it are eased.

Mary chooses Resilient for her descriptor and decides that she can probably learn the truth behind some of the strange things that she’s heard about without feeling too much trauma if it’s horrible. Resilient increases her Might Pool to 10 and her Intellect Pool to 16. She’s trained in Might and Intellect defense actions and gains an extra recovery roll each day. At first, Mary is sad that her descriptor gives her an inability in knowledge and puzzle tasks, but then she realizes that the flaw fits her character well—she’s better at getting people to tell her what she needs to know than at figuring out the information herself.

For her focus, Mary chooses Moves Like a Cat, granting her a final Speed Pool of 18 and training in balance. In the end, she’s graceful and quick, charismatic, and hardier than she initially thought thanks to her drive. She’s ready to investigate the weird.

For her character arc, Mary chooses Fall From Grace. She decides she’s had an obsession with a strange tome that’s been in her family for generations, and her character is drawn to its strange languages and rituals.

Further Customization

The rules in this section are more advanced and always involve the GM. They can be used by the GM to tailor a type to better fit the genre or setting, or by a player and a GM to tweak a character to fit a concept.

Modifying Type Aspects

The following aspects of the four character types can be modified at character creation. Other abilities should not be changed.

Stat Pools: Each character type has a starting stat Pool value. A player can exchange points between their Pools on a one-for-one basis. For example, they can trade 2 points of Might for 2 points of Speed. However, no starting stat Pool should be higher than 20.

Edge: A player can start with an Edge of 1 in whichever stat they wish.

Cypher Use: If a character gives up the ability to bear one cypher, they gain an additional skill of their choice.

Weapons: Some types have static first-tier abilities that let them use light, medium, and/or heavy weapons without a penalty. Warriors can use all weapons, Explorers can use light and medium weapons, and Adepts and Speakers can use light weapons. Any one of these weapon abilities can be sacrificed to gain training in a different skill of the player’s choice.

Drawbacks and Penalties

In addition to other customization options, a player can choose to take drawbacks or penalties to gain further advantages.

Weakness: A weakness is, essentially, the opposite of Edge. If you have a weakness of 1 in Speed, all Speed actions that require you to spend points cost 1 additional point from your Pool. At any time, a player can give their character a weakness in one stat and, in exchange, gain +1 to their Edge in one of the other two stats. So a PC can take a weakness of 1 in Speed to gain +1 to their Might Edge.

Normally, you can have a weakness only in a stat in which you have an Edge of 0. Further, you can’t have more than one weakness, and you can’t have a weakness greater than 1 unless the additional weakness comes from another source (such as a disease or disability arising from actions or conditions in the game).

Inabilities: Inabilities are like negative skills. They make one type of task harder by hindering it. If a character chooses to take an inability, they gain a skill of their choice. Normally, a character can have only one inability unless the additional inability comes from another source (such as a descriptor or a disease or disability arising from actions or conditions in the game).

","markdown":""},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"ownership":{"default":-1},"flags":{}},{"sort":600000,"name":"License","type":"text","_id":"9ZDlIEtwXjxzyyrZ","title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"

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","markdown":""},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"ownership":{"default":-1},"flags":{}},{"sort":387500,"name":"Flavor","type":"text","_id":"gUBd9dvLJ8qY0iZx","title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"

Flavors are groups of special abilities the GM and players can use to alter a character type to make it more to their liking or more appropriate to the genre or setting. For example, if a player wants to create a magic-using thief character, she could play an Adept with stealth flavoring. In a science fiction setting, a Warrior might also have knowledge of machinery, so the character could be flavored with technology.

At a given tier, abilities from a flavor are traded one for one with standard abilities from a type. So to add the Danger Sense stealth flavor ability to a Warrior, something else—perhaps Bash—must be sacrificed. Now that character can choose Danger Sense as they would any other first-tier warrior ability, but they can never choose Bash.

The GM should always be involved in flavoring a type. For example, they might know that for their science fiction game, they want a type called a “Glam,” which is a Speaker flavored with certain technology abilities—specifically those that make the character a flamboyant starship pilot. Thus, they exchange the first-tier abilities Spin Identity and Inspire Aggression for the technology flavor abilities Datajack and Tech Skills so the character can plug into the ship directly and can take piloting and computers as skills.

In the end, flavor is mostly a tool for the GM to easily create campaign-specific types by making a few slight alterations to the four base types. Although players may wish to use flavors to get the characters they want, remember that they can also shape their PCs with descriptors and foci very nicely.

The flavors available are stealth, technology, magic, combat, and skills and knowledge.

The full description for each listed ability can be found in the Abilities chapter, which also contains descriptions for type and focus abilities in a single vast catalog.

Stealth Flavor

Characters with the stealth flavor are good at sneaking around, infiltrating places they don’t belong, and deceiving others. They use these abilities in a variety of ways, including combat. An Explorer with stealth flavor might be a thief, while a Warrior with stealth flavor might be an assassin. An Explorer with stealth flavor in a superhero setting might be a crimefighter who stalks the streets at night.

First-Tier Stealth Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.UyQTRi5ZwWU5tMO0]{Danger Sense} @UUID[Compendium.cyphersystem-compendium.abilities.M2oXV5cRSdMlUZDm]{Goad} @UUID[Compendium.cyphersystem-compendium.abilities.Frxs35QkokRdure4]{Legerdemain} @UUID[Compendium.cyphersystem-compendium.abilities.90wkMwuVBaiyL9yt]{Opportunist} @UUID[Compendium.cyphersystem-compendium.abilities.QAdh0yZBjJsHdJjD]{Stealth Skills}

Second-Tier Stealth Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.dQHSDDZxJNHrHH1l]{Contortionist} @UUID[Compendium.cyphersystem-compendium.abilities.8ydN3DBdXXP24hQL]{Find an Opening} @UUID[Compendium.cyphersystem-compendium.abilities.5abCQnz5ZWvvfMro]{Get Away} @UUID[Compendium.cyphersystem-compendium.abilities.mvFsSsVjyF8iXvCe]{Sense Ambush} @UUID[Compendium.cyphersystem-compendium.abilities.uG2ACHNAPoZirp0b]{Surprise Attack}

Third-Tier Stealth Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.Uq6p6fOg9KyFcUws]{Evanesce} @UUID[Compendium.cyphersystem-compendium.abilities.XR3B0gfJtrYUAU5M]{From the Shadows} @UUID[Compendium.cyphersystem-compendium.abilities.lUkqQu1vvJe3FxfQ]{Gambler} @UUID[Compendium.cyphersystem-compendium.abilities.sM2zEDx4gRr9CuiR]{Inner Defense} @UUID[Compendium.cyphersystem-compendium.abilities.lwJAowJa4eKlcDjb]{Misdirect} @UUID[Compendium.cyphersystem-compendium.abilities.ZuX6gykVtKxiBAxR]{Run and Fight} @UUID[Compendium.cyphersystem-compendium.abilities.t3zUlk8c5WEBXXO8]{Seize the Moment}

Fourth-Tier Stealth Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.cS1RW48sdVY6ZJZd]{Ambusher} @UUID[Compendium.cyphersystem-compendium.abilities.JVvSTtYbksWJDADY]{Debilitating Strike} @UUID[Compendium.cyphersystem-compendium.abilities.cqzyNCPYVEWtucLe]{Outwit} @UUID[Compendium.cyphersystem-compendium.abilities.LojkwDtb1gHLSB6A]{Preternatural Senses} @UUID[Compendium.cyphersystem-compendium.abilities.w2aO1ZIpmBDQJXq1]{Tumbling Moves}

Fifth-Tier Stealth Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.YbYeZ0A0m96IWxwl]{Assassin Strike} @UUID[Compendium.cyphersystem-compendium.abilities.S5JTyQCNcgrXgNqf]{Mask} @UUID[Compendium.cyphersystem-compendium.abilities.G5bTthwpEf5azVHA]{Return to Sender} @UUID[Compendium.cyphersystem-compendium.abilities.bVt0TIfwtEUXvi6O]{Uncanny Luck}

Sixth-Tier Stealth Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.VVYx3J42Sj9qCQV9]{Exploit Advantage} @UUID[Compendium.cyphersystem-compendium.abilities.jrTEtAhE6GfLW7R4]{Spring Away} @UUID[Compendium.cyphersystem-compendium.abilities.cWHqKGpI5z0aiSYC]{Thief’s Luck} @UUID[Compendium.cyphersystem-compendium.abilities.aWws42dVSQjRz8Hr]{Twist of Fate}

Technology Flavor

Characters with a flavor of technology typically are from science fiction or at least modern-day settings (although anything is possible). They excel at using, dealing with, and building machines. An Explorer with technology flavor might be a starship pilot, and a Speaker flavored with technology could be a techno-priest.

Some of the less computer-oriented abilities might be appropriate for a steampunk character, while a modern-day character could use some of the abilities that don’t involve starships or ultratech.

First-Tier Technology Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.Q3DGDFwNIOjz866X]{Datajack} @UUID[Compendium.cyphersystem-compendium.abilities.z23towmNKeKJasHV]{Hacker} @UUID[Compendium.cyphersystem-compendium.abilities.rhaZSmU6dJpzMO64]{Machine Interface} @UUID[Compendium.cyphersystem-compendium.abilities.kkCW4KkWA751AeBl]{Scramble Machine} @UUID[Compendium.cyphersystem-compendium.abilities.pYsmdnNte7o5Flca]{Tech Skills} @UUID[Compendium.cyphersystem-compendium.abilities.AFfburUYwZlBFq7N]{Tinker}

Second-Tier Technology Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.7nUj7rxq4Qwg4FUM]{Distant Interface} @UUID[Compendium.cyphersystem-compendium.abilities.JK2hN1poqMLqfa1N]{Machine Efficiency} @UUID[Compendium.cyphersystem-compendium.abilities.FDG7hgrRNt4aHpP1]{Overload Machine} @UUID[Compendium.cyphersystem-compendium.abilities.v1lZkKjSCS1pjnET]{Serv-0} @UUID[Compendium.cyphersystem-compendium.abilities.XzomXctsS8NL9M7Q]{Serv-0 Defender} @UUID[Compendium.cyphersystem-compendium.abilities.x8cGd4MC9YEW9isa]{Serv-0 Repair} @UUID[Compendium.cyphersystem-compendium.abilities.k4LeTZ1lqN9L3hPS]{Tool Mastery}

Third-Tier Technology Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.7VYzHQvF1cz4cfUp]{Mechanical Telepathy} @UUID[Compendium.cyphersystem-compendium.abilities.9r6iNU2GH4oEH6vz]{Serv-0 Scanner} @UUID[Compendium.cyphersystem-compendium.abilities.hIy0GMeL8WALvhEb]{Ship Footing} @UUID[Compendium.cyphersystem-compendium.abilities.Nyt7Z1xWqmnuu265]{Shipspeak} @UUID[Compendium.cyphersystem-compendium.abilities.YIzrA5i8eBSPMFzj]{Spray}

Fourth-Tier Technology Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.2l9FIUVKimPzIXzU]{Machine Bond} @UUID[Compendium.cyphersystem-compendium.abilities.NoKdHv0FSytZR4iF]{Robot Fighter} @UUID[Compendium.cyphersystem-compendium.abilities.NcItnMHjeG9fgE1K]{Serv-0 Aim} @UUID[Compendium.cyphersystem-compendium.abilities.lPqCQOQJF0JfoFRn]{Serv-0 Brawler} @UUID[Compendium.cyphersystem-compendium.abilities.9YuQrJXAQO0qIFPj]{Serv-0 Spy}

Fifth-Tier Technology Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.FxohCBSksJIu1BSA]{Control Machine} @UUID[Compendium.cyphersystem-compendium.abilities.KQDFvUEnIWed1ebo]{Jury-Rig} @UUID[Compendium.cyphersystem-compendium.abilities.XkFsMa9e9IY2FRcN]{Machine Companion}

Sixth-Tier Technology Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.PLyxuOlieOGsJx4h]{Information Gathering} @UUID[Compendium.cyphersystem-compendium.abilities.7QTTrXnxDHskYYhj]{Master Machine}

Magic Flavor

You know a little about magic. You might not be a wizard, but you know the basics—how it works, and how to accomplish a few wondrous things. Of course, in your setting, “magic” might actually mean psychic powers, mutant abilities, weird alien tech, or anything else that produces interesting and useful effects.

An Explorer flavored with magic might be a wizard-hunter, and a Speaker with magical flavor might be a sorcerer-bard. Although an Adept flavored with magic is still an Adept, you might find that swapping some of the type’s basic abilities with those given here tailors the character in desirable ways.

First-Tier Magic Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.I9m3nOdBZ2HoEmbj]{Blessing of the Gods} @UUID[Compendium.cyphersystem-compendium.abilities.SQ4RTDwdA0yiZ81b]{Closed Mind} @UUID[Compendium.cyphersystem-compendium.abilities.bM2Y62eaUKYKdcwq]{Entangling Force} @UUID[Compendium.cyphersystem-compendium.abilities.zArjjFcf9tHQvJTx]{Hedge Magic} @UUID[Compendium.cyphersystem-compendium.abilities.XQxN55rl0f5HFxEM]{Magic Training} @UUID[Compendium.cyphersystem-compendium.abilities.TPEcyzCeC3z5FyyQ]{Mental Link} @UUID[Compendium.cyphersystem-compendium.abilities.ZsI6553CPbGi0wtx]{Premonition}

Second-Tier Magic Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.Mfebb42AE5xt7k85]{Concussive Blast} @UUID[Compendium.cyphersystem-compendium.abilities.21Bi8yur01DCYz5f]{Fetch} @UUID[Compendium.cyphersystem-compendium.abilities.4fcns7ANpZF7pHaz]{Force Field} @UUID[Compendium.cyphersystem-compendium.abilities.wNQ3q7VXtPHlPzqb]{Lock} @UUID[Compendium.cyphersystem-compendium.abilities.rRDSzPJtUCwRVXFR]{Repair Flesh}

Third-Tier Magic Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.MvyXo0ZUsxu8QQ22]{Distance Viewing} @UUID[Compendium.cyphersystem-compendium.abilities.NgHLZq3tZ3CFJvYv]{Fire Bloom} @UUID[Compendium.cyphersystem-compendium.abilities.CAh0KStmP03kgv62]{Fling} @UUID[Compendium.cyphersystem-compendium.abilities.dDhnZrzAxDvK7QYa]{Force at Distance} @UUID[Compendium.cyphersystem-compendium.abilities.wEWyNKnVgVOjsyms]{Summon Giant Spider}

Fourth-Tier Magic Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.XR8WeRW3OlbCIjlJ]{Elemental Protection} @UUID[Compendium.cyphersystem-compendium.abilities.LLvJZvzbGQOrlqoE]{Ignition} @UUID[Compendium.cyphersystem-compendium.abilities.blm1Z8JxvWOiFf0b]{Pry Open}

Fifth-Tier Magic Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.HuhNjMfMxPkTlERH]{Create} @UUID[Compendium.cyphersystem-compendium.abilities.OkKNmMvLFwHxUv2r]{Divine Intervention} @UUID[Compendium.cyphersystem-compendium.abilities.M1FHIlVPVv8O02LV]{Dragon’s Maw} @UUID[Compendium.cyphersystem-compendium.abilities.IKicLElFbkRx5IaM]{Fast Travel} @UUID[Compendium.cyphersystem-compendium.abilities.MGzAkRaGd4LgfQti]{True Senses}

Sixth-Tier Magic Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.RBOc2zxAI9xMoWqW]{Relocate} @UUID[Compendium.cyphersystem-compendium.abilities.LnZkUlKUuuD7iW3P]{Summon Demon} @UUID[Compendium.cyphersystem-compendium.abilities.PlKwEwo6ilGqwxwI]{Traverse the Worlds} @UUID[Compendium.cyphersystem-compendium.abilities.Gsre3acJaxhGBa0S]{Word of Death}

Combat Flavor

Combat flavor makes a character more martial. A Speaker with combat flavor in a fantasy setting would be a battle bard. An Explorer with combat flavor in a historical game might be a pirate. An Adept flavored with combat in a science fiction setting could be a veteran of a thousand psychic wars.

First-Tier Combat Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.UyQTRi5ZwWU5tMO0]{Danger Sense} @UUID[Compendium.cyphersystem-compendium.abilities.o2ZDoteWQsFsqTJr]{Practiced in Armor} @UUID[Compendium.cyphersystem-compendium.abilities.NhijFGxYepJtaa0r]{Practiced With Medium Weapons}

Second-Tier Combat Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.wyUQ3Atl3V1ItCFH]{Bloodlust} @UUID[Compendium.cyphersystem-compendium.abilities.2x7nMe9ZGp3VjI8B]{Combat Prowess} @UUID[Compendium.cyphersystem-compendium.abilities.uatcX3o1oB2Stc4u]{Trained Without Armor}

Third-Tier Combat Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.yl2zo179wXZW5Xxc]{Practiced With All Weapons} @UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks} @UUID[Compendium.cyphersystem-compendium.abilities.CtRvLxfUlCynJv1B]{Skill With Defense} @UUID[Compendium.cyphersystem-compendium.abilities.36nlDXhOP5e5dfns]{Successive Attack}

Fourth-Tier Combat Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.gNRMG3mJTzWaCGph]{Capable Warrior} @UUID[Compendium.cyphersystem-compendium.abilities.Rr4oB1lUzuzFHNHQ]{Deadly Aim} @UUID[Compendium.cyphersystem-compendium.abilities.73miZT5kYFyxnPOT]{Fury} @UUID[Compendium.cyphersystem-compendium.abilities.lwJAowJa4eKlcDjb]{Misdirect} @UUID[Compendium.cyphersystem-compendium.abilities.YIzrA5i8eBSPMFzj]{Spray}

Fifth-Tier Combat Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.GlXd4oFI9Fqq3rAX]{Experienced Defender} @UUID[Compendium.cyphersystem-compendium.abilities.S9QxUr8u2gtwY7ya]{Hard Target} @UUID[Compendium.cyphersystem-compendium.abilities.AmZDmnmP7CxSSN4h]{Parry}

Sixth-Tier Combat Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.oroWEBbp3cvrYwH9]{Greater Skill With Attacks} @UUID[Compendium.cyphersystem-compendium.abilities.4k5JFV78A5SiPjFo]{Mastery in Armor} @UUID[Compendium.cyphersystem-compendium.abilities.LTqgcoprvBF2ZkdH]{Mastery With Defense}

Skills and Knowledge Flavor

This flavor is for characters in roles that call for more knowledge and more real-world application of talent. It’s less flashy and dramatic than supernatural powers or the ability to hack apart multiple foes, but sometimes expertise or know-how is the real solution to a problem.

A Warrior flavored with skills and knowledge might be a military engineer. An Explorer flavored with skills and knowledge could be a field scientist. A Speaker with this flavor might be a teacher.

First-Tier Skills and Knowledge Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.V765JZKDKQ00Buyn]{Interaction Skills} @UUID[Compendium.cyphersystem-compendium.abilities.romswZIOmAmtzfCL]{Investigative Skills} @UUID[Compendium.cyphersystem-compendium.abilities.eEGFknWQZUBNXn99]{Knowledge Skills} @UUID[Compendium.cyphersystem-compendium.abilities.noCgrKbB370cfzQg]{Physical Skills} @UUID[Compendium.cyphersystem-compendium.abilities.wEjdodvc6SLf8yso]{Travel Skills}

Second-Tier Skills and Knowledge Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.jx6DFmlbQrmltHgc]{Extra Skill} @UUID[Compendium.cyphersystem-compendium.abilities.k4LeTZ1lqN9L3hPS]{Tool Mastery} @UUID[Compendium.cyphersystem-compendium.abilities.kv03xEihe4VZNkK5]{Understanding}

Third-Tier Skills and Knowledge Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.dVh39nh5ARUxreUc]{Flex Skill} @UUID[Compendium.cyphersystem-compendium.abilities.uhC4ubTGfhkNvIMX]{Improvise}

Fourth-Tier Skills and Knowledge Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.4USzF8qKs8oZJH13]{Multiple Skills} @UUID[Compendium.cyphersystem-compendium.abilities.Mac5S0sQe9Muf4Mv]{Quick Wits} @UUID[Compendium.cyphersystem-compendium.abilities.NaqoExT72j3xkWp3]{Task Specialization}

Fifth-Tier Skills and Knowledge Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.NhijFGxYepJtaa0r]{Practiced With Medium Weapons} @UUID[Compendium.cyphersystem-compendium.abilities.lbXg8UlSCG23yxO4]{Read the Signs}

Sixth-Tier Skills and Knowledge Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks} @UUID[Compendium.cyphersystem-compendium.abilities.CtRvLxfUlCynJv1B]{Skill With Defense}

","markdown":""},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"ownership":{"default":-1},"flags":{}},{"sort":393750,"name":"Descriptor","type":"text","_id":"gK5t9ActY73rBLe5","title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"

Your descriptor defines your character—it flavors everything you do. The differences between a Charming Explorer and a Vicious Explorer are considerable. The descriptor changes the way those characters go about every action. Your descriptor places your character in the situation (the first adventure, which starts the campaign) and helps provide motivation. It is the adjective of the sentence “I am an adjective noun who verbs.”

Descriptors offer a one-time package of extra abilities, skills, or modifications to your stat Pools. Not all of a descriptor’s offerings are positive character modifications. For example, some descriptors have inabilities—tasks that a character isn’t good at. You can think of inabilities as negative skills—instead of being one step better at that kind of task, you’re one step worse. If you become skilled at a task that you have an inability with, they cancel out. Remember that characters are defined as much by what they’re not good at as by what they are good at.

Descriptors also offer a few brief suggestions for how your character got involved with the rest of the group on their first adventure. You can use these, or not, as you wish.

This section details fifty descriptors. Choose one of them for your character. You can pick any descriptor you wish regardless of your type. At the end of this chapter, a few options are provided for Customizing Descriptors, including making a character’s species their descriptor.

(Your descriptor matters most when you are a beginning character. The benefits (and perhaps drawbacks) that come from your descriptor will eventually be overshadowed by the growing importance of your type and focus. However, the influence of your descriptor will remain at least somewhat important throughout your character’s life.)

Customizing Descriptors

Under the normal rules, each descriptor is based on some modification of the following guidelines:

With this general information, you can customize a descriptor, but keep in mind that a heavily customized descriptor isn’t a descriptor if it no longer says one thing about a character. It’s better to use this information to create a new descriptor that fits exactly how the player wants to portray the character.

Species as Descriptor

Sometimes, in settings that have alien or fantasy species, players want to play a member of that species rather than the default (which is usually “human”). Most of the time, this choice is one of flavor rather than game mechanics. If you’re a 7-foot-tall furry Rigellian with three eyes, that’s great, but it doesn’t change your stats or skills (though it may have roleplaying challenges).

However, sometimes being a nonhuman results in more substantive changes. A PC ogre in a fantasy setting might have the Strong or Tough descriptor, or perhaps it has a descriptor simply called Ogre, which is similar to Strong or Tough but more pronounced (with greater Might but even greater drawbacks). This would mean that instead of being a Tough Warrior who Controls Beasts, the character is an Ogre Warrior who Controls Beasts.

The Genre chapter offers a few species descriptors, but many GMs will want to create their own as suits their setting. It can’t be stressed enough, however, that nine times out of ten, in most genres, species differences aren’t significant enough to warrant this treatment. The differences between a Mysterious character and a Virtuous one are probably greater than those between an Alpha Centauran and an Earthling.

Descriptors

Appealing

You’re attractive to others, but perhaps more important, you are likeable and charismatic. You’ve got that “special something” that draws others to you. You often know just the right thing to say to make someone laugh, put them at ease, or spur them to action. People like you, want to help you, and want to be your friend.

You gain the following characteristics:

Charismatic: +2 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.iLViKiz8EUbAbChF]{Skill}: You are trained in pleasant social interactions.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.6yXynECByG8UO0IC]{Resistant to Charms}: You’re aware of how others can manipulate and charm people, and you notice when those tactics are used on you. Because of this awareness, you are trained in resisting any kind of persuasion or seduction if you wish it.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You met a total stranger (one of the other PCs) and charmed them so much that they invited you along.

  2. The PCs were looking for someone else, but you convinced them that you were perfect instead.

  3. Pure happenstance—because you just go along with the flow of things and everything usually works out.

  4. Your charismatic ways helped get one of the PCs out of a difficult spot a long time ago, and they always ask you to join them on new adventures.

Beneficent

Helping others is your calling. It’s why you’re here. Others delight in your outgoing and charitable nature, and you delight in their happiness. You’re at your best when you’re aiding people, either by explaining how they can best overcome a challenge or by demonstrating how to do so yourself.

You gain the following characteristics:

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.VRlwCOQq4321KUkM]{Generous}: Allies who have spent the last day with you add +1 to their recovery rolls.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.GVocWeYToxrIsT5M]{Altruistic}: If you’re standing next to a creature that takes damage, you can intercede and take 1 point of that damage yourself (reducing the damage inflicted on the creature by 1 point). If you have Armor, it does not provide a benefit when you use this ability.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.RSdNXeHg25zlTzza]{Skill}: You’re trained in all tasks related to pleasant social interaction, putting other people at ease, and gaining trust.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.8AmUhRVSxOZepa3T]{Helpful}: Whenever you help another character, that character gains the benefit as if you were trained even if you are not trained or specialized in the attempted task.

@UUID[Compendium.cyphersystem-compendium.inabilities.TmkpqIeOFknKujcO]{Inability}: While you are alone, all Intellect and Speed tasks are hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. Even though you didn’t know most of the other PCs beforehand, you invited yourself along on their quest.

  2. You saw the PCs struggling to overcome a problem and selflessly joined them to help.

  3. You’re nearly certain the PCs will fail without you.

  4. The choice was between your tattered life and helping others. You haven’t looked back since.

Brash

You’re a self-assertive sort, confident in your abilities, energetic, and perhaps a bit irreverent toward ideas that you don’t agree with. Some people call you bold and brave, but those you’ve put in their place might call you puffed up and arrogant. Whatever. It’s not in your nature to care what other people think about you, unless those people are your friends or family. Even someone as brash as you knows that friends sometimes have to come first.

You gain the following characteristics:

Energetic: +2 to your Speed Pool.

@UUID[Compendium.cyphersystem-compendium.basic-skills.gbWPNb1uKsRtZWSL]{Skill}: You are trained in initiative.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.J9qtYUcvomIXvpEh]{Bold}: You are trained in all actions that involve overcoming or ignoring the effects of fear or intimidation.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You noticed something weird going on, and without much thought, you jumped in with both feet.

  2. You showed up when and where you did on a dare because, hey, you don’t back down from dares.

  3. Someone called you out, but instead of walking into a fight, you walked into your current situation.

  4. You told your friend that nothing could scare you, and nothing you saw would change your mind. They brought you to your current point.

Calm

You’ve spent most of your life in sedentary pursuits—books, movies, hobbies, and so on—rather than active ones. You’re well versed in all manner of academia or other intellectual pursuits, but nothing physical. You’re not weak or feeble, necessarily (although this is a good descriptor for characters who are elderly), but you have no experience in more physical activities.

Calm is a great descriptor for characters who never intended to have adventures but were thrust into them, a trope that occurs often in modern games and particularly in horror games.

You gain the following characteristics:

Bookish: +2 to your Intellect Pool.

Skills: You are trained in four nonphysical skills of your choice.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.9BT9upa6c8kqf6kB]{Trivia}: You can come up with a random fact pertinent to the current situation when you wish it. This is always a matter of fact, not conjecture or supposition, and must be something you could have logically read or seen in the past. You can do this one time, although the ability is renewed each time you make a recovery roll.

@UUID[Compendium.cyphersystem-compendium.inabilities.WmhgwviF6ci24PJL]{Inability}: You’re just not a fighter. All physical attacks are hindered.

@UUID[Compendium.cyphersystem-compendium.inabilities.kR3req7hyQazHomU]{Inability}: You’re not the outdoorsy type. All climbing, running, jumping, and swimming tasks are hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You read about the current situation somewhere and decided to check it out for yourself.

  2. You were in the right (wrong?) place at the right (wrong?) time.

  3. While avoiding an entirely different situation, you walked into your current situation.

  4. One of the other PCs dragged you into it.

Chaotic

Danger doesn’t mean much to you, mainly because you don’t think much about repercussions. In fact, you enjoy sowing surprises, just to see what will happen. The more unexpected the result, the happier you are. Sometimes you are particularly manic, and for the sake of your companions, you restrain yourself from taking actions that you know will lead to disaster.

You gain the following characteristics:

Tumultuous: +4 to your Speed Pool.

@UUID[Compendium.cyphersystem-compendium.basic-skills.5X8qgmSuvRVNTiaP]{Skill}: You are trained in {Intellect defense actions.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.JrGRhq4ndoh12HDe]{Chaotic}: Once after each ten-hour recovery roll, if you don’t like the first result, you can reroll a die roll of your choice. If you do, and regardless of the outcome, the GM presents you with a GM intrusion.

@UUID[Compendium.cyphersystem-compendium.inabilities.qRXj5XtPAxa0kTR1]{Inability}: Your body is a bit worn from occasional excesses. Might defense tasks are hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. Another PC recruited you while you were on your best behavior, before realizing how chaotic you were.

  2. You have reason to believe that being with the other PCs will help you gain control over your erratic behavior.

  3. Another PC released you from captivity, and to thank them, you volunteered to help.

  4. You have no idea how you joined the PCs. You’re just going along with it for now until answers present themselves.

Charming

You’re a smooth talker and a charmer. Whether through seemingly supernatural means or just a way with words, you can convince others to do as you wish. Most likely, you’re physically attractive or at least highly charismatic, and others enjoy listening to your voice. You probably pay attention to your appearance, keeping yourself well groomed. You make friends easily. You play up the personality facet of your Intellect stat; intelligence is not your strong suit. You’re personable, but not necessarily studious or strong-willed.

You gain the following characteristics:

Personable: +2 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.iLViKiz8EUbAbChF]{Skill}: You’re trained in all tasks involving positive or pleasant social interaction.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.GB6PefdjeMm43AmT]{Skill}: You’re trained when using special abilities that influence the minds of others.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.mslNlViBupFclz9t]{Contact}: You have an important contact who is in an influential position, such as a minor noble, the captain of the town guard/police, or the head of a large gang of thieves. You and the GM should work out the details together.

@UUID[Compendium.cyphersystem-compendium.inabilities.kWemIBj5S33u3Vsy]{Inability}: You were never good at studying or retaining facts. Any task involving lore, knowledge, or understanding is hindered.

@UUID[Compendium.cyphersystem-compendium.inabilities.zHgQDe14mPF3G95Q]{Inability}: Your willpower is not one of your strong points. Defense actions to resist mental attacks are hindered.

Additional Equipment: You’ve managed to talk your way into some decent discounts and bonuses in recent weeks. As a result, you have enough cash jangling in your pocket to purchase a moderately priced item.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You convinced one of the other PCs to tell you what they were doing.

  2. You instigated the whole thing and convinced the others to join you.

  3. One of the other PCs did a favor for you, and now you’re repaying that obligation by helping them with the task at hand.

  4. There is a reward involved, and you need the money.

Clever

You’re quick-witted, thinking well on your feet. You understand people, so you can fool them but are rarely fooled. Because you easily see things for what they are, you get the lay of the land swiftly, size up threats and allies, and assess situations with accuracy. Perhaps you’re physically attractive, or maybe you use your wit to overcome any physical or mental imperfections.

You gain the following characteristics:

Smart: +2 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.wOLQBlCsA3jDifa9]{Skill}: You’re trained in all interactions involving lies or trickery.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.DlnCXfB1v1U859YY]{Skill}: You’re trained in defense rolls to resist mental effects.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.8acHBoOvIk3UseOl]{Skill}: You’re trained in all tasks involving identifying or assessing danger, lies, quality, importance, function, or power.

@UUID[Compendium.cyphersystem-compendium.inabilities.kWemIBj5S33u3Vsy]{Inability}: You were never good at studying or retaining trivial knowledge. Any task involving lore, knowledge, or understanding is hindered.

Additional Equipment: You see through the schemes of others and occasionally convince them to believe you—even when, perhaps, they should not. Thanks to your clever behavior, you have an additional expensive item.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You convinced one of the other PCs to tell you what they were doing.

  2. From afar, you observed that something interesting was going on.

  3. You talked your way into the situation because you thought it might earn some money.

  4. You suspect that the other PCs won’t succeed without you.

Clumsy

Graceless and awkward, you were told that you’d grow out of it, but you never did. You often drop things, trip over your own feet, or knock things (or people) over. Some people get frustrated by this quality, but most find it funny and even a little charming.

Some players may not want to be defined by a “negative” quality like Clumsy, but in truth, even this kind of descriptor has enough advantages that it makes for capable and talented characters. What negative descriptors really do is make more interesting and complex characters that are often great fun to play.

You gain the following characteristics:

Butterfingers: −2 to your Speed Pool.

Thick-Muscled: +2 to your Might Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.bvTJ0HZOfXlpr0pc]{Inelegant}: You have a certain lovable charm. You are trained in all pleasant social interactions when you express a lighthearted, self-deprecating manner.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.wJyw4ypyuGZ5Jde1]{Dumb Luck}: The GM can introduce a GM intrusion on you, based on your clumsiness, without awarding you any XP (as if you had rolled a 1 on a d20 roll). However, if this happens, 50% of the time, your clumsiness works to your advantage. Rather than hurting you (much), it helps you, or it hurts your enemies. You slip, but it’s just in time to duck an attack. You fall down, but you trip your enemies as you crash into their legs. You turn around too quickly, but you end up knocking the weapon from your foe’s hand. You and the GM should work together to determine the details. If the GM wishes, they can use GM intrusions based on your clumsiness normally (awarding XP).

@UUID[Compendium.cyphersystem-compendium.expanded-skills.0yrwPAkrOBERFQOq]{Skill}: You’ve got a certain bull-like quality. You are trained in tasks involving breaking things.

@UUID[Compendium.cyphersystem-compendium.inabilities.veArOrXeYD25sHog]{Inability}: Any task that involves balance, grace, or hand-to-eye coordination is hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You were in the right place at the right time.

  2. You had a piece of information that the other PCs needed to make their plans.

  3. A sibling recommended you to the other PCs.

  4. You stumbled into the PCs as they were discussing their mission, and they took a liking to you.

Craven

Courage fails you at every turn. You lack the willpower and resolve to stand fast in the face of danger. Fear gnaws at your heart, chewing away at your mind, driving you to distraction until you cannot bear it. Most times, you back down from confrontations. You flee from threats and vacillate when faced with difficult decisions.

Yet for all that fear dogs you and possibly shames you, your cowardly nature proves to be a useful ally from time to time. Listening to your fears has helped you escape danger and avoid taking unnecessary risks. Others may have suffered in your place, and you might be the first to admit this fact, but secretly you feel intense relief from having avoided an unthinkable and terrible fate.

Descriptors like Craven, Cruel, and Dishonorable might not be appropriate for every group. These are villainous traits and some people want their PCs to be entirely heroic. But others don’t mind a little moral greyness thrown into the mix. Still others see things like Craven and Cruel as traits to overcome as their characters develop (probably earning them different descriptors).

You gain the following characteristics:

Furtive: +2 to your Speed Pool.

@UUID[Compendium.cyphersystem-compendium.basic-skills.duTx0BwgmC1Gw3Ze]{Skill}: You’re trained in stealth-based tasks.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.EyD5RQ654NoPJ7MN]{Skill}: You’re trained in running actions.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.48EDNk0hOv8KvoVs]{Skill}: You’re trained in any action taken to escape danger, flee from a dangerous situation, or wheedle your way out of trouble.

@UUID[Compendium.cyphersystem-compendium.inabilities.gpHPkjq631isDAjT]{Inability}: You do not willingly enter dangerous situations. Any initiative actions (to determine who goes first in combat) are hindered.

@UUID[Compendium.cyphersystem-compendium.inabilities.4raydis9fTWFq8Rc]{Inability}: You fall to pieces when you have to undertake a potentially dangerous task alone. Any such task (such as attacking a creature by yourself) is hindered.

Additional Equipment: You have a good luck charm or protective device to keep you out of harm’s way.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You believe that you’re being hunted, and you have hired one of the other PCs as your protector.

  2. You seek to escape your shame and take up with capable individuals in the hopes of repairing your reputation.

  3. One of the other PCs bullied you into coming along.

  4. The group answered your cries for help when you were in trouble.

Creative

Maybe you have a notebook where you write down ideas so you can develop them later. Perhaps you email yourself ideas that strike you out of the blue so you can sort them in an electronic document. Or maybe you just sit down, stare at your screen and, by indomitable force of will, produce something from nothing. However your gift works, you’re creative—you code, write, compose, sculpt, design, direct, or otherwise create narratives that enthrall other people with your vision.

You gain the following characteristics:

Inventive: +2 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.SKNSOPcNsoSDk6Xm]{Original}: You’re always coming up with something new. You’re trained in any task related to creating a narrative (such as a story, play, or scenario). This includes deception, if the deception involves a narrative you’re able to tell.

Skill: You are naturally inventive. You are trained in one specific creative skill of your choice: @UUID[Compendium.cyphersystem-compendium.expanded-skills.eKQYG8hDn7akNxns]{writing}, @UUID[Compendium.cyphersystem-compendium.expanded-skills.fHmBT2eRXI6WQnyZ]{computer coding}, @UUID[Compendium.cyphersystem-compendium.expanded-skills.Lq20krfxQeY7B2qo]{composing music}, @UUID[Compendium.cyphersystem-compendium.expanded-skills.LVVmRzkp5GwB3NE0]{painting}, @UUID[Compendium.cyphersystem-compendium.expanded-skills.wCrjggZ7oUZYZAMD]{drawing}, and so on.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.zz0QUtOoUro9OErB]{Skill}: You love solving riddles and the like. You are trained in puzzle-solving tasks.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.pHUz4ZRnWfsBbtQ7]{Skill}: To be creative requires that you always be learning. You are trained in any task that involves finding out something new, such as when you’re digging through a library, data bank, news archive, or similar collection of knowledge.

@UUID[Compendium.cyphersystem-compendium.inabilities.JDEjrsDDDqVcqSZp]{Inability}: You’re inventive but not charming. All tasks related to pleasant social interaction are hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You were doing research for a project and convinced the PCs to bring you along.

  2. You’re looking for new markets for the results of your creative output.

  3. You fell in with the wrong crowd, but they grew on you.

  4. A creative life is often one beset with financial hurdles. You joined the PCs because you hoped it would be profitable.

Cruel

Misfortune and suffering do not move you. When another endures hardship, you find it hard to care, and you may even enjoy the pain and difficulty the person experiences if they’ve done you wrong in the past. Your cruel streak may derive from bitterness brought about by your own struggles and disappointments. You might be a hard pragmatist, doing what you feel you must even if others are worse for it. Or you could be a sadist, delighting in the pain you inflict.

Being cruel does not necessarily make you a villain. Your cruelty may be reserved for those who cross you or other people useful to you. You might have become cruel as the result of an intensely awful experience. Abuse and torture, for example, can strip away compassion for other living beings.

As well, you need not be cruel in every situation. In fact, others might see you as personable, friendly, and even helpful. But when angered or frustrated, your dual nature reveals itself, and those who have earned your scorn are likely to suffer for it.

You gain the following characteristics:

Cunning: +2 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.Pp6FiVf17qqHapKd]{Cruelty}: When you use force, you can choose to maim or deliver painful injuries to draw out your foe’s suffering. Whenever you inflict damage, you can choose to inflict 2 fewer points of damage to ease your next attack against that foe.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.ks2lNbYe7169G57r]{Skill}: You’re trained in tasks related to deception, intimidation, and persuasion when you interact with characters experiencing physical or emotional pain.

@UUID[Compendium.cyphersystem-compendium.inabilities.1Jo8JX85AfL1Kx5P]{Inability}: You have a hard time connecting with others, understanding their motives, or sharing their feelings. Any task to ascertain another character’s motives, feelings, or disposition is hindered.

Additional Equipment: You have a valuable memento from the last person you destroyed. The memento is moderately priced, and you can sell it or trade it for an item of equal or lesser value.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You suspect that you might gain a long-term advantage from helping the other PCs and may be able to use that advantage against your enemies.

  2. By joining the PCs, you see an opportunity to grow your personal power and status at the expense of others.

  3. You hope to make another PC’s life more difficult by joining the group.

  4. Joining the PCs gives you an opportunity to escape justice for a crime you committed.

Dishonorable

There is no honor among thieves—or betrayers, backstabbers, liars, or cheats. You are all of these things, and either you don’t lose any sleep over it, or you deny the truth to others or to yourself. Regardless, you are willing to do whatever it takes to get your own way. Honor, ethics, and principles are merely words. In your estimation, they have no place in the real world.

You gain the following characteristics:

Sneaky: +4 to your Speed Pool.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.KmXEb22OUjlCwjVY]{Just Desserts}: When the GM gives another player an experience point to award to someone for a GM intrusion, that player cannot give it to you.

@UUID[Compendium.cyphersystem-compendium.basic-skills.eeHdJpr4k8hYtGr5]{Skill}: You are trained in deception.

@UUID[Compendium.cyphersystem-compendium.basic-skills.duTx0BwgmC1Gw3Ze]{Skill}: You are trained in stealth.

@UUID[Compendium.cyphersystem-compendium.basic-skills.tZ7PdXuWQyRMo0Rh]{Skill}: You are trained in intimidation.

@UUID[Compendium.cyphersystem-compendium.inabilities.JDEjrsDDDqVcqSZp]{Inability}: People don’t like or trust you. Pleasant social interactions are hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You are interested in what the PCs are doing, so you lied to them to get into their group.

  2. While skulking about, you overheard the PCs’ plans and realized that you wanted in.

  3. One of the other PCs invited you, having no idea of what you’re truly like.

  4. You bullied your way in with intimidation and bluster.

Doomed

You are quite certain that your fate is leading you, inextricably, toward a terrible end. This fate might be yours alone, or you might be dragging along the people closest to you.

You gain the following characteristics:

Jumpy: +2 to your Speed Pool.

@UUID[Compendium.cyphersystem-compendium.basic-skills.rH5FwMXGaNn21DZD]{Skill}: Always on the lookout for danger, you are trained in perception-related tasks.

@UUID[Compendium.cyphersystem-compendium.basic-skills.FXYWkXG7Iq6Wm1pS]{Skill}: You are defense minded, so you are trained in Speed defense tasks.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.cqT873UxELpJ3Mq2]{Skill}: You are cynical and expect the worst. Thus, you are resistant to mental shocks. You are trained in Intellect defense tasks having to do with losing your sanity or equanimity.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.ljIhLeM7ZcZuAJTk]{Doom}: Every other time the GM uses GM intrusion on your character, you cannot refuse it and do not get an XP for it (you still get an XP to award to another player). This is because you are doomed. The universe is a cold, uncaring place, and your efforts are futile at best.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You attempted to avoid it, but events seemed to conspire to draw you to where you are.

  2. Why not? It doesn’t matter. You’re doomed no matter what you do.

  3. One of the other PCs saved your life, and now you’re repaying that obligation by helping them with the task at hand.

  4. You suspect that the only hope you have of avoiding your fate might lie on this path.

Empathic

Other people are open books to you. You may have a knack for reading a person’s tells, those subtle movements that convey an individual’s mood and disposition. Or you may receive information in a more direct way, feeling a person’s emotions as if they were tangible things, sensations that lightly brush against your mind. Your gift for empathy helps you navigate social situations and control them to avoid misunderstandings and prevent useless conflicts from erupting.

The constant bombardment of emotions from those around you likely takes a toll. You might move with the prevailing mood, swinging from giddy happiness to bitter sorrow with little warning. Or you might close yourself off and remain inscrutable to others out of a sense of self-preservation or an unconscious fear that everyone else might learn how you truly feel.

You gain the following characteristics:

Open Mind: +4 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.H4LHMcUqFB4rMLW1]{Skill}: You’re trained in tasks involving sensing other emotions, discerning dispositions, and getting a hunch about people around you.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.J08uzxkHA7sn70LX]{Skill}: You’re trained in all tasks involving social interaction, pleasant or otherwise.

@UUID[Compendium.cyphersystem-compendium.inabilities.OHgyIguDuF48QMDD]{Inability}: Being so receptive to others’ thoughts and moods makes you vulnerable to anything that attacks your mind. Intellect defense rolls are hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You sensed the commitment to the task the other PCs have and felt moved to help them.

  2. You established a close bond with another PC and can’t bear to be parted from them.

  3. You sensed something strange in one of the PCs and decided to join the group to see if you can sense it again and uncover the truth.

  4. You joined the PCs to escape an unpleasant relationship or negative environment.

Exiled

You have walked a long and lonely road, leaving your home and your life behind. You might have committed a heinous crime, something so awful that your people forced you out, and if you dare return, you face death. You might have been accused of a crime you didn’t commit and now must pay the price for someone else’s wicked deed. Your exile might be the result of a social gaffe—perhaps you shamed your family or a friend, or you embarrassed yourself in front of your peers, an authority, or someone you respect. Whatever the reason, you have left your old life behind and now strive to make a new one.

You gain the following characteristics:

Self-Reliant: +2 to your Might Pool.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.PT7NoHCCjePtX6OW]{Loner}: You gain no benefit when you get help with a task from another character who is trained or specialized in that task.

@UUID[Compendium.cyphersystem-compendium.basic-skills.Q9tfUkhYGRJ5Df42]{Skill}: You’re trained in all tasks involving sneaking.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.KU2IUPjDKKIbfxkH]{Skill}: You’re trained in all tasks involving foraging, hunting, and finding safe places to rest or hide.

@UUID[Compendium.cyphersystem-compendium.inabilities.tlL5bTqgc9lt5GNz]{Inability}: Living on your own for as long as you have makes you slow to trust others and awkward in social situations. Any task involving social interaction is hindered.

Additional Equipment: You have a memento from your past—an old picture, a locket with a few strands of hair inside, or a lighter given to you by someone important. You keep the object close at hand and pull it out to help you remember better times.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. The other PCs earned your trust by helping you when you needed it. You accompany them to repay them.

  2. While exploring on your own, you discovered something strange. When you traveled to a settlement, the PCs were the only ones who believed you, and they have accompanied you to help you deal with the problem.

  3. One of the other PCs reminds you of someone you used to know.

  4. You have grown weary of your isolation. Joining the other PCs gives you a chance to belong.

Fast

You’re fleet of foot. Because you’re quick, you can accomplish tasks more rapidly than others can. You’re not just quick on your feet, however—you’re quick with your hands, and you think and react quickly. You even talk quickly.

You gain the following characteristics:

Energetic: +2 to your Speed Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.EyD5RQ654NoPJ7MN]{Skill}: You are trained in running.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.YHNmhduMB7gVvUtJ]{Fast}: You can move a short distance and still take another action in the same round, or you can move a long distance as your action without needing to make any kind of roll.

@UUID[Compendium.cyphersystem-compendium.inabilities.qRXj5XtPAxa0kTR1]{Inability}: You’re a sprinter, not a long-distance runner. You don’t have a lot of stamina. Might defense rolls are hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You jumped in to save one of the other PCs who was in dire need.

  2. One of the other PCs recruited you for your unique talents.

  3. You’re impulsive, and it seemed like a good idea at the time.

  4. This mission ties in with a personal goal of your own.

Foolish

Not everyone can be brilliant. Oh, you don’t think of yourself as stupid, and you’re not. It’s just that others might have a bit more . . . wisdom. Insight. You prefer to barrel along headfirst through life and let other people worry about things. Worrying’s never helped you, so why bother? You take things at face value and don’t fret about what tomorrow might bring.

People call you “idiot” or “numbskull,” but it doesn’t faze you much.

It can be liberating and really fun to play a foolish character. In some ways, the pressure to always do the right, smart thing is off. On the other hand, if you play such a character as a bumbling moron in every situation, that can become annoying to everyone else at the table. As with everything, moderation is the key.

You gain the following characteristics:

Unwise: –4 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.4FMLdzuRxQsVnh1P]{Carefree}: You succeed more on luck than anything. Every time you roll for a task, roll twice and take the higher result.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.6ydImEoLRFErPjFe]{Intellect Weakness}: Any time you spend points from your Intellect Pool, it costs you 1 more point than usual.

@UUID[Compendium.cyphersystem-compendium.inabilities.OHgyIguDuF48QMDD]{Inability}: Any Intellect defense task is hindered.

@UUID[Compendium.cyphersystem-compendium.inabilities.I7pKktxfFilMCCi1]{Inability}: Any task that involves seeing through a deception, an illusion, or a trap is hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. Who knows? Seemed like a good idea at the time.

  2. Someone asked you to join up with the other PCs. They told you not to ask too many questions, and that seemed fine to you.

  3. Your parent (or a parental/mentor figure) got you involved to give you something to do and maybe “teach you some sense.”

  4. The other PCs needed some muscle who wouldn’t overthink things.

Graceful

You have a perfect sense of balance, moving and speaking with grace and beauty. You’re quick, lithe, flexible, and dexterous. Your body is perfectly suited to dance, and you use that advantage in combat to dodge blows. You might wear garments that enhance your agile movement and sense of style.

You gain the following characteristics:

Agile: +2 to your Speed Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.KjmXC7wwXc8DqM82]{Skill}: You’re trained in all tasks involving balance and careful movement.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.K2S2yAu0BJc7TMEh]{Skill}: You’re trained in all tasks involving physical performing arts.

@UUID[Compendium.cyphersystem-compendium.basic-skills.FXYWkXG7Iq6Wm1pS]{Skill}: You’re trained in all Speed defense tasks.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. Against your better judgment, you joined the other PCs because you saw that they were in danger.

  2. One of the other PCs convinced you that joining the group would be in your best interests.

  3. You’re afraid of what might happen if the other PCs fail.

  4. There is reward involved, and you need the money.

Guarded

You conceal your true nature behind a mask and are loath to let anyone see who you really are. Protecting yourself, physically and emotionally, is what you care about most, and you prefer to keep everyone else at a safe distance. You may be suspicious of everyone you meet, expecting the worst from people so you won’t be surprised when they prove you right. Or you might just be a bit reserved, careful about letting people through your gruff exterior to the person you really are.

No one can be as reserved as you are and make many friends. Most likely, you have an abrasive personality and tend to be pessimistic in your outlook. You probably nurse an old hurt and find that the only way you can cope is to keep it and your personality locked down.

You gain the following characteristics:

Suspicious: +2 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.basic-skills.5X8qgmSuvRVNTiaP]{Skill}: You are trained in all Intellect defense tasks.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.hJHg9c1wuIJsPdtn]{Skill}: You are trained in all tasks involving discerning the truth, piercing disguises, and recognizing falsehoods and other deceptions.

@UUID[Compendium.cyphersystem-compendium.inabilities.a0eju2Y9hvObXxHC]{Inability}: Your suspicious nature makes you unlikeable. Any task involving deception or persuasion is hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. One of the PCs managed to overcome your defenses and befriend you.

  2. You want to see what the PCs are up to, so you accompany them to catch them in the act of some wrongdoing.

  3. You have made a few enemies and take up with the PCs for protection.

  4. The PCs are the only people who will put up with you.

Hardy

Your body was built to take abuse. Whether you’re pounding down stiff drinks while holding up a bar in your favorite watering hole or trading blows with a thug in a back alley, you keep going, shrugging off hurts and injuries that might slow or incapacitate a lesser person. Neither hunger nor thirst, cut flesh nor broken bone can stop you. You just press on through the pain and continue.

As fit and healthy as you are, the signs of wear show in the myriad scars crisscrossing your body, your thrice-broken nose, your cauliflower ears, and any number of other disfigurements you wear with pride.

You gain the following characteristics:

Mighty: +4 to your Might Pool.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.92q8rFEj1dQKNCD9]{Fast Healer}: You halve the time it takes to make a recovery roll (minimum one action).

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.qgJiQgqukmcFFNor]{Almost Unstoppable}: While you are impaired on the damage track, you function as if you were hale. While you are debilitated, you function as if you were impaired. In other words, you don’t suffer the effects of being impaired until you become debilitated, and you never suffer the effects of being debilitated. You still die if all your stat Pools are 0.

@UUID[Compendium.cyphersystem-compendium.basic-skills.Q0vfmbqehJw0jYBa]{Skill}: You are trained in Might defense actions.

@UUID[Compendium.cyphersystem-compendium.basic-skills.gbWPNb1uKsRtZWSL]{Inability}: Your big, strong body is slow to react. Any task involving initiative is hindered.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.62e9ZYD1UeGlalWu]{Ponderous}: When you apply Effort when making a Speed roll, you must spend 1 extra point from your Speed Pool.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. The PCs recruited you after learning about your reputation as a survivor.

  2. You joined the PCs because you want or need the money.

  3. The PCs offered you a challenge equal to your physical power.

  4. You believe the only way the PCs will succeed is if you are along to protect them.

Hideous

You are physically repugnant by almost any human standard. You might have had a serious accident, a harmful mutation, or just poor genetic luck, but you are incontrovertibly ugly.

You’ve more than made up for your appearance in other ways, however. Because you have to hide your appearance, you excel at sneaking about unnoticed or disguising yourself. But perhaps most important, being ostracized while others socialized, you took the time growing up to develop yourself as you saw fit—you grew strong or quick, or you honed your mind.

You gain the following characteristics:

Versatile: You get 4 additional points to divide among your stat Pools.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.bjX9wcG3SzUn5q46]{Skill}: You are trained in intimidation and any other fear-based interactions, if you show your true face.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.lW5xh0jPpRTp1iB6]{Skill}: You are trained in disguise and stealth tasks.

@UUID[Compendium.cyphersystem-compendium.inabilities.JDEjrsDDDqVcqSZp]{Inability}: All tasks relating to pleasant social interaction are hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. One of the other PCs approached you while you were in disguise, recruiting you while believing you were someone else.

  2. While skulking about, you overheard the other PCs’ plans and realized you wanted in.

  3. One of the other PCs invited you, but you wonder if it was out of pity.

  4. You bullied your way in with intimidation and bluster.

Honorable

You are trustworthy, fair, and forthright. You try to do what is right, to help others, and to treat them well. Lying and cheating are no way to get ahead—these things are for the weak, the lazy, or the despicable. You probably spend a lot of time thinking about your personal honor, how best to maintain it, and how to defend it if challenged. In combat, you are straightforward and offer quarter to any foe.

You were likely instilled with this sense of honor by a parent or a mentor. Sometimes the distinction between what is and isn’t honorable varies with different schools of thought, but in broad strokes, honorable people can agree on most aspects of what honor means.

You gain the following characteristics:

Stalwart: +2 to your Might Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.iLViKiz8EUbAbChF]{Skill}: You are trained in pleasant social interactions.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.iUJdgnZi90GZjY9s]{Skill}: You are trained in discerning people’s true motives or seeing through lies.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. The PCs’ goals appear to be honorable and commendable.

  2. You see that what the other PCs are about to do is dangerous, and you’d like to help protect them.

  3. One of the other PCs invited you, hearing of your trustworthiness.

  4. You asked politely if you could join the other PCs in their mission.

Impulsive

You have a hard time tamping down your enthusiasm. Why wait when you can just do it (whatever it is) and get it done? You deal with problems when they arise rather than plan ahead. Putting out the small fires now prevents them from becoming one big fire later. You are the first to take risks, to jump in and lend a hand, to step into dark passages, and to find danger.

Your impulsiveness likely gets you into trouble. While others might take time to study the items they discover, you use such items without hesitation. After all, the best way to learn what something can do is to use it. When a cautious explorer might look around and check for danger nearby, you have to physically stop yourself from bulling on ahead. Why fuss around when the exciting thing is just ahead?

Impulsive characters get into trouble. That’s their thing, and that’s fine. But if you’re constantly dragging your fellow PCs into trouble (or worse, getting them seriously hurt or killed), that will be annoying, to say the least. A good rule of thumb is that impulsiveness doesn’t always mean a predilection for doing the wrong thing. Sometimes it’s the urge to do the right thing.

You gain the following characteristics:

Reckless: +2 to your Speed Pool.

@UUID[Compendium.cyphersystem-compendium.basic-skills.gbWPNb1uKsRtZWSL]{Skill}: You’re trained in initiative actions (to determine who goes first in combat).

@UUID[Compendium.cyphersystem-compendium.basic-skills.FXYWkXG7Iq6Wm1pS]{Skill}: You’re trained in Speed defense actions.

@UUID[Compendium.cyphersystem-compendium.inabilities.gBUQ2i4VroKkBVQ7]{Inability}: You’ll try anything once, but quickly grow bored after that. Any task that involves patience, willpower, or discipline is hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You heard what the other PCs were up to and suddenly decided to join them.

  2. You pulled everyone together after you heard rumors about something interesting you want to see or do.

  3. You blew all of your money and now find yourself strapped for cash.

  4. You’re in trouble for acting recklessly. You join the other PCs because they offer a way out of your problem.

Inquisitive

The world is vast and mysterious, with wonders and secrets to keep you amazed for several lifetimes. You feel the tugging on your heart, the call to explore the wreckage of past civilizations, to discover new peoples, new places, and whatever bizarre wonders you might find along the way. However, as strongly as you feel the pull to roam the world, you know there is danger aplenty, and you take precautions to ensure that you are prepared for any eventuality. Research, preparation, and readiness will help you live long enough to see everything you want to see and do everything you want to do.

You probably have a dozen books and travelogues about the world on you at any time. When not hitting the road and looking around, you spend your time with your nose in a book, learning everything you can about the place you’re going so you know what to expect when you get there.

You gain the following characteristics:

Smart: +4 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.pHUz4ZRnWfsBbtQ7]{Skill}: You are eager to learn. You are trained in any task that involves learning something new, whether you’re talking to a local to get information or digging through old books to find lore.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.RZkMJad4OfSOU1Pq]{Skill}: You have made a study of the world. You are trained in any task involving geography or history.

@UUID[Compendium.cyphersystem-compendium.inabilities.ntN6wx9GAjKwEWfV]{Inability}: You tend to fixate on the details, making you somewhat oblivious to what’s going on around you. Any task to hear or notice dangers around you is hindered.

@UUID[Compendium.cyphersystem-compendium.inabilities.gpHPkjq631isDAjT]{Inability}: When you see something interesting, you hesitate as you take in all the details. Initiative actions (to determine who goes first in combat) are hindered.

Additional Equipment: You have three books on whatever subjects you choose.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. One of the PCs approached you to learn information related to the mission, having heard you were an expert.

  2. You have always wanted to see the place where the other PCs are going.

  3. You were interested in what the other PCs were up to and decided to go along with them.

  4. One of the PCs fascinates you, perhaps due to a special or weird ability they have.

Intelligent

You’re quite smart. Your memory is sharp, and you easily grasp concepts that others might struggle with. This aptitude doesn’t necessarily mean that you’ve had years of formal education, but you have learned a great deal in your life, primarily because you pick things up quickly and retain so much.

You gain the following characteristics:

Smart: +2 to your Intellect Pool.

Skill: You’re trained in an area of knowledge of your choice.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.m65HBfM8zSVl4uwk]{Skill}: You’re trained in all actions that involve remembering or memorizing things you experience directly. For example, instead of being good at recalling details of geography that you read about in a book, you can remember a path through a set of tunnels that you’ve explored before.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. One of the other PCs asked your opinion of the mission, knowing that if you thought it was a good idea, it probably was.

  2. You saw value in what the other PCs were doing.

  3. You believed that the task might lead to important and interesting discoveries.

  4. A colleague requested that you take part in the mission as a favor.

Intuitive

You are often tickled by a sense of knowing what someone will say, how they will react, or how events might unfold. Maybe you have a mutant sense, maybe you can see just a few moments ahead through time, or maybe you’re just good at reading people and extrapolating a situation. Whatever the case, many who look into your eyes immediately glance away, as if afraid of what you might see in their expression.

You gain the following characteristics:

Innate: +2 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.basic-skills.rH5FwMXGaNn21DZD]{Skill}: You are trained in perception tasks.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.1GEOtsfQWmfgcp3e]{Know What to Do}: You can act immediately, even if it’s not your turn. Afterward, on your next regular turn, any action you take is hindered. You can do this one time, although the ability is renewed each time you make a recovery roll.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You just knew you had to come along.

  2. You convinced one of the other PCs that your intuition is invaluable.

  3. You felt that something terrible would happen if you didn’t go.

  4. You’re confident the reason you arrived at this point will soon become clear.

Jovial

You’re cheerful, friendly, and outgoing. You put others at ease with a big smile and a joke, possibly one at your own expense, though lightly ribbing your companions who can take it is also one of your favorite pastimes. Sometimes people say you never take anything seriously. That’s not true, of course, but you have learned that to dwell on the bad too long quickly robs the world of joy. You’ve always got a new joke in your back pocket because you collect them like some people collect bottles of wine.

You gain the following characteristics:

Witty: +2 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.iLViKiz8EUbAbChF]{Skill}: You’re convivial and set most people at ease with your attitude. You are trained in all tasks related to pleasant social interaction.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.zz0QUtOoUro9OErB]{Skill}: You have an advantage in figuring out the punch lines of jokes you’ve never heard before. You are trained in all tasks related to solving puzzles and riddles.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You solved a riddle before realizing that answering it would launch you into the adventure.

  2. The other PCs thought you’d bring some much-needed levity to the team.

  3. You decided that all fun and no work was not the best way to get through life, so you joined up with the PCs.

  4. It was either go with the PCs or face up to a circumstance that was anything but jovial.

Kind

It’s always been easy for you to see things from the point of view of other people. That ability has made you sympathetic to what they really want or need. From your perspective, you’re just applying the old proverb that “it’s easier to catch flies with honey than with vinegar,” but others simply see your behavior as kindness. Of course, being kind takes time, and yours is limited. You’ve learned that a small fraction of people don’t deserve your time or kindness—true sadists, narcissists, and similar folk will only waste your energy. So you deal with them swiftly, saving your kindness for those who deserve it and can benefit from your attention.

You gain the following characteristics:

Emotionally Intuitive: +2 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.6Z7VC4ctwcS0dVoW]{Skill}: You know what it’s like to go a mile in someone else’s shoes. You’re trained in all tasks related to pleasant social interaction and discerning the dispositions of others.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.5kX6OM98txwPPO6a]{Karma}: Sometimes, strangers just help you out. To gain the aid of a stranger, you must use a one action, ten-minute, or one-hour recovery roll (without gaining its healing benefit), and the GM determines the nature of the aid you gain. Usually, the act of kindness isn’t enough to turn a bad situation completely around, but it may moderate a bad situation and lead to new opportunities. For example, if you are captured, a guard loosens your bonds slightly, brings you water, or delivers a message.

@UUID[Compendium.cyphersystem-compendium.inabilities.AY8Br5qquBWoGQc0]{Inability}: Being kind comes with a few risks. All tasks related to detecting falsehoods are hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. A PC needed your help, and you agreed to come along as a kindness.

  2. You gave the wrong person access to your money, and now you need to make some back.

  3. You’re ready to take your benevolence on the road and help more people than you could if you didn’t join the PCs.

  4. Your job, which seemed like it would be personally rewarding, is the opposite. You join the PCs to escape the drudgery.

Learned

You have studied, either on your own or with an instructor. You know many things and are an expert on a few topics, such as history, biology, geography, mythology, nature, or any other area of study. Learned characters typically carry a few books around with them and spend their spare time reading.

You gain the following characteristics:

Smart: +2 to your Intellect Pool.

Skill: You’re trained in three areas of knowledge of your choice.

@UUID[Compendium.cyphersystem-compendium.inabilities.UrdbwsMhJOQk44vz]{Inability}: You have few social graces. Any task involving charm, persuasion, or etiquette is hindered.

Additional Equipment: You have two additional books on topics of your choice.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. One of the other PCs asked you to come along because of your knowledge.

  2. You need money to fund your studies.

  3. You believed that the task might lead to important and interesting discoveries.

  4. A colleague requested that you take part in the mission as a favor.

Lucky

You rely on chance and timely good luck to get you through many situations. When people say that someone was born under a lucky star, they mean you. When you try your hand at something new, no matter how unfamiliar the task is, as often as not you find a measure of success. Even when disaster strikes, it’s rarely as bad as it could be. More often, small things seem to go your way, you win contests, and you’re often in the right place at the right time.

You gain the following characteristics:

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.pccv1fQ4WW7KnLsi]{Luck Pool}: You have one additional Pool called Luck that begins with 3 points, and it has a maximum value of 3 points. When spending points from any other Pool, you can take one, some, or all of the points from your Luck Pool first. When you make a recovery roll to recover points to any other Pool, your Luck Pool is also refreshed by the same number of points. When your Luck Pool is at 0 points, it does not count against your damage track.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.MKYIm6Rgf4VRIKrK]{Advantage}: When you use 1 XP to reroll a d20 for any roll that affects only you, add 3 to the reroll.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. Knowing that lucky people notice and take active advantage of opportunities, you became involved in your first adventure by choice.

  2. You literally bumped into someone else on this adventure through sheer luck.

  3. You found a briefcase lying alongside the road. It was battered, but inside you found a lot of strange documents that led you here.

  4. Your luck saved you when you avoided a speeding vehicle by a fortuitous fall through an opening in the ground (a manhole, if in a modern setting). Beneath the ground, you found something you couldn’t ignore.

Mad

You have delved too deeply into subjects people were not meant to know. You are knowledgeable in things beyond the scope of most, but this knowledge has come at a terrible price. You are likely in questionable physical shape and occasionally shake with nervous tics. You sometimes mutter to yourself without realizing it.

You gain the following characteristics:

Knowledgeable: +4 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.AFFZAuL0OsaopL8E]{Fits of Insight}: Whenever such knowledge is appropriate, the GM feeds you information although there is no clear explanation as to how you could know such a thing. This is up to the GM’s discretion, but it should happen as often as once each session.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.SFXAD4DjhyEtJ1Ny]{Erratic Behavior}: You are prone to acting erratically or irrationally. When you are in the presence of a major discovery or subjected to great stress (such as a serious physical threat), the GM can introduce a GM intrusion that directs your next action without awarding XP. You can still pay 1 XP to refuse the intrusion. The GM’s influence is the manifestation of your madness and thus is always something you would not likely do otherwise, but it is not directly, obviously harmful to you unless there are extenuating circumstances. (For example, if a foe suddenly leaps out of the darkness, you might spend the first round babbling incoherently or screaming the name of your first true love.)

Skill: You are trained in one area of knowledge (probably something weird or esoteric).

@UUID[Compendium.cyphersystem-compendium.inabilities.zHgQDe14mPF3G95Q]{Inability}: Your mind is quite fragile. Tasks to resist mental attacks are hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. Voices in your head told you to go.

  2. You instigated the whole thing and convinced the others to join you.

  3. One of the other PCs obtained a book of knowledge for you, and now you’re repaying that favor by helping them with the task at hand.

  4. You feel compelled by inexplicable intuition.

Mechanical

You have a special talent with machines of all kinds, and you’re adept at understanding and, if need be, repairing them. Perhaps you’re a bit of an inventor, creating new machines from time to time. You get called “techie,” “tech,” “mech,” “gear-head,” “motor-head,” or any of a number of other nicknames. Mechanics usually wear practical work clothes and carry around a lot of tools.

You gain the following characteristics:

Smart: +2 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.PSeFw2XUjqgOG2xS]{Skill}: You’re trained in all actions involving identifying or understanding machines.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.DhGWJERxvN9zVYGh]{Skill}: You’re trained in all actions involving using, repairing, or crafting machines.

Additional Equipment: You start with a variety of machine tools.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. While repairing a nearby machine, you overheard the other PCs talking.

  2. You need money to buy tools and parts.

  3. It was clear that the mission couldn’t succeed without your skills and knowledge.

  4. Another PC asked you to join them.

Mysterious

The dark figure lurking silently in the corner? That’s you. No one really knows where you came from or what your motives are—you play things close to the vest. Your manner perplexes and confounds others, but that doesn’t make you a poor friend or ally. You’re just good at keeping things to yourself, moving about unseen, and concealing your presence and identity.

You gain the following characteristics:

@UUID[Compendium.cyphersystem-compendium.basic-skills.duTx0BwgmC1Gw3Ze]{Skill}: You are trained in all stealth tasks.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.fmGCPHRwFnbmvB19]{Skill}: You are trained in resisting interrogation or tricks to get you to talk.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.uROuz6gmfq7X3uu3]{Confounding}: You pull talents and abilities seemingly out of nowhere. You can attempt one task in which you have no training as if you were trained, attempt a task that you are trained in as if specialized, or gain a free level of Effort with a task that you are specialized in. This ability refreshes every time you make a recovery roll, but the uses never accumulate.

@UUID[Compendium.cyphersystem-compendium.inabilities.sRzjg0b8j3XPVrPR]{Inability}: People never know where they stand with you. Any task involving getting people to believe or trust you is hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You just showed up one day.

  2. You convinced one of the other PCs that you had invaluable skills.

  3. Some equally mysterious figure told you where to be and when (but not why) to join the group.

  4. Something—a feeling, a dream—told you where to be and when to join the group.

Mystical

You think of yourself as mystical, attuned with the mysterious and the paranormal. Your true talents lie with the supernatural. You likely have experience with ancient lore, and you can sense and wield the supernatural—though whether that means “magic,” “psychic phenomena,” or something else is up to you (and probably up to those around you as well). Mystical characters often wear jewelry, such as a ring or an amulet, or have tattoos or other marks that show their interests.

You gain the following characteristics:

Smart: +2 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.u2aCexSScRX0FEqH]{Skill}: You’re trained in all actions involving identifying or understanding the supernatural.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.x6GmHzLKB0JpVg5E]{Sense Magic}: You can sense whether the supernatural is active in situations where its presence is not obvious. You must study an object or location closely for a minute to get a feel for whether a mystical touch is at work.

@UUID[Compendium.cyphersystem-compendium.abilities.zArjjFcf9tHQvJTx]{Spell}: You can perform Hedge Magic as a spell when you have a free hand and can pay the Intellect point cost.

@UUID[Compendium.cyphersystem-compendium.inabilities.FKeDN7rJdKpgt4bj]{Inability}: You have a manner or an aura that others find a bit unnerving. Any task involving charm, persuasion, or deception is hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. A dream guided you to this point.

  2. You need money to fund your studies.

  3. You believed the mission would be a great way to learn more about the supernatural.

  4. Various signs and portents led you here.

Naive

You’ve lived a sheltered life. Your childhood was safe and secure, so you didn’t get a chance to learn much about the world—and even less chance to experience it. Whether you were training for something, had your nose in a book, or just were sequestered in a secluded place, you haven’t done much, met many people, or seen many interesting things so far. That’s probably going to change soon, but as you go forward into a larger world, you do so without some of the understanding that others possess about how it all works.

You gain the following characteristics:

Fresh: You add +1 to your recovery rolls.

Incorruptible: You are trained in @UUID[Compendium.cyphersystem-compendium.basic-skills.5X8qgmSuvRVNTiaP]{Intellect defense} tasks and all tasks that involve @UUID[Compendium.cyphersystem-compendium.expanded-skills.OauBSvtfh6HeNzDe]{resisting temptation}.

@UUID[Compendium.cyphersystem-compendium.basic-skills.rH5FwMXGaNn21DZD]{Skill}: You’re wide-eyed. You are trained in perception tasks.

@UUID[Compendium.cyphersystem-compendium.inabilities.VyGXdv9xEzKsm2YX]{Inability}: Any task that involves seeing through deceptions or determining someone’s secret motive is hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. Someone told you that you should get involved.

  2. You needed money, and this seemed like a good way to earn some.

  3. You believed that you could learn a lot by joining the other PCs.

  4. Sounded like fun.

Perceptive

You miss little. You pick out the small details in the world around you and are skilled at making deductions from the information you find. Your talents make you an exceptional sleuth, a formidable scientist, or a talented scout.

As adept as you are at finding clues, you have no skill at picking up on social cues. You overlook an offense that your deductions give or how uncomfortable your scrutiny can make the people around you. You tend to dismiss others as being intellectual dwarfs compared to you, which avails you little when you need a favor.

You gain the following characteristics:

Smart: +2 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.G2JaXxUq6dfIXVDl]{Skill}: You have an eye for detail. You are trained in any task that involves finding or noticing small details.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.EaHHaJvulkIVAxhi]{Skill}: You know a little about everything. You are trained in any task that involves identifying objects or calling to mind a minor detail or bit of trivia.

@UUID[Compendium.cyphersystem-compendium.basic-skills.tZ7PdXuWQyRMo0Rh]{Skill}: Your skill at making deductions can be imposing. You are trained in any task that involves intimidating another creature.

@UUID[Compendium.cyphersystem-compendium.inabilities.JDEjrsDDDqVcqSZp]{Inability}: Your confidence comes off as arrogance to people who don’t know you. Any task involving positive social interactions is hindered.

Additional Equipment: You have a bag of light tools.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You overheard the other PCs discussing their mission and volunteered your services.

  2. One of the PCs asked you to come along, believing that your talents would be invaluable to the mission.

  3. You believe that the PCs’ mission is somehow related to one of your investigations.

  4. A third party recruited you to follow the PCs and see what they were up to.

Resilient

You can take a lot of punishment, both physically and mentally, and still come back for more. It takes a lot to put you down. Neither physical nor mental shocks or damage have a lasting effect. You’re tough to faze. Unflappable. Unstoppable.

You gain the following characteristics:

Resistant: +2 to your Might Pool, and +2 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.F74sHYUANEPVaFd4]{Recover}: You can make an extra recovery roll each day. This roll is just one action. So you can make two recovery rolls that each take one action, one roll that takes ten minutes, a fourth roll that takes one hour, and a fifth roll that requires ten hours of rest.

@UUID[Compendium.cyphersystem-compendium.basic-skills.Q0vfmbqehJw0jYBa]{Skill}: You are trained in Might defense tasks.

@UUID[Compendium.cyphersystem-compendium.basic-skills.5X8qgmSuvRVNTiaP]{Skill}: You are trained in Intellect defense tasks.

@UUID[Compendium.cyphersystem-compendium.inabilities.U7X7WY5Qk3QIXxAD]{Inability}: You’re hardy but not necessarily strong. Any task involving moving, bending, or breaking things is hindered.

@UUID[Compendium.cyphersystem-compendium.inabilities.iic3khiZZCsbjkIg]{Inability}: You have a lot of willpower and mental fortitude, but you’re not necessarily smart. Any task involving knowledge or figuring out problems or puzzles is hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You saw that the PCs clearly need someone like you to help them out.

  2. Someone asked you to watch over one of the PCs in particular, and you agreed.

  3. You are bored and desperately in need of a challenge.

  4. You lost a bet—unfairly, you think—and had to take someone’s place on this mission.

Risk-Taking

It’s part of your nature to question what others think can’t or shouldn’t be done. You’re not insane, of course—you wouldn’t attempt to leap across a mile-wide chasm just because you were dared. There’s impossible and then there’s the just barely possible. You like to push the latter further than others, because it gives you a rush of satisfaction and pleasure when you succeed. The more you succeed, the more you find yourself looking for that next risky challenge to try yourself against.

You gain the following characteristics:

Nimble: +4 to your Speed Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.l3HBMnyOMVF6rIk8]{Skill}: You’re adept at leveraging risk, and you are trained in tasks that involve some element of chance, such as playing games or choosing between two or three apparently equal options.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.wWSSBexYE1QI054l]{Pressing Your Luck}: You can choose to automatically succeed on one task without rolling, as long as the task’s difficulty is no higher than 6. When you do so, however, you also trigger a GM intrusion as if you had rolled a 1. The intrusion doesn’t invalidate the success, but it probably qualifies it in some fashion. You can do this one time, although the ability renews each time you make a ten-hour recovery roll.

@UUID[Compendium.cyphersystem-compendium.inabilities.MoKSCrQBoxl4PZ0f]{Inability}: You may be nimble, but you’re not sneaky. Tasks related to sneaking and staying quiet are hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. It seemed like there were equal odds that the other PCs wouldn’t succeed, which sounded good to you.

  2. You think the tasks ahead will present you with unique and fulfilling challenges.

  3. One of your biggest risks failed to go your way, and you need money to help pay that debt.

  4. You bragged that you never saw a risk you didn’t like, which is how you reached your current point.

Rugged

You’re a nature lover accustomed to living rough, pitting your wits against the elements. Most likely, you’re a skilled hunter, gatherer, or naturalist. Years of living in the wild have left their mark with a worn countenance, wild hair, or scars. Your clothing is probably much less refined than the garments worn by city dwellers.

You gain the following characteristics:

@UUID[Compendium.cyphersystem-compendium.expanded-skills.zOjoCu1WyXeVzqs6]{Skill}: You’re trained in all tasks involving climbing, jumping, running, and swimming.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.lpBwC7PY35rIfBUG]{Skill}: You’re trained in all tasks involving training, riding, or placating natural animals.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.2Ipdh8f3MeuAMM3R]{Skill}: You’re trained in all tasks involving identifying or using natural plants.

@UUID[Compendium.cyphersystem-compendium.inabilities.iP9m2p6htGgd896X]{Inability}: You have no social graces and prefer animals to people. Any task involving charm, persuasion, etiquette, or deception is hindered.

Additional Equipment: You carry an explorer’s pack with rope, two days’ rations, a bedroll, and other tools needed for outdoor survival.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. Against your better judgment, you joined the other PCs because you saw that they were in danger.

  2. One of the other PCs convinced you that joining the group would be in your best interests.

  3. You’re afraid of what might happen if the other PCs fail.

  4. There is reward involved, and you need the money.

Sharp-Eyed

You’re perceptive and well aware of your surroundings. You notice the little details and remember them. You can be difficult to surprise.

You gain the following characteristics:

@UUID[Compendium.cyphersystem-compendium.basic-skills.gbWPNb1uKsRtZWSL]{Skill}: You’re trained in initiative actions.

@UUID[Compendium.cyphersystem-compendium.basic-skills.rH5FwMXGaNn21DZD]{Skill}: You’re trained in perception actions.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.LboNMbw0CmRDZX0l]{Find the Flaw}: If an opponent has a straightforward weakness (takes extra damage from fire, can’t see out of their left eye, and so on), the GM will tell you what it is.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You heard about what was going on, saw a flaw in the other PCs’ plan, and joined up to help them out.

  2. You noticed that the PCs have a foe (or at least a tail) they weren’t aware of.

  3. You saw that the other PCs were up to something interesting and got involved.

  4. You’ve been noticing some strange things going on, and this all appears related.

Skeptical

You possess a questioning attitude regarding claims that are often taken for granted by others. You’re not necessarily a “doubting Thomas” (a skeptic who refuses to believe anything without direct personal experience), but you’ve often benefited from questioning the statements, opinions, and received knowledge presented to you by others.

You gain the following characteristics:

Insightful: +2 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.basic-skills.QonPVHzXrzIN29lf]{Skill}: You’re trained in identifying.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.E2q7bbS0LqBwRDFi]{Skill}: You’re trained in all actions that involve seeing through a trick, an illusion, a rhetorical ruse designed to evade the issue, or a lie. For example, you’re better at keeping your eye on the cup containing the hidden ball, sensing an illusion, or realizing if someone is lying to you (but only if you specifically concentrate and use this skill).

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You overheard other PCs holding forth on a topic with an opinion you were quite skeptical about, so you decided to approach the group and ask for proof.

  2. You were following one of the other PCs because you were suspicious of him, which brought you into the action.

  3. Your theory about the nonexistence of the supernatural can be invalidated only by your own senses, so you came along.

  4. You need money to fund your research.

Stealthy

You’re sneaky, slippery, and fast. These talents help you hide, move quietly, and pull off tricks that require sleight of hand. Most likely, you’re wiry and small. However, you’re not much of a sprinter—you’re more dexterous than fleet of foot.

You gain the following characteristics:

Quick: +2 to your Speed Pool.

@UUID[Compendium.cyphersystem-compendium.basic-skills.duTx0BwgmC1Gw3Ze]{Skill}: You’re trained in all stealth tasks.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.YlYSOH8OdFUTBwey]{Skill}: You’re trained in all interactions involving lies or trickery.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.5iv3kUKcLQwrTSDH]{Skill}: You’re trained in all special abilities involving illusions or trickery.

@UUID[Compendium.cyphersystem-compendium.inabilities.lhu2y0HMmw0xQ3hv]{Inability}: You’re sneaky but not fast. All movement-related tasks are hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You attempted to steal from one of the other PCs. That character caught you and forced you to come along with them.

  2. You were tailing one of the other PCs for reasons of your own, which brought you into the action.

  3. An NPC employer secretly paid you to get involved.

  4. You overheard the other PCs talking about a topic that interested you, so you decided to approach the group.

Strong

You’re extremely strong and physically powerful, and you use these qualities well, whether through violence or feats of prowess. You likely have a brawny build and impressive muscles.

You gain the following characteristics:

Very Powerful: +4 to your Might Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.0yrwPAkrOBERFQOq]{Skill}: You’re trained in all actions involving breaking inanimate objects.

@UUID[Compendium.cyphersystem-compendium.basic-skills.MrGl25gzZk4uu7BR]{Skill}: You’re trained in all jumping actions.

Additional Equipment: You have an extra medium weapon or heavy weapon.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. Against your better judgment, you joined the other PCs because you saw that they were in danger.

  2. One of the other PCs convinced you that joining the group would be in your best interests.

  3. You’re afraid of what might happen if the other PCs fail.

  4. There is reward involved, and you need the money.

Strong-Willed

You’re tough-minded, willful, and independent. No one can talk you into anything or change your mind when you don’t want it changed. This quality doesn’t necessarily make you smart, but it does make you a bastion of willpower and resolve. You likely dress and act with unique style and flair, not caring what others think.

You gain the following characteristics:

Willful: +4 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.DlnCXfB1v1U859YY]{Skill}: You’re trained in resisting mental effects.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.3IfJDAc8qCJ11NNX]{Skill}: You’re trained in tasks requiring incredible focus or concentration.

@UUID[Compendium.cyphersystem-compendium.inabilities.CmubEJ8BMUsW1oei]{Inability}: Willful doesn’t mean brilliant. Any task that involves figuring out puzzles or problems, memorizing things, or using lore is hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. Against your better judgment, you joined the other PCs because you saw that they were in danger.

  2. One of the other PCs convinced you that joining the group would be in your best interests.

  3. You’re afraid of what might happen if the other PCs fail.

  4. There is reward involved, and you need the money.

Swift

You move quickly, able to sprint in short bursts and work with your hands with dexterity. You’re great at crossing distances quickly but not always smoothly. You are likely slim and muscular.

You gain the following characteristics:

Fast: +4 to your Speed Pool.

@UUID[Compendium.cyphersystem-compendium.basic-skills.gbWPNb1uKsRtZWSL]{Skill}: You’re trained in initiative actions (to determine who goes first in combat).

@UUID[Compendium.cyphersystem-compendium.expanded-skills.EyD5RQ654NoPJ7MN]{Skill}: You’re trained in running actions.

@UUID[Compendium.cyphersystem-compendium.inabilities.t7exG3KfxnoPKxO2]{Inability}: You’re fast but not necessarily graceful. Any task involving balance is hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. Against your better judgment, you joined the other PCs because you saw that they were in danger.

  2. One of the other PCs convinced you that joining the group would be in your best interests.

  3. You’re afraid of what might happen if the other PCs fail.

  4. There is reward involved, and you need the money.

Tongue-Tied

You’ve never been much of a talker. When forced to interact with others, you never think of the right thing to say—words fail you entirely, or they come out all wrong. You often end up saying precisely the wrong thing and insult someone unintentionally. Most of the time, you just keep mum. This makes you a listener instead—a careful observer. It also means that you’re better at doing things than talking about them. You’re quick to take action.

You gain the following characteristics:

Actions, Not Words: +2 to your Might Pool, and +2 to your Speed Pool.

@UUID[Compendium.cyphersystem-compendium.basic-skills.rH5FwMXGaNn21DZD]{Skill}: You are trained in perception.

@UUID[Compendium.cyphersystem-compendium.basic-skills.gbWPNb1uKsRtZWSL]{Skill}: You are trained in initiative (unless it’s a social situation).

@UUID[Compendium.cyphersystem-compendium.inabilities.tlL5bTqgc9lt5GNz]{Inability}: All tasks relating to social interaction are hindered.

@UUID[Compendium.cyphersystem-compendium.inabilities.rfQPiUR4GHBdjFtE]{Inability}: All tasks involving verbal communication or relaying information are hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You just tagged along and no one told you to leave.

  2. You saw something important the other PCs did not and (with some effort) managed to relate it to them.

  3. You intervened to save one of the other PCs when they were in danger.

  4. One of the other PCs recruited you for your talents.

Tough

You’re strong and can take a lot of physical punishment. You might have a large frame and a square jaw. Tough characters frequently have visible scars.

You gain the following characteristics:

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.SkxEXPpCgIGXixu9]{Resilient}: +1 to Armor.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.gr1uaERqywhUGjCK]{Healthy}: Add 1 to the points you regain when you make a recovery roll.

@UUID[Compendium.cyphersystem-compendium.basic-skills.Q0vfmbqehJw0jYBa]{Skill}: You’re trained in Might defense actions.

Additional Equipment: You have an extra light weapon.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You’re acting as a bodyguard for one of the other PCs.

  2. One of the PCs is your sibling, and you came along to watch out for them.

  3. You need money because your family is in debt.

  4. You stepped in to defend one of the PCs when that character was threatened. While talking to them afterward, you heard about the group’s task.

Vicious

You try to hide what’s inside, fold it into yourself when everything inside you screams to let go, make them pay, make them hurt, and make them bleed. Sometimes you succeed for your friends—smiling like they smile, laughing when they laugh, and sometimes even having other emotions of your own. But it’s always there, that feeling of frantic glee mixed with hate that sometimes leaps out of you when you confront a foe. Violence your friends can tolerate, but you sometimes worry they will also learn that you are cruel.

You gain the following characteristics:

Skill: You are trained in @UUID[Compendium.cyphersystem-compendium.expanded-skills.53j3Qwt5Im4wqddo]{tracking creatures}. If @UUID[Compendium.cyphersystem-compendium.expanded-skills.ZPyRyzPue2DuKSw9]{a creature has wronged you}, the tracking task is eased.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.LldixgespLl6ajEf]{Bloodthirsty}: Once you begin fighting, you see only red. You inflict 2 additional points of damage with any attack.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.1FP6DV2OqgaaT4ZN]{Berserk}: Once you begin fighting, it’s hard for you to stop. In fact, it’s a difficulty 2 Intellect task to do so, even if your foe surrenders or you’ve run out of foes. If the latter occurs and you fail to stop, you attack the nearest ally within short range.

Additional Equipment: You have a record that you use to list those who’ve wronged you.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. Another PC saw you take down a mean drunk in a tavern, not realizing you were the one who started the fight.

  2. You wanted to get away from a bad situation, so you went with the other PCs.

  3. You want to change, and you hope that being with the other PCs will help you calm yourself.

  4. One of the other PCs asked you to come along, believing that your viciousness could be harnessed for the benefit of the mission.

Virtuous

Doing the right thing is a way of life. You live by a code, and that code is something you attend to every day. Whenever you slip, you reproach yourself for your weakness and then get right back on track. Your code probably includes moderation, respect for others, cleanliness, and other characteristics that most people would agree are virtues, while you eschew their opposites: sloth, greed, gluttony, and so on.

You gain the following characteristics:

Dauntless: +2 to your Might Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.iUJdgnZi90GZjY9s]{Skill}: You are trained in discerning people’s true motives or seeing through lies.

@UUID[Compendium.cyphersystem-compendium.basic-skills.5X8qgmSuvRVNTiaP]{Skill}: Your adherence to a strict moral code has hardened your mind against fear, doubt, and outside influence. You are trained in Intellect defense tasks.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. The PCs are doing something virtuous, and you’re all about that.

  2. The PCs are on the road to perdition, and you see it as your task to set them on the proper moral route.

  3. One of the other PCs invited you, hearing of your virtuous ways.

  4. You put virtue before sense and defended someone’s honor in the face of an organization or power far greater than you. You joined the PCs because they offered aid and friendship when, out of fear of reprisals, no one else would.

Weird

You aren’t like anyone else, and that’s fine with you. People don’t seem to understand you—they even seem put off by you—but who cares? You understand the world better than they do because you’re weird, and so is the world you live in. The concept of “the weird” is well known to you. Strange devices, ancient locales, bizarre creatures, storms that can transform you, living energy fields, conspiracies, aliens, and things most people can’t even name populate the world, and you thrive on them. You have a special attachment to it all, and the more you discover about the weirdness in the world, the more you might discover about yourself.

Weird characters might be mutants or people born with strange qualities, but sometimes they started out “normal” and adopted the weird by choice.

You gain the following characteristics:

Inner Light: +2 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.HV2tw9N81PJawwwx]{Distinctive Physical Quirk}: You have a unique physical aspect that is, well, bizarre. Depending on the setting, this can vary greatly. You might have purple hair or metal spikes on your head. Perhaps your hands don’t connect to your arms, although they move as if they do. Maybe a third eye stares out from the side of your head, or superfluous tendrils grow from your back. Whatever it is, your quirk might be a mutation, a supernatural trait (a blessing or curse), a feature with no explanation, or just a really wild tattoo that draws a lot of attention.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.zKHJrLeBOfy0p9du]{A Sense for the Weird}: Sometimes—at the GM’s discretion—weird things relating to the supernatural or its effects on the world seem to call out to you. You can sense them from afar, and if you get within long range of such a thing, you can sense whether it is overtly dangerous or not.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.uBvX2CVPg5MNgjwW]{Skill}: You are trained in supernatural knowledge.

@UUID[Compendium.cyphersystem-compendium.inabilities.JDEjrsDDDqVcqSZp]{Inability}: People find you unnerving. All tasks relating to pleasant social interaction are hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. It seemed weird, so why not?

  2. Whether the other PCs realize it or not, their mission has to do with something weird that you know about, so you got involved.

  3. As an expert in the weird, you were specifically recruited by the other PCs.

  4. You felt drawn to join the other PCs, but you don’t know why.

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Focus is what makes a character unique. No two PCs in a group should have the same focus. A focus gives a character benefits when they create their character and each time they ascend to the next tier. It’s the verb of the sentence “I am an adjective noun who verbs.”

This chapter contains nearly a hundred sample foci, such as Bears a Halo of Fire, Would Rather Be Reading, and Pilots Starcraft. These foci can be chosen and used as presented by a player, or by the GM who adds them to a list of available foci for their players in their next campaign.

In addition, the latter half of this chapter provides tools for the GM or an enterprising player to create their own custom foci that perfectly match the needs of a given game or campaign, as presented in Creating New Foci.

Choosing Foci

Not all foci are appropriate for every genre. The Genre chapter provides guidance, but this section offers some broad generalizations. Obviously, the GM can include whatever foci are available in their setting. Foci end up being an important distinction in this case, because Commands Mental Powers, for example, makes it clear that psychic abilities exist in the setting, just as Howls at the Moon implies the existence of lycanthropes like werewolves, and Pilots Starcraft, of course, requires starships available to pilot.

When a focus is chosen for a character, they get a special connection to one or more of their fellow PCs, a first-tier ability, and perhaps additional starting equipment: one or two pieces of equipment that might be required for the character to use their ability, or that might pair well with the focus. For instance, a character that can build things needs a set of tools. A character that’s constantly on fire needs a set of clothes that are immune to flame. A character that draws runes to cast spells needs writing implements. A character that slays monsters with a sword needs a sword. And so on. That said, many foci don’t require additional equipment.

Each focus also offers one or more suggestions—GM intrusions—for possible effects or consequences of really good or really bad die rolls.

A couple of foci presented in this chapter provide a “type swap option” that allows a player to swap an ability that would otherwise be gained from their type for the indicated ability instead. A player doesn’t have to make the swap; they merely have the option. For instance, the focus Loves the Void provides the option to gain the ability Have Spacesuit, Will Travel instead of a type ability.

As a character progresses to a new tier, a focus grants more abilities. Each tier’s benefit is usually labeled Action or Enabler. If an ability is labeled Action, a character must take an action to use it. If an ability is labeled Enabler, it makes other actions better or gives some other benefit, but it’s not an action. An ability that allows a character to blast foes with lasers is an action. An ability that grants additional damage when an attack is made is an enabler. An enabler is used in the same turn as another action, and often as part of another action.

Each tier’s benefits are independent of and cumulative with benefits from other tiers (unless indicated otherwise). So if a first-tier ability grants +1 to Armor and a fourth-tier ability also grants +1 to Armor, when the character reaches fourth tier, a total of +2 to Armor is granted.

At tier 3 and tier 6, the character is asked to choose one ability from the two options provided.

Finally, you can choose whether you want to expand the story behind the focus (though that’s not mandatory).

Focus Connections

Choose a connection that goes well with the focus. If you’re a GM choosing (or creating) one or more foci for your players, choose up to four of the following connections.

  1. Pick one other PC. For reasons unknown to you, that character is completely immune to your focus abilities, whether you use them for help or for harm.

  2. Pick one other PC. You knew of that character years ago, but you don’t think they knew you.

  3. Pick one other PC. You’re always trying to impress them, but you’re not sure why.

  4. Pick one other PC. That character has a habit that annoys you, but you’re otherwise quite impressed with their abilities.

  5. Pick one other PC. That character shows potential in appreciating your particular paradigm, fighting style, or other
    focus-provided attribute. You would like to train them, but you’re not necessarily qualified to teach (that’s up to you), and they might not be interested (that’s up to them).

  6. Pick one other PC. If they are within immediate range when you’re in a fight, sometimes they provide an asset, and sometimes they accidentally hinder your attack rolls (50% chance either way, determined per fight).

  7. Pick one other PC. You once saved their life, and they clearly feel indebted to you. You wish they didn’t; it’s just part of the job.

  8. Pick one other PC. That character recently mocked you in some fashion that really hurt your feelings. How you deal with this (if at all) is up to you.

  9. Pick one other PC. That character knows you have suffered at the hands of robotic entities in the past. Whether you hate robots now is up to you, which may affect your relationship with the character if they are friendly with robots or have robotic parts.

  10. Pick one other PC. That character comes from the same place you do, and you knew each other as children.

  11. Pick one other PC. In the past, they taught you a few tricks to use in a fight.

  12. Pick one other PC. That character doesn’t seem to approve of your methods.

  13. Pick one other PC. Long ago, the two of you were on opposite sides of a fight. You won, though you “cheated” in their eyes (but from your perspective, all’s fair in a fight). They may be ready for a rematch, though that’s up to them.

  14. Pick one other PC. You are always trying
    to impress that character with your skill, wit, appearance, or bravado. Perhaps they are a rival, perhaps you need their respect, or perhaps you’re romantically interested
    in them.

  15. Pick one other PC. You fear that character is jealous of your abilities and worry that it might lead to problems.

  16. Pick one other PC. You accidentally caught them in a trap you set, and they had to get free on their own.

  17. Pick one other PC. You were once hired to track down someone who was close to that character.

  18. Pick two PCs (preferably ones who are likely to get in the way of your attacks). When you miss with an attack and the GM rules that you struck someone other than your target, you hit one of these two characters.

  19. Pick one other PC. You’re not sure how or from where, but that character has a line on bottles of rare alcohol and can get them for you for half price.

  20. Pick one other PC. You recently had a possession go missing, and you’re becoming convinced that they took it. Whether or not they did is up to them.

  21. Pick one other PC. They always seem to know where you are, or at least in what direction you are in relation to them.

  22. Pick one other PC. Seeing you use your focus abilities seems to trigger an unpleasant memory in that character. That memory is up to the other PC, although they may not be able to consciously recall it.

  23. Pick one other PC. Something about them interferes with your abilities. When they stand next to you, your focus abilities cost 1 additional point.

  24. Pick one other PC. Something about them complements your abilities. When they stand next to you, the first focus ability you use in any 24-hour period costs 2 fewer points.

  25. Pick one other PC. You have known that character for a while, and they helped you gain control of your focus-related abilities.

  26. Pick one other PC. Sometime in that character’s past, they had a devastating experience while attempting something that you do as a matter of course thanks to your focus. Whether they choose to tell you about it is up to them.

  27. Pick one other PC. Their occasional clumsiness and loud behavior irritate you.

  28. Pick one other PC. In the recent past, while practicing, you accidentally hit them with an attack, wounding them badly. It is up to them to decide whether they resent or forgive you.

  29. Pick one other PC. They owe you a significant amount of money.

  30. Pick one other PC. In the recent past, while escaping a threat, you accidentally left that character to fend for themselves. They survived, but just barely. It is up to the player of that character to decide whether they resent you or have decided to forgive you.

  31. Pick one other PC. Recently, they accidentally (or perhaps intentionally) put you in a position of danger. You’re fine now, but you’re wary around them.

  32. Pick one other PC. From your perspective, they seem nervous around a specific idea, person, or situation. You would like to teach them how to be more comfortable with their fears (if they will let you).

  33. Pick one other PC. They called you a coward once.

  34. Pick one other PC. That character always recognizes you or your handiwork, whether you’re in disguise or are long gone when they arrive on the scene.

  35. Pick one other PC. You inadvertently caused an accident that put them into a sleep so deep they didn’t wake for three days. Whether they forgive you or not is up to them.

  36. Pick one other PC. You are pretty sure you are related in some fashion.

  37. Pick one other PC. You accidentally learned something they were trying to keep a secret.

  38. Pick one other PC. They are especially sensitive to the use of your flashier focus abilities, and occasionally they become dazzled for a few rounds, which hinders their actions.

  39. Pick one other PC. They appear to have a treasured item that was once yours, but that you lost in a game of chance years ago.

  40. Pick one other PC. If it wasn’t for you, that character would have failed a past test of mental achievement.

  41. Pick one other PC. Based on a couple of comments you’ve overheard, you suspect that they don’t hold your area of training or favorite hobby in the highest regard.

  42. Pick one other PC whose focus intertwines with yours. This odd connection affects them in some way. For example, if the character uses a weapon, your focus ability sometimes improves their attack in some fashion.

  43. Pick one other PC. They are deathly afraid of heights. You would like to teach them how to be more comfortable with their feet off the ground. They must decide whether or not to take you up on your offer.

  44. Pick one other PC. They are skeptical of your claims about something momentous that happened in your past. They might even attempt to discredit you or discover the “secret” behind your story, though that’s up to them.

  45. Pick one other PC. They have a knack for being able to recognize where your plans or schemes have a weak spot.

  46. Pick one other PC. That character’s face is so intriguing to you in a way you don’t understand that you sometimes find yourself sketching their likeness in the dirt or using some other medium you have access to.

  47. Pick one other PC. That character has an extra item of regular equipment you gave them, either something you made or an item you just wanted to give them. (They choose the item.)

  48. Pick one other PC. They commissioned you to do a job for them. You’ve already been paid but haven’t yet completed the job.

  49. Pick one other PC. You worked together in the past, and the job ended badly.

  50. Pick one other PC. While they stand next to you and use their action to concentrate on helping you, one of your focus ability’s ranges is doubled.

Story Behind The Focus

The foci in this book have been purposely stripped down to basics so they have the widest possible application across multiple genres. A single descriptive sentence or two summarizes each one. After you choose a focus, you have the option to expand its presentation by adding more story and description relevant to the world or to the character.

For instance, if you choose Operates Undercover, the summarizing description is “Under the guise of someone else, you seek to find answers the powerful do not want divulged.” If you choose Conducts Weird Science, the summary is “Your preternatural insight and ability make you a scientist capable of amazing feats.” These descriptions provide what you need to know to use the focus.

However, if you wish (and only if you wish; there is no requirement to do so), you can add more to those descriptions in a fashion that’s relevant for your game. For example, if you choose both Operates Undercover and Conducts Weird Science for use in a modern genre such as horror, urban fantasy, espionage, or something similar, you might expand the descriptions as shown in the following examples.

Operates Undercover: Espionage is not something you know anything about. At least, that’s what you want everyone to believe, because in truth, you’ve been trained as a spy or covert agent. You might work for a government or for yourself. You might be a police detective or a criminal. You could even be an investigative reporter.

Regardless, you learn information that others attempt to keep secret. You collect rumors and whispers, stories and hard-won evidence, and you use that knowledge to aid your own endeavors and, if appropriate, provide your employers with the information they desire. Alternatively, you might sell what you have learned to those willing to pay a premium.

You probably wear dark colors—black, charcoal grey, or midnight blue—to help blend into the shadows, unless the cover you’ve chosen requires you to look like someone else.

Conducts Weird Science: You could be a respected scientist, having been published in several peer-reviewed journals. Or you might be considered a crank by your contemporaries, pursuing fringe theories on what others consider to be scant evidence. Truth is, you have a particular gift for sifting the edges of what’s possible. You can find new insights and unlock odd phenomena with your experiments. Where others see a crackpot cornucopia, you sift the conspiracy theories for revelation. Whether you conduct your enquiries as a government contractor, a university researcher, a corporate scientist, or an indulger of curiosity in your own garage lab following your muse, you push the boundaries of what’s possible.

You probably care more about your work than trivialities such as your appearance, polite or proper behavior, or social norms, but then again, an eccentric like you might turn the tables on that stereotype too.

If you want to go even further, you could determine where a character’s focus abilities come from. Depending on the genre, they could derive those abilities from advanced and persistent training, via magical runes, through cybernetic parts, from their genetic heritage, or because of their access to advanced technology. For instance, a character might be able to blast targets with lightning because they got zapped by strange radiation or because they picked up a lightning gun. On the other hand, it might be because their intense training allowed them to learn lightning magic. The possibilities are nearly endless, and up to you to include or forgo. Because however a focus’s abilities were gained, it’s also enough that they just work.

Customizing Foci

Sometimes not everything about a focus is right for a character’s concept, or perhaps the GM needs additional guidelines for creating a new focus. Either way, the solution lies in looking at foci abilities at their most basic default levels.

At any tier, a player can select one of the following abilities in place of the ability granted by the tier. Many of these replacement abilities, particularly at the higher tiers, might involve body modification, integration with high-tech devices, learning powerful magic spells, uncovering forbidden secrets, or something similar appropriate to the genre.

Tier 1

@UUID[Compendium.cyphersystem-compendium.abilities.2x7nMe9ZGp3VjI8B]{Combat Prowess} @UUID[Compendium.cyphersystem-compendium.abilities.RnK2bmvUb7RIVPSA]{Enhanced Potential}

Tier 2

Lower-tier ability: choose any tier 1 replacement ability, above.

@UUID[Compendium.cyphersystem-compendium.abilities.CtRvLxfUlCynJv1B]{Skill With Defense} @UUID[Compendium.cyphersystem-compendium.abilities.yl2zo179wXZW5Xxc]{Practiced With All Weapons} @UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks}

Tier 3

Lower-tier ability: choose any tier 1 or 2 replacement ability, above.

@UUID[Compendium.cyphersystem-compendium.abilities.b776WTF2u1roh3n0]{Incredible Health} @UUID[Compendium.cyphersystem-compendium.abilities.rqC9cEmRkvm29N56]{Fusion Armor}

Tier 4

Lower-tier ability: choose any tier 1, 2, or 3 replacement ability, above.

@UUID[Compendium.cyphersystem-compendium.abilities.VsKeNcF252yKnh2O]{Poison Resistance} @UUID[Compendium.cyphersystem-compendium.abilities.V2BSB9or5UJdTiYF]{Built-in Weaponry}

Tier 5

Lower-tier ability: choose any tier 1, 2, 3, or 4 replacement ability, above.

@UUID[Compendium.cyphersystem-compendium.abilities.wWN4y4rATxbtMCMo]{Adaptation} @UUID[Compendium.cyphersystem-compendium.abilities.FjXL6iSD1CJKbuGT]{Defensive Field}

Tier 6

Lower-tier ability: choose any tier 1, 2, 3, 4, or 5 replacement ability, above.

@UUID[Compendium.cyphersystem-compendium.abilities.cbXNxvPdWEbKF6nA]{Reactive Field}

Foci

The full description for each focus ability listed in this section is found in the Abilities chapter, which has descriptions for type, flavor, and focus abilities in a single vast catalog.

Abides in Stone

Your flesh is made of hard mineral, making you a hulking, difficult-to-harm humanoid.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.pXrC4lkMOY7CvFLk]{Golem Body}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.U9ZBl9NeipxSLavS]{Golem Healing}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.aFEBxDGnuFi20cLo]{Golem Grip}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.zuEylYrgOVAAjs71]{Trained Basher}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.E0k0LUw0epjJGrv9]{Golem Stomp} or @UUID[Compendium.cyphersystem-compendium.abilities.NFsoXUQaq3I5h2UY]{Weaponization}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.Uk6ceaEWFjcoHNTI]{Deep Reserves}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.F6mAzjhG2T4irVjy]{Specialized Basher}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.4BQHOR98z3TYJPQu]{Still As a Statue}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.fkedtvx6UakJPOZN]{Ultra Enhancement} or @UUID[Compendium.cyphersystem-compendium.abilities.laxdkyrDuOhxfWKc]{Mind Surge}

GM Intrusions: Creatures of stone sometimes forget their own strength or weight. A walking statue can terrify common folk.

Absorbs Energy

You can harness kinetic energy and transform it into other kinds of energy.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.62zBqhQoPk6IV8lF]{Absorb Kinetic Energy}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.NMjccuRLDDnfZtZe]{Release Energy}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.UJst9mtUKNTe3Pd2]{Energize Object}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.yvPcOjjqyU3618Ob]{Absorb Pure Energy} or @UUID[Compendium.cyphersystem-compendium.abilities.wrPVUnJauasIH886]{Improved Absorb Kinetic Energy}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.Y7HUEp7IxdPuur8V]{Overcharge Energy}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.LwmoGOpgHy1K2dU4]{Energize Creature}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.5i6TqVJQQ4sTvqTm]{Energize Crowd} or @UUID[Compendium.cyphersystem-compendium.abilities.m21TAvxSQn1rGx3d]{Overcharge Device}

GM Intrusions: Energy goes to ground in a destructive way. Some predators feed directly on energy. An unintended item is drained of energy.

Awakens Dreams

You can pull images from dreams and bring them to life in the waking world.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.y08bfWS5eyeUJB3J]{Dreamcraft}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.bcEupdsF6FduFPwe]{Oneirochemy}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.bH57y3PYsMceluGy]{Dream Thief}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.FBCpBF9PXlEtIX4m]{Dream Becomes Reality} or @UUID[Compendium.cyphersystem-compendium.abilities.7GsuhcRTpDX0d1em]{Enhanced Intellect}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.FIU24o7T66ViVgyg]{Daydream}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.pUbqCBV3dBOWFgmv]{Nightmare}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.2iAHsn5ie8sYRiyb]{Chamber of Dreams} or @UUID[Compendium.cyphersystem-compendium.abilities.cbXNxvPdWEbKF6nA]{Reactive Field}

GM Intrusions: An unexpected sleepwalking episode puts the character into a dangerous situation. A nightmare breaks free of a dream.

Battles Robots

You excel in battling robots, automatons, and machine entities.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.atQ5yNq1ZEyy0z5j]{Machine Vulnerabilities}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.pYsmdnNte7o5Flca]{Tech Skills}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.aNNLomN5nZc52ZT4]{Defense Against Robots}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.QHSH8fE6l3bKz2xl]{Machine Hunting}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.ka5VA9XBi4OTnKVa]{Disable Mechanisms} or @UUID[Compendium.cyphersystem-compendium.abilities.uG2ACHNAPoZirp0b]{Surprise Attack}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.NoKdHv0FSytZR4iF]{Robot Fighter}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.NJakiz9yvoflzzBD]{Drain Power}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.jHrQLzIfjKtXBoJL]{Deactivate Mechanisms} or @UUID[Compendium.cyphersystem-compendium.abilities.58CLKxSLgaT6W6Cj]{Lethal Damage}

GM Intrusions: The robot explodes upon defeat. Other robots come after the character for revenge.

Bears a Halo of Fire

You can sheath your body in flames, which protects you and harms your foes.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.AzMtxh562JfrPdKZ]{Shroud of Flame}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.NJjAmyf9zhjRTNme]{Hurl Flame}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.TWqyBv9PEjwJKd1y]{Wings of Fire} or @UUID[Compendium.cyphersystem-compendium.abilities.srn53BB1da8Elh1t]{Fiery Hand of Doom}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.tJQmvEiYq2xBv4ZJ]{Flameblade}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.6fpCYtBDCfW6m1b0]{Fire Tendrils}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.NVdx8QjmTP5eOjDh]{Fire Servant} or @UUID[Compendium.cyphersystem-compendium.abilities.PLsz8IqWScZt0Ott]{Inferno Trail}

GM Intrusions: Fire burns flammable material. Fire spreads out of control. Primitive creatures fear fire and often attack what they fear.

Blazes With Radiance

You can create light, sculpt it, bend it away from you, or gather it to use as a weapon.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.ea7BzQy6fZqHQNET]{Enlightened}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.xZQXXjAWGBo7mTHU]{Illuminating Touch}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.teFcKcbo5ZBFbfRl]{Dazzling Sunburst}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.IUlsD8Zxp8AYbO4h]{Burning Light} or @UUID[Compendium.cyphersystem-compendium.abilities.CtRvLxfUlCynJv1B]{Skill With Defense}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.iIlgHiF1EN0fEpYx]{Sunlight}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.PyVeE7CtDVDksWG6]{Disappear}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.cE7JPRHLqIdM3b9V]{Living Light} or @UUID[Compendium.cyphersystem-compendium.abilities.FjXL6iSD1CJKbuGT]{Defensive Field}

GM Intrusions: Allies are accidentally dazzled or blinded. Bright flashes draw guards.

Brandishes an Exotic Shield

You deploy an amazing shield of pure force that provides protection and some offensive options.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.yb5PaVIPimrcJxFg]{Force Field Shield}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.aidcxXW6MokDMqY7]{Force Bash}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.vPflrS1giYnMoqL2]{Enveloping Shield}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.6nm35znCQzjAk6Gb]{Healing Pulse} or @UUID[Compendium.cyphersystem-compendium.abilities.SPL1URVkuo4PJP8I]{Throw Force Shield}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.B5zrSVUs54TUALFB]{Energized Shield}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.TXNhhyj63MMp2dVF]{Force Wall}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.zflNCqrmTL7vrYg1]{Bouncing Shield} or @UUID[Compendium.cyphersystem-compendium.abilities.Np67YSIzrP6w1PPb]{Shield Burst}

GM Intrusions: The shield is temporarily lost. A foe temporarily ends up with the shield.

Builds Robots

Your robotic creations do as they are commanded.

The word “robot” is used in this focus, though the robot you create might look very different from one created by someone else, depending on the genre. Steampunk robots, organic robots, or even magical golems are all feasible “robots.”

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.paIv2etaqLqY76y0]{Robot Assistant}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.pUliR2uWpIcE6jQX]{Robot Builder}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.kgCuCmU8kn0UMy8v]{Robot Control}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.ETGBAqAc1ApFH5cx]{Expert Follower} or @UUID[Compendium.cyphersystem-compendium.abilities.CtRvLxfUlCynJv1B]{Skill With Defense}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.BSx4qB29VwRUISm6]{Robot Upgrade}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.yqhUXLWMSNn5IYOn]{Robot Fleet}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.HAVNfVKAdwtJF6Jj]{Robot Evolution} or @UUID[Compendium.cyphersystem-compendium.abilities.BSx4qB29VwRUISm6]{Robot Upgrade}

GM Intrusions: The robot is hacked, gains a mind of its own, or unexpectedly detonates.

Calculates the Incalculable

Awesome mathematical ability allows you to model the world in real time, giving you an edge over everyone.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.vcbIe2sSMKJmawl4]{Predictive Equation}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.A853pOqz5BmPfh4w]{Higher Mathematics}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.V5oEOJ4i32t97yOG]{Predictive Model}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.CNw7shehsdySzhAK]{Subconscious Defense} or @UUID[Compendium.cyphersystem-compendium.abilities.7GsuhcRTpDX0d1em]{Enhanced Intellect}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.Z7JkIlrv7gxim4Fn]{Cognizant Offense}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.34Ycb9VK8JwHgSl4]{Greater Enhanced Intellect}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.GnQRIvynqXx1R2a0]{Further Mathematics}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.wlkPdME0r3hx9VbE]{Knowing the Unknown} or @UUID[Compendium.cyphersystem-compendium.abilities.34Ycb9VK8JwHgSl4]{Greater Enhanced Intellect}

GM Intrusions: Too many predicted results threaten to overwhelm and stun the character. A result points to imminent disaster.

Channels Divine Blessings

A devout follower of a divine being, you channel some of your deity’s power to achieve wonders.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.I9m3nOdBZ2HoEmbj]{Blessing of the Gods}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.7GsuhcRTpDX0d1em]{Enhanced Intellect}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.dJTgtIs80gOoI6ac]{Divine Radiance} or @UUID[Compendium.cyphersystem-compendium.abilities.NgHLZq3tZ3CFJvYv]{Fire Bloom}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.gDwPpgIAocEfQjPx]{Overawe}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.OkKNmMvLFwHxUv2r]{Divine Intervention}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.tgaSXp1VQiec8Jst]{Divine Symbol} or @UUID[Compendium.cyphersystem-compendium.abilities.LnZkUlKUuuD7iW3P]{Summon Demon}

GM Intrusions: A demon investigates divine magic use. A rival cult has issues with the character’s teachings.

Commands Mental Powers

You can pull images from dreams and bring them to life in the waking world.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.L2NOLfflU6HNleuT]{Telepathic}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.W5Zt9qDKCtNr49BC]{Mind Reading}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.Mc8L07dpf605FDo9]{Psychic Burst} or @UUID[Compendium.cyphersystem-compendium.abilities.iRqXVpngq6vfgtEn]{Psychic Suggestion}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.FktE2hQhSKXbWcQU]{Use Senses of Others}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.N0wzhZ676UrCR8M4]{Precognition}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.Vcfc6yjbqX6WSzCf]{Mind Control} or @UUID[Compendium.cyphersystem-compendium.abilities.K0C60k7wHBSpMQX4]{Telepathic Network}

GM Intrusions: Something glimpsed in the target’s mind is horrifying. A feedback loop allows the target to read the character’s mind.

Conducts Weird Science

Your preternatural insight and ability make you a scientist capable of amazing feats.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.4PVFXmi2cxI8MdpR]{Lab Analysis}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.eEGFknWQZUBNXn99]{Knowledge Skills}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.mFPUUmBIcGGsuwNd]{Modify Device}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.G0hoaZFQpdG7FfxO]{Better Living Through Chemistry} or @UUID[Compendium.cyphersystem-compendium.abilities.b776WTF2u1roh3n0]{Incredible Health}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.eEGFknWQZUBNXn99]{Knowledge Skills}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.gjBFpV2OvDmBqeE3]{Just a Bit Mad}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.RHLBHQuskBAVGnU8]{Weird Science Breakthrough}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.CyuPiJdYZIfNcTSy]{Incredible Feat of Science}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.JeqLEAcHOYVd78TH]{Inventor} or @UUID[Compendium.cyphersystem-compendium.abilities.FjXL6iSD1CJKbuGT]{Defensive Field}

GM Intrusions: Creations get out of control. Side effects cannot always be predicted. Weird science terrifies people and can draw the media. When a device created or modified by weird science is depleted, it detonates.

Consorts With the Dead

The dead answer your questions, and their reanimated corpses serve you.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.nvA3LwoSP7jf4h8G]{Speaker for the Dead}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.yaLHxRtVBhveqHJA]{Necromancy}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.uPvNopNWTgHGIPyR]{Reading the Room} or @UUID[Compendium.cyphersystem-compendium.abilities.rRDSzPJtUCwRVXFR]{Repair Flesh}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.vEVmBgz2TxOH3aSk]{Greater Necromancy}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.kKYyGbrQxDRSOh37]{Terrifying Gaze}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.GDphyYXSfjKE5BST]{True Necromancy} or @UUID[Compendium.cyphersystem-compendium.abilities.Gsre3acJaxhGBa0S]{Word of Death}

GM Intrusions: The character’s necromantic reputation precedes them. A corpse seeks revenge for being reanimated.

Controls Beasts

Your ability to communicate and lead beasts is uncanny.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.bOohoEcDegDBinFc]{Beast Companion}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.gT21nqWZ9Es576oC]{Soothe the Savage}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.OIk4usP2NFT0tDu7]{Communication}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.cGcblQ2qvyHM02kY]{Mount} or @UUID[Compendium.cyphersystem-compendium.abilities.h1rn92kIqG5VVYd6]{Stronger Together}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.zstBkLwRduC7vgGT]{Beast Eyes}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.0IlHHY1ktkN2L5Sp]{Improved Companion}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.pFWDdnTXCiPfwsWv]{Beast Call}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.Qm31Nw2SkBpVcv9M]{As If One Creature} or @UUID[Compendium.cyphersystem-compendium.abilities.LvoH43SKKtr3urKo]{Control the Savage}

GM Intrusions: The community is reluctant to welcome dangerous animals. Out-of-control beasts become a real hazard.

Controls Gravity

You can sway the attraction of gravity itself.

Type Swap Option: Weighty

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.UCR0rx32kEsTcgnF]{Hover}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.QH3l6ojVnasZm5U8]{Enhanced Speed Edge}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.SHMGbt30RfePtyNE]{Define Down} or @UUID[Compendium.cyphersystem-compendium.abilities.jbhcWHMiQQaR9ukO]{Gravity Cleave}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.eJpNT3QObtYiDfXY]{Field of Gravity}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.abdAcwYE8L00VakL]{Flight}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.Cnvf8fv0EEKU3iSn]{Improved Gravity Cleave} or @UUID[Compendium.cyphersystem-compendium.abilities.tMOeiKWrhp5P5CCQ]{Weight of the World}

GM Intrusions: Onlookers react with unreasoning fear. A weird interaction sends an ally or object careening into the sky.

Crafts Illusions

You fashion images from light that are so perfect they seem real.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.l60mmJrF1GupXLJB]{Minor Illusion}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.asQqC0DepYcsPxRV]{Illusory Disguise}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.JwG4lCSZIG3qUQAi]{Cast Illusion} or @UUID[Compendium.cyphersystem-compendium.abilities.hNsph7BRwllVSUre]{Major Illusion}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.hJV3hrSYcq3Zbzl5]{Illusory Selves}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.9cJ6gJZc7datpQwJ]{Terrifying Image}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.lCWWUQ0vYH2odiDv]{Grandiose Illusion} or @UUID[Compendium.cyphersystem-compendium.abilities.RNJbp1eAcMqSnYvb]{Permanent Illusion}

GM Intrusions: The illusion isn’t believable. The illusion is pierced at just the wrong moment.

Crafts Unique Objects

You’re an inventor of strange and useful objects.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.fkyJ02LbeOAfDxcF]{Crafter}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.YF8CYsYKcXpdfqH5]{Master Identifier}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.yIdq1lu1eUAkNyDC]{Artifact Tinkerer}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.m6X5wyPUPdhqLTIp]{Quick Work}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.4JDFgEhyhqReRngE]{Master Crafter} or @UUID[Compendium.cyphersystem-compendium.abilities.V2BSB9or5UJdTiYF]{Built-in Weaponry}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.M3TM1cORNnlEN0ZO]{Cyphersmith}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.y3qXWOUu7mAhg6Rb]{Innovator}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.JeqLEAcHOYVd78TH]{Inventor} or @UUID[Compendium.cyphersystem-compendium.abilities.rqC9cEmRkvm29N56]{Fusion Armor}

GM Intrusions: The object malfunctions, breaks, or suffers catastrophic or unexpected failure.

Cyphersmith works only in a setting where the cyphers are physical objects. If this isn’t the case, this ability should probably be replaced with something akin to Weird Science Breakthrough from the Conducts Weird Science focus.

Dances With Dark Matter

You can manipulate shadow and “dark” matter.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.7aCeBDGZqu8A9hMQ]{Ribbons of Dark Matter}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.VWehoqF0N6s0WMLK]{Void Wings}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.XYbtbbVKFYmDfmjO]{Dark Matter Shroud} or @UUID[Compendium.cyphersystem-compendium.abilities.MqGMnSIkHK4rOFSm]{Dark Matter Strike}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.yB4tnpDNVSOxgruq]{Dark Matter Shell}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.b44vvK2YjdSeYPJc]{Windwracked Traveler}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.JUn27j5YI3dRh2jJ]{Dark Matter Structure} or @UUID[Compendium.cyphersystem-compendium.abilities.apQwshUTjCQPym8A]{Embrace the Night}

GM Intrusions: Dark matter skulks away as if possessed by a mind of its own.

Defends the Gate

Everyone wants you on their side when it comes to a fight because nothing gets by you.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.C9x7b1qN4qmm568P]{Fortified Position}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.POaewj2PWMMfCY1i]{Rally to Me}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.VgomhLKFHDDAzW9T]{Mind for Might}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.ZvKFftq7doCxI7T5]{Fortification Builder} or @UUID[Compendium.cyphersystem-compendium.abilities.LODZEYtmmBN5D9zZ]{Divert Attacks}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.R9KnCCvGoEHvV1p0]{Greater Enhanced Might}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.hCAzOVpH0jrYc9qk]{Reinforcing Field}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.KBykf0P4WQ9Lb6TN]{Generate Force Field} or @UUID[Compendium.cyphersystem-compendium.abilities.eQIPJk2xcFGfDr3H]{Stun Attack}

GM Intrusions: A strategically important structure collapses. The enemy attacks from an unexpected direction.

Defends the Weak

You stand up for the helpless, the weak, and the unprotected.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.YvPBxDxLz16Usm7m]{Courageous}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.6zU8AURXjXgG63j6]{Warding Shield}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.9p2RJYFo6s55F5Ha]{Devoted Defender}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.fh7tK1BVjgSfZ8ml]{Insight}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.Su3LkSzdGHg9w1RO]{Dual Wards} or @UUID[Compendium.cyphersystem-compendium.abilities.GAeUBbQWE3ryv50V]{True Guardian}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.lb5Bo8BpNXdVMkmt]{Combat Challenge}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.JrSM5XYgXpxNnLl2]{Willing Sacrifice}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.aDnA7oA9ZYCEfprI]{Resuscitate} or @UUID[Compendium.cyphersystem-compendium.abilities.mjEFQ3ndDRvLB5Dj]{True Defender}

GM Intrusions: A character focused on protecting others may periodically leave themselves vulnerable to attacks.

Descends From Nobility

A descendent of wealth and power, you carry a noble title and the abilities granted by a privileged upbringing.

Type Swap Option: @UUID[Compendium.cyphersystem-compendium.abilities.S2OZtm12S2YvxD7H]{Retinue}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.xMRRfjFF0POkxyea]{Privileged Nobility}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.A8CGMbLGsJ3AHKMP]{Trained Interlocutor}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.zTsjsWVgzjQzl2MW]{Advanced Command} or @UUID[Compendium.cyphersystem-compendium.abilities.AAUqaiWxC5V4e1VH]{Noble’s Courage}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.ETGBAqAc1ApFH5cx]{Expert Follower}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.T5tn7zItPyaRcYNC]{Asserting Your Privilege}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.Eez3uExkDA20XJg3]{Able Assistance} or @UUID[Compendium.cyphersystem-compendium.abilities.qbXP6HlN56bPt7cq]{Mind of a Leader}

GM Intrusions: Debts incurred by a family are owed by the character. A long-lost sibling seeks to disinherit rivals. An assassin finds the character.

Doesn’t Do Much

You’re a slacker, but you know a little about a lot of things.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.aOzkoVf0mNSkZBtn]{Life Lessons}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.2fU3nI68oi5ScziC]{Totally Chill}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks} or @UUID[Compendium.cyphersystem-compendium.abilities.uhC4ubTGfhkNvIMX]{Improvise}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.aOzkoVf0mNSkZBtn]{Life Lessons}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.nOuOE3EkrNr81pSq]{Greater Skill With Defense}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.4necR0YTsaij4ojD]{Greater Enhanced Potential}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.wztu6KcpILxwlFTU]{Drawing on Life’s Experiences} or @UUID[Compendium.cyphersystem-compendium.abilities.Mac5S0sQe9Muf4Mv]{Quick Wits}

GM Intrusions: New situations are confounding and stressful. Past actions (or inactions) come back to haunt the character.

Drives Like A Maniac

Whether balancing on two wheels, jumping another vehicle, or driving head-on toward an oncoming enemy car, you don’t think about the risks when you’re behind the wheel.

Someone who Drives Like a Maniac needs access to a vehicle.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.DCuOpij3sNomBe1a]{Driver}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.1fu5C9JHmORmWTR8]{Driving on the Edge}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.lY7NaxsFxt1XZVk5]{Car Surfer}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.HHcC89OKZACgLB8Y]{Stare Them Down}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.hQx9SoUhY6jzUeTW]{Expert Driver} or @UUID[Compendium.cyphersystem-compendium.abilities.QH3l6ojVnasZm5U8]{Enhanced Speed Edge}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.EQXA8Gcwdc7dU8lw]{Sharp-Eyed}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.tuofJSTVjOEwRUem]{Enhanced Speed}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.vVax9KyZ3U4Wpok8]{Something in the Road}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.qKDngpAWNEzhdRj5]{Trick Driver} or @UUID[Compendium.cyphersystem-compendium.abilities.58CLKxSLgaT6W6Cj]{Lethal Damage}

GM Intrusions: The engine develops a knock. The bridge on the road ahead is out. The windshield shatters. Someone unexpectedly runs in front of the vehicle.

Emerged From the Obelisk

Your body, hard as crystal, gives you a suite of unique abilities, gained after an interaction with a floating crystalline obelisk.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.bzeuikGxbM7noj2z]{Crystalline Body}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.UCR0rx32kEsTcgnF]{Hover}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.QsXOz48JgyXYEEqS]{Inhabit Crystal} or @UUID[Compendium.cyphersystem-compendium.abilities.4Fe5z4FD71eHlbbd]{Immovable}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.hIWg9VFNnYnrknAu]{Crystal Lens}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.ucsscEpO5L2gIYZg]{Resonant Frequency}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.bY52t6eGONKu8Kr4]{Resonant Quake} or @UUID[Compendium.cyphersystem-compendium.abilities.tR2v2vMu3TgN21OJ]{Return to the Obelisk}

GM Intrusions: Cyphers and artifacts react unexpectedly in the character’s hands.

Employs Magnetism

You command metal and the power of magnetism.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.p2JmtbtuzscW1ogs]{Move Metal}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.MK2dp11krszjDsyc]{Repel Metal}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.0XSuUGS0UyrhiW44]{Destroy Metal} or @UUID[Compendium.cyphersystem-compendium.abilities.4v5pXMwFeB7xQzME]{Guide Bolt}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.n985WYLPzj2XqBry]{Magnetic Field}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.uN2YVmNxkFj3SFof]{Command Metal}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.fruWNFBBNLpcGLaC]{Diamagnetism} or @UUID[Compendium.cyphersystem-compendium.abilities.SZtOjKk7ScShJT6G]{Iron Punch}

GM Intrusions: The metal twists, bends, or produces shrapnel. A lapse in concentration might cause something to slip or drop at just the wrong time.

Entertains

You perform, mostly for the benefit of others.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.rfsCCpxcsjc8hr60]{Levity}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.oilgQ4oM02Pa0eNp]{Inspiration}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.eEGFknWQZUBNXn99]{Knowledge Skills} or @UUID[Compendium.cyphersystem-compendium.abilities.4necR0YTsaij4ojD]{Greater Enhanced Potential}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.CLObcsu2DKKKhzyK]{Calm}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.Eez3uExkDA20XJg3]{Able Assistance}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.kZ3LhhYZKrcnBplY]{Master Entertainer} or @UUID[Compendium.cyphersystem-compendium.abilities.xRIDlrBzTXVYC5rh]{Vindictive Performance}

GM Intrusions: The audience is annoyed or offended. Musical instruments break. Paints dry in their pots. The words to a poem or song are forgotten.

Note: Erratum

It seems that the tier 2 ability is supposed to be @UUID[Compendium.cyphersystem-compendium.abilities.DLxDL49VjUEMAjxZ]{Inspiring Ease} instead of Inspiration.

Exists in Two Places at Once

You exist in two places at once.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.P1jQZdPIrxo4wNlr]{Duplicate}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.PRh7n2VLXyRa4il9]{Share Senses}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.FwEUY43Q8EMVCCsL]{Superior Duplicate} or @UUID[Compendium.cyphersystem-compendium.abilities.oEubmS7pZ3zFK8uJ]{Resilient Duplicate}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.nVFRDMhuWDrdve4F]{Damage Transference}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.jmjxGRJTwztzBtLc]{Coordinated Effort}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.rsYzxCchklPSFAp7]{Multiplicity} or @UUID[Compendium.cyphersystem-compendium.abilities.oEubmS7pZ3zFK8uJ]{Resilient Duplicate}

GM Intrusions: Perceiving the world from two different places disorients the character, causing momentary vertigo, nausea, or confusion.

Exists Partially Out of Phase

A bit translucent, you’re slightly out of phase and can move through solid objects.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.g0SqMvb020tiTQ48]{Walk Through Walls}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.2j6Hqr2Y8Xbz97c4]{Defensive Phasing}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.cJB7wj5okdPZuRNb]{Phased Attack} or @UUID[Compendium.cyphersystem-compendium.abilities.MFBq4Fc432FS6nkX]{Phase Door}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.Kk9lHkiaqsr3pUmk]{Ghost}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.QLRztjFH4YetYM6l]{Untouchable}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.xHLPf1FETmn06aA8]{Enhanced Phased Attack} or @UUID[Compendium.cyphersystem-compendium.abilities.ptH3O4GES71CClGO]{Phase Foe}

GM Intrusions: The character is sent phasing into an unexpected dimension. The character becomes lost in a large solid.

Explores Dark Places

You’re the archetypal treasure hunter, scavenger, and finder of lost things.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.MwDYD8V1CJv8w9rR]{Superb Explorer}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.aJ1T8XqGF38vyzV2]{Superb Infiltrator}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.xskKzxBoGvSrje4e]{Eyes Adjusted}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.LdHCwZcifnRRuPrp]{Nightstrike} or @UUID[Compendium.cyphersystem-compendium.abilities.JhBTTC5ZUTT8NvUA]{Slippery Customer}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.5t5EIoGSan3pQ08D]{Hard-Won Resilience}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.xRvaY8SG4HVy5WO8]{Dark Explorer}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.XRXQwJplJrm7onbN]{Blinding Attack} or @UUID[Compendium.cyphersystem-compendium.abilities.2asT0zvk1kw5hC1v]{Embraced by Darkness}

GM Intrusions: Possessions fall out of pockets or bags in the dark; maps get lost; information gained fails to include an important detail.

Fights Dirty

You’ll do anything to win a fight: bite, scratch, kick, trick, and worse.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.VAGafmOiBpvU2eq0]{Tracker}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.gwMRhz3h9zxbVQXt]{Stalker}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.sHdBJdVshvtAqz1K]{Sneak}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.FEkLEYwk7r9KE7oC]{Quarry}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.7Gxuqkwo4i47yHe3]{Betrayal} or @UUID[Compendium.cyphersystem-compendium.abilities.uG2ACHNAPoZirp0b]{Surprise Attack}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.R9WffstnihzBuuvW]{Mind Games}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.gNRMG3mJTzWaCGph]{Capable Warrior}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.vhGEeFVgyqX1gzRr]{Using the Environment}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.Z4QcjOxgltEJPm96]{Twisting the Knife} or @UUID[Compendium.cyphersystem-compendium.abilities.KNElOxbWobS1ygLv]{Murderer}

GM Intrusions: People look poorly upon those who cheat or fight without honor. Sometimes a dirty trick backfires.

Fights With Panache

You’re a swashbuckling daredevil who fights with flamboyant style that’s entertaining to watch.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.b8rtgyatE8o9FaRS]{Attack Flourish}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.GQeO9RXVzeriLsfy]{Quick Block}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.ra0A8MtQjZEYhJPr]{Acrobatic Attack} or @UUID[Compendium.cyphersystem-compendium.abilities.tmrSKjGmjbxfIqPI]{Flamboyant Boast}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.3JWMtJBjf3oUWaxP]{Block for Another}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.jaGs9nmLaywdRMUN]{Fast Kill}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.vhGEeFVgyqX1gzRr]{Using the Environment}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.cuK7oPGFdlOPoc44]{Agile Wit} or @UUID[Compendium.cyphersystem-compendium.abilities.G5bTthwpEf5azVHA]{Return to Sender}

GM Intrusions: The display comes off looking silly, clumsy, or unattractive.

Flies Faster Than a Bullet

You can fly, and you’re superstrong, hard to hurt, and fast too. Is there anything you can’t do?

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.UCR0rx32kEsTcgnF]{Hover}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.4necR0YTsaij4ojD]{Greater Enhanced Potential}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.sPheWt9emoY3PCA8]{Hidden Reserves} or @UUID[Compendium.cyphersystem-compendium.abilities.rYyymKUc0QKWdNsy]{See Through Matter}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.Zps9ZUc9RD1mRDEK]{Blink of an Eye}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.s68x7VxwueUkCkOg]{Up to Speed}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.sbGo2i4oqy1aUeQ6]{Not Dead Yet}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.IUlsD8Zxp8AYbO4h]{Burning Light} or @UUID[Compendium.cyphersystem-compendium.abilities.NMgopYfoagESHtea]{Ignore Affliction}

GM Intrusions: A nemesis finds the character. A strange material is found to nullify the character’s abilities.

Focuses Mind Over Matter

You can telekinetically move objects with your mind without physically touching them.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.LODZEYtmmBN5D9zZ]{Divert Attacks}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.xDn74LRD6xlMUqj2]{Telekinesis}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.gyZd83dgvZnQrmbb]{Cloak of Opportunity} or @UUID[Compendium.cyphersystem-compendium.abilities.bvqDafTBMB7Uo9Qj]{Enhance Strength}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.loOJI9ZakIwGrmW1]{Apportation}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.8wSx2qtKXq0dWxId]{Psychokinetic Attack}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.iEOf9IkbHU8oBOMm]{Improved Apportation} or @UUID[Compendium.cyphersystem-compendium.abilities.YFbC1HRis4SpZgrS]{Reshape}

GM Intrusions: One mental slip, and moving objects drop or fragile objects break. Sometimes the wrong item moves, falls, or breaks.

Note: Erratum

It seems that the tier 1 ability is supposed to be @UUID[Compendium.cyphersystem-compendium.abilities.YcDF62pED8waUtry]{Deflect Attacks} instead of Divert Attacks.

Fuses Flesh and Steel

Your body is part machine.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.dPFQTFRzv7D7PYKq]{Enhanced Body}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.4dTGeclZRVjzn5tT]{Interface}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.syiylO75dZlcUp3i]{Sensing Package} or @UUID[Compendium.cyphersystem-compendium.abilities.NFsoXUQaq3I5h2UY]{Weaponization}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.42sPqHxJEybiZ6Vh]{Fusion}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.Uk6ceaEWFjcoHNTI]{Deep Reserves}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.laxdkyrDuOhxfWKc]{Mind Surge} or @UUID[Compendium.cyphersystem-compendium.abilities.fkedtvx6UakJPOZN]{Ultra Enhancement}

GM Intrusions: People in most societies are afraid of someone who is revealed to have mechanical parts.

Fuses Mind and Machine

Electronic aids implanted in your brain make you a mental powerhouse.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.7GsuhcRTpDX0d1em]{Enhanced Intellect}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.eEGFknWQZUBNXn99]{Knowledge Skills}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.2GicRKJcPO3hmlwD]{Network Tap}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.GK0o4fjCtxgAP269]{Action Processor} or @UUID[Compendium.cyphersystem-compendium.abilities.dLJ0B35UlB5wxCf4]{Machine Telepathy}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.34Ycb9VK8JwHgSl4]{Greater Enhanced Intellect}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.eEGFknWQZUBNXn99]{Knowledge Skills}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.MA2Pwhbpbq2SSIQy]{See the Future}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.teF5kZpAuRfZKfxn]{Machine Enhancement} or @UUID[Compendium.cyphersystem-compendium.abilities.laxdkyrDuOhxfWKc]{Mind Surge}

GM Intrusions: Machines malfunction and shut down. Powerful machine intelligences can take control of lesser thinking machines. Some people don’t trust a person who isn’t fully organic.

Grows to Towering Heights

For brief periods, you can grow larger and, with enough experience, to towering heights.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.HDYOv1V10xpFbFI7]{Enlarge}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.HoUOwIPfKTlxyQH0]{Freakishly Large}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.GmMePJHTRl6PshR6]{Bigger}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.wifCvRG9OhsTDT30]{Advantages of Being Big}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.uNzF1oQKJ6T1yqL4]{Huge} or @UUID[Compendium.cyphersystem-compendium.abilities.WuNUt6ltWGDdjNLS]{Throw}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.48i5ybVtZaTlFLJf]{Grab}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.0XYaYNoQzrYYKR4p]{Gargantuan}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.hbbPZIjq81Qqdp6i]{Colossal} or @UUID[Compendium.cyphersystem-compendium.abilities.58CLKxSLgaT6W6Cj]{Lethal Damage}

GM Intrusions: Rapid growth knocks over furnishings or smashes through ceilings or hanging lights. An enlarged character breaks through the floor.

Helps Their Friends

You love your friends and help them out of any difficulty, no matter what.

Type Swap Option: Advice From a Friend

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.lZCAKgP966BuU4uF]{Friendly Help}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.YvPBxDxLz16Usm7m]{Courageous}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.QGSHCRW46vn5Xdwu]{Weather the Vicissitudes}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.knh2MWMhCgqOjWYD]{Buddy System} or @UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.RgosWDt0hkosbVQr]{In Harm’s Way}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.MwVDTy2Rx1V7Tyly]{Enhanced Physique}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.FiSwskgQGBjp4IhZ]{Inspire Action}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.1tkQKo32UKxTUUPn]{Deep Consideration} or @UUID[Compendium.cyphersystem-compendium.abilities.CtRvLxfUlCynJv1B]{Skill With Defense}

GM Intrusions: Others sometimes have ulterior motives. The law takes an undue interest. Even when everything goes right, repercussions follow.

Howls at the Moon

For brief periods, you become a fearsome and powerful creature with control issues.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.8DXGUr433iXaVCSv]{Beast Form}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.wIOwT1tjGLMYzZAb]{Controlled Change}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.NIePQkLH2DTVjZR2]{Bigger Beast Form} or @UUID[Compendium.cyphersystem-compendium.abilities.Ee8QC6fkRvD1yw6h]{Greater Beast Form}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.wqzexDdZolWgxAza]{Greater Controlled Change}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.A9uQnidn6SKTNHJA]{Enhanced Beast Form}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.58CLKxSLgaT6W6Cj]{Lethal Damage} or @UUID[Compendium.cyphersystem-compendium.abilities.85DCcEDqvz6A0LkD]{Perfect Control}

GM Intrusions: The change happens in an uncontrolled fashion. People are terrified of monsters.

Hunts

You are a stalking hunter who excels at bringing down your selected quarry.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.b8rtgyatE8o9FaRS]{Attack Flourish}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.VAGafmOiBpvU2eq0]{Tracker}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.FEkLEYwk7r9KE7oC]{Quarry}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.sHdBJdVshvtAqz1K]{Sneak}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.aBfj6w1y6noOzB7d]{Horde Fighting} or @UUID[Compendium.cyphersystem-compendium.abilities.57txEIyzuPUQOqVP]{Sprint and Grab}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.uG2ACHNAPoZirp0b]{Surprise Attack}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.LE8NtDKG9TzXBv5B]{Hunter’s Drive}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.oroWEBbp3cvrYwH9]{Greater Skill With Attacks} or @UUID[Compendium.cyphersystem-compendium.abilities.ENO71nxs3MSKzvq6]{Multiple Quarry}

GM Intrusions: The quarry notices the character. The quarry isn’t as vulnerable as it seemed.

Infiltrates

Subtlety, guile, and stealth allow you to get in where others can’t.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.QAdh0yZBjJsHdJjD]{Stealth Skills}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.WUY75HFAqAu1i9ku]{Sense Attitudes}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.vFc52xBtBp69WglW]{Impersonate}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.LFiTEQpWhXBgIZWb]{Flight Not Fight}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.ZB80ZclRSzEcr4o1]{Awareness} or @UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.wvlSlYCJyrJuFqtn]{Invisibility}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.N0OZaNOIbHTiWDL1]{Evasion}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.3SiJ5Drao8XtmgzV]{Brainwashing} or @UUID[Compendium.cyphersystem-compendium.abilities.jrTEtAhE6GfLW7R4]{Spring Away}

GM Intrusions: Spies are treated harshly when caught. Allies disavow infiltrators who get caught. Some secrets are better left unknown.

Interprets the Law

You excel at winning others over to your views.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.EbnGDC61relhYaib]{Opening Statement}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.xBQM1AmjmcjmPDDD]{Knowledge of the Law}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.2GwH3ugd7aHrWZRz]{Debate}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.Eez3uExkDA20XJg3]{Able Assistance} or @UUID[Compendium.cyphersystem-compendium.abilities.FQPA8oY3xiZIL6aG]{Enhanced Intellect Edge}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.Hw16NpdbdJOqVF4z]{Castigate}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.kcXnkEBuyNil4Nd4]{No One Knows Better}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.4necR0YTsaij4ojD]{Greater Enhanced Potential} or @UUID[Compendium.cyphersystem-compendium.abilities.pGJIwlCJDib2Splm]{Legal Intern}

GM Intrusions: Onlookers react badly to a know-it-all. A distraction or interruption throws the character’s argument off the rails.

Is Idolized by Millions

You’re a celebrity and most people adore you.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.ZK4CUb9HH4J5A8IN]{Entourage}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.zGoUoC6i0f1SbUqE]{Celebrity Talent}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.6QXGJBsJPDFgcdq5]{Perks of Stardom}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.b776WTF2u1roh3n0]{Incredible Health} or @UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.mUhnX0UmEw2BROkI]{Captivate With Starshine}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.ETGBAqAc1ApFH5cx]{Expert Follower}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.1W0sBVHxG7LESCPl]{Do You Know Who I Am?}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.zZYSSAFXtJcuezxM]{Transcend the Script} or @UUID[Compendium.cyphersystem-compendium.abilities.0IlHHY1ktkN2L5Sp]{Improved Companion}

GM Intrusions: Fans are endangered or hurt on your behalf. Someone in your entourage betrays you. Your show, tour, contract, or other event is canceled. The media posts photos of you in an embarrassing situation.

Is Licensed to Carry

You carry a gun and you know how to use it in a fight.

Although Is Licensed to Carry is designed with modern firearms in mind, it could apply to flintlock weapons, futuristic laser blasters, or other ranged weapons.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.1SBd1jm66eSo4eHn]{Gunner}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.wAbsUj5mHZatr3JG]{Practiced With Guns}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.Mbq7D0u4Vee0NKYz]{Careful Shot}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.I8N5PUMy5Eq7cqZl]{Trained Gunner} or @UUID[Compendium.cyphersystem-compendium.abilities.UlQ7w5iD57Hfdzce]{Damage Dealer}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.oNk0Nhle1XwBhOvp]{Snap Shot}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.WrJDw2X8JHcljjP4]{Arc Spray}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.BM6YnBez7sVnrGUh]{Special Shot} or @UUID[Compendium.cyphersystem-compendium.abilities.58CLKxSLgaT6W6Cj]{Lethal Damage}

GM Intrusions: Misfire or jam! The attack fails and the action is lost, plus an additional action is needed to fix the problem.

Is Wanted by the Law

“WANTED, DEAD OR ALIVE” posters (or their equivalent) have appeared featuring your face. It’s up to you whether it’s a mistake that snowballed out of control or you actually would kill someone just for looking at you.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.tuofJSTVjOEwRUem]{Enhanced Speed}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.UyQTRi5ZwWU5tMO0]{Danger Sense}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.uG2ACHNAPoZirp0b]{Surprise Attack}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.DMBJEypEWuAS2lai]{Outlaw Reputation} or @UUID[Compendium.cyphersystem-compendium.abilities.36nlDXhOP5e5dfns]{Successive Attack}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.jaGs9nmLaywdRMUN]{Fast Kill}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.fD8yD0pGCMdOJkGb]{Band of Desperados}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.sbGo2i4oqy1aUeQ6]{Not Dead Yet} or @UUID[Compendium.cyphersystem-compendium.abilities.58CLKxSLgaT6W6Cj]{Lethal Damage}

GM Intrusions: Most people do not take well to discovering a wanted outlaw in their midst.

Keeps a Magic Ally

An allied magic creature bound to an object (such as a minor djinn in a lamp, or a ghost in a pipe) is your friend, protector, and weapon.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.9Kag2UMn6Wdxq4Zo]{Bound Magic Creature}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.PCTUkuALVb0GdTCe]{Object Bond}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.1KjY8D1dvLc3NuUv]{Hidden Closet}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.l0OFjk5XVGV5LzP1]{Minor Wish} or @UUID[Compendium.cyphersystem-compendium.abilities.cGcblQ2qvyHM02kY]{Mount}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.QxOsAHpd8ZkEXI5u]{Improved Object Bond}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.m2j3n3xiExLcXAAn]{Moderate Wish}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.Aprz5cRtdgiAIYUM]{Object Bond Mastery} or @UUID[Compendium.cyphersystem-compendium.abilities.V7npSeuqG3JI4Dvv]{Trust to Luck}

GM Intrusions: The creature unexpectedly disappears into its bound object. The bound object cracks. The creature disagrees and doesn’t do as asked. The creature says it’s leaving unless a task is performed for it.

Leads

Your natural leadership capability allows you to command others, including a loyal band of followers.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.FDUGlu7DZhdfxH2P]{Natural Charisma}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.DmnRMTfHYaeoYFVu]{Good Advice}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.RnK2bmvUb7RIVPSA]{Enhanced Potential}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.4XwwFeGO5haHxvQs]{Basic Follower}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.zTsjsWVgzjQzl2MW]{Advanced Command} or @UUID[Compendium.cyphersystem-compendium.abilities.ETGBAqAc1ApFH5cx]{Expert Follower}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.8EMTH3JCrC5Vjt63]{Captivate or Inspire}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.4necR0YTsaij4ojD]{Greater Enhanced Potential}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.KpbEHKNSEycVB1GU]{Band of Followers} or @UUID[Compendium.cyphersystem-compendium.abilities.qbXP6HlN56bPt7cq]{Mind of a Leader}

GM Intrusions: Followers fail, betray, lie, become corrupted, get kidnapped, or die.

Learns Quickly

You deal with bad situations as they arise, learning new lessons each time.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.7GsuhcRTpDX0d1em]{Enhanced Intellect}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.0xVoKhKKvzxIbtJD]{There’s Your Problem}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.YCwy44WnpusEYN7g]{Quick Study}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.qgholblGXKQri99M]{Hard to Distract}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.FQPA8oY3xiZIL6aG]{Enhanced Intellect Edge} or @UUID[Compendium.cyphersystem-compendium.abilities.dVh39nh5ARUxreUc]{Flex Skill}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.dIK67k9aoBbFBnkf]{Pay It Forward}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.7GsuhcRTpDX0d1em]{Enhanced Intellect}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.2LaX22wvw35lDger]{Learned a Few Things}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.EE1xCQ3OvCrdrG6z]{Two Things at Once} or @UUID[Compendium.cyphersystem-compendium.abilities.CtRvLxfUlCynJv1B]{Skill With Defense}

GM Intrusions: Accidents and mistakes are great teachers.

Lives in the Wilderness

You can survive in badlands where others perish.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.KqV5RSzOU3S3NK51]{Wilderness Life}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.wHcuP6T7Ti6j5Y8C]{Enhanced Might}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.vFQaDsHzJpTSV8Tw]{Living Off the Land}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.Db7aRY4t1mwRpcoL]{Wilderness Explorer}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.KAAezRI2l8rdp1NS]{Animal Senses and Sensibilities} or @UUID[Compendium.cyphersystem-compendium.abilities.Ja8ebgq2RDQryN62]{Wilderness Encouragement}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.CBdIPMJ2oOOesmod]{Wilderness Awareness}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.pfZzabIIEuU4kSH3]{The Wild Is on Your Side}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.Wj6oHOvnZkZjulwI]{One With the Wild} or @UUID[Compendium.cyphersystem-compendium.abilities.TRdK7RJBkq8WW4np]{Wild Camouflage}

GM Intrusions: People in cities and towns sometimes disparage those who look (and smell) like they live in the wilds, as if they were ignorant or barbaric.

Looks for Trouble

You’re a scrapper and love a good fight.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.Hgr8QZmzjXmYorfs]{Fists of Fury}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.XseI77zSp7iHkEWq]{Wound Tender}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.qp1jDaFiRR5xPPMn]{Protector}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.tFhd4dEGikOd1g1K]{Straightforward}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks} or @UUID[Compendium.cyphersystem-compendium.abilities.4necR0YTsaij4ojD]{Greater Enhanced Potential}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.2K3b6cTuLEGZfYqa]{Knock Out}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.kNSRytTtQX0rU3aE]{Mastery With Attacks}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.R9KnCCvGoEHvV1p0]{Greater Enhanced Might} or @UUID[Compendium.cyphersystem-compendium.abilities.58CLKxSLgaT6W6Cj]{Lethal Damage}

GM Intrusions: Weapons break or fly from even the strongest grip. Brawlers trip and fall. Even the battlefield can work against you with things falling or collapsing.

Loves the Void

When it’s just you, your spacesuit, and the panorama of stars wheeling out forever and always, you are at peace.

Type Swap Option: @UUID[Compendium.cyphersystem-compendium.abilities.geCiPXMF2sIRJ68U]{Have Spacesuit, Will Travel}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.zgcoMEc4j2MjpDhC]{Vacuum Skilled}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.GfDLA0qSvqhqzIbL]{Microgravity Adept}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.QH3l6ojVnasZm5U8]{Enhanced Speed Edge}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.MwVDTy2Rx1V7Tyly]{Enhanced Physique}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.q73VWJY2cmWxRcYx]{Space Fighting} or @UUID[Compendium.cyphersystem-compendium.abilities.rqC9cEmRkvm29N56]{Fusion Armor}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.U2QV8t7Pq9irgHqF]{Silent As Space}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.JJ9nWmcBIlfyNDfe]{Push Off and Throw}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.iIy1HDd9yUl07AYo]{Microgravity Avoidance}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.w3HN2nZBTo5mLJcM]{Weightless Shot} or @UUID[Compendium.cyphersystem-compendium.abilities.cbXNxvPdWEbKF6nA]{Reactive Field}

GM Intrusions: Spacesuits develop glitches. Air refill cartridges sometimes misreport capacity. Micrometeorites are common in space.

Masters Defense

You use protective equipment and practiced techniques to avoid becoming hurt in a fight.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.EheuStXUDPojVmT5]{Shield Master}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.gS1X6POaKLjNlHsI]{Sturdy}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.o2ZDoteWQsFsqTJr]{Practiced in Armor}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.zLJYM2OiFVIsuz3P]{Dodge and Resist} or @UUID[Compendium.cyphersystem-compendium.abilities.E1YiGcXAYOjHXoAd]{Dodge and Respond}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.2AIQhz00HyZhY7wM]{Tower of Will}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.4eCjeGPA0ovnwIfu]{Experienced in Armor}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.lGbieMmnuoqsl4Jz]{Nothing but Defend}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.i5n7BaFjTo6W35f9]{Defense Master} or @UUID[Compendium.cyphersystem-compendium.abilities.B6SEeGr5kxLAgvvq]{Wear It Well}

GM Intrusions: Shields break when hit, as do weapons used to parry. Armor straps break.

Masters Spells

By specializing in spellcasting and keeping a spellbook, you can quickly cast spells of arcing lightning, rolling fire, creeping shadow, and summoning.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.EyAIsiqJGCspQFcu]{Arcane Flare}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.Yg6jEM07HAccDcNC]{Ray of Confusion}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.NgHLZq3tZ3CFJvYv]{Fire Bloom} or @UUID[Compendium.cyphersystem-compendium.abilities.wEWyNKnVgVOjsyms]{Summon Giant Spider}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.2t9oGZRuFhLCKjsa]{Soul Interrogation}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.ZK9Ruc53rKBqU93i]{Granite Wall}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.LnZkUlKUuuD7iW3P]{Summon Demon} or @UUID[Compendium.cyphersystem-compendium.abilities.Gsre3acJaxhGBa0S]{Word of Death}

GM Intrusions: The spell goes wrong. The summoned creature turns on the caster. A rival spellcaster is drawn to the magic use.

Masters the Swarm

Insects. Rats. Bats. Even birds. You master one type of small creature that obeys you.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.ZEcFnsNXgcozJElT]{Influence Swarm}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.hIxPlDRbNqallNiu]{Control Swarm}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.CEscdPwUrBpzUeS0]{Living Armor} or @UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.gLxVxCSix441TyKq]{Call Swarm}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.rUzrjRuT2nfEdCaJ]{Gain Unusual Companion}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.iQhBPww1s4wRZcDz]{Deadly Swarm} or @UUID[Compendium.cyphersystem-compendium.abilities.CtRvLxfUlCynJv1B]{Skill With Defense}

GM Intrusions: A command is misunderstood. Control is erratic or is lost. Bites and stings are not uncommon for masters of the swarm.

Masters Weaponry

You are a master user of a particular type of weapon, be it a sword, whip, dagger, gun, or something else.

Someone who Masters Weaponry might have additional equipment, including a high- quality weapon.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.J0fj73TfCu4aSdVL]{Weapon Master}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.qBTIXXJt2Ahn8UYh]{Weapon Crafter}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.6Xs3fyaANQDWXRoc]{Weapon Defense}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.YA5P5CBNr5NSmY6z]{Rapid Attack} or @UUID[Compendium.cyphersystem-compendium.abilities.7rjeYt5hNhkvqK9w]{Disarming Strike}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.imWLlYQs4LTaCTdS]{Never Fumble}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.mhgFWIDr0QuCHRIF]{Extreme Mastery}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.KNElOxbWobS1ygLv]{Murderer} or @UUID[Compendium.cyphersystem-compendium.abilities.6P1CJvVMot3Y2xj0]{Deadly Strike}

GM Intrusions: Weapons break. Weapons can be stolen. Weapons can be dropped or forced out of your hand.

Metes Out Justice

You right wrongs, protect the innocent, and punish the guilty.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.Zu06akqnHdCvoR0W]{Make Judgment}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.tjxKTFdA8gqZDP90]{Designation}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.5jGN9GicKYIAneKQ]{Defend the Innocent}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.3fMzqFFQ1rLtbVrd]{Improved Designation}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.bz04IOSkdP3zcRMD]{Defend All the Innocent} or @UUID[Compendium.cyphersystem-compendium.abilities.iGRECL13bqrSSF7P]{Punish the Guilty}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.RESKINMA0INj60Rc]{Find the Guilty}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.QgnoEdKZ50u4JZoL]{Greater Designation}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.KVOFCKWKmUrqAe7v]{Punish All the Guilty}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.JH40M99RAN6IZWze]{Damn the Guilty} or @UUID[Compendium.cyphersystem-compendium.abilities.Kf09KYdZqG6dNTFC]{Inspire the Innocent}

GM Intrusions: Guilt or innocence can be complicated. Some people resent the presumption of a self-appointed judge. Passing judgment makes enemies.

Moves Like a Cat

Lithe, flexible, and graceful, you move quickly and smoothly, and never seem to be where danger is.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.Qsi6Iw5YCcY8jmNx]{Greater Enhanced Speed}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.tJiXzKX4gf0GNV6V]{Balance}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.tC7wmZwlZcQy5Vd0]{Movement Skills}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.g0Ewv5wBooSFYOlH]{Safe Fall}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.leUaFf4AxYJwwOHt]{Hard to Hit}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.QH3l6ojVnasZm5U8]{Enhanced Speed Edge} or @UUID[Compendium.cyphersystem-compendium.abilities.Qsi6Iw5YCcY8jmNx]{Greater Enhanced Speed}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.JlYk5UNZEUzzO8Js]{Quick Strike}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.2CrV3a9S1yzOXBOJ]{Slippery}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.mSNoWynky7DMz7ln]{Perfect Speed Burst} or @UUID[Compendium.cyphersystem-compendium.abilities.Qsi6Iw5YCcY8jmNx]{Greater Enhanced Speed}

GM Intrusions: Even a cat can be clumsy. A jump isn’t quite as easy as it looks. An escape move is so overzealous that it sends the character right into harm’s way.

Moves Like the Wind

You can move so fast that you become a blur.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.Qsi6Iw5YCcY8jmNx]{Greater Enhanced Speed}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.Sg5WeSF04CYNEecl]{Fleet of Foot}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.leUaFf4AxYJwwOHt]{Hard to Hit}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.8LHIZs9gEAd02tId]{Speed Burst} or @UUID[Compendium.cyphersystem-compendium.abilities.Qsi6Iw5YCcY8jmNx]{Greater Enhanced Speed}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.Zps9ZUc9RD1mRDEK]{Blink of an Eye}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.NhNvpbUWNRIFEm8b]{Hard to See}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.mSNoWynky7DMz7ln]{Perfect Speed Burst} or @UUID[Compendium.cyphersystem-compendium.abilities.0wVk3CszKCJQfp0Q]{Incredible Running Speed}

GM Intrusions: Surfaces can be slick or offer hidden obstacles. The movement of other creatures can be unpredictable, and the character might run into them.

Murders

You’re an assassin, whether by trade, by inclination, or because it was that or be killed yourself. (Someone who Murders might have additional equipment, including three doses of a level 2 blade poison that inflicts 5 points of damage.)

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.uG2ACHNAPoZirp0b]{Surprise Attack}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.rYaAyFLmCAAwZi0s]{Assassin Skills}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.y2eUnbkzxOeoe9w6]{Quick Death}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.369RISHwqzRXkwEG]{Infiltrator}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.ZB80ZclRSzEcr4o1]{Awareness} or @UUID[Compendium.cyphersystem-compendium.abilities.AQQzctwqPJPUTRbb]{Poison Crafter}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.tbeFzIPGuAjRBpKM]{Better Surprise Attack}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.UlQ7w5iD57Hfdzce]{Damage Dealer}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.FzJe2XEwhtUajTWI]{Escape Plan} or @UUID[Compendium.cyphersystem-compendium.abilities.KNElOxbWobS1ygLv]{Murderer}

GM Intrusions: Most people do not react well to a professional killer.

Needs No Weapon

Powerful punches, kicks, elbows, knees, and full body movements are all the weapons you need.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.Hgr8QZmzjXmYorfs]{Fists of Fury}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.K33ayv0NcktuV53N]{Flesh of Stone}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.p61Ycyc7lVZQXupO]{Advantage to Disadvantage}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.JJKRrcU5L1yM9y90]{Unarmed Fighting Style}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.mGv7zlZu1wtNCQXQ]{Moving Like Water} or @UUID[Compendium.cyphersystem-compendium.abilities.4necR0YTsaij4ojD]{Greater Enhanced Potential}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.LODZEYtmmBN5D9zZ]{Divert Attacks}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.eQIPJk2xcFGfDr3H]{Stun Attack}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.S4PaEqmYjg4TGoG3]{Master of Unarmed Fighting Style} or @UUID[Compendium.cyphersystem-compendium.abilities.58CLKxSLgaT6W6Cj]{Lethal Damage}

GM Intrusions: Striking certain foes hurts you as much as it hurts them. Opponents with weapons have greater reach. Complicated martial arts moves can knock you off balance.

Never Says Die

You never quit, can shrug off a beating, and always come back for more.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.UtFc3e4grYyCQneH]{Improved Recovery}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.wXV7JxEmZDlBvRKO]{Push on Through}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.JuOmZXMt1T3tQUZ8]{Ignore the Pain}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.R0UuZ32vmmeFbSMV]{Blood Fever} or @UUID[Compendium.cyphersystem-compendium.abilities.sPheWt9emoY3PCA8]{Hidden Reserves}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.iyM2N9G0RLlj6BZ7]{Increasing Determination} or @UUID[Compendium.cyphersystem-compendium.abilities.3VJyYtECl0wKQj2p]{Outlast the Foe}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.sbGo2i4oqy1aUeQ6]{Not Dead Yet}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.5HNZcrij9mgEmvAR]{Final Defiance} or @UUID[Compendium.cyphersystem-compendium.abilities.NMgopYfoagESHtea]{Ignore Affliction}

GM Intrusions: Sometimes, it’s equipment or weapons that give out.

Operates Undercover

Under the guise of someone else, you seek to find answers the powerful do not want divulged.

Someone who Operates Undercover might have additional equipment that includes a disguise kit.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.PK6oiYXgdP7KaGgi]{Investigate}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.eYHlYyVDj3odrAFJ]{Disguise}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.6ILcTvACqDdLVpc8]{Agent Provocateur} or @UUID[Compendium.cyphersystem-compendium.abilities.ZuX6gykVtKxiBAxR]{Run and Fight}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.MzKqElUHuTtHkV7D]{Pull a Fast One}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.bgaCXtvlT0zWmAIA]{Using What’s Available}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.V7npSeuqG3JI4Dvv]{Trust to Luck} or @UUID[Compendium.cyphersystem-compendium.abilities.6P1CJvVMot3Y2xj0]{Deadly Strike}

GM Intrusions: Bad luck can ruin the best plans. Disguises fail. Allies are revealed to be agents, too.

Performs Feats of Strength

A muscled prodigy, you can haul incredible weight, hurl your body through the air, and punch through doors.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.cpXOBSLY03j89yOy]{Athlete}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.g1t5TxZXsNovIVTn]{Enhanced Might Edge}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.YQEECpNwDSFCFnCN]{Feat of Strength}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.PYD24TjoDAqbKAj8]{Iron Fist} or @UUID[Compendium.cyphersystem-compendium.abilities.WuNUt6ltWGDdjNLS]{Throw}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.R9KnCCvGoEHvV1p0]{Greater Enhanced Might}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.ARiNuZrnfFCvZAFd]{Brute Strike}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.R9KnCCvGoEHvV1p0]{Greater Enhanced Might} or @UUID[Compendium.cyphersystem-compendium.abilities.IFb8NX06xgWM7H98]{Jump Attack}

GM Intrusions: It’s easy to break delicate things or hurt someone accidentally.

Pilots Starcraft

You’re a crack starship pilot.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.Kk5nnC1EcYtqc3Fu]{Pilot}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.QgCWZia7gFicmEJr]{Flex Lore}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.h3G0Ven2SoaPCbk4]{Salvage and Comfort}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.hGbNYgkuIiZHomcJ]{Mentally Tough}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.12xO8QaEsTvEFUvY]{Expert Pilot}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.hIy0GMeL8WALvhEb]{Ship Footing} or @UUID[Compendium.cyphersystem-compendium.abilities.XkFsMa9e9IY2FRcN]{Machine Companion}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.x7YnN02GiwDQ09km]{Sensor Array}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.tuofJSTVjOEwRUem]{Enhanced Speed}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.YWMUeaNzao8n8pAc]{Like the Back of Your Hand}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.0q9alvmsQKKViN0r]{Incomparable Pilot}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.Yo2Z3EdYjx88jYnp]{Remote Control} or @UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks}

GM Intrusions: Starcraft get lost, break down, and are attacked in space. An alien stowaway is found.

Plays Too Many Games

Lessons, reflexes, and strategies you’ve learned by playing too many games have applications in the real world, where people who don’t play enough toil and live their dreary lives.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.qpBv7OxAcMAAtY2M]{Game Lessons}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.p3kh3XKzetkJTG1J]{Gamer}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.qEzcqbNhuJQuBagn]{Zero Dark Eyes}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.pMQT2QIL38XlhkxB]{Resist Tricks}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.QDSSTe5EGrBHjtnL]{Sniper’s Aim} or @UUID[Compendium.cyphersystem-compendium.abilities.QH3l6ojVnasZm5U8]{Enhanced Speed Edge}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.R9WffstnihzBuuvW]{Mind Games}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.7GsuhcRTpDX0d1em]{Enhanced Intellect}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.W0Jw19mWIycjIgmo]{Gamer’s Fortitude}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.laxdkyrDuOhxfWKc]{Mind Surge} or @UUID[Compendium.cyphersystem-compendium.abilities.dIUTe5O1jeA47zps]{Gaming God}

GM Intrusions: Missed attacks strike the wrong target. Equipment breaks. Sometimes people react negatively to someone who has lived most of their life in imaginary game worlds.

Rages

When you go berserk, everyone fears you.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.YGsGHp1rbu3Z7Kdd]{Frenzy}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.R9KnCCvGoEHvV1p0]{Greater Enhanced Might}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.tC7wmZwlZcQy5Vd0]{Movement Skills}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.NoC3yuqxU8yhPf47]{Power Strike} or @UUID[Compendium.cyphersystem-compendium.abilities.zEkA8MhrnJ5p9Io6]{Unarmored Fighter}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.hAVC1FOl7hwnuBpC]{Greater Frenzy}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.ltAq7qr8aaalOtJp]{Attack and Attack Again}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.4necR0YTsaij4ojD]{Greater Enhanced Potential} or @UUID[Compendium.cyphersystem-compendium.abilities.58CLKxSLgaT6W6Cj]{Lethal Damage}

GM Intrusions: It’s easy for a berserker to lose control and attack friend as well as foe.

Rides the Lightning

You create and discharge electrical power.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.3btRIiWxY8oMcVMo]{Shock}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.essJhO2eqoHmIQaa]{Charge}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.uh1t4rnkZ2jOCjHJ]{Bolt Rider}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.76HF09q7MdGek863]{Electric Armor} or @UUID[Compendium.cyphersystem-compendium.abilities.A6H8xi93t6Zrexz9]{Drain Charge}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.YDKULtvV0pMJDxi2]{Bolts of Power}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.etGUYa9dQSvjLvXX]{Electrical Flight}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.2TaqNf6bhxijKELX]{Flash Across the Miles} or @UUID[Compendium.cyphersystem-compendium.abilities.Bny0sFdqf40pJeOp]{Wall of Lightning}

GM Intrusions: Targets other than those intended are shocked. Objects explode.

Runs Away

Your first instinct is to run from danger, and you’ve gotten very good at it.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.10EqPrn9aONinEfm]{Go Defensive}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.tuofJSTVjOEwRUem]{Enhanced Speed}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.QVPmLa6CKwmH6vJZ]{Quick to Flee}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.0wVk3CszKCJQfp0Q]{Incredible Running Speed} or @UUID[Compendium.cyphersystem-compendium.abilities.Qsi6Iw5YCcY8jmNx]{Greater Enhanced Speed}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.iyM2N9G0RLlj6BZ7]{Increasing Determination}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.Mac5S0sQe9Muf4Mv]{Quick Wits}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.U33DbRwloywFlYfi]{Go to Ground}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.hKhwP85QeRGPW03G]{Burst of Escape} or @UUID[Compendium.cyphersystem-compendium.abilities.CtRvLxfUlCynJv1B]{Skill With Defense}

GM Intrusions: Quick movements sometimes lead to dropped items, slipping on uneven ground, or going the wrong way by accident.

Sailed Beneath the Jolly Roger

You sailed with a crew of dread pirates, but you’ve decided to end your days as a pirate and join some other cause. The question is, will your past let you go so easily?

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.JuOmZXMt1T3tQUZ8]{Ignore the Pain}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.IYt42xzsjesQyEfT]{Sailor}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.B4U7RiMrZElfOQyj]{Taking Advantage}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.1POQ4sFW5DLrmXhn]{Fearsome Reputation}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks} or @UUID[Compendium.cyphersystem-compendium.abilities.CtRvLxfUlCynJv1B]{Skill With Defense}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.oCcnXLYQy9DjwPJC]{Sea Legs}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.tC7wmZwlZcQy5Vd0]{Movement Skills}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.5rgcPJXpCcB5VJ1m]{Lost in the Chaos}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.AsmIgvoIRPEtuzkh]{Duel to the Death} or @UUID[Compendium.cyphersystem-compendium.abilities.36nlDXhOP5e5dfns]{Successive Attack}

GM Intrusions: The dangers of the high seas are many, including severe storms and disease. Other pirates sometimes get ahead through betrayal. A pirate tracks down former sailing mates to find hidden treasure.

Scavenges

When not running and hiding, you sift the ruins of civilization for useful remnants to ensure your survival.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.OjGaIl0JEepjDrla]{Post-Apocalyptic Survivor}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.ZOfmWQFbwSJQB4wm]{Ruin Lore}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.IswvUEdCBBZDRme6]{Junkmonger}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.B4U7RiMrZElfOQyj]{Taking Advantage} or @UUID[Compendium.cyphersystem-compendium.abilities.b776WTF2u1roh3n0]{Incredible Health}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.YID6zEB7KkHGYAlD]{Know Where to Look}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.EjBzy1Ue1AA8i6ry]{Recycled Cyphers}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.MJE1k2RmCM6HRwFV]{Artifact Scavenger} or @UUID[Compendium.cyphersystem-compendium.abilities.cbXNxvPdWEbKF6nA]{Reactive Field}

GM Intrusions: An item made with recycled junk breaks. Someone shows up claiming that the useful item or piece of junk scavenged belongs to them. A recycled cypher explodes.

Sees Beyond

You have a psychic sense that allows you to see what others cannot.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.jq6Wm9xYxJA0bRaR]{See the Unseen}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.rYyymKUc0QKWdNsy]{See Through Matter}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.Mu5knvNfGyaeaiTB]{Find the Hidden} or @UUID[Compendium.cyphersystem-compendium.abilities.bzy1KzO0oPmZGu2b]{Sensor}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.KBjSpuK7XJc1abJv]{Remote Viewing}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.PazO9rJ2YoE8VEUw]{See Through Time}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.lL7QywDGOszTIJCE]{Mental Projection} or @UUID[Compendium.cyphersystem-compendium.abilities.RE24qvMuPhasaCP3]{Total Awareness}

GM Intrusions: Some secrets are too terrible to know.

Separates Mind From Body

You can project your mind out of your body to see faraway places and learn secrets that would otherwise remain hidden.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.WgjatSOUT6pT02A7]{Third Eye}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.oTDJtTDkwxr5uSfU]{Open Mind}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.9sfX1SGtcQ17Uiny]{Sharp Senses}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.6X3BDWzVKsWltrtY]{Roaming Third Eye} or @UUID[Compendium.cyphersystem-compendium.abilities.Mu5knvNfGyaeaiTB]{Find the Hidden}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.bzy1KzO0oPmZGu2b]{Sensor}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.miR0d91lKIfmBGdO]{Psychic Passenger}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.lL7QywDGOszTIJCE]{Mental Projection} or @UUID[Compendium.cyphersystem-compendium.abilities.eblwQ80CBlBdeUp5]{Improved Sensor}

GM Intrusions: Reuniting mind and body can sometimes be disorienting and require a character to spend a few moments to get their bearings.

Shepherds Spirits

Wandering souls, nature spirits, and elemental beings aid and support you.

In some settings, the Shepherds Spirits focus applies to only one kind of spirit, such as spirits of the deceased, nature spirits, and so on.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.pHFFr4DkCythNc5n]{Question the Spirits}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.RkOvawhfH5MHQFOH]{Spirit Accomplice}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.dCQdSi11hJDyOSdD]{Command Spirit} or @UUID[Compendium.cyphersystem-compendium.abilities.LojkwDtb1gHLSB6A]{Preternatural Senses}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.OWVz2CkwLnCSJMdS]{Wraith Cloak}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.jVY1PTxvZvpjZILB]{Call Dead Spirit}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.ElsQU746B70tsPmZ]{Call Otherworldly Spirit} or @UUID[Compendium.cyphersystem-compendium.abilities.PvISXo6EQ2PmCGes]{Infuse Spirit}

GM Intrusions: Some people don’t trust those who deal with spirits. The dead sometimes don’t want shepherding.

Shepherds the Community

You keep the place where you live safe from all danger.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.op9VSx3NJT28UwTH]{Community Knowledge}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.ag3OU8JZuc769034]{Community Activist}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.6ZVINuyZm4jowRGt]{Shepherd’s Fury} or @UUID[Compendium.cyphersystem-compendium.abilities.CtRvLxfUlCynJv1B]{Skill With Defense}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.4necR0YTsaij4ojD]{Greater Enhanced Potential}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.N0OZaNOIbHTiWDL1]{Evasion}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.oroWEBbp3cvrYwH9]{Greater Skill With Attacks} or @UUID[Compendium.cyphersystem-compendium.abilities.xxavxLEaiVFug1D6]{Protective Wall}

GM Intrusions: People in the community misunderstand the character’s motives. Rivals try to oust the character.

Shreds the Walls of the World

Speed plus phasing gives you a unique ability to evade danger and simultaneously inflict damage.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.3t1QshyGYnCSo12z]{Phase Sprint}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.7f6ulMjWFw2BOK76]{Disrupting Touch}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.n81xGnZHydeXmIRc]{Scratch Existence}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.nEN2HYzlJWhonfmE]{Invisible Phasing} or @UUID[Compendium.cyphersystem-compendium.abilities.g0SqMvb020tiTQ48]{Walk Through Walls}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.rXUUDUJFKis8TpnL]{Phase Detonation}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.8yGwY0PvtF2ivdSn]{Very Long Sprinting}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.P9HlASUtyiOXghBZ]{Shred Existence} or @UUID[Compendium.cyphersystem-compendium.abilities.INdq5iQf5ECzRiNp]{Untouchable While Moving}

GM Intrusions: Moving so quickly while sprinting sometimes leads to stumbles on unexpected, exotic obstacles.

Siphons Power

You suck power out of machines and creatures alike in order to empower yourself.

Robots and other living machines should be treated as creatures, not machines, for the purposes of siphoning power from them.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.JyAovhallyh9m6oW]{Drain Machine}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.gWvMJQPBSmeaP8yN]{Drain Creature}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.wEj2uvWI3w0W9HWH]{Drain at a Distance} or @UUID[Compendium.cyphersystem-compendium.abilities.P73TBXcNDbZCVsdE]{Unraveling Consumption}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.gn1jtMLhp6qPNXUL]{Store Energy}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.4Xvgo62UVSOI9Acx]{Share the Power}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.Be1ehHb90jtLc8l0]{Explosive Release} or @UUID[Compendium.cyphersystem-compendium.abilities.xbYD729j3km6ZDCA]{Sun Siphon}

GM Intrusions: Drained power also transmits something unwanted—compulsions, afflictions, or alien thoughts. Siphoned power can overload the character, causing feedback.

Slays Monsters

You kill monsters.

Although wielding a sword in a setting where people usually do not carry such weapons is fine, you can change the Slays Monsters sword-related abilities to use a different weapon, such as a gun with silver bullets.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.WFK0xBSAIpD59va8]{Practiced With Swords}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.nW46hfygkxB7FW5m]{Monster Bane}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.PRW5MxW12oakmeHE]{Monster Lore}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.lw0otGU2Iaorppdc]{Will of Legend}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.gPqiQflb6Z3DXGVk]{Trained Slayer}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.HPIlAWDGOQFw6yGm]{Improved Monster Bane} or @UUID[Compendium.cyphersystem-compendium.abilities.lwJAowJa4eKlcDjb]{Misdirect}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.5otvtHrbVXIh0N27]{Fight On}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.oroWEBbp3cvrYwH9]{Greater Skill With Attacks} (swords)

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.KNElOxbWobS1ygLv]{Murderer} or @UUID[Compendium.cyphersystem-compendium.abilities.VupBbHOJAX45Yazb]{Heroic Monster Bane}

GM Intrusions: The monster laid a trap or set an ambush. The monster has previously undisclosed abilities. The monster’s mother vows revenge.

Solves Mysteries

You’re a master of deduction, using evidence to find the answer.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.FzpkQwb1jA53bs1y]{Investigator}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.HWZ8mwAfZEu6r778]{Sleuth}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.7BkWiUHcUrcRIKqO]{Out of Harm’s Way}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.PlVEpuVxp9pGJSoa]{You Studied} or @UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.mL6Yae2CxgefOMHn]{Draw Conclusion}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.0f2qoQlYGRqgu0Nj]{Defuse Situation}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.wqUItgrYzBeMiAoB]{Seize the Initiative} or @UUID[Compendium.cyphersystem-compendium.abilities.nOuOE3EkrNr81pSq]{Greater Skill With Defense}

GM Intrusions: Evidence disappears, red herrings confuse, and witnesses lie. Initial research can be faulty.

Speaks for the Land

Your spiritual connection to nature and the environment grants you mystical abilities.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.0Wq39mJ9oXA415qx]{Seeds of Fury}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.8KYjSKp6ieQ8YXUy]{Wilderness Lore}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.zW0cZJQTR0tHUmn3]{Grasping Foliage}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.gT21nqWZ9Es576oC]{Soothe the Savage} or @UUID[Compendium.cyphersystem-compendium.abilities.OIk4usP2NFT0tDu7]{Communication}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.RfGCXsX7JXEr8fMw]{Moon Shape}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.UJpMPRD25O7HvhbV]{Insect Eruption}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.2lhnVWUMX1Nu6KVj]{Call the Storm} or @UUID[Compendium.cyphersystem-compendium.abilities.jhdgI9rV2mpH6JQU]{Earthquake}

GM Intrusions: An injured natural (but dangerous) creature is discovered. Someone’s poaching wildlife for their skins, leaving the carcasses to rot. A tree falls in the forest, one of the last elder trees.

Stands Like a Bastion

Your armor, along with your size, strength, incredible training, or machine enhancement, makes you difficult to move or hurt.

Some characters who Stand Like a Bastion might already be experts in armor. They can choose a different tier 1 ability instead of Practiced in Armor.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.o2ZDoteWQsFsqTJr]{Practiced in Armor}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.GlXd4oFI9Fqq3rAX]{Experienced Defender}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.mmg9XLzvfbP4ESGO]{Resist the Elements}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.27EOrq94WxqgBbWQ]{Unmovable}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.R9KnCCvGoEHvV1p0]{Greater Enhanced Might} or @UUID[Compendium.cyphersystem-compendium.abilities.yl2zo179wXZW5Xxc]{Practiced With All Weapons}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.YeOtzG5ksxonD5RS]{Living Wall}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.VsAP4JEe7W5gaGaG]{Hardiness}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.4k5JFV78A5SiPjFo]{Mastery in Armor}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.58CLKxSLgaT6W6Cj]{Lethal Damage} or @UUID[Compendium.cyphersystem-compendium.abilities.NKvNEjx64CcS3l13]{Shield Training}

GM Intrusions: Armor is damaged. Small foes conspire in ingenious ways.

Takes Animal Shape

A shapechanger who can take the form of various animals.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.rJ4ZXuIcz0knY41H]{Animal Shape}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.OIk4usP2NFT0tDu7]{Communication}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.Y4V4tXQ9lO0rMNKR]{Bigger Animal Shape} or @UUID[Compendium.cyphersystem-compendium.abilities.Ee8QC6fkRvD1yw6h]{Greater Beast Form} (works with Animal Shape)

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.gXiq1edSDteTcfGC]{Animal Scrying}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.KGzAHs3qln0fNDjt]{Hard to Kill}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.iX07Ltb1JYr1nMYM]{Blurring Speed} or @UUID[Compendium.cyphersystem-compendium.abilities.QZZXgZ6PF8Eccs74]{Lend Animal Shape}

GM Intrusions: The character unexpectedly changes form. An NPC is frightened by or aggressive toward the shapeshifter. The transformation takes longer than expected.

Talks to Machines

You use your organic brain like a computer, interfacing “wirelessly” with any electronic device. You can control and influence them in ways that others can’t.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.lzy1YbdIJxzNIHZq]{Machine Affinity}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.7nUj7rxq4Qwg4FUM]{Distant Interface}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.L3UjcLAFvS9MLWCu]{Coaxing Power}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.SeAlSU8Rim5CWsgV]{Charm Machine}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.2odkyEO8azxIZWYj]{Intelligent Interface} or @UUID[Compendium.cyphersystem-compendium.abilities.OE5yXpzWC8lSUmGX]{Command Machine}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.XkFsMa9e9IY2FRcN]{Machine Companion}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.NoKdHv0FSytZR4iF]{Robot Fighter}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.PLyxuOlieOGsJx4h]{Information Gathering}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.FxohCBSksJIu1BSA]{Control Machine} or @UUID[Compendium.cyphersystem-compendium.abilities.PKFz6WVsaKm5kIir]{Improved Machine Companion}

GM Intrusions: The machine malfunctions or acts unpredictably.

Throws With Deadly Accuracy

Everything that leaves your hand goes exactly where you’d like it to go and at the range and speed to make the perfect impact.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.XAXJ3mFGdDv0fXLP]{Precision}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.PlTtlXeugIljHFVg]{Careful Aim}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.yszDDDpH6m16dEoV]{Quick Throw} or @UUID[Compendium.cyphersystem-compendium.abilities.CtRvLxfUlCynJv1B]{Skill With Defense}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.1L1uoad8vwgWxiyN]{Everything Is a Weapon}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.hbWaCBEfSMujqvDf]{Specialized Throwing}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.WW3QjCP5UJUsKBW3]{Whirlwind of Throws}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.58CLKxSLgaT6W6Cj]{Lethal Damage} or @UUID[Compendium.cyphersystem-compendium.abilities.LTqgcoprvBF2ZkdH]{Mastery With Defense}

GM Intrusions: Missed attacks strike the wrong target. Ricochets can be dangerous. Improvised weapons break.

Thunders

You emit destructive sound and manipulate soundscapes.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.uMaMKhemHmtlXDjT]{Thunder Beam}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.87SQGqcRavRZslAp]{Sound Conversion Barrier}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.KLFHpPR0MKLOWr8l]{Nullify Sound} or @UUID[Compendium.cyphersystem-compendium.abilities.EcOIgMC9c1IfSHsr]{Echolocation}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.znJCKr6PeEq4a0j5]{Shattering Shout}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.QZa9b5G80qxtoYqg]{Subsonic Rumble}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.B0dq2gW9gdA0PdzR]{Amplify Sounds}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.jhdgI9rV2mpH6JQU]{Earthquake} or @UUID[Compendium.cyphersystem-compendium.abilities.GlFT2ITvytQVWywQ]{Lethal Vibration}

GM Intrusions: Loud noises attract attention.

Travels Through Time

You can see through time, try to reach through it, and eventually even travel through it.

Although all character choices are subject to GM approval, Travels Through Time is a focus that the GM and player should probably have a long conversation about ahead of time, so the player knows the rules of time travel (if any) that exist in the GM’s setting. A character with this focus can drastically alter a setting, if the rules of time travel allow it.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.YD5gm0w3lqTSyO3V]{Anticipation}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.83y32UMQWshRvbDG]{See History}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.3wxiRMTCBZ4iNCHp]{Temporal Acceleration} or @UUID[Compendium.cyphersystem-compendium.abilities.l5vgtPP0LcsqGrzn]{Time Loop}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.0EhZzYdEhtCRnV4c]{Temporal Dislocation}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.OWRsjlf3ahyH9eez]{Time Doppelganger}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.U58ZQ1X3byfANn4W]{Call Through Time} or @UUID[Compendium.cyphersystem-compendium.abilities.lkO9VJhfOrgLY4g1]{Time Travel}

GM Intrusions: Paradoxes are created. Others remember past events differently.

Uses Wild Magic

You are a spellcaster who learns a variety of spells instead of focusing on just one kind of magic.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.Ub8NGsmH8NZcKguG]{Magical Repertoire}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.WvBcuYiFRM3KaTFj]{Cypher Casting}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.BPFjvh6nBN8bxk8T]{Expanded Repertoire}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.fQ3O3G7rFmv194uI]{Cypher Surge} or @UUID[Compendium.cyphersystem-compendium.abilities.Ax9HryNcPDei0g7t]{Faster Wild Magic}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.BPFjvh6nBN8bxk8T]{Expanded Repertoire}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.nfmwpxvs3RvednVI]{Magical Training}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.UNCbO4WGTB8ZubpZ]{Maximize Cypher} or @UUID[Compendium.cyphersystem-compendium.abilities.mz4KXXoQoHXyOBKI]{Wild Insight}

GM Intrusions: A spell performs erratically or rebounds upon the caster. Something interferes with preparing spells. Spellcasting attracts the attention of a powerful creature or potential rival. The cypher spell being cast is replaced with that of a random cypher.

Walks the Wild Woods

You are an adherent of nature magic who draws on the power and strength of trees.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.KqV5RSzOU3S3NK51]{Wilderness Life}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.SPTY1NXOvq2oRLJO]{Patient Recovery}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.ggQwr8b85bg7yzmK]{Wooden Body}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.c3GBVwgz9atmtbgI]{Tree Companion} or @UUID[Compendium.cyphersystem-compendium.abilities.CBdIPMJ2oOOesmod]{Wilderness Awareness}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.gQ9h8tGa60VLo6IH]{Tree Travel}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.mAc6hl4jKLZz84VK]{Great Tree}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.pBX1EYNVGutNx3b5]{Dreadwood} or @UUID[Compendium.cyphersystem-compendium.abilities.HUhj33woHX86SbX8]{Restorative Bloom}

GM Intrusions: A wooden character catches fire. A wild swing from a tree branch hits or trips an ally. Some trees have evil hearts and hate all walking things.

Was Foretold

You are the “chosen one,” and prophecy, prediction, prognostication, or some other method of determination expects great things of you one day.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.V765JZKDKQ00Buyn]{Interaction Skills}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.4p95GsynORh0Xd7X]{Knowing}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.Z7CKGOQWnfdNO885]{Destined for Greatness}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.zIYdniz9sjvAHsnX]{Overcome All Obstacles} or @UUID[Compendium.cyphersystem-compendium.abilities.5t5EIoGSan3pQ08D]{Hard-Won Resilience}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.WeMTxJElozl7OWdJ]{Center of Attention}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.cfR2uFYjteKAqsYw]{Show Them the Way}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.2uSx4ErQ9f2QLX5M]{As Foretold in Prophecy} or @UUID[Compendium.cyphersystem-compendium.abilities.4necR0YTsaij4ojD]{Greater Enhanced Potential}

GM Intrusions: An enemy described in prophecy appears. Unbelievers threaten to ruin the moment. The character gains a reputation in outside circles as a fraud.

Wears a Sheen of Ice

You command the wintery power of cold and ice.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.czVqoPjH98xaNY1d]{Ice Armor}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.nHqTzLHJrUWSAATM]{Frost Touch}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.BGMXK6VKNmp8M4A3]{Freezing Touch} or @UUID[Compendium.cyphersystem-compendium.abilities.7G8B9lfoVXkuxvKB]{Ice Creation}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.FuufiUyoLFbgBH5J]{Resilient Ice Armor}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.yEfkqXxmuQqlA6Fi]{Cold Burst}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.mvC2vboULutesBDu]{Ice Storm} or @UUID[Compendium.cyphersystem-compendium.abilities.EXrZLa3M8BK43qoi]{Winter Gauntlets}

GM Intrusions: Ice makes surfaces slippery. Extreme cold causes objects to crack and break.

Wears Power Armor

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.ClJUFnz8xBmP4a2l]{Powered Armor}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.wHcuP6T7Ti6j5Y8C]{Enhanced Might}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.YBMLX3Jm5oN79J6G]{Heads-Up Display}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.rqC9cEmRkvm29N56]{Fusion Armor} or @UUID[Compendium.cyphersystem-compendium.abilities.b776WTF2u1roh3n0]{Incredible Health}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.dCoCGVzWxIL9fIvH]{Force Blast}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.cTU70NgcebRlD7jI]{Field-Reinforced Armor}

Tier 6: Masterful Armor Modification (Jet Assisted Flight) or Masterful Armor Modification (Cypher Pod)

GM Intrusions: The armor won’t come off. The armor acts under its own power. The armor suffers a momentary power loss. NPCs are scared by the power armor.

Wields an Enchanted Weapon

You channel magic through or from a weapon to create a unique fighting style.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.OUOVkf3edHhnyRPk]{Enchanted Weapon}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.95judMTwajJoxNfy]{Innate Power}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.HVuhBuZVJkfYuGwp]{Charge Weapon}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.VNIcNhgET9z5MW5G]{Power Crash}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.YA5P5CBNr5NSmY6z]{Rapid Attack} or @UUID[Compendium.cyphersystem-compendium.abilities.Om3PoXrtnekrw0dF]{Throw Enchanted Weapon}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.I7ScLgI1tBhWCkwf]{Defending Weapon}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.RxI9TDy4wYR9eJKk]{Enchanted Movement}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.6P1CJvVMot3Y2xj0]{Deadly Strike} or @UUID[Compendium.cyphersystem-compendium.abilities.KDZeCZJxjCQzlTxA]{Spin Attack}

GM Intrusions: A weapon breaks or is dropped. The weapon loses its connection to you until you use an action to reestablish the attunement. The weapon’s energy discharges in an unexpected way.

Wields Two Weapons at Once

You bear steel with both hands, ready to take on any foe.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.NHns9zqufRvB3Tnl]{Dual Light Wield}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.Pu5XGGLI6cCp1EQd]{Double Strike}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.369RISHwqzRXkwEG]{Infiltrator}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.q9nALxXrBv5ubXaT]{Dual Medium Wield} or @UUID[Compendium.cyphersystem-compendium.abilities.rOxKh1Z7J686a0nv]{Precise Cut}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.gVOzzvxS6PPu8Ofy]{Dual Defense}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.3uGYyiXUUSz952zQ]{Dual Distraction}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.p1UMG2hrng7mLFDv]{Disarming Attack} or @UUID[Compendium.cyphersystem-compendium.abilities.KDZeCZJxjCQzlTxA]{Spin Attack}

GM Intrusions: A blade snaps in two or a weapon flies loose from its bearer’s grip.

Works for a Living

You take great satisfaction in a job well done, whether it’s coding, building houses, or mining asteroids.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.f7wLki6qjCNs2Ici]{Handy}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.CBGeAZSBuymzrxDz]{Muscles of Iron}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.RM8Fmu1IJwzBkjcM]{Eye for Detail} or @UUID[Compendium.cyphersystem-compendium.abilities.uhC4ubTGfhkNvIMX]{Improvise}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.wHcuP6T7Ti6j5Y8C]{Enhanced Might}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.t8wL47jk1KS4zapb]{Tough It Out}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.MdRdAc0qAWghMmlV]{Expert Skill}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.4necR0YTsaij4ojD]{Greater Enhanced Potential} or @UUID[Compendium.cyphersystem-compendium.abilities.5t5EIoGSan3pQ08D]{Hard-Won Resilience}

GM Intrusions: Repairs sometimes fail. Wiring can be tricky to decipher and still carry an electrical charge. Some people are rude to those who work for a living.

Works Miracles

You can heal others with a touch, alter time to help others, and are generally beloved by everyone.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.igGttY1Y2XbAx3qY]{Healing Touch}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.8mP69InEXQ4TB5BL]{Alleviate}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.rAmIxY5G1BK4ZMm7]{Font of Healing} or @UUID[Compendium.cyphersystem-compendium.abilities.7amEMbwK27v31Lt9]{Miraculous Health}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.FiSwskgQGBjp4IhZ]{Inspire Action}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.IN9qNZDx4sBKNr8n]{Undo}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.O2XHxUa2QNrliDMG]{Greater Healing Touch} or @UUID[Compendium.cyphersystem-compendium.abilities.ydmPM9m8nmmgvlXc]{Restore Life}

GM Intrusions: Attempts to heal might cause harm instead. A community or individual needs a healer so desperately that they hold one against their will.

Works the Back Alleys

You make your way unseen, stealing from the wealthy to achieve your ends.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.QAdh0yZBjJsHdJjD]{Stealth Skills}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.OFWQd2W52VAODeas]{Underworld Contacts}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.MzKqElUHuTtHkV7D]{Pull a Fast One} or @UUID[Compendium.cyphersystem-compendium.abilities.OtbS1NoVXK7mQLEe]{Guild Training}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.KM9qqjzJBJusQNkT]{Master Thief}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.xR2DkSqvAoR8Vtfn]{Dirty Fighter}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.QtpmHxblBqoQozbg]{Alley Rat} or @UUID[Compendium.cyphersystem-compendium.abilities.eepc8U2e178RDqBs]{All-Out Con}

GM Intrusions: Thieves are thrown in jail. Powerful enemies are made.

Works the System

You can exploit flaws in artificial systems, including but not limited to computer code.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.0V2NE0905wwYPRVo]{Hack the Impossible}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.JkiG6hpsfj1h6XRR]{Computer Programming}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.2CekF2lqwNrMyio0]{Connected}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.TmDavAL4vDxKjLBK]{Confidence Artist} or @UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.1fYBYD1EfA5z1NFl]{Confuse Enemy}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.jTiOQKW2QtXK8dmF]{Work the Friendship}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.HUVY2MA2CBegFhLY]{Call in Favor} or @UUID[Compendium.cyphersystem-compendium.abilities.4necR0YTsaij4ojD]{Greater Enhanced Potential}

GM Intrusions: Contacts sometimes have ulterior motives. Devices sometimes have failsafes or even traps.

Would Rather Be Reading

Books are your friends. What’s more important than knowledge? Nothing.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.vPraXsdXkCmaoBbI]{Knowledge Is Power}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.34Ycb9VK8JwHgSl4]{Greater Enhanced Intellect}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.wJSxVM8fWADJtTSd]{Applying Your Knowledge} or @UUID[Compendium.cyphersystem-compendium.abilities.dVh39nh5ARUxreUc]{Flex Skill}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.vPraXsdXkCmaoBbI]{Knowledge Is Power}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.wlkPdME0r3hx9VbE]{Knowing the Unknown}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.34Ycb9VK8JwHgSl4]{Greater Enhanced Intellect}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.vPraXsdXkCmaoBbI]{Knowledge Is Power}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.sq2JJtnRtSthJSYL]{Tower of Intellect} or @UUID[Compendium.cyphersystem-compendium.abilities.lbXg8UlSCG23yxO4]{Read the Signs}

GM Intrusions: Books burn, get wet, or get lost. Computers break or lose power. Glasses break.

","markdown":""},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"ownership":{"default":-1},"flags":{}},{"sort":398438,"name":"Creating New Foci","type":"text","_id":"0VwlyyylqvFgJjZw","title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"

This section provides everything you need to create your own foci.

Every focus has an overarching style, whether that’s exploration, energy manipulation, or simply dealing a lot of damage in combat. These broad classifications are called focus categories.

Each focus category has an overarching theme, followed by selection guidelines that describe how to choose abilities for each tier from the Abilities chapter, from tier 1 to tier 6.

The newly created focus should be named in the form of a verb, like Controls Beasts or Abides in Stone. For instance, a fire-using focus created by following the guidelines in the energy manipulation focus category might be called Bears a Halo of Fire (one of the sample foci in this chapter). Alternatively, a new fire-using focus should get an all-new name like Stokes the Flames of the Apocalypse or Lights Fires With a Thought.

The ability selection guidelines invite you to choose an ability from one of three ranges: low tier, mid tier, and high tier. These ranges correspond with the power “grades” given for every ability. These abilities are further sorted into ability categories based on the kinds of things they do—abilities that improve physical attacks are in the attack skill category, abilities that assist allies are in the support category, and so on. Look for the grades and categories in the Ability Categories and Relative Power section of the Abilities chapter.

Low-tier abilities are best suited for focus options at tiers 1 and 2. Mid-tier abilities are best suited for focus options at tiers 3 and 4. High-tier abilities are best suited for focus options at tiers 5 and 6.

That said, sometimes you’ll find it appropriate to assign a low-tier ability at tier 3 or 4, or maybe a mid-tier ability at tier 1 or 2. Do so sparingly, but don’t rule it out. It might be the only way to get all the abilities you want for the focus you’re building. Higher-tier abilities usually cost more Pool points to use. So if a mid-tier ability is made available at tier 1 or 2, or a high-tier ability is made available at tier 3 or 4, the higher cost will be a balancing factor.

Balancing Abilities

The guidelines within each category go a long way toward ensuring that the focus you build will be balanced. Sometimes it might be appropriate to grant a low-power ability along with a regular ability at a given tier, depending on the needs of the focus. A “low-power ability” is deliberately open for GM interpretation, but generally speaking, should be no more potent than a low-tier ability (that is, an ability that is normally available at tier 1 or 2).

For instance, someone who uses cold might be able to create small snow sculptures in addition to emitting a cold ray. Someone who uses electricity might be able to charge a depleted artifact or have an asset for dealing with electrical systems. And so on.

Often, the focus guidelines note this as a possibility. However, you have great leeway in deciding if a focus needs an additional ability, even if the guidelines for that tier don’t indicate one. If you do add an ability, or there is a
higher-power ability at a tier that normally shouldn’t have it, it might mean that the choice given at the next tier, or the previous tier, isn’t quite as good. Balancing a focus is a bit of an art. Resist the urge to overpower the focus, but don’t underpower it, either.

Each focus category provides a guideline for what kind of ability you should select at every tier. But don’t regard the guidelines as something that you can’t vary. They’re not prescriptive; they’re just a place to start. You might want to vary the kind of ability at a particular tier that isn’t indicated in the guidelines. As long as the chosen ability falls within the expected power curve for that tier, it’s fine. The guideline isn’t meant to be a straitjacket.

For example, if you’re building a cold-using focus for a game set in a fantasy genre, you may decide that an ability that calls up a demon is a better choice at a particular tier than an ability that does damage in an area, which is what the tier 5 guideline for energy manipulation calls for. Making the change is probably especially valid if you call your new focus something like Channels the Ninth Circle.

Ability Swap

If you’re creating a focus and you think it should provide a suite of abilities at first tier that would mechanically overload it, you have the option to add one as a “swap” ability. Doing so is as easy as allowing a character to swap out one of their type abilities for an indicated low-tier focus ability. The ability is gained instead of one of the abilities normally granted by the character’s type.

Concept and Category

Choosing to create a focus that uses a particular concept—say, creating illusions—doesn’t lock you into creating a focus within a particular category—in this case, environment manipulation. A focus can be constructed in a variety of ways using a particular energy, tool, or concept, each ultimately leading to a focus that provides different results. It all depends on your ends. In this case, creating illusions might be used to sway others, which argues for a focus built using the influence category guidelines.

In the same way, if a focus grants a character the ability to call some kind of force or energy, that doesn’t mean the focus should automatically be built using the energy manipulation category guidelines (though of course it could, if attacking and protecting yourself with that energy is the point). But a focus could be built that grants abilities to call energy or force that is primarily focused on durability, suggesting a tank combat focus (someone who can take a lot of punishment in a fight); or blasting away with a main concern for maximizing damage, thus suggesting a striker combat focus; or creating a follower composed of that energy or force, suggesting an ally use focus (that is, someone who uses helping creatures, NPCs, or even duplicate versions of themselves to give them a leg up).

Here’s another example: the focus Controls Gravity could conceivably be an environment manipulation focus or an energy manipulation focus. It depends on whether the focus is more concerned with crushing and holding things in place (environment manipulation) or on blasting things and protecting yourself with gravity (energy manipulation).

The same malleability of concept holds true in other realms. For instance, if someone is able to call up and mold raw earth, they might use it to transform themselves into a being of stone (tank combat), to batter foes (striker combat), or to create walls, barricades, and shields to protect their allies (support).

If you’re looking for an ability and can’t seem to find the right one in the vast catalog in the Abilities chapter, consider reskinning one to make it seem new (and to accomplish what you need). Reskinning means that you use the underlying mechanics of an ability as written but change the flavor in some fashion. For instance, maybe you’re creating a new earth-moving focus but can’t find enough earth-related abilities to meet your need. It’s easy enough to change up other abilities so they use earth instead of fire, cold, or magnetism. For instance, Wings of Fire might become Wings of Earth, Ice Armor could become Earth Armor, and so on. These alterations change nothing except the type of damage and any knock-on effects (for instance, Wings of Earth might generate clouds of dust in their wake).

Abilities That Reference Other Abilities

Some abilities in the Abilities chapter reference other abilities. If you select an ability for your focus or type that refers to or modifies a lower-tier ability, also include that lower-tier ability in your type or focus as a selection a PC can make at a lower tier.

Creating Brand-New Abilities

You can go further than reskinning and create one or more brand-new abilities. When doing this, try to find something as close as possible to the effect you want, then use it as a template. In any case, deciding how much an ability should cost when it comes to a character’s Pool is one of the most important aspects of getting an ability right.

You may notice that higher-tier abilities are more expensive. This is partly because they do more, but it’s also because higher-tier characters have more Edge than lower-tier characters, which means they pay fewer points from their relevant Pools. A third-tier character with 3 Edge in a relevant Pool pays no cost for abilities that cost 3 or fewer points. That’s great for lower-tier abilities, but you’ll usually want a character to think a little bit about how often to use their most powerful abilities. That means they should cost at least 1 point more than the Edge the character is likely to have at that tier. (Often, a character will have an Edge in their relevant Pool equal to their tier.)

As a good rule of thumb, a typical ability should cost points equal to its tier.

Choose GM Intrusions

Think about the kinds of things that might surprise, alarm, or go catastrophically wrong for someone with the new focus being created, and assign it as a GM intrusion for that focus. Of course, this often is done on the fly during the game. But giving the topic some thought while the focus is being constructed and the ideas are fresh in your head is likely to yield some particularly devilish options.

Focus Categories

Ally Use

Foci that prioritize providing NPC followers to the character are ally use foci. The followers give aid to the PC in a variety of ways, but at base they usually provide an asset to the character’s actions.

Multiple potential themes exist within the ally use category, from abilities that allow a character to summon or craft allies to those that allow them to attract allies through fame, magic, or essential authority or charisma.

Connection: Choose four relevant connections from the Focus Connections list.

Additional Equipment: Any object necessary for the character to keep an ally. For instance, someone with a focus that uses super-science to create robot allies would require tools to build and repair those allies. Some foci in this category don’t require anything to gain or retain their benefits.

Minor Effect Suggestions: The NPC ally’s tasks are eased on its next turn.

Major Effect Suggestions: The NPC ally gains an immediate extra action.

The following are examples and not meant to provide a complete list of all possible foci in this category.

@UUID[.9x56c0G5TMOl1Arn#builds-robots]{Builds Robots} @UUID[.9x56c0G5TMOl1Arn#consorts-with-the-dead]{Consorts With the Dead} @UUID[.9x56c0G5TMOl1Arn#controls-beasts]{Controls Beasts} @UUID[.9x56c0G5TMOl1Arn#exists-in-two-places-at-once]{Exists in Two Places at Once} @UUID[.9x56c0G5TMOl1Arn#leads]{Leads} @UUID[.9x56c0G5TMOl1Arn#masters-the-swarm]{Masters the Swarm} @UUID[.9x56c0G5TMOl1Arn#shepherds-spirits]{Shepherds Spirits}

Ability Selection Guidelines

Tier 1: Choose a low-tier ability that grants a level 2 NPC follower to the character, or gives a similar benefit provided by an NPC. Alternatively, lay the groundwork for gaining such NPC allies at higher tiers by choosing an ability that gives the character influence over others.

Sometimes an additional low-power ability is appropriate, depending on the focus. Often, this is an ability that grants skill training in a related area of knowledge or a related skill. For instance, training in a skill related to the kind of NPC follower the character gains would be appropriate.

Tier 2: Choose a low-tier ability that grants influence over similar kinds of NPCs as the follower gained at the previous tier. If no follower was gained at the previous tier, this ability should provide that benefit now.

Sometimes a secondary ability might be appropriate in addition to the ability provided above, perhaps a low-power ability that grants 2 or 3 points to a Pool.

Tier 3: Choose two mid-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One option should be a mid-tier ability that improves the NPC follower previously provided (usually from level 2 to level 3) or grants an additional follower.

The other option should be something that benefits the character—perhaps an offensive or defensive ability, or something that broadens their influence over their followers (or potential followers).

Tier 4: Choose a mid-tier ability that gives the character an offensive or defensive capability if they haven’t previously gained one, preferably within the theme of the focus. For instance, if the character gains followers because of their charisma, this ability might let them command foes for brief periods. If the character gains followers by building or calling them, this ability might let them affect entities of the same type that are not already their followers.

Alternatively, this ability might further improve a previously gained follower from level 3 to level 4, or grant an additional follower.

Tier 5: Choose an ability that improves the character by providing a defense, an improved stat Pool, or another kind of protection.

Alternatively, this ability could open a new front in influencing and calling NPC allies related to the focus’s theme. For instance, someone who keeps beast allies might gain an ability to call a horde of lesser beasts. Someone who builds robots might gain an ability to build several lesser robot helpers. And so on.

Finally, this ability might improve a previously gained follower to level 5.

Tier 6: Choose two high-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One of the abilities should improve a previously gained follower to level 5, if that wasn’t already provided at tier 5. If that’s the case, this ability might be provided in addition to two other related abilities.

Another high-tier option could provide a handful of level 3 followers to the character.

The last high-tier ability could open a new front in influencing and calling NPC allies related to the focus’s theme. For instance, someone who gains followers through high charisma and training might gain an ability to learn otherwise impossible-to-glean information.

Basic

Foci that rely mostly on providing skill training, assets to tasks, and bumps to stat Pools and Edge in order to improve a character fall within the basic category. An overarching theme is also included, as with most of the other categories, that makes sense of the various basic abilities provided.

In addition, because the benefits provided by such foci are mostly straightforward (usually with a few exceptions), most basic foci would also be appropriate for non-fantastic campaigns where magic, super-science, or psychic abilities normally don’t come into play. That said, just because the abilities granted by basic foci are straightforward doesn’t mean they are not potent when combined with the abilities granted by type, descriptor, cyphers, and other character aspects.

Connection: Choose four relevant connections from the Focus Connections list.

Additional Equipment: Any object necessary to fulfill the overarching theme of the focus. For instance, a focus called Would Rather Be Reading should grant a handful of books to the character. A focus called Works for a Living should provide a set of tools.

Minor Effect Suggestions: Next action is eased.

Major Effect Suggestions: Make a free, no-action recovery roll that doesn’t count against daily recovery rolls.

The following are examples and not meant to provide a complete list of all possible foci in this category.

@UUID[.9x56c0G5TMOl1Arn#doesnt-do-much]{Doesn’t Do Much} @UUID[.9x56c0G5TMOl1Arn#interprets-the-law]{Interprets the Law} @UUID[.9x56c0G5TMOl1Arn#learns-quickly]{Learns Quickly} @UUID[.9x56c0G5TMOl1Arn#works-for-a-living]{Works for a Living} @UUID[.9x56c0G5TMOl1Arn#would-rather-be-reading]{Would Rather Be Reading}

Ability Selection Guidelines

Tier 1: Choose an ability that grants training or an asset to skills associated with the focus’s theme, or that grants 5 or 6 points to a particular Pool.

Alternatively, choose an ability that grants only 2 or 3 points to a particular Pool and an ability that provides training or an asset to just one task.

Tier 2: Choose whichever kind of ability wasn’t chosen at tier 1.

Tier 3: Choose two mid-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One option should be a non-fantastic ability that improves the character’s abilities within the focus’s theme. For instance, if the theme involves paying attention in some fashion, an information-gathering ability might be appropriate.

The other option should be something that either improves the character’s Edge in an appropriate stat or provides the character with some kind of defense.

Tier 4: Choose another ability that grants additional training or an asset to skills associated with the focus’s theme, or that grants 5 or 6 points to a particular Pool best suited to the focus. Or choose two abilities that provide only 2 or 3 points plus another tier 4 ability that improves a single task or skill.

Alternatively, provide a branch-out ability suggested at tier 5.

Finally, if the focus has yet to grant some kind of defense, a defensive ability could be provided here.

Tier 5: Choose an ability that allows the character to branch out slightly—perhaps one like Expert Skill that allows them to automatically succeed on a task they’re trained in.

Alternatively, if a nonstandard benefit was provided at tier 4, provide the benefits suggested at tier 4 here.

Tier 6: Choose two high-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One option should be an ability that provides another 5 or 6 points to a particular Pool best suited to the focus, or that the character can divide up as they wish. Alternatively, training in offense or defense would also be appropriate.

The other tier 6 option should give the character a brand-new ability within their theme, but not one that strays into the realm of the fantastic. For instance, an ability that allows a character to take two actions instead of one would be reasonable. Granting additional training, assets, or Edge would also be fine.

Energy Manipulation

Energy manipulation foci offer abilities that can call fire, electricity, force, magnetism, or nonstandard forms of energy such as cold, stone, or something stranger like “void” or “shadow.” These abilities usually give a character a way to achieve something of a balance between attacking enemies and granting themselves or allies additional protection. The focus usually also offers abilities that provide other ways to use specific energy for things like transportation, creating large concentrations of energy that can affect multiple targets, or creating a temporary object or barrier of energy.

Connection: Choose four relevant connections from the Focus Connections list.

Additional Equipment: One or more pieces of equipment immune to the energy manipulated, which might be a set of clothes. Alternatively, something related to the energy being generated. Some foci in this category don’t require additional equipment.

Energy Abilities: If a character type grants special abilities that normally use some other kind of energy, they now produce the kind used by this focus. For example, if a character uses this focus to manipulate electricity, their force blasts become blasts of electricity. These alterations change nothing except the type of damage and any knock-on effects (for instance, electricity might temporarily short out electronic systems).

Minor Effect Suggestions: The target or something near the target is hindered because of residual energy.

Major Effect Suggestions: An important item on the target’s person is destroyed.

The following are examples and not meant to provide a complete list of all possible foci in this category.

@UUID[.9x56c0G5TMOl1Arn#absorbs-energy]{Absorbs Energy} @UUID[.9x56c0G5TMOl1Arn#bears-a-halo-of-fire]{Bears a Halo of Fire} @UUID[.9x56c0G5TMOl1Arn#dances-with-dark-matter]{Dances With Dark Matter} @UUID[.9x56c0G5TMOl1Arn#rides-the-lightning]{Rides the Lightning} @UUID[.9x56c0G5TMOl1Arn#thunders]{Thunders} @UUID[.9x56c0G5TMOl1Arn#wears-a-sheen-of-ice]{Wears a Sheen of Ice}

Ability Selection Guidelines

Tier 1: Choose a low-tier ability that either inflicts damage or provides protection using the appropriate energy type in some fashion.

Sometimes an additional low-power ability is appropriate, depending on the energy type. For instance, a focus that manipulates cold might grant an ability to create snow sculptures. A focus that manipulates electricity might grant an ability to charge a depleted artifact or have an asset for dealing with electrical systems. A focus that absorbs energy might grant an ability to release it as a basic attack. And so on.

Tier 2: Choose whichever kind of ability wasn’t chosen at tier 1.

Tier 3: Choose two mid-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One option should be an ability that inflicts damage using the appropriate energy type (and possibly a related effect).

The other should grant enhanced movement by use of the appropriate energy type, give additional protection provided by the preferred energy, or use the energy in a completely new way, such as by draining the energy from a machine (if using electricity), entombing a victim in a layer of ice (if using cold), creating perfect silence (if using sound), creating a dazzling blast of illumination (if using light), and so on.

Tier 4: Choose whichever kind of ability wasn’t chosen at tier 3.

Tier 5: Choose a high-tier ability that inflicts damage (and possibly a related effect) that can affect more than one target using the appropriate energy type, or an ability that uses the energy in some fashion not previously used, as described in tiers 3 and 6.

Tier 6: Choose two high-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One of the high-tier abilities should use the preferred energy to inflict a lot of damage to a single target or to several.

The other option should use the appropriate energy type to accomplish a task not previously provided by lower-tier abilities, such as fashioning a fiery follower (if using fire), teleporting a great distance as a blast of lightning (if using electricity), creating solid objects out of the energy, and so on.

Environment Manipulation

Foci that allow a character to move objects, affect gravity, create objects (or illusions of objects), and so on are environment manipulation foci. Given that, in many cases, energy is used as part of this process, this category and energy manipulation overlap to some extent. Environment manipulation foci prioritize abilities that indirectly affect enemies and allies via objects, forces, and alterations of the surroundings; energy manipulation foci prioritize directly damaging targets with the chosen energy or force.

For example, rather than blasting a foe with a gravity pulse that does damage, a character using an environment manipulation focus based on gravity is more likely to have abilities that hold a target in place, use gravity to throw heavy objects as an attack, or lower gravity in a particular area or even on a particular object.

Connection: Choose four relevant connections from the Focus Connections list.

Additional Equipment: Any object necessary to manipulate the surrounding environment. For instance, someone with a focus that grants the ability to craft objects would require basic tools. Some foci in this category don’t require anything to gain or retain their benefits.

Environment Manipulation Abilities: Foci themes that involve imagery or visible energies can affect the look of your type abilities. Such alterations, if any, do nothing but change the appearance of effects. If gravity is manipulated, perhaps a telltale bluish glow permeates all ability uses, including type abilities. If illusion is generated, perhaps flamboyant visual and auditory qualities accompany type abilities, such as the appearance of a tentacled beast holding a target in place when Stasis is used. And so on.

Minor Effect Suggestions: The target gets turned around, and its next attack is hindered.

Major Effect Suggestions: The character is refreshed and recovers 4 points to one Pool.

The following are examples and not meant to provide a complete list of all possible foci in this category.

@UUID[.9x56c0G5TMOl1Arn#awakens-dreams]{Awakens Dreams} @UUID[.9x56c0G5TMOl1Arn#blazes-with-radiance]{Blazes With Radiance} @UUID[.9x56c0G5TMOl1Arn#calculates-the-incalculable]{Calculates the Incalculable} @UUID[.9x56c0G5TMOl1Arn#controls-gravity]{Controls Gravity} @UUID[.9x56c0G5TMOl1Arn#crafts-illusions]{Crafts Illusions} @UUID[.9x56c0G5TMOl1Arn#crafts-unique-objects]{Crafts Unique Objects} @UUID[.9x56c0G5TMOl1Arn#employs-magnetism]{Employs Magnetism} @UUID[.9x56c0G5TMOl1Arn#focuses-mind-over-matter]{Focuses Mind Over Matter}

Ability Selection Guidelines

Tier 1: Choose a low-tier ability that grants a basic use of an ability that alters the environment (or predicts it) using the focus’s theme. For instance, a gravity-affecting focus might provide an ability that makes a target lighter or heavier. An
illusion-crafting focus might grant an ability that allows the creation of an image. An object-making focus might grant a basic proficiency in creating a particular kind of object. A predictive focus might calculate outcomes and provide the character with the benefits of that foreknowledge. And so on.

Sometimes an additional low-power ability is appropriate, depending on the focus. Often, this is an ability that grants skill training in a related area of knowledge.

Tier 2: Choose a low-tier ability that provides a new defensive or offensive capability related to the focus’s theme.

Alternatively, this ability might provide an additional or brand-new capability to manipulate the environment related to the focus’s theme.

Tier 3: Choose two mid-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One option should be a mid-tier ability related to the focus’s theme that provides an additional environment manipulation capacity or further improves the basic environment manipulation ability previously granted. This ability isn’t directly offensive or defensive, but provides either an all-new ability related to the basic ability, or one that increases the strength, range, or some other extension of the previously unlocked basic ability.

The other mid-tier option should provide an offensive or defensive ability related to the specific form of movement the focus provides, if possible.

Tier 4: Choose a mid-tier ability that is either an offensive or a defensive use of the ability, whichever one wasn’t chosen as an option in the previous tier.

Tier 5: Choose a high-tier penultimate use of the environment-manipulation ability. For instance, if the focus-granted manipulation is illusory, this ability might haunt a target with terrifying images. If the focus is gravity based, it might unlock flight. If magnetic, it might allow the user to reshape metal. If the focus grants telekinetic powers, this ability could allow a character to hurl massive objects at foes. And so on.

Tier 6: Choose two high-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One of the abilities should provide either an offensive or a defensive ability, opposite the ability provided at tier 4 (though high tier rather than mid tier).

The other option should be something that further explores the use of the basic environment manipulation capability. If the tier 5 choice was the penultimate ability, this might be an even better ultimate ability related to the kind of manipulation offered, or a different way of using that ability to unlock an as-yet-unexplored facet of the ability.

Exploration

Foci that allow a character to gather information, survive in unfamiliar environments, and find their way to new locations or track down particular creatures and foes are exploration foci. Surviving in unfamiliar environments requires a reasonable selection of defensive options; however, abilities that allow a character to find and learn are prioritized.

Exploration foci rely on a variety of methods, though training and expertise are the mainstays. Some methods require specific tools (such as a vehicle) to grant the benefits provided, while others might rely on the supernatural or
super-science to learn new things and explore strange places from afar.

Connection: Choose four relevant connections from the Focus Connections list.

Additional Equipment: Any object necessary to explore. For instance, starting maps and/or
a compass would be basic equipment, while someone who uses psychic abilities might require a mirror or crystal sphere to gaze into. Equipment might also include access to a vehicle required for exploration, as previously noted.

Minor Effect Suggestions: You have an asset on any action that involves using your senses, such as perceiving or attacking, until the end of the next round.

Major Effect Suggestions: Your Intellect Edge increases by 1 until the end of the next round.

The following are examples and not meant to provide a complete list of all possible foci in this category.

@UUID[.9x56c0G5TMOl1Arn#explores-dark-places]{Explores Dark Places} @UUID[.9x56c0G5TMOl1Arn#infiltrates]{Infiltrates} @UUID[.9x56c0G5TMOl1Arn#operates-undercover]{Operates Undercover} @UUID[.9x56c0G5TMOl1Arn#pilots-starcraft]{Pilots Starcraft} @UUID[.9x56c0G5TMOl1Arn#sees-beyond]{Sees Beyond} @UUID[.9x56c0G5TMOl1Arn#separates-mind-from-body]{Separates Mind From Body}

Ability Selection Guidelines

Tier 1: Choose a low-tier ability that grants the character basic exploratory, survival, or information-gathering capabilities within the focus’s theme.

Sometimes an additional low-power ability is appropriate, depending on the focus. Often, this is an ability that grants skill training in a related area of knowledge or a related skill (though this may already be covered in the main ability). Alternatively, it might offer a simple bonus of 2 or 3 points to the Might Pool.

Tier 2: Choose another low-tier ability that grants an additional capability related to exploration, survival, or information gathering.

For instance, a focus dedicated to surviving savage conditions might offer an ability (or two) that makes it easier to avoid natural hazards, poisons, difficult terrain, and so on. A focus dedicated to exploration of a particular area might grant abilities to gain access to that area, or a capability that others normally lack (like the ability to see in the dark).

Tier 3: Choose two mid-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One option should further improve the basic exploration ability granted, or give a new exploratory, survival, or information-gathering ability.

The other option should be something that benefits the character, either an offensive or defensive ability (especially if this focus hasn’t already granted that) or something that further broadens the character’s ability to explore in the focus’s chosen realm.

Tier 4: Choose a mid-tier offensive or defensive ability (whichever wasn’t offered at tier 3) that benefits the character. Alternatively, if offensive and defensive abilities are already well represented, choose a different mid-tier ability that broadens the character’s ability to explore, survive, or gather information.

Tier 5: Choose a high-tier ability that alleviates some of the penalties for exploring, surviving, or gathering information in a normally inhospitable place.

Tier 6: Choose two high-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One option should further improve the basic exploration-themed ability previously granted, or give a brand-new exploratory, survival, or information-gathering ability.

The other option should be something that benefits the character, either an offensive or defensive ability, or yet another ability that further broadens their capacity to explore in the focus’s chosen realm.

Influence

Foci that prioritize authority and influence—whether that’s to make people or machines do as commanded, to help others, or to rise to some other prestigious and significant position—fall within the influence category.

These foci grant influence through training and persuasion, by direct mental manipulation, by using fame to get people’s attention and influence their actions, or simply by knowing and learning things that affect later decisions. In this sense, the concept of influence is broad.

Connection: Choose four relevant connections from the Focus Connections list.

Additional Equipment: Any object necessary to achieve the influence suggested should be granted as additional equipment. Some influence foci don’t require anything to gain or retain their benefits.

Minor Effect Suggestions: The range or duration of the influencing ability is doubled.

Major Effect Suggestions: An ally or indicated target can take an additional action.

The following are examples and not meant to provide a complete list of all possible foci in this category.

@UUID[.9x56c0G5TMOl1Arn#commands-mental-powers]{Commands Mental Powers} @UUID[.9x56c0G5TMOl1Arn#conducts-weird-science]{Conducts Weird Science} @UUID[.9x56c0G5TMOl1Arn#fuses-mind-and-machine]{Fuses Mind and Machine} @UUID[.9x56c0G5TMOl1Arn#is-idolized-by-millions]{Is Idolized by Millions} @UUID[.9x56c0G5TMOl1Arn#solves-mysteries]{Solves Mysteries} @UUID[.9x56c0G5TMOl1Arn#talks-to-machines]{Talks to Machines} @UUID[.9x56c0G5TMOl1Arn#works-the-system]{Works the System}

Ability Selection Guidelines

Tier 1: Choose a low-tier ability that allows the character to learn something significant enough that they can choose a smart course of action (or use that knowledge to persuade or intimidate). How the character learns the information varies by the specifics of the focus. One character might do experiments to learn answers, another might open a telepathic link with others to trade information secretly and quickly, and still another might simply be trained in interaction tasks.

Sometimes an additional low-power ability is appropriate, depending on the focus. Often, this is an ability that grants skill training in a related area of knowledge.

Tier 2: Choose a low-tier ability that improves the character’s ability to apply influence. This might open an additional front on the focus’s basic theme or simply further enhance the basic ability already provided. For instance, this tier 2 ability could ease influence-related tasks by a few steps, allow a telepath to read the minds of others who have secrets they’d otherwise not reveal, or grant influence over physical objects (either to improve them or to learn more about them). And so on.

Tier 3: Choose two mid-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One option should provide an offensive or defensive capability related to the focus’s specific kind of influence, if possible. For instance, an inventor might create a serum that gives them increased abilities (which could be used for offense or defense), a telepath might have some method of blasting foes with mental energy, and someone with only the basic skills of debate and influence through fame might have to rely on weapon training or their entourage.

The other mid-tier option should provide an additional ability to influence in the theme of the focus, or further improve the basic influence ability previously granted. This option isn’t directly offensive or defensive, but provides either an all-new ability related to the basic ability, or increases the strength, range, or some other extension of the previously unlocked basic ability. For instance, a telepath might have a psychic suggestion ability.

Tier 4: Choose a mid-tier ability that is either an offensive or a defensive use of the influence ability, whichever one wasn’t chosen as an option in the previous tier.

Alternatively, this ability could grant an additional capability related to the kind of influence the focus provides.

Tier 5: Choose a high-tier penultimate use of the specific influence ability granted at lower tiers.

Alternatively, choose an ability not previously gained at a lower tier, one that opens a new front on the particular influence capability. For instance, if the focus-granted influence is telepathic, the tier 5 ability might allow a character to see into the future to gain assets for dealing with enemies (and allies).

Tier 6: Choose two high-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One of the options should provide either an offensive or a defensive ability, opposite the ability provided at tier 4 (though high tier rather than mid tier).

The other option should be something that further explores the use of the basic influence ability provided by the focus. If the tier 5 choice was the penultimate ability, this might be an even better ultimate ability related to the kind of influence used, or a different way of using that ability to unlock an as-yet-unexplored facet of the ability.

Irregular

Most foci have a basic theme, a “character story” that logically leads to a series of related abilities. However, certain foci themes are so wide that they don’t fit into any other category except an irregular one of their own.

Irregular foci provide a basket of disparate abilities. Usually that’s because the overarching theme is one that demands variability and access to several different kinds of abilities. Often, these foci are found in genres that suggest additional rule tweaks to leverage their use even further, such as power shifts in the superhero genre and spellcasting in the fantasy genre. However, other irregular foci are possible.

Connection: Choose four relevant connections from the Focus Connections list.

Additional Equipment: Any object necessary to the focus’s theme. For instance, a
superhero-themed focus might grant a superhero costume.

Minor Effect Suggestions: The target is also dazed for one round, during which time all of its tasks are hindered.

Major Effect Suggestions: The target is stunned and loses its next turn.

The following are examples and not meant to provide a complete list of all possible foci in this category.

@UUID[.9x56c0G5TMOl1Arn#channels-divine-blessings]{Channels Divine Blessings} @UUID[.9x56c0G5TMOl1Arn#descends-from-nobility]{Descends From Nobility} @UUID[.9x56c0G5TMOl1Arn#emerged-from-the-obelisk]{Emerged From the Obelisk} @UUID[.9x56c0G5TMOl1Arn#flies-faster-than-a-bullet]{Flies Faster Than a Bullet} @UUID[.9x56c0G5TMOl1Arn#masters-spells]{Masters Spells} @UUID[.9x56c0G5TMOl1Arn#speaks-for-the-land]{Speaks for the Land}

Ability Selection Guidelines

Tier 1: Choose a low-tier ability that grants one of the benefits the focus theme promises, one that a first-tier character should have.

Sometimes an additional low-power ability is appropriate, depending on the focus. Often, this is an ability that grants skill training in a related area of knowledge or a related skill. Alternatively, it might offer a simple bonus of 2 or 3 points to a Pool.

Tier 2: Choose a low-tier ability that grants one of the benefits the focus theme promises, one that’s presumably not immediately related to the one provided at tier 1. That said, if a defense wasn’t provided at tier 1, tier 2 is a good place to add it.

Tier 3: Choose two mid-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One option should provide one of the benefits the focus theme promises, one that may not be immediately related to those provided at earlier tiers.

The other option should include a method of attack if none has previously been granted. Alternatively, if the lower-tier abilities don’t quite get the character where they need to be, this option might further increase a capability unlocked at a lower tier.

Tier 4: Choose a mid-tier ability that grants one of the benefits the focus theme promises, one that may not be immediately related to those provided at earlier tiers.

Tier 5: Choose a high-tier ability that grants one of the benefits the focus theme promises, one that may not be immediately related to those provided at earlier tiers.

Tier 6: Choose two high-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One option should grant one of the benefits the focus theme promises, one that may not be immediately related to those provided at earlier tiers. However, this ability might also provide an ultimate version of a lower-tier ability if a mid-tier or low-tier option wasn’t quite sufficient.

The other option should provide an alternate method to round out the character in a way that doesn’t replicate the first tier 6 option. For instance, if the first option provided some kind of attack, this one might be an interaction, information-gathering, or healing ability, depending on the focus’s overarching theme.

Movement Expertise

Foci that prioritize novel forms of movement—in order to excel in combat, escape situations most others can’t, move with stealth for purposes of theft or escape, or move into locations normally inaccessible—fall within the movement expertise category. These foci usually have methods of granting either offense or defense through movement, though they may provide some means of doing both.

The classic movement expertise focus is one that relies on speed to make more attacks and avoid being hit, though general agility might also provide the same benefit. Other foci in this category might fall within the theme by granting a character the ability to become immaterial, to change their form into something like water or air, or to instantly move via teleportation.

Connection: Choose four relevant connections from the Focus Connections list.

Additional Equipment: Any object necessary to achieve great speeds, change state, or otherwise gain the benefit of the focus should be granted as additional equipment. Some foci in this category don’t require anything to gain or retain their benefits.

Minor Effect Suggestions: The target is dazed, and their next action is hindered.

Major Effect Suggestions: The target is stunned and loses their next action.

The following are examples and not meant to provide a complete list of all possible foci in this category.

@UUID[.9x56c0G5TMOl1Arn#exists-partially-out-of-phase]{Exists Partially Out of Phase} @UUID[.9x56c0G5TMOl1Arn#moves-like-a-cat]{Moves Like a Cat} @UUID[.9x56c0G5TMOl1Arn#moves-like-the-wind]{Moves Like the Wind} @UUID[.9x56c0G5TMOl1Arn#runs-away]{Runs Away} @UUID[.9x56c0G5TMOl1Arn#shreds-the-walls-of-the-world]{Shreds the Walls of the World} @UUID[.9x56c0G5TMOl1Arn#travels-through-time]{Travels Through Time} @UUID[.9x56c0G5TMOl1Arn#works-the-back-alleys]{Works the Back Alleys}

Ability Selection Guidelines

Tier 1: Choose a low-tier ability that grants the basic benefit of the specific movement style, whether that’s enhanced speed, agility, immateriality, and so on.

Sometimes an additional low-power ability is appropriate, depending on the focus. If the basic benefit of the movement demands some kind of additional understanding or training, this ability could be that. Alternatively, if the movement provided seems like it should also unlock a basic offensive or defensive benefit (relying on the use of the initial basic ability), append it as well.

Tier 2: Choose a low-tier ability that provides a new offensive or defensive capability related to the focus’s theme.

Alternatively, this ability might provide some additional capability related to the form of movement that grants useful information to the character that would normally be inaccessible to someone without the focus.

Tier 3: Choose two mid-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One option should provide an additional movement capacity or further improve the basic movement capacity, related to the focus’s theme. This isn’t directly offensive or defensive, but provides the character with a new level of ability or an all-new ability related to their basic movement ability.

The other option should provide either an offensive or a defensive capability related to the specific form of movement the focus provides.

Tier 4: Choose a mid-tier ability that further enhances the advantages provided by focus’s movement-enhancing paradigm. This could provide a new or better form of defense (directly, or indirectly if moving to a location or time where danger doesn’t threaten), or a new or better form of offense.

Tier 5: Choose a high-tier penultimate use of the movement-related ability. For instance, if the focus-provided movement is temporal, this ability might allow actual (if brief) jaunts of time travel. If the focus enhances speed, this ability might allow the character to move up to a very long distance with one action. And so on.

Alternatively, unlock an as-yet-unexplored related ability that could derive from the basic movement power provided by the focus.

Tier 6: Choose two high-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One of the options should provide either an offensive or a defensive ability, opposite the ability provided at tier 4 (though high tier rather than mid tier).

The other option should be something that further explores the use of the basic
movement ability. If the tier 5 choice was the penultimate ability, this might be an even better ultimate ability related to the movement.

Striker Combat

Striker combat foci prioritize dealing damage in battle over other concerns. Foci in this category offer defensive abilities as well, but they emphasize abilities that provide ways to spike damage to heights that other foci normally don’t reach.

To achieve this end, a striker combat focus might offer mastery of a particular style of martial combat, which could be training with a particular weapon or martial art, or the use of a unique tool (or even a kind of energy). A style might be something as singular as being the best at fighting a particular kind of enemy, or something much broader, such as adopting a particularly vicious or unsporting style. A striker combatant might use fire, force, or magnetism as their preferred method of spiking damage.

Connection: Choose four relevant connections from the Focus Connections list.

Additional Equipment: The weapon, tool, or other special item or substance (if any) required to engage in the particular style of combat. For instance, a dose of level 5 poison for Fights Dirty or Murders, a trophy from a previously defeated foe for Battles Robots, or stylish clothes for Fights With Panache.

Minor Effect Suggestions: The target is so dazzled by your expertise that it is dazed for one round, hindering all of its tasks.

Major Effect Suggestions: Make an immediate additional attack using an attack provided by the focus as part of your turn.

The following are examples and not meant to provide a complete list of all possible foci in this category.

@UUID[.9x56c0G5TMOl1Arn#battles-robots]{Battles Robots} @UUID[.9x56c0G5TMOl1Arn#fights-dirty]{Fights Dirty} @UUID[.9x56c0G5TMOl1Arn#fights-with-panache]{Fights With Panache} @UUID[.9x56c0G5TMOl1Arn#hunts]{Hunts} @UUID[.9x56c0G5TMOl1Arn#is-licensed-to-carry]{Is Licensed to Carry} @UUID[.9x56c0G5TMOl1Arn#looks-for-trouble]{Looks for Trouble} @UUID[.9x56c0G5TMOl1Arn#masters-weaponry]{Masters Weaponry} @UUID[.9x56c0G5TMOl1Arn#murders]{Murders} @UUID[.9x56c0G5TMOl1Arn#needs-no-weapon]{Needs No Weapon} @UUID[.9x56c0G5TMOl1Arn#performs-feats-of-strength]{Performs Feats of Strength} @UUID[.9x56c0G5TMOl1Arn#rages]{Rages} @UUID[.9x56c0G5TMOl1Arn#slays-monsters]{Slays Monsters} @UUID[.9x56c0G5TMOl1Arn#throws-with-deadly-accuracy]{Throws With Deadly Accuracy} @UUID[.9x56c0G5TMOl1Arn#wields-two-weapons-at-once]{Wields Two Weapons at Once}

Ability Selection Guidelines

Tier 1: Choose a low-tier ability that inflicts additional damage when a character attacks using the focus’s particular fighting style, energy, or attitude, or when used against a chosen enemy.

Sometimes an additional low-power ability is appropriate, depending on the focus. For instance, a focus that grants proficiency in a special weapon might offer training in crafting tasks associated with that weapon. A focus that grants increased damage against a particular kind of foe might offer training in skills to recognize, locate, or just have general knowledge about that foe. A fighting style that involves fighting in a vicious or dirty manner might provide training in intimidation. And so on.

If the focus is about fighting a particular enemy, additional secondary powers (more than might otherwise be offered) may be appropriate. Those either further enhance effectiveness against the chosen enemy, or offer broader but related abilities that give the character who takes the focus some functionality even when not fighting that enemy.

Tier 2: Choose a low-tier ability that provides some form of defense using the weapon, weapon style, or chosen energy. If the weapon style is being especially good at fighting a certain kind of foe, the ability should be a defense against that kind of foe. Alternatively, the focus might offer another method for increasing damage within the chosen paradigm.

Sometimes an additional low-power ability is appropriate at tier 2. If so, choose whichever
low-power ability wasn’t gained at tier 1.

Tier 3: Choose two mid-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One option should inflict additional damage when using the focus’s fighting style, energy, or attitude, or when used against a chosen enemy. That could be as simple as an ability that offers an additional attack of that kind.

The other option should provide a method to temporarily neutralize a foe by disarming them, dazing or stunning them, slowing or holding them, or otherwise discombobulating them by using the focus’s fighting style, energy, or attitude, or when used against a chosen enemy.

Tier 4: Choose a mid-tier ability that further enhances the advantages provided by the focus’s paradigm. Often, this includes training in a particular kind of attack. Alternatively, the ability might increase the advantages provided by achieving a certain combat status, such as gaining surprise.

Tier 5: Choose a high-tier ability that inflicts damage. Alternatively, if focused on fighting a particular kind of foe, this ability might give the character a chance to completely neutralize, destroy, blind, or kill a singular target of up to level 3 (or higher, if the focus is on a singular foe).

Tier 6: Choose two high-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One of the options should use the focus paradigm to inflict an exceptional amount of damage.

The other option could be a different way of inflicting damage, either using the focus paradigm or just dealing lots of damage in general (and relying on previous focus tier abilities to improve targeting). This could be against multiple targets if the first option was for a single target, to outright kill or neutralize a target (starting with level 4, but with guidance for using Effort to increase the level of the target), or to select yet another foe, make another attack, or get away in order to fight another day.

Support

Foci that allow a character to help others succeed, defend others, heal others who are hurt, and so on are support foci. Of course, most foci abilities are often used in aid of others, but support foci (such as Siphons Power) prioritize aiding, healing, and improving the character who takes the focus.

Support foci rely on a variety of methods to provide their help, including martial training used in defense, supernatural or sci-fi means of providing healing, or simply easing the cares of others through entertainment.

Connection: Choose four relevant connections from the Focus Connections list.

Additional Equipment: Any object necessary to provide support. For instance, someone with a focus that uses entertainment to help others would require an instrument or similar object in aid of their craft. Some foci in this category don’t require anything to gain or retain their benefits.

Minor Effect Suggestions: You can draw an attack without having to use an action at any point before the end of the next round.

Major Effect Suggestions: You can take an extra action in aid of an ally.

The following are examples and not meant to provide a complete list of all possible foci in this category.

@UUID[.9x56c0G5TMOl1Arn#defends-the-weak]{Defends the Weak} @UUID[.9x56c0G5TMOl1Arn#entertains]{Entertains} @UUID[.9x56c0G5TMOl1Arn#helps-their-friends]{Helps Their Friends} @UUID[.9x56c0G5TMOl1Arn#metes-out-justice]{Metes Out Justice} @UUID[.9x56c0G5TMOl1Arn#shepherds-the-community]{Shepherds the Community} @UUID[.9x56c0G5TMOl1Arn#siphons-power]{Siphons Power} @UUID[.9x56c0G5TMOl1Arn#works-miracles]{Works Miracles}

Ability Selection Guidelines

Tier 1: Choose a low-tier ability that provides some form of defense, aid or entertainment, benefit to recovery or healing, or protection. That defense or protection could be to the PC and not to an ally, as one cannot protect another without first being able to protect themselves (and sometimes protecting themselves is the entire point).

Sometimes an additional low-power ability is appropriate, depending on the focus. Often, this is an ability that grants skill training in a related area of knowledge or a related skill, but it might be something that works with the initial ability that, by itself, wouldn’t do much.

Tier 2: Choose a low-tier ability that follows up on the support style opened in the previous tier. If the previous tier’s ability provided a means of protection only for the focus taker, this tier 2 ability should specifically provide aid to another. If the previous tier specifically provided aid to another, this tier 2 ability could defend the focus taker or provide an offensive capability grounded, if possible, in the focus’s theme.

Tier 3: Choose two mid-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One option should work within the focus’s theme to aid, heal, protect, or otherwise help another.

The other option should be something that benefits the character, either an offensive or defensive ability, or something that broadens their expertise in some fashion. Alternatively, it could be another, different method of helping someone else.

Tier 4: Choose a mid-tier ability that gives an ally a direct boon or provides the character with a way to help another. It could also be an ability that harms or nullifies a foe, as removing foes certainly helps allies.

Tier 5: Choose a high-tier ability that provides an offensive or defensive option for the character, if none have been provided yet. If this need has been previously addressed or is deemed unnecessary, choose a high-tier ability that provides some form of defense, aid or entertainment, benefit to recovery or healing, or protection to another. For example, a tier 5 ability might grant an ally an additional free action or allow them to repeat a failed action.

Tier 6: Choose two high-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One of the options should provide an ultimate method of helping another in the theme of the focus.

The other option could provide an alternative ultimate method of helping another; many foci in this category do. However, an option that provides high-tier offense or defense is also completely reasonable.

Tank Combat

Foci that prioritize being able to take a lot of punishment and soak up excess damage from foes fall within the tank combat category. These foci provide offensive abilities too, as well as additional abilities related to the particular method by which improved protection is achieved, but defensive abilities are most pronounced.

Some tank combat foci involve a physical transformation that grants additional protection, and others rely on specialized training, use tools like shields or heavy armor, or provide the ability to heal incredibly fast. The kinds of physical transformation that a tank focus provides, if any, vary widely. A focus might turn a character’s skin to stone, reinforce their body with metal, turn them into a monstrous being, make them so big it becomes harder to hurt them, and so on.

Connection: Choose four relevant connections from the Focus Connections list.

Additional Equipment: Any object necessary to maintain a physical transformation (such as a tool for repair if partly robotic, a shield or other defensive tool used if skilled, or possibly some kind of amulet or serum). Some tank combat foci don’t require anything to gain or retain their benefits.

Minor Effect Suggestions: +2 to Armor for a few rounds.

Major Effect Suggestions: Regain 2 points to Might Pool.

The following are examples and not meant to provide a complete list of all possible foci in this category.

@UUID[.9x56c0G5TMOl1Arn#abides-in-stone]{Abides in Stone} @UUID[.9x56c0G5TMOl1Arn#brandishes-an-exotic-shield]{Brandishes an Exotic Shield} @UUID[.9x56c0G5TMOl1Arn#defends-the-gate]{Defends the Gate} @UUID[.9x56c0G5TMOl1Arn#fuses-flesh-and-steel]{Fuses Flesh and Steel} @UUID[.9x56c0G5TMOl1Arn#grows-to-towering-heights]{Grows to Towering Heights} @UUID[.9x56c0G5TMOl1Arn#howls-at-the-moon]{Howls at the Moon} @UUID[.9x56c0G5TMOl1Arn#lives-in-the-wilderness]{Lives in the Wilderness} @UUID[.9x56c0G5TMOl1Arn#masters-defense]{Masters Defense} @UUID[.9x56c0G5TMOl1Arn#never-says-die]{Never Says Die} @UUID[.9x56c0G5TMOl1Arn#stands-like-a-bastion]{Stands Like a Bastion}

Ability Selection Guidelines

Tier 1: Choose a low-tier ability that provides defense within the focus’s theme. If the theme is simply intense training or the use of a defensive tool, the ability might be as simple as a bonus to Armor. If protection comes from physical transformation, this ability provides the base form effects, benefits, and in some cases drawbacks for making the transformation. A low-tier enhanced healing ability would also be appropriate at first tier.

Sometimes an additional low-power ability is appropriate, depending on the focus. If the character transforms, this ability may provide a knock-on effect, though in the case of some transformations, it might be a description of how someone with an abnormal physiognomy can fully heal. Other times, the secondary power may simply be training in a related skill, or it may unlock the ability to use a particular armor or shield without penalty.

Tier 2: If the theme of the focus isn’t physical transformation, choose a low-tier ability that provides an additional method of defending, healing damage, or avoiding attacks.

If the theme of the focus is physical transformation, choose a low-tier ability that unlocks a new capability related to the form the character takes. That might mean gaining better control of the transformation, unlocking a robotic interface, or otherwise more fully unlocking that form. This ability is not necessarily defensive, though it could be.

Tier 3: Choose two mid-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One option should provide an additional form of protection in keeping with the focus’s theme, such as more defensive capabilities unlocked from a transformation (which might also come with additional offensive capabilities) or a simple physical enhancement if defense is gained by skills or enhanced healing.

The other option should provide an offensive capability, especially if creating a non-transformation focus that doesn’t already have offensive benefits. That capability could be an enhanced attack or provide some other benefit useful in combat, such as quickly evading or (on the other end of the continuum) becoming immovable.

Tier 4: Choose a mid-tier ability that further enhances the advantages provided by the focus’s damage-soaking paradigm. Often, this includes training in a particular kind of defense. Alternatively, it might increase the advantages provided by previously unlocked defensive abilities, whether that means gaining greater control over a transformation, gaining additional chances to avoid damage or retry tasks related to enhanced determination, and so on. If the focus is lacking in offensive options, this is a good place to include one.

Tier 5: Choose a high-tier ability that provides protection, possibly in the form of shrugging off a debilitating condition (including death). If the focus offers a physical transformation, this ability might further unlock an additional related ability, whether offensive, defensive, or something related to exploration or interaction (such as flight if the form is winged, intimidation if the form is fearsome, and so on).

Tier 6: Choose two high-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One option should use the focus paradigm to increase the defense, protection, or ability to shrug off damage.

The other option could be a different way of being defensive. In some cases, the best defense is a good offense, so this option could provide a high-tier offensive ability in keeping with the focus’s theme, whether that’s a straight-up damage boost on attacks or better control of an unstable physical transformation.

","markdown":""},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"ownership":{"default":-1},"flags":{}},{"sort":399219,"name":"Abilities","type":"text","_id":"YRhX8KikaF361373","title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"

A character’s type, flavor, and focus assign an appropriate tier to each ability. However, if you’re creating a brand-new focus or type, we provide a couple of additional tools.

The first is a power grade for each ability, which tells you about how potent it is in relation to other abilities. Abilities appropriate for tiers 1 and 2 characters are called “low-tier” abilities. Abilities appropriate for tiers 3 and 4 are called “mid-tier” abilities. Abilities appropriate for tiers 5 and 6 are called “high-tier” abilities.

These abilities are further sorted into ability categories based on the kinds of things they do—abilities that improve physical attacks are in the attack skill category, abilities that assist allies are in the support category, and so on.

Unless otherwise noted, you cannot choose the same ability twice, even if you get it from both your type and a flavor.

Ability Categories and Relative Power

Abilities can be divided into several categories based on the kinds of things they do—improve your physical attacks, assist allies, provide defense, give you a special attack form, and so on. Under each of the following category descriptions is a list of abilities that fit that category, sorted into low-, medium-, and high-tier abilities.

The categories are mainly used by GMs when designing new foci for a campaign, allowing them to search a short list of abilities instead of trying to find something appropriate among the thousand or so abilities in this chapter. For example, the GM might have a custom focus in their campaign called “Is Born of the Swamp” and want a defensive ability for tier 5, so they can look at the high-tier abilities in the protection category and quickly narrow down what options are available.

It may be possible that a character gains the same ability from more than one source (such as from their type and their descriptor). Unless the two abilities are obviously additive (such as two abilities that each add 3 points to your Might Pool, which together would give the character +6 Might points), the duplicated ability might be improved in some way, such as having a longer duration or greater effect, or automatically providing an asset. Some abilities give suggestions on how to do this; otherwise, the player and the GM should work out whether and how the ability is improved.

The ability categories are not intended to be rigid or comprehensive. Some abilities fall into more than one category, and it could be argued that some abilities could be included in more categories than are listed here.

These categories have some overlap with the categories in the Creating New Foci chapter. For example, there is a support category here and a support category in the Creating New Foci chapter. They aren’t intended to be exact parallels and they don’t mean exactly the same thing. That said, if you’re creating a support-centric focus, many of the abilities in the support ability category would be appropriate choices.

Attack Skill

Gives you training or specialization in a specific physical attack (like swords or unarmed combat), a category of physical attacks (light bladed, heavy bashing, and so on), or another physical skill primarily used to inflict harm (such as breaking objects).

Low Tier

@UUID[Compendium.cyphersystem-compendium.abilities.YBMLX3Jm5oN79J6G]{Heads-Up Display} @UUID[Compendium.cyphersystem-compendium.abilities.wAbsUj5mHZatr3JG]{Practiced With Guns} @UUID[Compendium.cyphersystem-compendium.abilities.NhijFGxYepJtaa0r]{Practiced With Medium Weapons} @UUID[Compendium.cyphersystem-compendium.abilities.WFK0xBSAIpD59va8]{Practiced With Swords} @UUID[Compendium.cyphersystem-compendium.abilities.FEkLEYwk7r9KE7oC]{Quarry} @UUID[Compendium.cyphersystem-compendium.abilities.JJKRrcU5L1yM9y90]{Unarmed Fighting Style}

Mid Tier

@UUID[Compendium.cyphersystem-compendium.abilities.R0UuZ32vmmeFbSMV]{Blood Fever} @UUID[Compendium.cyphersystem-compendium.abilities.Z7JkIlrv7gxim4Fn]{Cognizant Offense} @UUID[Compendium.cyphersystem-compendium.abilities.nOuOE3EkrNr81pSq]{Greater Skill With Defense} @UUID[Compendium.cyphersystem-compendium.abilities.yl2zo179wXZW5Xxc]{Practiced With All Weapons} @UUID[Compendium.cyphersystem-compendium.abilities.NoKdHv0FSytZR4iF]{Robot Fighter} @UUID[Compendium.cyphersystem-compendium.abilities.NcItnMHjeG9fgE1K]{Serv-0 Aim} @UUID[Compendium.cyphersystem-compendium.abilities.lPqCQOQJF0JfoFRn]{Serv-0 Brawler} @UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks} @UUID[Compendium.cyphersystem-compendium.abilities.QDSSTe5EGrBHjtnL]{Sniper’s Aim} @UUID[Compendium.cyphersystem-compendium.abilities.hbWaCBEfSMujqvDf]{Specialized Throwing}

High Tier

@UUID[Compendium.cyphersystem-compendium.abilities.2uSx4ErQ9f2QLX5M]{As Foretold in Prophecy} @UUID[Compendium.cyphersystem-compendium.abilities.AsmIgvoIRPEtuzkh]{Duel to the Death} @UUID[Compendium.cyphersystem-compendium.abilities.oroWEBbp3cvrYwH9]{Greater Skill With Attacks} @UUID[Compendium.cyphersystem-compendium.abilities.LE8NtDKG9TzXBv5B]{Hunter’s Drive} @UUID[Compendium.cyphersystem-compendium.abilities.S4PaEqmYjg4TGoG3]{Master of Unarmed Fighting Style} @UUID[Compendium.cyphersystem-compendium.abilities.kNSRytTtQX0rU3aE]{Mastery With Attacks} @UUID[Compendium.cyphersystem-compendium.abilities.F6mAzjhG2T4irVjy]{Specialized Basher}

Companion

Gives you a follower, modifies a follower, or gives you an additional benefit when interacting with or near your follower. This category includes humanoid followers, beast companions, and temporary companions like summoned swarms, conjured spirits, and so on.

Low Tier

@UUID[Compendium.cyphersystem-compendium.abilities.4XwwFeGO5haHxvQs]{Basic Follower} @UUID[Compendium.cyphersystem-compendium.abilities.bOohoEcDegDBinFc]{Beast Companion} @UUID[Compendium.cyphersystem-compendium.abilities.9Kag2UMn6Wdxq4Zo]{Bound Magic Creature} @UUID[Compendium.cyphersystem-compendium.abilities.hIxPlDRbNqallNiu]{Control Swarm} @UUID[Compendium.cyphersystem-compendium.abilities.tgS72E10jiPF3Dm3]{Critter Companion} @UUID[Compendium.cyphersystem-compendium.abilities.P1jQZdPIrxo4wNlr]{Duplicate} @UUID[Compendium.cyphersystem-compendium.abilities.ZK4CUb9HH4J5A8IN]{Entourage} @UUID[Compendium.cyphersystem-compendium.abilities.ZEcFnsNXgcozJElT]{Influence Swarm} @UUID[Compendium.cyphersystem-compendium.abilities.yaLHxRtVBhveqHJA]{Necromancy} @UUID[Compendium.cyphersystem-compendium.abilities.oEubmS7pZ3zFK8uJ]{Resilient Duplicate} @UUID[Compendium.cyphersystem-compendium.abilities.paIv2etaqLqY76y0]{Robot Assistant} @UUID[Compendium.cyphersystem-compendium.abilities.v1lZkKjSCS1pjnET]{Serv-0} @UUID[Compendium.cyphersystem-compendium.abilities.RkOvawhfH5MHQFOH]{Spirit Accomplice}

Mid Tier

@UUID[Compendium.cyphersystem-compendium.abilities.zstBkLwRduC7vgGT]{Beast Eyes} @UUID[Compendium.cyphersystem-compendium.abilities.gLxVxCSix441TyKq]{Call Swarm} @UUID[Compendium.cyphersystem-compendium.abilities.ETGBAqAc1ApFH5cx]{Expert Follower} @UUID[Compendium.cyphersystem-compendium.abilities.BQnrZXeivue9Q2qp]{Fellow Explorer} @UUID[Compendium.cyphersystem-compendium.abilities.srn53BB1da8Elh1t]{Fiery Hand of Doom} @UUID[Compendium.cyphersystem-compendium.abilities.rUzrjRuT2nfEdCaJ]{Gain Unusual Companion} @UUID[Compendium.cyphersystem-compendium.abilities.vEVmBgz2TxOH3aSk]{Greater Necromancy} @UUID[Compendium.cyphersystem-compendium.abilities.QxOsAHpd8ZkEXI5u]{Improved Object Bond} @UUID[Compendium.cyphersystem-compendium.abilities.CEscdPwUrBpzUeS0]{Living Armor} @UUID[Compendium.cyphersystem-compendium.abilities.XkFsMa9e9IY2FRcN]{Machine Companion} @UUID[Compendium.cyphersystem-compendium.abilities.cGcblQ2qvyHM02kY]{Mount} @UUID[Compendium.cyphersystem-compendium.abilities.S2OZtm12S2YvxD7H]{Retinue} @UUID[Compendium.cyphersystem-compendium.abilities.Nyt7Z1xWqmnuu265]{Shipspeak} @UUID[Compendium.cyphersystem-compendium.abilities.h1rn92kIqG5VVYd6]{Stronger Together} @UUID[Compendium.cyphersystem-compendium.abilities.wEWyNKnVgVOjsyms]{Summon Giant Spider} @UUID[Compendium.cyphersystem-compendium.abilities.FwEUY43Q8EMVCCsL]{Superior Duplicate} @UUID[Compendium.cyphersystem-compendium.abilities.OWRsjlf3ahyH9eez]{Time Doppelganger} @UUID[Compendium.cyphersystem-compendium.abilities.l5vgtPP0LcsqGrzn]{Time Loop}

High Tier

@UUID[Compendium.cyphersystem-compendium.abilities.Qm31Nw2SkBpVcv9M]{As If One Creature} @UUID[Compendium.cyphersystem-compendium.abilities.fD8yD0pGCMdOJkGb]{Band of Desperados} @UUID[Compendium.cyphersystem-compendium.abilities.KpbEHKNSEycVB1GU]{Band of Followers} @UUID[Compendium.cyphersystem-compendium.abilities.pFWDdnTXCiPfwsWv]{Beast Call} @UUID[Compendium.cyphersystem-compendium.abilities.jVY1PTxvZvpjZILB]{Call Dead Spirit} @UUID[Compendium.cyphersystem-compendium.abilities.HUVY2MA2CBegFhLY]{Call in Favor} @UUID[Compendium.cyphersystem-compendium.abilities.ElsQU746B70tsPmZ]{Call Otherworldly Spirit} @UUID[Compendium.cyphersystem-compendium.abilities.U58ZQ1X3byfANn4W]{Call Through Time} @UUID[Compendium.cyphersystem-compendium.abilities.8SDpRRzZRF73zLsF]{Conjuration} @UUID[Compendium.cyphersystem-compendium.abilities.iQhBPww1s4wRZcDz]{Deadly Swarm} @UUID[Compendium.cyphersystem-compendium.abilities.M1FHIlVPVv8O02LV]{Dragon’s Maw} @UUID[Compendium.cyphersystem-compendium.abilities.NVdx8QjmTP5eOjDh]{Fire Servant} @UUID[Compendium.cyphersystem-compendium.abilities.iEOf9IkbHU8oBOMm]{Improved Apportation} @UUID[Compendium.cyphersystem-compendium.abilities.0IlHHY1ktkN2L5Sp]{Improved Companion} @UUID[Compendium.cyphersystem-compendium.abilities.PKFz6WVsaKm5kIir]{Improved Machine Companion} @UUID[Compendium.cyphersystem-compendium.abilities.UJpMPRD25O7HvhbV]{Insect Eruption} @UUID[Compendium.cyphersystem-compendium.abilities.pGJIwlCJDib2Splm]{Legal Intern} @UUID[Compendium.cyphersystem-compendium.abilities.rHApGqEQj8TCGa3f]{Masterful Armor Modification} @UUID[Compendium.cyphersystem-compendium.abilities.rsYzxCchklPSFAp7]{Multiplicity} @UUID[Compendium.cyphersystem-compendium.abilities.Aprz5cRtdgiAIYUM]{Object Bond Mastery} @UUID[Compendium.cyphersystem-compendium.abilities.3EcnBLVtGwxpWXBW]{Recruit Deputy} @UUID[Compendium.cyphersystem-compendium.abilities.yqhUXLWMSNn5IYOn]{Robot Fleet} @UUID[Compendium.cyphersystem-compendium.abilities.LnZkUlKUuuD7iW3P]{Summon Demon} @UUID[Compendium.cyphersystem-compendium.abilities.OWRsjlf3ahyH9eez]{Time Doppelganger} @UUID[Compendium.cyphersystem-compendium.abilities.GDphyYXSfjKE5BST]{True Necromancy}

Control

Controls or influences minds in ways outside of what could be done with conventional intimidation and persuasion, such as using psychic mind control, fear gas, and so on.

Low Tier

@UUID[Compendium.cyphersystem-compendium.abilities.BggeJtN5IcutwLJg]{Calm Stranger} @UUID[Compendium.cyphersystem-compendium.abilities.SeAlSU8Rim5CWsgV]{Charm Machine} @UUID[Compendium.cyphersystem-compendium.abilities.fg8V2R3kpLX2sHRn]{Cloud Personal Memories} @UUID[Compendium.cyphersystem-compendium.abilities.ag3OU8JZuc769034]{Community Activist} @UUID[Compendium.cyphersystem-compendium.abilities.ulHj0pzmwc515fve]{Fast Talk} @UUID[Compendium.cyphersystem-compendium.abilities.M2oXV5cRSdMlUZDm]{Goad} @UUID[Compendium.cyphersystem-compendium.abilities.0V2NE0905wwYPRVo]{Hack the Impossible} @UUID[Compendium.cyphersystem-compendium.abilities.kgCuCmU8kn0UMy8v]{Robot Control} @UUID[Compendium.cyphersystem-compendium.abilities.gT21nqWZ9Es576oC]{Soothe the Savage} @UUID[Compendium.cyphersystem-compendium.abilities.qVlbJjB7X8R78rz0]{Terrifying Presence}

Mid Tier

@UUID[Compendium.cyphersystem-compendium.abilities.CLObcsu2DKKKhzyK]{Calm} @UUID[Compendium.cyphersystem-compendium.abilities.8EMTH3JCrC5Vjt63]{Captivate or Inspire} @UUID[Compendium.cyphersystem-compendium.abilities.mUhnX0UmEw2BROkI]{Captivate With Starshine} @UUID[Compendium.cyphersystem-compendium.abilities.t83oYxQRuO2u2zx4]{Command} @UUID[Compendium.cyphersystem-compendium.abilities.OE5yXpzWC8lSUmGX]{Command Machine} @UUID[Compendium.cyphersystem-compendium.abilities.dCQdSi11hJDyOSdD]{Command Spirit} @UUID[Compendium.cyphersystem-compendium.abilities.crFxkKwBNdnD6tX4]{Crowd Control} @UUID[Compendium.cyphersystem-compendium.abilities.FIU24o7T66ViVgyg]{Daydream} @UUID[Compendium.cyphersystem-compendium.abilities.sqiDNk5qXh9j3zwh]{Grand Deception} @UUID[Compendium.cyphersystem-compendium.abilities.ljhjSIxYOCbPXEFR]{Interruption} @UUID[Compendium.cyphersystem-compendium.abilities.Vcfc6yjbqX6WSzCf]{Mind Control} @UUID[Compendium.cyphersystem-compendium.abilities.iRqXVpngq6vfgtEn]{Psychic Suggestion}

High Tier

@UUID[Compendium.cyphersystem-compendium.abilities.zTsjsWVgzjQzl2MW]{Advanced Command} @UUID[Compendium.cyphersystem-compendium.abilities.By276DS858KmWNZq]{Assume Control} @UUID[Compendium.cyphersystem-compendium.abilities.3SiJ5Drao8XtmgzV]{Brainwashing} @UUID[Compendium.cyphersystem-compendium.abilities.aWbDzueOAxSW1d3C]{Change the Paradigm} @UUID[Compendium.cyphersystem-compendium.abilities.FxohCBSksJIu1BSA]{Control Machine} @UUID[Compendium.cyphersystem-compendium.abilities.LvoH43SKKtr3urKo]{Control the Savage} @UUID[Compendium.cyphersystem-compendium.abilities.0f2qoQlYGRqgu0Nj]{Defuse Situation} @UUID[Compendium.cyphersystem-compendium.abilities.UyW320RhzarMNoss]{Flee} @UUID[Compendium.cyphersystem-compendium.abilities.miR0d91lKIfmBGdO]{Psychic Passenger} @UUID[Compendium.cyphersystem-compendium.abilities.cfR2uFYjteKAqsYw]{Show Them the Way} @UUID[Compendium.cyphersystem-compendium.abilities.3wZZC07ADxO3mImS]{Suggestion} @UUID[Compendium.cyphersystem-compendium.abilities.ZTp4SZ673tDJpmuS]{Word of Command}

Craft

Creates useful physical things, such as mundane tools (hammers, crowbars), limited-use devices (manifest cyphers, artifacts), or independent beings (robots, elementals, zombies). Includes blueprints, plans, and effects that aid or speed crafting.

Low Tier

@UUID[Compendium.cyphersystem-compendium.abilities.JoPcORtuhjnAJ5mT]{Create Deadly Poison} @UUID[Compendium.cyphersystem-compendium.abilities.ZvKFftq7doCxI7T5]{Fortification Builder} @UUID[Compendium.cyphersystem-compendium.abilities.IswvUEdCBBZDRme6]{Junkmonger} @UUID[Compendium.cyphersystem-compendium.abilities.JK2hN1poqMLqfa1N]{Machine Efficiency} @UUID[Compendium.cyphersystem-compendium.abilities.mFPUUmBIcGGsuwNd]{Modify Device} @UUID[Compendium.cyphersystem-compendium.abilities.Ktxj62234LhUr51B]{Natural Crafter} @UUID[Compendium.cyphersystem-compendium.abilities.m6X5wyPUPdhqLTIp]{Quick Work} @UUID[Compendium.cyphersystem-compendium.abilities.pUliR2uWpIcE6jQX]{Robot Builder} @UUID[Compendium.cyphersystem-compendium.abilities.XUutaClCW4UXzK7e]{Trapster} @UUID[Compendium.cyphersystem-compendium.abilities.qBTIXXJt2Ahn8UYh]{Weapon Crafter}

Mid Tier

@UUID[Compendium.cyphersystem-compendium.abilities.FBCpBF9PXlEtIX4m]{Dream Becomes Reality} @UUID[Compendium.cyphersystem-compendium.abilities.dhXVqnunlbSbrDPB]{Expert Crafter} @UUID[Compendium.cyphersystem-compendium.abilities.7G8B9lfoVXkuxvKB]{Ice Creation} @UUID[Compendium.cyphersystem-compendium.abilities.AQQzctwqPJPUTRbb]{Poison Crafter} @UUID[Compendium.cyphersystem-compendium.abilities.BSx4qB29VwRUISm6]{Robot Upgrade} @UUID[Compendium.cyphersystem-compendium.abilities.3DJXuR680OxwP5NT]{Sculpt Light}

High Tier

@UUID[Compendium.cyphersystem-compendium.abilities.HuhNjMfMxPkTlERH]{Create} @UUID[Compendium.cyphersystem-compendium.abilities.JUn27j5YI3dRh2jJ]{Dark Matter Structure} @UUID[Compendium.cyphersystem-compendium.abilities.6e4KunpYFObSRszo]{Improved Sculpt Light} @UUID[Compendium.cyphersystem-compendium.abilities.y3qXWOUu7mAhg6Rb]{Innovator} @UUID[Compendium.cyphersystem-compendium.abilities.KQDFvUEnIWed1ebo]{Jury-Rig} @UUID[Compendium.cyphersystem-compendium.abilities.t0B6AIqWanSnx696]{Modify Artifact Power} @UUID[Compendium.cyphersystem-compendium.abilities.YFbC1HRis4SpZgrS]{Reshape}

Cure

Cures damage, adds or improves recovery rolls, or negates, cures, suspends, or otherwise gives immunity to a harmful effect or condition, such as poison, disease, mental attacks, moving down on the damage track, or dying.

Low Tier

@UUID[Compendium.cyphersystem-compendium.abilities.8mP69InEXQ4TB5BL]{Alleviate} @UUID[Compendium.cyphersystem-compendium.abilities.bzeuikGxbM7noj2z]{Crystalline Body} @UUID[Compendium.cyphersystem-compendium.abilities.Z7CKGOQWnfdNO885]{Destined for Greatness} @UUID[Compendium.cyphersystem-compendium.abilities.qHzwHm5LmYDasHnF]{Diver} @UUID[Compendium.cyphersystem-compendium.abilities.gWvMJQPBSmeaP8yN]{Drain Creature} @UUID[Compendium.cyphersystem-compendium.abilities.JyAovhallyh9m6oW]{Drain Machine} @UUID[Compendium.cyphersystem-compendium.abilities.PqL4qr9D8QAwQhrL]{Endurance} @UUID[Compendium.cyphersystem-compendium.abilities.uB3sVzeG2N5rkdUZ]{Escape} @UUID[Compendium.cyphersystem-compendium.abilities.CAYeFSNYprjeRtWw]{Extra Recovery} @UUID[Compendium.cyphersystem-compendium.abilities.U7chr7wLj7r5y0LT]{Foil Danger} @UUID[Compendium.cyphersystem-compendium.abilities.igGttY1Y2XbAx3qY]{Healing Touch} @UUID[Compendium.cyphersystem-compendium.abilities.JuOmZXMt1T3tQUZ8]{Ignore the Pain} @UUID[Compendium.cyphersystem-compendium.abilities.UtFc3e4grYyCQneH]{Improved Recovery} @UUID[Compendium.cyphersystem-compendium.abilities.vFQaDsHzJpTSV8Tw]{Living Off the Land} @UUID[Compendium.cyphersystem-compendium.abilities.wXV7JxEmZDlBvRKO]{Push on Through} @UUID[Compendium.cyphersystem-compendium.abilities.euEVkth9YGYSpoJf]{Quick Recovery} @UUID[Compendium.cyphersystem-compendium.abilities.rRDSzPJtUCwRVXFR]{Repair Flesh} @UUID[Compendium.cyphersystem-compendium.abilities.OvvuCBCQ71rZkCqQ]{Restful Presence} @UUID[Compendium.cyphersystem-compendium.abilities.XntbE6mXQ4CZ6yIi]{Speedy Recovery} @UUID[Compendium.cyphersystem-compendium.abilities.s2PLo9FsWBi2C1VY]{Surging Confidence} @UUID[Compendium.cyphersystem-compendium.abilities.2fU3nI68oi5ScziC]{Totally Chill} @UUID[Compendium.cyphersystem-compendium.abilities.yRSe9vjTxdOkvgBE]{Water Adaptation} @UUID[Compendium.cyphersystem-compendium.abilities.lw0otGU2Iaorppdc]{Will of Legend}

Mid Tier

@UUID[Compendium.cyphersystem-compendium.abilities.m7j43Ww96dKCDtJO]{Aquatic Combatant} @UUID[Compendium.cyphersystem-compendium.abilities.zdkVn6jIaanDoikV]{Biomorphic Healing} @UUID[Compendium.cyphersystem-compendium.abilities.nVFRDMhuWDrdve4F]{Damage Transference} @UUID[Compendium.cyphersystem-compendium.abilities.A6H8xi93t6Zrexz9]{Drain Charge} @UUID[Compendium.cyphersystem-compendium.abilities.5otvtHrbVXIh0N27]{Fight On} @UUID[Compendium.cyphersystem-compendium.abilities.rAmIxY5G1BK4ZMm7]{Font of Healing} @UUID[Compendium.cyphersystem-compendium.abilities.6nm35znCQzjAk6Gb]{Healing Pulse} @UUID[Compendium.cyphersystem-compendium.abilities.NMgopYfoagESHtea]{Ignore Affliction} @UUID[Compendium.cyphersystem-compendium.abilities.4Fe5z4FD71eHlbbd]{Immovable} @UUID[Compendium.cyphersystem-compendium.abilities.b776WTF2u1roh3n0]{Incredible Health} @UUID[Compendium.cyphersystem-compendium.abilities.7amEMbwK27v31Lt9]{Miraculous Health} @UUID[Compendium.cyphersystem-compendium.abilities.AAUqaiWxC5V4e1VH]{Noble’s Courage} @UUID[Compendium.cyphersystem-compendium.abilities.Wj6oHOvnZkZjulwI]{One With the Wild} @UUID[Compendium.cyphersystem-compendium.abilities.VsKeNcF252yKnh2O]{Poison Resistance} @UUID[Compendium.cyphersystem-compendium.abilities.LojkwDtb1gHLSB6A]{Preternatural Senses} @UUID[Compendium.cyphersystem-compendium.abilities.iroL3TcKD9dpulhW]{Regeneration} @UUID[Compendium.cyphersystem-compendium.abilities.gn1jtMLhp6qPNXUL]{Store Energy} @UUID[Compendium.cyphersystem-compendium.abilities.nJBrBxxs0ezweHKZ]{Thinking Ahead} @UUID[Compendium.cyphersystem-compendium.abilities.wxAZnuQkvWosLzkN]{Tough As Nails} @UUID[Compendium.cyphersystem-compendium.abilities.27EOrq94WxqgBbWQ]{Unmovable} @UUID[Compendium.cyphersystem-compendium.abilities.P73TBXcNDbZCVsdE]{Unraveling Consumption} @UUID[Compendium.cyphersystem-compendium.abilities.Ja8ebgq2RDQryN62]{Wilderness Encouragement} @UUID[Compendium.cyphersystem-compendium.abilities.JrSM5XYgXpxNnLl2]{Willing Sacrifice}

High Tier

@UUID[Compendium.cyphersystem-compendium.abilities.Uk6ceaEWFjcoHNTI]{Deep Reserves} @UUID[Compendium.cyphersystem-compendium.abilities.5HNZcrij9mgEmvAR]{Final Defiance} @UUID[Compendium.cyphersystem-compendium.abilities.B0Tt5R1m2DsVLtPH]{Free to Move} @UUID[Compendium.cyphersystem-compendium.abilities.W0Jw19mWIycjIgmo]{Gamer’s Fortitude} @UUID[Compendium.cyphersystem-compendium.abilities.dIUTe5O1jeA47zps]{Gaming God} @UUID[Compendium.cyphersystem-compendium.abilities.O2XHxUa2QNrliDMG]{Greater Healing Touch} @UUID[Compendium.cyphersystem-compendium.abilities.upynNTXrIGGH82Ll]{Incredible Recovery} @UUID[Compendium.cyphersystem-compendium.abilities.PvISXo6EQ2PmCGes]{Infuse Spirit} @UUID[Compendium.cyphersystem-compendium.abilities.oilgQ4oM02Pa0eNp]{Inspiration} @UUID[Compendium.cyphersystem-compendium.abilities.Kf09KYdZqG6dNTFC]{Inspire the Innocent} @UUID[Compendium.cyphersystem-compendium.abilities.laxdkyrDuOhxfWKc]{Mind Surge} @UUID[Compendium.cyphersystem-compendium.abilities.dMEqa6kAjXrHlxui]{Negate Danger} @UUID[Compendium.cyphersystem-compendium.abilities.sbGo2i4oqy1aUeQ6]{Not Dead Yet} @UUID[Compendium.cyphersystem-compendium.abilities.Hp9Sdc7eTTUuWTiu]{Rapid Recovery} @UUID[Compendium.cyphersystem-compendium.abilities.aS13LBRfyrWXAMMp]{Regenerate} @UUID[Compendium.cyphersystem-compendium.abilities.ydmPM9m8nmmgvlXc]{Restore Life} @UUID[Compendium.cyphersystem-compendium.abilities.aDnA7oA9ZYCEfprI]{Resuscitate} @UUID[Compendium.cyphersystem-compendium.abilities.4Xvgo62UVSOI9Acx]{Share the Power} @UUID[Compendium.cyphersystem-compendium.abilities.iXBkjCf0y9vXVXI6]{Stay the Course} @UUID[Compendium.cyphersystem-compendium.abilities.qKDngpAWNEzhdRj5]{Trick Driver} @UUID[Compendium.cyphersystem-compendium.abilities.icJAWRB8Uha8CSKr]{Vigilant}

Environment

Manipulates the environment or things in the environment, such as with telekinesis, weather control, gravity control, illusions, and so on.

Low Tier

@UUID[Compendium.cyphersystem-compendium.abilities.zqarns940d4FXwYf]{Create Water} @UUID[Compendium.cyphersystem-compendium.abilities.y08bfWS5eyeUJB3J]{Dreamcraft} @UUID[Compendium.cyphersystem-compendium.abilities.21Bi8yur01DCYz5f]{Fetch} @UUID[Compendium.cyphersystem-compendium.abilities.zW0cZJQTR0tHUmn3]{Grasping Foliage} @UUID[Compendium.cyphersystem-compendium.abilities.zArjjFcf9tHQvJTx]{Hedge Magic} @UUID[Compendium.cyphersystem-compendium.abilities.1KjY8D1dvLc3NuUv]{Hidden Closet} @UUID[Compendium.cyphersystem-compendium.abilities.xZQXXjAWGBo7mTHU]{Illuminating Touch} @UUID[Compendium.cyphersystem-compendium.abilities.BjWI1UVg9kpY7FKO]{Illusory Duplicate} @UUID[Compendium.cyphersystem-compendium.abilities.jCmnAY8EjuGo5uDg]{Impetus} @UUID[Compendium.cyphersystem-compendium.abilities.Frxs35QkokRdure4]{Legerdemain} @UUID[Compendium.cyphersystem-compendium.abilities.wNQ3q7VXtPHlPzqb]{Lock} @UUID[Compendium.cyphersystem-compendium.abilities.l60mmJrF1GupXLJB]{Minor Illusion} @UUID[Compendium.cyphersystem-compendium.abilities.p2JmtbtuzscW1ogs]{Move Metal} @UUID[Compendium.cyphersystem-compendium.abilities.3s6gDCIY1zfetGEg]{Slip Into Shadow} @UUID[Compendium.cyphersystem-compendium.abilities.xDn74LRD6xlMUqj2]{Telekinesis} @UUID[Compendium.cyphersystem-compendium.abilities.Db7aRY4t1mwRpcoL]{Wilderness Explorer}

Mid Tier

@UUID[Compendium.cyphersystem-compendium.abilities.FIU24o7T66ViVgyg]{Daydream} @UUID[Compendium.cyphersystem-compendium.abilities.SHMGbt30RfePtyNE]{Define Down} @UUID[Compendium.cyphersystem-compendium.abilities.eJpNT3QObtYiDfXY]{Field of Gravity} @UUID[Compendium.cyphersystem-compendium.abilities.yPVZmXWhUxustVdq]{Force Field Barrier} @UUID[Compendium.cyphersystem-compendium.abilities.itnqtCRfxC2EDKqu]{Force to Reckon With} @UUID[Compendium.cyphersystem-compendium.abilities.hJV3hrSYcq3Zbzl5]{Illusory Selves} @UUID[Compendium.cyphersystem-compendium.abilities.YeOtzG5ksxonD5RS]{Living Wall} @UUID[Compendium.cyphersystem-compendium.abilities.hNsph7BRwllVSUre]{Major Illusion} @UUID[Compendium.cyphersystem-compendium.abilities.KLFHpPR0MKLOWr8l]{Nullify Sound} @UUID[Compendium.cyphersystem-compendium.abilities.8QwoYVraOedgr9kB]{Projection} @UUID[Compendium.cyphersystem-compendium.abilities.wAQ7a5JSjp01x1Eg]{Storm Seed} @UUID[Compendium.cyphersystem-compendium.abilities.iIlgHiF1EN0fEpYx]{Sunlight}

High Tier

@UUID[Compendium.cyphersystem-compendium.abilities.wWN4y4rATxbtMCMo]{Adaptation} @UUID[Compendium.cyphersystem-compendium.abilities.tvlNZboSbKCHttjs]{Control Weather} @UUID[Compendium.cyphersystem-compendium.abilities.fruWNFBBNLpcGLaC]{Diamagnetism} @UUID[Compendium.cyphersystem-compendium.abilities.TXNhhyj63MMp2dVF]{Force Wall} @UUID[Compendium.cyphersystem-compendium.abilities.KBykf0P4WQ9Lb6TN]{Generate Force Field} @UUID[Compendium.cyphersystem-compendium.abilities.lCWWUQ0vYH2odiDv]{Grandiose Illusion} @UUID[Compendium.cyphersystem-compendium.abilities.ZK9Ruc53rKBqU93i]{Granite Wall} @UUID[Compendium.cyphersystem-compendium.abilities.PLsz8IqWScZt0Ott]{Inferno Trail} @UUID[Compendium.cyphersystem-compendium.abilities.8OmtJRuoKRzuGfh8]{Move Mountains} @UUID[Compendium.cyphersystem-compendium.abilities.RNJbp1eAcMqSnYvb]{Permanent Illusion} @UUID[Compendium.cyphersystem-compendium.abilities.RBOc2zxAI9xMoWqW]{Relocate} @UUID[Compendium.cyphersystem-compendium.abilities.9cJ6gJZc7datpQwJ]{Terrifying Image} @UUID[Compendium.cyphersystem-compendium.abilities.Bny0sFdqf40pJeOp]{Wall of Lightning} @UUID[Compendium.cyphersystem-compendium.abilities.pfZzabIIEuU4kSH3]{The Wild Is on Your Side}

Information

Gives the ability to learn information about something, whether chosen by the GM like Scan, by asking a question and the GM giving the answer, or by learning a language.

Low Tier

@UUID[Compendium.cyphersystem-compendium.abilities.r7uNiD9CGy4G3Hoq]{Babel} @UUID[Compendium.cyphersystem-compendium.abilities.OIk4usP2NFT0tDu7]{Communication} @UUID[Compendium.cyphersystem-compendium.abilities.op9VSx3NJT28UwTH]{Community Knowledge} @UUID[Compendium.cyphersystem-compendium.abilities.P95xVHVxALSMjanR]{Decipher} @UUID[Compendium.cyphersystem-compendium.abilities.bH57y3PYsMceluGy]{Dream Thief} @UUID[Compendium.cyphersystem-compendium.abilities.RM8Fmu1IJwzBkjcM]{Eye for Detail} @UUID[Compendium.cyphersystem-compendium.abilities.IvKd5vkPypJbB1Ip]{Gather Intelligence} @UUID[Compendium.cyphersystem-compendium.abilities.4PVFXmi2cxI8MdpR]{Lab Analysis} @UUID[Compendium.cyphersystem-compendium.abilities.W5Zt9qDKCtNr49BC]{Mind Reading} @UUID[Compendium.cyphersystem-compendium.abilities.PRW5MxW12oakmeHE]{Monster Lore} @UUID[Compendium.cyphersystem-compendium.abilities.2GicRKJcPO3hmlwD]{Network Tap} @UUID[Compendium.cyphersystem-compendium.abilities.V5oEOJ4i32t97yOG]{Predictive Model} @UUID[Compendium.cyphersystem-compendium.abilities.ZsI6553CPbGi0wtx]{Premonition} @UUID[Compendium.cyphersystem-compendium.abilities.pHFFr4DkCythNc5n]{Question the Spirits} @UUID[Compendium.cyphersystem-compendium.abilities.fzx429jdEdbd0tHy]{Retrieve Memories} @UUID[Compendium.cyphersystem-compendium.abilities.h3G0Ven2SoaPCbk4]{Salvage and Comfort} @UUID[Compendium.cyphersystem-compendium.abilities.OPvXaxuRIVXLmkWl]{Scan} @UUID[Compendium.cyphersystem-compendium.abilities.83y32UMQWshRvbDG]{See History} @UUID[Compendium.cyphersystem-compendium.abilities.nvA3LwoSP7jf4h8G]{Speaker for the Dead} @UUID[Compendium.cyphersystem-compendium.abilities.L2NOLfflU6HNleuT]{Telepathic}

Mid Tier

@UUID[Compendium.cyphersystem-compendium.abilities.YlzkyK6WEkk0cfhh]{Creature Insight} @UUID[Compendium.cyphersystem-compendium.abilities.ssfubNrUQC38zCkJ]{Device Insight} @UUID[Compendium.cyphersystem-compendium.abilities.mL6Yae2CxgefOMHn]{Draw Conclusion} @UUID[Compendium.cyphersystem-compendium.abilities.Mu5knvNfGyaeaiTB]{Find the Hidden} @UUID[Compendium.cyphersystem-compendium.abilities.W7wHOJdozxk7Y2CQ]{Got a Feeling} @UUID[Compendium.cyphersystem-compendium.abilities.MBt3AmXa8vzUCiHd]{Know Their Faults} @UUID[Compendium.cyphersystem-compendium.abilities.dLJ0B35UlB5wxCf4]{Machine Telepathy} @UUID[Compendium.cyphersystem-compendium.abilities.7VYzHQvF1cz4cfUp]{Mechanical Telepathy} @UUID[Compendium.cyphersystem-compendium.abilities.uPvNopNWTgHGIPyR]{Reading the Room} @UUID[Compendium.cyphersystem-compendium.abilities.x7YnN02GiwDQ09km]{Sensor Array} @UUID[Compendium.cyphersystem-compendium.abilities.9r6iNU2GH4oEH6vz]{Serv-0 Scanner} @UUID[Compendium.cyphersystem-compendium.abilities.2t9oGZRuFhLCKjsa]{Soul Interrogation} @UUID[Compendium.cyphersystem-compendium.abilities.abMJwHQIsm9Wcdlg]{Spot Weakness} @UUID[Compendium.cyphersystem-compendium.abilities.CBdIPMJ2oOOesmod]{Wilderness Awareness}

High Tier

@UUID[Compendium.cyphersystem-compendium.abilities.1tkQKo32UKxTUUPn]{Deep Consideration} @UUID[Compendium.cyphersystem-compendium.abilities.wztu6KcpILxwlFTU]{Drawing on Life’s Experiences} @UUID[Compendium.cyphersystem-compendium.abilities.PLyxuOlieOGsJx4h]{Information Gathering} @UUID[Compendium.cyphersystem-compendium.abilities.wlkPdME0r3hx9VbE]{Knowing the Unknown} @UUID[Compendium.cyphersystem-compendium.abilities.qbXP6HlN56bPt7cq]{Mind of a Leader} @UUID[Compendium.cyphersystem-compendium.abilities.lbXg8UlSCG23yxO4]{Read the Signs} @UUID[Compendium.cyphersystem-compendium.abilities.K0C60k7wHBSpMQX4]{Telepathic Network}

Meta

Modifies an existing ability or character trait’s effects or parameters, such as increasing range or, damage, easing the difficulty, giving you additional noncombat actions each turn, rerolling a failed attempt, or treating a number on the die as something different than normal.

Low Tier

@UUID[Compendium.cyphersystem-compendium.abilities.m5U42d2SkK31mp8d]{A Smile and a Word} @UUID[Compendium.cyphersystem-compendium.abilities.EyAIsiqJGCspQFcu]{Arcane Flare} @UUID[Compendium.cyphersystem-compendium.abilities.yIdq1lu1eUAkNyDC]{Artifact Tinkerer} @UUID[Compendium.cyphersystem-compendium.abilities.ywBEe31zan6qpVxr]{Augment Cypher} @UUID[Compendium.cyphersystem-compendium.abilities.Mbq7D0u4Vee0NKYz]{Careful Shot} @UUID[Compendium.cyphersystem-compendium.abilities.essJhO2eqoHmIQaa]{Charge} @UUID[Compendium.cyphersystem-compendium.abilities.L3UjcLAFvS9MLWCu]{Coaxing Power} @UUID[Compendium.cyphersystem-compendium.abilities.2x7nMe9ZGp3VjI8B]{Combat Prowess} @UUID[Compendium.cyphersystem-compendium.abilities.EERMWn1af0S8wAWN]{Crushing Blow} @UUID[Compendium.cyphersystem-compendium.abilities.bzeuikGxbM7noj2z]{Crystalline Body} @UUID[Compendium.cyphersystem-compendium.abilities.JkmTskE3eqcfu7dY]{Curious} @UUID[Compendium.cyphersystem-compendium.abilities.7nUj7rxq4Qwg4FUM]{Distant Interface} @UUID[Compendium.cyphersystem-compendium.abilities.Pu5XGGLI6cCp1EQd]{Double Strike} @UUID[Compendium.cyphersystem-compendium.abilities.gWvMJQPBSmeaP8yN]{Drain Creature} @UUID[Compendium.cyphersystem-compendium.abilities.1fu5C9JHmORmWTR8]{Driving on the Edge} @UUID[Compendium.cyphersystem-compendium.abilities.YjJvvUhIqtxf6eYS]{Elusive} @UUID[Compendium.cyphersystem-compendium.abilities.UJst9mtUKNTe3Pd2]{Energize Object} @UUID[Compendium.cyphersystem-compendium.abilities.dPFQTFRzv7D7PYKq]{Enhanced Body} @UUID[Compendium.cyphersystem-compendium.abilities.SmuTPFfZGnCUmnEj]{Extra Use} @UUID[Compendium.cyphersystem-compendium.abilities.axI0iGYo7DjdR8Ya]{Find the Way} @UUID[Compendium.cyphersystem-compendium.abilities.Hgr8QZmzjXmYorfs]{Fists of Fury} @UUID[Compendium.cyphersystem-compendium.abilities.Sg5WeSF04CYNEecl]{Fleet of Foot} @UUID[Compendium.cyphersystem-compendium.abilities.YGsGHp1rbu3Z7Kdd]{Frenzy} @UUID[Compendium.cyphersystem-compendium.abilities.pXrC4lkMOY7CvFLk]{Golem Body} @UUID[Compendium.cyphersystem-compendium.abilities.1SBd1jm66eSo4eHn]{Gunner} @UUID[Compendium.cyphersystem-compendium.abilities.z23towmNKeKJasHV]{Hacker} @UUID[Compendium.cyphersystem-compendium.abilities.tBWUjjkgyXHTrkCp]{Hold Breath} @UUID[Compendium.cyphersystem-compendium.abilities.3fMzqFFQ1rLtbVrd]{Improved Designation} @UUID[Compendium.cyphersystem-compendium.abilities.FzpkQwb1jA53bs1y]{Investigator} @UUID[Compendium.cyphersystem-compendium.abilities.N4DTNNCEESorc0N4]{Lead From the Front} @UUID[Compendium.cyphersystem-compendium.abilities.JK2hN1poqMLqfa1N]{Machine Efficiency} @UUID[Compendium.cyphersystem-compendium.abilities.VgomhLKFHDDAzW9T]{Mind for Might} @UUID[Compendium.cyphersystem-compendium.abilities.mFPUUmBIcGGsuwNd]{Modify Device} @UUID[Compendium.cyphersystem-compendium.abilities.nW46hfygkxB7FW5m]{Monster Bane} @UUID[Compendium.cyphersystem-compendium.abilities.Ktxj62234LhUr51B]{Natural Crafter} @UUID[Compendium.cyphersystem-compendium.abilities.YZB37b80VQGMUscp]{No Need for Weapons} @UUID[Compendium.cyphersystem-compendium.abilities.PCTUkuALVb0GdTCe]{Object Bond} @UUID[Compendium.cyphersystem-compendium.abilities.FDG7hgrRNt4aHpP1]{Overload Machine} @UUID[Compendium.cyphersystem-compendium.abilities.XAXJ3mFGdDv0fXLP]{Precision} @UUID[Compendium.cyphersystem-compendium.abilities.y2eUnbkzxOeoe9w6]{Quick Death} @UUID[Compendium.cyphersystem-compendium.abilities.m6X5wyPUPdhqLTIp]{Quick Work} @UUID[Compendium.cyphersystem-compendium.abilities.tJVu7MQ2pOhNfpUB]{Range Increase} @UUID[Compendium.cyphersystem-compendium.abilities.szw7tHW0OjI2fjpJ]{Reload} @UUID[Compendium.cyphersystem-compendium.abilities.vVax9KyZ3U4Wpok8]{Something in the Road} @UUID[Compendium.cyphersystem-compendium.abilities.AFfburUYwZlBFq7N]{Tinker} @UUID[Compendium.cyphersystem-compendium.abilities.J0fj73TfCu4aSdVL]{Weapon Master} @UUID[Compendium.cyphersystem-compendium.abilities.yS1sMAZEzJbozxOZ]{Wreck}

Mid Tier

@UUID[Compendium.cyphersystem-compendium.abilities.M5QroBlhUCULt6MD]{Amazing Effort} @UUID[Compendium.cyphersystem-compendium.abilities.7Gxuqkwo4i47yHe3]{Betrayal} @UUID[Compendium.cyphersystem-compendium.abilities.G0hoaZFQpdG7FfxO]{Better Living Through Chemistry} @UUID[Compendium.cyphersystem-compendium.abilities.gNRMG3mJTzWaCGph]{Capable Warrior} @UUID[Compendium.cyphersystem-compendium.abilities.JwG4lCSZIG3qUQAi]{Cast Illusion} @UUID[Compendium.cyphersystem-compendium.abilities.M3TM1cORNnlEN0ZO]{Cyphersmith} @UUID[Compendium.cyphersystem-compendium.abilities.Rr4oB1lUzuzFHNHQ]{Deadly Aim} @UUID[Compendium.cyphersystem-compendium.abilities.zYGhcm896Xbi7Ia2]{Deep Resources} @UUID[Compendium.cyphersystem-compendium.abilities.7rjeYt5hNhkvqK9w]{Disarming Strike} @UUID[Compendium.cyphersystem-compendium.abilities.zLJYM2OiFVIsuz3P]{Dodge and Resist} @UUID[Compendium.cyphersystem-compendium.abilities.wEj2uvWI3w0W9HWH]{Drain at a Distance} @UUID[Compendium.cyphersystem-compendium.abilities.B5zrSVUs54TUALFB]{Energized Shield} @UUID[Compendium.cyphersystem-compendium.abilities.7GsuhcRTpDX0d1em]{Enhanced Intellect} @UUID[Compendium.cyphersystem-compendium.abilities.FQPA8oY3xiZIL6aG]{Enhanced Intellect Edge} @UUID[Compendium.cyphersystem-compendium.abilities.wHcuP6T7Ti6j5Y8C]{Enhanced Might} @UUID[Compendium.cyphersystem-compendium.abilities.g1t5TxZXsNovIVTn]{Enhanced Might Edge} @UUID[Compendium.cyphersystem-compendium.abilities.MwVDTy2Rx1V7Tyly]{Enhanced Physique} @UUID[Compendium.cyphersystem-compendium.abilities.RnK2bmvUb7RIVPSA]{Enhanced Potential} @UUID[Compendium.cyphersystem-compendium.abilities.tuofJSTVjOEwRUem]{Enhanced Speed} @UUID[Compendium.cyphersystem-compendium.abilities.QH3l6ojVnasZm5U8]{Enhanced Speed Edge} @UUID[Compendium.cyphersystem-compendium.abilities.4eCjeGPA0ovnwIfu]{Experienced in Armor} @UUID[Compendium.cyphersystem-compendium.abilities.u1GhDcfpVXITVtOc]{Expert Cypher Use} @UUID[Compendium.cyphersystem-compendium.abilities.MdRdAc0qAWghMmlV]{Expert Skill} @UUID[Compendium.cyphersystem-compendium.abilities.jaGs9nmLaywdRMUN]{Fast Kill} @UUID[Compendium.cyphersystem-compendium.abilities.tJQmvEiYq2xBv4ZJ]{Flameblade} @UUID[Compendium.cyphersystem-compendium.abilities.XR3B0gfJtrYUAU5M]{From the Shadows} @UUID[Compendium.cyphersystem-compendium.abilities.73miZT5kYFyxnPOT]{Fury} @UUID[Compendium.cyphersystem-compendium.abilities.42sPqHxJEybiZ6Vh]{Fusion} @UUID[Compendium.cyphersystem-compendium.abilities.Ee8QC6fkRvD1yw6h]{Greater Beast Form} @UUID[Compendium.cyphersystem-compendium.abilities.QgnoEdKZ50u4JZoL]{Greater Designation} @UUID[Compendium.cyphersystem-compendium.abilities.34Ycb9VK8JwHgSl4]{Greater Enhanced Intellect} @UUID[Compendium.cyphersystem-compendium.abilities.R9KnCCvGoEHvV1p0]{Greater Enhanced Might} @UUID[Compendium.cyphersystem-compendium.abilities.vVc3NxkYdj68mAoV]{Greater Enhanced Physique} @UUID[Compendium.cyphersystem-compendium.abilities.4necR0YTsaij4ojD]{Greater Enhanced Potential} @UUID[Compendium.cyphersystem-compendium.abilities.Qsi6Iw5YCcY8jmNx]{Greater Enhanced Speed} @UUID[Compendium.cyphersystem-compendium.abilities.hAVC1FOl7hwnuBpC]{Greater Frenzy} @UUID[Compendium.cyphersystem-compendium.abilities.4v5pXMwFeB7xQzME]{Guide Bolt} @UUID[Compendium.cyphersystem-compendium.abilities.OtbS1NoVXK7mQLEe]{Guild Training} @UUID[Compendium.cyphersystem-compendium.abilities.VupBbHOJAX45Yazb]{Heroic Monster Bane} @UUID[Compendium.cyphersystem-compendium.abilities.sPheWt9emoY3PCA8]{Hidden Reserves} @UUID[Compendium.cyphersystem-compendium.abilities.uNzF1oQKJ6T1yqL4]{Huge} @UUID[Compendium.cyphersystem-compendium.abilities.4Fe5z4FD71eHlbbd]{Immovable} @UUID[Compendium.cyphersystem-compendium.abilities.wrPVUnJauasIH886]{Improved Absorb Kinetic Energy} @UUID[Compendium.cyphersystem-compendium.abilities.7X2zbrkFSNbyhA5G]{Improved Edge} @UUID[Compendium.cyphersystem-compendium.abilities.HPIlAWDGOQFw6yGm]{Improved Monster Bane} @UUID[Compendium.cyphersystem-compendium.abilities.eblwQ80CBlBdeUp5]{Improved Sensor} @UUID[Compendium.cyphersystem-compendium.abilities.0q9alvmsQKKViN0r]{Incomparable Pilot} @UUID[Compendium.cyphersystem-compendium.abilities.mUizWF7k2XD7ykRJ]{Increased Effects} @UUID[Compendium.cyphersystem-compendium.abilities.PYD24TjoDAqbKAj8]{Iron Fist} @UUID[Compendium.cyphersystem-compendium.abilities.YID6zEB7KkHGYAlD]{Know Where to Look} @UUID[Compendium.cyphersystem-compendium.abilities.bPr34XiLw2Dqb4VJ]{Lunge} @UUID[Compendium.cyphersystem-compendium.abilities.2l9FIUVKimPzIXzU]{Machine Bond} @UUID[Compendium.cyphersystem-compendium.abilities.atQ5yNq1ZEyy0z5j]{Machine Vulnerabilities} @UUID[Compendium.cyphersystem-compendium.abilities.l0OFjk5XVGV5LzP1]{Minor Wish} @UUID[Compendium.cyphersystem-compendium.abilities.imWLlYQs4LTaCTdS]{Never Fumble} @UUID[Compendium.cyphersystem-compendium.abilities.Wj6oHOvnZkZjulwI]{One With the Wild} @UUID[Compendium.cyphersystem-compendium.abilities.3VJyYtECl0wKQj2p]{Outlast the Foe} @UUID[Compendium.cyphersystem-compendium.abilities.cqzyNCPYVEWtucLe]{Outwit} @UUID[Compendium.cyphersystem-compendium.abilities.Y7HUEp7IxdPuur8V]{Overcharge Energy} @UUID[Compendium.cyphersystem-compendium.abilities.ZqBpOAiH70SGHX8N]{Perfect Stranger} @UUID[Compendium.cyphersystem-compendium.abilities.rOxKh1Z7J686a0nv]{Precise Cut} @UUID[Compendium.cyphersystem-compendium.abilities.iGRECL13bqrSSF7P]{Punish the Guilty} @UUID[Compendium.cyphersystem-compendium.abilities.JJ9nWmcBIlfyNDfe]{Push Off and Throw} @UUID[Compendium.cyphersystem-compendium.abilities.Mac5S0sQe9Muf4Mv]{Quick Wits} @UUID[Compendium.cyphersystem-compendium.abilities.y1bQFSBlwMbUico5]{Rapid Processing} @UUID[Compendium.cyphersystem-compendium.abilities.FuufiUyoLFbgBH5J]{Resilient Ice Armor} @UUID[Compendium.cyphersystem-compendium.abilities.6X3BDWzVKsWltrtY]{Roaming Third Eye} @UUID[Compendium.cyphersystem-compendium.abilities.qSH4OhrBBgNnAdAo]{Robot Improvement} @UUID[Compendium.cyphersystem-compendium.abilities.t3zUlk8c5WEBXXO8]{Seize the Moment} @UUID[Compendium.cyphersystem-compendium.abilities.6ZVINuyZm4jowRGt]{Shepherd’s Fury} @UUID[Compendium.cyphersystem-compendium.abilities.JhBTTC5ZUTT8NvUA]{Slippery Customer} @UUID[Compendium.cyphersystem-compendium.abilities.q73VWJY2cmWxRcYx]{Space Fighting} @UUID[Compendium.cyphersystem-compendium.abilities.8LHIZs9gEAd02tId]{Speed Burst} @UUID[Compendium.cyphersystem-compendium.abilities.jmYIPbMwsq3GY3eO]{Stone Breaker} @UUID[Compendium.cyphersystem-compendium.abilities.gn1jtMLhp6qPNXUL]{Store Energy} @UUID[Compendium.cyphersystem-compendium.abilities.cS2p7CRfquFvR65U]{Strategize} @UUID[Compendium.cyphersystem-compendium.abilities.wpA3GB5yJq9NI8QN]{Think Your Way Out} @UUID[Compendium.cyphersystem-compendium.abilities.2AIQhz00HyZhY7wM]{Tower of Will} @UUID[Compendium.cyphersystem-compendium.abilities.V7npSeuqG3JI4Dvv]{Trust to Luck} @UUID[Compendium.cyphersystem-compendium.abilities.bVt0TIfwtEUXvi6O]{Uncanny Luck} @UUID[Compendium.cyphersystem-compendium.abilities.scMKCptCmp0IwO2g]{Wall With Teeth} @UUID[Compendium.cyphersystem-compendium.abilities.NFsoXUQaq3I5h2UY]{Weaponization} @UUID[Compendium.cyphersystem-compendium.abilities.JrSM5XYgXpxNnLl2]{Willing Sacrifice} @UUID[Compendium.cyphersystem-compendium.abilities.6McxfJoPmf1SnbDR]{Wrest From Chance}

High Tier

@UUID[Compendium.cyphersystem-compendium.abilities.M0pjZXQ9996hfUPs]{Adroit Cypher Use} @UUID[Compendium.cyphersystem-compendium.abilities.MQewTo9NscKVUUNz]{Again and Again} @UUID[Compendium.cyphersystem-compendium.abilities.cuK7oPGFdlOPoc44]{Agile Wit} @UUID[Compendium.cyphersystem-compendium.abilities.eepc8U2e178RDqBs]{All-Out Con} @UUID[Compendium.cyphersystem-compendium.abilities.MJE1k2RmCM6HRwFV]{Artifact Scavenger} @UUID[Compendium.cyphersystem-compendium.abilities.iX07Ltb1JYr1nMYM]{Blurring Speed} @UUID[Compendium.cyphersystem-compendium.abilities.hKhwP85QeRGPW03G]{Burst of Escape} @UUID[Compendium.cyphersystem-compendium.abilities.OPfY6tVurfAxNUPh]{Charging Horde} @UUID[Compendium.cyphersystem-compendium.abilities.jmjxGRJTwztzBtLc]{Coordinated Effort} @UUID[Compendium.cyphersystem-compendium.abilities.UlQ7w5iD57Hfdzce]{Damage Dealer} @UUID[Compendium.cyphersystem-compendium.abilities.JH40M99RAN6IZWze]{Damn the Guilty} @UUID[Compendium.cyphersystem-compendium.abilities.Uk6ceaEWFjcoHNTI]{Deep Reserves} @UUID[Compendium.cyphersystem-compendium.abilities.p1UMG2hrng7mLFDv]{Disarming Attack} @UUID[Compendium.cyphersystem-compendium.abilities.t3uyBYJqMApfEBWX]{Discipline of Watchfulness} @UUID[Compendium.cyphersystem-compendium.abilities.P3Ha3GoJlM8EHf5j]{Divide Your Mind} @UUID[Compendium.cyphersystem-compendium.abilities.3uGYyiXUUSz952zQ]{Dual Distraction} @UUID[Compendium.cyphersystem-compendium.abilities.AsmIgvoIRPEtuzkh]{Duel to the Death} @UUID[Compendium.cyphersystem-compendium.abilities.AvaA8a3ylU9q4gL1]{Effective Skill} @UUID[Compendium.cyphersystem-compendium.abilities.A9uQnidn6SKTNHJA]{Enhanced Beast Form} @UUID[Compendium.cyphersystem-compendium.abilities.xHLPf1FETmn06aA8]{Enhanced Phased Attack} @UUID[Compendium.cyphersystem-compendium.abilities.FzJe2XEwhtUajTWI]{Escape Plan} @UUID[Compendium.cyphersystem-compendium.abilities.mhgFWIDr0QuCHRIF]{Extreme Mastery} @UUID[Compendium.cyphersystem-compendium.abilities.yIt7vEBNLpyggkSQ]{Force and Accuracy} @UUID[Compendium.cyphersystem-compendium.abilities.lUkqQu1vvJe3FxfQ]{Gambler} @UUID[Compendium.cyphersystem-compendium.abilities.U33DbRwloywFlYfi]{Go to Ground} @UUID[Compendium.cyphersystem-compendium.abilities.KGzAHs3qln0fNDjt]{Hard to Kill} @UUID[Compendium.cyphersystem-compendium.abilities.lrz5wU8PLzd7gATA]{Horde Tactics} @UUID[Compendium.cyphersystem-compendium.abilities.lJWTlBH1koX2Fjgi]{Impart Understanding} @UUID[Compendium.cyphersystem-compendium.abilities.Q22uje0KevLfL2qb]{Improved Command Spirit} @UUID[Compendium.cyphersystem-compendium.abilities.Cnvf8fv0EEKU3iSn]{Improved Gravity Cleave} @UUID[Compendium.cyphersystem-compendium.abilities.PKFz6WVsaKm5kIir]{Improved Machine Companion} @UUID[Compendium.cyphersystem-compendium.abilities.t6VEEwEsQUIImebW]{Improved Success} @UUID[Compendium.cyphersystem-compendium.abilities.JeqLEAcHOYVd78TH]{Inventor} @UUID[Compendium.cyphersystem-compendium.abilities.58CLKxSLgaT6W6Cj]{Lethal Damage} @UUID[Compendium.cyphersystem-compendium.abilities.teF5kZpAuRfZKfxn]{Machine Enhancement} @UUID[Compendium.cyphersystem-compendium.abilities.IfvVmyawWrz3vKXX]{Maneuvering Adept} @UUID[Compendium.cyphersystem-compendium.abilities.K4XRiZlFRakz6j98]{Master Cypher Use} @UUID[Compendium.cyphersystem-compendium.abilities.7QTTrXnxDHskYYhj]{Master Machine} @UUID[Compendium.cyphersystem-compendium.abilities.rHApGqEQj8TCGa3f]{Masterful Armor Modification} @UUID[Compendium.cyphersystem-compendium.abilities.m2j3n3xiExLcXAAn]{Moderate Wish} @UUID[Compendium.cyphersystem-compendium.abilities.t0B6AIqWanSnx696]{Modify Artifact Power} @UUID[Compendium.cyphersystem-compendium.abilities.ENO71nxs3MSKzvq6]{Multiple Quarry} @UUID[Compendium.cyphersystem-compendium.abilities.rsYzxCchklPSFAp7]{Multiplicity} @UUID[Compendium.cyphersystem-compendium.abilities.m21TAvxSQn1rGx3d]{Overcharge Device} @UUID[Compendium.cyphersystem-compendium.abilities.85DCcEDqvz6A0LkD]{Perfect Control} @UUID[Compendium.cyphersystem-compendium.abilities.mSNoWynky7DMz7ln]{Perfect Speed Burst} @UUID[Compendium.cyphersystem-compendium.abilities.5uWcMvgh1OWvieJs]{Physically Gifted} @UUID[Compendium.cyphersystem-compendium.abilities.EjBzy1Ue1AA8i6ry]{Recycled Cyphers} @UUID[Compendium.cyphersystem-compendium.abilities.hCAzOVpH0jrYc9qk]{Reinforcing Field} @UUID[Compendium.cyphersystem-compendium.abilities.ucsscEpO5L2gIYZg]{Resonant Frequency} @UUID[Compendium.cyphersystem-compendium.abilities.HAVNfVKAdwtJF6Jj]{Robot Evolution} @UUID[Compendium.cyphersystem-compendium.abilities.wqUItgrYzBeMiAoB]{Seize the Initiative} @UUID[Compendium.cyphersystem-compendium.abilities.Np67YSIzrP6w1PPb]{Shield Burst} @UUID[Compendium.cyphersystem-compendium.abilities.P9HlASUtyiOXghBZ]{Shred Existence} @UUID[Compendium.cyphersystem-compendium.abilities.HYDsZRWMlWTvSQU8]{Subtle Tricks} @UUID[Compendium.cyphersystem-compendium.abilities.cWHqKGpI5z0aiSYC]{Thief’s Luck} @UUID[Compendium.cyphersystem-compendium.abilities.qKDngpAWNEzhdRj5]{Trick Driver} @UUID[Compendium.cyphersystem-compendium.abilities.aWws42dVSQjRz8Hr]{Twist of Fate} @UUID[Compendium.cyphersystem-compendium.abilities.EE1xCQ3OvCrdrG6z]{Two Things at Once} @UUID[Compendium.cyphersystem-compendium.abilities.fkedtvx6UakJPOZN]{Ultra Enhancement} @UUID[Compendium.cyphersystem-compendium.abilities.bgaCXtvlT0zWmAIA]{Using What’s Available} @UUID[Compendium.cyphersystem-compendium.abilities.gETtOLyLYRVk53dP]{Usurp Cypher} @UUID[Compendium.cyphersystem-compendium.abilities.w3HN2nZBTo5mLJcM]{Weightless Shot} @UUID[Compendium.cyphersystem-compendium.abilities.RHLBHQuskBAVGnU8]{Weird Science Breakthrough} @UUID[Compendium.cyphersystem-compendium.abilities.vQtVTnCecWFXkfkI]{Wild Vitality} @UUID[Compendium.cyphersystem-compendium.abilities.EXrZLa3M8BK43qoi]{Winter Gauntlets}

Movement

Increases your movement (such as increasing your basic movement speed from short to long) or adds a new type of movement (such as flight, wallcrawling, phasing, or teleporting).

Low Tier

@UUID[Compendium.cyphersystem-compendium.abilities.uh1t4rnkZ2jOCjHJ]{Bolt Rider} @UUID[Compendium.cyphersystem-compendium.abilities.dQHSDDZxJNHrHH1l]{Contortionist} @UUID[Compendium.cyphersystem-compendium.abilities.3x3gRDJejTXQPmdY]{Danger Instinct} @UUID[Compendium.cyphersystem-compendium.abilities.gP8HCn8FPeg49V7M]{Far Step} @UUID[Compendium.cyphersystem-compendium.abilities.5abCQnz5ZWvvfMro]{Get Away} @UUID[Compendium.cyphersystem-compendium.abilities.UCR0rx32kEsTcgnF]{Hover} @UUID[Compendium.cyphersystem-compendium.abilities.3t1QshyGYnCSo12z]{Phase Sprint} @UUID[Compendium.cyphersystem-compendium.abilities.VWehoqF0N6s0WMLK]{Void Wings} @UUID[Compendium.cyphersystem-compendium.abilities.g0SqMvb020tiTQ48]{Walk Through Walls}

Mid Tier

@UUID[Compendium.cyphersystem-compendium.abilities.loOJI9ZakIwGrmW1]{Apportation} @UUID[Compendium.cyphersystem-compendium.abilities.Zps9ZUc9RD1mRDEK]{Blink of an Eye} @UUID[Compendium.cyphersystem-compendium.abilities.asABBkIqO5MSTxQ0]{Bypass Barrier} @UUID[Compendium.cyphersystem-compendium.abilities.wG4zveGhplNKNzuP]{Controlled Fall} @UUID[Compendium.cyphersystem-compendium.abilities.Kk9lHkiaqsr3pUmk]{Ghost} @UUID[Compendium.cyphersystem-compendium.abilities.ZYudnanHgtiLHtgH]{Mobile Fighter} @UUID[Compendium.cyphersystem-compendium.abilities.qZOOWfFLJ1JziJpY]{Obstacle Running} @UUID[Compendium.cyphersystem-compendium.abilities.MFBq4Fc432FS6nkX]{Phase Door} @UUID[Compendium.cyphersystem-compendium.abilities.dW0rgYsx6hDA8pIB]{Runner} @UUID[Compendium.cyphersystem-compendium.abilities.LlaltL5rG2c5Cadt]{Swim} @UUID[Compendium.cyphersystem-compendium.abilities.0EhZzYdEhtCRnV4c]{Temporal Dislocation} @UUID[Compendium.cyphersystem-compendium.abilities.s68x7VxwueUkCkOg]{Up to Speed} @UUID[Compendium.cyphersystem-compendium.abilities.KX6gQ8frz4IDtBx6]{Windrider} @UUID[Compendium.cyphersystem-compendium.abilities.TWqyBv9PEjwJKd1y]{Wings of Fire} @UUID[Compendium.cyphersystem-compendium.abilities.KGz0rK4b2dAt0DaX]{Wormhole}

High Tier

@UUID[Compendium.cyphersystem-compendium.abilities.QtpmHxblBqoQozbg]{Alley Rat} @UUID[Compendium.cyphersystem-compendium.abilities.iX07Ltb1JYr1nMYM]{Blurring Speed} @UUID[Compendium.cyphersystem-compendium.abilities.2iAHsn5ie8sYRiyb]{Chamber of Dreams} @UUID[Compendium.cyphersystem-compendium.abilities.etGUYa9dQSvjLvXX]{Electrical Flight} @UUID[Compendium.cyphersystem-compendium.abilities.2asT0zvk1kw5hC1v]{Embraced by Darkness} @UUID[Compendium.cyphersystem-compendium.abilities.IKicLElFbkRx5IaM]{Fast Travel} @UUID[Compendium.cyphersystem-compendium.abilities.2TaqNf6bhxijKELX]{Flash Across the Miles} @UUID[Compendium.cyphersystem-compendium.abilities.abdAcwYE8L00VakL]{Flight} @UUID[Compendium.cyphersystem-compendium.abilities.V2DSp12G6NP3X6Jt]{Impossible Walk} @UUID[Compendium.cyphersystem-compendium.abilities.0wVk3CszKCJQfp0Q]{Incredible Running Speed} @UUID[Compendium.cyphersystem-compendium.abilities.jM6JQUQFUpk9VVut]{Jaunt} @UUID[Compendium.cyphersystem-compendium.abilities.U8OsW0m17N86hNWW]{Juggernaut} @UUID[Compendium.cyphersystem-compendium.abilities.cE7JPRHLqIdM3b9V]{Living Light} @UUID[Compendium.cyphersystem-compendium.abilities.rHApGqEQj8TCGa3f]{Masterful Armor Modification} @UUID[Compendium.cyphersystem-compendium.abilities.lL7QywDGOszTIJCE]{Mental Projection} @UUID[Compendium.cyphersystem-compendium.abilities.tR2v2vMu3TgN21OJ]{Return to the Obelisk} @UUID[Compendium.cyphersystem-compendium.abilities.IN3VI2LxDyYGbqnN]{Teleportation} @UUID[Compendium.cyphersystem-compendium.abilities.lkO9VJhfOrgLY4g1]{Time Travel} @UUID[Compendium.cyphersystem-compendium.abilities.PlKwEwo6ilGqwxwI]{Traverse the Worlds} @UUID[Compendium.cyphersystem-compendium.abilities.8yGwY0PvtF2ivdSn]{Very Long Sprinting} @UUID[Compendium.cyphersystem-compendium.abilities.8PB7yHNGa7iBpYeI]{Wind Chariot} @UUID[Compendium.cyphersystem-compendium.abilities.b44vvK2YjdSeYPJc]{Windwracked Traveler}

Protection

Gives training or specialization in one or more types of combat defenses (Might, Speed, or Intellect), provides or increases Armor, or otherwise helps prevent damage.

Low Tier

@UUID[Compendium.cyphersystem-compendium.abilities.62zBqhQoPk6IV8lF]{Absorb Kinetic Energy} @UUID[Compendium.cyphersystem-compendium.abilities.7OpsD4muO5HGJt29]{Block} @UUID[Compendium.cyphersystem-compendium.abilities.SQ4RTDwdA0yiZ81b]{Closed Mind} @UUID[Compendium.cyphersystem-compendium.abilities.YvPBxDxLz16Usm7m]{Courageous} @UUID[Compendium.cyphersystem-compendium.abilities.bzeuikGxbM7noj2z]{Crystalline Body} @UUID[Compendium.cyphersystem-compendium.abilities.aNNLomN5nZc52ZT4]{Defense Against Robots} @UUID[Compendium.cyphersystem-compendium.abilities.2j6Hqr2Y8Xbz97c4]{Defensive Phasing} @UUID[Compendium.cyphersystem-compendium.abilities.YcDF62pED8waUtry]{Deflect Attacks} @UUID[Compendium.cyphersystem-compendium.abilities.6qCR3kBqCVYDlEOl]{Distortion} @UUID[Compendium.cyphersystem-compendium.abilities.dPFQTFRzv7D7PYKq]{Enhanced Body} @UUID[Compendium.cyphersystem-compendium.abilities.vPflrS1giYnMoqL2]{Enveloping Shield} @UUID[Compendium.cyphersystem-compendium.abilities.1POQ4sFW5DLrmXhn]{Fearsome Reputation} @UUID[Compendium.cyphersystem-compendium.abilities.XuNgbxrY284sWgZg]{Field of Destruction} @UUID[Compendium.cyphersystem-compendium.abilities.K33ayv0NcktuV53N]{Flesh of Stone} @UUID[Compendium.cyphersystem-compendium.abilities.LFiTEQpWhXBgIZWb]{Flight Not Fight} @UUID[Compendium.cyphersystem-compendium.abilities.yb5PaVIPimrcJxFg]{Force Field Shield} @UUID[Compendium.cyphersystem-compendium.abilities.C9x7b1qN4qmm568P]{Fortified Position} @UUID[Compendium.cyphersystem-compendium.abilities.10EqPrn9aONinEfm]{Go Defensive} @UUID[Compendium.cyphersystem-compendium.abilities.pXrC4lkMOY7CvFLk]{Golem Body} @UUID[Compendium.cyphersystem-compendium.abilities.qgholblGXKQri99M]{Hard to Distract} @UUID[Compendium.cyphersystem-compendium.abilities.leUaFf4AxYJwwOHt]{Hard to Hit} @UUID[Compendium.cyphersystem-compendium.abilities.VsAP4JEe7W5gaGaG]{Hardiness} @UUID[Compendium.cyphersystem-compendium.abilities.geCiPXMF2sIRJ68U]{Have Spacesuit, Will Travel} @UUID[Compendium.cyphersystem-compendium.abilities.czVqoPjH98xaNY1d]{Ice Armor} @UUID[Compendium.cyphersystem-compendium.abilities.gjBFpV2OvDmBqeE3]{Just a Bit Mad} @UUID[Compendium.cyphersystem-compendium.abilities.hKsZzzdWTelNlz3q]{Magic Shield} @UUID[Compendium.cyphersystem-compendium.abilities.hGbNYgkuIiZHomcJ]{Mentally Tough} @UUID[Compendium.cyphersystem-compendium.abilities.7BkWiUHcUrcRIKqO]{Out of Harm’s Way} @UUID[Compendium.cyphersystem-compendium.abilities.3t1QshyGYnCSo12z]{Phase Sprint} @UUID[Compendium.cyphersystem-compendium.abilities.ClJUFnz8xBmP4a2l]{Powered Armor} @UUID[Compendium.cyphersystem-compendium.abilities.o2ZDoteWQsFsqTJr]{Practiced in Armor} @UUID[Compendium.cyphersystem-compendium.abilities.GQeO9RXVzeriLsfy]{Quick Block} @UUID[Compendium.cyphersystem-compendium.abilities.MK2dp11krszjDsyc]{Repel Metal} @UUID[Compendium.cyphersystem-compendium.abilities.mmg9XLzvfbP4ESGO]{Resist the Elements} @UUID[Compendium.cyphersystem-compendium.abilities.ssWKJs1l9cQbNZha]{Resist Underwater Hazards} @UUID[Compendium.cyphersystem-compendium.abilities.Q8xKsSOvoFWL1ePP]{Resonance Field} @UUID[Compendium.cyphersystem-compendium.abilities.g0Ewv5wBooSFYOlH]{Safe Fall} @UUID[Compendium.cyphersystem-compendium.abilities.XzomXctsS8NL9M7Q]{Serv-0 Defender} @UUID[Compendium.cyphersystem-compendium.abilities.EheuStXUDPojVmT5]{Shield Master} @UUID[Compendium.cyphersystem-compendium.abilities.AzMtxh562JfrPdKZ]{Shroud of Flame} @UUID[Compendium.cyphersystem-compendium.abilities.CtRvLxfUlCynJv1B]{Skill With Defense} @UUID[Compendium.cyphersystem-compendium.abilities.87SQGqcRavRZslAp]{Sound Conversion Barrier} @UUID[Compendium.cyphersystem-compendium.abilities.HHcC89OKZACgLB8Y]{Stare Them Down} @UUID[Compendium.cyphersystem-compendium.abilities.gS1X6POaKLjNlHsI]{Sturdy} @UUID[Compendium.cyphersystem-compendium.abilities.uatcX3o1oB2Stc4u]{Trained Without Armor} @UUID[Compendium.cyphersystem-compendium.abilities.zEkA8MhrnJ5p9Io6]{Unarmored Fighter} @UUID[Compendium.cyphersystem-compendium.abilities.59mslpID7ogppzMA]{Ward} @UUID[Compendium.cyphersystem-compendium.abilities.6zU8AURXjXgG63j6]{Warding Shield} @UUID[Compendium.cyphersystem-compendium.abilities.6Xs3fyaANQDWXRoc]{Weapon Defense} @UUID[Compendium.cyphersystem-compendium.abilities.QGSHCRW46vn5Xdwu]{Weather the Vicissitudes} @UUID[Compendium.cyphersystem-compendium.abilities.3Xoq7NLpshgG3VPY]{Wind Armor}

Mid Tier

@UUID[Compendium.cyphersystem-compendium.abilities.yvPcOjjqyU3618Ob]{Absorb Pure Energy} @UUID[Compendium.cyphersystem-compendium.abilities.ZH0JbusjycG6zQf1]{Anticipate Attack} @UUID[Compendium.cyphersystem-compendium.abilities.R0UuZ32vmmeFbSMV]{Blood Fever} @UUID[Compendium.cyphersystem-compendium.abilities.gyZd83dgvZnQrmbb]{Cloak of Opportunity} @UUID[Compendium.cyphersystem-compendium.abilities.2SiHiotGcSufnCne]{Confounding Banter} @UUID[Compendium.cyphersystem-compendium.abilities.1fYBYD1EfA5z1NFl]{Confuse Enemy} @UUID[Compendium.cyphersystem-compendium.abilities.BjlHRj3hANsoqhKq]{Counter Danger} @UUID[Compendium.cyphersystem-compendium.abilities.Mj6yJZwRmdXaVwh8]{Countermeasures} @UUID[Compendium.cyphersystem-compendium.abilities.yB4tnpDNVSOxgruq]{Dark Matter Shell} @UUID[Compendium.cyphersystem-compendium.abilities.XYbtbbVKFYmDfmjO]{Dark Matter Shroud} @UUID[Compendium.cyphersystem-compendium.abilities.NnlGdSiR9GbiTJyZ]{Discerning Mind} @UUID[Compendium.cyphersystem-compendium.abilities.LODZEYtmmBN5D9zZ]{Divert Attacks} @UUID[Compendium.cyphersystem-compendium.abilities.E1YiGcXAYOjHXoAd]{Dodge and Respond} @UUID[Compendium.cyphersystem-compendium.abilities.gVOzzvxS6PPu8Ofy]{Dual Defense} @UUID[Compendium.cyphersystem-compendium.abilities.76HF09q7MdGek863]{Electric Armor} @UUID[Compendium.cyphersystem-compendium.abilities.XR8WeRW3OlbCIjlJ]{Elemental Protection} @UUID[Compendium.cyphersystem-compendium.abilities.yz1w8JR23mtlDX49]{Energy Protection} @UUID[Compendium.cyphersystem-compendium.abilities.M49EI6qapNJC2aLR]{Energy Resistance} @UUID[Compendium.cyphersystem-compendium.abilities.4eCjeGPA0ovnwIfu]{Experienced in Armor} @UUID[Compendium.cyphersystem-compendium.abilities.GlXd4oFI9Fqq3rAX]{Experienced Defender} @UUID[Compendium.cyphersystem-compendium.abilities.yPVZmXWhUxustVdq]{Force Field Barrier} @UUID[Compendium.cyphersystem-compendium.abilities.rqC9cEmRkvm29N56]{Fusion Armor} @UUID[Compendium.cyphersystem-compendium.abilities.5t5EIoGSan3pQ08D]{Hard-Won Resilience} @UUID[Compendium.cyphersystem-compendium.abilities.aBfj6w1y6noOzB7d]{Horde Fighting} @UUID[Compendium.cyphersystem-compendium.abilities.uNzF1oQKJ6T1yqL4]{Huge} @UUID[Compendium.cyphersystem-compendium.abilities.zcxMbV4Fe4JqJAe8]{Illusory Evasion} @UUID[Compendium.cyphersystem-compendium.abilities.n985WYLPzj2XqBry]{Magnetic Field} @UUID[Compendium.cyphersystem-compendium.abilities.whVEpvOjmGs3fpcD]{Matter Cloud} @UUID[Compendium.cyphersystem-compendium.abilities.l0OFjk5XVGV5LzP1]{Minor Wish} @UUID[Compendium.cyphersystem-compendium.abilities.mGv7zlZu1wtNCQXQ]{Moving Like Water} @UUID[Compendium.cyphersystem-compendium.abilities.Mz9g9gv2UvARcLid]{Nimble Swimmer} @UUID[Compendium.cyphersystem-compendium.abilities.DMBJEypEWuAS2lai]{Outlaw Reputation} @UUID[Compendium.cyphersystem-compendium.abilities.AQQzctwqPJPUTRbb]{Poison Crafter} @UUID[Compendium.cyphersystem-compendium.abilities.y1bQFSBlwMbUico5]{Rapid Processing} @UUID[Compendium.cyphersystem-compendium.abilities.GvYXLPdpaFEMGuQR]{Resilience} @UUID[Compendium.cyphersystem-compendium.abilities.FuufiUyoLFbgBH5J]{Resilient Ice Armor} @UUID[Compendium.cyphersystem-compendium.abilities.NoKdHv0FSytZR4iF]{Robot Fighter} @UUID[Compendium.cyphersystem-compendium.abilities.NKvNEjx64CcS3l13]{Shield Training} @UUID[Compendium.cyphersystem-compendium.abilities.CNw7shehsdySzhAK]{Subconscious Defense} @UUID[Compendium.cyphersystem-compendium.abilities.3wxiRMTCBZ4iNCHp]{Temporal Acceleration} @UUID[Compendium.cyphersystem-compendium.abilities.t8wL47jk1KS4zapb]{Tough It Out} @UUID[Compendium.cyphersystem-compendium.abilities.sq2JJtnRtSthJSYL]{Tower of Intellect} @UUID[Compendium.cyphersystem-compendium.abilities.2AIQhz00HyZhY7wM]{Tower of Will} @UUID[Compendium.cyphersystem-compendium.abilities.w2aO1ZIpmBDQJXq1]{Tumbling Moves} @UUID[Compendium.cyphersystem-compendium.abilities.OovsYh1BefBJrU8m]{Versatile Mind} @UUID[Compendium.cyphersystem-compendium.abilities.DhbLcVuqEZmS6Z2y]{Vigilance} @UUID[Compendium.cyphersystem-compendium.abilities.OWVz2CkwLnCSJMdS]{Wraith Cloak}

High Tier

@UUID[Compendium.cyphersystem-compendium.abilities.i5n7BaFjTo6W35f9]{Defense Master} @UUID[Compendium.cyphersystem-compendium.abilities.xBZTbhZKRB9AJmMa]{Defensive Augmentation} @UUID[Compendium.cyphersystem-compendium.abilities.FjXL6iSD1CJKbuGT]{Defensive Field} @UUID[Compendium.cyphersystem-compendium.abilities.LwmoGOpgHy1K2dU4]{Energize Creature} @UUID[Compendium.cyphersystem-compendium.abilities.5i6TqVJQQ4sTvqTm]{Energize Crowd} @UUID[Compendium.cyphersystem-compendium.abilities.N0OZaNOIbHTiWDL1]{Evasion} @UUID[Compendium.cyphersystem-compendium.abilities.cTU70NgcebRlD7jI]{Field-Reinforced Armor} @UUID[Compendium.cyphersystem-compendium.abilities.S9QxUr8u2gtwY7ya]{Hard Target} @UUID[Compendium.cyphersystem-compendium.abilities.KGzAHs3qln0fNDjt]{Hard to Kill} @UUID[Compendium.cyphersystem-compendium.abilities.5rgcPJXpCcB5VJ1m]{Lost in the Chaos} @UUID[Compendium.cyphersystem-compendium.abilities.rHApGqEQj8TCGa3f]{Masterful Armor Modification} @UUID[Compendium.cyphersystem-compendium.abilities.4k5JFV78A5SiPjFo]{Mastery in Armor} @UUID[Compendium.cyphersystem-compendium.abilities.LTqgcoprvBF2ZkdH]{Mastery With Defense} @UUID[Compendium.cyphersystem-compendium.abilities.iIy1HDd9yUl07AYo]{Microgravity Avoidance} @UUID[Compendium.cyphersystem-compendium.abilities.m2j3n3xiExLcXAAn]{Moderate Wish} @UUID[Compendium.cyphersystem-compendium.abilities.lGbieMmnuoqsl4Jz]{Nothing but Defend} @UUID[Compendium.cyphersystem-compendium.abilities.AmZDmnmP7CxSSN4h]{Parry} @UUID[Compendium.cyphersystem-compendium.abilities.N0wzhZ676UrCR8M4]{Precognition} @UUID[Compendium.cyphersystem-compendium.abilities.cbXNxvPdWEbKF6nA]{Reactive Field} @UUID[Compendium.cyphersystem-compendium.abilities.MA2Pwhbpbq2SSIQy]{See the Future} @UUID[Compendium.cyphersystem-compendium.abilities.4BQHOR98z3TYJPQu]{Still As a Statue} @UUID[Compendium.cyphersystem-compendium.abilities.fkedtvx6UakJPOZN]{Ultra Enhancement} @UUID[Compendium.cyphersystem-compendium.abilities.QLRztjFH4YetYM6l]{Untouchable} @UUID[Compendium.cyphersystem-compendium.abilities.INdq5iQf5ECzRiNp]{Untouchable While Moving} @UUID[Compendium.cyphersystem-compendium.abilities.B6SEeGr5kxLAgvvq]{Wear It Well}

Senses

Enhances your senses (seeing in the dark, seeing underwater or through mist, sensing danger, finding optimal places to stand in combat, and so on), but doesn’t provide direct answers to questions like an information ability does.

Low Tier

@UUID[Compendium.cyphersystem-compendium.abilities.xskKzxBoGvSrje4e]{Eyes Adjusted} @UUID[Compendium.cyphersystem-compendium.abilities.wVgcztnnNFPqK9Mo]{Familiarize} @UUID[Compendium.cyphersystem-compendium.abilities.8ydN3DBdXXP24hQL]{Find an Opening} @UUID[Compendium.cyphersystem-compendium.abilities.YBMLX3Jm5oN79J6G]{Heads-Up Display} @UUID[Compendium.cyphersystem-compendium.abilities.boxrBJsyP0yjJHjt]{Link Senses} @UUID[Compendium.cyphersystem-compendium.abilities.TPEcyzCeC3z5FyyQ]{Mental Link} @UUID[Compendium.cyphersystem-compendium.abilities.Uti1XQwY4VFZwwwc]{Reveal} @UUID[Compendium.cyphersystem-compendium.abilities.jq6Wm9xYxJA0bRaR]{See the Unseen} @UUID[Compendium.cyphersystem-compendium.abilities.rYyymKUc0QKWdNsy]{See Through Matter} @UUID[Compendium.cyphersystem-compendium.abilities.mvFsSsVjyF8iXvCe]{Sense Ambush} @UUID[Compendium.cyphersystem-compendium.abilities.PRh7n2VLXyRa4il9]{Share Senses} @UUID[Compendium.cyphersystem-compendium.abilities.WgjatSOUT6pT02A7]{Third Eye}

Mid Tier

@UUID[Compendium.cyphersystem-compendium.abilities.KAAezRI2l8rdp1NS]{Animal Senses and Sensibilities} @UUID[Compendium.cyphersystem-compendium.abilities.ZB80ZclRSzEcr4o1]{Awareness} @UUID[Compendium.cyphersystem-compendium.abilities.zstBkLwRduC7vgGT]{Beast Eyes} @UUID[Compendium.cyphersystem-compendium.abilities.nJlhmzrhmXvM3QvU]{Break the Line} @UUID[Compendium.cyphersystem-compendium.abilities.j1AZSJpCetRgsQ6A]{Detect Life} @UUID[Compendium.cyphersystem-compendium.abilities.MvyXo0ZUsxu8QQ22]{Distance Viewing} @UUID[Compendium.cyphersystem-compendium.abilities.EcOIgMC9c1IfSHsr]{Echolocation} @UUID[Compendium.cyphersystem-compendium.abilities.khxZngfluNmVSAIT]{Experienced Finder} @UUID[Compendium.cyphersystem-compendium.abilities.QsXOz48JgyXYEEqS]{Inhabit Crystal} @UUID[Compendium.cyphersystem-compendium.abilities.KBjSpuK7XJc1abJv]{Remote Viewing} @UUID[Compendium.cyphersystem-compendium.abilities.syiylO75dZlcUp3i]{Sensing Package} @UUID[Compendium.cyphersystem-compendium.abilities.bzy1KzO0oPmZGu2b]{Sensor} @UUID[Compendium.cyphersystem-compendium.abilities.9YuQrJXAQO0qIFPj]{Serv-0 Spy} @UUID[Compendium.cyphersystem-compendium.abilities.V1ROUnWXLmLRMxXi]{Trapfinder} @UUID[Compendium.cyphersystem-compendium.abilities.FktE2hQhSKXbWcQU]{Use Senses of Others}

High Tier

@UUID[Compendium.cyphersystem-compendium.abilities.B0dq2gW9gdA0PdzR]{Amplify Sounds} @UUID[Compendium.cyphersystem-compendium.abilities.djqbPin4qsUauJmD]{Battlefield Tactician} @UUID[Compendium.cyphersystem-compendium.abilities.xRvaY8SG4HVy5WO8]{Dark Explorer} @UUID[Compendium.cyphersystem-compendium.abilities.cpJY8qkTAmSvXoFM]{Infer Thoughts} @UUID[Compendium.cyphersystem-compendium.abilities.7QTTrXnxDHskYYhj]{Master Machine} @UUID[Compendium.cyphersystem-compendium.abilities.PazO9rJ2YoE8VEUw]{See Through Time} @UUID[Compendium.cyphersystem-compendium.abilities.MGzAkRaGd4LgfQti]{True Senses}

Social

Gives you an indirect social benefit, such as providing a useful contact in a city or letting you take advantage of your social status.

Low Tier

@UUID[Compendium.cyphersystem-compendium.abilities.2CekF2lqwNrMyio0]{Connected} @UUID[Compendium.cyphersystem-compendium.abilities.2GwH3ugd7aHrWZRz]{Debate} @UUID[Compendium.cyphersystem-compendium.abilities.JSlr2Q6Ll1xNd8fX]{Demeanor of Command} @UUID[Compendium.cyphersystem-compendium.abilities.GT0AiiarWPbGzxKs]{Impart Ideal} @UUID[Compendium.cyphersystem-compendium.abilities.OmfjqEmmIbrWST5U]{Misdirect Blame} @UUID[Compendium.cyphersystem-compendium.abilities.5VqOTQlAYTtWTwmS]{Negotiate} @UUID[Compendium.cyphersystem-compendium.abilities.6QXGJBsJPDFgcdq5]{Perks of Stardom} @UUID[Compendium.cyphersystem-compendium.abilities.MBlyd9LvSH8D0Z5I]{Powerful Rhetoric} @UUID[Compendium.cyphersystem-compendium.abilities.xMRRfjFF0POkxyea]{Privileged Nobility} @UUID[Compendium.cyphersystem-compendium.abilities.OFWQd2W52VAODeas]{Underworld Contacts} @UUID[Compendium.cyphersystem-compendium.abilities.UHvD5299HFbwBvpR]{Unexpected Betrayal}

Mid Tier

@UUID[Compendium.cyphersystem-compendium.abilities.7Gxuqkwo4i47yHe3]{Betrayal} @UUID[Compendium.cyphersystem-compendium.abilities.tmrSKjGmjbxfIqPI]{Flamboyant Boast} @UUID[Compendium.cyphersystem-compendium.abilities.zg8dYuOdCXGwXOFd]{Informer} @UUID[Compendium.cyphersystem-compendium.abilities.i5BlJLgj1ayBw0uY]{Oratory} @UUID[Compendium.cyphersystem-compendium.abilities.ZqBpOAiH70SGHX8N]{Perfect Stranger}

High Tier

@UUID[Compendium.cyphersystem-compendium.abilities.hhBF8re7Azmce3Y9]{Group Friendship}

Special Attack

Gives the ability to make a special melee or ranged attack (weapon, energy blast, psychic, and so on). The attack might do damage, have a special effect (disarm, hinder, move the target, and so on), or both. This also includes abilities like Spray that let you attack multiple targets as your action.

Low Tier

@UUID[Compendium.cyphersystem-compendium.abilities.p61Ycyc7lVZQXupO]{Advantage to Disadvantage} @UUID[Compendium.cyphersystem-compendium.abilities.X7Rrn9Q54ceSA4Lr]{Aggression} @UUID[Compendium.cyphersystem-compendium.abilities.EyAIsiqJGCspQFcu]{Arcane Flare} @UUID[Compendium.cyphersystem-compendium.abilities.7BS6IEcYlEp5v3OC]{Bash} @UUID[Compendium.cyphersystem-compendium.abilities.wyUQ3Atl3V1ItCFH]{Bloodlust} @UUID[Compendium.cyphersystem-compendium.abilities.Mfebb42AE5xt7k85]{Concussive Blast} @UUID[Compendium.cyphersystem-compendium.abilities.6cMg5QXB71YNgoaM]{Control the Field} @UUID[Compendium.cyphersystem-compendium.abilities.o7kTUAFonv5HPi07]{Cutting Light} @UUID[Compendium.cyphersystem-compendium.abilities.teFcKcbo5ZBFbfRl]{Dazzling Sunburst} @UUID[Compendium.cyphersystem-compendium.abilities.di7QfASecjKU8BPN]{Disincentivize} @UUID[Compendium.cyphersystem-compendium.abilities.7f6ulMjWFw2BOK76]{Disrupting Touch} @UUID[Compendium.cyphersystem-compendium.abilities.JyAovhallyh9m6oW]{Drain Machine} @UUID[Compendium.cyphersystem-compendium.abilities.bH57y3PYsMceluGy]{Dream Thief} @UUID[Compendium.cyphersystem-compendium.abilities.NHns9zqufRvB3Tnl]{Dual Light Wield} @UUID[Compendium.cyphersystem-compendium.abilities.bM2Y62eaUKYKdcwq]{Entangling Force} @UUID[Compendium.cyphersystem-compendium.abilities.lQ4MNmGXXNBMGsmk]{Enthrall} @UUID[Compendium.cyphersystem-compendium.abilities.TmWjWp4iWk4GMLN0]{Erase Memories} @UUID[Compendium.cyphersystem-compendium.abilities.eFgzJXQlg6l7NBqM]{Eye Gouge} @UUID[Compendium.cyphersystem-compendium.abilities.78uF9siViGIHKYGx]{Flash} @UUID[Compendium.cyphersystem-compendium.abilities.aidcxXW6MokDMqY7]{Force Bash} @UUID[Compendium.cyphersystem-compendium.abilities.nHqTzLHJrUWSAATM]{Frost Touch} @UUID[Compendium.cyphersystem-compendium.abilities.aFEBxDGnuFi20cLo]{Golem Grip} @UUID[Compendium.cyphersystem-compendium.abilities.zW0cZJQTR0tHUmn3]{Grasping Foliage} @UUID[Compendium.cyphersystem-compendium.abilities.S3L1oym8fpx0NsAc]{Hemorrhage} @UUID[Compendium.cyphersystem-compendium.abilities.NJjAmyf9zhjRTNme]{Hurl Flame} @UUID[Compendium.cyphersystem-compendium.abilities.lwJAowJa4eKlcDjb]{Misdirect} @UUID[Compendium.cyphersystem-compendium.abilities.FE1Ge8CbJxQcCo0b]{Onslaught} @UUID[Compendium.cyphersystem-compendium.abilities.90wkMwuVBaiyL9yt]{Opportunist} @UUID[Compendium.cyphersystem-compendium.abilities.o2iiTUXdkMPREkvK]{Overwatch} @UUID[Compendium.cyphersystem-compendium.abilities.IPwnXtVrXauJXgFo]{Pierce} @UUID[Compendium.cyphersystem-compendium.abilities.Myt0JUt24B8hjYAg]{Push} @UUID[Compendium.cyphersystem-compendium.abilities.yszDDDpH6m16dEoV]{Quick Throw} @UUID[Compendium.cyphersystem-compendium.abilities.Yg6jEM07HAccDcNC]{Ray of Confusion} @UUID[Compendium.cyphersystem-compendium.abilities.NMjccuRLDDnfZtZe]{Release Energy} @UUID[Compendium.cyphersystem-compendium.abilities.Q8xKsSOvoFWL1ePP]{Resonance Field} @UUID[Compendium.cyphersystem-compendium.abilities.7aCeBDGZqu8A9hMQ]{Ribbons of Dark Matter} @UUID[Compendium.cyphersystem-compendium.abilities.kkCW4KkWA751AeBl]{Scramble Machine} @UUID[Compendium.cyphersystem-compendium.abilities.n81xGnZHydeXmIRc]{Scratch Existence} @UUID[Compendium.cyphersystem-compendium.abilities.0Wq39mJ9oXA415qx]{Seeds of Fury} @UUID[Compendium.cyphersystem-compendium.abilities.nptFEdFaUvjDeqAz]{Shatter} @UUID[Compendium.cyphersystem-compendium.abilities.3btRIiWxY8oMcVMo]{Shock} @UUID[Compendium.cyphersystem-compendium.abilities.pdNI9QMKmDwu8gza]{Stasis} @UUID[Compendium.cyphersystem-compendium.abilities.36nlDXhOP5e5dfns]{Successive Attack} @UUID[Compendium.cyphersystem-compendium.abilities.uG2ACHNAPoZirp0b]{Surprise Attack} @UUID[Compendium.cyphersystem-compendium.abilities.8hiUfUNY3u2IpVDa]{Swipe} @UUID[Compendium.cyphersystem-compendium.abilities.WO2Wg9PvscHMcQlH]{Thrust} @UUID[Compendium.cyphersystem-compendium.abilities.uMaMKhemHmtlXDjT]{Thunder Beam} @UUID[Compendium.cyphersystem-compendium.abilities.cwZIpP2FTLIVGhbm]{Weighty}

Mid Tier

@UUID[Compendium.cyphersystem-compendium.abilities.ra0A8MtQjZEYhJPr]{Acrobatic Attack} @UUID[Compendium.cyphersystem-compendium.abilities.cS1RW48sdVY6ZJZd]{Ambusher} @UUID[Compendium.cyphersystem-compendium.abilities.SG8ms3jfHw8hXGnX]{Answering Attack} @UUID[Compendium.cyphersystem-compendium.abilities.tbeFzIPGuAjRBpKM]{Better Surprise Attack} @UUID[Compendium.cyphersystem-compendium.abilities.YDKULtvV0pMJDxi2]{Bolts of Power} @UUID[Compendium.cyphersystem-compendium.abilities.V2BSB9or5UJdTiYF]{Built-in Weaponry} @UUID[Compendium.cyphersystem-compendium.abilities.IUlsD8Zxp8AYbO4h]{Burning Light} @UUID[Compendium.cyphersystem-compendium.abilities.Hw16NpdbdJOqVF4z]{Castigate} @UUID[Compendium.cyphersystem-compendium.abilities.WeMTxJElozl7OWdJ]{Center of Attention} @UUID[Compendium.cyphersystem-compendium.abilities.hIWg9VFNnYnrknAu]{Crystal Lens} @UUID[Compendium.cyphersystem-compendium.abilities.MqGMnSIkHK4rOFSm]{Dark Matter Strike} @UUID[Compendium.cyphersystem-compendium.abilities.vZELZYMsLJfBfUnt]{Dazing Attack} @UUID[Compendium.cyphersystem-compendium.abilities.JVvSTtYbksWJDADY]{Debilitating Strike} @UUID[Compendium.cyphersystem-compendium.abilities.0XSuUGS0UyrhiW44]{Destroy Metal} @UUID[Compendium.cyphersystem-compendium.abilities.ka5VA9XBi4OTnKVa]{Disable Mechanisms} @UUID[Compendium.cyphersystem-compendium.abilities.7rjeYt5hNhkvqK9w]{Disarming Strike} @UUID[Compendium.cyphersystem-compendium.abilities.dJTgtIs80gOoI6ac]{Divine Radiance} @UUID[Compendium.cyphersystem-compendium.abilities.E1YiGcXAYOjHXoAd]{Dodge and Respond} @UUID[Compendium.cyphersystem-compendium.abilities.A6H8xi93t6Zrexz9]{Drain Charge} @UUID[Compendium.cyphersystem-compendium.abilities.q9nALxXrBv5ubXaT]{Dual Medium Wield} @UUID[Compendium.cyphersystem-compendium.abilities.1L1uoad8vwgWxiyN]{Everything Is a Weapon} @UUID[Compendium.cyphersystem-compendium.abilities.VEJQ74o175OnlIAm]{Exile} @UUID[Compendium.cyphersystem-compendium.abilities.RO8dmB90aRPOmCuJ]{Feint} @UUID[Compendium.cyphersystem-compendium.abilities.AUGM3xEluWJi4Y8h]{Fire and Ice} @UUID[Compendium.cyphersystem-compendium.abilities.NgHLZq3tZ3CFJvYv]{Fire Bloom} @UUID[Compendium.cyphersystem-compendium.abilities.CAh0KStmP03kgv62]{Fling} @UUID[Compendium.cyphersystem-compendium.abilities.dDhnZrzAxDvK7QYa]{Force at Distance} @UUID[Compendium.cyphersystem-compendium.abilities.dCoCGVzWxIL9fIvH]{Force Blast} @UUID[Compendium.cyphersystem-compendium.abilities.BGMXK6VKNmp8M4A3]{Freezing Touch} @UUID[Compendium.cyphersystem-compendium.abilities.E0k0LUw0epjJGrv9]{Golem Stomp} @UUID[Compendium.cyphersystem-compendium.abilities.48i5ybVtZaTlFLJf]{Grab} @UUID[Compendium.cyphersystem-compendium.abilities.jbhcWHMiQQaR9ukO]{Gravity Cleave} @UUID[Compendium.cyphersystem-compendium.abilities.LLvJZvzbGQOrlqoE]{Ignition} @UUID[Compendium.cyphersystem-compendium.abilities.QxOsAHpd8ZkEXI5u]{Improved Object Bond} @UUID[Compendium.cyphersystem-compendium.abilities.2K3b6cTuLEGZfYqa]{Knock Out} @UUID[Compendium.cyphersystem-compendium.abilities.whVEpvOjmGs3fpcD]{Matter Cloud} @UUID[Compendium.cyphersystem-compendium.abilities.R9WffstnihzBuuvW]{Mind Games} @UUID[Compendium.cyphersystem-compendium.abilities.PTVAJGFiXDueX8az]{Momentum} @UUID[Compendium.cyphersystem-compendium.abilities.gDwPpgIAocEfQjPx]{Overawe} @UUID[Compendium.cyphersystem-compendium.abilities.zIYdniz9sjvAHsnX]{Overcome All Obstacles} @UUID[Compendium.cyphersystem-compendium.abilities.rXUUDUJFKis8TpnL]{Phase Detonation} @UUID[Compendium.cyphersystem-compendium.abilities.cJB7wj5okdPZuRNb]{Phased Attack} @UUID[Compendium.cyphersystem-compendium.abilities.NoC3yuqxU8yhPf47]{Power Strike} @UUID[Compendium.cyphersystem-compendium.abilities.blm1Z8JxvWOiFf0b]{Pry Open} @UUID[Compendium.cyphersystem-compendium.abilities.Mc8L07dpf605FDo9]{Psychic Burst} @UUID[Compendium.cyphersystem-compendium.abilities.Je1MitN21L3lqWVF]{Psychosis} @UUID[Compendium.cyphersystem-compendium.abilities.JJ9nWmcBIlfyNDfe]{Push Off and Throw} @UUID[Compendium.cyphersystem-compendium.abilities.JlYk5UNZEUzzO8Js]{Quick Strike} @UUID[Compendium.cyphersystem-compendium.abilities.YA5P5CBNr5NSmY6z]{Rapid Attack} @UUID[Compendium.cyphersystem-compendium.abilities.XqGE5QLHnpIKB5rB]{Reaction} @UUID[Compendium.cyphersystem-compendium.abilities.Yo2Z3EdYjx88jYnp]{Remote Control} @UUID[Compendium.cyphersystem-compendium.abilities.ZuX6gykVtKxiBAxR]{Run and Fight} @UUID[Compendium.cyphersystem-compendium.abilities.znJCKr6PeEq4a0j5]{Shattering Shout} @UUID[Compendium.cyphersystem-compendium.abilities.bkQnnjRFJS9VpaY5]{Slice} @UUID[Compendium.cyphersystem-compendium.abilities.oNk0Nhle1XwBhOvp]{Snap Shot} @UUID[Compendium.cyphersystem-compendium.abilities.yJDNsRAG3Elm6PWp]{Snipe} @UUID[Compendium.cyphersystem-compendium.abilities.YIzrA5i8eBSPMFzj]{Spray} @UUID[Compendium.cyphersystem-compendium.abilities.57txEIyzuPUQOqVP]{Sprint and Grab} @UUID[Compendium.cyphersystem-compendium.abilities.B4U7RiMrZElfOQyj]{Taking Advantage} @UUID[Compendium.cyphersystem-compendium.abilities.hy3hI86e9BCmkcQO]{Tall Tale} @UUID[Compendium.cyphersystem-compendium.abilities.WuNUt6ltWGDdjNLS]{Throw} @UUID[Compendium.cyphersystem-compendium.abilities.SPL1URVkuo4PJP8I]{Throw Force Shield} @UUID[Compendium.cyphersystem-compendium.abilities.4s3SAqu0lb5qzfzL]{Trick Shot}

High Tier

@UUID[Compendium.cyphersystem-compendium.abilities.NCXCkCYeZw8qlazG]{Absorb Energy} @UUID[Compendium.cyphersystem-compendium.abilities.WrJDw2X8JHcljjP4]{Arc Spray} @UUID[Compendium.cyphersystem-compendium.abilities.YbYeZ0A0m96IWxwl]{Assassin Strike} @UUID[Compendium.cyphersystem-compendium.abilities.T5tn7zItPyaRcYNC]{Asserting Your Privilege} @UUID[Compendium.cyphersystem-compendium.abilities.ltAq7qr8aaalOtJp]{Attack and Attack Again} @UUID[Compendium.cyphersystem-compendium.abilities.6kTwO0uYuP8qKqkM]{Biomorphic Detonation} @UUID[Compendium.cyphersystem-compendium.abilities.jISh0vWOJdK9hUm1]{Blind Machine} @UUID[Compendium.cyphersystem-compendium.abilities.XRXQwJplJrm7onbN]{Blinding Attack} @UUID[Compendium.cyphersystem-compendium.abilities.zflNCqrmTL7vrYg1]{Bouncing Shield} @UUID[Compendium.cyphersystem-compendium.abilities.9O17NBrKA4AA4Ckw]{Break the Ranks} @UUID[Compendium.cyphersystem-compendium.abilities.lID9ke0vHX2r2CC8]{Break Their Mind} @UUID[Compendium.cyphersystem-compendium.abilities.2lhnVWUMX1Nu6KVj]{Call the Storm} @UUID[Compendium.cyphersystem-compendium.abilities.yEfkqXxmuQqlA6Fi]{Cold Burst} @UUID[Compendium.cyphersystem-compendium.abilities.PZBKCtRj5S6ULnjo]{Concussion} @UUID[Compendium.cyphersystem-compendium.abilities.jHrQLzIfjKtXBoJL]{Deactivate Mechanisms} @UUID[Compendium.cyphersystem-compendium.abilities.6P1CJvVMot3Y2xj0]{Deadly Strike} @UUID[Compendium.cyphersystem-compendium.abilities.iTxEWRCR8G5Rych2]{Death Touch} @UUID[Compendium.cyphersystem-compendium.abilities.i5n7BaFjTo6W35f9]{Defense Master} @UUID[Compendium.cyphersystem-compendium.abilities.0WPUu04FbqxGckhU]{Destroyer} @UUID[Compendium.cyphersystem-compendium.abilities.xR2DkSqvAoR8Vtfn]{Dirty Fighter} @UUID[Compendium.cyphersystem-compendium.abilities.p1UMG2hrng7mLFDv]{Disarming Attack} @UUID[Compendium.cyphersystem-compendium.abilities.OkKNmMvLFwHxUv2r]{Divine Intervention} @UUID[Compendium.cyphersystem-compendium.abilities.tgaSXp1VQiec8Jst]{Divine Symbol} @UUID[Compendium.cyphersystem-compendium.abilities.1W0sBVHxG7LESCPl]{Do You Know Who I Am?} @UUID[Compendium.cyphersystem-compendium.abilities.NJakiz9yvoflzzBD]{Drain Power} @UUID[Compendium.cyphersystem-compendium.abilities.D4JFKjeVDkx9Xfnf]{Dust to Dust} @UUID[Compendium.cyphersystem-compendium.abilities.jhdgI9rV2mpH6JQU]{Earthquake} @UUID[Compendium.cyphersystem-compendium.abilities.apQwshUTjCQPym8A]{Embrace the Night} @UUID[Compendium.cyphersystem-compendium.abilities.Be1ehHb90jtLc8l0]{Explosive Release} @UUID[Compendium.cyphersystem-compendium.abilities.syJ3mkT2hHR2MY3o]{Finishing Blow} @UUID[Compendium.cyphersystem-compendium.abilities.6fpCYtBDCfW6m1b0]{Fire Tendrils} @UUID[Compendium.cyphersystem-compendium.abilities.xCUKzmoBKzN9gIut]{Foul Aura} @UUID[Compendium.cyphersystem-compendium.abilities.mvC2vboULutesBDu]{Ice Storm} @UUID[Compendium.cyphersystem-compendium.abilities.SZtOjKk7ScShJT6G]{Iron Punch} @UUID[Compendium.cyphersystem-compendium.abilities.IFb8NX06xgWM7H98]{Jump Attack} @UUID[Compendium.cyphersystem-compendium.abilities.tjzqyyAZoibXl4DT]{Lethal Ploy} @UUID[Compendium.cyphersystem-compendium.abilities.GlFT2ITvytQVWywQ]{Lethal Vibration} @UUID[Compendium.cyphersystem-compendium.abilities.KNElOxbWobS1ygLv]{Murderer} @UUID[Compendium.cyphersystem-compendium.abilities.pUbqCBV3dBOWFgmv]{Nightmare} @UUID[Compendium.cyphersystem-compendium.abilities.ptH3O4GES71CClGO]{Phase Foe} @UUID[Compendium.cyphersystem-compendium.abilities.xxavxLEaiVFug1D6]{Protective Wall} @UUID[Compendium.cyphersystem-compendium.abilities.8wSx2qtKXq0dWxId]{Psychokinetic Attack} @UUID[Compendium.cyphersystem-compendium.abilities.KVOFCKWKmUrqAe7v]{Punish All the Guilty} @UUID[Compendium.cyphersystem-compendium.abilities.bY52t6eGONKu8Kr4]{Resonant Quake} @UUID[Compendium.cyphersystem-compendium.abilities.G5bTthwpEf5azVHA]{Return to Sender} @UUID[Compendium.cyphersystem-compendium.abilities.EH8OmAJaimF4MTgg]{Shatter Mind} @UUID[Compendium.cyphersystem-compendium.abilities.BM6YnBez7sVnrGUh]{Special Shot} @UUID[Compendium.cyphersystem-compendium.abilities.KDZeCZJxjCQzlTxA]{Spin Attack} @UUID[Compendium.cyphersystem-compendium.abilities.jrTEtAhE6GfLW7R4]{Spring Away} @UUID[Compendium.cyphersystem-compendium.abilities.eQIPJk2xcFGfDr3H]{Stun Attack} @UUID[Compendium.cyphersystem-compendium.abilities.xbYD729j3km6ZDCA]{Sun Siphon} @UUID[Compendium.cyphersystem-compendium.abilities.447ojnjZFMCma8eu]{Taunt Foe} @UUID[Compendium.cyphersystem-compendium.abilities.kKYyGbrQxDRSOh37]{Terrifying Gaze} @UUID[Compendium.cyphersystem-compendium.abilities.Z4QcjOxgltEJPm96]{Twisting the Knife} @UUID[Compendium.cyphersystem-compendium.abilities.IN9qNZDx4sBKNr8n]{Undo} @UUID[Compendium.cyphersystem-compendium.abilities.xRIDlrBzTXVYC5rh]{Vindictive Performance} @UUID[Compendium.cyphersystem-compendium.abilities.s8NShtaUrW0Oxolo]{Weapon and Body} @UUID[Compendium.cyphersystem-compendium.abilities.tMOeiKWrhp5P5CCQ]{Weight of the World} @UUID[Compendium.cyphersystem-compendium.abilities.w3HN2nZBTo5mLJcM]{Weightless Shot} @UUID[Compendium.cyphersystem-compendium.abilities.WW3QjCP5UJUsKBW3]{Whirlwind of Throws} @UUID[Compendium.cyphersystem-compendium.abilities.EXrZLa3M8BK43qoi]{Winter Gauntlets} @UUID[Compendium.cyphersystem-compendium.abilities.Gsre3acJaxhGBa0S]{Word of Death}

Support

Gives some sort of benefit to an ally rather than yourself, such as an extra action or an asset on their roll.

Low Tier

@UUID[Compendium.cyphersystem-compendium.abilities.WrgqojoyWuTWpyQq]{Advice From a Friend} @UUID[Compendium.cyphersystem-compendium.abilities.BlBi7qk0darLthxS]{Anecdote} @UUID[Compendium.cyphersystem-compendium.abilities.b8rtgyatE8o9FaRS]{Attack Flourish} @UUID[Compendium.cyphersystem-compendium.abilities.5jGN9GicKYIAneKQ]{Defend the Innocent} @UUID[Compendium.cyphersystem-compendium.abilities.4yyKQYnrbL3r9gcU]{Enable Others} @UUID[Compendium.cyphersystem-compendium.abilities.hYa7I52x2iwffh8C]{Encouragement} @UUID[Compendium.cyphersystem-compendium.abilities.grCiWRuV8lvflQHM]{Encouraging Presence} @UUID[Compendium.cyphersystem-compendium.abilities.4fcns7ANpZF7pHaz]{Force Field} @UUID[Compendium.cyphersystem-compendium.abilities.lZCAKgP966BuU4uF]{Friendly Help} @UUID[Compendium.cyphersystem-compendium.abilities.DmnRMTfHYaeoYFVu]{Good Advice} @UUID[Compendium.cyphersystem-compendium.abilities.FiSwskgQGBjp4IhZ]{Inspire Action} @UUID[Compendium.cyphersystem-compendium.abilities.wWCehMidmvLypdxj]{Inspire Aggression} @UUID[Compendium.cyphersystem-compendium.abilities.DLxDL49VjUEMAjxZ]{Inspiring Ease} @UUID[Compendium.cyphersystem-compendium.abilities.qp1jDaFiRR5xPPMn]{Protector} @UUID[Compendium.cyphersystem-compendium.abilities.POaewj2PWMMfCY1i]{Rally to Me} @UUID[Compendium.cyphersystem-compendium.abilities.Uti1XQwY4VFZwwwc]{Reveal} @UUID[Compendium.cyphersystem-compendium.abilities.FgyHV0QR3YwlLIVb]{Sculpt Flesh} @UUID[Compendium.cyphersystem-compendium.abilities.701ts4xCDjURZSb5]{Teamwork}

Mid Tier

@UUID[Compendium.cyphersystem-compendium.abilities.hB1CISYVEZXEO0IV]{Accelerate} @UUID[Compendium.cyphersystem-compendium.abilities.wJSxVM8fWADJtTSd]{Applying Your Knowledge} @UUID[Compendium.cyphersystem-compendium.abilities.knh2MWMhCgqOjWYD]{Buddy System} @UUID[Compendium.cyphersystem-compendium.abilities.lb5Bo8BpNXdVMkmt]{Combat Challenge} @UUID[Compendium.cyphersystem-compendium.abilities.bz04IOSkdP3zcRMD]{Defend All the Innocent} @UUID[Compendium.cyphersystem-compendium.abilities.Su3LkSzdGHg9w1RO]{Dual Wards} @UUID[Compendium.cyphersystem-compendium.abilities.XR8WeRW3OlbCIjlJ]{Elemental Protection} @UUID[Compendium.cyphersystem-compendium.abilities.RgosWDt0hkosbVQr]{In Harm’s Way} @UUID[Compendium.cyphersystem-compendium.abilities.1N6P5ZRogThCS0KH]{Lead by Inquiry} @UUID[Compendium.cyphersystem-compendium.abilities.dIK67k9aoBbFBnkf]{Pay It Forward} @UUID[Compendium.cyphersystem-compendium.abilities.oS3AeTouF6HPcaH5]{Play to the Crowd} @UUID[Compendium.cyphersystem-compendium.abilities.QFZyfDWOSEpZeQmM]{Spur Effort} @UUID[Compendium.cyphersystem-compendium.abilities.scceoEmEnN5MW8XT]{Take Command} @UUID[Compendium.cyphersystem-compendium.abilities.GAeUBbQWE3ryv50V]{True Guardian}

High Tier

@UUID[Compendium.cyphersystem-compendium.abilities.Eez3uExkDA20XJg3]{Able Assistance} @UUID[Compendium.cyphersystem-compendium.abilities.G8waoPdWGzMl0S1n]{Battle Management} @UUID[Compendium.cyphersystem-compendium.abilities.3JWMtJBjf3oUWaxP]{Block for Another} @UUID[Compendium.cyphersystem-compendium.abilities.LwmoGOpgHy1K2dU4]{Energize Creature} @UUID[Compendium.cyphersystem-compendium.abilities.5i6TqVJQQ4sTvqTm]{Energize Crowd} @UUID[Compendium.cyphersystem-compendium.abilities.lJWTlBH1koX2Fjgi]{Impart Understanding} @UUID[Compendium.cyphersystem-compendium.abilities.oilgQ4oM02Pa0eNp]{Inspiration} @UUID[Compendium.cyphersystem-compendium.abilities.tTrekc4AZbIqem5L]{Inspire Coordinated Actions} @UUID[Compendium.cyphersystem-compendium.abilities.fPCTpU0viXXWrNs0]{Inspiring Success} @UUID[Compendium.cyphersystem-compendium.abilities.Tes6ntXPZR8IHgY4]{Regenerate Other} @UUID[Compendium.cyphersystem-compendium.abilities.PXvS7AatBcxH9cvZ]{Share Defense} @UUID[Compendium.cyphersystem-compendium.abilities.U9sgMUKkIkDIdRtK]{Stimulate} @UUID[Compendium.cyphersystem-compendium.abilities.iE83ABQRko5NemVU]{Teach Trick} @UUID[Compendium.cyphersystem-compendium.abilities.zZYSSAFXtJcuezxM]{Transcend the Script} @UUID[Compendium.cyphersystem-compendium.abilities.mjEFQ3ndDRvLB5Dj]{True Defender} @UUID[Compendium.cyphersystem-compendium.abilities.IN9qNZDx4sBKNr8n]{Undo} @UUID[Compendium.cyphersystem-compendium.abilities.PTM0HWGFfo5CHMif]{Will of a Leader} @UUID[Compendium.cyphersystem-compendium.abilities.jTiOQKW2QtXK8dmF]{Work the Friendship}

Task

Gives training, specialization, or an asset in one or more noncombat skills (climbing, healing, computers, initiative, and so on).

Low Tier

@UUID[Compendium.cyphersystem-compendium.abilities.wifCvRG9OhsTDT30]{Advantages of Being Big} @UUID[Compendium.cyphersystem-compendium.abilities.YD5gm0w3lqTSyO3V]{Anticipation} @UUID[Compendium.cyphersystem-compendium.abilities.rYaAyFLmCAAwZi0s]{Assassin Skills} @UUID[Compendium.cyphersystem-compendium.abilities.cpXOBSLY03j89yOy]{Athlete} @UUID[Compendium.cyphersystem-compendium.abilities.AWretAEaeQfXTXMy]{Autodoctor} @UUID[Compendium.cyphersystem-compendium.abilities.tJiXzKX4gf0GNV6V]{Balance} @UUID[Compendium.cyphersystem-compendium.abilities.XToLeZ4ksSj3MA5I]{Bestiary Knowledge} @UUID[Compendium.cyphersystem-compendium.abilities.A83Lw7NnAqwg4BZR]{Blameless} @UUID[Compendium.cyphersystem-compendium.abilities.awhzMw4RHwOwgEIR]{Breaker} @UUID[Compendium.cyphersystem-compendium.abilities.lY7NaxsFxt1XZVk5]{Car Surfer} @UUID[Compendium.cyphersystem-compendium.abilities.PlTtlXeugIljHFVg]{Careful Aim} @UUID[Compendium.cyphersystem-compendium.abilities.zGoUoC6i0f1SbUqE]{Celebrity Talent} @UUID[Compendium.cyphersystem-compendium.abilities.JkiG6hpsfj1h6XRR]{Computer Programming} @UUID[Compendium.cyphersystem-compendium.abilities.dQHSDDZxJNHrHH1l]{Contortionist} @UUID[Compendium.cyphersystem-compendium.abilities.YvPBxDxLz16Usm7m]{Courageous} @UUID[Compendium.cyphersystem-compendium.abilities.fkyJ02LbeOAfDxcF]{Crafter} @UUID[Compendium.cyphersystem-compendium.abilities.UyQTRi5ZwWU5tMO0]{Danger Sense} @UUID[Compendium.cyphersystem-compendium.abilities.Q3DGDFwNIOjz866X]{Datajack} @UUID[Compendium.cyphersystem-compendium.abilities.2GwH3ugd7aHrWZRz]{Debate} @UUID[Compendium.cyphersystem-compendium.abilities.kkTWFQBeHMS8d6IL]{Deep Water Guide} @UUID[Compendium.cyphersystem-compendium.abilities.tjxKTFdA8gqZDP90]{Designation} @UUID[Compendium.cyphersystem-compendium.abilities.9p2RJYFo6s55F5Ha]{Devoted Defender} @UUID[Compendium.cyphersystem-compendium.abilities.eYHlYyVDj3odrAFJ]{Disguise} @UUID[Compendium.cyphersystem-compendium.abilities.6dPEKpK0HWuD7Bxu]{Divine Knowledge} @UUID[Compendium.cyphersystem-compendium.abilities.DCuOpij3sNomBe1a]{Driver} @UUID[Compendium.cyphersystem-compendium.abilities.ea7BzQy6fZqHQNET]{Enlightened} @UUID[Compendium.cyphersystem-compendium.abilities.6FI9lLeQx0tJX1W6]{Exploratory Experience} @UUID[Compendium.cyphersystem-compendium.abilities.jx6DFmlbQrmltHgc]{Extra Skill} @UUID[Compendium.cyphersystem-compendium.abilities.YQEECpNwDSFCFnCN]{Feat of Strength} @UUID[Compendium.cyphersystem-compendium.abilities.QgCWZia7gFicmEJr]{Flex Lore} @UUID[Compendium.cyphersystem-compendium.abilities.HoUOwIPfKTlxyQH0]{Freakishly Large} @UUID[Compendium.cyphersystem-compendium.abilities.qpBv7OxAcMAAtY2M]{Game Lessons} @UUID[Compendium.cyphersystem-compendium.abilities.p3kh3XKzetkJTG1J]{Gamer} @UUID[Compendium.cyphersystem-compendium.abilities.DmnRMTfHYaeoYFVu]{Good Advice} @UUID[Compendium.cyphersystem-compendium.abilities.pp9NFNHKgOhRYbsY]{Hand to Eye} @UUID[Compendium.cyphersystem-compendium.abilities.f7wLki6qjCNs2Ici]{Handy} @UUID[Compendium.cyphersystem-compendium.abilities.YOHGDC5hx24SqbQz]{Hard Choices} @UUID[Compendium.cyphersystem-compendium.abilities.YBMLX3Jm5oN79J6G]{Heads-Up Display} @UUID[Compendium.cyphersystem-compendium.abilities.A853pOqz5BmPfh4w]{Higher Mathematics} @UUID[Compendium.cyphersystem-compendium.abilities.ZgLefUbAcrmYdFur]{How Others Think} @UUID[Compendium.cyphersystem-compendium.abilities.vFc52xBtBp69WglW]{Impersonate} @UUID[Compendium.cyphersystem-compendium.abilities.HBHjx10W5BQW101w]{Impressive Display} @UUID[Compendium.cyphersystem-compendium.abilities.369RISHwqzRXkwEG]{Infiltrator} @UUID[Compendium.cyphersystem-compendium.abilities.sM2zEDx4gRr9CuiR]{Inner Defense} @UUID[Compendium.cyphersystem-compendium.abilities.fh7tK1BVjgSfZ8ml]{Insight} @UUID[Compendium.cyphersystem-compendium.abilities.wWCehMidmvLypdxj]{Inspire Aggression} @UUID[Compendium.cyphersystem-compendium.abilities.V765JZKDKQ00Buyn]{Interaction Skills} @UUID[Compendium.cyphersystem-compendium.abilities.4dTGeclZRVjzn5tT]{Interface} @UUID[Compendium.cyphersystem-compendium.abilities.PK6oiYXgdP7KaGgi]{Investigate} @UUID[Compendium.cyphersystem-compendium.abilities.romswZIOmAmtzfCL]{Investigative Skills} @UUID[Compendium.cyphersystem-compendium.abilities.4p95GsynORh0Xd7X]{Knowing} @UUID[Compendium.cyphersystem-compendium.abilities.xBQM1AmjmcjmPDDD]{Knowledge of the Law} @UUID[Compendium.cyphersystem-compendium.abilities.eEGFknWQZUBNXn99]{Knowledge Skills} @UUID[Compendium.cyphersystem-compendium.abilities.oAsK49Zgey5QaC82]{Late Inspiration} @UUID[Compendium.cyphersystem-compendium.abilities.eM1fLppEnXHBlRNX]{Learning the Path} @UUID[Compendium.cyphersystem-compendium.abilities.rfsCCpxcsjc8hr60]{Levity} @UUID[Compendium.cyphersystem-compendium.abilities.aOzkoVf0mNSkZBtn]{Life Lessons} @UUID[Compendium.cyphersystem-compendium.abilities.lzy1YbdIJxzNIHZq]{Machine Affinity} @UUID[Compendium.cyphersystem-compendium.abilities.QHSH8fE6l3bKz2xl]{Machine Hunting} @UUID[Compendium.cyphersystem-compendium.abilities.rhaZSmU6dJpzMO64]{Machine Interface} @UUID[Compendium.cyphersystem-compendium.abilities.XQxN55rl0f5HFxEM]{Magic Training} @UUID[Compendium.cyphersystem-compendium.abilities.Zu06akqnHdCvoR0W]{Make Judgment} @UUID[Compendium.cyphersystem-compendium.abilities.YF8CYsYKcXpdfqH5]{Master Identifier} @UUID[Compendium.cyphersystem-compendium.abilities.KM9qqjzJBJusQNkT]{Master Thief} @UUID[Compendium.cyphersystem-compendium.abilities.GfDLA0qSvqhqzIbL]{Microgravity Adept} @UUID[Compendium.cyphersystem-compendium.abilities.PRW5MxW12oakmeHE]{Monster Lore} @UUID[Compendium.cyphersystem-compendium.abilities.tC7wmZwlZcQy5Vd0]{Movement Skills} @UUID[Compendium.cyphersystem-compendium.abilities.CBGeAZSBuymzrxDz]{Muscles of Iron} @UUID[Compendium.cyphersystem-compendium.abilities.FDUGlu7DZhdfxH2P]{Natural Charisma} @UUID[Compendium.cyphersystem-compendium.abilities.bcEupdsF6FduFPwe]{Oneirochemy} @UUID[Compendium.cyphersystem-compendium.abilities.oTDJtTDkwxr5uSfU]{Open Mind} @UUID[Compendium.cyphersystem-compendium.abilities.EbnGDC61relhYaib]{Opening Statement} @UUID[Compendium.cyphersystem-compendium.abilities.noCgrKbB370cfzQg]{Physical Skills} @UUID[Compendium.cyphersystem-compendium.abilities.Kk5nnC1EcYtqc3Fu]{Pilot} @UUID[Compendium.cyphersystem-compendium.abilities.TTKx93iEvtnptsep]{Poetic License} @UUID[Compendium.cyphersystem-compendium.abilities.OjGaIl0JEepjDrla]{Post-Apocalyptic Survivor} @UUID[Compendium.cyphersystem-compendium.abilities.MBlyd9LvSH8D0Z5I]{Powerful Rhetoric} @UUID[Compendium.cyphersystem-compendium.abilities.vcbIe2sSMKJmawl4]{Predictive Equation} @UUID[Compendium.cyphersystem-compendium.abilities.xMRRfjFF0POkxyea]{Privileged Nobility} @UUID[Compendium.cyphersystem-compendium.abilities.FEkLEYwk7r9KE7oC]{Quarry} @UUID[Compendium.cyphersystem-compendium.abilities.YCwy44WnpusEYN7g]{Quick Study} @UUID[Compendium.cyphersystem-compendium.abilities.QVPmLa6CKwmH6vJZ]{Quick to Flee} @UUID[Compendium.cyphersystem-compendium.abilities.8EJ59LwWPkaqErUd]{Quicker Than Most} @UUID[Compendium.cyphersystem-compendium.abilities.pMQT2QIL38XlhkxB]{Resist Tricks} @UUID[Compendium.cyphersystem-compendium.abilities.ZOfmWQFbwSJQB4wm]{Ruin Lore} @UUID[Compendium.cyphersystem-compendium.abilities.IYt42xzsjesQyEfT]{Sailor} @UUID[Compendium.cyphersystem-compendium.abilities.h3G0Ven2SoaPCbk4]{Salvage and Comfort} @UUID[Compendium.cyphersystem-compendium.abilities.WUY75HFAqAu1i9ku]{Sense Attitudes} @UUID[Compendium.cyphersystem-compendium.abilities.x8cGd4MC9YEW9isa]{Serv-0 Repair} @UUID[Compendium.cyphersystem-compendium.abilities.9sfX1SGtcQ17Uiny]{Sharp Senses} @UUID[Compendium.cyphersystem-compendium.abilities.HWZ8mwAfZEu6r778]{Sleuth} @UUID[Compendium.cyphersystem-compendium.abilities.2CrV3a9S1yzOXBOJ]{Slippery} @UUID[Compendium.cyphersystem-compendium.abilities.sHdBJdVshvtAqz1K]{Sneak} @UUID[Compendium.cyphersystem-compendium.abilities.gwMRhz3h9zxbVQXt]{Stalker} @UUID[Compendium.cyphersystem-compendium.abilities.gbU7mA0flUR4W8Dl]{Stand Watch} @UUID[Compendium.cyphersystem-compendium.abilities.QAdh0yZBjJsHdJjD]{Stealth Skills} @UUID[Compendium.cyphersystem-compendium.abilities.tFhd4dEGikOd1g1K]{Straightforward} @UUID[Compendium.cyphersystem-compendium.abilities.MwDYD8V1CJv8w9rR]{Superb Explorer} @UUID[Compendium.cyphersystem-compendium.abilities.aJ1T8XqGF38vyzV2]{Superb Infiltrator} @UUID[Compendium.cyphersystem-compendium.abilities.B4U7RiMrZElfOQyj]{Taking Advantage} @UUID[Compendium.cyphersystem-compendium.abilities.1ZV6jp2IuXFgXEjn]{Task Training} @UUID[Compendium.cyphersystem-compendium.abilities.pYsmdnNte7o5Flca]{Tech Skills} @UUID[Compendium.cyphersystem-compendium.abilities.0xVoKhKKvzxIbtJD]{There’s Your Problem} @UUID[Compendium.cyphersystem-compendium.abilities.k4LeTZ1lqN9L3hPS]{Tool Mastery} @UUID[Compendium.cyphersystem-compendium.abilities.VAGafmOiBpvU2eq0]{Tracker} @UUID[Compendium.cyphersystem-compendium.abilities.O0d2Xjp5HTUdFzmp]{Trained Excavator} @UUID[Compendium.cyphersystem-compendium.abilities.A8CGMbLGsJ3AHKMP]{Trained Interlocutor} @UUID[Compendium.cyphersystem-compendium.abilities.eVZMy7s6px5jLTfj]{Trained Swimmer} @UUID[Compendium.cyphersystem-compendium.abilities.wEjdodvc6SLf8yso]{Travel Skills} @UUID[Compendium.cyphersystem-compendium.abilities.kv03xEihe4VZNkK5]{Understanding} @UUID[Compendium.cyphersystem-compendium.abilities.zgcoMEc4j2MjpDhC]{Vacuum Skilled} @UUID[Compendium.cyphersystem-compendium.abilities.KqV5RSzOU3S3NK51]{Wilderness Life} @UUID[Compendium.cyphersystem-compendium.abilities.8KYjSKp6ieQ8YXUy]{Wilderness Lore} @UUID[Compendium.cyphersystem-compendium.abilities.XseI77zSp7iHkEWq]{Wound Tender} @UUID[Compendium.cyphersystem-compendium.abilities.qEzcqbNhuJQuBagn]{Zero Dark Eyes}

Mid Tier

@UUID[Compendium.cyphersystem-compendium.abilities.GK0o4fjCtxgAP269]{Action Processor} @UUID[Compendium.cyphersystem-compendium.abilities.6ILcTvACqDdLVpc8]{Agent Provocateur} @UUID[Compendium.cyphersystem-compendium.abilities.KAAezRI2l8rdp1NS]{Animal Senses and Sensibilities} @UUID[Compendium.cyphersystem-compendium.abilities.TmDavAL4vDxKjLBK]{Confidence Artist} @UUID[Compendium.cyphersystem-compendium.abilities.yB4tnpDNVSOxgruq]{Dark Matter Shell} @UUID[Compendium.cyphersystem-compendium.abilities.bvqDafTBMB7Uo9Qj]{Enhance Strength} @UUID[Compendium.cyphersystem-compendium.abilities.hQx9SoUhY6jzUeTW]{Expert Driver} @UUID[Compendium.cyphersystem-compendium.abilities.12xO8QaEsTvEFUvY]{Expert Pilot} @UUID[Compendium.cyphersystem-compendium.abilities.RESKINMA0INj60Rc]{Find the Guilty} @UUID[Compendium.cyphersystem-compendium.abilities.dVh39nh5ARUxreUc]{Flex Skill} @UUID[Compendium.cyphersystem-compendium.abilities.Kk9lHkiaqsr3pUmk]{Ghost} @UUID[Compendium.cyphersystem-compendium.abilities.NhNvpbUWNRIFEm8b]{Hard to See} @UUID[Compendium.cyphersystem-compendium.abilities.7tiGTYVXj9eHdja7]{Heightened Skills} @UUID[Compendium.cyphersystem-compendium.abilities.uhC4ubTGfhkNvIMX]{Improvise} @UUID[Compendium.cyphersystem-compendium.abilities.iyM2N9G0RLlj6BZ7]{Increasing Determination} @UUID[Compendium.cyphersystem-compendium.abilities.2odkyEO8azxIZWYj]{Intelligent Interface} @UUID[Compendium.cyphersystem-compendium.abilities.t5vs3xMko8GLCB64]{Intense Interaction} @UUID[Compendium.cyphersystem-compendium.abilities.vPraXsdXkCmaoBbI]{Knowledge Is Power} @UUID[Compendium.cyphersystem-compendium.abilities.4JDFgEhyhqReRngE]{Master Crafter} @UUID[Compendium.cyphersystem-compendium.abilities.e3jpx5KsYc8F13Pu]{Meticulous Planner} @UUID[Compendium.cyphersystem-compendium.abilities.l0OFjk5XVGV5LzP1]{Minor Wish} @UUID[Compendium.cyphersystem-compendium.abilities.LdHCwZcifnRRuPrp]{Nightstrike} @UUID[Compendium.cyphersystem-compendium.abilities.3VJyYtECl0wKQj2p]{Outlast the Foe} @UUID[Compendium.cyphersystem-compendium.abilities.XQkQrvp4o395uIOJ]{Passing Mechanic} @UUID[Compendium.cyphersystem-compendium.abilities.LojkwDtb1gHLSB6A]{Preternatural Senses} @UUID[Compendium.cyphersystem-compendium.abilities.MzKqElUHuTtHkV7D]{Pull a Fast One} @UUID[Compendium.cyphersystem-compendium.abilities.y1bQFSBlwMbUico5]{Rapid Processing} @UUID[Compendium.cyphersystem-compendium.abilities.DhSH0rnaqLogC3DC]{Rider} @UUID[Compendium.cyphersystem-compendium.abilities.oCcnXLYQy9DjwPJC]{Sea Legs} @UUID[Compendium.cyphersystem-compendium.abilities.syiylO75dZlcUp3i]{Sensing Package} @UUID[Compendium.cyphersystem-compendium.abilities.NcItnMHjeG9fgE1K]{Serv-0 Aim} @UUID[Compendium.cyphersystem-compendium.abilities.lPqCQOQJF0JfoFRn]{Serv-0 Brawler} @UUID[Compendium.cyphersystem-compendium.abilities.EQXA8Gcwdc7dU8lw]{Sharp-Eyed} @UUID[Compendium.cyphersystem-compendium.abilities.hIy0GMeL8WALvhEb]{Ship Footing} @UUID[Compendium.cyphersystem-compendium.abilities.U2QV8t7Pq9irgHqF]{Silent As Space} @UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks} @UUID[Compendium.cyphersystem-compendium.abilities.c4CG5F8lfaYelzFf]{Soothe Mind and Body} @UUID[Compendium.cyphersystem-compendium.abilities.3pqCkOZjnAXWIikt]{Subtle Steps} @UUID[Compendium.cyphersystem-compendium.abilities.q80xvRDX6XwFXgma]{Targeting Eye} @UUID[Compendium.cyphersystem-compendium.abilities.NaqoExT72j3xkWp3]{Task Specialization} @UUID[Compendium.cyphersystem-compendium.abilities.oah8DOODfphl858B]{Telling} @UUID[Compendium.cyphersystem-compendium.abilities.3wxiRMTCBZ4iNCHp]{Temporal Acceleration} @UUID[Compendium.cyphersystem-compendium.abilities.zuEylYrgOVAAjs71]{Trained Basher} @UUID[Compendium.cyphersystem-compendium.abilities.I8N5PUMy5Eq7cqZl]{Trained Gunner} @UUID[Compendium.cyphersystem-compendium.abilities.gPqiQflb6Z3DXGVk]{Trained Slayer} @UUID[Compendium.cyphersystem-compendium.abilities.SjO76u6MlpVx3PwO]{Verbal Misdirection} @UUID[Compendium.cyphersystem-compendium.abilities.PlVEpuVxp9pGJSoa]{You Studied}

High Tier

@UUID[Compendium.cyphersystem-compendium.abilities.B0dq2gW9gdA0PdzR]{Amplify Sounds} @UUID[Compendium.cyphersystem-compendium.abilities.2uSx4ErQ9f2QLX5M]{As Foretold in Prophecy} @UUID[Compendium.cyphersystem-compendium.abilities.jmjxGRJTwztzBtLc]{Coordinated Effort} @UUID[Compendium.cyphersystem-compendium.abilities.xRvaY8SG4HVy5WO8]{Dark Explorer} @UUID[Compendium.cyphersystem-compendium.abilities.rYOt0poxNGA8b3FP]{Explains the Ineffable} @UUID[Compendium.cyphersystem-compendium.abilities.VVYx3J42Sj9qCQV9]{Exploit Advantage} @UUID[Compendium.cyphersystem-compendium.abilities.GnQRIvynqXx1R2a0]{Further Mathematics} @UUID[Compendium.cyphersystem-compendium.abilities.2LaX22wvw35lDger]{Learned a Few Things} @UUID[Compendium.cyphersystem-compendium.abilities.YWMUeaNzao8n8pAc]{Like the Back of Your Hand} @UUID[Compendium.cyphersystem-compendium.abilities.Cz0KkzZPnlX1oTYz]{Magnificent Moment} @UUID[Compendium.cyphersystem-compendium.abilities.kZ3LhhYZKrcnBplY]{Master Entertainer} @UUID[Compendium.cyphersystem-compendium.abilities.4USzF8qKs8oZJH13]{Multiple Skills} @UUID[Compendium.cyphersystem-compendium.abilities.kcXnkEBuyNil4Nd4]{No One Knows Better} @UUID[Compendium.cyphersystem-compendium.abilities.N0wzhZ676UrCR8M4]{Precognition} @UUID[Compendium.cyphersystem-compendium.abilities.MA2Pwhbpbq2SSIQy]{See the Future} @UUID[Compendium.cyphersystem-compendium.abilities.QZa9b5G80qxtoYqg]{Subsonic Rumble} @UUID[Compendium.cyphersystem-compendium.abilities.RE24qvMuPhasaCP3]{Total Awareness} @UUID[Compendium.cyphersystem-compendium.abilities.qKDngpAWNEzhdRj5]{Trick Driver} @UUID[Compendium.cyphersystem-compendium.abilities.vhGEeFVgyqX1gzRr]{Using the Environment}

Transform

A significant change that temporarily enhances you, such as growing bigger, turning into a werewolf, and so on. Also includes apparent transformations like disguises and invisibility.

Low Tier

@UUID[Compendium.cyphersystem-compendium.abilities.8DXGUr433iXaVCSv]{Beast Form} @UUID[Compendium.cyphersystem-compendium.abilities.GmMePJHTRl6PshR6]{Bigger} @UUID[Compendium.cyphersystem-compendium.abilities.wIOwT1tjGLMYzZAb]{Controlled Change} @UUID[Compendium.cyphersystem-compendium.abilities.HDYOv1V10xpFbFI7]{Enlarge} @UUID[Compendium.cyphersystem-compendium.abilities.Tgmrh8dyGqqCfnU5]{Face Morph} @UUID[Compendium.cyphersystem-compendium.abilities.U9ZBl9NeipxSLavS]{Golem Healing} @UUID[Compendium.cyphersystem-compendium.abilities.asQqC0DepYcsPxRV]{Illusory Disguise} @UUID[Compendium.cyphersystem-compendium.abilities.zOCvNsxHOcmkQrBn]{Phased Pocket} @UUID[Compendium.cyphersystem-compendium.abilities.5aUrbdjSSLCRggHU]{Spin Identity} @UUID[Compendium.cyphersystem-compendium.abilities.1CjsEMTtfnvL1CeJ]{Vanish}

Mid Tier

@UUID[Compendium.cyphersystem-compendium.abilities.NIePQkLH2DTVjZR2]{Bigger Beast Form} @UUID[Compendium.cyphersystem-compendium.abilities.rZsohzuwTFfghWVO]{Blend In} @UUID[Compendium.cyphersystem-compendium.abilities.Uq6p6fOg9KyFcUws]{Evanesce} @UUID[Compendium.cyphersystem-compendium.abilities.wqzexDdZolWgxAza]{Greater Controlled Change} @UUID[Compendium.cyphersystem-compendium.abilities.NhNvpbUWNRIFEm8b]{Hard to See} @UUID[Compendium.cyphersystem-compendium.abilities.uNzF1oQKJ6T1yqL4]{Huge} @UUID[Compendium.cyphersystem-compendium.abilities.nEN2HYzlJWhonfmE]{Invisible Phasing} @UUID[Compendium.cyphersystem-compendium.abilities.RfGCXsX7JXEr8fMw]{Moon Shape}

High Tier

@UUID[Compendium.cyphersystem-compendium.abilities.hbbPZIjq81Qqdp6i]{Colossal} @UUID[Compendium.cyphersystem-compendium.abilities.uN2YVmNxkFj3SFof]{Command Metal} @UUID[Compendium.cyphersystem-compendium.abilities.PyVeE7CtDVDksWG6]{Disappear} @UUID[Compendium.cyphersystem-compendium.abilities.0XYaYNoQzrYYKR4p]{Gargantuan} @UUID[Compendium.cyphersystem-compendium.abilities.wvlSlYCJyrJuFqtn]{Invisibility} @UUID[Compendium.cyphersystem-compendium.abilities.S5JTyQCNcgrXgNqf]{Mask} @UUID[Compendium.cyphersystem-compendium.abilities.m2j3n3xiExLcXAAn]{Moderate Wish} @UUID[Compendium.cyphersystem-compendium.abilities.5Rre17QhaTln9jgA]{Outside Reality} @UUID[Compendium.cyphersystem-compendium.abilities.85DCcEDqvz6A0LkD]{Perfect Control} @UUID[Compendium.cyphersystem-compendium.abilities.TRdK7RJBkq8WW4np]{Wild Camouflage}

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Equipment in the Cypher System plays only a small role. It’s far more important to focus on what you can do than on what you have. Still, sometimes it’s important to know if you’ve got enough rope, or what kind of gun your space pilot has at their hip.

Currency and Prices

Dollars, pounds, euros, credits, gold pieces, Martian solval beads, Corso moons and stars, bottle caps—a lot of different currencies might be used in your game, depending on the setting and the genre. You should use whatever you like. In the Cypher System rules, we talk in generalities rather than specifics. Not unlike saying immediate or short distance rather than giving precise numbers, we talk about goods and services in terms of inexpensive, moderately priced, expensive, very expensive, or exorbitant.

The GM can figure out what those things mean in their setting. In a fantasy setting, an inexpensive item might be 1 or 2 copper pennies, while an expensive item might require gold on the table. The exact amount can vary, and in many campaigns, the exact amount will matter. The GM will develop a detailed price list for their setting, and players will track their money on their character sheets to determine what they can afford, often ignoring the terms inexpensive, moderately priced, and so on.

But some GMs might want to keep things simple and use only the general terms, indicating currency just as flavor now and then. In a space opera game, where the PCs are the crew of a starship blazing about the galaxy in search of adventure and profit, fuel and upkeep for the ship might be expensive. Hauling a few passengers from Epsilon Eridani back to Earth might earn enough to purchase six expensive items but cost the equivalent of two expensive items, leaving the crew with the means to refuel and maintain the ship for two further voyages. In such a game, where money only means keeping the ship flying, no one has to talk in specific amounts. Characters might refer to “galactic credits” or something similar, but amounts might not be tracked on the character sheets.

Price Categories

There are five price categories for goods and services.

An inexpensive item is something that common people buy. A simple meal or a drink in the bar. A pen and some paper. A book or magazine.

A moderately priced item is something that common people buy, but not too often and not in great quantities. A small piece of furniture. A major entertainment. An expensive meal. A new outfit.

An expensive item is something that would strain a common person’s finances. Rent on a simple apartment. A major piece of furniture. A very nice outfit. The cost to travel a long distance (if appropriate to the setting).

A very expensive item is probably out of the reach of most people except in very special circumstances. Jewelry. Luxury furnishings.

An exorbitant item is something only the very rich can afford. A very nice house. A ship. Extremely expensive jewelry or art.

Think of the categories as powers of 10. That is to say, a moderately priced item is ten times more costly than an inexpensive item. An expensive item is ten times more costly than a moderately priced item, and thus 100 times the cost of something inexpensive. A very expensive item is ten times the cost of an expensive one, 100 times the cost of a moderate one, and 1,000 times the cost of an inexpensive one. An exorbitant item is priced ten times beyond that.

In some settings, even the generalization offered by the pricing categories might be too specific or cumbersome. In many superhero games, for example, prices are relatively moot. After saving the city, typical superheroes don’t worry about paying rent or how much dinner will cost. On the other hand, in a grittier superhero game, maybe that’s exactly what they worry about.

Using The Price Categories

Regardless of how precise you want to be with prices and currency, you can use the price categories in a variety of ways.

It’s easy for a GM to say to a player “You can afford two extra moderately priced things at the start of the game.” The player can look on the list and pick two moderately priced items without worrying about their cost. Plus, this approach makes it clear that they get two items, not twenty inexpensive items or one more expensive item that perhaps would not be appropriate for a starting character. The categories make it easy to lump similar items together.

The GM can also say “You can have whatever inexpensive items you want, and don’t worry about the cost.” At higher tiers, when the PCs have more wealth, followers, and so on, the GM can do this with moderate or even expensive items. This allows the group to skip over playing through a shopping trip to get supplies, and players don’t have to track prices down to the last coin.

Finally, the categories can be shorthand when evaluating loot, dividing up the spoils among the PCs, and resolving other story-based occurrences that crop up in the game without dealing in the minutiae of exact prices. This is of particular use in high-powered games where the PCs are rich and powerful.

Level of Equipment

Mundane equipment is about level 4—less if of inferior quality or materials, more if of superior quality or materials. This means that in a setting based on the distant past, the default level might be 3, while in the future it might be 5 or 6. So an average serf ’s tool in the Dark Ages is level 3, easily broken, while an average tool on a space station is level 6, made of advanced polymers.

Armor

Characters expecting danger frequently wear armor. Even the simplest protective covering helps against stabs and cuts, and more sophisticated or heavier armor protects against graver threats.

You can wear only one type of armor at a time—you cannot wear chainmail hauberk and scale armor together, for example. However, Armor bonuses from multiple sources combine to provide a total Armor rating. For example, if you have subdermal implants that give you +1 to Armor, a force field that offers another +1 to Armor, and beastskin that grants +2 to Armor, you have a total of +4 to Armor.

In general, light armor is a moderately priced item, medium armor is expensive, and heavy armor is very expensive. The Genre chapter offers more specific details on the kinds of armor available in a given setting. Keep in mind that in many genres, it’s quite odd, at best, to run around in armor tougher than a leather jacket.

Using Armor

Anyone can wear any armor, but it can be taxing. Wearing armor increases the cost of using a level of Effort when attempting a Speed-based action. So if you’re wearing light armor and want to use two levels of Effort on a Speed-based roll to run across difficult terrain, it costs 7 points from your Speed Pool rather than 5 (3 for the first level of Effort, plus 2 for the second level of Effort, plus 1 per level for wearing light armor). Edge reduces the overall cost as normal. If you are not experienced with a certain type of armor but wear it anyway, this cost is further increased by 1. Having experience with a type of armor is called being practiced with the armor.

ArmorSpeed Effort Additional Cost Per Level
Light+1
Medium+2
Heavy+3
Note: Clarification & Foundry VTT Usage

The table above is written from the perspective of someone having the ability Practiced in Armor. For consistency, armor items also assume that the PC is practiced in armor, so PCs without any ability or who are experienced in armor or have mastery in armor need to adjust the cost accordingly. Here’s a complete overview:

Speed Effort Additional Cost Per Level
ArmorNo AbilityPracticedExperiencedMastery
Light+2+1+0+0
Medium+3+2+1+0
Heavy+4+3+2+0

Shields

Shields provide an asset to Speed defense rolls. You must have one free hand to use a shield.

Weapons

Not all characters are familiar with all weapons. Warriors know their way around most types, but Explorers prefer light or medium weapons, and Adepts and Speakers usually stick to light weapons. If you wield a weapon that you have no experience with, an attack with that weapon is hindered. Having experience with a weapon is called being practiced with the weapon.

Light weapons inflict only 2 points of damage, but attacks with them are eased because they are fast and easy to use. Light weapons are punches, kicks, knives, handaxes, darts, very small pistols, and so on. Weapons that are particularly small are light weapons.

Medium weapons inflict 4 points of damage. Medium weapons include broadswords, battleaxes, maces, crossbows, spears, typical handguns, light rifles, sawed-off shotguns, and so on. Most weapons are medium. Anything that could be used in one hand (even if it’s often used in two hands, such as a quarterstaff or spear) is a medium weapon.

Heavy weapons inflict 6 points of damage, and you must use two hands to attack with them. Heavy weapons are huge swords, great hammers, massive axes, halberds, heavy crossbows, rifles, regular shotguns, assault rifles, and so on. Anything that must be used in two hands is a heavy weapon.

WeaponDamage
Light2 points (attack eased)
Medium4 points
Heavy6 points

In general, light weapons are moderately priced items, medium weapons are expensive, and heavy weapons are very expensive. Ammunition for a ranged weapon is inexpensive. The Genre chapter offers more specific details on weapons available in a given setting. Keep in mind that in many genres, it’s not acceptable to run around carrying dangerous weapons.

Explosive Weapons

Bombs, grenades, missiles, and other explosives operate differently than other weapons. They affect all targets within an area (usually an immediate area) and inflict damage to all of them. A separate attack roll is required for each (or a Speed defense roll if the PCs are the targets of such an attack), although to simplify, the player can make one attack roll and compare it to the difficulty to attack each target. Usually, even if the attack roll fails (or the Speed defense roll succeeds), the targets still suffer a smaller amount of damage, often 1 point.

Explosives like grenades can be thrown a short distance. Otherwise, another launcher weapon is needed to project them a long distance (or farther).

Miscellaneous Items and Services

Although the types of items for sale vary greatly based on the setting, a few things are always present, like food, lodging, and clothing. However, these goods and services can span the price categories. For example, you can get an inexpensive meal, a moderately priced meal, an expensive meal, and so on. An inexpensive meal is light and probably not very nutritious. An expensive meal is available only in nice restaurants in certain locations. An exorbitant meal is probably a feast for a crowd, with the finest foods and drink available.

Nightly lodging is similar, although the bottom end starts out worse. An inexpensive night’s lodging is probably a flea-ridden mat on the floor of a room filled with other lodgers. Typical lodging (a private room with a decent bed) is probably in the moderately priced range. Very expensive lodging might be a suite of rooms with delicious meals and personal services (such as massages and grooming) included.

Inexpensive clothing is just a step up from rags, but moderately priced clothing is decent enough. For a formal party, you’d want expensive clothing. The very rich likely wear very expensive clothing most of the time, and exorbitant clothing (and jewelry) when they go to their elite galas.

Other sorts of miscellaneous items can be found in the Genre chapter.

Cyphers

Cyphers can sometimes be physical items like equipment, but they work very differently. To be entirely accurate, cyphers might have the veneer of equipment, but don’t fall into the trap of confusing the two. Cyphers are far more akin to PC special abilities than to gear. In a fantasy game, they might be potions, scrolls, or charms. In a science fiction game, cyphers might be interesting throwaway devices or alien crystals of unknown providence. In other games, they might just represent good fortune or sudden inspiration. See the Cyphers chapter for more details.

Artifacts

Artifacts are more powerful than equipment and can’t simply be purchased. The Genre chapter offers a few sample artifacts appropriate for various settings.

Each artifact has a level and a rate of power depletion. When an artifact is used or activated, the player rolls the designated die (1d6, 1d10, 1d20, or 1d100). If the die shows the depletion number(s), the item works, but that is its last use. A depletion entry of “—” means that the artifact never depletes, and an entry of “automatic” means that it can be used only once.

Depowered artifacts can sometimes be recharged using the repair rules, depending on the item’s nature. Other special abilities can also repower an expended item, but probably for only one use.

For GM information on artifacts, see the Running the Cypher System chapter.

Finding, Identifying, and Using Artifacts

Characters can sometimes find artifacts while on adventures. They might be in ancient ruins, either intact or in need of manipulation to get them working. They could have been stolen from well-guarded military installations. They might be granted as rewards or taken from fallen foes. Sometimes they can even be purchased from a specialized source, but this occurs more rarely than most PCs would probably like.

After the characters find an artifact, identifying it is a separate Intellect task. The GM sets the difficulty of the task, but it is usually equal to the artifact’s level. Identifying it takes fifteen minutes to three hours. If the PCs can’t identify an artifact, they can bring it to an expert to be identified or, if desired, traded or sold.

Characters can attempt to use an artifact that has not been identified, which is usually an Intellect task equal to the artifact’s level + 2. Failure might mean that the PCs can’t figure out how to use the artifact or they use it incorrectly (GM’s discretion). Of course, even if characters use an unidentified artifact correctly the first time, they have no idea what the effect might be.

Once characters identify an artifact, using it for the first time requires an additional Intellect action; this process is far more complex than pushing a button. It can involve manipulating touchscreens, reciting the proper arcane words, or anything else that fits the setting. The GM sets the difficulty, but it is usually equal to the artifact’s level.

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Experience points (XP) are the currency by which players gain benefits for their characters. The most common ways to earn XP are through GM intrusions and by accomplishing things the PCs set out to do. Sometimes experience points are earned during a game session, and sometimes they’re earned between sessions. In a typical session, a player might earn 2 to 4 XP, and between sessions, perhaps another 2 XP (on average). The exact amounts depend on the events of the session.

GM Intrusion

At any time, the GM can introduce an unexpected complication for a character. When they intrude in this way, they must give that character 2 XP. That player, in turn, must immediately give one of those XP to another player and justify the gift (perhaps the other player had a good idea, told a joke, or performed an action that saved a life).

Often, the GM intrudes when a player attempts an action that should be an automatic success. However, the GM is free to intrude at other times. As a general rule, the GM should intrude at least once each session, but no more than once or twice each session per character.

Anytime the GM intrudes, the player can spend 1 XP to refuse the intrusion, though that also means they don’t get the 2 XP. If the player has no XP to spend, they can’t refuse.

If a player rolls a 1 on a die, the GM can intrude without giving the player any XP.

Example 1: Through skill and the aid of another character, a fourth-tier PC eases a wall-climbing task from difficulty 2 to difficulty 0. Normally, they would succeed at the task automatically, but the GM intrudes and says “No, a bit of the crumbling wall gives way, so you still have to make a roll.” As with any difficulty 2 task, the target number is 6. The PC attempts the roll as normal and gains 2 XP because the GM intruded. They immediately give one of those XP to another player.

Example 2: During a fight, a PC swings their axe and damages a foe with a slice across the shoulder. The GM intrudes by saying that the foe turned just as the axe struck, wrenching the weapon from the character’s grip and sending it clattering across the floor. The axe comes to a stop 10 feet (3 m) away. Because the GM intruded, the PC gains 2 XP, and the player immediately gives one of those XP to another player. Now the character must deal with the dropped weapon, perhaps drawing a different weapon or using their next turn to scramble after the axe.

For much more on GM intrusions, see the Running the Cypher System chapter.

Character Arcs

Character arcs are the means by which players can invest themselves more in great stories and character depth and development.

Just like in a book or a television show, characters progress through their own personal story and change over time. A PC with a character arc decides for themselves what they do and why. Character arcs are like stated goals for a character, and by progressing toward that goal, the character advances. The key word there is progressing. A PC doesn’t have to succeed at achieving the goal to earn advancement—it’s not an all-or-nothing prospect. Each arc is keyed to a single character, but just like in a book or show, characters can take part in the larger story arc that the whole group participates in, while also progressing in their own personal arc.

Character arcs have different steps that mark the character’s progress through the arc. Each arc eventually reaches a climax, and then finishes with a step that is a final resolution. Each step reached earns the character 2 XP. Character arcs are the most straightforward way that a character earns XP. (Typically, PCs will earn about half their total experience points from arcs or other GM awards.)

At character creation, a player can choose one character arc for their PC at no cost. Players have the option to not choose one, but it’s probably a good idea to do so. First and foremost, it is a character-defining factor. If they begin the campaign with a desire to find the woman who killed their brother, that says a lot about the character: they had a brother, he was likely close to them, he had been in at least one dangerous situation, and the character is probably motivated by anger and hate, at least somewhat. Even after the character finishes this first arc, they’ll undoubtedly have (at least one) more because they can gain new arcs as the campaign progresses.

Once play begins, players can take on a new arc whenever they wish, as fits the character’s ongoing story. Taking a new arc has a cost of 1 XP. While there’s no hard limit on how many arcs a character can have at one time, realistically most PCs couldn’t reasonably have more than three or four.

However, as mentioned above, arcs have a beginning cost that must be paid, reflecting the character’s devotion to the goal. The character will earn this investment back (probably many times over) if the arc is completed.

Character arcs are always player-driven. A GM cannot force one on a character. That said, the events in the narrative often present story arc opportunities and inspire character arcs for the PCs. It’s certainly in the GM’s purview to suggest possible arcs related to the events going on. For example, if the GM presents an encounter in which an NPC wishes to learn from the PC, it might make sense to suggest taking the Instruction arc. Whether or not the PC takes on the student, the player doesn’t have to adopt the Instruction arc unless they want to.

At the end of a session, review the actions you took and describe how they might equate to the completion of a step (or possibly more than one step) in their character arc. If the GM agrees, the character gets their reward.

When in doubt, if one character accomplishes a step in their arc but another character does not, the first character should get the 2 XP reward, but the other character should probably still get, at minimum, 1 XP for the session.

This chapter presents many sample character arcs (see below).

GM Awards

Sometimes, a group will have an adventure that doesn’t deal primarily with a PC’s character arc. In this case, it’s a good idea for the GM to award XP to that character for accomplishing other tasks. First and foremost, awards should be based on discovery. Discovery can include finding a significant new location, such as a hidden chamber, a secret fortress, a lost land, a new planet, or an unexplored dimension. In this fashion, PCs are explorers. Discovery can also include a new significant aspect of a setting, such as a secret organization, a new religion, and so on.

It can also mean finding a new procedure or device (something too big to be considered a piece of equipment) or even previously unknown information. This could include a source of magical power, a unique teleportation device, or the cure for a plague. These are all discoveries. The common thread is that the PCs discover something that they can understand and put to use.

Last, depending on the GM’s outlook and the kind of campaign the group wants to play, a discovery could be a secret, an ethical idea, an adage, or even a truth.

It’s a fine line, but ultimately the GM decides what constitutes a discovery as opposed to just something weird in the course of an adventure. Usually, the difference is, did the PCs successfully interact with it and learn something about it? If so, it’s probably a discovery.

Artifacts: When the group gains an artifact, award XP equal to the artifact’s level and divide it among the PCs (minimum 1 XP for each character). Round down if necessary. For example, if four PCs discover a level 5 artifact, they each get 1 XP. Money, standard equipment, and cyphers are not worth XP. (Experience point awards for artifacts should usually apply even if the artifact was given to the PCs rather than found, because often such gifts are the rewards for success.)

Miscellaneous Discoveries: Various other discoveries might grant 1 XP to each PC involved.

Other Awards: If a character is focused on activities that don’t relate to a character arc or a discovery, as a general rule, a mission should be worth at least 1 XP per game session involved in accomplishing it. For example, saving a family on an isolated farm beset by raiding cultists might be worth 1 XP for each character. Of course, saving the family doesn’t always mean killing the bad guys; it might mean relocating them, parlaying with the cultists, or chasing off the raiders.

Spending Experience Points

Experience points are meant to be used. Hoarding them is not a good idea; if a player accumulates more than 10 XP, the GM can require them to spend some.

Generally, experience points can be spent in four ways: immediate benefits, short- and medium-term benefits, long-term benefits, and character advancement.

Experience points should not be a goal unto themselves. Instead, they are a game mechanic to simulate how—through experience, time, toil, travail, and so on— characters become more skilled, more able, and more powerful. Spending XP to explain a change in a character’s capabilities that occurred in the course of the story, such as if the PC made a new device or learned a new skill, isn’t a waste of XP—it’s what XP are for.

Immediate Benefits

The most straightforward way for a player to use XP is to reroll any roll in the game—even one that they didn’t make. This costs 1 XP per reroll, and the player chooses the best result. They can continue to spend XP on rerolls, but this can quickly become an expensive proposition. It’s a fine way to try to prevent disaster, but it’s not a good idea to use a lot of XP to reroll a single action over and over.

A player can also spend 1 XP to refuse a GM intrusion.

Short- and Medium-Term Benefits

By spending 2 XP, a character can gain a skill—or, more rarely, an ability—that provides a short-term benefit. Let’s say a character notices that the computer terminals in the facility they’re infiltrating are similar to those used by the company they once worked for. They spend 2 XP and say that they have a great deal of experience in using these. As a result, they are trained in operating (and breaking into) these computers. This is just like being trained in computer use or hacking, but it applies only to computers found in that particular location. The skill is extremely useful in the facility, but nowhere else.

Medium-term benefits are usually story based. For example, a character can spend 2 XP while climbing through mountains and say that they have experience with climbing in regions like these, or perhaps they spend the XP after they’ve been in the mountains for a while and say that they’ve picked up the feel for climbing there. Either way, from now on, they’re trained in climbing in those mountains. This helps them now and any time they return to the area, but they’re not trained in climbing everywhere.

This method allows a character to get immediate training in a skill for half the normal cost. (Normally, it costs 4 XP to become trained in a skill.) It’s also a way to gain a new skill even if the PC has already gained a new skill as a step toward attaining the next tier.

In rare cases, a GM might allow a character to spend 2 XP to gain an entirely new ability—such as a device, a special ability, or a special mental power—for a short time, usually no longer than the course of one scenario. The player and the GM should agree on a story-based explanation for the benefit. Perhaps the ability has a specific rare requirement, such as a tool, a battery, a drug, or some kind of treatment. For example, a character who wants to explore a submerged location has several biotech enhancements, and they spend 2 XP to cobble together a device that lets them breathe underwater. This gives them the ability for a considerable length of time, but not permanently—the device might work for only eight hours. Again, the story and the logic of the situation dictate the parameters.

Long-Term Benefits

In many ways, the long-term benefits a PC can gain by spending XP are a means of integrating the mechanics of the game with the story. Players can codify things that happen to their characters by talking to the GM and spending 3 XP.

Things that a PC can acquire as a long-term benefit can be thought of as being story based, and they allow the player to have some narrative control over the story. In the course of play, a player might decide that their character gains a friend (a contact) or builds a log cabin (a home). Because a player spent XP, however, they should have some agency over what they’ve gained, and it shouldn’t be easily taken away. The player should help come up with the details of the contact or the design of their home.

It’s also possible to gain these benefits through events in the story, without spending XP. The new contact comes to the PC and starts the relationship. The new home is granted to them as a reward for service to a powerful or wealthy patron, or maybe the character inherits the home from a relative. However, because these came from the GM and not the player (and no XP were spent), the player has no narrative control over them and the GM makes up the details.

Long-term benefits can include the following.

Contact: The character gains a long-term NPC contact of importance—someone who will help them with information, equipment, or physical tasks. The player and GM should work out the details of the relationship.

Home: The PC acquires a full-time residence. This can be an apartment in a city, a cabin in the wilderness, a base in an ancient complex, or whatever fits the situation. It should be a secure place where the PC can leave their belongings and sleep soundly. Several characters could combine their XP and buy a home together.

Title or job: The PC is granted a position of importance or authority. It might come with responsibilities, prestige, and rewards, or it might be an honorary title.

Wealth: The PC comes into a considerable amount of wealth, whether it’s a windfall, an inheritance, or a gift. It might be enough to buy a home or a title, but that’s not really the point. The main benefit is that the PC no longer needs to worry about the cost of simple equipment, lodging, food, and so on. This wealth could mean a set amount—perhaps 50,000 dollars (or whatever is appropriate in the setting)—or it could bestow the ability to ignore minor costs, as decided by the player and GM.

GMs and players should work together to make XP awards and expenditures fit the ongoing story. If a PC stays in a location for two months to learn the inhabitants’ unique language, the GM might award the character a few XP, which are then immediately spent to grant them the ability to understand and speak that language.

Character Advancement

Progressing to the next tier involves four steps. When a PC has spent 4 XP on each of the steps, they advance to the next tier and gain all the type and focus benefits of that tier. The four steps can be purchased in any order, but each can be purchased only once per tier. In other words, a PC must buy all four steps and advance to the next tier before they can buy the same steps again.

Increasing Capabilities: You gain 4 new points to add to your stat Pools. You can allocate the points among your Pools however you wish.

Moving Toward Perfection: You add 1 to your Might Edge, your Speed Edge, or your Intellect Edge (your choice).

Extra Effort: Your Effort score increases by 1.

Skills: Choose one skill other than attacks or defense, such as climbing, jumping, persuading, sneaking, or history. You become trained in that skill. You can also choose to be knowledgeable in a certain area of study, such as history or geology. You can even choose a skill based on your character’s special abilities. For example, if your character can make an Intellect roll to blast an enemy with mental force, you can become trained in that ability, easing the task of using it.

If you choose a skill that you are already trained in, you become specialized in that skill, easing the task by two steps instead of one. If you choose a skill that you have an inability in, the training and the inability cancel each other out (you aren’t eased or hindered in that task). For example, if you have an inability in perception, becoming trained in that cancels out the inability.

Once you’re specialized in a skill, you can’t improve your training in that skill further (you can ease a task by up to two steps with training). You can still make that task easier with assets and a few rare abilities that don’t count as an asset or training.

Other Options: Players can also spend 4 XP to purchase other special options. Selecting one of these options counts as purchasing one of the four stages necessary to advance to the next tier. The other three need to be from the other categories. The special options are as follows:

Equal Advancement

It’s worthwhile if all characters advance through the six tiers at about the same rate—an important issue for some players. A good GM can achieve this result by carefully handing out XP rewards, some during play (which will tend to get used immediately) and some after play concludes, especially after completing a major story arc or quest so the GM can hand out 4 XP in one go (which will tend to get used for advancement). Many groups will discover while playing that equal advancement isn’t an important issue in the Cypher System, but people should get to play the game the way they want to play it.

Tier Advancement in The Cypher System

Tiers in the Cypher System aren’t entirely like levels in other roleplaying games. In the Cypher System, gaining tiers is not the players’ only goal or the only measure of achievement. Starting (first-tier) characters are already competent, and there are only six tiers. Character advancement has a power curve, but it’s only steep enough to keep things interesting. In other words, gaining a new tier is cool and fun, but it’s not the only path to success or power. If you spend all your XP on immediate, short-term, and medium-term benefits, you will be different from someone who spends their points on long-term benefits, but you will not be “behind” that character.

The general idea is that most characters will spend half their XP on tier advancement and long-term benefits, and the rest on immediate benefits and short- and medium-term benefits (which are used during gameplay). Some groups might decide that XP earned during a game is to be spent on immediate and short- and medium-term benefits (gameplay uses), and XP awarded between sessions for discoveries is to be spent on character advancement (long-term uses).

Ultimately, the idea is to make experience points into tools that the players and the GM can use to shape the story and the characters, not just a bookkeeping hassle.

Sample Character Arcs

The rest of this chapter presents sample character arcs for PCs. The writeup of each arc describes the parts involved in progressing through the arc:

Opening: This sets the stage for the rest of the arc. It involves some action, although that might just be the PC agreeing to do the task or undertake the mission. It usually has no reward.

Step(s): This is the action required to move toward the climax. In story terms, this is the movement through the bulk of the arc. It’s the journey. The rising tension. Although there might be just one step, there might also be many, depending on the story told. Each results in a reward of 2 XP.

Climax: This is the finale—the point at which the PC likely succeeds or fails at what they’ve set out to do. Not every arc ends with victory. If the character is successful, they earn a reward of 4 XP. If they fail, they still earn a reward of 2 XP. If a character fails the climax, they very likely ignore the resolution.

Resolution: This is the wrap-up or denouement. It’s a time for the character to reflect on what happened, tie up any loose ends, and figure out what happens next. When things are more or less resolved, the character earns a
1 XP reward.

Within the arc, most of the time a part is probably optional, depending on the situation—although it’s hard to envision most arcs without some kind of opening, climax, or resolution. Steps other than the opening, the climax, and the resolution can be done in any order.

Character arcs should always take at least weeks in game time, and no more than two parts in an arc should be accomplished in a game session (and most of the time, it should be one part, if any). If neither of these two things is true, then it’s not really a character arc. You can’t, for example, use the Creation arc to guide you through something you can make in an hour or two.

The following are common character arcs that you can choose for your character. If you and the GM want to make a new one, it should be fairly easy after looking through these models.

This chapter has a selection of sample character arcs, but you can create your own too. The arcs are intentionally broad to encompass many different characters and stories. For example, Revenge is a very simple and straightforward character arc. The player who chooses this arc for their character decides who they want revenge on, and why. It’s up to the players and the GM to make the details fit.

Some players might not want to use character arcs. The GM, however, can still use them as a benchmark for awarding XP. If the PCs are going off to explore a strange planet, the GM can essentially give them the Explore arc.

Aid a Friend

Someone needs your help.

When a PC friend takes a character arc, you can select this arc to help them with whatever their arc is (if appropriate). The steps and climax depend entirely on their chosen arc. If the friend is an NPC, the steps and climax are lifted from another arc appropriate to whatever they seek to do.

It’s difficult, but possible, to aid a friend with an arc even if that friend is unwilling to accept (or is ignorant of) your help.

The cost and rewards for a character with this arc are the same as those described in the original character arc.

Opening: Answering the Call. Offering to help (or responding to a request for help).

Step(s) and Climax: Depends on the friend’s arc. Rewards are the same for you as for the friend.

Resolution: You speak with your friend and learn if they are satisfied. Together, you share what you’ve learned (if anything) and where you will go from here.

Assist an Organization

You set out to accomplish something that will further an organization. You’re probably allied with them or they are rewarding you for your help in some fashion.

Opening: Responding to the Call. You work out all the details of what’s expected of you, and what rewards (if any) you might get. You also get the specifics of what’s required to join and advance.

Step: Sizing up the Task. This requires some action. A reconnaissance mission. An investigation.

Step(s): Undertaking the Task. Because this arc can vary so widely based on the task involved, there might be multiple steps like this one.

Climax: Completing the Task.

Resolution: Collecting your reward (if any) and conferring with the people in the organization that you spoke to. Perhaps getting access to higher-ranking people in the organization. You can choose to have your connection to the organization increase rather than take the standard reward.

Avenge

Someone close to you or important to you in some way has been wronged. The most overt version of this arc would be to avenge someone’s death. Avenging is different than revenge, as revenge is personal—you are the wronged party. But in the Avenge character arc, you are avenging a wrong done to someone else.

Opening: Declaration. You publicly declare that you are going to avenge the victim(s). This is optional.

Step(s): Tracking the Guilty. You track down the guilty party. This might not be physically finding them if you already know where they are. Instead, it might be discovering a way to get at them if they are distant, difficult to reach, or well protected. This step might be repeated multiple times, if applicable.

Step: Finding the Guilty. You finally find the guilty party, or find a path or make a plan to reach them. Now all that’s left is to confront them.

Climax: Confrontation. You confront the guilty party. This might be a public accusation and demonstration of guilt, a trial, or an attack to kill, wound, or apprehend them—whatever you choose to be appropriate.

Resolution: You resolve the outcome and the ramifications of the confrontation and decide what to do next.

Birth

You are becoming a parent.

The Birth character arc assumes you already have a partner or a surrogate. If you want your character to find a romantic partner or spouse, you can use the Romance arc. And of course, nonhuman characters might reproduce in other ways.

This arc is usually followed by the Raise a Child arc.

Opening: Impregnation.

Step: Finding a Caretaker. This might be a physician, midwife, doula, or similar person. This is optional.

Step: Complication. A complication arises that threatens the pregnancy, the birth parent, or both.

Step: Preparation. You prepare a place for the delivery as well as a safe place for the infant to live once born.

Climax: Delivery. The baby is born. Success means the child survives.

Resolution: You get the baby to the place you have prepared and settle in, deciding what to do next.

Build

You are going to build a physical structure—a house, a fortress, a workshop, a defensive wall, and so on. This arc would also cover renovating an existing structure or substantially adding to one. Of course, this doesn’t have to be physical construction. You might build something with spells or other supernatural abilities.

Opening: Make a Plan. This almost certainly involves literally drawing up blueprints or plans.

Step(s): Find a Site. This might be extremely straightforward—a simple examination of the site—or it might be an entire exploratory adventure. (If the latter, it might involve multiple such steps.)

Step(s): Gather Materials. Depending on what you are building and what it is made out of, this could involve multiple steps. There probably are substantial costs involved as well.

Step(s): Construction. Depending on what you are building, this could involve multiple steps. It might also take a considerable amount of time and work.

Climax: Completion. The structure is finished.

Resolution: You put the structure to its desired use and see if it holds up.

Cleanse

Someone or something has been contaminated, probably by evil spirits, radiation, a deadly virus, foul magic, or the like, and you want to rid them of such influences or contaminants. This could also be a curse, a possession, an infestation, or something else.

Opening: Analyzing the Threat. You determine the nature of the contamination.

Step: Find the Solution. Almost every contamination has its own particular solution, and this likely involves research and consultation.

Step: Getting Ready. The solution probably involves materials, spells, or other things that you must gather and prepare.

Climax: The Cleansing. You confront the contamination.

Resolution: You reflect on the events that have transpired and what effects they might have on the future. How can you keep this from happening again?

Creation

You want to make something. This might be a magic item, a painting, a novel, or a machine.

Opening: Make a Plan. You figure out what you need, what you’re going to do, and how you’re going to do it.

Step(s): Gather Materials. Depending on what you are creating and what it is made out of, this could involve multiple steps. There probably are substantial costs involved as well.

Step(s): Progress. Depending on what you are creating, this could involve multiple steps. It might also take a considerable amount of time and work.

Climax: Completion. It’s finished! Is it what you wanted? Does it work?

Resolution: You think about what you have learned from the process and use or enjoy the fruits of your labor.

Defeat a Foe

Someone stands in your way or is threatening you. You must overcome the challenge they represent. Defeat doesn’t always mean kill or even fight. Defeating a foe could mean beating them in a chess match or in competition for a desired mentor.

Opening: Sizing up the Competition. This requires some action. A reconnaissance mission. An investigation.

Step: Investigation. This requires some action. A reconnaissance mission. An investigation.

Step(s): Diving In. You travel toward your opponent, overcome their lackeys, or take steps to reach them so you can confront them. This step can take many forms, and there might be more than one such step. This step is always active.

Climax: Confrontation. The contest, challenge, fight, or confrontation occurs.

Resolution: You reflect on what you’ve learned and what the consequences of your actions might be.

Defense

A person, place, or thing is threatened, and you want to protect it.

Opening: Analyze the Situation. What are you defending, and what threats are involved?

Step: Account for Your Resources. How are you going to defend?

Step(s): Fend Off Danger. The forces threatening what you are protecting probably make an initial threat that you’ll have to defeat. It’s not the main threat, though. There might be multiple such initial threats.

Climax: Protect. The true threat reveals itself and you confront it.

Resolution: A time for reflection on everything that occurred, and an assessment of the person, place, or thing’s safety going forward.

Develop a Bond

You want to get closer to another character. This might be to make a friend, find a mentor, or establish a contact in a position of power. It might be to turn a friend into a much closer friend. The character might be an NPC or a PC.

Opening: Getting to Know You. You learn what you can about the other character.

Step: Initial Attempt. You attempt to make contact. This might involve sending messages or gifts through a courier, using an intermediary, or just going up and saying hello, depending on the situation.

Step(s): Building a Relationship. There might be many such steps as you develop the relationship.

Climax: Bond. You succeed or fail at forging the bond.

Resolution: You enjoy the fruits of your new relationship.

Enterprise

You want to create and run a business or start an organization. Maybe you’re a craftsperson who wants to sell your creations. Maybe you like baking and you want to start a catering service. Or maybe you want to start a secret society or found a school to teach young mutants how to use their powers. You’ll almost certainly have to make new connections, find (and somehow pay for) a location, and deal with all manner of administrative duties.

Opening: Drawing up a Plan. What’s your goal, and how are you going to achieve it?

Step: Account for Your Resources. How much financing does the enterprise need compared to what you’ve got? If you need more, how will you get it? How many people other than yourself are needed to begin, and how many will you need to sustain things once they are up and running?

Step: Finding a Location. You probably need a place to run your enterprise—a store, a workshop, a base of operations, and so on. You find a location and look into what it will take to buy or rent it.

Step(s): Building the Enterprise. You procure the needed equipment or personnel. You make the connections and deals to get things started. You obtain important permits or other legal documents. You test new products. You actually start the business. Each of these developments (and likely others) can be counted as a separate step, so there will be many steps.

Climax: Profit and Loss. You determine whether your enterprise will take off and carry on into the future, or fall apart before it gets a chance to blossom. This occurs in a single dramatic moment—your first major client, your organization’s first big meeting or mission, or whatever else is appropriate.

Resolution: A time for reflection on everything that occurred, and how you’re going to move forward.

Establishment

You want to prove yourself as someone of importance. This can take many forms—socially, within your order, financially, or even romantically.

Opening: Assessment. You assess yourself as well as who you need to prove yourself to.

Step(s): Appearances Matter. You improve your look. Enhance your wardrobe. Spruce up your house. Whatever it takes to get attention from the right people. There might be many such steps.

Step(s): Self-Aggrandizement. You need to get the word out to get people talking about you. There might be many such steps.

Climax: Grabbing Attention. You do something big, like host a party for influential people or produce a play that you wrote. You make a big splash or a big crash.

Resolution: You reflect on what you did and where you go from here.

Explore

Something out there is unknown and you want to explore its secrets. This is most likely an area of wilderness, a new planet, an otherworldly dimension, or something similar.

Opening: Make a Plan. Not only do you draw up a plan for your exploration, but if appropriate, you also make a formal declaration to relevant parties of what you’re going to do.

Step(s): Gather Resources. You get the supplies, vehicles, and help you need. Depending on where you are going and what is required, this could involve multiple steps. There probably are substantial costs involved as well.

Step(s): Travel. You go where you wish to explore. There might be many such steps, depending on how long it takes to get there.

Step(s): Exploration. This is the meat of the arc, but it’s probably a series of small moves and minor victories. There might be many such steps.

Climax: Conquest. You make the big discovery or truly master the area. You might not have explored every inch of the place, but if you are successful, you can claim to be done.

Resolution: You return home and possibly share your findings.

Fall From Grace

This is an odd character arc in that it’s (presumably) not something that a character would want. It is something that a player selects on a meta level for the character because it makes for an interesting story. It also sets up the potential for future arcs, such as Redemption. It’s important that this involve actions you take. For example, you fall into substance abuse. You treat people badly. You make mistakes that endanger others. In other words, the fall isn’t orchestrated by someone else—it’s all your own doing.

Opening: The Descent. Things go bad.

Step(s): Further Descent. Things get worse. Depending on the situation, this might involve many steps.

Step: Lashing Out. You treat others poorly as you descend.

Climax: Rock Bottom. There is no chance for success here. Only failure.

Resolution: You wallow in your own misery.

Finish a Great Work

Something that was begun in the past must now be completed. This might involve destroying an evil artifact, finishing the construction of a monument, developing the final steps of a cure for a disease, or uncovering a lost temple forgotten to the ages.

Opening: Assessing the Past. You look at what has come before and where it still needs to go. This almost certainly involves some real research.

Step: Conceive a Plan. You make a plan on how to move forward.

Step(s): Progress. You make significant progress or overcome a barrier to completion. This may involve multiple such steps.

Climax: Completion. This involves the big finish to the past work.

Resolution: You reflect on what you did and where you go from here.

Growth

Willingly or unwillingly, you are going to change. This is another meta arc. It’s less about a goal and more about character development. While it’s possible that the growth involved is intentional, in most people’s lives and stories, it is emergent. A character might become less selfish, braver, a better leader, or experience some other form of growth.

Opening: The Beginning. Change usually begins slowly, in a small, almost imperceptible way.

Step(s): Change. Growth involves many small steps.

Step: Overcoming an Obstacle. The temptation to resort to your old ways is always present.

Climax: Self-Evident Change. This is a dramatic about-face. This is the moment where you do something the “old you” would never have done, and it has a profound effect on you and those around you. With either success or failure, growth is possible.

Resolution: You recognize the change in yourself and move forward.

Instruction

You teach a pupil. You have knowledge on a topic and are willing to share. This can be a skill, an area of lore, a combat style, or the use of a special ability. This is usually a fairly long-term arc. Sometimes teaching a pupil is a side matter, and sometimes the pupil takes on more of an apprentice role and spends a great deal of time with you, traveling with you and perhaps even living in your house (or you living in theirs).

Opening: Taking on the Student.

Step: Getting to Know Them. You assess your pupil’s strengths and weaknesses and try to get an idea of what they need to learn and how you can teach it to them.

Step(s): The Lessons. Teaching is often a slow, gradual process.

Step: Breakdown. Many times, a student needs to have a moment of crisis to really learn something. Maybe they get dejected, or maybe they rebel against your teaching techniques.

Climax: Graduation. This is when you recognize that the pupil has learned what they need. It usually comes at a dramatic moment.

Resolution: You and the pupil say your goodbyes, and you look toward the future.

Join an Organization

You want to join an organization. This might be a military organization, a corporation, a secret society, a religion, or something else.

Opening: Getting the Details. You learn all you can about the organization and how one becomes a member.

Step(s): Making a Contact. Friends on the inside are always important.

Step(s): Performing a Deed. The organization might want to test your worth, or this might be a ceremony you must take part in. It might include paying some sort of dues or fee. Or all of these things.

Climax: Proving Your Worth. This is the point at which you attempt to show the organization that they would be better off with you as a member.

Resolution: You consider your efforts and assess what your membership gets you.

Justice

You try to right a wrong or bring a wrongdoer to justice.

Opening: Declaration. You publicly declare that you are going to bring justice in this situation. This is optional.

Step(s): Tracking the Guilty. You track down the guilty party, assuming there is one. This might not be physically finding them if you already know where they are. Instead, it might be discovering a way to get at them if they are distant, difficult to reach, or well protected. This step might be repeated multiple times, if applicable.

Step: Helping the Victim. Righting a wrong does not always involve confronting a wrongdoer. Part of it might be about helping those who were wronged.

Climax: Confrontation. You confront the guilty party. This might be a public accusation and demonstration of guilt, a trial, or an attack to kill, wound, or apprehend them—whatever you choose to be appropriate.

Resolution: You resolve the outcome and ramifications of the confrontation and decide what to do next.

Learn

You want to learn something. This isn’t the same as the Uncover a Secret arc, in which you’re looking for a bit of information. This is a skill or whole area of knowledge you want to gain proficiency with. This is learning a new language, how to play an instrument, or how to be a good cook. Thus, it’s not about gaining a level or rank in climbing, but learning to be an experienced mountaineer.

Opening: Focusing on the Problem.

Step: Finding a Teacher or a Way to Teach Yourself. Now you can truly begin.

Step(s): Learn. Depending on what you’re learning, this could involve one step or quite a few.

Climax: The Test. You put your new knowledge to the test in a real situation.

Resolution: You relax a bit and decide what to do next.

Master a Skill

You’re skilled, but you want to become the best. This arc might logically follow the Learn arc. As with the Learn arc, this can involve any kind of training at all, not just a skill.

Opening: Finding the Path. You’ve learned the basics. Now it’s time for the advanced material.

Step: Discovering a Master. You find a master to help you become a master.

Step(s): Learn. Depending on what you’re mastering, this could involve one step or quite a few.

Step: The Last Step. Eventually, you realize that even a master cannot teach you the last step. You must learn it on your own.

Climax: The Test. You put your mastery to the test in a real situation—and considering your goal, it’s probably a very important situation.

Resolution: You relax a bit and decide what to do next.

Mysterious Background

You don’t know who your parents were, but you want to find out. The mystery might be something other than your parentage, but that’s a common theme in this kind of arc. You want to know where you come from—there’s some kind of mystery in your past.

Opening: Beginning the Search.

Step: Research. You look into your own family background, if possible.

Step(s): Investigation. You talk to people who might know. You follow clues.

Climax: Discovery. You discover the secret of your own background. You determine if what you learn is good or bad, but either way discovery means success.

Resolution: You contemplate how this new knowledge sits with you.

New Discovery

You want to invent a new device, process, spell, or something similar. A cure for a heretofore unknown disease? An invocation with a result you’ve never heard of before? A method for getting into an impregnable vault? Any of these and more could be your discovery. While similar to the Creation arc and the Learn arc, the New Discovery arc involves blazing a new trail. No one can teach you what you want to know. You’ve got to do it on your own.

Opening: The Idea. You draw up plans for the thing you want to invent or discover.

Step: Research. You learn what people have done before and recognize where they fell short.

Step(s): Trial and Error. You test your hypothesis. This often ends in many failures before you get a success.

Climax: Eureka! It’s time to put the discovery to the true test.

Resolution: You reflect on your discovery and probably compile your notes and write it all down, for posterity’s sake if nothing else.

Raise a Child

You raise a child to adulthood. It can be your biological child or one you adopt. It can even be a child taken under your wing, more a young protégé than a son or daughter. This is obviously a very long-term arc.

Opening: Sharing Your Home. The child now lives with you.

Step: Care and Feeding. You learn to meet the child’s basic needs.

Step(s): Basic Instruction. You teach them to walk, talk, and read. You teach them to care for themselves.

Step(s): The Rewards Are Many. The child loves you. Relies on you. Trusts you. Eventually, helps you.

Step(s): Ethical Instruction. You instill your basic ethics in the child, hoping that they will mature into an adult you can be proud of.

Climax: Adulthood. At some point the child leaves the proverbial nest. You determine, at this point, your own success or failure.

Resolution: You reflect on the memories you have made.

Recover From a Wound (or Trauma)

You need to heal. This isn’t just for healing simple damage. This involves recovering from a major debilitating injury, illness, or shock. Severe damage, the loss of a body part, and emotional trauma all fall into this category.

Opening: Rest. The first thing you need to do is rest.

Step: Self Care. You take care of your own needs.

Step: Getting Aid. Someone helps.

Step: Medicine. Some kind of drug, cure, poultice, potion, or remedy aids your recovery.

Step: Therapy. With the help of someone else, you exercise your injury or cope with your trauma.

Climax: Acceptance or Recovery. You try to move on and use what has been damaged (or learn how to function without it).

Resolution: You get on with your life.

Redemption

You’ve done something very wrong, but you want to atone and make it right again. This is like the Justice arc or the Undo a Wrong arc, except you are the wrongdoer. This could be a follow-up to the Fall From Grace arc.

Opening: Regret. You are determined to rebuild, recover, and restore.

Step: Forgiveness. You apologize and ask for forgiveness.

Step: Identifying the Needs. You determine what needs to be done to atone for your transgression.

Climax: Making Good. You perform an act that you hope will redeem your past misdeed.

Resolution: You reflect on what has happened but now look to the future.

Repay a Debt

You owe someone something, and it’s time to make good.

Opening: Debts Come Due. You determine to do what is needed to make good on the debt. It might involve repaying money, but more appropriately it’s performing a deed or a series of deeds.

Step: Talking It Over. You discuss the matter with the person you owe, if possible. You ensure that what you’re doing is what they want.

Climax: Repayment. Either you do something to earn the money or goods you owe, or you undertake a major task that will compensate the other person.

Resolution: You relax knowing that your debt is repaid, and you look to the future.

Rescue

Someone or something of great importance has been taken, and you want to get them or it back.

Opening: Heeding the Call. You determine what has happened, and who or what is missing.

Step: Tracking. You discover who has taken them, and where.

Step: Travel. You go to where they are being held and get information on the location and who is involved. Maybe make a plan.

Climax: Rescue Operation. You go in and get them.

Resolution: You return them home.

Restoration

You’re down but not out. You want to restore your good name. Recover what you’ve lost. Rebuild what has been destroyed. You’ve fallen down or have been knocked down, but either way you want to pick yourself up. This is a possible follow-up to the Fall From Grace arc.

Opening: Vow to Yourself. You are determined to rebuild, recover, and restore.

Step(s): Work. You rebuild, recover, and restore. If all your money was stolen, you make more. If your house was destroyed, you rebuild it. If your reputation was tarnished, you perform deeds that restore your good name.

Climax: The Final Act. You undertake one last major task that will bring things back to where they were (or close to it). A lot is riding on this moment.

Resolution: You enjoy a return to things the way they were before.

Revenge

Someone did something that harmed you. Unlike the Avenge arc, this arc probably isn’t about tracking down a murderer, but it might involve pursuing someone who stole from you, hurt you, or otherwise brought you grief. The key is that it’s personal. Otherwise, use the Justice arc.

Opening: Vow. You swear revenge.

Step(s): Finding a Clue. You find a clue to tracking down the culprit.

Climax: Confrontation. You confront the culprit.

Resolution: You deal with the aftermath of the confrontation and move on. You think about whether you are satisfied by gaining your revenge.

Romance

You want to strike up a relationship with a romantic partner. Perhaps you have a specific person in mind, or maybe you’re just interested in a relationship in general.

Opening(s): Caught Someone’s Eye. You meet someone you are interested in. (Since this can be short-lived, it’s possible to have this opening occur more than once.)

Step(s): Courtship. You begin seeing the person regularly. Although not every “date” is a step in the arc, significant moments are, and there may be a few of them.

Climax: Commitment. You may or may not be interested in a monogamous relationship. Regardless, you and your love have made some kind of commitment to each other.

Resolution: You think about the future. Marriage? Children? These are only some of the possibilities.

Solve a Mystery

Different from the Learn arc and the Uncover a Secret arc, this arc is about solving a crime or a similar action committed in the fairly recent past. It’s not about practice or study, but about questions and answers. In theory, the mystery doesn’t have to be a crime. It might be “Why is this strange caustic substance leaking into my basement?”

Opening: Pledging to Solve the Mystery.

Step: Research. You get some background.

Step(s): Investigation. You ask questions. You look for clues. You cast divinations. This likely encompasses many such steps.

Climax: Discovery. You come upon what you believe to be the solution to the mystery.

Resolution: In this step, which is far more active than most resolutions, you confront the people involved in the mystery with what you’ve discovered, or you use the information in some way (such as taking it to the proper authorities).

Theft

Someone else has something you want.

Opening: Setting Your Sights. You make a plan.

Step: Casing the Joint. You scout out the location of the thing (or learn its location).

Step(s): Getting to the Object. Sometimes, many steps are involved before you reach the object you wish to take. For example, if, in order to steal something from a vault, you need to approach one of the guards while they are off duty and bribe them to look the other way when you break in, that is covered in this step.

Climax: The Attempt. You make your heist.

Resolution: You decide what to do with the thing you’ve stolen and contemplate the repercussions you might face for stealing it.

Train a Creature

You want to domesticate and train an animal or other creature. While the beast doesn’t need to be wild, it must not already be domesticated and trained.

Opening: Getting Acquainted. You get to know the creature a bit, and it gets to know you.

Step: Research. You get information on the type of creature or advice from others who have trained one.

Step: Domestication. After some work, the creature is no longer a threat to you or anyone else, and it can live peacefully in your home or wherever you wish.

Step(s): Training. Each time you use this step, you teach the creature a new, significant command that it will obey regularly and immediately.

Climax: Completion. Believing the creature’s training to be complete, you put it in a situation where that is put to the test.

Resolution: You reflect on the experience.

Transformation

You want to be different in a specific way. Because the Growth arc covers internal change, this one focuses primarily on external change. This could take many forms, and probably varies greatly by genre. In some settings, it could even be death, which might turn you into a ghost. For the change to be an arc, it should be difficult and perhaps risky.

Opening: Deciding on the Transformation.

Step: Research. You look into how the change can be made and what it entails.

Step(s): Investigation. This is an active step toward making the change. It might involve getting more information, materials or ingredients, or something else.

Climax: Change. You make the change, with some risk of failure or disaster.

Resolution: You contemplate how this change affects you going forward.

Uncover a Secret

There is knowledge out there that you want. It could be an attempt to find and learn a specific special ability. This could also be a hunt for a lost password or a key that will open a sealed door, the true name of a devil, the secret background of an important person, or how the ancients constructed that strange monolith.

Opening: Naming the Secret. You give your goal a name. “I am seeking the lost martial art of the Khendrix, who could slice steel with their bare hands.”

Step(s): Research. You scour libraries and old tomes for clues and information.

Step(s): Investigation. You talk to people to gain clues and information.

Step(s): Tracking. You track down the source of the secret information and travel to it.

Climax: Revelation. You find and attempt to use the secret, whatever that entails.

Resolution: You contemplate how this secret affects you and the world.

Undo a Wrong

Someone did something horrible, and its ramifications are still felt, even if it happened long ago. You seek to undo the damage, or at least stop it from continuing.

This is different from the Justice arc because this isn’t about justice (or even revenge)—it’s about literally undoing something bad that happened in the past, such as a great library being burned to the ground, a sovereign people being driven from their land, and so on.

Opening: Vowing to Put Right What Once Went Wrong.

Step: Make a Plan. You learn all you can about the situation and then make a plan to put things right.

Step(s): Progress. This is an active step toward undoing the wrong. It might involve finding something, defeating someone, destroying something, building something, or almost anything else, depending on the circumstances.

Climax: Change. You face the challenge of the former wrong, and either overcome it or fail.

Resolution: You reflect on what you’ve accomplished and think about the future.

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For an expanded treatment of the fantasy genre, refer to the @UUID[Compendium.cyphersystem-compendium.cypher-journals.nnDPf4sPK61ROEV8]{Fantasy Rulebook}.

For our purposes, fantasy is any genre that has magic, or something so inexplicable it might as well be magic. The sort of core default of this type is Tolkienesque fantasy, also known as second-world fantasy because it includes a completely new world not our own. Big fantasy epics like those penned by J. R. R. Tolkien (hence the name), C. S. Lewis, George R. R. Martin, Stephen R. Donaldson, David Eddings, Ursula K. Le Guin, and others are indicative of this genre. It usually involves swords, sorcery, nonhuman species (such as elves, dwarves, helborn, and half-giants), and epic struggles.

Of course, fantasy might also involve the modern world, with creatures of myth and sorcerers dwelling among us. It might involve mythic traditions of any number of cultures (elves, dwarves, and the like, usually being decidedly European) or bear little resemblance to anything on Earth, past or present. It might even involve some of the trappings of science fiction, with spaceships and laser guns amid the wizardry and swords (this is often called science fantasy).

Fantasy can also be defined by the amount of fantasy elements within it. A second-world fantasy filled with wizards, ghosts, dragons, curses, and gods is referred to as high fantasy. Fantasy with a firmer grounding in reality as we know it in our world is low fantasy. (In fact, low fantasy often takes place in our world, or in our world’s distant past, like the stories of Conan.) No single element indicates concretely that a given fantasy is high or low. It’s the prevalence of those elements.

The point is, there are many, many types of fantasy.

Suggested Types for a Fantasy Game

RoleCharacter Type
WarriorWarrior
KnightWarrior
RangerExplorer
BarbarianExplorer flavored with combat
ThiefExplorer flavored with stealth
WizardAdept
ClericSpeaker flavored with magic
DruidExplorer flavored with magic
Warrior mageWarrior flavored with magic
BardSpeaker

Basic Creatures and NPCs for a Fantasy Game

@UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.aRHd1kwkUTogvMyG]{Bat} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.POcXUZp1mwvumsvK]{Blacksmith} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.JZbErZ6hAgtHrgim]{Dog} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.vmvgLdR7JKdsukCW]{Dog, guard} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.4xi11kpGx3rGZEYm]{Farmer} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.pNEII8Wup8xjZfuA]{Hawk} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.61EndqAjZ2ZZZuS9]{Horse} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.4xi11kpGx3rGZEYm]{Farmer} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.8AhrSmfhARlAahxp]{Merchant} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.qLFrfE0E9w6BcG48]{Rat} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.XwsPRwBGqnPnCJKG]{Villager} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.ZIE2MSMDhhgqBRgl]{Viper} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.vhGua32GarGCzLGv]{Warhorse} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.4gJ7LYEkIlt16Epj]{Wolf}

Additional Fantasy Equipment

In the default Medieval Europe-style fantasy setting, the following items (and anything else appropriate to that time period) are usually available.

Inexpensive Items

WeaponsNotes
@UUID[Compendium.cyphersystem-compendium.ammo.JwvZz1lxVR3H6P8D]{Arrows (20)}
@UUID[Compendium.cyphersystem-compendium.weapons-fantasy.zuI2zJqYv2bPN415]{Club}Light weapon
@UUID[Compendium.cyphersystem-compendium.ammo.mY1JGNvk9RPW7y2D]{Crossbow bolts (20)}
@UUID[Compendium.cyphersystem-compendium.weapons-fantasy.IBJ8eUTFLMb2IKaZ]{Knife (rusty and worn)}Light weapon (won’t last long)
Other ItemsNotes
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.ua0XElr4rvEe4C7J]{Candle}
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.UJ5qtx1Dt3ENW2Uh]{Rations (1 day)}
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.m5lUbtwYYZDzo0Jx]{Sack}
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.G2HjI5SUADNv0yJ2]{Torch}

Moderately Priced Items

WeaponsNotes
@UUID[Compendium.cyphersystem-compendium.weapons-fantasy.La6ogBpdY1cjYIug]{Blowgun}Light weapon, short range
@UUID[Compendium.cyphersystem-compendium.weapons-fantasy.DxvLEdJsjNLghy5m]{Broadsword (substandard)}Medium weapon (won’t last long)
@UUID[Compendium.cyphersystem-compendium.weapons-fantasy.cFkYLORc1EiwPpLf]{Dagger}Light weapon
@UUID[Compendium.cyphersystem-compendium.weapons-fantasy.Chp5Kt00vrxxYBAT]{Handaxe}Light weapon
@UUID[Compendium.cyphersystem-compendium.weapons-fantasy.xMUGgLlOKoZqooWy]{Throwing knife}Light weapon, short range
ArmorNotes
@UUID[Compendium.cyphersystem-compendium.armor-fantasy.dwYLXpRkrg8AaoMP]{Hides and furs}Light armor
@UUID[Compendium.cyphersystem-compendium.armor-fantasy.E3UpdWDvaLUQ2Xfz]{Leather jerkin}Light armor
Other ItemsNotes
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.2uM56Yu3g5OCjLkm]{Backpack}
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.3TAk68d2T0nMXlIG]{Bedroll}
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.ObGbm8EmEBDCotRD]{Crowbar}
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.BmQOOToImOypwy7g]{Hourglass}
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.VNW4jviGcTTfC2Mu]{Iron spikes}10 spikes
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.XjU4o9vgaZ4wiBSD]{Lantern}
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.U20W8jrBZGlWsQu2]{Rope}Hemp, 50 feet
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.BQ87g3YjkViIKc7l]{Signal horn}
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.MEp5TNjz6v9dnuLP]{Tent}

Expensive Items

WeaponsNotes
@UUID[Compendium.cyphersystem-compendium.weapons-fantasy.oGdbXxumsdjbdVzJ]{Battleaxe}Medium weapon
@UUID[Compendium.cyphersystem-compendium.weapons-fantasy.W8mx4ak9u2JKvX6Q]{Broadsword}Medium weapon
@UUID[Compendium.cyphersystem-compendium.weapons-fantasy.xeXPxadNyGu35H4k]{Bow}Medium weapon, long range
@UUID[Compendium.cyphersystem-compendium.weapons-fantasy.H8tg6l3LpBLNRz32]{Cutlass}Medium weapon
@UUID[Compendium.cyphersystem-compendium.weapons-fantasy.ZHeioW4Ywrgs6Si8]{Light crossbow}Medium weapon, long range
@UUID[Compendium.cyphersystem-compendium.weapons-fantasy.J3BdB6S45bmc8cvl]{Quarterstaff}Medium weapon (requires 2 hands)
ArmorNotes
@UUID[Compendium.cyphersystem-compendium.armor-fantasy.ljoqzdX7tpPpCTCc]{Breastplate}Medium armor
@UUID[Compendium.cyphersystem-compendium.armor-fantasy.9toshrf5gjzwIsDm]{Brigandine}Medium armor
@UUID[Compendium.cyphersystem-compendium.armor-fantasy.2mgyMiNIOQ4iUVnl]{Chainmail}Medium armor
Other ItemsNotes
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.mVwBYBHxYinj4lLx]{Bag of heavy tools}
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.XuYDx9q73UxyPN22]{Bag of light tools}

Very Expensive Items

WeaponsNotes
@UUID[Compendium.cyphersystem-compendium.weapons-fantasy.rUR8Ile0ZRC2qMfM]{Broadsword (jeweled)}Medium weapon
@UUID[Compendium.cyphersystem-compendium.weapons-fantasy.7Yc0010ac7PbCkPl]{Greatsword}Heavy weapon
@UUID[Compendium.cyphersystem-compendium.weapons-fantasy.gVNfXCYe0qsDXQNO]{Heavy crossbow}Heavy weapon, long range
ArmorNotes
@UUID[Compendium.cyphersystem-compendium.armor-fantasy.f8OhNQR1rGtWy2Ot]{Dwarven breastplate}Medium armor, encumbers as light armor
@UUID[Compendium.cyphersystem-compendium.armor-fantasy.2SMPhQU8pP4vsJ6R]{Full plate}Heavy armor
Other ItemsNotes
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.cIWeisTbSX9izeaW]{Disguise kit}Asset for disguise tasks
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.ICgjGDSqGXInN1PP]{Healing kit}Asset for healing tasks
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.7BQwwk2qh7zxU6ih]{Spyglass}Asset for perception tasks at range

Exorbitant Items

ArmorNotes
@UUID[Compendium.cyphersystem-compendium.armor-fantasy.kcF98fSVWNjAEQWI]{Elven chainmail}Medium armor, encumbers as no armor
Other ItemsNotes
@UUID[Compendium.cyphersystem-compendium.vehicles.3svOlCDP6Sm4v2Ql]{Sailing ship (small)}

Fantasy Artifacts

In many ways, fantasy is the genre for artifacts. All magic items—wands that shoot lightning, magic carpets, singing swords, rings that make the wearer invisible, and so on—are artifacts. Below are a few sample artifacts to give a template for GMs to follow. Those running a fantasy campaign will likely want to create many magic artifacts.

@UUID[Compendium.cyphersystem-compendium.artifacts-fantasy.Hanw3m7cRoN6XrsV]{Angelic ward} @UUID[Compendium.cyphersystem-compendium.artifacts-fantasy.I8TAffkn2YfPdIlf]{Ring of dragon’s flight} @UUID[Compendium.cyphersystem-compendium.artifacts-fantasy.lZy9XOFTIPBKjr5z]{Soulflaying weapon} @UUID[Compendium.cyphersystem-compendium.artifacts-fantasy.2q4omUFxtUBr4WFP]{Spellbook of the amber mage} @UUID[Compendium.cyphersystem-compendium.artifacts-fantasy.BNT94UfgkXdmcErV]{Wand of firebolts}

Fantasy Species Descriptors

In a high fantasy setting, some GMs may want dwarves and elves to be mechanically different from humans. Below are some possibilities for how this might work.

Dwarf

You’re a stocky, broad-shouldered, bearded native of the mountains and hills. You’re also as stubborn as the stone in which the dwarves carve their homes under the mountains. Tradition, honor, pride in smithcraft and warcraft, and a keen appreciation of the wealth buried under the roots of the world are all part of your heritage. Those who wish you ill should be wary of your temper. When dwarves are wronged, they never forget.

You gain the following characteristics:

Stalwart: +2 to your Might Pool.

@UUID[Compendium.cyphersystem-compendium.basic-skills.Q0vfmbqehJw0jYBa]{Skill}: You are trained in Might defense rolls.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.kOe6eKWNKZ0rlIbt]{Skill}: You are trained in tasks related to stone, including sensing stonework traps, knowing the history of a particular piece of stonecraft, and knowing your distance beneath the surface.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.XBza3foP98Apv3u6]{Skill}: You are practiced in using axes.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.O0bj3SSEEaArxBet]{Skill}: You are trained in using the tools required to shape and mine stone.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.wfUuLfNI6KyKsZ6R]{Vulnerability}: When you fail an Intellect defense roll to avoid damage, you take 1 extra point of damage.

Additional Equipment: You have an axe.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You found the PCs wandering a maze of tunnels and led them to safety.

  2. The PCs hired you to dig out the entrance to a buried ruin.

  3. You tracked down the thieves of your ancestor’s tomb and found they were the PCs. Instead of killing them, you joined them.

  4. Before dwarves settle down, they need to see the world.

Elf

You haunt the woodlands and deep, natural realms, as your people have for millennia. You are the arrow in the night, the shadow in the glade, and the laughter on the wind. As an elf, you are slender, quick, graceful, and long lived. You manage the sorrows of living well past many mortal lifetimes with song, wine, and an appreciation for the deep beauties of growing things, especially trees, which can live even longer than you do.

You gain the following characteristics:

Agile: +2 to your Speed Pool.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.y8GNItkWz0Ll5eDE]{Long-Lived}: Your natural lifespan (unless tragically cut short) is thousands of years.

@UUID[Compendium.cyphersystem-compendium.basic-skills.rH5FwMXGaNn21DZD]{Skill}: You are specialized in tasks related to perception.

Skill: You are practiced in using one bow variety of your choice.

Skill: You are trained in @UUID[Compendium.cyphersystem-compendium.basic-skills.duTx0BwgmC1Gw3Ze]{stealth} tasks. In areas of natural woodland, you are @UUID[Compendium.cyphersystem-compendium.expanded-skills.FXuy9hOuuAVeiGIc]{specialized in stealth tasks}.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.JTgcA5dhKHQM6lvw]{Fragile}: When you fail a Might defense roll to avoid damage, you take 1 extra point of damage.

Additional Equipment: You have a bow and a quiver of arrows to go with it.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. Before putting an arrow in the forest intruders, you confronted them and met the PCs, who were on an important quest.

  2. Your heart yearned for farther shores, and the PCs offered to take you along to new places.

  3. Your home was burned by strangers from another place, and you gathered the PCs along the way as you tracked down the villains.

  4. An adventure was in the offing, and you didn’t want to be left behind.

Half-Giant

You stand at least 12 feet (4 m) tall and tower over everyone around you. Whether you are a full-blooded giant or merely have giant heritage from large ancestors, you’re massive. Always large for your age, it became an issue only once you reached puberty and topped 7 feet (2 m) in height, and kept growing from there.

You gain the following characteristics:

Tough: +4 to your Might Pool.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.cP5tB0NoQnIydKZJ]{Mass and Strength}: You inflict +1 point of damage with your melee attacks and attacks with thrown weapons.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.0efUBEaMaoe3XB4q]{Breaker}: Tasks related to breaking things by smashing them are eased.

Inability: You’re too large to accomplish normal things. Tasks related to @UUID[Compendium.cyphersystem-compendium.inabilities.gpHPkjq631isDAjT]{initiative}, @UUID[Compendium.cyphersystem-compendium.inabilities.oGzczZIk8XKBDpZo]{stealth}, and @UUID[Compendium.cyphersystem-compendium.inabilities.veqN70GNrIvluVMq]{fine manipulation of any sort} (such as lockpicking or repair tasks) are hindered.

Additional Equipment: You have a heavy weapon of your choice.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You fished the PCs out of a deep hole they’d fallen into while exploring.

  2. You were the PCs’ guide in the land of giants and stayed with them afterward.

  3. The PCs helped you escape a nether realm where other giants were imprisoned by the gods.

  4. You kept the PCs from being discovered by hiding them behind your bulk when they were on the run.

Helborn

Demons of the underworld sometimes escape. When they do, they can taint human bloodlines. Things like you are the result of such unnatural unions. Part human and part something else, you are an orphan of a supernatural dalliance. Thanks to your unsettling appearance, you’ve probably been forced to make your own way in a world that often fears and resents you. Some of your kin have large horns, tails, and pointed teeth. Others are more subtle or more obvious in their differences—a shadow of a knife-edge in their face and a touch that withers normal plants, a little too much fire in their eyes and a scent of ash in the air, a forked tongue, goatlike legs, or the inability to cast a shadow. Work with the GM on your particular helborn appearance.

You gain the following characteristics.

Devious: +2 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.JW3zwz6IgZcqN0XX]{Skill}: You are trained in tasks related to magic lore and lore of the underworld.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.w2loaRgoNlhuYGwg]{Fire Adapted}: +2 to Armor against damage from fire only.

Helborn Magic: You are inherently magical. Choose one low-tier ability from the Abilities chapter. If the GM agrees it is appropriate, you gain that ability as part of your helborn heritage, and can use it like any other type or focus ability.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.yW5LvpudYQcN1n5b]{Inner Evil}: You sometimes lose control and risk hurting your allies. When you roll a 1, the GM has the option to intrude by indicating that you lose control. Once you’ve lost control, you attack any and every living creature within short range. You can’t spend Intellect points for any reason other than to try to regain control (a difficulty 2 task). After you regain control, you suffer a –1 penalty to all rolls for one hour.

@UUID[Compendium.cyphersystem-compendium.inabilities.lfVIjOnbi86nUjng]{Inability}: People distrust you. Tasks to persuade or deceive are hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You were nearly beaten to death by people who didn’t like your look, but the PCs found and revived you.

  2. The PCs hired you for your knowledge of magic.

  3. Every so often you get visions of people trapped in the underworld. You tracked those people down and found the PCs, who’d never visited the underworld. Yet.

  4. Your situation at home became untenable because of how people reacted to your looks. You joined the PCs to get away.

Optional Rule: Spellcasting

Fantasy settings prioritize magic as an essential ingredient. But why restrict that magic to just wizards and similar characters? It’s not uncommon in fantasy literature for a thief or warrior to learn a few spells as they steal or brawl through their adventures. Leiber’s Gray Mouser knew some spells, Moorcock’s Elric knew a lot, pretty much everyone in Anthony’s Xanth books knew at least one, and so on. Of course, wizards and sorcerers specialize in spellcasting, which gives them clear superiority in magic use. But whether a character is a fireball-flinging wizard or a belligerent barbarian, anyone can learn some spellcasting under this optional rule.

Under the spellcasting rule, any character, no matter their role or type, can choose to learn a spell as a long-term benefit. After they learn one spell, they may learn more later if they wish, or just stick with the one.

First Spell

Any character can gain a spell by spending 3 XP and working with the GM to come up with an in-game story of how the PC learned it. Maybe they learned it as a child from their parent and practiced it enough to actually do it; perhaps they spent a month hiding in a wizard’s library reading; it could be that they found a weird magical amulet that imbues them with the spell; and so on.

Next, choose one low-tier ability from the Abilities chapter. If the GM agrees it is appropriate, the character gains that ability as their spell, with a few caveats. The spell can’t be used like a normal ability gained through a PC’s type or focus. Instead, a character must either use a recovery roll or spend many minutes or longer evoking their spell, in addition to paying its Pool cost (if any).

Using a Recovery Roll to Cast a Spell: If the character uses a one-action, ten-minute, or one-hour recovery roll as part of the same action to cast the spell (including paying any Pool costs), they can use the ability as an action. This represents a significant mental and physical drain on the character, because the normal benefit of recovering points in a Pool is not gained.

Spending Time to Cast a Spell: If the character takes at least ten minutes chanting, mumbling occult phonemes, concentrating deeply, or otherwise using all their actions, they can cast a low-tier spell (if they also pay any Pool costs). An hour is required to cast mid-tier spells. Ten hours are required to cast a high-tier spell.

More Spells

Once a character has learned at least one spell, they can opt to learn additional spells later. Each time, they must spend an additional 3 XP and work with the GM to come up with an in-game story of how the character’s magical learning has progressed.

Two additional rules for learning additional spells apply:

First, a character must be at least tier 3 and have previously gained one low-tier spell before they can learn a mid-tier spell.

Second, a character must be at least tier 5 and have previously gained one mid-tier spell before they can learn a high-tier spell.

Otherwise, gaining and casting additional spells are as described for the character’s first spell.

Wizards and the Optional Spellcasting Rule

Wizards (usually Adepts) and characters with explicit spellcasting foci like Masters Spells, Channels Divine Blessings, Speaks for the Land, and possibly others are also considered to be spellcasters, and moreover, specialized ones. Their spells—abilities provided by their type or focus—are used simply by paying their Pool costs. Extra time or physical effort isn’t required to cast them. That’s because, in the parlance of the fantasy genre, these spells are considered to be “prepared.”

But specialized casters can also use the optional spellcasting rule to expand their magic further. They can learn additional spells via the optional spellcasting rule just like other characters, with the same limitations.

Optionally, specialized casters who record their arcane knowledge in a spellbook (or something similar) gain one additional benefit. The spellbook is a compilation of spells, formulas, and notes that grants the specialized caster more flexibility than those who’ve simply learned a spell or two. With a spellbook, a PC can replace up to three prepared spells with three other spells they’ve learned of the same tier. To do so, they must spend at least one uninterrupted hour studying their spellbook. Usually, this is something that requires a fresh mind, and must be done soon after a ten-hour recovery.

For instance, if a wizard exchanges Ward (an ability gained from their type) with Telekinesis (an ability gained from the optional spellcasting rule), from now on the character can cast Ward only by spending time or using a recovery roll (as well as spending Pool points). On the other hand, they can use Telekinesis normally, because now it’s prepared. Later, the wizard could spend the time studying to change out their prepared spells with others they’ve learned using the optional spellcasting rule.

A PC might choose the 4 XP character advancement option to select a new type-based ability from their tier or alower tier. If so, the ability gained doesn’t count as a spell, and the spellcasting rule limitations do not apply to the ability so gained. If the PC is a wizard and uses the 4 XP character advancement option, treat the ability as one more prepared spell.

Note: Foundry VTT Usage

To use spells in Foundry VTT, sort abilities as spells in the settings of the item sheet. Note how many abilities are prepared spells (i.e., how many are learned as type or focus abilities). Archive all unprepared spells, so that the number of active items equals the number of prepared spells. When the PC exchanges one of their prepared spells, unarchive the one that is now prepared and archive another one of the same tier.

You can use your prepared spells just like any other ability of your type or focus. Unprepared spells (i.e., archived spells) use the rules above.

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The modern setting is easy because it’s just the real world, right? Well, yes and no. It’s easy for players to understand the context of a modern setting. They know the default assumptions—cities, cars, cell phones, the internet, and so on. It’s also easier for some players to get into character, because their character could be someone they might very well pass on the street. It can be easier to wrap your mind around a history professor than a thousand-year-old elf wizard. These things make it easier on the GM as well.

But for the same reason, it’s not easy. The setting is the real world we all know, so it’s easy to get facts wrong or let them bog you down. What happens when you pull the fire alarm on the thirty-fifth floor of a major hotel in a large city? How fast do the authorities arrive? In truth, the facts aren’t as important as the story you’re creating, but some verisimilitude is nice.

Molding Characters for a Modern Game

If you’re trying to portray a psychic with a few basic powers, you might not want to use the Adept character type. Instead, choose a different type (perhaps a Speaker) and encourage foci such as Commands Mental Powers or Focuses Mind Over Matter. Some of the Adept’s powers might be too over the top for the genre.

Similarly, the technology flavor is probably too high-tech for a modern game. For someone with technical skills, use the skills and knowledge flavor instead.

Sometimes, the types might be more physical than is always desirable for a modern game, but that’s because the least physical type, the Adept, is often inappropriate for other reasons. The Calm descriptor is very good for such characters, not only granting them a great deal of skill and knowledge, but also reducing their physical capabilities.

Last, don’t forget foci such as Doesn’t Do Much or Would Rather Be Reading for “normal” characters who have useful skills but not much in the way of flashy abilities.

Suggested Types for a Modern Game

RoleType
Police officerExplorer with combat flavor
DetectiveExplorer with stealth flavor
SoldierWarrior
CriminalExplorer with stealth flavor
TeacherSpeaker
Professional (accountant, writer, etc.)Speaker with skills and knowledge flavor
Technical professionExplorer with skills and knowledge flavor
DilettanteSpeaker with skills and knowledge flavor
Doctor/NurseExplorer with skills and knowledge flavor
PoliticianSpeaker
LawyerSpeaker
ScholarExplorer with skills and knowledge flavor
SpySpeaker with stealth flavor
OccultistAdept
Mystic/PsychicAdept

Basic Creatures and NPCs for a Modern Game

@UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.WJgPGUcSUrR4Ssuu]{Businessperson} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.ZT13lzcl6dsvg8HX]{Cat} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.GNrvq56bsnlHgKeW]{Clerk} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.JZbErZ6hAgtHrgim]{Dog} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.vmvgLdR7JKdsukCW]{Dog, guard} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.61EndqAjZ2ZZZuS9]{Horse} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.qLFrfE0E9w6BcG48]{Rat} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.SpaQv9sL1VWlrkLS]{Worker}

Additional Modern Equipment

In a modern setting, the following items (and anything else appropriate to the real world) are usually available.

For an expanded listing of contemporary equipment, refer to the @UUID[Compendium.cyphersystem-compendium.cypher-journals.QhNXyjJC4BW5agrm.JournalEntryPage.YwC86IjNKFB5q7gx#equipment-listing]{Science Fiction Rulebook}. Some of the contemporary equipment has been updated in the Science Fiction Rulebook. The equipment in this chapter include these changes. For that reason, there are some differences from the printed Cypher System Rulebook. Those instances are noted with an asterisk (*).

Inexpensive Items

WeaponsNotes
@UUID[Compendium.cyphersystem-compendium.ammo.lYJndyNwkfb2sQz2]{Ammo (box of 50 rounds)}
@UUID[Compendium.cyphersystem-compendium.weapons-modern.ZuWPhhwirVzEtpcS]{Knife (simple)}Light weapon (won’t last long)
Other ItemsNotes
@UUID[Compendium.cyphersystem-compendium.equipment-modern.ss1cft2vMEWx4kJ4]{Duct tape roll}Useful and ubiquitous
@UUID[Compendium.cyphersystem-compendium.equipment-modern.p6V32aB5gkEFqitX]{Flashlight}
@UUID[Compendium.cyphersystem-compendium.equipment-modern.3jJNQk40gldOiD2z]{Padlock with keys}
@UUID[Compendium.cyphersystem-compendium.equipment-modern.XFf4M5XhGJb6snrS]{Trail rations (1 day)}

Moderately Priced Items

WeaponsNotes
@UUID[Compendium.cyphersystem-compendium.weapons-modern.EOke4Vi9vZv4U16N]{Hand grenade}Explosive weapon, inflicts 4 points of damage in immediate radius
@UUID[Compendium.cyphersystem-compendium.weapons-modern.DliC4uPK4vnuiN3w]{Hunting knife}Light weapon
@UUID[Compendium.cyphersystem-compendium.weapons-modern.7EItM0gT073fcCyx]{Machete}Medium weapon
@UUID[Compendium.cyphersystem-compendium.weapons-modern.B5CSduGis9vKucKp]{Nightstick}Light weapon
ArmorNotes
@UUID[Compendium.cyphersystem-compendium.armor-modern.gwPnvp7McesS3NUR]{Leather jacket}Light armor
Other ItemsNotes
@UUID[Compendium.cyphersystem-compendium.equipment-modern.mbTBZG8Z968IxHq2]{Backpack}
@UUID[Compendium.cyphersystem-compendium.equipment-modern.ccm57mnk8bNmPWfQ]{Bag of heavy tools}
@UUID[Compendium.cyphersystem-compendium.equipment-modern.VYIqlo7RM9scywV5]{Bag of light tools}
@UUID[Compendium.cyphersystem-compendium.equipment-modern.VjpaBgV1XxHEl7U7]{Binoculars}Asset for perception tasks at range
@UUID[Compendium.cyphersystem-compendium.equipment-modern.QQCRR8D4rroB36YC]{Bolt cutters}
@UUID[Compendium.cyphersystem-compendium.equipment-modern.UQalAy7SSl1QGgIk]{Cell phone}
@UUID[Compendium.cyphersystem-compendium.equipment-modern.PByrX3tmLVa85NeK]{Climbing gear}
@UUID[Compendium.cyphersystem-compendium.equipment-modern.UV1anGyX2QaGd8qX]{Crowbar}
@UUID[Compendium.cyphersystem-compendium.equipment-modern.LuGHnohquvbNoT9d]{Electric lantern}
@UUID[Compendium.cyphersystem-compendium.equipment-modern.fHdiS7JT9hjtjeb9]{First aid kit}Asset for healing tasks
@UUID[Compendium.cyphersystem-compendium.equipment-modern.98dhCNOFZ8TYBS1Y]{Handcuffs}
@UUID[Compendium.cyphersystem-compendium.equipment-modern.W40tEHGIcevTGDkt]{Rope}Nylon, 50 feet
@UUID[Compendium.cyphersystem-compendium.equipment-modern.iBpZVq4fM9mPDIDK]{Sleeping bag}
@UUID[Compendium.cyphersystem-compendium.equipment-modern.WOJ75BLfqqViZ57w]{Tent}

Expensive Items

WeaponsNotes
@UUID[Compendium.cyphersystem-compendium.weapons-modern.lbpcftYKyWKpoqoT]{Light handgun}Light weapon, short range
@UUID[Compendium.cyphersystem-compendium.weapons-modern.i8RP2vxMaoUgCNL1]{Medium handgun}Medium weapon, long range
@UUID[Compendium.cyphersystem-compendium.weapons-modern.WRluKrzzdF5wad4V]{Bow}Medium weapon, long range
@UUID[Compendium.cyphersystem-compendium.weapons-modern.dvZ57WEEzP575D6m]{Rifle}Medium weapon, long range
@UUID[Compendium.cyphersystem-compendium.weapons-modern.w4K2udLKOMjY53z1]{Shotgun}Heavy weapon, immediate range
ArmorNotes
@UUID[Compendium.cyphersystem-compendium.armor-modern.Tvvpp1L5F3sw3999]{Kevlar vest}Medium armor
Other ItemsNotes
@UUID[Compendium.cyphersystem-compendium.equipment-modern.Am5vYHXpCPsF3lrq]{Camera designed to be concealed}Transmits at long range
@UUID[Compendium.cyphersystem-compendium.equipment-modern.aGOQvKGxdPRVWq2F]{Microphone designed to be concealed}Transmits at long range
@UUID[Compendium.cyphersystem-compendium.equipment-modern.f0EYtw06E63173J1]{Cold weather camping gear}
@UUID[Compendium.cyphersystem-compendium.equipment-modern.1LbD5gLbLwY8QvPL]{Nightvision goggles}
@UUID[Compendium.cyphersystem-compendium.equipment-modern.13woD4sUoJbNy1au]{Scuba gear}
@UUID[Compendium.cyphersystem-compendium.equipment-modern.wpJd3cLska66OpcQ]{Smartphone}
@UUID[Compendium.cyphersystem-compendium.equipment-modern.CCHqv8dyuq7EGVHL]{Straightjacket}

Very Expensive Items

WeaponsNotes
@UUID[Compendium.cyphersystem-compendium.weapons-modern.TiBhD7UEqWItJVOc]{Heavy handgun}Heavy weapon, long range
@UUID[Compendium.cyphersystem-compendium.weapons-modern.6r112wF81Zs3yeNe]{Assault rifle}Heavy weapon, rapid-fire weapon, long range
@UUID[Compendium.cyphersystem-compendium.weapons-modern.wDV0Rbou4poxCdm1]{Heavy rifle}Heavy weapon, very long range
@UUID[Compendium.cyphersystem-compendium.weapons-modern.RCmDHR6H1lg9bRoV]{Submachine gun}Medium weapon, rapid-fire weapon, short range
ArmorNotes
@UUID[Compendium.cyphersystem-compendium.armor-modern.AqT96NV9XXl8iNye]{Lightweight body armor}Medium armor, encumbers as light armor
@UUID[Compendium.cyphersystem-compendium.armor-modern.tLUMEDBAJJH6sFAg]{Military body armor}Heavy armor
Other ItemsNotes
@UUID[Compendium.cyphersystem-compendium.equipment-modern.Kh6bhcajxt4cZDWH]{Disguise kit}Asset for disguise tasks
@UUID[Compendium.cyphersystem-compendium.vehicles.eqsiUjrg2EIrtiQj]{Used car}Level 3
@UUID[Compendium.cyphersystem-compendium.vehicles.ZYdj5EXY920kdcgr]{Small boat}Level 3

Exorbitant Items

Other ItemsNotes
@UUID[Compendium.cyphersystem-compendium.vehicles.hN3G2oNbOiKRfKMZ]{Large boat}Level 5
@UUID[Compendium.cyphersystem-compendium.vehicles.w4awO0Fz56obreUb]{Luxury car}Level 5
@UUID[Compendium.cyphersystem-compendium.vehicles.d5xp1l8px98GQIbQ]{Sports car}Level 6

Optional Rule: Handling PCs as Children

The regular character creation process makes fully competent, adult characters. To account for playing children, the GM could adopt this optional rule. First, the players make their characters normally, and then they apply the following adjustments to their PCs, as appropriate to their age category. You might also consider applying a tier cap of 3 to childhood adventure games with kids of up to thirteen years old, and a tier cap of 4 for childhood adventure games featuring PCs who are aged fourteen to seventeen.

Age 9 to 13

Slight: –4 to your Might Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.KY4e1Wo5NKh7TEiy]{Vulnerable}: Adults look out for you. You are trained in all pleasant social interactions with adults.

@UUID[Compendium.cyphersystem-compendium.inabilities.GhWikcOP1CAwpzZQ]{Inability}: Might-based tasks are hindered.

@UUID[Compendium.cyphersystem-compendium.inabilities.yl3vXIZfzudiVVqs]{Inability}: Tasks involving knowledge are hindered.

Age 14 to 17

Youthful: –2 to your Might Pool.

@UUID[Compendium.cyphersystem-compendium.inabilities.yl3vXIZfzudiVVqs]{Inability}: Tasks involving knowledge are hindered.

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For an expanded treatment of the science fiction genre, refer to the @UUID[Compendium.cyphersystem-compendium.cypher-journals.QhNXyjJC4BW5agrm]{Science Fiction Rulebook}. Some of the sci-fi equipment has been updated in the Science Fiction Rulebook. The equipment in this chapter include these changes. For that reason, there are some differences from the printed Cypher System Rulebook. Those instances are noted with an asterisk (*).

Science fiction is an incredibly broad category. It covers UFOs, space opera, near-future dystopias, otherworldly epics, hard science fiction, and everything in between. Even when compared to fantasy, science fiction is so wide that it almost isn’t a single genre at all. Truthfully, there’s not all that much to tie, say, The Time Machine by H. G. Wells with a dark cyberpunk story except for the technology involved, which is at a higher level than we possess or understand today. But even that part of science fiction is contentious. Should the science be purely that which obeys the laws of physics as we understand them today (often called hard science fiction), or is it more of an “anything goes” proposition? Is science we can’t explain really just magic?

For our purposes, we’ll treat fantastic science fiction as the default: aliens, spaceships that allow travel to other stars, energy weapons and shields, and so on. It’s a familiar setting to almost everyone interested in science fiction. That said, we’ve also got some additional guidance for hard science fiction, where what’s possible is more grounded in what we currently scientifically extrapolate. But your science fiction setting can be anything you can imagine.

Suggested Types for a Science Fiction Game

RoleType
SoldierWarrior
TechnicianExplorer with technology flavor
PilotExplorer with technology flavor
DiplomatSpeaker
DoctorSpeaker with skills and knowledge flavor
SpyExplorer with stealth flavor
ScientistExplorer with skills and knowledge flavor
PsionAdept
Psychic knightWarrior with magic flavor

Basic Creatures and NPCs for a Science Fiction Game

@UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.ckjeyJICRGhNlGgS]{Corporate drone} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.6TcU3jVH85UcUFIz]{Guard beast} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.urAFJXaUkWY2R1zj]{Innocuous rodent} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.vSvrg6g5VkP5MkeZ]{Physical laborer}

Additional Science Fiction Equipment

In a science fiction setting, the following items (and anything else appropriate to the setting) are usually available.

Inexpensive Items

WeaponsNotes
@UUID[Compendium.cyphersystem-compendium.ammo.1UGRE1k4ReUFAr34]{Energy pack (50 shots)}
@UUID[Compendium.cyphersystem-compendium.weapons-sci-fi.O3WVhoZQ8U8401yo]{Knife (simple)}Light weapon
Other ItemsNotes
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.kh1dzF6oaKZqzss6]{Flashlight}
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.LyUOH2V2zQqlIcgG]{Survival rations (1 day)}

Moderately Priced Items

WeaponsNotes
@UUID[Compendium.cyphersystem-compendium.weapons-sci-fi.2Fcz72cuTLrwjLy7]{Hunting knife}Light weapon
@UUID[Compendium.cyphersystem-compendium.weapons-sci-fi.H8InhgjpPnnVzmiV]{Machete}Medium weapon
@UUID[Compendium.cyphersystem-compendium.weapons-sci-fi.mVef0tRkNWbfz2VS]{Grenade (sonic)}Explosive weapon, inflicts 2 points of damage in immediate radius, plus Might defense roll or lose next turn
@UUID[Compendium.cyphersystem-compendium.weapons-sci-fi.PnvNFQbxuCHb874j]{Grenade (thermite)}*Explosive weapon, inflicts 6 points of damage in immediate radius
ArmorNotes
@UUID[Compendium.cyphersystem-compendium.armor-sci-fi.kzLQCncQ1cXzM456]{Leather jacket}Light armor
Other ItemsNotes
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.FALc1UkW90o9M0rr]{Backpack}
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.y8M3rmSzHUyKLdom]{Bag of heavy tools}
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.UuHnuXeI6iwIvgtf]{Bag of light tools}
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.kAzP990hVR1pQSYR]{Binoculars}Asset for perception tasks at range
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.0SBO3NnYx33dwomQ]{Breather}*Provides a day of breathable air
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.G50Jj9pfCytxzMJe]{Climbing gear}Asset for climbing tasks
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.4p14iIDm5SitvYiK]{Communicator}Planetary range
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.zE8nBEE8jVYswUT4]{Crowbar}
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.3kbeLDAUmwyYsPDj]{Environment tent}
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.a4crA7W9OQa3LCIn]{First aid kit}Asset for healing tasks
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.KpSlhPXtD1ysoREW]{Handcuffs}
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.2FgbXJjI9iBI7fk6]{Nightvision goggles}
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.CzM5OkaV23fUxHUi]{Portable lamp}
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.06uEHDipEwShEcun]{Rope}Nylon, 50 feet
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.hofNkVrnwjRHaopi]{Sleeping bag}

Expensive Items

WeaponsNotes
@UUID[Compendium.cyphersystem-compendium.weapons-sci-fi.cAh0sGKTyb8Vptej]{Light blaster}Light weapon, short range
@UUID[Compendium.cyphersystem-compendium.weapons-sci-fi.2Iusz99wevz9KSEV]{Medium blaster}Medium weapon, long range
@UUID[Compendium.cyphersystem-compendium.weapons-sci-fi.LDklLSixesdwgwj3]{Needler}Light weapon, long range
@UUID[Compendium.cyphersystem-compendium.weapons-sci-fi.PNDivijkZvlsUjbm]{Shotgun}Heavy weapon, immediate range
@UUID[Compendium.cyphersystem-compendium.weapons-sci-fi.qErMuZdwnHVPLCm7]{Stunstick}Medium weapon, inflicts no damage but human-sized or smaller target loses next action
ArmorNotes
@UUID[Compendium.cyphersystem-compendium.armor-sci-fi.BqiPzuCqRfn9yFrR]{Armored bodysuit}*Medium armor, encumbers as no armor
@UUID[Compendium.cyphersystem-compendium.armor-sci-fi.JrN6tyFoTYLtZc6s]{Lightweight body armor}*Heavy armor, encumbers as medium armor
Other ItemsNotes
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.qa9okeQfd3NTtmzD]{Camera designed to be concealed}Transmits at long range
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.r36W1oDLBXrXsu6G]{Microphone designed to be concealed}Transmits at long range
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.MtCq6owCDm7GG8Pw]{Environment suit}Provides 24 hours of atmosphere and +10 to Armor against extreme temperatures
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.LirhTzCUj7UFCfgB]{Wrist computer}Asset for most knowledge-based tasks

Very Expensive Items

WeaponsNotes
@UUID[Compendium.cyphersystem-compendium.weapons-sci-fi.7NCzo49o54a1vSy1]{Heavy blaster}Heavy weapon, long range
@UUID[Compendium.cyphersystem-compendium.weapons-sci-fi.7Cy8yASphzXHYlsJ]{Heavy blaster rifle}*Heavy weapon, very long range
@UUID[Compendium.cyphersystem-compendium.weapons-sci-fi.xjviCkv7gCoy1ZcV]{Pulse laser gun}Medium weapon, rapid-fire weapon, long range
ArmorNotes
@UUID[Compendium.cyphersystem-compendium.armor-sci-fi.Bujb0Cz7cVN6K9H3]{Battlesuit}*Heavy armor, also also grants the benefit of a @UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.g8xedO3WjADU8fBU]{deluxe space suit}
Other ItemsNotes
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.mGvzhwfcLOR8Aami]{Disguise kit}Asset for disguise tasks
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.fxntln2fSRKpMFyx]{Gravity regulator}Belt-mounted device that regulates gravity to 1G for wearer if within 0 G to 3 G conditions
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.MbgM9wBMTWCIXCqh]{Handheld scanner}Asset for identifying tasks
@UUID[Compendium.cyphersystem-compendium.vehicles.pTEJ1VrxrSVGteKY]{Hovercraft}Level 4
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.ZOz0Fit7uAvEjIPA]{Infiltrator}Asset for lockpicking tasks when used with electronic locks
@UUID[Compendium.cyphersystem-compendium.vehicles.vGpae1ESOw3hK4qY]{Jetpack}*Level 2
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.RpA2kZiwJAa7fRQM]{Stealthsuit}*Provides two assets for stealth tasks

Exorbitant Items

WeaponsNotes
@UUID[Compendium.cyphersystem-compendium.weapons-sci-fi.B0x6U0RnIp2EyEbV]{Blast cannon}10 points of damage, 500-foot (150 m) range, requires a tripod and two people to operate
ArmorNotes
@UUID[Compendium.cyphersystem-compendium.armor-sci-fi.LOwyfbM0bAlLrBc0]{Force field}*Not armor, offers +1 to Armor; once used, must be recharged for several hours
Other ItemsNotes
@UUID[Compendium.cyphersystem-compendium.vehicles.8CtlFUIKlZpteVG3]{Luxury hovercar}Level 5
@UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.0WiWAbNWXRypYxjh]{Robot servant}Level 3
@UUID[Compendium.cyphersystem-compendium.vehicles.rPjVFxfdapjErMwt]{Small spaceship}Level 4

Science Fiction Artifacts

Artifacts in a science fiction game can be strange relics from an unknown alien source or tech items that aren’t yet widely available. In a galactic setting, for example, it’s easy to imagine that innovations or specialized items might not have spread everywhere.

@UUID[Compendium.cyphersystem-compendium.artifacts-sci-fi.aV9zEHENEDgFu5r9]{Amber casement} @UUID[Compendium.cyphersystem-compendium.artifacts-sci-fi.BrWNyEr0tRbOkOW9]{Metabolism bud} @UUID[Compendium.cyphersystem-compendium.artifacts-sci-fi.dMU5JjdzGh2xYJHe]{Mind imager} @UUID[Compendium.cyphersystem-compendium.artifacts-sci-fi.HbWQ65yTcCT5kRZ9]{Psychic crystal} @UUID[Compendium.cyphersystem-compendium.artifacts-sci-fi.4sk825DOsE6oE9d3]{Repair sphere}

Starships

Here are a few sample starship types:

StarshipLevelCrewWeapon Systems
@UUID[Compendium.cyphersystem-compendium.starships.f14c7pV1Cc89BEgg]{Fighter}111
@UUID[Compendium.cyphersystem-compendium.starships.1QmIZUO93276WVip]{Interceptor}211
@UUID[Compendium.cyphersystem-compendium.starships.RsHhdbOFUEkKCJUW]{Freighter}3 (4 for defense)41
@UUID[Compendium.cyphersystem-compendium.starships.rrkSDY696W28w7T6]{Frigate}4204
@UUID[Compendium.cyphersystem-compendium.starships.2Cuo9MpDalEzoM6i]{Cruiser}4255
@UUID[Compendium.cyphersystem-compendium.starships.SbCnPYjsEaR4YeMr]{Battleship}101,00036

“Crew” indicates the minimum number of people needed to operate the ship. Many ships can carry more passengers. “Weapon Systems” indicates the maximum number of different enemies the ship can target at once—but only one attack per target in any circumstance.

Since it’s frighteningly easy to die in a space battle if your ship is destroyed, most ships have escape pods. Even fighter craft have ejection systems that put the pilot out into space in an environment suit. In other words, GMs should try to give PCs a way out of immediately dying if they get on the wrong end of a space battle.

Effects of Gravity

In a hard science fiction game, variable effects of gravity can’t be waved away by tech that simulates normal gravity on spacecraft, space stations, and other worlds. Instead, it’s an issue people must overcome.

Short-Term Microgravity Exposure: People new to low gravity might get space sickness. Newcomers must succeed on a difficulty 3 Might task or suffer mild nausea for about two to four days, during which time all their tasks are hindered. A few unlucky travelers (usually those who roll a 1 or otherwise face a GM intrusion) are almost completely incapacitated, and find all tasks hindered by three steps.

Long-Term Microgravity Exposure: Long-term exposure to microgravity environments without medical interventions degrades health. How long one spends in such conditions is directly relevant. The GM may assign long-term penalties to PCs if the situation warrants it, though the use of advanced space medicine, proper exercise, and recommended steroids and other hormones can avoid these complications.

Low Gravity: Weapons that rely on weight, such as all heavy weapons, inflict 2 fewer points of damage (dealing a minimum of 1 point). Short-range weapons can reach to long range, and long-range weapons can reach to very long range. Characters trained in low-gravity maneuvering ignore the damage penalty.

High Gravity: It’s hard to make effective attacks when the pull of gravity is very strong. Attacks (and all physical actions) made in high gravity are hindered. Ranges in high gravity are reduced by one category (very-long-range weapons reach only to long range, long-range weapons reach only to short range, and
short-range weapons reach only to immediate range). Characters trained in high-gravity maneuvering ignore the change in difficulty but not the range decreases.

Zero Gravity: It’s hard to maneuver in an environment without gravity. Attacks (and all physical actions) made in zero gravity are hindered. Short-range weapons can reach to long range, and long-range weapons can reach to very-long range.

Effects of Vacuum

Vacuum is lethal. There’s no air to breathe, and the lack of pressure causes havoc on an organic body. An unprotected character moves one step down the damage track each round. However, at the point where they should die, they instead fall unconscious and remain so for about a minute. If they are rescued during that time, they can be revived. If not, they die.

Traveling the Solar System and Orbital Mechanics

In a hard science fiction setting, you might be interested in evoking the reality of travel times between colonies on planets and moons in the solar system. Even so, plotting a course between locations in the solar system isn’t simple, because everything is always moving with respect to everything else. You could determine exactly how long a trip would take with some internet research. Or you could just evoke the effect of orbital mechanics and varying accelerations on interplanetary travel. Use the Interplanetary Travel Table to do so. For a trip between locations not directly compared, add up the destinations in between. The travel times assume a nuclear plasma engine of a kind already being tested today (but better), a steady thrust toward the destination, and an equally long and steady braking thrust over the last half of the trip before orbit insertion. Such propulsion systems can change velocity and sustain thrust for days at a time, which reduces bone loss, muscle atrophy, and other long-term effects of low gravity.

Regardless, the travel times between distant locations bring home one thing: space is big and lonely.

Interplanetary Travel

OriginDestination

Travel Time Using Nuclear Plasma Engine

Earth/MoonMars20 + 1d20 days
MarsAsteroid belt30 + 1d20 days
Asteroid beltJupiter and its moons30 + 1d20 days
JupiterSaturn and its moons60 + 1d20 days
SaturnUranus90 + 1d20 days

Science Fiction Species Descriptors

In a science fiction setting, some GMs may want to offer alien species or androids, who are mechanically different from humans, as options for player characters. This can be accomplished by using descriptors. Two examples are below.

Artificially Intelligent

You are a machine—not just a sentient machine, but a sapient one. Your awareness might make you an exception, or there may be many like you, depending on the setting.

Artificially intelligent characters have machine minds of one type or another. This can involve an advanced computer brain, but it could also be a liquid computer, a quantum computer, or a network of smart dust particles creating an ambient intelligence. You might even have been an organic creature whose mind was uploaded into a machine.

Your body, of course, is also a machine. Most people refer to you as a robot or an android, although you know neither term describes you very well, as you are as free-willed and free-thinking as they are.

You gain the following characteristics:

Superintelligent: +4 to your Intellect Pool.

Artificial Body: +3 to your Might Pool and your Speed Pool.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.dj8fjpgMOatRRWFZ]{Shell}: +1 to Armor.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.j6odWezQciXppynQ]{Limited Recovery}: Resting restores points only to your Intellect Pool, not to your Might Pool or your Speed Pool.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.63ZJmNraEqS6lzdp]{Mechanics, Not Medicines}: Conventional healing methods, including the vast majority of restorative devices and medicines, do not restore points to any of your Pools. You can recover points to your Intellect Pool only by resting, and you can recover points to your Speed and Might Pools only through repair. The difficulty of the repair task is equal to the number of points of damage sustained, to a maximum of 10. Repairing your Might and Speed Pools are always two different tasks.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.71sJhRICcDy0WjiA]{Machine Vulnerabilities and Invulnerabilities}: Damaging effects and other threats that rely on an organic system—poison, disease, cell disruption, and so on—have no effect on you. Neither do beneficial drugs or other effects. Conversely, things that normally affect only inorganic or inanimate objects can affect you, as can effects that disrupt machines.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.nXs4KTo14JKXZN8f]{Uncanny Valley}: You have a hard time relating to organic beings, and they don’t react well to you. All positive interaction tasks with such beings are hindered by two steps.

Quintar

You are a quintar from the planet Quint. You are basically humanoid but taller, thinner, and blue skinned. Your hands end in three very long fingers. Quintar have five genders, but all quintar prefer to be addressed as female when communicating with more binary species. Human emotions and sexuality fascinate them, but not because they don’t have such concepts—quintar emotions and sexuality are just very different from those of humans. In general, quintar are more cerebral than other species, valuing knowledge over all else.

Quint is relatively Earthlike, with slightly less gravity but a slightly denser atmosphere.

You gain the following characteristics:

Cerebral: +4 to your Intellect Pool.

Skill: You are trained in one type of knowledge task of your choice.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.gmnozVrQsZBTxj9A]{Skill}: Quintar fascination with human behavior eases all interaction rolls (pleasant or not) with humans.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.4gFg0DiIdWm3w9ol]{Difficult Rest}: Quintar subtract 2 from all recovery rolls (minimum 1).

","markdown":""},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"ownership":{"default":-1},"flags":{}},{"sort":593750,"name":"Genre: Horror","type":"text","_id":"L90rsf6J1WHnk7rN","title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"

Although it’s very likely a subset of the modern genre, horror as a genre gets special treatment. Unlike the other genres, horror doesn’t necessarily suggest a setting. Any setting can be horrific. Horror is more of a style. An approach. A mood.

You could easily have horror in other times and settings, but for our purposes, we’ll deal with a default setting in the modern day. The PCs are probably normal people, not secret agents or special investigators (although being a part of a secret agency that deals with monsters in the shadows could make for a fine horror game).

Suggested types and additional equipment for a horror setting are the same as in a modern setting.

Consent

Horror games allow us to explore some pretty dark topics from the safety of our own game tables. But before you do that, make sure everyone around your table is okay with that. Find out what your players will find “good uncomfortable,” which is something that makes us squirm in our seats in a great horror movie, and “bad uncomfortable,” which is something that actually makes a player feel nauseated, unsafe, or offended. Being scared can be fun, but being sickened isn’t.

Consider the age and maturity of everyone in the game, perhaps in terms of the movie rating system. Tell the players what you think the game you’re running would be rated. If everyone’s okay with an R rating, then fine. You can have a spooky game that’s on the level of a kids’ movie rated G—more like Scooby-Doo than Saw, in other words. A PG rating might be right for a game that’s more creepy than horrific, with ghosts and spooky noises but not axe-wielding maniacs.

The different ratings suggest different kinds of content for your game. Finding a dead body is horrible, but watching someone get decapitated is something else entirely. Getting chased around by an alien that wants to eat you is one thing, but having it gestate and burst out of your own intestines is another. You need to know where the line is for everyone participating, and you need to know it right from the beginning.

For more information and advice on safe ways to address consent issues in your game, read the free Consent in Gaming PDF at myMCG.info/consent

Basic Creatures and NPCs for a Horror Game

@UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.WJgPGUcSUrR4Ssuu]{Businessperson} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.ZT13lzcl6dsvg8HX]{Cat} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.GNrvq56bsnlHgKeW]{Clerk} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.JZbErZ6hAgtHrgim]{Dog} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.5XdCwL3VyqhHBNqN]{Dog, vicious} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.N0XlAnno5dMItCmN]{Groundskeeper/caretaker} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.rvju0MPnEwNsg9Pr]{Man in Black} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.qLFrfE0E9w6BcG48]{Rat} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.T39Cl27TWeR8jVsZ]{Tarantula}

Horror Artifacts

Most of the time, a horror artifact will be something really weird—an ancient tome of forbidden necromancy, an alien device that humans can barely understand, and so forth. They are often unique items rather than one of a type. Horror artifacts should probably come with a risk, such as a built-in cost, a drawback, or something else that makes using them another way to heighten the tension of the game. Several examples are below.

@UUID[Compendium.cyphersystem-compendium.artifacts-horror.irCnETBwvUwp12PH]{Book of inversion} @UUID[Compendium.cyphersystem-compendium.artifacts-horror.WcrjZgKzg5VzkFVJ]{Shadow box} @UUID[Compendium.cyphersystem-compendium.artifacts-horror.sCTeJvOcviKd5GjN]{Sphere 23}

Optional Rule: Shock

When the PCs encounter something shocking, many times the most realistic response is to scream, stand in abject horror, or run. That might not be the smartest thing to do in the situation, but it’s genuine. What would your accountant do if they saw an axe-wielding maniac coming at them? Let’s face it, unless they truly steeled themselves with all their will, they’d probably scream and run.

When a PC encounters something horrific, utterly disgusting, dreadful, impossible, or otherwise shocking, call for an Intellect defense roll based on the level of the creature involved, or simply an appropriate level as decided by the GM (see the Shock Levels table). Failure might mean that for one round, the player loses control of the character, and the GM decides what the PC does next. This usually means that the character runs, screams, gibbers, stares slack-jawed, or just does nothing. However, GMs should welcome player input into this situation. The point is to portray that when we’re shocked, we don’t always react in the best way, the smartest way, or even the way we want to. Fear is a powerful thing.

Alternatively, failure on the Intellect defense roll might mean that the character suffers Intellect damage equal to the level of the defense task. This indicates an overall toll that numerous shocks and horrors can have on a person. You might have a situation where a character literally dies of fright.

Shock Levels

EventLevel
Something unexpected darts or jumps out1
Something suddenly moves just out of the corner of the eye2
A sudden loud noise (like a scream)2
Unexpectedly seeing a corpse2
Watching someone die3
Seeing something impossible (like an inanimate object sliding across the floor)4
Watching a friend die5
Seeing a monstrous creatureCreature level
Witnessing something supernatural (like a spell)5
Seeing something mind-bending (like an impossible, multidimensional demigod coalescing out of thin air)8

Optional Rule: Horror Mode

For horror games, GMs can implement a rule called Horror Mode. The idea is to create a feeling of escalating dread and menace by changing one die roll mechanic. In the game, things begin as normal. The PCs interact with each other and the NPCs, investigate, research, travel, and so on. But when they enter the haunted house, the serial killer gets close, the elder things beneath the earth awaken, or whatever horrific situation planned by the GM begins, things change. At this time, the GM announces that the game has gone into Horror Mode.

This is a key for the players (not the characters) to recognize that things are getting bad. It’s the RPG equivalent of spooky music beginning to play in a horror film. While in Horror Mode, the rules for GM intrusions governed by die rolls change. Normally this happens only on a roll of 1, but when Horror Mode starts, it becomes a roll of 1 or 2. And then it escalates. As time passes, GM intrusions happen on a roll of 1 to 3, then a roll of 1 to 4, and so on. This potentially means that a die roll in Horror Mode can indicate success in a task and still trigger a GM intrusion.

As the intrusion range changes with each escalation, the GM should announce this to the players. The feeling of rising tension should be dramatic and overt.

Escalation Rate

ActivityIntrusion Range Increases by 1
Exploring a large areaEvery time a new intrusion is indicated by a die roll
ExploringEvery ten minutes or every time a new intrusion is indicated by a die roll
CombatEach round

For example, while the PCs are exploring a dark swamp (a large area), the game goes into Horror Mode and intrusions are indicated on a 1 or 2. During this exploration, one of the players rolls a 2. Not only is there an intrusion, but now the range escalates to 1, 2, or 3. The character is almost dragged into a spot of quicksand-like muck. Then the PCs find an old abandoned house in the middle of the swamp. They enter, and now the escalation rate goes up if they roll a 1, 2, or 3, or every ten minutes that passes in the game. They explore the house for twenty minutes (escalating intrusions to 1 to 5), and during the investigation of the kitchen, someone rolls a 3, triggering an intrusion. A cabinet opens mysteriously and a strangely carved clay pot falls, striking the character. This also escalates the intrusion rate, so they now occur on a roll of 1 to 6. When the PCs reach the attic, they encounter the dreaded swamp slayer, a half man, half beast that thrives on blood. It attacks, and now the range goes up during each round of combat. After four rounds of fighting, intrusions happen on a roll of 1 to 10—half the time. Things are getting dicey, and they’re only going to get worse.

When the GM announces that Horror Mode has ended, the GM intrusion rate goes back to normal, happening only on a roll of 1 or when the GM awards XP.

Horror Mode is a very “meta” rule. It gives players knowledge that their characters don’t have. This is similar to how the viewers of a horror movie or readers of a horror story often know more than the characters on the screen or page. It heightens the tension. Players can express the start of Horror Mode by having their characters talk about goosebumps or a feeling of being watched, but this is not necessary.

Using GM Intrusions in Horror Mode

With the GM intrusions coming fast and furious toward the end of Horror Mode, it’s easy to run out of ideas. In combat, intrusions might just mean that the monster or villain gets a surprise extra attack or inflicts more damage. Perhaps a PC is thrown to the ground or nearer to the edge of a cliff. If the characters are running away, one might trip and fall. If the PCs are exploring, a bookcase topples, potentially hitting someone. Think of all the similar moments you’ve seen in horror films.

Sometimes, if the GM prefers, the GM intrusion can simply be something frightening, like a moan or a whisper. These aren’t dangerous to the PCs, but they escalate the tension and indicate that something bad is getting closer.

In fact, while in Horror Mode, GMs should mostly refrain from doing anything bad, ominous, or dangerous unless it’s an intrusion (either from a die roll or through the awarding of XP). In a horror game, GM intrusions are an indication that things are bad and getting worse, and whenever possible, the GM should allow the Horror Mode escalation to drive the action. This makes the GM more of a slave to the dice than in other Cypher System situations, but that’s okay.

Consider this example. The PCs have tracked something that is probably committing a series of horrific murders to an old factory. They enter the building to explore. The GM knows where the creature is hiding in the factory, but decides that it doesn’t become aware of the characters until an intrusion is indicated. The only clue the PCs have is a mysterious noise off in the darkness. The creature doesn’t move toward them until another GM intrusion occurs. Now they hear something dragging across the factory floor, coming closer. But it’s not until a third intrusion occurs that the creature lunges out from behind an old machine at the PC who rolled the die.

In some ways, the status quo doesn’t change until an intrusion happens. This could be seen as limiting the GM and the need for pacing, but remember that the GM can still have an intrusion occur anytime they desire, in addition to waiting for the low die rolls.

GMs may want to limit the number of intrusions to no more than one per round, no matter what the dice indicate, but that should be based on the situation.

Optional Rule: Madness

Having characters descend into madness is an interesting facet of some kinds of horror and can make long-term horror campaigns more interesting. The easiest way to portray blows to a character’s sanity is through Intellect damage. When PCs encounter something shocking, as described above, they always take Intellect damage. If they would normally move one step down the damage track due to the damage, they instead immediately regain points (equal to 1d6 + their tier) in their Intellect Pools but lose 1 point from their maximums in that Pool. Characters whose maximum Intellect Pools reach 0 go insane. They lose their current descriptor and adopt the Mad descriptor, regain 1d6 + tier points to their Intellect Pools, and gain +1 to their Intellect Edge. If they ever reach a permanent Intellect Pool maximum of 0 again, they go stark raving mad and are no longer playable.

Intellect Edge offers an interesting means to portray a character who is knowledgeable (and perhaps even powerful in terms of mental abilities) yet mentally fragile. A character with a low Intellect Pool but a high Intellect Edge can perform Intellect actions well (since Edge is very helpful) but is still vulnerable to Intellect damage (where Edge is of no help).

Since Cypher System games are meant to be story based, players should recognize that the degrading sanity of their character is part of the story. A player who feels that their character is going mad can talk to the GM, and the two of them can work out the means to portray that—perhaps by using the Mad descriptor, permanently trading up to 4 points from their Intellect Pool to gain +1 to their Intellect Edge, or anything else that seems appropriate. Mental disorders, manias, psychopathy, schizophrenia, or simple phobias can be added to a character’s traits, but they don’t need to be quantified in game statistics or die rolls. They’re simply part of the character.

Inabilities in personal interaction or any area requiring focus might be appropriate, perhaps allowing the PC to gain training in weird lore or forbidden knowledge. Or maybe the opposite is true—as the character’s mind slowly slips away, they become oddly compelled or can obsessively focus on a single task for indefinite periods, and thus they gain training in that topic or skill. These kinds of changes could be balanced with inabilities, such as being unable to remember important details.

As another way to represent madness, the GM could hinder Intellect-based tasks that would be considered routine, such as “remembering your friends and family” or “caring what happens to your best friend” or “stopping yourself from injecting a mysterious substance into your veins.” These routine tasks normally have a difficulty of 0, but for a PC who has lost their mind, they might have a difficulty of 1, 2, or even higher. Now the character must make rolls to do even those simple things.

","markdown":""},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"ownership":{"default":-1},"flags":{}},{"sort":596875,"name":"Genre: Romance","type":"text","_id":"pd2PrHViZ1edOZ7f","title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"

Like horror, romance doesn’t automatically suggest a setting. It is more of a mood, or more specifically an approach, to how the game is played. It suggests an emphasis, at least somewhat, on relationships, interactions, and connections.

Suggested types and additional equipment for a romance setting are the same as in a modern setting.

Consent and Boundaries

You must get consent to cover these topics in a game ahead of time—you don’t want to make people uncomfortable. Everyone involved also needs to learn everyone else’s boundaries. Someone might not want any part of a romance scene, while others are okay talking about emotional connections but not anything sexual.

Obviously, all of this is doubly important if age is a consideration. If there are younger players involved, romance probably shouldn’t go beyond a fairly chaste kiss. (You’ll find that kids are sometimes more open to romance in their games than adults, but only because their understanding of the topic is understandably pretty shallow. A kid player might declare that a character is their boyfriend, but it doesn’t mean much. And for some adults, that may be the way they want to approach the subject as well.)

Lastly, recognize that there needs to be a clear boundary between the story and real life. Two characters having a relationship has no impact on real-life feelings of the players. Two characters in a game might be in a relationship while each player is in a relationship in the real world with someone else. And maybe they’re gaming at the same table! If a player can’t distinguish between in-game flirtation or words of endearment and real-world feelings, they shouldn’t be in a romance-focused game.

For more information and advice on safe ways to address consent issues in your game, read the free Consent in Gaming PDF at myMCG.info/consent

The Check-In

It’s vital that the GM and the players all check in with each other to make sure everyone’s still comfortable with what’s going on in the game. This is particularly important to maintain the boundary between emotions expressed in the story and how people feel in real life.

Basic Creatures and NPCs for a Romance Game

@UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.wIO0w2fxcBU0vHae]{Distrustful relative} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.rmzRpUzfdXpAnzUu]{Jealous ex} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.E7xImJCLVWwiIDre]{Nosy neighbor} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.ktWhiHHoothgvjOv]{The unattainable}

Optional Rule: Infatuation

When a PC is near someone they are infatuated with, particularly in the early stages of that infatuation, they must make an Intellect defense roll with a difficulty determined by the GM based on the situation (not on the level of the subject of the infatuation). Failure might mean that the character does or says something awkward or embarrassing either in an attempt to impress or when trying to hide the infatuation. Or it could mean that for one round, the player loses control of the character, and the GM decides what the PC does next, such as risk their own safety to help an endangered character. However, GMs should welcome player input into this situation. The point is to portray that when we’re distracted by the powerful feelings (and hormones) related to infatuation, we don’t always react in the best way, the smartest way, or even the way we want to.

Infatuation can happen whether the PC is attracted to an NPC or a PC.

Optional Rule: Relationship Levels

When a PC first establishes a relationship with a character (PC or NPC), the GM should assign the relationship a level. If there’s no connection at all, there is no relationship (level 0). Otherwise, the starting relationship is probably level 1. In certain circumstances, a relationship might start at level 2, indicating a far stronger initial connection than usual.

As play progresses, the PC can attempt to improve the level of the relationship, indicating a strengthening of the bond between the two characters. The requirements to improve the relationship are twofold. First, some story-based action needs to be taken. This can be dates, gifts, a meaningful speech, a pledge of commitment, some amount of self-sacrifice, or whatever the GM and the player feel is appropriate to the story and the level of the relationship. This action might require the PC to succeed at specific tasks (with appropriate rolls). For example, writing a love poem will require an Intellect-based task, while helping to retrieve a loved one’s cat from a tree might require a Speed-based task.

Second, the player must make an Intellect-based roll with the desired level of relationship as the difficulty (modified as the GM sees fit).

A relationship can be improved only one level at a time, and the GM and the player should work out an appropriate time interval. For relationships of levels 5 and above, multiple story-based actions and multiple rolls are almost certainly required.

It’s possible for relationship levels to be lopsided, such that the relationship from the point of view of one person is a different level than from the point of view of the other. This should be used sparingly, because it makes things far more complicated. In the case of polyamory, it is possible to have more than two people in a relationship, but even in these situations the connection between any two individuals should have its own level.

Relationship levels can go down as well as up. Neglect, carelessness, inappropriate emotional displays, lies, infidelity, and bungled wooing attempts can all potentially lower a relationship level. This is entirely in the judgment of the GM, although a lowered relationship level is very likely an appropriate use of a GM intrusion.

Relationship levels indicate the strength of the bond and thus help dictate an NPC’s actions in regard to a PC. An NPC in a level 5 relationship probably will be more generous and forgiving toward the PC than if the relationship was level 3 or 4. An NPC in a level 6 relationship or higher would likely give their partner most anything, even maybe sacrificing their own well-being or their life for them. (And people in a higher-level relationship certainly would.) Likewise, a relationship level can influence a PC’s actions. An Intellect defense roll with a difficulty equal to the relationship level might be appropriate if the PC wants to act against the best interests of their loved one, or if they must keep their cool and act normally when their loved one is in danger.

You can use this optional system in any genre, for any type of relationship, even platonic ones. If desired, the relationship level a PC has with an authority figure, a contact, a relative, or anyone else can be measured, improved, and decreased just as it can with a romantic relationship.

Romantic Relationship Levels

LevelRelationship
1First meeting. Interest or curiosity.
2A sense of connection above the norm. Strong physical attraction.
3Affection and a bond that will last longer than a single encounter.
4Serious affection. Almost certainly physical affection.
5A profession of love.
6A serious long-term commitment.
7A lifelong commitment.
8Soul mates.
9A love affair for the ages.
10A bond that transcends time and space.

Platonic Relationship Levels

LevelRelationship
1First meeting. Interest or curiosity.
2A sense of connection above the norm.
3A memorable connection. Indications of a mutually beneficial relationship possible.
4Real friendship.
5Deep friendship.
6Relationship akin to that of a close sibling.
7A pledge of complete partnership.
8Platonic soul mates. Something akin to a life-debt.
9A friendship for the ages.
10A bond that transcends time and space.
","markdown":""},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"ownership":{"default":-1},"flags":{}},{"sort":598438,"name":"Genre: Superheroes","type":"text","_id":"tIyemzsYdcYDslG1","title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"

Like horror, the superhero genre is really a subset of the modern genre with extensive special considerations. In many ways, it might appear that the Cypher System is a strange fit for superheroes. But if you think about it, with foci like Bears a Halo of Fire and Wears a Sheen of Ice, the Cypher System makes all genres a little bit “superhero-ish.” Character sentences might look like the following:

And so on.

Suggested Types for a Superhero Game

RoleType
Strong heroWarrior
Brawler heroWarrior with stealth flavor
Gadget heroExplorer with technology flavor
PilotExplorer with technology flavor
CharmerSpeaker
LeaderSpeaker with combat flavor
Shadowy vigilanteExplorer with stealth flavor
Scientist heroExplorer with skills and knowledge flavor
Energy-wielding heroAdept with combat flavor
WizardAdept
MentalistAdept
Psychic ninjaWarrior with magic flavor

Basic Creatures and NPCs for a Superhero Game

@UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.IpjzD88QqIABcv7A]{Bystander} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.krnLLagONJBbj1tE]{Genetically enhanced bruiser} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.sWc8DryN22cKTJyj]{Ninja} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.YHRSNEgzJeBCrWnC]{Robot minion} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.VSQt1EzpNhIwvCyA]{Scientist} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.SpaQv9sL1VWlrkLS]{Worker}

Additional Superhero Equipment

Suggested additional equipment is the same as in a modern setting. Keep in mind, however, that for many heroes, “equipment” can be superfluous. Where do you stash the flashlight and rope when all you’re wearing is spandex tights?

Optional Rule: Power Shifts

Superheroes can do things that other people cannot. They throw cars, blast through brick walls, leap onto speeding trains, and cobble together interdimensional gateways in a few hours. It’s tempting to say that such characters are stronger, faster, or smarter, so they should have higher Might, Speed, or Intellect Pools. However, simply bumping up stat Pools or Edge doesn’t fully represent this dramatic increase in power. Instead, consider using an optional rule called power shifts.

Under this rule, all superhero characters get five power shifts. Power shifts are like permanent levels of Effort that are always active. They don’t count toward a character’s maximum Effort use (nor do they count as skills or assets). They simply ease tasks that fall into specific categories, which include (but are not necessarily limited to) the following.

@UUID[Compendium.cyphersystem-compendium.power-shifts.QDAvfL2Xor2gc3DB]{Accuracy} @UUID[Compendium.cyphersystem-compendium.power-shifts.gxmRI0Oi1qlp8tgv]{Dexterity} @UUID[Compendium.cyphersystem-compendium.power-shifts.ge5eQ2UKcF71jfL5]{Healing} @UUID[Compendium.cyphersystem-compendium.power-shifts.RvPjtLHq2svYfhK8]{Intelligence} @UUID[Compendium.cyphersystem-compendium.power-shifts.ZcogTb12JEcKd8WK]{Power} @UUID[Compendium.cyphersystem-compendium.power-shifts.ClwsF2GBoWlGR9To]{Resilience} @UUID[Compendium.cyphersystem-compendium.power-shifts.qbOvGJVLVkDUC49X]{Single Attack} @UUID[Compendium.cyphersystem-compendium.power-shifts.uQLh67ISIUJ4O3bC]{Strength}

Each shift eases the task (except for shifts that affect damage or Armor, as specified in the list above). Applying 2 shifts eases the task by two steps, and applying 3 shifts eases the task by three steps.

A character assigns their five power shifts as desired, but most characters should not be allowed to assign more than three to any one category. Once the shifts are assigned, they should not change.

For example, a superstrong character might put three of their shifts into strength and the other two into resilience. Whenever they lift something heavy, smash through a wall, or throw an object, they ease the task by three steps before applying Effort, skill, or assets. Thus, all difficulties from 0 to 3 are routine for them. They smash through level 3 doors as if they don’t exist. As another example, a masked vigilante character with a utility belt full of gadgets and great acrobatic skills might put two shifts in dexterity, one in accuracy, one in intelligence, and one in healing. They’re not actually superpowered, just tough and well trained.

Some GMs will want to allow PCs to increase their power shifts. Having a character spend 10 XP to do so would probably be appropriate. Other GMs will want to run superhero games with PCs of greater or lesser power (cosmic-level heroes or street-level heroes, perhaps). In such cases, more or fewer power shifts should be granted to the PCs at the game’s start.

Superpowered NPCs and Power Shifts

NPC superheroes and villains get power shifts, too. Most of the time, this adds to their level. For example, Blast Star is a level 5 fiery villain who has three power shifts. When she blasts through a level 7 iron security door, she does so easily because in this circumstance, she’s actually level 8.

Sometimes, NPC power shifts make things harder for the PCs. For example, Fleetfoot the level 4 speedster puts all three of her shifts in dexterity. When she runs past a character who tries to grab her, the difficulty to do so is increased by three steps to 7.

Typical NPC supers get three power shifts. Exceptional ones usually have five.

Really Impossible Tasks

In superhero games, due to conventions of the genre, difficulty caps at 15 instead of 10. Difficulty 10 is labeled “impossible,” but that label is for regular folks. For superpowered characters, “impossible” means something different, thanks to power shifts.

Think of each difficulty above 10 as being one more step beyond impossible. Although a GM in another genre would say there’s no chance that a character could leap 100 feet (30 m) from one rooftop to another, in a superhero game, that might just be difficulty 11. Picking up a city bus isn’t something normal characters could do, but for a strong superhero, it might be difficulty 12.

In theory, NPCs in such a game can go up to level 15 as well. Levels above 10 represent opponents that only a superhero would consider taking on: a robot that’s 1,000 feet (300 m) tall (level 11); Galashal, Empress of Twelve Dimensions (level 14); or a space monster the size of the moon (level 15).

Superhero Artifacts

Supervillains build doomsday devices. Ancient artifacts present a threat to all humanity if in the wrong hands. Weird machines from alien dimensions offer solutions to unsolvable problems. Artifacts are an important part of superhero stories. A few examples are below.

@UUID[Compendium.cyphersystem-compendium.artifacts-superhero.2ENNMqilV1qoB35e]{Doctor Dread’s time portal} @UUID[Compendium.cyphersystem-compendium.artifacts-superhero.AvddNOp9tUWCqGOp]{Serum X} @UUID[Compendium.cyphersystem-compendium.artifacts-superhero.JYcfxA5RcffTX3Wl]{Stellarex crystal}

","markdown":""},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"ownership":{"default":-1},"flags":{}},{"sort":599219,"name":"Genre: Post-Apocalyptic","type":"text","_id":"ARG20fxwzr0OBZjH","title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"

Post-apocalyptic literature, movies, and games are a subgenre of science fiction that focuses on the dystopia that follows the fall of civilization. Strictly speaking, post-apocalyptic stories take place after the end of the world. At least, the end of the world for most people. Players take the role of the survivors (or their descendants) trying to persevere in the face of immense hardship. Popular post-apocalyptic scenarios include those set after nuclear war, in the aftermath of a zombie plague, in the months and years following an alien invasion, or after the environment collapses in the face of human overpopulation. Other ways the world could end include a massive meteorite strike, the long-awaited robot uprising, a powerful solar flare that burns out the world’s power grids and communications, or even something as prosaic as a global disease pandemic.

Suggested Types for a Post-Apocalyptic Game

RoleType
SurvivorExplorer with stealth flavor
HeavyWarrior
DealerSpeaker
TraderSpeaker with skills flavor
SageExplorer with knowledge flavor
EvolvedAdept

Basic Creatures and NPCs for a Post-Apocalyptic Game

@UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.31W9R0HQhQT0ic3A]{Crazy loner} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.6L693DIk5jmQu2Py]{Gamma snake} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.urAFJXaUkWY2R1zj]{Innocuous rodent} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.uCMNBacwXfuThw65]{Mongrel dog} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.WGftLKpoTVDfIKw2]{Survivor, sickened} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.GgfdjyikafYtuyTK]{Survivor, typical}

Additional Post-Apocalyptic Equipment

In a post-apocalyptic setting, the items on the Additional Modern Equipment table as well as the following items might be available in trade from other survivors, or in the rare trade town.

Inexpensive Items

WeaponsNotes
@UUID[Compendium.cyphersystem-compendium.weapons-post-apocalyptic.7M8uEI7cKT0UztUy]{Knife}Light weapon, rusty and worn
@UUID[Compendium.cyphersystem-compendium.weapons-post-apocalyptic.VJicMhUlVImuwl4N]{Light weapon}Light weapon (won’t last long)
@UUID[Compendium.cyphersystem-compendium.weapons-post-apocalyptic.erpmmOJulN96Afgr]{Wooden club}Light weapon
ArmorNotes
@UUID[Compendium.cyphersystem-compendium.armor-post-apocalyptic.WnIcqsOLyuyQKSpZ]{Animal hide}Light armor
@UUID[Compendium.cyphersystem-compendium.armor-post-apocalyptic.Hv5mU9dKhfQJA76Q]{Light armor}Light armor, smell hinders stealth tasks
Other ItemsNotes
@UUID[Compendium.cyphersystem-compendium.equipment-post-apocalyptic.dmnJTSnJv4ZqQmVg]{Candle}
@UUID[Compendium.cyphersystem-compendium.equipment-post-apocalyptic.cY37Ff6ca1bxDXtp]{Plastic bag}Useful and ubiquitous (won’t last long)

Moderately Priced Items

WeaponsNotes
@UUID[Compendium.cyphersystem-compendium.weapons-post-apocalyptic.PasipD1tIBSjGd9h]{Handaxe}Light weapon
@UUID[Compendium.cyphersystem-compendium.weapons-post-apocalyptic.Z2P8uHd0D7sdFFNx]{Knife, multipurpose}Light weapon, asset to small repair tasks
Other ItemsNotes
@UUID[Compendium.cyphersystem-compendium.equipment-post-apocalyptic.g7ZsP8QRo5xMCDTc]{Gas mask}Breathable air for four hours
@UUID[Compendium.cyphersystem-compendium.equipment-post-apocalyptic.GAclXwNftLTjeFAf]{Padlock with keys}
@UUID[Compendium.cyphersystem-compendium.equipment-post-apocalyptic.0vFrABenylbBi3yw]{Portable lamp, solar}

Expensive Items

Other ItemsNotes
@UUID[Compendium.cyphersystem-compendium.equipment-post-apocalyptic.1j2c4v8TaLTVzmcZ]{Radiation detector}
@UUID[Compendium.cyphersystem-compendium.equipment-post-apocalyptic.cGUAvAFO5b83snP2]{Nightvision goggles}
@UUID[Compendium.cyphersystem-compendium.equipment-post-apocalyptic.862NWqhznbgLC5AG]{Radiation tent}Prevents radiation damage for three days
@UUID[Compendium.cyphersystem-compendium.equipment-post-apocalyptic.s23m8lRUYCXNthKZ]{Radiation pill (pack of 5)}Asset for defense tasks against radiation effects for twelve hours

Scavenging

Characters in a post-apocalyptic setting must usually spend part of each day scavenging for supplies or a place of safety.

Food and Shelter: Generally speaking, characters must spend two to four hours searching through the rubble and ruins before succeeding. Finding enough food for a group of characters to eat for one day is a difficulty 5 Intellect task. Finding a place of relative safety to regroup and rest is also difficulty 5. Characters who succeed on either one of these also get to roll up to once each day on the Useful Stuff table and three times on the Junk table.

Found food often takes the form of canned, processed, dried, or otherwise preserved goods from before the apocalypse, but sometimes it includes fresh fruits and vegetables found growing wild or cultivated by other survivors. Safe places to hole up include homes, RVs, offices, apartments, or any location that can be secured and defended and isn’t radioactive, poisoned, or overrun with hostile creatures.

The difficulty of succeeding at finding food, water, and a safe place varies by location and by how many days the characters have already spent in one location. Each week the PCs spend at the same location hinders subsequent scavenging tasks and requires that they succeed on a new task to determine if the place they’re staying is still safe. The result of failing to find food and water is obvious. If the PCs fail at the task of finding (or keeping) a safe place, their presence is noticed by hostile forces, or they face a result from the Wasteland Threats table.

Useful Stuff: Food, water, and a safe place to rest are the most important finds, and are the basis of each scavenging task. But other obviously useful stuff is often found along with these basic requirements. When a group of characters successfully finds either food and water or a safe place, consult the Useful Stuff table up to once per day. If it’s the first day the PCs have searched in a particular area, each character might find something useful, but in succeeding days, a group normally gets only a single roll to find useful stuff.

Useful stuff also includes a “loot” entry. Loot includes collectible coins from before the apocalypse, such as silver dollars and gold eagles. It also includes jewelry and artwork that survived the disaster and related material that can be used as currency or barter when the characters find other survivors or arrive at a trade town.

Items found on the Useful Stuff table are generally expensive or exorbitant items (except for firearms, which start in the expensive category).

Junk: Characters who find food and water also find lots of junk. They are free to ignore that junk, but some PCs might have a use for what they find, especially those with the Scavenges focus. All characters gain up to three results on the Junk table each time they successfully scavenge for food or a safe place to stay. Sometimes junk can be fixed, but more often it can be disassembled and used as parts to create something else.

Useful Stuff

d100Item Found
01–10Tools (provide an asset to tasks related to repair and crafting)
11–20Medicine (provides an asset to one healing-related task)
21–25Binoculars
26–35

Chocolate bar or similarly sought-after candy or snack

36–45Textbook (provides an asset to a knowledge-related task)
46–50Coffee or tea
51–55Gun or rifle with ten shells or bullets
56–60Flashlight
61–65Loot
66–70Gasoline (2d6 × 10 gallons)
71–75Batteries
76–80Functioning vehicle (sedan, pickup, motorcycle, etc.)
81–85Generator
86–90MRE cache (food and water for six people for 1d6 weeks)
91–95Ammunition cache (100 shells or bullets for 1d6 different weapons)
96–97Helpful stranger (level 1d6 + 2, stays with the PCs for a week or two)
98–99Cypher (in addition to any other cyphers the GM awards)
00Artifact (in addition to any other artifacts the GM awards)

Junk

d6Item Found
1

Electronic junk (stereo, DVD/Blu-ray player, smartphone, electric fan, printer, router, etc.)

2Plastic junk (lawn furniture, baby seat, simple toys, inflatable pool, etc.)
3Dangerous junk (paint, rat poison, solvents, industrial chemicals, etc.)
4Metallic junk (car bodies, old playsets, grills, empty barrels, frying pan, etc.)
5Glass junk (vases, windows, bowls, decorative pieces, etc.)
6Textile junk (coats, pants, shirts, bathing suits, blankets, rugs, etc.)

Post-Apocalyptic Artifacts

Artifacts in a post-apocalyptic game include still-working technology from before the disaster that is not widely available, as well as cobbled-together pieces of tech that can weaponize previously prosaic items. If the apocalypse was related to some kind of alien invasion, artifacts would include even stranger items.

@UUID[Compendium.cyphersystem-compendium.artifacts-post-apocalyptic.RCr7oVmh9Lhk9jHG]{Autodoc} @UUID[Compendium.cyphersystem-compendium.artifacts-post-apocalyptic.54P9fzXQjgpQT1gZ]{Enviroscanner} @UUID[Compendium.cyphersystem-compendium.artifacts-post-apocalyptic.xGGPXV5UufPD4m5F]{Military exoskeleton} @UUID[Compendium.cyphersystem-compendium.artifacts-post-apocalyptic.T82EmpHsb9cNyyPX]{Rocket fist} @UUID[Compendium.cyphersystem-compendium.artifacts-post-apocalyptic.rQg6ztpLMylwK5RB]{Rocket-propelled grenade} @UUID[Compendium.cyphersystem-compendium.artifacts-post-apocalyptic.lQDbPJOz1VYXe54s]{Terahertz scanner}

Post-Apocalyptic Species Descriptors

In a post-apocalyptic setting, some GMs may want to offer species affected by the disaster.

Morlock

You have lived your life deep underground in artificial bunkers, hidden from the world’s destruction and the brutal scavengers that live above. As a morlock, you have a keen mind for the technology salvaged from the before-time. In fact, every morlock comes of age by fitting a piece of morlock technology to its body to provide enhancement and extend its life. This means that you are part flesh and part machine. Your skin is as pale as milk, except where it’s been replaced with strips of metal and glowing circuits.

You gain the following characteristics:

Enhanced Intelligence: +2 to your Intellect Pool.

Cyborg Body: +2 to your Might Pool and your Speed Pool.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.Td605GMSP4TqfliK]{Partially Metallic}: +1 to Armor.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.2X7nKuAiBRfFgUiS]{Repair and Maintenance}: As an entity of living flesh and humming machinery, you must first succeed on a difficulty 2 repair task before making a recovery roll. On a failure, the recovery roll is not used; however, the normal rules for retrying apply, and you must use Effort on a new roll if you wish to try again. In addition to the normal options for using Effort, you can choose to use Effort to heal additional points to your Pools (each level of Effort healing an additional 2 points to your Pools if you succeed).

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.64yLvSVOIqtV8IvT]{Morlock Prejudice}: While among non-morlocks, all positive interaction tasks are hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. The PCs found you in a collapsed subterranean tunnel.

  2. The other PCs encountered you exploring underground, and you convinced them to allow you to accompany them.

  3. You were exiled from the morlock communities and needed help on the surface.

  4. The only way to save the morlock community you hail from is to venture to the surface and find a mechanical part needed to repair a failing ancient system.

Roach

You are born of a species of evolved insects once called “cockroach,” but that is far in the past. Radiation and forced evolution have radically increased your size, shape, and ability to think. Your exoskeleton mimics the shape of a human being, though not perfectly. When you move about human society, shadows and cloaks are your ally if you wish to pass unnoticed. When those of your kind are discovered, it usually goes poorly for someone. You, however, have a wandering spirit and seek to explore the fallen world and find a new way forward.

You gain the following characteristics:

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.vNOlLQDmc53SXZ0B]{Scuttler}: Your Speed Edge increases by 1.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.GsDnTWDfehGuhsQS]{Sense by Scent}: You can sense your environment even in total darkness.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.8OYU2L2128I1PE9m]{Cling}: You can move an immediate distance each round on walls or clinging to the ceiling.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.LD2sREknTpeCQErE]{Carapace}: +1 to Armor.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.gEBLiYb25Mpx65Eo]{Glide}: You can extend small wings from your carapace that grant an asset in jumping tasks and allow you to fall up to a short distance without taking damage.

@UUID[Compendium.cyphersystem-compendium.basic-skills.DraIKUQRw8KrnC4o]{Skill}: You are trained in disguise tasks.

@UUID[Compendium.cyphersystem-compendium.inabilities.PeQrx8tfHEDrOlW6]{Inability}: You are susceptible to disease and poison. Defense rolls against disease or poison are hindered.

@UUID[Compendium.cyphersystem-compendium.inabilities.P42u9vKoBQjOtUbE]{Inability}: You mimic a human, but you are not as fierce. Tasks involving combat— including attack and defense rolls—are hindered.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.soRZpGrbrjyyBHpW]{Insect Prejudice}: While among non-roaches, all positive interaction tasks are hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. The PCs didn’t realize what you were when they asked for your help.

  2. You’ve managed to hide your roach ancestry so well that everyone thinks you are like them.

  3. You are the last of your kind.

  4. You have a secret agenda, and the PCs were gullible enough to let you come along.

","markdown":""},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"ownership":{"default":-1},"flags":{}},{"sort":599610,"name":"Genre: Fairy Tale","type":"text","_id":"BW4rWFL1jsU98e0B","title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"

The genre of fairy tales is a wide one, crossing into almost every culture and encompassing everything from early oral stories passed down from generation to generation to the more modern literary fairy tale. What makes something a fairy tale? While there’s a great deal of discussion around that question, most have a number of things in common: a series of far-fetched events; fantastical beings such as talking animals, elves, goblins, mermaids, witches, and dragons; and objects that have magical elements.

One of the powers of a fairy tale—or a game set in a fairy tale-inspired setting—is its ability to create a sense of wonder and to evoke players’ imaginations while still allowing them to keep one foot in the known. The very settings themselves are both enchanted and somehow familiar, whether the characters are entering a magical woods, falling down a rabbit hole, or embarking on a voyage to Neverland. Those beasts and beings who stalk such places are equally wondrous, and offer fantastic starting points for any number of adventures.

To heighten the sense of wonder in a fairy tale adventure or campaign, a GM might consider presenting the game in a modern setting. In a modern setting, characters have regular jobs that don’t normally involve hunting goblins or helping talking fish solve puzzles. This means that when the moths take shape and become the cloak of a princess of summer come to beg a favor or steal a child, or the house grows legs and runs away one morning, the player characters will be rightfully amazed (and perhaps somewhat terrified).

Nature of Faerie

Faerie (also called by many other names) is a dimension of magic separate from but closely parallel to the mundane world. It doesn’t matter whether Faerie is just a collective term for thousands of separate curled-up dimensions hidden in corners, in closets, or at the center of forests, or it’s one continuous realm that overlaps the real world where it’s thinnest. It’s a place those with open hearts can find by following a way between tall trees (or looming library shelves) to a realm where everything is different. Where elves walk, nymphs dance, unicorns gallop, and both natural growths and built structures become vast and enchanting.

Humans don’t tend to do well in such a world if they stay too long, as the sensory input is hard on the nervous system. But fey creatures depend on it, like plants to the light. A fey creature too long cut off from its land of origin (or its stream, hill, or burrow) slowly becomes mortal and then dies.

When a fey creature is cut by silvered or cold iron weapons, they temporarily lose the sustaining benefit of their connection to Faerie. This severed connection usually disrupts a fey creature’s ability to heal. A silvered weapon is one that contains silver as part of an alloying process, has silver inlay, or has been coated in a dusting of silver powder (which usually lasts only through a single fight). In truth, many items in the modern era are cold-forged, while many others are not. We suggest that any hand-forged item containing iron could be considered a cold-forged weapon for harming fey creatures. Thus, most bullets and other modern items wouldn’t be treated as cold iron by this definition, but some would fit the bill.

Basic Creatures and NPCs for a Fairy Tale Game

Most fey creatures of level 2 or higher regain 1 point of health per round, unless wounded by silvered or cold iron weapons.

@UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.JULnmDMPODWwSgyT]{Angry ants} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.VK2Iv9hH0ITqmvV9]{Erlking} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.PS7RVxRlUxllwCky]{Faerie} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.ijRly8phWTeUIy8r]{Feral tree} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.UXvVjQMo4BRwi2Ef]{Nymph} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.BJOh1w5ZImYrdKuM]{Pixie} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.2v0CeAw0V9Hql9iL]{Razorblade butterflies} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.NVjNYB0ApximA7Kn]{Talking cat} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.LZB001qKeGrqUyMZ]{Troll}

Fairy Tale Artifacts

Artifacts in a fantasy setting and magic items in other games focused on fantasy would also be suitable for a fairy tale setting. However, every fairy tale artifact should come with a quirk that sets it apart from a simple “wand of fire” or similar item. Come up with your own or roll a quirk on the table below.

d10Quirk
1Is sometimes invisible.
2Cries like a baby if jostled.
3Becomes cold as ice to the touch and emits cold vapor when danger threatens.
4Contains a secret compartment that invariably holds a chunk of rock broken from what might be a strange jade sculpture.
5Also serves as a key to some magically locked doors and chests.
6Bites owner with tiny teeth if jostled, dealing 1 point of damage.
7Always muttering and complaining, though useful warnings and other information can sometimes be gained.
8Jealous of any other manifest cyphers, artifacts, or beautiful objects in the wielder’s life.
9The “painting” of a princess of summer on the object sometimes leaves it, robbing the artifact of power.
10Causes flowers to grow wherever it is stored or set down.
","markdown":""},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"ownership":{"default":-1},"flags":{}},{"sort":599805,"name":"Genre: Historical","type":"text","_id":"hdLllcWxZ4VdDhlr","title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"

Setting your campaign in World War 2, the Renaissance, or the 1930s can be fun and interesting. However, setting it in ancient Greece or feudal Japan, for example, probably makes it more like fantasy without all the orcs and magic (although a game set in feudal Japan with orcs and magic could be fascinating).

One of the draws of playing in a historical adventure is the thrill of “being there” when something important happens. Thus, in many cases, historical adventures in RPGs shouldn’t be designed as campaigns, but instead serve as short-term experiences where players try something new, or at least something they don’t normally do: play as figures involved in a momentous historical event.

Historical games should take cues from the closely related areas of historical fiction and historical re-enactment. The lessons of great historical fiction include the following.

The GM should anchor the characters with problems or conflicts that connect them to the chosen time period; make sure that PC backgrounds contain one relevant detail to the chosen historical setting.

The GM shouldn’t fall into the trap of assuming that history was drab just because it is often presented along with old paintings, drawings, or blurred black-and-white photographs. Dramatic events, surprising twists, and unexpected situations are just as likely in a historical adventure as in any other kind.

What’s the point of a historical adventure if there is no suspense? Sure, everyone knows what happens at the end of any given historical battle, but the stories of individuals within those fights are not known. Will they live? Will they succeed in their mission? And what are the consequences? Think of all the war movies that rely on that exact latitude to tell great stories.

Make sure you know when the campaign ends. Maybe it’s when the PCs successfully accomplish a specific task, but it might be externally timed to when a historical event takes place, whether they are attempting to offer aid, thwart it, or merely be aware of it as they attempt to do something that history hasn’t recorded.

Don’t create more than you need to. Be ready to tell the PCs what they see and who they encounter when they are introduced to a historical location or person, but don’t worry about things that they likely will never see. Yes, figure out what kind of currency is used, but making a super-accurate list of prices just isn’t necessary; the players will take your word for the cost of items and many other details. You’re evoking a historical setting with your game, not writing a book report.

Be wary about stereotypes and cultural misappropriation. History, as they say, is written by the victors. The ancient Greeks wrote that other cultures were all barbaric, and the European settlers called the natives in North America savages, but that doesn’t mean it’s true. If all you know about a time period is a movie set in that period, you’ll have a skewed version of events and culture. Be willing to go deeper than Braveheart or The Last Samurai, or maybe choose a different genre.

Running a Historical Game

Preparation is important in a historical game, and most of that entails choosing a historical period—or a specific historical event—as the setting. Given that all of history can serve, you won’t lack for resources. Below are a few possibilities. Of course, the farther back you set your game, the less information on specific events is available. On the other hand, that frees you up to get creative.

Once you choose the historical period and any special events you want to include in your adventure or campaign, direct your players to an appropriate set of foci. Alternately, you can have your players play as historically significant figures, but if you do this, you may want to create their characters ahead of time. Most GMs will probably want to save historically significant individuals for use as NPCs.

The players will need some kind of grounding in what to expect in the time period you’ve chosen. Just like they need an idea of what magic can do in a fantasy game, they will need a general idea of what kind of technology is available, the broad strokes of what their characters might know and not know, and so on. Maybe have them read a Wikipedia entry, at the very least.

If you’re looking for inspiration for time periods in which to set your historical game, here are some possible ideas: prehistory, classical antiquity, ancient Egypt, the American revolution, ancient China, World War II, Edo Period Japan, Medieval Europe, and the American Old West.

Suggested Types for a Historical Game

RoleType
Constable (or night watchman)Explorer with combat flavor
DetectiveExplorer with stealth flavor and skills and knowledge flavor
KnightWarrior
PirateExplorer with stealth flavor
TutorSpeaker
MerchantSpeaker with skills and knowledge flavor
SmithSpeaker with some warrior abilities and skills and knowledge flavor
PlaywrightSpeaker
NobleSpeaker with skills and knowledge flavor
ExplorerExplorer
PriestSpeaker

Basic Creatures and NPCs for a Historical Game

@UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.ZT13lzcl6dsvg8HX]{Cat} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.MwSOqh6IDnwKis8b]{Dodo} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.JZbErZ6hAgtHrgim]{Dog} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.vmvgLdR7JKdsukCW]{Dog, guard} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.61EndqAjZ2ZZZuS9]{Horse} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.8AhrSmfhARlAahxp]{Merchant} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.HKcVbxx1xGOpyVk4]{Noble} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.qLFrfE0E9w6BcG48]{Rat} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.Ax77ZEkAA3XJBPaA]{Serf} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.PXVS2kwvslh30lBB]{Snake, poisonous} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.vhGua32GarGCzLGv]{Warhorse}

Historical Artifacts

The concept of artifacts is probably inappropriate for a historical setting without some kind of supernatural, fantastical, or science fiction element. That said, objects of mystery such as the Antikythera mechanism (an ancient analog computer and orrery used to predict eclipses and other astronomical positions) reveal that the ancient world—and by extension more recent historical periods—contained fascinating and useful objects that were anachronistic for their period. Most such artifacts were likely the creations of philosophers, lone geniuses, and similar figures.

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This chapter describes many common and uncommon creatures that the characters might meet—and fight—in a Cypher System game and gives their stats. The variety of creatures that populate the possible settings and genres is so great that this chapter only scratches the surface. It does, however, provide examples of kinds of inhabitants—bestial and civilized, living and undead, organic and inorganic—so that you can easily extrapolate and create your own.

Understanding the Listings

Every creature is presented by name, followed by a standard template that includes the following categories.

Level: Like the difficulty of a task, each creature and NPC has a level attached to it. You use the level to determine the target number a PC must reach to attack or defend against the opponent. In each entry, the difficulty number for the creature or NPC is listed in parentheses after its level. As shown on the following table, the target number is three times the level.

LevelTarget Number
13
26
39
412
515
618
721
824
927
1030

Description: Following the name of the creature or NPC is a general description of its appearance, nature, intelligence, or background.

Motive: This entry is a way to help the GM understand what a creature or NPC wants. Every creature or person wants something, even if it’s just to be left alone.

Environment: This entry describes whether the creature tends to be solitary or travel in groups and what kind of terrain it inhabits (such as “They travel in packs through dry wastes and temperate lowlands”).

Health: A creature’s target number is usually also its health, which is the amount of damage it can sustain before it is dead or incapacitated. For easy reference, the entries always list a creature’s health, even when it’s the normal amount for a creature of its level.

Damage Inflicted: Generally, when creatures hit in combat, they inflict their level in damage regardless of the form of attack. Some inflict more or less or have a special modifier to damage. Intelligent NPCs often use weapons, but this is more a flavor issue than a mechanical one. In other words, it doesn’t matter if a level 3 foe uses a sword or claws—it deals the same damage if it hits. The entries always specify the amount of damage inflicted, even if it’s the normal amount for a creature of its level.

Armor: This is the creature’s Armor value. Sometimes the number represents physical armor, and other times it represents natural protection. This entry doesn’t appear in the game stats if a creature has no Armor.

Movement: Movement determines how far the creature can move in a single turn. Creatures have movements of immediate, short, long, or very long, which equate to the ranges of the same name. Most PCs have an effective movement of short, so if they are chasing (or being chased by) a creature with immediate movement, their Speed tasks are eased; if the creature’s movement is long or greater, the PCs’ Speed tasks are hindered.

Modifications: Use these default numbers when a creature’s information says to use a different target number. For example, a level 4 creature might say “defends as level 5,” which means PCs attacking it must roll a target number of 15 (for difficulty 5) instead of 12 (for difficulty 4). In special circumstances, some creatures have other modifications, but these are almost always specific to their level.

Combat: This entry gives advice on using the creature in combat, such as “This creature uses ambushes and hit-and-run tactics.” At the end of the combat listing, you’ll also find any special abilities, such as immunities, poisons, and healing skills. GMs should be logical about a creature’s reaction to a particular action or attack by a PC. For example, a mechanical creation is immune to normal diseases, a character can’t poison a being of energy (at least, not with a conventional poison), and so on.

Interaction: This entry gives advice on using the creature in interactions, such as “These creatures are willing to talk but respond poorly to threats,” or “This creature is an animal and acts like an animal.”

Use: This entry gives the GM suggestions for how to use the creature in a game session. It might provide general notes or specific adventure ideas.

Loot: This entry indicates what the PCs might gain if they take items from their fallen foes (or trade with or trick them). It doesn’t appear in the game stats if the creature has no loot.

GM Intrusion: This optional entry in the stats suggests a way to use GM intrusion in an encounter with the creature. It’s just one possible idea of many, and the GM is encouraged to come up with their own uses of the game mechanic.

Creatures

@UUID[Compendium.cyphersystem-compendium.creatures.GcRpFtcOQDpGvU4H]{Abomination} @UUID[Compendium.cyphersystem-compendium.creatures.17NSMk419kHRvwoP]{Chimera} @UUID[Compendium.cyphersystem-compendium.creatures.Ds2TiPhzGcBio6uy]{Chronophage} @UUID[Compendium.cyphersystem-compendium.creatures.6XzVLD44cRlhPIfO]{Deep one} @UUID[Compendium.cyphersystem-compendium.creatures.dEUcFhzvuB3ufhv5]{Deinonychus} @UUID[Compendium.cyphersystem-compendium.creatures.0NEyK7k8eNvN9oRt]{Demigod} @UUID[Compendium.cyphersystem-compendium.creatures.C2tRCVUtCl1OEb7M]{Demon} @UUID[Compendium.cyphersystem-compendium.creatures.Z4Y7VaCkpXbCZ2yy]{Devil} @UUID[Compendium.cyphersystem-compendium.creatures.D25NNlnriTPYwXvl]{Djinni} @UUID[Compendium.cyphersystem-compendium.creatures.huhkLDlDaru359Bf]{Dragon} @UUID[Compendium.cyphersystem-compendium.creatures.li1H57vGnKM9EY61]{Earth elemental} @UUID[Compendium.cyphersystem-compendium.creatures.WcxUomm2dqg2s2mU]{Enthraller} @UUID[Compendium.cyphersystem-compendium.creatures.p5ugVxzZFUe8r2To]{Fallen angel} @UUID[Compendium.cyphersystem-compendium.creatures.W7lOvxxSkcShe4Y9]{Fire elemental} @UUID[Compendium.cyphersystem-compendium.creatures.CbyPd1QoYjZGISN9]{Fusion hound} @UUID[Compendium.cyphersystem-compendium.creatures.02LotzBPq6hZTu2N]{Ghost} @UUID[Compendium.cyphersystem-compendium.creatures.92AH6pnL8Mknw6ok]{Ghoul} @UUID[Compendium.cyphersystem-compendium.creatures.gc0tYELtVAJRfFL6]{Giant} @UUID[Compendium.cyphersystem-compendium.creatures.U508Iiym5DOrLbCP]{Giant rat} @UUID[Compendium.cyphersystem-compendium.creatures.G1R1ESjuGxTJ7VwN]{Giant snake} @UUID[Compendium.cyphersystem-compendium.creatures.PlHlqDlwByGRX8T3]{Giant spider} @UUID[Compendium.cyphersystem-compendium.creatures.StSE44DNprZ4X4t8]{Goblin} @UUID[Compendium.cyphersystem-compendium.creatures.nBJ1PaZw7VugehNT]{Golem} @UUID[Compendium.cyphersystem-compendium.creatures.v5KdQP0xAVsoznyE]{Grey} @UUID[Compendium.cyphersystem-compendium.creatures.gDdZYUFdqZhmK3Oc]{Kaiju} @UUID[Compendium.cyphersystem-compendium.creatures.Iyx0QTRTuHLwr2g4]{Killer clown} @UUID[Compendium.cyphersystem-compendium.creatures.m9Hqr0shnpvRfgiF]{Killing white light} @UUID[Compendium.cyphersystem-compendium.creatures.EX0RBWZzdGetaDK9]{Mechanical soldier} @UUID[Compendium.cyphersystem-compendium.creatures.LkiVCVe5HhMi8Hc8]{Mi-go} @UUID[Compendium.cyphersystem-compendium.creatures.ZLDxtrbI1te50O1k]{Mokuren} @UUID[Compendium.cyphersystem-compendium.creatures.2BTNWIpNjjd696xa]{Nuppeppo} @UUID[Compendium.cyphersystem-compendium.creatures.Jo0ULIISkFpZDV85]{Ogre} @UUID[Compendium.cyphersystem-compendium.creatures.obJAuUihAMdRF9j2]{Orc} @UUID[Compendium.cyphersystem-compendium.creatures.KrHZmg9AKHxbGRnk]{Prince(ss) of summer} @UUID[Compendium.cyphersystem-compendium.creatures.axcyoROutmXNdzNk]{Puppet tree} @UUID[Compendium.cyphersystem-compendium.creatures.qT2StUmJ4FDfS2Ji]{Ravage bear} @UUID[Compendium.cyphersystem-compendium.creatures.n54pC87T2nULqbCJ]{Replicant} @UUID[Compendium.cyphersystem-compendium.creatures.qB1fv8beRDJG465z]{Shadow elf} @UUID[Compendium.cyphersystem-compendium.creatures.MQI4Poo9zZKrgKhc]{Skeleton} @UUID[Compendium.cyphersystem-compendium.creatures.nkAvknrgByU2kBSn]{Statue, animate} @UUID[Compendium.cyphersystem-compendium.creatures.E7LZFxUVnPeXLIgX]{Tyrannosaurus rex} @UUID[Compendium.cyphersystem-compendium.creatures.37pnRQFiOHt47hFP]{Vampire} @UUID[Compendium.cyphersystem-compendium.creatures.PIJ3eSbmYUGztjb1]{Vampire, transitional} @UUID[Compendium.cyphersystem-compendium.creatures.QFTQJ4Z4kmHVr23P]{Vat reject} @UUID[Compendium.cyphersystem-compendium.creatures.WsWJRqBjUW1WO1Wp]{Wardroid} @UUID[Compendium.cyphersystem-compendium.creatures.3jAoNYaS0CHUjkqS]{Werewolf} @UUID[Compendium.cyphersystem-compendium.creatures.2nv7KEvkNXsUOykU]{Witch} @UUID[Compendium.cyphersystem-compendium.creatures.Ziw2e08pt2Fc8vHz]{Xenoparasite} @UUID[Compendium.cyphersystem-compendium.creatures.dWvlzVDxmAUQxT7s]{Zombie}

Normal Animals

Unlike many creatures in this chapter, normal animals are simple and understandable enough to be encapsulated by just their level and maybe one or two other stats.

@UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.p7RwEbxxv74Xy0NP]{Bear, black} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.3NRZdgMZXVcEsqWl]{Bear, grizzly} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.JZbErZ6hAgtHrgim]{Dog} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.vmvgLdR7JKdsukCW]{Dog, guard} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.pNEII8Wup8xjZfuA]{Hawk} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.61EndqAjZ2ZZZuS9]{Horse} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.qLFrfE0E9w6BcG48]{Rat} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.RxtZyeRliCY3v9In]{Rattlesnake}

NPCs

The NPCs in this chapter are generic examples of nonplayer characters that can be used in many genres.

Reskinning NPCs: GMs will find that with a few tweaks, a guard can be a modern-day cop, a fantasy caravan guard, or a science fiction drone soldier. This is known as reskinning—making slight changes to existing stats to customize the NPC for your own game.

Health, Not Pools: Remember that NPCs don’t have stat Pools. Instead, they have a characteristic called health. When an NPC takes damage of any kind, the amount is subtracted from its health. Unless described otherwise, an NPC’s health is always equal to its target number. Some NPCs might have special reactions to or defenses against attacks that would normally deal Speed damage or Intellect damage, but unless the NPC’s description specifically explains this, assume that all damage is subtracted from the NPC’s health.

Appropriate Weapons: NPCs use weapons appropriate to their situation, which might be swords and crossbows, knives and shotguns, malefic psychic weapons, blasters and grenades, and so on.

@UUID[Compendium.cyphersystem-compendium.npcs.rnq3fP5XVmqEmZWG]{Assassin} @UUID[Compendium.cyphersystem-compendium.npcs.IXoOu0XGctC51WFn]{Cannibal} @UUID[Compendium.cyphersystem-compendium.npcs.jZT0TZAHaKkZ8kGv]{Crime boss} @UUID[Compendium.cyphersystem-compendium.npcs.17FhJIqwNpdkCE3Q]{Detective} @UUID[Compendium.cyphersystem-compendium.npcs.vamqtdZeooEZTvVA]{Guard} @UUID[Compendium.cyphersystem-compendium.npcs.mIkMohVYFvaiNwZB]{Occultist} @UUID[Compendium.cyphersystem-compendium.npcs.SMQHtX6tTqzNShpA]{Secret agent} @UUID[Compendium.cyphersystem-compendium.npcs.dxKy262U5XR9IQdV]{Thug} @UUID[Compendium.cyphersystem-compendium.npcs.T49YQrtaJRk1stLD]{Wizard, mighty}

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Cyphers are one-use abilities that characters gain over the course of play. They have cool powers that can heal, make attacks, ease or hinder task rolls, or (in a more supernatural and extreme example) produce effects such as nullifying gravity or turning something invisible.

Most cyphers aren’t physical objects—just something useful that happens right when you need it. They might be a burst of insight that allows a character to make a perfectly executed attack, a lucky guess when using a computer terminal, a coincidental distraction that gives you an advantage against an NPC, or a supernatural entity that makes things work out in your favor. In some games, cyphers come in the form of items, like magic potions or bits of alien technology.

Cyphers that don’t have a physical form are called subtle cyphers.

Cyphers that have a physical form are called manifest cyphers.

Regardless of their form, cyphers are single-use effects and are always consumed when used. Unless a cypher’s description says otherwise, it works only for the character who activates it. For example, a PC can’t use an enduring shield cypher on a friend.

Cyphers are a game mechanic designed for frequent discovery and use. PCs can have only a small number of cyphers at any given time, and since they’re always finding more, they’re encouraged to use them at a steady pace.

In theory, the cyphers gained by the PCs are determined randomly. However, the GM can allow PCs to acquire or find them intentionally as well. Cyphers are gained with such regularity that the PCs should feel that they can use them freely. There will always be more, and they’ll have different benefits. This means that in gameplay, cyphers are less like gear or treasure and more like character abilities that the players don’t choose. This leads to fun game moments where a player can say “Well, I’ve got an X that might help in this situation,” and X is always different. X might be an intuitive understanding of the local computer network, a favor from the Faerie Court, an explosive device, a short-range teleporter, or a force field. It might be a powerful magnet or a prayer that will cure disease. It could be anything. Cyphers keep the game fresh and interesting. Over time, characters can learn how to safely carry more and more cyphers at the same time, so cyphers really do seem more like abilities and less like gear.

“Carry” in this sense refers to both subtle cyphers and manifest cyphers, though a PC may not actually carry anything that physically represents the cypher. A character thrown into prison without their equipment might still have subtle cyphers.

Cyphers don’t have to be used to make room for new ones. For subtle cyphers, a character can just use an action to “lose” the cypher, freeing up space to “find” one later (once a subtle cypher is discarded this way, it is gone and can’t be recovered). For manifest cyphers, it’s perfectly acceptable for the PCs to stash one elsewhere for later use; of course, that doesn’t mean it will still be there when they return.

Why Cyphers?

Cyphers are (not surprisingly, based on the name) the heart of the Cypher System. This is because characters in this game have some abilities that rarely or never change and can always be counted on—pretty much like in all games—and they have some abilities that are ever-changing and inject a great deal of variability in play. They are the major reason why no Cypher System game session should ever be dull or feel just like the last session. This week your character can solve the problem by walking through walls, but last time it was because you could create an explosion that could level a city block.

The Cypher System, then, is one where PC abilities are fluid, with the GM and the players both having a role in their choice, their assignment, and their use. Although many things separate the game system from others, this aspect makes it unique, because cyphers recognize the importance and value of two things:

  1. “Treasure,” because character abilities make the game fun and exciting. In fact, in the early days of roleplaying, treasure (usually in the form of magic items found in dungeons) was really the only customization of characters that existed. One of the drives to go out and have adventures is so you can discover cool new things that help you when you go on even more adventures. This is true in many RPGs, but in the Cypher System, it’s built right into the game’s core.

  2. Letting the GM have a hand in determining PC abilities makes the game move more smoothly. Some GMs prefer to roll cyphers randomly, but some do not. For example, giving the PCs a cypher that will allow them to teleport far away might be a secret adventure seed placed by a forward-thinking GM. Because the GM has an idea of where the story is going, they can use cyphers to help guide the path. Alternatively, if the GM is open to it, they can give out cyphers that enable the characters to take a more proactive role (such as teleporting anywhere they want). Perhaps most important, they can do these things without worrying about the long-term ramifications of the ability. A device that lets you teleport multiple times might really mess up the game over the long term. But once? That’s just fun.

Cypher Limits

All characters have a maximum number of cyphers they can have at any one time, determined by their type. If a character ever attempts to carry more, random cyphers instantly disappear until the PC has a number of cyphers equal to their maximum (depending on the genre of the campaign, subtle cyphers may be more or less likely to vanish this way). These vanished cyphers are not recoverable.

Subtle Cyphers

Subtle (nonphysical) cyphers are a way to introduce cyphers into a game without overt “powered stuff”—no potions, alien crystals, or anything of that nature. They’re most useful, perhaps, in a modern or horror setting without obvious fantasy elements. Subtle cyphers are more like the inherent abilities PCs have, adding boosts to Edge, recovering points from Pools, coming up with ideas, and so on. In general, these are commonplace, non-supernatural effects—a subtle cypher wouldn’t create a laser beam or allow a character to walk through a wall. They don’t break the fragile bubble of believability in genres where flashy powers and abilities don’t make a lot of sense.

Subtle cyphers are particularly nice in a genre where the PCs are supposed to be normal people. The cyphers can simply be an expression of innate capabilities in characters that aren’t always dependable. And in many ways, that’s probably more realistic than an ability you can count on with certainty, because in real life, some days you can jump over a fence, and some days you just can’t.

Concepts for subtle cyphers include the following:

Good fortune: Once in a while, things just go your way. You’re in the right place at the right time.

Inspirations: Sometimes you get inspired to do something you’ve never done before and might not be able to do again. Call it adrenaline mixed with the right motivation, or just doing the right thing at the right place at the right time. Who can really define it? Life’s funny that way.

Alien concepts: Complex and utterly inhuman memes enter our world and worm their way into and out of human consciousness. When this happens, it can cause mental distress and disorientation. It can also grant impossible abilities and advantages.

Blessings: In a fantasy world, there are nine gods. Each morning, all intelligent residents of the world pray to one of the gods, and some of the faithful gain a divine blessing. Some people believe that praying to different gods gives you different blessings.

Earworms: You know how some songs pop into your head and just won’t leave? There’s a power to those songs, and the right people know how to harness it. Make the songs disturbing or reminiscent of evil chants, and you’ve got a perfect cypher concept for a horror campaign.

Mysterious transmissions: What’s that buzzing? That mechanical chittering? Those numbers repeating over and over? And why can only some people hear it? A few who are aware of the sounds have learned how to make use of them.

Supernatural powers: Mental or mystical energies constantly shift and change, ebb and flow. But you’ve figured out how to attune your mind to them. There are no physical actions or paraphernalia required—just an inner conduit to the numinous.

Discovering Subtle Cyphers

Since subtle cyphers aren’t physical objects, GMs will need to figure out when to give PCs new ones to replace the ones they have used. The cyphers probably shouldn’t be tied to actions entirely under the characters’ control—in other words, they shouldn’t come as a result of meditation or anything of that nature. Instead, the GM should choose significant points in the story when new cyphers might simply come unbidden to the PCs. In the broader view, this is no different than manifest cyphers placed as treasure in a creature’s lair, a secret cache, or somewhere else for the characters to find. Either way, the GM is picking good spots to “refill” potentially used cypher-based abilities.

Subtle cyphers are often found in groups of one to six (the GM can roll 1d6 to determine the number). The GM might randomly assign the cyphers to each PC who has space for more, or present a selection of cyphers to the group and allow the players to choose which ones they want for their characters. Characters should immediately know what their subtle cyphers do. If a PC activates a healing subtle cypher when they think it’s something to help pick a lock, that’s a waste of a useful character ability.

PCs might be able to obtain subtle cyphers from NPCs or in unusual circumstances as gifts, boons, or blessings, even asking for a particular kind of subtle cypher, such as healing, protection, or skill. For example, PCs who make a donation at a temple of a healing goddess could ask to receive a blessing (subtle cypher) that allows them to speak a healing prayer that restores points to one of their Pools. An NPC wizard who owes the PCs a favor might cast a spell on them that deflects one weapon if they say a magic word. An alien pylon might grant knowledge of a strange mental code that lets a person see in the dark for a few hours.

A PC can also acquire a new subtle cypher by spending 1 XP on one of the following player intrusions:

General cypher: You ask the GM for a general subtle cypher, such as “healing,” “movement,” “defense,” or perhaps something as specific as “flight.” The GM gives you a cypher that meets that description and randomly determines its level. If you don’t have space for this cypher, you immediately lose one of your current cyphers (your choice) and the new cypher takes its place.

Specific cypher: You ask the GM for a specific subtle cypher (such as a curative or stim) of a specific level. Make an Intellect roll with a difficulty equal to the cypher’s level plus 1. If you have had this cypher before, the task is eased. If you fail the roll, you do not gain a cypher. If you succeed, the GM gives you that subtle cypher at that level. If you don’t have space for this new cypher, you immediately lose one of your current cyphers (your choice) and the new cypher takes its place. Whether or not you succeed at the roll, the 1 XP is spent.

Manifest Cyphers

Because manifest cyphers are physical objects, and people are familiar with the idea of finding “treasure” as part of playing an RPG, these kinds of cyphers are easy to get into the hands of the PCs. They are often found in groups of one to six (the GM can roll 1d6 to determine the number), usually because the characters are searching for them. They might be among the possessions of a fallen foe, hidden in a secret room, or scattered amid the wreckage of a crashed starship. The GM can prepare a list ahead of time of what successful searchers find. Sometimes this list is random, and sometimes there is logic behind it. For example, a warlock’s laboratory might contain four different magic potions that the PCs can find.

If the characters search for cyphers, the GM sets the difficulty of the task. It is usually 3 or 4, and scavenging can take fifteen minutes to an hour.

Scavenging is not the only way to obtain manifest cyphers. They can also be given as gifts, traded with merchants, or sometimes purchased in a shop.

Unlike subtle cyphers, characters don’t automatically know what manifest cyphers do. Once the PCs find a manifest cypher, identifying it is a separate task, based on Intellect and modified by knowledge of the topic at hand. In a fantasy setting, that knowledge would probably be magic, but in a science fiction setting, it might be technology. The GM sets the difficulty of the task, but it is usually 1 or 2. Thus, even the smallest amount of knowledge means that cypher identification is automatic. The process takes one to ten minutes. If the PCs can’t identify a cypher, they can bring it to an expert for identification and perhaps trade, if desired.

Manifest Cyphers Duplicating Subtle Cyphers

Lots of overlap exists between what subtle cyphers and manifest cyphers can do. Nearly anything that can be explained as a subtle cypher can just as easily be a magic item, scientific device, or other manifest object. A bit of luck that helps you sneak (a subtle cypher) and a potion that helps you sneak (a manifest cypher) do the exact same thing for a character. One advantage of manifest cyphers is that characters can easily trade them to each other or sell them to NPCs. On the other hand, manifest cyphers can be dropped or stolen, and subtle cyphers can’t.

It’s fine if the GM decides to include both kinds of cyphers in the same game. A horror game could begin with the PCs as normal people with subtle cyphers, but as time goes on, they find one-use spells in occult tomes, weird potions, and bone dust that has strange powers.

Using Cyphers

The action to use a cypher is Intellect based unless described otherwise or logic suggests otherwise. For example, throwing an explosive might be Speed based because the device is physical and not really technical, but using a ray emitter is Intellect based.

Because cyphers are single-use items, cyphers used to make attacks can never be used with the Spray or Arc Spray abilities that some characters might have. They are never treated as rapid-fire weapons.

Identified manifest cyphers can be used automatically. Once a manifest cypher is activated, if it has an ongoing effect, that effect applies only to the character who activated the cypher. A PC can’t activate a cypher and then hand it to another character to reap the benefits.

A character can attempt to use a manifest cypher that has not been identified; this is usually an Intellect task using the cypher’s level. Failure might mean that the PC can’t figure out how to use the cypher or that they use it incorrectly (GM’s discretion). Of course, even if the PC activates the unidentified cypher, they have no idea what its effect will be.

Cyphers are meant to be used regularly and often. If PCs are hoarding or saving their cyphers, feel free to give them a reason to put the cyphers into play.

Cypher Levels and Effects

All cyphers have a level and an effect. The level sometimes determines an aspect of the cypher’s power (how much damage it inflicts, for example) but otherwise it only determines the general efficacy, the way level works with any object. The Level entry for a cypher is usually a die roll, sometimes with a modifier, such as 1d6 or 1d6 + 4. The GM can roll to determine the cypher’s level, or can allow the player to roll when they receive the cypher.

Normal and Fantastic Effects

Cypher effects fall into two categories: normal and fantastic. Normal effects are things that could reasonably happen or be explained in the normal physical world we’re familiar with. Fantastic effects are things that can’t. A normal person could hit a target 240 feet (73 m) away with a football, quickly get over a cold, run across a tightrope, or multiply two two-digit numbers in their head. These tasks are difficult, but possible. A normal person can’t throw an armored car, regrow a severed arm, create a robot out of thin air, or control gravity with their mind. These tasks are impossible according to the world as we know it. Cypher effects are either normal (possible) or fantastic (impossible according to the world as we know it).

Normal cypher effects should be available to PCs regardless of the genre of your game. It’s perfectly reasonable for a modern, fantasy, horror, science fiction, or superhero PC to have a cypher that gives them a one-use bonus on an attack or skill task, lets them take a quick breather to recover a few points in a Pool, or helps them focus their will to avoid distractions or fatigue.

Fantastic cypher effects should be limited to games where magic, technology, or other factors stretch the definition of “impossible.” A cypher that turns a corpse into a zombie is out of place in a non-fantastic modern game, but is perfectly reasonable for a fantasy, science fiction, or superhero game, or even a horror game where zombies exist, as long as the GM decides there is an appropriate story explanation for it. The zombie cypher might be a necromantic spell in a fantasy or superhero game, a code that activates a swarm of nanobots in a science fiction game, or a virus in a horror game. The rules categorize some cypher effects as fantastic to help the GM decide whether to exclude cyphers that don’t fit the game they’re running. For example, it is appropriate for a GM running a zombie horror survival game set in 1990s Georgia to allow the zombie-creating cypher but not a teleportation cypher, because creating a zombie is a fantastic effect that fits the setting and teleportation isn’t.

Fantastic cyphers can be subtle or manifest.

Optional Rule: Normal Cyphers Duplicating Fantastic Effects

If the GM and players are willing to stretch their imaginations a bit, it’s possible to include some fantastic cypher effects in a game where only normal cypher effects should exist, even if the PCs are only using subtle cyphers. The player using the cypher just needs to come up with a practical, realistic explanation for how the fantastic result occurred (perhaps with a much shorter or reduced effect than what’s described in the cypher text).

For example, a PC with a phase changer who is trapped in a prison cell could say that instead of physically phasing through the wall, using the cypher means they find a long-forgotten secret door connected to a narrow hallway leading to safety. A PC with a fire detonation could say they notice a can of paint thinner in the room, kick it over, and throw a table lamp into the spill, creating a spark and a momentary burst of harmful flames. A PC with a monoblade could say they spot structural flaws in an opponent’s armor, allowing them to attack for the rest of that combat in such a way that the foe’s Armor doesn’t count.

These interpretations of fantastic cyphers in a non-fantastic setting require player ingenuity and GM willingness to embrace creative solutions (similar to players using player intrusions to make a change in the game world). The GM always has the right to veto the explanation for the fantastic effect, allowing the player to choose a different action instead of using the fantastic cypher.

Manifest Cypher Forms

None of the manifest cyphers in this chapter have a stated physical form. The entries don’t tell you if something is a potion, a pill, or a device you hold in your hands because that sort of detail varies greatly from genre to genre. Are they magic? Are they tech? Are they symbiotic creatures with programmed DNA? That’s up to the GM. It’s flavor, not mechanics. It’s as important or unimportant as the style of an NPC’s hair or the color of the car the bad guys are driving. In other words, it’s the kind of thing that is important in a roleplaying game, but at the same time doesn’t actually change anything (and RPGs have a lot of things like that, if you think about it).

A manifest cypher’s physical form can be anything at all, but there are some obvious choices based on genre. The GM can design a setting that uses just one type—for example, a magical world where all cyphers are potions made by faeries. Or they can use many types, perhaps mixing them from different genres. Some suggestions include the following.

Fantasy/Fairy Tale: Potions, scrolls, runeplates, tattoos, charms, powders, crystals, books with words of power.

Modern/Romance: Drugs (injections, pills, inhalants), viruses, smartphone apps.

Science Fiction/Post-Apocalyptic: Drugs (injections, pills, inhalants), computer programs, crystals, gadgets, viruses, biological implants, mechanical implants, nanotechnological injections.

Horror: Burrowing worms or insects, pages from forbidden books, horrific images.

Superhero: Forms from all the other genres.

Cypher Tables

@UUID[Compendium.cyphersystem-compendium.cypher-roll-tables.Bn74yPIGZJTwA9yO]{Manifest Cypher Table} @UUID[Compendium.cyphersystem-compendium.cypher-roll-tables.yXkmPLGNM6UH5nkx]{Subtle Cypher Table} @UUID[Compendium.cyphersystem-compendium.cypher-roll-tables.tAjYZpL0GKkROZpR]{Fantastic Cypher Table}

A Listing of Various Cyphers

All cyphers in this section may be manifest cyphers. It is the GM’s discretion whether a particular cypher can be a subtle cypher, and that decision usually depends on the setting. (The tables indicating subtle, manifest, and fantastic cyphers are just suggestions for a typical campaign setting.)

@UUID[Compendium.cyphersystem-compendium.cyphers.nB8zfVWuIB1VvHGl]{Adhesion} @UUID[Compendium.cyphersystem-compendium.cyphers.gXzG3cEX6b15T7fh]{Age taker} @UUID[Compendium.cyphersystem-compendium.cyphers.ss48CDstie5AjXsb]{Analeptic} @UUID[Compendium.cyphersystem-compendium.cyphers.kgft4WfHxO9r06wb]{Antivenom} @UUID[Compendium.cyphersystem-compendium.cyphers.KZ2X27pebWbEvQXQ]{Armor reinforcer} @UUID[Compendium.cyphersystem-compendium.cyphers.uqL6JmysWKztajSP]{Attractor} @UUID[Compendium.cyphersystem-compendium.cyphers.FfAhElBEyjyd4E17]{Banishing} @UUID[Compendium.cyphersystem-compendium.cyphers.bxWMBr5i7Lfxid9Q]{Best tool} @UUID[Compendium.cyphersystem-compendium.cyphers.dymzqQ69RJGT8TEs]{Blackout} @UUID[Compendium.cyphersystem-compendium.cyphers.z7B2LxlcLfLMkTFw]{Blinking} @UUID[Compendium.cyphersystem-compendium.cyphers.vji8MXWxGxr3A9jp]{Burst of speed} @UUID[Compendium.cyphersystem-compendium.cyphers.WIDPRS1tIpL3pa5F]{Catholicon} @UUID[Compendium.cyphersystem-compendium.cyphers.k8SHSyIu2KzAZja7]{Chemical factory} @UUID[Compendium.cyphersystem-compendium.cyphers.o4AITObjEyBSsjR1]{Comprehension} @UUID[Compendium.cyphersystem-compendium.cyphers.88PKQNeHojZRVZLd]{Condition remover} @UUID[Compendium.cyphersystem-compendium.cyphers.cjFun20hsxOrU4UF]{Contingent activator} @UUID[Compendium.cyphersystem-compendium.cyphers.8NupmDC7tXJhHdy3]{Controlled blinking} @UUID[Compendium.cyphersystem-compendium.cyphers.ewaouF5H001ecJI2]{Curative} @UUID[Compendium.cyphersystem-compendium.cyphers.J2uXPzk3Q3o9Fwpe]{Curse bringer} @UUID[Compendium.cyphersystem-compendium.cyphers.IxserEHDalfrzdvG]{Darksight} @UUID[Compendium.cyphersystem-compendium.cyphers.7ZAyXJ8gyV4ao0wO]{Death bringer} @UUID[Compendium.cyphersystem-compendium.cyphers.DRkKlxg4WKwUgl7T]{Density} @UUID[Compendium.cyphersystem-compendium.cyphers.GxcYZVXI0R3cMeMp]{Detonation} @UUID[Compendium.cyphersystem-compendium.cyphers.bzGwdlL0ZLPsxK9v]{Detonation (creature)} @UUID[Compendium.cyphersystem-compendium.cyphers.Z5An8np1ZHSTSWet]{Detonation (dessicating)} @UUID[Compendium.cyphersystem-compendium.cyphers.RkOFWVFfuWHSGBVf]{Detonation (flash)} @UUID[Compendium.cyphersystem-compendium.cyphers.GPk5tYAHThxyIj6p]{Detonation (gravity inversion)} @UUID[Compendium.cyphersystem-compendium.cyphers.0WWb6gMnrICVA77C]{Detonation (gravity)} @UUID[Compendium.cyphersystem-compendium.cyphers.VhbqMkTUgBS24ZV8]{Detonation (massive)} @UUID[Compendium.cyphersystem-compendium.cyphers.FaQAOTHsz8kAwYva]{Detonation (matter disruption)} @UUID[Compendium.cyphersystem-compendium.cyphers.54PPya95rv4yA3O5]{Detonation (pressure)} @UUID[Compendium.cyphersystem-compendium.cyphers.DuYwDKUWCozANHfi]{Detonation (singularity)} @UUID[Compendium.cyphersystem-compendium.cyphers.hIxIA4943U1u3a9M]{Detonation (sonic)} @UUID[Compendium.cyphersystem-compendium.cyphers.PIuFZaZUI84aZvSj]{Detonation (spawn)} @UUID[Compendium.cyphersystem-compendium.cyphers.bIcebdBZfthtc7gn]{Detonation (web)} @UUID[Compendium.cyphersystem-compendium.cyphers.q5zVuR0m6OyMBS3o]{Disarm} @UUID[Compendium.cyphersystem-compendium.cyphers.wRrdISsr5cmCYZX1]{Disguise module} @UUID[Compendium.cyphersystem-compendium.cyphers.FItOrZq5fp17b99h]{Disrupting} @UUID[Compendium.cyphersystem-compendium.cyphers.dYPtdYIVh8Fw2j0I]{Eagleseye} @UUID[Compendium.cyphersystem-compendium.cyphers.wlbjzEJE7xJQejRu]{Effect resistance} @UUID[Compendium.cyphersystem-compendium.cyphers.NeLV59uT8r0aOBYv]{Effort enhancer (combat)} @UUID[Compendium.cyphersystem-compendium.cyphers.Sq85TkiuqKKZEcZa]{Effort enhancer (noncombat)} @UUID[Compendium.cyphersystem-compendium.cyphers.29q4icxpIjmPru2K]{Enduring shield} @UUID[Compendium.cyphersystem-compendium.cyphers.40DQrFLuDX017odb]{Equipment cache} @UUID[Compendium.cyphersystem-compendium.cyphers.h5TSiPn7BeeIobmN]{Farsight} @UUID[Compendium.cyphersystem-compendium.cyphers.oNuUwELrZDJY1mIf]{Fireproofing} @UUID[Compendium.cyphersystem-compendium.cyphers.fl9zbMTjxj8vy6kJ]{Flame-retardant wall} @UUID[Compendium.cyphersystem-compendium.cyphers.SJDuyxdMrDv6FaGy]{Force cube} @UUID[Compendium.cyphersystem-compendium.cyphers.dQligdNAYAr6wWdE]{Force field} @UUID[Compendium.cyphersystem-compendium.cyphers.uBDH4lBnOxOXh5CF]{Force screen projector} @UUID[Compendium.cyphersystem-compendium.cyphers.m3NxCCUGiLIKIJNw]{Force shield projector} @UUID[Compendium.cyphersystem-compendium.cyphers.w96EvfwEri9x5Mct]{Friction reducer} @UUID[Compendium.cyphersystem-compendium.cyphers.R88ueN5kMGSameYW]{Frigid wall} @UUID[Compendium.cyphersystem-compendium.cyphers.4L0etvDYulpV4ksR]{Gas bomb} @UUID[Compendium.cyphersystem-compendium.cyphers.pNqglMkBswKP2ICu]{Gravity nullifier} @UUID[Compendium.cyphersystem-compendium.cyphers.vk0FLEfC4YB7dbQs]{Gravity-nullifying application} @UUID[Compendium.cyphersystem-compendium.cyphers.aeBDWdPvxdfj3pfs]{Heat attack} @UUID[Compendium.cyphersystem-compendium.cyphers.7zM8O87dW3jbTnU6]{Hunter/seeker} @UUID[Compendium.cyphersystem-compendium.cyphers.CtZSjgL4ckxcKYUP]{Image projector} @UUID[Compendium.cyphersystem-compendium.cyphers.ReuRZASIsUHgdhEg]{Inferno wall} @UUID[Compendium.cyphersystem-compendium.cyphers.XX53GbhoCBiHS6ks]{Infiltrator} @UUID[Compendium.cyphersystem-compendium.cyphers.AitEjkvspLX688ye]{Information sensor} @UUID[Compendium.cyphersystem-compendium.cyphers.x7qSUmMgvNqV0Ugn]{Instant servant} @UUID[Compendium.cyphersystem-compendium.cyphers.sJVUfXvSJucHYari]{Instant shelter} @UUID[Compendium.cyphersystem-compendium.cyphers.Y6EVgmva4C9tPihv]{Intellect booster} @UUID[Compendium.cyphersystem-compendium.cyphers.udWLm1XDgVieMEDu]{Intelligence enhancement} @UUID[Compendium.cyphersystem-compendium.cyphers.5tLchT3lzBveqkxp]{Knowledge enhancement} @UUID[Compendium.cyphersystem-compendium.cyphers.WXP9irBlSYL49O46]{Lightning wall} @UUID[Compendium.cyphersystem-compendium.cyphers.MTgWJDJa0xrNOUMa]{Machine control} @UUID[Compendium.cyphersystem-compendium.cyphers.Kn3VvkesD5GVq0iI]{Magnetic attack drill} @UUID[Compendium.cyphersystem-compendium.cyphers.yYUMQ6PEMdyJsi6u]{Magnetic master} @UUID[Compendium.cyphersystem-compendium.cyphers.6ccQDO1fUZfF3qdo]{Magnetic shield} @UUID[Compendium.cyphersystem-compendium.cyphers.3ww0ueljUh3Fu4WN]{Manipulation beam} @UUID[Compendium.cyphersystem-compendium.cyphers.E3QMkfRIuJeWQh76]{Matter transference ray} @UUID[Compendium.cyphersystem-compendium.cyphers.zqv51NhAhlMBm2lG]{Meditation aid} @UUID[Compendium.cyphersystem-compendium.cyphers.rAka1a1rfa6U9ejN]{Memory switch} @UUID[Compendium.cyphersystem-compendium.cyphers.GS3GUtjmhIYxF8vb]{Mental scrambler} @UUID[Compendium.cyphersystem-compendium.cyphers.y710ojHG9JfbAHXq]{Metal death} @UUID[Compendium.cyphersystem-compendium.cyphers.9MBc2aywmCotLHZs]{Mind meld} @UUID[Compendium.cyphersystem-compendium.cyphers.f9o3v4yUbE2rOvkA]{Mind stabilizer} @UUID[Compendium.cyphersystem-compendium.cyphers.sgjAHLqFtHWLzSeV]{Mind-restricting wall} @UUID[Compendium.cyphersystem-compendium.cyphers.qyafaJwEsqCVU5ht]{Monoblade} @UUID[Compendium.cyphersystem-compendium.cyphers.adjHowuCfAqznUtV]{Monohorn} @UUID[Compendium.cyphersystem-compendium.cyphers.nH3BFfduw18UhsrN]{Motion sensor} @UUID[Compendium.cyphersystem-compendium.cyphers.ExszgFle5nmrHPSR]{Null field} @UUID[Compendium.cyphersystem-compendium.cyphers.yjjqWOig22fCfvyg]{Nullification ray} @UUID[Compendium.cyphersystem-compendium.cyphers.olA86ZssOHAVcyP5]{Nutrition and hydration} @UUID[Compendium.cyphersystem-compendium.cyphers.NCqhAMpNrf26KCkC]{Perfect memory} @UUID[Compendium.cyphersystem-compendium.cyphers.pMUiPSVOb2VPa79t]{Perfection} @UUID[Compendium.cyphersystem-compendium.cyphers.erJlxWAzYxAbBQ3n]{Personal environment field} @UUID[Compendium.cyphersystem-compendium.cyphers.q94YaFRPnpA4Vbt0]{Phase changer} @UUID[Compendium.cyphersystem-compendium.cyphers.orMNNP5kLwGszIWW]{Phase disruptor} @UUID[Compendium.cyphersystem-compendium.cyphers.I1UIJPrkDAtfdvkn]{Poison (emotion)} @UUID[Compendium.cyphersystem-compendium.cyphers.ab9oUkAc67kwQMu2]{Poison (explosive)} @UUID[Compendium.cyphersystem-compendium.cyphers.TqA7pzI1VOquoZrC]{Poison (mind controlling)} @UUID[Compendium.cyphersystem-compendium.cyphers.LT8pmimmThAbwOL7]{Poison (mind disrupting)} @UUID[Compendium.cyphersystem-compendium.cyphers.WKHeAOo07TN0Waqi]{Psychic communique} @UUID[Compendium.cyphersystem-compendium.cyphers.NGMhAxHPKXqxyarE]{Radiation spike} @UUID[Compendium.cyphersystem-compendium.cyphers.yxlZQszosCzyRvSM]{Ray emitter} @UUID[Compendium.cyphersystem-compendium.cyphers.kl7d13qf7si94eU0]{Ray emitter (command)} @UUID[Compendium.cyphersystem-compendium.cyphers.TvIMvUr69aOV5DnE]{Ray emitter (fear)} @UUID[Compendium.cyphersystem-compendium.cyphers.7lZj0lmBqmrz41mZ]{Ray emitter (friend slaying)} @UUID[Compendium.cyphersystem-compendium.cyphers.LHL022Qn3YRfXYU4]{Ray emitter (mind disrupting)} @UUID[Compendium.cyphersystem-compendium.cyphers.NbYGmZjDHMEmmfDL]{Ray emitter (numbing)} @UUID[Compendium.cyphersystem-compendium.cyphers.sodipYPbrbjALaH2]{Ray emitter (paralysis)} @UUID[Compendium.cyphersystem-compendium.cyphers.RSQzv6fY9P8vLQSh]{Reality spike} @UUID[Compendium.cyphersystem-compendium.cyphers.kgflNP6FVsspfutd]{Reflex enhancer} @UUID[Compendium.cyphersystem-compendium.cyphers.sdd3hhCzs5N0ZqP0]{Rejuvenator} @UUID[Compendium.cyphersystem-compendium.cyphers.8RpaNEaONagWqTTE]{Remembering} @UUID[Compendium.cyphersystem-compendium.cyphers.waaI5OVVCpZC7NLT]{Remote viewer} @UUID[Compendium.cyphersystem-compendium.cyphers.agDsGHiI4x9A0X0J]{Repair unit} @UUID[Compendium.cyphersystem-compendium.cyphers.qOLNoDFQpXZhsbCE]{Repeater} @UUID[Compendium.cyphersystem-compendium.cyphers.MycMQnAtFVkx7xjm]{Repel} @UUID[Compendium.cyphersystem-compendium.cyphers.lN1Qw9izMoo3NSbj]{Retaliation} @UUID[Compendium.cyphersystem-compendium.cyphers.zb8P9KDZaQ0j1exJ]{Secret} @UUID[Compendium.cyphersystem-compendium.cyphers.BmQhgfCQMQpMkwzg]{Sheen} @UUID[Compendium.cyphersystem-compendium.cyphers.hh2zZUmsmHCEUi8t]{Shock attack} @UUID[Compendium.cyphersystem-compendium.cyphers.EMaQ9DgLEL4DkPKD]{Shocker} @UUID[Compendium.cyphersystem-compendium.cyphers.ucJ3400aQrIR73I5]{Skill boost} @UUID[Compendium.cyphersystem-compendium.cyphers.4Bhy1bp5s8LqJR6r]{Slave maker} @UUID[Compendium.cyphersystem-compendium.cyphers.yqc7dFfKI5CTH81u]{Sleep inducer} @UUID[Compendium.cyphersystem-compendium.cyphers.k2hOy8OzSxgmhlIc]{Sniper module} @UUID[Compendium.cyphersystem-compendium.cyphers.9iFJZJ2Plks6CY7g]{Solvent} @UUID[Compendium.cyphersystem-compendium.cyphers.RhpzlF2Olodtf9J5]{Sonic hole} @UUID[Compendium.cyphersystem-compendium.cyphers.kBuARKz133ENxC8s]{Sound dampener} @UUID[Compendium.cyphersystem-compendium.cyphers.9SAuP9To5rJFzGR5]{Spatial warp} @UUID[Compendium.cyphersystem-compendium.cyphers.vs0hACATS83S9qUV]{Speed boost} @UUID[Compendium.cyphersystem-compendium.cyphers.O3yE0thccVVxTIiR]{Spy} @UUID[Compendium.cyphersystem-compendium.cyphers.FhWwzSoVBPzRfGch]{Stasis keeper}@UUID[Compendium.cyphersystem-compendium.cyphers.yazxGwqNVgyQGOPy]{Stim} @UUID[Compendium.cyphersystem-compendium.cyphers.exM6Flwc1g5UuC0q]{Strength boost} @UUID[Compendium.cyphersystem-compendium.cyphers.tSjCuPBJ8j8pIKqx]{Strength enhancer} @UUID[Compendium.cyphersystem-compendium.cyphers.E1GNoFsIMME2xcx8]{Subdual field} @UUID[Compendium.cyphersystem-compendium.cyphers.yeSsoCybAMSvVkSs]{Telepathy} @UUID[Compendium.cyphersystem-compendium.cyphers.VljAPSeYkXKcIkEd]{Teleporter (bounder)} @UUID[Compendium.cyphersystem-compendium.cyphers.4OErRBLP8HYZAnFc]{Teleporter (interstellar)} @UUID[Compendium.cyphersystem-compendium.cyphers.NWJ7mAY1VcxRBTaL]{Teleporter (planetary)} @UUID[Compendium.cyphersystem-compendium.cyphers.SKZrMCk2llIoKiU9]{Teleporter (traveler)} @UUID[Compendium.cyphersystem-compendium.cyphers.4bRwVWF2KHdSZOgh]{Temporal viewer} @UUID[Compendium.cyphersystem-compendium.cyphers.Q0Lj9McM3BanRLQ6]{Time dilation (defensive)} @UUID[Compendium.cyphersystem-compendium.cyphers.66kpaEIObWuovj11]{Time dilation (offensive)} @UUID[Compendium.cyphersystem-compendium.cyphers.ad7NVyxLv9YECCem]{Tissue regeneration} @UUID[Compendium.cyphersystem-compendium.cyphers.t2QXZKVmfQViAo4T]{Tracer} @UUID[Compendium.cyphersystem-compendium.cyphers.TFKQbAknncq4lMEV]{Trick embedder} @UUID[Compendium.cyphersystem-compendium.cyphers.sgBfROg7iUCCezZ8]{Uninterruptible power source} @UUID[Compendium.cyphersystem-compendium.cyphers.IVYgnh80vNTZ9gBf]{Vanisher} @UUID[Compendium.cyphersystem-compendium.cyphers.RcrVpX6UxbD3zTmR]{Visage changer} @UUID[Compendium.cyphersystem-compendium.cyphers.gSXLLLHYFumCsOAo]{Visual displacement device} @UUID[Compendium.cyphersystem-compendium.cyphers.0VkKJcPSO7Scn7Ef]{Vocal translator} @UUID[Compendium.cyphersystem-compendium.cyphers.SXrPkUbwR5IO6305]{Warmth} @UUID[Compendium.cyphersystem-compendium.cyphers.dHgtyDuK0uFBorWI]{Water adapter} @UUID[Compendium.cyphersystem-compendium.cyphers.vLodMbLfeliPpaol]{Weapon enhancement} @UUID[Compendium.cyphersystem-compendium.cyphers.uxXNL4ApwvCgvFAw]{Wings} @UUID[Compendium.cyphersystem-compendium.cyphers.ULHBUzdVa1eFiON2]{X-ray viewer} @UUID[Compendium.cyphersystem-compendium.cyphers.spdFY0JgxGdNMV7N]{Zero point field}

Power Boost Cyphers

These cyphers increase, modify, or improve a character’s existing powers. A burst boost cypher, for example, allows someone with the Bears a Halo of Fire focus to create a blast of fire in all directions, one time. Imagine this as being a fire-using superhero’s ability to “go nova.”

Power boost cyphers affect one use of a character’s abilities but do not require an action. Their use is part of the action that they affect.

Power boost cyphers are a special type of cypher. In some Cypher System games, they may be inappropriate, and in others, they may be the main (or only) type of cypher available, as determined by the GM. They can be either subtle or manifest.

@UUID[Compendium.cyphersystem-compendium.cyphers-power-boost.nlHGkmRztJaDi3Dj]{Area boost} @UUID[Compendium.cyphersystem-compendium.cyphers-power-boost.POLUtosUa7awAfW4]{Burst boost} @UUID[Compendium.cyphersystem-compendium.cyphers-power-boost.GEL5LkJCiQqEH1Nf]{Damage boost} @UUID[Compendium.cyphersystem-compendium.cyphers-power-boost.bEZrdVBmpzu4m3b8]{Efficacy boost (major)} @UUID[Compendium.cyphersystem-compendium.cyphers-power-boost.MLE2eQwkzrz9tVSC]{Efficacy boost (minor)} @UUID[Compendium.cyphersystem-compendium.cyphers-power-boost.xc7bsHHbEM84KLa9]{Energy boost} @UUID[Compendium.cyphersystem-compendium.cyphers-power-boost.AOWfJoOCbvwr9puF]{Range boost} @UUID[Compendium.cyphersystem-compendium.cyphers-power-boost.21qrMjA9SQFvWfkp]{Target boost}

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Setting Difficulty Ratings

The GM’s most important overall tasks are setting the stage and guiding the story created by the group (not the one created by the GM ahead of time). But setting difficulty is the most important mechanical task the GM has in the game. Although there are suggestions throughout this chapter for various difficulty ratings for certain actions, there is no master list of the difficulty for every action a PC can take. Instead, the Cypher System is designed with the “teach a person to fish” style of good game mastering in mind. (If you don’t know what that means, it comes from the old adage “Give a person a fish and they’ll eat for a day. Teach a person to fish and they’ll eat for a lifetime.” The idea is not to give GMs a ton of rules to memorize or reference, but to teach them how to make their own logical judgment calls.) Of course, most of the time, it’s not a matter of exact precision. If you say the difficulty is 3 and it “should” have been 4, the world’s not over.

For the most part, it really is as simple as rating something on a scale of 1 to 10, 1 being incredibly easy and 10 being basically impossible. The guidelines in the Task Difficulty table should help put you in the right frame of mind for assigning difficulty to a task.

For example, we make the distinction between something that most people can do and something that trained people can do. In this case, “normal” means someone with absolutely no training, talent, or experience—imagine your ne’er-do-well, slightly overweight uncle trying a task he’s never tried before. “Trained” means the person has some level of instruction or experience but is not necessarily a professional.

With that in mind, think about the act of balance. With enough focus, most people can walk across a narrow bridge (like a fallen tree trunk). That suggests it is difficulty 2. However, walking across a narrow plank that’s only 3 inches (8 cm) wide? That’s probably more like difficulty 3. Now consider walking across a tightrope. That’s probably difficulty 5—a normal person can manage that only with a great deal of luck. Someone with some training can give it a go, but it’s still hard. Of course, a professional acrobat can do it easily. Consider, however, that the professional acrobat is specialized in the task, making it difficulty 3 for them. They probably are using Effort as well during their performance.

Let’s try another task. This time, consider how hard it might be to remember the name of the previous leader of the village where the character lives. The difficulty might be 0 or 1, depending on how long ago they were the leader and how well known they were. Let’s say it was thirty years ago and they were only mildly memorable, so it’s difficulty 1. Most people remember them, and with a little bit of effort, anyone can come up with their name. Now let’s consider the name of the leader’s daughter. That’s much harder. Assuming the daughter wasn’t famous in her own right, it’s probably difficulty 4. Even people who know a little about local history (that is to say, people who are trained in the subject) might not be able to remember it. But what about the name of the pet dog owned by the daughter’s spouse? That’s probably impossible. Who’s going to remember the name of an obscure person’s pet from thirty years ago? Basically no one. However, it’s not forbidden knowledge or a well-guarded secret, so it sounds like difficulty 7. Difficulty 7 is the rating that means “No one can do this, yet some people still do.” It’s not the stuff of legend, but it’s something you would assume people can’t do. When you think there’s no way you can get tickets for a sold-out concert, but somehow your friend manages to score a couple anyway, that’s difficulty 7. (See the next section for more on difficulties 7, 8, 9, and 10.)

If you’re talking about a task, ideally the difficulty shouldn’t be based on the character performing the task. Things don’t get inherently easier or harder depending on who is doing them. However, the truth is, the character does play into it as a judgment call. If the task is breaking down a wooden door, an 8-foot-tall (2 m) automaton made of metal with nuclear-driven motors should be better at breaking it down than an average human would be, but the task rating should be the same for both. Let’s say that the automaton’s nature effectively gives it two levels of training in such tasks. Thus, if the door has a difficulty rating of 4, but the automaton is specialized and reduces the difficulty to 2, it has a target number of 6. The human has no such specialization, so the difficulty remains 4, and the person has a target number of 12. However, when you set the difficulty of breaking down the door, don’t try to take all those differences into account. The GM should consider only the human because the Task Difficulty table is based on the ideal of a “normal” person, a “trained” person, and so on. It’s humanocentric.

Most characters probably are willing to use one or two levels of Effort on a task, and they might have an appropriate skill or asset to decrease the difficulty by a step. That means that a difficulty 4 task will often be treated as difficulty 2 or even 1, and those are easy rolls to make. Don’t hesitate, then, to pull out higher-level difficulties. The PCs can rise to the challenge, especially if they are experienced.

The Impossible Difficulties

Difficulties 7, 8, 9, and 10 are all technically impossible. Their target numbers are 21, 24, 27, and 30, and you can’t roll those numbers on a d20 no matter how many times you try. Consider, however, all the ways that a character can reduce difficulty. If someone spends a little Effort or has some skill or help, it brings difficulty 7 (target number 21) into the range of possibility—difficulty 6 (target number 18). Now consider that they have specialization, use a lot of Effort, and have help. That might bring the difficulty down to 1 or even 0 (reducing it by two steps from training and specialization, three or four steps from Effort, and one step from the asset of assistance). That practically impossible task just became routine. A fourth-tier character can and will do this—not every time, due to the cost, but perhaps once per game session. You have to be ready for that. A well-prepared, motivated sixth-tier character can do that even with a difficulty 10 task. Again, they won’t do it often (they’d have to apply six levels of Effort, and even with an Edge of 6 that would cost 7 points from their Pool, and that’s assuming they’re specialized and have two levels of assets), but it can happen if they’re really prepared for the task (being specialized and maxed out in asset opportunities reduces the difficulty by four more steps). That’s why sixth-tier characters are at the top of their field, so to speak.

False Precision

One way to look at difficulty is that each step of difficulty is worth 3 on the die. That is to say, hinder the task by one step, and the target number rises by 3. Ease the task by one step, and the target number is lowered by 3. Those kinds of changes are big, meaty chunks. Difficulty, as a game mechanic, is not terribly precise. It’s measured in large portions. You never have a target number of 13 or 14, for example—it’s always 3, 6, 9, 12, 15, and so on. (Technically, this is not true. If a character adds 1 to a d20 roll for some reason, it changes a target number of 15 to 14. But this is not worth much discussion.)

Imprecision is good in this case. It would be false precision to say that one lock has a target number of 14 and another has a target number of 15. What false precision means in this context is that it would be a delusion to think we can be that exact. Can you really say that one lock is 5% easier to pick than another? And more important, even if you could, is the difference worth noting? It’s better to interact with the world in larger, more meaningful chunks than to try to parse things so carefully. If we tried to rate everything on a scale of 1 to 30 (using target numbers and not difficulty), we’d start to get lost in the proverbial weeds coming up with a meaningful distinction between something rated as an 8 and something rated as a 9 on that scale.

Routine Actions

Don’t hesitate to make actions routine. Don’t call for die rolls when they’re not really needed. Sometimes GMs fall into the trap illustrated by this dialogue:

GM: What do you do?

Player: I _________.

GM: Okay, give me a roll.

That’s not a good instinct—at least, not for the Cypher System. Players should roll when it’s interesting or exciting. Otherwise, they should just do what they do. If the PCs tie a rope around something and use it to climb down into a pit, you could ask for tying rolls, climbing rolls, and so on, but why? Just to see if they roll terribly? So the rope can come undone at the wrong time, or a character’s hand can slip? Most of the time, that makes players feel inadequate and isn’t a lot of fun. A rope coming undone in the middle of an exciting chase scene or a battle can be a great complication (and that’s what GM intrusions are for). A rope coming undone in the middle of a simple “getting from point A to point B” scene only slows down gameplay. The real fun—the real story—is down in the pit. So get the PCs down there.

There are a million exceptions to this guideline, of course. If creatures are throwing poisoned darts at the PCs while they climb, that might make things more interesting and require a roll. If the pit is filled with acid and the PCs must climb halfway down, pull a lever, and come back up, that’s a situation where you should set difficulty and perhaps have a roll. If a PC is near death, carrying a fragile item of great importance, or something similar, climbing down the rope is tense, and a roll might add to the excitement. The important difference is that these kinds of complications have real consequences.

On the flip side, don’t be afraid to use GM intrusion on routine actions if it makes things more interesting. Walking up to the king in his audience chamber in the middle of a ceremony only to trip on a rug? That could have huge ramifications for the character and the story.

Other Ways to Judge Difficulty

Rating things on a scale of 1 to 10 is something that most people are very familiar with. You can also look at it as rating an object or creature on a similar scale, if that’s easier. In other words, if you don’t know how hard it would be to climb a particular cliff face, think of it as a creature the PCs have to fight. What level would the creature be? You could look in the Creatures chapter and say “I think this wall should be about as difficult to deal with as a demon. A demon is level 5, so the task of climbing the wall will be difficulty 5.” That’s a weird way to do it, perhaps, but it’s fairly straightforward. And if you’re the kind of GM who thinks in terms of “How tough will this fight be?” then maybe rating tasks as creatures or NPCs to fight isn’t so strange after all. It’s just another way to relate to them. The important thing is that they’re on the same scale. Similarly, if the PCs have to tackle a knowledge task—say, trying to determine if they know where a caravan is headed based on its tracks—you could rate the task in terms of an object. If you’re used to rating doors or other objects that the PCs have broken through recently, the knowledge task is just a different kind of barrier to bust through.

Everything in the Cypher System—characters, creatures, objects, tasks, and so on—has a level. It might be called a tier or a difficulty instead of a level, but ultimately it’s a numerical rating system used to compare things. Although you have to be careful about drawing too many correlations—a first-tier character isn’t easily compared to a difficulty 1 wall or a level 1 animal—the principle is the same. Everything can be rated and roughly compared to everything else in the world. (It works best to take PCs out of this equation. For example, you shouldn’t try to compare a PC’s tier to a wall’s level. Character tiers are mentioned here only for completeness.)

Last, if your mind leans toward statistics, you can look at difficulty as a percentage chance. Every number on the d20 is a 5% increment. For example, you have a 5% chance of rolling a 1. You have a 10% chance of rolling a 1 or a 2. Thus, if you need to roll a 12 or higher, you have a 45% chance of success. (A d20 has nine numbers that are 12 or higher: 12, 13, 14, 15, 16, 17, 18, 19, and 20. And 9 × 5 equals 45.)

For some people, it’s easier to think in terms of a percentage chance. A GM might think “She has about a 30% chance to know that fact about geography.” Each number on a d20 is a 5% increment, and it takes six increments to equal 30%, so there are six numbers that mean the PC succeeds: 15, 16, 17, 18, 19, and 20. Thus, since the player has to roll 15 or higher, that means the target number is 15. (And that means the task is level 5, but if you’ve already determined the target number, you likely don’t care about the level.)

Advantages to This System

  1. The GM makes measured adjustments in large, uniform steps. That makes things faster than if players had to do arithmetic using a range of all numbers from 1 to 20.

  2. You calculate a target number only once no matter how many times the PCs attempt the action. If you establish that the target number is 12, it’s 12 every time a PC tries that action. (On the other hand, if you had to add numbers to your die roll, you’d have to do it for every attempt.) Consider this fact in light of combat. Once a player knows that they need to roll a 12 or higher to hit a foe, combat moves very quickly.

  3. If a PC can reduce the difficulty of an action to 0, no roll is needed. This means that an Olympic gymnast doesn’t roll a die to walk across a balance beam, but the average person does. The task is initially rated the same for both, but the difficulty is reduced for the gymnast. There’s no chance of failure.

  4. This is how everything in the game works, whether it’s climbing a wall,
    sweet-talking a guard, or fighting a bioengineered horror.

  5. Perhaps most important, the system gives GMs the freedom to focus entirely on the flow of the game. The GM doesn’t use dice to determine what happens (unless you want to)—the players do. There aren’t a lot of different rules for different actions, so there is little to remember and very little to reference. The difficulty can be used as a narrative tool, with the challenges always meeting the expected logic of the game. All the GM’s mental space can be devoted to guiding the story.

GM Intrusion

GM intrusion is the main mechanic that the GM uses to inject drama and additional excitement into the game. It’s also a handy tool for resolving issues that affect the PCs but do not involve them. GM intrusion is a way to facilitate what goes on in the world outside the characters. Can the minotaur track the PCs’ movements through the maze? Will the fraying rope hold?

Since the players roll all the dice, GM intrusion is used to determine if and when something happens. For example, if the PCs are fighting a noble’s guards, and you (the GM) know that there are more guards nearby, you don’t need to roll dice to determine if the other guards hear the scuffle and intervene (unless you want to). You just decide when it would be best for the story—which is probably when it would be worst for the characters. In a way, GM intrusion replaces the GM’s die rolling.

The mechanic is also one of the main ways that GMs award experience points to the PCs. This means that you use experience points as a narrative tool. Whenever it seems appropriate, you can introduce complications into the game that affect a specific player, but when you do so, you give that player 1 XP. The player can refuse the intrusion, but doing so costs them 1 XP. So by refusing an intrusion, the player does not get the experience point that the GM is offering, and they lose one that they already have. (This kind of refusal is likely to happen very rarely in your game, if ever. And, obviously, a player can’t refuse an intrusion if they have no XP to spend.)

Here’s how a GM intrusion might work in play. Say the PCs find a hidden console with some buttons. They learn the right order in which to press the buttons, and a section of the floor disappears. As the GM, you don’t ask the players specifically where their characters are standing. Instead, you give a player 1 XP and say “Unfortunately, you’re standing directly over this new hole in the floor.” If the player wanted, they could refuse the XP, spend one of their own, and say “I leap aside to safety.” Most likely, though, they’ll make the defense roll that you call for and let it play out.

There are two ways for the GM to handle this kind of intrusion. You could say “You’re standing in the wrong place, so make a roll.” (It’s a Speed defense roll, of course.) Alternatively, you could say “You’re standing in the wrong place. The floor opens under your feet, and you fall down into the darkness.” In the first example, the PC has a chance to save themselves. In the second example, they don’t. Both are viable options. The distinction is based on any number of factors, including the situation, the characters involved, and the needs of the story. This might seem arbitrary or even capricious, but you’re the master of what the intrusion can and can’t do. RPG mechanics need consistency so players can make intelligent decisions based on how they understand the world to work. But they’ll never base their decisions on GM intrusions. They don’t know when intrusions will happen or what form they will take. GM intrusions are the unpredictable and strange twists of fate that affect a person’s life every day.

When player modifications (such as skill, Effort, and so on) determine that success is automatic, the GM can use GM intrusion to negate the automatic success. The player must roll for the action at its original difficulty level or target number 20, whichever is lower.

Remember, any time you give a player 1 XP for a GM intrusion, you’re actually giving them 2— one to keep and one to give to another player.

Using GM Intrusion as a Narrative Tool

A GM can use this narrative tool to steer things. That doesn’t mean railroad the players or direct the action of the game with a heavy hand. GM intrusion doesn’t enable you to say “You’re all captured, so here’s your 1 XP.” Instead, the GM can direct things more subtly—gently, almost imperceptibly influencing events rather than forcing them. GM intrusion represents things going wrong. The bad guys planning well. Fortune not favoring the characters.

Consider this scenario: the GM plants an interesting adventure seed in a small village, but the PCs don’t stay there long enough to find it. So just outside the village, the PCs run afoul of a vicious viper that bites one of them. The GM uses intrusion to say that the poison from the snake will make the character debilitated unless they get a large dose of a specific antitoxin, which the group doesn’t have. Of course, they aren’t required to go back to the village where the GM’s interesting adventure can start, but it’s likely that they will, looking for the antitoxin.

Some players might find intrusion heavy-handed, but the XP softens the blow. And remember, they can refuse these narrative nudges. Intrusion is not meant to be a railroading tool—just a bit of a rudder. Not an inescapable track, but a nudge here and there.

What’s more, the GM doesn’t need to have a deliberate goal in mind. The complication you introduce could simply make things more interesting. You might not know where it will take the story, just that it will make the story better.

This is wonderfully empowering to the GM—not in a “Ha ha, now I’ll trounce the PCs” way, but in an “I can control the narrative a little bit, steering it more toward the story I want to create rather than relying on the dice” sort of way. Consider that old classic plot development in which the PCs get captured and must escape from the bad guys. In heroic fiction, this is such a staple that it would almost seem strange if it didn’t happen. But in many roleplaying games, it’s a nearly impossible turn of events—the PCs usually have too many ways to get out of the bad guy’s clutches before they’re captured. The dice have to be wildly against them. It virtually never happens. With GM intrusion, it could happen (again, in the context of the larger encounter, not as a single intrusion that results in the entire group of PCs being captured with little explanation or chance to react).

For example, let’s say the PCs are surrounded by orcs. One character is badly injured—debilitated—and the rest are hurt. Some of the orcs produce a large weighted net. Rather than asking for a lot of rolls and figuring the mechanics for escape, you use intrusion and say that the net goes over the PCs who are still on their feet. The rest of the orcs point spears menacingly. This is a pretty strong cue to the players that surrender is a good (and possibly the only) option. Some players won’t take the hint, however, so another use of intrusion might allow the orcs to hit one of the trapped PCs on the head and render them unconscious while their friends struggle in the net. If the players still don’t surrender, it’s probably best to play out the rest of the encounter without more GM intrusions—using more would be heavy-handed by anyone’s measure—although it’s perfectly reasonable to rule that a character rendered debilitated is knocked unconscious, since the orcs are trying to take the PCs alive.

Remember that GM intrusions can occur at any time, not just during combat. Disrupting or changing a tense interaction with NPCs can have big repercussions.

Using GM Intrusion as a Resolution Mechanic

This mechanic offers a way for the GM to determine how things happen in the game without leaving it all to random chance. Bad guys trying to smash down the door to the room where the PCs are holed up? You could roll a bunch of dice, compare the NPCs’ stats to the door’s stats, and so on, or you could wait until the most interesting time, have the bad guys break in, and award an experience point to the PC who tried their best to bar the door. The latter way is the Cypher System way. Intrusion is a task resolution tool for the GM. In other words, you don’t base things on stats but on narrative choice. (Frankly, a lot of great GMs over the years—even in the very early days of the hobby—have run their games this way. Sometimes they rolled dice or pretended to roll dice, but they were really manipulating things.) This method frees the GM from worrying about mechanics and looking up stats and allows them to focus on the story.

This isn’t cheating—it’s the rules of the game. This rule simply replaces traditional dice rolling with good game mastering, logic, and intelligent storytelling. When a PC is climbing a burning rope, and everyone knows that it will break at some point, the game has a mechanism to ensure that it breaks at just the right time.

Variant: If you want more randomness in your game, or if you want your game to seem like more of a simulation, assign a flat percentage chance for whatever you’re trying to resolve. For example, each round, the star troopers have a 20% chance to blast through the door—or, if you want the risk to escalate, a cumulative 20% chance to blast through the door. By not using GM intrusion, this method robs the PCs of a few XP, but when they see you rolling dice, it might help with their immersion. Alternatively, you can pretend to roll dice but really use GM intrusion, though this method seriously robs the characters of XP.

There’s a better way. Announce your intrusion, but say that there’s only a chance it will happen (state the percentage chance), and then roll the dice in plain view of everyone. If the intrusion occurs, award the XP as normal. This is likely the best of both worlds. However, it takes the narrative power out of your hands and gives it to the dice. Perhaps this method is best used only occasionally. If nothing else, it injects some variety and certainly some drama.

Using (and Not Abusing) GM Intrusion

Too much of a good thing will make the game seem utterly unpredictable—even capricious. The ideal is to use about four GM intrusions per game session, depending on the length of the session, or about one intrusion per hour of game play. This is in addition to any intrusions that are triggered by players rolling a 1.

Intrusion Through Player Rolls

When a PC rolls a 1, handle the GM intrusion the same way that you’d handle an intrusion you initiated. The intrusion could mean the PC fumbles or botches whatever they were trying to do, but it could mean something else. Consider these alternatives:

This might not be true of your players, but many players rarely, if ever, spend XP to refuse an intrusion from the GM, though they regularly use XP to avoid an intrusion that comes from a bad roll. And there’s nothing wrong with that. Some GMs might want to forbid using an XP to reroll a 1, but there’s really no point—if you’ve got an idea for a good intrusion, you don’t need to wait until a player rolls a 1 to use it.

GM Intrusion That Affects the Group

The core of the idea behind GM intrusion is that the player being adversely affected gains an experience point. But what if the intrusion affects the whole group equally? What if the GM uses it to have an unstable device overload and explode, harming all the characters? In this case, if no PC is involved more than the others (for example, no single PC was frantically attempting to repair the device), you should give 1 XP to each character but not give any of them an extra XP to hand out to someone else.

However, this kind of group intrusion should be an exception, not the rule. GM intrusions are much more effective if they are more personal.

Example GM Intrusions

It’s not a good idea to use the same events as GM intrusions over and over (“Dolmar dropped his sword again?”). Below are a number of different intrusions you can use.

Bad Luck

Through no fault of the characters, something happens that is bad or at least complicating. For example:

An Unknown Complication Emerges

The situation was more complex (and therefore more interesting) than the PCs knew—perhaps even more than the GM knew, at least at the start. For example:

An Impending Complication Emerges

GMs can use this type of intrusion as a resolution mechanic to determine NPC success or failure. Rather than rolling dice to see how long it takes an NPC to rewire a damaged force field generator, it happens at a time of the GM’s choosing—ideally when it would be most interesting. For example:

Opponent Luck or Skill

The PCs aren’t the only ones with surprising tricks up their sleeves. For example:

Fumbles

Although you might not want every player roll of 1 to be a fumble, sometimes it could be just that. Alternatively, the GM could simply declare that a fumble has occurred. In either case, consider the following examples:

Partial Success

GM intrusion doesn’t have to mean that a PC has failed. For example:

Player Intrusions

Player intrusions give the players a small bit of narrative control over the world. However, the world still remains in the GM’s purview. You can always overrule a player intrusion, or suggest a way to massage it so that it fits better into the setting. Still, because it is indeed narrative control, a player intrusion should always involve a small aspect of the world beyond the character. “I punch my foe really hard” is an expression of Effort or perhaps character ability. “My foe slips and falls backward off the ledge” is a player intrusion.

Player intrusions should never be as big as GM intrusions. They should not end an encounter, only (perhaps) provide the PC with the means to more easily end an encounter. They should not have a wide-reaching or even necessarily a long-term effect on the setting. A way to consider this might be that player intrusions can affect a single object (a floorboard snaps), feature (there’s a hidden shallow spot in the stream to ford), or NPC (the vendor is an old friend). But not more than that. A player intrusion can’t affect a whole village or even a whole tavern in that village. A rock can come loose, but a player intrusion can’t create a landslide.

Tying Actions to Stats

Although the decision is open to your discretion, when a PC takes an action, it should be fairly obvious which stat is tied to that action. Physical actions that involve brute force or endurance use Might. Physical actions that involve quickness, coordination, or agility use Speed. Actions that involve intelligence, education, insight, willpower, or charm use Intellect.

In rare instances, you could allow a PC to use a different stat for a task. For example, a character might try to break down a door by examining it closely for flaws and thus use Intellect rather than Might. This kind of change is a good thing because it encourages player creativity. Just don’t let it be abused by an exuberant or too-clever player. It’s well within your purview to decide that the door has no flaws, or to rule that the character’s attempt will take half an hour rather than one round. In other words, using a stat that is not the obvious choice should be the exception, not the rule.

Cyphers

You should think of cyphers as character abilities, whether they’re subtle cyphers or manifest cyphers. This means that it is incumbent upon you to make sure that players always have plenty of cyphers to use. In the course of their travels, the PCs should find that cyphers are extremely common. And since the PCs are limited in the number of cyphers they can carry, they will use them liberally.

Manifest cyphers can be found by scavenging through old ruins. They can be found in the corpses of magical or technological foes. They can be found among the possessions of intelligent fallen opponents or the lairs of unintelligent creatures, either amid the bones of former meals or as shiny decorations in a nest. They can be found in villages, in the back of a merchant’s cart that sells junk and scavenged parts. They are offered as rewards by people who are grateful for the PCs’ help.

Some adventures will offer more cyphers than others. Still, as a rule of thumb, in any given adventure, a character should use at least as many cyphers as they can carry. This means they should find that number of cyphers in that same amount of time (give or take). Thus, you can simply add up the number of cyphers the PCs can carry, and on average, they should find at least that many cyphers in a given adventure.

If your players are typical, they will use combat-related cyphers liberally but hold onto their utility cyphers. A ray emitter or defensive shield will be used, but a suspensor belt or phasing module will linger longer on their character sheets.

As with everything else in the game, it’s intentionally very easy for the GM to create new cyphers. Just think of the effect and how to express it as a game advantage. Two kinds of cyphers exist when it comes to effect: those that allow the user to do something better, and those that allow the user to do something they couldn’t do otherwise.

The first group includes everything that reduces the difficulty of a task (including defense tasks). The second group includes things that grant new abilities, such as flight, a new means of attack, the ability to see into the past, or any number of other powers.

A few more important notes about devising new cyphers:

Cyphers teach GMs to design different kinds of scenarios—ones in which the whole adventure isn’t wrecked if a player has something that can solve a single problem (defeat a foe, read a mind, bypass a barrier, or whatever). There should always be more to the adventure than one linchpin encounter, obstacle, foe, or secret.

It’s all right if players think of cyphers (especially manifest cyphers) as equipment or treasure. You should choose points in the course of the story that are appropriate for awarding subtle cyphers, especially if the PCs aren’t at their full capacity.

Artifacts

In terms of the narrative, artifacts are a lot like cyphers, except that most are not one-use items. Mechanically, they serve a very different purpose. It’s assumed that characters are exploring with some cyphers at their disposal. Artifacts, however, are added abilities that make characters broader, deeper, and often more powerful. They aren’t assumed—they’re extra.

The powers granted by artifacts are more like the abilities gained from a character’s type or focus in that they change the way the PC is played overall. The difference between an artifact and a type or focus ability is that almost all artifacts are temporary. They last longer than cyphers do, but because they have a depletion roll, any use could be their last.

Like cyphers, then, artifacts are a way for the GM to play a role in the development of the characters. Although armor, weapons, and the like are fine, special capabilities—such as long-range communication or travel—can really change the way the PCs interact with the world and how they deal with challenges. Some of these abilities enable the actions you want the PCs to take. For example, if you want them to have an underwater adventure, provide them with artifacts (or cyphers) that allow them to breathe underwater.

Also like cyphers, artifacts are simple for the GM to create. The only difference with artifacts is that you give them a depletion roll, using any numbers on 1d6, 1d10, 1d20, or 1d100. If you want the artifact to be used only a few times, give it a depletion roll of 1 in 1d6, 1 or 2 in 1d10, or even 1 or 2 in 1d6. If you want the PCs to use it over and over, a depletion roll of 1 in 1d100 more or less means that they can use it freely without worrying too much.

For examples of artifacts, see the Genres chapter.

You may wish to forbid the use of XP to reroll artifact depletion rolls. That’s pretty reasonable.

Skills and Other Abilities

Sometimes, the rules speak directly to character creativity. For example, players can make up their own skills. It’s possible to have a skill called “tightrope walking” that grants a character a better chance to walk across a tightrope, and another skill called “balance” that gives a character a better chance to walk across a tightrope and perform other balance actions as well. This might seem unequal at first, but the point is to let players create precisely the characters they want. Should you let a character create a skill called “doing things” that makes them better at everything? Of course not. The GM is the final arbiter not only of logic but also of the spirit of the rules, and having one or two single skills that cover every contingency is clearly not in the spirit.

It’s important that players play the character they want. This concept is supported not only with the open-ended skill system but also with the ability to get an experience point advance to tailor a character further. Likewise, the GM should be open to allowing a player to make small modifications to refine their character. In many cases, particularly ones that don’t involve stat Pools, Armor, damage inflicted, or the costs of Effort or special abilities, the answer from the GM should probably be “Sure, why not?” If a PC ends up being really good at a particular skill—better than they “should” be—what’s the harm? If Dave can swim incredibly well, how does that hurt the game in terms of the play experience or the story that develops? It doesn’t. If Helen can pick practically any mundane lock she finds, why is that a bad thing? In fact, it’s probably good for the game—there’s likely something interesting on the other sides of those doors.

In a way, this is no different than adjudicating a not-so-straightforward solution to a challenge. Sometimes you have to say “No, that’s not possible.” But sometimes, if it makes sense, open yourself up to the possibility.

NPCs and Death

As explained in the Rules of the Game chapter, NPCs have a health score rather than three stat Pools. When an NPC reaches 0 health, they are down. Whether that means dead, unconscious, or incapacitated depends on the circumstances as dictated by you and the players. Much of this can be based on logic. If the NPC is cut in half with a giant axe, they’re probably dead. If they’re mentally assaulted with a telepathic attack, they might be insane instead. If they’re hit over the head with a club, well, that’s your call.

It depends on the intentions of those who are fighting the NPC, too. PCs who want to knock out a foe rather than kill them can simply state that as their intention and describe their actions differently—using the flat of the blade, so to speak.

Creatures

Whenever possible, creatures should be handled like other NPCs. They don’t follow the same rules as the player characters. If anything, they should have greater latitude in doing things that don’t fit the normal mold. A many-armed beast should be able to attack multiple foes. A charging rhino-like animal ought to be able to move a considerable distance and attack as part of a single action.

Consider creature size very carefully. For those that are quick and hard to hit, hinder attacks against them. Large, strong creatures should be easier to hit, so ease attacks against them. However, you should freely give the stagger ability to anything twice as large as a human. This means that if the creature strikes a foe, the target must make an immediate Might defense roll or lose its next turn.

A creature’s level is a general indicator of its toughness, combining aspects of power, defense, intelligence, speed, and more into one rating. In theory, a small creature with amazing powers or extremely deadly venom could be high level, and a huge beast that isn’t very bright and isn’t much of a fighter could be low level. But these examples go against type. Generally, smaller creatures have less health and are less terrifying in combat than larger ones.

The Cypher System has no system for building creatures. There is no rule that says a creature with a certain ability should be a given level, and there is no rule dictating how many abilities a creature of a given level should have. But keep the spirit of the system in mind. Lower-level creatures are less dangerous. A level 1 creature could be poisonous, but its venom should inflict a few points of damage at most. The venom of a level 6 creature, however, might knock a PC down a step on the damage track or put them into a coma if they fail a Might defense roll. A low-level creature might be able to fly, phase through objects, or teleport because these abilities make it more interesting but not necessarily more dangerous. The value of such abilities depends on the creature that uses them. In other words, a phasing rodent is not overly dangerous, but a phasing battle juggernaut is terrifying. Basic elements such as health, damage, and offensive or defensive powers (such as poison, paralysis, disintegration, immunity to attacks, and so on) need to be tied directly to level—higher-level creatures get better abilities and more of them.

Balancing Encounters

In the Cypher System, there is no concept of a “balanced encounter.” There is no system for matching creatures of a particular level or tasks of a particular difficulty to characters of a particular tier. To some people, that might seem like a bad thing. But matching character builds to exacting challenges is not part of this game. It’s about story. So whatever you want to happen next in the story is a fine encounter as long as it’s fun. You’re not denying the characters XP if you make things too easy or too difficult, because that’s not how XP are earned. If things are too difficult for the PCs, they’ll have to flee, come up with a new strategy, or try something else entirely. The only thing you have to do to maintain “balance” is set difficulty within that encounter accurately and consistently.

In a game like the Cypher System, if everyone’s having fun, the game is balanced. Two things will unbalance the game in this context.

The first issue should be handled by the character creation rules. If there’s a problem, it might be that poor choices were made or a player isn’t taking full advantage of their options. If someone really doesn’t enjoy playing their character, allow them to alter the PC or—perhaps better—create a new one.

The second issue is trickier. As previously stated, there is no formula that states that N number of level X NPCs are a good match for tier Y characters. However, when the game has four or five beginning characters, the following guidelines are generally true.

But it depends on the situation at hand. If the PCs are already worn down from prior encounters, or if they have the right cyphers, any of the expectations listed above can change. That’s why there is no system for balancing encounters. Just keep in mind that beginning characters are pretty hardy and probably have some interesting resources, so you aren’t likely to wipe out the group by accident. Character death is unlikely unless the PCs have already been through a number of other encounters and are worn down.

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The rules of the Cypher System are quite straightforward at their heart, as all of gameplay is based around a few core concepts.

This chapter provides a brief explanation of how to play the game, and it’s useful for learning the game. Once you understand the basic concepts, you’ll likely want to reference Rules of the Game for a more in-depth treatment.

The Cypher System uses a twenty-sided die (1d20) to determine the results of most actions. Whenever a roll of any kind is called for and no die is specified, roll a d20.

The game master sets a difficulty for any given task. There are ten degrees of difficulty. Thus, the difficulty of a task can be rated on a scale of 1 to 10.

Each difficulty has a target number associated with it. The target number is always three times the task’s difficulty, so a difficulty 1 task has a target number of 3, but a difficulty 4 task has a target number of 12. To succeed at the task, you must roll the target number or higher. See the Task Difficulty table for guidance in how this works.

Character skills, favorable circumstances, or excellent equipment can decrease the difficulty of a task. For example, if a character is trained in climbing, they turn a difficulty 6 climb into a difficulty 5 climb. This is called easing the difficulty by one step (or just easing the difficulty, which assumes it’s eased by one step). If they are specialized in climbing, they turn a difficulty 6 climb into a difficulty 4 climb. This is called easing the difficulty by two steps. Decreasing the difficulty of a task can also be called easing a task. Some situations increase, or hinder, the difficulty of a task. If a task is hindered, it increases the difficulty by one step.

A skill is a category of knowledge, ability, or activity relating to a task, such as climbing, geography, or persuasiveness. A character who has a skill is better at completing related tasks than a character who lacks the skill. A character’s level of skill is either trained (reasonably skilled) or specialized (very skilled).

If you are trained in a skill relating to a task, you ease the difficulty of that task by one step. If you are specialized, you ease the difficulty by two steps. A skill can never decrease a task’s difficulty by more than two steps.

Anything else that reduces difficulty (help from an ally, a particular piece of equipment, or some other advantage) is referred to as an asset. Assets can never decrease a task’s difficulty by more than two steps.

You can also decrease the difficulty of a given task by applying Effort. (Effort is described in more detail in the Rules of the Game chapter.)

To sum up, three things can decrease a task’s difficulty: skills, assets, and Effort.

If you can ease a task so its difficulty is reduced to 0, you automatically succeed and don’t need to make a roll.

When Do You Roll?

Any time your character attempts a task, the GM assigns a difficulty to that task, and you roll a d20 against the associated target number.

When you jump from a burning vehicle, swing an axe at a mutant beast, swim across a raging river, identify a strange device, convince a merchant to give you a lower price, craft an object, use a power to control a foe’s mind, or use a blaster rifle to carve a hole in a wall, you make a d20 roll.

However, if you attempt something that has a difficulty of 0, no roll is needed—you automatically succeed. Many actions have a difficulty of 0. Examples include walking across the room and opening a door, using a special ability to negate gravity so you can fly, using an ability to protect your friend from radiation, or activating a device (that you already understand) to erect a force field. These are all routine actions and don’t require rolls.

Using skill, assets, and Effort, you can ease the difficulty of potentially any task to 0 and thus negate the need for a roll. Walking across a narrow wooden beam is tricky for most people, but for an experienced gymnast, it’s routine. You can even ease the difficulty of an attack on a foe to 0 and succeed without rolling.

If there’s no roll, there’s no chance for failure. However, there’s also no chance for remarkable success (in the Cypher System, that usually means rolling a 19 or 20, which are called special rolls; the Rules of the Game chapter also discusses special rolls).

Task Difficulty

Task DifficultyDescriptionTarget No.Guidance
0Routine0Anyone can do this basically every time.
1Simple3Most people can do this most of the time.
2Standard6Typical task requiring focus, but most people can usually do this.
3Demanding9Requires full attention; most people have a 50/50 chance to succeed.
4Difficult12Trained people have a 50/50 chance to succeed.
5Challenging15Even trained people often fail.
6Intimidating18Normal people almost never succeed.
7Formidable21Impossible without skills or great effort.
8Heroic24A task worthy of tales told for years afterward.
9Immortal27A task worthy of legends that last lifetimes.
10Impossible30A task that normal humans couldn’t consider (but one that doesn’t break the laws of physics).

Combat

Making an attack in combat works the same way as any other roll: the GM assigns a difficulty to the task, and you roll a d20 against the associated target number.

The difficulty of your attack roll depends on how powerful your opponent is. Just as tasks have a difficulty from 1 to 10, creatures have a level from 1 to 10. Most of the time, the difficulty of your attack roll is the same as the creature’s level. For example, if you attack a level 2 bandit, it’s a level 2 task, so your target number is 6.

It’s worth noting that players make all die rolls. If a character attacks a creature, the player makes an attack roll. If a creature attacks a character, the player makes a defense roll.

The damage dealt by an attack is not determined by a roll—it’s a flat number based on the weapon or attack used. For example, a spear always does 4 points of damage.

Your Armor characteristic reduces the damage you take from attacks directed at you. You get Armor from wearing physical armor (such as a leather jacket in a modern game or chainmail in a fantasy setting) or from special abilities. Like weapon damage, Armor is a flat number, not a roll. If you’re attacked, subtract your Armor from the damage you take. For example, a leather jacket gives you +1 to Armor, meaning that you take 1 less point of damage from attacks. If a mugger hits you with a knife for 2 points of damage while you’re wearing a leather jacket, you take only 1 point of damage. If your Armor reduces the damage from an attack to 0, you take no damage from that attack.

When you see the word “Armor” capitalized in the game rules (other than in the name of a special ability), it refers to your Armor characteristic—the number you subtract from incoming damage. When you see the word “armor” with a lowercase “a,” it refers to any physical armor you might wear.

Typical physical weapons come in three categories: light, medium and heavy.

Light weapons inflict only 2 points of damage, but they ease attack rolls because they are fast and easy to use. Light weapons are punches, kicks, clubs, knives, handaxes, rapiers, small pistols, and so on. Weapons that are particularly small are light weapons.

Medium weapons inflict 4 points of damage. Medium weapons include swords, battleaxes, maces, crossbows, spears, pistols, blasters, and so on. Most weapons are medium. Anything that could be used in one hand (even if it’s often used in two hands, such as a quarterstaff or spear) is a medium weapon.

Heavy weapons inflict 6 points of damage, and you must use two hands to attack with them. Heavy weapons are huge swords, great hammers, massive axes, halberds, heavy crossbows, blaster rifles, and so on. Anything that must be used in two hands is a heavy weapon.

Special Rolls

When you roll a natural 19 (the d20 shows “19”) and the roll is a success, you also have a minor effect. In combat, a minor effect inflicts 3 additional points of damage with your attack, or, if you’d prefer a special result, you could decide instead that you knock the foe back, distract them, or something similar. When not in combat, a minor effect could mean that you perform the action with particular grace. For example, when jumping down from a ledge, you land smoothly on your feet, or when trying to persuade someone, you convince them that you’re smarter than you really are. In other words, you not only succeed but also go a bit further.

When you roll a natural 20 (the d20 shows “20”) and the roll is a success, you also have a major effect. This is similar to a minor effect, but the results are more remarkable. In combat, a major effect inflicts 4 additional points of damage with your attack, but again, you can choose instead to introduce a dramatic event such as knocking down your foe, stunning them, or taking an extra action. Outside of combat, a major effect means that something beneficial happens based on the circumstance. For example, when climbing up a cliff wall, you make the ascent twice as fast. When a roll grants you a major effect, you can choose to use a minor effect instead if you prefer.

In combat (and only in combat), if you roll a natural 17 or 18 on your attack roll, you add 1 or 2 additional points of damage, respectively. Neither roll has any special effect options—just the extra damage.

For more information on special rolls and how they affect combat and other interactions, see Rules of the Game.

Rolling a natural 1 is always bad. It means that the GM introduces a new complication into the encounter.

Range and Speed

Distance is simplified into four categories: immediate, short, long, and very long.

Immediate distance from a character is within reach or within a few steps. If a character stands in a small room, everything in the room is within immediate distance. At most, immediate distance is 10 feet (3 m).

Short distance is anything greater than immediate distance but less than 50 feet (15 m) or so.

Long distance is anything greater than short distance but less than 100 feet (30 m) or so.

Very long distance is anything greater than long distance but less than 500 feet (150 m) or so. Beyond that range, distances are always specified—1,000 feet (300 m), a mile (1.5 km), and so on.

The idea is that it’s not necessary to measure precise distances. Immediate distance is right there, practically next to the character. Short distance is nearby. Long distance is farther off. Very long distance is really far off.

All weapons and special abilities use these terms for ranges. For example, all melee weapons have immediate range—they are close-combat weapons, and you can use them to attack anyone within immediate distance. A thrown knife (and most other thrown weapons) has short range. A bow has long range. An Adept’s Onslaught ability also has short range.

A character can move an immediate distance as part of another action. In other words, they can take a few steps over to the control panel and activate a switch. They can lunge across a small room to attack a foe. They can open a door and step through.

A character can move a short distance as their entire action for a turn. They can also try to move a long distance as their entire action, but the player might have to roll to see if the character slips, trips, or stumbles as the result of moving so far so quickly.

For example, if the PCs are fighting a group of cultists, any character can likely attack any cultist in the general melee—they’re all within immediate range. Exact positions aren’t important. Creatures in a fight are always moving, shifting, and jostling, anyway. However, if one cultist stayed back to fire a pistol, a character might have to use their entire action to move the short distance required to attack that foe. It doesn’t matter if the cultist is 20 feet (6 m) or 40 feet (12 m) away—it’s simply considered short distance. It does matter if the cultist is more than 50 feet (15 m) away because that distance would require a long or very long move.

Many rules in this system avoid the cumbersome need for precision. Does it really matter if the ghost is 13 feet away from you or 18? Probably not. That kind of needless specificity only slows things down and draws away from, rather than contributes to, the story.

Experience Points

Experience points (XP) are rewards given to players when the GM intrudes on the story (this is called GM intrusion) with a new and unexpected challenge. For example, in the middle of combat, the GM might inform the player that they drop their weapon. However, to intrude in this manner, the GM must award the player 2 XP. The rewarded player, in turn, must immediately give one of those XP to another player and justify the gift (perhaps the other player had a good idea, told a funny joke, performed an action that saved a life, and so on).

Alternatively, the player can refuse the GM intrusion. If they do so, they don’t get the 2 XP from the GM, and they must also spend 1 XP that they already have. If the player has no XP to spend, they can’t refuse the intrusion.

The GM can also give players XP between sessions as a reward for making discoveries during an adventure. Discoveries are interesting facts, wondrous secrets, powerful artifacts, answers to mysteries, or solutions to problems (such as where the kidnappers are keeping their victim or how the PCs repair the starship). You don’t earn XP for killing foes or overcoming standard challenges in the course of play. Discovery is the soul of the Cypher System.

Experience points are used primarily for character advancement (for details, see the Creating Your Character chapter), but a player can also spend 1 XP to reroll any die roll and take the better of the two rolls.

Cyphers

Cyphers are abilities that have a single use. In many campaigns, cyphers aren’t physical objects—they might be a spell cast upon a character, a blessing from a god, or just a quirk of fate that gives them a momentary advantage. In some campaigns, cyphers are physical objects that characters can carry. Whether or not cyphers are physical objects, they are part of the character (like equipment or a special ability) and are things characters can use during the game. The form that physical cyphers take depends on the setting. In a fantasy world they might be wands or potions, but in a science fiction game they could be alien crystals or prototype devices.

Characters will find new cyphers frequently in the course of play, so players shouldn’t hesitate to use their cypher abilities. Because cyphers are always different, the characters will always have new special powers to try.

Other Dice

In addition to a d20, you’ll need a d6 (a six-sided die). Rarely, you’ll need to roll a number between 1 and 100 (often called a d100 or d% roll), which you can do by rolling a d20 twice, using the last digit of the first roll as the “tens” place and the last digit of the second roll as the “ones” place. For example, rolling a 17 and a 9 gives you 79, rolling a 3 and an 18 gives you 38, and rolling a 20 and a 10 gives you 00 (also known as 100). If you have a d10 (a ten-sided die), you can use it instead of the d20 to roll numbers between 1 and 100.

A d6 is used most often for recovery rolls and to determine the level of cyphers.

Glossary

Game master (GM): The player who doesn’t run a character, but instead guides the flow of the story and runs all the NPCs.

Nonplayer character (NPC): Characters run by the GM. Think of them as the minor characters in the story, or the villains or opponents. This includes any kind of creature as well as people.

Party: A group of player characters (and perhaps some NPC allies).

Player character (PC): A character run by a player rather than the GM. Think of the PCs as the main characters in the story.

Player: The players who run characters in the game.

Session: A single play experience. Usually lasts a few hours. Sometimes one adventure can be accomplished in a session. More often, one adventure is multiple sessions.

Adventure: A single portion of the campaign with a beginning and an end. Usually defined at the beginning by a goal put forth by the PCs and at the end by whether or not they achieve that goal.

Campaign: A series of sessions strung together with an overarching story (or linked stories) with the same player characters. Often, but not always, a campaign involves a number of adventures.

Character: Anything that can act in the game. Although this includes PCs and human NPCs, it also technically includes creatures, aliens, mutants, automatons, animate plants, and so on. The word “creature” is usually synonymous.

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Cypher System games are played in the joint imagination of all the players, including the GM. The GM sets the scene, the players state what their characters attempt to do, and the GM determines what happens next. The rules and the dice help make the game run smoothly, but it’s the people, not the rules or the dice, that direct the action and determine the story—and the fun. If a rule gets in the way or detracts from the game, the players and the GM should work together to change it.

This is how you play the Cypher System:

  1. The player tells the GM what they want to do. This is a character action.

  2. The GM determines if that action is routine (and therefore works without needing a roll) or if there’s a chance of failure.

  3. If there is a chance of failure, the GM determines which stat the task uses (Might, Speed, or Intellect) and the task’s difficulty—how hard it will be on a scale from 1 (really easy) to 10 (basically impossible).

  4. The player and the GM determine if anything about the character—such as training, equipment, special abilities, or various actions—can modify the difficulty up or down by one or more steps. If these modifications reduce the difficulty to less than 1, the action is routine (and therefore works with no roll needed).

  5. If the action still isn’t routine, the GM uses its difficulty to determine the target number—how high the player must roll to succeed at the action (see the Task Difficulty table). The GM doesn’t have to tell the player what the target number is, but they can give the player a hint, especially if the character would reasonably know if the action was easy, average, difficult, or impossible.

  6. The player rolls a d20. If they roll equal to or higher than the target number, the character succeeds.

That’s it. That’s how to do anything, whether it’s identifying an unknown device, calming a raging drunk, climbing a treacherous cliff, or battling a demigod. Even if you ignored all the other rules, you could still play the Cypher System with just this information. The key features here are: character actions, determining task difficulty, and determining modifications.

Key Concepts

Action: Anything a character does that is significant—punch a foe, leap a chasm, activate a device, use a special power, and so on. Each character can take one action in a round.

Character: Any creature in the game capable of acting, whether it is a player character (PC) run by a player or a nonplayer character (NPC) run by the game master (GM). In the Cypher System, even bizarre creatures, sentient machines, and living energy beings can be “characters.”

Difficulty: A measure of how easy it is to accomplish a task. Difficulty is rated on a scale from 1 (lowest) to 10 (highest). Altering the difficulty to make a task harder is called “hindering.” Altering it to make a task easier is called “easing.” All changes in difficulty are measured in steps. Difficulty often equates directly with level, so opening a level 3 locked door probably has a difficulty of 3.

Ease: A decrease in a task’s difficulty, usually by one step. If something doesn’t say how many steps it eases a task, then it reduces the difficulty by one step.

Effort: Spending points from a stat Pool to reduce the difficulty of a task. A PC decides whether or not to apply Effort on their turn before the roll is made. NPCs never apply Effort.

Hinder: An increase in a task’s difficulty, usually by one step. If something doesn’t say how many steps it hinders a task, then it increases the difficulty by one step.

Inability: The opposite of trained—you’re hindered whenever you attempt a task that you have an inability in. If you also become trained in the task, the training and the inability cancel each other out and you become practiced.

Level: A way to measure the strength, difficulty, power, or challenge of something in the game. Everything in the game has a level. NPCs and objects have levels that determine the difficulty of any task related to them. For example, an opponent’s level determines how hard they are to hit or avoid in combat. A door’s level indicates how hard it is to break down. A lock’s level determines how hard it is to pick. Levels are rated on a scale from 1 (lowest) to 10 (highest). PC tiers are a little like levels, but they go only from 1 to 6 and mechanically work very differently than levels—for example, a PC’s tier does not determine a task’s difficulty.

Practiced: The normal, unmodified ability to use a skill—not trained, specialized, or an inability. Your type determines what weapon skills you’re practiced in; if you aren’t practiced with a type of weapon, you have an inability in it.

Roll: A d20 roll made by a PC to determine whether an action is successful. Although the game occasionally uses other dice, when the text simply refers to “a roll,” it always means a d20 roll.

Round: A length of time about five to ten seconds long. There are about ten rounds in a minute. When it’s really important to track precise time, use rounds. Basically, it’s the length of time to take an action in the game, but since everyone more or less acts simultaneously, all characters get to take an action each round.

Specialized: Having an exceptional amount of skill in a task. Being specialized eases the task by two steps. So, if you are specialized in climbing, all your climbing tasks are eased by two steps.

Stat: One of the three defining characteristics for PCs: Might, Speed, or Intellect. Each stat has two values: Pool and Edge. Your Pool represents your raw, innate ability, and your Edge represents knowing how to use what you have. Each stat Pool can increase or decrease over the course of play—for example, you can lose points from your Might Pool when struck by an opponent, spend points from your Intellect Pool to activate a special ability, or rest to recover points in your Speed Pool after a long day of marching. Anything that damages a stat, restores a stat, or boosts or penalizes a stat affects the stat’s Pool.

Task: Any action that a PC attempts. The GM determines the difficulty of the task. In general, a task is something that you do and an action is you performing that task, but in most cases they mean the same thing.

Trained: Having a reasonable amount of skill in a task. Being trained eases the task. For example, if you are trained in climbing, all climbing tasks for you are eased. If you become very skilled at that task, you become specialized instead of trained. You do not need to be trained to attempt a task.

Turn: The part of the round when a character or creature takes its actions. For example, if a Warrior and an Adept are fighting an orc, each round the Warrior takes an action on their turn, the Adept takes an action on their turn, and the orc takes an action on its turn. Some abilities or effects last only one turn, or end when the next turn is started.

Taking Action

Each character gets one turn each round. On a character’s turn, they can do one thing—an action. All actions fall into one of three categories: Might, Speed, or Intellect (just like the three stats). Many actions require die rolls—rolling a d20.

Every action performs a task, and every task has a difficulty that determines what number a character must reach or surpass with a die roll to succeed.

Most tasks have a difficulty of 0, which means the character succeeds automatically. For example, walking across a room, opening a door, and throwing a stone into a nearby bucket are all actions, but none of them requires a roll. Actions that are usually difficult or that become difficult due to the situation (such as shooting at a target in a blizzard) have a higher difficulty. These actions usually require a roll.

Some actions require a minimum expenditure of Might, Speed, or Intellect points. If a character cannot spend the minimum number of points needed to complete the action, they automatically fail at the task.

Determining Task Stat

Every task relates to one of a character’s three stats: Might, Speed, or Intellect. Physical activities that require strength, power, or endurance relate to Might. Physical activities that require agility, flexibility, or fast reflexes relate to Speed. Mental activities that require force of will, memory, or mental power relate to Intellect. This means you can generalize tasks into three categories: Might tasks, Speed tasks, and Intellect tasks. You can also generalize rolls into three categories: Might rolls, Speed rolls, and Intellect rolls.

The category of the task or roll determines what kind of Effort you can apply to the roll and may determine how a character’s other abilities affect the roll. For example, an Adept may have an ability that makes them better at Intellect rolls, and a Warrior may have an ability that makes them better at Speed rolls.

Determining Task Difficulty

The most frequent thing a GM does during the game—and probably the most important thing—is set a task’s difficulty. To make the job easier, use the Task Difficulty table, which associates a difficulty rating with a descriptive name, a target number, and general guidance about the difficulty.

Every difficulty from 1 to 10 has a target number associated with it. The target number is easy to remember: it’s always three times the difficulty. The target number is the minimum number a player needs to roll on a d20 to succeed at the task. Moving up or down on the table is called hindering or easing, which is measured in steps.

For example, reducing a difficulty 5 task to a difficulty 4 task is “easing the difficulty by one step” or just “easing the difficulty” or “easing the task.” Most modifiers affect the difficulty rather than the player’s roll. This has two consequences:

Low target numbers such as 3 or 6, which would be boring in most games that use a d20, are not boring in the Cypher System. For example, if you need to roll a 6 or higher, you still have a 25% chance to fail.

The upper levels of difficulty (7, 8, 9, and 10) are all but impossible because the target numbers are 21 or higher, which you can’t roll on a d20. However, it’s common for PCs to have abilities or equipment that ease a task and thus lower the target number to something they can roll on a d20.

A character’s tier does not determine a task’s level. Things don’t get more difficult just because a character’s tier increases—the world doesn’t instantly become a more difficult place. Fourth-tier characters don’t deal only with level 4 creatures or difficulty 4 tasks (although a fourth-tier character probably has a better shot at success than a first-tier character does). Just because something is level 4 doesn’t necessarily mean it’s meant only for fourth-tier characters. Similarly, depending on the situation, a fifth-tier character could find a difficulty 2 task just as challenging as a second-tier character does.

Therefore, when setting the difficulty of a task, the GM should rate the task on its own merits, not on the power of the characters.

Modifying the Difficulty

After the GM sets the difficulty for a task, the player can try to modify it for their character. Any such modification applies only to this particular attempt at the task. In other words, rewiring an electronic door lock normally might be difficulty 6, but since the character doing the work is skilled in such tasks, has the right tools, and has another character assisting them, the difficulty in this instance might be much lower. That’s why it’s important for the GM to set a task’s difficulty without taking the character into account. The character comes in at this step.

By using skills and assets, working together, and—perhaps most important—applying Effort, a character can ease a task by multiple steps to make it easier. Rather than adding bonuses to the player’s roll, reducing the difficulty lowers the target number. If they can reduce the difficulty of a task to 0, no roll is needed; success is automatic. (An exception is if the GM decides to use a GM intrusion on the task, in which case the player would have to make a roll at the original difficulty.)

There are three basic ways in which a character can ease a task: skills, assets, and Effort. Each method eases the task by at least one step—never in smaller increments.

By using skills, assets, and Effort, a character can ease a task by a maximum of ten steps: one or two steps from skills, one or two steps from assets, and one to six steps from Effort.

Skills

Characters may be skilled at performing a specific task. A skill can vary from character to character. For example, one character might be skilled at lying, another might be skilled at trickery, and a third might be skilled in all interpersonal interactions. The first level of being skilled is called being trained, and it eases that task by one step. More rarely, a character can be incredibly skilled at performing a task. This is called being specialized, and it eases the task by two steps instead of one. Skills can never decrease a task by more than two steps—any more than two steps from being trained and specialized don’t count.

Assets

An asset is anything that helps a character with a task, such as having a really good crowbar when trying to force open a door or being in a rainstorm when trying to put out a fire. Appropriate assets vary from task to task. The perfect awl might help when woodworking, but it won’t make a dance performance much better. An asset usually eases a task by one step. Assets can never ease a task by more than two steps—any more than two steps from assets don’t count.

The important thing to remember is that a skill can reduce the difficulty by no more than two steps, and assets can reduce the difficulty by no more than two steps, regardless of the situation. Thus, no task’s difficulty will ever be reduced by more than four steps without using Effort.

Effort

A player can apply Effort to ease a task. To do this, the player spends points from the stat Pool that’s most appropriate to the task. For example, applying Effort to push a heavy rock off a cliff requires a player to spend points from the character’s Might Pool; applying Effort to activate an unusual machine interface requires them to spend points from the character’s Intellect Pool. For every level of Effort spent on a task, the task is eased. It costs 3 points from a stat Pool to apply one level of Effort, and it costs 2 additional points for every level thereafter (so it costs 5 points for two levels of Effort, 7 points for three levels of Effort, and so on). A character must spend points from the same stat Pool as the type of task or roll—Might points for a Might roll, Speed points for a Speed roll, or Intellect points for an Intellect roll.

Every character has a maximum level of Effort they can apply to a single task. Effort can never ease a task by more than six steps—any more than six steps from applying Effort doesn’t count.

Free Level of Effort: A few abilities give you a free level of Effort (these usually require you to apply at least one level of Effort to a task). In effect, you’re getting one more level of Effort than what you paid for. This free level of Effort can exceed the Effort limit for your character, but not the six-step limit for easing a task.

Rolling the Die

To determine success or failure, a player rolls a die (always a d20). If they roll the target number or higher, they succeed. Most of the time, that’s the end of it—nothing else needs to be done. Rarely, a character might apply a small modifier to the roll. If they have a +2 bonus when attempting specific actions, they add 2 to the number rolled. However, the original roll matters if it’s a special roll.

If a character applies a modifier to the die roll, it’s possible to get a result of 21 or higher, in which case they can attempt a task with a target number above 20. But if there is no possibility for success—if not even rolling a natural 20 (meaning the d20 shows that number) is sufficient to accomplish the task—then no roll is made. Otherwise, characters would have a chance to succeed at everything, even impossible or ridiculous tasks such as climbing moonbeams, throwing elephants, or hitting a target on the opposite side of a mountain with an arrow.

If a character’s modifiers add up to +3, treat them as an asset instead. In other words, instead of adding a +3 bonus to the roll, reduce the difficulty by one step. For example, if a Warrior has a +1 bonus to attack rolls from a minor effect, a +1 bonus to attack rolls from a special weapon quality, and a +1 bonus to attack rolls from a special ability, they do not add 3 to their attack roll—instead, they reduce the difficulty of the attack by one step. So if they attack a level 3 foe, they would normally roll against difficulty 3 and try to reach a target number of 9, but thanks to their asset, they roll against difficulty 2 and try to reach a target number of 6.

This distinction is important when stacking skills and assets to decrease the difficulty of an action, especially since reducing the difficulty to 0 or lower means no roll is needed.

The Player Always Rolls

In the Cypher System, players always drive the action. That means they make all the die rolls. If a PC leaps out of a moving vehicle, the player rolls to see if they succeed. If a PC searches for a hidden panel, the player rolls to determine whether they find it. If a rockslide falls on a PC, the player rolls to try to get out of the way. If a PC and an NPC arm wrestle, the player rolls, and the NPC’s level determines the target number. If a PC attacks a foe, the player rolls to see if they hit. If a foe attacks the PC, the player rolls to see if they dodge the blow.

As shown by the last two examples, the PC rolls whether they are attacking or defending. Thus, something that improves defenses might ease or hinder their rolls. For example, if a PC uses a low wall to gain cover from attacks, the wall eases the player’s defense rolls. If a foe uses the wall to gain cover from the PC’s attacks, it hinders the player’s attack rolls.

Special Rolls

If a character rolls a natural 1, 17, 18, 19, or 20 (meaning the d20 shows that number), special rules come into play. These are explained in more detail in the following sections.

1: GM Intrusion. The GM makes a free intrusion (see below) and doesn’t award experience points (XP) for it.

17: Damage Bonus. If the roll was a damage-dealing attack, it deals 1 additional point of damage.

18: Damage Bonus. If the roll was a damage-dealing attack, it deals 2 additional points of damage.

19: Minor Effect. If the roll was a damage-dealing attack, it deals 3 additional points of damage or the PC gets a minor effect in addition to the normal results of the task. If the roll was something other than an attack, the PC gets a minor effect in addition to the normal results of the task.

20: Major Effect. If the roll was a damage-dealing attack, it deals 4 additional points of damage or the PC gets a major or minor effect in addition to the normal results of the task. If the roll was something other than an attack, the PC gets a major effect in addition to the normal results of the task. If the PC spent points from a stat Pool on the action, the point cost for the action decreases to 0, meaning the character regains those points as if they had not spent them at all.

GM Intrusion

GM intrusion is explained in more detail in the Running the Cypher System chapter, but essentially it means that something occurs to complicate the character’s life. The character hasn’t necessarily fumbled or done anything wrong (although perhaps they did). It could just be that the task presents an unexpected difficulty or something unrelated affects the current situation.

For GM intrusion on a defense roll, a roll of 1 might mean that the PC takes 2 additional points of damage from the attack, indicating that the opponent got in a lucky blow.

For complete details about GM intrusion and how to use it to best effect in the game, see the Running the Cypher System chapter.

Minor Effect

A minor effect happens when a player rolls a natural 19. Most of the time, a minor effect is slightly beneficial to the PC, but not overwhelming.

A climber gets up the steep slope a bit faster. A repaired machine works a bit better. A character jumping down into a pit lands on their feet. Either the GM or the player can come up with a possible minor effect that fits the situation, but both must agree on what it should be.

Don’t waste a lot of time thinking of a minor effect if nothing appropriate suggests itself. Sometimes, in cases where only success or failure matters, it’s okay to have no minor effect. Keep the game moving at an exciting pace.

In combat, the easiest and most straightforward minor effect is dealing 3 additional points of damage with an attack. The following are other common minor effects for combat:

Damage object: Instead of striking the foe, the attack strikes what the foe is holding. If the attack hits, the character makes a Might roll with a difficulty equal to the object’s level. On a success, the object moves one or more steps down the object damage track.

Distract: For one round, all of the foe’s tasks are hindered.

Knock back: The foe is knocked or forced back a few feet. Most of the time, this doesn’t matter much, but if the fight takes place on a ledge or next to a pit of lava, the effect can be significant.

Move past: The character can move a short distance at the end of the attack. This effect is useful to get past a foe guarding a door, for example.

Strike a specific body part: The attacker strikes a specific spot on the defender’s body. The GM rules what special effect, if any, results. For example, hitting a creature’s tentacle that is wrapped around an ally might make it easier for the ally to escape. Hitting a foe in the eye might blind it for one round. Hitting a creature in its one vulnerable spot might ignore Armor.

Usually, the GM just has the desired minor effect occur. For example, rolling a 19 against a relatively weak foe means it is knocked off the cliff. The effect makes the round more exciting, but the defeat of a minor creature has no significant impact on the story. Other times, the GM might rule that an additional roll is needed to achieve the effect—the special roll only gives the PC the opportunity for a minor effect. This mostly happens when the desired effect is very unlikely, such as pushing a 50-ton battle automaton off a cliff. If the player just wants to deal 3 additional points of damage as the minor effect, no extra roll is needed.

Major Effect

A major effect happens when a player rolls a natural 20. Most of the time, a major effect is quite beneficial to the character. A climber gets up the steep slope in half the time. A jumper lands with such panache that those nearby are impressed and possibly intimidated. A defender makes a free attack on a foe.

Either the GM or the player can come up with a possible major effect that fits the situation, but both must agree on what it should be. As with minor effects, don’t spend a lot of time agonizing over the details of a major effect. In cases where only success or failure matters, a major effect might offer the character a one-time asset (a modification of one step) to use the next time they attempt a similar action. When nothing else seems appropriate, the GM can simply grant the PC an additional action on their turn that same round.

In combat, the easiest and most straightforward major effect is dealing 4 additional points of damage with an attack. The following are other common major effects for combat.

Disarm: The foe drops one object that it is holding.

Impair: For the rest of the combat, all tasks the foe attempts are hindered.

Knock down: The foe is knocked prone. It can get up on its turn.

Stun: The foe loses its next action.

As with minor effects, usually the GM just has the desired major effect occur, but sometimes the GM might require an extra roll if the major effect is unusual or unlikely.

Retrying a Task After Failure

If a character fails a task (whether it’s climbing a wall, picking a lock, trying to figure out a mysterious device, or something else) they can attempt it again, but they must apply at least one level of Effort when retrying that task. A retry is a new action, not part of the same action that failed, and it takes the same amount of time as the first attempt did.

Sometimes the GM might rule that retries are impossible. Perhaps a character has one chance to convince the leader of a group of thugs not to attack, and after that, no amount of talking will stop them.

This rule doesn’t apply to something like attacking a foe in combat because combat is always changing and fluid. Each round’s situation is new, not a repeat of a previous situation, so a missed attack can’t be retried.

Initial Cost

The GM can assign a point cost to a task just for trying it. Called an initial cost, it’s simply an indication that the task is particularly taxing. For example, let’s say a character wants to try a Might action to open a heavy cellar door that is partially rusted shut. The GM says that forcing the door open is a difficulty 5 task, and there’s an initial cost of 3 Might points simply to try. This initial cost is in addition to any points the character chooses to spend on the roll (such as when applying Effort), and the initial cost points do not affect the difficulty of the task. In other words, the character must spend 3 Might points to attempt the task at all, but that doesn’t help them open the door. If they want to apply Effort to ease the task, they have to spend more points from their Might Pool.

Edge helps with the initial cost of a task, just as it does with any expenditure from a character’s Pool. In the previous example, if the character had a Might Edge of 2, they would have to spend only 1 point (3 points minus 2 from their Might Edge) for the initial cost to attempt the task. If they also applied a level of Effort to open the door, they couldn’t use their Edge again—Edge applies only once per action—so using the Effort would cost the full 3 points. Thus, they’d spend a total of 4 points (1 for the initial cost plus 3 for the Effort) from their Might Pool.

The rationale of the initial cost rule is that even in the Cypher System, where things like Effort can help a character succeed on an action, logic still suggests that some actions are very difficult and taxing, particularly for some PCs more than others.

Distance

Distance is simplified into four basic categories: immediate, short, long, and very long.

Immediate distance from a character is within reach or within a few steps; if a character stands in a small room, everything in the room is within immediate distance. At most, immediate distance is 10 feet (3 m). Immediate distance is sometimes referred to as close, or even point-blank, particularly when referring to ranges.

The words “immediate” and “close” can be used interchangeably to talk about distance. If a creature or object is within arm’s reach of the character, it can be considered both immediate and close.

Short distance is anything greater than immediate distance but less than 50 feet (15 m) or so.

Long distance is anything greater than short distance but less than 100 feet (30 m) or so.

Very long distance is anything greater than long distance but less than 500 feet (150 m) or so.

Beyond that range, distances are always specified—1,000 feet (300 m), 1 mile (1.5 km), and so on.

All weapons and special abilities use these terms for ranges. For example, all melee weapons have immediate range—they are close-combat weapons, and you can use them to attack anyone within immediate distance. A thrown knife (and most other thrown weapons) has short range. A small handgun also has short range. A rifle has long range.

A character can move an immediate distance as a part of another action. In other words, they can take a few steps to the light switch and flip it on. They can lunge across a small room to attack a foe. They can open a door and step through.

A character can move a short distance as their entire action for a turn. They can also try to move a long distance as their entire action, but the player might have to roll to see if the character slips, trips, or stumbles for moving so far so quickly.

GMs and players don’t need to determine exact distances. For example, if the PCs are fighting a group of guards, any character can likely attack any foe in the general melee—they’re all within immediate range. However, if one trooper stays back to fire a blaster, a character might have to use their entire action to move the short distance required to attack that foe. It doesn’t matter if the trooper is 20 feet (6 m) or 40 feet (12 m) away—it’s simply considered short distance. It does matter if the trooper is more than 50 feet (15 m) away because that distance would require a long move.

Other Distances

In rare cases where distances beyond very long are needed, real-world distances are best (1 mile, 100 kilometers, and so on). However, the following shorthand distances can be useful in some settings:

Planetary: On the same planet.

Interplanetary: Within the same solar system.

Interstellar: Within the same galaxy.

Intergalactic: Anywhere in the same universe.

Interdimensional: Anywhere.

Timekeeping

Generally, keep time the same way that you normally would, using minutes, hours, days, and weeks. Thus, if the characters walk overland for 15 miles (24 km), about eight hours pass, even though the journey can be described in only a few seconds at the game table. Precision timekeeping is rarely important. Most of the time, saying things like “That takes about an hour” works fine.

This is true even when a special ability has a specific duration. In an encounter, a duration of “one minute” is mostly the same as saying “the rest of the encounter.” You don’t have to track each round that ticks by if you don’t want to. Likewise, an ability that lasts for ten minutes can safely be considered the length of an in-depth conversation, the time it takes to quickly explore a small area, or the time it takes to rest after a strenuous activity.

ActionTime Usually Required
Walking a mile over easy terrainAbout fifteen minutes
Walking a mile over rough terrain (forest, snow, hills)About half an hour
Walking a mile over difficult terrain (mountains, thick jungle)About forty-five minutes
Moving from one significant location in a city to anotherAbout fifteen minutes
Sneaking into a guarded locationAbout fifteen minutes
Observing a new location to get salient detailsAbout fifteen minutes
Having an in-depth discussionAbout ten minutes
Resting after a fight or other strenuous activityAbout ten minutes
Resting and having a quick mealAbout half an hour
Making or breaking campAbout half an hour
Shopping for supplies in a market or storeAbout an hour
Meeting with an important contactAbout half an hour
Referencing a book or websiteAbout half an hour
Searching a room for hidden thingsAt least half an hour, perhaps one hour
Searching for cyphers or other valuables amid a lot of stuffAbout an hour
Identifying and understanding a cypherFifteen minutes to half an hour
Identifying and understanding an artifactAt least fifteen minutes, perhaps three hours
Repairing a device (assuming parts and tools available)At least an hour, perhaps a day
Building a device (assuming parts and tools available)At least a day, perhaps a week

Encounters, Rounds, and Initiative

Sometimes in the course of the game, the GM or players will refer to an “encounter.” Encounters are not so much measurements of time as they are events or instances in which something happens, like a scene of a movie or a chapter in a book. An encounter might be a fight with a foe, a dramatic crossing of a raging river, or a stressful negotiation with an important official. It’s useful to use the word when referring to a specific scene, as in “My Might Pool is low after that encounter with the soul sorcerer yesterday.”

A round is about five to ten seconds. The length of time is variable because sometimes one round might be a bit longer than another. You don’t need to measure time more precisely than that. You can estimate that on average there are about ten rounds in a minute. In a round, everyone—each character and NPC—gets to take one action.

To determine who goes first, second, and so on in a round, each player makes a Speed roll called an initiative roll. Most of the time, it’s only important to know which characters act before the NPCs and which act after the NPCs. On an initiative roll, a character who rolls higher than an NPC’s target number takes their action before the NPC does. As with all target numbers, an NPC’s target number for an initiative roll is three times the NPC’s level. Many times, the GM will have all NPCs take their actions at the same time, using the highest target number from among all the NPCs. Using this method, any characters who rolled higher than the target number act first, then all the NPCs act, and finally any characters who rolled lower than the target number act.

An initiative roll is a d20 roll. Since your initiative depends on how fast you are, if you spend Effort on the roll, the points come from your Speed Pool.

The order in which the characters act usually isn’t important. If the players want to go in a precise order, they can act in initiative order (highest to lowest), by going around the table, by going oldest to youngest, and so on.

For example, Charles, Tammie, and Shanna’s characters are in combat with two level 2 security guards. The GM has the players make Speed rolls to determine initiative. Charles rolls an 8, Shanna rolls a 15, and Tammie rolls a 4. The target number for a level 2 creature is 6, so each round Charles and Shanna act before the guards, then the guards act, and finally Tammie acts. It doesn’t matter whether Charles acts before or after Shanna, as long as they think it’s fair.

After everyone—all PCs and NPCs—in the combat has had a turn, the round ends and a new round begins. In all rounds after the first, everyone acts in the same order as they did in the first round. The characters cycle through this order until the logical end of the encounter (the end of the fight or the completion of the event) or until the GM asks them to make new initiative rolls. The GM can call for new initiative rolls at the beginning of any new round when conditions drastically change. For example, if the NPCs gain reinforcements, the environment changes (perhaps the lights go out), the terrain changes (maybe part of the balcony collapses under the PCs), or something similar occurs, the GM can call for new initiative rolls.

Since the action moves as a cycle, anything that lasts for a round ends where it started in the cycle. If Umberto uses an ability on an opponent that hinders its defenses for one round, the effect lasts until Umberto acts on his next turn.

A Closer Look At Situations that Don’t Involve PCs

Ultimately, the GM is the arbiter of conflicts that do not involve the PCs. They should be adjudicated in the most interesting, logical, and story-based way possible. When in doubt, match the level of the NPCs (characters or creatures) or their respective effects to determine the results. Thus, if a level 4 NPC fights a level 3 NPC, the level 4 NPC will win, but if they face a level 7 NPC, they’ll lose. Likewise, a level 4 creature resists poisons or devices of level 3 or lower but not those of level 5 and above.

The essence is this: in the Cypher System, it doesn’t matter if something is a creature, a poison, or a gravity-dispelling ray. If it’s a higher level, it wins; if it’s a lower level, it loses. If two things of equal level oppose each other, there might be a long, drawn-out battle that could go either way.

Actions

Anything that your character does in a round is an action. It’s easiest to think of an action as a single thing that you can do in five to ten seconds. For example, if you use your dart thrower to shoot a strange floating orb, that’s one action. So is running for cover behind a stack of barrels, prying open a stuck door, using a rope to pull your friend up from a pit, or activating a cypher (even if it’s stored in your pack).

Opening a door and attacking a security guard on the other side are two actions. It’s more a matter of focus than time. Drawing your sword and attacking a foe is all one action. Putting away your bow and pushing a heavy bookcase to block a door are two actions because each requires a different train of thought.

If the action you want to accomplish is not within reach, you can move a little bit. Essentially, you can move up to an immediate distance to perform your action. For example, you can move an immediate distance and attack a foe, open a door and move an immediate distance into the hallway beyond, or grab your hurt friend lying on the ground and pull them back a few steps. This movement can occur before or after your action, so you can move to a door and open it, or you can open a door and move through it.

The most common actions are:

Action: Attack

An attack is anything that you do to someone that they don’t want you to do. Slashing a foe with a curved dagger is an attack, blasting a foe with a lightning artifact is an attack, wrapping a foe in magnetically controlled metal cables is an attack, and controlling someone’s mind is an attack. An attack almost always requires a roll to see if you hit or otherwise affect your target.

In the simplest kind of attack, such as a PC trying to stab a thug with a knife, the player rolls and compares their result to the opponent’s target number. If their roll is equal to or greater than the target number, the attack hits. Just as with any kind of task, the GM might modify the difficulty based on the situation, and the player might have a bonus to the roll or might try to ease the task using skills, assets, or Effort.

A less straightforward attack might be a special ability that stuns a foe with a mental blast. However, it’s handled the same way: the player makes a roll against the opponent’s target number. Similarly, an attempt to tackle a foe and wrestle it to the ground is still just a roll against the foe’s target number.

Attacks are sometimes categorized as “melee” attacks, meaning that you hurt or affect something within immediate reach, or “ranged” attacks, meaning that you hurt or affect something at a distance.

Melee attacks can be Might or Speed actions—player choice. Physical ranged attacks (such as bows, thrown weapons, and blasts of fire from a mutation) are almost always Speed actions, but those that come from special abilities tend to be Intellect actions.

Special abilities that require touching the target require a melee attack. If the attack misses, the power is not wasted, and you can try again each round as your action until you hit the target, use another ability, or take a different action that requires you to use your hands. These attempts in later rounds count as different actions, so you don’t have to keep track of how much Effort you used when you activated the ability or how you used Edge. For example, let’s say that in the first round of combat, you activate a special ability that requires you to touch your foe and you use Effort to ease the attack, but you roll poorly and miss your foe. In the second round of combat, you can try attacking again and use Effort to ease the attack roll.

The GM and players are encouraged to describe every attack with flavor and flair. One attack roll might be a stab to the foe’s arm. A miss might be the PC’s sword slamming into the wall. Combatants lunge, block, duck, spin, leap, and make all kinds of movements that should keep combat visually interesting and compelling. The Running the Cypher System chapter has much more guidance in this regard.

Common elements that affect the difficulty of a combat task are cover, range, and darkness. The rules for these and other modifiers are explained in the Attack Modifiers and Special Situations section of this chapter.

Damage

When an attack strikes a character, it usually means the character takes damage.

An attack against a PC subtracts points from one of the character’s stat Pools—usually the Might Pool. Whenever an attack simply says it deals “damage” without specifying the type, it means Might damage, which is by far the most common type. Intellect damage, which is usually the result of a mental attack, is always labeled as Intellect damage. Speed damage is often a physical attack, but attacks that deal Speed damage are fairly rare.

NPCs don’t have stat Pools. Instead, they have a characteristic called health. When an NPC takes damage of any kind, the amount is subtracted from its health. Unless described otherwise, an NPC’s health is always equal to its target number. Some NPCs might have special reactions to or defenses against attacks that would normally deal Speed damage or Intellect damage, but unless the NPC’s description specifically explains this, assume that all damage is subtracted from the NPC’s health.

Objects don’t have stat Pools or health. They have an object damage track, just like how PCs have a damage track. Attacking objects might move them down their damage track.

Damage is always a specific amount determined by the attack. For example, a slash with a broadsword or a blast with a spike thrower deals 4 points of damage. An Adept’s Onslaught deals 4 points of damage. Often, there are ways for the attacker to increase the damage. For example, a PC can apply Effort to deal 3 additional points of damage, and rolling a natural 17 on the attack roll deals 1 additional point of damage.

Armor

Pieces of equipment and special abilities protect a character from damage by giving them Armor. Each time a character takes damage, subtract their Armor value from the damage before reducing their stat Pool or health. For example, if a Warrior with 2 Armor is hit by a gunshot that deals 4 points of damage, they take only 2 points of damage (4 minus 2 from their Armor). If Armor reduces the incoming damage to 0 or lower, the character takes no damage from the attack. For example, the Warrior’s 2 Armor protects them from all physical attacks that deal 1 or 2 points of damage.

The most common way to get Armor is to wear physical armor, such as a leather jacket, a bulletproof vest, a chainmail hauberk, bioengineered carapace grafts, or something else, depending on the setting. All physical armor comes in one of three categories: light, medium, or heavy. Light armor gives the wearer 1 point of Armor, medium gives 2 points of Armor, and heavy gives 3 points of Armor.

When you see the word “Armor” capitalized in the game rules (other than in the name of a special ability), it refers to your Armor characteristic—the number you subtract from incoming damage. When you see the word “armor” in lowercase, it refers to any physical armor you might wear.

Other effects can add to a character’s Armor. If a character is wearing chainmail (+2 to Armor) and has an ability that covers them in a protective force field that grants +1 to Armor, their total is 3 Armor. If they also use a cypher that hardens their flesh temporarily for +1 to Armor, their total is 4 Armor.

Some types of damage ignore physical armor. Attacks that specifically deal Speed damage or Intellect damage ignore Armor; the creature takes the listed amount of damage without any reduction from Armor. Ambient damage (see below) usually ignores Armor as well.

A creature may have a special bonus to Armor against certain kinds of attacks. For example, a protective suit made of a sturdy, fire-resistant material might normally give its wearer +1 to Armor but count as +3 to Armor against fire attacks. An artifact worn as a helmet might grant +2 to Armor only against mental attacks.

Ambient Damage

Some kinds of damage aren’t direct attacks against a creature, but they indirectly affect everything in the area. Most of these are environmental effects such as winter cold, high temperatures, or background radiation. Damage from these kinds of sources is called ambient damage. Physical armor usually doesn’t protect against ambient damage, though a well-insulated suit of armor can protect against cold weather.

Damage From Hazards

Attacks aren’t the only way to inflict damage on a character. Experiences such as falling from a great height, being burned in a fire, and spending time in severe weather also deal damage. Although no list of potential hazards could be comprehensive, the Damage From Hazards table includes common examples.

SourceDamageNotes
Falling1 point per 10 feet (3 m) fallen (ambient damage)
Minor fire3 points per round (ambient damage)Torch
Major fire6 points per round (ambient damage)Engulfed in flames; lava
Acid splash2 points per round (ambient damage)
Acid bath6 points per round (ambient damage)Immersed in acid
Cold1 point per round (ambient damage)Below freezing temperatures
Severe cold3 points per round (ambient damage)Liquid nitrogen
Shock1 point per round (ambient damage)Often involves losing next action
Electrocution6 points per round (ambient damage)Often involves losing next action
Crush3 pointsObject or creature falls on character
Huge crush6 pointsRoof collapse; cave-in
Collision6 pointsLarge, fast object strikes character

The Effects of Taking Damage

When an NPC reaches 0 health, it is either dead or (if the attacker wishes) incapacitated, meaning unconscious or beaten into submission.

As previously mentioned, damage from most sources is applied to a character’s Might Pool. Otherwise, stat damage always reduces the Pool of the stat it affects.

If damage reduces a character’s stat Pool to 0, any further damage to that stat (including excess damage from the attack that reduced the stat to 0) is applied to another stat Pool. Damage is applied to Pools in this order:

  1. Might (unless the Pool is 0)

  2. Speed (unless the Pool is 0)

  3. Intellect

Even if the damage is applied to another stat Pool, it still counts as its original type for the purpose of Armor and special abilities that affect damage. For example, if a character with 2 Armor is reduced to 0 Might and then is hit by a creature’s claw for 3 points of damage, it still counts as Might damage, so their Armor reduces the damage to 1 point, which then is applied to their Speed Pool. In other words, even though they take the damage from their Speed Pool, it doesn’t ignore Armor like Speed damage normally would.

In addition to taking damage from their Might Pool, Speed Pool, or Intellect Pool, PCs also have a damage track. The damage track has four states (from best to worst): hale, impaired, debilitated, and dead. When one of a PC’s stat Pools reaches 0, they move one step down the damage track. Thus, if they are hale, they become impaired. If they are already impaired, they become debilitated. If they are already debilitated, they become dead.

Some effects can immediately shift a PC one or more steps on the damage track. These include rare poisons, cellular disruption attacks, and massive traumas (such as falls from very great heights, being run over by a speeding vehicle, and so on, as determined by the GM).

Some attacks, like a serpent’s poisonous bite or a Speaker’s Enthrall, have effects other than damage to a stat Pool or shifting the PC on the damage track. These attacks can cause unconsciousness, paralysis, and so on.

When NPCs (who have only health) suffer Speed or Intellect damage, normally this is treated the same as Might damage. However, the GM or the player has the option to suggest an appropriate alternate effect—the NPC suffers a penalty, moves more slowly, is stunned, and so on.

The Damage Track

As noted above, the damage track has four states: hale, impaired, debilitated, and dead.

Hale is the normal state for a character: all three stat Pools are at 1 or higher, and the PC has no penalties from harmful conditions. When a hale PC takes enough damage to reduce one of their stat Pools to 0, they become impaired. Note that a character whose stat Pools are much lower than normal can still be hale.

Impaired is a wounded or injured state. When an impaired character applies Effort, it costs 1 extra point per level applied. For example, applying one level of Effort costs 4 points instead of 3, and applying two levels of Effort costs 7 points instead of 5.

An impaired character ignores minor and major effect results on their rolls, and they don’t deal as much extra damage in combat with a special roll. In combat, a roll of 17 or higher deals only 1 additional point of damage. When an impaired PC takes enough damage to reduce one of their stat Pools to 0, they become debilitated.

Debilitated is a critically injured state. A debilitated character may not take any actions other than to move (probably crawl) no more than an immediate distance. If a debilitated character’s Speed Pool is 0, they can’t move at all. When a debilitated PC takes enough damage to reduce a stat Pool to 0, they are dead.

Dead is dead.

The damage track allows you to know how far from death you are. If you’re hale, you’re three steps from death. If you’re impaired, you’re two steps from death. If you’re debilitated, you are only one small step from death’s door.

Recovering Points in a Pool

After losing or spending points in a Pool, you recover those points by resting. You can’t increase a Pool past its maximum by resting—just back to its normal level. Any extra points gained go away with no effect. The amount of points you recover from a rest, and how long each rest takes, depends on how many times you have rested so far that day.

When you rest, make a recovery roll. To do this, roll a d6 and add your tier. You recover that many points, and you can divide them among your stat Pools however you wish. For example, if your recovery roll is 4 and you’ve lost 4 points of Might and 2 points of Speed, you can recover 4 points of Might, or 2 points of Might and 2 points of Speed, or any other combination adding up to 4 points.

The first time you rest each day, it takes only a few seconds to catch your breath. If you rest this way in the middle of an encounter, it takes one action on your turn.

The second time you rest each day, you must rest for ten minutes to make a recovery roll. The third time you rest each day, you must rest for one hour to make a recovery roll. The fourth time you rest each day, you must rest for ten hours to make a recovery roll (usually, this occurs when you stop for the day to eat and sleep).

After that much rest, it’s assumed to be a new day, so the next time you rest, it takes only a few seconds. The next rest takes ten minutes, then one hour, and so on, in a cycle.

If you haven’t rested yet that day and you take a lot of damage in a fight, you could rest a few seconds (regaining 1d6 points + 1 point per tier) and then immediately rest for ten minutes (regaining another 1d6 points + 1 point per tier). Thus, in one full day of doing nothing but resting, you could recover 4d6 points + 4 points per tier.

Each character chooses when to make recovery rolls. If a party of five PCs rests for ten minutes because two of them want to make recovery rolls, the others don’t have to make rolls at that time. Later in the day, those three can decide to rest for ten minutes and make recovery rolls.

Recovery RollRest Time Needed
First recovery rollOne action
Second recovery rollTen minutes
Third recovery rollOne hour
Fourth recovery rollTen hours

Restoring the Damage Track

Using points from a recovery roll to raise a stat Pool from 0 to 1 or higher also automatically moves the character up one step on the damage track.

If all of a PC’s stat Pools are above 0 and the character has taken special damage that moved them down the damage track, they can use a recovery roll to move up one step on the damage track instead of recovering points. For example, a character who is debilitated from a hit with a cell-disrupting biotech device can rest and move up to impaired rather than recover points in a Pool.

Special Damage

In the course of playing the game, characters face all manner of threats and dangers that can harm them in a variety of ways, only some of which are easily represented by points of damage.

Dazed and Stunned: Characters can be dazed when struck hard on the head, exposed to extremely loud sounds, or affected by a mental attack. When this happens, for the duration of the daze effect (usually one round), all of the character’s tasks are hindered. Similar but more severe attacks can stun characters. Stunned characters lose their turn (but can still defend against attacks normally).

Poison and Disease: When characters encounter poison—whether the venom of a serpent, rat poison slipped into a burrito, cyanide dissolved in wine, or an overdose of acetaminophen—they make a Might defense roll to resist it. Failure to resist can result in points of damage, moving down the damage track, or a specific effect such as paralysis, unconsciousness, disability, or something stranger. For example, some poisons affect the brain, making it impossible to say certain words, take certain actions, resist certain effects, or recover points to a stat Pool.

Diseases work like poisons, but their effect occurs every day, so the victim must make a Might defense roll each day or suffer the effects. Disease effects are as varied as poisons: points of damage, moving down the damage track, disability, and so on. Many diseases inflict damage that cannot be restored through conventional means.

Paralysis: Paralytic effects cause a character to drop to the ground, unable to move. Unless otherwise specified, the character can still take actions that require no physical movement.

Other Effects: Other special effects can render a character blind or deaf, unable to stand without falling over, or unable to breathe. Stranger effects might negate gravity for the character (or increase it a hundredfold), transport them to another place, render them out of phase, mutate their physical form, implant false memories or senses, alter the way their brain processes information, or inflame their nerves so they are in constant, excruciating pain. Each special effect must be handled on a case-by-case basis. The GM adjudicates how the character is affected and how the condition can be alleviated (if possible).

NPCs and Special Damage

The GM always has final say over what special damage will affect an NPC. Human NPCs usually react like characters, but nonhuman creatures might react very differently. For example, a tiny bit of venom is unlikely to hurt a gigantic dragon, and it won’t affect an android or a demon at all.

If an NPC is susceptible to an attack that would shift a character down the damage track, using that attack on the NPC usually renders it unconscious or dead. Alternatively, the GM could apply the debilitated condition to the NPC, with the same effect as it would have on a PC.

Attack Modifiers And Special Situations

In combat situations, many modifiers might come into play. Although the GM is at liberty to assess whatever modifiers they think are appropriate to the situation (that’s their role in the game), the following suggestions and guidelines might make that easier. Often the modifier is applied as a step in difficulty. So if a situation hinders attacks, that means if a PC attacks an NPC, the difficulty of the attack roll is increased by one step, and if an NPC attacks a PC, the difficulty of the defense roll is decreased by one step. This is because players make all rolls, whether they are attacking or defending—NPCs never make attack or defense rolls.

When in doubt, if it seems like it should be harder to attack in a situation, hinder the attack rolls. If it seems like attacks should gain an advantage or be easier in some way, hinder the defense rolls.

Precise ranges are not important in the Cypher System. The broadly defined “immediate,” “short,” “long,” and “very long” ranges let the GM quickly make a judgment call and keep things moving. Basically, the idea is: your target is right there, your target is close, your target is pretty far away, or your target is extremely far away.

Cover

If a character is behind cover so that a significant portion of their body is behind something sturdy, attacks against the character are hindered.

If a character is entirely behind cover (their entire body is behind something sturdy), they can’t be attacked unless the attack can go through the cover. For example, if a character hides behind a thin wooden screen and their opponent shoots the screen with a rifle that can penetrate the wood, the character can be attacked. However, because the attacker can’t see the character clearly, this still counts as cover (attacks against the character are hindered).

Position

Sometimes where a character stands gives them an advantage or a disadvantage.

Prone Target: In melee, a prone target is easier to hit (attacks against them are eased). In ranged combat, a prone target is harder to hit (attacks against them are hindered).

Higher Ground: In either ranged or melee combat, attacks by an opponent on higher ground are eased.

Surprise

When a target isn’t aware of an incoming attack, the attacker has an advantage. A ranged sniper in a hidden position, an invisible assailant, or the first salvo in a successful ambush are all eased by two steps. For the attacker to gain this advantage, however, the defender truly must have no idea that the attack is coming.

If the defender isn’t sure of the attacker’s location but is still on guard, the attacks are eased by only one step.

Range

In melee, you can attack a foe who is adjacent to you (next to you) or within reach (immediate range). If you enter into melee with one or more foes, usually you can attack most or all of the combatants, meaning they are next to you, within reach, or within reach if you move slightly or have a long weapon that extends your reach.

The majority of ranged attacks have only two ranges: short range and long range (a few have very long range). Short range is generally less than 50 feet (15 m) or so. Long range is generally from 50 feet (15 m) to about 100 feet (30 m). Very long range is generally 100 feet (30 m) to 500 feet (150 m). Greater precision than that isn’t important in the Cypher System. If anything is longer than very long range, the exact range is usually spelled out, such as with an item that can fire a beam 1,000 feet (300 m) or teleport you up to 1 mile (1.5 km) away.

Thus, the game has four measurements of distance: immediate, short, long, and very long. These apply to movement as well. A few special cases—point-blank range and extreme range— modify an attack’s chance to successfully hit.

Point-Blank Range: If a character uses a ranged weapon against a target within immediate range, the attack is eased.

Extreme Range: Targets just at the limit of a weapon’s range are at extreme range. Attacks against such targets are hindered.

The GM might allow a character with a ranged weapon to attack beyond extreme range, but the attack would be hindered by two steps for each range category beyond the normal limit. Attacks with hard limits, such as the blast radius of a bomb, can’t be modified.

In certain situations, such as a PC on top of a building looking across an open field, the GM should allow ranged attacks to exceed their maximum range. For example, in perfect conditions, a good archer can hit a large target with a bow and arrow at 500 feet (150 m), much farther than a bow’s typical long range.

Illumination

What characters can see (and how well they can see) plays a huge factor in combat.

Dim Light: Dim light is approximately the amount of light on a night with a bright full moon or the illumination provided by a torch, flashlight, or desk lamp. Dim light allows you to see out to short range. Targets in dim light are harder to hit. Attacks against such targets are hindered. Attackers trained in low-light spotting negate this modifier.

Very Dim Light: Very dim light is approximately the amount of light on a starry night with no visible moon, or the glow provided by a candle or an illuminated control panel. Very dim light allows you to see clearly only within immediate range and perceive vague shapes to short range. Targets in very dim light are harder to hit. Attacks against targets within immediate range are hindered, and attacks against those in short range are hindered by two steps. Attackers trained in low-light spotting modify these difficulties by one step in their favor. Attackers specialized in low-light spotting modify these difficulties by two steps in their favor.

Darkness: Darkness is an area with no illumination at all, such as a moonless night with cloud cover or a room with no lights. Targets in complete darkness are nearly impossible to hit. If an attacker can use other senses (such as hearing) to get an idea of where the opponent might be, attacks against such targets are hindered by four steps. Otherwise, attacks in complete darkness fail without the need for a roll unless the player spends 1 XP to “make a lucky shot” or the GM uses GM intrusion. Attackers trained in low-light spotting ease the task. Attackers specialized in low-light spotting ease the task by two steps.

Visibility

Similar to illumination, factors that obscure vision affect combat.

Mist: A target in mist is similar to one in dim light. Ranged attacks against such targets are hindered. Particularly dense mist makes ranged attacks nearly impossible (treat as darkness), and even melee attacks are hindered.

Hiding Target: A target in dense foliage, behind a screen, or crawling amid the rubble in a ruin is hard to hit because they’re hard to see. Ranged attacks against such targets are hindered.

Invisible Target: If an attacker can use other senses (such as hearing) to get an idea of where the opponent might be, attacks against such targets are hindered by four steps. Otherwise, attacks against an invisible creature fail without the need for a roll unless the player spends 1 XP to “make a lucky shot” or the GM uses GM intrusion.

Water

Being in shallow water can make it hard to move, but it doesn’t affect combat. Being in deep water can make things difficult, and being underwater entirely can seem as different as being on another world.

Deep Water: Being in water up to your chest (or the equivalent thereof) hinders your attacks. Aquatic creatures ignore this modifier.

Underwater Melee Combat: For nonaquatic creatures, being completely underwater makes attacking very difficult. Attacks with stabbing weapons are hindered, and melee attacks with slashing or bashing weapons are hindered by two steps. Aquatic creatures ignore these penalties.

Underwater Ranged Combat: As with melee combat, nonaquatic creatures have problems fighting underwater. Some ranged attacks are impossible underwater—you can’t throw things, fire a bow or crossbow, or use a blowgun. Many firearms also do not work underwater. Attacks with weapons that do work underwater are hindered. Ranges underwater are reduced by one category; very-long-range weapons work only to long range, long-range weapons work only to short range, and short-range weapons work only to immediate range.

Moving Targets

Moving targets are harder to hit, and moving attackers have a difficult time as well.

Target Is Moving: Attackers trying to hit a foe who is moving very fast are hindered. (A foe moving very fast is one who is doing nothing but running, mounted on a moving creature, riding on a vehicle or moving conveyance, and so on.)

Attacker Is Moving: An attacker trying to make an attack while moving under their own power (walking, running, swimming, and so on) takes no penalties. Attacks from a moving mount or moving vehicle are hindered; an attacker trained in riding or driving ignores this penalty.

Attacker Is Jostled: Being jostled, such as while standing on a listing ship or a vibrating platform, makes attacking difficult. Such attacks are hindered. Characters trained in balancing or sailing would ignore penalties for being on a ship.

Gravity

In a spacefaring campaign, characters may travel to worlds with stronger or weaker gravity than Earth’s. Likewise, strange technology or magic can cause gravity to fluctuate even in an Earth-based campaign. Characters who have a large amount of metal (wearing metal armor, using metal weapons, and so on) can be affected by fluctuating magnetism just as a character is affected by gravity.

Low Gravity: Weapons that rely on weight, such as all heavy weapons, deal 2 fewer points of damage (dealing a minimum of 1 point of damage). Weapons with short range can reach to long range, and long-range weapons can reach to very long range. Characters trained in low-gravity maneuvering ignore the damage penalty.

High Gravity: It’s hard to make effective attacks when the pull of gravity is very strong. Attacks (and all physical actions) made in high gravity are hindered. Ranges in high gravity are reduced by one category (very-long-range weapons reach only to long range, long-range weapons reach only to short range, and short-range weapons reach only to immediate range). Characters trained in high-gravity maneuvering ignore the change in difficulty but not the range decreases.

Zero Gravity: It’s hard to maneuver in an environment without gravity. All physical actions (including attacks) made in zero gravity are hindered. Weapons with short range can reach to long range, long-range weapons can reach to very long range, and very-long-range weapons can reach to about 1,000 feet (300 m) instead of 500 feet (150 m). Characters trained in zero-gravity maneuvering ignore the change in difficulty.

Special Situation: Combat Between NPCs

When an NPC ally of the PCs attacks another NPC, the GM can designate a player to roll and handle it like a PC attacking. Often, the choice is obvious. For example, a character who has a trained attack animal should roll when their pet attacks enemies. If an NPC ally accompanying the party leaps into the fray, that ally’s favorite PC rolls for them. NPCs cannot apply Effort. Of course, it’s perfectly fitting (and easier) to have the NPC ally use the cooperative action rules to aid a PC instead of making direct attacks, or to compare the levels of the two NPCs (higher wins).

Special Situation: Combat Between PCs

When one PC attacks another PC, the attacking character makes an attack roll, and the other character makes a defense roll, adding any appropriate modifiers. If the attacking PC has a skill, ability, asset, or other effect that would ease the attack if it were made against an NPC, the character adds 3 to the roll for each step reduction (+3 for one step, +6 for two steps, and so on). If the attacker’s final result is higher, the attack hits. If the defender’s result is higher,
the attack misses. Damage is resolved normally. The GM mediates all special effects.

Special Situation: Area Attacks

Sometimes, an attack or effect affects an area rather than a single target. For example, a grenade or a landslide can potentially harm or affect everyone in the area.

In an area attack, all PCs in the area make appropriate defense rolls against the attack to determine its effect on them. If there are any NPCs in the area, the attacker makes a single attack roll against all of them (one roll, not one roll per NPC) and compares it to the target number of each NPC. If the roll is equal to or greater than the target number of a particular NPC, the attack hits that NPC.

Some area attacks always deal at least a minimum amount of damage, even if the attacks miss or if a PC makes a successful defense roll.

For example, consider a character who uses Shatter to attack six cultists (level 2; target number 6) and their leader (level 4; target number 12). The PC applies Effort to increase the damage and rolls an 11 for the attack roll. This hits the six cultists, but not the leader, so the ability deals 3 points of damage to each of the cultists. The description of Shatter says that applying Effort to increase the damage also means that targets take 1 point of damage if the PC fails the attack roll, so the leader takes 1 point of damage. In terms of what happens in the story, the cultists are caught flat-footed by the sudden detonation of one of their knives, but the leader ducks and is shielded from the blast. Despite the leader’s quick moves, the blast is so intense that a few bits of metal slice them.

Special Situation: Attacking Objects

Attacking an object is rarely a matter of hitting it. Sure, you can hit the broad side of a barn, but can you damage it? Attacking inanimate objects with a melee weapon is a Might action. Objects have levels and thus target numbers. Objects have a damage track that works like the damage track for PCs.

Intact is the default state for an object.

Minor damage is a slightly damaged state. An object with minor damage reduces its level by 1.

Major damage is a critically damaged state. An object with major damage is broken and no longer functions.

Destroyed is destroyed. The object is ruined, no longer functions, and cannot be repaired.

If the Might action to damage an object is a success, the object moves one step down the object damage track. If the Might roll exceeded the difficulty by 2 levels, the object instead moves two steps down the object damage track. If the Might roll exceeded the difficulty by 4 levels, the object instead moves three steps down the object damage track. Objects with minor or major damage can be repaired, moving them one or more steps up the object damage track.

Brittle or fragile objects, like paper or glass, decrease the effective level of the object for the purposes of determining if it is damaged. Hard objects, like those made of wood or stone, add 1 to the effective level. Very hard objects, like those made of metal, add 2. (The GM may rule that some exotic materials add 3.)

The tool or weapon used to attack the object must be at least as hard as the object itself. Further, if the amount of damage the attack could inflict—not modified by a special die roll—does not equal or exceed the effective level of the object, the attack cannot damage the object no matter what the roll.

Action: Activate a Special Ability

Special abilities are granted by foci, types, and flavors, or provided by cyphers or other devices. If a special ability affects another character in any kind of unwanted manner, it’s handled as an attack. This is true even if the ability is normally not considered an attack. For example, if a character has a healing touch, and their friend doesn’t want to be healed for some reason, an attempt to heal their unwilling friend is handled as an attack.

Plenty of special abilities do not affect another character in an unwanted manner. For example, a PC might use Hover on themselves to float into the air. A character with a matter-reorganizing device might change a stone wall into glass. A character who activates a phase changer cypher might walk through a wall. None of these requires an attack roll (although when turning a stone wall to glass, the character must still make a roll to successfully affect the wall).

If the character spends points to apply Effort on the attempt, they might want to roll anyway to see if they get a major effect, which would reduce the cost for their action.

Action: Move

As a part of another action, a character can adjust their position—stepping back a few feet while using an ability, sliding over in combat to take on a different opponent to help a friend, pushing through a door they just opened, and so on. This is considered an immediate distance, and a character can move this far as part of another action.

In a combat situation, if a character is in a large melee, they’re usually considered to be next to most other combatants, unless the GM rules that they’re farther away because the melee is especially large or the situation dictates it.

If they’re not in melee but still nearby, they are considered to be a short distance away—usually less than 50 feet (15 m). If they’re farther away than that but still involved in the combat, they are considered to be a long distance away, usually 50 to 100 feet (15 to 30 m), or possibly even a very long distance away, usually more than 100 feet to 500 feet (30 to 150 m).

In a round, as an action, a character can make a short move. In this case, they are doing nothing but moving up to about 50 feet (15 m). Some terrain or situations will change the distance a character can move, but generally, making a short move is considered to be a difficulty 0 action. No roll is needed; they just get where they’re going as their action.

A character can try to make a long move—up to 100 feet (30 m) or so—in one round. This is a Speed task with a difficulty of 4. As with any action, they can use skills, assets, or Effort to ease the task. Terrain, obstacles, or other circumstances can hinder the task. A successful roll means the character moved the distance safely. Failure means that at some point during the move, they stop or stumble (the GM determines where this happens).

A character can also try to make a short move and take another (relatively simple) physical action, like make an attack. As with the attempt to make a long move, this is a Speed task with a difficulty of 4, and failure means that the character stops at some point, slipping or stumbling or otherwise getting held up.

Long-Term Movement

When talking about movement in terms of traveling rather than round-by-round action, typical characters can travel on a road about 20 miles (32 km) per day, averaging about 3 miles (5 km) per hour, including a few stops. When traveling overland, they can move about 12 miles (19 km) per day, averaging 2 miles (3 km) per hour, again with some stops. Mounted characters, such as those on horseback, can go twice as far. Other modes of travel (cars, airplanes, hovercraft, sailing ships, and so on) have their own rates of movement.

Movement Modifiers

Different environments affect movement in different ways.

Rough Terrain: A surface that’s considered rough terrain is covered in loose stones or other material, uneven or with unsure footing, unsteady, or a surface that requires movement across a narrow space, such as a cramped corridor or a slender ledge. Stairs are also considered rough terrain. Rough terrain does not slow normal movement on a round-by-round basis, but hinders move rolls. Rough terrain cuts long-term movement rates in half.

Difficult Terrain: Difficult terrain is an area filled with challenging obstacles—water up to waist height, a very steep slope, an especially narrow ledge, slippery ice, a foot or more of snow, a space so small that one must crawl through it, and so on. Difficult terrain hinders move rolls and halves movement on a round-by-round basis. This means that a short move is about 25 feet (8 m), and a long move is about 50 feet (15 m). Difficult terrain reduces
long-term movement to a third of its normal rate.

Water: Deep water, in which a character is mostly or entirely submerged, hinders move rolls
and reduces round-by-round and long-term movement to one quarter its normal rate. This means that a short move is about 12 feet(4 m), and a long move is about 25 feet (7.5 m). Characters trained in swimming halve their movement only while in deep water.

Low Gravity: Movement in low gravity is easier but not much faster. All move rolls are eased.

High Gravity: In an environment of high gravity, treat all moving characters as if they were in difficult terrain. Characters trained in high-gravity maneuvering negate this penalty. High gravity reduces long-term movement to a third of its normal rate.

Zero Gravity: In an environment without gravity, characters cannot move normally. Instead, they must push off from a surface and succeed at a Might roll to move (the difficulty is equal to one-quarter the distance traveled in feet). Without a surface to push off from, a character cannot move. Unless the character’s movement takes them to a stable object that they can grab or land against, they continue to drift in that direction each round, traveling half the distance of the initial push.

Special Situation: A Chase

When a PC is chasing an NPC or vice versa, the player should attempt a Speed action, with the difficulty based on the NPC’s level. If the PC succeeds at the roll, they catch the NPC (if chasing), or they get away (if chased). In terms of the story, this one-roll mechanic can be the result of a long chase over many rounds.

Alternatively, if the GM wants to play out a long chase, the character can make many rolls (perhaps one per level of the NPC) to finish the pursuit successfully. For every failure, the PC must make another success, and if they ever have more failures than successes, the PC fails to catch the NPC (if chasing) or is caught (if chased). As with combat, the GM is encouraged to describe the results of these rolls with flavor. A success might mean the PC has rounded a corner and gained some distance. A failure might mean that a basket of fruit topples over in front of them, slowing them down. Vehicle chases are handled similarly.

Action: Wait

You can wait to react to another character’s action.

You decide what action will trigger your action, and if the triggering action happens, you get to take your action first (unless going first wouldn’t make sense, like attacking a foe before they come into view). For example, if an orc threatens you with a halberd, on your turn you can decide to wait, stating “If it stabs at me, I’m going to slash it with my sword.” On the orc’s turn, it stabs, so you make your sword attack before that happens.

Waiting is also a good way to deal with a ranged attacker who rises from behind cover, fires an attack, and ducks back down. You could say “I wait to see them pop up from behind cover and then I shoot them.”

Waiting is also a useful tool for cooperative actions (see below).

Action: Defend

Defending is a special action that only PCs can do, and only in response to being attacked. In other words, an NPC uses its action to attack, which forces a PC to make a defense roll. This is handled like any other kind of action, with circumstances, skill, assets, and Effort all potentially coming into play. Defending is a special kind of action in that it does not happen on the PC’s turn. It’s never an action that a player decides to take; it’s always a reaction to an attack. A PC can take a defense action when attacked (on the attacking NPC’s turn) and still take another action on their own turn.

The type of defense roll depends on the type of attack. If a foe attacks a character with an axe, they can use Speed to duck or block it with what they’re holding. If they’re struck by a poisoned dart, they can use a Might action to resist its effects. If a psi-worm attempts to control their mind, they can use Intellect to fend off the intrusion.

Sometimes an attack provokes two defense actions. For example, a poisonous reptile tries to bite a PC. They try to dodge the bite with a Speed action. If they fail, they take damage from the bite, and they must also attempt a Might action to resist the poison’s effects.

If a character does not know an attack is coming, usually they can still make a defense roll, but they can’t add modifiers (including the modifier from a shield), and they can’t use any skill or Effort to ease the task. If circumstances warrant—such as if the attacker is right next to the character—the GM might rule that the surprise attack simply hits.

A character can always choose to forgo a defense action, in which case the attack automatically hits.

Some abilities (such as the Countermeasures special ability) may allow you to do something special as a defense action.

Action: Do Something Else

Players can try anything they can think of, although that doesn’t mean anything is possible. The GM sets the difficulty—that’s their primary role in the game. Still, guided by the bounds of logic, players and GMs will find all manner of actions and options that aren’t covered by a rule. That’s a good thing.

Players should not feel constrained by the game mechanics when taking actions. Skills are not required to attempt an action. Someone who’s never picked a lock can still try. The GM might hinder the task, but the character can still attempt the action.

Thus, players and GMs can return to the beginning of this chapter and look at the most basic expression of the rules. A player wants to take an action. The GM decides, on a scale of 1 to 10, how difficult that task is and what stat it uses. The player determines whether they have anything that might modify the difficulty and considers whether to apply Effort. Once the final determination is made, they roll to see if their character succeeds. It’s as easy as that.

As further guidance, the following are some of the more common actions a player might take.

Players are encouraged to come up with their own ideas for what their characters do rather than looking at a list of possible actions. That’s why there is a “do something else” action. PCs are not pieces on a game board—they are people in a story. And like real people, they can try anything they can think of. (Succeeding is another matter entirely.) The task difficulty system provides GMs with the tools they need to adjudicate anything the players come up with.

Climbing

When a character climbs, the GM sets a difficulty based on the surface being climbed. Climbing is like moving through difficult terrain: the move roll is hindered and the movement is half speed. Unusual circumstances, such as climbing while under fire, pose additional step penalties.

DifficultySurface
2Surface with lots of handholds
3Stone wall or similar surface (a few handholds)
4Crumbling or slippery surface
5Smooth stone wall or similar surface
6Metal wall or similar surface
8Smooth, horizontal surface (climber is upside down)
10Glass wall or similar surface

Cooperative Actions

There are many ways multiple characters can work together. None of these options, however, can be used at the same time by the same characters.

Helping: If you use your action to help someone with a task, you ease the task. If you have an inability in a task, your help has no effect. If you use your action to help someone with a task that you are trained or specialized in, the task is eased by two steps. Help is considered an asset, and someone receiving help usually can’t gain more than two assets on a single task if that help is provided by another character.

For example, if Scott is trying to climb a steep incline and Sarah (who is trained in climbing) spends her turn helping him, Scott’s task is eased by two steps.

Sometimes you can help by performing a task that complements what another person is attempting. If your complementary action succeeds, you ease the other person’s task. For example, if Scott tries to persuade a ship captain to let him on board, Sarah could try to supplement Scott’s words with a flattering lie about the captain (a deception action), a display of knowledge about the region where the ship is headed (a geography action), or a direct threat to the captain (an intimidation action). If Sarah’s roll is a success, Scott’s persuasion task is eased.

Distraction: When a character uses their turn to distract a foe, that foe’s attacks are hindered for one round. Multiple characters distracting a foe have no greater effect than a single character doing so—a foe is either distracted or not. A distraction might be yelling a challenge, firing a warning shot, or a similar activity that doesn’t harm the foe.

Draw the Attack: When an NPC attacks a character, another PC can prominently present themselves, shout taunts, and move to try to get the foe to attack them instead. In most cases, this action succeeds without a roll—the opponent attacks the prominent PC instead of their companions. In other cases, such as with intelligent or determined foes, the prominent character must succeed at an Intellect action to draw the attack. If that Intellect action is successful, the foe attacks the prominent character, whose defenses are hindered by two steps. Two characters attempting to draw an attack at the same time cancel each other out.

Two characters attempting to draw an attack at the same time cancel each other out.

Take the Attack: A character can use their action to throw themselves in front of a foe’s successful attack to save a nearby comrade. The attack automatically succeeds against the sacrificial character, and it deals 1 additional point of damage. A character cannot willingly take more than one attack each round in this way.

Crafting, Building, and Repairing

Crafting is a tricky topic in the Cypher System because the same rules that govern building a spear also cover repairing a machine that can take you into hyperspace. Normally, the level of the item determines the difficulty of creating or repairing it as well as the time required. For cyphers, artifacts, other items that require specialized knowledge, or items unique to a world or species other than your own (such as a Martian tripod walker), add 5 to the item’s level to determine the difficulty of building or repairing it.

Sometimes, if the item is artistic in nature, the GM will add to the difficulty and time required. For example, a crude wooden stool might be hammered together in an hour. A beautiful finished piece might take a week or longer and would require more skill on the part of the crafter.

The GM is free to overrule some attempts at creation, building, or repair, requiring that the character have a certain level of skill, proper tools and materials, and so forth.

A level 0 object requires no skill to make and is easily found in most locations. Sling stones and firewood are level 0 items—producing them is routine. Making a torch from spare wood and oil-soaked cloth is simple, so it’s a level 1 object. Making an arrow or a spear is fairly standard but not simple, so it’s a level 2 object.

Generally speaking, a device to be crafted requires materials equal to its level and all the levels below it. So a level 5 device requires level 5 material, level 4 material, level 3 material, level 2 material, and level 1 material (and, technically, level 0 material).

The GM and players can gloss over much of the crafting details, if desired. Gathering all the materials to make a mundane item might not be worth playing out—but then again, it might be. For example, making a wooden spear in a forest isn’t very interesting, but what if the characters have to make a spear in a treeless desert? Finding the wreckage of something made of wood or forcing a PC to fashion a spear out of the bones of a large beast could be interesting situations.

Circumstances really matter. For example, sewing a dress by hand might take five times as long (or more) as using a sewing machine.

The time required to create an item is up to the GM, but the guidelines in the crafting table are a good starting point. Generally, repairing an item takes somewhere between half the creation time and the full creation time, depending on the item, the aspect that needs repairing, and the circumstances. For example, if creating an item takes one hour, repairing it takes thirty minutes to one hour.

The GM is free to overrule some attempts at creation, building, or repair, requiring that the character have a certain level of skill, proper tools and materials, and so forth.

Sometimes a GM will allow a rush job if the circumstances warrant it. This is different than using skill to reduce the time required. In this case, the quality of the item is affected. Let’s say that a character needs to create a tool that will cut through solid steel with a laser (a level 7 item), but they have to do it in one day. The GM might allow it, but the device might be extremely volatile, inflicting damage on the user, or it might work only once. The device is still considered a level 7 item to create in all other respects. Sometimes the GM will rule that reducing the time is not possible. For example, a single human can’t make a chainmail vest in one hour without some kind of machine to help.

Note: Erratum

The rules mention “using skill to reduce the time required” to craft an object. This was cut from the first edition rulebook:

“A character can reduce the time or materials needed instead of the difficulty (again, with GM approval, and if it makes sense to do so). A trained fletcher making arrows (level 2 items) could attempt a difficulty 2 task rather than a difficulty 1 task to create an arrow in fifteen minutes instead of an hour, or to create it in an hour but with substandard (level 1) materials. However, sometimes the GM will rule that reducing the time is not possible. For example, a single human can’t make a chainmail vest in one hour without some kind of machine to help.”

Possible crafting skills include:

@UUID[Compendium.cyphersystem-compendium.crafting-skills.7BUvkxuA2jCU8eqK]{Armoring} @UUID[Compendium.cyphersystem-compendium.crafting-skills.vFZ9YGa70efAWVpN]{Bowyering/fletching} @UUID[Compendium.cyphersystem-compendium.crafting-skills.Mh8fZ6svg8OSnsX3]{Chemistry} @UUID[Compendium.cyphersystem-compendium.crafting-skills.uGEL7zHPjaKA5kbN]{Computer science} @UUID[Compendium.cyphersystem-compendium.crafting-skills.g4qZmxAyRzrKZDzh]{Electronics} @UUID[Compendium.cyphersystem-compendium.crafting-skills.cFbEQnj0w4Q4AEFs]{Engines} @UUID[Compendium.cyphersystem-compendium.crafting-skills.LsykgiEBrwXM8x8x]{Genetic engineering} @UUID[Compendium.cyphersystem-compendium.crafting-skills.sedcB5ntUixkxEFn]{Glassblowing} @UUID[Compendium.cyphersystem-compendium.crafting-skills.kZSFCvecSYYsbDzX]{Gunsmithing} @UUID[Compendium.cyphersystem-compendium.crafting-skills.gH4b6MOodAZeCAod]{Leatherworking} @UUID[Compendium.cyphersystem-compendium.crafting-skills.HiAKUg3uYFmauoeJ]{Metalworking} @UUID[Compendium.cyphersystem-compendium.crafting-skills.Qs5gGKyC1qzg5DDf]{Neural engineering} @UUID[Compendium.cyphersystem-compendium.crafting-skills.dBhnKvctH1RIlolI]{Weaponsmithing} @UUID[Compendium.cyphersystem-compendium.crafting-skills.1N0N3X1Hr4uIet4P]{Woodcrafting}

Characters might try to make a cypher, an artifact, or an alien psionic starship do something other than its intended function. Sometimes, the GM will simply declare the task impossible. You can’t turn a vial of healing elixir into a two-way communicator. But most of the time, there is a chance of success.

That said, tinkering with weird stuff is not easy. Obviously, the difficulty varies from situation to situation, but difficulties starting at 7 are not unreasonable. The time, tools, and training required would be similar to the time, tools, and training needed to repair a device. If the tinkering results in a long-term benefit for the character—such as creating an artifact that they can use—the GM should require them to spend XP to make it.

Obviously, what is considered “weird stuff ” will vary from setting to setting, and sometimes the concept might not apply at all. But many times, there will be something in the setting that is too strange, too alien, too powerful, or too dangerous for PCs to mess around with (or at least mess around with easily). Einstein may have been extraordinary, but that doesn’t mean he could reverse-engineer a teleporter made in another dimension.

DifficultyCraftGeneral Time to Build
0Something extremely simple like tying a rope or finding an appropriately sized rockA few minutes at most
1TorchFive minutes
2Spear, simple shelter, piece of furnitureOne hour
3Bow, door, basic article of clothingOne day
4Sword, chainmail vestOne to two days
5Common technological item (electric light), nice piece of jewelry or art objectOne week
6Technological item (watch, transmitter), really nice piece of jewelry or art object, elegant craftworkOne month
7Technological item (computer), major work of artOne year
8Technological item (something from beyond Earth)Many years
9Technological item (something from beyond Earth)Many years
10Technological item (something from beyond Earth)Many years

Guarding

In a combat situation, a character can stand guard as their action. They do not make attacks, but all their defense tasks are eased. Further, if an NPC tries to get by them or take an action that they are guarding against, the character can attempt an eased Speed action based on the level of the NPC. Success means the NPC is prevented from taking the action; the NPC’s action that turn is wasted. This is useful for blocking a doorway, guarding a friend, and so forth.

If an NPC is standing guard, use the same procedure, but to get past the guard, the PC attempts a hindered Speed action against the NPC. For example, Diana is an NPC human with a level 3 bodyguard. The bodyguard uses their action to guard Diana. If a PC wants to attack Diana, the PC first must succeed at a difficulty 4 Speed task to get past the guard. If the PC succeeds, they can make their attack normally.

Healing

You can administer aid through bandaging and other succor, attempting to heal each patient once per day. This healing restores points to a stat Pool of your choice. Decide how many points you want to heal, and then make an Intellect action with a difficulty equal to that number. For example, if you want to heal someone for 3 points, that’s a difficulty 3 task with a target number of 9.

Interacting With Creatures

The level of the creature determines the target number, just as with combat. Thus, bribing a guard works much like punching them or affecting them with an ability. This is true of persuading someone, intimidating someone, calming a wild beast, or anything of the kind. Interaction is an Intellect task. Interacting usually requires a common language or some other way to communicate. Learning new languages is the same as learning a new skill.

Jumping

Decide how far you want to jump, and that sets the difficulty of your Might roll. For a standing jump, subtract 4 from the distance in feet to determine the difficulty of the jump. For example, jumping 10 feet (3 m) has a difficulty of 6.

If you run an immediate distance before jumping, it counts as an asset, easing the jump.

If you run a short distance before jumping, divide the jump distance (in feet) by 2 and then subtract 4 to determine the difficulty of the jump. Because you’re running an immediate distance (and then some), you also count your running as an asset. For example, jumping a distance of 20 feet (6 m) with a short running start has a difficulty of 5 (20 feet divided by 2 is 10, minus 4 is 6, minus 1 for running an immediate distance).

For a vertical jump, the distance you clear (in feet) is equal to the difficulty of the jumping task. If you run an immediate distance, it counts as an asset, easing the jump.

There’s nothing wrong with the GM simply assigning a difficulty level to a jump without worrying about the precise distance. The rules here are just so everyone has some guidelines.

Note: Addendum

Jumping Distance Table

DifficultyStandingRunning*Vertical
15 ft (1.5 m)12 ft (3.6 m)1 ft (0.3 m)
26 ft (1.8 m)14 ft (4.2 m)2 ft (0.6 m)
37 ft (2.1 m)16 ft (4.8 m)3 ft (0.9 m)
48 ft (2.4 m)18 ft (5.4 m)4 ft (1.2 m)
59 ft (2.7 m)20 ft (6 m)5 ft (1.5 m)
610 ft (3 m)22 ft (6.6 m)6 ft (1.8 m)
711 ft (3.3 m)24 ft (7.2 m)7 ft (2.1 m)
812 ft (3.6 m)26 ft (7.8 m)8 ft (2.4 m)
913 ft (3.9 m)28 ft (8.4 m)9 ft (2.7 m)
1014 ft (4.2 m)30 ft (9 m)10 ft (3 m)
1115 ft (4.5 m)32 ft (9.6 m)11 ft (3.3 m)
1216 ft (4.8 m)34 ft (10.2 m)12 ft (3.6 m)
1317 ft (5.1 m)36 ft (10.8 m)13 ft (3.9 m)
1418 ft (5.4 m)38 ft (11.4 m)14 ft (4.2 m)
1519 ft (5.7 m)40 ft (12 m)15 ft (4.5 m)

* Short distance. Already includes the asset for running an immediate distance.

Looking or Listening

Generally, the GM will describe any sight or sound that’s not purposefully difficult to detect. But if you want to look for a hidden enemy, search for a secret panel, or listen for someone sneaking up on you, make an Intellect roll. If it’s a creature, its level determines the difficulty of your roll. If it’s something else, the GM determines the difficulty of your roll.

Moving a Heavy Object

You can push or pull something very heavy and move it an immediate distance as your action.

The weight of the object determines the difficulty of the Might roll to move it; every 50 pounds (23 kg) hinders the task by one step. So moving something that weighs 150 pounds (68 kg) is difficulty 3, and moving something that weighs 400 pounds (180 kg) is difficulty 8. If you can ease the task to 0, you can move a heavy object up to a short distance as your action.

Operating or Disabling a Device, or Picking a Lock

As with figuring out a device, the level of the device usually determines the difficulty of the Intellect roll. Unless a device is very complex, the GM will often rule that once you figure it out, no roll is needed to operate it except under special circumstances. So if the PCs figure out how to use a hovercraft, they can operate it. If they are attacked, they might need to roll to ensure that they don’t crash the vehicle into a wall while trying to avoid being hit.

Unlike operating a device, disabling a device or picking a lock usually require rolls. These actions often involve special tools and assume that the character is not trying to destroy the device or lock. (A PC who is attempting to destroy it probably should make a Might roll to smash it rather than a Speed or Intellect roll requiring patience and know-how.)

Riding or Piloting

If you’re riding an animal that’s trained to be a mount, or driving or piloting a vehicle, you don’t need to make a roll to do something routine such as going from point A to point B (just as you wouldn’t need to make a roll to walk there). However, staying mounted during a fight or doing something tricky with a vehicle requires a Speed roll to succeed. A saddle or other appropriate gear is an asset and eases the task.

DifficultyManeuver
0Riding
1Staying on the mount (including a motorcycle or similar vehicle) in a battle or other difficult situation
3Staying on a mount (including a motorcycle or similar vehicle) when you take damage
4Mounting a moving steed
4Making an abrupt turn with a vehicle while moving fast
4Getting a vehicle to move twice as fast as normal for one round
5Coaxing a mount to move or jump twice as fast or far as normal for one round
5Making a long jump with a vehicle not intended to go airborne (like a car) and remaining in control

Sneaking

The difficulty of sneaking by a creature is determined by its level. Sneaking is a Speed roll. Moving at half speed eases the sneaking task. Appropriate camouflage or other gear may count as an asset and ease the task, as will dim lighting conditions and having plenty of things to hide behind.

Swimming

If you’re simply swimming from one place to another, such as across a calm river or lake, use the standard movement rules, noting the fact that your character is in deep water. However, sometimes, special circumstances require a Might roll to make progress while swimming, such as when trying to avoid a current or being dragged into a whirlpool.

Understanding, Identifying, or Remembering

When characters try to identify or figure out how to use a device, the level of the device determines the difficulty. For a bit of knowledge, the GM determines the difficulty.

DifficultyKnowledge
0Common knowledge
1Simple knowledge
3Something a scholar probably knows
5Something even a scholar might not know
7Knowledge very few people possess
10Completely lost knowledge

Vehicular Movement

Vehicles move just like creatures. Each has a movement rate, which indicates how far it can move in a round. Most vehicles require a driver, and when moving, they usually require that the driver spends every action controlling the movement. This is a routine task that rarely requires a roll. Any round not spent driving the vehicle hinders the task in the next round and precludes any change in speed or direction. In other words, driving down the road normally is difficulty 0. Spending an action to retrieve a backpack from the back seat means that in the following round, the driver must attempt a difficulty 1 task. If they instead use their action to pull a handgun from the backpack, in the next round the difficulty to drive will be 2, and so on. Failure results are based on the situation but might involve a collision or something similar.

In a vehicular chase, drivers attempt Speed actions just like in a regular chase, but the task may be based either on the level of the driver (modified by the level and movement rate of the vehicle) or on the level of the vehicle (modified by the level of the driver). So if a PC driving a typical car is chasing a level 3 NPC driving a level 5 sports car, the PC would make three chase rolls with a difficulty of 5. If the PC’s car is a souped-up custom vehicle, it might grant the PC an asset in the chase. If the PC is not in a car at all, but riding a bicycle, it might hinder the chase rolls by two or three steps, or the GM might simply rule that it’s impossible.

Vehicular Combat

For extended verhicular combat rules, refer to the @UUID[Compendium.cyphersystem-compendium.cypher-journals.QhNXyjJC4BW5agrm.JournalEntryPage.AS2Pv1l2nF8BCeSp]{Science fiction Rulebook}.

Much of the time, a fight between foes in cars, boats, or other vehicles is just like any other combat situation. The combatants probably have cover and are moving fast. Attacks to disable a vehicle or a portion of it are based on the level of the vehicle. If the vehicle is an armored car or a tank, all attacks are likely aimed at the vehicle, which has a level and probably an appropriate Armor rating, not unlike a creature.

The only time this isn’t true is with battles where only vehicles and not characters are involved. Thus, if the PCs are in a shootout with bank robbers and both groups are in cars, use the standard rules. However, battles between starships of various kinds—from gigantic capital ships to single-pilot fighters—are a frequent occurrence in far-future science fiction settings. A submarine battle between two deep sea craft could be quite exciting. Characters in a modern-day game might find themselves in a tank fight. If PCs are involved in combat in which they are entirely enclosed in vehicles (so that it’s not really the characters fighting, but the vehicles), use the following quick and easy guidelines.

On this scale, combat between vehicles isn’t like traditional combat. Don’t worry about health, Armor, or anything like that. Instead, just compare the levels of the vehicles involved. If the PCs’ vehicle has the higher level, the difference in levels is how many steps the PCs’ attack and defense rolls are eased. If the PCs’ vehicle has the lower level, their rolls are hindered. If the levels are the same, there is no modification.

These attack and defense rolls are modified by skill and Effort, as usual. Some vehicles also have superior weapons, which ease the attack (since there is no “damage” amount to worry about), but this circumstance is probably uncommon in this abstract system and should not affect the difficulty by more than one or maybe two steps. Further, if two vehicles coordinate their attack against one vehicle, the attack is eased. If three or more vehicles coordinate, the attack is eased by two steps.

The attacker must try to target a specific system on or portion of an enemy vehicle. This hinders the attack based on the system or portion targeted.

That’s a lot of modifications. But it’s not really that hard. Let’s look at an example of a space battle. A PC in a small level 2 fighter attacks a level 4 frigate. Since the frigate is level 4, the difficulty of the attack starts at 4. But the attacking craft is weaker than the defender, so the attack is hindered equal to the difference in their levels (2). The fighter pilot must make a difficulty 6 attack on the frigate. However, the fighter is trying to swoop in and damage the frigate’s drive, which hinders the attack by another three steps, for a total difficulty of 9. If the fighter pilot is trained in space combat, they reduce the difficulty to 8, but it’s still impossible without help. So let’s say that two other PCs—also in level 2 fighters—join in and coordinate their attack. Three ships coordinating an attack on one target eases the task by two steps, resulting in a final difficulty of 6. Still, the attacking PC would be wise to use Effort.

Then the frigate retaliates, and the PC needs to make a defense roll. The level difference between the ships (2) means the PC’s defense is hindered by two steps, so the difficulty of the PC’s defense roll starts out at 6. But the frigate tries to take out the fighter’s weapons, hindering their attack (easing the PC’s defense) by two steps. Thus, the PC needs to succeed at a difficulty 4 task or lose their main weapons systems.

It’s important to remember that a failed attack doesn’t always mean a miss. The target ship might rock and reel from the hit, but the bulk of the damage was absorbed by the shields, so there’s no significant damage.

This bare-bones system should allow the GM and players to flesh out exciting encounters involving the whole group. For example, perhaps while one PC pilots a ship, another mans the guns, and another frantically attempts to repair damage to the maneuvering thrusters before they crash into the space station they’re trying to defend.

During a vehicular battle, particularly a space battle, there’s a lot of chatter about shields failing, hull integrity, being outmaneuvered, coming in too fast, and whatnot. These sorts of details are great, but they’re all flavor, so they’re represented in the rules generally, rather than specifically.

For more details about vehicles, refer to the appropriate Genre chapter.

Training in driving makes the character practiced in using a vehicle as a weapon. If the vehicle is used to run over a victim or ram an enemy vehicle, treat a motorcycle as a medium weapon and treat a car or truck as a heavy weapon.

Targeting TaskAttack HinderedEffect
Disable weaponsTwo stepsOne or more of the vehicle’s weapons no longer function

Disable defenses
(if applicable)

Two stepsAttacks against the vehicle are eased
Disable engine/driveThree stepsVehicle cannot move, or movement is hampered
Disable maneuverabilityTwo stepsVehicle cannot alter its present course
Strike power core or vital spotFive stepsVehicle is completely destroyed

Followers

Player characters have the option to gain followers as they advance in tier, as provided by type or focus special abilities. Followers do not need to be paid, fed, or housed, though a character who gains followers can certainly make such arrangements if they wish. A follower is someone whom a character has inspired (or asked) to come work with the character for a time, aiding them in a variety of endeavors. A follower puts the PC’s interests ahead of, or at least on par with, their own.

The PC generally makes rolls for their follower when the follower takes actions, though usually a follower’s modifications provide an asset to a specific action taken by the PC they follow.

If a follower dies, the character gains a new one after at least two weeks and proper recruitment.

Modifications: A follower can help a PC in one or more tasks, granting the PC an asset to that task. The level of the follower indicates the number of different tasks they can help with. The tasks that the follower is able to help with are predetermined, usually chosen by the PC when they gain the follower. A level 2 follower who the player determines is a spy could grant a PC an asset on two different tasks, such as stealth and deception. Followers cannot help with tasks that they don’t have modifications for; for the purpose of helping, treat the follower as if they had inabilities in all nonmodified tasks.

When the follower acts autonomously rather than helping the PC, they act like a normal NPC that has modifications. Thus, the modification increases their effective level for the associated task by one step. For example, the level 2 spy follower with modifications for stealth and deception attempts stealth and deception tasks as if they were level 3 and all other tasks as level 2.

Follower Assets to Combat and Defense: A follower cannot grant an asset to a character’s attacks or defense until the follower is level 3 or higher. Even then, the follower can help with attacks and defense only if they have a modification for that kind of task.

Some abilities may grant a special exception to this rule. For instance, the Serv-0 Defender ability gives your level 1 Serv-0 follower (a machine companion) a modification for Speed defense.

Follower Level Progression: A follower increases in level by 1 each time a PC advances two tiers after gaining that follower. When the follower gains a level, the PC also chooses the task that the follower gains a modification for.

Exceptional Follower: When a character gains a follower, there’s a small chance that the follower will be exceptional in some way, a cut above other followers of their kind. The GM determines when an exceptional follower is found, possibly as an additional reward for smart or engaging roleplaying where the PCs impress or otherwise positively interact with one or more NPCs, some of whom may later go on to become one of their followers. An exceptional follower has the same qualities as a regular follower but is 1 level higher.

Pet: Any PC can potentially gain a pet, though a pet typically doesn’t provide modifications. If a character wants a pet that can do this, they must gain the pet through an an ability or focus that grants followers. On the other hand, a well-cared-for pet grants an asset to a PC’s tasks related to achieving peace of mind, finding comfort, and resisting loneliness.

Breathing Life Into Followers

The modifications provided by followers could come across as fairly dry and mechanical. To avoid that, you could present each follower in a way that makes them more compelling and interesting. Here are a few examples of how to describe a follower, depending on their mix of modifications.

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This section explains how to create characters to play in a Cypher System game. This involves a series of decisions that will shape your character, so the more you understand what kind of character you want to play, the easier character creation will be. The process involves understanding the values of three game statistics and choosing three aspects that determine your character’s capabilities.

Character Stats

Every player character has three defining characteristics, which are typically called “statistics” or “stats.” These stats are Might, Speed, and Intellect. They are broad categories that cover many different but related aspects of a character.

Might

Might defines how strong and durable your character is. The concepts of strength, endurance, constitution, hardiness, and physical prowess are all folded into this one stat. Might isn’t relative to size; instead, it’s an absolute measurement. An elephant has more Might than the mightiest tiger, which has more Might than the mightiest rat, which has more Might than the mightiest spider.

Might governs actions from forcing doors open to walking for days without food to resisting disease. It’s also the primary means of determining how much damage your character can sustain in a dangerous situation. Physical characters, tough characters, and characters interested in fighting should focus on Might.

Might could be thought of as Might/Health because it governs how strong you are and how much physical punishment you can take.

Speed

Speed describes how fast and physically coordinated your character is. The stat embodies quickness, movement, dexterity, and reflexes. Speed governs such divergent actions as dodging attacks, sneaking around quietly, and throwing a ball accurately. It helps determine whether you can move farther on your turn. Nimble, fast, or sneaky characters will want good Speed stats, as will those interested in ranged combat.

Speed could be thought of as Speed/Agility because it governs your overall swiftness and reflexes.

Intellect

This stat determines how smart, knowledgeable, and likable your character is. It includes intelligence, wisdom, charisma, education, reasoning, wit, willpower, and charm. Intellect governs solving puzzles, remembering facts, telling convincing lies, and using mental powers. Characters interested in communicating effectively, being learned scholars, or wielding supernatural powers should stress their Intellect stat.

Intellect could be thought of as Intellect/Personality because it governs both intelligence and charisma.

Pool, Edge, and Effort

Each of the three stats has two components: Pool and Edge. Your Pool represents your raw, innate ability, and your Edge represents knowing how to use what you have. A third element ties into this concept: Effort. When your character really needs to accomplish a task, you apply Effort.

Your stat Pools, as well as your Effort and Edge, are determined by the character type, descriptor, and focus that you choose. Within those guidelines, however, you have a lot of flexibility in how you develop your character.

Pool

Your Pool is the most basic measurement of a stat. Comparing the Pools of two creatures will give you a general sense of which creature is superior in that stat. For example, a character who has a Might Pool of 16 is stronger (in a basic sense) than a character who has a Might Pool of 12. Most characters start with a Pool of 9 to 12 in most stats—that’s the average range.

When your character is injured, sickened, or attacked, you temporarily lose points from one of your stat Pools. The nature of the attack determines which Pool loses points. For example, physical damage from a sword reduces your Might Pool, a poison that makes you clumsy reduces your Speed Pool, and a psionic blast reduces your Intellect Pool. You can also spend points from one of your stat Pools to decrease a task’s difficulty (see Effort, below). You can rest to recover lost points from a stat Pool, and some special abilities or cyphers might allow you to recover lost points quickly.

Edge

Although your Pool is the basic measurement of a stat, your Edge is also important. When something requires you to spend points from a stat Pool, your Edge for that stat reduces the cost. It also reduces the cost of applying Effort to a roll.

For example, let’s say you have a mental blast ability, and activating it costs 1 point from your Intellect Pool. Subtract your Intellect Edge from the activation cost, and the result is how many points you must spend to use the mental blast. If using your Edge reduces the cost to 0, you can use the ability for free.

Your Edge can be different for each stat. For example, you could have a Might Edge of 1, a Speed Edge of 1, and an Intellect Edge of 0. You’ll always have an Edge of at least 1 in one stat. Your Edge for a stat reduces the cost of spending points from that stat Pool, but not from other Pools. Your Might Edge reduces the cost of spending points from your Might Pool, but it doesn’t affect your Speed Pool or Intellect Pool. Once a stat’s Edge reaches 3, you can apply one level of Effort for free.

A character who has a low Might Pool but a high Might Edge has the potential to perform Might actions consistently better than a character who has a Might Edge of 0. The high Edge will let them reduce the cost of spending points from the Pool, which means they’ll have more points available to spend on applying Effort.

Effort

When your character really needs to accomplish a task, you can apply Effort. For a beginning character, applying Effort requires spending 3 points from the stat Pool appropriate to the action. Thus, if your character tries to dodge an attack (a Speed roll) and wants to increase the chance for success, you can apply Effort by spending 3 points from your Speed Pool. Effort eases the task by one step. This is called applying one level of Effort.

You don’t have to apply Effort if you don’t want to. If you choose to apply Effort to a task, you must do it before you attempt the roll—you can’t roll first and then decide to apply Effort if you rolled poorly.

Applying more Effort can lower a task’s difficulty further: each additional level of Effort eases the task by another step. Applying one level of Effort eases the task by one step, applying two levels eases the task by two steps, and so on. However, each level of Effort after the first costs only 2 points from the stat Pool instead of 3. So applying two levels of Effort costs 5 points (3 for the first level plus 2 for the second level), applying three levels costs 7 points (3 plus 2 plus 2), and so on.

Every character has an Effort score, which indicates the maximum number of levels of Effort that can be applied to a roll. A beginning (first-tier) character has an Effort of 1, meaning you can apply only one level of Effort to a roll. A more experienced character has a higher Effort score and can apply more levels of Effort to a roll. For example, a character who has an Effort of 3 can apply up to three levels of Effort to reduce a task’s difficulty.

When you apply Effort, subtract your relevant Edge from the total cost of applying Effort. For example, let’s say you need to make a Speed roll. To increase your chance for success, you decide to apply one level of Effort, which will ease the task. Normally, that would cost 3 points from your Speed Pool. However, you have a Speed Edge of 2, so you subtract that from the cost. Thus, applying Effort to the roll costs only 1 point from your Speed Pool.

What if you applied two levels of Effort to the Speed roll instead of just one? That would ease the task by two steps. Normally, it would cost 5 points from your Speed Pool, but after subtracting your Speed Edge of 2, it costs only 3 points.

Once a stat’s Edge reaches 3, you can apply one level of Effort for free. For example, if you have a Speed Edge of 3 and you apply one level of Effort to a Speed roll, it costs you 0 points from your Speed Pool. (Normally, applying one level of Effort would cost 3 points, but you subtract your Speed Edge from that cost, reducing it to 0.)

Skills and other advantages also ease a task, and you can use them in conjunction with Effort. In addition, your character might have special abilities or equipment that allow you to apply Effort to accomplish a special effect, such as knocking down a foe with an attack or affecting multiple targets with a power that normally affects only one.

When applying Effort to melee attacks, you have the option of spending points from either your Might Pool or your Speed Pool. When making ranged attacks, you may spend points only from your Speed Pool. This reflects that with melee you sometimes use brute force and sometimes use finesse, but with ranged attacks, it’s always about careful targeting.

Effort and Damage

Instead of applying Effort to ease your attack, you can apply Effort to increase the amount of damage you inflict with an attack. For each level of Effort you apply in this way, you inflict 3 additional points of damage. This works for any kind of attack that inflicts damage, whether a sword, a crossbow, a mind blast, or something else.

When using Effort to increase the damage of an area attack, such as the explosion created by an Adept’s Concussion ability, you inflict 2 additional points of damage instead of 3 points. However, the additional points are dealt to all targets in the area. Further, even if one or more of the targets resist the attack, they still take 1 point of damage.

Multiple Uses of Effort and Edge

If your Effort is 2 or higher, you can apply Effort to multiple aspects of a single action. For example, if you make an attack, you can apply Effort to your attack roll and apply Effort to increase the damage.

The total amount of Effort you apply can’t be higher than your Effort score. For example, if your Effort is 2, you can apply up to two levels of Effort. You could apply one level to an attack roll and one level to its damage, two levels to the attack and no levels to the damage, or no levels to the attack and two levels to the damage.

You can use Edge for a particular stat only once per action. For example, if you apply Effort to a Might attack roll and to your damage, you can use your Might Edge to reduce the cost of one of those uses of Effort, not both. If you spend 1 Intellect point to activate your mind blast and one level of Effort to ease the attack roll, you can use your Intellect Edge to reduce the cost of one of those things, not both.

Stat Examples

A beginning character is fighting a giant rat. The PC stabs their spear at the rat, which is a level 2 creature and thus has a target number of 6. The character stands atop a boulder and strikes downward at the beast, and the GM rules that this helpful tactic is an asset that eases the attack by one step (to difficulty 1). That lowers the target number to 3. Attacking with a spear is a Might action; the character has a Might Pool of 11 and a Might Edge of 0. Before making the roll, they decide to apply a level of Effort to ease the attack. That costs 3 points from their Might Pool, reducing the Pool to 8. But the points are well spent. Applying the Effort lowers the difficulty from 1 to 0, so no roll is needed—the attack automatically succeeds.

Another character is attempting to convince a guard to let them into a private office to speak to an influential noble. The GM rules that this is an Intellect action. The character is third tier and has an Effort of 3, an Intellect Pool of 13, and an Intellect Edge of 1. Before making the roll, they must decide whether to apply Effort. They can choose to apply one, two, or three levels of Effort, or apply none at all. This action is important to them, so they decide to apply two levels of Effort, easing the task by two steps. Thanks to their Intellect Edge, applying the Effort costs only 4 points from their Intellect Pool (3 points for the first level of Effort plus 2 points for the second level minus 1 point for their Edge). Spending those points reduces their Intellect Pool to 9. The GM decides that convincing the guard is a difficulty 3 (demanding) task with a target number of 9; applying two levels of Effort reduces the difficulty to 1 (simple) and the target number to 3. The player rolls a d20 and gets an 8. Because this result is at least equal to the target number of the task, they succeed. However, if they had not applied some Effort, they would have failed because their roll (8) would have been less than the task’s original target number (9).

Character Tiers

Every character starts the game at the first tier. Tier is a measurement of power, toughness, and ability. Characters can advance up to the sixth tier. As your character advances to higher tiers, you gain more abilities, increase your Effort, and can improve a stat’s Edge or increase a stat. Generally speaking, even first-tier characters are already quite capable. It’s safe to assume that they’ve already got some experience under their belt. This is not a “zero to hero” progression, but rather an instance of competent people refining and honing their capabilities and knowledge. Advancing to higher tiers is not really the goal of Cypher System characters, but rather a representation of how characters progress in a story.

To progress to the next tier, characters earn experience points (XP) by pursuing character arcs, going on adventures, and discovering new things—the system is about both discovery and exploration, as well as achieving personal goals. Experience points have many uses, and one use is to purchase character benefits. After your character purchases four character benefits, they advance to the next tier. Each benefit costs 4 XP, and you can purchase them in any order, but you must purchase one of each kind of benefit (and then advance to the next tier) before you can purchase the same benefit again. The four character benefits are as follows.

Increasing Capabilities: You gain 4 points to add to your stat Pools. You can allocate the points among the Pools however you wish.

Moving Toward Perfection: You add 1 to your Might Edge, your Speed Edge, or your Intellect Edge (your choice).

Extra Effort: Your Effort score increases by 1.

Skills: You become trained in one skill of your choice, other than attacks or defense. As described in Rules of the Game, a character trained in a skill treats the difficulty of a related task as one step lower than normal. The skill you choose for this benefit can be anything you wish, such as climbing, jumping, persuading, or sneaking. You can also choose to be knowledgeable in a certain area of lore, such as history or geology. You can even choose a skill based on your character’s special abilities. For example, if your character can make an Intellect roll to blast an enemy with mental force, you can become trained in using that ability, easing the task of using it. If you choose a skill that you are already trained in, you become specialized in that skill, easing related tasks by two steps instead of one.

Skills are a broad category of things your character can learn and accomplish. For a list of sample skills, see below.

Other Options: Players can also spend 4 XP to purchase other special options in lieu of gaining a new skill. Selecting any of these options counts as the skill benefit necessary to advance to the next tier. The special options are as follows:

Note: Erratum

The other options are described a bit differently in the Experience Points chapter. There you can buy other options in lieu of any of the above options, not only in lieu of gaining a new skill. There’s also the possibility to buy focus abilities of tiers 3 and 6. The description in the Experience Points chapter seems to be the correct one.

Character Descriptor, Type, and Focus

To create your character, you build a simple statement that describes them. The statement takes this form: “I am a [fill in an adjective here] [fill in a noun here] who [fill in a verb here].”

Thus: “I am an adjective noun who verbs.” For example, you might say, “I am a Rugged Warrior who Controls Beasts” or “I am a Charming Explorer who Focuses Mind Over Matter.”

In this sentence, the adjective is called your descriptor.

The noun is your character type.

The verb is called your focus.

Even though character type is in the middle of the sentence, that’s where we’ll start this discussion. (Just as in a sentence, the noun provides the foundation.)

Your character type is the core of your character. In some roleplaying games, it might be called your character class. Your type helps determine your character’s place in the world and relationship with other people in the setting. It’s the noun of the sentence “I am an adjective noun who verbs.”

You can choose from four character types: Warriors, Adepts, Explorers, and Speakers.

Your descriptor defines your character—it colors everything you do. Your descriptor places your character in the situation (the first adventure, which starts the campaign) and helps provide motivation. It’s the adjective of the sentence “I am an adjective noun who verbs.”

Unless your GM says otherwise, you can choose from any of the character descriptors.

Focus is what your character does best. Focus gives your character specificity and provides interesting new abilities that might come in handy. Your focus also helps you understand how you relate with the other player characters in your group. It’s the verb of the sentence “I am an adjective noun who verbs.”

There are many character foci. The ones you choose from will probably depend on the setting and genre of your game.

You can use the Flavors chapter to slightly modify character types to customize them for different genres.

Special Abilities

Character types and foci grant PCs special abilities at each new tier. Using these abilities usually costs points from your stat Pools; the cost is listed in parentheses after the ability name. Your Edge in the appropriate stat can reduce the cost of the ability, but remember that you can apply Edge only once per action. For example, let’s say an Adept with an Intellect Edge of 2 wants to use their Onslaught ability to create a bolt of force, which costs 1 Intellect point. They also want to increase the damage from the attack by using a level of Effort, which costs 3 Intellect points. The total cost for their action is 2 points from their Intellect Pool (1 point for the bolt of force, plus 3 points for using Effort, minus 2 points from their Edge).

Sometimes the point cost for an ability has a + sign after the number. For example, the cost might be given as “2+ Intellect points.” That means you can spend more points or more levels of Effort to improve the ability further, as explained in the ability description.

Many special abilities grant a character the option to perform an action that they couldn’t normally do, such as projecting rays of cold or attacking multiple foes at once. Using one of these abilities is an action unto itself, and the end of the ability’s description says “Action” to remind you. It also might provide more information about when or how you perform the action.

Some special abilities allow you to perform a familiar action—one that you can already do—in a different way. For example, an ability might let you wear heavy armor, reduce the difficulty of Speed defense rolls, or add 2 points of fire damage to your weapon damage. These abilities are called enablers. Using one of these abilities is not considered an action. Enablers either function constantly (such as being able to wear heavy armor, which isn’t an action) or happen as part of another action (such as adding fire damage to your weapon damage, which happens as part of your attack action). If a special ability is an enabler, the end of the ability’s description says “Enabler” to remind you.

Some abilities specify a duration, but you can always end one of your own abilities anytime you wish.

Because the Cypher System covers so many genres, not all of the descriptors, types, and foci might be available for players. The GM will decide what’s available in their particular game and whether anything is modified, and they’ll let the players know.

Skills

Sometimes your character gains training in a specific skill or task. For example, your focus might mean that you’re trained in sneaking, in climbing and jumping, or in social interactions. Other times, your character can choose a skill to become trained in, and you can pick a skill that relates to any task you think you might face.

The Cypher System has no definitive list of skills. However, the following list offers ideas:

@UUID[Compendium.cyphersystem-compendium.basic-skills.kEz6uQxk1unTXSNm]{Astronomy} @UUID[Compendium.cyphersystem-compendium.basic-skills.fwktascgpe8DprA9]{Balancing} @UUID[Compendium.cyphersystem-compendium.basic-skills.qIkIjledDIy71P6m]{Biology} @UUID[Compendium.cyphersystem-compendium.basic-skills.YVOjYbyRzCYVxd4I]{Botany} @UUID[Compendium.cyphersystem-compendium.basic-skills.ybR56wJ9gjEiBBeS]{Carrying} @UUID[Compendium.cyphersystem-compendium.basic-skills.jMju5yGMFFfxmpK4]{Climbing} @UUID[Compendium.cyphersystem-compendium.basic-skills.NaKiOXzse6HzKjoU]{Computers} @UUID[Compendium.cyphersystem-compendium.basic-skills.eeHdJpr4k8hYtGr5]{Deceiving} @UUID[Compendium.cyphersystem-compendium.basic-skills.DraIKUQRw8KrnC4o]{Disguise} @UUID[Compendium.cyphersystem-compendium.basic-skills.Pjj8dKkUIGbXbAtj]{Escaping} @UUID[Compendium.cyphersystem-compendium.basic-skills.6e83HnGZvltsanfE]{Geography} @UUID[Compendium.cyphersystem-compendium.basic-skills.z1y5D9aLUU6RJSaU]{Geology} @UUID[Compendium.cyphersystem-compendium.basic-skills.vxW0N1vEdwK4MVjD]{Healing} @UUID[Compendium.cyphersystem-compendium.basic-skills.RnsLhB3rhJUC0Euk]{History} @UUID[Compendium.cyphersystem-compendium.basic-skills.QonPVHzXrzIN29lf]{Identifying} @UUID[Compendium.cyphersystem-compendium.basic-skills.gbWPNb1uKsRtZWSL]{Initiative} @UUID[Compendium.cyphersystem-compendium.basic-skills.tZ7PdXuWQyRMo0Rh]{Intimidation} @UUID[Compendium.cyphersystem-compendium.basic-skills.MrGl25gzZk4uu7BR]{Jumping} @UUID[Compendium.cyphersystem-compendium.basic-skills.bBrJqSuoQ6PmRqH5]{Leatherworking} @UUID[Compendium.cyphersystem-compendium.basic-skills.BATb9zx3L6oB2J0H]{Lockpicking} @UUID[Compendium.cyphersystem-compendium.basic-skills.E3swDJUDkKbo5K6S]{Machinery} @UUID[Compendium.cyphersystem-compendium.basic-skills.N45sgegH563KWZPR]{Metalworking} @UUID[Compendium.cyphersystem-compendium.basic-skills.rH5FwMXGaNn21DZD]{Perception} @UUID[Compendium.cyphersystem-compendium.basic-skills.CYciueF3uoV3azbx]{Persuasion} @UUID[Compendium.cyphersystem-compendium.basic-skills.zhQK4a79V1U6iuq8]{Philosophy} @UUID[Compendium.cyphersystem-compendium.basic-skills.OzVTO7QBg6okJ7Wf]{Physics} @UUID[Compendium.cyphersystem-compendium.basic-skills.L5fWzlqtfmdwZ2bC]{Pickpocketing} @UUID[Compendium.cyphersystem-compendium.basic-skills.FDS0OTDYEmGsv2Xe]{Piloting} @UUID[Compendium.cyphersystem-compendium.basic-skills.T9qrqrrHhuA3ad6S]{Repairing} @UUID[Compendium.cyphersystem-compendium.basic-skills.JZF2fos5oJ3sEVhC]{Riding} @UUID[Compendium.cyphersystem-compendium.basic-skills.y0gHR7IwScnB2Ebi]{Smashing} @UUID[Compendium.cyphersystem-compendium.basic-skills.Q9tfUkhYGRJ5Df42]{Sneaking} @UUID[Compendium.cyphersystem-compendium.basic-skills.duTx0BwgmC1Gw3Ze]{Stealth} @UUID[Compendium.cyphersystem-compendium.basic-skills.bDIjaLnoMQAS99GH]{Swimming} @UUID[Compendium.cyphersystem-compendium.basic-skills.iaW1Bm0sA2cE3iLa]{Vehicle driving} @UUID[Compendium.cyphersystem-compendium.basic-skills.Yn7G03hmz9uLOnhp]{Woodworking}

You could choose a skill that incorporates more than one of these areas (interacting might include deceiving, intimidation, and persuasion) or that is a more specific version of one (hiding might be sneaking when you’re not moving). You could also make up more general professional skills, such as baker, sailor, or lumberjack. If you want to choose a skill that’s not on this list, it’s probably best to run it past the GM first, but in general, the most important thing is to choose skills that are appropriate to your character.

Remember that if you gain a skill that you’re already trained in, you become specialized in that skill. Because skill descriptions can be nebulous, determining whether you’re trained or specialized might take some thinking. For example, if you’re trained in lying and later gain an ability that grants you skill with all social interactions, you become specialized in lying and trained in all other types of interactions. Being trained three times in a skill is no better than being trained twice (in other words, specialized is as good as it gets).

Only skills gained through character type abilities or other rare instances allow you to become skilled with attack or defense tasks.

If you gain a special ability through your type, your focus, or some other aspect of your character, you can choose it in place of a skill and become trained or specialized in that ability. For example, if you have a mind blast, when it’s time to choose a skill to be trained in, you can select your mind blast as your skill. That would ease the attack every time you used it. Each ability you have counts as a separate skill for this purpose. You can’t select “all mind powers” or “all spells” as one skill and become trained or specialized in such a broad category.

In most campaigns, fluency in a language is considered a skill. So if you want to speak French, that’s the same as being trained in biology or swimming.

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Character type is the core of your character. Your type helps determine your character’s place in the world and relationship with other people in the setting. It’s the noun of the sentence “I am an adjective noun who verbs.”

In some roleplaying games, your character type might be called your character class.

You can choose from four character types: Warrior, Adept, Explorer, and Speaker. However, you may not want to use these generic names for them. This chapter offers a few more specific names for each type that might be more appropriate to various genres. You’ll find that names like “Warrior” or “Explorer” don’t always feel right, particularly in games set in modern times. As always, you’re free to do as you wish. (Your type is who your character is. You should use whatever name you want for your type, as long as it fits both your character and the setting.)

Since the type is the basis upon which your whole character is built, it’s important to consider how the type relates to the chosen setting. To help with this, types are actually general archetypes. A Warrior, for example, might be anyone from a knight in shining armor to a cop on the streets to a grizzled cybernetic veteran of a thousand futuristic wars.

To further massage the four types for better use in various settings, different methods called flavors are presented in Flavors to help slightly tailor the types toward fantasy, science fiction, or other genres (or to address different character concepts).

Finally, more fundamental options for further customization are provided at the end of this chapter.

Player Intrusion

A player intrusion is the player choosing to alter something in the campaign, making things easier for a player character. Conceptually, it is the reverse of a GM intrusion: instead of the GM giving the player XP and introducing an unexpected complication for a character, the player spends 1 XP and presents a solution to a problem or complication. What a player intrusion can do usually introduces a change to the world or current circumstances rather than directly changing the character. For instance, an intrusion indicating that the cypher just used still has an additional use would be appropriate, but an intrusion that heals the character would not. If a player has no XP to spend, they can’t use a player intrusion.

A few player intrusion examples are provided under each type. That said, not every player intrusion listed there is appropriate for all situations. The GM may allow players to come up with other player intrusion suggestions, but the GM is the final arbiter of whether the suggested intrusion is appropriate for the character’s type and suitable for the situation. If the GM refuses the intrusion, the player doesn’t spend the 1 XP, and the intrusion doesn’t occur.

Using an intrusion does not require a character to use an action to trigger it. A player intrusion just happens.

Player intrusions should be limited to no more than one per player per session.

Defense Tasks

Defense tasks are when a player makes a roll to keep something undesirable from happening to their PC. The type of defense task matters when using Effort.

@UUID[Compendium.cyphersystem-compendium.basic-skills.Q0vfmbqehJw0jYBa]{Might defense}: Used for resisting poison, disease, and anything else that can be overcome with strength and health.

@UUID[Compendium.cyphersystem-compendium.basic-skills.FXYWkXG7Iq6Wm1pS]{Speed defense}: Used for dodging attacks and escaping danger. This is by far the most commonly used defense task.

@UUID[Compendium.cyphersystem-compendium.basic-skills.5X8qgmSuvRVNTiaP]{Intellect defense}: Used for fending off mental attacks or anything that might affect or influence one’s mind.

Warrior

Fantasy/Fairy tale: Warrior, fighter, swordsman, knight, barbarian, soldier, myrmidon, valkyrie

Modern/Horror/Romance: police officer, soldier, watchman, detective, guard, brawler, tough, athlete

Science fiction: security officer, warrior, trooper, soldier, merc

Superhero/Post-Apocalyptic: hero, brick, bruiser

You’re a good ally to have in a fight. You know how to use weapons and defend yourself. Depending on the genre and setting in question, this might mean wielding a sword and shield in the gladiatorial arena, an AK-47 and a bandolier of grenades in a savage firefight, or a blaster rifle and powered armor when exploring an alien planet.

Individual Role: Warriors are physical, action-oriented people. They’re more likely to overcome a challenge using force than by other means, and they often take the most straightforward path toward their goals.

Group Role: Warriors usually take and deal the most punishment in a dangerous situation. Often it falls on them to protect the other group members from threats. This sometimes means that warriors take on leadership roles as well, at least in combat and other times of danger.

Societal Role: Warriors aren’t always soldiers or mercenaries. Anyone who is ready for violence, or even potential violence, might be a Warrior in the general sense. This includes guards, watchmen, police officers, sailors, or people in other roles or professions who know how to defend themselves with skill.

Advanced Warriors: As warriors advance, their skill in battle—whether defending themselves or dishing out damage—increases to impressive levels. At higher tiers, they can often take on groups of foes by themselves or stand toe to toe with anyone.

Warrior Background Connection

Your type helps determine the connection you have to the setting. Roll a d20 or choose from the following list to determine a specific fact about your background that provides a connection to the rest of the world. You can also create your own fact.

@UUID[Compendium.cyphersystem-compendium.cypher-roll-tables.sEDd1gQiT9UHF023]{Warrior Background Connection}

Warrior Player Intrusions

You can spend 1 XP to use one of the following player intrusions, provided the situation is appropriate and the GM agrees.

Perfect Setup: You’re fighting at least three foes and each one is standing in exactly the right spot for you to use a move you trained in long ago, allowing you to attack all three as a single action. Make a separate attack roll for each foe. You remain limited by the amount of Effort you can apply on one action.

Old Friend: A comrade in arms from your past shows up unexpectedly and provides aid in whatever you’re doing. They are on a mission of their own and can’t stay longer than it takes to help out, chat for a while after, and perhaps share a quick meal.

Weapon Break: Your foe’s weapon has a weak spot. In the course of the combat, it quickly becomes damaged and moves two steps down the object damage track.

Warrior Stat Pools

StatPool Starting Value
Might10
Speed10
Intellect8

You get 6 additional points to divide among your stat Pools however you wish.

First-Tier Warrior

First-tier warriors have the following abilities:

Effort: Your Effort is 1.

Physical Nature: You have a Might Edge of 1 and a Speed Edge of 0, or you have a Might Edge of 0 and a Speed Edge of 1. Either way, you have an Intellect Edge of 0.

Cypher Use: You can bear two cyphers at a time.

Weapons: You become practiced with @UUID[Compendium.cyphersystem-compendium.basic-skills.GA74AkWhC7i4Z8sZ]{light}, @UUID[Compendium.cyphersystem-compendium.basic-skills.wHxvX2zJOKo27GBe]{medium}, and @UUID[Compendium.cyphersystem-compendium.basic-skills.d554SLnkyNqPDDOc]{heavy weapons} and suffer no penalty when using any kind of weapon. Enabler.

Starting Equipment: Appropriate clothing and two weapons of your choice, plus one expensive item, two moderately priced items, and up to four inexpensive items.

Special Abilities: Choose four of the abilities listed below. You can’t choose the same ability more than once unless its description says otherwise. The full description for each listed ability can be found in Abilities, which also has descriptions for flavor and focus abilities in a single vast catalog.

@UUID[Compendium.cyphersystem-compendium.abilities.7BS6IEcYlEp5v3OC]{Bash} @UUID[Compendium.cyphersystem-compendium.abilities.2x7nMe9ZGp3VjI8B]{Combat Prowess} @UUID[Compendium.cyphersystem-compendium.abilities.6cMg5QXB71YNgoaM]{Control the Field} @UUID[Compendium.cyphersystem-compendium.abilities.7X2zbrkFSNbyhA5G]{Improved Edge} @UUID[Compendium.cyphersystem-compendium.abilities.YZB37b80VQGMUscp]{No Need for Weapons} @UUID[Compendium.cyphersystem-compendium.abilities.o2iiTUXdkMPREkvK]{Overwatch} @UUID[Compendium.cyphersystem-compendium.abilities.noCgrKbB370cfzQg]{Physical Skills} @UUID[Compendium.cyphersystem-compendium.abilities.o2ZDoteWQsFsqTJr]{Practiced in Armor} @UUID[Compendium.cyphersystem-compendium.abilities.yszDDDpH6m16dEoV]{Quick Throw} @UUID[Compendium.cyphersystem-compendium.abilities.8hiUfUNY3u2IpVDa]{Swipe} @UUID[Compendium.cyphersystem-compendium.abilities.uatcX3o1oB2Stc4u]{Trained Without Armor}

Second-Tier Warrior

Choose two of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.EERMWn1af0S8wAWN]{Crushing Blow} @UUID[Compendium.cyphersystem-compendium.abilities.S3L1oym8fpx0NsAc]{Hemorrhage} @UUID[Compendium.cyphersystem-compendium.abilities.szw7tHW0OjI2fjpJ]{Reload} @UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks} @UUID[Compendium.cyphersystem-compendium.abilities.CtRvLxfUlCynJv1B]{Skill With Defense} @UUID[Compendium.cyphersystem-compendium.abilities.36nlDXhOP5e5dfns]{Successive Attack}

Third-Tier Warrior

Choose three of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.Rr4oB1lUzuzFHNHQ]{Deadly Aim} @UUID[Compendium.cyphersystem-compendium.abilities.M49EI6qapNJC2aLR]{Energy Resistance} @UUID[Compendium.cyphersystem-compendium.abilities.4eCjeGPA0ovnwIfu]{Experienced in Armor} @UUID[Compendium.cyphersystem-compendium.abilities.u1GhDcfpVXITVtOc]{Expert Cypher Use} @UUID[Compendium.cyphersystem-compendium.abilities.73miZT5kYFyxnPOT]{Fury} @UUID[Compendium.cyphersystem-compendium.abilities.bPr34XiLw2Dqb4VJ]{Lunge} @UUID[Compendium.cyphersystem-compendium.abilities.XqGE5QLHnpIKB5rB]{Reaction} @UUID[Compendium.cyphersystem-compendium.abilities.t3zUlk8c5WEBXXO8]{Seize the Moment} @UUID[Compendium.cyphersystem-compendium.abilities.bkQnnjRFJS9VpaY5]{Slice} @UUID[Compendium.cyphersystem-compendium.abilities.YIzrA5i8eBSPMFzj]{Spray} @UUID[Compendium.cyphersystem-compendium.abilities.4s3SAqu0lb5qzfzL]{Trick Shot} @UUID[Compendium.cyphersystem-compendium.abilities.DhbLcVuqEZmS6Z2y]{Vigilance}

Fourth-Tier Warrior

Choose two of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.M5QroBlhUCULt6MD]{Amazing Effort} @UUID[Compendium.cyphersystem-compendium.abilities.gNRMG3mJTzWaCGph]{Capable Warrior} @UUID[Compendium.cyphersystem-compendium.abilities.GlXd4oFI9Fqq3rAX]{Experienced Defender} @UUID[Compendium.cyphersystem-compendium.abilities.RO8dmB90aRPOmCuJ]{Feint} @UUID[Compendium.cyphersystem-compendium.abilities.mUizWF7k2XD7ykRJ]{Increased Effects} @UUID[Compendium.cyphersystem-compendium.abilities.PTVAJGFiXDueX8az]{Momentum} @UUID[Compendium.cyphersystem-compendium.abilities.blm1Z8JxvWOiFf0b]{Pry Open} @UUID[Compendium.cyphersystem-compendium.abilities.yJDNsRAG3Elm6PWp]{Snipe} @UUID[Compendium.cyphersystem-compendium.abilities.wxAZnuQkvWosLzkN]{Tough As Nails}

Fifth-Tier Warrior

Choose three of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.M0pjZXQ9996hfUPs]{Adroit Cypher Use} @UUID[Compendium.cyphersystem-compendium.abilities.WrJDw2X8JHcljjP4]{Arc Spray} @UUID[Compendium.cyphersystem-compendium.abilities.t6VEEwEsQUIImebW]{Improved Success} @UUID[Compendium.cyphersystem-compendium.abilities.IFb8NX06xgWM7H98]{Jump Attack} @UUID[Compendium.cyphersystem-compendium.abilities.4k5JFV78A5SiPjFo]{Mastery in Armor} @UUID[Compendium.cyphersystem-compendium.abilities.kNSRytTtQX0rU3aE]{Mastery With Attacks} @UUID[Compendium.cyphersystem-compendium.abilities.LTqgcoprvBF2ZkdH]{Mastery With Defense} @UUID[Compendium.cyphersystem-compendium.abilities.AmZDmnmP7CxSSN4h]{Parry}

Remember that at higher tiers, you can choose special abilities from lower tiers. This is sometimes the best way to ensure that you have exactly the character you want. This is particularly true with abilities that grant skills, which can usually be taken multiple times.

Sixth-Tier Warrior

Choose two of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.MQewTo9NscKVUUNz]{Again and Again} @UUID[Compendium.cyphersystem-compendium.abilities.syJ3mkT2hHR2MY3o]{Finishing Blow} @UUID[Compendium.cyphersystem-compendium.abilities.Cz0KkzZPnlX1oTYz]{Magnificent Moment} @UUID[Compendium.cyphersystem-compendium.abilities.KNElOxbWobS1ygLv]{Murderer} @UUID[Compendium.cyphersystem-compendium.abilities.KDZeCZJxjCQzlTxA]{Spin Attack} @UUID[Compendium.cyphersystem-compendium.abilities.s8NShtaUrW0Oxolo]{Weapon and Body}

Warrior Example

Ray wants to create a Warrior character for a modern campaign. He decides that the character is an ex-military fellow who is fast and strong. He puts 3 of his additional points into his Might Pool and 3 into his Speed Pool; his stat Pools are now Might 13, Speed 13, and Intellect 8. As a first-tier character, his Effort is 1, his Might Edge is 1, and his Speed Edge and Intellect Edge are both 0. His character is not particularly smart or charismatic.

He wants to use a large combat knife (a medium weapon that inflicts 4 points of damage) and a .357 Magnum (a heavy pistol that inflicts 6 points of damage but requires the use of both hands). Ray decides not to wear armor, as it’s not really appropriate to the setting, so for his first ability, he chooses Trained Without Armor so he eases Speed defense actions. For his second ability, he chooses Combat Prowess so he can inflict extra damage with his big knife.

Ray wants to be fast as well as tough, so he selects Improved Edge. This gives him a Speed Edge of 1. He rounds out his character with Physical Skills and chooses swimming and running.

The Warrior can bear two cyphers. The GM decides that Ray’s first cypher is a pill that restores 6 points of Might when swallowed, and his second is a small, easily concealed grenade that explodes like a firebomb when thrown, inflicting 3 points of damage to all within immediate range.

Ray still needs to choose a descriptor and a focus. Looking ahead to the descriptor rules, Ray chooses Strong, which increases his Might Pool to 17. He also becomes trained in jumping and breaking inanimate objects. (If he had chosen jumping as one of his physical skills, the Strong descriptor would have made him specialized in jumping instead of trained.) Being Strong also gives Ray an extra medium or heavy weapon. He chooses a baseball bat that he’ll use in a pinch. He keeps it in the trunk of his car.

For his focus, Ray chooses Masters Weaponry. This gives him yet another weapon of high quality. He chooses another combat knife and asks the GM if he could use it in his left hand—not to make attacks, but as a shield. This will ease his Speed defense rolls if he has both knives out (the “shield” counts as an asset). The GM agrees. During the game, Ray’s Warrior will be hard to hit—he is trained in Speed defense rolls, and his extra knife eases his defense rolls by another step.

Thanks to his focus, he also inflicts 1 additional point of damage with his chosen weapon. Now he inflicts 6 points of damage with his blade. Ray’s character is a deadly combatant, likely starting the game with a reputation as a knife fighter.

For his character arc, Ray chooses Defeat a Foe. That foe, he decides, is none other than someone in his company who was once a friend but went rogue.

Adept

Fantasy/Fairy tale: wizard, mage, sorcerer, cleric, druid, seer, diabolist, fey-touched

Modern/Horror/Romance: psychic, occultist, witch, practitioner, medium, fringe scientist

Science fiction: psion, psionicist, telepath, seeker, master, scanner, ESPer, abomination

Superhero/Post-Apocalyptic: mage, sorcerer, power-wielder, master, psion, telepath

You master powers or abilities outside the experience, understanding, and sometimes belief of others. They might be magic, psychic powers, mutant abilities, or just a wide variety of intricate devices, depending on the setting. (“Magic” here is a term used very loosely. It’s a catch-all for the kinds of wondrous, possibly supernatural things that your character can do that others cannot. It might actually be an expression of technological devices, channeling spirits, mutations, psionics, nanotechnology, or any number of other sources.)

Individual Role: Adepts are usually thoughtful, intelligent types. They often think carefully before acting and rely heavily on their supernatural abilities.

Group Role: Adepts are not powerful in straightforward combat, although they often wield abilities that provide excellent combat support, both offensively and defensively. They sometimes possess abilities that facilitate overcoming challenges. For example, if the group must get through a locked door, an Adept might be able to destroy it or teleport everyone to the other side.

Societal Role: In settings where the supernatural is rare, strange, or feared, Adepts are likely rare and feared as well. They remain hidden, shadowy figures. When this is not the case, Adepts are more likely to be common and forthright. They might even take leadership roles.

Advanced Adepts: Even at low tiers, Adept powers are impressive. Higher-tier Adepts can accomplish amazing deeds that can reshape matter and the environment around them.

Adepts are almost always emblematic of the paranormal or superhuman in some way—wizards, psychics, or something similar. If the game you’re playing has none of that, an Adept could be a charlatan mimicking such abilities with tricks and hidden devices, or a gadgeteer character with a “utility belt” full of oddments. Or a game like that might not have Adepts. That’s okay too.

Adept Background Connection

Your type helps determine the connection you have to the setting. Roll a d20 or choose from the following list to determine a specific fact about your background that provides a connection to the rest of the world. You can also create your own fact.

@UUID[Compendium.cyphersystem-compendium.cypher-roll-tables.ldbXbEteJgHbIdZe]{Adept Background Connection}

Adept Player Intrusions

When playing an Adept, you can spend 1 XP to use one of the following player intrusions, provided the situation is appropriate and the GM agrees.

Advantageous Malfunction: A device being used against you malfunctions. It might harm the user or one of their allies for a round, or activate a dramatic and distracting side effect for a few rounds.

Convenient Idea: A flash of insight provides you with a clear answer or suggests a course of action with regard to an urgent question, problem, or obstacle you’re facing.

Inexplicably Unbroken: An inactive, ruined, or presumed-destroyed device temporarily activates and performs a useful function relevant to the situation. This is enough to buy you some time for a better solution, alleviate a complication that was interfering with your abilities, or just get you one more use out of a depleted cypher or artifact.

Adept Stat Pools

StatPool Starting Value
Might7
Speed9
Intellect12

You get 6 additional points to divide among your stat Pools however you wish.

First-Tier Adept

First-tier Adepts have the following abilities:

Effort: Your Effort is 1.

Genius: You have an Intellect Edge of 1, a Might Edge of 0, and a Speed Edge of 0.

Expert Cypher Use: You can bear three cyphers at a time.

Starting Equipment: Appropriate clothing, plus two expensive items, two moderately priced items, and up to four inexpensive items of your choice.

Weapons: You can use @UUID[Compendium.cyphersystem-compendium.basic-skills.GA74AkWhC7i4Z8sZ]{light weapons} without penalty. You have an inability with @UUID[Compendium.cyphersystem-compendium.inabilities.Zjign4M9GqTvD348]{medium weapons} and @UUID[Compendium.cyphersystem-compendium.inabilities.aMGYdfzCgfYqtHuJ]{heavy weapons}; your attacks with medium and heavy weapons are hindered.

Special Abilities: Choose four of the abilities listed below. You can’t choose the same ability more than once unless its description says otherwise. The full description for each listed ability can be found in Abilities, which also has descriptions for flavor and focus abilities in a single vast catalog.

Adept abilities require at least one free hand unless the GM says otherwise.

@UUID[Compendium.cyphersystem-compendium.abilities.6qCR3kBqCVYDlEOl]{Distortion} @UUID[Compendium.cyphersystem-compendium.abilities.TmWjWp4iWk4GMLN0]{Erase Memories} @UUID[Compendium.cyphersystem-compendium.abilities.gP8HCn8FPeg49V7M]{Far Step} @UUID[Compendium.cyphersystem-compendium.abilities.zArjjFcf9tHQvJTx]{Hedge Magic} @UUID[Compendium.cyphersystem-compendium.abilities.XQxN55rl0f5HFxEM]{Magic Training} @UUID[Compendium.cyphersystem-compendium.abilities.FE1Ge8CbJxQcCo0b]{Onslaught} @UUID[Compendium.cyphersystem-compendium.abilities.Myt0JUt24B8hjYAg]{Push} @UUID[Compendium.cyphersystem-compendium.abilities.Q8xKsSOvoFWL1ePP]{Resonance Field} @UUID[Compendium.cyphersystem-compendium.abilities.OPvXaxuRIVXLmkWl]{Scan} @UUID[Compendium.cyphersystem-compendium.abilities.nptFEdFaUvjDeqAz]{Shatter} @UUID[Compendium.cyphersystem-compendium.abilities.59mslpID7ogppzMA]{Ward}

Second-Tier Adept

Choose one of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.wWN4y4rATxbtMCMo]{Adaptation} @UUID[Compendium.cyphersystem-compendium.abilities.o7kTUAFonv5HPi07]{Cutting Light} @UUID[Compendium.cyphersystem-compendium.abilities.UCR0rx32kEsTcgnF]{Hover} @UUID[Compendium.cyphersystem-compendium.abilities.W5Zt9qDKCtNr49BC]{Mind Reading} @UUID[Compendium.cyphersystem-compendium.abilities.fzx429jdEdbd0tHy]{Retrieve Memories} @UUID[Compendium.cyphersystem-compendium.abilities.Uti1XQwY4VFZwwwc]{Reveal} @UUID[Compendium.cyphersystem-compendium.abilities.pdNI9QMKmDwu8gza]{Stasis}

Third-Tier Adept

Choose two of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.M0pjZXQ9996hfUPs]{Adroit Cypher Use} @UUID[Compendium.cyphersystem-compendium.abilities.Mj6yJZwRmdXaVwh8]{Countermeasures} @UUID[Compendium.cyphersystem-compendium.abilities.yz1w8JR23mtlDX49]{Energy Protection} @UUID[Compendium.cyphersystem-compendium.abilities.AUGM3xEluWJi4Y8h]{Fire and Ice} @UUID[Compendium.cyphersystem-compendium.abilities.yPVZmXWhUxustVdq]{Force Field Barrier} @UUID[Compendium.cyphersystem-compendium.abilities.bzy1KzO0oPmZGu2b]{Sensor} @UUID[Compendium.cyphersystem-compendium.abilities.q80xvRDX6XwFXgma]{Targeting Eye}

Fourth-Tier Adept

Choose one of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.iTxEWRCR8G5Rych2]{Death Touch} @UUID[Compendium.cyphersystem-compendium.abilities.VEJQ74o175OnlIAm]{Exile} @UUID[Compendium.cyphersystem-compendium.abilities.wvlSlYCJyrJuFqtn]{Invisibility} @UUID[Compendium.cyphersystem-compendium.abilities.whVEpvOjmGs3fpcD]{Matter Cloud} @UUID[Compendium.cyphersystem-compendium.abilities.Vcfc6yjbqX6WSzCf]{Mind Control} @UUID[Compendium.cyphersystem-compendium.abilities.8QwoYVraOedgr9kB]{Projection} @UUID[Compendium.cyphersystem-compendium.abilities.y1bQFSBlwMbUico5]{Rapid Processing} @UUID[Compendium.cyphersystem-compendium.abilities.iroL3TcKD9dpulhW]{Regeneration} @UUID[Compendium.cyphersystem-compendium.abilities.YFbC1HRis4SpZgrS]{Reshape} @UUID[Compendium.cyphersystem-compendium.abilities.KGz0rK4b2dAt0DaX]{Wormhole}

Fifth-Tier Adept

Choose two of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.NCXCkCYeZw8qlazG]{Absorb Energy} @UUID[Compendium.cyphersystem-compendium.abilities.PZBKCtRj5S6ULnjo]{Concussion} @UUID[Compendium.cyphersystem-compendium.abilities.8SDpRRzZRF73zLsF]{Conjuration} @UUID[Compendium.cyphersystem-compendium.abilities.HuhNjMfMxPkTlERH]{Create} @UUID[Compendium.cyphersystem-compendium.abilities.D4JFKjeVDkx9Xfnf]{Dust to Dust} @UUID[Compendium.cyphersystem-compendium.abilities.wlkPdME0r3hx9VbE]{Knowing the Unknown} @UUID[Compendium.cyphersystem-compendium.abilities.K4XRiZlFRakz6j98]{Master Cypher Use} @UUID[Compendium.cyphersystem-compendium.abilities.IN3VI2LxDyYGbqnN]{Teleportation} @UUID[Compendium.cyphersystem-compendium.abilities.MGzAkRaGd4LgfQti]{True Senses}

Sixth-Tier Adept

Choose one of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.tvlNZboSbKCHttjs]{Control Weather} @UUID[Compendium.cyphersystem-compendium.abilities.jhdgI9rV2mpH6JQU]{Earthquake} @UUID[Compendium.cyphersystem-compendium.abilities.8OmtJRuoKRzuGfh8]{Move Mountains} @UUID[Compendium.cyphersystem-compendium.abilities.PlKwEwo6ilGqwxwI]{Traverse the Worlds} @UUID[Compendium.cyphersystem-compendium.abilities.gETtOLyLYRVk53dP]{Usurp Cypher}

Adept Example

Jen wants to create an Adept—a sorcerer for a fantasy campaign. She decides to be somewhat well rounded, so she puts 2 of her additional points into each stat Pool, giving her a Might Pool of 9, a Speed Pool of 11, and an Intellect Pool of 14. Her Adept is smart and quick. She has an Intellect Edge of 1, a Might Edge of 0, and a Speed Edge of 0. As a first-tier character, her Effort is 1. As her initial abilities, she chooses Onslaught and Ward, giving her a strong offense and defense. She also chooses Magic Training and rounds out her character with Scan, which she hopes will be useful in gaining insight and information. For this character, Onslaught, Ward, and Scan are all spells she has mastered through years of training and study.

She can bear three cyphers. The GM gives her a potion that acts as a short-range teleporter, a small charm that restores 5 points to her Intellect Pool, and a fluid-filled flask that explodes like a fiery bomb. Jen’s sorcerer is skilled with light weapons, so she chooses a dagger.

For her descriptor, Jen chooses Graceful, which adds 2 points to her Speed Pool, bringing it to 13. That descriptor means she is trained in balancing and anything requiring careful movements, physical performing arts, and Speed defense tasks. Perhaps she is a dancer. In fact, she begins to develop a backstory that involves graceful, lithe movements that she incorporates into her spells.

For her focus, she chooses Leads. This gives her training in social interactions, which again helps round her out—she’s good in all kinds of situations. Moreover, she has the Good Advice ability, which enables her to be a focal point of her group.

Her spells and focus abilities cost Intellect points to activate, so she’s glad to have a lot of points in her Intellect Pool. In addition, her Intellect Edge will help reduce those costs. If she uses her Onslaught force blast without applying Effort, it costs 0 Intellect points and deals 4 points of damage. Her Intellect Edge will allow her to save points to devote toward applying Effort for other purposes, perhaps to boost the accuracy of Onslaught.

For her character arc, Jen chooses Aid a Friend. She decides that when her sorcerer character was young, she had a magical mentor. That mentor was later taken prisoner by a demon, so her character is always looking for clues on how to find the demon and release her friend from bondage.

GMs are always free to pre-select a type’s special abilities at a given tier to reinforce the setting. In the fantasy setting of Jen’s sorcerer, the GM might have said that all sorcerers (Adepts) start with Magic Training as one of their tier 1 abilities. This doesn’t make the character any less powerful or special, but it says something about her role in the world and expectations in the game.

Explorer

Fantasy/Fairy tale: Explorer, adventurer, delver, mystery seeker

Modern/Horror/Romance: athlete, explorer, adventurer, drifter, detective, scholar, spelunker, trailblazer, investigative reporter

Science fiction: Explorer, adventurer, wanderer, planetary specialist, xenobiologist

Superhero/Post-Apocalyptic: adventurer, crimefighter

You are a person of action and physical ability, fearlessly facing the unknown. You travel to strange, exotic, and dangerous places, and discover new things. This means you’re physical but also probably knowledgeable.

Individual Role: Although Explorers can be academics or well studied, they are first and foremost interested in action. They face grave dangers and terrible obstacles as a routine part of life.

Group Role: Explorers sometimes work alone, but far more often they operate in teams with other characters. The Explorer frequently leads the way, blazing the trail. However, they’re also likely to stop and investigate anything intriguing they stumble upon.

Societal Role: Not all Explorers are out traipsing through the wilderness or poking about an old ruin. Sometimes, an Explorer is a teacher, a scientist, a detective, or an investigative reporter. In any event, an Explorer bravely faces new challenges and gathers knowledge to share with others.

Advanced Explorers: Higher-tier Explorers gain more skills, some combat abilities, and a number of abilities that allow them to deal with danger. In short, they become more and more well-rounded, able to deal with any challenge.

Explorer Background Connection

Your type helps determine the connection you have to the setting. Roll a d20 or choose from the following list to determine a specific fact about your background that provides a connection to the rest of the world. You can also create your own fact.

@UUID[Compendium.cyphersystem-compendium.cypher-roll-tables.EPY1EXnGWOBK9kO1]{Explorer Background Connection}

Explorer Player Intrusions

When playing an Explorer, you can spend 1 XP to use one of the following player intrusions, provided the situation is appropriate and the GM agrees.

Fortuitous Malfunction: A trap or a dangerous device malfunctions before it can affect you.

Serendipitous Landmark: Just when it seems like the path is lost (or you are), a trail marker, a landmark, or simply the way the terrain or corridor bends, rises, or falls away suggests to you the best path forward, at least from this point.

Weak Strain: The poison or disease turns out not to be as debilitating or deadly as it first seemed, and inflicts only half the damage that it would have otherwise.

Explorer Stat Pools

StatPool Starting Value
Might10
Speed9
Intellect9

You get 6 additional points to divide among your stat Pools however you wish.

First-Tier Explorer

First-tier Explorers have the following abilities:

Effort: Your Effort is 1.

Physical Nature: You have a Might Edge of 1, a Speed Edge of 0, and an Intellect Edge of 0.

Cypher Use: You can bear two cyphers at a time.

Starting Equipment: Appropriate clothing and a weapon of your choice, plus two expensive items, two moderately priced items, and up to four inexpensive items.

Weapons: You can use @UUID[Compendium.cyphersystem-compendium.basic-skills.GA74AkWhC7i4Z8sZ]{light} and @UUID[Compendium.cyphersystem-compendium.basic-skills.wHxvX2zJOKo27GBe]{medium weapons} without penalty. You have an inability with @UUID[Compendium.cyphersystem-compendium.inabilities.aMGYdfzCgfYqtHuJ]{heavy weapons}; your attacks with heavy weapons are hindered.

Special Abilities: Choose four of the abilities listed below. You can’t choose the same ability more than once unless its description says otherwise. The full description for each listed ability can be found in Abilities, which also has descriptions for flavor and focus abilities in a single vast catalog.

@UUID[Compendium.cyphersystem-compendium.abilities.7OpsD4muO5HGJt29]{Block} @UUID[Compendium.cyphersystem-compendium.abilities.UyQTRi5ZwWU5tMO0]{Danger Sense} @UUID[Compendium.cyphersystem-compendium.abilities.P95xVHVxALSMjanR]{Decipher} @UUID[Compendium.cyphersystem-compendium.abilities.PqL4qr9D8QAwQhrL]{Endurance} @UUID[Compendium.cyphersystem-compendium.abilities.axI0iGYo7DjdR8Ya]{Find the Way} @UUID[Compendium.cyphersystem-compendium.abilities.Sg5WeSF04CYNEecl]{Fleet of Foot} @UUID[Compendium.cyphersystem-compendium.abilities.7X2zbrkFSNbyhA5G]{Improved Edge} @UUID[Compendium.cyphersystem-compendium.abilities.eEGFknWQZUBNXn99]{Knowledge Skills} @UUID[Compendium.cyphersystem-compendium.abilities.CBGeAZSBuymzrxDz]{Muscles of Iron} @UUID[Compendium.cyphersystem-compendium.abilities.YZB37b80VQGMUscp]{No Need for Weapons} @UUID[Compendium.cyphersystem-compendium.abilities.noCgrKbB370cfzQg]{Physical Skills} @UUID[Compendium.cyphersystem-compendium.abilities.o2ZDoteWQsFsqTJr]{Practiced in Armor} @UUID[Compendium.cyphersystem-compendium.abilities.yl2zo179wXZW5Xxc]{Practiced With All Weapons} @UUID[Compendium.cyphersystem-compendium.abilities.s2PLo9FsWBi2C1VY]{Surging Confidence} @UUID[Compendium.cyphersystem-compendium.abilities.uatcX3o1oB2Stc4u]{Trained Without Armor}

Second-Tier Explorer

Choose four of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.JkmTskE3eqcfu7dY]{Curious} @UUID[Compendium.cyphersystem-compendium.abilities.3x3gRDJejTXQPmdY]{Danger Instinct} @UUID[Compendium.cyphersystem-compendium.abilities.4yyKQYnrbL3r9gcU]{Enable Others} @UUID[Compendium.cyphersystem-compendium.abilities.uB3sVzeG2N5rkdUZ]{Escape} @UUID[Compendium.cyphersystem-compendium.abilities.RM8Fmu1IJwzBkjcM]{Eye for Detail} @UUID[Compendium.cyphersystem-compendium.abilities.U7chr7wLj7r5y0LT]{Foil Danger} @UUID[Compendium.cyphersystem-compendium.abilities.pp9NFNHKgOhRYbsY]{Hand to Eye} @UUID[Compendium.cyphersystem-compendium.abilities.romswZIOmAmtzfCL]{Investigative Skills} @UUID[Compendium.cyphersystem-compendium.abilities.euEVkth9YGYSpoJf]{Quick Recovery} @UUID[Compendium.cyphersystem-compendium.abilities.tJVu7MQ2pOhNfpUB]{Range Increase} @UUID[Compendium.cyphersystem-compendium.abilities.nOuOE3EkrNr81pSq]{Greater Skill With Defense} @UUID[Compendium.cyphersystem-compendium.abilities.gbU7mA0flUR4W8Dl]{Stand Watch} @UUID[Compendium.cyphersystem-compendium.abilities.wEjdodvc6SLf8yso]{Travel Skills} @UUID[Compendium.cyphersystem-compendium.abilities.yS1sMAZEzJbozxOZ]{Wreck}

Third-Tier Explorer

Choose three of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.wG4zveGhplNKNzuP]{Controlled Fall} @UUID[Compendium.cyphersystem-compendium.abilities.4eCjeGPA0ovnwIfu]{Experienced in Armor} @UUID[Compendium.cyphersystem-compendium.abilities.u1GhDcfpVXITVtOc]{Expert Cypher Use} @UUID[Compendium.cyphersystem-compendium.abilities.JuOmZXMt1T3tQUZ8]{Ignore the Pain} @UUID[Compendium.cyphersystem-compendium.abilities.qZOOWfFLJ1JziJpY]{Obstacle Running} @UUID[Compendium.cyphersystem-compendium.abilities.GvYXLPdpaFEMGuQR]{Resilience} @UUID[Compendium.cyphersystem-compendium.abilities.ZuX6gykVtKxiBAxR]{Run and Fight} @UUID[Compendium.cyphersystem-compendium.abilities.t3zUlk8c5WEBXXO8]{Seize the Moment} @UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks} @UUID[Compendium.cyphersystem-compendium.abilities.jmYIPbMwsq3GY3eO]{Stone Breaker} @UUID[Compendium.cyphersystem-compendium.abilities.wpA3GB5yJq9NI8QN]{Think Your Way Out} @UUID[Compendium.cyphersystem-compendium.abilities.V1ROUnWXLmLRMxXi]{Trapfinder} @UUID[Compendium.cyphersystem-compendium.abilities.6McxfJoPmf1SnbDR]{Wrest From Chance}

Fourth-Tier Explorer

Choose two of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.gNRMG3mJTzWaCGph]{Capable Warrior} @UUID[Compendium.cyphersystem-compendium.abilities.MdRdAc0qAWghMmlV]{Expert Skill} @UUID[Compendium.cyphersystem-compendium.abilities.mUizWF7k2XD7ykRJ]{Increased Effects} @UUID[Compendium.cyphersystem-compendium.abilities.lbXg8UlSCG23yxO4]{Read the Signs} @UUID[Compendium.cyphersystem-compendium.abilities.dW0rgYsx6hDA8pIB]{Runner} @UUID[Compendium.cyphersystem-compendium.abilities.3pqCkOZjnAXWIikt]{Subtle Steps} @UUID[Compendium.cyphersystem-compendium.abilities.wxAZnuQkvWosLzkN]{Tough As Nails}

Fifth-Tier Explorer

Choose three of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.M0pjZXQ9996hfUPs]{Adroit Cypher Use} @UUID[Compendium.cyphersystem-compendium.abilities.B0Tt5R1m2DsVLtPH]{Free to Move} @UUID[Compendium.cyphersystem-compendium.abilities.hhBF8re7Azmce3Y9]{Group Friendship} @UUID[Compendium.cyphersystem-compendium.abilities.KGzAHs3qln0fNDjt]{Hard to Kill} @UUID[Compendium.cyphersystem-compendium.abilities.IFb8NX06xgWM7H98]{Jump Attack} @UUID[Compendium.cyphersystem-compendium.abilities.LTqgcoprvBF2ZkdH]{Mastery With Defense} @UUID[Compendium.cyphersystem-compendium.abilities.AmZDmnmP7CxSSN4h]{Parry} @UUID[Compendium.cyphersystem-compendium.abilities.5uWcMvgh1OWvieJs]{Physically Gifted} @UUID[Compendium.cyphersystem-compendium.abilities.scceoEmEnN5MW8XT]{Take Command} @UUID[Compendium.cyphersystem-compendium.abilities.icJAWRB8Uha8CSKr]{Vigilant}

Sixth-Tier Explorer

Choose three of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.MQewTo9NscKVUUNz]{Again and Again} @UUID[Compendium.cyphersystem-compendium.abilities.tTrekc4AZbIqem5L]{Inspire Coordinated Actions} @UUID[Compendium.cyphersystem-compendium.abilities.4k5JFV78A5SiPjFo]{Mastery in Armor} @UUID[Compendium.cyphersystem-compendium.abilities.kNSRytTtQX0rU3aE]{Mastery With Attacks} @UUID[Compendium.cyphersystem-compendium.abilities.dMEqa6kAjXrHlxui]{Negate Danger} @UUID[Compendium.cyphersystem-compendium.abilities.PXvS7AatBcxH9cvZ]{Share Defense} @UUID[Compendium.cyphersystem-compendium.abilities.KDZeCZJxjCQzlTxA]{Spin Attack} @UUID[Compendium.cyphersystem-compendium.abilities.vQtVTnCecWFXkfkI]{Wild Vitality}

Explorer Example

Sam decides to create an Explorer character for a science fiction campaign. This character will be a hardy soul who explores alien worlds. They put 3 additional points into their Might Pool, 2 into their Speed Pool, and 1 into their Intellect Pool; their stat Pools are now Might 13, Speed 11, and Intellect 10. As a first-tier character, their Effort is 1, their Might Edge is 1, and their Speed Edge and Intellect Edge are 0. Their character is fairly well-rounded so far.

Sam immediately leaps in and starts choosing abilities. They pick Danger Sense and Surging Confidence, thinking those abilities will be generally useful. They also choose Practiced in Armor, reasoning that the character wears high-tech medium armor when exploring. Last, they choose Knowledge Skills and select geology and biology to help during interplanetary explorations.

Sam’s Explorer can bear two cyphers, which in this setting involve nanotechnology. The GM decides that one is a nanite injector that grants a +1 bonus to Might Edge when used, and the other is a device that can create one simple handheld object the user wishes.

Sam’s Explorer is not really geared toward fighting, but sometimes the universe is a dangerous place, so they note that they’re carrying a medium blaster as well.

Sam still needs a descriptor and a focus. Looking to the Descriptor chapter, they choose Hardy, which increases their Might Pool to 17. They also heal more quickly and can operate better when injured. They’re trained in Might defense but have an inability with initiative; however, it’s effectively canceled out by their Danger Sense (and vice versa). Sam could go back and select something else instead of Danger Sense, but they like it and decide to keep it. Overall, the descriptor ends up making the character tough but a little slow.

For their focus, Sam chooses Explores Dark Places (in this case, weird ruins of alien civilizations). This gives the character a bunch of additional skills: searching, listening, climbing, balancing, and jumping. They’re quite the capable Explorer.

For their character arc, Sam chooses Enterprise. Exploring alien places sometimes turns up strange relics, and Sam figures they might be able to set up a service to reliably transport these items to responsible third parties, rather than allow them to fall into the hands of pirates and rich private collectors. For a small fee, of course.

Speaker

Fantasy/Fairy tale: bard, speaker, skald, emissary, priest, advocate

Modern/Horror/Romance: diplomat, charmer, face, spinner, manipulator, minister, mediator, lawyer

Science fiction: diplomat, empath, glam, consul, legate

Superhero/Post-Apocalyptic: charmer, mesmerist, puppet master

You’re good with words and good with people. You talk your way past challenges and out of jams, and you get people to do what you want.

Individual Role: Speakers are smart and charismatic. They like people and, more important, they understand them. This helps speakers get others to do what needs to be done.

Group Role: The Speaker is often the face of the group, serving as the person who speaks for all and negotiates with others. Combat and action are not a Speaker’s strong suits, so other characters sometimes have to defend the Speaker in times of danger.

Societal Role: Speakers are frequently political or religious leaders. Just as often, however, they are con artists or criminals.

Advanced Speakers: Higher-tier Speakers use their abilities to control and manipulate people as well as aid and nurture their friends. They can talk their way out of danger and even use their words as weapons.

Speaker Background Connection

Your type helps determine the connection you have to the setting. Roll a d20 or choose from the following list to determine a specific fact about your background that provides a connection to the rest of the world. You can also create your own fact.

@UUID[Compendium.cyphersystem-compendium.cypher-roll-tables.zDo6fnblxkAjzvc3]{Speaker Background Connection}

Speaker Player Intrusions

When playing a Speaker, you can spend 1 XP to use one of the following player intrusions, provided the situation is appropriate and the GM agrees.

Friendly NPC: An NPC you don’t know, someone you don’t know that well, or someone you know but who hasn’t been particularly friendly in the past chooses to help you, though doesn’t necessarily explain why. Maybe they’ll ask you for a favor in return afterward, depending on how much trouble they go to.

Perfect Suggestion: A follower or other already-friendly NPC suggests a course of action with regard to an urgent question, problem, or obstacle you’re facing.

Unexpected Gift: An NPC hands you a physical gift you were not expecting, one that helps put the situation at ease if things seem strained, or provides you with a new insight for understanding the context of the situation if there’s something you’re failing to understand or grasp.

Speaker Stat Pools

StatPool Starting Value
Might8
Speed9
Intellect11

You get 6 additional points to divide among your stat Pools however you wish.

First-Tier Speaker

First-tier Speakers have the following abilities:

Effort: Your Effort is 1.

Genius: You have an Intellect Edge of 1, a Might Edge of 0, and a Speed Edge of 0.

Cypher Use: You can bear two cyphers at a time.

Weapons: You can use @UUID[Compendium.cyphersystem-compendium.basic-skills.GA74AkWhC7i4Z8sZ]{light weapons} without penalty. You have an inability with @UUID[Compendium.cyphersystem-compendium.inabilities.Zjign4M9GqTvD348]{medium} and @UUID[Compendium.cyphersystem-compendium.inabilities.aMGYdfzCgfYqtHuJ]{heavy weapons}; your attacks with medium and heavy weapons are hindered.

Starting Equipment: Appropriate clothing and a light weapon of your choice, plus two expensive items, two moderately priced items, and up to four inexpensive items.

Special Abilities: Choose four of the abilities listed below. You can’t choose the same ability more than once unless its description says otherwise. The full description for each listed ability can be found in Abilities, which also has descriptions for flavor and focus abilities in a single vast catalog.

Some Speaker abilities, like Mind Reading or True Senses, imply a supernatural element. If this is inappropriate to the character or the setting, these abilities can be replaced with something from the stealth flavor, or the GM can slightly modify them so they are based in extraordinary talents and insight rather than the supernatural.

@UUID[Compendium.cyphersystem-compendium.abilities.BlBi7qk0darLthxS]{Anecdote} @UUID[Compendium.cyphersystem-compendium.abilities.r7uNiD9CGy4G3Hoq]{Babel} @UUID[Compendium.cyphersystem-compendium.abilities.JSlr2Q6Ll1xNd8fX]{Demeanor of Command} @UUID[Compendium.cyphersystem-compendium.abilities.hYa7I52x2iwffh8C]{Encouragement} @UUID[Compendium.cyphersystem-compendium.abilities.lQ4MNmGXXNBMGsmk]{Enthrall} @UUID[Compendium.cyphersystem-compendium.abilities.TmWjWp4iWk4GMLN0]{Erase Memories} @UUID[Compendium.cyphersystem-compendium.abilities.ulHj0pzmwc515fve]{Fast Talk} @UUID[Compendium.cyphersystem-compendium.abilities.wWCehMidmvLypdxj]{Inspire Aggression} @UUID[Compendium.cyphersystem-compendium.abilities.V765JZKDKQ00Buyn]{Interaction Skills} @UUID[Compendium.cyphersystem-compendium.abilities.NhijFGxYepJtaa0r]{Practiced With Medium Weapons} @UUID[Compendium.cyphersystem-compendium.abilities.5aUrbdjSSLCRggHU]{Spin Identity} @UUID[Compendium.cyphersystem-compendium.abilities.qVlbJjB7X8R78rz0]{Terrifying Presence} @UUID[Compendium.cyphersystem-compendium.abilities.kv03xEihe4VZNkK5]{Understanding}

Second-Tier Speaker

Choose two of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.4XwwFeGO5haHxvQs]{Basic Follower} @UUID[Compendium.cyphersystem-compendium.abilities.BggeJtN5IcutwLJg]{Calm Stranger} @UUID[Compendium.cyphersystem-compendium.abilities.di7QfASecjKU8BPN]{Disincentivize} @UUID[Compendium.cyphersystem-compendium.abilities.IvKd5vkPypJbB1Ip]{Gather Intelligence} @UUID[Compendium.cyphersystem-compendium.abilities.GT0AiiarWPbGzxKs]{Impart Ideal} @UUID[Compendium.cyphersystem-compendium.abilities.DLxDL49VjUEMAjxZ]{Inspiring Ease} @UUID[Compendium.cyphersystem-compendium.abilities.V765JZKDKQ00Buyn]{Interaction Skills} @UUID[Compendium.cyphersystem-compendium.abilities.o2ZDoteWQsFsqTJr]{Practiced in Armor} @UUID[Compendium.cyphersystem-compendium.abilities.CtRvLxfUlCynJv1B]{Skill With Defense} @UUID[Compendium.cyphersystem-compendium.abilities.XntbE6mXQ4CZ6yIi]{Speedy Recovery} @UUID[Compendium.cyphersystem-compendium.abilities.UHvD5299HFbwBvpR]{Unexpected Betrayal}

Third-Tier Speaker

Choose three of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.hB1CISYVEZXEO0IV]{Accelerate} @UUID[Compendium.cyphersystem-compendium.abilities.rZsohzuwTFfghWVO]{Blend In} @UUID[Compendium.cyphersystem-compendium.abilities.NnlGdSiR9GbiTJyZ]{Discerning Mind} @UUID[Compendium.cyphersystem-compendium.abilities.u1GhDcfpVXITVtOc]{Expert Cypher Use} @UUID[Compendium.cyphersystem-compendium.abilities.ETGBAqAc1ApFH5cx]{Expert Follower} @UUID[Compendium.cyphersystem-compendium.abilities.sqiDNk5qXh9j3zwh]{Grand Deception} @UUID[Compendium.cyphersystem-compendium.abilities.1N6P5ZRogThCS0KH]{Lead by Inquiry} @UUID[Compendium.cyphersystem-compendium.abilities.W5Zt9qDKCtNr49BC]{Mind Reading} @UUID[Compendium.cyphersystem-compendium.abilities.i5BlJLgj1ayBw0uY]{Oratory} @UUID[Compendium.cyphersystem-compendium.abilities.ZqBpOAiH70SGHX8N]{Perfect Stranger} @UUID[Compendium.cyphersystem-compendium.abilities.Mac5S0sQe9Muf4Mv]{Quick Wits} @UUID[Compendium.cyphersystem-compendium.abilities.oah8DOODfphl858B]{Telling}

Fourth-Tier Speaker

Choose two of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.ZH0JbusjycG6zQf1]{Anticipate Attack} @UUID[Compendium.cyphersystem-compendium.abilities.2SiHiotGcSufnCne]{Confounding Banter} @UUID[Compendium.cyphersystem-compendium.abilities.RO8dmB90aRPOmCuJ]{Feint} @UUID[Compendium.cyphersystem-compendium.abilities.7tiGTYVXj9eHdja7]{Heightened Skills} @UUID[Compendium.cyphersystem-compendium.abilities.Je1MitN21L3lqWVF]{Psychosis} @UUID[Compendium.cyphersystem-compendium.abilities.lbXg8UlSCG23yxO4]{Read the Signs} @UUID[Compendium.cyphersystem-compendium.abilities.QFZyfDWOSEpZeQmM]{Spur Effort} @UUID[Compendium.cyphersystem-compendium.abilities.cS2p7CRfquFvR65U]{Strategize} @UUID[Compendium.cyphersystem-compendium.abilities.3wZZC07ADxO3mImS]{Suggestion}

Fifth-Tier Speaker

Choose three of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.M0pjZXQ9996hfUPs]{Adroit Cypher Use} @UUID[Compendium.cyphersystem-compendium.abilities.t3uyBYJqMApfEBWX]{Discipline of Watchfulness} @UUID[Compendium.cyphersystem-compendium.abilities.4eCjeGPA0ovnwIfu]{Experienced in Armor} @UUID[Compendium.cyphersystem-compendium.abilities.UyW320RhzarMNoss]{Flee} @UUID[Compendium.cyphersystem-compendium.abilities.xCUKzmoBKzN9gIut]{Foul Aura} @UUID[Compendium.cyphersystem-compendium.abilities.wlkPdME0r3hx9VbE]{Knowing the Unknown} @UUID[Compendium.cyphersystem-compendium.abilities.iroL3TcKD9dpulhW]{Regeneration} @UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks} @UUID[Compendium.cyphersystem-compendium.abilities.U9sgMUKkIkDIdRtK]{Stimulate}

Sixth-Tier Speaker

Choose two of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.

@UUID[Compendium.cyphersystem-compendium.abilities.By276DS858KmWNZq]{Assume Control} @UUID[Compendium.cyphersystem-compendium.abilities.G8waoPdWGzMl0S1n]{Battle Management} @UUID[Compendium.cyphersystem-compendium.abilities.crFxkKwBNdnD6tX4]{Crowd Control} @UUID[Compendium.cyphersystem-compendium.abilities.fPCTpU0viXXWrNs0]{Inspiring Success} @UUID[Compendium.cyphersystem-compendium.abilities.3EcnBLVtGwxpWXBW]{Recruit Deputy} @UUID[Compendium.cyphersystem-compendium.abilities.EH8OmAJaimF4MTgg]{Shatter Mind} @UUID[Compendium.cyphersystem-compendium.abilities.MGzAkRaGd4LgfQti]{True Senses} @UUID[Compendium.cyphersystem-compendium.abilities.ZTp4SZ673tDJpmuS]{Word of Command}

Speaker Example

Mary wants to create a Speaker for a Lovecraftian horror campaign. She puts 3 of her additional stat points into her Intellect Pool and 3 into her Speed Pool; her stat Pools are now Might 8, Speed 12, and Intellect 14. As a first-tier character, her Effort is 1, her Might Edge and Speed Edge are 0, and her Intellect Edge is 1. She’s smart and charismatic but not particularly tough.

Mary chooses Fast Talk and Spin Identity to help get into places and learn things she wants to know. She’s a bit of a con artist. She’s good to her friends, however, and chooses Encouragement as well. Mary rounds out her first-tier abilities with Interaction Skills (deceiving and persuasion).

A Speaker normally starts with two cyphers, but the GM rules that characters in this campaign start with only one—something creepy relating to their background. Mary’s cypher is an odd pocket watch given to her by her grandfather. She doesn’t know how or why, but when activated, the watch allows her to take twice as many actions for three rounds.

Mary’s character carries a small knife hidden in her bag in case of trouble. As a light weapon, it inflicts 2 points of damage, but attacks with it are eased.

Mary chooses Resilient for her descriptor and decides that she can probably learn the truth behind some of the strange things that she’s heard about without feeling too much trauma if it’s horrible. Resilient increases her Might Pool to 10 and her Intellect Pool to 16. She’s trained in Might and Intellect defense actions and gains an extra recovery roll each day. At first, Mary is sad that her descriptor gives her an inability in knowledge and puzzle tasks, but then she realizes that the flaw fits her character well—she’s better at getting people to tell her what she needs to know than at figuring out the information herself.

For her focus, Mary chooses Moves Like a Cat, granting her a final Speed Pool of 18 and training in balance. In the end, she’s graceful and quick, charismatic, and hardier than she initially thought thanks to her drive. She’s ready to investigate the weird.

For her character arc, Mary chooses Fall From Grace. She decides she’s had an obsession with a strange tome that’s been in her family for generations, and her character is drawn to its strange languages and rituals.

Further Customization

The rules in this section are more advanced and always involve the GM. They can be used by the GM to tailor a type to better fit the genre or setting, or by a player and a GM to tweak a character to fit a concept.

Modifying Type Aspects

The following aspects of the four character types can be modified at character creation. Other abilities should not be changed.

Stat Pools: Each character type has a starting stat Pool value. A player can exchange points between their Pools on a one-for-one basis. For example, they can trade 2 points of Might for 2 points of Speed. However, no starting stat Pool should be higher than 20.

Edge: A player can start with an Edge of 1 in whichever stat they wish.

Cypher Use: If a character gives up the ability to bear one cypher, they gain an additional skill of their choice.

Weapons: Some types have static first-tier abilities that let them use light, medium, and/or heavy weapons without a penalty. Warriors can use all weapons, Explorers can use light and medium weapons, and Adepts and Speakers can use light weapons. Any one of these weapon abilities can be sacrificed to gain training in a different skill of the player’s choice.

Drawbacks and Penalties

In addition to other customization options, a player can choose to take drawbacks or penalties to gain further advantages.

Weakness: A weakness is, essentially, the opposite of Edge. If you have a weakness of 1 in Speed, all Speed actions that require you to spend points cost 1 additional point from your Pool. At any time, a player can give their character a weakness in one stat and, in exchange, gain +1 to their Edge in one of the other two stats. So a PC can take a weakness of 1 in Speed to gain +1 to their Might Edge.

Normally, you can have a weakness only in a stat in which you have an Edge of 0. Further, you can’t have more than one weakness, and you can’t have a weakness greater than 1 unless the additional weakness comes from another source (such as a disease or disability arising from actions or conditions in the game).

Inabilities: Inabilities are like negative skills. They make one type of task harder by hindering it. If a character chooses to take an inability, they gain a skill of their choice. Normally, a character can have only one inability unless the additional inability comes from another source (such as a descriptor or a disease or disability arising from actions or conditions in the game).

","markdown":""},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"ownership":{"default":-1},"flags":{}},{"sort":600000,"name":"License","type":"text","_id":"9ZDlIEtwXjxzyyrZ","title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"

This product is an independent production and is not affiliated with Monte Cook Games, LLC. It is published under the Cypher System Open License, found at http://csol.montecookgames.com.

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This product is an independent production and is not affiliated with Monte Cook Games, LLC. It is published under the Cypher System Open License, found at http://csol.montecookgames.com.

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","markdown":""},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"ownership":{"default":-1},"flags":{}},{"sort":387500,"name":"Flavor","type":"text","_id":"gUBd9dvLJ8qY0iZx","title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"

Flavors are groups of special abilities the GM and players can use to alter a character type to make it more to their liking or more appropriate to the genre or setting. For example, if a player wants to create a magic-using thief character, she could play an Adept with stealth flavoring. In a science fiction setting, a Warrior might also have knowledge of machinery, so the character could be flavored with technology.

At a given tier, abilities from a flavor are traded one for one with standard abilities from a type. So to add the Danger Sense stealth flavor ability to a Warrior, something else—perhaps Bash—must be sacrificed. Now that character can choose Danger Sense as they would any other first-tier warrior ability, but they can never choose Bash.

The GM should always be involved in flavoring a type. For example, they might know that for their science fiction game, they want a type called a “Glam,” which is a Speaker flavored with certain technology abilities—specifically those that make the character a flamboyant starship pilot. Thus, they exchange the first-tier abilities Spin Identity and Inspire Aggression for the technology flavor abilities Datajack and Tech Skills so the character can plug into the ship directly and can take piloting and computers as skills.

In the end, flavor is mostly a tool for the GM to easily create campaign-specific types by making a few slight alterations to the four base types. Although players may wish to use flavors to get the characters they want, remember that they can also shape their PCs with descriptors and foci very nicely.

The flavors available are stealth, technology, magic, combat, and skills and knowledge.

The full description for each listed ability can be found in the Abilities chapter, which also contains descriptions for type and focus abilities in a single vast catalog.

Stealth Flavor

Characters with the stealth flavor are good at sneaking around, infiltrating places they don’t belong, and deceiving others. They use these abilities in a variety of ways, including combat. An Explorer with stealth flavor might be a thief, while a Warrior with stealth flavor might be an assassin. An Explorer with stealth flavor in a superhero setting might be a crimefighter who stalks the streets at night.

First-Tier Stealth Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.UyQTRi5ZwWU5tMO0]{Danger Sense} @UUID[Compendium.cyphersystem-compendium.abilities.M2oXV5cRSdMlUZDm]{Goad} @UUID[Compendium.cyphersystem-compendium.abilities.Frxs35QkokRdure4]{Legerdemain} @UUID[Compendium.cyphersystem-compendium.abilities.90wkMwuVBaiyL9yt]{Opportunist} @UUID[Compendium.cyphersystem-compendium.abilities.QAdh0yZBjJsHdJjD]{Stealth Skills}

Second-Tier Stealth Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.dQHSDDZxJNHrHH1l]{Contortionist} @UUID[Compendium.cyphersystem-compendium.abilities.8ydN3DBdXXP24hQL]{Find an Opening} @UUID[Compendium.cyphersystem-compendium.abilities.5abCQnz5ZWvvfMro]{Get Away} @UUID[Compendium.cyphersystem-compendium.abilities.mvFsSsVjyF8iXvCe]{Sense Ambush} @UUID[Compendium.cyphersystem-compendium.abilities.uG2ACHNAPoZirp0b]{Surprise Attack}

Third-Tier Stealth Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.Uq6p6fOg9KyFcUws]{Evanesce} @UUID[Compendium.cyphersystem-compendium.abilities.XR3B0gfJtrYUAU5M]{From the Shadows} @UUID[Compendium.cyphersystem-compendium.abilities.lUkqQu1vvJe3FxfQ]{Gambler} @UUID[Compendium.cyphersystem-compendium.abilities.sM2zEDx4gRr9CuiR]{Inner Defense} @UUID[Compendium.cyphersystem-compendium.abilities.lwJAowJa4eKlcDjb]{Misdirect} @UUID[Compendium.cyphersystem-compendium.abilities.ZuX6gykVtKxiBAxR]{Run and Fight} @UUID[Compendium.cyphersystem-compendium.abilities.t3zUlk8c5WEBXXO8]{Seize the Moment}

Fourth-Tier Stealth Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.cS1RW48sdVY6ZJZd]{Ambusher} @UUID[Compendium.cyphersystem-compendium.abilities.JVvSTtYbksWJDADY]{Debilitating Strike} @UUID[Compendium.cyphersystem-compendium.abilities.cqzyNCPYVEWtucLe]{Outwit} @UUID[Compendium.cyphersystem-compendium.abilities.LojkwDtb1gHLSB6A]{Preternatural Senses} @UUID[Compendium.cyphersystem-compendium.abilities.w2aO1ZIpmBDQJXq1]{Tumbling Moves}

Fifth-Tier Stealth Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.YbYeZ0A0m96IWxwl]{Assassin Strike} @UUID[Compendium.cyphersystem-compendium.abilities.S5JTyQCNcgrXgNqf]{Mask} @UUID[Compendium.cyphersystem-compendium.abilities.G5bTthwpEf5azVHA]{Return to Sender} @UUID[Compendium.cyphersystem-compendium.abilities.bVt0TIfwtEUXvi6O]{Uncanny Luck}

Sixth-Tier Stealth Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.VVYx3J42Sj9qCQV9]{Exploit Advantage} @UUID[Compendium.cyphersystem-compendium.abilities.jrTEtAhE6GfLW7R4]{Spring Away} @UUID[Compendium.cyphersystem-compendium.abilities.cWHqKGpI5z0aiSYC]{Thief’s Luck} @UUID[Compendium.cyphersystem-compendium.abilities.aWws42dVSQjRz8Hr]{Twist of Fate}

Technology Flavor

Characters with a flavor of technology typically are from science fiction or at least modern-day settings (although anything is possible). They excel at using, dealing with, and building machines. An Explorer with technology flavor might be a starship pilot, and a Speaker flavored with technology could be a techno-priest.

Some of the less computer-oriented abilities might be appropriate for a steampunk character, while a modern-day character could use some of the abilities that don’t involve starships or ultratech.

First-Tier Technology Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.Q3DGDFwNIOjz866X]{Datajack} @UUID[Compendium.cyphersystem-compendium.abilities.z23towmNKeKJasHV]{Hacker} @UUID[Compendium.cyphersystem-compendium.abilities.rhaZSmU6dJpzMO64]{Machine Interface} @UUID[Compendium.cyphersystem-compendium.abilities.kkCW4KkWA751AeBl]{Scramble Machine} @UUID[Compendium.cyphersystem-compendium.abilities.pYsmdnNte7o5Flca]{Tech Skills} @UUID[Compendium.cyphersystem-compendium.abilities.AFfburUYwZlBFq7N]{Tinker}

Second-Tier Technology Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.7nUj7rxq4Qwg4FUM]{Distant Interface} @UUID[Compendium.cyphersystem-compendium.abilities.JK2hN1poqMLqfa1N]{Machine Efficiency} @UUID[Compendium.cyphersystem-compendium.abilities.FDG7hgrRNt4aHpP1]{Overload Machine} @UUID[Compendium.cyphersystem-compendium.abilities.v1lZkKjSCS1pjnET]{Serv-0} @UUID[Compendium.cyphersystem-compendium.abilities.XzomXctsS8NL9M7Q]{Serv-0 Defender} @UUID[Compendium.cyphersystem-compendium.abilities.x8cGd4MC9YEW9isa]{Serv-0 Repair} @UUID[Compendium.cyphersystem-compendium.abilities.k4LeTZ1lqN9L3hPS]{Tool Mastery}

Third-Tier Technology Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.7VYzHQvF1cz4cfUp]{Mechanical Telepathy} @UUID[Compendium.cyphersystem-compendium.abilities.9r6iNU2GH4oEH6vz]{Serv-0 Scanner} @UUID[Compendium.cyphersystem-compendium.abilities.hIy0GMeL8WALvhEb]{Ship Footing} @UUID[Compendium.cyphersystem-compendium.abilities.Nyt7Z1xWqmnuu265]{Shipspeak} @UUID[Compendium.cyphersystem-compendium.abilities.YIzrA5i8eBSPMFzj]{Spray}

Fourth-Tier Technology Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.2l9FIUVKimPzIXzU]{Machine Bond} @UUID[Compendium.cyphersystem-compendium.abilities.NoKdHv0FSytZR4iF]{Robot Fighter} @UUID[Compendium.cyphersystem-compendium.abilities.NcItnMHjeG9fgE1K]{Serv-0 Aim} @UUID[Compendium.cyphersystem-compendium.abilities.lPqCQOQJF0JfoFRn]{Serv-0 Brawler} @UUID[Compendium.cyphersystem-compendium.abilities.9YuQrJXAQO0qIFPj]{Serv-0 Spy}

Fifth-Tier Technology Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.FxohCBSksJIu1BSA]{Control Machine} @UUID[Compendium.cyphersystem-compendium.abilities.KQDFvUEnIWed1ebo]{Jury-Rig} @UUID[Compendium.cyphersystem-compendium.abilities.XkFsMa9e9IY2FRcN]{Machine Companion}

Sixth-Tier Technology Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.PLyxuOlieOGsJx4h]{Information Gathering} @UUID[Compendium.cyphersystem-compendium.abilities.7QTTrXnxDHskYYhj]{Master Machine}

Magic Flavor

You know a little about magic. You might not be a wizard, but you know the basics—how it works, and how to accomplish a few wondrous things. Of course, in your setting, “magic” might actually mean psychic powers, mutant abilities, weird alien tech, or anything else that produces interesting and useful effects.

An Explorer flavored with magic might be a wizard-hunter, and a Speaker with magical flavor might be a sorcerer-bard. Although an Adept flavored with magic is still an Adept, you might find that swapping some of the type’s basic abilities with those given here tailors the character in desirable ways.

First-Tier Magic Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.I9m3nOdBZ2HoEmbj]{Blessing of the Gods} @UUID[Compendium.cyphersystem-compendium.abilities.SQ4RTDwdA0yiZ81b]{Closed Mind} @UUID[Compendium.cyphersystem-compendium.abilities.bM2Y62eaUKYKdcwq]{Entangling Force} @UUID[Compendium.cyphersystem-compendium.abilities.zArjjFcf9tHQvJTx]{Hedge Magic} @UUID[Compendium.cyphersystem-compendium.abilities.XQxN55rl0f5HFxEM]{Magic Training} @UUID[Compendium.cyphersystem-compendium.abilities.TPEcyzCeC3z5FyyQ]{Mental Link} @UUID[Compendium.cyphersystem-compendium.abilities.ZsI6553CPbGi0wtx]{Premonition}

Second-Tier Magic Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.Mfebb42AE5xt7k85]{Concussive Blast} @UUID[Compendium.cyphersystem-compendium.abilities.21Bi8yur01DCYz5f]{Fetch} @UUID[Compendium.cyphersystem-compendium.abilities.4fcns7ANpZF7pHaz]{Force Field} @UUID[Compendium.cyphersystem-compendium.abilities.wNQ3q7VXtPHlPzqb]{Lock} @UUID[Compendium.cyphersystem-compendium.abilities.rRDSzPJtUCwRVXFR]{Repair Flesh}

Third-Tier Magic Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.MvyXo0ZUsxu8QQ22]{Distance Viewing} @UUID[Compendium.cyphersystem-compendium.abilities.NgHLZq3tZ3CFJvYv]{Fire Bloom} @UUID[Compendium.cyphersystem-compendium.abilities.CAh0KStmP03kgv62]{Fling} @UUID[Compendium.cyphersystem-compendium.abilities.dDhnZrzAxDvK7QYa]{Force at Distance} @UUID[Compendium.cyphersystem-compendium.abilities.wEWyNKnVgVOjsyms]{Summon Giant Spider}

Fourth-Tier Magic Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.XR8WeRW3OlbCIjlJ]{Elemental Protection} @UUID[Compendium.cyphersystem-compendium.abilities.LLvJZvzbGQOrlqoE]{Ignition} @UUID[Compendium.cyphersystem-compendium.abilities.blm1Z8JxvWOiFf0b]{Pry Open}

Fifth-Tier Magic Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.HuhNjMfMxPkTlERH]{Create} @UUID[Compendium.cyphersystem-compendium.abilities.OkKNmMvLFwHxUv2r]{Divine Intervention} @UUID[Compendium.cyphersystem-compendium.abilities.M1FHIlVPVv8O02LV]{Dragon’s Maw} @UUID[Compendium.cyphersystem-compendium.abilities.IKicLElFbkRx5IaM]{Fast Travel} @UUID[Compendium.cyphersystem-compendium.abilities.MGzAkRaGd4LgfQti]{True Senses}

Sixth-Tier Magic Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.RBOc2zxAI9xMoWqW]{Relocate} @UUID[Compendium.cyphersystem-compendium.abilities.LnZkUlKUuuD7iW3P]{Summon Demon} @UUID[Compendium.cyphersystem-compendium.abilities.PlKwEwo6ilGqwxwI]{Traverse the Worlds} @UUID[Compendium.cyphersystem-compendium.abilities.Gsre3acJaxhGBa0S]{Word of Death}

Combat Flavor

Combat flavor makes a character more martial. A Speaker with combat flavor in a fantasy setting would be a battle bard. An Explorer with combat flavor in a historical game might be a pirate. An Adept flavored with combat in a science fiction setting could be a veteran of a thousand psychic wars.

First-Tier Combat Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.UyQTRi5ZwWU5tMO0]{Danger Sense} @UUID[Compendium.cyphersystem-compendium.abilities.o2ZDoteWQsFsqTJr]{Practiced in Armor} @UUID[Compendium.cyphersystem-compendium.abilities.NhijFGxYepJtaa0r]{Practiced With Medium Weapons}

Second-Tier Combat Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.wyUQ3Atl3V1ItCFH]{Bloodlust} @UUID[Compendium.cyphersystem-compendium.abilities.2x7nMe9ZGp3VjI8B]{Combat Prowess} @UUID[Compendium.cyphersystem-compendium.abilities.uatcX3o1oB2Stc4u]{Trained Without Armor}

Third-Tier Combat Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.yl2zo179wXZW5Xxc]{Practiced With All Weapons} @UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks} @UUID[Compendium.cyphersystem-compendium.abilities.CtRvLxfUlCynJv1B]{Skill With Defense} @UUID[Compendium.cyphersystem-compendium.abilities.36nlDXhOP5e5dfns]{Successive Attack}

Fourth-Tier Combat Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.gNRMG3mJTzWaCGph]{Capable Warrior} @UUID[Compendium.cyphersystem-compendium.abilities.Rr4oB1lUzuzFHNHQ]{Deadly Aim} @UUID[Compendium.cyphersystem-compendium.abilities.73miZT5kYFyxnPOT]{Fury} @UUID[Compendium.cyphersystem-compendium.abilities.lwJAowJa4eKlcDjb]{Misdirect} @UUID[Compendium.cyphersystem-compendium.abilities.YIzrA5i8eBSPMFzj]{Spray}

Fifth-Tier Combat Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.GlXd4oFI9Fqq3rAX]{Experienced Defender} @UUID[Compendium.cyphersystem-compendium.abilities.S9QxUr8u2gtwY7ya]{Hard Target} @UUID[Compendium.cyphersystem-compendium.abilities.AmZDmnmP7CxSSN4h]{Parry}

Sixth-Tier Combat Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.oroWEBbp3cvrYwH9]{Greater Skill With Attacks} @UUID[Compendium.cyphersystem-compendium.abilities.4k5JFV78A5SiPjFo]{Mastery in Armor} @UUID[Compendium.cyphersystem-compendium.abilities.LTqgcoprvBF2ZkdH]{Mastery With Defense}

Skills and Knowledge Flavor

This flavor is for characters in roles that call for more knowledge and more real-world application of talent. It’s less flashy and dramatic than supernatural powers or the ability to hack apart multiple foes, but sometimes expertise or know-how is the real solution to a problem.

A Warrior flavored with skills and knowledge might be a military engineer. An Explorer flavored with skills and knowledge could be a field scientist. A Speaker with this flavor might be a teacher.

First-Tier Skills and Knowledge Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.V765JZKDKQ00Buyn]{Interaction Skills} @UUID[Compendium.cyphersystem-compendium.abilities.romswZIOmAmtzfCL]{Investigative Skills} @UUID[Compendium.cyphersystem-compendium.abilities.eEGFknWQZUBNXn99]{Knowledge Skills} @UUID[Compendium.cyphersystem-compendium.abilities.noCgrKbB370cfzQg]{Physical Skills} @UUID[Compendium.cyphersystem-compendium.abilities.wEjdodvc6SLf8yso]{Travel Skills}

Second-Tier Skills and Knowledge Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.jx6DFmlbQrmltHgc]{Extra Skill} @UUID[Compendium.cyphersystem-compendium.abilities.k4LeTZ1lqN9L3hPS]{Tool Mastery} @UUID[Compendium.cyphersystem-compendium.abilities.kv03xEihe4VZNkK5]{Understanding}

Third-Tier Skills and Knowledge Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.dVh39nh5ARUxreUc]{Flex Skill} @UUID[Compendium.cyphersystem-compendium.abilities.uhC4ubTGfhkNvIMX]{Improvise}

Fourth-Tier Skills and Knowledge Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.4USzF8qKs8oZJH13]{Multiple Skills} @UUID[Compendium.cyphersystem-compendium.abilities.Mac5S0sQe9Muf4Mv]{Quick Wits} @UUID[Compendium.cyphersystem-compendium.abilities.NaqoExT72j3xkWp3]{Task Specialization}

Fifth-Tier Skills and Knowledge Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.NhijFGxYepJtaa0r]{Practiced With Medium Weapons} @UUID[Compendium.cyphersystem-compendium.abilities.lbXg8UlSCG23yxO4]{Read the Signs}

Sixth-Tier Skills and Knowledge Abilities

@UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks} @UUID[Compendium.cyphersystem-compendium.abilities.CtRvLxfUlCynJv1B]{Skill With Defense}

","markdown":""},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"ownership":{"default":-1},"flags":{}},{"sort":393750,"name":"Descriptor","type":"text","_id":"gK5t9ActY73rBLe5","title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"

Your descriptor defines your character—it flavors everything you do. The differences between a Charming Explorer and a Vicious Explorer are considerable. The descriptor changes the way those characters go about every action. Your descriptor places your character in the situation (the first adventure, which starts the campaign) and helps provide motivation. It is the adjective of the sentence “I am an adjective noun who verbs.”

Descriptors offer a one-time package of extra abilities, skills, or modifications to your stat Pools. Not all of a descriptor’s offerings are positive character modifications. For example, some descriptors have inabilities—tasks that a character isn’t good at. You can think of inabilities as negative skills—instead of being one step better at that kind of task, you’re one step worse. If you become skilled at a task that you have an inability with, they cancel out. Remember that characters are defined as much by what they’re not good at as by what they are good at.

Descriptors also offer a few brief suggestions for how your character got involved with the rest of the group on their first adventure. You can use these, or not, as you wish.

This section details fifty descriptors. Choose one of them for your character. You can pick any descriptor you wish regardless of your type. At the end of this chapter, a few options are provided for Customizing Descriptors, including making a character’s species their descriptor.

(Your descriptor matters most when you are a beginning character. The benefits (and perhaps drawbacks) that come from your descriptor will eventually be overshadowed by the growing importance of your type and focus. However, the influence of your descriptor will remain at least somewhat important throughout your character’s life.)

Customizing Descriptors

Under the normal rules, each descriptor is based on some modification of the following guidelines:

With this general information, you can customize a descriptor, but keep in mind that a heavily customized descriptor isn’t a descriptor if it no longer says one thing about a character. It’s better to use this information to create a new descriptor that fits exactly how the player wants to portray the character.

Species as Descriptor

Sometimes, in settings that have alien or fantasy species, players want to play a member of that species rather than the default (which is usually “human”). Most of the time, this choice is one of flavor rather than game mechanics. If you’re a 7-foot-tall furry Rigellian with three eyes, that’s great, but it doesn’t change your stats or skills (though it may have roleplaying challenges).

However, sometimes being a nonhuman results in more substantive changes. A PC ogre in a fantasy setting might have the Strong or Tough descriptor, or perhaps it has a descriptor simply called Ogre, which is similar to Strong or Tough but more pronounced (with greater Might but even greater drawbacks). This would mean that instead of being a Tough Warrior who Controls Beasts, the character is an Ogre Warrior who Controls Beasts.

The Genre chapter offers a few species descriptors, but many GMs will want to create their own as suits their setting. It can’t be stressed enough, however, that nine times out of ten, in most genres, species differences aren’t significant enough to warrant this treatment. The differences between a Mysterious character and a Virtuous one are probably greater than those between an Alpha Centauran and an Earthling.

Descriptors

Appealing

You’re attractive to others, but perhaps more important, you are likeable and charismatic. You’ve got that “special something” that draws others to you. You often know just the right thing to say to make someone laugh, put them at ease, or spur them to action. People like you, want to help you, and want to be your friend.

You gain the following characteristics:

Charismatic: +2 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.iLViKiz8EUbAbChF]{Skill}: You are trained in pleasant social interactions.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.6yXynECByG8UO0IC]{Resistant to Charms}: You’re aware of how others can manipulate and charm people, and you notice when those tactics are used on you. Because of this awareness, you are trained in resisting any kind of persuasion or seduction if you wish it.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You met a total stranger (one of the other PCs) and charmed them so much that they invited you along.

  2. The PCs were looking for someone else, but you convinced them that you were perfect instead.

  3. Pure happenstance—because you just go along with the flow of things and everything usually works out.

  4. Your charismatic ways helped get one of the PCs out of a difficult spot a long time ago, and they always ask you to join them on new adventures.

Beneficent

Helping others is your calling. It’s why you’re here. Others delight in your outgoing and charitable nature, and you delight in their happiness. You’re at your best when you’re aiding people, either by explaining how they can best overcome a challenge or by demonstrating how to do so yourself.

You gain the following characteristics:

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.VRlwCOQq4321KUkM]{Generous}: Allies who have spent the last day with you add +1 to their recovery rolls.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.GVocWeYToxrIsT5M]{Altruistic}: If you’re standing next to a creature that takes damage, you can intercede and take 1 point of that damage yourself (reducing the damage inflicted on the creature by 1 point). If you have Armor, it does not provide a benefit when you use this ability.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.RSdNXeHg25zlTzza]{Skill}: You’re trained in all tasks related to pleasant social interaction, putting other people at ease, and gaining trust.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.8AmUhRVSxOZepa3T]{Helpful}: Whenever you help another character, that character gains the benefit as if you were trained even if you are not trained or specialized in the attempted task.

@UUID[Compendium.cyphersystem-compendium.inabilities.TmkpqIeOFknKujcO]{Inability}: While you are alone, all Intellect and Speed tasks are hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. Even though you didn’t know most of the other PCs beforehand, you invited yourself along on their quest.

  2. You saw the PCs struggling to overcome a problem and selflessly joined them to help.

  3. You’re nearly certain the PCs will fail without you.

  4. The choice was between your tattered life and helping others. You haven’t looked back since.

Brash

You’re a self-assertive sort, confident in your abilities, energetic, and perhaps a bit irreverent toward ideas that you don’t agree with. Some people call you bold and brave, but those you’ve put in their place might call you puffed up and arrogant. Whatever. It’s not in your nature to care what other people think about you, unless those people are your friends or family. Even someone as brash as you knows that friends sometimes have to come first.

You gain the following characteristics:

Energetic: +2 to your Speed Pool.

@UUID[Compendium.cyphersystem-compendium.basic-skills.gbWPNb1uKsRtZWSL]{Skill}: You are trained in initiative.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.J9qtYUcvomIXvpEh]{Bold}: You are trained in all actions that involve overcoming or ignoring the effects of fear or intimidation.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You noticed something weird going on, and without much thought, you jumped in with both feet.

  2. You showed up when and where you did on a dare because, hey, you don’t back down from dares.

  3. Someone called you out, but instead of walking into a fight, you walked into your current situation.

  4. You told your friend that nothing could scare you, and nothing you saw would change your mind. They brought you to your current point.

Calm

You’ve spent most of your life in sedentary pursuits—books, movies, hobbies, and so on—rather than active ones. You’re well versed in all manner of academia or other intellectual pursuits, but nothing physical. You’re not weak or feeble, necessarily (although this is a good descriptor for characters who are elderly), but you have no experience in more physical activities.

Calm is a great descriptor for characters who never intended to have adventures but were thrust into them, a trope that occurs often in modern games and particularly in horror games.

You gain the following characteristics:

Bookish: +2 to your Intellect Pool.

Skills: You are trained in four nonphysical skills of your choice.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.9BT9upa6c8kqf6kB]{Trivia}: You can come up with a random fact pertinent to the current situation when you wish it. This is always a matter of fact, not conjecture or supposition, and must be something you could have logically read or seen in the past. You can do this one time, although the ability is renewed each time you make a recovery roll.

@UUID[Compendium.cyphersystem-compendium.inabilities.WmhgwviF6ci24PJL]{Inability}: You’re just not a fighter. All physical attacks are hindered.

@UUID[Compendium.cyphersystem-compendium.inabilities.kR3req7hyQazHomU]{Inability}: You’re not the outdoorsy type. All climbing, running, jumping, and swimming tasks are hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You read about the current situation somewhere and decided to check it out for yourself.

  2. You were in the right (wrong?) place at the right (wrong?) time.

  3. While avoiding an entirely different situation, you walked into your current situation.

  4. One of the other PCs dragged you into it.

Chaotic

Danger doesn’t mean much to you, mainly because you don’t think much about repercussions. In fact, you enjoy sowing surprises, just to see what will happen. The more unexpected the result, the happier you are. Sometimes you are particularly manic, and for the sake of your companions, you restrain yourself from taking actions that you know will lead to disaster.

You gain the following characteristics:

Tumultuous: +4 to your Speed Pool.

@UUID[Compendium.cyphersystem-compendium.basic-skills.5X8qgmSuvRVNTiaP]{Skill}: You are trained in {Intellect defense actions.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.JrGRhq4ndoh12HDe]{Chaotic}: Once after each ten-hour recovery roll, if you don’t like the first result, you can reroll a die roll of your choice. If you do, and regardless of the outcome, the GM presents you with a GM intrusion.

@UUID[Compendium.cyphersystem-compendium.inabilities.qRXj5XtPAxa0kTR1]{Inability}: Your body is a bit worn from occasional excesses. Might defense tasks are hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. Another PC recruited you while you were on your best behavior, before realizing how chaotic you were.

  2. You have reason to believe that being with the other PCs will help you gain control over your erratic behavior.

  3. Another PC released you from captivity, and to thank them, you volunteered to help.

  4. You have no idea how you joined the PCs. You’re just going along with it for now until answers present themselves.

Charming

You’re a smooth talker and a charmer. Whether through seemingly supernatural means or just a way with words, you can convince others to do as you wish. Most likely, you’re physically attractive or at least highly charismatic, and others enjoy listening to your voice. You probably pay attention to your appearance, keeping yourself well groomed. You make friends easily. You play up the personality facet of your Intellect stat; intelligence is not your strong suit. You’re personable, but not necessarily studious or strong-willed.

You gain the following characteristics:

Personable: +2 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.iLViKiz8EUbAbChF]{Skill}: You’re trained in all tasks involving positive or pleasant social interaction.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.GB6PefdjeMm43AmT]{Skill}: You’re trained when using special abilities that influence the minds of others.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.mslNlViBupFclz9t]{Contact}: You have an important contact who is in an influential position, such as a minor noble, the captain of the town guard/police, or the head of a large gang of thieves. You and the GM should work out the details together.

@UUID[Compendium.cyphersystem-compendium.inabilities.kWemIBj5S33u3Vsy]{Inability}: You were never good at studying or retaining facts. Any task involving lore, knowledge, or understanding is hindered.

@UUID[Compendium.cyphersystem-compendium.inabilities.zHgQDe14mPF3G95Q]{Inability}: Your willpower is not one of your strong points. Defense actions to resist mental attacks are hindered.

Additional Equipment: You’ve managed to talk your way into some decent discounts and bonuses in recent weeks. As a result, you have enough cash jangling in your pocket to purchase a moderately priced item.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You convinced one of the other PCs to tell you what they were doing.

  2. You instigated the whole thing and convinced the others to join you.

  3. One of the other PCs did a favor for you, and now you’re repaying that obligation by helping them with the task at hand.

  4. There is a reward involved, and you need the money.

Clever

You’re quick-witted, thinking well on your feet. You understand people, so you can fool them but are rarely fooled. Because you easily see things for what they are, you get the lay of the land swiftly, size up threats and allies, and assess situations with accuracy. Perhaps you’re physically attractive, or maybe you use your wit to overcome any physical or mental imperfections.

You gain the following characteristics:

Smart: +2 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.wOLQBlCsA3jDifa9]{Skill}: You’re trained in all interactions involving lies or trickery.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.DlnCXfB1v1U859YY]{Skill}: You’re trained in defense rolls to resist mental effects.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.8acHBoOvIk3UseOl]{Skill}: You’re trained in all tasks involving identifying or assessing danger, lies, quality, importance, function, or power.

@UUID[Compendium.cyphersystem-compendium.inabilities.kWemIBj5S33u3Vsy]{Inability}: You were never good at studying or retaining trivial knowledge. Any task involving lore, knowledge, or understanding is hindered.

Additional Equipment: You see through the schemes of others and occasionally convince them to believe you—even when, perhaps, they should not. Thanks to your clever behavior, you have an additional expensive item.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You convinced one of the other PCs to tell you what they were doing.

  2. From afar, you observed that something interesting was going on.

  3. You talked your way into the situation because you thought it might earn some money.

  4. You suspect that the other PCs won’t succeed without you.

Clumsy

Graceless and awkward, you were told that you’d grow out of it, but you never did. You often drop things, trip over your own feet, or knock things (or people) over. Some people get frustrated by this quality, but most find it funny and even a little charming.

Some players may not want to be defined by a “negative” quality like Clumsy, but in truth, even this kind of descriptor has enough advantages that it makes for capable and talented characters. What negative descriptors really do is make more interesting and complex characters that are often great fun to play.

You gain the following characteristics:

Butterfingers: −2 to your Speed Pool.

Thick-Muscled: +2 to your Might Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.bvTJ0HZOfXlpr0pc]{Inelegant}: You have a certain lovable charm. You are trained in all pleasant social interactions when you express a lighthearted, self-deprecating manner.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.wJyw4ypyuGZ5Jde1]{Dumb Luck}: The GM can introduce a GM intrusion on you, based on your clumsiness, without awarding you any XP (as if you had rolled a 1 on a d20 roll). However, if this happens, 50% of the time, your clumsiness works to your advantage. Rather than hurting you (much), it helps you, or it hurts your enemies. You slip, but it’s just in time to duck an attack. You fall down, but you trip your enemies as you crash into their legs. You turn around too quickly, but you end up knocking the weapon from your foe’s hand. You and the GM should work together to determine the details. If the GM wishes, they can use GM intrusions based on your clumsiness normally (awarding XP).

@UUID[Compendium.cyphersystem-compendium.expanded-skills.0yrwPAkrOBERFQOq]{Skill}: You’ve got a certain bull-like quality. You are trained in tasks involving breaking things.

@UUID[Compendium.cyphersystem-compendium.inabilities.veArOrXeYD25sHog]{Inability}: Any task that involves balance, grace, or hand-to-eye coordination is hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You were in the right place at the right time.

  2. You had a piece of information that the other PCs needed to make their plans.

  3. A sibling recommended you to the other PCs.

  4. You stumbled into the PCs as they were discussing their mission, and they took a liking to you.

Craven

Courage fails you at every turn. You lack the willpower and resolve to stand fast in the face of danger. Fear gnaws at your heart, chewing away at your mind, driving you to distraction until you cannot bear it. Most times, you back down from confrontations. You flee from threats and vacillate when faced with difficult decisions.

Yet for all that fear dogs you and possibly shames you, your cowardly nature proves to be a useful ally from time to time. Listening to your fears has helped you escape danger and avoid taking unnecessary risks. Others may have suffered in your place, and you might be the first to admit this fact, but secretly you feel intense relief from having avoided an unthinkable and terrible fate.

Descriptors like Craven, Cruel, and Dishonorable might not be appropriate for every group. These are villainous traits and some people want their PCs to be entirely heroic. But others don’t mind a little moral greyness thrown into the mix. Still others see things like Craven and Cruel as traits to overcome as their characters develop (probably earning them different descriptors).

You gain the following characteristics:

Furtive: +2 to your Speed Pool.

@UUID[Compendium.cyphersystem-compendium.basic-skills.duTx0BwgmC1Gw3Ze]{Skill}: You’re trained in stealth-based tasks.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.EyD5RQ654NoPJ7MN]{Skill}: You’re trained in running actions.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.48EDNk0hOv8KvoVs]{Skill}: You’re trained in any action taken to escape danger, flee from a dangerous situation, or wheedle your way out of trouble.

@UUID[Compendium.cyphersystem-compendium.inabilities.gpHPkjq631isDAjT]{Inability}: You do not willingly enter dangerous situations. Any initiative actions (to determine who goes first in combat) are hindered.

@UUID[Compendium.cyphersystem-compendium.inabilities.4raydis9fTWFq8Rc]{Inability}: You fall to pieces when you have to undertake a potentially dangerous task alone. Any such task (such as attacking a creature by yourself) is hindered.

Additional Equipment: You have a good luck charm or protective device to keep you out of harm’s way.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You believe that you’re being hunted, and you have hired one of the other PCs as your protector.

  2. You seek to escape your shame and take up with capable individuals in the hopes of repairing your reputation.

  3. One of the other PCs bullied you into coming along.

  4. The group answered your cries for help when you were in trouble.

Creative

Maybe you have a notebook where you write down ideas so you can develop them later. Perhaps you email yourself ideas that strike you out of the blue so you can sort them in an electronic document. Or maybe you just sit down, stare at your screen and, by indomitable force of will, produce something from nothing. However your gift works, you’re creative—you code, write, compose, sculpt, design, direct, or otherwise create narratives that enthrall other people with your vision.

You gain the following characteristics:

Inventive: +2 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.SKNSOPcNsoSDk6Xm]{Original}: You’re always coming up with something new. You’re trained in any task related to creating a narrative (such as a story, play, or scenario). This includes deception, if the deception involves a narrative you’re able to tell.

Skill: You are naturally inventive. You are trained in one specific creative skill of your choice: @UUID[Compendium.cyphersystem-compendium.expanded-skills.eKQYG8hDn7akNxns]{writing}, @UUID[Compendium.cyphersystem-compendium.expanded-skills.fHmBT2eRXI6WQnyZ]{computer coding}, @UUID[Compendium.cyphersystem-compendium.expanded-skills.Lq20krfxQeY7B2qo]{composing music}, @UUID[Compendium.cyphersystem-compendium.expanded-skills.LVVmRzkp5GwB3NE0]{painting}, @UUID[Compendium.cyphersystem-compendium.expanded-skills.wCrjggZ7oUZYZAMD]{drawing}, and so on.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.zz0QUtOoUro9OErB]{Skill}: You love solving riddles and the like. You are trained in puzzle-solving tasks.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.pHUz4ZRnWfsBbtQ7]{Skill}: To be creative requires that you always be learning. You are trained in any task that involves finding out something new, such as when you’re digging through a library, data bank, news archive, or similar collection of knowledge.

@UUID[Compendium.cyphersystem-compendium.inabilities.JDEjrsDDDqVcqSZp]{Inability}: You’re inventive but not charming. All tasks related to pleasant social interaction are hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You were doing research for a project and convinced the PCs to bring you along.

  2. You’re looking for new markets for the results of your creative output.

  3. You fell in with the wrong crowd, but they grew on you.

  4. A creative life is often one beset with financial hurdles. You joined the PCs because you hoped it would be profitable.

Cruel

Misfortune and suffering do not move you. When another endures hardship, you find it hard to care, and you may even enjoy the pain and difficulty the person experiences if they’ve done you wrong in the past. Your cruel streak may derive from bitterness brought about by your own struggles and disappointments. You might be a hard pragmatist, doing what you feel you must even if others are worse for it. Or you could be a sadist, delighting in the pain you inflict.

Being cruel does not necessarily make you a villain. Your cruelty may be reserved for those who cross you or other people useful to you. You might have become cruel as the result of an intensely awful experience. Abuse and torture, for example, can strip away compassion for other living beings.

As well, you need not be cruel in every situation. In fact, others might see you as personable, friendly, and even helpful. But when angered or frustrated, your dual nature reveals itself, and those who have earned your scorn are likely to suffer for it.

You gain the following characteristics:

Cunning: +2 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.Pp6FiVf17qqHapKd]{Cruelty}: When you use force, you can choose to maim or deliver painful injuries to draw out your foe’s suffering. Whenever you inflict damage, you can choose to inflict 2 fewer points of damage to ease your next attack against that foe.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.ks2lNbYe7169G57r]{Skill}: You’re trained in tasks related to deception, intimidation, and persuasion when you interact with characters experiencing physical or emotional pain.

@UUID[Compendium.cyphersystem-compendium.inabilities.1Jo8JX85AfL1Kx5P]{Inability}: You have a hard time connecting with others, understanding their motives, or sharing their feelings. Any task to ascertain another character’s motives, feelings, or disposition is hindered.

Additional Equipment: You have a valuable memento from the last person you destroyed. The memento is moderately priced, and you can sell it or trade it for an item of equal or lesser value.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You suspect that you might gain a long-term advantage from helping the other PCs and may be able to use that advantage against your enemies.

  2. By joining the PCs, you see an opportunity to grow your personal power and status at the expense of others.

  3. You hope to make another PC’s life more difficult by joining the group.

  4. Joining the PCs gives you an opportunity to escape justice for a crime you committed.

Dishonorable

There is no honor among thieves—or betrayers, backstabbers, liars, or cheats. You are all of these things, and either you don’t lose any sleep over it, or you deny the truth to others or to yourself. Regardless, you are willing to do whatever it takes to get your own way. Honor, ethics, and principles are merely words. In your estimation, they have no place in the real world.

You gain the following characteristics:

Sneaky: +4 to your Speed Pool.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.KmXEb22OUjlCwjVY]{Just Desserts}: When the GM gives another player an experience point to award to someone for a GM intrusion, that player cannot give it to you.

@UUID[Compendium.cyphersystem-compendium.basic-skills.eeHdJpr4k8hYtGr5]{Skill}: You are trained in deception.

@UUID[Compendium.cyphersystem-compendium.basic-skills.duTx0BwgmC1Gw3Ze]{Skill}: You are trained in stealth.

@UUID[Compendium.cyphersystem-compendium.basic-skills.tZ7PdXuWQyRMo0Rh]{Skill}: You are trained in intimidation.

@UUID[Compendium.cyphersystem-compendium.inabilities.JDEjrsDDDqVcqSZp]{Inability}: People don’t like or trust you. Pleasant social interactions are hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You are interested in what the PCs are doing, so you lied to them to get into their group.

  2. While skulking about, you overheard the PCs’ plans and realized that you wanted in.

  3. One of the other PCs invited you, having no idea of what you’re truly like.

  4. You bullied your way in with intimidation and bluster.

Doomed

You are quite certain that your fate is leading you, inextricably, toward a terrible end. This fate might be yours alone, or you might be dragging along the people closest to you.

You gain the following characteristics:

Jumpy: +2 to your Speed Pool.

@UUID[Compendium.cyphersystem-compendium.basic-skills.rH5FwMXGaNn21DZD]{Skill}: Always on the lookout for danger, you are trained in perception-related tasks.

@UUID[Compendium.cyphersystem-compendium.basic-skills.FXYWkXG7Iq6Wm1pS]{Skill}: You are defense minded, so you are trained in Speed defense tasks.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.cqT873UxELpJ3Mq2]{Skill}: You are cynical and expect the worst. Thus, you are resistant to mental shocks. You are trained in Intellect defense tasks having to do with losing your sanity or equanimity.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.ljIhLeM7ZcZuAJTk]{Doom}: Every other time the GM uses GM intrusion on your character, you cannot refuse it and do not get an XP for it (you still get an XP to award to another player). This is because you are doomed. The universe is a cold, uncaring place, and your efforts are futile at best.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You attempted to avoid it, but events seemed to conspire to draw you to where you are.

  2. Why not? It doesn’t matter. You’re doomed no matter what you do.

  3. One of the other PCs saved your life, and now you’re repaying that obligation by helping them with the task at hand.

  4. You suspect that the only hope you have of avoiding your fate might lie on this path.

Empathic

Other people are open books to you. You may have a knack for reading a person’s tells, those subtle movements that convey an individual’s mood and disposition. Or you may receive information in a more direct way, feeling a person’s emotions as if they were tangible things, sensations that lightly brush against your mind. Your gift for empathy helps you navigate social situations and control them to avoid misunderstandings and prevent useless conflicts from erupting.

The constant bombardment of emotions from those around you likely takes a toll. You might move with the prevailing mood, swinging from giddy happiness to bitter sorrow with little warning. Or you might close yourself off and remain inscrutable to others out of a sense of self-preservation or an unconscious fear that everyone else might learn how you truly feel.

You gain the following characteristics:

Open Mind: +4 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.H4LHMcUqFB4rMLW1]{Skill}: You’re trained in tasks involving sensing other emotions, discerning dispositions, and getting a hunch about people around you.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.J08uzxkHA7sn70LX]{Skill}: You’re trained in all tasks involving social interaction, pleasant or otherwise.

@UUID[Compendium.cyphersystem-compendium.inabilities.OHgyIguDuF48QMDD]{Inability}: Being so receptive to others’ thoughts and moods makes you vulnerable to anything that attacks your mind. Intellect defense rolls are hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You sensed the commitment to the task the other PCs have and felt moved to help them.

  2. You established a close bond with another PC and can’t bear to be parted from them.

  3. You sensed something strange in one of the PCs and decided to join the group to see if you can sense it again and uncover the truth.

  4. You joined the PCs to escape an unpleasant relationship or negative environment.

Exiled

You have walked a long and lonely road, leaving your home and your life behind. You might have committed a heinous crime, something so awful that your people forced you out, and if you dare return, you face death. You might have been accused of a crime you didn’t commit and now must pay the price for someone else’s wicked deed. Your exile might be the result of a social gaffe—perhaps you shamed your family or a friend, or you embarrassed yourself in front of your peers, an authority, or someone you respect. Whatever the reason, you have left your old life behind and now strive to make a new one.

You gain the following characteristics:

Self-Reliant: +2 to your Might Pool.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.PT7NoHCCjePtX6OW]{Loner}: You gain no benefit when you get help with a task from another character who is trained or specialized in that task.

@UUID[Compendium.cyphersystem-compendium.basic-skills.Q9tfUkhYGRJ5Df42]{Skill}: You’re trained in all tasks involving sneaking.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.KU2IUPjDKKIbfxkH]{Skill}: You’re trained in all tasks involving foraging, hunting, and finding safe places to rest or hide.

@UUID[Compendium.cyphersystem-compendium.inabilities.tlL5bTqgc9lt5GNz]{Inability}: Living on your own for as long as you have makes you slow to trust others and awkward in social situations. Any task involving social interaction is hindered.

Additional Equipment: You have a memento from your past—an old picture, a locket with a few strands of hair inside, or a lighter given to you by someone important. You keep the object close at hand and pull it out to help you remember better times.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. The other PCs earned your trust by helping you when you needed it. You accompany them to repay them.

  2. While exploring on your own, you discovered something strange. When you traveled to a settlement, the PCs were the only ones who believed you, and they have accompanied you to help you deal with the problem.

  3. One of the other PCs reminds you of someone you used to know.

  4. You have grown weary of your isolation. Joining the other PCs gives you a chance to belong.

Fast

You’re fleet of foot. Because you’re quick, you can accomplish tasks more rapidly than others can. You’re not just quick on your feet, however—you’re quick with your hands, and you think and react quickly. You even talk quickly.

You gain the following characteristics:

Energetic: +2 to your Speed Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.EyD5RQ654NoPJ7MN]{Skill}: You are trained in running.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.YHNmhduMB7gVvUtJ]{Fast}: You can move a short distance and still take another action in the same round, or you can move a long distance as your action without needing to make any kind of roll.

@UUID[Compendium.cyphersystem-compendium.inabilities.qRXj5XtPAxa0kTR1]{Inability}: You’re a sprinter, not a long-distance runner. You don’t have a lot of stamina. Might defense rolls are hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You jumped in to save one of the other PCs who was in dire need.

  2. One of the other PCs recruited you for your unique talents.

  3. You’re impulsive, and it seemed like a good idea at the time.

  4. This mission ties in with a personal goal of your own.

Foolish

Not everyone can be brilliant. Oh, you don’t think of yourself as stupid, and you’re not. It’s just that others might have a bit more . . . wisdom. Insight. You prefer to barrel along headfirst through life and let other people worry about things. Worrying’s never helped you, so why bother? You take things at face value and don’t fret about what tomorrow might bring.

People call you “idiot” or “numbskull,” but it doesn’t faze you much.

It can be liberating and really fun to play a foolish character. In some ways, the pressure to always do the right, smart thing is off. On the other hand, if you play such a character as a bumbling moron in every situation, that can become annoying to everyone else at the table. As with everything, moderation is the key.

You gain the following characteristics:

Unwise: –4 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.4FMLdzuRxQsVnh1P]{Carefree}: You succeed more on luck than anything. Every time you roll for a task, roll twice and take the higher result.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.6ydImEoLRFErPjFe]{Intellect Weakness}: Any time you spend points from your Intellect Pool, it costs you 1 more point than usual.

@UUID[Compendium.cyphersystem-compendium.inabilities.OHgyIguDuF48QMDD]{Inability}: Any Intellect defense task is hindered.

@UUID[Compendium.cyphersystem-compendium.inabilities.I7pKktxfFilMCCi1]{Inability}: Any task that involves seeing through a deception, an illusion, or a trap is hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. Who knows? Seemed like a good idea at the time.

  2. Someone asked you to join up with the other PCs. They told you not to ask too many questions, and that seemed fine to you.

  3. Your parent (or a parental/mentor figure) got you involved to give you something to do and maybe “teach you some sense.”

  4. The other PCs needed some muscle who wouldn’t overthink things.

Graceful

You have a perfect sense of balance, moving and speaking with grace and beauty. You’re quick, lithe, flexible, and dexterous. Your body is perfectly suited to dance, and you use that advantage in combat to dodge blows. You might wear garments that enhance your agile movement and sense of style.

You gain the following characteristics:

Agile: +2 to your Speed Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.KjmXC7wwXc8DqM82]{Skill}: You’re trained in all tasks involving balance and careful movement.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.K2S2yAu0BJc7TMEh]{Skill}: You’re trained in all tasks involving physical performing arts.

@UUID[Compendium.cyphersystem-compendium.basic-skills.FXYWkXG7Iq6Wm1pS]{Skill}: You’re trained in all Speed defense tasks.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. Against your better judgment, you joined the other PCs because you saw that they were in danger.

  2. One of the other PCs convinced you that joining the group would be in your best interests.

  3. You’re afraid of what might happen if the other PCs fail.

  4. There is reward involved, and you need the money.

Guarded

You conceal your true nature behind a mask and are loath to let anyone see who you really are. Protecting yourself, physically and emotionally, is what you care about most, and you prefer to keep everyone else at a safe distance. You may be suspicious of everyone you meet, expecting the worst from people so you won’t be surprised when they prove you right. Or you might just be a bit reserved, careful about letting people through your gruff exterior to the person you really are.

No one can be as reserved as you are and make many friends. Most likely, you have an abrasive personality and tend to be pessimistic in your outlook. You probably nurse an old hurt and find that the only way you can cope is to keep it and your personality locked down.

You gain the following characteristics:

Suspicious: +2 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.basic-skills.5X8qgmSuvRVNTiaP]{Skill}: You are trained in all Intellect defense tasks.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.hJHg9c1wuIJsPdtn]{Skill}: You are trained in all tasks involving discerning the truth, piercing disguises, and recognizing falsehoods and other deceptions.

@UUID[Compendium.cyphersystem-compendium.inabilities.a0eju2Y9hvObXxHC]{Inability}: Your suspicious nature makes you unlikeable. Any task involving deception or persuasion is hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. One of the PCs managed to overcome your defenses and befriend you.

  2. You want to see what the PCs are up to, so you accompany them to catch them in the act of some wrongdoing.

  3. You have made a few enemies and take up with the PCs for protection.

  4. The PCs are the only people who will put up with you.

Hardy

Your body was built to take abuse. Whether you’re pounding down stiff drinks while holding up a bar in your favorite watering hole or trading blows with a thug in a back alley, you keep going, shrugging off hurts and injuries that might slow or incapacitate a lesser person. Neither hunger nor thirst, cut flesh nor broken bone can stop you. You just press on through the pain and continue.

As fit and healthy as you are, the signs of wear show in the myriad scars crisscrossing your body, your thrice-broken nose, your cauliflower ears, and any number of other disfigurements you wear with pride.

You gain the following characteristics:

Mighty: +4 to your Might Pool.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.92q8rFEj1dQKNCD9]{Fast Healer}: You halve the time it takes to make a recovery roll (minimum one action).

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.qgJiQgqukmcFFNor]{Almost Unstoppable}: While you are impaired on the damage track, you function as if you were hale. While you are debilitated, you function as if you were impaired. In other words, you don’t suffer the effects of being impaired until you become debilitated, and you never suffer the effects of being debilitated. You still die if all your stat Pools are 0.

@UUID[Compendium.cyphersystem-compendium.basic-skills.Q0vfmbqehJw0jYBa]{Skill}: You are trained in Might defense actions.

@UUID[Compendium.cyphersystem-compendium.basic-skills.gbWPNb1uKsRtZWSL]{Inability}: Your big, strong body is slow to react. Any task involving initiative is hindered.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.62e9ZYD1UeGlalWu]{Ponderous}: When you apply Effort when making a Speed roll, you must spend 1 extra point from your Speed Pool.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. The PCs recruited you after learning about your reputation as a survivor.

  2. You joined the PCs because you want or need the money.

  3. The PCs offered you a challenge equal to your physical power.

  4. You believe the only way the PCs will succeed is if you are along to protect them.

Hideous

You are physically repugnant by almost any human standard. You might have had a serious accident, a harmful mutation, or just poor genetic luck, but you are incontrovertibly ugly.

You’ve more than made up for your appearance in other ways, however. Because you have to hide your appearance, you excel at sneaking about unnoticed or disguising yourself. But perhaps most important, being ostracized while others socialized, you took the time growing up to develop yourself as you saw fit—you grew strong or quick, or you honed your mind.

You gain the following characteristics:

Versatile: You get 4 additional points to divide among your stat Pools.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.bjX9wcG3SzUn5q46]{Skill}: You are trained in intimidation and any other fear-based interactions, if you show your true face.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.lW5xh0jPpRTp1iB6]{Skill}: You are trained in disguise and stealth tasks.

@UUID[Compendium.cyphersystem-compendium.inabilities.JDEjrsDDDqVcqSZp]{Inability}: All tasks relating to pleasant social interaction are hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. One of the other PCs approached you while you were in disguise, recruiting you while believing you were someone else.

  2. While skulking about, you overheard the other PCs’ plans and realized you wanted in.

  3. One of the other PCs invited you, but you wonder if it was out of pity.

  4. You bullied your way in with intimidation and bluster.

Honorable

You are trustworthy, fair, and forthright. You try to do what is right, to help others, and to treat them well. Lying and cheating are no way to get ahead—these things are for the weak, the lazy, or the despicable. You probably spend a lot of time thinking about your personal honor, how best to maintain it, and how to defend it if challenged. In combat, you are straightforward and offer quarter to any foe.

You were likely instilled with this sense of honor by a parent or a mentor. Sometimes the distinction between what is and isn’t honorable varies with different schools of thought, but in broad strokes, honorable people can agree on most aspects of what honor means.

You gain the following characteristics:

Stalwart: +2 to your Might Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.iLViKiz8EUbAbChF]{Skill}: You are trained in pleasant social interactions.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.iUJdgnZi90GZjY9s]{Skill}: You are trained in discerning people’s true motives or seeing through lies.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. The PCs’ goals appear to be honorable and commendable.

  2. You see that what the other PCs are about to do is dangerous, and you’d like to help protect them.

  3. One of the other PCs invited you, hearing of your trustworthiness.

  4. You asked politely if you could join the other PCs in their mission.

Impulsive

You have a hard time tamping down your enthusiasm. Why wait when you can just do it (whatever it is) and get it done? You deal with problems when they arise rather than plan ahead. Putting out the small fires now prevents them from becoming one big fire later. You are the first to take risks, to jump in and lend a hand, to step into dark passages, and to find danger.

Your impulsiveness likely gets you into trouble. While others might take time to study the items they discover, you use such items without hesitation. After all, the best way to learn what something can do is to use it. When a cautious explorer might look around and check for danger nearby, you have to physically stop yourself from bulling on ahead. Why fuss around when the exciting thing is just ahead?

Impulsive characters get into trouble. That’s their thing, and that’s fine. But if you’re constantly dragging your fellow PCs into trouble (or worse, getting them seriously hurt or killed), that will be annoying, to say the least. A good rule of thumb is that impulsiveness doesn’t always mean a predilection for doing the wrong thing. Sometimes it’s the urge to do the right thing.

You gain the following characteristics:

Reckless: +2 to your Speed Pool.

@UUID[Compendium.cyphersystem-compendium.basic-skills.gbWPNb1uKsRtZWSL]{Skill}: You’re trained in initiative actions (to determine who goes first in combat).

@UUID[Compendium.cyphersystem-compendium.basic-skills.FXYWkXG7Iq6Wm1pS]{Skill}: You’re trained in Speed defense actions.

@UUID[Compendium.cyphersystem-compendium.inabilities.gBUQ2i4VroKkBVQ7]{Inability}: You’ll try anything once, but quickly grow bored after that. Any task that involves patience, willpower, or discipline is hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You heard what the other PCs were up to and suddenly decided to join them.

  2. You pulled everyone together after you heard rumors about something interesting you want to see or do.

  3. You blew all of your money and now find yourself strapped for cash.

  4. You’re in trouble for acting recklessly. You join the other PCs because they offer a way out of your problem.

Inquisitive

The world is vast and mysterious, with wonders and secrets to keep you amazed for several lifetimes. You feel the tugging on your heart, the call to explore the wreckage of past civilizations, to discover new peoples, new places, and whatever bizarre wonders you might find along the way. However, as strongly as you feel the pull to roam the world, you know there is danger aplenty, and you take precautions to ensure that you are prepared for any eventuality. Research, preparation, and readiness will help you live long enough to see everything you want to see and do everything you want to do.

You probably have a dozen books and travelogues about the world on you at any time. When not hitting the road and looking around, you spend your time with your nose in a book, learning everything you can about the place you’re going so you know what to expect when you get there.

You gain the following characteristics:

Smart: +4 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.pHUz4ZRnWfsBbtQ7]{Skill}: You are eager to learn. You are trained in any task that involves learning something new, whether you’re talking to a local to get information or digging through old books to find lore.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.RZkMJad4OfSOU1Pq]{Skill}: You have made a study of the world. You are trained in any task involving geography or history.

@UUID[Compendium.cyphersystem-compendium.inabilities.ntN6wx9GAjKwEWfV]{Inability}: You tend to fixate on the details, making you somewhat oblivious to what’s going on around you. Any task to hear or notice dangers around you is hindered.

@UUID[Compendium.cyphersystem-compendium.inabilities.gpHPkjq631isDAjT]{Inability}: When you see something interesting, you hesitate as you take in all the details. Initiative actions (to determine who goes first in combat) are hindered.

Additional Equipment: You have three books on whatever subjects you choose.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. One of the PCs approached you to learn information related to the mission, having heard you were an expert.

  2. You have always wanted to see the place where the other PCs are going.

  3. You were interested in what the other PCs were up to and decided to go along with them.

  4. One of the PCs fascinates you, perhaps due to a special or weird ability they have.

Intelligent

You’re quite smart. Your memory is sharp, and you easily grasp concepts that others might struggle with. This aptitude doesn’t necessarily mean that you’ve had years of formal education, but you have learned a great deal in your life, primarily because you pick things up quickly and retain so much.

You gain the following characteristics:

Smart: +2 to your Intellect Pool.

Skill: You’re trained in an area of knowledge of your choice.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.m65HBfM8zSVl4uwk]{Skill}: You’re trained in all actions that involve remembering or memorizing things you experience directly. For example, instead of being good at recalling details of geography that you read about in a book, you can remember a path through a set of tunnels that you’ve explored before.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. One of the other PCs asked your opinion of the mission, knowing that if you thought it was a good idea, it probably was.

  2. You saw value in what the other PCs were doing.

  3. You believed that the task might lead to important and interesting discoveries.

  4. A colleague requested that you take part in the mission as a favor.

Intuitive

You are often tickled by a sense of knowing what someone will say, how they will react, or how events might unfold. Maybe you have a mutant sense, maybe you can see just a few moments ahead through time, or maybe you’re just good at reading people and extrapolating a situation. Whatever the case, many who look into your eyes immediately glance away, as if afraid of what you might see in their expression.

You gain the following characteristics:

Innate: +2 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.basic-skills.rH5FwMXGaNn21DZD]{Skill}: You are trained in perception tasks.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.1GEOtsfQWmfgcp3e]{Know What to Do}: You can act immediately, even if it’s not your turn. Afterward, on your next regular turn, any action you take is hindered. You can do this one time, although the ability is renewed each time you make a recovery roll.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You just knew you had to come along.

  2. You convinced one of the other PCs that your intuition is invaluable.

  3. You felt that something terrible would happen if you didn’t go.

  4. You’re confident the reason you arrived at this point will soon become clear.

Jovial

You’re cheerful, friendly, and outgoing. You put others at ease with a big smile and a joke, possibly one at your own expense, though lightly ribbing your companions who can take it is also one of your favorite pastimes. Sometimes people say you never take anything seriously. That’s not true, of course, but you have learned that to dwell on the bad too long quickly robs the world of joy. You’ve always got a new joke in your back pocket because you collect them like some people collect bottles of wine.

You gain the following characteristics:

Witty: +2 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.iLViKiz8EUbAbChF]{Skill}: You’re convivial and set most people at ease with your attitude. You are trained in all tasks related to pleasant social interaction.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.zz0QUtOoUro9OErB]{Skill}: You have an advantage in figuring out the punch lines of jokes you’ve never heard before. You are trained in all tasks related to solving puzzles and riddles.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You solved a riddle before realizing that answering it would launch you into the adventure.

  2. The other PCs thought you’d bring some much-needed levity to the team.

  3. You decided that all fun and no work was not the best way to get through life, so you joined up with the PCs.

  4. It was either go with the PCs or face up to a circumstance that was anything but jovial.

Kind

It’s always been easy for you to see things from the point of view of other people. That ability has made you sympathetic to what they really want or need. From your perspective, you’re just applying the old proverb that “it’s easier to catch flies with honey than with vinegar,” but others simply see your behavior as kindness. Of course, being kind takes time, and yours is limited. You’ve learned that a small fraction of people don’t deserve your time or kindness—true sadists, narcissists, and similar folk will only waste your energy. So you deal with them swiftly, saving your kindness for those who deserve it and can benefit from your attention.

You gain the following characteristics:

Emotionally Intuitive: +2 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.6Z7VC4ctwcS0dVoW]{Skill}: You know what it’s like to go a mile in someone else’s shoes. You’re trained in all tasks related to pleasant social interaction and discerning the dispositions of others.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.5kX6OM98txwPPO6a]{Karma}: Sometimes, strangers just help you out. To gain the aid of a stranger, you must use a one action, ten-minute, or one-hour recovery roll (without gaining its healing benefit), and the GM determines the nature of the aid you gain. Usually, the act of kindness isn’t enough to turn a bad situation completely around, but it may moderate a bad situation and lead to new opportunities. For example, if you are captured, a guard loosens your bonds slightly, brings you water, or delivers a message.

@UUID[Compendium.cyphersystem-compendium.inabilities.AY8Br5qquBWoGQc0]{Inability}: Being kind comes with a few risks. All tasks related to detecting falsehoods are hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. A PC needed your help, and you agreed to come along as a kindness.

  2. You gave the wrong person access to your money, and now you need to make some back.

  3. You’re ready to take your benevolence on the road and help more people than you could if you didn’t join the PCs.

  4. Your job, which seemed like it would be personally rewarding, is the opposite. You join the PCs to escape the drudgery.

Learned

You have studied, either on your own or with an instructor. You know many things and are an expert on a few topics, such as history, biology, geography, mythology, nature, or any other area of study. Learned characters typically carry a few books around with them and spend their spare time reading.

You gain the following characteristics:

Smart: +2 to your Intellect Pool.

Skill: You’re trained in three areas of knowledge of your choice.

@UUID[Compendium.cyphersystem-compendium.inabilities.UrdbwsMhJOQk44vz]{Inability}: You have few social graces. Any task involving charm, persuasion, or etiquette is hindered.

Additional Equipment: You have two additional books on topics of your choice.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. One of the other PCs asked you to come along because of your knowledge.

  2. You need money to fund your studies.

  3. You believed that the task might lead to important and interesting discoveries.

  4. A colleague requested that you take part in the mission as a favor.

Lucky

You rely on chance and timely good luck to get you through many situations. When people say that someone was born under a lucky star, they mean you. When you try your hand at something new, no matter how unfamiliar the task is, as often as not you find a measure of success. Even when disaster strikes, it’s rarely as bad as it could be. More often, small things seem to go your way, you win contests, and you’re often in the right place at the right time.

You gain the following characteristics:

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.pccv1fQ4WW7KnLsi]{Luck Pool}: You have one additional Pool called Luck that begins with 3 points, and it has a maximum value of 3 points. When spending points from any other Pool, you can take one, some, or all of the points from your Luck Pool first. When you make a recovery roll to recover points to any other Pool, your Luck Pool is also refreshed by the same number of points. When your Luck Pool is at 0 points, it does not count against your damage track.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.MKYIm6Rgf4VRIKrK]{Advantage}: When you use 1 XP to reroll a d20 for any roll that affects only you, add 3 to the reroll.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. Knowing that lucky people notice and take active advantage of opportunities, you became involved in your first adventure by choice.

  2. You literally bumped into someone else on this adventure through sheer luck.

  3. You found a briefcase lying alongside the road. It was battered, but inside you found a lot of strange documents that led you here.

  4. Your luck saved you when you avoided a speeding vehicle by a fortuitous fall through an opening in the ground (a manhole, if in a modern setting). Beneath the ground, you found something you couldn’t ignore.

Mad

You have delved too deeply into subjects people were not meant to know. You are knowledgeable in things beyond the scope of most, but this knowledge has come at a terrible price. You are likely in questionable physical shape and occasionally shake with nervous tics. You sometimes mutter to yourself without realizing it.

You gain the following characteristics:

Knowledgeable: +4 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.AFFZAuL0OsaopL8E]{Fits of Insight}: Whenever such knowledge is appropriate, the GM feeds you information although there is no clear explanation as to how you could know such a thing. This is up to the GM’s discretion, but it should happen as often as once each session.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.SFXAD4DjhyEtJ1Ny]{Erratic Behavior}: You are prone to acting erratically or irrationally. When you are in the presence of a major discovery or subjected to great stress (such as a serious physical threat), the GM can introduce a GM intrusion that directs your next action without awarding XP. You can still pay 1 XP to refuse the intrusion. The GM’s influence is the manifestation of your madness and thus is always something you would not likely do otherwise, but it is not directly, obviously harmful to you unless there are extenuating circumstances. (For example, if a foe suddenly leaps out of the darkness, you might spend the first round babbling incoherently or screaming the name of your first true love.)

Skill: You are trained in one area of knowledge (probably something weird or esoteric).

@UUID[Compendium.cyphersystem-compendium.inabilities.zHgQDe14mPF3G95Q]{Inability}: Your mind is quite fragile. Tasks to resist mental attacks are hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. Voices in your head told you to go.

  2. You instigated the whole thing and convinced the others to join you.

  3. One of the other PCs obtained a book of knowledge for you, and now you’re repaying that favor by helping them with the task at hand.

  4. You feel compelled by inexplicable intuition.

Mechanical

You have a special talent with machines of all kinds, and you’re adept at understanding and, if need be, repairing them. Perhaps you’re a bit of an inventor, creating new machines from time to time. You get called “techie,” “tech,” “mech,” “gear-head,” “motor-head,” or any of a number of other nicknames. Mechanics usually wear practical work clothes and carry around a lot of tools.

You gain the following characteristics:

Smart: +2 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.PSeFw2XUjqgOG2xS]{Skill}: You’re trained in all actions involving identifying or understanding machines.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.DhGWJERxvN9zVYGh]{Skill}: You’re trained in all actions involving using, repairing, or crafting machines.

Additional Equipment: You start with a variety of machine tools.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. While repairing a nearby machine, you overheard the other PCs talking.

  2. You need money to buy tools and parts.

  3. It was clear that the mission couldn’t succeed without your skills and knowledge.

  4. Another PC asked you to join them.

Mysterious

The dark figure lurking silently in the corner? That’s you. No one really knows where you came from or what your motives are—you play things close to the vest. Your manner perplexes and confounds others, but that doesn’t make you a poor friend or ally. You’re just good at keeping things to yourself, moving about unseen, and concealing your presence and identity.

You gain the following characteristics:

@UUID[Compendium.cyphersystem-compendium.basic-skills.duTx0BwgmC1Gw3Ze]{Skill}: You are trained in all stealth tasks.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.fmGCPHRwFnbmvB19]{Skill}: You are trained in resisting interrogation or tricks to get you to talk.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.uROuz6gmfq7X3uu3]{Confounding}: You pull talents and abilities seemingly out of nowhere. You can attempt one task in which you have no training as if you were trained, attempt a task that you are trained in as if specialized, or gain a free level of Effort with a task that you are specialized in. This ability refreshes every time you make a recovery roll, but the uses never accumulate.

@UUID[Compendium.cyphersystem-compendium.inabilities.sRzjg0b8j3XPVrPR]{Inability}: People never know where they stand with you. Any task involving getting people to believe or trust you is hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You just showed up one day.

  2. You convinced one of the other PCs that you had invaluable skills.

  3. Some equally mysterious figure told you where to be and when (but not why) to join the group.

  4. Something—a feeling, a dream—told you where to be and when to join the group.

Mystical

You think of yourself as mystical, attuned with the mysterious and the paranormal. Your true talents lie with the supernatural. You likely have experience with ancient lore, and you can sense and wield the supernatural—though whether that means “magic,” “psychic phenomena,” or something else is up to you (and probably up to those around you as well). Mystical characters often wear jewelry, such as a ring or an amulet, or have tattoos or other marks that show their interests.

You gain the following characteristics:

Smart: +2 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.u2aCexSScRX0FEqH]{Skill}: You’re trained in all actions involving identifying or understanding the supernatural.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.x6GmHzLKB0JpVg5E]{Sense Magic}: You can sense whether the supernatural is active in situations where its presence is not obvious. You must study an object or location closely for a minute to get a feel for whether a mystical touch is at work.

@UUID[Compendium.cyphersystem-compendium.abilities.zArjjFcf9tHQvJTx]{Spell}: You can perform Hedge Magic as a spell when you have a free hand and can pay the Intellect point cost.

@UUID[Compendium.cyphersystem-compendium.inabilities.FKeDN7rJdKpgt4bj]{Inability}: You have a manner or an aura that others find a bit unnerving. Any task involving charm, persuasion, or deception is hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. A dream guided you to this point.

  2. You need money to fund your studies.

  3. You believed the mission would be a great way to learn more about the supernatural.

  4. Various signs and portents led you here.

Naive

You’ve lived a sheltered life. Your childhood was safe and secure, so you didn’t get a chance to learn much about the world—and even less chance to experience it. Whether you were training for something, had your nose in a book, or just were sequestered in a secluded place, you haven’t done much, met many people, or seen many interesting things so far. That’s probably going to change soon, but as you go forward into a larger world, you do so without some of the understanding that others possess about how it all works.

You gain the following characteristics:

Fresh: You add +1 to your recovery rolls.

Incorruptible: You are trained in @UUID[Compendium.cyphersystem-compendium.basic-skills.5X8qgmSuvRVNTiaP]{Intellect defense} tasks and all tasks that involve @UUID[Compendium.cyphersystem-compendium.expanded-skills.OauBSvtfh6HeNzDe]{resisting temptation}.

@UUID[Compendium.cyphersystem-compendium.basic-skills.rH5FwMXGaNn21DZD]{Skill}: You’re wide-eyed. You are trained in perception tasks.

@UUID[Compendium.cyphersystem-compendium.inabilities.VyGXdv9xEzKsm2YX]{Inability}: Any task that involves seeing through deceptions or determining someone’s secret motive is hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. Someone told you that you should get involved.

  2. You needed money, and this seemed like a good way to earn some.

  3. You believed that you could learn a lot by joining the other PCs.

  4. Sounded like fun.

Perceptive

You miss little. You pick out the small details in the world around you and are skilled at making deductions from the information you find. Your talents make you an exceptional sleuth, a formidable scientist, or a talented scout.

As adept as you are at finding clues, you have no skill at picking up on social cues. You overlook an offense that your deductions give or how uncomfortable your scrutiny can make the people around you. You tend to dismiss others as being intellectual dwarfs compared to you, which avails you little when you need a favor.

You gain the following characteristics:

Smart: +2 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.G2JaXxUq6dfIXVDl]{Skill}: You have an eye for detail. You are trained in any task that involves finding or noticing small details.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.EaHHaJvulkIVAxhi]{Skill}: You know a little about everything. You are trained in any task that involves identifying objects or calling to mind a minor detail or bit of trivia.

@UUID[Compendium.cyphersystem-compendium.basic-skills.tZ7PdXuWQyRMo0Rh]{Skill}: Your skill at making deductions can be imposing. You are trained in any task that involves intimidating another creature.

@UUID[Compendium.cyphersystem-compendium.inabilities.JDEjrsDDDqVcqSZp]{Inability}: Your confidence comes off as arrogance to people who don’t know you. Any task involving positive social interactions is hindered.

Additional Equipment: You have a bag of light tools.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You overheard the other PCs discussing their mission and volunteered your services.

  2. One of the PCs asked you to come along, believing that your talents would be invaluable to the mission.

  3. You believe that the PCs’ mission is somehow related to one of your investigations.

  4. A third party recruited you to follow the PCs and see what they were up to.

Resilient

You can take a lot of punishment, both physically and mentally, and still come back for more. It takes a lot to put you down. Neither physical nor mental shocks or damage have a lasting effect. You’re tough to faze. Unflappable. Unstoppable.

You gain the following characteristics:

Resistant: +2 to your Might Pool, and +2 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.F74sHYUANEPVaFd4]{Recover}: You can make an extra recovery roll each day. This roll is just one action. So you can make two recovery rolls that each take one action, one roll that takes ten minutes, a fourth roll that takes one hour, and a fifth roll that requires ten hours of rest.

@UUID[Compendium.cyphersystem-compendium.basic-skills.Q0vfmbqehJw0jYBa]{Skill}: You are trained in Might defense tasks.

@UUID[Compendium.cyphersystem-compendium.basic-skills.5X8qgmSuvRVNTiaP]{Skill}: You are trained in Intellect defense tasks.

@UUID[Compendium.cyphersystem-compendium.inabilities.U7X7WY5Qk3QIXxAD]{Inability}: You’re hardy but not necessarily strong. Any task involving moving, bending, or breaking things is hindered.

@UUID[Compendium.cyphersystem-compendium.inabilities.iic3khiZZCsbjkIg]{Inability}: You have a lot of willpower and mental fortitude, but you’re not necessarily smart. Any task involving knowledge or figuring out problems or puzzles is hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You saw that the PCs clearly need someone like you to help them out.

  2. Someone asked you to watch over one of the PCs in particular, and you agreed.

  3. You are bored and desperately in need of a challenge.

  4. You lost a bet—unfairly, you think—and had to take someone’s place on this mission.

Risk-Taking

It’s part of your nature to question what others think can’t or shouldn’t be done. You’re not insane, of course—you wouldn’t attempt to leap across a mile-wide chasm just because you were dared. There’s impossible and then there’s the just barely possible. You like to push the latter further than others, because it gives you a rush of satisfaction and pleasure when you succeed. The more you succeed, the more you find yourself looking for that next risky challenge to try yourself against.

You gain the following characteristics:

Nimble: +4 to your Speed Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.l3HBMnyOMVF6rIk8]{Skill}: You’re adept at leveraging risk, and you are trained in tasks that involve some element of chance, such as playing games or choosing between two or three apparently equal options.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.wWSSBexYE1QI054l]{Pressing Your Luck}: You can choose to automatically succeed on one task without rolling, as long as the task’s difficulty is no higher than 6. When you do so, however, you also trigger a GM intrusion as if you had rolled a 1. The intrusion doesn’t invalidate the success, but it probably qualifies it in some fashion. You can do this one time, although the ability renews each time you make a ten-hour recovery roll.

@UUID[Compendium.cyphersystem-compendium.inabilities.MoKSCrQBoxl4PZ0f]{Inability}: You may be nimble, but you’re not sneaky. Tasks related to sneaking and staying quiet are hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. It seemed like there were equal odds that the other PCs wouldn’t succeed, which sounded good to you.

  2. You think the tasks ahead will present you with unique and fulfilling challenges.

  3. One of your biggest risks failed to go your way, and you need money to help pay that debt.

  4. You bragged that you never saw a risk you didn’t like, which is how you reached your current point.

Rugged

You’re a nature lover accustomed to living rough, pitting your wits against the elements. Most likely, you’re a skilled hunter, gatherer, or naturalist. Years of living in the wild have left their mark with a worn countenance, wild hair, or scars. Your clothing is probably much less refined than the garments worn by city dwellers.

You gain the following characteristics:

@UUID[Compendium.cyphersystem-compendium.expanded-skills.zOjoCu1WyXeVzqs6]{Skill}: You’re trained in all tasks involving climbing, jumping, running, and swimming.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.lpBwC7PY35rIfBUG]{Skill}: You’re trained in all tasks involving training, riding, or placating natural animals.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.2Ipdh8f3MeuAMM3R]{Skill}: You’re trained in all tasks involving identifying or using natural plants.

@UUID[Compendium.cyphersystem-compendium.inabilities.iP9m2p6htGgd896X]{Inability}: You have no social graces and prefer animals to people. Any task involving charm, persuasion, etiquette, or deception is hindered.

Additional Equipment: You carry an explorer’s pack with rope, two days’ rations, a bedroll, and other tools needed for outdoor survival.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. Against your better judgment, you joined the other PCs because you saw that they were in danger.

  2. One of the other PCs convinced you that joining the group would be in your best interests.

  3. You’re afraid of what might happen if the other PCs fail.

  4. There is reward involved, and you need the money.

Sharp-Eyed

You’re perceptive and well aware of your surroundings. You notice the little details and remember them. You can be difficult to surprise.

You gain the following characteristics:

@UUID[Compendium.cyphersystem-compendium.basic-skills.gbWPNb1uKsRtZWSL]{Skill}: You’re trained in initiative actions.

@UUID[Compendium.cyphersystem-compendium.basic-skills.rH5FwMXGaNn21DZD]{Skill}: You’re trained in perception actions.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.LboNMbw0CmRDZX0l]{Find the Flaw}: If an opponent has a straightforward weakness (takes extra damage from fire, can’t see out of their left eye, and so on), the GM will tell you what it is.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You heard about what was going on, saw a flaw in the other PCs’ plan, and joined up to help them out.

  2. You noticed that the PCs have a foe (or at least a tail) they weren’t aware of.

  3. You saw that the other PCs were up to something interesting and got involved.

  4. You’ve been noticing some strange things going on, and this all appears related.

Skeptical

You possess a questioning attitude regarding claims that are often taken for granted by others. You’re not necessarily a “doubting Thomas” (a skeptic who refuses to believe anything without direct personal experience), but you’ve often benefited from questioning the statements, opinions, and received knowledge presented to you by others.

You gain the following characteristics:

Insightful: +2 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.basic-skills.QonPVHzXrzIN29lf]{Skill}: You’re trained in identifying.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.E2q7bbS0LqBwRDFi]{Skill}: You’re trained in all actions that involve seeing through a trick, an illusion, a rhetorical ruse designed to evade the issue, or a lie. For example, you’re better at keeping your eye on the cup containing the hidden ball, sensing an illusion, or realizing if someone is lying to you (but only if you specifically concentrate and use this skill).

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You overheard other PCs holding forth on a topic with an opinion you were quite skeptical about, so you decided to approach the group and ask for proof.

  2. You were following one of the other PCs because you were suspicious of him, which brought you into the action.

  3. Your theory about the nonexistence of the supernatural can be invalidated only by your own senses, so you came along.

  4. You need money to fund your research.

Stealthy

You’re sneaky, slippery, and fast. These talents help you hide, move quietly, and pull off tricks that require sleight of hand. Most likely, you’re wiry and small. However, you’re not much of a sprinter—you’re more dexterous than fleet of foot.

You gain the following characteristics:

Quick: +2 to your Speed Pool.

@UUID[Compendium.cyphersystem-compendium.basic-skills.duTx0BwgmC1Gw3Ze]{Skill}: You’re trained in all stealth tasks.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.YlYSOH8OdFUTBwey]{Skill}: You’re trained in all interactions involving lies or trickery.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.5iv3kUKcLQwrTSDH]{Skill}: You’re trained in all special abilities involving illusions or trickery.

@UUID[Compendium.cyphersystem-compendium.inabilities.lhu2y0HMmw0xQ3hv]{Inability}: You’re sneaky but not fast. All movement-related tasks are hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You attempted to steal from one of the other PCs. That character caught you and forced you to come along with them.

  2. You were tailing one of the other PCs for reasons of your own, which brought you into the action.

  3. An NPC employer secretly paid you to get involved.

  4. You overheard the other PCs talking about a topic that interested you, so you decided to approach the group.

Strong

You’re extremely strong and physically powerful, and you use these qualities well, whether through violence or feats of prowess. You likely have a brawny build and impressive muscles.

You gain the following characteristics:

Very Powerful: +4 to your Might Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.0yrwPAkrOBERFQOq]{Skill}: You’re trained in all actions involving breaking inanimate objects.

@UUID[Compendium.cyphersystem-compendium.basic-skills.MrGl25gzZk4uu7BR]{Skill}: You’re trained in all jumping actions.

Additional Equipment: You have an extra medium weapon or heavy weapon.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. Against your better judgment, you joined the other PCs because you saw that they were in danger.

  2. One of the other PCs convinced you that joining the group would be in your best interests.

  3. You’re afraid of what might happen if the other PCs fail.

  4. There is reward involved, and you need the money.

Strong-Willed

You’re tough-minded, willful, and independent. No one can talk you into anything or change your mind when you don’t want it changed. This quality doesn’t necessarily make you smart, but it does make you a bastion of willpower and resolve. You likely dress and act with unique style and flair, not caring what others think.

You gain the following characteristics:

Willful: +4 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.DlnCXfB1v1U859YY]{Skill}: You’re trained in resisting mental effects.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.3IfJDAc8qCJ11NNX]{Skill}: You’re trained in tasks requiring incredible focus or concentration.

@UUID[Compendium.cyphersystem-compendium.inabilities.CmubEJ8BMUsW1oei]{Inability}: Willful doesn’t mean brilliant. Any task that involves figuring out puzzles or problems, memorizing things, or using lore is hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. Against your better judgment, you joined the other PCs because you saw that they were in danger.

  2. One of the other PCs convinced you that joining the group would be in your best interests.

  3. You’re afraid of what might happen if the other PCs fail.

  4. There is reward involved, and you need the money.

Swift

You move quickly, able to sprint in short bursts and work with your hands with dexterity. You’re great at crossing distances quickly but not always smoothly. You are likely slim and muscular.

You gain the following characteristics:

Fast: +4 to your Speed Pool.

@UUID[Compendium.cyphersystem-compendium.basic-skills.gbWPNb1uKsRtZWSL]{Skill}: You’re trained in initiative actions (to determine who goes first in combat).

@UUID[Compendium.cyphersystem-compendium.expanded-skills.EyD5RQ654NoPJ7MN]{Skill}: You’re trained in running actions.

@UUID[Compendium.cyphersystem-compendium.inabilities.t7exG3KfxnoPKxO2]{Inability}: You’re fast but not necessarily graceful. Any task involving balance is hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. Against your better judgment, you joined the other PCs because you saw that they were in danger.

  2. One of the other PCs convinced you that joining the group would be in your best interests.

  3. You’re afraid of what might happen if the other PCs fail.

  4. There is reward involved, and you need the money.

Tongue-Tied

You’ve never been much of a talker. When forced to interact with others, you never think of the right thing to say—words fail you entirely, or they come out all wrong. You often end up saying precisely the wrong thing and insult someone unintentionally. Most of the time, you just keep mum. This makes you a listener instead—a careful observer. It also means that you’re better at doing things than talking about them. You’re quick to take action.

You gain the following characteristics:

Actions, Not Words: +2 to your Might Pool, and +2 to your Speed Pool.

@UUID[Compendium.cyphersystem-compendium.basic-skills.rH5FwMXGaNn21DZD]{Skill}: You are trained in perception.

@UUID[Compendium.cyphersystem-compendium.basic-skills.gbWPNb1uKsRtZWSL]{Skill}: You are trained in initiative (unless it’s a social situation).

@UUID[Compendium.cyphersystem-compendium.inabilities.tlL5bTqgc9lt5GNz]{Inability}: All tasks relating to social interaction are hindered.

@UUID[Compendium.cyphersystem-compendium.inabilities.rfQPiUR4GHBdjFtE]{Inability}: All tasks involving verbal communication or relaying information are hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You just tagged along and no one told you to leave.

  2. You saw something important the other PCs did not and (with some effort) managed to relate it to them.

  3. You intervened to save one of the other PCs when they were in danger.

  4. One of the other PCs recruited you for your talents.

Tough

You’re strong and can take a lot of physical punishment. You might have a large frame and a square jaw. Tough characters frequently have visible scars.

You gain the following characteristics:

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.SkxEXPpCgIGXixu9]{Resilient}: +1 to Armor.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.gr1uaERqywhUGjCK]{Healthy}: Add 1 to the points you regain when you make a recovery roll.

@UUID[Compendium.cyphersystem-compendium.basic-skills.Q0vfmbqehJw0jYBa]{Skill}: You’re trained in Might defense actions.

Additional Equipment: You have an extra light weapon.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You’re acting as a bodyguard for one of the other PCs.

  2. One of the PCs is your sibling, and you came along to watch out for them.

  3. You need money because your family is in debt.

  4. You stepped in to defend one of the PCs when that character was threatened. While talking to them afterward, you heard about the group’s task.

Vicious

You try to hide what’s inside, fold it into yourself when everything inside you screams to let go, make them pay, make them hurt, and make them bleed. Sometimes you succeed for your friends—smiling like they smile, laughing when they laugh, and sometimes even having other emotions of your own. But it’s always there, that feeling of frantic glee mixed with hate that sometimes leaps out of you when you confront a foe. Violence your friends can tolerate, but you sometimes worry they will also learn that you are cruel.

You gain the following characteristics:

Skill: You are trained in @UUID[Compendium.cyphersystem-compendium.expanded-skills.53j3Qwt5Im4wqddo]{tracking creatures}. If @UUID[Compendium.cyphersystem-compendium.expanded-skills.ZPyRyzPue2DuKSw9]{a creature has wronged you}, the tracking task is eased.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.LldixgespLl6ajEf]{Bloodthirsty}: Once you begin fighting, you see only red. You inflict 2 additional points of damage with any attack.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.1FP6DV2OqgaaT4ZN]{Berserk}: Once you begin fighting, it’s hard for you to stop. In fact, it’s a difficulty 2 Intellect task to do so, even if your foe surrenders or you’ve run out of foes. If the latter occurs and you fail to stop, you attack the nearest ally within short range.

Additional Equipment: You have a record that you use to list those who’ve wronged you.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. Another PC saw you take down a mean drunk in a tavern, not realizing you were the one who started the fight.

  2. You wanted to get away from a bad situation, so you went with the other PCs.

  3. You want to change, and you hope that being with the other PCs will help you calm yourself.

  4. One of the other PCs asked you to come along, believing that your viciousness could be harnessed for the benefit of the mission.

Virtuous

Doing the right thing is a way of life. You live by a code, and that code is something you attend to every day. Whenever you slip, you reproach yourself for your weakness and then get right back on track. Your code probably includes moderation, respect for others, cleanliness, and other characteristics that most people would agree are virtues, while you eschew their opposites: sloth, greed, gluttony, and so on.

You gain the following characteristics:

Dauntless: +2 to your Might Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.iUJdgnZi90GZjY9s]{Skill}: You are trained in discerning people’s true motives or seeing through lies.

@UUID[Compendium.cyphersystem-compendium.basic-skills.5X8qgmSuvRVNTiaP]{Skill}: Your adherence to a strict moral code has hardened your mind against fear, doubt, and outside influence. You are trained in Intellect defense tasks.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. The PCs are doing something virtuous, and you’re all about that.

  2. The PCs are on the road to perdition, and you see it as your task to set them on the proper moral route.

  3. One of the other PCs invited you, hearing of your virtuous ways.

  4. You put virtue before sense and defended someone’s honor in the face of an organization or power far greater than you. You joined the PCs because they offered aid and friendship when, out of fear of reprisals, no one else would.

Weird

You aren’t like anyone else, and that’s fine with you. People don’t seem to understand you—they even seem put off by you—but who cares? You understand the world better than they do because you’re weird, and so is the world you live in. The concept of “the weird” is well known to you. Strange devices, ancient locales, bizarre creatures, storms that can transform you, living energy fields, conspiracies, aliens, and things most people can’t even name populate the world, and you thrive on them. You have a special attachment to it all, and the more you discover about the weirdness in the world, the more you might discover about yourself.

Weird characters might be mutants or people born with strange qualities, but sometimes they started out “normal” and adopted the weird by choice.

You gain the following characteristics:

Inner Light: +2 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.HV2tw9N81PJawwwx]{Distinctive Physical Quirk}: You have a unique physical aspect that is, well, bizarre. Depending on the setting, this can vary greatly. You might have purple hair or metal spikes on your head. Perhaps your hands don’t connect to your arms, although they move as if they do. Maybe a third eye stares out from the side of your head, or superfluous tendrils grow from your back. Whatever it is, your quirk might be a mutation, a supernatural trait (a blessing or curse), a feature with no explanation, or just a really wild tattoo that draws a lot of attention.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.zKHJrLeBOfy0p9du]{A Sense for the Weird}: Sometimes—at the GM’s discretion—weird things relating to the supernatural or its effects on the world seem to call out to you. You can sense them from afar, and if you get within long range of such a thing, you can sense whether it is overtly dangerous or not.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.uBvX2CVPg5MNgjwW]{Skill}: You are trained in supernatural knowledge.

@UUID[Compendium.cyphersystem-compendium.inabilities.JDEjrsDDDqVcqSZp]{Inability}: People find you unnerving. All tasks relating to pleasant social interaction are hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. It seemed weird, so why not?

  2. Whether the other PCs realize it or not, their mission has to do with something weird that you know about, so you got involved.

  3. As an expert in the weird, you were specifically recruited by the other PCs.

  4. You felt drawn to join the other PCs, but you don’t know why.

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Focus is what makes a character unique. No two PCs in a group should have the same focus. A focus gives a character benefits when they create their character and each time they ascend to the next tier. It’s the verb of the sentence “I am an adjective noun who verbs.”

This chapter contains nearly a hundred sample foci, such as Bears a Halo of Fire, Would Rather Be Reading, and Pilots Starcraft. These foci can be chosen and used as presented by a player, or by the GM who adds them to a list of available foci for their players in their next campaign.

In addition, the latter half of this chapter provides tools for the GM or an enterprising player to create their own custom foci that perfectly match the needs of a given game or campaign, as presented in Creating New Foci.

Choosing Foci

Not all foci are appropriate for every genre. The Genre chapter provides guidance, but this section offers some broad generalizations. Obviously, the GM can include whatever foci are available in their setting. Foci end up being an important distinction in this case, because Commands Mental Powers, for example, makes it clear that psychic abilities exist in the setting, just as Howls at the Moon implies the existence of lycanthropes like werewolves, and Pilots Starcraft, of course, requires starships available to pilot.

When a focus is chosen for a character, they get a special connection to one or more of their fellow PCs, a first-tier ability, and perhaps additional starting equipment: one or two pieces of equipment that might be required for the character to use their ability, or that might pair well with the focus. For instance, a character that can build things needs a set of tools. A character that’s constantly on fire needs a set of clothes that are immune to flame. A character that draws runes to cast spells needs writing implements. A character that slays monsters with a sword needs a sword. And so on. That said, many foci don’t require additional equipment.

Each focus also offers one or more suggestions—GM intrusions—for possible effects or consequences of really good or really bad die rolls.

A couple of foci presented in this chapter provide a “type swap option” that allows a player to swap an ability that would otherwise be gained from their type for the indicated ability instead. A player doesn’t have to make the swap; they merely have the option. For instance, the focus Loves the Void provides the option to gain the ability Have Spacesuit, Will Travel instead of a type ability.

As a character progresses to a new tier, a focus grants more abilities. Each tier’s benefit is usually labeled Action or Enabler. If an ability is labeled Action, a character must take an action to use it. If an ability is labeled Enabler, it makes other actions better or gives some other benefit, but it’s not an action. An ability that allows a character to blast foes with lasers is an action. An ability that grants additional damage when an attack is made is an enabler. An enabler is used in the same turn as another action, and often as part of another action.

Each tier’s benefits are independent of and cumulative with benefits from other tiers (unless indicated otherwise). So if a first-tier ability grants +1 to Armor and a fourth-tier ability also grants +1 to Armor, when the character reaches fourth tier, a total of +2 to Armor is granted.

At tier 3 and tier 6, the character is asked to choose one ability from the two options provided.

Finally, you can choose whether you want to expand the story behind the focus (though that’s not mandatory).

Focus Connections

Choose a connection that goes well with the focus. If you’re a GM choosing (or creating) one or more foci for your players, choose up to four of the following connections.

  1. Pick one other PC. For reasons unknown to you, that character is completely immune to your focus abilities, whether you use them for help or for harm.

  2. Pick one other PC. You knew of that character years ago, but you don’t think they knew you.

  3. Pick one other PC. You’re always trying to impress them, but you’re not sure why.

  4. Pick one other PC. That character has a habit that annoys you, but you’re otherwise quite impressed with their abilities.

  5. Pick one other PC. That character shows potential in appreciating your particular paradigm, fighting style, or other
    focus-provided attribute. You would like to train them, but you’re not necessarily qualified to teach (that’s up to you), and they might not be interested (that’s up to them).

  6. Pick one other PC. If they are within immediate range when you’re in a fight, sometimes they provide an asset, and sometimes they accidentally hinder your attack rolls (50% chance either way, determined per fight).

  7. Pick one other PC. You once saved their life, and they clearly feel indebted to you. You wish they didn’t; it’s just part of the job.

  8. Pick one other PC. That character recently mocked you in some fashion that really hurt your feelings. How you deal with this (if at all) is up to you.

  9. Pick one other PC. That character knows you have suffered at the hands of robotic entities in the past. Whether you hate robots now is up to you, which may affect your relationship with the character if they are friendly with robots or have robotic parts.

  10. Pick one other PC. That character comes from the same place you do, and you knew each other as children.

  11. Pick one other PC. In the past, they taught you a few tricks to use in a fight.

  12. Pick one other PC. That character doesn’t seem to approve of your methods.

  13. Pick one other PC. Long ago, the two of you were on opposite sides of a fight. You won, though you “cheated” in their eyes (but from your perspective, all’s fair in a fight). They may be ready for a rematch, though that’s up to them.

  14. Pick one other PC. You are always trying
    to impress that character with your skill, wit, appearance, or bravado. Perhaps they are a rival, perhaps you need their respect, or perhaps you’re romantically interested
    in them.

  15. Pick one other PC. You fear that character is jealous of your abilities and worry that it might lead to problems.

  16. Pick one other PC. You accidentally caught them in a trap you set, and they had to get free on their own.

  17. Pick one other PC. You were once hired to track down someone who was close to that character.

  18. Pick two PCs (preferably ones who are likely to get in the way of your attacks). When you miss with an attack and the GM rules that you struck someone other than your target, you hit one of these two characters.

  19. Pick one other PC. You’re not sure how or from where, but that character has a line on bottles of rare alcohol and can get them for you for half price.

  20. Pick one other PC. You recently had a possession go missing, and you’re becoming convinced that they took it. Whether or not they did is up to them.

  21. Pick one other PC. They always seem to know where you are, or at least in what direction you are in relation to them.

  22. Pick one other PC. Seeing you use your focus abilities seems to trigger an unpleasant memory in that character. That memory is up to the other PC, although they may not be able to consciously recall it.

  23. Pick one other PC. Something about them interferes with your abilities. When they stand next to you, your focus abilities cost 1 additional point.

  24. Pick one other PC. Something about them complements your abilities. When they stand next to you, the first focus ability you use in any 24-hour period costs 2 fewer points.

  25. Pick one other PC. You have known that character for a while, and they helped you gain control of your focus-related abilities.

  26. Pick one other PC. Sometime in that character’s past, they had a devastating experience while attempting something that you do as a matter of course thanks to your focus. Whether they choose to tell you about it is up to them.

  27. Pick one other PC. Their occasional clumsiness and loud behavior irritate you.

  28. Pick one other PC. In the recent past, while practicing, you accidentally hit them with an attack, wounding them badly. It is up to them to decide whether they resent or forgive you.

  29. Pick one other PC. They owe you a significant amount of money.

  30. Pick one other PC. In the recent past, while escaping a threat, you accidentally left that character to fend for themselves. They survived, but just barely. It is up to the player of that character to decide whether they resent you or have decided to forgive you.

  31. Pick one other PC. Recently, they accidentally (or perhaps intentionally) put you in a position of danger. You’re fine now, but you’re wary around them.

  32. Pick one other PC. From your perspective, they seem nervous around a specific idea, person, or situation. You would like to teach them how to be more comfortable with their fears (if they will let you).

  33. Pick one other PC. They called you a coward once.

  34. Pick one other PC. That character always recognizes you or your handiwork, whether you’re in disguise or are long gone when they arrive on the scene.

  35. Pick one other PC. You inadvertently caused an accident that put them into a sleep so deep they didn’t wake for three days. Whether they forgive you or not is up to them.

  36. Pick one other PC. You are pretty sure you are related in some fashion.

  37. Pick one other PC. You accidentally learned something they were trying to keep a secret.

  38. Pick one other PC. They are especially sensitive to the use of your flashier focus abilities, and occasionally they become dazzled for a few rounds, which hinders their actions.

  39. Pick one other PC. They appear to have a treasured item that was once yours, but that you lost in a game of chance years ago.

  40. Pick one other PC. If it wasn’t for you, that character would have failed a past test of mental achievement.

  41. Pick one other PC. Based on a couple of comments you’ve overheard, you suspect that they don’t hold your area of training or favorite hobby in the highest regard.

  42. Pick one other PC whose focus intertwines with yours. This odd connection affects them in some way. For example, if the character uses a weapon, your focus ability sometimes improves their attack in some fashion.

  43. Pick one other PC. They are deathly afraid of heights. You would like to teach them how to be more comfortable with their feet off the ground. They must decide whether or not to take you up on your offer.

  44. Pick one other PC. They are skeptical of your claims about something momentous that happened in your past. They might even attempt to discredit you or discover the “secret” behind your story, though that’s up to them.

  45. Pick one other PC. They have a knack for being able to recognize where your plans or schemes have a weak spot.

  46. Pick one other PC. That character’s face is so intriguing to you in a way you don’t understand that you sometimes find yourself sketching their likeness in the dirt or using some other medium you have access to.

  47. Pick one other PC. That character has an extra item of regular equipment you gave them, either something you made or an item you just wanted to give them. (They choose the item.)

  48. Pick one other PC. They commissioned you to do a job for them. You’ve already been paid but haven’t yet completed the job.

  49. Pick one other PC. You worked together in the past, and the job ended badly.

  50. Pick one other PC. While they stand next to you and use their action to concentrate on helping you, one of your focus ability’s ranges is doubled.

Story Behind The Focus

The foci in this book have been purposely stripped down to basics so they have the widest possible application across multiple genres. A single descriptive sentence or two summarizes each one. After you choose a focus, you have the option to expand its presentation by adding more story and description relevant to the world or to the character.

For instance, if you choose Operates Undercover, the summarizing description is “Under the guise of someone else, you seek to find answers the powerful do not want divulged.” If you choose Conducts Weird Science, the summary is “Your preternatural insight and ability make you a scientist capable of amazing feats.” These descriptions provide what you need to know to use the focus.

However, if you wish (and only if you wish; there is no requirement to do so), you can add more to those descriptions in a fashion that’s relevant for your game. For example, if you choose both Operates Undercover and Conducts Weird Science for use in a modern genre such as horror, urban fantasy, espionage, or something similar, you might expand the descriptions as shown in the following examples.

Operates Undercover: Espionage is not something you know anything about. At least, that’s what you want everyone to believe, because in truth, you’ve been trained as a spy or covert agent. You might work for a government or for yourself. You might be a police detective or a criminal. You could even be an investigative reporter.

Regardless, you learn information that others attempt to keep secret. You collect rumors and whispers, stories and hard-won evidence, and you use that knowledge to aid your own endeavors and, if appropriate, provide your employers with the information they desire. Alternatively, you might sell what you have learned to those willing to pay a premium.

You probably wear dark colors—black, charcoal grey, or midnight blue—to help blend into the shadows, unless the cover you’ve chosen requires you to look like someone else.

Conducts Weird Science: You could be a respected scientist, having been published in several peer-reviewed journals. Or you might be considered a crank by your contemporaries, pursuing fringe theories on what others consider to be scant evidence. Truth is, you have a particular gift for sifting the edges of what’s possible. You can find new insights and unlock odd phenomena with your experiments. Where others see a crackpot cornucopia, you sift the conspiracy theories for revelation. Whether you conduct your enquiries as a government contractor, a university researcher, a corporate scientist, or an indulger of curiosity in your own garage lab following your muse, you push the boundaries of what’s possible.

You probably care more about your work than trivialities such as your appearance, polite or proper behavior, or social norms, but then again, an eccentric like you might turn the tables on that stereotype too.

If you want to go even further, you could determine where a character’s focus abilities come from. Depending on the genre, they could derive those abilities from advanced and persistent training, via magical runes, through cybernetic parts, from their genetic heritage, or because of their access to advanced technology. For instance, a character might be able to blast targets with lightning because they got zapped by strange radiation or because they picked up a lightning gun. On the other hand, it might be because their intense training allowed them to learn lightning magic. The possibilities are nearly endless, and up to you to include or forgo. Because however a focus’s abilities were gained, it’s also enough that they just work.

Customizing Foci

Sometimes not everything about a focus is right for a character’s concept, or perhaps the GM needs additional guidelines for creating a new focus. Either way, the solution lies in looking at foci abilities at their most basic default levels.

At any tier, a player can select one of the following abilities in place of the ability granted by the tier. Many of these replacement abilities, particularly at the higher tiers, might involve body modification, integration with high-tech devices, learning powerful magic spells, uncovering forbidden secrets, or something similar appropriate to the genre.

Tier 1

@UUID[Compendium.cyphersystem-compendium.abilities.2x7nMe9ZGp3VjI8B]{Combat Prowess} @UUID[Compendium.cyphersystem-compendium.abilities.RnK2bmvUb7RIVPSA]{Enhanced Potential}

Tier 2

Lower-tier ability: choose any tier 1 replacement ability, above.

@UUID[Compendium.cyphersystem-compendium.abilities.CtRvLxfUlCynJv1B]{Skill With Defense} @UUID[Compendium.cyphersystem-compendium.abilities.yl2zo179wXZW5Xxc]{Practiced With All Weapons} @UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks}

Tier 3

Lower-tier ability: choose any tier 1 or 2 replacement ability, above.

@UUID[Compendium.cyphersystem-compendium.abilities.b776WTF2u1roh3n0]{Incredible Health} @UUID[Compendium.cyphersystem-compendium.abilities.rqC9cEmRkvm29N56]{Fusion Armor}

Tier 4

Lower-tier ability: choose any tier 1, 2, or 3 replacement ability, above.

@UUID[Compendium.cyphersystem-compendium.abilities.VsKeNcF252yKnh2O]{Poison Resistance} @UUID[Compendium.cyphersystem-compendium.abilities.V2BSB9or5UJdTiYF]{Built-in Weaponry}

Tier 5

Lower-tier ability: choose any tier 1, 2, 3, or 4 replacement ability, above.

@UUID[Compendium.cyphersystem-compendium.abilities.wWN4y4rATxbtMCMo]{Adaptation} @UUID[Compendium.cyphersystem-compendium.abilities.FjXL6iSD1CJKbuGT]{Defensive Field}

Tier 6

Lower-tier ability: choose any tier 1, 2, 3, 4, or 5 replacement ability, above.

@UUID[Compendium.cyphersystem-compendium.abilities.cbXNxvPdWEbKF6nA]{Reactive Field}

Foci

The full description for each focus ability listed in this section is found in the Abilities chapter, which has descriptions for type, flavor, and focus abilities in a single vast catalog.

Abides in Stone

Your flesh is made of hard mineral, making you a hulking, difficult-to-harm humanoid.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.pXrC4lkMOY7CvFLk]{Golem Body}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.U9ZBl9NeipxSLavS]{Golem Healing}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.aFEBxDGnuFi20cLo]{Golem Grip}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.zuEylYrgOVAAjs71]{Trained Basher}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.E0k0LUw0epjJGrv9]{Golem Stomp} or @UUID[Compendium.cyphersystem-compendium.abilities.NFsoXUQaq3I5h2UY]{Weaponization}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.Uk6ceaEWFjcoHNTI]{Deep Reserves}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.F6mAzjhG2T4irVjy]{Specialized Basher}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.4BQHOR98z3TYJPQu]{Still As a Statue}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.fkedtvx6UakJPOZN]{Ultra Enhancement} or @UUID[Compendium.cyphersystem-compendium.abilities.laxdkyrDuOhxfWKc]{Mind Surge}

GM Intrusions: Creatures of stone sometimes forget their own strength or weight. A walking statue can terrify common folk.

Absorbs Energy

You can harness kinetic energy and transform it into other kinds of energy.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.62zBqhQoPk6IV8lF]{Absorb Kinetic Energy}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.NMjccuRLDDnfZtZe]{Release Energy}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.UJst9mtUKNTe3Pd2]{Energize Object}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.yvPcOjjqyU3618Ob]{Absorb Pure Energy} or @UUID[Compendium.cyphersystem-compendium.abilities.wrPVUnJauasIH886]{Improved Absorb Kinetic Energy}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.Y7HUEp7IxdPuur8V]{Overcharge Energy}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.LwmoGOpgHy1K2dU4]{Energize Creature}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.5i6TqVJQQ4sTvqTm]{Energize Crowd} or @UUID[Compendium.cyphersystem-compendium.abilities.m21TAvxSQn1rGx3d]{Overcharge Device}

GM Intrusions: Energy goes to ground in a destructive way. Some predators feed directly on energy. An unintended item is drained of energy.

Awakens Dreams

You can pull images from dreams and bring them to life in the waking world.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.y08bfWS5eyeUJB3J]{Dreamcraft}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.bcEupdsF6FduFPwe]{Oneirochemy}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.bH57y3PYsMceluGy]{Dream Thief}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.FBCpBF9PXlEtIX4m]{Dream Becomes Reality} or @UUID[Compendium.cyphersystem-compendium.abilities.7GsuhcRTpDX0d1em]{Enhanced Intellect}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.FIU24o7T66ViVgyg]{Daydream}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.pUbqCBV3dBOWFgmv]{Nightmare}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.2iAHsn5ie8sYRiyb]{Chamber of Dreams} or @UUID[Compendium.cyphersystem-compendium.abilities.cbXNxvPdWEbKF6nA]{Reactive Field}

GM Intrusions: An unexpected sleepwalking episode puts the character into a dangerous situation. A nightmare breaks free of a dream.

Battles Robots

You excel in battling robots, automatons, and machine entities.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.atQ5yNq1ZEyy0z5j]{Machine Vulnerabilities}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.pYsmdnNte7o5Flca]{Tech Skills}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.aNNLomN5nZc52ZT4]{Defense Against Robots}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.QHSH8fE6l3bKz2xl]{Machine Hunting}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.ka5VA9XBi4OTnKVa]{Disable Mechanisms} or @UUID[Compendium.cyphersystem-compendium.abilities.uG2ACHNAPoZirp0b]{Surprise Attack}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.NoKdHv0FSytZR4iF]{Robot Fighter}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.NJakiz9yvoflzzBD]{Drain Power}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.jHrQLzIfjKtXBoJL]{Deactivate Mechanisms} or @UUID[Compendium.cyphersystem-compendium.abilities.58CLKxSLgaT6W6Cj]{Lethal Damage}

GM Intrusions: The robot explodes upon defeat. Other robots come after the character for revenge.

Bears a Halo of Fire

You can sheath your body in flames, which protects you and harms your foes.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.AzMtxh562JfrPdKZ]{Shroud of Flame}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.NJjAmyf9zhjRTNme]{Hurl Flame}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.TWqyBv9PEjwJKd1y]{Wings of Fire} or @UUID[Compendium.cyphersystem-compendium.abilities.srn53BB1da8Elh1t]{Fiery Hand of Doom}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.tJQmvEiYq2xBv4ZJ]{Flameblade}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.6fpCYtBDCfW6m1b0]{Fire Tendrils}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.NVdx8QjmTP5eOjDh]{Fire Servant} or @UUID[Compendium.cyphersystem-compendium.abilities.PLsz8IqWScZt0Ott]{Inferno Trail}

GM Intrusions: Fire burns flammable material. Fire spreads out of control. Primitive creatures fear fire and often attack what they fear.

Blazes With Radiance

You can create light, sculpt it, bend it away from you, or gather it to use as a weapon.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.ea7BzQy6fZqHQNET]{Enlightened}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.xZQXXjAWGBo7mTHU]{Illuminating Touch}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.teFcKcbo5ZBFbfRl]{Dazzling Sunburst}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.IUlsD8Zxp8AYbO4h]{Burning Light} or @UUID[Compendium.cyphersystem-compendium.abilities.CtRvLxfUlCynJv1B]{Skill With Defense}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.iIlgHiF1EN0fEpYx]{Sunlight}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.PyVeE7CtDVDksWG6]{Disappear}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.cE7JPRHLqIdM3b9V]{Living Light} or @UUID[Compendium.cyphersystem-compendium.abilities.FjXL6iSD1CJKbuGT]{Defensive Field}

GM Intrusions: Allies are accidentally dazzled or blinded. Bright flashes draw guards.

Brandishes an Exotic Shield

You deploy an amazing shield of pure force that provides protection and some offensive options.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.yb5PaVIPimrcJxFg]{Force Field Shield}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.aidcxXW6MokDMqY7]{Force Bash}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.vPflrS1giYnMoqL2]{Enveloping Shield}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.6nm35znCQzjAk6Gb]{Healing Pulse} or @UUID[Compendium.cyphersystem-compendium.abilities.SPL1URVkuo4PJP8I]{Throw Force Shield}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.B5zrSVUs54TUALFB]{Energized Shield}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.TXNhhyj63MMp2dVF]{Force Wall}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.zflNCqrmTL7vrYg1]{Bouncing Shield} or @UUID[Compendium.cyphersystem-compendium.abilities.Np67YSIzrP6w1PPb]{Shield Burst}

GM Intrusions: The shield is temporarily lost. A foe temporarily ends up with the shield.

Builds Robots

Your robotic creations do as they are commanded.

The word “robot” is used in this focus, though the robot you create might look very different from one created by someone else, depending on the genre. Steampunk robots, organic robots, or even magical golems are all feasible “robots.”

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.paIv2etaqLqY76y0]{Robot Assistant}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.pUliR2uWpIcE6jQX]{Robot Builder}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.kgCuCmU8kn0UMy8v]{Robot Control}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.ETGBAqAc1ApFH5cx]{Expert Follower} or @UUID[Compendium.cyphersystem-compendium.abilities.CtRvLxfUlCynJv1B]{Skill With Defense}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.BSx4qB29VwRUISm6]{Robot Upgrade}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.yqhUXLWMSNn5IYOn]{Robot Fleet}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.HAVNfVKAdwtJF6Jj]{Robot Evolution} or @UUID[Compendium.cyphersystem-compendium.abilities.BSx4qB29VwRUISm6]{Robot Upgrade}

GM Intrusions: The robot is hacked, gains a mind of its own, or unexpectedly detonates.

Calculates the Incalculable

Awesome mathematical ability allows you to model the world in real time, giving you an edge over everyone.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.vcbIe2sSMKJmawl4]{Predictive Equation}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.A853pOqz5BmPfh4w]{Higher Mathematics}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.V5oEOJ4i32t97yOG]{Predictive Model}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.CNw7shehsdySzhAK]{Subconscious Defense} or @UUID[Compendium.cyphersystem-compendium.abilities.7GsuhcRTpDX0d1em]{Enhanced Intellect}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.Z7JkIlrv7gxim4Fn]{Cognizant Offense}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.34Ycb9VK8JwHgSl4]{Greater Enhanced Intellect}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.GnQRIvynqXx1R2a0]{Further Mathematics}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.wlkPdME0r3hx9VbE]{Knowing the Unknown} or @UUID[Compendium.cyphersystem-compendium.abilities.34Ycb9VK8JwHgSl4]{Greater Enhanced Intellect}

GM Intrusions: Too many predicted results threaten to overwhelm and stun the character. A result points to imminent disaster.

Channels Divine Blessings

A devout follower of a divine being, you channel some of your deity’s power to achieve wonders.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.I9m3nOdBZ2HoEmbj]{Blessing of the Gods}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.7GsuhcRTpDX0d1em]{Enhanced Intellect}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.dJTgtIs80gOoI6ac]{Divine Radiance} or @UUID[Compendium.cyphersystem-compendium.abilities.NgHLZq3tZ3CFJvYv]{Fire Bloom}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.gDwPpgIAocEfQjPx]{Overawe}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.OkKNmMvLFwHxUv2r]{Divine Intervention}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.tgaSXp1VQiec8Jst]{Divine Symbol} or @UUID[Compendium.cyphersystem-compendium.abilities.LnZkUlKUuuD7iW3P]{Summon Demon}

GM Intrusions: A demon investigates divine magic use. A rival cult has issues with the character’s teachings.

Commands Mental Powers

You can pull images from dreams and bring them to life in the waking world.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.L2NOLfflU6HNleuT]{Telepathic}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.W5Zt9qDKCtNr49BC]{Mind Reading}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.Mc8L07dpf605FDo9]{Psychic Burst} or @UUID[Compendium.cyphersystem-compendium.abilities.iRqXVpngq6vfgtEn]{Psychic Suggestion}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.FktE2hQhSKXbWcQU]{Use Senses of Others}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.N0wzhZ676UrCR8M4]{Precognition}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.Vcfc6yjbqX6WSzCf]{Mind Control} or @UUID[Compendium.cyphersystem-compendium.abilities.K0C60k7wHBSpMQX4]{Telepathic Network}

GM Intrusions: Something glimpsed in the target’s mind is horrifying. A feedback loop allows the target to read the character’s mind.

Conducts Weird Science

Your preternatural insight and ability make you a scientist capable of amazing feats.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.4PVFXmi2cxI8MdpR]{Lab Analysis}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.eEGFknWQZUBNXn99]{Knowledge Skills}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.mFPUUmBIcGGsuwNd]{Modify Device}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.G0hoaZFQpdG7FfxO]{Better Living Through Chemistry} or @UUID[Compendium.cyphersystem-compendium.abilities.b776WTF2u1roh3n0]{Incredible Health}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.eEGFknWQZUBNXn99]{Knowledge Skills}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.gjBFpV2OvDmBqeE3]{Just a Bit Mad}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.RHLBHQuskBAVGnU8]{Weird Science Breakthrough}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.CyuPiJdYZIfNcTSy]{Incredible Feat of Science}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.JeqLEAcHOYVd78TH]{Inventor} or @UUID[Compendium.cyphersystem-compendium.abilities.FjXL6iSD1CJKbuGT]{Defensive Field}

GM Intrusions: Creations get out of control. Side effects cannot always be predicted. Weird science terrifies people and can draw the media. When a device created or modified by weird science is depleted, it detonates.

Consorts With the Dead

The dead answer your questions, and their reanimated corpses serve you.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.nvA3LwoSP7jf4h8G]{Speaker for the Dead}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.yaLHxRtVBhveqHJA]{Necromancy}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.uPvNopNWTgHGIPyR]{Reading the Room} or @UUID[Compendium.cyphersystem-compendium.abilities.rRDSzPJtUCwRVXFR]{Repair Flesh}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.vEVmBgz2TxOH3aSk]{Greater Necromancy}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.kKYyGbrQxDRSOh37]{Terrifying Gaze}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.GDphyYXSfjKE5BST]{True Necromancy} or @UUID[Compendium.cyphersystem-compendium.abilities.Gsre3acJaxhGBa0S]{Word of Death}

GM Intrusions: The character’s necromantic reputation precedes them. A corpse seeks revenge for being reanimated.

Controls Beasts

Your ability to communicate and lead beasts is uncanny.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.bOohoEcDegDBinFc]{Beast Companion}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.gT21nqWZ9Es576oC]{Soothe the Savage}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.OIk4usP2NFT0tDu7]{Communication}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.cGcblQ2qvyHM02kY]{Mount} or @UUID[Compendium.cyphersystem-compendium.abilities.h1rn92kIqG5VVYd6]{Stronger Together}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.zstBkLwRduC7vgGT]{Beast Eyes}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.0IlHHY1ktkN2L5Sp]{Improved Companion}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.pFWDdnTXCiPfwsWv]{Beast Call}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.Qm31Nw2SkBpVcv9M]{As If One Creature} or @UUID[Compendium.cyphersystem-compendium.abilities.LvoH43SKKtr3urKo]{Control the Savage}

GM Intrusions: The community is reluctant to welcome dangerous animals. Out-of-control beasts become a real hazard.

Controls Gravity

You can sway the attraction of gravity itself.

Type Swap Option: Weighty

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.UCR0rx32kEsTcgnF]{Hover}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.QH3l6ojVnasZm5U8]{Enhanced Speed Edge}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.SHMGbt30RfePtyNE]{Define Down} or @UUID[Compendium.cyphersystem-compendium.abilities.jbhcWHMiQQaR9ukO]{Gravity Cleave}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.eJpNT3QObtYiDfXY]{Field of Gravity}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.abdAcwYE8L00VakL]{Flight}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.Cnvf8fv0EEKU3iSn]{Improved Gravity Cleave} or @UUID[Compendium.cyphersystem-compendium.abilities.tMOeiKWrhp5P5CCQ]{Weight of the World}

GM Intrusions: Onlookers react with unreasoning fear. A weird interaction sends an ally or object careening into the sky.

Crafts Illusions

You fashion images from light that are so perfect they seem real.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.l60mmJrF1GupXLJB]{Minor Illusion}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.asQqC0DepYcsPxRV]{Illusory Disguise}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.JwG4lCSZIG3qUQAi]{Cast Illusion} or @UUID[Compendium.cyphersystem-compendium.abilities.hNsph7BRwllVSUre]{Major Illusion}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.hJV3hrSYcq3Zbzl5]{Illusory Selves}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.9cJ6gJZc7datpQwJ]{Terrifying Image}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.lCWWUQ0vYH2odiDv]{Grandiose Illusion} or @UUID[Compendium.cyphersystem-compendium.abilities.RNJbp1eAcMqSnYvb]{Permanent Illusion}

GM Intrusions: The illusion isn’t believable. The illusion is pierced at just the wrong moment.

Crafts Unique Objects

You’re an inventor of strange and useful objects.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.fkyJ02LbeOAfDxcF]{Crafter}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.YF8CYsYKcXpdfqH5]{Master Identifier}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.yIdq1lu1eUAkNyDC]{Artifact Tinkerer}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.m6X5wyPUPdhqLTIp]{Quick Work}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.4JDFgEhyhqReRngE]{Master Crafter} or @UUID[Compendium.cyphersystem-compendium.abilities.V2BSB9or5UJdTiYF]{Built-in Weaponry}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.M3TM1cORNnlEN0ZO]{Cyphersmith}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.y3qXWOUu7mAhg6Rb]{Innovator}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.JeqLEAcHOYVd78TH]{Inventor} or @UUID[Compendium.cyphersystem-compendium.abilities.rqC9cEmRkvm29N56]{Fusion Armor}

GM Intrusions: The object malfunctions, breaks, or suffers catastrophic or unexpected failure.

Cyphersmith works only in a setting where the cyphers are physical objects. If this isn’t the case, this ability should probably be replaced with something akin to Weird Science Breakthrough from the Conducts Weird Science focus.

Dances With Dark Matter

You can manipulate shadow and “dark” matter.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.7aCeBDGZqu8A9hMQ]{Ribbons of Dark Matter}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.VWehoqF0N6s0WMLK]{Void Wings}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.XYbtbbVKFYmDfmjO]{Dark Matter Shroud} or @UUID[Compendium.cyphersystem-compendium.abilities.MqGMnSIkHK4rOFSm]{Dark Matter Strike}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.yB4tnpDNVSOxgruq]{Dark Matter Shell}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.b44vvK2YjdSeYPJc]{Windwracked Traveler}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.JUn27j5YI3dRh2jJ]{Dark Matter Structure} or @UUID[Compendium.cyphersystem-compendium.abilities.apQwshUTjCQPym8A]{Embrace the Night}

GM Intrusions: Dark matter skulks away as if possessed by a mind of its own.

Defends the Gate

Everyone wants you on their side when it comes to a fight because nothing gets by you.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.C9x7b1qN4qmm568P]{Fortified Position}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.POaewj2PWMMfCY1i]{Rally to Me}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.VgomhLKFHDDAzW9T]{Mind for Might}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.ZvKFftq7doCxI7T5]{Fortification Builder} or @UUID[Compendium.cyphersystem-compendium.abilities.LODZEYtmmBN5D9zZ]{Divert Attacks}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.R9KnCCvGoEHvV1p0]{Greater Enhanced Might}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.hCAzOVpH0jrYc9qk]{Reinforcing Field}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.KBykf0P4WQ9Lb6TN]{Generate Force Field} or @UUID[Compendium.cyphersystem-compendium.abilities.eQIPJk2xcFGfDr3H]{Stun Attack}

GM Intrusions: A strategically important structure collapses. The enemy attacks from an unexpected direction.

Defends the Weak

You stand up for the helpless, the weak, and the unprotected.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.YvPBxDxLz16Usm7m]{Courageous}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.6zU8AURXjXgG63j6]{Warding Shield}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.9p2RJYFo6s55F5Ha]{Devoted Defender}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.fh7tK1BVjgSfZ8ml]{Insight}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.Su3LkSzdGHg9w1RO]{Dual Wards} or @UUID[Compendium.cyphersystem-compendium.abilities.GAeUBbQWE3ryv50V]{True Guardian}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.lb5Bo8BpNXdVMkmt]{Combat Challenge}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.JrSM5XYgXpxNnLl2]{Willing Sacrifice}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.aDnA7oA9ZYCEfprI]{Resuscitate} or @UUID[Compendium.cyphersystem-compendium.abilities.mjEFQ3ndDRvLB5Dj]{True Defender}

GM Intrusions: A character focused on protecting others may periodically leave themselves vulnerable to attacks.

Descends From Nobility

A descendent of wealth and power, you carry a noble title and the abilities granted by a privileged upbringing.

Type Swap Option: @UUID[Compendium.cyphersystem-compendium.abilities.S2OZtm12S2YvxD7H]{Retinue}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.xMRRfjFF0POkxyea]{Privileged Nobility}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.A8CGMbLGsJ3AHKMP]{Trained Interlocutor}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.zTsjsWVgzjQzl2MW]{Advanced Command} or @UUID[Compendium.cyphersystem-compendium.abilities.AAUqaiWxC5V4e1VH]{Noble’s Courage}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.ETGBAqAc1ApFH5cx]{Expert Follower}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.T5tn7zItPyaRcYNC]{Asserting Your Privilege}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.Eez3uExkDA20XJg3]{Able Assistance} or @UUID[Compendium.cyphersystem-compendium.abilities.qbXP6HlN56bPt7cq]{Mind of a Leader}

GM Intrusions: Debts incurred by a family are owed by the character. A long-lost sibling seeks to disinherit rivals. An assassin finds the character.

Doesn’t Do Much

You’re a slacker, but you know a little about a lot of things.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.aOzkoVf0mNSkZBtn]{Life Lessons}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.2fU3nI68oi5ScziC]{Totally Chill}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks} or @UUID[Compendium.cyphersystem-compendium.abilities.uhC4ubTGfhkNvIMX]{Improvise}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.aOzkoVf0mNSkZBtn]{Life Lessons}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.nOuOE3EkrNr81pSq]{Greater Skill With Defense}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.4necR0YTsaij4ojD]{Greater Enhanced Potential}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.wztu6KcpILxwlFTU]{Drawing on Life’s Experiences} or @UUID[Compendium.cyphersystem-compendium.abilities.Mac5S0sQe9Muf4Mv]{Quick Wits}

GM Intrusions: New situations are confounding and stressful. Past actions (or inactions) come back to haunt the character.

Drives Like A Maniac

Whether balancing on two wheels, jumping another vehicle, or driving head-on toward an oncoming enemy car, you don’t think about the risks when you’re behind the wheel.

Someone who Drives Like a Maniac needs access to a vehicle.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.DCuOpij3sNomBe1a]{Driver}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.1fu5C9JHmORmWTR8]{Driving on the Edge}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.lY7NaxsFxt1XZVk5]{Car Surfer}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.HHcC89OKZACgLB8Y]{Stare Them Down}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.hQx9SoUhY6jzUeTW]{Expert Driver} or @UUID[Compendium.cyphersystem-compendium.abilities.QH3l6ojVnasZm5U8]{Enhanced Speed Edge}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.EQXA8Gcwdc7dU8lw]{Sharp-Eyed}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.tuofJSTVjOEwRUem]{Enhanced Speed}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.vVax9KyZ3U4Wpok8]{Something in the Road}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.qKDngpAWNEzhdRj5]{Trick Driver} or @UUID[Compendium.cyphersystem-compendium.abilities.58CLKxSLgaT6W6Cj]{Lethal Damage}

GM Intrusions: The engine develops a knock. The bridge on the road ahead is out. The windshield shatters. Someone unexpectedly runs in front of the vehicle.

Emerged From the Obelisk

Your body, hard as crystal, gives you a suite of unique abilities, gained after an interaction with a floating crystalline obelisk.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.bzeuikGxbM7noj2z]{Crystalline Body}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.UCR0rx32kEsTcgnF]{Hover}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.QsXOz48JgyXYEEqS]{Inhabit Crystal} or @UUID[Compendium.cyphersystem-compendium.abilities.4Fe5z4FD71eHlbbd]{Immovable}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.hIWg9VFNnYnrknAu]{Crystal Lens}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.ucsscEpO5L2gIYZg]{Resonant Frequency}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.bY52t6eGONKu8Kr4]{Resonant Quake} or @UUID[Compendium.cyphersystem-compendium.abilities.tR2v2vMu3TgN21OJ]{Return to the Obelisk}

GM Intrusions: Cyphers and artifacts react unexpectedly in the character’s hands.

Employs Magnetism

You command metal and the power of magnetism.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.p2JmtbtuzscW1ogs]{Move Metal}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.MK2dp11krszjDsyc]{Repel Metal}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.0XSuUGS0UyrhiW44]{Destroy Metal} or @UUID[Compendium.cyphersystem-compendium.abilities.4v5pXMwFeB7xQzME]{Guide Bolt}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.n985WYLPzj2XqBry]{Magnetic Field}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.uN2YVmNxkFj3SFof]{Command Metal}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.fruWNFBBNLpcGLaC]{Diamagnetism} or @UUID[Compendium.cyphersystem-compendium.abilities.SZtOjKk7ScShJT6G]{Iron Punch}

GM Intrusions: The metal twists, bends, or produces shrapnel. A lapse in concentration might cause something to slip or drop at just the wrong time.

Entertains

You perform, mostly for the benefit of others.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.rfsCCpxcsjc8hr60]{Levity}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.oilgQ4oM02Pa0eNp]{Inspiration}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.eEGFknWQZUBNXn99]{Knowledge Skills} or @UUID[Compendium.cyphersystem-compendium.abilities.4necR0YTsaij4ojD]{Greater Enhanced Potential}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.CLObcsu2DKKKhzyK]{Calm}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.Eez3uExkDA20XJg3]{Able Assistance}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.kZ3LhhYZKrcnBplY]{Master Entertainer} or @UUID[Compendium.cyphersystem-compendium.abilities.xRIDlrBzTXVYC5rh]{Vindictive Performance}

GM Intrusions: The audience is annoyed or offended. Musical instruments break. Paints dry in their pots. The words to a poem or song are forgotten.

Note: Erratum

It seems that the tier 2 ability is supposed to be @UUID[Compendium.cyphersystem-compendium.abilities.DLxDL49VjUEMAjxZ]{Inspiring Ease} instead of Inspiration.

Exists in Two Places at Once

You exist in two places at once.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.P1jQZdPIrxo4wNlr]{Duplicate}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.PRh7n2VLXyRa4il9]{Share Senses}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.FwEUY43Q8EMVCCsL]{Superior Duplicate} or @UUID[Compendium.cyphersystem-compendium.abilities.oEubmS7pZ3zFK8uJ]{Resilient Duplicate}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.nVFRDMhuWDrdve4F]{Damage Transference}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.jmjxGRJTwztzBtLc]{Coordinated Effort}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.rsYzxCchklPSFAp7]{Multiplicity} or @UUID[Compendium.cyphersystem-compendium.abilities.oEubmS7pZ3zFK8uJ]{Resilient Duplicate}

GM Intrusions: Perceiving the world from two different places disorients the character, causing momentary vertigo, nausea, or confusion.

Exists Partially Out of Phase

A bit translucent, you’re slightly out of phase and can move through solid objects.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.g0SqMvb020tiTQ48]{Walk Through Walls}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.2j6Hqr2Y8Xbz97c4]{Defensive Phasing}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.cJB7wj5okdPZuRNb]{Phased Attack} or @UUID[Compendium.cyphersystem-compendium.abilities.MFBq4Fc432FS6nkX]{Phase Door}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.Kk9lHkiaqsr3pUmk]{Ghost}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.QLRztjFH4YetYM6l]{Untouchable}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.xHLPf1FETmn06aA8]{Enhanced Phased Attack} or @UUID[Compendium.cyphersystem-compendium.abilities.ptH3O4GES71CClGO]{Phase Foe}

GM Intrusions: The character is sent phasing into an unexpected dimension. The character becomes lost in a large solid.

Explores Dark Places

You’re the archetypal treasure hunter, scavenger, and finder of lost things.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.MwDYD8V1CJv8w9rR]{Superb Explorer}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.aJ1T8XqGF38vyzV2]{Superb Infiltrator}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.xskKzxBoGvSrje4e]{Eyes Adjusted}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.LdHCwZcifnRRuPrp]{Nightstrike} or @UUID[Compendium.cyphersystem-compendium.abilities.JhBTTC5ZUTT8NvUA]{Slippery Customer}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.5t5EIoGSan3pQ08D]{Hard-Won Resilience}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.xRvaY8SG4HVy5WO8]{Dark Explorer}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.XRXQwJplJrm7onbN]{Blinding Attack} or @UUID[Compendium.cyphersystem-compendium.abilities.2asT0zvk1kw5hC1v]{Embraced by Darkness}

GM Intrusions: Possessions fall out of pockets or bags in the dark; maps get lost; information gained fails to include an important detail.

Fights Dirty

You’ll do anything to win a fight: bite, scratch, kick, trick, and worse.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.VAGafmOiBpvU2eq0]{Tracker}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.gwMRhz3h9zxbVQXt]{Stalker}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.sHdBJdVshvtAqz1K]{Sneak}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.FEkLEYwk7r9KE7oC]{Quarry}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.7Gxuqkwo4i47yHe3]{Betrayal} or @UUID[Compendium.cyphersystem-compendium.abilities.uG2ACHNAPoZirp0b]{Surprise Attack}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.R9WffstnihzBuuvW]{Mind Games}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.gNRMG3mJTzWaCGph]{Capable Warrior}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.vhGEeFVgyqX1gzRr]{Using the Environment}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.Z4QcjOxgltEJPm96]{Twisting the Knife} or @UUID[Compendium.cyphersystem-compendium.abilities.KNElOxbWobS1ygLv]{Murderer}

GM Intrusions: People look poorly upon those who cheat or fight without honor. Sometimes a dirty trick backfires.

Fights With Panache

You’re a swashbuckling daredevil who fights with flamboyant style that’s entertaining to watch.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.b8rtgyatE8o9FaRS]{Attack Flourish}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.GQeO9RXVzeriLsfy]{Quick Block}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.ra0A8MtQjZEYhJPr]{Acrobatic Attack} or @UUID[Compendium.cyphersystem-compendium.abilities.tmrSKjGmjbxfIqPI]{Flamboyant Boast}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.3JWMtJBjf3oUWaxP]{Block for Another}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.jaGs9nmLaywdRMUN]{Fast Kill}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.vhGEeFVgyqX1gzRr]{Using the Environment}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.cuK7oPGFdlOPoc44]{Agile Wit} or @UUID[Compendium.cyphersystem-compendium.abilities.G5bTthwpEf5azVHA]{Return to Sender}

GM Intrusions: The display comes off looking silly, clumsy, or unattractive.

Flies Faster Than a Bullet

You can fly, and you’re superstrong, hard to hurt, and fast too. Is there anything you can’t do?

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.UCR0rx32kEsTcgnF]{Hover}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.4necR0YTsaij4ojD]{Greater Enhanced Potential}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.sPheWt9emoY3PCA8]{Hidden Reserves} or @UUID[Compendium.cyphersystem-compendium.abilities.rYyymKUc0QKWdNsy]{See Through Matter}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.Zps9ZUc9RD1mRDEK]{Blink of an Eye}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.s68x7VxwueUkCkOg]{Up to Speed}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.sbGo2i4oqy1aUeQ6]{Not Dead Yet}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.IUlsD8Zxp8AYbO4h]{Burning Light} or @UUID[Compendium.cyphersystem-compendium.abilities.NMgopYfoagESHtea]{Ignore Affliction}

GM Intrusions: A nemesis finds the character. A strange material is found to nullify the character’s abilities.

Focuses Mind Over Matter

You can telekinetically move objects with your mind without physically touching them.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.LODZEYtmmBN5D9zZ]{Divert Attacks}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.xDn74LRD6xlMUqj2]{Telekinesis}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.gyZd83dgvZnQrmbb]{Cloak of Opportunity} or @UUID[Compendium.cyphersystem-compendium.abilities.bvqDafTBMB7Uo9Qj]{Enhance Strength}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.loOJI9ZakIwGrmW1]{Apportation}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.8wSx2qtKXq0dWxId]{Psychokinetic Attack}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.iEOf9IkbHU8oBOMm]{Improved Apportation} or @UUID[Compendium.cyphersystem-compendium.abilities.YFbC1HRis4SpZgrS]{Reshape}

GM Intrusions: One mental slip, and moving objects drop or fragile objects break. Sometimes the wrong item moves, falls, or breaks.

Note: Erratum

It seems that the tier 1 ability is supposed to be @UUID[Compendium.cyphersystem-compendium.abilities.YcDF62pED8waUtry]{Deflect Attacks} instead of Divert Attacks.

Fuses Flesh and Steel

Your body is part machine.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.dPFQTFRzv7D7PYKq]{Enhanced Body}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.4dTGeclZRVjzn5tT]{Interface}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.syiylO75dZlcUp3i]{Sensing Package} or @UUID[Compendium.cyphersystem-compendium.abilities.NFsoXUQaq3I5h2UY]{Weaponization}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.42sPqHxJEybiZ6Vh]{Fusion}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.Uk6ceaEWFjcoHNTI]{Deep Reserves}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.laxdkyrDuOhxfWKc]{Mind Surge} or @UUID[Compendium.cyphersystem-compendium.abilities.fkedtvx6UakJPOZN]{Ultra Enhancement}

GM Intrusions: People in most societies are afraid of someone who is revealed to have mechanical parts.

Fuses Mind and Machine

Electronic aids implanted in your brain make you a mental powerhouse.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.7GsuhcRTpDX0d1em]{Enhanced Intellect}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.eEGFknWQZUBNXn99]{Knowledge Skills}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.2GicRKJcPO3hmlwD]{Network Tap}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.GK0o4fjCtxgAP269]{Action Processor} or @UUID[Compendium.cyphersystem-compendium.abilities.dLJ0B35UlB5wxCf4]{Machine Telepathy}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.34Ycb9VK8JwHgSl4]{Greater Enhanced Intellect}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.eEGFknWQZUBNXn99]{Knowledge Skills}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.MA2Pwhbpbq2SSIQy]{See the Future}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.teF5kZpAuRfZKfxn]{Machine Enhancement} or @UUID[Compendium.cyphersystem-compendium.abilities.laxdkyrDuOhxfWKc]{Mind Surge}

GM Intrusions: Machines malfunction and shut down. Powerful machine intelligences can take control of lesser thinking machines. Some people don’t trust a person who isn’t fully organic.

Grows to Towering Heights

For brief periods, you can grow larger and, with enough experience, to towering heights.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.HDYOv1V10xpFbFI7]{Enlarge}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.HoUOwIPfKTlxyQH0]{Freakishly Large}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.GmMePJHTRl6PshR6]{Bigger}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.wifCvRG9OhsTDT30]{Advantages of Being Big}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.uNzF1oQKJ6T1yqL4]{Huge} or @UUID[Compendium.cyphersystem-compendium.abilities.WuNUt6ltWGDdjNLS]{Throw}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.48i5ybVtZaTlFLJf]{Grab}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.0XYaYNoQzrYYKR4p]{Gargantuan}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.hbbPZIjq81Qqdp6i]{Colossal} or @UUID[Compendium.cyphersystem-compendium.abilities.58CLKxSLgaT6W6Cj]{Lethal Damage}

GM Intrusions: Rapid growth knocks over furnishings or smashes through ceilings or hanging lights. An enlarged character breaks through the floor.

Helps Their Friends

You love your friends and help them out of any difficulty, no matter what.

Type Swap Option: Advice From a Friend

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.lZCAKgP966BuU4uF]{Friendly Help}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.YvPBxDxLz16Usm7m]{Courageous}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.QGSHCRW46vn5Xdwu]{Weather the Vicissitudes}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.knh2MWMhCgqOjWYD]{Buddy System} or @UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.RgosWDt0hkosbVQr]{In Harm’s Way}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.MwVDTy2Rx1V7Tyly]{Enhanced Physique}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.FiSwskgQGBjp4IhZ]{Inspire Action}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.1tkQKo32UKxTUUPn]{Deep Consideration} or @UUID[Compendium.cyphersystem-compendium.abilities.CtRvLxfUlCynJv1B]{Skill With Defense}

GM Intrusions: Others sometimes have ulterior motives. The law takes an undue interest. Even when everything goes right, repercussions follow.

Howls at the Moon

For brief periods, you become a fearsome and powerful creature with control issues.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.8DXGUr433iXaVCSv]{Beast Form}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.wIOwT1tjGLMYzZAb]{Controlled Change}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.NIePQkLH2DTVjZR2]{Bigger Beast Form} or @UUID[Compendium.cyphersystem-compendium.abilities.Ee8QC6fkRvD1yw6h]{Greater Beast Form}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.wqzexDdZolWgxAza]{Greater Controlled Change}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.A9uQnidn6SKTNHJA]{Enhanced Beast Form}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.58CLKxSLgaT6W6Cj]{Lethal Damage} or @UUID[Compendium.cyphersystem-compendium.abilities.85DCcEDqvz6A0LkD]{Perfect Control}

GM Intrusions: The change happens in an uncontrolled fashion. People are terrified of monsters.

Hunts

You are a stalking hunter who excels at bringing down your selected quarry.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.b8rtgyatE8o9FaRS]{Attack Flourish}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.VAGafmOiBpvU2eq0]{Tracker}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.FEkLEYwk7r9KE7oC]{Quarry}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.sHdBJdVshvtAqz1K]{Sneak}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.aBfj6w1y6noOzB7d]{Horde Fighting} or @UUID[Compendium.cyphersystem-compendium.abilities.57txEIyzuPUQOqVP]{Sprint and Grab}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.uG2ACHNAPoZirp0b]{Surprise Attack}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.LE8NtDKG9TzXBv5B]{Hunter’s Drive}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.oroWEBbp3cvrYwH9]{Greater Skill With Attacks} or @UUID[Compendium.cyphersystem-compendium.abilities.ENO71nxs3MSKzvq6]{Multiple Quarry}

GM Intrusions: The quarry notices the character. The quarry isn’t as vulnerable as it seemed.

Infiltrates

Subtlety, guile, and stealth allow you to get in where others can’t.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.QAdh0yZBjJsHdJjD]{Stealth Skills}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.WUY75HFAqAu1i9ku]{Sense Attitudes}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.vFc52xBtBp69WglW]{Impersonate}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.LFiTEQpWhXBgIZWb]{Flight Not Fight}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.ZB80ZclRSzEcr4o1]{Awareness} or @UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.wvlSlYCJyrJuFqtn]{Invisibility}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.N0OZaNOIbHTiWDL1]{Evasion}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.3SiJ5Drao8XtmgzV]{Brainwashing} or @UUID[Compendium.cyphersystem-compendium.abilities.jrTEtAhE6GfLW7R4]{Spring Away}

GM Intrusions: Spies are treated harshly when caught. Allies disavow infiltrators who get caught. Some secrets are better left unknown.

Interprets the Law

You excel at winning others over to your views.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.EbnGDC61relhYaib]{Opening Statement}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.xBQM1AmjmcjmPDDD]{Knowledge of the Law}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.2GwH3ugd7aHrWZRz]{Debate}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.Eez3uExkDA20XJg3]{Able Assistance} or @UUID[Compendium.cyphersystem-compendium.abilities.FQPA8oY3xiZIL6aG]{Enhanced Intellect Edge}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.Hw16NpdbdJOqVF4z]{Castigate}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.kcXnkEBuyNil4Nd4]{No One Knows Better}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.4necR0YTsaij4ojD]{Greater Enhanced Potential} or @UUID[Compendium.cyphersystem-compendium.abilities.pGJIwlCJDib2Splm]{Legal Intern}

GM Intrusions: Onlookers react badly to a know-it-all. A distraction or interruption throws the character’s argument off the rails.

Is Idolized by Millions

You’re a celebrity and most people adore you.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.ZK4CUb9HH4J5A8IN]{Entourage}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.zGoUoC6i0f1SbUqE]{Celebrity Talent}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.6QXGJBsJPDFgcdq5]{Perks of Stardom}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.b776WTF2u1roh3n0]{Incredible Health} or @UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.mUhnX0UmEw2BROkI]{Captivate With Starshine}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.ETGBAqAc1ApFH5cx]{Expert Follower}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.1W0sBVHxG7LESCPl]{Do You Know Who I Am?}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.zZYSSAFXtJcuezxM]{Transcend the Script} or @UUID[Compendium.cyphersystem-compendium.abilities.0IlHHY1ktkN2L5Sp]{Improved Companion}

GM Intrusions: Fans are endangered or hurt on your behalf. Someone in your entourage betrays you. Your show, tour, contract, or other event is canceled. The media posts photos of you in an embarrassing situation.

Is Licensed to Carry

You carry a gun and you know how to use it in a fight.

Although Is Licensed to Carry is designed with modern firearms in mind, it could apply to flintlock weapons, futuristic laser blasters, or other ranged weapons.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.1SBd1jm66eSo4eHn]{Gunner}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.wAbsUj5mHZatr3JG]{Practiced With Guns}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.Mbq7D0u4Vee0NKYz]{Careful Shot}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.I8N5PUMy5Eq7cqZl]{Trained Gunner} or @UUID[Compendium.cyphersystem-compendium.abilities.UlQ7w5iD57Hfdzce]{Damage Dealer}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.oNk0Nhle1XwBhOvp]{Snap Shot}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.WrJDw2X8JHcljjP4]{Arc Spray}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.BM6YnBez7sVnrGUh]{Special Shot} or @UUID[Compendium.cyphersystem-compendium.abilities.58CLKxSLgaT6W6Cj]{Lethal Damage}

GM Intrusions: Misfire or jam! The attack fails and the action is lost, plus an additional action is needed to fix the problem.

Is Wanted by the Law

“WANTED, DEAD OR ALIVE” posters (or their equivalent) have appeared featuring your face. It’s up to you whether it’s a mistake that snowballed out of control or you actually would kill someone just for looking at you.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.tuofJSTVjOEwRUem]{Enhanced Speed}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.UyQTRi5ZwWU5tMO0]{Danger Sense}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.uG2ACHNAPoZirp0b]{Surprise Attack}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.DMBJEypEWuAS2lai]{Outlaw Reputation} or @UUID[Compendium.cyphersystem-compendium.abilities.36nlDXhOP5e5dfns]{Successive Attack}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.jaGs9nmLaywdRMUN]{Fast Kill}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.fD8yD0pGCMdOJkGb]{Band of Desperados}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.sbGo2i4oqy1aUeQ6]{Not Dead Yet} or @UUID[Compendium.cyphersystem-compendium.abilities.58CLKxSLgaT6W6Cj]{Lethal Damage}

GM Intrusions: Most people do not take well to discovering a wanted outlaw in their midst.

Keeps a Magic Ally

An allied magic creature bound to an object (such as a minor djinn in a lamp, or a ghost in a pipe) is your friend, protector, and weapon.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.9Kag2UMn6Wdxq4Zo]{Bound Magic Creature}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.PCTUkuALVb0GdTCe]{Object Bond}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.1KjY8D1dvLc3NuUv]{Hidden Closet}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.l0OFjk5XVGV5LzP1]{Minor Wish} or @UUID[Compendium.cyphersystem-compendium.abilities.cGcblQ2qvyHM02kY]{Mount}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.QxOsAHpd8ZkEXI5u]{Improved Object Bond}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.m2j3n3xiExLcXAAn]{Moderate Wish}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.Aprz5cRtdgiAIYUM]{Object Bond Mastery} or @UUID[Compendium.cyphersystem-compendium.abilities.V7npSeuqG3JI4Dvv]{Trust to Luck}

GM Intrusions: The creature unexpectedly disappears into its bound object. The bound object cracks. The creature disagrees and doesn’t do as asked. The creature says it’s leaving unless a task is performed for it.

Leads

Your natural leadership capability allows you to command others, including a loyal band of followers.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.FDUGlu7DZhdfxH2P]{Natural Charisma}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.DmnRMTfHYaeoYFVu]{Good Advice}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.RnK2bmvUb7RIVPSA]{Enhanced Potential}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.4XwwFeGO5haHxvQs]{Basic Follower}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.zTsjsWVgzjQzl2MW]{Advanced Command} or @UUID[Compendium.cyphersystem-compendium.abilities.ETGBAqAc1ApFH5cx]{Expert Follower}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.8EMTH3JCrC5Vjt63]{Captivate or Inspire}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.4necR0YTsaij4ojD]{Greater Enhanced Potential}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.KpbEHKNSEycVB1GU]{Band of Followers} or @UUID[Compendium.cyphersystem-compendium.abilities.qbXP6HlN56bPt7cq]{Mind of a Leader}

GM Intrusions: Followers fail, betray, lie, become corrupted, get kidnapped, or die.

Learns Quickly

You deal with bad situations as they arise, learning new lessons each time.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.7GsuhcRTpDX0d1em]{Enhanced Intellect}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.0xVoKhKKvzxIbtJD]{There’s Your Problem}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.YCwy44WnpusEYN7g]{Quick Study}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.qgholblGXKQri99M]{Hard to Distract}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.FQPA8oY3xiZIL6aG]{Enhanced Intellect Edge} or @UUID[Compendium.cyphersystem-compendium.abilities.dVh39nh5ARUxreUc]{Flex Skill}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.dIK67k9aoBbFBnkf]{Pay It Forward}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.7GsuhcRTpDX0d1em]{Enhanced Intellect}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.2LaX22wvw35lDger]{Learned a Few Things}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.EE1xCQ3OvCrdrG6z]{Two Things at Once} or @UUID[Compendium.cyphersystem-compendium.abilities.CtRvLxfUlCynJv1B]{Skill With Defense}

GM Intrusions: Accidents and mistakes are great teachers.

Lives in the Wilderness

You can survive in badlands where others perish.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.KqV5RSzOU3S3NK51]{Wilderness Life}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.wHcuP6T7Ti6j5Y8C]{Enhanced Might}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.vFQaDsHzJpTSV8Tw]{Living Off the Land}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.Db7aRY4t1mwRpcoL]{Wilderness Explorer}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.KAAezRI2l8rdp1NS]{Animal Senses and Sensibilities} or @UUID[Compendium.cyphersystem-compendium.abilities.Ja8ebgq2RDQryN62]{Wilderness Encouragement}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.CBdIPMJ2oOOesmod]{Wilderness Awareness}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.pfZzabIIEuU4kSH3]{The Wild Is on Your Side}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.Wj6oHOvnZkZjulwI]{One With the Wild} or @UUID[Compendium.cyphersystem-compendium.abilities.TRdK7RJBkq8WW4np]{Wild Camouflage}

GM Intrusions: People in cities and towns sometimes disparage those who look (and smell) like they live in the wilds, as if they were ignorant or barbaric.

Looks for Trouble

You’re a scrapper and love a good fight.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.Hgr8QZmzjXmYorfs]{Fists of Fury}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.XseI77zSp7iHkEWq]{Wound Tender}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.qp1jDaFiRR5xPPMn]{Protector}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.tFhd4dEGikOd1g1K]{Straightforward}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks} or @UUID[Compendium.cyphersystem-compendium.abilities.4necR0YTsaij4ojD]{Greater Enhanced Potential}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.2K3b6cTuLEGZfYqa]{Knock Out}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.kNSRytTtQX0rU3aE]{Mastery With Attacks}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.R9KnCCvGoEHvV1p0]{Greater Enhanced Might} or @UUID[Compendium.cyphersystem-compendium.abilities.58CLKxSLgaT6W6Cj]{Lethal Damage}

GM Intrusions: Weapons break or fly from even the strongest grip. Brawlers trip and fall. Even the battlefield can work against you with things falling or collapsing.

Loves the Void

When it’s just you, your spacesuit, and the panorama of stars wheeling out forever and always, you are at peace.

Type Swap Option: @UUID[Compendium.cyphersystem-compendium.abilities.geCiPXMF2sIRJ68U]{Have Spacesuit, Will Travel}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.zgcoMEc4j2MjpDhC]{Vacuum Skilled}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.GfDLA0qSvqhqzIbL]{Microgravity Adept}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.QH3l6ojVnasZm5U8]{Enhanced Speed Edge}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.MwVDTy2Rx1V7Tyly]{Enhanced Physique}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.q73VWJY2cmWxRcYx]{Space Fighting} or @UUID[Compendium.cyphersystem-compendium.abilities.rqC9cEmRkvm29N56]{Fusion Armor}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.U2QV8t7Pq9irgHqF]{Silent As Space}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.JJ9nWmcBIlfyNDfe]{Push Off and Throw}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.iIy1HDd9yUl07AYo]{Microgravity Avoidance}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.w3HN2nZBTo5mLJcM]{Weightless Shot} or @UUID[Compendium.cyphersystem-compendium.abilities.cbXNxvPdWEbKF6nA]{Reactive Field}

GM Intrusions: Spacesuits develop glitches. Air refill cartridges sometimes misreport capacity. Micrometeorites are common in space.

Masters Defense

You use protective equipment and practiced techniques to avoid becoming hurt in a fight.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.EheuStXUDPojVmT5]{Shield Master}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.gS1X6POaKLjNlHsI]{Sturdy}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.o2ZDoteWQsFsqTJr]{Practiced in Armor}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.zLJYM2OiFVIsuz3P]{Dodge and Resist} or @UUID[Compendium.cyphersystem-compendium.abilities.E1YiGcXAYOjHXoAd]{Dodge and Respond}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.2AIQhz00HyZhY7wM]{Tower of Will}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.4eCjeGPA0ovnwIfu]{Experienced in Armor}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.lGbieMmnuoqsl4Jz]{Nothing but Defend}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.i5n7BaFjTo6W35f9]{Defense Master} or @UUID[Compendium.cyphersystem-compendium.abilities.B6SEeGr5kxLAgvvq]{Wear It Well}

GM Intrusions: Shields break when hit, as do weapons used to parry. Armor straps break.

Masters Spells

By specializing in spellcasting and keeping a spellbook, you can quickly cast spells of arcing lightning, rolling fire, creeping shadow, and summoning.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.EyAIsiqJGCspQFcu]{Arcane Flare}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.Yg6jEM07HAccDcNC]{Ray of Confusion}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.NgHLZq3tZ3CFJvYv]{Fire Bloom} or @UUID[Compendium.cyphersystem-compendium.abilities.wEWyNKnVgVOjsyms]{Summon Giant Spider}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.2t9oGZRuFhLCKjsa]{Soul Interrogation}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.ZK9Ruc53rKBqU93i]{Granite Wall}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.LnZkUlKUuuD7iW3P]{Summon Demon} or @UUID[Compendium.cyphersystem-compendium.abilities.Gsre3acJaxhGBa0S]{Word of Death}

GM Intrusions: The spell goes wrong. The summoned creature turns on the caster. A rival spellcaster is drawn to the magic use.

Masters the Swarm

Insects. Rats. Bats. Even birds. You master one type of small creature that obeys you.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.ZEcFnsNXgcozJElT]{Influence Swarm}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.hIxPlDRbNqallNiu]{Control Swarm}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.CEscdPwUrBpzUeS0]{Living Armor} or @UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.gLxVxCSix441TyKq]{Call Swarm}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.rUzrjRuT2nfEdCaJ]{Gain Unusual Companion}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.iQhBPww1s4wRZcDz]{Deadly Swarm} or @UUID[Compendium.cyphersystem-compendium.abilities.CtRvLxfUlCynJv1B]{Skill With Defense}

GM Intrusions: A command is misunderstood. Control is erratic or is lost. Bites and stings are not uncommon for masters of the swarm.

Masters Weaponry

You are a master user of a particular type of weapon, be it a sword, whip, dagger, gun, or something else.

Someone who Masters Weaponry might have additional equipment, including a high- quality weapon.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.J0fj73TfCu4aSdVL]{Weapon Master}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.qBTIXXJt2Ahn8UYh]{Weapon Crafter}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.6Xs3fyaANQDWXRoc]{Weapon Defense}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.YA5P5CBNr5NSmY6z]{Rapid Attack} or @UUID[Compendium.cyphersystem-compendium.abilities.7rjeYt5hNhkvqK9w]{Disarming Strike}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.imWLlYQs4LTaCTdS]{Never Fumble}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.mhgFWIDr0QuCHRIF]{Extreme Mastery}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.KNElOxbWobS1ygLv]{Murderer} or @UUID[Compendium.cyphersystem-compendium.abilities.6P1CJvVMot3Y2xj0]{Deadly Strike}

GM Intrusions: Weapons break. Weapons can be stolen. Weapons can be dropped or forced out of your hand.

Metes Out Justice

You right wrongs, protect the innocent, and punish the guilty.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.Zu06akqnHdCvoR0W]{Make Judgment}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.tjxKTFdA8gqZDP90]{Designation}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.5jGN9GicKYIAneKQ]{Defend the Innocent}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.3fMzqFFQ1rLtbVrd]{Improved Designation}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.bz04IOSkdP3zcRMD]{Defend All the Innocent} or @UUID[Compendium.cyphersystem-compendium.abilities.iGRECL13bqrSSF7P]{Punish the Guilty}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.RESKINMA0INj60Rc]{Find the Guilty}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.QgnoEdKZ50u4JZoL]{Greater Designation}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.KVOFCKWKmUrqAe7v]{Punish All the Guilty}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.JH40M99RAN6IZWze]{Damn the Guilty} or @UUID[Compendium.cyphersystem-compendium.abilities.Kf09KYdZqG6dNTFC]{Inspire the Innocent}

GM Intrusions: Guilt or innocence can be complicated. Some people resent the presumption of a self-appointed judge. Passing judgment makes enemies.

Moves Like a Cat

Lithe, flexible, and graceful, you move quickly and smoothly, and never seem to be where danger is.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.Qsi6Iw5YCcY8jmNx]{Greater Enhanced Speed}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.tJiXzKX4gf0GNV6V]{Balance}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.tC7wmZwlZcQy5Vd0]{Movement Skills}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.g0Ewv5wBooSFYOlH]{Safe Fall}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.leUaFf4AxYJwwOHt]{Hard to Hit}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.QH3l6ojVnasZm5U8]{Enhanced Speed Edge} or @UUID[Compendium.cyphersystem-compendium.abilities.Qsi6Iw5YCcY8jmNx]{Greater Enhanced Speed}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.JlYk5UNZEUzzO8Js]{Quick Strike}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.2CrV3a9S1yzOXBOJ]{Slippery}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.mSNoWynky7DMz7ln]{Perfect Speed Burst} or @UUID[Compendium.cyphersystem-compendium.abilities.Qsi6Iw5YCcY8jmNx]{Greater Enhanced Speed}

GM Intrusions: Even a cat can be clumsy. A jump isn’t quite as easy as it looks. An escape move is so overzealous that it sends the character right into harm’s way.

Moves Like the Wind

You can move so fast that you become a blur.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.Qsi6Iw5YCcY8jmNx]{Greater Enhanced Speed}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.Sg5WeSF04CYNEecl]{Fleet of Foot}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.leUaFf4AxYJwwOHt]{Hard to Hit}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.8LHIZs9gEAd02tId]{Speed Burst} or @UUID[Compendium.cyphersystem-compendium.abilities.Qsi6Iw5YCcY8jmNx]{Greater Enhanced Speed}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.Zps9ZUc9RD1mRDEK]{Blink of an Eye}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.NhNvpbUWNRIFEm8b]{Hard to See}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.mSNoWynky7DMz7ln]{Perfect Speed Burst} or @UUID[Compendium.cyphersystem-compendium.abilities.0wVk3CszKCJQfp0Q]{Incredible Running Speed}

GM Intrusions: Surfaces can be slick or offer hidden obstacles. The movement of other creatures can be unpredictable, and the character might run into them.

Murders

You’re an assassin, whether by trade, by inclination, or because it was that or be killed yourself. (Someone who Murders might have additional equipment, including three doses of a level 2 blade poison that inflicts 5 points of damage.)

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.uG2ACHNAPoZirp0b]{Surprise Attack}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.rYaAyFLmCAAwZi0s]{Assassin Skills}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.y2eUnbkzxOeoe9w6]{Quick Death}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.369RISHwqzRXkwEG]{Infiltrator}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.ZB80ZclRSzEcr4o1]{Awareness} or @UUID[Compendium.cyphersystem-compendium.abilities.AQQzctwqPJPUTRbb]{Poison Crafter}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.tbeFzIPGuAjRBpKM]{Better Surprise Attack}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.UlQ7w5iD57Hfdzce]{Damage Dealer}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.FzJe2XEwhtUajTWI]{Escape Plan} or @UUID[Compendium.cyphersystem-compendium.abilities.KNElOxbWobS1ygLv]{Murderer}

GM Intrusions: Most people do not react well to a professional killer.

Needs No Weapon

Powerful punches, kicks, elbows, knees, and full body movements are all the weapons you need.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.Hgr8QZmzjXmYorfs]{Fists of Fury}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.K33ayv0NcktuV53N]{Flesh of Stone}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.p61Ycyc7lVZQXupO]{Advantage to Disadvantage}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.JJKRrcU5L1yM9y90]{Unarmed Fighting Style}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.mGv7zlZu1wtNCQXQ]{Moving Like Water} or @UUID[Compendium.cyphersystem-compendium.abilities.4necR0YTsaij4ojD]{Greater Enhanced Potential}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.LODZEYtmmBN5D9zZ]{Divert Attacks}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.eQIPJk2xcFGfDr3H]{Stun Attack}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.S4PaEqmYjg4TGoG3]{Master of Unarmed Fighting Style} or @UUID[Compendium.cyphersystem-compendium.abilities.58CLKxSLgaT6W6Cj]{Lethal Damage}

GM Intrusions: Striking certain foes hurts you as much as it hurts them. Opponents with weapons have greater reach. Complicated martial arts moves can knock you off balance.

Never Says Die

You never quit, can shrug off a beating, and always come back for more.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.UtFc3e4grYyCQneH]{Improved Recovery}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.wXV7JxEmZDlBvRKO]{Push on Through}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.JuOmZXMt1T3tQUZ8]{Ignore the Pain}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.R0UuZ32vmmeFbSMV]{Blood Fever} or @UUID[Compendium.cyphersystem-compendium.abilities.sPheWt9emoY3PCA8]{Hidden Reserves}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.iyM2N9G0RLlj6BZ7]{Increasing Determination} or @UUID[Compendium.cyphersystem-compendium.abilities.3VJyYtECl0wKQj2p]{Outlast the Foe}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.sbGo2i4oqy1aUeQ6]{Not Dead Yet}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.5HNZcrij9mgEmvAR]{Final Defiance} or @UUID[Compendium.cyphersystem-compendium.abilities.NMgopYfoagESHtea]{Ignore Affliction}

GM Intrusions: Sometimes, it’s equipment or weapons that give out.

Operates Undercover

Under the guise of someone else, you seek to find answers the powerful do not want divulged.

Someone who Operates Undercover might have additional equipment that includes a disguise kit.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.PK6oiYXgdP7KaGgi]{Investigate}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.eYHlYyVDj3odrAFJ]{Disguise}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.6ILcTvACqDdLVpc8]{Agent Provocateur} or @UUID[Compendium.cyphersystem-compendium.abilities.ZuX6gykVtKxiBAxR]{Run and Fight}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.MzKqElUHuTtHkV7D]{Pull a Fast One}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.bgaCXtvlT0zWmAIA]{Using What’s Available}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.V7npSeuqG3JI4Dvv]{Trust to Luck} or @UUID[Compendium.cyphersystem-compendium.abilities.6P1CJvVMot3Y2xj0]{Deadly Strike}

GM Intrusions: Bad luck can ruin the best plans. Disguises fail. Allies are revealed to be agents, too.

Performs Feats of Strength

A muscled prodigy, you can haul incredible weight, hurl your body through the air, and punch through doors.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.cpXOBSLY03j89yOy]{Athlete}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.g1t5TxZXsNovIVTn]{Enhanced Might Edge}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.YQEECpNwDSFCFnCN]{Feat of Strength}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.PYD24TjoDAqbKAj8]{Iron Fist} or @UUID[Compendium.cyphersystem-compendium.abilities.WuNUt6ltWGDdjNLS]{Throw}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.R9KnCCvGoEHvV1p0]{Greater Enhanced Might}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.ARiNuZrnfFCvZAFd]{Brute Strike}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.R9KnCCvGoEHvV1p0]{Greater Enhanced Might} or @UUID[Compendium.cyphersystem-compendium.abilities.IFb8NX06xgWM7H98]{Jump Attack}

GM Intrusions: It’s easy to break delicate things or hurt someone accidentally.

Pilots Starcraft

You’re a crack starship pilot.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.Kk5nnC1EcYtqc3Fu]{Pilot}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.QgCWZia7gFicmEJr]{Flex Lore}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.h3G0Ven2SoaPCbk4]{Salvage and Comfort}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.hGbNYgkuIiZHomcJ]{Mentally Tough}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.12xO8QaEsTvEFUvY]{Expert Pilot}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.hIy0GMeL8WALvhEb]{Ship Footing} or @UUID[Compendium.cyphersystem-compendium.abilities.XkFsMa9e9IY2FRcN]{Machine Companion}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.x7YnN02GiwDQ09km]{Sensor Array}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.tuofJSTVjOEwRUem]{Enhanced Speed}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.YWMUeaNzao8n8pAc]{Like the Back of Your Hand}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.0q9alvmsQKKViN0r]{Incomparable Pilot}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.Yo2Z3EdYjx88jYnp]{Remote Control} or @UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks}

GM Intrusions: Starcraft get lost, break down, and are attacked in space. An alien stowaway is found.

Plays Too Many Games

Lessons, reflexes, and strategies you’ve learned by playing too many games have applications in the real world, where people who don’t play enough toil and live their dreary lives.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.qpBv7OxAcMAAtY2M]{Game Lessons}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.p3kh3XKzetkJTG1J]{Gamer}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.qEzcqbNhuJQuBagn]{Zero Dark Eyes}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.pMQT2QIL38XlhkxB]{Resist Tricks}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.QDSSTe5EGrBHjtnL]{Sniper’s Aim} or @UUID[Compendium.cyphersystem-compendium.abilities.QH3l6ojVnasZm5U8]{Enhanced Speed Edge}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.R9WffstnihzBuuvW]{Mind Games}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.7GsuhcRTpDX0d1em]{Enhanced Intellect}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.W0Jw19mWIycjIgmo]{Gamer’s Fortitude}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.laxdkyrDuOhxfWKc]{Mind Surge} or @UUID[Compendium.cyphersystem-compendium.abilities.dIUTe5O1jeA47zps]{Gaming God}

GM Intrusions: Missed attacks strike the wrong target. Equipment breaks. Sometimes people react negatively to someone who has lived most of their life in imaginary game worlds.

Rages

When you go berserk, everyone fears you.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.YGsGHp1rbu3Z7Kdd]{Frenzy}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.R9KnCCvGoEHvV1p0]{Greater Enhanced Might}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.tC7wmZwlZcQy5Vd0]{Movement Skills}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.NoC3yuqxU8yhPf47]{Power Strike} or @UUID[Compendium.cyphersystem-compendium.abilities.zEkA8MhrnJ5p9Io6]{Unarmored Fighter}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.hAVC1FOl7hwnuBpC]{Greater Frenzy}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.ltAq7qr8aaalOtJp]{Attack and Attack Again}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.4necR0YTsaij4ojD]{Greater Enhanced Potential} or @UUID[Compendium.cyphersystem-compendium.abilities.58CLKxSLgaT6W6Cj]{Lethal Damage}

GM Intrusions: It’s easy for a berserker to lose control and attack friend as well as foe.

Rides the Lightning

You create and discharge electrical power.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.3btRIiWxY8oMcVMo]{Shock}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.essJhO2eqoHmIQaa]{Charge}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.uh1t4rnkZ2jOCjHJ]{Bolt Rider}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.76HF09q7MdGek863]{Electric Armor} or @UUID[Compendium.cyphersystem-compendium.abilities.A6H8xi93t6Zrexz9]{Drain Charge}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.YDKULtvV0pMJDxi2]{Bolts of Power}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.etGUYa9dQSvjLvXX]{Electrical Flight}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.2TaqNf6bhxijKELX]{Flash Across the Miles} or @UUID[Compendium.cyphersystem-compendium.abilities.Bny0sFdqf40pJeOp]{Wall of Lightning}

GM Intrusions: Targets other than those intended are shocked. Objects explode.

Runs Away

Your first instinct is to run from danger, and you’ve gotten very good at it.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.10EqPrn9aONinEfm]{Go Defensive}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.tuofJSTVjOEwRUem]{Enhanced Speed}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.QVPmLa6CKwmH6vJZ]{Quick to Flee}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.0wVk3CszKCJQfp0Q]{Incredible Running Speed} or @UUID[Compendium.cyphersystem-compendium.abilities.Qsi6Iw5YCcY8jmNx]{Greater Enhanced Speed}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.iyM2N9G0RLlj6BZ7]{Increasing Determination}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.Mac5S0sQe9Muf4Mv]{Quick Wits}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.U33DbRwloywFlYfi]{Go to Ground}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.hKhwP85QeRGPW03G]{Burst of Escape} or @UUID[Compendium.cyphersystem-compendium.abilities.CtRvLxfUlCynJv1B]{Skill With Defense}

GM Intrusions: Quick movements sometimes lead to dropped items, slipping on uneven ground, or going the wrong way by accident.

Sailed Beneath the Jolly Roger

You sailed with a crew of dread pirates, but you’ve decided to end your days as a pirate and join some other cause. The question is, will your past let you go so easily?

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.JuOmZXMt1T3tQUZ8]{Ignore the Pain}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.IYt42xzsjesQyEfT]{Sailor}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.B4U7RiMrZElfOQyj]{Taking Advantage}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.1POQ4sFW5DLrmXhn]{Fearsome Reputation}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks} or @UUID[Compendium.cyphersystem-compendium.abilities.CtRvLxfUlCynJv1B]{Skill With Defense}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.oCcnXLYQy9DjwPJC]{Sea Legs}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.tC7wmZwlZcQy5Vd0]{Movement Skills}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.5rgcPJXpCcB5VJ1m]{Lost in the Chaos}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.AsmIgvoIRPEtuzkh]{Duel to the Death} or @UUID[Compendium.cyphersystem-compendium.abilities.36nlDXhOP5e5dfns]{Successive Attack}

GM Intrusions: The dangers of the high seas are many, including severe storms and disease. Other pirates sometimes get ahead through betrayal. A pirate tracks down former sailing mates to find hidden treasure.

Scavenges

When not running and hiding, you sift the ruins of civilization for useful remnants to ensure your survival.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.OjGaIl0JEepjDrla]{Post-Apocalyptic Survivor}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.ZOfmWQFbwSJQB4wm]{Ruin Lore}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.IswvUEdCBBZDRme6]{Junkmonger}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.B4U7RiMrZElfOQyj]{Taking Advantage} or @UUID[Compendium.cyphersystem-compendium.abilities.b776WTF2u1roh3n0]{Incredible Health}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.YID6zEB7KkHGYAlD]{Know Where to Look}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.EjBzy1Ue1AA8i6ry]{Recycled Cyphers}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.MJE1k2RmCM6HRwFV]{Artifact Scavenger} or @UUID[Compendium.cyphersystem-compendium.abilities.cbXNxvPdWEbKF6nA]{Reactive Field}

GM Intrusions: An item made with recycled junk breaks. Someone shows up claiming that the useful item or piece of junk scavenged belongs to them. A recycled cypher explodes.

Sees Beyond

You have a psychic sense that allows you to see what others cannot.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.jq6Wm9xYxJA0bRaR]{See the Unseen}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.rYyymKUc0QKWdNsy]{See Through Matter}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.Mu5knvNfGyaeaiTB]{Find the Hidden} or @UUID[Compendium.cyphersystem-compendium.abilities.bzy1KzO0oPmZGu2b]{Sensor}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.KBjSpuK7XJc1abJv]{Remote Viewing}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.PazO9rJ2YoE8VEUw]{See Through Time}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.lL7QywDGOszTIJCE]{Mental Projection} or @UUID[Compendium.cyphersystem-compendium.abilities.RE24qvMuPhasaCP3]{Total Awareness}

GM Intrusions: Some secrets are too terrible to know.

Separates Mind From Body

You can project your mind out of your body to see faraway places and learn secrets that would otherwise remain hidden.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.WgjatSOUT6pT02A7]{Third Eye}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.oTDJtTDkwxr5uSfU]{Open Mind}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.9sfX1SGtcQ17Uiny]{Sharp Senses}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.6X3BDWzVKsWltrtY]{Roaming Third Eye} or @UUID[Compendium.cyphersystem-compendium.abilities.Mu5knvNfGyaeaiTB]{Find the Hidden}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.bzy1KzO0oPmZGu2b]{Sensor}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.miR0d91lKIfmBGdO]{Psychic Passenger}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.lL7QywDGOszTIJCE]{Mental Projection} or @UUID[Compendium.cyphersystem-compendium.abilities.eblwQ80CBlBdeUp5]{Improved Sensor}

GM Intrusions: Reuniting mind and body can sometimes be disorienting and require a character to spend a few moments to get their bearings.

Shepherds Spirits

Wandering souls, nature spirits, and elemental beings aid and support you.

In some settings, the Shepherds Spirits focus applies to only one kind of spirit, such as spirits of the deceased, nature spirits, and so on.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.pHFFr4DkCythNc5n]{Question the Spirits}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.RkOvawhfH5MHQFOH]{Spirit Accomplice}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.dCQdSi11hJDyOSdD]{Command Spirit} or @UUID[Compendium.cyphersystem-compendium.abilities.LojkwDtb1gHLSB6A]{Preternatural Senses}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.OWVz2CkwLnCSJMdS]{Wraith Cloak}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.jVY1PTxvZvpjZILB]{Call Dead Spirit}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.ElsQU746B70tsPmZ]{Call Otherworldly Spirit} or @UUID[Compendium.cyphersystem-compendium.abilities.PvISXo6EQ2PmCGes]{Infuse Spirit}

GM Intrusions: Some people don’t trust those who deal with spirits. The dead sometimes don’t want shepherding.

Shepherds the Community

You keep the place where you live safe from all danger.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.op9VSx3NJT28UwTH]{Community Knowledge}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.ag3OU8JZuc769034]{Community Activist}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.6ZVINuyZm4jowRGt]{Shepherd’s Fury} or @UUID[Compendium.cyphersystem-compendium.abilities.CtRvLxfUlCynJv1B]{Skill With Defense}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.4necR0YTsaij4ojD]{Greater Enhanced Potential}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.N0OZaNOIbHTiWDL1]{Evasion}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.oroWEBbp3cvrYwH9]{Greater Skill With Attacks} or @UUID[Compendium.cyphersystem-compendium.abilities.xxavxLEaiVFug1D6]{Protective Wall}

GM Intrusions: People in the community misunderstand the character’s motives. Rivals try to oust the character.

Shreds the Walls of the World

Speed plus phasing gives you a unique ability to evade danger and simultaneously inflict damage.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.3t1QshyGYnCSo12z]{Phase Sprint}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.7f6ulMjWFw2BOK76]{Disrupting Touch}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.n81xGnZHydeXmIRc]{Scratch Existence}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.nEN2HYzlJWhonfmE]{Invisible Phasing} or @UUID[Compendium.cyphersystem-compendium.abilities.g0SqMvb020tiTQ48]{Walk Through Walls}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.rXUUDUJFKis8TpnL]{Phase Detonation}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.8yGwY0PvtF2ivdSn]{Very Long Sprinting}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.P9HlASUtyiOXghBZ]{Shred Existence} or @UUID[Compendium.cyphersystem-compendium.abilities.INdq5iQf5ECzRiNp]{Untouchable While Moving}

GM Intrusions: Moving so quickly while sprinting sometimes leads to stumbles on unexpected, exotic obstacles.

Siphons Power

You suck power out of machines and creatures alike in order to empower yourself.

Robots and other living machines should be treated as creatures, not machines, for the purposes of siphoning power from them.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.JyAovhallyh9m6oW]{Drain Machine}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.gWvMJQPBSmeaP8yN]{Drain Creature}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.wEj2uvWI3w0W9HWH]{Drain at a Distance} or @UUID[Compendium.cyphersystem-compendium.abilities.P73TBXcNDbZCVsdE]{Unraveling Consumption}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.gn1jtMLhp6qPNXUL]{Store Energy}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.4Xvgo62UVSOI9Acx]{Share the Power}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.Be1ehHb90jtLc8l0]{Explosive Release} or @UUID[Compendium.cyphersystem-compendium.abilities.xbYD729j3km6ZDCA]{Sun Siphon}

GM Intrusions: Drained power also transmits something unwanted—compulsions, afflictions, or alien thoughts. Siphoned power can overload the character, causing feedback.

Slays Monsters

You kill monsters.

Although wielding a sword in a setting where people usually do not carry such weapons is fine, you can change the Slays Monsters sword-related abilities to use a different weapon, such as a gun with silver bullets.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.WFK0xBSAIpD59va8]{Practiced With Swords}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.nW46hfygkxB7FW5m]{Monster Bane}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.PRW5MxW12oakmeHE]{Monster Lore}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.lw0otGU2Iaorppdc]{Will of Legend}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.gPqiQflb6Z3DXGVk]{Trained Slayer}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.HPIlAWDGOQFw6yGm]{Improved Monster Bane} or @UUID[Compendium.cyphersystem-compendium.abilities.lwJAowJa4eKlcDjb]{Misdirect}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.5otvtHrbVXIh0N27]{Fight On}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.oroWEBbp3cvrYwH9]{Greater Skill With Attacks} (swords)

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.KNElOxbWobS1ygLv]{Murderer} or @UUID[Compendium.cyphersystem-compendium.abilities.VupBbHOJAX45Yazb]{Heroic Monster Bane}

GM Intrusions: The monster laid a trap or set an ambush. The monster has previously undisclosed abilities. The monster’s mother vows revenge.

Solves Mysteries

You’re a master of deduction, using evidence to find the answer.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.FzpkQwb1jA53bs1y]{Investigator}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.HWZ8mwAfZEu6r778]{Sleuth}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.7BkWiUHcUrcRIKqO]{Out of Harm’s Way}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.PlVEpuVxp9pGJSoa]{You Studied} or @UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.mL6Yae2CxgefOMHn]{Draw Conclusion}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.0f2qoQlYGRqgu0Nj]{Defuse Situation}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.wqUItgrYzBeMiAoB]{Seize the Initiative} or @UUID[Compendium.cyphersystem-compendium.abilities.nOuOE3EkrNr81pSq]{Greater Skill With Defense}

GM Intrusions: Evidence disappears, red herrings confuse, and witnesses lie. Initial research can be faulty.

Speaks for the Land

Your spiritual connection to nature and the environment grants you mystical abilities.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.0Wq39mJ9oXA415qx]{Seeds of Fury}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.8KYjSKp6ieQ8YXUy]{Wilderness Lore}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.zW0cZJQTR0tHUmn3]{Grasping Foliage}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.gT21nqWZ9Es576oC]{Soothe the Savage} or @UUID[Compendium.cyphersystem-compendium.abilities.OIk4usP2NFT0tDu7]{Communication}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.RfGCXsX7JXEr8fMw]{Moon Shape}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.UJpMPRD25O7HvhbV]{Insect Eruption}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.2lhnVWUMX1Nu6KVj]{Call the Storm} or @UUID[Compendium.cyphersystem-compendium.abilities.jhdgI9rV2mpH6JQU]{Earthquake}

GM Intrusions: An injured natural (but dangerous) creature is discovered. Someone’s poaching wildlife for their skins, leaving the carcasses to rot. A tree falls in the forest, one of the last elder trees.

Stands Like a Bastion

Your armor, along with your size, strength, incredible training, or machine enhancement, makes you difficult to move or hurt.

Some characters who Stand Like a Bastion might already be experts in armor. They can choose a different tier 1 ability instead of Practiced in Armor.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.o2ZDoteWQsFsqTJr]{Practiced in Armor}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.GlXd4oFI9Fqq3rAX]{Experienced Defender}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.mmg9XLzvfbP4ESGO]{Resist the Elements}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.27EOrq94WxqgBbWQ]{Unmovable}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.R9KnCCvGoEHvV1p0]{Greater Enhanced Might} or @UUID[Compendium.cyphersystem-compendium.abilities.yl2zo179wXZW5Xxc]{Practiced With All Weapons}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.YeOtzG5ksxonD5RS]{Living Wall}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.VsAP4JEe7W5gaGaG]{Hardiness}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.4k5JFV78A5SiPjFo]{Mastery in Armor}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.58CLKxSLgaT6W6Cj]{Lethal Damage} or @UUID[Compendium.cyphersystem-compendium.abilities.NKvNEjx64CcS3l13]{Shield Training}

GM Intrusions: Armor is damaged. Small foes conspire in ingenious ways.

Takes Animal Shape

A shapechanger who can take the form of various animals.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.rJ4ZXuIcz0knY41H]{Animal Shape}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.OIk4usP2NFT0tDu7]{Communication}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.Y4V4tXQ9lO0rMNKR]{Bigger Animal Shape} or @UUID[Compendium.cyphersystem-compendium.abilities.Ee8QC6fkRvD1yw6h]{Greater Beast Form} (works with Animal Shape)

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.gXiq1edSDteTcfGC]{Animal Scrying}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.KGzAHs3qln0fNDjt]{Hard to Kill}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.iX07Ltb1JYr1nMYM]{Blurring Speed} or @UUID[Compendium.cyphersystem-compendium.abilities.QZZXgZ6PF8Eccs74]{Lend Animal Shape}

GM Intrusions: The character unexpectedly changes form. An NPC is frightened by or aggressive toward the shapeshifter. The transformation takes longer than expected.

Talks to Machines

You use your organic brain like a computer, interfacing “wirelessly” with any electronic device. You can control and influence them in ways that others can’t.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.lzy1YbdIJxzNIHZq]{Machine Affinity}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.7nUj7rxq4Qwg4FUM]{Distant Interface}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.L3UjcLAFvS9MLWCu]{Coaxing Power}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.SeAlSU8Rim5CWsgV]{Charm Machine}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.2odkyEO8azxIZWYj]{Intelligent Interface} or @UUID[Compendium.cyphersystem-compendium.abilities.OE5yXpzWC8lSUmGX]{Command Machine}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.XkFsMa9e9IY2FRcN]{Machine Companion}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.NoKdHv0FSytZR4iF]{Robot Fighter}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.PLyxuOlieOGsJx4h]{Information Gathering}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.FxohCBSksJIu1BSA]{Control Machine} or @UUID[Compendium.cyphersystem-compendium.abilities.PKFz6WVsaKm5kIir]{Improved Machine Companion}

GM Intrusions: The machine malfunctions or acts unpredictably.

Throws With Deadly Accuracy

Everything that leaves your hand goes exactly where you’d like it to go and at the range and speed to make the perfect impact.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.XAXJ3mFGdDv0fXLP]{Precision}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.PlTtlXeugIljHFVg]{Careful Aim}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.yszDDDpH6m16dEoV]{Quick Throw} or @UUID[Compendium.cyphersystem-compendium.abilities.CtRvLxfUlCynJv1B]{Skill With Defense}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.1L1uoad8vwgWxiyN]{Everything Is a Weapon}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.hbWaCBEfSMujqvDf]{Specialized Throwing}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.WW3QjCP5UJUsKBW3]{Whirlwind of Throws}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.58CLKxSLgaT6W6Cj]{Lethal Damage} or @UUID[Compendium.cyphersystem-compendium.abilities.LTqgcoprvBF2ZkdH]{Mastery With Defense}

GM Intrusions: Missed attacks strike the wrong target. Ricochets can be dangerous. Improvised weapons break.

Thunders

You emit destructive sound and manipulate soundscapes.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.uMaMKhemHmtlXDjT]{Thunder Beam}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.87SQGqcRavRZslAp]{Sound Conversion Barrier}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.KLFHpPR0MKLOWr8l]{Nullify Sound} or @UUID[Compendium.cyphersystem-compendium.abilities.EcOIgMC9c1IfSHsr]{Echolocation}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.znJCKr6PeEq4a0j5]{Shattering Shout}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.QZa9b5G80qxtoYqg]{Subsonic Rumble}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.B0dq2gW9gdA0PdzR]{Amplify Sounds}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.jhdgI9rV2mpH6JQU]{Earthquake} or @UUID[Compendium.cyphersystem-compendium.abilities.GlFT2ITvytQVWywQ]{Lethal Vibration}

GM Intrusions: Loud noises attract attention.

Travels Through Time

You can see through time, try to reach through it, and eventually even travel through it.

Although all character choices are subject to GM approval, Travels Through Time is a focus that the GM and player should probably have a long conversation about ahead of time, so the player knows the rules of time travel (if any) that exist in the GM’s setting. A character with this focus can drastically alter a setting, if the rules of time travel allow it.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.YD5gm0w3lqTSyO3V]{Anticipation}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.83y32UMQWshRvbDG]{See History}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.3wxiRMTCBZ4iNCHp]{Temporal Acceleration} or @UUID[Compendium.cyphersystem-compendium.abilities.l5vgtPP0LcsqGrzn]{Time Loop}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.0EhZzYdEhtCRnV4c]{Temporal Dislocation}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.OWRsjlf3ahyH9eez]{Time Doppelganger}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.U58ZQ1X3byfANn4W]{Call Through Time} or @UUID[Compendium.cyphersystem-compendium.abilities.lkO9VJhfOrgLY4g1]{Time Travel}

GM Intrusions: Paradoxes are created. Others remember past events differently.

Uses Wild Magic

You are a spellcaster who learns a variety of spells instead of focusing on just one kind of magic.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.Ub8NGsmH8NZcKguG]{Magical Repertoire}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.WvBcuYiFRM3KaTFj]{Cypher Casting}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.BPFjvh6nBN8bxk8T]{Expanded Repertoire}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.fQ3O3G7rFmv194uI]{Cypher Surge} or @UUID[Compendium.cyphersystem-compendium.abilities.Ax9HryNcPDei0g7t]{Faster Wild Magic}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.BPFjvh6nBN8bxk8T]{Expanded Repertoire}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.nfmwpxvs3RvednVI]{Magical Training}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.UNCbO4WGTB8ZubpZ]{Maximize Cypher} or @UUID[Compendium.cyphersystem-compendium.abilities.mz4KXXoQoHXyOBKI]{Wild Insight}

GM Intrusions: A spell performs erratically or rebounds upon the caster. Something interferes with preparing spells. Spellcasting attracts the attention of a powerful creature or potential rival. The cypher spell being cast is replaced with that of a random cypher.

Walks the Wild Woods

You are an adherent of nature magic who draws on the power and strength of trees.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.KqV5RSzOU3S3NK51]{Wilderness Life}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.SPTY1NXOvq2oRLJO]{Patient Recovery}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.ggQwr8b85bg7yzmK]{Wooden Body}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.c3GBVwgz9atmtbgI]{Tree Companion} or @UUID[Compendium.cyphersystem-compendium.abilities.CBdIPMJ2oOOesmod]{Wilderness Awareness}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.gQ9h8tGa60VLo6IH]{Tree Travel}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.mAc6hl4jKLZz84VK]{Great Tree}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.pBX1EYNVGutNx3b5]{Dreadwood} or @UUID[Compendium.cyphersystem-compendium.abilities.HUhj33woHX86SbX8]{Restorative Bloom}

GM Intrusions: A wooden character catches fire. A wild swing from a tree branch hits or trips an ally. Some trees have evil hearts and hate all walking things.

Was Foretold

You are the “chosen one,” and prophecy, prediction, prognostication, or some other method of determination expects great things of you one day.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.V765JZKDKQ00Buyn]{Interaction Skills}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.4p95GsynORh0Xd7X]{Knowing}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.Z7CKGOQWnfdNO885]{Destined for Greatness}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.zIYdniz9sjvAHsnX]{Overcome All Obstacles} or @UUID[Compendium.cyphersystem-compendium.abilities.5t5EIoGSan3pQ08D]{Hard-Won Resilience}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.WeMTxJElozl7OWdJ]{Center of Attention}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.cfR2uFYjteKAqsYw]{Show Them the Way}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.2uSx4ErQ9f2QLX5M]{As Foretold in Prophecy} or @UUID[Compendium.cyphersystem-compendium.abilities.4necR0YTsaij4ojD]{Greater Enhanced Potential}

GM Intrusions: An enemy described in prophecy appears. Unbelievers threaten to ruin the moment. The character gains a reputation in outside circles as a fraud.

Wears a Sheen of Ice

You command the wintery power of cold and ice.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.czVqoPjH98xaNY1d]{Ice Armor}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.nHqTzLHJrUWSAATM]{Frost Touch}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.BGMXK6VKNmp8M4A3]{Freezing Touch} or @UUID[Compendium.cyphersystem-compendium.abilities.7G8B9lfoVXkuxvKB]{Ice Creation}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.FuufiUyoLFbgBH5J]{Resilient Ice Armor}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.yEfkqXxmuQqlA6Fi]{Cold Burst}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.mvC2vboULutesBDu]{Ice Storm} or @UUID[Compendium.cyphersystem-compendium.abilities.EXrZLa3M8BK43qoi]{Winter Gauntlets}

GM Intrusions: Ice makes surfaces slippery. Extreme cold causes objects to crack and break.

Wears Power Armor

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.ClJUFnz8xBmP4a2l]{Powered Armor}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.wHcuP6T7Ti6j5Y8C]{Enhanced Might}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.YBMLX3Jm5oN79J6G]{Heads-Up Display}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.rqC9cEmRkvm29N56]{Fusion Armor} or @UUID[Compendium.cyphersystem-compendium.abilities.b776WTF2u1roh3n0]{Incredible Health}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.dCoCGVzWxIL9fIvH]{Force Blast}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.cTU70NgcebRlD7jI]{Field-Reinforced Armor}

Tier 6: Masterful Armor Modification (Jet Assisted Flight) or Masterful Armor Modification (Cypher Pod)

GM Intrusions: The armor won’t come off. The armor acts under its own power. The armor suffers a momentary power loss. NPCs are scared by the power armor.

Wields an Enchanted Weapon

You channel magic through or from a weapon to create a unique fighting style.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.OUOVkf3edHhnyRPk]{Enchanted Weapon}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.95judMTwajJoxNfy]{Innate Power}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.HVuhBuZVJkfYuGwp]{Charge Weapon}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.VNIcNhgET9z5MW5G]{Power Crash}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.YA5P5CBNr5NSmY6z]{Rapid Attack} or @UUID[Compendium.cyphersystem-compendium.abilities.Om3PoXrtnekrw0dF]{Throw Enchanted Weapon}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.I7ScLgI1tBhWCkwf]{Defending Weapon}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.RxI9TDy4wYR9eJKk]{Enchanted Movement}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.6P1CJvVMot3Y2xj0]{Deadly Strike} or @UUID[Compendium.cyphersystem-compendium.abilities.KDZeCZJxjCQzlTxA]{Spin Attack}

GM Intrusions: A weapon breaks or is dropped. The weapon loses its connection to you until you use an action to reestablish the attunement. The weapon’s energy discharges in an unexpected way.

Wields Two Weapons at Once

You bear steel with both hands, ready to take on any foe.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.NHns9zqufRvB3Tnl]{Dual Light Wield}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.Pu5XGGLI6cCp1EQd]{Double Strike}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.369RISHwqzRXkwEG]{Infiltrator}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.q9nALxXrBv5ubXaT]{Dual Medium Wield} or @UUID[Compendium.cyphersystem-compendium.abilities.rOxKh1Z7J686a0nv]{Precise Cut}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.gVOzzvxS6PPu8Ofy]{Dual Defense}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.3uGYyiXUUSz952zQ]{Dual Distraction}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.p1UMG2hrng7mLFDv]{Disarming Attack} or @UUID[Compendium.cyphersystem-compendium.abilities.KDZeCZJxjCQzlTxA]{Spin Attack}

GM Intrusions: A blade snaps in two or a weapon flies loose from its bearer’s grip.

Works for a Living

You take great satisfaction in a job well done, whether it’s coding, building houses, or mining asteroids.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.f7wLki6qjCNs2Ici]{Handy}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.CBGeAZSBuymzrxDz]{Muscles of Iron}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.RM8Fmu1IJwzBkjcM]{Eye for Detail} or @UUID[Compendium.cyphersystem-compendium.abilities.uhC4ubTGfhkNvIMX]{Improvise}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.wHcuP6T7Ti6j5Y8C]{Enhanced Might}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.t8wL47jk1KS4zapb]{Tough It Out}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.MdRdAc0qAWghMmlV]{Expert Skill}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.4necR0YTsaij4ojD]{Greater Enhanced Potential} or @UUID[Compendium.cyphersystem-compendium.abilities.5t5EIoGSan3pQ08D]{Hard-Won Resilience}

GM Intrusions: Repairs sometimes fail. Wiring can be tricky to decipher and still carry an electrical charge. Some people are rude to those who work for a living.

Works Miracles

You can heal others with a touch, alter time to help others, and are generally beloved by everyone.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.igGttY1Y2XbAx3qY]{Healing Touch}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.8mP69InEXQ4TB5BL]{Alleviate}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.rAmIxY5G1BK4ZMm7]{Font of Healing} or @UUID[Compendium.cyphersystem-compendium.abilities.7amEMbwK27v31Lt9]{Miraculous Health}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.FiSwskgQGBjp4IhZ]{Inspire Action}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.IN9qNZDx4sBKNr8n]{Undo}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.O2XHxUa2QNrliDMG]{Greater Healing Touch} or @UUID[Compendium.cyphersystem-compendium.abilities.ydmPM9m8nmmgvlXc]{Restore Life}

GM Intrusions: Attempts to heal might cause harm instead. A community or individual needs a healer so desperately that they hold one against their will.

Works the Back Alleys

You make your way unseen, stealing from the wealthy to achieve your ends.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.QAdh0yZBjJsHdJjD]{Stealth Skills}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.OFWQd2W52VAODeas]{Underworld Contacts}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.MzKqElUHuTtHkV7D]{Pull a Fast One} or @UUID[Compendium.cyphersystem-compendium.abilities.OtbS1NoVXK7mQLEe]{Guild Training}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.KM9qqjzJBJusQNkT]{Master Thief}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.xR2DkSqvAoR8Vtfn]{Dirty Fighter}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.QtpmHxblBqoQozbg]{Alley Rat} or @UUID[Compendium.cyphersystem-compendium.abilities.eepc8U2e178RDqBs]{All-Out Con}

GM Intrusions: Thieves are thrown in jail. Powerful enemies are made.

Works the System

You can exploit flaws in artificial systems, including but not limited to computer code.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.0V2NE0905wwYPRVo]{Hack the Impossible}

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.JkiG6hpsfj1h6XRR]{Computer Programming}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.2CekF2lqwNrMyio0]{Connected}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.TmDavAL4vDxKjLBK]{Confidence Artist} or @UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.1fYBYD1EfA5z1NFl]{Confuse Enemy}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.jTiOQKW2QtXK8dmF]{Work the Friendship}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.HUVY2MA2CBegFhLY]{Call in Favor} or @UUID[Compendium.cyphersystem-compendium.abilities.4necR0YTsaij4ojD]{Greater Enhanced Potential}

GM Intrusions: Contacts sometimes have ulterior motives. Devices sometimes have failsafes or even traps.

Would Rather Be Reading

Books are your friends. What’s more important than knowledge? Nothing.

Tier 1: @UUID[Compendium.cyphersystem-compendium.abilities.vPraXsdXkCmaoBbI]{Knowledge Is Power}

Tier 2: @UUID[Compendium.cyphersystem-compendium.abilities.34Ycb9VK8JwHgSl4]{Greater Enhanced Intellect}

Tier 3: @UUID[Compendium.cyphersystem-compendium.abilities.wJSxVM8fWADJtTSd]{Applying Your Knowledge} or @UUID[Compendium.cyphersystem-compendium.abilities.dVh39nh5ARUxreUc]{Flex Skill}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.vPraXsdXkCmaoBbI]{Knowledge Is Power}

Tier 4: @UUID[Compendium.cyphersystem-compendium.abilities.wlkPdME0r3hx9VbE]{Knowing the Unknown}

Tier 5: @UUID[Compendium.cyphersystem-compendium.abilities.34Ycb9VK8JwHgSl4]{Greater Enhanced Intellect}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.vPraXsdXkCmaoBbI]{Knowledge Is Power}

Tier 6: @UUID[Compendium.cyphersystem-compendium.abilities.sq2JJtnRtSthJSYL]{Tower of Intellect} or @UUID[Compendium.cyphersystem-compendium.abilities.lbXg8UlSCG23yxO4]{Read the Signs}

GM Intrusions: Books burn, get wet, or get lost. Computers break or lose power. Glasses break.

","markdown":""},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"ownership":{"default":-1},"flags":{}},{"sort":398438,"name":"Creating New Foci","type":"text","_id":"0VwlyyylqvFgJjZw","title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"

This section provides everything you need to create your own foci.

Every focus has an overarching style, whether that’s exploration, energy manipulation, or simply dealing a lot of damage in combat. These broad classifications are called focus categories.

Each focus category has an overarching theme, followed by selection guidelines that describe how to choose abilities for each tier from the Abilities chapter, from tier 1 to tier 6.

The newly created focus should be named in the form of a verb, like Controls Beasts or Abides in Stone. For instance, a fire-using focus created by following the guidelines in the energy manipulation focus category might be called Bears a Halo of Fire (one of the sample foci in this chapter). Alternatively, a new fire-using focus should get an all-new name like Stokes the Flames of the Apocalypse or Lights Fires With a Thought.

The ability selection guidelines invite you to choose an ability from one of three ranges: low tier, mid tier, and high tier. These ranges correspond with the power “grades” given for every ability. These abilities are further sorted into ability categories based on the kinds of things they do—abilities that improve physical attacks are in the attack skill category, abilities that assist allies are in the support category, and so on. Look for the grades and categories in the Ability Categories and Relative Power section of the Abilities chapter.

Low-tier abilities are best suited for focus options at tiers 1 and 2. Mid-tier abilities are best suited for focus options at tiers 3 and 4. High-tier abilities are best suited for focus options at tiers 5 and 6.

That said, sometimes you’ll find it appropriate to assign a low-tier ability at tier 3 or 4, or maybe a mid-tier ability at tier 1 or 2. Do so sparingly, but don’t rule it out. It might be the only way to get all the abilities you want for the focus you’re building. Higher-tier abilities usually cost more Pool points to use. So if a mid-tier ability is made available at tier 1 or 2, or a high-tier ability is made available at tier 3 or 4, the higher cost will be a balancing factor.

Balancing Abilities

The guidelines within each category go a long way toward ensuring that the focus you build will be balanced. Sometimes it might be appropriate to grant a low-power ability along with a regular ability at a given tier, depending on the needs of the focus. A “low-power ability” is deliberately open for GM interpretation, but generally speaking, should be no more potent than a low-tier ability (that is, an ability that is normally available at tier 1 or 2).

For instance, someone who uses cold might be able to create small snow sculptures in addition to emitting a cold ray. Someone who uses electricity might be able to charge a depleted artifact or have an asset for dealing with electrical systems. And so on.

Often, the focus guidelines note this as a possibility. However, you have great leeway in deciding if a focus needs an additional ability, even if the guidelines for that tier don’t indicate one. If you do add an ability, or there is a
higher-power ability at a tier that normally shouldn’t have it, it might mean that the choice given at the next tier, or the previous tier, isn’t quite as good. Balancing a focus is a bit of an art. Resist the urge to overpower the focus, but don’t underpower it, either.

Each focus category provides a guideline for what kind of ability you should select at every tier. But don’t regard the guidelines as something that you can’t vary. They’re not prescriptive; they’re just a place to start. You might want to vary the kind of ability at a particular tier that isn’t indicated in the guidelines. As long as the chosen ability falls within the expected power curve for that tier, it’s fine. The guideline isn’t meant to be a straitjacket.

For example, if you’re building a cold-using focus for a game set in a fantasy genre, you may decide that an ability that calls up a demon is a better choice at a particular tier than an ability that does damage in an area, which is what the tier 5 guideline for energy manipulation calls for. Making the change is probably especially valid if you call your new focus something like Channels the Ninth Circle.

Ability Swap

If you’re creating a focus and you think it should provide a suite of abilities at first tier that would mechanically overload it, you have the option to add one as a “swap” ability. Doing so is as easy as allowing a character to swap out one of their type abilities for an indicated low-tier focus ability. The ability is gained instead of one of the abilities normally granted by the character’s type.

Concept and Category

Choosing to create a focus that uses a particular concept—say, creating illusions—doesn’t lock you into creating a focus within a particular category—in this case, environment manipulation. A focus can be constructed in a variety of ways using a particular energy, tool, or concept, each ultimately leading to a focus that provides different results. It all depends on your ends. In this case, creating illusions might be used to sway others, which argues for a focus built using the influence category guidelines.

In the same way, if a focus grants a character the ability to call some kind of force or energy, that doesn’t mean the focus should automatically be built using the energy manipulation category guidelines (though of course it could, if attacking and protecting yourself with that energy is the point). But a focus could be built that grants abilities to call energy or force that is primarily focused on durability, suggesting a tank combat focus (someone who can take a lot of punishment in a fight); or blasting away with a main concern for maximizing damage, thus suggesting a striker combat focus; or creating a follower composed of that energy or force, suggesting an ally use focus (that is, someone who uses helping creatures, NPCs, or even duplicate versions of themselves to give them a leg up).

Here’s another example: the focus Controls Gravity could conceivably be an environment manipulation focus or an energy manipulation focus. It depends on whether the focus is more concerned with crushing and holding things in place (environment manipulation) or on blasting things and protecting yourself with gravity (energy manipulation).

The same malleability of concept holds true in other realms. For instance, if someone is able to call up and mold raw earth, they might use it to transform themselves into a being of stone (tank combat), to batter foes (striker combat), or to create walls, barricades, and shields to protect their allies (support).

If you’re looking for an ability and can’t seem to find the right one in the vast catalog in the Abilities chapter, consider reskinning one to make it seem new (and to accomplish what you need). Reskinning means that you use the underlying mechanics of an ability as written but change the flavor in some fashion. For instance, maybe you’re creating a new earth-moving focus but can’t find enough earth-related abilities to meet your need. It’s easy enough to change up other abilities so they use earth instead of fire, cold, or magnetism. For instance, Wings of Fire might become Wings of Earth, Ice Armor could become Earth Armor, and so on. These alterations change nothing except the type of damage and any knock-on effects (for instance, Wings of Earth might generate clouds of dust in their wake).

Abilities That Reference Other Abilities

Some abilities in the Abilities chapter reference other abilities. If you select an ability for your focus or type that refers to or modifies a lower-tier ability, also include that lower-tier ability in your type or focus as a selection a PC can make at a lower tier.

Creating Brand-New Abilities

You can go further than reskinning and create one or more brand-new abilities. When doing this, try to find something as close as possible to the effect you want, then use it as a template. In any case, deciding how much an ability should cost when it comes to a character’s Pool is one of the most important aspects of getting an ability right.

You may notice that higher-tier abilities are more expensive. This is partly because they do more, but it’s also because higher-tier characters have more Edge than lower-tier characters, which means they pay fewer points from their relevant Pools. A third-tier character with 3 Edge in a relevant Pool pays no cost for abilities that cost 3 or fewer points. That’s great for lower-tier abilities, but you’ll usually want a character to think a little bit about how often to use their most powerful abilities. That means they should cost at least 1 point more than the Edge the character is likely to have at that tier. (Often, a character will have an Edge in their relevant Pool equal to their tier.)

As a good rule of thumb, a typical ability should cost points equal to its tier.

Choose GM Intrusions

Think about the kinds of things that might surprise, alarm, or go catastrophically wrong for someone with the new focus being created, and assign it as a GM intrusion for that focus. Of course, this often is done on the fly during the game. But giving the topic some thought while the focus is being constructed and the ideas are fresh in your head is likely to yield some particularly devilish options.

Focus Categories

Ally Use

Foci that prioritize providing NPC followers to the character are ally use foci. The followers give aid to the PC in a variety of ways, but at base they usually provide an asset to the character’s actions.

Multiple potential themes exist within the ally use category, from abilities that allow a character to summon or craft allies to those that allow them to attract allies through fame, magic, or essential authority or charisma.

Connection: Choose four relevant connections from the Focus Connections list.

Additional Equipment: Any object necessary for the character to keep an ally. For instance, someone with a focus that uses super-science to create robot allies would require tools to build and repair those allies. Some foci in this category don’t require anything to gain or retain their benefits.

Minor Effect Suggestions: The NPC ally’s tasks are eased on its next turn.

Major Effect Suggestions: The NPC ally gains an immediate extra action.

The following are examples and not meant to provide a complete list of all possible foci in this category.

@UUID[.9x56c0G5TMOl1Arn#builds-robots]{Builds Robots} @UUID[.9x56c0G5TMOl1Arn#consorts-with-the-dead]{Consorts With the Dead} @UUID[.9x56c0G5TMOl1Arn#controls-beasts]{Controls Beasts} @UUID[.9x56c0G5TMOl1Arn#exists-in-two-places-at-once]{Exists in Two Places at Once} @UUID[.9x56c0G5TMOl1Arn#leads]{Leads} @UUID[.9x56c0G5TMOl1Arn#masters-the-swarm]{Masters the Swarm} @UUID[.9x56c0G5TMOl1Arn#shepherds-spirits]{Shepherds Spirits}

Ability Selection Guidelines

Tier 1: Choose a low-tier ability that grants a level 2 NPC follower to the character, or gives a similar benefit provided by an NPC. Alternatively, lay the groundwork for gaining such NPC allies at higher tiers by choosing an ability that gives the character influence over others.

Sometimes an additional low-power ability is appropriate, depending on the focus. Often, this is an ability that grants skill training in a related area of knowledge or a related skill. For instance, training in a skill related to the kind of NPC follower the character gains would be appropriate.

Tier 2: Choose a low-tier ability that grants influence over similar kinds of NPCs as the follower gained at the previous tier. If no follower was gained at the previous tier, this ability should provide that benefit now.

Sometimes a secondary ability might be appropriate in addition to the ability provided above, perhaps a low-power ability that grants 2 or 3 points to a Pool.

Tier 3: Choose two mid-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One option should be a mid-tier ability that improves the NPC follower previously provided (usually from level 2 to level 3) or grants an additional follower.

The other option should be something that benefits the character—perhaps an offensive or defensive ability, or something that broadens their influence over their followers (or potential followers).

Tier 4: Choose a mid-tier ability that gives the character an offensive or defensive capability if they haven’t previously gained one, preferably within the theme of the focus. For instance, if the character gains followers because of their charisma, this ability might let them command foes for brief periods. If the character gains followers by building or calling them, this ability might let them affect entities of the same type that are not already their followers.

Alternatively, this ability might further improve a previously gained follower from level 3 to level 4, or grant an additional follower.

Tier 5: Choose an ability that improves the character by providing a defense, an improved stat Pool, or another kind of protection.

Alternatively, this ability could open a new front in influencing and calling NPC allies related to the focus’s theme. For instance, someone who keeps beast allies might gain an ability to call a horde of lesser beasts. Someone who builds robots might gain an ability to build several lesser robot helpers. And so on.

Finally, this ability might improve a previously gained follower to level 5.

Tier 6: Choose two high-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One of the abilities should improve a previously gained follower to level 5, if that wasn’t already provided at tier 5. If that’s the case, this ability might be provided in addition to two other related abilities.

Another high-tier option could provide a handful of level 3 followers to the character.

The last high-tier ability could open a new front in influencing and calling NPC allies related to the focus’s theme. For instance, someone who gains followers through high charisma and training might gain an ability to learn otherwise impossible-to-glean information.

Basic

Foci that rely mostly on providing skill training, assets to tasks, and bumps to stat Pools and Edge in order to improve a character fall within the basic category. An overarching theme is also included, as with most of the other categories, that makes sense of the various basic abilities provided.

In addition, because the benefits provided by such foci are mostly straightforward (usually with a few exceptions), most basic foci would also be appropriate for non-fantastic campaigns where magic, super-science, or psychic abilities normally don’t come into play. That said, just because the abilities granted by basic foci are straightforward doesn’t mean they are not potent when combined with the abilities granted by type, descriptor, cyphers, and other character aspects.

Connection: Choose four relevant connections from the Focus Connections list.

Additional Equipment: Any object necessary to fulfill the overarching theme of the focus. For instance, a focus called Would Rather Be Reading should grant a handful of books to the character. A focus called Works for a Living should provide a set of tools.

Minor Effect Suggestions: Next action is eased.

Major Effect Suggestions: Make a free, no-action recovery roll that doesn’t count against daily recovery rolls.

The following are examples and not meant to provide a complete list of all possible foci in this category.

@UUID[.9x56c0G5TMOl1Arn#doesnt-do-much]{Doesn’t Do Much} @UUID[.9x56c0G5TMOl1Arn#interprets-the-law]{Interprets the Law} @UUID[.9x56c0G5TMOl1Arn#learns-quickly]{Learns Quickly} @UUID[.9x56c0G5TMOl1Arn#works-for-a-living]{Works for a Living} @UUID[.9x56c0G5TMOl1Arn#would-rather-be-reading]{Would Rather Be Reading}

Ability Selection Guidelines

Tier 1: Choose an ability that grants training or an asset to skills associated with the focus’s theme, or that grants 5 or 6 points to a particular Pool.

Alternatively, choose an ability that grants only 2 or 3 points to a particular Pool and an ability that provides training or an asset to just one task.

Tier 2: Choose whichever kind of ability wasn’t chosen at tier 1.

Tier 3: Choose two mid-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One option should be a non-fantastic ability that improves the character’s abilities within the focus’s theme. For instance, if the theme involves paying attention in some fashion, an information-gathering ability might be appropriate.

The other option should be something that either improves the character’s Edge in an appropriate stat or provides the character with some kind of defense.

Tier 4: Choose another ability that grants additional training or an asset to skills associated with the focus’s theme, or that grants 5 or 6 points to a particular Pool best suited to the focus. Or choose two abilities that provide only 2 or 3 points plus another tier 4 ability that improves a single task or skill.

Alternatively, provide a branch-out ability suggested at tier 5.

Finally, if the focus has yet to grant some kind of defense, a defensive ability could be provided here.

Tier 5: Choose an ability that allows the character to branch out slightly—perhaps one like Expert Skill that allows them to automatically succeed on a task they’re trained in.

Alternatively, if a nonstandard benefit was provided at tier 4, provide the benefits suggested at tier 4 here.

Tier 6: Choose two high-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One option should be an ability that provides another 5 or 6 points to a particular Pool best suited to the focus, or that the character can divide up as they wish. Alternatively, training in offense or defense would also be appropriate.

The other tier 6 option should give the character a brand-new ability within their theme, but not one that strays into the realm of the fantastic. For instance, an ability that allows a character to take two actions instead of one would be reasonable. Granting additional training, assets, or Edge would also be fine.

Energy Manipulation

Energy manipulation foci offer abilities that can call fire, electricity, force, magnetism, or nonstandard forms of energy such as cold, stone, or something stranger like “void” or “shadow.” These abilities usually give a character a way to achieve something of a balance between attacking enemies and granting themselves or allies additional protection. The focus usually also offers abilities that provide other ways to use specific energy for things like transportation, creating large concentrations of energy that can affect multiple targets, or creating a temporary object or barrier of energy.

Connection: Choose four relevant connections from the Focus Connections list.

Additional Equipment: One or more pieces of equipment immune to the energy manipulated, which might be a set of clothes. Alternatively, something related to the energy being generated. Some foci in this category don’t require additional equipment.

Energy Abilities: If a character type grants special abilities that normally use some other kind of energy, they now produce the kind used by this focus. For example, if a character uses this focus to manipulate electricity, their force blasts become blasts of electricity. These alterations change nothing except the type of damage and any knock-on effects (for instance, electricity might temporarily short out electronic systems).

Minor Effect Suggestions: The target or something near the target is hindered because of residual energy.

Major Effect Suggestions: An important item on the target’s person is destroyed.

The following are examples and not meant to provide a complete list of all possible foci in this category.

@UUID[.9x56c0G5TMOl1Arn#absorbs-energy]{Absorbs Energy} @UUID[.9x56c0G5TMOl1Arn#bears-a-halo-of-fire]{Bears a Halo of Fire} @UUID[.9x56c0G5TMOl1Arn#dances-with-dark-matter]{Dances With Dark Matter} @UUID[.9x56c0G5TMOl1Arn#rides-the-lightning]{Rides the Lightning} @UUID[.9x56c0G5TMOl1Arn#thunders]{Thunders} @UUID[.9x56c0G5TMOl1Arn#wears-a-sheen-of-ice]{Wears a Sheen of Ice}

Ability Selection Guidelines

Tier 1: Choose a low-tier ability that either inflicts damage or provides protection using the appropriate energy type in some fashion.

Sometimes an additional low-power ability is appropriate, depending on the energy type. For instance, a focus that manipulates cold might grant an ability to create snow sculptures. A focus that manipulates electricity might grant an ability to charge a depleted artifact or have an asset for dealing with electrical systems. A focus that absorbs energy might grant an ability to release it as a basic attack. And so on.

Tier 2: Choose whichever kind of ability wasn’t chosen at tier 1.

Tier 3: Choose two mid-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One option should be an ability that inflicts damage using the appropriate energy type (and possibly a related effect).

The other should grant enhanced movement by use of the appropriate energy type, give additional protection provided by the preferred energy, or use the energy in a completely new way, such as by draining the energy from a machine (if using electricity), entombing a victim in a layer of ice (if using cold), creating perfect silence (if using sound), creating a dazzling blast of illumination (if using light), and so on.

Tier 4: Choose whichever kind of ability wasn’t chosen at tier 3.

Tier 5: Choose a high-tier ability that inflicts damage (and possibly a related effect) that can affect more than one target using the appropriate energy type, or an ability that uses the energy in some fashion not previously used, as described in tiers 3 and 6.

Tier 6: Choose two high-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One of the high-tier abilities should use the preferred energy to inflict a lot of damage to a single target or to several.

The other option should use the appropriate energy type to accomplish a task not previously provided by lower-tier abilities, such as fashioning a fiery follower (if using fire), teleporting a great distance as a blast of lightning (if using electricity), creating solid objects out of the energy, and so on.

Environment Manipulation

Foci that allow a character to move objects, affect gravity, create objects (or illusions of objects), and so on are environment manipulation foci. Given that, in many cases, energy is used as part of this process, this category and energy manipulation overlap to some extent. Environment manipulation foci prioritize abilities that indirectly affect enemies and allies via objects, forces, and alterations of the surroundings; energy manipulation foci prioritize directly damaging targets with the chosen energy or force.

For example, rather than blasting a foe with a gravity pulse that does damage, a character using an environment manipulation focus based on gravity is more likely to have abilities that hold a target in place, use gravity to throw heavy objects as an attack, or lower gravity in a particular area or even on a particular object.

Connection: Choose four relevant connections from the Focus Connections list.

Additional Equipment: Any object necessary to manipulate the surrounding environment. For instance, someone with a focus that grants the ability to craft objects would require basic tools. Some foci in this category don’t require anything to gain or retain their benefits.

Environment Manipulation Abilities: Foci themes that involve imagery or visible energies can affect the look of your type abilities. Such alterations, if any, do nothing but change the appearance of effects. If gravity is manipulated, perhaps a telltale bluish glow permeates all ability uses, including type abilities. If illusion is generated, perhaps flamboyant visual and auditory qualities accompany type abilities, such as the appearance of a tentacled beast holding a target in place when Stasis is used. And so on.

Minor Effect Suggestions: The target gets turned around, and its next attack is hindered.

Major Effect Suggestions: The character is refreshed and recovers 4 points to one Pool.

The following are examples and not meant to provide a complete list of all possible foci in this category.

@UUID[.9x56c0G5TMOl1Arn#awakens-dreams]{Awakens Dreams} @UUID[.9x56c0G5TMOl1Arn#blazes-with-radiance]{Blazes With Radiance} @UUID[.9x56c0G5TMOl1Arn#calculates-the-incalculable]{Calculates the Incalculable} @UUID[.9x56c0G5TMOl1Arn#controls-gravity]{Controls Gravity} @UUID[.9x56c0G5TMOl1Arn#crafts-illusions]{Crafts Illusions} @UUID[.9x56c0G5TMOl1Arn#crafts-unique-objects]{Crafts Unique Objects} @UUID[.9x56c0G5TMOl1Arn#employs-magnetism]{Employs Magnetism} @UUID[.9x56c0G5TMOl1Arn#focuses-mind-over-matter]{Focuses Mind Over Matter}

Ability Selection Guidelines

Tier 1: Choose a low-tier ability that grants a basic use of an ability that alters the environment (or predicts it) using the focus’s theme. For instance, a gravity-affecting focus might provide an ability that makes a target lighter or heavier. An
illusion-crafting focus might grant an ability that allows the creation of an image. An object-making focus might grant a basic proficiency in creating a particular kind of object. A predictive focus might calculate outcomes and provide the character with the benefits of that foreknowledge. And so on.

Sometimes an additional low-power ability is appropriate, depending on the focus. Often, this is an ability that grants skill training in a related area of knowledge.

Tier 2: Choose a low-tier ability that provides a new defensive or offensive capability related to the focus’s theme.

Alternatively, this ability might provide an additional or brand-new capability to manipulate the environment related to the focus’s theme.

Tier 3: Choose two mid-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One option should be a mid-tier ability related to the focus’s theme that provides an additional environment manipulation capacity or further improves the basic environment manipulation ability previously granted. This ability isn’t directly offensive or defensive, but provides either an all-new ability related to the basic ability, or one that increases the strength, range, or some other extension of the previously unlocked basic ability.

The other mid-tier option should provide an offensive or defensive ability related to the specific form of movement the focus provides, if possible.

Tier 4: Choose a mid-tier ability that is either an offensive or a defensive use of the ability, whichever one wasn’t chosen as an option in the previous tier.

Tier 5: Choose a high-tier penultimate use of the environment-manipulation ability. For instance, if the focus-granted manipulation is illusory, this ability might haunt a target with terrifying images. If the focus is gravity based, it might unlock flight. If magnetic, it might allow the user to reshape metal. If the focus grants telekinetic powers, this ability could allow a character to hurl massive objects at foes. And so on.

Tier 6: Choose two high-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One of the abilities should provide either an offensive or a defensive ability, opposite the ability provided at tier 4 (though high tier rather than mid tier).

The other option should be something that further explores the use of the basic environment manipulation capability. If the tier 5 choice was the penultimate ability, this might be an even better ultimate ability related to the kind of manipulation offered, or a different way of using that ability to unlock an as-yet-unexplored facet of the ability.

Exploration

Foci that allow a character to gather information, survive in unfamiliar environments, and find their way to new locations or track down particular creatures and foes are exploration foci. Surviving in unfamiliar environments requires a reasonable selection of defensive options; however, abilities that allow a character to find and learn are prioritized.

Exploration foci rely on a variety of methods, though training and expertise are the mainstays. Some methods require specific tools (such as a vehicle) to grant the benefits provided, while others might rely on the supernatural or
super-science to learn new things and explore strange places from afar.

Connection: Choose four relevant connections from the Focus Connections list.

Additional Equipment: Any object necessary to explore. For instance, starting maps and/or
a compass would be basic equipment, while someone who uses psychic abilities might require a mirror or crystal sphere to gaze into. Equipment might also include access to a vehicle required for exploration, as previously noted.

Minor Effect Suggestions: You have an asset on any action that involves using your senses, such as perceiving or attacking, until the end of the next round.

Major Effect Suggestions: Your Intellect Edge increases by 1 until the end of the next round.

The following are examples and not meant to provide a complete list of all possible foci in this category.

@UUID[.9x56c0G5TMOl1Arn#explores-dark-places]{Explores Dark Places} @UUID[.9x56c0G5TMOl1Arn#infiltrates]{Infiltrates} @UUID[.9x56c0G5TMOl1Arn#operates-undercover]{Operates Undercover} @UUID[.9x56c0G5TMOl1Arn#pilots-starcraft]{Pilots Starcraft} @UUID[.9x56c0G5TMOl1Arn#sees-beyond]{Sees Beyond} @UUID[.9x56c0G5TMOl1Arn#separates-mind-from-body]{Separates Mind From Body}

Ability Selection Guidelines

Tier 1: Choose a low-tier ability that grants the character basic exploratory, survival, or information-gathering capabilities within the focus’s theme.

Sometimes an additional low-power ability is appropriate, depending on the focus. Often, this is an ability that grants skill training in a related area of knowledge or a related skill (though this may already be covered in the main ability). Alternatively, it might offer a simple bonus of 2 or 3 points to the Might Pool.

Tier 2: Choose another low-tier ability that grants an additional capability related to exploration, survival, or information gathering.

For instance, a focus dedicated to surviving savage conditions might offer an ability (or two) that makes it easier to avoid natural hazards, poisons, difficult terrain, and so on. A focus dedicated to exploration of a particular area might grant abilities to gain access to that area, or a capability that others normally lack (like the ability to see in the dark).

Tier 3: Choose two mid-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One option should further improve the basic exploration ability granted, or give a new exploratory, survival, or information-gathering ability.

The other option should be something that benefits the character, either an offensive or defensive ability (especially if this focus hasn’t already granted that) or something that further broadens the character’s ability to explore in the focus’s chosen realm.

Tier 4: Choose a mid-tier offensive or defensive ability (whichever wasn’t offered at tier 3) that benefits the character. Alternatively, if offensive and defensive abilities are already well represented, choose a different mid-tier ability that broadens the character’s ability to explore, survive, or gather information.

Tier 5: Choose a high-tier ability that alleviates some of the penalties for exploring, surviving, or gathering information in a normally inhospitable place.

Tier 6: Choose two high-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One option should further improve the basic exploration-themed ability previously granted, or give a brand-new exploratory, survival, or information-gathering ability.

The other option should be something that benefits the character, either an offensive or defensive ability, or yet another ability that further broadens their capacity to explore in the focus’s chosen realm.

Influence

Foci that prioritize authority and influence—whether that’s to make people or machines do as commanded, to help others, or to rise to some other prestigious and significant position—fall within the influence category.

These foci grant influence through training and persuasion, by direct mental manipulation, by using fame to get people’s attention and influence their actions, or simply by knowing and learning things that affect later decisions. In this sense, the concept of influence is broad.

Connection: Choose four relevant connections from the Focus Connections list.

Additional Equipment: Any object necessary to achieve the influence suggested should be granted as additional equipment. Some influence foci don’t require anything to gain or retain their benefits.

Minor Effect Suggestions: The range or duration of the influencing ability is doubled.

Major Effect Suggestions: An ally or indicated target can take an additional action.

The following are examples and not meant to provide a complete list of all possible foci in this category.

@UUID[.9x56c0G5TMOl1Arn#commands-mental-powers]{Commands Mental Powers} @UUID[.9x56c0G5TMOl1Arn#conducts-weird-science]{Conducts Weird Science} @UUID[.9x56c0G5TMOl1Arn#fuses-mind-and-machine]{Fuses Mind and Machine} @UUID[.9x56c0G5TMOl1Arn#is-idolized-by-millions]{Is Idolized by Millions} @UUID[.9x56c0G5TMOl1Arn#solves-mysteries]{Solves Mysteries} @UUID[.9x56c0G5TMOl1Arn#talks-to-machines]{Talks to Machines} @UUID[.9x56c0G5TMOl1Arn#works-the-system]{Works the System}

Ability Selection Guidelines

Tier 1: Choose a low-tier ability that allows the character to learn something significant enough that they can choose a smart course of action (or use that knowledge to persuade or intimidate). How the character learns the information varies by the specifics of the focus. One character might do experiments to learn answers, another might open a telepathic link with others to trade information secretly and quickly, and still another might simply be trained in interaction tasks.

Sometimes an additional low-power ability is appropriate, depending on the focus. Often, this is an ability that grants skill training in a related area of knowledge.

Tier 2: Choose a low-tier ability that improves the character’s ability to apply influence. This might open an additional front on the focus’s basic theme or simply further enhance the basic ability already provided. For instance, this tier 2 ability could ease influence-related tasks by a few steps, allow a telepath to read the minds of others who have secrets they’d otherwise not reveal, or grant influence over physical objects (either to improve them or to learn more about them). And so on.

Tier 3: Choose two mid-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One option should provide an offensive or defensive capability related to the focus’s specific kind of influence, if possible. For instance, an inventor might create a serum that gives them increased abilities (which could be used for offense or defense), a telepath might have some method of blasting foes with mental energy, and someone with only the basic skills of debate and influence through fame might have to rely on weapon training or their entourage.

The other mid-tier option should provide an additional ability to influence in the theme of the focus, or further improve the basic influence ability previously granted. This option isn’t directly offensive or defensive, but provides either an all-new ability related to the basic ability, or increases the strength, range, or some other extension of the previously unlocked basic ability. For instance, a telepath might have a psychic suggestion ability.

Tier 4: Choose a mid-tier ability that is either an offensive or a defensive use of the influence ability, whichever one wasn’t chosen as an option in the previous tier.

Alternatively, this ability could grant an additional capability related to the kind of influence the focus provides.

Tier 5: Choose a high-tier penultimate use of the specific influence ability granted at lower tiers.

Alternatively, choose an ability not previously gained at a lower tier, one that opens a new front on the particular influence capability. For instance, if the focus-granted influence is telepathic, the tier 5 ability might allow a character to see into the future to gain assets for dealing with enemies (and allies).

Tier 6: Choose two high-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One of the options should provide either an offensive or a defensive ability, opposite the ability provided at tier 4 (though high tier rather than mid tier).

The other option should be something that further explores the use of the basic influence ability provided by the focus. If the tier 5 choice was the penultimate ability, this might be an even better ultimate ability related to the kind of influence used, or a different way of using that ability to unlock an as-yet-unexplored facet of the ability.

Irregular

Most foci have a basic theme, a “character story” that logically leads to a series of related abilities. However, certain foci themes are so wide that they don’t fit into any other category except an irregular one of their own.

Irregular foci provide a basket of disparate abilities. Usually that’s because the overarching theme is one that demands variability and access to several different kinds of abilities. Often, these foci are found in genres that suggest additional rule tweaks to leverage their use even further, such as power shifts in the superhero genre and spellcasting in the fantasy genre. However, other irregular foci are possible.

Connection: Choose four relevant connections from the Focus Connections list.

Additional Equipment: Any object necessary to the focus’s theme. For instance, a
superhero-themed focus might grant a superhero costume.

Minor Effect Suggestions: The target is also dazed for one round, during which time all of its tasks are hindered.

Major Effect Suggestions: The target is stunned and loses its next turn.

The following are examples and not meant to provide a complete list of all possible foci in this category.

@UUID[.9x56c0G5TMOl1Arn#channels-divine-blessings]{Channels Divine Blessings} @UUID[.9x56c0G5TMOl1Arn#descends-from-nobility]{Descends From Nobility} @UUID[.9x56c0G5TMOl1Arn#emerged-from-the-obelisk]{Emerged From the Obelisk} @UUID[.9x56c0G5TMOl1Arn#flies-faster-than-a-bullet]{Flies Faster Than a Bullet} @UUID[.9x56c0G5TMOl1Arn#masters-spells]{Masters Spells} @UUID[.9x56c0G5TMOl1Arn#speaks-for-the-land]{Speaks for the Land}

Ability Selection Guidelines

Tier 1: Choose a low-tier ability that grants one of the benefits the focus theme promises, one that a first-tier character should have.

Sometimes an additional low-power ability is appropriate, depending on the focus. Often, this is an ability that grants skill training in a related area of knowledge or a related skill. Alternatively, it might offer a simple bonus of 2 or 3 points to a Pool.

Tier 2: Choose a low-tier ability that grants one of the benefits the focus theme promises, one that’s presumably not immediately related to the one provided at tier 1. That said, if a defense wasn’t provided at tier 1, tier 2 is a good place to add it.

Tier 3: Choose two mid-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One option should provide one of the benefits the focus theme promises, one that may not be immediately related to those provided at earlier tiers.

The other option should include a method of attack if none has previously been granted. Alternatively, if the lower-tier abilities don’t quite get the character where they need to be, this option might further increase a capability unlocked at a lower tier.

Tier 4: Choose a mid-tier ability that grants one of the benefits the focus theme promises, one that may not be immediately related to those provided at earlier tiers.

Tier 5: Choose a high-tier ability that grants one of the benefits the focus theme promises, one that may not be immediately related to those provided at earlier tiers.

Tier 6: Choose two high-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One option should grant one of the benefits the focus theme promises, one that may not be immediately related to those provided at earlier tiers. However, this ability might also provide an ultimate version of a lower-tier ability if a mid-tier or low-tier option wasn’t quite sufficient.

The other option should provide an alternate method to round out the character in a way that doesn’t replicate the first tier 6 option. For instance, if the first option provided some kind of attack, this one might be an interaction, information-gathering, or healing ability, depending on the focus’s overarching theme.

Movement Expertise

Foci that prioritize novel forms of movement—in order to excel in combat, escape situations most others can’t, move with stealth for purposes of theft or escape, or move into locations normally inaccessible—fall within the movement expertise category. These foci usually have methods of granting either offense or defense through movement, though they may provide some means of doing both.

The classic movement expertise focus is one that relies on speed to make more attacks and avoid being hit, though general agility might also provide the same benefit. Other foci in this category might fall within the theme by granting a character the ability to become immaterial, to change their form into something like water or air, or to instantly move via teleportation.

Connection: Choose four relevant connections from the Focus Connections list.

Additional Equipment: Any object necessary to achieve great speeds, change state, or otherwise gain the benefit of the focus should be granted as additional equipment. Some foci in this category don’t require anything to gain or retain their benefits.

Minor Effect Suggestions: The target is dazed, and their next action is hindered.

Major Effect Suggestions: The target is stunned and loses their next action.

The following are examples and not meant to provide a complete list of all possible foci in this category.

@UUID[.9x56c0G5TMOl1Arn#exists-partially-out-of-phase]{Exists Partially Out of Phase} @UUID[.9x56c0G5TMOl1Arn#moves-like-a-cat]{Moves Like a Cat} @UUID[.9x56c0G5TMOl1Arn#moves-like-the-wind]{Moves Like the Wind} @UUID[.9x56c0G5TMOl1Arn#runs-away]{Runs Away} @UUID[.9x56c0G5TMOl1Arn#shreds-the-walls-of-the-world]{Shreds the Walls of the World} @UUID[.9x56c0G5TMOl1Arn#travels-through-time]{Travels Through Time} @UUID[.9x56c0G5TMOl1Arn#works-the-back-alleys]{Works the Back Alleys}

Ability Selection Guidelines

Tier 1: Choose a low-tier ability that grants the basic benefit of the specific movement style, whether that’s enhanced speed, agility, immateriality, and so on.

Sometimes an additional low-power ability is appropriate, depending on the focus. If the basic benefit of the movement demands some kind of additional understanding or training, this ability could be that. Alternatively, if the movement provided seems like it should also unlock a basic offensive or defensive benefit (relying on the use of the initial basic ability), append it as well.

Tier 2: Choose a low-tier ability that provides a new offensive or defensive capability related to the focus’s theme.

Alternatively, this ability might provide some additional capability related to the form of movement that grants useful information to the character that would normally be inaccessible to someone without the focus.

Tier 3: Choose two mid-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One option should provide an additional movement capacity or further improve the basic movement capacity, related to the focus’s theme. This isn’t directly offensive or defensive, but provides the character with a new level of ability or an all-new ability related to their basic movement ability.

The other option should provide either an offensive or a defensive capability related to the specific form of movement the focus provides.

Tier 4: Choose a mid-tier ability that further enhances the advantages provided by focus’s movement-enhancing paradigm. This could provide a new or better form of defense (directly, or indirectly if moving to a location or time where danger doesn’t threaten), or a new or better form of offense.

Tier 5: Choose a high-tier penultimate use of the movement-related ability. For instance, if the focus-provided movement is temporal, this ability might allow actual (if brief) jaunts of time travel. If the focus enhances speed, this ability might allow the character to move up to a very long distance with one action. And so on.

Alternatively, unlock an as-yet-unexplored related ability that could derive from the basic movement power provided by the focus.

Tier 6: Choose two high-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One of the options should provide either an offensive or a defensive ability, opposite the ability provided at tier 4 (though high tier rather than mid tier).

The other option should be something that further explores the use of the basic
movement ability. If the tier 5 choice was the penultimate ability, this might be an even better ultimate ability related to the movement.

Striker Combat

Striker combat foci prioritize dealing damage in battle over other concerns. Foci in this category offer defensive abilities as well, but they emphasize abilities that provide ways to spike damage to heights that other foci normally don’t reach.

To achieve this end, a striker combat focus might offer mastery of a particular style of martial combat, which could be training with a particular weapon or martial art, or the use of a unique tool (or even a kind of energy). A style might be something as singular as being the best at fighting a particular kind of enemy, or something much broader, such as adopting a particularly vicious or unsporting style. A striker combatant might use fire, force, or magnetism as their preferred method of spiking damage.

Connection: Choose four relevant connections from the Focus Connections list.

Additional Equipment: The weapon, tool, or other special item or substance (if any) required to engage in the particular style of combat. For instance, a dose of level 5 poison for Fights Dirty or Murders, a trophy from a previously defeated foe for Battles Robots, or stylish clothes for Fights With Panache.

Minor Effect Suggestions: The target is so dazzled by your expertise that it is dazed for one round, hindering all of its tasks.

Major Effect Suggestions: Make an immediate additional attack using an attack provided by the focus as part of your turn.

The following are examples and not meant to provide a complete list of all possible foci in this category.

@UUID[.9x56c0G5TMOl1Arn#battles-robots]{Battles Robots} @UUID[.9x56c0G5TMOl1Arn#fights-dirty]{Fights Dirty} @UUID[.9x56c0G5TMOl1Arn#fights-with-panache]{Fights With Panache} @UUID[.9x56c0G5TMOl1Arn#hunts]{Hunts} @UUID[.9x56c0G5TMOl1Arn#is-licensed-to-carry]{Is Licensed to Carry} @UUID[.9x56c0G5TMOl1Arn#looks-for-trouble]{Looks for Trouble} @UUID[.9x56c0G5TMOl1Arn#masters-weaponry]{Masters Weaponry} @UUID[.9x56c0G5TMOl1Arn#murders]{Murders} @UUID[.9x56c0G5TMOl1Arn#needs-no-weapon]{Needs No Weapon} @UUID[.9x56c0G5TMOl1Arn#performs-feats-of-strength]{Performs Feats of Strength} @UUID[.9x56c0G5TMOl1Arn#rages]{Rages} @UUID[.9x56c0G5TMOl1Arn#slays-monsters]{Slays Monsters} @UUID[.9x56c0G5TMOl1Arn#throws-with-deadly-accuracy]{Throws With Deadly Accuracy} @UUID[.9x56c0G5TMOl1Arn#wields-two-weapons-at-once]{Wields Two Weapons at Once}

Ability Selection Guidelines

Tier 1: Choose a low-tier ability that inflicts additional damage when a character attacks using the focus’s particular fighting style, energy, or attitude, or when used against a chosen enemy.

Sometimes an additional low-power ability is appropriate, depending on the focus. For instance, a focus that grants proficiency in a special weapon might offer training in crafting tasks associated with that weapon. A focus that grants increased damage against a particular kind of foe might offer training in skills to recognize, locate, or just have general knowledge about that foe. A fighting style that involves fighting in a vicious or dirty manner might provide training in intimidation. And so on.

If the focus is about fighting a particular enemy, additional secondary powers (more than might otherwise be offered) may be appropriate. Those either further enhance effectiveness against the chosen enemy, or offer broader but related abilities that give the character who takes the focus some functionality even when not fighting that enemy.

Tier 2: Choose a low-tier ability that provides some form of defense using the weapon, weapon style, or chosen energy. If the weapon style is being especially good at fighting a certain kind of foe, the ability should be a defense against that kind of foe. Alternatively, the focus might offer another method for increasing damage within the chosen paradigm.

Sometimes an additional low-power ability is appropriate at tier 2. If so, choose whichever
low-power ability wasn’t gained at tier 1.

Tier 3: Choose two mid-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One option should inflict additional damage when using the focus’s fighting style, energy, or attitude, or when used against a chosen enemy. That could be as simple as an ability that offers an additional attack of that kind.

The other option should provide a method to temporarily neutralize a foe by disarming them, dazing or stunning them, slowing or holding them, or otherwise discombobulating them by using the focus’s fighting style, energy, or attitude, or when used against a chosen enemy.

Tier 4: Choose a mid-tier ability that further enhances the advantages provided by the focus’s paradigm. Often, this includes training in a particular kind of attack. Alternatively, the ability might increase the advantages provided by achieving a certain combat status, such as gaining surprise.

Tier 5: Choose a high-tier ability that inflicts damage. Alternatively, if focused on fighting a particular kind of foe, this ability might give the character a chance to completely neutralize, destroy, blind, or kill a singular target of up to level 3 (or higher, if the focus is on a singular foe).

Tier 6: Choose two high-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One of the options should use the focus paradigm to inflict an exceptional amount of damage.

The other option could be a different way of inflicting damage, either using the focus paradigm or just dealing lots of damage in general (and relying on previous focus tier abilities to improve targeting). This could be against multiple targets if the first option was for a single target, to outright kill or neutralize a target (starting with level 4, but with guidance for using Effort to increase the level of the target), or to select yet another foe, make another attack, or get away in order to fight another day.

Support

Foci that allow a character to help others succeed, defend others, heal others who are hurt, and so on are support foci. Of course, most foci abilities are often used in aid of others, but support foci (such as Siphons Power) prioritize aiding, healing, and improving the character who takes the focus.

Support foci rely on a variety of methods to provide their help, including martial training used in defense, supernatural or sci-fi means of providing healing, or simply easing the cares of others through entertainment.

Connection: Choose four relevant connections from the Focus Connections list.

Additional Equipment: Any object necessary to provide support. For instance, someone with a focus that uses entertainment to help others would require an instrument or similar object in aid of their craft. Some foci in this category don’t require anything to gain or retain their benefits.

Minor Effect Suggestions: You can draw an attack without having to use an action at any point before the end of the next round.

Major Effect Suggestions: You can take an extra action in aid of an ally.

The following are examples and not meant to provide a complete list of all possible foci in this category.

@UUID[.9x56c0G5TMOl1Arn#defends-the-weak]{Defends the Weak} @UUID[.9x56c0G5TMOl1Arn#entertains]{Entertains} @UUID[.9x56c0G5TMOl1Arn#helps-their-friends]{Helps Their Friends} @UUID[.9x56c0G5TMOl1Arn#metes-out-justice]{Metes Out Justice} @UUID[.9x56c0G5TMOl1Arn#shepherds-the-community]{Shepherds the Community} @UUID[.9x56c0G5TMOl1Arn#siphons-power]{Siphons Power} @UUID[.9x56c0G5TMOl1Arn#works-miracles]{Works Miracles}

Ability Selection Guidelines

Tier 1: Choose a low-tier ability that provides some form of defense, aid or entertainment, benefit to recovery or healing, or protection. That defense or protection could be to the PC and not to an ally, as one cannot protect another without first being able to protect themselves (and sometimes protecting themselves is the entire point).

Sometimes an additional low-power ability is appropriate, depending on the focus. Often, this is an ability that grants skill training in a related area of knowledge or a related skill, but it might be something that works with the initial ability that, by itself, wouldn’t do much.

Tier 2: Choose a low-tier ability that follows up on the support style opened in the previous tier. If the previous tier’s ability provided a means of protection only for the focus taker, this tier 2 ability should specifically provide aid to another. If the previous tier specifically provided aid to another, this tier 2 ability could defend the focus taker or provide an offensive capability grounded, if possible, in the focus’s theme.

Tier 3: Choose two mid-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One option should work within the focus’s theme to aid, heal, protect, or otherwise help another.

The other option should be something that benefits the character, either an offensive or defensive ability, or something that broadens their expertise in some fashion. Alternatively, it could be another, different method of helping someone else.

Tier 4: Choose a mid-tier ability that gives an ally a direct boon or provides the character with a way to help another. It could also be an ability that harms or nullifies a foe, as removing foes certainly helps allies.

Tier 5: Choose a high-tier ability that provides an offensive or defensive option for the character, if none have been provided yet. If this need has been previously addressed or is deemed unnecessary, choose a high-tier ability that provides some form of defense, aid or entertainment, benefit to recovery or healing, or protection to another. For example, a tier 5 ability might grant an ally an additional free action or allow them to repeat a failed action.

Tier 6: Choose two high-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One of the options should provide an ultimate method of helping another in the theme of the focus.

The other option could provide an alternative ultimate method of helping another; many foci in this category do. However, an option that provides high-tier offense or defense is also completely reasonable.

Tank Combat

Foci that prioritize being able to take a lot of punishment and soak up excess damage from foes fall within the tank combat category. These foci provide offensive abilities too, as well as additional abilities related to the particular method by which improved protection is achieved, but defensive abilities are most pronounced.

Some tank combat foci involve a physical transformation that grants additional protection, and others rely on specialized training, use tools like shields or heavy armor, or provide the ability to heal incredibly fast. The kinds of physical transformation that a tank focus provides, if any, vary widely. A focus might turn a character’s skin to stone, reinforce their body with metal, turn them into a monstrous being, make them so big it becomes harder to hurt them, and so on.

Connection: Choose four relevant connections from the Focus Connections list.

Additional Equipment: Any object necessary to maintain a physical transformation (such as a tool for repair if partly robotic, a shield or other defensive tool used if skilled, or possibly some kind of amulet or serum). Some tank combat foci don’t require anything to gain or retain their benefits.

Minor Effect Suggestions: +2 to Armor for a few rounds.

Major Effect Suggestions: Regain 2 points to Might Pool.

The following are examples and not meant to provide a complete list of all possible foci in this category.

@UUID[.9x56c0G5TMOl1Arn#abides-in-stone]{Abides in Stone} @UUID[.9x56c0G5TMOl1Arn#brandishes-an-exotic-shield]{Brandishes an Exotic Shield} @UUID[.9x56c0G5TMOl1Arn#defends-the-gate]{Defends the Gate} @UUID[.9x56c0G5TMOl1Arn#fuses-flesh-and-steel]{Fuses Flesh and Steel} @UUID[.9x56c0G5TMOl1Arn#grows-to-towering-heights]{Grows to Towering Heights} @UUID[.9x56c0G5TMOl1Arn#howls-at-the-moon]{Howls at the Moon} @UUID[.9x56c0G5TMOl1Arn#lives-in-the-wilderness]{Lives in the Wilderness} @UUID[.9x56c0G5TMOl1Arn#masters-defense]{Masters Defense} @UUID[.9x56c0G5TMOl1Arn#never-says-die]{Never Says Die} @UUID[.9x56c0G5TMOl1Arn#stands-like-a-bastion]{Stands Like a Bastion}

Ability Selection Guidelines

Tier 1: Choose a low-tier ability that provides defense within the focus’s theme. If the theme is simply intense training or the use of a defensive tool, the ability might be as simple as a bonus to Armor. If protection comes from physical transformation, this ability provides the base form effects, benefits, and in some cases drawbacks for making the transformation. A low-tier enhanced healing ability would also be appropriate at first tier.

Sometimes an additional low-power ability is appropriate, depending on the focus. If the character transforms, this ability may provide a knock-on effect, though in the case of some transformations, it might be a description of how someone with an abnormal physiognomy can fully heal. Other times, the secondary power may simply be training in a related skill, or it may unlock the ability to use a particular armor or shield without penalty.

Tier 2: If the theme of the focus isn’t physical transformation, choose a low-tier ability that provides an additional method of defending, healing damage, or avoiding attacks.

If the theme of the focus is physical transformation, choose a low-tier ability that unlocks a new capability related to the form the character takes. That might mean gaining better control of the transformation, unlocking a robotic interface, or otherwise more fully unlocking that form. This ability is not necessarily defensive, though it could be.

Tier 3: Choose two mid-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One option should provide an additional form of protection in keeping with the focus’s theme, such as more defensive capabilities unlocked from a transformation (which might also come with additional offensive capabilities) or a simple physical enhancement if defense is gained by skills or enhanced healing.

The other option should provide an offensive capability, especially if creating a non-transformation focus that doesn’t already have offensive benefits. That capability could be an enhanced attack or provide some other benefit useful in combat, such as quickly evading or (on the other end of the continuum) becoming immovable.

Tier 4: Choose a mid-tier ability that further enhances the advantages provided by the focus’s damage-soaking paradigm. Often, this includes training in a particular kind of defense. Alternatively, it might increase the advantages provided by previously unlocked defensive abilities, whether that means gaining greater control over a transformation, gaining additional chances to avoid damage or retry tasks related to enhanced determination, and so on. If the focus is lacking in offensive options, this is a good place to include one.

Tier 5: Choose a high-tier ability that provides protection, possibly in the form of shrugging off a debilitating condition (including death). If the focus offers a physical transformation, this ability might further unlock an additional related ability, whether offensive, defensive, or something related to exploration or interaction (such as flight if the form is winged, intimidation if the form is fearsome, and so on).

Tier 6: Choose two high-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One option should use the focus paradigm to increase the defense, protection, or ability to shrug off damage.

The other option could be a different way of being defensive. In some cases, the best defense is a good offense, so this option could provide a high-tier offensive ability in keeping with the focus’s theme, whether that’s a straight-up damage boost on attacks or better control of an unstable physical transformation.

","markdown":""},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"ownership":{"default":-1},"flags":{}},{"sort":399219,"name":"Abilities","type":"text","_id":"YRhX8KikaF361373","title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"

A character’s type, flavor, and focus assign an appropriate tier to each ability. However, if you’re creating a brand-new focus or type, we provide a couple of additional tools.

The first is a power grade for each ability, which tells you about how potent it is in relation to other abilities. Abilities appropriate for tiers 1 and 2 characters are called “low-tier” abilities. Abilities appropriate for tiers 3 and 4 are called “mid-tier” abilities. Abilities appropriate for tiers 5 and 6 are called “high-tier” abilities.

These abilities are further sorted into ability categories based on the kinds of things they do—abilities that improve physical attacks are in the attack skill category, abilities that assist allies are in the support category, and so on.

Unless otherwise noted, you cannot choose the same ability twice, even if you get it from both your type and a flavor.

Ability Categories and Relative Power

Abilities can be divided into several categories based on the kinds of things they do—improve your physical attacks, assist allies, provide defense, give you a special attack form, and so on. Under each of the following category descriptions is a list of abilities that fit that category, sorted into low-, medium-, and high-tier abilities.

The categories are mainly used by GMs when designing new foci for a campaign, allowing them to search a short list of abilities instead of trying to find something appropriate among the thousand or so abilities in this chapter. For example, the GM might have a custom focus in their campaign called “Is Born of the Swamp” and want a defensive ability for tier 5, so they can look at the high-tier abilities in the protection category and quickly narrow down what options are available.

It may be possible that a character gains the same ability from more than one source (such as from their type and their descriptor). Unless the two abilities are obviously additive (such as two abilities that each add 3 points to your Might Pool, which together would give the character +6 Might points), the duplicated ability might be improved in some way, such as having a longer duration or greater effect, or automatically providing an asset. Some abilities give suggestions on how to do this; otherwise, the player and the GM should work out whether and how the ability is improved.

The ability categories are not intended to be rigid or comprehensive. Some abilities fall into more than one category, and it could be argued that some abilities could be included in more categories than are listed here.

These categories have some overlap with the categories in the Creating New Foci chapter. For example, there is a support category here and a support category in the Creating New Foci chapter. They aren’t intended to be exact parallels and they don’t mean exactly the same thing. That said, if you’re creating a support-centric focus, many of the abilities in the support ability category would be appropriate choices.

Attack Skill

Gives you training or specialization in a specific physical attack (like swords or unarmed combat), a category of physical attacks (light bladed, heavy bashing, and so on), or another physical skill primarily used to inflict harm (such as breaking objects).

Low Tier

@UUID[Compendium.cyphersystem-compendium.abilities.YBMLX3Jm5oN79J6G]{Heads-Up Display} @UUID[Compendium.cyphersystem-compendium.abilities.wAbsUj5mHZatr3JG]{Practiced With Guns} @UUID[Compendium.cyphersystem-compendium.abilities.NhijFGxYepJtaa0r]{Practiced With Medium Weapons} @UUID[Compendium.cyphersystem-compendium.abilities.WFK0xBSAIpD59va8]{Practiced With Swords} @UUID[Compendium.cyphersystem-compendium.abilities.FEkLEYwk7r9KE7oC]{Quarry} @UUID[Compendium.cyphersystem-compendium.abilities.JJKRrcU5L1yM9y90]{Unarmed Fighting Style}

Mid Tier

@UUID[Compendium.cyphersystem-compendium.abilities.R0UuZ32vmmeFbSMV]{Blood Fever} @UUID[Compendium.cyphersystem-compendium.abilities.Z7JkIlrv7gxim4Fn]{Cognizant Offense} @UUID[Compendium.cyphersystem-compendium.abilities.nOuOE3EkrNr81pSq]{Greater Skill With Defense} @UUID[Compendium.cyphersystem-compendium.abilities.yl2zo179wXZW5Xxc]{Practiced With All Weapons} @UUID[Compendium.cyphersystem-compendium.abilities.NoKdHv0FSytZR4iF]{Robot Fighter} @UUID[Compendium.cyphersystem-compendium.abilities.NcItnMHjeG9fgE1K]{Serv-0 Aim} @UUID[Compendium.cyphersystem-compendium.abilities.lPqCQOQJF0JfoFRn]{Serv-0 Brawler} @UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks} @UUID[Compendium.cyphersystem-compendium.abilities.QDSSTe5EGrBHjtnL]{Sniper’s Aim} @UUID[Compendium.cyphersystem-compendium.abilities.hbWaCBEfSMujqvDf]{Specialized Throwing}

High Tier

@UUID[Compendium.cyphersystem-compendium.abilities.2uSx4ErQ9f2QLX5M]{As Foretold in Prophecy} @UUID[Compendium.cyphersystem-compendium.abilities.AsmIgvoIRPEtuzkh]{Duel to the Death} @UUID[Compendium.cyphersystem-compendium.abilities.oroWEBbp3cvrYwH9]{Greater Skill With Attacks} @UUID[Compendium.cyphersystem-compendium.abilities.LE8NtDKG9TzXBv5B]{Hunter’s Drive} @UUID[Compendium.cyphersystem-compendium.abilities.S4PaEqmYjg4TGoG3]{Master of Unarmed Fighting Style} @UUID[Compendium.cyphersystem-compendium.abilities.kNSRytTtQX0rU3aE]{Mastery With Attacks} @UUID[Compendium.cyphersystem-compendium.abilities.F6mAzjhG2T4irVjy]{Specialized Basher}

Companion

Gives you a follower, modifies a follower, or gives you an additional benefit when interacting with or near your follower. This category includes humanoid followers, beast companions, and temporary companions like summoned swarms, conjured spirits, and so on.

Low Tier

@UUID[Compendium.cyphersystem-compendium.abilities.4XwwFeGO5haHxvQs]{Basic Follower} @UUID[Compendium.cyphersystem-compendium.abilities.bOohoEcDegDBinFc]{Beast Companion} @UUID[Compendium.cyphersystem-compendium.abilities.9Kag2UMn6Wdxq4Zo]{Bound Magic Creature} @UUID[Compendium.cyphersystem-compendium.abilities.hIxPlDRbNqallNiu]{Control Swarm} @UUID[Compendium.cyphersystem-compendium.abilities.tgS72E10jiPF3Dm3]{Critter Companion} @UUID[Compendium.cyphersystem-compendium.abilities.P1jQZdPIrxo4wNlr]{Duplicate} @UUID[Compendium.cyphersystem-compendium.abilities.ZK4CUb9HH4J5A8IN]{Entourage} @UUID[Compendium.cyphersystem-compendium.abilities.ZEcFnsNXgcozJElT]{Influence Swarm} @UUID[Compendium.cyphersystem-compendium.abilities.yaLHxRtVBhveqHJA]{Necromancy} @UUID[Compendium.cyphersystem-compendium.abilities.oEubmS7pZ3zFK8uJ]{Resilient Duplicate} @UUID[Compendium.cyphersystem-compendium.abilities.paIv2etaqLqY76y0]{Robot Assistant} @UUID[Compendium.cyphersystem-compendium.abilities.v1lZkKjSCS1pjnET]{Serv-0} @UUID[Compendium.cyphersystem-compendium.abilities.RkOvawhfH5MHQFOH]{Spirit Accomplice}

Mid Tier

@UUID[Compendium.cyphersystem-compendium.abilities.zstBkLwRduC7vgGT]{Beast Eyes} @UUID[Compendium.cyphersystem-compendium.abilities.gLxVxCSix441TyKq]{Call Swarm} @UUID[Compendium.cyphersystem-compendium.abilities.ETGBAqAc1ApFH5cx]{Expert Follower} @UUID[Compendium.cyphersystem-compendium.abilities.BQnrZXeivue9Q2qp]{Fellow Explorer} @UUID[Compendium.cyphersystem-compendium.abilities.srn53BB1da8Elh1t]{Fiery Hand of Doom} @UUID[Compendium.cyphersystem-compendium.abilities.rUzrjRuT2nfEdCaJ]{Gain Unusual Companion} @UUID[Compendium.cyphersystem-compendium.abilities.vEVmBgz2TxOH3aSk]{Greater Necromancy} @UUID[Compendium.cyphersystem-compendium.abilities.QxOsAHpd8ZkEXI5u]{Improved Object Bond} @UUID[Compendium.cyphersystem-compendium.abilities.CEscdPwUrBpzUeS0]{Living Armor} @UUID[Compendium.cyphersystem-compendium.abilities.XkFsMa9e9IY2FRcN]{Machine Companion} @UUID[Compendium.cyphersystem-compendium.abilities.cGcblQ2qvyHM02kY]{Mount} @UUID[Compendium.cyphersystem-compendium.abilities.S2OZtm12S2YvxD7H]{Retinue} @UUID[Compendium.cyphersystem-compendium.abilities.Nyt7Z1xWqmnuu265]{Shipspeak} @UUID[Compendium.cyphersystem-compendium.abilities.h1rn92kIqG5VVYd6]{Stronger Together} @UUID[Compendium.cyphersystem-compendium.abilities.wEWyNKnVgVOjsyms]{Summon Giant Spider} @UUID[Compendium.cyphersystem-compendium.abilities.FwEUY43Q8EMVCCsL]{Superior Duplicate} @UUID[Compendium.cyphersystem-compendium.abilities.OWRsjlf3ahyH9eez]{Time Doppelganger} @UUID[Compendium.cyphersystem-compendium.abilities.l5vgtPP0LcsqGrzn]{Time Loop}

High Tier

@UUID[Compendium.cyphersystem-compendium.abilities.Qm31Nw2SkBpVcv9M]{As If One Creature} @UUID[Compendium.cyphersystem-compendium.abilities.fD8yD0pGCMdOJkGb]{Band of Desperados} @UUID[Compendium.cyphersystem-compendium.abilities.KpbEHKNSEycVB1GU]{Band of Followers} @UUID[Compendium.cyphersystem-compendium.abilities.pFWDdnTXCiPfwsWv]{Beast Call} @UUID[Compendium.cyphersystem-compendium.abilities.jVY1PTxvZvpjZILB]{Call Dead Spirit} @UUID[Compendium.cyphersystem-compendium.abilities.HUVY2MA2CBegFhLY]{Call in Favor} @UUID[Compendium.cyphersystem-compendium.abilities.ElsQU746B70tsPmZ]{Call Otherworldly Spirit} @UUID[Compendium.cyphersystem-compendium.abilities.U58ZQ1X3byfANn4W]{Call Through Time} @UUID[Compendium.cyphersystem-compendium.abilities.8SDpRRzZRF73zLsF]{Conjuration} @UUID[Compendium.cyphersystem-compendium.abilities.iQhBPww1s4wRZcDz]{Deadly Swarm} @UUID[Compendium.cyphersystem-compendium.abilities.M1FHIlVPVv8O02LV]{Dragon’s Maw} @UUID[Compendium.cyphersystem-compendium.abilities.NVdx8QjmTP5eOjDh]{Fire Servant} @UUID[Compendium.cyphersystem-compendium.abilities.iEOf9IkbHU8oBOMm]{Improved Apportation} @UUID[Compendium.cyphersystem-compendium.abilities.0IlHHY1ktkN2L5Sp]{Improved Companion} @UUID[Compendium.cyphersystem-compendium.abilities.PKFz6WVsaKm5kIir]{Improved Machine Companion} @UUID[Compendium.cyphersystem-compendium.abilities.UJpMPRD25O7HvhbV]{Insect Eruption} @UUID[Compendium.cyphersystem-compendium.abilities.pGJIwlCJDib2Splm]{Legal Intern} @UUID[Compendium.cyphersystem-compendium.abilities.rHApGqEQj8TCGa3f]{Masterful Armor Modification} @UUID[Compendium.cyphersystem-compendium.abilities.rsYzxCchklPSFAp7]{Multiplicity} @UUID[Compendium.cyphersystem-compendium.abilities.Aprz5cRtdgiAIYUM]{Object Bond Mastery} @UUID[Compendium.cyphersystem-compendium.abilities.3EcnBLVtGwxpWXBW]{Recruit Deputy} @UUID[Compendium.cyphersystem-compendium.abilities.yqhUXLWMSNn5IYOn]{Robot Fleet} @UUID[Compendium.cyphersystem-compendium.abilities.LnZkUlKUuuD7iW3P]{Summon Demon} @UUID[Compendium.cyphersystem-compendium.abilities.OWRsjlf3ahyH9eez]{Time Doppelganger} @UUID[Compendium.cyphersystem-compendium.abilities.GDphyYXSfjKE5BST]{True Necromancy}

Control

Controls or influences minds in ways outside of what could be done with conventional intimidation and persuasion, such as using psychic mind control, fear gas, and so on.

Low Tier

@UUID[Compendium.cyphersystem-compendium.abilities.BggeJtN5IcutwLJg]{Calm Stranger} @UUID[Compendium.cyphersystem-compendium.abilities.SeAlSU8Rim5CWsgV]{Charm Machine} @UUID[Compendium.cyphersystem-compendium.abilities.fg8V2R3kpLX2sHRn]{Cloud Personal Memories} @UUID[Compendium.cyphersystem-compendium.abilities.ag3OU8JZuc769034]{Community Activist} @UUID[Compendium.cyphersystem-compendium.abilities.ulHj0pzmwc515fve]{Fast Talk} @UUID[Compendium.cyphersystem-compendium.abilities.M2oXV5cRSdMlUZDm]{Goad} @UUID[Compendium.cyphersystem-compendium.abilities.0V2NE0905wwYPRVo]{Hack the Impossible} @UUID[Compendium.cyphersystem-compendium.abilities.kgCuCmU8kn0UMy8v]{Robot Control} @UUID[Compendium.cyphersystem-compendium.abilities.gT21nqWZ9Es576oC]{Soothe the Savage} @UUID[Compendium.cyphersystem-compendium.abilities.qVlbJjB7X8R78rz0]{Terrifying Presence}

Mid Tier

@UUID[Compendium.cyphersystem-compendium.abilities.CLObcsu2DKKKhzyK]{Calm} @UUID[Compendium.cyphersystem-compendium.abilities.8EMTH3JCrC5Vjt63]{Captivate or Inspire} @UUID[Compendium.cyphersystem-compendium.abilities.mUhnX0UmEw2BROkI]{Captivate With Starshine} @UUID[Compendium.cyphersystem-compendium.abilities.t83oYxQRuO2u2zx4]{Command} @UUID[Compendium.cyphersystem-compendium.abilities.OE5yXpzWC8lSUmGX]{Command Machine} @UUID[Compendium.cyphersystem-compendium.abilities.dCQdSi11hJDyOSdD]{Command Spirit} @UUID[Compendium.cyphersystem-compendium.abilities.crFxkKwBNdnD6tX4]{Crowd Control} @UUID[Compendium.cyphersystem-compendium.abilities.FIU24o7T66ViVgyg]{Daydream} @UUID[Compendium.cyphersystem-compendium.abilities.sqiDNk5qXh9j3zwh]{Grand Deception} @UUID[Compendium.cyphersystem-compendium.abilities.ljhjSIxYOCbPXEFR]{Interruption} @UUID[Compendium.cyphersystem-compendium.abilities.Vcfc6yjbqX6WSzCf]{Mind Control} @UUID[Compendium.cyphersystem-compendium.abilities.iRqXVpngq6vfgtEn]{Psychic Suggestion}

High Tier

@UUID[Compendium.cyphersystem-compendium.abilities.zTsjsWVgzjQzl2MW]{Advanced Command} @UUID[Compendium.cyphersystem-compendium.abilities.By276DS858KmWNZq]{Assume Control} @UUID[Compendium.cyphersystem-compendium.abilities.3SiJ5Drao8XtmgzV]{Brainwashing} @UUID[Compendium.cyphersystem-compendium.abilities.aWbDzueOAxSW1d3C]{Change the Paradigm} @UUID[Compendium.cyphersystem-compendium.abilities.FxohCBSksJIu1BSA]{Control Machine} @UUID[Compendium.cyphersystem-compendium.abilities.LvoH43SKKtr3urKo]{Control the Savage} @UUID[Compendium.cyphersystem-compendium.abilities.0f2qoQlYGRqgu0Nj]{Defuse Situation} @UUID[Compendium.cyphersystem-compendium.abilities.UyW320RhzarMNoss]{Flee} @UUID[Compendium.cyphersystem-compendium.abilities.miR0d91lKIfmBGdO]{Psychic Passenger} @UUID[Compendium.cyphersystem-compendium.abilities.cfR2uFYjteKAqsYw]{Show Them the Way} @UUID[Compendium.cyphersystem-compendium.abilities.3wZZC07ADxO3mImS]{Suggestion} @UUID[Compendium.cyphersystem-compendium.abilities.ZTp4SZ673tDJpmuS]{Word of Command}

Craft

Creates useful physical things, such as mundane tools (hammers, crowbars), limited-use devices (manifest cyphers, artifacts), or independent beings (robots, elementals, zombies). Includes blueprints, plans, and effects that aid or speed crafting.

Low Tier

@UUID[Compendium.cyphersystem-compendium.abilities.JoPcORtuhjnAJ5mT]{Create Deadly Poison} @UUID[Compendium.cyphersystem-compendium.abilities.ZvKFftq7doCxI7T5]{Fortification Builder} @UUID[Compendium.cyphersystem-compendium.abilities.IswvUEdCBBZDRme6]{Junkmonger} @UUID[Compendium.cyphersystem-compendium.abilities.JK2hN1poqMLqfa1N]{Machine Efficiency} @UUID[Compendium.cyphersystem-compendium.abilities.mFPUUmBIcGGsuwNd]{Modify Device} @UUID[Compendium.cyphersystem-compendium.abilities.Ktxj62234LhUr51B]{Natural Crafter} @UUID[Compendium.cyphersystem-compendium.abilities.m6X5wyPUPdhqLTIp]{Quick Work} @UUID[Compendium.cyphersystem-compendium.abilities.pUliR2uWpIcE6jQX]{Robot Builder} @UUID[Compendium.cyphersystem-compendium.abilities.XUutaClCW4UXzK7e]{Trapster} @UUID[Compendium.cyphersystem-compendium.abilities.qBTIXXJt2Ahn8UYh]{Weapon Crafter}

Mid Tier

@UUID[Compendium.cyphersystem-compendium.abilities.FBCpBF9PXlEtIX4m]{Dream Becomes Reality} @UUID[Compendium.cyphersystem-compendium.abilities.dhXVqnunlbSbrDPB]{Expert Crafter} @UUID[Compendium.cyphersystem-compendium.abilities.7G8B9lfoVXkuxvKB]{Ice Creation} @UUID[Compendium.cyphersystem-compendium.abilities.AQQzctwqPJPUTRbb]{Poison Crafter} @UUID[Compendium.cyphersystem-compendium.abilities.BSx4qB29VwRUISm6]{Robot Upgrade} @UUID[Compendium.cyphersystem-compendium.abilities.3DJXuR680OxwP5NT]{Sculpt Light}

High Tier

@UUID[Compendium.cyphersystem-compendium.abilities.HuhNjMfMxPkTlERH]{Create} @UUID[Compendium.cyphersystem-compendium.abilities.JUn27j5YI3dRh2jJ]{Dark Matter Structure} @UUID[Compendium.cyphersystem-compendium.abilities.6e4KunpYFObSRszo]{Improved Sculpt Light} @UUID[Compendium.cyphersystem-compendium.abilities.y3qXWOUu7mAhg6Rb]{Innovator} @UUID[Compendium.cyphersystem-compendium.abilities.KQDFvUEnIWed1ebo]{Jury-Rig} @UUID[Compendium.cyphersystem-compendium.abilities.t0B6AIqWanSnx696]{Modify Artifact Power} @UUID[Compendium.cyphersystem-compendium.abilities.YFbC1HRis4SpZgrS]{Reshape}

Cure

Cures damage, adds or improves recovery rolls, or negates, cures, suspends, or otherwise gives immunity to a harmful effect or condition, such as poison, disease, mental attacks, moving down on the damage track, or dying.

Low Tier

@UUID[Compendium.cyphersystem-compendium.abilities.8mP69InEXQ4TB5BL]{Alleviate} @UUID[Compendium.cyphersystem-compendium.abilities.bzeuikGxbM7noj2z]{Crystalline Body} @UUID[Compendium.cyphersystem-compendium.abilities.Z7CKGOQWnfdNO885]{Destined for Greatness} @UUID[Compendium.cyphersystem-compendium.abilities.qHzwHm5LmYDasHnF]{Diver} @UUID[Compendium.cyphersystem-compendium.abilities.gWvMJQPBSmeaP8yN]{Drain Creature} @UUID[Compendium.cyphersystem-compendium.abilities.JyAovhallyh9m6oW]{Drain Machine} @UUID[Compendium.cyphersystem-compendium.abilities.PqL4qr9D8QAwQhrL]{Endurance} @UUID[Compendium.cyphersystem-compendium.abilities.uB3sVzeG2N5rkdUZ]{Escape} @UUID[Compendium.cyphersystem-compendium.abilities.CAYeFSNYprjeRtWw]{Extra Recovery} @UUID[Compendium.cyphersystem-compendium.abilities.U7chr7wLj7r5y0LT]{Foil Danger} @UUID[Compendium.cyphersystem-compendium.abilities.igGttY1Y2XbAx3qY]{Healing Touch} @UUID[Compendium.cyphersystem-compendium.abilities.JuOmZXMt1T3tQUZ8]{Ignore the Pain} @UUID[Compendium.cyphersystem-compendium.abilities.UtFc3e4grYyCQneH]{Improved Recovery} @UUID[Compendium.cyphersystem-compendium.abilities.vFQaDsHzJpTSV8Tw]{Living Off the Land} @UUID[Compendium.cyphersystem-compendium.abilities.wXV7JxEmZDlBvRKO]{Push on Through} @UUID[Compendium.cyphersystem-compendium.abilities.euEVkth9YGYSpoJf]{Quick Recovery} @UUID[Compendium.cyphersystem-compendium.abilities.rRDSzPJtUCwRVXFR]{Repair Flesh} @UUID[Compendium.cyphersystem-compendium.abilities.OvvuCBCQ71rZkCqQ]{Restful Presence} @UUID[Compendium.cyphersystem-compendium.abilities.XntbE6mXQ4CZ6yIi]{Speedy Recovery} @UUID[Compendium.cyphersystem-compendium.abilities.s2PLo9FsWBi2C1VY]{Surging Confidence} @UUID[Compendium.cyphersystem-compendium.abilities.2fU3nI68oi5ScziC]{Totally Chill} @UUID[Compendium.cyphersystem-compendium.abilities.yRSe9vjTxdOkvgBE]{Water Adaptation} @UUID[Compendium.cyphersystem-compendium.abilities.lw0otGU2Iaorppdc]{Will of Legend}

Mid Tier

@UUID[Compendium.cyphersystem-compendium.abilities.m7j43Ww96dKCDtJO]{Aquatic Combatant} @UUID[Compendium.cyphersystem-compendium.abilities.zdkVn6jIaanDoikV]{Biomorphic Healing} @UUID[Compendium.cyphersystem-compendium.abilities.nVFRDMhuWDrdve4F]{Damage Transference} @UUID[Compendium.cyphersystem-compendium.abilities.A6H8xi93t6Zrexz9]{Drain Charge} @UUID[Compendium.cyphersystem-compendium.abilities.5otvtHrbVXIh0N27]{Fight On} @UUID[Compendium.cyphersystem-compendium.abilities.rAmIxY5G1BK4ZMm7]{Font of Healing} @UUID[Compendium.cyphersystem-compendium.abilities.6nm35znCQzjAk6Gb]{Healing Pulse} @UUID[Compendium.cyphersystem-compendium.abilities.NMgopYfoagESHtea]{Ignore Affliction} @UUID[Compendium.cyphersystem-compendium.abilities.4Fe5z4FD71eHlbbd]{Immovable} @UUID[Compendium.cyphersystem-compendium.abilities.b776WTF2u1roh3n0]{Incredible Health} @UUID[Compendium.cyphersystem-compendium.abilities.7amEMbwK27v31Lt9]{Miraculous Health} @UUID[Compendium.cyphersystem-compendium.abilities.AAUqaiWxC5V4e1VH]{Noble’s Courage} @UUID[Compendium.cyphersystem-compendium.abilities.Wj6oHOvnZkZjulwI]{One With the Wild} @UUID[Compendium.cyphersystem-compendium.abilities.VsKeNcF252yKnh2O]{Poison Resistance} @UUID[Compendium.cyphersystem-compendium.abilities.LojkwDtb1gHLSB6A]{Preternatural Senses} @UUID[Compendium.cyphersystem-compendium.abilities.iroL3TcKD9dpulhW]{Regeneration} @UUID[Compendium.cyphersystem-compendium.abilities.gn1jtMLhp6qPNXUL]{Store Energy} @UUID[Compendium.cyphersystem-compendium.abilities.nJBrBxxs0ezweHKZ]{Thinking Ahead} @UUID[Compendium.cyphersystem-compendium.abilities.wxAZnuQkvWosLzkN]{Tough As Nails} @UUID[Compendium.cyphersystem-compendium.abilities.27EOrq94WxqgBbWQ]{Unmovable} @UUID[Compendium.cyphersystem-compendium.abilities.P73TBXcNDbZCVsdE]{Unraveling Consumption} @UUID[Compendium.cyphersystem-compendium.abilities.Ja8ebgq2RDQryN62]{Wilderness Encouragement} @UUID[Compendium.cyphersystem-compendium.abilities.JrSM5XYgXpxNnLl2]{Willing Sacrifice}

High Tier

@UUID[Compendium.cyphersystem-compendium.abilities.Uk6ceaEWFjcoHNTI]{Deep Reserves} @UUID[Compendium.cyphersystem-compendium.abilities.5HNZcrij9mgEmvAR]{Final Defiance} @UUID[Compendium.cyphersystem-compendium.abilities.B0Tt5R1m2DsVLtPH]{Free to Move} @UUID[Compendium.cyphersystem-compendium.abilities.W0Jw19mWIycjIgmo]{Gamer’s Fortitude} @UUID[Compendium.cyphersystem-compendium.abilities.dIUTe5O1jeA47zps]{Gaming God} @UUID[Compendium.cyphersystem-compendium.abilities.O2XHxUa2QNrliDMG]{Greater Healing Touch} @UUID[Compendium.cyphersystem-compendium.abilities.upynNTXrIGGH82Ll]{Incredible Recovery} @UUID[Compendium.cyphersystem-compendium.abilities.PvISXo6EQ2PmCGes]{Infuse Spirit} @UUID[Compendium.cyphersystem-compendium.abilities.oilgQ4oM02Pa0eNp]{Inspiration} @UUID[Compendium.cyphersystem-compendium.abilities.Kf09KYdZqG6dNTFC]{Inspire the Innocent} @UUID[Compendium.cyphersystem-compendium.abilities.laxdkyrDuOhxfWKc]{Mind Surge} @UUID[Compendium.cyphersystem-compendium.abilities.dMEqa6kAjXrHlxui]{Negate Danger} @UUID[Compendium.cyphersystem-compendium.abilities.sbGo2i4oqy1aUeQ6]{Not Dead Yet} @UUID[Compendium.cyphersystem-compendium.abilities.Hp9Sdc7eTTUuWTiu]{Rapid Recovery} @UUID[Compendium.cyphersystem-compendium.abilities.aS13LBRfyrWXAMMp]{Regenerate} @UUID[Compendium.cyphersystem-compendium.abilities.ydmPM9m8nmmgvlXc]{Restore Life} @UUID[Compendium.cyphersystem-compendium.abilities.aDnA7oA9ZYCEfprI]{Resuscitate} @UUID[Compendium.cyphersystem-compendium.abilities.4Xvgo62UVSOI9Acx]{Share the Power} @UUID[Compendium.cyphersystem-compendium.abilities.iXBkjCf0y9vXVXI6]{Stay the Course} @UUID[Compendium.cyphersystem-compendium.abilities.qKDngpAWNEzhdRj5]{Trick Driver} @UUID[Compendium.cyphersystem-compendium.abilities.icJAWRB8Uha8CSKr]{Vigilant}

Environment

Manipulates the environment or things in the environment, such as with telekinesis, weather control, gravity control, illusions, and so on.

Low Tier

@UUID[Compendium.cyphersystem-compendium.abilities.zqarns940d4FXwYf]{Create Water} @UUID[Compendium.cyphersystem-compendium.abilities.y08bfWS5eyeUJB3J]{Dreamcraft} @UUID[Compendium.cyphersystem-compendium.abilities.21Bi8yur01DCYz5f]{Fetch} @UUID[Compendium.cyphersystem-compendium.abilities.zW0cZJQTR0tHUmn3]{Grasping Foliage} @UUID[Compendium.cyphersystem-compendium.abilities.zArjjFcf9tHQvJTx]{Hedge Magic} @UUID[Compendium.cyphersystem-compendium.abilities.1KjY8D1dvLc3NuUv]{Hidden Closet} @UUID[Compendium.cyphersystem-compendium.abilities.xZQXXjAWGBo7mTHU]{Illuminating Touch} @UUID[Compendium.cyphersystem-compendium.abilities.BjWI1UVg9kpY7FKO]{Illusory Duplicate} @UUID[Compendium.cyphersystem-compendium.abilities.jCmnAY8EjuGo5uDg]{Impetus} @UUID[Compendium.cyphersystem-compendium.abilities.Frxs35QkokRdure4]{Legerdemain} @UUID[Compendium.cyphersystem-compendium.abilities.wNQ3q7VXtPHlPzqb]{Lock} @UUID[Compendium.cyphersystem-compendium.abilities.l60mmJrF1GupXLJB]{Minor Illusion} @UUID[Compendium.cyphersystem-compendium.abilities.p2JmtbtuzscW1ogs]{Move Metal} @UUID[Compendium.cyphersystem-compendium.abilities.3s6gDCIY1zfetGEg]{Slip Into Shadow} @UUID[Compendium.cyphersystem-compendium.abilities.xDn74LRD6xlMUqj2]{Telekinesis} @UUID[Compendium.cyphersystem-compendium.abilities.Db7aRY4t1mwRpcoL]{Wilderness Explorer}

Mid Tier

@UUID[Compendium.cyphersystem-compendium.abilities.FIU24o7T66ViVgyg]{Daydream} @UUID[Compendium.cyphersystem-compendium.abilities.SHMGbt30RfePtyNE]{Define Down} @UUID[Compendium.cyphersystem-compendium.abilities.eJpNT3QObtYiDfXY]{Field of Gravity} @UUID[Compendium.cyphersystem-compendium.abilities.yPVZmXWhUxustVdq]{Force Field Barrier} @UUID[Compendium.cyphersystem-compendium.abilities.itnqtCRfxC2EDKqu]{Force to Reckon With} @UUID[Compendium.cyphersystem-compendium.abilities.hJV3hrSYcq3Zbzl5]{Illusory Selves} @UUID[Compendium.cyphersystem-compendium.abilities.YeOtzG5ksxonD5RS]{Living Wall} @UUID[Compendium.cyphersystem-compendium.abilities.hNsph7BRwllVSUre]{Major Illusion} @UUID[Compendium.cyphersystem-compendium.abilities.KLFHpPR0MKLOWr8l]{Nullify Sound} @UUID[Compendium.cyphersystem-compendium.abilities.8QwoYVraOedgr9kB]{Projection} @UUID[Compendium.cyphersystem-compendium.abilities.wAQ7a5JSjp01x1Eg]{Storm Seed} @UUID[Compendium.cyphersystem-compendium.abilities.iIlgHiF1EN0fEpYx]{Sunlight}

High Tier

@UUID[Compendium.cyphersystem-compendium.abilities.wWN4y4rATxbtMCMo]{Adaptation} @UUID[Compendium.cyphersystem-compendium.abilities.tvlNZboSbKCHttjs]{Control Weather} @UUID[Compendium.cyphersystem-compendium.abilities.fruWNFBBNLpcGLaC]{Diamagnetism} @UUID[Compendium.cyphersystem-compendium.abilities.TXNhhyj63MMp2dVF]{Force Wall} @UUID[Compendium.cyphersystem-compendium.abilities.KBykf0P4WQ9Lb6TN]{Generate Force Field} @UUID[Compendium.cyphersystem-compendium.abilities.lCWWUQ0vYH2odiDv]{Grandiose Illusion} @UUID[Compendium.cyphersystem-compendium.abilities.ZK9Ruc53rKBqU93i]{Granite Wall} @UUID[Compendium.cyphersystem-compendium.abilities.PLsz8IqWScZt0Ott]{Inferno Trail} @UUID[Compendium.cyphersystem-compendium.abilities.8OmtJRuoKRzuGfh8]{Move Mountains} @UUID[Compendium.cyphersystem-compendium.abilities.RNJbp1eAcMqSnYvb]{Permanent Illusion} @UUID[Compendium.cyphersystem-compendium.abilities.RBOc2zxAI9xMoWqW]{Relocate} @UUID[Compendium.cyphersystem-compendium.abilities.9cJ6gJZc7datpQwJ]{Terrifying Image} @UUID[Compendium.cyphersystem-compendium.abilities.Bny0sFdqf40pJeOp]{Wall of Lightning} @UUID[Compendium.cyphersystem-compendium.abilities.pfZzabIIEuU4kSH3]{The Wild Is on Your Side}

Information

Gives the ability to learn information about something, whether chosen by the GM like Scan, by asking a question and the GM giving the answer, or by learning a language.

Low Tier

@UUID[Compendium.cyphersystem-compendium.abilities.r7uNiD9CGy4G3Hoq]{Babel} @UUID[Compendium.cyphersystem-compendium.abilities.OIk4usP2NFT0tDu7]{Communication} @UUID[Compendium.cyphersystem-compendium.abilities.op9VSx3NJT28UwTH]{Community Knowledge} @UUID[Compendium.cyphersystem-compendium.abilities.P95xVHVxALSMjanR]{Decipher} @UUID[Compendium.cyphersystem-compendium.abilities.bH57y3PYsMceluGy]{Dream Thief} @UUID[Compendium.cyphersystem-compendium.abilities.RM8Fmu1IJwzBkjcM]{Eye for Detail} @UUID[Compendium.cyphersystem-compendium.abilities.IvKd5vkPypJbB1Ip]{Gather Intelligence} @UUID[Compendium.cyphersystem-compendium.abilities.4PVFXmi2cxI8MdpR]{Lab Analysis} @UUID[Compendium.cyphersystem-compendium.abilities.W5Zt9qDKCtNr49BC]{Mind Reading} @UUID[Compendium.cyphersystem-compendium.abilities.PRW5MxW12oakmeHE]{Monster Lore} @UUID[Compendium.cyphersystem-compendium.abilities.2GicRKJcPO3hmlwD]{Network Tap} @UUID[Compendium.cyphersystem-compendium.abilities.V5oEOJ4i32t97yOG]{Predictive Model} @UUID[Compendium.cyphersystem-compendium.abilities.ZsI6553CPbGi0wtx]{Premonition} @UUID[Compendium.cyphersystem-compendium.abilities.pHFFr4DkCythNc5n]{Question the Spirits} @UUID[Compendium.cyphersystem-compendium.abilities.fzx429jdEdbd0tHy]{Retrieve Memories} @UUID[Compendium.cyphersystem-compendium.abilities.h3G0Ven2SoaPCbk4]{Salvage and Comfort} @UUID[Compendium.cyphersystem-compendium.abilities.OPvXaxuRIVXLmkWl]{Scan} @UUID[Compendium.cyphersystem-compendium.abilities.83y32UMQWshRvbDG]{See History} @UUID[Compendium.cyphersystem-compendium.abilities.nvA3LwoSP7jf4h8G]{Speaker for the Dead} @UUID[Compendium.cyphersystem-compendium.abilities.L2NOLfflU6HNleuT]{Telepathic}

Mid Tier

@UUID[Compendium.cyphersystem-compendium.abilities.YlzkyK6WEkk0cfhh]{Creature Insight} @UUID[Compendium.cyphersystem-compendium.abilities.ssfubNrUQC38zCkJ]{Device Insight} @UUID[Compendium.cyphersystem-compendium.abilities.mL6Yae2CxgefOMHn]{Draw Conclusion} @UUID[Compendium.cyphersystem-compendium.abilities.Mu5knvNfGyaeaiTB]{Find the Hidden} @UUID[Compendium.cyphersystem-compendium.abilities.W7wHOJdozxk7Y2CQ]{Got a Feeling} @UUID[Compendium.cyphersystem-compendium.abilities.MBt3AmXa8vzUCiHd]{Know Their Faults} @UUID[Compendium.cyphersystem-compendium.abilities.dLJ0B35UlB5wxCf4]{Machine Telepathy} @UUID[Compendium.cyphersystem-compendium.abilities.7VYzHQvF1cz4cfUp]{Mechanical Telepathy} @UUID[Compendium.cyphersystem-compendium.abilities.uPvNopNWTgHGIPyR]{Reading the Room} @UUID[Compendium.cyphersystem-compendium.abilities.x7YnN02GiwDQ09km]{Sensor Array} @UUID[Compendium.cyphersystem-compendium.abilities.9r6iNU2GH4oEH6vz]{Serv-0 Scanner} @UUID[Compendium.cyphersystem-compendium.abilities.2t9oGZRuFhLCKjsa]{Soul Interrogation} @UUID[Compendium.cyphersystem-compendium.abilities.abMJwHQIsm9Wcdlg]{Spot Weakness} @UUID[Compendium.cyphersystem-compendium.abilities.CBdIPMJ2oOOesmod]{Wilderness Awareness}

High Tier

@UUID[Compendium.cyphersystem-compendium.abilities.1tkQKo32UKxTUUPn]{Deep Consideration} @UUID[Compendium.cyphersystem-compendium.abilities.wztu6KcpILxwlFTU]{Drawing on Life’s Experiences} @UUID[Compendium.cyphersystem-compendium.abilities.PLyxuOlieOGsJx4h]{Information Gathering} @UUID[Compendium.cyphersystem-compendium.abilities.wlkPdME0r3hx9VbE]{Knowing the Unknown} @UUID[Compendium.cyphersystem-compendium.abilities.qbXP6HlN56bPt7cq]{Mind of a Leader} @UUID[Compendium.cyphersystem-compendium.abilities.lbXg8UlSCG23yxO4]{Read the Signs} @UUID[Compendium.cyphersystem-compendium.abilities.K0C60k7wHBSpMQX4]{Telepathic Network}

Meta

Modifies an existing ability or character trait’s effects or parameters, such as increasing range or, damage, easing the difficulty, giving you additional noncombat actions each turn, rerolling a failed attempt, or treating a number on the die as something different than normal.

Low Tier

@UUID[Compendium.cyphersystem-compendium.abilities.m5U42d2SkK31mp8d]{A Smile and a Word} @UUID[Compendium.cyphersystem-compendium.abilities.EyAIsiqJGCspQFcu]{Arcane Flare} @UUID[Compendium.cyphersystem-compendium.abilities.yIdq1lu1eUAkNyDC]{Artifact Tinkerer} @UUID[Compendium.cyphersystem-compendium.abilities.ywBEe31zan6qpVxr]{Augment Cypher} @UUID[Compendium.cyphersystem-compendium.abilities.Mbq7D0u4Vee0NKYz]{Careful Shot} @UUID[Compendium.cyphersystem-compendium.abilities.essJhO2eqoHmIQaa]{Charge} @UUID[Compendium.cyphersystem-compendium.abilities.L3UjcLAFvS9MLWCu]{Coaxing Power} @UUID[Compendium.cyphersystem-compendium.abilities.2x7nMe9ZGp3VjI8B]{Combat Prowess} @UUID[Compendium.cyphersystem-compendium.abilities.EERMWn1af0S8wAWN]{Crushing Blow} @UUID[Compendium.cyphersystem-compendium.abilities.bzeuikGxbM7noj2z]{Crystalline Body} @UUID[Compendium.cyphersystem-compendium.abilities.JkmTskE3eqcfu7dY]{Curious} @UUID[Compendium.cyphersystem-compendium.abilities.7nUj7rxq4Qwg4FUM]{Distant Interface} @UUID[Compendium.cyphersystem-compendium.abilities.Pu5XGGLI6cCp1EQd]{Double Strike} @UUID[Compendium.cyphersystem-compendium.abilities.gWvMJQPBSmeaP8yN]{Drain Creature} @UUID[Compendium.cyphersystem-compendium.abilities.1fu5C9JHmORmWTR8]{Driving on the Edge} @UUID[Compendium.cyphersystem-compendium.abilities.YjJvvUhIqtxf6eYS]{Elusive} @UUID[Compendium.cyphersystem-compendium.abilities.UJst9mtUKNTe3Pd2]{Energize Object} @UUID[Compendium.cyphersystem-compendium.abilities.dPFQTFRzv7D7PYKq]{Enhanced Body} @UUID[Compendium.cyphersystem-compendium.abilities.SmuTPFfZGnCUmnEj]{Extra Use} @UUID[Compendium.cyphersystem-compendium.abilities.axI0iGYo7DjdR8Ya]{Find the Way} @UUID[Compendium.cyphersystem-compendium.abilities.Hgr8QZmzjXmYorfs]{Fists of Fury} @UUID[Compendium.cyphersystem-compendium.abilities.Sg5WeSF04CYNEecl]{Fleet of Foot} @UUID[Compendium.cyphersystem-compendium.abilities.YGsGHp1rbu3Z7Kdd]{Frenzy} @UUID[Compendium.cyphersystem-compendium.abilities.pXrC4lkMOY7CvFLk]{Golem Body} @UUID[Compendium.cyphersystem-compendium.abilities.1SBd1jm66eSo4eHn]{Gunner} @UUID[Compendium.cyphersystem-compendium.abilities.z23towmNKeKJasHV]{Hacker} @UUID[Compendium.cyphersystem-compendium.abilities.tBWUjjkgyXHTrkCp]{Hold Breath} @UUID[Compendium.cyphersystem-compendium.abilities.3fMzqFFQ1rLtbVrd]{Improved Designation} @UUID[Compendium.cyphersystem-compendium.abilities.FzpkQwb1jA53bs1y]{Investigator} @UUID[Compendium.cyphersystem-compendium.abilities.N4DTNNCEESorc0N4]{Lead From the Front} @UUID[Compendium.cyphersystem-compendium.abilities.JK2hN1poqMLqfa1N]{Machine Efficiency} @UUID[Compendium.cyphersystem-compendium.abilities.VgomhLKFHDDAzW9T]{Mind for Might} @UUID[Compendium.cyphersystem-compendium.abilities.mFPUUmBIcGGsuwNd]{Modify Device} @UUID[Compendium.cyphersystem-compendium.abilities.nW46hfygkxB7FW5m]{Monster Bane} @UUID[Compendium.cyphersystem-compendium.abilities.Ktxj62234LhUr51B]{Natural Crafter} @UUID[Compendium.cyphersystem-compendium.abilities.YZB37b80VQGMUscp]{No Need for Weapons} @UUID[Compendium.cyphersystem-compendium.abilities.PCTUkuALVb0GdTCe]{Object Bond} @UUID[Compendium.cyphersystem-compendium.abilities.FDG7hgrRNt4aHpP1]{Overload Machine} @UUID[Compendium.cyphersystem-compendium.abilities.XAXJ3mFGdDv0fXLP]{Precision} @UUID[Compendium.cyphersystem-compendium.abilities.y2eUnbkzxOeoe9w6]{Quick Death} @UUID[Compendium.cyphersystem-compendium.abilities.m6X5wyPUPdhqLTIp]{Quick Work} @UUID[Compendium.cyphersystem-compendium.abilities.tJVu7MQ2pOhNfpUB]{Range Increase} @UUID[Compendium.cyphersystem-compendium.abilities.szw7tHW0OjI2fjpJ]{Reload} @UUID[Compendium.cyphersystem-compendium.abilities.vVax9KyZ3U4Wpok8]{Something in the Road} @UUID[Compendium.cyphersystem-compendium.abilities.AFfburUYwZlBFq7N]{Tinker} @UUID[Compendium.cyphersystem-compendium.abilities.J0fj73TfCu4aSdVL]{Weapon Master} @UUID[Compendium.cyphersystem-compendium.abilities.yS1sMAZEzJbozxOZ]{Wreck}

Mid Tier

@UUID[Compendium.cyphersystem-compendium.abilities.M5QroBlhUCULt6MD]{Amazing Effort} @UUID[Compendium.cyphersystem-compendium.abilities.7Gxuqkwo4i47yHe3]{Betrayal} @UUID[Compendium.cyphersystem-compendium.abilities.G0hoaZFQpdG7FfxO]{Better Living Through Chemistry} @UUID[Compendium.cyphersystem-compendium.abilities.gNRMG3mJTzWaCGph]{Capable Warrior} @UUID[Compendium.cyphersystem-compendium.abilities.JwG4lCSZIG3qUQAi]{Cast Illusion} @UUID[Compendium.cyphersystem-compendium.abilities.M3TM1cORNnlEN0ZO]{Cyphersmith} @UUID[Compendium.cyphersystem-compendium.abilities.Rr4oB1lUzuzFHNHQ]{Deadly Aim} @UUID[Compendium.cyphersystem-compendium.abilities.zYGhcm896Xbi7Ia2]{Deep Resources} @UUID[Compendium.cyphersystem-compendium.abilities.7rjeYt5hNhkvqK9w]{Disarming Strike} @UUID[Compendium.cyphersystem-compendium.abilities.zLJYM2OiFVIsuz3P]{Dodge and Resist} @UUID[Compendium.cyphersystem-compendium.abilities.wEj2uvWI3w0W9HWH]{Drain at a Distance} @UUID[Compendium.cyphersystem-compendium.abilities.B5zrSVUs54TUALFB]{Energized Shield} @UUID[Compendium.cyphersystem-compendium.abilities.7GsuhcRTpDX0d1em]{Enhanced Intellect} @UUID[Compendium.cyphersystem-compendium.abilities.FQPA8oY3xiZIL6aG]{Enhanced Intellect Edge} @UUID[Compendium.cyphersystem-compendium.abilities.wHcuP6T7Ti6j5Y8C]{Enhanced Might} @UUID[Compendium.cyphersystem-compendium.abilities.g1t5TxZXsNovIVTn]{Enhanced Might Edge} @UUID[Compendium.cyphersystem-compendium.abilities.MwVDTy2Rx1V7Tyly]{Enhanced Physique} @UUID[Compendium.cyphersystem-compendium.abilities.RnK2bmvUb7RIVPSA]{Enhanced Potential} @UUID[Compendium.cyphersystem-compendium.abilities.tuofJSTVjOEwRUem]{Enhanced Speed} @UUID[Compendium.cyphersystem-compendium.abilities.QH3l6ojVnasZm5U8]{Enhanced Speed Edge} @UUID[Compendium.cyphersystem-compendium.abilities.4eCjeGPA0ovnwIfu]{Experienced in Armor} @UUID[Compendium.cyphersystem-compendium.abilities.u1GhDcfpVXITVtOc]{Expert Cypher Use} @UUID[Compendium.cyphersystem-compendium.abilities.MdRdAc0qAWghMmlV]{Expert Skill} @UUID[Compendium.cyphersystem-compendium.abilities.jaGs9nmLaywdRMUN]{Fast Kill} @UUID[Compendium.cyphersystem-compendium.abilities.tJQmvEiYq2xBv4ZJ]{Flameblade} @UUID[Compendium.cyphersystem-compendium.abilities.XR3B0gfJtrYUAU5M]{From the Shadows} @UUID[Compendium.cyphersystem-compendium.abilities.73miZT5kYFyxnPOT]{Fury} @UUID[Compendium.cyphersystem-compendium.abilities.42sPqHxJEybiZ6Vh]{Fusion} @UUID[Compendium.cyphersystem-compendium.abilities.Ee8QC6fkRvD1yw6h]{Greater Beast Form} @UUID[Compendium.cyphersystem-compendium.abilities.QgnoEdKZ50u4JZoL]{Greater Designation} @UUID[Compendium.cyphersystem-compendium.abilities.34Ycb9VK8JwHgSl4]{Greater Enhanced Intellect} @UUID[Compendium.cyphersystem-compendium.abilities.R9KnCCvGoEHvV1p0]{Greater Enhanced Might} @UUID[Compendium.cyphersystem-compendium.abilities.vVc3NxkYdj68mAoV]{Greater Enhanced Physique} @UUID[Compendium.cyphersystem-compendium.abilities.4necR0YTsaij4ojD]{Greater Enhanced Potential} @UUID[Compendium.cyphersystem-compendium.abilities.Qsi6Iw5YCcY8jmNx]{Greater Enhanced Speed} @UUID[Compendium.cyphersystem-compendium.abilities.hAVC1FOl7hwnuBpC]{Greater Frenzy} @UUID[Compendium.cyphersystem-compendium.abilities.4v5pXMwFeB7xQzME]{Guide Bolt} @UUID[Compendium.cyphersystem-compendium.abilities.OtbS1NoVXK7mQLEe]{Guild Training} @UUID[Compendium.cyphersystem-compendium.abilities.VupBbHOJAX45Yazb]{Heroic Monster Bane} @UUID[Compendium.cyphersystem-compendium.abilities.sPheWt9emoY3PCA8]{Hidden Reserves} @UUID[Compendium.cyphersystem-compendium.abilities.uNzF1oQKJ6T1yqL4]{Huge} @UUID[Compendium.cyphersystem-compendium.abilities.4Fe5z4FD71eHlbbd]{Immovable} @UUID[Compendium.cyphersystem-compendium.abilities.wrPVUnJauasIH886]{Improved Absorb Kinetic Energy} @UUID[Compendium.cyphersystem-compendium.abilities.7X2zbrkFSNbyhA5G]{Improved Edge} @UUID[Compendium.cyphersystem-compendium.abilities.HPIlAWDGOQFw6yGm]{Improved Monster Bane} @UUID[Compendium.cyphersystem-compendium.abilities.eblwQ80CBlBdeUp5]{Improved Sensor} @UUID[Compendium.cyphersystem-compendium.abilities.0q9alvmsQKKViN0r]{Incomparable Pilot} @UUID[Compendium.cyphersystem-compendium.abilities.mUizWF7k2XD7ykRJ]{Increased Effects} @UUID[Compendium.cyphersystem-compendium.abilities.PYD24TjoDAqbKAj8]{Iron Fist} @UUID[Compendium.cyphersystem-compendium.abilities.YID6zEB7KkHGYAlD]{Know Where to Look} @UUID[Compendium.cyphersystem-compendium.abilities.bPr34XiLw2Dqb4VJ]{Lunge} @UUID[Compendium.cyphersystem-compendium.abilities.2l9FIUVKimPzIXzU]{Machine Bond} @UUID[Compendium.cyphersystem-compendium.abilities.atQ5yNq1ZEyy0z5j]{Machine Vulnerabilities} @UUID[Compendium.cyphersystem-compendium.abilities.l0OFjk5XVGV5LzP1]{Minor Wish} @UUID[Compendium.cyphersystem-compendium.abilities.imWLlYQs4LTaCTdS]{Never Fumble} @UUID[Compendium.cyphersystem-compendium.abilities.Wj6oHOvnZkZjulwI]{One With the Wild} @UUID[Compendium.cyphersystem-compendium.abilities.3VJyYtECl0wKQj2p]{Outlast the Foe} @UUID[Compendium.cyphersystem-compendium.abilities.cqzyNCPYVEWtucLe]{Outwit} @UUID[Compendium.cyphersystem-compendium.abilities.Y7HUEp7IxdPuur8V]{Overcharge Energy} @UUID[Compendium.cyphersystem-compendium.abilities.ZqBpOAiH70SGHX8N]{Perfect Stranger} @UUID[Compendium.cyphersystem-compendium.abilities.rOxKh1Z7J686a0nv]{Precise Cut} @UUID[Compendium.cyphersystem-compendium.abilities.iGRECL13bqrSSF7P]{Punish the Guilty} @UUID[Compendium.cyphersystem-compendium.abilities.JJ9nWmcBIlfyNDfe]{Push Off and Throw} @UUID[Compendium.cyphersystem-compendium.abilities.Mac5S0sQe9Muf4Mv]{Quick Wits} @UUID[Compendium.cyphersystem-compendium.abilities.y1bQFSBlwMbUico5]{Rapid Processing} @UUID[Compendium.cyphersystem-compendium.abilities.FuufiUyoLFbgBH5J]{Resilient Ice Armor} @UUID[Compendium.cyphersystem-compendium.abilities.6X3BDWzVKsWltrtY]{Roaming Third Eye} @UUID[Compendium.cyphersystem-compendium.abilities.qSH4OhrBBgNnAdAo]{Robot Improvement} @UUID[Compendium.cyphersystem-compendium.abilities.t3zUlk8c5WEBXXO8]{Seize the Moment} @UUID[Compendium.cyphersystem-compendium.abilities.6ZVINuyZm4jowRGt]{Shepherd’s Fury} @UUID[Compendium.cyphersystem-compendium.abilities.JhBTTC5ZUTT8NvUA]{Slippery Customer} @UUID[Compendium.cyphersystem-compendium.abilities.q73VWJY2cmWxRcYx]{Space Fighting} @UUID[Compendium.cyphersystem-compendium.abilities.8LHIZs9gEAd02tId]{Speed Burst} @UUID[Compendium.cyphersystem-compendium.abilities.jmYIPbMwsq3GY3eO]{Stone Breaker} @UUID[Compendium.cyphersystem-compendium.abilities.gn1jtMLhp6qPNXUL]{Store Energy} @UUID[Compendium.cyphersystem-compendium.abilities.cS2p7CRfquFvR65U]{Strategize} @UUID[Compendium.cyphersystem-compendium.abilities.wpA3GB5yJq9NI8QN]{Think Your Way Out} @UUID[Compendium.cyphersystem-compendium.abilities.2AIQhz00HyZhY7wM]{Tower of Will} @UUID[Compendium.cyphersystem-compendium.abilities.V7npSeuqG3JI4Dvv]{Trust to Luck} @UUID[Compendium.cyphersystem-compendium.abilities.bVt0TIfwtEUXvi6O]{Uncanny Luck} @UUID[Compendium.cyphersystem-compendium.abilities.scMKCptCmp0IwO2g]{Wall With Teeth} @UUID[Compendium.cyphersystem-compendium.abilities.NFsoXUQaq3I5h2UY]{Weaponization} @UUID[Compendium.cyphersystem-compendium.abilities.JrSM5XYgXpxNnLl2]{Willing Sacrifice} @UUID[Compendium.cyphersystem-compendium.abilities.6McxfJoPmf1SnbDR]{Wrest From Chance}

High Tier

@UUID[Compendium.cyphersystem-compendium.abilities.M0pjZXQ9996hfUPs]{Adroit Cypher Use} @UUID[Compendium.cyphersystem-compendium.abilities.MQewTo9NscKVUUNz]{Again and Again} @UUID[Compendium.cyphersystem-compendium.abilities.cuK7oPGFdlOPoc44]{Agile Wit} @UUID[Compendium.cyphersystem-compendium.abilities.eepc8U2e178RDqBs]{All-Out Con} @UUID[Compendium.cyphersystem-compendium.abilities.MJE1k2RmCM6HRwFV]{Artifact Scavenger} @UUID[Compendium.cyphersystem-compendium.abilities.iX07Ltb1JYr1nMYM]{Blurring Speed} @UUID[Compendium.cyphersystem-compendium.abilities.hKhwP85QeRGPW03G]{Burst of Escape} @UUID[Compendium.cyphersystem-compendium.abilities.OPfY6tVurfAxNUPh]{Charging Horde} @UUID[Compendium.cyphersystem-compendium.abilities.jmjxGRJTwztzBtLc]{Coordinated Effort} @UUID[Compendium.cyphersystem-compendium.abilities.UlQ7w5iD57Hfdzce]{Damage Dealer} @UUID[Compendium.cyphersystem-compendium.abilities.JH40M99RAN6IZWze]{Damn the Guilty} @UUID[Compendium.cyphersystem-compendium.abilities.Uk6ceaEWFjcoHNTI]{Deep Reserves} @UUID[Compendium.cyphersystem-compendium.abilities.p1UMG2hrng7mLFDv]{Disarming Attack} @UUID[Compendium.cyphersystem-compendium.abilities.t3uyBYJqMApfEBWX]{Discipline of Watchfulness} @UUID[Compendium.cyphersystem-compendium.abilities.P3Ha3GoJlM8EHf5j]{Divide Your Mind} @UUID[Compendium.cyphersystem-compendium.abilities.3uGYyiXUUSz952zQ]{Dual Distraction} @UUID[Compendium.cyphersystem-compendium.abilities.AsmIgvoIRPEtuzkh]{Duel to the Death} @UUID[Compendium.cyphersystem-compendium.abilities.AvaA8a3ylU9q4gL1]{Effective Skill} @UUID[Compendium.cyphersystem-compendium.abilities.A9uQnidn6SKTNHJA]{Enhanced Beast Form} @UUID[Compendium.cyphersystem-compendium.abilities.xHLPf1FETmn06aA8]{Enhanced Phased Attack} @UUID[Compendium.cyphersystem-compendium.abilities.FzJe2XEwhtUajTWI]{Escape Plan} @UUID[Compendium.cyphersystem-compendium.abilities.mhgFWIDr0QuCHRIF]{Extreme Mastery} @UUID[Compendium.cyphersystem-compendium.abilities.yIt7vEBNLpyggkSQ]{Force and Accuracy} @UUID[Compendium.cyphersystem-compendium.abilities.lUkqQu1vvJe3FxfQ]{Gambler} @UUID[Compendium.cyphersystem-compendium.abilities.U33DbRwloywFlYfi]{Go to Ground} @UUID[Compendium.cyphersystem-compendium.abilities.KGzAHs3qln0fNDjt]{Hard to Kill} @UUID[Compendium.cyphersystem-compendium.abilities.lrz5wU8PLzd7gATA]{Horde Tactics} @UUID[Compendium.cyphersystem-compendium.abilities.lJWTlBH1koX2Fjgi]{Impart Understanding} @UUID[Compendium.cyphersystem-compendium.abilities.Q22uje0KevLfL2qb]{Improved Command Spirit} @UUID[Compendium.cyphersystem-compendium.abilities.Cnvf8fv0EEKU3iSn]{Improved Gravity Cleave} @UUID[Compendium.cyphersystem-compendium.abilities.PKFz6WVsaKm5kIir]{Improved Machine Companion} @UUID[Compendium.cyphersystem-compendium.abilities.t6VEEwEsQUIImebW]{Improved Success} @UUID[Compendium.cyphersystem-compendium.abilities.JeqLEAcHOYVd78TH]{Inventor} @UUID[Compendium.cyphersystem-compendium.abilities.58CLKxSLgaT6W6Cj]{Lethal Damage} @UUID[Compendium.cyphersystem-compendium.abilities.teF5kZpAuRfZKfxn]{Machine Enhancement} @UUID[Compendium.cyphersystem-compendium.abilities.IfvVmyawWrz3vKXX]{Maneuvering Adept} @UUID[Compendium.cyphersystem-compendium.abilities.K4XRiZlFRakz6j98]{Master Cypher Use} @UUID[Compendium.cyphersystem-compendium.abilities.7QTTrXnxDHskYYhj]{Master Machine} @UUID[Compendium.cyphersystem-compendium.abilities.rHApGqEQj8TCGa3f]{Masterful Armor Modification} @UUID[Compendium.cyphersystem-compendium.abilities.m2j3n3xiExLcXAAn]{Moderate Wish} @UUID[Compendium.cyphersystem-compendium.abilities.t0B6AIqWanSnx696]{Modify Artifact Power} @UUID[Compendium.cyphersystem-compendium.abilities.ENO71nxs3MSKzvq6]{Multiple Quarry} @UUID[Compendium.cyphersystem-compendium.abilities.rsYzxCchklPSFAp7]{Multiplicity} @UUID[Compendium.cyphersystem-compendium.abilities.m21TAvxSQn1rGx3d]{Overcharge Device} @UUID[Compendium.cyphersystem-compendium.abilities.85DCcEDqvz6A0LkD]{Perfect Control} @UUID[Compendium.cyphersystem-compendium.abilities.mSNoWynky7DMz7ln]{Perfect Speed Burst} @UUID[Compendium.cyphersystem-compendium.abilities.5uWcMvgh1OWvieJs]{Physically Gifted} @UUID[Compendium.cyphersystem-compendium.abilities.EjBzy1Ue1AA8i6ry]{Recycled Cyphers} @UUID[Compendium.cyphersystem-compendium.abilities.hCAzOVpH0jrYc9qk]{Reinforcing Field} @UUID[Compendium.cyphersystem-compendium.abilities.ucsscEpO5L2gIYZg]{Resonant Frequency} @UUID[Compendium.cyphersystem-compendium.abilities.HAVNfVKAdwtJF6Jj]{Robot Evolution} @UUID[Compendium.cyphersystem-compendium.abilities.wqUItgrYzBeMiAoB]{Seize the Initiative} @UUID[Compendium.cyphersystem-compendium.abilities.Np67YSIzrP6w1PPb]{Shield Burst} @UUID[Compendium.cyphersystem-compendium.abilities.P9HlASUtyiOXghBZ]{Shred Existence} @UUID[Compendium.cyphersystem-compendium.abilities.HYDsZRWMlWTvSQU8]{Subtle Tricks} @UUID[Compendium.cyphersystem-compendium.abilities.cWHqKGpI5z0aiSYC]{Thief’s Luck} @UUID[Compendium.cyphersystem-compendium.abilities.qKDngpAWNEzhdRj5]{Trick Driver} @UUID[Compendium.cyphersystem-compendium.abilities.aWws42dVSQjRz8Hr]{Twist of Fate} @UUID[Compendium.cyphersystem-compendium.abilities.EE1xCQ3OvCrdrG6z]{Two Things at Once} @UUID[Compendium.cyphersystem-compendium.abilities.fkedtvx6UakJPOZN]{Ultra Enhancement} @UUID[Compendium.cyphersystem-compendium.abilities.bgaCXtvlT0zWmAIA]{Using What’s Available} @UUID[Compendium.cyphersystem-compendium.abilities.gETtOLyLYRVk53dP]{Usurp Cypher} @UUID[Compendium.cyphersystem-compendium.abilities.w3HN2nZBTo5mLJcM]{Weightless Shot} @UUID[Compendium.cyphersystem-compendium.abilities.RHLBHQuskBAVGnU8]{Weird Science Breakthrough} @UUID[Compendium.cyphersystem-compendium.abilities.vQtVTnCecWFXkfkI]{Wild Vitality} @UUID[Compendium.cyphersystem-compendium.abilities.EXrZLa3M8BK43qoi]{Winter Gauntlets}

Movement

Increases your movement (such as increasing your basic movement speed from short to long) or adds a new type of movement (such as flight, wallcrawling, phasing, or teleporting).

Low Tier

@UUID[Compendium.cyphersystem-compendium.abilities.uh1t4rnkZ2jOCjHJ]{Bolt Rider} @UUID[Compendium.cyphersystem-compendium.abilities.dQHSDDZxJNHrHH1l]{Contortionist} @UUID[Compendium.cyphersystem-compendium.abilities.3x3gRDJejTXQPmdY]{Danger Instinct} @UUID[Compendium.cyphersystem-compendium.abilities.gP8HCn8FPeg49V7M]{Far Step} @UUID[Compendium.cyphersystem-compendium.abilities.5abCQnz5ZWvvfMro]{Get Away} @UUID[Compendium.cyphersystem-compendium.abilities.UCR0rx32kEsTcgnF]{Hover} @UUID[Compendium.cyphersystem-compendium.abilities.3t1QshyGYnCSo12z]{Phase Sprint} @UUID[Compendium.cyphersystem-compendium.abilities.VWehoqF0N6s0WMLK]{Void Wings} @UUID[Compendium.cyphersystem-compendium.abilities.g0SqMvb020tiTQ48]{Walk Through Walls}

Mid Tier

@UUID[Compendium.cyphersystem-compendium.abilities.loOJI9ZakIwGrmW1]{Apportation} @UUID[Compendium.cyphersystem-compendium.abilities.Zps9ZUc9RD1mRDEK]{Blink of an Eye} @UUID[Compendium.cyphersystem-compendium.abilities.asABBkIqO5MSTxQ0]{Bypass Barrier} @UUID[Compendium.cyphersystem-compendium.abilities.wG4zveGhplNKNzuP]{Controlled Fall} @UUID[Compendium.cyphersystem-compendium.abilities.Kk9lHkiaqsr3pUmk]{Ghost} @UUID[Compendium.cyphersystem-compendium.abilities.ZYudnanHgtiLHtgH]{Mobile Fighter} @UUID[Compendium.cyphersystem-compendium.abilities.qZOOWfFLJ1JziJpY]{Obstacle Running} @UUID[Compendium.cyphersystem-compendium.abilities.MFBq4Fc432FS6nkX]{Phase Door} @UUID[Compendium.cyphersystem-compendium.abilities.dW0rgYsx6hDA8pIB]{Runner} @UUID[Compendium.cyphersystem-compendium.abilities.LlaltL5rG2c5Cadt]{Swim} @UUID[Compendium.cyphersystem-compendium.abilities.0EhZzYdEhtCRnV4c]{Temporal Dislocation} @UUID[Compendium.cyphersystem-compendium.abilities.s68x7VxwueUkCkOg]{Up to Speed} @UUID[Compendium.cyphersystem-compendium.abilities.KX6gQ8frz4IDtBx6]{Windrider} @UUID[Compendium.cyphersystem-compendium.abilities.TWqyBv9PEjwJKd1y]{Wings of Fire} @UUID[Compendium.cyphersystem-compendium.abilities.KGz0rK4b2dAt0DaX]{Wormhole}

High Tier

@UUID[Compendium.cyphersystem-compendium.abilities.QtpmHxblBqoQozbg]{Alley Rat} @UUID[Compendium.cyphersystem-compendium.abilities.iX07Ltb1JYr1nMYM]{Blurring Speed} @UUID[Compendium.cyphersystem-compendium.abilities.2iAHsn5ie8sYRiyb]{Chamber of Dreams} @UUID[Compendium.cyphersystem-compendium.abilities.etGUYa9dQSvjLvXX]{Electrical Flight} @UUID[Compendium.cyphersystem-compendium.abilities.2asT0zvk1kw5hC1v]{Embraced by Darkness} @UUID[Compendium.cyphersystem-compendium.abilities.IKicLElFbkRx5IaM]{Fast Travel} @UUID[Compendium.cyphersystem-compendium.abilities.2TaqNf6bhxijKELX]{Flash Across the Miles} @UUID[Compendium.cyphersystem-compendium.abilities.abdAcwYE8L00VakL]{Flight} @UUID[Compendium.cyphersystem-compendium.abilities.V2DSp12G6NP3X6Jt]{Impossible Walk} @UUID[Compendium.cyphersystem-compendium.abilities.0wVk3CszKCJQfp0Q]{Incredible Running Speed} @UUID[Compendium.cyphersystem-compendium.abilities.jM6JQUQFUpk9VVut]{Jaunt} @UUID[Compendium.cyphersystem-compendium.abilities.U8OsW0m17N86hNWW]{Juggernaut} @UUID[Compendium.cyphersystem-compendium.abilities.cE7JPRHLqIdM3b9V]{Living Light} @UUID[Compendium.cyphersystem-compendium.abilities.rHApGqEQj8TCGa3f]{Masterful Armor Modification} @UUID[Compendium.cyphersystem-compendium.abilities.lL7QywDGOszTIJCE]{Mental Projection} @UUID[Compendium.cyphersystem-compendium.abilities.tR2v2vMu3TgN21OJ]{Return to the Obelisk} @UUID[Compendium.cyphersystem-compendium.abilities.IN3VI2LxDyYGbqnN]{Teleportation} @UUID[Compendium.cyphersystem-compendium.abilities.lkO9VJhfOrgLY4g1]{Time Travel} @UUID[Compendium.cyphersystem-compendium.abilities.PlKwEwo6ilGqwxwI]{Traverse the Worlds} @UUID[Compendium.cyphersystem-compendium.abilities.8yGwY0PvtF2ivdSn]{Very Long Sprinting} @UUID[Compendium.cyphersystem-compendium.abilities.8PB7yHNGa7iBpYeI]{Wind Chariot} @UUID[Compendium.cyphersystem-compendium.abilities.b44vvK2YjdSeYPJc]{Windwracked Traveler}

Protection

Gives training or specialization in one or more types of combat defenses (Might, Speed, or Intellect), provides or increases Armor, or otherwise helps prevent damage.

Low Tier

@UUID[Compendium.cyphersystem-compendium.abilities.62zBqhQoPk6IV8lF]{Absorb Kinetic Energy} @UUID[Compendium.cyphersystem-compendium.abilities.7OpsD4muO5HGJt29]{Block} @UUID[Compendium.cyphersystem-compendium.abilities.SQ4RTDwdA0yiZ81b]{Closed Mind} @UUID[Compendium.cyphersystem-compendium.abilities.YvPBxDxLz16Usm7m]{Courageous} @UUID[Compendium.cyphersystem-compendium.abilities.bzeuikGxbM7noj2z]{Crystalline Body} @UUID[Compendium.cyphersystem-compendium.abilities.aNNLomN5nZc52ZT4]{Defense Against Robots} @UUID[Compendium.cyphersystem-compendium.abilities.2j6Hqr2Y8Xbz97c4]{Defensive Phasing} @UUID[Compendium.cyphersystem-compendium.abilities.YcDF62pED8waUtry]{Deflect Attacks} @UUID[Compendium.cyphersystem-compendium.abilities.6qCR3kBqCVYDlEOl]{Distortion} @UUID[Compendium.cyphersystem-compendium.abilities.dPFQTFRzv7D7PYKq]{Enhanced Body} @UUID[Compendium.cyphersystem-compendium.abilities.vPflrS1giYnMoqL2]{Enveloping Shield} @UUID[Compendium.cyphersystem-compendium.abilities.1POQ4sFW5DLrmXhn]{Fearsome Reputation} @UUID[Compendium.cyphersystem-compendium.abilities.XuNgbxrY284sWgZg]{Field of Destruction} @UUID[Compendium.cyphersystem-compendium.abilities.K33ayv0NcktuV53N]{Flesh of Stone} @UUID[Compendium.cyphersystem-compendium.abilities.LFiTEQpWhXBgIZWb]{Flight Not Fight} @UUID[Compendium.cyphersystem-compendium.abilities.yb5PaVIPimrcJxFg]{Force Field Shield} @UUID[Compendium.cyphersystem-compendium.abilities.C9x7b1qN4qmm568P]{Fortified Position} @UUID[Compendium.cyphersystem-compendium.abilities.10EqPrn9aONinEfm]{Go Defensive} @UUID[Compendium.cyphersystem-compendium.abilities.pXrC4lkMOY7CvFLk]{Golem Body} @UUID[Compendium.cyphersystem-compendium.abilities.qgholblGXKQri99M]{Hard to Distract} @UUID[Compendium.cyphersystem-compendium.abilities.leUaFf4AxYJwwOHt]{Hard to Hit} @UUID[Compendium.cyphersystem-compendium.abilities.VsAP4JEe7W5gaGaG]{Hardiness} @UUID[Compendium.cyphersystem-compendium.abilities.geCiPXMF2sIRJ68U]{Have Spacesuit, Will Travel} @UUID[Compendium.cyphersystem-compendium.abilities.czVqoPjH98xaNY1d]{Ice Armor} @UUID[Compendium.cyphersystem-compendium.abilities.gjBFpV2OvDmBqeE3]{Just a Bit Mad} @UUID[Compendium.cyphersystem-compendium.abilities.hKsZzzdWTelNlz3q]{Magic Shield} @UUID[Compendium.cyphersystem-compendium.abilities.hGbNYgkuIiZHomcJ]{Mentally Tough} @UUID[Compendium.cyphersystem-compendium.abilities.7BkWiUHcUrcRIKqO]{Out of Harm’s Way} @UUID[Compendium.cyphersystem-compendium.abilities.3t1QshyGYnCSo12z]{Phase Sprint} @UUID[Compendium.cyphersystem-compendium.abilities.ClJUFnz8xBmP4a2l]{Powered Armor} @UUID[Compendium.cyphersystem-compendium.abilities.o2ZDoteWQsFsqTJr]{Practiced in Armor} @UUID[Compendium.cyphersystem-compendium.abilities.GQeO9RXVzeriLsfy]{Quick Block} @UUID[Compendium.cyphersystem-compendium.abilities.MK2dp11krszjDsyc]{Repel Metal} @UUID[Compendium.cyphersystem-compendium.abilities.mmg9XLzvfbP4ESGO]{Resist the Elements} @UUID[Compendium.cyphersystem-compendium.abilities.ssWKJs1l9cQbNZha]{Resist Underwater Hazards} @UUID[Compendium.cyphersystem-compendium.abilities.Q8xKsSOvoFWL1ePP]{Resonance Field} @UUID[Compendium.cyphersystem-compendium.abilities.g0Ewv5wBooSFYOlH]{Safe Fall} @UUID[Compendium.cyphersystem-compendium.abilities.XzomXctsS8NL9M7Q]{Serv-0 Defender} @UUID[Compendium.cyphersystem-compendium.abilities.EheuStXUDPojVmT5]{Shield Master} @UUID[Compendium.cyphersystem-compendium.abilities.AzMtxh562JfrPdKZ]{Shroud of Flame} @UUID[Compendium.cyphersystem-compendium.abilities.CtRvLxfUlCynJv1B]{Skill With Defense} @UUID[Compendium.cyphersystem-compendium.abilities.87SQGqcRavRZslAp]{Sound Conversion Barrier} @UUID[Compendium.cyphersystem-compendium.abilities.HHcC89OKZACgLB8Y]{Stare Them Down} @UUID[Compendium.cyphersystem-compendium.abilities.gS1X6POaKLjNlHsI]{Sturdy} @UUID[Compendium.cyphersystem-compendium.abilities.uatcX3o1oB2Stc4u]{Trained Without Armor} @UUID[Compendium.cyphersystem-compendium.abilities.zEkA8MhrnJ5p9Io6]{Unarmored Fighter} @UUID[Compendium.cyphersystem-compendium.abilities.59mslpID7ogppzMA]{Ward} @UUID[Compendium.cyphersystem-compendium.abilities.6zU8AURXjXgG63j6]{Warding Shield} @UUID[Compendium.cyphersystem-compendium.abilities.6Xs3fyaANQDWXRoc]{Weapon Defense} @UUID[Compendium.cyphersystem-compendium.abilities.QGSHCRW46vn5Xdwu]{Weather the Vicissitudes} @UUID[Compendium.cyphersystem-compendium.abilities.3Xoq7NLpshgG3VPY]{Wind Armor}

Mid Tier

@UUID[Compendium.cyphersystem-compendium.abilities.yvPcOjjqyU3618Ob]{Absorb Pure Energy} @UUID[Compendium.cyphersystem-compendium.abilities.ZH0JbusjycG6zQf1]{Anticipate Attack} @UUID[Compendium.cyphersystem-compendium.abilities.R0UuZ32vmmeFbSMV]{Blood Fever} @UUID[Compendium.cyphersystem-compendium.abilities.gyZd83dgvZnQrmbb]{Cloak of Opportunity} @UUID[Compendium.cyphersystem-compendium.abilities.2SiHiotGcSufnCne]{Confounding Banter} @UUID[Compendium.cyphersystem-compendium.abilities.1fYBYD1EfA5z1NFl]{Confuse Enemy} @UUID[Compendium.cyphersystem-compendium.abilities.BjlHRj3hANsoqhKq]{Counter Danger} @UUID[Compendium.cyphersystem-compendium.abilities.Mj6yJZwRmdXaVwh8]{Countermeasures} @UUID[Compendium.cyphersystem-compendium.abilities.yB4tnpDNVSOxgruq]{Dark Matter Shell} @UUID[Compendium.cyphersystem-compendium.abilities.XYbtbbVKFYmDfmjO]{Dark Matter Shroud} @UUID[Compendium.cyphersystem-compendium.abilities.NnlGdSiR9GbiTJyZ]{Discerning Mind} @UUID[Compendium.cyphersystem-compendium.abilities.LODZEYtmmBN5D9zZ]{Divert Attacks} @UUID[Compendium.cyphersystem-compendium.abilities.E1YiGcXAYOjHXoAd]{Dodge and Respond} @UUID[Compendium.cyphersystem-compendium.abilities.gVOzzvxS6PPu8Ofy]{Dual Defense} @UUID[Compendium.cyphersystem-compendium.abilities.76HF09q7MdGek863]{Electric Armor} @UUID[Compendium.cyphersystem-compendium.abilities.XR8WeRW3OlbCIjlJ]{Elemental Protection} @UUID[Compendium.cyphersystem-compendium.abilities.yz1w8JR23mtlDX49]{Energy Protection} @UUID[Compendium.cyphersystem-compendium.abilities.M49EI6qapNJC2aLR]{Energy Resistance} @UUID[Compendium.cyphersystem-compendium.abilities.4eCjeGPA0ovnwIfu]{Experienced in Armor} @UUID[Compendium.cyphersystem-compendium.abilities.GlXd4oFI9Fqq3rAX]{Experienced Defender} @UUID[Compendium.cyphersystem-compendium.abilities.yPVZmXWhUxustVdq]{Force Field Barrier} @UUID[Compendium.cyphersystem-compendium.abilities.rqC9cEmRkvm29N56]{Fusion Armor} @UUID[Compendium.cyphersystem-compendium.abilities.5t5EIoGSan3pQ08D]{Hard-Won Resilience} @UUID[Compendium.cyphersystem-compendium.abilities.aBfj6w1y6noOzB7d]{Horde Fighting} @UUID[Compendium.cyphersystem-compendium.abilities.uNzF1oQKJ6T1yqL4]{Huge} @UUID[Compendium.cyphersystem-compendium.abilities.zcxMbV4Fe4JqJAe8]{Illusory Evasion} @UUID[Compendium.cyphersystem-compendium.abilities.n985WYLPzj2XqBry]{Magnetic Field} @UUID[Compendium.cyphersystem-compendium.abilities.whVEpvOjmGs3fpcD]{Matter Cloud} @UUID[Compendium.cyphersystem-compendium.abilities.l0OFjk5XVGV5LzP1]{Minor Wish} @UUID[Compendium.cyphersystem-compendium.abilities.mGv7zlZu1wtNCQXQ]{Moving Like Water} @UUID[Compendium.cyphersystem-compendium.abilities.Mz9g9gv2UvARcLid]{Nimble Swimmer} @UUID[Compendium.cyphersystem-compendium.abilities.DMBJEypEWuAS2lai]{Outlaw Reputation} @UUID[Compendium.cyphersystem-compendium.abilities.AQQzctwqPJPUTRbb]{Poison Crafter} @UUID[Compendium.cyphersystem-compendium.abilities.y1bQFSBlwMbUico5]{Rapid Processing} @UUID[Compendium.cyphersystem-compendium.abilities.GvYXLPdpaFEMGuQR]{Resilience} @UUID[Compendium.cyphersystem-compendium.abilities.FuufiUyoLFbgBH5J]{Resilient Ice Armor} @UUID[Compendium.cyphersystem-compendium.abilities.NoKdHv0FSytZR4iF]{Robot Fighter} @UUID[Compendium.cyphersystem-compendium.abilities.NKvNEjx64CcS3l13]{Shield Training} @UUID[Compendium.cyphersystem-compendium.abilities.CNw7shehsdySzhAK]{Subconscious Defense} @UUID[Compendium.cyphersystem-compendium.abilities.3wxiRMTCBZ4iNCHp]{Temporal Acceleration} @UUID[Compendium.cyphersystem-compendium.abilities.t8wL47jk1KS4zapb]{Tough It Out} @UUID[Compendium.cyphersystem-compendium.abilities.sq2JJtnRtSthJSYL]{Tower of Intellect} @UUID[Compendium.cyphersystem-compendium.abilities.2AIQhz00HyZhY7wM]{Tower of Will} @UUID[Compendium.cyphersystem-compendium.abilities.w2aO1ZIpmBDQJXq1]{Tumbling Moves} @UUID[Compendium.cyphersystem-compendium.abilities.OovsYh1BefBJrU8m]{Versatile Mind} @UUID[Compendium.cyphersystem-compendium.abilities.DhbLcVuqEZmS6Z2y]{Vigilance} @UUID[Compendium.cyphersystem-compendium.abilities.OWVz2CkwLnCSJMdS]{Wraith Cloak}

High Tier

@UUID[Compendium.cyphersystem-compendium.abilities.i5n7BaFjTo6W35f9]{Defense Master} @UUID[Compendium.cyphersystem-compendium.abilities.xBZTbhZKRB9AJmMa]{Defensive Augmentation} @UUID[Compendium.cyphersystem-compendium.abilities.FjXL6iSD1CJKbuGT]{Defensive Field} @UUID[Compendium.cyphersystem-compendium.abilities.LwmoGOpgHy1K2dU4]{Energize Creature} @UUID[Compendium.cyphersystem-compendium.abilities.5i6TqVJQQ4sTvqTm]{Energize Crowd} @UUID[Compendium.cyphersystem-compendium.abilities.N0OZaNOIbHTiWDL1]{Evasion} @UUID[Compendium.cyphersystem-compendium.abilities.cTU70NgcebRlD7jI]{Field-Reinforced Armor} @UUID[Compendium.cyphersystem-compendium.abilities.S9QxUr8u2gtwY7ya]{Hard Target} @UUID[Compendium.cyphersystem-compendium.abilities.KGzAHs3qln0fNDjt]{Hard to Kill} @UUID[Compendium.cyphersystem-compendium.abilities.5rgcPJXpCcB5VJ1m]{Lost in the Chaos} @UUID[Compendium.cyphersystem-compendium.abilities.rHApGqEQj8TCGa3f]{Masterful Armor Modification} @UUID[Compendium.cyphersystem-compendium.abilities.4k5JFV78A5SiPjFo]{Mastery in Armor} @UUID[Compendium.cyphersystem-compendium.abilities.LTqgcoprvBF2ZkdH]{Mastery With Defense} @UUID[Compendium.cyphersystem-compendium.abilities.iIy1HDd9yUl07AYo]{Microgravity Avoidance} @UUID[Compendium.cyphersystem-compendium.abilities.m2j3n3xiExLcXAAn]{Moderate Wish} @UUID[Compendium.cyphersystem-compendium.abilities.lGbieMmnuoqsl4Jz]{Nothing but Defend} @UUID[Compendium.cyphersystem-compendium.abilities.AmZDmnmP7CxSSN4h]{Parry} @UUID[Compendium.cyphersystem-compendium.abilities.N0wzhZ676UrCR8M4]{Precognition} @UUID[Compendium.cyphersystem-compendium.abilities.cbXNxvPdWEbKF6nA]{Reactive Field} @UUID[Compendium.cyphersystem-compendium.abilities.MA2Pwhbpbq2SSIQy]{See the Future} @UUID[Compendium.cyphersystem-compendium.abilities.4BQHOR98z3TYJPQu]{Still As a Statue} @UUID[Compendium.cyphersystem-compendium.abilities.fkedtvx6UakJPOZN]{Ultra Enhancement} @UUID[Compendium.cyphersystem-compendium.abilities.QLRztjFH4YetYM6l]{Untouchable} @UUID[Compendium.cyphersystem-compendium.abilities.INdq5iQf5ECzRiNp]{Untouchable While Moving} @UUID[Compendium.cyphersystem-compendium.abilities.B6SEeGr5kxLAgvvq]{Wear It Well}

Senses

Enhances your senses (seeing in the dark, seeing underwater or through mist, sensing danger, finding optimal places to stand in combat, and so on), but doesn’t provide direct answers to questions like an information ability does.

Low Tier

@UUID[Compendium.cyphersystem-compendium.abilities.xskKzxBoGvSrje4e]{Eyes Adjusted} @UUID[Compendium.cyphersystem-compendium.abilities.wVgcztnnNFPqK9Mo]{Familiarize} @UUID[Compendium.cyphersystem-compendium.abilities.8ydN3DBdXXP24hQL]{Find an Opening} @UUID[Compendium.cyphersystem-compendium.abilities.YBMLX3Jm5oN79J6G]{Heads-Up Display} @UUID[Compendium.cyphersystem-compendium.abilities.boxrBJsyP0yjJHjt]{Link Senses} @UUID[Compendium.cyphersystem-compendium.abilities.TPEcyzCeC3z5FyyQ]{Mental Link} @UUID[Compendium.cyphersystem-compendium.abilities.Uti1XQwY4VFZwwwc]{Reveal} @UUID[Compendium.cyphersystem-compendium.abilities.jq6Wm9xYxJA0bRaR]{See the Unseen} @UUID[Compendium.cyphersystem-compendium.abilities.rYyymKUc0QKWdNsy]{See Through Matter} @UUID[Compendium.cyphersystem-compendium.abilities.mvFsSsVjyF8iXvCe]{Sense Ambush} @UUID[Compendium.cyphersystem-compendium.abilities.PRh7n2VLXyRa4il9]{Share Senses} @UUID[Compendium.cyphersystem-compendium.abilities.WgjatSOUT6pT02A7]{Third Eye}

Mid Tier

@UUID[Compendium.cyphersystem-compendium.abilities.KAAezRI2l8rdp1NS]{Animal Senses and Sensibilities} @UUID[Compendium.cyphersystem-compendium.abilities.ZB80ZclRSzEcr4o1]{Awareness} @UUID[Compendium.cyphersystem-compendium.abilities.zstBkLwRduC7vgGT]{Beast Eyes} @UUID[Compendium.cyphersystem-compendium.abilities.nJlhmzrhmXvM3QvU]{Break the Line} @UUID[Compendium.cyphersystem-compendium.abilities.j1AZSJpCetRgsQ6A]{Detect Life} @UUID[Compendium.cyphersystem-compendium.abilities.MvyXo0ZUsxu8QQ22]{Distance Viewing} @UUID[Compendium.cyphersystem-compendium.abilities.EcOIgMC9c1IfSHsr]{Echolocation} @UUID[Compendium.cyphersystem-compendium.abilities.khxZngfluNmVSAIT]{Experienced Finder} @UUID[Compendium.cyphersystem-compendium.abilities.QsXOz48JgyXYEEqS]{Inhabit Crystal} @UUID[Compendium.cyphersystem-compendium.abilities.KBjSpuK7XJc1abJv]{Remote Viewing} @UUID[Compendium.cyphersystem-compendium.abilities.syiylO75dZlcUp3i]{Sensing Package} @UUID[Compendium.cyphersystem-compendium.abilities.bzy1KzO0oPmZGu2b]{Sensor} @UUID[Compendium.cyphersystem-compendium.abilities.9YuQrJXAQO0qIFPj]{Serv-0 Spy} @UUID[Compendium.cyphersystem-compendium.abilities.V1ROUnWXLmLRMxXi]{Trapfinder} @UUID[Compendium.cyphersystem-compendium.abilities.FktE2hQhSKXbWcQU]{Use Senses of Others}

High Tier

@UUID[Compendium.cyphersystem-compendium.abilities.B0dq2gW9gdA0PdzR]{Amplify Sounds} @UUID[Compendium.cyphersystem-compendium.abilities.djqbPin4qsUauJmD]{Battlefield Tactician} @UUID[Compendium.cyphersystem-compendium.abilities.xRvaY8SG4HVy5WO8]{Dark Explorer} @UUID[Compendium.cyphersystem-compendium.abilities.cpJY8qkTAmSvXoFM]{Infer Thoughts} @UUID[Compendium.cyphersystem-compendium.abilities.7QTTrXnxDHskYYhj]{Master Machine} @UUID[Compendium.cyphersystem-compendium.abilities.PazO9rJ2YoE8VEUw]{See Through Time} @UUID[Compendium.cyphersystem-compendium.abilities.MGzAkRaGd4LgfQti]{True Senses}

Social

Gives you an indirect social benefit, such as providing a useful contact in a city or letting you take advantage of your social status.

Low Tier

@UUID[Compendium.cyphersystem-compendium.abilities.2CekF2lqwNrMyio0]{Connected} @UUID[Compendium.cyphersystem-compendium.abilities.2GwH3ugd7aHrWZRz]{Debate} @UUID[Compendium.cyphersystem-compendium.abilities.JSlr2Q6Ll1xNd8fX]{Demeanor of Command} @UUID[Compendium.cyphersystem-compendium.abilities.GT0AiiarWPbGzxKs]{Impart Ideal} @UUID[Compendium.cyphersystem-compendium.abilities.OmfjqEmmIbrWST5U]{Misdirect Blame} @UUID[Compendium.cyphersystem-compendium.abilities.5VqOTQlAYTtWTwmS]{Negotiate} @UUID[Compendium.cyphersystem-compendium.abilities.6QXGJBsJPDFgcdq5]{Perks of Stardom} @UUID[Compendium.cyphersystem-compendium.abilities.MBlyd9LvSH8D0Z5I]{Powerful Rhetoric} @UUID[Compendium.cyphersystem-compendium.abilities.xMRRfjFF0POkxyea]{Privileged Nobility} @UUID[Compendium.cyphersystem-compendium.abilities.OFWQd2W52VAODeas]{Underworld Contacts} @UUID[Compendium.cyphersystem-compendium.abilities.UHvD5299HFbwBvpR]{Unexpected Betrayal}

Mid Tier

@UUID[Compendium.cyphersystem-compendium.abilities.7Gxuqkwo4i47yHe3]{Betrayal} @UUID[Compendium.cyphersystem-compendium.abilities.tmrSKjGmjbxfIqPI]{Flamboyant Boast} @UUID[Compendium.cyphersystem-compendium.abilities.zg8dYuOdCXGwXOFd]{Informer} @UUID[Compendium.cyphersystem-compendium.abilities.i5BlJLgj1ayBw0uY]{Oratory} @UUID[Compendium.cyphersystem-compendium.abilities.ZqBpOAiH70SGHX8N]{Perfect Stranger}

High Tier

@UUID[Compendium.cyphersystem-compendium.abilities.hhBF8re7Azmce3Y9]{Group Friendship}

Special Attack

Gives the ability to make a special melee or ranged attack (weapon, energy blast, psychic, and so on). The attack might do damage, have a special effect (disarm, hinder, move the target, and so on), or both. This also includes abilities like Spray that let you attack multiple targets as your action.

Low Tier

@UUID[Compendium.cyphersystem-compendium.abilities.p61Ycyc7lVZQXupO]{Advantage to Disadvantage} @UUID[Compendium.cyphersystem-compendium.abilities.X7Rrn9Q54ceSA4Lr]{Aggression} @UUID[Compendium.cyphersystem-compendium.abilities.EyAIsiqJGCspQFcu]{Arcane Flare} @UUID[Compendium.cyphersystem-compendium.abilities.7BS6IEcYlEp5v3OC]{Bash} @UUID[Compendium.cyphersystem-compendium.abilities.wyUQ3Atl3V1ItCFH]{Bloodlust} @UUID[Compendium.cyphersystem-compendium.abilities.Mfebb42AE5xt7k85]{Concussive Blast} @UUID[Compendium.cyphersystem-compendium.abilities.6cMg5QXB71YNgoaM]{Control the Field} @UUID[Compendium.cyphersystem-compendium.abilities.o7kTUAFonv5HPi07]{Cutting Light} @UUID[Compendium.cyphersystem-compendium.abilities.teFcKcbo5ZBFbfRl]{Dazzling Sunburst} @UUID[Compendium.cyphersystem-compendium.abilities.di7QfASecjKU8BPN]{Disincentivize} @UUID[Compendium.cyphersystem-compendium.abilities.7f6ulMjWFw2BOK76]{Disrupting Touch} @UUID[Compendium.cyphersystem-compendium.abilities.JyAovhallyh9m6oW]{Drain Machine} @UUID[Compendium.cyphersystem-compendium.abilities.bH57y3PYsMceluGy]{Dream Thief} @UUID[Compendium.cyphersystem-compendium.abilities.NHns9zqufRvB3Tnl]{Dual Light Wield} @UUID[Compendium.cyphersystem-compendium.abilities.bM2Y62eaUKYKdcwq]{Entangling Force} @UUID[Compendium.cyphersystem-compendium.abilities.lQ4MNmGXXNBMGsmk]{Enthrall} @UUID[Compendium.cyphersystem-compendium.abilities.TmWjWp4iWk4GMLN0]{Erase Memories} @UUID[Compendium.cyphersystem-compendium.abilities.eFgzJXQlg6l7NBqM]{Eye Gouge} @UUID[Compendium.cyphersystem-compendium.abilities.78uF9siViGIHKYGx]{Flash} @UUID[Compendium.cyphersystem-compendium.abilities.aidcxXW6MokDMqY7]{Force Bash} @UUID[Compendium.cyphersystem-compendium.abilities.nHqTzLHJrUWSAATM]{Frost Touch} @UUID[Compendium.cyphersystem-compendium.abilities.aFEBxDGnuFi20cLo]{Golem Grip} @UUID[Compendium.cyphersystem-compendium.abilities.zW0cZJQTR0tHUmn3]{Grasping Foliage} @UUID[Compendium.cyphersystem-compendium.abilities.S3L1oym8fpx0NsAc]{Hemorrhage} @UUID[Compendium.cyphersystem-compendium.abilities.NJjAmyf9zhjRTNme]{Hurl Flame} @UUID[Compendium.cyphersystem-compendium.abilities.lwJAowJa4eKlcDjb]{Misdirect} @UUID[Compendium.cyphersystem-compendium.abilities.FE1Ge8CbJxQcCo0b]{Onslaught} @UUID[Compendium.cyphersystem-compendium.abilities.90wkMwuVBaiyL9yt]{Opportunist} @UUID[Compendium.cyphersystem-compendium.abilities.o2iiTUXdkMPREkvK]{Overwatch} @UUID[Compendium.cyphersystem-compendium.abilities.IPwnXtVrXauJXgFo]{Pierce} @UUID[Compendium.cyphersystem-compendium.abilities.Myt0JUt24B8hjYAg]{Push} @UUID[Compendium.cyphersystem-compendium.abilities.yszDDDpH6m16dEoV]{Quick Throw} @UUID[Compendium.cyphersystem-compendium.abilities.Yg6jEM07HAccDcNC]{Ray of Confusion} @UUID[Compendium.cyphersystem-compendium.abilities.NMjccuRLDDnfZtZe]{Release Energy} @UUID[Compendium.cyphersystem-compendium.abilities.Q8xKsSOvoFWL1ePP]{Resonance Field} @UUID[Compendium.cyphersystem-compendium.abilities.7aCeBDGZqu8A9hMQ]{Ribbons of Dark Matter} @UUID[Compendium.cyphersystem-compendium.abilities.kkCW4KkWA751AeBl]{Scramble Machine} @UUID[Compendium.cyphersystem-compendium.abilities.n81xGnZHydeXmIRc]{Scratch Existence} @UUID[Compendium.cyphersystem-compendium.abilities.0Wq39mJ9oXA415qx]{Seeds of Fury} @UUID[Compendium.cyphersystem-compendium.abilities.nptFEdFaUvjDeqAz]{Shatter} @UUID[Compendium.cyphersystem-compendium.abilities.3btRIiWxY8oMcVMo]{Shock} @UUID[Compendium.cyphersystem-compendium.abilities.pdNI9QMKmDwu8gza]{Stasis} @UUID[Compendium.cyphersystem-compendium.abilities.36nlDXhOP5e5dfns]{Successive Attack} @UUID[Compendium.cyphersystem-compendium.abilities.uG2ACHNAPoZirp0b]{Surprise Attack} @UUID[Compendium.cyphersystem-compendium.abilities.8hiUfUNY3u2IpVDa]{Swipe} @UUID[Compendium.cyphersystem-compendium.abilities.WO2Wg9PvscHMcQlH]{Thrust} @UUID[Compendium.cyphersystem-compendium.abilities.uMaMKhemHmtlXDjT]{Thunder Beam} @UUID[Compendium.cyphersystem-compendium.abilities.cwZIpP2FTLIVGhbm]{Weighty}

Mid Tier

@UUID[Compendium.cyphersystem-compendium.abilities.ra0A8MtQjZEYhJPr]{Acrobatic Attack} @UUID[Compendium.cyphersystem-compendium.abilities.cS1RW48sdVY6ZJZd]{Ambusher} @UUID[Compendium.cyphersystem-compendium.abilities.SG8ms3jfHw8hXGnX]{Answering Attack} @UUID[Compendium.cyphersystem-compendium.abilities.tbeFzIPGuAjRBpKM]{Better Surprise Attack} @UUID[Compendium.cyphersystem-compendium.abilities.YDKULtvV0pMJDxi2]{Bolts of Power} @UUID[Compendium.cyphersystem-compendium.abilities.V2BSB9or5UJdTiYF]{Built-in Weaponry} @UUID[Compendium.cyphersystem-compendium.abilities.IUlsD8Zxp8AYbO4h]{Burning Light} @UUID[Compendium.cyphersystem-compendium.abilities.Hw16NpdbdJOqVF4z]{Castigate} @UUID[Compendium.cyphersystem-compendium.abilities.WeMTxJElozl7OWdJ]{Center of Attention} @UUID[Compendium.cyphersystem-compendium.abilities.hIWg9VFNnYnrknAu]{Crystal Lens} @UUID[Compendium.cyphersystem-compendium.abilities.MqGMnSIkHK4rOFSm]{Dark Matter Strike} @UUID[Compendium.cyphersystem-compendium.abilities.vZELZYMsLJfBfUnt]{Dazing Attack} @UUID[Compendium.cyphersystem-compendium.abilities.JVvSTtYbksWJDADY]{Debilitating Strike} @UUID[Compendium.cyphersystem-compendium.abilities.0XSuUGS0UyrhiW44]{Destroy Metal} @UUID[Compendium.cyphersystem-compendium.abilities.ka5VA9XBi4OTnKVa]{Disable Mechanisms} @UUID[Compendium.cyphersystem-compendium.abilities.7rjeYt5hNhkvqK9w]{Disarming Strike} @UUID[Compendium.cyphersystem-compendium.abilities.dJTgtIs80gOoI6ac]{Divine Radiance} @UUID[Compendium.cyphersystem-compendium.abilities.E1YiGcXAYOjHXoAd]{Dodge and Respond} @UUID[Compendium.cyphersystem-compendium.abilities.A6H8xi93t6Zrexz9]{Drain Charge} @UUID[Compendium.cyphersystem-compendium.abilities.q9nALxXrBv5ubXaT]{Dual Medium Wield} @UUID[Compendium.cyphersystem-compendium.abilities.1L1uoad8vwgWxiyN]{Everything Is a Weapon} @UUID[Compendium.cyphersystem-compendium.abilities.VEJQ74o175OnlIAm]{Exile} @UUID[Compendium.cyphersystem-compendium.abilities.RO8dmB90aRPOmCuJ]{Feint} @UUID[Compendium.cyphersystem-compendium.abilities.AUGM3xEluWJi4Y8h]{Fire and Ice} @UUID[Compendium.cyphersystem-compendium.abilities.NgHLZq3tZ3CFJvYv]{Fire Bloom} @UUID[Compendium.cyphersystem-compendium.abilities.CAh0KStmP03kgv62]{Fling} @UUID[Compendium.cyphersystem-compendium.abilities.dDhnZrzAxDvK7QYa]{Force at Distance} @UUID[Compendium.cyphersystem-compendium.abilities.dCoCGVzWxIL9fIvH]{Force Blast} @UUID[Compendium.cyphersystem-compendium.abilities.BGMXK6VKNmp8M4A3]{Freezing Touch} @UUID[Compendium.cyphersystem-compendium.abilities.E0k0LUw0epjJGrv9]{Golem Stomp} @UUID[Compendium.cyphersystem-compendium.abilities.48i5ybVtZaTlFLJf]{Grab} @UUID[Compendium.cyphersystem-compendium.abilities.jbhcWHMiQQaR9ukO]{Gravity Cleave} @UUID[Compendium.cyphersystem-compendium.abilities.LLvJZvzbGQOrlqoE]{Ignition} @UUID[Compendium.cyphersystem-compendium.abilities.QxOsAHpd8ZkEXI5u]{Improved Object Bond} @UUID[Compendium.cyphersystem-compendium.abilities.2K3b6cTuLEGZfYqa]{Knock Out} @UUID[Compendium.cyphersystem-compendium.abilities.whVEpvOjmGs3fpcD]{Matter Cloud} @UUID[Compendium.cyphersystem-compendium.abilities.R9WffstnihzBuuvW]{Mind Games} @UUID[Compendium.cyphersystem-compendium.abilities.PTVAJGFiXDueX8az]{Momentum} @UUID[Compendium.cyphersystem-compendium.abilities.gDwPpgIAocEfQjPx]{Overawe} @UUID[Compendium.cyphersystem-compendium.abilities.zIYdniz9sjvAHsnX]{Overcome All Obstacles} @UUID[Compendium.cyphersystem-compendium.abilities.rXUUDUJFKis8TpnL]{Phase Detonation} @UUID[Compendium.cyphersystem-compendium.abilities.cJB7wj5okdPZuRNb]{Phased Attack} @UUID[Compendium.cyphersystem-compendium.abilities.NoC3yuqxU8yhPf47]{Power Strike} @UUID[Compendium.cyphersystem-compendium.abilities.blm1Z8JxvWOiFf0b]{Pry Open} @UUID[Compendium.cyphersystem-compendium.abilities.Mc8L07dpf605FDo9]{Psychic Burst} @UUID[Compendium.cyphersystem-compendium.abilities.Je1MitN21L3lqWVF]{Psychosis} @UUID[Compendium.cyphersystem-compendium.abilities.JJ9nWmcBIlfyNDfe]{Push Off and Throw} @UUID[Compendium.cyphersystem-compendium.abilities.JlYk5UNZEUzzO8Js]{Quick Strike} @UUID[Compendium.cyphersystem-compendium.abilities.YA5P5CBNr5NSmY6z]{Rapid Attack} @UUID[Compendium.cyphersystem-compendium.abilities.XqGE5QLHnpIKB5rB]{Reaction} @UUID[Compendium.cyphersystem-compendium.abilities.Yo2Z3EdYjx88jYnp]{Remote Control} @UUID[Compendium.cyphersystem-compendium.abilities.ZuX6gykVtKxiBAxR]{Run and Fight} @UUID[Compendium.cyphersystem-compendium.abilities.znJCKr6PeEq4a0j5]{Shattering Shout} @UUID[Compendium.cyphersystem-compendium.abilities.bkQnnjRFJS9VpaY5]{Slice} @UUID[Compendium.cyphersystem-compendium.abilities.oNk0Nhle1XwBhOvp]{Snap Shot} @UUID[Compendium.cyphersystem-compendium.abilities.yJDNsRAG3Elm6PWp]{Snipe} @UUID[Compendium.cyphersystem-compendium.abilities.YIzrA5i8eBSPMFzj]{Spray} @UUID[Compendium.cyphersystem-compendium.abilities.57txEIyzuPUQOqVP]{Sprint and Grab} @UUID[Compendium.cyphersystem-compendium.abilities.B4U7RiMrZElfOQyj]{Taking Advantage} @UUID[Compendium.cyphersystem-compendium.abilities.hy3hI86e9BCmkcQO]{Tall Tale} @UUID[Compendium.cyphersystem-compendium.abilities.WuNUt6ltWGDdjNLS]{Throw} @UUID[Compendium.cyphersystem-compendium.abilities.SPL1URVkuo4PJP8I]{Throw Force Shield} @UUID[Compendium.cyphersystem-compendium.abilities.4s3SAqu0lb5qzfzL]{Trick Shot}

High Tier

@UUID[Compendium.cyphersystem-compendium.abilities.NCXCkCYeZw8qlazG]{Absorb Energy} @UUID[Compendium.cyphersystem-compendium.abilities.WrJDw2X8JHcljjP4]{Arc Spray} @UUID[Compendium.cyphersystem-compendium.abilities.YbYeZ0A0m96IWxwl]{Assassin Strike} @UUID[Compendium.cyphersystem-compendium.abilities.T5tn7zItPyaRcYNC]{Asserting Your Privilege} @UUID[Compendium.cyphersystem-compendium.abilities.ltAq7qr8aaalOtJp]{Attack and Attack Again} @UUID[Compendium.cyphersystem-compendium.abilities.6kTwO0uYuP8qKqkM]{Biomorphic Detonation} @UUID[Compendium.cyphersystem-compendium.abilities.jISh0vWOJdK9hUm1]{Blind Machine} @UUID[Compendium.cyphersystem-compendium.abilities.XRXQwJplJrm7onbN]{Blinding Attack} @UUID[Compendium.cyphersystem-compendium.abilities.zflNCqrmTL7vrYg1]{Bouncing Shield} @UUID[Compendium.cyphersystem-compendium.abilities.9O17NBrKA4AA4Ckw]{Break the Ranks} @UUID[Compendium.cyphersystem-compendium.abilities.lID9ke0vHX2r2CC8]{Break Their Mind} @UUID[Compendium.cyphersystem-compendium.abilities.2lhnVWUMX1Nu6KVj]{Call the Storm} @UUID[Compendium.cyphersystem-compendium.abilities.yEfkqXxmuQqlA6Fi]{Cold Burst} @UUID[Compendium.cyphersystem-compendium.abilities.PZBKCtRj5S6ULnjo]{Concussion} @UUID[Compendium.cyphersystem-compendium.abilities.jHrQLzIfjKtXBoJL]{Deactivate Mechanisms} @UUID[Compendium.cyphersystem-compendium.abilities.6P1CJvVMot3Y2xj0]{Deadly Strike} @UUID[Compendium.cyphersystem-compendium.abilities.iTxEWRCR8G5Rych2]{Death Touch} @UUID[Compendium.cyphersystem-compendium.abilities.i5n7BaFjTo6W35f9]{Defense Master} @UUID[Compendium.cyphersystem-compendium.abilities.0WPUu04FbqxGckhU]{Destroyer} @UUID[Compendium.cyphersystem-compendium.abilities.xR2DkSqvAoR8Vtfn]{Dirty Fighter} @UUID[Compendium.cyphersystem-compendium.abilities.p1UMG2hrng7mLFDv]{Disarming Attack} @UUID[Compendium.cyphersystem-compendium.abilities.OkKNmMvLFwHxUv2r]{Divine Intervention} @UUID[Compendium.cyphersystem-compendium.abilities.tgaSXp1VQiec8Jst]{Divine Symbol} @UUID[Compendium.cyphersystem-compendium.abilities.1W0sBVHxG7LESCPl]{Do You Know Who I Am?} @UUID[Compendium.cyphersystem-compendium.abilities.NJakiz9yvoflzzBD]{Drain Power} @UUID[Compendium.cyphersystem-compendium.abilities.D4JFKjeVDkx9Xfnf]{Dust to Dust} @UUID[Compendium.cyphersystem-compendium.abilities.jhdgI9rV2mpH6JQU]{Earthquake} @UUID[Compendium.cyphersystem-compendium.abilities.apQwshUTjCQPym8A]{Embrace the Night} @UUID[Compendium.cyphersystem-compendium.abilities.Be1ehHb90jtLc8l0]{Explosive Release} @UUID[Compendium.cyphersystem-compendium.abilities.syJ3mkT2hHR2MY3o]{Finishing Blow} @UUID[Compendium.cyphersystem-compendium.abilities.6fpCYtBDCfW6m1b0]{Fire Tendrils} @UUID[Compendium.cyphersystem-compendium.abilities.xCUKzmoBKzN9gIut]{Foul Aura} @UUID[Compendium.cyphersystem-compendium.abilities.mvC2vboULutesBDu]{Ice Storm} @UUID[Compendium.cyphersystem-compendium.abilities.SZtOjKk7ScShJT6G]{Iron Punch} @UUID[Compendium.cyphersystem-compendium.abilities.IFb8NX06xgWM7H98]{Jump Attack} @UUID[Compendium.cyphersystem-compendium.abilities.tjzqyyAZoibXl4DT]{Lethal Ploy} @UUID[Compendium.cyphersystem-compendium.abilities.GlFT2ITvytQVWywQ]{Lethal Vibration} @UUID[Compendium.cyphersystem-compendium.abilities.KNElOxbWobS1ygLv]{Murderer} @UUID[Compendium.cyphersystem-compendium.abilities.pUbqCBV3dBOWFgmv]{Nightmare} @UUID[Compendium.cyphersystem-compendium.abilities.ptH3O4GES71CClGO]{Phase Foe} @UUID[Compendium.cyphersystem-compendium.abilities.xxavxLEaiVFug1D6]{Protective Wall} @UUID[Compendium.cyphersystem-compendium.abilities.8wSx2qtKXq0dWxId]{Psychokinetic Attack} @UUID[Compendium.cyphersystem-compendium.abilities.KVOFCKWKmUrqAe7v]{Punish All the Guilty} @UUID[Compendium.cyphersystem-compendium.abilities.bY52t6eGONKu8Kr4]{Resonant Quake} @UUID[Compendium.cyphersystem-compendium.abilities.G5bTthwpEf5azVHA]{Return to Sender} @UUID[Compendium.cyphersystem-compendium.abilities.EH8OmAJaimF4MTgg]{Shatter Mind} @UUID[Compendium.cyphersystem-compendium.abilities.BM6YnBez7sVnrGUh]{Special Shot} @UUID[Compendium.cyphersystem-compendium.abilities.KDZeCZJxjCQzlTxA]{Spin Attack} @UUID[Compendium.cyphersystem-compendium.abilities.jrTEtAhE6GfLW7R4]{Spring Away} @UUID[Compendium.cyphersystem-compendium.abilities.eQIPJk2xcFGfDr3H]{Stun Attack} @UUID[Compendium.cyphersystem-compendium.abilities.xbYD729j3km6ZDCA]{Sun Siphon} @UUID[Compendium.cyphersystem-compendium.abilities.447ojnjZFMCma8eu]{Taunt Foe} @UUID[Compendium.cyphersystem-compendium.abilities.kKYyGbrQxDRSOh37]{Terrifying Gaze} @UUID[Compendium.cyphersystem-compendium.abilities.Z4QcjOxgltEJPm96]{Twisting the Knife} @UUID[Compendium.cyphersystem-compendium.abilities.IN9qNZDx4sBKNr8n]{Undo} @UUID[Compendium.cyphersystem-compendium.abilities.xRIDlrBzTXVYC5rh]{Vindictive Performance} @UUID[Compendium.cyphersystem-compendium.abilities.s8NShtaUrW0Oxolo]{Weapon and Body} @UUID[Compendium.cyphersystem-compendium.abilities.tMOeiKWrhp5P5CCQ]{Weight of the World} @UUID[Compendium.cyphersystem-compendium.abilities.w3HN2nZBTo5mLJcM]{Weightless Shot} @UUID[Compendium.cyphersystem-compendium.abilities.WW3QjCP5UJUsKBW3]{Whirlwind of Throws} @UUID[Compendium.cyphersystem-compendium.abilities.EXrZLa3M8BK43qoi]{Winter Gauntlets} @UUID[Compendium.cyphersystem-compendium.abilities.Gsre3acJaxhGBa0S]{Word of Death}

Support

Gives some sort of benefit to an ally rather than yourself, such as an extra action or an asset on their roll.

Low Tier

@UUID[Compendium.cyphersystem-compendium.abilities.WrgqojoyWuTWpyQq]{Advice From a Friend} @UUID[Compendium.cyphersystem-compendium.abilities.BlBi7qk0darLthxS]{Anecdote} @UUID[Compendium.cyphersystem-compendium.abilities.b8rtgyatE8o9FaRS]{Attack Flourish} @UUID[Compendium.cyphersystem-compendium.abilities.5jGN9GicKYIAneKQ]{Defend the Innocent} @UUID[Compendium.cyphersystem-compendium.abilities.4yyKQYnrbL3r9gcU]{Enable Others} @UUID[Compendium.cyphersystem-compendium.abilities.hYa7I52x2iwffh8C]{Encouragement} @UUID[Compendium.cyphersystem-compendium.abilities.grCiWRuV8lvflQHM]{Encouraging Presence} @UUID[Compendium.cyphersystem-compendium.abilities.4fcns7ANpZF7pHaz]{Force Field} @UUID[Compendium.cyphersystem-compendium.abilities.lZCAKgP966BuU4uF]{Friendly Help} @UUID[Compendium.cyphersystem-compendium.abilities.DmnRMTfHYaeoYFVu]{Good Advice} @UUID[Compendium.cyphersystem-compendium.abilities.FiSwskgQGBjp4IhZ]{Inspire Action} @UUID[Compendium.cyphersystem-compendium.abilities.wWCehMidmvLypdxj]{Inspire Aggression} @UUID[Compendium.cyphersystem-compendium.abilities.DLxDL49VjUEMAjxZ]{Inspiring Ease} @UUID[Compendium.cyphersystem-compendium.abilities.qp1jDaFiRR5xPPMn]{Protector} @UUID[Compendium.cyphersystem-compendium.abilities.POaewj2PWMMfCY1i]{Rally to Me} @UUID[Compendium.cyphersystem-compendium.abilities.Uti1XQwY4VFZwwwc]{Reveal} @UUID[Compendium.cyphersystem-compendium.abilities.FgyHV0QR3YwlLIVb]{Sculpt Flesh} @UUID[Compendium.cyphersystem-compendium.abilities.701ts4xCDjURZSb5]{Teamwork}

Mid Tier

@UUID[Compendium.cyphersystem-compendium.abilities.hB1CISYVEZXEO0IV]{Accelerate} @UUID[Compendium.cyphersystem-compendium.abilities.wJSxVM8fWADJtTSd]{Applying Your Knowledge} @UUID[Compendium.cyphersystem-compendium.abilities.knh2MWMhCgqOjWYD]{Buddy System} @UUID[Compendium.cyphersystem-compendium.abilities.lb5Bo8BpNXdVMkmt]{Combat Challenge} @UUID[Compendium.cyphersystem-compendium.abilities.bz04IOSkdP3zcRMD]{Defend All the Innocent} @UUID[Compendium.cyphersystem-compendium.abilities.Su3LkSzdGHg9w1RO]{Dual Wards} @UUID[Compendium.cyphersystem-compendium.abilities.XR8WeRW3OlbCIjlJ]{Elemental Protection} @UUID[Compendium.cyphersystem-compendium.abilities.RgosWDt0hkosbVQr]{In Harm’s Way} @UUID[Compendium.cyphersystem-compendium.abilities.1N6P5ZRogThCS0KH]{Lead by Inquiry} @UUID[Compendium.cyphersystem-compendium.abilities.dIK67k9aoBbFBnkf]{Pay It Forward} @UUID[Compendium.cyphersystem-compendium.abilities.oS3AeTouF6HPcaH5]{Play to the Crowd} @UUID[Compendium.cyphersystem-compendium.abilities.QFZyfDWOSEpZeQmM]{Spur Effort} @UUID[Compendium.cyphersystem-compendium.abilities.scceoEmEnN5MW8XT]{Take Command} @UUID[Compendium.cyphersystem-compendium.abilities.GAeUBbQWE3ryv50V]{True Guardian}

High Tier

@UUID[Compendium.cyphersystem-compendium.abilities.Eez3uExkDA20XJg3]{Able Assistance} @UUID[Compendium.cyphersystem-compendium.abilities.G8waoPdWGzMl0S1n]{Battle Management} @UUID[Compendium.cyphersystem-compendium.abilities.3JWMtJBjf3oUWaxP]{Block for Another} @UUID[Compendium.cyphersystem-compendium.abilities.LwmoGOpgHy1K2dU4]{Energize Creature} @UUID[Compendium.cyphersystem-compendium.abilities.5i6TqVJQQ4sTvqTm]{Energize Crowd} @UUID[Compendium.cyphersystem-compendium.abilities.lJWTlBH1koX2Fjgi]{Impart Understanding} @UUID[Compendium.cyphersystem-compendium.abilities.oilgQ4oM02Pa0eNp]{Inspiration} @UUID[Compendium.cyphersystem-compendium.abilities.tTrekc4AZbIqem5L]{Inspire Coordinated Actions} @UUID[Compendium.cyphersystem-compendium.abilities.fPCTpU0viXXWrNs0]{Inspiring Success} @UUID[Compendium.cyphersystem-compendium.abilities.Tes6ntXPZR8IHgY4]{Regenerate Other} @UUID[Compendium.cyphersystem-compendium.abilities.PXvS7AatBcxH9cvZ]{Share Defense} @UUID[Compendium.cyphersystem-compendium.abilities.U9sgMUKkIkDIdRtK]{Stimulate} @UUID[Compendium.cyphersystem-compendium.abilities.iE83ABQRko5NemVU]{Teach Trick} @UUID[Compendium.cyphersystem-compendium.abilities.zZYSSAFXtJcuezxM]{Transcend the Script} @UUID[Compendium.cyphersystem-compendium.abilities.mjEFQ3ndDRvLB5Dj]{True Defender} @UUID[Compendium.cyphersystem-compendium.abilities.IN9qNZDx4sBKNr8n]{Undo} @UUID[Compendium.cyphersystem-compendium.abilities.PTM0HWGFfo5CHMif]{Will of a Leader} @UUID[Compendium.cyphersystem-compendium.abilities.jTiOQKW2QtXK8dmF]{Work the Friendship}

Task

Gives training, specialization, or an asset in one or more noncombat skills (climbing, healing, computers, initiative, and so on).

Low Tier

@UUID[Compendium.cyphersystem-compendium.abilities.wifCvRG9OhsTDT30]{Advantages of Being Big} @UUID[Compendium.cyphersystem-compendium.abilities.YD5gm0w3lqTSyO3V]{Anticipation} @UUID[Compendium.cyphersystem-compendium.abilities.rYaAyFLmCAAwZi0s]{Assassin Skills} @UUID[Compendium.cyphersystem-compendium.abilities.cpXOBSLY03j89yOy]{Athlete} @UUID[Compendium.cyphersystem-compendium.abilities.AWretAEaeQfXTXMy]{Autodoctor} @UUID[Compendium.cyphersystem-compendium.abilities.tJiXzKX4gf0GNV6V]{Balance} @UUID[Compendium.cyphersystem-compendium.abilities.XToLeZ4ksSj3MA5I]{Bestiary Knowledge} @UUID[Compendium.cyphersystem-compendium.abilities.A83Lw7NnAqwg4BZR]{Blameless} @UUID[Compendium.cyphersystem-compendium.abilities.awhzMw4RHwOwgEIR]{Breaker} @UUID[Compendium.cyphersystem-compendium.abilities.lY7NaxsFxt1XZVk5]{Car Surfer} @UUID[Compendium.cyphersystem-compendium.abilities.PlTtlXeugIljHFVg]{Careful Aim} @UUID[Compendium.cyphersystem-compendium.abilities.zGoUoC6i0f1SbUqE]{Celebrity Talent} @UUID[Compendium.cyphersystem-compendium.abilities.JkiG6hpsfj1h6XRR]{Computer Programming} @UUID[Compendium.cyphersystem-compendium.abilities.dQHSDDZxJNHrHH1l]{Contortionist} @UUID[Compendium.cyphersystem-compendium.abilities.YvPBxDxLz16Usm7m]{Courageous} @UUID[Compendium.cyphersystem-compendium.abilities.fkyJ02LbeOAfDxcF]{Crafter} @UUID[Compendium.cyphersystem-compendium.abilities.UyQTRi5ZwWU5tMO0]{Danger Sense} @UUID[Compendium.cyphersystem-compendium.abilities.Q3DGDFwNIOjz866X]{Datajack} @UUID[Compendium.cyphersystem-compendium.abilities.2GwH3ugd7aHrWZRz]{Debate} @UUID[Compendium.cyphersystem-compendium.abilities.kkTWFQBeHMS8d6IL]{Deep Water Guide} @UUID[Compendium.cyphersystem-compendium.abilities.tjxKTFdA8gqZDP90]{Designation} @UUID[Compendium.cyphersystem-compendium.abilities.9p2RJYFo6s55F5Ha]{Devoted Defender} @UUID[Compendium.cyphersystem-compendium.abilities.eYHlYyVDj3odrAFJ]{Disguise} @UUID[Compendium.cyphersystem-compendium.abilities.6dPEKpK0HWuD7Bxu]{Divine Knowledge} @UUID[Compendium.cyphersystem-compendium.abilities.DCuOpij3sNomBe1a]{Driver} @UUID[Compendium.cyphersystem-compendium.abilities.ea7BzQy6fZqHQNET]{Enlightened} @UUID[Compendium.cyphersystem-compendium.abilities.6FI9lLeQx0tJX1W6]{Exploratory Experience} @UUID[Compendium.cyphersystem-compendium.abilities.jx6DFmlbQrmltHgc]{Extra Skill} @UUID[Compendium.cyphersystem-compendium.abilities.YQEECpNwDSFCFnCN]{Feat of Strength} @UUID[Compendium.cyphersystem-compendium.abilities.QgCWZia7gFicmEJr]{Flex Lore} @UUID[Compendium.cyphersystem-compendium.abilities.HoUOwIPfKTlxyQH0]{Freakishly Large} @UUID[Compendium.cyphersystem-compendium.abilities.qpBv7OxAcMAAtY2M]{Game Lessons} @UUID[Compendium.cyphersystem-compendium.abilities.p3kh3XKzetkJTG1J]{Gamer} @UUID[Compendium.cyphersystem-compendium.abilities.DmnRMTfHYaeoYFVu]{Good Advice} @UUID[Compendium.cyphersystem-compendium.abilities.pp9NFNHKgOhRYbsY]{Hand to Eye} @UUID[Compendium.cyphersystem-compendium.abilities.f7wLki6qjCNs2Ici]{Handy} @UUID[Compendium.cyphersystem-compendium.abilities.YOHGDC5hx24SqbQz]{Hard Choices} @UUID[Compendium.cyphersystem-compendium.abilities.YBMLX3Jm5oN79J6G]{Heads-Up Display} @UUID[Compendium.cyphersystem-compendium.abilities.A853pOqz5BmPfh4w]{Higher Mathematics} @UUID[Compendium.cyphersystem-compendium.abilities.ZgLefUbAcrmYdFur]{How Others Think} @UUID[Compendium.cyphersystem-compendium.abilities.vFc52xBtBp69WglW]{Impersonate} @UUID[Compendium.cyphersystem-compendium.abilities.HBHjx10W5BQW101w]{Impressive Display} @UUID[Compendium.cyphersystem-compendium.abilities.369RISHwqzRXkwEG]{Infiltrator} @UUID[Compendium.cyphersystem-compendium.abilities.sM2zEDx4gRr9CuiR]{Inner Defense} @UUID[Compendium.cyphersystem-compendium.abilities.fh7tK1BVjgSfZ8ml]{Insight} @UUID[Compendium.cyphersystem-compendium.abilities.wWCehMidmvLypdxj]{Inspire Aggression} @UUID[Compendium.cyphersystem-compendium.abilities.V765JZKDKQ00Buyn]{Interaction Skills} @UUID[Compendium.cyphersystem-compendium.abilities.4dTGeclZRVjzn5tT]{Interface} @UUID[Compendium.cyphersystem-compendium.abilities.PK6oiYXgdP7KaGgi]{Investigate} @UUID[Compendium.cyphersystem-compendium.abilities.romswZIOmAmtzfCL]{Investigative Skills} @UUID[Compendium.cyphersystem-compendium.abilities.4p95GsynORh0Xd7X]{Knowing} @UUID[Compendium.cyphersystem-compendium.abilities.xBQM1AmjmcjmPDDD]{Knowledge of the Law} @UUID[Compendium.cyphersystem-compendium.abilities.eEGFknWQZUBNXn99]{Knowledge Skills} @UUID[Compendium.cyphersystem-compendium.abilities.oAsK49Zgey5QaC82]{Late Inspiration} @UUID[Compendium.cyphersystem-compendium.abilities.eM1fLppEnXHBlRNX]{Learning the Path} @UUID[Compendium.cyphersystem-compendium.abilities.rfsCCpxcsjc8hr60]{Levity} @UUID[Compendium.cyphersystem-compendium.abilities.aOzkoVf0mNSkZBtn]{Life Lessons} @UUID[Compendium.cyphersystem-compendium.abilities.lzy1YbdIJxzNIHZq]{Machine Affinity} @UUID[Compendium.cyphersystem-compendium.abilities.QHSH8fE6l3bKz2xl]{Machine Hunting} @UUID[Compendium.cyphersystem-compendium.abilities.rhaZSmU6dJpzMO64]{Machine Interface} @UUID[Compendium.cyphersystem-compendium.abilities.XQxN55rl0f5HFxEM]{Magic Training} @UUID[Compendium.cyphersystem-compendium.abilities.Zu06akqnHdCvoR0W]{Make Judgment} @UUID[Compendium.cyphersystem-compendium.abilities.YF8CYsYKcXpdfqH5]{Master Identifier} @UUID[Compendium.cyphersystem-compendium.abilities.KM9qqjzJBJusQNkT]{Master Thief} @UUID[Compendium.cyphersystem-compendium.abilities.GfDLA0qSvqhqzIbL]{Microgravity Adept} @UUID[Compendium.cyphersystem-compendium.abilities.PRW5MxW12oakmeHE]{Monster Lore} @UUID[Compendium.cyphersystem-compendium.abilities.tC7wmZwlZcQy5Vd0]{Movement Skills} @UUID[Compendium.cyphersystem-compendium.abilities.CBGeAZSBuymzrxDz]{Muscles of Iron} @UUID[Compendium.cyphersystem-compendium.abilities.FDUGlu7DZhdfxH2P]{Natural Charisma} @UUID[Compendium.cyphersystem-compendium.abilities.bcEupdsF6FduFPwe]{Oneirochemy} @UUID[Compendium.cyphersystem-compendium.abilities.oTDJtTDkwxr5uSfU]{Open Mind} @UUID[Compendium.cyphersystem-compendium.abilities.EbnGDC61relhYaib]{Opening Statement} @UUID[Compendium.cyphersystem-compendium.abilities.noCgrKbB370cfzQg]{Physical Skills} @UUID[Compendium.cyphersystem-compendium.abilities.Kk5nnC1EcYtqc3Fu]{Pilot} @UUID[Compendium.cyphersystem-compendium.abilities.TTKx93iEvtnptsep]{Poetic License} @UUID[Compendium.cyphersystem-compendium.abilities.OjGaIl0JEepjDrla]{Post-Apocalyptic Survivor} @UUID[Compendium.cyphersystem-compendium.abilities.MBlyd9LvSH8D0Z5I]{Powerful Rhetoric} @UUID[Compendium.cyphersystem-compendium.abilities.vcbIe2sSMKJmawl4]{Predictive Equation} @UUID[Compendium.cyphersystem-compendium.abilities.xMRRfjFF0POkxyea]{Privileged Nobility} @UUID[Compendium.cyphersystem-compendium.abilities.FEkLEYwk7r9KE7oC]{Quarry} @UUID[Compendium.cyphersystem-compendium.abilities.YCwy44WnpusEYN7g]{Quick Study} @UUID[Compendium.cyphersystem-compendium.abilities.QVPmLa6CKwmH6vJZ]{Quick to Flee} @UUID[Compendium.cyphersystem-compendium.abilities.8EJ59LwWPkaqErUd]{Quicker Than Most} @UUID[Compendium.cyphersystem-compendium.abilities.pMQT2QIL38XlhkxB]{Resist Tricks} @UUID[Compendium.cyphersystem-compendium.abilities.ZOfmWQFbwSJQB4wm]{Ruin Lore} @UUID[Compendium.cyphersystem-compendium.abilities.IYt42xzsjesQyEfT]{Sailor} @UUID[Compendium.cyphersystem-compendium.abilities.h3G0Ven2SoaPCbk4]{Salvage and Comfort} @UUID[Compendium.cyphersystem-compendium.abilities.WUY75HFAqAu1i9ku]{Sense Attitudes} @UUID[Compendium.cyphersystem-compendium.abilities.x8cGd4MC9YEW9isa]{Serv-0 Repair} @UUID[Compendium.cyphersystem-compendium.abilities.9sfX1SGtcQ17Uiny]{Sharp Senses} @UUID[Compendium.cyphersystem-compendium.abilities.HWZ8mwAfZEu6r778]{Sleuth} @UUID[Compendium.cyphersystem-compendium.abilities.2CrV3a9S1yzOXBOJ]{Slippery} @UUID[Compendium.cyphersystem-compendium.abilities.sHdBJdVshvtAqz1K]{Sneak} @UUID[Compendium.cyphersystem-compendium.abilities.gwMRhz3h9zxbVQXt]{Stalker} @UUID[Compendium.cyphersystem-compendium.abilities.gbU7mA0flUR4W8Dl]{Stand Watch} @UUID[Compendium.cyphersystem-compendium.abilities.QAdh0yZBjJsHdJjD]{Stealth Skills} @UUID[Compendium.cyphersystem-compendium.abilities.tFhd4dEGikOd1g1K]{Straightforward} @UUID[Compendium.cyphersystem-compendium.abilities.MwDYD8V1CJv8w9rR]{Superb Explorer} @UUID[Compendium.cyphersystem-compendium.abilities.aJ1T8XqGF38vyzV2]{Superb Infiltrator} @UUID[Compendium.cyphersystem-compendium.abilities.B4U7RiMrZElfOQyj]{Taking Advantage} @UUID[Compendium.cyphersystem-compendium.abilities.1ZV6jp2IuXFgXEjn]{Task Training} @UUID[Compendium.cyphersystem-compendium.abilities.pYsmdnNte7o5Flca]{Tech Skills} @UUID[Compendium.cyphersystem-compendium.abilities.0xVoKhKKvzxIbtJD]{There’s Your Problem} @UUID[Compendium.cyphersystem-compendium.abilities.k4LeTZ1lqN9L3hPS]{Tool Mastery} @UUID[Compendium.cyphersystem-compendium.abilities.VAGafmOiBpvU2eq0]{Tracker} @UUID[Compendium.cyphersystem-compendium.abilities.O0d2Xjp5HTUdFzmp]{Trained Excavator} @UUID[Compendium.cyphersystem-compendium.abilities.A8CGMbLGsJ3AHKMP]{Trained Interlocutor} @UUID[Compendium.cyphersystem-compendium.abilities.eVZMy7s6px5jLTfj]{Trained Swimmer} @UUID[Compendium.cyphersystem-compendium.abilities.wEjdodvc6SLf8yso]{Travel Skills} @UUID[Compendium.cyphersystem-compendium.abilities.kv03xEihe4VZNkK5]{Understanding} @UUID[Compendium.cyphersystem-compendium.abilities.zgcoMEc4j2MjpDhC]{Vacuum Skilled} @UUID[Compendium.cyphersystem-compendium.abilities.KqV5RSzOU3S3NK51]{Wilderness Life} @UUID[Compendium.cyphersystem-compendium.abilities.8KYjSKp6ieQ8YXUy]{Wilderness Lore} @UUID[Compendium.cyphersystem-compendium.abilities.XseI77zSp7iHkEWq]{Wound Tender} @UUID[Compendium.cyphersystem-compendium.abilities.qEzcqbNhuJQuBagn]{Zero Dark Eyes}

Mid Tier

@UUID[Compendium.cyphersystem-compendium.abilities.GK0o4fjCtxgAP269]{Action Processor} @UUID[Compendium.cyphersystem-compendium.abilities.6ILcTvACqDdLVpc8]{Agent Provocateur} @UUID[Compendium.cyphersystem-compendium.abilities.KAAezRI2l8rdp1NS]{Animal Senses and Sensibilities} @UUID[Compendium.cyphersystem-compendium.abilities.TmDavAL4vDxKjLBK]{Confidence Artist} @UUID[Compendium.cyphersystem-compendium.abilities.yB4tnpDNVSOxgruq]{Dark Matter Shell} @UUID[Compendium.cyphersystem-compendium.abilities.bvqDafTBMB7Uo9Qj]{Enhance Strength} @UUID[Compendium.cyphersystem-compendium.abilities.hQx9SoUhY6jzUeTW]{Expert Driver} @UUID[Compendium.cyphersystem-compendium.abilities.12xO8QaEsTvEFUvY]{Expert Pilot} @UUID[Compendium.cyphersystem-compendium.abilities.RESKINMA0INj60Rc]{Find the Guilty} @UUID[Compendium.cyphersystem-compendium.abilities.dVh39nh5ARUxreUc]{Flex Skill} @UUID[Compendium.cyphersystem-compendium.abilities.Kk9lHkiaqsr3pUmk]{Ghost} @UUID[Compendium.cyphersystem-compendium.abilities.NhNvpbUWNRIFEm8b]{Hard to See} @UUID[Compendium.cyphersystem-compendium.abilities.7tiGTYVXj9eHdja7]{Heightened Skills} @UUID[Compendium.cyphersystem-compendium.abilities.uhC4ubTGfhkNvIMX]{Improvise} @UUID[Compendium.cyphersystem-compendium.abilities.iyM2N9G0RLlj6BZ7]{Increasing Determination} @UUID[Compendium.cyphersystem-compendium.abilities.2odkyEO8azxIZWYj]{Intelligent Interface} @UUID[Compendium.cyphersystem-compendium.abilities.t5vs3xMko8GLCB64]{Intense Interaction} @UUID[Compendium.cyphersystem-compendium.abilities.vPraXsdXkCmaoBbI]{Knowledge Is Power} @UUID[Compendium.cyphersystem-compendium.abilities.4JDFgEhyhqReRngE]{Master Crafter} @UUID[Compendium.cyphersystem-compendium.abilities.e3jpx5KsYc8F13Pu]{Meticulous Planner} @UUID[Compendium.cyphersystem-compendium.abilities.l0OFjk5XVGV5LzP1]{Minor Wish} @UUID[Compendium.cyphersystem-compendium.abilities.LdHCwZcifnRRuPrp]{Nightstrike} @UUID[Compendium.cyphersystem-compendium.abilities.3VJyYtECl0wKQj2p]{Outlast the Foe} @UUID[Compendium.cyphersystem-compendium.abilities.XQkQrvp4o395uIOJ]{Passing Mechanic} @UUID[Compendium.cyphersystem-compendium.abilities.LojkwDtb1gHLSB6A]{Preternatural Senses} @UUID[Compendium.cyphersystem-compendium.abilities.MzKqElUHuTtHkV7D]{Pull a Fast One} @UUID[Compendium.cyphersystem-compendium.abilities.y1bQFSBlwMbUico5]{Rapid Processing} @UUID[Compendium.cyphersystem-compendium.abilities.DhSH0rnaqLogC3DC]{Rider} @UUID[Compendium.cyphersystem-compendium.abilities.oCcnXLYQy9DjwPJC]{Sea Legs} @UUID[Compendium.cyphersystem-compendium.abilities.syiylO75dZlcUp3i]{Sensing Package} @UUID[Compendium.cyphersystem-compendium.abilities.NcItnMHjeG9fgE1K]{Serv-0 Aim} @UUID[Compendium.cyphersystem-compendium.abilities.lPqCQOQJF0JfoFRn]{Serv-0 Brawler} @UUID[Compendium.cyphersystem-compendium.abilities.EQXA8Gcwdc7dU8lw]{Sharp-Eyed} @UUID[Compendium.cyphersystem-compendium.abilities.hIy0GMeL8WALvhEb]{Ship Footing} @UUID[Compendium.cyphersystem-compendium.abilities.U2QV8t7Pq9irgHqF]{Silent As Space} @UUID[Compendium.cyphersystem-compendium.abilities.HHQzosgWahaIYPwk]{Skill With Attacks} @UUID[Compendium.cyphersystem-compendium.abilities.c4CG5F8lfaYelzFf]{Soothe Mind and Body} @UUID[Compendium.cyphersystem-compendium.abilities.3pqCkOZjnAXWIikt]{Subtle Steps} @UUID[Compendium.cyphersystem-compendium.abilities.q80xvRDX6XwFXgma]{Targeting Eye} @UUID[Compendium.cyphersystem-compendium.abilities.NaqoExT72j3xkWp3]{Task Specialization} @UUID[Compendium.cyphersystem-compendium.abilities.oah8DOODfphl858B]{Telling} @UUID[Compendium.cyphersystem-compendium.abilities.3wxiRMTCBZ4iNCHp]{Temporal Acceleration} @UUID[Compendium.cyphersystem-compendium.abilities.zuEylYrgOVAAjs71]{Trained Basher} @UUID[Compendium.cyphersystem-compendium.abilities.I8N5PUMy5Eq7cqZl]{Trained Gunner} @UUID[Compendium.cyphersystem-compendium.abilities.gPqiQflb6Z3DXGVk]{Trained Slayer} @UUID[Compendium.cyphersystem-compendium.abilities.SjO76u6MlpVx3PwO]{Verbal Misdirection} @UUID[Compendium.cyphersystem-compendium.abilities.PlVEpuVxp9pGJSoa]{You Studied}

High Tier

@UUID[Compendium.cyphersystem-compendium.abilities.B0dq2gW9gdA0PdzR]{Amplify Sounds} @UUID[Compendium.cyphersystem-compendium.abilities.2uSx4ErQ9f2QLX5M]{As Foretold in Prophecy} @UUID[Compendium.cyphersystem-compendium.abilities.jmjxGRJTwztzBtLc]{Coordinated Effort} @UUID[Compendium.cyphersystem-compendium.abilities.xRvaY8SG4HVy5WO8]{Dark Explorer} @UUID[Compendium.cyphersystem-compendium.abilities.rYOt0poxNGA8b3FP]{Explains the Ineffable} @UUID[Compendium.cyphersystem-compendium.abilities.VVYx3J42Sj9qCQV9]{Exploit Advantage} @UUID[Compendium.cyphersystem-compendium.abilities.GnQRIvynqXx1R2a0]{Further Mathematics} @UUID[Compendium.cyphersystem-compendium.abilities.2LaX22wvw35lDger]{Learned a Few Things} @UUID[Compendium.cyphersystem-compendium.abilities.YWMUeaNzao8n8pAc]{Like the Back of Your Hand} @UUID[Compendium.cyphersystem-compendium.abilities.Cz0KkzZPnlX1oTYz]{Magnificent Moment} @UUID[Compendium.cyphersystem-compendium.abilities.kZ3LhhYZKrcnBplY]{Master Entertainer} @UUID[Compendium.cyphersystem-compendium.abilities.4USzF8qKs8oZJH13]{Multiple Skills} @UUID[Compendium.cyphersystem-compendium.abilities.kcXnkEBuyNil4Nd4]{No One Knows Better} @UUID[Compendium.cyphersystem-compendium.abilities.N0wzhZ676UrCR8M4]{Precognition} @UUID[Compendium.cyphersystem-compendium.abilities.MA2Pwhbpbq2SSIQy]{See the Future} @UUID[Compendium.cyphersystem-compendium.abilities.QZa9b5G80qxtoYqg]{Subsonic Rumble} @UUID[Compendium.cyphersystem-compendium.abilities.RE24qvMuPhasaCP3]{Total Awareness} @UUID[Compendium.cyphersystem-compendium.abilities.qKDngpAWNEzhdRj5]{Trick Driver} @UUID[Compendium.cyphersystem-compendium.abilities.vhGEeFVgyqX1gzRr]{Using the Environment}

Transform

A significant change that temporarily enhances you, such as growing bigger, turning into a werewolf, and so on. Also includes apparent transformations like disguises and invisibility.

Low Tier

@UUID[Compendium.cyphersystem-compendium.abilities.8DXGUr433iXaVCSv]{Beast Form} @UUID[Compendium.cyphersystem-compendium.abilities.GmMePJHTRl6PshR6]{Bigger} @UUID[Compendium.cyphersystem-compendium.abilities.wIOwT1tjGLMYzZAb]{Controlled Change} @UUID[Compendium.cyphersystem-compendium.abilities.HDYOv1V10xpFbFI7]{Enlarge} @UUID[Compendium.cyphersystem-compendium.abilities.Tgmrh8dyGqqCfnU5]{Face Morph} @UUID[Compendium.cyphersystem-compendium.abilities.U9ZBl9NeipxSLavS]{Golem Healing} @UUID[Compendium.cyphersystem-compendium.abilities.asQqC0DepYcsPxRV]{Illusory Disguise} @UUID[Compendium.cyphersystem-compendium.abilities.zOCvNsxHOcmkQrBn]{Phased Pocket} @UUID[Compendium.cyphersystem-compendium.abilities.5aUrbdjSSLCRggHU]{Spin Identity} @UUID[Compendium.cyphersystem-compendium.abilities.1CjsEMTtfnvL1CeJ]{Vanish}

Mid Tier

@UUID[Compendium.cyphersystem-compendium.abilities.NIePQkLH2DTVjZR2]{Bigger Beast Form} @UUID[Compendium.cyphersystem-compendium.abilities.rZsohzuwTFfghWVO]{Blend In} @UUID[Compendium.cyphersystem-compendium.abilities.Uq6p6fOg9KyFcUws]{Evanesce} @UUID[Compendium.cyphersystem-compendium.abilities.wqzexDdZolWgxAza]{Greater Controlled Change} @UUID[Compendium.cyphersystem-compendium.abilities.NhNvpbUWNRIFEm8b]{Hard to See} @UUID[Compendium.cyphersystem-compendium.abilities.uNzF1oQKJ6T1yqL4]{Huge} @UUID[Compendium.cyphersystem-compendium.abilities.nEN2HYzlJWhonfmE]{Invisible Phasing} @UUID[Compendium.cyphersystem-compendium.abilities.RfGCXsX7JXEr8fMw]{Moon Shape}

High Tier

@UUID[Compendium.cyphersystem-compendium.abilities.hbbPZIjq81Qqdp6i]{Colossal} @UUID[Compendium.cyphersystem-compendium.abilities.uN2YVmNxkFj3SFof]{Command Metal} @UUID[Compendium.cyphersystem-compendium.abilities.PyVeE7CtDVDksWG6]{Disappear} @UUID[Compendium.cyphersystem-compendium.abilities.0XYaYNoQzrYYKR4p]{Gargantuan} @UUID[Compendium.cyphersystem-compendium.abilities.wvlSlYCJyrJuFqtn]{Invisibility} @UUID[Compendium.cyphersystem-compendium.abilities.S5JTyQCNcgrXgNqf]{Mask} @UUID[Compendium.cyphersystem-compendium.abilities.m2j3n3xiExLcXAAn]{Moderate Wish} @UUID[Compendium.cyphersystem-compendium.abilities.5Rre17QhaTln9jgA]{Outside Reality} @UUID[Compendium.cyphersystem-compendium.abilities.85DCcEDqvz6A0LkD]{Perfect Control} @UUID[Compendium.cyphersystem-compendium.abilities.TRdK7RJBkq8WW4np]{Wild Camouflage}

","markdown":""},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"ownership":{"default":-1},"flags":{}},{"sort":399610,"name":"Equipment","type":"text","_id":"CSHlAboV1tzyC1Kz","title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"

Equipment in the Cypher System plays only a small role. It’s far more important to focus on what you can do than on what you have. Still, sometimes it’s important to know if you’ve got enough rope, or what kind of gun your space pilot has at their hip.

Currency and Prices

Dollars, pounds, euros, credits, gold pieces, Martian solval beads, Corso moons and stars, bottle caps—a lot of different currencies might be used in your game, depending on the setting and the genre. You should use whatever you like. In the Cypher System rules, we talk in generalities rather than specifics. Not unlike saying immediate or short distance rather than giving precise numbers, we talk about goods and services in terms of inexpensive, moderately priced, expensive, very expensive, or exorbitant.

The GM can figure out what those things mean in their setting. In a fantasy setting, an inexpensive item might be 1 or 2 copper pennies, while an expensive item might require gold on the table. The exact amount can vary, and in many campaigns, the exact amount will matter. The GM will develop a detailed price list for their setting, and players will track their money on their character sheets to determine what they can afford, often ignoring the terms inexpensive, moderately priced, and so on.

But some GMs might want to keep things simple and use only the general terms, indicating currency just as flavor now and then. In a space opera game, where the PCs are the crew of a starship blazing about the galaxy in search of adventure and profit, fuel and upkeep for the ship might be expensive. Hauling a few passengers from Epsilon Eridani back to Earth might earn enough to purchase six expensive items but cost the equivalent of two expensive items, leaving the crew with the means to refuel and maintain the ship for two further voyages. In such a game, where money only means keeping the ship flying, no one has to talk in specific amounts. Characters might refer to “galactic credits” or something similar, but amounts might not be tracked on the character sheets.

Price Categories

There are five price categories for goods and services.

An inexpensive item is something that common people buy. A simple meal or a drink in the bar. A pen and some paper. A book or magazine.

A moderately priced item is something that common people buy, but not too often and not in great quantities. A small piece of furniture. A major entertainment. An expensive meal. A new outfit.

An expensive item is something that would strain a common person’s finances. Rent on a simple apartment. A major piece of furniture. A very nice outfit. The cost to travel a long distance (if appropriate to the setting).

A very expensive item is probably out of the reach of most people except in very special circumstances. Jewelry. Luxury furnishings.

An exorbitant item is something only the very rich can afford. A very nice house. A ship. Extremely expensive jewelry or art.

Think of the categories as powers of 10. That is to say, a moderately priced item is ten times more costly than an inexpensive item. An expensive item is ten times more costly than a moderately priced item, and thus 100 times the cost of something inexpensive. A very expensive item is ten times the cost of an expensive one, 100 times the cost of a moderate one, and 1,000 times the cost of an inexpensive one. An exorbitant item is priced ten times beyond that.

In some settings, even the generalization offered by the pricing categories might be too specific or cumbersome. In many superhero games, for example, prices are relatively moot. After saving the city, typical superheroes don’t worry about paying rent or how much dinner will cost. On the other hand, in a grittier superhero game, maybe that’s exactly what they worry about.

Using The Price Categories

Regardless of how precise you want to be with prices and currency, you can use the price categories in a variety of ways.

It’s easy for a GM to say to a player “You can afford two extra moderately priced things at the start of the game.” The player can look on the list and pick two moderately priced items without worrying about their cost. Plus, this approach makes it clear that they get two items, not twenty inexpensive items or one more expensive item that perhaps would not be appropriate for a starting character. The categories make it easy to lump similar items together.

The GM can also say “You can have whatever inexpensive items you want, and don’t worry about the cost.” At higher tiers, when the PCs have more wealth, followers, and so on, the GM can do this with moderate or even expensive items. This allows the group to skip over playing through a shopping trip to get supplies, and players don’t have to track prices down to the last coin.

Finally, the categories can be shorthand when evaluating loot, dividing up the spoils among the PCs, and resolving other story-based occurrences that crop up in the game without dealing in the minutiae of exact prices. This is of particular use in high-powered games where the PCs are rich and powerful.

Level of Equipment

Mundane equipment is about level 4—less if of inferior quality or materials, more if of superior quality or materials. This means that in a setting based on the distant past, the default level might be 3, while in the future it might be 5 or 6. So an average serf ’s tool in the Dark Ages is level 3, easily broken, while an average tool on a space station is level 6, made of advanced polymers.

Armor

Characters expecting danger frequently wear armor. Even the simplest protective covering helps against stabs and cuts, and more sophisticated or heavier armor protects against graver threats.

You can wear only one type of armor at a time—you cannot wear chainmail hauberk and scale armor together, for example. However, Armor bonuses from multiple sources combine to provide a total Armor rating. For example, if you have subdermal implants that give you +1 to Armor, a force field that offers another +1 to Armor, and beastskin that grants +2 to Armor, you have a total of +4 to Armor.

In general, light armor is a moderately priced item, medium armor is expensive, and heavy armor is very expensive. The Genre chapter offers more specific details on the kinds of armor available in a given setting. Keep in mind that in many genres, it’s quite odd, at best, to run around in armor tougher than a leather jacket.

Using Armor

Anyone can wear any armor, but it can be taxing. Wearing armor increases the cost of using a level of Effort when attempting a Speed-based action. So if you’re wearing light armor and want to use two levels of Effort on a Speed-based roll to run across difficult terrain, it costs 7 points from your Speed Pool rather than 5 (3 for the first level of Effort, plus 2 for the second level of Effort, plus 1 per level for wearing light armor). Edge reduces the overall cost as normal. If you are not experienced with a certain type of armor but wear it anyway, this cost is further increased by 1. Having experience with a type of armor is called being practiced with the armor.

ArmorSpeed Effort Additional Cost Per Level
Light+1
Medium+2
Heavy+3
Note: Clarification & Foundry VTT Usage

The table above is written from the perspective of someone having the ability Practiced in Armor. For consistency, armor items also assume that the PC is practiced in armor, so PCs without any ability or who are experienced in armor or have mastery in armor need to adjust the cost accordingly. Here’s a complete overview:

Speed Effort Additional Cost Per Level
ArmorNo AbilityPracticedExperiencedMastery
Light+2+1+0+0
Medium+3+2+1+0
Heavy+4+3+2+0

Shields

Shields provide an asset to Speed defense rolls. You must have one free hand to use a shield.

Weapons

Not all characters are familiar with all weapons. Warriors know their way around most types, but Explorers prefer light or medium weapons, and Adepts and Speakers usually stick to light weapons. If you wield a weapon that you have no experience with, an attack with that weapon is hindered. Having experience with a weapon is called being practiced with the weapon.

Light weapons inflict only 2 points of damage, but attacks with them are eased because they are fast and easy to use. Light weapons are punches, kicks, knives, handaxes, darts, very small pistols, and so on. Weapons that are particularly small are light weapons.

Medium weapons inflict 4 points of damage. Medium weapons include broadswords, battleaxes, maces, crossbows, spears, typical handguns, light rifles, sawed-off shotguns, and so on. Most weapons are medium. Anything that could be used in one hand (even if it’s often used in two hands, such as a quarterstaff or spear) is a medium weapon.

Heavy weapons inflict 6 points of damage, and you must use two hands to attack with them. Heavy weapons are huge swords, great hammers, massive axes, halberds, heavy crossbows, rifles, regular shotguns, assault rifles, and so on. Anything that must be used in two hands is a heavy weapon.

WeaponDamage
Light2 points (attack eased)
Medium4 points
Heavy6 points

In general, light weapons are moderately priced items, medium weapons are expensive, and heavy weapons are very expensive. Ammunition for a ranged weapon is inexpensive. The Genre chapter offers more specific details on weapons available in a given setting. Keep in mind that in many genres, it’s not acceptable to run around carrying dangerous weapons.

Explosive Weapons

Bombs, grenades, missiles, and other explosives operate differently than other weapons. They affect all targets within an area (usually an immediate area) and inflict damage to all of them. A separate attack roll is required for each (or a Speed defense roll if the PCs are the targets of such an attack), although to simplify, the player can make one attack roll and compare it to the difficulty to attack each target. Usually, even if the attack roll fails (or the Speed defense roll succeeds), the targets still suffer a smaller amount of damage, often 1 point.

Explosives like grenades can be thrown a short distance. Otherwise, another launcher weapon is needed to project them a long distance (or farther).

Miscellaneous Items and Services

Although the types of items for sale vary greatly based on the setting, a few things are always present, like food, lodging, and clothing. However, these goods and services can span the price categories. For example, you can get an inexpensive meal, a moderately priced meal, an expensive meal, and so on. An inexpensive meal is light and probably not very nutritious. An expensive meal is available only in nice restaurants in certain locations. An exorbitant meal is probably a feast for a crowd, with the finest foods and drink available.

Nightly lodging is similar, although the bottom end starts out worse. An inexpensive night’s lodging is probably a flea-ridden mat on the floor of a room filled with other lodgers. Typical lodging (a private room with a decent bed) is probably in the moderately priced range. Very expensive lodging might be a suite of rooms with delicious meals and personal services (such as massages and grooming) included.

Inexpensive clothing is just a step up from rags, but moderately priced clothing is decent enough. For a formal party, you’d want expensive clothing. The very rich likely wear very expensive clothing most of the time, and exorbitant clothing (and jewelry) when they go to their elite galas.

Other sorts of miscellaneous items can be found in the Genre chapter.

Cyphers

Cyphers can sometimes be physical items like equipment, but they work very differently. To be entirely accurate, cyphers might have the veneer of equipment, but don’t fall into the trap of confusing the two. Cyphers are far more akin to PC special abilities than to gear. In a fantasy game, they might be potions, scrolls, or charms. In a science fiction game, cyphers might be interesting throwaway devices or alien crystals of unknown providence. In other games, they might just represent good fortune or sudden inspiration. See the Cyphers chapter for more details.

Artifacts

Artifacts are more powerful than equipment and can’t simply be purchased. The Genre chapter offers a few sample artifacts appropriate for various settings.

Each artifact has a level and a rate of power depletion. When an artifact is used or activated, the player rolls the designated die (1d6, 1d10, 1d20, or 1d100). If the die shows the depletion number(s), the item works, but that is its last use. A depletion entry of “—” means that the artifact never depletes, and an entry of “automatic” means that it can be used only once.

Depowered artifacts can sometimes be recharged using the repair rules, depending on the item’s nature. Other special abilities can also repower an expended item, but probably for only one use.

For GM information on artifacts, see the Running the Cypher System chapter.

Finding, Identifying, and Using Artifacts

Characters can sometimes find artifacts while on adventures. They might be in ancient ruins, either intact or in need of manipulation to get them working. They could have been stolen from well-guarded military installations. They might be granted as rewards or taken from fallen foes. Sometimes they can even be purchased from a specialized source, but this occurs more rarely than most PCs would probably like.

After the characters find an artifact, identifying it is a separate Intellect task. The GM sets the difficulty of the task, but it is usually equal to the artifact’s level. Identifying it takes fifteen minutes to three hours. If the PCs can’t identify an artifact, they can bring it to an expert to be identified or, if desired, traded or sold.

Characters can attempt to use an artifact that has not been identified, which is usually an Intellect task equal to the artifact’s level + 2. Failure might mean that the PCs can’t figure out how to use the artifact or they use it incorrectly (GM’s discretion). Of course, even if characters use an unidentified artifact correctly the first time, they have no idea what the effect might be.

Once characters identify an artifact, using it for the first time requires an additional Intellect action; this process is far more complex than pushing a button. It can involve manipulating touchscreens, reciting the proper arcane words, or anything else that fits the setting. The GM sets the difficulty, but it is usually equal to the artifact’s level.

","markdown":""},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"ownership":{"default":-1},"flags":{}},{"sort":537500,"name":"Experience Points","type":"text","_id":"kL1WYB17GtLujcMp","title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"

Experience points (XP) are the currency by which players gain benefits for their characters. The most common ways to earn XP are through GM intrusions and by accomplishing things the PCs set out to do. Sometimes experience points are earned during a game session, and sometimes they’re earned between sessions. In a typical session, a player might earn 2 to 4 XP, and between sessions, perhaps another 2 XP (on average). The exact amounts depend on the events of the session.

GM Intrusion

At any time, the GM can introduce an unexpected complication for a character. When they intrude in this way, they must give that character 2 XP. That player, in turn, must immediately give one of those XP to another player and justify the gift (perhaps the other player had a good idea, told a joke, or performed an action that saved a life).

Often, the GM intrudes when a player attempts an action that should be an automatic success. However, the GM is free to intrude at other times. As a general rule, the GM should intrude at least once each session, but no more than once or twice each session per character.

Anytime the GM intrudes, the player can spend 1 XP to refuse the intrusion, though that also means they don’t get the 2 XP. If the player has no XP to spend, they can’t refuse.

If a player rolls a 1 on a die, the GM can intrude without giving the player any XP.

Example 1: Through skill and the aid of another character, a fourth-tier PC eases a wall-climbing task from difficulty 2 to difficulty 0. Normally, they would succeed at the task automatically, but the GM intrudes and says “No, a bit of the crumbling wall gives way, so you still have to make a roll.” As with any difficulty 2 task, the target number is 6. The PC attempts the roll as normal and gains 2 XP because the GM intruded. They immediately give one of those XP to another player.

Example 2: During a fight, a PC swings their axe and damages a foe with a slice across the shoulder. The GM intrudes by saying that the foe turned just as the axe struck, wrenching the weapon from the character’s grip and sending it clattering across the floor. The axe comes to a stop 10 feet (3 m) away. Because the GM intruded, the PC gains 2 XP, and the player immediately gives one of those XP to another player. Now the character must deal with the dropped weapon, perhaps drawing a different weapon or using their next turn to scramble after the axe.

For much more on GM intrusions, see the Running the Cypher System chapter.

Character Arcs

Character arcs are the means by which players can invest themselves more in great stories and character depth and development.

Just like in a book or a television show, characters progress through their own personal story and change over time. A PC with a character arc decides for themselves what they do and why. Character arcs are like stated goals for a character, and by progressing toward that goal, the character advances. The key word there is progressing. A PC doesn’t have to succeed at achieving the goal to earn advancement—it’s not an all-or-nothing prospect. Each arc is keyed to a single character, but just like in a book or show, characters can take part in the larger story arc that the whole group participates in, while also progressing in their own personal arc.

Character arcs have different steps that mark the character’s progress through the arc. Each arc eventually reaches a climax, and then finishes with a step that is a final resolution. Each step reached earns the character 2 XP. Character arcs are the most straightforward way that a character earns XP. (Typically, PCs will earn about half their total experience points from arcs or other GM awards.)

At character creation, a player can choose one character arc for their PC at no cost. Players have the option to not choose one, but it’s probably a good idea to do so. First and foremost, it is a character-defining factor. If they begin the campaign with a desire to find the woman who killed their brother, that says a lot about the character: they had a brother, he was likely close to them, he had been in at least one dangerous situation, and the character is probably motivated by anger and hate, at least somewhat. Even after the character finishes this first arc, they’ll undoubtedly have (at least one) more because they can gain new arcs as the campaign progresses.

Once play begins, players can take on a new arc whenever they wish, as fits the character’s ongoing story. Taking a new arc has a cost of 1 XP. While there’s no hard limit on how many arcs a character can have at one time, realistically most PCs couldn’t reasonably have more than three or four.

However, as mentioned above, arcs have a beginning cost that must be paid, reflecting the character’s devotion to the goal. The character will earn this investment back (probably many times over) if the arc is completed.

Character arcs are always player-driven. A GM cannot force one on a character. That said, the events in the narrative often present story arc opportunities and inspire character arcs for the PCs. It’s certainly in the GM’s purview to suggest possible arcs related to the events going on. For example, if the GM presents an encounter in which an NPC wishes to learn from the PC, it might make sense to suggest taking the Instruction arc. Whether or not the PC takes on the student, the player doesn’t have to adopt the Instruction arc unless they want to.

At the end of a session, review the actions you took and describe how they might equate to the completion of a step (or possibly more than one step) in their character arc. If the GM agrees, the character gets their reward.

When in doubt, if one character accomplishes a step in their arc but another character does not, the first character should get the 2 XP reward, but the other character should probably still get, at minimum, 1 XP for the session.

This chapter presents many sample character arcs (see below).

GM Awards

Sometimes, a group will have an adventure that doesn’t deal primarily with a PC’s character arc. In this case, it’s a good idea for the GM to award XP to that character for accomplishing other tasks. First and foremost, awards should be based on discovery. Discovery can include finding a significant new location, such as a hidden chamber, a secret fortress, a lost land, a new planet, or an unexplored dimension. In this fashion, PCs are explorers. Discovery can also include a new significant aspect of a setting, such as a secret organization, a new religion, and so on.

It can also mean finding a new procedure or device (something too big to be considered a piece of equipment) or even previously unknown information. This could include a source of magical power, a unique teleportation device, or the cure for a plague. These are all discoveries. The common thread is that the PCs discover something that they can understand and put to use.

Last, depending on the GM’s outlook and the kind of campaign the group wants to play, a discovery could be a secret, an ethical idea, an adage, or even a truth.

It’s a fine line, but ultimately the GM decides what constitutes a discovery as opposed to just something weird in the course of an adventure. Usually, the difference is, did the PCs successfully interact with it and learn something about it? If so, it’s probably a discovery.

Artifacts: When the group gains an artifact, award XP equal to the artifact’s level and divide it among the PCs (minimum 1 XP for each character). Round down if necessary. For example, if four PCs discover a level 5 artifact, they each get 1 XP. Money, standard equipment, and cyphers are not worth XP. (Experience point awards for artifacts should usually apply even if the artifact was given to the PCs rather than found, because often such gifts are the rewards for success.)

Miscellaneous Discoveries: Various other discoveries might grant 1 XP to each PC involved.

Other Awards: If a character is focused on activities that don’t relate to a character arc or a discovery, as a general rule, a mission should be worth at least 1 XP per game session involved in accomplishing it. For example, saving a family on an isolated farm beset by raiding cultists might be worth 1 XP for each character. Of course, saving the family doesn’t always mean killing the bad guys; it might mean relocating them, parlaying with the cultists, or chasing off the raiders.

Spending Experience Points

Experience points are meant to be used. Hoarding them is not a good idea; if a player accumulates more than 10 XP, the GM can require them to spend some.

Generally, experience points can be spent in four ways: immediate benefits, short- and medium-term benefits, long-term benefits, and character advancement.

Experience points should not be a goal unto themselves. Instead, they are a game mechanic to simulate how—through experience, time, toil, travail, and so on— characters become more skilled, more able, and more powerful. Spending XP to explain a change in a character’s capabilities that occurred in the course of the story, such as if the PC made a new device or learned a new skill, isn’t a waste of XP—it’s what XP are for.

Immediate Benefits

The most straightforward way for a player to use XP is to reroll any roll in the game—even one that they didn’t make. This costs 1 XP per reroll, and the player chooses the best result. They can continue to spend XP on rerolls, but this can quickly become an expensive proposition. It’s a fine way to try to prevent disaster, but it’s not a good idea to use a lot of XP to reroll a single action over and over.

A player can also spend 1 XP to refuse a GM intrusion.

Short- and Medium-Term Benefits

By spending 2 XP, a character can gain a skill—or, more rarely, an ability—that provides a short-term benefit. Let’s say a character notices that the computer terminals in the facility they’re infiltrating are similar to those used by the company they once worked for. They spend 2 XP and say that they have a great deal of experience in using these. As a result, they are trained in operating (and breaking into) these computers. This is just like being trained in computer use or hacking, but it applies only to computers found in that particular location. The skill is extremely useful in the facility, but nowhere else.

Medium-term benefits are usually story based. For example, a character can spend 2 XP while climbing through mountains and say that they have experience with climbing in regions like these, or perhaps they spend the XP after they’ve been in the mountains for a while and say that they’ve picked up the feel for climbing there. Either way, from now on, they’re trained in climbing in those mountains. This helps them now and any time they return to the area, but they’re not trained in climbing everywhere.

This method allows a character to get immediate training in a skill for half the normal cost. (Normally, it costs 4 XP to become trained in a skill.) It’s also a way to gain a new skill even if the PC has already gained a new skill as a step toward attaining the next tier.

In rare cases, a GM might allow a character to spend 2 XP to gain an entirely new ability—such as a device, a special ability, or a special mental power—for a short time, usually no longer than the course of one scenario. The player and the GM should agree on a story-based explanation for the benefit. Perhaps the ability has a specific rare requirement, such as a tool, a battery, a drug, or some kind of treatment. For example, a character who wants to explore a submerged location has several biotech enhancements, and they spend 2 XP to cobble together a device that lets them breathe underwater. This gives them the ability for a considerable length of time, but not permanently—the device might work for only eight hours. Again, the story and the logic of the situation dictate the parameters.

Long-Term Benefits

In many ways, the long-term benefits a PC can gain by spending XP are a means of integrating the mechanics of the game with the story. Players can codify things that happen to their characters by talking to the GM and spending 3 XP.

Things that a PC can acquire as a long-term benefit can be thought of as being story based, and they allow the player to have some narrative control over the story. In the course of play, a player might decide that their character gains a friend (a contact) or builds a log cabin (a home). Because a player spent XP, however, they should have some agency over what they’ve gained, and it shouldn’t be easily taken away. The player should help come up with the details of the contact or the design of their home.

It’s also possible to gain these benefits through events in the story, without spending XP. The new contact comes to the PC and starts the relationship. The new home is granted to them as a reward for service to a powerful or wealthy patron, or maybe the character inherits the home from a relative. However, because these came from the GM and not the player (and no XP were spent), the player has no narrative control over them and the GM makes up the details.

Long-term benefits can include the following.

Contact: The character gains a long-term NPC contact of importance—someone who will help them with information, equipment, or physical tasks. The player and GM should work out the details of the relationship.

Home: The PC acquires a full-time residence. This can be an apartment in a city, a cabin in the wilderness, a base in an ancient complex, or whatever fits the situation. It should be a secure place where the PC can leave their belongings and sleep soundly. Several characters could combine their XP and buy a home together.

Title or job: The PC is granted a position of importance or authority. It might come with responsibilities, prestige, and rewards, or it might be an honorary title.

Wealth: The PC comes into a considerable amount of wealth, whether it’s a windfall, an inheritance, or a gift. It might be enough to buy a home or a title, but that’s not really the point. The main benefit is that the PC no longer needs to worry about the cost of simple equipment, lodging, food, and so on. This wealth could mean a set amount—perhaps 50,000 dollars (or whatever is appropriate in the setting)—or it could bestow the ability to ignore minor costs, as decided by the player and GM.

GMs and players should work together to make XP awards and expenditures fit the ongoing story. If a PC stays in a location for two months to learn the inhabitants’ unique language, the GM might award the character a few XP, which are then immediately spent to grant them the ability to understand and speak that language.

Character Advancement

Progressing to the next tier involves four steps. When a PC has spent 4 XP on each of the steps, they advance to the next tier and gain all the type and focus benefits of that tier. The four steps can be purchased in any order, but each can be purchased only once per tier. In other words, a PC must buy all four steps and advance to the next tier before they can buy the same steps again.

Increasing Capabilities: You gain 4 new points to add to your stat Pools. You can allocate the points among your Pools however you wish.

Moving Toward Perfection: You add 1 to your Might Edge, your Speed Edge, or your Intellect Edge (your choice).

Extra Effort: Your Effort score increases by 1.

Skills: Choose one skill other than attacks or defense, such as climbing, jumping, persuading, sneaking, or history. You become trained in that skill. You can also choose to be knowledgeable in a certain area of study, such as history or geology. You can even choose a skill based on your character’s special abilities. For example, if your character can make an Intellect roll to blast an enemy with mental force, you can become trained in that ability, easing the task of using it.

If you choose a skill that you are already trained in, you become specialized in that skill, easing the task by two steps instead of one. If you choose a skill that you have an inability in, the training and the inability cancel each other out (you aren’t eased or hindered in that task). For example, if you have an inability in perception, becoming trained in that cancels out the inability.

Once you’re specialized in a skill, you can’t improve your training in that skill further (you can ease a task by up to two steps with training). You can still make that task easier with assets and a few rare abilities that don’t count as an asset or training.

Other Options: Players can also spend 4 XP to purchase other special options. Selecting one of these options counts as purchasing one of the four stages necessary to advance to the next tier. The other three need to be from the other categories. The special options are as follows:

Equal Advancement

It’s worthwhile if all characters advance through the six tiers at about the same rate—an important issue for some players. A good GM can achieve this result by carefully handing out XP rewards, some during play (which will tend to get used immediately) and some after play concludes, especially after completing a major story arc or quest so the GM can hand out 4 XP in one go (which will tend to get used for advancement). Many groups will discover while playing that equal advancement isn’t an important issue in the Cypher System, but people should get to play the game the way they want to play it.

Tier Advancement in The Cypher System

Tiers in the Cypher System aren’t entirely like levels in other roleplaying games. In the Cypher System, gaining tiers is not the players’ only goal or the only measure of achievement. Starting (first-tier) characters are already competent, and there are only six tiers. Character advancement has a power curve, but it’s only steep enough to keep things interesting. In other words, gaining a new tier is cool and fun, but it’s not the only path to success or power. If you spend all your XP on immediate, short-term, and medium-term benefits, you will be different from someone who spends their points on long-term benefits, but you will not be “behind” that character.

The general idea is that most characters will spend half their XP on tier advancement and long-term benefits, and the rest on immediate benefits and short- and medium-term benefits (which are used during gameplay). Some groups might decide that XP earned during a game is to be spent on immediate and short- and medium-term benefits (gameplay uses), and XP awarded between sessions for discoveries is to be spent on character advancement (long-term uses).

Ultimately, the idea is to make experience points into tools that the players and the GM can use to shape the story and the characters, not just a bookkeeping hassle.

Sample Character Arcs

The rest of this chapter presents sample character arcs for PCs. The writeup of each arc describes the parts involved in progressing through the arc:

Opening: This sets the stage for the rest of the arc. It involves some action, although that might just be the PC agreeing to do the task or undertake the mission. It usually has no reward.

Step(s): This is the action required to move toward the climax. In story terms, this is the movement through the bulk of the arc. It’s the journey. The rising tension. Although there might be just one step, there might also be many, depending on the story told. Each results in a reward of 2 XP.

Climax: This is the finale—the point at which the PC likely succeeds or fails at what they’ve set out to do. Not every arc ends with victory. If the character is successful, they earn a reward of 4 XP. If they fail, they still earn a reward of 2 XP. If a character fails the climax, they very likely ignore the resolution.

Resolution: This is the wrap-up or denouement. It’s a time for the character to reflect on what happened, tie up any loose ends, and figure out what happens next. When things are more or less resolved, the character earns a
1 XP reward.

Within the arc, most of the time a part is probably optional, depending on the situation—although it’s hard to envision most arcs without some kind of opening, climax, or resolution. Steps other than the opening, the climax, and the resolution can be done in any order.

Character arcs should always take at least weeks in game time, and no more than two parts in an arc should be accomplished in a game session (and most of the time, it should be one part, if any). If neither of these two things is true, then it’s not really a character arc. You can’t, for example, use the Creation arc to guide you through something you can make in an hour or two.

The following are common character arcs that you can choose for your character. If you and the GM want to make a new one, it should be fairly easy after looking through these models.

This chapter has a selection of sample character arcs, but you can create your own too. The arcs are intentionally broad to encompass many different characters and stories. For example, Revenge is a very simple and straightforward character arc. The player who chooses this arc for their character decides who they want revenge on, and why. It’s up to the players and the GM to make the details fit.

Some players might not want to use character arcs. The GM, however, can still use them as a benchmark for awarding XP. If the PCs are going off to explore a strange planet, the GM can essentially give them the Explore arc.

Aid a Friend

Someone needs your help.

When a PC friend takes a character arc, you can select this arc to help them with whatever their arc is (if appropriate). The steps and climax depend entirely on their chosen arc. If the friend is an NPC, the steps and climax are lifted from another arc appropriate to whatever they seek to do.

It’s difficult, but possible, to aid a friend with an arc even if that friend is unwilling to accept (or is ignorant of) your help.

The cost and rewards for a character with this arc are the same as those described in the original character arc.

Opening: Answering the Call. Offering to help (or responding to a request for help).

Step(s) and Climax: Depends on the friend’s arc. Rewards are the same for you as for the friend.

Resolution: You speak with your friend and learn if they are satisfied. Together, you share what you’ve learned (if anything) and where you will go from here.

Assist an Organization

You set out to accomplish something that will further an organization. You’re probably allied with them or they are rewarding you for your help in some fashion.

Opening: Responding to the Call. You work out all the details of what’s expected of you, and what rewards (if any) you might get. You also get the specifics of what’s required to join and advance.

Step: Sizing up the Task. This requires some action. A reconnaissance mission. An investigation.

Step(s): Undertaking the Task. Because this arc can vary so widely based on the task involved, there might be multiple steps like this one.

Climax: Completing the Task.

Resolution: Collecting your reward (if any) and conferring with the people in the organization that you spoke to. Perhaps getting access to higher-ranking people in the organization. You can choose to have your connection to the organization increase rather than take the standard reward.

Avenge

Someone close to you or important to you in some way has been wronged. The most overt version of this arc would be to avenge someone’s death. Avenging is different than revenge, as revenge is personal—you are the wronged party. But in the Avenge character arc, you are avenging a wrong done to someone else.

Opening: Declaration. You publicly declare that you are going to avenge the victim(s). This is optional.

Step(s): Tracking the Guilty. You track down the guilty party. This might not be physically finding them if you already know where they are. Instead, it might be discovering a way to get at them if they are distant, difficult to reach, or well protected. This step might be repeated multiple times, if applicable.

Step: Finding the Guilty. You finally find the guilty party, or find a path or make a plan to reach them. Now all that’s left is to confront them.

Climax: Confrontation. You confront the guilty party. This might be a public accusation and demonstration of guilt, a trial, or an attack to kill, wound, or apprehend them—whatever you choose to be appropriate.

Resolution: You resolve the outcome and the ramifications of the confrontation and decide what to do next.

Birth

You are becoming a parent.

The Birth character arc assumes you already have a partner or a surrogate. If you want your character to find a romantic partner or spouse, you can use the Romance arc. And of course, nonhuman characters might reproduce in other ways.

This arc is usually followed by the Raise a Child arc.

Opening: Impregnation.

Step: Finding a Caretaker. This might be a physician, midwife, doula, or similar person. This is optional.

Step: Complication. A complication arises that threatens the pregnancy, the birth parent, or both.

Step: Preparation. You prepare a place for the delivery as well as a safe place for the infant to live once born.

Climax: Delivery. The baby is born. Success means the child survives.

Resolution: You get the baby to the place you have prepared and settle in, deciding what to do next.

Build

You are going to build a physical structure—a house, a fortress, a workshop, a defensive wall, and so on. This arc would also cover renovating an existing structure or substantially adding to one. Of course, this doesn’t have to be physical construction. You might build something with spells or other supernatural abilities.

Opening: Make a Plan. This almost certainly involves literally drawing up blueprints or plans.

Step(s): Find a Site. This might be extremely straightforward—a simple examination of the site—or it might be an entire exploratory adventure. (If the latter, it might involve multiple such steps.)

Step(s): Gather Materials. Depending on what you are building and what it is made out of, this could involve multiple steps. There probably are substantial costs involved as well.

Step(s): Construction. Depending on what you are building, this could involve multiple steps. It might also take a considerable amount of time and work.

Climax: Completion. The structure is finished.

Resolution: You put the structure to its desired use and see if it holds up.

Cleanse

Someone or something has been contaminated, probably by evil spirits, radiation, a deadly virus, foul magic, or the like, and you want to rid them of such influences or contaminants. This could also be a curse, a possession, an infestation, or something else.

Opening: Analyzing the Threat. You determine the nature of the contamination.

Step: Find the Solution. Almost every contamination has its own particular solution, and this likely involves research and consultation.

Step: Getting Ready. The solution probably involves materials, spells, or other things that you must gather and prepare.

Climax: The Cleansing. You confront the contamination.

Resolution: You reflect on the events that have transpired and what effects they might have on the future. How can you keep this from happening again?

Creation

You want to make something. This might be a magic item, a painting, a novel, or a machine.

Opening: Make a Plan. You figure out what you need, what you’re going to do, and how you’re going to do it.

Step(s): Gather Materials. Depending on what you are creating and what it is made out of, this could involve multiple steps. There probably are substantial costs involved as well.

Step(s): Progress. Depending on what you are creating, this could involve multiple steps. It might also take a considerable amount of time and work.

Climax: Completion. It’s finished! Is it what you wanted? Does it work?

Resolution: You think about what you have learned from the process and use or enjoy the fruits of your labor.

Defeat a Foe

Someone stands in your way or is threatening you. You must overcome the challenge they represent. Defeat doesn’t always mean kill or even fight. Defeating a foe could mean beating them in a chess match or in competition for a desired mentor.

Opening: Sizing up the Competition. This requires some action. A reconnaissance mission. An investigation.

Step: Investigation. This requires some action. A reconnaissance mission. An investigation.

Step(s): Diving In. You travel toward your opponent, overcome their lackeys, or take steps to reach them so you can confront them. This step can take many forms, and there might be more than one such step. This step is always active.

Climax: Confrontation. The contest, challenge, fight, or confrontation occurs.

Resolution: You reflect on what you’ve learned and what the consequences of your actions might be.

Defense

A person, place, or thing is threatened, and you want to protect it.

Opening: Analyze the Situation. What are you defending, and what threats are involved?

Step: Account for Your Resources. How are you going to defend?

Step(s): Fend Off Danger. The forces threatening what you are protecting probably make an initial threat that you’ll have to defeat. It’s not the main threat, though. There might be multiple such initial threats.

Climax: Protect. The true threat reveals itself and you confront it.

Resolution: A time for reflection on everything that occurred, and an assessment of the person, place, or thing’s safety going forward.

Develop a Bond

You want to get closer to another character. This might be to make a friend, find a mentor, or establish a contact in a position of power. It might be to turn a friend into a much closer friend. The character might be an NPC or a PC.

Opening: Getting to Know You. You learn what you can about the other character.

Step: Initial Attempt. You attempt to make contact. This might involve sending messages or gifts through a courier, using an intermediary, or just going up and saying hello, depending on the situation.

Step(s): Building a Relationship. There might be many such steps as you develop the relationship.

Climax: Bond. You succeed or fail at forging the bond.

Resolution: You enjoy the fruits of your new relationship.

Enterprise

You want to create and run a business or start an organization. Maybe you’re a craftsperson who wants to sell your creations. Maybe you like baking and you want to start a catering service. Or maybe you want to start a secret society or found a school to teach young mutants how to use their powers. You’ll almost certainly have to make new connections, find (and somehow pay for) a location, and deal with all manner of administrative duties.

Opening: Drawing up a Plan. What’s your goal, and how are you going to achieve it?

Step: Account for Your Resources. How much financing does the enterprise need compared to what you’ve got? If you need more, how will you get it? How many people other than yourself are needed to begin, and how many will you need to sustain things once they are up and running?

Step: Finding a Location. You probably need a place to run your enterprise—a store, a workshop, a base of operations, and so on. You find a location and look into what it will take to buy or rent it.

Step(s): Building the Enterprise. You procure the needed equipment or personnel. You make the connections and deals to get things started. You obtain important permits or other legal documents. You test new products. You actually start the business. Each of these developments (and likely others) can be counted as a separate step, so there will be many steps.

Climax: Profit and Loss. You determine whether your enterprise will take off and carry on into the future, or fall apart before it gets a chance to blossom. This occurs in a single dramatic moment—your first major client, your organization’s first big meeting or mission, or whatever else is appropriate.

Resolution: A time for reflection on everything that occurred, and how you’re going to move forward.

Establishment

You want to prove yourself as someone of importance. This can take many forms—socially, within your order, financially, or even romantically.

Opening: Assessment. You assess yourself as well as who you need to prove yourself to.

Step(s): Appearances Matter. You improve your look. Enhance your wardrobe. Spruce up your house. Whatever it takes to get attention from the right people. There might be many such steps.

Step(s): Self-Aggrandizement. You need to get the word out to get people talking about you. There might be many such steps.

Climax: Grabbing Attention. You do something big, like host a party for influential people or produce a play that you wrote. You make a big splash or a big crash.

Resolution: You reflect on what you did and where you go from here.

Explore

Something out there is unknown and you want to explore its secrets. This is most likely an area of wilderness, a new planet, an otherworldly dimension, or something similar.

Opening: Make a Plan. Not only do you draw up a plan for your exploration, but if appropriate, you also make a formal declaration to relevant parties of what you’re going to do.

Step(s): Gather Resources. You get the supplies, vehicles, and help you need. Depending on where you are going and what is required, this could involve multiple steps. There probably are substantial costs involved as well.

Step(s): Travel. You go where you wish to explore. There might be many such steps, depending on how long it takes to get there.

Step(s): Exploration. This is the meat of the arc, but it’s probably a series of small moves and minor victories. There might be many such steps.

Climax: Conquest. You make the big discovery or truly master the area. You might not have explored every inch of the place, but if you are successful, you can claim to be done.

Resolution: You return home and possibly share your findings.

Fall From Grace

This is an odd character arc in that it’s (presumably) not something that a character would want. It is something that a player selects on a meta level for the character because it makes for an interesting story. It also sets up the potential for future arcs, such as Redemption. It’s important that this involve actions you take. For example, you fall into substance abuse. You treat people badly. You make mistakes that endanger others. In other words, the fall isn’t orchestrated by someone else—it’s all your own doing.

Opening: The Descent. Things go bad.

Step(s): Further Descent. Things get worse. Depending on the situation, this might involve many steps.

Step: Lashing Out. You treat others poorly as you descend.

Climax: Rock Bottom. There is no chance for success here. Only failure.

Resolution: You wallow in your own misery.

Finish a Great Work

Something that was begun in the past must now be completed. This might involve destroying an evil artifact, finishing the construction of a monument, developing the final steps of a cure for a disease, or uncovering a lost temple forgotten to the ages.

Opening: Assessing the Past. You look at what has come before and where it still needs to go. This almost certainly involves some real research.

Step: Conceive a Plan. You make a plan on how to move forward.

Step(s): Progress. You make significant progress or overcome a barrier to completion. This may involve multiple such steps.

Climax: Completion. This involves the big finish to the past work.

Resolution: You reflect on what you did and where you go from here.

Growth

Willingly or unwillingly, you are going to change. This is another meta arc. It’s less about a goal and more about character development. While it’s possible that the growth involved is intentional, in most people’s lives and stories, it is emergent. A character might become less selfish, braver, a better leader, or experience some other form of growth.

Opening: The Beginning. Change usually begins slowly, in a small, almost imperceptible way.

Step(s): Change. Growth involves many small steps.

Step: Overcoming an Obstacle. The temptation to resort to your old ways is always present.

Climax: Self-Evident Change. This is a dramatic about-face. This is the moment where you do something the “old you” would never have done, and it has a profound effect on you and those around you. With either success or failure, growth is possible.

Resolution: You recognize the change in yourself and move forward.

Instruction

You teach a pupil. You have knowledge on a topic and are willing to share. This can be a skill, an area of lore, a combat style, or the use of a special ability. This is usually a fairly long-term arc. Sometimes teaching a pupil is a side matter, and sometimes the pupil takes on more of an apprentice role and spends a great deal of time with you, traveling with you and perhaps even living in your house (or you living in theirs).

Opening: Taking on the Student.

Step: Getting to Know Them. You assess your pupil’s strengths and weaknesses and try to get an idea of what they need to learn and how you can teach it to them.

Step(s): The Lessons. Teaching is often a slow, gradual process.

Step: Breakdown. Many times, a student needs to have a moment of crisis to really learn something. Maybe they get dejected, or maybe they rebel against your teaching techniques.

Climax: Graduation. This is when you recognize that the pupil has learned what they need. It usually comes at a dramatic moment.

Resolution: You and the pupil say your goodbyes, and you look toward the future.

Join an Organization

You want to join an organization. This might be a military organization, a corporation, a secret society, a religion, or something else.

Opening: Getting the Details. You learn all you can about the organization and how one becomes a member.

Step(s): Making a Contact. Friends on the inside are always important.

Step(s): Performing a Deed. The organization might want to test your worth, or this might be a ceremony you must take part in. It might include paying some sort of dues or fee. Or all of these things.

Climax: Proving Your Worth. This is the point at which you attempt to show the organization that they would be better off with you as a member.

Resolution: You consider your efforts and assess what your membership gets you.

Justice

You try to right a wrong or bring a wrongdoer to justice.

Opening: Declaration. You publicly declare that you are going to bring justice in this situation. This is optional.

Step(s): Tracking the Guilty. You track down the guilty party, assuming there is one. This might not be physically finding them if you already know where they are. Instead, it might be discovering a way to get at them if they are distant, difficult to reach, or well protected. This step might be repeated multiple times, if applicable.

Step: Helping the Victim. Righting a wrong does not always involve confronting a wrongdoer. Part of it might be about helping those who were wronged.

Climax: Confrontation. You confront the guilty party. This might be a public accusation and demonstration of guilt, a trial, or an attack to kill, wound, or apprehend them—whatever you choose to be appropriate.

Resolution: You resolve the outcome and ramifications of the confrontation and decide what to do next.

Learn

You want to learn something. This isn’t the same as the Uncover a Secret arc, in which you’re looking for a bit of information. This is a skill or whole area of knowledge you want to gain proficiency with. This is learning a new language, how to play an instrument, or how to be a good cook. Thus, it’s not about gaining a level or rank in climbing, but learning to be an experienced mountaineer.

Opening: Focusing on the Problem.

Step: Finding a Teacher or a Way to Teach Yourself. Now you can truly begin.

Step(s): Learn. Depending on what you’re learning, this could involve one step or quite a few.

Climax: The Test. You put your new knowledge to the test in a real situation.

Resolution: You relax a bit and decide what to do next.

Master a Skill

You’re skilled, but you want to become the best. This arc might logically follow the Learn arc. As with the Learn arc, this can involve any kind of training at all, not just a skill.

Opening: Finding the Path. You’ve learned the basics. Now it’s time for the advanced material.

Step: Discovering a Master. You find a master to help you become a master.

Step(s): Learn. Depending on what you’re mastering, this could involve one step or quite a few.

Step: The Last Step. Eventually, you realize that even a master cannot teach you the last step. You must learn it on your own.

Climax: The Test. You put your mastery to the test in a real situation—and considering your goal, it’s probably a very important situation.

Resolution: You relax a bit and decide what to do next.

Mysterious Background

You don’t know who your parents were, but you want to find out. The mystery might be something other than your parentage, but that’s a common theme in this kind of arc. You want to know where you come from—there’s some kind of mystery in your past.

Opening: Beginning the Search.

Step: Research. You look into your own family background, if possible.

Step(s): Investigation. You talk to people who might know. You follow clues.

Climax: Discovery. You discover the secret of your own background. You determine if what you learn is good or bad, but either way discovery means success.

Resolution: You contemplate how this new knowledge sits with you.

New Discovery

You want to invent a new device, process, spell, or something similar. A cure for a heretofore unknown disease? An invocation with a result you’ve never heard of before? A method for getting into an impregnable vault? Any of these and more could be your discovery. While similar to the Creation arc and the Learn arc, the New Discovery arc involves blazing a new trail. No one can teach you what you want to know. You’ve got to do it on your own.

Opening: The Idea. You draw up plans for the thing you want to invent or discover.

Step: Research. You learn what people have done before and recognize where they fell short.

Step(s): Trial and Error. You test your hypothesis. This often ends in many failures before you get a success.

Climax: Eureka! It’s time to put the discovery to the true test.

Resolution: You reflect on your discovery and probably compile your notes and write it all down, for posterity’s sake if nothing else.

Raise a Child

You raise a child to adulthood. It can be your biological child or one you adopt. It can even be a child taken under your wing, more a young protégé than a son or daughter. This is obviously a very long-term arc.

Opening: Sharing Your Home. The child now lives with you.

Step: Care and Feeding. You learn to meet the child’s basic needs.

Step(s): Basic Instruction. You teach them to walk, talk, and read. You teach them to care for themselves.

Step(s): The Rewards Are Many. The child loves you. Relies on you. Trusts you. Eventually, helps you.

Step(s): Ethical Instruction. You instill your basic ethics in the child, hoping that they will mature into an adult you can be proud of.

Climax: Adulthood. At some point the child leaves the proverbial nest. You determine, at this point, your own success or failure.

Resolution: You reflect on the memories you have made.

Recover From a Wound (or Trauma)

You need to heal. This isn’t just for healing simple damage. This involves recovering from a major debilitating injury, illness, or shock. Severe damage, the loss of a body part, and emotional trauma all fall into this category.

Opening: Rest. The first thing you need to do is rest.

Step: Self Care. You take care of your own needs.

Step: Getting Aid. Someone helps.

Step: Medicine. Some kind of drug, cure, poultice, potion, or remedy aids your recovery.

Step: Therapy. With the help of someone else, you exercise your injury or cope with your trauma.

Climax: Acceptance or Recovery. You try to move on and use what has been damaged (or learn how to function without it).

Resolution: You get on with your life.

Redemption

You’ve done something very wrong, but you want to atone and make it right again. This is like the Justice arc or the Undo a Wrong arc, except you are the wrongdoer. This could be a follow-up to the Fall From Grace arc.

Opening: Regret. You are determined to rebuild, recover, and restore.

Step: Forgiveness. You apologize and ask for forgiveness.

Step: Identifying the Needs. You determine what needs to be done to atone for your transgression.

Climax: Making Good. You perform an act that you hope will redeem your past misdeed.

Resolution: You reflect on what has happened but now look to the future.

Repay a Debt

You owe someone something, and it’s time to make good.

Opening: Debts Come Due. You determine to do what is needed to make good on the debt. It might involve repaying money, but more appropriately it’s performing a deed or a series of deeds.

Step: Talking It Over. You discuss the matter with the person you owe, if possible. You ensure that what you’re doing is what they want.

Climax: Repayment. Either you do something to earn the money or goods you owe, or you undertake a major task that will compensate the other person.

Resolution: You relax knowing that your debt is repaid, and you look to the future.

Rescue

Someone or something of great importance has been taken, and you want to get them or it back.

Opening: Heeding the Call. You determine what has happened, and who or what is missing.

Step: Tracking. You discover who has taken them, and where.

Step: Travel. You go to where they are being held and get information on the location and who is involved. Maybe make a plan.

Climax: Rescue Operation. You go in and get them.

Resolution: You return them home.

Restoration

You’re down but not out. You want to restore your good name. Recover what you’ve lost. Rebuild what has been destroyed. You’ve fallen down or have been knocked down, but either way you want to pick yourself up. This is a possible follow-up to the Fall From Grace arc.

Opening: Vow to Yourself. You are determined to rebuild, recover, and restore.

Step(s): Work. You rebuild, recover, and restore. If all your money was stolen, you make more. If your house was destroyed, you rebuild it. If your reputation was tarnished, you perform deeds that restore your good name.

Climax: The Final Act. You undertake one last major task that will bring things back to where they were (or close to it). A lot is riding on this moment.

Resolution: You enjoy a return to things the way they were before.

Revenge

Someone did something that harmed you. Unlike the Avenge arc, this arc probably isn’t about tracking down a murderer, but it might involve pursuing someone who stole from you, hurt you, or otherwise brought you grief. The key is that it’s personal. Otherwise, use the Justice arc.

Opening: Vow. You swear revenge.

Step(s): Finding a Clue. You find a clue to tracking down the culprit.

Climax: Confrontation. You confront the culprit.

Resolution: You deal with the aftermath of the confrontation and move on. You think about whether you are satisfied by gaining your revenge.

Romance

You want to strike up a relationship with a romantic partner. Perhaps you have a specific person in mind, or maybe you’re just interested in a relationship in general.

Opening(s): Caught Someone’s Eye. You meet someone you are interested in. (Since this can be short-lived, it’s possible to have this opening occur more than once.)

Step(s): Courtship. You begin seeing the person regularly. Although not every “date” is a step in the arc, significant moments are, and there may be a few of them.

Climax: Commitment. You may or may not be interested in a monogamous relationship. Regardless, you and your love have made some kind of commitment to each other.

Resolution: You think about the future. Marriage? Children? These are only some of the possibilities.

Solve a Mystery

Different from the Learn arc and the Uncover a Secret arc, this arc is about solving a crime or a similar action committed in the fairly recent past. It’s not about practice or study, but about questions and answers. In theory, the mystery doesn’t have to be a crime. It might be “Why is this strange caustic substance leaking into my basement?”

Opening: Pledging to Solve the Mystery.

Step: Research. You get some background.

Step(s): Investigation. You ask questions. You look for clues. You cast divinations. This likely encompasses many such steps.

Climax: Discovery. You come upon what you believe to be the solution to the mystery.

Resolution: In this step, which is far more active than most resolutions, you confront the people involved in the mystery with what you’ve discovered, or you use the information in some way (such as taking it to the proper authorities).

Theft

Someone else has something you want.

Opening: Setting Your Sights. You make a plan.

Step: Casing the Joint. You scout out the location of the thing (or learn its location).

Step(s): Getting to the Object. Sometimes, many steps are involved before you reach the object you wish to take. For example, if, in order to steal something from a vault, you need to approach one of the guards while they are off duty and bribe them to look the other way when you break in, that is covered in this step.

Climax: The Attempt. You make your heist.

Resolution: You decide what to do with the thing you’ve stolen and contemplate the repercussions you might face for stealing it.

Train a Creature

You want to domesticate and train an animal or other creature. While the beast doesn’t need to be wild, it must not already be domesticated and trained.

Opening: Getting Acquainted. You get to know the creature a bit, and it gets to know you.

Step: Research. You get information on the type of creature or advice from others who have trained one.

Step: Domestication. After some work, the creature is no longer a threat to you or anyone else, and it can live peacefully in your home or wherever you wish.

Step(s): Training. Each time you use this step, you teach the creature a new, significant command that it will obey regularly and immediately.

Climax: Completion. Believing the creature’s training to be complete, you put it in a situation where that is put to the test.

Resolution: You reflect on the experience.

Transformation

You want to be different in a specific way. Because the Growth arc covers internal change, this one focuses primarily on external change. This could take many forms, and probably varies greatly by genre. In some settings, it could even be death, which might turn you into a ghost. For the change to be an arc, it should be difficult and perhaps risky.

Opening: Deciding on the Transformation.

Step: Research. You look into how the change can be made and what it entails.

Step(s): Investigation. This is an active step toward making the change. It might involve getting more information, materials or ingredients, or something else.

Climax: Change. You make the change, with some risk of failure or disaster.

Resolution: You contemplate how this change affects you going forward.

Uncover a Secret

There is knowledge out there that you want. It could be an attempt to find and learn a specific special ability. This could also be a hunt for a lost password or a key that will open a sealed door, the true name of a devil, the secret background of an important person, or how the ancients constructed that strange monolith.

Opening: Naming the Secret. You give your goal a name. “I am seeking the lost martial art of the Khendrix, who could slice steel with their bare hands.”

Step(s): Research. You scour libraries and old tomes for clues and information.

Step(s): Investigation. You talk to people to gain clues and information.

Step(s): Tracking. You track down the source of the secret information and travel to it.

Climax: Revelation. You find and attempt to use the secret, whatever that entails.

Resolution: You contemplate how this secret affects you and the world.

Undo a Wrong

Someone did something horrible, and its ramifications are still felt, even if it happened long ago. You seek to undo the damage, or at least stop it from continuing.

This is different from the Justice arc because this isn’t about justice (or even revenge)—it’s about literally undoing something bad that happened in the past, such as a great library being burned to the ground, a sovereign people being driven from their land, and so on.

Opening: Vowing to Put Right What Once Went Wrong.

Step: Make a Plan. You learn all you can about the situation and then make a plan to put things right.

Step(s): Progress. This is an active step toward undoing the wrong. It might involve finding something, defeating someone, destroying something, building something, or almost anything else, depending on the circumstances.

Climax: Change. You face the challenge of the former wrong, and either overcome it or fail.

Resolution: You reflect on what you’ve accomplished and think about the future.

","markdown":""},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"ownership":{"default":-1},"flags":{}},{"sort":550000,"name":"Genre: Fantasy","type":"text","_id":"5tBpQHxLFK0uSx7O","title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"

For an expanded treatment of the fantasy genre, refer to the @UUID[Compendium.cyphersystem-compendium.cypher-journals.nnDPf4sPK61ROEV8]{Fantasy Rulebook}.

For our purposes, fantasy is any genre that has magic, or something so inexplicable it might as well be magic. The sort of core default of this type is Tolkienesque fantasy, also known as second-world fantasy because it includes a completely new world not our own. Big fantasy epics like those penned by J. R. R. Tolkien (hence the name), C. S. Lewis, George R. R. Martin, Stephen R. Donaldson, David Eddings, Ursula K. Le Guin, and others are indicative of this genre. It usually involves swords, sorcery, nonhuman species (such as elves, dwarves, helborn, and half-giants), and epic struggles.

Of course, fantasy might also involve the modern world, with creatures of myth and sorcerers dwelling among us. It might involve mythic traditions of any number of cultures (elves, dwarves, and the like, usually being decidedly European) or bear little resemblance to anything on Earth, past or present. It might even involve some of the trappings of science fiction, with spaceships and laser guns amid the wizardry and swords (this is often called science fantasy).

Fantasy can also be defined by the amount of fantasy elements within it. A second-world fantasy filled with wizards, ghosts, dragons, curses, and gods is referred to as high fantasy. Fantasy with a firmer grounding in reality as we know it in our world is low fantasy. (In fact, low fantasy often takes place in our world, or in our world’s distant past, like the stories of Conan.) No single element indicates concretely that a given fantasy is high or low. It’s the prevalence of those elements.

The point is, there are many, many types of fantasy.

Suggested Types for a Fantasy Game

RoleCharacter Type
WarriorWarrior
KnightWarrior
RangerExplorer
BarbarianExplorer flavored with combat
ThiefExplorer flavored with stealth
WizardAdept
ClericSpeaker flavored with magic
DruidExplorer flavored with magic
Warrior mageWarrior flavored with magic
BardSpeaker

Basic Creatures and NPCs for a Fantasy Game

@UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.aRHd1kwkUTogvMyG]{Bat} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.POcXUZp1mwvumsvK]{Blacksmith} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.JZbErZ6hAgtHrgim]{Dog} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.vmvgLdR7JKdsukCW]{Dog, guard} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.4xi11kpGx3rGZEYm]{Farmer} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.pNEII8Wup8xjZfuA]{Hawk} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.61EndqAjZ2ZZZuS9]{Horse} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.4xi11kpGx3rGZEYm]{Farmer} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.8AhrSmfhARlAahxp]{Merchant} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.qLFrfE0E9w6BcG48]{Rat} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.XwsPRwBGqnPnCJKG]{Villager} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.ZIE2MSMDhhgqBRgl]{Viper} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.vhGua32GarGCzLGv]{Warhorse} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.4gJ7LYEkIlt16Epj]{Wolf}

Additional Fantasy Equipment

In the default Medieval Europe-style fantasy setting, the following items (and anything else appropriate to that time period) are usually available.

Inexpensive Items

WeaponsNotes
@UUID[Compendium.cyphersystem-compendium.ammo.JwvZz1lxVR3H6P8D]{Arrows (20)}
@UUID[Compendium.cyphersystem-compendium.weapons-fantasy.zuI2zJqYv2bPN415]{Club}Light weapon
@UUID[Compendium.cyphersystem-compendium.ammo.mY1JGNvk9RPW7y2D]{Crossbow bolts (20)}
@UUID[Compendium.cyphersystem-compendium.weapons-fantasy.IBJ8eUTFLMb2IKaZ]{Knife (rusty and worn)}Light weapon (won’t last long)
Other ItemsNotes
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.ua0XElr4rvEe4C7J]{Candle}
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.UJ5qtx1Dt3ENW2Uh]{Rations (1 day)}
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.m5lUbtwYYZDzo0Jx]{Sack}
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.G2HjI5SUADNv0yJ2]{Torch}

Moderately Priced Items

WeaponsNotes
@UUID[Compendium.cyphersystem-compendium.weapons-fantasy.La6ogBpdY1cjYIug]{Blowgun}Light weapon, short range
@UUID[Compendium.cyphersystem-compendium.weapons-fantasy.DxvLEdJsjNLghy5m]{Broadsword (substandard)}Medium weapon (won’t last long)
@UUID[Compendium.cyphersystem-compendium.weapons-fantasy.cFkYLORc1EiwPpLf]{Dagger}Light weapon
@UUID[Compendium.cyphersystem-compendium.weapons-fantasy.Chp5Kt00vrxxYBAT]{Handaxe}Light weapon
@UUID[Compendium.cyphersystem-compendium.weapons-fantasy.xMUGgLlOKoZqooWy]{Throwing knife}Light weapon, short range
ArmorNotes
@UUID[Compendium.cyphersystem-compendium.armor-fantasy.dwYLXpRkrg8AaoMP]{Hides and furs}Light armor
@UUID[Compendium.cyphersystem-compendium.armor-fantasy.E3UpdWDvaLUQ2Xfz]{Leather jerkin}Light armor
Other ItemsNotes
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.2uM56Yu3g5OCjLkm]{Backpack}
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.3TAk68d2T0nMXlIG]{Bedroll}
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.ObGbm8EmEBDCotRD]{Crowbar}
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.BmQOOToImOypwy7g]{Hourglass}
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.VNW4jviGcTTfC2Mu]{Iron spikes}10 spikes
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.XjU4o9vgaZ4wiBSD]{Lantern}
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.U20W8jrBZGlWsQu2]{Rope}Hemp, 50 feet
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.BQ87g3YjkViIKc7l]{Signal horn}
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.MEp5TNjz6v9dnuLP]{Tent}

Expensive Items

WeaponsNotes
@UUID[Compendium.cyphersystem-compendium.weapons-fantasy.oGdbXxumsdjbdVzJ]{Battleaxe}Medium weapon
@UUID[Compendium.cyphersystem-compendium.weapons-fantasy.W8mx4ak9u2JKvX6Q]{Broadsword}Medium weapon
@UUID[Compendium.cyphersystem-compendium.weapons-fantasy.xeXPxadNyGu35H4k]{Bow}Medium weapon, long range
@UUID[Compendium.cyphersystem-compendium.weapons-fantasy.H8tg6l3LpBLNRz32]{Cutlass}Medium weapon
@UUID[Compendium.cyphersystem-compendium.weapons-fantasy.ZHeioW4Ywrgs6Si8]{Light crossbow}Medium weapon, long range
@UUID[Compendium.cyphersystem-compendium.weapons-fantasy.J3BdB6S45bmc8cvl]{Quarterstaff}Medium weapon (requires 2 hands)
ArmorNotes
@UUID[Compendium.cyphersystem-compendium.armor-fantasy.ljoqzdX7tpPpCTCc]{Breastplate}Medium armor
@UUID[Compendium.cyphersystem-compendium.armor-fantasy.9toshrf5gjzwIsDm]{Brigandine}Medium armor
@UUID[Compendium.cyphersystem-compendium.armor-fantasy.2mgyMiNIOQ4iUVnl]{Chainmail}Medium armor
Other ItemsNotes
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.mVwBYBHxYinj4lLx]{Bag of heavy tools}
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.XuYDx9q73UxyPN22]{Bag of light tools}

Very Expensive Items

WeaponsNotes
@UUID[Compendium.cyphersystem-compendium.weapons-fantasy.rUR8Ile0ZRC2qMfM]{Broadsword (jeweled)}Medium weapon
@UUID[Compendium.cyphersystem-compendium.weapons-fantasy.7Yc0010ac7PbCkPl]{Greatsword}Heavy weapon
@UUID[Compendium.cyphersystem-compendium.weapons-fantasy.gVNfXCYe0qsDXQNO]{Heavy crossbow}Heavy weapon, long range
ArmorNotes
@UUID[Compendium.cyphersystem-compendium.armor-fantasy.f8OhNQR1rGtWy2Ot]{Dwarven breastplate}Medium armor, encumbers as light armor
@UUID[Compendium.cyphersystem-compendium.armor-fantasy.2SMPhQU8pP4vsJ6R]{Full plate}Heavy armor
Other ItemsNotes
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.cIWeisTbSX9izeaW]{Disguise kit}Asset for disguise tasks
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.ICgjGDSqGXInN1PP]{Healing kit}Asset for healing tasks
@UUID[Compendium.cyphersystem-compendium.equipment-fantasy.7BQwwk2qh7zxU6ih]{Spyglass}Asset for perception tasks at range

Exorbitant Items

ArmorNotes
@UUID[Compendium.cyphersystem-compendium.armor-fantasy.kcF98fSVWNjAEQWI]{Elven chainmail}Medium armor, encumbers as no armor
Other ItemsNotes
@UUID[Compendium.cyphersystem-compendium.vehicles.3svOlCDP6Sm4v2Ql]{Sailing ship (small)}

Fantasy Artifacts

In many ways, fantasy is the genre for artifacts. All magic items—wands that shoot lightning, magic carpets, singing swords, rings that make the wearer invisible, and so on—are artifacts. Below are a few sample artifacts to give a template for GMs to follow. Those running a fantasy campaign will likely want to create many magic artifacts.

@UUID[Compendium.cyphersystem-compendium.artifacts-fantasy.Hanw3m7cRoN6XrsV]{Angelic ward} @UUID[Compendium.cyphersystem-compendium.artifacts-fantasy.I8TAffkn2YfPdIlf]{Ring of dragon’s flight} @UUID[Compendium.cyphersystem-compendium.artifacts-fantasy.lZy9XOFTIPBKjr5z]{Soulflaying weapon} @UUID[Compendium.cyphersystem-compendium.artifacts-fantasy.2q4omUFxtUBr4WFP]{Spellbook of the amber mage} @UUID[Compendium.cyphersystem-compendium.artifacts-fantasy.BNT94UfgkXdmcErV]{Wand of firebolts}

Fantasy Species Descriptors

In a high fantasy setting, some GMs may want dwarves and elves to be mechanically different from humans. Below are some possibilities for how this might work.

Dwarf

You’re a stocky, broad-shouldered, bearded native of the mountains and hills. You’re also as stubborn as the stone in which the dwarves carve their homes under the mountains. Tradition, honor, pride in smithcraft and warcraft, and a keen appreciation of the wealth buried under the roots of the world are all part of your heritage. Those who wish you ill should be wary of your temper. When dwarves are wronged, they never forget.

You gain the following characteristics:

Stalwart: +2 to your Might Pool.

@UUID[Compendium.cyphersystem-compendium.basic-skills.Q0vfmbqehJw0jYBa]{Skill}: You are trained in Might defense rolls.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.kOe6eKWNKZ0rlIbt]{Skill}: You are trained in tasks related to stone, including sensing stonework traps, knowing the history of a particular piece of stonecraft, and knowing your distance beneath the surface.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.XBza3foP98Apv3u6]{Skill}: You are practiced in using axes.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.O0bj3SSEEaArxBet]{Skill}: You are trained in using the tools required to shape and mine stone.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.wfUuLfNI6KyKsZ6R]{Vulnerability}: When you fail an Intellect defense roll to avoid damage, you take 1 extra point of damage.

Additional Equipment: You have an axe.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You found the PCs wandering a maze of tunnels and led them to safety.

  2. The PCs hired you to dig out the entrance to a buried ruin.

  3. You tracked down the thieves of your ancestor’s tomb and found they were the PCs. Instead of killing them, you joined them.

  4. Before dwarves settle down, they need to see the world.

Elf

You haunt the woodlands and deep, natural realms, as your people have for millennia. You are the arrow in the night, the shadow in the glade, and the laughter on the wind. As an elf, you are slender, quick, graceful, and long lived. You manage the sorrows of living well past many mortal lifetimes with song, wine, and an appreciation for the deep beauties of growing things, especially trees, which can live even longer than you do.

You gain the following characteristics:

Agile: +2 to your Speed Pool.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.y8GNItkWz0Ll5eDE]{Long-Lived}: Your natural lifespan (unless tragically cut short) is thousands of years.

@UUID[Compendium.cyphersystem-compendium.basic-skills.rH5FwMXGaNn21DZD]{Skill}: You are specialized in tasks related to perception.

Skill: You are practiced in using one bow variety of your choice.

Skill: You are trained in @UUID[Compendium.cyphersystem-compendium.basic-skills.duTx0BwgmC1Gw3Ze]{stealth} tasks. In areas of natural woodland, you are @UUID[Compendium.cyphersystem-compendium.expanded-skills.FXuy9hOuuAVeiGIc]{specialized in stealth tasks}.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.JTgcA5dhKHQM6lvw]{Fragile}: When you fail a Might defense roll to avoid damage, you take 1 extra point of damage.

Additional Equipment: You have a bow and a quiver of arrows to go with it.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. Before putting an arrow in the forest intruders, you confronted them and met the PCs, who were on an important quest.

  2. Your heart yearned for farther shores, and the PCs offered to take you along to new places.

  3. Your home was burned by strangers from another place, and you gathered the PCs along the way as you tracked down the villains.

  4. An adventure was in the offing, and you didn’t want to be left behind.

Half-Giant

You stand at least 12 feet (4 m) tall and tower over everyone around you. Whether you are a full-blooded giant or merely have giant heritage from large ancestors, you’re massive. Always large for your age, it became an issue only once you reached puberty and topped 7 feet (2 m) in height, and kept growing from there.

You gain the following characteristics:

Tough: +4 to your Might Pool.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.cP5tB0NoQnIydKZJ]{Mass and Strength}: You inflict +1 point of damage with your melee attacks and attacks with thrown weapons.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.0efUBEaMaoe3XB4q]{Breaker}: Tasks related to breaking things by smashing them are eased.

Inability: You’re too large to accomplish normal things. Tasks related to @UUID[Compendium.cyphersystem-compendium.inabilities.gpHPkjq631isDAjT]{initiative}, @UUID[Compendium.cyphersystem-compendium.inabilities.oGzczZIk8XKBDpZo]{stealth}, and @UUID[Compendium.cyphersystem-compendium.inabilities.veqN70GNrIvluVMq]{fine manipulation of any sort} (such as lockpicking or repair tasks) are hindered.

Additional Equipment: You have a heavy weapon of your choice.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You fished the PCs out of a deep hole they’d fallen into while exploring.

  2. You were the PCs’ guide in the land of giants and stayed with them afterward.

  3. The PCs helped you escape a nether realm where other giants were imprisoned by the gods.

  4. You kept the PCs from being discovered by hiding them behind your bulk when they were on the run.

Helborn

Demons of the underworld sometimes escape. When they do, they can taint human bloodlines. Things like you are the result of such unnatural unions. Part human and part something else, you are an orphan of a supernatural dalliance. Thanks to your unsettling appearance, you’ve probably been forced to make your own way in a world that often fears and resents you. Some of your kin have large horns, tails, and pointed teeth. Others are more subtle or more obvious in their differences—a shadow of a knife-edge in their face and a touch that withers normal plants, a little too much fire in their eyes and a scent of ash in the air, a forked tongue, goatlike legs, or the inability to cast a shadow. Work with the GM on your particular helborn appearance.

You gain the following characteristics.

Devious: +2 to your Intellect Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.JW3zwz6IgZcqN0XX]{Skill}: You are trained in tasks related to magic lore and lore of the underworld.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.w2loaRgoNlhuYGwg]{Fire Adapted}: +2 to Armor against damage from fire only.

Helborn Magic: You are inherently magical. Choose one low-tier ability from the Abilities chapter. If the GM agrees it is appropriate, you gain that ability as part of your helborn heritage, and can use it like any other type or focus ability.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.yW5LvpudYQcN1n5b]{Inner Evil}: You sometimes lose control and risk hurting your allies. When you roll a 1, the GM has the option to intrude by indicating that you lose control. Once you’ve lost control, you attack any and every living creature within short range. You can’t spend Intellect points for any reason other than to try to regain control (a difficulty 2 task). After you regain control, you suffer a –1 penalty to all rolls for one hour.

@UUID[Compendium.cyphersystem-compendium.inabilities.lfVIjOnbi86nUjng]{Inability}: People distrust you. Tasks to persuade or deceive are hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You were nearly beaten to death by people who didn’t like your look, but the PCs found and revived you.

  2. The PCs hired you for your knowledge of magic.

  3. Every so often you get visions of people trapped in the underworld. You tracked those people down and found the PCs, who’d never visited the underworld. Yet.

  4. Your situation at home became untenable because of how people reacted to your looks. You joined the PCs to get away.

Optional Rule: Spellcasting

Fantasy settings prioritize magic as an essential ingredient. But why restrict that magic to just wizards and similar characters? It’s not uncommon in fantasy literature for a thief or warrior to learn a few spells as they steal or brawl through their adventures. Leiber’s Gray Mouser knew some spells, Moorcock’s Elric knew a lot, pretty much everyone in Anthony’s Xanth books knew at least one, and so on. Of course, wizards and sorcerers specialize in spellcasting, which gives them clear superiority in magic use. But whether a character is a fireball-flinging wizard or a belligerent barbarian, anyone can learn some spellcasting under this optional rule.

Under the spellcasting rule, any character, no matter their role or type, can choose to learn a spell as a long-term benefit. After they learn one spell, they may learn more later if they wish, or just stick with the one.

First Spell

Any character can gain a spell by spending 3 XP and working with the GM to come up with an in-game story of how the PC learned it. Maybe they learned it as a child from their parent and practiced it enough to actually do it; perhaps they spent a month hiding in a wizard’s library reading; it could be that they found a weird magical amulet that imbues them with the spell; and so on.

Next, choose one low-tier ability from the Abilities chapter. If the GM agrees it is appropriate, the character gains that ability as their spell, with a few caveats. The spell can’t be used like a normal ability gained through a PC’s type or focus. Instead, a character must either use a recovery roll or spend many minutes or longer evoking their spell, in addition to paying its Pool cost (if any).

Using a Recovery Roll to Cast a Spell: If the character uses a one-action, ten-minute, or one-hour recovery roll as part of the same action to cast the spell (including paying any Pool costs), they can use the ability as an action. This represents a significant mental and physical drain on the character, because the normal benefit of recovering points in a Pool is not gained.

Spending Time to Cast a Spell: If the character takes at least ten minutes chanting, mumbling occult phonemes, concentrating deeply, or otherwise using all their actions, they can cast a low-tier spell (if they also pay any Pool costs). An hour is required to cast mid-tier spells. Ten hours are required to cast a high-tier spell.

More Spells

Once a character has learned at least one spell, they can opt to learn additional spells later. Each time, they must spend an additional 3 XP and work with the GM to come up with an in-game story of how the character’s magical learning has progressed.

Two additional rules for learning additional spells apply:

First, a character must be at least tier 3 and have previously gained one low-tier spell before they can learn a mid-tier spell.

Second, a character must be at least tier 5 and have previously gained one mid-tier spell before they can learn a high-tier spell.

Otherwise, gaining and casting additional spells are as described for the character’s first spell.

Wizards and the Optional Spellcasting Rule

Wizards (usually Adepts) and characters with explicit spellcasting foci like Masters Spells, Channels Divine Blessings, Speaks for the Land, and possibly others are also considered to be spellcasters, and moreover, specialized ones. Their spells—abilities provided by their type or focus—are used simply by paying their Pool costs. Extra time or physical effort isn’t required to cast them. That’s because, in the parlance of the fantasy genre, these spells are considered to be “prepared.”

But specialized casters can also use the optional spellcasting rule to expand their magic further. They can learn additional spells via the optional spellcasting rule just like other characters, with the same limitations.

Optionally, specialized casters who record their arcane knowledge in a spellbook (or something similar) gain one additional benefit. The spellbook is a compilation of spells, formulas, and notes that grants the specialized caster more flexibility than those who’ve simply learned a spell or two. With a spellbook, a PC can replace up to three prepared spells with three other spells they’ve learned of the same tier. To do so, they must spend at least one uninterrupted hour studying their spellbook. Usually, this is something that requires a fresh mind, and must be done soon after a ten-hour recovery.

For instance, if a wizard exchanges Ward (an ability gained from their type) with Telekinesis (an ability gained from the optional spellcasting rule), from now on the character can cast Ward only by spending time or using a recovery roll (as well as spending Pool points). On the other hand, they can use Telekinesis normally, because now it’s prepared. Later, the wizard could spend the time studying to change out their prepared spells with others they’ve learned using the optional spellcasting rule.

A PC might choose the 4 XP character advancement option to select a new type-based ability from their tier or alower tier. If so, the ability gained doesn’t count as a spell, and the spellcasting rule limitations do not apply to the ability so gained. If the PC is a wizard and uses the 4 XP character advancement option, treat the ability as one more prepared spell.

Note: Foundry VTT Usage

To use spells in Foundry VTT, sort abilities as spells in the settings of the item sheet. Note how many abilities are prepared spells (i.e., how many are learned as type or focus abilities). Archive all unprepared spells, so that the number of active items equals the number of prepared spells. When the PC exchanges one of their prepared spells, unarchive the one that is now prepared and archive another one of the same tier.

You can use your prepared spells just like any other ability of your type or focus. Unprepared spells (i.e., archived spells) use the rules above.

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The modern setting is easy because it’s just the real world, right? Well, yes and no. It’s easy for players to understand the context of a modern setting. They know the default assumptions—cities, cars, cell phones, the internet, and so on. It’s also easier for some players to get into character, because their character could be someone they might very well pass on the street. It can be easier to wrap your mind around a history professor than a thousand-year-old elf wizard. These things make it easier on the GM as well.

But for the same reason, it’s not easy. The setting is the real world we all know, so it’s easy to get facts wrong or let them bog you down. What happens when you pull the fire alarm on the thirty-fifth floor of a major hotel in a large city? How fast do the authorities arrive? In truth, the facts aren’t as important as the story you’re creating, but some verisimilitude is nice.

Molding Characters for a Modern Game

If you’re trying to portray a psychic with a few basic powers, you might not want to use the Adept character type. Instead, choose a different type (perhaps a Speaker) and encourage foci such as Commands Mental Powers or Focuses Mind Over Matter. Some of the Adept’s powers might be too over the top for the genre.

Similarly, the technology flavor is probably too high-tech for a modern game. For someone with technical skills, use the skills and knowledge flavor instead.

Sometimes, the types might be more physical than is always desirable for a modern game, but that’s because the least physical type, the Adept, is often inappropriate for other reasons. The Calm descriptor is very good for such characters, not only granting them a great deal of skill and knowledge, but also reducing their physical capabilities.

Last, don’t forget foci such as Doesn’t Do Much or Would Rather Be Reading for “normal” characters who have useful skills but not much in the way of flashy abilities.

Suggested Types for a Modern Game

RoleType
Police officerExplorer with combat flavor
DetectiveExplorer with stealth flavor
SoldierWarrior
CriminalExplorer with stealth flavor
TeacherSpeaker
Professional (accountant, writer, etc.)Speaker with skills and knowledge flavor
Technical professionExplorer with skills and knowledge flavor
DilettanteSpeaker with skills and knowledge flavor
Doctor/NurseExplorer with skills and knowledge flavor
PoliticianSpeaker
LawyerSpeaker
ScholarExplorer with skills and knowledge flavor
SpySpeaker with stealth flavor
OccultistAdept
Mystic/PsychicAdept

Basic Creatures and NPCs for a Modern Game

@UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.WJgPGUcSUrR4Ssuu]{Businessperson} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.ZT13lzcl6dsvg8HX]{Cat} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.GNrvq56bsnlHgKeW]{Clerk} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.JZbErZ6hAgtHrgim]{Dog} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.vmvgLdR7JKdsukCW]{Dog, guard} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.61EndqAjZ2ZZZuS9]{Horse} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.qLFrfE0E9w6BcG48]{Rat} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.SpaQv9sL1VWlrkLS]{Worker}

Additional Modern Equipment

In a modern setting, the following items (and anything else appropriate to the real world) are usually available.

For an expanded listing of contemporary equipment, refer to the @UUID[Compendium.cyphersystem-compendium.cypher-journals.QhNXyjJC4BW5agrm.JournalEntryPage.YwC86IjNKFB5q7gx#equipment-listing]{Science Fiction Rulebook}. Some of the contemporary equipment has been updated in the Science Fiction Rulebook. The equipment in this chapter include these changes. For that reason, there are some differences from the printed Cypher System Rulebook. Those instances are noted with an asterisk (*).

Inexpensive Items

WeaponsNotes
@UUID[Compendium.cyphersystem-compendium.ammo.lYJndyNwkfb2sQz2]{Ammo (box of 50 rounds)}
@UUID[Compendium.cyphersystem-compendium.weapons-modern.ZuWPhhwirVzEtpcS]{Knife (simple)}Light weapon (won’t last long)
Other ItemsNotes
@UUID[Compendium.cyphersystem-compendium.equipment-modern.ss1cft2vMEWx4kJ4]{Duct tape roll}Useful and ubiquitous
@UUID[Compendium.cyphersystem-compendium.equipment-modern.p6V32aB5gkEFqitX]{Flashlight}
@UUID[Compendium.cyphersystem-compendium.equipment-modern.3jJNQk40gldOiD2z]{Padlock with keys}
@UUID[Compendium.cyphersystem-compendium.equipment-modern.XFf4M5XhGJb6snrS]{Trail rations (1 day)}

Moderately Priced Items

WeaponsNotes
@UUID[Compendium.cyphersystem-compendium.weapons-modern.EOke4Vi9vZv4U16N]{Hand grenade}Explosive weapon, inflicts 4 points of damage in immediate radius
@UUID[Compendium.cyphersystem-compendium.weapons-modern.DliC4uPK4vnuiN3w]{Hunting knife}Light weapon
@UUID[Compendium.cyphersystem-compendium.weapons-modern.7EItM0gT073fcCyx]{Machete}Medium weapon
@UUID[Compendium.cyphersystem-compendium.weapons-modern.B5CSduGis9vKucKp]{Nightstick}Light weapon
ArmorNotes
@UUID[Compendium.cyphersystem-compendium.armor-modern.gwPnvp7McesS3NUR]{Leather jacket}Light armor
Other ItemsNotes
@UUID[Compendium.cyphersystem-compendium.equipment-modern.mbTBZG8Z968IxHq2]{Backpack}
@UUID[Compendium.cyphersystem-compendium.equipment-modern.ccm57mnk8bNmPWfQ]{Bag of heavy tools}
@UUID[Compendium.cyphersystem-compendium.equipment-modern.VYIqlo7RM9scywV5]{Bag of light tools}
@UUID[Compendium.cyphersystem-compendium.equipment-modern.VjpaBgV1XxHEl7U7]{Binoculars}Asset for perception tasks at range
@UUID[Compendium.cyphersystem-compendium.equipment-modern.QQCRR8D4rroB36YC]{Bolt cutters}
@UUID[Compendium.cyphersystem-compendium.equipment-modern.UQalAy7SSl1QGgIk]{Cell phone}
@UUID[Compendium.cyphersystem-compendium.equipment-modern.PByrX3tmLVa85NeK]{Climbing gear}
@UUID[Compendium.cyphersystem-compendium.equipment-modern.UV1anGyX2QaGd8qX]{Crowbar}
@UUID[Compendium.cyphersystem-compendium.equipment-modern.LuGHnohquvbNoT9d]{Electric lantern}
@UUID[Compendium.cyphersystem-compendium.equipment-modern.fHdiS7JT9hjtjeb9]{First aid kit}Asset for healing tasks
@UUID[Compendium.cyphersystem-compendium.equipment-modern.98dhCNOFZ8TYBS1Y]{Handcuffs}
@UUID[Compendium.cyphersystem-compendium.equipment-modern.W40tEHGIcevTGDkt]{Rope}Nylon, 50 feet
@UUID[Compendium.cyphersystem-compendium.equipment-modern.iBpZVq4fM9mPDIDK]{Sleeping bag}
@UUID[Compendium.cyphersystem-compendium.equipment-modern.WOJ75BLfqqViZ57w]{Tent}

Expensive Items

WeaponsNotes
@UUID[Compendium.cyphersystem-compendium.weapons-modern.lbpcftYKyWKpoqoT]{Light handgun}Light weapon, short range
@UUID[Compendium.cyphersystem-compendium.weapons-modern.i8RP2vxMaoUgCNL1]{Medium handgun}Medium weapon, long range
@UUID[Compendium.cyphersystem-compendium.weapons-modern.WRluKrzzdF5wad4V]{Bow}Medium weapon, long range
@UUID[Compendium.cyphersystem-compendium.weapons-modern.dvZ57WEEzP575D6m]{Rifle}Medium weapon, long range
@UUID[Compendium.cyphersystem-compendium.weapons-modern.w4K2udLKOMjY53z1]{Shotgun}Heavy weapon, immediate range
ArmorNotes
@UUID[Compendium.cyphersystem-compendium.armor-modern.Tvvpp1L5F3sw3999]{Kevlar vest}Medium armor
Other ItemsNotes
@UUID[Compendium.cyphersystem-compendium.equipment-modern.Am5vYHXpCPsF3lrq]{Camera designed to be concealed}Transmits at long range
@UUID[Compendium.cyphersystem-compendium.equipment-modern.aGOQvKGxdPRVWq2F]{Microphone designed to be concealed}Transmits at long range
@UUID[Compendium.cyphersystem-compendium.equipment-modern.f0EYtw06E63173J1]{Cold weather camping gear}
@UUID[Compendium.cyphersystem-compendium.equipment-modern.1LbD5gLbLwY8QvPL]{Nightvision goggles}
@UUID[Compendium.cyphersystem-compendium.equipment-modern.13woD4sUoJbNy1au]{Scuba gear}
@UUID[Compendium.cyphersystem-compendium.equipment-modern.wpJd3cLska66OpcQ]{Smartphone}
@UUID[Compendium.cyphersystem-compendium.equipment-modern.CCHqv8dyuq7EGVHL]{Straightjacket}

Very Expensive Items

WeaponsNotes
@UUID[Compendium.cyphersystem-compendium.weapons-modern.TiBhD7UEqWItJVOc]{Heavy handgun}Heavy weapon, long range
@UUID[Compendium.cyphersystem-compendium.weapons-modern.6r112wF81Zs3yeNe]{Assault rifle}Heavy weapon, rapid-fire weapon, long range
@UUID[Compendium.cyphersystem-compendium.weapons-modern.wDV0Rbou4poxCdm1]{Heavy rifle}Heavy weapon, very long range
@UUID[Compendium.cyphersystem-compendium.weapons-modern.RCmDHR6H1lg9bRoV]{Submachine gun}Medium weapon, rapid-fire weapon, short range
ArmorNotes
@UUID[Compendium.cyphersystem-compendium.armor-modern.AqT96NV9XXl8iNye]{Lightweight body armor}Medium armor, encumbers as light armor
@UUID[Compendium.cyphersystem-compendium.armor-modern.tLUMEDBAJJH6sFAg]{Military body armor}Heavy armor
Other ItemsNotes
@UUID[Compendium.cyphersystem-compendium.equipment-modern.Kh6bhcajxt4cZDWH]{Disguise kit}Asset for disguise tasks
@UUID[Compendium.cyphersystem-compendium.vehicles.eqsiUjrg2EIrtiQj]{Used car}Level 3
@UUID[Compendium.cyphersystem-compendium.vehicles.ZYdj5EXY920kdcgr]{Small boat}*Level 2

Exorbitant Items

Other ItemsNotes
@UUID[Compendium.cyphersystem-compendium.vehicles.hN3G2oNbOiKRfKMZ]{Large boat}*Level 3
@UUID[Compendium.cyphersystem-compendium.vehicles.w4awO0Fz56obreUb]{Luxury car}Level 5
@UUID[Compendium.cyphersystem-compendium.vehicles.d5xp1l8px98GQIbQ]{Sports car}Level 6

Optional Rule: Handling PCs as Children

The regular character creation process makes fully competent, adult characters. To account for playing children, the GM could adopt this optional rule. First, the players make their characters normally, and then they apply the following adjustments to their PCs, as appropriate to their age category. You might also consider applying a tier cap of 3 to childhood adventure games with kids of up to thirteen years old, and a tier cap of 4 for childhood adventure games featuring PCs who are aged fourteen to seventeen.

Age 9 to 13

Slight: –4 to your Might Pool.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.KY4e1Wo5NKh7TEiy]{Vulnerable}: Adults look out for you. You are trained in all pleasant social interactions with adults.

@UUID[Compendium.cyphersystem-compendium.inabilities.GhWikcOP1CAwpzZQ]{Inability}: Might-based tasks are hindered.

@UUID[Compendium.cyphersystem-compendium.inabilities.yl3vXIZfzudiVVqs]{Inability}: Tasks involving knowledge are hindered.

Age 14 to 17

Youthful: –2 to your Might Pool.

@UUID[Compendium.cyphersystem-compendium.inabilities.yl3vXIZfzudiVVqs]{Inability}: Tasks involving knowledge are hindered.

","markdown":""},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"ownership":{"default":-1},"flags":{}},{"sort":587500,"name":"Genre: Science Fiction","type":"text","_id":"VFJ6kCCgRGTzpWp0","title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"

For an expanded treatment of the science fiction genre, refer to the @UUID[Compendium.cyphersystem-compendium.cypher-journals.QhNXyjJC4BW5agrm]{Science Fiction Rulebook}. Some of the sci-fi equipment has been updated in the Science Fiction Rulebook. The equipment in this chapter include these changes. For that reason, there are some differences from the printed Cypher System Rulebook. Those instances are noted with an asterisk (*).

Science fiction is an incredibly broad category. It covers UFOs, space opera, near-future dystopias, otherworldly epics, hard science fiction, and everything in between. Even when compared to fantasy, science fiction is so wide that it almost isn’t a single genre at all. Truthfully, there’s not all that much to tie, say, The Time Machine by H. G. Wells with a dark cyberpunk story except for the technology involved, which is at a higher level than we possess or understand today. But even that part of science fiction is contentious. Should the science be purely that which obeys the laws of physics as we understand them today (often called hard science fiction), or is it more of an “anything goes” proposition? Is science we can’t explain really just magic?

For our purposes, we’ll treat fantastic science fiction as the default: aliens, spaceships that allow travel to other stars, energy weapons and shields, and so on. It’s a familiar setting to almost everyone interested in science fiction. That said, we’ve also got some additional guidance for hard science fiction, where what’s possible is more grounded in what we currently scientifically extrapolate. But your science fiction setting can be anything you can imagine.

Suggested Types for a Science Fiction Game

RoleType
SoldierWarrior
TechnicianExplorer with technology flavor
PilotExplorer with technology flavor
DiplomatSpeaker
DoctorSpeaker with skills and knowledge flavor
SpyExplorer with stealth flavor
ScientistExplorer with skills and knowledge flavor
PsionAdept
Psychic knightWarrior with magic flavor

Basic Creatures and NPCs for a Science Fiction Game

@UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.ckjeyJICRGhNlGgS]{Corporate drone} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.6TcU3jVH85UcUFIz]{Guard beast} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.urAFJXaUkWY2R1zj]{Innocuous rodent} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.vSvrg6g5VkP5MkeZ]{Physical laborer}

Additional Science Fiction Equipment

In a science fiction setting, the following items (and anything else appropriate to the setting) are usually available.

Inexpensive Items

WeaponsNotes
@UUID[Compendium.cyphersystem-compendium.ammo.1UGRE1k4ReUFAr34]{Energy pack (50 shots)}
@UUID[Compendium.cyphersystem-compendium.weapons-sci-fi.O3WVhoZQ8U8401yo]{Knife (simple)}Light weapon
Other ItemsNotes
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.kh1dzF6oaKZqzss6]{Flashlight}
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.LyUOH2V2zQqlIcgG]{Survival rations (1 day)}

Moderately Priced Items

WeaponsNotes
@UUID[Compendium.cyphersystem-compendium.weapons-sci-fi.2Fcz72cuTLrwjLy7]{Hunting knife}Light weapon
@UUID[Compendium.cyphersystem-compendium.weapons-sci-fi.H8InhgjpPnnVzmiV]{Machete}Medium weapon
@UUID[Compendium.cyphersystem-compendium.weapons-sci-fi.mVef0tRkNWbfz2VS]{Grenade (sonic)}Explosive weapon, inflicts 2 points of damage in immediate radius, plus Might defense roll or lose next turn
@UUID[Compendium.cyphersystem-compendium.weapons-sci-fi.PnvNFQbxuCHb874j]{Grenade (thermite)}*Explosive weapon, inflicts 6 points of damage in immediate radius
ArmorNotes
@UUID[Compendium.cyphersystem-compendium.armor-sci-fi.kzLQCncQ1cXzM456]{Leather jacket}Light armor
Other ItemsNotes
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.FALc1UkW90o9M0rr]{Backpack}
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.y8M3rmSzHUyKLdom]{Bag of heavy tools}
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.UuHnuXeI6iwIvgtf]{Bag of light tools}
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.kAzP990hVR1pQSYR]{Binoculars}Asset for perception tasks at range
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.0SBO3NnYx33dwomQ]{Breather}*Provides a day of breathable air
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.G50Jj9pfCytxzMJe]{Climbing gear}Asset for climbing tasks
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.4p14iIDm5SitvYiK]{Communicator}Planetary range
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.zE8nBEE8jVYswUT4]{Crowbar}
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.3kbeLDAUmwyYsPDj]{Environment tent}
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.a4crA7W9OQa3LCIn]{First aid kit}Asset for healing tasks
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.KpSlhPXtD1ysoREW]{Handcuffs}
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.2FgbXJjI9iBI7fk6]{Nightvision goggles}
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.CzM5OkaV23fUxHUi]{Portable lamp}
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.06uEHDipEwShEcun]{Rope}Nylon, 50 feet
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.hofNkVrnwjRHaopi]{Sleeping bag}

Expensive Items

WeaponsNotes
@UUID[Compendium.cyphersystem-compendium.weapons-sci-fi.cAh0sGKTyb8Vptej]{Light blaster}Light weapon, short range
@UUID[Compendium.cyphersystem-compendium.weapons-sci-fi.2Iusz99wevz9KSEV]{Medium blaster}Medium weapon, long range
@UUID[Compendium.cyphersystem-compendium.weapons-sci-fi.LDklLSixesdwgwj3]{Needler}Light weapon, long range
@UUID[Compendium.cyphersystem-compendium.weapons-sci-fi.PNDivijkZvlsUjbm]{Shotgun}Heavy weapon, immediate range
@UUID[Compendium.cyphersystem-compendium.weapons-sci-fi.qErMuZdwnHVPLCm7]{Stunstick}Medium weapon, inflicts no damage but human-sized or smaller target loses next action
ArmorNotes
@UUID[Compendium.cyphersystem-compendium.armor-sci-fi.BqiPzuCqRfn9yFrR]{Armored bodysuit}*Medium armor, encumbers as no armor
@UUID[Compendium.cyphersystem-compendium.armor-sci-fi.JrN6tyFoTYLtZc6s]{Lightweight body armor}*Heavy armor, encumbers as medium armor
Other ItemsNotes
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.qa9okeQfd3NTtmzD]{Camera designed to be concealed}Transmits at long range
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.r36W1oDLBXrXsu6G]{Microphone designed to be concealed}Transmits at long range
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.MtCq6owCDm7GG8Pw]{Environment suit}Provides 24 hours of atmosphere and +10 to Armor against extreme temperatures
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.LirhTzCUj7UFCfgB]{Wrist computer}Asset for most knowledge-based tasks

Very Expensive Items

WeaponsNotes
@UUID[Compendium.cyphersystem-compendium.weapons-sci-fi.7NCzo49o54a1vSy1]{Heavy blaster}Heavy weapon, long range
@UUID[Compendium.cyphersystem-compendium.weapons-sci-fi.7Cy8yASphzXHYlsJ]{Heavy blaster rifle}*Heavy weapon, very long range
@UUID[Compendium.cyphersystem-compendium.weapons-sci-fi.xjviCkv7gCoy1ZcV]{Pulse laser gun}Medium weapon, rapid-fire weapon, long range
ArmorNotes
@UUID[Compendium.cyphersystem-compendium.armor-sci-fi.Bujb0Cz7cVN6K9H3]{Battlesuit}*Heavy armor, also also grants the benefit of a @UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.g8xedO3WjADU8fBU]{deluxe space suit}
Other ItemsNotes
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.mGvzhwfcLOR8Aami]{Disguise kit}Asset for disguise tasks
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.fxntln2fSRKpMFyx]{Gravity regulator}Belt-mounted device that regulates gravity to 1G for wearer if within 0 G to 3 G conditions
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.MbgM9wBMTWCIXCqh]{Handheld scanner}Asset for identifying tasks
@UUID[Compendium.cyphersystem-compendium.vehicles.pTEJ1VrxrSVGteKY]{Hovercraft}Level 4
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.ZOz0Fit7uAvEjIPA]{Infiltrator}Asset for lockpicking tasks when used with electronic locks
@UUID[Compendium.cyphersystem-compendium.vehicles.vGpae1ESOw3hK4qY]{Jetpack}*Level 2
@UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.RpA2kZiwJAa7fRQM]{Stealthsuit}*Provides two assets for stealth tasks

Exorbitant Items

WeaponsNotes
@UUID[Compendium.cyphersystem-compendium.weapons-sci-fi.B0x6U0RnIp2EyEbV]{Blast cannon}10 points of damage, 500-foot (150 m) range, requires a tripod and two people to operate
ArmorNotes
@UUID[Compendium.cyphersystem-compendium.armor-sci-fi.LOwyfbM0bAlLrBc0]{Force field}*Not armor, offers +1 to Armor; once used, must be recharged for several hours
Other ItemsNotes
@UUID[Compendium.cyphersystem-compendium.vehicles.8CtlFUIKlZpteVG3]{Luxury hovercar}Level 5
@UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.0WiWAbNWXRypYxjh]{Robot servant}Level 3
@UUID[Compendium.cyphersystem-compendium.vehicles.rPjVFxfdapjErMwt]{Small spaceship}Level 4

Science Fiction Artifacts

Artifacts in a science fiction game can be strange relics from an unknown alien source or tech items that aren’t yet widely available. In a galactic setting, for example, it’s easy to imagine that innovations or specialized items might not have spread everywhere.

@UUID[Compendium.cyphersystem-compendium.artifacts-sci-fi.aV9zEHENEDgFu5r9]{Amber casement} @UUID[Compendium.cyphersystem-compendium.artifacts-sci-fi.BrWNyEr0tRbOkOW9]{Metabolism bud} @UUID[Compendium.cyphersystem-compendium.artifacts-sci-fi.dMU5JjdzGh2xYJHe]{Mind imager} @UUID[Compendium.cyphersystem-compendium.artifacts-sci-fi.HbWQ65yTcCT5kRZ9]{Psychic crystal} @UUID[Compendium.cyphersystem-compendium.artifacts-sci-fi.4sk825DOsE6oE9d3]{Repair sphere}

Starships

Here are a few sample starship types:

StarshipLevelCrewWeapon Systems
@UUID[Compendium.cyphersystem-compendium.starships.f14c7pV1Cc89BEgg]{Fighter}111
@UUID[Compendium.cyphersystem-compendium.starships.1QmIZUO93276WVip]{Interceptor}211
@UUID[Compendium.cyphersystem-compendium.starships.RsHhdbOFUEkKCJUW]{Freighter}3 (4 for defense)41
@UUID[Compendium.cyphersystem-compendium.starships.rrkSDY696W28w7T6]{Frigate}4204
@UUID[Compendium.cyphersystem-compendium.starships.2Cuo9MpDalEzoM6i]{Cruiser}4255
@UUID[Compendium.cyphersystem-compendium.starships.SbCnPYjsEaR4YeMr]{Battleship}101,00036

“Crew” indicates the minimum number of people needed to operate the ship. Many ships can carry more passengers. “Weapon Systems” indicates the maximum number of different enemies the ship can target at once—but only one attack per target in any circumstance.

Since it’s frighteningly easy to die in a space battle if your ship is destroyed, most ships have escape pods. Even fighter craft have ejection systems that put the pilot out into space in an environment suit. In other words, GMs should try to give PCs a way out of immediately dying if they get on the wrong end of a space battle.

Effects of Gravity

In a hard science fiction game, variable effects of gravity can’t be waved away by tech that simulates normal gravity on spacecraft, space stations, and other worlds. Instead, it’s an issue people must overcome.

Short-Term Microgravity Exposure: People new to low gravity might get space sickness. Newcomers must succeed on a difficulty 3 Might task or suffer mild nausea for about two to four days, during which time all their tasks are hindered. A few unlucky travelers (usually those who roll a 1 or otherwise face a GM intrusion) are almost completely incapacitated, and find all tasks hindered by three steps.

Long-Term Microgravity Exposure: Long-term exposure to microgravity environments without medical interventions degrades health. How long one spends in such conditions is directly relevant. The GM may assign long-term penalties to PCs if the situation warrants it, though the use of advanced space medicine, proper exercise, and recommended steroids and other hormones can avoid these complications.

Low Gravity: Weapons that rely on weight, such as all heavy weapons, inflict 2 fewer points of damage (dealing a minimum of 1 point). Short-range weapons can reach to long range, and long-range weapons can reach to very long range. Characters trained in low-gravity maneuvering ignore the damage penalty.

High Gravity: It’s hard to make effective attacks when the pull of gravity is very strong. Attacks (and all physical actions) made in high gravity are hindered. Ranges in high gravity are reduced by one category (very-long-range weapons reach only to long range, long-range weapons reach only to short range, and
short-range weapons reach only to immediate range). Characters trained in high-gravity maneuvering ignore the change in difficulty but not the range decreases.

Zero Gravity: It’s hard to maneuver in an environment without gravity. Attacks (and all physical actions) made in zero gravity are hindered. Short-range weapons can reach to long range, and long-range weapons can reach to very-long range.

Effects of Vacuum

Vacuum is lethal. There’s no air to breathe, and the lack of pressure causes havoc on an organic body. An unprotected character moves one step down the damage track each round. However, at the point where they should die, they instead fall unconscious and remain so for about a minute. If they are rescued during that time, they can be revived. If not, they die.

Traveling the Solar System and Orbital Mechanics

In a hard science fiction setting, you might be interested in evoking the reality of travel times between colonies on planets and moons in the solar system. Even so, plotting a course between locations in the solar system isn’t simple, because everything is always moving with respect to everything else. You could determine exactly how long a trip would take with some internet research. Or you could just evoke the effect of orbital mechanics and varying accelerations on interplanetary travel. Use the Interplanetary Travel Table to do so. For a trip between locations not directly compared, add up the destinations in between. The travel times assume a nuclear plasma engine of a kind already being tested today (but better), a steady thrust toward the destination, and an equally long and steady braking thrust over the last half of the trip before orbit insertion. Such propulsion systems can change velocity and sustain thrust for days at a time, which reduces bone loss, muscle atrophy, and other long-term effects of low gravity.

Regardless, the travel times between distant locations bring home one thing: space is big and lonely.

Interplanetary Travel

OriginDestination

Travel Time Using Nuclear Plasma Engine

Earth/MoonMars20 + 1d20 days
MarsAsteroid belt30 + 1d20 days
Asteroid beltJupiter and its moons30 + 1d20 days
JupiterSaturn and its moons60 + 1d20 days
SaturnUranus90 + 1d20 days

Science Fiction Species Descriptors

In a science fiction setting, some GMs may want to offer alien species or androids, who are mechanically different from humans, as options for player characters. This can be accomplished by using descriptors. Two examples are below.

Artificially Intelligent

You are a machine—not just a sentient machine, but a sapient one. Your awareness might make you an exception, or there may be many like you, depending on the setting.

Artificially intelligent characters have machine minds of one type or another. This can involve an advanced computer brain, but it could also be a liquid computer, a quantum computer, or a network of smart dust particles creating an ambient intelligence. You might even have been an organic creature whose mind was uploaded into a machine.

Your body, of course, is also a machine. Most people refer to you as a robot or an android, although you know neither term describes you very well, as you are as free-willed and free-thinking as they are.

You gain the following characteristics:

Superintelligent: +4 to your Intellect Pool.

Artificial Body: +3 to your Might Pool and your Speed Pool.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.dj8fjpgMOatRRWFZ]{Shell}: +1 to Armor.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.j6odWezQciXppynQ]{Limited Recovery}: Resting restores points only to your Intellect Pool, not to your Might Pool or your Speed Pool.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.63ZJmNraEqS6lzdp]{Mechanics, Not Medicines}: Conventional healing methods, including the vast majority of restorative devices and medicines, do not restore points to any of your Pools. You can recover points to your Intellect Pool only by resting, and you can recover points to your Speed and Might Pools only through repair. The difficulty of the repair task is equal to the number of points of damage sustained, to a maximum of 10. Repairing your Might and Speed Pools are always two different tasks.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.71sJhRICcDy0WjiA]{Machine Vulnerabilities and Invulnerabilities}: Damaging effects and other threats that rely on an organic system—poison, disease, cell disruption, and so on—have no effect on you. Neither do beneficial drugs or other effects. Conversely, things that normally affect only inorganic or inanimate objects can affect you, as can effects that disrupt machines.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.nXs4KTo14JKXZN8f]{Uncanny Valley}: You have a hard time relating to organic beings, and they don’t react well to you. All positive interaction tasks with such beings are hindered by two steps.

Quintar

You are a quintar from the planet Quint. You are basically humanoid but taller, thinner, and blue skinned. Your hands end in three very long fingers. Quintar have five genders, but all quintar prefer to be addressed as female when communicating with more binary species. Human emotions and sexuality fascinate them, but not because they don’t have such concepts—quintar emotions and sexuality are just very different from those of humans. In general, quintar are more cerebral than other species, valuing knowledge over all else.

Quint is relatively Earthlike, with slightly less gravity but a slightly denser atmosphere.

You gain the following characteristics:

Cerebral: +4 to your Intellect Pool.

Skill: You are trained in one type of knowledge task of your choice.

@UUID[Compendium.cyphersystem-compendium.expanded-skills.gmnozVrQsZBTxj9A]{Skill}: Quintar fascination with human behavior eases all interaction rolls (pleasant or not) with humans.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.4gFg0DiIdWm3w9ol]{Difficult Rest}: Quintar subtract 2 from all recovery rolls (minimum 1).

","markdown":""},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"ownership":{"default":-1},"flags":{}},{"sort":593750,"name":"Genre: Horror","type":"text","_id":"L90rsf6J1WHnk7rN","title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"

Although it’s very likely a subset of the modern genre, horror as a genre gets special treatment. Unlike the other genres, horror doesn’t necessarily suggest a setting. Any setting can be horrific. Horror is more of a style. An approach. A mood.

You could easily have horror in other times and settings, but for our purposes, we’ll deal with a default setting in the modern day. The PCs are probably normal people, not secret agents or special investigators (although being a part of a secret agency that deals with monsters in the shadows could make for a fine horror game).

Suggested types and additional equipment for a horror setting are the same as in a modern setting.

Consent

Horror games allow us to explore some pretty dark topics from the safety of our own game tables. But before you do that, make sure everyone around your table is okay with that. Find out what your players will find “good uncomfortable,” which is something that makes us squirm in our seats in a great horror movie, and “bad uncomfortable,” which is something that actually makes a player feel nauseated, unsafe, or offended. Being scared can be fun, but being sickened isn’t.

Consider the age and maturity of everyone in the game, perhaps in terms of the movie rating system. Tell the players what you think the game you’re running would be rated. If everyone’s okay with an R rating, then fine. You can have a spooky game that’s on the level of a kids’ movie rated G—more like Scooby-Doo than Saw, in other words. A PG rating might be right for a game that’s more creepy than horrific, with ghosts and spooky noises but not axe-wielding maniacs.

The different ratings suggest different kinds of content for your game. Finding a dead body is horrible, but watching someone get decapitated is something else entirely. Getting chased around by an alien that wants to eat you is one thing, but having it gestate and burst out of your own intestines is another. You need to know where the line is for everyone participating, and you need to know it right from the beginning.

For more information and advice on safe ways to address consent issues in your game, read the free Consent in Gaming PDF at myMCG.info/consent

Basic Creatures and NPCs for a Horror Game

@UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.WJgPGUcSUrR4Ssuu]{Businessperson} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.ZT13lzcl6dsvg8HX]{Cat} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.GNrvq56bsnlHgKeW]{Clerk} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.JZbErZ6hAgtHrgim]{Dog} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.5XdCwL3VyqhHBNqN]{Dog, vicious} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.N0XlAnno5dMItCmN]{Groundskeeper/caretaker} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.rvju0MPnEwNsg9Pr]{Man in Black} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.qLFrfE0E9w6BcG48]{Rat} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.T39Cl27TWeR8jVsZ]{Tarantula}

Horror Artifacts

Most of the time, a horror artifact will be something really weird—an ancient tome of forbidden necromancy, an alien device that humans can barely understand, and so forth. They are often unique items rather than one of a type. Horror artifacts should probably come with a risk, such as a built-in cost, a drawback, or something else that makes using them another way to heighten the tension of the game. Several examples are below.

@UUID[Compendium.cyphersystem-compendium.artifacts-horror.irCnETBwvUwp12PH]{Book of inversion} @UUID[Compendium.cyphersystem-compendium.artifacts-horror.WcrjZgKzg5VzkFVJ]{Shadow box} @UUID[Compendium.cyphersystem-compendium.artifacts-horror.sCTeJvOcviKd5GjN]{Sphere 23}

Optional Rule: Shock

When the PCs encounter something shocking, many times the most realistic response is to scream, stand in abject horror, or run. That might not be the smartest thing to do in the situation, but it’s genuine. What would your accountant do if they saw an axe-wielding maniac coming at them? Let’s face it, unless they truly steeled themselves with all their will, they’d probably scream and run.

When a PC encounters something horrific, utterly disgusting, dreadful, impossible, or otherwise shocking, call for an Intellect defense roll based on the level of the creature involved, or simply an appropriate level as decided by the GM (see the Shock Levels table). Failure might mean that for one round, the player loses control of the character, and the GM decides what the PC does next. This usually means that the character runs, screams, gibbers, stares slack-jawed, or just does nothing. However, GMs should welcome player input into this situation. The point is to portray that when we’re shocked, we don’t always react in the best way, the smartest way, or even the way we want to. Fear is a powerful thing.

Alternatively, failure on the Intellect defense roll might mean that the character suffers Intellect damage equal to the level of the defense task. This indicates an overall toll that numerous shocks and horrors can have on a person. You might have a situation where a character literally dies of fright.

Shock Levels

EventLevel
Something unexpected darts or jumps out1
Something suddenly moves just out of the corner of the eye2
A sudden loud noise (like a scream)2
Unexpectedly seeing a corpse2
Watching someone die3
Seeing something impossible (like an inanimate object sliding across the floor)4
Watching a friend die5
Seeing a monstrous creatureCreature level
Witnessing something supernatural (like a spell)5
Seeing something mind-bending (like an impossible, multidimensional demigod coalescing out of thin air)8

Optional Rule: Horror Mode

For horror games, GMs can implement a rule called Horror Mode. The idea is to create a feeling of escalating dread and menace by changing one die roll mechanic. In the game, things begin as normal. The PCs interact with each other and the NPCs, investigate, research, travel, and so on. But when they enter the haunted house, the serial killer gets close, the elder things beneath the earth awaken, or whatever horrific situation planned by the GM begins, things change. At this time, the GM announces that the game has gone into Horror Mode.

This is a key for the players (not the characters) to recognize that things are getting bad. It’s the RPG equivalent of spooky music beginning to play in a horror film. While in Horror Mode, the rules for GM intrusions governed by die rolls change. Normally this happens only on a roll of 1, but when Horror Mode starts, it becomes a roll of 1 or 2. And then it escalates. As time passes, GM intrusions happen on a roll of 1 to 3, then a roll of 1 to 4, and so on. This potentially means that a die roll in Horror Mode can indicate success in a task and still trigger a GM intrusion.

As the intrusion range changes with each escalation, the GM should announce this to the players. The feeling of rising tension should be dramatic and overt.

Escalation Rate

ActivityIntrusion Range Increases by 1
Exploring a large areaEvery time a new intrusion is indicated by a die roll
ExploringEvery ten minutes or every time a new intrusion is indicated by a die roll
CombatEach round

For example, while the PCs are exploring a dark swamp (a large area), the game goes into Horror Mode and intrusions are indicated on a 1 or 2. During this exploration, one of the players rolls a 2. Not only is there an intrusion, but now the range escalates to 1, 2, or 3. The character is almost dragged into a spot of quicksand-like muck. Then the PCs find an old abandoned house in the middle of the swamp. They enter, and now the escalation rate goes up if they roll a 1, 2, or 3, or every ten minutes that passes in the game. They explore the house for twenty minutes (escalating intrusions to 1 to 5), and during the investigation of the kitchen, someone rolls a 3, triggering an intrusion. A cabinet opens mysteriously and a strangely carved clay pot falls, striking the character. This also escalates the intrusion rate, so they now occur on a roll of 1 to 6. When the PCs reach the attic, they encounter the dreaded swamp slayer, a half man, half beast that thrives on blood. It attacks, and now the range goes up during each round of combat. After four rounds of fighting, intrusions happen on a roll of 1 to 10—half the time. Things are getting dicey, and they’re only going to get worse.

When the GM announces that Horror Mode has ended, the GM intrusion rate goes back to normal, happening only on a roll of 1 or when the GM awards XP.

Horror Mode is a very “meta” rule. It gives players knowledge that their characters don’t have. This is similar to how the viewers of a horror movie or readers of a horror story often know more than the characters on the screen or page. It heightens the tension. Players can express the start of Horror Mode by having their characters talk about goosebumps or a feeling of being watched, but this is not necessary.

Using GM Intrusions in Horror Mode

With the GM intrusions coming fast and furious toward the end of Horror Mode, it’s easy to run out of ideas. In combat, intrusions might just mean that the monster or villain gets a surprise extra attack or inflicts more damage. Perhaps a PC is thrown to the ground or nearer to the edge of a cliff. If the characters are running away, one might trip and fall. If the PCs are exploring, a bookcase topples, potentially hitting someone. Think of all the similar moments you’ve seen in horror films.

Sometimes, if the GM prefers, the GM intrusion can simply be something frightening, like a moan or a whisper. These aren’t dangerous to the PCs, but they escalate the tension and indicate that something bad is getting closer.

In fact, while in Horror Mode, GMs should mostly refrain from doing anything bad, ominous, or dangerous unless it’s an intrusion (either from a die roll or through the awarding of XP). In a horror game, GM intrusions are an indication that things are bad and getting worse, and whenever possible, the GM should allow the Horror Mode escalation to drive the action. This makes the GM more of a slave to the dice than in other Cypher System situations, but that’s okay.

Consider this example. The PCs have tracked something that is probably committing a series of horrific murders to an old factory. They enter the building to explore. The GM knows where the creature is hiding in the factory, but decides that it doesn’t become aware of the characters until an intrusion is indicated. The only clue the PCs have is a mysterious noise off in the darkness. The creature doesn’t move toward them until another GM intrusion occurs. Now they hear something dragging across the factory floor, coming closer. But it’s not until a third intrusion occurs that the creature lunges out from behind an old machine at the PC who rolled the die.

In some ways, the status quo doesn’t change until an intrusion happens. This could be seen as limiting the GM and the need for pacing, but remember that the GM can still have an intrusion occur anytime they desire, in addition to waiting for the low die rolls.

GMs may want to limit the number of intrusions to no more than one per round, no matter what the dice indicate, but that should be based on the situation.

Optional Rule: Madness

Having characters descend into madness is an interesting facet of some kinds of horror and can make long-term horror campaigns more interesting. The easiest way to portray blows to a character’s sanity is through Intellect damage. When PCs encounter something shocking, as described above, they always take Intellect damage. If they would normally move one step down the damage track due to the damage, they instead immediately regain points (equal to 1d6 + their tier) in their Intellect Pools but lose 1 point from their maximums in that Pool. Characters whose maximum Intellect Pools reach 0 go insane. They lose their current descriptor and adopt the Mad descriptor, regain 1d6 + tier points to their Intellect Pools, and gain +1 to their Intellect Edge. If they ever reach a permanent Intellect Pool maximum of 0 again, they go stark raving mad and are no longer playable.

Intellect Edge offers an interesting means to portray a character who is knowledgeable (and perhaps even powerful in terms of mental abilities) yet mentally fragile. A character with a low Intellect Pool but a high Intellect Edge can perform Intellect actions well (since Edge is very helpful) but is still vulnerable to Intellect damage (where Edge is of no help).

Since Cypher System games are meant to be story based, players should recognize that the degrading sanity of their character is part of the story. A player who feels that their character is going mad can talk to the GM, and the two of them can work out the means to portray that—perhaps by using the Mad descriptor, permanently trading up to 4 points from their Intellect Pool to gain +1 to their Intellect Edge, or anything else that seems appropriate. Mental disorders, manias, psychopathy, schizophrenia, or simple phobias can be added to a character’s traits, but they don’t need to be quantified in game statistics or die rolls. They’re simply part of the character.

Inabilities in personal interaction or any area requiring focus might be appropriate, perhaps allowing the PC to gain training in weird lore or forbidden knowledge. Or maybe the opposite is true—as the character’s mind slowly slips away, they become oddly compelled or can obsessively focus on a single task for indefinite periods, and thus they gain training in that topic or skill. These kinds of changes could be balanced with inabilities, such as being unable to remember important details.

As another way to represent madness, the GM could hinder Intellect-based tasks that would be considered routine, such as “remembering your friends and family” or “caring what happens to your best friend” or “stopping yourself from injecting a mysterious substance into your veins.” These routine tasks normally have a difficulty of 0, but for a PC who has lost their mind, they might have a difficulty of 1, 2, or even higher. Now the character must make rolls to do even those simple things.

","markdown":""},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"ownership":{"default":-1},"flags":{}},{"sort":596875,"name":"Genre: Romance","type":"text","_id":"pd2PrHViZ1edOZ7f","title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"

Like horror, romance doesn’t automatically suggest a setting. It is more of a mood, or more specifically an approach, to how the game is played. It suggests an emphasis, at least somewhat, on relationships, interactions, and connections.

Suggested types and additional equipment for a romance setting are the same as in a modern setting.

Consent and Boundaries

You must get consent to cover these topics in a game ahead of time—you don’t want to make people uncomfortable. Everyone involved also needs to learn everyone else’s boundaries. Someone might not want any part of a romance scene, while others are okay talking about emotional connections but not anything sexual.

Obviously, all of this is doubly important if age is a consideration. If there are younger players involved, romance probably shouldn’t go beyond a fairly chaste kiss. (You’ll find that kids are sometimes more open to romance in their games than adults, but only because their understanding of the topic is understandably pretty shallow. A kid player might declare that a character is their boyfriend, but it doesn’t mean much. And for some adults, that may be the way they want to approach the subject as well.)

Lastly, recognize that there needs to be a clear boundary between the story and real life. Two characters having a relationship has no impact on real-life feelings of the players. Two characters in a game might be in a relationship while each player is in a relationship in the real world with someone else. And maybe they’re gaming at the same table! If a player can’t distinguish between in-game flirtation or words of endearment and real-world feelings, they shouldn’t be in a romance-focused game.

For more information and advice on safe ways to address consent issues in your game, read the free Consent in Gaming PDF at myMCG.info/consent

The Check-In

It’s vital that the GM and the players all check in with each other to make sure everyone’s still comfortable with what’s going on in the game. This is particularly important to maintain the boundary between emotions expressed in the story and how people feel in real life.

Basic Creatures and NPCs for a Romance Game

@UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.wIO0w2fxcBU0vHae]{Distrustful relative} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.rmzRpUzfdXpAnzUu]{Jealous ex} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.E7xImJCLVWwiIDre]{Nosy neighbor} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.ktWhiHHoothgvjOv]{The unattainable}

Optional Rule: Infatuation

When a PC is near someone they are infatuated with, particularly in the early stages of that infatuation, they must make an Intellect defense roll with a difficulty determined by the GM based on the situation (not on the level of the subject of the infatuation). Failure might mean that the character does or says something awkward or embarrassing either in an attempt to impress or when trying to hide the infatuation. Or it could mean that for one round, the player loses control of the character, and the GM decides what the PC does next, such as risk their own safety to help an endangered character. However, GMs should welcome player input into this situation. The point is to portray that when we’re distracted by the powerful feelings (and hormones) related to infatuation, we don’t always react in the best way, the smartest way, or even the way we want to.

Infatuation can happen whether the PC is attracted to an NPC or a PC.

Optional Rule: Relationship Levels

When a PC first establishes a relationship with a character (PC or NPC), the GM should assign the relationship a level. If there’s no connection at all, there is no relationship (level 0). Otherwise, the starting relationship is probably level 1. In certain circumstances, a relationship might start at level 2, indicating a far stronger initial connection than usual.

As play progresses, the PC can attempt to improve the level of the relationship, indicating a strengthening of the bond between the two characters. The requirements to improve the relationship are twofold. First, some story-based action needs to be taken. This can be dates, gifts, a meaningful speech, a pledge of commitment, some amount of self-sacrifice, or whatever the GM and the player feel is appropriate to the story and the level of the relationship. This action might require the PC to succeed at specific tasks (with appropriate rolls). For example, writing a love poem will require an Intellect-based task, while helping to retrieve a loved one’s cat from a tree might require a Speed-based task.

Second, the player must make an Intellect-based roll with the desired level of relationship as the difficulty (modified as the GM sees fit).

A relationship can be improved only one level at a time, and the GM and the player should work out an appropriate time interval. For relationships of levels 5 and above, multiple story-based actions and multiple rolls are almost certainly required.

It’s possible for relationship levels to be lopsided, such that the relationship from the point of view of one person is a different level than from the point of view of the other. This should be used sparingly, because it makes things far more complicated. In the case of polyamory, it is possible to have more than two people in a relationship, but even in these situations the connection between any two individuals should have its own level.

Relationship levels can go down as well as up. Neglect, carelessness, inappropriate emotional displays, lies, infidelity, and bungled wooing attempts can all potentially lower a relationship level. This is entirely in the judgment of the GM, although a lowered relationship level is very likely an appropriate use of a GM intrusion.

Relationship levels indicate the strength of the bond and thus help dictate an NPC’s actions in regard to a PC. An NPC in a level 5 relationship probably will be more generous and forgiving toward the PC than if the relationship was level 3 or 4. An NPC in a level 6 relationship or higher would likely give their partner most anything, even maybe sacrificing their own well-being or their life for them. (And people in a higher-level relationship certainly would.) Likewise, a relationship level can influence a PC’s actions. An Intellect defense roll with a difficulty equal to the relationship level might be appropriate if the PC wants to act against the best interests of their loved one, or if they must keep their cool and act normally when their loved one is in danger.

You can use this optional system in any genre, for any type of relationship, even platonic ones. If desired, the relationship level a PC has with an authority figure, a contact, a relative, or anyone else can be measured, improved, and decreased just as it can with a romantic relationship.

Romantic Relationship Levels

LevelRelationship
1First meeting. Interest or curiosity.
2A sense of connection above the norm. Strong physical attraction.
3Affection and a bond that will last longer than a single encounter.
4Serious affection. Almost certainly physical affection.
5A profession of love.
6A serious long-term commitment.
7A lifelong commitment.
8Soul mates.
9A love affair for the ages.
10A bond that transcends time and space.

Platonic Relationship Levels

LevelRelationship
1First meeting. Interest or curiosity.
2A sense of connection above the norm.
3A memorable connection. Indications of a mutually beneficial relationship possible.
4Real friendship.
5Deep friendship.
6Relationship akin to that of a close sibling.
7A pledge of complete partnership.
8Platonic soul mates. Something akin to a life-debt.
9A friendship for the ages.
10A bond that transcends time and space.
","markdown":""},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"ownership":{"default":-1},"flags":{}},{"sort":598438,"name":"Genre: Superheroes","type":"text","_id":"tIyemzsYdcYDslG1","title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"

Like horror, the superhero genre is really a subset of the modern genre with extensive special considerations. In many ways, it might appear that the Cypher System is a strange fit for superheroes. But if you think about it, with foci like Bears a Halo of Fire and Wears a Sheen of Ice, the Cypher System makes all genres a little bit “superhero-ish.” Character sentences might look like the following:

And so on.

Suggested Types for a Superhero Game

RoleType
Strong heroWarrior
Brawler heroWarrior with stealth flavor
Gadget heroExplorer with technology flavor
PilotExplorer with technology flavor
CharmerSpeaker
LeaderSpeaker with combat flavor
Shadowy vigilanteExplorer with stealth flavor
Scientist heroExplorer with skills and knowledge flavor
Energy-wielding heroAdept with combat flavor
WizardAdept
MentalistAdept
Psychic ninjaWarrior with magic flavor

Basic Creatures and NPCs for a Superhero Game

@UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.IpjzD88QqIABcv7A]{Bystander} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.krnLLagONJBbj1tE]{Genetically enhanced bruiser} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.sWc8DryN22cKTJyj]{Ninja} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.YHRSNEgzJeBCrWnC]{Robot minion} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.VSQt1EzpNhIwvCyA]{Scientist} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.SpaQv9sL1VWlrkLS]{Worker}

Additional Superhero Equipment

Suggested additional equipment is the same as in a modern setting. Keep in mind, however, that for many heroes, “equipment” can be superfluous. Where do you stash the flashlight and rope when all you’re wearing is spandex tights?

Optional Rule: Power Shifts

Superheroes can do things that other people cannot. They throw cars, blast through brick walls, leap onto speeding trains, and cobble together interdimensional gateways in a few hours. It’s tempting to say that such characters are stronger, faster, or smarter, so they should have higher Might, Speed, or Intellect Pools. However, simply bumping up stat Pools or Edge doesn’t fully represent this dramatic increase in power. Instead, consider using an optional rule called power shifts.

Under this rule, all superhero characters get five power shifts. Power shifts are like permanent levels of Effort that are always active. They don’t count toward a character’s maximum Effort use (nor do they count as skills or assets). They simply ease tasks that fall into specific categories, which include (but are not necessarily limited to) the following.

@UUID[Compendium.cyphersystem-compendium.power-shifts.QDAvfL2Xor2gc3DB]{Accuracy} @UUID[Compendium.cyphersystem-compendium.power-shifts.gxmRI0Oi1qlp8tgv]{Dexterity} @UUID[Compendium.cyphersystem-compendium.power-shifts.ge5eQ2UKcF71jfL5]{Healing} @UUID[Compendium.cyphersystem-compendium.power-shifts.RvPjtLHq2svYfhK8]{Intelligence} @UUID[Compendium.cyphersystem-compendium.power-shifts.ZcogTb12JEcKd8WK]{Power} @UUID[Compendium.cyphersystem-compendium.power-shifts.ClwsF2GBoWlGR9To]{Resilience} @UUID[Compendium.cyphersystem-compendium.power-shifts.qbOvGJVLVkDUC49X]{Single Attack} @UUID[Compendium.cyphersystem-compendium.power-shifts.uQLh67ISIUJ4O3bC]{Strength}

Each shift eases the task (except for shifts that affect damage or Armor, as specified in the list above). Applying 2 shifts eases the task by two steps, and applying 3 shifts eases the task by three steps.

A character assigns their five power shifts as desired, but most characters should not be allowed to assign more than three to any one category. Once the shifts are assigned, they should not change.

For example, a superstrong character might put three of their shifts into strength and the other two into resilience. Whenever they lift something heavy, smash through a wall, or throw an object, they ease the task by three steps before applying Effort, skill, or assets. Thus, all difficulties from 0 to 3 are routine for them. They smash through level 3 doors as if they don’t exist. As another example, a masked vigilante character with a utility belt full of gadgets and great acrobatic skills might put two shifts in dexterity, one in accuracy, one in intelligence, and one in healing. They’re not actually superpowered, just tough and well trained.

Some GMs will want to allow PCs to increase their power shifts. Having a character spend 10 XP to do so would probably be appropriate. Other GMs will want to run superhero games with PCs of greater or lesser power (cosmic-level heroes or street-level heroes, perhaps). In such cases, more or fewer power shifts should be granted to the PCs at the game’s start.

Superpowered NPCs and Power Shifts

NPC superheroes and villains get power shifts, too. Most of the time, this adds to their level. For example, Blast Star is a level 5 fiery villain who has three power shifts. When she blasts through a level 7 iron security door, she does so easily because in this circumstance, she’s actually level 8.

Sometimes, NPC power shifts make things harder for the PCs. For example, Fleetfoot the level 4 speedster puts all three of her shifts in dexterity. When she runs past a character who tries to grab her, the difficulty to do so is increased by three steps to 7.

Typical NPC supers get three power shifts. Exceptional ones usually have five.

Really Impossible Tasks

In superhero games, due to conventions of the genre, difficulty caps at 15 instead of 10. Difficulty 10 is labeled “impossible,” but that label is for regular folks. For superpowered characters, “impossible” means something different, thanks to power shifts.

Think of each difficulty above 10 as being one more step beyond impossible. Although a GM in another genre would say there’s no chance that a character could leap 100 feet (30 m) from one rooftop to another, in a superhero game, that might just be difficulty 11. Picking up a city bus isn’t something normal characters could do, but for a strong superhero, it might be difficulty 12.

In theory, NPCs in such a game can go up to level 15 as well. Levels above 10 represent opponents that only a superhero would consider taking on: a robot that’s 1,000 feet (300 m) tall (level 11); Galashal, Empress of Twelve Dimensions (level 14); or a space monster the size of the moon (level 15).

Superhero Artifacts

Supervillains build doomsday devices. Ancient artifacts present a threat to all humanity if in the wrong hands. Weird machines from alien dimensions offer solutions to unsolvable problems. Artifacts are an important part of superhero stories. A few examples are below.

@UUID[Compendium.cyphersystem-compendium.artifacts-superhero.2ENNMqilV1qoB35e]{Doctor Dread’s time portal} @UUID[Compendium.cyphersystem-compendium.artifacts-superhero.AvddNOp9tUWCqGOp]{Serum X} @UUID[Compendium.cyphersystem-compendium.artifacts-superhero.JYcfxA5RcffTX3Wl]{Stellarex crystal}

","markdown":""},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"ownership":{"default":-1},"flags":{}},{"sort":599219,"name":"Genre: Post-Apocalyptic","type":"text","_id":"ARG20fxwzr0OBZjH","title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"

Post-apocalyptic literature, movies, and games are a subgenre of science fiction that focuses on the dystopia that follows the fall of civilization. Strictly speaking, post-apocalyptic stories take place after the end of the world. At least, the end of the world for most people. Players take the role of the survivors (or their descendants) trying to persevere in the face of immense hardship. Popular post-apocalyptic scenarios include those set after nuclear war, in the aftermath of a zombie plague, in the months and years following an alien invasion, or after the environment collapses in the face of human overpopulation. Other ways the world could end include a massive meteorite strike, the long-awaited robot uprising, a powerful solar flare that burns out the world’s power grids and communications, or even something as prosaic as a global disease pandemic.

Suggested Types for a Post-Apocalyptic Game

RoleType
SurvivorExplorer with stealth flavor
HeavyWarrior
DealerSpeaker
TraderSpeaker with skills flavor
SageExplorer with knowledge flavor
EvolvedAdept

Basic Creatures and NPCs for a Post-Apocalyptic Game

@UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.31W9R0HQhQT0ic3A]{Crazy loner} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.6L693DIk5jmQu2Py]{Gamma snake} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.urAFJXaUkWY2R1zj]{Innocuous rodent} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.uCMNBacwXfuThw65]{Mongrel dog} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.WGftLKpoTVDfIKw2]{Survivor, sickened} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.GgfdjyikafYtuyTK]{Survivor, typical}

Additional Post-Apocalyptic Equipment

In a post-apocalyptic setting, the items on the Additional Modern Equipment table as well as the following items might be available in trade from other survivors, or in the rare trade town.

Inexpensive Items

WeaponsNotes
@UUID[Compendium.cyphersystem-compendium.weapons-post-apocalyptic.7M8uEI7cKT0UztUy]{Knife}Light weapon, rusty and worn
@UUID[Compendium.cyphersystem-compendium.weapons-post-apocalyptic.VJicMhUlVImuwl4N]{Light weapon}Light weapon (won’t last long)
@UUID[Compendium.cyphersystem-compendium.weapons-post-apocalyptic.erpmmOJulN96Afgr]{Wooden club}Light weapon
ArmorNotes
@UUID[Compendium.cyphersystem-compendium.armor-post-apocalyptic.WnIcqsOLyuyQKSpZ]{Animal hide}Light armor
@UUID[Compendium.cyphersystem-compendium.armor-post-apocalyptic.Hv5mU9dKhfQJA76Q]{Light armor}Light armor, smell hinders stealth tasks
Other ItemsNotes
@UUID[Compendium.cyphersystem-compendium.equipment-post-apocalyptic.dmnJTSnJv4ZqQmVg]{Candle}
@UUID[Compendium.cyphersystem-compendium.equipment-post-apocalyptic.cY37Ff6ca1bxDXtp]{Plastic bag}Useful and ubiquitous (won’t last long)

Moderately Priced Items

WeaponsNotes
@UUID[Compendium.cyphersystem-compendium.weapons-post-apocalyptic.PasipD1tIBSjGd9h]{Handaxe}Light weapon
@UUID[Compendium.cyphersystem-compendium.weapons-post-apocalyptic.Z2P8uHd0D7sdFFNx]{Knife, multipurpose}Light weapon, asset to small repair tasks
Other ItemsNotes
@UUID[Compendium.cyphersystem-compendium.equipment-post-apocalyptic.g7ZsP8QRo5xMCDTc]{Gas mask}Breathable air for four hours
@UUID[Compendium.cyphersystem-compendium.equipment-post-apocalyptic.GAclXwNftLTjeFAf]{Padlock with keys}
@UUID[Compendium.cyphersystem-compendium.equipment-post-apocalyptic.0vFrABenylbBi3yw]{Portable lamp, solar}

Expensive Items

Other ItemsNotes
@UUID[Compendium.cyphersystem-compendium.equipment-post-apocalyptic.1j2c4v8TaLTVzmcZ]{Radiation detector}
@UUID[Compendium.cyphersystem-compendium.equipment-post-apocalyptic.cGUAvAFO5b83snP2]{Nightvision goggles}
@UUID[Compendium.cyphersystem-compendium.equipment-post-apocalyptic.862NWqhznbgLC5AG]{Radiation tent}Prevents radiation damage for three days
@UUID[Compendium.cyphersystem-compendium.equipment-post-apocalyptic.s23m8lRUYCXNthKZ]{Radiation pill (pack of 5)}Asset for defense tasks against radiation effects for twelve hours

Scavenging

Characters in a post-apocalyptic setting must usually spend part of each day scavenging for supplies or a place of safety.

Food and Shelter: Generally speaking, characters must spend two to four hours searching through the rubble and ruins before succeeding. Finding enough food for a group of characters to eat for one day is a difficulty 5 Intellect task. Finding a place of relative safety to regroup and rest is also difficulty 5. Characters who succeed on either one of these also get to roll up to once each day on the Useful Stuff table and three times on the Junk table.

Found food often takes the form of canned, processed, dried, or otherwise preserved goods from before the apocalypse, but sometimes it includes fresh fruits and vegetables found growing wild or cultivated by other survivors. Safe places to hole up include homes, RVs, offices, apartments, or any location that can be secured and defended and isn’t radioactive, poisoned, or overrun with hostile creatures.

The difficulty of succeeding at finding food, water, and a safe place varies by location and by how many days the characters have already spent in one location. Each week the PCs spend at the same location hinders subsequent scavenging tasks and requires that they succeed on a new task to determine if the place they’re staying is still safe. The result of failing to find food and water is obvious. If the PCs fail at the task of finding (or keeping) a safe place, their presence is noticed by hostile forces, or they face a result from the Wasteland Threats table.

Useful Stuff: Food, water, and a safe place to rest are the most important finds, and are the basis of each scavenging task. But other obviously useful stuff is often found along with these basic requirements. When a group of characters successfully finds either food and water or a safe place, consult the Useful Stuff table up to once per day. If it’s the first day the PCs have searched in a particular area, each character might find something useful, but in succeeding days, a group normally gets only a single roll to find useful stuff.

Useful stuff also includes a “loot” entry. Loot includes collectible coins from before the apocalypse, such as silver dollars and gold eagles. It also includes jewelry and artwork that survived the disaster and related material that can be used as currency or barter when the characters find other survivors or arrive at a trade town.

Items found on the Useful Stuff table are generally expensive or exorbitant items (except for firearms, which start in the expensive category).

Junk: Characters who find food and water also find lots of junk. They are free to ignore that junk, but some PCs might have a use for what they find, especially those with the Scavenges focus. All characters gain up to three results on the Junk table each time they successfully scavenge for food or a safe place to stay. Sometimes junk can be fixed, but more often it can be disassembled and used as parts to create something else.

Useful Stuff

d100Item Found
01–10Tools (provide an asset to tasks related to repair and crafting)
11–20Medicine (provides an asset to one healing-related task)
21–25Binoculars
26–35

Chocolate bar or similarly sought-after candy or snack

36–45Textbook (provides an asset to a knowledge-related task)
46–50Coffee or tea
51–55Gun or rifle with ten shells or bullets
56–60Flashlight
61–65Loot
66–70Gasoline (2d6 × 10 gallons)
71–75Batteries
76–80Functioning vehicle (sedan, pickup, motorcycle, etc.)
81–85Generator
86–90MRE cache (food and water for six people for 1d6 weeks)
91–95Ammunition cache (100 shells or bullets for 1d6 different weapons)
96–97Helpful stranger (level 1d6 + 2, stays with the PCs for a week or two)
98–99Cypher (in addition to any other cyphers the GM awards)
00Artifact (in addition to any other artifacts the GM awards)

Junk

d6Item Found
1

Electronic junk (stereo, DVD/Blu-ray player, smartphone, electric fan, printer, router, etc.)

2Plastic junk (lawn furniture, baby seat, simple toys, inflatable pool, etc.)
3Dangerous junk (paint, rat poison, solvents, industrial chemicals, etc.)
4Metallic junk (car bodies, old playsets, grills, empty barrels, frying pan, etc.)
5Glass junk (vases, windows, bowls, decorative pieces, etc.)
6Textile junk (coats, pants, shirts, bathing suits, blankets, rugs, etc.)

Post-Apocalyptic Artifacts

Artifacts in a post-apocalyptic game include still-working technology from before the disaster that is not widely available, as well as cobbled-together pieces of tech that can weaponize previously prosaic items. If the apocalypse was related to some kind of alien invasion, artifacts would include even stranger items.

@UUID[Compendium.cyphersystem-compendium.artifacts-post-apocalyptic.RCr7oVmh9Lhk9jHG]{Autodoc} @UUID[Compendium.cyphersystem-compendium.artifacts-post-apocalyptic.54P9fzXQjgpQT1gZ]{Enviroscanner} @UUID[Compendium.cyphersystem-compendium.artifacts-post-apocalyptic.xGGPXV5UufPD4m5F]{Military exoskeleton} @UUID[Compendium.cyphersystem-compendium.artifacts-post-apocalyptic.T82EmpHsb9cNyyPX]{Rocket fist} @UUID[Compendium.cyphersystem-compendium.artifacts-post-apocalyptic.rQg6ztpLMylwK5RB]{Rocket-propelled grenade} @UUID[Compendium.cyphersystem-compendium.artifacts-post-apocalyptic.lQDbPJOz1VYXe54s]{Terahertz scanner}

Post-Apocalyptic Species Descriptors

In a post-apocalyptic setting, some GMs may want to offer species affected by the disaster.

Morlock

You have lived your life deep underground in artificial bunkers, hidden from the world’s destruction and the brutal scavengers that live above. As a morlock, you have a keen mind for the technology salvaged from the before-time. In fact, every morlock comes of age by fitting a piece of morlock technology to its body to provide enhancement and extend its life. This means that you are part flesh and part machine. Your skin is as pale as milk, except where it’s been replaced with strips of metal and glowing circuits.

You gain the following characteristics:

Enhanced Intelligence: +2 to your Intellect Pool.

Cyborg Body: +2 to your Might Pool and your Speed Pool.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.Td605GMSP4TqfliK]{Partially Metallic}: +1 to Armor.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.2X7nKuAiBRfFgUiS]{Repair and Maintenance}: As an entity of living flesh and humming machinery, you must first succeed on a difficulty 2 repair task before making a recovery roll. On a failure, the recovery roll is not used; however, the normal rules for retrying apply, and you must use Effort on a new roll if you wish to try again. In addition to the normal options for using Effort, you can choose to use Effort to heal additional points to your Pools (each level of Effort healing an additional 2 points to your Pools if you succeed).

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.64yLvSVOIqtV8IvT]{Morlock Prejudice}: While among non-morlocks, all positive interaction tasks are hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. The PCs found you in a collapsed subterranean tunnel.

  2. The other PCs encountered you exploring underground, and you convinced them to allow you to accompany them.

  3. You were exiled from the morlock communities and needed help on the surface.

  4. The only way to save the morlock community you hail from is to venture to the surface and find a mechanical part needed to repair a failing ancient system.

Roach

You are born of a species of evolved insects once called “cockroach,” but that is far in the past. Radiation and forced evolution have radically increased your size, shape, and ability to think. Your exoskeleton mimics the shape of a human being, though not perfectly. When you move about human society, shadows and cloaks are your ally if you wish to pass unnoticed. When those of your kind are discovered, it usually goes poorly for someone. You, however, have a wandering spirit and seek to explore the fallen world and find a new way forward.

You gain the following characteristics:

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.vNOlLQDmc53SXZ0B]{Scuttler}: Your Speed Edge increases by 1.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.GsDnTWDfehGuhsQS]{Sense by Scent}: You can sense your environment even in total darkness.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.8OYU2L2128I1PE9m]{Cling}: You can move an immediate distance each round on walls or clinging to the ceiling.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.LD2sREknTpeCQErE]{Carapace}: +1 to Armor.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.gEBLiYb25Mpx65Eo]{Glide}: You can extend small wings from your carapace that grant an asset in jumping tasks and allow you to fall up to a short distance without taking damage.

@UUID[Compendium.cyphersystem-compendium.basic-skills.DraIKUQRw8KrnC4o]{Skill}: You are trained in disguise tasks.

@UUID[Compendium.cyphersystem-compendium.inabilities.PeQrx8tfHEDrOlW6]{Inability}: You are susceptible to disease and poison. Defense rolls against disease or poison are hindered.

@UUID[Compendium.cyphersystem-compendium.inabilities.P42u9vKoBQjOtUbE]{Inability}: You mimic a human, but you are not as fierce. Tasks involving combat— including attack and defense rolls—are hindered.

@UUID[Compendium.cyphersystem-compendium.descriptor-characteristics.soRZpGrbrjyyBHpW]{Insect Prejudice}: While among non-roaches, all positive interaction tasks are hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. The PCs didn’t realize what you were when they asked for your help.

  2. You’ve managed to hide your roach ancestry so well that everyone thinks you are like them.

  3. You are the last of your kind.

  4. You have a secret agenda, and the PCs were gullible enough to let you come along.

","markdown":""},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"ownership":{"default":-1},"flags":{}},{"sort":599610,"name":"Genre: Fairy Tale","type":"text","_id":"BW4rWFL1jsU98e0B","title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"

The genre of fairy tales is a wide one, crossing into almost every culture and encompassing everything from early oral stories passed down from generation to generation to the more modern literary fairy tale. What makes something a fairy tale? While there’s a great deal of discussion around that question, most have a number of things in common: a series of far-fetched events; fantastical beings such as talking animals, elves, goblins, mermaids, witches, and dragons; and objects that have magical elements.

One of the powers of a fairy tale—or a game set in a fairy tale-inspired setting—is its ability to create a sense of wonder and to evoke players’ imaginations while still allowing them to keep one foot in the known. The very settings themselves are both enchanted and somehow familiar, whether the characters are entering a magical woods, falling down a rabbit hole, or embarking on a voyage to Neverland. Those beasts and beings who stalk such places are equally wondrous, and offer fantastic starting points for any number of adventures.

To heighten the sense of wonder in a fairy tale adventure or campaign, a GM might consider presenting the game in a modern setting. In a modern setting, characters have regular jobs that don’t normally involve hunting goblins or helping talking fish solve puzzles. This means that when the moths take shape and become the cloak of a princess of summer come to beg a favor or steal a child, or the house grows legs and runs away one morning, the player characters will be rightfully amazed (and perhaps somewhat terrified).

Nature of Faerie

Faerie (also called by many other names) is a dimension of magic separate from but closely parallel to the mundane world. It doesn’t matter whether Faerie is just a collective term for thousands of separate curled-up dimensions hidden in corners, in closets, or at the center of forests, or it’s one continuous realm that overlaps the real world where it’s thinnest. It’s a place those with open hearts can find by following a way between tall trees (or looming library shelves) to a realm where everything is different. Where elves walk, nymphs dance, unicorns gallop, and both natural growths and built structures become vast and enchanting.

Humans don’t tend to do well in such a world if they stay too long, as the sensory input is hard on the nervous system. But fey creatures depend on it, like plants to the light. A fey creature too long cut off from its land of origin (or its stream, hill, or burrow) slowly becomes mortal and then dies.

When a fey creature is cut by silvered or cold iron weapons, they temporarily lose the sustaining benefit of their connection to Faerie. This severed connection usually disrupts a fey creature’s ability to heal. A silvered weapon is one that contains silver as part of an alloying process, has silver inlay, or has been coated in a dusting of silver powder (which usually lasts only through a single fight). In truth, many items in the modern era are cold-forged, while many others are not. We suggest that any hand-forged item containing iron could be considered a cold-forged weapon for harming fey creatures. Thus, most bullets and other modern items wouldn’t be treated as cold iron by this definition, but some would fit the bill.

Basic Creatures and NPCs for a Fairy Tale Game

Most fey creatures of level 2 or higher regain 1 point of health per round, unless wounded by silvered or cold iron weapons.

@UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.JULnmDMPODWwSgyT]{Angry ants} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.VK2Iv9hH0ITqmvV9]{Erlking} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.PS7RVxRlUxllwCky]{Faerie} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.ijRly8phWTeUIy8r]{Feral tree} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.UXvVjQMo4BRwi2Ef]{Nymph} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.BJOh1w5ZImYrdKuM]{Pixie} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.2v0CeAw0V9Hql9iL]{Razorblade butterflies} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.NVjNYB0ApximA7Kn]{Talking cat} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.LZB001qKeGrqUyMZ]{Troll}

Fairy Tale Artifacts

Artifacts in a fantasy setting and magic items in other games focused on fantasy would also be suitable for a fairy tale setting. However, every fairy tale artifact should come with a quirk that sets it apart from a simple “wand of fire” or similar item. Come up with your own or roll a quirk on the table below.

d10Quirk
1Is sometimes invisible.
2Cries like a baby if jostled.
3Becomes cold as ice to the touch and emits cold vapor when danger threatens.
4Contains a secret compartment that invariably holds a chunk of rock broken from what might be a strange jade sculpture.
5Also serves as a key to some magically locked doors and chests.
6Bites owner with tiny teeth if jostled, dealing 1 point of damage.
7Always muttering and complaining, though useful warnings and other information can sometimes be gained.
8Jealous of any other manifest cyphers, artifacts, or beautiful objects in the wielder’s life.
9The “painting” of a princess of summer on the object sometimes leaves it, robbing the artifact of power.
10Causes flowers to grow wherever it is stored or set down.
","markdown":""},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"ownership":{"default":-1},"flags":{}},{"sort":599805,"name":"Genre: Historical","type":"text","_id":"hdLllcWxZ4VdDhlr","title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"

Setting your campaign in World War 2, the Renaissance, or the 1930s can be fun and interesting. However, setting it in ancient Greece or feudal Japan, for example, probably makes it more like fantasy without all the orcs and magic (although a game set in feudal Japan with orcs and magic could be fascinating).

One of the draws of playing in a historical adventure is the thrill of “being there” when something important happens. Thus, in many cases, historical adventures in RPGs shouldn’t be designed as campaigns, but instead serve as short-term experiences where players try something new, or at least something they don’t normally do: play as figures involved in a momentous historical event.

Historical games should take cues from the closely related areas of historical fiction and historical re-enactment. The lessons of great historical fiction include the following.

The GM should anchor the characters with problems or conflicts that connect them to the chosen time period; make sure that PC backgrounds contain one relevant detail to the chosen historical setting.

The GM shouldn’t fall into the trap of assuming that history was drab just because it is often presented along with old paintings, drawings, or blurred black-and-white photographs. Dramatic events, surprising twists, and unexpected situations are just as likely in a historical adventure as in any other kind.

What’s the point of a historical adventure if there is no suspense? Sure, everyone knows what happens at the end of any given historical battle, but the stories of individuals within those fights are not known. Will they live? Will they succeed in their mission? And what are the consequences? Think of all the war movies that rely on that exact latitude to tell great stories.

Make sure you know when the campaign ends. Maybe it’s when the PCs successfully accomplish a specific task, but it might be externally timed to when a historical event takes place, whether they are attempting to offer aid, thwart it, or merely be aware of it as they attempt to do something that history hasn’t recorded.

Don’t create more than you need to. Be ready to tell the PCs what they see and who they encounter when they are introduced to a historical location or person, but don’t worry about things that they likely will never see. Yes, figure out what kind of currency is used, but making a super-accurate list of prices just isn’t necessary; the players will take your word for the cost of items and many other details. You’re evoking a historical setting with your game, not writing a book report.

Be wary about stereotypes and cultural misappropriation. History, as they say, is written by the victors. The ancient Greeks wrote that other cultures were all barbaric, and the European settlers called the natives in North America savages, but that doesn’t mean it’s true. If all you know about a time period is a movie set in that period, you’ll have a skewed version of events and culture. Be willing to go deeper than Braveheart or The Last Samurai, or maybe choose a different genre.

Running a Historical Game

Preparation is important in a historical game, and most of that entails choosing a historical period—or a specific historical event—as the setting. Given that all of history can serve, you won’t lack for resources. Below are a few possibilities. Of course, the farther back you set your game, the less information on specific events is available. On the other hand, that frees you up to get creative.

Once you choose the historical period and any special events you want to include in your adventure or campaign, direct your players to an appropriate set of foci. Alternately, you can have your players play as historically significant figures, but if you do this, you may want to create their characters ahead of time. Most GMs will probably want to save historically significant individuals for use as NPCs.

The players will need some kind of grounding in what to expect in the time period you’ve chosen. Just like they need an idea of what magic can do in a fantasy game, they will need a general idea of what kind of technology is available, the broad strokes of what their characters might know and not know, and so on. Maybe have them read a Wikipedia entry, at the very least.

If you’re looking for inspiration for time periods in which to set your historical game, here are some possible ideas: prehistory, classical antiquity, ancient Egypt, the American revolution, ancient China, World War II, Edo Period Japan, Medieval Europe, and the American Old West.

Suggested Types for a Historical Game

RoleType
Constable (or night watchman)Explorer with combat flavor
DetectiveExplorer with stealth flavor and skills and knowledge flavor
KnightWarrior
PirateExplorer with stealth flavor
TutorSpeaker
MerchantSpeaker with skills and knowledge flavor
SmithSpeaker with some warrior abilities and skills and knowledge flavor
PlaywrightSpeaker
NobleSpeaker with skills and knowledge flavor
ExplorerExplorer
PriestSpeaker

Basic Creatures and NPCs for a Historical Game

@UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.ZT13lzcl6dsvg8HX]{Cat} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.MwSOqh6IDnwKis8b]{Dodo} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.JZbErZ6hAgtHrgim]{Dog} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.vmvgLdR7JKdsukCW]{Dog, guard} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.61EndqAjZ2ZZZuS9]{Horse} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.8AhrSmfhARlAahxp]{Merchant} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.HKcVbxx1xGOpyVk4]{Noble} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.qLFrfE0E9w6BcG48]{Rat} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.Ax77ZEkAA3XJBPaA]{Serf} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.PXVS2kwvslh30lBB]{Snake, poisonous} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.vhGua32GarGCzLGv]{Warhorse}

Historical Artifacts

The concept of artifacts is probably inappropriate for a historical setting without some kind of supernatural, fantastical, or science fiction element. That said, objects of mystery such as the Antikythera mechanism (an ancient analog computer and orrery used to predict eclipses and other astronomical positions) reveal that the ancient world—and by extension more recent historical periods—contained fascinating and useful objects that were anachronistic for their period. Most such artifacts were likely the creations of philosophers, lone geniuses, and similar figures.

","markdown":""},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"ownership":{"default":-1},"flags":{}},{"sort":599903,"name":"Creatures and NPCs","type":"text","_id":"ljjovWdF2f0UgQ4l","title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"

This chapter describes many common and uncommon creatures that the characters might meet—and fight—in a Cypher System game and gives their stats. The variety of creatures that populate the possible settings and genres is so great that this chapter only scratches the surface. It does, however, provide examples of kinds of inhabitants—bestial and civilized, living and undead, organic and inorganic—so that you can easily extrapolate and create your own.

Understanding the Listings

Every creature is presented by name, followed by a standard template that includes the following categories.

Level: Like the difficulty of a task, each creature and NPC has a level attached to it. You use the level to determine the target number a PC must reach to attack or defend against the opponent. In each entry, the difficulty number for the creature or NPC is listed in parentheses after its level. As shown on the following table, the target number is three times the level.

LevelTarget Number
13
26
39
412
515
618
721
824
927
1030

Description: Following the name of the creature or NPC is a general description of its appearance, nature, intelligence, or background.

Motive: This entry is a way to help the GM understand what a creature or NPC wants. Every creature or person wants something, even if it’s just to be left alone.

Environment: This entry describes whether the creature tends to be solitary or travel in groups and what kind of terrain it inhabits (such as “They travel in packs through dry wastes and temperate lowlands”).

Health: A creature’s target number is usually also its health, which is the amount of damage it can sustain before it is dead or incapacitated. For easy reference, the entries always list a creature’s health, even when it’s the normal amount for a creature of its level.

Damage Inflicted: Generally, when creatures hit in combat, they inflict their level in damage regardless of the form of attack. Some inflict more or less or have a special modifier to damage. Intelligent NPCs often use weapons, but this is more a flavor issue than a mechanical one. In other words, it doesn’t matter if a level 3 foe uses a sword or claws—it deals the same damage if it hits. The entries always specify the amount of damage inflicted, even if it’s the normal amount for a creature of its level.

Armor: This is the creature’s Armor value. Sometimes the number represents physical armor, and other times it represents natural protection. This entry doesn’t appear in the game stats if a creature has no Armor.

Movement: Movement determines how far the creature can move in a single turn. Creatures have movements of immediate, short, long, or very long, which equate to the ranges of the same name. Most PCs have an effective movement of short, so if they are chasing (or being chased by) a creature with immediate movement, their Speed tasks are eased; if the creature’s movement is long or greater, the PCs’ Speed tasks are hindered.

Modifications: Use these default numbers when a creature’s information says to use a different target number. For example, a level 4 creature might say “defends as level 5,” which means PCs attacking it must roll a target number of 15 (for difficulty 5) instead of 12 (for difficulty 4). In special circumstances, some creatures have other modifications, but these are almost always specific to their level.

Combat: This entry gives advice on using the creature in combat, such as “This creature uses ambushes and hit-and-run tactics.” At the end of the combat listing, you’ll also find any special abilities, such as immunities, poisons, and healing skills. GMs should be logical about a creature’s reaction to a particular action or attack by a PC. For example, a mechanical creation is immune to normal diseases, a character can’t poison a being of energy (at least, not with a conventional poison), and so on.

Interaction: This entry gives advice on using the creature in interactions, such as “These creatures are willing to talk but respond poorly to threats,” or “This creature is an animal and acts like an animal.”

Use: This entry gives the GM suggestions for how to use the creature in a game session. It might provide general notes or specific adventure ideas.

Loot: This entry indicates what the PCs might gain if they take items from their fallen foes (or trade with or trick them). It doesn’t appear in the game stats if the creature has no loot.

GM Intrusion: This optional entry in the stats suggests a way to use GM intrusion in an encounter with the creature. It’s just one possible idea of many, and the GM is encouraged to come up with their own uses of the game mechanic.

Creatures

@UUID[Compendium.cyphersystem-compendium.creatures.GcRpFtcOQDpGvU4H]{Abomination} @UUID[Compendium.cyphersystem-compendium.creatures.17NSMk419kHRvwoP]{Chimera} @UUID[Compendium.cyphersystem-compendium.creatures.Ds2TiPhzGcBio6uy]{Chronophage} @UUID[Compendium.cyphersystem-compendium.creatures.6XzVLD44cRlhPIfO]{Deep one} @UUID[Compendium.cyphersystem-compendium.creatures.dEUcFhzvuB3ufhv5]{Deinonychus} @UUID[Compendium.cyphersystem-compendium.creatures.0NEyK7k8eNvN9oRt]{Demigod} @UUID[Compendium.cyphersystem-compendium.creatures.C2tRCVUtCl1OEb7M]{Demon} @UUID[Compendium.cyphersystem-compendium.creatures.Z4Y7VaCkpXbCZ2yy]{Devil} @UUID[Compendium.cyphersystem-compendium.creatures.D25NNlnriTPYwXvl]{Djinni} @UUID[Compendium.cyphersystem-compendium.creatures.huhkLDlDaru359Bf]{Dragon} @UUID[Compendium.cyphersystem-compendium.creatures.li1H57vGnKM9EY61]{Earth elemental} @UUID[Compendium.cyphersystem-compendium.creatures.WcxUomm2dqg2s2mU]{Enthraller} @UUID[Compendium.cyphersystem-compendium.creatures.p5ugVxzZFUe8r2To]{Fallen angel} @UUID[Compendium.cyphersystem-compendium.creatures.W7lOvxxSkcShe4Y9]{Fire elemental} @UUID[Compendium.cyphersystem-compendium.creatures.CbyPd1QoYjZGISN9]{Fusion hound} @UUID[Compendium.cyphersystem-compendium.creatures.02LotzBPq6hZTu2N]{Ghost} @UUID[Compendium.cyphersystem-compendium.creatures.92AH6pnL8Mknw6ok]{Ghoul} @UUID[Compendium.cyphersystem-compendium.creatures.gc0tYELtVAJRfFL6]{Giant} @UUID[Compendium.cyphersystem-compendium.creatures.U508Iiym5DOrLbCP]{Giant rat} @UUID[Compendium.cyphersystem-compendium.creatures.G1R1ESjuGxTJ7VwN]{Giant snake} @UUID[Compendium.cyphersystem-compendium.creatures.PlHlqDlwByGRX8T3]{Giant spider} @UUID[Compendium.cyphersystem-compendium.creatures.StSE44DNprZ4X4t8]{Goblin} @UUID[Compendium.cyphersystem-compendium.creatures.nBJ1PaZw7VugehNT]{Golem} @UUID[Compendium.cyphersystem-compendium.creatures.v5KdQP0xAVsoznyE]{Grey} @UUID[Compendium.cyphersystem-compendium.creatures.gDdZYUFdqZhmK3Oc]{Kaiju} @UUID[Compendium.cyphersystem-compendium.creatures.Iyx0QTRTuHLwr2g4]{Killer clown} @UUID[Compendium.cyphersystem-compendium.creatures.m9Hqr0shnpvRfgiF]{Killing white light} @UUID[Compendium.cyphersystem-compendium.creatures.EX0RBWZzdGetaDK9]{Mechanical soldier} @UUID[Compendium.cyphersystem-compendium.creatures.LkiVCVe5HhMi8Hc8]{Mi-go} @UUID[Compendium.cyphersystem-compendium.creatures.ZLDxtrbI1te50O1k]{Mokuren} @UUID[Compendium.cyphersystem-compendium.creatures.2BTNWIpNjjd696xa]{Nuppeppo} @UUID[Compendium.cyphersystem-compendium.creatures.Jo0ULIISkFpZDV85]{Ogre} @UUID[Compendium.cyphersystem-compendium.creatures.obJAuUihAMdRF9j2]{Orc} @UUID[Compendium.cyphersystem-compendium.creatures.KrHZmg9AKHxbGRnk]{Prince(ss) of summer} @UUID[Compendium.cyphersystem-compendium.creatures.axcyoROutmXNdzNk]{Puppet tree} @UUID[Compendium.cyphersystem-compendium.creatures.qT2StUmJ4FDfS2Ji]{Ravage bear} @UUID[Compendium.cyphersystem-compendium.creatures.n54pC87T2nULqbCJ]{Replicant} @UUID[Compendium.cyphersystem-compendium.creatures.qB1fv8beRDJG465z]{Shadow elf} @UUID[Compendium.cyphersystem-compendium.creatures.MQI4Poo9zZKrgKhc]{Skeleton} @UUID[Compendium.cyphersystem-compendium.creatures.nkAvknrgByU2kBSn]{Statue, animate} @UUID[Compendium.cyphersystem-compendium.creatures.E7LZFxUVnPeXLIgX]{Tyrannosaurus rex} @UUID[Compendium.cyphersystem-compendium.creatures.37pnRQFiOHt47hFP]{Vampire} @UUID[Compendium.cyphersystem-compendium.creatures.PIJ3eSbmYUGztjb1]{Vampire, transitional} @UUID[Compendium.cyphersystem-compendium.creatures.QFTQJ4Z4kmHVr23P]{Vat reject} @UUID[Compendium.cyphersystem-compendium.creatures.WsWJRqBjUW1WO1Wp]{Wardroid} @UUID[Compendium.cyphersystem-compendium.creatures.3jAoNYaS0CHUjkqS]{Werewolf} @UUID[Compendium.cyphersystem-compendium.creatures.2nv7KEvkNXsUOykU]{Witch} @UUID[Compendium.cyphersystem-compendium.creatures.Ziw2e08pt2Fc8vHz]{Xenoparasite} @UUID[Compendium.cyphersystem-compendium.creatures.dWvlzVDxmAUQxT7s]{Zombie}

Normal Animals

Unlike many creatures in this chapter, normal animals are simple and understandable enough to be encapsulated by just their level and maybe one or two other stats.

@UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.p7RwEbxxv74Xy0NP]{Bear, black} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.3NRZdgMZXVcEsqWl]{Bear, grizzly} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.JZbErZ6hAgtHrgim]{Dog} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.vmvgLdR7JKdsukCW]{Dog, guard} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.pNEII8Wup8xjZfuA]{Hawk} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.61EndqAjZ2ZZZuS9]{Horse} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.qLFrfE0E9w6BcG48]{Rat} @UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.RxtZyeRliCY3v9In]{Rattlesnake}

NPCs

The NPCs in this chapter are generic examples of nonplayer characters that can be used in many genres.

Reskinning NPCs: GMs will find that with a few tweaks, a guard can be a modern-day cop, a fantasy caravan guard, or a science fiction drone soldier. This is known as reskinning—making slight changes to existing stats to customize the NPC for your own game.

Health, Not Pools: Remember that NPCs don’t have stat Pools. Instead, they have a characteristic called health. When an NPC takes damage of any kind, the amount is subtracted from its health. Unless described otherwise, an NPC’s health is always equal to its target number. Some NPCs might have special reactions to or defenses against attacks that would normally deal Speed damage or Intellect damage, but unless the NPC’s description specifically explains this, assume that all damage is subtracted from the NPC’s health.

Appropriate Weapons: NPCs use weapons appropriate to their situation, which might be swords and crossbows, knives and shotguns, malefic psychic weapons, blasters and grenades, and so on.

@UUID[Compendium.cyphersystem-compendium.npcs.rnq3fP5XVmqEmZWG]{Assassin} @UUID[Compendium.cyphersystem-compendium.npcs.IXoOu0XGctC51WFn]{Cannibal} @UUID[Compendium.cyphersystem-compendium.npcs.jZT0TZAHaKkZ8kGv]{Crime boss} @UUID[Compendium.cyphersystem-compendium.npcs.17FhJIqwNpdkCE3Q]{Detective} @UUID[Compendium.cyphersystem-compendium.npcs.vamqtdZeooEZTvVA]{Guard} @UUID[Compendium.cyphersystem-compendium.npcs.mIkMohVYFvaiNwZB]{Occultist} @UUID[Compendium.cyphersystem-compendium.npcs.SMQHtX6tTqzNShpA]{Secret agent} @UUID[Compendium.cyphersystem-compendium.npcs.dxKy262U5XR9IQdV]{Thug} @UUID[Compendium.cyphersystem-compendium.npcs.T49YQrtaJRk1stLD]{Wizard, mighty}

","markdown":""},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"ownership":{"default":-1},"flags":{}},{"sort":599952,"name":"Cyphers","type":"text","_id":"xLSayIO5g61IGlUa","title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"

Cyphers are one-use abilities that characters gain over the course of play. They have cool powers that can heal, make attacks, ease or hinder task rolls, or (in a more supernatural and extreme example) produce effects such as nullifying gravity or turning something invisible.

Most cyphers aren’t physical objects—just something useful that happens right when you need it. They might be a burst of insight that allows a character to make a perfectly executed attack, a lucky guess when using a computer terminal, a coincidental distraction that gives you an advantage against an NPC, or a supernatural entity that makes things work out in your favor. In some games, cyphers come in the form of items, like magic potions or bits of alien technology.

Cyphers that don’t have a physical form are called subtle cyphers.

Cyphers that have a physical form are called manifest cyphers.

Regardless of their form, cyphers are single-use effects and are always consumed when used. Unless a cypher’s description says otherwise, it works only for the character who activates it. For example, a PC can’t use an enduring shield cypher on a friend.

Cyphers are a game mechanic designed for frequent discovery and use. PCs can have only a small number of cyphers at any given time, and since they’re always finding more, they’re encouraged to use them at a steady pace.

In theory, the cyphers gained by the PCs are determined randomly. However, the GM can allow PCs to acquire or find them intentionally as well. Cyphers are gained with such regularity that the PCs should feel that they can use them freely. There will always be more, and they’ll have different benefits. This means that in gameplay, cyphers are less like gear or treasure and more like character abilities that the players don’t choose. This leads to fun game moments where a player can say “Well, I’ve got an X that might help in this situation,” and X is always different. X might be an intuitive understanding of the local computer network, a favor from the Faerie Court, an explosive device, a short-range teleporter, or a force field. It might be a powerful magnet or a prayer that will cure disease. It could be anything. Cyphers keep the game fresh and interesting. Over time, characters can learn how to safely carry more and more cyphers at the same time, so cyphers really do seem more like abilities and less like gear.

“Carry” in this sense refers to both subtle cyphers and manifest cyphers, though a PC may not actually carry anything that physically represents the cypher. A character thrown into prison without their equipment might still have subtle cyphers.

Cyphers don’t have to be used to make room for new ones. For subtle cyphers, a character can just use an action to “lose” the cypher, freeing up space to “find” one later (once a subtle cypher is discarded this way, it is gone and can’t be recovered). For manifest cyphers, it’s perfectly acceptable for the PCs to stash one elsewhere for later use; of course, that doesn’t mean it will still be there when they return.

Why Cyphers?

Cyphers are (not surprisingly, based on the name) the heart of the Cypher System. This is because characters in this game have some abilities that rarely or never change and can always be counted on—pretty much like in all games—and they have some abilities that are ever-changing and inject a great deal of variability in play. They are the major reason why no Cypher System game session should ever be dull or feel just like the last session. This week your character can solve the problem by walking through walls, but last time it was because you could create an explosion that could level a city block.

The Cypher System, then, is one where PC abilities are fluid, with the GM and the players both having a role in their choice, their assignment, and their use. Although many things separate the game system from others, this aspect makes it unique, because cyphers recognize the importance and value of two things:

  1. “Treasure,” because character abilities make the game fun and exciting. In fact, in the early days of roleplaying, treasure (usually in the form of magic items found in dungeons) was really the only customization of characters that existed. One of the drives to go out and have adventures is so you can discover cool new things that help you when you go on even more adventures. This is true in many RPGs, but in the Cypher System, it’s built right into the game’s core.

  2. Letting the GM have a hand in determining PC abilities makes the game move more smoothly. Some GMs prefer to roll cyphers randomly, but some do not. For example, giving the PCs a cypher that will allow them to teleport far away might be a secret adventure seed placed by a forward-thinking GM. Because the GM has an idea of where the story is going, they can use cyphers to help guide the path. Alternatively, if the GM is open to it, they can give out cyphers that enable the characters to take a more proactive role (such as teleporting anywhere they want). Perhaps most important, they can do these things without worrying about the long-term ramifications of the ability. A device that lets you teleport multiple times might really mess up the game over the long term. But once? That’s just fun.

Cypher Limits

All characters have a maximum number of cyphers they can have at any one time, determined by their type. If a character ever attempts to carry more, random cyphers instantly disappear until the PC has a number of cyphers equal to their maximum (depending on the genre of the campaign, subtle cyphers may be more or less likely to vanish this way). These vanished cyphers are not recoverable.

Subtle Cyphers

Subtle (nonphysical) cyphers are a way to introduce cyphers into a game without overt “powered stuff”—no potions, alien crystals, or anything of that nature. They’re most useful, perhaps, in a modern or horror setting without obvious fantasy elements. Subtle cyphers are more like the inherent abilities PCs have, adding boosts to Edge, recovering points from Pools, coming up with ideas, and so on. In general, these are commonplace, non-supernatural effects—a subtle cypher wouldn’t create a laser beam or allow a character to walk through a wall. They don’t break the fragile bubble of believability in genres where flashy powers and abilities don’t make a lot of sense.

Subtle cyphers are particularly nice in a genre where the PCs are supposed to be normal people. The cyphers can simply be an expression of innate capabilities in characters that aren’t always dependable. And in many ways, that’s probably more realistic than an ability you can count on with certainty, because in real life, some days you can jump over a fence, and some days you just can’t.

Concepts for subtle cyphers include the following:

Good fortune: Once in a while, things just go your way. You’re in the right place at the right time.

Inspirations: Sometimes you get inspired to do something you’ve never done before and might not be able to do again. Call it adrenaline mixed with the right motivation, or just doing the right thing at the right place at the right time. Who can really define it? Life’s funny that way.

Alien concepts: Complex and utterly inhuman memes enter our world and worm their way into and out of human consciousness. When this happens, it can cause mental distress and disorientation. It can also grant impossible abilities and advantages.

Blessings: In a fantasy world, there are nine gods. Each morning, all intelligent residents of the world pray to one of the gods, and some of the faithful gain a divine blessing. Some people believe that praying to different gods gives you different blessings.

Earworms: You know how some songs pop into your head and just won’t leave? There’s a power to those songs, and the right people know how to harness it. Make the songs disturbing or reminiscent of evil chants, and you’ve got a perfect cypher concept for a horror campaign.

Mysterious transmissions: What’s that buzzing? That mechanical chittering? Those numbers repeating over and over? And why can only some people hear it? A few who are aware of the sounds have learned how to make use of them.

Supernatural powers: Mental or mystical energies constantly shift and change, ebb and flow. But you’ve figured out how to attune your mind to them. There are no physical actions or paraphernalia required—just an inner conduit to the numinous.

Discovering Subtle Cyphers

Since subtle cyphers aren’t physical objects, GMs will need to figure out when to give PCs new ones to replace the ones they have used. The cyphers probably shouldn’t be tied to actions entirely under the characters’ control—in other words, they shouldn’t come as a result of meditation or anything of that nature. Instead, the GM should choose significant points in the story when new cyphers might simply come unbidden to the PCs. In the broader view, this is no different than manifest cyphers placed as treasure in a creature’s lair, a secret cache, or somewhere else for the characters to find. Either way, the GM is picking good spots to “refill” potentially used cypher-based abilities.

Subtle cyphers are often found in groups of one to six (the GM can roll 1d6 to determine the number). The GM might randomly assign the cyphers to each PC who has space for more, or present a selection of cyphers to the group and allow the players to choose which ones they want for their characters. Characters should immediately know what their subtle cyphers do. If a PC activates a healing subtle cypher when they think it’s something to help pick a lock, that’s a waste of a useful character ability.

PCs might be able to obtain subtle cyphers from NPCs or in unusual circumstances as gifts, boons, or blessings, even asking for a particular kind of subtle cypher, such as healing, protection, or skill. For example, PCs who make a donation at a temple of a healing goddess could ask to receive a blessing (subtle cypher) that allows them to speak a healing prayer that restores points to one of their Pools. An NPC wizard who owes the PCs a favor might cast a spell on them that deflects one weapon if they say a magic word. An alien pylon might grant knowledge of a strange mental code that lets a person see in the dark for a few hours.

A PC can also acquire a new subtle cypher by spending 1 XP on one of the following player intrusions:

General cypher: You ask the GM for a general subtle cypher, such as “healing,” “movement,” “defense,” or perhaps something as specific as “flight.” The GM gives you a cypher that meets that description and randomly determines its level. If you don’t have space for this cypher, you immediately lose one of your current cyphers (your choice) and the new cypher takes its place.

Specific cypher: You ask the GM for a specific subtle cypher (such as a curative or stim) of a specific level. Make an Intellect roll with a difficulty equal to the cypher’s level plus 1. If you have had this cypher before, the task is eased. If you fail the roll, you do not gain a cypher. If you succeed, the GM gives you that subtle cypher at that level. If you don’t have space for this new cypher, you immediately lose one of your current cyphers (your choice) and the new cypher takes its place. Whether or not you succeed at the roll, the 1 XP is spent.

Manifest Cyphers

Because manifest cyphers are physical objects, and people are familiar with the idea of finding “treasure” as part of playing an RPG, these kinds of cyphers are easy to get into the hands of the PCs. They are often found in groups of one to six (the GM can roll 1d6 to determine the number), usually because the characters are searching for them. They might be among the possessions of a fallen foe, hidden in a secret room, or scattered amid the wreckage of a crashed starship. The GM can prepare a list ahead of time of what successful searchers find. Sometimes this list is random, and sometimes there is logic behind it. For example, a warlock’s laboratory might contain four different magic potions that the PCs can find.

If the characters search for cyphers, the GM sets the difficulty of the task. It is usually 3 or 4, and scavenging can take fifteen minutes to an hour.

Scavenging is not the only way to obtain manifest cyphers. They can also be given as gifts, traded with merchants, or sometimes purchased in a shop.

Unlike subtle cyphers, characters don’t automatically know what manifest cyphers do. Once the PCs find a manifest cypher, identifying it is a separate task, based on Intellect and modified by knowledge of the topic at hand. In a fantasy setting, that knowledge would probably be magic, but in a science fiction setting, it might be technology. The GM sets the difficulty of the task, but it is usually 1 or 2. Thus, even the smallest amount of knowledge means that cypher identification is automatic. The process takes one to ten minutes. If the PCs can’t identify a cypher, they can bring it to an expert for identification and perhaps trade, if desired.

Manifest Cyphers Duplicating Subtle Cyphers

Lots of overlap exists between what subtle cyphers and manifest cyphers can do. Nearly anything that can be explained as a subtle cypher can just as easily be a magic item, scientific device, or other manifest object. A bit of luck that helps you sneak (a subtle cypher) and a potion that helps you sneak (a manifest cypher) do the exact same thing for a character. One advantage of manifest cyphers is that characters can easily trade them to each other or sell them to NPCs. On the other hand, manifest cyphers can be dropped or stolen, and subtle cyphers can’t.

It’s fine if the GM decides to include both kinds of cyphers in the same game. A horror game could begin with the PCs as normal people with subtle cyphers, but as time goes on, they find one-use spells in occult tomes, weird potions, and bone dust that has strange powers.

Using Cyphers

The action to use a cypher is Intellect based unless described otherwise or logic suggests otherwise. For example, throwing an explosive might be Speed based because the device is physical and not really technical, but using a ray emitter is Intellect based.

Because cyphers are single-use items, cyphers used to make attacks can never be used with the Spray or Arc Spray abilities that some characters might have. They are never treated as rapid-fire weapons.

Identified manifest cyphers can be used automatically. Once a manifest cypher is activated, if it has an ongoing effect, that effect applies only to the character who activated the cypher. A PC can’t activate a cypher and then hand it to another character to reap the benefits.

A character can attempt to use a manifest cypher that has not been identified; this is usually an Intellect task using the cypher’s level. Failure might mean that the PC can’t figure out how to use the cypher or that they use it incorrectly (GM’s discretion). Of course, even if the PC activates the unidentified cypher, they have no idea what its effect will be.

Cyphers are meant to be used regularly and often. If PCs are hoarding or saving their cyphers, feel free to give them a reason to put the cyphers into play.

Cypher Levels and Effects

All cyphers have a level and an effect. The level sometimes determines an aspect of the cypher’s power (how much damage it inflicts, for example) but otherwise it only determines the general efficacy, the way level works with any object. The Level entry for a cypher is usually a die roll, sometimes with a modifier, such as 1d6 or 1d6 + 4. The GM can roll to determine the cypher’s level, or can allow the player to roll when they receive the cypher.

Normal and Fantastic Effects

Cypher effects fall into two categories: normal and fantastic. Normal effects are things that could reasonably happen or be explained in the normal physical world we’re familiar with. Fantastic effects are things that can’t. A normal person could hit a target 240 feet (73 m) away with a football, quickly get over a cold, run across a tightrope, or multiply two two-digit numbers in their head. These tasks are difficult, but possible. A normal person can’t throw an armored car, regrow a severed arm, create a robot out of thin air, or control gravity with their mind. These tasks are impossible according to the world as we know it. Cypher effects are either normal (possible) or fantastic (impossible according to the world as we know it).

Normal cypher effects should be available to PCs regardless of the genre of your game. It’s perfectly reasonable for a modern, fantasy, horror, science fiction, or superhero PC to have a cypher that gives them a one-use bonus on an attack or skill task, lets them take a quick breather to recover a few points in a Pool, or helps them focus their will to avoid distractions or fatigue.

Fantastic cypher effects should be limited to games where magic, technology, or other factors stretch the definition of “impossible.” A cypher that turns a corpse into a zombie is out of place in a non-fantastic modern game, but is perfectly reasonable for a fantasy, science fiction, or superhero game, or even a horror game where zombies exist, as long as the GM decides there is an appropriate story explanation for it. The zombie cypher might be a necromantic spell in a fantasy or superhero game, a code that activates a swarm of nanobots in a science fiction game, or a virus in a horror game. The rules categorize some cypher effects as fantastic to help the GM decide whether to exclude cyphers that don’t fit the game they’re running. For example, it is appropriate for a GM running a zombie horror survival game set in 1990s Georgia to allow the zombie-creating cypher but not a teleportation cypher, because creating a zombie is a fantastic effect that fits the setting and teleportation isn’t.

Fantastic cyphers can be subtle or manifest.

Optional Rule: Normal Cyphers Duplicating Fantastic Effects

If the GM and players are willing to stretch their imaginations a bit, it’s possible to include some fantastic cypher effects in a game where only normal cypher effects should exist, even if the PCs are only using subtle cyphers. The player using the cypher just needs to come up with a practical, realistic explanation for how the fantastic result occurred (perhaps with a much shorter or reduced effect than what’s described in the cypher text).

For example, a PC with a phase changer who is trapped in a prison cell could say that instead of physically phasing through the wall, using the cypher means they find a long-forgotten secret door connected to a narrow hallway leading to safety. A PC with a fire detonation could say they notice a can of paint thinner in the room, kick it over, and throw a table lamp into the spill, creating a spark and a momentary burst of harmful flames. A PC with a monoblade could say they spot structural flaws in an opponent’s armor, allowing them to attack for the rest of that combat in such a way that the foe’s Armor doesn’t count.

These interpretations of fantastic cyphers in a non-fantastic setting require player ingenuity and GM willingness to embrace creative solutions (similar to players using player intrusions to make a change in the game world). The GM always has the right to veto the explanation for the fantastic effect, allowing the player to choose a different action instead of using the fantastic cypher.

Manifest Cypher Forms

None of the manifest cyphers in this chapter have a stated physical form. The entries don’t tell you if something is a potion, a pill, or a device you hold in your hands because that sort of detail varies greatly from genre to genre. Are they magic? Are they tech? Are they symbiotic creatures with programmed DNA? That’s up to the GM. It’s flavor, not mechanics. It’s as important or unimportant as the style of an NPC’s hair or the color of the car the bad guys are driving. In other words, it’s the kind of thing that is important in a roleplaying game, but at the same time doesn’t actually change anything (and RPGs have a lot of things like that, if you think about it).

A manifest cypher’s physical form can be anything at all, but there are some obvious choices based on genre. The GM can design a setting that uses just one type—for example, a magical world where all cyphers are potions made by faeries. Or they can use many types, perhaps mixing them from different genres. Some suggestions include the following.

Fantasy/Fairy Tale: Potions, scrolls, runeplates, tattoos, charms, powders, crystals, books with words of power.

Modern/Romance: Drugs (injections, pills, inhalants), viruses, smartphone apps.

Science Fiction/Post-Apocalyptic: Drugs (injections, pills, inhalants), computer programs, crystals, gadgets, viruses, biological implants, mechanical implants, nanotechnological injections.

Horror: Burrowing worms or insects, pages from forbidden books, horrific images.

Superhero: Forms from all the other genres.

Cypher Tables

@UUID[Compendium.cyphersystem-compendium.cypher-roll-tables.Bn74yPIGZJTwA9yO]{Manifest Cypher Table} @UUID[Compendium.cyphersystem-compendium.cypher-roll-tables.yXkmPLGNM6UH5nkx]{Subtle Cypher Table} @UUID[Compendium.cyphersystem-compendium.cypher-roll-tables.tAjYZpL0GKkROZpR]{Fantastic Cypher Table}

A Listing of Various Cyphers

All cyphers in this section may be manifest cyphers. It is the GM’s discretion whether a particular cypher can be a subtle cypher, and that decision usually depends on the setting. (The tables indicating subtle, manifest, and fantastic cyphers are just suggestions for a typical campaign setting.)

@UUID[Compendium.cyphersystem-compendium.cyphers.nB8zfVWuIB1VvHGl]{Adhesion} @UUID[Compendium.cyphersystem-compendium.cyphers.gXzG3cEX6b15T7fh]{Age taker} @UUID[Compendium.cyphersystem-compendium.cyphers.ss48CDstie5AjXsb]{Analeptic} @UUID[Compendium.cyphersystem-compendium.cyphers.kgft4WfHxO9r06wb]{Antivenom} @UUID[Compendium.cyphersystem-compendium.cyphers.KZ2X27pebWbEvQXQ]{Armor reinforcer} @UUID[Compendium.cyphersystem-compendium.cyphers.uqL6JmysWKztajSP]{Attractor} @UUID[Compendium.cyphersystem-compendium.cyphers.FfAhElBEyjyd4E17]{Banishing} @UUID[Compendium.cyphersystem-compendium.cyphers.bxWMBr5i7Lfxid9Q]{Best tool} @UUID[Compendium.cyphersystem-compendium.cyphers.dymzqQ69RJGT8TEs]{Blackout} @UUID[Compendium.cyphersystem-compendium.cyphers.z7B2LxlcLfLMkTFw]{Blinking} @UUID[Compendium.cyphersystem-compendium.cyphers.vji8MXWxGxr3A9jp]{Burst of speed} @UUID[Compendium.cyphersystem-compendium.cyphers.WIDPRS1tIpL3pa5F]{Catholicon} @UUID[Compendium.cyphersystem-compendium.cyphers.k8SHSyIu2KzAZja7]{Chemical factory} @UUID[Compendium.cyphersystem-compendium.cyphers.o4AITObjEyBSsjR1]{Comprehension} @UUID[Compendium.cyphersystem-compendium.cyphers.88PKQNeHojZRVZLd]{Condition remover} @UUID[Compendium.cyphersystem-compendium.cyphers.cjFun20hsxOrU4UF]{Contingent activator} @UUID[Compendium.cyphersystem-compendium.cyphers.8NupmDC7tXJhHdy3]{Controlled blinking} @UUID[Compendium.cyphersystem-compendium.cyphers.ewaouF5H001ecJI2]{Curative} @UUID[Compendium.cyphersystem-compendium.cyphers.J2uXPzk3Q3o9Fwpe]{Curse bringer} @UUID[Compendium.cyphersystem-compendium.cyphers.IxserEHDalfrzdvG]{Darksight} @UUID[Compendium.cyphersystem-compendium.cyphers.7ZAyXJ8gyV4ao0wO]{Death bringer} @UUID[Compendium.cyphersystem-compendium.cyphers.DRkKlxg4WKwUgl7T]{Density} @UUID[Compendium.cyphersystem-compendium.cyphers.GxcYZVXI0R3cMeMp]{Detonation} @UUID[Compendium.cyphersystem-compendium.cyphers.bzGwdlL0ZLPsxK9v]{Detonation (creature)} @UUID[Compendium.cyphersystem-compendium.cyphers.Z5An8np1ZHSTSWet]{Detonation (dessicating)} @UUID[Compendium.cyphersystem-compendium.cyphers.RkOFWVFfuWHSGBVf]{Detonation (flash)} @UUID[Compendium.cyphersystem-compendium.cyphers.GPk5tYAHThxyIj6p]{Detonation (gravity inversion)} @UUID[Compendium.cyphersystem-compendium.cyphers.0WWb6gMnrICVA77C]{Detonation (gravity)} @UUID[Compendium.cyphersystem-compendium.cyphers.VhbqMkTUgBS24ZV8]{Detonation (massive)} @UUID[Compendium.cyphersystem-compendium.cyphers.FaQAOTHsz8kAwYva]{Detonation (matter disruption)} @UUID[Compendium.cyphersystem-compendium.cyphers.54PPya95rv4yA3O5]{Detonation (pressure)} @UUID[Compendium.cyphersystem-compendium.cyphers.DuYwDKUWCozANHfi]{Detonation (singularity)} @UUID[Compendium.cyphersystem-compendium.cyphers.hIxIA4943U1u3a9M]{Detonation (sonic)} @UUID[Compendium.cyphersystem-compendium.cyphers.PIuFZaZUI84aZvSj]{Detonation (spawn)} @UUID[Compendium.cyphersystem-compendium.cyphers.bIcebdBZfthtc7gn]{Detonation (web)} @UUID[Compendium.cyphersystem-compendium.cyphers.q5zVuR0m6OyMBS3o]{Disarm} @UUID[Compendium.cyphersystem-compendium.cyphers.wRrdISsr5cmCYZX1]{Disguise module} @UUID[Compendium.cyphersystem-compendium.cyphers.FItOrZq5fp17b99h]{Disrupting} @UUID[Compendium.cyphersystem-compendium.cyphers.dYPtdYIVh8Fw2j0I]{Eagleseye} @UUID[Compendium.cyphersystem-compendium.cyphers.wlbjzEJE7xJQejRu]{Effect resistance} @UUID[Compendium.cyphersystem-compendium.cyphers.NeLV59uT8r0aOBYv]{Effort enhancer (combat)} @UUID[Compendium.cyphersystem-compendium.cyphers.Sq85TkiuqKKZEcZa]{Effort enhancer (noncombat)} @UUID[Compendium.cyphersystem-compendium.cyphers.29q4icxpIjmPru2K]{Enduring shield} @UUID[Compendium.cyphersystem-compendium.cyphers.40DQrFLuDX017odb]{Equipment cache} @UUID[Compendium.cyphersystem-compendium.cyphers.h5TSiPn7BeeIobmN]{Farsight} @UUID[Compendium.cyphersystem-compendium.cyphers.oNuUwELrZDJY1mIf]{Fireproofing} @UUID[Compendium.cyphersystem-compendium.cyphers.fl9zbMTjxj8vy6kJ]{Flame-retardant wall} @UUID[Compendium.cyphersystem-compendium.cyphers.SJDuyxdMrDv6FaGy]{Force cube} @UUID[Compendium.cyphersystem-compendium.cyphers.dQligdNAYAr6wWdE]{Force field} @UUID[Compendium.cyphersystem-compendium.cyphers.uBDH4lBnOxOXh5CF]{Force screen projector} @UUID[Compendium.cyphersystem-compendium.cyphers.m3NxCCUGiLIKIJNw]{Force shield projector} @UUID[Compendium.cyphersystem-compendium.cyphers.w96EvfwEri9x5Mct]{Friction reducer} @UUID[Compendium.cyphersystem-compendium.cyphers.R88ueN5kMGSameYW]{Frigid wall} @UUID[Compendium.cyphersystem-compendium.cyphers.4L0etvDYulpV4ksR]{Gas bomb} @UUID[Compendium.cyphersystem-compendium.cyphers.pNqglMkBswKP2ICu]{Gravity nullifier} @UUID[Compendium.cyphersystem-compendium.cyphers.vk0FLEfC4YB7dbQs]{Gravity-nullifying application} @UUID[Compendium.cyphersystem-compendium.cyphers.aeBDWdPvxdfj3pfs]{Heat attack} @UUID[Compendium.cyphersystem-compendium.cyphers.7zM8O87dW3jbTnU6]{Hunter/seeker} @UUID[Compendium.cyphersystem-compendium.cyphers.CtZSjgL4ckxcKYUP]{Image projector} @UUID[Compendium.cyphersystem-compendium.cyphers.ReuRZASIsUHgdhEg]{Inferno wall} @UUID[Compendium.cyphersystem-compendium.cyphers.XX53GbhoCBiHS6ks]{Infiltrator} @UUID[Compendium.cyphersystem-compendium.cyphers.AitEjkvspLX688ye]{Information sensor} @UUID[Compendium.cyphersystem-compendium.cyphers.x7qSUmMgvNqV0Ugn]{Instant servant} @UUID[Compendium.cyphersystem-compendium.cyphers.sJVUfXvSJucHYari]{Instant shelter} @UUID[Compendium.cyphersystem-compendium.cyphers.Y6EVgmva4C9tPihv]{Intellect booster} @UUID[Compendium.cyphersystem-compendium.cyphers.udWLm1XDgVieMEDu]{Intelligence enhancement} @UUID[Compendium.cyphersystem-compendium.cyphers.5tLchT3lzBveqkxp]{Knowledge enhancement} @UUID[Compendium.cyphersystem-compendium.cyphers.WXP9irBlSYL49O46]{Lightning wall} @UUID[Compendium.cyphersystem-compendium.cyphers.MTgWJDJa0xrNOUMa]{Machine control} @UUID[Compendium.cyphersystem-compendium.cyphers.Kn3VvkesD5GVq0iI]{Magnetic attack drill} @UUID[Compendium.cyphersystem-compendium.cyphers.yYUMQ6PEMdyJsi6u]{Magnetic master} @UUID[Compendium.cyphersystem-compendium.cyphers.6ccQDO1fUZfF3qdo]{Magnetic shield} @UUID[Compendium.cyphersystem-compendium.cyphers.3ww0ueljUh3Fu4WN]{Manipulation beam} @UUID[Compendium.cyphersystem-compendium.cyphers.E3QMkfRIuJeWQh76]{Matter transference ray} @UUID[Compendium.cyphersystem-compendium.cyphers.zqv51NhAhlMBm2lG]{Meditation aid} @UUID[Compendium.cyphersystem-compendium.cyphers.rAka1a1rfa6U9ejN]{Memory switch} @UUID[Compendium.cyphersystem-compendium.cyphers.GS3GUtjmhIYxF8vb]{Mental scrambler} @UUID[Compendium.cyphersystem-compendium.cyphers.y710ojHG9JfbAHXq]{Metal death} @UUID[Compendium.cyphersystem-compendium.cyphers.9MBc2aywmCotLHZs]{Mind meld} @UUID[Compendium.cyphersystem-compendium.cyphers.f9o3v4yUbE2rOvkA]{Mind stabilizer} @UUID[Compendium.cyphersystem-compendium.cyphers.sgjAHLqFtHWLzSeV]{Mind-restricting wall} @UUID[Compendium.cyphersystem-compendium.cyphers.qyafaJwEsqCVU5ht]{Monoblade} @UUID[Compendium.cyphersystem-compendium.cyphers.adjHowuCfAqznUtV]{Monohorn} @UUID[Compendium.cyphersystem-compendium.cyphers.nH3BFfduw18UhsrN]{Motion sensor} @UUID[Compendium.cyphersystem-compendium.cyphers.ExszgFle5nmrHPSR]{Null field} @UUID[Compendium.cyphersystem-compendium.cyphers.yjjqWOig22fCfvyg]{Nullification ray} @UUID[Compendium.cyphersystem-compendium.cyphers.olA86ZssOHAVcyP5]{Nutrition and hydration} @UUID[Compendium.cyphersystem-compendium.cyphers.NCqhAMpNrf26KCkC]{Perfect memory} @UUID[Compendium.cyphersystem-compendium.cyphers.pMUiPSVOb2VPa79t]{Perfection} @UUID[Compendium.cyphersystem-compendium.cyphers.erJlxWAzYxAbBQ3n]{Personal environment field} @UUID[Compendium.cyphersystem-compendium.cyphers.q94YaFRPnpA4Vbt0]{Phase changer} @UUID[Compendium.cyphersystem-compendium.cyphers.orMNNP5kLwGszIWW]{Phase disruptor} @UUID[Compendium.cyphersystem-compendium.cyphers.I1UIJPrkDAtfdvkn]{Poison (emotion)} @UUID[Compendium.cyphersystem-compendium.cyphers.ab9oUkAc67kwQMu2]{Poison (explosive)} @UUID[Compendium.cyphersystem-compendium.cyphers.TqA7pzI1VOquoZrC]{Poison (mind controlling)} @UUID[Compendium.cyphersystem-compendium.cyphers.LT8pmimmThAbwOL7]{Poison (mind disrupting)} @UUID[Compendium.cyphersystem-compendium.cyphers.WKHeAOo07TN0Waqi]{Psychic communique} @UUID[Compendium.cyphersystem-compendium.cyphers.NGMhAxHPKXqxyarE]{Radiation spike} @UUID[Compendium.cyphersystem-compendium.cyphers.yxlZQszosCzyRvSM]{Ray emitter} @UUID[Compendium.cyphersystem-compendium.cyphers.kl7d13qf7si94eU0]{Ray emitter (command)} @UUID[Compendium.cyphersystem-compendium.cyphers.TvIMvUr69aOV5DnE]{Ray emitter (fear)} @UUID[Compendium.cyphersystem-compendium.cyphers.7lZj0lmBqmrz41mZ]{Ray emitter (friend slaying)} @UUID[Compendium.cyphersystem-compendium.cyphers.LHL022Qn3YRfXYU4]{Ray emitter (mind disrupting)} @UUID[Compendium.cyphersystem-compendium.cyphers.NbYGmZjDHMEmmfDL]{Ray emitter (numbing)} @UUID[Compendium.cyphersystem-compendium.cyphers.sodipYPbrbjALaH2]{Ray emitter (paralysis)} @UUID[Compendium.cyphersystem-compendium.cyphers.RSQzv6fY9P8vLQSh]{Reality spike} @UUID[Compendium.cyphersystem-compendium.cyphers.kgflNP6FVsspfutd]{Reflex enhancer} @UUID[Compendium.cyphersystem-compendium.cyphers.sdd3hhCzs5N0ZqP0]{Rejuvenator} @UUID[Compendium.cyphersystem-compendium.cyphers.8RpaNEaONagWqTTE]{Remembering} @UUID[Compendium.cyphersystem-compendium.cyphers.waaI5OVVCpZC7NLT]{Remote viewer} @UUID[Compendium.cyphersystem-compendium.cyphers.agDsGHiI4x9A0X0J]{Repair unit} @UUID[Compendium.cyphersystem-compendium.cyphers.qOLNoDFQpXZhsbCE]{Repeater} @UUID[Compendium.cyphersystem-compendium.cyphers.MycMQnAtFVkx7xjm]{Repel} @UUID[Compendium.cyphersystem-compendium.cyphers.lN1Qw9izMoo3NSbj]{Retaliation} @UUID[Compendium.cyphersystem-compendium.cyphers.zb8P9KDZaQ0j1exJ]{Secret} @UUID[Compendium.cyphersystem-compendium.cyphers.BmQhgfCQMQpMkwzg]{Sheen} @UUID[Compendium.cyphersystem-compendium.cyphers.hh2zZUmsmHCEUi8t]{Shock attack} @UUID[Compendium.cyphersystem-compendium.cyphers.EMaQ9DgLEL4DkPKD]{Shocker} @UUID[Compendium.cyphersystem-compendium.cyphers.ucJ3400aQrIR73I5]{Skill boost} @UUID[Compendium.cyphersystem-compendium.cyphers.4Bhy1bp5s8LqJR6r]{Slave maker} @UUID[Compendium.cyphersystem-compendium.cyphers.yqc7dFfKI5CTH81u]{Sleep inducer} @UUID[Compendium.cyphersystem-compendium.cyphers.k2hOy8OzSxgmhlIc]{Sniper module} @UUID[Compendium.cyphersystem-compendium.cyphers.9iFJZJ2Plks6CY7g]{Solvent} @UUID[Compendium.cyphersystem-compendium.cyphers.RhpzlF2Olodtf9J5]{Sonic hole} @UUID[Compendium.cyphersystem-compendium.cyphers.kBuARKz133ENxC8s]{Sound dampener} @UUID[Compendium.cyphersystem-compendium.cyphers.9SAuP9To5rJFzGR5]{Spatial warp} @UUID[Compendium.cyphersystem-compendium.cyphers.vs0hACATS83S9qUV]{Speed boost} @UUID[Compendium.cyphersystem-compendium.cyphers.O3yE0thccVVxTIiR]{Spy} @UUID[Compendium.cyphersystem-compendium.cyphers.FhWwzSoVBPzRfGch]{Stasis keeper}@UUID[Compendium.cyphersystem-compendium.cyphers.yazxGwqNVgyQGOPy]{Stim} @UUID[Compendium.cyphersystem-compendium.cyphers.exM6Flwc1g5UuC0q]{Strength boost} @UUID[Compendium.cyphersystem-compendium.cyphers.tSjCuPBJ8j8pIKqx]{Strength enhancer} @UUID[Compendium.cyphersystem-compendium.cyphers.E1GNoFsIMME2xcx8]{Subdual field} @UUID[Compendium.cyphersystem-compendium.cyphers.yeSsoCybAMSvVkSs]{Telepathy} @UUID[Compendium.cyphersystem-compendium.cyphers.VljAPSeYkXKcIkEd]{Teleporter (bounder)} @UUID[Compendium.cyphersystem-compendium.cyphers.4OErRBLP8HYZAnFc]{Teleporter (interstellar)} @UUID[Compendium.cyphersystem-compendium.cyphers.NWJ7mAY1VcxRBTaL]{Teleporter (planetary)} @UUID[Compendium.cyphersystem-compendium.cyphers.SKZrMCk2llIoKiU9]{Teleporter (traveler)} @UUID[Compendium.cyphersystem-compendium.cyphers.4bRwVWF2KHdSZOgh]{Temporal viewer} @UUID[Compendium.cyphersystem-compendium.cyphers.Q0Lj9McM3BanRLQ6]{Time dilation (defensive)} @UUID[Compendium.cyphersystem-compendium.cyphers.66kpaEIObWuovj11]{Time dilation (offensive)} @UUID[Compendium.cyphersystem-compendium.cyphers.ad7NVyxLv9YECCem]{Tissue regeneration} @UUID[Compendium.cyphersystem-compendium.cyphers.t2QXZKVmfQViAo4T]{Tracer} @UUID[Compendium.cyphersystem-compendium.cyphers.TFKQbAknncq4lMEV]{Trick embedder} @UUID[Compendium.cyphersystem-compendium.cyphers.sgBfROg7iUCCezZ8]{Uninterruptible power source} @UUID[Compendium.cyphersystem-compendium.cyphers.IVYgnh80vNTZ9gBf]{Vanisher} @UUID[Compendium.cyphersystem-compendium.cyphers.RcrVpX6UxbD3zTmR]{Visage changer} @UUID[Compendium.cyphersystem-compendium.cyphers.gSXLLLHYFumCsOAo]{Visual displacement device} @UUID[Compendium.cyphersystem-compendium.cyphers.0VkKJcPSO7Scn7Ef]{Vocal translator} @UUID[Compendium.cyphersystem-compendium.cyphers.SXrPkUbwR5IO6305]{Warmth} @UUID[Compendium.cyphersystem-compendium.cyphers.dHgtyDuK0uFBorWI]{Water adapter} @UUID[Compendium.cyphersystem-compendium.cyphers.vLodMbLfeliPpaol]{Weapon enhancement} @UUID[Compendium.cyphersystem-compendium.cyphers.uxXNL4ApwvCgvFAw]{Wings} @UUID[Compendium.cyphersystem-compendium.cyphers.ULHBUzdVa1eFiON2]{X-ray viewer} @UUID[Compendium.cyphersystem-compendium.cyphers.spdFY0JgxGdNMV7N]{Zero point field}

Power Boost Cyphers

These cyphers increase, modify, or improve a character’s existing powers. A burst boost cypher, for example, allows someone with the Bears a Halo of Fire focus to create a blast of fire in all directions, one time. Imagine this as being a fire-using superhero’s ability to “go nova.”

Power boost cyphers affect one use of a character’s abilities but do not require an action. Their use is part of the action that they affect.

Power boost cyphers are a special type of cypher. In some Cypher System games, they may be inappropriate, and in others, they may be the main (or only) type of cypher available, as determined by the GM. They can be either subtle or manifest.

@UUID[Compendium.cyphersystem-compendium.cyphers-power-boost.nlHGkmRztJaDi3Dj]{Area boost} @UUID[Compendium.cyphersystem-compendium.cyphers-power-boost.POLUtosUa7awAfW4]{Burst boost} @UUID[Compendium.cyphersystem-compendium.cyphers-power-boost.GEL5LkJCiQqEH1Nf]{Damage boost} @UUID[Compendium.cyphersystem-compendium.cyphers-power-boost.bEZrdVBmpzu4m3b8]{Efficacy boost (major)} @UUID[Compendium.cyphersystem-compendium.cyphers-power-boost.MLE2eQwkzrz9tVSC]{Efficacy boost (minor)} @UUID[Compendium.cyphersystem-compendium.cyphers-power-boost.xc7bsHHbEM84KLa9]{Energy boost} @UUID[Compendium.cyphersystem-compendium.cyphers-power-boost.AOWfJoOCbvwr9puF]{Range boost} @UUID[Compendium.cyphersystem-compendium.cyphers-power-boost.21qrMjA9SQFvWfkp]{Target boost}

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Setting Difficulty Ratings

The GM’s most important overall tasks are setting the stage and guiding the story created by the group (not the one created by the GM ahead of time). But setting difficulty is the most important mechanical task the GM has in the game. Although there are suggestions throughout this chapter for various difficulty ratings for certain actions, there is no master list of the difficulty for every action a PC can take. Instead, the Cypher System is designed with the “teach a person to fish” style of good game mastering in mind. (If you don’t know what that means, it comes from the old adage “Give a person a fish and they’ll eat for a day. Teach a person to fish and they’ll eat for a lifetime.” The idea is not to give GMs a ton of rules to memorize or reference, but to teach them how to make their own logical judgment calls.) Of course, most of the time, it’s not a matter of exact precision. If you say the difficulty is 3 and it “should” have been 4, the world’s not over.

For the most part, it really is as simple as rating something on a scale of 1 to 10, 1 being incredibly easy and 10 being basically impossible. The guidelines in the Task Difficulty table should help put you in the right frame of mind for assigning difficulty to a task.

For example, we make the distinction between something that most people can do and something that trained people can do. In this case, “normal” means someone with absolutely no training, talent, or experience—imagine your ne’er-do-well, slightly overweight uncle trying a task he’s never tried before. “Trained” means the person has some level of instruction or experience but is not necessarily a professional.

With that in mind, think about the act of balance. With enough focus, most people can walk across a narrow bridge (like a fallen tree trunk). That suggests it is difficulty 2. However, walking across a narrow plank that’s only 3 inches (8 cm) wide? That’s probably more like difficulty 3. Now consider walking across a tightrope. That’s probably difficulty 5—a normal person can manage that only with a great deal of luck. Someone with some training can give it a go, but it’s still hard. Of course, a professional acrobat can do it easily. Consider, however, that the professional acrobat is specialized in the task, making it difficulty 3 for them. They probably are using Effort as well during their performance.

Let’s try another task. This time, consider how hard it might be to remember the name of the previous leader of the village where the character lives. The difficulty might be 0 or 1, depending on how long ago they were the leader and how well known they were. Let’s say it was thirty years ago and they were only mildly memorable, so it’s difficulty 1. Most people remember them, and with a little bit of effort, anyone can come up with their name. Now let’s consider the name of the leader’s daughter. That’s much harder. Assuming the daughter wasn’t famous in her own right, it’s probably difficulty 4. Even people who know a little about local history (that is to say, people who are trained in the subject) might not be able to remember it. But what about the name of the pet dog owned by the daughter’s spouse? That’s probably impossible. Who’s going to remember the name of an obscure person’s pet from thirty years ago? Basically no one. However, it’s not forbidden knowledge or a well-guarded secret, so it sounds like difficulty 7. Difficulty 7 is the rating that means “No one can do this, yet some people still do.” It’s not the stuff of legend, but it’s something you would assume people can’t do. When you think there’s no way you can get tickets for a sold-out concert, but somehow your friend manages to score a couple anyway, that’s difficulty 7. (See the next section for more on difficulties 7, 8, 9, and 10.)

If you’re talking about a task, ideally the difficulty shouldn’t be based on the character performing the task. Things don’t get inherently easier or harder depending on who is doing them. However, the truth is, the character does play into it as a judgment call. If the task is breaking down a wooden door, an 8-foot-tall (2 m) automaton made of metal with nuclear-driven motors should be better at breaking it down than an average human would be, but the task rating should be the same for both. Let’s say that the automaton’s nature effectively gives it two levels of training in such tasks. Thus, if the door has a difficulty rating of 4, but the automaton is specialized and reduces the difficulty to 2, it has a target number of 6. The human has no such specialization, so the difficulty remains 4, and the person has a target number of 12. However, when you set the difficulty of breaking down the door, don’t try to take all those differences into account. The GM should consider only the human because the Task Difficulty table is based on the ideal of a “normal” person, a “trained” person, and so on. It’s humanocentric.

Most characters probably are willing to use one or two levels of Effort on a task, and they might have an appropriate skill or asset to decrease the difficulty by a step. That means that a difficulty 4 task will often be treated as difficulty 2 or even 1, and those are easy rolls to make. Don’t hesitate, then, to pull out higher-level difficulties. The PCs can rise to the challenge, especially if they are experienced.

The Impossible Difficulties

Difficulties 7, 8, 9, and 10 are all technically impossible. Their target numbers are 21, 24, 27, and 30, and you can’t roll those numbers on a d20 no matter how many times you try. Consider, however, all the ways that a character can reduce difficulty. If someone spends a little Effort or has some skill or help, it brings difficulty 7 (target number 21) into the range of possibility—difficulty 6 (target number 18). Now consider that they have specialization, use a lot of Effort, and have help. That might bring the difficulty down to 1 or even 0 (reducing it by two steps from training and specialization, three or four steps from Effort, and one step from the asset of assistance). That practically impossible task just became routine. A fourth-tier character can and will do this—not every time, due to the cost, but perhaps once per game session. You have to be ready for that. A well-prepared, motivated sixth-tier character can do that even with a difficulty 10 task. Again, they won’t do it often (they’d have to apply six levels of Effort, and even with an Edge of 6 that would cost 7 points from their Pool, and that’s assuming they’re specialized and have two levels of assets), but it can happen if they’re really prepared for the task (being specialized and maxed out in asset opportunities reduces the difficulty by four more steps). That’s why sixth-tier characters are at the top of their field, so to speak.

False Precision

One way to look at difficulty is that each step of difficulty is worth 3 on the die. That is to say, hinder the task by one step, and the target number rises by 3. Ease the task by one step, and the target number is lowered by 3. Those kinds of changes are big, meaty chunks. Difficulty, as a game mechanic, is not terribly precise. It’s measured in large portions. You never have a target number of 13 or 14, for example—it’s always 3, 6, 9, 12, 15, and so on. (Technically, this is not true. If a character adds 1 to a d20 roll for some reason, it changes a target number of 15 to 14. But this is not worth much discussion.)

Imprecision is good in this case. It would be false precision to say that one lock has a target number of 14 and another has a target number of 15. What false precision means in this context is that it would be a delusion to think we can be that exact. Can you really say that one lock is 5% easier to pick than another? And more important, even if you could, is the difference worth noting? It’s better to interact with the world in larger, more meaningful chunks than to try to parse things so carefully. If we tried to rate everything on a scale of 1 to 30 (using target numbers and not difficulty), we’d start to get lost in the proverbial weeds coming up with a meaningful distinction between something rated as an 8 and something rated as a 9 on that scale.

Routine Actions

Don’t hesitate to make actions routine. Don’t call for die rolls when they’re not really needed. Sometimes GMs fall into the trap illustrated by this dialogue:

GM: What do you do?

Player: I _________.

GM: Okay, give me a roll.

That’s not a good instinct—at least, not for the Cypher System. Players should roll when it’s interesting or exciting. Otherwise, they should just do what they do. If the PCs tie a rope around something and use it to climb down into a pit, you could ask for tying rolls, climbing rolls, and so on, but why? Just to see if they roll terribly? So the rope can come undone at the wrong time, or a character’s hand can slip? Most of the time, that makes players feel inadequate and isn’t a lot of fun. A rope coming undone in the middle of an exciting chase scene or a battle can be a great complication (and that’s what GM intrusions are for). A rope coming undone in the middle of a simple “getting from point A to point B” scene only slows down gameplay. The real fun—the real story—is down in the pit. So get the PCs down there.

There are a million exceptions to this guideline, of course. If creatures are throwing poisoned darts at the PCs while they climb, that might make things more interesting and require a roll. If the pit is filled with acid and the PCs must climb halfway down, pull a lever, and come back up, that’s a situation where you should set difficulty and perhaps have a roll. If a PC is near death, carrying a fragile item of great importance, or something similar, climbing down the rope is tense, and a roll might add to the excitement. The important difference is that these kinds of complications have real consequences.

On the flip side, don’t be afraid to use GM intrusion on routine actions if it makes things more interesting. Walking up to the king in his audience chamber in the middle of a ceremony only to trip on a rug? That could have huge ramifications for the character and the story.

Other Ways to Judge Difficulty

Rating things on a scale of 1 to 10 is something that most people are very familiar with. You can also look at it as rating an object or creature on a similar scale, if that’s easier. In other words, if you don’t know how hard it would be to climb a particular cliff face, think of it as a creature the PCs have to fight. What level would the creature be? You could look in the Creatures chapter and say “I think this wall should be about as difficult to deal with as a demon. A demon is level 5, so the task of climbing the wall will be difficulty 5.” That’s a weird way to do it, perhaps, but it’s fairly straightforward. And if you’re the kind of GM who thinks in terms of “How tough will this fight be?” then maybe rating tasks as creatures or NPCs to fight isn’t so strange after all. It’s just another way to relate to them. The important thing is that they’re on the same scale. Similarly, if the PCs have to tackle a knowledge task—say, trying to determine if they know where a caravan is headed based on its tracks—you could rate the task in terms of an object. If you’re used to rating doors or other objects that the PCs have broken through recently, the knowledge task is just a different kind of barrier to bust through.

Everything in the Cypher System—characters, creatures, objects, tasks, and so on—has a level. It might be called a tier or a difficulty instead of a level, but ultimately it’s a numerical rating system used to compare things. Although you have to be careful about drawing too many correlations—a first-tier character isn’t easily compared to a difficulty 1 wall or a level 1 animal—the principle is the same. Everything can be rated and roughly compared to everything else in the world. (It works best to take PCs out of this equation. For example, you shouldn’t try to compare a PC’s tier to a wall’s level. Character tiers are mentioned here only for completeness.)

Last, if your mind leans toward statistics, you can look at difficulty as a percentage chance. Every number on the d20 is a 5% increment. For example, you have a 5% chance of rolling a 1. You have a 10% chance of rolling a 1 or a 2. Thus, if you need to roll a 12 or higher, you have a 45% chance of success. (A d20 has nine numbers that are 12 or higher: 12, 13, 14, 15, 16, 17, 18, 19, and 20. And 9 × 5 equals 45.)

For some people, it’s easier to think in terms of a percentage chance. A GM might think “She has about a 30% chance to know that fact about geography.” Each number on a d20 is a 5% increment, and it takes six increments to equal 30%, so there are six numbers that mean the PC succeeds: 15, 16, 17, 18, 19, and 20. Thus, since the player has to roll 15 or higher, that means the target number is 15. (And that means the task is level 5, but if you’ve already determined the target number, you likely don’t care about the level.)

Advantages to This System

  1. The GM makes measured adjustments in large, uniform steps. That makes things faster than if players had to do arithmetic using a range of all numbers from 1 to 20.

  2. You calculate a target number only once no matter how many times the PCs attempt the action. If you establish that the target number is 12, it’s 12 every time a PC tries that action. (On the other hand, if you had to add numbers to your die roll, you’d have to do it for every attempt.) Consider this fact in light of combat. Once a player knows that they need to roll a 12 or higher to hit a foe, combat moves very quickly.

  3. If a PC can reduce the difficulty of an action to 0, no roll is needed. This means that an Olympic gymnast doesn’t roll a die to walk across a balance beam, but the average person does. The task is initially rated the same for both, but the difficulty is reduced for the gymnast. There’s no chance of failure.

  4. This is how everything in the game works, whether it’s climbing a wall,
    sweet-talking a guard, or fighting a bioengineered horror.

  5. Perhaps most important, the system gives GMs the freedom to focus entirely on the flow of the game. The GM doesn’t use dice to determine what happens (unless you want to)—the players do. There aren’t a lot of different rules for different actions, so there is little to remember and very little to reference. The difficulty can be used as a narrative tool, with the challenges always meeting the expected logic of the game. All the GM’s mental space can be devoted to guiding the story.

GM Intrusion

GM intrusion is the main mechanic that the GM uses to inject drama and additional excitement into the game. It’s also a handy tool for resolving issues that affect the PCs but do not involve them. GM intrusion is a way to facilitate what goes on in the world outside the characters. Can the minotaur track the PCs’ movements through the maze? Will the fraying rope hold?

Since the players roll all the dice, GM intrusion is used to determine if and when something happens. For example, if the PCs are fighting a noble’s guards, and you (the GM) know that there are more guards nearby, you don’t need to roll dice to determine if the other guards hear the scuffle and intervene (unless you want to). You just decide when it would be best for the story—which is probably when it would be worst for the characters. In a way, GM intrusion replaces the GM’s die rolling.

The mechanic is also one of the main ways that GMs award experience points to the PCs. This means that you use experience points as a narrative tool. Whenever it seems appropriate, you can introduce complications into the game that affect a specific player, but when you do so, you give that player 1 XP. The player can refuse the intrusion, but doing so costs them 1 XP. So by refusing an intrusion, the player does not get the experience point that the GM is offering, and they lose one that they already have. (This kind of refusal is likely to happen very rarely in your game, if ever. And, obviously, a player can’t refuse an intrusion if they have no XP to spend.)

Here’s how a GM intrusion might work in play. Say the PCs find a hidden console with some buttons. They learn the right order in which to press the buttons, and a section of the floor disappears. As the GM, you don’t ask the players specifically where their characters are standing. Instead, you give a player 1 XP and say “Unfortunately, you’re standing directly over this new hole in the floor.” If the player wanted, they could refuse the XP, spend one of their own, and say “I leap aside to safety.” Most likely, though, they’ll make the defense roll that you call for and let it play out.

There are two ways for the GM to handle this kind of intrusion. You could say “You’re standing in the wrong place, so make a roll.” (It’s a Speed defense roll, of course.) Alternatively, you could say “You’re standing in the wrong place. The floor opens under your feet, and you fall down into the darkness.” In the first example, the PC has a chance to save themselves. In the second example, they don’t. Both are viable options. The distinction is based on any number of factors, including the situation, the characters involved, and the needs of the story. This might seem arbitrary or even capricious, but you’re the master of what the intrusion can and can’t do. RPG mechanics need consistency so players can make intelligent decisions based on how they understand the world to work. But they’ll never base their decisions on GM intrusions. They don’t know when intrusions will happen or what form they will take. GM intrusions are the unpredictable and strange twists of fate that affect a person’s life every day.

When player modifications (such as skill, Effort, and so on) determine that success is automatic, the GM can use GM intrusion to negate the automatic success. The player must roll for the action at its original difficulty level or target number 20, whichever is lower.

Remember, any time you give a player 1 XP for a GM intrusion, you’re actually giving them 2— one to keep and one to give to another player.

Using GM Intrusion as a Narrative Tool

A GM can use this narrative tool to steer things. That doesn’t mean railroad the players or direct the action of the game with a heavy hand. GM intrusion doesn’t enable you to say “You’re all captured, so here’s your 1 XP.” Instead, the GM can direct things more subtly—gently, almost imperceptibly influencing events rather than forcing them. GM intrusion represents things going wrong. The bad guys planning well. Fortune not favoring the characters.

Consider this scenario: the GM plants an interesting adventure seed in a small village, but the PCs don’t stay there long enough to find it. So just outside the village, the PCs run afoul of a vicious viper that bites one of them. The GM uses intrusion to say that the poison from the snake will make the character debilitated unless they get a large dose of a specific antitoxin, which the group doesn’t have. Of course, they aren’t required to go back to the village where the GM’s interesting adventure can start, but it’s likely that they will, looking for the antitoxin.

Some players might find intrusion heavy-handed, but the XP softens the blow. And remember, they can refuse these narrative nudges. Intrusion is not meant to be a railroading tool—just a bit of a rudder. Not an inescapable track, but a nudge here and there.

What’s more, the GM doesn’t need to have a deliberate goal in mind. The complication you introduce could simply make things more interesting. You might not know where it will take the story, just that it will make the story better.

This is wonderfully empowering to the GM—not in a “Ha ha, now I’ll trounce the PCs” way, but in an “I can control the narrative a little bit, steering it more toward the story I want to create rather than relying on the dice” sort of way. Consider that old classic plot development in which the PCs get captured and must escape from the bad guys. In heroic fiction, this is such a staple that it would almost seem strange if it didn’t happen. But in many roleplaying games, it’s a nearly impossible turn of events—the PCs usually have too many ways to get out of the bad guy’s clutches before they’re captured. The dice have to be wildly against them. It virtually never happens. With GM intrusion, it could happen (again, in the context of the larger encounter, not as a single intrusion that results in the entire group of PCs being captured with little explanation or chance to react).

For example, let’s say the PCs are surrounded by orcs. One character is badly injured—debilitated—and the rest are hurt. Some of the orcs produce a large weighted net. Rather than asking for a lot of rolls and figuring the mechanics for escape, you use intrusion and say that the net goes over the PCs who are still on their feet. The rest of the orcs point spears menacingly. This is a pretty strong cue to the players that surrender is a good (and possibly the only) option. Some players won’t take the hint, however, so another use of intrusion might allow the orcs to hit one of the trapped PCs on the head and render them unconscious while their friends struggle in the net. If the players still don’t surrender, it’s probably best to play out the rest of the encounter without more GM intrusions—using more would be heavy-handed by anyone’s measure—although it’s perfectly reasonable to rule that a character rendered debilitated is knocked unconscious, since the orcs are trying to take the PCs alive.

Remember that GM intrusions can occur at any time, not just during combat. Disrupting or changing a tense interaction with NPCs can have big repercussions.

Using GM Intrusion as a Resolution Mechanic

This mechanic offers a way for the GM to determine how things happen in the game without leaving it all to random chance. Bad guys trying to smash down the door to the room where the PCs are holed up? You could roll a bunch of dice, compare the NPCs’ stats to the door’s stats, and so on, or you could wait until the most interesting time, have the bad guys break in, and award an experience point to the PC who tried their best to bar the door. The latter way is the Cypher System way. Intrusion is a task resolution tool for the GM. In other words, you don’t base things on stats but on narrative choice. (Frankly, a lot of great GMs over the years—even in the very early days of the hobby—have run their games this way. Sometimes they rolled dice or pretended to roll dice, but they were really manipulating things.) This method frees the GM from worrying about mechanics and looking up stats and allows them to focus on the story.

This isn’t cheating—it’s the rules of the game. This rule simply replaces traditional dice rolling with good game mastering, logic, and intelligent storytelling. When a PC is climbing a burning rope, and everyone knows that it will break at some point, the game has a mechanism to ensure that it breaks at just the right time.

Variant: If you want more randomness in your game, or if you want your game to seem like more of a simulation, assign a flat percentage chance for whatever you’re trying to resolve. For example, each round, the star troopers have a 20% chance to blast through the door—or, if you want the risk to escalate, a cumulative 20% chance to blast through the door. By not using GM intrusion, this method robs the PCs of a few XP, but when they see you rolling dice, it might help with their immersion. Alternatively, you can pretend to roll dice but really use GM intrusion, though this method seriously robs the characters of XP.

There’s a better way. Announce your intrusion, but say that there’s only a chance it will happen (state the percentage chance), and then roll the dice in plain view of everyone. If the intrusion occurs, award the XP as normal. This is likely the best of both worlds. However, it takes the narrative power out of your hands and gives it to the dice. Perhaps this method is best used only occasionally. If nothing else, it injects some variety and certainly some drama.

Using (and Not Abusing) GM Intrusion

Too much of a good thing will make the game seem utterly unpredictable—even capricious. The ideal is to use about four GM intrusions per game session, depending on the length of the session, or about one intrusion per hour of game play. This is in addition to any intrusions that are triggered by players rolling a 1.

Intrusion Through Player Rolls

When a PC rolls a 1, handle the GM intrusion the same way that you’d handle an intrusion you initiated. The intrusion could mean the PC fumbles or botches whatever they were trying to do, but it could mean something else. Consider these alternatives:

This might not be true of your players, but many players rarely, if ever, spend XP to refuse an intrusion from the GM, though they regularly use XP to avoid an intrusion that comes from a bad roll. And there’s nothing wrong with that. Some GMs might want to forbid using an XP to reroll a 1, but there’s really no point—if you’ve got an idea for a good intrusion, you don’t need to wait until a player rolls a 1 to use it.

GM Intrusion That Affects the Group

The core of the idea behind GM intrusion is that the player being adversely affected gains an experience point. But what if the intrusion affects the whole group equally? What if the GM uses it to have an unstable device overload and explode, harming all the characters? In this case, if no PC is involved more than the others (for example, no single PC was frantically attempting to repair the device), you should give 1 XP to each character but not give any of them an extra XP to hand out to someone else.

However, this kind of group intrusion should be an exception, not the rule. GM intrusions are much more effective if they are more personal.

Example GM Intrusions

It’s not a good idea to use the same events as GM intrusions over and over (“Dolmar dropped his sword again?”). Below are a number of different intrusions you can use.

Bad Luck

Through no fault of the characters, something happens that is bad or at least complicating. For example:

An Unknown Complication Emerges

The situation was more complex (and therefore more interesting) than the PCs knew—perhaps even more than the GM knew, at least at the start. For example:

An Impending Complication Emerges

GMs can use this type of intrusion as a resolution mechanic to determine NPC success or failure. Rather than rolling dice to see how long it takes an NPC to rewire a damaged force field generator, it happens at a time of the GM’s choosing—ideally when it would be most interesting. For example:

Opponent Luck or Skill

The PCs aren’t the only ones with surprising tricks up their sleeves. For example:

Fumbles

Although you might not want every player roll of 1 to be a fumble, sometimes it could be just that. Alternatively, the GM could simply declare that a fumble has occurred. In either case, consider the following examples:

Partial Success

GM intrusion doesn’t have to mean that a PC has failed. For example:

Player Intrusions

Player intrusions give the players a small bit of narrative control over the world. However, the world still remains in the GM’s purview. You can always overrule a player intrusion, or suggest a way to massage it so that it fits better into the setting. Still, because it is indeed narrative control, a player intrusion should always involve a small aspect of the world beyond the character. “I punch my foe really hard” is an expression of Effort or perhaps character ability. “My foe slips and falls backward off the ledge” is a player intrusion.

Player intrusions should never be as big as GM intrusions. They should not end an encounter, only (perhaps) provide the PC with the means to more easily end an encounter. They should not have a wide-reaching or even necessarily a long-term effect on the setting. A way to consider this might be that player intrusions can affect a single object (a floorboard snaps), feature (there’s a hidden shallow spot in the stream to ford), or NPC (the vendor is an old friend). But not more than that. A player intrusion can’t affect a whole village or even a whole tavern in that village. A rock can come loose, but a player intrusion can’t create a landslide.

Tying Actions to Stats

Although the decision is open to your discretion, when a PC takes an action, it should be fairly obvious which stat is tied to that action. Physical actions that involve brute force or endurance use Might. Physical actions that involve quickness, coordination, or agility use Speed. Actions that involve intelligence, education, insight, willpower, or charm use Intellect.

In rare instances, you could allow a PC to use a different stat for a task. For example, a character might try to break down a door by examining it closely for flaws and thus use Intellect rather than Might. This kind of change is a good thing because it encourages player creativity. Just don’t let it be abused by an exuberant or too-clever player. It’s well within your purview to decide that the door has no flaws, or to rule that the character’s attempt will take half an hour rather than one round. In other words, using a stat that is not the obvious choice should be the exception, not the rule.

Cyphers

You should think of cyphers as character abilities, whether they’re subtle cyphers or manifest cyphers. This means that it is incumbent upon you to make sure that players always have plenty of cyphers to use. In the course of their travels, the PCs should find that cyphers are extremely common. And since the PCs are limited in the number of cyphers they can carry, they will use them liberally.

Manifest cyphers can be found by scavenging through old ruins. They can be found in the corpses of magical or technological foes. They can be found among the possessions of intelligent fallen opponents or the lairs of unintelligent creatures, either amid the bones of former meals or as shiny decorations in a nest. They can be found in villages, in the back of a merchant’s cart that sells junk and scavenged parts. They are offered as rewards by people who are grateful for the PCs’ help.

Some adventures will offer more cyphers than others. Still, as a rule of thumb, in any given adventure, a character should use at least as many cyphers as they can carry. This means they should find that number of cyphers in that same amount of time (give or take). Thus, you can simply add up the number of cyphers the PCs can carry, and on average, they should find at least that many cyphers in a given adventure.

If your players are typical, they will use combat-related cyphers liberally but hold onto their utility cyphers. A ray emitter or defensive shield will be used, but a suspensor belt or phasing module will linger longer on their character sheets.

As with everything else in the game, it’s intentionally very easy for the GM to create new cyphers. Just think of the effect and how to express it as a game advantage. Two kinds of cyphers exist when it comes to effect: those that allow the user to do something better, and those that allow the user to do something they couldn’t do otherwise.

The first group includes everything that reduces the difficulty of a task (including defense tasks). The second group includes things that grant new abilities, such as flight, a new means of attack, the ability to see into the past, or any number of other powers.

A few more important notes about devising new cyphers:

Cyphers teach GMs to design different kinds of scenarios—ones in which the whole adventure isn’t wrecked if a player has something that can solve a single problem (defeat a foe, read a mind, bypass a barrier, or whatever). There should always be more to the adventure than one linchpin encounter, obstacle, foe, or secret.

It’s all right if players think of cyphers (especially manifest cyphers) as equipment or treasure. You should choose points in the course of the story that are appropriate for awarding subtle cyphers, especially if the PCs aren’t at their full capacity.

Artifacts

In terms of the narrative, artifacts are a lot like cyphers, except that most are not one-use items. Mechanically, they serve a very different purpose. It’s assumed that characters are exploring with some cyphers at their disposal. Artifacts, however, are added abilities that make characters broader, deeper, and often more powerful. They aren’t assumed—they’re extra.

The powers granted by artifacts are more like the abilities gained from a character’s type or focus in that they change the way the PC is played overall. The difference between an artifact and a type or focus ability is that almost all artifacts are temporary. They last longer than cyphers do, but because they have a depletion roll, any use could be their last.

Like cyphers, then, artifacts are a way for the GM to play a role in the development of the characters. Although armor, weapons, and the like are fine, special capabilities—such as long-range communication or travel—can really change the way the PCs interact with the world and how they deal with challenges. Some of these abilities enable the actions you want the PCs to take. For example, if you want them to have an underwater adventure, provide them with artifacts (or cyphers) that allow them to breathe underwater.

Also like cyphers, artifacts are simple for the GM to create. The only difference with artifacts is that you give them a depletion roll, using any numbers on 1d6, 1d10, 1d20, or 1d100. If you want the artifact to be used only a few times, give it a depletion roll of 1 in 1d6, 1 or 2 in 1d10, or even 1 or 2 in 1d6. If you want the PCs to use it over and over, a depletion roll of 1 in 1d100 more or less means that they can use it freely without worrying too much.

For examples of artifacts, see the Genres chapter.

You may wish to forbid the use of XP to reroll artifact depletion rolls. That’s pretty reasonable.

Skills and Other Abilities

Sometimes, the rules speak directly to character creativity. For example, players can make up their own skills. It’s possible to have a skill called “tightrope walking” that grants a character a better chance to walk across a tightrope, and another skill called “balance” that gives a character a better chance to walk across a tightrope and perform other balance actions as well. This might seem unequal at first, but the point is to let players create precisely the characters they want. Should you let a character create a skill called “doing things” that makes them better at everything? Of course not. The GM is the final arbiter not only of logic but also of the spirit of the rules, and having one or two single skills that cover every contingency is clearly not in the spirit.

It’s important that players play the character they want. This concept is supported not only with the open-ended skill system but also with the ability to get an experience point advance to tailor a character further. Likewise, the GM should be open to allowing a player to make small modifications to refine their character. In many cases, particularly ones that don’t involve stat Pools, Armor, damage inflicted, or the costs of Effort or special abilities, the answer from the GM should probably be “Sure, why not?” If a PC ends up being really good at a particular skill—better than they “should” be—what’s the harm? If Dave can swim incredibly well, how does that hurt the game in terms of the play experience or the story that develops? It doesn’t. If Helen can pick practically any mundane lock she finds, why is that a bad thing? In fact, it’s probably good for the game—there’s likely something interesting on the other sides of those doors.

In a way, this is no different than adjudicating a not-so-straightforward solution to a challenge. Sometimes you have to say “No, that’s not possible.” But sometimes, if it makes sense, open yourself up to the possibility.

NPCs and Death

As explained in the Rules of the Game chapter, NPCs have a health score rather than three stat Pools. When an NPC reaches 0 health, they are down. Whether that means dead, unconscious, or incapacitated depends on the circumstances as dictated by you and the players. Much of this can be based on logic. If the NPC is cut in half with a giant axe, they’re probably dead. If they’re mentally assaulted with a telepathic attack, they might be insane instead. If they’re hit over the head with a club, well, that’s your call.

It depends on the intentions of those who are fighting the NPC, too. PCs who want to knock out a foe rather than kill them can simply state that as their intention and describe their actions differently—using the flat of the blade, so to speak.

Creatures

Whenever possible, creatures should be handled like other NPCs. They don’t follow the same rules as the player characters. If anything, they should have greater latitude in doing things that don’t fit the normal mold. A many-armed beast should be able to attack multiple foes. A charging rhino-like animal ought to be able to move a considerable distance and attack as part of a single action.

Consider creature size very carefully. For those that are quick and hard to hit, hinder attacks against them. Large, strong creatures should be easier to hit, so ease attacks against them. However, you should freely give the stagger ability to anything twice as large as a human. This means that if the creature strikes a foe, the target must make an immediate Might defense roll or lose its next turn.

A creature’s level is a general indicator of its toughness, combining aspects of power, defense, intelligence, speed, and more into one rating. In theory, a small creature with amazing powers or extremely deadly venom could be high level, and a huge beast that isn’t very bright and isn’t much of a fighter could be low level. But these examples go against type. Generally, smaller creatures have less health and are less terrifying in combat than larger ones.

The Cypher System has no system for building creatures. There is no rule that says a creature with a certain ability should be a given level, and there is no rule dictating how many abilities a creature of a given level should have. But keep the spirit of the system in mind. Lower-level creatures are less dangerous. A level 1 creature could be poisonous, but its venom should inflict a few points of damage at most. The venom of a level 6 creature, however, might knock a PC down a step on the damage track or put them into a coma if they fail a Might defense roll. A low-level creature might be able to fly, phase through objects, or teleport because these abilities make it more interesting but not necessarily more dangerous. The value of such abilities depends on the creature that uses them. In other words, a phasing rodent is not overly dangerous, but a phasing battle juggernaut is terrifying. Basic elements such as health, damage, and offensive or defensive powers (such as poison, paralysis, disintegration, immunity to attacks, and so on) need to be tied directly to level—higher-level creatures get better abilities and more of them.

Balancing Encounters

In the Cypher System, there is no concept of a “balanced encounter.” There is no system for matching creatures of a particular level or tasks of a particular difficulty to characters of a particular tier. To some people, that might seem like a bad thing. But matching character builds to exacting challenges is not part of this game. It’s about story. So whatever you want to happen next in the story is a fine encounter as long as it’s fun. You’re not denying the characters XP if you make things too easy or too difficult, because that’s not how XP are earned. If things are too difficult for the PCs, they’ll have to flee, come up with a new strategy, or try something else entirely. The only thing you have to do to maintain “balance” is set difficulty within that encounter accurately and consistently.

In a game like the Cypher System, if everyone’s having fun, the game is balanced. Two things will unbalance the game in this context.

The first issue should be handled by the character creation rules. If there’s a problem, it might be that poor choices were made or a player isn’t taking full advantage of their options. If someone really doesn’t enjoy playing their character, allow them to alter the PC or—perhaps better—create a new one.

The second issue is trickier. As previously stated, there is no formula that states that N number of level X NPCs are a good match for tier Y characters. However, when the game has four or five beginning characters, the following guidelines are generally true.

But it depends on the situation at hand. If the PCs are already worn down from prior encounters, or if they have the right cyphers, any of the expectations listed above can change. That’s why there is no system for balancing encounters. Just keep in mind that beginning characters are pretty hardy and probably have some interesting resources, so you aren’t likely to wipe out the group by accident. Character death is unlikely unless the PCs have already been through a number of other encounters and are worn down.

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You’ve never met the culprit, but you’d certainly like to.","img":"icons/svg/d20-black.svg","documentId":null,"flags":{}}],"formula":"1d20","replacement":true,"displayRoll":true,"ownership":{"default":0,"rLeavHPrdkq6xjNt":3},"flags":{"core":{"sourceId":"RollTable.cDhzy9sjJgukYxed"}},"_stats":{"systemId":"cyphersystem","systemVersion":"2.0.0-b1","coreVersion":"10.288","createdTime":1666783441484,"modifiedTime":1666783903247,"lastModifiedBy":"rLeavHPrdkq6xjNt"},"folder":null,"sort":0,"_id":"zDo6fnblxkAjzvc3"} diff --git a/packs/cyphers-fantasy.db b/packs/cyphers-fantasy.db new file mode 100644 index 0000000..a4fc5fb --- /dev/null +++ b/packs/cyphers-fantasy.db @@ -0,0 +1,24 @@ +{"name":"Beast shape","type":"cypher","img":"systems/cyphersystem/icons/items/cypher.svg","system":{"version":2,"description":"

Level: 1d6

\n

Effect: The user transforms into a specific kind of animal, such as a bear, hawk, horse, or wolf (the kind of animal is determined by the cypher’s creator). The user gains the animal’s type of movement (swimming for a fish, flying for a bird, and so on) and two assets on tasks to pretend to be that animal. The user also gains an asset on one skill appropriate to their animal form (or two skills for cypher level 5 and higher). See the @UUID[Compendium.cyphersystem-compendium.cypher-journals.nnDPf4sPK61ROEV8.JournalEntryPage.cR4ojz7Ueury3HXX#animal-form-minor-abilities]{Animal Form Minor Abilities} table.

\n

The magic shrinks or enlarges the user to a size more suitable for their animal form, but generally can’t make them more than about 50 percent smaller or larger, so the user might become an unusually large bird or a small bear. This doesn’t affect the animal’s abilities. The user can still use all of their abilities that don’t rely specifically on their normal form. For example, an Adept in wolf form can’t wield a dagger because wolves don’t have hands, but could still use a healing power or mind blast ability.

\n

After about an hour, the user returns to their normal form.

\n
\n

Depending on the cypher, the user might still be able to speak in a humanoid language, talk in a “language” of animal noises that other transformed people can understand perfectly, speak with animals of the same kind, or none of the above.

\n
","archived":false,"basic":{"level":"1d6","identified":true},"settings":{"general":{"nameUnidentified":""}}},"effects":[],"flags":{"core":{"sourceId":"Item.maBLgVh0syYE86pC"}},"_stats":{"systemId":"cyphersystem","systemVersion":"2.3.0","coreVersion":"10.291","createdTime":1676300184371,"modifiedTime":1676304543364,"lastModifiedBy":"yThCrv1jSfPXOC2U"},"_id":"7JDsaQfcg5oEt3Xn","folder":null,"sort":0,"ownership":{"default":0,"yThCrv1jSfPXOC2U":3}} +{"name":"Thought listening","type":"cypher","img":"systems/cyphersystem/icons/items/cypher.svg","system":{"version":2,"description":"

Level: 1d6 + 1

\n

Effect: The user can read the surface thoughts of a creature within short range that they can see, even if the target doesn’t want them to. Once the user has established contact, they can read the target’s thoughts for up to one minute per cypher level.

","archived":false,"basic":{"level":"1d6+1","identified":true},"settings":{"general":{"nameUnidentified":""}}},"effects":[],"flags":{"core":{"sourceId":"Item.maBLgVh0syYE86pC"}},"_stats":{"systemId":"cyphersystem","systemVersion":"2.3.0","coreVersion":"10.291","createdTime":1676300184371,"modifiedTime":1676304543367,"lastModifiedBy":"yThCrv1jSfPXOC2U"},"_id":"9QTf0U8aDcvM3xgO","folder":null,"sort":0,"ownership":{"default":0,"yThCrv1jSfPXOC2U":3}} +{"name":"Electricity resistance","type":"cypher","img":"systems/cyphersystem/icons/items/cypher.svg","system":{"version":2,"description":"

Level: 1d6 + 3

\n

Effect: The user gains Armor against electricity damage equal to the cypher’s level for one hour.

","archived":false,"basic":{"level":"1d6+3","identified":true},"settings":{"general":{"nameUnidentified":""}}},"effects":[],"flags":{"core":{"sourceId":"Item.maBLgVh0syYE86pC"}},"_stats":{"systemId":"cyphersystem","systemVersion":"2.3.0","coreVersion":"10.291","createdTime":1676300184371,"modifiedTime":1676304543365,"lastModifiedBy":"yThCrv1jSfPXOC2U"},"_id":"Eq9rA5uFLKkwzUyx","folder":null,"sort":0,"ownership":{"default":0,"yThCrv1jSfPXOC2U":3}} +{"name":"Demon ward","type":"cypher","img":"systems/cyphersystem/icons/items/cypher.svg","system":{"version":2,"description":"

Level: 1d6

\n

Effect: For one hour, the user gains Armor equal to the cypher’s level against damage from demons, devils, and similar malevolent creatures.

\n
\n

In a typical fantasy campaign, a demon is a supernatural being from another dimension or plane of existence.

\n
","archived":false,"basic":{"level":"1d6","identified":true},"settings":{"general":{"nameUnidentified":""}}},"effects":[],"flags":{"core":{"sourceId":"Item.maBLgVh0syYE86pC"}},"_stats":{"systemId":"cyphersystem","systemVersion":"2.3.0","coreVersion":"10.291","createdTime":1676300184371,"modifiedTime":1676304543365,"lastModifiedBy":"yThCrv1jSfPXOC2U"},"_id":"FKdGEYfF4ptFt4l4","folder":null,"sort":0,"ownership":{"default":0,"yThCrv1jSfPXOC2U":3}} +{"name":"Poison resistance","type":"cypher","img":"systems/cyphersystem/icons/items/cypher.svg","system":{"version":2,"description":"

Level: 1d6 + 3

\n

Effect: The user gains Armor against poison damage equal to the cypher’s level for one hour.

","archived":false,"basic":{"level":"1d6+3","identified":true},"settings":{"general":{"nameUnidentified":""}}},"effects":[],"flags":{"core":{"sourceId":"Item.maBLgVh0syYE86pC"}},"_stats":{"systemId":"cyphersystem","systemVersion":"2.3.0","coreVersion":"10.291","createdTime":1676300184371,"modifiedTime":1676304543367,"lastModifiedBy":"yThCrv1jSfPXOC2U"},"_id":"IFvAyIlsuhagHwBy","folder":null,"sort":0,"ownership":{"default":0,"yThCrv1jSfPXOC2U":3}} +{"name":"Elemental conjuration","type":"cypher","img":"systems/cyphersystem/icons/items/cypher.svg","system":{"version":2,"description":"

Level: 1d6

\n

Effect: Summons an elemental creature (air, earth, fire, or water) that can understand the verbal commands of the user. Once the elemental is summoned, commanding it is not an action. It can make attacks or perform actions as ordered to the best of its abilities, but it cannot speak.

\n

The elemental never goes farther than long range away from the user. The elemental is not particularly intelligent or capable of initiating action. It responds if attacked, but otherwise does only as commanded.

\n

The elemental remains for one hour per cypher level or until its physical form is destroyed, after which it vanishes back to its native realm.

","archived":false,"basic":{"level":"1d6","identified":true},"settings":{"general":{"nameUnidentified":""}}},"effects":[],"flags":{"core":{"sourceId":"Item.maBLgVh0syYE86pC"}},"_stats":{"systemId":"cyphersystem","systemVersion":"2.3.0","coreVersion":"10.291","createdTime":1676300184371,"modifiedTime":1676304543365,"lastModifiedBy":"yThCrv1jSfPXOC2U"},"_id":"KRwIsGSjnV769hQz","folder":null,"sort":0,"ownership":{"default":0,"yThCrv1jSfPXOC2U":3}} +{"name":"Dragon ward","type":"cypher","img":"systems/cyphersystem/icons/items/cypher.svg","system":{"version":2,"description":"

Level: 1d6

\n

Effect: For one hour, the user gains Armor equal to the cypher’s level against damage from dragons, wyverns, and similar magical reptilian creatures.

","archived":false,"basic":{"level":"1d6","identified":true},"settings":{"general":{"nameUnidentified":""}}},"effects":[],"flags":{"core":{"sourceId":"Item.maBLgVh0syYE86pC"}},"_stats":{"systemId":"cyphersystem","systemVersion":"2.3.0","coreVersion":"10.291","createdTime":1676300184371,"modifiedTime":1676304543365,"lastModifiedBy":"yThCrv1jSfPXOC2U"},"_id":"N6eTa8ko9FeMOWkF","folder":null,"sort":0,"ownership":{"default":0,"yThCrv1jSfPXOC2U":3}} +{"name":"Finding prying eyes","type":"cypher","img":"systems/cyphersystem/icons/items/cypher.svg","system":{"version":2,"description":"

Level: 1d6 + 3

\n

Effect: Magically discovers if anything is watching or listening to the user right at that moment, and reveals the source. Electronic surveillance devices, long-range scopes, hidden cameras, and magical scrying attempts all trigger this effect. In all these cases, the “source” is the nearest representation. So a hidden microphone is revealed, but not the location of the listener.

","archived":false,"basic":{"level":"1d6+3","identified":true},"settings":{"general":{"nameUnidentified":""}}},"effects":[],"ownership":{"default":0,"yThCrv1jSfPXOC2U":3},"flags":{"core":{"sourceId":"Item.uW4ltjAnmtr5hKRo"}},"_stats":{"systemId":"cyphersystem","systemVersion":"2.3.0","coreVersion":"10.291","createdTime":1676187645795,"modifiedTime":1676187748630,"lastModifiedBy":"yThCrv1jSfPXOC2U"},"folder":null,"sort":0,"_id":"OCFqeEjrogRbOEG2"} +{"name":"Frozen timepiece","type":"cypher","img":"systems/cyphersystem/icons/items/cypher.svg","system":{"version":2,"description":"

Level: 1d6 + 2

\n

Effect: Creates or transforms into a pocket watch that seems to be made of ice. Upon activation of the cypher, the user can take normal actions, but everything and everyone around them is frozen in time. The user cannot affect anything else, but they can move through the world and take actions that affect themselves or their own belongings (bandage a wound, repair a broken item, and so on). The effect lasts for one round per cypher level.

","archived":false,"basic":{"level":"1d6+2","identified":true},"settings":{"general":{"nameUnidentified":""}}},"effects":[],"ownership":{"default":0,"yThCrv1jSfPXOC2U":3},"flags":{"core":{"sourceId":"Item.Y5RkoHQRq3DbdR8T"}},"_stats":{"systemId":"cyphersystem","systemVersion":"2.3.0","coreVersion":"10.291","createdTime":1676187048953,"modifiedTime":1676187754333,"lastModifiedBy":"yThCrv1jSfPXOC2U"},"folder":null,"sort":0,"_id":"QJzImz2yuQjDM1x1"} +{"name":"Screen control","type":"cypher","img":"systems/cyphersystem/icons/items/cypher.svg","system":{"version":2,"description":"

Level: 1d6 + 2

\n

Effect: A technological screen (a television, computer monitor, smartphone, or the like) within short range shows whatever the user wishes for up to one minute per cypher level. The display can be pictures, text, or meaningless shapes and colors.

","archived":false,"basic":{"level":"1d6+2","identified":true},"settings":{"general":{"nameUnidentified":""}}},"effects":[],"ownership":{"default":0,"yThCrv1jSfPXOC2U":3},"flags":{"core":{"sourceId":"Item.CJNNiW7aCPurUnTb"}},"_stats":{"systemId":"cyphersystem","systemVersion":"2.3.0","coreVersion":"10.291","createdTime":1676191182909,"modifiedTime":1676191211220,"lastModifiedBy":"yThCrv1jSfPXOC2U"},"folder":null,"sort":0,"_id":"SdEqeZM4deYYM0gA"} +{"name":"Instant tower","type":"cypher","img":"systems/cyphersystem/icons/items/cypher.svg","system":{"version":2,"description":"

Level: 1d6 + 3

\n

Effect: Creates a simple, squat stone tower with a door, three arrow slits, and a ceiling hatch leading to the roof. The tower is 10 feet (3 m) square and 12 feet (4 m) tall. If the cypher level is 7 or higher, the tower also has a second story (with four arrow slits), increasing its total height to 20 feet (6 m). If there isn’t sufficient room for the tower to reach its full size, it fills the available space, but its appearance and growth does not apply any force or pressure against the confining surfaces.

\n

The tower is permanent and immobile once created.

","archived":false,"basic":{"level":"1d6+3","identified":true},"settings":{"general":{"nameUnidentified":""}}},"effects":[],"flags":{"core":{"sourceId":"Item.maBLgVh0syYE86pC"}},"_stats":{"systemId":"cyphersystem","systemVersion":"2.3.0","coreVersion":"10.291","createdTime":1676300184371,"modifiedTime":1676304543367,"lastModifiedBy":"yThCrv1jSfPXOC2U"},"_id":"ZTfOrxw8ft7SDoIO","folder":null,"sort":0,"ownership":{"default":0,"yThCrv1jSfPXOC2U":3}} +{"name":"Lycanthrope ward","type":"cypher","img":"systems/cyphersystem/icons/items/cypher.svg","system":{"version":2,"description":"

Level: 1d6

\n

Effect: For one hour, the user gains Armor equal to the cypher’s level against damage from werewolves and other lycanthropes.

\n
\n

Lycanthrope: Formally, a human who can transform into a wolf. Informally, a human who can transform into an animal, such as a bear, rat, tiger, or wolf

\n
","archived":false,"basic":{"level":"1d6","identified":true},"settings":{"general":{"nameUnidentified":""}}},"effects":[],"flags":{"core":{"sourceId":"Item.maBLgVh0syYE86pC"}},"_stats":{"systemId":"cyphersystem","systemVersion":"2.3.0","coreVersion":"10.291","createdTime":1676300184371,"modifiedTime":1676304543367,"lastModifiedBy":"yThCrv1jSfPXOC2U"},"_id":"dACWPZq7T5kxVY8b","folder":null,"sort":0,"ownership":{"default":0,"yThCrv1jSfPXOC2U":3}} +{"name":"Giant size","type":"cypher","img":"systems/cyphersystem/icons/items/cypher.svg","system":{"version":2,"description":"

Level: 1d6

\n

Effect: The user grows to about one and a half times their normal size. While at this larger size, they add 4 points to their Might Pool and +2 to their Might Edge, but their Speed defense rolls are hindered.

\n

They return to their normal size after a minute. When the effect ends, their Might Edge returns to normal, they lose the penalty to Speed defense, and they subtract 4 points from their Might Pool (if this brings the Pool to 0, they subtract the overflow first from their Speed Pool and then, if necessary, from their Intellect Pool).

\n

If the user is an NPC, the cypher increases their health by 4, eases their Might-based tasks, and hinders their Speed defense. When the effect ends, they lose 4 health and all of the other advantages and penalties from the cypher.

","archived":false,"basic":{"level":"1d6","identified":true},"settings":{"general":{"nameUnidentified":""}}},"effects":[],"flags":{"core":{"sourceId":"Item.maBLgVh0syYE86pC"}},"_stats":{"systemId":"cyphersystem","systemVersion":"2.3.0","coreVersion":"10.291","createdTime":1676300184371,"modifiedTime":1676304543366,"lastModifiedBy":"yThCrv1jSfPXOC2U"},"_id":"dHRnupDap3szMwLc","folder":null,"sort":0,"ownership":{"default":0,"yThCrv1jSfPXOC2U":3}} +{"name":"Restorative aura","type":"cypher","img":"systems/cyphersystem/icons/items/cypher.svg","system":{"version":2,"description":"

Level: 1d6

\n

Effect: Creates an immediate area filled with aromatic smoke, reassuring sounds, gentle light, or other pleasing sensations that last for one hour. Creatures who rest within the area gain +2 on their recovery rolls (or +4 for cypher level 5 and higher). NPCs instead recover 2 health if they spend at least ten minutes within the area (or 4 health for cypher level 5 and higher). For a creature to gain this benefit, its entire rest must occur while the cypher is active.

","archived":false,"basic":{"level":"1d6","identified":true},"settings":{"general":{"nameUnidentified":""}}},"effects":[],"flags":{"core":{"sourceId":"Item.maBLgVh0syYE86pC"}},"_stats":{"systemId":"cyphersystem","systemVersion":"2.3.0","coreVersion":"10.291","createdTime":1676300184371,"modifiedTime":1676304543367,"lastModifiedBy":"yThCrv1jSfPXOC2U"},"_id":"e3jp48K72AsFVsqf","folder":null,"sort":0,"ownership":{"default":0,"yThCrv1jSfPXOC2U":3}} +{"name":"Fire resistance","type":"cypher","img":"systems/cyphersystem/icons/items/cypher.svg","system":{"version":2,"description":"

Level: 1d6 + 3

\n

Effect: The user gains Armor against fire damage equal to the cypher’s level for one hour.

","archived":false,"basic":{"level":"1d6+3","identified":true},"settings":{"general":{"nameUnidentified":""}}},"effects":[],"flags":{"core":{"sourceId":"Item.maBLgVh0syYE86pC"}},"_stats":{"systemId":"cyphersystem","systemVersion":"2.3.0","coreVersion":"10.291","createdTime":1676300184371,"modifiedTime":1676304543366,"lastModifiedBy":"yThCrv1jSfPXOC2U"},"_id":"fCTKgJ237V0AOxzN","folder":null,"sort":0,"ownership":{"default":0,"yThCrv1jSfPXOC2U":3}} +{"name":"Undead ward","type":"cypher","img":"systems/cyphersystem/icons/items/cypher.svg","system":{"version":2,"description":"

Level: 1d6

\n

Effect: For one hour, the user gains Armor equal to the cypher’s level against damage from skeletons, zombies, ghosts, vampires, and other undead creatures.

","archived":false,"basic":{"level":"1d6","identified":true},"settings":{"general":{"nameUnidentified":""}}},"effects":[],"flags":{"core":{"sourceId":"Item.maBLgVh0syYE86pC"}},"_stats":{"systemId":"cyphersystem","systemVersion":"2.3.0","coreVersion":"10.291","createdTime":1676300184371,"modifiedTime":1676304543367,"lastModifiedBy":"yThCrv1jSfPXOC2U"},"_id":"hSgWpl8FxwRxGJPy","folder":null,"sort":0,"ownership":{"default":0,"yThCrv1jSfPXOC2U":3}} +{"name":"Power device","type":"cypher","img":"systems/cyphersystem/icons/items/cypher.svg","system":{"version":2,"description":"

Level: 1d6 + 2

\n

Effect: Magically powers one device that can fit within an area a short distance across. The device is now fully powered, charged, or fueled. If the cypher is used on an automobile, for example, the gas tank is full. If used on a flashlight, the battery is fully charged.

","archived":false,"basic":{"level":"1d6+2","identified":true},"settings":{"general":{"nameUnidentified":""}}},"effects":[],"ownership":{"default":0,"yThCrv1jSfPXOC2U":3},"flags":{"core":{"sourceId":"Item.kxOyRUkAK9FmYJIV"}},"_stats":{"systemId":"cyphersystem","systemVersion":"2.3.0","coreVersion":"10.291","createdTime":1676191132770,"modifiedTime":1676191168305,"lastModifiedBy":"yThCrv1jSfPXOC2U"},"folder":null,"sort":0,"_id":"iWX4I4S5Sf5ZCMak"} +{"name":"Tiny size","type":"cypher","img":"systems/cyphersystem/icons/items/cypher.svg","system":{"version":2,"description":"

Level: 1d6

\n

Effect: The user shrinks to about one-tenth their normal size. While at this smaller size, they add 4 points to their Speed Pool and +2 to their Speed Edge, but all of their Might actions are hindered by two steps.

\n

They return to their normal size after a minute. When the effect ends, their Speed Edge returns to normal, they lose the penalty to Might actions, and they subtract 4 points from their Speed Pool (if this brings the Pool to 0, they subtract the overflow first from their Intellect Pool and then, if necessary, from their Might Pool).

\n

If the user is an NPC, the cypher eases their Speed-based tasks and hinders their Might-based tasks. When the effect ends, they lose all of the advantages and penalties from the cypher.

","archived":false,"basic":{"level":"1d6","identified":true},"settings":{"general":{"nameUnidentified":""}}},"effects":[],"flags":{"core":{"sourceId":"Item.maBLgVh0syYE86pC"}},"_stats":{"systemId":"cyphersystem","systemVersion":"2.3.0","coreVersion":"10.291","createdTime":1676300184371,"modifiedTime":1676304543367,"lastModifiedBy":"yThCrv1jSfPXOC2U"},"_id":"lcmPEqEWePkJelKQ","folder":null,"sort":0,"ownership":{"default":0,"yThCrv1jSfPXOC2U":3}} +{"name":"Acid resistance","type":"cypher","img":"systems/cyphersystem/icons/items/cypher.svg","system":{"version":2,"description":"

Level: 1d6 + 3

\n

Effect: The user gains Armor against acid damage equal to the cypher’s level for one hour.

","archived":false,"basic":{"level":"1d6+3","identified":true},"settings":{"general":{"nameUnidentified":""}}},"effects":[],"flags":{},"_stats":{"systemId":"cyphersystem","systemVersion":"2.3.0","coreVersion":"10.291","createdTime":1676300184371,"modifiedTime":1676304543363,"lastModifiedBy":"yThCrv1jSfPXOC2U"},"_id":"maBLgVh0syYE86pC","folder":null,"sort":0,"ownership":{"default":0,"yThCrv1jSfPXOC2U":3}} +{"name":"Walking corpse","type":"cypher","img":"systems/cyphersystem/icons/items/cypher.svg","system":{"version":2,"description":"

Level: 1d6

\n

Effect: Animates a corpse as a level 1 (or level 2 for cypher level 5 and higher) undead skeleton or zombie, depending on the condition of the body. The corpse can be no larger than a typical human. The animated corpse has none of the intelligence, memories, or special abilities that it had in life. The creature follows the user’s verbal commands for one hour, after which it becomes an inert corpse. Unless the creature is killed by damage, the user can reanimate it again when its time expires, but any damage it had when it became inert applies to its newly reanimated state.

","archived":false,"basic":{"level":"1d6","identified":true},"settings":{"general":{"nameUnidentified":""}}},"effects":[],"flags":{"core":{"sourceId":"Item.maBLgVh0syYE86pC"}},"_stats":{"systemId":"cyphersystem","systemVersion":"2.3.0","coreVersion":"10.291","createdTime":1676300184371,"modifiedTime":1676304543368,"lastModifiedBy":"yThCrv1jSfPXOC2U"},"_id":"nFDUuvVkQ6wpTchS","folder":null,"sort":0,"ownership":{"default":0,"yThCrv1jSfPXOC2U":3}} +{"name":"Instant boat","type":"cypher","img":"systems/cyphersystem/icons/items/cypher.svg","system":{"version":2,"description":"

Level: 1d6 + 2

\n

Effect: Creates or transforms into a small sailboat that can carry up to eight people. The user or other characters must row, steer, and sail the boat as normal. At cypher level 5 and higher, the boat grants an asset on all tasks relating to its movement, and at cypher level 7 and higher, the boat can move a short distance each round under its own power. The boat lasts for a day, after which it vanishes.

","archived":false,"basic":{"level":"1d6+2","identified":true},"settings":{"general":{"nameUnidentified":""}}},"effects":[],"flags":{"core":{"sourceId":"Item.maBLgVh0syYE86pC"}},"_stats":{"systemId":"cyphersystem","systemVersion":"2.3.0","coreVersion":"10.291","createdTime":1676300184371,"modifiedTime":1676304543366,"lastModifiedBy":"yThCrv1jSfPXOC2U"},"_id":"qrFpWE49JYEcwfZt","folder":null,"sort":0,"ownership":{"default":0,"yThCrv1jSfPXOC2U":3}} +{"name":"Penultimate key","type":"cypher","img":"systems/cyphersystem/icons/items/cypher.svg","system":{"version":2,"description":"

Level: 1d6 + 2

\n

Effect: Locks or unlocks any one door, portal, chest, or other lockable item of the cypher’s level or lower. The targeted item must have a keyhole for the cypher to work.

\n
\n

Legends speak of the Ultimate Key, which can open any lock, even those sealed by a god.

\n
","archived":false,"basic":{"level":"1d6+2","identified":true},"settings":{"general":{"nameUnidentified":""}}},"effects":[],"flags":{"core":{"sourceId":"Item.maBLgVh0syYE86pC"}},"_stats":{"systemId":"cyphersystem","systemVersion":"2.3.0","coreVersion":"10.291","createdTime":1676300184371,"modifiedTime":1676304543367,"lastModifiedBy":"yThCrv1jSfPXOC2U"},"_id":"swo9LIRoTZmFELP4","folder":null,"sort":0,"ownership":{"default":0,"yThCrv1jSfPXOC2U":3}} +{"name":"Animal control","type":"cypher","img":"systems/cyphersystem/icons/items/cypher.svg","system":{"version":2,"description":"

Level: 1d6 + 2

\n

Effect: To activate the cypher, the user must succeed on an Intellect attack against a beast whose level does not exceed the cypher’s level. If successful, the beast immediately becomes calm. The beast awaits the user’s commands and carries out all orders to the best of its ability. The target remains so enslaved for a number of hours equal to the cypher’s level minus the target’s level. (If the result is 0, the target is enslaved for only one minute.) The beast could attack or defend, a dog could follow a scent or retrieve an object, a badger could dig a hole, and so on.

\n

The cypher doesn’t give the user any special ability to understand the target or perceive through its senses. For example, the user can command an eagle to fly above a group of enemies, but the eagle can’t describe what it sees and the user can’t look through its eyes.

\n
\n

“Beast” in this sense refers to creatures of animal-level intelligence and may include unintelligent magical creatures like basilisks, pegasi, and so on.

\n
","archived":false,"basic":{"level":"1d6+2","identified":true},"settings":{"general":{"nameUnidentified":""}}},"effects":[],"flags":{"core":{"sourceId":"Item.maBLgVh0syYE86pC"}},"_stats":{"systemId":"cyphersystem","systemVersion":"2.3.0","coreVersion":"10.291","createdTime":1676300184371,"modifiedTime":1676304543364,"lastModifiedBy":"yThCrv1jSfPXOC2U"},"_id":"uaY6Kl7NZONYYxZD","folder":null,"sort":0,"ownership":{"default":0,"yThCrv1jSfPXOC2U":3}} +{"name":"Cold resistance","type":"cypher","img":"systems/cyphersystem/icons/items/cypher.svg","system":{"version":2,"description":"

Level: 1d6 + 3

\n

Effect: The user gains Armor against cold damage equal to the cypher’s level for one hour.

","archived":false,"basic":{"level":"1d6+3","identified":true},"settings":{"general":{"nameUnidentified":""}}},"effects":[],"flags":{"core":{"sourceId":"Item.maBLgVh0syYE86pC"}},"_stats":{"systemId":"cyphersystem","systemVersion":"2.3.0","coreVersion":"10.291","createdTime":1676300184371,"modifiedTime":1676304543364,"lastModifiedBy":"yThCrv1jSfPXOC2U"},"_id":"xTvbEVqKiRDR7gRL","folder":null,"sort":0,"ownership":{"default":0,"yThCrv1jSfPXOC2U":3}} diff --git a/packs/descriptor-characteristics.db b/packs/descriptor-characteristics.db index b0d3f92..10b8116 100644 --- a/packs/descriptor-characteristics.db +++ b/packs/descriptor-characteristics.db @@ -16,6 +16,7 @@ {"name":"Fast Healer","type":"ability","img":"systems/cyphersystem/icons/items/ability.svg","system":{"version":2,"description":"

You halve the time it takes to make a recovery roll (minimum one action).

","archived":false,"settings":{"rollButton":{"pool":"Pool","skill":"Practiced","assets":"0","effort1":"0","effort2":"0","effort3":"0","stepModifier":"eased","additionalSteps":0,"additionalCost":0,"damage":0,"damagePerLOE":3,"teen":"","bonus":0},"general":{"sorting":"Ability","spellTier":"low","unmaskedForm":"Mask"}},"basic":{"cost":"0","pool":"Pool"}},"effects":[],"ownership":{"default":0,"rLeavHPrdkq6xjNt":3},"flags":{"core":{"sourceId":"Item.kseTJBi9H6P4FUbl"}},"_stats":{"systemId":"cyphersystem","systemVersion":"2.0.0-b3","coreVersion":"10.288","createdTime":1666960045793,"modifiedTime":1666960055243,"lastModifiedBy":"rLeavHPrdkq6xjNt"},"folder":null,"sort":0,"_id":"92q8rFEj1dQKNCD9"} {"name":"Trivia","type":"ability","img":"systems/cyphersystem/icons/items/ability.svg","system":{"version":2,"description":"

You can come up with a random fact pertinent to the current situation when you wish it. This is always a matter of fact, not conjecture or supposition, and must be something you could have logically read or seen in the past. You can do this one time, although the ability is renewed each time you make a recovery roll.

","archived":false,"settings":{"rollButton":{"pool":"Pool","skill":"Practiced","assets":"0","effort1":"0","effort2":"0","effort3":"0","stepModifier":"eased","additionalSteps":0,"additionalCost":0,"damage":0,"damagePerLOE":3,"teen":"","bonus":0},"general":{"sorting":"Ability","spellTier":"low","unmaskedForm":"Mask"}},"basic":{"cost":"0","pool":"Pool"}},"effects":[],"ownership":{"default":0,"rLeavHPrdkq6xjNt":3},"flags":{"core":{"sourceId":"Item.HU03WSrPeHrxNvus"}},"_stats":{"systemId":"cyphersystem","systemVersion":"2.0.0-b3","coreVersion":"10.288","createdTime":1666959786675,"modifiedTime":1666959795732,"lastModifiedBy":"rLeavHPrdkq6xjNt"},"folder":null,"sort":0,"_id":"9BT9upa6c8kqf6kB"} {"name":"Fits of Insight","type":"ability","img":"systems/cyphersystem/icons/items/ability.svg","system":{"version":2,"description":"

Whenever such knowledge is appropriate, the GM feeds you information although there is no clear explanation as to how you could know such a thing. This is up to the GM’s discretion, but it should happen as often as once each session.

","archived":false,"settings":{"rollButton":{"pool":"Pool","skill":"Practiced","assets":"0","effort1":"0","effort2":"0","effort3":"0","stepModifier":"eased","additionalSteps":0,"additionalCost":0,"damage":0,"damagePerLOE":3,"teen":"","bonus":0},"general":{"sorting":"Ability","spellTier":"low","unmaskedForm":"Mask"}},"basic":{"cost":"0","pool":"Pool"}},"effects":[],"ownership":{"default":0,"rLeavHPrdkq6xjNt":3},"flags":{"core":{"sourceId":"Item.oEIr4lFmdQKujO3K"}},"_stats":{"systemId":"cyphersystem","systemVersion":"2.0.0-b3","coreVersion":"10.288","createdTime":1666960241312,"modifiedTime":1666960251365,"lastModifiedBy":"rLeavHPrdkq6xjNt"},"folder":null,"sort":0,"_id":"AFFZAuL0OsaopL8E"} +{"name":"Dragonbreath","type":"ability","img":"systems/cyphersystem/icons/items/ability.svg","system":{"version":2,"description":"

You breathe out a blast of energy in an immediate area. Choose one type of energy (arcane, cold, fire, thorn, and so on); the blast inflicts 2 points of damage of this kind of energy (ignores Armor) to all creatures or objects within the area. Because this is an area attack, adding Effort to increase your damage works differently than it does for single-target attacks. If you apply a level of Effort to increase the damage, add 2 points of damage for each target, and even if you fail your attack roll, all targets in the area still take 1 point of damage. Action.

","archived":false,"settings":{"rollButton":{"pool":"Pool","skill":"Practiced","assets":"0","effort1":"0","effort2":"0","effort3":"0","stepModifier":"eased","additionalSteps":0,"additionalCost":0,"damage":0,"damagePerLOE":3,"teen":"","bonus":0},"general":{"sorting":"Ability","spellTier":"low","unmaskedForm":"Mask"}},"basic":{"cost":"3","pool":"Might"}},"effects":[],"ownership":{"default":0,"yThCrv1jSfPXOC2U":3},"flags":{"core":{"sourceId":"Item.SSQbECd6XdNGiIuq"}},"_stats":{"systemId":"cyphersystem","systemVersion":"2.3.0","coreVersion":"10.291","createdTime":1676205242202,"modifiedTime":1676205301473,"lastModifiedBy":"yThCrv1jSfPXOC2U"},"folder":null,"sort":0,"_id":"Arv3VAf1Bbaeupjo"} {"name":"Recover","type":"ability","img":"systems/cyphersystem/icons/items/ability.svg","system":{"version":2,"description":"

You can make an extra recovery roll each day. This roll is just one action. So you can make two recovery rolls that each take one action, one roll that takes ten minutes, a fourth roll that takes one hour, and a fifth roll that requires ten hours of rest.

","archived":false,"settings":{"rollButton":{"pool":"Pool","skill":"Practiced","assets":"0","effort1":"0","effort2":"0","effort3":"0","stepModifier":"eased","additionalSteps":0,"additionalCost":0,"damage":0,"damagePerLOE":3,"teen":"","bonus":0},"general":{"sorting":"Ability","spellTier":"low","unmaskedForm":"Mask"}},"basic":{"cost":"0","pool":"Pool"}},"effects":[],"ownership":{"default":0,"rLeavHPrdkq6xjNt":3},"flags":{"core":{"sourceId":"Item.fszhXxmT4eMFxXTg"}},"_stats":{"systemId":"cyphersystem","systemVersion":"2.0.0-b3","coreVersion":"10.288","createdTime":1666960422417,"modifiedTime":1666960430129,"lastModifiedBy":"rLeavHPrdkq6xjNt"},"folder":null,"sort":0,"_id":"F74sHYUANEPVaFd4"} {"name":"Altruistic","type":"ability","img":"systems/cyphersystem/icons/items/ability.svg","system":{"version":2,"description":"

If you’re standing next to a creature that takes damage, you can intercede and take 1 point of that damage yourself (reducing the damage inflicted on the creature by 1 point). If you have Armor, it does not provide a benefit when you use this ability.

","archived":false,"settings":{"rollButton":{"pool":"Pool","skill":"Practiced","assets":"0","effort1":"0","effort2":"0","effort3":"0","stepModifier":"eased","additionalSteps":0,"additionalCost":0,"damage":0,"damagePerLOE":3,"teen":"","bonus":0},"general":{"sorting":"Ability","spellTier":"low","unmaskedForm":"Mask"}},"basic":{"cost":"0","pool":"Pool"}},"effects":[],"ownership":{"default":0,"rLeavHPrdkq6xjNt":3},"flags":{"core":{"sourceId":"Item.Ij0x437o2ihQkCC0"}},"_stats":{"systemId":"cyphersystem","systemVersion":"2.0.0-b3","coreVersion":"10.288","createdTime":1666959733999,"modifiedTime":1666959743151,"lastModifiedBy":"rLeavHPrdkq6xjNt"},"folder":null,"sort":0,"_id":"GVocWeYToxrIsT5M"} {"name":"Sense by Scent","type":"ability","img":"systems/cyphersystem/icons/items/ability.svg","system":{"version":2,"description":"

You can sense your environment even in total darkness.

","archived":false,"settings":{"rollButton":{"pool":"Pool","skill":"Practiced","assets":"0","effort1":"0","effort2":"0","effort3":"0","stepModifier":"eased","additionalSteps":0,"additionalCost":0,"damage":0,"damagePerLOE":3,"teen":"","bonus":0},"general":{"sorting":"Ability","spellTier":"low","unmaskedForm":"Mask"}},"basic":{"cost":"0","pool":"Pool"}},"effects":[],"ownership":{"default":0,"rLeavHPrdkq6xjNt":3},"flags":{"core":{"sourceId":"Item.C87THgh1P8JbpCxB"}},"_stats":{"systemId":"cyphersystem","systemVersion":"2.0.0-b3","coreVersion":"10.288","createdTime":1666971893763,"modifiedTime":1666971904181,"lastModifiedBy":"rLeavHPrdkq6xjNt"},"folder":null,"sort":0,"_id":"GsDnTWDfehGuhsQS"} @@ -27,6 +28,7 @@ {"name":"Find the Flaw","type":"ability","img":"systems/cyphersystem/icons/items/ability.svg","system":{"version":2,"description":"

If an opponent has a straightforward weakness (takes extra damage from fire, can’t see out of their left eye, and so on), the GM will tell you what it is.

","archived":false,"settings":{"rollButton":{"pool":"Pool","skill":"Practiced","assets":"0","effort1":"0","effort2":"0","effort3":"0","stepModifier":"eased","additionalSteps":0,"additionalCost":0,"damage":0,"damagePerLOE":3,"teen":"","bonus":0},"general":{"sorting":"Ability","spellTier":"low","unmaskedForm":"Mask"}},"basic":{"cost":"0","pool":"Pool"}},"effects":[],"ownership":{"default":0,"rLeavHPrdkq6xjNt":3},"flags":{"core":{"sourceId":"Item.8oQa3j8UhDcmBOQ0"}},"_stats":{"systemId":"cyphersystem","systemVersion":"2.0.0-b3","coreVersion":"10.288","createdTime":1666960465532,"modifiedTime":1666960477029,"lastModifiedBy":"rLeavHPrdkq6xjNt"},"folder":null,"sort":0,"_id":"LboNMbw0CmRDZX0l"} {"name":"Bloodthirsty","type":"ability","img":"systems/cyphersystem/icons/items/ability.svg","system":{"version":2,"description":"

Once you begin fighting, you see only red. You inflict 2 additional points of damage with any attack.

","archived":false,"settings":{"rollButton":{"pool":"Pool","skill":"Practiced","assets":"0","effort1":"0","effort2":"0","effort3":"0","stepModifier":"eased","additionalSteps":0,"additionalCost":0,"damage":0,"damagePerLOE":3,"teen":"","bonus":0},"general":{"sorting":"Ability","spellTier":"low","unmaskedForm":"Mask"}},"basic":{"cost":"0","pool":"Pool"}},"effects":[],"ownership":{"default":0,"rLeavHPrdkq6xjNt":3},"flags":{"core":{"sourceId":"Item.9ssadrI5ZrkUnhF8"}},"_stats":{"systemId":"cyphersystem","systemVersion":"2.0.0-b3","coreVersion":"10.288","createdTime":1666960546103,"modifiedTime":1666960553358,"lastModifiedBy":"rLeavHPrdkq6xjNt"},"folder":null,"sort":0,"_id":"LldixgespLl6ajEf"} {"name":"Advantage","type":"ability","img":"systems/cyphersystem/icons/items/ability.svg","system":{"version":2,"description":"

When you use 1 XP to reroll a d20 for any roll that affects only you, add 3 to the reroll.

","archived":false,"settings":{"rollButton":{"pool":"Pool","skill":"Practiced","assets":"0","effort1":"0","effort2":"0","effort3":"0","stepModifier":"eased","additionalSteps":0,"additionalCost":0,"damage":0,"damagePerLOE":3,"teen":"","bonus":0},"general":{"sorting":"Ability","spellTier":"low","unmaskedForm":"Mask"}},"basic":{"cost":"0","pool":"Pool"}},"effects":[],"ownership":{"default":0,"rLeavHPrdkq6xjNt":3},"flags":{"core":{"sourceId":"Item.NSPQ4SC464RaPTGD"}},"_stats":{"systemId":"cyphersystem","systemVersion":"2.0.0-b3","coreVersion":"10.288","createdTime":1666960211228,"modifiedTime":1666960219162,"lastModifiedBy":"rLeavHPrdkq6xjNt"},"folder":null,"sort":0,"_id":"MKYIm6Rgf4VRIKrK"} +{"name":"Draconic Resistance","type":"ability","img":"systems/cyphersystem/icons/items/ability.svg","system":{"version":2,"description":"

You gain +2 Armor against the type of energy you create with your dragonbreath.

","archived":false,"settings":{"rollButton":{"pool":"Pool","skill":"Practiced","assets":"0","effort1":"0","effort2":"0","effort3":"0","stepModifier":"eased","additionalSteps":0,"additionalCost":0,"damage":0,"damagePerLOE":3,"teen":"","bonus":0},"general":{"sorting":"Ability","spellTier":"low","unmaskedForm":"Mask"}},"basic":{"cost":"0","pool":"Pool"}},"effects":[],"ownership":{"default":0,"yThCrv1jSfPXOC2U":3},"flags":{"core":{"sourceId":"Item.QwLRGq0um4JMShnv"}},"_stats":{"systemId":"cyphersystem","systemVersion":"2.3.0","coreVersion":"10.291","createdTime":1676205497950,"modifiedTime":1676205532083,"lastModifiedBy":"yThCrv1jSfPXOC2U"},"folder":null,"sort":0,"_id":"NrvazWOp6IzB3NKR"} {"name":"Loner","type":"ability","img":"systems/cyphersystem/icons/items/ability.svg","system":{"version":2,"description":"

You gain no benefit when you get help with a task from another character who is trained or specialized in that task.

","archived":false,"settings":{"rollButton":{"pool":"Pool","skill":"Practiced","assets":"0","effort1":"0","effort2":"0","effort3":"0","stepModifier":"eased","additionalSteps":0,"additionalCost":0,"damage":0,"damagePerLOE":3,"teen":"","bonus":0},"general":{"sorting":"Ability","spellTier":"low","unmaskedForm":"Mask"}},"basic":{"cost":"0","pool":"Pool"}},"effects":[],"ownership":{"default":0,"rLeavHPrdkq6xjNt":3},"flags":{"core":{"sourceId":"Item.Suy1MLM2bEhXOHXb"}},"_stats":{"systemId":"cyphersystem","systemVersion":"2.0.0-b3","coreVersion":"10.288","createdTime":1666959962533,"modifiedTime":1666959972237,"lastModifiedBy":"rLeavHPrdkq6xjNt"},"folder":null,"sort":0,"_id":"PT7NoHCCjePtX6OW"} {"name":"Cruelty","type":"ability","img":"systems/cyphersystem/icons/items/ability.svg","system":{"version":2,"description":"

When you use force, you can choose to maim or deliver painful injuries to draw out your foe’s suffering. Whenever you inflict damage, you can choose to inflict 2 fewer points of damage to ease your next attack against that foe.

","archived":false,"settings":{"rollButton":{"pool":"Pool","skill":"Practiced","assets":"0","effort1":"0","effort2":"0","effort3":"0","stepModifier":"eased","additionalSteps":0,"additionalCost":0,"damage":0,"damagePerLOE":3,"teen":"","bonus":0},"general":{"sorting":"Ability","spellTier":"low","unmaskedForm":"Mask"}},"basic":{"cost":"0","pool":"Pool"}},"effects":[],"ownership":{"default":0,"rLeavHPrdkq6xjNt":3},"flags":{"core":{"sourceId":"Item.qlescc4YdvwSL5DS"}},"_stats":{"systemId":"cyphersystem","systemVersion":"2.0.0-b3","coreVersion":"10.288","createdTime":1666959894353,"modifiedTime":1666959902210,"lastModifiedBy":"rLeavHPrdkq6xjNt"},"folder":null,"sort":0,"_id":"Pp6FiVf17qqHapKd"} {"name":"Erratic Behavior","type":"ability","img":"systems/cyphersystem/icons/items/ability.svg","system":{"version":2,"description":"

You are prone to acting erratically or irrationally. When you are in the presence of a major discovery or subjected to great stress (such as a serious physical threat), the GM can introduce a GM intrusion that directs your next action without awarding XP. You can still pay 1 XP to refuse the intrusion. The GM’s influence is the manifestation of your madness and thus is always something you would not likely do otherwise, but it is not directly, obviously harmful to you unless there are extenuating circumstances. (For example, if a foe suddenly leaps out of the darkness, you might spend the first round babbling incoherently or screaming the name of your first true love.)

","archived":false,"settings":{"rollButton":{"pool":"Pool","skill":"Practiced","assets":"0","effort1":"0","effort2":"0","effort3":"0","stepModifier":"eased","additionalSteps":0,"additionalCost":0,"damage":0,"damagePerLOE":3,"teen":"","bonus":0},"general":{"sorting":"Ability","spellTier":"low","unmaskedForm":"Mask"}},"basic":{"cost":"0","pool":"Pool"}},"effects":[],"ownership":{"default":0,"rLeavHPrdkq6xjNt":3},"flags":{"core":{"sourceId":"Item.9zHw0ORcAoC6bTpH"}},"_stats":{"systemId":"cyphersystem","systemVersion":"2.0.0-b3","coreVersion":"10.288","createdTime":1666960260811,"modifiedTime":1666960272695,"lastModifiedBy":"rLeavHPrdkq6xjNt"},"folder":null,"sort":0,"_id":"SFXAD4DjhyEtJ1Ny"} @@ -44,7 +46,9 @@ {"name":"Uncanny Valley","type":"ability","img":"systems/cyphersystem/icons/items/ability.svg","system":{"version":2,"description":"

You have a hard time relating to organic beings, and they don’t react well to you. All positive interaction tasks with such beings are hindered by two steps.

","archived":false,"settings":{"rollButton":{"pool":"Pool","skill":"Practiced","assets":"0","effort1":"0","effort2":"0","effort3":"0","stepModifier":"eased","additionalSteps":0,"additionalCost":0,"damage":0,"damagePerLOE":3,"teen":"","bonus":0},"general":{"sorting":"Ability","spellTier":"low","unmaskedForm":"Mask"}},"basic":{"cost":"0","pool":"Pool"}},"effects":[],"ownership":{"default":0,"rLeavHPrdkq6xjNt":3},"flags":{"core":{"sourceId":"Item.YRQFHjHkKAGEyMZx"}},"_stats":{"systemId":"cyphersystem","systemVersion":"2.0.0-b3","coreVersion":"10.288","createdTime":1666971662302,"modifiedTime":1666971671755,"lastModifiedBy":"rLeavHPrdkq6xjNt"},"folder":null,"sort":0,"_id":"nXs4KTo14JKXZN8f"} {"name":"Luck Pool","type":"ability","img":"systems/cyphersystem/icons/items/ability.svg","system":{"version":2,"description":"

You have one additional Pool called Luck that begins with 3 points, and it has a maximum value of 3 points. When spending points from any other Pool, you can take one, some, or all of the points from your Luck Pool first. When you make a recovery roll to recover points to any other Pool, your Luck Pool is also refreshed by the same number of points. When your Luck Pool is at 0 points, it does not count against your damage track.

","archived":false,"settings":{"rollButton":{"pool":"Pool","skill":"Practiced","assets":"0","effort1":"0","effort2":"0","effort3":"0","stepModifier":"eased","additionalSteps":0,"additionalCost":0,"damage":0,"damagePerLOE":3,"teen":"","bonus":0},"general":{"sorting":"Ability","spellTier":"low","unmaskedForm":"Mask"}},"basic":{"cost":"0","pool":"Pool"}},"effects":[],"ownership":{"default":0,"rLeavHPrdkq6xjNt":3},"flags":{"core":{"sourceId":"Item.8OU93F9tjNJVDUuv"}},"_stats":{"systemId":"cyphersystem","systemVersion":"2.0.0-b3","coreVersion":"10.288","createdTime":1666960178858,"modifiedTime":1666960354474,"lastModifiedBy":"rLeavHPrdkq6xjNt"},"folder":null,"sort":0,"_id":"pccv1fQ4WW7KnLsi"} {"name":"Almost Unstoppable","type":"ability","img":"systems/cyphersystem/icons/items/ability.svg","system":{"version":2,"description":"

While you are impaired on the damage track, you function as if you were hale. While you are debilitated, you function as if you were impaired. In other words, you don’t suffer the effects of being impaired until you become debilitated, and you never suffer the effects of being debilitated. You still die if all your stat Pools are 0.

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Even unarmed, your claws are light weapons that inflict 4 points of damage.

","archived":false,"settings":{"rollButton":{"pool":"Pool","skill":"Practiced","assets":"0","effort1":"0","effort2":"0","effort3":"0","stepModifier":"eased","additionalSteps":0,"additionalCost":0,"damage":0,"damagePerLOE":3,"teen":"","bonus":0},"general":{"sorting":"Ability","spellTier":"low","unmaskedForm":"Mask"}},"basic":{"cost":"0","pool":"Pool"}},"effects":[],"ownership":{"default":0,"yThCrv1jSfPXOC2U":3},"flags":{"core":{"sourceId":"Item.DfDdVGIiRHkFu604"}},"_stats":{"systemId":"cyphersystem","systemVersion":"2.3.0","coreVersion":"10.291","createdTime":1676205317364,"modifiedTime":1676205342889,"lastModifiedBy":"yThCrv1jSfPXOC2U"},"folder":null,"sort":0,"_id":"rCpy4wSKaDTLQ2cR"} {"name":"Insect Prejudice","type":"ability","img":"systems/cyphersystem/icons/items/ability.svg","system":{"version":2,"description":"

While among non-roaches, all positive interaction tasks are hindered.

","archived":false,"settings":{"rollButton":{"pool":"Pool","skill":"Practiced","assets":"0","effort1":"0","effort2":"0","effort3":"0","stepModifier":"eased","additionalSteps":0,"additionalCost":0,"damage":0,"damagePerLOE":3,"teen":"","bonus":0},"general":{"sorting":"Ability","spellTier":"low","unmaskedForm":"Mask"}},"basic":{"cost":"0","pool":"Pool"}},"effects":[],"ownership":{"default":0,"rLeavHPrdkq6xjNt":3},"flags":{"core":{"sourceId":"Item.aqGPDMGf6TCM8pBE"}},"_stats":{"systemId":"cyphersystem","systemVersion":"2.0.0-b3","coreVersion":"10.288","createdTime":1666972125076,"modifiedTime":1666972139995,"lastModifiedBy":"rLeavHPrdkq6xjNt"},"folder":null,"sort":0,"_id":"soRZpGrbrjyyBHpW"} +{"name":"Scaly","type":"ability","img":"systems/cyphersystem/icons/items/ability.svg","system":{"version":2,"description":"

+1 to Armor.

","archived":false,"settings":{"rollButton":{"pool":"Pool","skill":"Practiced","assets":"0","effort1":"0","effort2":"0","effort3":"0","stepModifier":"eased","additionalSteps":0,"additionalCost":0,"damage":0,"damagePerLOE":3,"teen":"","bonus":0},"general":{"sorting":"Ability","spellTier":"low","unmaskedForm":"Mask"}},"basic":{"cost":"0","pool":"Pool"}},"effects":[],"ownership":{"default":0,"yThCrv1jSfPXOC2U":3},"flags":{"core":{"sourceId":"Item.Dj0iFrcpZeWE7vi3"}},"_stats":{"systemId":"cyphersystem","systemVersion":"2.3.0","coreVersion":"10.291","createdTime":1676205548162,"modifiedTime":1676205573774,"lastModifiedBy":"yThCrv1jSfPXOC2U"},"folder":null,"sort":0,"_id":"swVA9i65QiHR9D3G"} {"name":"Confounding","type":"ability","img":"systems/cyphersystem/icons/items/ability.svg","system":{"version":2,"description":"

You pull talents and abilities seemingly out of nowhere. You can attempt one task in which you have no training as if you were trained, attempt a task that you are trained in as if specialized, or gain a free level of Effort with a task that you are specialized in. This ability refreshes every time you make a recovery roll, but the uses never accumulate.

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Your Speed Edge increases by 1.

","archived":false,"settings":{"rollButton":{"pool":"Pool","skill":"Practiced","assets":"0","effort1":"0","effort2":"0","effort3":"0","stepModifier":"eased","additionalSteps":0,"additionalCost":0,"damage":0,"damagePerLOE":3,"teen":"","bonus":0},"general":{"sorting":"Ability","spellTier":"low","unmaskedForm":"Mask"}},"basic":{"cost":"0","pool":"Pool"}},"effects":[],"ownership":{"default":0,"rLeavHPrdkq6xjNt":3},"flags":{"core":{"sourceId":"Item.PvypvD0K4gWPUr2u"}},"_stats":{"systemId":"cyphersystem","systemVersion":"2.0.0-b3","coreVersion":"10.288","createdTime":1666971874536,"modifiedTime":1666971882437,"lastModifiedBy":"rLeavHPrdkq6xjNt"},"folder":null,"sort":0,"_id":"vNOlLQDmc53SXZ0B"} {"name":"Fire Adapted","type":"ability","img":"systems/cyphersystem/icons/items/ability.svg","system":{"version":2,"description":"

+2 to Armor against damage from fire only.

","archived":false,"settings":{"rollButton":{"pool":"Pool","skill":"Practiced","assets":"0","effort1":"0","effort2":"0","effort3":"0","stepModifier":"eased","additionalSteps":0,"additionalCost":0,"damage":0,"damagePerLOE":3,"teen":"","bonus":0},"general":{"sorting":"Ability","spellTier":"low","unmaskedForm":"Mask"}},"basic":{"cost":"0","pool":"Pool"}},"effects":[],"ownership":{"default":0,"rLeavHPrdkq6xjNt":3},"flags":{"core":{"sourceId":"Item.7p1oJSNiUCEXSBdX"}},"_stats":{"systemId":"cyphersystem","systemVersion":"2.0.0-b3","coreVersion":"10.288","createdTime":1666971274758,"modifiedTime":1666971285628,"lastModifiedBy":"rLeavHPrdkq6xjNt"},"folder":null,"sort":0,"_id":"w2loaRgoNlhuYGwg"} diff --git a/packs/equipment-fantasy.db b/packs/equipment-fantasy.db index e9ea5c4..eb4f3fc 100644 --- a/packs/equipment-fantasy.db +++ b/packs/equipment-fantasy.db @@ -1,18 +1,51 @@ -{"name":"Backpack","type":"equipment","img":"systems/cyphersystem/icons/items/equipment.svg","effects":[],"folder":null,"sort":0,"flags":{},"_id":"2uM56Yu3g5OCjLkm","system":{"version":2,"description":"","archived":false,"basic":{"level":"","quantity":"1"},"rollButton":{"pool":"Pool","skill":"Practiced","assets":0,"effort1":0,"effort2":0,"effort3":0,"stepModifier":"eased","additionalSteps":0,"additionalCost":0,"damage":0,"damagePerLOE":3,"teen":"","bonus":0}},"ownership":{"default":0,"k2TkElLx959B0lm5":3},"_stats":{"systemId":"cyphersystem","systemVersion":"2.0.0-b3","coreVersion":"10.288","createdTime":null,"modifiedTime":1667121726814,"lastModifiedBy":"rLeavHPrdkq6xjNt"}} +{"name":"Musical instrument","type":"equipment","img":"systems/cyphersystem/icons/items/equipment.svg","system":{"version":2,"description":"","archived":false,"basic":{"level":null,"quantity":1}},"effects":[],"ownership":{"default":0,"yThCrv1jSfPXOC2U":3},"flags":{"core":{"sourceId":"Item.eYOgY2SBWSrTZtSE"}},"_stats":{"systemId":"cyphersystem","systemVersion":"2.3.0","coreVersion":"10.291","createdTime":1676110538802,"modifiedTime":1676110551584,"lastModifiedBy":"yThCrv1jSfPXOC2U"},"folder":null,"sort":0,"_id":"2H9cno4UHJndR0Lx"} +{"name":"Caltrops, bag","type":"equipment","img":"systems/cyphersystem/icons/items/equipment.svg","system":{"version":2,"description":"

A bag of hard things you scatter on the ground to slow or injure anyone walking through an area. One bag covers an immediate area and makes that area count as difficult terrain. A creature can safely move through it as if it were difficult terrain (half speed). If a creature moves through the area at normal speed, they must make a difficulty 2 Speed defense roll or take 2 points of Speed damage (ignores Armor).

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{"name":"Bedroll","type":"equipment","img":"systems/cyphersystem/icons/items/equipment.svg","effects":[],"folder":null,"sort":0,"flags":{},"_id":"3TAk68d2T0nMXlIG","system":{"version":2,"description":"","archived":false,"basic":{"level":"","quantity":"1"},"rollButton":{"pool":"Pool","skill":"Practiced","assets":0,"effort1":0,"effort2":0,"effort3":0,"stepModifier":"eased","additionalSteps":0,"additionalCost":0,"damage":0,"damagePerLOE":3,"teen":"","bonus":0}},"ownership":{"default":0,"k2TkElLx959B0lm5":3},"_stats":{"systemId":"cyphersystem","systemVersion":"2.0.0-b3","coreVersion":"10.288","createdTime":null,"modifiedTime":1667121726903,"lastModifiedBy":"rLeavHPrdkq6xjNt"}} -{"_id":"7BQwwk2qh7zxU6ih","name":"Spyglass","type":"equipment","img":"systems/cyphersystem/icons/items/equipment.svg","effects":[],"folder":null,"sort":0,"flags":{},"system":{"version":2,"description":"","archived":false,"basic":{"level":"","quantity":1},"rollButton":{"pool":"Pool","skill":"Practiced","assets":0,"effort1":0,"effort2":0,"effort3":0,"stepModifier":"eased","additionalSteps":0,"additionalCost":0,"damage":0,"damagePerLOE":3,"teen":"","bonus":0}},"ownership":{"default":0,"k2TkElLx959B0lm5":3},"_stats":{"systemId":"cyphersystem","systemVersion":"2.0.0-b3","coreVersion":"10.288","createdTime":null,"modifiedTime":1667121727312,"lastModifiedBy":"rLeavHPrdkq6xjNt"}} -{"name":"Signal 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Garments appropriate for performing ceremonies for a specific religion. A common example is a hat or headdress, long tunic or dress, tabard or stole, and shoes, with the outer pieces marked with appropriate symbols.

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A sturdy wooden case with tiny flasks, stirring rods, droppers, and other materials used in alchemy. It grants an asset for identifying potion cyphers and similar mysterious liquids.

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An improved version of a lamp, with a wick that draws oil and glass or metal panes to protect it from wind. A lantern creates normal light in an immediate area and dim light out to the short area beyond that. It burns for three to four hours on 1 pint (.5 L) of oil. If dropped, it is less likely to spill than a lamp.

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Contains a small hammer, small tongs, pliers, small pry bar, awl, lockpicks, 10 feet (3 m) of string, 3 feet (1 m) of metal wire, and a handful of nails.

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This sturdy plank is capped with hard metal. It provides an asset for breaking down doors.

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Makeup, simple prosthetics, and a wig or two, suitable for disguises for a theatrical production. Provides an asset on disguise tasks. Some parts are reusable, but the kit runs out after about five uses.

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Very simple clothing for free people of low social status. Includes a kerchief or cap, shirt or blouse, trousers or skirt, and heavy cloth shoes or foot wrappings.

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A heavier set of clothing for protection against cold weather.

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A stylish set of clothes according to the local fashions and customs. Generally the minimum required for meeting with important townsfolk such as a mayor or noble. Higher-status events require outfits that cost up to four times as much.

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A comfortable set of clothes that includes gloves, a protective hat, a jacket, and a cloak with a hood.

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Contains a hammer, six spikes, crowbar, large tongs, chisel, and 10 feet (3 m) of strong rope.

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Clothing that identifies the wearer as a practitioner of arcane magic. A typical outfit includes an interesting hat or cap, a robe with long sleeves and many pockets, and shoes, often adorned with runes or representations of magical creatures such as dragons. Scholars and sages wear very similar garments that lack the mystical aspects of wizard clothing.

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Includes 50 feet (15 m) of rope, three days’ iron rations, three spikes, small hammer, a set of warm clothes, boots, and three torches.

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Interesting (and usually colorful) clothing appropriate for an entertainer such as an actor, bard, juggler, or acrobat.

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Also known as thieves’ tools, this set provides everything a skilled person needs to pick locks and disarm traps.

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A pint (.5 L) of lamp oil in a leather flask. It burns for three to four hours in a lantern or lamp. If prepped with a burning wick, it can be thrown, inflicting fire damage as a light weapon (ignores Armor). If poured on a flat surface, it makes an immediate area slippery. A creature can safely move through the oil slick as if it were difficult terrain (half speed). If a creature moves through the area at normal speed, they must make a difficulty 3 Speed defense roll or slip on the oil and fall prone. Lighting the oil slick makes it burn for one or two rounds and inflicts 1 point of fire damage (ignores Armor) on anyone in or moving through the area.

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A flask of strong acid. Can be thrown up to short range, inflicting acid damage as a light weapon (ignores Armor). If poured carefully, it can damage or destroy a small item or areas made of stone or metal.

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A candle burns for one hour and creates dim light in an immediate area.

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A suitable outfit for a person who performs a trade (blacksmith, cobbler, and so on). Often includes an apron and a belt for holding tools.

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Transmits at long range.

\n","archived":false,"basic":{"level":"","quantity":"1"},"rollButton":{"pool":"Pool","skill":"Practiced","assets":0,"effort1":0,"effort2":0,"effort3":0,"stepModifier":"eased","additionalSteps":0,"additionalCost":0,"damage":0,"damagePerLOE":3,"teen":"","bonus":0}},"ownership":{"default":0,"k2TkElLx959B0lm5":3},"_stats":{"systemId":"cyphersystem","systemVersion":"2.0.0-b3","coreVersion":"10.288","createdTime":null,"modifiedTime":1667121729095,"lastModifiedBy":"rLeavHPrdkq6xjNt"}} -{"name":"Bag of heavy tools","type":"equipment","img":"systems/cyphersystem/icons/items/equipment.svg","effects":[],"folder":null,"sort":0,"flags":{},"_id":"y8M3rmSzHUyKLdom","system":{"version":2,"description":"","archived":false,"basic":{"level":"","quantity":"1"},"rollButton":{"pool":"Pool","skill":"Practiced","assets":0,"effort1":0,"effort2":0,"effort3":0,"stepModifier":"eased","additionalSteps":0,"additionalCost":0,"damage":0,"damagePerLOE":3,"teen":"","bonus":0}},"ownership":{"default":0,"k2TkElLx959B0lm5":3},"_stats":{"systemId":"cyphersystem","systemVersion":"2.0.0-b3","coreVersion":"10.288","createdTime":null,"modifiedTime":1667121728514,"lastModifiedBy":"rLeavHPrdkq6xjNt"}} -{"name":"Crowbar","type":"equipment","img":"systems/cyphersystem/icons/items/equipment.svg","effects":[],"folder":null,"sort":0,"flags":{},"_id":"zE8nBEE8jVYswUT4","system":{"version":2,"description":"","archived":false,"basic":{"level":"","quantity":"1"},"rollButton":{"pool":"Pool","skill":"Practiced","assets":0,"effort1":0,"effort2":0,"effort3":0,"stepModifier":"eased","additionalSteps":0,"additionalCost":0,"damage":0,"damagePerLOE":3,"teen":"","bonus":0}},"ownership":{"default":0,"k2TkElLx959B0lm5":3},"_stats":{"systemId":"cyphersystem","systemVersion":"2.0.0-b3","coreVersion":"10.288","createdTime":null,"modifiedTime":1667121728761,"lastModifiedBy":"rLeavHPrdkq6xjNt"}} +{"name":"Rope","type":"equipment","img":"systems/cyphersystem/icons/items/equipment.svg","effects":[],"folder":null,"sort":0,"flags":{"core":{"sourceId":"Compendium.cyphersystem-compendium.equipment-modern.W40tEHGIcevTGDkt"}},"_id":"06uEHDipEwShEcun","system":{"version":2,"description":"

Nylon, 50 feet (15 m).

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A facemask providing a day of breathable air in poisonous or low-oxy atmospheres, or continuously for expensive breathers with recycling and oxy extraction features. If used in a vacuum, a breather provides the wearer three rounds of action before the full effects of vacuum begin dropping them on the damage track.

","archived":false,"basic":{"level":2,"quantity":1},"rollButton":{"pool":"Pool","skill":"Practiced","assets":0,"effort1":0,"effort2":0,"effort3":0,"stepModifier":"eased","additionalSteps":0,"additionalCost":0,"damage":0,"damagePerLOE":3,"teen":"","bonus":0}},"ownership":{"default":0,"k2TkElLx959B0lm5":3},"_stats":{"systemId":"cyphersystem","systemVersion":"2.3.0","coreVersion":"10.291","createdTime":null,"modifiedTime":1676538896449,"lastModifiedBy":"yThCrv1jSfPXOC2U"}} +{"name":"Mind’s eye","type":"equipment","img":"systems/cyphersystem/icons/items/equipment.svg","system":{"version":2,"description":"

As contemporary @UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.bDMBtEm9XdnhteBW]{AR glasses}, but directly incorporated into the brain as cortical implant. Incorporation grants eidetic memory, the ability to link senses between authorized users within network range, and some control over brain chemistry, granting an asset on all tasks the user attempts to control or moderate their own reactions.

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Any of a variety of pill-like concentrations of nano-scale robots designed to activate once taken by mouth. Nano tab pills are usually designed for health interventions, though some also provide additional physical benefits. A general-use nano tab adds 1 to all recovery rolls made by user for one day.

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Provides user full mobility via combination of micro thrusters, retractable wheels, and maglev levitation in all environments (from microgravity to full gravity), often contains a variety of tools and enhancements that grant the user assets to common tasks (possibly including a built-in weapon system). If customized to do so for an additional very expensive cost, can extend a fairing, enabling the omnichair to act as a sort of space suit/miniature spacecraft at need.

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Reasonably accurate vision in complete darkness, up to 100 m (330 feet).

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As @UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.0jI5Ra72w3IKOSmm]{general nano tab}, but explosively distributes nano-threads deep into the body, turning it into mostly weaponry, effectively granting five posthuman upgrade power shifts. However, this quickly burns out the user, who dies within a solar standard month.

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As @UUID[Compendium.cyphersystem-compendium.equipment-modern.WOJ75BLfqqViZ57w]{tent}, but filters out poisonous atmospheres. Can be used in vacuum in an emergency for a few hours of air, but the taut fabric is given to tearing (GM intrusions triggered by rolling a 1 on d20 cause it to rip).

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A pod large enough to contain a human, with internal mechanisms and power able to safely put a person into a deep state of arrested metabolism for about a hundred years, unless the program ends sooner or the pod is opened from the exterior. Each hundred years thereafter, the hibernating human must succeed on a Might defense task. The difficulty begins at 1, but increases by +1 every few hundred years that pass.

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\n
\n
\n
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As @UUID[Compendium.cyphersystem-compendium.equipment-modern.hgTu27wPLWOd8KEF]{satellite phone}, but so small it can be worn as a stylish insignia or badge on a cuff, chest, pendant, or carried in a pocket; as a ring worn on a finger, earlobe, or other pierced appropriate or pierced body part; or threaded into a tattoo on wrist or back of hand. Has full voice functionality, including on-the-fly translation (for languages in a network-connected database), and audibly duplicates most smartphone functions.

\n
\n
\n
\n
","archived":false,"basic":{"level":3,"quantity":1},"rollButton":{"pool":"Pool","skill":"Practiced","assets":0,"effort1":0,"effort2":0,"effort3":0,"stepModifier":"eased","additionalSteps":0,"additionalCost":0,"damage":0,"damagePerLOE":3,"teen":"","bonus":0}},"ownership":{"default":0,"k2TkElLx959B0lm5":3},"_stats":{"systemId":"cyphersystem","systemVersion":"2.3.0","coreVersion":"10.291","createdTime":null,"modifiedTime":1676622449552,"lastModifiedBy":"yThCrv1jSfPXOC2U"}} +{"name":"4D printer","type":"equipment","img":"systems/cyphersystem/icons/items/equipment.svg","system":{"version":2,"description":"

Prints a variety of basic objects, including protein bars, parts, wires, tools, and even small powered devices and equipment of up to level 4 and that are expensive or less. Requires special feedstock, which is an expensive cost to replace after every dozen or so uses, though items printed by the 4D printer can be recycled, extending the feedstock supply accordingly. Many long-haul spacecraft seek to obtain a 4D printer because having one significantly reduces the amount of material that must otherwise be carried.

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As @UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.VPuTXIrIBiWdLzS2]{grav-assist exoskin}, but integrated memory fibers ease all tasks related to Speed.

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As @UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.VPuTXIrIBiWdLzS2]{grav-assist exoskin}, but high-tensile effectors ease all tasks related to Might.

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Gravity-assist boots provide two free levels for Effort for jumping and running tasks. In addition, wearer can fall from any height safely if prepared for the descent.

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As @UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.UKCYgXD5jZbYcJ6g]{remedial serum}, but allows user to ignore the many deleterious physiological effects of acceleration and high-G maneuvers (of up to 15 Gs) for one hour (or of up to 20 Gs for a few minutes). Users are likely unable to move under high G, but won’t pass out, have a stroke, cardiac arrest, etc.—at least, not immediately. Prolonged use may still lead to all these outcomes.

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Facemask generates a variable forcefield around wearer that provides comfortable temperature and atmo to wearer in poisonous atmospheres, underwater, or in vacuum, for several hours, even without a space suit.

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As @UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.UKCYgXD5jZbYcJ6g]{remedial serum}, but grants a Might task eased by four steps to withstand and clear poison from the user’s system and provides similar poison resistance for one day.

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Next-generation materials repel water, increase oxygen consumption, and shape swimmer’s body to better swimming ideal; provides two free levels of Effort to swimming tasks.

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A thin metallic (but comfortable, padded) headset that rests on the temples and induces a deep (dreamless) sleep state for a specified period, usually no more than three to six hours. Fail-safes can be set to bring a user out of sleep if loud noises, movement, someone addresses the sleeper, or other triggers occur. Users find themselves extremely well rested after each use.

","archived":false,"basic":{"level":4,"quantity":1}},"effects":[],"flags":{},"_stats":{"systemId":"cyphersystem","systemVersion":"2.3.0","coreVersion":"10.291","createdTime":1676551845306,"modifiedTime":1676620345743,"lastModifiedBy":"yThCrv1jSfPXOC2U"},"_id":"9YOYf6HaHx2vnoqO","folder":null,"sort":0,"ownership":{"default":0,"yThCrv1jSfPXOC2U":3}} +{"name":"Instabulb, coffee","type":"equipment","img":"systems/cyphersystem/icons/items/equipment.svg","system":{"version":2,"description":"

Coin-like disc; percolates and swells when water is added, becoming a sealed bulb filled with aromatic hot coffee. Other beverages can be had in the same form factor, suitable for travel and drinking in zero G.

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As @UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.LyUOH2V2zQqlIcgG]{trail rations (1 day)}, but bar either provides enough nutrition for one day of food or one free recovery roll.

","archived":false,"basic":{"level":3,"quantity":1}},"effects":[],"flags":{},"_stats":{"systemId":"cyphersystem","systemVersion":"2.3.0","coreVersion":"10.291","createdTime":1676540421816,"modifiedTime":1676622809764,"lastModifiedBy":"yThCrv1jSfPXOC2U"},"_id":"C1ciooDHuh8t3Ax8","folder":null,"sort":0,"ownership":{"default":0,"yThCrv1jSfPXOC2U":3}} +{"name":"Shipmind","type":"equipment","img":"systems/cyphersystem/icons/items/equipment.svg","system":{"version":2,"description":"

A shipmind is a sim AI that exists within a single spacecraft or starship, with the ability to control many aspects of vehicle functions as necessary to supplement a crew, or sometimes in lieu of a crew. Shipminds each have their own simulated personality, emulating consciousness, though in most cases, they are not actually conscious. Having a shipmind installed on a spacecraft is immensely helpful, as it can oversee many basic functions. A shipmind usually accomplishes tasks at the level of the ship in which it is installed.

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Provides bright light within 9 m (30 feet) for several hours before requiring new batteries/a charge.

","archived":false,"basic":{"level":3,"quantity":1},"rollButton":{"pool":"Pool","skill":"Practiced","assets":0,"effort1":0,"effort2":0,"effort3":0,"stepModifier":"eased","additionalSteps":0,"additionalCost":0,"damage":0,"damagePerLOE":3,"teen":"","bonus":0}},"ownership":{"default":0,"k2TkElLx959B0lm5":3},"_stats":{"systemId":"cyphersystem","systemVersion":"2.3.0","coreVersion":"10.291","createdTime":null,"modifiedTime":1676537148133,"lastModifiedBy":"yThCrv1jSfPXOC2U"}} +{"name":"Exo-hand","type":"equipment","img":"systems/cyphersystem/icons/items/equipment.svg","system":{"version":2,"description":"

A fully functional prosthetic arm and hand, which could replace a lost limb, or be wired into user’s nervous system, which gives the user an additional gripping appendage useful in a variety of situations where other people would have their hands full. Attacks (and other tasks requiring precise dexterity) made with an exo-hand are hindered by two steps.

","archived":false,"basic":{"level":5,"quantity":1}},"effects":[],"flags":{},"_stats":{"systemId":"cyphersystem","systemVersion":"2.3.0","coreVersion":"10.291","createdTime":1676539474727,"modifiedTime":1676620345741,"lastModifiedBy":"yThCrv1jSfPXOC2U"},"_id":"DwgrKQ5Cl68N0Hlg","folder":null,"sort":0,"ownership":{"default":0,"yThCrv1jSfPXOC2U":3}} +{"name":"Probe drone","type":"equipment","img":"systems/cyphersystem/icons/items/equipment.svg","system":{"version":2,"description":"

More advanced version of a contemporary @UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.jLk7OEFUciTaBVbW]{research drone} that can be deployed to other planets and even star systems to gather environmental and tactical information, which is transmitted back. If forced to defend itself, this level 6 robot has Armor 3 and two long-range energy blasts each round that inflict 8 points of damage each.

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A quality, well-packed backpack can carry a surprising amount of gear, including a sleeping bag.

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Enables and eases tasks to climb buildings or cliffs. Includes 15 m (50 feet) of nylon rope.

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A bulky piece of equipment that takes a few days to set up and calibrate. Useful for ship-to-ship communication for “tight” beaming information; even highly focused lasers spread out to several miles after only traveling a few light-seconds, diminishing their usefulness. Also doubles as a spacecraft weapon system (but all attack tasks using it are hindered).

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As @UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.jLk7OEFUciTaBVbW]{research drone}, except without the suite of analysis tools, providing only audible and visual feeds back to controller (if there is one), but with physical options; tactile drones can accomplish routine tasks and attempt those of level 4 or less, or allow a remote operator to attempt more difficult tasks at a distance.

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As @UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.UKCYgXD5jZbYcJ6g]{remedial serum}, but protects against the two most common dangers to human physiology from extended trips into space and long-term exposure to zero G and radiation, which most notably include DNA breakage from cosmic rays and bone and muscle deterioration from microgravity. An ampule of space-fit serum lasts for about a month.

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As @UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.468IRJZrRuKshDCX]{hibernation pod}, but suspends time for target indefinitely, until program ends or pod is opened.

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Moderately priced non-novelty cuffs restrain targets at the wrists, hindering tasks to break free by two steps.

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As @UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.Uf5nyYca5pUIbjDH]{programmable tattoo}, but images can be animated to run in a loop, or visually respond with limited reactivity to certain audible or other cues. Some come implanted with sim AIs for conversation and interaction.

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Protects a wearer from vacuum and allows basic normal activities in space. Requires about four rounds to put on and seal (going quicker risks a bad seal). Provides about ten hours of atmo in a vacuum without refurbishment. Extremely limited maneuvering thrusters provide a couple of opportunities to correct a poorly aimed jump through zero G. Shipboots are usually built in.

\n
\n

“Atmo” is the catch-all term for oxygenated, breathable air and livable pressure.

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Smartphone-like device customized for analysis; provides an asset for identifying tasks.

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Provides 24 hours of atmosphere and +10 to Armor against extreme temperatures.

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As @UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.GoMgtgauSRSK84hS]{laser array}, but collimates gamma rays, which diverge far less quickly than light, allowing communication between planets. Also doubles as a spacecraft weapon system (but all attack tasks using it are hindered).

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As duct tape, but programmable matter embedded in fabric provides two assets to all tasks related to repair using the tape and taping things together. Each roll has about ten uses.

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This mobile fusion power source (with metal handles for easy transport) masses about 30 kg (70 pounds); it generates power through fusion. Provides power to nearly any device short of a spacecraft for a variable period depending on power requirements.

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A full-body suit similar to a space suit, but only rated for regions of low pressure (not vacuum) such as is typically found on Mars. Some come integrated with breathers (at double the cost).

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Provides two assets to stealth tasks.

","archived":false,"basic":{"level":4,"quantity":1},"rollButton":{"pool":"Pool","skill":"Practiced","assets":0,"effort1":0,"effort2":0,"effort3":0,"stepModifier":"eased","additionalSteps":0,"additionalCost":0,"damage":0,"damagePerLOE":3,"teen":"","bonus":0}},"ownership":{"default":0,"k2TkElLx959B0lm5":3},"_stats":{"systemId":"cyphersystem","systemVersion":"2.3.0","coreVersion":"10.291","createdTime":null,"modifiedTime":1676631966421,"lastModifiedBy":"yThCrv1jSfPXOC2U"}} +{"name":"Serum, remedial","type":"equipment","img":"systems/cyphersystem/icons/items/equipment.svg","system":{"version":2,"description":"

“Serum” is an often-used term for an ampule of artificially engineered blood and plasma that provides some kind of benefit. Serums of all types are generally dispensed from an autodoc, but may also be obtained as individual units, or in packs or cases. An ampule of remedial serum grants the user 3 points they can add to any Pool. It also has the benefit of relieving hangover symptoms.

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With time and talent, someone with a programmable tattoo implant can completely alter the designs that appear on their skin, modifying lines and color. A small alteration requires only a few rounds, but a full-body tattoo change, assuming any artistry at all is involved, may take a few days to complete.

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As @UUID[Compendium.cyphersystem-compendium.equipment-sci-fi.bDMBtEm9XdnhteBW]{AR glasses}, but are lenses fitted to the eye. Also called “smartacs.”

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Powered anthropomorphic exoskeleton allows completely normal function in high gravity environments of up to 5 G. Exoskins are related to loader mechs. Increase the cost category by one to grant +1 Armor.

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Renders wearer essentially invisible save for hardly-noticeable distortions for up to ten minutes. Provides one asset and one free level of Effort to stealth tasks.

\n
\n

An ability granting a free level of Effort usually must be unlocked by the application of at least one level of Effort, in effect providing one more level of Effort than what was paid for.

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","archived":false,"basic":{"level":5,"quantity":1}},"effects":[],"flags":{},"_stats":{"systemId":"cyphersystem","systemVersion":"2.3.0","coreVersion":"10.291","createdTime":1676539281720,"modifiedTime":1676620345740,"lastModifiedBy":"yThCrv1jSfPXOC2U"},"_id":"WeIB4mBZbd8cqmEY","folder":null,"sort":0,"ownership":{"default":0,"yThCrv1jSfPXOC2U":3}} +{"name":"Multicorder","type":"equipment","img":"systems/cyphersystem/icons/items/equipment.svg","system":{"version":2,"description":"

Handheld device provides two assets and one free level of Effort to any perception, analysis, or computing task that the device’s multiple sensors (including radio, gravimetric, chemical, visual, audio, and others) within short range. Analysis requires only one round to complete.

\n
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An ability granting a free level of Effort usually must be unlocked by the application of at least one level of Effort, in effect providing one more level of Effort than what was paid for

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Handheld toolgrip manifests a sonic effector field that serves as a multifunctional tool in a wide variety of circumstances. Suitable for picking a lock, unscrewing a bolt, analyzing the interior of an object, as a microphone, for tracking movement, hacking electronics, charging electronics, or even tuned to a high-intensity beam that can blind nearby targets for a round. The sonic toolgrip eases all tasks by two steps.

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Cheap, mass-produced one-size-fits-all vacuum-protection “suit” (sometimes they look more like a bag) of thin polymer suitable for emergency decompression events but not for long-term use. Can be put on and sealed with one action, but any physical action taken while wearing one is subject to automatic GM intrusions on a d20 die roll of 1 or 2. If a roll triggers a GM intrusion, the suit tears.

","archived":false,"basic":{"level":2,"quantity":1}},"effects":[],"flags":{},"_stats":{"systemId":"cyphersystem","systemVersion":"2.3.0","coreVersion":"10.291","createdTime":1676538863145,"modifiedTime":1676620345743,"lastModifiedBy":"yThCrv1jSfPXOC2U"},"_id":"Z1phBcHN73wUnnBP","folder":null,"sort":0,"ownership":{"default":0,"yThCrv1jSfPXOC2U":3}} +{"name":"Lock infiltrator","type":"equipment","img":"systems/cyphersystem/icons/items/equipment.svg","effects":[],"folder":null,"sort":0,"flags":{},"_id":"ZOz0Fit7uAvEjIPA","system":{"version":2,"description":"

Advanced tech electronic and digital locks are amazingly advanced—so is this item that provides an asset to picking them (including a surelock).

","archived":false,"basic":{"level":5,"quantity":1},"rollButton":{"pool":"Pool","skill":"Practiced","assets":0,"effort1":0,"effort2":0,"effort3":0,"stepModifier":"eased","additionalSteps":0,"additionalCost":0,"damage":0,"damagePerLOE":3,"teen":"","bonus":0}},"ownership":{"default":0,"k2TkElLx959B0lm5":3},"_stats":{"systemId":"cyphersystem","systemVersion":"2.3.0","coreVersion":"10.291","createdTime":null,"modifiedTime":1676539464092,"lastModifiedBy":"yThCrv1jSfPXOC2U"}} +{"name":"Courier","type":"equipment","img":"systems/cyphersystem/icons/items/equipment.svg","system":{"version":2,"description":"

Essentially a tiny rocket that can exceed human-rated Gs to “quickly” deliver messages across planetary distances if radio (via DSM network), laser, or even graser communication is deemed too susceptible to interception by a third party. A courier must be launched in a micro-gravity environment.

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Handheld device emits magnetic induction field that activates the reward circuit in the user’s brain, creating sudden ecstasy and joy for a pre-set period of time. Addiction is possible, though better models have an ebbing mode that helps put users back into their right minds gradually.

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Fist-sized device that fuzzes frequencies all across the spectrum, hindering all electronic perception and surveillance tasks within short range by five steps.

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Large metallic suitcase composed of programmable matter that, with instruction, can convert itself into nearly any object or piece of equipment of an equal or lower level or price, excluding artifacts and manifest cyphers. The replicated object can be converted back to its base state as a separate action.

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Chewable tablet that speeds the breakdown of blood alcohol while also dissolving the toxic breakdown products of natural alcohol processing, leaving a user sober and free of a hangover within ten minutes.

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Pack-sized kit that eases any healing task, or up to four free recovery rolls. Also usually has a variety of serum types. (Each use requires a depletion roll of 1 on a [[/r d10]]; if depleted, autodoc supplies are used up, and it must be refilled as an expensive cost.)

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A bulky piece of equipment that takes a few days to set up and calibrate, and which requires enormous power per use, allows instantaneous communication between two points even across interstellar distances.

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Handheld device causes the molecules of two touching physical surfaces of up to level 8 to truly blend, forming a seamless bond stronger than even the most advanced glue.

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Portable 15 cm (6 inch) cube with many inputs and readouts (and network connections). Eases any research task where small-scale perception could provide additional information by two steps, though analysis requires about ten minutes.

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Transmits at long range.

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Transmits at long range.

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Any footwear that allows variable magnetic adhesion to a surface; cancels the hindrance to all physical actions suffered by those acting in zero-gravity conditions.

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Cuts through substances of up to level 9 after a few rounds of application.

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Use: 

GM Intrusion: 

","settings":{"general":{"initiativeBonus":0,"hideArchive":false},"equipment":{"ammo":{"active":false},"attacks":{"active":false},"armor":{"active":false},"cyphers":{"active":false,"label":""},"artifacts":{"active":false,"label":""},"oddities":{"active":false,"label":""},"materials":{"active":false,"label":""}},"skills":{},"abilities":{}},"teen":{"pools":{},"basic":{},"settings":{}},"biography":null},"ownership":{"default":0,"PuTLyROJQSt4BKQW":3},"prototypeToken":{"name":"Yellow","displayName":20,"actorLink":false,"width":1,"height":1,"lockRotation":false,"rotation":0,"alpha":1,"light":{"alpha":0.5,"angle":360,"bright":0,"coloration":1,"dim":0,"luminosity":0.5,"saturation":0,"contrast":0,"shadows":0,"animation":{"speed":5,"intensity":5,"reverse":false,"type":null},"darkness":{"min":0,"max":1},"color":null,"attenuation":0.3},"disposition":0,"displayBars":40,"bar1":{"attribute":"pools.health"},"bar2":{"attribute":"basic.level"},"flags":{"barbrawl":{"resourceBars":{"bar1":{"order":0,"id":"bar1","attribute":"health","max":null,"mincolor":"#FF0000","maxcolor":"#80FF00","visibility":40,"position":"bottom-inner"},"bar2":{"order":1,"id":"bar2","attribute":"level","max":null,"mincolor":"#000080","maxcolor":"#80B3FF","visibility":40,"position":"top-inner"}}}},"randomImg":false,"texture":{"src":"modules/cyphersystem-compendium/icons/meeple-yellow.png","tint":null,"scaleX":1,"scaleY":1,"offsetX":0,"offsetY":0,"rotation":0},"sight":{"angle":360,"enabled":false,"range":0,"brightness":1,"visionMode":"basic","color":null,"attenuation":0.1,"saturation":0,"contrast":0},"detectionModes":[]},"_stats":{"systemId":"cyphersystem","systemVersion":"2.3.0","coreVersion":"10.291","createdTime":null,"modifiedTime":1676797808793,"lastModifiedBy":"yThCrv1jSfPXOC2U"}} +{"_id":"vhy03MPzK7XFodwy","name":"Blue (level 1)","type":"npc","img":"modules/cyphersystem-compendium/icons/meeple-blue.png","items":[],"effects":[],"folder":null,"sort":0,"flags":{"core":{"sourceId":"Actor.ROQm5GRGAG8tn0V6"}},"system":{"version":2,"basic":{"level":1},"pools":{"health":{"value":3,"max":3}},"combat":{"damage":1,"armor":0},"description":"","notes":"

[Description]

Motive: 

Environment: 

Movement: 

Modifications: 

Combat: 

Interaction: 

Use: 

GM Intrusion: 

","settings":{"general":{"initiativeBonus":0,"hideArchive":false},"equipment":{"ammo":{"active":false},"attacks":{"active":false},"armor":{"active":false},"cyphers":{"active":false,"label":""},"artifacts":{"active":false,"label":""},"oddities":{"active":false,"label":""},"materials":{"active":false,"label":""}},"skills":{},"abilities":{}},"teen":{"pools":{},"basic":{},"settings":{}},"biography":null},"ownership":{"default":0,"PuTLyROJQSt4BKQW":3},"prototypeToken":{"name":"Blue","displayName":20,"actorLink":false,"width":1,"height":1,"lockRotation":false,"rotation":0,"alpha":1,"light":{"alpha":0.5,"angle":360,"bright":0,"coloration":1,"dim":0,"luminosity":0.5,"saturation":0,"contrast":0,"shadows":0,"animation":{"speed":5,"intensity":5,"reverse":false,"type":null},"darkness":{"min":0,"max":1},"color":null,"attenuation":0.3},"disposition":0,"displayBars":40,"bar1":{"attribute":"pools.health"},"bar2":{"attribute":"basic.level"},"flags":{"barbrawl":{"resourceBars":{"bar1":{"order":0,"id":"bar1","attribute":"health","max":null,"mincolor":"#FF0000","maxcolor":"#80FF00","visibility":40,"position":"bottom-inner"},"bar2":{"order":1,"id":"bar2","attribute":"level","max":null,"mincolor":"#000080","maxcolor":"#80B3FF","visibility":40,"position":"top-inner"}}}},"randomImg":false,"texture":{"src":"modules/cyphersystem-compendium/icons/meeple-blue.png","tint":null,"scaleX":1,"scaleY":1,"offsetX":0,"offsetY":0,"rotation":0},"sight":{"angle":360,"enabled":false,"range":0,"brightness":1,"visionMode":"basic","color":null,"attenuation":0.1,"saturation":0,"contrast":0},"detectionModes":[]},"_stats":{"systemId":"cyphersystem","systemVersion":"2.3.0","coreVersion":"10.291","createdTime":null,"modifiedTime":1676797808604,"lastModifiedBy":"yThCrv1jSfPXOC2U"}} +{"name":"Grey (level 4)","type":"npc","img":"modules/cyphersystem-compendium/icons/meeple-grey.png","items":[],"effects":[],"folder":null,"sort":0,"flags":{"core":{"sourceId":"Actor.ROQm5GRGAG8tn0V6"}},"_id":"w0Md8io4TB6VZAks","system":{"version":2,"basic":{"level":4},"pools":{"health":{"value":12,"max":12}},"combat":{"damage":4,"armor":0},"description":"","notes":"

[Description]

Motive: 

Environment: 

Movement: 

Modifications: 

Combat: 

Interaction: 

Use: 

GM Intrusion: 

","settings":{"general":{"initiativeBonus":0,"hideArchive":false},"equipment":{"ammo":{"active":false},"attacks":{"active":false},"armor":{"active":false},"cyphers":{"active":false,"label":""},"artifacts":{"active":false,"label":""},"oddities":{"active":false,"label":""},"materials":{"active":false,"label":""}},"skills":{},"abilities":{}},"teen":{"pools":{},"basic":{},"settings":{}},"biography":null},"ownership":{"default":0,"PuTLyROJQSt4BKQW":3},"prototypeToken":{"name":"Grey","displayName":20,"actorLink":false,"width":1,"height":1,"lockRotation":false,"rotation":0,"alpha":1,"light":{"alpha":0.5,"angle":360,"bright":0,"coloration":1,"dim":0,"luminosity":0.5,"saturation":0,"contrast":0,"shadows":0,"animation":{"speed":5,"intensity":5,"reverse":false,"type":null},"darkness":{"min":0,"max":1},"color":null,"attenuation":0.3},"disposition":0,"displayBars":40,"bar1":{"attribute":"pools.health"},"bar2":{"attribute":"basic.level"},"flags":{"barbrawl":{"resourceBars":{"bar1":{"order":0,"id":"bar1","attribute":"health","max":null,"mincolor":"#FF0000","maxcolor":"#80FF00","visibility":40,"position":"bottom-inner"},"bar2":{"order":1,"id":"bar2","attribute":"level","max":null,"mincolor":"#000080","maxcolor":"#80B3FF","visibility":40,"position":"top-inner"}}}},"randomImg":false,"texture":{"src":"modules/cyphersystem-compendium/icons/meeple-grey.png","tint":null,"scaleX":1,"scaleY":1,"offsetX":0,"offsetY":0,"rotation":0},"sight":{"angle":360,"enabled":false,"range":0,"brightness":1,"visionMode":"basic","color":null,"attenuation":0.1,"saturation":0,"contrast":0},"detectionModes":[]},"_stats":{"systemId":"cyphersystem","systemVersion":"2.3.0","coreVersion":"10.291","createdTime":null,"modifiedTime":1676797808693,"lastModifiedBy":"yThCrv1jSfPXOC2U"}} +{"_id":"wVegYfuTDnlqXTQy","name":"Red (level 9)","type":"npc","img":"modules/cyphersystem-compendium/icons/meeple-red.png","items":[],"effects":[],"folder":null,"sort":0,"flags":{"core":{"sourceId":"Actor.ROQm5GRGAG8tn0V6"}},"system":{"version":2,"basic":{"level":9},"pools":{"health":{"value":27,"max":27}},"combat":{"damage":9,"armor":0},"description":"","notes":"

[Description]

Motive: 

Environment: 

Movement: 

Modifications: 

Combat: 

Interaction: 

Use: 

GM Intrusion: 

","settings":{"general":{"initiativeBonus":0,"hideArchive":false},"equipment":{"ammo":{"active":false},"attacks":{"active":false},"armor":{"active":false},"cyphers":{"active":false,"label":""},"artifacts":{"active":false,"label":""},"oddities":{"active":false,"label":""},"materials":{"active":false,"label":""}},"skills":{},"abilities":{}},"teen":{"pools":{},"basic":{},"settings":{}},"biography":null},"ownership":{"default":0,"PuTLyROJQSt4BKQW":3},"prototypeToken":{"name":"Red","displayName":20,"actorLink":false,"width":1,"height":1,"lockRotation":false,"rotation":0,"alpha":1,"light":{"alpha":0.5,"angle":360,"bright":0,"coloration":1,"dim":0,"luminosity":0.5,"saturation":0,"contrast":0,"shadows":0,"animation":{"speed":5,"intensity":5,"reverse":false,"type":null},"darkness":{"min":0,"max":1},"color":null,"attenuation":0.3},"disposition":0,"displayBars":40,"bar1":{"attribute":"pools.health"},"bar2":{"attribute":"basic.level"},"flags":{"barbrawl":{"resourceBars":{"bar1":{"order":0,"id":"bar1","attribute":"health","max":null,"mincolor":"#FF0000","maxcolor":"#80FF00","visibility":40,"position":"bottom-inner"},"bar2":{"order":1,"id":"bar2","attribute":"level","max":null,"mincolor":"#000080","maxcolor":"#80B3FF","visibility":40,"position":"top-inner"}}}},"randomImg":false,"texture":{"src":"modules/cyphersystem-compendium/icons/meeple-red.png","tint":null,"scaleX":1,"scaleY":1,"offsetX":0,"offsetY":0,"rotation":0},"sight":{"angle":360,"enabled":false,"range":0,"brightness":1,"visionMode":"basic","color":null,"attenuation":0.1,"saturation":0,"contrast":0},"detectionModes":[]},"_stats":{"systemId":"cyphersystem","systemVersion":"2.3.0","coreVersion":"10.291","createdTime":null,"modifiedTime":1676797808790,"lastModifiedBy":"yThCrv1jSfPXOC2U"}} {"_id":"zehnuV6Iu4qxkUsH","name":"Yellow (level 9)","type":"npc","img":"modules/cyphersystem-compendium/icons/meeple-yellow.png","items":[],"effects":[],"folder":null,"sort":0,"flags":{"core":{"sourceId":"Actor.ROQm5GRGAG8tn0V6"}},"system":{"version":2,"basic":{"level":9},"pools":{"health":{"value":27,"max":27}},"combat":{"damage":9,"armor":0},"description":"","notes":"

[Description]

Motive: 

Environment: 

Movement: 

Modifications: 

Combat: 

Interaction: 

Use: 

GM Intrusion: 

","settings":{"general":{"initiativeBonus":0,"hideArchive":false},"equipment":{"ammo":{"active":false},"attacks":{"active":false},"armor":{"active":false},"cyphers":{"active":false,"label":""},"artifacts":{"active":false,"label":""},"oddities":{"active":false,"label":""},"materials":{"active":false,"label":""}},"skills":{},"abilities":{}},"teen":{"pools":{},"basic":{},"settings":{}},"biography":null},"ownership":{"default":0,"PuTLyROJQSt4BKQW":3},"prototypeToken":{"name":"Yellow","displayName":20,"actorLink":false,"width":1,"height":1,"lockRotation":false,"rotation":0,"alpha":1,"light":{"alpha":0.5,"angle":360,"bright":0,"coloration":1,"dim":0,"luminosity":0.5,"saturation":0,"contrast":0,"shadows":0,"animation":{"speed":5,"intensity":5,"reverse":false,"type":null},"darkness":{"min":0,"max":1},"color":null,"attenuation":0.3},"disposition":0,"displayBars":50,"bar1":{"attribute":"health"},"bar2":{"attribute":"level"},"flags":{"barbrawl":{"resourceBars":{"bar1":{"order":0,"id":"bar1","attribute":"health","max":null,"mincolor":"#FF0000","maxcolor":"#80FF00","visibility":40,"position":"bottom-inner"},"bar2":{"order":1,"id":"bar2","attribute":"level","max":null,"mincolor":"#000080","maxcolor":"#80B3FF","visibility":40,"position":"top-inner"}}}},"randomImg":false,"texture":{"src":"modules/cyphersystem-compendium/icons/meeple-yellow.png","tint":null,"scaleX":1,"scaleY":1,"offsetX":0,"offsetY":0,"rotation":0},"sight":{"angle":360,"enabled":false,"range":0,"brightness":1,"visionMode":"basic","color":null,"attenuation":0.1,"saturation":0,"contrast":0},"detectionModes":[]},"_stats":{"systemId":"cyphersystem","systemVersion":"2.0.0-a1","coreVersion":"10.286","createdTime":null,"modifiedTime":1664959731888,"lastModifiedBy":"rLeavHPrdkq6xjNt"}} diff --git a/packs/npcs.db b/packs/npcs.db index 6ef67b2..22158ae 100644 --- a/packs/npcs.db +++ b/packs/npcs.db @@ -1,9 +1,17 @@ -{"_id":"17FhJIqwNpdkCE3Q","name":"Detective","type":"npc","img":"icons/svg/mystery-man.svg","items":[],"effects":[],"folder":null,"sort":0,"flags":{},"system":{"version":2,"basic":{"level":3},"pools":{"health":{"value":12,"max":12}},"combat":{"damage":4,"armor":0},"description":"","notes":"

Detectives are usually veterans of their organization (such as the police, city watch, marshals, space command, and so on) with extensive experience. Some detectives are freelance sleuths whose uncanny ability to see the truth comes from personal training combined with an underlying talent for noticing clues that others miss.

\n

Motive: Solve the crime

\n

Health: 12

\n

Damage Inflicted: 4 points

\n

Movement: Short

\n

Modifications: Tasks relating to perception, intuition, initiative, and detecting falsehoods as level 6

\n

Combat: Detectives prefer to outwit their foes rather than engage in a straight-up fight. Even then, most conflicts occur in a place and time of the detective’s choosing, preferably in the presence of their allies. A detective can deduce weaknesses of their enemies (if any) and exploit them in combat.

\n

Interaction: Some detectives are insufferable know-it-alls. Others have learned that humility is also a useful tool for getting answers from people.

\n

Use: To the PCs, detectives can be obstacles (a detective is on their trail), allies (a detective helps them assemble clues), or both, but the sleuths are rarely a way for the characters to hand off responsibility for accomplishing a hard task.

\n

Loot: Aside from their weapons, most detectives have currency equivalent to a very expensive item and a cypher.

\n

GM Intrusion: The detective intuits the character’s next attack and moves perfectly so that an ally of the character takes the attack instead.

","settings":{"general":{"initiativeBonus":0,"hideArchive":false},"equipment":{"ammo":{"active":false},"attacks":{"active":false},"armor":{"active":false},"cyphers":{"active":false,"label":""},"artifacts":{"active":false,"label":""},"oddities":{"active":false,"label":""},"materials":{"active":false,"label":""}},"skills":{},"abilities":{}},"teen":{"pools":{},"basic":{},"settings":{}}},"ownership":{"default":0,"N1n5f3sdQOJFmoJe":3},"prototypeToken":{"name":"Detective","displayName":20,"actorLink":false,"width":1,"height":1,"lockRotation":false,"rotation":0,"alpha":1,"light":{"alpha":0.5,"angle":360,"bright":0,"coloration":1,"dim":0,"luminosity":0.5,"saturation":0,"contrast":0,"shadows":0,"animation":{"speed":5,"intensity":5,"reverse":false,"type":null},"darkness":{"min":0,"max":1},"attenuation":0.5,"color":null},"disposition":0,"displayBars":40,"bar1":{"attribute":"health"},"bar2":{"attribute":"level"},"flags":{},"randomImg":false,"texture":{"src":"icons/svg/mystery-man.svg","scaleX":1,"scaleY":1,"offsetX":0,"offsetY":0,"rotation":0,"tint":null},"sight":{"angle":360,"enabled":false,"range":0,"brightness":1,"visionMode":"basic","color":null,"attenuation":0.1,"saturation":0,"contrast":0},"detectionModes":[]},"_stats":{"systemId":"cyphersystem","systemVersion":"2.0.0-a1","coreVersion":"10.286","createdTime":null,"modifiedTime":1664959732925,"lastModifiedBy":"rLeavHPrdkq6xjNt"}} -{"_id":"IXoOu0XGctC51WFn","name":"Cannibal","type":"npc","img":"icons/svg/mystery-man.svg","items":[],"effects":[],"folder":null,"sort":0,"flags":{},"system":{"version":2,"basic":{"level":3},"pools":{"health":{"value":12,"max":12}},"combat":{"damage":3,"armor":0},"description":"","notes":"

Level 3, deception and other interaction tasks as level 6; health 12

","settings":{"general":{"initiativeBonus":0,"hideArchive":false},"equipment":{"ammo":{"active":false},"attacks":{"active":false},"armor":{"active":false},"cyphers":{"active":false,"label":""},"artifacts":{"active":false,"label":""},"oddities":{"active":false,"label":""},"materials":{"active":false,"label":""}},"skills":{},"abilities":{}},"teen":{"pools":{},"basic":{},"settings":{}}},"ownership":{"default":0,"N1n5f3sdQOJFmoJe":3},"prototypeToken":{"name":"Cannibal","displayName":20,"actorLink":false,"width":1,"height":1,"lockRotation":false,"rotation":0,"alpha":1,"light":{"alpha":0.5,"angle":360,"bright":0,"coloration":1,"dim":0,"luminosity":0.5,"saturation":0,"contrast":0,"shadows":0,"animation":{"speed":5,"intensity":5,"reverse":false,"type":null},"darkness":{"min":0,"max":1},"attenuation":0.5,"color":null},"disposition":0,"displayBars":40,"bar1":{"attribute":"health"},"bar2":{"attribute":"level"},"flags":{},"randomImg":false,"texture":{"src":"icons/svg/mystery-man.svg","scaleX":1,"scaleY":1,"offsetX":0,"offsetY":0,"rotation":0,"tint":null},"sight":{"angle":360,"enabled":false,"range":0,"brightness":1,"visionMode":"basic","color":null,"attenuation":0.1,"saturation":0,"contrast":0},"detectionModes":[]},"_stats":{"systemId":"cyphersystem","systemVersion":"2.0.0-a1","coreVersion":"10.286","createdTime":null,"modifiedTime":1664959732878,"lastModifiedBy":"rLeavHPrdkq6xjNt"}} -{"_id":"SMQHtX6tTqzNShpA","name":"Secret agent","type":"npc","img":"icons/svg/mystery-man.svg","items":[],"effects":[],"folder":null,"sort":0,"flags":{},"system":{"version":2,"basic":{"level":5},"pools":{"health":{"value":15,"max":15}},"combat":{"damage":5,"armor":0},"description":"","notes":"

Secret agents are trained professionals who put their mission before their own well-being, regardless of which government agency, corporation, guild, or kingdom employs them. An agent operates under a fake cover, perhaps as an envoy, inspector, technician, actor, tourist, or bumbling fool.

\n

Motive: Accomplish the goals of the employer while maintaining cover

\n

Health: 15

\n

Damage Inflicted: 5 points

\n

Movement: Short

\n

Modifications: Tasks related to disguise and deceiving as level 6

\n

Combat: A secret agent always has a covert, unexpected backup weapon that they can use to make a surprise attack, such as a ring or glove with a hidden poisoned needle (dealing 5 points of Speed damage that ignore Armor), a fake tooth filled with poison gas to blow in a victim’s face (inducing sleep for ten minutes), or a ring with a miniature gun.

\n

Interaction: Secret agents are confident, masterful, and always give the impression of being one step ahead of the game, even when caught off guard.

\n

Use: As an ally, a secret agent can guide the PCs to their next mission, fill in gaps in their knowledge, and warn them of dangers. If the characters encounter an unfriendly agent, the NPC likely pretends to be a friend.

\n

Loot: Agents typically have currency equivalent to an expensive item, a couple of cyphers, tools for spying and maintaining their cover, and possibly an artifact.

\n

GM Intrusion: The secret agent produces a cypher that, for the rest of the day, eases all tasks by two steps.

","settings":{"general":{"initiativeBonus":0,"hideArchive":false},"equipment":{"ammo":{"active":false},"attacks":{"active":false},"armor":{"active":false},"cyphers":{"active":false,"label":""},"artifacts":{"active":false,"label":""},"oddities":{"active":false,"label":""},"materials":{"active":false,"label":""}},"skills":{},"abilities":{}},"teen":{"pools":{},"basic":{},"settings":{}}},"ownership":{"default":0,"N1n5f3sdQOJFmoJe":3},"prototypeToken":{"name":"Secret agent","displayName":20,"actorLink":false,"width":1,"height":1,"lockRotation":false,"rotation":0,"alpha":1,"light":{"alpha":0.5,"angle":360,"bright":0,"coloration":1,"dim":0,"luminosity":0.5,"saturation":0,"contrast":0,"shadows":0,"animation":{"speed":5,"intensity":5,"reverse":false,"type":null},"darkness":{"min":0,"max":1},"attenuation":0.5,"color":null},"disposition":0,"displayBars":40,"bar1":{"attribute":"health"},"bar2":{"attribute":"level"},"flags":{},"randomImg":false,"texture":{"src":"icons/svg/mystery-man.svg","scaleX":1,"scaleY":1,"offsetX":0,"offsetY":0,"rotation":0,"tint":null},"sight":{"angle":360,"enabled":false,"range":0,"brightness":1,"visionMode":"basic","color":null,"attenuation":0.1,"saturation":0,"contrast":0},"detectionModes":[]},"_stats":{"systemId":"cyphersystem","systemVersion":"2.0.0-a1","coreVersion":"10.286","createdTime":null,"modifiedTime":1664959733081,"lastModifiedBy":"rLeavHPrdkq6xjNt"}} +{"_id":"17FhJIqwNpdkCE3Q","name":"Detective","type":"npc","img":"icons/svg/mystery-man.svg","items":[],"effects":[],"folder":null,"sort":0,"flags":{},"system":{"version":2,"basic":{"level":3},"pools":{"health":{"value":12,"max":12}},"combat":{"damage":4,"armor":0},"description":"","notes":"

Detectives are usually veterans of their organization (such as the police, city watch, marshals, space command, and so on) with extensive experience. Some detectives are freelance sleuths whose uncanny ability to see the truth comes from personal training combined with an underlying talent for noticing clues that others miss.

\n

Motive: Solve the crime

\n

Health: 12

\n

Damage Inflicted: 4 points

\n

Movement: Short

\n

Modifications: Tasks relating to perception, intuition, initiative, and detecting falsehoods as level 6

\n

Combat: Detectives prefer to outwit their foes rather than engage in a straight-up fight. Even then, most conflicts occur in a place and time of the detective’s choosing, preferably in the presence of their allies. A detective can deduce weaknesses of their enemies (if any) and exploit them in combat.

\n

Interaction: Some detectives are insufferable know-it-alls. Others have learned that humility is also a useful tool for getting answers from people.

\n

Use: To the PCs, detectives can be obstacles (a detective is on their trail), allies (a detective helps them assemble clues), or both, but the sleuths are rarely a way for the characters to hand off responsibility for accomplishing a hard task.

\n

Loot: Aside from their weapons, most detectives have currency equivalent to a very expensive item and a cypher.

\n

GM Intrusion: The detective intuits the character’s next attack and moves perfectly so that an ally of the character takes the attack instead.

","settings":{"general":{"initiativeBonus":0,"hideArchive":false},"equipment":{"ammo":{"active":false},"attacks":{"active":false},"armor":{"active":false},"cyphers":{"active":false,"label":""},"artifacts":{"active":false,"label":""},"oddities":{"active":false,"label":""},"materials":{"active":false,"label":""}},"skills":{},"abilities":{}},"teen":{"pools":{},"basic":{},"settings":{}}},"ownership":{"default":0,"N1n5f3sdQOJFmoJe":3},"prototypeToken":{"name":"Detective","displayName":20,"actorLink":false,"width":1,"height":1,"lockRotation":false,"rotation":0,"alpha":1,"light":{"alpha":0.5,"angle":360,"bright":0,"coloration":1,"dim":0,"luminosity":0.5,"saturation":0,"contrast":0,"shadows":0,"animation":{"speed":5,"intensity":5,"reverse":false,"type":null},"darkness":{"min":0,"max":1},"attenuation":0.5,"color":null},"disposition":0,"displayBars":40,"bar1":{"attribute":"pools.health"},"bar2":{"attribute":"basic.level"},"flags":{},"randomImg":false,"texture":{"src":"icons/svg/mystery-man.svg","scaleX":1,"scaleY":1,"offsetX":0,"offsetY":0,"rotation":0,"tint":null},"sight":{"angle":360,"enabled":false,"range":0,"brightness":1,"visionMode":"basic","color":null,"attenuation":0.1,"saturation":0,"contrast":0},"detectionModes":[]},"_stats":{"systemId":"cyphersystem","systemVersion":"2.3.0","coreVersion":"10.291","createdTime":null,"modifiedTime":1676797809434,"lastModifiedBy":"yThCrv1jSfPXOC2U"}} +{"name":"Thief","type":"npc","img":"icons/svg/mystery-man.svg","system":{"version":2,"basic":{"level":4},"pools":{"health":{"value":12,"max":12}},"combat":{"damage":4,"armor":1},"description":"","notes":"

A thief takes things that don’t belong to them—preferably with their victim remaining unaware of the crime until the thief is safely away. Burglars and pickpockets are the most common sort, but ambitious thieves are known to plan elaborate heists to steal priceless items from prominent targets.

\n

Motive: Greed, curiosity, risk

\n

Health: 12

\n

Damage Inflicted: 4 points

\n

Armor: 1

\n

Movement: Short

\n

Modifications: Balancing, climbing, perception, pickpocketing, and stealth as level 5

\n

Combat: Thieves prefer small concealable weapons—knives, batons, and so on—so they can quickly make themselves look like an innocent bystander. Their goal is to escape, not kill, so they often rely on tricks like caltrops, spilled oil, and smoke pellets to distract or delay foes and give themselves an opportunity to get away. They aren’t above using poison, typically a sleep poison that knocks out a foe for ten minutes on a failed Might defense task.

\n

Interaction: Thieves run a broad range of personalities—nervous, arrogant, quietly confident, sarcastic, and more. They like to know the risks and rewards of what they’ll be doing, and they don’t like surprises.

\n

Use: A cocky thief steals an item from a character and returns it to prove their skills are up to the task. A gang of pickpockets targets a character’s jewelry or cyphers.

\n

Loot: Thieves usually carry light tools, a few small weapons, miscellaneous equipment for creating a distraction, and a cypher they plan to use or sell.

","settings":{"general":{"initiativeBonus":0,"hideArchive":false},"equipment":{"ammo":{"active":false},"attacks":{"active":false},"armor":{"active":false},"cyphers":{"active":false,"label":""},"artifacts":{"active":false,"label":""},"oddities":{"active":false,"label":""},"materials":{"active":false,"label":""}}}},"prototypeToken":{"name":"Thief","displayName":20,"actorLink":false,"texture":{"src":"icons/svg/mystery-man.svg","scaleX":1,"scaleY":1,"offsetX":0,"offsetY":0,"rotation":0,"tint":null},"width":1,"height":1,"lockRotation":false,"rotation":0,"alpha":1,"disposition":0,"displayBars":40,"bar1":{"attribute":"pools.health"},"bar2":{"attribute":"basic.level"},"light":{"alpha":0.5,"angle":360,"bright":0,"color":null,"coloration":1,"dim":0,"attenuation":0.5,"luminosity":0.5,"saturation":0,"contrast":0,"shadows":0,"animation":{"type":null,"speed":5,"intensity":5,"reverse":false},"darkness":{"min":0,"max":1}},"sight":{"enabled":false,"range":null,"angle":360,"visionMode":"basic","color":null,"attenuation":0.1,"brightness":0,"saturation":0,"contrast":0},"detectionModes":[],"flags":{},"randomImg":false},"items":[],"effects":[],"ownership":{"default":0,"yThCrv1jSfPXOC2U":3},"flags":{"core":{"sourceId":"Actor.Vdgq5A8jGXepj03T"}},"_stats":{"systemId":"cyphersystem","systemVersion":"2.3.0","coreVersion":"10.291","createdTime":1676297009445,"modifiedTime":1676797809463,"lastModifiedBy":"yThCrv1jSfPXOC2U"},"folder":null,"sort":0,"_id":"304aXmNe69L41vJm"} +{"name":"Halfling","type":"npc","img":"icons/svg/mystery-man.svg","system":{"version":2,"basic":{"level":3},"pools":{"health":{"value":9,"max":9}},"combat":{"damage":3,"armor":0},"description":"","notes":"

A halfling is fond of the comforts of home, but adventures and exploration are the fodder of great stories told over tea or dinner, or in a fireside chat. Quick, resourceful, and easy to get along with, halflings fit right in with brave big folk as scouts, burglars, and loyal companions.

\n

Motive: Defense, comfort

\n

Health: 9

\n

Damage Inflicted: 3 points

\n

Armor: 0 or 1

\n

Movement: Short

\n

Modifications: Intellect defense, pleasant social interactions, and stealth as level 4

\n

Combat: Halflings are remarkably skilled with knives, clubs, slings, and small bows. They prefer not to fight larger creatures head on; instead they stay at range, plan ambushes to quickly overwhelm opponents, or team up with a larger ally so they can attack a foe’s back and legs.

\n

Interaction: Halflings enjoy the company of larger folks as long as they aren’t mocked for their size. They’re brave and determined when they need to be, though some might complain about wanting to go home.

\n

Use: A young halfling wants to have some adventures before settling down. The local thieves’ guild is said to employ halflings as lookouts and cutpurses, sometimes disguised as human children.

\n

Loot: In addition to their weapons (and perhaps some light armor) and food, a halfling might have an interesting cypher or two. Most carry several useful moderately priced items, or an expensive item such as an heirloom snuff box or a nice bag of tools.

","settings":{"general":{"initiativeBonus":0,"hideArchive":false},"equipment":{"ammo":{"active":false},"attacks":{"active":false},"armor":{"active":false},"cyphers":{"active":false,"label":""},"artifacts":{"active":false,"label":""},"oddities":{"active":false,"label":""},"materials":{"active":false,"label":""}}}},"prototypeToken":{"name":"Halfling","displayName":20,"actorLink":false,"texture":{"src":"icons/svg/mystery-man.svg","scaleX":1,"scaleY":1,"offsetX":0,"offsetY":0,"rotation":0,"tint":null},"width":1,"height":1,"lockRotation":false,"rotation":0,"alpha":1,"disposition":0,"displayBars":40,"bar1":{"attribute":"pools.health"},"bar2":{"attribute":"basic.level"},"light":{"alpha":0.5,"angle":360,"bright":0,"color":null,"coloration":1,"dim":0,"attenuation":0.5,"luminosity":0.5,"saturation":0,"contrast":0,"shadows":0,"animation":{"type":null,"speed":5,"intensity":5,"reverse":false},"darkness":{"min":0,"max":1}},"sight":{"enabled":false,"range":null,"angle":360,"visionMode":"basic","color":null,"attenuation":0.1,"brightness":0,"saturation":0,"contrast":0},"detectionModes":[],"flags":{},"randomImg":false},"items":[],"effects":[],"ownership":{"default":0,"yThCrv1jSfPXOC2U":3},"flags":{"core":{"sourceId":"Actor.qQUwwcpGi4xmSYrT"}},"_stats":{"systemId":"cyphersystem","systemVersion":"2.3.0","coreVersion":"10.291","createdTime":1676296853572,"modifiedTime":1676797809449,"lastModifiedBy":"yThCrv1jSfPXOC2U"},"folder":null,"sort":0,"_id":"GhPBAwKo12vG6ycV"} +{"_id":"IXoOu0XGctC51WFn","name":"Cannibal","type":"npc","img":"icons/svg/mystery-man.svg","items":[],"effects":[],"folder":null,"sort":0,"flags":{},"system":{"version":2,"basic":{"level":3},"pools":{"health":{"value":12,"max":12}},"combat":{"damage":3,"armor":0},"description":"","notes":"

Level 3, deception and other interaction tasks as level 6; health 12

","settings":{"general":{"initiativeBonus":0,"hideArchive":false},"equipment":{"ammo":{"active":false},"attacks":{"active":false},"armor":{"active":false},"cyphers":{"active":false,"label":""},"artifacts":{"active":false,"label":""},"oddities":{"active":false,"label":""},"materials":{"active":false,"label":""}},"skills":{},"abilities":{}},"teen":{"pools":{},"basic":{},"settings":{}}},"ownership":{"default":0,"N1n5f3sdQOJFmoJe":3},"prototypeToken":{"name":"Cannibal","displayName":20,"actorLink":false,"width":1,"height":1,"lockRotation":false,"rotation":0,"alpha":1,"light":{"alpha":0.5,"angle":360,"bright":0,"coloration":1,"dim":0,"luminosity":0.5,"saturation":0,"contrast":0,"shadows":0,"animation":{"speed":5,"intensity":5,"reverse":false,"type":null},"darkness":{"min":0,"max":1},"attenuation":0.5,"color":null},"disposition":0,"displayBars":40,"bar1":{"attribute":"pools.health"},"bar2":{"attribute":"basic.level"},"flags":{},"randomImg":false,"texture":{"src":"icons/svg/mystery-man.svg","scaleX":1,"scaleY":1,"offsetX":0,"offsetY":0,"rotation":0,"tint":null},"sight":{"angle":360,"enabled":false,"range":0,"brightness":1,"visionMode":"basic","color":null,"attenuation":0.1,"saturation":0,"contrast":0},"detectionModes":[]},"_stats":{"systemId":"cyphersystem","systemVersion":"2.3.0","coreVersion":"10.291","createdTime":null,"modifiedTime":1676797809424,"lastModifiedBy":"yThCrv1jSfPXOC2U"}} +{"name":"Paladin","type":"npc","img":"icons/svg/mystery-man.svg","system":{"version":2,"basic":{"level":4},"pools":{"health":{"value":15,"max":15}},"combat":{"damage":5,"armor":2},"description":"","notes":"

Paladins are heroes who swear a holy oath to vanquish evil. Their power and righteousness are a gift and a heavy burden, and most of them expect to die in battle against an evil foe.

\n

Motive: Protecting the innocent, destroying evil

\n

Health: 15

\n

Damage Inflicted: 5 points

\n

Armor: 2 or 3

\n

Movement: Short

\n

Modifications: Attacks and Might defense as level 5

\n

Combat: Paladins like flashy weapons and shiny armor, which help them show their devotion to the ideals of goodness and draw the attention of evil foes. Many choose a two-handed weapon, but some prefer using a shield in their off hand (defense-oriented paladins like these inflict only 4 points of damage with their attacks but gain an asset on Speed defense).

\n

Blessed by the powers of good, paladins can draw on innate holy magic for several purposes, such as detecting the presence of supernatural evil (demons, evil dragons, undead, and so on), restoring 4 health to themselves or a touched creature, smiting an evil foe to inflict an additional 4 points of damage, or breaking free of mind control.

\n

Interaction: Paladins have big personalities and strongly believe in their purpose and goals. They have no tolerance for evil acts and are unwilling to look the other way when their allies want to bend the rules or take advantage of a “grey area.” However, they are not fools and won’t throw away their lives for nothing.

\n

Use: A paladin lays claim to a foe the characters are seeking or have captured. An old paladin is looking for one last villain to smite.

\n

Loot: In addition to their weapons and armor, paladins might have one or two cyphers. More experienced ones might be lucky enough to have an artifact (usually a weapon or armor).

","settings":{"general":{"initiativeBonus":0,"hideArchive":false},"equipment":{"ammo":{"active":false},"attacks":{"active":false},"armor":{"active":false},"cyphers":{"active":false,"label":""},"artifacts":{"active":false,"label":""},"oddities":{"active":false,"label":""},"materials":{"active":false,"label":""}}}},"prototypeToken":{"name":"Paladin","displayName":20,"actorLink":false,"texture":{"src":"icons/svg/mystery-man.svg","scaleX":1,"scaleY":1,"offsetX":0,"offsetY":0,"rotation":0,"tint":null},"width":1,"height":1,"lockRotation":false,"rotation":0,"alpha":1,"disposition":0,"displayBars":40,"bar1":{"attribute":"pools.health"},"bar2":{"attribute":"basic.level"},"light":{"alpha":0.5,"angle":360,"bright":0,"color":null,"coloration":1,"dim":0,"attenuation":0.5,"luminosity":0.5,"saturation":0,"contrast":0,"shadows":0,"animation":{"type":null,"speed":5,"intensity":5,"reverse":false},"darkness":{"min":0,"max":1}},"sight":{"enabled":false,"range":null,"angle":360,"visionMode":"basic","color":null,"attenuation":0.1,"brightness":0,"saturation":0,"contrast":0},"detectionModes":[],"flags":{},"randomImg":false},"items":[],"effects":[],"ownership":{"default":0,"yThCrv1jSfPXOC2U":3},"flags":{"core":{"sourceId":"Actor.ft0FHKoM3vcZSoTZ"}},"_stats":{"systemId":"cyphersystem","systemVersion":"2.3.0","coreVersion":"10.291","createdTime":1676296925662,"modifiedTime":1676797809453,"lastModifiedBy":"yThCrv1jSfPXOC2U"},"folder":null,"sort":0,"_id":"KFNbjtstq9MzI2og"} +{"_id":"SMQHtX6tTqzNShpA","name":"Secret agent","type":"npc","img":"icons/svg/mystery-man.svg","items":[],"effects":[],"folder":null,"sort":0,"flags":{},"system":{"version":2,"basic":{"level":5},"pools":{"health":{"value":15,"max":15}},"combat":{"damage":5,"armor":0},"description":"","notes":"

Secret agents are trained professionals who put their mission before their own well-being, regardless of which government agency, corporation, guild, or kingdom employs them. An agent operates under a fake cover, perhaps as an envoy, inspector, technician, actor, tourist, or bumbling fool.

\n

Motive: Accomplish the goals of the employer while maintaining cover

\n

Health: 15

\n

Damage Inflicted: 5 points

\n

Movement: Short

\n

Modifications: Tasks related to disguise and deceiving as level 6

\n

Combat: A secret agent always has a covert, unexpected backup weapon that they can use to make a surprise attack, such as a ring or glove with a hidden poisoned needle (dealing 5 points of Speed damage that ignore Armor), a fake tooth filled with poison gas to blow in a victim’s face (inducing sleep for ten minutes), or a ring with a miniature gun.

\n

Interaction: Secret agents are confident, masterful, and always give the impression of being one step ahead of the game, even when caught off guard.

\n

Use: As an ally, a secret agent can guide the PCs to their next mission, fill in gaps in their knowledge, and warn them of dangers. If the characters encounter an unfriendly agent, the NPC likely pretends to be a friend.

\n

Loot: Agents typically have currency equivalent to an expensive item, a couple of cyphers, tools for spying and maintaining their cover, and possibly an artifact.

\n

GM Intrusion: The secret agent produces a cypher that, for the rest of the day, eases all tasks by two steps.

","settings":{"general":{"initiativeBonus":0,"hideArchive":false},"equipment":{"ammo":{"active":false},"attacks":{"active":false},"armor":{"active":false},"cyphers":{"active":false,"label":""},"artifacts":{"active":false,"label":""},"oddities":{"active":false,"label":""},"materials":{"active":false,"label":""}},"skills":{},"abilities":{}},"teen":{"pools":{},"basic":{},"settings":{}}},"ownership":{"default":0,"N1n5f3sdQOJFmoJe":3},"prototypeToken":{"name":"Secret agent","displayName":20,"actorLink":false,"width":1,"height":1,"lockRotation":false,"rotation":0,"alpha":1,"light":{"alpha":0.5,"angle":360,"bright":0,"coloration":1,"dim":0,"luminosity":0.5,"saturation":0,"contrast":0,"shadows":0,"animation":{"speed":5,"intensity":5,"reverse":false,"type":null},"darkness":{"min":0,"max":1},"attenuation":0.5,"color":null},"disposition":0,"displayBars":40,"bar1":{"attribute":"pools.health"},"bar2":{"attribute":"basic.level"},"flags":{},"randomImg":false,"texture":{"src":"icons/svg/mystery-man.svg","scaleX":1,"scaleY":1,"offsetX":0,"offsetY":0,"rotation":0,"tint":null},"sight":{"angle":360,"enabled":false,"range":0,"brightness":1,"visionMode":"basic","color":null,"attenuation":0.1,"saturation":0,"contrast":0},"detectionModes":[]},"_stats":{"systemId":"cyphersystem","systemVersion":"2.3.0","coreVersion":"10.291","createdTime":null,"modifiedTime":1676797809455,"lastModifiedBy":"yThCrv1jSfPXOC2U"}} {"_id":"T49YQrtaJRk1stLD","name":"Wizard, mighty","type":"npc","img":"icons/svg/mystery-man.svg","items":[],"effects":[],"folder":null,"sort":0,"flags":{},"system":{"version":2,"basic":{"level":8},"pools":{"health":{"value":40,"max":40}},"combat":{"damage":8,"armor":0},"description":"","notes":"

Some wizards learn so many spells and accumulate so much lore that they become incredibly powerful. Some work for a higher purpose, whereas others are concerned only with themselves.

\n

Motive: Seek powerful sources of magic (to collect or to keep safe)

\n

Health: 40

\n

Damage Inflicted: 8 points

\n

Movement: Short

\n

Modifications: All tasks related to knowledge of arcane lore as level 9

\n

Combat: When a wizard makes a long-range attack with their staff or strikes someone with it, arcane energy damages the target and, if desired, all creatures the wizard selects within short range of the target. Targets that are within immediate range of the wizard when they take damage are thrown out of immediate range.

\n

A mighty wizard knows many spells, including spells that grant +5 to Armor for an hour, spells of teleportation, spells of finding, and so on. A wizard also likely carries several cyphers useful in combat.

\n

Interaction: Care should be taken when negotiating with wizards because they are subtle and quick to anger. Even when negotiations succeed, a wizard’s suggestions are usually cryptic and open to interpretation. A mighty wizard might be convinced to teach a character how to cast a spell.

\n

Use: A wizard is putting together a team to challenge a great foe, and the PCs fit the bill.

\n

Loot: A mighty wizard has [[/r 1d6]] cyphers.

\n

GM Intrusion: The wizard casts two spells as a single action instead of just one.

","settings":{"general":{"initiativeBonus":0,"hideArchive":false},"equipment":{"ammo":{"active":false},"attacks":{"active":false},"armor":{"active":false},"cyphers":{"active":false,"label":""},"artifacts":{"active":false,"label":""},"oddities":{"active":false,"label":""},"materials":{"active":false,"label":""}},"skills":{},"abilities":{}},"teen":{"pools":{},"basic":{},"settings":{}}},"ownership":{"default":0,"N1n5f3sdQOJFmoJe":3},"prototypeToken":{"name":"Wizard, mighty","displayName":20,"actorLink":false,"width":1,"height":1,"lockRotation":false,"rotation":0,"alpha":1,"light":{"alpha":0.5,"angle":360,"bright":0,"coloration":1,"dim":0,"luminosity":0.5,"saturation":0,"contrast":0,"shadows":0,"animation":{"speed":5,"intensity":5,"reverse":false,"type":null},"darkness":{"min":0,"max":1},"attenuation":0.5,"color":null},"disposition":0,"displayBars":40,"bar1":{"attribute":"health"},"bar2":{"attribute":"level"},"flags":{},"randomImg":false,"texture":{"src":"icons/svg/mystery-man.svg","scaleX":1,"scaleY":1,"offsetX":0,"offsetY":0,"rotation":0,"tint":null},"sight":{"angle":360,"enabled":false,"range":0,"brightness":1,"visionMode":"basic","color":null,"attenuation":0.1,"saturation":0,"contrast":0},"detectionModes":[]},"_stats":{"systemId":"cyphersystem","systemVersion":"2.0.0-a1","coreVersion":"10.286","createdTime":null,"modifiedTime":1664959733137,"lastModifiedBy":"rLeavHPrdkq6xjNt"}} -{"_id":"dxKy262U5XR9IQdV","name":"Thug","type":"npc","img":"icons/svg/mystery-man.svg","items":[],"effects":[],"folder":null,"sort":0,"flags":{},"system":{"version":2,"basic":{"level":3},"pools":{"health":{"value":9,"max":9}},"combat":{"damage":4,"armor":1},"description":"","notes":"

Thugs are usually rough, crude, and harsh individuals who prey on those who follow the rules. A thug might be a streetwise drug dealer, a bandit who hunts lone travelers in the wilds, a savage warrior adroit with ranged weapons, or a cyberbully among pacifists. Most thugs work for themselves, but they may employ gangs of guards to help them conduct their business.

\n

Motive: Take what they want

\n

Health: 9

\n

Damage Inflicted: 4 points

\n

Armor: 1

\n

Movement: Short

\n

Combat: Thugs prefer ambushes, making ranged attacks from hiding if possible. Sometimes they spoil the ambush to issue an ultimatum before attacking: give us your valuables or you’ll be sorry.

\n

Interaction: Thugs are interested in money and power, which means they almost always accept bribes. If faced with a real threat, thugs usually retreat.

\n

Use: Thugs are everywhere, sometimes accompanied by guards who are equally malicious but not quite as powerful.

\n

Loot: A thug has currency equivalent to an inexpensive item in addition to weapons, shields, and light armor. One thug in a group might have a cypher.

\n

GM Intrusion: Another thug, hidden until just the right moment, appears and takes a shot with a ranged weapon before joining the fray.

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A crime boss usually isn’t physically powerful but wields power through lies, bribery, and control. Rarely encountered alone, they rely on guards, thugs, and other measures to provide physical security. A crime boss could be a petty noble, a mafia king, or the captain of a pirate ship that sails the seas or glides the space lanes.

\n

Motive: Money and power

\n

Health: 12

\n

Damage Inflicted: 5 points

\n

Armor: 1

\n

Movement: Short

\n

Modifications: Deception, persuasion, intimidation, and tasks related to friendly interaction as level 7

\n

Combat: Guards, thugs, and other followers deal 1 additional point of damage when the crime boss can see them and issue commands. If possible, crime bosses fight while mounted or in a vehicle, directing their followers from the rear of any conflict, concentrating first on issuing orders.

\n

Interaction: Crime bosses are committed to their plans, whatever those might be. Most bosses rely on a lieutenant or trusted thug to interact with people in their place.

\n

Use: A crime boss and their followers execute a heist on a secure location and take hostages when things go south. Someone must go in and talk to the crime boss to defuse the situation.

\n

Loot: A crime boss has currency equivalent to a very expensive item in addition to weapons, medium armor, and miscellaneous gear.

\n

GM Intrusion: The crime boss uses a clever trick or cypher to block all incoming attacks in a given round of combat.

","settings":{"general":{"initiativeBonus":0,"hideArchive":false},"equipment":{"ammo":{"active":false},"attacks":{"active":false},"armor":{"active":false},"cyphers":{"active":false,"label":""},"artifacts":{"active":false,"label":""},"oddities":{"active":false,"label":""},"materials":{"active":false,"label":""}},"skills":{},"abilities":{}},"teen":{"pools":{},"basic":{},"settings":{}}},"ownership":{"default":0,"N1n5f3sdQOJFmoJe":3},"prototypeToken":{"name":"Crime Boss","displayName":20,"actorLink":false,"width":1,"height":1,"lockRotation":false,"rotation":0,"alpha":1,"light":{"alpha":0.5,"angle":360,"bright":0,"coloration":1,"dim":0,"luminosity":0.5,"saturation":0,"contrast":0,"shadows":0,"animation":{"speed":5,"intensity":5,"reverse":false,"type":null},"darkness":{"min":0,"max":1},"attenuation":0.5,"color":null},"disposition":0,"displayBars":40,"bar1":{"attribute":"health"},"bar2":{"attribute":"level"},"flags":{},"randomImg":false,"texture":{"src":"icons/svg/mystery-man.svg","scaleX":1,"scaleY":1,"offsetX":0,"offsetY":0,"rotation":0,"tint":null},"sight":{"angle":360,"enabled":false,"range":0,"brightness":1,"visionMode":"basic","color":null,"attenuation":0.1,"saturation":0,"contrast":0},"detectionModes":[]},"_stats":{"systemId":"cyphersystem","systemVersion":"2.0.0-a1","coreVersion":"10.286","createdTime":null,"modifiedTime":1664959732905,"lastModifiedBy":"rLeavHPrdkq6xjNt"}} -{"_id":"mIkMohVYFvaiNwZB","name":"Occultist","type":"npc","img":"icons/svg/mystery-man.svg","items":[],"effects":[],"folder":null,"sort":0,"flags":{},"system":{"version":2,"basic":{"level":5},"pools":{"health":{"value":15,"max":15}},"combat":{"damage":5,"armor":0},"description":"","notes":"

Paranormal researchers, cultists, secret practitioners of white magic, and coven members might be occultists. Thanks to their study of the metaphysical, occultists learn several magical tricks, including the ability to summon or banish the dead.

\n

Health: 15

\n

Damage Inflicted: 5 points

\n

Movement: Short

\n

Modifications: Knowledge of occult topics and rituals as level 8; ability to detect lies and tricks as level 2

\n

Combat: An occultist has a charm or device for summoning a level 5 spirit or demon that will do their bidding for ten minutes. Some also have (or instead have) a spell, item, or device that inflicts 5 points of damage on normal creatures within long range, and 10 points of damage on a demon or spirit (or, instead of dealing extra damage, the effect confines the demon or spirit in some way).

\n

Interaction: Occultists are deeply concerned with spiritual or demonic matters and see those influences in all things, whether those influences exist or not. That makes them amenable to persuasion and deception, if couched in the language of spiritual influence.

\n

Use: To find a needed answer, the spirit of a dead person must be questioned. Alternatively, a haunting presence must be banished. Either way, the task requires an occultist.

\n

Loot: In addition to their clothing and mundane weapons, occultists have currency equivalent to an inexpensive item, a cypher, and possibly an artifact related to their power over spirits or demons.

\n

GM Intrusion: A bony hand erupts from the ground at the character’s feet. On a failed Speed defense roll, they are held in place until they succeed on a Might-based task to escape. Each round the character fails to escape, the hand squeezes for 3 points of damage.

","settings":{"general":{"initiativeBonus":0,"hideArchive":false},"equipment":{"ammo":{"active":false},"attacks":{"active":false},"armor":{"active":false},"cyphers":{"active":false,"label":""},"artifacts":{"active":false,"label":""},"oddities":{"active":false,"label":""},"materials":{"active":false,"label":""}},"skills":{},"abilities":{}},"teen":{"pools":{},"basic":{},"settings":{}}},"ownership":{"default":0,"N1n5f3sdQOJFmoJe":3},"prototypeToken":{"name":"Occultist","displayName":20,"actorLink":false,"width":1,"height":1,"lockRotation":false,"rotation":0,"alpha":1,"light":{"alpha":0.5,"angle":360,"bright":0,"coloration":1,"dim":0,"luminosity":0.5,"saturation":0,"contrast":0,"shadows":0,"animation":{"speed":5,"intensity":5,"reverse":false,"type":null},"darkness":{"min":0,"max":1},"attenuation":0.5,"color":null},"disposition":0,"displayBars":40,"bar1":{"attribute":"health"},"bar2":{"attribute":"level"},"flags":{},"randomImg":false,"texture":{"src":"icons/svg/mystery-man.svg","scaleX":1,"scaleY":1,"offsetX":0,"offsetY":0,"rotation":0,"tint":null},"sight":{"angle":360,"enabled":false,"range":0,"brightness":1,"visionMode":"basic","color":null,"attenuation":0.1,"saturation":0,"contrast":0},"detectionModes":[]},"_stats":{"systemId":"cyphersystem","systemVersion":"2.0.0-a1","coreVersion":"10.286","createdTime":null,"modifiedTime":1664959733011,"lastModifiedBy":"rLeavHPrdkq6xjNt"}} -{"_id":"rnq3fP5XVmqEmZWG","name":"Assassin","type":"npc","img":"icons/svg/mystery-man.svg","items":[],"effects":[],"folder":null,"sort":0,"flags":{},"system":{"version":2,"basic":{"level":6},"pools":{"health":{"value":18,"max":18}},"combat":{"damage":6,"armor":1},"description":"","notes":"

An assassin kills with poison, with high-velocity bullets from a distance, or by arranging for an unfortunate accident. Assassins accept contracts from governments, corporations, crime bosses, and aggrieved former partners, though some assassins pay themselves by tracking criminals anywhere to collect on “dead or alive” bounties.

\n

Motive: Murder (usually for hire)

\n

Health: 18

\n

Damage Inflicted: 6 points

\n

Armor: 1

\n

Movement: Short

\n

Modifications: Stealth and deception tasks as level 8; when attacking from hiding, melee and ranged attacks as level 7

\n

Combat: An assortment of small weapons are hidden about an assassin’s body. They can also coat their weapons or ammo with a level 6 poison that moves victims who fail a Might defense roll one step down the damage track.

\n

Interaction: Some assassins have a sort of integrity about their work and can’t be dissuaded from completing their contracts with bribes.

\n

Use: An assassin is greatly feared by anyone with powerful, wealthy enemies.

\n

Loot: Aside from their weapons and poisons, most assassins have currency equivalent to a very expensive item and maybe one or two cyphers.

\n

GM Intrusion: The character loses their next turn, stunned, after recognizing the assassin to be the same murderer who killed someone important to them in the past.

","settings":{"general":{"initiativeBonus":0,"hideArchive":false},"equipment":{"ammo":{"active":false},"attacks":{"active":false},"armor":{"active":false},"cyphers":{"active":false,"label":""},"artifacts":{"active":false,"label":""},"oddities":{"active":false,"label":""},"materials":{"active":false,"label":""}},"skills":{},"abilities":{}},"teen":{"pools":{},"basic":{},"settings":{}}},"ownership":{"default":0,"N1n5f3sdQOJFmoJe":3},"prototypeToken":{"name":"Assassin","displayName":20,"actorLink":false,"width":1,"height":1,"lockRotation":false,"rotation":0,"alpha":1,"light":{"alpha":0.5,"angle":360,"bright":0,"coloration":1,"dim":0,"luminosity":0.5,"saturation":0,"contrast":0,"shadows":0,"animation":{"speed":5,"intensity":5,"reverse":false,"type":null},"darkness":{"min":0,"max":1},"attenuation":0.5,"color":null},"disposition":0,"displayBars":40,"bar1":{"attribute":"health"},"bar2":{"attribute":"level"},"flags":{},"randomImg":false,"texture":{"src":"icons/svg/mystery-man.svg","scaleX":1,"scaleY":1,"offsetX":0,"offsetY":0,"rotation":0,"tint":null},"sight":{"angle":360,"enabled":false,"range":0,"brightness":1,"visionMode":"basic","color":null,"attenuation":0.1,"saturation":0,"contrast":0},"detectionModes":[]},"_stats":{"systemId":"cyphersystem","systemVersion":"2.0.0-a1","coreVersion":"10.286","createdTime":null,"modifiedTime":1664959732865,"lastModifiedBy":"rLeavHPrdkq6xjNt"}} -{"_id":"vamqtdZeooEZTvVA","name":"Guard","type":"npc","img":"icons/svg/mystery-man.svg","items":[],"effects":[],"folder":null,"sort":0,"flags":{},"system":{"version":2,"basic":{"level":2},"pools":{"health":{"value":8,"max":8}},"combat":{"damage":3,"armor":1},"description":"","notes":"

Guards keep the peace but don’t usually show much initiative. Ultimately, they do as they’re ordered by their superiors, regardless of legality. A guard might be a star trooper dressed in intimidating armor, a mall security guard, a beat police officer, or a mafia goon.

\n

(When attacked, guards always call for the help of other guards, if possible.)

\n

Motive: Keep the peace; follow orders

\n

Health: 8

\n

Damage Inflicted: 3 points

\n

Armor: 1 or 2

\n

Movement: Short

\n

Modifications: Perception as level 3

\n

Combat: Guards are not often wily, but they understand strength in numbers. If two or more guards attack the same target with at least one melee attack in the same round, the target’s Speed defense roll against those attacks is hindered.

\n

Interaction: Interacting with a guard typically involves one issue: does the PC want to do something that the guard has been told to prevent? If so, the PC could have a difficult time.

\n

Use: To the PCs, guards can be allies, obstacles, or both. Guards who serve the public good have their own duties and aren’t interested in doing the characters’ work for them.

\n

Loot: A guard has currency equivalent to an inexpensive item in addition to weapons, armor, and basic gear.

\n

GM Intrusion: [[/r 1d6]] local citizens intervene on the guard’s behalf, calling for more guards or even fighting the guard’s foes.

","settings":{"general":{"initiativeBonus":0,"hideArchive":false},"equipment":{"ammo":{"active":false},"attacks":{"active":false},"armor":{"active":false},"cyphers":{"active":false,"label":""},"artifacts":{"active":false,"label":""},"oddities":{"active":false,"label":""},"materials":{"active":false,"label":""}},"skills":{},"abilities":{}},"teen":{"pools":{},"basic":{},"settings":{}}},"ownership":{"default":0,"N1n5f3sdQOJFmoJe":3},"prototypeToken":{"name":"Guard","displayName":20,"actorLink":false,"width":1,"height":1,"lockRotation":false,"rotation":0,"alpha":1,"light":{"alpha":0.5,"angle":360,"bright":0,"coloration":1,"dim":0,"luminosity":0.5,"saturation":0,"contrast":0,"shadows":0,"animation":{"speed":5,"intensity":5,"reverse":false,"type":null},"darkness":{"min":0,"max":1},"attenuation":0.5,"color":null},"disposition":0,"displayBars":40,"bar1":{"attribute":"health"},"bar2":{"attribute":"level"},"flags":{},"randomImg":false,"texture":{"src":"icons/svg/mystery-man.svg","scaleX":1,"scaleY":1,"offsetX":0,"offsetY":0,"rotation":0,"tint":null},"sight":{"angle":360,"enabled":false,"range":0,"brightness":1,"visionMode":"basic","color":null,"attenuation":0.1,"saturation":0,"contrast":0},"detectionModes":[]},"_stats":{"systemId":"cyphersystem","systemVersion":"2.0.0-a1","coreVersion":"10.286","createdTime":null,"modifiedTime":1664959732939,"lastModifiedBy":"rLeavHPrdkq6xjNt"}} +{"name":"Elf","type":"npc","img":"icons/svg/mystery-man.svg","system":{"version":2,"basic":{"level":4},"pools":{"health":{"value":12,"max":12}},"combat":{"damage":5,"armor":1},"description":"","notes":"

An elf has a very long lifespan and tends to learn and abandon many skills and interests, including combat and magic. Elves are likely to wander in pursuit of something new and interesting, such as finding the tallest tree in the forest, the most beautiful sunset, or the perfect love song.

\n

Motive: Curiosity

\n

Health: 12

\n

Damage Inflicted: 5 points

\n

Armor: 1

\n

Movement: Short

\n

Modifications: Perception, Speed defense, and any two noncombat skills as level 5

\n

Combat: Elves usually fight with short or medium blades and delicate but deadly bows. Because of their subtle skill and fast reactions, their first attack in any combat inflicts an additional 2 points of damage.

\n

A typical elf might know a few minor spells, such as heating or chilling food, creating a bit of moonlight, and cleaning or repairing clothing.

\n

Interaction: Elves appreciate beauty, grace, and skill, and they don’t respond well to crudeness or bluster, especially from people decades or centuries younger than themselves. They are subtle in their insults but do have a sense of humor.

\n

Use: A group of young elves arrives in a city, wanting to see firsthand how the short-lived humans do things. An elf is said to have lived in the forest for a thousand years, listening to the secrets whispered by the trees.

\n

Loot: In addition to their weapons and light armor, an elf carries a few moderately priced (but extremely well-made) curios and mementos, and usually a cypher.

","settings":{"general":{"initiativeBonus":0,"hideArchive":false},"equipment":{"ammo":{"active":false},"attacks":{"active":false},"armor":{"active":false},"cyphers":{"active":false,"label":""},"artifacts":{"active":false,"label":""},"oddities":{"active":false,"label":""},"materials":{"active":false,"label":""}}}},"prototypeToken":{"name":"Elf","displayName":20,"actorLink":false,"texture":{"src":"icons/svg/mystery-man.svg","scaleX":1,"scaleY":1,"offsetX":0,"offsetY":0,"rotation":0,"tint":null},"width":1,"height":1,"lockRotation":false,"rotation":0,"alpha":1,"disposition":0,"displayBars":40,"bar1":{"attribute":"pools.health"},"bar2":{"attribute":"basic.level"},"light":{"alpha":0.5,"angle":360,"bright":0,"color":null,"coloration":1,"dim":0,"attenuation":0.5,"luminosity":0.5,"saturation":0,"contrast":0,"shadows":0,"animation":{"type":null,"speed":5,"intensity":5,"reverse":false},"darkness":{"min":0,"max":1}},"sight":{"enabled":false,"range":null,"angle":360,"visionMode":"basic","color":null,"attenuation":0.1,"brightness":0,"saturation":0,"contrast":0},"detectionModes":[],"flags":{},"randomImg":false},"items":[],"effects":[],"ownership":{"default":0,"yThCrv1jSfPXOC2U":3},"flags":{"core":{"sourceId":"Actor.JEZmk5ZLYT1tdA4x"}},"_stats":{"systemId":"cyphersystem","systemVersion":"2.3.0","coreVersion":"10.291","createdTime":1676296637981,"modifiedTime":1676797809445,"lastModifiedBy":"yThCrv1jSfPXOC2U"},"folder":null,"sort":0,"_id":"TiYuIwshoqqT4Bfh"} +{"name":"Druid","type":"npc","img":"icons/svg/mystery-man.svg","system":{"version":2,"basic":{"level":4},"pools":{"health":{"value":12,"max":12}},"combat":{"damage":4,"armor":1},"description":"","notes":"

A druid is a servant of a nature deity or the entirety of nature itself. Some have specific interests such as animals, plants, or storms, with greater powers relating to that devotion. Druids are leaders and advisors in some cultures, society-hating hermits in others.

\n

Motive: Protecting nature

\n

Health: 12

\n

Damage Inflicted: 4 points

\n

Armor: 1

\n

Movement: Short

\n

Modifications: Nature lore, perception, and stealth as level 5

\n

Combat: Druids use simple weapons crafted out of natural materials, such as spears, slings, and bows, as well as ritual tools such as daggers and sickles.

\n

A druid knows several spells, such as a short-range attack that uses electricity or fire, healing a touched creature for 4 health, calming and befriending animals, traveling quickly, controlling the weather within long range, transforming into an animal or plant, and manipulating the natural elements.

\n

A druid often has a loyal animal companion, such as a black bear, hawk, viper, or wolf.

\n
\n

@UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.p7RwEbxxv74Xy0NP]{Black bear}: level 3, attacks as level 4

\n

@UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.pNEII8Wup8xjZfuA]{Hawk}: level 2; flies a long distance each round

\n

@UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.ZIE2MSMDhhgqBRgl]{Viper}: level 2; bite inflicts 3 points of Speed damage (ignores Armor)

\n

@UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.4gJ7LYEkIlt16Epj]{Wolf}: level 3, perception as level 4

\n
\n

Interaction: Druids are cautious when dealing with city folk, and they act quickly to stop the reckless use of fire or exploitation of the wilds. They are generally on good terms with local animals and magical creatures of nature (faeries, sapient trees, satyrs, and so on).

\n

Use: A hermit druid comes to the aid of injured or lost characters in the wildlands. A druid has been attacking loggers and hunters who stray too far from civilization.

\n

Loot: In addition to weapons, light armor, and some moderately priced ritual items, a druid might have a couple of cyphers or perhaps an artifact.

","settings":{"general":{"initiativeBonus":0,"hideArchive":false},"equipment":{"ammo":{"active":false},"attacks":{"active":false},"armor":{"active":false},"cyphers":{"active":false,"label":""},"artifacts":{"active":false,"label":""},"oddities":{"active":false,"label":""},"materials":{"active":false,"label":""}}}},"prototypeToken":{"name":"Druid","displayName":20,"actorLink":false,"texture":{"src":"icons/svg/mystery-man.svg","scaleX":1,"scaleY":1,"offsetX":0,"offsetY":0,"rotation":0,"tint":null},"width":1,"height":1,"lockRotation":false,"rotation":0,"alpha":1,"disposition":0,"displayBars":40,"bar1":{"attribute":"pools.health"},"bar2":{"attribute":"basic.level"},"light":{"alpha":0.5,"angle":360,"bright":0,"color":null,"coloration":1,"dim":0,"attenuation":0.5,"luminosity":0.5,"saturation":0,"contrast":0,"shadows":0,"animation":{"type":null,"speed":5,"intensity":5,"reverse":false},"darkness":{"min":0,"max":1}},"sight":{"enabled":false,"range":null,"angle":360,"visionMode":"basic","color":null,"attenuation":0.1,"brightness":0,"saturation":0,"contrast":0},"detectionModes":[],"flags":{},"randomImg":false},"items":[],"effects":[],"ownership":{"default":0,"yThCrv1jSfPXOC2U":3},"flags":{"core":{"sourceId":"Actor.k6Xkuqu2e3aQc1R1"}},"_stats":{"systemId":"cyphersystem","systemVersion":"2.3.0","coreVersion":"10.291","createdTime":1676289632605,"modifiedTime":1676797809436,"lastModifiedBy":"yThCrv1jSfPXOC2U"},"folder":null,"sort":0,"_id":"V5QVSSrm7OUffjmg"} +{"name":"Berserker","type":"npc","img":"icons/svg/mystery-man.svg","system":{"version":2,"basic":{"level":3},"pools":{"health":{"value":12,"max":12}},"combat":{"damage":4,"armor":1},"description":"","notes":"

A berserker is a fierce warrior who can fly into a rage, greatly increasing their strength and hardiness. Many of them choose an animal such as a bear, wolf, or boar as their spiritual kin, wearing the skin of that animal and fighting like wild beasts.

\n

Motive: Glory in battle

\n

Health: 12

\n

Damage Inflicted: 4 points

\n

Armor: 1 (or 3 when berserk)

\n

Movement: Short

\n

Modifications: Climbing, jumping, running, and Speed defense as level 4

\n

Combat: Berserkers prefer large, heavy weapons such as axes, hammers, and greatswords, but they may use bows if they can’t easily get close to their foes.

\n

A berserker can enter a state of rage as part of their action. When raging, they gain +1 to Armor (including against fire), their melee attacks inflict an additional 2 points of damage, and their attacks, Might defense, and actions relying on strength (such as climbing and jumping) are eased by two steps. However, their Speed defense is hindered. A raging berserker fights only with melee weapons and won’t retreat from battle.

\n

Interaction: Berserkers are the elites of some warrior cultures and enjoy physical competitions such as wrestling, throwing heavy items, and feasting. They dislike weak and cowardly folk, and do not tolerate insults to their strength or honor.

\n

Use: A group of warriors is led by a mighty berserker looking for a challenging fight. A group of berserkers enters town and picks fights with the local toughs.

\n

Loot: In addition to their weapons and light armor, a berserker has one or two moderately priced items. The leader of a group might have a cypher that enhances strength or toughness.

","settings":{"general":{"initiativeBonus":0,"hideArchive":false},"equipment":{"ammo":{"active":false},"attacks":{"active":false},"armor":{"active":false},"cyphers":{"active":false,"label":""},"artifacts":{"active":false,"label":""},"oddities":{"active":false,"label":""},"materials":{"active":false,"label":""}}}},"prototypeToken":{"name":"Berserker","displayName":20,"actorLink":false,"texture":{"src":"icons/svg/mystery-man.svg","scaleX":1,"scaleY":1,"offsetX":0,"offsetY":0,"rotation":0,"tint":null},"width":1,"height":1,"lockRotation":false,"rotation":0,"alpha":1,"disposition":0,"displayBars":40,"bar1":{"attribute":"pools.health"},"bar2":{"attribute":"basic.level"},"light":{"alpha":0.5,"angle":360,"bright":0,"color":null,"coloration":1,"dim":0,"attenuation":0.5,"luminosity":0.5,"saturation":0,"contrast":0,"shadows":0,"animation":{"type":null,"speed":5,"intensity":5,"reverse":false},"darkness":{"min":0,"max":1}},"sight":{"enabled":false,"range":null,"angle":360,"visionMode":"basic","color":null,"attenuation":0.1,"brightness":0,"saturation":0,"contrast":0},"detectionModes":[],"flags":{},"randomImg":false},"items":[],"effects":[],"ownership":{"default":0,"yThCrv1jSfPXOC2U":3},"flags":{"core":{"sourceId":"Actor.dFKpZepVZPFWATQV"}},"_stats":{"systemId":"cyphersystem","systemVersion":"2.3.0","coreVersion":"10.291","createdTime":1676289381401,"modifiedTime":1676797809412,"lastModifiedBy":"yThCrv1jSfPXOC2U"},"folder":null,"sort":0,"_id":"XqO0yaE6PKE3vrZz"} +{"_id":"dxKy262U5XR9IQdV","name":"Thug","type":"npc","img":"icons/svg/mystery-man.svg","items":[],"effects":[],"folder":null,"sort":0,"flags":{},"system":{"version":2,"basic":{"level":3},"pools":{"health":{"value":9,"max":9}},"combat":{"damage":4,"armor":1},"description":"","notes":"

Thugs are usually rough, crude, and harsh individuals who prey on those who follow the rules. A thug might be a streetwise drug dealer, a bandit who hunts lone travelers in the wilds, a savage warrior adroit with ranged weapons, or a cyberbully among pacifists. Most thugs work for themselves, but they may employ gangs of guards to help them conduct their business.

\n

Motive: Take what they want

\n

Health: 9

\n

Damage Inflicted: 4 points

\n

Armor: 1

\n

Movement: Short

\n

Combat: Thugs prefer ambushes, making ranged attacks from hiding if possible. Sometimes they spoil the ambush to issue an ultimatum before attacking: give us your valuables or you’ll be sorry.

\n

Interaction: Thugs are interested in money and power, which means they almost always accept bribes. If faced with a real threat, thugs usually retreat.

\n

Use: Thugs are everywhere, sometimes accompanied by guards who are equally malicious but not quite as powerful.

\n

Loot: A thug has currency equivalent to an inexpensive item in addition to weapons, shields, and light armor. One thug in a group might have a cypher.

\n

GM Intrusion: Another thug, hidden until just the right moment, appears and takes a shot with a ranged weapon before joining the fray.

","settings":{"general":{"initiativeBonus":0,"hideArchive":false},"equipment":{"ammo":{"active":false},"attacks":{"active":false},"armor":{"active":false},"cyphers":{"active":false,"label":""},"artifacts":{"active":false,"label":""},"oddities":{"active":false,"label":""},"materials":{"active":false,"label":""}},"skills":{},"abilities":{}},"teen":{"pools":{},"basic":{},"settings":{}}},"ownership":{"default":0,"N1n5f3sdQOJFmoJe":3},"prototypeToken":{"name":"Thug","displayName":20,"actorLink":false,"width":1,"height":1,"lockRotation":false,"rotation":0,"alpha":1,"light":{"alpha":0.5,"angle":360,"bright":0,"coloration":1,"dim":0,"luminosity":0.5,"saturation":0,"contrast":0,"shadows":0,"animation":{"speed":5,"intensity":5,"reverse":false,"type":null},"darkness":{"min":0,"max":1},"attenuation":0.5,"color":null},"disposition":0,"displayBars":40,"bar1":{"attribute":"pools.health"},"bar2":{"attribute":"basic.level"},"flags":{},"randomImg":false,"texture":{"src":"icons/svg/mystery-man.svg","scaleX":1,"scaleY":1,"offsetX":0,"offsetY":0,"rotation":0,"tint":null},"sight":{"angle":360,"enabled":false,"range":0,"brightness":1,"visionMode":"basic","color":null,"attenuation":0.1,"saturation":0,"contrast":0},"detectionModes":[]},"_stats":{"systemId":"cyphersystem","systemVersion":"2.3.0","coreVersion":"10.291","createdTime":null,"modifiedTime":1676797809470,"lastModifiedBy":"yThCrv1jSfPXOC2U"}} +{"name":"Bard","type":"npc","img":"icons/svg/mystery-man.svg","system":{"version":2,"basic":{"level":3},"pools":{"health":{"value":3,"max":10}},"combat":{"damage":3,"armor":0},"description":"","notes":"

A bard uses the power of words and music to create magic that inspires and influences others. A typical bard plays a musical instrument and weaves song-spells that rival the magic of wizards and priests, but some use their voices, creating fascinating tales and dramatic speeches.

\n

Motive: Entertainment, interaction, and novel experiences

\n

Health: 10

\n

Damage Inflicted: 3 points

\n

Movement: Short

\n

Modifications: Music, oration, persuasion, stealth, and Speed defense as level 4

\n

Combat: Bards prefer weapons that rely on speed and agility, like daggers, rapiers, and small bows. Every other round, a bard can create a blast of pure sound that inflicts 3 points of damage (ignores Armor) to one target within short range.

\n

A bard knows several spells, such as adding +1 to recovery rolls of nearby creatures, making an indifferent creature friendly (or a hostile one indifferent) for a few minutes, deafening one opponent for hours, easing a physical task by two steps, turning invisible for a minute, or negating sound for a minute.

\n

Interaction: Bards are personable and easy to talk to, but they have a sharp wit and a sharper tongue when it comes to critics and tyrants. A bard would rather escape from a dangerous situation than fight to the death.

\n

Use: A bard ally often has useful information about the current situation, drawn from songs and folk tales. In a pinch, they can make do as a scout or spy, especially in an urban setting. An unfriendly bard mocks the characters and turns the will of a crowd against them.

\n

Loot: In addition to a musical instrument and a nice outfit for performing, bards usually have currency equivalent to a moderately priced item and one or two cyphers.

","settings":{"general":{"initiativeBonus":0,"hideArchive":false},"equipment":{"ammo":{"active":false},"attacks":{"active":false},"armor":{"active":false},"cyphers":{"active":false,"label":""},"artifacts":{"active":false,"label":""},"oddities":{"active":false,"label":""},"materials":{"active":false,"label":""}}}},"prototypeToken":{"name":"Bard","displayName":20,"actorLink":false,"texture":{"src":"icons/svg/mystery-man.svg","scaleX":1,"scaleY":1,"offsetX":0,"offsetY":0,"rotation":0,"tint":null},"width":1,"height":1,"lockRotation":false,"rotation":0,"alpha":1,"disposition":0,"displayBars":40,"bar1":{"attribute":"pools.health"},"bar2":{"attribute":"basic.level"},"light":{"alpha":0.5,"angle":360,"bright":0,"color":null,"coloration":1,"dim":0,"attenuation":0.5,"luminosity":0.5,"saturation":0,"contrast":0,"shadows":0,"animation":{"type":null,"speed":5,"intensity":5,"reverse":false},"darkness":{"min":0,"max":1}},"sight":{"enabled":false,"range":null,"angle":360,"visionMode":"basic","color":null,"attenuation":0.1,"brightness":0,"saturation":0,"contrast":0},"detectionModes":[],"flags":{},"randomImg":false},"items":[],"effects":[],"ownership":{"default":0,"yThCrv1jSfPXOC2U":3},"flags":{"core":{"sourceId":"Actor.Gu5otU5tu1FJpwFd"}},"_stats":{"systemId":"cyphersystem","systemVersion":"2.3.0","coreVersion":"10.291","createdTime":1676289265473,"modifiedTime":1676797809409,"lastModifiedBy":"yThCrv1jSfPXOC2U"},"folder":null,"sort":0,"_id":"h8EAo0zXOPo68NsR"} +{"_id":"jZT0TZAHaKkZ8kGv","name":"Crime boss","type":"npc","img":"icons/svg/mystery-man.svg","items":[],"effects":[],"folder":null,"sort":0,"flags":{},"system":{"version":2,"basic":{"level":3},"pools":{"health":{"value":12,"max":12}},"combat":{"damage":5,"armor":1},"description":"","notes":"

A crime boss usually isn’t physically powerful but wields power through lies, bribery, and control. Rarely encountered alone, they rely on guards, thugs, and other measures to provide physical security. A crime boss could be a petty noble, a mafia king, or the captain of a pirate ship that sails the seas or glides the space lanes.

\n

Motive: Money and power

\n

Health: 12

\n

Damage Inflicted: 5 points

\n

Armor: 1

\n

Movement: Short

\n

Modifications: Deception, persuasion, intimidation, and tasks related to friendly interaction as level 7

\n

Combat: Guards, thugs, and other followers deal 1 additional point of damage when the crime boss can see them and issue commands. If possible, crime bosses fight while mounted or in a vehicle, directing their followers from the rear of any conflict, concentrating first on issuing orders.

\n

Interaction: Crime bosses are committed to their plans, whatever those might be. Most bosses rely on a lieutenant or trusted thug to interact with people in their place.

\n

Use: A crime boss and their followers execute a heist on a secure location and take hostages when things go south. Someone must go in and talk to the crime boss to defuse the situation.

\n

Loot: A crime boss has currency equivalent to a very expensive item in addition to weapons, medium armor, and miscellaneous gear.

\n

GM Intrusion: The crime boss uses a clever trick or cypher to block all incoming attacks in a given round of combat.

","settings":{"general":{"initiativeBonus":0,"hideArchive":false},"equipment":{"ammo":{"active":false},"attacks":{"active":false},"armor":{"active":false},"cyphers":{"active":false,"label":""},"artifacts":{"active":false,"label":""},"oddities":{"active":false,"label":""},"materials":{"active":false,"label":""}},"skills":{},"abilities":{}},"teen":{"pools":{},"basic":{},"settings":{}}},"ownership":{"default":0,"N1n5f3sdQOJFmoJe":3},"prototypeToken":{"name":"Crime Boss","displayName":20,"actorLink":false,"width":1,"height":1,"lockRotation":false,"rotation":0,"alpha":1,"light":{"alpha":0.5,"angle":360,"bright":0,"coloration":1,"dim":0,"luminosity":0.5,"saturation":0,"contrast":0,"shadows":0,"animation":{"speed":5,"intensity":5,"reverse":false,"type":null},"darkness":{"min":0,"max":1},"attenuation":0.5,"color":null},"disposition":0,"displayBars":40,"bar1":{"attribute":"pools.health"},"bar2":{"attribute":"basic.level"},"flags":{},"randomImg":false,"texture":{"src":"icons/svg/mystery-man.svg","scaleX":1,"scaleY":1,"offsetX":0,"offsetY":0,"rotation":0,"tint":null},"sight":{"angle":360,"enabled":false,"range":0,"brightness":1,"visionMode":"basic","color":null,"attenuation":0.1,"saturation":0,"contrast":0},"detectionModes":[]},"_stats":{"systemId":"cyphersystem","systemVersion":"2.3.0","coreVersion":"10.291","createdTime":null,"modifiedTime":1676797809432,"lastModifiedBy":"yThCrv1jSfPXOC2U"}} +{"_id":"mIkMohVYFvaiNwZB","name":"Occultist","type":"npc","img":"icons/svg/mystery-man.svg","items":[],"effects":[],"folder":null,"sort":0,"flags":{},"system":{"version":2,"basic":{"level":5},"pools":{"health":{"value":15,"max":15}},"combat":{"damage":5,"armor":0},"description":"","notes":"

Paranormal researchers, cultists, secret practitioners of white magic, and coven members might be occultists. Thanks to their study of the metaphysical, occultists learn several magical tricks, including the ability to summon or banish the dead.

\n

Health: 15

\n

Damage Inflicted: 5 points

\n

Movement: Short

\n

Modifications: Knowledge of occult topics and rituals as level 8; ability to detect lies and tricks as level 2

\n

Combat: An occultist has a charm or device for summoning a level 5 spirit or demon that will do their bidding for ten minutes. Some also have (or instead have) a spell, item, or device that inflicts 5 points of damage on normal creatures within long range, and 10 points of damage on a demon or spirit (or, instead of dealing extra damage, the effect confines the demon or spirit in some way).

\n

Interaction: Occultists are deeply concerned with spiritual or demonic matters and see those influences in all things, whether those influences exist or not. That makes them amenable to persuasion and deception, if couched in the language of spiritual influence.

\n

Use: To find a needed answer, the spirit of a dead person must be questioned. Alternatively, a haunting presence must be banished. Either way, the task requires an occultist.

\n

Loot: In addition to their clothing and mundane weapons, occultists have currency equivalent to an inexpensive item, a cypher, and possibly an artifact related to their power over spirits or demons.

\n

GM Intrusion: A bony hand erupts from the ground at the character’s feet. On a failed Speed defense roll, they are held in place until they succeed on a Might-based task to escape. Each round the character fails to escape, the hand squeezes for 3 points of damage.

","settings":{"general":{"initiativeBonus":0,"hideArchive":false},"equipment":{"ammo":{"active":false},"attacks":{"active":false},"armor":{"active":false},"cyphers":{"active":false,"label":""},"artifacts":{"active":false,"label":""},"oddities":{"active":false,"label":""},"materials":{"active":false,"label":""}},"skills":{},"abilities":{}},"teen":{"pools":{},"basic":{},"settings":{}}},"ownership":{"default":0,"N1n5f3sdQOJFmoJe":3},"prototypeToken":{"name":"Occultist","displayName":20,"actorLink":false,"width":1,"height":1,"lockRotation":false,"rotation":0,"alpha":1,"light":{"alpha":0.5,"angle":360,"bright":0,"coloration":1,"dim":0,"luminosity":0.5,"saturation":0,"contrast":0,"shadows":0,"animation":{"speed":5,"intensity":5,"reverse":false,"type":null},"darkness":{"min":0,"max":1},"attenuation":0.5,"color":null},"disposition":0,"displayBars":40,"bar1":{"attribute":"pools.health"},"bar2":{"attribute":"basic.level"},"flags":{},"randomImg":false,"texture":{"src":"icons/svg/mystery-man.svg","scaleX":1,"scaleY":1,"offsetX":0,"offsetY":0,"rotation":0,"tint":null},"sight":{"angle":360,"enabled":false,"range":0,"brightness":1,"visionMode":"basic","color":null,"attenuation":0.1,"saturation":0,"contrast":0},"detectionModes":[]},"_stats":{"systemId":"cyphersystem","systemVersion":"2.3.0","coreVersion":"10.291","createdTime":null,"modifiedTime":1676797809451,"lastModifiedBy":"yThCrv1jSfPXOC2U"}} +{"_id":"rnq3fP5XVmqEmZWG","name":"Assassin","type":"npc","img":"icons/svg/mystery-man.svg","items":[],"effects":[],"folder":null,"sort":0,"flags":{},"system":{"version":2,"basic":{"level":6},"pools":{"health":{"value":18,"max":18}},"combat":{"damage":6,"armor":1},"description":"","notes":"

An assassin kills with poison, with high-velocity bullets from a distance, or by arranging for an unfortunate accident. Assassins accept contracts from governments, corporations, crime bosses, and aggrieved former partners, though some assassins pay themselves by tracking criminals anywhere to collect on “dead or alive” bounties.

\n

Motive: Murder (usually for hire)

\n

Health: 18

\n

Damage Inflicted: 6 points

\n

Armor: 1

\n

Movement: Short

\n

Modifications: Stealth and deception tasks as level 8; when attacking from hiding, melee and ranged attacks as level 7

\n

Combat: An assortment of small weapons are hidden about an assassin’s body. They can also coat their weapons or ammo with a level 6 poison that moves victims who fail a Might defense roll one step down the damage track.

\n

Interaction: Some assassins have a sort of integrity about their work and can’t be dissuaded from completing their contracts with bribes.

\n

Use: An assassin is greatly feared by anyone with powerful, wealthy enemies.

\n

Loot: Aside from their weapons and poisons, most assassins have currency equivalent to a very expensive item and maybe one or two cyphers.

\n

GM Intrusion: The character loses their next turn, stunned, after recognizing the assassin to be the same murderer who killed someone important to them in the past.

","settings":{"general":{"initiativeBonus":0,"hideArchive":false},"equipment":{"ammo":{"active":false},"attacks":{"active":false},"armor":{"active":false},"cyphers":{"active":false,"label":""},"artifacts":{"active":false,"label":""},"oddities":{"active":false,"label":""},"materials":{"active":false,"label":""}},"skills":{},"abilities":{}},"teen":{"pools":{},"basic":{},"settings":{}}},"ownership":{"default":0,"N1n5f3sdQOJFmoJe":3},"prototypeToken":{"name":"Assassin","displayName":20,"actorLink":false,"width":1,"height":1,"lockRotation":false,"rotation":0,"alpha":1,"light":{"alpha":0.5,"angle":360,"bright":0,"coloration":1,"dim":0,"luminosity":0.5,"saturation":0,"contrast":0,"shadows":0,"animation":{"speed":5,"intensity":5,"reverse":false,"type":null},"darkness":{"min":0,"max":1},"attenuation":0.5,"color":null},"disposition":0,"displayBars":40,"bar1":{"attribute":"pools.health"},"bar2":{"attribute":"basic.level"},"flags":{},"randomImg":false,"texture":{"src":"icons/svg/mystery-man.svg","scaleX":1,"scaleY":1,"offsetX":0,"offsetY":0,"rotation":0,"tint":null},"sight":{"angle":360,"enabled":false,"range":0,"brightness":1,"visionMode":"basic","color":null,"attenuation":0.1,"saturation":0,"contrast":0},"detectionModes":[]},"_stats":{"systemId":"cyphersystem","systemVersion":"2.3.0","coreVersion":"10.291","createdTime":null,"modifiedTime":1676797809405,"lastModifiedBy":"yThCrv1jSfPXOC2U"}} +{"name":"Dwarf","type":"npc","img":"icons/svg/mystery-man.svg","system":{"version":2,"basic":{"level":4},"pools":{"health":{"value":15,"max":15}},"combat":{"damage":5,"armor":2},"description":"","notes":"

A typical dwarf found outside of their homeland is an explorer, warrior, and tradesperson of some skill. Dwarves travel to find work as mercenaries, sell the goods they create, or find unusual materials to use in their crafting.

\n

Motive: Defense, loyalty, honor

\n

Health: 15

\n

Damage Inflicted: 5 points

\n

Armor: 2

\n

Movement: Short

\n

Modifications: Crafting (metal or stone), Intellect defense, and Might defense as level 5

\n

Combat: Dwarves traditionally use weapons like axes, hammers, and crossbows. They’re used to working together to defend their halls; three or more dwarves attacking the same target act as a level 6 creature that inflicts 8 points of damage.

\n

Dwarf leaders are usually officers or priests.

\n
\n

@UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.cDRKUyG9MZBzARzX]{Dwarf officer}: level 5; health 16; damage inflicted 7 points

\n

@UUID[Compendium.cyphersystem-compendium.basic-creatures-and-npcs.shj7biH8H6oTNOuV]{Dwarf priest}: level 5; health 16; can heal one creature for 10 points or all within immediate range for 5 points

\n
\n

Interaction: Dwarves are proud and hardworking, but they tend to be stubborn, gruff, and unforgiving of offenses to them or their clan. It takes time to gain their trust, but they respect a fair deal, a hard bargain, a sharp axe, and a sturdy hammer.

\n

Use: A stoic old dwarf is looking to go on one more quest before retiring. A clan of dwarves seeks a trade agreement with a human city leader—or redress for an old insult.

\n

Loot: In addition to their weapons and light or medium armor, a dwarf probably has several moderately priced items (such as tools or exploration gear) and perhaps a cypher or two.

","settings":{"general":{"initiativeBonus":0,"hideArchive":false},"equipment":{"ammo":{"active":false},"attacks":{"active":false},"armor":{"active":false},"cyphers":{"active":false,"label":""},"artifacts":{"active":false,"label":""},"oddities":{"active":false,"label":""},"materials":{"active":false,"label":""}}}},"prototypeToken":{"name":"Dwarf","displayName":20,"actorLink":false,"texture":{"src":"icons/svg/mystery-man.svg","scaleX":1,"scaleY":1,"offsetX":0,"offsetY":0,"rotation":0,"tint":null},"width":1,"height":1,"lockRotation":false,"rotation":0,"alpha":1,"disposition":0,"displayBars":40,"bar1":{"attribute":"pools.health"},"bar2":{"attribute":"basic.level"},"light":{"alpha":0.5,"angle":360,"bright":0,"color":null,"coloration":1,"dim":0,"attenuation":0.5,"luminosity":0.5,"saturation":0,"contrast":0,"shadows":0,"animation":{"type":null,"speed":5,"intensity":5,"reverse":false},"darkness":{"min":0,"max":1}},"sight":{"enabled":false,"range":null,"angle":360,"visionMode":"basic","color":null,"attenuation":0.1,"brightness":0,"saturation":0,"contrast":0},"detectionModes":[],"flags":{},"randomImg":false},"items":[],"effects":[],"ownership":{"default":0,"yThCrv1jSfPXOC2U":3},"flags":{"core":{"sourceId":"Actor.GuLgNfzXI3X55Nft"}},"_stats":{"systemId":"cyphersystem","systemVersion":"2.3.0","coreVersion":"10.291","createdTime":1676296411321,"modifiedTime":1676797809443,"lastModifiedBy":"yThCrv1jSfPXOC2U"},"folder":null,"sort":0,"_id":"swRhtZnZ0fkuZjAc"} +{"_id":"vamqtdZeooEZTvVA","name":"Guard","type":"npc","img":"icons/svg/mystery-man.svg","items":[],"effects":[],"folder":null,"sort":0,"flags":{},"system":{"version":2,"basic":{"level":2},"pools":{"health":{"value":8,"max":8}},"combat":{"damage":3,"armor":1},"description":"","notes":"

Guards keep the peace but don’t usually show much initiative. Ultimately, they do as they’re ordered by their superiors, regardless of legality. A guard might be a star trooper dressed in intimidating armor, a mall security guard, a beat police officer, or a mafia goon.

\n

(When attacked, guards always call for the help of other guards, if possible.)

\n

Motive: Keep the peace; follow orders

\n

Health: 8

\n

Damage Inflicted: 3 points

\n

Armor: 1 or 2

\n

Movement: Short

\n

Modifications: Perception as level 3

\n

Combat: Guards are not often wily, but they understand strength in numbers. If two or more guards attack the same target with at least one melee attack in the same round, the target’s Speed defense roll against those attacks is hindered.

\n

Interaction: Interacting with a guard typically involves one issue: does the PC want to do something that the guard has been told to prevent? If so, the PC could have a difficult time.

\n

Use: To the PCs, guards can be allies, obstacles, or both. Guards who serve the public good have their own duties and aren’t interested in doing the characters’ work for them.

\n

Loot: A guard has currency equivalent to an inexpensive item in addition to weapons, armor, and basic gear.

\n

GM Intrusion: [[/r 1d6]] local citizens intervene on the guard’s behalf, calling for more guards or even fighting the guard’s foes.

","settings":{"general":{"initiativeBonus":0,"hideArchive":false},"equipment":{"ammo":{"active":false},"attacks":{"active":false},"armor":{"active":false},"cyphers":{"active":false,"label":""},"artifacts":{"active":false,"label":""},"oddities":{"active":false,"label":""},"materials":{"active":false,"label":""}},"skills":{},"abilities":{}},"teen":{"pools":{},"basic":{},"settings":{}}},"ownership":{"default":0,"N1n5f3sdQOJFmoJe":3},"prototypeToken":{"name":"Guard","displayName":20,"actorLink":false,"width":1,"height":1,"lockRotation":false,"rotation":0,"alpha":1,"light":{"alpha":0.5,"angle":360,"bright":0,"coloration":1,"dim":0,"luminosity":0.5,"saturation":0,"contrast":0,"shadows":0,"animation":{"speed":5,"intensity":5,"reverse":false,"type":null},"darkness":{"min":0,"max":1},"attenuation":0.5,"color":null},"disposition":0,"displayBars":40,"bar1":{"attribute":"pools.health"},"bar2":{"attribute":"basic.level"},"flags":{},"randomImg":false,"texture":{"src":"icons/svg/mystery-man.svg","scaleX":1,"scaleY":1,"offsetX":0,"offsetY":0,"rotation":0,"tint":null},"sight":{"angle":360,"enabled":false,"range":0,"brightness":1,"visionMode":"basic","color":null,"attenuation":0.1,"saturation":0,"contrast":0},"detectionModes":[]},"_stats":{"systemId":"cyphersystem","systemVersion":"2.3.0","coreVersion":"10.291","createdTime":null,"modifiedTime":1676797809447,"lastModifiedBy":"yThCrv1jSfPXOC2U"}} diff --git a/packs/posthuman-packages-sci-fi.db b/packs/posthuman-packages-sci-fi.db new file mode 100644 index 0000000..09ba14d --- /dev/null +++ b/packs/posthuman-packages-sci-fi.db @@ -0,0 +1,5 @@ +{"name":"Jupiterborn","type":"ability","img":"systems/cyphersystem/icons/items/ability.svg","system":{"version":2,"description":"

You can withstand high-gravity planets and high acceleration (up to 15 G) indefinitely. For periods of up to an hour, you can withstand double that. Add +1 to your Might Edge. Enabler.

","archived":false,"settings":{"rollButton":{"pool":"Pool","skill":"Practiced","assets":"0","effort1":"0","effort2":"0","effort3":"0","stepModifier":"eased","additionalSteps":0,"additionalCost":0,"damage":0,"damagePerLOE":3,"teen":"","bonus":0},"general":{"sorting":"Ability","spellTier":"low","unmaskedForm":"Mask"}},"basic":{"cost":"0","pool":"Pool"}},"effects":[],"ownership":{"default":0,"yThCrv1jSfPXOC2U":3},"flags":{"core":{"sourceId":"Item.bpyf240syBmj2SrH"}},"_stats":{"systemId":"cyphersystem","systemVersion":"2.3.0","coreVersion":"10.291","createdTime":1676384502310,"modifiedTime":1676384741643,"lastModifiedBy":"yThCrv1jSfPXOC2U"},"folder":null,"sort":0,"_id":"3wdzPU0Yqsajf8n9"} +{"name":"Expanded Consciousness","type":"ability","img":"systems/cyphersystem/icons/items/ability.svg","system":{"version":2,"description":"

Only one of your brain hemispheres sleeps at a time, so you are always awake and aware. In addition, you have a magnetoreception sixth sense that allows you to “see” into objects and through doors up to a short distance. Your initiative and perception tasks are eased. You can forge a connection with electronic equipment you touch, allowing you to attempt to communicate, analyze, or even hack the device. Enabler.

","archived":false,"settings":{"rollButton":{"pool":"Pool","skill":"Practiced","assets":"0","effort1":"0","effort2":"0","effort3":"0","stepModifier":"eased","additionalSteps":0,"additionalCost":0,"damage":0,"damagePerLOE":3,"teen":"","bonus":0},"general":{"sorting":"Ability","spellTier":"low","unmaskedForm":"Mask"}},"basic":{"cost":"0","pool":"Pool"}},"effects":[],"ownership":{"default":0,"yThCrv1jSfPXOC2U":3},"flags":{"core":{"sourceId":"Item.V6jzohi25TQzabSS"}},"_stats":{"systemId":"cyphersystem","systemVersion":"2.3.0","coreVersion":"10.291","createdTime":1676384502310,"modifiedTime":1676384740141,"lastModifiedBy":"yThCrv1jSfPXOC2U"},"folder":null,"sort":0,"_id":"4OTIzEe4lMpPI9GW"} +{"name":"Synthetic Body","type":"ability","img":"systems/cyphersystem/icons/items/ability.svg","system":{"version":2,"description":"

You have left biology behind and uploaded yourself into a biomechanical form known as a synth. You enjoy the benefits of the spaceborn package and expanded consciousness package, and one posthuman power shift. Enabler.

","archived":false,"settings":{"rollButton":{"pool":"Pool","skill":"Practiced","assets":"0","effort1":"0","effort2":"0","effort3":"0","stepModifier":"eased","additionalSteps":0,"additionalCost":0,"damage":0,"damagePerLOE":3,"teen":"","bonus":0},"general":{"sorting":"Ability","spellTier":"low","unmaskedForm":"Mask"}},"basic":{"cost":"0","pool":"Pool"}},"effects":[],"ownership":{"default":0,"yThCrv1jSfPXOC2U":3},"flags":{"core":{"sourceId":"Item.5xKZ8tXqck4njBZY"}},"_stats":{"systemId":"cyphersystem","systemVersion":"2.3.0","coreVersion":"10.291","createdTime":1676384502310,"modifiedTime":1676384746100,"lastModifiedBy":"yThCrv1jSfPXOC2U"},"folder":null,"sort":0,"_id":"ADHfMi6xd8rmp86m"} +{"name":"Seaborn","type":"ability","img":"systems/cyphersystem/icons/items/ability.svg","system":{"version":2,"description":"

You can breathe underwater in pressures of up to 100 atmospheres indefinitely, up to triple that for about an hour. You have an asset to all tasks performed in water. Add +1 to your Speed Edge. Enabler.

","archived":false,"settings":{"rollButton":{"pool":"Pool","skill":"Practiced","assets":"0","effort1":"0","effort2":"0","effort3":"0","stepModifier":"eased","additionalSteps":0,"additionalCost":0,"damage":0,"damagePerLOE":3,"teen":"","bonus":0},"general":{"sorting":"Ability","spellTier":"low","unmaskedForm":"Mask"}},"basic":{"cost":"0","pool":"Pool"}},"effects":[],"ownership":{"default":0,"yThCrv1jSfPXOC2U":3},"flags":{"core":{"sourceId":"Item.jLgYKbvzP7olTFYc"}},"_stats":{"systemId":"cyphersystem","systemVersion":"2.3.0","coreVersion":"10.291","createdTime":1676384502310,"modifiedTime":1676384743109,"lastModifiedBy":"yThCrv1jSfPXOC2U"},"folder":null,"sort":0,"_id":"cgOZnoRyDDQHaZsc"} +{"name":"Spaceborn","type":"ability","img":"systems/cyphersystem/icons/items/ability.svg","system":{"version":2,"description":"

You are not adversely affected by long-term microgravity or high-radiation conditions common in space. In addition, you can withstand high acceleration (up to 15 G) for about an hour without passing out, having a stroke, a heart attack, and so on (though longer periods of acceleration could still result in such outcomes). Add +1 to your Intellect Edge. Enabler.

\n
\n

PCs without the spaceborn posthuman upgrade probably have to rely on supplementation with adjuvants if they travel in space, such as space-fit serum.

\n
","archived":false,"settings":{"rollButton":{"pool":"Pool","skill":"Practiced","assets":"0","effort1":"0","effort2":"0","effort3":"0","stepModifier":"eased","additionalSteps":0,"additionalCost":0,"damage":0,"damagePerLOE":3,"teen":"","bonus":0},"general":{"sorting":"Ability","spellTier":"low","unmaskedForm":"Mask"}},"basic":{"cost":"0","pool":"Pool"}},"effects":[],"ownership":{"default":0,"yThCrv1jSfPXOC2U":3},"flags":{"core":{"sourceId":"Item.r0T2t72Hepkg0uos"}},"_stats":{"systemId":"cyphersystem","systemVersion":"2.3.0","coreVersion":"10.291","createdTime":1676384479851,"modifiedTime":1676384744638,"lastModifiedBy":"yThCrv1jSfPXOC2U"},"folder":null,"sort":0,"_id":"eO9Z6F4peHuSqnCA"} diff --git a/packs/starships.db b/packs/starships.db index 7e47afc..934dddb 100644 --- a/packs/starships.db +++ b/packs/starships.db @@ -1,6 +1,46 @@ -{"name":"Interceptor","type":"vehicle","img":"icons/svg/mystery-man.svg","system":{"version":2,"basic":{"level":2,"crew":1,"weaponSystems":1},"description":"","notes":"","settings":{"general":{"hideArchive":false,"initiativeBonus":""},"equipment":{"ammo":{"active":false},"attacks":{"active":false},"armor":{"active":false},"cyphers":{"active":false,"label":""},"artifacts":{"active":false,"label":""},"oddities":{"active":false,"label":""},"materials":{"active":false,"label":""}}}},"prototypeToken":{"name":"Interceptor","displayName":0,"actorLink":false,"texture":{"src":"icons/svg/mystery-man.svg","scaleX":1,"scaleY":1,"offsetX":0,"offsetY":0,"rotation":0,"tint":null},"width":1,"height":1,"lockRotation":false,"rotation":0,"alpha":1,"disposition":-1,"displayBars":0,"bar1":{"attribute":null},"bar2":{"attribute":null},"light":{"alpha":0.5,"angle":360,"bright":0,"color":null,"coloration":1,"dim":0,"attenuation":0.5,"luminosity":0.5,"saturation":0,"contrast":0,"shadows":0,"animation":{"type":null,"speed":5,"intensity":5,"reverse":false},"darkness":{"min":0,"max":1}},"sight":{"enabled":false,"range":null,"angle":360,"visionMode":"basic","color":null,"attenuation":0.1,"brightness":0,"saturation":0,"contrast":0},"detectionModes":[],"flags":{},"randomImg":false},"items":[],"effects":[],"ownership":{"default":0,"rLeavHPrdkq6xjNt":3},"flags":{"core":{"sourceId":"Actor.0Dq7mA1h2JCc391e"}},"_stats":{"systemId":"cyphersystem","systemVersion":"2.0.0-b3","coreVersion":"10.288","createdTime":1666974636448,"modifiedTime":1666974645403,"lastModifiedBy":"rLeavHPrdkq6xjNt"},"folder":null,"sort":0,"_id":"1QmIZUO93276WVip"} -{"name":"Cruiser","type":"vehicle","img":"icons/svg/mystery-man.svg","system":{"version":2,"basic":{"level":4,"crew":25,"weaponSystems":5},"description":"","notes":"","settings":{"general":{"hideArchive":false,"initiativeBonus":""},"equipment":{"ammo":{"active":false},"attacks":{"active":false},"armor":{"active":false},"cyphers":{"active":false,"label":""},"artifacts":{"active":false,"label":""},"oddities":{"active":false,"label":""},"materials":{"active":false,"label":""}}}},"prototypeToken":{"name":"Cruiser","displayName":0,"actorLink":false,"texture":{"src":"icons/svg/mystery-man.svg","scaleX":1,"scaleY":1,"offsetX":0,"offsetY":0,"rotation":0,"tint":null},"width":1,"height":1,"lockRotation":false,"rotation":0,"alpha":1,"disposition":-1,"displayBars":0,"bar1":{"attribute":null},"bar2":{"attribute":null},"light":{"alpha":0.5,"angle":360,"bright":0,"color":null,"coloration":1,"dim":0,"attenuation":0.5,"luminosity":0.5,"saturation":0,"contrast":0,"shadows":0,"animation":{"type":null,"speed":5,"intensity":5,"reverse":false},"darkness":{"min":0,"max":1}},"sight":{"enabled":false,"range":null,"angle":360,"visionMode":"basic","color":null,"attenuation":0.1,"brightness":0,"saturation":0,"contrast":0},"detectionModes":[],"flags":{},"randomImg":false},"items":[],"effects":[],"ownership":{"default":0,"rLeavHPrdkq6xjNt":3},"flags":{"core":{"sourceId":"Actor.iILAaTKtsk7Kf6M2"}},"_stats":{"systemId":"cyphersystem","systemVersion":"2.0.0-b3","coreVersion":"10.288","createdTime":1666974732597,"modifiedTime":1666974750841,"lastModifiedBy":"rLeavHPrdkq6xjNt"},"folder":null,"sort":0,"_id":"2Cuo9MpDalEzoM6i"} -{"name":"Freighter","type":"vehicle","img":"icons/svg/mystery-man.svg","system":{"version":2,"basic":{"level":3,"crew":4,"weaponSystems":1},"description":"","notes":"

Leve 4 for defense.

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Tether anchored to the surface of a moon or planet that extends into space along which vehicles can travel, granting access to and from orbital space. A counterweight space station exists at the far end of the tether in what is essentially geostationary orbit.

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Heavy rotating space station orbiting a moon or planet that extends two massive tethers opposite each other, so that one tether periodically dips deep into the atmosphere close to the surface. At this point, payloads are hooked to the end of the cable as the tether passes, and are then flung into orbit by the station’s massive rotation. The skyhook can decelerate and safely de-orbit other payloads in the same way.

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Miniaturized vehicle just large enough to contain thousands of tiny data flecks and sensor modules, designed to accelerate to 90% the speed of light by use of external launching laser beamed for many years. Data wafers contain encrypted personalities (human and/or AI) capable of gathering data on target solar systems after relative travel times of months (but decades in objective time).

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A bare-bones, single-occupant fighter with a single weapon system that fires blasters. Dagger fighters cannot move between stars (though as fantastic craft, can move between planets), and require a larger carrier for FTL movement, such as a capital class starship with suitable docking bays.

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A small double-occupant starship with two weapon systems that fire blasters. Minimum size vehicle capable of FTL travel.

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A large research starship with quarters for crew and staff of up to 150 or more people. Has either centrifugal artificial gravity (or in a fantastic tech-rated setting, gravitic compensators providing shipboard gravity control). Primarily designed as a research and discovery vehicle, such starships also have three weapon systems, usually a couple of blaster cannons and a torpedo battery. Highly configurable, a discovery class ship could be converted for war with sufficient resources, granting it superior weapons.

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A relatively small warship with gravitic compensators allowing for extreme maneuvering for a crew of up to fifty people, easing all piloting tasks. Six weapon stations include three blaster cannons and three torpedo batteries. Two of these systems are superior weapons. Includes bays for a fireteam of three dagger fighter starships.

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As warship class starship, but over a hundred times larger, with room for over a few hundred crew. Ten weapon stations include five blaster cannons and five torpedo batteries. Four of these are superior weapons. Includes bays for two squadrons of fifteen dagger fighter starships.

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Three times as large again as a capital class starship, an omega class craft has over a thousand crew and over thirty weapon systems. Ten of these are superior weapons. Combined weapon fire can deal significant damage to a planetary surface, possibly destroying it. Includes bays for six squadrons of thirty dagger fighter starships.

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A free-standing ring or horizontal circular pad up to 9 m (30 feet) in diameter in/over which a spherical event horizon forms, allowing one-way travel to another location on the planet, orbiting moon, or orbiting space station with similar gate structure. Once the event horizon collapses (after several minutes up to an hour), travel back to the original gate is possible by initiating a second event horizon, though power reserves usually take several hours or more to build up to support each new wormhole opening.

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An arbitrarily shaped vehicle or structure, bigger on the inside than out, that allows a pilot to travel into different locations in time and space, though arbitrary destinations are sometimes achieved despite apparent navigation successes by the pilot. Enormous power requirements require recharge period of several days between each use.

","settings":{"general":{"hideArchive":false,"initiativeBonus":""},"equipment":{"ammo":{"active":false},"attacks":{"active":false},"armor":{"active":false},"cyphers":{"active":false,"label":""},"artifacts":{"active":false,"label":""},"oddities":{"active":false,"label":""},"materials":{"active":false,"label":""}}}},"prototypeToken":{"name":"Matrix, temporal","displayName":30,"actorLink":true,"texture":{"src":"icons/svg/mystery-man.svg","scaleX":1,"scaleY":1,"offsetX":0,"offsetY":0,"rotation":0,"tint":null},"width":1,"height":1,"lockRotation":false,"rotation":0,"alpha":1,"disposition":0,"displayBars":0,"bar1":{"attribute":null},"bar2":{"attribute":null},"light":{"alpha":0.5,"angle":360,"bright":0,"color":null,"coloration":1,"dim":0,"attenuation":0.5,"luminosity":0.5,"saturation":0,"contrast":0,"shadows":0,"animation":{"type":null,"speed":5,"intensity":5,"reverse":false},"darkness":{"min":0,"max":1}},"sight":{"enabled":false,"range":null,"angle":360,"visionMode":"basic","color":null,"attenuation":0.1,"brightness":0,"saturation":0,"contrast":0},"detectionModes":[],"flags":{},"randomImg":false},"items":[],"effects":[],"ownership":{"default":0,"yThCrv1jSfPXOC2U":3},"flags":{"core":{"sourceId":"Actor.RN3yeDGh41QHZ7g3"}},"_stats":{"systemId":"cyphersystem","systemVersion":"2.3.0","coreVersion":"10.291","createdTime":1676998107788,"modifiedTime":1676998129036,"lastModifiedBy":"yThCrv1jSfPXOC2U"},"folder":null,"sort":0,"_id":"YcAwe4LvUG9bbkH2"} +{"name":"Spacecraft, dreadnaught","type":"vehicle","img":"icons/svg/mystery-man.svg","system":{"version":2,"basic":{"level":5,"crew":150,"weaponSystems":10},"description":"","notes":"

As @UUID[Compendium.cyphersystem-compendium.starships.pt1qQMZ9JMo2QPIR]{corvette spacecraft}, but ten times as large, allowing ten times the crew and twenty weapon systems (including five superior weapon systems). Often utilized to escort larger vessels in a space fleet or battle group and defend them against swarms of smaller attackers. Includes bays for a squadron of fifteen darts and a fireteam of three combat spaceplanes.

","settings":{"general":{"hideArchive":false,"initiativeBonus":""},"equipment":{"ammo":{"active":false},"attacks":{"active":false},"armor":{"active":false},"cyphers":{"active":false,"label":""},"artifacts":{"active":false,"label":""},"oddities":{"active":false,"label":""},"materials":{"active":false,"label":""}}}},"prototypeToken":{"name":"Spacecraft, freighter","displayName":30,"actorLink":true,"texture":{"src":"icons/svg/mystery-man.svg","scaleX":1,"scaleY":1,"offsetX":0,"offsetY":0,"rotation":0,"tint":null},"width":1,"height":1,"lockRotation":false,"rotation":0,"alpha":1,"disposition":0,"displayBars":0,"bar1":{"attribute":null},"bar2":{"attribute":null},"light":{"alpha":0.5,"angle":360,"bright":0,"color":null,"coloration":1,"dim":0,"attenuation":0.5,"luminosity":0.5,"saturation":0,"contrast":0,"shadows":0,"animation":{"type":null,"speed":5,"intensity":5,"reverse":false},"darkness":{"min":0,"max":1}},"sight":{"enabled":false,"range":null,"angle":360,"visionMode":"basic","color":null,"attenuation":0.1,"brightness":0,"saturation":0,"contrast":0},"detectionModes":[],"flags":{},"randomImg":false},"items":[],"effects":[],"ownership":{"default":0,"yThCrv1jSfPXOC2U":3},"flags":{"core":{"sourceId":"Actor.WTlO2Dm6itwtkWzx"}},"_stats":{"systemId":"cyphersystem","systemVersion":"2.3.0","coreVersion":"10.291","createdTime":1676989487327,"modifiedTime":1676998686399,"lastModifiedBy":"yThCrv1jSfPXOC2U"},"folder":null,"sort":0,"_id":"IaByiikQlruVeMQJ"} diff --git a/packs/supervillains.db b/packs/supervillains.db index 60676ae..ce263ff 100644 --- a/packs/supervillains.db +++ b/packs/supervillains.db @@ -1,5 +1,5 @@ -{"_id":"DjvEyHmc4quD3hZ2","name":"Magnetar","type":"npc","img":"icons/svg/mystery-man.svg","items":[],"effects":[],"folder":null,"sort":0,"flags":{},"system":{"version":2,"basic":{"level":8},"pools":{"health":{"value":50,"max":50}},"combat":{"damage":12,"armor":8},"description":"","notes":"

Not much is known about Magnetar other than its powerful ability to generate and control magnetic fields. Various research groups theorize that Magnetar is an alien, a sentient and self-improving robot, or even some kind of manifestation of a fundamental force. Given Magnetar’s vaguely humanoid shape, a few people even suggest that the villain is actually a man with a mutant ability so powerful that it burned out all memories of his former self.

\n

In truth, Magnetar is the animate, sentient, and self-regulating nucleus of a neutron star that is able to rein in its immense electromagnetic signature. One of two such beings an advanced alien species created from a single magnetar (a type of neutron star with an extremely powerful magnetic field), Magnetar was sent on a mission of exploration. After millennia, it crashed on Earth and was damaged. Having lost most of its memory data, Magnetar knows that something was taken from it (its twin), but it can’t remember what. It has decided to blame the humans.

\n

(Assume that Magnetar has three power shifts in its magnetic power and two in resilience. These shifts are already figured into its modifications and other stats.)

\n

Motive: Revenge; regain memory

\n

Environment: Almost anywhere, searching for what it has lost

\n

Health: 50

\n

Damage Inflicted: 12 points

\n

Armor: 8

\n

Movement: Short; long when magnetically levitating

\n

Modifications: Speed defense as level 5 due to mass; tasks related to controlling and shaping metal through electromagnetic manipulation as level 11

\n

Combat: Magnetar’s fist packs a wallop, since it can selectively add mass to the punch. However, its most potent ability is its level 11 control over all metal within very long range, which it uses to create anything it can imagine, including walls, attacks, pincers, and more. Magnetar can lift bridges, vehicles, and structures infused with rebar that it can see within its area of influence. When it throws such a large object as part of an attack, the target and everything within short range of the target takes 10 points of damage.

\n

Magnetar’s only weakness is psychic attacks, which is fortunate since reducing it to 0 health through an old-fashioned beating could release an uncontrolled neutron star chunk on the Earth’s surface.

\n

Interaction: Morose and gruff, Magnetar would rather be alone, but every so often, it goes on a rampage, hoping that a display will draw out whoever or whatever made it the way it is. Magnetar constantly feels the drag of emotional loss, but it doesn’t know why (it doesn’t realize that the feeling comes from the loss of its twin).

\n

Use: Doctor Dread has put a bounty on Magnetar’s head because she wants to study the advanced technology woven through its body. The bounty amount is outrageous, but then again, so is Magnetar.

\n

GM Intrusion: On a failed Might defense roll, all of the character’s loose metallic items (including weapons) are stripped from them and become stuck to a nearby metallic buttress.

","settings":{"general":{"initiativeBonus":0,"hideArchive":false},"equipment":{"ammo":{"active":false},"attacks":{"active":false},"armor":{"active":false},"cyphers":{"active":false,"label":""},"artifacts":{"active":false,"label":""},"oddities":{"active":false,"label":""},"materials":{"active":false,"label":""}},"skills":{},"abilities":{}},"teen":{"pools":{},"basic":{},"settings":{}}},"ownership":{"default":0,"N1n5f3sdQOJFmoJe":3},"prototypeToken":{"name":"Magnetar","displayName":20,"actorLink":false,"width":1,"height":1,"lockRotation":false,"rotation":0,"alpha":1,"light":{"alpha":0.5,"angle":360,"bright":0,"coloration":1,"dim":0,"luminosity":0.5,"saturation":0,"contrast":0,"shadows":0,"animation":{"speed":5,"intensity":5,"reverse":false,"type":null},"darkness":{"min":0,"max":1},"attenuation":0.5,"color":null},"disposition":0,"displayBars":40,"bar1":{"attribute":"health"},"bar2":{"attribute":"level"},"flags":{},"randomImg":false,"texture":{"src":"icons/svg/mystery-man.svg","scaleX":1,"scaleY":1,"offsetX":0,"offsetY":0,"rotation":0,"tint":null},"sight":{"angle":360,"enabled":false,"range":0,"brightness":1,"visionMode":"basic","color":null,"attenuation":0.1,"saturation":0,"contrast":0},"detectionModes":[]},"_stats":{"systemId":"cyphersystem","systemVersion":"2.0.0-a1","coreVersion":"10.286","createdTime":null,"modifiedTime":1664959733191,"lastModifiedBy":"rLeavHPrdkq6xjNt"}} -{"_id":"JkNy4pCjZpJFaxsQ","name":"Doctor Dread","type":"npc","img":"icons/svg/mystery-man.svg","items":[],"effects":[],"folder":null,"sort":0,"flags":{},"system":{"version":2,"basic":{"level":7},"pools":{"health":{"value":40,"max":40}},"combat":{"damage":7,"armor":4},"description":"","notes":"

Doctor Dread is larger than life thanks to her brilliant mind, her media savvy, and the robotic armor she uses to enhance her otherwise normal abilities. Indeed, Doctor Dread has become the most feared terrorist on the planet. She uses her abilities to extort money, influence, and technology from the rich and powerful, whether her victims are individuals, governments, corporations, or superheroes.

\n

Alicia Coleridge is Doctor Dread’s secret identity. Born into relative obscurity, she received a full scholarship to the Russell Institute of Technology, where she studied the effects of radioactive substances on living tissue. In a freak lab accident, Alicia’s fiancé was slain, and Alicia was disfigured and driven slightly insane, so much so that she built the Doctor Dread armor. She plows the vast wealth she accumulates through terrorism into research into the rejuvenation of dead flesh. She hopes to one day bring back her dead love, whose body she keeps in suspended animation.

\n

(Doctor Dread is usually accompanied by a handful of robot minions.)

\n

(Dread’s robot minion: level 3; Armor 1; long-range laser attack inflicts 4 points of damage)

\n

(Assume that Doctor Dread has three power shifts in intelligence and two in resilience. These shifts are already figured into her modifications and other stats.)

\n

Motive: Accumulate wealth; reanimate dead flesh

\n

Environment: Wherever money can be extorted

\n

Health: 40

\n

Damage Inflicted: 7 points

\n

Armor: 4

\n

Movement: Short; long when flying

\n

Modifications: Resists mental attacks and deception as level 8; understands, repairs, and crafts advanced technology as level 10

\n

Combat: Doctor Dread’s armor allows her to exist without outside air (or air pressure), food, or water for up to ten days at a time. She can call on her robotic armor to accomplish a variety of tasks, including the following:

\n

Barricade: Establish an immobile, two-dimensional field of transparent force 10 feet by 10 feet (3 m by 3 m) for ten minutes

\n

Energy Cloak: Create an energy field that gives her +5 to Armor against heat, cold, or magnetism (one at a time, chosen when she uses the power) for ten minutes

\n

Fade: Become invisible for one minute, or until she makes an attack

\n

Plasma Blast: Long-range heat and electricity blast that inflicts 7 points of damage

\n

Interaction: Doctor Dread is slightly mad, but that’s normally disguised by her amazing brilliance. She is an egomaniac but will negotiate in return for a promise of wealth or biomedical lore she doesn’t already know.

\n

Use: The PCs are called to handle a hostage situation at a party in which many of the city’s wealthy elite are being held captive by Doctor Dread. She promises to let them go once sufficient wealth is paid into her offshore accounts.

\n

Loot: Most of Doctor Dread’s considerable wealth is tied up in online accounts, two or three secret fortresses, and cutting-edge biological research equipment.

\n

GM Intrusion: Doctor Dread uses a function built into her robotic armor that is the perfect solution for her current predicament: healing herself, teleporting away, disintegrating a barrier, or whatever is needed.

","settings":{"general":{"initiativeBonus":0,"hideArchive":false},"equipment":{"ammo":{"active":false},"attacks":{"active":false},"armor":{"active":false},"cyphers":{"active":false,"label":""},"artifacts":{"active":false,"label":""},"oddities":{"active":false,"label":""},"materials":{"active":false,"label":""}},"skills":{},"abilities":{}},"teen":{"pools":{},"basic":{},"settings":{}}},"ownership":{"default":0,"N1n5f3sdQOJFmoJe":3},"prototypeToken":{"name":"Doctor Dread","displayName":20,"actorLink":false,"width":1,"height":1,"lockRotation":false,"rotation":0,"alpha":1,"light":{"alpha":0.5,"angle":360,"bright":0,"coloration":1,"dim":0,"luminosity":0.5,"saturation":0,"contrast":0,"shadows":0,"animation":{"speed":5,"intensity":5,"reverse":false,"type":null},"darkness":{"min":0,"max":1},"attenuation":0.5,"color":null},"disposition":0,"displayBars":40,"bar1":{"attribute":"health"},"bar2":{"attribute":"level"},"flags":{},"randomImg":false,"texture":{"src":"icons/svg/mystery-man.svg","scaleX":1,"scaleY":1,"offsetX":0,"offsetY":0,"rotation":0,"tint":null},"sight":{"angle":360,"enabled":false,"range":0,"brightness":1,"visionMode":"basic","color":null,"attenuation":0.1,"saturation":0,"contrast":0},"detectionModes":[]},"_stats":{"systemId":"cyphersystem","systemVersion":"2.0.0-a1","coreVersion":"10.286","createdTime":null,"modifiedTime":1664959733178,"lastModifiedBy":"rLeavHPrdkq6xjNt"}} +{"_id":"DjvEyHmc4quD3hZ2","name":"Magnetar","type":"npc","img":"icons/svg/mystery-man.svg","items":[],"effects":[],"folder":null,"sort":0,"flags":{},"system":{"version":2,"basic":{"level":8},"pools":{"health":{"value":50,"max":50}},"combat":{"damage":12,"armor":8},"description":"","notes":"

Not much is known about Magnetar other than its powerful ability to generate and control magnetic fields. Various research groups theorize that Magnetar is an alien, a sentient and self-improving robot, or even some kind of manifestation of a fundamental force. Given Magnetar’s vaguely humanoid shape, a few people even suggest that the villain is actually a man with a mutant ability so powerful that it burned out all memories of his former self.

\n

In truth, Magnetar is the animate, sentient, and self-regulating nucleus of a neutron star that is able to rein in its immense electromagnetic signature. One of two such beings an advanced alien species created from a single magnetar (a type of neutron star with an extremely powerful magnetic field), Magnetar was sent on a mission of exploration. After millennia, it crashed on Earth and was damaged. Having lost most of its memory data, Magnetar knows that something was taken from it (its twin), but it can’t remember what. It has decided to blame the humans.

\n

(Assume that Magnetar has three power shifts in its magnetic power and two in resilience. These shifts are already figured into its modifications and other stats.)

\n

Motive: Revenge; regain memory

\n

Environment: Almost anywhere, searching for what it has lost

\n

Health: 50

\n

Damage Inflicted: 12 points

\n

Armor: 8

\n

Movement: Short; long when magnetically levitating

\n

Modifications: Speed defense as level 5 due to mass; tasks related to controlling and shaping metal through electromagnetic manipulation as level 11

\n

Combat: Magnetar’s fist packs a wallop, since it can selectively add mass to the punch. However, its most potent ability is its level 11 control over all metal within very long range, which it uses to create anything it can imagine, including walls, attacks, pincers, and more. Magnetar can lift bridges, vehicles, and structures infused with rebar that it can see within its area of influence. When it throws such a large object as part of an attack, the target and everything within short range of the target takes 10 points of damage.

\n

Magnetar’s only weakness is psychic attacks, which is fortunate since reducing it to 0 health through an old-fashioned beating could release an uncontrolled neutron star chunk on the Earth’s surface.

\n

Interaction: Morose and gruff, Magnetar would rather be alone, but every so often, it goes on a rampage, hoping that a display will draw out whoever or whatever made it the way it is. Magnetar constantly feels the drag of emotional loss, but it doesn’t know why (it doesn’t realize that the feeling comes from the loss of its twin).

\n

Use: Doctor Dread has put a bounty on Magnetar’s head because she wants to study the advanced technology woven through its body. The bounty amount is outrageous, but then again, so is Magnetar.

\n

GM Intrusion: On a failed Might defense roll, all of the character’s loose metallic items (including weapons) are stripped from them and become stuck to a nearby metallic buttress.

","settings":{"general":{"initiativeBonus":0,"hideArchive":false},"equipment":{"ammo":{"active":false},"attacks":{"active":false},"armor":{"active":false},"cyphers":{"active":false,"label":""},"artifacts":{"active":false,"label":""},"oddities":{"active":false,"label":""},"materials":{"active":false,"label":""}},"skills":{},"abilities":{}},"teen":{"pools":{},"basic":{},"settings":{}}},"ownership":{"default":0,"N1n5f3sdQOJFmoJe":3},"prototypeToken":{"name":"Magnetar","displayName":20,"actorLink":false,"width":1,"height":1,"lockRotation":false,"rotation":0,"alpha":1,"light":{"alpha":0.5,"angle":360,"bright":0,"coloration":1,"dim":0,"luminosity":0.5,"saturation":0,"contrast":0,"shadows":0,"animation":{"speed":5,"intensity":5,"reverse":false,"type":null},"darkness":{"min":0,"max":1},"attenuation":0.5,"color":null},"disposition":0,"displayBars":40,"bar1":{"attribute":"pools.health"},"bar2":{"attribute":"basic.level"},"flags":{},"randomImg":false,"texture":{"src":"icons/svg/mystery-man.svg","scaleX":1,"scaleY":1,"offsetX":0,"offsetY":0,"rotation":0,"tint":null},"sight":{"angle":360,"enabled":false,"range":0,"brightness":1,"visionMode":"basic","color":null,"attenuation":0.1,"saturation":0,"contrast":0},"detectionModes":[]},"_stats":{"systemId":"cyphersystem","systemVersion":"2.3.0","coreVersion":"10.291","createdTime":null,"modifiedTime":1676797810110,"lastModifiedBy":"yThCrv1jSfPXOC2U"}} +{"_id":"JkNy4pCjZpJFaxsQ","name":"Doctor Dread","type":"npc","img":"icons/svg/mystery-man.svg","items":[],"effects":[],"folder":null,"sort":0,"flags":{},"system":{"version":2,"basic":{"level":7},"pools":{"health":{"value":40,"max":40}},"combat":{"damage":7,"armor":4},"description":"","notes":"

Doctor Dread is larger than life thanks to her brilliant mind, her media savvy, and the robotic armor she uses to enhance her otherwise normal abilities. Indeed, Doctor Dread has become the most feared terrorist on the planet. She uses her abilities to extort money, influence, and technology from the rich and powerful, whether her victims are individuals, governments, corporations, or superheroes.

\n

Alicia Coleridge is Doctor Dread’s secret identity. Born into relative obscurity, she received a full scholarship to the Russell Institute of Technology, where she studied the effects of radioactive substances on living tissue. In a freak lab accident, Alicia’s fiancé was slain, and Alicia was disfigured and driven slightly insane, so much so that she built the Doctor Dread armor. She plows the vast wealth she accumulates through terrorism into research into the rejuvenation of dead flesh. She hopes to one day bring back her dead love, whose body she keeps in suspended animation.

\n

(Doctor Dread is usually accompanied by a handful of robot minions.)

\n

(Dread’s robot minion: level 3; Armor 1; long-range laser attack inflicts 4 points of damage)

\n

(Assume that Doctor Dread has three power shifts in intelligence and two in resilience. These shifts are already figured into her modifications and other stats.)

\n

Motive: Accumulate wealth; reanimate dead flesh

\n

Environment: Wherever money can be extorted

\n

Health: 40

\n

Damage Inflicted: 7 points

\n

Armor: 4

\n

Movement: Short; long when flying

\n

Modifications: Resists mental attacks and deception as level 8; understands, repairs, and crafts advanced technology as level 10

\n

Combat: Doctor Dread’s armor allows her to exist without outside air (or air pressure), food, or water for up to ten days at a time. She can call on her robotic armor to accomplish a variety of tasks, including the following:

\n

Barricade: Establish an immobile, two-dimensional field of transparent force 10 feet by 10 feet (3 m by 3 m) for ten minutes

\n

Energy Cloak: Create an energy field that gives her +5 to Armor against heat, cold, or magnetism (one at a time, chosen when she uses the power) for ten minutes

\n

Fade: Become invisible for one minute, or until she makes an attack

\n

Plasma Blast: Long-range heat and electricity blast that inflicts 7 points of damage

\n

Interaction: Doctor Dread is slightly mad, but that’s normally disguised by her amazing brilliance. She is an egomaniac but will negotiate in return for a promise of wealth or biomedical lore she doesn’t already know.

\n

Use: The PCs are called to handle a hostage situation at a party in which many of the city’s wealthy elite are being held captive by Doctor Dread. She promises to let them go once sufficient wealth is paid into her offshore accounts.

\n

Loot: Most of Doctor Dread’s considerable wealth is tied up in online accounts, two or three secret fortresses, and cutting-edge biological research equipment.

\n

GM Intrusion: Doctor Dread uses a function built into her robotic armor that is the perfect solution for her current predicament: healing herself, teleporting away, disintegrating a barrier, or whatever is needed.

","settings":{"general":{"initiativeBonus":0,"hideArchive":false},"equipment":{"ammo":{"active":false},"attacks":{"active":false},"armor":{"active":false},"cyphers":{"active":false,"label":""},"artifacts":{"active":false,"label":""},"oddities":{"active":false,"label":""},"materials":{"active":false,"label":""}},"skills":{},"abilities":{}},"teen":{"pools":{},"basic":{},"settings":{}}},"ownership":{"default":0,"N1n5f3sdQOJFmoJe":3},"prototypeToken":{"name":"Doctor Dread","displayName":20,"actorLink":false,"width":1,"height":1,"lockRotation":false,"rotation":0,"alpha":1,"light":{"alpha":0.5,"angle":360,"bright":0,"coloration":1,"dim":0,"luminosity":0.5,"saturation":0,"contrast":0,"shadows":0,"animation":{"speed":5,"intensity":5,"reverse":false,"type":null},"darkness":{"min":0,"max":1},"attenuation":0.5,"color":null},"disposition":0,"displayBars":40,"bar1":{"attribute":"pools.health"},"bar2":{"attribute":"basic.level"},"flags":{},"randomImg":false,"texture":{"src":"icons/svg/mystery-man.svg","scaleX":1,"scaleY":1,"offsetX":0,"offsetY":0,"rotation":0,"tint":null},"sight":{"angle":360,"enabled":false,"range":0,"brightness":1,"visionMode":"basic","color":null,"attenuation":0.1,"saturation":0,"contrast":0},"detectionModes":[]},"_stats":{"systemId":"cyphersystem","systemVersion":"2.3.0","coreVersion":"10.291","createdTime":null,"modifiedTime":1676797810106,"lastModifiedBy":"yThCrv1jSfPXOC2U"}} {"_id":"Nt76FnKSHYsALLm9","name":"Wrath","type":"npc","img":"icons/svg/mystery-man.svg","items":[],"effects":[],"folder":null,"sort":0,"flags":{},"system":{"version":2,"basic":{"level":6},"pools":{"health":{"value":36,"max":36}},"combat":{"damage":8,"armor":1},"description":"","notes":"

The head of an elite group of assassins, Wrath wants to save the world by killing everyone who impedes her vision of perfection—which turns out to be the better part of humanity. In addition to being one of the most accomplished martial artists to walk the earth (thanks to her connection with a mystical entity called the Demon), Wrath is also a criminal mastermind whose assassins are just one layer of the organization she controls.

\n

Born more than two hundred and fifty years ago in China to a name lost to history, Wrath was taken in by a monastery and trained in the ways of fist and sword. Everything changed when raiders attacked and killed everyone in her monastery, leaving her the sole survivor. Vowing revenge against the raiders and the world that allowed animals like them to exist, she acquired a magical amulet that contains the Demon. The Demon in turn bequeathed her extraordinary speed, strength, and longevity.

\n

Wrath is content to let her assassins (and mobsters, lawyers, and politicians) accomplish many of her goals, though she relishes being present when particularly important adversaries are brought down.

\n

(Assassin of Wrath: level 4, stealth as level 7)

\n

(Assume that Wrath has two power shifts in dexterity, two in accuracy, and one in resilience. These shifts are already figured into her modifications and other stats.)

\n

Motive: Save the world

\n

Environment: Anywhere wrongs (to Wrath’s way of thinking) must be righted

\n

Health: 36

\n

Damage Inflicted: 8 points

\n

Armor: 1

\n

Movement: Short

\n

Modifications: Stealth, attacks, and Speed defense as level 8

\n

Combat: Wrath prefers a sword, though she is equally adept with a crossbow or, in rare cases, modern weapons. In melee she can attack two foes as a single action every round.

\n

Thanks to the influence of the Demon, Wrath regains 3 points of health each round, even if reduced to 0 health. The only way to permanently kill her is to reduce her to 0 health and keep her that way long enough to burn away the tattoo of the Demon that is engraved across her back.

\n

Interaction: Wrath is arrogant and confident, though not so much that she is easily fooled by flattery. She is usually amenable to negotiating, because she can anticipate the agenda of others and usually gain far more for herself in the end. However, she is not one to betray her word.

\n

Use: Wrath is making a bid to form a group of supervillains—all of whom will answer to her, of course—and it seems that initial talks are going well. The only holdout is Mister Genocide, who feels threatened by Wrath’s larger organization, and this tension has led to ongoing warfare in the streets as assassins battle mobsters.

\n

Loot: In addition to weapons and armor, Wrath likely possesses the equivalent of five exorbitant items, [[/r 1d6]] cyphers, and possibly one or two artifacts.

\n

GM Intrusion: Just as things seem bleakest for her, Wrath summons a group of assassins waiting in the wings to surround the PCs and demand their surrender.

","settings":{"general":{"initiativeBonus":0,"hideArchive":false},"equipment":{"ammo":{"active":false},"attacks":{"active":false},"armor":{"active":false},"cyphers":{"active":false,"label":""},"artifacts":{"active":false,"label":""},"oddities":{"active":false,"label":""},"materials":{"active":false,"label":""}},"skills":{},"abilities":{}},"teen":{"pools":{},"basic":{},"settings":{}}},"ownership":{"default":0,"N1n5f3sdQOJFmoJe":3},"prototypeToken":{"name":"Wrath","displayName":20,"actorLink":false,"width":1,"height":1,"lockRotation":false,"rotation":0,"alpha":1,"light":{"alpha":0.5,"angle":360,"bright":0,"coloration":1,"dim":0,"luminosity":0.5,"saturation":0,"contrast":0,"shadows":0,"animation":{"speed":5,"intensity":5,"reverse":false,"type":null},"darkness":{"min":0,"max":1},"attenuation":0.5,"color":null},"disposition":0,"displayBars":40,"bar1":{"attribute":"health"},"bar2":{"attribute":"level"},"flags":{},"randomImg":false,"texture":{"src":"icons/svg/mystery-man.svg","scaleX":1,"scaleY":1,"offsetX":0,"offsetY":0,"rotation":0,"tint":null},"sight":{"angle":360,"enabled":false,"range":0,"brightness":1,"visionMode":"basic","color":null,"attenuation":0.1,"saturation":0,"contrast":0},"detectionModes":[]},"_stats":{"systemId":"cyphersystem","systemVersion":"2.0.0-a1","coreVersion":"10.286","createdTime":null,"modifiedTime":1664959733217,"lastModifiedBy":"rLeavHPrdkq6xjNt"}} -{"_id":"P3mEUoNsbNgOjofV","name":"Anathema","type":"npc","img":"icons/svg/mystery-man.svg","items":[],"effects":[],"folder":null,"sort":0,"flags":{},"system":{"version":2,"basic":{"level":7},"pools":{"health":{"value":70,"max":70}},"combat":{"damage":12,"armor":0},"description":"","notes":"

The supervillain called Anathema is big, bright red, and stronger than anyone on this planet or any other (or so he claims). Superheroes who go head to head with him learn that he can withstand almost any hit and always gives back twice as hard as he receives. He can bring down buildings with a punch and throw semi trucks across state lines.

\n

Before he was Anathema, he was Sameer Stokes, a bitter and spiteful coder working for a large software company. Having failed in relationships, promotions, and retaining friends, Sameer retreated online and learned that he had power when he bullied people. He delighted in causing emotional distress in others in forums and social media. In effect, he was a troll. When the metamorphosis happened, he was turned into a troll for real. (Sameer doesn’t recall the metamorphosis or the days before and immediately after his change, despite using therapy and drugs in an attempt to recover those memories.)

\n

(Assume that Anathema has three power shifts in strength and two in resilience. These shifts are already figured into his modifications and other stats.)

\n

Motive: Accumulate wealth, live on the edge

\n

Environment: Anywhere vast wealth can be stolen

\n

Health: 70

\n

Damage Inflicted: 12 points

\n

Movement: Short; a few miles (5 km) per leap

\n

Modifications: Strength tasks as level 10; Might defense as level 9; Speed defense as level 5 due to size

\n

Combat: Anathema hits foes with bone-shocking force. He can throw cars and large objects at targets within long range, dealing damage to all creatures within immediate range of his target.

\n

Anathema has a healing factor that makes it hard to hurt him in any meaningful sense. He regains 10 points of health per round. In any round in which he regains health, his attacks deal 3 additional points of damage (15 total), and he seems to visibly swell with muscle.

\n

Interaction: When Anathema is riled up during a fight, it’s difficult to reason with him. However, he is willing to negotiate if someone offers him wealth or convinces him they have valuable secrets for breaking mental blocks. Anathema doesn’t know how he became the way he is, and he wants to recover his missing memories.

\n

Use: The rolling earthquake afflicting the city is actually Anathema fighting a group of newbie superheroes who haven’t figured out that engaging the red mountain will likely cause more deaths than leaving him alone. (The first rule of fighting Anathema is to lead or move him somewhere with a low population density.)

\n

Loot: Anathema doesn’t normally carry wealth or other valuables. In his lair, Anathema typically has three to five expensive items, [[/r 1d6]] cyphers, and possibly an artifact.

\n

GM Intrusion: Anathema’s attack sends the character flying a long distance and potentially into dangerous terrain.

","settings":{"general":{"initiativeBonus":0,"hideArchive":false},"equipment":{"ammo":{"active":false},"attacks":{"active":false},"armor":{"active":false},"cyphers":{"active":false,"label":""},"artifacts":{"active":false,"label":""},"oddities":{"active":false,"label":""},"materials":{"active":false,"label":""}},"skills":{},"abilities":{}},"teen":{"pools":{},"basic":{},"settings":{}}},"ownership":{"default":0,"N1n5f3sdQOJFmoJe":3},"prototypeToken":{"name":"Anathema","displayName":20,"actorLink":false,"width":1,"height":1,"lockRotation":false,"rotation":0,"alpha":1,"light":{"alpha":0.5,"angle":360,"bright":0,"coloration":1,"dim":0,"luminosity":0.5,"saturation":0,"contrast":0,"shadows":0,"animation":{"speed":5,"intensity":5,"reverse":false,"type":null},"darkness":{"min":0,"max":1},"attenuation":0.5,"color":null},"disposition":0,"displayBars":40,"bar1":{"attribute":"health"},"bar2":{"attribute":"level"},"flags":{},"randomImg":false,"texture":{"src":"icons/svg/mystery-man.svg","scaleX":1,"scaleY":1,"offsetX":0,"offsetY":0,"rotation":0,"tint":null},"sight":{"angle":360,"enabled":false,"range":0,"brightness":1,"visionMode":"basic","color":null,"attenuation":0.1,"saturation":0,"contrast":0},"detectionModes":[]},"_stats":{"systemId":"cyphersystem","systemVersion":"2.0.0-a1","coreVersion":"10.286","createdTime":null,"modifiedTime":1664959733164,"lastModifiedBy":"rLeavHPrdkq6xjNt"}} -{"_id":"xbzQuHZksxluwy30","name":"Mister Genocide","type":"npc","img":"icons/svg/mystery-man.svg","items":[],"effects":[],"folder":null,"sort":0,"flags":{},"system":{"version":2,"basic":{"level":5},"pools":{"health":{"value":15,"max":15}},"combat":{"damage":5,"armor":1},"description":"","notes":"

Real name Alfred Webster, Mister Genocide has the unfortunate ability to synthesize deadly poison from his skin. His touch can kill, but if he wishes it, so can his spittle or even his breath.

\n

Anyone who spends too much time in Mister Genocide’s presence becomes ill, even if the villain isn’t actively using his power. Thus, his cronies usually wear gas masks and protective clothing. Mister Genocide has promoted himself to the head of the mob in the city where he resides and is always looking to expand his operations, sometimes at the expense of other criminals.

\n

When victims are killed by Mister Genocide’s poison, their skin and the whites of their eyes take on a bright green hue, which increases the terror that normal people feel regarding him. Even superheroes have been brought down by his toxins. Mister Genocide sometimes teams up with Anathema, because the red mountain is the only villain who can withstand the poison that Genocide constantly emits.

\n

(Assume that Mister Genocide has two power shifts in his poison power, one in intelligence, and two in resilience. These shifts are already figured into his modifications and other stats.)

\n

Motive: Accumulate power

\n

Environment: Anywhere crime lords congregate

\n

Health: 15

\n

Damage Inflicted: 5 points; see Combat

\n

Armor: 1

\n

Movement: Short

\n

Modifications: Poison breath attack and Might defense as level 7; Intellect defense and evil genius as level 6

\n

Combat: Targets touched by Mister Genocide must make a difficulty 7 Might defense roll or take 5 points of Speed damage (ignores Armor) from the poison transmitted. Worse, the poison continues to inflict 2 points of Speed damage each round until the victim succeeds at a Might defense roll.

\n

Every other round, Mister Genocide can make a level 7 poison attack that can affect up to ten victims within short range as a single action. Those who fail a Might defense roll take 7 points of Speed damage (ignores Armor) and spend a round helpless as they cough and gag. The inhalant poison does not continue to inflict damage each round.

\n

Mister Genocide is immune to most venoms, toxins, and poisons.

\n

Interaction: Certifiably insane, Mister Genocide likes to kill people. He may negotiate for a while, but if there is not enough gain to be had, he might kill everyone with a breath just for the fun of watching them suffocate and turn green.

\n

Use: Gang warfare between two criminal organizations is shooting up downtown, and many innocent bystanders caught in the crossfire end up bullet-ridden or poisoned (with green skin). Someone needs to put a stop to Mister Genocide.

\n

Loot: The supervillain carries currency equivalent to [[/r 1d6]] expensive items, a cypher or two, and a variety of poisoned knives, needles, and vials.

\n

GM Intrusion: A character affected by the poison must make a second Might defense roll or fall unconscious from shock. Unconsciousness lasts for up to a minute, or until the victim is jostled awake.

","settings":{"general":{"initiativeBonus":0,"hideArchive":false},"equipment":{"ammo":{"active":false},"attacks":{"active":false},"armor":{"active":false},"cyphers":{"active":false,"label":""},"artifacts":{"active":false,"label":""},"oddities":{"active":false,"label":""},"materials":{"active":false,"label":""}},"skills":{},"abilities":{}},"teen":{"pools":{},"basic":{},"settings":{}}},"ownership":{"default":0,"N1n5f3sdQOJFmoJe":3},"prototypeToken":{"name":"Mister Genocide","displayName":20,"actorLink":false,"width":1,"height":1,"lockRotation":false,"rotation":0,"alpha":1,"light":{"alpha":0.5,"angle":360,"bright":0,"coloration":1,"dim":0,"luminosity":0.5,"saturation":0,"contrast":0,"shadows":0,"animation":{"speed":5,"intensity":5,"reverse":false,"type":null},"darkness":{"min":0,"max":1},"attenuation":0.5,"color":null},"disposition":0,"displayBars":40,"bar1":{"attribute":"health"},"bar2":{"attribute":"level"},"flags":{},"randomImg":false,"texture":{"src":"icons/svg/mystery-man.svg","scaleX":1,"scaleY":1,"offsetX":0,"offsetY":0,"rotation":0,"tint":null},"sight":{"angle":360,"enabled":false,"range":0,"brightness":1,"visionMode":"basic","color":null,"attenuation":0.1,"saturation":0,"contrast":0},"detectionModes":[]},"_stats":{"systemId":"cyphersystem","systemVersion":"2.0.0-a1","coreVersion":"10.286","createdTime":null,"modifiedTime":1664959733204,"lastModifiedBy":"rLeavHPrdkq6xjNt"}} +{"_id":"P3mEUoNsbNgOjofV","name":"Anathema","type":"npc","img":"icons/svg/mystery-man.svg","items":[],"effects":[],"folder":null,"sort":0,"flags":{},"system":{"version":2,"basic":{"level":7},"pools":{"health":{"value":70,"max":70}},"combat":{"damage":12,"armor":0},"description":"","notes":"

The supervillain called Anathema is big, bright red, and stronger than anyone on this planet or any other (or so he claims). Superheroes who go head to head with him learn that he can withstand almost any hit and always gives back twice as hard as he receives. He can bring down buildings with a punch and throw semi trucks across state lines.

\n

Before he was Anathema, he was Sameer Stokes, a bitter and spiteful coder working for a large software company. Having failed in relationships, promotions, and retaining friends, Sameer retreated online and learned that he had power when he bullied people. He delighted in causing emotional distress in others in forums and social media. In effect, he was a troll. When the metamorphosis happened, he was turned into a troll for real. (Sameer doesn’t recall the metamorphosis or the days before and immediately after his change, despite using therapy and drugs in an attempt to recover those memories.)

\n

(Assume that Anathema has three power shifts in strength and two in resilience. These shifts are already figured into his modifications and other stats.)

\n

Motive: Accumulate wealth, live on the edge

\n

Environment: Anywhere vast wealth can be stolen

\n

Health: 70

\n

Damage Inflicted: 12 points

\n

Movement: Short; a few miles (5 km) per leap

\n

Modifications: Strength tasks as level 10; Might defense as level 9; Speed defense as level 5 due to size

\n

Combat: Anathema hits foes with bone-shocking force. He can throw cars and large objects at targets within long range, dealing damage to all creatures within immediate range of his target.

\n

Anathema has a healing factor that makes it hard to hurt him in any meaningful sense. He regains 10 points of health per round. In any round in which he regains health, his attacks deal 3 additional points of damage (15 total), and he seems to visibly swell with muscle.

\n

Interaction: When Anathema is riled up during a fight, it’s difficult to reason with him. However, he is willing to negotiate if someone offers him wealth or convinces him they have valuable secrets for breaking mental blocks. Anathema doesn’t know how he became the way he is, and he wants to recover his missing memories.

\n

Use: The rolling earthquake afflicting the city is actually Anathema fighting a group of newbie superheroes who haven’t figured out that engaging the red mountain will likely cause more deaths than leaving him alone. (The first rule of fighting Anathema is to lead or move him somewhere with a low population density.)

\n

Loot: Anathema doesn’t normally carry wealth or other valuables. In his lair, Anathema typically has three to five expensive items, [[/r 1d6]] cyphers, and possibly an artifact.

\n

GM Intrusion: Anathema’s attack sends the character flying a long distance and potentially into dangerous terrain.

","settings":{"general":{"initiativeBonus":0,"hideArchive":false},"equipment":{"ammo":{"active":false},"attacks":{"active":false},"armor":{"active":false},"cyphers":{"active":false,"label":""},"artifacts":{"active":false,"label":""},"oddities":{"active":false,"label":""},"materials":{"active":false,"label":""}},"skills":{},"abilities":{}},"teen":{"pools":{},"basic":{},"settings":{}}},"ownership":{"default":0,"N1n5f3sdQOJFmoJe":3},"prototypeToken":{"name":"Anathema","displayName":20,"actorLink":false,"width":1,"height":1,"lockRotation":false,"rotation":0,"alpha":1,"light":{"alpha":0.5,"angle":360,"bright":0,"coloration":1,"dim":0,"luminosity":0.5,"saturation":0,"contrast":0,"shadows":0,"animation":{"speed":5,"intensity":5,"reverse":false,"type":null},"darkness":{"min":0,"max":1},"attenuation":0.5,"color":null},"disposition":0,"displayBars":40,"bar1":{"attribute":"pools.health"},"bar2":{"attribute":"basic.level"},"flags":{},"randomImg":false,"texture":{"src":"icons/svg/mystery-man.svg","scaleX":1,"scaleY":1,"offsetX":0,"offsetY":0,"rotation":0,"tint":null},"sight":{"angle":360,"enabled":false,"range":0,"brightness":1,"visionMode":"basic","color":null,"attenuation":0.1,"saturation":0,"contrast":0},"detectionModes":[]},"_stats":{"systemId":"cyphersystem","systemVersion":"2.3.0","coreVersion":"10.291","createdTime":null,"modifiedTime":1676797810103,"lastModifiedBy":"yThCrv1jSfPXOC2U"}} +{"_id":"xbzQuHZksxluwy30","name":"Mister Genocide","type":"npc","img":"icons/svg/mystery-man.svg","items":[],"effects":[],"folder":null,"sort":0,"flags":{},"system":{"version":2,"basic":{"level":5},"pools":{"health":{"value":15,"max":15}},"combat":{"damage":5,"armor":1},"description":"","notes":"

Real name Alfred Webster, Mister Genocide has the unfortunate ability to synthesize deadly poison from his skin. His touch can kill, but if he wishes it, so can his spittle or even his breath.

\n

Anyone who spends too much time in Mister Genocide’s presence becomes ill, even if the villain isn’t actively using his power. Thus, his cronies usually wear gas masks and protective clothing. Mister Genocide has promoted himself to the head of the mob in the city where he resides and is always looking to expand his operations, sometimes at the expense of other criminals.

\n

When victims are killed by Mister Genocide’s poison, their skin and the whites of their eyes take on a bright green hue, which increases the terror that normal people feel regarding him. Even superheroes have been brought down by his toxins. Mister Genocide sometimes teams up with Anathema, because the red mountain is the only villain who can withstand the poison that Genocide constantly emits.

\n

(Assume that Mister Genocide has two power shifts in his poison power, one in intelligence, and two in resilience. These shifts are already figured into his modifications and other stats.)

\n

Motive: Accumulate power

\n

Environment: Anywhere crime lords congregate

\n

Health: 15

\n

Damage Inflicted: 5 points; see Combat

\n

Armor: 1

\n

Movement: Short

\n

Modifications: Poison breath attack and Might defense as level 7; Intellect defense and evil genius as level 6

\n

Combat: Targets touched by Mister Genocide must make a difficulty 7 Might defense roll or take 5 points of Speed damage (ignores Armor) from the poison transmitted. Worse, the poison continues to inflict 2 points of Speed damage each round until the victim succeeds at a Might defense roll.

\n

Every other round, Mister Genocide can make a level 7 poison attack that can affect up to ten victims within short range as a single action. Those who fail a Might defense roll take 7 points of Speed damage (ignores Armor) and spend a round helpless as they cough and gag. The inhalant poison does not continue to inflict damage each round.

\n

Mister Genocide is immune to most venoms, toxins, and poisons.

\n

Interaction: Certifiably insane, Mister Genocide likes to kill people. He may negotiate for a while, but if there is not enough gain to be had, he might kill everyone with a breath just for the fun of watching them suffocate and turn green.

\n

Use: Gang warfare between two criminal organizations is shooting up downtown, and many innocent bystanders caught in the crossfire end up bullet-ridden or poisoned (with green skin). Someone needs to put a stop to Mister Genocide.

\n

Loot: The supervillain carries currency equivalent to [[/r 1d6]] expensive items, a cypher or two, and a variety of poisoned knives, needles, and vials.

\n

GM Intrusion: A character affected by the poison must make a second Might defense roll or fall unconscious from shock. Unconsciousness lasts for up to a minute, or until the victim is jostled awake.

","settings":{"general":{"initiativeBonus":0,"hideArchive":false},"equipment":{"ammo":{"active":false},"attacks":{"active":false},"armor":{"active":false},"cyphers":{"active":false,"label":""},"artifacts":{"active":false,"label":""},"oddities":{"active":false,"label":""},"materials":{"active":false,"label":""}},"skills":{},"abilities":{}},"teen":{"pools":{},"basic":{},"settings":{}}},"ownership":{"default":0,"N1n5f3sdQOJFmoJe":3},"prototypeToken":{"name":"Mister 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As @UUID[Compendium.cyphersystem-compendium.vehicles.ZYdj5EXY920kdcgr]{motorboat}, but can reach speeds over 128 km/h (80 mph).

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Hover frame with a seat for driver and up to four other passengers, often open to the environment (luxury versions have retractable hardtops). Inboard (or external) rotors force air down, allowing the vehicle to hover up to 1 m (3 feet) over any terrain (including water and other liquids). Ideal for utterly wild terrain and over-water excursions. Moves a long distance each round in any terrain or an average of 160 km/h (100 mph) during long distance travel.

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This luxury flying vehicle boasts a completely enclosed interior habitat with five to ten interior chambers arranged either to house one or more families, support scientific research, exploration, spying, or configured for some other purpose to support a team of individuals. Moves a short distance each round or an average of 160 km/h (100 mph) during extended travel (half or double that depending on air conditions).

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Completely enclosed and water-tight hull with a seat for a pilot (and up to one passenger); moves a short distance each round underwater or up to 50 km/h (30 mph) on an extended trip. Minimal options for docking with other underwater craft or manipulating the environment without customization.

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Rugged caterpillar track supports a completely enclosed frame, contains seats for a driver and up to four other crew; treat as having superior armor. Armed with a central cannon. Moves a short distance each round, or on extended trips, up to 40 km/h (25 mph) on relatively flat terrain, or twice that on paved surfaces.

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As any one other cycle, except an instant cycle can be deployed from a lightweight briefcase-sized (or even smaller) pack as an action, and is built up by packaged nanobots, virtual particles, or hard light to create the selected cycle, which can be ridden normally. A PC can re-package the deployed cycle to its original easily toted form as an action. Variable level.

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As @UUID[Compendium.cyphersystem-compendium.vehicles.wsKp5ekyfZHPA5Y7]{land ark} (and sometimes called a “battle ark”), but sports superior weapons, though half the interior space.

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Two-wheeled vehicle, supporting a reinforced, armored frame with a seat for one rider (and sometimes a passenger) partly open the environment, providing the rider Armor 2. Built-in weapons include a deployable swivel long-range machine gun that inflicts 8 points of damage. Auto-stabilization eases all tasks related to riding. Suitable for paved and broken surfaces; moves a long distance each round on paved and broken surfaces or an average of 144 km/h (90 mph) during long-distance travel.

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As @UUID[Compendium.cyphersystem-compendium.vehicles.1mh1UraAXn1FSpFn]{hover speedster}, with the addition of reinforced cowling providing the rider Armor 2. Built-in weapons include deployable swivel long-range energy weapons that inflict 9 points of damage.

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Massive water-going craft armed with anti-ship missiles, surface-to-air missiles, guns, and torpedoes, as well as hangars for one or two armed helicopters; treat as having superior weapons during vehicular combat. Features both open decks and many completely enclosed interior chambers. Lots of room for crew, supplies, and so on. Moves a long distance each round or up to 64 km/h (40 mph) on calm water (half movement rates in choppy water). Requires a trained crew and central coordination to operate.

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Powered anthropomorphic exoskeleton frame partially open to the environment but provides a single operator Armor 3. Attacks in the infantry mech (using either an electrified blade for melee or a long-range combat rifle) are eased, inflicting 6 points of damage. Moves a short distance or power jumps up to a very long distance once every other round or up to 72 km/h (45 mph) on extended trips.

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Two-wheeled vehicle, supporting a reinforced, lightly enclosed and pressurized frame with a seat for one rider (and sometimes a passenger), providing the rider Armor 1 (though if damage is taken, it’s likely a breach has occurred). Auto-stabilization eases all tasks related to riding. Suitable for paved and broken surfaces on airless moons or in polluted or poisonous atmospheres; moves a long distance each round on paved and broken surfaces or an average of 80 km/h (50 mph) during long-distance travel.

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Deployed from a fist-sized sphere as an action, the personal orb takes shape around a single traveler, forming an environment force field that shields wind and air turbulence, keeping the atmosphere at a comfortable temperature, and providing Armor 1. Once deployed, the orb pilots itself as directly as possible, flying to a destination at very long distance per round or up to 480 km/h (300 mph) during an extended trip, with a maximum duration of up to thirty-six hours. Personal orbs are usually single-use transports.

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Composed of hard light and pseudo-matter, this futuristic airframe has seats for a pilot and up to two passengers. Built-in weapons include very long-range energy cannons. Auto-stabilization eases all tasks related to piloting by two steps (except for vehicular combat). Flies a very long distance each round using jets or an average of over 8,000 km/h (5,000 mph) during extended trips, and can even make low-orbit rendezvous.

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Four-wheeled vehicle, supporting a frame in a van or truck configuration that prioritizes carrying cargo over passengers (though up to ten additional passengers, in addition to the driver, could squeeze into a van or into the open bed of truck). Operable/easily breakable glass windows (and/or retractable hardtop) provide openness to environment. Moves a long distance each round on paved surfaces or an average of 96 km/h (60 mph) during extended trips.

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Two-wheeled vehicle with telescoping spokes capable of adapting to nearly any terrain (except water or other liquids), supporting a basic frame with a seat for one rider (and sometimes a passenger) open to the environment, ideal for utterly wild terrain and off-road travel; able to “climb” natural steep and near-vertical surfaces. Auto-stabilization eases all tasks related to riding. Moves a long distance each round in any terrain or an average of 112 km/h (70 mph) during long-distance travel.

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As @UUID[Compendium.cyphersystem-compendium.vehicles.fb981NylfnfKC2K7]{VTOL hyperjet}, but sacrifices weapons so it can operate both in the air and underwater as a submersible. Able to move a long distance each round underwater or 80 km/h (50 mph) during extended trips underwater.

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Knobby two-wheeled or three-wheeled vehicle, supporting a basic frame with a seat for one rider (and sometimes a passenger) open to the environment, ideal for wild terrain and off-road travel; moves a short distance each round in wild terrain or an average of 48 km/h (30 mph) during long-distance travel (double movement on paved surfaces).

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Seaworthy hull with a seat for a pilot and up to eight passengers. Open to the environment; moves a long distance each round or up to 80 km/h (50 mph) on calm water (half movement rates in choppy water). Used motorboats can be had at moderate prices but actions related to operating it are subject to automatic GM intrusions on a d20 die roll of 1 or 2.

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As @UUID[Compendium.cyphersystem-compendium.vehicles.hN3G2oNbOiKRfKMZ]{yacht}, but can cut through the sea at speeds of up to 480 km/h (300 mph) in calm or stormy weather without risk of capsizing.

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Two-wheeled vehicle of hard light capable of adapting to most terrains, supporting a sleek reinforced, armored frame with a seat for one rider (and sometimes a passenger) partly open the environment, providing the rider Armor 1. Suitable for crossing above any surface via self-deploying light bridge, a 1 cm (3 inch) thick by 3 m (10 feet) wide, constantly extending forcefield surface that persists for about ten minutes. The bridge can reach to almost any height, though maximum gradient shouldn’t exceed 30%. Auto-stabilization eases all tasks related to riding by two steps. Moves a long distance each round on self-deploying bridge or an average of 190 km/h (120 mph) during long-distance travel.

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Hard-light cycles can also be used as gladiatorial vehicles, modified to lay a forcefield wall trail behind rather than a bridge underneath, against opponents on similar cycles in a limited area with speedometers partly disabled.

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A stylish seaworthy hull with a seat for one rider (and sometimes a passenger) open to the environment; moves a long distance each round or up to 112 km/h (65 mph) on calm water (half movement rates in choppy water).

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Four-wheeled vehicle, supporting a “rolling work of art” frame focusing on flamboyance and swagger, sometimes at the expense of practicality and efficiency. Seats for a driver and usually only a single passenger; operable/easily breakable glass windows (and or retractable hardtop) provide openness to environment. Auto-stabilization eases all tasks related to driving. Moves a long distance each round on paved surfaces or an average of 144 km/h (90 mph) during extended trips.

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Four-wheeled vehicle, supporting a slightly dented and rusted metallic frame with seats for a driver and up to four additional passengers; operable/easily breakable glass windows give openness to environment. Moves a long distance each round on paved surfaces or an average of 80 km/h (50 mph) during extended trips.

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Powered anthropomorphic exoskeleton frame partially open to the environment. Grants three free levels of Effort to all lifting and hauling tasks. Moves an immediate distance each round. Attacks in the mech (using its loading arms) are hindered, but inflict 10 points of damage. Moves up to a short distance or up to 24 km/h (15 mph) on extended trips.

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Swept-back enclosed airframe with seats for a pilot and up to eight passengers. Built-in weapons include long-range Gatling-style cannons (treat as superior weapons). VTOL (vertical take-off and landing) allows the hyperjet incredible maneuverability. Auto-stabilization eases all tasks related to piloting (other than vehicular combat). Flies a very long distance each round using jets or an average of over 2,410 km/h (1,500 mph) during extended trips.

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Enclosed (but with retractable hardtop) frame contains seats for a driver and up to four other passengers, providing the driver (and vehicle) Armor 1. Anti-gravity repulsors allow the vehicle to fly within the atmosphere. Flies a very long distance each round in any terrain or an average of 320 km/h (200 mph) during long-distance travel.

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Seaworthy hull with a deck section open to the air and sections completely enclosed with five to ten interior chambers suitable for living, leisure, supporting scientific research, exploration, spying, or configured for some other purpose to support a team of individuals. Moves a long distance each round or up to 80 km/h (50 mph) on calm water (half movement rates in choppy water).

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Two-wheeled vehicle, supporting a stylish frame with a seat for one rider (and sometimes a passenger) open to the environment suitable for paved surfaces; moves a long distance each round on paved surfaces or an average of 96 km/h (60 mph) during long-distance travel.

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Configurable from being as small as a skateboard suitable for one rider up to a disk 1.5 m (5 feet) in diameter. Auto-stabilization eases all tasks related to riding. Open to the environment (requiring user to wear protective gear). Flies a long distance each round or an average of 225 km/h (140 mph) during long-distance travel.

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A 78 m (255 feet) tall powered anthropomorphic exoskeleton frame. Creates a sealed enclosure (qualifying it for vehicular combat) with life support for an operator and a crew of up to six people. Armed with a massive “melee” plasma sword and “mech-punch” (melee attacks that can be made at long range), plus very long-range missiles, grenades, and energy weapons, operable by the pilot and crew at up to five different independent weapon stations simultaneously; treat as having superior weapons. Can run and fly up to a very long distance each round, and can even ascend into low orbit for brief periods.

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A fast attack craft (FAC) is relatively small and agile (compared to more massive warships), armed with anti-ship missiles, guns, and/or torpedoes. Features both open decks and a couple of completely enclosed interior chambers. A gunboat is cramped, has little room for food or water, and is not as seaworthy as it could be (all tasks related to operating the craft, except vehicular combat, are hindered). Moves a long distance each round or up to 96 km/h (60 mph) on calm water (half movement rates in choppy water). Requires a trained crew and central coordination to operate.

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Massive underwater craft armed with torpedoes and surface-to-air missiles. Completely enclosed interior chambers provide the crew (and vehicle) Armor 4 as well as breathable air and pressure; lots of room for crew, supplies, and so on. Moves a long distance underwater each round or up to 75 km/h (47 mph). Requires a trained crew and central coordination to operate.

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A 4 m (12 feet) long, smart-plastic flying wing open to the environment on which a single rider stands; rider must succeed on a difficulty 1 Speed roll each round. In combat, it moves a long distance each round, but on extended trips, it can move up to 130 km/h (80 mph). Often used for cloud surfing on Venus.

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Six-wheeled vehicle, supporting a reinforced, lightly enclosed and pressurized frame with seats for a driver and up to four additional passengers, providing driver and passengers Armor 1 (though if damage is taken, it’s likely a breach has occurred). Auto-stabilization eases all tasks related to driving. Suitable for paved and broken surfaces on airless moons or in polluted or poisonous atmospheres; moves a long distance each round on paved and broken surfaces or an average of 64 km/h (40 mph) during long-distance travel.

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As @UUID[Compendium.cyphersystem-compendium.vehicles.gbhUGRlUUMhqM2Zz]{flying car}, but on-board weak AI always handles all driving functions, unless the driver takes control. The AI prioritizes passenger safety, and in the event of a crash, protects all passengers in a brief stasis field (assuming power reserves remain intact).

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As @UUID[Compendium.cyphersystem-compendium.vehicles.Mh4ZCMHrjpcqNz9w]{infantry mech}, but upgrades include complete and sealed enclosure with life support (qualifying it for vehicular combat). Attacks in the interceptor mech also include a battery of very long-range missiles. An additional flight mode allows the interceptor to fly a very long distance for up to ten minutes before recharge is required. Some mechs have superior weapons, defense, or speed, but that doubles the cost.

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Harness lofts pilot over the ground using variable microjets, allowing the user to fly. Open to the environment (requiring user to wear protective gear). Flies a very long distance each round or an average of 190 km/h (120 mph) during long-distance travel, though the pack must be refueled every 1000 miles.

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As @UUID[Compendium.cyphersystem-compendium.vehicles.eqsiUjrg2EIrtiQj]{used car}, but in better shape. Moves a long distance each round on paved surfaces or an average of 96 km/h (60 mph) during extended trips.

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Treaded, all-terrain wheels support a completely enclosed interior habitat with five to ten interior chambers arranged either to house one or more families, support scientific research, exploration, spying, or configured for some other purpose to support a team of individuals. Moves an immediate distance each round in utterly wild terrain, a short distance each round in broken terrain or an average of 64 km/h (40 mph) during long-distance travel (double movement on paved surfaces, though a land ark rarely finds roads).

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Immovable disc-shaped pad (or hollow free-standing ring) keyed to one or more locations within 160 km (100 miles); step on the disc (or pass through the ring) and appear at the keyed location. Discs of level 9 and above can teleport users between planets or even stars, like small versions of stellar gates.

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A three-pronged spear, often used for spear fishing.

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A wooden pole about 4 to 5 feet (1.2 to 1.5 m) long.

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A long hollow tube used to shoot darts. You can fire it with one hand, but you need two hands to load it.

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A one-handed pole about 3 to 5 feet (1 to 1.5 m) long with a stabbing blade on the end.

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A larger, heavier version of the battleaxe, sometimes with two opposing blades instead of one.

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A net designed for battle rather than fishing. It has metal hooks at each intersection to help catch your enemy. You can throw it with one hand. Action to refold it so it can be thrown again. If you hit an opponent with the net, all of their physical actions are hindered until they take an action to remove it.

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A medium-length sword with a strongly curved blade.

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A wooden handle with a heavy metal head, either one-sided (like a carpenter’s hammer) or two-sided (like a sledgehammer).

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A long-bladed sword, longer than a dagger, heavier than a rapier, but not as large as a greatsword.

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A wooden handle with a heavy metal head that’s spherical, flanged, or knobbed.

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A bow with a handle and mechanism for drawing and holding the string. It fires crossbow bolts. You can fire it with one hand. You need two hands to load it. Action to reload.

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A small pouch connected to two cords. You put a stone or bullet (metal slug) in the pouch, hold the end of the cords, spin it, and let go of one of the cords to hurl the projectile. You can fire it with one hand. You need two hands to load it. Action to reload.

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A very short blade for stabbing or slicing.

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A weapon similar to a light crossbow, but it has a magazine that holds five bolts. You turn a small crank to advance to the next bolt (this is not an action). Action to load an empty magazine with five bolts, action to reload the crossbow with a new magazine. It can be used as a rapid-fire weapon.

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A heavier, more powerful version of a light crossbow. You need two hands to fire or load it. Action to reload.

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A leather cord with a handle, used more for tricks and inflicting punishments than for deadly combat.

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A larger version of the hammer, such as a sledgehammer.

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A handle with a chain on one end and a ball or spiked ball at the end of the chain.

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Light weapon (2 damage, difficulty of attack is eased). Level 2.

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Single use; can be thrown a short distance; explodes to inflict 6 points of damage in an immediate radius. Level 3.

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In modern and nearfuture settings, hand grenades are usually difficult to come by unless a character has a shady connection.

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Handheld device with two prongs that must contact target; light weapon (2 points of electrical damage, difficulty of attack is eased, and on additional failed Might defense roll, target is dazed 1 round). Level 3.

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Heavy weapon (6 damage, requires both hands to wield). Level 2.

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Medium weapon (4 damage), long range. Level 3.

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Light weapon (2 damage, difficulty of attack is eased), short range. Level 2.

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Handheld device that fires attached probe at target within 9 m (30 feet); medium weapon (4 points of electrical damage and on a failed Might defense roll, target is stunned for 1 round, losing their next action). Level 3.

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Heavy weapon (6 damage, both hands), very long range. Level 3.

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Inflicts 5 points of damage in immediate radius.

\n","archived":false,"settings":{"rollButton":{"pool":"Pool","skill":"Practiced","assets":0,"effort1":0,"effort2":0,"effort3":0,"stepModifier":"eased","additionalSteps":0,"additionalCost":0,"damage":0,"damagePerLOE":3,"teen":"","bonus":0},"general":{"unmaskedForm":"Mask"}},"basic":{"type":"n/a","damage":"5","modifier":"eased","steps":"0","range":"","notes":"explosive weapon","skillRating":"Practiced"}},"ownership":{"default":0,"k2TkElLx959B0lm5":3},"_stats":{"systemId":"cyphersystem","systemVersion":"2.0.0-b3","coreVersion":"10.288","createdTime":null,"modifiedTime":1667121731005,"lastModifiedBy":"rLeavHPrdkq6xjNt"}} -{"name":"Light blaster","type":"attack","img":"systems/cyphersystem/icons/items/attack.svg","effects":[],"folder":null,"sort":0,"flags":{},"_id":"cAh0sGKTyb8Vptej","system":{"version":2,"description":"","archived":false,"settings":{"rollButton":{"pool":"Pool","skill":"Practiced","assets":0,"effort1":0,"effort2":0,"effort3":0,"stepModifier":"eased","additionalSteps":0,"additionalCost":0,"damage":0,"damagePerLOE":3,"teen":"","bonus":0},"general":{"unmaskedForm":"Mask"}},"basic":{"type":"light weapon","damage":"2","modifier":"eased","steps":"1","range":"short range","notes":"","skillRating":"Practiced"}},"ownership":{"default":0,"k2TkElLx959B0lm5":3},"_stats":{"systemId":"cyphersystem","systemVersion":"2.0.0-b3","coreVersion":"10.288","createdTime":null,"modifiedTime":1667121731161,"lastModifiedBy":"rLeavHPrdkq6xjNt"}} -{"name":"Grenade (sonic)","type":"attack","img":"systems/cyphersystem/icons/items/attack.svg","effects":[],"folder":null,"sort":0,"flags":{},"_id":"mVef0tRkNWbfz2VS","system":{"version":2,"description":"

Inflicts 2 points of damage in immediate radius, plus Might defense roll or lose next turn.

\n","archived":false,"settings":{"rollButton":{"pool":"Pool","skill":"Practiced","assets":0,"effort1":0,"effort2":0,"effort3":0,"stepModifier":"eased","additionalSteps":0,"additionalCost":0,"damage":0,"damagePerLOE":3,"teen":"","bonus":0},"general":{"unmaskedForm":"Mask"}},"basic":{"type":"n/a","damage":"2","modifier":"eased","steps":"0","range":"","notes":"explosive weapon","skillRating":"Practiced"}},"ownership":{"default":0,"k2TkElLx959B0lm5":3},"_stats":{"systemId":"cyphersystem","systemVersion":"2.0.0-b3","coreVersion":"10.288","createdTime":null,"modifiedTime":1667121730981,"lastModifiedBy":"rLeavHPrdkq6xjNt"}} -{"_id":"qErMuZdwnHVPLCm7","name":"Stunstick","type":"attack","img":"systems/cyphersystem/icons/items/attack.svg","effects":[],"folder":null,"sort":0,"flags":{},"system":{"version":2,"description":"

Inflicts no damage but human-sized or smaller target loses next action.

\n","archived":false,"settings":{"rollButton":{"pool":"Pool","skill":"Practiced","assets":"0","effort1":"0","effort2":"0","effort3":"0","stepModifier":"eased","additionalSteps":0,"additionalCost":"0","damage":0,"damagePerLOE":"3","teen":"","bonus":"0"},"general":{"unmaskedForm":"Mask"}},"basic":{"type":"medium weapon","damage":0,"modifier":"eased","steps":0,"range":"","notes":"","skillRating":"Practiced"}},"ownership":{"default":0,"k2TkElLx959B0lm5":3},"_stats":{"systemId":"cyphersystem","systemVersion":"2.0.0-b3","coreVersion":"10.288","createdTime":null,"modifiedTime":1667121731362,"lastModifiedBy":"rLeavHPrdkq6xjNt"}} +{"name":"Knife, hunting","type":"attack","img":"systems/cyphersystem/icons/items/attack.svg","effects":[],"folder":null,"sort":0,"flags":{},"_id":"2Fcz72cuTLrwjLy7","system":{"version":2,"description":"

Light weapon (2 damage, difficulty of attack is eased). Level 2.

","archived":false,"settings":{"rollButton":{"pool":"Pool","skill":"Practiced","assets":"0","effort1":"0","effort2":"0","effort3":"0","stepModifier":"eased","additionalSteps":0,"additionalCost":0,"damage":0,"damagePerLOE":3,"teen":"","bonus":0},"general":{"unmaskedForm":"Mask"}},"basic":{"type":"light weapon","damage":2,"modifier":"eased","steps":1,"range":"","notes":"","skillRating":"Practiced"}},"ownership":{"default":0,"k2TkElLx959B0lm5":3},"_stats":{"systemId":"cyphersystem","systemVersion":"2.3.0","coreVersion":"10.291","createdTime":null,"modifiedTime":1676815288408,"lastModifiedBy":"yThCrv1jSfPXOC2U"}} +{"name":"Blaster, medium","type":"attack","img":"systems/cyphersystem/icons/items/attack.svg","effects":[],"folder":null,"sort":0,"flags":{},"_id":"2Iusz99wevz9KSEV","system":{"version":2,"description":"

Handgun that projects an energetic plasma-particle beam; medium weapon (4 damage), long range. It ignores 1 point of Armor value (except from force fields). Level 4.

","archived":false,"settings":{"rollButton":{"pool":"Pool","skill":"Practiced","assets":"0","effort1":"0","effort2":"0","effort3":"0","stepModifier":"eased","additionalSteps":0,"additionalCost":0,"damage":0,"damagePerLOE":3,"teen":"","bonus":0},"general":{"unmaskedForm":"Mask"}},"basic":{"type":"medium weapon","damage":4,"modifier":"eased","steps":0,"range":"long range","notes":"ignores 1 point of Armor","skillRating":"Practiced"}},"ownership":{"default":0,"k2TkElLx959B0lm5":3},"_stats":{"systemId":"cyphersystem","systemVersion":"2.3.0","coreVersion":"10.291","createdTime":null,"modifiedTime":1676816448384,"lastModifiedBy":"yThCrv1jSfPXOC2U"}} +{"name":"Plasma saber, medium","type":"attack","img":"systems/cyphersystem/icons/items/attack.svg","system":{"version":2,"description":"

Produces a 1 m (3 foot) blade of sun-hot plasma that cuts through any material of up to level 7. Can be wielded as either a medium weapon in one hand or as a heavy weapon in two hands (4 damage or 6 damage). It ignores 3 points of a target’s Armor (except from force fields).

","archived":false,"settings":{"rollButton":{"pool":"Pool","skill":"Practiced","assets":"0","effort1":"0","effort2":"0","effort3":"0","stepModifier":"eased","additionalSteps":0,"additionalCost":0,"damage":0,"damagePerLOE":3,"teen":"","bonus":0},"general":{"unmaskedForm":"Mask"}},"basic":{"type":"medium weapon","damage":4,"modifier":"eased","steps":0,"range":"","notes":"ignores 3 points of Armor","skillRating":"Practiced"}},"effects":[],"ownership":{"default":0,"yThCrv1jSfPXOC2U":3},"flags":{"core":{"sourceId":"Item.ZwOpsmWWfYhg25hq"}},"_stats":{"systemId":"cyphersystem","systemVersion":"2.3.0","coreVersion":"10.291","createdTime":1676815452096,"modifiedTime":1676816534926,"lastModifiedBy":"yThCrv1jSfPXOC2U"},"folder":null,"sort":0,"_id":"6lPujBbHg7haNvbP"} +{"name":"Blaster rifle, heavy","type":"attack","img":"systems/cyphersystem/icons/items/attack.svg","effects":[],"folder":null,"sort":0,"flags":{},"_id":"7Cy8yASphzXHYlsJ","system":{"version":2,"description":"

Rifle that projects an energetic plasma-particle beam; heavy weapon (6 damage, both hands), very long range. It ignores 1 point of Armor value (except from force fields). Level 5.

","archived":false,"settings":{"rollButton":{"pool":"Pool","skill":"Practiced","assets":"0","effort1":"0","effort2":"0","effort3":"0","stepModifier":"eased","additionalSteps":0,"additionalCost":0,"damage":0,"damagePerLOE":3,"teen":"","bonus":0},"general":{"unmaskedForm":"Mask"}},"basic":{"type":"heavy weapon","damage":6,"modifier":"eased","steps":0,"range":"very long range","notes":"requires both hands, ignores 1 point of Armor","skillRating":"Practiced"}},"ownership":{"default":0,"k2TkElLx959B0lm5":3},"_stats":{"systemId":"cyphersystem","systemVersion":"2.3.0","coreVersion":"10.291","createdTime":null,"modifiedTime":1676816673224,"lastModifiedBy":"yThCrv1jSfPXOC2U"}} +{"name":"Blaster, heavy","type":"attack","img":"systems/cyphersystem/icons/items/attack.svg","effects":[],"folder":null,"sort":0,"flags":{},"_id":"7NCzo49o54a1vSy1","system":{"version":2,"description":"

Big handgun that projects an energetic plasma-particle beam; heavy weapon (6 damage, both hands), long range. It ignores 1 point of Armor value (except from force fields). Level 5.

","archived":false,"settings":{"rollButton":{"pool":"Pool","skill":"Practiced","assets":"0","effort1":"0","effort2":"0","effort3":"0","stepModifier":"eased","additionalSteps":0,"additionalCost":0,"damage":0,"damagePerLOE":3,"teen":"","bonus":0},"general":{"unmaskedForm":"Mask"}},"basic":{"type":"heavy weapon","damage":6,"modifier":"eased","steps":0,"range":"long range","notes":"requires both hands, ignores 1 point of Armor","skillRating":"Practiced"}},"ownership":{"default":0,"k2TkElLx959B0lm5":3},"_stats":{"systemId":"cyphersystem","systemVersion":"2.3.0","coreVersion":"10.291","createdTime":null,"modifiedTime":1676816620208,"lastModifiedBy":"yThCrv1jSfPXOC2U"}} +{"name":"Foam restraint rifle","type":"attack","img":"systems/cyphersystem/icons/items/attack.svg","system":{"version":2,"description":"

Thick rifle emits a short-range stream of orange liquid that foams over a target and hardens into a body restraint that lasts for ten minutes. A restrained victim can’t move or take actions that require movement. A target whose level is higher than the rifle’s level can usually break free within one or two rounds. Level 4.

","archived":false,"settings":{"rollButton":{"pool":"Pool","skill":"Practiced","assets":"0","effort1":"0","effort2":"0","effort3":"0","stepModifier":"eased","additionalSteps":0,"additionalCost":0,"damage":0,"damagePerLOE":3,"teen":"","bonus":0},"general":{"unmaskedForm":"Mask"}},"basic":{"type":"n/a","damage":0,"modifier":"eased","steps":0,"range":"","notes":"","skillRating":"Practiced"}},"effects":[],"ownership":{"default":0,"yThCrv1jSfPXOC2U":3},"flags":{"core":{"sourceId":"Item.76FmAeSM53LGylEq"}},"_stats":{"systemId":"cyphersystem","systemVersion":"2.3.0","coreVersion":"10.291","createdTime":1676816015752,"modifiedTime":1676816074893,"lastModifiedBy":"yThCrv1jSfPXOC2U"},"folder":null,"sort":0,"_id":"9MlMw9wcyoJMsISn"} +{"name":"Blaster, cannon","type":"attack","img":"systems/cyphersystem/icons/items/attack.svg","effects":[],"folder":null,"sort":0,"flags":{},"_id":"B0x6U0RnIp2EyEbV","system":{"version":2,"description":"

Cannon-like gun that requires a tripod and two people to operate that projects an energetic plasma-particle beam; heavy weapon (10 damage, both hands), very long range. This rapid-fire weapon can operate in conjunction with Spray or Arc Spray abilities. It ignores 2 points of Armor value (except from force fields). Level 5.

","archived":false,"settings":{"rollButton":{"pool":"Pool","skill":"Practiced","assets":"0","effort1":"0","effort2":"0","effort3":"0","stepModifier":"eased","additionalSteps":0,"additionalCost":0,"damage":0,"damagePerLOE":3,"teen":"","bonus":0},"general":{"unmaskedForm":"Mask"}},"basic":{"type":"heavy weapon","damage":10,"modifier":"eased","steps":0,"range":"very long range","notes":"requires a tripod and two people to operate, requires both hands, rapid-fire weapon, ignores 2 points of Armor","skillRating":"Practiced"}},"ownership":{"default":0,"k2TkElLx959B0lm5":3},"_stats":{"systemId":"cyphersystem","systemVersion":"2.3.0","coreVersion":"10.291","createdTime":null,"modifiedTime":1676816831710,"lastModifiedBy":"yThCrv1jSfPXOC2U"}} +{"name":"Grapple gun","type":"attack","img":"systems/cyphersystem/icons/items/attack.svg","system":{"version":2,"description":"

Medium weapon but requires both hands (1 damage), long range. Attaches articulated grapple and connected line to target; hinders animate targets until they can remove the grapple. Grapple gun mechanism either pulls gun wielder to anchored object, or vice versa if object is small. Otherwise, user must succeed on a Might-based task to pull target to them. Level 4.

","archived":false,"settings":{"rollButton":{"pool":"Pool","skill":"Practiced","assets":"0","effort1":"0","effort2":"0","effort3":"0","stepModifier":"eased","additionalSteps":0,"additionalCost":0,"damage":0,"damagePerLOE":3,"teen":"","bonus":0},"general":{"unmaskedForm":"Mask"}},"basic":{"type":"medium weapon","damage":1,"modifier":"eased","steps":0,"range":"long range","notes":"requires both hands","skillRating":"Practiced"}},"effects":[],"ownership":{"default":0,"yThCrv1jSfPXOC2U":3},"flags":{"core":{"sourceId":"Item.U5o46R00zlGCJkwu"}},"_stats":{"systemId":"cyphersystem","systemVersion":"2.3.0","coreVersion":"10.291","createdTime":1676816139665,"modifiedTime":1676816183007,"lastModifiedBy":"yThCrv1jSfPXOC2U"},"folder":null,"sort":0,"_id":"EVk7CvDVSr3IXOPD"} +{"name":"Machete","type":"attack","img":"systems/cyphersystem/icons/items/attack.svg","effects":[],"folder":null,"sort":0,"flags":{},"_id":"H8InhgjpPnnVzmiV","system":{"version":2,"description":"

Medium weapon (4 damage). Level 2.

","archived":false,"settings":{"rollButton":{"pool":"Pool","skill":"Practiced","assets":"0","effort1":"0","effort2":"0","effort3":"0","stepModifier":"eased","additionalSteps":0,"additionalCost":0,"damage":0,"damagePerLOE":3,"teen":"","bonus":0},"general":{"unmaskedForm":"Mask"}},"basic":{"type":"medium weapon","damage":4,"modifier":"eased","steps":0,"range":"","notes":"","skillRating":"Practiced"}},"ownership":{"default":0,"k2TkElLx959B0lm5":3},"_stats":{"systemId":"cyphersystem","systemVersion":"2.3.0","coreVersion":"10.291","createdTime":null,"modifiedTime":1676815236574,"lastModifiedBy":"yThCrv1jSfPXOC2U"}} +{"name":"Plasma saber, heavy","type":"attack","img":"systems/cyphersystem/icons/items/attack.svg","system":{"version":2,"description":"

Produces a 1 m (3 foot) blade of sun-hot plasma that cuts through any material of up to level 7. Can be wielded as either a medium weapon in one hand or as a heavy weapon in two hands (4 damage or 6 damage). It ignores 3 points of a target’s Armor (except from force fields).

","archived":false,"settings":{"rollButton":{"pool":"Pool","skill":"Practiced","assets":"0","effort1":"0","effort2":"0","effort3":"0","stepModifier":"eased","additionalSteps":0,"additionalCost":0,"damage":0,"damagePerLOE":3,"teen":"","bonus":0},"general":{"unmaskedForm":"Mask"}},"basic":{"type":"heavy weapon","damage":6,"modifier":"eased","steps":0,"range":"","notes":"requires both hands, ignores 3 points of Armor","skillRating":"Practiced"}},"effects":[],"ownership":{"default":0,"yThCrv1jSfPXOC2U":3},"flags":{"core":{"sourceId":"Item.8SSKGszhOHfrexrC"}},"_stats":{"systemId":"cyphersystem","systemVersion":"2.3.0","coreVersion":"10.291","createdTime":1676815452096,"modifiedTime":1676816530718,"lastModifiedBy":"yThCrv1jSfPXOC2U"},"folder":null,"sort":0,"_id":"IGwydNpW7KgSXCDN"} +{"name":"Power fist","type":"attack","img":"systems/cyphersystem/icons/items/attack.svg","system":{"version":2,"description":"

Power-assist gauntlet; medium weapon (but inflicts 6 points of damage from power-assist). Level 3.

","archived":false,"settings":{"rollButton":{"pool":"Pool","skill":"Practiced","assets":"0","effort1":"0","effort2":"0","effort3":"0","stepModifier":"eased","additionalSteps":0,"additionalCost":0,"damage":0,"damagePerLOE":3,"teen":"","bonus":0},"general":{"unmaskedForm":"Mask"}},"basic":{"type":"medium weapon","damage":6,"modifier":"eased","steps":0,"range":"","notes":"","skillRating":"Practiced"}},"effects":[],"ownership":{"default":0,"yThCrv1jSfPXOC2U":3},"flags":{"core":{"sourceId":"Item.PCMslN6WvuVX5wXY"}},"_stats":{"systemId":"cyphersystem","systemVersion":"2.3.0","coreVersion":"10.291","createdTime":1676815012180,"modifiedTime":1676815047536,"lastModifiedBy":"yThCrv1jSfPXOC2U"},"folder":null,"sort":0,"_id":"K8LrVutLvaRwBykq"} +{"name":"Needler/syringer","type":"attack","img":"systems/cyphersystem/icons/items/attack.svg","effects":[],"folder":null,"sort":0,"flags":{},"_id":"LDklLSixesdwgwj3","system":{"version":2,"description":"

Light weapon (2 damage, difficulty of attack is eased), long range. Injects soporific that dazes target on a successful Might defense roll for one minute, or puts them into a light sleep for one minute on a failed roll. Level 3.

","archived":false,"settings":{"rollButton":{"pool":"Pool","skill":"Practiced","assets":"0","effort1":"0","effort2":"0","effort3":"0","stepModifier":"eased","additionalSteps":0,"additionalCost":0,"damage":0,"damagePerLOE":3,"teen":"","bonus":0},"general":{"unmaskedForm":"Mask"}},"basic":{"type":"light weapon","damage":2,"modifier":"eased","steps":1,"range":"long range","notes":"","skillRating":"Practiced"}},"ownership":{"default":0,"k2TkElLx959B0lm5":3},"_stats":{"systemId":"cyphersystem","systemVersion":"2.3.0","coreVersion":"10.291","createdTime":null,"modifiedTime":1676815816208,"lastModifiedBy":"yThCrv1jSfPXOC2U"}} +{"name":"Blaster, heavy pulse rifle","type":"attack","img":"systems/cyphersystem/icons/items/attack.svg","system":{"version":2,"description":"

Rifle that projects an energetic plasma-particle beam; heavy weapon (6 damage, both hands), long range. This rapid-fire weapon can operate in conjunction with Spray or Arc Spray abilities. It ignores 1 point of Armor value (except from force fields). Level 5.

","archived":false,"settings":{"rollButton":{"pool":"Pool","skill":"Practiced","assets":"0","effort1":"0","effort2":"0","effort3":"0","stepModifier":"eased","additionalSteps":0,"additionalCost":0,"damage":0,"damagePerLOE":3,"teen":"","bonus":0},"general":{"unmaskedForm":"Mask"}},"basic":{"type":"heavy weapon","damage":6,"modifier":"eased","steps":0,"range":"long range","notes":"requires both hands, rapid-fire weapon, ignores 1 point of Armor","skillRating":"Practiced"}},"effects":[],"ownership":{"default":0,"yThCrv1jSfPXOC2U":3},"flags":{"core":{"sourceId":"Item.Znn6dAJoxdA8zJ8m"}},"_stats":{"systemId":"cyphersystem","systemVersion":"2.3.0","coreVersion":"10.291","createdTime":1676816699352,"modifiedTime":1676816747557,"lastModifiedBy":"yThCrv1jSfPXOC2U"},"folder":null,"sort":0,"_id":"MvVUkFpQufar2Ldm"} +{"name":"Knife, simple","type":"attack","img":"systems/cyphersystem/icons/items/attack.svg","effects":[],"folder":null,"sort":0,"flags":{},"_id":"O3WVhoZQ8U8401yo","system":{"version":2,"description":"

Light weapon (2 damage, difficulty of attack is eased); breaks on attack roll of 1–2. Level 1.

","archived":false,"settings":{"rollButton":{"pool":"Pool","skill":"Practiced","assets":"0","effort1":"0","effort2":"0","effort3":"0","stepModifier":"eased","additionalSteps":0,"additionalCost":0,"damage":0,"damagePerLOE":3,"teen":"","bonus":0},"general":{"unmaskedForm":"Mask"}},"basic":{"type":"light weapon","damage":2,"modifier":"eased","steps":1,"range":"","notes":"won’t last long","skillRating":"Practiced"}},"ownership":{"default":0,"k2TkElLx959B0lm5":3},"_stats":{"systemId":"cyphersystem","systemVersion":"2.3.0","coreVersion":"10.291","createdTime":null,"modifiedTime":1676815255553,"lastModifiedBy":"yThCrv1jSfPXOC2U"}} +{"name":"Laser/photon pulse rifle","type":"attack","img":"systems/cyphersystem/icons/items/attack.svg","system":{"version":2,"description":"

Rifle fires coherent light beams; heavy weapon (6 damage), long range. This rapid-fire weapon can operate in conjunction with Spray or Arc Spray abilities. Level 4.

","archived":false,"settings":{"rollButton":{"pool":"Pool","skill":"Practiced","assets":"0","effort1":"0","effort2":"0","effort3":"0","stepModifier":"eased","additionalSteps":0,"additionalCost":0,"damage":0,"damagePerLOE":3,"teen":"","bonus":0},"general":{"unmaskedForm":"Mask"}},"basic":{"type":"heavy weapon","damage":6,"modifier":"eased","steps":0,"range":"long range","notes":"requires both hands, rapid-fire weapon","skillRating":"Practiced"}},"effects":[],"ownership":{"default":0,"yThCrv1jSfPXOC2U":3},"flags":{"core":{"sourceId":"Item.2qMQQQwHQ9AdbUpF"}},"_stats":{"systemId":"cyphersystem","systemVersion":"2.3.0","coreVersion":"10.291","createdTime":1676815743269,"modifiedTime":1676816239095,"lastModifiedBy":"yThCrv1jSfPXOC2U"},"folder":null,"sort":0,"_id":"P1UjlIEHcJJgRyct"} +{"name":"Shotgun","type":"attack","img":"systems/cyphersystem/icons/items/attack.svg","effects":[],"folder":null,"sort":0,"flags":{},"_id":"PNDivijkZvlsUjbm","system":{"version":2,"description":"

Heavy weapon (6 damage, both hands), immediate range. Level 3.

","archived":false,"settings":{"rollButton":{"pool":"Pool","skill":"Practiced","assets":"0","effort1":"0","effort2":"0","effort3":"0","stepModifier":"eased","additionalSteps":0,"additionalCost":0,"damage":0,"damagePerLOE":3,"teen":"","bonus":0},"general":{"unmaskedForm":"Mask"}},"basic":{"type":"heavy weapon","damage":6,"modifier":"eased","steps":0,"range":"immediate range","notes":"requires both hands","skillRating":"Practiced"}},"ownership":{"default":0,"k2TkElLx959B0lm5":3},"_stats":{"systemId":"cyphersystem","systemVersion":"2.3.0","coreVersion":"10.291","createdTime":null,"modifiedTime":1676815334773,"lastModifiedBy":"yThCrv1jSfPXOC2U"}} +{"name":"Grenade, thermite","type":"attack","img":"systems/cyphersystem/icons/items/attack.svg","effects":[],"folder":null,"sort":0,"flags":{},"_id":"PnvNFQbxuCHb874j","system":{"version":2,"description":"

Single use; can be thrown a short distance; explodes to inflict 6 points of damage in immediate radius. On a failed Might defense roll, targets burn for 2 points of damage each round until they spend a round smothering the fire. Level 4.

","archived":false,"settings":{"rollButton":{"pool":"Pool","skill":"Practiced","assets":"0","effort1":"0","effort2":"0","effort3":"0","stepModifier":"eased","additionalSteps":0,"additionalCost":0,"damage":0,"damagePerLOE":3,"teen":"","bonus":0},"general":{"unmaskedForm":"Mask"}},"basic":{"type":"n/a","damage":6,"modifier":"eased","steps":0,"range":"short range","notes":"explosive weapon","skillRating":"Practiced"}},"ownership":{"default":0,"k2TkElLx959B0lm5":3},"_stats":{"systemId":"cyphersystem","systemVersion":"2.3.0","coreVersion":"10.291","createdTime":null,"modifiedTime":1676815763297,"lastModifiedBy":"yThCrv1jSfPXOC2U"}} +{"name":"Plasma grenade","type":"attack","img":"systems/cyphersystem/icons/items/attack.svg","system":{"version":2,"description":"

Single use; can be thrown a short distance; explodes to inflict 8 points of damage in immediate radius and targets descend one step on the damage track. It ignores 2 points of Armor value (except from force fields). Level 4.

","archived":false,"settings":{"rollButton":{"pool":"Pool","skill":"Practiced","assets":"0","effort1":"0","effort2":"0","effort3":"0","stepModifier":"eased","additionalSteps":0,"additionalCost":0,"damage":0,"damagePerLOE":3,"teen":"","bonus":0},"general":{"unmaskedForm":"Mask"}},"basic":{"type":"n/a","damage":8,"modifier":"eased","steps":0,"range":"short range","notes":"explosive weapon, ignores 2 points of Armor","skillRating":"Practiced"}},"effects":[],"ownership":{"default":0,"yThCrv1jSfPXOC2U":3},"flags":{"core":{"sourceId":"Item.NCMJ88O7LmWb5Cei"}},"_stats":{"systemId":"cyphersystem","systemVersion":"2.3.0","coreVersion":"10.291","createdTime":1676816470305,"modifiedTime":1676816517380,"lastModifiedBy":"yThCrv1jSfPXOC2U"},"folder":null,"sort":0,"_id":"R71McjtZ2VjQgiAt"} +{"name":"Vacuum handgun, heavy","type":"attack","img":"systems/cyphersystem/icons/items/attack.svg","system":{"version":2,"description":"

As @UUID[Compendium.cyphersystem-compendium.weapons-modern.TiBhD7UEqWItJVOc]{contemporary handgun}, but uses special rounds designed to fire in a zero-oxygen environment, and that are self-propelling so firing this gun in zero or low gravity doesn’t spin wielder backward. Level 3.

","archived":false,"settings":{"rollButton":{"pool":"Pool","skill":"Practiced","assets":"0","effort1":"0","effort2":"0","effort3":"0","stepModifier":"eased","additionalSteps":0,"additionalCost":0,"damage":0,"damagePerLOE":3,"teen":"","bonus":0},"general":{"unmaskedForm":"Mask"}},"basic":{"type":"heavy weapon","damage":6,"modifier":"eased","steps":0,"range":"long range","notes":"requires both hands","skillRating":"Practiced"}},"effects":[],"ownership":{"default":0,"yThCrv1jSfPXOC2U":3},"flags":{"core":{"sourceId":"Item.4sUTEarWBKDKrR8N"}},"_stats":{"systemId":"cyphersystem","systemVersion":"2.3.0","coreVersion":"10.291","createdTime":1676815833957,"modifiedTime":1676815934586,"lastModifiedBy":"yThCrv1jSfPXOC2U"},"folder":null,"sort":0,"_id":"RODaeYaM5Sl86jol"} +{"name":"Vacuum rifle, assault","type":"attack","img":"systems/cyphersystem/icons/items/attack.svg","system":{"version":2,"description":"

As @UUID[Compendium.cyphersystem-compendium.weapons-modern.6r112wF81Zs3yeNe]{contemporary assault rifle}, but uses special rounds designed to fire in a zero-oxygen environment, and that are self-propelling so firing this assault rifle in zero or law gravity doesn’t spin wielder backward. Level 3.

","archived":false,"settings":{"rollButton":{"pool":"Pool","skill":"Practiced","assets":"0","effort1":"0","effort2":"0","effort3":"0","stepModifier":"eased","additionalSteps":0,"additionalCost":0,"damage":0,"damagePerLOE":3,"teen":"","bonus":0},"general":{"unmaskedForm":"Mask"}},"basic":{"type":"heavy weapon","damage":6,"modifier":"eased","steps":0,"range":"long range","notes":"requires both hands, rapid-fire weapon","skillRating":"Practiced"}},"effects":[],"ownership":{"default":0,"yThCrv1jSfPXOC2U":3},"flags":{"core":{"sourceId":"Item.3qmsvvOLI1DtPVNM"}},"_stats":{"systemId":"cyphersystem","systemVersion":"2.3.0","coreVersion":"10.291","createdTime":1676815953062,"modifiedTime":1676816000482,"lastModifiedBy":"yThCrv1jSfPXOC2U"},"folder":null,"sort":0,"_id":"X3UYf3u2WeAUETNE"} +{"name":"Blaster, goggles","type":"attack","img":"systems/cyphersystem/icons/items/attack.svg","system":{"version":2,"description":"

Thick goggles that project twin energetic plasma-particle beams; light weapon (2 damage, difficulty of attack is eased), long range. It ignores 1 point of Armor value (except from force fields).

","archived":false,"settings":{"rollButton":{"pool":"Pool","skill":"Practiced","assets":"0","effort1":"0","effort2":"0","effort3":"0","stepModifier":"eased","additionalSteps":0,"additionalCost":0,"damage":0,"damagePerLOE":3,"teen":"","bonus":0},"general":{"unmaskedForm":"Mask"}},"basic":{"type":"light weapon","damage":2,"modifier":"eased","steps":1,"range":"long range","notes":"ignores 1 point of Armor","skillRating":"Practiced"}},"effects":[],"ownership":{"default":0,"yThCrv1jSfPXOC2U":3},"flags":{"core":{"sourceId":"Item.goEWHjPnnr6yPVyy"}},"_stats":{"systemId":"cyphersystem","systemVersion":"2.3.0","coreVersion":"10.291","createdTime":1676816549228,"modifiedTime":1676816583754,"lastModifiedBy":"yThCrv1jSfPXOC2U"},"folder":null,"sort":0,"_id":"XCndZQHZnZMKErMJ"} +{"name":"Laser/photon pistol","type":"attack","img":"systems/cyphersystem/icons/items/attack.svg","system":{"version":2,"description":"

Handgun fires coherent light beams; light weapon (2 damage, difficulty of attack is eased), long range. Level 3.

","archived":false,"settings":{"rollButton":{"pool":"Pool","skill":"Practiced","assets":"0","effort1":"0","effort2":"0","effort3":"0","stepModifier":"eased","additionalSteps":0,"additionalCost":0,"damage":0,"damagePerLOE":3,"teen":"","bonus":0},"general":{"unmaskedForm":"Mask"}},"basic":{"type":"light weapon","damage":2,"modifier":"eased","steps":1,"range":"long range","notes":"","skillRating":"Practiced"}},"effects":[],"ownership":{"default":0,"yThCrv1jSfPXOC2U":3},"flags":{"core":{"sourceId":"Item.2qMQQQwHQ9AdbUpF"}},"_stats":{"systemId":"cyphersystem","systemVersion":"2.3.0","coreVersion":"10.291","createdTime":1676815743269,"modifiedTime":1676815791891,"lastModifiedBy":"yThCrv1jSfPXOC2U"},"folder":null,"sort":0,"_id":"Z2Cl60UhnEocC6EW"} +{"name":"Blaster, light","type":"attack","img":"systems/cyphersystem/icons/items/attack.svg","effects":[],"folder":null,"sort":0,"flags":{},"_id":"cAh0sGKTyb8Vptej","system":{"version":2,"description":"

Handgun that projects an energetic plasma-particle beam; light weapon (2 damage, difficulty of attack is eased), long range. It ignores 1 point of Armor value (except from force fields). Level 4.

","archived":false,"settings":{"rollButton":{"pool":"Pool","skill":"Practiced","assets":"0","effort1":"0","effort2":"0","effort3":"0","stepModifier":"eased","additionalSteps":0,"additionalCost":0,"damage":0,"damagePerLOE":3,"teen":"","bonus":0},"general":{"unmaskedForm":"Mask"}},"basic":{"type":"light weapon","damage":2,"modifier":"eased","steps":1,"range":"long range","notes":"ignores 1 point of Armor","skillRating":"Practiced"}},"ownership":{"default":0,"k2TkElLx959B0lm5":3},"_stats":{"systemId":"cyphersystem","systemVersion":"2.3.0","coreVersion":"10.291","createdTime":null,"modifiedTime":1676816389753,"lastModifiedBy":"yThCrv1jSfPXOC2U"}} +{"name":"Blaster, heavy rifle","type":"attack","img":"systems/cyphersystem/icons/items/attack.svg","system":{"version":2,"description":"

Rifle that projects an energetic plasma-particle beam; heavy weapon (6 damage, both hands), very long range. It ignores 1 point of Armor value (except from force fields). Level 5.

","archived":false,"settings":{"rollButton":{"pool":"Pool","skill":"Practiced","assets":"0","effort1":"0","effort2":"0","effort3":"0","stepModifier":"eased","additionalSteps":0,"additionalCost":0,"damage":0,"damagePerLOE":3,"teen":"","bonus":0},"general":{"unmaskedForm":"Mask"}},"basic":{"type":"heavy weapon","damage":6,"modifier":"eased","steps":0,"range":"very long range","notes":"requires both hands, ignores 1 point of Armor","skillRating":"Practiced"}},"effects":[],"ownership":{"default":0,"yThCrv1jSfPXOC2U":3},"flags":{"core":{"sourceId":"Item.kPQOsUNe4D9vAtH7"}},"_stats":{"systemId":"cyphersystem","systemVersion":"2.3.0","coreVersion":"10.291","createdTime":1676817727848,"modifiedTime":1676817765932,"lastModifiedBy":"yThCrv1jSfPXOC2U"},"folder":null,"sort":0,"_id":"dlS3bfxiNoxTjerG"} +{"name":"Rail gun","type":"attack","img":"systems/cyphersystem/icons/items/attack.svg","system":{"version":2,"description":"

Long-barreled rifle with computer sight assistance fires magnetically accelerated slugs; heavy-plus weapon (8 points of damage, both hands), range is 3,050 m (10,000 feet). Level 5.

","archived":false,"settings":{"rollButton":{"pool":"Pool","skill":"Practiced","assets":"0","effort1":"0","effort2":"0","effort3":"0","stepModifier":"eased","additionalSteps":0,"additionalCost":0,"damage":0,"damagePerLOE":3,"teen":"","bonus":0},"general":{"unmaskedForm":"Mask"}},"basic":{"type":"heavy weapon","damage":8,"modifier":"eased","steps":0,"range":"3,050 m (10,000 feet) range","notes":"requires both hands","skillRating":"Practiced"}},"effects":[],"ownership":{"default":0,"yThCrv1jSfPXOC2U":3},"flags":{"core":{"sourceId":"Item.rMshb6F6O7K9Vaaf"}},"_stats":{"systemId":"cyphersystem","systemVersion":"2.3.0","coreVersion":"10.291","createdTime":1676816269552,"modifiedTime":1676816657454,"lastModifiedBy":"yThCrv1jSfPXOC2U"},"folder":null,"sort":0,"_id":"kRRPeJSR5nBX7Nd2"} +{"name":"Grenade, sonic","type":"attack","img":"systems/cyphersystem/icons/items/attack.svg","effects":[],"folder":null,"sort":0,"flags":{},"_id":"mVef0tRkNWbfz2VS","system":{"version":2,"description":"

Single use; can be thrown a short distance; explodes to inflict 2 points of damage in immediate radius. On a failed Might defense roll, targets lose their next turn. Level 4.

","archived":false,"settings":{"rollButton":{"pool":"Pool","skill":"Practiced","assets":"0","effort1":"0","effort2":"0","effort3":"0","stepModifier":"eased","additionalSteps":0,"additionalCost":0,"damage":0,"damagePerLOE":3,"teen":"","bonus":0},"general":{"unmaskedForm":"Mask"}},"basic":{"type":"n/a","damage":2,"modifier":"eased","steps":0,"range":"short range","notes":"explosive weapon","skillRating":"Practiced"}},"ownership":{"default":0,"k2TkElLx959B0lm5":3},"_stats":{"systemId":"cyphersystem","systemVersion":"2.3.0","coreVersion":"10.291","createdTime":null,"modifiedTime":1676815754610,"lastModifiedBy":"yThCrv1jSfPXOC2U"}} +{"_id":"qErMuZdwnHVPLCm7","name":"Stunstick","type":"attack","img":"systems/cyphersystem/icons/items/attack.svg","effects":[],"folder":null,"sort":0,"flags":{},"system":{"version":2,"description":"

Nightstick-like form factor; medium weapon (variable setting: 0, 2, 4, or 6 points of damage; if setting is set to 2 or fewer hit points, human-sized target or smaller loses their next turn). Level 3.

","archived":false,"settings":{"rollButton":{"pool":"Pool","skill":"Practiced","assets":"0","effort1":"0","effort2":"0","effort3":"0","stepModifier":"eased","additionalSteps":0,"additionalCost":0,"damage":0,"damagePerLOE":3,"teen":"","bonus":0},"general":{"unmaskedForm":"Mask"}},"basic":{"type":"medium weapon","damage":0,"modifier":"eased","steps":0,"range":"","notes":"","skillRating":"Practiced"}},"ownership":{"default":0,"k2TkElLx959B0lm5":3},"_stats":{"systemId":"cyphersystem","systemVersion":"2.3.0","coreVersion":"10.291","createdTime":null,"modifiedTime":1676815077844,"lastModifiedBy":"yThCrv1jSfPXOC2U"}} +{"name":"Laser/photon rifle","type":"attack","img":"systems/cyphersystem/icons/items/attack.svg","system":{"version":2,"description":"

Rifle fires coherent light beams; medium weapon but requires both hands (4 damage), very long range. Level 4.

","archived":false,"settings":{"rollButton":{"pool":"Pool","skill":"Practiced","assets":"0","effort1":"0","effort2":"0","effort3":"0","stepModifier":"eased","additionalSteps":0,"additionalCost":0,"damage":0,"damagePerLOE":3,"teen":"","bonus":0},"general":{"unmaskedForm":"Mask"}},"basic":{"type":"medium weapon","damage":4,"modifier":"eased","steps":0,"range":"very long range","notes":"requires both hands","skillRating":"Practiced"}},"effects":[],"ownership":{"default":0,"yThCrv1jSfPXOC2U":3},"flags":{"core":{"sourceId":"Item.2qMQQQwHQ9AdbUpF"}},"_stats":{"systemId":"cyphersystem","systemVersion":"2.3.0","coreVersion":"10.291","createdTime":1676815743269,"modifiedTime":1676816250950,"lastModifiedBy":"yThCrv1jSfPXOC2U"},"folder":null,"sort":0,"_id":"wXAQbqYqbn45C4eK"} {"name":"Pulse laser gun","type":"attack","img":"systems/cyphersystem/icons/items/attack.svg","effects":[],"folder":null,"sort":0,"flags":{},"_id":"xjviCkv7gCoy1ZcV","system":{"version":2,"description":"","archived":false,"settings":{"rollButton":{"pool":"Pool","skill":"Practiced","assets":0,"effort1":0,"effort2":0,"effort3":0,"stepModifier":"eased","additionalSteps":0,"additionalCost":0,"damage":0,"damagePerLOE":3,"teen":"","bonus":0},"general":{"unmaskedForm":"Mask"}},"basic":{"type":"medium weapon","damage":"4","modifier":"eased","steps":"0","range":"long range","notes":"rapid-fire weapon","skillRating":"Practiced"}},"ownership":{"default":0,"k2TkElLx959B0lm5":3},"_stats":{"systemId":"cyphersystem","systemVersion":"2.0.0-b3","coreVersion":"10.288","createdTime":null,"modifiedTime":1667121731284,"lastModifiedBy":"rLeavHPrdkq6xjNt"}} +{"name":"Mono-molecular blade","type":"attack","img":"systems/cyphersystem/icons/items/attack.svg","system":{"version":2,"description":"

Produces a 15 cm (6 inch) wire–like blade that cuts through any material of up to level 4; light weapon (2 damage, difficulty of attack is eased). It ignores 1 point of Armor value (except from force fields).

","archived":false,"settings":{"rollButton":{"pool":"Pool","skill":"Practiced","assets":"0","effort1":"0","effort2":"0","effort3":"0","stepModifier":"eased","additionalSteps":0,"additionalCost":0,"damage":0,"damagePerLOE":3,"teen":"","bonus":0},"general":{"unmaskedForm":"Mask"}},"basic":{"type":"light weapon","damage":2,"modifier":"eased","steps":1,"range":"","notes":"","skillRating":"Practiced"}},"effects":[],"ownership":{"default":0,"yThCrv1jSfPXOC2U":3},"flags":{"core":{"sourceId":"Item.fcWkp9fM6u5oJkJy"}},"_stats":{"systemId":"cyphersystem","systemVersion":"2.3.0","coreVersion":"10.291","createdTime":1676815105181,"modifiedTime":1676815163429,"lastModifiedBy":"yThCrv1jSfPXOC2U"},"folder":null,"sort":0,"_id":"zJ6Y22TOGLggvPsd"} +{"name":"Stunring","type":"attack","img":"systems/cyphersystem/icons/items/attack.svg","system":{"version":2,"description":"

As @UUID[Compendium.cyphersystem-compendium.weapons-sci-fi.qErMuZdwnHVPLCm7]{stunstick}, but light weapon (difficulty of attack is eased) worn as a set of two rings on the same hand; punch target to use.

","archived":false,"settings":{"rollButton":{"pool":"Pool","skill":"Practiced","assets":"0","effort1":"0","effort2":"0","effort3":"0","stepModifier":"eased","additionalSteps":0,"additionalCost":0,"damage":0,"damagePerLOE":3,"teen":"","bonus":0},"general":{"unmaskedForm":"Mask"}},"basic":{"type":"light weapon","damage":2,"modifier":"eased","steps":1,"range":"","notes":"","skillRating":"Practiced"}},"effects":[],"ownership":{"default":0,"yThCrv1jSfPXOC2U":3},"flags":{"core":{"sourceId":"Item.wwIHzmcvpMais6am"}},"_stats":{"systemId":"cyphersystem","systemVersion":"2.3.0","coreVersion":"10.291","createdTime":1676815396207,"modifiedTime":1676815440287,"lastModifiedBy":"yThCrv1jSfPXOC2U"},"folder":null,"sort":0,"_id":"ztzW5SA3EfXR1zhu"} From 7842ea0b242c223ce3da8cb0db7f17c21b9b75c5 Mon Sep 17 00:00:00 2001 From: mrkwnzl <40534855+mrkwnzl@users.noreply.github.com> Date: Fri, 24 Feb 2023 11:06:08 +0100 Subject: [PATCH 4/6] Update module.json --- module.json | 8 ++++---- 1 file changed, 4 insertions(+), 4 deletions(-) diff --git a/module.json b/module.json index 7ad2306..543b963 100644 --- a/module.json +++ b/module.json @@ -2,7 +2,7 @@ "id": "cyphersystem-compendium", "title": "Cypher SRD Compendium", "description": "A compendium pack for the Cypher System game system.", - "version": "3.5.1", + "version": "3.6.0", "compatibility": { "minimum": "10", "verified": "10.291", @@ -10,7 +10,7 @@ }, "url": "https://github.com/mrkwnzl/cyphersystem-compendium", "manifest": "https://raw.githubusercontent.com/mrkwnzl/cyphersystem-compendium/main/module.json", - "download": "https://github.com/mrkwnzl/cyphersystem-compendium/releases/download/v3.5.1/release.zip", + "download": "https://github.com/mrkwnzl/cyphersystem-compendium/releases/download/v3.6.0/release.zip", "authors": [ { "name": "Marko Wenzel", @@ -25,8 +25,8 @@ "type": "system", "manifest": "https://raw.githubusercontent.com/mrkwnzl/cyphersystem-foundryvtt/main/system.json", "compatibility": { - "minimum": "2.1.2", - "verified": "2.1.2" + "minimum": "2.2.0", + "verified": "2.2.0" } } ] From c92779910b14f6343f1b3bd3a313c46ccb3af95f Mon Sep 17 00:00:00 2001 From: mrkwnzl <40534855+mrkwnzl@users.noreply.github.com> Date: Fri, 24 Feb 2023 11:07:06 +0100 Subject: [PATCH 5/6] Update CHANGELOG.md --- CHANGELOG.md | 1 + 1 file changed, 1 insertion(+) diff --git a/CHANGELOG.md b/CHANGELOG.md index c30f67e..08a6d0e 100644 --- a/CHANGELOG.md +++ b/CHANGELOG.md @@ -9,6 +9,7 @@ The format is based on [Keep a Changelog](https://keepachangelog.com/en/1.0.0/), - The additions to the CSRD from 2023-02-10 have been added. This now includes the Science Fiction Rulebook, the Fantasy Rulebook, and the Cypher Shorts Rulebook. All new the equipment, cyphers, artifacts, vehicles, abilities, etc. are sorted into the appropriate compendia. ### Changed +- The CSRD Compendium now requires Cypher System v2.4.0. - The Cypher System Rulebook has been updated with crossreferences to the new Rulebooks. - The CSS classes of the editor’s notes has been changed. From d23abec29bb8db99bc8b5a1c76cf08e049666766 Mon Sep 17 00:00:00 2001 From: mrkwnzl <40534855+mrkwnzl@users.noreply.github.com> Date: Fri, 24 Feb 2023 11:07:08 +0100 Subject: [PATCH 6/6] Update module.json --- module.json | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/module.json b/module.json index 543b963..06c7894 100644 --- a/module.json +++ b/module.json @@ -25,8 +25,8 @@ "type": "system", "manifest": "https://raw.githubusercontent.com/mrkwnzl/cyphersystem-foundryvtt/main/system.json", "compatibility": { - "minimum": "2.2.0", - "verified": "2.2.0" + "minimum": "2.4.0", + "verified": "2.4.0" } } ]